Trebuchet MS Posted October 25, 2010 Report Share Posted October 25, 2010 So, a friend and I had this idea one day to make a series of cards based on the Megaman Battle Network games. We churned out a number of Sets, but I'd like some comments on the following to see if any cards are overpowered, and if the usefulness of any of the cards can be improved. Completed cards can be viewed [url="http://forum.yugiohcardmaker.net/topic/226836-megaman-battle-network-cards/"]over here[/url]. Starting with the Battle Network 1 set. [spoiler=Monsters]Generic Netnavi Lv. 3 Earth 1000 / 1000 Machine Short for Net Navigator, a Netnavi functions as a program that can manage other programs, delete viruses, and participate in Netbattles. Netnavi Rockman Lv. 4 Light 1600 / 1500 Warrior/ Effect During your Standby Phase, place one Charge Counter (max. 1) on this card. When this card attacks or is attacked, you can remove one Charge Counter from this card to have this card gain 500 ATK during damage calculation only. Netnavi Roll Lv. 4 Light 1500 / 1600 Spellcaster/ Effect During your Standby Phase, increase your Life Points by 600 points. Once per turn, you can Special Summon one Level 4 or lower "Netvirus" monster from your hand or Deck. If you use this effect, this card cannot attack this turn. Netnavi Blues Lv.4 Wind 1900/1000 Warrior/Effect If this card destroys a monster as a result of battle, it can attack once again in a row during the Battle Phase. Netvirus Metool Lv. 2 Earth 500 / 1000 Rock/ Effect This card can attack your opponent directly. If this card is selected as an attack target while you control more than one "Netvirus Metool", you can switch this card to Defense Position. Netvirus Rush Lv. 1 Earth 0 / 100 Beast/ Effect This card cannot be selected as an attack target while you control another "Netvirus" monster. Once per turn, you can Special Summon one "Netvirus" monster other than "Netvirus Rush" from your Graveyard. Netvirus Canodumb Lv. 3 Earth 1400 / 0 Machine/ Effect You can Tribute one "Netvirus" monster you control other than "Netvirus Canodumb" to inflict 500 points of damage to your opponent's Life Points. When this card attacks, switch it to Defense Position at the end of the Damage Step. Netvirus Ratton Lv. 2 Earth 900/500 Beast/Effect This card can attack twice during the Battle Phase. Netvirus Billy Lv. 3 Light 1500/800 Thunder/Effect Once per turn, you can select a monster your opponent controls. The selected monster cannot attack or change its Battle Position until the start of your next turn. Netvirus Fishy Lv. 4 Wind 1800/0 Winged Beast/Effect When this card attacks a Defense Position monster with a DEF lower than this card's ATK, inflict the difference as Battle Damage to your opponent. Netnavi Fireman Lv. 4 Fire 1800 / 1300 Pyro/ Effect When this card destroys a monster by battle, inflict 800 points of damage to your opponent's Life Points. Netnavi Gutsman Lv. 4 Earth 1700 / 1900 Warrior/ Effect When this card is Summoned, select one card zone on the field. The selected card zone cannot be used as long as this card remains face-up on the field. Netnavi Stoneman lv. 4 Earth 300/ 2200 Rock/ Effect Once per turn, you can switch the original ATK and DEF of this card until your opponent's next End Phase. If you use this effect, when this card attacks, change it to Defense Position at the end of the Damage Step. 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. Netnavi Numberman Lv. 2 Light 800 / 800 Machine/ Effect When this card attacks or is attacked, throw two six sided dice. Increase the ATK and DEF of this card by 100 x the total result of the dice rolls during Damage Caculation only. Netnavi Iceman Lv. 3 Water 1600/ 1200 Aqua/ Effect Once per turn, you can select and activate one of the following effects: *Special Summon an "Ice Cube Token" (Rock-Type/WATER/LV1/ATK 0/DEF 2000) onto your side of the field in Defense Position. The Token cannot attack nor be Tributed for a Tribute Summon. *Tribute 1 "Ice Cube Token" you control to destroy a card on the field. If you use this effect, this monster cannot attack this turn. Netnavi Colourman Lv. 5 Light 1400 / 2000 Spellcaster/ Effect When this card is changed from Defense Position to Attack Position, destroy 1 card on the field. When this card is changed from Attack Position to Defense Position, return 1 card on the field to its owner's hand. While this card is in Attack Position, it gains 800 ATK. While this card is in Defense Position, it gains 500 DEF. Netnavi Elecman Lv. 4 Light 1900 / 800 Thunder/ Effect When this card inflicts Battle Damage to your opponent, your opponent cannot activate any Spells, Traps, or Monster Effects until the end of the turn. Netnavi Bombman Lv. 3 Earth 1300 / 1500 Machine/ Effect When this card battles with a FIRE monster, destroy both cards at the end of the Damage Step and inflict 1500 points of damage to your opponent's Life Points. Netnavi Magicman Lv 6 Dark Spellcaster/Effect 1500/2600 This card cannot be selected as an attack target while you control a "Netvirus" monster. Once per turn, you can Special Summon one Level 4 or lower "Netvirus" monster from your hand or Graveyard. The Special Summoned monster(s) gain 500 ATK as long as this card remains face-up on the field. Netnavi Sharkman Lv. 6 Water 2000 / 1000 Fish/ Effect When this card battles, it gains 500 ATK during the Damage Step. When this card destroys an opponent's monster by battle, it can attack once again in a row during the Battle Phase. Netnavi Woodman Lv. 4 Earth 1500 / 2000 Plant/ Effect When this card destroys a monster by battle, draw a card. During your Standby Phase, increase your Life Points by 300 points for each Plant-Type monster on the field. Netnavi Skullman Lv. 5 Dark 2000/ 0 Zombie/ Effect Once per turn, when this card battles a monster, you can change the Battle Position of this card; it is not destroyed by battle if you do so (Damage Calculation is still applied). When this card inflicts Battle Damage to your opponent, destroy one card your opponent controls. Netvirus Scuttle Lv. 4 Light 1800/1600 Insect/Effect This card cannot be destroyed as a result of battle with a monster that has 2000 ATK or less. Super Netvirus Lifevirus Dark Lv. 8 3000/2800 Insect/Effect This card cannot be Special Summoned. During your opponent's turn, this card cannot be destroyed. Once per turn, you can select and activate one of the following effects: *Special Summon one "Netvirus Scuttle" from your hand or Graveyard. If the Special Summoned monster attacks, destroy it at the end of the Battle Phase. *Tribute one "Netvirus" monster other than this card you control to inflict 1000 points of damage to your opponent's Life Points.[/spoiler] [spoiler=Spells]Battlechip Spreader Normal spell Until the end of the turn, one "Netnavi" monster gains 300 ATK, and can attack all monsters on your opponent's side of the field once. Battlechip Shotgun Normal spell Until the end of this turn, one "Netnavi" monster gains 300 ATK, and during battle between the selected monster and a Defense Position monster whose DEF is lower than the ATK of the selected monster, inflict the difference as Battle Damage to your opponent. Battlechip Cannon Normal Spell Activate while you control a "Netnavi" monster. Select and activate one of the following effects: *Inflict 400 points of damage to your opponent. *One "Netnavi" monster gains 400 ATK until the End Phase. Battlechip Gutspunch Normal spell Activate while you control a "Netnavi" monster. Select and activate one of the following effects: *One "Netnavi" monster gains 700 ATK until the End Phase. *Tribute 1 Token on the field. Inflict damage to your opponent equal to the tributed Token's DEF. Battlechip Recovery 200 Normal spell Activate only while you control a "Netnavi" monster and your Life Points are lower than your opponent's. Increase your Life Points by 2000 points. Battlechip Minibomb Normal Spell Activate while you control a "Netnavi" monster. Select and activate one of the following effects: *Inflict 500 points of damage to your opponent's Life Points. *Destroy 1 face-down Spell or Trap card on the field. Battlechip Rock Cube Normal Spell Special Summon a "Rock Cube Token" (Rock-Type/EARTH/LV1/ATK 0/DEF 2000) onto your opponent's side of the field. The Token cannot attack nor be Tributed for a Tribute Summon. Plug in! Quick play Activate only while you control no monsters. Special Summon one "Netnavi" monster from your hand or Deck. Battlechip Barrier Quick play After activation, this card is treated as an Equip Spell that can equip only to "Netnavi" monsters. If the equipped monster would be destroyed as a result of battle, you can destroy this card instead and reduce any Battle Damage involving that battle to 0. Battlechip Invisible Quick play After activation, this card is treated as an Equip Spell that can equip only to "Netnavi" monsters. The equipped monster cannot be selected as an attack target, and cannot be targetted by the effects of Effect Monsters, Spells or Traps, except this card. During the 2nd End Phase after this card's activation, destroy it. Battlechip Area Steal Continuous spell Select one of your opponent's Monster Zones. While this card is face-up on the field, you can Summon monsters onto that Monster Zone under your control. If no monster is present in the selected Monster Zone 4 turns after this card's activation or later, destroy this card. Battlechip Quick Gauge Continuous Spell If you used 2 "Battlechip" cards this turn, except "Battlechip Quick Gauge", draw a card during the End Phase. If you used 3 or more "Battlechip" cards this turn, except "Battlechip Quick Gauge", draw 2 cards during the End Phase. Battlechip Sword Equip Spell Equip only to a "Netnavi" monster. It gains 800 ATK. If this face-up card is destroyed and sent from the field to the Graveyard by a card effect, add it to your hand. Battlechip Wide Sword Equip Spell Equip only to a "Netnavi" monster. It gains 800 ATK. If the equipped monster destroys a monster as a result of battle, you may destroy another face-up monster your opponent controls with an ATK less than the destroyed monster. Battlechip Long Sword Equip Spell Equip only to a "Netnavi" monster. It gains 800 ATK. If the equipped monster destroys a monster as a result of battle, you may destroy a Spell or Trap card in the same column as the destroyed monster. Battlechip Muramasa Equip Spell Equip only to a "Netnavi" monster. When your Life Points are lower than your opponent's, the equipped monster gains ATK equal to the difference (max. 3000). Battlechip LifeAura Equip Spell Equip only to a "Netnavi" monster. The equipped monster cannot be targetted by effects of your opponent's Effect Monsters, Spells or Traps, and is not destroyed as a result of battle with a monster that has 2000 ATK or less. Cyber World Field spell All monsters other than "Netvirus" and "Netnavi" monsters lose 200 ATK. If there are 3 or more "Netvirus" and/or "Netnavi" cards on the field, you can search your Deck for a "Battlechip", "Netvirus", or "Netnavi" card and add it to your hand instead of conducting the normal draw during the Draw Phase.[/spoiler] [spoiler=Traps]Battlechip Guard Normal Trap Activate when a "Netnavi" monster you control is selected as an attack target. Negate the attack and inflict 400 points of damage to your opponent. Add Normal Trap Activate this card only during your Draw Phase. If the card you drew is a "Battlechip" card, you can show it to your opponent, shuffle it into your Deck, then draw 3 cards. Chip Recharge Normal Trap Shuffle 5 "Battlechip" cards from your Graveyard into your Deck, then draw 2 cards. Virus Encounter! Normal Trap Special Summon one "Netvirus" monster from your Deck or Graveyard. Plug out! Counter Trap Activate when a "Netnavi" monster(s) you control would be destroyed. Return the monster(s) to your hand. Battlechip Timebomb Continuous Trap Destroy this card on your 3rd End Phase after this card's activation, and inflict 2000 points of damage to your opponent's Life Points. Guts Hammer Continuous Trap Activate this card when you control a "Netnavi Gutsman". Select up to 3 Monster Zones. While this card remains face-up on the field, the selected Monster Zones cannot be used. Destroy this card on your 2nd End Phase after this card's activation. WWW base Continuous trap Once per turn, you can Special Summon one "Netnavi Fireman", "Netnavi Stoneman", "Netnavi Colourman", "Netnavi Elecman", "Netnavi Bombman", "Netnavi Magicman" or "Super Netvirus Lifevirus" from your Graveyard, ignoring the summoning conditions. You cannot Normal Summon or Set this turn if you use this effect. At the end of the turn, shuffle the monster back into your Deck.[/spoiler] Might as well throw in the other sets on this post too. Battle Network 2 [spoiler=Monsters]Netvirus Null Lv. 1 Dark 0 / 2000 Aqua / Effect Once per turn, you can discard one Monster card in your hand to remove from play 1 Monster on the field with an ATK equal to or less than the discarded Monster. Netnavi Rockman -Reprint. See Battle Network 1 set.- Netnavi Glyde Lv.3 350/700 Wind Fairy/Effect FLIP: See the top 5 cards of your Deck, arrange them in any order desired, and replace them on the top of the Deck. Once per turn, you can return one Spell or Trap card you control to your hand. Netnavi Airman Lv 4 1650/1650 Wind Machine/Effect: When this card inflicts Battle Damage to your opponent by a Direct Attack, select 1 card in your opponent's hand at random and shuffle it into your opponent's Deck. Netnavi Quickman Lv.4 1300/1500 Light Warrior/Effect: You can Special Summon this card from your hand if your opponent controls a monster. This card can attack twice during the Battle Phase. If it does so, reduce any Battle Damage dealt to your opponent to 1300 if it exceeds that amount. Netnavi Toadman Lv. 4 1600/2000 Water Aqua/Effect Whenever this card is selected as an attack target, toss a coin and call it. If you call it correctly, the attack is negated. Netnavi Gateman Lv. 4 1900/1500 Earth Machine/Effect During the Main Phase, you can Special Summon 3 "Gate Soldier Tokens" (Warrior-Type/EARTH/LV 2/ATK 800/DEF 800) onto your side of the field. If you use this effect, this card cannot attack this turn. The Tokens cannot be Tributed for a Tribute Summon. Destroy all "Gate Soldier" Tokens at the End Phase of the turn they are Special Summoned. Netnavi Cutman Lv. 3 1600/1400 Earth Warrior/Effect When this card battles a monster, play one round of Rock-Paper-Scissors with your opponent. If you win, destroy the other monster with this card's effect without applying Damage Calculation. Netnavi Shadowman Lv. 7 2100/1500 Dark Warrior/Effect When this card is Normal Summoned, Special Summon 2 "Shadow Tokens" (Warrior-Type/DARK/LV 7/ATK 2100/DEF 0) in Defense Position to your side of the field. When this card is selected as an attack target, you can change this card from Attack Position to Defense Position to negate the attack and inflict 700 points of damage to your opponent's Life Points. Netnavi Thunderman Lv. 6 2300/2000 Light Thunder/Effect Once per turn, you can discard one card from your hand to destroy all face-up monsters your opponent controls. If you use this effect, destroy this monster during your End Phase. Netnavi Snakeman Lv. 5 1800/800 Earth Reptile/Effect: Your opponent cannot declare an attack unless your opponent has less monsters than you do. Once per turn, you can Special Summon one "Snake Token" (Reptile-Type/EARTH/LV 1/ATK 500/DEF 0) onto your side of the field. Netnavi Knightman Lv. 6 1500/3000 Earth Rock/Effect: Once per turn, you can switch the Battle Position of this card to Defense Position. Any monster that is Normal Summoned, Flip Summoned or Special Summoned is changed to Defense Position. Netnavi Magnetman Lv. 6 2500/2300 Light Thunder/Effect: When this card is Summoned, Special Summon a "Magnetman South Token" (Thunder-Type/LIGHT/LV 6/ATK 2300/DEF 2500). The Token cannot be Tributed for a Tribute Summon. The controller of this card selects the targets of their opponent's attacks. Netnavi Heatman Lv.4 1600/1900 Fire Pyro/Effect: Once per turn, you can destroy a Defense Position monster your opponent controls. If you activate this effect, you cannot Normal Summon or Set this turn. Netnavi Freezeman Lv 7 2600/2000 Water Aqua/Effect Once per turn, you can select up to 2 monsters on the field. The selected monsters cannot attack or change their Battle Position until the start of your next turn. Spell cards must be Set for a turn before they can be activated. Netnavi Forte Lv 8 2500/2700 Dark Warrior/Effect Once per turn, you can remove from play one monster you control or in your Graveyard to increase this card's ATK by half the original ATK of the removed monster until the End Phase. If this card is in your Graveyard during your End Phase, you can Special Summon it. If you do so, destroy all other monsters you control. Netnavi Pharaohman Lv 6 2400/2000 Dark Spellcaster/Effect Once per turn, you can send the top card of your Deck to the Graveyard to place one Anubis Counter on each of your opponent's face-up monsters. Monsters with Anubis Counters on them lose 500 ATK and DEF per counter. During each of your Standby Phases, your opponent takes damage equal to the number of Anubis Counters on the field x 200. Netnavi Napalmman Lv 7 2700/2300 Fire Machine/Effect Once per turn, you can roll a six-sided die, and destroy a number of cards on the field equal to half the result (rounded down). If you use this effect, this card cannot attack this turn. Netnavi Planetman Lv 8 2800/2800 Dark Rock/Effect Once per turn, you can pay 500 Life Points to remove one card on the field from play. Gospel Lv 10 3500/3000 Dark Beast/Effect This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 3 monsters from your side of the field to the Graveyard. Once per turn, you can remove one monster in your Graveyard from play to remove up to 2 cards on the field from play. Once per turn, you can change the Attribute of this card. If this card attacks another monster with the same Attribute, it gains 1000 ATK during the Damage Step only. Netnavi Rockman Heat Guts Lv 6 2600/1000 Fire Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". When this card destroys another monster by battle, inflict damage to your opponent equal to either the original ATK or DEF of the destroyed monster. Netnavi Rockman Aqua Custom Lv 6 2100/1900 Water Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". This card can attack up to two monsters during the Battle Phase. At the start of your Draw Phase, draw an additional card. Netnavi Rockman Elec Team Lv 6 2000/1600 Light Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". Once per turn, you can Special Summon one "Netnavi" monster from your hand or Deck. This card gains 200 ATK and DEF for each "Netnavi" monster you control. Netnavi Rockman Wood Shield Lv 6 1800/3200 Earth Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". When this card attacks, you can switch it to Defense Position at the end of the Damage Step. Once per turn, you can destroy one face-up Spell or Trap card on the field. Netnavi Rockman Saito Style Lv 9 1600/1500 Light Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". When this card is Summoned, halve your Life Points, and both players draw cards until they have 5 cards in their hands. Once per turn, you can add one Charge Counter (max. 1) onto this card. During the Battle Phase, you can remove 1 Charge Counter to increase this card's ATK by 1000 during the Damage Step.