Cody Frost Posted April 1, 2011 Report Share Posted April 1, 2011 Duo-Type monsters. These monsters are double types, and are written in the card as (for example) Spellcaster|Beast/(continued with effect, ritual, etc). Any effects that would affect duo-type monsters such as “Magical Moon” for Beast-Type monsters also work for Duo-Type monsters as long as they are Beast-Type besides their other type. In simple terms, solidarity sucks with this set because they are treated as two types. The Sacred Seers This is a set made for my upcoming fanfic. They are a powerful set of Magically Imbued Elemental monsters that are treated as twin type monsters. These cards are special because there are three sets, all of which are Spellcaster monsters as their second type and either Beast, Warrior, or Rock in the other. All of these cards gain their base power from Spells, but they are a little different from each other. The Beast-Castor Type monsters are very savage and hungry for magical power, whether that magic comes from their own magical reserves or that of their opponents. Devouring magical power is in their nature and just as they devour magic, they are immune to several magics in turn. The Rock-Caster Type monsters are able to create magical power and distribute it out through the land. These guys can take the forces of nature itself and churn them into grand sources of magic. They are very powerful creatures. The Warrior-Caster Type monsters are the intellectual beings who have learned how to fight like the beasts in the realm and how to manipulate magic, sometimes even create it, just like the rock beings. Those are the sets of monsters, but the reason this set is called the Sacred Seers is because each of these sets have their Sacred Seer monster and each can predict the future, and it can be a grim one at that. And without further a due, the set: [spoiler=Sacred Seers – Beasts of Magic] -1.) Beast of Magic – Tyulan LV4 WATER Beast|Spellcaster/Tuner This card is unaffected by the effects of your opponent’s Spell Cards. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to add 1 Spell Card from either player’s Graveyard to your hand. 0/2000 -2.) Beast of Magic – Cerbus LV3 WIND Beast|Spellcaster/Tuner This card is unaffected by the effects of your opponent’s Spell Cards. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to send 1 card on the field to the Graveyard. If the sent card is a Spell Card, draw 1 card. 1500/400 -3.) Beast of Magic – Halgon LV2 FIRE Beast|Spellcaster/Tuner This card is unaffected by the effects of your opponent’s Spell Cards. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Place 1 Spell Counter on this card (Max.10) each time a Spell Card is activated. Once per turn, you can remove 5 Spell Counters from this card to decrease the ATK of all your opponent’s monsters by 700. 1000/1200 -4.) Beast of Magic – Baloo LV1 EARTH Beast|Spellcaster/Tuner This card is unaffected by the effects of your opponent’s Spell Cards. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to negate the activation of a Trap Card and destroy it. 1000/0 -5.) Beast of Magic – Eloque LV4 FIRE Beast|Spellcaster/Effect This card is unaffected by the effects of your opponent’s Spell Cards. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to destroy 1 Spell or Trap Card on the field. ATK/DEF: 1800/1300 -6.) Beast of Magic – Loarn LV3 WIND Beast|Spellcaster/Effect This card is unaffected by the effects of your opponent’s Spell Cards. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to return 1 card on the field to its owner’s hand. ATK/DEF: 1600/500 -7.) Beast of Magic – Golken LV2 WATER Beast|Spellcaster/Effect This card is unaffected by the effects of your opponent’s Spell Cards. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to reveal 1 random card from your opponent’s hand. If the revealed card is a Spell Card, add it to your hand. ATK/DEF: 800/200 -8.) Beast of Magic – Ruj LV1 EARTH Beast|Spellcaster/Effect This card is unaffected by the effects of your opponent’s Spell Cards. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). If this card would be destroyed or removed from the field, you can remove 5 Spell Counters from this card instead. 