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(Written) Auras- Steady Power-Ups!


Draconus297

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Durrall the Aura Swordsman

LIGHT - Level 4 - Warrior/Effect - 1600/1200

If this monster destroys a non-"Aura" monster by battle, inflict damage equal to that monster's original ATK to your opponent's Life Points. If, during your End Phase, this is the only "Aura" monster you control, inflict 200 points of damage to your opponent's Life Points for every "Aura" card in your Graveyard.

 

Ereven the Aura Tactician

LIGHT - Level 3 - Warrior/Effect - 800/600

During each of your Standby Phases, increase your Life Points by 500 for every "Aura" Equip Spell Card equipped to this monster. Once per turn, you may select any number of cards in your hand: Pay 500 life points for each selected card, then, shuffle those cards back into the deck and add the same number of "Aura" cards from your deck to your hand.

 

Tibauk the Aura Monk

LIGHT - Level 2 - Warrior/Effect - 500/600

Once per turn, you can select 3 "Aura" Spell Cards in your Deck and reveal them to your opponent, who selects 1 of those cards: The selected card is added to your hand, and the other 2 cards are shuffled back into your Deck. The activation and effects of "Aura" Spell and Trap Cards cannot be negated.

 

Faumnus the Aura Guard

LIGHT - Level 1 - Warrior/Flip/Tuner/Effect - 100/1800

FLIP: Target 1 "Aura" Equip Spell Card in your Graveyard, and equip it to an appropriate target.

Once per turn, during either player's turn, if you control a face-up "Aura" monster, you can reveal this card in your hand and declare the name of 1 monster your opponent controls: If that monster attacks or activates its effect this turn, you can Special Summon this monster from your hand to negate that attack or effect. During the turn this monster is Summoned this way, all of that monster's effects are negated, and its ATK and DEF becomes 0.

 

Siebold the Aura Master

LIGHT - Level 6 - Warrior/Effect - 2000/2000

Cannot be Normal Summoned/Set. Can only be Special Summoned from your hand if all of your Spell and Trap Card Zones are filled by "Aura" Spell and/or Trap Cards. All "Aura" Equip Spells on the field are treated as being equipped to this monster, as well as the monster they are already equipped to. This monster gains 200 ATK and DEF for every "Aura" card on the field. If this monster would leave the field, except by battle, both players take damage equal to this monster's current ATK.

 

The Living Aura

LIGHT - Level 8 - Warrior/Fusion/Effect - 300/300

You can Fusion Summon this monster by sending any 3 "Aura" cards from your side of the field to the Graveyard (You do not require "Polymerization"). This monster gains 300 ATK and DEF for every "Aura" card on the field and in the Graveyard, except "The Living Aura". If there are 10 or more "Aura" cards in your Graveyard, you can banish this card from your side of the field to banish monsters from your opponent's side of the field with combined ATK less than or equal to this monster's current ATK.

 

Battle Aura

Equip Spell

Equip only to an "Aura" monster. The equipped monster may make 1 additional attack during the Battle Phase. If the equipped monster attacks your opponent's Life Points directly, increase the equipped monster's ATK by 200.

 

Regal Aura

Equip Spell

The equipped monster is unaffected by the effects of your opponent's Spell and Trap Cards. Once per turn, during each player's turn, when your opponent activates a Spell Card, increase the equipped monster's ATK by 200.

 

Berserk Aura

Equip Spell

Equip only to a LIGHT Warrior-type monster you control. Increase the equipped monster's ATK by 1000. If the equipped monster does not attack during your Battle Phase, destroy it.

 

Focused Aura

Equip Spell

When this card is activated, place 1 Aura Counter on it for every "Aura" Equip Spell Card you control. During each of your Standby Phases, place a number of Aura Counters on this card equal to the number of Aura Counters on this card +1. The equipped monster gains 100 ATK for every Aura Counter on this card. If this card is equipped to an "Aura" monster, "Aura" Equip Spell Cards are unaffected by your opponent's card effects.

 

Shadow Aura

Equip Spell

The equipped monster cannot be targeted for attack. At the start of the Battle Phase, if the equipped monster is the only monster you control, your opponent can halve the ATK of all monsters they control (permanently), and if they do: those monsters can attack your Life Points directly this turn.

 

Frantic Aura

Equip Spell

Equip only to an "Aura" monster. If your opponent controls more monsters than you do, the equipped monster is unaffected by the effects of your opponent's Monster Cards. If your opponent has more Life Points than you do, increase the equipped monster's ATK by the difference. If there are more cards in your opponent's Deck than in your Deck, your opponent cannot activate cards or effects during a battle involving the equipped monster.

 

Heroic Aura

Equip Spell

Equip only to an "Aura" monster. The equipped monster gains 500 ATK. If the equipped monster is destroyed and sent to the Graveyard, increase your Life Points by its ATK.

 

Immortal Aura

Equip Spell

Target 1 "Aura" monster in your Graveyard: Special Summon that target, and equip it with this card. If this card leaves the field: Destroy the equipped monster. If the equipped monster would be destroyed, except by this effect: You can banish 1 monster from your opponent's Graveyard instead.

