Card Set: Destined Souls [DSTS]

All of the finalized cards are in this board.
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MysticJhn
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Card Set: Destined Souls [DSTS]

Post by MysticJhn » Sat May 01, 2010 11:11 pm

This is a complete 100 card set!

Card Name: Six Shooter
Card Type: Monster/Effect
Attribute: Fire
Type: Machine
Level: 6
ATK/DEF: 2700/0
Card Text: This card can be Normal Summoned without a Tribute. Once per turn, you can Tribute 1 "Bullet Bill" monster you control to inflict damage to your opponent equal to half the original ATK of this card. If this effect is used, this card cannot declare an attack.

Card Name: Bullet Bill - Exploder
Card Type: Monster/Effect
Attribute: Fire
Type: Machine
Level: 1
ATK/DEF: 0/0
Card Text: If this card is Tributed by the effect of "Six Shooter", destroy 1 monster your opponent controls.

Card Name: Bullet Bill - Hurricane
Card Type: Monster/Effect
Attribute: Wind
Type: Machine
Level: 1
ATK/DEF: 0/0
Card Text: If this card is Tributed by the effect of "Six Shooter", return 1 Spell or Trap Card your opponent controls to their hand.

Card Name: Bullet Bill - Speed
Card Type: Monster/Effect
Attribute: Light
Type: Machine
Level: 1
ATK/DEF: 0/0
Card Text: If this card is Tributed by the effect of "Six Shooter", draw 1 card.

Card Name: Bullet Bill - Aqua
Card Type: Monster/Effect
Attribute: Water
Type: Machine
Level: 1
ATK/DEF: 0/0
Card Text: If this card is Tributed by the effect of "Six Shooter", gain 500 Life Points for every "Bullet Bill" monster in your Graveyard.

Card Name: Bullet Bill - Quake
Card Type: Monster/Effect
Attribute: Earth
Type: Machine
Level: 1
ATK/DEF: 0/0
Card Text: If this card is Tributed by the effect of "Six Shooter", change all face-up Attack Position monsters your opponent controls to face-up Defense Position.

Card Name: Bullet Bill - Shadow
Card Type: Monster/Effect
Attribute: Dark
Type: Machine
Level: 1
ATK/DEF: 0/0
Card Text: If this card is Tributed by the effect of "Six Shooter", remove from play 1 monster from your opponent's Graveyard.

Card Name: Ballistica
Card Type: Quick-Play Spell Card
Card Text: Activate while you control 1 "Six Shooter". Tribute from your hand or the field 1 "Bullet Bill" monster. The Tributed monster is treated as if it was Tributed by the effect of "Six Shooter".

Card Name: Blank Bill
Card Type: Continuous Trap Card
Card Text: After activation, Special Summon this card in Defense Position; it is treated as an Effect Monster Card (Machine-Type/EARTH/Level 1/ATK 0/DEF 0). While being treated as a Monster Card, this card's name is treated as "Bullet Bill". (This card is also still treated as a Trap Card.)

Card Name: Eternal Dragon Wing
Card Type: Equip Spell Card
Card Text: This card can only be equipped to to Dragon-Type monsters. The equipped monster cannot be destroyed by battle or by card effects.

Card Name: Righteous Dragon
Card Type: Monster/Synchro/Effect
Attribute: Light
Type: Dragon
Level: 9
ATK/DEF: 3200/2000
Card Text: 1 Dragon-Type Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned, you can send all Spell and Trap Cards your opponent controls to the Graveyard. If this effect is used, skip your Battle Phase. Once per turn you can remove from play 1 Spell Card from your Graveyard to destroy 1 Monster Card your opponent controls.

Card Name: Goliath Wyvern
Card Type: Monster/Fusion/Effect
Attribute: Dark
Type: Dragon
Level: 12
ATK/DEF: 4400/3800
Card Text: This card cannot be Summoned except by Fusion Summon. The Fusion Material Monsters for the Fusion Summon of this card is any 3 Dragon-Type monsters including at least 1 Synchro Monster. You can pay half your Life Points to return all cards on the field except this card to their owner's hand and reduce the ATK of this monster by half until the End Phase.

Card Name: Barrier of the Small
Card Type: Trap Card
Card Text: Level 3 and lower monster you control cannot be removed from the field by a card effect until the End Phase.

Card Name: Motoroid
Card Type: Monster/Tuner/Effect
Attribute: Earth
Type: Machine
Level: 2
ATK/DEF: 500/100
Card Text: If you control another "roid" monster, this card can attack directly.

Card Name: Super Mecharoid
Card Type: Monster/Synchro/Effect
Attribute: Earth
Type: Machine
Level: 8
ATK/DEF: 3000/2000
Card Text: "Motoroid" + 1 or more non-Tuner "roid" monsters
This card gains 1000 ATK if a "roid" Fusion Monster was used for the Synchro Summon of this card. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. When this card is destroyed and sent to the Graveyard, you can Special Summon 1 "roid" monster from your Graveyard.

Card Name: Red Flare Flint
Card Type: Equip Spell
Card Text: A monster equipped with this card cannot change its Battle Position or attack. If the equipped monster is removed from the field, inflict damage to the monster's owner equal to it's original ATK. Then select 1 monster on the field and equip this card to that monster.

Card Name: Sonic Panda LV2
Card Type: Monster/Effect
Attribute: Wind
Type: Beast
Level: 2
ATK/DEF: 700/900
Card Text: Once per turn, when your opponent declares an attack, you can negate it. During your next Standby Phase after this card negates an attack, Special Summon 1 "Sonic Panda LV4" from your hand or Deck.

Card Name: Sonic Panda LV4
Card Type: Monster/Effect
Attribute: Wind
Type: Beast
Level: 4
ATK/DEF: 1600/1000
Card Text: If this card was Special Summoned by the effect of "Sonic Panda LV2", return one monster your opponent controls to their hand. Once per turn, when your opponent declares an attack, you can negate it. During your next Standby Phase after this card negates an attack, Special Summon 1 "Sonic Panda LV6" from your hand or Deck.

Card Name: Sonic Panda LV6
Card Type: Monster/Effect
Attribute: Wind
Type: Beast
Level: 6
ATK/DEF: 2300/1500
Card Text: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Sonic Panda LV4". If this card was Special Summoned by the effect of "Sonic Panda LV4", return one card your opponent controls to their hand. Once per turn, when your opponent declares an attack, you can negate it and send the attacking monster to the bottom of your opponent's Deck. During your next Standby Phase after this card negates an attack, Special Summon 1 "Sonic Panda LV8" from your hand or Deck.

