DSlifer: This chapter is only here to tell you about cards I've made up, since I have a hobby of making up new cards. The cards mentioned below may not be actual cards in the story but they can be gotten out in the story. If you want the introduction to the story go to the next chapter. This chapter only tells you about the original cards I made up and information about the Egyptian God Cards, including the God Cards I make up. The Original Cards will be mentioned in 3 places. 1st would be in this chapter. 2nd would be in the story. And 3rd would be at the 'Cards Played/Mentioned' section on the bottom of the chapter. But only in the 1st and 3rd place would I explain their effects in detail. The cards in this story will by the anime and not by the card game. This is because the story takes place in the anime time line and not ours. Also, cards that are created from combining monsters are created without having the necessary card. For example: To create 'Gate Guardian' you will have to combine the 3 pieces of 'Gate Guardian'. But you will not have to have the 'Gate Guardian' card since there is no such thing as a 'Gate Guardian' card. Also in my story, you can activate magic cards during your opponents turn. Because I make up cards constantly, this list will also be updated constantly.
Original Cards and God Cards Information
Original Cards:
Monster Cards:
'Resurrected Demon'
Level-9
Attribute-Dark
Subtype-Fiend
Attack-2900
Defense-1500
Effects:
1st Effect-This card may be special summoned by removing 2 Dark type monsters from the graveyard out of play.
2nd Effect-This card may only be normal summoned by sacrificing 3 monsters from the field.
3rd Effect-Owner of card may send 1 monster from his hand or field into the graveyard, the owner can copy the card's effect onto 'Resurrected Demon' for one turn. Effect can only be used if 'Resurrected Demon' has not used any other of its effects excluding the 1st and 2nd effect. This effect may only be activated once per turn.
4th Effect-When Owner sends 1 Light monster from his hand or field into the graveyard, the owner can gain LP equal to the discarded monster's attack points in addition to 'Resurrected Demon' 3rd Effect. Effect can only be used if 'Resurrected Demon' has not used any other of it's effects excluding the 1st and 2nd effect. This effect may only be used through the 3rd effect.
5th Effect-When Owner sends 1 Dark monster from his hand or field into the graveyard, the owner can deal direct damage to the opponents LP equal to the discarded monster's attack points in addition to 'Resurrected Demon' 3rd Effect. Effect can only be used if 'Resurrected Demon' has not used any other of it's effects excluding the 1st and 2nd effect. This effect may only be used through the 3rd effect.
6th Effect-This card is unaffected by magic, trap, and monster effects that does not specifically designate a target.
7th Effect-If this card is found out of play, or in the graveyard during your Standby Phase, special summon this monster back onto the field in faceup Attack Position.
Notes: This card is created by the Spirit of the Millennium Ring in some way. The 6th and 7th effect are hidden ones that can only be used when it is the Spirit of the Millennium Ring dueling or when the duel is taking place in the Shadow Realm. Also this is a unique card that only Yan has right now. This is the 1st card of the Demon set. When all 5 cards of the Demon set are on the field, the owner of the 5 cards, instantly wins the game.
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'Raiku of Fire'
Level-7
Attribute-Fire
Subtype-Pyro
Attack-2700
Defense-1800
Effects:
'Raiku of Fire' may create a Wall of Fire to change all battle damage inflicted to him to 0. This card's effect can only be activated once per turn, including your opponents turn.
Notes: 'Raiku of Fire' is the 4th Piece of Gate Guardian that was lost and forgotten after being created. Only 6 of these were ever made.
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'Emperor Gate Guardian'
Level-11
Attribute-Dark
Subtype-Warrior
Attack-4750
Defense-4400
Effects:
1st Effect-'Emperor Gate Guardian' can only be special summoned by combining Kazejin, Suijin, Sanga of the Thunder, and Raiku of Fire.
2nd Effect-'Emperor Gate Guardian' can create a Tidal Shield to protect itself from taking any Battle Damage.
3rd Effect-'Emperor Gate Guardian' can create a Wall of Fire to protect itself from magic effects controlled by the opponent.
4th Effect-'Emperor Gate Guardian' can create a Wind Barrier to protect itself from trap effects controlled by the opponent.
5th Effect-'Emperor Gate Guardian' can create a Thunder Blockade to protect itself from effect monsters controlled by the opponent.
