Jump to content

World of Fantasy


Whimsical

Recommended Posts

The cards in this set were inspired by the characters in the RPGs I play, the more battles you fought the stronger the players would get, in this set when the right situations arise the cards gain EXP counters which gives them more power or new special abilities, enjoy.

 

Fantasy Knight

Attrib: Light

Type: Warrior/Effect

Level:4

Atk: 1500

Def: 1000

When this card destroys a monster in battle add EXP counters to this card equal to the level of the destroyed monster. This card gains 200 ATK and 100 DEF for every EXP counter on this card.

 

Fantasy Mage

Attrib: Light

Type: Spellcaster/Effect

Level:4

Atk: 1000

Def: 1800

When when a monster(s) your opponent controls is destroyed by the effects of a normal spell card that you control add EXP counters to this card equal to the level of the destroyed monster(s). You may remove 5 EXP counters from the card to add a spell card from your deck to your hand.

 

Fantasy Cleric

Attrib: Light

Type: Spellcaster/Effect

Level:4

Atk: 0

Def: 1000

When this card engages in battle with another monster add EXP counter to this card equal to half the opposing monsters level (rounded up) at the end of the damage step. If this card attacks it is not destroyed in battle. When this card attacks the opposing monster gain 100 ATK and DEF for each EXP counter on this card. When this card looses a battle and it is the attacking card you take no battle damage, instead gain life points equal to the amount of battle damage you should have taken. You can remove any number of EXP counters for this card to gain 100 life points for each counter so removed. As long as you have another “fantasy” monster face-up on your side of the field this card cannot be the target of an attack.

 

Fantasy Thief

Attrib: Light

Type: Warrior/Effect

Level:4

Atk:500

Def: 500

When a card effect adds a counter(s) (any type except EXP counters) to a card(s), you may remove those counters and add EXP counters to this card equal to the number of counters removed. Remove 7 counters from this card to look at you opponents hand and add a card from there hand to your hand. When this card is attacked remove any number of EXP counters from this card and roll a dice for every EXP counter so removed, if any dice lands on a 1 this card is not destroyed in battle.

 

Fantasy Rogue

Attrib: Light

Type: Warrior/Effect

Level:4

Atk: 1000

Def: 1500

When when a monster(s) your opponent controls is destroyed by the effects of a normal trap card that you control add EXP counters to this card equal to the level of the destroyed monster(s). When this card attacks it is not effected by trap cards. Remove 5 EXP counters from this card to add trap card from your deck to your hand. Remove 3 EXP counters from this card to change this card to facedown DEF mode. If this card is attack while facedown place this card into face up attack mode an double its ATK. Negate the effects of any card that targets facedown cards and that is targeting this card and destroy it.

 

Fantasy Warrior

Attrib: Light

Type: Warrior/Effect

Level:4

Atk: 1700

Def: 1000

When this card destroys a monster in battle add one EXP counter to this card. Remove 5 EXP counter from this card to destroy one monster on the field and add EXP counters to this card equal to half the level of the destroyed monster (rounded up).

 

Fantasy Paladin

Attrib: Light

Type: Warrior/Effect

Level:5

Atk: 1900

Def: 2000

When this card is attacked and wins the battle add EXP counters to this card equal to the level of the opposing monster. This card gains 300 DEF for every EXP counter on this card. When a Fantasy card or a facedown card under your control is attacked you may change the target of the attack to this card. When this card is attacked it is treated as if it was in DEF mode for the purpose of damage calculation. You can remove any number of EXP counters for this card to gain 50 life points for each counter so removed.

 

Fantasy Berserker

Attrib: Light

Type: Warrior/Effect

Level:5

Atk: 1900

Def: 0

When this card declares and attack or is declared at the target of an attack add one EXP to this card. This card gain 300 ATK for each EXP counter on this card. Remove 3 EXP counters from this card at the start of the battle phase to allow this card to attack one additional time this turn. When this card attacks or is attacked negate the effects of all spell and trap card you control (except for equip spell cards) until the end of the damage step. When this card attacks with an ATK that is higher than the DEF of a defence Position monster, inflict the difference as Battle Damage to your opponent's Life Points.

 

Fantasy Bard

Attrib: Light

Type: Spellcaster/Effect

Level:4

Atk: 0

Def: 0

Whenever a card on your side of the field gains an EXP counter add one EXP counter to this card. You may remove 7 EXP counters from this card during the start of your opponents battle phase, all monsters on your opponents side of the field cannot attack. You may remove 10 EXP counters from this card to add one card from your deck to your hand. You may remove one EXP counter from this card when your opponent declares and attack to negate the attack.

 

Fantasy Sorcerer

Attrib: Light

Type: Spellcaster/Effect

Level:7

Atk: 2500

Def: 2000

This card can only be tribute summoned if the tributes for this card are spellcaster types and have at least 20 EXP counters on them in total. Whenever you activate a spell card this card gains EXP equal to the cards chain link number. Remove 5 EXP counters from this card to return all spell cards to your deck, the deck is the shuffled. When a spell card that requires EXP counters is activated you may add EXP counters from your other fantasy cards on the field to this card. During your draw phase if you do not draw a spell card you may draw one more card by showing it to your opponent.