[/spoiler] [spoiler=Spells]Battlechip Hi-Cannon Normal Spell Activate while you control a "Netnavi" monster. Select and activate one of the following effects: *Inflict 600 points of damage to your opponent's Life Points. *One "Netnavi" monster gains 600 ATK until the End Phase. Battlechip Mega Cannon Normal Spell Activate while you control a "Netnavi" monster. Select and activate one of the following effects: *Inflict 800 points of damage to your opponent's Life Points. *One "Netnavi" monster gains 800 ATK until the End Phase. Battlechip Fumikomizan Normal Spell Select 1 "Netnavi" monster you control with 2000 ATK or less. That monster can attack your opponent directly this turn. Battlechip Cannonball Normal Spell Activate while you control a "Netnavi" monster. Destroy 1 monster your opponent controls. The monster zone the monster was occupying cannot be used for the next 3 turns. Battlechip Yo-yo Normal Spell Select a "Netnavi" monster you control. Until the End Phase, that monster gains 500 ATK, and when the selected monster destroys an opponent's monster as a result of battle, destroy a face-up monster your opponent controls with a DEF equal to or lower than the destroyed monster. Battlechip Tornado Normal Spell Select a "Netnavi" monster you control. Until the End Phase, the selected monster gains 300 ATK, and when the selected monster attacks, return 1 Spell or Trap card on the field to its owner's hand. Battlechip Bamboo Lance Normal Spell Destroy a number of Spell or Trap cards equal to the number of face-up "Netnavi" monsters you control. Battlechip Geyser Normal Spell Select a card zone that cannot be used. Destroy all cards in the 5 zones on the same side of the field surrounding the selected card zone. Battlechip Guardian Normal Spell Special Summon a "Guardian Token" (Rock-Type/EARTH/LV4/ATK 2000/DEF 2000) on your side of the field. The Token cannot attack. When the Token is destroyed, inflict 2000 points of damage to the controller of the card that destroyed it. Battlechip Full Custom Normal Spell Discard your hand and draw 5 cards. You cannot use any of the drawn cards this turn. Style Change Quick-Play Return 1 "Netnavi Rockman" from your side of the field field to your Deck. Special Summon from your Extra Deck a Fusion Monster with "Style Change" in its card text. If this card is in your Graveyard and the monster Summoned by this card's effect leaves the field, you can return this card to your Deck. Program Advance Dream Sword Quick-Play Activate by sending 1 each of "Battlechip Sword", "Battlechip Wide Sword", "Battlechip Long Sword" from you hand or side of the field to the Graveyard. Select a "Netnavi" monster you control. Until the end of the turn, the selected monster gains 3000 ATK, and when the selected monster inflicts Battle Damage to your opponent, destroy 3 cards your opponent controls. Program Advance Giga Cannon Quick-Play Activate by sending 1 each of "Battlechip Cannon", "Battlechip Hi-Cannon", "Battlechip Mega Cannon" from your hand or side of the field to the Graveyard. Select a "Netnavi" monster you control. Until the end of the turn, the selected monster gains 4000 ATK, and when it attacks a Defense Position monster with a DEF less than the selected monster's ATK, inflict the difference as Battle Damage to your opponent. Program Advance Hyper Burst Quick-Play Activate by sending 3 "Battlechip Spread Gun"s from your hand or side of the field to the Graveyard. Select a "Netnavi" monster you control. Until the end of the turn, the selected monster gains 2000 ATK and can attack all monsters your opponent controls once each. Battlechip Heat Shot Equip Spell Equip only to a "Netnavi" monster. The equipped monster's Attribute is changed to FIRE and gains 500 ATK. When the equipped monster destroys a monster as a result of battle and sends it to the Graveyard, inflict 500 points of damage to your opponent. Battlechip Bubble Shot Equip Spell Equip only to a "Netnavi" monster. The equipped monster's Attribute is changed to WATER and gains 400 ATK. When the equipped monster destroys a monster as a result of battle and sends it to the Graveyard, return 1 Spell or Trap card on the field to its owner's hand. Battlechip Variable Sword Equip Spell Equip only to a "Netnavi" monster. Once per turn, you can change the effect of this card to one the following effects: *The equipped monster gains 1000 ATK. *During battle, when the equipped monster attacks a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. *When the equipped monster destroys a monster as a result of battle and sends it to the Graveyard, inflict damage to your opponent's Life Points equal to the original ATK of the dstroyed monster.[/spoiler] [spoiler=Traps]Battlechip Curse Shield Activate when a monster you control is destroyed as a result of battle. Destroy the attacking monster. Your opponent then discards 1 card from his hand. Battlechip Kawarimi Normal Trap Activate when a "Netnavi" monster is attacked. Negate the attack and inflict 1000 points of damage to your opponent. Battlechip Iai Form Normal Trap Activate when a monster attacks you directly. Negate the attack and destroy 1 monster on the field. Gate Cannon Normal Trap Tribute all Tokens on the field. Inflict 500 points of damage to your opponent per Token Tributed by this card's effect. Undershirt Counter Trap Activate when your Life Points would be reduced to 0. Reduce your Life Points to 1 instead. Lightning Deathmatch Continuous Trap Each time a card on the field is destroyed, inflict 700 points of damage to its controller. When Battle Damage is inflicted to a player, that player sends the top card of their deck to the Graveyard. Navi Reconstruction Continuous Trap Select 1 "Netnavi" monster in your Graveyard. Pay Life Points equal to half its ATK or DEF, whichever is higher, and Special Summon it to your side of the field in Attack Position. When the Summoned monster is destroyed, destroy this card. When this card is destroyed, destroy the Summoned monster. Virus Factory Continuous Trap Once per turn, you can discard one card from your hand to Special Summon up to two "Netvirus" monsters from your Graveyard. If this card is destroyed, destroy the Summoned monsters.[/spoiler] Battle Network 3 [spoiler=Monsters]Netnavi Punk Lv. 4 Earth 2000/200 Machine This Navi is a winner in a Navi creation contest and hence functions as Meijin Eguichi's temporary Navi in Rockman EXE 3. Exclusive only to the Black version. Netvirus Viney Lv. 2 Earth 900/700 Plant/Effect Once per turn, you can select a card on the field. If it is a monster, it cannot attack or change its battle position until the End Phase. If it is a Spell or Trap, it is Set (if face-up) and cannot be activated until the End Phase. Netvirus KillerEye Lv. 3 Light 800/1600 Thunder/Effect This card can attack your opponent directly. When this card attacks, your opponent cannot activate Spell or Trap cards until the end of the Damage Step. Netvirus Slimer Lv. 3 Water 1000/900 Aqua/Effect Once per turn, this card can move into an adjacent unoccupied Monster zone. When this card attacks a Defense Position monster in the same column as this card, destroy the other monster with this card's effect without applying Damage Calculation. Netnavi Rockman -Reprint- Netnavi Blues -Reprint- Netnavi Flashman Lv. 4 Light 1600/1400 Machine/Effect You can use this card's effect at the end of Damage Calculation of your opponent's first attack. Skip to the End Phase of the turn. Netnavi Metalman Lv. 7 Earth 2700/2000 Machine/Effect 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 attacks, any effects of the attack target that activate or apply on the field are negated during that Battle Phase. Netnavi Beastman Lv. 3 Earth 1200/500 Beast/Effect When this card attacks, it gains 700 ATK until the end of the Damage Step. If this card destroys a monster by battle, you can allow it to attack once again during the same Battle Phase. If you use this effect, switch it to Defense Position at the end of that Damage Step. Netnavi Bubbleman Lv. 3 Water 1500/1200 Aqua/Effect This card can be Special Summoned from your hand when your opponent's Life Points are 2000 or lower. If this is the only card you control, return it to your hand during the End Phase. Netnavi Kingman Lv. 8 Dark 2500/3000 Warrior/Effect Once per turn, you can select and activate one of the following effects: *Add 1 "Chesspiece" card from your Deck or Graveyard to your hand. *Activate 1 "Chesspiece" card you have Set this turn. Netnavi Desertman Lv. 5 Earth 0/2500 Rock/Effect Once per turn, if you control no other monsters, you can Special Summon 2 "Stone Block Token" (Rock-Type/EARTH/LV 3/ATK 0/DEF 2000) and 2 "Sand Lion Token" (Rock-Type/EARTH/LV 4/ATK 1900/DEF 0) onto your side of the field. The Tokens cannot be Tributed. Monsters other than Tokens cannot attack the turn they are Summoned. Netnavi Flameman Lv. 5 Fire 2000/2200 Fiend/Effect At the start of each turn, select 2 of the following 3 effects. This card gains these effects until the End Phase: *This card gains 500 ATK. *This card cannot be destroyed by battle while in face-up Attack Position. *Increase your Life Points by 800 points during the Standby Phase. Netnavi Plantman Lv. 6 Earth 2300/1700 Plant/Effect Once per turn, you can select a card on the field. If it is a Monster card, change it to Defense Position (if it is in Attack Position) and reduce its original DEF to 0. If it is a Spell or Trap card, it is Set (if face-up) and it cannot be activated this turn. Netnavi Mistman Lv. 7 Dark 2800/0 Spellcaster/Effect This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. During each of your End Phases, inflict 500 points of damage to your opponent's Life Points for each monster on the field. Netnavi Bowlman Lv. 7 Earth 2800/1900 Warrior/Effect During battle between this attacking card and a monster whose DEF is less than this card's ATK, inflict the difference as Battle Damage to your opponent. When this card destroys a monster by battle and sends it to the Graveyard, destroy a Spell or Trap card your opponent controls in the same column as the destroyed monster. Netnavi Drillman Lv. 4 Earth 2400/0 Machine/Effect During battle between this attacking card and a monster whose DEF is less than this card's ATK, inflict the difference as Battle Damage to your opponent. At the end of the Damage Step where this card has attacked, change it to Defense Position. This card's battle position cannot be changed until the end of your next turn, except with a card effect. Netnavi Forte -Reprint- Netnavi Darkman Lv. 6 Dark 2500/2000 Fiend/Effect Once per turn, you can change the Attribute of this card to either DARK, FIRE, WATER, or LIGHT. This card gains the following effects depending on its Attribute: FIRE: During your Standby Phase, inflict 600 points of damage to your opponent's Life Points. WATER: Once per turn, you can select a Set Spell or Trap card. That card cannot be activated this turn. LIGHT: This card can attack your opponent directly. If it does so, halve the Battle Damage dealt. DARK: This card is also treated as a Normal Monster while face-up on the field. Netnavi Yamatoman Lv. 8 Wind 2800/2100 Warrior/Effect Once per turn, if this card destroys a monster by battle, you can switch a monster your opponent controls in Attack Position to Defense Position and attack it. Once per turn, you can Special Summon a "Backup Token" (Warrior-Type/WIND/LV2/ATK 1400/DEF 0) onto your opponent's side of the field. The Token cannot be Tributed for a Tribute Summon. Netnavi Serenade Lv. 8 Light 1000/2600 Spellcaster/Effect This card cannot be destroyed by battle. This card is unaffected by any Spells, Traps or Monster Effects that do not target it. Your opponent takes all Battle Damage that you would have taken from a battle involving this card. Alpha Lv. 9 Dark 3300/3000 Machine/Effect This card cannot be Special Summoned. This card can attack all monsters your opponent controls once each. If you use this effect, other monsters you control cannot attack this turn. If this card is in Defense Position, halve the original ATK and DEF of all of your opponent's monsters. If this card is in Defense Position and would be destroyed by your opponent's card effect, you can change it to Attack Position to negate the effect and destroy the card. Netnavi Rockman Elec Ground Lv. 6 Light 2000/2500 Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". When this card is Special Summoned, select up to 3 card zones on the field. These zones cannot be used while this card is on the field. Netnavi Rockman Heat Shadow Lv. 6 Fire 2500/1500 Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". When this card attacks, until the end of the Damage Step, your opponent cannot activate any Spell or Trap cards, and this card cannot be destroyed by battle. Any battle damage dealt to the controller of this card while this card is battling is reduced to 0. Netnavi Rockman Bug Style Lv. 6 Dark 2100/2000 Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". When this card is Summoned, roll a six-sided die two times. For each result, apply the following effect: 1: This card gains 500 ATK and DEF. 2: This card loses 500 ATK and DEF. 3: Draw 1 card. 4: Discard 1 card. 5: This card is unaffected by effects of your opponent's Spells, Traps, and monster effects until the End Phase. 6: You lose 600 Life Points during each of your Standby Phases. Netnavi Forte GS Lv. 10 Dark 4000/3000 Fiend/Fusion/Effect "Netnavi Forte" + "Gospel" This card cannot be Summoned except by Fusion Summon. When this card is Special Summoned, send all other monsters you control to the Graveyard. This card cannot be destroyed as a result of battle by monsters with 3000 ATK or lower. You can pay 2000 Life Points to destroy all cards on the field, except for this card.[/spoiler] [spoiler=Spells]Battlechip Air Shot Normal Spell One "Netnavi" monster you control gains 200 ATK until the End Phase. When the selected monster attacks this turn, you can return a card on the field to its owner's hand, and re-arrange the positions of the cards on the field at the end of the Damage Step. Battlechip North Wind Quick-Play Activate only while you control a "Netnavi" monster. Return all Equip Spell cards on the field to their owners' hands. Style Change -Reprint- Program Advance Element Sword Quick-Play Activate by sending 1 each of "Battlechip Fire Sword", "Battlechip Aqua Sword", "Battlechip Elec Sword, "Battlechip Bamboo Sword" from your hand or side of the field to the Graveyard. Select a "Netnavi" monster you control. Until the End Phase, it gains 2500 ATK, and a further 2500 ATK if it battles a monster of the same Attribute. Battlechip Deathmatch Field Spell Halve the ATK and DEF of all face-up monsters on the field. During each Standby Phase, inflict 200 points of damage to both players for each monster they control. Battlechip Custom Sword Equip Spell Equip only to a "Netnavi" monster. Increase its ATK by 100 during the Draw Phase, 200 during the Standby Phase, 400 during Main Phase 1, 800 during the Battle Phase, 1600 during Main Phase 2, and 0 during the End Phase. Battlechip Fire Sword Equip Spell Equip only to a "Netnavi" monster. It gains 800 ATK. When the equipped monster destroys a monster and sends it to the Graveyard as a result of battle, inflict damage to your opponent equal to half of the destroyed monster's original ATK. Battlechip Aqua Sword Equip Spell Equip only to a "Netnavi" monster. It gains 700 ATK. When the equipped monster destroys a monster and sends it to the Graveyard as a result of battle, destroy a Spell or Trap card on the field. Battlechip Elec Sword Equip Spell Equip only to a "Netnavi" monster. It gains 500 ATK. Once per turn, you can select a monster your opponent controls. That monster cannot attack or change its Battle Position until the end of your opponent's next turn. If you use this effect, the equipped monster cannot attack. Battlechip Bamboo Sword Equip Spell Equip only to a "Netnavi" monster. It gains 600 ATK. When the equipped mosnter destroys a monster and sends it to the Graveyard as a result of battle, increase your Life Points by an amount equal to the original DEF of the destroyed monster. Battlechip Boomerang Equip Spell Equip only to a "Netnavi" monster. It gains 500 ATK. When the equipped monster is destroyed by a card effect and sent to the Graveyard, destroy all Spell and Trap Cards on the field. Inflict 100 points of damage to your opponent for each Spell or Trap Card destroyed by this effect. Battlechip Lava Stage Field Spell During each Standby Phase, inflict 500 points of damage to both player's Life Points. If a player controls a FIRE or Pyro-Type monster, that player does not take damage from this effect. Battlechip Ice Stage Field Spell Monsters attacked by WATER or Aqua-Type monsters are changed to Defense Position before the Damage Step and cannot change their battle position until the end of their controller's next turn. Battlechip Grass Stage Field Spell During each Standby Phase, if a player controls a Plant-Type monster, increase that player's Life Points by 600 points. Battlechip Deathmatch Field Spell Halve the ATK and DEF of all face-up monsters on the field. During each Standby Phase, inflict 200 points of damage to both players for each monster they control.[/spoiler] [spoiler=Traps]Battlechip Navi Scout Normal Trap Tribute a "Netnavi" monster you control. Take control of one of your opponent's monsters until the End Phase. Battlechip Black Bomb Normal Trap Activate when a FIRE monster attacks. Destroy all monsters on the field and inflict 2000 points of damage to the controller of the attacking monster. Battlechip Stealth Mine Normal Trap Activate when your opponent Normal or Flip Summons a monster. Roll a six-sided die once. Treat your opponent's Monster Card Zone as #'s 1-5, counting from your right. Destroy the monster that is in the same Monster Card Zone as the die result. If the result is 6, roll again. If a monster was destroyed by this card's effect, inflict 2000 points of damage to your opponent. Battlechip Magnum Normal Trap Activate when your opponent controls 3 or more monsters OR Spell or Trap cards. Destroy 3 of his monsters OR Spell or Trap cards. The zones the cards were occupying cannot be used for the next 2 turns. Battlechip Jealousy Normal Trap Inflict 400 points of damage to your opponent for each card in his hand. Undershirt -Reprint- Battlechip Fanfare Continuous Trap After activation, Special Summon this card in Defense Position; it is treated as an Effect Monster Card (Machine-Type/EARTH/LV 2/ATK 0/DEF 1000). Any Battle Damage dealt to you is reduced to 0, and your monsters other than "Battlechip Fanfare" cannot be destroyed as a result of battle. (This card is also still treated as a Trap Card.) Battlechip Timpani Continuous Trap After activation, Special Summon this card in Defense Position; it is treated as an Effect Monster Card (Machine-Type/EARTH/LV 2/ATK 0/DEF 1000). Monsters cannot change their Battle Position, except with card effects. (This card is also still treated as a Trap Card.) Battlechip Chesspiece Pawn Continuous Trap After activation, Special Summon this card; it is treated as an Effect Monster Card (Warrior-Type/DARK/LV 3/ATK 1700/DEF 1000). All "Netnavi Kingman" you control cannot be selected as an attack target. (This card is also still treated as a Trap Card.) Battlechip Chesspiece Knight Continuous Trap After activation, Special Summon this card; it is treated as an Effect Monster Card (Warrior-Type/DARK/LV 4/ATK 1900/DEF 1800). You can Tribute this card to destroy one monster your opponent controls. (This card is also still treated as a Trap Card.) Battlechip Chesspiece Rook Continuous Trap After activation, Special Summon this card; it is treated as an Effect Monster Card (Warrior-Type/DARK/LV 5/ATK 0/DEF 3000). Battle Damage involving this card is reduced to 0. (This card is also still treated as a Trap Card.)