300/300 [/spoiler] [spoiler=Sacred Seers – Stones of Magic] -1.) Stone of Magic – Embers of Ruby LV4 FIRE Rock|Spellcaster/Effect During your Standby Phase, place 1 Spell Counter on all face-up monsters and Spell Cards you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). If this card is removed from the field by your opponent’s card effect, for each 5 Spell Counters that were in this card, add 1 “Stone of Magic” card from your Deck or Graveyard to your hand. ATK/DEF: 800/2100 -2.) Stone of Magic – Gales of Emerald LV3 WIND Rock|Spellcaster/Effect During your Standby Phase, place 1 Spell Counter on all face-up monsters and Spell Cards you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to increase the ATK and DEF of all face-up Spellcaster or Rock-Type monster on your side of the field by 500 points. ATK/DEF: 500/1900 -3.) Stone of Magic – Tundra of Sapphire LV2 WATER Rock|Spellcaster/Effect During your Standby Phase, place 1 Spell Counter on all face-up monsters and Spell Cards you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to negate the attack of a monster and place 2 Stone Counters on it. Whenever a monster with a Stone Counter attacks, negate that attack and remove 1 Stone Counter instead. ATK/DEF: 600/1500 -4.) Stone of Magic – Gravity of Onyx LV1 EARTH Rock|Spellcaster/Effect During your Standby Phase, place 1 Spell Counter on all face-up monsters and Spell Cards you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to add 1 Spell Card from your Deck or Graveyard to your hand. ATK/DEF: 0/500 -5.) Stone of Magic – Strength of Diamond LV4 EARTH Rock|Spellcaster/Tuner During your Standby Phase, place 1 Spell Counter on all face-up monsters and Spell Cards you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). When this card is removed from the field, Special Summon 1 "Stone of Magic" monsters from your Deck for every 5 Spell Counters that were on this card. ATK/DEF: 1000/1800 -6.) Stone of Magic – Surge of Quartz LV3 WATER Rock|Spellcaster/Tuner During your Standby Phase, place 1 Spell Counter on all face-up monsters and Spell Cards you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to negate the effect of a card that destroys cards on the field and destroy it. ATK/DEF: 700/2000 -7.) Stone of Magic – Gust of Jade LV2 WIND Rock|Spellcaster/Tuner During your Standby Phase, place 1 Spell Counter on all face-up monsters and Spell Cards you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to add 1 Trap Card from your Deck or Graveyard to your hand. ATK/DEF: 0/1600 -8.) Stone of Magic – Heat of Galena LV1 FIRE Rock|Spellcaster/Tuner During your Standby Phase, place 1 Spell Counter on all face-up monsters and Spell Cards you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to draw 1 card. If you draw a “Stone of Magic” monster, Special Summon that monster in face-up Defence Position and draw 1 additional card. ATK/DEF: 0/0 [/spoiler] [spoiler=Sacred Seers – Warriors of Magic] -1.) Warrior of Magic – Jugo LV4 EARTH Warrior|Spellcaster/Effect Once per turn, you can move 1 Spell Counter from 1 card on the field to 1 card you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to remove from play 1 face-up monster on the field whose ATK is less then the ATK of a face-up monster you control.. ATK/DEF: 1900/800 -2.) Warrior of Magic – Uriel LV3 WATER Warrior|Spellcaster/Effect Once per turn, you can move 1 Spell Counter from 1 card on the field to 1 card you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to select 1 monster on the field. The selected monster cannot attack or switch its Battle Position until your next Standby Phase. ATK/DEF: 1500/800 -3.) Warrior of Magic – Celia LV2 FIRE Warrior|Spellcaster/Effect Once per turn, you can move 1 Spell Counter from 1 card on the field to 1 card you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to inflict damage to your opponent equal to half the ATK of a face-up monster on the field. ATK/DEF: 800/600 -4.) Warrior of Magic – Lief LV1 WIND Warrior|Spellcaster/Effect Once per turn, you can move 1 Spell Counter from 1 card on the field to 1 card you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to add the bottom card from your Deck to your hand. ATK/DEF: 400/200 -5.) Warrior of Magic – Requize LV4 EARTH Warrior|Spellcaster/Tuner Once per turn, you can move 1 Spell Counter from 1 card on the field to 1 card you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to Special Summon 1 Warrior or Spellcaster-Type monster from either players’ Graveyard. ATK/DEF: 1700/1200 -6.) Warrior of Magic – Lucas LV3 WATER Warrior|Spellcaster/Tuner Once per turn, you can move 1 Spell Counter from 1 card on the field to 1 card you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters