Fantasy Card Review - Spells

As long as the card remains face-up on the field, you can use its effect (otherwise it would have "Only once..." like Rare Metalmorph). You could steal up to 4 monsters with it (remembering Shapesnatch uses up one of your spaces). It'd certainly make Shapesnatch more playable, and while some may consider free Change of Hearts broken, remember Shapesnatch is still a weak monster. And "destroyed" on the Equip Card means either by a card effect or by game mechanic (Shapesnatch is removed). I suppose you could combo with Giant Trunade, though. Hadn't thought of that.
 
Ruined Earth
Field Spell
When a face-up monster(s) on the field is involved in damage calculation, destroy the monster(s) during the End Phase of this turn.
 
Reload and Rearm
Normal Spell
This card can only be activated in your Main Phase. Select 1 facedup Machine-type monster with an attack of 1500 or lower on your field and attach 2 equip spell cards from your deck to it. Destroy the monster in the end phase of the turn this card was activated.

Ugh screwed up the wording at the end...
 
Strenght Scrambler
Spell-Normal
Pay 3000 life points. For one turn rearange either the attack or defence points of a monster on your side of the feild

Darkness Begone
Spell Equip
This card can only be equiped to zombrya the dark, While equiped the effect of Zombrya the dark becomes, when this monster destorys a monster as a result of battle, you take two hundred points of direct damage to your life points
 
here are a few themed deck cards i posted up on a similar thread on the ude forums.......


Unseasonal Drought
Continuous Trap
Remove 3 FIRE type monsters in yur graveyard from play to activate this card. As long as this crd remains on the field negate the effect of all face up WATER monsters on the field.

40 Days And 40 Nights
Continuous Trap
Remove 3 WATER type monsters in yur graveyard from play to activate this card. As long as this crd remains on the field negate the effect of all face up FIRE monsters on the field.

Immovable Mountain
Continuous Trap
Remove 3 EARTH type monsters in yur graveyard from play to activate this card. As long as this crd remains on the field negate the effect of all face up WIND monsters on the field.

F5 Tornado
Continuous Trap
Remove 3 WIND type monsters in yur graveyard from play to activate this card. As long as this crd remains on the field negate the effect of all face up EARTH monsters on the field.

All Consuming Darkness
Continuous Trap
Remove 3 DARK type monsters in yur graveyard from play to activate this card. As long as this crd remains on the field negate the effect of all face up LIGHT monsters on the field.

The Eye of Ra
Continuous Trap
Remove 3 LIGHT type monsters in yur graveyard from play to activate this card. As long as this crd remains on the field negate the effect of all face up DARK monsters on the field.
 
Realm of the Purgatory

Field Spell
Upon activation of this card, destroy all set spells or traps on your side of the field. The player who activated this card cannot chain any spells or traps to this card's activation. As long as this card is face-up on your side of the field, you cannot set any spells or traps on your side of the field. During your Draw phase, you can draw 1 extra card.

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Sanctuary of Anubis

Field Spell

When you activate this card, destroy all cards on your side of the field and in your hand and remove them from play. The player who activated this card cannot chain any spells, traps or monster effects to this card's activation. As long as this card is face-up on your side of the field, you cannot set any spells or traps on your side of the field. During your Draw Phase, draw 3 cards instead of 1. At the end phase of both player's turn while this card is face-up on your side of the field, remove from play all cards in your hand.

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The Hand of God

Field Spell

When you activate this card, destroy all cards on your side of the field and in your hand and remove them from play. The player who activated this card cannot chain any spells, traps or monster effects to this card's activation. As long as this card is face-up on your side of the field, you cannot set any spells or traps on your side of the field. During your draw phase, you can draw 4 cards instead of 1. During the start of the Battle Phase of both player's turn, remove from play all cards in your hand. At the End Phase of your 3rd turn after you activated this card, if this card remains face-up on your side of the field, you lose the duel. At the End Phase of your 6th turn after you activated this card, if the duel have not ended, you lose the duel.
 
So Long, and Thanks for All the Fish
Spell Card
Remove from play all face-up Fish-Type monsters on the field. Special Summon 1 Aqua or Sea Serpent-Type monster from your hand whose Level is less than half of the combined Levels of the removed monsters.
 
Trap Replacement

Normal Spell

Send a trap card from your side of the field to the graveyard,then choose a trap card from your deck and set it,then suffle your deck.Until your next turn after this card was activated, you cannot activate or set any spell and/or trap cards.
 
Camouflage Trap Hole
Quick-Play Spell Card
You can only activate this card when a monster with an ATK or DEF of 1000 or more is Normal Summoned, Flip Summoned or Special Summoned. Destroy the summoned monster and your opponent draws one card from his/her Deck.
 
Different spelling. Jathro's "Camoflauged" vs. Digital's "Camouflage". Note the first word isn't even a proper word.

Ahem...
 
I'll pay 800 for Premature Burial to revive ...

johnnycochran6co.jpg


"If the glove don't fit it, aquit it!!
If the D-N-A N-O, you got to let it go!!
If there's no E-D, then you can't sue him or me!!
See me in the club, a bottle full of bub
Mama I got what you need if you need to feel a buzz
I'm into..."
 
The Chewbacca Defense
[Quick-Play Spell Card]
Switch all face-up Beast-Warrior-Type monsters on your side of the field to Defense position. Increase the DEF of each of those monsters by 200 points x the number of Beast-Warrior-Type monsters on your side of the field, until the end of this turn.

:D:D:D
 
'Roid Rage!
[Quick-Play Spell Card]
Destroy all monsters you control with the suffix "roid" in their card name. Special Summon 4 "'Roid Tokens" in face-up Attack Position to your side of the field. The ATK and DEF of each tokens is equal to half the combined original ATK and DEF of the destroyed monsters.
 
Dark Magician's Aid
Equip spell card

You can only equip this card to a dark magician girl or dark magician of chaos on your side of the field. When the equipped monster is destroyed pay 800 lifepoints to special summon a dark magician from your hand, deck or graveyard to your side of the field in face-up attack position.


I wanted to make the effect: "...you can pay 800 lifepoints to..." but you'll miss the timing if dark magician of chaos is destroyed, because he will be removed from play.
 
Normal Spell

Essence of Exodia

You can only activate this card by paying 12,000 Life points while having at least 3 face-up monster cards on your side of the field and no monsters on your foe side of the field. You win the duel.

I just felt like making something that'll make Destiny Hero Diamond Dude even more DEM broken then ever. :p
 
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