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AOJ/GB/BES/Gradius/other support

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AOJ/GB/BES/Gradius/other support Empty AOJ/GB/BES/Gradius/other support

Post  DMaster2 2012-02-18, 18:22

Ally Of Justice Support:

Ally of Justice Light Bringer
Attribute: Dark
Type: Machine/Effect
Level: 4
ATK: 2100
DEF: 1700
You can discard this card from your hand to add 1 "Corrupted Light" from your Deck to your hand. If you activate this effect until the End Phase your opponent cannot negate the activation of Field Spell cards and Field Spell cards you control cannot be destroyed. If this card is face-up on the field while "Corrupted Light" is not on the field destroy this card.

Ally of Justice Booster
Attribute: Dark
Type: Machine/Effect
Level: 1
ATK: 0
DEF: 0
During your Main Phase you can discard this card from your hand to select an "Ally of Justice" monster on your side of the field or in your hand. Until the End Phase the selected monster lose 2 Levels.

Ally of Justice Purifier
Attribute: Dark
Type: Machine/Effect
Level: 7
ATK: 2400
DEF: 2000
You can Special Summon this card from your hand by tributing 1 "Ally of Justice" monster you control. The Attribute of all face-up monster(s) your opponent control become LIGHT. When this card is removed from your side of the field Special Summon 1 "Ally of Justice" monster from your hand or Graveyard except "Ally of Justice Purifier".

Ally of Justice Space Jumper
Attribute: Dark
Type: Machine/Tuner/Effect
Level: 5
ATK: 2200
DEF: 1800
You can Special Summon this card from your hand. If you do this card Level become 3 and the ATK and DEF of this card are halved. When this card is used to Synchro Summon a monster the other non-tuner monsters must be "Ally of Justice" monsters.

Corrupted Light
Type: Field Spell Card
The Attribute of all monsters on the field and on any graveyards become LIGHT, except "Ally of Justice" monsters. All LIGHT Attribute monsters that declare an attack lose 300 ATK during damage step.

Evoke Light
Type: Normal Spell Card
Draw 2 cards, then your opponent Special Summon 1 Level 6 or lower Monster from his Deck or Graveyard in face-up attack position and gain LP equal to half of that monster DEF. That monster Attribute become LIGHT as long as it remain on the field.


B.E.S. Support:

B.E.S. Capsule Ship
Attribute: Wind
Type: Machine/Tuner/Effect
Level: 3
ATK: 1400
DEF: 1000
You can Special Summon this card from your hand. If you do you cannot enter your Battle Phase this turn and this card can only be used for the Synchro Summon of a "B.E.S." Synchro Monster. During your next Standby Phase after this card is destroyed put 3 counters on a "B.E.S." or "Big Core" monster you control.

B.E.S. Mothership
Attribute: Light
Type: Machine/Effect
Level: 7
ATK: 2700
DEF: 1400
When this card is Normal or Special Summoned place 3 counters on this card. This card cannot be destroyed by battle. If this card battles a monster, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it. Once per turn you can remove 1 counter from this card to return 1 "B.E.S." or "Big Core" monster from your Graveyard to your Deck.

B.E.S. Boss Ship
Attribute: Earth
Type: Machine/Synchro/Effect
Level: 9
ATK: 3000
DEF: 2600
"B.E.S. Capsule Ship" + 1 "B.E.S." non-Tuner monster.
The Synchro Summon of this card cannot be negated. When this card is Synchro Summoned put 5 counters on this card and Special Summon 1 "B.E.S." or "Big Core" monster from your Graveyard, that monster cannot attack your opponent directly. This card cannot be destroyed by battle. If this card battles a monster, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it. Each time your opponent activate a Spell,Trap or monster effect you can remove 1 counter from this card to negate that effect and destroy that card. If this card battle a defense position monster your opponent take the difference between this card ATK and the DEF of that monster as battle damage.

Boss Fuel
Type: Normal Spell Card
Return 1 Level 5 or higher "B.E.S." or "Big Core" monster from your hand to your Deck and draw 2 cards. "B.E.S." or "Big Core" monsters you control cannot declare an attack this turn.

The Boss Appear!
Type: Normal Spell Card
If you control a face-up "Boss Rush" and no monsters pay half of your LP to Special Summon 1 "B.E.S." or "Big Core" monster from your hand,Deck or Graveyard and put 3 counters on that monster. You cannot Special Summon anymore this turn.

