You must have this many "Crystal Beast" cards in your Spell & Trap Card Zone to activate and resolve these effects: ● 1+: This card cannot be destroyed by card effects and Field Spell Cards cannot be played. ● 2+: Up to twice per turn, you can halve the Battle Damage you take. ● 3+: When a Spell/Trap Card is activated: You can send 1 "Crystal Beast" card you control or from your hand to the Graveyard; negate the activation and destroy it. ● 4+: Once per turn, during your Main Phase: You can draw 1 card. ● 5+: Once per turn, during your Main Phase: You can target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.
Lore:
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 7 "Crystal Beast" cards with different names on your field or in your Graveyard. ● During either player's turn: You can send any number of "Crystal Beast" monsters you control to the Graveyard to banish an equal number of cards on the field. ● You can return 7 "Crystal Beast" monsters with different names from your Graveyard to your Deck: This card gains 1000 ATK for each "Crystal Beast" monster returned this way. This card cannot attack directly during the turn you use this effect.
Lore:
When this card is Summoned: You can place 1 "Crystal Beast" monster from your hand, Deck, or Graveyard face-up in your Spell & Trap Card Zone as a Continuous Spell Card. If this card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. During your Main Phase: You can send this card from your Spell & Trap Card Zone to the Graveyard; add 1 "Crystal Beast" monster OR "Crystal" Spell Card from your Deck to your hand. This effect of "Crystal Beast Sapphire Pegasus" can only be used once per turn.
Lore:
You can target 1 card your opponent controls; return this card and that target to their owner's hand. If this card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. If this card is in your Spell & Trap Card Zone: You can target 1 card on the field; return this card and that target to their owner's hand.
Lore:
Once per turn, while you control 1 or more "Crystal Beast" cards on your Spell & Trap Card Zone: This card cannot be destroyed (by battle or card effect). When another face-up "Crystal Beast" monster you control is targeted for an attack: You can make this card the attack target instead. If this card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
Lore:
If this card attacks, it gains 400 ATK during the Damage Step only. If this card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. Once per turn, while this card is in your Spell & Trap Card Zone: You can target 1 "Crystal Beast" monster you control; that target gains 400 ATK until the End Phase.
Lore:
While this card is in face-up Defense Position: "Crystal Beast" monsters you control gain 300 ATK and DEF. If this card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. Once per turn, while this card is in your Spell & Trap Card Zone: You can target 1 monster on the field; change that target's Battle Position.
Lore:
While you control 1 or more "Crystal Beast" cards in your Spell & Trap Card Zone: This card can attack your opponent directly. If this card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. Once per turn, while this card is in your Spell & Trap Card Zone: You can target 1 Level 3 "Crystal Beast" monster you control; that target can attack directly this turn.
Lore:
While you control 1 or more "Crystal Beast" cards in your Spell & Trap Card Zone: You can discard this card; draw 1 card. When this card is Special Summoned: You can Special Summon as many "Crystal Beast" cards as possible from your Spell & Trap Card Zone. If this card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
Corruption of the Fortress - EN036
Lore: Send 2 "Guardian of the Fortress" monsters from your side of the hand or Banished Zone to your Deck and shuffle, then Special Summon 1 "Guardian of the Fortress" Fusion Monster from your Extra Deck or Graveyard. This is treated as a Fusion Summon.
Energy of the Fortress - EN035
Lore: Send 2 "Guardian of the Fortress" monsters from your side of the field or Graveyard to your Deck and shuffle, then Special Summon 1 "Guardian of the Fortress" Fusion Monster from your Extra Deck or Graveyard. This is treated as a Fusion Summon.
Haven of the Fortress - EN034
Lore: Once per turn when a "Guardian of the Fortress" Fusion or Xyz monster is Summoned: Place 3 Fortress Counters on this card. You can destroy this card during your opponent's End Phase. If this card leaves the field: Special Summon "Guardian of the Fortress" Normal Monsters from your hand, Deck or Graveyard whose total Levels are less than or equal to the number of Fortress Counters on this card, and draw 1 card.
