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Bringerofcake's Thread: I need your comments!


Bringerofcake

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So, I have decided to put every card I've ever made ever up here (with a few exceptions for space reasons). Yes, EVERY CARD.

That being said, these are the cards I've made that expand on a current Archetype. All of my original Archetypes are in the next post. Enjoy the uproariously large collection of cards I've produced over half a year!

[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 + 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]

Twin-Soul Bonding

Normal Spell

Activate only during a turn in which you Normal Summoned exactly 2 Gemini Monsters. Gemini Summon both monsters.

 

Dark Side

Quick-play Spell

Activate if you control a Gemini Monster. During this turn, any monsters that are destroyed by Gemini Summoned monsters in battle have their effects negated.

 

 

[spoiler=Traps]

Double Breaker

Normal Trap

Activate if your opponent's monster declares an attack while you control a Gemini monster. Destroy the attacking monster, and Gemini Summon a Gemini Monster you control if able.

 

 

 

 

[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

Players 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 activate effects that 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 "Blade 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.

 

Blade of the Exalted

Equip Spell

The equipped monster cannot be destroyed by card effects and it gains 700 ATK. If it battles a monster, it gains 1700 ATK. If a "Guardian" monster equipped with this card battles another monster, at the end of the Damage Step, Special Summon a "The Exalted One" from your hand, Deck, or Graveyard.

 

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.

 

 

 

 

 

 

[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 B. 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 Tributing 3 Toon monsters or 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 Tribute two other Toon monsters you control to destroy all monsters your opponent controls. 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 Sangan

DARK

Fiend/Toon

3/1000/600

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. If this card is sent from the field to the Graveyard, add 1 Toon card from your Deck to your hand.

 

Toon Armed Dragon

DARK

Dragon/Toon

7/2800/1000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing "Dark Armed Dragon" for the effect of "Toon-ification Instification!" or if you have exactly 3 Toon monsters in your Graveyard. you can remove a Toon monster in your Graveyard from play to destroy a card on the field.

 

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 that card's, ATK, DEF, Level, Attribute and Type.

 

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/Synchro

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.

 

Chaotic Nightmare Dragon

DARK

Dragon/Synchro

8/3000/2500

1 DARK "Chaos" Tuner + 1 or more non-Tuner "Chaos" monsters

This card cannot be Special Summoned, except by Synchro Summon. If this card is destroyed by battle, destroy all monsters your opponent controls and they take damage equal to the number of LIGHT "Chaos" monsters in your Graveyard x 300. If this card is destroyed by a card effect, your opponent discards their hand, and they take damage equal to the number of DARK "Chaos" monsters in your Graveyard x300.

 

Chaos Equalizer

LIGHT

Warrior/Synchro

8/3000/2500

1 LIGHT "Chaos" Tuner + 1 or more non-Tuner "Chaos" monsters

This card cannot be Special Summoned, except by Synchro Summon. Once per turn, you can discard a LIGHT "Chaos" monster to return a removed from play DARK "Chaos" monster to your hand, or discard a DARK "Chaos" monster to return a removed from play LIGHT "Chaos" monster to your hand. If this card destroys a monster by battle, it can attack once again in a row. This card deals piercing damage.

 

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.

 

Incarnation

Quick-play Spell

You can only activate this card if you control a monster that is being treated as a Spell or Trap Card. Pay 500 Life Points and Special Summon the monster.

 

Quick Warrior

WIND

Warrior/Synchro

9/2600/1300

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

If this card is destroyed by battle, you can discard a card in your hand to Special Summon it during the End Phase. When this card attacks a Defense Position monster, destroy it with this card's effect before Damage Calculation. After this Chain resolves, draw a card. If this card is targeted by a card effect, remove it from play, and return it to the field during the End Phase.

 

Hyper Warrior

LIGHT

Warrior/Synchro

8/2700/2300

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

If you have a Dragon-type Synchro Monster in your Graveyard, increase the ATK of this card by 600. 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. If this card is destroyed by a card effect, you can remove it from play to Special Summon a Dragon-type Synchro monster from your Graveyard. Its effects are negated, and it cannot attack until your opponent's next Battle Phase.

 

Elemental Hero Feminine Flame

FIRE

Warrior/Fusion

6/2200/2000

"Elemental Hero Lady Heat" + "Elemental Hero Burstinatrix"

This card cannot be Special Summoned, except by Fusion Summon. Once per turn, you can select 1 monster on the field. Deal damage to your opponent equal to half the ATK or DEF of that monster, whichever is higher. If this card destroys a monster by battle, Special Summon it on your side of the field in Defense Position. Its effects are negated, and its Attribute is treated as FIRE.

 

Elemental Hero Dark Feminine Flame

DARK

Warrior/Fusion

8/2700/2500

"Elemental Hero Feminine Flame" + "Elemental Hero Poison Rose"

This card's Attribute is also treated as FIRE. This card gains 300 ATK for each "Elemental Hero" monster in your Graveyard or removed from play. Once per turn, you can remove a FIRE monster in your Graveyard from play to deal 500 damage to your opponent. When this card destroys a monster by battle, deal damage to your opponent equal to that card's Level x 300, and return a removed from play "Elemental Hero" monster to your Deck.

 

Elemental Hero Nightmare Gale

DARK

Warrior/Fusion

7/2500/1900

"Elemental Hero Necroshade" + "Elemental Hero Stratos"

This card can only be Special Summoned by Fusion Summon. This card's Attribute is also treated as WIND. When this card is Special Summoned, return all Spell and Trap Cards to the owner's hands, except for Field Spell Cards. When this card attacks, neither player can activate effects. If this card destroys a monster with ATK different from its original ATK in battle, this card can attack once again in a row.

 

Elemental Hero Forest Fire

FIRE

Warrior/Fusion

8/2900/3100

"Elemental Hero Poison Rose" + 1 or more FIRE "Elemental Hero" monster(s)

This card cannot be Special Summoned except by Fusion Summon. Each time this card destroys a monster in battle, increase the ATK of this card by 300 and decrease its DEF by 300. This card must attack each turn it is able. If this card would be destroyed by a card effect, you can remove a FIRE monster in your Graveyard instead.

 

Elemental Hero Tumbaega

LGIHT

Warrior/Fusion

10/3500/2900

"Elemental Hero Gaia" + "Elemental Hero Inferno" + "Elemental Hero Great Tornado" + "Elemental Hero Absolute Zero"

This card can only be Special Summoned by Fusion Summon. This card's Attribute is also treated as FIRE, WATER, WIND, and EARTH. When this card is Fusion Summoned, you can Special Summon up to 3 removed from play monsters that share an Attribute with this card. When a card is activated that would destroy a card(s) on the field, you can remove an "Elemental Hero" monster on your side of the field, in your hand, or in your Graveyard that matches the Attribute of this card from play to negate the activation and effect of that card, and destroy it.

 

The City's Secret Catacombs

Normal Trap

You cannot activate this card during your Battle Phase. Select a Level 7 or less "Elemental Hero" Fusion Monster in either player's Graveyard. Special Summon it. (This Summon is treated as a Fusion Summon.) It cannot attack during your next Battle Phase.

 

 

Link to comment

This is the part that contains all of the original Archetypes that I have created over the months, minus a few (blame the character limit).

[spoiler=Kinetic Emperor]

Motion Core

When this card is removed from the field, send all monsters you control to the Graveyard. Then Special Summon 1 each of "Kinec Top", "Kinec Attack", "Kinec Guard", "Kinec Carrier", and "Speed Emperor Kinec Infinity".

 

Speed Emperor Kinec Infinity

WIND

Machine/Effect

1/0/0

Other monsters you control cannot attack. Once per turn, you can treat 1 Synchro Monster your opponent controls as an Equip Spell Card and equip it to this card. This card gains ATK and equal to the ATK of the monster(s) equipped to this card. This card gains ATK and DEF equal to the total ATK and DEF of all other "Wisel", "Skiel" and "Kinec" monsters you control. When this card is destroyed, send all other monsters you control to the Graveyard. If this card attacks a monster, it gains half the ATK of the attack target monster. This effect must be Chain Link 1 during the Damage Step.

 

Kinec Top

WIND

Machine/Effect

1/500/0

Destroy this card if you do not control an "Infinity" monster. Once per turn, you can negate the activation and effect of a Trap Card that targets a "Kinec" or "Infinity" monster you control.

 

Kinec Top 3

WIND

Machine/Effect

3/1000/0

Destroy this card if you do not control an "Infinity" monster. Once per turn, you can negate the activation and effect of a Spell or Trap Card that targets a "Kinec" or "Infinity" monster you control.

