This is so stupid
but here it is.
10.Gortoth-Paladin
of Destruction
Fire/Fiend/4/2000/0
Pay 1000 life points to summon this
card. When this card is destroyed, destroy the monster that destroyed this
card
and your opponent must discard the top two cards from his/her
deck.
9.
Field
Spell
Increase the attack of all monsters with Paladin in their names by 500.
This card is also required to be in play to special
summon Master Paladin
Oberon-King of all Worlds. This card is not affected by Master Paladin
Oberon-King of All World's
effect.
8.Ijneba-Paladin
of Great Knowledge
Water/Zombie/4/1700/1500
As long as this card is
face-up on the field, your opponent must show his or her hand to you at all
times. You can also
choose the target of all your opponents
attacks.
7.Ronkai-The
Vanishing Paladin
Wind/Warrior/4/1900/1200
This card cannot be chosen as a
target for an attack or a spell, trap, or monster effect that specifically
chooses this card as a target. When this card is about to be destroyed by a
spell, trap or monster
effect that doesn't specifically target this remove
this card from play unil the effect of the spell, trap,
or monster effect
resolves.
6.Yeroc-The
Stubborn Paladin
Earth/Spellcatser/3/1300/1200
This card cannot be
destroyed as a result of battle. Each time damge is done to your lifepoints
through battle with
this card, do twice the amount of damage to your
opponent's life points.
5.Yarray-The
Brutal Paladin
Wind/Warrior/4/1850/850
You can raise this card's attack
strength by deducting the attack points of one of your own monsters attack
points and adding the deducted amount to this card's attack. These changes
remain in effect for the remainder
of the duel and when you decrese another
monsters attack, you cannot leave it with less than 100 attck
points.
4.Slivereon-Paladin
of Confusion
Earth/Spellcaster/4/700/200
As long as this card is face up,
During your stand-by phase your can look into your opponent's hand
and choose
one card from his/her hand. Flip a coin and call it. If you called right the
card is removed from
play, if you call it wrong then the card is discarded
to the graveyard. If this card is chosen as a target for an
attack return it
to your hand and shuffle your hand and lay the cards face down in front of you.
Your
opponent then randomly chooses one of the cards and if he/she picks
up this card up, it is destroyed(no damage calculation).
If your
opponent picks wrong, they lose 700 life points. This card returns to the field
if your opponent chooses wrong.
(You pick the battle
position)
3.Great
Paladin
Light/Warrior/4/2000/500
The most powerful Paladin ever known, and
son of Master Paladin Oberon. He is a legend to some, but to those
who face
him know the reality that is the Great Paladin
2.Curse
of Sabotage
Quickplay Spell
You can activate this card when your opponent
atcivates a spell card. Discard one spell card
from your hand to activate
this cards effect. Negate the spell card and send it to the graveyard.
You
and your opponent now discard every card from your hand and do damage to
your
opponent for every spell card in each players hand x 500. You may now
draw one card from your deck.
1.Master
Paladin Oberon-King of all Worlds
Divine/Warrior/8/3600/3000
This card can
only be Special Summoned. This card can only be special summoned when Divine
Kingdom of Paladins in in play. This card is special summoned by removing 1
wind monster, 1 earth
monster, 1 fire monster, and 1 water monster from your
graveyard from play, then offer monsters whose
stars equal to eight stars or
more from your field or hand to summon this card. During this card's
special
summoning it's unaffected by trap, spell or monster card effects. As long as
this card is face up
on the feild, all monster, spell, and trap card effects
are negated. (This cards effect is not negated.)
If
you like it email me.
Master
Paladin