Father Wolf Posted April 27, 2009 Report Share Posted April 27, 2009 Fiendish Lord of Traps****Fire/Fiend/EffectThis monster can not Attack unless your opponent controls no monsters. When your opponent activates a Trap Card, select 1 monster your opponent controls. If the selected monster has less ATK than this monster, the selected monster is destroyed. If the selected monster is not destroyed, add 1 Trap card from your Deck to your hand.ATK: 1400 DEF: 1700 Fiendish Lord of Spells***Water/Fiend/EffectThis monster can not Attack unless your opponent controls no monsters. When your opponent activates a Spell Card, select 1 monster your opponent controls. If the selected monster has less ATK than this monster, the selected monster is destroyed. If the selected monster is not destroyed, discard 1 card to add 1 Spell card from your Deck to your hand.ATK: 1000 DEF: 2000 Fiendish Lord of Normal Summons****Dark/Fiend/EffectThis monster can not Attack unless your opponent controls no monsters. When your opponent Normal summons a monster, select 1 monster your opponent controls. If the selected monster has less ATK than this monster, the selected monster is destroyed. If the selected monster is not destroyed, draw 1 card.ATK: 1600 DEF: 200 Fiendish Lord of Special Summons****Wind/Fiend/EffectThis monster can not Attack unless your opponent controls no monsters. When your opponent Special summons a monster with 1800 ATK or more, select 1 monster your opponent controls. If the selected monster has less ATK than this monster, the selected monster is destroyed. If the selected monster is not destroyed, Special summon 1 "Fiendish Lord" monster from your deck in defense position.ATK: 1800 DEF: 100 Fiendish Lord of Flips**Earth/Fiend/EffectFlip: Add 1 level 4 or lower "Fiendish Lord" from your Deck to your hand. This monster can not Attack unless your opponent controls no monsters. When your opponent Flip summons a monster, select 1 monster your opponent controls. If the selected monster has less ATK than this monster, the selected monster is destroyed. If the selected monster is not destroyed, add "Fiendish Lord" from your Deck to your hand.ATK: 200 DEF: 1200 Fiendish Lord of the Graveyard*Dark/Fiend/EffectThis monster can not Attack unless your opponent controls no monsters. When your opponent activates a card that targets 1 card in your or your opponents Graveyard, select 1 monster your opponent controls. If the selected monster has less ATK than this monster, the selected monster is destroyed. If the selected monster is not destroyed, Special summon 1 "Fiendish Lord" from your graveyard.ATK: 200 DEF: 1100 Fiendish Lord of Synchrons**Light/Fiend/TunerIf you control 1 face-up "Fiendish Lord" monster and your opponent controls 1 monster, you can Special summon this monster from your hand. This monster can not Attack unless your opponent controls no monsters. Once per turn, when your opponent controls a Synchro Monster, select 1 monster your opponent controls. If the selected monster has less ATK than this monster, the selected monster is destroyed. If the selected monster is not destroyed, increase this monsters level by 1 or 2.ATK: 100 DEF: 100 Fiendish Lord of Counter Attack*******Light/Fiend/EffectYou can Special summon this monster when a "Fiendish Lord" monster is selected as an Attack target. Switch the Attack target to this monster. This monster can not Attack unless your opponent controls no monsters. When your opponent selects this card as an Attack target, select 1 monster your opponent controls. If the selected monster has less ATK than this monster, the selected monster is destroyed. If the selected monster is not destroyed, draw 1 card.ATK: 1900 DEF: 2300 Fiendish Lord of Protection*Earth/Fiend/TunerYou can discard this monster when a "Fiendish Lord" is selected as an Attack target. You take no Battle Damage this turn. Your monsters cannot be destroyed by battle this turn. This monster can not Attack unless your opponent controls no monsters.ATK: 0 DEF: 0 Arch Fiendish Lord Emisare*******Dark/Fiend/EffectDiscard 1 "Fiendish Lord" monster, Special summon this monster from your hand. During the Battle Phase, all monsters you control effects are negated.ATK: 2500 DEF: 2200 Arch Fiendish Lord Θavatos*********Dark/Fiend/Synchro/Effect"Fiendish Lord" Tuner + 1 or more non-Tuner monstersYou can remove from play 1 "Arch Fiendish Lord" monster from your Graveyard to destroy 1 card on the field. Once per turn, You can remove from play 1 "Fiendish Lord" monster from your Graveyard to select 1 monster your opponent controls. If the selected monster has less ATK than this monster, the selected monster is destroyed. If the selected monster is not destroyed, send 1 card from your Extra Deck to the Graveyard. This monster can not attack if you used both effects.ATK: 3000 DEF: 2500 Arch Fiendish Lord Minster********Light/Fiend/Synchro/Effect"Fiendish Lord" Tuner + 1 or more non-Tuner monstersOnce per turn, select 1 monster your opponent controls. If the selected monster has