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MajinRokusho89
05-27-2006, 09:45 AM
Had some thoughts like this for a while, and thought these might be kind of fun to proxy, or just read for novelty. I'll had some justification notes to most of them, just to explain my reasoning in some gray areas. Just be warned the justifications may include spoilers.


Phase 1: Skeith - The Terror of Death
DARK/Warrior/Effect/1 star
1000/100
When this card attacks a monster on your opponent's side of the field, increase the ATK of this monster by 1000 during the Damage Step only. When this card is destroyed and sent to the Graveyard, add 1 "Phase 2: Innis - The Mirage of Deceit" from your deck to your hand.

Skeith was sort of a "hunter", chasing Aura for months, so his effect reflects his offensive ability.

Phase 2: Innis - The Mirage of Deceit
LIGHT/Spellcaster/Effect/2 stars
900/900
This card is unaffected by your opponent's Spell Cards. When this card is destroyed, Special Summon 2 "Deceit Tokens" (Spellcaster-type/LIGHT/2 stars/0 ATK/ 0 DEF) to your side of the field in Attack Mode. At the End Phase of your next turn, destroy all "Mirage Tokens" on your side of the field. When this card is destroyed and sent to the Graveyard, add 1 "Phase 3: Magus - The Propagation" from your deck to your hand.

Innis was hard to work into this game. I figured immunity to Spells would reflect her trickiness, while her weak stats made such immunity less "broken" (still easily killed in battle). The tokens are just another tricky aspect, designed largely for Tribute fodder for bigger Phases.

Phase 3: Magus - The Propagation
DARK/Plant/Effect/3 stars
1500/1200
When this card is Normal Summoned, Flip Summoned, or Special Summoned, and during each of your Standby Phases, Special Summon 1 "Propagation Token" (Plant-type/DARK/3 stars/500 ATK/ 500 DEF) to your side of the field. All "Propagation Tokens" on your side of the field are destroyed at the End Phase of your opponent's turn. Inflict 700 points of Direct Damage to your opponent's Life Points for each "Propagation Token" destroyed during your opponent's End Phase. When this card is destroyed and sent to the Graveyard, add 1 "Phase 4: Fidchell - The Prophet" from your deck to your hand.

Tokens based on the little death pods Magus dropped as he went on his way. Don't kill them in time, and they'll kill you.

Phase 4: Fidchell - The Prophet
LIGHT/Beast/Effect/4 stars
1800/1600
When this card is destroyed and sent to the Graveyard, add 1 "Phase 5: Gorre - The Machinator" from your deck to your hand. During each of your Standby Phases, select and activate 1 of the following effects:
* Look at the top 3 cards of your Deck, arrange them in any order, and place them on top of your deck.
* Look at the top 3 cards of your opponent's Deck, arrange them in any order, and place them on top of your opponent's Deck (your opponent does not see the cards).
* Look at your opponent's hand.
* See 1 face-down card on your opponent's side of the field, and return it to its original position (it's effect is not activated).

Prophecy is hard to integrate into Yu-Gi-Oh, and no 1 effect seemed like enough, so I gave several.

Phase 5: Gorre - The Machinator
DARK/Fiend/Effect/5 stars
2100/1800
This card cannot be destroyed in battle or by the effects of Trap Cards. This monster may attack twice during the same Battle Phase. When this card is destroyed and sent to the Graveyard, add 1 "Phase 6: Macha - The Temptress" from your deck to your hand.

In //Outbreak, one part of Gorre was Physical Tolerant and the other Magic Tolerant. I kept the Physical, but changed Magic to Trap, to make it a little more fair (plus a true "Machinator" wouldn't be so careless as to fall into a trap), and the two attack thing is just because he's kinda 2 creatures.

