Zeppeli Gyro Supreme Posted February 23, 2008 Report Share Posted February 23, 2008 Harmony AvatarLight/Warrior/6/2400/1000You may Special Summon this card by returning to your Deck 1 of each an EARTH, WIND, FIRE, and WATER monster removed from play. If this card is summoned by its own effect, select and activate one of the following effects:- Draw 2 cards from your Deck.- Send the top 4 cards of your opponent’s Deck to the Graveyard.- Inflict 1000 damage to your opponent’s Life Points.- Increase your Life Points by 1500. D.D. SerpentDark/Sea-Serpent/8/2400/1900Once per turn, during your Main Phase, you may remove from play 1 Spell Card in your hand to destroy 1 face-up monster on the field. King To-KenEarth/Warrior/6/2100/1800During each of your Standby Phases, you may Special Summon 1 “Soldier Token” (Earth/Warrior/3/800/800) in Defense Position on both player’s sides of the field. During each of your End Phases, you may destroy 1 “Soldier Token” on the field to inflict 500 damage to your opponent’s Life Points. To-Ken KnightEarth/Warrior/5/1900/2000During each of your End Phases, you may Special Summon 1 “Soldier Token” (Earth/Warrior/3/800/800) in Defense Position on your side of the field. During your Standby Phase while this card is in face-up Attack Position on your side of the field, you may tribute a “Soldier Token”on your side of the field to increase this card’s ATK by 500 until the End Phase of the turn. To-Ken SoldierEarth/Warrior/4/1600/1600During each of your End Phases, you may Special Summon 1 “Soldier Token” (Earth/Warrior/3/800/800) in Attack Position on your side of the field. Jinzo ChancellorDark/Machine/4/1700/1000When your opponent activates a Continuous Trap Card, you may tribute this card to negate that card’s effect and destroy it. Jinzo BomberDark/Machine/4/1800/0Once per turn, during your Main Phase, you may change this face-up Attack Position monster to face-up Defense Position, and look at a face-down Spell or Trap Card on your opponent’s side of the field. If that card is a Spell Card, destroy it and your opponent gains 500 Life Points. If that card was a Trap Card, place the card in its original position and your opponent gains 500 Life Points. Faux JinzoDark/Machine/4/1400/1000Once per turn you may select and active one of the following effects:- Your opponent selects a Continuous Trap Card from their Deck or Graveyard and places it face-up on their side of the field (at this time your opponent does not pay any activation costs for that card). If they cannot, you gain 500 Life Points.- Active 1 face-down Spell or Trap Card on your opponent’s side of the field, regardless of other card effects. If the timing is correct, you lose 500 Life Points. If the timing is wrong, destroy the activated card and inflict 500 damage to your opponent’s Life Points. Jinzo SignalDark/Machine/2/100/1000While this card is in face-up Attack Position, negate the effects of all face-up Continuous Spell Cards. When this card is destroyed as a result of battle, you may Special Summon 1 Level 4 or lower “Jinzo” monster from your hand. Harmonist of StoneEarth/Rock/4/1800/1800During each of your End Phases, remove from play 1 EARTH monster in your Graveyard. If you cannot, this card is destroyed. If you do, and your opponent controls a monster with less ATK than this card’s DEF, you may destroy that 1 monster. Harmonist of SeaWater/Sea-Serpent/4/1800/1800During each of your End Phases, remove from play 1 WATER monster in your Graveyard. If you cannot, this card is destroyed. If you do, and your opponent controls a monster with less DEF than this card’s DEF, you may destroy that 1 monster. Harmonist of ThunderLight/Thunder/4/1800/1800During each of your End Phases, remove from play 1 LIGHT monster in your Graveyard. If you cannot, this card is destroyed. If you do, and your opponent controls a monster with less DEF than this card’s ATK, you may destroy that 1 monster. Harmonist of FlameFire/Pyro/4/1800/1800During each of your End Phases, remove from play 1 FIRE monster in your Graveyard. If you cannot, this card is destroyed. If you do, and your opponent controls a monster with less ATK than this card’s ATK, you may destroy that 1 monster. Savior From the SkyWind/Winged-Beast/4/1000/1400When a Trap Card is activated, you may remove from play this card to destroy 1 Spell or Trap Card on the field. This card is then Special Summoned during your next Standby Phase. Brilliant Shining AngelLight/Fairy/4/1400/1000When a Spell Card is activated, you may remove from play this card to destroy 1 Monster on the field. Kuriboh of the Black MoonDark/Fiend/4/1000/1000When your opponent activates a Spell Card, you may discard a card from your hand and roll a six-sided die. If the result is not 1 or 6, the Spell Card’s effect is negated and it is destroyed. Priestess of LightningLight/Thunder/4/1600/1000When this card destroys a Defense Position monster as a result of battle, inflict 400 damage to your opponent’s Life Points. Agent of RageLight/Thunder/3/1500/0When this card inflicts Battle Damage to your opponent’s Life Points, increase this card’s ATK by 100. In addition, by decreasing this