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It's a set about what I like [51/80]


Lonk

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[center] Set Name: Mental Sanctum[/center]
[center] Set Code: MSAN[/center]
[center] Cover Card: Immortal Metalized Sorcerer[/center]
[center] -Introduces the "Immortal Metalized" and "Striker" archtypes[/center]
[center] -Includes further support for "Jurrac", "Gishki", "Steelswarm", and "Madolche" archtypes[/center]
[center] -Further support for Dinosaur-Type monsters, FIRE Attribute monsters and Ice Counters[/center]

[center] [spoiler=EN001 - Pyroclamatic Surge Golem][/center]
[center] Pyroclamatic Surge Golem[/center]
[center] Level 3[/center]
[center] FIRE[/center]
[center] Pyro/Effect[/center]
[center] ATK/1500 DEF/500[/center]

[center] Once per turn; you can send 1 FIRE monster in your Deck to the Graveyard. You can tribute this card: Special Summon 1 FIRE monster in your Graveyard whose Level or Rank is equal to or less than the number of FIRE monsters in your Graveyard. You cannot Special Summon any monsters during the turn a monster was sent to the Graveyard by this card's effect.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN002 - Philosoraptor][/center]
[center] Philosoraptor[/center]
[center] Level 3[/center]
[center] EARTH[/center]
[center] Dinosaur/Effect[/center]
[center] ATK/1500 DEF/200[/center]

[center] Once per turn; you can toss a coin. If the result of the coin toss is heads: Banish 1 Spell Card in your Graveyard and activate its effect. If the result of the coin toss is tails: increase the Level of all monsters you control by 1.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN003][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN004 - Prehistoric Magna-crest][/center]
[center] Prehistoric Magna-crest[/center]
[center] Level 2[/center]
[center] FIRE[/center]
[center] Dinosaur/Tuner[/center]
[center] ATK/1000 DEF/500[/center]

[center] When this card is Normal Summoned: Special Summon any number of Dinosaur-Type monsters from your hand whose combined Levels are equal to or lower than 8. Monsters that were Special Summoned by this card's effect cannot be used for an Xyz Summon. Once per turn; select 1 Dinosaur-Type monster in your Graveyard: This card's name becomes that monster's name until the End Phase.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN005][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN006 - Jurrac Pachy][/center]
[center] Jurrac Pachy[/center]
[center] Level 4[/center]
[center] FIRE[/center]
[center] Dinosaur/Effect[/center]
[center] ATK/1700 DEF/800[/center]

[center] When this card is added to your hand: Special Summon this card. When this card is Special Summoned: destroy 1 card your opponent controls. Then, activate one of the effects depending on the card destroyed: ●Monster: Inflict damage to both players equal to that monster's ATK. ●Spell: Draw 2 cards. ●Trap: Your opponent cannot activate any card effects for the rest of the turn. This card's effect cannot be activated if you control a "Jurrac Pachy"[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN007][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN008 - Striker Jumpman][/center]
[center] Striker Jumpman[/center]
[center] Level 4[/center]
[center] FIRE[/center]
[center] Warrior/Effect[/center]
[center] ATK/1700 DEF/1400[/center]

[center] When you enter your Battle Phase: change the Battle Position of 1 monster your opponent controls. If all monsters your opponent controls are in Defense Position: This card can attack your opponent's Life Points directly. When this card inflicts Battle Damage: add 1 "Striker" card or 1 "Energy Soccer Ball" from your Deck to your hand.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN009 - Striker Volt Twin][/center]
[center] Striker Volt Twin[/center]
[center] Level 4[/center]
[center] LIGHT[/center]
[center] Thunder/Effect[/center]
[center] ATK/1600 DEF/1800[/center]

[center] When you enter your Battle Phase: change the Battle Position of 1 monster your opponent controls. If all monsters your opponent controls are in Defense Position: This card can attack your opponent's Life Points directly. During the turn this card was Summoned: Your opponent cannot activate any card effects until the End of the Battle Phase.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN010 - Striker Princess][/center]
[center] Striker Princess[/center]
[center] Level 3[/center]
[center] LIGHT[/center]
[center] Fairy/Effect[/center]
[center] ATK/1300 DEF/1300[/center]

[center] When you enter your Battle Phase: change the Battle Position of 1 monster your opponent controls. If all monsters your opponent controls are in Defense Position: This card can attack your opponent's Life Points directly. Once per Battle Phase; banish 1 face-up monster your opponent controls until the End Phase.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN011 - Striker Mount][/center]
[center] Striker Mount[/center]
[center] Level 4[/center]
[center] EARTH[/center]
[center] Dinosaur/Union[/center]
[center] ATK/1700 DEF/1000[/center]

[center] When you enter your Battle Phase: change the Battle Position of 1 monster your opponent controls. If all monsters your opponent controls are in Defense Position: This card can attack your opponent's Life Points directly. Once per turn, during your Main Phase; you can equip this card to a "Striker" monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead). If the monster equipped with this card inflicts Battle Damage to your opponent: the equipped monster can attack again directly.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN012 - Ape Striker][/center]
[center] Ape Striker[/center]
[center] Level 6[/center]
[center] EARTH[/center]
[center] Beast/Effect[/center]
[center] ATK/2400 DEF/1400[/center]

[center] When you enter your Battle Phase: change the Battle Position of 1 monster your opponent controls. If all monsters your opponent controls are in Defense Position: This card can attack your opponent's Life Points directly. If your opponent controls a Defense Position monster: you can Normal Summon this card without any tributes. If you do: add 1 "Energy Soccer Ball" from your Graveyard to your hand.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN013 - Gishki Duplicator][/center]
[center] Gishki Duplicator[/center]
[center] Level 4[/center]
[center] WATER[/center]
[center] Aqua/Effect[/center]
[center] ATK/1500 DEF/700[/center]

[center] If you Ritual Summon a WATER Ritual Monster, this card can be used as the entire Tribute. When a "Gishki" monster is Ritual Summoned: You can Special Summon this card from your hand (This Special Summon is also treated as a Ritual Summon). This card's ATK, DEF, Level and effect become the Ritual Summoned monster's ATK, DEF, Level and effect. If this card is sent to the Graveyard: return 1 "Gishki" card from your Graveyard to your hand other than "Gishki Duplicator" and 1 "Gishki" Ritual Monster you control to your hand; destroy 1 card your opponent controls.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN014][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN015][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN016 - Steelswarm Assault Troop][/center]
[center] Steelswarm Assault Troop[/center]
[center] Level 3[/center]
[center] DARK[/center]
[center] Fiend/Effect[/center]
[center] ATK/1800 DEF/0[/center]

