leafbladie

Red-Eyes Equip Support

Apr 28th, 2017
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  1. Grave effect to star blaster? for Level 7's?
  2. Scapegoat
  3. Should I treat Red-Eyes Thousand Dragon as a Normal Monster in Graveyard?
  4.  
  5. Red-Eyes Swordsman of Landstar
  6. Warrior/DARK/Level 3/ATK 500/DEF 1200 (Tuner)
  7. If this card is Normal Summoned: You can Special Summon 1 "Red-Eyes" monster from your hand. All "Red-Eyes" monsters you control gain 400 ATK.
  8.  
  9. Red-Eyes Axe Raider
  10. Warrior/DARK/Level 4/ATK 1700/DEF 1100
  11. If this card is Special Summoned by the effect of a "Red-Eyes" card: You can Special Summon 1 Level 4 "Red-Eyes" monster from your Deck, except "Red-Eyes Axe Raider". You can only use this effect of "Red-Eyes Axe Raider" once per turn. If a "Red-Eyes" monster(s) you control would be destroyed by battle or card effect, you can send 1 Equip Card equipped to this card to the GY instead.
  12.  
  13. Released Red-Eyes Restraint
  14. Equip Spell
  15. Equip only to a "Red-Eyes" monster. If it is a Gemini monster, it becomes an Effect Monster, and gains its effects. If this face-up card is sent from the field to the GY: You can Special Summon 1 "Swordmaster Red-Eyes Gearfried" from your hand, Deck, or GY. If this card is in your GY: You can banish 2 other "Red-Eyes" cards from your GY; add this card to your hand. You can only use this effect of "Released Red-Eyes Restraint" once per turn.
  16.  
  17. Red-Eyes Salamandra
  18. Equip Spell
  19. Equip only to a "Red-Eyes" monster. It gains 700 ATK. If it destroys a monster by battle: You can destroy all monsters your opponent controls with ATK less than or equal to the equipped monster's ATK. If this face-up card is sent from the field to the GY: You can Special Summon 1 "Red-Eyes Flame Swordsman" from your hand, Deck, or GY.
  20.  
  21. Red-Eyes Lightning Blade (Stun because electricity, also used during battle phase)
  22. Equip Spell
  23. Equip only to a "Red-Eyes" monster. It gains 700 ATK. Your opponent's cards cannot activate their effects during the Battle Phase. If this face-up card is sent from the field to the GY: You can target 1 face-up card on the field; negate its effects.
  24.  
  25. Red-Eyes Claw Shield
  26. Normal Trap
  27. When your opponent declares an attack: Target 1 "Red-Eyes" monster you control and 1 face-up monster your opponent controls, except the attacking monster; equip this card to the first target, and if you do, take control of the second target until the end of the Battle Phase, and if you do, it is attacked instead, and you proceed to damage calculation. You can send this Equip Card and 2 "Red-Eyes" monsters you control to the GY, then target up to 2 monsters your opponent controls; take control of them until your End Phase.
  28.  
  29. Activate 1 or both of these effects (simultaneously).
  30. ● Switch the original ATK and DEF of all face-up monsters currently on the field, except "Red-Eyes" monsters.
  31. ● Target 1 face-up "Red-Eyes" monster you control;
  32.  
  33. Red-Eyes Hermos Knight
  34. Warrior/DARK/Link 2/ATK 2800 Arrows: DL, DR
  35. 2 DARK monsters, including "Red-Eyes B. Dragon"
  36. If this card is Link Summoned using only "Red-Eyes" monsters: You can add 1 "Claw of Hermos" and 1 "Red-Eyes" monster from your Deck or GY to your hand. You can target 1 "Red-Eyes" Effect Monster in your GY; until the End Phase, this card's name becomes that target's, and replace this effect with that target's original effects. You can only use each effect of "Red-Eyes Hermos Knight" once per turn.
  37.  
  38. Red-Eyes Knight of Dark Dragon
  39. Warrior/DARK/Link 2/ATK 1900 Arrows: DL, DR
  40. 2 "Red-Eyes" monsters
  41. During your Main Phase: You can send "Red-Eyes" monsters from your hand or Deck to the GY, then Ritual Summon 1 Dragon Ritual Monster from your hand or GY whose Level exactly equals the total Levels of the sent monsters. If this card attacks a monster: You can inflict damage to your opponent equal to the total ATK of "Red-Eyes" monsters this card points to. You can only use each effect of "Red-Eyes Knight of Dark Dragon" once per turn.
