FrogNinga Posted June 12, 2010 Report Share Posted June 12, 2010 This Anti-Time deck is made specificly for MysteryGuest and with permisson of MG [spoiler=Deck] [spoiler=Monsters] [spoiler=Level 7+] Anti-Time Expert - Yarral Dark Level 7 [spellcaster] An old man who taught the Masters of Anti-Time how to stop Time Manipulation. However his best student has taken his ability to prevent time Manipulation. ATK 2500 DEF 2000 Anti-Time Creator DARK Level 8 [spellcaster / Effect] Once per turn, you can remove a Anti-Time Counter from a Monster you control. If this card removes an Anti-Time Counter from one of your monsters you discard 1 card. If this card removes an Anti-Time Counter from a Monster your opponent controls you draw 1 card ATK 2600 DEF 3000 Dark Tuner Anti-Time Lord DARK Level 10 [spellcaster / Dark Tuner / Effect] This card can use it's effect even if it has a Anti-Time Counter on it. Once per turn you can remove all Anti-Time Counters on your opponents side of the field to special summon 1 Level 7 or higher "Anti-Time" monster from your hand. ATK 0 DEF 1400 [spoiler=Level 5 and 6] Anti-Time Teacher - Divad DARK Level 5 [spellcaster / Effect] This card can activate it's effect even if it has a Anti-Time Counter on it. This card can only activate its effect while it has a Anti-Time Counter on it. Once per turn, you can pay 500 Life Points to add an Anti-Time Counter on 1 monster you control. ATK 2000 DEF 1600 Anti-Time Teacher - Cacka Si DARK Level 5 [spellcaster / Effect] This card can be Special Summoned by removing 2 "Anti-Time Apprentice" monsters from your Graveyard from play. During your End Phase, your opponent selects one of the following: Draw Phase, Standby Phase, Main Phase 1, or Battle Phase. Your opponent skips that phase during his or her next turn then you place 1 Anti-Time Counter on every monster you control. This effect can be activated even if this card has an Anti-Time Counter on it and only if it has an Anti-Time Counter on it. ATK 1500 DEF 2500 Anti-Time Teacher - Suiva Atcoo DARK Level 6 [spellcaster / Effect] This card cannot attack. This card is not effected by "Reality of Anti-Time". Once per turn, you can add a "Anti-Time Spell" or "Anti-Time Trap" card or an "Anti-Time" monster from your Deck to your hand. ATK 1100 DEF 2200 Anti-Time Magician Dark Level 6 [spellcaster / Effect] You can Special Summon this card from your hand by Tributing 1 "Anti-Time Wizard". If you summon it this way, you can remove a monster on the field from play. The removed monster will be returned to the opponent's side of the field in the same battle position during your second Standby Phase after activation. This card is unaffected by the effect of "Reality of Anti-Time". Once per turn you can remove all Anti-Time counters on your opponents side of the field to deal your opponent damage equal to the amount of Anti-Time Counters removed x500 ATK 1000 DEF 2600 [spoiler=Level 4 or lower] Anti-Time Apprentice - Yuub DARK Level 1 [spellcaster / Effect] This card can activate its effect even if it has an Anti-Time Counter on it and only if it has an Anti-Time Counter on it. Once per turn, you can remove an Anti-Time Counter from a monster your opponent controls to deal your opponent 800 damage. ATK 1500 DEF 0 Anti-Time Apprentice - Al Yak DARK Level 2 [spellcaster / Effect] This card can activate its effect even if it has an Anti-Time Counter on it and only if it has an Anti-Time Counter on it. This card can attack even if it has an Anti-Time Counter on it. When this card is summoned, place an Anti-Time Counter on a card with an Anti-Time Counter on it. ATK 500 DEF 1000 Anti-Time Apprentice - Nahatan DARK Level 4 [spellcaster / Effect] This card can activate its effect even if it has an Anti-Time Counter on it and only if it has an Anti-Time Counter on it. This card can attack even if it has an Anti-Time Counter on it and can direct attack even if your opponent contols a monster. If this card deals Battle Damage to your opponent, Add 1 Anti-Time Counter on 1 of your monsters except "Anti-Time Apprentice - Nahatan". ATK 800 DEF 1000 Anti-Time Apprentice - Re-Trip Dark Level 3 [spellcaster / Effect] This card can activate its effect even if it has an Anti-Time