Seanoow Posted November 1, 2015 Report Share Posted November 1, 2015 Well, this is my first time posting here. And I want it to be big. So, I'm bringing Earthbound Immortals back! Here are the basic cards I have come up with. (Might change the pictures in future). There is very little destruction resistance in this set. It is mostly about muscling your way through the duel. [spoiler=The Dark Wanderer] If you control a field spell you can special summon this card from your hand. You can destroy 1 field spell on the field to special summon this card from the graveyard, but banish it when it leaves the field. -You can banish one level 7 or higher dark monster from your hand, until your next standby phase this card's attack becomes the attack of the banished monster. -If this card was normal summoned, and if you banished a monster with this card's effect, this card is treated as 2 tributes for the tribute summon of a level 10 dark monster. I presume since the last card was a tuner you know where I'm going with this. Here he is! [spoiler=Unbound Immortal Primal Ccapac Apu] 1 dark tuner + "Earthbound Immortal Ccapac Apu" This card can not be summoned, except by synchro summon. This card can attack your opponent directly, but you can not summon other monsters the turn you use this effect, and you must skip your next battle phase. The "Earthbound Immortal Ccapac Apuu" that was used as a synchro material for this card is banished instead of sent to the graveyard. If there is no "Earthbound Immortal Ccapac Apu" in your banished zone, banish this card. When this card is summoned destroy all field spell cards on the field. While this card is face-up on the field, "Earthbound Immortal" monsters can not be destroyed by their own effects. This card can not be targeted by card effects. -Once per turn, you can pay 3000 lifepoints to special summon an "Earthbound Immortal" monster from your hand or banished zone except "Earthbound Immortal Ccapac Apu". Since earthbounds normally can not stay on the field without a field spell. I gave em one. [spoiler=Immortal Awakening Grounds] When this card is destroyed by the effect of an "Unbound Immortal" monster, all players lose 2000 lifepoints. If you have 2000 or less lifepoints, halve your lifepoints instead. While this card is face-up on the field, both players can control up to 5 "Earthbound "Immortal" monsters. If a player activates the effects of an "Earthbound Immortal" they pay 1500 lifepoints. -Once per turn instead of conducting your normal draw phase you can reveal the top card from your deck. If it is an "Earthbound Immortal" monster, special summon it and take damage equal to half it's attack. If it is not, banish it. Lastly, I wanted to give the deck some draw and summoning power. Something that will make duelists say "Welp, better MST that sht." [spoiler=Earthbound Seal] When you activate this card, add 1 "Earthbound Immortal" monster from your deck to your hand. -Once per turn you can activate one of the following effects: -Send 1 card from your hand to the graveyard, target one "Earthbound Immortal" monster in your deck, place that target on the top of your deck. -Pay 1000 lifepoints, special summon 2 "Earthbound Spirit" Tokens (Level 1 Dark Fiend 0 Attack 0 Defense). These tokens can not be tributed except for the tribute summon of an "Earthbound Immortal" monster. These tokens can not be used as material for a synchro or fusion summon. Please let me know what you think! Link to comment Share on other sites More sharing options...
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