  42.  
  43.  
  44.  
  45.  
  46.  
  47. Red-Eyes Time Magician
  48. Spellcaster-Type/DARK/Level 2/ATK 500/DEF 400 (Tuner)
  49. If this card is Normal Summoned: You can target 1 "Red-Eyes" monster in your GY; toss a coin and call it. If you call it right, Special Summon that target, then you can destroy 1 monster on the field. If you call it wrong, shuffle that target into the Deck. If this card is Special Summoned, you can: Immediately after this effect resolves, Synchro Summon using this card you control or Fusion Summon using monsters from your hand or field as Fusion Materials.
  50.  
  51. ********************************************************************************************************
  52.  
  53. Can make 3 attacks during each Battle Phase?
  54.  
  55. Red-Eyes Battle Warrior
  56. Warrior-Type/DARK/Level 3/ATK 700/DEF 1000
  57. If this card is Normal or Special Summoned: You can add 1 "Red-Eyes Shield with Sword" from your Deck or GY to your hand. Can make a second attack during each Battle Phase. Once per turn, if an Equip Card(s) is equipped to this card: You can destroy 1 monster your opponent controls whose original DEF is less than its original ATK.
  58.  
  59. ********************************************************************************************************
  60.  
  61. Red-Eyes Alligator’s Sword
  62. Beast-Type/DARK/Level 4/ATK 1500/DEF 1200
  63. Treated as a Warrior monster while in the GY. If this card is Normal or Special Summoned: You can add 1 “Red-Eyes Fang with Chain” from your Deck or GY to your hand. Once per turn, if an Equip Card(s) is equipped to this card: You can target 1 monster your opponent controls; banish it until the End Phase of the next turn.
  64.  
  65. ********************************************************************************************************
  66.  
  67. Red-Eyes Rocket Warrior
  68. Warrior-Type/DARK/Level 4/ATK 1500/DEF 1300
  69. You can target 1 "Red-Eyes" monster you control; equip this monster from your hand or field to that target. While this card is equipped to a monster, the equipped monster cannot be destroyed by battle. If the equipped monster attacks a monster, after damage calculation: The attacked monster's ATK becomes 0. While this card is equipped to a monster: You can Special Summon this equipped card. You can only use this effect of "Red-Eyes Rocket Warrior" once per turn.
  70.  
  71. ********************************************************************************************************
  72.  
  73. (Quick Effect)
  74.  
  75. Red-Eyes Panther Warrior
  76. Beast-Warrior-Type/DARK/Level 4/ATK 2000/DEF 1600
  77. Treated as a Warrior monster while in the GY. Cannot attack directly. Once per turn: You can destroy 1 other card you control, and if you do, this card gains 1000 ATK until the end of this turn. If this card is sent from the field to the GY: You can target 1 “Red-Eyes” monster in your GY, except “Red-Eyes Panther Warrior”; add it to your hand.
  78.  
  79. ********************************************************************************************************
  80.  
  81. Red-Eyes Garoozis
  82. Beast-Warrior-Type/DARK/Level 5/ATK 1800/DEF 1500
  83. Treated as a Warrior monster while in the GY. When a "Red-Eyes monster you control is targeted for an attack while this card is in your hand: You can Special Summon this card, and if you do, change the attacking monster to Defense Position. If your “Red-Eyes” attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if an Equip Card(s) is equipped to this card: You can change all monsters your opponent controls to Defense Position.
  84.  
  85. ********************************************************************************************************
  86.  
  87. Red-Eyes Flame Swordsman
  88. Warrior-Type/DARK/Level 5/ATK 1800/DEF 1600
  89. Gains 700 ATK for each Equip Card equipped to it. Once per turn, if a "Red-Eyes" monster(s) is sent to the GY: You can equip 1 of those monsters to this card. Once per turn (Quick Effect): You can send 1 monster equipped to this card to the GY, then target 1 other monster you control; it gains ATK equal to half the original ATK of the sent monster until the End Phase.
  90.  
  91. ********************************************************************************************************
  92.  
  93. Red-Eyes Alternative Black Dragon
  94. Dragon-Type/DARK/Level 7/ATK 2400/DEF 2000
  95. Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by sending 1 "Red-Eyes B. Dragon" from your hand or Deck to the GY. You can only Special Summon "Red-Eyes Alternative Black Dragon" once per turn this way. This card's name becomes "Red-Eyes B. Dragon" while on the field or in the GY. During your Main Phase: You can inflict 1200 damage to your opponent. You can only use this effect of "Red-Eyes Alternative Black Dragon" once per turn, also this card cannot attack the turn you activate this effect.