6th Effect-You may pay half your Life Points and sacrifice 3 other monsters, to Special Summon "Apocalypse'
Notes: I know this card is extremely powerful but I think it is necessary since it's not easy to bring it out. Also like all cards, there is a way to stop this card. I think I should also mention that Emperor Gate Guardian's Tidal Shield cannot stop God Cards. And about that 'Apocalypse' thing, I was always wondering why 'Gate Guardian' was called 'Gate Guardian' and what was it actually guarding. And to anybody who tells me that there is no apocalypse in Egypt, I'll just have to say that it's not exactly an Egyptian idea.
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'Apocalypse'
Level-11
Attribute-Dark
Subtype-Fiend
Attack-6000
Defense-5000
Effects:
1st Effect-'Apocalypse' can only be special summoned out through 'Emperor Gate Guardian'.
2nd Effect-When 'Emperor Gate Guardian' is destroyed this card is also destroyed.
3rd Effect-This card cannot be on the field without 'Emperor Gate Guardian'.
4th Effect-This card cannot be removed from the field in anyway as long as 'Emperor Gate Guardian'
5th Effect-This card may destroy all your opponent's monsters on the field once per your turn. This effect cannot be activated if the 6th or 7th effect has been activated.
6th Effect-This card may destroy all your opponent's magic and trap cards on the field once per your turn. This effect cannot be activated if the 5th or 7th effect has been activated.
7th Effect-This card may destroy all cards in your opponent's hand once per turn. This effect cannot be activated if the 5th or 6th effect has been activated.
Notes: This card is very powerful and may rival the powers of the Egyptian God Cards. But this card can be defeated if not directly. Also if anyone is still saying how stupid I am because of how powerful these original cards are, I could only tell you 2 things. First is that these are hard to get out. Second is that I'll have weaker ones later.
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'Haven'
Level-10
Attribute-Light
Subtype-Fairy
Attack-3500
Defense-4500
Effects:
1st Effect-'Haven' can only be special summoned out through 'Sacred Temple of Light'.
2nd Effect-'Haven' can not be destroyed by battle. Damage Calculations still occur. The Damage taken is doubled.
3rd Effect-'Haven' can not be destroyed by magic and trap cards as long as 'Sacred Temple of Light is on the field.
4th Effect-Increase your Life points by 500 during every Standby Phase.
5th Effect-This card can attack all your opponents' monsters for 500 Life Points x the number of monsters.
6th Effect-You may summon monsters from your graveyard as if they were from your hand for 1000 Life Points for every monster. Only 1 monster can be summoned during your turn. This includes the hand.
Notes: Another one of my infamous super powerful cards. This card is very strong and almost easy to get out. Only way to destroy it too is to get rid of the magic card than destroy this or activate a card that destroys both cards at once.
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'Demonica Et Griminus Deita'
Level-10
Attribute-Dark
Subtype-Fiend
Attack-4000
Defense-4000
Effect:
1st Effect-Can only be Special Summoned using the effect of Demonica Ort Mortis.
2nd Effect-Whenever this card destroys a monster in Battle, remove it from the game and do Life Points of damage to your opponent equal to half it's Attack.
Notes: This card belongs to Mystic Avenger.
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'Heaven's Barrier'
Level-4
Attribute-Light
Subtype-Fairy
Attack-0
Defense-2800
Card Text-Heaven rays create unrivaled defense.
Notes: I love defense monsters.
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'Ditto'
Level-1
Attribute-Light
Subtype-Spellcaster
Attack-0
Defense-0
Effect: Copy 1 card that has been used.
Notes: Another version of the 'Doppelganger' and 'Copycat' card from the anime series.
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'Well Kept Tortoise'
Level-4
Attribute-Water
Subtype-Aqua
Attack-0
Defense-3700
Effect: This card's Defense Points is doubled when flipped face up.
Notes: This card belongs to Mystic Avenger.
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'Attack Angel'
Level-4
Attribute-Light
Subtype-Fairy
Attack-1000
Defense-1000
Effect: This monster cannot be attacked when in defense mode. If this monster is in attack mode, you may conduct your Battle Phase one more time.
Notes: Great card huh? Really nice as a finishing move.
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'Devil of Revival'
Level-4
Attribute-Dark
Subtype-Fiend
Attack-0
Defense-0
Effect: If this monster is sent from the field to the graveyard, special summon it back onto the field in the same position it was destroyed. If this card is sent from the hand or deck to the graveyard, you may remove this card from the game and copy it's effect to one monster on your side of the field until the remainder of the duel.
