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Resurrected Prominence Complete Set [100/100]


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[size=6][b]Resurrected Prominence [000-099][/b][/size]
[size=5]RSPM[/size]

[spoiler='Archetype/Card Type Descriptions']Reboots
Just remaking REBD, BEWD, and DM. Didn't want to change the names around too much, so just added "The"

Blue-Eyes
Should seem pretty obvious. They're really just Dragon support, so the effects aren't all coherent to a single point.

Dark Magic
Dark Magic/Magician support. Spell Counters are the main theme, and tuning for Level 7 Synchros. Other than that the effects aren't completely coherent.

Titannia
EARTH Warriors with high ATK and DEF and effects that attempt to limit the amount of moves the opponent can make using their deck. The downside is that when they fall, they fall hard.

Dark Heart/Shadowsoul
Made to fuse, all Dark Heart effects activate upon being used as Fusion Material, whether it be card destruction, return to deck, etc.

Atlantean
WATER Fiends that rely on Graveyard control to succeed. Though currently there are no Atlantean specific cards meant to do this, there are some on their way. The current Atlantean monsters focus on SS from the Graveyard.

Darkfire
DARK Pyros whose effects activate when returned from the Graveyard to the Deck.

Ninja
These Specific ninjas focus on Anti-SS tactics

Slipstream
Focus around "Air Stream" which causes continuing change on the field as at each End Phase both players must send a card from the field to the Graveyard or lose their hands. This archetype focuses on making that happen to the opponent while maintaining control in the duel.'

Tyranno
Dinosaurs and banishing.

Alien
Giving "Aliens" the support they need.

Vanity's
Anyi-meta

Constelace
A poor man's Vylons.

Chenso
Built to make you deck the f*ck out.[/spoiler]

[spoiler='Resurrected Prominence']EN000
[color=#808080]The Red-Eyes Black Dragon
DARK / Level 7
Dragon / Synchro / Effect
2400 / 2000
1 Tuner + 1 or more non-Tuner monsters
When this card is Special Summoned: you can send 1 "Red-Eyes" Monster from your Deck to the Graveyard. This card gains 100 ATK for every Dragon-type Monster in your Graveyard. During your Standby Phase, if this card is in your Graveyard: You can banish 1 "Red-Eyes" Monster in your Graveyard; Special Summon this card from the Graveyard. If you do, you cannot Normal Summon or Set a Monster this turn.
Super Rare[/color]

[color=#ff8c00]EN001
Blue-Eyes Basilisk
LIGHT / Level 4
Dragon / Effect
1900 / 400
During your End Phase, if you did not Normal Summon or Set a monster that turn: You can banish this card from the Graveyard; Special Summon 1 "Blue-Eyes" Monster from your Graveyard.
Super Rare

EN002
Blue-Eyes Behemoth
LIGHT / Level 4
Dragon / Effect
1400 / 1600
Increase this card's ATK by 200 for every Dragon-Type Monster on the Field
Common

EN003
Blue-Eyes Silverbeam Dragon
LIGHT / Level 10
Dragon / Effect
2700 / 1700
This card can only be Special Summoned first (from the hand) when a Dragon-Type monster is destroyed by a Card Effect. Once per turn, when you Normal Summon a Dragon-Type monster: you can make one additional Normal Summon this turn. You cannot Normal Summon a non-Dragon-Type monster using this effect.
Ultra Rare

EN004
Blue-Eyes Spirit
LIGHT / Level 2
Dragon / Effect
800 / 800
When this card is Normal Summoned: you may Special Summon 1 Level 4 or lower Dragon-Type monster from your hand or Graveyard.
Rare

EN005
The White Knight
LIGHT / Level 4
Dragon / Tuner
1400 / 600
You can Special Summon this card (from your hand) if you control 1 Face-up "Blue-Eyes" monster.
Super Rare

EN006
Dark Magician Trainee
DARK / Level 2
Spellcaster / Tuner
1200 / 500
When this card is Summoned, place 1 Spell Counter on it. This monster's Level is increased by 1 for every Spell Counter on it.
Common

