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I have some cards and, well, tell me what you think of them!

 

This is the first lot of them: I call them "Mathematical Melee". It comprises mainly on fairly weak monsters with effects centering on obtaining and maintaining a healthy hand advantage via drawing and searching through the players' deck and making the opponent discard from both the hand and the deck. It is also fairly Fusion based.

 

Breakdown:

Monsters (Lvl 4 or lower) :18

Monsters (Tribute) :3

Monsters (Ritual) :1

Monsters (Fusion) :5

Spells (Field) :1

Spells (Ritual) :1

Spells (Other) :6

Traps (General) :9

 

Total Monsters: 22

Total Spells : 8

Total Traps : 9

 

Total Cards: 39.

 

 

Additius, the Mathematical Warrior

****

When this monster is summoned to the field, draw 1 card. When this monster does battle with an opponent's monster, increase this monsters' ATK and DEF by 100 points per level of your opponent's monster.

1200/1000

 

Subtratius, the Mathematical Warrior

****

When this monster is summoned to the field, draw 1 card. When this monster is sent from the field to the graveyard, randomly discard one card from your opponent's hand to the graveyard.

1400/1300

 

Multiplicious, the Mathematical Warrior

****

When this monster is summoned, add 2 "Mathematical Tokens" to this card (Max. 3). Send one "Mathematical Token" on this card to the graveyard to draw one card.

1250/1200

 

Divisitor, the Mathematical Warrior

****

When this monster is summoned to the field, draw 1 card. When this monster is sent from the field to the graveyard, discard the top 2 cards from your opponent's deck to the graveyard.

1000/1000

 

Algebriatia, the Mathematical Champion

*****

When this monster is summoned to the field, you may either: a) draw 2 cards, or b) randomly discard 1 card from your opponent's hand to the graveyard. When this monster does battle with an opponent's monster, you may activate one of the following effects: a) both players draw 1 card, or b) both players randomly discard 1 card from their hands to the graveyard. This card cannot be destroyed by monster effects. When this monster is sent from the field to the graveyard, you may look at and rearrange the top 3 cards of your deck in any order.

1600/1500

 

Geometrix, the Mathematical Mastermind

******

When this monster is summoned to the field, you may activate two of the following effects, or activate one effect twice: a) look at your opponent's hand, b) randomly discard 1 card from your opponent's hand to the graveyard, or c) draw 1 card. When this monster does battle with an opponent's monster, activate one of the following effects: a) draw 2 cards and discard 2 to the graveyard, b) draw 2 cards and your opponent draws one card, or c) discard the top card from your opponent's deck to the graveyard. This card cannot be destroyed by Spell cards. When this monster is sent from the field to the graveyard, you may look at and rearrange the top 3 cards of your opponent's deck in any order.

1900/1600

 

Trignominciar, the Mathematical Warlord

*******

When this monster is summoned to the field, you may either: a) draw 3 cards, b) randomly discard 2 cards from your opponent's hand to the graveyard, c) search your deck and add one card from your deck to your hand, d) discard the top 3 cards from your opponent's deck to the graveyard, e) look at and send 1 card from your opponents' hand to the graveyard. This monster cannot be destroyed by Trap cards. When this monster engages in battle, draw 1 card. When this card is sent from the field to the graveyard, look at and rearrange the top 3 cards of both player's decks in any order.

2200/1900

 

Indexic, the Mathematical Destroyer

****

When this card is summoned to the field, draw 1 card. While this card is face-up on the field, each time your opponent draws a card(s) outside the Draw Phase, draw 1 card. When this card is sent from the field to the graveyard, shuffle your graveyard and randomly add one card from it to your hand.

600/700

 

Squar-route, the Mathematical Spy

****

When this card is summoned to the field, draw 1 card. When this card is face-up on the field, you may view every card your opponent draws outside the Draw Phase. When this card is sent from the field to the graveyard, look at your opponent's hand and discard one card from it to the graveyard.