[/spoiler] Battle Network 4 [spoiler=Monsters]Netvirus Moloko Lv.3 Earth 1000/1000 Beast/Effect Once per turn, this card cannot be destroyed as a result of battle. (Damage calculation is applied normally.) Netvirus Weather Lv. 3 Wind 800/1200 Fairy/Effect Once per turn, you can change the Attribute of this card. You can Tribute this card to destroy a monster on the field with the same Attribute as this card. Netvirus CirKill Lv. 4 Dark 1500/1000 Machine/Effect When this card attacks a face-down Defense Position monster, destroy it with this card's effect without flipping it face-up. Netvirus Melody Lv. 2 Dark 1000/1000 Psychic/Effect This card can attack your opponent directly. Netvirus Walla Lv. 3 Water 1500/1000 Beast/Effect Once per turn, you can discard 1 card from your hand to destroy a face-down Spell or Trap card. Netvirus Bomb Boy Lv. 4 1000/2000 Machine/Effect Once per turn, if your opponent does not control a "Bomb Token", you can Special Summon a "Bomb Token" (Rock-Type/EARTH/LV 1/ATK 0/DEF 0) onto your opponent's side of the field. During your opponent's next End Phase, destroy the "Bomb Token" and all Spell and Trap cards he controls. Netnavi Rockman -Reprint- Netnavi Gutsman -Reprint- Netnavi Fireman -Reprint- Netnavi Windman Lv. 6 Wind 2400/1700 Winged Beast/Effect When this card is successfully Tribute Summoned, return all Spell and Trap cards on the field to their owners' hands. When this card battles a monster, at the end of the Damage Step you can return the other monster to its owner's hand. Netnavi Roll -Reprint- Netnavi Thunderman -Reprint- Netnavi Searchman Lv. 6 2400/2100 Earth Warrior/Effect Once per turn, you can destroy a Set Spell or Trap card on the field. This effect cannot be chained to. If you use this effect, this card cannot attack this turn. When this card attacks a face-down Defense Position monster, destroy it with this card's effect without flipping it face-up. Netnavi Aquaman Lv. 3 Water 1000/1000 Aqua/Effect All non Aqua-Type monsters cannot attack the turn they are Summoned. Netnavi Numberman -Reprint- Netnavi Metalman -Reprint- Netnavi Woodman -Reprint- Netnavi Junkman Lv. 6 Earth 2200/2200 Machine/Effect Once per turn, you can Special Summon one "Junk Token" (Rock-Type/EARTH/LV 1/ATK 0/DEF 0) onto your side of the field. This card gains 300 ATK and DEF for each Token on the field. You can Tribute all Tokens on the field to inflict 500 points of damage to your opponent's Life Points for each Token Tributed. If you use this effect, this card cannot attack this turn. Netnavi Blues -Reprint- Netnavi Topman Lv. 3 Earth 1200/1600 Machine/Effect Any Battle Damage inflicted to the controller of this card is reduced to 0. Netnavi Sparkman Lv. 6 Light 2400/1400 Thunder/Effect During your opponent's Standby Phase, you can remove this face-up card from play. If you do so, Special Summon this card to your side of the field during your Standby Phase. Netnavi Burnerman Lv. 6 Fire 2500/1000 Pyro/Effect Once per turn, if this attacking card destroys an opponent's monster by battle, you can change 1 face-up Defense Position monster your opponent controls to Attack Position, and attack it with this card. Netnavi Kendoman Lv. 4 Earth 1800/1400 Warrior/Effect This card can attack all monsters your opponent controls once each. If you use this effect, other monsters you control cannot attack this turn. Netnavi Videoman Lv.4 Dark 1500/1000 Machine/Effect Once per turn, you can select and activate one of the following effects: *This monster can attack twice during this turn's Battle Phase. *During your next Standby Phase, increase your Life Points by 1500 points. Netnavi Coldman Lv. 4 Water 1600/2000 Machine/Effect Once per turn, you can select and activate one of the following effects: *Special Summon an "Ice Cube Token" (Rock-Type/WATER/LV1/ATK 0/DEF 2000) onto your side of the field in Defense Position. The Token cannot attack nor be Tributed for a Tribute Summon. *Tribute 1 "Ice Cube Token" you control to inflict 1000 points of damage to your opponent's Life Points. If you use this effect, this card cannot attack this turn. Netnavi Shademan Lv. 6 Dark 2100/1650 Zombie/Effect If this card is destroyed by your opponent's card (either by battle or by card effect), Special Summon it from your Graveyard to your side of the field during your next Standby Phase. Netnavi Laserman Lv. 8 Dark 2850/2000 Machine/Effect When this card attacks a monster, select and activate one of the following effects: *Negate the effects of the attack target until the end of the Battle Phase. *When this card destroys the attack target by battle and sends it to the Graveyard, inflict damage to your opponent's Life Points equal to the destroyed monster's original ATK or DEF, whichever is higher. Netnavi Rockman - Guts Soul Lv. 5 Earth 2200/1600 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Gutsman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. When this card destroys a monster and sends it to the Graveyard as a result of battle, the card zone it was occupying cannot be used for the next 3 turns. Once per turn, you can Tribute 1 Token you control to inflict 500 points of damage to your opponent's Life Points. Netnavi Rockman - Fire Soul Lv. 5 Fire 2300/1500 Pyro/Fusion/Effect "Netnavi Rockman" + "Netnavi Fireman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, you can inflict 1000 points of damage to your opponent's Life Points. If you use this effect, this card cannot attack this turn. Netnavi Rockman - Wind Soul Lv. 6 Wind 2300/1700 Winged Beast/Fusion/Effect "Netnavi Rockman" + "Netnavi Windman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. When this card battles a monster, at the end of the Damage Step, you can return the other monster to the bottom of its owner's Deck. Netnavi Rockman - Roll Soul Lv. 4 Light 1900/1500 Spellcaster/Fusion/Effect "Netnavi Rockman" + "Netnavi Roll" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. When this card destroys a monster by battle and sends it to the Graveyard, increase your Life Points by 1000 points. When this card inflicts Battle Damage to your opponent, your opponent randomly discards 1 card from his hand. Netnavi Rockman - Thunder Soul Lv. 6 Light 2300/2000 Thunder/Fusion/Effect "Netnavi Rockman" + "Netnavi Thunderman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, you can select up to 2 monsters your opponent controls. These monsters cannot attack or change their battle position until the end of your next turn, except with a card effect. Netnavi Rockman - Search Soul Lv. 5 Earth 2100/1500 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Searchman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, you can shuffle any number of cards from your hand into your Deck and draw the same amount. When this card attacks a face-down Defense Position monster, destroy it with this card's effect without flipping it face-up. Netnavi Rockman - Aqua Soul Lv. 4 Water 1800/1600 Aqua/Fusion/Effect "Netnavi Rockman" + "Netnavi Aquaman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. All Aqua-Type monsters you control gain 600 ATK and DEF. When this card destroys a monster and sends it to the Graveyard by battle, destroy 1 Spell or Trap card on the field. Netnavi Rockman - Number Soul Lv. 4 Earth 1600/1600 Machine/Fusion/Effect "Netnavi Rockman" + "Netnavi Numberman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. During your Draw Phase, draw an extra card. When this card attacks, roll a six-sided die. Increase its ATK by the result of the die roll x 100 until the end of the Damage Step. Netnavi Rockman - Metal Soul Lv. 6 Earth 2600/1500 Machine/Fusion/Effect "Netnavi Rockman" + "Netnavi Metalman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. During battle between an attacking "Netnavi" monster you control and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent. Netnavi Rockman - Wood Soul Lv. 5 Earth 1800/2600 Plant/Fusion/Effect "Netnavi Rockman" + "Netnavi Woodman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. During your Standby Phase, increase your Life points by 1000 points. Netnavi Rockman - Junk Soul Lv. 5 Earth 2200/2000 Machine/Fusion/Effect "Netnavi Rockman" + "Netnavi Junkman" This card cannot be Special Summoned except by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, you can select and activate one of the following effects: *Shuffle 2 "Battlechip" cards from your Graveyard into your Deck, and then draw 1 card. *Tribute all Tokens on the field to inflict 500 points of damage to your opponent's Life Points per Token Tributed. Netnavi Rockman - Blues Soul Lv. 4 Wind 2000/1500 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Blues" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, if this card destroyed your opponent's monster by battle, it can attack once again in a row. At the start of your Battle Phase, you can discard a card. If you do so, this card can attack your opponent directly this turn.[/spoiler] [spoiler=Spells]Battlechip Vulcan Normal Spell Select a "Netnavi" monster you control. Until the End Phase, the selected gains 500 ATK, and can attack twice during this turn's Battle Phase. Battlechip Ryuuseigun Normal Spell Activate only during your Main Phase 1. Inflict 200 points of damage to your opponent's Life Points for each vacant card zone on his side of the field. Skip your Battle Phase this turn. Battlechip Wide Shot Normal Spell Select a "Netnavi" monster you control. Until the End Phase, the selected monster gains 600 ATK, and when the selected monster destroys a monster by battle and sends it to the Graveyard, return 2 cards on the field in card zones adjacent to the destroyed monster to their owners' hands. Battlechip Roll Arrow Normal Spell Select a "Netnavi" monster you control. Until the End Phase, it gains 300 ATK, and when the selected monster inflicts Battle Damage to your opponent's Life Points, your opponent randomly discards one card from his hand. Battlechip Number Ball Normal Spell Inflict damage to your opponent equal to the last 3 digits of your current Life Point count x 2. Battlechip Full Custom Normal Spell -Reprint- Battlechip Red Sun Meteor Normal Spell Activate only during the start of your Main Phase 1. Inflict 3000 points of damage to your opponent. Then, destroy up to 3 cards on the field. After activation, it is now the End Phase of this turn. Battlechip Blue Moon Ray Normal Spell Activate only during the start of your Main Phase 1. Inflict 2000 points of damage to your opponent. Then, randomly discard 2 cards from your opponent's hand. After activation, it is now the End Phase of this turn. Dark Chip Quick-Play This card is treated as a "Battlechip" card while it is in your hand, Deck or Graveyard. Select a "Netnavi" monster you control. Double its original ATK and DEF. At the end of the turn, destroy it, and your maximum hand size is reduced by 1 until the end of the Duel (min. 1). At the end of the turn where this card is activated, send 1 card from your hand to the Graveyard and return this card from your Graveyard to your hand, then skip your next Draw Phase. Battlechip Fuujin Racket Equip Spell Equip only to a "Netnavi" monster. It gains 500 ATK. When the equipped monster attacks, change the battle positions of all monsters your opponent controls. Battlechip Muramasa Equip Spell -Reprint-[/spoiler] [spoiler=Traps]Battlechip Anti-Fire Normal Trap Activate when your opponent's FIRE or Pyro-Type monster declares an attack. Destroy all monsters your opponent controls. Battlechip Anti-Water Normal Trap Activate when your opponent's WATER or Aqua-Type monster declares an attack. Destroy all monsters your opponent controls. Battlechip Anti-Elec Normal Trap Activate when your opponent's Thunder-Type monster declares an attack. Destroy all monsters your opponent controls. Battlechip Anti-Wood Activate when your opponent's Plant-Type monster declares an attack. Destroy all monsters your opponent controls. Battlechip Voodoo Doll Normal Trap Activate when you receive Battle Damage during the Damage Step. Inflict the same amount of damage to your opponent. Battlechip Copy Damage Normal Trap Select 1 face-up monster your opponent controls. During your next attack, if another of your opponent's monsters is attacked, and the selected monster's ATK (if in Attack Position) or DEF (if in Defense Position) is lower than the ATK of the attacking monster, destroy the selected monster. Battlechip Bug Bomb Normal Trap Activate during your opponent's Standby Phase. Roll a six-sided die twice. Apply the following effect for each result: 1: Your opponent randomly discards 1 card from his hand. 2: Send the top 2 cards from the top of your opponent's deck to the Graveyard. 3: Your opponent cannot declare an attack this turn. 4: Your opponent cannot activate Spell cards this turn. 5: Your opponent cannot Set Spell or Trap cards this turn. 6: Your opponent cannot Special Summon monsters this turn. Battlechip Discord Continuous Trap After activation, Special Summon this card in Defense Position; it is treated as an Effect Monster Card (Machine-Type/EARTH/LV 2/ATK 0/DEF 1000). During your opponent's End Phase, change the Battle Position of all monsters your opponent controls. (This card is also still treated as a Trap Card.) Battlechip Silence Continuous Trap After activation, Special Summon this card in Defense Position; it is treated as an Effect Monster Card (Machine-Type/EARTH/LV 2/ATK 0/DEF 1000). You select the attack targets of your opponent's monsters. (This card is also still treated as a Trap Card.) Battlechip Steal Revenge Counter Trap Negate the activation of a Spell, Trap, or Monster Effect controlled by your opponent that takes control of one or more monsters you control and destroy it. Then, return control of all monsters on the field to their original owners and inflict 1000 points of damage to your opponent's Life Points.[/spoiler] [spoiler=Secret Cards]Duo Lv 12 4000/4000 Divine Machine/Effect This card cannot be Special Summoned. This card can only be Normal Summoned or Set by Tributing 3 monsters you control. This card cannot be targeted and is unaffected by the effects of other Monsters, Spells, and Traps. When this card attacks, negate the effects of all other Effect monsters on the field until the end of the Damage Step. Once per turn, you can destroy a face-up monster on your opponent's side of the field with the highest DEF. Solar Boy Django Lv 4 1700/1600 Light Warrior/Effect When this card battles a Fiend-Type or Zombie-Type monster, destroy the other monster and remove it from play at the end of the Damage Step. Gun del Sol EX Equip Spell Equip only to a "Netnavi" monster or "Solar Boy Django". The equipped monster gains 1000 ATK, and when it battles a DARK monster, that monster is removed from play at the End of the Damage Step.[/spoiler] Battle Network 5 [spoiler=Monsters]Netnavi Blizzardman Lv. 3 Water 1600/2000 Aqua Although he is the lowest-ranked member of the Darkloids, Blizzardman is not to be underestimated. His snowballs consume all objects in their path. Netnavi Swallowman Lv. 6 Wind 2450/1000 Winged Beast An autonomous Navi, Swallowman's speed makes him hard to track, and even harder to catch. Netvirus Canoguard Lv. 3 Earth 1400/1000 Machine/Effect You can Tribute one "Netvirus" card you control other than "Netvirus Canoguard" to inflict 500 points of damage to your opponent. When this card is in Defense Position, once per turn, this card cannot be destroyed by battle (Damage Calculation is still applied). Netvirus Champy Lv. 3 Fire 1300/1000 Pyro/Effect When this card attacks, increase its ATK by 500 during Damage Calculation only. Netvirus Tin Hawk Lv. 5 Wind 2000/1000 Winged Beast/Effect You can Special Summon this card from your hand if your opponent controls a monster(s) and you don't; if you do, return this card to your hand during the End Phase. Netvirus Big Brute Lv. 5 Fire 2400/500 Beast/Effect When this card destroys a monster and sends it to the Graveyard as a result of battle, inflict 500 points of damage to your opponent. Netnavi Rockman -Reprint- Netnavi Colonel Lv.6 Light 2400/2000 Warrior/ Effect Once per turn, you can Special Summon one "Colonel Army Token" (Warrior-Type/Light/LV 4/ATK 1600/DEF 0) to your side of the field. This card is not destroyed by battle if it battles a monster with equal ATK. Whenever another face-up monster you control is selected as an attack target, you can change the target to this card. Netnavi Knightman -Reprint- Netnavi Shadowman -Reprint- Netnavi Tomahawkman Lv. 4 Earth 1800/700 Warrior/Effect This card cannot be destroyed by the effects of your opponent's Spell or Trap cards. Netnavi Numberman -Reprint- Netnavi Toadman -Reprint- Netnavi Blues -Reprint- Netnavi Magnetman -Reprint- Netnavi Gyroman Lv. 4 Wind 1600/1600 Machine/Effect *While in Attack Position: This card can attack your opponent directly. If it does, halve the Battle Damage dealt. *While in Defense Position: Your opponent cannot select this card as an attack target. Netnavi Napalmman -Reprint- Netnavi Searchman -Reprint- Netnavi Medi Lv. 4 Light 1700/1600 Spellcaster/Effect Once per turn, you can select and activate one of the following effects: *Gain Life Points equal to the number of "Netnavi" monsters you control x 300. *Target monster opponent controls cannot attack or change its battle position until the start of your next turn. Netnavi Cloudman Lv.5 Light 2300/0 Aqua/ Effect This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. When this card is Normal Summoned, place 1 counter on it for each "Netnavi" monster on the field. You can remove 1 counter from this card to change the battle position of 1 monster your opponent controls. That monster cannot change its battle position or attack until the end of your opponent's next turn, except by a card effect. Netnavi Footman Lv. 4 Earth 1700/1900 Warrior/Effect You can Special Summon this card from your hand if you control another "Netnavi Footman". If you do, this card cannot attack this turn. Netnavi Cosmoman Lv. 7 Dark 2650/2400 Psychic/Effect Once per turn, during your Main Phase 1, you can pay 800 Life Points to remove another monster you control from play and inflict damage to your opponent's Life Points equal to half of either its original ATK or DEF. If you use this effect, skip your Battle Phase. Netnavi Dark Rockman Lv. 4 Dark 2400/2000 Warrior/Effect This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand or Deck when a "Netnavi Rockman" is destroyed by the effect of "Dark Chip". During your Standby Phase, place one Charge Counter (max. 1) on this card. When this card attacks or is attacked, you can remove one Charge Counter from this card to have this card gain 500 ATK during damage calculation only. Once per turn, during the Battle Phase, you can remove from play a "Battlechip" Normal Spell Card in your Graveyard to activate its effect. Nebula Grey Lv. 10 Dark 4000/4000 Fiend/Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 5 DARK monsters with different names from your Graveyard. When this card destroys a monster by battle and sends it to the Graveyard, you can Special Summon it to your side of the field in Defense Position. Monsters Special Summoned by this card's effect have their effect(s) negated and cannot activate their effects. Netnavi Rockman - Knight Soul Lv. 6 Earth 2200/2500 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Knightman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. 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 attacks, your opponent cannot activate Spell or Trap cards until the end of the Damage Step. Netnavi Rockman - Shadow Soul Lv. 6 Dark 2100/1400 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Shadowman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. When this card is selected as an attack target, you can change it from Attack Position to Defense Position to negate the attack and deal 500 points of damage to your opponent's Life Points. This card can attack your opponent directly; if it does so, halve the Battle Damage dealt. Netnavi Rockman - Tomahawk Soul Lv. 5 Earth 2200/1700 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Tomahawkman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Negate the effects of your opponent's Spell or Trap cards that target this card and destroy them. Netnavi Rockman - Number Soul -Reprint- Netnavi Rockman - Toad Soul Lv. 4 Water 1800/1500 Aqua/Fusion/Effect "Netnavi Rockman" + "Netnavi Toadman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. While this card is in Defense Position, your opponent cannot select it as an attack target. When this card attacks an opponent's monster, you can change it to Defense Position. Any monster that battles with this card cannot attack for the next 2 turns. Netnavi Rockman - Colonel Soul Lv. 6 Light 2400/2000 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Colonel" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, you can Tribute all Tokens you control to Special Summon a number of "Colonel Army Tokens" (Warrior-Type/Light/LV 4/ATK 1600/DEF 0) equal to the number of Tokens Tributed this way. Netnavi Rockman - Magnet Soul Lv. 5 Light 2200/2200 Thunder/Fusion/Effect "Netnavi Rockman" + "Netnavi Magnetman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. You select the targets of your opponent's attacks. Once per turn, you can negate one of your opponent's attacks. Netnavi Rockman - Gyro Soul Lv. 4 Wind 1800/1600 Machine/Fusion/Effect "Netnavi Rockman" + "Netnavi Gyroman" This card cannot be Special Summoned except by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, you can discard up to 3 cards to return an equal number of cards on the field to the hand. Netnavi Rockman - Napalm Soul Lv. 6 Fire 2400/1000 Machine/Fusion/Effect "Netnavi Rockman" + "Netnavi Napalmman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, you can discard 1 card to destroy up to 2 cards on the field. If you do so, this card cannot attack this turn. Netnavi Rockman - Search Soul -Reprint- Netnavi Rockman - Medi Soul Lv. 4 Light 1700/1600 Spellcaster/Fusion/Effect "Netnavi Rockman" + "Netnavi Medi" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. When this card inflicts Battle Damage to your opponent, select and activate one of the following effects: *Your opponent discards one card at random from his hand. *Your opponent cannot declare an attack during his next turn. Netnavi Rockman - Blues Soul -Reprint-[/spoiler] [spoiler=Spells]Battlechip Aqua Whirl Normal Spell Activate while you control a "Netnavi" monster. Return 1 face-up card to its owner's hand. Battlechip Drill Arm Normal Spell Select a "Netnavi" monster you control. Until the End Phase, the selected monster gains 500 ATK, and during battle between the attacking selected monster and a monster whose DEF is lower than the selected monster's ATK, inflict the difference as Battle Damage to your opponent. Battlechip Buster Up Normal Spell Select a "Netnavi" monster you control. While the selected monster remains face-up on the field, it gains 200 ATK. If the monster is "Netnavi Rockman" or "Netnavi Dark Rockman", the maximum number of Charge Counters that can be placed on the card is increased by 1 as long as it remains face-up on the field. Battlechip Cross Divide Normal Spell Activate while you control a "Netnavi Colonel". Destroy 1 monster and 2 Spell or Trap cards on the field. All "Netnavi Colonel" you control cannot attack this turn. Battlechip Delta Ray Edge Normal Spell Activate while you control a "Netnavi Blues". Destroy a card on the field, then toss 2 coins. For every Heads result you get per coin, destroy another card on the field. All "Netnavi Blues" you control cannot attack this turn. Program Advance Mugen Vulcan Quick-Play Activate by sending 3 "Battlechip Vulcan" from your hand or side of the field to your Graveyard. Select a "Netnavi" monster you control. Until the End Phase, it gains 1000 ATK, and can attack up to 3 times this turn. Dark Chip -Reprint- Battlechip Double Point Continuous Spell While this card is face-up on the field, you cannot use one of your Spell or Trap card zones. Increase the ATK and DEF of all monsters you control by 600 points. Battlechip Anubis Continuous Spell All monsters on the field lose 100 ATK and DEF. During each Standby Phase, increase this increment by 100 points, and inflict 100 points of damage to both players. Battlechip Samurai Sword Equip Spell Equip only to a "Netnavi" monster. It gains 300 ATK. Once per turn, if the equipped monster destroyed your opponent's monster by battle, it can attack once again in a row. Battlechip Wide Blade Equip Spell Equip only to a "Netnavi" monster. It gains 1000 ATK. If the equipped monster destroys a monster by battle, you can destroy another face-up monster your opponent controls with an ATK less than the destroyed monster. This card's name is also treated as "Battlechip Wide Sword" while face-up on the field. Battlechip Long Blade Equip Spell Equip only to a "Netnavi" monster. It gains 1000 ATK. If the equipped monster destroys a monster by battle, you can destroy a Spell or Trap card in the same column as the destroyed monster. This card's name is also treated as "Battlechip Long Sword" while face-up on the field. Battlechip Super Vulcan Equip Spell Equip only to a "Netnavi" monster. It gains 700 ATK, and can attack twice during the Battle Phase. Battlechip Z Saber Equip Spell Equip only to a "Netnavi" monster. It gains 600 ATK, is also treated as a Warrior-Type monster, and can attack up to 3 monsters your opponent controls.