EN007
Dark Magician Apprentice
DARK / Level 3
Spellcaster / Effect
1500 / 1200
You can Special Summon this card (from your hand) by removing 2 Spell Counters from anywhere on the field. When this card is Summoned: place 1 Spell Counter on it. Once per turn: you can remove a Spell Counter from this card and place it on 1 other "Dark Magic" monster on the field.
Common

EN008
Dark Magic Knight
DARK / Level 4[/color]
[color=#ff8c00]Spellcaster / Effect
1700 / 1800
When this monster is Normal Summoned: you can Special Summon 1 Level 4 or lower "Dark Magician" monster from your hand.
Rare

EN009
Titannia Hyperion
EARTH / Level 4[/color]
[color=#ff8c00]Warrior / Effect
1900 / 2000
If a card(s) is added from the Deck to the hand, Drawn outside of the Draw Phase, Special Summoned from the Deck, or Sent from the Deck to the Graveyard: inflict damage to your Opponent equal to the number of cards x500. If this Monster is Destroyed by an Opponent's monster as a result of battle, inflict damage to the Owner of this card equal to the ATK of that monster.
Common

EN010
Titannita Tethys
EARTH / Level 3[/color]
[color=#ff8c00]Warrior / Tuner
1400 / 1600
This card cannot be destroyed by battle the turn a card is added from the Deck to the hand, Drawn outside of the Draw Phase, Special Summoned from the Deck, or sent from the Deck to the Graveyard. If this card is destroyed by a card effect: Skip your next Draw Phase.
Common

EN011
Dark Heart Ilman
DARK / Level 4
Fairy / Effect
1500 / 1500
While face-up on the field or in the Graveyard, this card is treated as WIND. When this card is used as Fusion Material, and at least one of the other Fusion Material Monsters is WIND: Target up to 2 cards on the field and Return them to the Deck.
Rare

EN012
Dark Heart Maa
DARK / Level 4
Rock / Effect
1400 / 1600
While face-up on the field or in the Graveyard, this card is treated as EARTH. When this card is used as Fusion Material, and at least one of the other Fusion Material Monsters is EARTH: Target up to 3 set cards on the field and Destroy them.
Rare

EN013
Dark Heart Palo
DARK / Level 4
Pyro / Effect
1600 / 1400
While face-up on the field or in the Graveyard, this card is treated as FIRE. When this card is used as Fusion Material, and at least one of the other Fusion Material Monsters is FIRE: Target 1 Face-up Monster on the field and destroy it. Then inflict damage to your Opponent's Life Points equal to the ATK of that monster.
Rare

EN014
Dark Heart Vasi
DARK / Level 4
Fairy / Effect
1500 / 1500
While face-up on the field or in the Graveyard, this card is treated as WATER. When this card is used as Fusion Material, and at least one of the other Fusion Material Monsters is WATER: Target up to 2 Spell or Trap cards on the Field and Destroy them.
Rare

EN015
Atlantean Swordsman
WATER / Level 5
Fiend / Tuner
2100 / 1700
If this monster is Special Summoned successfully: Special Summon 1 Level 4 or lower WATER monster from your Graveyard.
Common

EN016
Atlantean Flashfish
WATER / Level 1
Fiend / Effect
350 / 150
When this Monster is Normal Summoned: You can Tribute this card; Special Summon 1 Level 5 or lower "Atlantean" monster from your Graveyard.
Rare

EN017
Atlantean Warlord
WATER / Level 5
Fiend / Effect
2400 / 1500
This card inflicts piercing battle damage. When this card inflicts Battle Damage to your Opponent's Life Points: Send 1 Level 4 or lower WATER monster from your Deck to the Graveyard.
Common

EN018
Atlantean Pikeman
WATER / Level 3
Fiend / Effect
1200 / 600
You can Special Summon this card from your Graveyard if your Opponent controls more monsters than you do. If Special Summoned this way: banish this card when it leaves the field.
Common

EN019
Alpheus the Tidal Monarch
WATER / Level 6
Sea Serpent / Effect
2400 / 1000
When this Monster is Tribute Summoned successfully: Target 1 card on the field and return it to the bottom of its Owner's Deck.
Super Rare