 

Miasma

Equip Spell

This card is always treated as an "Aura" Equip Spell Card. Equip only to an "Aura" monster. Negate the effects of all monsters on your opponent's side of the field with less ATK than the equipped monster.

 

Divine Aura

Equip Spell

Equip only to a Warrior-Type monster. If your opponent takes damage by battle with or the effect of an "Aura" card: Increase the ATK of the equipped monster by half the amount of damage inflicted. If the equipped monster destroys your opponent's monster by battle: You can draw 1 card, then, if the drawn card was an "Aura" card; banish the top card of your opponent's Deck, then inflict 100 damage to your opponent for each of their banished cards.

 

Aura of Passion

Equip Spell

Equip only to an "Aura" monster. This card and the equipped monster cannot be destroyed or targeted by your opponent's monster effects. The equipped monster gains 100 ATK for each of your opponent's banished cards. Once per turn, during either player's turn: You can banish the bottom card of your opponent's Graveyard, and if you do; apply the following effect:

●If the equipped monster destroys your opponent's monster by battle this turn, draw 1 card.

 

Aura Seal

Quick-Play Spell

Negate the effects of all other "Aura" cards face-up on the field, until the End Phase of this turn. After this card is activated: You take no damage for the rest of the turn, also "Aura" cards you control cannot be targeted or destroyed by your opponent's attacks or card effects, until the end of the turn.

 

Aura of Greed

Continuous Spell

During each of your Battle Phases, place 1 Aura Counter on this card. During either player's turn, you can destroy 1 "Aura" card on the field to draw 1 card for every 2 Aura Counters on this card.

 

Aura of Desolation

Counter Trap

Activate this card when an "Aura" monster is Summoned. Both players take damage equal to the combined ATK of all "Aura" monsters on the field.

 

Aura of Desperation

Normal Trap

Pay 1000 Life Points to Special Summon 1 "Aura" monster from your Graveyard. If that monster is in the Graveyard during the End Phase of the turn this card is activated, gain 2000 Life Points.

 

Aura of Dangerous Power

Continuous Trap

Increase the ATK of all face-up "Aura" monsters by 100 times the number of "Aura" cards on the field. During each of your End Phases, inflict 1000 points of damage to your own Life Points.

 

Regenerative Aura

Normal Trap

Activate this card only when you have 1000 Life Points or less. Destroy all face-up "Aura" monsters you control, and add their ATK to your Life Points.

 

Spiteful Aura

Normal Trap

Tribute 1 face-up "Aura" monster on the field, and inflict damage to your opponent equal to its original ATK. All other face-up "Aura" monsters cannot attack this turn.

 

Well? Workable?

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First of all, in terms of formating, I would have put some spoilers to prevent the post seeming cluttered. Now, for the actual cards.

[spoiler=Monsters]

 

Durral: pretty solid, might want to tone down the first effect but I like the sorta risk vs reward flavor on the second one.

Erevan: To fix the wording on the second effect: once per turn, you may select any number of cards in your hand: Pay 500 life points for each selected card, then, shuffle those cards back into the deck and add the same number of "Aura" cards from your deck to your hand. As for the card itself, I would compain about mass searching, but, it costs you a lot of life points to mass search, pretty decent.

Siebold: A bit strange, but, workable with the rest of the set. Also, the words "this monster" in relation to summoning can be removed and the effect will not be altered in the slightest.

The Living Aura: No real complaints, except that it doesn't say how many monsters for its second effect, and that its second effect banishes any monster with less than 6000 attack, which is a little unfair. I would make it, at the very least, banish the materials like most fusion monsters that don't need fusion cards.

 

 

 

[spoiler=Equip Spells]

Battle Aura: wording fix: The equipped monster may make 1 additional attack during the battle phase. Aside from that, it's pretty reasonable, even if equip spells aren't very common.

Regal Aura: I would make the first effect once per turn, to avoid overpowering it.

Berserk Aura: The most balanced 1000 attack boost I've ever seen, no more can be said.

Shadow Aura: If mixed with Durral and Spirit Barrier it could make for an effective burn, especially if you equip him with Regal Aura too.

Heroic Aura: pretty standard attack boost with a really fun secondary effect that can potentially keep you in the game after a big hit.

Miasma: Turns any high attack monster into a 1 sided Angel O7, still, I like it. It should, however, be restricted to Aura monsters, we don't need a Blue-Eyes shining or something getting ahold of it.

 

 

[spoiler=The Rest]

Aura Seal: Aside from the fact that is should say "prevent all damage to your life points this turn" I see nothing wrong with it.

Aura of Greed: Soooo, its a Shard of Greed that charges over time and has no effect to destroy itself.

Aura of Desolation: combined with Ring of Protection could possible provide a 1 turn KO.

Aura of Desperation: A revival card that refunds if the monster pops or something. Nothing too special but, it works.

Aura of Dangerous Power: I would call it overpowered, but, it deals damage to you. It seems kinda situational.

Explosive Aura: Should be called "Regenerative Aura". Aside from that, it looks good for keeping you in the game, though you'll need to rebuild your field afterwords.

 

 

 

Overall, this is a pretty solid set. I wouldn't be shocked to find someone using these on DN if they were official.

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