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dizzyshot

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This is my take on the Justice League and the heroes within them as well as the Villains they face. Not all heroes you know will be in here, but it will be updated later with new monsters as well as spell and trap cards. Do keep in mind that some of these effects may seem OP please just give me your idea on what they should be. Thanks for looking.

 

[spoiler=DC Hero's]

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DC Hero - Black Canary

ATK/ 1300 DEF/ 1600

Lore: Once per turn by discarding 1 card you can destroy 1 Spell or Trap card you opponent controls.

 

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DC Hero - Blue Beetle

ATK/ 1600 DEF/ 2400

Lore: When this monster is attacked change it into defense position. When this monster is destroyed add 1 "DC Hero" or "DC Sidekick" from your deck to your hand except "DC Hero - Blue Beetle".

 

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DC Hero - Captain Marvel

ATK/ 2200 DEF/ 1600

Lore: This card cannot be Norma Summoned or set. This card cannot be summoned except, by the effect of "Shazam!". When this monster is summoned this way all "DC Hero" and "DC Sidekick" monsters on the field are unaffected by the effects of Spell and Trap cards until the End Phase when this card was summoned.

 

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DC Hero - Cyborg

ATK/ 2100 DEF/ 1500

Lore: Once per turn by removing a monster from your graveyard this card gains 200 ATK. When this card is destroyed you can Special Summon 2 monster removed form play by this card in defense position.

 

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DC Hero - Dr. Fate

ATK/ 2300 DEF/ 900

Lore: This card cannot be Normal Summoned or Set. This card cannot be summoned except, by the effect of "Fates Helm". Once per turn by discarding 2 cards you can destroy all Spell and Trap cards on your opponents side of the field. This card cannot attack the turn you activate this effect.

 

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DC Hero - Green Arrow

ATK/ 2000 DEF/ 1600

Lore: Once per turn, during either players turn, you can banish 1 "DC" monster from your graveyard. All card effects are negated the turn this ability is activated, except this one.

 

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DC Hero - Hawkgirl

ATK/ 1400 DEF/ 1200

Lore: This monster can attack your opponent directly. When it does Battle Damage is reduced in half.

 

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DC Hero - Hawkman

ATK/ 1800 DEF/ 1200

Lore: When this monster attacks it gains 300 ATK. When this monster is attacked is loses 500 ATK.

 

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DC Hero - Nightwing

ATK/ 2500 DEF/ 2000

Lore: This card can only be summoned by sacrificing 1 "DC Hero - Red Hood" on your side of the field. This monster can attack for each "DC Hero" or "DC Sidekick" you have on the field.

 

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DC Hero - Red Wing

ATK/ 2000 DEF/ 1500

Lore: This card can only be summoned by sacrificing 1 "DC Sidekick - Robin" on your side of the field. Once per turn by paying 500 life points you can destroy 1 face up attack position monster your opponent controls.

 

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DC Hero - Red Tornado

ATK/ 2400 DEF/ 2000

Lore: Once per turn during the Battle Phase this monster can attack again if it successfully attacked. When it does so it gains 300 ATK. When this monster is destroyed return 1 Level 4 or below "DC" monster to your hand from your graveyard. 

[/spoiler]

 

[spoiler=DC Sidekicks]

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DC Sidekick - Aqualad

ATK/ 1500 DEF/ 1600

Lore: When this card is Normal Summoned, you can tribute this card to Special Summon 1 "DC Hero" monster from your hand.

 

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DC Sidekick - Batgirl

ATK/ 1600 DEF/ 200

Lore: When their is a "DC Sidekick - Robin" in your graveyard you can discard this card from your hand in order to Special Summon that monster from your graveyard.

 

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DC Sidekick - Beast Boy

ATK/ 1200 DEF/ 200

Lore: When this card is Normal Summoned, you can Special Summon 1 "DC Hero" from your graveyard. This monster gains ATK points equal to the monster Special Summoned by this card.