EN020
Hound of the Black Forest
DARK / Level 2
Beast / Effect
550 / 600
When this card is sent from the Field to the Graveyard: Add 1 Spellcaster-Type monster with 1500 or less DEF and add it to your hand.
Rare

EN021
Darkfire Avian
DARK / Level 3
Pyro / Tuner
500 / 700
When this card is Normal Summoned: Shuffle 1 "Darkfire" monster from your Graveyard into your Deck.
Rare

EN022
Darkfire Swordsman
DARK / Level 4
Pyro / Effect
1700 / 800
You can discard this card; send 1 "Darkfire" monster from your Deck to the Graveyard. If this card would be returned to the Deck from the Graveyard: Special Summon it instead and destroy 1 Spell/Trap card on the field. If this card is Special Summoned this way, it is banished when it leaves the field.
Rare

EN023
Darkfire Colt
DARK / Level 4
Pyro / Effect
1900 / 700
If this card would be returned to the Deck from the Graveyard: Special Summon it instead and destroy 1 Face-up Monster on the field. If this card is Special Summoned this way, it is banished when it leaves the field.
Super Rare

EN024
Anti-Infantry Ninja
WIND / Level 4
Warrior / Effect
1900 / 1300
When an Effect Monster is Special Summoned: you can banish it and Special Summon 1 banished "Ninja" monster.
Rare

EN025
Escapist Ninja
DARK / Level 3
Warrior / Effect
700 / 500
When a Special Summoned monster attacks a Face-up "Ninja" monster you control: Special Summon this card (from your hand) and end the Battle Phase.
Common

EN026
Red Assassin Ninja
FIRE / Level 5
2400 / 1800
If you've Summoned 2 or more Monsters this turn, you can Special Summon this card from your hand. If Special Summoned this way: you may banish 1 Special Summoned monster on the field.
Super Rare

EN027
Infernal Näaki
WATER / Level 3
Beast / Effect
500 / 1600
If a Level 4 or lower Monster attacks this set Monster, destroy it without applying Damage Calculation.
Common

EN028
Slipstream Berserker
WIND / Level 5
Beast-Warrior / Effect
2200 / 1300
When a card is targeted to be sen from the field to the Graveyard due to a card effect (excluding by destruction): Banish the targeted card; Special Summon this card from your hand.
Super Rare

EN029
Slipstream Cyclone
WIND / Level 4
Beast / Effect
1500 / 1200
Once, while this card is Face-up on the field, if "Air Flow" would send an Opponent's card to the Graveyard: You can Tribute this card and discard 1 card to send that card to the top of their Deck instead.
Common

EN030
Slipstream Gryphon
WIND / Level 5
Beast-Warrior / Effect
2300 / 1700
All Opponent's Spell and Trap cards that would be sent to the Graveyard are returned to the Bottom of the Deck instead.
Rare

EN031
Slipstream Lynx
WIND/ Level 2
Beast / Effect
200 / 300
FLIP: Target 1 card on the Field and return it to the Top of its Owner's Deck.
Super Rare

EN032
Slipstream Warrior
WIND / Level 4
Beast-Warrior / Effect
1700 / 1500
When this card is sent to the Graveyard by the Effect of "Air Flow": Your Opponent skips their next Draw Phase and can draw up to 2 cards during their next Standby Phase.
Common

EN033
Tyranno Lightning
LIGHT / Level 4
Dinosaur / Effect
1500 / 1300
When this card attacks: Increase its ATK by 300 until the End Phase. If this card is targeted for an attack: You can discard 1 Dinosaur-Type monster from your hand; increase the ATK of this card by 500 until the End of the Battle Phase.
Common

EN034
Tyranno Firestorm
FIRE / Level 2
Dinosaur / Effect
400 / 1200
When this Face-up card is banished: banish the top to cards of your Deck; Add 1 Level 4 or lower Dinosaur-Type monster from your Deck to your hand.

