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Archetype supports


danilyu

Which of the posted archetype supports are your favourite?  

1 member has voted

  1. 1. Which of the posted archetype supports are your favourite?

    • Crystal Beasts
      0
    • DARK Counterparts
      0
    • Archlords
      0
    • Cyberdarks
      1
    • Infernity
      0
    • Cyber Dragons
      1
    • Ojamas
      0
    • Spell Counters/Endymion
      0
    • Evil Heroes
      0
    • Sacred Beasts
      1
    • Blackwing
      0
    • Gladiator Beasts
      0
    • Ninjas
      0


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I have decided to make a new thread dedicated to making new cards to support existing archetypes. If you want, you can post an archetype in which I will invest my (somewhat) creativity in. I will also be reposting my past works because I feel that it deserves to be put into the collection.

 

Anyways...

Crystal Beasts

 

Crystal Beast Garnet Phoenix

Winged Beast/Effect

FIRE, level 4

1600/1000

 

When this card is placed into your Spell & Trap Card Zone, you may Special Summon 1 "Crystal Beast" monster with an ATK of 1500 or less from your Graveyard onto your side of the field. If this card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

 

Crystal Beast Opal Dove

Winged Beast/Effect

LIGHT, level 4

100/100

 

You can discard this card to the Graveyard to add 1 "Ancient City - Rainbow Ruins" from your Deck to your hand. If this card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

 

Radiance Dragon

Dragon/Effect

LIGHT, level 8

2500/0

 

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except from your hand while you have 4 or more "Crystal Beast" cards with different names on the field or in your Graveyard. This card cannot activate its effects the turn it is Special Summoned. ● Switch the battle position of this card into face-up Defence Position. Place as many "Crystal Beast" cards from your Graveyard onto your Spell & Trap Card Zone. You cannot switch the battle position of this card until your next turn, except by a card effect. ● Send any number of "Crystal Beast" cards from your Spell & Trap Card Zones to your Graveyard. In addition to this card's normal attack, it can attack as many times as the number of "Crystal Beast" cards sent to the Graveyard using this effect. If you use this effect, any Battle Damage dealt by this card is 0.

 

Crystal Beast Onyx Serpent

Reptile/Effect

Quick Effect

DARK, level 3

800/800

 

You may send this face-up card to the Graveyard to negate the activation of a Monster Card Effect, destroy it, and you take 1000 damage. If this card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

 

NOTE: Can be used while it occupies a Spell & Trap Card Zone.

 

Crystal Beast Aquamarine Gator

Reptile/Effect

Continuous Effect

WATER, level 4

2300/1000

 

This card cannot attack unless if you control at least 2 "Crystal Beast" Cards in your Spell & Trap Card Zone. If this card is sent to the Graveyard, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

 

Supports

 

Crystal Beast Idol

Continuous Spell Card

Cost/Trigger Effect

 

Send 1 "Crystal Beast" Card from your Deck to the Graveyard. After this card's activation, gain 600 Life Points every time a "Crystal Beast" card is added to a Spell & Trap Card Zone. This card is removed from play when removed from the field.

 

NOTE: This card can be used for the effect of Ancient City - Rainbow Ruins as it is a "Crystal Beast" card itself.

 

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Crystal Merchant

Effect Monster

Ignition Effect

1000/2000

EARTH, Level 4

Spellcaster

 

Once per turn, you may search your Deck for a "Crystal Beast" Card and add it to your hand. Your opponent draws 1 card.

 

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Crystal Beast Shrine

Continuous Trap Card

 

Discard 2 "Crystal Beast" cards from your hand. As long as this card remains face-up on the field, you may treat any of your Monster Card Zones as your Spell & Trap Card Zones. That zone cannot be used for Monster Cards if it is occupied with a Spell or a Trap Card. If this card is removed from the field or becomes inactive, remove from play all cards in your Monster Card Zones.

DARK Counterparts

 

Dark Marauder (DARK version of Marauding Captain)

DARK, level 3

1200/400

Warrior/Effect

 

This card cannot be Special Summoned. When this card is summoned, Special Summon 1 Level 4 or lower DARK monster from your hand. Other DARK monsters you control cannot be selected as an attack target and cannot be targeted by card effects.

 

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The Infernal Dark Flame (DARK version of Infernal Flame Emperor)

DARK, level 9

2700/1600

Pyro/Effect

 

Once per turn, you may remove up to 5 DARK monsters in your Graveyard from play. Destroy a number of Spell and Trap cards on the field equal to the number of monsters that you remove from play with this effect and inflict 500 points of Direct Damage for each Spell and Trap cards destroyed. Remove this card from play immediately after you use this effect.

