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NEW set: Ancient Madness *20/??? Cards**Updated: HEAVY INFANTRY*


Teh ZWOOTS

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[spoiler=Vanilla Monsters]

 

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General Varce has served the Mad King for centuries, even before he came into power. General Varce was initially the one who weaved the strategies that put the Mad King into power. Because of this, the Mad King mechanically enhanced Varce so he may continue to serve him. Even in his old age, because of his mechanical body, there are few deadlier warriors. His ancient mind has remained untouched by engineers, but even still, when it comes to strategies, there are none more efficient.

 

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[spoiler=Effect Monsters]

 

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If this card is summoned in any way other than a Special Summon, it is treated as a Normal Monster. When this card is successfully Special Summoned, destroy all Spell and Trap Cards on your side of the field. As long as this card remains face-up on your side of the field, your Spell and Trap Card Zone is treated as a Monster Card Zone. When this card is selected as an attack target, you can send 1 face-up monster on your Field to the Graveyard to negate the attack. When this card's effect is negated, remove all monsters in your Spell and Trap Card Zone from play.

 

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This card cannot be Special Summoned. This card can only be Tribute Summoned using Beast-Type monsters. As long as this card remains face-up on your side of the Field, increase the ATK of all Beast-Type monsters by 500. As long as there is at least one Beast-Type monster on your side of the Field at beginning of your Battle Phase, this card may attack twice in one turn. If this card destroyed and sent to the Graveyard, destroy all Beast-Type monsters on your side of the Field.

 

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[spoiler=Spell/Trap Cards]

 

 

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This card can only be activated when your opponent has 1 monster Type occupying his/her entire Monster Card Zone. As long as this card remains face-up on your side of the Field, all monsters of that Type will treated as Zombie-Type monsters. Once per turn, during your opponent's Draw Phase, you can and must roll a 6-sided die. If the result is 1-2, inflict 100 points of damage to your and your opponent's Life Points for each Zombie-Type monster in his/her own respective side of the Field. If the result is 3-4, have your opponent select 1 Zombie-Type monster on his side of the Field, and destroy it. If the result is 5-6, destroy all Zombie-Type monsters on the Field. If, at the beginning of your Battle Phase, your opponent does not have any Zombie-Type monsters on his/her side of the Field, destroy this card.

 

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You must pay 1000 Life Points to activate this card. This card can only be Equipped to a Beast-Type monster. Double the ATK and DEF of the equipped monster. The equipped monster cannot inflict Battle Damage or attack your opponent directly. Once per turn, during your Second Standby Phase, remove 1 Beast-Type monster on your side of the Field from play. If you do not do so, decrease the ATK and DEF of the equipped monster by 2000. When the ATK or DEF of the equipped monster reaches 0, remove this card and the equipped monster from play. When this card is destroyed, remove the monster this card was equipped to from play.

 

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This card can only be activated after Battle Damage is applied to either player. Add the total Battle Damage to a counter. As long as this card remains face-up on the Field, whenever Battle Damage is applied to either player, flip a coin. If heads, add the total Battle Damage to the counter. If tails, flip another coin. If heads. inflict the total counter amount as damage to your opponent's Life Points and remove this card from play. If tails, inflict the total counter amount as damage to your Life Points.

 

 

 

 

 

[spoiler=God(-like) Cards]

 

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This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your Hand by removing all card on your side of the Field and Graveyard from play while you have 10 or less cards in your Deck, and 100 or less Life Points. This card's summoning conditions cannot be ignored. As long as this card remains face-up on your side the Field, this card's controller cannot lose the dual. In addition, the controller of this card cannot play any cards. This card is not affected by Spell Cards, Trap Card, or Monster Effects. When this card declares and attack, flip 2 coins. If both coins' result is heads, the selected monster is destroyed. Battle damage is not applied. If both coins' result is tails, the attack is negated and this card is removed from play. If the coins land in any other combination, the attack is negated. If this card is removed from the Field, the controller of this card loses the dual. This card's effect cannot be ignored.

 

 

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The Fusion Material Monsters for this card are any 5 Zombie-Type monsters, face-up on your side of the Field. This monster cannot be Special Summoned except by Fusion Summon. This card is not affected by Equip Spell or Trap Cards. As long as this card remains face-up on your side of the Field, all monsters sent to the Graveyard will be removed from play instead. Once per turn, you can choose to remove any number of Zombie-Type monsters on your side of the Field from play. When this card is destroyed and sent to the Graveyard, increase your Life Points by 300 for every Zombie-Type monster removed from play by this card's effect, and remove this card from play.

 

 

 

 

 

[spoiler=Ritual Monsters & Spells]

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This card cannot be Special Summoned except by Ritual Summon. This card can only be Ritual Summoned by the effect of "Supernatural Blood-Pact." This card is not affected by Trap Cards, or Flip Effects. When this card destroys a monster by battle, have your opponent remove two cards in his/her hand from play. When this card is destroyed and sent to the Graveyard, remove it from play instead. In addition, inflict 100 points of damage to your Life Points for every card in your opponent's removed from play pile.

 

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This card cannot be Special Summoned, except by a Ritual Summon. This card can only be Ritual Summoned by the effect of "Supernatural Blood-Pact." Once per turn, after either players' Battle Phase, you or your opponent, depending on whose turn it is, can choose to declare an attack. When an attack is declared in this manner, flip a coin. If heads, the card selected for an attack is destroyed, and battle damage is inflicted equal to half of the card's ATK. If tails, the attack is negated and the attacking monster is removed from play.

 

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[spoiler=Banned cards]

Please ignore this card. I know the OCG is bad, and I know it's over powered. It was made a long time ago. I added it to this set because I felt Alji-Morph (another old card) would be incomplete without the card it was made for. If you would like to rate, please omit this card completely, or include a rating separately.

 

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This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 5 DARK monsters on your side of the Field while you control "Alji-Morph." This card is not affected by Spell or Trap Cards. This card can only be destroyed by battle. This card cannot inflict Battle Damage or attack your opponent directly. When your opponent declares an attack on this card, roll 3 6-sided dice. If all 3 dice are either 2 or 4, your opponent can declare an attack on this card. If all 3 dice are 1, your opponent's attack is negated. If all 3 dice are 3 or 5, negate the attack and destroy all monsters on both player's side of the field(except for this card). If all 3 dice are 6, negate the attack, destroy all monsters on your opponent's side of the Field, and increase this card's ATK and DEF by 1000. You cannot declare an attack on your opponent during your next 3 Battle Phases if this effect is activated. Once per turn, at the beginning your Battle Phase, you must pay 1000 Life Points to flip a coin. If heads, this card can declare an attack on 1 of your opponent's monsters. If tails, you must skip your Battle Phase.

 

 

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I like the set but on your "Heavy Infantry" if you think of real life, the Infantry isn't too too strong, so I'd say lower the level to 5 or 6 and lower the ATK, but keep the DEF cuz they defend more then they attack

Thanks for the advice. I'll either change the name to better suit the card, or I'll take your advice and alter certain stats. If it's not too much to ask for, would you include a rating?

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  • 1 year later...

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