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Blowback Blade
09-30-2007, 11:31 AM
Gatling Monsters

I've loved Blowback Dragon and Barrel Dragon. So I've made a small little series of monsters for them.

-Gatling Construct Lord
-8
-Dark
-Machine
-3300/2400
-[Gatling Dragon] + [2 other "Gatling" Monsters]
-This card can only be special summoned by the above fusion material monsters. Once per turn you may destroy up to 3 cards on the field. This card's attack becomes 2400 until the end of your opponent's turn if this effect is used.

-Gatling Elite Dragon
-8
-Dark
-Machine
-3000/2200
-[Gatling Dragon] + [1 "Gatling Elite"]
-Once per turn you may flip a coin 3 times. For each heads special summon a monster with "Gatling" in it's name from your graveyard. The summoned monsters are destroyed at the end of the turn.

-Gatling Armor Dragon
-8
-Dark
-Dragon
-2600/2200
-This card can not be normal or flipped summoned. This card can only be special summoned if Gatling Dragon is in your graveyard. This card's name is treated as "Gatling Dragon" while it's on the field. By remove a Gatling monster from the graveyard from play you may flip a coin. If heads destroy a card on the field.

-Gatling Elite- Recon
-5
-Dark
-Machine
-2000/2000
-When this card is in your graveyard you may flip 3 coins. If 2 of the 3 results is heads then special summon it to the field. If this effect fails then the effect cannot be activated until your next standby phase. This effect can only be used 3 times by one "Gatling Elite- Recon".

-Gatling Elite- Sarge
-4
-Dark
-Machine
-1500/1200
-While this card is removed from play you may flip a coin 3 times once per turn. For each heads return a monster removed from play to the graveyard.

-Gatling Elite- Satellite
-4
-Dark
-Machine
-1900/1300
-You may discard this card to special summon "Blowback Dragon" or "Barrel Dragon" from your graveyard or hand.

-Gatling Sniper
-3
-Dark
-Machine
-1600/0
-Once per turn you may flip 3 coins. If 2 of the results are heads then look at your opponent's hand discard one card in your opponent's hand.

-Gatling Loader
-3
-Dark
-Machine
-1400/1200
-When this monster is destroyed as a result of battle you may special summon from your deck one level 4 or lower monster with "Gatling" in it's name in attack mode.

-Gatling Bomb
-2
-Dark
-Machine
-400/300
-When this monster is in battle you may flip a coin 3 times. If 2 or more of the results is heads, draw 1 card and destroy both monsters without resulting in damage calculation.

-DD Gatling Soldier
-4
-Dark
-Machine
-1750/900
-Once per turn you may flip a coin 3 times. If 2 or more of the results is heads, remove from play one card in either player's graveyard.

-Gatling Turret Master
-4
-Dark
-Machine
-1800/400
-When this card is normal summoned or special summoned you may return one "Gatling" monster from your graveyard or removed from play to your hand.

-Gatling Trooper
-4
-Dark
-Machine
-1500/800
-Once per turn you may flip a coin 3 times. If 2 of the 3 results are heads destroy a spell or trap on your opponent's side of the field.

-Mecha Locker
-2
-Earth
-Machine
-0/200
-Once per turn you may remove up to 2 monsters from play. This card gains 900 attack points for each card removed until your opponent's next end phase.

-Gatling Guardian
-6
-Dark
-Machine
-2500/1200
-During the beginning of your opponent's battle phase, flip a coin. Depending on the results this card gains the following effect til the end of the turn.
Heads: When your opponent's monster attacks, select the attack target.
Tails: This card loses 200 attack points til the end of the turn. During your opponent's battle phase, all monsters must attack this card.

-Gatling Weapon Support
-Equip Spell
-This card can only be equipped to a "Gatling" monster and "Blowback Dragon" or "Barrel Dragon". The equipped monster does not need to flip a coin to gain it's effect. (If the results vary depending on coin flip you may select the result)

-Weapon Utility Construction
-Normal Spell
- Send, from your hand or deck to the Graveyard, Fusion Material Monsters that are listed on a monster with 'Gatling' in it's name, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon). One of the Fusion Material Monsters must be from your hand.

-Launch Pad
-Continuous Spell
-Whenever you draw a card, if the drawn card is a "Gatling" monster you may show it to your opponent. If you do so then you may special summon the monster and draw again. When drawing by this cards effect you may not summon again using this card's effect.

-Controlled Shot
-Continuous Spell
-Whenever you make a series of coin flips by a card effect one of the results will automatically be heads.

-Gatling Armor Upgrade
-Counter Trap
-This card can only be activated when a card targets a "Gatling" monster. Negate the card and destroy it.

Soul Beasts

-Inner Soul
-Quick-play Spell
-Tribute a monster on your side of the field with the same Attribute. Then, special summon one "Soul Beast" from your graveyard or hand to the field with the same attribute as the tributed monsters.

