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Fe1ix

Original Citizen

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PostPosted: Fri Mar 30, 2007 10:09 am


not bad sybilus

Suhalla desert
spell: field
increase the attack and defense of all wind and fire type monsters by 500 on your side of the field. decrease the attack of all earth and water type monsters by 1000.

tornado lizard
wind/fire/****/reptile/effect
1200/1300
if this card is normal summoned successfully draw a card. when this card battles a monster with higher attack points this card switches to defense mode.
Storm lizard
wind/******/reptile/effect
2500/2300
if this card is normal summoned successfully all monsters on your opponents side of the field are destroyed. deal damage to your opponents life points by the difference between this monster and the destroyed monsters attack points. this card cannot attack the same turn this effect is applied. effect is negated after the end phase of the turn this card was summoned.

Tempest lizard
wind/********/reptile/effect
3500/3000
this card can only be special summoned by tributing 1 storm lizard on your side of the field to the graveyard. if there are 2 or more monsters on your opponents side of the field this card can attack twice.
PostPosted: Mon Apr 02, 2007 9:12 am


W.W.W.-Frointier
spell: field
effect: all beast and reptile type monsters gain 400 atk. also you can discard this card to the graveyard to special summon one W.W.W.-Mad Bull Lord from your hand along with the necesary tributes.

W.W.W.-Rattle Snake
Earth
***
reptile/ effect
atk: 200
def: 000
effect: when W.W.W.-Frointier is face up on your side of the field, this card can atk directly. when this card is destroyed as a result of battle and sent to the graveyard, destroy one spell or trap card on the field.

W.W.W.-Bouvine Queen
Earth
*****
beast/ effect
atk: 2000
def: 2500
effect: when a beast type monster on your side of the field is destroyed as a result of battle, negate the battle damage and increase both players life points by the damage that was inflicted. in addition, if W.W.W.-Frointier is face up on your side of the field, your opponent loses life points equal to half the destroyed monsters origonal attack after applying the first effect.

W.W.W.-Enraged Bull
Fire
****
beast/ effect
atk: 2000
def: 000
effect: this card is destroyed at the end of the damage step. this card cannot inflict damage to your opponants life points by attacking directly. any card destroyed by this card in battle is removed from play and the owner of that card loses 500 life points.

Long Horns
spell: equip
effect: this card can only be equiped to a beast type monster with W.W.W. in it's card name. increase he atk of the equiped monster by 1000 and decrease it's def by 600. a monster equiped with this card can only attack face up monsters.

Farmer's Lasso
Trap
effect: switch all face up monster cards on the field to defense. their positions cannot be changed till the end phase.

Mega Rush
spell
effect: decrease your opponants life points by 300 for each beast type monster on your side of the field.

W.W.W.-Calf
water
*
atk: 000
def: 000
beast/ effect
flip: discard two cards from the top of your opponants deck to graveyard. inflict 800 points of damage for each spell card discarded by this effect.

W.W.W.-Mad Hare
earth
**
atk: 700
def: 1000
beast/ effect
effect: this card not be destroyed as a result of battle while in defense position. when this card inflicts damage to your opponants life points, both players place one card from their respective hands at the bottom of thier respective decks.

W.W.W.-Mad Bull
earth
****
atk: 1900
def: 400
beast
text: an extremely violent bull from the old west. it traples anything in it's path to dust.

W.W.W.-Mad Bull Lord
Earth
********
atk: 3000
def: 2800
Beast/ effect
effect: this card cannot be normal summoned or set. this card can only be special summoned by the effect of W.W.W.-Frointier and by offering two monsters on your side of the field as tribute. increase the atk of this card by 200 for each beast type monster in your graveyard and on your side field. this card cannot be targeted by spell, trap or monster effects other than it's own. if the atk of this monster is higher than the defense of your opponants defense position monster, inflict the differense as battle damage to your opponants life points.

W.W.W.-Condor
Wind
****
atk: 1500
def: 1200
reptile/ effect
effect: when this card is destroyed as a result of battle, destroy the monster that destroyed this card.

