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Solar Guardian -LIGHT-

Lvl4

[Pyro/Effect]

This card cannot be Special Summoned. If the opponent Special Summons a monster, you can return 1 of your Removed from play "Solar" monsters to your Graveyard to return the Special Summoned monster to the deck of its controller, and shuffle it.

800ATK / 1500DEF

 

Solar Sky-Rider -LIGHT-

Lvl4

[Pyro/Effect]

This card cannot be Special Summoned. When a Normal Spell card is activated, you must Remove this face-up card from play and negate the activation and effect of that card and destroy it. The opponent's deck is then shuffled.

1000ATK / 200DEF

 

Solar Engineer -LIGHT-

Lvl4

[Pyro/Effect]

This card cannot be Special Summoned. During the opponent's turn, if they control a face-up Tuner monster, you can Remove this card from play to change that monster to face-down defense position. The monster that was effected by this effect cannot be flipped face-up, for as long as its on the field. The opponent's deck is then shuffled.

300ATK / 0DEF

 

Solar Cannon -LIGHT-

Lvl4

[Pyro/Effect]

This card cannot be Special Summoned. If the opponent Normal Summoned a monster, you can return 2 of your Removed from play "Solar" monsters to your deck and destroy the Summoned monster. Shuffle Both player's decks.

900ATK / 900DEF

 

Solar Combatant -LIGHT-

Lvl4

[Pyro/Effect]

This card cannot be Special Summoned. If a face-up "Solar" monster battles, you can discard this card from your hand to increase the ATK of the battling "Solar" monster by 1200 points until the End Phase. The opponent's deck is then shuffled.

100ATK / 700DEF

 

Shining Glare -Spell-

Activate only when you control a "Solar" monster. The opponent selects 3 "Solar" monsters from your deck and Removes them from play. Shuffle both player's decks after.

 

Rising Sun -Continuous Spell-

During the End Phase in which the effect of a "Solar" monster was activated, you can Remove from play the top 3 cards of your deck to add 1 "Solar" monster from your deck to your hand. Shuffle both player's decks after.

 

Burn out the Night -Counter Trap-

Activate when the opponent Special Summons a monster. Remove from play 1 "Solar" monster in your deck and Remove the Summoned monster from play, and shuffle both player's decks. If this set card is destroyed by the effect of a Normal Spell card your opponent controls, draw 2 cards.

 

Overhead Horizon -Continuous Trap-

If you have more then 3 "Solar" monsters Removed from play, draw 1 card each time the opponent activates a Spell or Trap card, and shuffle your opponent's deck. You can only control 1 "Overhead Horizon".

 

Majestic Lense-Flare -Continuous Trap-

If you control a "Solar" monster, you can activate this effect, once per turn, when the opponent Special Summoned a monster. Negate the Summon of that monster and return it to the opponent's deck, then, Shuffle the opponent's deck. If this card is destroyed, select up to 3 "Solar" monsters in your deck and Remove them from play.

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