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Sea likes making cards, like alot

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Sea likes making cards, like alot Empty Sea likes making cards, like alot

Post by Seattleite Thu Aug 30, 2012 5:27 pm

Aqueous Shielder
Fish | WATER | Level 3
When this card is Normal Summoned, add 1 Field Spell card from your Deck or Graveyard to your hand. Both players may control a Field Spell card. WATER Monsters you control with a level equal to or less than the number of cards in your opponent’s hand cannot be destroyed in Battle, and are unaffected by your opponent’s card effects.
[ 1600 / 800 ]

Head Hotshot
Pyro | FIRE | Level 4
During your Standby Phase, this card gains 2000 ATK. This effect can only be used once while this card is face-up.
[ 300 / 1500 ]

Savage Sahagin
Fish | WATER | Level 2
Once per turn: This card gains 1000 ATK. If this card battles a monster, place 1 Ocean counter on it at the end of the Damage Step. During either player’s turn, you can shuffle this card in your Graveyard to your Deck: Select 1 monster on the field with Ocean Counter(s); Until the End Phase, it gains 600 ATK for each Ocean counter, but its effect(s) are negated.
[ 500 / 0 ]

Ocean counters are also used by Bloodthirsty Sahagin, not my card

Neurodegenerative Tapeworm
Insect | DARK | Level 3
FLIP: Banish 1 Face-up Monster on the field. During your next Standby Phase, Special Summon that monster to your side of the field. It cannot attack, be used in a Synchro or Xyz summon, and is destroyed during the End Phase.
[ 400 / 700 ]

Consolation Prize
Quickplay Spell Card
During your End Phase: Discard 1 Normal Spell Card that has a cost you are unable to fulfill. Draw 2 cards.

This does not include conditions, like “activate only if…” Just costs like discarding, paying life points, tributing, etc.

Lab Research Sarcophagus
Normal Spell Card
Banish 1 Monster in your deck. During your 3rd Standby Phase after activation, Special Summon the banished monster.

Cage Deathmatch
Field Spell Card
This card is treated in your Hand and on your Field as a Continuous Spell. Monsters cannot attack the turn they are Normal or Special Summoned. Monsters can only attack the monster in the column in front of them. If there is no opposing monster, it may attack directly. You cannot attack directly the turn you activate this card.

Lucky Star
Normal Spell Card
Increase OR Decrease the ATK of 1 monster on the field by 800. If all your Spell/Trap zones are full, you may Special Summon this card from your hand as a Monster (Fairy/LIGHT/Level 4/2000/2000) (This card is still treated as a Spell Card)

Yinyang Exchange
Quickplay Spell Card
Destroy 1 Continuous Spell Card you control to add 1 Continuous Trap card from your Deck to your hand, OR destroy 1 Continuous Trap Card you control to add 1 Continuous Spell card from your Deck to your hand.


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Sea likes making cards, like alot Empty Re: Sea likes making cards, like alot

Post by Seattleite Thu Aug 30, 2012 7:30 pm

Cascading Destruction
Normal Spell Card
Banish 3 cards from your Graveyard: Destroy 1 Monster on the field. If a card effect is chained to this card, except "Cascading Destruction", you can banish 1 card from your Graveyard to activate this effect again (as the next chain link) (this effect can chain to Spell Speed 3 cards).

You can keep activating the effect again and again and again, as long as you have enough cards in your graveyard and enough Traps/Quickplays to chain to it.

Hydra Syndrome
Normal Spell Card
Discard 1 Level 7 or Higher monster that cannot be Special Summoned by its own effect. Special Summon 2 Monsters from your Graveyard whose combined level is less than or equal to the level of the discarded monster. They cannot attack or be used for a Synchro or Xyz summon this turn.

Abstract Algorithm
Continuous Trap Card
Each time a monster is sent to the graveyard, the owner returns card from the bottom of their Graveyard to the bottom of their Deck equal to its level. Each time a monster is summoned, the controller must mill a number of cards equal to its level.

New OCG for LCCG - "Mill", exactly what you think it means
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Post by Leo Thu Aug 30, 2012 10:20 pm

Consolation Prize seems like a hilarious card.
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Post by Seattleite Fri Aug 31, 2012 5:39 am

Fishy-Washy
Normal Trap
Activate when a Fish-Type monster declares an attack. Each player can Special Summon 1 Level 3 or lower Fish-Type monster from their Deck. During either player's turn; You can banish this card in your Graveyard: Increase or Decrease the level of 1 Monster on the field by 1, as long as it remains face-up.

Fish-Kabob
Continuous Spell Card
Each time a Fish-Type monster is destroyed, place 1 Seafood counter on this card. You can remove 2 Seafood counters from this card: Shuffle 1 Fish-type monster in your Graveyard or Banished Pile to your deck, then draw 1 Card.

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Sea likes making cards, like alot Empty Re: Sea likes making cards, like alot

Post by Seattleite Fri Aug 31, 2012 4:33 pm

Staring Contest
Continuous Spell Card
Select 1 Face-up monster on each side of the field. The selected monsters cannot attack or be attacked (if it is the only monster that player controls, the opponent may attack directly). If either of the monsters are removed from the field, this card is destroyed. If this card is destroyed, halve the ATK and DEF of those monsters.