[center] This card's effect cannot be negated. When this card is Summoned; you can Normal Summon a "Steelswarm" monster in addition to your Normal Summon or Set this turn.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN017][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN018 - Core Blaster][/center]
[center] Core Blaster[/center]
[center] Level 5[/center]
[center] FIRE[/center]
[center] Warrior/Effect[/center]
[center] ATK/1800 DEF/2400[/center]

[center] When this card is Summoned: place 1 Core Counter on this card. When this card selects a monster as an attack target: you can remove 1 Core Counter from this card: destroy the attack target and inflict damage to your opponent equal to that monster's ATK. This card's effect cannot be prevented by card effects that make the monster unaffected by card effects.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN019][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN020 - Frost Judicator][/center]
[center] Frost Judicator[/center]
[center] Level 5[/center]
[center] WATER[/center]
[center] Warrior/Effect[/center]
[center] ATK/2400 DEF/1800[/center]

[center] You can Special Summon this card from your hand if there are 2 or more Ice Counters on the field. If this card is Special Summoned: destroy all monsters with Ice Counters on the field. Then, Special Summon "Ice Token"s (WATER/Level 1/Aqua-Type/ATK 500/DEF 500) onto your opponents side of the field equal to the number of monsters destroyed this way and place 1 Ice Counter on each of those monsters. Non-WATER monsters with Ice Counters have their ATK and DEF decreased by 500 for each Ice Counter on them and cannot change their Battle Position.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN021 - Experienced Cryomancer][/center]
[center] Experience Cryomancer[/center]
[center] Level 4[/center]
[center] WATER[/center]
[center] Spellcaster/Effect[/center]
[center] ATK/1900 DEF/800[/center]

[center] When this card is Summoned: place 1 Ice Counter on all monsters your opponent controls. You can remove 2 Ice Counters on the field to draw 1 card. When this card destroys a monster with Ice Counters by battle: your opponent discards 1 card.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN022 - Wizard of Ales][/center]
[center] Wizard of Ales[/center]
[center] Level 3[/center]
[center] WATER[/center]
[center] Spellcaster/Effect[/center]
[center]ATK/1000 DEF/1000[/center]

[center] When this card is Summoned: place 1 Spell Counter on this card (max. 3). During each of your Standby Phases, while this card has Spell Counters: place 1 Spell Counter on this card. When this card is removed from the field: draw 1 card for each Spell Counter on this card.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN023 - Immortal Metalized Vessel][/center]
[center] Immortal Metalized Vessel[/center]
[center] Level 4[/center]
[center] EARTH[/center]
[center] Machine/Effect[/center]
[center] ATK/0 DEF/2000[/center]

[center] You can Tribute this card; Special Summon 1 Level 8 "Immortal Metalized" monster from your hand. During each of your End Phases: add 1 "Immortal Metalized" monster from your Deck or Graveyard to your hand.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN024 - Immortal Metalized Warhammer][/center]
[center] Immortal Metalized Warhammer[/center]
[center] Level 8[/center]
[center] DARK[/center]
[center] Warrior/Effect[/center]
[center] ATK/2700 DEF/1550[/center]

[center] When this card is Special Summoned: add 1 "Immortal Metalized" monster from your Deck to your hand. During your End Phase: you can shuffle this card to your Deck: Special Summon 1 "Immortal Metalized" monster from your hand, except for "Immortal Metalized Warhammer".[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN025 - Immortal Metalized Shield][/center]
[center] Immortal Metalized Shield[/center]
[center] Level 8[/center]
[center] DARK[/center]
[center] Rock/Effect[/center]
[center] ATK/0 DEF/3000[/center]

[center] Cannot be destroyed by card effects. When this card's Battle Position would change (even when flipped face-down): add 1 "Immortal Metalized" monster from your Deck to your hand. During your End Phase: You can shuffle this card to your Deck: Special Summon 1 "Immortal Metalized" monster from your Deck, except for "Immortal Metalized Shield".[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN026 - Immortal Matalized Tank][/center]
[center] Immortal Metalized Tank[/center]
[center] Level 8[/center]
[center] DARK[/center]
[center] Machine/Effect[/center]
[center] ATK/3000 DEF/2000[/center]

[center] When this card battles a monster: you can destroy that monster before damage calculation. If you do: return 1 "Immortal Metalized" monster in your hand or Graveyard to your Deck and draw 1 card. During your End Phase: You can shuffle this card to your Deck: Special Summon 1 "Immortal Metalized" monster from your hand, except for "Immortal Metalized Tank"[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN027 - Immortal Metalized Sorcerer][/center]
[center] Immortal Metalized Sorcerer[/center]
[center] Level 8[/center]
[center] DARK[/center]
[center] Spellcaster/Effect[/center]
[center] ATK/2500 DEF/1000[/center]

[center] If this card is Special Summoned by the effect of an "Immortal Metalized" monster: send 1 Normal Spell Card from your Deck to your Graveyard; this card's effect becomes the effect of that Spell Card. Once per turn; you can send 1 "Immortal Metalized" monster from your Deck to the Graveyard: add 1 "Immortal Metalized" monster from your Deck to your hand, except for "Immortal Metalized Sorcerer". When this card would be removed from the field: return this card back to your Deck and Special Summon 1 "Immortal Metalized" monster from your Graveyard.[/center]
[center] [/spoiler][/center]

[center] [spoiler=*NEW*EN028 - Energy Conveyor][/center]
[center]Energy Conveyor[/center]
[center]Level 9[/center]
[center]LIGHT[/center]
[center]Thunder/Effect[/center]
[center]ATK/0 DEF/0[/center]

[center]If the combined Levels of monsters in your Graveyard is exactly 9; You can Special Summon this card from your hand. When this card is Special Summoned: select 2 monsters of different Levels in your Graveyard and Special Summon them. Then, the Levels of both monsters become equal to their combined Levels.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN029][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN030 - Madolche Regenut][/center]
[center] Madolche Regenut[/center]
[center] Level 5[/center]
[center] EARTH[/center]
[center] Fairy/Effect[/center]
[center] ATK/2000 DEF/1500[/center]

