Zeppeli Gyro Supreme Posted January 30, 2008 Report Share Posted January 30, 2008 Here are some cards I've been working on, which include Elemental Hero fusions meant for Super Fusion and some new types of monsters. I'm planning on making more cards, including Super Fusions are AREN'T Elemental hero-related. Elemental Hero Cyber HeartEarth/Warrior/8/2600/2100“Elemental Hero Wildheart” + “Cyber Dragon”This card cannot be Fusion Summoned except by “Super Fusion”. This card’s Type is also treated as Machine. All face-up monsters on your side of the field with the same Type as this card are unaffected by Trap Cards. Elemental Hero DragonedgeEarth/Warrior/12/4700/4500“Elemental Hero Wildedge” + “Cyber End Dragon”This card cannot be summoned except by Fusion Summon, and only with the above monsters. This card is unaffected by all Spell and Trap Card effects. This card may attack twice in the same Battle Phase. Fog NeosWater/Warrior/10/3500/2500“Elemental Hero Neos” + “Cloudian- Eye of the Typhoon”This card cannot be summoned except by Fusion Summon, and only with the above monsters. This card gains 100 ATK for each Fog Counter on it. Once per turn you may select and activate one of the following effects:- Change the Battle Position of all of your opponent’s face-up monsters.- Move any number of Fog Counters on monsters on the field to this card. Elemental Hero Doom WingFire/Warrior/10/3500/3100“Elemental Hero Flame Wingman” + “Volcanic Doomfire”This card cannot be summoned except by Fusion Summon, and only with the above monsters. Once per turn, select one of the following effects and that effect becomes this monster’s until the End Phase of your opponent’s next turn:- When this card destroys a monster and sends it to the Graveyard, destroy all other monsters your opponent controls and inflict 600 damage to your opponent for each monster destroyed by this effect.- Once per turn you may change all face-up monsters on your opponent’s side of the field to face-up Attack Position. During your opponent’s Standby Phase, all of your opponent’s monsters in face-up Attack Position declare an attack on this card. Destiny NeosDark/Warrior/12/2900/2500“Elemental Hero Neos” + “Destiny Hero Plasma”This card cannot be summoned except by Fusion Summon, and only with the above monsters. Once per turn, you may select and activate one of the following effects:- Select 1 monster on your opponent’s side of the field and equip it to this monster as an Equip Spell Card. Increase this card’s ATK equal to half the ATK of the equipped monster.- Your opponent cannot draw during their next Draw Phase.- Your opponent cannot conduct their Battle Phase during their next turn. Mecha Base MultiblasterEarth/Warrior/12/4800/4800“Elemental Hero Rampart Blaster” + “Super Vehicroid Stealth Union”This card cannot be summoned except by Fusion Summon, and only with the above monsters. When this card declares an attack on an opponent’s monster, destroy that monster automatically with this card’s effect and inflict damage to your opponent’s Life Points equal to difference between this card’s ATK and the destroyed monster’s DEF. You may then select and activate one of the following effects:- Tribute 1 Machine-Type monster. Destroy all face-up monsters on your opponent’s side of the field with a DEF lower than the tributed monster’s ATK.- Tribute 1 Warrior-Type monster. Destroy all face-up monsters on your opponent’s side of the field with a lower ATK than the tributed monster’s ATK. For those of you who don't know what a Synchro monster is, go here. Blast SynchronFire/Pyro-Tutor/4/1000/1000When this card is Normal Summoned, you may Special Summon 1 level 1 monster in your hand in face-up Attack Position. Blast DragonFire/Pyro-Synchro/5/2000/1000"Blast Synchron" + 1 Non-Tutor monsterDuring each of your End Phases, inflict damage to your opponent's Life Points equal to double the combined ATK of all face-up level 1 monsters on your side of the field. Gravity SynchronDark/Fiend-Tutor/2/400/800When this card is Normal Summoned, you may Special Summon 2 level 3 monsters in your graveyard in face-up Defense Position. Those monsters' effects are negated. Gravity DemonDark/Fiend-Synchro/7/2400/800"Slumber Synchron" + 2 Non-Tutor monstersIncrease the DEF of all defense position monsters on your side of the field by this card's DEF, and increase the ATK of this by 200 for each monster affected by this effect. Link to comment
