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Slayer's First SET in forever -- Clashing Worlds


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This is made up of quite a few ideas I've had, along with some cards that I felt might be able to help current deck-types that could exist. Please tell me what you think, and feel free to tell me cards you think would help the themes!

 

 

 

 

[spoiler= Ice Series]

Ice Tiger

Waster/Beast/4/1900/1000

Once per turn, during your Main Phase, you may tribute a monster on your side of the field to place 1 Ice Counter on a face-up monster on the field.

 

Blizzard Lioness

Water/Beast/4/1600/1600

If this card attacks a monster with an Ice Counter, increase this card’s ATK by 200 during the Damage Step only. In addition, when this card destroys a monster with an Ice Counter, you may place 1 Ice Counter on a face-up monster on the field.

 

Snow Elf

Water/Fairy/3/800/2100

If this card is destroyed by the effect of a Spell Card you may place an Ice Counter on a face-up monster on the field.

 

Ice Paladin

Water/Warrior/4/1800/1200

This card gains 100 ATK and DEF for each Ice Counter on the field.

 

Ice Valkyrie

Water/Spellcaster/4/1600/1800

Once per turn you may remove 2 Ice Counters on the field to place 1 Permafrost Counter on a face-down Spell or Trap Card on the field. Face-down cards with Permafrost Counters cannot be flipped face-up except by card effects.

 

Blizzard King

Water/Warrior/6/2300/1800

This card is not destroyed as a result of battle by monsters with Ice Counter(s). Once per turn, you may decrease the ATK of this card by 500 to place an Ice Counter on a face-up monster on the field.

 

Blizzard Queen

Water/Warrior/8/2900/2200

Once per turn you may discard a card from your hand to take control of a monster on the field with an Ice Counter on it until the End Phase of the turn. Monsters taken control of by this effect lose 800 ATK and DEF during Damage Calculation only.

 

Absolute Zero Barrier

Field Spell Card

While this card is face-up on the field, monsters on the field have their ATK decreased by the number of Ice Counters on them × 500. In addition, monsters with at least 1 Ice Counter cannot change their Battle Position.

 

Frozen Spell

Quick-Play Spell Card

Activate only when a Normal Spell Card is activated. Negate that card’s activation and effect, and that Spell Card will remain face-up on the field as a Continuous Spell Card until the End Phase of your next turn. At that time, the Spell Card becomes activated.

 

Ice Crown

Equip Spell Card

Equip only to a level 5 or higher WATER monster. Once per turn, the equipped monster is not destroyed as a result of battle. In addition, a monster that battles with the equipped monster gains an Ice Counter after Battle Damage.

 

Reflecting Pillars of Ice

Quick-Play Spell Card

Place 2 “Ice Pillar Token”s (Water/Aqua/1/0/0) on your side of the field in Defense Position. These tokens cannot declare an attack or be used as a Tribute for a Tribute Summon. You may Tribute an "Ice Pillar Token" to negate the attack of a monster.

 

Living Ice Sculpture

Normal Spell Card

Select 1 Level 4 or lower WATER monster on your side of the field and Tribute 1 “Ice Pillar Token”. Special Summon 1 monster with the same name as the selected WATER monster from your hand or deck in face-up Attack or Defense Position.

 

Unworldly Hail

Normal Spell Card

Inflict 500 damage to both players. Then, decrease the ATK and DEF of all non-WATER monsters on the field by 200.

 

Instant Ice Barrier

Continuous Trap Card

Tribute 1 Water-Type monster on your side of the field to activate this card. While this card is face-up on the field monsters with Ice Counters cannot declare an attack. In addition, when a Level 3 or lower monster is Summoned, place 1 Ice Counter on that monster. This card is destroyed during your opponent’s second Standby Phase.

 

Icy Trail

Counter Trap Card

Negate the attack of a monster and place 1 Ice Counter on that monster.