 

Fantasy Warlord

Attrib: Light

Type: Warrior/Effect

Level:8

Atk: 3000

Def: 1500

This card can only be tribute summoned if the tributes for this card are warrior types and have at least 20 EXP counters on them in total. Whenever a monster you control engages in battle you may add one EXP counter to this card. This card gains 100 ATK for every EXP counter on this card. This card may attack all of you opponents monsters, if it does so all battle damage done from direct attacks is reduced to 500. Remove 5 EXP counters from this card to add one monster card from your deck to your hand. During your draw phase, if you draw a monster you can draw once more by special summoning the monster to the field.

 

EXP Boot

Group: Spell Card

Type: Spell

Icon:Continuous

During each of your standby phases you may add one EXP counter to one card that you can add an EXP counter to, after this effect is used 5 times you must discard one card from your hand or destroy this card.

 

EXP Accelerator

Group: Spell Card

Type: Spell

Icon:Continous

When ever a card under your control gains an EXP counter add one additional EXP counter to the card (except by this cards effect). If you play a card with the same name as this card, negate its effect and add one additional EXP counter when this cards effect activates.

 

Fantasy Magic - Fire

Group: Spell Card

Type: Spell

Designate and remove 3 EXP counters from a spellcaster-type “Fantasy” card to activate this cards effect. The card designated gains 500 attack, and when that card destroys a monster in battle your opponent discards a card from their hand. This cards effect lasts until the end of the turn.

 

Fantasy Technique - Counter Slash

Group: Trap Card

Type: Trap

Activate only when a “Fantasy” monster under your control wins a battle while in defence mode, remove 3 EXP counters from the card and switch the card into attack mode and have it attack the opposing monster, you card gains 500 ATK and cannot be destroyed in this battle.

 

Dungeon Crawl

Group: Spell Card

Type: Spell

Discard two cards from your hand to activate this cards effect. Your opponent special summons as many level 4 or lower monsters to the field as possible, if a “fantasy” card under your control attacks these cards it gains 500 ATK. If a “fantasy” card under your control destroys one of these cards it may attack again and gains one EXP counter. All monster special summoned by this effect lose their effect and are destroyed at the start of the end phase.

 

Fantasy Weapon - Long Sword

Group: Spell Card

Type: Spell

Icon:Equip

This card may only be equipped to a fantasy card with 3 or more EXP counters the equipped card gain 100 ATK for each EXP counters on the equipped card.

 

Fantasy Magic - Lightning

Group: Spell Card

Type: Spell

Designate and remove 5 EXP counters from a spellcaster-type “Fantasy” card to activate this cards effect. The designated card may make a direct attack during the battle phase.

 

Fantasy Magic - Ice

Group: Spell Card

Type: Spell

Designate and remove 7 EXP counters from a spellcaster-type “Fantasy” card to activate this cards effect. The designated card gains 500 ATK, when the designated card attacks spell & trap cards may not be activated

 

Fantasy Technique - Critical Hit

Group: Spell Card

Type: Spell

Icon:Continuous

Whenever a fantasy card with 7 or more EXP counters attacks roll a dice, if the result is a 6 then double the cards ATK. During each of your stand by phases you must remove one EXP counter from a card or destroy this card.

 

Fantasy Weapon - Vorpal Sword

Group: Spell Card

Type: Spell

Icon:Equip

This card may only be equipped to a warrior type “fantasy” card, if you roll a six for the effect of Critical Hit you may remove 3 EXP counters to destroy the target card and inflict battle damage to your opponent equal to the original ATK of the equipped card. The activation and effect of this card can not be negated by other cards.

 

Fantasy Armour - Mage Robes

Group: Spell Card

Type: Spell

Icon:Equip

This card may only be equipped to a spellcaster type “fantasy” card, when ever a spell card requiring EXP counters is activated the equipped card gain 3 EXP counters until the end of the cards effect.

 

Reward for Effort

Group: Spell Card

Type: Spell

Gain 100 life points for every EXP counters on cards under your control.

 

Fantasy Kingdom

Group: Spell Card

Type: Spell

Icon:Field

All face up fantasy cards gain 1 EXP counter during the standby phase of the player whose control they are under, during your main phase you may remove 5 EXP counters from card you control to draw a card. If this card would be destroyed by a card effect remove 5 EXP counters from cards you control prevent this card from being destroyed (this effect is not optional, if you can activate it you must do so.) If a fantasy card you control with 7 or more EXP counters is destroyed you may special summon the card from the graveyard to the field with 0 EXP counters on it.

 

Knowledge of Succession

Group: Spell Card

Type: Spell

Icon:Quick-Play

You may only activate this card when you tribute a “fantasy” card to tribute summon or special summon a “fantasy card“, discard one card from your hand and add EXP counters to the summoned monster equal to the EXP counters on the tributes used to summon it.

