Umbra Posted October 12, 2007 Report Share Posted October 12, 2007 Here it is, my Arcanis Set. A set that deals with counters and Spellcasters. If anyone finds a decent pic for any of these cards, I give you 1 rep for it. [align=center]1)Arcanis Shield: Equip Spell Card. You can only equip this card to a Spellcaster-type monster on the field. Increase the DEF of the equipped monster by 600 points. If the equipped monster is attacked, you can destroy this card to designate “Arcanis Shield Master” as the attack target instead. 2)Arcanis Shield Master: Monster Card. 4/800/2000. WATER/Warrior. If there is a “Arcanis” monster on the field, increase the DEF of this card by 500 points. 3)Holy Water Force: Quick-play Spell Card. You can only activate this card when a Spellcaster-type monster you control battles. Destroy your opponent’s monster and increase your opponent’s Life Points by 1000.) 4)Arcanis Water Mage: Monster Card. 5/2100/1000. WATER/Spellcaster. When an “Arcanis” monster (except this card) battles, you can remove 1 “Arcane Counter” from this card. If you do, treat the ATK of that card as the same as this card’s ATK 5)The University of Calahan: Field Spell Card. Increase the ATK of all “Arcanis” monsters with 500 points and decrease their DEF by 400 points and place 1 “Arcane Counter” on each monster you control. Whenever an “Arcanis” monster destroys another monster as a result of battle, put 1 “Arcane Counter” on this card. (Max.3)If there is a “Will Counter” on this card, at the end of every of your Standby Phases, place 1 “Will Counter” on this card. (Max. 5) If there are 3 “Arcane Counters” and 5 “Will Counters” on this card, you can send it to the Graveyard to inflict 4000 points of damage to your opponent’s Life Points. 6)First Master of Arcanis: Monster Card. 3/1000/1000. WATER/Spellcaster. Whenever a player activates a Spell Card, put 1 “Arcane Counter” on this card.(max. 3) This card gets the following effects depending on the number of “Arcane Counters” on this card:1. Once per turn, during your Standby Phase, you can pay 500 Life Points to destroy 1 Level 4 or lower monster on the field. If you do, this card can not declare an attack this turn.2. Increase the ATK of this card by 800 points. 3. Send this card to the graveyard to Special Summon “Second Master of Arcanis” from your hand or deck. 7) Second Master of Arcanis: Monster Card. 5/????/1000. WATER/Spellcaster. (If this card was Special Summoned by the effect of “First Master of Arcanis”, place 3 “Arcane Counter” on this card. Whenever you activate a Spell Card, place 1 “Arcane Counter” on this card. The original attack of this card becomes the number of “Arcane Counters” placed on this card times 800. If there are 5 or more “Arcane Counter” on this card, you can send it to the Graveyard to Special Summon “Final Master of Arcanis” from your hand or deck.) 8)Final Master of Arcanis: Monster Card. 8/????/2000. WATER/Spellcaster. (If this card was Special Summoned by the effect of “Second Master of Arcanis”, place 1 “Arcanis Counter” on this card. The ATK of this card becomes the number of “Arcanis” monsters in your graveyard x 800. Whenever a “Arcanis” monster is sent to the Graveyard, place 1 “Arcanis Counter” on this card. If there are 4 “Arcanis Counters” on this card, you win the duel. 9) Rise of Arcanis Truth: Ritual Spell Card. (This card is used to Ritual Summon “Arcanis, God of Restoration”. You must also tribute monsters on your side of the field whose total number of “Arcane Counters” on them equal 8 or whose total number of “Arcanis Counters” on them equal 2.) 10) Arcanis, God of Restoration: Ritual Monster Card. 12/????/????. WATER/Spellcaster. (This card can only be Ritual Summoned with the Ritual Spell Card “Rise of Arcanis Truth”. You must also tribute monsters on your side of the field whose total number of “Arcane Counters” equal 8 or whose total number of “Arcanis Counters” equal 2. The original ATK/DEF of this card becomes the number of “Arcanis” monsters in your graveyard x 800. If you remove 8 “Arcanis” monsters in your graveyard from play, you win the Duel.) 11) Multiply and Divide: Continous Spell Card. This card can only be activated if there is at least 1 monster on your side of the field. If there are no monsters on your side of the field, destroy this card. Once per turn, select and resolve 1 of the following effects:1. Select 1 monster on your side of the field. Place 1 “Multiply Token” on your side of the field. This “Multiply Token” has the same ATK, DEF, and Level as the selected monster.2. Select 1 monster on your side of the field. Destroy the selected monster and place 2 “Divide Tokens” on your side of the field. A “Divide Token” has an ATK, DEF and Level equal to half of the selected monster. 