Tinkerer Posted May 5, 2020 Author Report Share Posted May 5, 2020 Fallback An archetype designed around a singular monster - Fallback Saboteur - and its Continuous Spells. Fallback Saboteur has only 2 effects: 1. If it dies, you take 3000 damage. 2. As a quick effect, you can return it to the hand and gain some LP. Basically, all it can do is retreat, but those retreats allow you to trigger its Spell effects. The Deck's Continuous Spells also serve as the archetype's consistency and its main line of defense. The deck can have other monsters but, just like the Cyber Dragon archetype, the others treat themselves as the titular Saboteur. Fallback Saboteur EARTH * Pyro/Effect If this card is sent from the field to the GY: Take 3000 damage. Once per Chain (Quick Effect): You can return this card to your hand, and if you do, gain 300 LP for each face-up Spell card on the field. 500/500 Fallback Ley Line Continuous Spell When this card is activated: You can discard 1 "Fallback" card, and if you do, draw 1 card. If a "Fallback Trailblazer" returns from your field to your hand: You can return 1 face-up card on the field to the hand. If this card would be targeted or destroyed by an opponent's card effect, you can banish 1 "Fallback Ley Line" from your hand or GY; negate that effect, and if you do, destroy that card. Fallback Gas Grenade Continuous Spell When this card is activated: You can discard 1 card; until the End Phase of the next turn, you take no battle damage. If a "Fallback Trailblazer" returns from your field to your hand: You can target up to 2 face-up cards on the field; Set them. If this card would be targeted or destroyed by an opponent's card effect, you can banish 1 "Fallback Gas Grenade" from your hand or GY; negate that effect, and if you do, destroy that card. Next: Fey Fire -OR- Orthos 1 Quote Link to comment Share on other sites More sharing options...
morrisoni4 Posted May 7, 2020 Report Share Posted May 7, 2020 "Fey Fire" is an archetype of low-Level Fairy FIRE monsters. They focus on dealing scratch damage over and over, until your opponent's LP are gone. "Fey Fire Bombardier" Level 3/Fairy/Effect/FIRE/500/500 You can inflict damage to your opponent equal to the combined ATK of all "Fey Fire" monsters on the field, then send this card to the GY. During the End Phase, if this effect was activated and not negated: Special Summon this card from your GY. Basic, repeatable burn. Won't be too much damage, since they all have low stats. "Fey Fire Assassin" Level 3/Fairy/Effect/FIRE/500/500 Cannot be destroyed by battle. Neither player takes any damage from battles involving this card. This card can attack each monster your opponent controls once per Battle Phase. If this card battles, at the end of the Damage Step: inflict 500 damage to your opponent. Again, scratch damage that adds up over time. "Fey Fire Medic" Level 3/Fairy/Effect/FIRE/300/400 Once per turn, you can Special Summon one "Fey Fire" monster from your GY, except "Fey Fire Medic." Good way to recycle any of them, especially "Bombardier", to use it more than once per turn. "Fey Fire General" Level 4/Fairy/Effect/FIRE/1000/800 When this card is Summoned: Special Summon as many "Fey Fire" monsters as possible from your hand or GY. Once per turn, during Standby Phase: inflict 100 damage to your opponent for every "Fey Fire" monster you control. Cannot be destroyed by battle or card effects. Small damage (maxing out at 500 per turn), but as it racks up... "Fey Fire Necromancer" Level 4/Fairy/Effect/FIRE/0/0 Gains ATK equal to the combined ATK of all "Fey Fire" monsters in your GY. Buffs its own ATK, which in turn buffs "Bombardier", and allows it to stay on the field longer for the effect of "General". Next: "Bloom and Doom" Quote Link to comment Share on other sites More sharing options...
Dramatic Crossroad Posted May 7, 2020 Report Share Posted May 7, 2020 Lets give it a shot. The "Bloom & Doom" archetype focuses on Gemini Summoning Plant monsters and field control by popping cards on the field with the titular Field Spell Card. The archetype monsters are seductive femme fatale plant monsters (imagine Rose Spectre of Dunn, instead of Traptrix Lolies) Bloom & Doom (SPELL) [Field Spell Card] Each time a Plant monster you control is Gemini Summoned; destroy 1 card on the field. Once per turn, if this card would be destroyed, you can destroy 1 Plant monster you control instead. Darkbloom Seductress (DARK) Level 3 [Plant / Gemini / Effect ] ATK/1500 DEF/400 This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it or destroy 1 Plant monster in your hand or on your side of the field to have it become an Effect Monster with this effect: Monsters your opponent controls lose 500 ATK and DEF. Kindlebloom Mistress (FIRE) Level 4 [Plant / Gemini / Effect ] ATK/1800 DEF/1500 This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it or destroy 1 Plant monster in your hand or on your side of the field to have it become an Effect Monster with this effect: This card inflicts piercing damage. Once per turn, when this card would destroy a monster by battle: you can destroy 1 Plant monster in your hand instead and if you do, this card attacks that monster again once in a row. Whisperbloom Temptress (WIND) Level 2 [Plant / Gemini / Effect ] ATK/900 DEF/1300 This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it or destroy 1 Plant monster in your hand or on your side of the field to have it become an Effect Monster with this effect: This card can attack your opponent directly. Once per turn, If this card inflicts damage to your opponent; you can take control of 1 monster your opponent controls with DEF lower than this card's original ATK until the end of the Battle Phase. That monster cannot attack your opponent directly. Next: "Gravebound" -or- "Omnipresent" 1 Quote Link to comment Share on other sites More sharing options...
morrisoni4 Posted May 8, 2020 Report Share Posted May 8, 2020 The "Gravebound" archetype is comprised of DARK monsters based on sending themselves to the GY when attacked, activating an effect, and ending the Battle Phase. "Gravebound Reaper" Level 2/Fiend/Effect/DARK/100/100 When this card is attacked: send this card and the attacking monster to the GY, then end the Battle Phase. "Gravebound Flame" Level 6/Pyro/Effect/DARK/2500/2500 When this card is attacked: Send this card to the GY, inflict damage to your opponent equal to the attacking monster, then end the Battle Phase. "Gravebound Wind" Level 2/Fiend/Effect/DARK/0/0 When this card is attacked: Send this card and one Spell or Trap Card your opponent controls to the GY, then end the Battle Phase. "Gravebound Takedown" Quickplay Spell When a "Gravebound" monster is sent to your GY by its own effect: target 1 card your opponent controls, send it to the GY. Next: "Fundead" Quote Link to comment Share on other sites More sharing options...
