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Legendary Pirate Plasma

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PostPosted: Sat Sep 04, 2010 7:17 pm


I got this idea just now and I thought I'd put it up before I forgot.

T.H. Goblin Field Tester
Level 1
EARTH
Warrior / Effect
When this card is destroyed as a result of battle and is sent to the graveyard, add 1 "T.H." monster from your deck to your hand. The deck is then shuffled.
ATK: 1300
DEF: 0

T.H. Shoveler
Level 2
EARTH
Warrior / Effect
FLIP: Search your deck for a "Trap Hole" card and add it to your hand.
ATK: 700
DEF: 1200

T.H. Geologist
Level 3
EARTH
Warrior / Effect
Once per turn, when a card effect would prevent you from setting cards face-down is in play, you may reveal 1 "Trap Hole" card from your hand and set it face-down on your side of the field.
ATK: 1000
DEF: 2000


T. H. Picker
Level 3
EARTH
Warrior / Tuner / Effect
When this card is used as a Synchro Material monster, return 1 "Trap Hole" card from your graveyard to your deck, then shuffle your deck.
ATK: 1600
DEF: 1200

T. H. Engineer
Level 4
EARTH
Warrior / Effect
When this card is normal summoned, you may search your deck for 1 "Trap Hole" card from yout deck and set it face-down on your side of the field.
ATK: 1800
DEF: 1400

T.H. Foreman
Level 5
EARTH
Warrior / Effect
This card may be special summoned if you control a "T.H." monster on the field. "Trap Hole" cards you control are unaffected by spell, trap, or effects of effect monsters that prevent the activation of Trap Cards.
ATK: 2400
DEF: 2100

T.H. Architect
Level 7
EARTH
Warrior / Effect
This card may be special summoned if you control 2 or more "T.H." monsters on the field. "Trap Hole" cards you control cannot be negated. Once per turn, you may discard a card from your hand and pay 500 Life Points to add 1 "Trap Hole" card from your graveyard to your hand.
ATK: 2650
DEF: 2100

T.H. Jack
Level 5
EARTH
Warrior / Synchro / Effect
1 "T.H." Tuner + 1 or more "T.H." non-Tuner monsters.
This card is unaffected by "Trap Hole" cards. Whenever you activate a "Trap Hole" card, pay 800 Life Points to apply the effect of the "Trap Hole" card to another monster your opponent controls.
ATK: 2500
DEF: 1800

T.H. Executive
Level 7
EARTH
Warrior / Synchro / Effect
1 "T.H." Tuner + 1 or more "T.H." non-Tuner monsters.
This card is unaffected by "Trap Hole" cards. Whenever your opponent activates a trap card, its name is treated as "Trap Hole" and its effect is changed to "Destroy 1 monster with 1000 or more ATK on your opponent's side of the field." Its name is treated as "Trap Hole" as long as it remains in the graveyard.
ATK: 2600
DEF: 2900

T.H. Tycoon
Level 8
EARTH
Warrior / Synchro / Effect
1 "T.H." Tuner + 1 or more "T.H." non-Tuner monsters.
This card is unaffected by "Trap Hole" cards. "Trap Hole" cards can be activated from your hand during your opponent's Main Phase.
ATK: 2800
DEF: 3000

--

Trap Hole Detector
Normal Spell
Reveal all face-down spell/trap cards on the field. All "Trap Hole" cards your opponent controls are destroyed. Then, all spell/trap cards return to their original positions.

Fake Trap Hole
Quick-Play Spell
Activate when a player activates a "Trap Hole" card. Negate its activation. The monster targetted by the "Trap Hole" card cannot attack this turn.

Elaborate Trap Hole
Quick-Play Spell
"Trap Hole" cards cannot be negated until the end of the turn.

Trap Hole World
Field Spell
Normal Trap cards in both player's hands, decks, and graveyards are treated as "Trap Hole". Those cards are unaffected by the "3 Copies Per Deck" rule.

---

Twin Trap Hole
Normal Trap
Remove 1 "Trap Hole" card from your graveyard from play to activate this card. This card's effect becomes the effect of the removed from play "Trap Hole" card.

Backup Trap Hole
Counter Trap
Activate when a "Trap Hole" card you control would be negated by a card effect controlled by your opponent. Negate the effect, destroy the card, and destroy 1 monster on your opponent's side of the field with 1000 or more ATK.

Micro Trap Hole
Normal Trap
Activate when your opponent normal or special summons a monster(s) with 1000 or less ATK. Destroy and remove from play those monster(s).
PostPosted: Sun Sep 05, 2010 12:31 pm


T. H. Engineer is a bit too strong. A simple effect that lets you search your opponents' deck.

Trap Hole World feels like a problem as it could easily allow you to reuse some overpowered trap cards.

Other than that, good set.

Jevan R. H. Divinitive
Crew


Legendary Pirate Plasma

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PostPosted: Sun Sep 05, 2010 10:42 pm


Yeah... I didn't see it when I was making it up, but yeah. A bit overpowered. I changed Engineer so it only works with your deck and I changed World so that it only affects Normal Traps.
PostPosted: Fri Jul 15, 2011 9:54 am


http://yugioh.wikia.com/wiki/Goblin_Construction_Crew

Seems like your T.H. Series has appeared in some form in the OCG.

brotherofAnubus

Dangerous Survivor

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