What if they remade....

Archfiendgeneral said:
Chaos general, you want a recap of what I have so far or more new archfiend cards altogether?

yeah!! that would be awesome! PM me with them or post them here, whichever really...

(nice Jinzo cards... lol)
 
Xeno said:
Isn't it easier to just win if you already have the Exodia pieces?
You win automatically if you have all 5 pieces. The only way you're going to get "Exodia the Sealed Ultimate Might" out is with a Fusion Sub monster, like Mystical Sheep #1 or The Dark - Hex-Sealed Fusion. That's why the card is so good: it's so hard to get out. Think about it: 5 fusion material monsters needed.

But with "Exodia the Sealed Ultimate Might" out you've pretty much won the game anyway. It just looks cooler.
 
I've got a really good one


the deckmaster's assasin:

fiend, 3, ?/?

This card's attack and defense is equal to the amount of light and dark monster pairs on your opponent's side of the field, in your opponent's graveyard, and your opponent's removed from play zone x700. This card can not be removed from the field by a monster card effect.

DEATH TO THE BEATDOWN!!!!!!!
 
Here's another batch of new archfiend cards I think its safe to assume I have done about as much as can possibly be done with archfiends (monsters-wise anyway). Heck, with all the ones I created there's enough cards to make half a japanese booster. Chaos General I'll have to private message ya the entire list since its too big for one post. I think its a page by itself.

Fusions this time. I think I'm missing a fusion between Shadowknight Archfiend and Ghostknight Archfiend. These are fusions between real archfiends and made up ones. Read my previous posts in this thread for the unreal archfiend fusion material.

Heavyknight Archfiend
Earth/fiend/5/2000/1600
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. All Battle Damage to this card's controller that he/she takes from a battle involving this monster becomes 0.

Estimated rarity by effect: Rare
Limit: none
Proposed Picture: A heavily armored foot soldier archfiend holding a spear(a blade is sticking out of a skull at the end of the spear) in battle stance. Red muscle tissue with brownish white archfiend bone armor.

Ghost Paladin Archfiend
Wind/fiend/7/2100/2300
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
Proposed Picture: A centaur-like Archfiend charging right. Blue muscle tissue with greenish white archfiend bone armor. Left forearm is an Axe.
Wears a viking like helmet that conceals its face. Axe design similar to Mefist's.

Shadow Paladin Archfiend
Wind/fiend/7/2000/2300
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. Wear a knight helmet that conceals its eyes.

Estimated rarity by effect: Super Rare
Limit: none
Purposed Picture: A centaur-like Archfiend charging left. Green muscle tissue with reddish white archfiend bone armor. Right forearm is a broadsword.

Berserker Archfiend
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
Purposed Picture:

End Bringer Archfiend
Earth/fiend/6/2400/1200
Fusion Material: Battle-harden Warrior 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: Super Rare
Limit: none
Purposed Picture: A medium build Archfiend. Cloaks conceal most of his form. Holds a dagger-like sword at his side that gives off a dark red aura. Transparent closeup of his face in the background to show hawk-like red eyes.

Dark Elder Archfiend
Water/fiend/6/1600/2000
Fusion Material: darkbishop Arcfiend+ Light<i>bishop</i> 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.

Estimated rarity by effect: Rare
Limit: none
Purposed Picture: A archfiend covered completely in tattered black robes that have mystic symbols at the shoulders. Face is concealed in darkness by hood except for glowing red eyes. Hands are outstreched as to invoke a Spell. A archfiend staff is floating a inches away from his right hand. He's surround by a light aura.

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. If this card is attacked, change the Battle Position of this card to Attack Position at the end of the Damage Step.

Estimated rarity by effect: Super Rare
Limit: none

Battle-harden Warrior Archfiend
Earth/fiend/4/2000/400
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

Archfiend Empress
Fire/fiend/7/900/2500
Fusion Material: Sorcerer Archfiend+ Infernalqueen 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. During each of your turns, this card can increase the ATK of 1 Archfiend monster by 1000 points until the end phase of that turn. If you activate this effect, this card cannot attack that turn.