 

 

 

[spoiler= MAGNET SERIES]

 

Magnet Man - N

Earth/Rock/3/1300/1200

Once per turn you may return an EARTH monster in your Graveyard to the owner’s deck to Special Summon 1 Level 3 or lower EARTH monster in your hand other than “Magnet Man - N”.

 

Magnet Man - S

Earth/Rock/3/1200/1300

Once per turn you may return an EARTH monster in your hand to the owner’s deck to Special Summon 1 Level 4 or lower EARTH monster in your Graveyard other than “Magnet Man - S”.

 

Magnet Man - W

Earth/Rock/4/1800/1000

When this card is Special Summoned by the effect of a “Magnet Man” monster it gains 200 ATK and DEF.

 

Magnet Man - E

Earth/Rock/3/1500/1500

When this card is Special Summoned by the effect of a “Magnet Man” monster you may pay 500 Life Points to Special Summon 1 “Magnet Man” monster in your deck with 1500 ATK or less except “Magnet Man - E”.

 

Magnet Man - Grave

Earth/Rock/3/500/1600

When this card is destroyed as a result of battle by an opponent’s monster you may destroy 1 face-up monster on the field.

 

Magnet Man - Artillery

Earth/Rock/4/1400/1000

When this card is Normal Summoned you may Equip 1 Equip Spell Card from your deck to this monster.

 

Iron Magnet

Earth/Rock/3/1000/1000

When this card is Special Summoned successfully, you may pay 1000 Life Points to take control of a face-up Machine-Type monster on your opponent’s side of the field.

 

Evil Magnet

Earth/Rock/3/1000/1000

When this card is Special Summoned successfully, you may pay 1000 Life Points to take control of a face-up Fiend-Type monster on your opponent’s side of the field.

 

Armor Magnet

Earth/Rock/3/900/1100

When this card is Special Summoned successfully, you may pay 1000 Life Points to take control of a face-up Warrior-Type monster on your opponent’s side of the field.

 

Magnet Arm

Equip Spell Card

Equip only to an EARTH, Rock-Type monster. When the equipped monster attacks a face-up Defense Position monster you may change that monster to face-up Attack Position before applying Battle Damage. In addition, if the equipped monster is the monster with the highest level on side of the field, your opponent must attack the equipped monster before attacking any other monsters on your side of the field.

 

Magnet Bomb

Equip Spell Card

This card can only be equipped from the hand to an EARTH, Rock-Type monster. During each player’s End Phase they must tribute the equipped monster and equip this card to a monster on their opponent’s side of the field. If they cannot, this card is destroyed.

 

Magnetic Boundry - A

Field Spell Card

Increase the ATK and DEF of “Magnet” monsters on the field by 100. In addition, a Machine-Type monster that attacks a “Magnet” monster loses 700 ATK and DEF during the Damage Step only.

 

Magnetic Boundry - B

Field Spell Card

Increase the ATK and DEF of “Magnet” monsters on the field by 200. During a player’s Draw Phase they may add a “Magnet” monster from their deck to their hand instead of conducting their normal draw.

 

Magnet Attack

Normal Spell Card

Select 1 face-up monster on your opponent’s side of the field and 1 monster on your side of the field. Both monsters are changed to Attack Position and battle. Battle Damage from this battle is decreased by half.

 

 

 

[spoiler= LP SERIES]

 

Life Nova

Light/Fairy/4/1000/1000

While your Life Points are higher than your opponent’s by at least 3000, this card’s original ATK is doubled. When this card destroys an opponent’s monster as a result of battle, increase your Life Points by 500.

 

Life Absorber

Light/Fairy/3/1000/1400

Each time a player increases their Life Points by 500 points or more their opponent loses 800 Life Points. When this effect has been used 8 times, this card is destroyed.

 

Judgment Balancer

Light/Fairy/4/1500/1600

This card gains the following effects depending on how many Life Points you have:

- Less than your opponent: Each of your End Phases, inflict 500 damage to your opponent’s Life Points.