TheWanderingMist Posted May 9, 2020 Report Share Posted May 9, 2020 Fundead They want to party all the time, party all the time, party all the time.... They’re an archetype of low Level LIGHT Zombies, and they really like bringing their friends to the party. And when they really get going, they bring out their boss in the biggest party of all, a massive festival of games and sacrifice. Examples include but are not limited to: Fundead Skeleton Level 1 Effect: When this monster is Summoned, Special Summon 1 “Fundead” monster from your GY. You can only use this effect of “Fundead Skeleton” once per turn. ATK 0/DEF 0 Fundead Ghoul Level 2 Effect: When this monster is Summoned, Special Summon 1 “Fundead” monster from your hand. You can only use this effect of “Fundead Ghoul” once per turn. ATK 300/DEF 300 Fundead Ghast Level 3 Effect: When this monster is Summoned, add up to 2 “Fundead” monsters from your Deck or GY to your hand. You can only use this effect of “Fundead Ghast” once per turn. ATK 1000/DEF 1000 Fundead Festival Ritual Spell You can use this card to Ritual Summon “Fundead Revenant”. You must also Tribute monsters whose total Levels equal 10 or more from your hand or field. If the monster Ritual Summoned with this card was Ritual Summoned by only Tributing “Fundead” monsters, double that monster’s ATK and DEF until the end of your opponent's 2nd turn after this card was activated. Fundead Revenant Level 10 You can Ritual Summon this monster with “Fundead Festival”. If this monster was Ritual Summoned using only “Fundead” monsters, it is unaffected by your opponent’s card effects. When this card is Ritual Summoned, Special Summon 1 "Fundead" monster from your hand, Deck, or GY. “Fundead” monsters whose effects say they can only be used once per turn can now use their effects up to three times per turn. ATK 3200/DEF 2900 Next archetype: Frilly OR Pandarts 1 Quote Link to comment Share on other sites More sharing options...
morrisoni4 Posted May 9, 2020 Report Share Posted May 9, 2020 "Pandarts" are a small archetype of DARK Beast monsters focusing on swarming the field to brute-force your way through your opponent's LP. They are based on different pandas. "Pandarts Red" Level 5/Beast/Effect/2000/1800 This card can attack twice per Battle Phase. When this card is Summoned: Special Summon one "Pandarts" monster from your Deck, except "Pandarts Red". "Pandarts Quinling" Level 6/Beast/Effect/2500/1800 If this card attacks an opponent's monster, and that monster is still on the field at the end of the Damage Step: this card can attack that monster again, and double its ATK until the End of the Battle Phase. If this card destroys an opponent's monster by battle: Special Summon one "Pandart" monster from your GY. "Pandarts Microta" Level 6/Beast/Effect/2600/1700 If this card inflicts Battle Damage to your opponent: Special Summon one "Pandarts" monster from your hand, then inflict damage to you opponent equal to that monster's ATK. "Pandarts Giant" Level 8/Beast/Effect/DARK/2900/2500 "Pandarts" monsters you control can attack directly. If you control a "Pandarts" monster, you can Special Summon this card from your hand. Next: "Dark Altar" Quote Link to comment Share on other sites More sharing options...
Dramatic Crossroad Posted May 12, 2020 Report Share Posted May 12, 2020 "Dark Altar" are a series of Ritual-focused Spellcasters That allow you to Summon a ritual monster from your hand by tributing non-Effect (vanilla) Fusion Monsters with specificly listed materials from your Deck instead of tributing, however if you do, you cannot summon from your extra deck during that and your following turn. Dark Altar Priest (DARK) Level 3 [Spellcaster / Effect] ATK/1350 DEF/1850 When this card is Summoned or flipped face-up; you can add 1 "Dark Altar" or 1 Ritual Monster that lists "Dark Altar" in its text from your Deck or GY to your hand. You can use this effect of "Dark Altar Priest" only once per turn. If this card is face-up when you Ritual Summon an monster; Set this card. Dark Altar Soothsayer (DARK) Level 4 [Spellcaster / Effect] ATK/1850 DEF/1050 When this card is Summoned or flipped face-up; you can add 1 "Dark Altar" monster from your Deck or GY to your hand (except "Dark Altar Soothsayer"). You can use this effect of "Dark Altar Soothsayer" only once per turn. If this card is face-up when you Ritual Summon an monster; Set this card. Dark Altar (FIELD Spell) If you control a "Dark Altar" monster, you can Ritual Summon a monster from your hand by tributing 1 Fusion non-Effect monster from your Extra Deck that has specifically named Fusion Material Monsters in its card text and the same Level, Type, ATK and DEF as your Ritual Monster. You cannot Special Summon any monsters from your Extra Deck during this turn or your following turn if you use this effect. Darkened Magic Knight Giltia (DARK) Level 5 [Warrior / Ritual / Effect] ATK/1850 DEF/1500 Must first be Summoned by "Dark Altar". While you control a face-down monster, this card can attack your opponent directly. If this card inflicts 500 or more damage to your opponent by battle; you can destroy 1 face-down card your opponent controls (Your opponent cannot activate the targeted card in response to this card's activation.). When this card is destroyed; you can Special Summon 1 "Giltia The D. Knight" from your GY. Darkened Soul Hunter(DARK) Level 6 [Fiend / Ritual / Effect] ATK/2200 DEF/1500 Must first be Summoned by "Dark Altar". At the start of the Damage Step, if this card battles a face-up non-DARK monster: destroy that monster. If you control a face-down monster, this effect can be activated during a battle with a DARK monster as well. When this card is destroyed; you can Special Summon 1 "Soul Hunter" from your GY. Darkened Mystical Sand(DARK) Level 6 [Rock / Ritual / Effect] ATK/2100 DEF/1700 Must first be Summoned by "Dark Altar". Neither player can activate Spell/Traps during the Battle Phase. If this card destroys a monster by battle, while you control a face-down monster; you can destroy 1 Spell/Trap your opponent controls. When this card is destroyed; you can Special Summon 1 "Mystical Sand" from your GY. Next: "Endangered" -OR- "Fashionista"/"Couturer" Quote Link to comment Share on other sites More sharing options...
morrisoni4 Posted May 12, 2020 Report Share Posted May 12, 2020 "Endangered" is an Archetype based on endangered animals. They focus on protecting themselves until you have 3 of one on the field, when their really powerful effects activate. "Endangered - Bald Eagle" Level 4/Winged-Beast/Effect/1500/1000/WIND "Endangered" monsters cannot be destroyed by battle. If you control 3 face-up "Endangered - Bald Eagles": Inflict 1000 damage to your opponent during each player's Standby Phase. "Endangered - White Rhino" Level 4/Beast/Effect/1000/1400/EARTH Your opponent cannot target "Endangered" monsters for card effects. If you control 3 face-up "Endangered - White Rhinos" (Quick Effect): You can pay 500 LP, destroy one Spell or Trap Card on the field. "Endangered - Indian Elephant" Level 4/Beast/Effect/1500/1500/EARTH "Endangered" monsters cannot be send to the GY or banished by card effects. If you control 3 face-up "Endangered - Indian Elephants": Gain 2000 LP during each player's Standby Phase. "Endangered Reservation" Field Spell Once per turn, you can return one "Endangered" monster from the GY to the Deck, Special Summon up to 3 "Endangered" monsters with the same name, but a different name than the monster returned, from your hand or Deck, but destroy them during your opponent's second End Phase. "Endangered Ranger" Trap Target one "Endangered" monster you control, Special Summon this card as a Warrior Effect Monster with the same Type, Attribute, Level, ATK, and DEF as that target. If that target leaves the field, destroy this card. Next: "Timeless" Quote Link to comment Share on other sites More sharing options...
