Fantasy Card Review - Monsters

Seven Seals of Armageddon - Seal 1
[Dark/1/100/100/Rock/Effect]
This card cannot be destroyed by anything. During the End phase offer this monster to special Summon 1 [Seven Seals of Armageddon - Seal 2].

Seven Seals of Armageddon - Seal 2
[Dark/2/200/200/Rock/Effect]
This card cannot be destroyed by anything. During the End phase offer this monster to special Summon 1 [Seven Seals of Armageddon - Seal 3].

Seven Seals of Armageddon - Seal 3
[Dark/3/300/300/Rock/Effect]
This card cannot be destroyed by anything. During the End phase offer this monster to special Summon 1 [Seven Seals of Armageddon - Seal 4].

Seven Seals of Armageddon - Seal 4
[Dark/4/400/400/Rock/Effect]
This card cannot be destroyed by anything. During the End phase offer this monster to special Summon 1 [Seven Seals of Armageddon - Seal 5].

Seven Seals of Armageddon - Seal 5
[Dark/5/500/500/Rock/Effect]
This card cannot be destroyed by anything. During the End phase offer this monster to special Summon 1 [Seven Seals of Armageddon - Seal 6].

Seven Seals of Armageddon - Seal 6
[Dark/6/600/600/Rock/Effect]
This card cannot be destroyed by anything. During the End phase offer this monster to special Summon 1 [Seven Seals of Armageddon - Seal 7].

Seven Seals of Armageddon - Seal 7
[Dark/7/3000/3000/Rock/Effect]
This card cannot be normal summon or set, this card can only be special summoned by offering [Seven Seals of Armageddon - Seal 1 through Seven Seals of Armageddon - Seal 6 ] in order. This card cannot be destroyed by anything. When this card gets specialed summon both players discard their entire hand. Both players send all cards on the field out of play except for this card. When This card does battle damage to your opponents life points directly you can special summon 1 monster from your deck to the field, when the monster specialed summon causes battle damage remove the monster from play.
 
krazykidpsx said:
Seven Seals of Armageddon - Seal 1
[Dark/1/100/100/Rock/Effect]
This card cannot be destroyed by anything. During the End phase offer this monster to special Summon 1 [Seven Seals of Armageddon - Seal 2].

Seven Seals of Armageddon - Seal 2
[Dark/2/200/200/Rock/Effect]
This card cannot be destroyed by anything. During the End phase offer this monster to special Summon 1 [Seven Seals of Armageddon - Seal 3].

Seven Seals of Armageddon - Seal 3
[Dark/3/300/300/Rock/Effect]
This card cannot be destroyed by anything. During the End phase offer this monster to special Summon 1 [Seven Seals of Armageddon - Seal 4].

Seven Seals of Armageddon - Seal 4
[Dark/4/400/400/Rock/Effect]
This card cannot be destroyed by anything. During the End phase offer this monster to special Summon 1 [Seven Seals of Armageddon - Seal 5].

Seven Seals of Armageddon - Seal 5
[Dark/5/500/500/Rock/Effect]
This card cannot be destroyed by anything. During the End phase offer this monster to special Summon 1 [Seven Seals of Armageddon - Seal 6].

Seven Seals of Armageddon - Seal 6
[Dark/6/600/600/Rock/Effect]
This card cannot be destroyed by anything. During the End phase offer this monster to special Summon 1 [Seven Seals of Armageddon - Seal 7].

Seven Seals of Armageddon - Seal 7
[Dark/7/3000/3000/Rock/Effect]
This card cannot be normal summon or set, this card can only be special summoned by offering [Seven Seals of Armageddon - Seal 1 through Seven Seals of Armageddon - Seal 6 ] in order. This card cannot be destroyed by anything. When this card gets specialed summon both players discard their entire hand. Both players send all cards on the field out of play except for this card. When This card does battle damage to your opponents life points directly you can special summon 1 monster from your deck to the field, when the monster specialed summon causes battle damage remove the monster from play.
Maybe make a provision that Seals 2-7 cannot be Normal Summoned or Set.
 
Actually there's nothing wrong with all that. Seal 7 needs all the other seals to have been brought out by all the other Seals in order, not just by offering Seal 6. If you start off wwith Seal 4, for example, you won't get any further than Seal 6, and considering the stats that's pretty rubbish. Heck, it's worse than Peacock.

If anything I'd say you should Special Summon the next Seal from your hand only and in Attack position, and that damage calculations still occur.

