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Elemental Djinn


Lonk

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Venus Djinn Flint
Level 4
EARTH
Beast/Union
ATK/1900 DEF/0

When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower EARTH Monster from your hand and equip this card to that monster. Once per turn, you can equip this card to a monster you control OR Unequip this card and Special Summon this card from your Spell & Trap Card Zone. When this card is equipped to a monster, increase the ATK of the equipped monster by half of the equipped monster's Original ATK.

Venus Djinn Granite
Level 3
EARTH
Beast/Union
ATK/400 DEF/1800

When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower EARTH Monster from your hand and equip this card to that monster. Once per turn, you can equip this card to a monster you control OR Unequip this card and Special Summon this card from your Spell & Trap Card Zone. When this card is equipped to a monster, monsters you control cannot be destroyed by battle once each.

Mars Djinn Corona
Level 4
FIRE
Pyro/Union
ATK/100 DEF/2200

When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower FIRE Monster from your hand and equip this card to that monster. Once per turn, you can equip this card to a monster you control OR Unequip this card and Special Summon this card from your Spell & Trap Card Zone. When this card is equipped to a monster, you can negate one attack during each of your opponent's Battle Phases.

Mars Djinn Torch
Level 3
FIRE
Pyro/Union
ATK/1700 DEF/700

When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower FIRE Monster from your hand and equip this card to that monster. Once per turn, you can equip this card to a monster you control OR Unequip this card and Special Summon this card from your Spell & Trap Card Zone. The equipped monster inflicts Piercing Damage. When this card is equipped to a monster, when the equipped monster attacks a Defense Position monster (either face-up or face-down), make the DEF of the monster 0 during damage calculation.

Jupiter Djinn Luff
Level 4
WIND
Winged Beast/Union
ATK/1500 DEF/1500

When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower WIND Monster from your hand and equip this card to that monster. Once per turn, you can equip this card to a monster you control OR Unequip this card and Special Summon this card from your Spell & Trap Card Zone. Once per turn during either player's turn when this card is equipped to a monster, you can negate the activation of an Effect Monster's Effect.

Jupiter Djinn Whorl
Level 3
WIND
Winged Beast/Union
ATK/1600 DEF/400

When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower WIND Monster from your hand and equip this card to that monster. Once per turn, you can equip this card to a monster you control OR Unequip this card and Special Summon this card from your Spell & Trap Card Zone. While this card is equipped to a monster, you can reduce the ATK of a monster on the field by 1600.

Mercury Djinn Sour
Level 4
WATER
Aqua/Union
ATK/1800 DEF/600

When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower WATER Monster from your hand and equip this card to that monster. Once per turn, you can equip this card to a monster you control OR Unequip this card and Special Summon this card from your Spell & Trap Card Zone. While this card is equipped to a monster, you can destroy 1 Spell or Trap Card on the field each time the equipped monster declares an attack.

Mercury Djinn Shade
Level 3
WATER
Aqua/Union
ATK/1200 DEF/900

When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower WATER Monster from your hand and equip this card to that monster. Once per turn, you can equip this card to a monster you control OR Unequip this card and Special Summon this card from your Spell & Trap Card Zone. While this card is equipped to a monster, you can send this card to the Graveyard to make all Battle Damage during this turn 0.

Mercury Djinn Eddy
Level 2
WATER
Aqua/Union
ATK/900 DEF/100

When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower WATER Monster from your hand and equip this card to that monster. Once per turn, you can equip this card to a monster you control OR Unequip this card and Special Summon this card from your Spell & Trap Card Zone. While this card is equipped to a monster and that monster inflicts Battle Damage, you can add 1 Union "Djinn" monster from your Graveyard to your hand.

Sol Sanctum
Field Spell Card

Once per turn, you can discard 1 monster that is neither LIGHT or DARK to add 1 "Djinn" Union monster from your Deck to your hand whose Attribute is the same as the discarded monster. If an equipped "Djinn" Union monster is sent to the Graveyard, the controller of that card can add 1 Level 4 or lower monster whose Attribute is the same as the "Djinn" Union card from their Deck to their hand.

Djinn Setting
Continuous Spell Card

When you activate this card, it is placed on your opponent's side of the field. Once per turn during your opponent's turn, your opponent can equip 1 Union "Djinn" monster from their hand onto a monster they control. You cannot remove this card from the field.

Summon Might of the Djinn
Normal Spell Card

Send, from your Spell & Trap Card Zone, Union monsters to the Graveyard. Special Summon 1 monster from your Extra Deck whose Attribute and Level or Rank (Fusion Monsters are excluded from Level or Rank Requirements) and Material Number matches that of the Union monsters sent to the Graveyard and Special Summon that monster (this Special Summon is treated as a Summon of the respective monster. If the monster is an Xyz, overlay those Union monsters over that monster instead).

-This card may be a bit difficult to understand, but here is an example. Let's say you have 3 LIGHT Union Monsters equipped and a BEUD in Extra. You can send those 3 LIGHT monsters to Fusion Summon him. Not more or less. When dealing with Cyber End Dragon, however, you can't use those 3 LIGHT monsters because this SS is treated as a Fusion Summon even though the requirements were met due to his condition. If you use this card for a Synchro, you need the Attribute and the total levels to equal up to the Synchro's Level. Since there are no Synchros that say "This card can only be Synchro Summoned using the materials above", then everything is fair game (you don't need a Tuner). However, for cards like Mist Wurm which require 2 or more, you need 3 WIND Unions whose levels total up to 9. For Xyzs, You need the number of monsters said on the card plus the Union Monsters need to be of the same level as the Rank of the Xyz monster.

This support is not only great for the Classical Element Attributes, but it would give a great boost to Union Support in general.
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[quote name='infinitysqrd' timestamp='1309981882' post='5332597']
Cool cards, but I think Konami got you beat on the Djinn Archtype, though these could probaly kick their butts.
[/quote]

That archtype is actually called Ritual Devils in Japan and any similarities are broken by the Elemental Djinn requiring them all to be Union.
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[quote name='infinitysqrd' timestamp='1309997397' post='5333337']
I didn't know that.
[/quote]
Now you learned something new today. It's like Frog the Jam. He isn't a frog monster in the OCG because he didn't have the Kana (or is it the Kanji?) for "Frog". That is why there are many Frog cards that say "Frog except for Frog the Jam". OCG has much impact on the TCG in more than many ways, including naming and describing. Also, going to update cards.
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