Card Name: Sonic Panda LV8
Card Type: Monster/Effect
Attribute: Wind
Type: Beast
Level: 8
ATK/DEF: 2900/2000
Card Text: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Sonic Panda LV6". When this card is Special Summoned by the effect of "Sonic Panda LV6", return up to 3 cards on the field to their owner's hand. Once per turn, when your opponent declares an attack, you can negate it and remove from play the attacking monster.

Card Name: Havok-Striker Archfiend
Card Type: Monster/Effect
Attribute: Light
Type: Fiend
Level: 6
ATK/DEF: 2200/1800
Card Text: Once per turn, you can discard 1 Monster Card from your hand to destroy a monster on the field who's Type is the same as the discarded card's Type.

Card Name: Starlight Beast Tigrohawk
Card Type: Monster/Effect
Attribute: Light
Type: Winged-Beast
Level: 4
ATK/DEF: 1500/1200
Card Text: You can discard this card from your hand during either player's Battle Phase to have 1 "Starlight Beast" monster you control gain 1000 ATK until the End Phase of the turn.

Card Name: Starlight Beast Wing Wolf
Card Type: Monster/Effect
Attribute: Light
Type: Winged-Beast
Level: 4
ATK/DEF: 1400/1300
Card Text: You can discard this card from your hand to negate the effect of a card that would destroy a "Starlight Beast" monster you control.

Card Name: Starlight Beast Flytefox
Card Type: Monster/Effect
Attribute: Light
Type: Winged-Beast
Level: 3
ATK/DEF: 1200/1000
Card Text: While you control a "Starlight Beast", you can discard this card from your hand to draw 1 card.

Card Name: Starlight Beast Batwing Chimp
Card Type: Monster/Tuner/Effect
Attribute: Light
Type: Winged-Beast
Level: 4
ATK/DEF: 1600/1200
Card Text: You can discard this card from your hand if you control no monsters. This card is not treated as a Tuner while face-up on the field. You can remove from play this card from the Graveyard and 1 "Starlight Beast" you control to Special Summon 1 "Starlight Beast" Synchro monster from your Extra Deck who's Level is equal to the combined Levels of the monsters removed by this effect. This Special Summon is treated as a Synchro Summon.

Card Name: Starlight Beast Feather Ape
Card Type: Monster/Synchro/Effect
Attribute: Light
Type: Winged-Beast
Level: 8
ATK/DEF: 2900/2400
Card Text: "Starlight Beast Batwing Chimp" + 1 or more non-Tuner "Starlight Beast" monsters
You can remove from play 1 "Starlight Beast" monster from your Graveyard to destroy 1 monster your opponent controls.

Card Name: Starlight Beast Airbear
Card Type: Monster/Synchro/Effect
Attribute: Light
Type: Winged-Beast
Level: 7
ATK/DEF: 2600/2000
Card Text: "Starlight Beast Batwing Chimp" + 1 or more non-Tuner "Starlight Beast" monsters
Your opponent cannot attack another "Starlight Beast" monster you control other than this card.

Card Name: Starlight Beast Ligardrago
Card Type: Monster/Effect
Attribute: Light
Type: Winged-Beast
Level: 6
ATK/DEF: 2500/1900
Card Text: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by having 5 "Starlight Beast" monsters in your Graveyard with different names. You cannot Special Summon this card if you control another "Starlight Beast Ligardrago". Once per turn, you can return 1 "Starlight Beast" from the Graveyard to your hand to return 1 card your opponent controls to the top of their Deck.

Card Name: Silver Starlight Moon
Card Type: Spell Card
Card Text: Activate only when you control a face-up "Starlight Beast" monster. Add 1 "Starlight Beast" from your Deck or Graveyard to your hand.

Card Name: Starlit Shield
Card Type: Trap Card
Card Text: When your opponent declares an attack, you can discard 1 "Starlight Beast" from your hand to negate the attack. Your opponent discards 1 card.

Card Name: Starlight Pathway
Card Type: Continuous Trap Card
Card Text: Whenever you discard 1 "Starlight Beast" from your hand, your opponent must discard 1 card from their hand.

Card Name: Stellar Glow
Card Type: Quick-Play Spell Card
Card Text: Return all "Starlight Beast" monsters you control to your hand. Discard all "Starlight Beast" monsters in your hand. Gain 1000 Life Points for all "Starlight Beast" monsters discarded by this effect.

Card Name: Lunar Guidance
Card Type: Trap Card
Card Text: Special Summon as many removed from play "Starlight Beast" monsters as possible. During the End Phase, return all monsters Special Summoned by this effect to your hand.

Card Name: Starlight Beast Ferrofly
Card Type: Monster/Effect
Attibute: Light
Type: Winged-Beast
Level: 2
ATK/DEF: 300/300
Card Text: During your opponent's turn, if a "Starlight Beast" monster you control is destroyed by battle, you can discard this card. During your next Standby Phase after this card was discarded by it's own effect, Special Summon this card in face-up Defense Position on your side of the field.

Card Name: Starlight Beast Zeagle
Card Type: Monster/Effect
Attribute: Light
Type: Winged-Beast
Level: 5
ATK/DEF: 2000/1500
Card Text: If this card is Tribute Summoned by Tributing a "Starlight Beast" monster, add 1 "Starlight Beast" card from your Graveyard to your hand. This card gains ATK equal to that monster's Level x 100.

Card Name: Starlight Beast Sky Koala
Card Type: Monster/Effect
Attribute: Light
Type: Winged-Beast
Level: 3
ATK/DEF: 1100/1100
Card Text: You can discard this card to Special Summon 1 "Starlight Beast Sky Koala" from your Deck in face-up Attack Position. The Summoned monster cannot change it's Battle Position until the End Phase and cannot be Tributed except for the Tribute Summon of a "Starlight Beast" monster.

Card Name: Bright Star Flare
Card Type: Spell Card
Card Text: Send 5 "Starlight Beast" monsters you control to the Graveyard. Destroy all cards on the field. Your opponent takes damage equal to half the combined original ATK of the 5 "Starlight Beast" monsters you sent to the Graveyard.

Card Name: Battle Arena K
Card Type: Continuous Spell Card
Card Text: Spell and Trap Cards cannot be activated except for Equip Spell Cards.

Card Name: Daisuke Kuro
Card Type: Monster/Effect
Attribute: Dark
Type: Psychic
Level: 3
ATK/DEF: 1000/1000
Card Text: While equipped with "Heavy Mecha Kuro" this card is treaded as a Machine-Type monster.

