leafbladie

[Semi-Finished] LotW: Dark Scorpion (12 Cards)

Jan 8th, 2017 (edited)
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  1. Maybe look at Fur Hires for some possible things, like draw effect to set of discard.
  2. Retreat of the Dark Scorpion to return them to hand.
  3.  
  4. Monsters (5 Cards)
  5.  
  6. Dark Scorpion - Chick the Gutless
  7. Warrior/DARK/Level 6/ATK 2000/DEF 2000
  8. You can target 1 “Dark Scorpion” monster you control, except "Dark Scorpion - Chick the Gutless"; equip this monster from your hand or your side of the field to that target. The equipped monster gains 1000 ATK/DEF, also, if it battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. While this card is equipped to a monster: You can Special Summon this equipped card. You can only use this effect of “Dark Scorpion - Chick the Gutless” once per turn. When this card inflicts battle damage to your opponent: You can activate 1 of these effects;
  9. ● Return 1 card on the field to the hand.
  10. ● Look at the top 3 cards of your opponent's Deck, then banish 1 of them face-down, return 1 to the bottom of their Deck, and return 1 to the top of their Deck.
  11.  
  12. Negate effects during Battle Ohase instead?
  13.  
  14. ********************************************************************************************************
  15.  
  16. Dark Scorpion - Cliff, the Trap Expert
  17. Warrior/DARK/Level 6/ATK 2200/DEF 2000
  18. If this card is in your hand: You can reveal 1 other "Dark Scorpion" card in your hand, then target 1 Spell/Trap on the field; destroy it, and if you do, Special Summon this card. Your opponent cannot activate Spell/Trap Cards in response to this effect's activation. You can only use this effect of "Dark Scorpion - Cliff, the Trap Expert" once per turn. Unaffected by your opponent’s Trap effects. When this card inflicts battle damage to your opponent: You can activate 1 of these effects;
  19. ● Banish 1 Spell/Trap your opponent controls.
  20. ● Your opponent banishes 2 Spells/Traps from their Deck face-down.
  21.  
  22. If this card is in your hand: You target 1 Set Spell/Trap on the field; Special Summon this card, and if you do, destroy that card.
  23.  
  24. Spells/Traps instead?
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  26. If this card is in your hand: You can target 1 Spell/Trap on the field; destroy it, then, if it was a Trap, Special Summon this monster, otherwise, send this card to the GY. Your opponent cannot activate the targeted card
  27.  
  28. Remove comma in name?
  29.  
  30. ********************************************************************************************************
  31.  
  32. Dark Scorpion - Meanae the Barb
  33. Warrior/DARK/Level 7/ATK 2000/DEF 2800
  34. You can Special Summon this card (from your hand) by discarding 1 card. You can only Special Summon “Dark Scorpion - Meanae the Barb” once per turn this way. If this card is Normal or Special Summoned: You can add 1 “Dark Scorpion” monster from your Deck to your hand. When this card inflicts battle damage to your opponent: You can activate 1 of these effects;
  35. ● Add 1 “Dark Scorpion” monster from your Deck or GY to your hand.
  36. ● Shuffle 1 card from the GY into the Deck.
  37.  
  38. ********************************************************************************************************
  39.  
  40. Dark Scorpion - Don Zaloog
  41. Warrior/DARK/Level 7/ATK 2400/DEF 2500
  42. If you control a “Dark Scorpion” monster, you can Special Summon this card (from your hand). You can only Special Summon “Dark Scorpion - Don Zaloog” once per turn this way. If this card is Normal or Special Summoned: You can add 1 “Dark Scorpion” Spell/Trap from your Deck to your hand. When this card inflicts battle damage to your opponent: You can activate 1 of these effects;
  43. ● Banish 1 random card from your opponent’s hand face-down.
  44. ● Banish cards from the top of your opponent’s Deck face-down, up to the number of “Dark Scorpion" monsters you control.
  45.  
  46. ********************************************************************************************************
  47.  
  48. Dark Scorpion - Gorg the Powerful
  49. Warrior/DARK/Level 8/ATK 2800/DEF 2500
  50. When a “Dark Scorpion” monster you control battles, except "Dark Scorpion - Gorg the Powerful": You can Special Summon this card from your hand, but it cannot attack this turn. You can only use this effect of “Dark Scorpion - Gorg the Powerful” once per turn. Cannot be destroyed by card effects. When this card inflicts battle damage to your opponent: You can activate 1 of these effects;
  51. ● Shuffle 1 monster your opponent controls into the Deck.
  52. ● Banish 1 card from your opponent’s GY.
  53.  
  54. ********************************************************************************************************
  55.  
  56. Extra Deck Monsters (1 Card)
  57.  
  58. Dark Scorpion Thieves
  59. Warrior/DARK/Link 2/ATK 2000 Arrows: DL, DR
  60. 2 DARK Warrior monsters
  61. For your normal draw during your Draw Phase, draw 1 card for each "Dark Scorpion" monster you control with different names, instead of drawing 1 card. When this card inflicts battle damage to your opponent: You can activate 1 of these effects;
  62. ● Special Summon 1 "Dark Scorpion" monster from your hand, Deck, or GY, except "Dark Scorpion Thieves".