XXYYZZ Posted May 14, 2020 Report Share Posted May 14, 2020 "Timeless" are a small archetype of spell caster cards that focus on making sure that your other monsters are not destroyed "Timeless wizard" Lvl.4 Light Spell-caster 1900/2100 Effect: When this card is on your field your opponent can only target this monster for battle or effects "Timeless apprentice" Lvl.1 Light Spell-caster 100/100 Effect: When this card is in your hand and your opponent declares an attack on a monster send this card to the graveyard and negate that attack "Timeless maiden" Lvl.4 Light Spell-caster 1500/400 Effect: Target one monster on your side of the field, that monster cannot be targeted by battle or card effects "Timeless sanctum" Spell/ Quick Effect Effect: If your opponent attacks a monster you control destroy your opponents monster and end the battle phase Next: "Dark arts" Quote Link to comment Share on other sites More sharing options...
Thomas★Zero Posted May 14, 2020 Report Share Posted May 14, 2020 Dark Arts a theme of spell cards that work with high Level Dark Spellcasters to unleash powerful effects. Master of the Dark Arts lv 9 DARK Spellcaster/Effect You can Special Summon this card (from your hand or GY) by banishing 2 DARK Spellcaster monsters from your GY. If this card is Normal or Special Summoned: Add 1 "Dark Arts" Spell Card from your Deck or GY to your hand. If you have 3 or more "Dark Arts" Spell Cards with different names in your GY, this card is unaffected by your opponents card effects. ATK/3000 DEF/2800 Dark Arts of Mind Control Spell Card Activate this card while you control a Level 5 or higher DARK Spellcaster Monster. Target 1 Monster your opponent controls; take control of the targeted card, and if you do, the targeted monster is treated as a DARK Spellcaster Monster. If you control a Level 5 or higher DARK Spellcaster Monster: You can banish this card from your GY; Your opponent discards 1 card from their hand. You can only activate each effect of "Dark Arts of Mind Control" once per turn. Dark Arts of Resurrection Spell Card Activate this card while you control a Level 5 or higher DARK Spellcaster Monster. Target 1 Monster in your GY; Special Summon the targeted monster, then, if the targeted monster is a DARK Spellcaster Monster, it gains 1000 ATK and DEF. If a DARK Spellcaster Monster you control would be destroyed by battle or by a card effect, you can banish this card from your GY instead. You can only activate each effect of "Dark Arts of Resurrection" once per turn. Dark Arts of Soul Absorption Spell Card Activate this card while you control a Level 5 or higher DARK Spellcaster Monster. Target up to 5 cards that are banished; return the targeted cards to the GY, then, Increase your LP equal to the number of cards returned to the GY by this effect. If you control a Level 5 or higher DARK Spellcaster Monster: You can banish this card and 1 DARK Spellcaster Monster from your GY; Draw 2 Cards. You can only activate each effect of "Dark Arts of Soul Absorption" once per turn. Dark Arts of Archfiend Summoning Spell Card Activate this card while you control a Level 5 or higher DARK Spellcaster Monster. Special Summon 1 "Ultimate Archfiend Token" (Fiend/DARK/Level 10/ATK ?/DEF 0). This Tokens ATK becomes equal to the combined original ATK of all DARK Spellcaster Monsters you control. If you control a Level 5 or higher DARK Spellcaster Monster: You can banish this card form your GY; Special Summon 1 DARK Spellcaster Monster from your hand. You can only activate each effect of "Dark Arts of Archfiend Summoning" once per turn. Next: Chimerasect Quote Link to comment Share on other sites More sharing options...
morrisoni4 Posted May 14, 2020 Report Share Posted May 14, 2020 The "Chimerasect" are an archetype of Beast monsters that can combine themselves into different Fusion Monsters. There are only a few Main Deck monsters, but they can all be Fused with each other, and they all grant the Fusion Monsters they become extra effects. This means that the Fusion Monsters themselves lack actual effects. "Chimerasect Lion" Level 4/Beast/Effect/1000/1000 If this card is used as Material for a Fusion Summon, that Fusion Summoned monster gains this effect: Once per turn, you can Special Summon one Beast monster from your GY. "Chimerasect Viper" Level 4/Beast/Effect/1000/1000 If this card is used as Material for a Fusion Summon, that Fusion Summoned monster gains this effect: If this card destroys an opponent's monster by battle, inflict 1000 damage to your opponent. "Chimerasect Goat" Level 4/Beast/Effect/1000/1000 If this card is used as Material for a Fusion Summon, that Fusion Summoned monster gains this effect: Once per turn, during your Standby Phase: This card gains 300 ATK. "Chimerasect Charger" Level 4/Beast/Fusion/2000/2000 "Chimerasect Lion" + "Chimerasect Goat" "Chimerasect Snapper" Level 4/Beast/Fusion/2000/2000 "Chimerasect Lion" + "Chimerasect Viper" "Chimerasect Sneakster" Level 4/Beast/Fusion/2000/2000 "Chimerasect Goat" + "Chimerasect Viper" "Chimerasect True Chimera" Level 8/Beast/Fusion/3000/2500 3 non-Fusion "Chimerasect" monsters with different names. If this card is destroyed by battle, Special Summon as many "Chimerasect" Fusion monsters with different names as possible from your Extra Deck (this is treated as a Fusion Summon.) Next: "Catastrophic" Quote Link to comment Share on other sites More sharing options...