 

Kinec Attack

WIND

Machine/Effect

1/1400/0

Destroy this card if you do not control an "Infinity" monster. This card is not affected by the effects of "Infinity" monsters. If this card attacks with an ATK that is higher that the DEF of a Defense Position monster, inflict the difference as Battle Damage.

 

Kinec Attack 3

WIND

Machine/Effect

3/2100/0

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Kinetic Upgrade". Destroy this card if you do not control an "Infinity" monster. This card is not affected by the effects of "Infinity" monsters. If this card attacks with an ATK that is higher that the DEF of a Defense Position monster, inflict the difference as Battle Damage. When you declare an attack with this card, it gains 300 ATK.

 

Kinec Guard

WIND

Machine/Effect

1/0/1900

Destroy this card if you do not control an "Infinity" monster. When an opponent's monster declares an attack, you can switch the attack target to this card instead.

 

Kinec Guard 3

WIND

Machine/Effect

3/0/2800

Destroy this card if you do not control an "Infinity" monster. "Infinity" and other "Kinec" monsters cannot be destroyed by card effects. When an opponent's monster declares an attack, you can switch the attack target to this card instead.

 

Kinec Carrier

WIND

Machine/Effect

1/700/700

Destroy this card if you do not control an "Infinity" monster. If a "Kinec" monster attacks, increase its ATK by 500. If a "Kinec" or "Infinity" monster is attacked, increase its ATK by 500 if it is in Attack Position and increase its DEF by 500 if it is in Defense Position.

 

Kinec Carrier 3

WIND

Machine/Effect

3/1000/1000

Destroy this card if you do not control an "Infinity" monster. If a "Kinec" monster attacks, increase its ATK by 800. If a "Kinec" or "Infinity" monster is attacked, increase its ATK by 500 if it is in Attack Position and increase its DEF by 500 if it is in Defense Position.

 

Kinetic Upgrade

Tribute 1 "Kinec" monster you control. Special Summon a monster whose name contains that monster's name with a Level 2 greater than that of the Tributed monster from your hand or Deck. Once per turn, you can discard a card to return this card to your hand.

 

 

[spoiler=Cake]

Legendary Pastry Master

EARTH

Spellcaster/Effect

5/2300/1200

"Baking Stage" Continuous Spell Cards cannot be removed from the field, except by their own effect. If this card is sent from the field to the Graveyard, add a "Mystic Cake Mix", "Acidic Vegetable Oil", "Berserk Eggmen", "Butter Nutter", "Sugar Bomb" or "Flour Screen" from your Deck to your hand.

 

Baker of Greed

DARK

Fiend/Effect

4/1600/300

"Baking Stage" Continuous Spell Cards cannot be destroyed by card effects. Each time a monster(s) you control is destroyed and removed from play while a "Baking Stage" Continuous Spell Card is on the field, draw a card.

 

The Baker's Apprentice

LIGHT

Spellcaster/Tuner

2/1000/1000

If you control a "Baker" monster (except "The Baker's Apprentice"), you can Special Summon this card from your hand.

 

Baker of Heaven: Martonk of the Icing

LIGHT

Spellcaster/Synchro

6/2500/2000

"The Baker's Apprentice" + 1 or more non-Tuner monsters

When this card is Synchro Summoned, and you control a "Baking Stage" Continuous Spell Card, gain 1000 Life Points. "Baking Stage" Continuous Spell Cards cannot be removed from the field, except by their own effect. If this card is removed from the field, Special Summon a non-Synchro "Baker" monster from your Graveyard.

 

Food Runner

EARTH

Warrior

3/500/500

This card cannot be removed from the field during the Battle Phase. This card can attack your opponent's Life Points directly. When this card deals Battle Damage, add a "Mystic Cake Mix", "Acidic Vegetable Oil", "Berserk Eggmen", "Butter Nutter", "Sugar Bomb" or "Flour Screen" from your Deck to your hand.

 

Mystic Cake Mix

EARTH

Beast-Warrior/Effect

2/400/2000

If you control a "Baking Stage 1: The Mighty Mixing Bowl", this card is removed from play when it is destroyed. If this card is removed from the field aside from being destroyed, Special Summon 2 "Powder Tokens" (Fairy-Type/EARTH/Level 2/ATK 0/DEF 0) in Defense Position. They cannot be Tributed, except for the Tribute Summon of a "Cake" monster.

 

Acidic Vegetable Oil

Normal Spell

If you control a "Baking Stage" Continuous Spell Card, this card is removed from play when it is sent to the Graveyard. Change the Battle Position of 1 monster your opponent controls and decrease its ATK to 0.

 

Berserk Eggmen

LIGHT

Warrior/Effect

4/1500/0

If you control a "Baking Stage 1: The Mighty Mixing Bowl", this card is removed from play when it is destroyed. When this card is Summoned, put 3 "Shell Counters" on it. When a card effect would destroy this card or a "Baking Stage" Continuous Spell Card, removed a Shell Counter instead.

 

Butter Nutter

LIGHT

Spellcaster/Effect

4/600/1900

If you control a "Baking Stage 1: The Mighty Mixing Bowl", this card is removed from play when it is destroyed. If this card is removed from play by battle, select 1 monster your opponent controls and put 4 Butter Counters on it. As long as a Butter Counter is on a monster, that monster loses 300 ATK for each Butter Counter it has. In addition, each time a monster with a Butter Counter battles, remove a Butter Counter from it after Damage Calculation.

 

Sugar Bomb

Normal Trap

If you control a "Baking Stage 1: The Mighty Mixing Bowl", this card is removed from play when it is sent to the Graveyard. You can only activate this card if you control a "Baking Stage" Continuous Spell Card or a "Baker" monster, and your opponent declares an attack. Destroy all Attack Position monsters on your opponent's side of the field.

 

Flour Screen

Quick-play Spell

If you control a "Baking Stage 1: The Mighty Mixing Bowl", this card is removed from play when it is sent to the Graveyard. All face-up monsters change their Battle Positions, and Continuous Spell Cards cannot be removed from the field this turn.

 

Pastry Parley

You can only activate this card while you control a "Baking Stage" Continuous Spell Card. Both players skip their next Battle Phases.

 

Automatic Icing Cannon

Counter Trap

You can only activate this card if you control a "Baking Stage" Continuous Spell Card. Negate the Summon of a monster(s) and destroy it.

 

Baking Stage 1: The Mighty Mixing Bowl

Continuous Spell

If a card is removed from play with its own effect, gain 700 Life Points. If "Mystic Cake Mix", "Acidic Vegetable Oil", "Berserk Eggmen", "Butter Nutter", "Sugar Bomb" and "Flour Screen" are all removed from play, you can send this card to the Graveyard and activate 1 "Baking Stage 2: Inferno Oven" from your hand or Deck.

 

Baking Stage 2: Inferno Oven

Continuous Spell

This card can only be activated by the effect of "Baking Stage 1: The Mighty Mixing Bowl". During each Standby Phase, that turn's player takes 500 damage. During each of your Standby Phases, put 1 Heat Counter on this card (max 4). You can send this card with 4 Heat Counters on it to the Graveyard to activate 1 "Baking Stage 3: Cooling Period" from your hand or Deck.

 

Baking Stage 3: Cooling Period

Continuous Spell

You can only activate this card by the effect of "Baking Stage 2: Inferno Oven". During the second Standby Phase after activation of this card, send this card to the Graveyard to activate 1 "Baking Stage 4: Serving the Dish" from your Deck.

 

Baking Stage 4: Serving

Quick-play Spell

You can only activate this card by the effect of "Baking Stage 3: Cooling Period". This card's activation and effect cannot be negated, and it cannot be destroyed. You win the game.

 

Salvagable Ingredients

Normal Spell

Select 1 each of your removed from play "Mystic Cake Mix", "Acidic Vegetable Oil", "Berserk Eggmen", "Butter Nutter", "Sugar Bomb" and/or "Flour Screen". Return the selected cards to your Deck.

 

 

[spoiler=Corrupted]

Stone Statue of Wickedness

DARK

Level: 3

[Rock/Effect]

When this card is destroyed by battle and sent to the Graveyard, add 1 Level 10 "The Wicked" monster from your Deck to your hand.

ATK/ 0

DEF/ 0

 

Corrupted Conductor (+1 rep to the first to get the reference)

DARK

Spellcaster

3/900/1200

Once per turn, you can take control of a face-up monster your opponent controls. It cannot attack, change it battle position, or leave the field, except as a Tribute for the Tribute Summon of a "Wicked" monster. If this card is removed from the field, return control of that monster to its owner.

 

Corrupted Sacrifice

DARK

Fiend

1/0/0

While in Attack Position, this card cannot be sent to the Graveyard except for the Tribute Summon of a DARK monster.

 

Corrupted Priest

DARK

Spellcaster

4/1700/500

If this card is Tributed for the Tribute Summon of a monster that requires 3 Tributes, you can have this card count for 2 of them.