Counter on it and only if it has an Anti-Time Counter on it. This card can attack even if it has an Anti-Time Counter on it. Once per turn, you can Special Summon an "Anti-Time Apprentice" monster that was destroyed by battle from your Graveyard except "Anti-Time Apprentice - Re-Trip. ATK 500 DEF 500 Anti-Time Accelerator DARK Level 4 [spellcaster / Effect] You can Special Summon this card from your hand by removing 1 "Anti-Time Apprentice" monster you control from play. Once per turn, you can remove an Anti-Time Counter from one of your opponents to skip your opponent's next Main Phase 1. You can Activate this cards effect even if this card has a Anti-Time Counter on it. ATK 2000 DEF 0 Anti-Time Warrior - Semig DARK Level 2 [Warrior / Effect] This monsters effect can be activated even if this card has an Anti-TIme Counter on it. This monster can attack even if it has an Anti-Time Counter on it. Once per turn, place a number of Anti-Time Counters on this card for every "Anti-Time" monster you control. This card gains 100 ATK and DEF for every Time Counter on this card. ATK 0 DEF 0 Anti-Time Warrior - Vata-Surg DARK Level 4 [Warrior / Effect] During each of your Standby Phases, place an Anti-Time Counter on this card. This card is uneffected by "Reality of Anti-Time". This card gets these effects, based on the number of Time Counter(s) on this card: 1+: When this card attacks, this card gains 1400 ATK during Damage Calculation only. 2+: Once per turn, select a "Anti-Time" monster you control, except "Anti-Time Warrior - Vata-Surg". This card gains ATK equal to half the monster's ATK until the End Phase. 3+: If there is a "Time Spell" Continuous Spell Card on your side of the field, you can Tribute this card to activate the effect of a "Anti-Time Spell" Continuous Spell you control. If you activate this effect, remove all "Anti-Time Spell" and "Anti-Time Trap" cards you control from play. 4+: You can tribute this card to Special Summon 1 "Anti-Time" monster from your Deck whose level equals the number of Time Counters on this card. ATK 400 DEF 1800 Anti-Time Warrior - Adurta DARK Level 3 [Warrior / Effect] During each of your Standby Phases, place an Anti-Time Counter on this card. This card is uneffected by the effect of "Reality of Anti-Time. This card gets these effects, based on the number of Anti-Time Counter(s) on this card: 1+: Once per turn, you can place a Time Counter on a "Time" monster you control, except "Warrior of Time - Truda". 2+: Once per turn, you can Special Summon an "Apprentice of time" monster from your hand. 3+: This card gains 400 ATK for every Time Counter on it. 4+: This card cannot be destroyed in battle. ATK 1200 DEF 400 [spoiler=Tuners] Anti-Time Apprentice - Xela Redna DARK Level 3 [spellcaster / Tuner] This card can activate it's effect even if it has a Anti-Time Counter on it and only if it has an Anti-Time Counter on it. Once per turn, you can place an Anti-Time Counter on a monster you control with an Anti-Time Counter on it. During the End Phase of a turn which you activate this effect, you gain 500 Life Points. ATK 500 DEF 1900 Anti-Time Apprentice - Nahate DARK Level 1 [spellcaster / Tuner] This card's ATK and DEF are each equal to the number of Anti-Time Counters on the field x 100. ATK ? DEF ? Anti-Time Apprentice - Yurrah DARK Level 3 [spellcaster / Tuner] This card can attack even if it has a Anti-Time Counter on it and it may attack directly even if your opponent. During your Standby Phase, select either Main Phase 1 or Main Phase 2. Your opponent skips that Phase during his or her next turn. ATK 700 DEF 700 Anti-Time Apprentice - Yessal DARK Level 6 [spellcaster / Tuner] This card is uneffected by "Reality of Anti-Time". Once per turn, you can have a "Anti-Time" monster you control gain 500 ATK. While this card is on the field no other "Anti-Time" monsters you control can attack, exept the card designated by this cards effect. ATK 2400 DEF 2200 Anti-Time Apprentice - Har-Sar DARK Level 2 [spellcaster / Tuner] This cards effect can be activated even if this card has an Anti-Time Counters on it. Once per turn, you can pay 1000 Life Points to move a Anti-Time Counter from a card you control to a card your opponent controls