i was sitting around and i was lookin at my fallen angels and i started to think.... .....i shud make them more relistic to actual fallen angels so i redid them all and this is is the first installment there may be more later on kinda like e heros i guess lol but better.... ....seriously.
These are my new and improved fallen angels i have made them more realistic and
balanced than they previously were... ....plus i gave them better pics lol
When this monster is destroyed, you may destroy one monster you opponent controls
and inflict damage equal to half of the selected monsters current attack.
While this monster remains face-up on your side of the field your opponent cannot
select another monster as the target of an attack. This card is unaffected by spell, trap
and monster effects. This card may not attack unless you control at least 1 other fallen
angel type monster
This card may only be ritual summoned by the effect of "The Storm Before the Calm".
By paying 2000 lp destroy all other cards on the field, and both players must discard
their entire hand, afterward both players draw 6 cards and special summon one monster
to the field from their grave ("Calm" may not be summoned by this effect).
The most evil and one of the most respected out of the fallen angels. Few who meet her
live to tell the tale.
Special summon one Fallen Angel type monster with 2000 or less from your deck to the
field.
Weak while alone but is very respected by the other fallen angels and very well
protected.
Neither player can play light attribute monsters or fairy type monsters, in addition all
Fallen Angel type monsters gain 500 attack and defense.
While this monster is face-up on the field your opponent cannot check their face-down
cards, also your opponent may not check the cards in their graveyard.
This card is used to Ritual summon the card "Beelzebub", u must also offer 1 "Calm"
from you hand or your side of the field as a tribute.
You may discard this card from your hand and add 1 "Fallen Sanctuary" from your
deck to your hand.
This card may only be equipped to a fallen angel type monster. Destroy any monster
the card equipped with this spell attacks after damage calculation.
A Dark attribute monster equipped with this card becomes fallen angle type. A fallen
angel type monster equipped with this card gains 800 atk and 400 def.
When a fallen angel type monster on your side of the field is destroyed, destroy one
monster on the field and add one monster with 1500 or less atk from your deck to your
hand.
All non-Fallen angel, fiend, and fairy type monsters lose 500 atk and def. While this
card remains face-up on the field "Fallen Sanctuary" cannot be destroyed
When this monster is successfully summoned add 1 "Fallen Unification" from your
deck to your hand.
Send, from your hand or side of the field to the Graveyard, Fusion Material Monsters
that are listed on a Fallen Angel-Type Fusion Monster Card, and Special Summon that
Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion
Summon). The Special Summoned monster cannot be targeted by the effects of your
opponent's Monsters, Spells, and Traps until your next standby phase.
Calm + Bernael
This monster may only be summoned by the effect of "Fallen Unification" with the
above monsters. Once per turn you may destroy one card on your opponents side of
the field, activate one of the following effects depending on the type of the selected
card.
Monster: deal damage to your opponent equal to the attack of the destroyed monster.
Spell: Add one card from your deck with the same icon to your hand.
Trap: This card may not declare an attack on this turn
If a monster(s) of any of the following Sub-Types exists on the field, apply the
appropriate effect(s) to that monster's controller:
Normal Monster: You cannot attack
Effect Monster: Cards sent to the grave are removed from play.
Fusion: Destroy one card you control on your endphase.
Synchro: Cut your lp in half at each of your endphases ( your lpl cannot be reduced to
zero by this effect).
The monster equipped with this card inflicts piercing damaged.
When your opponent summons a monster pay half of your remaining lp and activate
the following effect depending on the summoned monsters attribute:
Light: Destroy the summoned monster and remove it from play.
Dark: Double the monsters original attack and defense.
Water: While the summoned monster remains on the field its attack and defense are
halved.
Fire: While the summoned monster remains on the field it may not declare an attack.
Earth: Switch the summoned monster to defense mode, its battle position may not be
switched.
Wind: Destroy the summoned monster and send it to the graveyard.
When this monster is destroyed and sent to the grave, special summon one Fallen
Angel-type monster from you grave to your side of the field ingoring summoning
conditions. The monster summoned by this effect has its effect negated.
