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Umbra is Darkness


Umbra

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Darkness is Umbra

 

Darkness

Field Spell

Destroy all cards in your Spell/Trap Card Zones, and activate 1 each of “Zero World”, “Infinity World”, “Darkness Mastery”, “Darkness Hideout”, and “Darkness Portal” from your hand, Deck or Graveyard. (Your opponent decides the order of the cards.) While this card is face-up on the field, Continuous Spell Cards you control cannot be destroyed.

 

Zero World

Continuous Spell

This card cannot be placed adjacent to a face-up “Infinity World”. During each of your Main Phases, if you control a face-up “Darkness”, select 1 of the following effects. You cannot select an effect if the listed card is not adjacent to this card. This card gains the selected effect, until your next Main Phase.

“Darkness Mastery”: You cannot take Battle Damage.

“Darkness Hideout”: Your opponent cannot declare an attack.

“Darkness Portal”: Once per turn, you can Special Summon 1 Level 1 monster from your Graveyard.

 

Infinity World

Continuous Spell

This card cannot be placed adjacent to a face-up “Zero World”. During each of your Main Phases, if you control a face-up “Darkness”, select 1 of the following effects. You cannot select an effect if the listed card is not adjacent to this card. This card gains the selected effect, until your next Main Phase.

“Darkness Mastery”: Any Battle Damage you inflict is increased by 800.

“Darkness Hideout”: Monsters you control can attack while in Defense Position. Apply the ATK of the monster for damage calculation.

“Darkness Portal”: Your opponent can only Special Summon once per turn.

 

Darkness Mastery

Continuous Spell

This card cannot be activated except by “Darkness”. Once per turn, when you take Battle Damage, you can Special Summon 1 “Darkness” monster from your hand or Graveyard. While the Summoned monster is face-up on the field, this card's name is treated as the Summoned monster's name.

 

Darkness Hideout

Continuous Spell

This card cannot be activated except by “Darkness”. When a monster you control is destroyed by battle, you can Special Summon 1 “Darkness” monster from your hand or Graveyard. While the Summoned monster is face-up on the field, this card's name is treated as the Summoned monster's name.

 

Darkness Portal

Continuous Spell

This card cannot be activated except by “Darkness”. You can discard 1 Monster Card to Special Summon 1 “Darkness” monster from your hand or Graveyard. While the Summoned monster is face-up on the field, this card's name is treated as the Summoned monster's name.

 

Darkness Eye

DARK

Fiend / Tuner

1 / 400 / 200

If you do not control a face-up “Darkness”, destroy this card. You can Tribute 1 “Darkness” monster you control to Special Summon 1 “Darkness” monster from your Deck.

 

Darkness Devastation

DARK

Fiend

1 / 0 / 0

If you do not control a face-up “Darkness”, destroy this card. If this card is destroyed, select 1 monster your opponent controls and destroy it. Then, inflict 400 damage x the selected monster's Level to your opponent.

 

Darkness Outsider

DARK

Zombie

4 / 1500 / 1200

If you do not control a face-up “Darkness”, destroy this card. Twice per turn, you can discard 1 “Darkness” card to destroy 1 card on the field.

 

Darkness Bramble

DARK

Plant

6 / 1800 / 2000

If you do not control a face-up “Darkness”, destroy this card. You can remove from play this card you control to draw 1 card.

 

Darkness Raincrow

DARK

Fiend / Dark Tuner

8 / 1600 / 1500

If you do not control a face-up “Darkness”, destroy this card. You can send this card and a face-up “Darkness Bramble” you control to the Graveyard to Special Summon 1 “Darkness Neosphere” from your hand, Deck or Graveyard.

 

Darkness Seed

DARK

Plant

4 / 0 / 2500

If you do not control a face-up “Darkness”, destroy this card. When a face-up “Darkness” you control would be destroyed, you can Tribute 1 “Darkness” monster you control to negate the destruction.

 

Darkness Necroslime

DARK

Zombie

3 / 800 / 1200

If you do not control a face-up “Darkness”, destroy this card. You can remove from play 1 “Darkness” monster in your Graveyard to Special Summon 1 “Darkness” monster from your hand or Graveyard.

 

Darkness Neosphere

DARK

Fairy

10 / 4000 / 4000

This card cannot be Summoned except by “Darkness Raincrow”. If you do not control a face-up “Darkness”, destroy this card. During both Players' End Phases, if your Life Points are 6000 or lower, they become 6000. Once per turn, you can return any number of cards on the field to their original owner's hand(s).

 

Darkness Destroyer

DARK

Fiend

7 / 2700 / 1300

This card cannot be Summoned except by “Darkness Eye”, when “Darkness Outsider” is Tributed for it's effect. If you do not control a face-up “Darkness”, destroy this card. When this card destroys a monster by battle, destroy up to 2 face-down Spell or Trap Cards.

 

Darkness Mindwall

DARK

Psychic

4 / 800 / 1800

If you do not control a face-up “Darkness”, destroy this card. When this card would be destroyed by battle, you can return 1 “Darkness” monster you control to your hand to negate the attack, destroy the attacking monster and end the Battle Phase.