Dramatic Crossroad Posted May 14, 2020 Report Share Posted May 14, 2020 "Catastrophic" are a series of Level 12 Synchro Fairies with 3200 ATK and 800 DEF, a direct upgrade forms of the Cataclysmic archetype. They can be summoned normally using a Tuner & non-Tuner of their respective Attribute or with a gimmicky pseudo-Synchro where they are treated as the tuner and a Level 4 monster becomes the other ingredient. They lack any protection, so they wield a powered-up version of their original effect, with a hard one-per-turn and negation immunity. Catastrophic Cyclonic Coldo (WIND) 1 WIND Tuner + 1 WIND non-Tuner [Fairy / Synchro / Effect ] Level 12 | ATK/3200 | DEF/800 For this card's Synchro Summon, you can treat 1 "Cataclysmic Cryonic Coldo" you control as a Tuner. Once per turn, you can place 1 Spell/Trap from the field on top of the Deck. Cards and effects cannot be activated in response to this effect's activation. You can only use this effect of "Catastrophic Cyclonic Coldo" once per turn. Catastrophic Crushing Calcifida (EARTH) 1 EARTH Tuner + 1 EARTH non-Tuner [Fairy / Synchro / Effect ] Level 12 | ATK/3200 | DEF/800 For this card's Synchro Summon, you can treat 1 "Cataclysmic Crusted Calcifida" you control as a Tuner. Once per turn, you can send 1 monster from your Deck to the GY and if you do, look at the top card of your Deck afterwards. Cards and effects cannot be activated in response to this effect's activation. You can only use this effect of "Catastrophic Crushing Calcifida" once per turn. Catastrophic Crystallizing Chilblainia (WATER) 1 WATER Tuner + 1 WATER non-Tuner [Fairy / Synchro / Effect ] Level 12 | ATK/3200 | DEF/800 For this card's Synchro Summon, you can treat 1 "Cataclysmic Circumploar Chilblainia" you control as a Tuner. Once per turn, you look at your opponent's hand and select 1 card; your opponent sends that card to the GY. Cards and effects cannot be activated in response to this effect's activation. You can only use this effect of "Catastrophic Crystallizing Chilblainia" once per turn. Catastrophic Searing Sunburner (FIRE) 1 FIRE Tuner + 1 FIRE non-Tuner [Fairy / Synchro / Effect ] Level 12 | ATK/3200 | DEF/800 For this card's Synchro Summon, you can treat 1 "Cataclysmic Scorching Sunburner" you control as a Tuner. Once per turn, you can inflict damage to your opponent, equal to the original ATK of a face-up FIRE monster you control, except "Catastrophic Searing Sunburner". Cards and effects cannot be activated in response to this effect's activation. You can only use this effect of "Catastrophic Searing Sunburner" once per turn. NEXT: -Baneshee- (pun intended, not a typo) OR "Des Pair" 1 Quote Link to comment Share on other sites More sharing options...
Tinkerer Posted May 14, 2020 Author Report Share Posted May 14, 2020 I know I've been falling into this too, but a reminder to everyone: Please write a 2 Sentence/40 word description minimum. It should be fairly simple to expound on a gimmick or flesh it out at least a little to give an idea of how it works. 2 Quote Link to comment Share on other sites More sharing options...
Tinkerer Posted May 17, 2020 Author Report Share Posted May 17, 2020 Des Pair A Ritual archetype with a mechanic based on revealing cards in your hand. The archetype has few Ritual Spells, but they are not the main way the Ritual bosses are summoned. Instead, whenever a non-Ritual monster is summoned, you can "pair" it with another "Des Pair" monster in your hand by revealing it. When the monster on the field is sent to the GY, it can automatically summon the paired monster in your hand. A lot of the monsters have "While this card in your hand is revealed" effects which give them a lot of the bonuses that would normally come from continuous/field spells. That said, they do have backrow support that mostly involves improving consistency and creating floodgates since you likely will only have 1-2 monsters on the field at any time. Des Pair - Manjour DARK **** Beast/Effect If this card is Summoned: You can reveal 1 "Des Pair" monster in your hand and keep it revealed as long as this card remains face-up on the field. If this card is sent from the field to the GY: You can Special Summon the monster revealed by this card's effect OR: Special Summon 1 revealed "Des Pair" monster in your hand. While this card in your hand is revealed, "Des Pair" monsters you control cannot be destroyed by battle. 1600/1500 Des Pair Manacles Continuous Spell When this card is activated: Add 1 "Des Pair" monster from your Deck to your hand and reveal it. The monster remains revealed while this card is face-up on the field. While you control a Ritual monster, banish any monster sent to the GY from the hand or Deck. Next: Immortal Coil 2 Quote Link to comment Share on other sites More sharing options...
vla1ne Posted May 18, 2020 Report Share Posted May 18, 2020 Immortal coil is an archetype based around a continuous spell card, with effects based upon how many coils are on the field. Monsters in turn, each have differing effects that involve shedding their mortal coils to activate their effects, and creating new coils to serve the immortal coil. Tributes are how they shed this coil, and the tokens they summon are the new forms that they are reborn into. The goal of the deck is to use weak monsters to build larger and larger monsters by continuing to spiral along this coil, and the continuous spell card is how they continue to recur advantage as they grow. There is also a single trap in the deck, that acts as the false form of the spell, having "lesser" effects for each one of the spells effects. 4 examples (1 monster, 2 spells, and the trap.) Ajar Amar, Harbinger of the Immortal coils Fiend Level 1/ATK100/DEF100 If this card is Special Summoned, add 1 "Immortal coil" monster from your Deck to your hand. Once per turn, if you activate the effect of an "Immortal Coil" card, you can banish 1 card on the field. Once per turn, if you control "The Infinite Immortal Coil", you can tribute this card to gain life points, equal to the total ATK of all "Immortal Coil" monsters on the field, and if you do, Special Summon 1 "Immortal Coil Token" (Level 1/Light/Machine) with ATK/DEF equal to the Life points you gained. ----------------------------------------------------Immortal Coil Creation Normal Spell card Add 1 "Immortal Coil" card from your Deck to your hand. Then, If you control an "Infinite Immortal Coil", you can tribute it, and if you do, Special Summon 1 "Immortal Coil" monster from your hand, and if you do that, draw 1 card for each "Immortal Coil Token" you control. You can only activate 1 "Immortal Coil Creation" per turn. You cannot Special Summon monsters the turn you activate this effect, except "Immortal Coil" monsters. -----------------------------------------------------Infinite Immortal Coil Continuous Spell card You cannot control more than 1 "Infinite Immortal Coil". Once per turn, when a "Immortal Coil" monster(s) is tributed, you can Special Summon 1 "Immortal Coil Token" (Level 1/Light/Machine) with an ATK/DEF equal to the total ATK/DEF of the monsters tributed. While you control 2 or more "Immortal Coil" cards, apply the following effects: 2+ Once per turn, you can banish cards on the field, up to the number of "Immortal Coil" monsters you control. 3+ "Immortal Coil" cards cannot be targeted by card effects, and "Immortal Coil" monsters cannot be destroyed by battle. 4+ Once per turn, you can Tribute 2 "Immortal Coil" monsters you control, and if you do, Draw 2 cards. ---------------------------------------------------Apeiros, The False Immortal Coil Continuous Trap card (This card is treated as "Infinite Immortal Coil" card while it is not on the field.) Once per turn, when an "Immortal Coil" monster(s) is tributed you can Special Summon 1 "Immortal Coil Token" (Level 1/Light/Machine) with an ATK/DEF equal to half the total ATK/DEF of the monsters tributed. Apply the following effects, up to the number of other "Immortal Coil" cards you control: 2+ Once per turn, you can destroy cards on the field, up to the number of "Immortal Coil" monsters you control. 3+ "Immortal Coil" cards you control cannot be destroyed by your opponents card effects. 4+ All monsters you control gain 500 ATK/DEF, and all monsters your opponent controls lose 500 ATK/DEF Next, "Beast Arsenal " Quote Link to comment Share on other sites More sharing options...