that has a Anti-Time Counter on it. ATK 800 DEF 800 Anti-Time Apprentice - Lorack DARK Level 6 [spellcaster / Synchro / Tuner] 1 Tuner + 1 or more non-Tuner monsters This card is uneffected by the effect of "Reality of Anti-Time". This card's Attribute is also treated as LIGHT. Once per turn, you can send a Spell or Trap you control to the Graveyard to increase or decrease this card's Level by 1. During your opponent's Main Phase, you can Synchro Summon if you use this face-up card as a Synchro Material Monster. ATK 1150 DEF 2150 Anti-Time Warrior - Ais Hach-Fu DARK Level 4 [Warrior / Tuner] During each of your Standby Phases, place an Anti-Time Counter on this card. This card is uneffected by "Reality of Anti-Time". This card gains these effects, based on the number of Anti-Time Counter(s) on this card: +1: This card cannot be destroyed by battle with a monster that has 1000 or more ATK. +2: This card cannot be targeted by your opponent's effects. +3: When this card is attacked, increase this card's ATK and DEF by the ATK of the attacking monster during Damage Calculation only. +4: This card cannot be targeted and is unaffected by the effects of other Monsters, Spells, and Traps. ATK 100 DEF 100 Anti-Time Warrior - Malcolm LIGHT Level 4 [Warrior / Tuner] During each of your Standby Phases, place a Anti-Time Counter on this card. This card is uneffected by "Reality of Anti-Time". This card gains these effects, based on the number of Anti-Time Counter(s) on it: 1+: When this card attacks a monster whose ATK are higher than this card's ATK, by sending 1 "Anti-Time Spell" you control to the Graveyard, destroy the attack target at the end of the Damage Step. 2+: This card is not destroyed by battle. 3+: When a "Anti-Time Trap" Continuous Trap is activated, negate it and equip it to this card; it is treated as an Equip card. Once per turn, you can send a "Anti-Time Trap" card equipped to this card to the Graveyard and activate its effect. 4+: For every "Anti-Time Spell" Continuous Spell on the field, increase this card's Level by 1. ATK 1175 DEF 1500 [spoiler=Nomis and Semi-Nomis] [spoiler=Effect Monster] Master of Anti-Time - Ace-jaw DARK Level 8 [spellcaster / Effect] This card cannot be Normal Summoned or Set. This card can only be Special Summoned by putting 5 Anti-Time Counters on a "Anti-Time" Monster you control. This cards effect can be activated even if this card has an Anti-Time Counter on it. Once per turn, you can remove a Anti-Time Counter from all cards on your opponents side of the field and draw 1 card for each one removed. ATK 2300 DEF 2750 [spoiler=extra deck] Master of Anti-Time - Zrey DARK Level 8 [spellcaster / Fusion / Effect] 1 "Anti-Time" monster + 1 "Anti-Time" monster This card is uneffected by "Reality of Anti-Time". Each turn has an additional Standby Phase before Main Phase 1. ATK 2000 DEF 2800 Master of Anti-Time - Arolav Dark Level 8 [spellcaster / Synchro / Effect] 1 Tuner + 1 or more non-Tuner monsters This card is uneffected by the effect of "Reality of Anti-Time". Once per turn, you can pay 500 Life Points to send a "Anti-Time Spell" Continuous Spell or "Anti-Time Trap" Continuous Trap from your hand to the Graveyard and add an Anti-Time Counter on each monster you control except "Master of Anti-Time" Monsters. ATK 2150 DEF 2600 Master of Anti-Time - Reivax DARK Level 8 [spellcaster / Synchro / Effect] 1 Tuner + 1 or more non-Tuner monsters This Card is not effected by the effect of "Reality of Anti-Time. Once per turn, you can activate one of the following effects: *Destroy a Spell or Trap on the field and remove an Anti-Time Counter from one monster your opponent control. *Discard a card to add an Anti-Time Counter to a monster you control. *Place an Anti-Time Counter on a monster your opponent controls with an Anti-Time Counter on it to draw a card. ATK 2050 DEF 2500 Master of Anti-Time - Assa-Yalu DARK Level 5 [spellcaster / Synchro / Effect] 1 Tuner + 1 or more non-Tuner monsters Thid card is uneffected by the effect of "Reality of Anti-Time". During your Draw Phase, you can add a "Anti-Time Spell" Continuous Spell or "Anti-Time Trap" Continuous Trap from your Graveyard to your hand instead of drawing. ATK 1950 DEF 2550 