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The Zone Masters are a collection of powerful mages that believe the key to victory lies not in conquering your opponent, but by controlling the very ground he fights upon. Using their magic, they shape the very ground itself into an ally in battle.

 

Hi, I'm new and this is my first attempt at some cards. I was really looking to play with the concept of controlling your opponent via their monster/spell & trap zones (something I then learned in the middle of making these that Konami had already done with Ojama Knight). I also really like the idea of swarming weak monsters, but I've always felt limited by the 5 zone limit. I hope to both convey the sense of restricting your opponent and marshaling an overwhelming force with this set. Let me know what you think of it!

 

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This card gains 200 ATK for each "Zone Master" monster tributed to Summon it. When this card is Normal Summoned, target 1 monster, Spell or Trap card on the field and negate its effect and destroy it. If you do, that Monster or Spell & Trap Zone cannot be used while this card remains face-up on the field. Once per turn you can tribute a "Zone Master" card to reactivate this effect. If you do, this card cannot declare an attack this turn.

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Target 2 empty Spell & Trap Zones your opponent controls; while this card is face up on the field they cannot be used. When your opponent activates a Spell Card, you can pay 500 Life Points to negate its effect and destroy it. When this card is destroyed, place it in an empty Spell & Trap Zone your opponent controls; treat this card as a Continuous Spell Card.

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As long as you control at least 1 other "Zone Master" card, this card cannot be targeted for attack and is immune to Spell, Trap and monster effects. While this card is face up on the field, increase the ATK of all "Zone Master" cards by 200. Once per turn, during your Standby Phase, increase your Monster Zone by 1. 

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FLIP: Target as many "Zone Master" monsters in your Graveyard as you currently control; add them to your hand. If this card is destroyed by battle, place it in an empty Spell & Trap Zone your opponent controls. This card is then considered a Continuous Spell Card.

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When this card is Summoned, add 1 "Zone Master" card from your Deck to your hand. Select 1 unused Spell & Trap Zone; while this face-up card is on the field, that Card Zone cannot be used. Once per turn, instead of declaring an attack, this card can deal half of its current ATK as direct damage. When this card is destroyed, return it to your hand.

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Summoning this card is always considered a Special Summon. If this card battles a Defense Position monster, destroy the defending monster immediately. When this card inflicts battle damage, draw 1 card. Equip cards cannot be equipped to this card.

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When this card is Normal Summoned, you can Special Summon 1 "Zone Master Vandal Horde" from your Deck or hand. This card's ATK and DEF are equal to the sum total of all "Zone Master Vandal Horde" you control.

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When this card is Summoned, add 1 "Zone Master Warpcharger" from your Deck or Graveyard to your hand. Select an empty Monster Zone your opponent controls. As long as this card remains face up on the field treat this Monster Zone as your own. If you control more Monster Zones than your opponent, you can Tribute this card and draw cards equal to difference of Monster Zones you control (this effect cannot be activated the same turn this card was Summoned). Any "Zone Master" cards drawn by this effect can be Special Summoned immediately.

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If you control any other "Zone Master" cards, this card can be Special Summoned from your hand. While you control this card, increase your Monster Zone by 1. This card can attack your opponent directly. When this card is destroyed, draw 1 card for every other Zone Master card you control. If this card is destroyed as a result of battle, place it in your opponent's Spell & Trap Zone. This card is now considered a Continuous Spell Card until it is destroyed.

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When this card is Summoned, select monsters in your Graveyard equal to the number of "Zone Master" cards you control and return them to your Deck. Once per turn, you can discard 1 card from your hand to target 1 monster your opponent controls, negate any effects, and destroy it. When this card is destroyed you can pay 500 Life Points to place it on top of your Deck.

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"Zone Master Warpcharger" + "Zone Master Warpcaller" + "Zone Master Warphunter"
When this card is Summoned, Summon "Warp Token" (Spellcaster-Type/DARK/Level 1/ATK 0/DEF 0) to all unoccupied Monster Zones your opponent controls. If a monster is Summoned using "Warp Token," decrease the ATK and DEF of that monster by 500 x the number of "Warp Token" used, and is treated as a Normal Monster. When this card is destroyed, return monsters from your Graveyard to your Deck equal to the amount of "Warp Tokens" on the field.
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