Post by WhiteLightning1 on Apr 9, 2014 20:04:36 GMT -6
With the recent release of FFX/X-2 HD Remaster, I thought I would restart an old project of mine that I was working on back on the TCGplayer forums. A project where I was turning every enemy, ability, summon etc. into a duelling card. Back on the TCGplayer forums I got as far as the Species Conquest, Aeons, Wht and Blk Magic, but then I lost it all. However I've now restarted them all, I've also added an attribute that IMO should have been added to the game already, the Ice-Attribute. Now the first series of designs I'm going to display are Magic, Skills, Specials, and Auto Abilities.
Magic
Black Magic:
Bio
Normal Spell Card
Your opponent loses 800 life points during each of their standby phases, this effect continues until 4th turn after it is activated.
Blizzard
Normal Spell Card
Discard 1 Ice monster. Destroy 1 spell or trap card your opponent controls.
Blizzara
Normal Spell Card
Discard 1 Level 5 or higher Ice monster. Destroy 2 spell or trap cards your opponent controls.
Blizzaga
Normal Spell Card.
Discard 1 Level 7 or higher Ice monster. Destroy all spell and trap cards your opponent controls.
Death
Normal Spell Card
Pay 1000 Life points. Destroy 1 monster your opponent controls. This card and its effect cannot be negated.
Demi
Normal Spell Card
Reduce all your opponent‘s monsters attack points by ¼.
Drain
Normal Spell Card
Reduce your opponents life points by 800, and increase your life points by 800.
Fire
Normal Spell Card
Discard 1 Fire monster. Inflict 800 points of damage to your opponent.
Fira
Normal Spell Card
Discard 1 Fire monster. Inflict damage to your opponent equal to half the discarded monsters ATK.
Firaga
Normal Spell Card
Discard 1 Fire monster. Inflict damage to your opponent equal to the discarded monsters ATK.
Flare
Normal Spell Card
Destroy 1 monster your opponent controls and inflict damage to your opponent equal to half its original ATK.
Osmose
Normal Spell Card
Select 1 monster your opponent controls. Decrease its ATK by 800 points and increase the ATK points of 1 monster you control by 800 points.
Thunder
Normal Spell Card
Discard 1 Thunder-Type monster. Destroy 1 monster your opponent controls.
Thundara
Normal Spell Card
Discard 1 Level 5 or higher Thunder-Type monster. Destroy 2 monsters your opponent controls.
Thundaga
Normal Spell Card
Discard 1 Level 7 or higher Thunder-Type monster. Destroy all monsters your opponent controls.
Ultima
Normal Spell Card
Pay 1000 life points. Destroy all monsters your opponent controls, and inflict 500 points of damage to your opponent for each card destroyed.
Water
Normal Spell Card
Discard 1 Water monster. Send 1 monster your opponent controls to the graveyard.
Watera
Normal Spell Card
Discard 1 Level 5 or higher Water monster. Send 2 monsters your opponent controls to the graveyard.
Waterga
Normal Spell Card
Discard 1 Level 7 or higher Water monster. Send all monsters your opponent controls to the graveyard.
NPC Black Magic:
Banish
Normal Spell Card
Select 1 monster on your opponents side of the field that was special summoned. Remove from play that monster. This effect cannot be negated.
Beserk
Normal Spell Card
Select 1 monster on the field. The selected monsters attack points are doubled, when the selected monster declares an attack, its owner rolls a six-sided dice once. The attacking monsters owner treats their opponent's monster card zones as #’s 1-5 counting from their right. The monster that is in the same monster card zone as the dice result is the target of the attack. If the result is 6, roll again.
Blind
Equip Spell Card
Select 1 monster your opponent controls. whenever the selected monster attacks, toss a coin. If the result is heads, the attack continues normally. If the result is tails, the attack is negated.
Break
Normal Spell Card
Select 1 monster your opponent controls. As long as the selected monster remains face-up on the field it cannot attack or change its battle position. If the selected monster is attacked, destroy the selected monster (without applying damage calculation).
Confuse
Normal Spell Card
Select 1 monster your opponent controls. When the selected monster declares an attack, its owner rolls a six-sided dice once, depending on the result activate the corresponding effect. 1-2: the attack continues normally. 3-4: the attacking monster attacks the monster with the lowest ATK on its owners side of the field. 5-6: Destroy the attacking monster and your opponent takes damage equal to half its original attack.