- More than your opponent: During each of your End Phases, increase your opponent’s Life Points by 400 and your Life Points by 600.

- Over 8000: During each of your End Phases, draw 1 card and reveal it to your opponent. If the drawn card was a Fairy-Type monster, your opponent may draw a card during their next End Phase.

- Over 10000: You take no Battle Damage to your Life Points while this card is face-up on the field.

 

King of Defiance

Light/Fairy/6/2000/1800

This card gains the following effects depending on how many Life Points you have:

- At least 8000: This care is not destroyed as a result of battle by monsters with equal ATK.

- At least 10000: This card can attack twice in the same Battle Phase

- At least 12000: This card’s ATK and DEF are increased by 1000 during the Battle Phase only.

- At least 15000: This card is unaffected by Trap Cards.

- At least 25000: This card is automatically removed from play.

 

Regeneration Arrow

Equip Spell Card

Equip only to a Fairy-Type monster. Increase the ATK of the equipped monster by 500. When the equipped monster inflicts damage to your opponent’s Life Points you may increase your Life Points by an equal amount. If a player increases their Life Points by 3000 or more total by this card’s effect, this card is destroyed immediately afterwards.

 

Cherub Glory

Normal Spell Card

Select and activate 1 of the following effects:

- Activate only while your Life Points are lower than your opponent’s. Draw 1 card.

- Increase your Life Points by 1000.

 

Cherub Celebration

Normal Spell Card

Activate only when your Life Points are 9000 or more. Special Summon as many “Cherub Token”s (Light/Fairy/2/500/500) to your side of the field, with a limit of how many spaces you have left and how many increments of 1000 your Life Points are over 8000. When a “Cherub Token” is destroyed the controller gains 300 Life Points.

 

Glory of the Gods

Quick-Play Spell

Increase your Life Points by 2000. During the End Phase of the turn after this card was activated, decrease your Life Points by 1000.

 

Tournament of the Deities

Field Spell Card

Each player’s original Life Points are treated as 10000. During each player’s End Phase, if they did not increase their Life Points or inflict damage to their opponent’s Life Points by a card effect, that player takes 500 damage. Your opponent may pay 1000 Life Points to destroy this card. At that time, you may activate 1 “Sanctuary in the Sky” from your hand.

 

 

 

[spoiler= PREHISTORIC]

 

Prehistoric Sabretooth

Earth/Beast/4/1900/1000

When this card is targeted by a non-“Prehistoric” Normal Spell Card, decrease this card’s ATK by 500 and negate that Spell Card’s activation and effect, then destroy it.

 

Prehistoric Rex

Earth/Dinosaur/4/2000/0

When a non-“Prehistoric”Trap Card is activated, decrease this card’s ATK by 600 to negate that Trap Card’s effect and destroy it.

 

Prehistoric Spearman

Earth/Warrior/4/1600/1600

This card is unaffected by non-“Prehistoric” Equip and Continuous Spell Cards.

 

Prehistoric Shaman

Earth/Spellcaster/4/1700/1000

This card is not destroyed as a result of battle by a non-“Prehistoric” monster with less than 2000 ATK.

 

Prehistoric Venus

Earth/Plant/3/1000/1500

This card is unaffected by the effects of non-“Prehistoric” Effect Monsters. Each time a monster is sent from the field to the Graveyard, increase this card’s ATK and DEF by 100.

 

Prehistoric Croc

Earth/Reptile/3/1700/200

When this face-up Attack Position card is targeted by a Spell or Trap Card, you may change this card to Defense Position to return that card to the controller’s hand.

 

Prehistoric Eel

Earth/Sea-Serpent/6/2500/1000

This card is unaffected by non-“Prehistoric” Field Spell Cards. When this card inflicts Battle Damage to your opponent’s Life Points, you may discard a card at random from your hand to have your opponent select and discard a card from theirs.

