seattleite Posted December 1, 2010 Report Share Posted December 1, 2010 ...Bromance?... Lol that is what I was thinking as well *Awkward silence* ANYWAYS I have to ask, if you are having troubles with updates get on the chatbox. I think right now I can fix most problems you are having (except ChilledFlames, but, I'm getting there) Oh, and how is the Codes Creator :P Link to comment
The Great Wolf Sif Posted December 1, 2010 Report Share Posted December 1, 2010 I haven't used the code creator yet Sea so I wouldn't know. Link to comment
Lonk Posted December 1, 2010 Report Share Posted December 1, 2010 I am still at 20.... Link to comment
.Leo Posted December 2, 2010 Author Report Share Posted December 2, 2010 I would love to have Beast type support. I think that sometimes CCGs tend to support the more uncommon types and make them top tier and good, but I think that we shouldn't shy away from very sucessful types like Beast. Link to comment
seattleite Posted December 3, 2010 Report Share Posted December 3, 2010 Agreed with Beast support. Since this isn't connected to the TCG we can have ample support for Warriors and other previously highly supported types/attributes. Me and Werelord are makin us a Side Set Collab. It features many generic cards from me and from werelord generic cards and start of the "Monster Hunter" series. After our Side Set, and ChilledFlames/Alfred's Side Sets are finished we are gonna have ourselves a mixmatch tourney! :D Woo! Basically, everyone submits a decklist. The decks are randomly re-assigned to new tournament players for use in the tournament! But we must make sure they aren't like, filled with nomi's or something. They can be unique but they have to be at least somewhat playable. Link to comment
Bringerofcake Posted December 3, 2010 Report Share Posted December 3, 2010 I made more pressure stuff. http://forum.yugiohcardmaker.net/topic/230188-so-im-actually-postan-an-archetype-again/ Also, I'm feeling slightly uninspired for my next contribution. What else do we need in this set? Link to comment
seattleite Posted December 3, 2010 Report Share Posted December 3, 2010 Cool B.O.C. . The set is over, but we are having side sets now. We can get your pressure cards but they would have to be in a side set, preferrably with some non-archetypal cards mixed in :) Link to comment
Bringerofcake Posted December 3, 2010 Report Share Posted December 3, 2010 Well, damnation. Still, I really don't know what to make next. Any ideas? Link to comment
The Great Wolf Sif Posted December 3, 2010 Report Share Posted December 3, 2010 Well, damnation. Still, I really don't know what to make next. Any ideas?Make some Wicked Thunder monsters is my suggestion After our Side Set, and ChilledFlames/Alfred's Side Sets are finished we are gonna have ourselves a mixmatch tourney! :D Woo! Basically, everyone submits a decklist. The decks are randomly re-assigned to new tournament players for use in the tournament! But we must make sure they aren't like, filled with nomi's or something. They can be unique but they have to be at least somewhat playable.Sounds good and might I ask who is ready to use Paper OTK!!! Link to comment
Bringerofcake Posted December 3, 2010 Report Share Posted December 3, 2010 Wicked Thunder, eh? Like, DARK Thunders, or fiendish looking Thunders (similar to Evil Heroes)? Link to comment
Mehmani Posted December 3, 2010 Report Share Posted December 3, 2010 Okay, if someone could dig up all of the Zombie & Insect side-set codes from the old thread for me it would really help. I'm still considering what to do for Insect and Mezzo support. I should also have three decklists ready once the side set is finished (Mezzo, Pure Zombie Swarm and Grasshopper Zombie Mill). I had a bright idea that maybe plonking 3x Grasshopper and a bunch of Insects into a Zombie Mill engine might work quite well, and I might even make pure Insects (with Grasshopper as the main win condition, of course). What I think the CCG needs right now is some generic Spells and Traps - I really don't know what to put down as S/Ts for my decks. Link to comment
Bringerofcake Posted December 3, 2010 Report Share Posted December 3, 2010 What I think the CCG needs right now is some generic Spells and Traps - I really don't know what to put down as S/Ts for my decks.Define "generic". Link to comment
Lonk Posted December 3, 2010 Report Share Posted December 3, 2010 27 cards in now. Also included a generic ritual archtype. Link to comment
The Great Wolf Sif Posted December 3, 2010 Report Share Posted December 3, 2010 Wicked Thunder, eh? Like, DARK Thunders, or fiendish looking Thunders (similar to Evil Heroes)?I mean just create some Thunder monsters that work really well together that they could be considered cheating or some thing like that. Link to comment
seattleite Posted December 3, 2010 Report Share Posted December 3, 2010 Here you go alf: [spoiler= ARUD] |Gozuki|0|ARUD|Zombie/Effect|Dark|4||1300|1700|Once per turn, you can discard 1 card from your hand to send 1 Zombie-Type monster from your Deck to the Graveyard.| |Magus Zombie|1|ARUD|Zombie/Effect|Dark|3||1200|1100|You can send this card from your hand to the Graveyard to Special Summon 1 Level 3 or lower Zombie-Type monster from the Graveyard in face-down Defense Position. You can only activate the effect of "Magus Zombie" once per turn.| |Zombie Caller|2|ARUD|Zombie/Effect|Dark|3||1100|500|When this card is destroyed by battle, you can Special Summon 1 Zombie-Type monster with 2000 DEF or less from your Deck.| |Le Roi Cadavre|3|ARUD|Zombie/Effect|Dark|7||2800|1400|When this card is Normal or Special Summoned, you can Special Summon 1 Zombie-Type monster from your Graveyard. It is removed from play during the End Phase.| |Resonating Zombie|4|ARUD|Zombie/Tuner/Effect|Dark|2||1000|200|When this card is sent from the field to the Graveyard, you can put 1 Zombie-Type monster in your Deck on top of your Deck.| |Lightning Zombie Archfiend|5|ARUD|Zombie/Effect|Dark|6||2500|600|Once per turn, you can look the top 3 cards on your Deck. Send all Zombie-Type monsters to the Graveyard, then shuffle your Deck.| |Eccentric Cadaver|6|ARUD|Zombie/Tuner/Effect|Dark|1||0|0|You can remove this card in your Graveyard from play to negate the activation of the effect of an Effect Monster. This effect is treated as Spell Speed 3.| |Bowling Zombie|7|ARUD|Zombie/Effect|Dark|3||100|1900|Once per turn, you can discard Zombie-Type monster(s) whose total Level(s) equal 3 or more to Special Summon 1 Level 3 or lower Zombie-Type monster from your Graveyard. This card cannot be used as a Synchro Material Monster the turn you activate this effect.| |Skull Emperor|8|ARUD|Zombie/Synchro/Effect|Dark|7||3100|200|1 Tuner + 1 or more non-Tuner Zombie-Type monsters. When this card is Synchro Summoned successfully, you can remove 1 Zombie-Type monster you control from play to Special Summon Zombie-Type monster(s) from your Graveyard equal to half the destroyed monsters Level -1. All monsters summoned with this effect cannot be used as Synchro Material Monsters, and are removed from play during the End Phase. Destroy this card during the End Phase of the turn it is summoned and take damage equal to its Level x200.