End of the Level
Type: Normal Spell Card
Add 1 "Boss Rush" or "Boss Special Repair Squad" from your Deck to your hand.

Boss Special Repair Squad
Type: Continuous Spell Card
During each Standby Phase put 1 counter on 1 "B.E.S." or "Big Core" monster you control. When this card is destroyed by an opponent card effect add 1 "Boss Rush" from your Deck or Graveyard to your Hand.

Super Warp
Type: Continuous Trap Card
All "B.E.S." and "Big Core" monsters you control gain 300 ATK. Once per turn during either player Main Phase you can banish 1 "B.E.S." or "Big Core" monster you control until your next Standby Phase. When it return put 1 counter on it.

Power Shield
Type: Counter Trap Card
When your opponent declare an attack targeting a face-up "B.E.S." or "Big Core" monster you control with no counters on it negate the attack and put 2 counters on the targeted monster.


Evil Heroes Support:

Evil Hero Black Witch
Attribute: Dark
Type: Spellcaster/Effect
Level: 4
ATK: 1400
DEF: 1300
You can discard this card from your hand to add 1 "Dark Fusion" or "Dark Calling" from your Deck to your hand.

Evil Hero Fusion Master
Attribute: Fire
Type: Fiend/Effect
Level: 8
ATK: 1000
DEF: 1000
You can Special Summon this card from your hand in face-up defense position by sending 1 "Dark Fusion" or "Dark Calling" from your Deck to your Graveyard. Once per turn you can return 1 "Dark Fusion" or "Dark Calling" from your Graveyard to your hand. If you activate this effect this card cannot declare an attack this turn. When this card is removed from the field return to your Graveyard up to 2 banished monsters used as Fusion Material monster(s).

Evil Hero Shadow Scout
Attribute: Dark
Type: Fiend/Effect
Level: 4
ATK: 1400
DEF: 1200
When this card is sent from the field to the Graveyard add 1 "Evil Hero" monster from your Deck or Graveyard to your hand except "Evil Hero Shadow Scout".

Evil Hero Shapeshifter
Attribute: Dark
Type: Spellcaster/Effect
Level: 4
ATK: 2000
DEF: 0
This card cannot be used for a Synchro or Xyz Summon. All battle damage from a battle involving this card became 0. This card cannot be targeted by card effects. Once per turn you can select and banish 1 Monster Card from your Deck. Until the End Phase this Monster Name,Level and Type become the same as the selected monster. A Fusion monster that used this card as a Fusion material monster lose 400 ATK and cannot be targeted by the effect of Spell and Trap cards controlled by your opponent.

Evil Hero Shadow Guard
Attribute: Dark
Type: Warrior/Effect
Level: 2
ATK: 300
DEF: 1400
If you control the Spell Card "Shadow Cloak" you can Special Summon this card from your hand. While you control this card "Shadow Cloak" cannot be targeted by card(s) effects or be destroyed.

Evil Hero Dual Gainer
Attribute: Earth
Type: Fiend/Fusion/Effect
Level: 5
ATK: 2200
DEF: 2100
"Evil Hero Infernal Gainer" + 1 "Evil Hero" monster
This monster cannot be Special Summoned except with "Dark Fusion" or it's own effect. This card is immune to the effects of Spell cards (except "Dark Fusion") and cannot be selected as an attack target while you control another "Hero" monster. During either player's Damage Step, when another face-up "Hero" Monster you control battles, you can banish this card to have that Monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase. Special Summon this card to your side of the field during your next Standby Phase and put 2 "Gainer" counters on this card. You cannot activate this effect if there are "Gainer" counter(s) on this card. During each of your opponent End Phase remove 1 "Gainer" Counter from this card.

Evil Hero Mist Vampire
Attribute: Water
Type: Fiend/Fusion/Effect
Level: 5
ATK: 1000
DEF: 2300
"Elemental Hero Burstinatrix" + "Elemental Hero Bubbleman"
This Monster cannot be Special Summoned except with "Dark Fusion". Once per turn you can select 1 face-up Monster your opponent control. Gain LP equal to that monster DEF and inflict damage to your opponent equal to that monster ATK. If you activate this effect you cannot conduct your Battle Phase this turn.