Zeppeli Gyro Supreme Posted January 31, 2008 Author Report Share Posted January 31, 2008 Obligatory ChainNormal SpellActivate all face-down Spell or Trap Cards on the field in the order of your choice. If a card’s timing is incorrect then that card is destroyed and you lose 200 Life Points. Mismatched TimingQuick-Play SpellAll of your opponent’s activated Spell and Trap Cards are treated as having paid their activation costs and met the timing until the End Phase of this turn. Destruction of the BloodlineQuick-PlayChoose a monster on the field and destroy all monsters on the field with a card name, Type or Attribute shared with that monster. You cannot conduct your next Battle Phase. Natural SelectionNormal SpellActivate only when you control one or more cards on your side of the field. Flip a coin for every card on the field. If a card’s flip was heads, destroy that card. If the card’s flip was tails, and that card was a face-up monster, that card gains 100 ATK and DEF. EvolutionNormal TrapActivate after the resolution of “Natural Selection”. Destroy all monsters on the field. Then, both players Special Summon monsters to their side of the field from their hand or deck with combined levels lower or up to 2 levels higher than the monsters destroyed on their side of the field. Obligatory PlayNormal SpellSelect a card in your opponent’s hand at random and put it face-up in the proper card zone. If that card is a monster, Special Summon it regardless of conditions. If the card was a Spell or Trap Card and its timing was correct, it is activated. Otherwise the card is sent to the graveyard. Chemical AccidentQuick-PlayDiscard a Spell Card from your hand. Destroy 1 monster on the field. During your second Standby Phase after activating this card, Special Summon the monster destroyed by this card’s effect on your side of the field in face-up attack position with 1000 less ATK and DEF. Underpaid ScientistDark/Spellcaster/2/400/600Once per turn you may tribute a monster on your side of the field to Special Summon 1 Fusion monster from your Fusion deck 3 levels less than the tributed monster. Gene ScientistEarth/Spellcaster/4/1000/1000Once per turn you may discard a level 6 or lower monster from your deck or your hand. This card’s Type becomes the discarded monster’s Type and this card gains half the original ATK of the monster until the End Phase of the turn. Reanimation ScientistLight/Spellcaster/3/500/500Pay 2000 Life Points. Special Summon 1 monster from your Graveyard with 2000 ATK or less. That monster cannot attack or activate its effect as long as you control this monster on your side of the field. Eyeless LycanLight/Beast-Warrior/8/1000/2500While this card is in your deck, its level is treated as 6. This card cannot declare an attack. During each of your End Phases, you may pay 500 Life Points to increase this card’s DEF by 500. Melding SlimeDark/Aqua/12/1000/1000When this card is destroyed as a result of battle, Special Summon 1 “Melding Slime” from your hand or deck in face-up defense positon. Ten-Thousand Eyes DemonDark/Spellcaster/9/500/500“Thousand Eyes Restrict” + “Thousand Eyes Idol” + “Eyeless Lycan”This card cannot be Special Summoned or Fusion Summoned other than by the above monsters or a Spellcaster-Type monster’s effect. This card is not destroyed by your opponent’s Spell or Trap Card effects. In addition, as long as this is the only monster on your side of the field, no other monster can declare an attack. Once per turn you may destroy 1 monster on the field and increase this card’s ATK by the destroyed monster’s original ATK. If this card were to be destroyed by a monster card effect, instead you take 1000 damage to your Life Points. MetamorphasistEarth/Beast/2/500/0“Skull Servant” + “Ameba”If this card was Special Summoned other than by Fusion summon, it is not affected by your opponent’s Spell or Trap Card effects. In addition, this card gains ATK equal to the number of Spell Cards in your graveyard x100. Rat VineEarth/Plant/6/2200/2200“Giant Rat” + “Mystic Tomato”This card cannot be Special Summoned other than by “Super Fusion”. When this card destroys an opponent’s monster as a result of battle, Special Summon 1 Plant-Type monster from your graveyard with 1400 ATK or less. That monster cannot declare an attack during the turn it was summoned. D.D. SpellbreakerDark/Spellcaster/6/2000/1800“Breaker the Magical Warrior” + a “D.D.” monsterThis card cannot be Special Summoned other than by “Super Fusion”. Once per turn you may remove from play 1 Spell Card in your graveyard to add 1 Spell Counter to this card. In addition, once per turn you may remove 1 Spell Counter from this card to negate a Spell Card’s activation and effect, and destroy that card. Tree DicerEarth/Machine/5/500/500“Card Trooper” + “Treeborn Frog”This card cannot be Special Summoned except by “Super Fusion”. Three times per turn you may remove from play 3 cards in your graveyard to destroy 1 card on the field. During the turn this card’s effect as activated, you draw 2 cards when this card is destroyed. Power UnrestrainedNormal Spell CardDouble the ATK and DEF of a monster on your side of the field. That monster cannot attack your opponent’s Life Points directly this turn, and is removed from play at the End Phase of the turn this card is activated. Pleasure in PainNormal SpellBoth players gain 1000 Life Points. Both players select a monster on their side of the