 

-----------------------

 

Volcanic Darkfire (DARK version of Volcanic Doomfire)

DARK, level 8

3000/1800

Pyro/Effect

 

During your opponent's Main Phase 1, if he/she controls any face-up monsters, he/she must enter his/her Battle Phase. Then all face-up monsters your opponent controls is switched to Attack Position and must declare an attack, if able. Any Battle Damage this card deals is treated as Effect Damage.

 

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Darkness Hole

Normal Spell Card

 

Remove from play 5 DARK monsters in your Graveyard. Destroy all non-DARK and face-down monsters on the field.

 

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The Darkness in You

Continuous Spell Card

 

Any time you remove from play a DARK monsters(s) as a cost, you may take 1000 points of Direct Damage instead for each card that would have been removed from play. Destroy this card during your 2nd Standby Phase after the activation of this card.

 

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Everlasting Guilt

Continuous Trap Card

 

Reduce the ATK of all of your opponent's face-up monsters by 100 points for each of your DARK monster removed from play.

 

Ojamas

 

NOTE: All the Ojama monsters are the unnamed Ojamas mentioned in this site.

 

Ojama Lime

LIGHT, level 2

0/1000

Beast/Effect

 

This card cannot be destroyed by battle unless if you control a non-"Ojama" monster.

 

NOTE: This is the fat green one with a single antenna

 

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Ojama Purple

LIGHT, level 2

0/1000

Beast/Effect

 

When this card is destroyed by another monster, destroy that monster. As long as this card exists in the Graveyard after this effect has been activated, the Monster Card Zone that was occupied by the destroyed monster cannot be used.

 

NOTE: This is the flat purple one

 

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Ojama Gray

LIGHT, level 2

0/1000

Beast/Effect

 

When this card is destroyed by battle during your opponent's turn, afterwards, if other "Ojama" cards you control are destroyed, draw cards equal to the amount of "Ojama" cards destroyed this turn.

 

NOTE: This is the non-flying spiky-headed one

 

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Ojama Gold

LIGHT, Level 2

0/1000

Beast/Effect

 

During your next turn after this card is summoned, it gains the following effects depending on how many "Ojama" monsters you control with different names:

One or more: This card can attack your opponent's Life Points directly.

Two or more: This card may attack twice during the same Battle Phase.

Three or more: This card cannot be chosen as a target for card effects.

Four or more: This card cannot be chosen as an attack target.

Five: Each time this card inflicts Battle Damage to your opponent's Life Points, draw 1 card.

 

NOTE: This is the yellow one that has wings.

 

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Nametag Assignment

Continuous Spell Card

 

Once per turn, you may 1000 Life Points, declare 1 monster card name, and select 1 face-up monster you control. Until the End Phase of this turn, the selected monster's name is treated as the monster card name you declared.

 

------------------

 

Ojama Ritual

Normal Spell Card

 

Activate this card if you control 5 face-up "Ojama" monsters with different names. Destroy all cards your opponent controls and your opponent discards his/her hand. Take 500 points of Direct Damage for each card sent to the Graveyard this way.

 

Archlords

 

The Agent of Courage - Jupiter

LIGHT, Level 4

1900/100

Fairy/Effect

 

As long as you control "The Sanctuary in the Sky", whenever a Fairy-type monster you control declares an attack, your opponent cannot activate card effects.

 

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The Agent of Truth - Pluto

LIGHT, Level 4

1200/2000

Fairy/Effect

 

As long as you control "The Sanctuary in the Sky", your opponent must play with his/her hand revealed. Once per turn, you can pay 500 Life Points and select 1 face-down card your opponent controls. Your opponent reveals that card and it is flipped face-down (its effect is not activated). If you do not control "The Sanctuary in the Sky", this effect is not applied.

 

----------------------

 

The Agent of Order - Earth

LIGHT, Level 8

2800/1800

Fairy/Effect

 

As long as you control "The Sanctuary in the Sky", all Fairy-type monsters you control gain 500 ATK. During either player's turn, you may offer 1 Fairy-type monster to negate the activation and effect of a Spell or Trap card and destroy it.

 

---------------------

 

Luster Recharge

Normal Trap Card

 

Activate 1 of the following effects:

● Gain 1000 Life Points for every LIGHT Fairy-type monsters on the field.

● Inflict 800 points of Direct Damage to your opponent's Life Points for every LIGHT Fairy-type monsters on the field.