[center] When this card you control is destroyed by your opponent's card (either by battle or by effect) and sent to your Graveyard: Shuffle this card into your Deck. You can Special Summon this card (from your hand) if there are no monsters in your Graveyard. Once per turn; you can Normal Summon an additional "Madolche" monster in addition to your Normal Summon or Set this turn. If you control a Field Spell Card: this effect can be used twice per turn. You can only control 1 face-up "Madolche Regenut" at a time.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN031][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN032 - Conbustcoal the Elemental Lord][/center]
[center] Combustcoal the Elemental Lord[/center]
[center] Level 8[/center]
[center] FIRE[/center]
[center] Dragon/Effect[/center]
[center] ATK/2800 DEF/2200[/center]

[center] Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having exactly 5 FIRE monsters in your Graveyard. When this card is Special Summoned: take control of 1 monster your opponent controls. This card cannot attack during the turn this effect was used. During the End Phase of your turn: return that monster to your opponent's side of the field and inflict 2800 damage to your opponent. If this card is removed from the field: you cannot conduct your next Battle Phase.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN033 - Garden Precursor in Magician's Pocket][/center]
[center]Garden Precursor in Magician's Pocket[/center]
[center]Level 7[/center]
[center]EARTH[/center]
[center]Spellcaster/Effect[/center]
[center]ATK/2600 DEF/1700[/center]

[center]Reduce the amount of Tributes required for the Tribute Summon of this card by the number of "Garden Hoe"s in your Graveyard. Once per turn; you can Special Summon 1 "Garden Hoe" from your hand or Graveyard. During each of your End Phases: Draw 1 card for each "Garden Hoe" you control.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN034 - Garden Hoe][/center]
[center]Garden Hoe[/center]
[center]Level 3[/center]
[center]EARTH[/center]
[center]Spellcaster/Effect[/center]
[center]ATK/1500 DEF/1000[/center]

[center]You can return this face-up card to your hand. You can discard this card: add 1 "Garden Precursor in Magician's Pocket" from your Graveyard or Deck to your hand.[/center]
[center][/spoiler][/center]

[center] [spoiler=EN035 - Burning Spider][/center]
[center] Burning Spider[/center]
[center] Level 7[/center]
[center] FIRE[/center]
[center] Insect/Effect[/center]
[center] ATK/2600 DEF/1000[/center]

[center] The amount of monsters required to Tribute Summon this card is decreased by the amount of Defense Position monsters your opponent controls. Once per turn; activate one of the following effects, depending on the monsters you control other than "Burning Spider": ● FIRE: Reduce the ATK of 1 monster your opponent controls by the difference between this card's ATK and the target monster's DEF and inflict damage to your opponent equal to the target monster's ATK reduced. ● Insect-Type: Switch the battle position of 1 monster your opponent controls, then destroy 1 Defense Position monster your opponent controls.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN036][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN037][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN038 - Darksteel Triceratops][/center]
[center] Darksteel Triceratops[/center]
[center] Level 4[/center]
[center] EARTH[/center]
[center] Dinosaur/Effect[/center]
[center] ATK/1200 DEF/2000[/center]

[center] This card cannot be destroyed by card effects. When your opponent would activate a Monster Effect (while this card is face-down): flip this card face-up. When this card is destroyed by battle: banish 1 Monster Card in your Graveyard: draw 1 card. If the card you drew was a Dinosaur-Type monster: reveal that card to draw 1 more card.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN039][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN040][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN041 - Evigishki Torrentity][/center]
[center] Evigishki Torrentity[/center]
[center] Level 10[/center]
[center] WATER[/center]
[center] Aqua/Ritual/Effect[/center]
[center] ATK/3500 DEF/3500[/center]

[center] Must first be Ritual Summoned with a "Gishki" Ritual Spell Card and cannot be Special Summoned by any other ways. Once per turn; you can select one of the following effects: ● Your opponent shuffles up to 2 cards they control to their Deck. ● Your opponent selects 2 cards in your Graveyard and adds them to your hand. ● Your opponent shuffles 1 card in their hand to the Deck and you draw 1 card. You cannot conduct your Battle Phase the turn you use this card's effect.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN042 - Superancient Wyvernpyre][/center]
[center] Superancient Wyvernpyre[/center]
[center] Level 10[/center]
[center] FIRE[/center]
[center] Dragon/Fusion/Effect[/center]
[center] ATK/3600 DEF/2000[/center]

[center] 1 Dinosaur-Type monster + 1 Dragon-Type monster + 1 FIRE monster[/center]
[center] Must first be Fusion Summoned from your Extra Deck. If your opponent activates a card effect: you can banish either 1 FIRE monster, 1 Dinosaur-Type monster or 1 Dragon-Type monster in your Graveyard to negate the activation of that card's effect and destroy it. Then, inflict damage to your opponent equal to the ATK of the banished monster.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN043 - Karakuri Shogun mdl 218 "Naginata"][/center]
[center]Karakuri Shogun mdl 020 "Naginata"[/center]
[center]Level 7[/center]
[center]EARTH[/center]
[center]Machine/Synchro/Effect[/center]
[center]ATK/2700 DEF/1900[/center]

[center]1 Machine-Type Tuner monster + 1 or more non-Tuner monsters[/center]
[center]When this card is Special Summoned; Special Summon 1 "Karakuri" monster from your Deck. When a "Karakuri" monster changes its battle position; your opponent must discard 1 card from their hand. If your opponent does not have any cards in their hand while this effect resolves; destroy 1 card your opponent controls.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN044 - Magnum Tyranix][/center]
[center] Magnum Tyranix[/center]
[center] Level 10[/center]
[center] EARTH[/center]
[center] Dinosaur/Synchro/Effect[/center]
[center] ATK/3400 DEF/3000[/center]

[center] 1 Dinosaur-Type Tuner monster + 1 or more non-Tuner Dinosaur-Type monsters[/center]
[center] Your opponent cannot activate any card effects as a response to the Summon of a Dinosaur-Type monster. Once per turn: you can banish 1 Dinosaur-Type monster in your Graveyard; activate one of the following effects: ● Destroy 1 card your opponent controls. ● Discard 1 card in your opponent's hand. ● add 1 Dinosaur-Type monster from your Graveyard or Deck to your hand.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN045 - Burning Bovine][/center]
[center] Burning Bovine[/center]
[center] Level 6[/center]
[center] FIRE[/center]
[center] Beast/Synchro/Effect[/center]
[center] ATK/2500 DEF/1700[/center]