 

Corrupted Spirit

DARK

Fiend

2/300/400

If this card is sent from the field to the Graveyard, you can add a "Corrupted" monster with 1500 or less ATK or a Level 10 "Wicked" monster from your Deck to your hand.

 

Corrupted Ghoul

DARK

Zombie

2/400/400

Once, if you control another "Corrupted" monster (besides "Corrupted Ghoul"), you can Special Summon this card from your Graveyard. If this card was Summoned this way, remove it from play when it is removed from the field.

 

Corrupt Emperor

DARK

Fiend

6/2400/1200

When this card is Normal Summoned, you can reveal a "Wicked" monster in your hand. If you do, destroy 1 card on the field.

 

Corrupted Modulator

DARK

Machine/Tuner

3/1000/0

If this card is used as Synchro Material for a "Wicked" Synchro Monster, you can send a Level 10 monster in your hand or Deck to the Graveyard to draw a card.

 

Corrupted Shale

DARK

Rock

3/500/1400

If this card is destroyed by a card effect, you can Special Summon a "Shale Token" (DARK/Level 3/Rock-type/ATK 500/DEF 1400) to your side of the field in Defense Position.

 

Corrupted Rose

DARK

Plant

4/500/1600

When this card is Normal Summoned, put 3 Rose Counters on this card. Each time this card battles, remove a Rose Counter from this card. This card cannot be destroyed by battle while there is a Rose Counter on this card.

 

Wyrda, Corrupted Fate

DARK

Fiend/Synchro

7/2500/2300

1 "Corrupted" Tuner monster + 1 or more non-Tuner DARK monsters

If this card destroys a monster, it is removed from play instead of being sent to the Graveyard. Once per turn, you can send a Level 10 or higher monster on the field or in your hand to the Graveyard to destroy a monster on the field. If this card is removed from the field, add a "Wicked" monster from your Deck or Graveyard to your hand.

 

Draumuron, Corrupted Fantasy

DARK

Fiend/Synchro

6/2400/2400

1 "Corrupted" Tuner monster + 1 DARK non-Tuner monster

When this card is Synchro Summoned, you can reveal a "Wicked" monster in your hand. If you do, until the End Phase, this card can attack twice during the Battle Phase, and it gains 500 ATK. If this card is destroyed by a card effect, you can remove 2 "Corrupted" monsters in your Graveyard from play to Special Summon it during the End Phase.

 

Lumioka, Corrupted Light

DARK

Fiend/Synchro

8/2900/2400

1 "Corrupted" Tuner monster + 1 or more "Corrupted" non-Tuner monsters

If a monster's effect that would Tribute a monster(s) on the field is activated, you can remove a "Corrupted" monster in your Graveyard to negate the activation and effect of that card and removed that card from play.

 

Curitanis, Corrupted Dragon

DARK

Dragon/Synchro

8/3000/2500

"Corrupted Conductor" + 1 or more non-tuner "Corrupted" monsters

Once per turn, you can negate the activation and effect of a Trap Card and destroy it. When this card is destroyed, add 1 Level 10 "The Wicked" Monster from the Deck to your hand.

 

Embodiment of Corruption

Normal Spell

Activate only when you control no monsters. Remove from play 3 different "Corrupt" monsters in your Graveyard to Special Summon 3 "Corruption Tokens (DARK/Fiend-type/Level 1/ATK 1000/DEF 1000) in face-up Defense Position. These Tokens cannot be Tributed, except for the Tribute Summon of a "The Wicked" monster.

 

Corrupted Summon

Continuous Spell

Once per turn, you can pay 500 Life Points to Normal Summon a "Wicked" or "Corrupted" monster in addition to your Normal Summon or Set.

 

Corruption Chamber

Field Spell

"Wicked" monsters cannot be targeted by your opponent's card effects, and require 1 less Tribute to Normal Summon. If this card would be removed from the field, you can remove a Spell Card in your Graveyard from play instead. If another Field Spell Card is activated, you can remove a Trap Card in your Graveyard from play to negate its activation and destroy it.

 

Corruption Cannon

Your monsters cannot declare an attack this turn. Select a Level 10 "Wicked" monster you control. Deal damage equal to half its ATK and destroy all monsters your opponent controls.

 

Corrupt Draw

Normal Spell

Send a "Wicked" monster in your hand to the Graveyard. Draw 2 cards.

 

Dark Destiny

Quick-Play Spell

You can only activate this card if you control 3 monsters. Add a "Wicked" monster from your Deck to your hand.

 

Wicked Monument

Normal Trap

Activate only when your opponent declares an attack. Send all monsters you control to the Graveyard and end the Battle Phase. Then, Special Summon 3 "Wicked Statue Tokens" (DARK/Rock-type/Level 1/ATK 0/DEF 0). Destroy them during your End Phase.

 

Corruption Arrow

Counter Trap

Tribute a "Corrupted" monster you control. Negate the Summon of a monster or the activation of a card effect and destroy it.

 

Corrupted Barrier

Select and activate 1 or the following effects:

~This card is treated as an Equip Card and is equipped to a "Wicked" or "Corrupted" monster you control. The equipped monster cannot be targeted by card effects and if it is destroyed by battle, this card is destroyed instead.

~Activate only when your opponent declares an attack while you control a "Wicked" monster. Destroy all Attack Position monsters your opponent controls.

 

Corruption of the Traveler

Continuous Trap

Once per turn, if an opponent's monster declares an attack, you can reveal a "Wicked" monster in your hand to return the attacking monster to the owner's hand.

 

Mental Corruption

Normal Trap

Pay 600 Life Points. Look at your opponent's hand, and select 1 random card. (Your opponent cannot know the card you chose.) If the selected card is a monster, and it is sent to the Graveyard, deal 400 damage to your opponent. If the selected card is a Spell or Trap card, and it is activated, deal 700 damage to your opponent.

 

Wicked Powerlessness

Counter Trap

Activate only while you control a Level 10 "Wicked" monster. Negate the activation and effect of a Spell Card, Trap Card or Effect Monster's Effect and destroy it.

 

 

 

[spoiler=Ryoma-ru]

Ryoma-ru Kirena

LIGHT

Thunder/Tuner

4/1800/400

If this card is used for the Synchro Summon of a non-LIGHT monster, halve its Level. When this card declares an attack, you can Special Summon a Level 4 or lower "Ryoma-ru" monster from your hand.

 

Ryoma-ru Haar

LIGHT

Thunder

4/1300/300

If this card is Special Summoned from your hand by the effect of a "Ryoma-ru" monster, increase its original ATK by 800. If this card is in your Graveyard during your Draw Phase, you can skip your draw to add it to your hand.

 

Ryoma-ru Nikton

DARK

Thunder

4/1600/400

When this card is Normal Summoned, add a "Ryoma-ru" monster from your Deck to your hand. When this card declares an attack, Special Summon a Level 4 or lower "Ryo-maru" monster from your hand. Then deal damage to your opponent equal to half that monster's DEF.

 

Ryoma-ru Lansed

LIGHT

Thunder

4/1800/1000

If this card is Special Summoned from your hand by the effect of a "Ryoma-ru" monster, deal 900 damage to your opponent and it cannot attack this turn. If this card is Normal Summoned, you can add a "Ryoma-ru" monster from your Deck to your hand.

 

Ryoma-ru Teznak

DARK

Thunder

3/1100/600

If this card is Special Summoned from your hand by the effect of a "Ryoma-ru" monster, it is treated as a Tuner monster as long as it is face-up on the field. When this card is used for a Synchro Summon, add a Level 3 or lower Thunder-type monster from your Deck to your hand, besides "Ryoma-ru Teznak".

 

Ryoma-ru Yomira

DARK

Thunder

1/?/?

If this card is Special Summoned from your hand by the effect of a "Ryoma-ru" monster, select a monster on the field. This card's original ATK and DEF are treated as half of that monster's ATK, and this card cannot attack this turn. Once per turn, during your Main Phase, you can deal damage to your opponent equal to this monster's ATK.

 

Ryoma-ru Horukan

DARK

Thunder

3/1500/200

If this card is Special Summoned by the effect of a "Ryoma-ru" monster, deal 600 damage to your opponent. When this card is Normal Summoned, you can add a "The Great Temple of Rangiki" from your Deck or Graveyard to your hand.

 

Ryoma-ru Deskini

LIGHT

Thunder

6/2200/2000

When this card is Tribute Summoned, deal 600 damage to your opponent. When this card declares an attack, Special Summon up to 2 Level 4 or lower "Ryoma-ru" monsters from your hand. Those card(s) cannot attack this turn.