Evil Hero Mask of Duality
Attribute: Dark
Type: Fiend/Fusion/Effect
Level: 6
ATK: 2400
DEF: 1900
1 Fiend-Type "Evil Hero" monster + 1 Warrior-Type "Elemental Hero" monster
This Monster cannot be Special Summoned except with "Dark Fusion". When this card is Fusion Summoned return all Spell and Trap cards on the field to their owner hand. Once per turn you can activate 1 of the following effects (if you do this card cannot declare an attack this turn):
- Select 1 card on the field and banish it. If it is a Monster Card your opponent take 500 LP of damage
- Select and Special Summon 1 of your banished "Hero" monster. That Monster gain 400 ATK and it's effect(s) are negated

Evil Hero Captain Necro
Attribute: Dark
Type: Fiend/Fusion/Effect
Level: 7
ATK: 900
DEF: 1400
"Elemental Hero Captain Gold" + "Elemental Hero Necroshade"
This monster cannot be Special Summoned except with "Dark Fusion". When this card is Fusion Summoned banish 1 card on your opponent side of the field and inflict 600 LP of damage to your opponent. Once per turn you can Special Summon 1 "Hero" Monster from your Graveyard or your removed from play zone. While this card is face-up on the field the effect of "Skyscraper" is applied also to "Evil Hero" monsters. When you enter your Battle Phase you can select and activate 1 "Skyscraper" from your Deck or Graveyard.

Evil Hero Volcano
Attribute: Fire
Type: Fiend/Fusion/Effect
Level: 8
ATK: 2000
DEF: 2500
1 "Evil Hero" monster + 1 Pyro-Type monster
This monster cannot be Special Summoned except with "Dark Fusion". This card original ATK become the sum of this card ATK plus the ATK of the Pyro-Type Fusion Material monster. Each time a Spell or Trap card is activated inflict 400 LP of damage to your opponent. While this card is face-up on the field "Evil Hero" monsters you control inflict piercing damage.

Evil Hero Prince of Darkness
Attribute: Dark
Type: Fiend/Fusion/Effect
Level: 10
ATK: 0
DEF: 3000
1 "Evil Hero" monster + 1 or more DARK Attribute monsters
This monster cannot be Special Summoned except with "Dark Fusion". You can use Fusion Material Monsters from anywhere on the field to Fusion Summon this monster. The original ATK of this card is equal to 1000 x the number of Fusion Material Monsters used to Special Summon it. Once per turn you can send the top card of your opponent Deck to the Graveyard and apply the corrisponding effect:
- Monster: Until the End Phase this card gain 700 ATK and it inflict piercing damage
- Spell: Select 1 card on the field. Until your next Standby Phase all effects of that card are negated and if it is a monster card it cannot declare an attack
- Trap: Destroy all cards on your opponent Spell and Trap zone. Your opponent cannot Set any card until the End Phase of your opponent next turn.

Shadow Cloak
Type: Continuous Spell Card
"Evil Hero" monsters with 1000 ATK or less cannot be destroyed by battle or card effect(s). During each of your Standby Phase pay 400 LP or destroy this card.


Gladiator Beast Support:

Test Alligator
Attribute: Water
Type: Beast/Effect
Level: 4
ATK: 1400
DEF: 1800
When a "Gladiator Beast" Monster you control attack or is attacked you can discard this card from your hand to have that monster ATK become 2500 until the End Phase. During the turn this effect is activated the battle damage inflicted to your opponent is halved.

Test Turtle
Attribute: Earth
Type: Reptile
Level: 3
ATK: 100
DEF: 1900
When this card is Normal Summoned it is changed to face-up Defense Position. While this card is face-up on your side of the field you take no battle damage from a battle involving "Gladiator Beast" monsters and the first time a "Gladiator Beast" monster you control would be destroyed by battle it is not destroyed. When an effect that destroy Gladiator Beast monster card(s) is activated you can tribute this card to negate that effect and destroy that card.

Gladiator Beast Astorx
Attribute: Fire
Type: Winged-Beast/Fusion/Effect
Level: 6
ATK: 1900
DEF: 2500
"Gladiator Beast Hoplomus" + 1 "Gladiator Beast" Monster
This card can only be Special Summoned from your Extra Deck by returning the above cards you control to the Deck. (You do not use "Polymerization"). Once per turn if a "Gladiator Beast" Monster you control would be destroyed by battle it is not destroyed. If this card destroy a face-up Monster by battle your opponent select and shuffle 1 card from his hand to his Deck. At the end of the Battle Phase, if this card attacked or was attacked, you can return this card to the Extra Deck to Special Summon 2 "Gladiator Beast" monsters from your Deck, except "Gladiator Beast Hoplomus".

