Fantasy Card Review - Monsters

Clown Fish
(2*/WATER/Fish/Effect/200/700)
FLIP:Select 1 Spell or Trap Card from your Graveyard and add the selected card to your hand. When this card is attacked in defense position by a monster with a higher ATK, inflict the difference as Battle Damage to your Life Points.


A Magician of Faith and Mask of Darkness combined. Its main drawback is giving everyone "trample", which in my opinion makes it unbroken.
 
Archfiendgeneral said:
Empress Archfiend of Sorcery
Fire/fiend/7/900/2500
Fusion Material: Dark Elder Archfiend+ Infernoqueen Archfiend
Effect: This monster can only be Special Summoned by Fusion Summon. The controller of this card pays 1000 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 1, 3, 5, or 6, negate the effect and destroy the opponent’s card. Increase this card's ATK by 1000 points for each Archfiend Monster Card on the field. As long as this card is face-up on the field, your Archfiend Monster Cards are unaffected by Spells that your opponent controls.

Estimated rarity by effect: Super Rare
Limit: none

Hahah a very evil Archfiend Indeed! I would probably rate this card's rarity to an Ultra Rare for 2 good facts:

1. When this card is specifically designated as the target of the effect of a card controlled by your opponent.... notice that this card says "effect" which include Monsters, Spell, and Traps. Good work! and also the chances of geting the effect are great on the dice roll... 1,3,5,6

2. Also, as this card remains on the field, your opponent's Spells cannot effect this card, protecting your Archfiend's from cards such as Lightning Vortex, Creature Swap, Raigeki, etc. Simply beautiful.

I have a question though, who is Dark Elder Archfiend?
 
Oh yea, I just noticed Archfiendgeneral... lol

If the Archfiend card was ever to be targetted by a Spell card, the Continuos effect at the bottom already has that covered, so you may want to change to Monster effects and Trap effects that target.

Very Nice Fusion entry Archfiendgeneral.
 
I would like to see this one :D!

Freed the D.D. General.
6* Warrior
2400/2000

Once during your turn, you may discard one card from your hand to special summon any of your monsters removed from play. The summoned monster cannot attack this turn.

D.D. Sword
1* Rock
0/0
Tribute this face-up card to special summon from your deck, hand, graveyard, or RFP zone, any monster lv4 or lower that has "D.D." on its card name. You may not choose D.D. Sword.

Changing dimensions...I would like to introduce:

Berveratus the Dark Monarch
8* 3000/3000
Fusion/ Dark/ Fiend/ Effect
Mobius the frost Monarch + Zaborg the Thunder Monarch + Testhalos the Firestorm Monarch + Grandmarg the Rock Monarch

When this card is Special Summoned, destroy all cards in your opponent's side of the field and discard all in your opponent's hand to the graveyard.
In addition, discard 5 cards from the top of your opponent's deck, and inflict 500 LP of damage to your opponent for every monster that is discarded this way.
 
Sea Strider
WATER - Insect/Effect
2 Stars - ATK 650 - DEF 700

Tribute this face-up card on your side of the field when your opponent Normal Summons or Flip Summons a monster to destroy all monsters on the field.

Arctic Hawk
WATER - Winged Beast/Effect
3 Stars - ATK 1000 - DEF 1900

FLIP: Select up to 2 empty spaces in your opponent's Spell & Trap Card Zone. As long as this card remains face-up on the field, the selected spaces cannot be used.

Iceberk
WATER - Aqua/Effect
4 Stars - ATK 500 - DEF 2000

This card cannot be destroyed in battle except by a FIRE monster.

Comrade Frog
WATER - Aqua/Effect
4 Stars - ATK 2000 - DEF 500

If there are no face-up Aqua-Type monsters (except this monster) on your side of the field, the ATK of this monster becomes 500.

Engraged Flame-Feeding Giant Turtle
WATER - Aqua/Effect
4 Stars - ATK 1800 - DEF 1400

As long as this card remains face-up on the field, lower the ATK and DEF of all FIRE monsters on the field by 700 points.

X Man
FIRE - Pyro
8 Stars - ATK 2900 - DEF 2600

"An unknown fighter from the Land of Volcanoes. The large X on his face mask seems to glow like flames in the dark."
 
