Fantasy Card Review - Spells

Dark Space Typhoon
[Quick-Play Spell]
"Destroy one monster on the field"

Chaotic Space Typhoon
[Quick-Play Spell]
"Destroy one card on the field"

:D! Each limited to one like Mystical Space Typhoon! Simple, nice and broken, but worst of all...Possible! I like these cards :D!
 
The Jinzo Killer
[Continuous Spell]
Pay 1000 Life Points. As long as this card remains face-up on the field, the effects of all face-up Effect Monsters on the field are negated. In addition, all monsters on the field are treated as Normal Monster Cards.
 
Emancipate
Spell
Special Summon 1 face-up Equip Card to your side of the field.

Rulings:
The selected equip card must have originally been a monster card, as other equips do not have attributes/types/ stats and thus could not become monsters.

If pegasus were still alive.. this card would already exist.
 
I think the wording of that card could do with a touch-up to make it clearer. Perhaps:

"Select 1 Monster Card on the field that is equipped to another monster as an Equip Spell Card. Special Summon the selected monster on your side of the field."

Other than that, it's a good card. There's lots of applications involving Relinquished (as you hinted at), and also for Union Monsters. If your opponent has their Dark Blade equipped with Pitch-Dark Dragon and is annoying you immensely with it, use this card to take their Dragon and remove Dark Blade from the field with a beatstick.

I'm assuming it means you can take any equipped monster on the field, not just ones equipped to your monster?
 
Maruno said:
I think the wording of that card could do with a touch-up to make it clearer. Perhaps:

"Select 1 Monster Card on the field that is equipped to another monster as an Equip Spell Card. Special Summon the selected monster on your side of the field."
If you check the errata, you'll see that Union monsters have been corrected. They used to refer to Union equipment as monster cards, but that has been changed. When its equipped to a monster, it is an Equip spell card, it doesn't know that it used to be a monster. Konami doesn't want the cards to be made clear. :confused:

I'm assuming it means you can take any equipped monster on the field, not just ones equipped to your monster?
Yes, anywhere on the field.
 
That's why I said "Monster Card" instead of "monster". It's no longer treated as a "monster", but instead an Equip Spell Card, but physically it is still a Monster Card, with the yellow, orange, blue or purple background on it. That's how I take these two phrases to mean. And if I'm right, my text would be fine for the job.

However, reading the Erratas I see that Union monsters, when equipped, are treated as "Equip Cards", not "Equip Spell Cards". Since I think "Equip Card" encompasses "Equip Spell Card" in its meaning, just correct that little bit in the text.
 
The Glass Heel
Quick-play Spell
This card can only be activated in your draw phase before you draw. Instead of drawing a card from your deck, draw a card from the top of your opponent's deck, and show it to you opponent. In the End Phase, let your opponent look at your hand. Any cards that have the same name as the drawn card is then added to your opponent's hand.
 
Dark Magician´s Rod
Continuos spell
While this spell card is face up on the field, every time a monster card that has "Dark Magician" in its card name in your side of the field inflict damage to your opponent´s life points put one spell counter on a card that you can put a spell counter.
 
Maruno said:
That's why I said "Monster Card" instead of "monster". It's no longer treated as a "monster", but instead an Equip Spell Card, but physically it is still a Monster Card, with the yellow, orange, blue or purple background on it. That's how I take these two phrases to mean. And if I'm right, my text would be fine for the job.

However, reading the Erratas I see that Union monsters, when equipped, are treated as "Equip Cards", not "Equip Spell Cards". Since I think "Equip Card" encompasses "Equip Spell Card" in its meaning, just correct that little bit in the text.
Currently there are only two types of Equip Cards in the Game. Equip Spell Cards and Equip Trap Cards (Blast with Chain for example). If an effect monster states it turns itself into an Equip Card, even if it doesn't use the word "spell", it becomes an Equip Spell Card by default.
 
Digital Jedi said:
Currently there are only two types of Equip Cards in the Game. Equip Spell Cards and Equip Trap Cards (Blast with Chain for example). If an effect monster states it turns itself into an Equip Card, even if it doesn't use the word "spell", it becomes an Equip Spell Card by default.
Fair enough.
 
In the vein of recent issues:

Deck Buster
Spell Card
At the activation of this card, call the number of cards remaining in your opponent's Deck. If you call it correctly, at resolution remove the top 8 cards of your opponent's Deck from play.

Query
Spell Card
When activating this card, your opponent cannot check cards in the Graveyard. Your opponent calls the name of the first Spell Card found at the bottom of your Graveyard. If he/she call it right, the Spell Card is removed from play. If he/she call it wrong, return the Spell Card to your hand.
 
