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 WRGP transformed Magic cards

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YGO 5Ds - Aporia - José

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PostSubject: WRGP transformed Magic cards   Mon Apr 02, 2012 2:57 am

guys here it is the magics i transformed if you need any one just ask me in game or here in this topic lol!

Speed Spell - Toon World
Continuous Spell Card

TCG/OCG:

This card can just be activated by removing 2 or more Speed Counters and paying 1000 Life points. If this card should be destroyed you can remove 1 Speed Counter instead.

ACG:

This card can just be activated by removing 2 or more Speed Counters and paying 1000 Life points. No Toon monsters you control can be destroyed by battle except by battling a Toon monster and you take no Battle Damage from battles involving Toon monsters. When this card is destroyed, destroy all face-up Toon monsters you control. If this card shouldbe destroyed you can remove 1 Speed Counter instead.


Speed Spell - Darkness
Continuous Spell Card

This card can just be activated by removing 3 or more Speed Counters. When this card is activated it is placed in your monster card zone. It cannot be attacked and its not treated as a monster. If you dont control another monsters your opponet can attack you directly. When you activate this card, destroy all cards in your Spell & Trap Card Zones, then Set 1 "Zero", "Infinity", "Darkness 1", "Darkness 2", and "Darkness 3" at random from your hand or Deck. You cannot look at these face-down cards. During each player's End Phase, if you activated a Trap Card that turn, flip all other face-up Spell and Trap Cards you control face-down, and randomly rearrange them. If a Spell or Trap Card you control is removed from the field, destroy all Spell and Trap Cards you control.

Speed Spell - Toon Kingdom
Continuous Spell Card

This card can just be activated by removing 4 or more Speed Counters and removing 5 cards from the top of your deck. This face-up card's name is treated as "Toon World". If a "Toon" monster you control or this card would be destroyed by battle, you can remove from play the top card of your Deck instead.

Speed Spell - Power Bond
Normal Spell Card

TCG/OCG:

Activate when you have 3 or more Speed Counters. Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Machine-Type Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck, and it gains ATK equal to its original ATK. (This Special Summon is treated as a Fusion Summon.) During the End Phase of this turn, the player who activated this card takes damage equal to the original ATK of the monster (at the time it was Summoned).

ACG:

Activate when you have 3 or more Speed Counters. Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Machine-Type Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck, and it gains ATK equal to its original ATK. (This Special Summon is treated as a Fusion Summon.) During the End Phase of this turn, the player who activated this card takes damage equal to the original ATK of the monster (at the time it was Summoned). If the Summoned monster is returned to your Extra Deck during the turn this card is activated, you take no damage from this card's effect.

Speed Spell - Future Fusion
Continuous Spell Card

TCG/OCG:

Activate when you have 5 or more Speed Counters. Reveal 1 Fusion Monster in your Extra Deck and send, from your Main Deck to the Graveyard, the Fusion Material Monsters that are listed on that Fusion Monster Card. During your 2nd Standby Phase after this card's activation, Special Summon 1 of that Fusion Monster from your Extra Deck and target it with this card. (This Special Summon is treated as a Fusion Summon.) When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.

ACG:

Activate when you have 5 or more Speed Counters. Gi-Oh! GX seasons 1 and 2 only
Send, from your Deck to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card. Special Summon that Fusion Monster from your Fusion Deck and equip it with this card. (This Special Summon is treated as a Fusion Summon.) The Fusion Monster Summoned by this effect cannot attack in the same turn that it is Summoned.

Speed Spell - Neos Space
Continuous Spell Card

This card can just be activated by removing 3 or more Speed Counters. When this card is activated it is placed in your monster card zone. It cannot be attacked and its not treated as a monster. If you dont control another monsters your opponet can attack you directly. "Elemental HERO Neos" and all Fusion Monsters that list "Elemental HERO Neos" as a Fusion Material Monster gain 500 ATK. Fusion Monsters that list "Elemental HERO Neos" as a Fusion Material Monster do not have to activate their effects during the End Phase that shuffle them into the Extra Deck.

Kiryu i will tranform those youtold me later Neutral now i've got school Neutral


Last edited by YGO 5Ds -Jose on Mon Apr 02, 2012 10:46 am; edited 1 time in total
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YGO 5Ds Co-Leader - Yusei

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PostSubject: Re: WRGP transformed Magic cards   Mon Apr 02, 2012 4:19 am

i knowi ts a weird request but can i get a Speed World - Tuning made?
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YGO 5Ds - Aporia - José

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PostSubject: Re: WRGP transformed Magic cards   Mon Apr 02, 2012 10:27 am

ok
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PostSubject: Re: WRGP transformed Magic cards   Mon Apr 02, 2012 10:37 am

ACG:

Speed Spell - Tuning
Normal Spell Card

Remove 3 or more Speed Counters to activate this card. Add 1 Tuner Monster from your Deck to your hand. Then, send a number of cards equal to the Tuner monster's Level from the top of your Deck to the Graveyard.

TCG/OCG:

Speed Spell Tuning
Normal Spell Card

Remove 3 or more Speed Counters to activate this card. Add 1 "Synchron" Tuner monster from your Deck to your hand. Then send the top card of your Deck to the Graveyard.
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PostSubject: Re: WRGP transformed Magic cards   Mon Apr 02, 2012 10:56 am

Speed Spell - Infernity Launcher
Continuous Spell Card

Activate by removing 3 Speed Counters. Once per turn, you can send 1 "Infernity" monster from your hand to the Graveyard. If there are no cards in your hand, you can send this card to the Graveyard to select up to 2 "Infernity" monster(s) in your Graveyard and Special Summon them.

