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Bringerofcake's Thread. Be Afraid... Be Sorta Afraid...


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Welcome to this little corner of the YCM forum. This thread is all of the archetype expansions that I have created over the... four months since joining YCM. All I ask from you is something you're here to do anyway: input. Criticism, rating, whatever. I want to make cards and make them well. And I can't do that without help. So I need people to post here. So POST!!!!

[spoiler=Gemini]

NOTE: All the monsters, unless otherwise stated, are Gemini monsters.

Note: While the TCG uses "Normal Summon", I am instead using the OCG's "Gemini Summon" term where necessary to save confusion.

[spoiler=Monsters]

Awakening Soul

LIGHT

Fairy

1/0/0

You can Special Summon this card if you control a Gemini Monster. You can Tribute this card to Gemini Summon a Gemini monster you control.

 

Savior Soul Dragon

FIRE

Dragon/Synchro

10/4000/3600

"Black Bulldrago" + "Salvation Dragon - Savior Dragon" + 1 non-Tuner monster

When this card is Special Summoned, Special Summon 1 Normal Monster from your Graveyard. It cannot be removed from the field this turn. Once per turn, you can negate the effect(s) of 1 monster your opponent controls until the End Phase. Afterward, you can Normal Summon or Set 1 additional time. During your End Phase, return this card to the Extra Deck and Special Summon 1 "Black Bulldrago" from your Graveyard.

 

The Mighty God's Vessel

LIGHT

Warrior

8/100/100

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

● The original ATK and DEF of this card become 3500. This card cannot be destroyed by cards that target. When this card destroys a monster as a result of battle, deal damage to your opponent equal to half that monster's ATK.

 

Spastic Dodging Swordsman

EARTH

Warrior

4/1600/1300

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

● Once per turn, this card cannot be destroyed by a card effect. Once per turn, you can negate an attack on this monster.

 

Over-Radiating Soldier

LIGHT

Warrior

4/1700/1600

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

● Once per turn, you can Gemini Summon 1 Gemini monster you control, except "Over-Radiating Soldier". Your opponent cannot activate cards in response to this effect.

 

Dual Soul Linker

LIGHT

Spellcaster

3/1200/2000

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

● When a Gemini Summoned Gemini Monster, except this card is sent to the Graveyard, Special Summon it during the End Phase. When this card is removed from the field, destroy all monsters Special Summoned by this effect.

 

Dual Synchronizer

LIGHT

Psychic

3/1300/300

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

● This card is also treated as a Tuner monster. When this card is used for a Synchro Summon, you can send 1 Gemini monster in your hand to the Graveyard to add a Level 4 Gemini Monster to your hand.

 

Oculo-Lumanata

LIGHT

Spellcaster

4/1800/1200

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

● Once per turn, you can destroy 1 face-down card on the field. This card cannot attack the turn you activate this effect.

 

Twin Soul Patriarch

LIGHT

Fairy/Synchro

7/2900/2400

1 Tuner monster + 1 or more non-Tuner Gemini monsters

When this card is Synchro Summoned, Gemini Summon all Gemini Monsters that have not been Gemini Summoned yet. Your opponent cannot Chain cards to the activation of this effect, and cannot activate cards in response to Gemini Summons. Increase the ATK of this card by 200 for each Gemini Monster you control. Increase the ATK of all Gemini monsters you control by 200 for each Normal Monster in your Graveyard. If this card or a Gemini Monster would be destroyed, you can remove a Gemini monster in your Graveyard from play instead.

 

 

[spoiler=Spells]

On the way!

 

 

[spoiler=Traps]

On the way!

 

 

 

 

[spoiler=Barrel Dragon]

[spoiler=Monsters]

Mono-Barrel Dragon

DARK

Machine/Tuner

3/1200/600

Once per turn, during your Main Phase, toss a coin and call it. If you call it correctly, destroy 1 card your opponent controls.

 

Master Barrel Dragon

DARK

Machine/Synchro

7/2800/1500

"Mono-Barrel Dragon" + 1 or more non-Tuner monsters

This card can only be Special Summoned by Synchro Summon. Twice per turn, during your Main Phase, you can select two card on the field. Toss two coins. If both are Heads, destroy both of those cards. If both are Tails, switch this card to Defense Position, and its battle position cannot be changed until you next Standby Phase, except with a card effect.

 

Dark Barrel Dragon

DARK

Machine

7/2600/2300

You can Special Summon this card from your hand by removing 2 DARK Machine-type monsters in your Graveyard from play. Once per turn, during your Main Phase, you can discard a DARK monster in your hand to the Graveyard to select 3 cards on the field. Toss 3 coins. If two of the results are heads, destroy those cards and remove them from play. This effect cannot be negated by the effects of your opponent's cards.

 

Salvo Dragon

DARK

Machine

10/3500/3100

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing a "Barrel Dragon" monster or a monster with "Barrel Dragon" in its card text. Once per turn, toss a coin 5 times. For each heads, destroy 1 card your opponent controls. This card cannot attack on the turn you activate this effect.

 

Rifle Dragon

DARK

Machine

4/1600/1000

Once per turn, you can discard a card from your hand to toss a coin. If it is heads, destroy a card on the field. This card cannot attack the turn you activate this effect. If this card attacks a Defense Position Monster, destroy that card without applying Damage Calculation.

 

Gauss Dragon

DARK

Machine

6/2400/2100

During your Standby Phase, toss a coin. If the result is Tails, this card cannot attack this turn and the following effects are negated until the End Phase:

Discard a card from your hand to destroy a card on the field. You can only activate this effect three times per turn.

 

Tesla Dragon

DARK

Machine

6/2100/2400

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play a Level 6 or higher DARK Machine-type monster in your Graveyard from play. You can negate the effects of your card requiring a coin toss(es) once per turn and redo the coin toss.

 

 

[spoiler=Spells]

Drago Charge

Normal Spell Card

You can only activate this card if you failed to destroy a card(s) by the effect of a DARK Machine-type "Dragon" monster. You can use the effect of that card once again.

 

Rapid Drago Burst

Normal Spell Card

Select 1 DARK Machine-type "Dragon" monster you control that has not activate its effect this turn. Toss a coin and call it. If you call it right, destroy all monsters your opponent controls. That card cannot attack or activate its effect this turn.

 

 

 

 

 

[spoiler=Gravekeepers]

[spoiler=Monsters]

Gravekeeper's Warden

DARK

Spellcaster

4/1800/1700

Monsters removed from play cannot be returned to play.