 

Cyberdarks

 

The Forbidden Dragon

DARK, Level 3

2000/300

Dragon/Effect

 

This card cannot be Normal Summoned, Flip Summoned, or Set. You may discard this card to add 1 DARK monster from your Deck to your hand.

 

------------------------

 

Re-Summon

Continuous Spell Card

 

Once per turn, you may Normal Summon 1 face-up monster on your side of the field. If you did not conduct your regular Normal Summon before using this effect, you can Normal Summon an additional monster this turn.

 

NOTE: This effect basically treats your monster as a Gemini, minus being treated as a vanilla and the new effect gain.

 

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The Dark Age of Technology

Continuous Trap Card

 

Once per turn, during either player's turn, you can pay 1000 Life Points to Special Summon 1 DARK Machine-type monster whose original ATK is 1000 or less from your Graveyard to your side of the field in face-up Attack Position.

 

-------------------------

 

The Dark Dragon Lord

DARK, Level 10

2700/0

Dragon/Effect

 

This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand if you have 4 or more Dragon-type monsters in your Graveyard with different names. This card gains 300 ATK for each Dragon-type monsters in either player's Graveyard. When this card is destroyed and sent to the Graveyard, you can send up to 3 Dragon-type monsters from your Deck to the Graveyard. When you Special Summon this card, you cannot summon any other monsters this turn.

 

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The Darkest Depths of the Dead

Continuous Trap Card

 

Every monster card in both players' Graveyard are treated as DARK attribute monsters.

 

OPINION: I think with enough DARK Lv3 Dragon-types, Rainbow Dark Dragon can be useful, but I'm not sure how many of those exist, so...yeah, comments?

 

Infernity

 

Otherworldly Haven

Continuous Spell Card

 

Once per turn, you may remove all cards in your hand from play face-down. If you do, place 1 Dimension Counter on this card for each cards remove from play this way. You may pay 600 Life Points and remove 1 Dimension Counter from this card to add 1 of your removed cards to your hand. If this card would be destroyed, you can remove 2 Dimension Counters instead.

 

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Infernity Grudgeholder

DARK, Level 4

1600/0

Fiend/Effect

 

When this face-up card is destroyed and sent to the Graveyard, this card's effect is activated. As long as this card exists in your Graveyard and you have no cards in your hand, all DARK monsters you control gain 500 ATK.

 

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Infernity Reinforcer

DARK, Level 5

2000/1000

Warrior/Effect

 

As long as you have no cards in your hand, once per turn, you may Special Summon 1 Level 4 or lower DARK monster from your Deck.

 

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The Darkest Greed

Continuous Trap Card

 

You cannot draw cards outside of your Draw Phase. Your opponent takes 600 points of Direct Damage each time he/she draws a card.

 

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Infernity Bandit

DARK, Level 6

2100/800

Warrior/Effect

 

You may discard 2 cards to Special Summon this card from your hand or Graveyard. Whenever this card inflicts damage to your opponent's Life Points, activate 1 of the following effects:

● Both players discard 1 card from his/her hand.

● Activate this effect only if you have no cards in your hand. Draw 1 card from your Deck and your opponent discards 1 random card from his/her hand.

 

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The Trial of Temptation

Normal Spell Cards

 

Draw cards from your Deck until you have 6 cards in your hand. Any cards drawn this way cannot be played and must be revealed to your opponent until it is removed from your hand.

 

Spell Counter/Endymion

 

Spell Regeneration

Continuous Spell Card

 

Once per turn, you may remove 4 Spell Counters from your side of the field to activate 1 Spell Card from either player's Graveyard. That Spell Card is removed from play.

 

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The Pinnacle of Mana

Continuous Spell Card

 

During each of your Standby Phases, place 2 Spell Counters on this card. Whenever a Spell Card is activated, place 1 Spell Counter on this card. When this card is removed from the field, gain 300 Life Points for each Spell Counter that was on this card.

 

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Mana Reload

Continuous Trap Card

 

Once per turn, during either player's turn, you may move any amount of Spell Counters from your side of the field onto different cards on which you can place a Spell Counter on. Take 500 points of Direct Damage for each Spell Counter moved this way.

 

Cyber Dragons

 

Mass-Produce Cyber Dragons

Normal Trap Card

 

You cannot Normal Summon or Set during the turn you activate this card. Special Summon 2 "Cyber Dragon Token" (Machine-Type/LIGHT/Level 2/ATK 500/DEF 500) to your side of the field. Their names are treated as "Cyber Dragon".