  96.  
  97. Or maybe summoned by shuffling Red Eyes from GY into Deck
  98.  
  99. ********************************************************************************************************
  100.  
  101. Modify to be like Citadel Whale?
  102.  
  103. Swordmaster Red-Eyes Gearfried
  104. Warrior-Type/DARK/Level 7/ATK 2600/DEF 2200
  105. You can Special Summon this card (from your hand) by sending 1 “Red-Eyes” card you control to the GY. You can Special Summon this card (from your GY) by sending 2 Equip Cards you control to the GY. Once per turn, if an Equip Card(s) is equipped to this card: You can target 1 card your opponent controls; destroy it.
  106.  
  107. If this card is in your hand or GY: You can send 2 "Red-Eyes" and/or Equip Cardds you control to the GY; Special Summon this card. If this card is Special Summoned by the effect of a "Red-Eyes" card: You can add 1 "Red-Eyes Metalmorph" or "Red-Eyes" Equip Spell from your Deck or GY to your hand.
  108.  
  109. ********************************************************************************************************
  110.  
  111. Lightning Red-Eyes Gilford
  112. Warrior-Type/DARK/Level 8/ATK 2800/DEF 1400
  113. Cannot be Special Summoned. Requires 3 “Red-Eyes” Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated. When Normal Summoned, other cards and effects cannot be activated. If this card is Normal Summoned: Destroy all cards your opponent controls, and if you do, you can equip any number of “Red-Eyes” monsters in your GY to this card, up to the number of monsters destroyed by this effect. If this face-up card leaves the field: Special Summon from your GY in Defense Position, as many monsters that were equipped to this card as possible.
  114.  
  115. ********************************************************************************************************
  116.  
  117. Extra Deck (3 Cards)
  118.  
  119. Big Bang Dragon Blow
  120. Machine-Type/EARTH/Level 4/ATK 0/DEF 0 (Fusion)
  121. Must be Special Summoned with "The Claw of Hermos", using a Machine monster. If this card is Special Summoned: Target 1 other face-up monster on the field; equip this card to it. At the start of the Damage Step, if it battles: You can Tribute 1 Dragon monster you control or in your hand; destroy all monster your opponent controls, and if you do, inflict damage to your opponent equal to half the combined original ATK of the destroyed monsters.
  122.  
  123. ********************************************************************************************************
  124.  
  125. Red-Eyes Alligator’s Sword Dragon
  126. Dragon-Type/DARK/Level 5/ATK 1700/DEF 1500 (Fusion)
  127. 1 “Red-Eyes Baby Dragon” + 1 Beast or Beast-Warrior monster
  128. This card can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. Once per turn: You can target 1 “Red-Eyes” monster in your GY; equip it to this card. Gains 1 additional attack during each Battle Phase for each Equip Card equipped to it. If this card is sent from the Monster Zone to the GY: You can target 1 Level 4 or lower “Red-Eyes” monster in your GY; Special Summon it.
  129.  
  130. ********************************************************************************************************
  131.  
  132. Treated as a Normal Monster while in the GY.
  133. If so either remove second effect or change so has to be Fusion Summoned
  134.  
  135. Red-Eyes Thousand Dragon
  136. Dragon-Type/DARK/Level 7/ATK 2400/DEF 2000 (Fusion)
  137. 1 “Red-Eyes Baby Dragon” + 1 Spellcaster monster
  138. All "Red-Eyes” Gemini monsters on the field are treated as Effect monsters, and gain their effects. If this card is sent from the Monster Zone to the GY: You can target 1 “Red-Eyes” Spell/Trap in your GY, then apply 1 of these effects based on its card type.
  139. ● Spell: Apply that target’s effects, then shuffle that target into the Deck.
  140. ● Trap: Set that target. That Set card can be activated during this turn.
  141.  
  142. ********************************************************************************************************
  143.  
  144. Spells (4 Cards)
  145.  
  146. Red-Eyes Re-Fusion
  147. Normal Spell
  148. Fusion Summon 1 Fusion Monster that lists a "Red-Eyes" monster as material from your Extra Deck or GY, by shuffling Fusion Materials listed on it from your hand, field, or GY into the Deck, and if you do, its name becomes “Red-Eyes B. Dragon”. You cannot Normal or Special Summon other monsters the turn you activate this effect, except "Red-Eyes" monsters. You can only activate 1 "Red-Eyes Re-Fusion" per turn.