Maruno said


Sea Strider
WATER - Insect/Effect
2 Stars - ATK 650 - DEF 700
Tribute this face-up card on your side of the field when your opponent Normal Summons or Flip Summons a monster to destroy all monsters on the field.

Arctic Hawk
WATER - Winged Beast/Effect
3 Stars - ATK 1000 - DEF 1900
FLIP: Select up to 2 empty spaces in your opponent's Spell & Trap Card Zone. As long as this card remains face-up on the field, the selected spaces cannot be used.

Iceberk
WATER - Aqua/Effect
4 Stars - ATK 500 - DEF 2000
This card cannot be destroyed in battle except by a FIRE monster.

Comrade Frog
WATER - Aqua/Effect
4 Stars - ATK 2000 - DEF 500
If there are no face-up Aqua-Type monsters (except this monster) on your side of the field, the ATK of this monster becomes 500.

Engraged Flame-Feeding Giant Turtle
WATER - Aqua/Effect
4 Stars - ATK 1800 - DEF 1400
As long as this card remains face-up on the field, lower the ATK and DEF of all FIRE monsters on the field by 700 points.

Nice Water Monsters!!!!
 
And now for mine

Giant Kaiser Beetle - Envoy of the Under
(8*/EARTH/Insect/Effect/3000/2500)

This card can only be Special Summoned by removing 1 EARTH and 1 WIND monster in your Graveyard from play. Pay 800 of your Life Points to flip all face-down cards face-up (their effects are not activated). All Flip Effect Monsters and Trap Cards are removed from play, all Spell Cards are flipped face-down, and all remaining monsters are put in face-down defense position. Inflict 300 points of damage to your opponent's Life Points for each card removed from play by this card's effect.


Emerald Scaled Lizard - Envoy of the Outside
(8*/WATER/Reptile/Effect/3000/2500)

This card can only be Special Summoned by removing 1 FIRE and 1 WATER monster in your Graveyard from play. Once during each of your turns, you can select and activate 1 of the following effects:
- Discard one card from your hand to take control of a monster on your opponent's side of the field till the End Phase of this turn.
- Send up to three cards on the field to the owner's hands. If you activate this effect, this card cannot attack during this turn.
 
Market Barginman Lv1
Water/Warrior/1/0/1200
Whenever a Life Point payment is required when one of your Spell or Trap cards is activated, before paying the cost, flip a coin and call it. If you call it right, half the payment. In either player's Draw Phase, you can pay 500 Life Point and send this card to the graveyard to special summon 1 Market Barginman Lv3 from your hand or deck.
Rarity: Rare
Limit: None

Market Barginman Lv3
Water/Warrior/3/200/1750
Pay 300 Life Point during either player's Standby Phase or destroy this card. Whenever a Life Point payment is required when one of your Spell or Trap cards is activated, before paying the cost, flip a coin and call it. If you call it right, half the payment. If this card is special summoned by the effect of Market Barginman Lv1, you do not pay the payment if you call it right. In either player's Main Phase 2, you can pay 1000 Life Point and send this face-up card to the graveyard to special summon 1 Market Barginman Lv5 from your hand or deck.
Rarity: Common
Limit: None

Market Barginman Lv5
Water/Warrior/5/1550/2100
Pay 400 Life Point during either player's End Phase or destroy this card. Whenever a Life Point payment is required when one of your Spell or Trap cards is activated, before paying the cost, flip a coin and call it. If you call it right, instead of the original payment, pay 500 Life Point to activate that card. At the end of either player's Battle Phase, you can pay 1500 Life Point and send this face-up card to the graveyard to special summon 1 Market Barginman Lv7 from your hand or deck.
Rarity: Rare
Limit: None

Market Barginman Lv7
Water/Warrior/7/1950/2400
This card can only be special summon by the effect of Market Barginman Lv5. Pay 600 Life Point during either player's Draw Phase or destroy this card. Whenever a payment of discarding or Life Point is required when one of your Spell or Trap cards is activated, before paying the cost, flip a coin and call it. If you call it right, instead of the original payment, pay 800 Life Point to activate that card. At either player's Main Phase 1, you can pay 1500 Life Point and send this face-up card to the graveyard to special summon 1 Market Barginman Lv9 from your hand or deck.
Rarity: Super Rare
Limit: None

Market Barginman Lv9
Water/Warrior/9/2300/2800
This card cannot be normal summoned or set. This card cannot be special summoned except by the effect of Market Barginman Lv7. Pay 800 Life Point during either player's Standby Phase or destroy this card. Instead of discarding or any Life Point payment, you may pay 1000 Life Point to activate any effect of any of your cards. Increase your Life Point by 700 during your following Standby Phase for every payment paid this way.
Rarity: Ultra Rare
Limit: None

Ruling:
1. The first effects of Market Barginmen are considered Continuous effect, cannot be chained to, and can be activated in either player's turn.