[/spoiler] [spoiler=Traps]Battlechip Blind Normal Trap Turn all face-up cards face-down. No cards can be flipped face-up this turn, except with a card effect. Battlechip Anti-Sword Normal Trap Activate when your opponent declares an attack with a monster equipped with an Equip Spell card. Destroy all of your opponent's Attack Position monsters. Battlechip Bug Charge Normal Trap Activate when your opponent's card effect causes you to discard cards. Inflict 1000 points of damage to your opponent's Life Points per card discarded. Battlechip Bug Curse Normal Trap Activate when your opponent's card effect causes you to discard cards. Send a number of cards on your opponent's side of the field to the Graveyard (your opponent's choice) equal to the number of cards you discarded. Twin Leaders Raid Normal Trap Activate while you control a "Netnavi Colonel" and "Netnavi Blues". Select up to 3 cards your opponent controls. Amongst these cards, your opponent selects any number of cards. The cards selected by your opponent are destroyed, and the remaining cards are returned to the hand. Chaos Unison Normal Trap Discard 1 "Dark Chip" and return 1 "Netnavi Rockman" you control to your Deck. Special Summon a monster from your Extra Deck with "Netnavi Rockman" and "Soul" in its name, ignoring the summoning conditions. The Summoned monster gains 1000 ATK and DEF, and cannot be destroyed by battle or card effects. When the Summoned monster attacks, toss a coin. If it is Tails, give control of it to your opponent. During the 2nd End Phase after this card's activation, return the Summoned monster to its owner's Extra Deck. Battlechip Life Synchro Continuous Trap Select a monster your opponent controls. The ATK and DEF of all other monsters your opponent controls become equal to the selected monster. Monsters Summoned after this card's activation are exempt from this effect. When the selected monster leaves the field, destroy this card. Materialize Virus Continuous Trap Special Summon a Level 4 or lower "Netvirus" monster from your Graveyard in Attack Position. It has its effects negated. When the Summoned monster attacks another monster, increase its ATK by 1000 during Damage Calculation only. When this card is removed from the field, destroy the Summoned monster. When the Summoned monster is destroyed, destroy this card. Battlechip Bad Medicine Counter Trap Negate the activation of an effect that increases your opponent's Life Points, and deal damage to your opponent equal to the amount of Life Points which would be increased.[/spoiler] [spoiler=Secret Cards]Forte Cross Rockman (Silver) Lv. 8 Dark 2800/2400 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Forte" This card cannot be Special Summoned except by Fusion Summon. When this card destroys an opponent's monster by battle and sends it to the Graveyard, inflict damage to your opponent's Life Points equal to either the destroyed monster's original ATK or DEF, whichever is higher. Forte Cross Rockman (Gold) Lv. 8 Dark 2500/2500 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Forte" This card cannot be Special Summoned except by Fusion Summon. This card can attack all monsters your opponent controls once each. When this card attacks, your opponent cannot activate Spell or Trap cards until the end of the Damage Step. Sol Cross Rockman Lv 8 Light 2600/2600 Warrior/Fusion/Effect "Netnavi Rockman" + "Solar Boy Django" This card cannot be Special Summoned except by Fusion Summon. When this card battles a DARK monster, destroy the other monster with this card's effect without applying damage calculation. At the end of each of your Battle Phases, increase your Life Points by 600 points.[/spoiler] Battle Network 6 [spoiler=Monsters]Netvirus Nightmare Lv 5 Dark 2200/0 Fiend/Effect This card cannot be selected as an attack target except by Warrior-Type monsters. Netvirus Dark Mecha Lv 6 Dark 2300/1700 Machine/Effect Once per turn, you can change the Battle Position of one of your opponent's face-up monsters to face-up Defense Position. 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. Netvirus Scarecrow Lv 4 Light 1000/1000 Thunder/Effect When your opponent declares an attack, you can change this card from Attack Position to Defense Position to negate the attack. Whenever you would take Battle Damage from a battle involving a Thunder-Type monster, reduce the damage to 0, and increase your Life Points by an amount equal to the damage taken. Netnavi Rockman -Reprint- Netnavi Blues -Reprint- Netnavi Colonel -Reprint- Netnavi Aquaman -Reprint- Netnavi Tomahawkman -Reprint- Netnavi Tenguman Lv. 4 Wind 1600/1000 Winged Beast/Effect This card can attack your opponent directly. If it does, halve any Battle Damage dealt. When this card is destroyed as a result of battle and sent to the Graveyard, return the monster that destroyed it to the top of its owner's Deck. Netnavi Groundman Lv. 6 Earth 2200/1500 Machine/Effect While this card is in Defense Position, this card cannot be selected as an attack target. When this card attacks a Defense Position monster, destroy the monster with this card's effect without applying Damage Calculation. Netnavi Dustman Lv. 4 Earth 1200/1600 Once per turn, you can select and activate one of the following effects: *Send 1 face-up Spell or Trap card to the Graveyard. Inflict 800 damage to your opponent's Life Points. *Return any number of cards in your hand to the bottom of your Deck. Then, draw the same number of cards from your Deck. Netnavi Heatman -Reprint- Netnavi Elecman -Reprint- Netnavi Slashman Lv. 4 Earth 1500/1400 Warrior/Effect When this card inflicts Battle Damage to your opponent, your opponent discards 1 card at random from his hand. Netnavi Killerman Lv. 5 Dark 2200/1000 Fiend/Effect While this card is face-up on the field, all your opponent's monsters lose 400 ATK and DEF. When this card battles a Level 4 monster, destroy it with this card's effect without applying damage calculation. Netnavi Chargeman Lv. 4 Fire 1500/1000 Machine/Effect Once per turn, you can Special Summon 1 "Carriage Token" (Machine-Type/FIRE/LV2/ATK 500/DEF 1000) onto your side of the field in Defense Position. This card gains 500 ATK for each "Carriage Token" you control. 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. Netnavi Blastman Fire Lv. 4 2000/500 Pyro/Effect When this card is Summoned, discard 1 card from your hand. If it is a Monster card, inflict damage to your opponent's Life Points equal to the discarded monster's Level x 100. Netnavi Diveman Water Lv. 4 1200/2100 Machine/Effect Once per turn, you can flip this card into face-down Defense Position. This card can attack your opponent directly. If it does so, halve any Battle Damage dealt. Netnavi Circusman Dark Lv. 3 300/2200 Spellcaster/Effect When this card inflicts Battle Damage to your opponent's Life Points, select and activate one of the following effects: *Reduce the original ATK of one of your opponent's monsters to 0. *Reduce the Level of one monster to 1. Netnavi Judgeman Light Lv. 6 2200/1500 Warrior/Effect Chains consisting of 2 or more Links cannot be formed. Netnavi Elementman Dark Lv. 5 1800/1800 Psychic/Effect Once per turn, you can change the Attribute of this card. When this card battles a monster of the same Attribute, it gains 800 ATK and DEF. Cyber Beast Greiga Lv. 10 Dark 4000/2500 Beast/Effect This card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning 2 or more Beast-Type monsters in your Graveyard to the bottom of your Deck with a total Level of 10. When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent's Life Points equal to that monster's original ATK. Once per turn, you can destroy 1 face-up Level 6 or lower monster your opponent controls. When this card leaves the field, destroy all cards you control. Cyber Beast Falzer Lv. 10 Fire 3200/3200 Beast/Effect This card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning 2 or more Winged Beast-Type monsters in your Graveyard to the bottom of your Deck with a total Level of 10. This card can attack twice during the Battle Phase. Once per turn, you can discard 1 card to return up to 2 cards your opponent controls to the hand. When this card leaves the field, destroy all cards you control. Netnavi Trill Lv. 2 Light 200/200 Spellcaster/Tuner This card can only be used as Synchro Material for a "Beast Out" Synchro monster. During your opponent's Main Phase, you can Synchro Summon using this face-up card you control as a Synchro Material Monster. Falzer Beast Out Lv. 6 Wind 2400/2100 Winged Beast/Synchro/Effect "Netnavi Trill" + 1 or more non-Tuner "Netnavi" monster(s) When this card is Synchro Summoned, place 3 counters on this card. Once per turn, you can remove 1 counter from this card and have it gain one of the following effects until the End Phase: *This card can attack twice during the Battle Phase. *Once per turn, you can discard 1 card to return up to 2 cards your opponent controls to their owners' hands. Greiga Beast Out Lv. 6 Earth 2500/2000 Beast/Synchro/Effect "Netnavi Trill" + 1 or more non-Tuner "Netnavi" monster(s) When this card is Synchro Summoned, place 3 counters on this card. Once per turn, you can remove 1 counter from this card and have it gain one of the following effects until the End Phase: *When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent's Life Points equal to that monster's original ATK. *Once per turn, you can destroy 1 face-up Level 6 or lower monster your opponent controls.[/spoiler] [spoiler=Spells]Battlechip Air Wheel Normal Spell Activate while you control a "Netnavi" monster. Return 1 monster on the field to the top of its owner's Deck. Battlechip Static Normal Spell Select a "Netnavi" monster you control. Until the End Phase, the selected monster gains 400 ATK, and when the selected monster attacks, you can discard a number of cards to return the same number of cards on the field to the hand. Battlechip Air Hockey Normal Spell Select a "Netnavi" monster you control. Destroy up to 2 face-up monsters your opponent controls whose DEF is lower than the selected monster's original ATK. The selected monster cannot attack this turn. Battlechip Number Ball Normal Spell -Reprint- Cross System Normal Spell Select 1 "Netnavi Rockman" or 1 "Beast Out" Synchro monster you control. Equip 1 "Netnavi" monster in your Graveyard to the selected monster. Increase the ATK of the selected monster by the Level of the equipped monster x 100. The selected monster gains the equipped monster's effects, and is also treated as the equipped monster's Type. Plug in! Quick play -Reprint- Program Advance Double Hero Quick Play Activate by sending 1 each of "Battlechip Custom Sword", "Battlechip Variable Sword", and "Battlechip Iai Form" from your hand or side of the field to the Graveyard while you control a "Netnavi Rockman" or "Netnavi Blues". Destroy all cards your opponent controls. Program Advance Darkness Messiah Quick Play Activate by sending 1 each of "Battlechip Bug Charge", "Battlechip Bug Curse", and "Dark Chip" from your hand or side of the field to the Graveyard. Special Summon one "Netnavi Forte" from your Graveyard. Then, destroy all monsters your opponent controls OR all Spell and Trap cards your opponent controls. Program Advance Sun and Moon Quick Play Activate by sending 1 each of "Battlechip Ryuuseigun", "Battlechip Red Sun Meteor", "Battlechip Uninstall", and "Battlechip Blue Moon Ray" from your hand or side of the field to the Graveyard. Inflict 3000 points of damage to your opponent's Life Points. Your opponent then selects 2 cards at random in his hand and removes them from play. Program Advance Twin Leaders Quick Play Activate by sending 1 each of "Battlechip Delta Ray Edge", "Battlechip Cross Divide", and "Battlechip Navi Scout" from your hand or side of the field to the Graveyard. Destroy 2 monsters and 2 Spell or Trap cards on the field. Then, toss 2 coins. For each Heads result you get, your opponent discards 1 card at random from his hand. Copyroid Continuous Spell Once per turn, you can Special Summon one "Netnavi" monster from your Deck. If you use this effect, you cannot Normal Summon or Set this turn. If this card leaves the field, destroy all monsters Summoned by this card's effect. Battlechip Paladin Sword Equip Spell Equip only to a "Netnavi" monster. It gains 1000 ATK, and is also treated as a Warrior-Type monster. During battle, when the equipped monster attacks a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. Battlechip Gun Del Sol Equip Spell Equip only to a "Netnavi" monster, or "Solar Boy Django". It gains 300 ATK. When the equipped monster battles a DARK monster, it gains 1500 ATK during Damage Calculation only. Battlechip Sand Stage Field Spell Monsters, except Rock-Type monsters, cannot attack the turn they are Summoned, or the turn they have been changed from Defense Position to Attack Position. Battlechip Sanctuary Field Spell When a "Netnavi" or "Netvirus" monster battles, halve the Battle Damage dealt to the controller of this card.[/spoiler] [spoiler=Traps]Battlechip Energy Bomb Normal Trap Activate while you control a "Netnavi" monster. Select a face-up monster your opponent controls. Reduce its ATK and DEF by 200 x its Level until the End Phase. Battlechip Snake Normal Trap Inflict 200 points of damage to your opponent's Life Points for each vacant Card Zone you control. Battlechip Uninstall Normal Trap Activate at the end of the Damage Step when a "Netnavi" monster you control inflicts Battle Damage to your opponent. Roll a six-sided die, and apply one of the following effects depending on the result of the die roll: 1 or 6: Your opponent discards 1 card at random from his hand. 2 or 5: Your opponent removes the top 2 cards of his Deck from play. 3 or 4: Destroy 1 card your opponent controls. Beast Factor Normal Trap Activate when a "Netnavi" monster you control is selected as an attack target. That monster is not destroyed by this battle. After damage calculation, equip this card to the attack target. The equipped monster gains 800 ATK and DEF, and must attack each turn if able. If the equipped monster is "Netnavi Rockman", you can send this card and the equipped monster to the Graveyard to Special Summon one "Beast Out" Synchro Monster from your Extra Deck, ignoring the Summoning conditions. Beast Over Normal Trap Select 1 "Beast Out" Synchro Monster you control that has no counters on it. Double its original ATK and DEF until the End Phase. At the end of the turn, destroy the selected monster and halve your Life Points. Battlechip Bubble Wrap Continuous Trap Activate while you control a "Netnavi" monster. Once per turn, when you would take damage for the first time that turn, reduce that damage to 0. Destroy this card if you control no "Netnavi" monsters. Saito Batch Continous Trap Pay half your Life Points and select a "Netnavi Rockman" you control. Double the selected monster's ATK and DEF. During battle, when the selected monster attacks a Defense Position monster whose DEF is lower than the selected monster's ATK, inflict the difference as Battle Damage to your opponent. When the selected monster attacks, your opponent cannot activate any Spell or Trap cards until the end of the Damage Step. When the selected monster leaves the field, destroy this card. Navi Reconstruction Continuous Trap -Reprint- Battlechip Element Trap Counter Trap Activate when your opponent declares an attack. Negate the attack. Then, depending on the Attribute of the attacking monster, apply the following effect: FIRE: Inflict 1000 points of damage to your opponent's Life Points. WATER: Destroy 1 Spell or Trap card your opponent controls. WIND: Return the attacking monster to its owner's hand. EARTH: Reduce the ATK of the attacking monster to 0. LIGHT: Draw a card. DARK: Discard 1 card from your opponent's hand at random.[/spoiler] [spoiler=Secret Cards]Solar Boy Django -Reprint- The Count of Groundsoaking Blood Lv 6 2400/2000 Dark Zombie/Effect When this card inflicts Battle Damage to your opponent, increase your Life Points by an amount equal to the damage dealt. Super Cyber Beast Grezar Lv 12 5000/5000 Dark Beast/Fusion/Effect "Cyber Beast Greiga" + "Cyber Beast Falzer" This card cannot be Special Summoned except by Fusion Summon using the above Fusion Material Monsters. This card can attack all monsters your opponent controls once each. When this card leaves the field, send all cards on the field to the Graveyard.[/spoiler] Link to comment