Rayfield Lumina Posted May 18, 2020 Report Share Posted May 18, 2020 Beast Arsenal is an archetype of idem monsters of Level 4 and FIRE Attribute They're supposed to be highly intelligent fauna trained in the art of war and weapon usage (don't do it at home). Their gimmick consist in being able to call directly from the Deck an Equip Spell that is a weapon. Each Beast can activate this effect once per turn if they don't have any Spell equipped, and they all have two possible Equip Spell they can choose and bring to the field. They also have an effect that let them shuffle 1 Equip in the GY into your Deck and disrupt your opponent somehow. The equips in themselves cannot be directly equipped to the Beasts, only the Beasts can do it using their effects, but the Equips have effects on their own when they're in your hand so they're not dead. Beast Arsenal Lobo Sigiloso FIRE Level 4 Beast / Effect If this card is Normal/Special Summoned: You can target 1 "Beast Arsenal" Spell in your GY and 1 card in your opponent's GY; shuffle them into the Deck, and if you do, each player draws 1 card. Once per turn, if this card is not equipped: You can equip 1 "Beast Arsenal - Stealth Claw" or 1 "Beast Arsenal - Spectre Bomb" to this card directly from your Deck. 1000 / 700 Beast Arsenal León Despiadado FIRE Level 4 Beast / Effect If this card is Normal/Special Summoned: You can target 1 "Beast Arsenal" Spell in your GY and 1 monster your opponent controls; shuffle the first target into the Deck and change the second target to face-down Defense Position. Once per turn, if this card is not equipped: You can equip 1 "Beast Arsenal - Stealth Claw" or 1 "Beast Arsenal - Missile Launcher" to this card directly from your Deck. 1100 / 600 Beast Arsenal Águila Rapaz FIRE Level 4 Beast / Effect If this card is Normal/Special Summoned: You can target 1 "Beast Arsenal" Spell in your GY and 2 cards in your opponent's GY; shuffle the first target into the Deck, then banish the second targets. Once per turn, if this card is not equipped: You can equip 1 Beast Arsenal - Missile Launcher" or 1 "Beast Arsenal - Retrieving Anchor" to this card directly from your Deck. 800 / 900 Beast Arsenal Serpiente Letal FIRE Rank 4 Beast / Xyz / Effect If this card is Special Summoned: You can target up to 2 "Beast Arsenal" cards in your GY, then target cards your opponent controls up to the number of cards you targeted in your GY; shuffle the first targets into the Deck, then return the second targets to the owner's hand. You can equip 1 "Beast Arsenal - Spectre Bomb" or 1 "Beast Arsenal - Sound Blaster to this card directly from your Deck. You can detach 1 material from this card: Destroy any number of "Beast Arsenal" Equip Spells you control, and if you do, destroy cards your opponent controls up to the number of Equip Spells you destroyed by this card's effect. You can only use each effect of "Beast Arsenal Serpiente Letal" once per turn. 2000 / 1500 Beast Arsenal - Stealth Claw Equip Spell Cannot be equipped, except by the effect of a "Beast Arsenal" monster. If this card is in your hand: You can discard this card; add 1 "Beast Arsenal" monster from your Deck to your hand, but you cannot Summon it during this turn. The monster equipped with this card gains the following effect: *Cannot be targeted for attacks or by your opponent's monster effects. Beast Arsenal - Retrieving Anchor Equip Spell Cannot be equipped, except by the effect of a "Beast Arsenal" monster. If this card is in your hand: You can discard this card, then target 1 "Beast" Arsenal monster in your GY; Special Summon it, but negate it's effects until the end of the turn. The monster equipped with this card gains the following effect: *Once per turn: You can target 1 Spell/Trap your opponent controls; Set that card to your Spell & Trap Zone. Your opponent cannot activate the targeted card in response to this effect's activation. Beast Arsenal - Missile Launcher Equip Spell Cannot be equipped, except by the effect of a "Beast Arsenal" monster. If this card is in your hand: You can discard this card, then target 1 "Beast Arsenal" monster you control; destroy it, and if you do, Special Summon 1 "Beast Arsenal" monster from your hand or Deck with a different name than the destroyed monster. The monster equipped with this card gains the following effects: *Can attack your opponent directly. If this card is equipped with a "Beast Arsenal" card and is destroyed by battle: Inflict damage to your opponent equal to the ATK of the monster that destroyed this card. Next: Sunny Witch 1 Quote Link to comment Share on other sites More sharing options...
Darj Posted May 18, 2020 Report Share Posted May 18, 2020 Sunny Witch Archetype of FIRE Spellcasters. Their appearance resembles the typical witches with poiny hats, dresses, some are riding a broom, and so on. For their playstyle they borrow ideas from the Sunny weather from Pokemon: They support their archetype Field Spell that makes a nod to harsh sunlight, and under this field not only their effects are amplified, for example destroying 2 face-up cards on the field when normally they would be able to destroy a single one, also the Field, as well as their support effects apply to Plant monsters as well in one way or another. Also they work better with FIRE Plant monster. For instance, a Sunny Witch may be able to search for either a fellow Sunny Witch or Level 4 or lower Plant from your Deck, but if their Sunny Field is active, it can search for a Plant of any Level, or Special Summon from the Deck a Sunny Witch or a FIRE Plant monster. This means they sinergize with FIRE Plants such as Lonefire, and the Princess of Sunflowers. As a second gimmick, they have quick GT effects designed not to provide +1s, except for a few key monsters, to avoid the blandness of single-effect cards, as well as potentially support or be supported by banish-happy cards. As flavor note, their effects are based on words that are associated with the sun and start with "sun-". For example sunrise, sunshine, sunset, sunflare.Sun Sunny SunriseField Spell (This card is always treated as a "Sunny Witch" card). Plant and FIRE Spellcaster monsters on the field gain 500 ATK and DEF. You can target 1 "Sunny Witch" monster you control, then choose 1 of its effects that activates; this effect becomes that chosen monster's effect. If you have a "Sunny Witch" monster in your field or GY: You can Special Summon 1 Plant monster from your hand whose Level is equal or lower than the total number of "Sunny Witch" monsters in your field and GY. During your Main Phase, if this card is in your GY: You can banish 2 FIRE monsters in your GY, including at least 1 "Sunny Witch" monster; add this card to your hand. You can only use each effect of "Sun Sunny Sunrise" once per turn.Sunny Witch ShineFIRE/Spellcaster/Effect/Level 3 1200/200 If this card is Normal Special Summoned: You can add 1 "Sunny Witch" card or 1 Level 4 or lower Plant monster from your Deck to your hand, except "Sunny Witch Shine". If "Sun Sunny Sunrise" is on the field, you can add 1 Plant monster from your Deck to your hand, or Special Summon 1 "Sunny Witch" or FIRE Plant monster from your Deck instead. (Quick Effect): You can banish this card 1 FIRE monster from your GY; Special Summon 1 "Sunny Witch" or Plant monster from your hand, and if you do, it gains 500 ATK until the end of this turn. You can only use 1 "Sunny Witch Shine" effect per turn, and only once that turn.Sunny Witch FlareFIRE/Spellcaster/Effect/Level 6 2400/1000 If you control no monsters, or all monsters you control are "Sunny Witch" and/or Plant monsters: You can Special Summon this card from your hand. You can target 1 other face-up card on the field; destroy that target and 1 FIRE or Plant monster in your field or hand. These effects are Quick Effects if "Sun Sunny Sunrise" is on the field. (Quick Effect): You can banish this card 1 FIRE monster from your GY; this turn, all FIRE and Plant monsters you control gain 500 ATK, also you can change 1 monster on the field to Attack Position. You can only use each effect of "Sunny Witch Flare" once per turn.Sunny Witch RiseFIRE/Spellcaster/Tuner/Effect/Level 2 800/1000 If you control no monsters, or all monsters you control are "Sunny Witch" and/or Plant monsters (Quick Effect): You can send this card from your hand or field to the GY; take 1 "Sunny Witch" Spell/Trap and either activate it or add it to your hand. If "Sun Sunny Sunrise" is on the field, you can take 2 "Sunny Witch" Spell/Traps, and activate 1 of them, and add the other to your hand instead. (Quick Effect): You can banish this card 1 FIRE monster from your GY, then target 1 "Sunny Witch" Spell Trap in your GY or among your banished cards; activate it. You can only use 1 "Sunny Witch Rise" effect per turn, and only once that turn. Next:Sauroboros Quote Link to comment Share on other sites More sharing options...
