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Crystal Born Monsters- edited


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I started a set of cards called the Crystal Born cards. I got my insperation from the Crystal Beasts (well at least for the name...), but tried to make mine as different as possible. If you have any comments please make them! Thx. (It's kinda long, just to warn you...)

 

Crystal Born Ice Knight

Level: 4

Attribute: Water

Type: Warrior

ATK: 1900

DEF: 1500

Effect: This card may be Special Summoned from your hand if all the monsters you control are Water Attribute monsters. While this card is face-up on your side of the field you can not activate Normal Spell cards.

 

Crystal Born Gust Rider

Level: 3

Attribute: Wind

Type: Winged Beast

ATK: 1100

DEF: 1100

Effect: This card may be Special Summoned from your hand if all the monsters you control are Wind Attribute monsters. While this card is face-up on your side of the field, your opponent may not target face-up "Crystal Born" monsters on your side of the field (except this card).

 

Crystal Born Dust Beast

Level: 4

Attribute: Earth

Type: Beast

ATK: 1300

DEF: 1700

Effect: This card may be Special Summoned from your hand if all the monsters you control are Earth Attribute monsters. When this card is destroyed by battle, search your deck for a level 4 or lower monster and add it to your hand.

 

Crystal Born Magma Fiend

Level: 5

Attribute: Fire

Type: Fiend

ATK: 2100

DEF: 700

Effect: This card may be Special Summoned from your hand if all the monsters you control are Fire Attribute monsters. Increase the attack of this monster by 100 for each monster on your side of the field (except this card).

 

Crystal Born Demented Slasher (Any one got a better name?)

Level: 6

Attribute: Dark

Type: Zombie

ATK: 2600

DEF: 1750

Effect: This card may be Special Summoned from your hand if all the monsters you control are Dark Attribute monsters. This card may attack twice during the same Battle Phase.

 

Crystal Born Embodiment of Light

Level: 8

Attribute: Light

Type: Fairy

ATK: 2800

DEF: 2200

Effect: This card may be Special Summoned from your hand if all the monsters you control are Light Attribute monsters. While this card is face-up on the field, your opponent must flip all their monsters face-up (Flip-Effects aren't activated), and all their monsters muct be played face-up.

 

Those were the basic 6, now you get the mix children of the set.

 

Crystal Born Ember Harpie

Level: 6

Attribute: Wind

Type: Winged Beast

ATK: 2350

DEF: 2000

Effect: This card may be Special Summoned from your hand if you control at least one Wind and Fire Attribute monster. This monster's Attribute is also treated as Fire. While this card is face-up on the field, any time a card is sent from a player's hand to the graveyard your opponent loses 500 Life Points.

 

Crystal Born Mud Warewolf

Level: 6

Attribute: Earth

Type: Beast-Warrior

ATK: 2100

DEF: 2500

Effect: This card may be Special Summoned from your hand if you control at least one Water and Earth Attribute monster. This monster's Attribute is also treated as Water. Once per turn, you can pay 500 Life Points to place a Mud Token in an empty Spell and Trap card zone on your opponent's field. A zone with a Mud Token may not be used.

 

Crystal Born Shadow Angel

Level: 8

Attribute: Dark

Type: Fairy

ATK: 3000

DEF: 2450

Effect: This card may be Special Summoned from your hand if you control at least one Dark and Light Attribute monster, and you discard all other cards in your hand. This monster's Attribute is also treated as Light. This card may attack all face-up monsters on your opponent's side of the field. If you use this effect, no other monsters on your side of the field may attack this turn.

 

And the random because I thought it was needed card

 

Crystal Born Mimic

Level: 4

Attribute: Water

Type: Aqua

ATK: ?

DEF: ?

Effect: When this card is Summoned, equipt one monster from your graveyard to this card. Crystal Born Mimic gets the attack, defense, and effect of the equipted monster.

 

Now the magic and trap supports/ tools to stop them.

 

Crystal Born Mirror Shield

Card Type: Spell

Secondary Type: Equip

Effect: When a monster equipt with this card is attacked by an opponent's monster, destroy one monster with an attack equal to or less than the attacking monster (except the attacking monster).

 

Crystal Born Gorgan Sword

Card Type: Spell

Secondary Type: Equip

Effect: When a monster equipt with this card attacks, choose one monster one your opponent's side of the field. The selected monster may not change it's battle position until your next Battle Phase.

 

Crystal Born Tactics

Card Type: Trap

Secondary Type: Normal

Effect: Choose one face-up "Crystal Born" monster on your side of the field. Your opponent may only attack with one monster this turn and must target the selected monster.

 

Crystal Born Dice

Card Type:Spell Card

Secondary Type:Continuous

Effect: Once per turn, during your Standby Phase, roll a six-sided die. Until the end of this turn, one of the following effects are applied, depending on the result:

1: The Attribute of all face-up monsters on your side of the field is treated as EARTH.

2: The Attribute of all face-up monsters on your side of the field is treated as WIND.

3: The Attribute of all face-up monsters on your side of the field is treated as WATER.

4: The Attribute of all face-up monsters on your side of the field is treated as FIRE.

5: The Attribute of all face-up monsters on your side of the field is treated as DARK.

6: The Attribute of all face-up monsters on your side of the field is treated as LIGHT.

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Any idea how to make them more interconnected? I was trying to leave it so you could Normal Summon them still' date=' and make the Special Summon effects for "just in case" moments.

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Crystal Dice

Continuous Spell Card

Once per turn, during your Standby Phase, roll a six-sided die. Until the end of this turn, one of the following effects are applied, depending on the result:

1: The Attribute of all face-up monsters on your side of the field is treated as EARTH.

2: The Attribute of all face-up monsters on your side of the field is treated as WIND.

3: The Attribute of all face-up monsters on your side of the field is treated as WATER.

4: The Attribute of all face-up monsters on your side of the field is treated as FIRE.

5: The Attribute of all face-up monsters on your side of the field is treated as DARK.

6: The Attribute of all face-up monsters on your side of the field is treated as LIGHT.

 

Good enough?

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