2. The first effects of Market Barginmen Lv1, 3, 5, and 7 share basic same ruling with Spell Economic. However, any Life Point payment or discarding cost by either activation of a card or the activation of an effect of a conituous card can trigger Market Barginman Lv9's first effect; therefore, you can pay 1000 Life Point to use the effect of Recycle, etc.

3. vs. Chain Energy: while Chain Energy and Market Barginman Lv9 are both face-up on the field, if the controller of Market Barginman Lv9 activate a card from his/her hand, he/she can choose to pay 1000 Life Point instead of 500. However, if the controller of Market Barginman Lv9 set a card on the field from his/her hand, he/she must pay 500 for Chain Energy.

4. The second effect of Market Barginman Lv9 increase your Life Point as a sum (so Fire Princess only inflict 500 damage here).
 
Warring Nations Booster set. This set was model after the units/COs/and other aspects of Advance Wars 2. These are the Monsters of the set. I'll leave the limiting to you guys.

WRN-EN001
Artillery Cannon
Earth/Machine/WARFARE/1/600/0
Effect: When this card is summoned, put 9 counters on it. When this card would destroyed as result of battle remove 1 counter instead. When this monster battles a monster, remove 1 counter from it at the end of the damage step. This card cannot attack if it has no counters. This card can attack your opponent's life points directly even they have monsters on their side of the field. During your turn's Battle Phase, Battle Damage received by this card becomes 0. During your opponent's battle phase, Damage received by your opponent's monster that battles this one in Attack position is 0.

WRN-EN002
Rocket Launcher
Earth/Machine/WARFARE/3/1500/0
Effect: When this card is summoned, put 5 counters on it. When this card would destroyed as result of battle remove 1 counter instead. When this monster battles a monster, remove 1 counter from it at the end of the damage step. This card cannot attack if it has no counters. This card can attack your opponent's life points directly even they have monsters on their side of the field. During your turn's Battle Phase, Battle Damage received by this card becomes 0. Reduce the attack strength of Monsters that received an attack by this card by 500 until the end of the turn. During your opponent's battle phase, Battle Damage received by your opponent's monster that battles this one in Attack position is 0. This card cannot attack the turn it is summoned or the turn its control is changed.

WRN-EN003
Battleship Cannon
Water/Machine/WARFARE/8/2800/2400
Effect: When this card is Normal summoned, put 10 counters on it. When this card would destroyed as result of battle remove 1 counter instead. When this monster battles a monster, remove 1 counter from it at the end of the damage step. This card cannot attack if it has no counters. This card can attack your opponent's life points directly even they have monsters on their side of the field. During your turn's Battle Phase, Battle Damage received by this card becomes 0. Reduce the attack strength of Monsters that received an attack by this card by 500 as long as that monster remains face-up on the field. During your opponent's battle phase, Battle Damage received by your opponent's monster that battles this one in Attack position is 0. This card cannot attack the turn it is summoned or the turn its control is changed. During each of your standby phases remove 1 counter from this card. If you cannot this card is destroyed.
Ultra/Ultimate Rare

WRN-EN004
Tank Cannon
Earth/Machine/WARFARE/2/700/700
Effect: When this card is summoned, put 9 counters on it. When this card would destroyed as result of battle remove 1 counter instead. When this monster battles a monster, remove 1 counter from it at the end of the damage step. This card cannot attack if it has no counters. When this card is face-up on the field you may special summon as many "Tank Cannon' s from your hand and deck as possible. During your Battle Phase, select 1 "Tank Cannon", that card's ATK strength is equal to the combine ATK strengths of all "Tank Cannon's face up on your side of the field. No other "Tank Cannon" may attack that turn.
Rare/Ultimate Rare

WRN-EN005
MD. Tank Cannon
Earth/Machine/WARFARE/4/1600/1600
Effect: When this card is summoned, put 5 counters on it. When this card would destroyed as result of battle remove 1 counter instead. When this monster battles a monster, remove 1 counter from it at the end of the damage step. This card cannot attack if it has no counters. During your Battle Phase, select 1 "MD. Tank Cannon", that card's ATK strength is equal to the combine ATK strengths of all "MD. Tank Cannon's face up on your side of the field. No other "MD. Tank Cannon" may attack that turn.

