Nekuzawa Posted August 9, 2015 Report Share Posted August 9, 2015 This is my personal take on DC based cards and a Justice League based deck.Currently this topic mostly contains cards based on the Justice League and the Crime Syndicate but, I do in the future plan to make other DC based cards. Please feel free to share your opinions and let me know what you think.(I have mistakenly posted this topic twice and as a result I have closed the other topic) [spoiler=DC Heros]DC Hero The FlashWarrior / EffectIf you've activated a quick play Spell Card, you can Special Summon this card from your hand until the End Phase of this turn, you can can only use this effect of "DC Hero The Flash" once per turn. When this card is Summoned on your turn, place one Speed Counter on it (Max 3). This card can attack an additional time per Battle Phase and gains 100 ATK for each Speed Counter on it. This card gains one Speed Counter during each of your Standby Phases.ATK / 2200 DEF / 1500DC Hero BatmanWarrior / EffectIf your opponent controls 2 or more monsters, you can Special Summon this card from your hand. When this card is Summoned; you can add up to 2 Different "Bat" Spell and/or Trap Cards from your Deck to your hand, cards added to hand by this effect must include the phrase "DC Hero" in their card effect. You can only activate this effect of "DC Hero Batman" once per Duel.ATK / 2500 DEF / 2000DC Hero SupermanWarrior / EffectYou can tribute 1 "DC Hero" monster you control to Normal Summon this card. This monster cannot be destroyed by battle. Once per turn, you can reveal one face-down card your opponent controls and set it back face-down, its effects do not activate.ATK / 3000 DEF / 2500DC Hero Wonder WomanWarrior / EffectIf you control a face-up Warrior-Type "DC Hero" monster, you can be Special Summon this card from your hand. This card can be Normal Summoned without tribute when there are 2 or more Warrior-Type monsters in your Graveyard. Once per turn, you can flip a face-down monster face-up and its effect(s) are negated. If this card destroys an opponent's monster by battle, your opponent must reveal their hand for the rest of the turn. If this card attacks a Warrior-Type monster, it gains 300 ATK during the Damage Step only. While face-up on the field, you do not receive effect damage.ATK / 2200 DEF / 1700DC Hero AquamanWarrior / EffectIf there is a WATER monster on the field, you can Special Summon this card from your hand. This card gains 500 ATK for each WATER monster on the field, except for "DC Hero Aquaman". Once per turn, during ether players turn: you can take control one of opponent's WATER monsters, you can only control one at a time. During each Standby Phase, you control a face-up "DC Hero Aquaman" you gain 500 LP.ATK / 2100 DEF / 1900DC Hero HawkgirlWarrior / EffectWhile this card you control is face-up on the field, each face-up "DC Hero" monster you control, gains 100 ATK and DEF for each face-up "DC Hero" monster you control.ATK / 1900 DEF / 1800DC Hero Green LanternWarrior / EffectOnce per turn, from your hand: you can reveal this card to your opponent and discard the top card of your deck to your Graveyard, if it is a Spell Card, you can Special Summon this card, if not this card remains in your hand. When this card is Special Summoned from your hand, target 5 different Spell Cards in your deck, your opponent then selects one at random and it is added to your hand, the rest are shuffled back into your deck. Once per turn, during ether players turn: you can discard a Spell Card, to increase this cards ATK or DEF by 300. You may only use each effect of a "DC Hero Green Lantern" once per turn.ATK / 2200 DEF / 2200DC Hero CyborgMachine / EffectYou can return 2 "DC Hero" monsters from your Graveyard to your Deck, to Special Summon this card from your hand. If this card destroys an opponents monster by battle, inflict half that monsters DEF as damage to your opponent. This card gains 500 ATK for each Machine-Type monster your opponent controls.ATK / 2500 DEF / 2000DC Hero Martian ManhunterPsychic / EffectIf you control 3 or more face-up "DC Hero" monsters, you can Special Summon this card from your hand. Each of your opponent's monster lose 100 ATK for each face-up "DC Hero" monster you control. Once per turn, this card can attack your