on this card to select and remove from play 1 Spell or Trap Card on the field. -7.) Warrior of Magic – Tyran LV2 FIRE Warrior|Spellcaster/Tuner Once per turn, you can move 1 Spell Counter from 1 card on the field to 1 card you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to add 1 removed from play card to your hand. ATK/DEF: 900/300 -8.) Warrior of Magic – Raie LV1 WIND Warrior|Spellcaster/Tuner Once per turn, you can move 1 Spell Counter from 1 card on the field to 1 card you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to switch the star levels of 2 face-up monsters on the field. ATK/DEF: 300/500 [/spoiler] ----- [spoiler=Seer Spells] -1.) Mist of the Land of Magic Continuous Spell Once per turn, place 1 Spell Counter on all face-up Spellcaster-Type monsters on the field. If this card is destroyed, Special Summon 1 level 4 or lower Spellcaster-Type monster from your Deck or Graveyard. -2.) Blessings to the Seer’s Beasts Normal Spells Place 1 Spell Counter on all face-up Beast and Spellcaster-Type monsters on the field. During your Standby you can remove 3 Spell Counters from a face-up card you control to add this card to your hand. -3.) Carnivorous Instinct Normal Spell Place 1 Spell Counter on all face-up Beast and Spellcaster-Type monsters on the field. Special Summon 1 Beast or Spellcaster-Type monster from your Deck or Graveyard whose level is less than the level of a face-up monster on the field. -4.) Roar of Beast Magic Quick Spell Remove 5 Spell Counters from 1 Beast or Spellcaster-Type monster and select 1 face-up Beast or Spellcaster-Type monster you control. The selected monster’s ATK is doubled and is unaffected by your opponent’s card effects until the End Phase of this turn. -5.) Blessings to the Seer’s Stones Normal Spell Remove any number of Spell Counters on your side of the field. Gain life points equal to the number of Spell Counters removed by this effect x 100. -6.) Gathering Stones Normal Spell Place 1 Spell Counter on all face-up Rock and Spellcaster-Type monsters. Special Summon 1 Rock or Spellcaster-Type monster from your Deck or hand whose level is less than the level of a face-up monster on the field. -7.) Compression of Stone Magic Quick Spell Remove 5 Spell Counters from 1 Rock or Spellcaster-Type monster and select 1 face-up Rock or Spellcaster-Type monster you control. The selected monster’s DEF is doubled and it cannot be destroyed by battle until the End Phase of this turn. Any battle damage done to your opponent this turn is doubled. -8.) Blessings to the Seer’s Warriors Normal Spell Place 1 Spell Counter on all face-up Warrior and Spellcaster-Type monsters on the field. Then add 1 Spell Card from your Graveyard to your hand other than “Blessings to the Seer’s Warriors”. -9.) Into Knighthood Normal Spell Place 1 Spell Counter on all face-up Warrior and Spellcaster-Type monsters on the field. Special Summon 1 Warrior or Spellcaster-Type monster from you hand or Graveyard whose level is less than the level of a face-up monster on the field. -10.) Blade of Warrior Magic Quick Spell Remove 5 Spell Counters from 1 Warrior or Spellcaster-Type monster and select 1 Warrior or Spellcaster-Type monster you control. The selected monster’s original ATK or DEF is doubled, it is unaffected by your opponent’s card effects and cannot be destroyed by battle until the End Phase of this turn. [/spoiler] [spoiler=Seer Traps] -1.) Hunting the Power of Magic Normal Trap This card is treated as a Spell Card. Place 1 Spell Counter on all face-up Beast and Spellcaster-Type monsters on the field. Then activate 1 of the following effects: *Discard 1 card from your hand to the Graveyard and add 1 Spell Card from your Deck or Graveyard to your hand. *Discard 1 Spell Card from your hand to the Graveyard and add 1 Spell Card from your opponent’s Graveyard to your hand. -2.) Harnessing the Energy of Magic Normal Trap This card is treated as a Spell Card. Place 1 Spell Counter on all face-up Rock and Spellcaster-Type monsters on the field. Then activate 1 of the following effects: *Remove 10 Spell Counters on the field and add 1 Spell Card from your Deck or Graveyard to your hand. *Remove 20 Spell Counters on the field and add 1 Spell Card from your opponent’s Graveyard to your hand. -3.) Channeling the Flow of Magic Normal Trap This card is treated as a Spell Card. Place 1 Spell Counter on all face-up Warrior and Spellcaster-Type monsters on the field. Then activate 1 of the following effects: *Send 2 non-Spell Cards from your Deck to the Graveyard to add 1 Spell Card from your Graveyard to your hand. *Send 2 Spell Cards from your Deck to the Graveyard to add 1 Spell Card from your opponent’s Graveyard to your hand. [/spoiler] --- [spoiler=Sacred Seers – Beasts] 1.) Sacred Seer Beast – Lyonin LV5 WIND Beast|Spellcaster/Synchro/Effect 1 “Beast of Magic” Tuner monster + 1 or more non-Tuner monsters This card is unaffected by the effects of your opponent’s Spell Cards. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can place 2 Spell Counters on 1 card you control. Once per turn, you can remove 5 Spell Counters from this card to reveal the top card from your opponent’s Deck. If the revealed card is a Spell Card, add it to your hand and your opponent draws 1 card. 2000/1400 2.) Sacred Seer Beast – Trilatch LV6 WATER Beast|Spellcaster/Synchro/Effect 1 “Beast of Magic” Tuner monster + 1 or more non-Tuner monsters This card is unaffected by the effects of your opponent’s Spell Cards. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can place 2 Spell Counters on 1 card you control. Once per turn, you can remove 5 Spell Counters from this card to reveal the top card from your opponent’s Deck. If the revealed card is a Trap Card, add it to your hand and your opponent draws 1 card. 2200/1800 3.) Sacred Seer Beast – Zabato LV7 EARTH Beast|Spellcaster/Synchro/Effect 1 “Beast of Magic” Tuner monster + 1 or more non-Tuner monsters This card is unaffected by the effects of your opponent’s Spell Cards. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can place 2 Spell Counters on 1 card you control. Once per turn, you can remove 5 Spell Counters from this card to reveal the top card from your opponent’s Deck. If the revealed card is a Monster Card, add it to your hand and your opponent draws 1 card. 2400/2200 4.) Sacred Seer Beast – Batilios LV8 FIRE Beast|Spellcaster/Synchro/Effect 1 “Beast of Magic” Tuner monster + 1 or more non-Tuner monsters This card is unaffected by the effects of your opponent’s Spell Cards. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can place 2 Spell Counters on 1 card you control. Once per turn, you can remove 5 Spell Counters from this card to reveal the top card from your opponent’s Deck. Set the revealed card back on top of your opponent’s Deck and apply the appropriate effect depending on the revealed card’s type: *Spell: Place 1 Spell Counter on all face-up cards on the field. *Trap: Place 3 Spell Counters on 1 face-up card on the field. *Monster: Special Summon 1 “Beast of Magic” monster from your Graveyard whose level is less than the revealed monster. 2600/2600 [/spoiler] [spoiler=Sacred Seers - Stones] -1.) Sacred Seer Stone – Flames of Infernium LV5 FIRE Rock|Spellcaster/Synchro/Effect During your Standby Phase, place 2 Spell Counter on all face-up monsters and Spell Cards you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to reveal the top card from your opponent’s Deck. If the revealed card is a Spell Card, remove it from play. 1200/2500 -2.) Sacred Seer Stone – Chill of Freezium LV6 WATER Rock|Spellcaster/Synchro/Effect During your Standby Phase, place 2 Spell Counter on all face-up monsters and Spell Cards you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to reveal the top card from your opponent’s Deck. If the revealed card is a Trap Card, remove it from play. 1600/2600 -3.) Sacred Seer Stone – Breeze of Airilium LV7 WIND Rock|Spellcaster/Synchro/Effect During your Standby Phase, place 2 Spell Counter on all face-up monsters and Spell Cards you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to reveal the top card from your opponent’s Deck. If the revealed card is a Monster Card, remove it from play. 2000/2700 -4.) Sacred Seer Stone – Ground of Terranium LV8 EARTH Rock|Spellcaster/Synchro/Effect During your Standby Phase, place 2 Spell Counter on all face-up monsters and Spell Cards you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counter from this card to reveal the top card from your opponent’s Deck. Set the revealed card back on top of your opponent’s Deck and apply the appropriate effect depending on the revealed card’s type: *Spell: Both players draw 1 card. *Trap: Both players remove the top card from their Decks from play. *Monster: Both players Special Summon 1 monster from their Decks whose level is less than the revealed monster’s level. 