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Fiendish Lord Archtype


Father Wolf

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Fiendish Lord of Traps

****

Fire/Fiend/Effect

This 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/Effect

This 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/Effect

This 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/Effect

This 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/Effect

Flip: 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/Effect

This 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/Tuner

If 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/Effect

You 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/Tuner

You 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/Effect

Discard 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 monsters

You 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 monsters

Once 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 monsters

Discard 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 monsters

Once 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 Room

Field Spell

Decrease 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 Domination

Normal Spell

Discard 1 "Fiendish Lord" monster. Destroy 1 card on the field, and draw 1 card.

 

Oppression of the Weak

Counter Trap

Pay 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 Rulers

Normal Trap

This 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 Returns

Normal Trap

Activate 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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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

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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.

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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).

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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.

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Archived

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