~Nightshade~ Posted November 13, 2010 Report Share Posted November 13, 2010 Mature of you, Leo. Goddam mature. For those Whom it concerns: Leo and DecaLord are resetting the CCG. I opposed them. Leo banned me until tommorow. Wait, what? Link to comment Share on other sites More sharing options...
Lonk Posted November 13, 2010 Report Share Posted November 13, 2010 I am in favor of resetting the CCG. It just isn't organized no more, and I think I was just hurting that more. Link to comment Share on other sites More sharing options...
The Great Wolf Sif Posted November 13, 2010 Report Share Posted November 13, 2010 Same here Far too many cards need to be fixed Leo When you read this meet me in Chat Box on Free Form Problem With LCCG form be on later I feel like such a Dick Link to comment Share on other sites More sharing options...
.Leo Posted November 13, 2010 Author Report Share Posted November 13, 2010 Evan, it was because I didn't want an arguement to go any farther than it did. Link to comment Share on other sites More sharing options...
seattleite Posted November 13, 2010 Report Share Posted November 13, 2010 We've decided to keep ENIL and FLFS because of interference with the project.. and because we want a cardpool to start out with. I've also suggested at the beginning of each set to have a "Required List", i.e. like a few cards that need to be submitted before anything else does. Anyone can submit them and it will be a requirements like "Supports Thunder-Type monsters", or "Normal Spell that inflicts Burn Damage". Etc. Of course it's just an idea so give me feedback on it. Incase anyone craves nostalgia I've archived all our old cards here: http://pastebin.com/8fiRBSUD Link to comment Share on other sites More sharing options...
.Leo Posted November 13, 2010 Author Report Share Posted November 13, 2010 Information about the reset As I have informed the other members of the LCCG on the LCCG Forum, we have decided that a reset has become necessary for our CCG. Enchanted Illusion (ENIL) will remain as well as Flaming Forest (FLFS) with the Synchros being removed from FLFS. Set 3, Nature Strikes Back (NSAB) will be worked on soon and will contain some major type and attribute support. It will also have Tribute, Ritual and Fusion support. You may be able to re-release some cards from the previous cards with approval of me and Seattleite. Archetypes are prohibted to be re-released, except for the Tidal Archetype, which was deemed unused and deserved a chance in the reset. We have also discussed things to make this CCG a lot better and maintain its position as the best CCG: 1. Fan Fiction: We plan on making a fan fiction about our CCG to give a more interesting twist. It will also be able to preview cards in new sets that will be released. 2. Tournaments: We want to have more tournaments, to promote duelling. Whether it be a tournament run by me or Seattleite, or maybe even a member. 3. Promotion: Seattleite has taken it in his own hands to advertise the LCCG over many different forums, to increase popularity, so most likely, not all members will be on this forum. 4. Realistic Cards: We have decided to showcase our cards in realistic cards so everybody on YCM can see our work that we have done, and hopefully more people will be tempted to join. Link to comment Share on other sites More sharing options...
RAEGING D0GKING Posted November 13, 2010 Report Share Posted November 13, 2010 If your resetting maybe you would want to merge your ccg withours so it would be 1? Link to comment Share on other sites More sharing options...
.Leo Posted November 13, 2010 Author Report Share Posted November 13, 2010 Sorry, but our CCG isn't interested in merging with another. Link to comment Share on other sites More sharing options...