 

The Gravekeeper

DARK

Spellcaster

8/3400/1700

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned by removing from play three "Gravekeeper's" monsters with different names in your Graveyard from play (ignoring the effects of other cards on the field) or by the effect of a "Gravekeeper's" monster. While this card is face-up on the field, "Gravekeeper's" monsters cannot be destroyed by effects that do not target. You can negate the activation and effects of cards that target or activate in the Graveyard and destroy them. This card cannot be destroyed while you control another "Gravekeeper's" monster.

 

Soul of the Valley

DARK

Spellcaster/Union

This card can be Special Summoned from your hand while you control a "Necrovalley". Once per turn, you can equip this card to a face-up "Gravekeeper's" monster you control, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that equipped monster gains 500 ATK and DEF. When the equipped monster destroys an opponent's monster by battle, draw 1 card. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

Gravekeeper's Infantrymen

DARK

Warrior

4/1500/500

When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower "Gravekeeper's" monster in your hand to the field.

 

Gravekeeper's Synchron

DARK

Machine/Tuner

3/1400/1200

When this card is Summoned, Special Summon 1 Level 4 or less "Gravekeeper's" monster in your Graveyard to the field in Defense Position. That monster's effects are negated, and it cannot change battle position until the End Phase of your next turn. This card's effects are not affected by "Necrovalley".

 

Gravekeeper's Warrior

DARK

Spellcaster/Synchro

7/2600/1700

"Gravekeeper's Synchron" + 1 or more non-Tuner monsters

When this card is Synchro Summoned, you can add a Level 4 or lower Gravekeeper monster in your Graveyard to your hand. You and all of your cards are not affected by "Necrovalley".

 

Gravekeeper's Guard Dog

DARK

Beast

If you control a Spellcaster-Type "Gravekeeper's" monster, your opponent cannot select any monster you control, except this card, as an attack target, or as a target of a Spell or Trap Card.

 

 

[spoiler=Spells]

Gravekeeper's Incantation

Quick Play Spell Card

You can only activate this card while you control a "Gravekeeper's" monster. Increase the ATK of all "Gravekeeper's" monsters by 500 points.

 

Rite of Passage

Continuous Spell Card

A player must remove a monster in their Graveyard from play to declare an attack.

 

Rite of Salvation

Continuous Spell Card

Once per turn, when a "Gravekeeper's" monster is sent to the Graveyard, you can remove it from play instead. If you do, Special Summon it during the next Standby Phase. This card is not affected by the effects of "Necrovalley".

 

Gravekeeper's Staff of the Styx

Equip Spell Card

You can only equip this card to a "Gravekeeper's" monster. Increase the ATK of that card by 500 points, and any Battle Damage that card deals is treated as the effect damage of this card.

 

Rite of Solitude

Normal Spell Card

You can only activate this card if "Rite of Salvation" and "Rite of Passage" are face-up on the field and "Rite of Spirit" is in your Graveyard. Destroy all Continuous Spell Cards you control to Special Summon a "The Gravekeeper" from your Deck, ignoring Summoning conditions. Its effects are negated until the End Phase.

 

Mortos Spring

Field Spell Card

You cannot activate this card if you already control a "Necrovalley". Pay 1000 Life Points. While this card is face-up on the field, its name is also treated as "Necrovalley". Increase the ATK of all Gravekeeper's monsters you control by 800. Negate the effects of Spell, Trap and Monster Cards that affect a card(s) in the Graveyard. Your opponent cannot remove from play cards in the Graveyard. When a monster is sent to the Graveyard, that monster's controller removes a monster in their Graveyard from play. When a monster is removed from play, gain 300 Life Points.

 

 

[spoiler=Traps]

Necrochasm

Normal Trap Card

When your opponent Summons a monster with 1000 or more ATK while you control "Necrovalley", destroy that card and remove it from play. This card's activation and effect are not negated by the effects of "Necrovalley".

 

NecroTornado

If you control "Necrovalley", when your opponent declares an attack, change all of your opponent's Attack Position monsters to Defense Position.

 

Gravekeeper's Hand of Demise

Continuous Trap Card

After activation, this card is treated as an Equip Card, and equip it to a "Gravekeeper's" monster on your side of the field. The equipped monster gains 500 ATK and when it destroys a monster by battle, remove that card from play instead of sending it to the Graveyard. Once per turn, during your Main Phase, you can add one of your removed from play monsters to your hand. If this card is sent to the Graveyard after activation, remove the equipped monster from play.

 

Soul Guard

Counter Trap Card

You can only activate this card while you control a "Gravekeeper's" monster. You can Tribute 1 monster you control to negate the activation and effect of a card whose effect would destroy a "Necrovalley" you control.

 

 

 

 

 

[spoiler=B.E.S.]

IMPORTANT!! As with Dark Scorpions, for the purposes of these cards, Big Core counts as a B.E.S. card, for reasons of repetitive typing prevention.

[spoiler=Monsters]

B.E.S. Mobile Repair Bay

LIGHT

Machine/Union

2/700/700

Once per turn, you can equip this card to a face-up "B.E.S." monster you control, OR unequip it and Special Summon it in face-up Attack Position. Once per turn, put a counter on the equipped card. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

B.E.S. Twinlock

LIGHT

Machine/Tuner

3/1600/1600

When this card is Summoned, put 2 counters on it. This card cannot be destroyed by battle as long as it has a counter on it. If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If this card is Tributed for the Tribute Summon of a "B.E.S." monster, it counts as two Tributes. If this card is used for a Synchro Summon, redistribute its counters amongst your other "B.E.S." monsters.

 

Mosquito-Class Swarmer

DARK

Machine

4/1600/1400

If you control a "B.E.S." monster, you can Special Summon this card from your hand. When this card is Special Summoned from your hand, you can Special Summon another "Mosquito-Class Swarmer" monster from your Deck.

 

B.E.S. Station

LIGHT

Machine

9/?/?

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 Level 5 or higher "B.E.S." monsters you control. This card's original ATK and DEF are equal to the Levels of the Tributed monsters x200. When this card is Summoned, put 3 counters on it. This card cannot be destroyed by battle. If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it. Once per turn, during your Main Phase, you can discard a Machine-Type monster from your hand to Special Summon a "B.E.S." monster in your Graveyard to the field, and if it has no counters, put 2 counters on it. Once per turn, during your Main Phase, put a counter on all "B.E.S." monsters you control.