Estimated rarity by effect: Super Rare
Limit: none

Archfiend Emperor
Dark/fiend/7/2600/2500
Fusion Material: 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.

Estimated rarity by effect: Ultra Rare
Limit: none
 
that is quite a bit of archfiend fusion monsters... id like to see one summon them in one duel.... lol... here are some new cards i made up today at school when i was bored: (im gonna copy archfiendgeneral a bit with the rarity and limiting thing ;))

Amazoness Jungle
(Field Spell)
Increase the ATK and DEF of all monsters with Amazoness in their card name or are named Amazon Archer by 200 points. Once per turn, during your draw phase, before you draw, you may look through your deck for one card that has Amazoness in its card name or is name Amazon Archer or Dramatic Rescue and add that card to your hand. You may not draw during the draw phase during the turn that you activate this effect.

Rarity: Super? Rare?
Limit: None

Amazoness Belt
(Equip Spell)
A monster equipped with this card is treated as a monster with "Amazoness" in its card name. Each time the equipped monster attacks or is attacked, increase its ATK by its level stars x100 and decrease the attacking or attacked monster's ATK by its level stars x100.

Rarity: Super
Limit: None

Amazoness Whip Master
(Earth/Warrior/4/1500/1450)
When this card attacks an opponent's monster or is attacked by an opponent's monster, you may change the battle position of the opponent's monster.

Rarity: Common
Limit: None

Halo Serpent - Shinaire
(Light/Reptile/Ritual/5/2300/1700)
[Ritual Summoned by "Calling of the Serpent']
When this monster is special summoned by a ritual summon, flip all face down monsters on the field face up, (Flip effects are not activated) then destroy all effect monsters on the field except this one.

Rarity: Super
Limit: None

Butterfly Axe
(Equip Spell)
Increase the equipped monster's ATK by 800. The equipped monster and this card are uneffected by trap cards.

Rarity: Super
Limit: None

Atmosphere Dragon
(Wind/Dragon/4/1800/1500)
This monster cannot be destroyed as a result of a battle. Pay 1000 LP to return this card to your hand. This effect can be used during your opponent's turn.

Rarity: Rare
Limit: None

The Unholy Wanderer
(Dark/Fiend/4/1400/1000)
If this card battles with a monster with a higher ATK than it, increase its ATK by 500.

Rarity: Rare
Limit: None

so what do ya'll think? lol, i like them all quite a bit much, but then again, i created them... so i guess i kinda have to like them...
(look out for Halo Falcon, Halo Tiger, Halo Kraken, and Halo {Whale? Beluga? Dolphin?})
 
Archfiendgeneral and chaos general are on the roll! Generals, lead the army.....with new monsters! I just had to say that :)
 
Deck Expurgating Virus
Trap
Tribute 1 Light monster on your side of the field. Check all monsters on your opponent's side of the field, your opponent's hand, and all cards he/she draws until the end of your opponent's 3rd turn after this card's activation, and destroy all Dark monsters.

Deck Eclipsing Virus
Trap
Tribute 1 Dark monster on your side of the field. Check all monsters on your opponent's side of the field, your opponent's hand, and all cards he/she draws until the end of your opponent's 3rd turn after this card's activation, and destroy all Light monsters.

Deck Osmosing Virus
Trap
Tribute 1 Fire monster on your side of the field. Check all monsters on your opponent's side of the field, your opponent's hand, and all cards he/she draws until the end of your opponent's 3rd turn after this card's activation, and destroy all Water monsters.

Deck Extinguishing Virus
Trap
Tribute 1 Water monster on your side of the field. Check all monsters on your opponent's side of the field, your opponent's hand, and all cards he/she draws until the end of your opponent's 3rd turn after this card's activation, and destroy all Fire monsters.