[center] 1 Tuner monster + 1 or more non-Tuner monsters[/center]
[center] When this card destroys an opponent's monster by battle: inflict damage to your opponent equal to the ATK of the destroyed monster. Once per turn during your Battle Phase: if you control another Beast-Type monster other than "Burning Bovine"; you can negate the activation of a card effect and destroy it. If the effect of "Burning Bovine" is used twice: destroy all cards you control and take 400 damage for each card destroyed this way.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN046 - Morphtronic Weeconsole][/center]
[center] Morphtronic Weeconsole[/center]
[center] Level 10[/center]
[center] LIGHT[/center]
[center] Machine/Synchro/Effect[/center]
[center] ATK/2000 DEF/2500[/center]

[center] 2 Tuner monsters + 1 or more non-Tuner Machine-Type monsters[/center]
[center] Once per turn; you return 1 monster you control to your hand; Special Summon 1 monster from your hand of the same Level. While this card is in Attack Position: All monsters you control gain 1000 ATK and inflict piercing damage. While this card is in Defense Position: This card gains 1500 DEF and other cards you control are unaffected by card effects.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN047 - Inferno Trail Cat][/center]
[center] Inferno Trail Cat[/center]
[center] Rank 2[/center]
[center] FIRE[/center]
[center] Pyro/Xyz/Effect[/center]
[center] ATK/1200 DEF/400[/center]

[center] 2 Level 2 FIRE monsters[/center]
[center] During each of your End Phases: you can detach 1 Xyz Material from this card and select 1 monster your opponent controls. When that monster is destroyed: Special Summon 1 FIRE monster from your Graveyard. This card cannot be destroyed or targeted by card effects if the selected monster is on the field.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN048 - Rocket Specialist][/center]
[center] Rocket Specialist[/center]
[center] Rank 8[/center]
[center] FIRE[/center]
[center] Warrior/Xyz/Effect[/center]
[center] ATK/3500 DEF/2000[/center]

[center] 2 Level 8 monsters[/center]
[center] Once per turn; you can detach 1 Xyz Material from this card to select 1 card you control and 1 card your opponent controls: destroy both cards and inflict 500 damage for each card destroyed.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN049][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN050 - Ultrasteel Battle Mech][/center]
[center] Ultrasteel Battle Mech[/center]
[center] Rank 12[/center]
[center] EARTH[/center]
[center] Machine/Xyz/Effect[/center]
[center] ATK/6000 DEF/6000[/center]

[center] 3 Level 12 monsters[/center]
[center] You can Xyz Summon this monster by overlaying 1 Rank 8 or higher Machine-Type Xyz Monster, but not its Xyz Materials. If you do, your opponent cannot activate any card effects in response to the Xyz Summon of this card. Once per turn; you can detach 1 Xyz Material from this card: destroy all monsters your opponent controls and inflict damage to your opponent equal to the combined ATK and DEF of the monsters. This card cannot attack during the turn you used this effect and is returned to your Extra Deck while all Xyz Materials remaining on this card return to your side of the field.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN051][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN052 - Proliferation][/center]
[center] Proliferation[/center]
[center] Normal Spell Card[/center]

[center] Select 1 monster with Counters (of any kind) on it. Add 1 more Counter of that kind to the monster.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN053][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN054 - Fossil Infusion][/center]
[center] Fossil Infusion[/center]
[center] Normal Spell Card[/center]

[center] Tribute 1 Dinosaur-Type monster or Reptile-Type monster you control; Special Summon 1 Dinosaur-Type monster or 1 Reptile-Type monster from your Graveyard. Your opponent cannot chain to this card's activation. You cannot Special Summon any other monsters this turn.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN055][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN056 - Mana Restoration][/center]
[center] Mana Restoration[/center]
[center] Quick-Play Spell Card[/center]

[center] Activate only while you control a Spellcaster-Type monster. Return 3 Spell Cards in your Graveyard to your Deck: Draw 2 cards.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN057][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN058 - Spear Rain][/center]
[center] Spear Rain[/center]
[center] Normal Spell Card[/center]

[center] Select 1 "Immortal Metalized" monster you control. Switch the Battle Position of all monsters on the field (no Flip Effects are activated at this time), then inflict damage to your opponent equal to the ATK (if changed into Attack Position) or DEF (if changed into Defense Position) of the selected monster.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN059 - Dark Star][/center]
[center] Dark Star[/center]
[center] Normal Spell Card[/center]

[center] Destroy 1 monster your opponent controls. Inflict damage to your opponent equal to half of that monster's ATK. If you do not control an "Immortal Metalized" monster; you take 2000 damage.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN060 - Energy Soccer Ball][/center]
[center] Energy Soccer Ball[/center]
[center] Continuous Spell Card[/center]

[center] During each of your Standby Phases: change the Battle Position of monsters your opponent controls to face-up Defense Position equal to the number of "Striker" monsters in your Graveyard (Flip Effects are not activated at this time). When a "Striker" monster inflicts Battle Damage by a direct attack; destroy 1 card your opponent controls. During the End Phase of your turn, if your opponent controls no cards; destroy this card.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN061][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN062 - Monster Duality][/center]
[center] Monster Duality[/center]
[center] Continuous Spell Card[/center]

[center] While you control have 2 or more monsters with different Color Boarders: draw an additional card during your Draw Phase. When this card is destroyed by a card effect while you control 2 or more monsters with different Color Boarders: you can select up to 2 monsters in your Graveyard: Special Summon them.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN063][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN064 - Gishki Reverse Aquamirror][/center]
[center] Gishki Reverse Aquamirror[/center]
[center] Ritual Spell Card[/center]

[center] This card can be used to Ritual Summon any "Gishki" Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you Ritual Summon. You can shuffle 1 "Gishki" Ritual Monster in your Graveyard to your Deck; add this card from your Graveyard to your hand.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN065 - Mastery of Fire][/center]
[center] Mastery of Fire[/center]
[center] Continuous Spell Card[/center]