-Quick Release
-Spell
-Summon one "Soul Beast" from your hand, then send from your deck to the removed from play one monster with the same attribute as the summoned monster and one spell or trap card.

-Cleansing
-Spell
-Return all "Inner Soul" spell cards from your graveyard to your deck. Shuffle the deck and draw 1 for every 2 cards returned to the deck.

-Soul Search
-Spell
-Send one "Soul Beast" from your deck to your hand.

-Soul Beast: Spirit Master
-8
-Light
-Thunder
-2800/2000
-This monster can only be normal summoned by tributing 3 monsters. When this card is on the field, it is unaffected by other monster effects and traps. If you normal summon this monster it gains the following effect:
*When this card is on the field you do not have to tribute a monster for "Inner Soul's" card effect.

-Soul Beast: Nephius
-4
-Water
-Beast
-1750/900
-This monster can only be summoned by the effect of Inner Soul. When this card is on the field, it is unaffected by other monster effects. By tributing this monster you can summon 2 level 4 or lower monsters. If the monster is a Soul Beast you may ignore the summoning conditions.

-Soul Beast: Nexon
-4
-Light
-Beast
-900/2000
-This monster can only be summoned by the effect of Inner Soul. When this card is on the field, it is unaffected by other monster effects. Once per turn by discarding a spell in your deck you may summon a monster from your removed from play.

-Soul Beast: Purst
-4
-Fire
-Beast
-1800/800
--This monster can only be summoned by the effect of Inner Soul. When this card is on the field, it is unaffected by other monster effects. By returning one monster removed from play to the deck this card can attack twice this turn.

-Soul Beast: Starivo
-4
-Wind
-Beast
-1500/1500
--This monster can only be summoned by the effect of Inner Soul. When this card is on the field, it is unaffected by other monster effects. Return 2 removed from play wind attribute monsters to the graveyard increase this monster's attack by 1000 til the end of your next standby phase.

-Soul Beast: Ryzed
-4
-Dark
-Beast
-1700/900
-This monster can only be summoned by the effect of Inner Soul. When this card is on the field, it is unaffected by other monster effects. Once per turn you may remove a dark monster in your graveyard from play and increase this monster's attack by half of the removed monster's attack until the end of your opponents turn.

-Soul Beast: Zanio
-4
-Earth
-Beast
-1900/1200
-This monster can only be summoned by the effect of Inner Soul. When this card is on the field, it is unaffected by other monster effects. Once per turn you may special summon one lvl 3 or lower Earth Monster from your deck. At the end of the turn, the summoned monster is returned to your deck.

-Morphing One
-1
-Fire
-Beast
-0/0
-By tributing this monster you can special summon one "Soul Beast" from your hand. Ignore the summoning requirement.

-Spiritual Evolution
-Normal Spell
-Tribute two "Soul Beasts" on the field. Draw 2 cards. At the end of the turn you may special summon one of the tributed monsters ignoring its summoning requirements.

-Mind Beasts
-Normal Trap
-Select an attribute. Place 2 "Mind Beast" Tokens(0 ATK/0 DEF Fairy) on your side of the field with the same attribute as the selected one. When this card is played you may not normal summon this turn.

-Soul Seal
-Normal Spell
-Destroy all monsters with "Soul Beast" in their name on the field. Remove from play in both player's deck all monsters with the same name as the destroyed monster(s).

-Soul Collaboration: Completion
-10
-Light
-Dragon
-3400/2200
-Fusion- Soul Beast: Ryzed + Soul Beast: Stravio + Soul Beast: Purst + Soul Beast: Nephius + Soul Beast: Nexon
-This card cannot be special summoned excepted by removing from play the required monsters from your graveyard and/or field (You do not need Polymerization). Two of the fusion material monsters must be on the field. When this card is on the field, it is unaffected by other monster effects. You may return to your deck 2 monsters in your graveyard and discard the top card of the deck after shuffling. If you use this effect destroy two card on the field.

-Soul Collaboration: Dragoo
-7
-Wind
-Dragon
-2450/2100
-Fusion- Soul Beast: Starvio + Soul Beast: Purst
-This card cannot be special summoned excepted by removing from play the required monsters from your graveyard and/or field (You do not need Polymerization). One of the fusion material monsters must be on the field. When this card is on the field, it is unaffected by other monster effects. When this card is summoned, select 2 monsters in your deck and send them to your graveyard. When this card is destroy you may select one of the monsters sent to the graveyard by this card's effect and special summon it. The summoned monster loses 500 attack points.