Deck Subliming Virus
Trap
Tribute 1 Earth monster on your side of the field. Check all monsters on your opponent's side of the field, your opponent's hand, and all cards he/she draws until the end of your opponent's 3rd turn after this card's activation, and destroy all Wind monsters.

Deck Displacing Virus
Trap
Tribute 1 Wind monster on your side of the field. Check all monsters on your opponent's side of the field, your opponent's hand, and all cards he/she draws until the end of your opponent's 3rd turn after this card's activation, and destroy all Earth Monsters.
 
Ye gods...whatever happened to "What if they remade..."?
Take all the cards everyone's created so far, and we could make a new set.
btw...Isn't "osmose" supposed to refer to WATER, not FIRE?

Another Evil Casual Card:
Exodia's Head
DARK/Spellcaster/3/1000/1000
This card's name is treated as "Exodia the Forbidden One". When you have 5 different cards in your hand with "Forbidden One" in their names and a player has priority, you may throw those 5 cards on the play surface and shout, "EXODIAAAA! OBLITERAAATE!!" (add more A's as needed). As your opponent's Life Points become 0, he or she must react with shock and awe at how you dramatically pulled off such an unexpected move, or forfeit the Match.
(The "priority" clause just indicates how you can't Exodia-win while something is resolving.)
 
Yeah, you're right, this a 'what if they REmade' thread and now its been changed to just 'what if they made' thread. Oh well. I'm enjoying seeing people's creations. Is there any way to rename the thread?

Cool viruses, DaGuyWitBluGlasses. A plague deck. There is a card coming out that can switch attributes right?
 
Archfiendgeneral said:
Yeah, you're right, this a 'what if they REmade' thread and now its been changed to just 'what if they made' thread. Oh well. I'm enjoying seeing people's creations. Is there any way to rename the thread?

Keep it coming, if theirs enough interest in "create-a-card," it will earn its own forum.



Cool viruses, DaGuyWitBluGlasses. A plague deck. There is a card coming out that can switch attributes right?

We already have a monster that does that, Homunculus the Alchemic Being.

There is a monster that will be treated as being all four elemental attributes when it is on the field, (though it won't work with Elemental Burst, Elemental Burst needs 4 tributes.)
 
Now for some Spells/Traps. Its getting kind of hard to tell the rarity and limit since although by itself the card maybe not be much but in combination with others, it can be absolutely brutal.

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
Notes: An Archfiend deck last resort. Often at times it your life point costing Archfiends that do you in.

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 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
Notes: May seem strange that you can't get Terrorking for this card's effect or Divinepawn's but like the game rules state, a pawn cannot promote to a King.

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
Notes: Like the real gambit, your sacrificing a pawn to get rid of opponent's good position on the field.

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
Notes:

<i>bishop</i>'s Flail
Spell, Equip
Effect: This card can only be equipped to a monster with '<i>bishop</i>' in its name. Increase the monster 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
Notes: I got this idea from seeing a spiked weapon that was given the name

Pawn Defense
Trap
Effect: Pay 500 Life points. When this card is activated, you cannot summon any monster in the same turn (including Flip Summon and Special Summon). Place 2 "Vilepawn Archfiend" tokens (Fiend-type/EARTH/2 Start/1200/200) in Attack Position on your side of the field. The tokens cannot be used as a Tribute for a Tribute Summon. As long as both of these tokens exist on your side, your Archfiend Monster Cards cannot be attack targets.

Estimated rarity by effect: Super Rare
Limit: none
Notes: I wanted to call it French Defense (like the real defense opening for black) but I think I'll take UDE's example and save myself from the possibility of angering French duelist.

Archfiend's Rage
Trap
Effect: Increase the ATK of each Archfiend Monster Card on your side of the field by 200 x the number of Archfiend Monster Cards face up on your side of the field until the end of the turn. Any Archfiend Monster Card that was involved in Damage Calculation is destroyed at the end of the turn.

