Fantasy Card Review - Spells

That doesn't make sense. If you skip your Standby Phase you can't do anything that you should do in your Standby Phase, like adding counters to anything.


EDIT: I think the post I was replying to Disappeared. It said something about if you skip your Standby Phase with Solomon's Lawbook, or your turn with Gamble, put a counter on your Wave-Motion Cannon anyway. Hence my reply.
 
Just Starters
[Quick Play Spell Card]
Inflict 500 lifepoints of damage to your opponent for each monster card on your side of the field.

Reverse Reverse Trap
[Quick Play Spell Card]
When a monster ATK and DEF is altered by Reverse Trap, change the ATK with any other face up monsters DEF, change the DEF with any other face up monsters ATK excluding this card.

Sole Exchange
[Quick Play Spell Card]
Change seats with your opponent for 2 turns. This card can only be played once during a duel by either player.

Raging Firestorm
[Normal Spell]
Destroy all FIRE monsters on the field and inflict damage to your opponent equal to half the total ATK of the monsters destroyed.
 
Thunder support:

Voltage Weapon
(Equip Spell)
Increase the equipped monsters ATK by the amount of thunder type monsters on the field x700. This card can only be equipped by a thunder type monster.

Thunderstorm of the Apocalypse
(Spell Card)
Tribute two thunder type monsters on your side of the field. Destroy all cards on the field. You cannot conduct your battle phase during the turn that you activate this card.

Spark Factory
(Continuous Spell)
Whenever a thunder type monster is summoned, inflict 500 damage to your opponents life points. Tribute one thunder type monster on your side of the field to inflict 700 damage to your opponents life points. This card is destroyed when your opponent's life points are 3000 or less.

Go to the monster and trap section for more thunder support. ^_^
 
A card i dug up today.... in my old notebooks:

Shinato's Spell
(Quickplay Spell Card)
You can only activate this card when you have "Shinato, King of a Higher Plane" face up on the field. Switch all of your opponent's monsters to defense mode. Your fairy-type monsters cannot be destroyed during the turn that this card is activated.
 
Since Lava Golem is so popular...

The Lava - Strike Back!
Equip Spell
This card can only be equipped to a Lava Golem on your side of the field that is owned by your opponent. When the monster equipped with this card inflict damage to your LP in the Standby Phase, transfer the damage to your opponent's LP instead.

Something from the show...

Five Star Twilight
Normal Spell
Offer one monster with five stars on your side of the field as a tribute. Special Summon 1 "Kuriboh" from your hand or deck and 4 "Kuriboh Token" (Dark/Fiend/1/300/200) to your side of the field. If there are 4 or more monsters named "Kuriboh" or "Kuriboh Token" on your side of the field, you can negate an attack from an opponent that target a "Kuriboh" or "Kuriboh Token" once per turn.

Kuribabalon
Dark/Fiend/Fusion/5/?/?
[Kuriboh]
This card cannot be special summoned except by removing one or more "Kuriboh" along with one or more of "Kuriboh Token" from your side of the field from play. The orginal ATK and DEF of this card become the sum of the ATK and DEF of the monsters removed to special summon this card. Negate a card effect controlled by your opponent that target this card. In the End Phase, Return this card to the Fusion deck and special summon "Kuriboh" and "Kuriboh Token" that have been removed to special summon this card to the field.

Pump Up
Normal Spell
Select a face-up Kuribabalon on the field. The ATK of the selected monster is doubled until the end phase. You cannot select a Kuribabalon that is already targeted by Pump Up.

Multiply
Continuous Spell
As long as this card remain face-up on the field, when a Kuriboh is detroyed in battle or destroyed by an opponent's card effect and sent to the graveyard, special summon the Kuriboh from the graveyard in face-up defense position during the end phase. You can then special summon one Kuriboh Token (Dark/Fiend/1/300/200) in defense position to your side of the field. If there are 4 or more monsters named "Kuriboh" or "Kuriboh Token" on your side of the field, you can negate an attack from an opponent that target a "Kuriboh" or "Kuriboh Token" once per turn.

This is not correct!
Just my imagination:D
 
hmm

well i remember making 2 cards a while ago i can almost remember them

call to arms
quick - play spell
you can only activate this card when you have a warrior or spellcaster of level 5 or higher on the field special summon a level 4 or lower warrior or spellcaster to your side of the field. at the end phase of the turn this card was activated destroy the monster summoned by this effect

well i cant think of the other one and i just like warriors and spellcasters so yeah there it is
 
antilegend said:
Kuribabalon
Dark/Fiend/Fusion/5/?/?
[Kuriboh]
This card cannot be special summoned except by removing one or more "Kuriboh" along with one or more of "Kuriboh Token" from your side of the field from play. The orginal ATK and DEF of this card become the sum of the ATK and DEF of the monsters removed to special summon this card. Negate a card effect controlled by your opponent that target this card. In the End Phase, Return this card to the Fusion deck and special summon "Kuriboh" and "Kuriboh Token" that have been removed to special summon this card to the field.
Nice effect. Just one small problem. Tokens cease to exist once they leave the field so it would be impossible to remove one from play much less summon one back. You could have the card re-summon one though. :)
 