 

Ryoma-ru Amplifier

LIGHT

Thunder/Union

2/800/500

You can Special Summon this card from your hand if you control a "Ryoma-ru" monster. Once per turn, you can equip this card to a Thunder-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, when that monster declares an attack, your opponent takes 400 damage. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

 

Kami no Ryo - Rangiki

LIGHT

Thunder

10 4000/4000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Lightning's Lament". Once per turn, you can Tribute a Thunder-type monster (except "Kami no Ryo - Rangiki) to deal damage to your opponent equal to its ATK. You cannot attack with this card the turn you activate this effect. If this card is destroyed, your opponent takes 2000 damage.

 

Static Accumulation

Normal Spell

Add a Level 4 or lower "Ryoma-ru" monster from your Deck to your hand. It cannot be Special Summoned during this turn's Battle Phase.

 

Lightning Strike!

Continuous Spell

Each time a monster is Special Summoned from your hand, your opponent takes 600 damage.

 

Manufacted Lightning

Quick-play Spell

You can only activate this card while you control a "Ryoma-ru" monster. Deal 1000 damage to your opponent.

 

Static Strike

Normal Spell

You can only activate this card if you control a Thunder-type monster. Destroy a Defense Position monster on the field, and deal damage to your opponent equal to half its DEF.

 

The Great Temple of Rangiki

Field Spell

Each time a monster is Special Summoned from the hand, put a Charge Counter on this card. Once per turn, you can remove any number of Charge Counters from this card to deal damage to your opponent equal to the number of Charge Counters removed x500. If this card would be removed from the field, you can remove a Charge Counter instead.

 

Ryoma-ru Battle Training

Normal Spell

You can only activate this card by targeting a non "Ryoma-ru" monster you control. Tribute that monster to Special Summon a "Ryoma-ru" monster with an identical Level from your Deck. It cannot attack this turn.

 

Ryoma-ru Auto-Cannon

Continuous Spell

When a "Ryoma-ru" monster is Special Summoned from your hand by the effect of another "Ryoma-ru" card, deal damage to your opponent equal to its Level x100.

 

Thunderclap

Counter Trap

You can only activate this card while you control a Thunder-type monster. Negate the activation and effect of a card or Summon and destroy it.

 

Lightningrod

Continuous Trap

Select 1 monster your opponent controls. All Thunder-type monsters you control can only select that monster as an attack target. If that monster battles a Thunder-type monster, neither monster is destroyed by the battle, and neither player takes Damage from it. If the monster is removed from the field, you can select another monster controlled by your opponent as a target. Otherwise, destroy this card.

 

Call of the Cloud

Normal Trap

Return a Thunder-type monster on the field to the owner's hand.

 

Song of the Storm

Normal Trap

During this turn, when your opponent takes effect damage, except by the effect of "Song of the Storm", they take 500 more damage.

 

Lightning's Lament

Counter Trap

You can only activate this card while "Call of the Cloud" and "Song of the Storm" exist in your Graveyard. Negate the activation and effects of all other cards in the current chain. Then Special Summon "Kami no Ryo - Rengiki" from your hand or Deck. It cannot attack this turn. Your opponent cannot activate cards in response to this card's activation and effect.

 

Lightning Soul

Normal Trap

Tribute a Thunder-type monster you control. Destroy 2 cards on the field.

 

Ryoma-ru Jiksene

DARK

Thunder/Synchro

5/2300/1300

1 Tuner + 1 or more non-Tuner Thunder-type monsters

When this card is Special Summoned, deal 400 damage to your opponent. When this card declares an attack, you can Special Summon a "Ryoma-ru" monster from your hand. It cannot attack this turn.

 

Ryoma-ru Masthein

LIGHT

Thunder/Synchro

7/2700/1300

1 Tuner monster + 1 or more non-Tuner Thunder-type monsters

When this card is Synchro Summoned, deal 600 damage to your opponent. When this card declares an attack, you can Special Summon a "Ryoma-ru" monster from your hand. Then deal damage to your opponent equal to its DEF. That monster cannot attack this turn.

 

Ryoma-ru Kelgiken

LIGHT

Thunder/Synchro

8/3100/2700

1 "Ryoma-ru" tuner + 1 or more Thunder-type non-Tuner monsters

When this card is Synchro Summoned, deal 700 damage to your opponent. When a "Ryoma-ru" monster is Special Summoned from your hand, this card gains 400 ATK. Once per turn, during your Main Phase, you can deal damage to your opponent equal to the difference between this card's current ATK and its original ATK.

 

Ryoma-ru Jikez

DARK

Thunder/Synchro

7/2700/1600

"Ryoma-ru Teznak" + 1 or more Thunder-type non-Tuner monsters

When this card is Synchro Summoned, deal 700 damage to your opponent. When this card destroys a monster by battle, deal damage to your opponent equal to its ATK or DEF, whichever is higher.

 

Ryoma-ru Zanurak

LIGHT

Thunder/Synchro

8/3000/1900

1 "Ryoma-ru" Tuner monster + 1 or more non-Tuner "Ryoma-ru" monsters

When this card is Synchro Summoned, deal 800 damage to your opponent. When this card attacks a Defense Position monster, your opponent takes damage equal to the total of half that monster's DEF plus half this card's ATK.

 

Ryoma-ru King Zigniston

LIGHT

Thunder/Synchro

9/3500/3000

1 "Ryoma-ru" Tuner monster + 1 or more non-Tuner "Ryoma-ru" monsters

This card can only be Special Summoned by Synchro Summon. Other "Ryoma-ru" monsters you control gain 200 ATK. When a monster is Special Summoned from the hand by the effect of a card on the field, deal 500 damage to your opponent. When this card is destroyed by battle, add a Thunder-type monster from your Deck or Graveyard to your hand.

 

 

 

[spoiler=Jesters]

[spoiler=Monsters]

Jester Master

DARK

Spellcaster

7/0/0

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 "Jester Lord" you control. This card gains 1000 ATK and DEF for each Spell and Trap Card on the field. This card's name is treated as "Jester Lord" while it is face-up on the field or in the Graveyard. If this card attacks your opponent directly, add 1 Continuous Spell or Trap Card from your Deck to your hand.

 

Jester Dunstre

DARK

Spellcaster

1/0/0

This card can be Special Summoned from your hand if you control a "Jester Lord". Once per turn, you can return this card to your hand to increase the ATK of a monster you control by 300 for each Spell and Trap Card you control until the End Phase.

 

Jester Roken

DARK

2/0/0

This card can be Special Summoned from your hand if you control a "Jester Lord". Once per turn, you can send this card on the field to the Graveyard to destroy a card your opponent controls.

 

Jester Fimsic

DARK

Spellcaster

3/0/0

This card can be Special Summoned from your hand if you control a "Jester Lord". Once per turn, you can send this face-up card to the Graveyard to negate the activation and effect of a card that targets a monster with 0 ATK and destroy it.

 

Jester Malinzeq

DARK

Spellcaster

1/0/0

If this card is destroyed by battle, add a "Jester Lord" or "Jester Master" from your Deck or Graveyard to your hand.

 

Hectre Maznik, God Amongst Jesters

DARK

Spellcaster/Fusion

12/0/0

"Jester Lord" + 1 or more "Jester" monsters with different names

This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field and hand. (You do not use "Polymerization".) . This card gains 500 ATK and DEF for each card on the field. If this card is destroyed and sent to the Graveyard, you can destroy 1 card on the field to Special Summon this card during the End Phase. This effect can only be used a number of times equal to the number of Fusion Material Monsters used to Special Summon this card from the Extra Deck.

 

Crayo Kwe Seeq, Jester of Hades

DARK

Spellcaster/Fusion

12/0/0

"Jester Lord" + a Level 6 or higher DARK monster

This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field and hand. (You do not use "Polymerization".) Increase the ATK and DEF of this card by 500 for each "Jester" monster in your Graveyard. Once per turn, you can remove a "Jester" monster, except "Jester Lord", in your Graveyard from play. Until the End Phase, this card gains the effects of that monster. (You do not need to pay the cost of the effect to activate it.)

 

 

[spoiler=Spells]

Magnetic Fire

Continuous Spell Card

The effect of "Jester Lord" is always applied.

 

Court of the Magical Clown

Field Spell Card

"Jester" monsters cannot be destroyed by cards that do not target. Each time a "Jester" monster returns to the owner's hand, put a Pierrot Counter on this card. If this card would be destroyed, you can remove a Pierrot Counter from this card instead. Once per turn, you can remove any number of Pierrot Counters from this card to increase the ATK of a "Jester Lord" or a Fusion Monster that lists "Jester Lord" as a Fusion Material Monster by 100 points for each Pierrot Counter removed.

 

The Show Beigns!

Normal Spell Card

Add a Level 4 or lower "Jester" monster from your Deck to your hand.