Phase 6: Macha - The Temptress
LIGHT/Beast-Warrior/Effect/6 stars
2300/2100
This card cannot be destroyed by the effects of Monster Cards. Once per turn during your Main Phase, you may take control of 1 monster on your opponent's side of the field. When this card is destroyed and sent to the Graveyard, add 1 "Phase 7: Tarvos - The Avenger" from your deck to your hand.

Pretty self explanatory, as Macha used the Charm status to make the party kill each other. The Monster Effect immunity was for the hell of it.

Phase 7: Tarvos - The Avenger
DARK/Rock/Effect/7 stars
2700/2500
The ATK of this monster increases by 500 points for each monster in your Graveyard that includes "Phase" in its name. Once per turn during your Main Phase, you may remove 1 monster that includes "Phase" in it's name in your Graveyard from play to destroy 1 card on your opponent's side of the field. When this card is destroyed and sent to the Graveyard, add 1 "Phase 8: Corbenik - The Rebirth" from your deck to your hand.

Tarvos was vicious. His effects reflect this, and he can be absolutely brutal, yet he's almost useless outside a Phase based deck. Good themed support, and the primary combo with Innis.

Phase 8: Corbenik - The Rebirth
LIGHT/Fairy/Effect/8 stars
1000/3000
Once per turn you may add 1 monster that includes "Phase" in its name from your Graveyard to your hand. Once per turn during your Main Phase, you may select 1 monster with "Phase" in its name in your hand and pay Life Points equal to the selected monsters Level * 300 to Special Summon that monster to the field. Increase the ATK of this monster by 1500 for every monster with "Phase" in its name on your side of the field, excluding this card. Your opponent cannot select another monster with "Phase" in its name as the target of an attack as long as this card remains face-up on the field.

This was almost purely based on Corbenik's title. Only the attack increases were based on the battle, although in game they had nothing to really do with the other Phases. I just needed some way to give good power ups.


Aura
LIGHT/Fairy/Effect/1 star
0/500
This monster cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 1 "Phase 1: Skeith - The Terror of Death," 1 "Phase 2: Innis - The Mirage of Deceit," 1 "Phase 3: Magus - The Propagation," 1 "Phase 4: Fidchell - The Prophet," 1 "Phase 5: Gorre - The Machinator," 1 "Phase 6: Macha - The Temptress," 1 "Phase 7: Tarvos - The Avenger," and 1 "Phase 8: Corbenik - The Rebirth" in your Graveyard from play while "Morganna Mode Gone" is in your Graveyard. A player who Special Summons this card successfully wins the duel.

Game ends with Aura's birth. A very situational win condition, but not totally impossible.


The Guardian
DARK/Aqua/4 stars
1600/1800
"A monster created by Morganna to defend her interests. Its body contains a weakened version of the Twilight Bracelet."

Dawn Wanderer
DARK/Aqua/Effect/4 stars
1600/1000
If this card is destroyed while "Morganna Mode Gone" is on the field, you may Special Summon 1 "Dawn Wanderer" from your hand or your Deck.

The "dumbell" shaped monsters. The Guardian would be the one Tsukasa controlled (every archetype needs a vanilla), and the "fetching" ability in the Dawn Wanderers is based on the //SIGN episode Catastrophe, where 3
appear after the group finally destroys 1. Read further to see "Morganna Mode Gone"

Morganna Mode Gone
Field Spell
Increase the attack of all monsters with "Phase" in their name by 500 points. When a monster with "Phase" in its name is added from your Deck to your hand by the effect of a monster with "Phase" in its name, you may Special Summon that monster.

Morganna had no tangible form, but was omnipresent in "The World," so I figured a Field Spell would be appropriate.

Twilight Bracelt
Continuous Spell
As long as this card remains face-up on the field, when a monster you control with "Phase" in its name destroys an opponent's monster as a result of battle, the monster is removed from play rather than sent to the Graveyard. Inflict Direct Damage to your opponent equal to half the destroyed monster's original DEF, and increase your Life Points by an amount equal to half the destroyed monster's original DEF.