 

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DC Sidekick - Boy Wonder

ATK/ 1000 DEF/ 500

Lore: When this monster is Normal Summoned, you can add 1 "DC Sidekick - Robin" to your hand. This monster cannot be destroyed by card effect or battle until your next Stand-By Phase. Battle damage applied normally.

 

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Dc Sidekick - Kid Flash 

ATK/ 1400 DEF/ 900

Lore: When this card is successfully summoned your opponent takes 500 points of damage.

 

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DC Sidekick - Raven

ATK/ 2000 DEF/ 200

Lore: This card cannot be Normal Summoned or set. This card cannot be summoned except, by removing from play 2 DARK attributed monsters from your graveyard. Once per turn by paying 200 life points you can draw 1 card. If you draw a "DC Hero" you can Special Summon it in Defense Position.

 

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DC Sidekick - Red Arrow

ATK/ 1600 DEF/ 600

Lore: If their are no monsters on your field and your opponent has monsters on their field you can Special Summon this monster. 

 

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DC Sidekick - Robin

ATK/ 1500 DEF/ 1000

Lore: This card can only be summoned by sacrificing 1 face up "DC Sidekick - Boy Wonder". on your side of the field. This card cannot be chosen as an attack target while their is another monster on your side of the field.

 

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DC Sidekick - Starfire

ATK/ 1900 DEF/ 2000

Lore: When this card is Normal Summoned, Special Summon 1 Level 5 or higher "DC Hero" monster from your hand.

 

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DC Sidekick - Supergirl

ATK/ 1300 DEF/ 200

Lore: When this card is summoned and their are no other monsters on your side of the field you can Special Summon 1 Warrior-Type monster from your deck. 

 

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DC Sidekick - Zatanna 

ATK/ 1300 DEF/ 900

Lore: When this card is successfully summoned you can return 1 Spell card from your graveyard to the deck. Shuffle the deck.

[/spoiler]

 

[spoiler= DC Villains]

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DC Villain - Areas

ATK/ 2700 DEF/ 2000

Lore: This monster cannot be Normal Summoned or set. This monster cannot be summoned except, by the effect of "War Cry!" When this card is summoned Special Summon 1 banished "DC Villain' or "DC Goon". That monster gains 500 ATK.

 

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DC Villain - Black Adam

ATK/ 2600 DEF/ 2400

Lore: Any monsters used to Tribute Summon this card are banished instead. When this card is destroyed return the monsters used in order to summon this monster to your hand.

 

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DC Villain - Black Manta

ATK/ 1800 DEF/ 1500

Lore: When this monster attacks a face down defense position monster that monster is automatically banished. Your opponent loses Life Points equal to that monsters Level x300.

 

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DC Villain - Brainiac

ATK/ 2100 DEF/ 2400

Lore: This monster cannot be Normal Summoned or set. This monster cannot be summoned except, by removing from play 1 DARK monster from both players graveyards. By removing 1 card from your hand you can look at 1 card in your opponents hand. If this card is destroyed Special Summon 1 banished monster.

 

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DC Villain - General Zod

ATK/ 3000 DEF/ 2400

Lore: When this monster is summoned and your opponent has more Life Points than you, you can banish 1 monster with the highest attack from your opponents side of the field.

 

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DC Villain - Lex Luthor

ATK/ 1900 DEF/ 2000

Lore: Once per turn you can Special Summon 1 banished "DC Villain" or "DC Goon". It can not be used as Xyz material except for a "DC Villain" Xyz monster.

 

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DC Villain - Reverse Flash

ATK/ 2000 DEF/ 1500

Lore: You can return 1 monster on your opponents side of the field to their hand in order to Special Summon this monster from your hand.

 

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DC Villain - Sinestro

ATK/ 2200 DEF/ 1500

Lore: While this monster is on the field, if a monster you control is destroyed this monster loses 200 ATK. If a monster your opponent controls is destroyed this monster gains 200 ATK.

[/spoiler]

 

[spoiler= DC Goons]

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ATK/ 1800 DEF/ 1500

Lore: When this monster attacks it gains 300 ATK. When this monster is attacked it loses 500 ATK.

