Agro Posted December 16, 2011 Report Share Posted December 16, 2011 [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] Link to comment
Synchronized Posted December 16, 2011 Report Share Posted December 16, 2011 [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. Link to comment
Agro Posted December 16, 2011 Author Report Share Posted December 16, 2011 [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) Link to comment
Synchronized Posted December 16, 2011 Report Share Posted December 16, 2011 [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. Link to comment
~British Soul~ Posted December 16, 2011 Report Share Posted December 16, 2011 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 Link to comment
Agro Posted December 16, 2011 Author Report Share Posted December 16, 2011 [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. Link to comment
~British Soul~ Posted December 16, 2011 Report Share Posted December 16, 2011 [quote name='Passion Pit' timestamp='1324055788' post='5710890'] Reread Dragion's name dude [/quote] oh crap, the "i" must've gotten lost when i was reading said card Link to comment
Agro Posted December 17, 2011 Author Report Share Posted December 17, 2011 [quote name='~Burning Soul~' timestamp='1324073909' post='5711439'] oh crap, the "i" must've gotten lost when i was reading said card [/quote]:3 Any comments on the other cards/archetypes? Link to comment
TCG warrior Posted December 18, 2011 Report Share Posted December 18, 2011 [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 Link to comment
Agro Posted December 19, 2011 Author Report Share Posted December 19, 2011 Thanks for the input. I've tweaked all of the Alien monsters a bit. Anywho bump Link to comment
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