WRN-EN006
Neotank Cannon
Earth/Machine/WARFARE/6/2200/2200
Effect: When this card is summoned, put 9 counters on it. When this card would destroyed as result of battle remove 1 counter instead. When this monster battles a monster, remove 1 counter from it at the end of the damage step. This card cannot attack if it has no counters. In addition to its normal attack, this card gets 1 extra attack for each face-up "Neo Tank Cannon" on your side of the field. During your turn's Battle Phase, Battle Damage received by this card becomes 0. Reduce the attack strength of Monsters that received an attack by this card by 500 until the end of that turn.
Ultra/Ultimate Rare

WRN-EN007
Copter Rocket
Wind/Machine/WARFARE/4/900/900
Effect: When this card is summoned, put 9 counters on it. When this card would destroyed as result of battle remove 1 counter instead. When this monster battles a monster, remove 1 counter from it at the end of the damage step. This card cannot attack face-up non-WIND monsters if it has no counters and it cannot attack face-up LV 6 or higher WIND monsters at all. When this card battles non-WIND monsters increase its ATK and DEF by 1000 points for the damage step only. During each of your standby phases remove 1 counter from this card. If you cannot this card is destroyed.

WRN-EN008
Fighter Missile
Wind/Machine/WARFARE/6/2000/2000
Effect: When this card is summoned, put 9 counters on it. When this card would destroyed as result of battle remove 1 counter instead. When this monster battles a monster, remove 1 counter from it at the end of the damage step. This card cannot attack face-up non-WIND monsters. WIND monsters that battle this monster are destroyed at the end of the damage step. This card cannot attack if it has no counters. During each of your standby phases remove 2 counter from this card. If you cannot this card is destroyed.

WRN-EN009
Bomber Shell
Wind/Machine/WARFARE/8/2200/2200
Effect: When this card is Normal summoned, put 8 counters on it. When this card would destroyed as result of battle remove 1 counter instead. When this monster battles a monster, remove 1 counter from it at the end of the damage step. This card cannot attack if it has no counters. This card cannot attack face-up WIND monsters. During your turn's Battle Phase, Battle Damage received by this card becomes 0. Reduce the attack strength of Monsters that received an attack by this card by 500 as long as that monster remains face-up on the field. When this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. During each of your standby phases remove 2 counters from this card. If you cannot this card is destroyed. This card
Ultra/Ultimate Rare

WRN-EN010
Vulcan Cannon
Earth/Machine/WARFARE/3/800/800
Effect: When this card is summoned, put 6 counters on it. When this card would destroyed as result of battle remove 1 counter instead. When this monster battles a monster, remove 1 counter from it at the end of the damage step. WIND monsters that battle this monster are destroyed at the end of the damage step. When this card battles Winged-beast and Dragon-type monsters, increase its ATK by 1000 points for the damage step only. This card cannot attack if it has no counters.

WRN-EN011
Transport Copter
Wind/Machine/WARFARE/3/1800/0
Effect: When this card is summoned, put 5 counters on it. When this card would destroyed as result of battle remove 1 counter instead. This card cannot attack. Select 1 LV3 or Lower Warrior-Type monster on your side of the field. It cannot be an attack target as long as this card remains face up on the field. In addition that Warrior-type Monster may attack your opponent's life points directly even if they have monster on their side of the field. When this card is destroyed so is the selected Warrior-type Monster card. During each of your standby phases remove 1 counter from this card. If you cannot this card is destroyed.
Rare/Ultimate Rare

WRN-EN012
APC
Earth/Machine/WARFARE/4/2200/0
Effect: When this card is summoned, put 2 counters on it. When this card would destroyed as result of battle remove 1 counter instead. This card cannot attack. Once during your Main Phase, you may flip this card into face-down defense mode. When this card is flip summoned add as many counters to all monsters cards as they originally started with.
Rare/Ultimate Rare

WRN-EN013
Lander
Water/Machine/WARFARE/5/2500/0
Effect: When this card is summoned, put 9 counters on it. When this card would destroyed as result of battle remove 1 counter instead. This card cannot attack. Select up to 2 LV4 or Lower non-Water, non-WIND monsters on your side of the field. They cannot be an attack target as long as this card remains face up on the field. When this card is destroyed so are the selected monsters. During each of your standby phases remove 1 counter from this card. If you cannot this card is destroyed.