100/1000

 

Additratius, the Mathematical Hero

******

(Additius + Subtratius) When this card is summoned to the field, draw 1 card. When this monster destroys an opponent's monster in battle, you may either a) subtract the difference between the two cards' ATK points and deal the difference as Direct Damage to your opponent, or b) subtract the difference between the two cards' ATK points and add the difference to your Life Points. When this card is destroyed, either a) draw 2 cards, b) randomly discard 1 card from your opponent's hand to the graveyard, c) discard the top 2 cards from your opponent's deck to the graveyard, or d) search your deck and add 1 card from your deck to your hand.

1800/1800

 

Multiditius, the Mathematical Hero

*******

(Additius + Multiplicious) When this card is summoned to the field, place two "Mathematical Tokens" on this cad (Max. 5). Send one "Mathematical Token" from this card to the graveyard to draw 1 card. When this card destroys a monster in battle, put one "Mathematical Token" on this card. If this card attacks your opponent directly, place two "Mathematical Tokens" on this card. When this card is sent from the field to the graveyard, you may activate one of the following effects: a) draw 1 card, b) randomly draw a card from your deck, or c) randomly add one card from your graveyard to your hand.

2000/1000

 

Diviplicious, the Mathematical Hero

******

(Additius + Subtratius) When this card is summoned to the field, draw 1 card. When this monster destroys an opponent's monster in battle, you may either a) draw 1 card, b) discard the top 2 cards from your opponent's deck to the graveyard, or c) randomly discard 1 card from your opponents' hand to the graveyard. When this card is destroyed, either a) draw 2 cards, b) randomly discard 1 card from your opponent's hand to the graveyard, c) discard the top 2 cards from your opponent's deck to the graveyard, or d) search your deck and add 1 card from your deck to your hand.

1600/2000

 

Subdivisitor, the Mathematical Hero

*******

(Subtratius + Divisitor) When this card is summoned to the field, draw 1 card. When this monster battles with an opponents' monster, negate that monsters' effect. When this card destroys a monster in battle, you may activate one of the following effects: a) randomly discard 1 card from your opponent's hand to the graveyard, b) discard the top 2 cards from your opponent's deck to the graveyard, or c) look at your opponents' hand. When this monster attacks your opponent directly, activate two of the effects listed above.

1000/2400

 

Produxia, the Mathematical King

**********

(Additius + Subtratius + Multiplicious + Divisitor) When this card is successfully Fusion Summoned, draw until you have four cards in your hand. For each monster with "Mathematical" in it's card name in the graveyard, raise this monsters' ATK by 300. When this card destroys a monster in battle, you may activate one of the following effects: a) draw 2 cards, b) discard the top 3 cards from your opponent's deck to the graveyard, c) search your deck and add one card from your deck to your hand, d) randomly draw one card from your graveyard to your hand, or e) look at and discard 1 card from your opponents' hand. When this card is destroyed, Special Summon 1 monster with "Mathematical" in its' card name to the field from your hand.

1500/2000

 

Squadexic, the Mathematical Espionage

******

(Squar-Route + Indexic) When this card is summoned to the field, draw 1 card. Each time your opponent draws a card outside the Draw Phase, you may either a) draw 2 cards, or b) look at your opponents' hand. Each time your opponent draws a card during the Draw Phase, you may shuffle your graveyard and add 1 card (without looking at it) to the top of your deck.

1500/1300

 

Summatria, God of Mathematics

********

This card can only be Special Summoned by the effect of "Mathematical Formula". When this card is summoned to the field, you may draw cards until you have six in your hand. While this card is on the field, you may negate the effects of Spell, Trap and monster effects that target a monster with "Mathematical" or "Mathematics" in their card name on your side of the field. While this card is on the field, all monsters with "Mathematical" in their card names cannot be destroyed by battle. When this monster is face-up on the field, you may draw 2 cards at any time during your turn. When this monster is sent from the field to the graveyard, Special Summon one monster with "Mathematical" in its' card name with four or less levels to your side of the field.

