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~Faytl~

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Gravekeeper's Pseudomartyr

​​★​​★​​★​​★​

DARK

Spellcaster/Effect

ATK 1500

DEF 600

If this card is Summoned: You can target 1 "Gravekeeper's" monster in your GY, except "Gravekeeper's Pseudomartyr"; banish it, and if you do, Special Summon 1 "Gravekeeper's" monster with the same name as the banished monster's from your Deck. This effect is unaffected by the effect of "Necrovalley". You can only use this effect of "Gravekeeper's Pseudomartyr" once per turn.

 

Wind-Up.

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Wind-Up Mole

Level 3 EARTH Beast/Effect

You can reveal this card from your Hand than target 1 "Wind-Up" Monster you control; change that target to face-down Defense Position. and if you do, Special Summon. You can target 1 Set monster on the field; flip it face-up. This effect can only be used once while this card is face-up on the field.

ATK/1500 DEF/600

 

Next:

Red-Eyes

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Red-Eyes Assault Fighter

DARK - Level 4 - Warrior/Effect - 1800/1000

Once per turn (Quick Effect): You can equip this card from your hand or field to a face-up "Red-Eyes" monster you control. If a monster equipped with this card destroys your opponent's monster by battle: You can banish up to 1 each of a monster, Spell, and/or Trap Card from your opponent's Graveyard, then, if your opponent has 5 or more banished cards; you can draw 1 card for every 5 of your opponent's banished cards. If this card is sent to the Graveyard by a card's effect, you can select and activate 1 of the following effects:

●Add 1 Level 1 DARK Dragon-Type monster from your Deck or Graveyard to your hand.

●Send 1 card from the field to the Graveyard that is in the same column as the card that sent this card to the Graveyard.

 

Good fodder for Fusion that can search either Black Metal or Black Stone, a really solid equip on Slash or Gearfried, and can shift itself around in case you can get multiple solid Red-Eyes on board to swing for damage and net multiple draws. Oh, and you can dump it off Insight to break an Extra Link and search Red-Eyes Fusion in the same move, potentially making Slash Dragon just to get rid of something else.

 

Guardians (as in, Rafael's Equip-centric dudes)

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Guardian Reclamation

Normal Spell

Special Summon 1 "Guardian" monster whose card text lists an Equip Spell or "Guardian Eatos" from your hand, ignoring Summon conditions, then equip an Equip Spell listed in its card text from your hand/Deck/GY to it, or if you Special Summoned "Guardian Eatos", equip "Celestial Sword Eatos" this way.

 

At first I made a card was an almost carbon copy of Draconus' from this thread, so instead, we give them a card that unbricks the hand somewhat.

 

Battlin' Boxer

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Battlin’ Boxer Round Count

Level 4 FIRE Warrior/Effect

If this card is in the GY, and you control a FIRE Warrior Monster, you can send the top card of your deck to the GY; Special Summon this card and if the card sent to the GY was a “Battlin’ Boxer” Monster except “Battlin’ Boxer Round Count”, Special Summon that Monster. You can only use this effect of “Battlin’ Boxer Round Count” once per turn.

ATK/1500 DEF/0

 

Next:

Ancient Gear

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Ancient Gear Mecha Golem

Lv. 8 DARK Machine/Fusion

3500/3000

 

2+ "Ancient Gear" monsters, including "Ancient Gear Golem"

 

When this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Battle Phase. Once per turn, you can have this card lose 1000 ATK (until the End Phase); target 1 "Ancient Gear" monster in your GY, and if you do, equip it to this card and gain the equipped cards effects. If this card were to be destroyed (by battle or card effect), shuffle the equipped monster into your deck instead.