[center] You can discard 1 card to Special Summon 1 "Widespread Fire Token" (Level 1/FIRE/Pyro/Effect/ATK 300/DEF 300). When a FIRE Monster you control declares an attack, tribute 1 "Widespread Fire Token": destroy 1 card your opponent controls and inflict damage to your opponent equal to the ATK of the attacking monster. When this card is destroyed by your opponent: destroy all "Widespread Fire Token"s you control and draw cards equal to the number of Tokens destroyed this way. Only 1 "Mastery of Fire" can be face-up on the field at a time.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN066 - Symbolic Crossroads][/center]
[center] Symbolic Crossroads[/center]
[center] Normal Trap Card[/center]

[center] Both players must send monsters they control to the Graveyard until each player controls 1 monster.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN067][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN068][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN069 - Comet's Impact][/center]
[center] Comet's Impact[/center]
[center] Continuous Trap Card[/center]

[center] When a FIRE monster is sent to the Graveyard: destroy all monsters on the field whose DEF is lower than the ATK of the monster. If this card would be destroyed; banish 1 FIRE monster in your Graveyard instead.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN070][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN071 - Frost Solid][/center]
[center] Frost Solid[/center]
[center] Normal Trap Card[/center]

[center] Activate only during the Battle Phase. Monsters your opponent controls cannot attack this turn. When this card is destroyed by a card effect: Change all monsters your opponent controls into face-up Defense Position.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN072 - Chainsaw's Blade][/center]
[center] Chainsaw's Blade[/center]
[center] Normal Trap Card[/center]

[center] When this card is activated: It is treated as an Equip Spell Card. When the equipped monster battles an opponent's monster: The equipped monster is not destroyed as a result of battle and destroy the monster battling with the equipped monster at the end of the damage step. During each of your Standby Phases: place 1 Rust Counter on this card. When this card has 3 Rust Counters on it; Destroy this card.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN073 - Dynamic Lightning][/center]
[center] Dynamic Lightning[/center]
[center] Normal Trap Card[/center]

[center] Both players must banish 1 Monster in their Graveyard(s). Each player takes damage equal to the ATK of the other player's monster banished.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN074][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN075 - Dinosaur Cloning Research][/center]
[center] Dinosaur Cloning Research[/center]
[center] Normal Trap Card[/center]

[center] If 2 or more cards, including at least 1 Dinosaur-Type monster, are destroyed by a card effect: Special Summon as many Dinosaur-Type monsters from your Graveyard. When this face-down card is destroyed: Special Summon 1 Dinosaur-Type monster from your Graveyard. It is unaffected by card effects until the End Phase of the turn.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN076][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN077 - Spontaneous Combustion][/center]
[center] Spontaneous Combustion[/center]
[center] Continuous Trap Card[/center]

[center] When a FIRE monster would be destroyed: you can banish it instead. If you do: you can banish 1 FIRE monster in your Graveyard to return that monster to your side of the field during the End Phase.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN078][/center]
[center] [/spoiler][/center]

[center] [spoiler=EN079 - Striker Body Tackle][/center]
[center] Striker Body Tackle[/center]
[center] Counter Trap Card[/center]

[center] Activate only while you control a "Striker" monster. Negate the activation of an Effect Monster's effect and destroy it. Your opponent skips their next Battle Phase.[/center]
[center] [/spoiler][/center]

[center] [spoiler=EN080][/center]
[center] [/spoiler][/center]

Link to comment

I'll do a long review because this set is too awesome to die.

FIRE Support: Conbustal seems a bit OP'ed. Maybe change the damage effect it to the half the ATK of the returned monster? Or add in a clause both players take the damage. It just seems like a colossal amount of damage for the simple task of getting 5 FIRES in the grave (hello Lavals) and your Opponent will probably have no other monsters to defend themselves with (probably, they might but even then you probably picked the strongest monster for the effect so a incredible mountain of damage.) Thank god it's a Nomi or it would be Red Eyes Darkness abuse. Pyroclactic is really balanced with a dumping effect without being able to abuse it immediately. It also speeds up Conbustal Comet Impact is also balanced because it can destroy your 200 DEF monsters if you're not careful yet it can also set up Laval Cannon (assuming you're running Lavals).

Strikers: It's a very interesting theme (changing your Opponent's monsters to Defense position) and the fact that they activate during the Battle Phase makes them balanced. Jumpman is a very good searcher and Twin allows for Stun plays. Energy Soccer ball helps speed up the position changing while adding more power to the direct attacks of the Strikers which makes it amazing. I really have no problems with this set, they're all really well thought out.

Immortal Metalized: A sort of evoloution archtype which is good. Vessel obviously acts as a conduit and really does speed up the Summoning of others while still being balanced. Warhammer and Sheild form a loop: Special Summon Warhammer, add Sheild, Shuffle Warhammer for Shield, Shuffle Shield for Warhammer etc. A useless loop maybe but there's probably some way to abuse it so maybe change Warhammer's effect so that it can't be shuffled during the turn it is Summoned for it's effect but can be shuffled during either player's turn (maybe that would make it OP'ed as you can avoid most destruction effects through Shield but I think it would be great against destruction heavy decks). Spear Rain could abuse the loop mentioned above as Shield would deal 3000 damage (if changed from ATK) while searching for another monster through it's effect. Plus with Warhammer, you could change it from Defense for 2700 damage while changing the Opponent's weaker monsters to Attack position for battle damage. Maybe make it like ZERO-Max for Infernities as in you can't attack during the same turn you activate it. Besides that, it's again a very good archetype.

Jurrac/Dinosaur support: Magna Crest is quite Op'ed when with Pachy (which I will explain in a minute) and can form Xyz Summons. Maybe change it so the Summoned monster's can't be used for Xyz because Crest would be great for Jurrac Meteor/Magnum Tyranix plays. Pachy is quite OP'ed. I have no idea how to change it in a way that you don't lose card advantage so perhaps make it so you can't activate the effect if you control another face-up Jurrac Pachy because it would help Jurracs with just general destruction. The searching effect is quite OP'ed. "Hurr hurr, now I activate Fossil Diga nd destroy your BLS, winning the game." I know it's essentially making it easier to trigger it's effect but Jurracs have a lot of Special Summoning already (Velo, Guiba, Aelo, possible COTH could be run) so removing it would make it a lot more balanced.The effects that activate on destruction are fine because most players won't set Spells beside MST. I think the Trap one is a bit Op'ed maybe change it to that your Opponent cannot activate one type of effect this turn (Spells/Traps/Monsters). Magnum Tyranix is great and would make a good boss for Jurrac/Dino Synchro decks. All of the effects are great for the cost of banishing. Fossil Infusion is great as well because it can bring back big Dinos (like Tyranix) without your Opponent chaining while the cost and restrictions are balancing. You could even tribute Pachy to summon it back to reactivate it's effect :).