 

B.E.S. Terra Firma

EARTH

Machine

6/2300/1000

When this card is Summoned, put 3 counters on it. This card cannot be destroyed by battle. If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it. You can switch this card into Defense Position to put a counter on it. If so, you cannot change its battle position until your next End Phase, except with a card effect.

 

B.E.S. Goliath

DARK

Machine/Synchro

10/0/0

"B.E.S. Twinlock" + 1 "B.E.S." non-Tuner monster

This card cannot be Special Summoned except by Synchro Summon. When this card is Summoned, put 6 counters on it. This card cannot be destroyed by battle. If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it. Increase the ATK and DEF of this card by 500 for each counter on it. You can remove 2 counters from this card to destroy 1 card on the field.

 

 

[spoiler=Spells]

B.E.S. Shield Linker

Continuous Spell Card

When a "B.E.S." monster is destroyed and sent to the Graveyard, except by its own effect, redistribute its counters amongst your other "B.E.S." monsters.

 

Miraculous Repair Effort

Quick Play Spell Card

Put up to two counters on a "B.E.S." monster you control.

 

B.E.S. Shield Burst

Normal Spell Card

Activate only while you control a "B.E.S." monster with at least 1 counter. Remove a counter from a "B.E.S." monster to destroy a card on the field.

 

Boss Bomb Blast

Normal Spell Card

Activate only while you control 2 or more "B.E.S." monsters. Deal 1500 damage to your opponent.

 

 

 

[spoiler=Traps]

 

B.E.S. Shield Blocker

Continuous Trap Card

When this card is activated, put 4 counters on it. Once per turn, you can negate an attack on a "B.E.S." monster by removing a counter on this card. If you cannot, destroy it.

 

Shield Repulsors

Normal Trap Card

You can only activate this card when your opponent declares an attack. Remove 2 counters from a "B.E.S." monster you control to destroy all Attack Position monsters your opponent controls.

 

 

 

 

[spoiler=Elementals]

[spoiler=Monsters]

Element Wing

WIND

Winged Beast

4/1800/1500

This monster gets the following effect(s) while there is another monster(s) with the following Attribute(s) on the field:

● WIND: If this card destroyed your opponent's monster by battle, it can attack once again in a row.

● LIGHT: This card cannot be destroyed by the effects of Trap Cards.

 

Element Frog

WATER

Aqua

2/1200/0

This monster gets the following effect(s) while there is another monster(s) with the following Attribute(s) on the field:

● WATER: Control of this card cannot switch.

● LIGHT: This card cannot be destroyed by the effects of Trap Cards.

 

Element Hunter

EARTH

Warrior

3/1400/1200

This monster gets the following effect(s) while there is another monster(s) with the following Attribute(s) on the field:

● EARTH: Negate the effect of an Effect Monster that this card destroyed by battle.

● DARK: If this card destroys a monster as a result of battle, remove that monster from play instead of sending it to the Graveyard.

 

Element Chimera

FIRE

Beast

7/2700/2000

This monster gets the following effect(s) while there is a monster(s) with the following Attribute(s) on the field:

● WATER: Negate the effects of Spell Cards that target this card and destroy those cards.

● EARTH: This card cannot be destroyed by cards that do not target.

● LIGHT: This card cannot be destroyed by the effects of Trap Cards.

 

Element Kraken

WATER

Aqua

7/2700/2000

This monster gets the following effect(s) while there is a monster(s) with the following Attribute(s) on the field:

● DARK: A monster destroyed by this card in battle is removed from play.

● FIRE: Increase the ATK of this card by 700

● WIND: During battle between this monster and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points.

 

Element Prodigy

DARK

Spellcaster/Tuner

4/1600/300

If this monster is used for a Synchro Summon, that monster gets up to two of the following effects while there is a monster(s) with the following Attribute(s) on the field until the End Phase:

● EARTH: This card cannot be destroyed by cards that do not target.

● FIRE: Increase the ATK of this card by 800.

● WATER: Until the End Phase of this turn, negate the effects of Spell Cards that target this card and destroy those cards.

● WIND: During battle between this monster and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points.

 

Element Egotist

LIGHT

Spellcaster/Synchro

7/2200/1900

"Element Prodigy" + 1 or more "Element" non-Tuner monsters

This card retains the effects of "Element Prodigy" past the End Phase. When this card is Special Summoned from the Graveyard, it gains two of the Attribute effects of "Element Prodigy".

 

Element Master

DARK

Spellcaster

9/3200/2500

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by offering 3 "Element" monsters that do not have the same effects. Once per turn, roll a six-sided die. This card's Attribute is based on the result:

● 1: This card's attribute is treated as WATER

● 2: This card's attribute is treated as DARK

● 3: This card's attribute is treated as FIRE

● 4: This card's attribute is treated as WIND

● 5: This card's attribute is treated as LIGHT

● 6: This card's attribute is treated as EARTH

 

Elements Incarnate: Earth

EARTH

Fairy

7/2600/1800

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 3 "Element" monsters with the EARTH effect in your Graveyard from play. This card cannot be destroyed in battle with WIND monsters. Your monsters cannot be destroyed by cards that do not target. Negate the effects of Effect Monsters that your monsters destroy by battle.

 

Elements Incarnate: Wind

WIND

7/2600/1800

Fairy

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 3 "Element" monsters with the WIND effect in your Graveyard from play. This card cannot be destroyed in battle with EARTH monsters. When your monsters destroy a monster by battle, they can attack once again in a row. During battle between monsters you control and a Defense Position monster whose DEF is lower than the ATK of your monster, inflict the difference as Battle Damage to your opponent's Life Points.

 

Elements Incarnate: Fire

FIRE

Fairy

7/2600/1800

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 3 "Element" monsters with the FIRE effect in your Graveyard from play. This card cannot be destroyed in battle with WATER monsters. Increase the ATK of your monsters by 900 points.

 

Elements Incarnate: Water

WATER

Fairy

7/2600/1800

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 3 "Element" monsters with the WATER effect in your Graveyard from play. This card cannot be destroyed in battle with FIRE monsters. Control of your monsters cannot be switched. Negate the effects of Spell Cards that target cards on your side of the field and destroy them.