| |Jozuki|9|ARUD|Zombie/Effect|Dark|6||800|1100|You can remove this card in your Graveyard from play to Special Summon 1 Zombie-Type monster with 2000 or less DEF from your Graveyard. Its effect(s) are negated.| |Manic Miller|10|ARUD|Zombie/Effect|Dark|1||0|0|When your opponent declares an attack while no control no monsters, you can send the top 4 cards on your Deck to the Graveyard to negate the attack and Special Summon this card from your hand. If you control this card during your Standby Phase, take 600 damage.| |Shinescale Butterfly|0|ARUD|Insect/Effect|Light|4||400|2000|When an Insect-Type monster you control is selected as an attack target, you can change the attack target to this card. When this card battles with another monster, place 2 Dust Counters on that monster. ||Shinescale Moth|0|ARUD|Insect/Effect|Dark|4||2000|400|This card can only be Normal Summoned or Special Summoned by removing 4 Dust Counters on a monster you control. When an Insect-Type monster you control destroys an opponent's monster by battle, place 1 Dust Counter on this card. Once per turn, you can remove all Dust Counters on the field. For every 5 Dust Counters removed this way, draw 1 card.||Shinescale Hornet|0|ARUD|Insect/Effect|Wind|4||1800|800|When this card destroys a monster through battle, place 2 Dust Counters on an Insect-Type monster you control. Insect-Type monsters on the field gain 200 ATK and DEF for each Dust Counter on them. non-Insect-Type monsters on the field lose 200 ATK and DEF for each Dust Counter on them.||Shinescale Grub|0|ARUD|Insect/Effect|Earth|1||100|100|When this card is destroyed, you can equip this card to a monster on the field. During each of your Standby Phases, place 1 Dust Counter on the equipped monster. The equipped monster loses 300 ATK for each Dust Counter on it.||Shinescale Fire Ant|0|ARUD|Insect/Effect|Fire|3||600|600|When this card is Normal Summoned, place 1 Dust Counter on a monster on the field. Once per turn, you can remove all Dust Counters on a card on the field. Inflict 200 damage to your opponent for each Dust Counter removed by this card's effect. If that monster was an Insect-Type monster, inflict 400 points of damage for each Dust Counter removed instead.||Shinescale Water Skier|0|ARUD|Insect/Effect|Water|2||800|200|You can Special Summon this card by removing 2 Dust Counters on the field. While you control another Insect-Type monster, this card can attack your opponent directly.||Beetle Marauder|0|ARUD|Insect/Effect|Dark|4||1900|1300|You can remove from play 1 Insect-Type Monster from your Graveyard to Special Summon this card from your hand. Once per turn during your Main Phase, if you control no cards other than this card, you can Special Summon 1 Level 4 or lower Insect-Type monster from your hand. You cannot summon any other monsters the turn this effect was activated.||Bee Flayer|0|ARUD|Insect/Effect|Wind|4||1600|800|While you control exactly 2 Insect-Type monsters, you can Special Summon this card from your hand. When this card is selected as an attack target, add 1 Level 3 or lower Insect-Type monster from your Graveyard to your hand.||Ice Cap Catapillar|0|ARUD|Insect/Effect|Water|3||800|700|While you control another Insect-Type monster, this card cannot be destroyed by battle. When this card is selected as an attack target, the attacking monster cannot declare an attack as long as this card is face-up on the field.||Grasshopper Ninja|0|ARUD|Insect/Effect|Earth|6||2200|1600|When this card inflicts battle damage to your opponent, your opponent must send the top cards of their Deck to the Graveyard equal to the number of Insect-Type monsters in your Graveyard.||Dead Hands|0|ARUD|Zombie/Effect|Dark|6||2500|0|When this card is Normal Summoned, you can Special Summon as many "Dead Hand Tokens" (Zombie-Type/DARK/Level 1/ATK 800/DEF 0) as possible. When a "Dead Hands Token" is destroyed by battle, you can reduce the ATK of this card to 0 until the End Phase to Special Summon 1 Zombie-Type monster from your Graveyard. When this card is destroyed by battle, destroy all "Dead Hand" tokens you control.||Lich|0|ARUD|Zombie/Effect|Dark|4||1700|0|This card is also treated as a Spellcaster-Type monster. You can tribute this card and one other Zombie-Type monster you control to draw 2 cards.| @ Bringerofcake/Alfred - I am working on some generic S/T in my/Werelord's sideset. For bringerofcake then you can always make some generic Type/Attribute support, or maybe just generic monsters with no correlation to archetypes or... types. Link to comment
Bringerofcake Posted December 4, 2010 Report Share Posted December 4, 2010 [spoiler=5 cards]|Summon Knight|0|XXXX|Warrior/Effect|Earth|4||1500|0|When this card is Special Summoned, add a "Summon Knight" from your Deck or Graveyard to your hand. When this card is Normal Summoned, Special Summon 1 "Summon Knight" from your hand.| |Gale Cruiser|0|XXXX|Machine/Effect|Wind|2||800|200|If you control another WIND monster except "Gale Cruiser", this card can attack directly.| |Song of Solace|0|ENIL|Trap Card|Trap||None|||Select 1 monster you control. It cannot be destroyed by battle once this turn.| |Arbitrary Divide|0|XXXX|Trap Card|Trap||Continuous||| Monsters cannot attack. If a card effect or cost that reveals cards is activated, it is negated. Destroy this card after 2 of your opponent's End Phases.| |Requisition Demon|0|XXXX|Fiend/Effect|Dark|1||0|0|This card must remain in Attack Position. This card cannot be destroyed. Once during each player's turn, the turn player can discard a card. During that player's next Standby Phase, that player can add am Equip Spell Card from their Deck to their hand.| After tomorrow, I can access YVD and the converter. Are the old Pressures still in this, or should I re-code them? Link to comment
seattleite Posted December 4, 2010 Report Share Posted December 4, 2010 No, they aren't, so it would be a good idea to recode. Link to comment
Bringerofcake Posted December 4, 2010 Report Share Posted December 4, 2010 It'll be about a day before I have access to a windows computer that can do these things. Thoughts on the cards I posted? Link to comment
seattleite Posted December 4, 2010 Report Share Posted December 4, 2010 |Summon Knight|0|XXXX|Warrior/Effect|Earth|4||1500|0|When this card is Special Summoned, add a "Summon Knight" from your Deck or Graveyard to your hand. When this card is Normal Summoned, Special Summon 1 "Summon Knight" from your hand.| Nice 1 card combo. I like the differing between types of summon. |Gale Cruiser|0|XXXX|Machine/Effect|Wind|2||800|200|If you control another WIND monster except "Gale Cruiser", this card can attack directly.| A nice little burner. I do like this one a lot. |Song of Solace|0|ENIL|Trap Card|Trap||None|||Select 1 monster you control. It cannot be destroyed by battle once this turn.| Good protection in a pinch. |Arbitrary Divide|0|XXXX|Trap Card|Trap||Continuous||| Monsters cannot attack. If a card effect or cost that reveals cards is activated, it is negated. Destroy this card after 2 of your opponent's End Phases.| This is probably some much needed stall in our game, and it's fairly balanced as well. |Requisition Demon|0|XXXX|Fiend/Effect|Dark|1||0|0|This card must remain in Attack Position. This card cannot be destroyed. Once during each player's turn, the turn player can discard a card. During that player's next Standby Phase, that player can add an Equip Spell Card from their Deck to their hand.| Very interesting effect. It will be cool to see how this plays out. Equip Decks meets Low Levels? Who knows :D Link to comment