Anti-Time Virtuoso - Yrral DARK Level 11 [spellcaster / Synchro / Effect] 1 "Anti-Time" Synchro Tuner + 1 or more non-Tuner "Anti-Time" Synchro monsters Once per turn, you can remove up to 2 Anti-Time Counters from any number of "Anti-Time" Monsters your opponent controls. Once per turn, you can add 2 Anti-Time Counters to any number of monsters you control that can have Anti-Time Counters. Once during your opponent's turn, you can remove from play this card until the End Phase. When this card is removed from the field except by its own effect, Special Summon "Anti-Time Apprentice" or "Anti-Time Warrior" from your hand, Deck, Graveyard, or one that is removed from play. ATK 2500 DEF 2800 Anti-Time Warrior - Yucniqu LIGHT Level 4 [Warrior / Synchro / Effect] 1 Tuner + 1 or more non-Tuner monsters This card is uneffected by "Reality of Anti-Time". When this card is Synchro Summoned, place 2 Anti-Time Counters on it. During your Standby Phase, place an Anti-Time Counter on this card. this card gets these effects, based on the number of Anti-Time Counters on this card: 1+: This card gains 200 ATK for every Anti-Time Counter on it. 2+: This card gains 200 DEF for every Anti-Time Counter on it. 3+: When this card battles, place a Anti-Time Counter on this card. 4+: Level 4 and lower "Anti-Time" monsters you control, except "Anti-Time Warrior - Yucniqu", gain 100 ATK and DEF for every Anti-Time Counter on this card. ATK 1500 DEF 2100 Anti-Time Reverser - Venus DARK Level -8 [Fairy / Dark Synchro / Effect] 1 non-Tuner monster - 1 Dark Tuner This cards effect can be activated even if it has a Anti-Time Counter on it. Once per turn, you can put an Anti-Time Reverse Counter on each face-up monster you control. Monsters Gain 200 ATK for each Anti-Time Reverse Counter on it exept monsters your opponents control. Destroy a monster if its ATK becomes over 3200 by this effect. ATK 1800 DEF 2600 Anti-Time Reverser - Wallis DARK Level -5 [beast-Warrior / Dark Synchro / Effect] 1 non-Tuner monster - 1 Dark Tuner This cards effect can be activated even if it has an Anti-Time counter on it. Once per turn, you can select a non-Dark Synchro monster your opponent controls and put a number of Anti-Time Reverse Counters on it equal to half its Level, rounded up. Monsters lose 200 ATK for each Anti-Time Reverse Counter exept monsters you control on it. ATK 2400 DEF 2400 Anti-Time Reverser - Yves DARK Level -7 [sea Serpent / Dark Synchro / Effect] 1 non-Tuner monster - 1 Dark Tuner Once per turn, you can Tribute a non-Dark Synchro monster you control to add a number of Anti-Time Reverse Counters up to the Level of the monster you Tributed on a monster your opponent controls. This monster cannot attack during a turn you activate this effect. ATK 2000 DEF 2000 [spoiler=Spells] [spoiler=The Field Spell] Reality of Anti-Time Field Spell When a monster is summoned face-up, place 2 Anti-Time Counters on it. During each player's Standby Phase, the turn player removes 1 Anti-Time Counter from each monster they control. Monsters with Anti-Time Counters cannot attack, be attacked, or activate their effects, and their effects are negated. If a player has two or more monsters and the only controls monsters that have an Anti-Time Counter(s) on them, the player can be attacked directly. If a monster with an Anti-Time Counter(s) is sent to the graveyard, the owner takes 500 damage. [spoiler=Anti-Time Spells] Anti-Time Spell - Anti-Bolt Continuous Spell During your Standby Phase, remove an Anti-Time Counter from a monster on the field. When 5 Anti-Time Counters are removed by this effect, send this card to the Graveyard. When this card is sent from the field to the graveyard by its effect Send all Monsters your opponent controls to the Graveyard. Anti-Time Spell - Dark Choice Continuous Spell When you activate this card, pay 1000 Life Points. During your Standby Phase, remove an Anti-Time Counter from a monster on the field. When 5 Anti-Time Counters are removed by this effect, send this card to the Graveyard. When this card is sent from the field to the Graveyard by its effect reveal the top 5 cards of your Deck. Your opponent removes one from play, then splits the others into 2 piles. Add the cards in one