~Nightshade~ Posted November 14, 2010 Report Share Posted November 14, 2010 For NASB: |Golem Rebuild|0|NASB|Spell Card|Spell||Quick-Play|||Select 1 "Golem" monster you control. Return it to your hand, then Special Summon 1 "Golem" monster from your Deck or Graveyard.||Interdimensional Skullblade|0|NASB|Spellcaster/Effect|WIND|4||1800|0|When this card is removed from play, during your End Phase, Special Summon it. When this card is Normal Summoned, add 1 "Interdimensional" spell card from your Deck to your hand.||Interdimensional Vortex|0|NASB|Spell Card|Spell||Field|||All cards that would be sent to the Graveyard are removed from play. During your End Phase, remove from play 1 "Interdimensional" monster in your deck or destroy this card.||Interdimensional Treaty|0|NASB|Spell Card|Spell||None|||Remove from play 1 card on the field. Then, discard 1 card.| Trying to change the Interdimensionals from a bad archetype into a pretty cool one. |Ancient Shadow of Chaos|0|NASB|Fiend/Fusion/Effect|Dark|8||2900|0|2 DARK monsters + 2 LIGHT monstersOnce per turn, add 1 DARK or LIGHT monster from your deck to your hand.| |Antannae Workshop|0|NASB|Spell Card|Spell||Field|||Once per turn, you can Tribute 1 Spellcaster monster to Special Summon 1 Machine monster from your hand, OR Tribute 1 Machine monster to Special Summon 1 Spellcaster monster.| Link to comment Share on other sites More sharing options...
seattleite Posted November 14, 2010 Report Share Posted November 14, 2010 2 things Evan: 1. please put NASB in the code 2. Interdimensionals are a WIND archetypes that is all. Nice cards :D Link to comment Share on other sites More sharing options...
~Nightshade~ Posted November 14, 2010 Report Share Posted November 14, 2010 |Interdimensional Typhoon Master|0|NASB|Warrior/Effect|Wind|4||0|0|When this card is removed from play, execpt from the deck, destroy 1 monster on the field.| |Interdimensional Connector|0|NASB|Warrior/Tuner|Wind|3||1000|1400|When this card is Normal Summoned, remove from play up two 2 cards from both players Graveyard.| |Interdimensional Soultaker|0|NASB|Trap Card|Trap||Counter|||Activate only when your opponent summons a monster and you control a "Interdimensional" monster. Remove from play the Summoned monster and 1 "Interdimensional" monster you control.| |Interdimensional Dimensionalsword|0||Spell Card|Spell||Equip|||Equip only to a "Interdimensional" monster. The equipped monster gains 500 ATK. When the equipped monster destroys a monster by battle, remove it from play. You can remove from play this card on the field to add 1 removed from play card to your hand, except "Interdimensional Dimensionalsword".| |Interdimensional Blast|0|NASB|Spell Card|Spell||Quick-Play|||Draw 1 card. Then, remove from play 1 card in your hand.| Sea has the old Soaringsword. Link to comment Share on other sites More sharing options...
Mehmani Posted November 14, 2010 Report Share Posted November 14, 2010 This isn't so bad, I guess. I do lose Escrocs, but hey, at least my Mezzos will get released. Now that we are doing the reset, am I allowed to do my planned sideset (without the old archetype support, obviously). Link to comment Share on other sites More sharing options...
Brinolovania Posted November 14, 2010 Report Share Posted November 14, 2010 ...I don't check in much for 2 days, and this happens...I want to know exactly why. Also, might it make sense to have this locked, and make a new thread? Link to comment Share on other sites More sharing options...
~Nightshade~ Posted November 14, 2010 Report Share Posted November 14, 2010 |Interdimensional Paradoxmaster|0|NASB|Warrior/Effect|Wind|3||500|1500|FLIP: Special Summon 1 Level 4 or lower "Interdimensional" monster from your removed from play zone.| |Interdimensional Cross|0|NASB|Trap Card|Trap||None|||Activate only when you control three or more "Interdimensional" monsters. Destroy up to 3 Spell or Trap cards on the field.| Link to comment Share on other sites More sharing options...