Curse
Continuous Spell Card
As long as this card remains face-up on the field. Your opponent cannot Special Summon monsters.
Mega Death
Normal Spell Card
Pay 2000 life points. Destroy all monsters your opponent controls. This card and its effects cannot be negated. You cannot conduct your battle phase the turn you activate this card.
Silence
Normal Spell Card
Your opponent cannot activate Spell Cards during their next turn.
Sleep
Normal Spell Card
Your opponent cannot conduct their battle phase next turn.
Blue Magic/Ronso Rage:
Aqua Breath
Normal Spell Card
Discard cards from your hand (Max 3), destroy spell/trap cards equal to the amount of cards you discarded.
Bad Breath
Normal Spell card
When this card is activated, roll a six sided dice once, depending on the result activate the corresponding effect. 1: Your opponent cannot activate spell cards during their next turn. 2: Whenever any monster your opponent currently controls attacks toss a coin. If the result is heads, the attack continues normally. If the result is tails, the attack is negated. 3: All monsters your opponent currently controls can only attack once every 2 turns 4: Your opponent loses 800 life points during each of their standby phases, this effect continues until the 4th turn after it is activated. 5: All monsters your opponent controls ATK points are doubled. When a monster affected by this effect declares an attack, its owner rolls a six-sided dice once. The attacking monsters owner treats their opponent's monster card zones as #’s 1-5 counting from their right. The monster that is in the same monster card zone as the dice result is the target of the attack. If the result is 6, roll again. 6: Whenever a monster your opponent controls declares an attack, your opponent rolls a six-sided dice once, depending on the result activate the corresponding effect. 1-2: the attack continues normally. 3-4: the attacking monster attacks the monster with the lowest ATK on its owners side of the field. 5-6: Destroy the attacking monster and your opponent takes damage equal to half its original attack.
Doom
Normal Spell Card
Pay 1000 life points. Select 1 monster your opponent controls. It cannot be tributed, or used as a Fusion, Synchro or Xyz material. During your opponents 2nd End Phase after this card is activated, banish the selected monster.
Fire Breath
Normal Spell Card
Discard 1 Monster card from your hand. Inflict damage to your opponent equal to its level x 400.
Mighty Guard
Equip Spell Card
A monster equipped with this card cannot be destroyed by battle or by card effects and any battle damage you take is halved. The equipped monster does not take any battle damage from Fire, Ice and Water-Attribute or Thunder-Type monsters.
Nova
Normal Spell Card
Pay 2000 life points. Destroy all monsters your opponent controls and inflict 800 points of damage for each monster destroyed.
Seed Cannon
Normal Spell Card
You can only activate this card while you control a face-up Plant-Type monster. Destroy 1 card on the field.
Self Destruct
Normal Spell Card
Tribute 1 monster you control. Inflict damage to your opponent equal to its original ATK.
Stone Breath
Normal Spell Card
All monsters your opponent controls cannot attack or change their battle positions. If any monster affected by this card is attacked, destroy that monster (without applying damage calculation).
Thrust Kick
Quick-Play Spell Card
Activate only when your opponent declares an attack. Negate the attack and deal 500 points of damage to your opponent, the attacking monster is then removed from play.
White Wind
Normal Spell Card
Discard 1 monster card. Gain life points equal to half its original ATK.
White Magic:
Auto-Life
Equip Spell Card
When the equipped monster is destroyed and sent to the graveyard. Special Summon it in face-up defence mode. It’s ATK and Defence become 0.
Cure
Normal Spell Card
Increase your life points by 1000. If your opponent controls a Zombie-Type monster you can inflict 1000 points of damage to your opponent instead.
Cura
Normal Spell Card
Discard 1 monster card from your hand. Gain life points equal to half the discarded monsters original ATK points. If your opponent controls a Zombie-Type monster you can inflict damage equal to half the discarded monsters original ATK points to your opponent instead.
Curaga
Normal Spell Card
Discard 1 monster card from your hand. Gain life points equal to the discarded monsters original ATK points. If your opponent controls a Zombie-Type monster you can inflict damage equal to the discarded monsters original ATK points to your opponent instead.
Dispel
Normal Spell Card
Select 1 monster on the field. Destroy any cards equipped to it, and negate any effects that would cause the selected monster to gain ATK points.