Card Name: Heavy Mecha Kuro
Card Type: Monster/Union
Attribute: Dark
Type: Machine
Level: 8
ATK/DEF: 2000/1000
Card Text: Once per turn, if you control this monster on the field, you can equip it to a face-up "Daisuke Kuro" monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains ATK and DEF equal to this card's ATK and DEF. If the equipped monster destroys a monster by battle, you can destroy 1 monster on the field. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

Card Name: Ran Aka
Card Type: Monster/Effect
Attribute: Fire
Type: Psychic
Level: 3
ATK/DEF: 1000/1000
Card Text: While equipped with "Heavy Mecha Aka" this card is treaded as a Machine-Type monster.

Card Name: Heavy Mecha Aka
Card Type: Monster/Union
Attribute: Fire
Type: Machine
Level: 8
ATK/DEF: 1800/1200
Card Text: Once per turn, if you control this monster on the field, you can equip it to a face-up "Ran Aka" monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains ATK and DEF equal to this card's ATK and DEF. If the equipped monster destroys a monster by battle, inflict damage to your opponent equal to that monster's original ATK. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

Card Name: Makoto Ao
Card Type: Monster/Effect
Attribute: Water
Type: Psychic
Level: 3
ATK/DEF: 1000/1000
Card Text: While equipped with "Heavy Mecha Ao" this card is treaded as a Machine-Type monster.

Card Name: Heavy Mecha Ao
Card Type: Monster/Union
Attribute: Water
Type: Machine
Level: 8
ATK/DEF: 1900/1100
Card Text: Once per turn, if you control this monster on the field, you can equip it to a face-up "Makoto Ao" monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains ATK and DEF equal to this card's ATK and DEF. If the equipped monster destroys a monster by battle, you can gain Life Points equal to the destroyed monster's ATK. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

Card Name: Haru Shiro
Card Type: Monster/Effect
Attribute: Wind
Type: Psychic
Level: 3
ATK/DEF: 1000/1000
Card Text: While equipped with "Heavy Mecha Shiro" this card is treaded as a Machine-Type monster.

Card Name: Heavy Mecha Shiro
Card Type: Monster/Union
Attribute: Wind
Type: Machine
Level: 8
ATK/DEF: 1900/1100
Card Text: Once per turn, if you control this monster on the field, you can equip it to a face-up "Haru Shiro" monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains ATK and DEF equal to this card's ATK and DEF. If the equipped monster destroys a monster by battle, you can destroy 1 Spell or Trap Card on the field. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

Card Name: Takeshi Midori
Card Type: Monster/Effect
Attribute: Earth
Type: Psychic
Level: 3
ATK/DEF: 1000/1000
Card Text: While equipped with "Heavy Mecha Midori" this card is treaded as a Machine-Type monster.

Card Name: Heavy Mecha Midori
Card Type: Monster/Union
Attribute: Earth
Type: Machine
Level: 8
ATK/DEF: 1000/2000
Card Text: Once per turn, if you control this monster on the field, you can equip it to a face-up "Takeshi Midori" monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains ATK and DEF equal to this card's ATK and DEF. The equipped monster can attack while in Defense Position. When the equipped monster attacks while in Defense Position, it's ATK is treated as it's DEF until after Damage Calculation. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

Card Name: Yumiko Mizuiro
Card Type: Monster/Effect
Attribute: Light
Type: Psychic
Level: 3
ATK/DEF: 1000/1000
Card Text: While equipped with "Heavy Mecha Mizuiro" this card is treaded as a Machine-Type monster.

Card Name: Heavy Mecha Mizuiro
Card Type: Monster/Union
Attribute: Light
Type: Machine
Level: 8
ATK/DEF: 2000/1000
Card Text: Once per turn, if you control this monster on the field, you can equip it to a face-up "Yumiko Mizuiro" monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains ATK and DEF equal to this card's ATK and DEF. If the equipped monster destroys a monster by battle, you can add 1 card from your Graveyard to your hand. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

Card Name: Mechanized Force Summon
Card Type: Spell Card
Card Text: Equip a Machine-Type Union monster to an appropriate Psychic-Type monster you control.

Card Name: Psychic Mecha Connection
Card Type: Trap Card
Card Text: Add 1 Machine-Type Union monster from your Deck or Graveyard to your hand that is listed in the text of a Psychic-Type monster you control.

Card Name: Glassform Giant
Card Type: Monster/Effect
Attribute: Light
Type: Fiend
Level: 8
ATK/DEF: 2800/2200
Card Text: You can pay 1000 Life Points to Normal Summon this card without a Tribute. If this card is destroyed, you can Special Summon up to 2 "Shattered Soldier" monsters from your Deck or Graveyard.

Card Name: Shattered Soldier
Card Type: Monster/Effect
Attribute: Light
Type: Fiend
Level: 4
ATK/DEF: 1400/1100
Card Text: If this card is Special Summoned by the effect of "Glassform Giant", you can raise it's ATK by 200. When this card is destroyed, you can Special Summon up to 2 "Fractured Fighter" monsters from your Deck or Graveyard.

Card Name: Fractured Fighter
Card Type: Monster/Effect
Attribute: Light
Type: Fiend
Level: 2
ATK/DEF: 700/550
Card Text: If this card is Special Summoned by the effect of "Shattered Soldier", you can destroy 1 card your opponent controls. When this card is destroyed, you can Special Summon as many "Shard Tokens" (Fiend-Type/LIGHT/Level 1/ATK 100/DEF 100) as possible in Defense Position to your side of the field.

Card Name: Scattered Light Laser
Card Type: Quick-Play Spell Card
Card Text: Activate while you control 5 Monster Cards named "Glassform Giant", "Shattered Soldier", "Fractured Fighter", or "Shard Token". Inflict 2500 damage to your opponent.

Card Name: Glass Reconstruction
Card Type: Trap Card
Card Text: Select one of the following effects:
• Tribute 2 "Shattered Soldier" monsters you control to Special Summon 1 "Glassform Giant" from your Graveyard.
• Tribute 2 "Fractured Fighter" monsters you control to Special Summon 1 "Shattered Soldier" from your Graveyard.

Card Name: Hyper Grappler Hector
Card Type: Monster/Effect
Attribute: Wind
Type: Warrior
Level: 4
ATK/DEF: 1600/1200
Card Text: Once per turn you can send this card to the Spell and Trap Card Zone as an Equip Spell Card equipped to a monster your opponent controls. The equipped monster loses 500 ATK. During the End Phase that this card is equipped by it's own effect, Summon this card in face-up Attack Position.