 

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ATK/ 1800 DEF/ 1250

Lore: You can attack your opponent directly with this card. You must banish 2 "DC Villain" or "DC Goon" monsters from your hand, field, or graveyard.

 

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ATK/ 1900 DEF/ 2300

Lore: When this monster is attacked remove it from play. Should another "DC Villain" or "DC Goon" be attacked Special Summon this monster in defense mode and make this monster the attack target. 

 

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ATK/ 1500 DEF/ 1300

Lore: Banish 2 monsters in your hand to destroy 2 cards on your opponents field. You can only use 1 "DC Goon - Harley Quinn" ability per turn.

 

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ATK/ 1500 DEF/ 1800

Lore: If this card is removed from play by a card effect you can banish an opponents monster to Special Summon this monster.

 

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ATK/ 1400 DEF/ 200

Lore: If this monster is banished you can select 1 of your opponents monsters and banish it as well. If the banished monster would return to the field it loses 500 ATK.

[/spoiler]

 

[spoiler= DC Extra Deck]

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DC Hero - Aquaman

ATK/ 2000 DEF/ 500

Lore: 2 Level 3 monsters

By detaching 1 Xyz material Special Summon 1 "DC Hero" or "DC Sidekick" from your graveyard, hand, or deck. 
 
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DC Hero - Batman
ATK/ 2500 DEF/ 2700
Lore: 2 Level 8 monsters
Once per turn if this monster would be destroyed in battle it is not. Once per turn by detaching 1 Xyz material you can look through your deck for 1 Equip spell and add it to your hand.
 
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DC Haro - Flash
ATK/ 2000 DEF/ 1800
Lore: 2 Level 5 monsters
Once per turn by detaching 1 Xyz material this card can attack your opponent directly. This monster cannot be destroyed by card effects the turn you activate this ability.
 
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DC Hero - Green Lantern
ATK/ 2400 DEF/ 2700
Lore: 2 Level 5 monsters
By detaching 1 Xyz material you can add 1 Spell or Trap card from your deck or graveyard to your hand. 
 
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DC Hero - Martian Manhunter
ATK/ 2200 DEF/ 1600
Lore: 2 Level 4 monsters
Once per turn should this monster be destroyed by a Trap card it is not. Once per turn by detaching 1 Xyz material you can look at 1 random card in your opponents hand and destroy it. If the card is a monster your opponent loses life points equal to the DEF of the destroyed monster.
 
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DC Hero - Superman
ATK/ 3000 DEF/ 2700
Lore: 2 Level 8 monsters
Once per turn if this monster would be destroyed by a Spell cards effect it is not. Once per turn by detaching 1 Xyz material this monster can destroy 1 card on the field. This monster cannot attack the turn this ability is activated.
 
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DC Hero - Wonder Women
ATK/ 2700 DEF/ 2200
Lore: 2 Level 4 monsters
Once per turn by detaching 1 Xyz material you can look at 1 face down card on your opponents side of the field. Destroy the target or return the target to your opponents hand. 
 
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DC Villain - Deathstroke
ATK/ 2500 DEF/ 2600
Lore: 2 Level 8 monsters
Once per turn by detaching 1 Xyz material this monster can banish 1 card on the field. This monster gains 300 ATK for every monster banished by this card. Once per turn if this card would be destroyed it is not.
 
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DC Villain - Joker
ATK/ 2700 DEF/ 2600
Lore: 2 Level 8 monsters
Once per turn by detaching 1 Xyz material you can remove from play 1 of your opponents monsters. After 2 of your opponents turns return the monster to your side of the field.
 
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DC Villain - Ra's Al Ghul
ATK/ 2000 DEF/ 600
Lore: 2 Level 4 monsters
Once per turn if their are no monsters on your field besides this one: Special Summon 1 "DC Villain" or "DC Goon". Once per turn by detaching 1 Xyz material this monster gains 1000 ATK.
 
