GlaceEx Posted August 29, 2011 Report Share Posted August 29, 2011 Phantom Boy DARK Level 3 Spellcaster/Effect You can banish this card from your hand or Graveyard to Special Summon 1 "Danell, The Ghost Boy" from your hand or Graveyard. This card cannot be destroyed by card effects. ATK/1200 DEF/500 Danell, The Ghost Boy LIGHT Level 8 Spellcaster/Effect This card cannot be Normal Summoned or set. This card cannot be special summoned except by the effect of "Phantom Boy". This cards attribute is also treated as DARK. Once per turn: You can discard 2 cards, until the End Phase cards you control cannot be destroyed by effects. ATK/2400 DEF/1000 Phantom Girl DARK Level 3 Spellcaster/Effect You can banish this card from your hand or Graveyard to Special Summon 1 "Danyile, The Ghost Girl" from your hand or Graveyard. this card cannot be destroyed by card effects. ATK/1200 DEF/500 Danyile, The Ghost Girl LIGHT Level 8 Spellcaster/Effect This card cannot be Normal Summoned or set. This card cannot be special summoned except by the effect of "Phantom Girl". This cards attribute is also treated as DARK. Once per turn: You can discard 2 cards, until the End Phase this card cannot be destroy by battle and you take no battle damage from any battles. ATK/2400 DEF/1000 Phantom Hunter DARK Level 4 Warrior/Effect Once per trun: You can target 1 "Phantom" monster in your Graveyard, banish that target note down its level, inflict damage equal to that targets level x300. ATK/1200 DEF/1000 Phantom Knight DARK Level 4 Warrior/Effect You can discard 1 card from your hand to target 1 level 4 or lower "Phantom" monster in your Graveyard, Special Summon that target from your graveyard. ATK/1800 DEF/1200 Phantom King DARK RANK 4 Spellcaster/Xyz/Effect 2 Level 4 "Phantom" monsters Once per turn: You can target 1 monster in either players Graveyard, Special Summon that target. When you Special Summon a monster with this cards effect detach 1 Xyz material from this card, if there are no Xyz materials to detach banish that target and this card. When there are no Xyz materials attached to this face-up card all "Phantom" monsters you control gain 1000 ATK. ATK/2200 DEF/1600 Phantom Blast SPELL Quick-Play You can activate this card while you control 1 or more face-up "Phantom" monster(s), inflict damge to your opponents Lifepoints equal to the total number of face-up "Phantom" monsters x400. Phantom Contol SPELL Quick-Play You can only activate this card while you control a face-up "Phantom" monster. When you activate this card: You can activate one of the following effects: *Pay 1000 Lifepoints and target 1 monster your opponent controls, take control of that target. *Discard 1 card from your hand, switch all monsters your opponent controls to face-up Attack Position. Phantom World Spell Field Spell When this card is activated place 1 Phantom counter on this card, each time a "Phantom" monster on the field is banished place 1 Phantom counter on this card(Max.5). Once per turn: You can remove 2 counters from this card to target 1 Level 4 or lower "Phantom" monster in your Graveyard, Special summon that target, you cannot conduct your Battle Phase this turn. All face-up "Phantom" monsters gain 500 ATK and cannot be destroyed by battle. When there are no Phantom counters on this card, destroy this card. Phantom Shield TRAP Counter Trap You can activate this card when your opponent selects a "Phantom" monster as an attack target, destroy all face-up Attack Position monsters your opponent controls. More Phantoms: Phantom Dog DARK Level2 Beast/Effect This card can attack your opponents Lifepoints directly. If you control another "Phantom" monster this card cannot be destroyed by card effects. ATK/800 DEF/1000 Phantom Master DARK Level 8 Spellcaster/Effect This card cannot be Normal Summoned or Set. This card cannot be special summoned except by the effect of "A Phantoms Dark Side". You can inflict 200 damage to your opponents Lifepoints for each card on the field. The effect of "Phantom Master" can only be activated once per duel. ATK/2600 DEF/1200 The Phantom DARK RANK 8 Spellcaster/Xyz/Effect 2 DARK Level 8 "Phantom" monsters Once per turn: You can detach 1 Xyz material from this card to target and destroy monsters whose total level are equal to 8, your opponent takes 500 damage. While there are no Xyz materials attached to this card, this cards original ATK becomes 1000. If there is no face-up "Phantom World" on the field, destroy