Card Name: Hyper Grappler Grigor
Card Type: Monster/Effect
Attribute: Wind
Type: Warrior
Level: 4
ATK/DEF: 1700/1100
Card Text: If this card attacks a monster equipped with a "Hyper Grappler", you can remove from play 1 Spell or Trap Card on the field. The equipped "Hyper Grappler" is Summoned in face-up Attack Position to your side of the field.

Card Name: Hyper Grappler Filips
Card Type: Monster/Tuner/Effect
Attribute: Wind
Type: Warrior
Level: 3
ATK/DEF: 1500/1000
Card Text: Once per turn you can send this card to the Spell and Trap Card Zone as an Equip Spell Card equipped to a monster your opponent controls. The equipped monster is switched to Defense Position. If the equipped monster is attacked by "Hyper Grappler" monster who's ATK is higher than the DEF of the equipped monster, your opponent takes the difference as Battle Damage.

Card Name: Hyper Grappler Deo
Card Name: Monster/Effect
Attribute: Wind
Type: Warrior
Level: 4
ATK/DEF: 1800/1000
If this card attacks a monster equipped with a "Hyper Grappler", destroy that monster before Damage Calculation. The equipped "Hyper Grappler" is Summoned in face-up Attack Position to your side of the field.

Card Name: Tag Teaming
Card Type: Spell Card
Card Text: Select 1 "Hyper Grappler" monster you control. Special Summon 1 "Hyper Grappler" monster with a different name from your Deck. During your End Phase, return the Special Summoned monster to your Deck and shuffle it.

Card Name: Hyper Grappler Nikolai
Card Type: Monster/Synchro/Effect
Attribute: Wind
Type: Warrior
Level: 7
ATK/DEF: 2800/2000
Card Text: "Hyper Grappler Filips" + 1 or more non-Tuner Warrior-Type monsters
This card gains 200 ATK for every "Hyper Grappler" on the field. If this card attacks and destroys a monster equipped with a "Hyper Grappler", after damage calculation, inflict damage to your opponent equal to the destroyed monster's ATK. The equipped "Hyper Grappler" is Summoned in face-up Attack Position to your side of the field.

Card Name: Boomy Synchron
Card Type: Monster/Tuner/Effect
Attribute: Fire
Type: Machine
Level: 6
ATK/DEF: 1000/1000
Card Text: You can Normal Summon this card without a Tribute. When this card is used as a Synchro Material Monster for the Synchro Summon of a monster other than "Exploder Warrior", you take 2000 damage.

Card Name: Exploder Warrior
Card Type: Monster/Synchro/Effect
Attribute: Fire
Type: Warrior
Level: 8
ATK/DEF: 3000/2300
Card Text: "Boomy Synchron" + 1 or more non-Tuner monsters
Whenever this card destroys a monster by battle and sends it to the Graveyard, both players take 1000 damage.

Card Name: Invadron Alphet
Card Type: Monster/Effect
Attribute: Dark
Type: Reptile
Level: 3
ATK/DEF: 1200/0
Card Text: This card cannot be Set. This card can only be Normal Summoned to your opponent's side of the field. This card cannot attack a monster this card's owner controls or the owner's Life Points. This card cannot be Tributed or used as a Synchro Material Monster except by it's owner. During the Standby Phase, the controller of this card takes 500 damage.

Card Name: Invadron Bephet
Card Type: Monster/Effect
Attribute: Dark
Type: Reptile
Level: 3
ATK/DEF: 1000/200
Card Text: This card cannot be Set. This card can only be Normal Summoned to your opponent's side of the field. This card cannot attack a monster this card's owner controls or the owner's Life Points. This card cannot be Tributed or used as a Synchro Material Monster except by it's owner. During the Standby Phase, the owner of this card gains 200 Life Points for every "Invadron" on the field.

Card Name: Invadron Gamphet
Card Type: Monster/Effect
Attribute: Dark
Type: Reptile
Level: 3
ATK/DEF: 1100/100
Card Text: This card cannot be Set. This card can only be Normal Summoned to your opponent's side of the field. This card cannot attack a monster this card's owner controls or the owner's Life Points. This card cannot be Tributed or used as a Synchro Material Monster except by it's owner. During the End Phase of the turn this card was Normal Summoned, destroy up to 2 Spell or Trap Cards the controller of this card controls.

Card Name: Invadron Delphet
Card Type: Monster/Tuner/Effect
Attribute: Dark
Type: Reptile
Level: 3
ATK/DEF: 900/900
Card Text: When this card is Normal Summoned, switch control of 1 "Invadron" monster on the field.

Card Name: Invadron Epsiphet
Card Type: Monster/Synchro/Effect
Attribute: Dark
Type: Reptile
Level: 6
ATK/DEF: 2000/2000
Card Text: "Invadron Delphet" + 1 or more non-Tuner "Invadron" monsters
When this card is Synchro Summoned, switch control of all "Invadron" monsters your opponent controls. This card gains 100 ATK for every "Invadron" on the field.

Card Name: Invasion Force
Card Type: Counter Trap Card
Card Text: Activate when your opponent's card effect destroys an "Invadron" monster. Special Summon 1 "Invadron" monster from your Deck to your opponent's side of the field.

Card Name: Invadron Counter Attack
Card Type: Trap Card
Card Text: If your opponent delcares an attack while they control an "Invadron" monster, destroy the attacking monster and 1 "Invadron" monster they control.

Card Name: Home Base Defense
Card Type: Continuous Spell Card
Card Text: As long as you control no monsters, you cannot be attacked.

Card Name: Mecha-Fish
Card Type: Monster/Zenith/Effect
Attribute: Water
Type: Machine
Level: 7
ATK/DEF: 1900/2200
Card Text: "Metal Fish"
While "Umi" is face-up on the field, if this card attacks it gains 1000 ATK.

Card Name: Rainbow Peacock
Card Type: Monster/Zenith/Effect
Attribute: Wind
Type: Winged Beast
Level: 7
ATK/DEF: 2000/1800
Card Text: "Peacock"
If this card destroys a non-WIND monster by battle, destroy all Spell and Trap Cards your opponent controls.

Card Name: Morning Star Crow
Card Type: Monster/Zenith/Effect
Attribute: Dark
Type: Fiend
Level: 6
ATK/DEF: 1950/1900
Card Text: "Whiptail Crow"
You can remove from play form your Graveyard 1 Fiend-Type monster to destroy 1 monster your opponent controls.

Card Name: Cracked Ryu-Ran
Card Type: Monster/Zenith/Effect
Attribute: Fire
Type: Dragon
Level: 9
ATK/DEF: 2500/2900
Card Text: "Ryu-Ran"
If this card destroys a monster by battle and sends it to the Graveyard, your opponent recieves damage equal to the number of cards on the field x 200.

