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AGM Legacy Support Thread 2: Electric Boogaloo


Tinkerer

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Hello, fine peoples!
 
I am here to formally continue my previous Legacy Support thread where I make a single card to add to each AGM archetype (except my own).
 
[spoiler=Legacy Cards: Hell Stinger to THE END]
Hell Stinger - Exo-Armor
Continuous Trap
You can only control 1 "Hell Stinger - Exo-Armor".  Other "Hell Stinger" cards you control cannot be destroyed by card effects except by the effects of "Hell Stinger" cards.  If this card is destroyed: you can send 1 "Hell Stinger" card from your Deck to the Graveyard. You can destroy 1 monster you control: Special Summon this card as an Effect Monster (Insect/FIRE/Level 6/ATK 800/DEF 2800) with this effect:
- During the End Phase: inflict 500 damage to both players.
https://forum.yugiohcardmaker.net/topic/364238-agm-written-wip-hell-stinger/
 
Simplatoon Battleground Advantage
Continuous Spell
During either player's turn, if a monster effect is activated: you can negate that effect.  You can only control Normal Monsters to activate and resolve this effect.  You can only activate this effect of "Simplatoon Honorable Combat" once per turn.  All "Simplatoon" monsters gain 100 ATK for each Continuous Spell card you control.
https://forum.yugiohcardmaker.net/topic/364528-agm-simplatoon-normal-monster-pendulum-support-part-2/
 
Wyvernite Irradiated Egg
FIRE *
Rock/Effect
Dragon Gemini monsters you control are treated as effect monsters and gain their effects.  If a Fusion Monster you control is removed from the field: you can Fusion Summon 1 monster by banishing this card and any number of "Wyvernite" monsters in your Graveyard as Fusion Material.
100/400
https://forum.yugiohcardmaker.net/topic/364555-agm-written-wip-wyvernite-add-to-the-normalpalooza/
 
Hearts Riding Club Discipline
Continuous Spell
If a "Hearts Riding Club" Beast monster is Special Summoned: you can target that monster, then target 1 "Hearts Riding Club" Spellcaster monster in your Graveyard; Special Summon the second target, and if it has the same Attribute as the first target, you can draw 1 card. Shuffle any monster Special Summoned by this effect into your Deck when it leaves the field.  You can only use this effect of "Hearts Riding Club Discipline" once per turn.
https://forum.yugiohcardmaker.net/topic/364971-sakura-agm-hearts-riding-club-15/
 
 
Achacha Fencer
FIRE ***
Warrior/Effect
If your opponent controls a monster(s), you can target 1 of those monsters: Special Summon this card from your hand to the same column as that target, and if you do, inflict damage to your opponent equal to half the difference between this card's ATK and that target's.
1400/200
https://forum.yugiohcardmaker.net/topic/365640-agm-chacha-making-two-archetypes-one-2727/
 
 
Tidarii, Supporter of the Arachne Pirates
WATER ***
Insect/Effect
If your opponent adds a card(s) to their hand (except during the Draw Phase), you can Special Summon this card, and if you do, activate this effect: Your opponent must return that card(s) to the bottom of the Deck.  Your opponent can choose not to send the card(s), but if they do, monsters you control with 1900 or less ATK can attack directly during your next battle phase, also return this card to your hand.  Your opponent can only choose not to send cards to the bottom of their Deck by the effect of "Tidarii, Supporter of the Arachne Pirates" once per turn.
500/1200
https://forum.yugiohcardmaker.net/topic/365730-written-agm-arachne-pirate-1313/
 
Matador's Main Attraction
Continuous Spell
When a "Matador" monster is Summoned: place 1 Counter on this card.  Non-"Matador" monsters lose 100 ATK and DEF for each Counter on this card.  Once per turn (Quick Effect), you can remove Counters from your side of the field to activate these effects:
- 2 Counters: Special Summon 1 "Matador" monster from your hand to either player's side of the field
- 4 Counters: Add 1 "Matador" card from your Deck to your hand except "Matador's Main Attraction"
- 6 Counters: Special Summon 2 "Matador Attendant Tokens" (Warrior/DARK/Level 1/ATK 0/DEF 0) on either player's side of the field and each time 1 is destroyed, your opponent takes 300 damage.
https://forum.yugiohcardmaker.net/topic/365744-agm-my-first-archetype-for-agm-matadors-written-1112/
 
Raptor Ace Recycled Materials
Spell
Send 1 "Raptor Ace" card from your Deck to the Graveyard (except "Raptor Ace Recycled Materials"), and if you do, Special Summon 1 "Raptor Ace Token" (WIND/Dinosaur/Level 1) with the effect that the original ATK and DEF are equal to its level x400.  If a "Raptor Ace" monster you control destroys an opponent's monster by battle, you can either:
- Banish this card and target 1 "Raptor Ace" card in your Graveayrd; add that target to your hand.
- Shuffle this card into your Deck; draw 1 card.
You can only activate 1 effect of "Raptor Ace Recycled Materials" per turn and only once that turn.
https://forum.yugiohcardmaker.net/topic/365823-raptor-ace-dinosaur-starship-pilots-agm-written/
 
De-scent into Chaos
Spell
Target 1 Synchro Monster you control; return it to the Extra Deck, and if you do, you can Special Summon 1 DARK "Chaotic" Tuner monster from your hand or Graveyard, and if you do that, you can Special Summon 1 "Negative Chaos Token" (LIGHT/Fiend).  Its level is equal to the difference between the target's level and the Summoned monster's level.  If you targeted a "Chaos Synchro" monster: you can draw 1 card.
https://forum.yugiohcardmaker.net/topic/365877-agm-collab-project-chaos-synchro/
 
(Ok, I'll admit.  This is the only archetype I've made legacy support for in which I haven't read all the cards.  Should be pretty obvious why tho.)
 
Logicangel Graduation
Trap
You can increase the levels of each "Logicangel" monster you control by up to 2 until the End Phase (even if those cards leave the field).  If you control 5 "Logicangel" monsters with different levels: you can banish this card from the Graveyard; destroy all cards your opponent controls.  You cannot activate this effect the turn this card was sent to the Graveyard.
https://forum.yugiohcardmaker.net/topic/366082-logicangel-lateral-thinking-fairies-agm-written/
 
Zula's Aggressive Strike
Trap
Target 1 "Zula" Monster you control and 1 monster your opponent controls: conduct battle between those targets.  If you inflict battle damage by this effect: you can add up to 2 "Zula" monsters from your Graveyard to your hand.  If you take damage by this effect: you can Special Summon 2 "Zula" monsters from your Deck.  You can only activate 1 "Zula's Aggressive Strike" per turn.
https://forum.yugiohcardmaker.net/topic/366149-agm-zula-who-said-yu-gi-oh-cant-be-educational-1111/
 
Prysm Indigo
WATER 7*
Spellcaster/Fusion/Effect
2 "Prysm" monsters
You can Fusion Summon this card by returning the above fusion materials you control to your Deck.  "Prysm" Spell/Trap cards cannot be targeted by your opponent's card effects.  Your opponent cannot activate cards or effects when a "Prysm" monster you control declares an attack.  Once per turn, if a "Prysm" monster gains ATK: you can increase this card's ATK by the amount gained until the End Phase.  If this card is sent to the Graveyard: you can Set 1 "Prysm" Spell/Trap from your Graveyard.
2500/2000
https://forum.yugiohcardmaker.net/topic/366270-prysm/
 
