Thomas★Zero Posted June 13, 2021 Report Share Posted June 13, 2021 Normal the Champion is a Normal Monster with its own set of Spell/Trap Cards that corrospond to it that helps decks utilize Normal Monsters to the best of their ability. Normal the Champion lv 4 LIGHT Warrior/Normal A hero of justice who with his own strenght and wit can overcome the greatest of obstacles. ATK/2000 DEF/100 Normal Belt Spell Card Activate this card while you control a Normal Monster. Apply 1 of the following effects. * Add 1 "Normal the Champion" from your Deck or GY to your hand. * Add 1 Spell/Trap Card that list "Normal the Champion" in its card text, except "Normal Belt" from your Deck or GY to your hand. You can only activate 1 "Normal Belt" per turn. Normal Ally Spell Card Add 1 Normal Monster with 2000 or less ATK from your Deck or GY to your hand, also, if you control "Normal the Champion", Special Summon that card instead. During the turn you activated this card, you cannot Special Summon Effect Monsters. You can only activate 1 "Normal Ally" per turn. Normal Recovery Quick-Play Spell Card Target 1 Level 4 or lower Normal Monster in your GY; Special Summon the targeted card, also, if the summoned monster is "Normal the Champion", gain 2000 LP. You can only activate 1 "Normal Recovery" per turn. Great Normal Continous Spell Card After activation: Special Summon 1 "Normal the Champion" from your hand, Deck or GY, also, for the rest of this turn, you cannot Special Summon Effect Monsters. All Normal Monsters you control gain 400 ATK for every Normal Monster you control with a different name. If a Normal Monster you control attacks, your opponent cannot activate cards or effects until after damage calculations. You can only activate 1 "Great Normal" per turn. Greatest Normal Weapon Equip Spell Card Equip this card to a Level 4 or lower Normal Monster. The equipped monster gains 1500 ATK, also, if the equipped monster is "Normal the Champion", it gains 2000 ATK instead. Monsters can only be equipped with 1 "Greatest Normal Weapon" at a time. Normal Strike Trap Card If you control "Normal the Champion", you can activate this card from your hand. Activate this card while you control a Normal Monster. Target 1 card your opponent controls; destroy the targeted card, and if you do, inflict 1000 points of damage to your opponent, then, if you control "Normal the Champion", set this card instead of sending it to the GY. You can only activate 1 "Normal Strike" per turn. Normal Guard Counter Trap Card If you control "Normal the Champion", you can activate this card from your hand. Activate this card when your opponent activates a Spell/Trap Card or Monster effect while you control a Normal Monster. Negate the activation and destroy it, then, if you control "Normal the Champion", set this card instead of sending it to the GY. You can only activate 1 "Normal Guard" per turn. Link to comment Share on other sites More sharing options...
Arcanam00n Posted June 25, 2021 Report Share Posted June 25, 2021 Ok, Normal Guard is a card at the right Power level for modern Yugioh, while the rest, while instresting, they lack in power, keep in mind, you need to use Normal Monsters to take adavantage of this cards, they need to broken and a half because you cannot use them with other deck who are full of effect monsters Link to comment Share on other sites More sharing options...
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