2400/2800 [/spoiler] [spoiler=Sacred Seers - Warriors] -1.) Sacred Seer Warrior - Jund the Bronze Lance LV5 WIND Warrior|Spellcaster/Synchro/Effect 1 “Warrior of Magic” Tuner monster + 1 or more non-Tuner monsters Once per turn, you can move 1 Spell Counter from up to 2 cards on the field to 1 card you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to reveal the top card from your opponent’s Deck. If the revealed card is a Spell Card, destroy 1 card on your opponent’s side of the field. This card is unaffected by the effects of your opponent’s Spell Cards. 2350/1500. -2.) Sacred Seer Warrior - Tycoon the Silver Shield LV6 FIRE Warrior|Spellcaster/Synchro/Effect 1 “Warrior of Magic” Tuner monster + 1 or more non-Tuner monsters Once per turn, you can move 1 Spell Counter from up to 2 cards on the field to 1 card you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to reveal the top card from your opponent’s Deck. If the revealed card is a Trap Card, remove 1 card on your opponent‘s side of the field from play. This card is unaffected by the effects of your opponent’s Trap Cards. 2500/1800 -3.) Sacred Seer Warrior - Arthur the Golden Sword LV7 WATER Warrior|Spellcaster/Synchro/Effect 1 “Warrior of Magic” Tuner monster + 1 or more non-Tuner monsters Once per turn, you can move 1 Spell Counter from up to 2 cards on the field to 1 card you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to reveal the top card from your opponent’s Deck. If the revealed card is a Monster Card, remove from play 1 Spellcaster or Warrior-Type monster from your Deck. Add it to your hand during your 2nd Standby Phase after it was removed. This card in unaffected by the effects of your opponent’s Monster Cards. 2650/2100 -4.) Sacred Seer Warrior - Robin the Bow & Arrow LV8 EARTH Warrior|Spellcaster/Synchro/Effect 1 “Warrior of Magic” Tuner monster + 1 or more non-Tuner monsters Once per turn, you can move 1 Spell Counter from up to 2 cards on the field to 1 card you control. Each time a Spell Card is activated, place 1 Spell Counter on this card (Max.10). Once per turn, you can remove 5 Spell Counters from this card to reveal the top card from your opponent’s Deck. Set the revealed card back on top of your opponent’s Deck and apply the appropriate effect depending on the revealed card’s type: *Spell: Gain 1000 Life Points. *Trap: Inflict 800 damage to your opponent’s Life Points. *Special Summon the revealed monster on your opponent’s side of the field ignoring the Summoning Conditions. Your opponent takes damage equal to half the Summoned monster’s original ATK and you gain Life Points equal to half the Summoned monster’s original DEF. 2800/2400 [/spoiler] Link to comment
EndlessOcean Posted April 1, 2011 Report Share Posted April 1, 2011 Some of the best spell counter cards I have ever seen, perfectly balanced, 10/10 One thing though is that there appear to be no "Sacred Seers". Link to comment
Cody Frost Posted April 2, 2011 Author Report Share Posted April 2, 2011 [quote name='Psychic Almighty' timestamp='1301694887' post='5105502'] Some of the best spell counter cards I have ever seen, perfectly balanced, 10/10 One thing though is that there appear to be no "Sacred Seers". [/quote] That's because they are still in the making. The "Sacred Seers" are going to be the Boss Monsters for this set. Basically, stage 1 has been set: The Monsters. Stage 2: Spell/Trap Support (Which I'm on the verge of finishing). Stage 3: The Boss Monsters AKA. "The Sacred Seers" I have developed 2 Sacred Seer Monsters ATM, but I'm going to release them all together. But I guess I can give you their effect concept as a "Sneek Peak". The Sacred Seers are 3 sets of "Future Seeing" monsters that act according to what they "see". You can expect the monsters to have similiar effects to Neo Spacian Glow Moss, though not completly. Also, The "Sacred Seers" are going to be a Council Set of Monsters, not like the Polar Gods where there are only 3 Boss Monsters. There are at least going to be 4 Boss Monsters to each of these sets. Link to comment
Cody Frost Posted April 3, 2011 Author Report Share Posted April 3, 2011 Stage 2 - Complete Added the Spells and Traps. LOL! Noticed that some of the monsters that were Supposed to be Tuners were marked as effect. Fixed. Link to comment
Horu Posted April 3, 2011 Report Share Posted April 3, 2011 Dual-Type is very interesting. Link to comment