12) Arcanis’ Rule of Mathematics: Normal Spell Card. This card can only be activated if there is 2 “Multiply Tokens” and 2 “Divide Tokens” on your side of the field. Remove the tokens mentioned above from the game to Special Summon “Arcanis Headmaster” from your hand, Graveyard or deck. 13) Arcanis Headmaster: Monster Card. 7/3000/2500.WATER/Spellcaster. This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of “Arcanis’ Rule of Mathematics”. When this card battles a monster, inflict damage to your opponent’s Life Points equal to the number of Spell Cards in your Graveyard x 100. 14) Arcanis Soldier: Monster Card. 4/100/1500. WATER/Warrior. When this card battles, you can remove 1 “Arcane Counter” on your side of the field. If you do, the original ATK of this card becomes 2100 until the end of this turn. 15) Will of Arcane: Trap Card. You can only activate this card when an “Arcane Counter” is removed from the field by a card effect. Place 1 “Will Counter” on a card on your side of the field.This card’s effect can not be used in response to “Will of Mastermind".[/align] Link to comment
Umbra Posted October 13, 2007 Author Report Share Posted October 13, 2007 [align=center]16) Will of Mastermind: Spell Card. Remove 1 “Arcane Counter” from your side of the field to activate this card. Place 2 “Will Counters” on 1 card on your side of the field. 17) Wish Well: Continous Spell Card. You can only play this card while “University of Calahan” is face-upon your side of the field. When this card is activated, place 2 “Arcane Counters” and 1 “Will Token” on it. Once per turn, you can remove 1 “Arcane Counter” from this card to increase your Life Points by 800 OR remove 1 “Will Counter” to Special Summon 1 “Arcanis” monster from your hand. If there are no counters on this card, it is destroyed. 18) Arcanis Falsebound. Monster Card. 4/0/300. WATER/Spellcaster. If this card battles with a monster with 1000 ATK or more, increase the original ATK of this card by 1800 points and place 1 “Will Counter” on this card. When there are 3 “Will Counters” on this card, you can Tribute this card to Special Summon 1 Level 7 or higher “Arcanis” monster. 19) Soul Transference. Normal Spell Card. Pay 2000 Life Points to activate this card. Both players select 1 monster on their side of the field. The owner of this card must choose an “Arcanis” monster. Increase the ATK/DEF of the “Arcanis” monster by an amount equal to the ATK/DEF of the other monster, and send the other monster to the Graveyard. 20) Arcanis Hellcaller. Monster Card. 8/????/????. WATER/Spellcaster. The original ATK/DEF of this becomes the following, depending on this monster’s position:Attack Position: 3000/0.Defense Position: 0/3000.If this card is destroyed as a result of battle, increase your Life Points equal to the number of “Arcane Counters” on this card x 800.[/align] Link to comment
rowan_thewolfgod Posted October 13, 2007 Report Share Posted October 13, 2007 I really like these cards! I'd say....10/10!!! Link to comment
Umbra Posted October 14, 2007 Author Report Share Posted October 14, 2007 [align=center]21) Arcanis Pure Soul. Union Monster Card. 3/1200/1000. WATER/Spellcaster/Union. Once per turn, during your Main Phase, if you control this card on the field, you can equip it to an “Arcanis” monster as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. The equipped monster gains 800 ATK/DEF points, and once per turn, during your Standby Phase, place 1 “Arcane Counter” on this card. All “Arcane Counters” on this card is treated as they are on the equipped monster also. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.) 22) Sacrificial Card. Continous Spell Card. Once per turn, you can remove 1 “Arcane Counter” on this card. If you do, draw two cards. 23) Arcanis Missile Turret. Monster Card. 5/1000/2100. WATER/Rock. This card can declare an attack while in Defense Position. If it does, apply the original ATK of this card for damage calculation. 24) Arcanis Trap Hole. Trap Card. You can only activate this card when your opponent summons a monster. (including Flip Summon and Special Summon) Decrease the original ATK of the summoned monster by the number of “Arcanis” monsters on the field x 400.If the ATK should become 0 or lower, destroy the summoned monster. 25) Nobleman of Arcane. Spell Card. Select 1 face-down monster on your opponent’s side of the field, flip it face-up and look at it. (Flip Effects are not activated at this time) If there is an “Arcanis” monster with higher ATK than the monster’s DEF on your side of the field, destroy the selected monster. Otherwise, place the monster in face-down Defense Position on your opponent’s side of the field. You can not conduct a Battle Phase the turn you activate this card. 26) Arcanis Mastermind. Monster Card. 5/????/1800. WATER/Spellcaster. The original ATK of this card becomes the number of “Will Counters” on this card. The effect of this card becomes the following, depending on the number of “Will Counters” on it: (Max 4)1-2: This card can attack twice during the same Battle Phase.3: Once per turn, increase your Life Points by 500 points.4: Remove all “Will Counters” from this card to destroy all monsters on your opponent’s side of the field. 