 

Jester Trampoline

Continuous Spell Card

When a "Jester" monster returns to your hand, gain 500 Life Points.

 

Jester Staff

Equip Spell Card

You can only equip this card to "Jester Lord". Increase the ATK of the equipped monster by 1000. If the equipped monster would be destroyed, destroy this card instead.

 

Macabre Massacre

Normal Spell

You can only activate this card if you control a "Jester Lord." Discard 2 "Jester" monsters from your hand to destroy cards your opponent controls up to the number of Spell and Trap cards you control.

 

Negative Void Generator

Continuous Spell Card

Your opponent cannot select monsters with 0 ATK as attack targets.

 

 

[spoiler=Traps]

Fireball Launch

Continuous Trap Card

You can only activate the effect of card when your opponent Special Summons a monster while you control a "Jester Lord". Destroy that monster, then destroy another Spell or Trap Card you control.

 

Jester Lash

Continuous Trap Card

When your opponent attacks a "Jester Lord" you control, you can discard a "Jester" monster in your hand to the Graveyard to negate the attack and destroy the monster.

 

Jester Dance

Normal Trap Card

When your opponent attacks a "Jester" monster you control, negate the attack.

 

Healing Fire

Continuous Trap Card

During your Standby Phase, gain Life Points equal to half the ATK of a "Jester Lord" you control.

 

Encore! Encore!

Normal Trap Card

Special Summon a "Jester Lord" from your Graveyard. It is destroyed during the End Phase.

 

 

 

 

 

[spoiler=Pentagram]

Knight of the Pentagram - Zulonsk

EARTH

Warrior

6/2300/2300

If two or more monsters on the field share an Attribute and you control no monsters, you can Special Summon this card from your hand. It cannot attack the turn it is Summoned with this effect.

 

Pentagram Wizard

WATER

Spellcaster/Tuner

2/700/700

Each time the Attribute of a monster(s) changes, put a Spell Counter on this card. Increase the ATK and DEF of this card by 300 for each Spell Counter on the field. If a "Pentagram" card would be destroyed, you can remove a Spell Counter from a card on the field instead. When this card is used for a Synchro Summon, remove the Synchro Material monsters from play.

 

Knight of the Pentagram - Fenoc

LIGHT

Warrior

4/1700/1700

Once per turn, you can select a monster that shares an Attribute with this card. Negate that monster's effect(s) until the End Phase.

 

Knight of the Pentagram - Rensko

DARK

Warrior

3/1500/1500

If your opponent controls a monster that shares an Attribute with this card, this card is treated as a Tuner monster. Once per turn, you can remove a monster in your hand that shares an Attribute with this card from play to increase the Level of this card by 1.

 

Knight of the Pentagram - Reskenon

DARK

Warrior

1/100/100

If this card in your hand is removed from play, add it to your hand during your End Phase.

 

Knight of the Pentagram - Serveknon

WIND

Warrior

1/100/100

If this card in your hand is removed from play, add it to your hand during your End Phase.

 

Knight of the Pentagram - Foreknon

FIRE

Warrior

1/100/100

If this card in your hand is removed from play, add it to your hand during your End Phase.

 

Knight of the Pentagram - Halaknon

WATER

Warrior

1/100/100

If this card in your hand is removed from play, add it to your hand during your End Phase.

 

Knight of the Pentagram - Huraknon

EARTH

Warrior

1/100/100

If this card in your hand is removed from play, add it to your hand during your End Phase.

 

Pentagram War Dog

EARTH

Beast

4/1200/1200

You can send this card from the field to the Graveyard to Special Summon a Level 3 "Pentagram" monster from your hand or Deck. Its effects are negated and it cannot attack this turn.

 

Knight of the Pentagram - Kulosk

LIGHT

Warrior

4/1400/1400

When this card battles a monster with the same Attribute as this card, destroy that monster after applying damage calculation.

 

Knight of the Pentagram - Montauk

LIGHT

Warrior

3/900/900

If there is a monster on your opponent's side of the field with the same Attribute as this card, increase the ATK and DEF of this card by 1000.

 

Knight of the Pentagram - Beiren

LIGHT

Warrior

4/1600/1600

This card cannot be destroyed by monsters that have the same Attribute as this card.

 

Knight of the Pentagram - Welion

LIGHT

Warrior

5/2100/2100

When this card is Summoned, you can select 1 monster on the field. This card's Attribute is also treated as that monster's Attribute. If your opponent only controls monster(s) with an Attribute that is the same as this card's, this card can attack directly.

 

Knight of the Pentagram - Ferclos

WIND

Warrior

4/1900/1900

If this card destroys a monster with the same Attribute as this card in battle, this card can attack once again in a row. You cannot activate this effect more that twice in a turn.

 

Pentagram Avenger - Teskaton

LIGHT

Warrior/Synchro

7/2800/2800

1 Tuner monster + 1 or more "Pentagram" monsters that shares an Attribute with the Tuner monster

This card's Attribute is also treated as the Attribute of the monsters used to Synchro Summon it. When this card is Synchro Summoned, return 1 "Pentagram" card removed from play to your hand. When this card battles a monster, destroy it before Damage Calculation if it does not share an Attribute with this card. If this card would be sent from the field to the Graveyard or removed from play, you can remove another "Pentagram" monster you control to return this card to the Extra Deck.

 

Horenitas - King of the Pentagram

LIGHT

Warrior/Synchro

8/3300/3300

1 Tuner monster + 1 or more "Pentagram" monsters that shares an Attribute with the Tuner monster

This card can only be Special Summoned by Synchro Summon. This card is not affected by "Elemental Pentagram". This card's Attribute is also treated as DARK, EARTH, FIRE, WATER, and WIND. During your End Phase, if you activated the effect of "Elemental Pentagram", return the removed from play "Pentagram" monster to your hand. When this card is removed from the field, during your End Phase negate the effects of an "Elemental Pentagram" you control and destroy it to activate a "Supreme Pentagram - The Five Pronged Horizon" from your hand, Deck, or Graveyard.

 

God of the Five Souls

LIGHT

Fairy/Synchro

10/0/0

1 Tuner monster + 2 or more non-Tuner monsters

When this card is Synchro Summoned, you can remove the non-Tuner monsters used to Summon this card from play. This card's original ATK and DEF are equal to the number of "Pentagram" cards removed from play x800. If this card is sent to the Graveyard or removed from play, you can return a removed from play "Pentagram" monster to the Graveyard instead.

 

Elemental Pentagram

Continuous Spell

This card cannot be removed from the field while you control at least 1 "Pentagram" monster. Once per turn, remove a monster in your hand (except a LIGHT monster) from play to select an Attribute. All monsters you control are treated as that Attribute until your opponent's next End Phase. You can discard a card in your hand to the Graveyard (except for a LIGHT monster) to destroy 1 face-up card with the same attribute as the discarded card.

 

Supreme Pentagram - The Five Pronged Skyline

Field Spell

You can only activate this card by the effect of "Horenitas - King of the Pentagram". This card's name is also treated as "Elemental Pentagram". This card cannot be removed from the field while you control at least 1 "Pentagram" monster. During each Standby Phase, remove a monster in your hand from play. All monsters on the field and in each player's hands are treated as that Attribute until the End Phase. You cannot choose the same Attribute two turns in a row. When this card is removed from the field, activate an "Elemental Pentagram" from your Deck or Graveyard.

 

Cry of the Pentacle

Normal Spell

Return up to 5 of your removed from play "Pentagram" monsters to your deck. Draw 3 cards.

 

Penta-Blast

Normal Trap

You can only activate this card while exactly 5 monsters on the field have the same Attribute. Deal 2500 damage to your opponent.

 

Pentacle Revival

Normal Spell

Special Summon 1 "Pentagram" monster from your Graveyard. Its effects are negated, and it cannot attack. If it would be sent to the Graveyard, it is removed from play instead.

 

Quint-essence

Normal Spell

If you control "Elemental Pentagram", select an Attribute. Increase the ATK of all monsters of that Attribute by 600 until the End Phase.

 

Pentacle Summon

Normal Trap

You can only activate this card if you control "Elemental Pentagram" and/or a "Pentagram" monster. Special Summon 1 "Pentagram" monster from your Deck. Its effects are negated and it cannot change its Attribute until your next Standby Phase.

 

Penta-Bind

Continuous Trap

You can only activate this card if you control "Elemental Pentagram" and/or a "Pentagram" monster. Select 1 monster your opponent controls. That monster cannot change its battle position or attack, and has its ATK is 0. If this card would be sent from the field to the Graveyard, you can Set this card instead.

 

Burial Rites of the Elements

Continuous Trap

All monsters in either player's Graveyard are treated as the same Attribute as the Attribute designated by "Elemental Pentagram".

 

Rescind the Power!