EN035
Shadowfiend Tyranno
DARK / Level 7
Dinosaur / Effect
2800 / 1600
This card can be Tribute Summoned with 1 Tribute if tributing a Dinosaur-Type monster. When this card is successfully Tribute Summoned: Destroy every Spell/Trap card on the Field. When this card is destroyed: Banish all Face-up monsters you control.
Super Rare

EN036
Alien Researcher
DARK / Level 4
Reptile / Effect
1400 / 1300
You can remove 2 A-Counters foam anywhere on the field; Draw 1 card. (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.)
Super Rare

EN037
Sand Searcher
WIND / Level 1
Insect / Effect
200 / 100
Discard this card; your Opponent reveals 1 of their set Spell/Trap cards. If the revealed card is a Trap card: banish it and every card with the same name from either player's Decks.
Common[/color]

[color=#800080]EN038
Shadowsoul Hydra
DARK / Level 8
Dragon / Fusion / Effect
2500 / 2300
1 "Dark Heart" monster + 1 or more WATER or EARTH monsters
This monster gains the Attributes of all Fusion Material Monsters used to Fusion Summon this card. For every Fusion Material Monster used to Fusion Summon this card: Place 1 Shadowsoul Counter on this card. Every time this card would be destroyed: You can remove 2 Shadowsoul Counters from this card instead.
Ultra Rare

EN039
Shadowsoul Chimera
DARK / Level 8
Dragon / Fusion / Effect
2900 / 2500
1 "Dark Heart" monster + 1 or more WIND or FIRE monsters
This monster gains the Attributes of all Fusion Material Monsters used to Fusion Summon this card. This Monster may attack once for every Fusion Material Monster used in the Fusion Summon of this card.
Ultra Rare[/color]

[color=#808080]EN040
Darkfire Dragion
DARK / Level 7
Pyro / Synchro / Effect
2700 / 1700
1 Tuner + 1 or more non-Tuner "Darkfire" monsters
Once per turn: you can discard 1 card; shuffle 1 "Darkfire" monster from your Graveyard into your Deck. Then draw 1 card.
Ultra Rare

EN041
Titannia Cronus
EARTH / Level 11
Warrior / Synchro / Effect
3500 / 2500
1 "Titannia" Tuner + 2 or more non-Tuner monsters
When this card is Synchro Summoned: destroy every other card on the field. During each of your End Phase, you must tribute 1 other Monster on the field or destroy this card and banish eve card on your side of the field and in your hand.
Ultra Rare

EN042
Atlantean Kraken
WATER / Level 9
Fiend / Synchro / Effect
2600 / 2200
1 WATER Tuner + 1 or more non-Tuner monsters
While "Umi" is Face-up on the field: Negate the effects of any Spell/Trap cards that would destroy a WATER monster and destroy those cards. Increase the ATK of this card by 200 for every "Atlantean" monster in your Graveyard.
Ultra Rare

EN043
The Dark Magician
DARK / Level 7
Spellcaster / Synchro / Effect
2500 / 2100
1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: Place 1 Spell counter on it for every non-Tuner monster used as Synchro Material for this card's Synchro Summoning. This card gains 300 ATK for every Spell Counter on it. Once per turn: You can remove 1 Spell Counter from this card to destroy 1 Spell/Trap card on the field.
Ultra Rare

EN044
The Blue-Eyes White Dragon
LIGHT / Level 8
Dragon / Synchro / Effect
3000 / 2500
1 Tuner + 1 or more non-Tuner monsters
The Summoning of this card cannot be negated. This card is unaffected by the effects of Spells and Traps that do not target. Once per turn: You can destroy 1 card on the field. If you use this effect: you cannot conduct your Battle Phase this turn.
Ultra Rare[/color]

[color=#008000]EN045
Titan's Power
Spell
Tribute 1 "Titannia" monster one the Field; destroy every Face-up monster on the field with less ATK than the tributes Monster's DEF
Common

EN046
Titan's March
Spell / Continuous
"Titannia" monsters are unaffected by the effects of Spell/Trap cards during the Battle Phase.
Common

EN047
Chaos Polymer
Spell / Quick-Play
Target 2 banished "Dark Heart" monsters and return them to the Graveyard. Then Special Summon 1 "Shadowsoul" monster from your Extra Deck. (Regardless of the summoning conditions.) It's effects are negated.
Common

