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The YCM Christmas/Winter Party! Awards Ceremony is 1/3 done!


<}Alpha Frogodile{>

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Alright, I finally finished my cards.

With each card I have included a brief description and debriefing of the card and its uses.

I hope they were worth the wait:

 

[spoiler=Celestial Burst Citadel]

 

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Lore:

When this card is activated, you can add up to 2 "Celestial" Spell or Trap Cards from your Deck to your hand. "Celestial" Continuous Spell or Trap Cards cannot be destroyed. Once per turn, when either player declares an attack, place a Celestial Transport Counter on this card. During each of your Standby Phases, you can remove up Celestial Transport Counter from this card to place an equal number of corresponding Counters on a "Celestial" card you control. When this card would be destroyed, you can remove from play 2 Celestial Transport Counters instead.

 

[spoiler=Description/Debriefing]

 

"Celestial" cards rely on their individual Counters in order to activate their effects properly and/or effectively. First of all, most "Celestial" cards that utilize the need for Counters are either Continuous Spell Cards or Continuous Trap Cards. What this Field Spell does is that it acts as a "Transportation System" for those Counters. What the card means by "corresponding Counters" is any Counter that would fit a card. Therefore, by removing Counters on this card, you can place extra Counters on other "Celestial" cards that may need them more.

 

 

 

 

 

[spoiler=Celestial Fortress Generator]

 

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Lore:

When you activate a Counter Trap Card, place a Celestial Barrier Counter (max. 2) and a Celestial Reflector Counter (max. 2) on this card. When your opponent declares an attack, you can remove a Celestial Barrier Counter from this card to negate the attack. When you take damage from an opponent's card effect, you can remove a Celestial Reflector Counter from this card to negate the damage. You can remove 2 Celestial Barrier Counters or 2 Celestial Reflector Counters from this card to Special Summon a "Recovery Reflector" Token to your side of the field in face-up Defense Position (Fairy-Type/LIGHT/Effect/Level 3/ATK 0/DEF 600) with the following effect:

When this card is Summoned, end the Battle Phase and destroy 1 card your opponent controls. Activate one of the following effects depending on what type of card was destroyed this way:

You take no Battle Damage involving this card. When this card is removed from the field, gain Life Points equal to the total number of Celestial Barrier Counters and Celestial Reflector Counters on this card x800.

 

[spoiler=Description/Debriefing]

 

I think what this card does is pretty self-explanatory. First of all, it goes along with the Counter Trap theme that the Synthetic Angels, and more specifically the Counter Fairies utilize. If you examine the image on the card, it portrays a metallic-looking, futuristic angel or fairy, which is the Recovery Reflector Token that can be summoned when you have the proper Counters on the card. This card acts as the "impregnable" fortress of the deck. With common cards such as Solemn Judgment or Solemn Warning (along with Celestial Burst Citadel), this card can rack up its Counters quickly and become a wall, whether for attacks or for effect damage. Then, the summoning of the Recovery Reflector Tokens can aid you when you are in a pinch, recovering your Life Points when destroyed. Overall, this acts as the stall/wall/cure staple for "Celestials"

 

 

 

 

 

[spoiler=Celestial Orb Storm]

 

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Lore:

Activate only while you control a "Celestial Fortress Generator". Once per turn, you can discard a card to Tribute a monster you control. If you do, during your opponent's next Standby Phase, remove from play the top card of your opponent's Deck to the Graveyard. Activate one of the following effects depending on the card removed this way:

• Monster: Inflict damage to your opponent equal to the monster's Level x300.

• Spell: You can discard a monster card to inflict damage to your opponent equal to half the original ATK of the discarded monster.

• Trap: Your opponent cannot conduct their Battle Phase this turn.

 

[spoiler=Description/Debriefing]

 

The idea of this card may not be clear at first glance. This card is meant to be combined with the effect of Celestial Fortress Generator. If you use this card's effect to Tribute a Recovery Reflector Token, you will (most likely) be healing yourself and burning your opponent simultaneously. In addition, this card does not require a cost of Counters, making it easier to use. With Celestial Burst Citadel, this along with Celestial Fortress Generator will be a pain for your opponent to get through. This card acts as one of many non-Battle based offensive strategies for "Celestials".

 

 

 

 

 

 

Hope you enjoy them :D

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When this card is activated, all "Christmas" monsters gain 200 ATK and DEF. When you Summon a monster, place 1 "Winter Counter" (max.1). When you placed 2 "Winter Counters", the above effect cannot be activated while this card is in play. You can remove 1 "Winter Counter" to increase the Level of the monster with the removed "Winter Counter" by 1. You can remove 1 "Winter Counter" to change the Type of the monster with the removed "Winter Counter" to any Type.

 

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All Battle Damage done to your Life Points is reduced to 0 while this card is face-up on field. This card's owner must discard a Level 5 or higher monster from his or her hand, field or Deck. If they cannot, destroy this card.

 

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This card can only be activated when "Winter Mountains" is in play. Once per turn, you can remove a monster from play from your hand, field or Graveyard to inflict damage to your opponent's Life Points equal to the removed monster's Level x100

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I was gonna.... I'm just so s*** it's not funny.....

And now making cards depends on if my addiction holds out. The less I hang out on YCM, the less cards. Which means 1 card every... what..... 2 months?

Besides, I didn't have to make cards this round. Seriously.

I prefer the role as cheering Bystander.

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