  149.  
  150. ********************************************************************************************************
  151.  
  152. Red-Eyes Star Blaster
  153. Normal Spell
  154. Roll a six-sided die. Send 1 monster from your Deck to the GY so that the result plus the monster's Level equals 7, and if you do, Special Summon 1 "Red-Eyes B. Dragon" from your hand, Deck, or GY. If you cannot, you take 2400 damage.
  155.  
  156. Possibly add?:
  157. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Red-Eyes B. Dragon" in your GY; Special Summon it.
  158.  
  159. Must be Special Summoned by the effect of a "Red-Eyes" card
  160.  
  161. ********************************************************************************************************
  162.  
  163. Graceful Dice of the Red-Eyes
  164. Quick-Play Spell
  165. Roll a six-sided die. All monsters you currently control gain ATK and DEF equal to the result x 500, until the End Phase. If this card is sent to the GY: You can banish it; Set 1 "Skull Dice of the Red-Eyes" directly from your Deck. You can only use each effect of "Graceful Dice of the Red-Eyes" once per turn.
  166.  
  167. ********************************************************************************************************
  168.  
  169. Title of the Knight with Red-Eyes
  170. Quick-Play Spell
  171. Send 1 "Red-Eyes" monster you control to the GY, and if you do, Special Summon 1 "Red-Eyes" Warrior monster from your hand, Deck, or GY, then you can destroy 1 card your opponent controls.
  172.  
  173. ********************************************************************************************************
  174.  
  175. Traps (7 Cards)
  176.  
  177. Compensation Mediation
  178. Normal Trap
  179. Target 1 card in each player's GY; return them to the top of the Deck, then roll a six-sided die. If you rolled a 1 or 6, skip your opponent's next Battle Phase.
  180.  
  181. ********************************************************************************************************
  182.  
  183. Gamble of the Red-Eyes
  184. Normal Trap
  185. Send 1 "Red-Eyes" card from your field to the GY; roll a six-sided die a number of times equal to the number of "Red-Eyes" cards you control, then draw 3 cards, and if you do, discard cards from your hand equal to the smallest number rolled -1 (or your entire hand, if less than that number).
  186.  
  187. ********************************************************************************************************
  188.  
  189. Red-Eyes Graverobber
  190. Normal Trap
  191. If you control a "Red-Eyes" monster: Pay 1500 LP, then target 1 card in your opponent's GY; activate 1 of these effects based on its card type.
  192. ● Monster: Special Summon that target to your side of the field.
  193. ● Spell: Add that target to your hand.
  194. ● Trap: Set that target to your side of the field. That Set card can be activated this turn.
  195.  
  196. ********************************************************************************************************
  197.  
  198. Red-Eyes Metalmorph
  199. Normal Trap
  200. Target 1 "Red-Eyes" monster you control; equip this card to it. It gains 400 ATK/DEF. If the equipped monster would be destroyed by a card effect, you can send 1 Equip Card equipped to it to the GY instead. If the equipped monster destroys a monster by battle: Equip the destroyed monster to the equipped monster as an Equip Card with this effect.
  201. ● The equipped monster gains ATK equal to half of this card's original ATK.
  202.  
  203. ********************************************************************************************************
  204.  
  205. Red-Eyes Shield with Sword
  206. Normal Trap
  207. Activate 1 or both of these effects (simultaneously).
  208. ● Switch the original ATK and DEF of all face-up monsters currently on the field, except "Red-Eyes" monsters.
  209. ● Target 1 face-up "Red-Eyes" monster you control; equip this card to that target. Its ATK and DEF become equal to its combined original ATK and DEF.
  210.  
  211. ********************************************************************************************************
  212.  
  213. Red-Eyes Spider Roulette
  214. Normal Trap
  215. When a monster effect is activated on the field: Roll a six-sided die, then that activated effect becomes 1 of these effects, based on the result. ● 1: Halve your opponent's LP. ● 2: Inflict damage to your opponent equal to this card's ATK. ● 3: Your opponent chooses 1 monster they control and destroys it, and if they do, they take damage equal to its ATK. ● 4: You choose 1 other monster you control, destroy it, and if you do, you take damage equal to its ATK. ● 5: You take damage equal to this card's ATK. ● 6: Destroy this card.