seattleite Posted November 14, 2010 Report Share Posted November 14, 2010 ...I don't check in much for 2 days, and this happens...I want to know exactly why. Also, might it make sense to have this locked, and make a new thread? Sorry pac. The reset happened because some members in the LCCG thought there were already too many broken cards/combos and we haven't done a very good job of controlling what goes into the sets. It also apparently is making our meta chaotic and hard for new members to get into. 'k everyone, this is the Requirement list. Please try to submit a card for this list before anything else. Anyone can submit them. Completed * Generic card that SS a monster from the grave* Generic card that SS a monster from RFG* Generic card that Recovers a monster from the grave (to hand or deck)* Generic card that Recovers a monster from RFG (to hand or deck)* Generic Equip Spell* Normal monster* Fusion monster of 2 specific previous monsters* A monster that supports the WATER Attribute.* A Spell Card that destroys a Spell or Trap. (make sure it's balanced)* A Generic Trap Card. (Dark Realm Cat takes care of #2) ---------------------------------------------------------------------------------------------------------------------my submissions (old cards). Some have been changed slightly: [spoiler=this and that]|Necromorpher|0|NASB|Dragon/Effect|Earth|4||1500|1600|Once per turn, you can change the Type or Attribute of 1 monster in either player's Graveyard.| |Maggot Dig|1|NASB|Trap Card|Trap||Continuous|||Each time you inflict Battle Damage to your opponent, the top 2 cards on your opponents deck are sent to the graveyard.| |Sea-Bound Lemming|2|NASB|Fish/Effect|Water|2||450|600|This card cannot be used as Synchro Material. When this card is destroyed by battle and sent to the Graveyard, return it to your Deck. Then, pick up the top 5 cards of your Deck, and Special Summon any "Sea-Bound Lemming" monsters among them in face-up Defense Position. Return all other picked up cards to the Deck.| |Wolf Emissary of the Illusionary Forest|3|NASB|Beast-Warrior/Effect|Light|3||1500|1850|You can Special Summon this card from your Graveyard if you control only 1 Normal monster and no other monsters and your opponent controls 2 or more monsters. Once per turn, you can treat 1 Normal monster as a Tuner, as long as it remains on the field.| |Terracovery|4|NASB|Spell Card|Spell||Quick-Play|||Select 1 Field Spell Card in your Graveyard and activate it.| |Solanum Hivemaggot|5|NASB|Insect/Effect|Earth|3||1000|1200|Once per turn, you can send 1 Zombie-Type monster from your Deck to the Graveyard to increase the ATK of this monster by 800.| |Surprise Vent|6|NASB|Trap Card|Trap|||||Can only be activated when your opponent sets 2 or more Spell or Trap cards in the same turn. Return all Spell and Trap cards your opponent controls to their hand. After activation, you can shuffle this card into your deck.| |Summoner's Staff|7|NASB|Spell Card|Spell||Equip|||Equipped monster gains 500 ATK and DEF. Once per turn, you can reveal 1 Ritual monster from your hand to downgrade its level by an amount equal to the equipped monster's level. | |Spear Headed Beast|8|NASB|Beast/Effect|Wind|3||1400|1000|This card can attack directly if your opponent controls no Spell or Trap cards.| |Sudden Evaporation|9|NASB|Spell Card|Spell||Quick-Play|||Return all WATER monsters you control to their owner's hands, then Special Summon 1 WATER monster from your Deck or Graveyard with a Level equal to or lower the number of monsters returned x3. Until the end of the turn, it is unaffected by your opponent's Spell and Trap cards.| |Skull-Marked Boa|10|NASB|Reptile/Effect|Dark|3||1400|1400|This card can attack a number of opponent's monsters per turn equal to the number of Reptile-type monsters you control. This card is not destroyed as a result of battle when it attacks an opponent’s monster. Place 1 “Poison” counter on any opponent’s monster that battles with this card at the end of the damage step. The controller of a monster with a Poison counter takes 300 damage during their standby phase for each poison counter (this effect applies even when this card is not on the field.)| |Psych Feeder|15|NASB|Psychic/Tuner/Effect|Water|4||1800|1400|When this card destroys a monster in battle, take 400 damage and put 1 "Psych" counter on this card. When this card is removed from the field, gain Life Points equal to the number of "Psych" counters on this card x800.| |Dark Realm Cat|22|NASB|Beast/Tuner/Effect|Dark|2||400|0|When this card is Summoned, select 1 monster in both player's removed from play piles. When this card is removed from play, Special Summon those monsters.| |Penance Master|23|NASB|Fairy/Effect|Dark|8||2500|2000|Once per turn, you can remove 1 card in your hand from play. Depending on the type of card, activate the following effects: Monster: Inflict damage to your opponent equal to the number of monsters removed from play x100. Spell: If this card is Destroyed or Removed from Play before your next Standby Phase, Special Summon it during your next Standby Phase and destroy 1 monster on the field. Trap: Destroy 1 Spell or Trap card on the field. | |Evolving Fossil|26|NASB|Dinosaur/Gemini/Effect|Earth|4||1400|1600|This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). Send to Graveyard, Fusion-Material Monsters you control, including this card, to Fusion Summon 1 Fusion Monster from your Extra Deck.| |Peacemaker|68|NASB|Fairy/Effect|Light|4||1400|2000|When this monster is Summoned, and you control no other face-up monsters, you can remove 1 Fairy-type monster in your Graveyard from play to have your opponent skip his/her next Battle Phase.| |Requiem of Parting|135|NASB|Trap Card|Trap||Counter|||Activate when your opponent's attack or effect would destroy monster(s) on your side of the field. Remove a number of monster(s) in your Graveyard that share at least 1 attribute with the affected monsters, equal to the number of monster(s) that would be destroyed, to negate the destruction of the monster(s). Then, you can destroy 1 Spell or Trap card on the field.| Link to comment Share on other sites More sharing options...
