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Max Darkness

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@ Necro:

 

Monsters:

 

Blue-Eyes White Dragon x 3

Paladin of White Dragon

All-Seeing Oceana

Blue-Eyes Ultimate Dragon (Extra Deck)

 

 

Spells:

 

Speed Spell-Ancient Rules

Speed Spell-Angel Baton

Speed Spell-Advanced Ritual

Speed Spell-Speed Fusion

 

 

Traps:

 

Miniaturise

Power of the Fallen Light

External Peace

Pure Dragon's Eidolon

Revenge of the Mighty

 

 

[spoiler=Images]

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I would love to see the due

 

And posssibly later on today I'll tell you the deck list for my Dran Mach II & Dark DZ Death The surpise IS OBELISK ^^

 

Oh I don't think he's ignoring you he's just being max also

 

I love how they only allow for 1 field spell to be play....It'd be hilarious if someone said screw the rules, Imma play A legendary Ocean And ITS not gunna be a field spell. Then Imma surround it with field barrier!!1

 

I'd lol at their inability to use spells...at all lmao

 

Oh and @Everyone:

 

Since you guys don't have my email it is:

 

[email protected]

&

[email protected]

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@ Whamo: It should be written soon enough.

 

And as for Field Spell abuse:

 

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b] Send 3 "DarkCity" cards from your Deck to the Graveyard to activate this card. You can add 1 "DarkCity" Field Spell Card from your Deck to your hand instead of conducting a normal draw in your Draw Phase. As long as this card remains face-up on the field, this card

 

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Effect: Send 2 Spell Cards from your Deck to activate this card. If you already control a face-up "DarkCity" Field Spell Card, it is not destroyed. As long as this card remains face-up on the field, both player's Monster Card Zones are also treated as Spell & Trap Card Zones. If this card is removed from the field, move as many Spell & Trap Cards in Monster Card Zones as possible to your Spell & Trap Card Zones, then destroy all Spell & Trap Cards in Monster Card Zones. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand from your Deck or Graveyard and activate it. If you do, this card is returned to your Deck.

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Yeah, you can suddenly drop into a conversation with a totaly irrelevent topic. Wait, people do that even without Pagehider.

 

@Max: Interesting cards, but the Field Spell effect of Subversion is totaly usseless, you can only have 1 Field Spell card on the field. So even if you would play an extra it would destroy the first 1.

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@ Lex: I've recently re-done the "DarkCity" archetype, and I removed the Continuous Trap that negates Field Spell effects from destroying each other; and at the same time managed to upload the out-dated version of "DarkCity Downfall". Now fixed.

 

Originally, the card "DarkCity's Survival" stopped the Field Spells from destroying each other, but I figured with the cost of activating them being rather steep for Field Spells that the ability to negate their destruction should be inherent.

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So yeah, with both "DarkCity Subversion" and "DarkCity Downfall" on the field, you could control up to 11 "DarkCity" Field Spells, whose effects would overlap and probably end in a very confusing turn for each player... So my big challenge when making them first time round was to not have effects that would cancel each other out.

 

And I quite like the idea of Chazz stealing Jayden's cupcake.

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@ Whamo: "DarkCity Subversion" (treats all controller's Spell and Trap Card Zones as Field Card Zones) + "DarkCity Downfall" (treats all Monster Card Zones as Spell and Trap Card Zones) = 11 Field Spell Zones.

 

And it is a set-up since "DarkCity's Creation" (Level 10, 3500/3400) can only be Summoned by sending 5 "DarkCity" Field Spells to the Graveyard; so with 11, you could summon 2 of them and with a remaining "DarkCity" Field, both would have 4000 ATK.

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