Jump to content

Lock (Remade ;)


~Makaveli~

Recommended Posts

The rest of your sig thanks >_> The rest of your sig thanks >_>

 

Also for the sake of it puts theses in the set.

 

[spoiler=Cards]

43681.jpg

p><p>[center][img]<a href=http://img186.imageshack.us/img186/457/43681.jpg' alt='43681.jpg'>[/center]

p><p>[center][img]<a href=http://img300.imageshack.us/img300/457/43681.jpg' alt='43681.jpg'>[/center]

p><p>[center][size=small][i]Once per turn, place 1 Nuclear Counter on this card for each card in your hand (max. 3). When this card is selected as an attack target by your opponent, remove 2 Nuclear Counters from this card to negate the attack.  If there are no Nuclear Counters on this card, decrease this card

Once per turn, place 1 Nuclear Counter on this card for each card in your hand (max. 3). When this card is selected as an attack target by your opponent, remove 2 Nuclear Counters from this card to negate the attack. If there are no Nuclear Counters on this card, decrease this card's ATK by 700.

 

p><p>[center][img]<a href=http://img3.imageshack.us/img3/2913/43681rli.jpg' alt='43681rli.jpg'>[/center]

p><p>This monster cannot be Special Summoned except by Fusion Summon.  When this card is Fusion Summoned, destroy all Spell and Trap Cards on the field. Place 1 Hadron Counter on this card for each monster this card destroys by battle.  Once per turn, you can remove 2 Hadron Counter from this card to destroy 1 card your opponent controls. Decrease this card

 

p><p>[center][img]<a href=http://img24.imageshack.us/img24/457/43681.jpg' alt='43681.jpg'>[/center]

 

This card cannot be Special Summoned. As long as you control 2 or more monsters, this card cannot be destroyed by battle (Damage Calculation is applied normally). Place 1 Geass Counter on this card each time this card is an attack target (max. 3). You can remove 3 Geass Counters from this card to Special Summon 1 Level 3 or lower monster from your Deck in Attack Position.

This card cannot be Special Summoned. As long as you control 2 or more monsters, this card cannot be destroyed by battle (Damage Calculation is applied normally). Place 1 Geass Counter on this card each time this card is an attack target (max. 3). You can remove 3 Geass Counters from this card to Special Summon 1 Level 3 or lower monster from your Deck in Attack Position.

 

Link to comment
Share on other sites

  • Replies 238
  • Created
  • Last Reply

OK so what about this?

 

224052.jpg

Pay 400 Life Points to Negate the effect of Spell and Trap Cards controlled by your opponent that specifically designate this face-up card on the field as a target. When this card is Normal Summoned, Flip Summoned, or Special Summoned successfully, select 1 face-up monster on the field. As long as the monster remains face-up on the field, decrease its ATK by 800 points.

Link to comment
Share on other sites

OK so what about this?

 

224052.jpg

Pay 400 Life Points to Negate the effect of Spell and Trap Cards controlled by your opponent that specifically designate this face-up card on the field as a target. When this card is Normal Summoned' date=' Flip Summoned, or Special Summoned successfully, select 1 face-up monster on the field. As long as the monster remains face-up on the field, decrease its ATK by 800 points.

[/quote']

Reduce level by 2, and ATK/DEF by 500 apiece.

 

The second effect is both gratuitously wordy and completely worthless.

 

 

Zero is worthless for its Summoning condition.

Geass of Control is gratuitously wordy. This card can only be activated when you control a face-up "Lelouch Vi Britannia" or "Zero". Take control of your opponent's attacking monster until the End Phase. Also, what good is this if they get it back at the end of their turn anyway? It might as well be Negate Attack, but worse, as it isn't a counter trap.

Guren is also too wordy: Once per turn, place 1 Nuclear Counter on this card for each card in your hand (max. 3). You can remove 2 Nuclear Counters from this card to negate a battle involving this card. If there are no Nuclear Counters on this card, decrease its ATK by 700.

Lancelot Albion is simultaneously broken and bad. It's impossible to get out, but once it's out, its ATK and DEF are too potent. Decrease them by 700 each and you're set.

 

Too lazy to do the others.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...