The Great Wolf Sif Posted November 14, 2010 Report Share Posted November 14, 2010 |WereLord|?|NASB|Beast-Warrior|Fire|8||3100|2300|Lord of Werewolves, Cinders, and Slivers. This man knows no fear. It is said that as Daylight Dies in the state of Absolution he will tell you to Reject Yourself and prepare for his Reckoning. So throw open your Arms of Sworrow and pray that in his Heart Still Beats your Name.| That work as a Normal Monster for you Sea? Link to comment Share on other sites More sharing options...
seattleite Posted November 14, 2010 Report Share Posted November 14, 2010 |WereLord|?|NASB|Beast-Warrior|Fire|8||3100|2300|Lord of Werewolves, Cinders, and Slivers. This man knows no fear. It is said that as Daylight Dies in the state of Absolution he will tell you to Reject Yourself and prepare for his Reckoning. So throw open your Arms of Sworrow and pray that in his Heart Still Beats your Name.| That work as a Normal Monster for you Sea? Yeah that's good OH CRAP I just violated my own rule D: . Sorry, I won't submit anything else except for the list now. |Composting|100|NASB|Spell Card|Spell||Continuous|||During each of your opponent's End Phases, your opponent selects 1 card in your Graveyard or that is Removed from play. Return the selected card to the bottom of your deck. If there are no targets to choose from this card is destroyed.| That can be 3 or 4. Link to comment Share on other sites More sharing options...
~Nightshade~ Posted November 14, 2010 Report Share Posted November 14, 2010 |Level Equaliser|0|NASB|Spell Card|Spell||None|||Discard any amount of cards. Special Summon 1 monster from your Graveyard with a level equal to the amount of discarded cards.| |Interdimensional Last Resort|0|NASB|Spell Card|Spell||None|||Discard 5 cards and Special Summon 1 "Interdimensional" monster from your Deck, Graveyard, Hand, or removed from play zone.| not for the list, just awesome |Splitting Cut|0|NASB|Spell Card|Spell||None|||Select 1 Spell or Trap card on the field. Pay 1000 Life Points and destroy it.|For the generic destruction. |Connection Blade|0|NASB|Spell Card|Spell||Equip|||When the equipped monster inflicts battle damage, gain 500 life points.|Generic equip. Direct attacker+multiattacker for lolz. |Mud Statue|0|NASB|Rock/Fusion/Effect|Water|9||2700|2500|"Blind Mole" + "Shell Statue"This card is also treated as EARTH. When this card is destroyed, Special Summon 1 EARTH or WATER monster with 2000 or less ATK from your deck.|Fusion Link to comment Share on other sites More sharing options...