Quick-Play Spell

You can only activate this card after the effect of "Elemental Pentagram" has been applied. Select a "Pentagram" monster you control. That monster can have only 1 Attribute during this turn.

 

Quick-Shot! Correspondence Element Magic

Normal Trap

You can only activate this card if your monster battles. Select and activate one of the following effects:

~If you control a monster that shares an attribute with your battling monster, increase the ATK of the battling monster by 700.

~If your battling monster share an Attribute with your opponent's battling monster, destroy your opponent's battling monster.

 

Spirits of the Pentagram

Normal Trap

Special Summon 1 "Pentagram" monster that has been removed from play. It is destroyed at the End Phase.

 

Pentagram Revitalization

Normal Trap

You can only activate this card when a "Pentagram" card is destroyed by a monster. Increase that monster's ATK by 500, destroy that monster, and gain Life Points equal to its original ATK.

 

Five-Point Counter

Counter Trap

You can only activate this card when your opponent attacks. Remove a "Pentagram" card in your hand from play to negate the attack and destroy the attacking monster.

 

 

 

[spoiler=Tornadoes]

Tornado Stabilizer

WIND

Spellcaster

2/100/100

If you control a "Tornado" Spell Card, this card cannot be destroyed by effects or by battle. You can choose to activate the effect of "Tornado" Continuous Spell Cards.

 

Tornado Swordsman

WIND

Warrior

4/1900/1700

When this card is Normal Summoned, return 1 card to the owner's hand.

 

Tornado Sorcerer

WIND

Spellcaster

4/1700/1900

When this card is Special Summoned, your opponent discards two random cards.

 

Tornado Destructor

WIND

Beast-Warrior

3/1600/200

If this card attacks, your opponent cannot activate Spell or Trap Cards until the end of the Damage Step. When this card destroys a monster as a result of battle, you can destroy 1 Spell or Trap Card on the field.

 

Tornado Caller

WIND

Spellcaster/Tuner

2/900/400

You can discard this card from your hand to add a "Tornado" Continuous Spell or Trap Card from your Deck to your hand. If this card is used for the Synchro Summon of a WIND monster, increase its Level by 2.

 

Tornado Spirit - Cyclos

WIND

Winged Beast/Synchro

7/2500/2500

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

This card can only be Special Summoned by Synchro Summon. When this card is Synchro Summoned, return all face-down Spell and Trap Cards to the owner's hands. When this card returns to the Extra Deck, your opponent discards their entire hand and draws cards equal to the amount discarded. If this card would be sent to the Graveyard, it is returned to the Extra Deck instead. When this effect is activated, you cannot Synchro Summon "Tornado Spirit - Cyclos" until the second Standby Phase after activation.

 

 

Tornado God - Ouranos

WIND

Winged Beast/Synchro

8/3000/1800

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

When this card is Synchro Summoned, return all non-WIND monsters and face-down cards to the owner's hands. If you control a "Tornado" Continuous Spell Card, this card cannot be targeted by effects. When this card attacks a monster, return it to the owner's hand, and deal damage equal to half its DEF. If this card is removed from the field, return it to the Extra Deck instead, and you cannot Synchro Summon "Tornado God - Ouranos" until your 2nd Standby Phase after activation.

 

Tornado Manipulator

WIND

Psychic/Tuner

3/1400/1000

When a card(s) is returned to the hand, Deck, or Extra Deck by the effect of a "Tornado" card, change the battle position of 1 face-up monster your opponent controls.

 

Tornado Revivalist

WIND

Zombie

2/400/400

If this card is sent to the Graveyard by the effect of a "Tornado" card, you can Special Summon it during the End Phase.

 

Tornado F1 - The Strongest Breeze

Continuous Spell

Only 1 "Tornado" Continuous Spell Card can exist on the field at a time. Once per turn, return 1 card your opponent controls to the owner's hand. If you cannot, return this card to your hand, and you cannot activate a "Tornado" Continuous Spell Card until your next Main Phase 1.

 

Tornado F2 - The Weakest Gale

Only 1 "Tornado" Continuous Spell Card can exist on the field at a time. Once per turn, return 1 card your opponent controls to the owner's hand and destroy 1 other card on the field. If you cannot, return this card to your hand, and you cannot activate a "Tornado" Continuous Spell Card until your next Main Phase 1.

 

Tornado F3 - The Howling Winds

Continuous Spell

Only 1 "Tornado" Continuous Spell Card can exist on the field at a time. Once per turn, during your Main Phase 1, return 2 cards your opponent controls to the owner's hand and destroy another card on the field. If you cannot activate this effect, return this card to your hand, and you cannot activate a "Tornado" Continuous Spell Card until your next Main Phase 1.

 

Tornado F4 - The Monsoon of Death

Continuous Spell

Only 1 "Tornado" Continuous Spell Card can exist on the field at a time. The only time during your Main Phase that

you cannot activate this card is if your Spell and Trap Card Zones are unuseable. Once per turn, destroy 2 other cards on the field. If you cannot, return this card to your hand, and you cannot activate a "Tornado" Continuous Spell Card until your next Main Phase 1.

 

Tornado F5 - Worldshredder

Continuous Spell

This card can only be activated by the effect of "God of the Cyclone - Ouranos". Only 1 "Tornado" Continuous Spell Card can exist on the field at a time. Once per turn, select and activate 1 of the following effects:

~ Tribute a "Tornado" monster you control to return all monsters your opponent controls to the owner's hand.

~ Tribute 2 "Tornado" monsters you control to destroy all Spell and Trap Cards your opponent conrols.

If you cannot activate either of these effects, return this card to your hand, and you cannot activate a "Tornado" Continuous Spell Card until your next Main Phase 1.

 

Gale Whip

Normal Spell

You can only activate this card if you control a WIND monster. Discard a WIND monster in your hand to the Graveyard to destroy a Spell or Trap Card on the field.

 

Buffeting Blast

Normal Spell

You can only activate this card if you control a WIND monster. Remove a WIND monster in your Graveyard from play to return 1 other card on the field to the owner's hand.

 

Dust Bowl

Field Spell

Once per turn, during each of your Main Phases, Special Summon up to 3 "Cabin Counters" (EARTH/Machine-type/Level 1/ATK 0/DEF 500) to your opponent's side of the field. If the tokens are destroyed by the effect of a "Tornado" Spell Card, deal 500 damage to your opponent. If the tokens would be returned to the owner's hand, your opponent must discard a card instead.

 

Mental Tornado

Quickplay Spell

You can only activate this card if you control a "Tornado" monster. Select and activate 1 of the following effects:

~ Take control of 1 opponent's monster until the End Phase. While you control that monster, it cannot change its battle position.

~ Change the battle position of 1 monster on the field. Your opponent discards a card from their hand.

 

Whirlwind Bind

Continuous Trap

You can only activate this card if you control a "Tornado" Spell Card. Negate the effects of cards that activate when or by discarding from the hand(including itself).

 

Eye of the Tornado

Normal Trap

You can only activate this card when your opponent declares an attack while you control a "Tornado" Continuous Spell Card.

Negate that attack, and your opponent's monsters cannot attack this turn.

 

 

[spoiler=Lunar]

[spoiler=Monsters]

Lunar Daemon

DARK

Fiend

2/600/600

FLIP: You can add a Continuous Spell Card from your Graveyard to your hand.

 

Lunar Gunman

LIGHT

Warrior

4/1500/900

If you control a "Lunar Phase" Continuous Spell Card, once per turn, you can destroy a Defense Position monster your opponent controls. This card cannot attack the turn you activate this effect.

 

Lunar Swordsman

LIGHT

Warrior

4/1600/1400

If you control a "Lunar Phase" Continuous Spell Card, this card gains 500 ATK.

 

Lunar Mech Fighter

DARK

Machine

4/1700/200

If you control a "Lunar Phase" Continuous Spell Card, when this card attacks an opponent's monster, this card gains 400 ATK during the Damage Step only.

 

Lunar Tapper

LIGHT

Psychic/Tuner

3/1200/300

If you control a "Lunar Phase" Continuous Spell Card, you can pay 500 Life Points once per turn to change the Battle Position of 1 monster on the field. This effect can be activated during either player's Main Phase.

 

Lunar Halfshade

LIGHT

Spellcaster

6/2500/0

This card's Attribute is also treated as DARK. If you control a "Lunar Phase - Full Moon" Continuous Spell Card, destroy this card. While you control a "Lunar Phase" Continuous Spell Card, you can negate the activation and effect of a card that would destroy a "Lunar" monster you control by discarding 1 card from your hand.

 

Star Seer

DARK

Spellcaster

2/300/400

You can discard this card and another Monster Card from your hand to add a "Celestia Nachten" from you Deck or Graveyard to your hand.