Faerie Tradesman
EARTH *
Fairy/Effect
You can target 1 banished Fairy monster: Banish this card from your Graveyard; Special Summon that target.  You can target 1 monster in either player's Graveyard: return this banished monster to your Graveyard; banish that target.  You can only activate 1 effect of "Faerie Tradesman" per turn and only once that turn.
0/1500
https://forum.yugiohcardmaker.net/topic/364169-faerie/
 
Envoy of Black Luster - Terra
EARTH ***
Warrior/Effect
If this card is sent to the Graveyard: you can add 1 level 7 or 8 Warrior monster from your Deck to your hand, but it cannot be Normal or Special Summoned this turn.  While this card is in your Graveyard: all EARTH monsters in your Graveyard are also treated as LIGHT and DARK monsters.  If a level 7 or 8 Warrior you control is destroyed by your opponent (by battle or by card effect) while this card is in your Graveyard: you can target 1 card your opponent controls; banish this card and that target.
800/450
https://forum.yugiohcardmaker.net/topic/366534-written-agm-black-luster-1414-agms-chaos-ritual-engine/
 
Jinx Platform
Equip Spell
Special Summon 1 monster from your hand with an effect that includes rolling a six-sided die and equip it with this card.  Once per turn, if the equipped monster activates an effect that rolls a six-sided die: You can re-roll.  Once per turn, if you roll a 6 on a die, until the End Phase the equipped monster gains 600 ATK and DEF and if it destroys a monster(s) (by battle or its own effect): you can draw 1 card.
https://forum.yugiohcardmaker.net/topic/367047-jinx/
 
Stuffimol Ferocity
Continuous Spell
"Stuffimol" monsters you control gain 600 ATK while in Attack Position and they gain 600 DEF while in Defense Position.  If a "Stuffimol" card(s) is shuffled into your Deck, you can target 1 face-up card on the field: send 1 "Stuffimol" monster from your Deck to the Graveyard; return the target to the hand.  You can only activate this effect of "Stuffimol Ferocity" once per turn.
https://forum.yugiohcardmaker.net/topic/367072-repost-stuffimols-agm/
 
Paraphys Soul Slash
Trap
Target 1 Wyrm monster you control and 2 other cards on the field; destroy those targets, and if you do, banish 1 "Paraphys" monster from your Deck.  If you control "Paraphys Stronghold": banish those targets instead.
https://forum.yugiohcardmaker.net/topic/368152-agm-written-paraphys-wyrm-corruption/
 
Ytrium Product Alpha-Iso
LIGHT 6*
Psychic/Fusion/Effect
3+ EARTH Psychic monsters
When this card is Fusion Summoned: you can Set a number of "Ytrium" cards from your Deck to your opponent's side of the field up to the number of Fusion Materials used to Fusion Summon this card.  Those Set cards cannot be activated or flipped face-up and are destroyed during the End Phase of the next turn.  Once per turn, during the End Phase: inflict damage to the non-turn player equal to the number of cards they control x 300.
2200/2000
https://forum.yugiohcardmaker.net/topic/368168-agm-written-ytrium-psychic-fusion-bombers-1111/
 
Leobold Flamberge
FIRE 8*
Wyrm/Effect
If this card is in your hand: you can destroy 2 other FIRE monsters you control, and if you do, Special Summon this card from your hand or Graveyard.  Once per turn (Quick Effect): you can target 1 face-up monster your opponent controls; send 1 FIRE monster from your Deck to the Graveyard, and if you do, equip this card to that target.  While this card is equipped to a monster by this effect, take control of that monster, also that monster can attack twice during each battle phase.  If this card in the Spell/Trap Zone leaves the field, banish it.
3000/1000
https://forum.yugiohcardmaker.net/topic/368455-agm-written-emberwurms-yang-zing-exceptmilling-i-guess-77/
 
Archaevil Corridor
Field Spell
When this card is activated: target 2 monster zones on each player's field: treat those Monster Zones as Spell/Trap Zones.  This card cannot be destroyed while you control an "Archaevil" monster.  If you draw an "Archaevil" monster: you can discard it; draw 1 card.
https://forum.yugiohcardmaker.net/topic/368541-archaevil-ancient-evils-unawoken-agm-written-legacy/
 
Yollohcoatl Quetzal
EARTH *
Winged Beast/Effect
If you control a Continuous Trap: you can Special Summon this card from your hand or Graveyard, but shuffle it into your Deck if it leaves the field.  Once per turn, if this card is face-up in your Spell/Trap Zone, you can target 1 Winged Beast monster you control; Send this card to the Graveyard, and if you do, Special Summon 1 Winged Beast monster from your Deck with a lower level than that target, but it cannot be used as Material until the End Phase. You can only use each effect of "Yollohcoatl Quetzal" once per turn.  If a Field Spell Card is activated (except during the Damage Step): Apply the appropriate effect, depending on the zone this card is in.
- Monster Zone: Place this card face-up in your Spell & Trap Zone of its column as a Continuous Trap.
- Spell & Trap Zone: Special Summon this card to your zone of its column.
300/250
https://forum.yugiohcardmaker.net/topic/370975-agmwrittenrepost-yollohcoatl-field-spell-triggered-swapping-trapmons-1919/
 
Haxxer Back-up Data
Continuous Trap
Once per turn, if a "Haxxer" monster is sent to the Graveyard: banish it.  If this card leaves the field, add all cards banished by this card to your hand, and if you do, all "Haxxer" monsters you control gain 100 ATK and DEF for each card added to your hand this way.  You cannot Normal or Special Summon non-Haxxer monsters.
https://forum.yugiohcardmaker.net/topic/370487-hack-the-planet-haxxers/
 
Merger Contagiel Spread
Continuous Spell
If an "of Dorado" monster you control activates an effect, after it resolves, you can equip 1 "Merger" monster from your hand to it.  Your opponent takes all battle damage from battles involving "of Dorado" monsters you control equipped with "Merger" monsters.
https://forum.yugiohcardmaker.net/topic/370846-agm-of-doradomerger-archetype-bringing-union-monsters-back/
 
Lunar Breaker - Right-Shoulder Archlord
LIGHT *
Scale: 8<>8
Fairy/Pendulum/Effect
PE: Once per turn: You can target 2 monsters you control; all the cards equipped to the first target are also treated as being equipped to the second target until the End Phase.
ME: This card is always treated as a Normal monster, except while equipped with an Equip Card. While equipped with the following number of Equip Cards, this card gains the appropriate effect:
- 1+: Once per turn: you can add 1 "Lunar Breaker" Trap card from your Deck to your hand.
- 3+: You can target 1 "Lunar Breaker" monster in your Graveyard; Special Summon that target, and if you do, equip all appropriate Equip Spells from this card onto that target, and if you do that, destroy this card.
- 5: Once per turn: you can return all Set cards your opponent controls to their hand (Set cards cannot be activated in response to this effect).
100/500
https://forum.yugiohcardmaker.net/topic/370924-lunar-breaker-written-agm/
 
Helkoar Shrapnel
FIRE **
Rock/Effect
If this card is shuffled into your Deck from outside it: You can Special Summon this card from your Deck (you can only activate this effect of this card's name once per Chain).  If this card is Normal or Special Summoned: You can target 1 Set Spell/Trap your opponent controls.  That target cannot be activated in response to this effect.  While this card is face-up on the field, that Set card cannot be activated, also destroy it when this card leaves the field.

