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Star Mother Record

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Post by EMSOUP Thu Aug 01, 2013 11:31 pm

A Ghost's Lead
Trap Card
When a Zombie-type monster would be sent to the graveyard by your opponent's card, you can pay 1000 life points to send 1 face-up monster on your opponent's side of the field to the graveyard. During your next standby phase, banish the opponent's monster, then special summon the Zombie-type monster.

Nocturne in the Moonlight
Spell Card
Until the end phase, if you control a Fiend-type monster, your opponent cannot activate card effects. Also, this turn, when a Fiend-type monster destroys a monster by battle, you can pay 500 life points to draw 1 card.

Dissapear
Spell Card
During the end phase of the turn this card is activated, banish 1 monster on the field, then you take 700 damage.

Gate of the New World
Quick-play Spell Card
Banish 1 monster you control. During your 2nd next standby phase, special summon it back to your side of the field, then you draw 2 cards.

Armistice
Continuous Spell Card
Neither players can declare an attack. You can pay 1500 life points to destroy this card and a monster on the field.

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Post by Anime Girl References Fri Aug 02, 2013 7:14 am

Dissapear would be good without the 700 damage part since it's not instantaneous banishment.
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Post by EMSOUP Fri Aug 02, 2013 8:13 pm

Still, your opponent cannot do jack shit against the banishment, since it happened after the card fully resolves. Also, it doesn't target.

Is the other cards fine?
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Post by Seattleite Sun Aug 04, 2013 2:09 pm

EMSOUP wrote:A Ghost's Lead
Trap Card
When a Zombie-type monster would be is sent to the graveyard by your opponent's card, you can pay 1000 life points to send 1 face-up monster on your opponent's side of the field to the graveyard. During your next standby phase, banish the opponent's monster, then special summon the Zombie-type monster.
This is cool, like a delayed Book of Life. Gets around destroying too. Good.

Nocturne in the Moonlight
Spell Card
Until the end phase, if you control a Fiend-type monster, your opponent cannot activate card effects. Also, this turn, when a Fiend-type monster destroys a monster by battle, you can pay 500 life points to draw 1 card.
Also good. It allows mandatory effects right?

Dissapear
Spell Card
During the end phase of the turn this card is activated, banish 1 monster on the field, then you take 700 damage.

Gate of the New World
Quick-play Spell Card
Banish 1 monster you control. During your 2nd next standby phase, special summon it back to your side of the field, then you draw 2 cards.
Simply awesome, my favorite out of these.

Armistice
Continuous Spell Card
Neither players can declare an attack. You can pay 1500 life points to destroy this card and a monster on the field.
A scrap destruction for slower decks. I like.
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Post by EMSOUP Sun Aug 04, 2013 5:18 pm

Nocturne only stops activated effect, so continuous is a go.
Glad Gates is balanced.
Armistice is a stall card with another trick. with all the backrow removal, i don't really think this'll be metachanging anytime soon.
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