Every Phase had it. Considered making it a choice effect, where you either heal yourself or harm the opponent. What do you think?

Epitaph of Twilight
Normal Spell
For each face-up monster on your side of the field with "Phase" in its name, draw 1 card from your deck.

Simple, theme-based draw power.

Abominable Wave
Normal Trap
You can activate this card when your opponent declares an attack. Special Summon a level 4 or lower monster with "Phase" in its name from your hand to the field in face-up Attack or Defense Mode.

Referred to in the Epitaph, it's associated with the Phases' arrivals.

Twilight Crucifix
Equip Spell
This card can only be equipped to "Phase 1: Skeith - The Terror of Death." Increase the ATK of the equipped monster by 500. If the equipped monster would be destroyed by a card effect, you can destroy this card instead. When this card is destroyed, the equipped monster is changed to DEF position.

IMO, the wand was Skeith's most interesting feature, and Skeith was my favorite Phase, so I gave him a card of his own.




Wanted to divide this into 2 posts, but the board automerged. No biggie.




Additional Comment:
And now for the Grunties.

Baby Grunty
EARTH/Beast/2 stars
600/400
"The baby form of the rare Grunty. If raised well, it can grow into a valuable partner.

Noble Grunty
LIGHT/Beast/Fusion/Effect/6 stars
1000/1000
"Baby Grunty" + 1 Beast-type monster
A Fusion Summon of this monster can only be performed using the above Fusion-Material monsters. The original ATK of this monster is increased by an amount equal to half the combined ATK of the monsters used to Fusion Summon this monster. When this monster is destroyed and sent to the Graveyard, you can add as many "Baby Grunty" cards as possible from your Deck and Graveyard to your hand.

The ever annoying Noble Grunty has the weakest stats. He's meant to be a "last ditch" fusion (since 2 Baby Grunties can be used), so when he's destroyed you get back Babies and can try to fuse a useful one.

Iron Grunty
WIND/Beast-Warrior/Fusion/Effect/6 stars
1500/1500
"Baby Grunty" + 1 Warrior-type monster
A Fusion Summon of this monster can only be performed using the above Fusion-Material monsters. The original ATK of this monster is increased by an amount equal to half the combined ATK of the monsters used to Fusion Summon this monster. If this monster attacks a Defense Position monster, and the ATK of this card is greater than the DEF of the Defense Postion monster, inflict the difference as Battle Damage to your opponent's Life Points. When this monster inflict Battle Damage with this effect, draw 1 card from your deck.

Iron Grunty most resembled a knight's "steed," hence the Warrior component as opposed to something like Machine. Past that, he's basically a Grunty Airknight Parshath.

Poison Grunty
EARTH/Spellcaster/Fusion/Effect/6 stars
1000/2000
"Baby Grunty" + 1 Spellcaster-type monster
A Fusion Summon of this monster can only be performed using the above Fusion-Material monsters. The original ATK of this monster is increased by an amount equal to half the combined ATK of the monsters used to Fusion Summon this monster. When this monster is destroyed by a card effect and sent to the Graveyard, inflict Direct Damage to your opponent's Life Points equal to the ATK of this monster.

The "Middle" Grunties from each server all have effects when they're desstroyed by effects. Direct Damage seemed fitting for Poison.

Boney Grunty
DARK/Zombie/Fusion/Effect/6 stars
1500/1500
"Baby Grunty" + 1 Zombie-type monster
A Fusion Summon of this monster can only be performed using the above Fusion-Material monsters. The original ATK of this monster is increased by an amount equal to half the combined ATK of the monsters used to Fusion Summon this monster. If this monster is destroyed in battle or by a Monster Effect, Special Summon this monster from your Graveyard during your Standby Phase.

Zombies don't stay dead for long.