opponent directly, in that case deal half this cards original ATK as damage.ATK / 2500 DEF / 2500DC Hero ShazamThunder / EffectIf you have not Special Summoned this turn, While you control exactly one face-up LIGHT Attribute "DC Hero", you can Special Summon this card from your hand, you cannot Special Summon other LIGHT monsters the turn you activate this effect. When this card attacks, it gains 300 ATK for each LIGHT monster on the field, except for "DC Hero Shazam" during the Damage Step only.ATK / 2500 DEF / 1900DC Hero Green ArrowWarrior / EffectWhen your opponent destroys one of your cards by card effect, you can Special Summon this card from your hand, If this card has been Special Summoned this way; you can target a Spell/Trap Card on the field, and destroy it. Once per turn, you can destroy one Spell/Trap Card on the field, and if it is a Spell/Trap Card you control, you can change the battle position of the monster this card battles until the End Phase this turn. This card cannot be selected as an attack target on the turn it is Summoned. If this card attacks a Defence Position monster inflict piercing damage.ATK / 2400 DEF / 2100DC Hero Booster GoldWarrior / EffectWhen this card is destroyed by battle, you can pay 500 LP, to add a "Justice" Spell/Trap Card from your Deck, to your hand. ATK 2100 / DEF / 1500 [spoiler=DC Anti-Heros]DC Anti-Hero The Outsider Spellcaster / EffectThis card can be Summoned in face-up Defence Position. During your Standby Phase: you can pay 1000 LP to add "Parallel World Change" from your Deck to your hand. If this card is to be destroyed, you can banish one "DC" monster you control instead. When this card leaves the field, banish it and shuffle all of your banished "DC" monsters back into your deck, except "DC Anti-Hero The Outsider".ATK / 1000 DEF / 2000DC Anti-Hero UltramanWarrior / Fusion / Effect"DC Hero Superman" + "Parallel World Change"Must be Fusion Summoned and cannot be Special Summoned by other ways. This card cannot be destroyed by card effects. Once per turn, you can look at the top card of your opponent's Deck and return it to the top or bottom of their Deck.ATK / 3000 DEF / 2500DC Anti-Hero Johnny QuickWarrior / Fusion / Effect"DC Hero The Flash + Parallel World Change"Must be Fusion Summoned and cannot be Special Summoned by other ways. This card can attack all of your opponent's monsters, once each. Each time this card destroys an opponent's monster by battle, it gains 300 ATK until the End Phase.ATK / 2300 DEF / 2000DC Anti-Hero OwlmanWarrior / Fusion / Effect"DC Hero Batman" + "Parallel World Change"Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card is Summoned, you must banish a card from the field, if the banished card was a monster you control, this card gains half its ATK. On the turn this card is Summoned, it is unaffected by your opponent's monster card effects. If this card attacks, Trap Cards cannot be activated until the end of the Damage Step.ATK / 2500 DEF / 2000DC Anti-Hero Sea King Warrior / Fusion / Effect"DC Hero The Aquaman + Parallel World Change"Must be first Fusion Summoned (using the above cards.) This card gains 300 ATK for each banished WATER monster. If this card attacks a Defence Position monster inflict piercing damage. Once per turn, during ether players turn: you can banish one WATER monster from your Graveyard, to Special Summon this card from your Graveyard, this card can only use this effect up to 3 times.ATK / 2300 DEF / 2000DC Anti-Hero Power RingWarrior / Fusion / Effect"DC Hero Green Lantern + Parallel World Change"Must be Fusion Summoned (using the above cards) and cannot be Special Summoned by other ways. At the End Phase of your turn, you can pay 500 LP, to add one Spell Card from your Graveyard, that you activated that turn to hand. Once per turn, during ether players turn: If this card is to be destroyed, you can discard one Spell Card instead.ATK / 2300 DEF / 2000DC Anti-Hero Super WomanWarrior / Fusion / Effect"DC Hero Wonder Woman" + "Parallel World Change"Must be Fusion Summoned (using the above cards) and cannot be Special Summoned by other ways. Once per turn, during ether players turn: You can select one card at random from your opponents hand, it cannot be used that turn. Once per turn, you can select one monster your opponent