Lonk Posted December 4, 2010 Report Share Posted December 4, 2010 |Gohma|1|MGRU|Insect/Ritual/Effect|Earth|6||2000|2000|This card can only be Ritual Summoned by "Curse of Gohma". You can tribute 1 monster you control to Special Summon 1 "Gohma Larva Token" (Insect-Type/EARTH/Level1/ATK 100/DEF 100). Once per turn, you can tribute 3 "Gohma Larva Tokens" to destroy either all Monster cards or Spell and Trap cards your opponent controls.||Mothula|2|MGRU|Insect/Ritual/Effect|Wind|6||1500|2500|While you control another Ritual Monster, this card cannot be destroyed by battle. Once per turn, you can send 1 Equip Spell Card from your Deck to the Graveyard to draw 1 card. During the 2nd Standby Phase after you activate this effect, add the Equip Spell Card to your hand.||Manhandla|3|MGRU|Plant/Ritual/Effect|Earth|7||1000|3000|When this card is Ritual Summoned, place 4 Counters on this card. If this card would be destroyed by battle, you can remove 1 Counter from this card. Once per turn, you can remove 1 Counter from this card to add 1 Equip Spell Card from your Graveyard to your hand.||Shadow Hag|4|MGRU|Zombie/Ritual/Effect|Dark|8||2500|700|If this card is selected as an attack target, this card is removed from play and is returned at the End Phase. When this card is returned, destroy 1 card your opponent controls.||Jalhalla|5|MGRU|Zombie/Ritual/Effect|Dark|8||0|3000|This card cannot be selected as an attack target by monsters who are not equipped with an Equip Spell Card. Once per turn, you can switch the ATK and DEF of all monsters on the field until the End Phase. If a Zombie-Type monster you control is sent to the Graveyard, you can Special Summon this card from your Graveyard.||Kalle Demos|6|MGRU|Plant/Ritual/Effect|Wind|7||2900|1600|This card can only be Ritual Summoned by a Ritual Spell Card that includes Plant-Type in it's description. When this card is Ritual Summoned, select 1 Level 4 or lower monster your opponent controls. Equip that monster to this card. If this card would be destroyed by battle, destroy an Equip Card you control instead. If there are no cards equipped to this card, it is destroyed at the End Phase.||Shinescale Butterfly|7|MGRU|Insect/Effect|Light|4||400|2000|When an Insect-Type monster you control is selected as an attack target, you can change the attack target to this card. When this card battles with another monster, place 2 Dust Counters on that monster. ||Shinescale Moth|8|MGRU|Insect/Effect|Dark|4||2000|400|This card can only be Normal Summoned or Special Summoned by removing 4 Dust Counters on a monster you control. When an Insect-Type monster you control destroys an opponent's monster by battle, place 1 Dust Counter on this card. Once per turn, you can remove all Dust Counters on the field. For every 5 Dust Counters removed this way, draw 1 card.||Shinescale Hornet|9|MGRU|Insect/Effect|Wind|4||1800|800|When this card destroys a monster through battle, place 2 Dust Counters on an Insect-Type monster you control. Insect-Type monsters on the field gain 200 ATK and DEF for each Dust Counter on them. non-Insect-Type monsters on the field lose 200 ATK and DEF for each Dust Counter on them.||Shinescale Grub|10|MGRU|Insect/Effect|Earth|1||100|100|When this card is destroyed, you can equip this card to a monster on the field. During each of your Standby Phases, place 1 Dust Counter on the equipped monster. The equipped monster loses 300 ATK for each Dust Counter on it.||Shinescale Fire Ant|11|MGRU|Insect/Effect|Fire|3||600|600|When this card is Normal Summoned, place 1 Dust Counter on a monster on the field. Once per turn, you can remove all Dust Counters on a card on the field. Inflict 200 damage to your opponent for each Dust Counter removed by this card's effect. If that monster was an Insect-Type monster, inflict 400 points of damage for each Dust Counter removed instead.||Shinescale Water Skier|12|MGRU|Insect/Effect|Water|2||800|200|You can Special Summon this card by removing 2 Dust Counters on the field. While you control another Insect-Type monster, this card can attack your opponent directly.||Beetle Marauder|13|MGRU|Insect/Effect|Dark|4||1900|1300|You can remove from play 1 Insect-Type Monster from your Graveyard to Special Summon this card from your hand. Once per turn during your Main Phase, if you control no cards other than this card, you can Special Summon 1 Level 4 or lower Insect-Type monster from your hand. You cannot summon any other monsters the turn this effect was activated.||Bee Flayer|14|MGRU|Insect/Effect|Wind|4||1600|800|While you control exactly 2 Insect-Type monsters, you can Special Summon this card from your hand. When this card is selected as an attack target, add 1 Level 3 or lower Insect-Type monster from your Graveyard to your hand.||Ice Cap Catapillar|15|MGRU|Insect/Effect|Water|3||800|700|While you control another Insect-Type monster, this card cannot be destroyed by battle. When this card is selected as an attack target, the attacking monster cannot declare an attack as long as this card is face-up on the field.||Grasshopper Ninja|16|MGRU|Insect/Effect|Earth|6||2200|1600|When this card inflicts battle damage to your opponent, your opponent must send the top cards of their Deck to the Graveyard equal to the number of Insect-Type monsters in your Graveyard.||Dead Hands|17|MGRU|Zombie/Effect|Dark|6||2500|0|When this card is Normal Summoned, you can Special Summon as many "Dead Hand Tokens" (Zombie-Type/DARK/Level 1/ATK 800/DEF 0) as possible. When a "Dead Hands Token" is destroyed by battle, you can reduce the ATK of this card to 0 until the End Phase to Special Summon 1 Zombie-Type monster from your Graveyard. When this card is destroyed by battle, destroy all "Dead Hand" tokens you control.||Lich|18|MGRU|Zombie/Effect|Dark|4||1700|0|This card is also treated as a Spellcaster-Type monster. You can tribute this card and one other Zombie-Type monster you control to draw 2 cards.||Stalfos|19|MGRU|Zombie/Effect|Dark|5||2000|1600|You can discard this card to add 1 Ritual Spell Card from your Deck. When a Zombie-Type Ritual Monster is Ritual Summoned, you can Special Summon this card. You can only control 1 "Stalfos".||Scarab High Mage|20|MGRU|Insect/Effect|Light|6||1500|900|Once per turn, you can select 1 Plant-Type, Insect-Type or Zombie-Type Ritual Monster in your hand. Tribute monsters on the field whose total levels are equal to or greater than the selected Ritual Monster and Special Summon that monster from your hand (This Special Summon is treated as a Ritual Summon by a Ritual Spell Card).||Ancient Mandragolia Warrior|21|MGRU|Plant/Effect|Earth|1||?|?|This card's ATK and DEF is equal to the number of cards in your hand x400. Each time this card destroys a monster by battle, increase this card's Level by 1. During your Main Phase, you can tribute this card to Special Summon 1 Ritual Monster from your hand whose Level is equal to or less than this card's Level upon Tribute, ignoring the summoning conditions.