Knight121198 Posted October 25, 2010 Report Share Posted October 25, 2010 [quote name='Gadjiltron' timestamp='1287978188' post='4734665'] So, a friend and I had this idea one day to make a series of cards based on the Megaman Battle Network games. We churned out a number of Sets, but I'd like some comments on the following to see if any cards are overpowered, and if the usefulness of any of the cards can be improved. Starting with the Battle Network 1 set. Generic Netnavi Lv. 3 Earth 1000 / 1000 Machine Short for Net Navigator, a Netnavi functions as a program that can manage other programs, delete viruses, and participate in Netbattles. Netnavi Rockman Lv. 4 Light 1600 / 1500 Warrior/ Effect During your Standby Phase, place one Charge Counter (max. 1) on this card. During the Battle Phase, you can remove one Charge Counter to increase the ATK of this card by 500. Netnavi Roll Lv. 4 Light 1500 / 1600 Spellcaster/ Effect During your Standby Phase, increase your Life Points by 600 points. Once per turn, you can Special Summon one Level 4 or lower "Netvirus" monster from your hand or Deck. If you use this effect, this card cannot attack this turn. Netnavi Blues Lv.4 Wind 1900/1000 Warrior/Effect If this card is in Defense Position, this card cannot be destroyed as a result of battle once per turn. If this card destroys a monster as a result of battle, it can attack once again in a row during the Battle Phase. Netvirus Metool Lv. 2 Earth 500 / 1000 Rock/ Effect This card can attack your opponent directly. If this card is selected as an attack target while you control more than one "Netvirus Metool", you can switch this card to Defense Position. Netvirus Rush Lv. 1 Earth 0 / 100 Beast/ Effect This card cannot be selected as an attack target while you control another "Netvirus" monster. Once per turn, you can Special Summon one "Netvirus" monster other than "Netvirus Rush" from your Graveyard. Netvirus Canodumb Lv. 3 Earth 1400 / 0 Machine/ Effect You can Tribute one "Netvirus" monster you control other than "Netvirus Canodumb" to inflict 500 points of damage to your opponent's Life Points. When this card attacks, switch it to Defense Position at the end of the Damage Step. Netvirus Ratton Lv. 2 Earth 900/500 Beast/Effect This card can attack twice during the Battle Phase. Netvirus Billy Lv. 3 Light 1500/800 Thunder/Effect Once per turn, you can select a monster your opponent controls. The selected monster cannot attack or change its Battle Position until the start of your next turn. Netvirus Fishy Lv. 4 Wind 1800/0 Winged Beast/Effect When this card attacks a Defense Position monster with a DEF lower than this card's ATK, inflict the difference as Battle Damage to your opponent. Netnavi Fireman Lv. 4 Fire 1600 / 1300 Pyro/ Effect When this card destroys a monster by battle, inflict 500 points of damage to your opponent. Netnavi Gutsman Lv. 4 Earth 1700 / 1900 Warrior/ Effect When this card is Summoned, select one card zone on the field. The selected card zone cannot be used as long as this card remains face-up on the field. Netnavi Stoneman lv. 4 Earth 300/ 2200 Rock/ Effect During your Standby Phase, you can switch the original ATK and DEF of this card until the end of the turn. Netnavi Numberman Lv. 2 Light 800 / 800 Machine/ Effect When this card attacks or is attacked, throw two six sided dice. Increase the ATK and DEF of this card by 100 x the total result of the dice rolls during Damage Caculation only. Netnavi Iceman Lv. 3 Water 1600/ 1200 Aqua/ Effect Once per turn, you can select and activate one of the following effects: *Special Summon an "Ice Cube Token" (Rock-Type/WATER/LV1/ATK 0/DEF 2000) onto your side of the field in Defense Position. The Token cannot attack nor be Tributed for a Tribute Summon. *Tribute 1 "Ice Cube Token" you control to destroy a card on the field. If you use this effect, this monster cannot attack this turn. Netnavi Colourman Lv. 5 Light 1200 / 2000 Spellcaster/ Effect When this card is changed to Attack Position, destroy one card on the field. When this card is changed to Defense Position, return one card on the field to its owner's hand. Netnavi Elecman Lv. 4 Light 1900 / 800 Thunder/ Effect When this card inflicts Battle Damage to your opponent, your opponent cannot activate any Spells, Traps, or Monster Effects until the end of the turn. Netnavi Bombman Lv. 3 Earth 1300 / 1500 Machine/ Effect When this card battles with a FIRE monster, destroy both cards at the end of the Damage Step and inflict 1500 points of damage to your opponent's Life Points. Netnavi Magicman Lv 6 Dark Spellcaster 1000/2600 This card cannot be selected as an attack target while you control a "Netvirus" monster. Once per turn, you can Special Summon one Level 4 or lower "Netvirus" monster from your hand or Graveyard, and it gains 200 ATK until the End Phase. Netnavi Sharkman Lv. 6 Water 2000 / 1000 Fish/ Effect When this card battles, it gains 500 ATK during the Damage Step. When this card destroys an opponent's monster by battle, it can attack once again in a row during the Battle Phase. Netnavi Woodman Lv. 4 Earth 1000 / 2000 Plant/ Effect When this card is Special Summoned from the Graveyard in Defense position, increase your Life Points 1200 points. During your Standby Phase, increase your Life Points by 200 points for every Plant-Type monster on the field. Netnavi Skullman Lv. 5 Dark 2000/ 0 Zombie/ Effect Once per turn, when this card battles a monster, you can change the Battle Position of this card; it is not destroyed by battle if you do so (Damage Calculation is still applied). When this card inflicts Battle Damage to your opponent, destroy one card your opponent controls. Netvirus Scuttle Lv. 4 Light 1800/1600 Insect/Effect This card cannot be destroyed as a result of battle with a monster that has 2000 ATK or less. Super Netvirus Lifevirus Dark Lv. 8 3000/2800 Insect/Effect This card cannot be Special Summoned. During your opponent's turn, this card cannot be destroyed. Once per turn, you can select and activate one of the following effects: *Special Summon one "Netvirus Scuttle" from your hand or Graveyard. If the Special Summoned monster attacks, destroy it at the end of the Battle Phase. *Tribute one "Netvirus" monster other than this card you control to inflict 1000 points of damage to your opponent's Life Points. Spell: Battlechip Spreader Normal spell Until the end of the turn, one "Netnavi" monster gains 300 ATK, and can attack all monsters on your opponent's side of the field once. Battlechip Shotgun Normal spell Until the end of this turn, one "Netnavi" monster gains 300 ATK, and during battle between the selected monster and a Defense Position monster whose DEF is lower than the ATK of the selected monster, inflict the difference as Battle Damage to your opponent. Battlechip Cannon Normal Spell Activate while you control a "Netnavi" monster. Select and activate one of the following effects: *Inflict 400 points of damage to your opponent. *One "Netnavi" monster gains 400 ATK until the End Phase. Battlechip Gutspunch Normal spell Activate while you control a "Netnavi" monster. Select and activate one of the following effects: *One "Netnavi" monster gains 700 ATK until the End Phase. *Tribute 1 Token on the field. Inflict damage to your opponent equal to the tributed Token's DEF. Battlechip Recovery 200 Normal spell Activate only while you control a "Netnavi" monster and your Life Points are lower than your opponent's. Increase your Life Points by 2000 points. Battlechip Minibomb Normal Spell Activate while you control a "Netnavi" monster. Select and activate one of the following effects: *Inflict 500 points of damage to your opponent's Life Points. *Destroy 1 face-down Spell or Trap card on the field. Battlechip Rock Cube Normal Spell Special Summon a "Rock Cube Token" (Rock-Type/EARTH/LV1/ATK 0/DEF 2000) onto your opponent's side of the field. The Token cannot attack nor be Tributed for a Tribute Summon. Plug in! Quick play Activate only while you control no monsters. Special Summon one "Netnavi" monster from your hand or Deck. Battlechip Barrier Quick play After activation, this card is treated as an Equip Spell that can equip only to "Netnavi" monsters. If the equipped monster would be destroyed as a result of battle, you can destroy this card instead and reduce any Battle Damage involving that battle to 0. Battlechip Invisible Quick play After activation, this card is treated as an Equip Spell that can equip only to "Netnavi" monsters. The equipped monster cannot be selected as an attack target, and cannot be targetted by the effects of Effect Monsters, Spells or Traps, except this card. During the 2nd End Phase after this card's activation, destroy it. Battlechip Area Steal Continuous spell Select one of your opponent's Monster Zones. While this card is face-up on the field, you can Summon monsters onto that Monster Zone under your control. If no monster is present in the selected Monster Zone 4 turns after this card's activation or later, destroy this card. Battlechip Quick Gauge Continuous Spell If you used 2 "Battlechip" cards this turn, except "Battlechip Quick Gauge", draw a card during the End Phase. If you used 3 or more "Battlechip" cards this turn, except "Battlechip Quick Gauge", draw 2 cards during the End Phase. Battlechip Sword Equip Spell Equip only to a "Netnavi" monster. It gains 800 ATK. If this face-up card is destroyed and sent from the field to the Graveyard by a card effect, add it to your hand. Battlechip Wide Sword Equip Spell Equip only to a "Netnavi" monster. It gains 800 ATK. If the equipped monster destroys a monster as a result of battle, you may destroy another face-up monster your opponent controls with an ATK less than the destroyed monster. Battlechip Long Sword Equip Spell Equip only to a "Netnavi" monster. It gains 800 ATK. If the equipped monster destroys a monster as a result of battle, you may destroy a Spell or Trap card in the same column as the destroyed monster. Battlechip Muramasa Equip Spell Equip only to a "Netnavi" monster. When your Life Points are lower than your opponent's, the equipped monster gains ATK equal to the difference (max. 3000). Battlechip LifeAura Equip Spell Equip only to a "Netnavi" monster. The equipped monster cannot be targetted by effects of your opponent's Effect Monsters, Spells or Traps, and is not destroyed as a result of battle with a monster that has 2000 ATK or less. Cyber World Field spell All monsters other than "Netvirus" and "Netnavi" monsters lose 200 ATK. If there are 3 or more "Netvirus" and/or "Netnavi" cards on the field, you can search your Deck for a "Battlechip", "Netvirus", or "Netnavi" card and add it to your hand instead of conducting the normal draw during the Draw Phase. Traps Battlechip Guard Normal Trap Activate when a "Netnavi" monster you control is selected as an attack target. Negate the attack and inflict 400 points of damage to your opponent. Add Normal Trap Activate this card only during your Draw Phase. If the card you drew is a "Battlechip" card, you can show it to your opponent, shuffle it into your Deck, then draw 3 cards. Chip Recharge Normal Trap Shuffle 5 "Battlechip" cards from your Graveyard into your Deck, then draw 2 cards. Virus Encounter! Normal Trap Special Summon one "Netvirus" monster from your Deck or Graveyard. Plug out! Counter Trap Activate when a "Netnavi" monster(s) you control would be destroyed. Return the monster(s) to your hand. Battlechip Timebomb Continuous Trap Destroy this card on your 3rd End Phase after this card's activation, and inflict 2000 points of damage to your opponent's Life Points. Guts Hammer Continuous Trap Activate this card when you control a "Netnavi Gutsman". Select up to 3 Monster Zones. While this card remains face-up on the field, the selected Monster Zones cannot be used. Destroy this card on your 2nd End Phase after this card's activation. WWW base Continuous trap Once per turn, you can Special Summon one "Netnavi Fireman", "Netnavi Stoneman", "Netnavi Colourman", "Netnavi Elecman", "Netnavi Bombman", "Netnavi Magicman" or "Super Netvirus Lifevirus" from your Graveyard, ignoring the summoning conditions. You cannot Normal Summon or Set this turn if you use this effect. At the end of the turn, shuffle the monster back into your Deck. [/quote] Wow just wow i was always a fan of the Battle Network series and u have really captured the spirit in these cards well done. Perhaps u can make some Fusion monsters to go with fusions megaman could do also u can do his changes as well. Link to comment
Arcarus-Angel of Darkness Posted October 25, 2010 Report Share Posted October 25, 2010 Hey Gadjiltron have you thought of making Megaman Starforce cards you could do much more like synchros and things like that. Link to comment
Trebuchet MS Posted October 26, 2010 Author Report Share Posted October 26, 2010 Actually, I'm still in the process of making cards for Battle Network 6. I've done cards for the other 5 Battle Network series. It's a little tough trying to get high-quality images for certain cards without resorting to magnified screenshots of the GBA games. In an allusion to Rockman.EXE Beast, I made Trill the Tuner needed to Synchro Summon the two Beast Outs. Would probably get on to Star Force once done with Battle Network. In the meantime, I'd prefer some more commentary on how some cards could be better balanced (if possible) before I post up sets for the other games, which will contain Megaman's Style Changes and Soul Unisons. Link to comment
Trebuchet MS Posted October 27, 2010 Author Report Share Posted October 27, 2010 ...Honestly, do I need to have the cards generated before I begin getting a little more feedback on it? Link to comment
TheComposer Posted October 27, 2010 Report Share Posted October 27, 2010 They're ok, but have bland effects. More creativity would be a little better. Also, make sure to get good pictures, not crappy ones. Link to comment
Trebuchet MS Posted October 27, 2010 Author Report Share Posted October 27, 2010 Okay, I can't quite tweak the effects of the Netviruses and some Battlechips without deviating too far from what they originally do. The Navis, however... Fireman's ATK and burn effect strengthened I decided to make Stoneman's ATK/DEF switch longer-lasting, though with a slight side effect to prevent him from being a persistent 2200/300 monster in Attack Position. Considering how he crushed his opposition in the anime, I felt that it'd fit to give him Piercing damage. Additional stat boosts granted to Colourman when he's in either position. Magicman is kinda... meh, both in BN1 and the anime. The best I can do is replicate the only thing he does - summon Viruses. The ATK boost is now stronger and permanent, though like in the game, the viruses are destroyed once he goes down. Woodman has more ATK, nets you a card when it destroys something in battle, and has a slightly stronger LP regen effect. That's about all I can do for the BN1 set. Link to comment
TheComposer Posted October 27, 2010 Report Share Posted October 27, 2010 I'll fully rate them when you turn them into cards. pm me when you do. Link to comment
Trebuchet MS Posted October 27, 2010 Author Report Share Posted October 27, 2010 Now proceeding to Battle Network 2. [spoiler=Monsters]Netvirus Null Lv. 1 Dark 0 / 2000 Aqua / Effect Once per turn, you can discard one Monster card in your hand to remove from play 1 Monster on the field with an ATK equal to or less than the discarded Monster. Netnavi Rockman -Reprint. See Battle Network 1 set.- Netnavi Glyde Lv.3 350/700 Wind Fairy/Effect FLIP: See the top 5 cards of your Deck, arrange them in any order desired, and replace them on the top of the Deck. Once per turn, you can return one Spell or Trap card you control to your hand. Netnavi Airman Lv 4 1650/1650 Wind Machine/Effect: When this card inflicts Battle Damage to your opponent by a Direct Attack, select 1 card in your opponent's hand at random and shuffle it into your opponent's Deck. Netnavi Quickman Lv.4 1300/1500 Light Warrior/Effect: You can Special Summon this card from your hand if your opponent controls a monster. This card can attack twice during the Battle Phase. If it does so, reduce any Battle Damage dealt to your opponent to 1300 if it exceeds that amount. Netnavi Toadman Lv. 4 1600/2000 Water Aqua/Effect Whenever this card is selected as an attack target, toss a coin and call it. If you call it correctly, the attack is negated. Netnavi Gateman Lv. 4 1900/1500 Earth Machine/Effect During the Main Phase, you can Special Summon 3 "Gate Soldier Tokens" (Warrior-Type/EARTH/LV 2/ATK 800/DEF 800) onto your side of the field. If you use this effect, this card cannot attack this turn. The Tokens cannot be Tributed for a Tribute Summon. Destroy all "Gate Soldier" Tokens at the End Phase of the turn they are Special Summoned. Netnavi Cutman Lv. 3 1600/1400 Earth Warrior/Effect When this card battles a monster, play one round of Rock-Paper-Scissors with your opponent. If you win, destroy the other monster with this card's effect without applying Damage Calculation. Netnavi Shadowman Lv. 7 2100/1500 Dark Warrior/Effect When this card is Normal Summoned, Special Summon 2 "Shadow Tokens" (Warrior-Type/DARK/LV 7/ATK 2100/DEF 0) in Defense Position to your side of the field. When this card is selected as an attack target, you can change this card from Attack Position to Defense Position to negate the attack and inflict 700 points of damage to your opponent's Life Points. Netnavi Thunderman Lv. 6 2300/2000 Light Thunder/Effect Once per turn, you can discard one card from your hand to destroy all face-up monsters your opponent controls. If you use this effect, destroy this monster during your End Phase. Netnavi Snakeman Lv. 5 1800/800 Earth Reptile/Effect: Your opponent cannot declare an attack unless your opponent has less monsters than you do. Once per turn, you can Special Summon one "Snake Token" (Reptile-Type/EARTH/LV 1/ATK 500/DEF 0) onto your side of the field. Netnavi Knightman Lv. 6 1500/3000 Earth Rock/Effect: Once per turn, you can switch the Battle Position of this card to Defense Position. Any monster that is Normal Summoned, Flip Summoned or Special Summoned is changed to Defense Position. Netnavi Magnetman Lv. 6 2500/2300 Light Thunder/Effect: When this card is Summoned, Special Summon a "Magnetman South Token" (Thunder-Type/LIGHT/LV 6/ATK 2300/DEF 2500). The Token cannot be Tributed for a Tribute Summon. The controller of this card selects the targets of their opponent's attacks. Netnavi Heatman Lv.4 1600/1900 Fire Pyro/Effect: Once per turn, you can destroy a Defense Position monster your opponent controls. If you activate this effect, you cannot Normal Summon or Set this turn. Netnavi Freezeman Lv 7 2600/2000 Water Aqua/Effect Once per turn, you can select up to 2 monsters on the field. The selected monsters cannot attack or change their Battle Position until the start of your next turn. Spell cards must be Set for a turn before they can be activated. Netnavi Forte Lv 8 2500/2700 Dark Warrior/Effect Once per turn, you can remove from play one monster you control or in your Graveyard to increase this card's ATK by half the original ATK of the removed monster until the End Phase. If this card is in your Graveyard during your End Phase, you can Special Summon it. If you do so, destroy all other monsters you control. Netnavi Pharaohman Lv 6 2400/2000 Dark Spellcaster/Effect Once per turn, you can send the top card of your Deck to the Graveyard to place one Anubis Counter on each of your opponent's face-up monsters. Monsters with Anubis Counters on them lose 500 ATK and DEF per counter. During each of your Standby Phases, your opponent takes damage equal to the number of Anubis Counters on the field x 200. Netnavi Napalmman Lv 7 2700/2300 Fire Machine/Effect Once per turn, you can roll a six-sided die, and destroy a number of cards on the field equal to half the result (rounded down). If you use this effect, this card cannot attack this turn. Netnavi Planetman Lv 8 2800/2800 Dark Rock/Effect Once per turn, you can pay 500 Life Points to remove one card on the field from play. Gospel Lv 10 3500/3000 Dark Beast/Effect This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 3 monsters from your side of the field to the Graveyard. Once per turn, you can remove one monster in your Graveyard from play to remove up to 2 cards on the field from play. Once per turn, you can change the Attribute of this card. If this card attacks another monster with the same Attribute, it gains 1000 ATK during the Damage Step only. Netnavi Rockman Heat Guts Lv 6 2600/1000 Fire Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". When this card destroys another monster by battle, inflict damage to your opponent equal to either the original ATK or DEF of the destroyed monster. Netnavi Rockman Aqua Custom Lv 6 2100/1900 Water Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". This card can attack up to two monsters during the Battle Phase. At the start of your Draw Phase, draw an additional card. Netnavi Rockman Elec Team Lv 6 2000/1600 Light Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". Once per turn, you can Special Summon one "Netnavi" monster from your hand or Deck. This card gains 200 ATK and DEF for each "Netnavi" monster you control. Netnavi Rockman Wood Shield Lv 6 1800/3200 Earth Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". When this card attacks, you can switch it to Defense Position at the end of the Damage Step. Once per turn, you can destroy one face-up Spell or Trap card on the field. Netnavi Rockman Saito Style Lv 9 1600/1500 Light Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". When this card is Summoned, halve your Life Points, and both players draw cards until they have 5 cards in their hands. Once per turn, you can add one Charge Counter (max. 1) onto this card. During the Battle Phase, you can remove 1 Charge Counter to increase this card's ATK by 1000 during the Damage Step.