Big Stampede
trap
effect: discard 8 cards from the top of your deck. destroy all cards on the field. this effect can only be activated at your opponants end phase.

Scavenge
trap: continous
effect: place one card from hand at the bottom of your deck. draw one card. this effect can be used by your opponant as well.

axean


axean

PostPosted: Mon Apr 02, 2007 9:22 am


Fe1ix
time to work on some insect cards

killer Bee
**
100/100
insect/effect
flip: when this monster is destroyed the attacking monster is destroyed.

Queen Ant
****
1000/1500
insect/effect
when this card is normal summoned successfully special summon 2 ant larva tokens (500/500) to the field. increase the attack of this card by 500 for every ant larva token on your side of the field.

night and day
spell: normal
this card can only be activated when there are 2 ant larva tokens on the field. once per turn tribute 1 larva token to special summon 1 "Queen Ant" to the field.

Giant butterfly
****
1400/1450
insect/effect
when this card is destroyed as a result of battle special summon 1 insect type monster with the attack of 1500 or less from your deck to the field.

Catapillar knight
******
2400/2000
insect/effect
when this monster destroys a monster deal damage to your opponents life points by half of this cards attack points.

Poisonous beetle
***
400/200
insect/effect
flip: when this monster is attacked deal damage to your opponents life points by the level of the attacking monster by 300.

Insect domain
spell: field
increase the attack of all face up insect type monsters on your side of the field by 500. all insect type monsters are uneffected by magic, trap and monster effects.

insect rampage
spell: normal
this card can only be activated if there are lv 3 or lower insect type monsters on the field. all lv 3 or lower insect type monster can attack your opponents life points directly.


your butterfly is pointless considering it has the same atk, defense, type, level and effect as howling insect.
PostPosted: Mon Apr 02, 2007 9:30 am


axero
W.W.W.-Frointier
spell: field
effect: all beast and reptile type monsters gain 400 atk. also you can discard this card to the graveyard to special summon one W.W.W.-Mad Bull Lord from your hand along with the necesary tributes.

W.W.W.-Rattle Snake
Earth
***
reptile/ effect
atk: 200
def: 000
effect: when W.W.W.-Frointier is face up on your side of the field, this card can atk directly. when this card is destroyed as a result of battle and sent to the graveyard, destroy one spell or trap card on the field.

W.W.W.-Bouvine Queen
Earth
*****
beast/ effect
atk: 2000
def: 2500
effect: when a beast type monster on your side of the field is destroyed as a result of battle, negate the battle damage and increase both players life points by the damage that was inflicted. in addition, if W.W.W.-Frointier is face up on your side of the field, your opponent loses life points equal to half the destroyed monsters origonal attack after applying the first effect.

W.W.W.-Enraged Bull
Fire
****
beast/ effect
atk: 2000
def: 000
effect: this card is destroyed at the end of the damage step. this card cannot inflict damage to your opponants life points by attacking directly. any card destroyed by this card in battle is removed from play and the owner of that card loses 500 life points.

Long Horns
spell: equip
effect: this card can only be equiped to a beast type monster with W.W.W. in it's card name. increase he atk of the equiped monster by 1000 and decrease it's def by 600. a monster equiped with this card can only attack face up monsters.

Farmer's Lasso
Trap
effect: switch all face up monster cards on the field to defense. their positions cannot be changed till the end phase.

Mega Rush
spell
effect: decrease your opponants life points by 300 for each beast type monster on your side of the field.

W.W.W.-Calf
water
*
atk: 000
def: 000
beast/ effect
flip: discard two cards from the top of your opponants deck to graveyard. inflict 800 points of damage for each spell card discarded by this effect.

W.W.W.-Mad Hare
earth
**
atk: 700
def: 1000
beast/ effect
effect: this card not be destroyed as a result of battle while in defense position. when this card inflicts damage to your opponants life points, both players place one card from their respective hands at the bottom of thier respective decks.

W.W.W.-Mad Bull
earth
****
atk: 1900
def: 400
beast
text: an extremely violent bull from the old west. it traples anything in it's path to dust.