Gladiator Beast Rudrox
Attribute: Wind
Type: Winged-Beast/Fusion/Effect
Level: 8
ATK: 2600
DEF: 2450
Any 3 "Gladiator Beast" monsters
This card can only be Special Summoned from your Extra Deck by returning the above cards you control to the Deck. (You do not use "Polymerization"). When this card is Fusion Summoned add 2 "Gladiator Beast" cards from your Deck or Graveyard to your hand. When this card declare an attack against a face-down Defense Position monster destroy that monster at the beginning of the damage step (before damage calculation) and inflict 500 LP of damage to your opponent.

Gladiator Beast Breaktrough!
Type: Normal Spell Card
Discard 1 card and pay 1000 LP to Special Summon 1 "Gladiator Beast" monster from your Deck. The Special Summoned Monster is treated as if it was Special Summoned by the effect of a "Gladiator Beast".

Experiment
Type: Normal Spell Card
Return 1 "Gladiator Beast" Monster card from your hand to your Deck. Add 1 "Test" Monster from your Deck or Graveyard to your hand.

Gladiator's Burn
Type: Quick Spell Card
Select 1 face-up "Gladiator Beast" monster you control. Return it to the Deck and Special Summon 1 Level 4 or lower "Gladiator Beast" monster from your Deck. Inflict damage to your opponent equal to half of the selected monster ATK.

Gladiator's Stun Attack
Type: Quick Spell Card
You can activate this card if you control a face-up "Gladiator Beast" monster. Discard 1 card. Until the End Phase your opponent cannot activate Spell or Trap cards.


Gradius Support:

Space Fighter Gradius Alpha
Attribute: Light
Type: Machine/Effect
Level: 4
ATK: 1200
DEF: 800
You can halve the ATK of this card until the End Phase to attack your opponent directly. When this card successfully attack your opponent direcly look at the top card of your opponent Deck. If it is a Spell or Trap card send it to the Graveyard, if it is a Monster card put it on the bottom of his Deck.

Space Fighter Gradius Beta
Attribute: Light
Type: Machine/Effect
Level: 4
ATK: 1200
DEF: 800
When this card is Summoned halve the ATK of 1 face-up monster on the field.

Space Fighter Gradius Omega
Attribute: Light
Type: Machine/Effect
Level: 4
ATK: 1200
DEF: 800
Once per turn during either players turn, when this card attack or is attacked, you can double the ATK of this card. If you activate this effect at the end of the Battle Phase this card is switched to face-up defense position and it's position cannot be changed until your opponent next Standby Phase.

Space Fighter Gradius Sigma
Attribute: Light
Type: Machine/Effect
Level: 4
ATK: 1200
DEF: 800
While this card is face-up on the field all Level 4 LIGHT Machine-Type monster you control gain 400 ATK and DEF.

Space Fighter Gradius Gamma
Attribute: Light
Type: Machine/Effect
Level: 4
ATK: 1200
DEF: 800
When this card is Summoned you can Special Summon 1 Level 4 LIGHT Machine-Type Monster from your hand.

Space Fighter Gradius Epsilon
Attribute: Light
Type: Machine/Fusion/Effect
Level: 10
ATK: 1200
DEF: 800
"Space Fighter Gradius Alpha" + "Space Fighter Gradius Beta" + "Space Fighter Gradius Omega" + "Space Fighter Gradius Sigma" + "Space Fighter Gradius Gamma"
This card cannot be Special Summoned except by Fusion Summon using the above Fusion Material monsters. All Level 4 LIGHT Machine-Type monster you control gain 800 ATK and DEF. This card cannot be destroyed by your opponent card(s) effect(s). When this card attack or is attacked the original ATK and DEF of this card become 2700 during damage step only.

Gradius 2000
Attribute: Light
Type: Machine/Effect
Level: 5
ATK: 2000
DEF: 2000
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Gradius Power Up". This card cannot be destroyed the turn it is Summoned. When this card battle you can banish from your graveyard 1 Level 4 LIGHT Machine-Type Monster to have this card gain 800 ATK during damage step. When this card is destroyed Special Summon 1 Level 4 LIGHT Machine-type monster with 1200 ATK from your Deck or Graveyard.