[/spoiler] [spoiler=Spells]Battlechip Hi-Cannon Normal Spell Activate while you control a "Netnavi" monster. Select and activate one of the following effects: *Inflict 600 points of damage to your opponent's Life Points. *One "Netnavi" monster gains 600 ATK until the End Phase. Battlechip Mega Cannon Normal Spell Activate while you control a "Netnavi" monster. Select and activate one of the following effects: *Inflict 800 points of damage to your opponent's Life Points. *One "Netnavi" monster gains 800 ATK until the End Phase. Battlechip Fumikomizan Normal Spell Select 1 "Netnavi" monster you control with 2000 ATK or less. That monster can attack your opponent directly this turn. Battlechip Cannonball Normal Spell Activate while you control a "Netnavi" monster. Destroy 1 monster your opponent controls. The monster zone the monster was occupying cannot be used for the next 3 turns. Battlechip Yo-yo Normal Spell Select a "Netnavi" monster you control. Until the End Phase, that monster gains 500 ATK, and when the selected monster destroys an opponent's monster as a result of battle, destroy a face-up monster your opponent controls with a DEF equal to or lower than the destroyed monster. Battlechip Tornado Normal Spell Select a "Netnavi" monster you control. Until the End Phase, the selected monster gains 300 ATK, and when the selected monster attacks, return 1 Spell or Trap card on the field to its owner's hand. Battlechip Bamboo Lance Normal Spell Destroy a number of Spell or Trap cards equal to the number of face-up "Netnavi" monsters you control. Battlechip Geyser Normal Spell Select a card zone that cannot be used. Destroy all cards in the 5 zones on the same side of the field surrounding the selected card zone. Battlechip Guardian Normal Spell Special Summon a "Guardian Token" (Rock-Type/EARTH/LV4/ATK 2000/DEF 2000) on your side of the field. The Token cannot attack. When the Token is destroyed, inflict 2000 points of damage to the controller of the card that destroyed it. Battlechip Full Custom Normal Spell Discard your hand and draw 5 cards. You cannot use any of the drawn cards this turn. Style Change Quick-Play Return 1 "Netnavi Rockman" from your side of the field field to your Deck. Special Summon from your Extra Deck a Fusion Monster with "Style Change" in its card text. If this card is in your Graveyard and the monster Summoned by this card's effect leaves the field, you can return this card to your Deck. Program Advance Dream Sword Quick-Play Activate by sending 1 each of "Battlechip Sword", "Battlechip Wide Sword", "Battlechip Long Sword" from you hand or side of the field to the Graveyard. Select a "Netnavi" monster you control. Until the end of the turn, the selected monster gains 3000 ATK, and when the selected monster inflicts Battle Damage to your opponent, destroy 3 cards your opponent controls. Program Advance Giga Cannon Quick-Play Activate by sending 1 each of "Battlechip Cannon", "Battlechip Hi-Cannon", "Battlechip Mega Cannon" from your hand or side of the field to the Graveyard. Select a "Netnavi" monster you control. Until the end of the turn, the selected monster gains 4000 ATK, and when it attacks a Defense Position monster with a DEF less than the selected monster's ATK, inflict the difference as Battle Damage to your opponent. Program Advance Hyper Burst Quick-Play Activate by sending 3 "Battlechip Spread Gun"s from your hand or side of the field to the Graveyard. Select a "Netnavi" monster you control. Until the end of the turn, the selected monster gains 2000 ATK and can attack all monsters your opponent controls once each. Battlechip Heat Shot Equip Spell Equip only to a "Netnavi" monster. The equipped monster's Attribute is changed to FIRE and gains 500 ATK. When the equipped monster destroys a monster as a result of battle and sends it to the Graveyard, inflict 500 points of damage to your opponent. Battlechip Bubble Shot Equip Spell Equip only to a "Netnavi" monster. The equipped monster's Attribute is changed to WATER and gains 400 ATK. When the equipped monster destroys a monster as a result of battle and sends it to the Graveyard, return 1 Spell or Trap card on the field to its owner's hand. Battlechip Variable Sword Equip Spell Equip only to a "Netnavi" monster. Once per turn, you can change the effect of this card to one the following effects: *The equipped monster gains 1000 ATK. *During battle, when the equipped monster attacks a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. *When the equipped monster destroys a monster as a result of battle and sends it to the Graveyard, inflict damage to your opponent's Life Points equal to the original ATK of the dstroyed monster.[/spoiler] [spoiler=Traps]Battlechip Curse Shield Activate when a monster you control is destroyed as a result of battle. Destroy the attacking monster. Your opponent then discards 1 card from his hand. Battlechip Kawarimi Normal Trap Activate when a "Netnavi" monster is attacked. Negate the attack and inflict 1000 points of damage to your opponent. Battlechip Iai Form Normal Trap Activate when a monster attacks you directly. Negate the attack and destroy 1 monster on the field. Gate Cannon Normal Trap Tribute all Tokens on the field. Inflict 500 points of damage to your opponent per Token Tributed by this card's effect. Undershirt Counter Trap Activate when your Life Points would be reduced to 0. Reduce your Life Points to 1 instead. Lightning Deathmatch Continuous Trap Each time a card on the field is destroyed, inflict 700 points of damage to its controller. When Battle Damage is inflicted to a player, that player sends the top card of their deck to the Graveyard. Navi Reconstruction Continuous Trap Select 1 "Netnavi" monster in your Graveyard. Pay Life Points equal to half its ATK or DEF, whichever is higher, and Special Summon it to your side of the field in Attack Position. When the Summoned monster is destroyed, destroy this card. When this card is destroyed, destroy the Summoned monster. Virus Factory Continuous Trap Once per turn, you can discard one card from your hand to Special Summon up to two "Netvirus" monsters from your Graveyard. If this card is destroyed, destroy the Summoned monsters.[/spoiler] Once again, comments to help balance the cards are appreciated. Link to comment
Trebuchet MS Posted October 28, 2010 Author Report Share Posted October 28, 2010 A few changes: Null's effect adjusted to just remove one monster instead. Netnavi Blues replaced with Netnavi Glyde: Netnavi Glyde Lv.3 350/700 Wind Fairy/Effect FLIP: See the top 5 cards of your Deck, arrange them in any order desired, and replace them on the top of the Deck. Once per turn, you can return one Spell or Trap card you control to your hand. Effects of Airman and Toadman changed. Shadowman's wording cleaned up. Link to comment
Trebuchet MS Posted October 29, 2010 Author Report Share Posted October 29, 2010 A few more changes to wordings or card balancing... Forte now only absorbs from your side of the field or Graveyard. Not too nice if the opponent was subject to that. Planetman strengthened, with his removal now permanent at a slight cost. Elec Team Special Summoning restricted to hand or Deck only. Style Change better worded on what it can Summon. It's not intended to Special Summon a Soul Unison or something. Dream Sword ATK boost reduced, destruction effect now does up to 3 cards rather than the whole field. ATK boost of Hyper Burst and Giga Cannon reduced. Link to comment
Trebuchet MS Posted October 30, 2010 Author Report Share Posted October 30, 2010 Now the BN3 card set... [spoiler=Monsters]Netnavi Punk Lv. 4 Earth 2000/200 Machine This Navi is a winner in a Navi creation contest and hence functions as Meijin Eguichi's temporary Navi in Rockman EXE 3. Exclusive only to the Black version. Netvirus Viney Lv. 2 Earth 900/700 Plant/Effect Once per turn, you can select a card on the field. If it is a monster, it cannot attack or change its battle position until the End Phase. If it is a Spell or Trap, it is Set (if face-up) and cannot be activated until the End Phase. Netvirus KillerEye Lv. 3 Light 800/1600 Thunder/Effect This card can attack your opponent directly. When this card attacks, your opponent cannot activate Spell or Trap cards until the end of the Damage Step. Netvirus Slimer Lv. 3 Water 1000/900 Aqua/Effect Once per turn, this card can move into an adjacent unoccupied Monster zone. When this card attacks a Defense Position monster in the same column as this card, destroy the other monster with this card's effect without applying Damage Calculation. Netnavi Rockman -Reprint- Netnavi Blues -Reprint- Netnavi Flashman Lv. 4 Light 1600/1400 Machine/Effect You can use this card's effect at the end of Damage Calculation of your opponent's first attack. Skip to the End Phase of the turn. Netnavi Metalman Lv. 7 Earth 2700/2000 Machine/Effect 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 attacks, any effects of the attack target that activate or apply on the field are negated during that Battle Phase. Netnavi Beastman Lv. 3 Earth 1200/500 Beast/Effect When this card attacks, it gains 700 ATK until the end of the Damage Step. If this card destroys a monster by battle, you can allow it to attack once again during the same Battle Phase. If you use this effect, switch it to Defense Position at the end of that Damage Step. Netnavi Bubbleman Lv. 3 Water 1500/1200 Aqua/Effect This card can be Special Summoned from your hand when your opponent's Life Points are 2000 or lower. If this is the only card you control, return it to your hand during the End Phase. Netnavi Kingman Lv. 8 Dark 2500/3000 Warrior/Effect Once per turn, you can select and activate one of the following effects: *Add 1 "Chesspiece" card from your Deck or Graveyard to your hand. *Activate 1 "Chesspiece" card you have Set this turn. Netnavi Desertman Lv. 5 Earth 0/2500 Rock/Effect If you control no other monsters other than "Netnavi Desertman", Special Summon 2 "Stone Block Token" (Rock-Type/EARTH/LV 3/ATK 0/DEF 2000) and 2 "Sand Lion Token" (Rock-Type/EARTH/LV 3/ATK 1500/DEF 0). This effect can only be used once per turn. Netnavi Flameman Lv. 5 Fire 2000/2200 Fiend/Effect At the start of each turn, select 2 of the following 3 effects. This card gains these effects until the End Phase: *This card gains 500 ATK. *This card cannot be destroyed by battle while in face-up Attack Position. *Increase your Life Points by 800 points during the Standby Phase. Netnavi Plantman Lv. 6 Earth 2300/1700 Plant/Effect Once per turn, you can select a card on the field. If it is a Monster card, change it to Defense Position (if it is in Attack Position) and reduce its original DEF to 0. If it is a Spell or Trap card, it is Set (if face-up) and it cannot be activated this turn. Netnavi Mistman Lv. 7 Dark 2800/0 Spellcaster/Effect This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. During each of your End Phases, inflict 500 points of damage to your opponent's Life Points for each monster on the field. Netnavi Bowlman Lv. 7 Earth 2800/1900 Warrior/Effect During battle between this attacking card and a monster whose DEF is less than this card's ATK, inflict the difference as Battle Damage to your opponent. When this card destroys a monster by battle and sends it to the Graveyard, destroy a Spell or Trap card your opponent controls in the same column as the destroyed monster. Netnavi Drillman Lv. 4 Earth 2400/0 Machine/Effect During battle between this attacking card and a monster whose DEF is less than this card's ATK, inflict the difference as Battle Damage to your opponent. At the end of the Damage Step where this card has attacked, change it to Defense Position. This card's battle position cannot be changed until the end of your next turn, except with a card effect. Netnavi Forte -Reprint- Netnavi Darkman Lv. 6 Dark 2500/2000 Fiend/Effect Once per turn, you can change the Attribute of this card to either DARK, FIRE, WATER, or LIGHT. This card gains the following effects depending on its Attribute: FIRE: During your Standby Phase, inflict 600 points of damage to your opponent's Life Points. WATER: Once per turn, you can select a Set Spell or Trap card. That card cannot be activated this turn. LIGHT: This card can attack your opponent directly. If it does so, halve the Battle Damage dealt. DARK: This card is also treated as a Normal Monster while face-up on the field. Netnavi Yamatoman Lv. 8 Wind 2800/2100 Warrior/Effect Once per turn, if this card destroys a monster by battle, you can switch a monster your opponent controls in Attack Position to Defense Position and attack it. Once per turn, you can Special Summon a "Backup Token" (Warrior-Type/WIND/LV2/ATK 1400/DEF 0) onto your opponent's side of the field. The Token cannot be Tributed for a Tribute Summon. Netnavi Serenade Lv. 8 Light 1000/2600 Spellcaster/Effect This card cannot be destroyed by battle. This card is unaffected by any Spells, Traps or Monster Effects that do not target it. Your opponent takes all Battle Damage that you would have taken from a battle involving this card. Alpha Lv. 9 Dark 3300/3000 Machine/Effect This card cannot be Special Summoned. This card can attack all monsters your opponent controls once each. If you use this effect, other monsters you control cannot attack this turn. If this card is in Defense Position, halve the original ATK and DEF of all of your opponent's monsters. If this card is in Defense Position and would be destroyed by your opponent's card effect, you can change it to Attack Position to negate the effect and destroy the card. Netnavi Rockman Elec Ground Lv. 6 Light 2000/2500 Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". When this card is Special Summoned, select up to 3 card zones on the field. These zones cannot be used while this card is on the field. Netnavi Rockman Heat Shadow Lv. 6 Fire 2500/1500 Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". When this card attacks, until the end of the Damage Step, your opponent cannot activate any Spell or Trap cards, and this card cannot be destroyed by battle. Any battle damage dealt to the controller of this card while this card is battling is reduced to 0. Netnavi Rockman Bug Style Lv. 6 Dark 2100/2000 Warrior/Fusion/Effect This card cannot be Special Summoned except by the effect of "Style Change". When this card is Summoned, roll a six-sided die two times. For each result, apply the following effect: 1: This card gains 500 ATK and DEF. 2: This card loses 500 ATK and DEF. 3: Draw 1 card. 4: Discard 1 card. 5: This card is unaffected by effects of your opponent's Spells, Traps, and monster effects until the End Phase. 6: You lose 600 Life Points during each of your Standby Phases. Netnavi Forte GS Lv. 10 Dark 4000/3000 Fiend/Fusion/Effect "Netnavi Forte" + "Gospel" This card cannot be Summoned except by Fusion Summon. When this card is Special Summoned, send all other monsters you control to the Graveyard. This card cannot be destroyed as a result of battle by monsters with 3000 ATK or lower. You can pay 2000 Life Points to destroy all cards on the field, except for this card.[/spoiler] [spoiler=Spells]Battlechip Air Shot Normal Spell One "Netnavi" monster you control gains 200 ATK until the End Phase. When the selected monster attacks this turn, you can return a card on the field to its owner's hand, and re-arrange the positions of the cards on the field at the end of the Damage Step. Battlechip Shotgun -Reprint- Battlechip North Wind Quick-Play Activate only while you control a "Netnavi" monster. Return all Equip Spell cards on the field to their owners' hands. Battlechip Invisible -Reprint- Style Change -Reprint- Program Advance Element Sword Quick-Play Activate by sending 1 each of "Battlechip Fire Sword", "Battlechip Aqua Sword", "Battlechip Elec Sword, "Battlechip Bamboo Sword" from your hand or side of the field to the Graveyard. Select a "Netnavi" monster you control. Until the End Phase, it gains 2500 ATK, and a further 2500 ATK if it battles a monster of the same Attribute. Battlechip Deathmatch Field Spell Halve the ATK and DEF of all face-up monsters on the field. During each Standby Phase, inflict 200 points of damage to both players for each monster they control. Battlechip Custom Sword Equip Spell Equip only to a "Netnavi" monster. Increase its ATK by 100 during the Draw Phase, 200 during the Standby Phase, 400 during Main Phase 1, 800 during the Battle Phase, 1600 during Main Phase 2, and 0 during the End Phase. Battlechip Fire Sword Equip Spell Equip only to a "Netnavi" monster. It gains 800 ATK. When the equipped monster destroys a monster and sends it to the Graveyard as a result of battle, inflict damage to your opponent equal to half of the destroyed monster's original ATK. Battlechip Aqua Sword Equip Spell Equip only to a "Netnavi" monster. It gains 700 ATK. When the equipped monster destroys a monster and sends it to the Graveyard as a result of battle, destroy a Spell or Trap card on the field. Battlechip Elec Sword Equip Spell Equip only to a "Netnavi" monster. It gains 500 ATK. Once per turn, you can select a monster your opponent controls. That monster cannot attack or change its Battle Position until the end of your opponent's next turn. If you use this effect, the equipped monster cannot attack. Battlechip Bamboo Sword Equip Spell Equip only to a "Netnavi" monster. It gains 600 ATK. When the equipped mosnter destroys a monster and sends it to the Graveyard as a result of battle, increase your Life Points by an amount equal to the original DEF of the destroyed monster. Battlechip Boomerang Equip Spell Equip only to a "Netnavi" monster. It gains 500 ATK. When the equipped monster is destroyed by a card effect and sent to the Graveyard, destroy all Spell and Trap Cards on the field. Inflict 100 points of damage to your opponent for each Spell or Trap Card destroyed by this effect.[/spoiler] [spoiler=Traps]Battlechip Navi Scout Normal Trap Tribute a "Netnavi" monster you control. Take control of one of your opponent's monsters until the End Phase. Battlechip Black Bomb Normal Trap Activate when a FIRE monster attacks. Destroy all monsters on the field and inflict 2000 points of damage to the controller of the attacking monster. Battlechip Stealth Mine Normal Trap Activate when your opponent Normal or Flip Summons a monster. Roll a six-sided die once. Treat your opponent's Monster Card Zone as #'s 1-5, counting from your right. Destroy the monster that is in the same Monster Card Zone as the die result. If the result is 6, roll again. If a monster was destroyed by this card's effect, inflict 2000 points of damage to your opponent. Battlechip Magnum Normal Trap Activate when your opponent controls 3 or more monsters OR Spell or Trap cards. Destroy 3 of his monsters OR Spell or Trap cards. The zones the cards were occupying cannot be used for the next 2 turns. Battlechip Jealousy Normal Trap Inflict 400 points of damage to your opponent for each card in his hand. Add -Reprint- Undershirt -Reprint- Battlechip Fanfare Continuous Trap After activation, Special Summon this card in Defense Position; it is treated as an Effect Monster Card (Machine-Type/EARTH/LV 2/ATK 0/DEF 1000). Any Battle Damage dealt to you is reduced to 0, and your monsters other than "Battlechip Fanfare" cannot be destroyed as a result of battle. (This card is also still treated as a Trap Card.) Battlechip Timpani Continuous Trap After activation, Special Summon this card in Defense Position; it is treated as an Effect Monster Card (Machine-Type/EARTH/LV 2/ATK 0/DEF 1000). Monsters cannot change their Battle Position, except with card effects. (This card is also still treated as a Trap Card.) Chesspiece Pawn Continuous Trap This card is treated as if it is a "Battlechip" card while in your Deck, hand or Graveyard. After activation, Special Summon this card. It is treated as an Effect Monster Card. (Warrior-Type/DARK/LV 3/ATK 1700/DEF 1000). All "Netnavi Kingman" you control cannot be selected as an attack target. (This card is also still treated as a Trap Card.) Chesspiece Knight Continuous Trap This card is treated as if it is a "Battlechip" card while in your Deck, hand or Graveyard. After activation, Special Summon this card. It is treated as an Effect Monster Card. (Warrior-Type/DARK/LV 4/ATK 1900/DEF 1800). You can Tribute this card to destroy one monster your opponent controls. (This card is also still treated as a Trap Card.) Chesspiece Rook Continuous Trap This card is treated as if it is a "Battlechip" card while in your Deck, hand or Graveyard. After activation, Special Summon this card. It is treated as an Effect Monster Card. (Warrior-Type/DARK/LV 5/ATK 0/DEF 3000). Battle Damage involving this card is reduced to 0. (This card is also still treated as a Trap Card.)[/spoiler] Link to comment