W.W.W.-Mad Bull Lord
Earth
********
atk: 3000
def: 2800
Beast/ effect
effect: this card cannot be normal summoned or set. this card can only be special summoned by the effect of W.W.W.-Frointier and by offering two monsters on your side of the field as tribute. increase the atk of this card by 200 for each beast type monster in your graveyard and on your side field. this card cannot be targeted by spell, trap or monster effects other than it's own. if the atk of this monster is higher than the defense of your opponants defense position monster, inflict the differense as battle damage to your opponants life points.

W.W.W.-Condor
Wind
****
atk: 1500
def: 1200
reptile/ effect
effect: when this card is destroyed as a result of battle, destroy the monster that destroyed this card.

Big Stampede
trap
effect: discard 8 cards from the top of your deck. destroy all cards on the field. this effect can only be activated at your opponants end phase.

Scavenge
trap: continous
effect: place one card from hand at the bottom of your deck. draw one card. this effect can be used by your opponant as well.


Red Eye
spell: quickplay
effect: destroy all monsters on your opponants side of the field. decrease the atk and def of beast and reptile monsters on your side of the field to zero. this card can only be activated during your opponants stand-by phase.

Tornado Storm (previously the Mexican's Invade)
trap: counter
effect: this cards effect can only be activated when your opponant declares an attack. after activation, both players lose 1000 life points and discard all cards in thier hand to the graveyard. this card cannot be activated if a player has less than 1000 life points left.

axean


Fe1ix

Original Citizen

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PostPosted: Tue Apr 03, 2007 8:17 pm


Rekindle
spell: normal
discard 1 card from your hand to special summon up to 3 lv 4 or lower fire type monsters to the field in face up defense position.

Fire from the under world
spell: continuous
discard 1 fire type monster from your hand to activate this card. increase the attack of all fire type monsters on your side of the field by 500. decrease the attack of all your opponents monsters by 500.


Deadly fire strike
spell: quickplay
activate this card when your opponent declares an attack on a fire type monster on your side of the field. deal damage to your opponents life points by the attack of the attacking monster.

Fire sanctuary
spell: field
increase the attack of all fire type monsters on your side of the field by 200 for each monster on your side of the field. once per turn discard 1 card from your hand to randomly discard a card from your opponents hand.

Volcano spirit
fire/***/pyro/effect
flip: select 1 fire type monster from your deck and add it to your hand. your deck is then shuffled.
300/250

Fire knight
fire/****/pyro/effect
1100/1900
if there is another fire type monster on your side of the field. switch the attack and defense of this card.

champion of fire
fire/*******/warrior/effect
if there are no fire type monsters in your graveyard you can summon this card in face up attack position. this is treated as normal summoned.

Legendary fire beast
fire/**********/dragon/effect
this card cannot be normal summoned or set. this card can only be special summoned by removing 5 fire type monsters from play. if this card battles with 2 or more face down defense position monsters this card can attack once per face down monster. deal damage to your opponents life points by the difference between the attack of this card and the face down monsters.
PostPosted: Wed Apr 04, 2007 9:39 am


Fe1ix
Rekindle
spell: normal
discard 1 card from your hand to special summon up to 3 lv 4 or lower fire type monsters to the field in face up defense position.

Fire from the under world
spell: continuous
discard 1 fire type monster from your hand to activate this card. increase the attack of all fire type monsters on your side of the field by 500. decrease the attack of all your opponents monsters by 500.


Deadly fire strike
spell: quickplay
activate this card when your opponent declares an attack on a fire type monster on your side of the field. deal damage to your opponents life points by the attack of the attacking monster.

Fire sanctuary
spell: field
increase the attack of all fire type monsters on your side of the field by 200 for each monster on your side of the field. once per turn discard 1 card from your hand to randomly discard a card from your opponents hand.

Volcano spirit
fire/***/pyro/effect
flip: select 1 fire type monster from your deck and add it to your hand. your deck is then shuffled.
300/250

Fire knight
fire/****/pyro/effect
1100/1900
if there is another fire type monster on your side of the field. switch the attack and defense of this card.

champion of fire
fire/*******/warrior/effect
if there are no fire type monsters in your graveyard you can summon this card in face up attack position. this is treated as normal summoned.