EN048
Shadowsoul Polymerization
Send Fusion Material Monsters that are listed on a "Shadowsoul" Fusion Monster Card from your hand or your side of the field to the Graveyard and Special Summon that "Shadowsoul" monster from the Extra Deck. (This is treated as a Fusion Summon.) If this card is in your Graveyard and you control no Monsters except for "Dark Heart" or "Shadowsoul" monsters, you can banish 1 "Dark Heart" monster in your Graveyard to add this card to your hand.
Common

EN049
Dark Renewal
Spell
Return 1 DARK monster from your Graveyard to the bottom of your Deck; Special Summon 1 Level 4 or lower "Darkfire" monster from your Graveyard. It is banished at the End Phase.
Rare

EN050
Darkfire Plains
Spell / Field
Once per turn: You can discard 1 card; send 1 DARK monster from your Deck to the Graveyard OR target 1 "Darkfire" monster in your Graveyard and shuffle it into the Deck.
Super Rare

EN051
Flame Burst
Spell
You can shuffle 1 "Darkfire" monster from your Graveyard into your Deck; inflict damage to your Opponent's Life Points equal to half of that monster's ATK.
Common

EN052
Cloak and Dagger Technique
Spell / Quick-Play
Banish 1 "Ninja" monster on the field until your next Standby Phase. When that "Ninja" monster returns to the field: destroy 1 Face-up Monster on the field.

EN053
Necrogust
Spell / Quick-Play
Banish 1 "Slipstream" monster in your Graveyard; send 1 card on the field to the top of your Opponent's Deck.
Rare

EN054
Slipstream Vortex
Spell
You can return 2 "Slipstream" monsters from the field to their respective owner's hand; send 1 monster on the field to the Graveyard.
Common

EN055
Air-Flow
Spell / Continuous
If either player does not draw a card during their Draw Phase or if either player's Draw Phase is skipped: the turn player must send the top 3 cards of their Deck to the Graveyard. At the End Phase of their respective turn: the turn players must target 1 card they control; send it to the Graveyard. If they cannot, they must discard their entire hand to the Graveyard. Either player may activate Spells/Traps in response to the targeting of a monster by this effect. At the end of the 4th turn after this card's activation: return this card to the Deck.
Ultra Rare

EN056
Dino Strike
Spell / Quick-Play
This card can only be activated when the Opponent activates a Spell or Trap card during the Battle Phase while you control a face-up Dinosaur-Type monster. Tribute 1 Dinosaur-Type monster; negate the effect of the card and destroy it.
Common

EN057
Atlantean Offensive
Spell
Banish 1 "Atlantean" monster in your Graveyard; add 1 Level 4 or lower "Atlantean" monster from your Deck to your hand.
Common

EN058
Lost City of the Atlantic
Spell / Field
This card's name is treated as "Umi" while Face-up on the field or in the Graveyard. All WATER Monsters gain 200 ATK. "Atlantean" monsters are also treated as Fish-Type. You can banish 1 "Atlantean" monster in your Graveyard to target 1 "Umi" in your Graveyard; place it on the top of your Deck.
Super Rare

EN059
Deep Sea Drill
Spell / Equip
This card can only be equipped to a WATER monster. When a monster equipped with this card inflicts Battle DAmage to your Opponent's Life Points: destroy 1 Set Spell/Trap on the field.
Common

EN060
Anti-Infantry Turrets
Spell / Continuous
Pay 1000 Life Points; all Level 3 or lower Warrior-type Monsters become Normal Monsters.
Common

EN061
Pot of Avidity
Spell
Target 3 non-"Darkfire" monsters in your Graveyard and shuffle them into your Deck. Then Draw 1 card.
Common

EN062
Sealed Dark Magic
Spell / Continuous
Tribute 1 Spellcaster-type monster. "Dark Magician" monsters are unaffected by Spell cards that do not target.
Common[/color]