 

Ice Barrier

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Silent Spy of the Ice Barrier

WATER - Level 1 - Aqua/Tuner/Effect - 200/400

If you Normal Summon an "Ice Barrier" monster: You can Special Summon this card from your hand or Graveyard. During your opponent's Standby Phase, if you control another "Ice Barrier" monster: You can add 1 "Ice Barrier" monster from your Deck or Graveyard to your hand, except "Silent Spy of the Ice Barrier". During your opponent's End Phase, if you control another "Ice Barrier" monster, you can negate the effects of 1 Special Summoned monster your opponent controls, also that monster is banished when it leaves the field.

 

LV

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Level Merging

Quick-Play Spell

Banish from your hand, field or GY, 2 monsters with the same name but different "LV", then add 1 monster from your Deck or GY to your hand with the same name but an equal or higher "LV" than the highest "LV" among the banished monsters, and if you do, Special Summon 1 monster with the same name as the monster added to your hand, ignoring its Summoning conditions. You can only activate 1 "Level Merging" per turn.

 

To clear up, it adds the monster to the hand first to bypass the restriction of not being able to Summon the monster from the GY if it wasn't properly Summoned first.

 

 

Next:

Parshath

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Sanctuary Knight Parshath

LIGHT | Fairy / Effect

Level 5 | 1900 / 1400

If you control no monsters OR if "The Sanctuary in the Sky" is face-up on the field: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can shuffle 1 Counter Trap from your hand or field into the Deck; add 1 LIGHT Fairy monster from your Deck to your hand. If you negate the activation of a Spell/Trap Card, or monster effect: You can Special Summon 1 LIGHT Fairy monster from your hand. You can only use each effect of "Sanctuary Knight Parshath" once per turn.

 

Next: Nephthys

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Construct of Nephthys
FIRE/Winged Beast/Ritual/Effect/Level 2/1800 ATK/500 DEF
You can Ritual Summon this card with “Rebirth of Nephthys”. If this card is Ritual Summoned: You can Special Summon 1 "Effigy of Nephthys Token" (Spellcaster/WIND/Level 8/300 ATK/300 DEF) to your side of the field. During your Main Phase: You can target 1 "Nephthys" Ritual Monster or 1 "Ritual of Nephthys" in your GY; add it to your hand, and if you do, add 1 "Nephthys" Ritual Monster or 1 "Ritual of Nephthys" from your Deck to your hand. You cannot Special Summon monsters, except "Nephthys" monsters, during the turn you activate this effect. You can only use each effect of "Construct of Nephthys" once per turn.

Notes: You know that really good LINK-3 Nephthys that needs 3 Ritual Monsters to be really scary? It just got easier to get out onto the field.

Next Archetype: Junk, Synchron, and/or the Warrior Synchro Monster archetype. They're all pretty inter-connected.

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Junk Successor

Level 5

DARK Warrior / Effect

? / ?

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) when a Level 5 or higher “Junk” or “Warrior” monster you control is destroyed by your opponent’s card (by battle or by card effect), and cannot be Special Summoned by other ways. This card’s ATK and DEF become the same as the destroyed monster’s. Once per turn, you can banish 1 Synchro Monster from your GY: This card gains the banished card’s effects until your next Standby Phase.

 

Geargia

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Geargia-Fortess

Continous Trap Card

Special Summon this card as an Effect Monster (Machine/EARTH/Level 7/ATK 2500/DEF 1600).

It gains this effect while face-up on the field:

• Once per turn, you can Send 1 "Geargia" monster from your Deck to the GY; add 1 EARTH Machine Monster from your Deck to your Hand, also you cannot Special Summon Monsters from your Extra Deck except Machine Monsters for the rest of the turn.

 

Next:

Elementsaber

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  • 2 weeks later...

Elementsaber Molehu Mana
DARK/Warrior/Effect/Level 7/2900 ATK/0 DEF
You can send 3 other monsters from your hand to the GY; Special Summon this card from your hand. You can only use this effect of "Elementsaber Molehu Mana" once per turn. Apply the following effect(s) to "Elementsaber" and "Elemental Lord" monsters you control, depending on the original Attributes of any "Elementsaber" monsters sent to the GY to activate this card's effect.
● EARTH or WIND: If it battles, your opponent cannot activate any Trap Cards or effects until the end of the Damage Step.
● WATER or FIRE: If it battles, your opponent cannot activate any Spell Cards or effects until the end of the Damage Step.
● LIGHT or DARK: If it battles, your opponent cannot activate the effects of Monster Cards until the end of the Damage Step.