card’s ATK until its is 1500, you may inflict damage to your opponent’s Life Points equal to half of the amount this card’s ATK was decreased by. Gruesome PrimordWater/Beast-Warrior/2/800/0When this card inflicts Battle Damage to your opponent’s Life Points, send the top 4 cards of your opponent’s deck to the Graveyard. Morphing EelFire/Sea-Serpent/2/300/1600When this card inflicts Battle Damage to your opponent’s Life Points, your opponent must select and destroy 1 card on their side of the field. Serpent Knight of KeldaEarth/Reptile/2/400/1000If your opponent controls a face-up Level 2 or lower Effect Monster, this card’s ATK becomes 1800. Elemental Hero CiclaWater/Warrior/3/800/1200When this card is destroyed as a result of battle and sent to the Graveyard, decrease the ATK of the monster that destroyed this monster by 400. You may then Special Summon up to 2 “Elemental Hero Cicla”s from your Hand or Deck in face-up Defense Position. Ojama WhiteLight/Beast/2/1000/0You can substitute this card for any 1 “Ojama” Fusion Material Monster. In addition, when a face-up “Ojama King” or “Ojama Knight” is targeted by the effect of a card controlled by your opponent, you may discard this card to negate that card’s effect and destroy it. Elemental Hero GlaciorWater/Warrior/7/1800/2800“Elemental Hero Bubbleman” + “Elemental Hero Cicla” + “Elemental Hero Cicla”This card cannot be Special Summoned except by Fusion Summon. While this card is face-up on the field, decrease the ATK and DEF of all face-up monsters on your opponent’s side of the field by 400. In addition, when this card destroys a monster as a result of battle, inflict 200 damage to your opponent’s Life Points. Guilded King of the ReefWater/Fish/7/2200/2200“Morphing Eel” + “Serpent Knight of Kelda” + “Gruesome Primord”This card cannot be Special Summoned except by Fusion Summon. When this card inflicts Battle Damage to your opponent’s Life Points, your opponent discards a card at random from their hand. In addition, during each of your End Phases while you control no Level 3 or higher monsters besides this monster, you may remove from play the top 4 cards of your opponent’s Deck. Alchemic Process- Oil TransmuteNormal Spell Card- Remove from play 2 FIRE monsters in your Graveyard. Inflict 800 damage to your opponent’s Life Points.- Remove from play 2 FIRE monsters with 1500 ATK or less in your Deck. Inflict 500 damage to your opponent’s Life Points. Alchemic Process- Coal TransmuteNormal Spell CardSelect and activate 1 of the following effects:- Remove from play 2 EARTH monsters in your Graveyard. Inflict 800 damage to your opponent’s Life Points.- Remove from play 2 EARTH monsters with 1500 ATK or less in your Deck. Inflict 500 damage to your opponent’s Life Points. Dupli CatNormal Spell CardRemove from play 5 cards at random from your Deck. Add 1 Monster with 2000 ATK or less from your opponent’s Graveyard to your hand. Ice CaveNormal Spell CardSpecial Summon 2 “Glacier Token”s (Water/Aqua/1/0/200) in Defense Position on your side of the field, and1 “Snow Beast Token” (Earth/Beast/3/1000/1000) in the Battle Position of your opponent’s choice on your opponent’s side of the field. They cannot be tributed for a Tribute Summon other than for a WATER monster. Ground BurstNormal Spell CardDestroy 1 face-up monster with 1000 DEF or less. Cthonian BlackfireNormal Spell CardInflict 1500 damage to your opponent’s Life Points. You cannot activate more than 2 cards during the turn this card was activated. Dormant MountainNormal Spell CardWhen this face-down card is destroyed by a card effect, inflict 300 damage to both player’s Life Points. Then both players may add 1 EARTH or FIRE monster with 1000 ATK or less from their Deck to their hand. Magnet FloorQuick-Play SpellChange the Battle Position of all face-up Machine-Type monsters to face-up Defense Position. Feather CastQuick-Play SpellMonsters with 400 ATK or less may attack a player directly until the End Phase of your opponent’s turn after this card was activated. Kaiser VirusQuick-Play SpellIncrease the ATK of all face-up DARK Machine-Type monsters by 500 and decrease the ATK of all face-up LIGHT monsters on the field by 400 until the End Phase of the turn this card was activated. Rope BridgeContinuous Spell CardAs long as this card remains face-up on your side of the field, Level 3 to Level 5 monsters cannot declare an attack. During each of your End Phases, pay 700 Life Points. If you do not, this card is destroyed. Spell HoleContinuous Spell CardEach time a Quick-Play Spell is activated, you may negate that card’s effect and return it to the owner’s hand. Buster Cannon- GigaEquip Spell CardEquip only to a Level 1 monster. The equipped monster gains 2000 ATK and DEF. In addition, when the equipped monster is to be destroyed as a result of a Spell Card effect, you may instead destroy this card. Buster Cannon- MegaEquip Spell CardEquip only to a Level 2 or lower Monster. The equipped Monster gains 1500 ATK and DEF. Whenever the equipped monster battles with a monster, decrease the ATK and DEF of the equipped monster by 500. Intense CalamityEquip Spell CardTribute the equipped monster to