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DC Villain - Red Hood
ATK/ 2400 DEF/ 1000
Lore: 2 Level 4 monsters
Once per turn by detaching 1 Xyz material your opponent takes damage equal to the amount of banished monsters they have x 300
 

[/spoiler]

 

[spoiler= Spells & Traps (Hero's)]

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Batarang

Lore: This card can only be equipped to "DC Hero - Batman". The monster equipped with this card increases its ATK by 400 and once per turn can deal 200 points of damage to your opponent. Should the monster equipped with this card be destroyed this card is instead. If this card is destroyed you can choose 1 card on your opponents side of the field and destroy it. 

 

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Hawks Together

Lore:This card can only be activated while their is a face up "DC Hero - Hawkman" or "DC Hero - Hawkgirl" on the field. You can Special Summon 1 "DC Hero" monster to the field from your hand.

 

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History of a Hero

Lore: This card can only be activated when "DC Sidekick - Boy Wonder" is on your side of the field. Once per turn if you do not have "DC Sidekick - Robin", "DC Hero - Red Hood", or "DC Hero - Nightwing" in your hand you can add one to your hand from your deck. Should any of the mentioned monsters be destroyed by a card effect or battle you can pay 500 life point to negate it.

 

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Shazam!

Lore: In order to activate this card you must pay Life Points equal to the amount of cards on the field x 300. You can Special Summon 1 "DC Hero - Captain Marvel" from your hand, deck, or graveyard.

 

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The Watchtower 

Lore: Any monster with "DC" in their card name gains 300 ATK and DEF. Should a monster with "DC" be destroyed you can remove it from play instead. After your second Stand-by Phase Special Summon the removed monster.

 

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Trident of a King

Lore: This card can only be equipped to "DC Hero - Aquaman" or "DC Sidekick - Aqualad'. Once per turn you can Special Summon 1 monster from your hand. That monster is destroyed at the end of the turn. If the monster equipped with this card should be destroyed this card is instead.

 

[/spoiler]

 

[spoiler= Spells & Traps (Villains)]

I'll have them up at some point. If you have ideas or would like to see something from the DC Universe say something in  the Topic and I'll come up with something.

[/spoiler]

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NOTE THESE ARE ALL MY OPINION, FEEL FREE TO BLOW ME OFF COMPLETELY IF YOU SO CHOOSE.

I love DC, but not as much as marvel and Robert Downey Jr. Given that your new, I'm going to let the effect grammar slide, but here's what I can help you with. The cards effects don't really connect as a set. All sets have a sort of an effect gimmick, you know? Scraps need others in the grave, Meklord are anti-synchro, Aliens run with counters, that sort of thing. Now I know this is in the pop culture card section, but you wrote DC Hero on all the cards, making it look like a set. As for the images, a quick tip, I don't know if you already are doing this, but when looking for an epic image of a hero, type in "Hero Name" Artwork in the search bar, because there are some talented people out there drawing beautiful images of those guys..

 

[spoiler= Also, some suggestions]

  • You should have Aquaman do something with Umi, or A Legendary Ocean
  • I think Shazam should be a gemini monster, with his extra normal summoning be his "shazam."
  • OP as it sounds, The Flash's effect it should be it cannot be targeted for an attack, but a catch should be considered. 
  • Cyborg should double as a machine type, or perhaps even psychic (as todays psychic fall into a, android/cyborg look.)
  • Make an "Unmasking" quick-spell card. Then create some of the heroes alter-egos. Sacrifice something (a few cards, life points,) and send all cards back to deck to summon the normal people. Unmasked villains/goons are banished (Sent to prison)
  • Personally, I think the original seven of the justice league should be the extra deck, anyone else isn't really worth it (i.e. Green Arrow, Speedy..)
  • Brainiac should have a revealing effect, as he's trying to know everything. Reveal a face down, your hand, etc.
  • I feel as if the villains should be used as anti-hero cards.
  • The Batman image is extremely crappy, I think you should find a better one. 

[/spoiler]

 

Only here to help, but don't take this lightly. Thou must improve!

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I'm working on changing up many of the cards. I'm going to make the Hero's similar to how the Constellar monsters work. The Villains I think I'm going to make into working with the cards removed from play. Similar to DD's if I'm correct.

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