800/200

https://forum.yugiohcardmaker.net/topic/371727-helkoar-gimmicky-shuffle-shenanigans/

 

Xage Contagion
Continuous Trap
All battle damage a player takes from non-Aqua-type monsters is halved.  Once per turn: if a Disease Counter is placed on a monster, you can place 1 Disease Counter on all monsters your opponent controls in an adjacent column to that monster.  If this card is sent from the field to the Graveyard: you can remove all Disease Counters from a monster(s) on the field; add 1 "Xage" monster from your Deck to your hand whose level is less than or equal to the number of Disease Counters removed.

 

Murine Source, Artesia
WATER ***
Cyberse/Effect
If you control no monsters, you can Special Summon this card from your hand.  This card gains 600 ATK and DEF for each other card in this card's column.  If this card is Normal Summoned: you can draw 1 card, and if you do, send 1 card you from your hand or side of the field to the Graveyard, and if you do that, shuffle 1 card from your Graveyard into your Deck.  All face-up "Murine Source" monsters you control gain this effect:
- Once per turn (Quick Effect): you can reduce the ATK and DEF of all monsters your opponent controls in the same column as this card by 300 x the number of cards in the column until the End Phase.
1200/0

 

Blue Lightning Afterimage

Quick-Play Spell

You can remove any number of Lightning Counters from a card you control: Special Summon 1 "Blue Thunder Token" (Thunder-type/WATER).  Its level equals the number of Counters removed to summon it, also, its ATK/DEF equals its level x 400.  If a "Blue Thunder Token" would be destroyed, you can destroy 1 other card you control instead.

https://forum.yugiohcardmaker.net/topic/372508-agmwritten-blue-thunder-counter-placement-destruction-and-discards-1616/

 

Hermit of the Boundless Wind

WIND ****

Spellcaster/Effect

Once per turn: you can shuffle 1 card from your hand into your Deck; Special Summon 1 level 4 or lower WIND monster from your Deck in defense position, but if you do, shuffle this card into your Deck during the End Phase.

1000/1800

https://forum.yugiohcardmaker.net/topic/372482-sakura-agm-bounce-everything-away-windy-9/

 

The Hexed One - Herald of Curses

DARK 8*

Spellcaster/Fusion/Effect

1 "Cursebringer" monster + 1 "Cursebringer" Spell/Trap OR Spell/Trap that lists "Cursebringer" in its text

This card must be Special Summoned from your Extra Deck by banishing the first material from your side of the field and the second material from your Graveyard.  During either player's Standby Phase: you can activate 1 "Cursebringer" Spell/Trap or Spell/Trap that lists "Cursebringer" in its text from your Deck.  If a "Cursebringer" Spell/Trap or a Spell/Trap that lists "Cursebringer" in its text is activated: banish the top 2 cards from your opponent's Deck face-down.

2300/2900

https://forum.yugiohcardmaker.net/topic/372437-curse-you-cursebringer/?do=findComment&comment=7096489

 

Minicon Rebranding

Spell

You can discard up to 2 "Minicon" cards; draw cards equal to the number of cards you discarded +1.  Until your opponent's End Phase, your opponent cannot activate cards or effects in response to the effects of "Minicon" cards you control.  You can only activate 1 "Minicon Rebranding" per turn.

https://forum.yugiohcardmaker.net/topic/372638-minicon-brick-or-broke/

 

Snake Rhythm

Spell

If you have 2 cards in your Pendulum Zones: Add 1 Reptile-type Monster from your Deck to your hand whose level is less than or equal to the difference between the Scales.  You can only activate 1 "Snake Rhythm" per turn.

https://forum.yugiohcardmaker.net/topic/372938-agmwritten-kiwahine-a-goddess-and-her-servants-1212/

 

Tunnelin' Desperado Cave Collapse

Trap

Send a number of "Tunnelin' Desparado" cards from your Deck to your Graveyard up to the number of "Tunnelin' Desparado" monsters you control.  You can banish this card from your Graveyard (except the turn it was sent there) and target up to 2 "Tunnelin' Desparado" monsters you control; destroy those targets and all cards in their column.

https://forum.yugiohcardmaker.net/topic/373453-tunnelin-desperado-dastardly-devils-digging-deeper-ditches/

 

Wingray's Confusion
Trap
If a monster your opponent controls activates its effect: you can target that monster; Special Summon 1 "Wingray" monster from your hand or Graveyard. If the summoned monster's Level/Rank is greater than or equal to the target's Level/Rank, you can negate that effect and return the monster to the hand.  If you control no cards, you can activate this card from your hand, but if you do, you can only Special Summon the "Wingray" monster from your hand, also, take damage equal to the Summoned monster's ATK.  You can only activate 1 "Wingray's Confusion" per turn.
 
Lotus Petalstorm
Spell
Excavate cards from the top of your Deck equal to the number of LIGHT Plant-type "Lotus" monsters and "Blossoming Lotus" Spell/Trap cards you control.  Target a number of cards on the field up to the number of LIGHT Plant-type "Lotus" monsters and "Blossoming Lotus" Spell/Traps from among those excavated cards: shuffle those targets into the Deck, and if you do, send those excavated LIGHT Plant-type "Lotus" monsters and "Blossoming Lotus" Spell/Traps to the Graveyard.  Shuffle the rest of the excavated cards into your Deck.  You can only activate 1 "Lotus Petalstorm" per turn.
 
Brood of Constrictors
Continuous Spell
If a card is sent from your opponent's Deck to the Graveyard: You can send 1 card from the top of your Deck to the Graveyard, and if you do, all "Deck Constrictor" monsters you control gain 300 ATK until the End Phase.  During the End Phase: you can discard 1 card; Special Summon up to 2 "Deck Constrictor" monsters that were sent to your Graveyard this turn.  You can only control 1 "Brood of Constrictors".
 
Raven Heavenly Altar
DARK ****
Winged Beast/Effect
This card is always treated as a "Ravenritual" card.  During the Standby Phase: you can add 1 Ritual Spell from your GY or Banished Zone to your hand.  This card cannot be targeted for attacks or card effects while you control a Ritual monster.  Ritual monsters you control cannot be destroyed by card effects.  If a monster you control is returned to your hand; inflict 1000 damage to your opponent.  You can only use each effect of "Raven Heavenly Altar" once per turn.
0/2000
 
Yorishiro Procession
Spell
Take 800 damage; send any number of Continuous Spells/Traps you control or in your hand to the Graveyard, and if you do, add an equal number of "Emissary" monsters from your Deck to your hand.  You can only activate 1 "Heralding Yoshiro" per turn.
 
Herald of Darkness
DARK **
Fairy/Effect
During either player's turn, when your opponent activates a Spell/Trap card or monster effect: You can send this card and 1 Ritual Spell or Ritual Monster from your hand to the GY; negate the activation, and if you do, destroy it.  If you Ritual Summon a DARK Ritual Monster, you can banish this card from your GY as 1 of the monsters required for the Ritual Summon, and if you do, until the End Phase: your opponent cannot activate cards or effects in response to a Ritual Monster's effect.
300/500
 

 

 

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  • 2 weeks later...