Quicksand Camel
Beast | EARTH | Level 4
FLIP: Decrease the ATK and DEF of 1 monster on the field by 500. As long as it remains face-up on the field, it cannot destroy EARTH monsters you control in battle. If an EARTH Monster is Normal Summoned, you can flip this card Face-Down.
[ 400 / 1900 ]

Death Valley Devil
Fiend-Synchro | EARTH | Level 6
1 Tuner + 1 or more EARTH or FIRE non-Tuners
FIRE Monsters you control gain 500 ATK. EARTH Monsters you control gain 800 DEF. During either player's turn, you can discard 1 card: These effects are switched until the End Phase.
[ 1900 / 1900 ]

Intergalactic Spaceship
Machine-Synchro | LIGHT | Level 6
1 Tuner + 1 or more non-Tuners
When this card is Synchro Summoned: Select up to 3 non-Xyz Monsters in your Graveyard, place them in your Extra Deck. They are treated as Synchro monsters and can be Synchro Summoned with 1 Tuner and 1 or more non-Tuners (ignoring their other summoning conditions).
[ 2400 / 1500 ]


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Sea likes making cards, like alot Empty Re: Sea likes making cards, like alot

Post by Seattleite Fri Aug 31, 2012 4:56 pm

Rug Burn
Normal Trap Card
Activate only when your opponent's monster declares an Attack. Negate the attack and take damage equal to halve its ATK. Then, place 1 Burn Counter on that monster. During each of their Standby Phases, your opponent takes damage equal to halve the total ATK of all monsters with Burn Counter(s) on them.


Sunburn
Normal Spell Card
All monsters your opponent controls lose 200 ATK for each FIRE and LIGHT monster you control. For each FIRE monster you control, inflict 500 damage for each LIGHT Monster you control. For each LIGHT monster you control, gain 600 Life Points for each FIRE Monster you control. You can only activate 1 "Sunburn" per turn.

Radiation Burn
Equip Spell Card
The equipped monster loses 700 ATK. Once per turn, you can equip 1 "Radiation Burn" in your Deck or Graveyard to a monster adjacent to that card.

Fickle Fighter
Warrior | EARTH | Level 4
When this card is Summoned: equip 1 Equip Spell Card from your Graveyard to this card. Twice per turn, you can equip 1 Equip Spell card on the field to another correct target.
[ 1600 / 0 ]

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Sea likes making cards, like alot Empty Re: Sea likes making cards, like alot

Post by Seattleite Sat Sep 01, 2012 6:21 pm

bump
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Post by Seattleite Tue Sep 04, 2012 3:53 pm

ONE last bump! Please, have pity on me and comment.
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Post by EMSOUP Tue Sep 04, 2012 5:04 pm

Seattleite wrote:Rug Burn
Normal Trap Card
Activate only when your opponent's monster declares an Attack. Negate the attack and take damage equal to halve its ATK. Then, place 1 Burn Counter on that monster. During each of their Standby Phases, your opponent takes damage equal to halve the total ATK of all monsters with Burn Counter(s) on them.
Doesn't it only effective if you run 2 or more copies of it? and your opponent can just use the monster for fodder on something. But, it's good for forcing boss monsters to get out of the field in theory. Need testing imo.

Sunburn
Normal Spell Card
All monsters your opponent controls lose 200 ATK for each FIRE and LIGHT monster you control. For each FIRE monster you control, inflict 500 damage for each LIGHT Monster you control. For each LIGHT monster you control, gain 600 Life Points for each FIRE Monster you control. You can only activate 1 "Sunburn" per turn. like the idea. the burn-heal package is nice. in a dedicated deck, it won't be a dead card, unless you have no monsters, which is highly unlikely.

Radiation Burn
Equip Spell Card
The equipped monster loses 700 ATK. Once per turn, you can equip 1 "Radiation Burn" in your Deck or Graveyard to a monster adjacent to that card. Good concept, since your opponent need all three in your grave to stop it. but, imo it's a Sheet of Sound bait.

Fickle Fighter
Warrior | EARTH | Level 4
When this card is Summoned: equip 1 Equip Spell Card from your Graveyard to this card. Twice per turn, you can equip 1 Equip Spell card on the field to another correct target.
[ 1600 / 0 ] Overall this card is good, very versatile and useful. it can also continue the Radiation shenanigans if all three is in your grave.

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Post by Seattleite Tue Sep 04, 2012 5:28 pm

ty for the review. I didn't think of sheet of sound, guess everything has its weakness.
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Post by Seattleite Wed Sep 12, 2012 5:46 am

bump for the others, especially Quicksand Camel
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Post by Anime Girl References Wed Sep 12, 2012 2:39 pm

Lucky Star is nice. Also reminds me of a really bad cartoon.



And I accept this new LCCG Terminology for "send the top X cards of your deck to ____" for "mill".
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Post by Seattleite Thu Sep 13, 2012 8:50 am

ty dh. What bad cartoon in particular? Starfy?

bump for Quicksand Camel. My obsession for WINDS is only equaled by my obsession for EARTHS

Quicksand Camel
Beast | EARTH | Level 4
FLIP: Decrease the ATK and DEF of 1 monster on the field by 500. As long as it remains face-up on the field, it cannot destroy EARTH monsters you control in battle. If an EARTH Monster is Normal Summoned, you can flip this card Face-Down.
[ 400 / 1900 ]
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Post by EMSOUP Thu Sep 13, 2012 11:54 am

Seattleite wrote:ty dh. What bad cartoon in particular? Starfy?

bump for Quicksand Camel. My obsession for WINDS is only equaled by my obsession for EARTHS

Quicksand Camel
Beast | EARTH | Level 4
FLIP: Decrease the ATK and DEF of 1 monster on the field by 500. As long as it remains face-up on the field, it cannot destroy EARTH monsters you control in battle. If an EARTH Monster is Normal Summoned, you can flip this card Face-Down.
[ 400 / 1900 ]Somewhat slow, but since EARTH deck in general is slow, it's shouldn't be a problem. IMO it's only should be mained in a stall deck. Outside of it, it's side material at best. Still, the concept is good. maybe change the flip back condition to "If an EARTH monster is Normal Summoned or Set" to increase consistency.
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