Notes: An even better card than Revival Jam. But the only thing Revival Jam is better than this card is it's Attack and Defense Points and that it can be used by Jam Defender and this card cannot. Meaning that this card can only protect itself while Revival Jam could defend everything.
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'Mind-Controlling Fiend'
Level-9
Attribute-Dark
Subtype-Fiend
Attack-2600
Defense-2000
Effect: This monster cannot be destroyed by battle. When this monster destroys a monster on the field by battle, you gain control of the monster if possible. This card cannot be special summoned from the graveyard or out of play. When this monster is destroyed, return all monsters you have taken back to your opponent's side of the field if the monsters are still on the field and your opponent takes control of one of your monsters until the end of the duel.
Notes: Not that bad a card, but it is kind of not that useful since it won't be able to control monsters if you are maxed out and that is a problem.
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'Ice Dragon'
Level-5
Attribute-Water
Subtype-Dragon
Attack-2550
Defense-1000
Effect: This card cannot be attacked and cannot be affected by Magic Cards. This card can attack directly if Umi is on the field.
Notes: A more powerful version of A Legendary Fisherman. Also easy to get out.
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'Revived Mind Control'
Level-6
Attribute-Dark
Subtype-Fiend
Attack-2000
Defense-2000
Fusion-Devil of Revival Mind-Controlling Fiend
Effect:
1st Effect-If this monster is sent from the field to the graveyard, special summon it back onto the field in the same position it was destroyed.
2nd Effect-This monster cannot attack
3rd Effect-When ever damage is dealt or attacked by your opponent, the damage or attack is dealt to this monster instead.
4th Effect-When this monster destroys a monster through battle, you gain control of that monster if possible.
Notes: A better type of Revival Jam. Also the 3rd effect is supposed to be similar to Revival Jam and Jam Defender. Sorry if i haven't made that point clear.
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'Zombie Decay'
Level-3
Attribute-Dark
Subtype-Zombie
Attack-300
Defense-200
Effect: This card's effect can only be activated if this card is in the graveyard. This card's effect won't work if it was sent to the graveyard by battle. Your opponent decreases thier Life Points by 500 every time it's their Standby Phase.
Notes: A ok kind of card. Got the idea from the card Hellpomer.
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Magic Cards:
'Third Destruction'
Normal Magic Card
Effect: Choose Monster, Magic, or Trap. Destroy all cards in both players deck, field, and hand of the selected category.
Notes: This card can be really handy if used right though most of the times it's too much of a risk.
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'Gods Mistake'
Quick-Play Magic Card
Effect: Take back the last card that was played. That card and all other cards of the same name can not be played for the remainder of the turn. After activating 'Gods Mistake', remove it from play.
Notes: This is a card I've always dreamed of though the drawback is that it can only be used once.
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'Demons Law'
Continuous Magic Card
Effect: Choose Monster, Magic, or Trap. Cards that are of that category can no longer be played as long as this card is on the field. If Magic is chosen all magic cards excluding this card is prohibited.
Notes: Another card I've always wished I had. Really good card and I wish it was real!
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'Water Destruction'
Field Magic Card
Effect: All monsters that are not Water attributes will be destroyed on the second turn that the monster is summoned.
Notes: Got the idea for this card after reading one of Mystic Avenger's stories.
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'Sacred Temple of Light'
Continuous Magic Card
Effect: This card cannot be destroyed by magic and trap cards. You do not take direct damage as long as thing card remains face up on the field. After 3 turns you may Special Summon 'Haven'
Notes: This card was inspired by the card that Odion used against Joey during the Battle City series.
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'Dimension Obliteration'
Normal Magic Card
Effect: Pay half your Life Points. Destroy all cards on the field and hand, than remove all cards in the graveyard from play.
Notes: This card may sound very useful but I doubt anyone would actually want to use it. Not unless they're very desperate and have enough life points to spare.
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'Refuse Pay'
Continuous Magic Card
Effect: To activate a card effect that requires you to pay Life Points, you do not have to pay the Life Points to activate the card's effect.
Notes: I thought of this card after seeing the card, Spell Economics from the booster pack Ancient Sactuary.