 

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Cyber Ultimate Dragon

LIGHT, Level 12

4800/3600

Machine/Fusion/Effect

 

"Cyber Dragon" + "Cyber Dragon" + "Cyber Dragon" + "Cyber Dragon"

A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. This card cannot be targetted by card effects during the Battle Phase. Any monster this card destroys in battle is removed from play and their effects are negated.

 

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Upgraded Cyber Dragon

LIGHT, Level 6

2500/2500

Machine/Effect

 

You can Special Summon this card from your hand or Graveyard by offering 1 Level 5 or lower "Cyber Dragon" as a Tribute. This card's name is treated as "Cyber Dragon". Whenever this card destroys a monster in battle, you may search your Deck for a "Cyber Dragon" card, shuffle your Deck, and add that card to the top of your Deck.

 

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Cyber Dragon Factory

Field Spell Card

 

Once per turn, either player can remove 1 Machine-type monster from their respective Graveyard to Special Summon 1 "Cyber Dragon Token" (Machine-Type/LIGHT/Level 2/ATK 500/DEF 500) to your side of the field. Its name is treated as "Cyber Dragon".

 

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Cyber Tune Dragon

LIGHT, Level 4

1200/1200

Machine/Tuner

 

You can Special Summon this card from your hand. This card's name is treated as "Cyber Dragon" while face-up on the field. This card cannot be offered as a Tribute.

 

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Cyber Material Dragon

LIGHT, Level 6

2100/1600

Machine/Synchro/Effect

 

1 "Cyber Dragon" + 1 or more Machine-type non-Tuner

Whenever this card destroys a monster in battle, place 1 Cyber Counter on this card. When this card is destroyed and sent to the Graveyard, it is returned to the Extra Deck instead. Then Special Summon a number of "Cyber Dragon Token" (Machine-Type/LIGHT/Level 2/ATK 500/DEF 500) up to the number of Cyber Counters that was on this card to your side of the field. Their names are treated as "Cyber Dragon".

 

Evil Heroes

 

Paradise of the Fallen Ones

Field Spell Card

 

Each time a "Hero" card is used as a Fusion Material Monster for the Fusion Summon of a Fiend-type monster, place 1 Fell Counter for each of those monsters. Once per turn, when you are conducting a Fusion Summon of a Fiend-type monster, you may remove any number of Fell Counters from this card as substitutes for the Fusion Material Monsters per each counter removed.

 

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Evil Hero The Fallen

DARK, Level 8

2200/1500

Fiend/Fusion/Effect

 

1 "Hero" monster + 1 Fiend-type monster

This card cannot be Special Summoned except with "Dark Fusion". This card gains the following effects for each of the following cards used for the Fusion Material of this card (this card can gain multiple instances of the following effects):

-"Elemental Hero" monster: This card can attack twice during the same Battle Phase.

-"Destiny Hero" monster: Each time this card destroys a monster in battle, draw 1 card from your Deck.

-"Evil Hero" monster: This card gains 1000 ATK.

 

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Evil Hero Thunder Berserker

LIGHT, Level 8

2600/1200

Fiend/Fusion/Effect

 

"Elemental Hero Sparkman" + "Elemental Hero Wildheart"

This card cannot be Special Summoned except with "Dark Fusion". Monsters you control is unaffected by your opponent's card effects when they attack. Whenever this card destroys a monster in battle, inflict 500 points of Direct Damage to your opponent's Life Points.

 

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A Second Chance for Vengeance

Counter Trap Card

 

When an "Evil Hero" Fusion monster you control is about to be removed from the field, you may return it to your Extra Deck instead and add 1 "Dark Fusion" or "Dark Calling" from your Deck or Graveyard to your hand.

 

Blackwing

 

The Ominous Cry of the Crow

Quick-Play Spell Card

 

Activate this card only if you control a "Blackwing" monster. Reveal 1 "Blackwing" monster in your hand and remove from play 1 monster on the field.

 

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Blackwing - Turbulence of Twilight

DARK, Level 6

2400/1200

Winged-Beast/Effect

 

This card cannot be Special Summoned. When this card attacks, after the Damage Step, you may return this card to your Deck and Special Summon 1 "Blackwing" monster from your Deck.

 

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Blackwing - Hurricane of Misfortune

DARK, Level 0

0/0

Winged-Beast/Tuner

 

This card cannot be Normal Summoned or Set. This card can only be Special Summoned once per turn from your Graveyard by paying 1000 Life Points. You may pay Life Points in multiples of 700 and increase/decrease this card's Level for each 700 Life Points paid. During the End Phase, if this card is face-up on the field, remove this card from play.

