Magnoids!!
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Magnoids!!
- Spoiler:
- |Negative Magnoid - Jolt|1|SET1|Thunder/Effect|Dark|2||800|800|Once per turn, during your Standby Phase, your opponent takes 300 Damage.|
|Positive Magnoid - Healer|2|SET1|Thunder/Effect|Light|2||800|800|Once per turn, during your Standby Phase, your opponent takes 300 Damage.|
|Magnoid - Iron Bar|3|SET1|Thunder/Effect|Earth|1||0|1000|Once per turn, you may Tribute this face-up card and Special Summon 1 Level 4 or lower "Magnoid" monster from your Hand or Deck.|
|Positive Magnoid - Dealer|4|SET1|Thunder/Effect|Light|5||1000|1000|Once per turn, during your Standby Phase, you may take 500 Damage to draw 1 card.|
|Negative Magnoid - Destroyer|5|SET1|Thunder/Effect|Dark|5||1000|1000|Once per turn, during your Standby Phase, you may take 200 Damage to destroy 1 Spell or Trap card your opponent controls.|
|Negative Magnoid - Charge Drainer|6|SET1|Thunder/Fusion/Effect|Dark|7||1400|1400|2 "Negative Magnoid" Monsters + 1 "Positive Magnoid" Monster This card can only be Special Summoned from your Extra Deck by sending the above cards from your side of the field or your hand to the Graveyard. (You do not use Polymerization. This Special Summon counts as a Fusion Summon.) Once per turn, you may return this card to the Extra Deck to Special Summon the Fusion Material Monsters used for this card's Fusion Summon. If this card is removed from the field, return it to the Extra Deck. Once per turn, during your Standby Phase, deal 800 Damage to your opponent and gain 400 Life Points.|
|Positive Magnoid - Drawing Cleric|7|SET1|Thunder/Fusion/Effect|Light|6||1300|1300|1 "Positive Magnoid" Monster + 1 "Positive Magnoid" Monster This card can only be Special Summoned from your Extra Deck by sending the above cards from your side of the field or your hand to the Graveyard. (You do not use Polymerization. This Special Summon counts as a Fusion Summon.) Once per turn, you may return this card to the Extra Deck to Special Summon the Fusion Material Monsters used for this card's Fusion Summon. If this card is removed from the field, return it to the Extra Deck. Once per turn, during your Standby Phase, gain 300 Life Points and draw 1 card.|
|Negative Energy Wave|8|SET1|Spell Card|Spell||Quick-Play|||Tribute 1 face-up "Negative Magnoid" monster on your side of the field. Change the Battle Position of a Monster your opponent controls into Attack Position or face-up Defense Position, and deal 500 damage to your opponent.|
|Positive Energy Wave|9|SET1|Spell Card|Spell||Quick-Play|||Tribute 1 face-up "Positive Magnoid" monster on your side of the field. Change the Battle Position of a Monster your opponent controls into Attack Position or face-up Defense Position, and gain 500 Life Points.|
|Energy Swap|10|SET1|Spell Card|Spell||Quick-Play|||Return 1 face-up "Positive Magnoid" Monster on your side of the field to the deck and then Special Summon 1 "Negative Magnoid" Monster from your Hand or Deck, or return 1 face-up "Negative Magnoid" Monster you control to the Deck and then Special Summon 1 "Positive Magnoid" Monster from your Hand or Deck.|
|Energy Overcharge|11|SET1|Spell Card|Spell||Quick-Play|||Pay 1000 Life Points and select 1 face-up "Magnoid" monster you control. The effect of the selected "Magnoid" monster can be activated twice per turn.|
|Positive Magnoid: Attraction|12|SET1|Thunder/Effect|Light|2||800|800|Once per turn, you may Tribute 1 "Positive Magnoid" Monster and 1 "Negative Magnoid" Monster on your side of the field to Special Summon 1 "Magnoid Token" (Thunder-Type/EARTH/Level 5/ATK ?/DEF ?) to your side of the field. The ATK and DEF of the "Magnoid Token" is the combined ATK and DEF of the Monsters Tributed by this card's effect. Once per turn, while "Magnoid Token" is on the field, you may Tribute it to Special Summon the Monsters Tributed by this card's effect to your side of the Field.|
|Negative Magnoid: Repel|13|SET1|Thunder/Effect|Dark|2||800|800|You may Tribute this face-up Monster to select and return 1 face-up Monster your opponent controls to the hand and deal damage to your opponent equal to it's DEF.|
Last edited by MBArceus on Mon Jul 11, 2011 8:08 am; edited 1 time in total (Reason for editing : For some reason, there were repeats of the cards.)
MBArceus- Posts : 32
Join date : 2011-07-11
Re: Magnoids!!
Chaos Magnoid.dek
Non-Fusion btw, I prefer this version cuz it gives them some nice removal. LCCG cards included of course.
3x Meddler of Chaos
3x Iron Bar
3x Thunder Striker
3x Healer
2x Dealer
2x Nox Exploiter
2x Repel
1x Destroyer
1x Lazer Bow
1x Attraction
-21-
3x Energy Swap
3x Circuit Break
2x Interdimensional Treaty
2x Junk Salvage
-12-
3x Hostile Negotiation
2x Respected Burial
2x Electric Current
-7-
Extra
3x Chaos Changer
2x Starshot Cannon
2x Rumbler Tumbler
1x Shameful Artist
1x Dark Swordlord
1x Mezzo Beat
2x Rainbow Tail
2x Dragon of Life - Dawn
1x Monster of the Maelstrom
Non-Fusion btw, I prefer this version cuz it gives them some nice removal. LCCG cards included of course.
3x Meddler of Chaos
3x Iron Bar
3x Thunder Striker
3x Healer
2x Dealer
2x Nox Exploiter
2x Repel
1x Destroyer
1x Lazer Bow
1x Attraction
-21-
3x Energy Swap
3x Circuit Break
2x Interdimensional Treaty
2x Junk Salvage
-12-
3x Hostile Negotiation
2x Respected Burial
2x Electric Current
-7-
Extra
3x Chaos Changer
2x Starshot Cannon
2x Rumbler Tumbler
1x Shameful Artist
1x Dark Swordlord
1x Mezzo Beat
2x Rainbow Tail
2x Dragon of Life - Dawn
1x Monster of the Maelstrom
Ash- Posts : 1484
Join date : 2010-12-10
Age : 30
Location : Hull, England
Re: Magnoids!!
A lot of their effects could be combined into a single card to save deck space and to prevent "oh no I drew this card, I wish I drew my other one". It also allows you to fit more effects and strategies into one card.
A lot of them have very short and basic effects, so you can probably combine quite alot of them without issues. Then again since they are fusion materials, you can just give them stronger effects. Jolt and Healer don't look too strong, and for low-stat level 2 monsters, they have nearly no survivability or defensive measures. You should make them immune to one battle destruction, or unaffected by the opponent's monster effects or something to measure that out.
A lot of them have very short and basic effects, so you can probably combine quite alot of them without issues. Then again since they are fusion materials, you can just give them stronger effects. Jolt and Healer don't look too strong, and for low-stat level 2 monsters, they have nearly no survivability or defensive measures. You should make them immune to one battle destruction, or unaffected by the opponent's monster effects or something to measure that out.
Tungsten Butterfly- Posts : 194
Join date : 2011-07-10
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