Trebuchet MS Posted November 5, 2010 Author Report Share Posted November 5, 2010 Now moving to Battle Network 4. Lots of recurring Navis, so there's a number of reprints. [spoiler=Monsters]Netvirus Moloko Lv.3 Earth 1000/1000 Beast/Effect Once per turn, this card cannot be destroyed as a result of battle. (Damage calculation is applied normally.) Netvirus Weather Lv. 3 Wind 800/1200 Fairy/Effect Once per turn, you can change the Attribute of this card. You can Tribute this card to destroy a monster on the field with the same Attribute as this card. Netvirus CirKill Lv. 4 Dark 1500/1000 Machine/Effect When this card attacks a face-down Defense Position monster, destroy it with this card's effect without flipping it face-up. Netvirus Melody Lv. 2 Dark 1000/1000 Psychic/Effect This card can attack your opponent directly. Netvirus Walla Lv. 3 Water 1500/1000 Beast/Effect Once per turn, you can discard 1 card from your hand to destroy a face-down Spell or Trap card. Netvirus Bomb Boy Lv. 4 1000/2000 Machine/Effect Once per turn, if your opponent does not control a "Bomb Token", you can Special Summon a "Bomb Token" (Rock-Type/EARTH/LV 1/ATK 0/DEF 0) onto your opponent's side of the field. During your opponent's next End Phase, destroy the "Bomb Token" and all Spell and Trap cards he controls. Netnavi Rockman -Reprint- Netnavi Gutsman -Reprint- Netnavi Fireman -Reprint- Netnavi Windman Lv. 6 Wind 2400/1700 Winged Beast/Effect When this card is successfully Tribute Summoned, return all Spell and Trap cards on the field to their owners' hands. When this card battles a monster, at the end of the Damage Step you can return the other monster to its owner's hand. Netnavi Roll -Reprint- Netnavi Thunderman -Reprint- Netnavi Searchman Lv. 6 2400/2100 Earth Warrior/Effect Once per turn, you can destroy a Set Spell or Trap card on the field. This effect cannot be chained to. If you use this effect, this card cannot attack this turn. When this card attacks a face-down Defense Position monster, destroy it with this card's effect without flipping it face-up. Netnavi Aquaman Lv. 3 Water 1000/1000 Aqua/Effect All non Aqua-Type monsters cannot attack the turn they are Summoned. Netnavi Numberman -Reprint- Netnavi Metalman -Reprint- Netnavi Woodman -Reprint- Netnavi Junkman Lv. 6 Earth 2200/2200 Machine/Effect Once per turn, you can Special Summon one "Junk Token" (Rock-Type/EARTH/LV 1/ATK 0/DEF 0) onto your side of the field. This card gains 300 ATK and DEF for each Token on the field. You can Tribute all Tokens on the field to inflict 500 points of damage to your opponent's Life Points for each Token Tributed. If you use this effect, this card cannot attack this turn. Netnavi Blues -Reprint- Netnavi Topman Lv. 3 Earth 1200/1600 Machine/Effect Any Battle Damage inflicted to the controller of this card is reduced to 0. Netnavi Sparkman Lv. 6 Light 2400/1400 Thunder/Effect During your opponent's Standby Phase, you can remove this face-up card from play. If you do so, Special Summon this card to your side of the field during your Standby Phase. Netnavi Burnerman Lv. 6 Fire 2500/1000 Pyro/Effect Once per turn, if this attacking card destroys an opponent's monster by battle, you can change 1 face-up Defense Position monster your opponent controls to Attack Position, and attack it with this card. Netnavi Kendoman Lv. 4 Earth 1800/1400 Warrior/Effect This card can attack all monsters your opponent controls once each. If you use this effect, other monsters you control cannot attack this turn. Netnavi Videoman Lv.4 Dark 1500/1000 Machine/Effect Once per turn, you can select and activate one of the following effects: *This monster can attack twice during this turn's Battle Phase. *During your next Standby Phase, increase your Life Points by 1500 points. Netnavi Coldman Lv. 4 Water 1600/2000 Machine/Effect Once per turn, you can select and activate one of the following effects: *Special Summon an "Ice Cube Token" (Rock-Type/WATER/LV1/ATK 0/DEF 2000) onto your side of the field in Defense Position. The Token cannot attack nor be Tributed for a Tribute Summon. *Tribute 1 "Ice Cube Token" you control to inflict 1000 points of damage to your opponent's Life Points. If you use this effect, this card cannot attack this turn. Netnavi Shademan Lv. 6 Dark 2100/1650 Zombie/Effect If this card is destroyed by your opponent's card (either by battle or by card effect), Special Summon it from your Graveyard to your side of the field during your next Standby Phase. Netnavi Laserman Lv. 8 Dark 2850/2000 Machine/Effect When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent's Life Points equal to the destroyed monster's original ATK or DEF, whichever is higher. Netnavi Rockman - Guts Soul Lv. 5 Earth 2200/1600 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Gutsman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. When this card destroys a monster and sends it to the Graveyard as a result of battle, the card zone it was occupying cannot be used for the next 3 turns. Once per turn, you can Tribute 1 Token you control to inflict 500 points of damage to your opponent's Life Points. Netnavi Rockman - Fire Soul Lv. 5 Fire 2300/1500 Pyro/Fusion/Effect "Netnavi Rockman" + "Netnavi Fireman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, you can inflict 1000 points of damage to your opponent's Life Points. If you use this effect, this card cannot attack this turn. Netnavi Rockman - Wind Soul Lv. 6 Wind 2300/1700 Winged Beast/Fusion/Effect "Netnavi Rockman" + "Netnavi Windman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. When this card battles a monster, at the end of the Damage Step, you can return the other monster to the bottom of its owner's Deck. Netnavi Rockman - Roll Soul Lv. 4 Light 1900/1500 Spellcaster/Fusion/Effect "Netnavi Rockman" + "Netnavi Roll" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. When this card destroys a monster by battle and sends it to the Graveyard, increase your Life Points by 1000 points. When this card inflicts Battle Damage to your opponent, your opponent randomly discards 1 card from his hand. Netnavi Rockman - Thunder Soul Lv. 6 Light 2300/2000 Thunder/Fusion/Effect "Netnavi Rockman" + "Netnavi Thunderman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, you can select up to 2 monsters your opponent controls. These monsters cannot attack or change their battle position until the end of your next turn, except with a card effect. Netnavi Rockman - Search Soul Lv. 5 Earth 2100/1500 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Searchman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, you can shuffle any number of cards from your hand into your Deck and draw the same amount. When this card attacks a face-down Defense Position monster, destroy it with this card's effect without flipping it face-up. Netnavi Rockman - Aqua Soul Lv. 4 Water 1800/1600 Aqua/Fusion/Effect "Netnavi Rockman" + "Netnavi Aquaman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. All Aqua-Type monsters you control gain 600 ATK and DEF. When this card destroys a monster and sends it to the Graveyard by battle, destroy 1 Spell or Trap card on the field. Netnavi Rockman - Number Soul Lv. 4 Earth 1600/1600 Machine/Fusion/Effect "Netnavi Rockman" + "Netnavi Numberman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. During your Draw Phase, draw an extra card. When this card attacks, roll a six-sided die. Increase its ATK by the result of the die roll x 100 until the end of the Damage Step. Netnavi Rockman - Metal Soul Lv. 6 Earth 2600/1500 Machine/Fusion/Effect "Netnavi Rockman" + "Netnavi Metalman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. During battle between an attacking "Netnavi" monster you control and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent. Netnavi Rockman - Wood Soul Lv. 5 Earth 1800/2600 Plant/Fusion/Effect "Netnavi Rockman" + "Netnavi Woodman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. During your Standby Phase, increase your Life points by 1000 points. Netnavi Rockman - Junk Soul Lv. 5 Earth 2200/2000 Machine/Fusion/Effect "Netnavi Rockman" + "Netnavi Junkman" This card cannot be Special Summoned except by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, you can select and activate one of the following effects: *Shuffle 2 "Battlechip" cards from your Graveyard into your Deck, and then draw 1 card. *Tribute all Tokens on the field to inflict 500 points of damage to your opponent's Life Points per Token Tributed. Netnavi Rockman - Blues Soul Lv. 4 Wind 2000/1500 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Blues" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, if this card destroyed your opponent's monster by battle, it can attack once again in a row. At the start of your Battle Phase, you can discard a card. If you do so, this card can attack your opponent directly this turn.[/spoiler] [spoiler=Spells]Battlechip Vulcan Normal Spell Select a "Netnavi" monster you control. Until the End Phase, the selected gains 500 ATK, and can attack twice during this turn's Battle Phase. Battlechip Ryuuseigun Normal Spell Activate only during your Main Phase 1. Inflict 400 points of damage to your opponent's Life Points for each vacant card zone on his side of the field. Skip your Battle Phase this turn. Battlechip Wide Shot Normal Spell Select a "Netnavi" monster you control. Until the End Phase, the selected monster gains 600 ATK, and when the selected monster destroys a monster by battle and sends it to the Graveyard, return 2 cards on the field in card zones adjacent to the destroyed monster to their owners' hands. Battlechip Roll Arrow Normal Spell Select a "Netnavi" monster you control. Until the End Phase, it gains 300 ATK, and when the selected monster inflicts Battle Damage to your opponent's Life Points, your opponent randomly discards one card from his hand. Battlechip Number Ball Normal Spell Inflict damage to your opponent equal to the last 3 digits of your current Life Point count x 2. Battlechip Full Custom Normal Spell -Reprint- Battlechip Red Sun Meteor Normal Spell Activate only during the start of your Main Phase 1. Inflict 3000 points of damage to your opponent. Then, destroy up to 3 cards on the field. After activation, it is now the End Phase of this turn. Battlechip Blue Moon Ray Normal Spell Activate only during the start of your Main Phase 1. Inflict 2000 points of damage to your opponent. Then, randomly discard 2 cards from your opponent's hand. After activation, it is now the End Phase of this turn. Dark Chip Quick-Play This card is treated as a "Battlechip" card while it is in your hand, Deck or Graveyard. Select a "Netnavi" monster you control. Double its original ATK and DEF. At the end of the turn, destroy it, and your maximum hand size is reduced by 1 until the end of the Duel (min. 1). During your Draw Phase, instead of conducting your normal draw, you can discard 1 card from your hand to return this card to your hand from your Graveyard. Battlechip Fuujin Racket Equip Spell Equip only to a "Netnavi" monster. It gains 500 ATK. When the equipped monster attacks, change the battle positions of all monsters your opponent controls. Battlechip Muramasa Equip Spell -Reprint-[/spoiler] [spoiler=Traps]Battlechip Anti-Fire Normal Trap Activate when your opponent's FIRE or Pyro-Type monster declares an attack. Destroy all monsters your opponent controls. Battlechip Anti-Water Normal Trap Activate when your opponent's WATER or Aqua-Type monster declares an attack. Destroy all monsters your opponent controls. Battlechip Anti-Elec Normal Trap Activate when your opponent's Thunder-Type monster declares an attack. Destroy all monsters your opponent controls. Battlechip Anti-Wood Activate when your opponent's Plant-Type monster declares an attack. Destroy all monsters your opponent controls. Battlechip Voodoo Doll Normal Trap Activate when you receive Battle Damage during the Damage Step. Inflict the same amount of damage to your opponent. Battlechip Copy Damage Normal Trap Select 1 face-up monster your opponent controls. During your next attack, if another of your opponent's monsters is attacked, and the selected monster's ATK (if in Attack Position) or DEF (if in Defense Position) is lower than the ATK of the attacking monster, destroy the selected monster. Battlechip Bug Bomb Normal Trap Activate during your opponent's Standby Phase. Roll a six-sided die twice. Apply the following effect for each result: 1: Your opponent randomly discards 1 card from his hand. 2: Send the top 2 cards from the top of your opponent's deck to the Graveyard. 3: Your opponent cannot declare an attack this turn. 4: Your opponent cannot activate Spell cards this turn. 5: Your opponent cannot Set Spell or Trap cards this turn. 6: Your opponent cannot Special Summon monsters this turn. Battlechip Discord Continuous Trap After activation, Special Summon this card in Defense Position; it is treated as an Effect Monster Card (Machine-Type/EARTH/LV 2/ATK 0/DEF 1000). During your opponent's End Phase, change the Battle Position of all monsters your opponent controls. (This card is also still treated as a Trap Card.) Battlechip Silence Continuous Trap After activation, Special Summon this card in Defense Position; it is treated as an Effect Monster Card (Machine-Type/EARTH/LV 2/ATK 0/DEF 1000). You select the attack targets of your opponent's monsters. (This card is also still treated as a Trap Card.) Battlechip Steal Revenge Counter Trap Activate when your opponent takes control of one of your monsters. Return control of all monsters to their original owners, then inflict 1000 points of damage to your opponent's Life Points.[/spoiler] [spoiler=Secret Cards]Duo Lv 12 4000/4000 Light Machine/Effect This card cannot be Special Summoned. This card can only be Normal Summoned or Set by Tributing 3 monsters you control. This card cannot be targeted and is unaffected by the effects of other Monsters, Spells, and Traps. When this card attacks, negate the effects of all other Effect monsters on the field until the end of the Damage Step. Once per turn, you can destroy a face-up monster on your opponent's side of the field with the highest DEF. Solar Boy Django Lv 4 1700/1600 Light Warrior/Effect When this card battles a Fiend-Type or Zombie-Type monster, destroy the other monster and remove it from play at the end of the Damage Step. Gun del Sol EX Equip Spell Equip only to a "Netnavi" monster or "Solar Boy Django". The equipped monster gains 1000 ATK, and when it battles a DARK monster, that monster is removed from play at the End of the Damage Step.[/spoiler] Link to comment
Trebuchet MS Posted November 10, 2010 Author Report Share Posted November 10, 2010 Some changes to some cards: All Souls have been reworded to a clearer variation of the Contact Fusion mechanic. Junkman now cannot attack when he Poltergeists. Metal Soul now grants Trample to all Netnavis you control. Junk Soul's effect collapsed into a "once per turn, choose an effect" type. Dark Chip now reduces your maximum hand size permanently in addition to selfdestructing your Navi. Steal Revenge is now a Counter Trap. Link to comment
Zeppeli Gyro Supreme Posted November 10, 2010 Report Share Posted November 10, 2010 Knight121198, you probably shouldn't quote giant posts like that. It makes the page way too big. Gadjitron, you should put the cards in spoilers. If you don't know how, you simply type "[/spoiler="your title here"]" (without the "/") at the start of the text, then "[/spoiler]" at the end of the text. This will help cut down on the page size as well. The cards look pretty interesting, though I can't say much about the reasoning behind their effects. Some, such as "Netnavi Blues" are extremely overpowered. A 1900 ATK monster with even the secondary effect would be much, but along with the first effect, it's just plain overboard. I might overlook this if it were a level 5 or 6 monster. Just remember that Level isn't only based on the ATK and DEF of a card. Link to comment
Trebuchet MS Posted November 12, 2010 Author Report Share Posted November 12, 2010 Thanks for the comment, I'll take a look and see what I can do. Link to comment
Trebuchet MS Posted November 13, 2010 Author Report Share Posted November 13, 2010 Blues' temporary indestructability while in Defense Position is removed. Desertman's now prevents non-Tokens from attacking the turn they're Summoned. In addition to this, his Tokens cannot be Tributed, and they disappear when he leaves the field. Will need some help with the Anti-(Element) cards of the BN4 set. Anyone have better suggestions about them? Link to comment
Trebuchet MS Posted November 17, 2010 Author Report Share Posted November 17, 2010 Now, moving on to the BN5 set. [spoiler=Monsters]Netnavi Blizzardman Lv. 3 Water 1600/2000 Aqua Although he is the lowest-ranked member of the Darkloids, Blizzardman is not to be underestimated. His snowballs consume all objects in their path. Netnavi Swallowman Lv. 6 Wind 2450/1000 Winged Beast An autonomous Navi, Swallowman's speed makes him hard to track, and even harder to catch. Netvirus Canoguard Lv. 3 Earth 1400/1000 Machine/Effect You can Tribute one "Netvirus" card you control other than "Netvirus Canoguard" to inflict 500 points of damage to your opponent. When this card is in Defense Position, once per turn, this card cannot be destroyed by battle (Damage Calculation is still applied). Netvirus Champy Lv. 3 Fire 1300/1000 Pyro/Effect When this card attacks, increase its ATK by 500 during Damage Calculation only. Netvirus Tin Hawk Lv. 5 Wind 2000/1000 Winged Beast/Effect You can Special Summon this card from your hand if your opponent controls a monster(s) and you don't; if you do, return this card to your hand during the End Phase. Netvirus Big Brute Lv. 5 Fire 2400/500 Beast/Effect When this card destroys a monster and sends it to the Graveyard as a result of battle, inflict 500 points of damage to your opponent. Netnavi Rockman -Reprint- Netnavi Colonel Lv.6 Light 2400/2000 Warrior/ Effect Once per turn, you can Special Summon one "Colonel Army Token" (Warrior-Type/Light/LV 4/ATK 1600/DEF 0) to your side of the field. This card is not destroyed by battle if it battles a monster with equal ATK. Whenever another face-up monster you control is selected as an attack target, you can change the target to this card. Netnavi Knightman -Reprint- Netnavi Shadowman -Reprint- Netnavi Tomahawkman Lv. 4 Earth 1800/700 Warrior/Effect This card cannot be destroyed by the effects of your opponent's Spell or Trap cards. Netnavi Numberman -Reprint- Netnavi Toadman -Reprint- Netnavi Blues -Reprint- Netnavi Magnetman -Reprint- Netnavi Gyroman Lv. 4 Wind 1600/1600 Machine/Effect *While in Attack Position: This card can attack your opponent directly. If it does, halve the Battle Damage dealt. *While in Defense Position: Your opponent cannot select this card as an attack target. Netnavi Napalmman -Reprint- Netnavi Searchman -Reprint- Netnavi Medi Lv. 4 Light 1700/1600 Spellcaster/Effect Once per turn, you can select and activate one of the following effects: *Gain Life Points equal to the number of "Netnavi" monsters you control x 300. *Target monster opponent controls cannot attack or change its battle position until the start of your next turn. Netnavi Cloudman Lv.5 Light 2300/0 Aqua/ Effect This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. When this card is Normal Summoned, place 1 counter on it for each "Netnavi" monster on the field. You can remove 1 counter from this card to change the battle position of 1 monster your opponent controls. That monster cannot change its battle position or attack until the end of your opponent's next turn, except by a card effect. Netnavi Footman Lv. 4 Earth 1700/1900 Warrior/Effect You can Special Summon this card from your hand if you control another "Netnavi Footman". If you do, this card cannot attack this turn. Netnavi Cosmoman Lv. 7 Dark 2650/2400 Psychic/Effect Once per turn, during your Main Phase 1, you can pay 800 Life Points to remove another monster you control from play and inflict damage to your opponent's Life Points equal to half of either its original ATK or DEF. If you use this effect, skip your Battle Phase. Netnavi Dark Rockman Lv. 4 Dark 2400/2000 Warrior/Effect This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand or Deck when a "Netnavi Rockman" is destroyed by the effect of "Dark Chip". During your Standby Phase, place one Charge Counter (max. 1) on this card. When this card attacks or is attacked, you can remove one Charge Counter from this card to have this card gain 500 ATK during damage calculation only. Once per turn, during the Battle Phase, you can remove from play a "Battlechip" Normal Spell Card in your Graveyard to activate its effect. Nebula Grey Lv. 10 Dark 4000/4000 Fiend/Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 5 DARK monsters with different names from your Graveyard. When this card destroys a monster by battle and sends it to the Graveyard, you can Special Summon it to your side of the field in Defense Position. Monsters Special Summoned by this card's effect have their effect(s) negated and cannot activate their effects. Netnavi Rockman - Knight Soul Lv. 6 Earth 2200/2500 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Knightman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. 