AstralStarZero Posted January 11, 2019 Report Share Posted January 11, 2019 Crusadia RevelationsQuick-Play Spell CardSpecial Summon 1 “Crusadia Token” (DARK/Warrior/Level 4/ATK 3000/DEF 0) to either side of the field, but it cannot attack or be used as Link Material except for the Link Summon of a “Crusadia” Monster. You can banish this card from your GY; Special Summon 1 “Crusadia” Monster from your GY, but it cannot be used as Link Material except for the Link Summon of a “Crusadia” Monster this turn. Next: Orcust Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted January 11, 2019 Report Share Posted January 11, 2019 Orcustrated RecreationQuick-Play Spell Lore: Banish 1 "Orcust" or "World Legacy" monster from your hand or Extra Deck, and if you do, add 1 "Orcust" and 1 "World Legacy" monster from your Deck and/or GY to your hand whose difference in Levels exactly equals the sent monster's Level/Rank/Link Rating. After this effect resolves, you cannot Special Summon monsters for the rest of the turn, except DARK monsters. You can banish this card and 1 "Orcust" monster from your GY, then target 1 monster on the field; move it to another of its controller's unoccupied Monster Zones. You can only activate 1 "Orcustrated Recreation" per turn. NEXT UP: Shaddoll Link to comment Share on other sites More sharing options...
AstralStarZero Posted January 11, 2019 Report Share Posted January 11, 2019 Shaddoll StealingContinuous Trap CardAt the start of the Damage Step, if a "Shaddoll" monster you control battles an opponent's Special Summoned monster: You can send that monster you control to the GY, and if you do, take control of that opponent's monster, but it has its effects negated, also it is treated as a "Shaddoll" monster while it is face-up. You can only use this effect of "Shaddoll Stealing" once per turn. If this card is sent to the GY by a card effect: You can target 1 "Shaddoll" Spell/Trap in your GY, except "Shaddoll Stealing"; add it to your hand. Next:Mekk-Knight Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted January 12, 2019 Report Share Posted January 12, 2019 Mekk-Knight Black HeartLIGHT/Fiend/Effect/Level 9/2000 ATK/2400 DEFIf 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Black Heart" once per turn this way. Gains 200 ATK/DEF for each "Mekk-Knight" monster you control and in your GY with a different name. Level 9 monsters you control cannot be targeted by card effects. If this card on the field is destroyed by battle or card effect: You can add 1 Level 9 monster with a different original Attribute and Type from this card’s from your Deck to your hand. You can only use this effect of "Mekk-Knight Black Heart" once per turn.Next: Krawler Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted January 15, 2019 Report Share Posted January 15, 2019 X-Krawler ExocytosEARTH/Insect-Type Link Effect Monster/Link-2/1700 ATK :iconygocardplz: Link Markers: Top/Bottom Lore: 2 Flip monstersWhen this card is Link Summoned: You can pay 1000 LP to target 1 "Krawler" monster in your GY with 1800 or more ATK; Special Summon it. If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can target 2 "Krawler" monsters in your GY; Special Summon them in face-down Defense Position. Apply these effects based on the number of "Krawler" monsters you control.• 3+: All monsters you control gain 300 ATK/DEF, also this card is unaffected by Spell/Trap effects.• 6+: When this card attacks: Banish all Effect Monsters your opponent controls. NEXT UP: Djinn of Rituals Link to comment Share on other sites More sharing options...
Draconus297 Posted January 15, 2019 Report Share Posted January 15, 2019 Ritual of the DjinnNormal Spell When this card is activated, select and activate 1 of the following effects:●Add 1 DARK Level 3 "Djinn" monster from your Deck to your hand. ●Reveal 1 DARK Level 3 "Djinn" monster in your hand; add 1 Ritual monster from your Deck or Graveyard to your hand. You can banish this card from your Graveyard: Special Summon 2 of your banished DARK Level 3 "Djinn" monsters with different names in Defense Position, but the Summoned monsters cannot be used as Material for a Summon. You can only activate each effect of "Ritual of the Djinn" once per turn. Okay, so it's a searcher for these things, because they're awfully inconsistent on their own. However, you also have the option to reveal one in your hand to grab a Ritual of choice, in case you've emptied out your targets. But the real meat comes from the fact that it can be banished to bring back 2 banished Djinns with different names, but specifically blocks their use as ED monster fodder without killing their utility as Ritual Tribute. Steelswarm specifically; no cheating this with Evilswarm support Link to comment Share on other sites More sharing options...