Godiowa, Guardian of the Fortress - EN033
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Lore: 2 or more Level 9 Dragon-Type monsters Must first be Xyz Summoned and cannot be Summoned any other ways. This card's Summon cannot be negated. Once per turn: You can attach 1 Level 9 "Guardian of the Fortress" Normal Monster from your hand to this card as an Xyz Material (Max. 6). This card's ATK and DEF are always equal to the number of Xyz Materials attached to it x 750. This card gains the following effects based on the Attributes of the Xyz Materials attached to it. • DARK: Once per turn: This card cannot be destroyed by battle. • LIGHT: This card inflicts Restoring Battle Damage. • FIRE: This card inflicts Piercing Battle Damage. • WATER: This card and any Xyz Material under it are unaffected by your opponent's Spell Cards. • EARTH: This card and any Xyz Material under it are unaffected by your opponent's Trap Cards. • WIND: This card and any Xyz Material Under it are unaffected by your opponent's Effect Monster effects.
Veiloaowa, Guardian of the Fortress - EN032
Lore: 2 Level 4 Dragon-Type monsters Must first be Xyz Summoned using at least 1 "Guardian of the Fortress" monster. Once per turn: You can detach 1 Xyz Material from this card; draw 1 card, then add 1 "Guardian of the Fortress" Normal Monster from your Deck or Graveyard to your hand.
Diabolowa, Guardian of the Fortress - EN031
Lore: 2 Level 4 Dragon-Type monsters Must first be Xyz Summoned using at least 1 "Guardian of the Fortress" monster. Once per turn: You can detach 1 Xyz Material from this card; destroy 1 card on the field, then add 1 "Guardian of the Fortress" Normal Monster from your Deck or Graveyard to your hand.
Zarowa, Guardian of the Fortress - EN030
Lore: 2 "Guardian of the Fortress" monsters When this card is Fusion Summoned: Add 1 "of the Fortress" Spell Card from your Deck to your hand. If this card leaves the field: During the End Phase; Special Summon either 1 Level 9 "Guardian of the Fortress" Normal Monster from your Deck or Graveyard in face-up Defense Position OR 2 Level 4 "Guardian of the Fortress" Normal Monsters from your Deck or Graveyard in face-up Attack Position.
Rabuowa, Guardian of the Fortress - EN029
Lore: 2 "Guardian of the Fortress" monsters
If this card destroys a monster by battle: Add 1 "Guardian of the Fortress" Normal Monster from your Deck or Graveyard to your hand. If this card leaves the field: During the End Phase; Special Summon either 1 Level 9 "Guardian of the Fortress" Normal Monster from your Deck or Graveyard in face-up Defense Position OR 2 Level 4 "Guardian of the Fortress" Normal Monsters from your Deck or Graveyard in face-up Attack Position.
Pedowa, Guardian of the Fortress - EN028
Lore: 2 "Guardian of the Fortress" monsters
If this card attacks or is attacked by an opponent's monster: Decrease the opponent's monster's ATK and DEF by 800 until the End Phase. If this card leaves the field: During the End Phase; Special Summon either 1 Level 9 "Guardian of the Fortress" Normal Monster from your Deck or Graveyard in face-up Defense Position OR 2 Level 4 "Guardian of the Fortress" Normal Monsters from your Deck or Graveyard in face-up Attack Position.
Sowa, Guardian of the Fortress - EN027
Lore: Dragon god of the skies and king of the dragons in the canyon. It protects the realm of light from within the skies it roams.
Parowa, Guardian of the Fortress - EN026
Lore: The deity of mountains and the essence of fire incarnated. It protects the realm of light from within its fiery haven.
Etowa, Guardian of the Fortress - EN025
Lore: Bound to the very life force of the Earth, this dragon protects the realm of light from the foundations itself.
Aowa, Guardian of the Fortress - EN024
Lore: Dragon god of the torrent and father of the Sea Lord, this dragon protects the realm of light where the fortress resides from the seas.