Warring Nations Booster set. It was model after the the units/COs/and other aspects of Adavnce Wars 2. These are the Spells. I'll leave the limits to you guys.

WRN-EN017
BH Cannon
Continuous Spell
Effect: This card's effect cannot be activated if you do not control a DARK monster. During each of your opponent's standby Phases, select one face-up monster card on the opponent's side of the field. Decrease that monster's ATK and DEF by half until the end of the turn.
Super/Ultimate Rare

WRN-EN018
BH Laser
Continuous Spell
Effect: This card's effect cannot be activated if you do not control a DARK monster. Pay 1000 Life points each time you use the effect of this card. During each of your opponent's standby Phases permanently decrease all of opponent's monster ATK and DEF by half.
Rare/Ultimate Rare

WRN-EN019
BH Fortress
Field Spell
Effect: Opponent cannot attack directly or inflict effect damage for any reason as long as this card if face-up on the field. This card cannot be destroyed by card effects controlled by the opponent. During each of your standby Phases pay 1000 Life points to keep this card on the field. If you cannot, destroy this card.

WRN-EN020
BH Pipeline
Field Spell
Effect: As long as this card is face-up on the field, neither player's monsters can be attacked.

WRN-EN021
Lightning Strike
Quick-Play Spell
Effect: Pay 1000 Life points. During this turn monsters can attack twice.
Rare/Ultimate Rare

WRN-EN023
Gold Rush
Quick-Play Spell
Effect: Increase your Life points by an amount equal to half your existing amount of Life points.
Rare/Ultimate Rare

WRN-EN027
Snake Bite
Quick-Play Spell
Effect: Pay 500 Life Points. Your opponent cannot chain to your monster's attacks. Monster cards that attacked once may attack again if there are monsters on opponent's side of the field.

WRN-EN029
Hyper Upgrade
Quick-Play Spell
Effect: Pay 800 Life Points. Replenish all counters on your monsters. Increase the ATK and DEF of you monsters by 200 points until the end of your opponent's next turn.

WRN-EN030
Winter Fury
Quick-Play Spell
Effect: Pay 800 Life Points. Decrease the ATK of opponent's face-up monsters by 200 points. Opponent cannot attack or activate any set cards until the end of his/her next turn.

WRN-EN031
Super Snipe
Normal Spell
Effect: Pay 500 Life Points. Increase the ATK of your monsters that have the effect: "This card can attack your opponent's life points directly even if they have monsters on their side of the field", by 400 points until the end of your opponent's next turn. In addition, during this turn, when these monsters attack 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.

WRN-EN032
Max Blast
Normal Spell
Effect: Pay 1000 points. Increase the ATK of your monsters that do NOT have the effect: "This card can attack your opponent's life points directly even they have monsters on their side of the field.", by 500 points until the end of your opponent's next turn. In addition, during this turn, when these monsters attack 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.

WRN-EN033
Double Time
Normal Spell
Effect: Discard 1 card. Double the base ATK of LV 4 or lower Warrior-Type monsters on your side of the field. During this turn, monsters effected by this card cannot be effected by opponent's Spells, Traps, or monster effects.
Rare/Ultimate Rare

WRN-EN034
Merchant of Union
Normal Spell
Effect: Pay 1000 life points. Downgrade all monster cards in your hand and on the field by two until the end of this turn. In addition to your normal summon, special summon monster cards onto the field until you can fill up all 5 monster slots if possible.
Ultra/Ultimate Rare

WRN-EN035
Lady Luck
Normal Spell
Effect: Discard 1 card from your hand. When your opponent attacks your monsters or uses an effect that would destroy your cards on the field or hand, flip a coin. If heads, that attack or card effect is negated and the card is destroyed.
Rare/Ultimate Rare

WRN-EN036
Typhoon
Quick-Play Spell
Effect: Discard 1 WATER monster from your hand. For every monster on the field, decrease all non-WATER monster ATK and DEF by 100 points. In addition only WATER monsters may attack until the end of your opponent's turn.
Rare/Ultimate Rare

WRN-EN037
Airborne Assault
Normal Spell
Effect: If there is a face-up "Transport Copter" on your side of the field, your Warrior-type monsters may attack directly. In Addition, Special Summon as many LV 4 or lower Warrior-type monster until you fill up all 5 monster slots. Monsters special summoned in this way have their ATK and DEF permanently decreased by 100 points.
Rare/Ultimate Rare

WRN-EN038
Overdrive
Normal Spell
Effect: Replenish all counters on EARTH monsters that had counters and increase their ATK of DEF by 1000 points until the end of the opponent's turn.

