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Spyre of the Wolves

Spyre of the Wolves

Member Since 10 Aug 2017
Offline Last Active Today, 06:34 AM
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A little Vampire Support (Written)

25 September 2017 - 05:18 PM

Vampire Drac

Lv. 5 Zombie DARK

2400/2000

 

You can Normal Summon this card (without Tributing) but its ATK and DEF are halved and its Level becomes 4. Once per turn, if you control “Vampire Kingdom,” you can Special Summon 1 Level 5 “Vampire” Monster from your hand or GY, but only that monster can attack this turn. If this card inflicts Battle Damage to your Opponent, declare one card type (Monster, Spell, or Trap); your opponent sends 1 card of that type from their Deck to the GY.

 

Vampire Duchess

Lv. 5 Zombie DARK

2000/2000

 

If this card is sent to the GY by card effect, you can pay 500 LP to Special Summon this card. Once per turn, you can send 1 Level 5 “Vampire” monster from your Deck to the GY. You can Tribute this card; Special Summon 1 Level 5 or higher “Vampire” monster in your GY.

 

Vampire Fang

Spell

Normal

 

 

Have your opponent roll a die. Decrease their LP by the number rolled x100, then you gain that same amount.

 

 


Anti Felgrand cards (Written)

14 September 2017 - 07:52 AM

I made these specifically to counter Felgrands and the like, because I'm rather sick and tired of my brother's dragons' annoyance.

 

Monsters:

 

Drnaglef, Arkslayer of Dragons

Lv. 4, Warrior

1600/0

 

During the Standby Phase, if this card is in your GY; when your opponent activates an effect; you can banish this card from your GY, and if you do, negate that effect and destroy that monster.

 

Evarbkra, Blue Slayer of Dragons

Lv. 4, Warrior

1300/0

 

When your opponent activates a monster effect that Special Summon a monster from the GY, You can Tribute this card; negate the effect and destroy that monster.

 

Reyn, Red Slayer of Dragons

Lv. 4, Warrior

2000/0

 

When your opponent activates a monster effect that Special Summon a monster, you can discard this card; negate the effect and destroy that monster.

 

Enivid, Slayer of Great Dragons

Lv. 8, Warrior

3000/0

 

You can Special Summon this card (from your hand) if you have at least 4 Warrior-Type monsters in your GY. When this card is Summoned, Target 1 Dragon-Type monster on your opponent's side of the field or their GY; this card gains Attack Points equal to the current Attack Points of that target.

 

Spell:

 

Fall of the Great Dragons

Normal

 

If you have 2 or more Warrior-Type monsters in your GY, you can target 1 Dragon-Type monster on your opponent's side of the field; destroy it.

 

Trap:

 

Taming of the Great Dragons

Continuous

 

If you have 3 or more Warrior-Type monsters in your GY you can Special Summon 1 Warrior-Type monster from your GY, then equip 1 Dragon-Type monster in your opponent's GY to the Special Summoned monster. That monster gains ATK points equal to the equipped monster's Level x100. When that monster is destroyed, destroy this card. When this card leaves the field, destroy that monster.

 

So yeah. Screw Felgrands (as good an archetype as they are.)


Shades: Dark monsters that burn (Written)

12 September 2017 - 07:32 AM

Yep, they burn you. As usual, please criticize, otherwise these will probably be broken.

 

Monsters:

 

Bullshade

Beast-Warrior, Lv. 4, DARK

1400/0

 

When this card is Normal Summoned, you can target 1 Spell/Trap Card on the field; destroy it.

 

Warshade

Warrior, Lv. 5, DARK

2000/0

 

You can Normal Summon/Set this card (without Tributing) if you control a"Castlesdae" Field Spell Card. If this card is Normal Summoned, you can target 1 monster on the field; destroy it, and if you do, your opponent takes Damage equal to the destroyed monster's Attack Points.

 

Lovshade

Warrior, Lv. 5, DARK

2000/0

 

You can Normal Summon/Set this card (without Tributing) if you control a"Castlesdae" Field Spell Card. If this card is Normal Summoned, you can target 1 monster on the field; destroy it, and if you do, your opponent takes Damage equal to the destroyed monster's Defense Points.

 

Spiritshade

Spellcaster, Lv. 6, DARK

2100/0

 

You can Normal Summon/Set this card (without Tributing) if you control a"Castlesdae" Field Spell Card. If this card is Normal Summoned, you can target 1 monster in your opponent's GY; banish it, and if you do, your opponent takes damage equal to the banished monster's level x200.

 

There are no traps as of yet. I will update this as necessary.

 

Chimershade

Beast, Lv. 6, DARK

 

You can Normal Summon/Set this card (without Tributing) if you control a"Castlesdae" Field Spell Card. If this card is Normal Summoned, you can shuffle 1 card on your opponent's field into their Deck. 

 

Dragonshade

Dragon, Lv. 8, DARK

3000/0

 

If this card is Normal Summoned, destroy all monsters on the field, except this card, then inflict 500 Damage to your opponent for each card destroyed. This card cannot Attack the turn it is Summoned.

 

Parishade

Fiend, Lv. 1, DARK

0/0

 

You can discard this card; Activate 1 "Castleshade" Field Spell Card from your Deck. You can banish this card from your GY; target 1 "Shade" monster you control, and if you do, activate its Effect, but any damage your opponent takes from that effect is halved.

 

Spell:

 

Castleshade

Field

 

When a DARK-Atribbute monster is Summoned, inflict 
Damage to your opponent equal to that monster's Level x100. If you Normal Summon a Level 6 or lower DARK-Attribute monster, you can Normal Summon/Set another Level 6 or lower DARK-Attribute monster from your hand. You can only use this effect once per turn.