Daowa, Guardian of the Fortress - EN023
Lore: A dragon holding the powers of the Divine Darkness. It remains in the netherworld, protecting the realm of light with its godly strength from the shadows.
Gowa, Guardian of the Fortress - EN022
Lore: Father of the Guardian Dragons, this creature is said to invoke the powers of Gods. It guards the land with powerful magics, and the strength of the divine.
Power Capsule - EN021
Lore: Target 1 face-up "B.E.S." or Level 4 LIGHT Machine-Type monster on your side of the field. Select 1 effect of target monster and apply the effect as this card's effect. Also, if target monster is 1 face-up "B.E.S. Crystal Viper" with 1 or more Lazer Counters: Inflict 500 damage to your opponent for each counter.
B.E.S. Crystal Viper - EN020
Lore: "Victory Viper XX03" + "B.E.S. Crystal Core" Once per turn: This card cannot be destroyed by battle. If this card destroys a monster by battle: Activate 1 of the following effects: • Place 1 Lazer Counter on this card. • Banish 1 card on the field. • All monsters you control gain 300 ATK. If this card leaves the field: During the End Phase: Special Summon 1 "Victory Viper XX03" from your Graveyard.
B.E.S. Tetran Beta - EN019
Lore: "FalchionB" + "B.E.S. Tetran"
This card cannot be destroyed by battle. Once per turn: You can send 1 "B.E.S." monster, "Big Core" or a Level 4 LIGHT Machine-Type monster with 1200 ATK or less from your Deck to the Graveyard; draw 1 card. Once per turn: You can target 1 face-up LIGHT Machine-Type monster you control: Apply 1 of its effect(s) as 1 of this card's effects. If this card leaves the field: During the End Phase; Special Summon 1 "FalchionB" from your Graveyard.
B.E.S. British Core - EN018
Lore: "Lord British Space Fighter" + "B.E.S. Covered Core"
Once per turn: You can toss a coin and call it. If you call it right, activate one of the following effects: • This card gains an additional attack this turn. • Destroy 1 card on the field. • Special Summon 1 "Target Token" (Machine-Type/LIGHT/Level 3/ATK 400/DEF 400) on your opponent's side of the field. They cannot be used for the Summon of a monster. If this card leaves the field: During the End Phase; Special Summon 1 "Lord British Space Fighter" from your Graveyard.
B.E.S. Delta Core - EN017
Lore: "Delta Tri" + "B.E.S. Big Core MK-2"
Once per turn: You can add 1 Machine-Type monster from your Graveyard to the bottom of your Deck. Once per turn: You can equip 1 appropriate Union monster from hand or Graveyard to 1 face-up monster you control. Once per turn: This card cannot be destroy by battle. If this card leaves the field: During the End Phase; Special Summon 1 "Delta Tri" from your Graveyard.
B.E.S. Gradius 2.0 - EN016
Lore: "Gradius" + "Big Core"
Once per turn: You can Special Summon 1 Level 4 LIGHT Machine-Type monster with 1200 ATK or less from your Graveyard. Once per turn: This card cannot be destroyed by battle.Once per turn, if this card would be affected by the effect(s) of an opponent's card: You can send 1 LIGHT Machine-Type monster you control to the Graveyard; negate that card's effect and destroy it. If this card leaves the field: During the End Phase; Special Summon 1 "Gradius" from your Graeveyard.
Core Warp - EN015
Lore: Send Fusion Material Monsters that are listed on a "B.E.S." Fusion Monster Card from your hand, Deck or your side of the field to the Graveyard and Special Summon that Fusion Monster from your Extra Deck. If this card is in your Graveyard: You can discard 1 "B.E.S." monster, "Big Core", or Level 4 LIGHT Machine-Type monster from your hand to the Graveyard; add this card to the top of your Deck.
Force Eater - EN014
Lore: Target 1 face-up monster you control, equip this card to that target. It gains 800 ATK until your next End Phase. If either player declares an attack: You can send this card to the Graveyard; negate the attack, then draw 1 card for each "Force Eater" in your Graveyard.