Legendary fire beast
fire/**********/dragon/effect
this card cannot be normal summoned or set. this card can only be special summoned by removing 5 fire type monsters from play. if this card battles with 2 or more face down defense position monsters this card can attack once per face down monster. deal damage to your opponents life points by the difference between the attack of this card and the face down monsters.


Fire wall
spell: continuous
as long as this card remains on the field your opponent cannot attack. this card is destroyed at the ending of your 3rd turn this card has been activated.


burning stall
spell: continuous
while this card remains on the field, all magic cards are negated except this card.

fire pixie
fire/***/fairy/effect
as long as this card is on the field deal damage to your opponents life points for every fire type monster on your side of the field by 400.

Fe1ix

Original Citizen

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xXDilutedxScissorsXx

PostPosted: Wed Apr 04, 2007 10:15 am


I think they should make a command knight for either all types of creatures.. or just the elements....then the warriors and fairies would be the only decks contained high powered two turn cards.... i love having two commands by turn two lol....
PostPosted: Wed Apr 04, 2007 3:23 pm


Fe1ix
Fe1ix
Rekindle
spell: normal
discard 1 card from your hand to special summon up to 3 lv 4 or lower fire type monsters from the graveyard to the field in face up defense position.

Fire from the under world
spell: continuous
discard 1 fire type monster from your hand to activate this card. increase the attack of all fire type monsters on your side of the field by 500. decrease the attack of all your opponents monsters by 500.


Deadly fire strike
spell: quickplay
activate this card when your opponent declares an attack on a fire type monster on your side of the field. deal damage to your opponents life points by the attack of the attacking monster.

Fire sanctuary
spell: field
increase the attack of all fire type monsters on your side of the field by 200 for each monster on your side of the field. once per turn discard 1 card from your hand to randomly discard a card from your opponents hand.

Volcano spirit
fire/***/pyro/effect
flip: select 1 fire type monster from your deck and add it to your hand. your deck is then shuffled.
300/250

Fire knight
fire/****/pyro/effect
1100/1900
if there is another fire type monster on your side of the field. switch the attack and defense of this card.

champion of fire
fire/*******/warrior/effect
if there are no fire type monsters in your graveyard you can summon this card in face up attack position. this is treated as normal summoned.
2600/2300

Legendary fire beast
fire/**********/dragon/effect
this card cannot be normal summoned or set. this card can only be special summoned by removing 5 fire type monsters from play. if this card battles with 2 or more face down defense position monsters this card can attack once per face down monster. deal damage to your opponents life points by the difference between the attack of this card and the face down monsters.
3500/3000


Fire wall
spell: continuous
as long as this card remains on the field your opponent cannot attack. this card is destroyed at the ending of your 2rd turn this card has been activated.


burning stall
spell: continuous
while this card remains on the field, all magic cards are negated except this card.

fire pixie
fire/***/fairy/effect
as long as this card is on the field deal damage to your opponents life points for every fire type monster on your side of the field by 400.
300/800


Lord of the Sun- Sol
fire/*******/pyro/effect
this card cannot be special summoned or set. as long as this card is on field increase the attack and defense of every fire type monster on your side of the field by 1000.
3000/2400

Phoenix
fire/****/winged beast/effect
as long as this card is on the field increase your life points by 500 during each of your standby phases. when this card is destroyed as a result of battle it is returned to the owners hand.
1100/2000

Healing powers of the phoenix
spell: quick play
this card can only be activated when your opponent attacks your life points directly. increase your life points by the attack of the attacking monster.

Pyroclasm
spell: normal
discard one card from your hand to destroy all monsters on your opponents side of the field.

Valley of the burning sand
spell: continous
as long as this card remains on the field decrease the attack of your opponents monsters by 500 during your opponents standby phase.

Fe1ix

Original Citizen

7,850 Points
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axean

PostPosted: Sun Apr 08, 2007 6:29 am


axero
axero
W.W.W.-Frointier
spell: field
effect: all beast and reptile type monsters gain 400 atk. also you can discard this card to the graveyard to special summon one W.W.W.-Mad Bull Lord from your hand along with the necesary tributes.