Card Name: Missile Warrior
Card Type: Monster/Synchro/Effect
Attribute: Fire
Type: Warrior
Level: 5
ATK/DEF: 0/0
Card Text: 1 Tuner + 1 or more non-Tuner monsters
If this card attacks, destroy the monster it attacks before damage calculation. You take no Battle Damage from battles involving this card.

Card Name: Irondactyl
Card Type: Monster/Effect
Attribute: Earth
Type: Dinosaur
Level: 3
ATK/DEF: 1600/300
Card Text: This card cannot be destroyed by card effects.

Card Name: Bronzosaurus
Card Type: Monster
Attribute: Earth
Type: Dinosaur
Level: 6
ATK/DEF: 2500/2000
Card Text: A huge dinosaur with a skin as hard and bright as shined bronze, this beast fears no attack.

Card Name: Stegosteelus
Card Type: Monster/Effect
Attribute: Earth
Type: Dinosaur
Level: 4
ATK/DEF: 1700/1500
Card Text: Once per turn, you can reduce the Level of 1 Dinosaur-Type monster in your hand by 2 until the End Phase.

Card Name: Copperceratops
Card Type: Monster/Effect
Attribute: Earth
Type: Dinosaur
Level: 5
ATK/DEF: 2100/0
Card Text: If you control another Dinosaur-Type monster other than "Copperceratops", you can Special Summon this card from your hand. There can only be 1 face-up "Copperceratops" on your side of the field.

Card Name: Goldasaurus Rex
Card Type: Monster/Fusion/Effect
Attribute: Earth
Type: Dinosaur
Level: 10
ATK/DEF: 4300/3000
Card Text: "Irondactyl" + "Bronzosaurus" + "Stegosteelus" + "Copperceratops"
This card cannot be Special Summoned except by Fusion Summon with the above listed Fusion Material Monsters. You can only Fusion Summon this card from your Extra Deck by sending the above cards from your side of the field to the Graveyard. (You do not use Polymerization.) This card cannot be destroyed by card effects. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.

Card Name: Stone Age Alchemy
Card Type: Spell Card
Card Text: You can remove from play from your Graveyard 1 "Irondactyl", 1 "Bronzosaurus", 1 "Stegosteelus", and 1 "Copperceratops" to Special Summon 1 "Goldasaurus Rex from your Extra Deck, ignoring the Summoning Conditions. The Special Summoned monster's effect is negated.

Card Name: Dragonic Moutain Realm
Card Type: Field Spell Card
Card Text: When a Dragon-Type monster on the field is destroyed by battle and sent to the Graveyard, it's owner can Special Summon 1 Level 2 or lower Dragon-Type monster from his/her Deck. Dragon-Type monsters on the field are uneffected by Trap Cards.

Card Name: Blazing Dragonite
Card Type: Monster/Tuner/Effect
Attribute: Fire
Type: Dragon
Level: 2
ATK/DEF: 700/300
Card Text: If this card is used as a Synchro Material Monster for the Synchro Summon of a Dragon-Type monster, destroy 1 card on the field.

Card Name: Sonic Blast Drago
Card Type: Monster/Effect
Attribute: Wind
Type: Dragon
Level: 1
ATK/DEF: ?/0
Card Text: This card's ATK is equal to the number of Dragon-Type monsters in the Graveyard x 100. This monster can attack directly.

Card Name: Baby Bulldrago
Card Type: Monster/Effect
Attribute: Dark
Type: Dragon
Level: 2
ATK/DEF: 900/100
Card Text: The controller of this card takes no damage from battles involving this card. This card is not destroyed when it attacks. A monster that battles this card loses 1000 ATK after Damage Calculation until the End Phase.

Card Name: Shining Dragion
Card Type: Monster/Tuner/Effect
Attribute: Light
Type: Dragon
Level: 1
ATK/DEF: 500/500
Card Text: When this card declares an attack against a monster your opponent controls, you can pay 1000 Life Points to return that monster to it's owner's hand before Damage Calculation.

Card Name: Harrier Dragon
Card Type: Monster/Effect
Attribute: Wind
Type: Dragon
Level: 6
ATK/DEF: 2300/1200
Card Text: While "Dragonic Moutain Realm" is face-up on the field, this card can attack all monsters your opponent controls once each.

Card Name: Darkshadow Dragon
Card Type: Monster/Effect
Attribute: Dark
Type: Dragon
Level: 8
ATK/DEF: 2800/2800
Card Text: If this card destroys an opponent's monster and sends it to the Graveyard, you can switch the Battle Position of 1 monster your opponent controls. If "Dragonic Moutain Realm" is face-up on the field, you can switch the Battle Position of all monsters your opponent controls instead.

Card Name: Brood Dragon
Card Type: Monster/Effect
Attribute: Earth
Type: Dragon
Level: 4
ATK/DEF: 1500/1300
Card Text: While "Dragonic Moutain Realm" is face-up on the field, this card gains 300 ATK for every Dragon-Type monster on the field other than this card.

Card Name: Thunder Flash Wyvern
Card Type: Monster/Synchro/Effect
Attribute: Light
Type: Dragon
Level: 7
ATK/DEF: 2500/2100
Card Text: 1 Dragon-Type Tuner + 1 or more non-Tuner Dragon-Type monsters
You can send "Dragonic Mountain Realm" from your side of the field to the Graveyard to destroy all monsters your opponent controls and add 1 Field Spell Card from your Deck to your hand. The added card cannot be activated until your next turn.

Card Name: Volcandrago
Card Type: Monster/Synchro/Effect
Attribute: Fire
Type: Dragon
Level: 8
ATK/DEF: 3100/2400
Card Text: 1 Dragon-Type Tuner + 1 or more non-Tuner Dragon-Type monsters
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card destroys a monster while "Dragonic Mountain Realm" is face-up on the field, your opponent takes 1000 damage.

Card Name: Ratentia Gesui
Card Type: Monster/Effect
Attribute: Water
Type: Beast
Level: 1
ATK/DEF: 100/100
Card Text: This card cannot be attacked by a Level 4 or higher monster. This card can attack directly. When this card inflicts Battle Damage to your opponent's Life Points, your opponent discards 1 card.

Card Name: Ratentia Soeki
Card Type: Monster/Effect
Attribute: Water
Type: Beast
Level: 1
ATK/DEF: 100/100
Card Text: This card cannot be attacked by a Level 4 or higher monster. This card can attack directly. If this card is destroyed, you can Special Summon 1 Level 1 monster from your Deck.