Bump: Added chacha card

 

EDIT: Using this post to add Legacy support outside the "1 card per AGM Archetype" thing above.

 

[spoiler=AGM Archetypes + AGM approved archetypes]

 

[spoiler=Sclera Guild]

Unnamed Brood of the Sclera Guild

DARK *

Wyrm/Tuner/Effect

This card is treated as Dragon-type while on the field. If a "Sclera Guild" monster you control is tributed, except "Unnamed Brood of the Sclera Guild": you can Special Summon this card from your Graveyard. If a "Sclera Guild" monster you control is destroyed by battle, except "Unnamed Brood of the Sclera Guild": you can Special Summon this card from your Graveyard, and if you do, this card gains ATK equal to the destroyed monster's ATK. You can only control 1 "Unnamed Brood of the Sclera Guild"

100/100

 

Sclera Guild Corridor

Continuous Spell

Twice per turn, if a monster is tributed: you can target 1 face-up card on the field; negate that target's effects. If a "Sclera Guild" monster would be tributed, you can treat it as having been destroyed by battle instead.

 

Sclera Guild Blood Rite

Normal Trap

Tribute 1 DARK monster; Set 1 "Sclera Guild" Spell/Trap from your Deck. If you tributed a "Sclera Guild" monster by this effect: you can destroy 1 card your opponent controls. If a "Sclera Guild" monster you control is destroyed by battle: you can Set this card from your Graveyard, but banish it when it leaves the field.

 

 

 

[spoiler=Lone Star]

Lone Star Sheriff

LIGHT *****

Warrior/Effect

If you control no monsters, you can Normal Summon this card without tributes. When this card is Normal Summoned: you can send any number of "Star Ammo" cards from your hand or Deck to the Graveyard, but only 1 of each. You can banish this card from your Graveyard and target 1 "Lone Star Wanderer" you control: equip 1 "Lone Star" equip spell from your Deck or Graveyard to that target.

2000/1300

 

 

 

[spoiler=Clayborne]

Clayborne Remains

Spell

Add 1 "Shatter" Spell from your Deck to your hand.

 

Shattersoil

Spell

You can banish any number of "Shatter" or "Clayborne" Spell Cards from your Graveyard then target an equal number of "Clayborne" monsters in your Graveyard; Special Summon those targets in defense position, also they cannot be destroyed this turn. If all monsters targeted by this effect were in the Graveyard because they were destroyed: you can Special Summon those monsters in attack position instead.

 

 

 

[spoiler=The Kraken]

Scale of the Genesis Kraken

Equip Spell

This Set card cannot be destroyed. The equipped monster cannot be destroyed (by battle or card effect) nor used as material for the Summon of an Extra Deck monster. During your Standby Phase, Special Summon 1 "Kraken Scale Token" (Sea Serpent-type/WATER/Level 1/ATK 0/DEF 0) in Defense Position to an unoccupied monster card zone on the field. The token cannot be used for the Summon of an Extra Deck monster. If this card is sent from the field to the Graveyard, you can set 1 "Kraken" Spell/Trap card from your Deck to both player's sides of the field.

 

Kraken's Utterance

Normal Spell

This Set card cannot be destroyed. Send 1 level 2 or higher Sea Serpent-type monster from your hand or Deck to the Graveyard; Special Summon a number of "Kraken Scale Tokens" (Sea Serpent-type/WATER/Level 1/ATK 0/DEF 0) in Defense Position to a unoccupied Monster Zones on the field for every 2 levels on the sent monster. You cannot fill your opponent's Monster Zones with "Kraken Scale Tokens" by this effect. "Kraken Scale Tokens" cannot be used for the Summon of an Extra Deck monster. If a Sea Serpent-type monster(s) is destroyed, you can Set this card from your Graveyard to either player's side of the field, but banish it when it leaves the field.

 

Kraken Territory

Continuous Spell

This Set card cannot be destroyed. Your opponent cannot target Sea Serpent-type monsters on the field with card effects. During either player's Standby Phase: you can Special Summon 1 "Kraken Scale Token" (Sea Serpent-type/WATER/Level 1/ATK 0/DEF 0) in Defense Position to both player's sides of the field (if all the Monster Zones on 1 player's side of the field is full, you can gain 1000 LP instead of Special Summoning a token to that player's side of the field). "Kraken Scale Tokens" cannot be used for the Summon of an Extra Deck monster. If this card is sent from the field to the Graveyard: you can return up to 3 level 8 or higher Sea Serpent-type monsters from your Graveyard to your Deck, and if you do, draw cards equal to the number of cards returned -1.

 

 

 

[spoiler=Des-Draco]

Des-Draco Blasphem

FIRE 7*

Dragon/Effect

If both of your Pendulum Zones are occupied: you can Special Summon this card (from your hand), and if you do, destroy all cards in the Pendulum Zones, and if you do that, place 2 Draconian Counters on this card for each Pendulum Monster destroyed this way, also, place 1 additional Draconian Counter on this card for each Counter on all of the destroyed cards. This card gains 100 ATK for each Draconian Counter on this card. "Des-Draco" Spell/Trap cards you control cannot be targeted by your opponent's card effects. If this card leaves the field, you can place all Draconian Counters that were on this card on 1 face-up card on the field.

2100/2000

 

Des-Draco Ensign - Death Summon

Spell

Special Summon up to 3 Dragon monsters from your Extra Deck (1 Fusion, 1 Synchro, and 1 Xyz), by using monsters you control as Fusion, Synchro, and/or Xyz Materials. (These Special Summons are treated as the appropriate Summon for each respective Extra Deck type). All "Des-Draco" monsters Summoned by this effect are unaffected by card effects and all Battle Damage your opponent takes is halved until the end of the turn.

 

Boarder of Death

Trap

Remove a number of Draconian Counter(s) from a card(s) you control. Until the End Phase, a monster(s) Special Summoned whose Level/Rank is the same as the number of Draconian Counter(s) you removed are immediately destroyed. You cannot place Draconian Counters on cards for the rest of the turn after you activate this card.

 

 

 

[spoiler=Dragunmetal]

Dragunmetal Moltanic Visionary Yonder

FIRE ****

Warrior/Effect

If this card is Normal or Special Summoned: you can Special Summon 2 "Dragunmetal" monsters from your Deck, but they cannot attack, be tributed, or be used as Material for the Summon of a monster. Once per turn, you can send 1 card equipped to this card to the Graveyard; Special Summon 1 "Moltanic" monster from your Graveyard, but it cannot activate its effects when it is Summoned. Once per turn, during either player's turn: you can target 1 monster you control; equip all cards equipped to this card to that target.

1500/1100

 

 

 

[spoiler=Moltanic]

Dragunmetal Moltanic Visionary Yonder

FIRE ****

Warrior/Effect

If this card is Normal or Special Summoned: you can Special Summon 2 "Dragunmetal" monsters from your Deck, but they cannot attack, be tributed, or be used as Material for the Summon of a monster. Once per turn, you can send 1 card equipped to this card to the Graveyard; Special Summon 1 "Moltanic" monster from your Graveyard, but it cannot activate its effects when it is Summoned. Once per turn, during either player's turn: you can target 1 monster you control; equip all cards equipped to this card to that target.