WRN-EN039
Counter Break
Quick-Play Spell
Effect: Reveal all of opponent's set cards(flip effects not activated.) Traps and Spells revealed by this effect are not activated and are returned to their original position. When opponent attacks your monsters, increase your monster's ATK and DEF by 700 for the damage step only.

WRN-EN040
F. O. W.
Continuous Spell
Effect: Both players may play Monsters in face-down Attack Mode.

WRN-EN041
Base
Continuous Spell
Effect: Once once per turn, you may activate one of the following effects during your Main Phase:
-Pay 500 Life points. Special summon 1 LV4 or lower Earth Machine or Warrior-type Monster from your hand, deck, or graveyard. It cannot attack this turn.
- Pay 800 Life points. Special summon 1 LV6 or lower Earth Machine or Warrior-type Monster from your hand, deck, or graveyard. It cannot attack this turn.
-Pay 1000 Life points. Special summon 1 LV8 or lower Earth Machine or Warrior-type Monster from your hand, deck, or graveyard. It cannot attack this turn.
Super/Ultimate Rare

WRN-EN042
Airport
Continuous Spell
Effect: Add 1 counter to each WIND monster on your side of the field that uses counters during your standby phase and pay 100 life points per counter (This is not optional). In addition once per turn, you may activate one of the following effects during your Main Phase:
-Pay 500 Life points. Special summon 1 LV4 or lower WIND Machine-type Monster from your hand, deck, or graveyard. It cannot attack this turn.
-Pay 800 Life points. Special summon 1 LV6 or lower WIND Machine-type Monster from your hand, deck, or graveyard. It cannot attack this turn.
-Pay 1000 Life points. Special summon 1 LV8 or lower WIND Machine-type Monster from your hand, deck, or graveyard. It cannot attack this turn.
Super/Ultimate Rare

WRN-EN043
Port
Continuous Spell
Effect: Add 1 counter to each WATER monster on your side of the field that uses counters during your standby phase and pay 100 life points per counter (This is not optional). In addition once per turn, you may activate one of the following effects during your Main Phase:
-Pay 500 Life points. Special summon 1 LV4 or lower WATER Machine-type Monster from your hand, deck, or graveyard. It cannot attack this turn.
- Pay 800 Life points. Special summon 1 LV6 or lower WATER Machine-type Monster from your hand, deck, or graveyard. It cannot attack this turn.
-Pay 1000 Life points. Special summon 1 LV8 or lower WATER Machine-type Monster from your hand, deck, or graveyard. It cannot attack this turn.
Super/Ultimate Rare

WRN-EN044
Factory
Continuous Spell
Effect: Activate as many of the effects as possible:
-Pay 1000 Life points. Special summon to 1 LV8 or lower WATER Machine-type Monster from your hand, deck, or graveyard. This effect can only be activated once per turn.
-Pay 1000 Life points. Special summon to 1 LV8 or lower WIND Machine-type Monster from your hand, deck, or graveyard.This effect can only be activated once per turn.
-Pay 1000 Life points. Special summon to 1 LV8 or lower Earth Machine or Warrior-type Monster from your hand, deck, or graveyard.This effect can only be activated once per turn.
Super/Ultimate Rare

WRN-EN045
Volcano
Field Spell
Effect: During both player's standby phases flip a coin. If heads, decrease the attack of all face-up monsters in even number monster slots by 500 points . If tails, decrease the attack of all face-up monsters in odd number monster slots by 500 points.
Rare/Ultimate Rare

WRN-EN046
Funding
Continuous Spell
Effect: At the start of your Main phase 1 increase your life points by 100 points for every card on side of the field. If you have a face up "Airport", "Base", or "Port" on the field increase your life points by an additional one 100 points for each card on your side of the field.

WRN-EN047
Lab
Normal Spell
Effect: This card's effect cannot be activated if you do not control a DARK monster. You may activate 1 of the following effects:
-Special Summon 1 "Neotank Cannon" from your deck, hand or graveyard.
-Search your deck for 1"BH Cannon", "BH Laser", "BH Mini Cannon", "BH Citadel" or "BH Pipeline" and add it to your hand.

WRN-EN048
Missile Silo
Normal Spell
Effect: Each Player selects 1 card from his/her hand, then looks at the Level of the selected cards. The player who selected the card with fewer Levels has his face-up monsters ATK and DEF decreased by half. If a non-Monster Card is selected, it is treated as Level 0. Both cards are returned to their respective owner's hand.

