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Dawn of Twilight


XENOCIDEX

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Please do not go on about how i stole the main card name from Twilight Princess, and the other cards names (partially). I was thinking of this stuff (names) BEFORE the game came out, and i only discovered this site a few weeks ago

 

i also would like unique names for each twilit monster, especially the big dragon in addition to what they already have for a name, like lightsworn

 

also, if you post a good pic for a card, you could get 1 or 2 reps :D

 

finished cards will have an X next to them

i got the idea of this from Lightsworn if you haven't noticed, so please don't flame me

 

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This card's attribute is also treated as Light. You can reduce the atk of this card by 800 for one turn. If you do so, this card can attack twice during the same battle phase this turn. As long as this card is face up on the field, remove from play all monsters that are destroyed as a result of battle. During your end phase, remove the top 4 cards of your deck from play. Secret Rare

 

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This card's attribute is also treated as Light. You can only special summon this card if you have 4 or more "Twilit" monsters of different names removed from play. When this card is special summoned, put 3 armor tokens on it. You may remove one of these tokens to make this card unnaffected by the effect of one card. All monsters destroyed in battle by this card are removed from play and cannot be used again in the current duel. During your end phase, remove from play the top 4 cards of your deck.Ultra Rare

 

Twilight Warrior dark warrior, lvl 4, 1600 atk / 1500 def

This card's attribute is also treated as Light. If you have no cards in your graveyard, this card can attack twice in the same battle phase. During you end phase, remove the top card of your deck from play.

 

Twilight Shadowpriest dark spellcaster, lvl 5, 1900 atk / 2000 def

This card's attribute is also treated as Light. You may pay 1500 life points and tribute this card to shuffle all of your cards which are removed from play back into your deck. By removing 5 or more cards from your graveyard from play, you may draw 1 card. During your end phase, remove from play the top 2 cards of your deck.

 

Twilight Imp dark fiend, lvl 3, 900 atk / 900 def

This card's attribute is also treated as Light. As long as this card remains face up on the field, this card is unnaffected by effects of other cards. If a card effect targets this card, remove that card from play. During your end phase, remove from play the top 2 cards of your deck.

 

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This card's attribute is also treated as Light. Once per turn, you may remove from play 2 cards in your hand or 3 cards from the top of your deck to destroy 1 card on the field. During your end phase, remove from play the top 2 cards of your deck.

rare

 

Twilight Beast dark beast, lvl 4, 2100 atk / 1700 def

This card's attribute is also treated as Light. This card cannot be normal summoned or set. When this card is removed from play from your deck. You may special summon this card to the field. During your end phase, remove the top 2 cards of your deck from play.

 

Twilight Cornerstone Watcher dark spellcaster, lvl 4, 100 atk / 2000 def

This card's attribute is also treated as Light. Every time 2 or more of your cards are removed from play, you may palce one of you cards that is removed from play at the bottom of your deck. During your end phase, remove from play the top 3 cards of your deck.

 

Twilight Chimera dark beast, lvl 4, 1500 atk / 1500 def

This card's attribute is also treated as Light. When this card inflicts battle damage to your opponents life points, they draw one card. Every time your opponent draws a card because of this cards effect, they reveal it to you and you apply the appropriate effect. Monster - They draw another card. Spell - Destroy 1 spell or trap on the field. Trap - Your opponent randomly selects one card from their hand and remove it from play. During your end phase, remove the top 2 cards of your deck from play.

 

Bannerholder of Twilight dark warrior, lvl 4, 1500 atk / 1600 def

This card's attribute is also treated as Light. You may discard this card to add 1 "Realm of Twilight" from your deck to your hand, your deck is then shuffled.

 

 

Enticing Twilight spell

Draw 2 cards, then remove the top 3 cards of your deck from play.

 

Card Demolition spell

Both players remove all cards in their hands from play, and then draw cards equal to the number they removed.

 

Encroaching Twilight spell

Remove from play the top 4 cards of your deck. Add 1 "Twilight" monster from your deck to your hand. Then shuffle your deck

 

Realm of Twilight field spell

All "Twilight" monsters gain 300 atk and def. Every time 3 or more cards are removed from play, put 1 shadow counter on this card. You may tribute this card to summon 1 "Twilight" monster from your hand or deck with a level equal to or less than half the number of shadow counters on this card.

 

Dimensional Quasar continuous trap

During the end phase of each turn, remove from play all cards in both players graveyards.

 

Silence of Twilight counter trap

You can only activate this card if you have a "Twilight" monster or a "Realm of Twilight" face up on your side of the field. Remove the top 7 cards of your deck from play. Negate the activation of an effect and destroy the card.

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Twilit Archer is broken if you ask me... Removing from play ANY card for the cost of removing top 3 cards from Deck is too much. It's even better than Breaker.

 

Anyway nice cards, nice effects, they aren't that similar to Lightsworns (only for the RFP mill and except for the beast, that one's obviously a copy of Wulf.) Keep it up.

 

An idea: Twilit Weapon Master

Like: Once per turn you can take 1 of your removed from play Equip Spell cards and equip it to a Twilit monster you control. During your End Phases, remove the top 3 cards from your deck from play.

 

Or Twilit Summoner, summons a Twilit monster from RFP zone by removing 1 Twilit card from your hand from play. ALtho this soudns too much like Lumina.. maybe you could tweak it a bit.

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almost none of them are supposed to have twilight in their name

 

its supposed to be "Twilit", this is so RaiHar is not affected by the field card's boost

 

ok, i changed twilit archers effect to destroyed, so its just like a costly, one shot per turn, snipe hunter


also, should i change some cards attacks so they arent searchable by tomato? because it would be cheap to creature swap your tomato, kill it, then pull a Chimera and eat up their deck.

 

should i give Imp another effect so he can actually do something?


OH, i just figured out how to make all this work...

 

major edits to cards (kinda):

 

all monsters changed to TWILIGHT except Twilit dragon

 

field card boosts TWILIGHT monsters

 

search card grabs TWILIGHT monsters

 

just so you cant 1st turn a Twilit Dragon as easily, and to make the cards more understandable

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OK, heres one of my first things ever: an intelligent post :evil: (APOCALYPSE)

 

the searching magic card is too cheap as you can pull RaiHar

 

the enticing twilight is a little too cheap as its a pot of greed, that would fit nicely into DD decks or this deck as they care less about whats removed

 

its also very cheap w/ necroface, if you can affod one

 

also, card demolition is again way too cheap as if you are playing a DD deck or "Twilight" deck, you get access to those cards and your opponent doesnt...

 

first turn its an easy 2100+ attack necroface or 2800 atk (THIS IS MADNESS) gren maju da eisa

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ok, i do not flame, i am just a source of anarchy, similar to what the christian church feared in the form of science :twisted:

 

ok, i am sorry for turning this into a flame fest, im just jealous of your pwnsome deck... but it is kinda unfair how you have money to spend on cards and i have to save for college...

 

well anyways... good luck on getting card pics... i have a friend working on it :lol:

 

and i think this would be a little OP in the current meta, as this would allow further abuse of return from the different dimension, (Summon 3 Twilit dragons, and have their effects negate their being removed from the field at the end of the turn)

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