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~Faytl~

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Star Seraph Shield

Level 4 LIGHT Fairy/Effect

If you control a "Star Seraph" monster you can Special Summon this card (from your hand). If you control 3 or more "Star Seraph" monsters, you can draw 1 card. You can only activate this effect of "Star Seraph Shield" once per turn. An Xyz Monster that was Xyz Summoned using 3 or more monsters, including this card on the field, as Xyz Materials gains this effect:

  • This card's Xyz Summon cannot be negated. Your opponent cannot activate cards or effects in response to this card's Xyz Summon
ATK/1700 DEF/1200

 

Next:

Batterymen

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Little Cyber Angel

LIGHT ***

Fairy/Effect

If this card is Tributed: you can target 1 LIGHT Fairy monster in your GY (except "Little Cyber Angel"); add it to your hand. If this card is Special Summoned: you can Special Summon 1 "Little Cyber Angel" from your hand or GY, and if you do, you can increase the levels of all "Cyber Angel" monsters you control by 1.

800/800

 

-itsu

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Malicevorous Knork

Level 2 DARK Fiend/Effect

If you control a "Malicevorous" monster, you can Special Summon this card (from your hand).. If this card is sent to the GY: You can target 1 "Malicevorous" monster in your GY, except "Malicevorous Knork"; Special Summon it. You can only use this effect of "Malicevorous Knork" once per turn.

ATK/800 DEF/100

 

Next:

Monarchs

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The Monarch Awakens

Normal Trap

Add 1 monster with 2400 or 2800 ATK from your Deck to your hand, then, if the added monster was a "Monarch" monster, you can reveal the added monster; Special Summon 1 monster with 800 ATK and 1000 DEF from your hand or Graveyard. If this card is activated in response to an effect that would destroy or banish it, you can reveal 1 "Monarch" monster in your hand: Special Summon 1 "Prince Token" (Level 4/1800 ATK/1000 DEF) of the same Type and Attribute as the revealed monster. You can banish this card from your Graveyard: Activate the effects of all "Monarch" monsters you control that activate when that monster(s) is Tribute Summoned. You can only activate each effect of this card's name once per turn.

 

Steelswarm

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infestation_interdiction_by_bdsceptyr-dc

 

Continuous Spell Card

 

Lore: Once per turn, if a Normal Summoned "lswarm" monster(s) you control is destroyed (by battle or card effect); You can target 1 Level 5 or higher "Steelswarm" monster that is either in your GY or banished; banish "lswarm" monsters from your Deck equal to the number of monsters needed to Tribute Summon that card, and if you do, Special Summon it, and if you do that, treat it as if it was Tribute Summoned by Tributing a "Steelswarm" monster.

 

NEXT UP: 

 

Cataclysmic Charmers

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Spiritual Cataclysm Arts

Continous Trap Card

Once per turn, you can target 1 Monster you control; if it Tributes another Monster on the field with the same Attribute to activate its effect this turn, you can draw 1 card, reveal it and if it is a Monster with the same Attribute as the Monster Tributed, Special Summon it and if you do, draw 1 more card.

 

Next:

Paleozoic

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paleozoic_nectocaris_by_bdsceptyr-dciell

 

WATER/Aqua-Type Link Effect Monster/Link-2/1200 ATK

 

Arrows: Down, Right

 

Lore: 2 Level/Rank 2 WATER monsters, including a Normal Monster

When this card is Link Summoned using a monster that was originally a Trap Card as Link Material: You can activate this effect; all monsters your opponent controls will lose 1200 ATK/DEF, until the end of the next turn. Unaffected by other monsters' effects. Once per turn, If a "Paleozoic" monster is Special Summoned to a zone this card points to, you can: Immediately after this effect resolves, Xyz Summon 1 Rank 2 Xyz Monster using monsters you control.
 
NEXT UP: 
 
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Secret Sect Druid Rao

Level 4 DARK Spellcaster/Effect

If this card is Normal or Special Summoned, Special Summon 1 Level 4 or Lower DARK Monster with 0 ATK and/or DEF from your Hand, but it has its effects negated until the End Phase.

You can reveal 1 Continous Spell Card; add 1 Continous Spell Card with a different name from your Deck to your Hand. It cannot be activated this turn.

