Umbra Posted July 6, 2009 Report Share Posted July 6, 2009 Yes, Umbra does requests as long as they're reasonable. Dark Scorpion - Cliff the Trap RemoverDARKWarrior / Tuner3 / 1200 / 1000This card can attack your opponent directly. If it does, any Battle Damage it inflicts becomes 500. When this card inflicts Battle Damage to your opponent, destroy 1 Spell or Trap Card on the field. Dark Scorpion - Rampage FormationTrap CardActivate only while you control exactly 3 “Dark Scorpion” monsters, including exactly 1 “Dark Scorpion - Gorg the Strong”. During this turn, “Dark Scorpion” monsters you control can attack once more during the same Battle Phase. Any Battle Damage they inflict is halved. You can only activate 1 “Formation” Trap Card per turn. Dark Scorpion - Don ZaloogDARKWarrior4 / 1800 / 1200This card can attack your opponent directly. If it does, any Battle Damage it inflicts becomes 500. When this card inflicts Battle Damage to your opponent, discard 1 card from your opponent's hand. Dark Scorpion - Maenae the ThornDARKWarrior4 / 1400 / 1400This card can attack your opponent directly. If it does, any Battle Damage it inflicts becomes 500. When this card inflicts Battle Damage to your opponent, add 1 “Dark Scorpion” card in your Deck or Graveyard to your hand. Dark Scorpion AssaultTrap CardActivate only when a “Dark Scorpion” monster you control battles a monster. The other monster's ATK becomes 0 during damage calculation, and it cannot be destroyed by battle. Dark Scorpion - Gorg the StrongDARKWarrior5 / 2100 / 1800If you control 2 or more “Dark Scorpion” monsters, you can Special Summon this card from your hand. This card can attack your opponent directly. If it does, any Battle Damage it inflicts becomes 500. When this card inflicts Battle Damage to your opponent, select 1 monster your opponent controls and destroy it. Then, both players take damage equal to the destroyed monster's original ATK. Dark Scorpion - Team FormationTrap CardActivate only while you control 1 or more “Dark Scorpion” monsters. Inflict 500 damage to your opponent x the number of “Dark Scorpion” monsters you control. You can only activate 1 “Formation” Trap Card per turn. Dark Scorpion - Chick the YellowDARKWarrior3 / 1300 / 700This card can attack your opponent directly. If it does, any Battle Damage it inflicts becomes 500. When this card inflicts Battle Damage to your opponent, select 1 card on the field and return it to it's owner's hand. Mustering of the Dark ScorpionsSpell CardActivate only while you control a face-up “Dark Scorpion - Don Zaloog”. Special Summon as many different Level 4 or lower “Dark Scorpion” monsters from your hand or Deck as possible, except "Dark Scorpion - Don Zaloog". During the End Phase, return all “Dark Scorpion” monsters you control to your hand. Dark Scorpion - Cliff the Game HunterDARKWarrior / Synchro7 / 2300 / 2300“Dark Scorpion - Cliff the Trap Remover” + 1 or more non-Tuner monstersThis card can attack your opponent directly. If it does, any Battle Damage it inflicts becomes 1000. When this card inflicts Battle Damage to your opponent, destroy 1 monster on the field and draw 1 card. During the End Phase of a turn this card inflicted Battle Damage, return this card to your Extra Deck and Special Summon 1 “Dark Scorpion” monster from your Deck or Graveyard. Dark Scorpion AdvanceContinuous SpellWhen a “Dark Scorpion” monster is Normal Summoned, add 1 “Dark Scorpion” monster with a lower Level than the Summoned monster in your Deck to your hand. Dark Scorpion - Burak the DesperadoDARKWarrior4 / 1400 / 1200This card can attack your opponent directly. If it does, any Battle Damage it inflicts becomes 500. When this card inflicts Battle Damage to your opponent, remove from play 1 card in your opponent's hand. Treacherous SandsField SpellOnly “Dark Scorpion” monsters can declare an attack or change their battle position, except by a card effect. When this card is destroyed, add 1 “Dark Scorpion” card in your Deck to your hand. Dark Scorpion - Tag TeamDARKWarrior / Fusion6 / 2400 / 2100The Fusion Material for this card are any 2 “Dark Scorpion” monsters.You can Special Summon this card from your Extra Deck by sending the above monsters you control to the Graveyard. (This Special Summon is treated as a Fusion Summon.) This card gains the effects of all monsters used for the Fusion Summon of this card. This card can attack twice during the same Battle Phase. Desert TombstoneContinuous TrapSpecial Summon 1 “Dark Scorpion” monster from your Graveyard and equip it with this card. If the equipped card is removed from the field, destroy this card. If this card would be removed from the field, you can return 1 “Dark Scorpion” monster you control to your hand to flip this card face-down instead. Dark Scorpion - Barrage FormationTrap CardUntil the End Phase, any Battle Damage inflicted to your opponent by a “Dark Scorpion” monster is doubled. You can only activate 1 “Formation” Trap Card per turn. Dark Scorpion - Razol the ShadeDARKWarrior / Tuner4 / 1600 / 1200This card can attack your opponent directly. If it does, any Battle Damage it inflicts becomes 500. Once per turn, you can select 1 face-down monster your opponent controls and flip it face-up. (Flip Effects are not activated at this time.) If the ATK of the selected monster is lower than this card's ATK, change control of the selected monster. When this card inflicts Battle Damage to the opponent, destroy 1 face-down card on the field. Dark Scorpion - Dissonance FormationTrap CardUntil the End Phase, when a “Dark Scorpion” monster you control inflicts Battle Damage to your opponent, remove the top 3 cards in your opponent's Extra Deck from play. While this card is in the Graveyard, if you control no “Dark Scorpion” monsters, add the removed cards to your opponent's Extra Deck. You can only activate 1 “Formation” Trap Card per turn. Link to comment
Bringerofcake Posted July 7, 2009 Report Share Posted July 7, 2009 These look solid. They have a correlating effect, nice and organized, and have some support, but aren't TOO broken. 8/10. Reminds me of my DS support cards... Link to comment
Umbra Posted July 8, 2009 Author Report Share Posted July 8, 2009 What could I have improved upon? I know there's a certain Spell that can OTK like crazy, but apart from that. Banlist additions- Mustering of the Dark Scorpions : Limited- Dark Scorpion - Gorg the Strong : Limited Link to comment
玄魔の王 Posted July 8, 2009 Report Share Posted July 8, 2009 I have to agree, and I give the cards an 8/10 as well. Link to comment
Phantom Roxas Posted July 10, 2009 Report Share Posted July 10, 2009 One thing bugs me about Cliff the Game Hunter. Trap Remover can destroy Spells and Trap Cards, but Game Hunter only destroys monsters. Since he's an improvement, I thought he could destroy any card. Link to comment
Umbra Posted July 10, 2009 Author Report Share Posted July 10, 2009 Game Hunter is not as much an improvement as he is a different specialization. Sure, there's more ATK, but Cliff has moved on to bigger game and brought a different arsenal. Link to comment
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