Next: T.G.

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T.G. Gear Zombie

DARK
Zombie/Effect

1/100/100

If you control no monsters, of if the only monsters you control are "T.G." monsters, you can Special Summon this card (from your hand). If this card is Normal/Special Summoned: Target 1 monster on the field; it loses 1000 ATK. Once per turn, during the End Phase, if this card in its owner's control was destroyed and sent to the GY this turn: Add 1 "T.G." monster from your Deck to your hand, except "T.G. Gear Zombie".

 

Taken from the anime, but TG could use an in-theme Level 1, and it triggers warwolf for free.

 

Predaplant

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Predaplant Nymphenthes

Level 8 DARK Plant Fusion/Effect

1 "Predaplant" monster + 1 Monster with a Predator Counter on it.

If you control only "Predaplant" Monsters, you can Fusion Summon this monster by banishing the above Fusion Materials from either side of the field. This Fusion Summoned monster gains ATK/DEF equal to the original ATK/DEF of the non-"Predaplant" monster used as Fusion Material. During your Draw Phase, if you draw a "Predaplant" monster: You can discard it; Place 1 Predator Counter on each face-up monster your opponent controls, and if you do, any of those monsters that are Level 2 or higher become Level 1 as long as they have a Predator Counter.

ATK/500 DEF/500

 

Next:

Counter Fairies

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Novaknight Parshath

LIGHT/Fairy/Pendulum/Level 4/Effect

1900/1400

Scales: 10

Pendulum Effect

You can activate Counter Trap Cards from your hand. If a Fairy monster you control attacks a Defense Position monster, inflict piercing battle damage.

 

Monster Effect

If this card is Normal or Special Summoned: Set 1 Counter Trap Card directly from your Deck. You can only use this effect of "Novaknight Parshath" once per turn. When this card inflicts battle damage to your opponent: You can draw 1 card. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.

 

 

Next:

Gun Dragons (the Barrel Dragons, Blowback Dragon, Gatling Dragon, etc.)

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First I thought you mean the Borrel and other related Link Monsters lol.

Rapid-Fire Gunning

Quick-Play Spell

If you activated a card effect that flipped a coin this turn: Special Summon 1 "Barrel Dragon" monster or 1 "Blowback Dragon" from your Deck. You can only activate 1 "Rapid-Fire Gunning" per turn. If you would flip a coin(s), you can banish this card from your GY and flip a coin, then treat the result of those coin toss(es) each as the result of this card's flipped coin.

OCG help with the last effect would be appreciated, and hopefully the intention is clear.

Toon

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Toon Dark Rabbit

Level 4 DARK Beast/Toon

Cannot attack the turn it is Summoned. While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. Once per turn, if a Toon Monster battles an opponent's Monster: Double the ATK of the battling Toon Monster during the Damage Step only.

ATK/1100 DEF/1500

 

Next:

Rokkets

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I think the grammar would go something like
 

If you would flip a coin(s), you can banish this card from your GY, then flip a coin. Treat the result of all those coin flip(s) as the result of the coin flip with this effect.

but coinflip grammar has always been kinda funky

 

Anyway, on to the card.

 

Shokkrokket Dragon

DARK
Dragon/Link/Effect

SW, SE

1900/LINK 2

 

2 DARK Dragon monsters

(Quick Effect) You can target 1 monster on the field; negate its effects until the End Phase. You can only use this effect of "Shokkrokket Dragon" once per turn. (Quick Effect) You can Tribute this card, then target up to 2 "Rokket" monsters you control; destroy them, and if you do, Special Summon "Rokket" monsters from your GY with different names from those targets and this card, up to the number of monsters destroyed this way.