AstralStarZero Posted January 15, 2019 Report Share Posted January 15, 2019 Djinn Purifier of RitualsLevel 3 DARK Fiend/EffectWhen you Ritual Summon a monster, you can banish this card from your Graveyard as 1 of the monsters required for the Ritual Summon. If the monster Ritual Summoned using this card battles an opponent's monster that opponent's monster has its effects negated, also its ATK/DEF becomes its original ATK/DEF during Damage Calculation only.ATK/800 DEF/2300 Edit:Infestation RejuvenationContinuous Spell CardOnce per turn, you can: immediately after this effect resolves, Normal Summon 1 "Steelswarm" monster from your hand and gain LP equal to that monster's current ATK. If this card is sent to the GY, target 1 "Steelswarm" monster or "Infestation" card in your GY; add it to your hand, and if you do, Special Summon 2 "Steelswarm Tokens" (DARK/Fiend/Level 1/ATK 0/DEF 0), but they cannot be used as Material for the Special Summon of an Extra Deck monster this turn. You can only use this effect of "Infestation Rejuvenation" once per turn. Next:F.A. (Formula Athletes) Link to comment Share on other sites More sharing options...
BatMed Posted January 15, 2019 Report Share Posted January 15, 2019 F.A. Eclipse DragsterLIGHT | Machine / EffectLevel 7 | ATK 0 / DEF 2000 You can Special Summon this card (from your hand) by sending 1 Machine monster from your hand or field to the GY or by banishing 2 monsters from your GY. Gains ATK equal to its Level x 300. Each time a “F.A.” Spell/Trap Card or effect is activated: You can increase this card’s Level by 1. Once per turn (Quick Effect): You can destroy 1 "F.A." card you control, except "F.A. Eclipse Dragster", and if you do, activate 1 of these effects;● Activate 1 "F.A." Spell/Trap from your hand.● Special Summon 1 "F.A." monster from your hand. Next: /Assault Mode Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted January 16, 2019 Report Share Posted January 16, 2019 Assault AdvanceEquip Spell Card Lore: Activate this card by targeting 1 monster that specifically lists the card "Assault Mode Activate" in your GY; Special Summon it and equip it with this card. It gains 1 Level if it is a Tuner, also the first time it and/or this equipped card would be destroyed during the turn this card was activated, they are not destroyed. You can reveal 1 "Assault Mode/" monster in your hand and shuffle it into the Deck; add this card from your GY to your hand. You can only activate 1 "Assault Advance" per turn. This card's name becomes "Assault Mode Activate" while in the GY. NEXT UP: Evil Eye Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted January 16, 2019 Report Share Posted January 16, 2019 Archfiend CorporealDARK/Fiend-Type Fusion Effect Monster/Level 5/2000 ATK/700 DEF Lore: 2 "Archfiend" monsters with different LevelsOnce per turn: You can destroy 1 Fiend monster in your hand, and if you do, your opponent must send the monster in their hand or field with the highest ATK to the GY. (If it is a tie, they get to choose.) If this card is sent to the GY; You can pay 500 LP and destroy 1 card you control; take 1 "Archfiend" monster from your Deck with a different Level than the monsters sent to your GY this turn, and Special Summon it if it is a Level 6 monster, ignoring its Summoning conditions. Otherwise, add it to your hand. NEXT UP: Watt Link to comment Share on other sites More sharing options...