-Soul Collaboration: Fallen
-8
-Dark
-Warrior
-2900/1900
-Fusion- Soul Beast: Ryzed + Another Soul Beast
-This card cannot be special summoned excepted by removing from play the required monsters from your graveyard and/or field (You do not need Polymerization). One of the fusion material monsters must be on the field. When this card is on the field, it is unaffected by other monster effects. All monsters removed from play return to the owner's graveyard except the fusion material used for this. By discarding a card in your hand you can remove from play a card on the field. This effect can not be activated when you have more than 20 cards in your graveyard.

The rest of the set will be made later =P

Theses are cards I've released into contests.

Contests

-Dual Twilight: Inscitius
-5 Star
-Light
-Fiend
-ATK/2350 DEF/1200
-During your standby phase this card can change it's type to "Fiend" or "Fairy". Depending on it's type this card gains the following effect.
*Fairy: When this card battles a monster of another type and this card destroys the card, send it to the top of the owner's deck instead.
*Fiend: When this card is destroyed as a result of battle, shuffle the monster that destroyed this card into the owner's deck.

-Dual Twilight: Crysticla
-6 Star
-Dark
-Fairy
-ATK/2100 DEF/1500
-During your standby phase this card can change it's attribute to "Light" or "Dark". Depending on it's attribute this card gains the following effect.
*Light: You may tribute this monster to special summon monster(s) from your graveyard equal to or less than this monster's level onto your side of the field.
*Dark: Once per turn you may tribute a monster on your side of the field and destroy a monster whose level is less than or equal to the tributed monster.

-Magma Burst Toy
-Lvl 2
-Fire
-Rock
-ATK 400/DEF 900
-When this card attacks a monster, both this and the attacked monster are automatically destroyed by this effect. Both players loses life points equal to the combined attack of the destroyed monsters.

-Squid Soldier Quinucsa
-Lvl 4
-Water
-Aqua
-ATK 1750/DEF 0
-When this monster battles and is destroyed you may take control of a monster on your opponent's side of the field with less attack points than the opposing monster until the end of your next turn.

Evil Hero Construct Golem
Level: 4
Attribute: Dark
Type: Machine/Effect
ATK: 1500
DEF: 1800
Effect:
While this card is face-up on the field, if an "Elemental Hero" or "Destiny Hero" is summoned you may remove it from play and special summon an "Evil Hero" with the same level as the removed monster from your hand or deck. You can only use this effect once per turn.

Overlord Archfiend
Level: 6
Attribute: Dark
Type: Fiend/Fusion
ATK: 2650
DEF: 0
Effect:
[Terrorking Archfiend]+
The controller of this card pays 800 Life Points during each of his/her Standby Phases (this is not optional). Whenever a roll is made while this card is made you may call the number instead of rolling. You may use this effect only once per either players' turns. This effect works for either player's rolls.

-Epidemic Piller
-Normal Trap Card
-Both players show each other's hand and send all monsters to graveyard. Both players lose life points equal to the total level of all the monsters x200.

-Revival of Disaster
-Counter Trap Card
-You can only activate this card when a monster is special summoned. The summoned monster gains 1000 attack points until the end of your 2nd standby phase. The player not controlling the summon monster gains life points equal to the original attack points of the summoned monster.

The hardest but best card to summon ever as a bonus : D

[I]Bonus Cards

-Unleasher- Final Resort
-10
-Fire
-Fairy
-4000/4000
-This monster can only be summoned if all slots on your side of the field (excluding field spell)are occupied by a card. To summon(this summon with count as a normal summon) this monster you must send all cards on both player's side of the field to the graveyard and discard all cards in both player's hands to the graveyard. When this card attacks you must discard all cards in your deck to the graveyard. This card is unaffected by monster effects.

Blowback Blade
11-06-2007, 07:47 PM
Bump!

Couple new Beasts and a Collaboration!

Blowback Blade
01-28-2008, 01:44 PM
Bump :P

Thought I would update the list and add the contest stuff I put up for though who wish to remember :P

PhantomCardMaker
02-02-2008, 06:57 AM
They are some good cards, well done. I think you've managed to keep it not too broken, but the one card you put in for fun at the bottom is not that impossible to play as I think you think.

Blowback Blade
02-02-2008, 07:00 AM
Ya, Crystal Beasts >>

I'm trying to think up a way to unbroken it. Maybe a grave requirement.

Edit: I made Unleasher count as a normal summon, so you can't use goats and now it's a 4000/4000 so you're screwed if you're opponent survives (which will be more likely now)

Blowback Blade
02-22-2008, 02:17 PM
Ok...Gatling Monsters are updated.

Blowback Blade
02-23-2008, 06:48 AM
Why thanks, I like them more myself anyway. The Soul Beasts are just interesting to use.

evotalos
02-23-2008, 07:23 AM
the soul beasts seem complicated to work with

Sak_Samurai_151
02-23-2008, 07:26 AM
actually they seem fun to work with and it seems like a deck that actually requires skill to run.

Blowback Blade
02-23-2008, 10:17 AM
Thanks, any ideas on support cards anyone?