pile to your hand and the others to the Graveyard. Anti-Time Spell - Anti-Feather Duster Continuous Spell During your Standby Phase, remove an Anti-Time Counter from a monster on the field. When 5 Anti-Time Counters are removed by this effect, send this card to the Graveyard. When this card is sent from the field to the Graveyard by its effect send all Spells and Traps your opponent controls to the Graveyard. Anti-Time Spell - Look Into the Past Normal Spell Pay 500 Life Points. Select a monster on the field, if an Anti-Time Counter was removed from that card this turn add the same amount of counters it lost to it. This card is unaffected by "Warped Timeline." Anti-Time Spell - Pot of Poorness Continuous Spell During your Standby Phase, remove an Anti-Time Counter from a monster on the field. When 5 Anti-Time counters have been removed by this cards effect, send this card to the Graveyard. When this card is sent from the field to the Graveyard by its effect your opponent discards 2 cards from there hand. Anti-Time Spell - Slow Cyclone Continuous Spell If you control "Reality of Anti-Time", you can send this card from your hand to the Graveyard to activate its effect during your end phase. When you activate this card, place 3 Anti-Time Counter on it. During your Standby Phase, remove an Anti-Time Counter from it. When the last Anti-Time Counter is removed, send this card to the Graveyard. When this card is sent from the field to the Graveyard with no Anti-Time Counters on it, activate this effect: *Destroy a Spell or Trap card on the field. Anti-Time Spell - Slow Force Continuous Spell If you control "Reality of Anti-Time", you can send this card from your hand to the Graveyard to activate its effect during your end phase. When you activate this card, place 3 Anti-Time Counter on it. During your Standby Phase, remove an Anti-Time Counter from it. When the last Anti-Time Counter is removed, send this card to the Graveyard. When this card is sent from the field to the Graveyard with no Anti-Time Counters on it, activate this effect: *Destroy a monster on the field. Anti-Time Spell - Anti-Time Attack Quick-Play Spell Select 1 monster your opponent controls. It cannot be destroyed by battle this turn. At the end of the Battle Phase, if your opponent took damage from a battle involving that monster, add Anti-Time Counters to each of your monsters for each 1000 points of damage your opponent took. This card is unaffected by "Warped Timeline". Anti-Time Spell - Anti-Time Flashback Continuous Spell During your Standby Phase, remove an Anti-Time Counter from a monster on the field. When 5 Anti-Time Counters are removed by this effect, send this card to the Graveyard. When this card is sent from the field to the graveyard by its effect activate the effect of a "Anti-Time Spell" or "Anti-Time Trap" card in your Graveyard. Then remove it from play. [spoiler=normal spells] A - Adventuring Time Normal Spell Select 3 monsters on your side of the field and 1 on your opponents and add 2 Anti-Time Counters on those cards then the owners of those monsters take 500 damage. This card is unaffected by "Warped Timeline". N - Negative O,clock Normal Spell Remove 2 Anti-Time Counters from your opponents side of the field then add 1 level 4 or lower "Anti-Time" monster from your deck or graveyard to your hand. This card is unaffected by "Warped Timeline". T - Time Specifications Normal Spell Skip every Phase until your next draw phase then all players can special summon 1 level 5 or lower monster from there hands by tributing one monster on there field. This card is unaffected by "Warped Timeline". I - Instant Time Stop Normal Spell During each players end phase, for the next 4 end phases, they declare one of the following: *Draw Phase *Main Phase 1 *Main Phase 2 *End Phase During the next players turn they cannot conduct that phase. A player cannot choose the same Phase twice in a row or one the opponent has chosen. This card is unaffected by "Warped Timeline". A-N-T-I Bomb Normal Spell Activate only when the following cards are in your Graveyard: *A - Adventuring Time *N - Negative O,clock *T - Time Specifications *I - Instant Time Stop Destroy 1 card on the field and deal 1000 points of