And do remember that they can't be destroyed by anything. A simple Hane-Hane, Compulsory Evacuation Device, etc. will solve all your problems. This combo is sufficiently vulnerable to allow it in the game as it stands.
 
i figure all the hardwork could be put to good use.

the monsters just cant be destroyed. if in battle they will still go through calculations since it just says they cant be destroyed.

being removed from the field, or tributed can kill it for you.

the offer to special summon means from anyware.

hand or deck or graveyard.

There is no restriction.

it would be preaty kool to run a deck like that, but yea like you mentioned maruno a simple hane hane, Hade-Hane, compulsory, Abyss Soldier, Penguin Soldier, penguin nightmare, Snatch Steal can kill it for you.

but wouldnt it be kool. you do all this work to summon this really kool monster.
 
I am a Creature of Myth

The Killer Hydra of the Swamp
(8*/DARK/Sea-Serpent/Effect/2200/3000)

When this card is Normal Summoned, place 8 counters on this card. When this card is destroyed, destroy a counter on this card instead. Increase the ATK of this card by 100 for every counter it has. During your opponent's End Phase, for every counter destroyed in battle with a non-FIRE monster during that turn, place two counters on the card. During your Standby Phase, remove 1 counter to destroy one Pyro-type monster on your opponent's side of the field.
 
Jiles in the Sun
[Light/3/1300/1900/Fairy/Effect]
When this card is normal summoned, special summoned, or flip summoned. Special summon up to 3 Jiles in the Moon from your hand, deck, or graveyard. Jiles in the Moon are destroyed at the end phase.

Jiles in the Moon
[Dark/4/1900/1300/Fairy/Effect]
This monster can only be special summoned by the effect of Jiles in the Sun. If this card is special summoned successfully then you can special summon Jiles in the Sky from your deck or hand.

Jiles in the Sky
[Wind/6/2450/2400/Fairy/Effect]
This card cannot be normal summoned or set. This card can only be special summoned by the effect of Jiles in the Moon. As long as this card remains on the field, Jiles in the Moon and Jiles in the Sun cannot be destroyed or at the end phase. Also As long as this card remains on the field, Jiles in the Moon and Jiles in the Sun are not affected by Spell and Traps.
 
Thunder monster support:

Electric Army
(LIGHT/Thunder/3/1000/950)
Increase this cards ATK by 500x the number of thunder type monsters on the field. Send this card from the field to the graveyard to increase one thunder-type monsters ATK by the ATK of this card until the end of the turn.

Raigeki Mage
(LIGHT/Thunder/4/1700/1350)
This monster cannot be special summoned. Tribute one thunder type monster on your side of the field except this one to destroy all monsters on your opponents side of the field. This effect can only be used once per turn during your Main Phase.

Fireworks Ursa
(LIGHT/Thunder/5/2150/0)
When this monster is tribute summoned, destroy one face up monster on the field. When this card is destroyed, except as a result of a battle, inflict 1500 damage to your opponents life points.

Lightning Bolt Smith
(LIGHT/Thunder/4/1100/1850)
FLIP: Special summon one thunder type monster from your deck to the field in face up attack mode. The selected monster must be 4 stars or lower.

Thunder Deity
(LIGHT/Thunder/8/2750/800)
You can special summon this card without a tribute if there are no monsters on your side of the field. In that case, decrease this cards ATK by 800. When this card is summoned, special summon one thunder type monster from your graveyard to the field.

W00t w00t.... Thunders need some more decent support, so here we go!

What do you all think?

EDIT:: Raigeki Mage...
 
raigeki mage is rather broke, make it once per turn, or make it a thunder with under 1500 ATK, or something

-chaosruler
 
I've posted one in each, Turtle Assailant, Oder of Silence, and one in the Trap section, I'm not telling you the name, hehe

EDIT: You like the new avatar? She's hotness!~!~!~! (MIKE!!) lol

-chaosruler
 
Everybody loves draw power. But let's make it a little difficult, shall we?

Greedy Swordmaster Sasuke µµµµµµµ
WIND/1900 ATK/1400 DEF
[Warrior/Fusion/Effect]
Avatar of The Pot + Sasuke Samurai
This card can only be Fusion Summoned by the above fusion materials. When this monster attacks a monster on your opponent's side of the field, destroy the monster before Damagae Calculation and draw 1 card from the top of your deck for each level star of the monster this card destroyed.
 