morrisoni4 Posted May 19, 2020 Report Share Posted May 19, 2020 The "Sauroboros" are an archetype of Dinosaur monsters that focus on floating and each other, keeping the field occupied until you have enough for a swarm. "Sauroboroseratops" Level 4/Dinosaur/Effect/1500/1500 If a "Sauroboros" monster you control leaves the field: You can Special Summon this card from your hand. "Sauroboros Rex" Level 5/Dinosaur/Effect/2500/2000 If this card is destroyed and sent to the GY: Special Summon one "Sauroboros" monster from your Deck. "Sauroboros Stampede" Normal Spell If you control at least 3 "Sauroboros" monsters, all "Sauroboros" monsters gain 1500 ATKn Uuntilour Draw Phase. Next: "Blackguard" Quote Link to comment Share on other sites More sharing options...
Tinkerer Posted May 19, 2020 Author Report Share Posted May 19, 2020 Blackguard A DARK Warrior De-Synchro archetype with a playstyle that is like Melodious + Neo Spacians. The Main Deck monsters have ATK, but they have a good amount of Special Summon and protection effects (that only apply when they are Special Summoned). The Synchros are their big bosses and are used to push for damage with extremely aggro effects (double piercing, multi-attacking, huge ATK modifiers, etc.). However, during the End Phase, the Synchros return to the Extra Deck and Special Summon 1 "Blackguard" tuner and non-tuner from the GY. All that said, the gimmick is fairly straightforward: Use Synchros for your offense and your main deck monsters for your defense. Blackguard Hammerman DARK * Warrior/Tuner/Effect When this card is Normal Summoned: You can Special Summon 1 "Blackguard" monster from your hand. While this Special Summoned monster is on the field, your opponent cannot target it for an attack while you control other "Blackguard" monsters, also, "Blackguard" monsters you control gain 800 DEF. 100/1800 Blackguard Lancess DARK 6* Warrior/Effect If you control no monsters, or all the monsters you control are "Blackguard" monsters (min. 1), you can Special Summon this card from your hand, but you cannot Special Summon monsters from your Extra Deck for the rest of the turn except Warrior monsters. While this Special Summoned monster is on the field, the first time each "Blackguard" monster you control would be destroyed each turn, by battle or card effect, it is not destroyed. 600/2600 Nebulae Whale Quote Link to comment Share on other sites More sharing options...
Rayfield Lumina Posted May 21, 2020 Report Share Posted May 21, 2020 Nebulae Whale is an archetype of Alien creatures with bionic ships that resemble our beautiful giant cetaceans. While the low level members are the aliens inside the ships, the high levels are the ships in themselves, but what's interesting i that the whale ships can take a different shape and create a symbiosis with their crewmen, leading to Xyz Monsters that are returned to the Extra Deck when they stop having materials, only to Special Summon the monsters used for it's summoning, if able. That's one part of the gimmick, the other is that the whales are Union monsters. Nebulae Whale Captain SO'riel LIGHT Fairy / Effect Level 4 If this card is Normal Summoned: You can target 1 "Nebulae Whale" equipped to a monster you control; shuffle in into the Deck, and if you do, draw 2 cards. You can only activate this effect of "Nebulae Whale Captain SOriel" once per turn. This card is unaffected by your opponent's Trap effects while it is equipped with a "Nebulae Whale" card. This effect is gained by a monster Xyz Summoned using this card as material. 1500 / 750 Nebulae Whale First Officer NO'riat LIGHT Fairy / Effect Level 4 If this card is Normal Summoned: You can target 1 "Nebulae Whale" equipped to a monster you control; shuffle in into the Deck, and if you do, you can target 1 monster your opponent controls with an ATK lower than that equipped card in the GY; banish it. This card is unaffected by your opponent's Spell effects while it is equipped with a "Nebulae Whale" card. This effect is gained by a monster Xyz Summoned using this card as material. 1300 / 650 Nebulae Whale All Purpose Ship - Oshi'HO LIGHT Fairy / Union / Effect Level 8 If this card is in your hand: You can reveal this card, then excavate the top 4 cards in your Deck, and if you do, send the first excavated Level 4 "Nebulae Whale" monster you excavate (if any) and if you do that, Special Summon this card. Once per turn, you can either: Target 1 Level 4 "Nebulae Whale" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. The monster equipped with this card gains 1000 ATK and your opponent cannot target other monsters for attacks, except the equipped monster by this card. You can treat this card as Level 4 for the Xyz Summon of a "Nebulae Whale" monster. 2500 / 2500 Nebulae Whale Mother Being KO'hanu'LO LIGHT Fairy / Xyz / Effect Rank 4 2 level 4 "Nebulae Whale" monsters If this card is Xyz Summoned: You can target monsters your opponent controls whose combined ATK is equal or lower to the combined ATK of the materials attached to this card; banish them. Once per turn: You can detach 1 material from this card, then target 1 Level 8 "Nebulae Whale" monster in your GY; equip it to a Level 4 "Nebulae Whale" monster you control. During your End Phase, if this card has no materials attached: Return this card to the Extra Deck, and if you do, Special Summon 1 Level 4 and 1 Level 8 "Nebulae Whale" monsters from your GY whose names are the same as the monsters used as material to Xyz Summon this card. 2500 / 1250 Next: Catharsygil (Catharsis + Sigil, the witchcraft symbols) Quote Link to comment Share on other sites More sharing options...