The Great Wolf Sif Posted November 14, 2010 Report Share Posted November 14, 2010 Phoenixian Cluster Morreian Phoenixian Plant Fighter fuse together to Create |Phoenixian Buring Cluster Fighter|?|NASB|Plant/Fusion/Effect|Fire|10||3200|0|Phoenixian Cluster Morreian + Phoenixian Plant Fighter This card can only be Fusion Summoned by the above monsters. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. When this card inflicts Battle Damage to your opponets Life points inflict 800 more damage to your opponet. Once per turn During your End Phase during the turn this card did not declare an attack you can remove from play one Fire-Attribute Plant-Type monster in your Graveyard and inflict damage to your opponets Life points equal to half the removed monsters attack points.| Link to comment Share on other sites More sharing options...
seattleite Posted November 14, 2010 Report Share Posted November 14, 2010 Good y'all. Only 2 more on the list (I suppose Suprise vent is a Generic Trap, so..) Link to comment Share on other sites More sharing options...
The Great Wolf Sif Posted November 14, 2010 Report Share Posted November 14, 2010 Sea join chat pls Link to comment Share on other sites More sharing options...
Lonk Posted November 15, 2010 Report Share Posted November 15, 2010 |Kalle Demos|0|NASB|Plant/Ritual/Effect|Wind|7||2900|1600|This card can only be Ritual Summoned by a Ritual Spell Card that includes Plant-Type in it's description. When this card is Ritual Summoned, select 1 Level 4 or lower monster your opponent controls. Equip that monster to this card. If this card would be destroyed by battle, destroy an Equip Card you control instead. If there are no cards equipped to this card, it is destroyed at the End Phase.||Root Planter's Ritual|0|NASB|Spell Card|Spell||Ritual|||This card is used to Ritual Summon a Plant-Type monster. You must also Tribute Plant-Type monsters from the field and in your hand whose Levels are equal to or more than than the Ritual Monster you are attempting to summon. While this card is in your Graveyard, you can remove this card from play to add one of the monsters used for the Ritual Summon of the card.| Is this a good-enough Ritual for the CCG now or no? Link to comment Share on other sites More sharing options...
seattleite Posted November 15, 2010 Report Share Posted November 15, 2010 |Kalle Demos|0|NASB|Plant/Ritual/Effect|Wind|7||2900|1600|This card can only be Ritual Summoned by a Ritual Spell Card that includes Plant-Type in it's description. When this card is Ritual Summoned, select 1 Level 4 or lower monster your opponent controls. Equip that monster to this card. If this card would be destroyed by battle, destroy an Equip Card you control instead. If there are no cards equipped to this card, it is destroyed at the End Phase.||Root Planter's Ritual|0|NASB|Spell Card|Spell||Ritual|||This card is used to Ritual Summon a Plant-Type monster. You must also Tribute Plant-Type monsters from the field and in your hand whose Levels are equal to or more than than the Ritual Monster you are attempting to summon. While this card is in your Graveyard, you can remove this card from play to add one of the monsters used for the Ritual Summon of the card.| Is this a good-enough Ritual for the CCG now or no? It's more than good enough :D. It's cool and balanced, I like how it can combo with more Equip Spells in the deck. EDIT: Finishing the list now: |Elemental Replenishing|0|NSAB|Spell Card|Spell||Continuous|||Once per turn, you can roll a 6-sided die, and return 1 monster in your Graveyard to your hand with the appropriate attribute: 1:EARTH 2:FIRE 3:WIND 4:WATER 5:LIGHT 6:DARK| 3 new Zombie Support cards: |Zombrex Spores|0|NSAB|Spell Card|Spell||Equip|||Equip only to a Zombie-Type monster. That monster cannot attack. All monsters on the field and in both player's graveyards are also treated as Zombie-type monsters.| |Macabre Fusion|0|NSAB|Spell Card|Spell|||||Send, from either side of the field to the Graveyard, Fusion material monsters listed on a Zombie-Type Fusion monster, and Fusion summon that monster from your Extra deck.