damage to the owner then place 5 Anti-Time Counters on a monster on the field that wasnt effected by this cards effect. This card is unaffected by "Warped Timeline". Anti-Mind - Surpassing Anti-Time Continuous Spell When you Special Summon a "Master of Anti-Time" monster, add a Anti-Time Counter to this card. Once per turn, you can remove any number of Anti-Time Counters from this card to make that many face-up non-Synchro monsters on the field Synchro monsters until the End Phase. [spoiler=Anti-Time Traps] Anti-Time Trap - Nega-Damage Timer Normal Trap Activate only if a monster inflicts Battle Damage by attacking directly, paying Life Points equal to the damage dealt and placing 2 Anti-Time Counters on a monster on the attacking monsters field exept on the attcking monster. The attacking monster attacks directly again using its original ATK for damage calculation. Until the end of the attacked player's turn, any damage that would be dealt to him other than this attack is changed to 0. This card is unaffected by "Warped Timeline". Anti-Time Trap - Presant Collapse Normal Trap Remove all Anti-Time Counters from Monsters on the field and draw 1 card for every 3 Anti-Time Counters returned. This card is unaffected by "Warped Timeline." Anti-Time Trap - Hand Shift Continuous Trap During your Standby Phase, remove an Anti-Time Counter from a monster on the field. When 5 Anti-Time Counter is removed by this card, send this card to the Graveyard. When this card is sent from the field to the Graveyard by its effect Remove from play your hand then add 5 cards from your Graveyard to your hand then place all removed from play cards in your Graveyard. Anti-Time Trap - Sent to the Future Continuous Trap During your Standby Phase, remove an Anti-Time Counter from a monster on the field. When 5 Anti-Time Counters are removed by this cards effect, send this card to the Graveyard. When this card is sent from the field to the Graveyard by its effect remove from play a monster on the field then, During the current turns end phase return that monster to the owners side of the field in the same position. Anti-Time Trap - Anti Fast-Forward Counter Trap Activate only when you control "Reality of Anti-Time" and your opponent activates a Continuous Spell or Continuous Trap card. Negate and destroy all effects and cards in that chain, except this card. The current turn ends. Anti-Time Trap - Anti-Ultimate Trap Hole Normal Trap When your opponent Summons a monster with 2000 or more ATK, destroy and remove from play the monster. Then look through your opponent's hand and Graveyard for all cards with the same name as that monster and remove them from play. This card is unaffected by "Warped Timeline". This card can only be activated while "Reality of Anti-Time" is on the field. Hope you like them MG. Link to comment
Mysty Posted June 12, 2010 Report Share Posted June 12, 2010 When I approved the idea I didn't think you would just take the Time cards and turn them inverse like this. I was hoping for something more original.I'll post my idea when I think of it. Link to comment
FrogNinga Posted June 12, 2010 Author Report Share Posted June 12, 2010 Oh i thought that was the point of an Anti-Time deck really.EDIT:Thats the original idea i had for the Anti-Time deck. Link to comment
Mysty Posted June 12, 2010 Report Share Posted June 12, 2010 I wasn't thinking it would be complete opposite, only its goal:the Time deck's idea is control, the Anti-Time deck would be more beatdownthe Time deck controls Spells and Traps, the Anti-Time deck should control monsters (mainly fort being able to attack directly)the Time deck should be more strategic, the Anti-Time deck should be more power-basedthe Time deck uses Spells and Traps and monster effects to do things over time, the Anti-time deck uses brute force of monsters to do things nowMaybe it could do so far as to be a human/not-human fight That's what i was first thinking of, not something so unoriginal as this. EDIT: Now that I think about it, there is another fundamental problem with "Anti-Time" cards: they are still "Time" cards.Maybe they should be something like "Space" cards. Link to comment
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