  216. If all monsters you control are "Red-Eyes" monsters while this card is in your GY: You can discard 1 card, then target 1 "Red-Eyes" monster you control; Special Summon this card in Defense Position as a Normal Monster with the same original Level as that monster (Insect/DARK/ATK 0/DEF 0). (This card is NOT treated as a Trap). You can only use each effect of "Red-Eyes Spider Roulette" once per turn.
  217.  
  218. ********************************************************************************************************
  219.  
  220. Skull Dice of the Red-Eyes
  221. Normal Trap
  222. Roll a six-sided die. All monsters your opponent currently control lose ATK and DEF equal to the result x 500, until the End Phase. If this card is sent to the GY: You can banish it; Set 1 "Graceful Dice of the Red-Eyes" directly from your Deck. You can only use each effect of "Skull Dice of the Red-Eyes" once per turn.
  223.  
  224.  
  225.  
  226.  
  227.  
  228. Maybe add:
  229.  
  230. Red-Eyes Release Restraint
  231. Normal Trap
  232. Target 1 "Red-Eyes" monster you control, equip this card to it. When this card destroyed by a card effect, special summon 1 "Gearfried" monster from your Deck, ignoring its Summoning conditions.
  233.  
  234. Red-Eyes Armorizatuon
  235. Normal Trap
  236. Target 1 “Red-Eyes” monster you control; choose 1 Equip Spell Card from your Deck that can be equipped to that monster and equip it to that monster. You can banish this card from your GY, then target 1 "Red-Eyes" Trap Card in your GY; Set it to your field.
  237.  
  238. Red-Eyes Paladin
  239. Dragon-Type/DARK/Rank 4/ATK 2000/DEF 1600
  240. 2 Level 4 “Red-Eyes” monsters
  241. Other “Red-Eyes” monsters you control cannot be targeted by your opponent’s card effects. Once per turn: You can detach 1 material from this card; Special Summon 1 Level 5 or higher “Red-Eyes” monster from your hand or Deck.
  242.  
  243. Red-Eyes Paladin
  244. Warrior-Type/DARK/Link 2/ATK 2000 Link Markers: W, S
  245. 2 Level 4 or lower Red-Eyes monsters
  246. When this card is Link Summoned: You can Special Summon 1 Level 5 or higher "Red-Eyes" monster from your hand or Deck to a zone this card points to, then, you can send 1 "Red-Eyes" monster from your Deck to your GY. You can only use this effect of "Red-Eyes Paladin" once per turn. Once per turn: You can Fusion Summon 1 Fusion Monster using materials from your hand or field.
  247.  
  248. Could also have it fusion by shuffling into deck, or include banishing clause for GY
  249.  
  250. gearfried, supervise, black metal, and smoke grenade,
  251.  
  252. Scrapped:
  253.  
  254. Gamble of the Red-Eyes
  255. Normal Spell
  256. Discard 1 "Red-Eyes" monster, then toss a coin and call it. If you call it right, draw 3 cards. If you call it wrong, draw 1 card.
  257.  
  258. Normal Trap
  259. If you only control "Red-Eyes" monsters: Send 1 "Red-Eyes" monster you control to the GY, then toss a coin and call it. If you call it right, draw 3 cards. If you call it wrong, draw 2 cards.
  260.  
  261. Red-Eyes Shield with Sword
  262. Equip Spell
  263. Equip only to a Red-Eyes monster you control. The ATK and DEF of all monsters your opponent controls are switched. If this card is sent from the field to the GY: You can target 1 "Red-Eyes" Spell/Trap Card in your Graveyard, except "Red-Eyes Shield with Sword; add it to your hand.
  264.  
  265. Red-Eyes Salamandra
  266. Equip Spell
  267. Equip only to a "Red-Eyes" monster you control. It gains 700 ATK. Once per turn, if an Equip Card(s) is equipped to it: You can destroy that Equip Card(s), then destroy all face-up monsters your opponent controls your opponent controls with DEF lower than the equipped monster's ATK.
  268.  
  269. Red-Eyes Lightning Blade
  270. Equip Spell
  271. Equip only to a "Red-Eyes" monster you control. It gains 800 ATK. Negate the effects of WATER and LIGHT monsters your opponent controls.
  272.  
  273. Red-Eyes Jinzo
  274. Machine-Type/DARK/Level 6/ATK 2400/DEF 1500
  275. Unaffected by Trap effects. When a Trap Card or effect is activated: You can negate that effect, and if you do, destroy it.
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