less ATK than this monster, the selected monster is destroyed. If the selected monster is not destroyed, draw 2 cards.ATK: 2800 DEF: 1200 Arch Fiendish Lord Θracls******Fire/Fiend/Synchro/Effect"Fiendish Lord" Tuner + 1 or more non-Tuner monstersDiscard 1 card. Activate all face-up "Fiendish Lord" effects.ATK: 2400 DEF: 2000 Arch Fiendish Lord Θth*******Water/Fiend/Synchro/Effect"Fiendish Lord" Tuner + 1 or more non-Tuner monstersOnce per turn, you can decrease this card's ATK and DEF by 500 and send 1 Spell or Trap card on the field to the Graveyard. During your opponents Standby phase you can remove from play 1 "Fiendish Lord" monster from your Graveyard to have that monster effect(s) be treated as this card's effect and can be activated once.ATK: 2000 DEF: 2000 Evil Nobel RoomField SpellDecrease the ATK of all 'Fiendish Lord" monsters by 100. If you control 1 "Arch Fiendish Lord" send this card to the Graveyard, draw 1 card. Deamon DominationNormal SpellDiscard 1 "Fiendish Lord" monster. Destroy 1 card on the field, and draw 1 card. Oppression of the WeakCounter TrapPay half your Life Points. Negate the activation of a Spell Card / Trap Card / Normal Summon / Flip Summon / Special Summon and destroy the Spell Card, Trap Card, or Summoned monster. Then Special summon 1 "Fiendish Lord" monster and activate its effect. Forced to Act by the RulersNormal TrapThis card can only be activated at the start of your opponents Main Phase 1. Select and activate 1 of these effects, if the selected effect can not done, draw 1 card: ● Your opponent must Normal summons 1 monster (This counts as your opponents normal summon).● Special summon 1 monster from your opponents Graveyard to their side of the field.● Your opponent must activate 1 Spell card from their hand or their side of the field.● Your opponent must activate 1 face-down Trap card. Evil ReturnsNormal TrapActivate only when a monster on your side of the field is destroyed. Special Summon or add to your hand 1 Level 4 or lower "Fiendish Lord" monster from your Deck. 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Amaterasu Posted April 27, 2009 Report Share Posted April 27, 2009 Great. 9/10 Can You Add Θ To A Card Though? Plus You Need To Make Some More. Lets Say For Spell Counters And Maybe For Field Cards. [<--Subtle J-Max Joke] Link to comment
Father Wolf Posted April 27, 2009 Author Report Share Posted April 27, 2009 7/10 care to elaborate? Great. 9/10 Can You Add Θ To A Card Though? Plus You Need To Make Some More. Lets Say For Spell Counters And Maybe For Field Cards. [<--Subtle J-Max Joke] sadly the card maker can not read greek letters like Θ. Ill make more when they come to me =D but thanks for the good rating Link to comment
Father Wolf Posted April 28, 2009 Author Report Share Posted April 28, 2009 24 hour bump Link to comment
enzane Posted April 29, 2009 Report Share Posted April 29, 2009 I think it may look impossible on how the opponent won't have any monsters if you would fill your deck with cards like these. I mean how would your opponent have no monsters in his field if your monsters can't attack? I think some shouldn't have the "can't attack unless no opponent's cards"effect and some should have it. Link to comment
Father Wolf Posted April 29, 2009 Author Report Share Posted April 29, 2009 I think it may look impossible on how the opponent won't have any monsters if you would fill your deck with cards like these. I mean how would your opponent have no monsters in his field if your monsters can't attack? I think some shouldn't have the "can't attack unless no opponent's cards"effect and some should have it. thats why u have the Arch Fiendish Lords u cant easly synchro into them and can attack with them. also most of the monsters here have to little ATK to used there destruction effect, and the main point of them is there 2nd effect, so u constantly gain advantage. the effect of not attacking balances them but if u notice only the Fiendish Lords have them not the Arch Fiendish Lords (aka the win condition). Link to comment
enzane Posted April 29, 2009 Report Share Posted April 29, 2009 I think it may look impossible on how the opponent won't have any monsters if you would fill your deck with cards like these. I mean how would your opponent have no monsters in his field if your monsters can't attack? I think some shouldn't have the "can't attack unless no opponent's cards"effect and some should have it. thats why u have the Arch Fiendish Lords u cant easly synchro into them and can attack with them. also most of the monsters here have to little ATK to used there destruction effect' date=' and the main point of them is there 2nd effect, so u constantly gain advantage. the effect of not attacking balances them but if u notice only the Fiendish Lords have them not the Arch Fiendish Lords (aka the win condition).[/quote']Oh I see. I was having some problem on why their effects were like that. Thanks for explaining it to me. Link to comment
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