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'Tribute Exclusion'
Normal Magic Card
Effect: Any time you have to tribute a monster or monsters this turn, you may ignore the required tribute and just activate the effect of the card or summon a monster. This does not include cards that can only be special summoned by required cards. Also each monster's effect may only be activated once.
Note: Every Tribute monsters dream card.
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'Extended Reach'
Continuous Magic Card
Effect: The owner of this card may play magic and trap cards in their monster zones or monster cards in their magic and trap card zones.
Note: This is a very useful card but must be used carefully or you'll have to much monsters and no place for magic and traps or vice versa.
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'Mimic'
Quick-Play Magic Card
Effect: Copy one card that was used.
Notes: Another version of the 'Doppelganger' and 'Copycat' card.
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'Opal Staff'
Equip Magic Card
Effect: Can only be equipped onto spellcasters. Equipped monster gets 2500 attack points.
Notes: This card belongs to Mystic Avenger.
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'Warlock Robes'
Equip Magic Card
Effect: May only be equipped to Dark Magician. As long as Dark Magician is on field you may summon any other monster with Black or Dark in its name from the deck, hand or Fusion Deck onto the field. Also, Dark Magician's Attack value is raised 800 points.
Notes: This card belongs to Mystic Avenger.
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'Demonica Ort Mortis'
Continous Magic Card
Effect: When activated, Special Summon a Fiend sub-type monster from your hand, deck or
Graveyard. Whenever that monster leaves the field, Special Summon it, and it gains 500 Atk. Whenever the chosen monster destroys a monster in Battle, draw 2 cards and your opponent must discard 2 cards from their hand. The target monster may change modes at any time, and may always attack, no matter what would normally stop it from attacking.
Notes: This card belongs to Mystic Avenger.
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'Second Chance'
Continous Magic Card
Effect: Pay 1000 Life Points. You may have an extra normal summon.
Notes: Really good card but kind of cheap don't you think?
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'Great Descent'
Normal Magic Card
Effect: Pay 1000 Life Points, search your deck for any monster that could be special summoned, and special summon it onto the field. Skip your Battle Phase and your next Draw Phase.
Notes: A really good card even with the side effects.
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'Demon's Curse'
Continous Magic Card
Effect:
1st Effect: All your monster's Attack and Defense Points are raised by 500.
2nd Effect: Send one card from your hand or field to negate one effect of a card controlled by your for one turn.
3rd Effect: If this card is found in the Graveyard or out of play during your Standby Phase, put it back into play if possible.
4th Effect: This card cannot be effected by magic and trap cards.
Notes: This card is the third card given by Bakura. The 3rd and the 4th Effect are hidden effects that can only be used if Bakura is dueling or if played in the Shadow Realm. This is the 3rd card of the Demon Set. When all 5 cards of the Demon set are on the field, the owner of the 5 cards, instantly wins the game.
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'Fool's Gambit'
Normal Magic Card
Effect: Both player's must pay half their Life Points and remove their hand from the game for both players to activate this cards effect.
Choose one:
Search your deck for up to 3 cards and use them immediatley.
Search your graveyard for up to 3 cards and use them immediatley.
Notes: This is card is stupid but not that bad. Though used by very desperate people.
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'Thief's Reward'
Continous Magic Card
Effect: Pay 1000 Life Points when you play this card. Every time it is your turn, before u draw, pick to skip either your Draw Phase, your Standby Phase, your Main Phase, or your Battle Phase. Once per turn you may pick one of the following effects:
Pick 1 card at random from your opponent's hand, reveal it, and add it to your hand.
Pick 1 card at random from your opponent's deck, reveal it, and add it to your hand.
Notes: A very nice card. The drawback isn't really a problem, since the people could just choose to skip their standbyphase. Or if they are about to deck out they can skip their drawphase and just draw from their opponent's.
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'Solemn Blessings'
Normal Magic Card
Effect: Draw 4 cards, your gain 500 Life Points for every card you draw. Destroy one monster at the end of the turn.
Notes: A nice card and destroying a monster might not be that bad of a side effect.
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'Double Cross'
Normal Magic Card
Effect: Pay 1000 Life Points, destroy one monster on your side of the field. You gain 2000 Life and your opponent loses 2000 Life Points.
Notes: A nice card and destroying a monster might not be that bad of a side effect.
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'Hand Renewal'
Normal Magic Card
Effect: Draw 5 cards and skip your next Draw Phase.
Notes: A nice card and I don't think it matters about skipping 1 Draw Phase right?
