DARKPLANT RISING Posted December 1, 2011 Report Share Posted December 1, 2011 [center]Was made for fun [img]http://img819.imageshack.us/img819/1741/115072e.jpg[/img] Cannot be activated unless the number of cards on both players’ fields is the same. This card's activation and effects cannot be negated. This card cannot be destroyed. This card cannot leave the field, except by its own effect. While this card is on the field: Field Spell Cards cannot be activated or set. When this card is activated: Destroy all other cards on the field, and send the hands of both players to the Graveyard. Both players draw 5 cards, then flip cards from the top of his/her deck until a monster that can be Special Summoned and is not Divine-Beast Type is flipped. Special Summon the appropriate monster. Return the other flipped cards to the appropriate deck. Activate the following effects depending on the Type of the flipped monster, upon the controller of the Special Summoned monster: Aqua-Type: Increase your Life Points by 2000. Beast-Type: If the Special Summoned monster attacks: Any battle damage inflicted to the opponent is doubled. Beast-Warrior-Type: When the Special Summoned monster destroys a monster by battle: The destroyed monster’s controller selects and discards 1 card. Dinosaur-Type: Increase the Special Summoned monster’s ATK by 1000. Dragon-Type: The Special Summoned monster inflicts Piercing Damage. Fairy-Type: Until “Eternal Maze” leaves the field, your opponent must reveal all cards in hi/hers hand. Fiend-Type: Your opponent gains 2000 life points, and you draw 2 cards. Fish-Type: Target 1 LV 4 or lower Fish-Type monster in your Graveyard; Special Summon it.. Insect-Type: Special Summon an Insect-Type monster from your deck with the same ATK as the summoned monster. Machine-Type: Target 1 Machine-Type monster in your Graveyard that has 1000 or less DEF; Special Summon it. Plant-Type: Until “Eternal Maze” laves the field: The monster your opponent Special Summoned cannot attack, be tributed, or be used as a Fusion/Synchro/Xyz material. Psychic-Type: Pay 1000 Life Points. Select 1 Psychic-Type monster in your Graveyard and Special Summon it. Pyro-Type: Inflict 1500 damage to your opponent. Reptile-Type: Halve the ATK and DEF of the opponent’s monster Special Summoned by the effect of “Eternal Maze”. Rock-Type: You can flip both monsters Special Summoned by the effect of this card into face-down Defense Position. Sea Serpent-Type: Banish 1 Field Spell card in your Graveyard: Your opponent discard 2 cards. Spellcaster-Type: Until “Eternal Maze” leaves the field, each time a Spell card is activated, select 1 Spell/Trap card your opponent controls and destroy it. Thunder-Type: The Special Summoned monster can attack directly. When the Special Summoned monster attacks directly, if its ATK is higher than 1800, its ATK is halved during the damage step. Warrior-Type: Look at your opponent’s hand, select 1 Monster Card in it, and send it to the Graveyard. If your opponent has no Monster cards in his/her hand, randomly discard 1 card from his/her hand. Winged-Beast-Type: Look at your opponent’s hand, select 1 Spell/Trap Card in it, and send it to the Graveyard. If your opponent has no Spell/Trap cards in his/her hand, randomly discard 1 card from his/her hand. Zombie - Type: Discard 1 card to: Special Summon 1 Zombie-Type monster from your Graveyard. Each time you or your opponent would attack, depending on the Attribute of the attacking monster, activate the following effects: LIGHT: Increase the attacking monster’s ATK by 100 for each LIGHT monster in your Graveyard. DARK: If the attacking monster destroys the attack target by battle: Select and Banish up to 3 cards from either player's Graveyard. WIND: Destroy 1 Spell/Trap card on the field except "Eternal Maze". EARTH: When declaring the attack, shuffle all face-up monsters on the field. Randomly select one of them, and destroy it. Then, return all monsters to their original positions. If the attacking monster or the attack target is destroyed, the attack is negated. FIRE: Destroy any monster that battled the attacking monster, at the end of the Damage Step. WATER: If the attacking monster destroys the opponent monster by battle: Draw 1 card. Each time a monster on the field is destroyed by battle, the controller of the monster destroyed by battle flips a coin three times. Depending on the number of Heads, activate the following effects: Three: Inflict 2000 damage to the player that did not control the destroyed monster. Two: Inflict 800 damage to the player that did not control the destroyed monster. One: Inflict 800 damage to the player that controlled the destroyed monster. Zero: Inflict 1500 damage to the player that controlled the destroyed monster. Each time this card's controller takes battle damage: Place 1 "Maze Counter A" on this card. Each time the player that doesn't control this card takes battle damage: Place 1 "Maze Counter B" on this card. Maze Counter As and Maze Counter Bs cannot be removed from this card. During your 3rd End Phase after activation, destroy this card. When this card is destroyed by its own effect, you roll a die for each Maze Counter A on it, and your opponent rolls a die for each Maze Counter B on it. Depending on each of the results, activate the following effects, from the viewpoint of the player who rolled the die (or dice): 1-Inflict 1000 damage to your opponent. 2-Inflict 500 damage to your opponent. 3-Send the top 5 cards of your opponent's deck to the Graveyard. 4-Send the top 5 cards of your deck to the Graveyard. 5-Destroy 1 card on the field. 6-Randomly select 1 card in your opponent's hand and discard it.[/center] Link to comment Share on other sites More sharing options...
·Toot Posted December 1, 2011 Report Share Posted December 1, 2011 Gawd that's a lot... I wish it was Op'ed so I could hate on it :3 Link to comment Share on other sites More sharing options...
Master White Posted December 1, 2011 Report Share Posted December 1, 2011 Dang, I see this up'd for one reason, who in their right mind would want to read this efect out loud against their opponent,literally....... I'd see this being very unplayable only for the reason of people not wanting to read long effect cards unless there is a true+3 along with it, then I'd do so.... That is all I would say..... But truly, if people still play this knowing they have to read a book to their opponent, then I guess it is playable and its +0 in my mind..... So other then that, I'll give to marks First: Unplayble unless its either a +1 or others will actually read this and use it. Second: I'd rather use something else unless it was a +2 advantage..... So, great card all-in-all, but to me, I just see it unplayable...... Link to comment Share on other sites More sharing options...
qdrack Posted December 3, 2011 Report Share Posted December 3, 2011 0-e I think your right, thats stupidly long. I LOVE it regardless of what it actually does. Maybe next time you can make the card: XXXL phone book. Link to comment Share on other sites More sharing options...
DARKPLANT RISING Posted December 3, 2011 Author Report Share Posted December 3, 2011 It's not meant to be playable, really. More of a "fun experiment". Link to comment Share on other sites More sharing options...
qdrack Posted December 3, 2011 Report Share Posted December 3, 2011 maybe you should have put it in the "other" cards then. Still LOOOOOOOOOOOOOOOOOOOOOOOOOOOVE it! Link to comment Share on other sites More sharing options...
Worm Victory Posted December 3, 2011 Report Share Posted December 3, 2011 It kinda reminds me of "Clear World" Link to comment Share on other sites More sharing options...
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