Esuna
Normal Spell Card
Select 1 monster on the field. Destroy any cards equipped to it, and negate any effects that would cause the selected monster to lose ATK points.
Full-Life
Normal Spell Card
Select and activate 1 of the following effects: ● Special summon 1 monster from your graveyard. ● Destroy 1 face-up Zombie-Type monster on the field.
Haste
Equip Spell Card
Equip to 1 face-up monster on the field. The equipped monster can attack twice during the same battle phase.
Hastega
Normal Spell Card
All monsters you currently control can attack twice during the same battle phase.
Life
Normal Spell Card
Select and activate 1 of the following effects: ● Special summon 1 monster from your graveyard. It’s original ATK and DEF are halved. ● Select 1 face-up Zombie-Type monster on the field, destroy it during the End Phase.
NulBlaze
Equip Spell Card
A monster equipped with this card cannot be destroyed by a Fire-Attribute or Pyro-Type monster and you take no battle damage. Destroy this card after the equipped monster battles with a Fire-Attribute or Pyro-Type monster.
NulFrost
Equip Spell Card
A monster equipped with this card cannot be destroyed by an Ice-Attribute monster and you take no battle damage. Destroy this card after the equipped monster battles with an Ice-Attribute monster.
NulShock
Equip Spell Card
A monster equipped with this card cannot be destroyed by a Thunder-Type monster and you take no battle damage. Destroy this card after the equipped monster battles with a Thunder-Type monster.
NulTide
Equip Spell Card
A monster equipped with this card cannot be destroyed by a Water-Attribute monster and you take no battle damage. Destroy this card after the equipped monster battles with a Water-Attribute monster.
Protect
Equip Spell Card
The equipped monster cannot be destroyed by battle. Any battle damage you take from battles involving the equipped monster is halved.
Reflect
Equip Spell Card
When the equipped monster is targeted by a spell, trap or monster effect. Roll a six-sided dice once. Treat your opponent’s monster card zone as #’s 1-5 counting from your right. The monster that is in the same monster card zone as the dice result is the new target of the effect. If the result is 6, roll again.
Regen
Equip Spell Card
Equip to 1 face-up monster on the field. The controller of the equipped monster gains 800 life points during each players standby phases. If the equipped monster is a Zombie-Type monster, the controller of that monster takes 800 points of damage each players standby phases instead. Destroy this card during the end phase of the 5th turn after this card is activated.
Scan
Normal Spell Card
Select 1 card in your opponent’s hand. Your opponent reveals the card to you.
Shell
Equip Spell Card
The equipped monster cannot be destroyed by card effects.
Slow
Equip Spell Card
Equip to 1 face-up monster on the field. The equipped monster can only attack once every 2 turns.
Slowga
Normal Spell Card
All monsters your opponent currently control can only attack once every 2 turns.
Holy
Normal Spell Card
Destroy all Dark monsters on the field, and inflict 300 points of damage to your opponent for each card destroyed.
Skills
Dark Attack
Quick-Play Spell Card Activate only when a monster you control declares an attack. If the attacking monster inflicts battle damage to your opponent, toss a coin. If you call it right, for your opponents next 3 turns when a monster your opponent controls declares an attack, its owner tosses a coin. If the result is heads, the attack continues normally. If the result is tails, the attack is negated.
Dark Buster
Quick-Play Spell Card Activate only when a monster you control declares an attack. If the attacking monster inflicts battle damage to your opponent, during your opponents next turn when a monster your opponent controls declares an attack, its owner tosses a coin. If the result is heads, the attack continues normally. If the result is tails, the attack is negated.
Delay Attack
Normal Spell Card
Select 1 Monster your opponent controls. The selected Monster cannot attack next turn.
Delay Buster
Normal Spell Card
Select 1 Monster your opponent controls. The selected Monster cannot attack until your opponents 2nd End Phase after this cards activation.
Power Break
Continuous Spell Card
Any damage you take from battles involving an opponents monster is halved.
Armor Break
Continuous Spell Card
The defence of all your opponents monsters become 0. Any effect(s) that allow a monster(s) your opponent controls not to be destroyed by battle is negated.
Magic Break
Continuous Spell Card
All monsters on your side of the field cannot be destroyed by an opponents card effect. Any damage you take from an opponents card effect is halved.