Digital Jedi said:
Greedy Swordmaster Sasuke µµµµµµµ
WIND/1900 ATK/1400 DEF
[Warrior/Fusion/Effect]
Avatar of The Pot + Sasuke Samurai
This card can only be Fusion Summoned by the above fusion materials. When this monster attacks a monster on your opponent's side of the field, destroy the monster before Damagae Calculation and draw 1 card from the top of your deck for each level star of the monster this card destroyed.
How hard is this?
Fusilier Dragon, the Dual-Mode Beast+Metamorphosis=this+1 monster on the opponent's side of the fielid destroyed+draw up to 12 cards (Blue-Eyes Ultimate Dragon:D)?

That's broken in my opinion...lol
 
Well, since we now have threads for fantasy cards, I thought it reasonable to put the ones I have on the remake thread (and new ones from here on out) in the Appropriate fantasy card thread.

First archfiend cards:

Liferook Archfiend
Light/Fiend/3/1100/1100
Effect: The controller of this card pays 500 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 3, negate the effect and destroy the opponent's card. When this card is sent to the graveyard as a result of battle, you may select 1 Archfiend monster card with an attack of 1500 or less from your graveyard and Special Summon it to the field. You can only Special summon any 1 Archfiend Monster Card only once with this specific card's effect per game.

Estimated rarity by effect: Super Rare
Limit: 2


Lightbishop Archfiend
Water/Fiend/3/1500/200
Effect: The controller of this card pays 500 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 2 or 4, negate the effect and destroy the opponent's card. This monster gets the following effect(s) while there are archfiend monster(s) with the following Attribute(s) on the field.

- DARK: Negate the effect of an Effect Monster that is destroyed by this monster as a result of battle.
- FIRE: Increase the ATK of this card by 300 points

Estimated rarity by effect: Rare
Limit: none
Purposed Picture: A stance similar to the Skilled White Magician but the opposite direction. Same green muscle tissue. A Blue Cloak. A Yellow aura surrounds him.


Ghostknight Archfiend
Wind/Fiend/4/1000/1900
Effect: The controller of this card pays 500 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 3, negate the effect and destroy the opponent's card. This monster attacks your opponent's life points directly. If there is a face-up 'Shadowknight Archfiend' on the field, double the original ATK of this monster for damage calculation only.

Estimated rarity by effect: Common
Limit: none


Divinepawn Archfiend
Earth/Fiend/2/1000/400
Effect: The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). This card cannot be specifically designated as a target of the effect of a card controlled by your opponent. When this face-up monster survives the following number of your Standby phases, the 1 of the following effects can be activated:

One: You can Special Summon 1 Archfiend Monster Card that has 'bishop' or 'knight' in its name from your hand, Deck, or graveyard by offering this card as a Tribute during your Main Phase.

Two: You can Special Summon 1 Archfiend Monster Card that has 'rook' or 'queen' in its name from your hand, Deck, or graveyard by offering this card as a Tribute during your Main Phase.

Three: You can Special Summon 1 Level 5 or higher Archfiend Monster Card from your hand, Deck, or graveyard by offering this card as a Tribute during your Main Phase

Estimated rarity by effect: Ultra Rare
Limit: none


Archfiend of Nightmare
Dark/fiend/5/1800/1900
Effect: All Life point payments for Archfiend cards for this card's controller is redirected at the opponent as Effect damage.

Estimated rarity by effect: Super Rare
Limit: 2

Purgepawn Archfiend
Earth/fiend/1/900/0
Effect: Discard 1 Archfiend Monster Card from your hand and destroy a number of the opponent's face-up monsters equal to the level of the discarded Archfiend Monster Card.

Estimated rarity by effect: Super Rare
Limit: 1 or 2


Archfiend's Accursed Prisoner
Dark/fiend/3/0/0
Effect: Destroy this Monster Card if there is no face-up Archfiend Monster Card on your side the field. This card cannot be destroyed by battle. This cards controller doe not have to pay Life point payments for cards that have 'Archfiend' in their name.

Estimated rarity by effect: Rare
Limit: none


Now the fusions for archfiends:

Heavy Knight Archfiend
Earth/fiend/5/ 2100/1500
Fusion Material: Desrook Archfiend+ Vilepawn Archfiend
Effect: 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 or 3 negate the effect and destroy the opponent's card. The opponent takes all Battle Damage to this card's controller that he/she would take from a battle involving this card..