Estimated rarity by effect: Common
Limit: none
Notes: Hopefully all my cards go toward the theme of maintaining field presence while using one another effects to protect each other.

The King in Jeopardy
Trap
Effect: Send 2 cards from the top of your Deck to the Graveyard. Your opponent cannot declare an attack on face-up Archfiend Monster Cards.

Estimated rarity by effect: Super Rare
Limit: none
Notes: Hey, what can I say? When your King's in danger you throw whatever you have to save it. Take heed, in chess, you don't get a choice of saving your king. Here you do.

Check!
Trap
Effect: You can only activate this card when you have a Face-up Archfiend Monster on your side of the field and only at the end of your opponent's Draw Phase. Pay half your Life Points. Increase the ATK of one Archfiend Monster Card by the difference until the end of the turn. Your opponent skips his Main Phase 1 and must attack the selected Archfiend Monster Card if he/she declares attacks. If he/she does not declare an attack this battle phase, your opponent skips his Main Phase 2 this turn. If the opponent does not have monsters on his/her side to chose for this card's effect, draw cards from your deck equal to the level of the selected Archfiend Monster Card.

Estimated rarity by effect: Ultra Rare
Limit: 2?
Notes: Like what happens in the real game, your opponent MUST respond to the threat. He has to drop whatever else he planned on doing that turn and turn his attention to the threat. It buys you a move, or in this case a few extra cards from your deck.

Shadowburn Gambit
Trap, Continuous
Effect: This card's effect can only be activated when your opponent declares an attack. Special Summon 1 Archfiend Monster Card from your hand to your side of the field. This monster cannot attack directly as long it remains on the field and battle damage inflicted to the opponent by that monster is halved.

Estimated rarity by effect: Ultra Rare
Limit: 1 (I don't want to limit Chess Formation past 2)

Skewer
Trap, Continuous
Effect: You must have at least 1 Archfiend Monster Card on your side of the field to use this card's effect. As long as this card remains face-up on the field, your opponent must have 1 of his face-up monsters changed to Attack Position for each Archfiend Monster Card on your side of the field. The opponent's monster(s) selected for this card's effect cannot be destroyed through battle and their battle position cannot be changed.

Estimated rarity by effect: Super Rare or Ultra Rare
Limit: 1
Notes: Its a strange variation of "Final Attack Orders".

Rulings:
1. While "Skewer" is active and you have an Archfiend Monster Card on your side of the field, if you attack a face-down Defense Position monster, it is changed to Attack Position if the opponent does not already have an monster selected for "Skewer"'s effect. "Skewer" will prevent it from being destroyed through battle but damage calculation is applied with the monster in Attack Position.

2. Opponent selects the face-up monsters for "Skewer"s effect.

3. A monster remains permanently selected for "Skewer"s effect. If the opponent has more monsters than you have Archfiend Monster Cards, he/she cannot reselect monsters for "Skewer's effect unless "Skewer" leaves play or you gain or lose Archfiend Monster Cards on your side of the field.

4. "Skewer"s effects of keeping a monster in Attack position and preventing it from being destroyed in battle only works as long as you have an Archfiend Monster Card in play. If you do not and attack with a non-Archfiend Monster Card, the opponent's monster can be destroyed through battle.
 
Archfiendgeneral said:
Skewer
Trap, Continuous
Effect: You must have at least 1 Archfiend Monster Card to use this card's effect. For each Archfiend Monster Card on your side of the field, your opponent must maintain 1 face-up monster on his side of the field in attack position. That monster(s) cannot be destroyed through battle.

Estimated rarity by effect: Super Rare
Limit: none

Rulings:
1. Your opponent does not have to summon. He can still set monsters. Any monster summoned(special summoned) however, will be selected this card's effect if you have an Archfiend Monster Card on your side of the field.

HUH? How does this thing work? An example would be nice, please.
 
Here's a few examples:

Ex. 1
Player A has a face-up 'Archfiend Soldier' on his side of the field and an active 'Skewer' .