 

Elements Incarnate: Light

LIGHT

Fairy

7/2600/1800

This card cannot be Normal Summoned or Set. THis card can only be Special Summoned by removing from play 3 "Element" monsters with the LIGHT effect in your Graveyard from play. This card cannot be destroyed in battle with DARK monsters. Your monsters cannot be destroyed by the effects of Trap Cards. When a monster you control destroys an opponent's monster by battle, deal 700 damage to your opponent.

 

Elements Incarnate: Dark

DARK

Fairy

7/2600/1800

This card cannot be Normal Summoned or Set. THis card can only be Special Summoned by removing from play 3 "Element" monsters with the DARK effect in your Graveyard from play. This card cannot be destroyed in battle with LIGHT monsters. When your opponent's monsters are destroyed in battle, remove them from play instead of sending them to the Graveyard. When a monster is removed from play with this effect, you may draw a card.

 

 

[spoiler=Spells]

Element Soul Flash

Normal Spell Card

Select 1 "Element" monster you control. Activate one of the Attribute effects of that monster that is not already activated until the End Phase.

 

Birth of the Elements

Normal Spell Card

Tribute 3 "Element" monsters that share an Attribute effect. Special Summon 1 "Element Incarnate" monster from your Deck with an Attribute that matches the Attribute effect, ignoring Summoning conditions.

 

Elemental Conversion Unit

Continuous Spell Card

Once per turn, you may Tribute an "Element" monster you control to Special Summon a different "Element" monster from your Deck that shares the same Attribute effect.

 

Elemental Resplendence

Quick-Play Spell Card

Select 2 Attribute effects on an "Element" monster you control. Special Summon 2 "Element Tokens" (Fairy-Type/?/Level 3/ATK 1000/DEF 1500) to the field in Defense Position. The Tokens' Attributes are those of the Attribute effects.

 

 

[spoiler=Traps]

Element Manufacture Unit

Continuous Trap Card

Once per turn, during your opponent's Battle Phase, roll a six-sided die. Special Summon 1 "Element Manufacture Token" (Rock-Type/?/Level 1/ATK 0/DEF 0) to the field in Defense Position. Its attribute is based on the result:

● 1: WATER

● 2: DARK

● 3: FIRE

● 4: WIND

● 5: LIGHT

● 6: EARTH

 

Elemental Lightning Strike!

Normal Trap Card

You can only activate this card if you control "Elemental" monster(s) with WIND and WATER Attribute effects. Destroy all Attack Position monsters your opponent controls.

 

Elemental Dark Block

Normal Trap Card

You can only activate this card if you control "Elemental" monster(s) with DARK and EARTH Attribute effects. Your monsters cannot be destroyed by battle this turn.

 

Elemental Blinding Sparks

Normal Trap Card

You can only activate this card if you control "Elemental" monster(s) with LIGHT and FIRE Attribute effects. Your opponent cannot declare an attack this turn.

 

Element Link

Normal Trap Card

You can only activate this card when you Normal Summon an "Element" monster. Special Summon a Level 4 or lower "Element" monster whose Attribute matches one of the Summoned monster's Attribute effect. That monster cannot attack this turn.

 

Soul of the Elements: Earth

Normal Trap Card

You can only activate this card by removing an EARTH monster or an "Element" monster with an EARTH Attribute effect in your Graveyard from play. Until the End Phase of this turn, negate the effects of your opponent's monsters on the field.

 

Soul of the Elements: Water

Normal Trap Card

You can only activate this card by removing an WATER monster or an "Element" monster with a WATER Attribute effect in your Graveyard from play. Your monsters cannot be destroyed by the effects of Spell Cards until the End Phase of this turn.

 

Soul of the Elements: Fire

Normal Trap Card

You can only activate this card by removing an FIRE monster or an "Element" monster with a FIRE Attribute effect in your Graveyard from play. Increase the ATK of your monsters by 500 until the End Phase.

 

Soul of the Elements: Wind

Normal Trap Card

You can only activate this card by removing an WIND monster or an "Element" monster with an WIND Attribute effect in your Graveyard from play. During battle between monsters you control and a Defense Position monster whose DEF is lower than the ATK of your monster, inflict the difference as Battle Damage to your opponent's Life Points.

 

 

 

 

[spoiler=Dark Scorpions]

IMPORTANT!!!! For the purposes of these cards, "Don Zaloog" and "Cliff the Trap Remover" are treated as "Dark Scorpion" monsters (so I don't have to write it each time).

[spoiler=Monsters]

Dark Scorpion - The Launderer

DARK

Warrior

3/800/1200

If you control a "Dark Scorpion" monster, this card cannot be targeted for an attack. Any card sent from the hand or Deck to the Graveyard by the effect of a "Dark Scorpion" monster is removed from play instead.

 

Dark Scorpion - The Lookout

DARK

Warrior/Tuner

2/900/700

Once per turn, when your opponent's monster declares an attack against a "Dark Scorpion" monster, you can activate a Normal Trap Card from your hand.

 

Dark Scorpion - The Getaway Driver (he would have 2 Des Lacoodas and a carriage. lol)

DARK

Warrior

4/1500/200

When a "Dark Scorpion" monster is targeted for an attack, you can return both that monster and this card to your hand to negate the attack and end the Battle Phase.

 

Dark Scorpion - The Bouncer

DARK

Warrior

2400/200

If this card is in Attack Position, it cannot attack. Your Spell or Trap cards cannot be destroyed by card effects.

 

 

[spoiler=Spells]

Dark Scorpion's Den

Field Spell Card

Increase the ATK of all "Dark Scorpion" monsters by 700. Each time a "Dark Scorpion" monster is returned to your hand, or discards cards from your opponent's hand or Deck, put a "Sting Counter" on this card. You can remove 3 "Sting Counters" from this card to negate a battle between a "Dark Scorpion" monster and a monster with higher ATK, and destroy that monster.

 

Dark Scorpion's Midnight "Stroll"

Normal Spell Card

You can only activate this card while you control a "Dark Scorpion" monster. Destroy 1 monster your opponent controls.

 

Dark Scorpion Recruitment Procedure

Quick-Play Spell Card

Tribute 1 Warrior-type monster you control to Special Summon a "Dark Scorpion" monster with the same Level from your hand or Deck.

 

Dark Scorpion Curvature Technique

Continuous Spell Card

During battle between a "Dark Scorpion" monster and a Defense Position monster whose DEF is lower than the ATK of the "Dark Scorpion" card, inflict the difference as Battle Damage to your opponent's Life Points.