1 tuner monster + 1 non-tuner Fallen Angel type monster
This monster cannot be destroyed as a result of battle. When your opponent activates a card that requires a cost the cost is doubled.
These are my new and improved fallen angels i have made them more realistic and
balanced than they previously were... ....plus i gave them better pics lol
When this monster is destroyed, you may destroy one monster you opponent controls
and inflict damage equal to half of the selected monsters current attack.
While this monster remains face-up on your side of the field your opponent cannot
select another monster as the target of an attack. This card is unaffected by spell, trap
and monster effects. This card may not attack unless you control at least 1 other fallen
angel type monster
This card may only be ritual summoned by the effect of "The Storm Before the Calm".
By paying 2000 lp destroy all other cards on the field, and both players must discard
their entire hand, afterward both players draw 6 cards and special summon one monster
to the field from their grave ("Calm" may not be summoned by this effect).
The most evil and one of the most respected out of the fallen angels. Few who meet her
live to tell the tale.
Special summon one Fallen Angel type monster with 2000 or less from your deck to the
field.
Weak while alone but is very respected by the other fallen angels and very well
protected.
Neither player can play light attribute monsters or fairy type monsters, in addition all
Fallen Angel type monsters gain 500 attack and defense.
While this monster is face-up on the field your opponent cannot check their face-down
cards, also your opponent may not check the cards in their graveyard.
This card is used to Ritual summon the card "Beelzebub", u must also offer 1 "Calm"
from you hand or your side of the field as a tribute.
You may discard this card from your hand and add 1 "Fallen Sanctuary" from your
deck to your hand.
This card may only be equipped to a fallen angel type monster. Destroy any monster
the card equipped with this spell attacks after damage calculation.
A Dark attribute monster equipped with this card becomes fallen angle type. A fallen
angel type monster equipped with this card gains 800 atk and 400 def.
When a fallen angel type monster on your side of the field is destroyed, destroy one
monster on the field and add one monster with 1500 or less atk from your deck to your
hand.
All non-Fallen angel, fiend, and fairy type monsters lose 500 atk and def. While this
card remains face-up on the field "Fallen Sanctuary" cannot be destroyed
When this monster is successfully summoned add 1 "Fallen Unification" from your
deck to your hand.
Send, from your hand or side of the field to the Graveyard, Fusion Material Monsters
that are listed on a Fallen Angel-Type Fusion Monster Card, and Special Summon that
Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion
Summon). The Special Summoned monster cannot be targeted by the effects of your
opponent's Monsters, Spells, and Traps until your next standby phase.
Calm + Bernael
This monster may only be summoned by the effect of "Fallen Unification" with the
above monsters. Once per turn you may destroy one card on your opponents side of
the field, activate one of the following effects depending on the type of the selected
card.
Monster: deal damage to your opponent equal to the attack of the destroyed monster.
Spell: Add one card from your deck with the same icon to your hand.
Trap: This card may not declare an attack on this turn
If a monster(s) of any of the following Sub-Types exists on the field, apply the
appropriate effect(s) to that monster's controller:
Normal Monster: You cannot attack
Effect Monster: Cards sent to the grave are removed from play.
Fusion: Destroy one card you control on your endphase.
Synchro: Cut your lp in half at each of your endphases ( your lpl cannot be reduced to
zero by this effect).
The monster equipped with this card inflicts piercing damaged.
When your opponent summons a monster pay half of your remaining lp and activate
the following effect depending on the summoned monsters attribute:
Light: Destroy the summoned monster and remove it from play.
Dark: Double the monsters original attack and defense.
Water: While the summoned monster remains on the field its attack and defense are
halved.
Fire: While the summoned monster remains on the field it may not declare an attack.
Earth: Switch the summoned monster to defense mode, its battle position may not be
switched.
Wind: Destroy the summoned monster and send it to the graveyard.
When this monster is destroyed and sent to the grave, special summon one Fallen
Angel-type monster from you grave to your side of the field ingoring summoning
conditions. The monster summoned by this effect has its effect negated.
1 tuner monster + 1 non-tuner Fallen Angel type monster
This monster cannot be destroyed as a result of battle. When your opponent activates a card that requires a cost the cost is doubled.