 

Prehistoric Coelacanth

Earth/Fish/4/1500/1500

This card is unaffected by non-“Prehistoric” Spell Cards. This card may attack your opponent’s Life Points directly. At that time, decrease the damage inflicted by 800.

 

Prehistoric Link

Earth/Beast-Warrior/5/2300/1800

When this card is Tribute Summoned successfully you may add 1 “Prehistoric” monster from your Graveyard to your hand. When this card is destroyed as a result of battle, you may Special Summon 1 Level 3 or lower “Prehistoric” monster from your deck in face-up Attack Position. That monster is treated as being Rock-Type.

 

Prehistoric Beastmaster

Earth/Warrior/4/1000/1000

Tribute this face-up card to increase the ATK of a face-up “Prehistoric” monster on your side of the field by 1000. In addition, if the chosen target is a Rock-Type monster, that monster is unaffected by your opponent’s Spell Card effects until the End Phase of the turn this effect was activated.

 

Prehistoric Bones

Earth/Rock/1/0/1500

This card is not destroyed by card effects. During the End Phase of each of your turns, place 1 Counter on this card. You may Tribute this card to Special Summon 1 “Prehistoric” monster in your Graveyard with a Level equal to the number of Counters on this card. Monsters Special Summoned by this effect are treated as Rock-Type.

 

Prehistoric Wall

Continuous Spell Card

While this card is face-up on the field, a player may attack with only 2 non-“Prehistoric” monsters a turn.

 

Prehistoric Selection

Continuous Spell Card

Once per turn a player selects a face-up monster on their side of the field and flips a coin. If heads, increase the ATK of the selected monster by 800 until the End Phase of the turn this effect was activated. If tails, and the monster is not Rock-Type, decrease the ATK of the chosen monster by 500 until the End Phase of the turn.

 

Prehistoric Boneyard

Field Spell Card

Once per turn, during a player’s Main Phase, that player may Tribute a face-up monster on their side of the field to Special Summon 1 “Prehistoric” monster in their Graveyard. Monsters Special Summoned by this effect are treated as Rock-Type monsters until the End Phase of the turn this effect was activated.

 

Prehistoric Excavation

Normal Spell Card

During the End Phase of your next turn, Special Summon 2 “Prehistoric” monsters from your Graveyard in face-up Defense Positon. Monsters Special Summoned by this effect are treated as Rock-Type monsters.

 

Prehistoric Meteor

Normal Spell Card

Activate only while your opponent controls 3 or more monsters. Both players select 2 monsters on their side of the field and destroy them.

 

Prehistoric Armor

Equip Spell Card

Equip only to a “Prehistoric” monster. Increase the ATK of the equipped monster by 200, and its DEF by 1000. While the equipped monster is treated as a Rock-Type monster this card gains the following effect: The equipped monster is not destroyed as a result of battle.

 

Prehistoric Spear

Equip Spell Card

Equip only to a “Prehistoric” monster. Increase the ATK of the equipped monster by 700, and its DEF by 300. While the equipped monster is treated as a Rock-Type monster this card gains the following effect: The equipped monster inflicts piercing damage

 

Prehistoric Skeleton

Equip Spell Card

Equip only to an EARTH monster. When the equipped monster is destroyed by the effect of a Spell Card, remove this card from play to Special Summon that monster. Monsters Special Summoned by this effect are treated as Rock-Type monsters.

 

Prehistoric Quake

Normal Spell Card

Destroy the face-up non-Rock monster with the highest DEF on the field. If it’s a tie, you choose.

 

Prehistoric Rage

Normal Spell Card

Increase the ATK and DEF of all face-up “Prehistoric” monsters on the field by 500 until the End Phase of the turn. In addition, any Rock-Type “Prehistoric” monster that declares an attack is unaffected by Trap Cards during this turn.

 

Prehistoric Snare

Normal Trap Card

Negate the attack of a monster attacking a “Prehistoric” monster. In addition, if that “Prehistoric” monster was also a Rock-Type, this card gains the following effect: Return the attacking monster to the top of the owner’s deck.