||Ancient Stal Warrior|22|MGRU|Zombie/Effect|Earth|4||1900|0|When a Ritual Monster you control is selected as an attack target, you can destroy this card and the attacking monster.||Ancient Mantis Warrior|23|MGRU|Insect/Effect|Earth|3||1000|2000|Once per turn, change the Battle Position of 1 monster on the field. If you do, you can use that monster and this monster as tribute to any Ritual Spell Card .||The Lost Ruins|24|MGRU|Spell Card|Spell||Field|||When a player Ritual Summons a monster, that player can draw 1 card. You can destroy this card and monsters on the field to Ritual Summon a monster from your hand (Both players can use this effect).||Ritual of the Three|25|MGRU|Spell Card|Spell||Ritual|||Remove from play 1 Plant-Type monster, 1 Insect-Type monster and 1 Zombie-Type monster in your Graveyard. Ritual Summon 1 Ritual Monster in your hand. During the turn this card is activated, negate the effects of all cards on the field, except for the monster Ritual Summoned by this card.||Incantation of the Sky|26|MGRU|Spell Card|Spell||Ritual|||Select 1 Ritual Monster from your hand. Send cards from the top of your Deck to the Graveyard equal to the Level of the Ritual Monster you are attempting to summon and Special Summon that monster.||Vine Tentacle Offerings|27|MGRU|Spell Card|Spell||Ritual|||Select 1 Plant-Type Ritual Monster in your hand. Send a number of cards you control to your Graveyard equal to the Level of the Ritual Monster and Special Summon it. If that Ritual Monster destroys a monster, you can equip that monster to the monster that destroyed it. If the Ritual Monster would be destroyed, you can remove this card in your Graveyard from play and 1 monster equipped to that monster instead.||Crossfire Portal Blast|28|MGRU|Spell Card|Spell||Quick-Play|||Activate while you control a Ritual Monster. Destroy up to 2 cards on the field.||Silver Wind|29|MGRU|Spell Card|Spell||Normal|||When you control an Insect-Type monster, destroy 1 card on the field. Afterwards, you can equip this card to a monster you control. The equipped monster gains 500 ATK and DEF.||Rock Tripwire|30|MGRU|Trap Card|Trap||Normal|||Activate when your opponent summons a monster. Destroy all cards of the same column as that card.||Ritual Pillar|31|MGRU|Trap Card|Trap||Continuous|||Each time a monster is destroyed, place 1 Counter on this card. You can destroy this card and Special Summon 1 Ritual Monster from your Graveyard whose level is equal to or less than the amount of Counters on this card upon it's destruction.||Hara-Kiri|32|MGRU|Trap Card|Trap||Normal|||By paying 1000 Life Points when a monster you control is destroyed, draw 1 card for every 2 levels of the destroyed monster.||Shrine of the Insect Queen|33|MGRU|Spell Card|Spell||Ritual|||This card is used to summon any Insect-Type Ritual Monster. You must also offer monsters from your side of the field and hand as tributes whose combined Levels are equal to or greater than the Level of the Ritual Monster you are attempting to summon. Once per turn, you can remove from play this card from your Graveyard to Special Summon one of the Insect-Type monsters used for the Ritual Summon of the Ritual Monster.||Rit-Wave Insect|34|MGRU|Insect/Ritual/Tuner/Effect|Light|4||2000|1500|This card can only be Ritual Summoned by the effect of a Ritual Spell Card that includes Insect-Type in it's card description. When this card is Ritual Summoned, you can Special Summon 1 Level 4 or lower monster from your hand. If this card is used for the Synchro Summon of a Synchro Monster that requires a Ritual Tuner monster to be summoned, draw 2 cards and remove from play 2 cards in your hand.||Rit-Wave Zombie|35|MGRU|Zombie/Ritual/Tuner/Effect|Light|5||2200|900|When this card is Ritual Summoned, you can Special Summon 1 Level 3 or lower monster from your Graveyard. If this card is used for the Synchro Summon of a Synchro Monster that requires a Ritual Tuner monster to be summoned, Special Summon one of the Synchro Material Monsters used for the Synchro Summon of that Synchro Monster.||Rit-Wave Plant|36|MGRU|Plant/Ritual/Tuner/Effect|Light|6||2500|100|When this card is Ritual Summoned, you can Special Summon 1 Level 2 or lower monster from your Deck. If this card is used for the Synchro Summon of a Synchro Monster that requires a Ritual Tuner monster to be summoned, gain 1000 Life Points for each card used for the Synchro Summon of that Synchro Monster.||Sacred Knight of the Temple|37|MGRU|Warrior/Synchro/Effect|Light|8||2600|1800|1 Ritual Tuner + 1 or more non-Tuner monsters. When this card is sent to the Graveyard, you can Special Summon 1 Ritual Monster from your Graveyard.||Doom Guardian|38|MGRU|Rock/Synchro/Effect|Light|8||2800|2000|1 Ritual Tuner + 1 or more non-Tuner monsters. During your opponent's Standby Phase, if you control no other cards, destroy all monsters your opponent controls. This card is removed from play during the End Phase the turn this effect is activated. When this card is removed from play, you can Special Summon 1 Ritual Monster from your Graveyard.||Enchanted Seal|39|MGRU|Trap Card|Trap||Counter|||Activate while you control a Ritual Monster. Negate the effect of a Spell Card and destroy it.||Ritual Dagger|40|MGRU|Spell Card|Spell||Equip|||You can only equip this card to a Ritual Monster or a Synchro Monster who's description requires a Ritual Tuner. The equipped monster gains 700 ATK. You can send this card to the Graveyard to inflict 2000 damage to your opponent. If your opponent would lose all of their Life Points by this effect, your opponent will have 100 Life Points remaining. You cannot conduct your Battle Phase the turn you activate this card's effect. The effect of "Ritual Dagger" can only be activated once per turn.| Here Sea. I even made Ritual Tuners. Link to comment
The Great Wolf Sif Posted December 4, 2010 Report Share Posted December 4, 2010 |Gohma|1|MGRU|Insect/Ritual/Effect|Earth|6||2000|2000|This card can only be Ritual Summoned by "Curse of Gohma". You can tribute 1 monster you control to Special Summon 1 "Gohma Larva Token" (Insect-Type/EARTH/Level1/ATK 100/DEF 100). Once per turn, you can tribute 3 "Gohma Larva Tokens" to destroy either all Monster cards or Spell and Trap cards your opponent controls.||Mothula|2|MGRU|Insect/Ritual/Effect|Wind|6||1500|2500|While you control another Ritual Monster, this card cannot be destroyed by battle. Once per turn, you can send 1 Equip Spell Card from your Deck to the Graveyard to draw 1 card. During the 2nd Standby Phase after you activate this effect, add the Equip Spell Card to your hand.||Manhandla|3|MGRU|Plant/Ritual/Effect|Earth|7||1000|3000|When this card is Ritual Summoned, place 4 Counters on this card. If this card would be destroyed by battle, you can remove 1 Counter from this card. Once per turn, you can remove 1 Counter from this card to add 1 Equip Spell Card from your Graveyard to your hand.||Shadow Hag|4|MGRU|Zombie/Ritual/Effect|Dark|8||2500|700|If this card is selected as an attack target, this card is removed from play and is returned at the End Phase. When this card is returned, destroy 1 card your opponent controls.