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Trap Cards:
'Monster Obliteration'
Normal Trap Card
Effect: Destroy all monster cards on the field.
Notes: A trap version of Dark Hole.
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'Chaos Storm'
Normal Trap Card
Effect: Destroy all magic and trap cards on the field.
Notes: A trap version of Heavy Storm.
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'Mime'
Normal Trap Card
Effect: Copy one card that has been used.
Notes: Another version of 'Doppelganger' and 'Copycat'
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'Reuse'
Continuous Trap Card
Effect: Pick one Continuous Magic or Trap card on the field, and u will be allowed to activate that cards effect as many times as u want.
Notes: This card is very nice and I really want it. I mean think about how many times your can activate Nightmare Wheel and stuff.
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'Gods and Demon's Treaty'
Continuous Trap Card
Effect: Roll a 6 sided die. Depending on the number rolled, either player can't take damage to their Life Points for the number of turns on the die.
Notes: Helps in a struggle.
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'Safe Guard'
Continuous Trap Card
Effect: Pay 1000 Life Points. You don't take damage for 4 turns.
Notes: Better than 'Nightmare Steel Cage'.
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'Dark Revival'
Counter Trap Card
Effect: You may use any card in either person's graveyard to counter a card that is used. The cards can be used as if they were already on the field.
Notes: Not that bad card.
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'Dark Reborn'
Normal Trap Card
Effect: Revive as many monsters from your graveyard as you are allowed and use them for one turn. Then destroy all your monsters and you will not be able to summon and special summon during your next turn.
Notes: Very desperate card with a very bad side effect.
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'Demon's Wish'
Continuous Trap Card
Effect:
1st Effect: Whenever your opponent gains Life Points, you gain the same amount of Life Points.
2nd Effect: Whenever you take damage, your opponent takes the same amount of damage.
3rd Effect: If this card is found in the Graveyard or out of play during your Standby Phase, put it back into play if possible.
4th Effect: This card cannot be effected by magic and trap cards.
Notes: This card is the second card given by Bakura. The 3rd and the 4th Effect are hidden effects that can only be used if Bakura is dueling or if played in the Shadow Realm. This is the 2nd card of the Demon Set. When all 5 cards of the Demon set are on the field, the owner of the 5 cards, instantly wins the game.
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'Beckoning of the Gods'
Continuous Trap Card
Effect: Choose one monster in your opponent's graveyard and special summon it into play under your control. When this card is destroyed the chosen monster is destroyed too.
Notes: Another version of Call of the Haunted.
God Cards:
Original Egyptian God Cards:
The 3 Original Egyptian God Cards, 'Obelisk the Tormentor', 'Slifer the Sky Dragon', and 'The Winged Dragon of Ra' were monsters from Ancient Egypt which could cause unimaginable destruction. These Gods when printed onto cards were said to behave in a mind of their own. All who participated in the making of these God Cards were killed by the Gods wrath except for Pegasus, the wielder of the Millennium Eye. God Cards are almost indestructible. They were hidden away in Egypt because of their destructive power, until they were dug up by a man who wished to rule the world. The God Cards cannot be used any normal person. But anyone possessing all three would be given unlimited power. All God Cards need a tribute of 3 monsters.
'Obelisk the Tormentor'
Level-11
Attribute-Light
Subtype-Divine Beast
Attack-4000
Defense-4000
Card Text-The descent of this mighty creature shall be heralded by burning winds and twisted land. And with the coming of this horror, those who draw breath shall know the true meaning of eternal slumber.
Effect: Sacrifice 2 of your monsters and destroy all your opponents' creatures and deal 4000 direct damage to your opponent's life points.
Notes: A very nice card that Seto Kaiba used as his trump card in his Battle City Tournament. I have never ever seen him not use this card during Battle City. But I still don't understand why people called this card 'Obelisk the Tormentor'. I mean isn't an obelisk just a extremely giant pillar? How could it torment people and how could a big pillar be a god?
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'Slifer the Sky Dragon'
Level-11
Attribute-Light
Subtype-Divine Beast
Attack-X000
Defense-X000
Card Text-The heavens twist and thunder roars, signaling the coming of this ancient creature, and the dawn of true power.
Effect:
1st Effect-This cards attack and defense points are equal to 1000 x the number of cards in your hand.