Mental Break
Continuous Spell Card
Destroy all face-up Spell and Trap cards your opponent currently controls. Any effect(s) that allow a monster(s) your opponent controls not to be destroyed by card effects is negated.
Mug
Quick-Play Spell Card
Activate only when a monster you control declares an attack. If the attacking monster inflicts battle damage to your opponent, select 1 card in your opponents hand. Add the selected card to
your hand.
Nab LP
Quick-Play Spell Card
Activate only when a monster you control declares an attack. If the attacking monster inflicts battle damage to your opponent, increase your life points equal to half the battle damage inflicted.
Quick Hit
Quick-Play Spell Card
You can only activate this card at the start of your battle phase. Select 1 monster you control, the selected monster can attack twice this turn.
Silence Attack
Quick-Play Spell Card
Activate only when a monster you control declares an attack. If the attacking monster inflicts battle damage to your opponent, toss a coin. If you call it right, for your opponents next 3 turns your opponent cannot activate Spell Cards.
Silence Buster
Quick-Play Spell Card
Activate only when a monster you control declares an attack. If the attacking monster inflicts battle damage to your opponent, your opponent cannot activate spell cards during their next turn.
Sleep Attack
Quick-Play Spell Card
Activate only when a monster you control declares an attack. If the attacking monster inflicts battle damage to your opponent, toss a coin. If you call it right, for your opponents next 3 turns your opponent cannot conduct their battle phase.
Sleep Buster
Quick-Play Spell Card
Activate only when a monster you control declares an attack. If the attacking monster inflicts battle damage to your opponent, your opponent cannot conduct their battle phase during their next turn.
Triple Foul
Quick-Play Spell Card
Activate only when a monster you control declares an attack. If the attacking monster inflicts battle damage to your opponent, roll a six sided dice once, depending on the result activate the corresponding effect. 1-2: Whenever any monster your opponent currently controls attacks toss a coin. If the result is heads, the attack continues normally. If the result is tails, the attack is negated. 2-4: Your opponent cannot conduct their battle phase during their next turn. 5-6: Your opponent cannot activate spell cards during their next turn.
Zombie Attack
Quick-Play Spell Card
Activate only when a monster you control declares an attack. If the attacking monster inflicts battle damage to your opponent, select 1 monster your opponent controls. As long as the selected monster remains face-up on the field it is treated as a Zombie-Type monster.
Specials
Aim
Normal Spell Card
Flip 1 face-down monster on your opponents side of the field face-up.
Bribe
Normal Spell Card
Select 1 monster your opponent controls. Pay life points to return 1 monster your opponent controls to your opponents hand. The amount depends on the level of the selected monster. 1-4: 500, 5-6: 1000. 7+: 2000.
Cheer
Normal Spell Card
Raise the ATK and DEF of all monster you control by 500.
Doublecast
Normal Spell Card
When you next activate a spell card, except Doublecast. That cards effect(s) can be used twice.
Entrust
Normal Spell Card
Select 1 monster you control, it's original ATK and DEF become 0. Increase the attack of another monster you control by the amount the selected monster lost.
Flee
Normal Spell Card
Select 1 monster you control. Return the selected monster to your hand.
Focus
Normal Spell Card
Any card effects you activate this turn cannot be negated. Monsters you control cannot be destroyed by card effects this turn.
Guard
Trap Card
Activate only when a monster your opponent controls declares an attack. Redirect the attack to the monster on your side of the field with the highest ATK. If it's a tie you choose.
Jinx
Normal Spell Card
All effects that would activate during your opponents next battle phase are negated.
Lancet
Normal Spell Card
Decrease your opponents life points by 500. Increase your life points by 500.
Luck
Normal Spell Card
All opponents effects that would activate during your battle phase this turn are negated.
Mimic
Trap Card
Activate only when a monster you control activates it effect(s). Select 1 monster you control, the selected monster gains the effect(s) of that monster.
Pilfer LP
Normal Spell Card
Select 1 monster you control. When the selected monster inflicts battle damage to your opponent, increase your life points by the same amount.
Pray
Normal Spell Card
Increase your life points by 300 for every monster you control.
Provoke
Normal Spell Card
Select 1 monster you control. As long as the selected monster remains face-up on the field, your opponent can only attack that monster.
Spare Change
Normal Spell Card
Select 1 monster your opponent controls. Pay life points in multiples of 500, decrease the selected monsters ATK by the same amount you paid.