||Jalhalla|5|MGRU|Zombie/Ritual/Effect|Dark|8||0|3000|This card cannot be selected as an attack target by monsters who are not equipped with an Equip Spell Card. Once per turn, you can switch the ATK and DEF of all monsters on the field until the End Phase. If a Zombie-Type monster you control is sent to the Graveyard, you can Special Summon this card from your Graveyard.||Kalle Demos|6|MGRU|Plant/Ritual/Effect|Wind|7||2900|1600|This card can only be Ritual Summoned by a Ritual Spell Card that includes Plant-Type in it's description. When this card is Ritual Summoned, select 1 Level 4 or lower monster your opponent controls. Equip that monster to this card. If this card would be destroyed by battle, destroy an Equip Card you control instead. If there are no cards equipped to this card, it is destroyed at the End Phase.||Shinescale Butterfly|7|MGRU|Insect/Effect|Light|4||400|2000|When an Insect-Type monster you control is selected as an attack target, you can change the attack target to this card. When this card battles with another monster, place 2 Dust Counters on that monster. ||Shinescale Moth|8|MGRU|Insect/Effect|Dark|4||2000|400|This card can only be Normal Summoned or Special Summoned by removing 4 Dust Counters on a monster you control. When an Insect-Type monster you control destroys an opponent's monster by battle, place 1 Dust Counter on this card. Once per turn, you can remove all Dust Counters on the field. For every 5 Dust Counters removed this way, draw 1 card.||Shinescale Hornet|9|MGRU|Insect/Effect|Wind|4||1800|800|When this card destroys a monster through battle, place 2 Dust Counters on an Insect-Type monster you control. Insect-Type monsters on the field gain 200 ATK and DEF for each Dust Counter on them. non-Insect-Type monsters on the field lose 200 ATK and DEF for each Dust Counter on them.||Shinescale Grub|10|MGRU|Insect/Effect|Earth|1||100|100|When this card is destroyed, you can equip this card to a monster on the field. During each of your Standby Phases, place 1 Dust Counter on the equipped monster. The equipped monster loses 300 ATK for each Dust Counter on it.||Shinescale Fire Ant|11|MGRU|Insect/Effect|Fire|3||600|600|When this card is Normal Summoned, place 1 Dust Counter on a monster on the field. Once per turn, you can remove all Dust Counters on a card on the field. Inflict 200 damage to your opponent for each Dust Counter removed by this card's effect. If that monster was an Insect-Type monster, inflict 400 points of damage for each Dust Counter removed instead.||Shinescale Water Skier|12|MGRU|Insect/Effect|Water|2||800|200|You can Special Summon this card by removing 2 Dust Counters on the field. While you control another Insect-Type monster, this card can attack your opponent directly.||Beetle Marauder|13|MGRU|Insect/Effect|Dark|4||1900|1300|You can remove from play 1 Insect-Type Monster from your Graveyard to Special Summon this card from your hand. Once per turn during your Main Phase, if you control no cards other than this card, you can Special Summon 1 Level 4 or lower Insect-Type monster from your hand. You cannot summon any other monsters the turn this effect was activated.||Bee Flayer|14|MGRU|Insect/Effect|Wind|4||1600|800|While you control exactly 2 Insect-Type monsters, you can Special Summon this card from your hand. When this card is selected as an attack target, add 1 Level 3 or lower Insect-Type monster from your Graveyard to your hand.||Ice Cap Catapillar|15|MGRU|Insect/Effect|Water|3||800|700|While you control another Insect-Type monster, this card cannot be destroyed by battle. When this card is selected as an attack target, the attacking monster cannot declare an attack as long as this card is face-up on the field.||Grasshopper Ninja|16|MGRU|Insect/Effect|Earth|6||2200|1600|When this card inflicts battle damage to your opponent, your opponent must send the top cards of their Deck to the Graveyard equal to the number of Insect-Type monsters in your Graveyard.||Dead Hands|17|MGRU|Zombie/Effect|Dark|6||2500|0|When this card is Normal Summoned, you can Special Summon as many "Dead Hand Tokens" (Zombie-Type/DARK/Level 1/ATK 800/DEF 0) as possible. When a "Dead Hands Token" is destroyed by battle, you can reduce the ATK of this card to 0 until the End Phase to Special Summon 1 Zombie-Type monster from your Graveyard. When this card is destroyed by battle, destroy all "Dead Hand" tokens you control.||Lich|18|MGRU|Zombie/Effect|Dark|4||1700|0|This card is also treated as a Spellcaster-Type monster. You can tribute this card and one other Zombie-Type monster you control to draw 2 cards.||Stalfos|19|MGRU|Zombie/Effect|Dark|5||2000|1600|You can discard this card to add 1 Ritual Spell Card from your Deck. When a Zombie-Type Ritual Monster is Ritual Summoned, you can Special Summon this card. You can only control 1 "Stalfos".||Scarab High Mage|20|MGRU|Insect/Effect|Light|6||1500|900|Once per turn, you can select 1 Plant-Type, Insect-Type or Zombie-Type Ritual Monster in your hand. Tribute monsters on the field whose total levels are equal to or greater than the selected Ritual Monster and Special Summon that monster from your hand (This Special Summon is treated as a Ritual Summon by a Ritual Spell Card).||Ancient Mandragolia Warrior|21|MGRU|Plant/Effect|Earth|1||?|?|This card's ATK and DEF is equal to the number of cards in your hand x400. Each time this card destroys a monster by battle, increase this card's Level by 1. During your Main Phase, you can tribute this card to Special Summon 1 Ritual Monster from your hand whose Level is equal to or less than this card's Level upon Tribute, ignoring the summoning conditions.||Ancient Stal Warrior|22|MGRU|Zombie/Effect|Earth|4||1900|0|When a Ritual Monster you control is selected as an attack target, you can destroy this card and the attacking monster.||Ancient Mantis Warrior|23|MGRU|Insect/Effect|Earth|3||1000|2000|Once per turn, change the Battle Position of 1 monster on the field. If you do, you can use that monster and this monster as tribute to any Ritual Spell Card .||The Lost Ruins|24|MGRU|Spell Card|Spell||Field|||When a player Ritual Summons a monster, that player can draw 1 card. You can destroy this card and monsters on the field to Ritual Summon a monster from your hand (Both players can use this effect).||Ritual of the Three|25|MGRU|Spell Card|Spell||Ritual|||Remove from play 1 Plant-Type monster, 1 Insect-Type monster and 1 Zombie-Type monster in your Graveyard. Ritual Summon 1 Ritual Monster in your hand. During the turn this card is activated, negate the effects of all cards on the field, except for the monster Ritual Summoned by this card.||Incantation of the Sky|26|MGRU|Spell Card|Spell||Ritual|||Select 1 Ritual Monster from your hand. Send cards from the top of your Deck to the Graveyard equal to the Level of the Ritual Monster you are attempting to summon and Special Summon that monster.