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)
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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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Bhamppe