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Edited by deatheater200: 9/26/2018 2:50:04 AM
6

Darth Turtles cards

Card 1: [u]The Imperial Fleet: field spell.[/u] Effect: all imperial type cards gain 200 attack/defense for every effect that gets negated. Card 2: [u]Darth Turtle: effect card.[/u] 2800 attack, 2600 defense. Effect: when this card is sent from the field to the graveyard, add it back to your hand. Requires 1 tribute to play on the field, if this card is destroyed and returns to your hand, requires 2 tributes instead. Card 3: [u]Charged Shot: spell card.[/u] Effect: equip to any imperial type card, that card can attack and must attack all cards your opponent controls until they have no more cards on the field. Card 4: [u]Darth Rabbit: effect card.[/u] 2500 attack, 2000 defense. Effect: this card must be played in defense position, when targeted for an attack, switch this card to attack and destroy the attacking card. Card 5: [u]Rescue Wing: spell card.[/u] Effect: retrieve 1 card from your graveyard to your hand. Card 6: [u]Star Destroyer: effect card.[/u] 5000 attack, 0 defense. Effect: takes 5 turns for this card to attack, once it can attack you win the duel. Card 7: [u]StarKiller: effect monster.[/u] 2700 attack, 3000 defense. Effect: when this card is set on the field with Star Destroyer, special summon Darth Turtle from your deck or graveyard or hand. These 3 cards cannot be destroyed in anyway. Card 8: [u]Parasite: trap card.[/u] Effect: equip this card to your opponent, your opponent loses 500 life points for every card that is sent to the graveyard. Card 9: [u]Dual Blades: spell.[/u] Effect: equip this card to a imperial type card, that card can attack twice. Card 10: [u]Cannon Fodder: normal monster.[/u] 500 attack, 100 defense. Card 11: [u]More Cannon Fodder: normal.[/u] 700 attack, 1000 defense. Card 12: [u]Cannon Fodder Summoning. Spell[/u] Effect: special summon Cannon Fodder from your hand/deck/graveyard. Card 13: [u]Force Pull: spell card.[/u] Effect: take control of 1 of your opponents cards. Card 14: [u]AT-AT: normal monster.[/u] 1000 attack, 500 defense. Card 15: [u]Force Choke: spell.[/u] Effect: destroy 1 card your opponent controls. Card 16: [u]Become the Darkness: ???[/u] Effect: all cards become darkness cards and cannot be destroyed by light type cards. (Special card) Card 17: [u]Nuclear Blast: spell card.[/u] Effect: deal 2500 life points of damage to your opponent. Card 18: [u]Rise of the Monarchs: ???[/u] Effect: summon the ancient darkness realm and gain control of the Monarch(darkness) type cards. You must have Become the Darkness on the field to play this card. (Special card) ——————————————— Click the “Cards” tag for all the posts I’ve made so far. Which set of cards does everyone like the most so far?
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