Draconus297 Posted January 16, 2019 Report Share Posted January 16, 2019 WattmeshContinuous Spell The first time each "Watt" card you control would be destroyed by your opponent in a turn, that card(s) is not destroyed. Once per turn, if a "Watt" monster you control inflicts battle damage to your opponent: You can draw 1 card, and if the drawn card is a "Watt" card; you can reveal the drawn card, and if you do, your opponent cannot activate the effects of Special Summoned monsters until your next Standby Phase. Laval Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted January 17, 2019 Report Share Posted January 17, 2019 BEHOLD. NIGHTMARE PENGUIN'S COOLER BROTHER. WITH NIGHTMARE'S ORIGINAL ATTRIBUTE AND REVERSED STATS. PRAISE BE TO THE PENGUINS. Dreamland PenguinWIND/Aqua-Type Xyz Effect Monster/Rank 2/1800 ATK/900 DEF Lore: 2 Level 2 Aqua monstersIf a Fish, Sea Serpent, and/or Aqua monster(s) is sent to the GY; You can return 1 card on the field to the hand, then this card gains 200 ATK. Once per turn, if a Fish, Sea Serpent, and/or Aqua monster(s) in your possession would be destroyed by battle or leave the field because of an opponent's card effect, you can detach 1 material from this card, instead. If this card on the field is sent to the GY during the same turn this effect was used: You can change as many monsters your opponent controls to face-down Defense Position as possible, then draw 1 card. Not as good as Toadally, but what is? And it does remove more stuff more often. And net you a draw. NEXT UP: Mermail Link to comment Share on other sites More sharing options...
AstralStarZero Posted January 18, 2019 Report Share Posted January 18, 2019 Mermail AbyssirenRank 4 WATER Sea Serpent Xyz/Effect2 Level 4 WATER monstersAt the end of the Battle Phase, if a “Mermail” Monster destroyed an opponent's monster by battle: You can Special Summon from your Extra Deck, 1 Rank 7 or lower WATER Xyz Monster (except "Mermail Abyssiren") by using this face-up card you control as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "Mermail Abyssiren" once per turn. You can detach 1 material from this card and send 1 monster from your hand to the GY, then target 1 card your opponent controls; banish it. You can only use this effect of "Mermail Abyssiren" once per turn.ATK/2200 DEF/1400 Next:Trickstar Link to comment Share on other sites More sharing options...
Draconus297 Posted January 18, 2019 Report Share Posted January 18, 2019 Trickstar Honeysuckle LIGHT - Level 3 - Fairy/Effect - 800/2000If you Normal or Special Summon a "Trickstar" monster, except "Trickstar Honeysuckle": You can Special Summon this card from your hand. If your opponent Special Summons exactly 1 monster from their Graveyard or Extra Deck: Inflict 200 damage to your opponent. If this card is used as Material for the Summon of a "Trickstar" monster: You can Special Summon 1 "Trickstar" monster from your Graveyard with less ATK than the Summoned monster, except "Trickstar Honeysuckle". Twilightsworn Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted January 18, 2019 Report Share Posted January 18, 2019 Maybe now people may use Lightsworn-exclusive Spells/Traps beside Solar Recharge and Charge of the Light Brigade. Maybe. Advent of TwilightContinuous Trap Lore: If a "Lightsworn" monster(s) is Special Summoned from your Extra Deck: You can banish 1 "Lightsworn" monster from your Deck; place 1 Shine Counter on this card, then you can Set 1 Spell/Trap directly from your Deck that specifically lists "Lightsworn" in its text, except a Continuous Spell/Trap. If the effect of a monster your opponent controls is activated: You can remove 1 Shine Counter from this card; negate the activation. If this card is sent from the Deck to the GY: You can Set this card, but banish it when it leaves the field. You can only use each effect of "Advent of Twilight" once per turn. NEXT UP: Star Seraphs Link to comment Share on other sites More sharing options...
