Fantasy Card Review - Spells

DaGuyWitBluGlasses said:
Double up!
Quick-Play Spell
Double the ATK and DEF of one monster on your opponent's side of the field for as long as that monster remains face-up on your opponent's side of the field.

Reflect Bounder anyone? Hehehe.

Pure genius!
 
John Danker said:
Nightmare of the Cashier

Continuous Spell Card

Text:

Each time your opponent activates a spell card, inflict 107 life points of effect damage. If they cannot calculate the damage without a calculator, inflict an additional 37 life points of damage, continue the effect in decending multiples of 3 life points until the damage calcuation is correct.

OMG, I haven't laughed this hard since, well, never.

Thanks, John

-chaosruler
 
John Danker is quoted to have said:
Nightmare of the Cashier

Continuous Spell Card

Text:

Each time your opponent activates a spell card, inflict 107 life points of effect damage. If they cannot calculate the damage without a calculator, inflict an additional 37 life points of damage, continue the effect in decending multiples of 3 life points until the damage calcuation is correct.
At the risk of sounding completely ignorant: I dont get it.
smiley_huh.gif
 
Strings of life
Continous Spell Card
pay 1000lp, Special Summon 1 monster from either Out of play, your graveyard, or your deck that can be specialed summon. The monster Specialed summon This way cannot be destroyed as a result of battle (damage calculation still apply), This monster cannot be destroy by Spell , traps or Effect monster unless it specifically designates a target. When the monster is destroyed or removed from the field destroy your field and discard your entire hand.


Spiritual Awakening
Quick-Play Spell Card
Pay 500 Life points. Special Summon upto 3 Guardian Angel Joans from your hand, Deck or Graveyard to the field. When ever Guardian Angel Joan Causes Battle damage Choose 1:
You draw a card, and your opponent discards a card from their hand.
Your Opponent Cannot Activate Spell, Traps, Monster effect, Summon(Normal, Flip, Special), or Set during their next turn.
You can special summon 1 Fariy-type Monster from your hand, graveyard or deck.

Paused
Spell Card
Skip your opponents turn, Then Skip your next turn, Then Skip their Turn, Then your next turn, then their next next turn, then your next next turn.
 
krazykidpsx said:
Paused
Spell Card
Skip your opponents turn, Then Skip your next turn, Then Skip their Turn, Then your next turn, then their next next turn, then your next next turn.

An instant 3000 for your Wave-Motion Cannon, till the last turn yours was skipped, it'll be at 4000 by then!

Or if you had Wave-Motion Cannon already with a count of 2 standby phases, make that 7000 when your turn comes up after Paused's effect. :D
 
maruno is correct you are skipping your turn.

i did just to make it seem funky.

if you notice in the end of your turn itll still be your turn only that you have skipped 3 turns in beetween. lol

its good with final count down since it requires turns. extended the game 3 whole turns of nothingness. lol
 
Digital Jedi said:
At the risk of sounding completely ignorant: I dont get it.
smiley_huh.gif

Okay, for those of you who didn't understand Nightmare of the Cashier...

Have you ever wondered how someone graduated from high school and yet was unable to make change when you bought something?

Spell card is played by your opponent, their life points are at say...6000

Inflict 107 lp damage (something not so easy to calculate as a even 100 lp)

If they cannont figure their lp to be 5893 without a calculator then inflict and addtional 37 lp damage....if at that time they cannot figure their lp to be 5856 without the aid of a calculator inflict an additional 34 lp damage....if at this time your opponent cannot figure their lp to be 5822 without a calculator then inflict an additional 31 lp damage....if at this time your opponent cannot figure their lp to be 5795 lp without a calculator.....etc. etc.
 
you will keep your opponent going down till they reach a small number.

i got it the first time i saw it, but see using an even number like 6000 is easy vs the 107.

try something more like 5050 that really messes with you.

though i know the answer is. 4943

which looks very wierd try cutting half of your life points now. 2471.5 i guess you woulndt be able to use solemn judgement the right way ever again. lol

half of that.
 
I steal your power for me.

Forced Fusion
(Quick-Play Spell)

Use one of your opponent's monsters as a correct fusion material monster when the other fusion material monsters are on your side of the field and Fusion Summon the monster from your Fusion Deck.


Basically this allows you to "steal" a monster. Like if your opponent has a face-up Red Eyes B. Dragon, and you have a Summoned Skull on your side of the field. You can take tribute your opponent's Red Eyes and your Summoned Skull to Fusion Summon B. Skull Dragon.
 
John Danker said:
Okay, for those of you who didn't understand Nightmare of the Cashier...

Have you ever wondered how someone graduated from high school and yet was unable to make change when you bought something?