antilegend said:
Kuribabalon
Dark/Fiend/Fusion/5/?/?
[Kuriboh]
This card cannot be special summoned except by removing one or more "Kuriboh" along with one or more of "Kuriboh Token" from your side of the field from play. The orginal ATK and DEF of this card become the sum of the ATK and DEF of the monsters removed to special summon this card. Negate a card effect controlled by your opponent that target this card. In the End Phase, Return this card to the Fusion deck and special summon "Kuriboh" and "Kuriboh Token" that have been removed to special summon this card to the field.

Actually, the correct text for the real (from the show) kuribabalon is:

Kuribabalon
Dark/Demon/5/?/200
{This card can only be Special Summoned by the effect of a [Kuriba]. This card's attack strength is the the total of the Kuribo Siblings sacrificed to summon it.}

Pump Up:

PUMP UP
Normal(?) Magic
Double a Monster's attack strength for this turn.

Both courtesy of Edo.

Just wanted to clarify the actual card texts.
 
Pikeriboh's Wall
Continuous Spell
Make any change to your Life Points done by your opponent's card effect or as a result of battle 0. Pay 2000 Life Points during each of your End Phases. If you cannot, destroy this card.
 
chaos general said:
Actually, the correct text for the real (from the show) kuribabalon is:

Kuribabalon
Dark/Demon/5/?/200
{This card can only be Special Summoned by the effect of a [Kuriba]. This card's attack strength is the the total of the Kuribo Siblings sacrificed to summon it.}

Pump Up:

PUMP UP
Normal(?) Magic
Double a Monster's attack strength for this turn.

Both courtesy of Edo.

Just wanted to clarify the actual card texts.

Oops... sorry for being foolish...
I just want to work it out from the show...

And actually, where can you find the "real" effect of the monsters in the show?
 
from the japanese series.

you remember how the yugi movie had actual cards?

well in the Japanese show the cards look like the actual show, so basically if you know japanese you can read what it states.

mr. Edo had alot of them on his site. :)
 
Here's some new Archfiend Spells:

Chess Formation
Spell, Continuous
Effect: Either player can use this effect. If you have at least 1 archfiend monster card on your side of the field you may activate this effect. Select that archfiend monster and pay 500 Life points. Special summon 1 Archfiend Monster Card from your Deck that has fewer Level Stars than the selected Archfiend Monster Card. A Archfiend Monster Card can only be selected once per turn for this effect. An Archfiend Monster Card special summoned in this manner cannot attack that turn.

Estimated rarity by effect: Super Rare
Limit: 2


[Archfiend's] Shield of Apathy
Spell, Equip
Effect: A monster equipped with card is immediately switched to DEF Mode and cannot attack as long as it is equipped with this card. A monster equiped with this card increases its DEF by 1000 points. When this card is sent from the Field to the Graveyard, you can offer 1 monster from the field as a Tribute to return this card to your hand.

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


[Archfiend's] Sword of Agony
Spell, Equip
Effect: Destroy this card if it becomes equipped to a Fairy-type Monster Card. A monster equiped with this card increases its ATK by 500 points. When your monster equipped with this card destroys a monster through battle, negate all effects of the destroyed monster. Inflict 500 points of damage to your Life Points during each of your Standby Phases.

Estimated rarity by effect: Super Rare
Limit: none


[Archfiend's] Lance of Scourge
Spell, Equip
Effect: Destroy this card if it becomes equipped to a non-Fiend-type Monster Card. When your monster equipped with this card destroys a monster through battle, monsters are removed from play instead of being sent to the Graveyard. When your monster equipped with this card attacks a face-down Defense Position monster, destroy the face-down monster immediately with this card's effect without flipping it face-up or damage calculation. Inflict 800 points of damage to your Life Points during each of your Standby Phases

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


Stalemate
Spell, Quick-play
Effect: This card can only be activated when you have fewer than 1000 Life Points and have 1 Archfiend Monster Card on the field. The duel ends in a draw.

Estimated rarity by effect: Rare
Limit: none


Promotion!
Spell
Effect: Tribute an Archfiend Monster Card with 'pawn' in its name. Pick up (not draw) cards from the top of your Deck until a monster is picked up. If that Monster card is a 'Terrorking Archfiend' or a non-Archfiend Monster Card all picked up cards are sent to the Graveyard. If not, Special Summon the monster that was picked up in face-up Attack or Defense Position and send the remaining cards that were picked up to the Graveyard.