Speed Spell - Infernity Burst
Normal Spell Card

Activate by having 6 or more Speed Counters. Inflict 800 damage to your opponent's for each "Infernity" monster you control.
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PostSubject: Re: WRGP transformed Magic cards   Mon Apr 02, 2012 11:07 am

ah and i will be using Wisel Attack 3 as Granel Attack 3 since it doesnt exist in the game Neutral (http://yugioh.wikia.com/wiki/Granel_Attack_3)

Granel Attack 3
[EARTH] (LV3)
[Machine/Effect]
If you do not control a face-up "Infinity" monster, destroy this card. Once per turn, if a "Infinity" monster you control destroys an opponent's Synchro Monster by battle, you can equip that monster to a face-up "Infinity" monster you control. You can declare attacks with Synchro Monsters equipped to a "Infinity" monster you control (but not direct attacks). In that case, the attacking Synchro Monster is treated as a face-up monster you control during the Battle Phase only (without counting toward your 5 Monster Card Zone limit). During battle between that attacking monster and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict piercing Battle Damage to your opponent
ATK: 1800 DEF: 0


and i will use Wisel Guard 3 as Granel Guard 3 it also doesnt exist in the game Neutral

Granel Guard 3
[EARTH] (LV3)
[Machine/Effect]
If you do not control a face-up "Infinity" monster, destroy this card. When a ''Infinity'' monster you control equipped with a Synchro Monster is selected as an attack target, you can switch the target to the equipped Synchro Monster. In that case, that monster is treated as a face-up monster you control during the Damage Step only (without counting toward your 5 Monster Card Zone limit). Once per turn, you can negate the effect(s) of 1 face-up monster your opponent controls.
ATK:800 DEF:2000


Last edited by YGO 5Ds -Jose on Mon Apr 02, 2012 4:57 pm; edited 1 time in total
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PostSubject: Re: WRGP transformed Magic cards   Mon Apr 02, 2012 4:56 pm

Those ones to Jesse:

All then are in ACG(Anime Card Game) because Jesse wanted that way xD

Speed Spell - Crystal Abundance:
Normal Spell Card

Activate by removing 5 Speed Counters. Send 4 "Crystal Beast" cards from your Spell & Trap Card Zone to the Graveyard; send all cards on the field to the Graveyard, then Special Summon as many "Crystal Beast" monsters as possible from your Graveyard, up to the number of cards your opponent controlled that were sent to the Graveyard by this card's effect.

Speed Spell - Crystal Beacon:
Normal Spell Card

Activate when you have 3 or more Speed Counters and if you control 3 or more "Crystal Beast" cards in your Spell & Trap Card Zone. Special Summon 1 "Crystal Beast" monster from your Deck, and your opponent draws 1 card.

Speed Spell - Crystal Promise:
Normal Spell Card

Activate when you have 2 or more Speed Counters. Target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.

Speed Spell - Crystal Blessing:
Normal Spell Card

Activate by removing any number of Speed Counters. Target "Crystal Beast" monsters in your Graveyard, for each 3 Speed Counters removed you can place 1 of them in your Spell & Trap Card Zone as a Continuous Spell Card

Speed Spell - Crystal Release:
Equip Spell Card

Activate by removing 2 Speed Counters. Equip only to a "Crystal Beast" monster. It gains 800 ATK. When this card is sent from the field to the Graveyard: You can place 1 "Crystal Beast" monster from your Deck face-up in your Spell & Trap Card Zone as a Continuous Spell Card.

Crystal Tree:
Continuous Spell Card

Activate by removing 3 Speed Counters. In each of your End Phases remove 1 Speed Counter or destroy this card. Each time a "Crystal Beast" monster(s) is placed in either player's Spell & Trap Card Zone: Place 1 Crystal Counter on this card. You can send this card to the Graveyard; take a number of "Crystal Beast" monsters from your Deck equal to the number of Crystal Counters that were on this card, then place those monsters face-up in your Spell & Trap Card Zone as Continuous Spell Cards.

Rare Value:
Normal Spell Card
Activate by having 3 or more Speed Counters. Activate only when there are 1 or more "Crystal Beast" cards in your Spell & Trap Card Zone. Selects 1 "Crystal Beast" card from your Spell & Trap Card Zone and send it to the Graveyard. Then you draw 2 cards.

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PostSubject: Re: WRGP transformed Magic cards   Thu Apr 05, 2012 2:29 pm

ehhh I still don't really understand how turbo duels work, somebody's going to have to teach me lol.
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PostSubject: Re: WRGP transformed Magic cards   Fri Apr 06, 2012 8:47 am

pegasus nvm about those new speed spells u will need to find a 5Ds character and be him/her Neutral
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PostSubject: Re: WRGP transformed Magic cards   Fri Apr 06, 2012 8:48 am

find one here: http://yugioh.wikia.com/wiki/Category:Yu-Gi-Oh!_5D's_characters
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PostSubject: Re: WRGP transformed Magic cards   Fri Apr 06, 2012 8:50 am

and i can teach u when u want give me a date and the hour and i will be there Smile and teh same thing to mai
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PostSubject: Re: WRGP transformed Magic cards   Fri Apr 06, 2012 9:51 pm

That's alright jose, I'll just sit this one out. I'm perfectly fine just watching everyone.
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PostSubject: Re: WRGP transformed Magic cards   Sat Apr 07, 2012 5:47 am

Sad
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