Spell card is played by your opponent, their life points are at say...6000

Inflict 107 lp damage (something not so easy to calculate as a even 100 lp)

If they cannont figure their lp to be 5893 without a calculator then inflict and addtional 37 lp damage....if at that time they cannot figure their lp to be 5856 without the aid of a calculator inflict an additional 34 lp damage....if at this time your opponent cannot figure their lp to be 5822 without a calculator then inflict an additional 31 lp damage....if at this time your opponent cannot figure their lp to be 5795 lp without a calculator.....etc. etc.
Ah, I see know. Perhaps a bit of rephrasing is in order.

Nightmare of the Cashier
Continuous Spell Card
Each time your opponent activates a spell card, inflict 107 points of Direct Damage to thier Life Points. If they cannot calculate the damage without a calculator, inflict an additional 37 points of Direct Damage. Each time they fail to caculate damage without a calculator continue the effect in decending multiples of 31 life points until they calculate it correctly.

Nah, I still don't get it.
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LOL!
 
Digital Jedi said:
Ah, I see know. Perhaps a bit of rephrasing is in order.

Nightmare of the Cashier
Continuous Spell Card
Each time your opponent activates a spell card, inflict 107 points of Direct Damage to thier Life Points. If they cannot calculate the damage without a calculator, inflict an additional 37 points of Direct Damage. Each time they fail to caculate damage without a calculator continue the effect in decending multiples of 31 life points until they calculate it correctly.

Nah, I still don't get it.
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smiley_tard.gif
smiley_tard.gif
LOL!

LoL. That is very funny Spell Card made by John Danker. But if the opponent kept failing on calculating damage.

Then it could mean a 1 turn kill spell card LoL :D
 
Max. lp damage that could be done by "Nightmare of the Cashier" would be 354 lp damage

107+37+34+31+28+25+22+19+16+13+10+7+4+1

(This might also help to understand the effect)
 
What about mine:

Dice of Doom
[Normal Spell]
Pay 500 Lifepoints. Roll one six-sided once. If the result is 1, destroy all of your opponent's monsters. If the result is 2, then destroy all of your opponent's magic and trap cards. If the result is 3, destroy all your monsters. If the result is 4, destroy all of you magic and trap cards. If the result is 5, Discard all of your cards in your hand to the graveyard. If the result is 6, discard all of your opponent's cards in their hand to the graveyard. No effects that are activated if the result is 5 or 6.

Resort Rescue
[Quick-play Spell]
If one of your monster is controlled by your opponent then you can replace that monster with another monster in your graveyard or hand. The monster that is replace is put to the graveyard or hand depending on where you replaced it with. That monster that has been replaced cannot be tributed whatsoever.

Just made these
 
the nightmare of the cashier seems like a good card but can be abused alot and its hard not everyone is good at math especially simple addition and subtraction. This judge (or so called level 2 or 1 judge) cant even do simple math lol.. anyways its a good card but doesnt beat mine:D
 
Exodia support! But not quite what you may have been expecting. I suppose technically it's support from Exodia instead of for him.


Ancient Power Exodia - Breakthrough
Equip Spell
You can only equip this card to a monster while "Exodia the Forbidden One" is face-up on your side of the field. As long as "Exodia the Forbidden One" remains face-up on your side of the field, when a monster equipped with this card inflicts Battle Damage to your opponent's Life Points, that Battle Damage becomes 2000.

Ancient Power Exodia - Decimate
Equip Spell
You can only equip this card to a monster while "Exodia the Forbidden One" is face-up on your side of the field. As long as "Exodia the Forbidden One" remains face-up on your side of the field, when a monster equipped with this card inflicts Battle Damage to your opponent's Life Points, send 1 card from the top of your opponent's Deck to his/her Graveyard.

Ancient Power Exodia - Invisible
Equip Spell
You can only equip this card to a monster while "Exodia the Forbidden One" is face-up on your side of the field. As long as "Exodia the Forbidden One" remains face-up on your side of the field, a monster equipped with this card cannot be attacked by an opponent's monster.

Ancient Power Exodia - Revival
Equip Spell
You can only equip this card to a monster while "Exodia the Forbidden One" is face-up on your side of the field. As long as "Exodia the Forbidden One" remains face-up on your side of the field, when a Normal Monster equipped with this card attacks your opponent's Life Points directly, you can Special Summon 1 monster from your Graveyard.

Ancient Power Exodia - Strength
Equip Spell
You can only equip this card to a monster while "Exodia the Forbidden One" is face-up on your side of the field. As long as "Exodia the Forbidden One" remains face-up on your side of the field, a monster equipped with this card increases its ATK by 2000.
 
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