||Vine Tentacle Offerings|27|MGRU|Spell Card|Spell||Ritual|||Select 1 Plant-Type Ritual Monster in your hand. Send a number of cards you control to your Graveyard equal to the Level of the Ritual Monster and Special Summon it. If that Ritual Monster destroys a monster, you can equip that monster to the monster that destroyed it. If the Ritual Monster would be destroyed, you can remove this card in your Graveyard from play and 1 monster equipped to that monster instead.||Crossfire Portal Blast|28|MGRU|Spell Card|Spell||Quick-Play|||Activate while you control a Ritual Monster. Destroy up to 2 cards on the field.||Silver Wind|29|MGRU|Spell Card|Spell||Normal|||When you control an Insect-Type monster, destroy 1 card on the field. Afterwards, you can equip this card to a monster you control. The equipped monster gains 500 ATK and DEF.||Rock Tripwire|30|MGRU|Trap Card|Trap||Normal|||Activate when your opponent summons a monster. Destroy all cards of the same column as that card.||Ritual Pillar|31|MGRU|Trap Card|Trap||Continuous|||Each time a monster is destroyed, place 1 Counter on this card. You can destroy this card and Special Summon 1 Ritual Monster from your Graveyard whose level is equal to or less than the amount of Counters on this card upon it's destruction.||Hara-Kiri|32|MGRU|Trap Card|Trap||Normal|||By paying 1000 Life Points when a monster you control is destroyed, draw 1 card for every 2 levels of the destroyed monster.||Shrine of the Insect Queen|33|MGRU|Spell Card|Spell||Ritual|||This card is used to summon any Insect-Type Ritual Monster. You must also offer monsters from your side of the field and hand as tributes whose combined Levels are equal to or greater than the Level of the Ritual Monster you are attempting to summon. Once per turn, you can remove from play this card from your Graveyard to Special Summon one of the Insect-Type monsters used for the Ritual Summon of the Ritual Monster.||Rit-Wave Insect|34|MGRU|Insect/Ritual/Tuner/Effect|Light|4||2000|1500|This card can only be Ritual Summoned by the effect of a Ritual Spell Card that includes Insect-Type in it's card description. When this card is Ritual Summoned, you can Special Summon 1 Level 4 or lower monster from your hand. If this card is used for the Synchro Summon of a Synchro Monster that requires a Ritual Tuner monster to be summoned, draw 2 cards and remove from play 2 cards in your hand.||Rit-Wave Zombie|35|MGRU|Zombie/Ritual/Tuner/Effect|Light|5||2200|900|When this card is Ritual Summoned, you can Special Summon 1 Level 3 or lower monster from your Graveyard. If this card is used for the Synchro Summon of a Synchro Monster that requires a Ritual Tuner monster to be summoned, Special Summon one of the Synchro Material Monsters used for the Synchro Summon of that Synchro Monster.||Rit-Wave Plant|36|MGRU|Plant/Ritual/Tuner/Effect|Light|6||2500|100|When this card is Ritual Summoned, you can Special Summon 1 Level 2 or lower monster from your Deck. If this card is used for the Synchro Summon of a Synchro Monster that requires a Ritual Tuner monster to be summoned, gain 1000 Life Points for each card used for the Synchro Summon of that Synchro Monster.||Sacred Knight of the Temple|37|MGRU|Warrior/Synchro/Effect|Light|8||2600|1800|1 Ritual Tuner + 1 or more non-Tuner monsters. When this card is sent to the Graveyard, you can Special Summon 1 Ritual Monster from your Graveyard.||Doom Guardian|38|MGRU|Rock/Synchro/Effect|Light|8||2800|2000|1 Ritual Tuner + 1 or more non-Tuner monsters. During your opponent's Standby Phase, if you control no other cards, destroy all monsters your opponent controls. This card is removed from play during the End Phase the turn this effect is activated. When this card is removed from play, you can Special Summon 1 Ritual Monster from your Graveyard.||Enchanted Seal|39|MGRU|Trap Card|Trap||Counter|||Activate while you control a Ritual Monster. Negate the effect of a Spell Card and destroy it.||Ritual Dagger|40|MGRU|Spell Card|Spell||Equip|||You can only equip this card to a Ritual Monster or a Synchro Monster who's description requires a Ritual Tuner. The equipped monster gains 700 ATK. You can send this card to the Graveyard to inflict 2000 damage to your opponent. If your opponent would lose all of their Life Points by this effect, your opponent will have 100 Life Points remaining. You cannot conduct your Battle Phase the turn you activate this card's effect. The effect of "Ritual Dagger" can only be activated once per turn.| Here Sea. I even made Ritual Tuners.Give me 24 hours and you'll have all the comments you ever needed Link to comment
seattleite Posted December 4, 2010 Report Share Posted December 4, 2010 @ ChilledFlames - Nice concept :D I will get to the cards in a minute, but I am a little confused. Aren't alfred's cards supposed to be in here? If they are seperate then you included your old insect cards from there Plants, Zombies and Insects are the new Warriors, Spellcasters and Dragons :D Link to comment
~Nightshade~ Posted December 4, 2010 Report Share Posted December 4, 2010 Side Pack Evanm7- Blast from the Past (BFTP) Cover card. [spoiler=Set]|Alchemist- Chaotic Mage|1|BFTP|Spellcaster/Effect|Dark|4||1800|0|When this card is Normal Summoned, if you control a "Alchemist" monster that is not DARK, draw 1 card.||Alchemist- Remnant|2|BFTP|Spellcaster/Effect|Dark|3||1500|0|Once per turn, change the Attribute of 1 monster on the field.||Alchemist- Survivor|3|BFTP|Spellcaster/Tuner|Dark|2||1200|0|You can Special Summon this card from your hand if you control "Alchemic" monsters that have two different Attributes. You cannot Special Summon this card if you control a DARK monster.||Alchemist- Blakim|4|BFTP|Spellcaster/Effect|Dark|1||1300|0|This card gains 200 ATK and 1 level for each "Alchemic" monster with a different Attribute on the field.||Alchemist- Returner|5|BFTP|Spellcaster/Synchro/Effect|Dark|5||2400|2700|1 "Alchemist" Tuner + 1 or more non-Tuner monsters.You can return 1 "Alchemist" monster on the field to your hand to activate this effect:-You can Normal Summon or Set 1 more time this turn.| More soon.|Alchemist- Waylas|6|BFTP|Spellcaster/Effect|Dark|4||1700|0|If this card is attacked while in Defence position, take damage equal to the attacking monster's ATK. When this card is destroyed by a card effect and sent to the Graveyard, add 1 "Alchemist" monster from your deck to your hand.||Alchemist- Flamesource|7|BFTP|Spellcaster/Effect|Dark|2||1000|0|Once per turn, select 1 "Alchemist" monster and switch this monster's Attribute with the selected monster's Attribute.||Alchemist- Dark Patch|8|BFTP|Spellcaster/Effect|Dark|4||0|0|Once per turn, select 1 "Alchemist" monster and place 1 "Shadow counter" on it. Monsters with a "Shadow counter" gain 300 ATK for each "Shadow counter" on them. When this card is destroyed by battle, for each time this card's Attribute was changed, inflict 500 damage to your opponent.||Alchemist- Absorber|9|BFTP|Spellcaster/Effect|Dark|8||2600|0|You can Tribute Summon this card with 2 Tributes, 1 Tribute, or no Tributes. This card gains the effects of all "Alchemist" monsters used to Tribute it. This card's original ATK is 2400 if you Tributed it with 1 monster. This card's original ATK is 1900 if you did not Tribute any monsters for its summon.||Alchemist- Last Blaster|0|BFTP|Spellcaster/Synchro/Effect|Dark|12||3000|3000|1 "Alchemist" Tuner monster + 1 or more non-tuner monstersWhen this card is Synchro Summoned, destroy all other cards on the field and pay 400 life points for each card destroyed. Once during either players turn, place 1 "Brew counter" on 1 "Alchemic" monster you control. Monsters with "Brew counters" on them gain 300 ATK.| Link to comment
