Tickle Me Emo Posted June 12, 2008 Report Share Posted June 12, 2008 All monsters are light warriors. [spoiler=Turbo Hero - Dimension Master]lv: 8atk: 3000def: 0Effect: This monster cannot be normal summoned or set. This monster cannot be special summoned except during your draw phase if you have 6 or more "Turbo Hero" monsters removed from game. Once per turn you may return all your removed from play cards to destroy all cards on your opponent's side of the field. During your standby phase, if there are less than three "Turbo Hero" monsters removed from game, this card is removed from play. [spoiler=Turbo Hero - Crystal Warrior]lv: 4atk: 1400def: 1600Effect: This monster cannot be normal summoned or set. This monster cannot be special summoned except during your draw phase if you have 6 or more "Turbo Hero" monsters removed from game. Once per turn you may return all your removed from play cards to destroy all cards on your opponent's side of the field. During your standby phase, if there are less than three "Turbo Hero" monsters removed from game, this card is removed from play. When this monster is sent from the field to the graveyard, it is removed from play instead. [spoiler=Turbo Hero - Dimension Wizard]lv: 8atk: 2400def:600effect:Each time a "Turbo Hero" monster you control is removed from play put one "turbo counter" on this card. When this card is removed from teh field draw cards equal to the amount of turbo counters on this card. When this card is sent from the field it is removed from play instead. [spoiler=Turbo Hero - Water Priestess]lv: 8atk: 3000def: 0effect:When this card is summoned, you may special summon up to three "turbo Hero" monsters that have been removed from game. When this card attacks or is attacked, the monster it battles is removed from play at the end of the damage step. When this card is sent from the field to the graveyard, it is removed from play instead. [spoiler=Turbo Return]Continuous trapeffect:Select two cards from your hand and remove them from play to special summon 1 "Turbo Hero" monster that has been removed from play by its own effect. When that monster is destroyed, destroy this card. If this card is removed from the field, destroy the selected monster. [spoiler=Turbo Draw]Normal Spelleffect:Select and remove from play any amount of "Turbo Hero" monsters in your hand. Draw two cards for each monster removed in this way. [spoiler=Turbo Hero - Goldshine Knight]lv: 6atk: 2000def: 1000effect:When this monster destroys a monster as a result of battle, you may special summon one "Turbo Hero" monster that was removed from play at the end of the battle phase. When this monster is sent from the field to the graveyard, it is removed from play instead. Link to comment
Wyhe Posted June 12, 2008 Report Share Posted June 12, 2008 For starters,the monsters must have a type & attribute. Link to comment
Tickle Me Emo Posted June 13, 2008 Author Report Share Posted June 13, 2008 For starters' date='the monsters must have a type & attribute.[/quote']my bad thought I put that at the top. All monsters are light warriors. Link to comment
lalolalo Posted June 18, 2008 Report Share Posted June 18, 2008 Let's see, a little bit overpowered. I mean, you can SS it and destroy all cards on your opponent's side, sorry your should change it a little bit. I know the monster would be ddestroyed if there are 3 or more "Turbo Hero" RFG, but still the monster was free, you didn't have to tribute or something like that. The cards that help you with the draw are overpowered, I mean you have 1*1 (1 card per counter/monster) you should make it at least 1*2. (1 draw each 2 monsters/counters) And your Turbo Hero - Goldshine Knight overpowered too, you can SS 1 of those "Turbo Hero" just by destroying 1 monster. You have a great idea, but a little bit overpowered. But it's a start, keep going. About the OCG. First with the basics: Words like: Graveyard, Normal Summoned, Special Summoned, End Phase, Standby Phase, etc... MUST be cap. Link to comment
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