Battleground - Allied Forces
Type: Field Spell Card
Each time a Level 4 LIGHT Machine-Type monster with 1500 or less ATK is Summoned place 1 Counter on this card. Once per turn you can remove counter(s) from this card to activate 1 of the following effects:
- 1 counter(s) : Select 1 Monster you control, until the End Phase that monster gain 800 ATK
- 2 counter(s) : Add 1 Level 4 LIGHT Machine-Type monster from your Deck or Graveyard to your hand
- 3 counter(s) : Select 1 face-up Monster on the field. Until the End Phase that monster ATK become 0 and it's effect(s) are negated.

Gradius Power Up
Type: Normal Spell Card
Tribute 1 face-up "Gradius" you control. Special Summon 1 "Gradius 2000" from your hand or Deck.

Gradius Assault
Type: Normal Spell Card
You cannot Normal Summon, Set or Special Summon the turn you activate this card. Special Summon 1 Level 4 LIGHT Machine-Type monster with 1200 ATK from your Deck. Until the End Phase that monster gain 700 ATK and if it destroy a Monster by battle it can activate all of his effect(s).

Warp Draw
Type: Normal Spell Card
Discard 1 Level 4 LIGHT Machine-Type monster with 1200 ATK to draw 2 cards.

Shield Destroyer
Type: Normal Spell Card
Select 1 Level 4 LIGHT Machine-Type Monster on your side of the field. Until the End Phase it become Level 3, lose 400 ATK and can attack your opponent directly this turn. If the selected monster successfully attack your opponent directly destroy 1 card on your opponent side of the field.

Gradius Laser Beam
Type: Equip Spell Card
This card can only be equipped on a face-up Level 4 LIGHT Machine-Type Monster with an original ATK of 1200. When the equipped Monster declare an attack send to the Graveyard 1 Spell or Trap Card on your opponent side of the field at the end of the Battle Phase.


Helios Support:

Helios The Sun Goddess
Attribute: Light
Type: Pyro/Effect
Level: 10
ATK: ?
DEF: ?
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by it's own effect or by tributing a face-up "Helios Trice Megistus" you control. This card ATK and DEF are equal to the number of your banished monsters x 500. When this card attack it inflict piercing damage. If this card is destroyed (either by battle or card effect) Special Summon it during the End Phase.

Helios Eternal Resurrection
Type: Continuous Spell Card
"Helios" monsters cannot be banished and go the Graveyard instead.

Primordial Sun Ritual
Type: Normal Spell Card
Add 1 card with "Helios" in it's name from your Deck to your hand.


Water Dragon Support:

H-Sauros
Attribute: Earth
Type: Dinosaur/Effect
Level: 3
ATK: 1200
DEF: 1000
This card name is treated as "Hydrogeddon" while this card is face-up on the field or on your Graveyard. When this Card is Normal or Flip Summoned you can Special Summon 1 Level 4 or lower Dinosaur-Type Monster from your hand. It cannot be used for a Synchro or Xyz Summon and it is destroyed during the End Phase.

O-Sauros
Attribute: Earth
Type: Dinosaur/Effect
Level: 3
ATK: 1400
DEF: 700
This card name is treated as "Oxygeddon" while this card is face-up on the field or on your Graveyard. When this Card is Normal or Flip Summoned you can Special Summon 1 Level 4 or lower Dinosaur-Type Monster from your Graveyard. It cannot be used for a Synchro or Xyz Summon and it is destroyed during the End Phase..

Rustosaurus
Attribute: Earth
Type: Dinosaur/Effect
Level: 4
ATK: 1500
DEF: 1500
Once per turn you can show 1 card in your hand to have this card gain 300 ATK until the End Phase, then select 1 of the following effects:
- Until the End Phase this card name is treated as "Hydrogeddon"
- Until the End Phase this card name is treated as "Oxygeddon"

Mutant Lizard
Attribute: Earth
Type: Reptile/Effect
Level: 4
ATK: 1000
DEF: 1700
You can discard this card from your hand to add 1 "Bonding-H2O" from your Deck or Graveyard to your hand. When this card is destroyed by battle add 1 Level 3 or lower EARTH Dinosaur-Type Monster from your Deck to your hand.

Eternal Flames
Type: Normal Spell Card
This card can only be activated while you control a face-up "Water Dragon". Until the End Phase all monsters your opponent control are changed to face-up Attack Position (Flip effects are not activated) and become Pyro-Type monsters.