1500/1100

 

 

 

 

 

 

[spoiler=Artifact]Artifact Ancile

LIGHT *****

Fairy/Effect

You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell/Trap Zone is destroyed and sent to the Graveyard: Special Summon it, and if you do, draw 1 card. If this card is Special Summoned during your opponent's turn, if a "Artifact" monster you control would be destroyed this turn: you can destroy 1 Spell/Trap you control instead. When a monster your opponent controls declares an attack on an "Artifact" monster: you can Special Summon this card from your hand, also, your opponent must continue the attack.

1100/1600

 

Artifact Spiritwielder

Quick-Play Spell

Special Summon 1 "Artifact Spirit Token" (Fairy-type/LIGHT/Level 5/ATK 2000/DEF 2000). The token cannot declare an attack unless you control an "Artifact" Effect monster. When an "Artifact" monster is Special Summoned while you control the token: you can target 1 monster your opponent controls; destroy that target. If this card is destroyed by an opponent's card: you can Special Summon 1 "Artifact" monster from your Graveyard. You can only activate 1 "Artifact Spiritwielder" per turn.

 

 

 

[spoiler=Cloudian]

Cloudian Cold Front

Continuous Spell

If your opponent targets a "Cloudian" monster you control with a card effect, they can send cards from their hand, side of the field, and/or Extra Deck to the Graveyard equal to the number of Fog Counters on the target. If they do not, the effect is negated. If this card is targeted: you can remove 2 Fog Counters from anywhere on the field; negate that effect.

 

Cloudian Hot Front

Trap

Activate this card if a "Cloudian" monster you control is destroyed. Special Summon any number of "Cloudian" monsters from your hand and place 1 Fog Counter on each of them for each "Cloudian" monster you control. If you control no monsters, you can activate this card from your hand.

 

 

 

[spoiler Destiny HERO]

Destiny HERO - Distortiondude

DARK ***

Warrior/Effect

If this card is sent to the Graveyard, you can activate any number of the following effects in order:

- Banish 1 "HERO" Monster from your Deck.

- Return 1 banished card to your Graveyard.

- Special Summon 1 "HERO" monster from your Graveyard in defense position (except "Destiny HERO - Distortiondude").

- Return 1 face-up card you control to the hand.

- Shuffle 1 card from your hand into your Deck.

You cannot Summon monsters from the Extra Deck the turn you activate this effect except Fusion monsters. You can only use this effect of "Destiny HERO - Distortiondude" once per turn.

1200/1600

 

 

 

[spoiler=Destruction Sword]

Soldier Buster Destruction Sword

LIGHT ****

Warrior/Effect

You can target 1 "Buster Blader" you control; equip this monster from your hand or your side of the field to that target. While this card is equipped to a monster, monsters Special Summoned from your opponent's Deck or Extra Deck cannot activate their effects. You can send this Equip Card to the Graveyard; Special Summon 1 "Buster Blader" or "Destruction Sword" monster from your hand.

1600/1200

 

Buster Blader Compatriot - Destruction Swordstalker

DARK 6*

Warrior/Effect

If you control no monsters, you can Normal Summon this card without Tributes. If this card is Normal or Special Summoned: you can target 1 level 4 or lower "Destruction Sword" monster in your Graveyard; equip that target to this card. When this card is sent to the Graveyard to activate a "Destruction Sword" card's effect: add 1 "Buster Blader" monster from your Deck to your hand.

2000/1600

 

 

 

[spoiler=Evil HERO]

Evil HERO Kingpin

DARK *****

Fiend/Effect

You can discard this card; add 1 "Hero City - Back Alley" from your Deck to your hand. If this card is Normal Summoned: you can send up to 3 Normal Monsters from your hand or Deck to the Graveyard; add a number of "Evil HERO" monsters and/or "Dark Fusion" from your Deck to your hand equal to the number of monsters sent -1. You can tribute this card; until the End Phase, if you would Fusion Summon a Fusion Monster that lists "Dark Fusion" in its card text, you can return to your Deck, from your side of the field, hand, Graveyard, and Banished Zone, Fusion Material monsters that are listed on the Fusion Monster and use them as Fusion Materials.

2200/1200

 

Evil HERO Collapsöldner

WIND 6*

Fiend/Fusion/Effect

"Elemental HERO Avian" + "Elemental HERO Clayman"

Must be Special Summoned with Dark Fusion and cannot be Special Summoned by other ways. Once per turn, you can target 1 monster on the field: change its battle position, and if you do, it loses 500 ATK and DEF.

1900/2800

 

Hero City - Back Alley

Field Spell

If an "Evil HERO" monster battles a monster, increase the ATK of the "Evil HERO" monster by 1000 during damage calculation. If an "Evil HERO" Fusion Monster activates its effect: you can send 1 Normal Monster from your Deck to the Graveyard and target 1 card on the field; return the target to its owner's hand. If an "Evil HERO" Fusion Monster leaves the field, you can add 1 "Dark Fusion" from your Graveyard to your hand.

 

Elemental Draw

Spell

Reveal your entire Extra Deck to your opponent. If all cards revealed are "Elemental Hero" or "Evil Hero" monsters, you can banish 1 "Elemental Hero" or "Evil Hero" Fusion monster from your Extra Deck: send cards whose names are listed on that banished monster as Fusion Materials from your hand, side of the field, or Deck to the Graveyard; draw 1 card for each card sent to the Graveyard this way. You can only activate 1 "Elemental Draw" per turn.

 

 

 

[spoiler=Flamvell]

Volcanic Flamvell Redjacket

FIRE *

Pyro/Effect

If this card is sent from your hand or side of the field to the Graveyard: you can Special Summon 1 Pyro monster with 500 or less ATK and 200 or less DEF from your Deck (except "Volcanic Flamvell Redjacket"). If the monster has both 500 or less ATK and 200 or less DEF: its ATK and DEF become 2000. Once per turn, while this card is in your Graveyard, if a monster your opponent controls is destroyed by your card (by battle or card effect): you can pay 500 LP; banish 1 monster from your opponent's Graveyard.

500/200

 

Neo Flamvell Kappa

FIRE **

Pyro/Tuner/Effect

If your opponent has 5 or less cards in their Graveyard, you can Special Summon this card from your hand. If a FIRE monster(s) with 200 DEF is sent to your Graveyard while this card is in your Graveyard: You can target 1 of those monsters; banish this card and that target, and if you do, banish cards from your opponent's Graveyard up to the Level/Rank of the target.

800/200

 

 

 

[spoiler=Ice Barrier]

Crier of the Ice Barrier

WATER **

Aqua/Effect

If you control this card you can Normal Summon 1 "Ice Barrier" monster in addition to your Normal Summon/Set. Once per turn: you can discard 1 WATER monster; until your opponent's next End Phase, any monster that would be sent to the Graveyard is banished instead.

0/1600

 

Gardna of the Ice Barrier

WATER ***

Aqua/Effect

While you control another face-up "Ice Barrier" monster, your opponent cannot declare an attack if their ATK is less than or equal to this card's DEF. If an "Ice Barrier" monster(s) you control would be destroyed: you can banish this card from your Graveyard or side of the field instead.