 

 

 

[spoiler=Traps]

Dark Scorpion Smokescreen Tactic

Normal Trap Card

Activate only when you control a "Dark Scorpion" monster. Your opponent's monsters cannot declare an attack this turn.

 

Dark Scorpion' Surprise Detonation!

Counter Trap Card

You can only activate this card when your opponent activates an effect that destroys your Spell or Trap card(s) while you control a "Dark Scorpion" monster. Negate the activation and effect of that card, and destroy two cards your opponent controls.

 

Five-fingered Discount

Continuous Trap Card

When your opponent discards cards as the result of another effect, they discard 1 more card.

 

 

 

 

 

[spoiler=Guardians]

[spoiler=Monsters]

Apprentice Guard

LIGHT

Warrior

3/1200/900

If this card is equipped with an Equip Card, you can Tribute it to Special Summon a "Guardian" monster from your hand or Deck with that Equip Card's name in its card text, and equip it with that equip card.

 

The Exalted One

LIGHT

Warrior

8/0/0

This card cannot be Normal Summoned or Set. You can only Special Summon this card by the effect of "Blade of the Exalted". When this card is Special Summoned by that effect, equip a "Bade of the Exalted" to this card. This card cannot be destroyed by the effects of Equip Cards. If you control a "Guardian" monster, this card cannot be targeted for an attack.

 

Guardian Re'Fiarr

EARTH

Warrior

6/2000/1900

This card can only be Summoned if you control "Jutte no Hougyoku- Re'Fiarr" When this card is Summoned, equip 1 "Jutte no Hougyoku- Re'Fiarr" to this card, and if it was previously equipped to your opponent's monster, destroy that monster. When this card destroys a monster as a result of battle, deal damage to your opponent's Life Points equal to half this card's ATK.

 

Guardian Statue

LIGHT

Rock

2/0/0

You can Special Summon this card from your hand. If you do, you can equip an Equip Spell Card from your Deck or Graveyard to this card. When this card is equipped with an Equip Spell Card, remove that card from play, and also treat this card's name as that card's also. If a "Guardian" monster is Summoned and the equip card in its card text is removed from play, you can equip it to this card. When this card is removed from the field, return all removed from play Equip Spell Cards to your Deck and shuffle it.

 

Guardian Resfius

LIGHT

Spellcaster

7/2600/2000

You can only Summon this card while "Radiant Sceptre- Resifus" is face-up on the field. When this card is Summoned, equip a "Radiant Sceptre- Resifus" to this card. When this card attacks, destroy 1 face-down card on the field. If it is flipped face-up, it is destroyed anyway.

 

 

 

[spoiler=Spells]

 

Radiant Sceptre- Resifus

Equip Spell Card

You must reveal one card in your hand to activate this card from your hand. Increase the ATK of the equipped monster by 400, and once per turn you can look at all face-down cards on the field.

 

Jutte no Hougyoku- Re'Fiarr

Equip Spell Card

Send one EARTH monster from your hand to the Graveyard to activate this card. If the equipped monster attacks a Defense Position monster, destroy it immediately with this card's effect.

 

The True Essence

Normal Spell Card

You can only activate this card by selecting an Equip Card on your side of the field. Special Summon a "Guardian" monster from your hand, Deck, or Graveyard with the selected Equip Card's name in its card text. Deal damage to your Life Points equal to the Special Summoned monster's Level x100.

 

Guardian's Grasp

Continuous Spell Card

If a "Guardian" monster is equipped with the Equip Spell Card in its card text, that Equip Spell Card cannot be destroyed by your opponent's card effects.

 

 

[spoiler=Traps]

Guardian Block

Normal Trap Card

You can only activate this card when your opponent declares an attack while you control a "Guardian" monster equipped with the Equip Spell Card in its card text. Destroy all Attack Position monsters your opponent controls.

 

More to come.

 

 

 

 

 

[spoiler=Toons]

[spoiler=Monsters]

Red-Eyes Toon Dragon

DARK

Dragon/Toon

7/2400/2000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned while "Toon World" is on your side of the field. You can Special Summon this monster from your hand, but Tributes are required for monster Level 5 or more. When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. This card's name is also treated as "Red-Eyes Black Dragon" while face-up on the field or in the Graveyard.

 

Mystic Toon-mato

DARK

Plant/Toon

4/1400/1100

This card cannot attack during the turn that it is Normal Summoned, Flip Summoned, or Special Summoned. When "Toon World" on the field is destroyed, destroy this card. If "Toon World" is on your side of the field and your opponent does not control a Toon Monster, this card can attack your opponent's Life Points directly. If this card is destroyed as a result of battle and sent to the Graveyard, you can Special Summon a Toon monster with 1500 or less ATK from your Deck to the field in Attack Position.

 

Blue-Eyes Ultimate Toon Dragon

LIGHT

Dragon/Fusion/Toon

12/4500/3800

"Blue-Eyes Toon Dragon" + "Blue-Eyes Toon Dragon" + "Blue-Eyes Toon Dragon"

This card can only be Fusion Summoned by removing the above monsters from play. (You do not use Polymerization.) This card cannot attack during the turn that it is Special Summoned. When "Toon World" on the field is destroyed, destroy this card. If your opponent does not control a Toon Monster, this card can attack your opponent's Life Points directly. This card can attack three times per turn. If your opponent controls monsters and this card attacks directly, all the Direct Damage is halved.

 

Black Toon Dragon

DARK

Dragon/Fusion/Toon

9/3200/2500

"Toon Summoned Skull" + "Red-Eyes Toon Dragon"

This card can only be Fusion Summoned by removing the above monsters from play. (You do not use Polymerization.) This card cannot attack during the turn that it is Special Summoned. When "Toon World" on the field is destroyed, destroy this card. If "Toon World" is on your side of the field and your opponent does not control a Toon Monster, this card can attack your opponent's Life Points directly. If "Toon World" is on the field, during battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points.

 

The Toon Reaper

DARK

Zombie/Toon

3/300/200

This card cannot attack during the turn that it is Normal Summoned, Flip Summoned, or Special Summoned. When "Toon World" on the field is destroyed, destroy this card. If "Toon World" is on your side of the field and your opponent does not control a Toon Monster, this card can attack your opponent's Life Points directly. When this card deals damage to your opponent's Life Points, discard one card fro their hand to the Graveyard. If "Toon World" is face-up on the field, this card cannot be destroyed in battle.