Estimated rarity by effect: Rare
Limit: none


Paladin Archfiend of Ghosts
Wind/fiend/7/ 2400/2600
Fusion Material: Liferook Archfiend+ Ghostknight Archfiend
Effect: 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, or 6, negate the effect and destroy the opponent's card. 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.

Estimated rarity by effect: Super Rare
Limit: none


Paladin Archfiend of Darkness
Wind/fiend/7/ 2500/2500
Fusion Material: Desrook Archfiend+ Shadowknight Archfiend
Effect: 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 2,4, or 6, negate the effect and destroy the opponent's card. The Battle Damage this card inflicts to your opponent's Life Points when it destroys a monster is doubled.

Estimated rarity by effect: Super Rare
Limit: none


Commanding Paladin Archfiend
Wind/fiend/8/2900/2300
Fusion Material: Shadowknight Archfiend+ Ghostknight 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, 2 or 3 negate the effect and destroy the opponent's card. When this card is Fusion Summoned successfully, you may Special Summon 1 "Paladin Archfiend of the Dark" and 1 "Paladin Archfiend of the Spirits".

Estimated Rarity by effect: Super or Ultra.
Limit: (to be decided)
Rulings:
Monsters Special Summoned by this monsters effect are not considered properly Fusion summoned and therefore cannot be Special Summoned from the graveyard with "Monster Reborn", "Premature Burial", or "Call of the Haunted".



Berserker Archfiend of Madness
Light/fiend/5/ 2200/600
Fusion Material: Liferook Archfiend+ Purgepawn Archfiend
Effect: This monster can only be Fusion Summoned by the above Fusion-Material Monsters. 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 2 or 4, negate the effect and destroy the opponent's card. When this card destroys a monster as a result of battle, roll a six-sided die. If the result is 1, destroy all monsters on your opponent's side of the field. If the result is 2 or 3, destroy 1 monster on your opponent's side of the field. If the result is 4, destroy 1 monster on your side of the field. If the result is 5, destroy all monsters on your side of the field except this monster. If the result is 6, destroy this monster. If this card is in face-up Defense Position on the field, destroy this card. The controller of this card must attack with this card when possible.

Estimated rarity by effect: Ultra Rare
Limit: none


End Bringer Archfiend of Assassins
Earth/fiend/6/ 2400/600
Fusion Material: Hero Archfiend+ Purgepawn Archfiend
Effect: This monster can only be Fusion Summoned by the above Fusion-Material Monsters.. 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 or 6, negate the effect and destroy the opponent's card. When this card attacks or is attacked by a monster, roll 1 six-sided die. If the result is 1 or 2, immediately destroy that monster with this card's effect.

Estimated rarity by effect: Rare or Super Rare
Limit: none


Dark Elder Archfiend
Water/fiend/6/1800/2000
Fusion Material: Darkbishop Arcfiend+ Lightbishop Archfiend
Effect: The controller of this card pays 1000 Life Points during each of his/her Standby Phases (this is not optional). As long as this card remains face-up on the field, all Archfiend Monster Cards cards cannot be targeted by card effects controlled by your opponent.

Estimated rarity by effect: Rare
Limit: none


Guardian Golem Archfiend
Light/ fiend/ 6/1200/2500
Fusion Material: Desrook Archfiend+Liferook Archfiend
Effect: 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 or 3, negate the effect and destroy the opponent's card. As long as this card remains face-up on the field, your opponent cannot attack another face-up Archfiend Monster Card.

Estimated rarity by effect: Super Rare
Limit: none


Warrior Archfiend of Battle
Earth/fiend/4/ 2100/400
Fusion Material: Vilepawn Archfiend+ Divinepawn Archfiend
Effect: 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 2 or 3, negate the effect and destroy the opponent's card. This card can attack all monsters on your opponent's side of the field. It cannot attack your opponent directly if you attack any monsters first.

Estimated rarity by effect: Super Rare
Limit: none


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


Emperor Archfiend of Destruction
Dark/fiend/7/2600/2500
Fusion Material: Guardian Golem Archfiend+ Terrorking 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, 2, 4, or 6, negate the effect and destroy the opponent's card. As long as this card remains face up on the field, negate the effect of all monsters that your Archfiend Monsters battle. In addition, when your Archfiend Monster Cards successfully destroy a monster as result of battle, you can remove 1 Monster Card in your opponent's Graveyard.

Estimated rarity by effect: Ultra Rare
Limit: none

I changed some of them a little, so maybe the limits need to be redone.
 
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