300/2000

 

Ice Barrier Meeting

Spell

Special Summon 2 Level 4 or lower "Ice Barrier" monsters from your Deck with the same Level but different names. If one of those monsters leaves the field, destroy the other monster. You can only activate 1 "Ice Barrier Meeting" per turn.

 

 

 

[spoiler=Junk/Synchron]

Tune-up

Spell

Banish 1 non-Tuner monster from your Graveyard. Special Summon 1 Tuner monster from your hand, and if you do, it gains up to 2 Levels. If the monster Special Summoned by this effect is a "Synchron" monster, you can send 1 monster from your Deck to the Graveyard whose Level is less than or equal to that monster's current Level.

 

Junkyard Dog

EARTH ****

Machine/Effect

If you control a "Junk" monster or a "Warrior" Synchro monster: you can Special Summon this card from your hand. This card gains 200 ATK for each "Junk" monster you control. If this card destroys an opponent's monster by battle: you can Tribute 1 monster; Special Summon 1 "Junk" monster from your Deck.

1800/500

 

Junk Knight

EARTH 7*

Warrior/Effect

You can Special Summon this card from your hand by sending 1 Tuner monster and 1 non-Tuner monster you control to the Graveyard. Once per turn: you can target 1 "Junk" monster in your Graveyard; Special Summon that target, then reduce this card's Level by that monster's Level until the End Phase. If this card is sent from the field to the Graveyard: destroy all Special Summoned monsters on the field except Synchro monsters.

2300/2100

 

 

[spoiler=Laval]

Laval Koi

FIRE **

Pyro/Tuner/Effect

You can reveal this card and 1 FIRE monster in your hand; send the other revealed card to the Graveyard, and if you do, send the top card from your Deck to the Graveyard, and if you do that, Special Summon this card. You can banish this card and 1 "Laval" monster from your Graveyard and target 1 face-up card on the field; return that target to its owners hand.

300/200

 

Laval Sieger

FIRE ****

Warrior/Effect

When this card is Normal or Special Summoned, you can target up to 2 banished FIRE monsters; destroy them and send them to the Graveyard, and if you do, draw 1 card.

1500/1600

 

Razing Plume

Spell

If you have 3 or more "Laval" monsters with different names in your Graveyard, reveal your hand. If you have no "Laval" monsters in your hand, draw 2 cards, then banish 2 "Laval" monsters from your Graveyard. Your opponent takes no damage for the rest of the turn after you activate this effect.

 

Re-sparked Ashes

Spell

If you have 3 or more "Laval" monsters with different names in your Graveyard, add 2 "Laval" monsters with different names from your Graveyard to your hand.

 

Lavalval Plasmus

FIRE 8*

Pyro/Synchro/Tuner/Effect

1 FIRE Tuner + 1 or more non-tuner monsters

When this card is Synchro Summoned: Send up to 2 "Laval" monsters from your Deck to the Graveyard whose total levels equal 7 or less, and if you do, this card loses levels equal to the sent monsters' levels. Once per turn: you can target 1 card on the field and 2 banished "Laval" monsters; banish the first target then destroy the two second targets and send them to the Graveyard.

2900/2500

 

 

 

[spoiler=Lunalight]

Lunalight Silver Skunk

DARK *

Beast-Warrior/Effect

You can send this card from your hand to the Graveyard; add 1 "Luna Light Perfume" from your Deck to your hand. If you Special Summon a "Lunalight" Fusion Monster, you can Special Summon this card from your Graveyard. During your turn, if you control this Special Summoned monster (Quick Effect): Fusion Summon 1 Fusion monster using this card and "Lunalight" monsters you control as Fusion Materials. If this card is used as Fusion Material, banish it. You can only use each effect of "Lunalight Silver Skunk" once per turn.

 

 

 

[spoiler=Machina]

Machina Supply Car

EARTH 10*

Machine/Effect

If a "Machina" monster(s) is sent from the field to the Graveyard, you can reveal this card in your hand and either: target 1 of those monsters; send this card from your hand to the Graveyard, and if you do, Special Summon that target, OR: Special Summon this card. When this card is sent from your hand or side of the field to the Graveyard: draw 1 card.

2500/2500

 

Machina Medic

EARTH ****

Machine/Effect

This card's name becomes "Machina Defender" while on the field or in the Graveyard. Once per turn: you can target 1 level 4 or lower "Machina" monster in your Graveyard; Special Summon that target. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect except Machine-type monsters.

800/1600

 

Machina Skirmisher

EARTH ****

Machine/Effect

This card's name becomes "Machina Soldier" while on the field or in the Graveyard. Once per turn: if a "Machina" monster declares an attack, you can target 1 card on the field; destroy that target.

1900/1300

 

Machina Camo

EARTH ****

Machine/Effect

This card's name becomes "Machina Sniper" while on the field or in the Graveyard. Your opponent cannot target monsters you control with card effects except "Machina Sniper".

1700/1600

 

Commander Covington Mk-2

EARTH ***

Machine/Tuner/Effect

If you control a "Machina" monster, you can Special Summon this card from your hand. While this card is in your Graveyard, your opponent cannot target "Machina Force" you control for battle or card effects.

1000/600

 

Machina Supplier

EARTH *

Machine/Union/Effect

Once per turn, you can either: Target 1 Machine-Type monster you control, equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster gains 500 ATK/DEF. If it would be destroyed, you can destroy this card instead. If this card is sent from your hand or side of the field to the Graveyard, you can activate this effect; gain 500 LP, then you can Equip this card to 1 "Machina" monster you control (if possible). You can only use this effect of "Machina Supplier" once per turn.

400/400

 

Machina Arms Race

Continuous Spell

Once per turn, you can tribute 1 Machine-type monster: Special Summon 1 Machine-type monster from your Deck that has the same Attribute and more ATK (max. 500) than the tributed monster.

 

 

 

[spoiler=Meklord]

Astro Meklord Army of Mekanikle

LIGHT ****

Machine/Effect

If your opponent controls a monster summoned from the Extra Deck and you do not, you can Special Summon this card from your hand. While this card is in the Graveyard, all monsters Special Summoned from the Extra Deck are also treated as Synchro monsters. You can reveal 1 "Meklord" card in your hand; destroy this card, and if you do, add 1 "Meklord" card from your Deck to your hand. You can only use this effect of "Astro Meklord Army of Mekanikle" once per turn.

1200/1600

 

Astro Meklord Army of Asterisk

DARK ****

Machine/Effect

Unless this card was Special Summoned by its own effect, its original ATK is halved. If this card is sent to the Graveyard by the effect of a "Meklord" card, you can Special Summon this card. You can only Special Summon "Astro Meklord Army of Asterisk" once per turn this way. Once per turn, you can declare a monster type (Fusion, Synchro, Xyz, or Pendulum); your opponent Special Summons 1 card of that type from their Extra Deck, but it's treated as a Synchro monster, also it's effects are negated.

2400/0

 

Meklord Assault

Counter Trap

If your opponent activates a monster effect while you control a "Meklord" monster, negate that effect then destroy 1 card you control and 1 card your opponent controls. If the negated effect was a Synchro monster's effect, you can destroy 2 of your opponent's cards instead.