 

Martyrism

Group: Trap Card

Type: Trap

You may only active this card when a “fantasy” monster under your control is destroyed in battle and sent to the graveyard, special summon a level 4 or lower “fantasy” monster from your hand or deck and add 3 EXP counters to it.

 

Fantasy Knowledge - Forbidden Lore

Group: Spell Card

Type: Spell

Select one spellcaster type “fantasy” monster and add 50 EXP counters to it. During your end phase remove the affected card and all cards with the same name in your hand, deck, graveyard, and field from play, these cards cannot return to the duel for the rest of the game.

 

Fantasy Magic - Heal

Group: Spell Card

Type: Spell

Select one spellcaster type “fantasy” card or one “Fantasy Paladin” and remove any number of EXP cards from it, you gain 200 life points for every EXP counter so removed.

 

Fantasy Magic - Holy

Group: Spell Card

Type: Spell

Select one spellcaster type “fantasy” card or one “Fantasy Paladin” and remove 15 EXP counters from it, the card gain 1000 ATK. When you play this card remove all dark attribute monsters from the game. The effected card may not attack a light attribute monster.

 

Fantasy Guard

Attrib: Light

Type: Warrior/Effect

Level:4

Atk: 1000

Def: 1500

When this card is not destroyed in a battle it is involved in add EXP counters to this card equal to the level of the opposing monster. This card gains 200 DEF for every EXP counter on this card. Once during your

opponents battle phase you may force an opposing monster to attack this card.

 

Fantasy Archer

Attrib: Light

Type: Warrior/Effect

Level:4

Atk: 1800

Def: 1200

Whenever a card under your control attacks directly this card gains one EXP counter for each 500 points done. This card gains 100 ATK for each EXP counter on it. This card may attack your opponents life points directly, if you do so halve this cards ATK during the damage step. Remove 7 EXP counters from this card at the start of the battle phase to double the battle damage it does when it uses its ability to attack directly.

 

Fantasy Archer

Attrib: Light

Type: Warrior/Effect

Level:4

Atk: 1800

Def: 1200

Whenever a card under your control attacks directly this card gains one EXP counter for each 500 points done. This card gains 100 ATK for each EXP counter on it. This card may attack your opponents life points directly, if you do so halve this cards ATK during the damage step. Remove 7 EXP counters from this card at the start of the battle phase to double the battle damage it does when it uses its ability to attack directly.

 

Fantasy Summoner

Attrib: 4

Type: Spellcaster/Effect

Icon:1300

Atk: 1200

Def: Whenever a card is special summoned add EXP counters equal to half the summoned cards level (rounded up). This card gains 200 DEF for each EXP counter on this card. Remove 5 EXP counters from this card to special summon one monster from your hand to the field.

 

Fantasy Armour - Knight's Armour

Group: Spell Card

Type: Spell

Icon:Equip

This card may only be equipped to a warrior-type “fantasy” cards with 3 or more EXP counters, when the equipped card is attacked add 2 EXP counters to it until the end of the damage step.

 

Fantasy Magic - Life

Group: Spell Card

Type: Spell

Remove 3 EXP counters from a spellcaster type “fantasy” that you control, special summon 1 “fantasy” monster from your graveyard to the field.

 

Fantasy Magic - Water

Group: Spell Card

Type: Spell

Designate and remove 5 EXP counters from a spellcaster-type “Fantasy” card to activate this cards effect. The designated card gains 500 ATK if the designated card does battle damage to your opponent this turn you may return up three cards on your opponents side or the field or in their hand to the top of the deck.

 

Fantasy Mercenary

Attrib: Light

Type: Warrior/Effect

Level:4

Atk: 1000

Def: 1000

When ever you loose life points this card gains one EXP counter for every 500 life points lost. This card gains 300 ATK for each EXP counter it has on it. As many times as you want during your main phase you may loose 500 life points. During your main phase you may special summon the monster form your hand. If this card is special summoned you loose 1000 life points.

 

Fantasy Armour - Chain Mail

Group: Spell Card

Type: Spell

Choose one warrior-type “fantasy” monster on your side of the field, the selected card gains 100 DEF for every EXP counter on it. The effects of this card last as long as the selected card is on the field.

 

EXP Rage

Group: Spell Card

Type: Spell

Icon:Quick-Play

Discard two cards from your hand to add 5 EXP counters to one “fantasy” card that you control.

 

Sacrifice Gain

Group: Spell Card

Type: Spell

Icon:Continuous

During your main phase you may send 1 card from the top of your deck to the graveyard to add one EXP counter to one “fantasy” monster you control.

 

I would greatly appreciate any comments/criticisms.

Link to comment

I like these cards. EXP counters seem like a good mechanic (although some cards that use them are slightly overpowered, Cleric and Thief come to mind). And it's rogue, not rouge, just so ya know. ;D

But criticisms aside, I do think these are good cards. I'm hoping to see some more cards (maybe support) from this set!

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...