2200/2000

 

Binarius, the Mathematical Sentinel

***

When this card is summoned to the field, draw 1 card. When this monster is targeting in battle while in defense mode, you may draw 1 card, then discard 1 card from your hand to the graveyard. If this monster is targeted in battle while in attack mode, randomly discard one card from your opponents' hand to the graveyard. When this monster is sent from the field to the graveyard, tribute one monster on your side of the field to add this card to the top of your deck, then draw 2 cards.

100/1000

 

Surrd, the Mathematical Swarmer

**

When this card is summoned to the field, draw 1 card. When this monster is destroyed, add one "Surrd, the Mathematical Swarmer" from your deck to your hand.

600/0

 

Digiti, the Mathematical Scout

***

When this card is sent from the field to the graveyard, you may activate one of the following effects: a) draw 1 card, or b) add one monster with "Mathematical" in its' card name from your deck to your hand.

300/700

 

Kord, the Mathematical Blitzer

**

When this card is summoned to the field, draw 1 card. This card may attack your opponent directly. If this monster destroys an opponents' monster in battle, draw 1 card.

600/400

 

Diametra, the Mathematical Gunner

****

When this card is summoned to the field, draw 1 card. This card may attack all the monsters on your opponents' side of the field. If you activate this effect, your opponent draws 1 card and this monster is turned to defense mode.

1700/0

 

Radiis, the Mathematical Tactitian

***

When this card is summoned to the field, draw 1 card. While this card is face-up on the field, you may randomly add one card from your graveyard to your hand instead of conducting your Draw Phase. While this card is face-up on the field, no monsters' with "Mathematical" in their card name(s) (besides this card) can be destroyed in battle.

400/1000

 

Sektah, the Mathematical Guardian

****

When this card is summoned to the field, draw 1 card. When this face-down monster is selected as an attack target, draw 2 cards. When this monster destroys an opponent's monster in battle, add one card from your graveyard to your hand.

300/1400

 

Segmant, the Mathematical Hunter

****

When this card is summoned to the field, draw 1 card. When this card is summoned, you may add one "Target Token" to one of the monsters on your opponents' side of the field. When a monster with "Mathematical" in its' card name attacks a monster with a "Target Token", the attacked monster loses 500 ATK points in the Damage Step only.

1500/900

 

Tengent, the Mathematical Medic

****

When this card is summoned to the field, draw 1 card. If a monster on your side of the field with "Mathematical" in its' card name would be destroyed by a card effect or by battle, you may tribute this face-up monster to negate the battle/card effect.

1300/1000

 

Focis, the Mathematical Vanguard

****

When this card is summoned to the field, you may either a) draw 1 card, or b) Special Summon one level 3 or lower monster with "Mathematical" in its' card name to the field. When this card is destroyed, you may randomly discard one card from both your and your opponent's hands.

1200/1000

 

Arrk, the Mathematical Beserker

****

When this card is summoned to the field, draw 1 card. Each turn during the End Phase, if this card is face-up, discard 1 card from your hand to the graveyard.

2000/0

 

Centra, the Mathematical Commander

***

When this card is summoned to the field, draw 1 card. While this card remains face-up on the field, all monsters with "Mathematical" in their card name gain 400 ATK and DEF points.

1000/800

 

Hekadekimal, the Mathematical Sanctuary

Continuous/Trap

While this card is face-up on the field, no monsters with "Mathematical" in their card names can be destroyed by Trap cards.

 

Oktadekimal, the Mathematical Labyrinth

Continuous/Trap

While this card is face-up on the field, no monsters with "Mathematical" in their card names can be destroyed by Spell cards.

 

Dekamal, the Mathematical Headquaters

Continuous/Trap

While this card is face-up on the field, no monsters with "Mathematical" in their card names can be destroyed by battle. All Battle Damage dealt as damage to the owner of the "Mathematical" monster in battle is doubled.