WRN-EN014
Recon Gun
Earth/Machine/WARFARE/1/400/300
Effect: When this card is summoned, put 3 counters on it and reveal all of opponent's set monster cards (flip effect's not activated). When this card would destroyed as result of battle remove 1 counter instead. When this monster battles a monster, remove 1 counter from it at the end of the damage step. As long as this card remains face-up on the field, your opponent cannot set any cards.
Super/Ultimate Rare

WRN-EN015
Destroyer Missile
Water/Machine/WARFARE/4/1800/1050
Effect: When this card is summoned, put 9 counters on it. When this card would destroyed as result of battle remove 1 counter instead. When this monster battles a monster, remove 1 counter from it at the end of the damage step. This card cannot attack face-up EARTH, FIRE, LIGHT or DARK monsters. WATER monsters that battle this monster are destroyed at the end of the damage step. Increase this card's ATK by 500 when battling WIND monsters. This card cannot attack if it has no counters. During each of your standby phases remove 1 counter from this card. If you cannot this card is destroyed.

WRN-EN016
Submarine Torpedo
Water/Machine/WARFARE/6/2200/2000
Effect: When this card is summoned, put 15 counters on it. When this card would destroyed as result of battle remove 1 counter instead. When this monster battles a monster, remove 1 counter from it at the end of the damage step. This card cannot attack face-up non-WATER monsters.This card cannot attack at all if it has no counters. If "Umi" is face up on the field, this card cannot be an attack target and is unaffected by opponent's card effects. During each of your standby phases remove 1 counter from this card. If "Umi" face-up on the field you must remove 5 instead. If you cannot this card is destroyed.

WRN-EN051
Anti-air Missile
Earth/Machine/WARFARE/3/1200/0
Effect: When this card is summoned, put 7 counters on it. When this card would destroyed as result of battle remove 1 counter instead. When this monster battles a monster, remove 1 counter from it at the end of the damage step. This card cannot attack face-up non-WIND monsters. WIND monsters that battle this monster are destroyed at the end of the damage step. This card cannot attack if it has no counters. During your turn's Battle Phase, Battle Damage received by this card becomes 0. During your opponent's battle phase, Damage received by your opponent's monster that battles this one in Attack position is 0. As long as this card is face-up on the field, the opponent cannot set Spell or traps cards.

WRN-EN052
Machine Gun
Earth/Warrior/WARFARE/1/100/100
Effect: This card cannot be attacked by a monster with 1000 or more ATK points. Select one of the opponent's set Spell or trap card. As long as this card is on the field, that the selected card cannot be activated. After two turns (not including your opponent's), the selected card is placed in this card controller's hand. If this card is attacked, wait 1 more turn to place the selected card in this card controller's hand.

WRN-EN053
Mech Bazooka
Earth/Warrior/WARFARE/1/300/300
Effect: When this card is summoned place 3 counters on it. This card cannot be attacked by a monster with 1500 or more ATK points. When this card battles a monster card, you may remove 1 counter to increase its attack by 1000 points. Select one of the opponent's set Spell or trap card. As long as this card is face-up on the field, that the selected card cannot be activated. After two turns (not including your opponent's), the selected card is placed in this card controller's hand. If this card is attacked, wait 1 more turn to place the selected card in this card controller's hand.
 
i have a series of monsters that are relativly good and i doubt would ever be created

but here they are the chaos blood magicians

chaos blood magician
dark/spellcaster
9*/3900 attk/2900def
effect:this card can only be summoned by removing Dark Magician equiped with chaos blood. negate the effects of monsters destroyed by this card and this card is not effected the effects of monsters or magic.

chaos blood magician girl
dark/spellcaster
7*/2900attk/2500def
effect: this card can only be summoned by removing Dark Magician Girl equiped with chaos blood. this card gains 500 attk for every Dark Magician,dmoc,chaos blood Dark Magician and chaos blood paladin in your graveyard.this card is imune to the effects of spell cards

chaos blood Buster Blader
dark/spellcaster
9*/2600 attk/2300 def
effect: this card can only be summoned by removing Buster Blader equiped with chaos blood. this card gains 500 attk for every card with chaos blood in its name. negate any trap cards while this card is on the field

chaos blood paladin
dark/spellcaster
10*/4500 attk/4000def
fusion/effect:this card can only be summoned by removing chaos blood magician and chaos blood Buster Blader from play. negate all magic and traps on the field. negate the effects of monsters destroyed by this dard.this card gains 500 attk for every card with chaos blood in either players graveyard
 
I'm just playing around with Tributes here.