 

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Blackwing Parshath

DARK, Level 5

1900/1400

Winged-Beast/Effect

 

This card cannot attack the turn it is summoned. When this card attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your Deck.

 

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Brutality Swarm

Normal Trap Card

 

Activate this card only if you control 5 "Blackwing" monsters. Destroy all cards your opponent controls.

 

Sacred Beasts

 

Rally of the Sacred Beasts

Normal Trap Card

 

When you activate this card, you cannot Normal Summon, Set, or Special Summon other monsters this turn. Select 1 "Raviel, Lord of Phantasms", "Uria, Lord of Searing Flames", or "Hamon, Lord of Striking Thunder" you control and Special Summon 1 of the aforementioned monsters with a different name from your Deck, ignoring the Summoning conditions. That monster's effect is negated until the End Phase and you cannot conduct your Battle Phase this turn.

 

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The Dreaded One

Continuous Trap Card

 

After activation, Special Summon this card in Attack Position; it is treated as a Effect Monster Card (Fiend-Type/DARK/Level 4/ATK 2000/DEF 0). If this card is sent to the Graveyard, except when destroyed, search your Deck for a Continuous Spell Card and add it to your hand.

 

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Redemption of the Devastated

Continuous Spell Card

 

Whenever 3 or more cards you control is sent to the Graveyard at the same time, draw cards equal to the number of cards sent to the Graveyard. You can only control 1 "Redemption of the Devastated" at a time.

 

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Conquest of the Sacred

Continuous Trap Card

 

Whenever a "Raviel, Lord of Phantasms", "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Armityle, Phantasm of Chaos" you control is to be removed from the field, it remains on the field and you take 1500 points of Direct Damage.

 

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The Idol of Hamon

Continuous Trap Card

 

During your 2nd Standby Phase after the activation of this card, Special Summon 1 "Hamon, Lord of Striking Thunder" from your hand, ignoring the Summoning conditions. If you cannot, take 2000 points of Direct Damage.

 

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The Idol of Uria

FIRE, Level 4

2500/0

Fiend/Effect

 

This card cannot declare an attack. During your 2nd Standby Phase after this card is Summoned, Special Summon 1 "Uria, Lord of Searing Flames" from your hand, ignoring the Summoning conditions. If you cannot, take 2000 points of Direct Damage.

 

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The Idol of Raviel

Continuous Spell Card

 

During your 2nd Standby Phase after the activation of this card, Special Summon 1 "Raviel, Lord of Phantasms" from your hand, ignoring the Summoning conditions. If you cannot, take 2000 points of Direct Damage.

 

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Sacred Essence

Continuous Spell Card

 

Once per turn, you may discard 1 card to add 1 "Raviel, Lord of Phantasms", "Uria, Lord of Searing Flames", or "Hamon, Lord of Striking Thunder" from your Deck or Graveyard to your hand.

 

Gladiator Beasts

 

Gladiator Beast Saggitarii

WIND, Level 4

1600/1000

Beast-Warrior/Effect

 

When this card is Special Summoned by the effect of a "Gladiator Beast" Monster, all monsters your opponent controls lose 500 ATK. If this card battles, by returning it from the field to the Deck at the end of the Battle Phase, Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Saggitarii".

 

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Gladiator Beast Thrace

FIRE, Level 6

2200/1500

Beast-Warrior/Effect

 

When this card is Special Summoned by the effect of a "Gladiator Beast" Monster, "Gladiator Beast" monsters you control cannot be destroyed by card effects. At the end of your Battle Phase, if this card attacked or was attacked, return this card to the Deck unless you discard 1 card.

 

--------------------------------

 

Gladiator Beast Velitez

EARTH, Level 4

1500/1500

Winged-Beast/Effect

 

When this card is Special Summoned by the effect of a "Gladiator Beast" Monster, this card can attack your opponents Life Points directly. If this card battles, by returning it from the field to the Deck at the end of the Battle Phase, Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Velitez".

 

---------------------------------

 

Colosseum Death Match

Continuous Trap Card

 

As long as this card remains face-up on the field, negate the effects of all other non-Field Spell and Trap cards. In addition, both players must conduct their Battle Phase, all face-up monsters they control are switched to Attack Position, and attacks if able. Destroy this card if either player controls no monsters.