 

Ultra-Multiplication

Continuous/Spell

While this card is face-up on your side of the field, whenever your opponent draws a card outside the Draw Phase, either a) randomly select and look at one card in your opponents' hand, or b) draw 1 card.

 

LHS = RHS

Normal/Spell

Activate only when you have as many or more Spell or Trap cards on the field than your opponent. Destroy all Spell and Trap cards on the field.

 

Magic Square

Quickplay/Spell

Tribute one monster on your side of the field. For one turn, decrease the level of all monsters in your hand by 2.

 

Mathematical Amplifier

Field/Spell

Increase the ATK of all monsters with "Mathematical" in their name by 200 points for each empty Monster Card zone on your side of the field.

 

Mathematical Resistor

Normal Trap

Activate only when your opponent declares an attack on a monster on your side of the field with "Mathematical" in its' card name or is named "Summatria, God of Mathematics". Decrease the ATK of all monsters on your opponent's side of the field by 100 points for each level of the monster that they are attacking.

 

Mathematical Equation

Normal Spell

Tribute 2 or more "Fusion Material Monsters" from your side of the field or hand to Special Summon one Fusion Monster from your Fusion Deck.

 

Mathematical Equality

Quickplay/Spell

Activate only when you have two less monsters on the field than your opponent. Special Summon 1 level 4 or lower monster with "Mathematical" in its' card name to the field from your hand.

 

Mathematical Cancellation

Counter/Trap

Activate only when your opponent declares an attack on a monster on your side of the field with "Mathematical" in its' card name or is named "Summatria, God of Mathematics". Negate the attack and end your opponents' turn.

 

Mathematical Formula

Ritual/Spell

This card is used to Ritual Summon "Summatria, God of Mathematics" from your hand or deck. You must also tribute monsters from your field or hand whose level stars equal eight or more.

 

Fractional Cancellation

Normal Spell

Halve both players' Life Points.

 

Recursion!?

Equip/Spell

This card can only be equipped to a monster with "Mathematical" in its' card name. When the monster this card is equipped to is sent to the graveyard, Special Summon a monster from your hand with less levels than the destroyed monster. If the Special Summoned monster has "Mathematical" in its' card name, pay 800 Life Points to equip this card to the summoned monster.

 

Mathematical Rejuvination

Equip/Spell

This card can only be equipped to "Multiplicious, the Mathematical Warrior" or "Multiditius, the Mathematical Hero". Add 1 "Mathematical Token" to the equipped card during each of your Standby Phases.

 

Division by Zero

Trap

Activate only when your opponent declares a direct attack against your Life Points. Negate the attack and deal 200 points of Dirent Damage to your opponents' Life Points per level on the attacking monster.

 

Cross-Multiplication

Quickplay/Spell

Remove from play 2 or more "Fusion Material Monsters" from your side of the field, your hand or your graveyard. Special Summon one "Fusion Monster" to your side of the field. This is treated as a Fusion Summoning.

 

Simple Addition

Normal/Spell

Discard one card with "Mathematical" in its' title to the graveyard. Draw 3 cards, then select and discard 1 card from your hand to the graveyard.

 

Mathematical Aura

Counter/Trap

Negate the effect of a Spell, Trap or monster effect that targets a monster on your side of the field with "Mathematical" in its' title. Your opponent then draws 1 card.

 

Skipping the Working Out

Continuous/Spell

When either player Special Summons a monster, both players draw 1 card.

 

More to come.[/b]

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Thanks guys for the positive reviews!

 

Well, in regard to the length thing, I liked the idea of the monsters' effects being very flexible, depending on the number of cards in your hand and your overall strategy (ie. you might want to make your opponent run out of cards, for example), and that, in turn, lengthened the cards. I was going to post these about two days ago but then it froze up and I had to start again :( which took awhile.

