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Leo's Yu-Gi-Oh! CCG


.Leo

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Reversed:

 

|Reversed - Psychic Bot|44|DSAS|Psychic/Effect|Light|3||800|1000|This card is also treated as a Machine-Type monster while on the field and in the Graveyard. As long as this card remains on the field all monsters destroyed by battle are removed from play. During your End Phase, select 1 card from either player's Graveyard. Remove it from play.|

 

|Reversed Glare|45|DSAS|Spell Card|Spell||Quick-Play|||Select and remove from play 3 cards in either players Graveyard. If there are fewer cards in either players Graveyard, you can add 1 "Reversed" monster from your Deck to your hand instead.|

 

|Reversed - Rose Mech|46|DSAS|Warrior/Effect|Light|4||1800|1300|This card is also treated as a Machine-Type monster while on the field and in the Graveyard. During your Draw Phase select 1 monster you control. Remove it from play. During your End Phase, select 1 card from either player's Graveyard. Remove it from play.|

 

|Reversed Rock Tablet|48|DSAS|Spell Card|Spell||Field|||When a "Reversed" monster you control is removed from play by the effect of a "Reversed" card you control, you can select 1 card in your opponent's Deck or hand. Remove it from play. You can only activate this effect once per turn.|

 

|Reversed Cannon Shot|49|DSAS|Spell Card|Spell||Normal|||Remove from play 1 "Reversed" monster you control. Inflict Damage to your opponent's Life Points equal to the Level of the monster x200. This card is removed from play after activation.|

 

|Reversed - Electric Controller|51|DSAS|Thunder/Effect|Light|5||2100|1200|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 3 cards in your Deck. During each of your Standby Phases place 1 Reversed Counter on this card (Max 6.) You can remove 2 Reversed Counters from this card to select 1 of your removed from play cards. Return that card to your Deck. During your End Phase, select 1 card from either player's Graveyard. Remove it from play.|

 

|Reversed - Frozen Mech|52|DSAS|Machine/Effect|Light|4||500|2100|When this card is Normal Summoned you can remove from play 1 card in your hand to switch it into Defense Position. During the turn this card was Summoned all "Reversed" monsters you control gain 400 ATK until the End Phase. During your End Phase, select 1 card from either player's Graveyard. Remove it from play.|

 

|Reversed - Wolf Shocker|53|DSAS|Beast/Effect|Light|3||1500|200|When this card is removed from play while in your Deck then remove from play 1 card your opponent controls. This effect cannot be Chained by a Trap Card. During your End Phase, select 1 card from either player's Graveyard. Remove it from play.|

 

Dark Heroes:

 

|Dark Mechanic Repairers|54|DSAS|Spell Card|Spell||Quick-Play|||Select 1 "Dark Hero" Machine-Type monster in your Graveyard. Special Summon it in face up Attack Position. When that card is destroyed you can add 1 "Dark Hero" monster from your Graveyard to your Deck.|

 

|Dark Mountain|55|DSAS|Spell Card|Spell||Field|||During each your Main Phase 1, place 1 Dark Hero Counter on this Card. (Max 6). When a "Dark Hero" monster you control is destroyed by battle remove 1 Dark Hero Counter from this card. This card gains the following effect for each Dark Hero Counter on this card: ●1: This card cannot be destroyed by Monster Effect. ●2: During your End Phase, you can add as many cards as monters you control from your Graveyard to your Deck. Skip your next Draw Phase. ●3-4: All Level 2 or lower "Dark Hero" monsters you control cannot be destroyed by battle. ●5-6: Remove all Dark Hero Counters from this card to destroy all cards on the field except this card.|

 

|Dark Hero - Mech Striker|56|DSAS|Machine/Effect|Dark|4||1700|1500|This card is also treated as a Warrior-Type monster while on the field and in the Graveyard. During battle between this card and another "Hero" monster, all Monster Effects are negated until the end of the Battle Phase. When this card destroys a "Hero" monster by battle, remove it from play.|

 

|Dark Hero - Arcana|57|DSAS|Machine/Tuner/Effect|Dark|1||500|500|When this card is Summoned give control of it to your opponent. If this card is used to Synchro Summon a monster you can only use Level 3 or lower monsters for the Synchro Summon. When this card is desroyed, remove from play all face up Spell Cards you control.|