W.W.W.-Rattle Snake
Earth
***
reptile/ effect
atk: 200
def: 000
effect: when W.W.W.-Frointier is face up on your side of the field, this card can atk directly. when this card is destroyed as a result of battle and sent to the graveyard, destroy one spell or trap card on the field.

W.W.W.-Bouvine Queen
Earth
*****
beast/ effect
atk: 2000
def: 2500
effect: when a beast type monster on your side of the field is destroyed as a result of battle, negate the battle damage and increase both players life points by the damage that was inflicted. in addition, if W.W.W.-Frointier is face up on your side of the field, your opponent loses life points equal to half the destroyed monsters origonal attack after applying the first effect.

W.W.W.-Enraged Bull
Fire
****
beast/ effect
atk: 2000
def: 000
effect: this card is destroyed at the end of the damage step. this card cannot inflict damage to your opponants life points by attacking directly. any card destroyed by this card in battle is removed from play and the owner of that card loses 500 life points.

Long Horns
spell: equip
effect: this card can only be equiped to a beast type monster with W.W.W. in it's card name. increase he atk of the equiped monster by 1000 and decrease it's def by 600. a monster equiped with this card can only attack face up monsters.

Farmer's Lasso
Trap
effect: switch all face up monster cards on the field to defense. their positions cannot be changed till the end phase.

Mega Rush
spell
effect: decrease your opponants life points by 300 for each beast type monster on your side of the field.

W.W.W.-Calf
water
*
atk: 000
def: 000
beast/ effect
flip: discard two cards from the top of your opponants deck to graveyard. inflict 800 points of damage for each spell card discarded by this effect.

W.W.W.-Mad Hare
earth
**
atk: 700
def: 1000
beast/ effect
effect: this card not be destroyed as a result of battle while in defense position. when this card inflicts damage to your opponants life points, both players place one card from their respective hands at the bottom of thier respective decks.

W.W.W.-Mad Bull
earth
****
atk: 1900
def: 400
beast
text: an extremely violent bull from the old west. it traples anything in it's path to dust.

W.W.W.-Mad Bull Lord
Earth
********
atk: 3000
def: 2800
Beast/ effect
effect: this card cannot be normal summoned or set. this card can only be special summoned by the effect of W.W.W.-Frointier and by offering two monsters on your side of the field as tribute. increase the atk of this card by 200 for each beast type monster in your graveyard and on your side field. this card cannot be targeted by spell, trap or monster effects other than it's own. if the atk of this monster is higher than the defense of your opponants defense position monster, inflict the differense as battle damage to your opponants life points.

W.W.W.-Condor
Wind
****
atk: 1500
def: 1200
reptile/ effect
effect: when this card is destroyed as a result of battle, destroy the monster that destroyed this card. both players then take one card from their respective graveyards and add them to the bottom of their respective decks.

Big Stampede
trap
effect: discard 8 cards from the top of your deck. destroy all cards on the field. this effect can only be activated at your opponants end phase.

Scavenge
trap: continous
effect: place one card from hand at the bottom of your deck. draw one card. this effect can be used by your opponant as well.


Red Eye
spell: quick-play
effect: destroy all monsters on your opponants side of the field. decrease the atk and def of beast and reptile monsters on your side of the field to zero. this card can only be activated during your opponants stand-by phase.

Tornado Storm
trap: counter
effect: this cards effect can only be activated when your opponant declares an attack. after activation, both players lose 1000 life points and discard all cards in thier hand to the graveyard. this card cannot be activated if a player has less than 1000 life points left.


Quick Draw
trap: counter
effect: you can only activate this card when your opponent draws a card(s) outside his or her draw phase. your opponant discards the card(s) he/ she drew. (you smile draw 2 cards and then send one card from your hand at the bottom of your deck.

Curion
spell: continuous
effect: each time a card(s) returns to the respective owner's deck, gain 400 life points.

Mad Rush
trap: Continuous
effect: if the attack of your attacking beast type monster is higher then the defense of the defending monster, inflict the difference as battle damage to your opponant.