Card Name: Ratentia Nezumi
Card Type: Monster/Effect
Attribute: Water
Type: Beast
Level: 1
ATK/DEF: 100/100
Card Text: This card cannot be attacked by a Level 4 or higher monster. This card can attack directly. While this card is face-up on the field, your opponent's monsters all gain 1 Level.

Card Name: Ratentia Okkuu
Card Type: Monster/Tuner/Effect
Attribute: Water
Type: Beast
Level: 1
ATK/DEF: 100/100
Card Text: This card cannot be attacked by a Level 4 or higher monster. This card can attack directly. When this card inflicts Battle Damage to your opponent's Life Points, gain Life Points equal to the number of "Ratentia" monsters you control x 300.

Card Name: Ratentia Dekai
Card Type: Monster/Synchro/Effect
Attribute: Water
Type: Beast
Level: 2
ATK/DEF: 500/500
Card Text: "Ratentia Okkuu" + 1 non-Tuner "Ratentia" monster
This card cannot be attacked by a Level 4 or higher monster. This card can attack directly. This card gains 100 ATK every time it inflicts Battle Damage to your opponent's Life Points.

Card Name: Lair of the Sewer Rats
Card Type: Field Spell Card
Card Text: Level 2 or lower Beast-type monsters are uneffected by Spell and Trap Cards other than this card and gain 200 ATK.
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Re: Card Set Submission: Destined Souls [DSTS]

Post by MysticJhn » Thu May 06, 2010 3:46 am

Just about 5 days into this set and already 1/3 finished.

I love the "Starlight Beast" archtype I just made. :)
I have a feeling it would flow really well.
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Re: Card Set Submission: Destined Souls [DSTS]

Post by MysticJhn » Tue May 18, 2010 4:03 am

Take that, Konami!

I completed a 100 card set in only 17 days!
Someone give me a job being a card designer. :D
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Re: Card Set Submission: Destined Souls [DSTS] *FINISHED!*

Post by troy_fox3137 » Fri Jul 23, 2010 2:38 am

starligh beasts are kinda ineresting
like the cards that normal summon to the opponents side of the field then the syncro changes them back
dragons are awesome
i like psychics and i like mashines but not together
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Re: Card Set Submission: Destined Souls [DSTS] *FINISHED!*

Post by Aleva » Mon Sep 20, 2010 7:59 am

MysticJhn wrote: Card Name: Six Shooter
Card Type: Monster/Effect
Attribute: Fire
Type: Machine
Level: 4
ATK/DEF: 1350/0
Card Text: Once per turn, you can Tribute 1 "Bullet Bill" monster you control to inflict damage to your opponent equal to the original ATK of this card. If this effect is used, this card cannot declare an attack.
Its alright I guess. It just doesn't really have the stats to stay on the field for very long, which could be a problem.

Card Name: Bullet Bill - Exploder
Card Type: Monster/Effect
Attribute: Fire
Type: Machine
Level: 1
ATK/DEF: 0/0
Card Text: If this card is Tributed by the effect of "Six Shooter", destroy 1 monster your opponent controls.

Card Name: Bullet Bill - Hurricane
Card Type: Monster/Effect
Attribute: Wind
Type: Machine
Level: 1
ATK/DEF: 0/0
Card Text: If this card is Tributed by the effect of "Six Shooter", return 1 Spell or Trap Card your opponent controls to their hand.

Card Name: Bullet Bill - Speed
Card Type: Monster/Effect
Attribute: Light
Type: Machine
Level: 1
ATK/DEF: 0/0
Card Text: If this card is Tributed by the effect of "Six Shooter", draw 1 card.

Card Name: Bullet Bill - Aqua
Card Type: Monster/Effect
Attribute: Water
Type: Machine
Level: 1
ATK/DEF: 0/0
Card Text: If this card is Tributed by the effect of "Six Shooter", gain 500 Life Points for every "Bullet Bill" monster in your Graveyard.

Card Name: Bullet Bill - Quake
Card Type: Monster/Effect
Attribute: Earth
Type: Machine
Level: 1
ATK/DEF: 0/0
Card Text: If this card is Tributed by the effect of "Six Shooter", change all face-up Attack Position monsters your opponent controls to face-up Defense Position.

Card Name: Bullet Bill - Shadow
Card Type: Monster/Effect
Attribute: Dark
Type: Machine
Level: 1
ATK/DEF: 0/0
Card Text: If this card is Tributed by the effect of "Six Shooter", remove from play from your opponent's Graveyard 1 Monster Card.
These 6 cards are all pretty situational... and if you don't draw Six Shooter, or it can't stay on the field, useless. I'd suggest you increase their stats/effect.

Card Name: Ballistica
Card Type: Quick-Play Spell Card
Card Text: Activate while you control 1 "Six Shooter". Tribute from your hand or the field 1 "Bullet Bill" monster. The Tributed monster is treated as if it was Tributed by the effect of "Six Shooter".
Should be 'Discard 1 "Bullet Bill" monster OR Tribute 1 "Bullet Bill" monster you control. for the 2nd sentence. Looks fine anyway, but maybe add the Six Shooter damage as well?

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Re: Card Set Submission: Destined Souls [DSTS] *FINISHED!*

Post by DoomMoose » Mon Sep 20, 2010 5:46 pm

We can contain references in our cards?
Or is a Bullet Bill archetype ok while making cards out of every jedi from the original trilogy with names is a little too far?

Bullet Bills are waaay underpowered.
For starters, make six shooter something like-
2100/2000 Lv. 5
You can special summon this card from your hand if you control 1 or more "Bullet Bill" monster. You can tribute 1 "Bullet Bill" monster to add 1 Ammo counter to this card. You can remove Ammo counters from your side of the field to activate 1 of the following effects: ● 1 Counter: inflict 500 damage to your opponent. ● 2 Counters: Remove from play 1 card in your opponent's graveyard. This effect can be used during either player's turn. ● 3 counters: Destroy 1 card on the field. ● 4 counters: Destroy all spell or trap cards on the field.