 

|Dark Hero - Malicious Mech|58|DSAS|Machine/Effect|Dark|3||1200|900|This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your Deck when a DARK monster is removed from play. When this card is destroyed by battle and sent to the Graveyard, remove it from play to Special Summon 1 removed from play DARK monster. (Ignore the Summoning condition(s)).|

 

|Dark Hero - Armed Shooter|59|DSAS|Machine/Effect|Dark|4||1700|600|When this card is used to Fusion Summon a "Dark Hero" monster select 1 card in your Graveyard. Remove it from play to reveal 3 cards from the top of your deck. Select 1 of them. Add it to your hand. Add the other cards to your Deck.|

 

|Dark Hero - Malicious Shooter|60|DSAS|Machine/Fusion/Effect|Dark|7||2700|1800|"Dark Hero - Malicious Mech" + "Dark Hero - Armed Shooter" This card can only Fusion Summoned by removing from play the above monsters. (You do not use "Polymerization"). During a Battle Phase in when this card deals 500 Battle Damage or more you can remove from play 1 card in your opponent's Graveyard.|

 

|Dark Hero - Clock Watcher|61|DSAS|Warrior/Effect|Dark|3||1300|800|During each of your Standby Phases place 1 Clock Watch Counter on this card. (Max. 5). When this card reaches 5 Clock Watch Counters, remove all Counters on this card to inflict Direct Damage to your opponent equal to the number of cards in their Graveyard x100. Remove this card from play after the activation of this effect.|

 

Almost done the set guyz.

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|A Vision of the End|?|DSAS|Trap Card|Trap||Normal|||Add one Field Spell card from your Deck to your hand then discard 2 cards from your hand to the Graveyard.|

 

|War Zone|?|DSAS|Trap Card|Trap||Continuous|||You can only activate this card during a Main Phase. After activation, this card is treated as a Effect Monster Card (Machine-Type/Earth/Level 10/ATK 1800/DEF 1800), and is Special Summoned to your Monster Card Zone. (This card is also still treated as a Trap Card.) As long as you control this face up monster your opponet must enter each of there Battle Phases.|

 

|Trap Master #2|?|DSAS|Trap Card|Trap||Continuous|||You can only activate this card during a Main Phase. After activation, this card is treated as a Effect Monster Card (Psychic-Type/Wind/Level 10/ATK 1000/DEF 2000), and is Special Summoned to your Monster Card Zone. (This card is also still treated as a Trap Card.) You can activate Trap Monster cards the turn they are set. During each of your Standby Phases you must pay 500 life points or destroy this card.|

 

|Trap Master of the Divine Arts|?|DSAS|Divine-Beast/Effect|Divine|12||?|?|This card cannot be Normal Summoned or Set this card cannot be Special Summoned except by removing from play 5 Continous Trap Monster cards that you have controled for at least 2 turns. This cards Original Atk and Def are equal to the number of your removed from play Continous Trap cards x600. Durning your next End Phase after this card has been summoned you win the duel.|

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|Anti-Chaos Double Sword|x|DSAT|Trap Card|Trap|||||Activate only when your opponent Summons a LIGHT or DARK monster. Remove it from play and your opponent activates 1 of the following effects: -Select 1 monster in Their Graveyard. Discard 1 card and add it to their Hand. -Draw 2 cards and remove from play 1 LIGHT monster and 1 DARK monster in their Graveyard.|

 

|Anti-Chaos Protection Diamond|x|DSAT|Spell Card|Spell||Continuous|||Your opponent cannot declare a Direct attack with a LIGHT or DARK monster. During both player's End Phase, pay 1000 Life Points and discard 1 card.|

 

|Anti-Chaos Rewind|x|DSAT|Trap Card|Trap||Counter|||Activate when your opponent summons a LIGHT or DARK monster. pay 500 Life Points and return it to their Hand. Then you send 2 cards from the top of your Deck to the Graveyard.|

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|Star Destroyer|X|DSAS|Warrior/Effect|Light|7||2400|1800|While the combined Levels of monsters on your side of the field are 10 or higher, you can Special Summon this card. Once per turn, you can reduce the Level of all monsters on the field by 1. Inflict damage to your opponent equal to the combined Level of monsters reduced x200. When this card is destroyed, you can reduce the Level of 1 monster you control by 3 to Special Summon this card.|

|Infinite Recreator|X|DSAS|Machine/Effect|Light|5||1600|1200|When this card is Tribute Summoned, place 1 Counter on this card for each of the combined Level of face-up monsters on the field. You can remove 5 counters from this card to destroy 1 card on the field.|

 

Just some level control for DSAS. Also, we can't post codes on the page of the set anymore (Leads to too much disorganization. Besides, there is a page glitch as well). Post the cards and links (if possible) there.