seattleite Posted December 4, 2010 Report Share Posted December 4, 2010 Well, I will comment on ChilledFlames cards (the new ones) and Evanm7's [spoiler=ChilledFlames]|Gohma|1|MGRU|Insect/Ritual/Effect|Earth|6||2000|2000|This card can only be Ritual Summoned by "Curse of Gohma". You can tribute 1 monster you control to Special Summon 1 "Gohma Larva Token" (Insect-Type/EARTH/Level1/ATK 100/DEF 100). Once per turn, you can tribute 3 "Gohma Larva Tokens" to destroy either all Monster cards or Spell and Trap cards your opponent controls.| Nice handy ritual, and for insects. Gives them some firepower. |Mothula|2|MGRU|Insect/Ritual/Effect|Wind|6||1500|2500|While you control another Ritual Monster, this card cannot be destroyed by battle. Once per turn, you can send 1 Equip Spell Card from your Deck to the Graveyard to draw 1 card. During the 2nd Standby Phase after you activate this effect, add the Equip Spell Card to your hand.| Interesting use with equips.. and another insect ritual as well. This one's great |Manhandla|3|MGRU|Plant/Ritual/Effect|Earth|7||1000|3000|When this card is Ritual Summoned, place 4 Counters on this card. If this card would be destroyed by battle, you can remove 1 Counter from this card. Once per turn, you can remove 1 Counter from this card to add 1 Equip Spell Card from your Graveyard to your hand.| Plant equips too I guess? huh :D Only thing would be giving the counters a name for clarity. |Shadow Hag|4|MGRU|Zombie/Ritual/Effect|Dark|8||2500|700|If this card is selected as an attack target, this card is removed from play and is returned at the End Phase. When this card is returned, destroy 1 card your opponent controls.| Nice. |Jalhalla|5|MGRU|Zombie/Ritual/Effect|Dark|8||0|3000|This card cannot be selected as an attack target by monsters who are not equipped with an Equip Spell Card. Once per turn, you can switch the ATK and DEF of all monsters on the field until the End Phase. If a Zombie-Type monster you control is sent to the Graveyard, you can Special Summon this card from your Graveyard.| Interesting. Makes a really good wall or offense if necessary, and of course as a ritual it's hard to get out, but with all the swarming zombies have you might end up SS this card twice... or thrice per turn. Might be better with "destroyed" but we'll see. |Stalfos|19|MGRU|Zombie/Effect|Dark|5||2000|1600|You can discard this card to add 1 Ritual Spell Card from your Deck. When a Zombie-Type Ritual Monster is Ritual Summoned, you can Special Summon this card. You can only control 1 "Stalfos".| Intersting. But SS from where? |Scarab High Mage|20|MGRU|Insect/Effect|Light|6||1500|900|Once per turn, you can select 1 Plant-Type, Insect-Type or Zombie-Type Ritual Monster in your hand. Tribute monsters on the field whose total levels are equal to or greater than the selected Ritual Monster and Special Summon that monster from your hand (This Special Summon is treated as a Ritual Summon by a Ritual Spell Card).| Sort of like a reusable Dark Priest, cool. |Ancient Mandragolia Warrior|21|MGRU|Plant/Effect|Earth|1||?|?|This card's ATK and DEF is equal to the number of cards in your hand x400. Each time this card destroys a monster by battle, increase this card's Level by 1. During your Main Phase, you can tribute this card to Special Summon 1 Ritual Monster from your hand whose Level is equal to or less than this card's Level upon Tribute, ignoring the summoning conditions.| Nice alternate to ritual summoning. |Ancient Stal Warrior|22|MGRU|Zombie/Effect|Earth|4||1900|0|When a Ritual Monster you control is selected as an attack target, you can destroy this card and the attacking monster.| Good balance between defense and offense for this one. |Ancient Mantis Warrior|23|MGRU|Insect/Effect|Earth|3||1000|2000|Once per turn, change the Battle Position of 1 monster on the field. If you do, you can use that monster and this monster as tribute to any Ritual Spell Card .| This effect I REALLY like :D It has tons of uses. |The Lost Ruins|24|MGRU|Spell Card|Spell||Field|||When a player Ritual Summons a monster, that player can draw 1 card. You can destroy this card and monsters on the field to Ritual Summon a monster from your hand (Both players can use this effect).| A little confusing... so basically it's a field-only ritual spell built in as a Field Spell? |Ritual of the Three|25|MGRU|Spell Card|Spell||Ritual|||Remove from play 1 Plant-Type monster, 1 Insect-Type monster and 1 Zombie-Type monster in your Graveyard. Ritual Summon 1 Ritual Monster in your hand. During the turn this card is activated, negate the effects of all cards on the field, except for the monster Ritual Summoned by this card.| Hard to pull off but definitely worth it. |Incantation of the Sky|26|MGRU|Spell Card|Spell||Ritual|||Select 1 Ritual Monster from your hand. Send cards from the top of your Deck to the Graveyard equal to the Level of the Ritual Monster you are attempting to summon and Special Summon that monster.| Hmm, this might become a huge advantage to you depending on how you look at it... I'm keeping an eye on this one. |Vine Tentacle Offerings|27|MGRU|Spell Card|Spell||Ritual|||Select 1 Plant-Type Ritual Monster in your hand. Send a number of cards you control to your Graveyard equal to the Level of the Ritual Monster and Special Summon it. If that Ritual Monster destroys a monster, you can equip that monster to the monster that destroyed it. If the Ritual Monster would be destroyed, you can remove this card in your Graveyard from play and 1 monster equipped to that monster instead.| Veryyy interesting.. |Crossfire Portal Blast|28|MGRU|Spell Card|Spell||Quick-Play|||Activate while you control a Ritual Monster. Destroy up to 2 cards on the field.| Nice effect, but iffy about how fast this could make rituals... again, I will keep an eye out. |Silver Wind|29|MGRU|Spell Card|Spell||Normal|||When you control an Insect-Type monster, destroy 1 card on the field. Afterwards, you can equip this card to a monster you control. The equipped monster gains 500 ATK and DEF.| Tbh this card doesn't require any strategy, just summon insect + free +0 with benefits... |Rock Tripwire|30|MGRU|Trap Card|Trap||Normal|||Activate when your opponent summons a monster. Destroy all cards of the same column as that card.| Good. Ruling Q, does this destroy the monster too or just all other cards? |Ritual Pillar|31|MGRU|Trap Card|Trap||Continuous|||Each time a monster is destroyed, place 1 Counter on this card. You can destroy this card and Special Summon 1 Ritual Monster from your Graveyard whose level is equal to or less than the amount of Counters on this card upon it's destruction.| So, sacrificial temple for graveyard? nice. |Hara-Kiri|32|MGRU|Trap Card|Trap||Normal|||By paying 1000 Life Points when a monster you control is destroyed, draw 1 card for every 2 levels of the destroyed monster.