[color=#ee82ee]EN063
Shadow Overlap
Trap
Target 1 "Shadowsoul" monster in your Extra Deck. Banish, from your side of the field or your Graveyard, Fusion Material Monsters listed on that "Shadowsoul" Monster (maximum of 3 Fusion Material Monsters) and Special Summon that card from the Extra Deck.
Super Rare

EN064
Broken Dam
Trap
If your Opponent controls 3 or more Defense Position monsters, and you control 1 or more ATK position WATER monsters, you can activate this card to destroy every Defense Position monster on the Field. All battle damage you inflict this turn is halved.
Common

EN065
River Delta
Trap
When a WATER monster is destroyed: You can banish it; Special Summon 2 "River Tokens" (Aqua-Type/WATER/Level 1/ATK 0/ DEF 0) in Defense Position on your side of the field.
Rare

EN066
Instant Evolution Pill
Trap
When a Level 4 or lower Dinosaur-Type monster you control is targeted for an attack: Tribute it; Special Summon 1 Level 5 or higher Dinosaur-Type monster from your hand.
Common

EN067
Stampede of the Prehistoric Beasts
Trap / Counter
Activate only during the Battle Phase if you control a Face-up Level 5 or higher Dinosaur-Type monster. Negate the effect of a Trap card and destroy it.
Common

EN068
D.D. Soul Retreival
Trap / Continuous
All cards banished are returned to the Graveyard at the End Phase. Banish this card during your 3rd Standby Phase after this card's Activation.
Common

EN069
Aerial Trap Hole
Trap
When a Monster(s) is Summoned to your Opponent's side of the field: You can return 1 Face-up "Slipstream" monster you control to your hand to banish that Monster(s).
Super Rare

EN070
Bandit's Air Pump Tool
Trap / Counter
Tribute 1 "Slipstream" monster to negate a the effect of a Spell, or Trap card and destroy it.
Common

EN071
Giant Wind Blast
Trap
Tribute 2 "Slipstream monsters; return all Monsters on the field to their respective owner's hand.
Common

EN072
Air Superiority
Trap
Activate only when you control a Face-up WIND monster. Negate the effect of all EARTH monsters until the End Phase.
Common

EN073
Sudden Inferno
Trap
When an Opponent's monster declares a Direct Attack: You can target 1 "Darkfire" monster in your Graveyard; Shuffle it into your Deck and negate the attack. Then banish the top 3 cards of your Deck.
Common

EN074
Fall of Darkness
Trap
Only activate if you control a Level 7 or higher LIGHT monster. Destroy every DARK monster on the field.
Common

EN075
White Dragon Lightning
Trap / Continuous
When a "Blue-Eyes" monster is destroyed by battle: Target 1 Level 4 or lower Dragon-Type monster in your Graveyard and Special Summon it. It's effects are negated. When that monster is removed from the field: Destroy this card. When this card is removed from the field: banish that monster.
Common

EN076
Into the Dragon's Den
Trap
When a "Blue-Eyes" monster is Special Summoned to your side of the field during your Opponent's turn: You can Special Summon 2 "Blue-Eyes Tokens" (Dragon-Type/LIGHT/Level 2/ATK 600/DEF 600) in Face-up Attack Position on your side of the field. "Blue-Eyes Tokens" cannot change their battle positions or be tributes.
Common

EN077
Solar Eclipse
Trap
Target 1 LIGHT monster on the field. Until the End Phase: It is treated as DARK.
Common

EN078
Lunar Eclipse
Trap
Target 1 DARK monster on the field. Until the End Phase: It is treated as LIGHT.
Common

EN079
A.A. Turrets
Trap
Until the End Phase: No cards may be returned to the Hand from the Field or Graveyard and no card effects can be activated by sending cards from the hand to the Graveyard.
Common

EN080
Chenso Woodshop
Trap
If a "Chenso" monster or "Chainsaw Insect" destroys a monster by battle: you can activate this card to destroy 1 Spell/Trap card on the field. Then your Opponent draws 1 card.
Common[/color]

[color=#ff8c00]EN081
Dark Magic Gardna
DARK / Level 3
Spellcaster / Effect
300 / 2200
If this battles, but is not destroyed: You can tribute this card and remove 2 Spell Counters from the Field; end the Battle Phase and Special Summon 1 "Dark Magician" card from your Deck.
Secret Rare