 

Sensiasa, Lunar Dragon

LIGHT

Dragon

7/2500/2000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 2 "Lunar" monsters in your Graveyard from play. When this card is Special Summoned, you can add a LIGHT "Lunar" monster in your Graveyard to your hand. If you control a "Lunar Phase" Continuous Spell Card, when this card attacks a monster, it is destroyed at the end of the Damage Step.

 

Lunar Fauna

LIGHT

Plant

3/400/2000

During each of your Standby Phases, gain 300 Life Points. If this card in your Graveyard is removed from play, gain 1000 Life Points.

 

Goddess of the Moon - Artemis

LIGHT

Warrior/Synchro

8/2900/2400

1 "Lunar" Tuner monster + 1 or more non-Tuner monsters

When this card is Synchro Summoned, destroy 1 card on the field. 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. If there is a "Lunar Phase" Continuous Spell Card on the field when this card is destroyed, you can Special Summon it from the Graveyard during the End Phase.

 

Lunar Lifebreather

LIGHT

Spellcaster/Tuner

2/1400/1000

If you control a "Lunar Phase" Continuous Spell Card, you can Special Summon 2 "Moonrock Tokens" (Rock-Type/LIGHT/Level 1/ATK 600/DEF 1000).

 

Lunar Android

LIGHT

Spellcaster/Synchro

5/2300/2100

1 "Lunar" Tuner + 1 or more non-Tuner monsters

This card's Attribute is also treated as DARK. When this card is Synchro Summoned, gain 600 Life Points. If you control a "Lunar Phase" card, during your End Phase, gain 600 Life Points.

 

Lunar Behemoth

DARK

Beast/Synchro

7/2700/2200

1 "Lunar" Tuner + 1 or more non-Tuner monsters

If you control a "Lunar Phase" card, this card can attack all monsters your opponent controls once each. Effects that activate during the Damage Step cannot be activated.

 

Lunar Immortal - Anulliah

LIGHT

Warrior/Effect

9/3100/200

1 "Lunar" Tuner + 1 or more non-Tuner "Lunar" monsters

This card cannot be destroyed by card effects while a "Lunar Phase" card is on the field. If a "Lunar Phase" card would be removed from the field, you can switch this card into Defense Position instead.

 

Lunar Incarnation

LIGHT

Fairy

7/0/0

This card cannot be Normal Summoned or Set. This card can be Special Summoned from your hand if you control a "Lunar Phase - Full Moon". This card cannot be destroyed in battle while you control a "Lunar Phase" Continuous Spell Card. If a "Lunar Phase" Continuous Spell Card would be destroyed, you can Tribute this card to negate the activation and effect of that card and destroy it. If you activate this effect, this card is Special Summoned from the Graveyard during the End Phase.

 

Umbraeos of Black Tranquility

DARK

Spellcaster

8/3400/2000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand, and only while you control a "Lunar Phase - New Moon" Continuous Spell Card. When "Lunar" monsters you control attack your opponent's monsters, they gain 400 ATK during the Damage Step only. During your End Phase, you must activate the effect of "Lunar Phase - New Moon" to return it to the Deck. When you do, return this card to the Deck also.

 

Lunaeon of the Shining Crater

LIGHT

Warrior

8/3700/1500

This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand, and only while you control a "Lunar Phase - Full Moon" Continuous Spell Card. Once per turn, flip all monsters your opponent controls face-up. (Flip effects are not activated at this time). If this card attacks with an ATK higher than the DEF of a Defense Position monster, deal Battle Damage equal to the difference. During your End Phase, you must activate the effect of "Lunar Phase - Full Moon" to return it to the Deck. When you do, return this card to the Deck also.

 

Lunar Chaos Angel

LIGHT

Fairy/Fusion/Effect

10/4000/2600

This card can only be Special Summoned from the Extra Deck by removing from play the above cards on the field and in your Graveyard from play. This card's Attribute is also treated as DARK while in the Extra Deck, on the field, in the Graveyard and removed from play. If this card destroys a monster while you control a "Lunar Phase" card, gain Life Points equal to that card's ATK, and deal damage equal to the difference between that amount and this card's ATK.

 

 

[spoiler=Spells]

Lunar Phase - Full Moon

Continuous Spell Card

This card cannot be Set. This card can only be activated by the effect of "Celestia Nachten" or a "Lunar Phase" card. There can only be 1 "Lunar Phase" Continuous Spell Card face-up on the field at a time. Increase the ATK of all "Lunar" monsters by 600. Monster cards cannot be Set face-down. Monsters Set in Defense Position are Normal Summoned in face-up Defense Position. During your End Phase, you may return this card to your Deck to activate a "Lunar Phase - Waning Crescent" Continuous Spell Card from your hand or Deck.

 

Lunar Phase - Waning Crescent

Continuous Spell Card

This card cannot be Set. This card can only be activated by the effect of "Celestia Nachten" or a "Lunar Phase" card. There can only be 1 "Lunar Phase" Continuous Spell Card face-up on the field at a time. Increase the ATK of all "Lunar" monsters by 200. If a "Lunar" monster attacks a face-down Defense Position monster, destroy the face-down monster immediately with this card's effect without flipping it face-up or damage calculation. During your End Phase, you may return this card to your Deck to activate a "Lunar Phase - New Moon" Continuous Spell Card from your hand or Deck.

 

Lunar Phase - Waxing Gibbous

Continuous Spell Card

This card cannot be Set. This card can only be activated by the effect of "Celestia Nachten" or a "Lunar Phase" card. There can only be 1 "Lunar Phase" Continuous Spell Card face-up on the field at a time. Increase the ATK of all "Lunar" monsters by 400. "Lunar" monsters you control can attack directly, but any damage dealt this way becomes half the original ATK of that card. During your End Phase, you may return this card to your Deck to activate a "Lunar Phase - Full Moon" Continuous Spell Card from your hand or Deck.

 

Lunar Phase - New Moon

This card can only be activated by the effect of "Celestia Nachten" or a "Lunar Phase" card. There can only be 1 "Lunar Phase" Continuous Spell Card face-up on the field at a time. Negate the effects of all non-DARK "Lunar" monsters. Increase the ATK of all DARK "Lunar" monsters by 400. "Lunar" monsters you control cannot be destroyed in battle. During your End Phase, you may return this card to your Deck to activate a "Lunar Phase - Waxing Gibbous" Continuous Spell Card from your hand or Deck.

 

Celestia Nachten

Field Spell Card

When this card is activated, activate 1 "Lunar Phase" Continuous Spell Card from your hand or Deck. Your opponent cannot activate Field Spell Cards. This card cannot be destroyed by effects, except for its own. When a "Lunar Phase" Continuous Spell Card is destroyed by an effect, destroy this card.

 

Moonstone Blade

Equip Spell Card

You can only equip this card to a "Lunar" monster. The equipped monster gets effects based on the "Lunar Phase" Continuous Spell Card currently in play:

"Waning Crescent": Increase the ATK of this card by 300

"Waxing Gibbous":Increase the DEF of this card by 500

"Full Moon": Increase the ATK and DEF of this card by 700

"New Moon" You can halve this card's ATK to attack your opponent directly

 

Lunar Winds

Quick-Play Spell Card

You can only activate this card if you control a "Lunar Phase" Continuous Spell Card. Change the Battle Positions of all of your opponent's face-up monsters.

 

Increased Gravity

Continuous Spell Card

You can only activate this card if you control a "Lunar Phase" Continuous Spell Card. All Level 4 or higher non-"Lunar" monsters cannot attack.

 

Lunar Radiation

Continuous Spell Card

You can only activate this card if you control a "Lunar Phase" Continuous Spell Card. Increase the ATK of all "Lunar" monsters by 300 and decrease the ATK of all non-"Lunar" monsters by 300.

 

Tranquil Call

Normal Spell

You can only activate this card if you have 3 or more DARK "Lunar" monsters in your Graveyard. Add an "Umbraeos of Black Tranquility" from your Deck to your hand.

 

Echoes of the Crater

Normal Spell

You can only activate this card if you have 5 or more LIGHT "Lunar" monsters in your Graveyard. Add a "Lunaeon of the Shining Crater" from your Deck to your hand.

 

 

[spoiler=Traps]

Radiance Reflection

Normal Trap Card

You can only activate this card if you control a "Lunar Phase Continuous Spell Card. When your opponent declares an attack, destroy all Attack Position monsters they control.

 

Blinding Reflection

You can only activate this card if you control a "Lunar Phase Continuous Spell Card. Your opponent cannot declare an attack this turn.

 

Lunatic Illusion

Continuous Trap Card

You can only activate this card if you control a "Lunar Phase" Continuous Spell Card. Select 1 "Lunar" monster in your Graveyard and Special Summon it. If this card is removed from the field, destroy that card. If the monster is removed from the field, destroy this card.