| Nice card. |Shrine of the Insect Queen|33|MGRU|Spell Card|Spell||Ritual|||This card is used to summon any Insect-Type Ritual Monster. You must also offer monsters from your side of the field and hand as tributes whose combined Levels are equal to or greater than the Level of the Ritual Monster you are attempting to summon. Once per turn, you can remove from play this card from your Graveyard to Special Summon one of the Insect-Type monsters used for the Ritual Summon of the Ritual Monster.| Good for yer many insect rituals I see... |Rit-Wave Insect|34|MGRU|Insect/Ritual/Tuner/Effect|Light|4||2000|1500|This card can only be Ritual Summoned by the effect of a Ritual Spell Card that includes Insect-Type in it's card description. When this card is Ritual Summoned, you can Special Summon 1 Level 4 or lower monster from your hand. If this card is used for the Synchro Summon of a Synchro Monster that requires a Ritual Tuner monster to be summoned, draw 2 cards and remove from play 2 cards in your hand.| RITUAL TUNERS?!?!?! *Mind explodes* But anyways, it's pretty good. Will be interesting to see a decktype (even I have no idea how to make a deck out of this, lol) |Rit-Wave Zombie|35|MGRU|Zombie/Ritual/Tuner/Effect|Light|5||2200|900|When this card is Ritual Summoned, you can Special Summon 1 Level 3 or lower monster from your Graveyard. If this card is used for the Synchro Summon of a Synchro Monster that requires a Ritual Tuner monster to be summoned, Special Summon one of the Synchro Material Monsters used for the Synchro Summon of that Synchro Monster.| Same as above |Rit-Wave Plant|36|MGRU|Plant/Ritual/Tuner/Effect|Light|6||2500|100|When this card is Ritual Summoned, you can Special Summon 1 Level 2 or lower monster from your Deck. If this card is used for the Synchro Summon of a Synchro Monster that requires a Ritual Tuner monster to be summoned, gain 1000 Life Points for each card used for the Synchro Summon of that Synchro Monster.| Same as above :P |Sacred Knight of the Temple|37|MGRU|Warrior/Synchro/Effect|Light|8||2600|1800|1 Ritual Tuner + 1 or more non-Tuner monsters. When this card is sent to the Graveyard, you can Special Summon 1 Ritual Monster from your Graveyard.| Hmm, so this is what you're aiming for? Good little backup effect. |Doom Guardian|38|MGRU|Rock/Synchro/Effect|Light|8||2800|2000|1 Ritual Tuner + 1 or more non-Tuner monsters. During your opponent's Standby Phase, if you control no other cards, destroy all monsters your opponent controls. This card is removed from play during the End Phase the turn this effect is activated. When this card is removed from play, you can Special Summon 1 Ritual Monster from your Graveyard.| Good balanced destruction effect. |Enchanted Seal|39|MGRU|Trap Card|Trap||Counter|||Activate while you control a Ritual Monster. Negate the effect of a Spell Card and destroy it.| Nice... |Ritual Dagger|40|MGRU|Spell Card|Spell||Equip|||You can only equip this card to a Ritual Monster or a Synchro Monster who's description requires a Ritual Tuner. The equipped monster gains 700 ATK. You can send this card to the Graveyard to inflict 2000 damage to your opponent. If your opponent would lose all of their Life Points by this effect, your opponent will have 100 Life Points remaining. You cannot conduct your Battle Phase the turn you activate this card's effect. The effect of "Ritual Dagger" can only be activated once per turn.| Poweful but has it's limits I see. Great. [spoiler=Evanm7]|Alchemist- Chaotic Mage|1|BFTP|Spellcaster/Effect|Dark|4||1800|0|When this card is Normal Summoned, if you control a "Alchemist" monster that is not DARK, draw 1 card.| Good simple effect. |Alchemist- Remnant|2|BFTP|Spellcaster/Effect|Dark|3||1500|0|Once per turn, change the Attribute of 1 monster on the field.| Polymorpher for Alchemists, kewl. Btw was this by anyway inspired by my Alchemics? |Alchemist- Survivor|3|BFTP|Spellcaster/Tuner|Dark|2||1200|0|You can Special Summon this card from your hand if you control "Alchemic" monsters that have two different Attributes. You cannot Special Summon this card if you control a DARK monster.| Nice SS effect. Very strategic. |Alchemist- Blakim|4|BFTP|Spellcaster/Effect|Dark|1||1300|0|This card gains 200 ATK and 1 level for each "Alchemic" monster with a different Attribute on the field.| Good h'ordeuvres for the tuner. |Alchemist- Returner|5|BFTP|Spellcaster/Synchro/Effect|Dark|5||2400|2700|1 "Alchemist" Tuner + 1 or more non-Tuner monsters.You can return 1 "Alchemist" monster on the field to your hand to activate this effect:-You can Normal Summon or Set 1 more time this turn.| Nice, nice |Alchemist- Waylas|6|BFTP|Spellcaster/Effect|Dark|4||1700|0|If this card is attacked while in Defence position, take damage equal to the attacking monster's ATK. When this card is destroyed by a card effect and sent to the Graveyard, add 1 "Alchemist" monster from your deck to your hand.| First effect seems random but ok. Second effect is nice searcher. |Alchemist- Flamesource|7|BFTP|Spellcaster/Effect|Dark|2||1000|0|Once per turn, select 1 "Alchemist" monster and switch this monster's Attribute with the selected monster's Attribute.| Good, more control of that attribute element. |Alchemist- Dark Patch|8|BFTP|Spellcaster/Effect|Dark|5||2400|0|Once per turn, select 1 "Alchemist" monster and place 1 "Shadow counter" on it. Monsters with a "Shadow counter" gain 300 ATK for each "Shadow counter" on them. When this card is destroyed by battle, for each time this card's Attribute was changed, inflict 500 damage to your opponent.| interesting |Alchemist- Absorber|9|BFTP|Spellcaster/Effect|Dark|8||2600|0|You can Tribute Summon this card with 2 Tributes, 1 Tribute, or no Tributes. This card gains the effects of all "Alchemist" monsters used to Tribute it.| Err..... no tribute 2600 ATK monster?? I bet that's a typo... |Alchemist- Last Blaster|0|BFTP|Spellcaster/Synchro/Effect|Dark|12||3000|3000|1 "Alchemist" Tuner monster + 1 or more non-tuner monstersWhen this card is Synchro Summoned, destroy all other cards on the field and pay 400 life points for each card destroyed. Once during either players turn, place 1 "Brew counter" on 1 "Alchemic" monster you control. Monsters with "Brew counters" on them gain 300 ATK.| Wows. Good but might be otk feeder. We'll see. Also Evanm7 it would be preferrable if you mention you are doing a side set beforehand (incase something comes up or we aren't accepting at the moment) Now, we have Interdimensionals, Mezzos, Zeros, Phoenixians, Alchemists, Shinescales, Ancient Warriors, and upcoming Monster Hunter set. Let's hold off of the archetypes for a while, ok? :P And duel with the ones we have! Now would be the ideal time to do some dueling and testing. Link to comment
~Nightshade~ Posted December 4, 2010 Report Share Posted December 4, 2010 THAT IS A TYPO GOOD SIR. It loses 500 ATK for each Tribute you skip. -adds- join chat Also, Last Blaster is a level 12 synchro. You need 10 levels of non tuner to summon it. Good luck. I guess Survivor -2- and Absorber -8- for 10. Then you need two more levels.... Flamesource? Dark patch is also supposed to be 1400 and level 3. Link to comment
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