this card and you take 1500 damage. ATK/3500 DEF/0 A Phantoms Dark Side Spell Card When you activate this card you must pay 1000 Lifepoints and banish "Phantom" monsters whose total Level equals 8 and special summon 1 "Phantom Master" from your deck or hand. Phantom Duplication Quick-Play Spell Card Activate this card when a face-up "Phantom" monster you control would be destroyed by battle, pay 500 Lifepoints and Special Summon 2 "Ghost Tokens" (Fiend-Type/DARK/ATK 0/DEF 0) in face-up Defense Position with the following effect: *While this is face-up on your side of the field "Phantom" monsters you control can be selected as attack targets. Phantom Freeze Quick-Play Spell Card Activate when your opponent delcares an attack while you control a face-up "Phantom" monster, negate the attack. Your opponent cannot declare an attack until their next turn. Phantom Portal Quick-Play Spell Card You can activate this card when a "Phantom" monster you control declares an attack, that monster can attack directly this turn. You cannot activate another "Phantom Portal" for your next 2 Standby Phases. Intangibility Continuous Trap Card Target 1 "Phantom" monster you control, that target cannot be selected as an attack target or targeted by effects as long as this card remains face-up on your side of the field. Destroy this card during the 3rd Standby Phase after this cards activation. Phantom Screech Trap Card Pay Lifepoints in multiples of 500. You can banish 1 card your opponent controls for every 500 Lifepoints you payed to activate this cards effect. During the End Phase: Place all cards banished by this cards effect back on your opponents side of the field in the same manor they left it. 6 NEW! Phantom and Phantom support cards!!!!! Ecto-Blast Phantom Dragon DARK Level 9 Dragon/Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by paying 1000 Lifepoints and banishing 3 "Phantom Dragon" in your Graveyard. When this card is Special Summoned, you take 500 damage. If there is a face-up "Phantom World" on the field: You can increase this cards ATK by 1000. During the End Phase, draw 1 card, if that card is a "Phantom" monster inflict damage equal to that cards level x300. If that card is a Spell or Trap you take 1000 damage. ATK/2000 DEF/2000 Phantom Dragon DARK Level 3 Dragon/Effect This card can attack your opponent directly. ATK/900 DEF/1300 Phantom Biker DARK level 4 Zombie/Effect If this card battles a monster whose ATK is equal to this cards ATK, this card cannot be destroyed during that battle. When this card is selected as an attack target place 1 Phantom Counter on this card(Max.5). You can remove 5 Phantom Counters from this card. If you remove 5 Phantom Counters from this card with this cards effect: You can double this cards attack, until the End Phase, this card can attack directly this turn. ATK/1900 DEF/0 Ecto-Beam Equip Spell card Equip this card to a "Ecto-Blast" monster. The equipped monster gains 500 ATK and DEF and all effect damage inflicted to your opponents Lifepoints by its effect is increased by 1000. You can only equip 1 "Ecto-Beam" to each of your "Ecto-Blast" monsters. Ecto-Radiation Continuous Spell card While this card is face-up on the field all face-up monsters are treated as "Phantom" monsters, all face-up non-original (printed) "Phantom" monsters lose 500 ATK and DEF. Ecto-Net Trap card Activate this card when a "Ecto-Blast" monster would be destroyed, negate the destruction and your opponent cannot declare an attack for the next 2 Stanby Phases after this cards activation. 5 new phantom and phantom support cards: Ecto-Blast Phantom Wolf DARK Level 12 Beast/Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by paying 500 Lifepoints and banishing 3 "Phantom Wolf" you control. When this card is Special Summoned inflict damage equal to the number of "Phantom" monsters banished x300. If there is a face-up "Phantom World": You can increase this cards ATK by 1000. During the End Phase, you must randomly choose 1 card in your opponents hand, your opponent reveals it, if that card is a monster inflict damage to your opponent equal to that monsters ATK. If that card is a Spell or Trap card, you take 1000 damage. ATK/3000 DEF/3000 Phantom Wolf DARK Level 4 Beast/Effect This card cannot be Normal Summoned or set. This card cannot be Special Summoned except by the effectof "Phantom Moon". ATK/1000 DEF/1000 Phantom Moon Spell Card When you activate this card, pay 1000 Lifepoints