 

Lunar Halo

Normal Trap Card

After activation, treat this card as an Equip Spell Card and equip it to a "Lunar monster you control. Increase its ATK by 500 points. You can use the equipped monster's effect even if you do not control a "Lunar Phase" Continuous Spell Card.

 

Lunar Eclipse

Normal Trap Card

You cannot acitvate this card if you control a "Celestia Nachten". Activate 1 "Lunar Phase" Continuous Spell Card, regardless of activation cost. It is destroyed during the End Phase.

 

Lunaria Resplendence Shield

Normal Trap Card

You can only activate this card when your opponent activates an effect to destroy your "Lunar Phase" Continuous Spell Card. Remove from play a "Lunar" monster in your Graveyard to negate the activation and effect of that card and destroy it. "Lunar Phase" Continuous Spell Cards cannot be destroyed by effects this turn.

 

Lunar Cycle

Normal Trap

Send a "Lunar Phase" Continuous Spell Card you control to the Graveyard to activate the "Lunar Phase" card in the sent card's text from your hand, Deck, or Graveyard.

 

 

 

 

[spoiler=Saviors (While technically not an original Archetype, the damn character Limit on the first post...)]

Savior Rose Dragon

FIRE

Dragon/Synchro

9/3700/3000

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

Once per turn, negate the effect(s) of 1 face-up monster your opponent controls until the End Phase. Deal damage to your opponent equal to its ATK. If this card battles a monster, that card's ATK becomes 0 during damage calculation. Return this card to the Extra Deck during the End Phase, and Special Summon 1 "Black Rose Dragon" from your Graveyard.

 

Savior Fairy Dragon

LIGHT

Dragon/Synchro

9/3800/4000

"Salvation Dragon - Savior Dragon" + "Ancient Fairy Dragon" + 1 non-Tuner monster

When this card is Synchro Summoned, destroy 1 card your opponent controls. Add a card that is the same type of card to your hand. Once per turn, negate the effect(s) of 1 face-up monster your opponent controls until the End Phase. You can Special Summon a monster from your hand or Graveyard with a Level identical to the selected monster. Return this card to the Extra Deck during the End Phase, and Special Summon 1 "Ancient Fairy Dragon" from your Graveyard.

 

Black Savior Wing

DARK

Winged Beast/Synchro

9/3800/2500

"Salvation Dragon - Savior Dragon" + "Blackwing - Armor Master" + 1 non-Tuner monster

When this card is Synchro Summoned, reduce the ATK and DEF of a monster your opponent controls to 0. Once per turn, negate the effect(s) of 1 face-up monster your opponent controls until the End Phase. If you do, your monsters cannot be destroyed this turn. Return this card to the Extra Deck during the End Phase, and Special Summon 1 "Blackwing - Armor Master" from your Graveyard.

 

Savior Power Dragon

EARTH

Machine/Synchro

9/3700/3500

"Salvation Dragon - Savior Dragon" + "Power Tool Dragon" + 1 non-Tuner monster

When this card is Synchro Summoned, select three cards from your Deck. Your opponent selects 1 of those cards. The selected card is added to your hand, and the others are sent to the Graveyard. Once per turn, negate the effect(s) of 1 face-up monster your opponent controls until the End Phase. When you do, you can equip 1 other monster your opponent controls to this card. It gains ATK equal to the equipped card's ATK. If this card would be removed from the field (except by its own effect) while equipped with an Equip Card, you can send that card to the Graveyard instead. Return this card to the Extra Deck during the End Phase, and Special Summon 1 "Power Tool Dragon" from your Graveyard.

 

Red-Eyes Savior Dragon

DARK

Dragon/Synchro

9/3700/3000

"Salvation Dragon - Savior Dragon" + "Red-Eyes B. Dragon" + 1 non-Tuner monster

When this card is Synchro Summoned, your opponent takes 2400 points of damage. Once per turn, you can negate the effect(s) of a monster your opponent controls until the End Phase. Your opponent cannot negate this effect. 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. Return this card to the Extra Deck at the End Phase, and Special Summon a "Red-Eyes B. Dragon" from the Graveyard.

 

Psycho Savior King

DARK

Psychic/Synchro

10/3800/3300

"Salvation Dragon - Savior Dragon" + "Thought Ruler Archfiend" + 1 non-Tuner monster

Once per turn, you can negate the effect(s) of 1 monster your opponent controls until the End Phase. Gain Life Points equal to its ATK. If your opponent would target a monster for an effect, you can negate the activation of the effect and destroy the card. During your End Phase, return this card to the Extra Deck and Special Summon 1 "Thought Ruler Archfiend" from your Graveyard.

 

Savior Kaiser Dragon

FIRE

Zombie/Synchro

8/3700/2500

"Salvation Dragon - Savior Dragon" + "Doomkaiser Dragon" + 1 non-Tuner monster

When this card is Synchro Summmoned, Special Summon 1 monster from either player's Graveyard. Once per turn, you can negate the effect(s) of 1 monster your opponent controls until the End Phase. Switch that monster to Defense Position and it cannot change its Battle Position until your next Main Phase. During your End Phase, return this card to your Extra Deck and Special Summon 1 "Doomkaiser Dragon" from your Graveyard.

 

Treos Savior Dragon

FIRE

Dragon/Synchro

12/4000/3800

"Salvation Dragon - Savior Dragon" + "Trident Dragion" + 1 non-Tuner monster

When this card is Synchro Summoned, you can remove a card from both player's Graveyards. If you do, this card can attack three times during a Battle Phase, but any Direct Damage dealt is halved. Once per turn, you can negate the effect(s) of a monster that your opponent controls until the End Phase. if you do, you can conduct your Battle Phase twice. During your End Phase, return this card to your Extra Deck, and Special Summon 1 "Trident Dragion" from your Graveyard, ignoring Summoning Conditions.

 

Junk Savior

DARK

Warrior/Synchro

7/3700/2300

"Salvation Dragon - Savior Dragon" + "Junk Warrior" + 1 non-Tuner monster

When this card is Synchro Summoned, you can Special Summon up to three Level 2 or lower monsters from your hand or Graveyard, except those used to Synchro Summon this card. Once per turn, this card can negate the effect(s) of a monster your opponent controls until the End Phase. Return this card to the Extra Deck during the End Phase and Special Summon 1 "Junk Warrior" from your Graveyard.

 

[spoiler=Support]

[spoiler=Spells]

Savior Call

Normal Spell

You can only activate this card while you control a Synchro monster. Add a "Salvation Dragon - Savior Dragon" from your Deck or Graveyard to your hand.

 

Messiah Complex

Quick-Play Spell

You can only activate this card if you control a "Savior" Synchro Monster. Add 1 "Salvation Dragon - Savior Dragon" in your Graveyard to your Deck and shuffle it.

 

Salvation Anchor

Equip Spell

You can only equip this card to a "Savior" Synchro Monster. The controller of this card can choose whether to activate its effect to return it to the Extra Deck during the End Phase.

 

Savior of the Small

Normal Spell

You can only activate this card if you control a "Savior" Synchro Monster. Add 1 Level 1 Monster, except "Salvation Dragon - Savior Dragon" from your Graveyard to your hand.

More as I think of them.

 

 

 

[spoiler=Traps]

Messiah Song

Normal Trap

You can only activate this card when you Synchro Summon a monster. Special Summon 1 "Salvation Dragon - Savior Dragon" from your Deck. This card's activation and effect cannot be chained to.

 

Saving Grace

Normal Trap

You can only activate this card when a "Savior" monster is attacked. Destroy all Attack Position monsters your opponent controls.

 

Misleading Messiah

Normal Trap

If your opponent Summons a monster while you control a "Savior" monster, destroy that monster and remove it from play.

 

Loathing of the Lost

Continuous Trap

If a monster's effect is negated by the effect of a DARK "Savior" Synchro monster, you can remove that monster from play. If you do, take 1000 damage.

 

Path of the Exalted

Continuous Trap

When a "Savior" Synchro Monster returns to the Extra Deck, add 1 "Salvation Dragon - Savior Dragon" from your Graveyard to your hand.

 

Savior Link

Normal Trap

When a "Salvation Dragon - Savior Dragon" is Summoned, Special Summon 1 Level 1 monster from your Deck.

Same with Spells, I'll come out with more as they exist.

 

Savior Bomb

Normal Trap

You can only activate this card by selecting a "Salvation Dragon - Savior Dragon" you control. Destroy the selected monster and up to two cards your opponent controls. For each card destroyed, your opponent takes 300 damage.

 

Plus One

Normal Trap

You can only activate this card when a Level 1 monster is Special Summoned from your hand. Special Summon a Level 1 monster from your Deck, then draw a card.

 

 

 

 

 

 

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