  63. ● Banish, face-down, up to 1 card each from your opponent's hand, field, GY, top of their Deck, and Extra Deck, for each "Dark Scorpion" monster you control with different names, except "Dark Scorpion Thieves". (The card in the hand and Extra Deck is chosen at random.)
  64.  
  65. ********************************************************************************************************
  66.  
  67. Spells/Traps (6 Cards)
  68.  
  69. Dark Scorpion - Tragedy of Love
  70. Normal Spell
  71. If you control “Dark Scorpion - Don Zaloog” and “Dark Scorpion - Meanae the Barb”: Destroy all cards your opponent controls. You can banish this card from your GY; add 1 "Dark Scorpion" monster from your Deck to your hand. You can only use this effect of "Dark Scorpion - Tragedy of Love" once per turn.
  72.  
  73. ********************************************************************************************************
  74.  
  75. Dark Scorpion - Cowardice
  76. Continuous Spell
  77. You can only activate this card if all monsters you control are "Dark Scorpion" monsters (min. 1). Monsters cannot activate their effects the turn they are Special Summoned, except "Dark Scorpion" monsters. If you Normal or Special Summon "Dark Scorpion - Chick the Gutless" while this card is in your GY: You can Set this card to your field, but banish it when it leaves the field.
  78.  
  79. ********************************************************************************************************
  80.  
  81. Dark Scorpion - Mace
  82. Equip Spell
  83. Equip only to a "Dark Scorpion" monster. It gains 800 ATK. When the equipped monster destroys an opponent's monster by battle while you do not control "Dark Scorpion - Gorg the Powerful": You can Special Summon 1 "Dark Scorpion - Gorg the Powerful" from your hand, Deck, or GY, and equip it with this card. If this card is in your GY: You can target 1 "Dark Scorpion" monster in your GY; shuffle it into the Deck, and if you do, add this card to your hand. You can only use this effect of "Dark Scorpion - Mace" once per turn.
  84.  
  85. ********************************************************************************************************
  86.  
  87. Dark Scorpion Hideout
  88. Field Spell
  89. "Dark Scorpion" monsters you control gain 500 ATK/DEF. Once per turn: You can discard 1 card, and if you do, add 1 “Dark Scorpion” monster from your Deck to your hand. You must control this many "Dark Scorpion" monsters, with different names, to activate and resolve these effects. ● 1+: This card cannot be destroyed by card effects. ● 2+: When a “Dark Scorpion” monster you control is targeted for an attack, you can change the attack target to any other “Dark Scorpion” monster you control. ● 3+: Once per turn: You can activate this effect; this turn, 1 "Dark Scoprion" monster you control can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. ● 4+: Once per turn, when a Spell/Trap Card or effect activated by your opponent resolves, negate that effect, and if you do, or if it did not have an effect, destroy that card. ● 5+: Once per turn: You can banish 1 card from your opponent's hand (at random), GY, or their side of the field.
  90.  
  91. ********************************************************************************************************
  92.  
  93. Dark Scorpion - Trap Dust Chute
  94. Normal Trap
  95. When an opponent's monster declares an attack on a "Dark Scorpion" monster you control: Banish all Attack Position monsters your opponent controls. If this Set card in its owner's control is sent to the GY by the effect of "Dark Scorpion - Cliff, the Trap Expert": Look at your opponent’s hand, then shuffle 1 card from their hand into the Deck.
  96.  
  97. By an opponent’s card effect, or the effect of a “Dark Scorpion” card.
  98.  
  99. ********************************************************************************************************
  100.  
  101. Dark Scorpion - Zero Hole
  102. Counter Trap
  103. When a monster effect is activated while you control only “Dark Scorpion” monster (min. 1): Negate the activation, and if you do, destroy it. If you control 2 or more "Dark Scorpion" monsters with different names, banish it instead. If you control 3 or more "Dark Scorpion" monsters with different names, you can activate this card from your hand.
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  113. Old effect on Hideout was if a Dark Scorpion you control is destroyed by battle or card effect you can search
  114.  
  115. Old effects I removed from them:
  116.  
  117.  
  118. Cliff, the Trap Expert: You can Special Summon this card (from your hand), by sending 1 Set Spell/Trap from anywhere on the field to the GY. You can only Special Summon “Dark Scorpion - Cliff, the Trap Expert” once per turn this way.
  119. You can Special Summon this card (from your hand) by destroying 1 Set Spell/Trap Card on the field.
  120.  
  121. If this card is in your hand: You can send 1 Set Spell/Trap on the field to the GY; Special Summon this card.
  122. Removed: If Summoned this way, while you control no other "Dark Scorpion" cards: Reveal 1 "Dark Scorpion" card in your hand, or destroy this card.
  123.  
  124. Trap Dust Chute: If this Set card in its owner's control has left the field because of an opponent's card effect, and is now in your GY or banished:
  125.  
  126. If this Set card is sent to the GY to activate the effect of "Dark Scorpion - Cliff the Trap Master": Look at your opponent’s hand, then shuffle 1 card from their hand into the Deck.
  127.  
  128. Old: If this Set card is destroyed by the effect of "Dark Scorpion - Cliff The Trap Expert”:
  129.  
  130. Zero Hole: When a monster effect is activated while you control 2 or more “Dark Scorpion” monsters: Negate the activation, and if you do, destroy it.
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