and Special Summon 1 "Phantom Wolf" from your deck. Phantom Release Spell Card Banish 3 "Phantom" monsters in your Graveyard and target 1 face-up "phantom" monster you control, Special Summon as many monsters as possible with the same name and Level as that target ignoring their summoning conditions. Phantom Return Spell Card Discard 1 card. Add as many "Phantom" monsters in your hand to your deck, shuffle your deck afterwards, you gain 1000 Lifepoints. Last 2 Phantom Cards: Phantom Nurse DARK Level 4 Fairy/Effect Once per turn: You can discard up to 3 cards from your hand, you gain Lifepoints equal to the number of cards discarded by this cards effect x500 ATK/1500 DEF/1500 Phantom Hospital Continuous Spell card Each time a "Phantom" monster is sent to the Graveyard or banished, you gain 500 Lifepoints. If you gain 1500 or more Lifepoints from this cards effect in one turn, During the End phase: You can Special Summon 1 "Phantom" monster from your Graveyard whose ATK is equal to or lower than the Lifepoints gained by this cards effect this turn. Are they good? Link to comment
GlaceEx Posted August 30, 2011 Author Report Share Posted August 30, 2011 Please Rate my cards Link to comment
Agro Posted August 30, 2011 Report Share Posted August 30, 2011 FINE THEN Put the Attribute on another line, I'm getting it confused with the name. You need to limit where you can banish Phantom Boy from, choose between field and graveyard (I'd say Grave, he IS a phantom after all; Danell is fine except for how easy it is to bring out it is with Phantom Boy's effect; same for the girls, except there is no card for the phantom girl to bring out; Hunter is fine, but the OCG is horrible; Knight and King have a cycle that you should fix, otherwise you're gonna get 3 Kings on the field every time you play Knight (all with 2000 more ATK no less); blast is fine, but could be watered down to 300; control needs to be an 1000 LP payment and needs to give back the monster at the end phase; Whole new paragraph for: Phantom World: Give it a counter effect similar to 'Magical Citadel of Endymion' or (more realistically) 'Gateway of the Six, and have you remove and add counters to activate the effects you already have made. Phantom shield is OPed, I wouldn't mind if it was just a mirror force rip off (there IS a plant version anyway), but not being able to counter is just too powerful. 6/10 until the OCG and Knight/King combo gets watered down. It's very similar to being Zombies. and done... Link to comment
GlaceEx Posted August 30, 2011 Author Report Share Posted August 30, 2011 are the changes i made better? I added another monster that i previously forgot. Link to comment
RoaringSilence0 Posted August 30, 2011 Report Share Posted August 30, 2011 These are actually pretty good. Link to comment
Agro Posted August 30, 2011 Report Share Posted August 30, 2011 Hunter's OCG is still bad and you can still do a stupidly crazy XYZ run: Knight> revive random level 4 phantom>XYZ summon> King Detatch Knight> SS Knight> revive level 4 phantom>XYZ summon> King Detatch Knight> SS Knight> revive level 4 phantom>XYZ summon> King Detatch Knight> SS Knight> revive Phantom boy or girl> bring out ghost boy and girl. Next turn, you'll have 3-5 monsters on the field with over 4000 ATK. Do you see my problem with that? And they're all DARK so they can be dumped easy for this to go off. suggestions: Hunter can be the break point here, but then you can't XYZ summon easily; The most obvious choice would be Knight: Once per turn doesn't matter if it left the field (which it did). Oh, and if you want to make that run REALLY unfair, make a Rank 8 XYZ that has the combined effects of Ghost boy and Ghost girl. I have another suggestion for you, but I think that I'll save it until I see what you do. (I want you to think through your edits yourself, that way you'll do better in the future!) Link to comment
Agro Posted August 30, 2011 Report Share Posted August 30, 2011 Yeah, I'm fine with it. The suggestion I had was: King's effect special summons monster, THEN removes XYZ material, and if there is none to remove, then both King and the monster summoned are banished. You can decide whether or not to go with this one. Since these are [i]your[/i] cards. Link to comment
GlaceEx Posted August 30, 2011 Author Report Share Posted August 30, 2011 Thank You AggroDrago for the help. Link to comment