AstralStarZero Posted January 18, 2019 Report Share Posted January 18, 2019 Star Seraph SaberLevel 4 LIGHT Fairy/EffectIf this card is Normal or Special Summoned: You can target 1 Level 4 "Star Seraph" monster in your GY; Special Summon it, and if you do, you can Special Summon 1 "Star Seraph" monster from your hand. If this card is in your GY and an Xyz Monster you control destroys an opponent's monster by battle: You can attach this card to it as an Xyz Material. You can only use each of the preceding effects of "Star Seraph Saber" once per turn. An Xyz Monster that was Summoned using 3 or more monsters, including this card on the field, as Xyz Materials gains this effect. ● If this card battles, your opponent's cards and effects cannot be activated, until the end of the Damage Step.ATK/1600 DEF/1500 Next:Vampire Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted January 18, 2019 Report Share Posted January 18, 2019 Vampires WelcomeNormal Spell Card Lore: Destroy 1 "Vampire Kingdom" or 1 "Vampire" monster you control; draw 2 cards, also this turn, you can Normal Summon up to 3 "Vampire" monsters with different Levels. You cannot Special Summon monsters the turn you activate this effect, except Zombie monsters. You can only activate 1 "Vampire's Feast" per turn. NEXT UP: Infinite Ignition Link to comment Share on other sites More sharing options...
BatMed Posted January 23, 2019 Report Share Posted January 23, 2019 Infinite Ignition KaiserEARTH | Machine / Link / EffectLINK - 1 | Bottom-Right | ATK 10001 "Infinite Ignition" non-Link MonsterIf this card is sent from the field to the GY: You can target 1 Xyz Monster you control; attach this card to it as material. You can only use this effect of "Infinite Ignition Kaiser" once per turn. An Xyz Monster whose original Type is Machine and has this card as material gains this effect.● Cannot be targeted by card effects. yes, that's a cheap design I know ... Next: Level 4 "Toon" monster that can Special Summon itself. Link to comment Share on other sites More sharing options...
Fruiota_Hiroshi Posted January 23, 2019 Report Share Posted January 23, 2019 Toon Mystical ElfLevel 4LIGHT Spellcaster / Toon / Effect800 / 2000If you control fewer monsters than your opponent and there is a “Toon” Spell/Trap Card on your side of the field: You can Special Summon this card from your hand. If this card is attacked: You gain LP equal to the number of “Toon” cards on the field x 300. Warrior Link to comment Share on other sites More sharing options...
Draconus297 Posted January 23, 2019 Report Share Posted January 23, 2019 Steam WarriorWATER - Level 4 - Warrior/Synchro/Effect - 2000/1900"Steam Synchron" + 1 non-Tuner monster If this card is Special Summoned: Synchro monsters you control cannot be destroyed by battle or card effects until your next End Phase. At the start of the Damage Step, if this card battles your opponent's monster that is not Level 4: Reduce the ATK and DEF of the opposing monster by the difference in Levels x100, then increase this card's ATK by the same amount. If this card destroys your opponent's monster by battle: You can Special Summon up to 2 "Synchron" Tuner monsters from your hand, Deck, and/or Graveyard (only one per location). While this card is in your Graveyard, if you Special Summon a Warrior-Type "Warrior" Synchro monster: You can Special Summon this card from your Graveyard (you can only activate this effect of "Steam Warrior" once per turn). Jurrac Link to comment Share on other sites More sharing options...