 

Ninjas

 

Strike Ninja #2

DARK, Level 4

2300/800

Warrior/Effect

 

During your End Phase, return this card to your hand. Then you may set 1 Level 4 or lower monster from your hand.

 

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Disarment Ninja

DARK, Level 4

1900/500

Warrior/Effect

 

Whenever this card inflicts Battle Damage to your opponent, he/she discards 1 random card from his/her hand. Once per turn, you may remove 1 DARK monster from your Graveyard. If you do, this card can attack your opponent's Life Points directly.

 

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Shuriken Ninja

WIND, Level 2

1000/500

Warrior/Effect

 

FLIP: Destroy 1 face-up Attack Position monster on your opponent's side of the field. While this card is face-up on the field, you may return this card to your hand and Special Summon 1 Level 4 or lower "Ninja" monster from your hand.

 

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Ninja of the Dark Mist

DARK, Level 4

1800/1300

Warrior/Effect

 

This card's attribute is always treated as WIND in addition to its original attribute. Once during either player's turn, you may send the following cards from your Deck to the Graveyard to activate the following effect:

● 2 DARK monsters: Negate the activation and effect of a card that targets a face-up "Ninja" monster and destroy it.

● 1 WIND monster: Negate an opponent's attack.

 

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Ninjutsu Art of Mirage

Continuous Trap Card

 

Once during either player's turn, you may flip all face-up "Ninja" monsters you control into face-down Defense Position and rearrange the face-down Defense Position monsters on your side of the field.

 

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Ninjutsu Art of Evasion

Continuous Trap Card

 

Whenever a face-up "Ninja" monster you control would be destroyed by a card effect, instead, draw 1 card and return the monster that would be destroyed to your Deck. Shuffle your Deck afterwards.

 

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Darting Bird

WIND, Level 7

2500/800

Winged-Beast/Effect

 

If this card is sent directly from your hand to the Graveyard, inflict 2000 points of Direct Damage to your opponent's Life Points.

 

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Ravaging Beast

WIND, Level 4

2400/800

 

This card cannot be Normal Summoned. When this card is Special Summoned, it gains the following effect:

● When this card battles a monster whose ATK is higher than this card, increase this card's ATK by 500 points.

 

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Swarming Insect

WIND, Level 7

2500/1000

 

You may offer this card as a Tribute to Special Summon up to 5 "Ninja Fly Tokens" (Insect-Type/WIND/Level 1/ATK 500/DEF 200). These tokens cannot be Tributed for a Tribute Summon.

 

More archetypes on my second post.

 

Thread will not be updated as frequently.

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Koa'ki Meiru

 

Koa'ki Meiru Shapeshifter

Aqua/Effect

WATER, level 4

0/0

 

This card cannot be summoned. When this card is in your hand, you may pay 500 Life Points to declare 1 Attribute and 1 Type of a monster. If you do, this card's Attribute and Type is treated as the ones you declared until your opponent's Standby Phase.

 

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Iron Core Chamber

Continuous Spell Card

 

During each of your Standby Phases, for every LIGHT or DARK Attribute monsters on the field, place 1 Core Counter on this card. Once per turn, you may remove 2 Core Counters to select 1 "Iron Core of Koa'ki Meiru" from your Graveyard to your hand.

 

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Koa'ki Meiru Sage

Spellcaster/Effect

FIRE, level 4

1900/1000

 

The controller of this card sends 1 "Iron Core of Koa'ki Meiru" from their hand to the Graveyard or reveals a Spellcaster-Type monster in their hand during each of their End Phases. If they do not, this card is destroyed. Every time a Spell Card is sent to your Graveyard, you may destroy 1 card on your opponent's side of the field.

 

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Koa'ki Meiru Chaos Absorber

Fiend/Effect

EARTH, level 4

0/0

 

The controller of this card sends 1 "Iron Core of Koa'ki Meiru" from their hand to the Graveyard during each of their End Phases. If they do not, this card is destroyed. For the following number of LIGHT or DARK attribute monsters in your opponent's Graveyard, this card gains the following effects:

● 1 or 2: When this card is destroyed, inflict 1000 points of Direct Damage to your opponent's Life Points.

● 3 or 4: This card cannot be destroyed as a result of battle (damage calculation is applied normally) or by its own effect.

● 5 to 7: Negate the effects of all of your opponent's monsters.

● 8 or more: This card gains 400 ATK for every LIGHT or DARK monsters in your opponent's Graveyard. This card is unaffected by the effects of LIGHT or DARK monsters and cannot be a target for their attacks.

