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Cyberdog

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Thunder Snapper

1/Thunder/Light

500/500

Once Per Turn Pay 500 lifepoints to inflict 500 damage to your opponent. While this card is in your graveyard all THUNDER monsters gain 500 attack. If you control another THUNDER monster you can Special Summon this card from your hand.

 

Thunder Hammer

3/Thunder/Light

800/800

Tribute 1 THUNDER monster to destroy 1 monster on the field. This card gains 100 attack for each THUNDER monster in your graveyard. Once per turn you may send 1 THUNDER monster from your deck to the graveyard to decrease a monster on the fields attack by 1000.

 

Thunder Rider

2/Thunder/Light/Tuner

600/700

This card can be Special Summoned from your hand if you control less monsters than your opponent. This card can attack directly. This card cannot be destroyed in battle while you control another THUNDER monster. When this card is used in the Synchro Summon of a THUNDER monster draw 1 card.

 

Thunder Lord

4/Thunder/Light

1200/800

Increase this cards attack by 300 whenever a THUNDER monster is Special Summoned. While this card is Face-Up on the field your opponent cannot select another THUNDER monster you control as the target for an attack.

 

Riding Lightening

Spell

Add 1 level 4 or lower THUNDER monster from your deck to your hand.

 

Crashing Thunder

Spell

Discard 1 THUNDER monster from your hand to destroy one card on the field.

 

Beckoning Clouds

Spell

Special Summon 1 THUNDER monster from your graveyard then Add 1 Level 2 or lower THUNDER monster from your deck to your hand.

 

Thunder Overlord - Don Rai

5/Thunder/Light

Synchro

2400/100

1 Thunder Tuner + 1 Thunder Non-Tuner

When this card is Synchro Summoned you may send 2 THUNDER monsters from your deck to your graveyard. Once per turn Discard 1 THUNDER monster from your hand to destroy up to 2 cards on the field.

 

Sonic Thunder

1/Thunder/Light

100/100

When this card is sent to the graveyard increase your lifepoints by 100*the number of THUNDER monsters in the graveyard. Remove this card from your graveyard to add 1 "Sonic Thunder" from your deck to your hand. When this card is Face-Up on the field you can discard 2 cards from your hand to draw 2 cards from your hand.

 

 

 

 

 

 

Aqua Fox

4/Beast/Water

1500/1000

You can Special Summon this card from your hand if you control another "Fox" monster. This card can attack directly if your lifepoints are lower than your opponents.

 

Lightening Fox

4/Beast/Light

1600/900

You can Special Summon this card from your graveyard if you control 3 or more "Fox" monsters. Once per turn tribute 1 monster you control to destroy 1 monster on the field.

 

Terra - Fox

3/Beast/Earth

1800/1000

You can Special Summon this card from your hand or graveyard if you control 2 or more "Fox" monsters. During each of your standby phases pay 800 lifepoints, if you do not this card is destroyed. This card gains 100 attack during each of your end phases.

 

Hurricane Fox

3/Beast/Wind

1300/1000

You can Special Summon this card from your hand during either players turn when you control no monsters. If you control another "Fox" monsters, once per turn you may discard 1 card from your hand to destroy 1 Spell or Trap on the field.

 

Lava Fox

3/Beast/Fire

1600/1000

You can Special Summon this card from your hand or graveyard whenever your opponent Special Summons a monster. While this card is Face-Up on the field your opponent attack Special Summon level 4 or higher monsters. During each of your End Phases inflict 600 damage to your opponent.

 

Penta Fox

Fusion

Beast/8/Dark

3000/1000

5 Different Attribute Fox monsters.

When this card is Special Summoned destroy all monsters on the field except this card. This card cannot be destroyed in battle. Once per turn tribute 1 "Fox" to destroy 1 card on the field.

 

Fox Fusion

Spell

Send apporiate "Fox" monsters from your deck to Special Summon 1 "Fox" Fusion monster from your Extra Deck.

 

Dual Fox

Fusion/Beast/Dark/5

2300/1000

2 Different Attribute Fox Monsters

This card can attack Twice in the same battle phase. When this card is sent to the graveyard add 1 "Fox" card from your deck to your hand.

