Thomas★Zero Posted March 19, 2021 Report Share Posted March 19, 2021 Darkness Neocore lv 1 DARK Fiend/Effect If this card is Normal or Special Summoned: Add 1 "World of Darknss" from your Deck to your hand. You can banish this card and pay 4000 LP; Special Summon 1 "Darkness Neosphere" from your hand, Deck or GY ignoring its summoning conditions. You can only use each effect of "Darkness Neocore" once per turn. ATK/0 DEF/0 Darkness Dealer lv 1 DARK Fiend/Effect If you control a DARK Fiend monster, you can Special Summon this card (from your hand). You can only Special Summon "Darkness Dealer" once per turn this way. If you control another DARK Fiend monster, this card cannot be targeted for attacks. During your Main Phase: You can discard 1 Trap Card from your hand; Draw 1 card, also, if that card was a "Darkness" Trap Card, gain 1000 LP. You can only use this effect of "Darkness Dealer" once per turn. ATK/0 DEF/0 Divine Darkness lv 12 DARK Fiend/Effect Cannot be Normal Summoned/Set. Must be Special Summoned by tributing 1 "Darkness Neosphere" you control. "Darkness" Trap Cards can be activated during the turn they are set. This card, also set cards in your Spell/Trap Card Zone cannot be targeted or destroyed by your opponents card effects. Your opponent cannot activate cards or effects in responce to the activation of "Darkness" Trap Cards. During either players End Phase, if this card is in your GY while you control "World of Darkness": You can Special Summon this card from your GY. You can only use this effect of "Divine Darkness" once per turn. You can only control 1 "Divine Darkness". ATK/4000 DEF/4000 World of Darkness Field Spell Card After activation: Set 1 "Darkness Zero" and 1 "Darkness Infinity" in your Spell/Trap Card Zone. During each of your End Phases: You can add up to 5 "Darkness" Trap Cards with different names from your GY to your hand including 1 "Darkness Zero" and 1 "Darkness Infinity", also, if you have "Darkness Neosphere" in your GY while your LP are 4000 or less, your LP become 4000. You can only activate 1 "Divine Darkness" per turn. Darkness Zero Trap Card Banish 1 card from the your opponents GY each time a "Darkness" Trap Card is activated activated this turn. You can only activate 1 "Darkness Zero" per turn. Darkness Infinity Trap Card Gain 500 LP each time a "Darkness" Trap Card is activated this turn. You can only activate 1 "Darkness Infinity" per turn. Darkness α Trap Card Activate this card when "Darkness Zero" and "Darkness Infinity" are activated this turn. Target 1 card your opponent controls up to the number "Darkness" Trap Card with different names you activated this turn; destroy the targeted cards. You can only activate 1 "Darkness α" per turn. Darkness β Trap Card Activate this card when "Darkness Zero" and "Darkness Infinity" are activated this turn. Target 1 monster you control; the targeted monster gains ATK equal to the number of "Darkness" Trap Cards with different names you activated this turn x 1000 until the End Phase this turn. You can only activate 1 "Darkness β" per turn. Darkness Ω Trap Card Activate this card when "Darkness Zero" and "Darkness Infinity" are activated this turn. Inflict damage to your opponent equal to the number of "Darkness" Trap Cards with different names you activated this turn x 1000. You can only activate 1 "Darkness Ω" per turn. Darkness Ψ Counter Trap Card Activate this card when your opponent activates a Spell/Trap card or activates a monster effect when "Darkness Zero" and "Darkness Infinity" are activated this turn. Negate the activation and destroy that card, then, banish cards from the top of your opponents Deck face-down equal to the number of "Darkness" Trap Cards with different names you activated this turn. You can only activate 1 "Darkness Ψ" per turn. Link to comment Share on other sites More sharing options...
Loleo Posted March 19, 2021 Report Share Posted March 19, 2021 I love this it is so methodical but full of gimmicks at the same time. for the Greek alphabet cards I would make when "darkness zero" or "darkness infinity" were activated to up consistency (make it so you only need one it is a little over limited right now). The only potential flaw is the field spell's ability to acquire discard fodder could potentially be broken. Link to comment Share on other sites More sharing options...
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