 

Obelisk The Toon-mentor

DIVINE

Divine-Beast/Toon

12/4000/4000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Toon-ification Instification!" This card's name is also treated as "Obelisk the Tormentor" while face-up on the field. This card cannot attack during the turn that it is Special Summoned. When "Toon World" on the field is destroyed, destroy this card. If "Toon World" is on your side of the field and your opponent does not control a Toon Monster, this card can attack your opponent's Life Points directly. Once per turn, during your Main Phase, you can offer two other Toon monsters you control to destroy your opponent's monsters. Toon monsters cannot attack the turn you activate this effect.

 

Uria, Lord of Searing Toons

FIRE

Pyro/Toon

10/?/?

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 Toon monsters on your Side of the field, or by the effect of "Toon-ification Instification!". This card cannot attack during the turn that it is Special Summoned. When "Toon World" on the field is destroyed, destroy this card. If "Toon World" is on your side of the field and your opponent does not control a Toon Monster, this card can attack your opponent's Life Points directly. This card's ATK and DEF are equal to the number of Toon monsters in your Graveyard x800. Once per turn, during your Main Phase, you can destroy a Toon monster on your side of the field to deal 1000 points of damage to your opponent's Life Points.

 

Toon Synchron

DARK

Warrior/Toon

3/1500/1300

This card cannot attack during the turn that it is Summoned. When "Toon World" on the field is destroyed, destroy this card. If "Toon World" is on your side of the field and your opponent does not control a Toon Monster, this card can attack your opponent's Life Points directly. When this card is Normal Summoned, you can Special Summon a Level 3 or lower Toon monster from your Graveyard, ignoring Summoning conditions.

 

Toon Warrior

EARTH

Warrior/Synchro/Toon

6/2300/2000

This card cannot attack during the turn that it is Special Summoned. When "Toon World" on the field is destroyed, destroy this card. If "Toon World" is on your side of the field and your opponent does not control a Toon Monster, this card can attack your opponent's Life Points directly. Incrase the ATK of this card by half the combined level of all Toon monsters on the field x200.

 

 

[spoiler=Spells]

The Nauseatingly Massive Toon Castle

Field Spell Card

This card's name is treated as "Toon World" while face-up on the field. When a Toon monster attacks directly, put a Safety Counter on this card. Toon monsters gain 100 DEF for each Safety Counter on this card. If "Toon World" would be destroyed, you can remove 1 Safety Counter from this card instead.

 

Toon-ification Instantification!

Quick-Play Spell Card

Activate only when you control a face up "Toon World" on your side of the field. Tribute 1 monster you control. Special Summon 1 Toon monster from your hand, deck or graveyard that has the same name as the Tributed monster in its name.

 

The Toon-ining

Normal Spell Card

Select a Level 3 or lower Toon monster you control. Until your next End Phase, that monster is also treated as a Tuner monster.

 

Bombs Away!

Normal Spell Card

YOu can only activate this card while you control a "Toon World". Inflict 1000 points of Direct Damage to your opponent's Life Points.

 

The Massive Moat

Continuous Spell Card

You can only activate this card while "The Nauseatingly Massive Toon Castle" is face-up on the field. If your opponent declares a Direct Attack on your Life Points, you may Special Summon up to five "Toon Croc Tokens" (Reptile-Type/WATER/Level 2/ATK 1000/DEF 1000) in Attack Position on your side of the field. Destroy them at the End of your opponent's Battle Phase.

 

 

[spoiler=Traps]

Cackling, Nasty, Evil Spirit Barrier

Continuous Trap Card

While you control a Toon monster(s), you take no Battle Damage. During Each of your End Phases, destroy 1 card with "Toon" in its name. If you do not, destroy this card.

 

Despicablity!

Normal Trap Card

If a Toon monster is destroyed by the effect of a card, pay 1000 life points to destroy a monster your opponent controls, and Special Summon the Toon monster from your Graveyard.

 

SHUT THE BOOK!

Normal Trap Card

You can only activate this card if you control the continuous Spell Card "Toon World". Remove that card and all Toon monsters you control from play. During the End Phase of the turn this card was activated, activate the Toon World that you removed from play, and Special Summon the monsters removed with this effect, ignoring Summoning conditions.

 

Really Big Fireworks Display

Normal Trap Card

You can only activate this card while "The Nauseatingly Massive Toon Castle" is face-up on the field. Your opponent cannot attack this turn.

 

Toon Trap Hole

Normal Trap Card

You can only activate this card when your opponent Summons a monster while you control "Toon World". Destroy that monster.

 

 

 

 

[spoiler=Chaos]

[spoiler=Monsters]

Chaos Transmitter

DARK

Spellcaster/Tuner

3/1500/600

Once per turn, during your Main Phase, you can discard a non-Monster card from your hand to send a "Chaos" monster from your Deck to your Graveyard.

 

Chaos Priest

LIGHT

Spellcaster

2/300/600

FLIP: You may remove a DARK monster in your Graveyard from play to send a LIGHT monster from your hand or Deck to the Graveyard.

 

Chaos Prophet

DARK

Spellcaster

2/600/300

FLIP: You may remove a LIGHT monster in your Graveyard from play to send a DARK monster from your hand or Deck to the Graveyard.

 

Chaos Disciple

DARK

Warrior

4/1800/1000

This monster gets the following effect(s) while there is a monster(s) with the following Attribute(s) on the field:

● LIGHT: Increase the ATK of this card by 400. When this card destroys a monster as a result of battle, this card may attack once again in a row.

● DARK: Destroy and remove from play any monster this card attacks at the end of the Damage Step.

 

Chaos Dancer

LIGHT

Spellcaster

4/1000/1200

This card cannot be Special Summoned if you do not control a DARK monster. Once per turn, during your Main Phase, switch this card to Attack Position and select 1 other monster on your side of the field. If that card destroys a monster in battle, it can attack once again in a row. If you activate this effect, this card cannot change battle position until your opponent's next Main Phase 1.

 

Chaos Paladin

LIGHT

Warrior

6/2300/2000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 1 LIGHT and 1 DARK monster in your Graveyard from play. If this card destroys a monster as a result of battle, this card may attack once again in a row. Any damage this card deals if you activate this effect is halved.