Holy God Temestra
LIGHT - Dragon/Effect
10 Stars - ATK 0 - DEF 2000

You can only Tribute Summon this monster by Tributing 3 monsters on your side of the field. The original ATK of this card becomes the number of cards on the field x 700 points.

Crescendo Girl
LIGHT - Fairy/Effect
8 Stars - ATK 1600 - DEF 1600

You can Normal Summon this monster by Tributing any number of monsters. Increase the original ATK and DEF of this card by the number of Tributed monsters x 600 points.
 
More from Jathro's Brain

Davey Jones
Ritual/Effect Monster - WATER/Zombie
7-Stars - ATK: 2600, DEF: 2300
"This card can only be Ritual Summoned with the Ritual Spell Card 'Davey Jones' Locker' and by offering monster(s) whose total level(s) equal(s) 7-stars or more from your hand or your side of the field. Draw 1 card every time a monster on you or your opponent's side of the field is destroyed as a result of battle and sent to the Graveyard."


Crimson Vulture
Effect Monster - DARK/Winged-Beast
5-Stars - ATK: 1500, DEF: 1700
"Increase the ATK of this monster by 100 for every monster on your opponent's side of the field and in your opponent's Graveyard."
(I'd prefer it called Bloodlust Vulture or something like that, but 'Blood' would never be allowed.)
 
Finite Judgment monster cards:

From my new set, Finite Judgment:

FJD-EN001
Decimated End Spirit
(DARK/Fiend/2/100/100)
A poor soul corrupted into nothingness. None can feel its pain.

FJD-EN002
Living Fan
(WATER/Fiend/1/300/2000)
A fan that lives by the powers of magic. It has a very high defense.

FJD-EN003
Fallen Angel of Fire - Yusu-Ito-Shina
(FIRE/Fairy/4/1900/1300)
Almost every living thing that has seen Yusu has not been able to live to regret that day.

FJD-EN004
Omicron
(EARTH/Pyro/2/300/2100)
Mysteriously, this symbol came to life after being scrawled with cursed ink.

FJD-EN005
Upsilon
(FIRE/Plant/6/2100/300)
Mysteriously, this symbol came to life after being scrawled with cursed ink.

FJD-EN006
Epsilon
(WATER/Winged-Beast/4/1250/1650)
When this monster destroys a face-up monster as a result of a battle, move one "eou" from your deck to your hand.

FJD-EN007
eou
(WIND/Fish/8/2600/2600)
This card can only be Special Summoned by tributing
"Omicron", "Upsilon", and "Epsilon" from your side of the field. Whenever this card destroys a monster as a result of a battle, you may destroy one Spell or Trap card on the field.
Rarity/Ultimate Rare

FJD-EN008
Dream Catcher
(LIGHT/Zombie/5/2400/800)
As long as this monster remains face-up on your side of the field, your opponent cannot attack any monster with an ATK lower than this card's ATK. Increase your Life Points by 800 for every monster on the field with a lower ATK than this card's ATK during each of your Standby Phases.
Ultra Rare/Ultimate Rare

FJD-EN009
Summoner of Mirages
(LIGHT/Spellcaster/3/900/300)
FLIP: Select one Fusion monster in your graveyard and return it to your Fusion Deck.

FJD-EN010
Robot Guard
(DARK/Machine/4/1400/2200)
When this card battles with a monster with a higher ATK than this card's original ATK, you may switch this monster into defense mode.
Rarity/Ultimate Rare

FJD-EN011
Dream Ghoul
(LIGHT/Zombie/1/0/0)
This monster can attack your opponent's Life Points directly. When this card does damage to your opponent's Life Points, you may move one "Dream Catcher" from your Deck, Graveyard, or Field to your hand.