Cattle Russlers:
spell: quick-play
effect: special summon three Texan Tokens to your side of the field (earth/warrior/2 stars/500 atk/ 300 def) in defense position. this card can only be activated during your stand-by phase while having 3 or more empty monster card zones. you cannot make another summon this turn. when a Texan Token is destroyed your opponant places one card from their hand to the bottom of their deck.
note: Texan Tokens can be tributed on the turn following activation if any are left.
PostPosted: Sun Apr 22, 2007 6:10 pm



Dragoon Magic
Quickplay
If your "Dragoon Knight- Kain," "Dragoon Knight- Zere," or "Dragoon Knight- Kale" is attacking and your opponent's monster is stronger than your monster, then destroy both monsters immediatley (there is no damage calcutlated).

Spear of the Dragoon
equip
This card can only be equipped to a monster with "Dragoon" in their name or is named "Bahamut- Knight of the Dragons." Increase the attack of the equipped monster by 1000 points and decrease the attack of the equipped monster to 0. If this card is destroyed and sent to the graveyard, remove from play all monsters with "Dragoon" in their name and are named "Bahamut- Knight of the Dragons" from your hand, field, and deck.


I have to get off, so I'll post those Dragoon monsters when I'm on next.

Edit:Here are the Dragoon monsters I promised I would finish.


Dragoon Knight- Kain
4
Dark
(Warrior/Effect)
If this monster is equipped with "Spear of the Dragoons," then this monster can only attack if your opponent has a monster on their side of the field.
ATK:1200
DEF:1000

Dragoon Knight- Zere
4
Light
(Warrior/Effect)
If this monster is equipped with "Spear of the Dragoons," then this monster cannot attack if your opponent has a monster on his/her side of the field.
ATK:1200
DEF:1000



Dragoon Knight- Kale
8
Earth
(Warrior)
The strongest of the three legendary Dragoon Knights. This knight has spent his whole life training as a Dragoon, but has given up his magical abilities.
ATK:2500
DEF:2000



Bahamut- Knight of the Dragoons
10
Wind
(Fusion/Warrior/Effect)
"Dragoon Knight- Kain"+"Dragoon Knight- Zere"+"Dragoon Knight- Kale"
This monster can only be summoned through the above fusion materials. You must use polymerization when fusion summoning this monster. This card can only be special summoned through fusion summoning. If this monster is equipped with "Spear of the Dragoons," choose one of the following effects to activate:
-During each of your end phases, your opponent discards a card from their hand. If they don't have any cards in their hand, remove one card from their graveyard.
-Whenever this monster destroys a monster as a result of battle, increase your lifepoints by the difference of the two monsters.
ATK:3000
DEF:3000


I know that this monster may seem like a powerhouse, but he is a limited card. So are all the other monsters I created.

Kotaro_Saranoska


Kotaro_Saranoska

PostPosted: Mon Apr 23, 2007 2:38 pm


Here are a few cards I came up with this morning after eating breakfast. If this offends anyone, then let me know.


Horseman of War
5
Dark
(Warrior/Effect)
This monster cannot be switched to defense mode regardless of any effects. This monster must attack each turn.
ATK:2650
DEF:0

Horseman of Pestilence
5
Dark
(Warrior/Effect)
During each of your standby phases, pay 500 lifepoints. If you cannot, then destroy this card. This monster must attack each turn if able.
ATK:2650
DEF:0

Horseman of Famine
5
Dark
(Warrior/Effect)
During each of your opponent's standby decrease their lifepoints by 500 points.
ATK:2650
DEF:0

Horseman of Death
9
Dark
(Warrior/Effect)
This monster cannot be special summoned. If this monster attacks your opponent directly, instead of dealing damage to your opponent equal to the ATK of this card, deal damage to your opponent equal to the amount of cards in his/her graveyard x200.
ATK:2700
DEF:0
PostPosted: Thu May 31, 2007 1:22 pm


I'm just putting these cards because of the appearence of the Dark Flash in the comics (Finally).