 

Darklord

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  • 2 weeks later...

Demise of Ruin

Ritual Spell

This card is used to Ritual Summon any DARK Fiend Ritual Monster. You must also Tribute LIGHT Fairy Ritual monsters from your Hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you Ritual Summon "Demise, King of Armageddon" using this card, you can also Tribute LIGHT Fairy Ritual Monsters from Deck. You can only activate 1 "Demise of Ruin" once per turn.

 

Ruin of Demise

Ritual Spell

This card is used to Ritual Summon any LIGHT Fairy Ritual Monster. You must also Tribute DARK Fiend Ritual monsters from your Hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you Ritual Summon "Ruin, Queen of Oblivion" using this card, you can also Tribute DARK Fiend Ritual Monsters from Deck. You can only use this effect of "Ruin of Demise" once per turn.

 

Next:

Code Talkers

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Talkback Loader
DARK/Cyberse/Effect/Level 2/600 ATK/300 DEF
If this card is in your hand or GY: You can Tribute 1 Cyberse Normal Monster you control; Special Summon this card. You can only use this effect of "Talkback Loader" once per turn. If this card is Normal or Special Summoned: You can Special Summon 1 "Talkback Loader" from your hand, Deck, or GY. Cannot be used as a Link Material, except for the Link Summon of a "Talkback" or "Code Talker" Link Monster.

Next: Salamangreats. Preferably another Ritual or Fusion that they can make.

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Salamangreat Royal Hydra

FIRE - Level 6 - Cyberse/Fusion/Effect - 2200/1800

1 "Salamangreat" monster + 1 or more Special Summoned monsters with different original ATK (max. 3)

When this card is Fusion Summoned, you can target 1 "Salamangreat" Link monster in your Graveyard whose Link Rating is less than or equal to the number of non-"Salamangreat" monsters used as Material for this card's Fusion Summon: Special Summon that target with its effects negated, then draw 1 card. If you control only "Salamangreat" monsters, including this Fusion Summoned card: This card can attack monsters a maximum number of times per Battle Phase equal to the number of monsters used as Material for this card's Fusion Summon -1. If this card was Fusion Summoned using "Salamangreat Royal Hydra" as Fusion Material, this card gains the following effect:

●When this card attacks, you can banish 1 Effect monster from your opponent's Graveyard: This card gains ATK equal to half the banished monster's, until the End Phase, also this card gains the effect listed last in the text of the banished monster until the next time a monster is banished this way.

 

Basically, this effect can basically never wind up accidentally (and pointlessly) copying a Summoning condition (those are always listed first), but it can wind up with unfortunate suicide effects if you use it to copy an Earthbound Immortal or something. It steals effects from your opponent's Graveyard so that you can't do stupid things with Independent Nightingale, but if you somehow wind up in a Salamangreat mirror match (yeah right) you will invariably wind up with the bonus effect.

 

-Eyes Restrict/Relinquished

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Power Boost of the Restrict

Quickplay Spell

Target 1 Level 1 DARK Spellcaster monster you control: It gains 1500 ATK until the End Phase, also cards equipped to it cannot be destroyed this turn. You can banish this card from your GY: Add 1 card that mentions “-Eyes Restrict” (or a specific “-Eyes Restrict” monster) in its card text from your Deck to your hand.

 

Dark Magician

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Magician's Familiar

DARK *

<picture of a kuriboh cosplaying as dark magician>

Fiend/Effect

This card is also always treated as a Spellcaster monster. When this card is Normal Summoned: you can add 1 monster whose effect includes "Dark Magician" from your Deck to your hand. If a "Dark Magician" you control battles: you can banish this card from your GY; "Dark Magician" is not destroyed during that battle, also, banish the monster that it battles.

300/200

 

Because another good NSable monster is sorely needed for DM.

 

Symphonics

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