Mysty Posted December 6, 2012 Report Share Posted December 6, 2012 The title should explain itself, and if not, the cards will clearly explain what is to be done. Note that some of the Fusion Materials may need to be changed such that some of the original ones couldn't be used, but that is part artistic license and flavor here. This is partly a community project - you guys can post cards if you want, and I just might write them in thee first paragraph if I find them indeed fitting. Anyway, to the monsters: [spoiler=Fusion monsters] [size=3]Fixed Fusion – Amphibious Bugroth WATER Level 5 [Aqua / Fusion / Effect] 1 Machine-type monster + 1 WATER monster This card can attack your opponent directly. Once per turn, if this card is targeted for an attack: you can negate the attack. ATK 1850 DEF 1300[/size] [size=3]Fixed Fusion – Bickuribox DARK Level 7 [Fiend / Fusion / Effect] 2 “Clown” monsters If this card is targeted for an attack: you can banish 1 “Clown” card from your Graveyard; the attack becomes a direct attack. If a monster(s) inflicts Battle Damage to you by attacking directly: inflict damage to your opponent equal to this card’s ATK. This card must be face-up on the field to activate and to resolve this effect. ATK 2300 DEF 2000[/size] [size=3]Fixed Fusion – Dark Balter the Terrible DARK Level 5 [Fiend / Fusion / Effect] 1 Fiend-type monster + 1 Spellcaster-type monster During any player’s turn, when a Spell Card is activated: you can pay 1000 Life Points; negate the activation, and if you do, destroy it. Negate the effects of Effect Monsters this card destroys by battle (including in the Graveyard). ATK 2000 DEF 1200[/size] [size=3]Fixed Fusion – Dark Flare Knight DARK Level 6 [Warrior / Fusion / Effect] 1 Level 6 or higher Spellcaster-type monster + 1 Warrior-type monster You take no Battle Damage from battles involving this card. When this face-up card is destroyed by battle and sent to the Graveyard: Special Summon 1 “Fixed Fusion – Mirage Knight” from your Extra Deck or Graveyard. ATK 2200 DEF 800 Fixed Fusion – Mirage Knight LIGHT Level 8 [Warrior / Fusion / Effect] Must be Special Summoned by the effect of “Fixed Fusion – Dark Flare Knight” and cannot be Special Summoned by other ways. During damage calculation only, this card gains ATK equal to the ATK of the opponent's monster it is battling. During your Standby Phase, if this card has battled since the beginning of your last turn: Banish this card until your 2nd Standby Phase after activation. ATK 2800 DEF 2000 Fixed Fusion – Dark Paladin of Prophecy DARK Level 8 [Spellcaster / Fusion / Effect] 1 Level 6 or higher Spellcaster-type monster + 1 Level 7 or higher Warrior-type monster During any player’s turn, when a Spell Card is activated: You can discard 1 card; negate the activation, and if you do, destroy it. Cards and effects cannot be activated in response to this effect’s activation. This card gains 500 ATK for each Dragon-Type monster on the field or in any player's Graveyard. ATK 2900 DEF 2400 Fixed Fusion – Darkfire Dragon DARK Level 4 [Dragon / Fusion / Effect] 1 FIRE monster + 1 Dragon-type monster Once per turn, during your Main Phase 2: you can discard 1 card to target 1 face-up monster your opponent controls; destroy it. ATK 1500 DEF 1250[/size] [size=3]Fixed Fusion – Dragoness the Wicked Knight WIND Level 3 [Warrior / Fusion / Effect] 1 Warrior-type monster + 1 Dragon-type monster Twice per turn, this face-up Defense Position card cannot be destroyed by battle. This face-up Attack Position card cannot be destroyed by battle. At the end of your opponent’s Battle Phase: you can Special Summon 1 Level 4 or lower monster from your hand. ATK 1200 DEF 900[/size] [size=3]Fixed Fusion – Archfiend Dragon WIND Level 5 [Dragon / Fusion / Effect] 1 “Archfiend” monster + 1 Dragon-type monster Negate any effects that activate when a monster is flipped face-up (including Flip Effects). Negate any Trap effects that target this card, and if you do, destroy that Trap card. ATK 2000 DEF 1200 Fixed Fusion – Flame Ghost DARK Level 3 [Zombie / Fusion / Effect] 1 Zombie-type monster + 1 FIRE monster Once per turn, if this card was Fusion Summoned with two Fusion Material: you can send 1 monster from your Deck to your Graveyard. ATK 1000 DEF 800 Fixed Fusion – Flame Swordsman FIRE Level 5 [Warrior / Fusion / Effect] 1 Warrior-type monster + 1 FIRE monster If this card was Fusion Summoned with two Fusion Material: you can reduce this monster’s ATK by 100 to target another monster you control; the target gains 100 ATK. ATK 1800 DEF 1600[/size] [size=3]Fixed Fusion – Gatling