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Divine Sky of Chaos


Zynn

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First, I'd like to say that Light and Dark monsters are cool and they are natural enemies. So here's a slow growing set of cards that will fall under my newly established booster pack: Divine Sky of Chaos. Feel free to tell me what you think. It may give me more ideas.

 

 

Elemental Hero Angelman

 

Light

LV7

warrior/fusion DSC-100

 

Elemental Hero Avion + Elemental Hero Sparkman

This monster can only be fusion summoned using the above fusion materials.You can tribute this monster to increase your life points equal to the total atk of all "Elemental Hero" monsters in your graveyard.(Tributes for summons are excluded)

 

Atk 2500/Def 1900

 

Next:

 

Divine Sky of Chaos

 

Continuous spell DSC-107

 

Discard one continuous spell card from your hand to activate this card. As long as this card remains face up on the field, increase the atk of all Light and Dark monsters by 500 points. If this card is destroyed by your opponent's monster effect, inflict damage to your opponent's life points equal to the atk of your monster with the lowest atk.

 

Third:

 

Magical Recycling Center

 

trap DSC-108

 

Discard two spell cards from your hand to return from the graveyard all continuous spell cards to your hand.

 

Last for now:

 

Divine Summoning

 

spell DSC-105

 

Tribut one Light and one Dark monster on your side of the field to special summon from your deck one level 7 or higher Light or Dark monster.

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Here the new card inspired by Elemental Hero Angel man

 

Elemental Hero Deman

 

Dark

LV7

warrior/fusion DSC-101

 

Elemental Hero Avion + Elemental Hero Necroshade

This monster can only be fusion summoned using the above fusion materials. You can tribute this monster to inflict damage to your opponent's life points equal to the total atk of all "Elemental Hero" monsters in your graveyard.(Tributes for summons are excluded)

 

Atk 2500/Def 1900

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That's a good point there but you must remember that Elemental Hero Avion has atleast 2 fusions. Now that I explained the situation with Avion, here's a new trap card.

 

Angel Dust

 

counter trap

Discard two cards from your hand. All Light and Dark monsters are unaffected by card effects until the end phase of the turn in which this card was activated.

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This is the newest addition:

 

Demon Stomp

 

spell DSC-120

 

You can only activate this card if your life points are lower than your opponent's and the difference is 2000 or more. Tribute one Dark monster on your side of the field to inflict damage to your opponent equal to the sum of the monster's atk and def.

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Withe careful consideration, I have crafted two new monsters.

Here they are:

 

 

Angel Lord Gettazz

 

Attribute: Light

Level: 8

 

DSC - 115

Fairy

Description: An angel who governs and protect the weak.

ATK / DEF: 3000 / 2500

 

 

 

 

Demon Lord Kickazz

 

 

Attribute: Dark

Level: 8

 

DSC - 119

Fiend

Description:A demon whose power bring even the toughest warriors to their knees.

ATK / DEF:3000/2500

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  • 2 weeks later...

Get a load of this:

 

Palutena the Goddess of Balance

 

Attribute: Light

Level:10

 

DSC - 107

Spellcaster/Effect

This monster can only be special summoned by tributing "Angel Lord Gettazz" and "Demon Lord Kickazz" from your side of the field. Once per turn increase you and your opponent's life points by 500 points for every light monster that is removed from play and inflict 500 points of damage to you and your opponent for every Dark monster that is removed from play.

ATK / DEF: 4000/3700

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  • 2 weeks later...

I've created a series of field spells that will be revealed one by one because I made them all in the same day. They look a bit overpowered but, they are for people who don't want the monster version. Some of them are complete opposites of each other.

 

Here's the first:

 

Earth Temple

 

Field Spell

 

As long as this card remains face up on the field increase the attack of all Earth monsters by 500 points and decrease the attack of all Wind monsters by 400 points.

 

Wind Temple coming soon.(Like tomorrow or ASAP)

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  • 1 month later...

I see that some liked my cards and others think that they are overpowered.

So, while I think of drawbacks for some of my cards, I will reveal the final temple.

 

Water Temple

 

Field Spell

 

As long as this card remains face up on the field increase the attack of all Water monsters by 500 points and decrease the attack of all Fire monsters by 400 points.

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I bet people wondered: What happened to the field cards for Light and Dark?

Well, here's the one for Dark.

 

Hades' Throne Room

 

Field Spell

 

As long as this card remains face up on the field increase the attack of all Dark monsters by 500 points and decrease the attack of all Light monsters by 400 points.

 

I've finished the one for Light but I'm not revealing it until sometime after 12:00 p.m. eastern time tommorrow. (Hopefully)

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This is the final field spell in this six-card series:

 

Palutena's Garden

 

Field Spell

 

As long as this card remains face up on the field increase the attack of all Light monsters by 500 points and decrease the attack of all Dark monsters by 400 points.

 

 

I wonder what I will do next.

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Lol, E-Hero Angelman and Deman are a bit overpowered, and I really don't like the names... I liked the rest of your cards in your first post, DSoC was pretty cool. Eh, I didn't really like the rest of the cards after the first ones, they seemed either overpowered or kind of unimaginative...

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  • 1 month later...

After studying my Total Defense Shogun monster card, I wondered if it

is possible to grant that type of power and more to other monsters.

This the results of my findings.

 

Trick Room

 

Continuous Spell

 

As long as this card remains face up, only face up defense positioned monsters can attack. Also, during damage calculation apply the defense of the attacking monster.

 

 

This was hard to make so if anybody does not understand the card, tell me and I'll try to explain it for you.

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