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|Anti-Chaos Elemental Wall|x|DSAT|Spell Card|Spell||Quick Play|||When your opponent declares an attack. Tribute 1 monster you control and negate the attack. Then, activate 1 of the following effects: -WATER: Switch the battle position of 1 card you control. -WIND: Destroy 1 Spell or Trap card on the Field. -FIRE: Inflict damage equal to the o your opponents Life Points. -EARTH: Switch all monsters you control to face-up defense position (Flip effects are not activated at this time).|

 

Ok, im finished this set

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I was thinking of running Anuller. I can't wait until this set is released.

Also, I might run one Lost Soul, just because it can serve as Tribute fodder for Omega. Also, it allows you to basically run 2/3/4 declaration, and, since declaration is a major part of the lock and limited, it might be essential.

Also, check out the Inaba White Rabbit of the Oppresion Spirits

 

|Spirit of Fire|0||Fiend/Spirit|Dark|1||800|1000|This card cannot be Special Summoned. This card returns to its owner's hand the turn it is Normal Summoned, Flip Summoned, or flipped face-up. This card can attack directly. If this card is used in a Synchro Summon, the Synchro Summoned monster gains the following effect:

-Once per turn, Tribute 1 monster you control and draw 1 card.|

RULINGS: If you Synchro Summon a monster with more then one "Spirit of Fire", the Synchro Summoned monster will only gain one effect.

 

Is funny when you synch for Eternal Guardian with this. Have it an a bound Omega out. Omega allows you to NS spirits and have them be Tributed by Guardian, while at the same time drawing cards. As an added bonus, Guardian will gain 1400 ATK if you use all your NS's to draw.

 

guys go to ccg chat

 

 

EDIT:

 

Say hi to SPIRIT SPELLS AND TRAPS.

 

But first, my spirit card

|Oppresed Soul- Havock Spirit|0||Fiend|Dark|3||2000|0|The essense of oppresed spirits, collected into a single form. When tyranny dominates the earth, this spirit will awaken and have its revenge.|

 

Not much to say. However, some facts that people may miss

-Level three, so goes with Merged Souls for Guardian

-2000 attack.

 

|Final Life- Spirit's Reunion|0||Spell Card|Spell||Field|||Each time a Spirit monster is returned to your hand, place 1 "Oppresion counter" (max. 5) on this card. This card gains the following effects based on how many "Oppresion counters" are on it.

1-You can remove a counter from this card to have 1 Spirit monster you control gain 500 ATK until the End Phase. 2-Once per turn, you can discard 2 cards and draw 1 card. 3-All Spirit monsters gain 250 ATK 4-During your Main Phase 2, you can select one Spirit monster on the field and negate its effect until your opponent's Draw Phase. 5- Once per turn, add 1 Spirit monster from your Graveyard to your hand. 6- Once per turn, destroy all cards on the field (including this card). Then, take damage equal to the amount of cards destroyed x 700|

 

WOAH BOY BIG TEXT. ikr. Ze worthwile Spirit Field. Use it. Always. The "2" effect increases Guardian's attack by 1400 and give you a new card. The final, field nuke effect, is only usable in special situatiuns. Also, "1" boosts Jailer to 2400 attack. yeaman.

 

|Sword of the Spirits|0||Spell Card|Spell||Equip|||Equip only to a Spirit monster. When it destroys a monster by battle, add 1 counter to one card you control. During the End Phase, you can negate the equipped monster's effect.|

 

Mhm. The counter adding effect helps Warden and the field. The negation effect is cool on Omega.

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1 more card

|Anti-Element Light Shadows|x|DSAT|Spell Card|Spell||Continuous|||Pay 1000 Life Points. Each time a a Level-2 or lower WATER, WIND, FIRE, or EARTH monster is Summoned, remove from play 2 LIGHT, or DARK monsters in your Graveyard and destroy that monster. Then send the top 2 cards of both players Deck to the Graveyard.|

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|Oppresed Soul|0||/Effect|Dark|2||1500|0|When this card is destroyed by battle, select 1 Continous Spell or Trap on the field and place 1 "Guard counter" on it. If a card with a "Guard counter" on it would be destroyed, you can remove the "Guard counter" instead. If you control a Spirit monster, this card gains 400 ATK.|

 

mhmm.

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