 

 

Leuk-Tamso, Chaos General

LIGHT

Warrior

8/3000/2800

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 3 LIGHT or DARK monsters in your Graveyard from play, including 1 LIGHT and 1 DARK monster. As long as this card remains face-up on the field, you can send a LIGHT or DARK monster from your Deck to your Graveyard instead of drawing for your Draw Phase. If you are removing monsters from play for the effect of a "Chaos" monster, you may remove a Spell or Trap Card in your Graveyard in place of a LIGHT or DARK monster. The other card(s) must be the correct one(s). You can only activate this effect once per turn.

 

Chiaroscuro, The Order of Chaos

DARK

Spellcaster

8/3000/2800

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 3 LIGHT or DARK monsters in your Graveyard from play, including 1 LIGHT and 1 DARK monster. Once per turn, during your Main Phase, you may select and activate one of the following effects:

● Remove a LIGHT monster in your Graveyard from play to reduce the ATK of a monster on the field to 0.

● Remove a DARK "Chaos" monster in your Graveyard from play to deal damage to your opponent's Life Points equal to the ATK of the removed card.

● Remove a DARK and LIGHT monster in your Graveyard from play to Special Summon a "Chaos" monster from your Graveyard, ignoring Summoning conditions.

This card cannot attack the turn you activate any of these effects.

 

Chaos Harbinger

LIGHT

Fairy

7/2900/2700

"Chaos Transmitter" + 1 or more LIGHT or DARK non-Tuner monsters.

This card's Attribute is also treated as DARK. This card gains 300 ATK for each pair of LIGHT and DARK monsters removed from play. If this card would be destroyed by a card effect, you may remove a LIGHT or DARK monster in your Graveyard from play to negate the effect and destroy the card.

 

Chaos Artilleryman

LIGHT

Warrior

4/1600/1300

This card's Attribute is also treated as DARK. When this card is Normal Summoned, you may remove three LIGHT or DARK monsters in your Graveyard from play. Inflict 500 points of damage to your opponent's Life Points for each card removed from play with this effect.

 

 

[spoiler=Spells]

Chaos Rift

Normal Spell Card

You can only activate this card if you control a "Chaos" monster. Remove a LIGHT monster and a DARK monster in your Graveyard from play to Special Summon a LIGHT or DARK monster that is removed from play to your side of the field.

 

Chaos Nightmare

Normal Spell Card

You can only activate this card if you control a DARK "Chaos" monster. Remove from play a LIGHT monster in your Graveyard to destroy 1 Defense Position monster your opponent controls.

 

Chaotic Burst

Normal Spell Card

You can only activate this card when you control a LIGHT "Chaos" monster. Remove a DARK monster in your Graveyard from play to inflict 700 points of damage to your opponent's Life Points.

 

Plane of Anarchy

Field Spell Card

Each time a LIGHT or DARK monster(s) in your Graveyard is removed from the game, put 1 Chaos Counter on this card. Increase the ATK and DEF of all "Chaos" monsters by 200 for each Chaos Counter on this card. If this card would be destroyed by a card effect, you may remove 2 Chaos Counters to not have this card destroyed. Once per turn, during your Main Phase, you can remove 3 Chaos counters from this card to activate one of the following effects:

● Send a LIGHT or DARK monster from your Deck to the Graveyard.

● Return 1 monster removed from play to your hand.

● Select one monster in your Graveyard. Treat that monster as a LIGHT or DARK monster as long as it remains in the Graveyard.

 

Clashing Epiphany

Normal Spell Card

Discard 1 "Chaos" monster from your hand to draw two cards and send one monster from your Deck to the Graveyard.

 

Chaos Blade

Equip Spell Card

This card can only be equipped to a "Chaos" monster. Increase the ATK of the equipped monster by 500 points, and if it destroys a monster in battle, it can attack once again in a row.

 

Chaos Scepter

Equip Spell Card

This card can only be equipped to a "Chaos" monster. Once per turn, during your Main Phase, you may remove a face-up monster on your opponent's side of the field from play. If you do, the equipped monster cannot attack this turn.

 

Shining Palm

Continuous Spell Card

You can only activate this card and its effect while you control a Level 6 or higher LIGHT "Chaos" monster. Once per turn, during your Main Phase, you may Special Summon one of your LIGHT monsters removed from play.

 

Fluctuating Vortex

Continuous Spell Card

Once per turn, during your Main Phase, you may Special Summon your "Chaos" monster that is removed from play, ignoring the Summoning conditions. Negate its effect, and it is removed from play during the End Phase. You cannot Special Summon a monster with the same Attribute with this effect during your next turn.

 

 

 

[spoiler=Traps]

Chaos Bonds

Continuous Trap Card

Select 1 monster. As long as this card remains on the field, that monster cannot attack, change battle positions, or be Tributed. If the selected monster is removed from the field, remove this card from play. As long as you control both LIGHT and DARK "Chaos" monsters, this card cannot be destroyed by your opponent's card effects.

 

Chaos Mirror

Counter Trap Card

You can only activate this card when your opponent activates a card that targets a "Chaos" monster you control. Send one LIGHT and one DARK monster from your hand to the Graveyard to negate the activation and effect of that card and destroy it.

 

Chaotic Memorandum

Normal Trap Card

You can only activate this card when a "Chaos" monster is destroyed. Send 1 monster from your Deck to the Graveyard and Special Summon a Level 4 or lower "Chaos" monster from your deck, ignoring Summoning conditions.

 

Dark Grip

Continuous Trap Card

You can only activate this card when a Level 6 or higher DARK "Chaos" monster is on the field. When your opponent Special Summons a monster to their side of the field, you can remove a DARK monster in your Graveyard from play to take control of it. If the monster is removed from the field, destroy this card.

 

Light into Darkness

Normal Trap Card

You can only activate this card during a player's Battle Phase. Increase the ATK of a DARK "Chaos" monster by 300 for each LIGHT monster in your Graveyard until the end of the Battle Phase.

 

Instant Merger

Normal Trap Card

You may remove 2 LIGHT and 2 DARK monsters in your Graveyard to Special Summon a Level 7 or lower "Chaos" monster from your hand, ignoring Summoning conditions.

 

 

 

[spoiler=Flint]

[spoiler=Monsters]

Flint Fighter

EARTH

Warrior

4/1800/1700

While a "Flint" equip card is equipped to this card, negate its effects, increase the ATK of this card by 500, and it can't be destroyed by effects.

 

Flint Caller

LIGHT

Spellcaster

4/1600/1700

Once per turn, during your Main Phase, you can discard a Spell Card from your hand to equip a monster on your side of the field with a "Flint" from your Graveyard. This card is not affected by the effects of "Flint" and if it is equipped with one, increases its DEF by 500 and cannot be destroyed by cards that do not target.