Quick Pockets
Normal Spell Card
Discard 1 monster card. Depending on the discarded monsters attribute, activate the corresponding effect. Fire: Inflict 1000 damage to your opponent. Light: Destroy 1 monster your opponent controls. Ice: Destroy 1 Spell or Trap card your opponent controls. Water: Send 1 monster your opponent controls to the graveyard. You can use this cards effect twice.
Reflex
Normal Spell Card
All attacks during your opponents next battle phase are negated.
Sentinel
Trap Card
Activate only when a monster your opponent controls attacks a monster you control in defence position. Redirect the attack to the monster on your side of the field with the highest ATK. If it's a tie you choose.
Steal
Normal Spell Card
Select 1 card in your opponents hand. Add the selected card to your hand. You can only activate 1 Steal per turn.
Threaten
Normal Spell Card
Select 1 monster your opponent controls. The selected monster cannot attack until the end of your next turn.
Use
Normal Spell Card
Discard 1 monster card. Depending on the discarded monsters attribute, activate the corresponding effect. Fire: Inflict 1000 damage to your opponent. Light: Destroy 1 monster your opponent controls. Ice: Destroy 1 Spell or Trap card your opponent controls. Water: Send 1 monster your opponent controls to the graveyard.
Auto Abilities
Armor Auto Abilities:
Fire Ward
Continuous Spell Card
As long as this card remains face-up on the field. Any battle damage you take from battles involving a Fire-Attribute or Pyro-Type monster(s) is halved.
Fireproof
Continuous Spell Card
As long as this card remains face-up on the field. Your monsters cannot be destroyed in battle with a Fire-Attribute or Pyro-Type monster(s) and you take no battle damage.
Fire Eater
Continuous Spell Card
As long as this card remains face-up on the field. Your monsters cannot be destroyed in battle with a Fire-Attribute or Pyro-Type monster(s) and any battle damage you take increases your life points by the same amount.
Lightning Ward
Continuous Spell Card
As long as this card remains face-up on the field. Any battle damage you take from battles involving a Thunder-Type monster(s) is halved.
Lightningproof
Continuous Spell Card
As long as this card remains face-up on the field. Your monsters cannot be destroyed in battle with a Thunder-Type monster(s) and you take no battle damage.
Lightning Eater
Continuous Spell Card
As long as this card remains face-up on the field. Your monsters cannot be destroyed in battle with a Thunder-Type monster(s) and any battle damage you take increases your life points by the same amount.
Water Ward
Continuous Spell Card
As long as this card remains face-up on the field. Any battle damage you take from battles involving a Water-Attribute monster(s) is halved.
Waterproof
Continuous Spell Card
As long as this card remains face-up on the field. Your monsters cannot be destroyed in battle with a Water-Attribute monster(s) and you take no battle damage.
Water Eater
Continuous Spell Card
As long as this card remains face-up on the field. Your monsters cannot be destroyed in battle with a Water-Attribute monster(s) and any battle damage you take increases your life points by the same amount.
Ice Ward
Continuous Spell Card
As long as this card remains face-up on the field. Any battle damage you take from battles involving an Ice-Attribute monster(s) is halved.
Iceproof
Continuous Spell Card
As long as this card remains face-up on the field. Your monsters cannot be destroyed in battle with an Ice-Attribute monster(s) and you take no battle damage.
Ice Eater
Continuous Spell Card
As long as this card remains face-up on the field. Your monsters cannot be destroyed in battle with an Ice-Attribute monster(s) and any battle damage you take increases your life points by the same amount.
Dark Ward
Continuous Spell Card
As long as this card remains face-up on the field. During each of your standby phases toss a coin. If the result is heads, your attacks cannot be negated this turn. If the result is tails, this cards effect is negated this turn.
Darkproof
Continuous Spell Card
As long as this card remains face-up on the field. Your attacks cannot be negated.
Silence Ward
Continuous Spell Card
As long as this card remains face-up on the field. During each of your standby phases toss a coin. If the result is heads, your Spell Cards cannot be negated this turn. If the result is tails, this cards effect is negated this turn.
Silenceproof
Continuous Spell Card
As long as this card remains face-up on the field. Your Spell Cards cannot be negated.