27) Mark of Arcanis. Equip Spell Card. Whenever the equipped monster battles a monster with an “Arcane Counter” or with an “Arcane Token”, destroy it immeadetly. (damage calculation is still applied) If this card is sent to the Graveyard, you can remove 1 “Arcane Token” from the field to add this card to your hand. 28) Quick Casting. Spell Card. Pay 2000 Life Points to activate this card. Until the end of the turn this card was activated, the effect of all Monster Effects and Spell/Trap Cards have Spell Speed 3. 29) Arcanis Master of Will. Monster Card. 4/1800/0. WATER/Spellcaster/Gemini. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: Once per turn, during your Standby Phase, place 1 “Will Counter” on this card. If this card is involved in battle, you can remove 1 “Will Counter” from this card to make the original ATK of this card 2300. 30) Arcane Will Deposit. Continous Spell Card. Whenever a monster on your side of the field with an “Arcane Counter” or a “Will Counter” on it is sent to the Graveyard, place “Arcane Counters” and/or “Will Counters” on this card equal to the number of the respective Counters on the monster that was sent to the Graveyard.[/align] Link to comment
Umbra Posted October 18, 2007 Author Report Share Posted October 18, 2007 [align=center]31) Arcanis Forge. Continous Spell Card. When this card is activated, place 3 “Arcane Counters” on it. Once per turn, during your Main Phase, you can remove 1 “Arcane Counter”from this card to select 1 Equip Spell Card on the field or in your graveyard and equip it to an “Arcanis” monster on your side of the field. If there are no “Arcane Counters” on this card, remove it from play. 32) Arcane Scattershot. Quickplay Spell Card. Remove any number of “Arcane Counters” from your side of the field to activate this card. Destroy Spell or Trap Cards equal to the number of “Arcane Counters” that was removed from the game by this card’s effect. 33) Unholiness. Trap Card. You can only activate this card when your Life Points are 2000 or lower. Destroy all monsters on the field with no “Arcane Counters” on them and remove them from play. You then lose 200 Life Points for every monster destroyed this way. 34) Arcane Gunslinger. Monster Card. 4/1900/0. WATER/Warrior. Once per turn, you can remove 1 “Arcane Counter” on this card to place 1 “Blast Counter” on a monster your opponent controls. (If a monster with a “Blast Counter” on it is destroyed as a result of battle, the controller of that monster loses 500 Life Points.) 35) Rifle of Arcanis. Equip Spell Card. You can only equip this to “Arcane Gunslinger” on your side of the field. per turn, you can remove 1 “Arcane Counter” on from the equipped monster to place 1 “Blast Counter” on a monster your opponent controls. (If a monster with a “Blast Counter” on it is destroyed as a result of battle, the controller of that monster loses 500 Life Points.) 36) Sacred Well. Continous Spell Card. During your Standby Phase, remove 2 “Arcane Counters” on your side of the field to select and resolve 1 of the following effects:- Increase your Life Points by 1000 points.- Increase the ATK of all monsters with an “Arcane Counter” on them by 600 points until the end of this turn.- Place 1 “Will Counter” on a face-up card you control. 37) Magic Mass. Quick-Play Spell Card. You can only activate this card during your turn. Place as many “ Arcane Tokens” (4/0/0/WATER/Beast) on your side of the field as possible.You can not summon a monster the turn this card has been activated. 38) Arcane Soul Channeling. Spell Card. Remove any number of “Arcane Tokens” on the field. Place “Arcane Counters” on cards you control equal to the number of “Arcane Tokens” removed by this card’s effect.39) Arcane Hero Bubbleman. Fusion Monster. 6/????/1000. WATER/Spellcaster. “Elemental Hero Bubbleman” + 2 or more “Arcane Tokens”. The original ATK of this card becomes the combined ATK of the Fusion Monsters used to Fusion Summon this card. If you have no cards in your hand when this card is Fusion Summoned, draw 2 cards. If this card is destroyed as a result of battle, place “Arcane Tokens” on your side of the field equal to the number of “Arcane Tokens” used to Fusion Summon this card. 40) Arcane Hero Marine Paladin. Fusion Monster. 8/3000/2300. WATER/Warrior. “ Elemental Hero Avian” + “Elemental Hero Sparkman” + “Arcanis Shield Master”. This card can not be Special Summoned except by Fusion Summon. During your opponent’s Battle Phase, decrease the ATK of all of his/her monsters by 500 points. When this card is destroyed as a result of battle, increase your Life Points by 500 points for every “Arcane Counter” on this card.[/align] Link to comment
God GAK Posted October 20, 2007 Report Share Posted October 20, 2007 they are cool but why don't you try finding images for them or ask for images in the Shop/requests forum? Link to comment
Umbra Posted October 20, 2007 Author Report Share Posted October 20, 2007 Thanks for the tip! Link to comment
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