 

Tri - Fox

Fusion/Beast/Dark/7

2600/1800

3 Different Attribute Fox Monsters

Once per turn discard up to 3 cards from your hand to destroy cards on the field equal to the number of cards you discarded. When this card is sent to the graveyard add 1 "Fox" card from your graveyard to your hand.

 

 

 

 

 

 

Telepathic Soilder

4/Warrior/Dark

1600/1000

Your Opponent must show you their hand.

 

Telepathic Dragon

4/Dragon/Dark

1700/1020

Your Opponent must show you all their Face-Down cards.

 

Telepathic Beast

4/Beast/Dark

1500/1200

Your opponent cannot select another "Telepathic" monster you control as an attack target.

 

Telepathic Hawk

3/Winged-Beast/Dark

1240/1800

When this card is Normal Summoned you can Special Summon 1 "Telepathic" monster from your hand. Your opponent cannot target a "Telepathic" monster with a Spell or Trap.

 

Telepathic Lord

8/Warrior/Dark

3000/1000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 3 "Telepathic" monsters from your graveyard and discarding 3 cards from your hand.This card gains the effects of all "Telepathic" monsters in your graveyard.

 

Telepathic Overload

Quickplay Spell

Discard 1 "Telepathic" monster from your hand and remove 1 "Telepathic" monster froom your graveyard to draw 2 cards.

 

Telepathic Hero

Warrior/4/Dark

1900/1000

If your opponent declares an attack you may flip a coin and apply the following apporiate effect:

Heads :: The attack is negated.

Tails :: Add 1 "Telepathic" card from your deck to your hand.

 

Telepathic Strike

Quickplay Spell

Activate only if you control a "Telepathic" monster, destroy 1 monster on the field.

 

Telepathic Control

Equip Spell

Equip only to an Opponent's monster, While you control a "Telepathic" monster you gain control of the equipped card. When this card is sent to the graveyard add 1 "Telepathic" Spell from your graveyard to your hand except "Telepathic Control".

 

 

 

 

 

 

Agent - Fire

4/Fire/Warrior

1500/1000

Once per turn inflict 200 damage to your opponent for each "Agent" monster you control.

 

Agent - Water

4/Water/Warrior

1600/2000

When this card destroys a monster in battle your opponent must discard 1 card from their hand. When this card is destroyed add 1 "Agent" card from your deck to your hand.

 

Agent - Wind

4/Wind/Warrior

1700/1000

Once per turn discard 1 card from your hand to return 1 card on the field to its owners hand. When this card is destroyed or removed from the field return all cards on the field to their owners hand.

 

Agent - Earth

4/Earth/Warrior

1900/1000

When this card destroys a monster in battle you can Special Summon 1 "Agent" monster from your graveyard during your next End Phase.

 

Agent Training Grounds

Field Spell

All "Agent" Monsters gain 200 attack. When this card would be removed from the field you gain 2000 lifepoints.

 

Agent Head Quaters

Field Spell

Once per turn Special Summon 1 "Agent" monster from your hand or deck. When this card is removed from the field you can activate 1 Field Spell from your hand or deck.

 

 

 

 

 

 

 

Archangel - Azel

4/Dark/Fairy

1800/1000

Any monster that battles this monster is destroyed after Damage Calculation. Once per turn remove 2 "Silent" counters from the field to destroy 1 Spell or Trap on the field.

 

Archangel - Gabriel

4/Light/Fairy

1900/1000

During each of your End Phases place 2 "Silent" counters on any card on the field. Remove 10 "Silent" counters from the field to destroy up to 5 cards your opponent controls.

 

Archangel - David

4/Light/Fairy

2000/1000

This card can be Special Summoned from your hand by removing 4 "Silent" counters from your hand. During each of your End Phases remove all "Silent" counters from the field and increase your lifepoints by 800 * the number of counters removed from the field.

 

Archangel - Raph

5/Dark/Fairy

2500/1000

When this card is Tribute Summoned you can remove 1 "Silent" Counter from your side of the field to destroy up to 2 cards on the field. During each of your Standby Phases place 5 "Silent" counters on this card. When this card is removed from the field inflict damage to your opponent equal to the number of counters that was on this card * 200.

