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Post by Anime Girl References on Fri Dec 28, 2012 6:06 pm

Critical Plus
Spell/Continuous
When a monster you control attacks, roll a six-sided die; if the result is a 6, double the ATK of your monster until the end of the Damage Step. When a Defense Position monster you control is attacked, roll a six-sided die. If the result is a 5 or higher, double the DEF of your monster until the end of the Damage Step.

Delayed Surge
Spell/Quickplay
Activate this card during your Standby Phase or End Phase: banish 1 Spell/Trap Card on the field.

Double Down
Spell/Normal
Destroy 2 face-down Spell/Trap Cards on the field.

Spell Scatter
Spell/Quick-Play
Mill 1 Card: Destroy 1 Spell/Trap Card on the field.

Electron Crush
Trap/Normal
Destroy all face-up Spell/Trap Cards on the field.

Kong Complex
Spell/Normal
Select 1 Level 7 or higher monster your opponent controls: take control of it.

Extreme Downer
Spell/Equip
The equipped monster cannot attack and it's effect(s) are negated.

Glory Box
Spell/Quick-Play
Send up to 3 Continuous Spell/Trap Cards in your deck to your Graveyard. When 3 "Glory Box" are in your Graveyard, banish all 3 and add 3 Continuous Spell/Trap Cards in your Graveyard to your hand.

Magic Breaker Reversal
Trap/Normal
Negate the attack of an opponent's monster and destroy 1 Spell/Trap Card your opponent controls. This card is added to your hand from your Graveyard when your opponent activates a Spell Card.

Dragon Chimes
Spell/Continuous
Once per turn, you can Special Summon 1 Normal Dragon-type Monster from your hand.

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Post by Ash on Sat Dec 29, 2012 11:37 pm

i like most, but spell scatter seems to outclass all s/t removal due to milling being something of a non-cost as well as a quickplay

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S/Ts Empty Re: S/Ts

Post by Seattleite on Sun Dec 30, 2012 8:29 am

Darkest Hour wrote:Critical Plus
Spell/Continuous
When a monster you control attacks, roll a six-sided die; if the result is a 6, double the ATK of your monster until the end of the Damage Step. When a Defense Position monster you control is attacked, roll a six-sided die. If the result is a 5 or higher, double the DEF of your monster until the end of the Damage Step.
I would change the first one to "when an Attack-Position monster you control attacks or is attacked" cause all that hard work to get a 6 would suck when your opponent can easily counterattack

Delayed Surge
Spell/Quickplay
Activate this card during your Standby Phase or End Phase: banish 1 Spell/Trap Card on the field.
Feels too easy

Double Down
Spell/Normal
Destroy 2 face-down Spell/Trap Cards on the field.
Also too easy, I'm all for discouraging overcommitting but at least 2 face-downs are required in most situations

Spell Scatter
Spell/Quick-Play
Mill 1 Card: Destroy 1 Spell/Trap Card on the field.
Agree with ash on this, such a small mill may actually be beneficial

Electron Crush
Trap/Normal
Destroy all face-up Spell/Trap Cards on the field.
Fine

Kong Complex
Spell/Normal
Select 1 Level 7 or higher monster your opponent controls: take control of it.
Good sidedeck... cool name.

Extreme Downer
Spell/Equip
The equipped monster cannot attack and it's effect(s) are negated.
Looks fine. Fun with abandon arms and such.

Glory Box
Spell/Quick-Play
Send up to 3 Continuous Spell/Trap Cards in your deck to your Graveyard. When 3 "Glory Box" are in your Graveyard, banish all 3 and add 3 Continuous Spell/Trap Cards in your Graveyard to your hand.
I am really liking this effect. It just needs some more support, like something to return banished Spell/Trap cards to the grave, cause i'd like to make a deck around this and that hydra (?) card of yours.

Magic Breaker Reversal
Trap/Normal
Negate the attack of an opponent's monster and destroy 1 Spell/Trap Card your opponent controls. This card is added to your hand from your Graveyard when your opponent activates a Spell Card.
Love it.

Dragon Chimes
Spell/Continuous
Once per turn, you can Special Summon 1 Normal Dragon-type Monster from your hand.
Awesome

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Post by Anime Girl References on Sun Dec 30, 2012 8:51 am

Spell Scatter
Mill 4 cards: destroy 1 Spell/Trap Card on the field.

Delayed Surge
Spell/Quick-Play
Activate this card during your End Phase: destroy 1 Spell/Trap Card on the field.

Double Down
Spell/Normal
Destroy 1 face-down Spell/Trap Card on the field. If it is not chained to this card, destroy 1 more Spell/Trap Card on the field.

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