 

Prehistoric Amber

Normal Trap Card

Activate when a “Prehistoric” monster is targeted by a Spell or Trap Card. Negate the card’s effect and destroy it. Then, if the targeted “Prehistoric” monster was not Rock-Type, increase your opponent’s Life Points by 1000.

 

Prehistoric Pitfall

Continuous Trap Card

When this card is activated, remove from play 1 monster on the field. While you control a face-up Rock-Type “Prehistoric” monster, this card is not destroyed by Spell Card effects. If this card is removed from the field, Special Summon the removed monster (and Vice-Versa)

 

 

WIND KNIGHTS

 

Wind Knight

Wind/Warrior/3/1200/800

Each time this card declares an attack, increase its ATK by 300. Once during each of your turns, at any time, you may return this card to your hand.

 

Fire Knight

Fire/Warrior/4/800/1100

When this card declares an attack, increase this card’s ATK by 1000. This card inflicts piercing damage.

 

Apprentice Knight of Flames

Fire/Warrior/4/1600/1200

When this card is Normal Summoned successfully you may add 1 of either a “Wind Knight” or a “Blazing Magician” from your deck to your hand.

 

Black Knight

Dark/Warrior/4/1500/1000

This card is unaffected by the effects of cards that do not target it, or that increase its ATK.

 

Blazing Magician

Fire/Spellcaster/3/900/800

During each of your End Phases, inflict 500 damage to your opponent’s Life Points.

 

Mountain Magician

Earth/Spellcaster/3/300/1700

Destroy a non-FIRE monster that battles with this one during the end of the Damage Step.

 

Shadow Magician

Dark/Spellcaster/3/800/0

When this card is Normal Summoned successfully you may flip 1 face-up card on the field into its respective face-down position. If the selected card was a Level 4 or higher monster, this card cannot declare an attack this turn..

 

Waterfall Magician

Water/Spellcaster/3/800/900

When this card is Normal Summoned successfully your opponent may either discard a card from their hand or pay 800 Life Points. If they discard a card from their hand this card cannot attack that turn.

 

Light Magician

Light/Spellcaster/4/1000/1000

When this card is Summoned, increase your Life Points by the number of cards on your opponent’s side of the field x200.

 

Knight’s Oath

Normal Spell Card

Remove from play the Fusion Material monsters for a “Legendary Knight” Fusion Monster in your Fusion Deck and Special Summon that monster (this Summon is treated as a Fusion Summon). Then pay 1000 Life Points.

 

Sword of White Woe

Equip Spell Card

Equip only to a “Knight” monster. Increase the ATK of the equipped monster by 500. In addition, when the equipped monster inflicts Battle Damage to your opponent’s Life Points you may draw 1 card from your deck.

 

Legendary Sword of Salamandra

Equip Spell Card

Equip only to a FIRE monster. The equipped monster gains 700 ATK and DEF. In addition, if the equipped monster is a Warrior-Type monster, this card gains the following effect: Each time the equipped monster destroys a monster as a result of battle, Special Summon 1 “Mirage Token” (Fire/Pyro/1/100/100) in Defense Position on 1 player’s field.

 

Legendary Knight of Fire

Fire/Warrior/Fusion/6/2100/1600

“Wind Knight” + “Blazing Magician”

This card cannot be Special Summoned except by Fusion Summon. Each time this card declares an attack, increase its card’s ATK by 300. In addition, each time this monster destroys an opponent’s monster as a result of battle, inflict 500 damage to your opponent’s Life Points.

 

Legendary Knight of Waterfall

Water/Warrior/Fusion/6/2100/1500

"Wind Knight" + "Waterfall Magician"

This card cannot be Special Summoned except by Fusion Summon. Each time this card declares an attack, increase its ATK by 200. In addition, each time this card inflicts Battle Damage to your opponent’s Life Points you may decrease the damage by 500 to have your opponent discard a card from their hand.