FJD-EN012
Fire Eater
(FIRE/Pyro/4/1300/1800)
When this monster is destroyed as a result of a battle, destroy one FIRE monster on the field and remove it from play. This monster cannot be special summoned.

FJD-EN013
Water Drainer
(WATER/Fish/4/1300/1800)
When this monster is destroyed as a result of a battle, destroy one WATER monster on the field and remove it from play. This monster cannot be special summoned.

FJD-EN014
Wind Blocker
(WIND/Fairy/4/1300/1800)
When this monster is destroyed as a result of a battle, destroy one WIND monster on the field and remove it from play. This monster cannot be special summoned.

FJD-EN015
Earth Crusher
(EARTH/Rock/4/1300/1800)
When this monster is destroyed as a result of a battle, destroy one EARTH monster on the field and remove it from play. This monster cannot be special summoned.

FJD-EN016
Creature Eater
(DARK/Fiend/4/1300/1800)
This monster cannot declare an attack or be special summoned. When this monster is in battle with another monster, destroy that monster without going into damage calculation.
Super Rare/Ultimate Rare

FJD-EN017
Melancholy Guide
(LIGHT/Spellcaster/4/1300/1800)
When this card battles with a monster and there is a face-up "Creature Eater" on your side of the field, switch the attack target to "Creature Eater".

FJD-EN018
Lioness Soldier
(EARTH/Beast-Warrior/7/2300/1350)
This monster cannot be destroyed by the effects of effect monsters that do not target.

FJD-EN019
Apocalypse Survivor
(EARTH/Insect/1/0/1700)
This monster cannot be destroyed by the effects of Spell Cards that do not target.

FJD-EN020
Rabid Raccoon
(EARTH/Fiend/1/100/100)
When this card is destroyed as a result of a battle, decrease the ATK of the monster that destroyed this card by an amount equal to half of that monster's original ATK.
Rarity/Ultimate Rare

FJD-EN021
Lousy Henchman
(DARK/Fiend/1/0/0)
When this monster is destroyed as a result of a battle,
increase your life points by 1000.

FJD-EN022
Wielder of the Cherry Blossom Sword
(WIND/Plant/5/1000/2000)
This monster cannot be destroyed as a result of a battle. As long as this card remains face-up on the field, increase the ATK of your opponent's monsters by 700. When your Plant-type monsters are involved in a battle and you take damage to your Life Points, increase the ATK of one Plant-type monster on the field by half of the damage you received.
Rarity/Ultimate Rare

FJD-EN023
Metallic Sentry
(DARK/Machine/3/1500/1300)
If "Inerie the Metal Beast" is face-up on your side of the field, your opponent must select this monster as an attack target.

FJD-EN024
Deathasaur
(DARK/Dinosaur/4/1800/0)
This monster cannot be destroyed during the Battle Phase.
Rarity/Ultimate Rare

FJD-EN025
Jungle Raptor
(EARTH/Dinosaur/3/1200/1200)
When this monster attacks your opponent directly, you may Special Summon one "Jungle Raptor" from your deck to your side of the field in face-up attack position.
Rarity/Ultimate Rare

FJD-EN026
Raptor Swarm
(EARTH/Dinosaur/9/3600/3600)
This monster cannot be Normal Summoned or Set. This monster cannot be Special Summoned except by offering three "Jungle Raptor" monsters in your battle phase that have all declared an attack. This monster cannot attack your opponent directly. When this monster is destroyed as a result of a battle, Special Summon as many "Jungle Raptor" from
your graveyard to the field as possible.

FJD-EN027
Autois the Priest Warrior
(EARTH/Fairy/6/2300/1200)
This monster can attack twice in one Battle Phase. The second attack cannot be a direct attack to your opponent's
Life Points.
Super Rare/Ultimate Rare

FJD-EN029
Empowered Nautic
(WATER/Warrior/8/3600/1500)
This card cannot be Normal Summoned. This card cannot be Special Summoned except by the effect of "Sudden Transformation". During each of your End Phases, draw one card from your deck and shuffle one card in your hand back into your deck.
Super Rare/Ultimate Rare

FJD-EN030
Inerie the Metal Beast
(DARK/Machine/Ritual/10/3300/2900)
This monster can only be Special Summoned by the effect of "Payment of Blood and Metal". This monster is unaffected by
your opponent's Spell Cards.
Rarity/Ultimate Rare

FJD-EN031
Portal Maker
(DARK/Spellcaster/5/1500/1650)
You may remove this face-up card from play to special summon one monster that you have removed from play to your side of the field in face-up defense mode. This monster cannot be special summoned.