Snakey Grunty
EARTH/Dragon/Fusion/Effect/6 stars
1000/2000
"Baby Grunty" + 1 Dragon-type monster
A Fusion Summon of this monster can only be performed using the above Fusion-Material monsters. The original ATK of this monster is increased by an amount equal to half the combined ATK of the monsters used to Fusion Summon this monster. If this monster is destroyed by a card effect, destroy 1 card on the field.

Insert witty comment here.

Aqua Grunty
WATER/Aqua/Fusion/Effect/6 stars
1500/1500
"Baby Grunty" + 1 Aqua-type monster
A Fusion Summon of this monster can only be performed using the above Fusion-Material monsters. The original ATK of this monster is increased by an amount equal to half the combined ATK of the monsters used to Fusion Summon this monster. A monster that battles with this card is returned to the owner's hand (damage calculation is applied normally), and the owner must then discard 1 random card from his/her hand.

Water loves bounce, so Aqua gives bounce plus a little added effect. Hey, you took to time to fuse, may as well be worth it.

Milky Grunty
EARTH/Fairy/Fusion/Effect/6 stars
1000/2000
"Baby Grunty" + 1 Fairy-type monster
A Fusion Summon of this monster can only be performed using the above Fusion-Material monsters. The original ATK of this monster is increased by an amount equal to half the combined ATK of the monsters used to Fusion Summon this monster. When this monster is destroyed by a card effect and sent to the Graveyard, increase your Life Points by an amount equal to the ATK of this monster.

Milk is good for you.

Rocker Grunty
FIRE/Rock/Fusion/Effect/6 stars
1500/1500
"Baby Grunty" + 1 Rock-type monster
A Fusion Summon of this monster can only be performed using the above Fusion-Material monsters. The original ATK of this monster is increased by an amount equal to half the combined ATK of the monsters used to Fusion Summon this monster. When this card attacks, your opponent cannot activate Trap Cards during the Battle Step. Monsters destroyed by this card are returned to the top of the owner's deck.

No monster type really seemed fitting based on appearence, so I went by name.

Woody Grunty
EARTH/Plant/Fusion/Effect/6 stars
1000/2000
"Baby Grunty" + 1 Plant-type monster
A Fusion Summon of this monster can only be performed using the above Fusion-Material monsters. The original ATK of this monster is increased by an amount equal to half the combined ATK of the monsters used to Fusion Summon this monster. When this card is destroyed by a card effect, select 1 card in your Graveyard and add it to your hand.

Nothing real special here.

Grunty Food
Normal Spell
You can only activate this card when you have a "Baby Grunty" face-up on your side of the field. Select a Fusion Monster from your Fusion Deck with "Grunty" in its name. Send the "Baby Grunty" on your field to the Graveyard, along with the other appropriate Fusion Material monster listed on the Fusion Monster from your hand or Deck to the Graveyard, and Special Summon the Fusion Monster you selected (This is treated as a Fusion Summon).

Access to the Deck makes the Fusions more feasable.

Grunty Flute
Continuous Spell
Select 1 monster in your Graveyard with "Grunty" in its name and Special Summon it to the field in Attack Position. When the selected monster is destroyed, destroy this card. When this card is destroyed, destroy the selected monster.

Themed revival. Insert Grunty music here.

Grunty Race
Quickplay Spell
Send 1 Fusion Monster with "Grunty" in its name on your side of the field to the Graveyard to Special Summon a monster from your Fusion Deck with "Grunty" in its name to the field in the same mode as the monster sent ot the Graveyard.

Choose the Grunty you think will win you this "race"

Trading Partner
Continuous Spell
This card is destroyed if there is no monster with "Grunty" in its name on your side of the field. Once per turn during your Main Phase, you may select and activate one of the following effect:
* Discard a Monster Card from your hand, then add a Monster Card in your Graveyard to your hand.
* Discard a Spell Card from your hand, then add a Spell Card in your Graveyard to your hand.
* Discard a Trap Card from your hand, then add a Trap Card in your Graveyard to your hand.

You could trade with all the Grunties. Good way to get rid of some crap and maybe get something useful.