 

So this post isn't considered spam or the like I'll tell you the sets that are upcoming (in no particular order):

 

Goddesses, Guardians, Gamblers, Fusions, Union Machines, Fast-Paced, Snowbeasts, Beasts, Time-Travel, Elementals, Spellcasters and Darkness.

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My next set:

 

This set I've decided to call "Blitz Bandits". Like "Mathematical Melee", it is focused on speed rather than sheer brute strength (as you may have surmised from the title). But the Blitz Bandits are MUCH faster. It comprises of four main types of monsters: direct attackers, searchers, cards that summon monsters from the hand (a la Marauding Captain) and the big guns. Most of its' spell cards play a defensive role: they are used to supplement the search/summon strategies and to boost the monsters' mediocre statistics and also to protect them when they get onto the field.

 

Breakdown:

Monsters (Lvl 4 or lower) :12

Monsters (Tribute) :4

Monsters (Ritual) :1

Monsters (Fusion) :0

Spells (Field) :0

Spells (Ritual) :1

Spells (Other) :10

Traps (General) :2

 

Total Monsters: 17

Total Spells : 11

Total Traps : 2

 

Total Cards: 30.

 

Blitz Bandit Alpha

***

When this card is Normal Summoned to the field, add one "Blitz Bandit Gamma" from your deck to your hand. When this card is Special Summoned, add one "Blitz Bandit" from your deck to your hand. When this card is destroyed, either add one "Blitz Bandit Epsillon" from your deck to your hand, or Special Summon one "Blitz Bandit Epsillon" from your hand to the field.

300/700

 

Blitz Bandit Beta

***

When this card is Normal Summoned to the field, add one "Blitz Bandit Epsillon" from your deck to your hand. When this card is Special Summoned, randomly add one card from your graveyard to your hand. When this card is destroyed, either add one "Blitz Bandit Delta" from your deck to your hand, or Special Summon one "Blitz Bandit Delta" from your hand to the field.

1000/0

 

Blitz Bandit Gamma

***

When this card is Normal Summoned to the field, add one "Blitz Bandit Beta" from your deck to your hand. When this card is Special Summoned, Special Summon one "Blitz Token" (200/300) in defense mode on your side of the field. When this card is destroyed, either add one "Blitz Bandit Alpha" from your deck to your hand, or Special Summon one "Blitz Bandit Alpha" from your hand to the field.

0/1000

 

Blitz Bandit Epsillon

***

When this card is Normal Summoned to the field, add one "Blitz Bandit Delta" from your deck to your hand. When this card is Special Summoned, add one "Blitz Bandit" from your graveyard to the top of your deck. When this card is destroyed, either add one "Blitz Bandit Beta" from your deck to your hand, or Special Summon one "Blitz Bandit Beta" from your hand to the field.

500/500

 

Blitz Bandit Delta

***

When this card is Normal Summoned to the field, add one "Blitz Bandit Alpha" from your deck to your hand. When this card is Special Summoned, randomly add one card from your graveyard to your hand. When this card is destroyed, either add one "Blitz Bandit Gamma" from your deck to your hand, or Special Summon one "Blitz Bandit Gamma" from your hand to the field.

600/400

 

Blitz Bandit Omega

*********

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing one each of "Blitz Bandit Alpha", "Blitz Bandit Beta", "Blitz Bandit Epsillon", "Blitz Bandit Gamma" and "Blitz Bandit Delta" from your graveyard from play. This card gains 300 ATK and DEF points for each "Blitz Bandit" in the graveyard. If all of your opponents' monsters are in DEF mode, this card can attack your opponent directly. While this card is on the field, any monster (except this card) with "Blitz" or "Speed" on your side of the field cannot be targeted for battle.

1800/1600

 

Speed Soldier Red - Thievious

*

Once per turn during your Main Phase, if you control this monster on the field, you can equip it to any "Speed Soldier" on your side of the field as an Equip Spell-Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card?s effect, that monster may halve its' original ATK points and attack directly. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed by a card effect outside of battle this card is destroyed instead.)