field (other than a token) and it is destroyed. Give InQuick-Play SpellTribute 1 face-up monster on your side of the field. Negate the effect of and remove from play 1 face-up Spell or Trap Card on your opponent's side of the field. HungerContinuous TrapDestroy all face-up monsters with an ATK of 100 or less. During the End Phase of each of your turns, you gain 500 Life Points for each monster destroyed by this card’s effect during that turn. Mental DisturbanceEquip SpellDecrease the equipped monster’s ATK by 500. During each time this card is selected as an attack target, you may pay 500 Life Points and the equipped monster is not destroyed as a result of battle during that battle. If the equipped monster is targeted by a Spell or Trap Card effect other than an Equip Spell, pay 1500 Life Points (this is not optional), then negate that card’s activation and effect and destroy that card. FreedomEquip SpellPay 1500 Life Points before equipping this card to a monster on your side of the field. The equipped monster can attack your opponent’s Life Points directly. Whispering MountainsideField Spell CardIf you Tribute Summon a Spirit monster from your hand you may Special Summon 1 level 4 or lower monster from your hand. That monster’s effect cannot be activated during this turn. Blank StareQuick-PlayLook at a face-down card on your opponent’s side of the field. If that card was a Spell Card, it is destroyed. Decisive BanishmentCounter TrapActivate when an opponent’s monster is Special Summoned. Pay 1000 Life Points and remove from play the opponent’s monster until the end of the duel. Unthinking CouncilContinuous TrapEach time the opponent activates a Normal Spell Card, you may discard a Spell Card from your hand to negate that card’s activation and effect and destroy that card. If you have no cards in your hand, this card is destroyed. HypocreaceaeCounter TrapActivate when the opponent activates a Spell or Trap Card with the same name as a card that is currently in your graveyard. Negate that card’s activation and effect, and destroy that card. Wasted CoffinCounter TrapActivate when a monster on your side of the field is to be destroyed as a result of battle. Take double the Battle Damage from that attack, and your monster is not destroyed as a result of battle this turn. No HopeQuick-Play SpellActivate only while you control 2 or more Spell or Trap cards other than this card. Destroy all Spell and Trap Cards on the field, and both players lose 500 Life Points. Longing to RoamNormal SpellRemove from play 1 monster in your hand. During your second End Phase after activating this card’s effect, Special Summon the removed from play monster. If the monster was no longer removed from play at this time, you lose 2000 Life Points. InnervisionContinuous SpellOnce per turn you may look at the top 4 cards of your opponent’s deck. Your opponent would then shuffle their deck. Link to comment
Aozora Posted January 31, 2008 Report Share Posted January 31, 2008 These are really good. I have a few questions, though. On the card "No Hope", why does it say 'except this card'? It's pointless, as the effect still activates, even when the card itself is destroyed. And it's not a quick-play, so it wouldn't stay on the field anyway. For "Power Unrestrained", the monster cannot attack directly, so that's a restraint, isn't it? For "Destruction of the Bloodline", wouldn't proper Card Grammar say 'card name', instead of just 'name'? I'm also not sure why 'Natural Selection' requires a coin flip. I doubt nature flipped coins to see which species would die out, you know? Anyway, your "Melding Slime" would work well in my character's Slime deck... can I have your permission to use it? Link to comment
Zeppeli Gyro Supreme Posted January 31, 2008 Author Report Share Posted January 31, 2008 It was originally a different type of card, and I guess I forgot to fix it. It's not meant to be fully unrestrained. It's meant to unrestrain their strength, making them more powerful when attacking. Yeah, you might be right about that. But I was listening to must when making all of the cards for this set, so there are bound to be a few mistakes. lol It's supposed to symbolize that there is a chance that they could live, or survive. Life is random and sometimes you can die, even though you shouldn't. I mean, a worm could kill a person and live by pure coincidence. And yes, you can use my Slime card. Link to comment
QWNZU Posted April 11, 2009 Report Share Posted April 11, 2009 Sorry to break it to you, but some of these cards go against what would actually be made... Like, Neos can only fuse with Neospacians. That's how it works. Elemental heroes only fuse with eachother. Except Elemental Hero Neos. Fusing them with something else is like jumping and defying gravity. It doesn't happen, it shouldn't. Cool ideas, other than those though =D Link to comment
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