Gishkis: Duplicator is great and isn't OP'ed because Gustrake is limited. It can make a quick Xyz, more use of the Ritual monster's eff, or just serve as a simple beatstick. It's last effect is also very balanced as it recycle Shadow/Abyss and returns Ritual Monsters to the hand (so you can summon them again if you picked a Ritual Spell or Shadow) while destroying cards. Evigishki Torrentity is a balanced (or perhaps better) version of Xealgigas and could use good cards from your grave, mess up their hand while giving you advantage or get rid of pesky cards on their field. The no battle phase thing balances it well. Reverse Aquamirror.... is pretty much Gemknight Fusion for Gishkis. The returned Ritual Monster can be retrieved easily through the Gishki's searching powers but is still balanced.

Others: Tegenut is awesome for Madolche and is an archetype benefiting Eatos. I would add in some sort of cost for activating the effect twice (like maybe sending a card in your Deck to the grave which will act as a cost for this archetype while providing targets for Tiramiss and other returning cards in the archetype) or making that there can be only one Tegenut on the field at a time. Steelswarm Shock Troops is amazing for Steelswarm and should be released as it is. Honestly, it would make them really good and pulls off the extra Normal Summon thing a LOT better than Gatekeeper. It can't be negated and it can be used with Tour Guide (to use for Xyz then put in grave to retrieve with Recurring Nightmares). Frost Judicator is a very good card for Ice Counter.dek, acting as a pseudo Dark Hole for certain monsters and can place weak tokens on the field to destroy in battle or just to put Ice Counters on when your Opponent has no monsters.

That took a long time. Sorry if my changes make the cards too weak. It's your choice after all. Sorry also for the amount of writing. I love these cards so much and the way they support under Meta archetypes. Thanks so much for posting this thread :)

Link to comment

No problem Slender. I actually admire your long writing. These are my favorite cards to support anyways.

Also, Torrentity has your opponent choose cards in YOUR Graveyard, so that you can't go pick whatever you want.

I've been busy moving (and YCM being down for 4 days screwed up my updating), but I will be updating then and now.

Link to comment

[quote name='Tentalus Therapist' timestamp='1345827829' post='6012037']
No problem Slender. I actually admire your long writing. These are my favorite cards to support anyways.

Also, Torrentity has your opponent choose cards in YOUR Graveyard, so that you can't go pick whatever you want.

I've been busy moving (and YCM being down for 4 days screwed up my updating), but I will be updating then and now.
[/quote]
Oh sorry, I must have read it wrong my mistake. Torrentity is fine then. That was the only effect that worried me of it if it was as I had thought of it. It actually helps the recycling that Gishkis do a lot which is awesome. Choice is mankind's biggest weakness :) so I like it. Also why was it down ? Did YCMaker get banned again or something?

Link to comment

[quote name='NotSoSlenderMan' timestamp='1345828388' post='6012043']
Oh sorry, I must have read it wrong my mistake. Torrentity is fine then. That was the only effect that worried me of it if it was as I had thought of it. It actually helps the recycling that Gishkis do a lot which is awesome. Choice is mankind's biggest weakness :) so I like it. Also why was it down ? Did YCMaker get banned again or something?
[/quote]

No idea, but it was down for 4 days.

Link to comment

Hee, I like Proliferation (I wanted to make one like that, but the wording is iffy). And since I don't have time, I'm going to comment on the first few cards when I remember to, then edit this post. So here we go.

[spoiler=Pyroclamatic Surge Golem]Nice and balanced, no special comments there.[/spoiler]

[spoiler=Philosoraptor]I don't know about this one, I live under the premise that all coin flip monsters should have an effect that benefits you and one that doesn't. This benefits you both ways. Also, what if the Spell Card is Continuous or Equip (maybe put Normal Spell here, because it could get messy with cards like Final Countdown).[/spoiler]

[spoiler=Prehistoric Magna-crest]Nothing special here, just an OCG fix: When this card is Normal Summoned: Special Summon any number of Dinosaur-Type monsters from your hand whose combined Levels are equal to or lower than 8. Monsters that were Special Summoned by this card's effect cannot be used for an Xyz Summon. Once per turn; select 1 Dinosaur-Type monster in your Graveyard: This card's name becomes that monster's name until the End Phase.

Also, it might be Prehistoric Magna-[b]C[/b]rest[/spoiler]

[spoiler=Jurrac Pachy]Nice and balanced, works well with Jurracs, OCG is fine.[/spoiler]

[spoiler=Striker Jumpman]Uhh, I don't know what to think about this. It's the archetype's searcher, and that's fine. But having it change positions and attack directly with a high ATK for a Level 4, just seems all in all a tad bit too much. Lower its ATK a bit.[/spoiler]

[spoiler=Striker Volt Twin]This whole archetype seems a bit much with their direct attacking, but it can live. Also "card effects" seems a bit too much. Maybe "monster effects" or "Trap Cards".[/spoiler]

[spoiler=Striker Princess]I'm not sure how I feel about this card. A part of me thinks that it's good, but another part of me thinks that it just clears the field for monsters that already are direct attackers.[/spoiler]

[spoiler=Striker Mount]Allows for double attacks for the price of losing a Summon for one turn, so not all that bad.[/spoiler]

[spoiler=Ape Striker]The no tribute effect is definitely too much, because when you do that, you're most likely granted a 2600 point direct attack that turn.[/spoiler]

[spoiler=Energy Soccer Ball]I don't really know. All (or most) of the monsters go to Defense Position, and that's already OP by itself (given that all the monsters also allow you to do this too), let alone clearing the field and granting direct attacks for all your monsters which can, with the right setup, also easily mean game.[/spoiler]

[spoiler=Overall on Strikers]I feel like the archetype is OP. Even Karakuris have only a couple of cards that can change opponent's, battle positions and even those cards have specific conditions. Changing the effect from "you can change the battle position" to "change the battle position" would make the effect mandatory, so if you had a lot of Strikers on the field, you couldn't just change the desired amount of battle positions, allowing you to go for direct attacks and maybe game.[/spoiler]