 

 

 

[spoiler=Melodious]

Resonant Chamber

Continuous Spell

Once per turn, if you control a "Melodious" monster: you can Special Summon 1 "Melodious" monster from your hand. You can send this card you control to the Graveyard and reveal any number of "Melodious" cards in your hand; send the revealed cards to the Graveyard, and if you do, draw the same number of cards.

 

Encore

Equip Spell

Target 1 level 5 or lower "Melodious" monster in your Graveyard; Special Summon it and equip it with this card. The equipped monster gains 500 ATK and DEF, but it cannot activate its effects on the field.

 

 

 

[spoiler=Neos/Neo Spacian]

Elemental Draw

Spell

Reveal your entire Extra Deck to your opponent. If all cards revealed are "Elemental Hero" or "Evil Hero" monsters, you can banish 1 "Elemental Hero" or "Evil Hero" Fusion monster from your Extra Deck: send cards whose names are listed on that banished monster as Fusion Materials from your hand, side of the field, or Deck to the Graveyard; draw 1 card for each card sent to the Graveyard this way. You can only activate 1 "Elemental Draw" per turn.

 

 

 

[spoiler=Raidraptor]

Raidraptor Scrounge Falcon

DARK R**

Winged Beast/Xyz/Effect

2 Level 2 monsters

You can also Special Summon this card when a Rank 3 or higher "Raidraptor" Xyz Monster is sent from the field to the Graveyard. If Special Summoned this way, attach any number of "Raidraptor" Xyz monsters sent to your Graveyard this turn to this card as Xyz material. Once per turn: you can detach all Xyz materials from this card and banish a number of non-Xyz "Raidraptor" cards from your Graveyard up to the number of cards detached; add a number of "Rank-Up-Magic", "Rank-Down-Magic", "Rank-Conversion-Magic", and/or "Rank-Across-Magic" from your Deck or Graveyard up to the number of cards banished. You can only Special Summon "Raidraptor" monsters for the rest of the turn after you activate this effect.

0/100

 

Rank-Down-Magic Retreat Force

Quick-Play Spell

Target 1 "Raidraptor" Xyz monster you control; Special Summon 1 "Raidraptor" monster that is up to 2 Ranks lower than the target, then return the target to the Extra Deck. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target become Xyz Materials on the Summoned monster.) The monster Summoned by this effect cannot be destroyed by battle or card effects this turn. During your Main Phase, except the turn this card was sent to the Graveyard: you can banish this card and 1 "Raidraptor" monster from your Graveyard; add 1 "Rank-Up-Magic" Quick-Play Spell from your Deck to your hand.

 

Rank-Up-Magic Assault Force

Quick-Play Spell

Target 1 "Raidraptor" Xyz monster you control; Special Summon 1 "Raidraptor" monster that is 1 Rank higher than the target, by using that target as Xyz material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned monster.) Destroy all monsters your opponent controls with DEF lower than the ATK of the monster Summoned by this effect. During your Main Phase, except the turn this card was sent to the Graveyard: you can banish this card and 1 "Raidraptor" monster from your Graveyard; add 1 "Rank-Down-Magic" Quick-Play Spell from your Deck to your hand.

 

Raidraptor - D.D. Vulture

DARK 6*

Winged Beast/Effect

You can return 3 banished "Raidraptor" cards to the Deck to Special Summon this card from your hand. Once per turn, you can target 1 "Raidraptor" monster you control: banish up to 2 "Raidraptor" cards from your Graveyard; increase or decrease that target's Level by 1 for each card banished to activate this effect. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: you can add 1 banished "Raidraptor" card to your hand.

 

 

 

[spoiler=Red/Resonator/RDA]

Clear Resonator

LIGHT 6*

Fiend/Synchro/Tuner/Effect

1 or more Fiend-type Tuners + 1 or more non-tuner monsters

When this card is Synchro Summoned: you can send any number of "Resonator" monsters with different names from your Deck to the Graveyard; this card loses levels equal to the total levels of the sent monsters (min.1). Once per turn: you can pay half your LP; Special Summon 1 DARK Dragon-type monster from your GY, but destroy it during the End Phase, also all monsters you control (except DARK Dragon-type Synchro monsters) become Tuners.

1100/1900

 

 

 

[spoiler=Red-Eyes]

Red-Eyes Brainwashed

Trap

Special Summon 1 "Red-Eyes" Normal Monster from your hand, Deck, or Graveyard to your opponent's side of the field and equip it with this card. The equipped monster cannot be used as Material for the summon of a monster from the Extra Deck. During the End Phase: destroy this card and take control of the monster this card was equipped to, and if you do, both players take damage equal to half the ATK of the monster.

 

Red-Eyes Millennium Chronos Dragon

DARK 10*

Dragon/Fusion/Effect

"Red-Eyes B. Dragon" + 1 Spellcaster-type monster

If this card is Fusion Summoned: you can send up to 2 "Red-Eyes" monsters from your Deck to the Graveyard. If this card leaves the field and the monsters sent by this card's first effect are still in your Graveyard: you can Special Summon all of them. Gemini monsters you control are treated as effect monsters and gain their effects.

2800/2400

 

Red-Eyes Black Lustrous Dragon

DARK 7*

Dragon/Ritual/Effect

You can Ritual Summon this card with "Red-Eyes Birthed in Flames". This card's name is "Red-Eyes B. Dragon" while on the field or in the Graveyard. Any card sent to your opponent's Graveyard is banished instead. When an opponent's card(s) is banished: inflict 300 damage to them.

2800/2000

 

Red-Eyes Birthed in Flames

Ritual Spell

This card is used to Ritual Summon any "Red-Eyes" Ritual Monster from your hand. You must also tribute monsters from your hand or field, and/or send "Red-Eyes" Normal and/or Gemini monsters from your Deck to the Graveyard whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During your Main Phase, except the turn this card was sent to the Graveyard: you can banish this card and 2 other cards in your Graveyard; Add 1 "Red-Eyes" card from your Graveyard to your hand.

 

Red-Eyes Flame Swordsman

DARK *****

Warrior/Fusion/Effect

1 "Red-Eyes" monster + 1 Warrior-type monster

When this card is Fusion Summoned: you can target 1 Dragon-type monster in your Graveyard; equip that target to this card. This card gains ATK equal to half the ATK of all monsters equipped to it by its effect. If this card is destroyed (by battle or card effect): you can Special Summon 1 Normal monster from your hand or Graveyard, and if you do, equip this card to that monster. The equipped monster gains 900 ATK and can inflict piercing damage.

1800/1600

 

Red-Eyes Pre-Flame Swordsman

DARK ****

Warrior/Gemini/Effect

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with these effects:

- You can equip 1 monster from your Deck to this card. This card's original ATK becomes the same as the original ATK of that monster.

- You can send 1 monster equipped to this card to the Graveyard; Special Summon 1 monster from your hand or Graveyard with the same type and Attribute as that monster but a different name.

You can only activate each effect of "Red-Eyes Pre-Flame Swordsman" once per turn.

1800/1600

 

 

 

[spoiler=Toon]

Toon Ore

Spell

Pay 1000 LP. If this card is sent from your hand or side of the field to the GY, until the End Phase of your next turn, "Toon World" is treated as being face-up on the field. If you pay exactly 1000 LP to activate a "Toon" card or effect: you can add this card from your GY to your hand. You can only use this effect of "Toon Ore" once per turn.