Dragon DARK Level 8 [Machine / Fusion / Effect] 2 Level 6 or higher Machine-type monsters Once per turn: you can toss a coin 3 times, and if you do, destroy as many monsters on the field as possible, up to the number of Heads. ATK 2600 DEF 1200[/size] [size=3]Fixed Fusion – Kamionwizard DARK Level 4 [Spellcaster / Fusion / Effect] 1 LIGHT monster + 1 DARK monster Once per turn, if two Fusion Material Monsters were used to Fusion Summon this card: you can target 1 monster your opponent controls; banish it. ATK 1300 DEF 1100[/size] [size=3]Fixed Fusion – King Dragun DARK Level 7 [Dragon / Fusion / Effect] “Lord of D.” + 1 Dragon-type monster Must be Fusion Summoned, and cannot be Special Summoned by other ways. Your opponent cannot target Dragon-Type monsters (anywhere) for effects. Once per turn: you can Special Summon 1 Dragon-Type monster from your hand or Graveyard. ATK 2400 DEF 1100[/size] [size=3]Fixed Fusion – Man-Eating Black Shark WATER Level 5 [Fish / Fusion / Effect] 1 Fish-type monster + 2 WATER monsters Once per turn, if three Fusion Materials were used to Summon this card: you can target 1 Level 5 or lower Fish-type monster you control, and choose one of the following effects; until the End Phase, the target gains that effect. • This monster can attack directly. • This monster can attack twice each Battle Phase. • This monster inflicts Piercing Damage when attack a Defense Position monster. ATK 2100 DEF 1300[/size] [size=3]Fixed Fusion – Ryu Senshi EARTH Level 6 [Warrior / Fusion / Effect] 1 Warrior-type monster + 1 Dragon-type monster During any player’s turn, when a Trap card is activated: You can pay 1000 Life Points; negate the activation, and if you do, destroy it. Negate any Spell effects that target this card, and if you do, destroy that Spell card. ATK 2000 DEF 1200[/size] [size=3]Fixed Fusion – St. Joan LIGHT Level 7 [Fairy / Fusion / effect] 1 Level 5 or higher Fiend-type monster + 1 LIGHT Fairy-type monster Once per turn: you can banish 1 Fiend-type monster from your Graveyard; you gain Life Points equal to the ATK of the banished monster. This card cannot attack the turn you activate this effect. ATK 2800 DEF 2000[/size] [size=3]Fixed Fusion – The Last Warrior from Another Planet EARTH Level 7 [Warrior / Fusion / effect] 1 Warrior-type monster + 1 Aqua-type monster If this card is Special Summoned: send all monsters you control to the Graveyard, except face-up monsters named “The Last Warrior from Another Planet”, also you can add 1 Continuous Trap from your Deck to your hand. Monsters cannot be Summoned (but they can still be Set). ATK 2350 DEF 2300[/size] [size=3]Fixed Fusion – Twin-Headed Thunder Dragon LIGHT Level 7 [Thunder / Fusion / Effect] 2 Thunder-type monsters with the same name Once per turn: you can reveal 1 monster from your hand; add up to 1 card with the same name from each of your Graveyard or Deck to your hand. ATK 2800 DEF 2100[/size] [/spoiler] Remember that Instant Fusion is a card, so the Level 5 or lower monsters I tried to make such that, if you Instant Fusion them, you're only really going to use it as Synchro or Fusion Material. [spoiler=List of other monsters I plan on fixing] Aqua Dragon Black Skull Dragon Barox Bracchio-Raidus Charubin the Fire Knight Crimson Sunbird Cyber Saurus Deepsea Shark Empress Judge Flower Wolf Fusionist Giltia the D. Knight Great Mammoth of Goldfine Humanoid Worm Drake Kaiser Dragon Kaminari Attack Karbonala Warrior Kwagar Hurcules Labyrinth Tank Marine Beast Master of Oz Mavelus Metal Dragon Musician King Mystical Sand Pragtical Punished Eagle Rabid Horseman Rare Fish Roaring Ocean Snake Rose Spectre of Dunn Skelgon Skull Knight Skullbird Soul Hunter Thousand Dragon Vermillion Sparrow Zombie Warrior [/spoiler] And, if we're fixing Fusion Monsters, we might as well make more Fusion cards that make Fusion Summoning actually worth it. [spoiler=Fusion cards] [size=3]Fixed Fusion - Recycle Poly Normal Spell Send, from your hand or your side of the field to the Graveyard, the Fusion Material Monsters that are listed on a Fusion Monster Card, then Special Summon that monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) If this card is in your Graveyard: you can banish, from your Graveyard, 1 monster that was used as a Fusion Material; add this card to your hand.[/size] [/spoiler] Feel free to post more generified Fusions and Fusion spells and such, but I ask that these remain just as a series as opposed to an archetype. Also, feel free to comment on ones currently up here. Thank you! Link to comment
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