Cody Frost Posted April 3, 2011 Author Report Share Posted April 3, 2011 [quote name='Horu' timestamp='1301812706' post='5110221'] Dual-Type is very interesting. [/quote] Care to elaborate? Link to comment
Horu Posted April 3, 2011 Report Share Posted April 3, 2011 Well a dual-type allows for twice the support which would allow you to build a better deck. Link to comment
Cody Frost Posted April 3, 2011 Author Report Share Posted April 3, 2011 True, but makes some cards kind of useless, much like how you can't use Solidarity or similar things on this set :/ Link to comment
Horu Posted April 3, 2011 Report Share Posted April 3, 2011 The downside is the cards will have the weakness of both types. So if one of the types is Dragon, then that card can be locked in Defense Position by cards like Dragon Capture Jar. Link to comment
Cody Frost Posted April 4, 2011 Author Report Share Posted April 4, 2011 Yeah. Anyways, I think I'll post the first set of Seer Monsters tmro. Link to comment
Cody Frost Posted April 4, 2011 Author Report Share Posted April 4, 2011 "The Seers knew you would await their arrial young Horu. They shall bring forth the power of Beast, Stone, and Warrior Magic together into a vortex that shall vanquish everything in its path." Yes. This post has a meaning in it. I gave plenty of context clues Link to comment
wiithepeople Posted April 4, 2011 Report Share Posted April 4, 2011 You were mirai ninja'd by Antimony. Link to comment
Horu Posted April 4, 2011 Report Share Posted April 4, 2011 I saw the hints but I like how the passage was directly for me. Link to comment
Cody Frost Posted April 4, 2011 Author Report Share Posted April 4, 2011 The first of the Sacred Seers have arrived. These guys aren't seers for nothing. They take what they can from the visions they see and change to course of the duel. In this case, they take your opponent's cards and they get something in return. Not only that, but their Synchro-ability is increadibly easy with their sets as they can Synchro for almost anyone of them. I'll post the Sacred Seer Stone monsters on Wednesday. Link to comment
Cody Frost Posted April 4, 2011 Author Report Share Posted April 4, 2011 [quote name='Horu' timestamp='1301954022' post='5114735'] Alrighty then! [/quote] What? No elaboration on my creations? lol! That rhymed Link to comment
Horu Posted April 4, 2011 Report Share Posted April 4, 2011 Just liking the idea of precognitive monsters. It seems pretty awesome. Link to comment
Cody Frost Posted April 4, 2011 Author Report Share Posted April 4, 2011 lol. I can just imagine my opponent's eyes when I have any one of the first three seers on the field. Reveal Solemn Judgement/Warning? Add it to my hand? And then they say "f@&% you" and draw 1 card. XD lol! I'm loling already at that!!! Or reveal monster reborn, add it to your hand, (same responce), activate it and set up for another Synchro and reveal a Battle Fader, Gorz, or another good trap like Dark Bribe or Mirror Force and add it to my hand. the possibilities are endless!! Imagine playing these cards with that one card that inverts the Decks with the cards revealed. Won't that be horrible? XD I just realized that for some reason...that effect seems to resemble your "Hacking" method, but at a different scale <.< Link to comment
Horu Posted April 5, 2011 Report Share Posted April 5, 2011 That does seem fairly deadly with Convulsion of Nature. Link to comment
Cody Frost Posted April 6, 2011 Author Report Share Posted April 6, 2011 Sacred Seer Stones, released. Link to comment
Horu Posted April 6, 2011 Report Share Posted April 6, 2011 I waited to see the Seers Link to comment
Cody Frost Posted April 6, 2011 Author Report Share Posted April 6, 2011 [quote name='Horu' timestamp='1302131749' post='5119092'] I waited to see the Seers [/quote] Lol, sry. Lost them in the files and had to write them by scratch. I take it you like? On a side note, could you check out my 'Lunar" monsters on the Realistic Card Section? [url="http://forum.yugiohcardmaker.net/topic/245141-behold-my-lunar-monster-reps-for-good-coments-and-reviews/"]Lunar Monsters[/url] Link to comment
Horu Posted April 6, 2011 Report Share Posted April 6, 2011 I saw the wolves. They were cute. Link to comment
Cody Frost Posted April 6, 2011 Author Report Share Posted April 6, 2011 [quote name='Horu' timestamp='1302132227' post='5119128'] I saw the wolves. They were cute. [/quote] :/ Cute wasn't really the word I was hoping for...but I'll deal. Link to comment
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