remove from play all monsters on the field.. You cannot declare an attack during the turn this effect was activated. Infinite Black HoleNormal Trap CardPay 1500 Life Points. Select 1 card on the field, then remove from play this card, and place the chosen card on top of this card face-down. Anti-Gravity CircuitNormal Trap CardLevel 2 or lower monsters may, and can only declare an attack on a player’s Life Points until the End Phase of your opponent’s turn after this card’s activation. Social CalamityNormal Trap CardReturn 1 monster on your side of the field to the owner’s hand. Place 1 face-down card on the field on the top of the owner’s deck. Block PartyNormal Trap CardReturn all face-down monsters on the field to the owner’s hands. Then, the player that had the most cards returned to their hand by this card’s effect may Special Summon a monster from their hand in face-up Attack Position or face-down Defense Position. If it is a tie, both players may Special Summon a monster from their hand. Solar TunnelContinuous Trap CardWhile this card is face-up on your side of the field, halve all inflicted to your Life Points by effects of cards controller by your opponent. In addition, each time you take damage to your Life Points from a card effect, inflict 400 damage to your opponent’s Life Points. Royal CleansingContinuous Trap CardWhen activated, name a Monster Type. Each time a player Normal Summons a monster of the selected type, they must pay 600 Life Points, or that monster is removed from play. Extravagant BountyContinuous Trap CardWhen activated, call 2 card names. When your opponent Normal Summons, Special Summoned, or Flip Summons monsters with the same name as the called names, your opponent must pay 1000 Life Points or those cards are removed from play. Your opponent may pay 2000 Life Points to destroy this card. Anti-Spell BubbleCounter TrapActivate only while you control a face-up Machine-Type monster and your opponent activates a Normal Spell Card. Negate that card’s effect and destroy it. Tractor BeamCounter TrapActivate only while you control a face-up Level 4 or higher “Alien” monster and a Spell, Trap, or Effect Monster effect is activated. Negate the effect of the card, and the effects of all face-up cards on the field until the End Phase of the turn this card was activated. Bending WillCounter TrapActivate when the opponent activates a card effect that allows them to choose from an option of effects. You choose which effect is activated. Link to comment
Zeppeli Gyro Supreme Posted February 26, 2008 Author Report Share Posted February 26, 2008 Could someone at least comment? I worked forever on this set @.@ Link to comment
zigfried Posted March 3, 2008 Report Share Posted March 3, 2008 I read your cards and to be honest.... I REALLY liked them! I especially like your "To-Ken" bit and your Dupli-Cat card. These all seem so awesome. They actually seem like they could be real! Check out my stuff under 'Zigfried's (something er other)'. I'd like to know what you think of it... But no joke, these all seem like stuff you would see in a real pack of cards. Link to comment
Grayall Posted March 3, 2008 Report Share Posted March 3, 2008 You got very good skills. Imppressive! Link to comment
silence.renegade Posted March 3, 2008 Report Share Posted March 3, 2008 Just like to say that the point of a card being removed from play is that it cannot be returned from being removed from play, your first card seems to mention about bringing back a monster from being removed from play. Just a small note, change that bit to graveyard otherwise you break a fundamental rule. Link to comment
Slade Posted March 9, 2008 Report Share Posted March 9, 2008 Just like to say that the point of a card being removed from play is that it cannot be returned from being removed from play' date=' your first card seems to mention about bringing back a monster from being removed from play. Just a small note, change that bit to graveyard otherwise you break a fundamental rule.[/quote'] Cough, Return from the Different Dimension, cough. Honestly, please don't be a know-it-all. Link to comment
Shadow Dude64 Posted March 9, 2008 Report Share Posted March 9, 2008 You did really great. I loved it! Keep up the great work! Link to comment
Dark_Pride Posted March 9, 2008 Report Share Posted March 9, 2008 Wow! The format of this set is like the real booster format. I mean, they are not going to place all support cards for an archetype in just one set. This is good.For the rating, it's 9.6/10 Link to comment
Lucas Maximus Posted March 9, 2008 Report Share Posted March 9, 2008 Great effort, immense ideas. :D9.2/10 Link to comment
spinner678 Posted March 17, 2008 Report Share Posted March 17, 2008 SWEEEEEEEEEEEEEET!!!!!!! NOW I KNOW WHY DOES UR SIG CALL IT UR ULTIMATE CARD SET!!!!! Link to comment
BigE181 Posted March 17, 2008 Report Share Posted March 17, 2008 Wow, this is good card for the next yugioh... I give you 10/10! Link to comment
bury the year Posted March 17, 2008 Report Share Posted March 17, 2008 Want me to help find pics? I could do it... Link to comment
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