300/200

 

Speed Soldier Orange - Stealthi

**

This monster can attack your opponent directly.

600/400

 

Speed Soldier Yellow - Sneaiky

***

Look at your opponents' hand. Whenever they draw a card during the Draw Phase, you may look at the card.

1000/500

 

Speed Soldier Green - Shaddaros

****

If your opponent has three or more monsters on their side of the field, you may Special Summon this card from your hand. When this monster is destroyed, activate one of the following effects, based on how this monster was destroyed: a) Trap: Deal 700 points of Direct Damage to your opponents' Life Points, b) Spell: Destroy one Spell or Trap card on your opponents' side of the field, c) Monster Effect: Randomly discard one card from your opponents' hand to the graveyard.

1600/1400

 

Speed Soldier Blue - Spieres

*****

If you have two "Speed Soldiers" on your side of the field, you may Special Summon this monster. When this monster destroys an opponents' monster in battle, look at your opponents' hand and discard one card from it to the graveyard.

1800/1700

 

Speed Soldier Indigo - Agentia

******

When this monster is successfully Tribute Summoned to the field, you may Special Summon one level 3 or lower monster from your hand with either "Blitz" or "Speed" in its' card name to the field. If this card is Special Summoned to the field, draw 1 card.

2100/1900

 

Speed Soldier Violet - Infiltratia

*******

If this monster is Tribute Summoned by tributing a monster with "Speed Soldier" in its' name, you only require one tribute. When this monster is sent from the field to the graveyard, add one monster with "Speed Soldier" in its' card name from your deck to your hand. You may not select "Speed Soldier Violet - Infiltratia".

2300/2200

 

Stealth Knockout

Continuous/Spell

Select one monster in ATK mode on the field and turn it to DEF mode. When you activate this effect, add 2 "Knockout Tokens" to the card targeted by this cards' effect. During each of your opponents' Standby Phases, destroy 1 "Knockout Token" on the designated card. When there are no more "Knockout Tokens" on the targeted monster, the selected monster is turned back into ATK mode and this card is destroyed.

 

Blitz Bandit Attack!

Quickplay/Spell

Activate only when "Blitz Bandit Alpha", "Blitz Bandit Beta", "Blitz Bandit Epsillon", "Blitz Bandit Gamma" and "Blitz Bandit Delta" are on the field. Halve your opponents' Life Points.

 

Smokescreen

Counter/Trap

Activate only when your opponent declares an attack on a monster with "Blitz" or "Speed" in its' card name on your side of the field. Negate the attack and end your opponents' Battle Phase.

 

Hasty Getaway

Normal/Trap

Return one monster with "Blitz" or "Speed" in its' card name to the owners' hand.

 

Blitzah, the Royal Warrior

********

This card can only be Special Summoned by the effect of "Royal Pardon". While this card is on the field, increase the ATK and DEF points of all monsters with "Blitz" and "Speed" in their card names by 500 points. While this card is on the field, you must target this card for Trap, Magic or monster effects. This monster cannot be destroyed in battle.

2400/2300

 

Royal Pardon

Ritual/Spell

This card is used to Ritual Summon "Blitzah, the Royal Warrior" from your hand or deck. You must also tribute monsters on the field or in your hand with at least a total of 8 levels.

 

Spy Reinforcements

Normal/Spell

Add one "Speed Soldier" or "Blitz Bandit" from your deck to your hand.

 

Quick Attack

Quickplay/Trap

Activate only when you have declared an attack with a monster with "Blitz" or "Speed" in its' card name. During the Damage Step only, you may swap the opponents' monsters' original ATK and DEF points.

 

Blitz Pace

Continuous/Spell

Once per turn, you may Special Summon monsters from your hand with a total of four or less levels from your hand to the field, as long as either "Blitz" or "Speed" is in their card name(s). When you activate this effect, you cannot Normal Summon for that turn.