 

Herald of the Angels

2/Tuner/Light/Fairy

500/500

You can Special Summon this card from your hand by removing 1 "Silent" counter on the field. When this card is sent to the graveyard add 1 "Archangel" from your deck or graveyard to your hand. When this card is removed from play you can place 1 "Archangel" from your graveyard on the top of your deck.

 

Council of Angels

Field Spell

All "Archangel" monsters gain 200 attack and defence. When an "Archangel" monster is destroyed place 4 "Silent" counters on this card. When this card would be removed from the field you can remove 1 "Silent" counter on it to keep it on the field.

 

 

 

 

 

Ancient Warrior - Kena

4/Warrior/Earth

1300/1000

This card can be Special Summoned from your hand by removing 1 Equip Spell from your graveyard. This card gains 300 attack and defense for each card Equipped to it.

 

Ancient Warrior - Loil

4/Warrior/Earth

1400/1600

This card can be Special Summoned from your hand by removing 1 Equip Spell from your graveyard. You can tribute 1 Equip Spell equiped to this card to destroy 1 monster on the field.

 

Ancient Warrior - Kelso

4/Warrior/Earth

1600/100

This card can be Special Summoned from your hand by removing 2 Equip Spell cards from your graveyard. You can tribute 1 Equip Spell equppied to this card to destroy 1 Spell or Trap on the field.

 

Ancient Summonings

Equip Spell

Equip only to an "Ancient Warrior" monster. When this card is sent to the graveyard add 1 "Ancient Warrior" and 1 Equip Spell from your deck to your hand.

 

Ancient Blade - Oasake

Equip Spell

Equip only to an "Ancient Warrior". The equipped card gains 800 attack. When this card is sent to the graveyard you can return 1 Removed from Play Equip Spell cards to your hand.

 

Ancient Shield - Dellos

Equip Spell

Equip only to an "Ancient Warrior". The equipped card cannot be destroyed in battle. When this card is sent to the graveyard you can draw cards until you draw an Equip Spell, the rest of the cards are sent to the graveyard.

 

Ancient Mask - Majoris

Equip Spell

The equipped monster is treated as an "Ancient Warrior". Once per turn by removing 1 Equip Spell from your graveyard you can Special Summon 1 Level 4 or lower "Ancient Warrior" from your graveyard.

 

Ancient Warrior - Gilford the Mighty

Warrior/8/Earth

3000/1000

This card cannot be Normal Summoned or Set this card can only be Special Summoned by removing 2 face-up Equip Spells on the field. Equip Spells equipped to this card cannot be destroyed by your opponent's card effect. This card gains 100 attack for each Equip Spell equipped to it. Once per turn you can discard 1 "Ancient Warrior" from your hand to draw 2 cards. While this card is equipped with an Equip Spell your opponent cannot destroy "Ancient Warrior" monsters you control in battle.

 

Exavation of the Ancients

Equip Spell

Equiped only to a Level 8 "Ancient Warrior" when this card is destroyed alongside another Equip Spell return all Equip Spells in your graveyard to your hand.

 

 

 

 

 

 

Vampire Knight

4/Zombie/Dark

1700/1000

When this card inflicts battle damage your opponent must send 2 Spells from their deck to the graveyard.

 

Vampire Archer

3/Zombie/Dark

1300/1300

When this card inflicts battle damage your opponent must send 3 Traps from their deck to the graveyard.

 

Vampire Destroyer

4/Zombie/Dark

1900/1000

When a monster inflicts battle damage to your opponent they must send 1 Spell, 1 Monster and 1 Trap from thier deck to their graveyard.

 

 

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Thunder Snapper

1/Thunder/Light

500/500

Pay 500 lifepoints to inflict 500 damage to your opponent. While this card is in your graveyard all THUNDER monsters gain 500 attack. If you control another THUNDER monster you can Special Summon this card from your hand.

 

I think the effect should be once per turn. Since the way it is now, It + Dark Room of Nightmare = 2 card F/OTK

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