Agro Posted August 30, 2011 Report Share Posted August 30, 2011 Well, since I never see anyone else commenting in the written section... Link to comment
{Galvantula} Posted August 30, 2011 Report Share Posted August 30, 2011 The final ATK boost from king is too high, considering you also have the field spell. Overall, I think I would enjoy using these cards. Keep it up! current rating: 7/10 Link to comment
GlaceEx Posted August 30, 2011 Author Report Share Posted August 30, 2011 I added 9 new Phantom and Phantom support cards Link to comment
GlaceEx Posted August 31, 2011 Author Report Share Posted August 31, 2011 6 NEW!!! phantom and phantom support cardsplease rate these cards Link to comment
Agro Posted August 31, 2011 Report Share Posted August 31, 2011 Duplication needs to not work on tokens, otherwise the two tokens are indestructible. Make it a staller, not a stopper. For Freeze I suggest having to banish "Phantom" monsters in your grave to activate it, up to 2, and have those many turns without a battle (including the one when the card was activated) Though, I do party believe that this card may be OPed, I would suggest limiting it to 1 turn. Your OCG is off. If the card says 'for your next two Standby Phases', it means during those two Standby Phases. Not for the next two turns. I was ready to call BS on screech until I read the second effect. I'm confused, did you want 'Dark Side' spell to be continuous. If it isn't, then why not just make its effect to bring out the monster The big Phantom Dragon is OPed. Its level should be at least eight, maybe even 9 or 10. The 3 dragons can easily be dumped with FuFu for FGD and that automatically brings you a 2000, possibly 4000 ATK monster that lets you draw an extra card each turn, and with possibility of no neg side effects. 1000 ATK is too much for that Ecto spell. There are no glaringly overpowered cards except for that dragon, so I'll give you a 7/10 for the new ones. 8/10 overall. Link to comment
GlaceEx Posted August 31, 2011 Author Report Share Posted August 31, 2011 i fixed it i think Link to comment
GlaceEx Posted August 31, 2011 Author Report Share Posted August 31, 2011 i added 5 new phantom and phantom support cards to the list. Link to comment
Agro Posted August 31, 2011 Report Share Posted August 31, 2011 So Ecto-Blast Phantom Wolf needs 3 Phantom Wolves, 1 Phantom Wolves needs 1 Phantom moon. So 1 Ecto-Blast Phantom Wolf needs 6 cards to bring out. That's too hard. Phantom Release doesn't completely relieve the problem with Wolf, but it does go a long way to helping it out. Honestly though, with that card, I would run 3 of them and only 1 of Phantom Moon. Seeing as EBPW isn't too OPed, that's fine The last card is okay, I don't care too much for it. Link to comment
GlaceEx Posted August 31, 2011 Author Report Share Posted August 31, 2011 yeah the last ones only for gaining Lifepoints, which is good for a Phantom deck considering every other card has you pay 1000 + Lifepoints. i am probably going to make 2 more for the archetype and then add pictures to them all. Link to comment
Agro Posted August 31, 2011 Report Share Posted August 31, 2011 If you're going to add pictures, then they would no longer be written cards. In other words, if you have pictures, just post all of these in the Realistic Card section. Link to comment
GlaceEx Posted August 31, 2011 Author Report Share Posted August 31, 2011 i don't have pics yet i am asking my friend to design them for me Link to comment
Agro Posted August 31, 2011 Report Share Posted August 31, 2011 Hope that goes well. I've always wanted to be able to customize the pictures for the cards I've posted here. Link to comment
GlaceEx Posted August 31, 2011 Author Report Share Posted August 31, 2011 Thank You. And btw i added the last 2 Phantom cards ever Link to comment
Agro Posted August 31, 2011 Report Share Posted August 31, 2011 Nurse is fine, the other one could get pretty OPed, just considering how many of your monsters are DARK. (i.e. all of them except for 1) Link to comment
GlaceEx Posted August 31, 2011 Author Report Share Posted August 31, 2011 just wondering what do you think is the best Phantom card Link to comment
Agro Posted August 31, 2011 Report Share Posted August 31, 2011 [quote name='GlaceEx' timestamp='1314809807' post='5481671'] just wondering what do you think is the best Phantom card [/quote] Knight and King are still by and far the best and most likely to be abused. Link to comment
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