WRN-EN049
Modern Civilization
Field Spell
Effect: As long as this card is face up in the field, increase the ATK and DEF of Machine-Type monsters by 300 points. In addition, both players add 1 counter to each non-WIND or WATER monster on his/her side of the field during their standby phase and pay 100 life points per counter (This is not optional).

WRN-EN050
Armistice
Normal Trap
Effect: Flip all face-up monsters face down. Set monsters cannot be flipped up other than through battle or the effect of a monster, spell, or trap card. Inflict 500 points of damage to your opponent's Life Points for each Effect Monster on the field.
Rare/Ultimate Rare

WRN-EN054
Cut your Losses
Normal Spell
Effect: Select one WARFARE monster on your field that has not attacked, changed poistion, or has had its effect activated this turn. Tribute this monster to increase your Life Points by double the ATK of the monster.

WRN-EN058
BH Mini Cannon
Continuous Spell
Effect: This card's effect cannot be activated if you do not control a DARK monster.
Discard one card from your hand and destroy 1 Spell or Trap card on the field.
Rare/Ultimate Rare

WRN-EN059
BH Citadel
Continuous Spell
Effect: All your opponent's face-up monsters have a DARK attribute.

WRN-EN060
Mission Complete
Continuous Spell
Effect: When 1 of your WARFARE monsters destroys a monster on the opponent's side of the field as a result of a battle, increase your Life points by 300 for each monster destroyed.
 
to know the other cards that rely on this card look at my post on the create a monster thread

chaos blood
equip magic
this card is destroyed and removed from play if Pandemonium doesnt exist on the field. the monster equipped with this becomes a spellcaster. if there is no spellcaster card in your gy destroy this card and remove it from play offer Dark Magician, Dark Magician Girl or Buster Blader equipped with this card to summon its chaos blood equivilent. increase the attk of the monster equipped with this card by 500 during each of your standby phases
 
I always love to make the unpopular one popular
and the popular one unpopular
so here goes

Resurrect of the D. D.
Quick-Play Spell
This card can only be activated when your card(s) is removed from play by an effect of the opponent's card. Return cards that have been removed from play to your hand. Your hand cannot exceed 5 cards after you resolve this effect.

Collapse of the D. D.
Quick-Play Spell
This card can only be activated when your card(s) is removed from play by an effect of the opponent's card. Return all cards that have been removed from play to your graveyard. For every card return this way, your opponent takes 200 point of damage.

The Destiny of Envoy
Quick-Play Spell
You can activate this card when a monster that requires removing monster(s) from play to summon is summoned. Remove the Monster(s) from play and increase your life point by 300 for every star the removed monster has.

Union Transformer
Continuous Spell
Select a face-up normal monster on your side of the field when you activate this card. The monster is treated as a union monster. Once per turn, during your Main Phase, if you control the targetted card on the field, you can equip it to one of your monsters as an Equip Card, OR unequip the Union equipment and Special Summon that card in face-up Attack Position. While the union monster is equipped to a monster by this card's effect, increase the ATK/DEF of the equipped monster by half of the original ATK/DEF of the union equipment. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy the union equipment instead.) As long as this card remain face-up on the field, all Union Equip card are not destroyed by an effect controlled by your opponent.

Unarm
Spell
Your opponent select and discard one card from his/her hand. If the discarded card is a monster card, inflict damage to your Life Point equal to the number of stars the monster has *400. You cannot activate this card if your opponent has only 1 card in his/her hand.

Launch Back
Contiuous Spell
When a monster(s) are offered as a tribute, the player who performs the tribute take 800 damage to his/her Life Point.

Ruling: If "Lava Golem" is summoned to the opponent's side of the field, you are the one who performs the tribute and you will take 800 damage.

Rebellion
Contiuous Spell
Every the control of a card on the field is switch, the new controller of the card take 700 damage.
 
Polymer Spell Forge
Spell Card
Send Spell Cards that are listed by a Fusion Spell Card from your hand or your side of the field to the Graveyard, and activate that Fusion Spell Card on your side of the field.

Crosses of Restricting Light
Spell/Fusion
"Stop Defense" + "Block Attack"
This card remains face-up on the field for 3 of your opponent's turns. As long as this card remains face-up on the field, you can change the Battle Position of any of your opponent's monsters during your Main Phase. Also, your opponent cannot declare an attack as long as this card remains face-up on the field.

Phoenix Feather Blaster
Spell/Fusion
"Gryphon's Feather Duster" + "Harpie's Feather Duster"
Destroy all your opponent's Spell and Trap Cards on the field. Increase your Life Points by the number of destroyed cards x 500 points.