 

NOTE: Counters Judgment Dragon pretty well.

 

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Koa'ki Meiru Iron Vessel

Machine/Effect

EARTH, level 4

2500/2500

 

When this card is summoned, select 1 "Iron Core of Koa'ki Meiru" in your hand and equip it to this card. Destroy this face-up card if this card is not equipped with "Iron Core of Koa'ki Meiru".

 

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Perfect Koa'ki Meiru Iron Vessel

Machine/Fusion/Effect

EARTH, Level 8

4000/4000

 

"Koa'ki Meiru Iron Vessel" + 1 "Koa'ki Meiru" monster

This card can only be Special Summoned by removing from play the above Fusion Material monsters on your side of the field from play (you do not need "Polymerization"). When this card is Special Summoned, select 1 "Iron Core of Koa'Ki Meiru" from your Graveyard and equip it to this card. Destroy this face-up card if this card is not equipped with "Iron Core of Koa'ki Meiru".

 

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Koa'ki Meiru Iron Core Harness

Rock/Effect

EARTH, Level 4

0/2000

 

When this card is flipped face-up, place 3 Iron Core Counters on this card. When this card is face-up on the field, once per turn, whenever you are to discard 1 "Iron Core of Koa'ki Meiru" from your hand, you can remove 1 Iron Core Counter from this card instead. Once per turn during your Main Phase, you can flip this card into face-down Defense Position. Destroy this card if it has no Iron Core Counters on it.

 

Dark Magicians

 

The Colosseum of Mana

Field Spell Card

 

Once per turn, either player can Special Summon 1 Spellcaster-Type monster from their hand if the monster's Level is equal to or lower than 5 + the number of Spellcaster-type monsters you control. Increase the ATK of all Spellcaster-Type monsters by 100 poitns for each Spellcaster-Type monster on the field.

 

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Sorceress of Dark Magic

Spellcaster/Effect

DARK, Level 8

2700/2400

 

This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand by offering "Dark Magician Girl" and 1 Spellcaster-Type monster as Tributes. As long as this card remains face-up on the field, Spellcaster-Type monsters you control is unaffected by your opponent's monster effects. Increase this card's ATK by 400 points for every "Dark Magician" in either players' Graveyard.

 

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Pent, the Mage General

Spellcaster/Effect

LIGHT, Level 4

1800/1700

 

When this card is summoned, if this is the only monster you control, search your Deck for 2 Spellcaster-Type monsters and add them to your hand.

 

NOTE: Reference to Fire Emblem (I am unoriginal with names)

 

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A Dark Magician's Trick

Quick-Play Spell Card

 

Whenever a "Dark Magician" card you control is selected as a target for a card effect or an attack, remove that monster from play and destroy 2 cards on the field. During the End Phase, the selected "Dark Magician" card is placed back on the field to your side of the field in face-up Attack Position.

 

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Ten Thousand Knives

Normal Spell card

 

Activate this card only if you control a "Dark Magician" card or if you reveal a "Dark Magician" card in your hand. Destroy all monsters on your opponent's side of the field.

 

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Enhanced Mystic Box

Continuous Spell Card

 

Once per turn, if you control a Spellcaster-Type monster, you may discard 1 random card from your opponent's hand.

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Nametag Assignment seems brilliant to me. A nominal cost to change a monster's name to any other's. That puts Prisma out of business right there. Everyone and anyone would side 1' date=' let alone 3, let alone the Main Deck.

[/quote']

Thanks for the comments, but Prisma has its uses. The thing that Prisma has that Nametag Assignment doesn't is that it thins the deck as well as putting monsters into the graveyard (in which you can bring back from the grave later). Yeah, the main reasoning behind the creation of this card is to bring back Cyber Dragon fusions.

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If possible, would you grant me permission to use some of these cards in an upcoming fic I'm writing. (All credit given to you, of course.) I've been lacking ideas, and the Ojama cards seem to fit the bill perfectly. That said, these are excellent cards. The only problem I have is with Nametag Assignment; 1000 Life Points seems too steep a cost for such a simple effect. Maybe drop it to 400 or 500.

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If possible' date=' would you grant me permission to use some of these cards in an upcoming fic I'm writing. (All credit given to you, of course.) I've been lacking ideas, and the Ojama cards seem to fit the bill perfectly. That said, these are excellent cards. The only problem I have is with Nametag Assignment; 1000 Life Points seems too steep a cost for such a simple effect. Maybe drop it to 400 or 500.

[/quote']

Sure, you can use the cards for your fanfic. I would like to see it myself sometime.