ATK/0 DEF/0

 

From the Scottish Gaelish draoidh

 

Next:

Exodia/Forbidden One

(Something that can help them gain field presence and a back up plan in case drawing all 5 pieces gets busted)

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Power of the Forbidden One

Continuous Spell

Your “Forbidden One” and “Exodia” monsters cannot be targeted or destroyed by your opponent’s card effects. When a “Forbidden One” or “Exodia” monster battles: It gains 1000 ATK for every face-up Level 3 or lower DARK Spellcaster monster on the field. If you control a monster other than a Level 3 or lower DARK Spellcaster monster: Banish this card. When this card leaves the field: Send all monsters on your field back to your hand.

 

Harpie

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Volcanic Battle Zone

Field Spell

Once per turn you can send 1 Pyro monster from your Deck to the GY, add 1 "Accelerator" Spell/Trap from your Deck or GY to your hand. "Volcanic" monsters and "Accelerator" Spell/Traps cannot be destroyed by your opponent's card effects. If a FIRE monster(s) is sent from the field to the GY, inflict damage to your opponent times the total level of the monster(s) sent to the GY times 300. 

 

Madolche

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Madolche Sugar Rush

During your Main Phase, you can Normal Summon 1 "Madolche" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can shuffle 1 "Madolche" card from your GY into your deck and if you do, Special Summon 1 "Madolche" monster from your GY or among your banished cards. You can only activate this effect of "Madolche Sugar Rush" once per turn.

 

Next:

Super Quantum

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Super Quantal Mech Commander Omegalphan

LIGHT

Machine/Link/Effect

SE S SW

1200/LINK-3

3 monsters with different Attributes, including at least 1 "Super Quantal Fairy Alphan"

If this card is Link Summoned: Target 1 "Super Quant" monster in your GY; you cannot Special Summon Xyz or Link monsters from the Extra Deck for the rest of the turn, except "Super Quant" monsters, also Special Summon it. You can send 1 "Super Quant" card from your Deck to the GY: Add 1 "Super Quant" monster from your Deck to your hand. If a "Super Quant" Xyz monster is Special Summoned: You can attach this card to it as Xyz Material. You can only activate each effect of "Super Quantal Mech Commander Omegalphan" once per turn.

 

Phantom Knight

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Phantom Knights of Obsidian Arrow

Normal Trap

Target 2 "Phantom Knights" Traps in your GY; add them to your hand. If a "Phantom Knights" monster is Normal or Special Summoned while this card is in your GY: You can Special Summon this card as a Normal Monster (DARK | Warrior | Level 3 | 1200/1400).

 

next: Evol-

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Evo-Genesis

Normal Spell Card

Special Summon 1 "Evoltile" monster from your Deck in face-up or face-down Defense Position,

then you can send 1 "Evolsaur" monster from your Deck to the Graveyard, but you cannot Special Summon monsters for the rest of this turn, except FIRE monsters. You can only activate 1 "Evo-Beginning" per turn.

 

Next:

Valkyries, now that they are a thing.

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the_rhinegold_by_bdsceptyr-dcj5udc.png

 

The Rhinegold

Field Spell Card

 

Lore: When this card is activated: You can banish 1 card from your hand; add 1 Fairy monster from your Deck to your hand, but unless it is a "Valkyrie" monster, you cannot Summon or activate the effects of monsters with that name for the rest of the turn. You can only use this effect of "The Rhinegold" once per turn. During your Main Phase, you can Normal Summon 1 Level 5 or higher "Valkyrie" monster without Tributing, in addition to your Normal Summon/Set, but if you do so using this effect, send it to the GY during the End Phase. (You can only gain this effect once per turn.)

 

 

NEXT UP: 

 

Ninjas (they're a bit more of a thing now, and I'm curious to see in your new card what it can do more of)

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Green Ninja
WATER/Warrior/Effect/Level 5/1700 ATK/2000 DEF
If your opponent controls a monster, and all the monsters (if any) on your side of the field and in your Graveyard are "Ninja" monsters (and only "Ninja" monsters), you can Special Summon this card (from your hand). You can only Special Summon "Green Ninja" once per turn this way. Once per turn (Quick Effect): You can banish 1 "Ninja" or "Ninjitsu Art" card from your GY, then target 1 face-up Attack Position monster on the field; change it into face-down Defense Position. When this card leaves the field while you control a face-up "Ninjitsu Art" card: You can target up to 3 of your banished "Ninja" and/or "Ninjitsu Art" cards; shuffle them into your Deck, then draw 1 card. You can only use this effect of "Green Ninja" once per turn.