controls, it cannot attack until the end of their next turn, if that is the only monster they control, this card can attack your opponent directly.ATK / 2200 DEF / 1700DC Anti-Hero The Grid Machine / Fusion / Effect"DC Hero Cyborg" + "Parallel World Change"Must be Fusion Summoned and cannot be Special Summoned by other ways. This card gains 200 ATK for each Machine-Type monster in your Graveyard. Once per turn, you can equip this card with a Machine-Type monster from ether players Graveyard, while equipped this card gains 600 ATK, the monster equipped to this card, is banished at the End Phase of this turn. If this card destroys an opponent's monster by battle, inflict half that monsters ATK as damage to your opponent.ATK / 2400 DEF / 1800 [spoiler=DC Spells]DC UniverseField SpellOnce per turn, you can use this cards effect to Special Summon a "DC" monster from your hand.Call For JusticeSpellAdd 1 "DC Hero" monster card from your Deck to your hand.Bat SignalSpellPay 1000 LP and Special Summon "DC Hero Batman" from your hand, Deck or Graveyard. (You cannot activate this card if you already control a "DC Hero Batman".)Metropolis News ReportSpellActivate one of these effects.*Discard a card, to Special Summon "DC Hero Superman" from your hand or Deck, you can only activate this effect, once per Duel.*Discard 2 Cards, to Special Summon "DC Hero Superman" from the Graveyard.The Hero Among UsSpellTarget one face-up "DC Hero" monster you control, and up to 2 other Attack Position "DC Hero" monsters you control, the first target gains ATK equal to the total ATK of the monsters targeted by this card until End Phase. Only the monster which gains ATK by this effect can attack this turn. You can only activate one "The Hero Among Us" per turn.The Justice LeagueSpellThis cards activation cannot be negated. From your hand, field or Graveyard target 5 cards in the follow list: "DC Hero Superman", "DC Hero Batman" "DC Hero The Wonder Woman", "DC Hero Green Lantern", "DC Hero The Flash", "DC Hero Aquaman", "DC Hero Martion Manhunter", "DC Hero Hawkgirl","DC Hero Cyborg" Special Summon as many of the monsters targeted by this effect that you can, that are not currently on the your side of the field. Monsters Special Summoned this way cannot attack this turn. Monsters Summoned by this effect cannot be used for Special Summons of other monsters, except for "DC" monsters.Batarang SpellEquip only to a "DC Hero Batman". The monster equipped with this card can inflict piercing damage. If the monster equipped with this card destroys an opponents monster by battle, draw 1 card at the End Phase of that turn. While this card is equipped to a monster, this card is unaffected by card effects.Extra Bat UtilitiesEquip SpellEquip only to a "DC Hero Batman". It gains 300 ATK and If the equipped monster is to be destroyed, you can destroy this card instead. You can also send this card to the Graveyard to negate a card effect that targets the monster equipped with this card.Bat CaveSpell"DC Hero Batman" cannot be Special Summoned this turn. You can activate one of the following effects,*Target up to 2 "Bat" equip Spell Cards from your Graveyard and add them to hand.*Add one "Bat" equip spell from your Deck to your hand, and if you do, you can add one "Bat" equip Spell Card from your Graveyard to your hand.Parallel World ChangeSpellSend the named Fusion Materials listed on a Fusion Monster from your hand or side of the field to the Graveyard (that also listed this card as Fusion Material), and Special Summon that Fusion Monster from your Extra Deck.Amazonian PrideSpell QuickplayTarget one face-up "DC Hero Wonder Woman", that card gains 300 ATK for each Warrior-Type monster in the your Graveyard, and cannot be destroyed by card effects until the End Phase of this turn.Atlantean SupportSpell Continuous When this card is activated, you can Special Summon "DC Hero Aquaman" from your hand or Deck. While this card you control is face-up on the field, WATER monsters you control gain 300 ATK. Each time a WATER monster you control destroys an opponent's monster by battle, you gain 500 LP.Extra Quiver Spell QuickplayIf you do not control a face-up "DC Hero Green Arrow", you can Special Summon it from your hand and ignore the following effects.If control a face-up "DC Hero Green Arrow", you can activate one of the following effects.