 

About the Nametag Assignment, it seems you don't know its full potential (I was actually thinking of increasing the Life Points cost because of how powerful the card can be). You can abuse it for Assault Mode cards, use it as Armityle fodder, Elemental Hero, Gladiator Beasts, fusions, and the list goes on...

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If possible' date=' would you grant me permission to use some of these cards in an upcoming fic I'm writing. (All credit given to you, of course.) I've been lacking ideas, and the Ojama cards seem to fit the bill perfectly. That said, these are excellent cards. The only problem I have is with Nametag Assignment; 1000 Life Points seems too steep a cost for such a simple effect. Maybe drop it to 400 or 500.

[/quote']

Sure, you can use the cards for your fanfic. I would like to see it myself sometime.

 

About the Nametag Assignment, it seems you don't know its full potential (I was actually thinking of increasing the Life Points cost because of how powerful the card can be). You can abuse it for Assault Mode cards, use it as Armityle fodder, Elemental Hero, Gladiator Beasts, fusions, and the list goes on...

 

Casually, yes. This would be good. But the high life-point cost defeats the purpose of it, especially when only one or two archetypes would use this competitively. It inhibits it too much.

 

And I will feature the Ojamas. :3

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If possible' date=' would you grant me permission to use some of these cards in an upcoming fic I'm writing. (All credit given to you, of course.) I've been lacking ideas, and the Ojama cards seem to fit the bill perfectly. That said, these are excellent cards. The only problem I have is with Nametag Assignment; 1000 Life Points seems too steep a cost for such a simple effect. Maybe drop it to 400 or 500.

[/quote']

Sure, you can use the cards for your fanfic. I would like to see it myself sometime.

 

About the Nametag Assignment, it seems you don't know its full potential (I was actually thinking of increasing the Life Points cost because of how powerful the card can be). You can abuse it for Assault Mode cards, use it as Armityle fodder, Elemental Hero, Gladiator Beasts, fusions, and the list goes on...

 

Casually, yes. This would be good. But the high life-point cost defeats the purpose of it, especially when only one or two archetypes would use this competitively. It inhibits it too much.

 

And I will feature the Ojamas. :3

Well, I don't really know too much about today's metagames, so yeah. Thanks for using my cards for your fanfic by the way. I am honoured :)

 

Added some small Endymion supports.

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All these cards are good. I give you 9/10 so far' date=' well d0one.

[/quote']

Once again, thank you for your feedback.

 

Now I came up with Infernity supports.

 

Can I use your Archlords, Crystal Beasts and Ojamas for my fan fic.

Sure


Added Cyber Dragon supports because I thought that they needed more love.

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i like your ideas. very creative 9/10

i have some ideas for you too. blackwings' date=' evil heros, and glad beasts suports.

[/quote']

Thanks. As for Blackwings, Evil Heroes, and Glad. Beasts, I'll have to look into their play style before I can make supports for them (until now, I've been working on the minority archetypes). Thanks for the ideas though.

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The Blackwing cards were good.

Thanks. To be honest, I wasn't really sure how to make new cards that would strengthen the Blackwing's swarming potential, so I decided to go for anti-Archlord Christia (the quick-play spell I made) and Synchro support. Turbulence of Twilight is there for extra damage purposes, and the trap card was there for the lulz.

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The Blackwing cards were good.

Thanks. To be honest' date=' I wasn't really sure how to make new cards that would strengthen the Blackwing's swarming potential, so I decided to go for anti-Archlord Christia (the quick-play spell I made) and Synchro support. Turbulence of Twilight is there for extra damage purposes, and the trap card was there for the lulz.

[/quote']

 

Cool, Alot of your cards will appear in my fan fic, credit will be given to you as well.

 

Read it and tell me what you think.

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The Blackwing cards were good.

Thanks. To be honest' date=' I wasn't really sure how to make new cards that would strengthen the Blackwing's swarming potential, so I decided to go for anti-Archlord Christia (the quick-play spell I made) and Synchro support. Turbulence of Twilight is there for extra damage purposes, and the trap card was there for the lulz.

[/quote']

 

Cool, Alot of your cards will appear in my fan fic, credit will be given to you as well.

 

Read it and tell me what you think.

Did you start writing it yet? And yes, I will read it when I have the time. I have a question: do you know a site that tells you the names of Roman-slave warriors (cuz I need names for Gladiator Beast supports)? I'm having difficulty naming some new Glad. Beast monsters and I want their name to fit in the trend you see.

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