Chemical Reaction
Type: Normal Spell Card
Pay half of your LP to add 1 "Bonding - H2O" from your Deck to your hand and to Special Summon from your Deck 2 "Hydrogeddon" and 1 "Oxygeddon". You cannot enter your Battle Phase this turn and the monsters Special Summoned by this card effect are banished when they are removed from the field.

Hydro Cannon
Type: Normal Spell Card
You can only activate this card by selecting 1 face-up "Water Dragon" you control and banishing 1 Dinosaur-Type monster from your Graveyard. This turn the selected "Water Dragon" can attack all of your opponent monster once each and it inflict piercing damage. Other monster(s) you control cannot declare an attack this turn.

Incinerate
Type: Quick Spell Card
Select 1 face-up Monster on the field. As long as it remain face-up on the field it become Pyro-Type and it's controller take 300 LP of damage during each of your End phases.

Rise of the Water Lord
Type: Normal Trap Card
This card name is treated as "Bonding - H2O" when face-up on the field. You can activate this card only if you don't control a face-up "Water Dragon". Remove from play from your Graveyard 2 "Hydrogeddon", 1 "Oxygeddon" and 1 "Bonding - H2O" and Special Summon 1 "Water Dragon" from your hand,Deck or Graveyard. The Special summoned monster cannot attack your opponent directly and if it leave the field it is banished.

Dangerous Chemistry
Type: Normal Trap Card
When a face-up "Water Dragon" you control is destroyed (except by battle) look at your opponent hand and send 1 card from his hand and 1 from his side of the field to the grave, then your opponent take 700 LP of damage.

Rage of the Water Lord
Type: Counter Trap Card
You can activate this card only if you control a face-up "Water Dragon" when your opponent activate a Spell,Trap or Monster Effect. Negate the activation and destroy that card.


Last edited by DMaster2 on 2012-02-19, 08:05; edited 1 time in total

DMaster2


Posts : 23
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AOJ/GB/BES/Gradius/other support Empty Re: AOJ/GB/BES/Gradius/other support

Post  Phraxure 2012-02-18, 18:26

Very, very detailed and most are very nice O_o

A lot of work you put in there.
Phraxure
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Post  DMaster2 2012-02-18, 19:06

Phraxure wrote:Very, very detailed and most are very nice O_o

A lot of work you put in there.
Thanks Very Happy

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Post  Raziel 2012-02-18, 19:13

Cool.
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http://hydrogamesdownload.blogspot.com

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Post  minervx 2012-02-19, 01:10



Test Alligator - a bit overpowered. its not the battle damage thats the problem. make the atk boost up to 2000, and it will be good (if restricted to 1)

Test Turtle - make sure you make its last effect on apply to gladiators, otherwise good.


Gladiator Beast Axtors - good

Gladiator Beast Rudrox - good

Gladiator Beast Breaktrough! - good

Experiment - a bit underpowered.

Gladiator's Burn - why not just run meteor of destruction (to in most cases do more damage) without cost.

Gladiator's Stun Attack - make it 1 of the three and add a cost.

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Post  DMaster2 2012-02-19, 08:06

minervx wrote:

Test Alligator - a bit overpowered. its not the battle damage thats the problem. make the atk boost up to 2000, and it will be good (if restricted to 1)

Test Turtle - make sure you make its last effect on apply to gladiators, otherwise good.


Gladiator Beast Axtors - good

Gladiator Beast Rudrox - good

Gladiator Beast Breaktrough! - good

Experiment - a bit underpowered.

Gladiator's Burn - why not just run meteor of destruction (to in most cases do more damage) without cost.

Gladiator's Stun Attack - make it 1 of the three and add a cost.
Test Alligator -> Alligator change the max attack, it don't add atk like honest or kalut this is why i capped it to 3000 and halved battle damage. I reduce it to 2500 but less would be pointless because anything can destroy a 2000 atk monster and the same Laquari atk would be higher with it's own effect.

Test Turtle -> ok

Experiment -> I can take off the Normal Summon limitation.

Gladiator's Burn -> Well it's a quick so not only it inflict burn damage but it can also save GB from destruction/return to hand/banish effects and save weak gb on field (Murmillo) from being destroyed by battle.

Gladiator's Stun Attack -> ok


Thanks for the feedback.

I may add other cards soon.

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