From: Nutbus2@aol.com
Mega Mage3003's Top 10
Paper Mario based Cards
This time I'm doing cards based on the
best Mario RPG for Nintendo 64 (and soon to be Gamecube this October) known as
Paper Mario. Like my other Top 10's, this'll be split into Good Guys, Bad Guys,
and Others.
Good Guys
10.
Lakilester
Wind/Aqua
1900/1450/4*
During your Standby Phase, Special
Summon 1 "Spiny Token" (Earth/Insect/1/500/400) to your side of the field in
Defense Position.
9. Lady Bow
Dark/Fiend
1750/0/4*
This card
cannot be destroyed by the effect of a Spell Card.
8.
Goombario
Earth/Beast
1200/1200/3*
During the End Phase in which this
card was destroyed, draw 2 cards.
7.
Watt
Light/Thunder
1850/1200/4*
{insert Fairy Meteor Crush effect
here}
6. Kooper
Water/Aqua
1800/2000/4*
This card cannot attack
a non-EARTH monster. This card cannot switch battle positions while in Defense
Position unless by the effect of a Spell, Trap, or Monster Effect.
5.
Parakarry
Wind/Winged Beast
1300/2000/4*
During your Standby Phase, you
may search your deck for any Spell Card and add it to your hand. If you do,
shuffle 2 cards into your deck.
4.
Bombette
Fire/Pyro
2000/1000/4*
This card is destroyed at the end of
the Battle Phase that this card was involved in.
3.
Sushie
Water/Fish
1950/1250/4*
This card can attack your opponent's
Life Points directly only if you have no cards in your hand.
2.
Luigi
Earth/Warrior
2200/1500/5*
This card can attack twice during the
same Battle Phase.
1. Mario
Earth/Warrior
2500/2000/6*
Increase
the ATK of all Level 4 monsters by 300 points.
Bad Guys
10. Tubba
Blubba
Earth/Beast
3000/????/10*
This card can only be Special Summoned
by removing 5 EARTH monsters from your Graveyard. If this card is in Defense
Position, it cannot be destroyed by battle unless equipped with "Tubba Blubba's
Heart".
9. Tubba Blubba's Heart
Earth/Beast-Union
0/0/3*
This
card can be equipped to "Tubba Blubba". While equipped, The DEF of "Tubba
Blubba" becomes 1300.
8. Huff 'N
Puff
Light/Thunder
3000/2300/8*
This card can only be Special Summoned
by removing 5 LIGHT monsters from your Graveyard from play. When this card is
Special Summoned, place 4 counters on this card (These counters aren't
considered to be Spell Counters). Whenever this card were to be destroyed,
remvoe 1 counter from this card. Whenever there are no counters on this card,
destroy this card.
7. Crystal King
Water/Aqua
3000/2700/9*
This
card can only be Special Summoned by removing 5 WATER monsters from your
Graveyard from play. During your Standby Phase, Special Summon 3 "Crystal Bit
Tokens" (Water/Aqua/1/0/0) in Defense Position. If you have any "Crystal Bit
Tokens" from your last turn on the field during your Standby Phase, sacrifice
them before Special Summoning the new ones. Inflict 400 points of Direct Damage
for every "Crystal Bit Token" sacrificed in this way.
6. Koopa
Bros.
Water/Aqua
2400/1450/4*
When ever this card would be destroyed,
place 1 counter on this card instead (This counter isn't considered as a Spell
Counter). Decrease this card's ATK by 600 points for every counter on this card.
When a fourth counter would be placed on this card, destroy it
instead.
5. Tutankoopa
Dark/Spellcaster
3000/2100/7*
This card
can only be Special Summoned by removing 5 DARK monsters from your Graveyard
from play. During your Standby Phase, Special Summon 1 "Chomp Token"
(Earth/Beast/4/1400/2000).
4. General
Guy
Earth/Warrior
2300/2000/6*
During your Standby Phase, Special
Summon 1 "Shy Squad Token" (Earth/Warrior/4/1500/1000).
3. Lava
Pirahna
Fire/Plant
3000/2500/8*
This card can only be Special Summoned
by removing 5 FIRE monsters from your Graveyard from play. During your Standby
Phase, inflict 200 points of Direct Damage to your opponent's Life
Points.
2. Goomba King
Earth/Beast
2500/1000/5*
Increase the ATK
of all cards with "Goomba" in its card name by 500 points. This card is
excluded.
1. Bowser
Fire/Dragon
3500/3000/12*
This card can only
be Special Summoned by the Ritual Spell Card "Star Rod's Enchanted Power". You
must also.........12 Level Stars or more.
Star Spirits
10. Star
Spirit Mamar
Light/Fairy
1300/1200/3*
During your opponent's Standby
Phase, choose 1 of your opponent's face-up monsters. The chosen monster cannot
attack this turn.
9. Star Spirit
Eldstar
Light/Fairy
1500/1300/4*
During your End Phase, increase your
Life Points by 500 points.
8. Star Spirit
Misstar
Light/Fairy
1700/1400/4*
You may discard 2 cards from your hand
to increase your Life Points by 2000 points. If you do, all other cards with
Life Points increasing effects are negated until your next End Phase.
7.
Star Spirit Skolar
Light/Fairy
1800/1300/4*
During your Standby Phase,
inflict 700 points of Direct Damage to your opponent's Life Points.
6.
Star Spirit Muskular
Light/Fairy
1700/1400/4*
During your opponent's
Standby Phase, choose 1 of your opponent's face-up monsters. That monster's ATK
is decreased by 500 points until your opponent's End Phase.
5. Star
Spirit Kalmar
Light/Fairy
1400/1100/3*
You may pay 300 Life Points to
return 1 monster on the field to it's owner's hand. This effect can only be used
once per turn and only during your Main Phase.
4. Star Spirit
Klevar
Light/Fairy
1600/1200/4*
You may discard 3 cards from your hand
during your opponent's Standby Phase. If you do, your opponent skips their
Battle Phase.
3. Star Kid Twink
Light/Fairy
1000/700/2*
You may
Special Summon up to 3 cards with "Star Spirit" in its card name by sacrificing
this monster. The monsters you Special Summon must be from your hand.
2.
Star Rod
Spell/Equip
This card can only be equipped to a monster with
"Star Spirit" in its card name. Increase the ATK of the equipped monster by 500
points. In addition, the equipped monster is unaffected by Spell and Trap Cards
(this card is the only exception).
1. Star Spirit's Ultimate Technique -
Star Beam!
Spell/Quick-Play
This card can only be activated during your
Standby Phase before any effect apply, and only if you have 5 monsters with
"Star Spirit" in its card name on your side of the field. Destroy all cards on
your opponent's side of the field. You must skip your Battle Phase for this
turn, and all effects of monsters with "Star Spirit" in it's card name are
negated for this turn. This card's activation cannot be negated by any card
effect.