Sleep Ward
Continuous Spell Card
As long as this card remains face-up on the field. During each of your standby phases toss a coin. If the result is heads, your Battle Phases cannot be negated this turn. If the result is tails, this cards effect is negated this turn.
Sleepproof
Continuous Spell Card
As long as this card remains face-up on the field. Your Battle Phases cannot be negated.
Poison Ward
Continuous Spell Card
As long as this card remains face-up on the field. During each of your standby phases toss a coin. If the result is heads, you cannot be damaged by card effects this turn. If the result is tails, this cards effect is negated this turn.
Poisonproof
Continuous Spell Card
As long as this card remains face-up on the field. You cannot be damaged by card effects.
Stone Ward
Continuous Spell Card
As long as this card remains face-up on the field. During each of your standby phases toss a coin. If the result is heads, your monsters cannot have their attacks prevented or their battle positions changed by card effects this turn. If the result is tails, this cards effect is negated this turn.
Stoneproof
Continuous Spell Card
As long as this card remains face-up on the field. Your monsters cannot have their attacks prevented or their battle positions changed by card effects.
Death Ward
Continuous Spell Card
As long as this card remains face-up on the field. During each of your standby phases toss a coin. If the result is heads, your monsters cannot be destroyed by card effects this turn. If the result is tails, this cards effect is negated this turn.
Deathproof
Continuous Spell Card
As long as this card remains face-up on the field. Your monsters cannot be destroyed by card effects. Your monsters also cannot be destroyed by Death, Deathstrike, Deathtouch, and Mega Death.
Zombie Ward
Continuous Spell Card
As long as this card remains face-up on the field. During each of your standby phases toss a coin. If the result is heads, your opponent cannot change your monsters type and you cannot be damaged by effects this turn. If the result is tails, this cards effect is negated this turn.
Zombieproof
Continuous Spell Card
As long as this card remains face-up on the field. Your opponent cannot change your monsters type and you take no damage from card effects. Monsters you control cannot be destroyed and you take no battle damage from Zombie-Type monsters.
Slow Ward
Continuous Spell Card
As long as this card remains face-up on the field. During each of your standby phases toss a coin. If the result is heads, your monsters cannot their attacks prevented this turn. If the result is tails, this cards effect is negated this turn.
Slowproof
Continuous Spell Card
As long as this card remains face-up on the field. Your monsters cannot have their attacks prevented.
Confuse Ward
Continuous Spell Card
As long as this card remains face-up on the field. During each of your standby phases toss a coin. If the result is heads, your monsters cannot be destroyed by their own effects this turn. If the result is tails, this cards effect is negated this turn.
Confuseproof
Continuous Spell Card
As long as this card remains face-up on the field. Your monsters cannot be destroyed by their own effects.
Berserk Ward
Continuous Spell Card
As long as this card remains face-up on the field. During each of your standby phases toss a coin. If the result is heads, your monsters remain in your control and control of your monsters cannot switch. If the result is tails, this cards effect is negated this turn.
Berserkproof
Continuous Spell Card
As long as this card remains face-up on the field. Your monsters remain in your control and control of your monsters cannot switch.
Curseproof
Continuous Spell Card
As long as this card remains face-up on the field. Your Special Summons cannot be negated.
SOS Nul-Blaze
Continuous Spell Card
As long as this card remains face-up on the field. While your life points are lower than your opponent's, all monsters you control cannot be destroyed in battle with a Fire-Attribute or Pyro-Type monster(s) and you take no battle damage.
SOS Nul-Shock
Continuous Spell Card
As long as this card remains face-up on the field. While your life points are lower than your opponent's, all monsters you control cannot be destroyed in battle with a Thunder-Type monster(s) and you take no battle damage.
SOS Nul-Tide
Continuous Spell Card
As long as this card remains face-up on the field. While your life points are lower than your opponent's, all monsters you control cannot be destroyed in battle with a Water-Attribute monster(s) and you take no battle damage.
SOS Nul-Frost
Continuous Spell Card
As long as this card remains face-up on the field. While your life points are lower than your opponent's, all monsters you control cannot be destroyed in battle with an Ice-Attribute monster(s) and you take no battle damage.
SOS Shell
Continuous Spell Card
As long as this card remains face-up on the field. While your life points are lower than your opponent's, all monsters you control cannot be destroyed by card effects.
