The selected monster cannot attack, and is returned to the opponent's side of the field at the end of the turn. If the result is heads, select one monster on your opponent's side of the field. If you do, select up to three monsters your opponent controls. Once per turn, you can increase your opponent's Life Points by 2000. Once per turn, if this card would be removed from the field, you can remove a "Sand Soldier" Token instead. When a "Sand Soldier" Token attacks, all other "Sand Soldier" Tokens you control must attack the same target. When this card attacks while you control a "Sand Soldier" Token, you must attack with "Sand Soldier" Tokens instead. If there are no "Sand Soldier" Tokens on your side of the field, decrease the ATK of this monster by 1000. Any "Sand Soldier" Tokens you control are treated as "Azir, the Emperor of the Sands" instead. 8/Earth/Beast-Warrior/2800/1500) to your side of the field. Once per turn, you can Special Summon up to two "Sand Soldier" Tokens (Lv. When this card attacks an opponent's monster, inflict damage equal to this monster's level, x100 to your opponent's Life Points. Battle damage between this card and an opponent's monster is reduced to 0. When this card attacks, it must attack all monsters your opponent controls. If this card destroys an opponent's monster (by battle or by its own effect), it can attack one additional time this turn. During your Main Phase 1, you can remove one counter from this card to destroy one card on your opponent's side of the field. Once per turn, place a "Child's Play" counter on this card (max 1). Until the end of the turn, banish the selected monster. When this card attacks, select one monster on your opponent's side of the field. Once per duel, when this card is sent to the Graveyard, Special Summon it to your side of the field. While this card is face-up on the field in Defense Position, all monsters your opponent controls that can attack, must attack this monster. When your opponent enters their Battle Phase, change this card to Defense Position. This card cannot be changed to Defense Position, except by its own effect. Any battle damage you would take from this Defense Position card and an opponent's attacking monster is reduced to 0. When a monster on your side of the field is attacked and would be destroyed as a result of battle, you can banish this card instead. Once per turn, this card is not destroyed as a result of battle. If this card destroys an opponent's monster by battle, you can remove one counter from this card to attack with this monster again. When this monster inflicts Battle Damage to your opponent, place one "Mark of the Assassin" counter on this card (max 3). During the damage step between this card and an opponent's attacking monster, reduce the ATK of the attacking monster by 300 points. Until the end of the Battle Phase, the selected monster may only attack this card. Once per turn, during your opponent's Battle Phase, select one monster they control. If the result is tails, inflict battle damage to your opponent equal to the amount of battle damage that would be dealt. If the result is heads, gain Life Points equal to the battle damage that would be dealt. During the damage step between this card and a card your opponent controls, flip a coin. Once per turn, this monster is not destroyed as a result of battle. Now, without further ado, here are your champions: My intent was to capture the theme of the champions in their cards. Once champions are complete, I will be creating Spells and Traps based on various items currently in game (and maybe some that have been removed!?). I will be doing every current champion A-Z and updating the set as new champions are introduced. I do expect there are a handful of OCG mistakes, but I accept the criticism gladly. I did my best to make sure these weren't utterly broken but remained true to their lore/kit. All rights belong to Riot / Konami for their respective cards and champions. First and foremost, there was no copyright infringement intended.
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