FJD-EN032
Fantasy Sorcerer
(LIGHT/Spellcaster/Fusion/6/2250/2100)
[Summoner of Illusions + Summoner of Mirages]
As long as this monster remains face-up on the field, you may fusion summon fusion monsters by sending to the graveyard from your hand or your side of the field the Appropriate fusion material monsters.
Rarity/Ultimate Rare

FJD-EN031
Fallen Angel Fan Warrior
(DARK/Fairy/Fusion/7/1900/3100)
[Living Fan + Fallen Angel of Fire - Yusu-Ito-Shina]
This monster can only be Special Summoned by a Fusion Summon. When this card battles with a monster that has a higher ATK than this card's ATK, during the damage step only, switch this monster's original ATK and DEF. If this monster is in your graveyard during your Standby Phase, you may Special Summon one "Fallen Angel of Fire - Yusu-Ito-Shina" and one "Living Fan" face up to your side of the field from your hand or graveyard.
Ultra Rare/Ultimate Rare

FJD-EN032
Chaotic Life Spirit
(LIGHT/Fairy/Fusion/2/400/400)
[Desert Sand Spirit + Decimated End Spirit]
This card can only be Fusion Summoned by the above monsters. When this card attacks your opponent's Life Points directly, increase its ATK by 2000 during damage calculation only.
Super Rare/Ultimate Rare
 
Adequafish (note: no, not "aquafish", adequafish, as in "adequate-fish")
Water, Fish, ? / ?
This card cannot be special summoned or set. This card can only be normal summoned or flip summoned when there are an odd number of face up monsters on the field. This card's original ATK and DEF become equal to ATK and DEF of the monster whose combined ATK and DEF are equal to the median of all face up monsters ATK and DEF at the time of summoning.

What do you think? I think that was pretty creative, if I do say so myself/
 
pssvr said:
Adequafish (note: no, not "aquafish", adequafish, as in "adequate-fish")
Water, Fish, ? / ?
This card cannot be special summoned or set. This card can only be normal summoned or flip summoned when there are an odd number of face up monsters on the field. This card's original ATK and DEF become equal to ATK and DEF of the monster whose combined ATK and DEF are equal to the median of all face up monsters ATK and DEF at the time of summoning.

What do you think? I think that was pretty creative, if I do say so myself
I don't know why, but, that just made me very, very depressed. Math. :(
 
Wait, what, so the ATK and DEF are the average ATK and DEF of all the face-up monsters on the field? And it doesn't change when other monsters are Summoned or removed.


Chaos Emperor Dragon
[EARTH / Dragon/Effect / 8 Stars / ATK 3000 / DEF 2500]
You can only Normal Summon this monster by Tributing 2 Dragon-Type monsters.


Soulslayer Living Sword LV4
[LIGHT / Warrior/Effect / 4 Stars / ATK 1800 / DEF 0]
You can equip this card from your hand as an Equip Spell Card to a face-up Warrior-Type monster on your side of the field. If equipped, increase the ATK and DEF of the equipped monster by 500 points. During your Standby Phase, send this face-up Equip Spell Card to the Graveyard to equip 1 "Soulslayer Living Sword LV8" from your hand or Deck to the equipped monster as an Equip Spell Card.


Soulslayer Living Sword LV8
[LIGHT / Warrior/Effect / 8 Stars / ATK 3500 / DEF 0]
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of this card. When this card is equipped to a monster, increase the ATK and DEF of the equipped monster by 1000 points. When the equipped monster is destroyed, Special Summon this card in face-up Attack position on your side of the field.
 
Ok, well, if you insist, I might as well...

My Deck - Machine, Light, 800 / 1950
If your opponent's monster attack this defense position card, and this card is not destroyed, you may draw up to ten cards from your opponent's deck, and then return that same number of cards from your hand to your or your opponent's deck. Both decks are then shuffled.

RULING: You may never place a card in the wrong deck. Any and all cards returned will go to their original owner's deck. You may return some cards to your deck and some to your opponent's.

-pssvr
 
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