Estimated rarity by effect: Common or Rare
Limit: none


Goring Gambit
Spell
Effect: Tribute an Archfiend Monster Card with 'pawn' in its name. Destroy 2 monsters on your opponent's side of the field.

Estimated rarity by effect: Common or Rare
Limit: none


Knights in the Fifth Rank
Spell
Effect: Move 1 Archfiend Monster Card with 'knight' in its name from your deck to your hand. The deck is then shuffled.

Estimated rarity by effect: Common or Rare
Limit: none


Bishop's Flail
Spell, Equip
Effect: This card can only be equipped to a monster with 'Bishop' in its name. Increase the monster's ATK until it becomes 1900. When your monster equipped with this card destroys a monster through battle, select one card from your opponent's hand randomly and discard it.

Estimated rarity by effect: Rare
Limit: none
 
You too

antilegend is quoted to have said:

Since Lava Golem is so popular...

The Lava - Strike Back!
Equip Spell
This card can only be equipped to a Lava Golem on your side of the field that is owned by your opponent. When the monster equipped with this card inflict damage to your LP in the Standby Phase, transfer the damage to your opponent's LP instead.

Perhaps a more general Equip spell

Reflection Muzzle
(Equip Spell)
Equip this card to a monster that includes the effect of inflicting damage to your life points. Increase the equipped monster's ATK by 500. The equipped monster is put in face-up Attack position and cannot change its position. When the equipped monster's effect inflicts damage to your life points, inflict the damage to your opponent's life points instead.

OR

Fate Bonder
(Equip Spell)
Equip this card to a monster that includes the effect of inflicting damage to your life points. When the equipped monster's effect inflicts damage to your life points, the damage is also inflicted to your opponent's life points.


Reflection Muzzle has all those extra effects to make it less broken.
 
De-Extinction
Spell Card
Pay 2000 Life Points. Special Summon as many of your Dinosaur-Type monsters as possible from your Graveyard on your side of the field in face-up Defence position.

Boot Disk Omega
Spell Card
Pay 1000 Life Points. Take control of as many face-up Machine-Type monsters on the field as possible until the end of this turn.

Re-Spell
Spell Card
Send 1 face-up Continuous Spell Card on your side of the field to your Graveyard. Select 1 Normal Spell Card in your Graveyard and add it to your hand.

Skill Sapping Amulet
Equip Spell
Negate the effect of an Effect Monster equipped with this card. When this card is sent to your Graveyard, return this card to your hand.

Dice Paradise
Field Spell
Either player can pay 500 Life Points to negate 1 six-sided die roll and re-roll it. Each player can only use this effect once per turn.
 
Some more Harpie-related, shall we?

Growth of the Harpie
Normal Spell
Select and Resolve one of the following effect:
- Tribute one face-up "Harpie Girl", and special one "Harpie Lady" from your hand or deck. Increase the ATK of the "Harpie Lady" summoned by 300.
- Tribute one face-up "Harpie Lady", and special one "Harpie Lady Sisters" from you hand or deck. Ignore the summon condition on "Harpie Lady Sisters".

Mirrors of the Harpie
Normal Spell
Tribute one monster on your side of the field. Special Summon 3 "Harpie Token" (Wind/Winged Beast/4/1300/1400) to your side of the field. The name of the tokens are treated as "Harpie Lady", and cannot be tributed for a tribute summon. The tokens cannot attack in this turn. You cannot place another monster on the field in the turn this card is activated.

Harpie's Wing Duster
Normal Spell
You can only activate this card if there are 2 or more monsters with "Harpie" in their name on your side of the field. You cannot activate any other Spell or Trap card in the same turn. Destroy all Spell and Trap cards on your opponent's side of the field.

Beauty and Pet
Normal Spell
You can only activate this card if you have a face-up "Harpie Lady" on your side of the field. Special Summon a "Harpie's Pet Dragon" from your deck. All "Harpie's Pet Dragon" cannot attack this turn.

Harpie's [Nail?] (Someone please help me out on the name)
Contiuous Spell
If there is no "Harpie Lady" on the field, this card is destroyed. In your draw phase, instead of drawing a card, you can search your deck for a card with "Harpie" in its name and add it to your hand by paying 500 Life Points.

Wing of the Wind
Equip Spell
This card can only be equipped to a monster with "Harpie" in its name. Increase the ATK and DEF of the monster by 400 for every monster on your side of the field that has "Harpie" in its name. Also, the equipped monster cannot be destroyed by a card effect that targets.
 
Try "Call of the Harpie" or "Harpie's Scent" for the one you wanted help with.

And I think you forgot another good card to have:

Harpie Conversion
Equip Spell
You can only equip this card to a Winged Beast-Type monster. The name of a monster equipped with this card is treated as "Harpie Lady". You can negate 1 attack to a monster equipped with this card. You may use this effect only once. The controller of this card chooses when to activate this effect.
 
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