vla1ne Posted May 25, 2020 Report Share Posted May 25, 2020 Catharsygil is a series of magical formations that were granted from a successful summoning. Several sigils were granted to the summoner (presumed to be the player and other monsters) by the entities they called, that use abilities depending on what sigils are established on board and how many "Catharsygil" counters are on the board. The playstyle revolves around placing counters, and tries to establish a counter based strategy that isn't "spell counter based, and make it a viable splash strategy for decks by being fairly generic and pendulum based. Catharsygil Assimilation System: Overlay Field spell If a card with "Catharsygil" counters leaves the field, you can place any remaining "Catharsygil" counters on this card. monsters you control gain 100 ATK for each "Catharsygil" counter on this card. The first time a "Catharsygil" Spell or Trap card(s) you control would be destroyed during either turn, It is not destroyed. Once per turn, if A "Catharsygil" Spell/Trap card is activated, you can remove 3 "Catharsygil" counters from your side of the field, and if you do, Special Summon 1 "Catharsygil" monster from your Hand or Deck, and if you do that, place 2 "Catharsygil" counters on it. When this card is destroyed, add "Catharsygil" cards from your Deck to your hand, up to half the number of "Catharsygil" counters this card had on the field. ------------------------------------- Catharsygil Crest Quickplay spell Place "Catharsygil" counters on cards you control, up to the number of "Catharsygil"cards in your GY. If You activated this card in the same column as a "Catharsygil" monster(s) you control, or a monster that already has a "Catharsygil" counter(s) on it, you can add 1 "Catharsygil" card from your Deck to your hand. You can only activate 1 "Catharsygil crest" per turn. ------------------------------------- Catharsygil Circle System: Creation Continuous spell Each turn, the first time you summon a monster(s) while this card is on the field, you can place 1 "Catharsygil" counter on that monster(s). If a monster your opponent controls is destroyed by battle with a monster in this cards column, you can place 1 "Catharsygil" counter on that monster. Then, If that monster has 2 or more "Catharsygil" counters, you can draw 2 cards. You can only use each effect of "Catharsygil Circle System: Creation" once per turn. ------------------------------------- Catharsygil Square System: Assault Continuous trap You can remove 2 "Catharsygil" counters from the field: Target 1 card you control, and 1 card your opponent controls; Destroy them, and if you do, place "Catharsygil" counters on this card, up to the number of cards that were destroyed. During either player's main phase, you can remove any number of "Catharsygil" counters from your side of the field, and if you do, negate the effects of cards your opponent controls, up to half the number of counters you removed. If a monster you control with "Catharsygil" counters battles an opponents monster, During damage calculation, you can have that monster gain ATK equal to the ATK of one other monster you control with a "Catharsygil" counter(s). You can only use each effect of "Catharsigyl Square System: Dissonance" once per turn. ------------------------------------- Catharsygil Fairy: Level 2/ LIGHT/ Fairy/PENDULUM S3/ ATK 1000/DEF 1500 Pend Eff: If you Pendulum Summon a monster(s), you can place 1 "Catharsygil" counter on this card. monsters you control gain 200 ATK for every "Catharsygil" counter on this card. Once per turn, if you activate a "Catharsygil" Spell or Trap card in the same column as a monster(s) you control, you can place 1 "Catharsygil" counter on that monster(s). If a card(s) you control With "Catharsygil" counters would be destroyed, you can remove 1 "Catharsygil" counter from each of them instead. Monster Eff: Once per turn (Quick effect): You can place "Catharsygil" counters on cards you control, up to the number of "Catharsygil" monsters you control. During your Main Phase, you can remove 2 "Catharsygil" counters from your side of the field, and if you do, add 1 "Catharsygil" Spell or Trap card from your Deck, to your hand. You can only use this effect of "Catharsygil Fairy" once per turn. ------------------------------------- Catharsygil Archfiend: Level 2/ DARK/ Fiend/ PENDULUM S1/ ATK 1500/DEF 1000 Pend Eff: If you Pendulum Summon a monster(s), you can place 1 "Catharsygil" counter on this card. Monsters your opponent controls lose 200 ATK for every "Catharsygil" counter on this card. Once per turn, If you activate a "Catharsygil" Spell or Trap card in the same column as a monster(s) you control, you can place 1 "Catharsygil" counter on that monster(s). If you remove a "Catharsygil" counters from a card(s) you control, you can Inflict damage to your opponent equal to the number of counters removed x200. Monster Eff: Once per turn (Quick effect): You can place "Catharsygil" counters on cards you control, up to the number of "Catharsygil" monsters you control. During your Main Phase, you can remove 2 "Catharsygil" counters from your side of the field, and if you do, add up to 2 "Catharsygil" cards from your GY, or face-up from your Extra Deck, to your hand. You can only use this effect of "Catharsygil Archfiend" once per turn. Next card, Inscribal architect Quote Link to comment Share on other sites More sharing options...
Tinkerer Posted June 11, 2020 Author Report Share Posted June 11, 2020 Inscribal Architect Have you ever had a powerful field spell but wanted it to do more? You're in luck, the Inscribal Architects are now for hire. For the low low price of 500 LP, they can add Counters to your field spell, giving it a whole wealth of new effects! Have a bunch of monsters that can destroy things? Use "Inscribal Architect of Victory" to give your field spell the power to add extra oomph! Need some protection? "Inscribal Architect of Fortification" is the one for you! Need a way to deal more damage? Give your field spell some offensive firepower with "Inscribal Architect of Bombard"! There's no limit to how powerful your Field Spells can be! Just make sure you pack some protection for your field spell, otherwise you could end up a creek without an Inscribal! Inscribal Architects' City of Dreams Field Spell Once per turn: You can pay 500 LP; add 1 "Inscribal Architect" card from your Deck to your hand. If this card is targeted by your opponent's card effect: you can discard 1 "Inscribal Architects' City of Dreams"; negate that effect, and if you do, banish that card. Inscribal Architect of Victory EARTH **** Rock/Effect You can pay 500 LP and target 1 Field Spell; either place 1 Victory Counter on it, OR, remove 1 Victory Counter from it, and if you do, destroy 1 face-up Attack Position monster. (Field Spells with a Victory Counter gain this effect: Increase the ATK of all monsters you control by 300. If a monster you control battles, your opponent cannot activate cards or effects until the End of the Damage Step.) 1800/600 Next: A.E.I.O.U. -or- Craning Curtain Quote Link to comment Share on other sites More sharing options...