*Negate the activation of your opponent's Spell/Trap Card and if you do, destroy it.*If a monster you control is targeted by an opponent's monster card effect, negate the activation, and if you do, destroy that monster.Rush HourSpell QuickplayYou can activate this card and send it to the Graveyard. If this card has been activated while you have 600 LP or less, you can Special Summon "DC Hero The Flash" from hand, Deck or Graveyard. You can banish this card from the Graveyard, target one face up "DC Hero The Flash" to gain one of the following effects until End Phase of this turn,*Can inflict Piercing Damage*Gains 800 ATK*Can remove one Speed Counter to negate its destructionThe Speed ForceSpell QuickplayTarget a "DC Hero The Flash" on your side of the field, double its Speed Counters and it is unaffected by your opponent's card effects until the End Phase. Removes all speed counters from the card targeted by this cards effect at the End Phase of this turn. This card can banished from your Graveyard instead of "Rush Hour".The Dark Knight RisesSpecial Summon "DC Hero Batman" from the Graveyard. You can also add one "Bat" equip Spell Card from your Graveyard to your hand. (The card added to hand this way must include "DC Hero Batman" in its card effect.)Spell QuickplaySpecial Summon "DC Hero Batman" from the Graveyard.The Watch TowerSpell ContinuousDuring your Standby Phase, you can add one "DC Hero" monster from your Graveyard to your hand. The card added to hand by this effect, cannot be Special Summoned this turn.Unyielding JusticeSpell QuickplayDiscard your entire hand (min 1). DC Hero monsters you control are unaffected by your opponents card effects until the End Phase of this turn.Solar DestructionSpellSend one "DC Hero Superman" from your hand or field to the Graveyard, send up to 2 cards your opponent controls to the Graveyard.Justice Justice JusticeSpellPay half your LP, add a "Justice" Spell/Trap Card from your Deck to your hand.Anti-MatterSpellTarget a face-up "DC Anti-Hero" monster you control to activate this card, if you targeted a fusion monster, your opponent discards one random card from their hand. You can also send one or more cards you currently control to the Graveyard, to banish the same amount of cards your opponent controls.Shark Repellent Bat SpraySpell QuickplayThis cards activation cannot be negated if you control a face-up "DC Hero Batman". This card can be activated and sent to the Graveyard, without use of the following effect. Destroy all face-up WATER monsters your opponent controls and inflict 300 damage to your opponent for each monster destroyed this way.[spoiler=DC Traps]Barrier Of JusticeCounter TrapIf a "DC Hero" monster or monsters you control are targeted by a card effect that destroys monster(s) or removes them from your side of the field to your opponent's side of the field, negate that card effect, and if you do, destroy that card. You can banish this card from your Graveyard, to negate an attack targeting a face-up "DC Hero" monster you control.Justice For The FallenTrapIf a "DC Hero" monster you control is destroyed by your opponent and sent to the Graveyard, you can Special Summon a "DC Hero" monster from your hand with the same level or higher than the destroyed monster. The card Special Summoned this way gains 500 ATK until the End Phase of this turn.Baton Of JusticeTrapIf a "DC Hero" monster you control was just destroyed by battle or returned to hand, you can Special Summon a "DC Hero" monster from your Deck, that has a lower level and different attribute then the card that left the field.Scales Of JusticeTrap ContinuousIf there are 5 or more "DC Hero" monsters in your Graveyard, you can shuffle them into your Deck; then you can Special Summon a "DC Hero" monster from your Deck, whose level is equal to or less then the amount of cards shuffled into your Deck (by this effect), or add a "DC Hero" monster to your hand, who is one level higher.[spoiler=DC Villains](Coming Soon?) I'd like to make these sometime in the future [spoiler=Links]http://imgur.com/a/rvmvD#FSb4mhzhttps://www.dropbox.com/sh/el0njlaorw596tz/AABeRTAxkxuiYOCzv04WLu_2a?dl=0 Link to comment Share on other sites More sharing options...
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