Superstorm
Spell/Fusion
"Dark Hole" + "Heavy Storm"
Destroy all cards on the field. Draw 2 cards from your Deck.

Wrath Axe of Archfiend
Fusion/Equip Spell
"Axe of Despair" + "Falling Down"
Equip this card to 1 of your opponent's monsters. Take control of the monster equipped with this card and increase its ATK by 800 points. Inflict 400 points of damage to your Life Points during each of your opponent's Standby Phases.

Murasame Dragon Soul Blade
Equip Spell/Fusion
"Fusion Sword Murasame Blade" + "Sword of Dragon's Soul"
This card can only be equipped to a Warrior-Type monster. A monster equipped with this card increases its ATK by 1200 points. A Dragon-Type monster that battles with the monster equipped with this card is destroyed during your opponent's next Standby Phase. This card cannot be destroyed by effects that destroy Spell Cards.

777
Spell/Fusion
"7" + "7" + "7"
Pick up 4 cards from your Deck and add them to your hand. Increase your Life Points by 700 points for each Spell Card picked up.
 
More from Jathro's Brain

Divide & Conquer
Quick-Play Spell
"Select 2 monsters on your opponent's side of the field. Swap those monster's original attack values. This effect remains active until the end of your turn."


Black Sheep
Normal Spell
"Until the end of your opponent's turn, tokens can be used as tribute for tribute summon."
 
Finite Judgment spell cards:

FJD-EN033
Fusion of the Lost Ones
(Spell Card)
Pay 1000 Life Points. If you tribute summon a monster this turn, you may remove monsters in your graveyard from play equal to the amount of monsters you would have tributed for its summon instead of tributing monsters from your side of the field.

FJD-EN035
Spirit Fusion
(Spell Card)
Tribute one "Desert Sand Spirit" and one "Decimated End Spirit" on your side of the field to activate this card. Destroy all monsters on your opponent's side of the field and Special Summon one "Chaotic Life Spirit" to the field in face up attack mode from your Fusion Deck.
Rarity/Ultimate Rare

FJD-EN036
Magical Rain
(Spell Card)
Move one Spellcaster-type monster from your Graveyard to your hand and draw one card from your deck.
Super Rare/Ultimate Rare

FJD-EN037
Payment of Blood and Metal
(Ritual Spell Card)
This card is used to Special Summon "Inerie the Metal Beast". You must also offer monsters that's total level stars equal ten or more as a tribute from your hand or field.

FJD-EN038
Shockwave
(Spell Card)
Select one monster on your side of the field. If that monster is destroyed as a result of a battle during this turn, inflict damage to your opponent's Life Points equal to the original ATK or DEF of the monster.
Rarity/Ultimate Rare

FJD-EN039
Hero's Rest
(Continuous Spell Card)
Increase your Life Points by 300 times the number of Warrior-Type monsters on your side of the field during each of your End Phases.

FJD-EN040
Art of Trap Mimicry
(Quickplay Spell Card)
Remove one Trap Card in your hand from play. This card's effect becomes the same as that Trap Card.
Rarity/Ultimate Rare

FJD-EN041
Spell Receipt
(Spell Card)
Select one Spell Card in your hand and show it to your opponent. If that Spell Card is not in your hand at the end of the turn that this card is activated, add that Spell Card to your hand.
Super Rare/Ultimate Rare
 
Pavlov's training session
(Normal Spell)
Select one face up Beast or Beast-Warrior type monster on your side of the field. If you activate another "Pavlov's training session" this turn, that monster may attack twice this turn, and has its ATK increased by 500.

Ruling: If you activate two Pavlov's Training Session in your Main Phase, the first targeted monster may attack twice even if it was not targeted by the second card.

Fertilizer
(Continuous Trap)
During each of your standby phases, all face up plant type monsters gain 500 ATK points as long as they remain face up on the field

Poison Sting
(Quick-play spell)
Increase the ATK and DEF of all face up Insect type monsters by 500 for each Insect type monster on the field. If this card is activated in the Damage Step, and an insect type monster inflicts battle damage to your opponent's life points, that damage is tripled.

Heavy Scales
(Normal Trap)
Decrease the ATK of all face up Dinosaur and Reptile monsters on the field by 500. During this turn, all face up Dinosaur and Reptile monsters may attack twice, and when they attack with an ATK that is higher than the DEF of, you get the idea...

-pssvr
 
Cross Reference to Another card
Quick-Play
When a spell or Trap card is played, you can activate this card.
This cards effect becomes that of the spell or trap beign played.

(Ruling: If a Trap monster is played, this card will remain on the field as a trap monster.)

kool huh, :)
 
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