2nd Effect-Whenever your opponent summons or special summons a monster, 'Slifer the Sky Dragon' deals 2000 damage to the creature in what ever mode their in. Meaning that if a monster is in attack mode, they lose 2000 attack points, and if the monster is in defense mode it means the monster lose 2000 defense points. If a creature is reduced to 0 Points for the mode their in, the monster is destroyed. This effect does not deal damage to the player's Life Points.
Notes: My favorite God Card! This is because I don't like sacrificing monsters so I don't like Obelisk, and I don't like sacrificing Life Points, so I don't like Ra.
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'The Winged Dragon of Ra'
Level-11
Attribute-Light
Subtype-Divine Beast
Attack-????
Defense-????
Card Text-Spirits sing of a powerful creature that rules over all that are mystic.
Effect:
1st Effect-This card's Attack and Defense Points is equal to the total Attack and Defense of the monster's used to tribute for this card.
2nd Effect-Those who can chant the hieratic words on the card will be able to take control of the card.
3rd Effect-'The Winged Dragon of Ra' may attack the turn it came out.
4th Effect-Pay all but 1 Life Point and increase this card's Attack and Defense Points by the amount of Life Points you paid.
5th Effect-Pay 1000 Life Points and destroy 1 of your opponents monsters on the field.
6th Effect-Sacrifice a monster and increase this monster's Attack and Defense Points by the Attack and Defense Points of the Sacrificed Monster.
Notes: Not sure if I got the effects of these cards write. This card was said to be the most powerful God Card of the 3. I really don't think so, since I think this card isn't worth it and that 'Slifer the Sky Dragon' is better.
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Original God Cards:
Pegasus, after creating the Egyptian God Cards, went into a trance and created 6 other God Cards under orders from an unknown being. These 6 God Cards were used to go against the 3 Egyptian God Cards incase they fall in their hands of Evil. Gods being neutral is neither Good nor Evil, but can be manipulated to serve 1 side. These 6 new God Cards though, 3 are Good while the other 3 are Evil. They have to be balanced out with their opposite counterparts to remain neutral. These 6 God Cards are known as the Element God Cards. One God Card for each Attribute: Light, Water, Wind, Earth, Fire, and Dark. Light, Water, and Wind were the God Cards that were based more on Good than evil. Earth, Fire, and Dark were the cards based more on Evil. After Pegasus created the cards, he unknowingly buried them separately in different locations. The person in control of these 6 cards can have powers rivaling the person in control of the 3 Egyptian God Cards.
'Shadow, God of Darkness'
Level-11
Attribute-Dark
Subtype-Divine Beast
Attack-X000
Defense-X000
Card Text-Dark forces from the dead give rise to a being of pure darkness, intent on destruction.
Effects:
1st Effect-This cards Attack and Defense Points are equal to the number of monsters in both players graveyards x 1000.
2nd Effect-Remove 2 monsters from your graveyard out of play, destroy 1 monster on your opponents field.
3rd Effect-Pay half your current Life Points, return all your monsters that are removed from play back into your graveyard.
4th Effect-Remove 3 monsters from your graveyard out of play, your opponent can not set or activate any magic and trap cards until your next standby phase. This effect can only be activated during your turn.
5th Effect-Remove 1 monster from your graveyard out of play and look for one monster from your deck and put it into your hand.
Notes: This card sounds really nice doesn't it? But the bad thing is that to activate its other effects u weaken the card itself and to strengthen it u have to constantly lose Life Points, until your opponents can easily destroy you.
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'Acrona, God of Light'
Level-11
Attribute-Light
Subtype-Divine Beast
Attack-XX00
Defense-XX00
Card Text-Heaven gives rise to a being of pure light, in hopes of quenching the darkness and restore peace.
Effects:
1st Effect- This Card's Attack and Defense are Equal to the number of Magic and Trap cards in both players graveyard x 5000.
2nd Effect-Remove 2 Magic and Trap cards from your graveyard out of play to destroy 1 magic and trap card on your opponent's field.
3rd Effect-Pay half your current Life Points, return all your magic and trap cards that are removed from play back into your graveyard.
4th Effect-Remove 3 Magic and Trap cards from your graveyard out of play, your opponent can not summon, set, or special summon until your next standby phase. Also your opponent cannot attack, or activate any monster effects during that time.
5th Effect-Remove 1 magic and trap card from your graveyard out of play, and look for 1 magic and trap card in your deck and put it into your hand.