 

Legendary Knight of Stone

Earth/Warrior/Fusion/6/2000/2000

"Wind Knight" + "Mountain Magician"

This card cannot be Special Summoned except by Fusion Summon. Each time this card declares an attack, increase its ATK and DEF by 200. When this card is selected as an attack target you may change the target to another, Defense Position monster on your side of the field.

 

Legendary Knight of Moonlight

Dark/Warrior/Fusion/6/2100/1400

"Wind Knight" + "Shadow Magician"

This card cannot be Special Summoned except by Fusion Summon. Each time this card declares an attack, increase its ATK by 300. The effects of a face-down Defense Position monster this card battles with is negated.

 

Legendary Knight of Sunlight

Light/Warrior/Fusion/6/2000/1800

"Wind Knight" + "Light Magician"

This card cannot be Special Summoned except by Fusion Summon. Each time this card declares an attack, increase its ATK by 300. Once per turn, during your Main Phase, you may increase your Life Points by the number of cards on the field x100.

 

Warlord of Fire

Fire/Warrior/Fusion/8/2500/2000

“Fire Knight” + “Blazing Magician”

This card cannot be Special Summoned except by a Fusion Summon of the above monsters. Once per turn you may remove from play 1 FIRE monster on your side of the field to destroy 1 set Spell or Trap Card. If the destroyed card was a Spell Card, this card inflicts piercing damage during that turn.

 

Emperor of the Center of the Earth

Fire/Warrior/Fusion/12/4000/4000

“Legendary Knight of Fire” + “Warlord of Fire”

This card cannot be Special Summoned except by a Fusion Summon of the above monsters. Once per turn you may remove from play all other cards on the field by decrease this card’s ATK by 1000. If any cards are chained to this card’s effect or Summon, you may remove from play 4 FIRE monsters in your Graveyard to negate that effect until the End Phase of the turn it was activated.

 

 

 

[spoiler= RANDOM CARDS]

 

Beast of 666 - Satan

Dark/Fiend/12/8000/8000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play all cards on your side of the field and in your hand, as well as Fiend-Type removing from play Fiend-Type monsters in your Graveyard until 10 Fiend-Type monsters have been removed from play by this card’s effect. This card is unaffected by your opponent’s Spell and Trap Card effects. This card inflicts piercing damage. During each of your End Phases, decrease your Life Points by 1000 and destroy 1 face-up card on your opponent’s side of the field.

 

Steel-Trap Scorpion

Earth/Machine/10/2000/9000

This card cannot be Special Summoned. This card can only be Tribute Summoned by Tributing 2 monsters on your side of the field. This card cannot be Set, and when it is Normal Summoned you may change it to face-up Defense Position. This card’s ATK and DEF cannot be changed by the effect of a card you control. Once per turn, during your Main Phase, you may select 1 monster on your side of the field and equip it to this monster as an Equip Spell Card OR unequip a Monster equipped to this card by its effect and Special Summon it in face-up Defense. Position.

 

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Nice cards. I thought you were copying Frost Tiger and Ice Queen, but I guess I was wrong.

 

A problem though, the Legendary Knights of Waterfall, Stone, Moonlight, and Sunlight don't seem to have their Fusion-Material Monsters written down.

Also, just a tip: try to use spoilers to minimized the amount space or...something like that...yeah.

 

Anyways, that all for now.

Link to comment

Nice cards. I thought you were copying Frost Tiger and Ice Queen' date=' but I guess I was wrong.

 

A problem though, the [i']Legendary Knight[/i]s of Waterfall, Stone, Moonlight, and Sunlight don't seem to have their Fusion-Material Monsters written down.

Also, just a tip: try to use spoilers to minimized the amount space or...something like that...yeah.

 

Anyways, that all for now.

Thanks, I guess I was just in a hurry xP

 

And I know about spoilers, I just kinda rushed to put this up here. And I did sort of copy the cards, but I changed them so they weren't like the original ones and were better.

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