BatMed Posted January 23, 2019 Report Share Posted January 23, 2019 Jurrac Primordial Land① "Jurrac" Synchro monsters you control gain 500 ATK, also your opponent cannot target them with card effects.② Once per turn, during the Battle Phase (Quick Effect): You can Special Summon 1 "Jurrac" monster from your hand or GY.③ If a "Jurrac" monster you control, except a Synchro monster, battles an opponent's monster with a higher ATK: You can activate this effect; that monster you control gains ATK equal to the difference +100.④ Neither player can activate monsters' effects, except during the Battle Phase. If you have a monster in your field or GY that is not a Dinosaur monster, this effect is negated.①: Give their synchros some good stats and protection.②: Field presence.③: Since most of their effects depend on them destroying monsters, I decided to make it easier for them to do so. Also, it is optional because some "Jurracs" has to be destroyed to activate their effects④: Same reasoning above, since most of their effects are battle-reliant, they are slow, so why not share that with your opponent too.Next: Laval Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted January 24, 2019 Report Share Posted January 24, 2019 Seditious Spirit of the Ice BarrierWATER/Zombie-Type Spirit Effect Monster/Level 5/1600 ATK/800 DEF Lore: Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by shuffling 1 "Ice Barrier" Spell/Trap from your GY into the Deck. Each turn, 1 Level 5 or higher "Ice Barrier" monster you Normal Summon can be Summoned without Tributing. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the hand, then if you control another WATER monster, your opponent can only activate 1 Normal Spell/Trap Card during their next turn. Another Zombie counterpart, this time with the same distance (downward) in Level, ATK and DEF from its form previous in "Medium of the Ice Barrier" as the Sacred Spirit of the Ice Barrier had (above) from the Level, ATK, and DEF of its previous form, Prior. Self Summons, but expedites another Summon, like Prior. Has an alternate effect that triggers if it's returned to the hand and you've got another familiar on the field, like Sacred Spirit. And best of all, Level 5 Zombie shenanigans are easier to make again! NEXT UP: ZW (Zexal Weapons) Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted January 31, 2019 Report Share Posted January 31, 2019 ZW - Armory ColossusEARTH/Rock/Link/Effect/3000 ATK/LINK-3SW, S, SE3 Level 4 monsters with different namesIf this card is Link Summoned: You can target any number of Level 4 monsters in your GY; Special Summon those targets in face-up Defense Position, but their effects are negated. Immediately after this effect resolves, Xyz Summon "Number" Xyz Monsters using those monsters only. You cannot Special Summon monsters from the Extra Deck, except this card and Rank 4 Xyz Monsters, during the turn you activate this effect. You can only use this effect of "ZW - Armory Colossus" once per turn. If a "Utopia" monster is Special Summoned to a zone this card points to: You can add 1 "ZW" monster from your Deck or GY to your hand. You can activate the effects of "ZW" monsters in your hand or your Main Monster Zone as Quick Effects.Notes: While not a typical ZW, I figure this guy can help.Next: T.G. Link to comment Share on other sites More sharing options...
Taylor Gorrell Posted February 2, 2019 Report Share Posted February 2, 2019 T.G. Energy ConductorLevel 5 EARTH Thunder/Synchro/TunerATK:2200/DEF:1800If a monster is Normal or Special Summoned: You can increase or decrease that monster's Level by 1. You can only use this effect of "T.G. Energy Conductor" up to twice per turn. A "T.G." monster that was Summoned using only this card and other "T.G." monsters as Synchro Material gains this effect.● Your opponent cannot activate the effects of monsters in the hand while you control this face-up Synchro Summoned card. Notes: T.G.s needed more Level 5 Synchros. Level modulation always helps, and I decided to throw in a "screw you" to hand traps while I was at it. =3 Next: Super Quant Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted February 10, 2019 Report Share Posted February 10, 2019 Super Quantal Mech Repairer - MagnadroneEquip Spell Card Lore: Activate this card by targeting 1 "Super Quant" monster in your GY, then sending 1 "Super Quant" monster from your Deck or Extra Deck to your GY with the same name as that card; Special Summon it and equip it with this card. It cannot be destroyed by battle, also this equipped card cannot be destroyed by card effects. If you would detach an Xyz Material(s) to activate the effect of a "Super Quant" Xyz Monster you control, you can banish that many "Super Quant" cards from your GY, instead. You can only activate 1 "Super Quantal Mech Repairer - Magnadrone" per turn. Notes:So, yeah-I decided to give the Quants what everyone's been waiting for-AN EQUIP SPELL, YEAHbut seriously this can help expedite the costs of the Super Quant Xyzes even further, protects the equipped monster from battle and itself from card effects. What's not to love? NEXT UP: Yosenju Link to comment Share on other sites More sharing options...
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