Earthbound Immortal Malinaxochitl
There can only be 1 face-up "Earthbound Immortal" on the field. When this card is Summoned: Activate 1 Field Spell Card from your Deck or Graveyard. If there is no face-up Field Spell Card on the field: Destroy this card. This card can attack your opponent directly. You can discard 1 "Earthbound Immortal" monster from your hand: Special Summon this card (from your hand). If this card leaves the field by an opponent's card (either by battle or card effect): During your next Standby Phase; Special Summon 1 "Earthbound Immortal" monster from your hand, Deck or Graveyard except "Earthbound Immortal Malinalxochitl".
Earthbound Immortal Mictlantechutli - EN012
There can only be 1 face-up "Earthbound Immortal" on the field. When this card is Summoned: Activate 1 Field Spell Card from your Deck or Graveyard. If there is no face-up Field Spell Card on the field: Destroy this card. This card can attack your opponent directly. Once per turn: You can target 1 card on the field or either player's Graveyard; banish that target. If this card leaves the field by an opponent's card (either by battle or card effect): During your next Standby Phase; Special Summon 1 "Earthbound Immortal" monster from your hand, Deck or Graveyard except "Earthbound Immortal Miclantechutli".
Battle Princess Kushina - EN011
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it become an Effect Monster with this effect. ● This card can attack twice during the Battle Phase, and if this card destroys an opponent's monster by battle: Draw 1 card.
Harpie Lady Sisters - EN010
Cannot be Normal Summoned or Set. Must first be Special Summoned by "Elegant Eagotist". If this card leaves the field by your opponent's card (either by battle or by card effect): Special Summon 1 "Harpie Lady" monster from your Graveyard.
Elegant Eagotist - EN009
Lore: Send 1 "Harpie Lady" monster from your side of the field to the Graveyard: Special Summon 1 "Harpie Lady Sisters" from your hand, Deck or Graveyard, then draw 1 card.
Harpies' Hunting Ground - EN008
Lore: When a "Harpie" monster is Summoned (except Harpie's Brother): Destroy 1 Spell/Trap Card on the field OR place 1 Feather Counter on this card. If this card would leave the field: You can remove 2 Feather Counters from this card OR discard 1 "Harpie's Hunting Ground" from your hand instead. Face-up Winged Beast-Type monsters you control gain ATK and DEF equal to the number of Feather Counters on this card x 100.
Harpie Lady 3 - EN007
Lore: This card's name is treated as "Harpie Lady" while it is on the Field or Graveyard. When this card is Normal Summoned: You can add 1 "Harpie" monster from your Deck to your hand.
Harpie Lady 2 - EN006
Lore: This card's name is treated as "Harpie Lady" while it is on the Field or Graveyard. "Harpie Lady" monsters you control are unaffected by the effects of your opponent's Effect Monsters.
Harpie Lady 1 - EN005
Lore: This card's name is treated as "Harpie Lady" while it is on the Field or Graveyard. Face-up WIND monsters you control gain ATK equal to the number of face-up "Harpy Lady" monsters x 300.
Forbidden Hieratic Dragon Overlord of Tuaut - EN004
Lore: 1 Level 8 DARK and LIGHT "Hieratic" monster
Once per turn: You can detach 1 Xyz Material from this card; Tribute up to 2 "Hieratic" monsters from your hand and/or your side of the field (minimum 1), then send an equal number of cards from your opponent hand and/or side of the field (minimum 1) to the Graveyard. This card cannot attack the turn you used this effect and your opponent draws 1 extra card during their next Draw Phase.
Hieratic Seal of the Forbidden Dragon Overlord - EN003
Lore: A mysterious, and powerful relic of the old. No one knows of its true origins. The energy it constantly emits radiates miles throughout the Dark World and it is such a power that even the strongest of Dragons stand clear from the eerie entity.
