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Fatal Paradox...


Adran

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Alright, I know I've just posted a set (my Divine Dimension set), but I have so many sets that I want opinions on. This set I feel is incomplete, but I just can't come up with ideas to finish it, so I'll post it here to see what people say. Some of the cards use terms created for the ICCG (created by Ovion), which I will explain here.

 

Slowplay Trap Cards:

 

You can only activate a Slowplay Trap Card in your own Main Phase 1 or 2.

Due to the extra restrictions and slower speed, they often have more powerful effects than regular Trap Cards.

 

 

Omni Trap Cards:

 

These Trap Cards are always activated in response to other cards, and have a single potent effect.

Omni cards are automatically limited.

 

 

Polarized Monsters:

 

A monster that is Polarised has its effect(s) negated, cannot be tributed, cannot be used as a fusion or synchro material monster, cannot be sent to the Graveyard for a cost or summon, cannot change its battle position, cannot be selected as an attack target and cannot be the target of effects.

If a player only controls Polarized monsters their opponent can attack them directly.

 

 

 

 

Paradox Magic

Group: Trap Card

Type: Trap

Icon:Continuous

Pay half your Life Points. Treat all cards in both player's Decks and hand as Spell Cards. A card effect that would search your Deck for a Spell Card cannot be used. Monster Cards treated as Spell Cards by this card's effect can be Summoned from your hand normally. Trap Cards treated as Spell Cards must be Set before they can be activated. Once per turn, your opponent can reveal their hand. If your opponent cannot Set or Summon any cards from their hand, they can return their hand to their Deck and pick up the top 3 cards of their Deck and add them to their hand.

 

Paradox Draw

Attrib: Water

Type: Spellcaster/Effect

Level:4

Atk: 1800

Def: 1600

When your opponent draws a card, they must show it to you. If it is a Spell Card, they must return it to the Deck, then this card gains 100 ATK (Max ATK 2400). During each of your Standby Phases, this card loses 50 ATK (Lowest ATK 1500). If your opponent had no cards in their hand, destroy any "Paradox Draw" you control. Once per turn, your opponent can reveal their hand. If your opponent cannot Set or Summon any cards from their hand, they can return their hand to their Deck and pick up the top 3 cards of their Deck and add them to their hand.

 

Mortal Paradox

Attrib: Earth

Type: Spellcaster/Effect

Level:3

Atk: 1200

Def: 1800

While this card is face-up on the field, treat the name of all "Paradox" monsters you control as "Immortal Paradox" unless that card's name has been changed by another card effect. Monsters named "Immortal Paradox" cannot be destroyed by battle. This card's name cannot change unless you control a face-up "Fatal Paradox".

 

Fatal Paradox

Group: Spell Card

Type: Spell

Icon:Field

"Paradox" monsters inflict Piercing damage. Negate the effect of "Paradox Magic". If a player does not Summon or Set a monster, declare an attack, switch the Battle Position of a monster they control, or activate a Spell, Trap, or Effect Monster effect for 5 of their turns, that player loses the duel.

 

Chrono Paradox

Attrib: Dark

Type: Spellcaster/Effect

Level:6

Atk: 2500

Def: 1500

While you control "Paradox Magic" and the effect is not negated, and this card's name is "Chrono Paradox", this card's name becomes "Temporal Paradox". At the beginning of each player's turn and the end of each Phase, roll 1 six-sided die. Activate the following effect according to the result (this effect cannot trigger more than 4 times per turn; after the end of the 4th Phase, it become the End Phase of the current turn. An effect cannot trigger more than once each during the same turn. If an effect would trigger again, reroll.): •1: It becomes the Draw Phase. •2: It becomes the Standby Phase. •3: It becomes Main Phase 1. •4: It becomes the Battle Phase. •5: It becomes Main Phase 2. •6: Increase the Level of this card by 2, the ATK of this card by 500, the DEF by 1000, treat this card as a Dragon-Type monster, and treat the name of this card as "Ancient Paradox" until the end of the turn. The turn player restarts their turn at the Draw Phase and this effect does not trigger again until the end of this turn. The turn player cannot repeat any Once Per Turn actions (drawing, attacking, once per turn card effects, Normal Summon or Set, ect.).

 

Paradox Summon

Attrib: Fire

Type: Spellcaster/Effect

Level:8

Atk: 0

Def: 0

This card cannot be Special Summoned. Each time your opponent Summons a monster, this card gains ATK and DEF equal to the ATK and DEF of the Summoned monster until the end of your second turn after the monster was Summoned. This card cannot battle a monster with the same ATK or DEF as this card. When your opponent Special Summons or Flip Summons a monster, this card gains the following effect: •This card's name is treated as "Paradox Trap Hole" unless this cards name is "Paradox Trap Hole".

 

Ultimate Paradox Beast

Attrib: Dark

Type: Spellcaster/Effect

Level:7

Atk: ?

Def: ?