And after that, someone will have to add some good bullet bill's to use.
Card Name: Bullet Bill - Shadow
Card Type: Monster/Effect
Attribute: Dark
Type: Machine
Level: 1
ATK/DEF: 0/0
Card Text: If this card is Tributed by the effect of "Six Shooter", remove from play from your opponent's Graveyard 1 Monster Card.
This should be "Remove from play 1 Monster from your opponent's graveyard."
Card Name: Righteous Dragon
Card Type: Monster/Synchro/Effect
Attribute: Light
Type: Dragon
Level: 9
ATK/DEF: 3200/2000
Card Text: 1 Dragon-Type Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned, you can send all Spell and Trap Cards your opponent controls to the Graveyard. If this effect is used, skip your Battle Phase. Once per turn you can remove from play 1 Spell Card from your Graveyard to destroy 1 Monster Card your opponent controls.
Should be 2 non-tuners (All level 9+ synchroes are supposed to be 2 non-tuners.)
Needs a severe nerf. First effect should either be returned to the hand or everyone's spells, second needs to be a little harder to use. Especially since removing spells from your grave doesn't hurt you at all.
Card Name: Goliath Wyvern
Card Type: Monster/Fusion/Effect
Attribute: Dark
Type: Dragon
Level: 12
ATK/DEF: 4400/3800
Card Text: This card cannot be Summoned except by Fusion Summon. The Fusion Material Monsters for the Fusion Summon of this card is any 3 Dragon-Type monsters including at least 1 Synchro Monster. You can pay half your Life Points to return all cards on the field except this card to their owner's hand and reduce the ATK of this monster by half until the End Phase.
You should have "1 Dragon-type monster + 1 Dragon-type monster + 1 Dragon-type monster"
I guess this is ok since dragon's mirror and future fusion are gone. But it also makes it stupidly hard to get out.

You should note that equip cards are always terrible (Unless you give one a ridiculous effect, ex: snatch steal)

@sonic panda's- Your opponent would simply not attack until they have 2 monsters... For lv. 6 and 8, they don't need to negate the attack they just use their effects and it blocks the attack.

Probably some more stuff wrong but I'm lazy. :D

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Re: Card Set Submission: Destined Souls [DSTS] *FINISHED!*

Post by MysticJhn » Fri Sep 24, 2010 1:26 am

Bullet Bills - They aren't designed to stay on the field long, they are meant to be Tributed immediatly by "Six Shooter".

Ballistica - You can Tribute from the hand. It's done all the time with Ritual Monsters.
"You must also Tribute monsters whose total Levels equal [x] or more from the field or your hand."
Sound familiar?

Six Shooter, I think you're right.
Perhaps I should make it a Level 6 and allow it to be Special Summoned without a Tribute. That way it can have an ATK that can hold it's own. I made it 1350 ATK originally because 1/6th of 8000 Life Points is 1333.33..., so by making it 1350, you literally only need 6 shots to win the duel. I didn't pick the number arbitrarily. It's made specifically to act like you were unloading a full revolver's barrel. However, if I double the original ATK to 2700 and make it a 6 star that doesn't need a Tribute (still 0 DEF to keep things fair), it's effect can do half it's original ATK in damage instead of the full amount and still work as intended. It still has the effect that keeps it from attacking when it's effect is used, so you'd have to choose between using it's effect or actually attacking with a high ATK Level 6.


@ DoomMoose: What was wrong with Jedi cards? Also, "Bullet Bill" isn't a reference to anything, really. It's mimicing the "Bullet Bob" enemy from Super Mario Bros. in the name, but I reference a lot of stuff. My "Heavy Mecha" cards in this set is a Gundam/Neon Genesis Evangelion kind of reference where the Psychics act as pilots to Mecha armor and control them with their minds and bodies. Plus, the Psychic pilots are all named for Japanese colors, mimicing the Power Rangers/Voltron style of each character being a different color. In my Magician's Power set, I have a bunch of "Tank Warriors" who are all named for german colors, referencing WWII Germany's ace tank commander, Rommel. In "Velocity Philosophy", I have a card called "Shinichi the Truth Seeker" which is a reference to the anime "Detective Conan" in which the main character's name is "Kudo Shinichi" and who's catch phrase is "There is only one truth." In that same set is "Sanma Raotome the Black" and "Sanma Raotome the Red" which is a homage to the character Ranma Saotome from the anime Ranma 1/2 in which, whenever he's doused in cold water, he turns into a red-headed girl ("the Red") and when doused with warm water, turns back into his black-haired male form ("the Black"). My whole card set titled "Banzuke the Unbeatable" is a rip-off name of the Japanese game show "The Unbeatable Banzuke" in which contestants compete in bizarre events for the chance of getting their name of the board of champions. It shows on the channel G4 sometimes. My other set, "Techno Revolution" has inside it "Turbopuff Girls" in Red, Blue, and Green which is a blatant ripoff of Powerpuff Girls, including "The City of Turbosville" (City of Townsville) and "Save the Day" which is a part of the lyrics to Powerpuff Girls. In that set is also "Gojiryuu, the Towering Dragon" and it's Ritual Spell Card "Scales of Infinity" which is not only a reference to Dragonball Z's Shenron, the Eternal Dragon, but "Gojira" is also the Japanese name of Godzilla. "Armored Lad Tristram" in that set is a reference to the orignal anime where Falon used a bunch of Armor cards. "Tristram" itself is a borrowed name from Arthurian lore. "Gorira Lizard" is yet another Godzilla reference in the set. Gorira is the Japanese term for gorilla. "Gorilla Whale" was the combination of Japanese terms used to come up with the name "Gojira" (Gorira Kujira). This is why that monster is a WATER Thunder. He is quite literally Godzilla renamed. So, yeah, I'm not short of references by any means. :D
I just hide them well. :P


Bullet Bill - I'll make that text change.

Righteous Dragon - I've had this discussion before. Not all Level 9+ Synchros are supposed to be 2 or more non-Tuner monster. If you look, only the ones with generic requirements ask for 2 or more non-Tuners. Monsters with specific requirements tend to only say 1 or more, not to mention that Synchro requirements have become less and less straightforward. XX-Saber Gottoms, for example, doesn't even require non-Tuners. Just is generically "EARTH monsters", but you can actually Synchro Summon him with nothing but Tuners. Shooting Star Dragon can't even use normal Tuners, only Synchro Tuners, and Red Nova Dragon will require 2 Tuners! Fabled Leviathan is a Level 10 and because he's specific to his Tuner only requires 1 or more non-Tuners. Hyper Psychic Blaster, Level 9, 1 or more Psychic non-Tuners. Locomotion R-Genex, Level 9, 1 or more non-Tuner DARKs. Naturia Leodrake, Level 9, 1 or more EARTHs. Trident Dragion (one of my favs) also, Level 10, 1 or more non-Tuners. Actually, love that because it allows me to use Blue-Eyes White Dragon. :D
So, yeah, when a Level 9+ Synchro has a specific Tuner or non-Tuner type, that "2 or more" gets thrown out the window.

Goliath Wyvern - I don't need anything, there's a couple cards written like that when ALL the material is generic. Five-Headed Dragon is one specific that comes to mind. I know I've seen it elsehwere, can't remember where at the moment. I think it was on one of the "Neos" Fusions. Anyway, I'm not changing it since there's real precident.