SOS Protect
Continuous Spell Card
As long as this card remains face-up on the field. While your life points are lower than your opponent's, all monsters you control cannot be destroyed by battle and any battle damage you take is halved.
SOS Reflect
Continuous Spell Card
As long as this card remains face-up on the field. While your life points are lower than your opponent's, once during each of your standby phases place 1 reflect counter on 1 monster you control(Max 12.) If a monster with a reflect counter(s) is targeted by a Spell, Trap or Monster effect, remove 1 reflect counter from that monster and roll a six-sided die once. Treat your opponent's monster card zones as #'s 1-5 counting from your right. The monster that is in the same monster card zone as the dice result is the new target of the effect. If the result is 6, roll again.
SOS Regen
Continuous Spell Card
As long as this card remains face-up on the field. While your life points are lower than your opponent's, gain 800 life points during each of yours and your opponents standby phases.
Auto-Shell
Quick-Play Spell
You can only activate this card when a monster(s) is summoned to your side of the field. Any monster(s) summoned when this card is activated cannot be destroyed by card effects.
Auto-Protect
Quick-Play Spell
You can only activate this card when a monster(s) is summoned to your side of the field. Any monster(s) summoned when this card is activated cannot be destroyed by battle and any battle damage you take is halved.
Auto-Reflect
Quick-Play Spell
You can only activate this card when a monster(s) is summoned to your side of the field. Once during each of your standby phases place 1 reflect counter on each monster that was summoned when this card was activated(Max 12.) If a monster with a reflect counter(s) is targeted by a Spell, Trap or Monster effect, remove 1 reflect counter from that monster and roll a six-sided die once. Treat your opponent's monster card zones as #'s 1-5 counting from your right. The monster that is in the same monster card zone as the dice result is the new target of the effect. If the result is 6, roll again.
Auto-Regen
Quick-Play Spell
You can only activate this card when a monster is summoned to your side of the field. Gain 800 life points during each of yours and your opponents standby phases.
Ribbon
Continuous Spell Card
As long as this card remains face-up on the field. All monsters you control are unaffected by Spell, Trap, and Monster Effects. There can only be 1 face-up Ribbon on your side of the field.
Weapon Auto Abilities:
Sensor
Continuous Spell Card
As long as this card remains face-up on the field. Once per turn you can discard 1 card to look at 1 card in your opponents hand. There can only be 1 face-up Sensor on your side of the field.
Piercing
Equip Spell Card
During battle between the equipped monster and a Defense Position monster whose DEF is lower than the ATK of the equipped monster, inflict the difference as Battle Damage to your opponent.
First Strike
Equip Spell Card
The equipped monster must attack first each battle phase. When the equipped monster attacks your opponent cannot activate Spell, Trap or Monster Effects until the end of the damage step. There can only be 1 face-up First Strike on your side of the field.
Initiative
Continuous Spell Card
As long as this card remains face-up on the field your opponent cannot chain to your Spell, Trap or Monster Effects
Firestrike
Equip Spell Card
The equipped monster is treated as a Fire-Attribute and Pyro-Type monster.
Lightningstrike
Equip Spell Card
The equipped monster is treated as a Thunder-Type Monster.
Waterstrike
Equip Spell Card
The equipped monster is treated as a Water-Attribute Monster.
Icestrike
Equip Spell Card
The equipped monster is treated as an Ice-Attribute monster.
Darktouch
Equip Spell Card
When a monster equipped with this card inflicts battle damage to your opponent, toss a coin. If you call it right, for your opponents next 3 turns when a monster your opponent controls declares an attack, its owner tosses a coin. If the result is heads, the attack continues normally. If the result is tails, the attack is negated.
Darkstrike
Equip Spell Card
When a monster equipped with this card inflicts battle damage to your opponent, for your opponents next 3 turns when a monster your opponent controls declares an attack, its owner tosses a coin. If the result is heads, the attack continues normally. If the result is tails, the attack is negated.
Silencetouch
Equip Spell Card
When a monster equipped with this card inflicts battle damage to your opponent, toss a coin. If you call it right, for your opponents next 3 turns your opponent cannot activate Spell Cards.
Silencestrike
Equip Spell Card
When a monster equipped with this card inflicts battle damage to your opponent, for your opponents next 3 turns your opponent cannot activate Spell Cards.
