Umbra Posted July 9, 2011 Report Share Posted July 9, 2011 Zagan, Great King of Hell EARTH Fiend 4 / 2400 / 2200 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by banishing 1 EARTH and 1 FIRE monster in your Graveyard. When this card is Summoned, inflict 200 damage to your opponent for each monster they control. Megaera, Erinys of Jealousy WIND Fairy 4 / 2200 / 2400 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by banishing 1 FIRE and 1 WIND monster in your Graveyard. When this card is Summoned, select 1 monster your opponent controls: take control of it until the End Phase. Flora, Flower Goddess WIND Plant 5 / 2500 / 2300 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by banishing 1 EARTH and 2 WIND monsters in your Graveyard. When this card is Summoned: Special Summon 1 monster from your Graveyard. If this card would leave the field, you can destroy the Summoned monster instead. Moloch, Sacrificial King WATER Warrior 5 / 2500 / 2200 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by banishing 2 WATER and 1 WIND monsters in your Graveyard. When this card is Summoned, change all monsters your opponent controls to Defense Position. Until the End Phase, all monsters you control inflict piercing damage. Ulysses, Hero of Old FIRE Spellcaster 6 / 2700 / 2200 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by banishing 2 FIRE and 2 WATER monsters in your Graveyard. When this card is Summoned, you can decrease this card's ATK by multiples of 500, until the End Phase: this card gains one additional attack for each multiple this turn. Haures, Prince of Hell EARTH Fiend 7 / 2900 / 2400 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by banishing 3 EARTH and 2 FIRE monsters in your Graveyard. When this card is Summoned, until the End Phase the effects of all face-up monsters your opponent controls are negated. During the turn this card is Summoned, you can destroy 1 card you control to destroy 1 card your opponent controls. Crystallux, Guardian of the Opera House EARTH Dragon 7 / 2800 / 2400 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by banishing 3 EARTH and 2 WATER monsters in your Graveyard. When this card is Summoned, monsters you control cannot be destroyed until your next Standby Phase. Eclipse, the Sun-Devourer WIND Dragon 7 / 2800 / 2600 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by banishing 3 WIND and 2 WATER monsters in your Graveyard. When this card is Summoned, destroy a number of Spell / Trap Cards on the field equal to the number of monsters you control. This card gains 200 ATK for each of your cards destroyed by this effect. Coatlique, Mother of the Gods WATER Reptile 8 / 2400 / 3200 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by banishing 3 WATER and 3 WIND monsters in your Graveyard. When this card is Summoned, increase your Life Points by 500 for each of your banished cards. Daedalus, Master Blacksmith FIRE Warrior 9 / 3300 / 2500 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by banishing 3 EARTH and 4 FIRE monsters in your Graveyard. During the End Phase of the turn this card is Summoned, inflict 3000 damage to your opponent. Azul, Drake of the Deep Sea WATER Sea-Serpent 9 / 3200 / 2800 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by banishing 3 EARTH and 4 WATER monsters in your Graveyard. When this card is Summoned, banish it and destroy all cards on the field. During your Standby Phase, if you control no monsters, you can return this banished card to your side of the field. Catastrophe, Bringer of the End WIND Warrior 10 / 3500 / 3200 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by banishing 3 FIRE and 5 WIND monsters in your Graveyard. When this card is Summoned, banish all cards on the field. Charon, Ferryman of the Underworld DARK Fiend 12 / 4500 / 3800 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by banishing 2 WIND and 8 EARTH monsters in your Graveyard. When this card is Summoned, banish a number of cards from the top of your opponent's Deck equal to the number of cards in their Graveyard. Iris, Messenger of Divinity LIGHT Fairy 12 / 4500 / 3800 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by banishing 4 WATER and 9 FIRE monsters in your Graveyard. When this card is Summoned, Special Summon as many monsters from your Graveyard as possible. Then, increase your Life Points by the total ATK or DEF of all monsters you control, whichever is higher. Link to comment
Lonk Posted July 9, 2011 Report Share Posted July 9, 2011 I like most of the design on all the monsters. Megaera and Iris are the ones I don't like effect-wise. Megaera is pretty broken since it is pretty easy to get 1 EARTH and 1 FIRE monster in Grave while being a Tribute to the Doomed/Change of Heart in Monster form. By the time you use Iris, you will not have many monsters in your Graveyard (if any at all) to use her effect. You want her to be a duel-finishing move. If you have her revival effect use the Banish Zone instead of the Graveyard, then she would be worth using. 9.5/10 Link to comment
Umbra Posted July 9, 2011 Author Report Share Posted July 9, 2011 Megaera and Daedalus [relic from an older version that needed to be fixed anyway] redesigned. EDIT: Fixed Azul so that it no longer offers indefinite field-nukes. Remember that Iris was fairly useless in both games, as you had to defeat the most difficult bosses in the game to obtain them in the first place; consider this a homage to that. Not to mention that even if you can't use the effect, you get a 4,5k ATK-stick that's also Honestable. That's worth something in my book. Link to comment
Lonk Posted July 9, 2011 Report Share Posted July 9, 2011 Ah. True, you did need to defeat Dullahan just to get Iris. That makes sense. Link to comment
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