| |Death Dealer|67|NSAB|Zombie/Fusion/Effect|Dark|7||2200|1700|1 Zombie-Type monster + 1 Zombie-Type Monster. This card can only be Fusion summoned by the effect of "Macabre Fusion"| And, old TNER cards: [spoiler=submitting]|Magician of Knowledge|67|NSAB|Spellcaster/Synchro/Effect|Wind|5||2000|500|One Tuner + 1 or more non-tuner WIND monsters While your opponent controls no spell or trap cards, this card cannot be attacked. By tributing 1 WIND monster, draw 1 card.| |Deepsea Weeds|62|NSAB|Plant/Effect|Water|1||0|0|When this card is destroyed and sent to the Graveyard, add 1 Plant-Type monster with 1000 or lower DEF from your Deck to your hand.| |Deepsea Tentacles|63|NSAB|Fish/Effect|Water|2||100|1000|If this card is destroyed while you control exactly 2 WATER monsters, you can inflict 600 damage to your opponent.| |Bati, the Fat Guy|52|NSAB|Fiend/Effect|Wind|4||800|1900|When a player has no cards in their Spell & Trap Card Zone during their Standby phase, that player cannot enter their Battle Phase that turn.| |Diablo, Shadow of the Dark Cathedral|36|NSAB|Fiend/Effect|Dark|5||1600|1200|This card cannot be Special Summoned except by removing from play 3 Spell or Trap Cards from the top of your Graveyard. Once per turn, you can remove from play 1 monster from the top of your opponent's Graveyard. This card gains its effects until the end of the turn. When this card is removed from the field, it is removed from play.| |Byakko the White Tiger|53|NSAB|Beast/Spirit/Effect|Water|4||1800|800|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned, if you have received no damage since your last turn, you may Normal Summon 1 additional Spirit Monster this turn. (Tributes are required for Level 5 or more )| |Dimension Mantis|17|NSAB|Insect/Effect|Earth|2||550|1300|When this card is Removed from Play, draw 1 card.| |Burning Sage|18|NSAB|Plant/Effect|Fire|3||0|0|The original ATK of this card is equal to 1/4 of your opponents life points.| |Cameo, Sealer of Black Magic|27|NSAB|Spellcaster/Ritual/Effect|Light|5||2200|1800|This card can be Summoned only by Ritual Summon. Spell cards cannot be activated, and their effects are negated.| |Ice Portrait|4|NSAB|Aqua/Effect|Water|8||2400|3000|If the total level of all monsters your opponent controls is greater than or equal to the level of this card, by tributing 1 Aqua-type monster, you can special summon this card from your hand or graveyard. If you choose graveyard, you must also discard 1 card from your hand. | |Compouneddon|5|NSAB|Aqua/Effect|Water|4||1400|1300|By Tributing this card and removing 1 Thunder-type monster in your hand or graveyard from play, special summon 2 "Hydro Tokens" (Dinosaur/WATER/Lv1/300/300) and 1 "Oxy token" (Dinosaur/WIND/Lv2/600/600).| |Locking Mechanism|7|NSAB|Machine/Effect|Earth|2||500|800|When this card is sent from the field to the graveyard, place it face up as a continuous spell card. While you control a Machine-type monster in the same column as this continuous spell card, that monster gains 600 ATK.| |My Shield as a Body|10|NSAB|Trap Card|Trap||Continuous|||If you would take Battle Damage, you can destroy 1 Spell or Trap Card you control instead.| |Mass Manufacture|30|NSAB|Spell Card|Spell|||||Select a level 3 or lower Machine-type monster you control. Special summon 1 "Factory" token. It always have the same ATK, DEF, Type, Attribute, Level and effect as the Machine-type monster. When that selected monster is removed from the field, destroy the token.| |Faith|31|NSAB|Trap Card|Trap|||||Activate only when an Fairy-type monster is selected as an attack target. That monster is not destroyed in that battle. If you would have taken battle damage in that battle, increase your life points by that amount instead. Change the Fairy-type monster to Defense position at the end of the damage step.| |Zombieswarm Virus|44|NSAB|Spell Card|Spell||Quick-Play|||Special Summon to your side of the field 1 Zombie-Type monster from your opponent's Graveyard with a Level equal to the number of cards in your hand.