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Why are these set of cards so horrible that they ward away from victory?


Lonk

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Let's find out(Card Ruling: You can only Special Summon monsters from your Spell & Trap Card Zone after the Standby Phase they were summoned):

 

Fire Ward

Level 3

FIRE

Pyro/Effect

ATK/800 DEF/800

 

This card cannot be destroyed except by the effects of Spell Cards. Once per turn, you can move this card to an ajacent Spell & Trap Card Zone. If this card is in your Spell & Trap Card Zone, it gains the following effect:

-Each time a "Ward" monster is summoned, inflict 500 points of damage to your opponent.

 

If this card is in your Spell & Trap Card Zone, you can Special Summon it to your side of the field.

 

Ice Ward

Level 3

WATER

Aqua/Effect

ATK/800 DEF/800

 

This card cannot be destroyed except by the effects of Spell Cards. Once per turn, you can move this card to an ajacent Spell & Trap Card Zone. If this card is in your Spell & Trap Card Zone, it gains the following effect:

-You can Special Summon 1 "Ward" monster from your Deck to your Spell & Trap Card Zone. Each time you take Life Point Damage, decrease the ATK of all monsters your opponent controls by 700.

 

If this card is in your Spell & Trap Card Zone, you can Special Summon it to your side of the field.

 

Lightning Ward

Level 3

LIGHT

Thunder/Effect

ATK/800 DEF/800

 

Thic card cannot be destroyed except by the effects of Spell Cards. Once per turn, you can move this card to an ajacent Spell & Trap Card Zone. If this card is in your Spell & Trap Card Zone, it gains the following effect:

-Once per turn, you can destroy 1 monster your opponent controls and flip a coin. If the result is heads, the destroyed monster is removed from play. If the result is tails, the destroyed monster is sent to the Graveyard.

 

If this card is in your Spell & Trap Card Zone, you can Special Summon this card to your side of the field.

 

Barrier Ward

Level 3

LIGHT

Fairy/Effect

ATK/800 DEF/800

 

This monster cannot be destroyed except by the effects of Spell Cards. Once per turn, you can move this card to your Spell & Trap Card Zone. If you do, it gains the following effect:

-Select 1 monster you control. That monster cannot be removed from the field. If that card attacks, this effect is no longer active.

 

If this card is in your Spell & Trap Card Zone, you can Special Summon it to your side of the field.

 

Ward Substitute

Continuous Spell Card

 

Each time a "Ward" monster is Special Summoned from your Spell & Trap Card Zone, this card has the same effect as the "Ward" monster's effect in the Spell & Trap Card Zone.

 

Ultimate Blast!!! Fire, Ice and Lightning!!!!

Normal Spell Card

 

You can only activate this card if there is a "Lightning Ward", "Ice Ward", and "Fire Ward" in your Spell & Trap Card Zone. Destroy all cards your opponent controls and send all cards in your opponent's hand to the Graveyard. Deal damage to your opponent for each card sent to the Graveyard by this effect x200.

 

Fake Out!!!

Normal Trap Card

 

If a "Ward" monster you control is targeted for destruction. you can release the card to Special Summon 1 "Ward Token" (Level 3/EARTH/Fairy/ATK 800/DEF/800).

 

isn't this horrible after all?

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