Player B has a face up monster on his side of the field.

'Skewer' prevents him from switching it to DEF position because Player A has an Archfiend Monster Card on his side of the field. In addition as long as Player A has an Archfiend Monster Card on his side of the field, Player B's face-up monster cannot be destroyed through battle.

Basically its become a Spirit Reaper that can't go to DEF position.

Ex. 2
Player A has an face-up 'Archfiend Soldier' on his side of the field and an active 'Skewer' .

Player B has a face-down monster on his side of the field.

If Player A attacks Player's B face down monster, it is changed to Attack Position due to "Skewer" and can no longer be destroyed in battle. Damage calculation occurs with the Monster in Attack Postion.

Ex. 3
Player A has 2 face-up 'Archfiend Soldier's on his side of the field and an active 'Skewer' .

Player B has a face up monster on his side of the field and one face-down monster in Defense position.

If Player A attacks Player's B face-down Defense position monster, it is changed to Attack Position before Damage calculation is applied due to "Skewer"'s effect since Player B only has one face-up monster selected for "Skewer"'s effect and the Player A has 2 face-up Archfiend Monster Card on his field, requiring Player B to have two monsters selected for "Skewer" Effect.

Ex. 4
Player A has a face-up "Archfiend Soldier" in Attack Position on his side of the field with an active "Skewer".

Player B has 2 face-up monster on his side of the field.

Only 1 monster needs to be selected for "Skewer"s effect. Player B can choose which of his face-up monster will be selected for "Skewer"s effect. A monster remains permanently selected for "Skewer"s effect. Player B cannot later choose his other monster for "Skewer"s effect unless Player A loses that Archfiend Monster Card and later gains another one.

Sorry about the wording. Last time, I make such a complicated trap card, hopefully. I've change Skewer's wording to be a little clearer and included a few more rulings on it.

It was supposed to based a principle of chess. A King cannot be put in danger wiillingly. If King is being attacked by an enemy piece and you move an allied piece in front of the King to protect it, that allied chess piece can no longer move from its current position because that would mean the attacking piece has free access to take the king next turn. Here the King is the Duelist himself. The enemy piece is an Archfiend Monster Card and the allied piece is the Duelist's monster.
 
if only the cards we made were real.... here are a few new ones by me:

Halo Falcon - Shinaire
(Light/Winged-Beast/8/2500/1700)
When this monster is tribute summoned, flip all face down monsters on the field face up (Flip effects are not activated) and increase this monster's ATK by 200x the number of effect monsters on the field after this card's effect is activated.

Rarity: Super Rare?
Limit: None
RULING: This monster's ATK is only increased by the number of effect monsters at the time of this monster's tribute summon. (EX: if there are no effect monsters on the field besides this one, its ATK becomes 2700 until its removed from the field or flipped face down)

Android #731 Alpha
(Earth/Machine/8/3200/2000)
This monster cannot be normal summoned or set. This card can only be special summoned by offering one "Jinzo" on your side of the field as a tribute. As long as this monster remains face up on the field, negate the effects of all trap cards and no trap cards can be activated. Once per turn, during either player's turn, you may discard one card from your hand to the graveyard to be able to activate trap cards until the end of the turn.

Rarity: Ultra Rare
Limit: 1 or 2?
RULING: If this monster is special summoned initially through its effect and then sent to the graveyard, you can special summon it to the field through the effects of "Premature Burial", "Call of the Haunted", etc.

Hiryuga the Thunder
(Light/Thunder/4/2000/1100)
This monster cannot attack if there is a non-LIGHT type monster on your side of the field. Send this card from the field to the graveyard to destroy all non-LIGHT type monsters on the field.

Rarity: Ultra Rare
Limit: 2?
 
i'd have to say that u would need to limit the Hiryuga the Thunder to one, too powerful against earth, archfiend, non-Chaos warrior, zombie, etc.

-chaosruler
 
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