EN082
Dark Magic Squire
DARK / Level 1
Spellcaster / Tuner
100 / 0
You can Special Summon this card from your hand or Graveyard by lowering the level of 1 Level 2 or higher "Dark Magic" monster you control by 1. Both players may only use the effect of "Dark Magic Squire" twice per duel.
Secret Rare

EN083
Shade Magician
DARK / Level 1
Spellcaster / Effect
300 / 200
You can Special Summon this card (from your hand) if you control a Face-up "Shade Magician".
Common

EN084
Caster Magician
DARK / Level 2
Spellcaster / Effect
900 / 600
When this card is Normal Summoned: You can Special Summon 1 "Shade Magician" from your Deck.
Common

EN085
Alien Amastradae
LIGHT / Level 3
Reptile / Tuner
1000 / 400
This card's name is treated as "Alein Ammonite" while Face-up on the field. You can Special Summon this card (from your hand) by removing 2 A-Counters from anywhere on the field.
Rare[/color]

[color=#808080]EN086
Cosmic Draon Drung'ien
LIGHT / Level 8
Reptile / Synchro / Effect
3300 / 1500
1 "Alien" Tuner + 1 or more non-Tuner monsters
If a Spell or Trap card is activated: You can remove 2 A-Counters from anywhere on the field to negate the activation of that card and destroy it.
Secret Rare[/color]

[color=#008000]EN087
Cosmos, Land of Infestation
Spell / Field
Whenever a monster with A-Counters is removed from the field, place all A-Counters that were on that card onto this card. Once per turn: You may move any number of A-Counters from this card to another card on the field. Once per turn: you can remove up to 4 A-Counters from anywhere on the field: Special Summon 1 "Alien" monster from your Deck with a Level equal to the amount of A-Counters removed. If this card were to be destroyed: you can remove 2 A-Counters from this card instead.
Secret Rare[/color]

[color=#ee82ee]EN088
A-Cell Immobilizer
Trap / Continuous
Opponent's Monsters with A-Counters on them cannot use their effects and cannot attack.
Rare[/color]

[color=#ee82ee]EN089
Tyrant's Rampage
Trap / Continuous
Tribute 2 non-Token monsters. Monsters you control are unaffected by all Monster Effects except for their own.
Super Rare[/color]

[color=#ff8c00]EN090
Areis, the Conqueror of Constelace
LIGHT / Level 7
Beast-Warrior / Effect
1900 / 2400
Any monster that battles with this Monster is banished at the end of the Battle Phase.
Secret Rare[/color]

[color=#ff8c00]EN091
Capricorn, the Messenger of Constelace
WIND / Level 3
Beast-Warrior / Effect
1200 / 1400
THis card cannot be destroyed by card effects. When this card is destroyed by battle: You can add 1 Level 4 or lower "Capricorn" monster and 1 Equip Spell from your Deck to your hand.
Secret Rare[/color]

[color=#ff8c00]EN092
Vanity's Soldier
LIGHT / Level 4
Fairy / Effect
1000 / 800
You can discard this card to the Graveyard; add1 "Vanity's Domain" or "Vanity" monster from your Deck to your hand. As long as this card remains Face-up on the field. Monsters cannot be tributes.
Rare

EN093
Vanity's Domain
Spell / Field
Tribute 2 monster on your side of the field or this card's effects do not apply: Monsters cannot be Special Summoned or Tribute Summoned.
Common[/color]

[color=#808080]EN094
The Emperor's Dragon
DARK / Level 8
Dragon / Effect / Synchro
3000 / 2500
1 LIGHT Tuner + 1 or more non-Tuner DARK monsters
This Monster's Attribute is also treated as LIGHT. When a monster is Summoned: Its Summoning is negated and this card loses 800 ATK and DEF.
Secret Rare[/color]

[color=#008000]EN095
The Eye of Orichalcum
Spell / Continuous
All set monsters are flipped Face-up. No cards can be set as long as this card remains face-up on the field. Pay 1000 Life Points at each of your End Phases or destroy this card.
Rare[/color]