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 attacks, your opponent cannot activate Spell or Trap cards until the end of the Damage Step. Netnavi Rockman - Shadow Soul Lv. 6 Dark 2100/1400 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Shadowman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. When this card is selected as an attack target, you can change it from Attack Position to Defense Position to negate the attack and deal 500 points of damage to your opponent's Life Points. This card can attack your opponent directly; if it does so, halve the Battle Damage dealt. Netnavi Rockman - Tomahawk Soul Lv. 5 Earth 2200/1700 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Tomahawkman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Negate the effects of your opponent's Spell or Trap cards that target this card and destroy them. Netnavi Rockman - Number Soul -Reprint- Netnavi Rockman - Toad Soul Lv. 4 Water 1800/1500 Aqua/Fusion/Effect "Netnavi Rockman" + "Netnavi Toadman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. While this card is in Defense Position, your opponent cannot select it as an attack target. When this card attacks an opponent's monster, you can change it to Defense Position. Any monster that battles with this card cannot attack for the next 2 turns. Netnavi Rockman - Colonel Soul Lv. 6 Light 2400/2000 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Colonel" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, you can Tribute all Tokens you control to Special Summon a number of "Colonel Army Tokens" (Warrior-Type/Light/LV 4/ATK 1600/DEF 0) equal to the number of Tokens Tributed this way. Netnavi Rockman - Magnet Soul Lv. 5 Light 2200/2200 Thunder/Fusion/Effect "Netnavi Rockman" + "Netnavi Magnetman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. You select the targets of your opponent's attacks. Once per turn, you can negate one of your opponent's attacks. Netnavi Rockman - Gyro Soul Lv. 4 Wind 1800/1600 Machine/Fusion/Effect "Netnavi Rockman" + "Netnavi Gyroman" This card cannot be Special Summoned except by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, you can discard up to 3 cards to return an equal number of cards on the field to the hand. Netnavi Rockman - Napalm Soul Lv. 6 Fire 2400/1000 Machine/Fusion/Effect "Netnavi Rockman" + "Netnavi Napalmman" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. Once per turn, you can discard 1 card to destroy up to 2 cards on the field. If you do so, this card cannot attack this turn. Netnavi Rockman - Search Soul -Reprint- Netnavi Rockman - Medi Soul Lv. 4 Light 1700/1600 Spellcaster/Fusion/Effect "Netnavi Rockman" + "Netnavi Medi" This card can only be Special Summoned from your Extra Deck by returning the above Fusion Material monsters from your hand or side of the field to your Deck. When this card inflicts Battle Damage to your opponent, select and activate one of the following effects: *Your opponent discards one card at random from his hand. *Your opponent cannot declare an attack during his next turn. Netnavi Rockman - Blues Soul -Reprint-[/spoiler] [spoiler=Spells]Battlechip Aqua Whirl Normal Spell Activate while you control a "Netnavi" monster. Return 1 face-up card to its owner's hand. Battlechip Drill Arm Normal Spell Select a "Netnavi" monster you control. Until the End Phase, the selected monster gains 500 ATK, and during battle between the attacking selected monster and a monster whose DEF is lower than the selected monster's ATK, inflict the difference as Battle Damage to your opponent. Battlechip Buster Up Normal Spell Select a "Netnavi" monster you control. While the selected monster remains face-up on the field, it gains 200 ATK. If the monster is "Netnavi Rockman" or "Netnavi Dark Rockman", the maximum number of Charge Counters that can be placed on the card is increased by 1 as long as it remains face-up on the field. Battlechip Cross Divide Normal Spell Activate while you control a "Netnavi Colonel". Destroy 1 monster and 2 Spell or Trap cards on the field. All "Netnavi Colonel" you control cannot attack this turn. Battlechip Delta Ray Edge Normal Spell Activate while you control a "Netnavi Blues". Destroy a card on the field, then toss 2 coins. For every Heads result you get per coin, destroy another card on the field. All "Netnavi Blues" you control cannot attack this turn. Program Advance Mugen Vulcan Quick-Play Activate by sending 3 "Battlechip Vulcan" from your hand or side of the field to your Graveyard. Select a "Netnavi" monster you control. Until the End Phase, it gains 1000 ATK, and can attack up to 3 times this turn. Dark Chip -Reprint- Battlechip Double Point Continuous Spell While this card is face-up on the field, you cannot use one of your Spell or Trap card zones. Increase the ATK and DEF of all monsters you control by 600 points. Battlechip Anubis Continuous Spell All monsters on the field lose 100 ATK and DEF. During each Standby Phase, increase this increment by 100 points, and inflict 100 points of damage to both players. Battlechip Samurai Sword Equip Spell Equip only to a "Netnavi" monster. It gains 300 ATK. Once per turn, if the equipped monster destroyed your opponent's monster by battle, it can attack once again in a row. Battlechip Wide Blade Equip Spell Equip only to a "Netnavi" monster. It gains 1000 ATK. If the equipped monster destroys a monster by battle, you can destroy another face-up monster your opponent controls with an ATK less than the destroyed monster. This card's name is also treated as "Battlechip Wide Sword" while face-up on the field. Battlechip Long Blade Equip Spell Equip only to a "Netnavi" monster. It gains 1000 ATK. If the equipped monster destroys a monster by battle, you can destroy a Spell or Trap card in the same column as the destroyed monster. This card's name is also treated as "Battlechip Long Sword" while face-up on the field. Battlechip Super Vulcan Equip Spell Equip only to a "Netnavi" monster. It gains 700 ATK, and can attack twice during the Battle Phase. Battlechip Z Saber Equip Spell Equip only to a "Netnavi" monster. It gains 600 ATK, is also treated as a Warrior-Type monster, and can attack up to 3 monsters your opponent controls.[/spoiler] [spoiler=Traps]Battlechip Blind Normal Trap Turn all face-up cards face-down. No cards can be flipped face-up this turn, except with a card effect. Battlechip Anti-Sword Normal Trap Activate when your opponent declares an attack with a monster equipped with an Equip Spell card. Destroy all of your opponent's Attack Position monsters. Battlechip Bug Charge Normal Trap Activate when your opponent's card effect causes you to discard cards. Inflict 1000 points of damage to your opponent's Life Points per card discarded. Battlechip Bug Curse Normal Trap Activate when your opponent's card effect causes you to discard cards. Send a number of cards on your opponent's side of the field to the Graveyard (your opponent's choice) equal to the number of cards you discarded. Twin Leaders Raid Normal Trap Activate while you control a "Netnavi Colonel" and "Netnavi Blues". Select up to 3 cards your opponent controls. Amongst these cards, your opponent selects any number of cards. The cards selected by your opponent are destroyed, and the remaining cards are returned to the hand. Chaos Unison Normal Trap Discard 1 "Dark Chip" and return 1 "Netnavi Rockman" you control to your Deck. Special Summon a monster from your Extra Deck with "Netnavi Rockman" and "Soul" in its name, ignoring the summoning conditions. The Summoned monster gains 1000 ATK and DEF, and cannot be destroyed by battle or card effects. When the Summoned monster attacks, toss a coin. If it is Tails, give control of it to your opponent. During the 2nd End Phase after this card's activation, return the Summoned monster to its owner's Extra Deck. Battlechip Life Synchro Continuous Trap Select a monster your opponent controls. The ATK and DEF of all other monsters your opponent controls become equal to the selected monster. Monsters Summoned after this card's activation are exempt from this effect. When the selected monster leaves the field, destroy this card. Materialize Virus Continuous Trap Special Summon a Level 4 or lower "Netvirus" monster from your Graveyard in Attack Position. It has its effects negated. When the Summoned monster attacks another monster, increase its ATK by 1000 during Damage Calculation only. When this card is removed from the field, destroy the Summoned monster. When the Summoned monster is destroyed, destroy this card. Battlechip Bad Medicine Counter Trap Negate the activation of an effect that increases your opponent's Life Points, and deal damage to your opponent equal to the amount of Life Points which would be increased.[/spoiler] [spoiler=Secret Cards]Forte Cross Rockman (Silver) Lv. 8 Dark 2800/2400 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Forte" This card cannot be Special Summoned except by Fusion Summon. When this card destroys an opponent's monster by battle and sends it to the Graveyard, inflict damage to your opponent's Life Points equal to either the destroyed monster's original ATK or DEF, whichever is higher. Forte Cross Rockman (Gold) Lv. 8 Dark 2500/2500 Warrior/Fusion/Effect "Netnavi Rockman" + "Netnavi Forte" This card cannot be Special Summoned except by Fusion Summon. This card can attack all monsters your opponent controls once each. When this card attacks, your opponent cannot activate Spell or Trap cards until the end of the Damage Step. Sol Cross Rockman Lv 8 Light 2600/2600 Warrior/Fusion/Effect "Netnavi Rockman" + "Solar Boy Django" This card cannot be Special Summoned except by Fusion Summon. When this card battles a DARK monster, destroy the other monster with this card's effect without applying damage calculation. At the end of the Battle Phase where this card has attacked, increase your Life Points by 800 points.[/spoiler] Link to comment
Trebuchet MS Posted November 28, 2010 Author Report Share Posted November 28, 2010 It's the final Battle Network set! Battle Network 6 [spoiler=Monsters]Netvirus Nightmare Lv 5 Dark 2200/0 Fiend/Effect This card cannot be selected as an attack target except by Warrior-Type monsters. Netvirus Dark Mecha Lv 6 Dark 2300/1700 Machine/Effect Once per turn, you can change the Battle Position of one of your opponent's face-up monsters to face-up Defense Position. 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. Netvirus Scarecrow Lv 4 Light 1000/1000 Thunder/Effect When your opponent declares an attack, you can change this card from Attack Position to Defense Position to negate the attack. Whenever you would take Battle Damage from a battle involving a Thunder-Type monster, reduce the damage to 0, and increase your Life Points by an amount equal to the damage taken. Netnavi Rockman -Reprint- Netnavi Blues -Reprint- Netnavi Colonel -Reprint- Netnavi Aquaman -Reprint- Netnavi Tomahawkman -Reprint- Netnavi Tenguman Lv. 4 Wind 1600/1000 Winged Beast/Effect This card can attack your opponent directly. If it does, halve any Battle Damage dealt. When this card is destroyed as a result of battle and sent to the Graveyard, return the monster that destroyed it to the top of its owner's Deck. Netnavi Groundman Lv. 6 Earth 2200/1500 Machine/Effect While this card is in Defense Position, this card cannot be selected as an attack target. When this card attacks a Defense Position monster, destroy the monster with this card's effect without applying Damage Calculation. Netnavi Dustman Lv. 4 Earth 1200/1600 Once per turn, you can select and activate one of the following effects: *Send 1 face-up Spell or Trap card to the Graveyard. Inflict 800 damage to your opponent's Life Points. *Return any number of cards in your hand to the bottom of your Deck. Then, draw the same number of cards from your Deck. Netnavi Heatman -Reprint- Netnavi Elecman -Reprint- Netnavi Slashman Lv. 4 Earth 1500/1400 Warrior/Effect When this card inflicts Battle Damage to your opponent, your opponent discards 1 card at random from his hand. Netnavi Killerman Lv. 5 Dark 2200/1000 Fiend/Effect While this card is face-up on the field, all your opponent's monsters lose 400 ATK and DEF. When this card battles a Level 4 monster, destroy it with this card's effect without applying damage calculation. Netnavi Chargeman Lv. 4 Fire 1500/1000 Machine/Effect Once per turn, you can Special Summon 1 "Carriage Token" (Machine-Type/FIRE/LV2/ATK 500/DEF 1000) onto your side of the field in Defense Position. This card gains 500 ATK for each "Carriage Token" you control. 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. Netnavi Blastman Fire Lv. 4 2000/500 Pyro/Effect When this card is Summoned, discard 1 card from your hand. If it is a Monster card, inflict damage to your opponent's Life Points equal to the discarded monster's Level x 100. Netnavi Diveman Water Lv. 4 1200/2100 Machine/Effect Once per turn, you can flip this card into face-down Defense Position. This card can attack your opponent directly. If it does so, halve any Battle Damage dealt. Netnavi Circusman Dark Lv. 3 300/2200 Spellcaster/Effect When this card inflicts Battle Damage to your opponent's Life Points, select and activate one of the following effects: *Reduce the original ATK of one of your opponent's monsters to 0. *Reduce the Level of one monster to 1. Netnavi Judgeman Light Lv. 6 2200/1500 Warrior/Effect Chains consisting of 2 or more Links cannot be formed. Netnavi Elementman Dark Lv. 5 1800/1800 Psychic/Effect Once per turn, you can change the Attribute of this card. When this card battles a monster of the same Attribute, it gains 800 ATK and DEF. Cyber Beast Greiga Lv. 10 Dark 4000/2500 Beast/Effect This card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning 2 or more Beast-Type monsters in your Graveyard to the bottom of your Deck with a total Level of 10. When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent's Life Points equal to that monster's original ATK. Once per turn, you can destroy 1 face-up Level 6 or lower monster your opponent controls. When this card leaves the field, destroy all cards you control. Cyber Beast Falzer Lv. 10 Fire 3200/3200 Beast/Effect This card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning 2 or more Winged Beast-Type monsters in your Graveyard to the bottom of your Deck with a total Level of 10. This card can attack twice during the Battle Phase. Once per turn, you can discard 1 card to return up to 2 cards your opponent controls to the hand. When this card leaves the field, destroy all cards you control. Netnavi Trill Lv. 2 Light 200/200 Spellcaster/Tuner This card can only be used as Synchro Material for a "Beast Out" Synchro monster. During your opponent's Main Phase, you can Synchro Summon using this face-up card you control as a Synchro Material Monster. Falzer Beast Out Lv. 6 Wind 2400/2100 Winged Beast/Synchro/Effect "Netnavi Trill" + 1 or more non-Tuner "Netnavi" monster(s) When this card is Synchro Summoned, place 3 counters on this card. Once per turn, you can remove 1 counter from this card and have it gain one of the following effects until the End Phase: *This card can attack twice during the Battle Phase. *Once per turn, you can discard 1 card to return up to 2 cards your opponent controls to their owners' hands. Greiga Beast Out Lv. 6 Earth 2500/2000 Beast/Synchro/Effect "Netnavi Trill" + 1 or more non-Tuner "Netnavi" monster(s) When this card is Synchro Summoned, place 3 counters on this card. Once per turn, you can remove 1 counter from this card and have it gain one of the following effects until the End Phase: *When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent's Life Points equal to that monster's original ATK. *Once per turn, you can destroy 1 face-up Level 6 or lower monster your opponent controls.[/spoiler] [spoiler=Spells]Battlechip Air Wheel Normal Spell Activate while you control a "Netnavi" monster. Return 1 monster on the field to the top of its owner's Deck. Battlechip Static Normal Spell Select a "Netnavi" monster you control. Until the End Phase, the selected monster gains 400 ATK, and when the selected monster attacks, you can discard a number of cards to return the same number of cards on the field to the hand. Battlechip Air Hockey Normal Spell Select a "Netnavi" monster you control. Destroy up to 2 face-up monsters your opponent controls whose DEF is lower than the selected monster's original ATK. The selected monster cannot attack this turn. Battlechip Number Ball Normal Spell -Reprint- Cross System Normal Spell Select 1 "Netnavi Rockman" or 1 "Beast Out" Synchro monster you control. Equip 1 "Netnavi" monster in your Graveyard to the selected monster. Increase the ATK of the selected monster by the Level of the equipped monster x 100. The selected monster gains the equipped monster's effects, and is also treated as the equipped monster's Type. Plug in! Quick play -Reprint- Program Advance Double Hero Quick Play Activate by sending 1 each of "Battlechip Custom Sword", "Battlechip Variable Sword", and "Battlechip Iai Form" from your hand or side of the field to the Graveyard while you control a "Netnavi Rockman" or "Netnavi Blues". Destroy all cards your opponent controls. Program Advance Darkness Messiah Quick Play Activate by sending 1 each of "Battlechip Bug Charge", "Battlechip Bug Curse", and "Dark Chip" from your hand or side of the field to the Graveyard. Special Summon one "Netnavi Forte" from your Graveyard. Then, destroy all monsters your opponent controls OR all Spell and Trap cards your opponent controls. Program Advance Sun and Moon Quick Play Activate by sending 1 each of "Battlechip Ryuuseigun", "Battlechip Red Sun Meteor", "Battlechip Uninstall", and "Battlechip Blue Moon Ray" from your hand or side of the field to the Graveyard. Inflict 3000 points of damage to your opponent's Life Points. Your opponent then selects 2 cards at random in his hand and removes them from play. Program Advance Twin Leaders Quick Play Activate by sending 1 each of "Battlechip Delta Ray Edge", "Battlechip Cross Divide", and "Battlechip Navi Scout" from your hand or side of the field to the Graveyard. Destroy 2 monsters and 2 Spell or Trap cards on the field. Then, toss 2 coins. For each Heads result you get, your opponent discards 1 card at random from his hand. Copyroid Continuous Spell Once per turn, you can Special Summon one "Netnavi" monster from your Deck. If you use this effect, you cannot Normal Summon or Set this turn. If this card leaves the field, destroy all monsters Summoned by this card's effect. Battlechip Paladin Sword Equip Spell Equip only to a "Netnavi" monster. It gains 1000 ATK, and is also treated as a Warrior-Type monster. During battle, when the equipped monster attacks a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. Battlechip Gun Del Sol Equip Spell Equip only to a "Netnavi" monster, or "Solar Boy Django". It gains 300 ATK. When the equipped monster battles a DARK monster, it gains 1500 ATK during Damage Calculation only. Battlechip Sand Stage Field Spell Monsters, except Rock-Type monsters, cannot attack the turn they are Summoned, or the turn they have been changed from Defense Position to Attack Position. Battlechip Sanctuary Field Spell When a "Netnavi" or "Netvirus" monster battles, halve the Battle Damage dealt to the controller of this card.[/spoiler] [spoiler=Traps]Battlechip Energy Bomb Normal Trap Activate while you control a "Netnavi" monster. Select a face-up monster your opponent controls. Reduce its ATK and DEF by 200 x its Level until the End Phase. Battlechip Snake Normal Trap Inflict 200 points of damage to your opponent's Life Points for each vacant Card Zone you control. Battlechip Uninstall Normal Trap Activate at the end of the Damage Step when a "Netnavi" monster you control inflicts Battle Damage to your opponent. Roll a six-sided die, and apply one of the following effects depending on the result of the die roll: 1 or 6: Your opponent discards 1 card at random from his hand. 2 or 5: Your opponent removes the top 2 cards of his Deck from play. 3 or 4: Destroy 1 card your opponent controls. Beast Factor Normal Trap Activate when a "Netnavi" monster you control is selected as an attack target. That monster is not destroyed by this battle. After damage calculation, equip this card to the attack target. The equipped monster gains 800 ATK and DEF, and must attack each turn if able. If the equipped monster is "Netnavi Rockman", you can send this card and the equipped monster to the Graveyard to Special Summon one "Beast Out" Synchro Monster from your Extra Deck, ignoring the Summoning conditions. Beast Over Normal Trap Select 1 "Beast Out" Synchro Monster you control that has no counters on it. Double its original ATK and DEF until the End Phase. At the end of the turn, destroy the selected monster and halve your Life Points. Battlechip Bubble Wrap Continuous Trap Activate while you control a "Netnavi" monster. Once per turn, when you would take damage for the first time that turn, reduce that damage to 0. Destroy this card if you control no "Netnavi" monsters. Saito Batch Continous Trap Pay half your Life Points and select a "Netnavi Rockman" you control. Double the selected monster's ATK and DEF. During battle, when the selected monster attacks a Defense Position monster whose DEF is lower than the selected monster's ATK, inflict the difference as Battle Damage to your opponent. When the selected monster attacks, your opponent cannot activate any Spell or Trap cards until the end of the Damage Step. When the selected monster leaves the field, destroy this card. Navi Reconstruction Continuous Trap -Reprint- Battlechip Element Trap Counter Trap Activate when your opponent declares an attack. Negate the attack. Then, depending on the Attribute of the attacking monster, apply the following effect: FIRE: Inflict 1000 points of damage to your opponent's Life Points. WATER: Destroy 1 Spell or Trap card your opponent controls. WIND: Return the attacking monster to its owner's hand. EARTH: Reduce the ATK of the attacking monster to 0. LIGHT: Draw a card. DARK: Discard 1 card from your opponent's hand at random.[/spoiler] [spoiler=Secret Cards]Solar Boy Django -Reprint- The Count of Groundsoaking Blood Lv 6 2400/2000 Dark Zombie/Effect When this card inflicts Battle Damage to your opponent, increase your Life Points by an amount equal to the damage dealt. Super Cyber Beast Grezar Lv 12 5000/5000 Dark Beast/Fusion/Effect "Cyber Beast Greiga" + "Cyber Beast Falzer" This card cannot be Special Summoned except by Fusion Summon using the above Fusion Material Monsters. This card can attack all monsters your opponent controls once each. When this card leaves the field, send all cards on the field to the Graveyard.[/spoiler] Link to comment
Trebuchet MS Posted December 3, 2010 Author Report Share Posted December 3, 2010 ...Bump. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.