| |Lucky 13|64|NSAB|Spell Card|Spell||Quick-Play|||Activate only while you have exactly 13 cards in your Graveyard. Inflict 1300 damage to your opponent. Then remove from play all card in your Graveyard and this card.| |Lost Laboratory|89|NSAB|Spell Card|Spell|||||Discard 1 Normal Monster. Add Normal Monster(s) with combined Levels equal to or lower than the Level of the discarded monster from your Deck to your hand.| |Fusiocian|117|NSAB|Spellcaster/Effect|Light|4||1200|0|As long as this card remains face-up on your field, you may use any Normal Spell card in your hand to perform a Fusion Summon.| |Pack Leader|121|NSAB|Beast/Effect|Earth|4||1800|1700|Your opponent cannot attack any Beast-type monsters, except “Pack Leader.” Once per turn, you can increase the ATK of another Beast-type monster you control by 400, as long as this card remains face-up on the field.| |Mystical Coral|126|NSAB|Rock/Effect|Water|3||200|1900|Fish-type monsters cannot be attacked. When this card is destroyed and sent to the Graveyard, add 1 Fish-type monster from your deck to your hand.| |Fusion Fielder|129|NSAB|Machine/Effect|Earth|1||0|0|You can remove from play Fusion Material monsters in your Hand or on the Field, listed on a Fusion Monster in your Extra Deck and pay Life Points equal to the original ATK of the Fusion Monster, to Special Summon that Fusion Monster.| |Elemental Bonding|137|NSAB|Spell Card|Spell|||||Send Non-DARK or LIGHT Fusion Material Monsters that are listed on a Non-DARK or LIGHT Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon the Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon). If that monster is destroyed, you can remove this card from your graveyard to Special summon 1 of the fusion monster's fusion-material monsters from your graveyard.| |Dark Priest|138|NSAB|Fiend/Effect|Dark|2||800|800|This face-up card can be Tributed and be used as 1 Ritual Spell card for any Ritual monster. Tribute monsters in your Hand or on your Field with levels equal to or greater than the monster you are trying to Ritual Summon. | |Hydra Lurker of Darkness|81|TNER|Sea Serpent/Fusion/Effect|Water|5||2300|1200|1 Fish-Type Monster + 1 Sea Serpent-Type Monster. By Tributing 1 Fish-Type monster, destroy 1 Spell or Trap on the field. It cannot be chained to this card's effect. By Tributing 1 Sea Serpent-Type monster, destroy 1 Monster on the field.| |Desert Roots|82|TNER|Plant/Fusion/Effect|Earth|3||800|2600|1 Plant-Type Monster + 1 Rock-Type Monster Once Per Turn, you can send 1 EARTH monster in your Hand or Deck to your Graveyard to add 1 monster with the same Type as that monster from your Deck or Graveyard (other than the sent monster) to your hand.| And... that will be all the old TNER cards I will submit. Link to comment Share on other sites More sharing options...
The Great Wolf Sif Posted November 15, 2010 Report Share Posted November 15, 2010 |Kalle Demos|0|NASB|Plant/Ritual/Effect|Wind|7||2900|1600|This card can only be Ritual Summoned by a Ritual Spell Card that includes Plant-Type in it's description. When this card is Ritual Summoned, select 1 Level 4 or lower monster your opponent controls. Equip that monster to this card. If this card would be destroyed by battle, destroy an Equip Card you control instead. If there are no cards equipped to this card, it is destroyed at the End Phase.||Root Planter's Ritual|0|NASB|Spell Card|Spell||Ritual|||This card is used to Ritual Summon a Plant-Type monster. You must also Tribute Plant-Type monsters from the field and in your hand whose Levels are equal to or more than than the Ritual Monster you are attempting to summon. While this card is in your Graveyard, you can remove this card from play to add one of the monsters used for the Ritual Summon of the card.| Is this a good-enough Ritual for the CCG now or no?NOW Those Are Ritual cards Great job Zero Link to comment Share on other sites More sharing options...
Brinolovania Posted November 15, 2010 Report Share Posted November 15, 2010 OK...I'll post some schtuff tomorrow. Link to comment Share on other sites More sharing options...
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