[color=#ff8c00]EN096
Elemental HERO Silversword
EARTH / Level 4
Rock / Effect
1800 / 1400
When this monster destroys an Opponent's monster by battle: add 1 "Elemental HERO" monster from your Graveyard to your hand.
Rare[/color]

[color=#800080]EN097
Elemental HERO Dawn
LIGHT / Level 8
Warrior / Fusion / Effect
2800 / 2500
1 "HERO" monster + 1 "Gem-" monster
Once per turn, you can add 1 "Fusion" card from your Graveyard or Deck to your hand.
Secret Rare

EN098
Elemental HERO Fuson
DARK / Level 8
Warrior / Fusion / Effect
2900 / 1500
1 "HERO" monster + 1 "Gem-" monster
When a monster is Fusion Summoned: Draw 1 card.
Secret Rare[/color]

[color=#008000]EN099
HERO's Dawn
Spell / Quick-Play
Chain this card to the activation of a "Fusion" card. You can use 1 "HERO" monster in your Deck as one of the Fusion Materials for the Fusion Summon of 1 "Elemental HERO" Fusion Monster using that "Fusion" card.
Common[/color][/spoiler]

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[quote][color=#ff8c00]EN012
Dark Heart Maa
DARK / Level 4
Rock / Effect
1400 / 1600
While face-up on the field or in the Graveyard, this card is treated as EARTH. When this card is used as Fusion Material, and at least one of the other Fusion Material Monsters is EARTH: Target up to 3 set cards on the field and Destroy them.
Rare[/quote][/color]

Can we discuss the fact that this is so broken it's not even funny? "I play Future Fusion: I send my Elemental HERO Neos Alius and this, target Gaia, Future Fusion becomes a +3, and then I'd STILL get Gaia later.

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[quote name='- Sharpshooter -' timestamp='1324051461' post='5710782']
[/color]

Can we discuss the fact that this is so broken it's not even funny? "I play Future Fusion: I send my Elemental HERO Neos Alius and this, target Gaia, Future Fusion becomes a +3, and then I'd STILL get Gaia later.
[/quote]That all makes sense, noting still that You'd need to send Wildheart or Woodsman, not Alius, and that FuFu is going to be banned. (in my fic as well)

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[quote name='Passion Pit' timestamp='1324051542' post='5710784']
That all makes sense, noting still that You'd need to send Wildheart or Woodsman, not Alius, and that FuFu is going to be banned. (in my fic as well)
[/quote]

Oh, shoot. I missed the "the other one must be EARTH to use effect" part. Nevermind then.

Future Fusion's not going to be banned. Don't say such things.

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[quote name='~Burning Soul~' timestamp='1324052143' post='5710796']
ermm.... nice set you have there, though i do have a couple of concerns
- Darkfire Dragon exists already
- the same with Dark Renewal, it was a trap card that Arcana/Dimitri used in the anime
[/quote]Reread Dragion's name dude.

And I could care less if the card is an anime card.

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[u]Just read through all the alien stuff:[/u]
First of all, the new tuner is a little difficult to use for the synchro summon of gol'gar, since there are only 2 level 2 aliens, of which infiltrator is way too weak to actually use.

Next is the synchro, again, this card is also difficult to summon in a pure alien deck, since there are only 2 level 3 aliens. If the synchro was level 9 (ammonite and 2 level 4) or level 11 (your tuner + 2 level 4) it would've been a lot easier to summon. But the effect is a rather nice one.

Next is the researcher; I think the cost is a bit high. I'd rather see something like once or twice per turn removing 2 counters.

Then is the field spell. I don't have much to say about this one. It is way stronger than the old one, but the old one was really weak.

And last but not least, the trap. I don't really like it, since I like placing counters on my own monsters when I get the chance (gol'gar). It also stops brainwashed monsters (brainwashing beam) and hypnotised monsters (alien hypno and mass hypnosis) from attacking and using their effects. If it specifies to your opponent's monsters I'd like it a lot more. But then it's too strong. Maybe you should add something like; this card is destroyed during your 2nd or 3rd End Phase

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