Notes: Ninjas need more speed. There's no question to it. And this neon-colored ninja will help with that, cycling through your cards in your GY, then, when used as a Link Material, bouncing them back. It also helps to reset the flipping strategy these guys like.

Next Card: Valkyries. AND GIVE THEM A GODDESS-DAMNED MONSTER THIS TIME. No Spell copouts.

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Finding appropriate names is hard, but let's try this one.

 

Valkyrie Kára

Level 4 | LIGHT | Fairy | Effect

1500/1800

When this card is Normal or Special Summoned: You can Special Summon 1 "Valkyrie" monster from your hand or Deck, except "Valkyrie Kára". Once per turn, if a "Valkyrie" monster inflicts battle damage to your opponent: You can banish 1 card your opponent controls. 

 

https://en.wikipedia.org/wiki/K%C3%A1ra

 

(Mostly to get stuff out in case Ride/Mischief backfires somehow [can't banish Ride to search Mischief and avoid the drawback] and well, another Level 4 and under for the Deck so Dritte doesn't have to do all the lifting for that. They need more than this, but it's a start.)

 


 

I would say do another one, but save it for the next prompt after.

 

So...go make a "Jurrac" card

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Jurrac Maxaka

FIRE

Dinosaur/Synchro/Tuner/Effect

5/2300/2100

1 Dinosaur Tuner + 1+ Dinosaur non-Tuners

Must first be Synchro Summoned, and can only be used to Synchro Summon Dinosaurs. Once per turn, you can target Spell/Traps, up to the number of "Jurrac" cards you control; banish them. If a "Jurrac" Synchro monster, except "Jurrac Maxaca" is destroyed by battle/card effect: you can Special Summon this card from your GY. You can only use this effect of "Jurrac Maxaca" once per turn.

 

Gives Dino a better in-theme Level 5 synchro options, and triggers off of Meteor and the like to provide some comeback potential along with whichever tuner you bring back.

 

Ninja again, hopefully Dan shows up and makes Green Dragon Ninja

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Green Dragon Ninja
WATER/Insect/Effect/Level 6/1000 ATK/2800 DEF
If a "Ninja" monster battles, while you control a face-up "Ninjitsu Art" card, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn (Quick Effect): You can banish 1 "Ninja" monster and 1 "Ninjitsu Art" card from your hand, field, or GY, then target 1 face-up card on the field; until the end of this turn, it is unaffected by your opponent's card effects.

Notes: They didn't have an Insect option yet for the deck, so here's a defensive Dragon Ninja that makes it easier for the Deck to make their plays.

Next Card: Another Valkyrie monster. The Deck just needs more of them.

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Valkyrie Hyrfjotur

LIGHT

Fairy/Effect

4/1500/1600

If you control "Fortune Chariot", you can Special Summon this card (from your hand.) If this card is Normal Summoned: You can Special Summon 1 "Fortune Chariot" from your Deck. Once per turn, while this card is equipped with a Union monster (Quick Effect): You can banish 1 card from your opponent's GY, and if you do, each of your "Valkyrie" monsters cannot be destroyed by card effects once this turn.

 

I'm literally going to say Ninja again because despite having more members in their archetype than Valkyrie, Valkyrie is more coherently designed.

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Purple Ninja

DARK | Level 4 | Warrior | Effect

once per turn, if you control a face up "Ninja" or "Ninjitsu Art" card, you can Special Summon this card from your hand. if this card is Summoned, you can excavate the top 5 cards of your Deck, then add 1 "Ninja" or "Ninjitsu Art" card from those card to your hand. place the rest back on the bottom of your Deck in any order. 

1400/1800

 

Dragon Ninja monster 

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Purple Dragon Ninja

DARK
Beast/Effect

7/2600/2600

Cannot be Special Summoned, except by a "Ninja" or "Ninjitsu Art" card. If this card is in your hand/GY, you can target 2 "Ninja" or "Ninjitsu Art" cards you control; return them to the hand, and if you do, Special Summon this card. You can banish 1 "Ninja" monster from your GY; choose "Ninjitsu Art" cards in your Deck, equal to the Level/Rank of the banished monster, and your opponent randomly selects one of the chosen cards to add to your hand. Shuffle the remainder into the Deck. You can only use each effect of "Purple Dragon Ninja" once per turn.

 

Make notebook a better card than it already is? Check. Clear away your Ninjitsu to minimize the impact of Alchemy? Check. Have a decent body? Check. Flavor pass with the above smol Ninja? Checkaroony

 

World Chalice, try to connect it to the current Orphegel/Crusadia battle

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