 

Magical Outfitter

EARTH

Spellcaster

4/1700/1800

If a monster is destroyed by the effects of an Equip Spell Card, deal 600 points of damage to your opponent's Life Points.

 

Flint Master

EARTH

Warrior

6/2300/1700

When this card is Tribute Summoned successfully, you may equip this card with a "Flint" from your hand, Graveyard, or anywhere on the field. If this card is equipped with a "Flint" card, negate its effects, increase the ATK of this card by the amount that would be decreased by "Flint", and destroy any monster this card attacks at the end of the Damage Step.

 

Flint Synchron

EARTH

Warrior

2/700/300

When this card is equipped with "Flint", negate its effects and increase the Level of this card by 2. When this card is sent to the Graveyard for a Synchro Summon while equipped woth Flint, equip another monster with the "flint" that was equipped to this card.

 

Flint Warrior

Earth

Warrior

8/2500/2000

"Flint Synchron"+ 1 or more non-Tuner monsters

When this card is Synchro Summoned, you may equip this card with a "Flint" Equip Spell Card from anywhere on the field, your hand, or your Graveyard. This card gains 300 ATK for each "Flint" card on the field. When this card is equipped with "Flint", negate its effects and you can discard a card to negate the activation and effect of a Spell or Trap card that would destroy a "Flint" card and destroy it.

 

 

[spoiler=Spells]

Big Flint

Equip Spell Card

This card can only be equipped to a Level 6 or higher monster. This card's name is treated as "Flint" while face-up on the field or in the Graveyard. A monster equipped with this card cannot change its Battle Position or attack, and has its ATK decreased by 1000 points. If the equipped monster is destroyed or Tributed, select 1 monster on the field and equip this card to that monster.

 

Boomerang Flint

Equip Spell Card

This card can only be equipped to a "Flint" monster. This card's name is treated as "Flint" while face-up on the field or in the Graveyard. When the equipped monster attacks an opponent's monster, decrease the opponent's monster's ATK by 700.

 

Double Flint

Equip Spell Card

A monster equipped with this card cannot change its Battle Position or attack, and has its ATK decreased by 600 points. If the equipped monster is destroyed or Tributed, you may activate a "Flint" from your hand or Deck.

 

Flint Bomb

Continuous Spell Card

Your opponent's monsters equipped with "Flint" are destroyed the second End Phase after being equipped.

 

 

[spoiler=Traps]

Flint Reflection

Normal Trap Card

You can only activate this card when your opponent declares an attack on a monster you control equipped with "Flint". Destroy all Attack Position monsters your opponent controls.

 

Flint Trap Hole

Normal Trap Card

You can only activate this card when your opponent Summons a monster with 1500 or more ATK. Equip this card to that monster. The equipped monster loses 200 ATK and cannot attack or change its battle position. While this card is equipped to a monster, this card's name is treated as "Flint".

 

Splinter Force

If a "Flint" is destroyed and there are no available targets to equip it to, deal 300 points of damage to your opponent's Life Points.

 

 

 

[spoiler=Miscellaneous]

Elemental Hero Blackleaf

DARK

Warrior

6/2400/1800

"Elemental Hero Necroshade"+"Elemental Hero Poison Rose"

This monster can only be Special Summoned by Fusion Summon. Once per turn, during your Main Phase, you may remove a monster in your Graveyard from play to deal damage to your opponent equal to the Level of that monster x300.

 

Speed Spell - Pit Stop

Normal Spell Card

You can only activate this card while a "Speed World" exists on the field, and you have 3 or less Speed Counters. Remove all of your Speed Counters. During the next turn's Standby Phase, put your Speed Counters on "Speed World" equal to double the amount removed.

 

Demilitarization

Quick Play Spell Card

This card can only be activated during either player's Main Phase 2 during a turn that a monster is destroyed by battle. Until the 2nd Standby Phase after activation, all monsters' battle positions are changed to Defense Position and cannot attack.

 

Synthesis Core

Normal Spell Card

You can treat this card's name as "Iron Core of Koa'ki Meiru" while it exists in your hand.

 

 

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That Dark Scorp set is amazing, awesome job ^.^

Some of the OCG looks... 'strange' but nothing I could do better with, some effects are just hard like that. Anyway, an easy 7/10 from me, the support goes well with the set.

 

 

If you're still looking for something;

http://yugioh.wikia.com/wiki/Element

http://yugioh.wikia.com/wiki/B.E.S.

http://yugioh.wikia.com/wiki/Archfiends

http://yugioh.wikia.com/wiki/Gravekeeper's

'The Agent of' cards

All of those could use some nice support, feel free to work on whichever.

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You starving for an archetype?

 

If so, then here's an archetype that I don't think has gotten much love: Barrel Dragon and friends. There's only one-two-three-FOUR cards in the series (Barrel, Blowback, Gatling, and Twin-Barrel IN ORDER OF PUBLISHING)...

 

...And it's one of my oldest favorites (I enjoyed it when Bandit Keith first used Barrel Dragon -- I think it might just be the ONLY monster in Yu-Gi-Oh! that was made COOLER by being censored in the dubs). That said . . . if you could get to giving the archetype some much-needed support, I'd very much enjoy seeing it.

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  • 4 weeks later...
  • 2 weeks later...

That Barrel Dragon archetype is... beautiful... bravo, bravo. One of the monsters (I forget which) has no stats through, and another, I think it was second to the bottom (level 6, discard one to kill one.) Is OP'd, since you can use it's effect without limit on your first turn, like Brio, but possibly even easier to Summon and destroy instead of bounce.

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Barrel Dragon edits made.

 

Darkdust: This is pretty much every single set that I've ever done since I started my account. An amalgamated collection of almost every Archetype expanded on by me. This is a slowly growing list of cards. Roundabout: I made this over time, not all at once.

 

Also might as well plug the Tornado Archetype I started. A nice shot of support should be there by the time you read this.

 

@Blackstorm: Go for it.

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I'll comment. The toons are cool, although I don't see the point in cackling nasty, evil spirit barrier when you can just use normal spirit barrier. Also, I may be wrong about this, but maybe for the safety counters, if a toon would be destroyed, you can remove a safety counter instead. Just a thought, it may not be a good idea. But anyway, i like toons. 9.99999999999/10

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