The Dark Flash
Dark
5
User Image - Blocked by "Display Image" Settings. Click to show.(Effect/Warrior)
This card cannot be normal summoned or set. This card can only be special summoned by sacrificing a face up monster with "The Flash" in their name. As long as this card remains on the field, no other monsters with "The Flash" in their name can be summoned or set.
ATK:2100
DEF:2000



The Flash-Jay Garrick
Light
4
User Image - Blocked by "Display Image" Settings. Click to show.
(Warrior)
This is the first of the Flashes. He got his powers from breathing in chemicals while sleeping in college.
ATK:1700
DEF:1000

The Flash-Barry Allen
Light
4
User Image - Blocked by "Display Image" Settings. Click to show.
(Warrior)
This is the second of the Flashes. He got his powers by being struck by lightning in a police crime lab.
ATK:1700
DEF:1100

The Flash-Wally West
Light
4
User Image - Blocked by "Display Image" Settings. Click to show.
(Warrior)
The third Flash. He got his powers by also being struck by lightning in a poice crime lab.
ATK:1800
DEF:1200



The Flash-Bart Allen
Light
6
User Image - Blocked by "Display Image" Settings. Click to show.
(Warrior/Effect)
This card cannot be normal summoned or set. This card can only be special summoned while speed force is face up on the field. If "Speed Force" is removed from the field, this card is instantly sent to the graveyard.
ATK:2500
DEF:2000



Speed Force
Field Card
User Image - Blocked by "Display Image" Settings. Click to show.
While this card is face up on the field, all monsters with "The Flash" in their name gain 500 ATK points. All "The Dark Flash" monsters on the field lose 200 ATK points.


My best friend is a huge fan of the Flash. He got me into reading it.

Kotaro_Saranoska


hollowIchgo

PostPosted: Sat Jun 02, 2007 10:06 pm


Destiny Hero-Sword Master
LV6
Attribute biggrin ark
ATK/2300
DEF/1650
Warrior/Effect:this card cannot be special summoned.if this card destroys a monster it can attack twice in a row.if this card is destroyed the monster tributed for this card's DEF is inflicted to your opponents life points.

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monster is the avatar guy
PostPosted: Sat Jun 02, 2007 10:31 pm


this is the one the strongest cards and all these cards are semi-limited and Hero's water is limited

Hero's Water
spell/quick play
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effect:select one face up monster on your side of the field to activate this card.the selected monster multiply its original ATK/DEF for each monster on your opponent's side of the field.at the end phase of this turn the controller of this card loses life points by 90 percent.then the monster is destroyed.




Hero's Courage
Trap/infinite

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as long this card is face up all "Hero's water" effect of loses life points by 90 percent is negated.during each end phase "hero's water"is added to your hand from the graveyard.this card's activation or effect cannot be negated.this cannot be chained by another card.this cannot be destroyed by monster effects.




Shibuki
Water
LV6

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ATK/2000
DEF/2000
Warrior/Effect
This card cannot be selected as an attack target.as long as card this is face up this card cannot be destroyed by the effect of "Hero's Water".



Father of the Hero
Spell/Field
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Effect
while this card is face up during each stanby phase if there is no monsters on your side of the field you can special summon one shibuki from your hand or deck.As long this card is face up your opponent cannot play a field spell card.



Waterfall ninja #1
Water
Lv4
Warrior/Effect
this can attack twice if "Shibuki"is on your side of the field.
ATK/1500
DEF/1100


Waterfall ninja #2
Water
LV4
Warrior/Effect
this card can attack your opponent's life points directly even with monsters on your opponent's side of the field if "shibuki" is on the field.if you attack directly this way the damage is halved
ATK/1400
DEF/1300


Waterfall ninja master
Water
LV5
Warrior/Effect
if "Father of the Hero" is face up You can Special one "shibuki" from your hand or deck.this effect is only applied when there is no "shibuki" on your side of the field.
ATK/1800
DEF/1500


Water Sword
Spell/Equip
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this card can only be uquipped to a monster with "waterfall" in there name or is named "shibuki".the equipped monster Gains 1000 ATK.if the uquipped card destroys a monster inflict 500 points of damage to the controller.If the equipped card is face up the control of the monster cannot switch.

all cards with "waterfall" in there name is not forbidden

hollowIchgo

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