 

Darkness Draw

Spell Card

If the only Continuous Spell Cards you control are “Darkness” cards, you can discard this card and 1 “Darkness” monster to draw 2 cards.

 

Darkness Portrait

DARK

Spellcaster

2 / 800 / 100

If you do not control a face-up “Darkness”, destroy this card. Once per turn, you can rearrange all “Darkness” Continuous Spell Cards you control. Once per turn, if this card is in your Graveyard, you can Special Summon it.

 

Arise from Darkness

Trap Card

During your Standby Phase, if this card is in your hand and you control a face-up “Darkness”, you can send this card to the Graveyard. You can remove this card in your Graveyard from play to Special Summon 1 “Darkness” monster from your hand or Graveyard.

 

Darkness Endwing

DARK

Winged Beast

4 / 1400 / 1300

If you do not control a face-up “Darkness”, destroy this card. When this card is removed from the field, add 1 “Darkness” card in your Deck to your hand, except “Darkness Endwing”.

 

Darkness Pathway

Spell Card

To activate this card, return 1 “Darkness” Continuous Spell Card you control to your hand. Special Summon 1 “Darkness” monster from your hand. It is destroyed during the End Phase.

 

Darkness Reduction

Trap Card

If this card is in your hand, send it to the Graveyard. When a “Darkness” monster you control battles, remove from play this card in your Graveyard to reduce the other monster's ATK/DEF to 0 during damage calculation only.

 

Darkness Poisoner

DARK

Plant / Synchro

5 / 2300 / 1800

“Darkness Eye” + 1 or more non-Tuner “Darkness” monsters

If you do not control a face-up “Darkness”, destroy this card. When you Special Summon a “Darkness” monster, halve the ATK of all face-up monsters your opponent controls. You can discard 1 “Darkness” monster and remove from play 1 “Darkness” monster in your Graveyard to Special Summon 1 “Darkness” monster from your hand or Graveyard.

 

Darkness Spawn

DARK

Fiend

2 / 1000 / 1000

If you do not control a face-up “Darkness”, destroy this card. This card gains 500 ATK for each “Darkness” monster you control, except “Darkness Spawn”. You can remove from play this card in your Graveyard to Special Summon 1 “Darkness Spawn” from your Deck.

 

Darkness Crystallizer

DARK

Rock / Dark Synchro

-4 / 3200 / 2300

1 non-Dark Tuner “Darkness” monsters - “Darkness Raincrow”

If you do not control a face-up “Darkness”, destroy this card. When this card destroys a monster by battle, remove it from play and Special Summon 1 “Dark Crystal Token” (DARK/Rock-type/2/800/600) in Defense Position to your side of the field. When a “Dark Crystal Token” is removed from the field, select 1 monster that was removed from play by this card's effect and Special Summon it to your opponent's side of the field in face-up Attack Position. Until your opponent's next Standby Phase, the ATK of the selected monster is halved. When this card would be removed from the field, you can Tribute 1 “Dark Crystal Token” or 1 “Darkness” monster you control instead.

 

Darkness Entity

DARK

Fiend / Tuner

8 / 0 / 0

If you do not control a face-up “Darkness”, destroy this card. This card's Level is always decreased by the combined Level(s) of all non-Tuner “Darkness” monsters you control.

 

Darkness Invoker

DARK

Spellcaster

4 / 1000 / 1600

If you do not control a face-up “Darkness”, destroy this card. You can discard 1 “Darkness” monster to Special Summon 1 “Darkness” monster from your hand. If this card is destroyed by it's own effect, add 1 “Darkness” in your Deck to your hand.

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You do realize darkness Neosphere and Destroyer are real cards already, right? Ithink the cards you've created are interesting and defy the anime enough to be interesting to say the least, but it seems a bit weak of a theme compared to their anime counterparts, with the exceptions of some cards that seem really strong.. I give it an 8/10 for now.

 

Hey, why's this theme so popular all of a sudden?

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The reason why the cards have such low ATK/DEF compared to their Level is the swarm capabilities of the Continuous Spells; a single attack with a weak monster can easily lead to two Darkness monsters - maybe even a Neosphere or Outsider later on.

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The reason why the cards have such low ATK/DEF compared to their Level is the swarm capabilities of the Continuous Spells; a single attack with a weak monster can easily lead to two Darkness monsters - maybe even a Neosphere or Outsider later on.

 

...I never mentioned their strength, I said a newbie could deck themselves with it. Their fine for their power.

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The reason I didn't include Synchros (or Dark Synchros, for that matter, as Raincrow is a Dark Tuner) is that the theoretical players who would run this archetype would run existent, better Synchros such as Stardust, Goyo, Brionac and Catastor. There's no need for a separate Synchro if something else already does it better.

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The reason I didn't include Synchros (or Dark Synchros' date=' for that matter, as Raincrow is a Dark Tuner) is that the theoretical players who would run this archetype would run existent, better Synchros such as Stardust, Goyo, Brionac and Catastor. There's no need for a separate Synchro if something else already does it better.

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Ok now I see...

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