[spoiler=Gishki Duplicator]Nice one. OCG fix:
If you Ritual Summon a WATER Ritual Monster, this card can be used as the entire Tribute. When a "Gishki" monster is Ritual Summoned: You can Special Summon this card from your hand (This Special Summon is also treated as a Ritual Summon). This card's ATK, DEF, Level and effect become the Ritual Summoned monster's ATK, DEF, Level and effect. If this card is sent to the Graveyard: return 1 "Gishki" card from your Graveyard to your hand other than "Gishki Duplicator" and 1 "Gishki" Ritual Monster you control to your hand; destroy 1 card your opponent controls.
My OCG fix is based on the assumption that the monster's ATK and DEF become the Ritual's ATK and DEF, and that it doesn't actually gain its ATK and DEF, as suggested in the original effect. If that was the intention, then its OP and should be changed anyways.[/spoiler]

[spoiler=Steelswarm Assault Troop]It's fine, I just don't know about it being Level 3, it does have a bit of ATK for its Level.[/spoiler]

[spoiler=Core Blaster]Fair card, the wording on that last effect is a bit iffy, however. But I don't really know how to fix it.[/spoiler]

[spoiler=Frost Judicator]I don't really know much about Ice Counters and monsters who use them, but I'd say this is a balanced card.
Also, it's not "Ice Token"s, but "Ice Tokens", as demonstrated on Grinder Golem.[/spoiler]

[spoiler=Experience Cryomancer]This card, being a high-ATK monster for a Level 4, will also place an Ice Counter on a monster, and then most likely destroy said monster and make your opponent discard a card, therefore putting him/her into a disadvantage. If its ATK was a little bit lower, it would be better, because most of the times there will be a monster weaker than this card to place an Ice Counter on (however, now that I consider it, most of the times it's a once per turn effect, so it's not all that bad).[/spoiler]

[spoiler=Wizard of Ales]A good card, no complaints there, except that it's missing its stats.[/spoiler]

[spoiler=Immortal Metalized Vessel]If I'm not mistaken, the "Immortal Metalized" archetype is about Summoning high-Level monsters and searching for other members under specific conditions. If so, this is probably the Deck's main searcher AND summoner, because of the easy conditions, which makes it, all in all, a pretty good card.[/spoiler]

[spoiler=Immortal Metalized Warhammer]A nice card, obviously summonable with Vessel, plus Summons a monster from your hand.[/spoiler]

[spoiler=Immortal Metalized Shield]Cannot be destroyed nor removed from the field by Card Effects. - card effects is not capital.
On the card itself: Hmm, I feel like the above effect is a bit too much. I mean, it isn't unbalanced, but it has high DEF, and that makes it pretty hard to take of the field by itself. Maybe put just "destroyed".[/spoiler]

[spoiler=Immortal Metalized Tank]I would've said the "destroy automatically" effect was overpowered, if it wasn't for the fact that most monsters don't have higher ATK than this card, so if anything, your opponent doesn't even lose LP. As for the recycling effect, that's okay.[/spoiler]

[spoiler=Immortal Metalized Sorcerer]The effect might be a bit iffy with Equip Spells, since you can't really equip a monster to a monster without the banished Equip Spell stating so (most of the generic ones don't). Other than that, it's a pretty nice card.[/spoiler]

[spoiler=Overall on Immortal Metalized]The monsters feel really dependent on that one Level 4 because there seems to be no other means of Summoning a Level 8 quickly, but once they get going, they're hard to stop.[/spoiler]

[spoiler=Madolche Regenut]You really like the double-summoners in this set, don't you. Well, this card's fine, except it can really be rage-worthy (but don't worry about that, all of the meta is rage-worthy, so it's not really a problem here).[/spoiler]

[spoiler=Combustcoal the Elemental Lord]You didn't miss any of the mandatory Elemental Lord effects, and this card just works so well with the Attribute, also compensating for the lack of attack it's given.[/spoiler]

[spoiler=Garden Precursor in Magician's Pocket]Bloody hell, that's a long name. Good card is good. No more.[/spoiler]

[spoiler=Garden Hoe]So they work like a mini-archetype, eh? One supports the other and the other way around. Well, they [i]are[/i] good, but I don't see any use for them. Enlighten me?[/spoiler]

[spoiler=Burning Spider]Hmm, maybe put a discard on the effect activation, because those two do seem pretty strong, considering that it also might be easy to Summon. However it does fit with the theme and I don't think it's really OP. Also, it'd be lulzy with Strikers.[/spoiler]

[spoiler=Darksteel Triceratops]No specific comments, nice, balanced. Only I feel like the immunity to effects is again a bit too much, but you're free to keep it if you want to.[/spoiler]

[spoiler=Evigishki Torrentity]I see what you did there with the name. I wanted to say that this card is OP, but then I saw the last effect, so it's all fine. But I would put "Must be Ritual Summoned with any "Gishki" Ritual Spell Card and cannot be Summoned in other ways."[/spoiler]

[spoiler=Superancient Wyvernpyre]If I'm not mistaken, the name is a combination of "Superancient" which represents Dinasours, "Wyvern" which represents Dragons, and "Pyre" which represents FIRE. Also, I feel like the card's effect is way too weak for its Summoning conditions, considering that even Burning Spider's effect seems stronger.[/spoiler]

[spoiler=Karakuri Shogun mdl 218 "Naginata"]As I have said countless times, I will say it again, Karakuris are named in this manner:
"mdl abX" where X = a*b. Fix that.
Also, I like this card.[/spoiler]

[spoiler=Magnum Tyranix]I'm fine with this card, fair effect for the Summoning conditions. OCG fix:
[color=#ff0000]Once per turn:[/color] [color=#0000ff]You can banish 1 Dinosaur-Type monster in your Graveyard;[/color] [color=#00ff00]activate one of the following effects:[/color]
See, it's [color=#ff0000]Condition: [/color][color=#0000ff]Activation; [/color][color=#00ff00]resolution.[/color]
Also:
● Discard 1 random card from your opponent's hand.
OR
● Look at your opponent's hand and discard 1 card from their hand.
● Add 1 Dinosaur-Type monster from your Graveyard or Deck to your hand. - you missed the capital A here.
[/spoiler]