(Written) Wolfsbane

08 September 2017 - 09:24 AM

Please criticize. I tend to break cards without knowing.

Monsters:

Wolfsbane Gray
Beast, Lv. 4 1500/1500

If this card is Normal or Special Summoned, you can add 1 Level 4 or lower Beast-Type monster from your Deck to your hand.

Wolfsbane Arctic
Beast, Lv. 4 1000/1500

When this card is Normal Summoned, add on "Howl" Spell/Trap card from your Deck or GY to your hand.

Wolfsbane Maned
Beast, Lv. 4 1000/1500

If another Beast-Type monster you control would be destroyed by battle or card effect, you can discard this card to activate one of these effects:
• The monster is not destroyed.
• Add 1 "Howl" Spell/Trap card from your Deck or GY to your hand.

Wolfsbane Timbe
Beast, Lv. 4 1000/1500

When this card is Special Summoned, you can target 1 "Howl" Spell/Trap card in your GY; shuffle that target into the Deck, the draw 1 card.


Wolfsbane Pups
Beast, Lv. 2 100/1500

If this card is destroyed by card effect; Special Summon 1 "Wolfsbane" monster from your Deck, but it cannot attack or be used as a Fusion, Synchro, Xyz, or Link Material the turn it is Summoned.

Wolfsbane Dire
Beast, Lv. 6 2500 1500

This card gains 500 ATK for each "Wolfsbane" Monster Card on the field. If this card destroys an opponent's monster by battle, Special Summon 1 Level 4 or Lower Beast-Type monster from your Deck, but it cannot attack this turn. If this card is sent to the GY; add 1 "Howl" Spell/Trap card from your Deck to your hand.

Spells:

Gathering Howl
Normal
Add 1 "Wolfsbane Gray" from your Deck or GY to your hand.

Midnight Howl
Continuous
Each time a "Wolfsbane" monster is Summoned, place 1 "Howl Counter" on this card (max 5). You can remove any number of Howl Counters on this card; destroy that many cards your opponent controls.

Forest of the Wolfsbane
Field
Each "Wolfsbane" monster you control gains 100 ATK for each "Wolfsbane" monster you control. Once per turn, you can target 1 "Wolfsbane" or "Howl" card in your GY and 1 card you control; destroy the second target and add the first target to your hand.

Traps:
Warning Howl
Normal
If you control a "Wolfsbane" monster Change all Attack Position monsters your opponent controls to Defense Position. If this card is in your GY when your opponent declares an attack: you can banish this card from your GY; End the Battle Phase

Attack Howl
Normal
If you control a "Wolfsbane" monster; increase the ATK of all "Wolfsbane" monsters you control by 500 for each. If this card is in your GY, you can banish this card; All Beast-Type monsters you control gain 500 ATK.

That's it for now. I'll update this with more cards later, and change anything that too broken/overpowered.

Parasitic Insects. Let's have fun (Written)

22 August 2017 - 03:53 PM

So, this entire Archetype is about monster cards that have effects that activate during the Damage Step. They destroy themselves and go to your opponent's GY (But there's no Replay because the Battle Step has already occurred, therefore the monster battling cannot make a second attack.) The Spell and Trap cards take advantage of the number of "Parasitic" monstera in the GY, burning your opponent and having you gain LP (Because, parasites.) Any feedback is lovely, as always. And please criticize. I tend to slightly break some cards. Anyway, onto the cards!

 

Parasitic Worm: Lv. 1

Insect/EARTH/ATK 100/DEF 100

 

If this card battles: During the Damage Step, decrease the ATK of the monster this card battles by 100, then destroy this card and send it to your opponent's GY.

 

Parasitic Spider: Lv. 3

Insect/EARTH/ATK 300/DEF 300

 

If this card battles: During the Damage Step, decrease the ATK of the monster this card battles by 200, then destroy this card and send it to your opponent's GY. During the End Phase that you activate this effect, destroy the monster this card battled.

 

Parasitic Wasp: Lv. 3

Insect/EARTH/ATK 300/DEF 300

 

If this card battles a monster with more ATK Points: During the Damage Step, destroy this card and send it to your opponent's GY. During the 2nd End Phase that you activate this effect, destroy the monster this card battled.

 

Parasitic Scorpio: Lv. 6

Insect/EARTH/ATK 3000/DEF 0

 

This card an only be Special Summoned if your opponent has 6 or more "Parasitic" monsters in their GY. This Special Summoned monster is treated as a Normal Summoned monster while on the field. This card gains 400 ATK for each "Parasitic" monster in your opponent's GY. During the Damage Step, if this card attacked; inflict damage equal to half of the ATK Points this monster battled.

 

Spells

 

Parasitic Haven

Continuous

 

Gain 100 LP for each "Parasitic" monster in your opponent's GY. You can only use the effect of "Parasitic Haven" once per turn.

 

Parasitic Nest

Field

 

All "Parasitic" monsters gain 200 ATK for each "Parasitic" monster in your opponent's GY. If a "Parasitic" monster is sent to your opponent's GY; Inflict 100 Damage for each "Parasitic" monster in your opponent's GY. When a "Parasitic" monster battles: Increase the ATK of all "Parasitic" monsters you control until the end of the Damage Step.

 

Trap

 

Parasitic Host

Lingering

 

Inflict 100 Damage to your opponent for each "Parasitic" monster in their GY until the 2nd End Phase of this card's activation. During the 3rd End Phase after this card's activation, Special Summon as many "Parasitic" monsters as possible from your opponent's GY.

 

So tell me what you think of my little bugs!