 

Turbo Convergence

Normal/Spell

Activate only when you have five monsters on your side of the field. Destroy all cards on your opponents' side of the field.

 

Cunning Disguise

Normal/Spell

Declare the names of two cards. All copies of the first cards' name are also counted as having the second cards' name in addition to their own.

 

Sneak Theft

Normal/Spell

Tribute one monster on your side of the field. Look at your opponents' hand and add one card from your opponents' hand to your hand. When the chosen card is destroyed, it is sent to the owners' graveyard.

 

Entrance Keycard

Continuous/Spell

Each time you add a card from your deck to your hand due to a card effect, draw 1 card. Discard one card from your hand to the graveyard during the Standby Phase to keep this card in play. If you do not, this card is destroyed.

 

Trapmaster Xemasi

**

While this monster is face-up on the field, you may negate the activation and effects of Trap cards and destroy them. When this card is sent from the field to the graveyard, add one Trap card from your deck to your hand.

300/200

 

Arcane Defuser Yastral

**

While this monster is face-up on the field, you may negate the activation and effects of Spell cards and destroy them. When this card is sent from the field to the graveyard, add one Spell card from your deck to your hand.

200/300

 

Skilldrainer Wulegeb

**

While this monster is face-up on the field, you may negate the effects of monster cards. When this card is sent from the field to the graveyard, add one Effect Monster card from your deck to your hand.

 

Copycat Zarrato

Normal/Spell

When this card is activated, select one face-up Spell or Trap card on your opponent's side of the field. This card is treated as having the target cards' effect. If the target card is destroyed, destroy this card.

 

A lot more to come.

 

PS. I know that they aren't as good as Mathematical Melee :).

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Haha apparently people want me to make actual cards out of these things (ie. Demios in-thread and Shaco in a rep thingy) and I'll try to, but odds are I'll not be able to find any decent art for it :)

 

So this isn't spam, the upcoming set is named "Gambler's Destiny". Deduce from that what you will about the new set. :).

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  • 3 weeks later...
  • 2 weeks later...
  • 4 weeks later...

...And here it is.

 

I call it "Alchemists' Revenge" and it features a (hopefully) new idea: fusions of spells and traps! And of monsters and of spells and traps! (Like Mirror Force Dragon in the anime.) It accomplishes this from the key card in its' deck: Alchemy Lab, the field spell.

 

Alchemy Lab

Field/Spell

While this card is active on the field, each time either player successfully Fusion Summons, Fusion Sets or Fusion Activates a Fusion card, they draw 1 card from their deck. While this card is face-up on the field, both players may fuse Spells or Traps listed on a "Fusion Spell" or "Fusion Trap" card without the use of "Reaction Time!"

 

Polymerization Two: Revised Formula

Normal Spell

Pay half your Life Points. Send "Fusion Material monsters" listed on a "Fusion Monster" from your field or hand to the graveyard, then Special Summon as many of the targeted "Fusion Monsters" of the same name from your Fusion Deck as possible.

(For example, if this isn't clear: You have 2000 LP, Avian, Poly 2, and Burstinatrix in hand. You can pay half your Life Points (1000), to play Poly 2, send Avian and Burstinatrix, and then summon as many Flame Wingman(s) from your deck as you can (hopefully three).)

 

Reaction Time!

Quickplay Spell

Send, from your hand or field to the graveyard, Spells or Traps listed on one "Fusion Spell" or "Fusion Trap" in your Fusion Deck, then either activate the selected "Fusion Spell" or "Fusion Trap" or add it to your hand.

 

Giant Polymerization

Fusion Spell

"Polymerization" + "Polymerization" + "Polymerization"

Remove from play the top five cards of your deck. Special Summon up to three "Fusion Monsters" from your Fusion Deck. This Special Summon is treated as a Fusion Summon.

 

Sorry, but there will be more. Just can't finish it now.

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