At your Equip Spell Card note, I don't really care if people don't like Equip Spells. I like them, so I'm makig them.
In one of my other sets, I even have a whole archtype of Equips Spells.

Sonic Panda Lv. 6 & 8 - Why again wouldn't they need to negate an attack?
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Re: Card Set: Destined Souls [DSTS]

Post by DoomMoose » Thu Oct 07, 2010 10:00 pm

MysticJhn wrote:Bullet Bills - They aren't designed to stay on the field long, they are meant to be Tributed immediatly by "Six Shooter".

Ballistica - You can Tribute from the hand. It's done all the time with Ritual Monsters.
"You must also Tribute monsters whose total Levels equal [x] or more from the field or your hand."
Sound familiar?

Six Shooter, I think you're right.
Perhaps I should make it a Level 6 and allow it to be Special Summoned without a Tribute. That way it can have an ATK that can hold it's own. I made it 1350 ATK originally because 1/6th of 8000 Life Points is 1333.33..., so by making it 1350, you literally only need 6 shots to win the duel. I didn't pick the number arbitrarily. It's made specifically to act like you were unloading a full revolver's barrel. However, if I double the original ATK to 2700 and make it a 6 star that doesn't need a Tribute (still 0 DEF to keep things fair), it's effect can do half it's original ATK in damage instead of the full amount and still work as intended. It still has the effect that keeps it from attacking when it's effect is used, so you'd have to choose between using it's effect or actually attacking with a high ATK Level 6.
It would be best to weaken down the attack to 2500 or so and make it do something besides burn.

@ DoomMoose: What was wrong with Jedi cards? Also, "Bullet Bill" isn't a reference to anything, really. It's mimicing the "Bullet Bob" enemy from Super Mario Bros. in the name, but I reference a lot of stuff. Uhhhh... They're called bullet bill's actually. So it's a very open reference...

Righteous Dragon - I've had this discussion before. Not all Level 9+ Synchros are supposed to be 2 or more non-Tuner monster. If you look, only the ones with generic requirements ask for 2 or more non-Tuners. Monsters with specific requirements tend to only say 1 or more, not to mention that Synchro requirements have become less and less straightforward. XX-Saber Gottoms, for example, doesn't even require non-Tuners. Just is generically "EARTH monsters", but you can actually Synchro Summon him with nothing but Tuners. Shooting Star Dragon can't even use normal Tuners, only Synchro Tuners, and Red Nova Dragon will require 2 Tuners! Fabled Leviathan is a Level 10 and because he's specific to his Tuner only requires 1 or more non-Tuners. Hyper Psychic Blaster, Level 9, 1 or more Psychic non-Tuners. Locomotion R-Genex, Level 9, 1 or more non-Tuner DARKs. Naturia Leodrake, Level 9, 1 or more EARTHs. Trident Dragion (one of my favs) also, Level 10, 1 or more non-Tuners. Actually, love that because it allows me to use Blue-Eyes White Dragon. :D
So, yeah, when a Level 9+ Synchro has a specific Tuner or non-Tuner type, that "2 or more" gets thrown out the window.
He still needs to take that broken control effect off... heavy storm AND he can destroy monsters for really no cost at all (spells/traps being RFP'd doesn't do much aside from our warrior furry friends, in case you didn't know.)
Goliath Wyvern - I don't need anything, there's a couple cards written like that when ALL the material is generic. Five-Headed Dragon is one specific that comes to mind. I know I've seen it elsehwere, can't remember where at the moment. I think it was on one of the "Neos" Fusions. Anyway, I'm not changing it since there's real precident.

I didn't tell you to do anything to the effect, I said it was fine because he was incredibly hard to get out. Other was an OCG correction.

Sonic Panda Lv. 6 & 8 - Why again wouldn't they need to negate an attack?
Look at D. Prison.

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Re: Card Set: Destined Souls [DSTS]

Post by MysticJhn » Thu Oct 07, 2010 10:52 pm

Righteous Dragon
As if not even getting a Battle Phase isn't bad enough.
Also... that Heavy Storm type effect only happens once, the turn the card is Synchro Summoned.
The card is a Level 9 Synchro that can only use Dragon-Type Tuners.
Nerfing it any further would make it unplayable.

Not to mention this is a complete set, it's already in the set file, it's not being altered anymore.
Go work on things that are still open for debate. -_-
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Re: Card Set: Destined Souls [DSTS]

Post by DoomMoose » Sat Oct 09, 2010 2:16 am

Mystic, you made six shooter... ummm.... Incredibly wrong.
You can just normal summon him as a 2700 beater in ANY DECK.
Change it to something like "When you control a face-up "Bullet Bill" monster, you can special summon this card from your hand" at least...
You also have to specify how long until you can declare the next attack. As it is now, if you use his effect he can never attack again.
And you kinda just randomly added it yourself... There are still OCG errors, and yes, clearing all S/T and then the ability to destroy any monsters is broken.

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Re: Card Set: Destined Souls [DSTS]

Post by MysticJhn » Sat Oct 09, 2010 8:44 am

Enough, this set is finished.
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Re: Card Set: Destined Souls [DSTS]

Post by DoomMoose » Sat Oct 09, 2010 2:07 pm

MysticJhn wrote:Enough, this set is finished.
Even if it's "Finished" there are OCG errors galore and some broken cards. Six shooter is actually more useful outside of his own archetype, in a anti-meta beatdown deck. If you can manage to make any sort of deck involving dragons that can synchro, they can control the field way way way too easily. If you can manage to get that dragon synchro out it's pretty much GG, I mean he's a huge beater that clears all of your opponent's S/T protection and can destroy any monster that comes at him once it's your turn, leading to another swing on 3200, and you can only take 3 of those swings! Not to mention he IS splashable because all I do is throw in -insert best PCG dragon tuner here- into -insert deck- and I can summon him easily! There are also OCG errors that not only make the card confusing, but in some cases change the effect to something I can be 99% sure that you weren't going for.
Just because it hasn't been posted on in a while doesn't mean you should stuff it into the set file. It means that you should either wait for people to get around to it or bump it, and once everyone says it's ok, then you stuff it into the set file.
Only 2 people (Besides you) saw this before it got added and neither of them gave it the OK.
I don't mean to be rude here, but I'm being pretty serious, this set was not finished! It makes me think that I should go back and look at your other sets that you added yourself to see if they were finished...

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Re: Card Set: Destined Souls [DSTS]

Post by MysticJhn » Sat Oct 09, 2010 3:19 pm

Finished is Finished and I'm not going back.
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