Librarian of the 5th Realm - EN002
Lore: Cannot be Normal Summoned or Set. You can Special Summon this card (from your hand) while there are at least 2 DARK and 2 LIGHT monsters in your Graveyard. You can Special Summon this card (from your Graveyard) by banishing 1 DARK and 1 LIGHT monster in your Graveyard. Once per turn: You can send 1 card from your hand to the Graveyard, then add 1 LIGHT or DARK monster from your Graveyard to your hand.
Lazer Drone - EN001
Lore: You can discard this card from your hand. If this card is discarded by its own effect: Special Summon it during your next Standby Phase. This effect of "Lazer Drone" can only be used once per duel. Once per turn: You can increase this card's Level by 1.
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"You can discard 1 card, and Special Summon this card from your Graveyard. This effect of "Lazer Drone" can only be activated once per turn." Clause? I do want to make it "annoying" but not broken.
Oh crap...but if I make it discard like this its Dark World fodder now...hmmm....WAIT I got it! XD editing in a few
Edited~
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Perhaps a life point cost or something. Or you could say "Send One card" instead of discard.
Nevermind. I was talking about the old text. It's still unfair. Fableds now have a card that they can use for anything that comes back once per turn. In some decks it would pretty much never go away
Well I didn't want to put "Send 1 card" because it seemed...weird. And this card looks a lot less abusable even by the famed discard decks like Fabled and DW. Or is there something I might have missed?
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There are cards DW can abuse worse? The main thing is that this thing is that DW and Fables can get it out every turn. So in decks like that, it's almost impossible to get rid of. That being said, DWs and Fableds can't do much with it, so I guess it's okay
It makes a +1 Formula (Its effect included) with Chawa, so it's kinda bad design.
You're basically rewarding paying costs in a way that costs aren't really meant to be repaid. Not to mention Kushano exists, so you could easily revive this once a turn for a plus out of nowhere. I'm not sure If I'd want to run this in Fableds or not, but it looks like a bad idea to make it, on paper. It technically only makes +0s, but then there's the fact that the only decks that discard (Fableds, Dark Worlds) already pay their discards off... yeah. And Dark Worlds would never use this ._.
I'd suggest making it once per duel.
Also, just because it has to do with Discarding doesn't mean Fableds, in general. J/S.
It makes a +1 Formula (Its effect included) with Chawa, so it's kinda bad design.
You're basically rewarding paying costs in a way that costs aren't really meant to be repaid. Not to mention Kushano exists, so you could easily revive this once a turn for a plus out of nowhere. I'm not sure If I'd want to run this in Fableds or not, but it looks like a bad idea to make it, on paper. It technically only makes +0s, but then there's the fact that the only decks that discard (Fableds, Dark Worlds) already pay their discards off... yeah. And Dark Worlds would never use this ._.
I'd suggest making it once per duel.
Also, just because it has to do with Discarding doesn't mean Fableds, in general. J/S.
And that was the point why I was asking. It doesn't make it as broken, but it can lead to +s if played right. Alright, once per duel it is, but before I edit the card (most likely tmro since its late unless I get a quick response), would it be horrid if I ALSO make it a tuner? To some extent...I think it would...because it becomes a new Glow-Up Bulb, so maybe I'll nerf the effect to the following to make it physically useable without much abuse:
"You can discard this card from your hand. If this card is discarded by its own effect: Special Summon it during your next Standby Phase. This effect of "Lazer Drone" can only be used once per duel. Once per turn: You can increase this card's Level by 1."
Honestly...I think that would grant more plausability. Its a much more slower and predictable form of Glow-up Bulb, and even if you discard it and revive it with Junk Synchron going into some plays, you pretty much land a D.D. Crow side, just like what can be done with Veiler in certain scenarios (which to some extend completely stops the whole T.G. Formula draw into Quasar move) and will have to be timed just right. Now adding the +1 Level clause makes it Gachiable at the same time, because as soon as its played, is the same time its gonna have to be used. I highly doubt its going to stay the third turn for a higher level Synch or Xyz.
Before these edits are finalized...ONE MORE REVIEW! Please and ty? :3
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These cards are decent. Also does this claus allow you to use mutiple copies of these in your deck, I really hated how konami made it so you can only run 1 of each.