[spoiler=Burning Bovine]You've made the same mistake in the card text again: [color=#ff0000]Condition: [/color][color=#0000ff]Activation; [/color][color=#00ff00]resolution.[/color]
Also, after every colon ( :), there is a capital letter (A), and after every semicolon ( ;) there is a small letter (a). You've been doing it the opposite way.
Other than that, the card is pretty fine.[/spoiler]

[spoiler=Morphtronic Weeconsole]I've been a Morphtronic user for a long amount of time before switching to Karakuris, so I give this card the "exaenae's Seal of Approval" (which I made up at this very moment).[/spoiler]

[spoiler=Inferno Trail Cat]One of my favorite cards in this set. I don't know why. Maybe it's because it has a good effect. Maybe it's because it's a cat. I wuv kitties. *ahem* Good card, sir.[/spoiler]

[spoiler=Rocket Specialist]Now, after the awesomeness that is the Inferno Kitteh, I'm dissapoint. I mean, it's a good card and all, but it's just so [i]ordinary.[/i] Also, it puts you into a - on the card situation, and people aren't really fans of those cards.[/spoiler]

[spoiler=Ultrasteel Battle Mech]Wow, awesome card. Both easy and hard to Summon, and rewards you both ways. If you use the easy way of Summoning it, you get a one use of it's effect and a complete wipeout. However, if you go the harder way, you're also rewarded with a Level 12 monster on your field at the end of the turn. Kudos, it's a good card.[/spoiler]

[spoiler=Proliferation]As said, I wanted to make one of these but I thought the wording was iffy. I actually put "a Counter that is mentioned in the card's effect" because I wanted to make it put Counters even if there are none. But back on the card. I like it. Makes a lot of things (like Shard of Greed or that Destiny Leo thingy) quicker, which doesn't always result in a balanced card, but those instances are so rare, it doesn't even worry me.[/spoiler]

[spoiler=Burning Bovine]Tribute 1 Dinosaur-Type monster or Reptile-Type monster you control; Special Summon 1 Dinosaur-Type monster or 1 Reptile-Type monster from your Graveyard. Your opponent cannot chain to this card's activation (you missed a dot here) You cannot Special Summon any other monsters this turn.
Me likey. It's a fair and balanced card and it allows you to Summon any monster while not being too strong and allowing you to go for Xyz/Synchro Summons.[/spoiler]

[spoiler=Mana Restoration]Nice card to go with Spellcasters, and a reference to Magic I believe?[/spoiler]

[spoiler=Spear Rain]Definitely a strong card that can put you into an awkward situation if the selected monster is in Defense Position. But nobody would do that, so I digress. Nice card.[/spoiler]

[spoiler=Dark Star]Balanced as hell! Benefits you, but could also be used in Self-Destruct [color=#ffffff]troll[/color]Button decks. Also cool name.[/spoiler]

[spoiler=Monster Duality]While you control 2 or more monsters of different kinds: Draw an additional card during your Draw Phase. When this card is destroyed by a card effect: you can select up to 2 monsters in your Graveyard: Special Summon them.
Fair enough, but putting color boarders is just cah-razy. I'm not even sure if this is the correct way to do it.[/spoiler]

[spoiler=Gishki Reverse Aquamirror]So just an ordinary Gishki Ritual Spell. It's good, but nothing special.[/spoiler]

[spoiler=Mastery of Fire]Maybe put the Tokens to once per turn. I mean, I don't feel like it's really needed because of the discard, but the second effect does seem like a bit much for a single token. Also, put "When this card is destroyed by an opponent's card effect:" to prevent any abuse (like "derp, I'll discard 3 then activate MST and draw 3. lulz"[/spoiler]

[spoiler=Dark Star]Hmm, iffy effect. Can both players also send Spell and Trap Cards of their choice to the Graveyards (because their Monster number wouldn't change at that point), or are they just limited to sending monsters?[/spoiler]

[spoiler=Comet's Impact]Card is fine, but deserves to be a Super Rare (at least).[/spoiler]

[spoiler=Frost Solid]Activate only during the Battle Phase. Monsters your opponent controls cannot attack this turn. When this card is destroyed by a card effect: Change all monsters your opponent controls into [b]face-up[/b] Defense Position[b] and any monsters your opponent controls are changed into face-up Defense Position[/b].
This last line is completely unnecessary. I like the card, could see some use with Strikers.[/spoiler]

[spoiler=Chainsaw's Blade]When this card is activated: [b]I[/b]t is treated as an Equip Spell Card. When the equipped monster battles an opponent's monster: [b]T[/b]he equipped monster is not destroyed as a result of battle. [b]Destroy the monster this card was battling with at the end of the Damage Step.[/b]
Now about the card itself, I feel like it's a bit powerful, I mean, you lose some LP and your opponent loses a monster. Combine this with some double attackers and... Maybe: When the equipped monster [b]attacks[/b] an opponent's monster. That would grant you the power to destroy a few monsters during your turn, but the monster wouldn't be invincible to attacks during your opponent's turn, but even if your opponent attacks you, they would lose another monster of their own due to this card. If you're asking me, that's equally strong but more balanced.
[/spoiler]

[spoiler=Dynamic Lightning]Umm. Okay, but you could banish an ultra-mighty monster to make your opponent lose a lot. Also, thinking about that, your opponent could do that too, and you would lose a powerful monster, so I digress. Again.
About the card: I like it, could see some (although not really much) use with Banipsychics (as I like to call them).[/spoiler]

[spoiler=Dinosaur Cloning Research]If 2 or more cards, including [b]at least [/b]1 Dinosaur-Type monster, are destroyed by a card effect: Special Summon as many Dinosaur-Type monsters from your Graveyard. When this [b]face-down [/b]card is destroyed: Special Summon 1 Dinosaur-Type monster from your Graveyard. It is unaffected by card effects until the End Phase of the turn.
The [b]at least[/b] part makes a big difference, because with your old text, you would need to have [b]exactly[/b] one Dinosaur destroyed, and unless that was your original intention, this is the way you do it. Also, since a face-up Normal Trap Card can't be destroyed, you also need to add [b]face-down[/b] into the lore.
[/spoiler]

[spoiler=Spontaneous Combustion]Nice name. About the card, it's good, but gives me the feeling that it helps break Lavals.[/spoiler]

[spoiler=Striker Body Tackle]Nice. A negation card that's required for any good archetype, also skipping the Battle Phase.[/spoiler]

I noticed that a lot of the cards miss the colon-semicolon thingies. I suggest you look over your cards and correct them.

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