Sleeptouch
Equip Spell Card
When a monster equipped with this card inflicts battle damage to your opponent, toss a coin. If you call it right, for your opponents next 3 turns your opponent cannot conduct their battle phase.
Sleepstrike
Equip Spell Card
When a monster equipped with this card inflicts battle damage to your opponent, for your opponents next 3 turns your opponent cannot conduct their battle phase.
Poisontouch
Equip Spell Card
When a monster equipped with this card inflicts battle damage to your opponent, toss a coin. If you call it right, your opponent loses 800 life points during each of their standby phases. This effect continues until the 4th turn after it is activated.
Poisonstrike
Equip Spell Card
When a monster equipped with this card inflicts battle damage to your opponent. Your opponent loses 800 life points during each of their standby phases. This effect continues until the 4th turn after it is activated.
Stonetouch
Equip Spell Card
When a monster equipped with this card inflicts battle damage to your opponent, toss a coin. If you call it right, select 1 monster your opponent controls. The selected monster cannot attack or change it's battle position. If the selected monster is attacked, destroy the selected monster (witout applying damage calculation).
Stonestrike
Equip Spell Card
When a monster equipped with this card inflicts battle damage to your opponent, select 1 monster your opponent controls. The selected monster cannot attack or change it's battle position. If the selected monster is attacked, destroy the selected monster (witout applying damage calculation).
Deathtouch
Equip Spell Card
When a monster equipped with this card attacks, toss a coin. If you call it right, destroy the attack target. This effect cannot be negated by Spell, Trap, or Monster Effects. If the result is Tails, this cards effect is negated this turn.
Deathstrike
Equip Spell Card
When a monster equipped with this card attacks, destroy the attack target. This effect cannot be negated by Spell, Trap, or Monster Effects.
Zombietouch
Equip Spell Card
When a monster equipped with this card inflicts battle damage to your opponent, toss a coin. If you call it right, for the next 3 turns all your opponents monsters are treated as Zombie-Type monsters and any effect that would increase your opponents life points, inflict the same amount of damage instead.
Zombiestrike
Equip Spell Card
When a monster equipped with this card inflicts battle damage to your opponent, for the next 3 turns all your opponents monsters are treated as Zombie-Type monsters and any effect that would increase your opponents life points, inflict the same amount of damage instead.
Slowtouch
Equip Spell Card
When a monster equipped with this card inflicts battle damage to your opponent, toss a coin. If you call it right, select 1 monster your opponent controls. The selected monster can only attack once every 2 turns.
Slowstrike
Equip Spell Card
When a monster equipped with this card inflicts battle damage to your opponent, select 1 monster your opponent controls. The selected monster can only attack once every 2 turns.
Counterattack
Trap Card
Activate when your opponent selects 1 of your monsters as an attack target. Your monster is not destroyed by battle (damage calculation is applied normally.) Then attack your opponent directly with your monster, any battle damage is halved.
Evade & Counter
Trap Card
Activate when your opponent selects 1 of your monsters as an attack target. Negate the attack, then attack your opponent directly with your monster, any battle damage is halved.
Magic Counter
Counter Trap Card
Activate when your opponent activates a Spell Card that would destroy 1 or more monsters on your side of the field. Negate that Spell Card and select 1 monster you control. Attack your opponent directly with that monster, any battle damage is halved.
Magic Booster
Continuous Spell Card
As long as this card remains face-up on the field. When you activate a Spell Card that requires a cost, the cost is doubled but the Spell Cards effect can be used twice.
Alchemy
Continuous Spell Card
As long as this card remains face-up on the field. Effects that recover your life points will recover double the amount.
Half LP Cost
Continuous Spell Card
As long as this card remains face-up on the field. Effects that require a LP cost are reduced by half.
100 LP Cost
Continuous Spell Card
As long as this card remains face-up on the field. Effects that require a LP cost are reduced to 100.
Capture
Equip Spell Card
Any monster(s) the equipped monster destroys either by battle or by effect are sent to your graveyard instead of your opponents.
Sorry I've given you so much to read on the opening post, but back on the TCGplayer forums when I was just concentrating on monster cards and I didn't think about these abilities I'd get mixed up and be thinking "have I done this, have I done that". So I just wanted to get these 1's done and out of the way.
P.S. Sorry about the Bad Breath ability, I thought to myself the amount of trouble it causes a character without Ribbon, it's causing even more trying to design it.