Notes: This card is the exact opposite from 'Shadow, God of Darkness'. Needless to say, this card is 'Shadow, God of Darkness' counterpart. I had to change it a bit since I realized that getting magic and trap cards into the graveyard is a whole lot easier than getting monsters. And if that happens than this card will always be stronger than it's counterpart causing an unbalance. I didn't want that so... I mad a little change.
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'Helios, God of Fire'
Level-11
Attribute-Fire
Subtype-Divine Beast
Attack-X000
Defense-X000
Card Text-The heat given off from the sun gave rise to a being of pure fire. Intent on chaos and destruction, many were in fear.
Effect:
1st Effect-This monster's Attack and Defense Points are equal to your opponents current Life Points x 10.
2nd Effect-Destroy all your opponents magic and trap cards if your Life Points are more than your Opponents.
3rd Effect-Destroy all your opponents Monsters if your opponent's Life Points are more than yours.
4th Effect-Pay half your Life Points to destroy all cards in your opponents hand and the cards they draw for the next 3 turns.
5th Effect-You gain 1000 Life Points during your Standby Phase.
Notes: This is a very weird card. Very easy to use and very destructive.
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'Aura, God of Water'
Level-11
Attribute-Water
Subtype-Divine Beast
Attack-X000
Defense-X000
Card Text-The Ocean created Life and supplied the necessary nutrients to sustain life. In time the ocean gave rise to a being of pure Water, intent on the salvation of those in need.
Effect:
1st Effect-This Monster's Attack and Defense are equal to your current Life Points x 10.
2nd Effect-Destroy all your opponents magic and trap cards if your Life Points are more than your opponents.
3rd Effect-Destroy all your opponents monsters if your opponent's Life Points are higher than yours.
4th Effect-Discard all cards in your hand and the next 3 cards you draw, to half your opponents Life Points.
5th Effect-You gain 1000 Life Points during your Standby Phase.
Notes: This card I don't really like but I guess it can't be helped. I mean its last effect sucks. But this card is the counterpart of 'Helios, God of Fire'.
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'Titan, God of Earth'
Level-11
Attribute-Earth
Subtype-Divine Beast
Attack-4000
Defense-4000
Card Text-The solid land gave rise to a being of pure earth. Intent on revenge against any who misused the land, it leaves ruins and destruction wherever it wanders.
Effect:
1st Effect-Discard Cards from your hand to lower the Attack and Defense Points of all monsters on the field excluding this one by 1000 x the number of cards discarded.
2nd Effect-This Monster gains 500 Attack and Defense Points every turn.
3rd Effect-Sacrifice 2 monsters on your side of the field. Destroy all your opponent's Monsters and deal 2000 Damage to their Life Points.
Notes: I hate this card, but I still made it because I ran out of ideas for god cards.
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'Sylvir, God of Wind'
Level-11
Attribute-Wind
Subtype-Divine Beast
Attack-4000
Defense-4000
Card Text-The air gives rise to a being of pure wind. With no shape and no apparent weakness, this creature helps face against any unstoppable force in hopes of saving the needed.
Effect:
1st Effect-Discard cards from your hand to increase the Attack and Defense Points of all monsters on the field by 1000 x the number of cards discarded.
2nd Effect-This monster gains 500 Attack and Defense Points every turn.
3rd Effect-Sacrifice 2 monsters on your side of the field. Destroy all magic and trap cards on your opponent's side of the field and deal 2000 damage to their Life Points.
Notes: The counterpart of 'Titan, God of Earth'. This card is actually extremely powerful used in conjunction with other creatures.
DSlifer: Those are original cards that I made and got with permission from other writers. Do not use these cards without asking for permission from me or the author that I gotten it from. Oh if anyone thinks that my God Cards are stronger than the other 3 God Cards, I can only say that a God Card can be more powerful in the way they are used. Also the Egyptian God Cards can be used by itself and still be very powerful. But the Element God Cards, will damage the user both mentally and physically if it doesn't have it's counterpart along in the same deck. I also found out something about God Cards. God Cards are not affected by Monster, Magic, or Trap effects that have a destroying effect and cards that remove the card from your side of the field. But they are affected by cards that can stop their attacks but weaken and strenghten them. But any cards that have even one affect of destroying the God Cards, do not affect the God Cards. This is the most logical answer I found that solves the secret of the God Cards.