FourEyesIsAFish Posted June 16, 2020 Report Share Posted June 16, 2020 Craning Curtain Craning Curtain is an archetype of Machine type monsters based on various combinations of stage equipment and birds, with the designs usually based on various forms of stage equipment. Craning Curtain monsters are themed around supporting other monsters and summoning "Craning Curtain Actling" tokens when certain conditions are met. A subarchetype of monsters, called Craned Curtain, are played face-up in the Spell and Trap zone, acting as continuous spells until summoned in response to an effect via the destruction of a token. The monster form of Craned Curtain cards are Zombie and Machine type monsters based on an existing Craining Curtain card, with a new, more offensive effect. Craining Curtain - Flaminglo LIGHT *** Machine/Effect When this card is summoned, summon 1 "Craining Curtain Actling - Flaminglo" token (*/LIGHT/Machine/ATK:200/DEF:500/When this card is destroyed, draw a card). Other Craining Curtain monsters you control cannot be affected by the effects of DARK attribute monsters. 400/1000 Craned Curtain - Incandescent Flaminglo LIGHT ***** Machine/Effect (This card also acts as a Zombie type Monster) This card cannot be normal summoned, and must be special summoned by its effect. This card may be played in the Spell and Trap zone as a continuous spell. When an opponent would summon a Dark-type monster, you may discard a "Craning Curtain Actling" token, negate that summon, and special summon this card to the Monster Card Zone as a monster. When in the Monster Card Zone, any non-LIGHT attribute monsters cannot target this card with their effects. When this card battles a monster, choose a different monster of the DARK attribute and reduce its defense by 100 times the number of "Craning Curtain Actling" tokens destroyed this game. If this reduces the monster targeted by this effect to 0 defense, that monster is destroyed. This effect cannot be negated 1100/800 Flaminglo is a direct counter to many DARK attribute decks, and sets up for the very powerful Incandescent Flaminglo, who can absolutely wreck opposing DARK monsters with its incredibly powerful effect. I might expand this into a full archetype these were so fun to do. Next Archetype: Astrofugids (Astro + Solifugids, aka camel spiders) 1 Quote Link to comment Share on other sites More sharing options...
Lystern Posted June 22, 2020 Report Share Posted June 22, 2020 Astrofugids You expected some kind of "space horror", but it was me, Dio Astrofugids. These insects' Level are fixed 5. Attribute is either LIGHT or DARK. Yes, seems like you can't normal summon them without a tribute, but you can. 3 of them can be normal summoned directly with penalty. Since they have LIGHT/DARK members, they can be used at Chaos decks, or pure Astrofugids deck. As mentioned above, their artwork is not creepy like you would expect. They're just astronauts like us humans. Has 12 members, 4 of them are Extra Deck monsters which are 3 Xyz and 1 Link. They do not have relatively many spell/traps, only 3 spell and 2 trap cards. ------------------------------ Astrofugids Galeodes LIGHT Insect/Effect Level 5 - 2400/1400 Once per turn, you can Normal Summon this card without Tributing. If Summoned this way, its ATK/DEF are halved. Once per turn, when this card is face-up on the field: Take 1 DARK Insect monster from your GY, either banish it or add it to your hand. Astrofugids Metasolpuga DARK Insect/Effect Level 5 - 2200/100 Once per turn, you can banish 1 monster on the field, except "Astrofugids Metasolpuga", Special Summon this card from your hand. When you do: Special Summon 1 banished "Astrofugids" monster. While this card is among the banished cards, Insect monters you control cannot be destroyed by battle. Astrofugids Ammotrechella DARK Insect/Xyz/Effect Rank 5 - 1600/1600 2 Level 5 Insect monsters While this card has Xyz material, you opponent cannot target monsters on the field with card effects. Once per turn, detach 1 Xyz material to select 1 banished monster, equip it to this card. This card gains ATK/DEF equal to equipped monster's half of ATK/DEF. If an Insect monster you control would be destroyed, banish the equipped monster instead. ------------------------------------ Transposed Quote Link to comment Share on other sites More sharing options...
Darj Posted June 22, 2020 Report Share Posted June 22, 2020 Transposed Archetype of WATER Psychic monsters and next generation of Gemini monsters. Unlike traditional Geminis, these monsters are treated as Normal anywhere, including the hand and Deck, as long as they are not in their Gemini form, and thus benefiting from Normal support such as Rescue Rabbit, Summoner's Art, etc. At the same time, they introduce effects that can treat them as Effect Monsters and gain their effects while in public knowledge zones such as the GY and while banished. For example a take on Alloy Beast Raptinus for the GY, or by built-in effects. Furthermore,they can become Effect Monsters through other conditions, not only with extra Normal Summons. In their Gemini form, their type changes to Cyberse, making a nod at their ability to get in and out of the virtual world/plane, and thus representing a form of transposition. Most of their effects rely on controlling other Cyberse monsters, so normally their opening plays are either fielding a Cyberse monster along them, or Geminizing them. Transposed TeleporterWATER/Psychic/Gemini/Level 2 800/1000 This card is treated as a Normal Monster while in the hand, Deck, as well as face-up on the field, GY and while banished. While you control a Cyberse monster, OR if you Normal Summon this monster while it is a Normal Monster on the field, this card becomes an Effect Monster with this Effect. ● This card becomes a Cyberse monster, also it is treated as a Tuner. During your Main Phase: You can target 1 "Transposed" monster in your GY, except "Transposed Teleporter"; Special Summon it, and if you do and it is a Gemini monster, it becomes an Effect Monster, and gains its effect. This effect can only be used once while this card is face-up on the field (even if it becomes a Normal Monster).Transposed JumperWATER/Psychic/Gemini/Level 4 1800/1000 This card is treated as a Normal Monster in the hand and Deck, as well as face-up on the field, GY and while banished. While you control a Cyberse monster, OR if you Normal Summon this monster while it is a Normal Monster on the field, this card becomes an Effect Monster with this Effect. ● This card becomes a Cyberse monster. During your Main Phase: You can add 1 "Transposed" card from your Deck to your hand, then, if it is a Gemini monster and you control a Psychic monster, you can Special Summon it, and if you do, it becomes an Effect Monster, and gains its effect. This effect can only be used once while this card is face-up on the field (even if it becomes a Normal Monster).Transposed SkipperWATER/Psychic/Gemini/Level 3 1000/1000 This card is treated as a Normal Monster in the hand and Deck, as well as face-up on the field, GY and while banished. While you control a Cyberse monster, OR if you Normal Summon this monster while it is a Normal Monster on the field, this card becomes an Effect Monster with this Effect. ● This card becomes a Cyberse monster. During your Main Phase: You can Special Summon up to 3 "Transposed" monsters from your hand, except "Transposed Skipper", and if you Summon more than 1 monster by this effect, their effects, except for 1 of your choice, are negated. This effect can only be used once while this card is face-up on the field (even if it becomes a Normal Monster). [This effect may be confusing so to give an example, if you Summon 3, you choose 1 that keeps its effect and thus becomes an Effect Monster due to you controlling this card as a Cyberse monster, and the rest remain as Normal Monsters, and thus Psychic-Type.] Next: Shellcore 1 Quote Link to comment Share on other sites More sharing options...
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