This face-up card is treated as a Warrior-Type monster. This card cannot be Special Summoned or Set. This card cannot be Tribute Summoned except by Tributing "Paradox" monsters. The ATK of this card becomes the combined original DEF of the monsters Tributed to Tribute Summon this card. The DEF of this card becomes the combined original ATK of the monsters Tributed to Tribute Summon this card. If the ATK of a monster your opponent controls is higher than the ATK of this card, or the ATK of this card is less than 2000, this card's name is treated as "Ultimate Attack Paradox" unless this card's name is "Ultimate Attack Paradox". If the DEF of a monster your opponent controls is higher than the DEF of this card, or the DEF of this card is less than 2000, this card's name is treated as "Ultimate Defense Paradox" unless this card's name is "Ultimate Defense Paradox".

 

Royal Paradox

Attrib: Light

Type: Spellcaster/Tuner/Effect

Level:3

Atk: 800

Def: 1600

When your opponent pays Life Points for a cost, this card gains ATK equal to the amount paid. Both players must pay 800 Life Points to activate Trap Cards. When a cost for an effect other than paying Life Points is paid, this card's name is treated as "Royal Pain Paradox" unless this card's name is treated as "Royal Pain Paradox".

 

Death Paradox

Attrib: Earth

Type: Zombie/Effect

Level:4

Atk: 1900

Def: 0

This card is treated as a Spellcaster-Type monster except while face-up on the field. While this card is face-up on the field, Polarize this card but do not negate its effects. When a monster you control is destroyed, send this card to the Graveyard but treat this card as being on the field (This card can attack and be attacked, change effective battle position, and anything else a card on the field can do, but it cannot be removed from the field in any way and cannot be Polorized). If there are 5 cards on top of this card in the Graveyard, negate this card's effects. If this card would be removed from the Graveyard, this card name is treated as "Living Paradox" instead, unless this card's name is "Living Paradox".

 

Slow Paradox

Group: Trap Card

Type: Trap

Icon:Slowplay

If this card is chained to, except by an Omni Trap Card, this card's name is treated as "Turbo Paradox" unless this card's name is "Turbo Paradox". Until the end of your next turn, both players can only activate 1 Spell Card, 1 Trap Card, and Summon or Set 1 Monster per turn, and only 1 monster can attack or change battle position per turn.

 

Polymer Paradox

Attrib: Light

Type: Fairy/Fusion/Effect

Level:10

Atk: 2800

Def: 1000

"Mortal Paradox" or "Immortal Paradox" + "Death Pardox" or "Living Paradox" You can Special Summon "Synchro Paradox" by returning this card from the field to the Extra Deck. When your opponent Synchro Summons a monster while this card is in your Extra Deck while you control both of the requried Fusion Material Monsters needed to Fusion Summon this card, you may Fusion Summon this card. While this card is face-up on the field, your opponent cannot Synchro Summon.

 

Synchro Paradox

Attrib: Dark

Type: Fiend/Synchro/Effect

Level:11

Atk: 1000

Def: 2800

"Royal Paradox" + 1 non-Tuner Paradox Monster You can Special Summon "Polymer Paradox" by returning this card from the field to the Extra Deck. When your opponent Fusion Summons a monster, you can Synchro Summon this card while you control the monsters required to Synchro Summon this card. While this card is face-up on the field, your opponent cannot Fusion Summon.

 

Paradox Acceleration

Group: Spell Card

Type: Spell

Icon:Continuous

Each time a card is drawn except by the effect of "Paradox Acceleration", the opponent of the player who drew returns 1 card in their hand to their Deck OR draws 1 card. If a card is drawn for this effect, that player's opponent draws 1 more card. Before a player draws a card, if a player's hand would have more than 5 cards in it, this card's name becomes "Paradox Limit" unless this card's name is "Paradox Limit".

 

Paradox Gate

Group: Spell Card

Type: Spell

Icon:Quick-Play

Select and activate 1 of the following effects: • Return 1 "Paradox" monster from the top of your Graveyard to the top of your Deck. • Reveal the top card of your Deck. If that card is a "Paradox" monster that can be Special Summoned, you can Special Summon it. Otherwise, shuffle it into your Deck face-up. When you draw the face-up card, if it is a Trap Card, Set it; if it is a Spell Card, add it to your hand and you must activate it this turn; if it is a Monster, add it to your hand and you must Normal Summon it this turn if possible. Then draw 1 card. If you do not, send the card to the Graveyard. • Return 1 "Paradox" monster you control to your hand, then Special Summon 1 "Paradox" monster from your hand.

 

Paradox Drain

Group: Spell Card

Type: Spell

Icon:Continuous

Each time you draw a card, add 1 Paradox Counter to this card. Each time your opponent draws a card, remove 1 Paradox Counter from this card. Each time a "Paradox" monster is Special Summoned, draw 1 card. When this card is destroyed, if this card had 5 or more Paradox Counters on it, draw cards until you have 5 cards in your hand, or the same number of cards your opponent has in their hand, whichever is less. Destroy this card during your 3rd End Phase after activation.

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