 

Dark Factory of Toon Production

Spell

Pay 1000 LP: Add 2 "Toon" cards or Toon monsters from your GY to your hand except "Dark Factory of Toon Production". You can only activate 1 "Dark Factory of Toon Production" per turn.

 

Toon Sequel

Continuous Spell

Pay 1000 LP. Once per turn, if a "Toon" card or a Toon monster is sent from the field to your GY: you can add 1 card from your Deck to your hand with the same name as the sent card.

 

Toonify

Trap

All face-up monsters your opponent controls become Toon monsters. Until the End Phase, Toon monsters your opponent controls cannot target Toon monsters or "Toon" cards for an attack or their own effects. If you control "Toon World" you can activate this card from your hand.

 

Toon Ton Chains

Equip Spell

A non-Toon monster equipped with this card loses 1000 ATK/DEF, cannot be destroyed by battle, cannot be used as material for a Summon, and cannot be tributed. A Toon monster equipped with this card gains 1000 ATK/DEF, also, if it inflicts battle damage to the opponent, you can add 1 "Toon Ore" from your Deck or Graveyard to your hand. If this card is sent from the field to the Graveyard while you control "Toon World", you can pay 1000 LP; add this card to your hand.

 

 

 

[spoiler=Volcanic]

Volcanic Flamvell Redjacket

FIRE *

Pyro/Effect

If this card is sent from your hand or side of the field to the Graveyard: you can Special Summon 1 Pyro monster with 500 or less ATK OR 200 or less DEF from your Deck (except "Volcanic Flamvell Redjacket"). If the monster has both 500 or less ATK and 200 or less DEF: its ATK and DEF become 2000. Once per turn, while this card is in your Graveyard, if a monster your opponent controls is destroyed by your card (by battle or card effect): you can pay 500 LP; banish 1 monster from your opponent's Graveyard.

500/200

 

Des-Volcanic Shell

FIRE *

Pyro/Effect

This card is treated as "Blaze Accelerator" while in your Graveyard. While this card is in your Graveyard, you can target 1 other Pyro monster in your Graveyard: send 1 Pyro monster with 500 or less ATK from your Deck to the Graveyard to inflict 500 damage to your opponent, and if you do, shuffle this card and that target into your Deck. You can only activate this effect of "Des-Volcanic Shell" once per turn.

100/0

 

Des-Volcanicrimson Doomfire

FIRE 8*

Pyro/Effect

This card cannot be Normal Summoned/Set. You can Special Summon this card (from your hand or Graveyard) by banishing 1 "Blaze Accelerator" card from your side of the field or Graveyard. You can discard this card and 1 Pyro monster to target 1 card on the field; destroy it. You can target 1 other Pyro monster you control; inflict damage to your opponent equal to that target's ATK, and if you do, this card cannot declare an attack this turn. You can only use this effect of this card's name twice per turn, also, you cannot target the same monster twice with this effect.

3000/1800

 

 

 

[spoiler=Vylon]

Vylon Finity

LIGHT ****

Fairy/Effect

If you control no monsters, you can Special Summon this card from your hand. If this card is equipped with an Equip Spell, you can Special Summon 1 "Vylon" monster from your hand. You can discard 1 "Vylon" card; add this card from your Graveyard to your hand. You can only use this effect of "Vylon Finity" once per turn.

 

 

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Logicangel Graduation is an interesting one for a few reasons, notably helping you empty your hand when you've got a bunch of the bigger Logicangel monsters stuck there and you're lacking a Dystopiel, and letting you single-Tribute and then immediately revive the thing you Tributed. I'm going to have to look into rulings from Mischief of the Gnomes to see if it affects all copies of the monster, because either way there are some interesting implications. However, Graduation feels like an odd name for a major card in an archetype that is half science/philosophy and half divisive church. The reason they're called "schools of lore" Is a comparison to both "schools of thought" (various models and interpretations of concepts) and different sects of the same major religion. Tl;dr: Great card, name feels off.

 

Given the main mechanic of Prysm, Indigo is just a big target for the opponent, given that it doesn't use a similar "tag out and bring someone else in with the stats to run a thing over" concept. Any opponent who reads your cards at all is just going to attack Indigo, because she doesn't even have a Solar Flare Dragon clause to force your opponent to attempt to hit the little girls to take advantage of her boosting effect. I can see the intent, and it's cool, but I don't see how it functions as a boss.

 

Faerie Tradesman is really damned good, even just as a tech card for other Decks. No other words necessary.

 

Jinx Platform almost does more for Odd-Dice than Jinx, as an alternative way of taking advantage of dice roll effects in case you don't hit an odd number. Still, really damned solid card.

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I JUST READ SOUL SLASH.

 

Not only is it an Icarus Attack for Wyrms (Yang Zing, meet your new playmaker) that also banishes a Paraphys from the Deck to put on board next turn, BUT with Stronghold (or, y'know, Sanctuary) on board it's a double banish that lets you bring back the monster if it was a Paraphys. Yes please.

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Alright, reviewing everything from both posts that relates to my stuff. Gonna post the whole thing on this thread for the sake of completeness; if I've missed anything, please tell me, and I'll post below.

 

Gold Spear Forze has something Gold Spears were seriously lacking; a means of removal other than battle. And as we all know, spinning is the best kind of removal. Also, the stacking is great; my only worry being that its potentially too powerful, being activate during and past the second turn, and setting up your Gold Spears later for negates. I would simply suggest putting it on the bottom your Deck. Recycling the S/T is always helpful, and I like how it needs 3 or more to be live, like the monsters. I would say it should need different names, but, including this card, we do only have 3 Gold Spear Spells, and no Traps. so it's fine as is.

 

Monochrome Negative's effect fits really well into its name, in terms of switching colors/monsters around, and I love how niche the second effect is. It may only work on Spells, but Spells are a vital part of any Deck. Very rarely will a Deck have no Spells (I'm looking at you Paleozoic and SHS >:( ) Fun card to use, great means of removal. And targeting to prevent it from becoming too OP.

 

Protozord not only works really well in tandem with the field, and really buffs all Normal Summoning effects within the archetype. Like, damn, it opens up to proper Normal Summon spamming, and I love it. SSing from the Deck is a little cheatey, but since it helps both speed and consistency...hooray :D

 

Orders of the Malicious Empire FINALLY has S/T equipping, which was only on the bossiest of bosses within Malicious Empire. Tbh surprised I didn't do the Trap equipping, which is still somewhat common, myself. All round good effects.

 

Hive Harvester - Colonizing Scout banishing is perhaps a tad too much restriction, as it kills any Insect monsters attached to Xyz monsters. I don't think it works on Pendulum Monsters leaving your field, but...it might. Main monster effect, on the other hand, grants you recycling, patching another whole the archetype lacked, and helps with the swarming if you get the Queen out. Tbh, you've already won if you've gotten out Queen, but I guess every little bit helps?

 

Don't really see the utility of Volt Satellite Recycling, tbh. Was hoping for some GY plays for late-game shenanigan, but we basically have the same card as Mass Production, either more or less restricted depending on how you look at it.

 

Oh boy, time for the meeeeeehhhhhh Dova era!

 

Skyship Docks is a good card, perhaps the best in the set. Simple, yet it makes my cards there look pitiful.

 

I can't really comment on your Bretheren of the Scythe - Tsetse...the set is currently both terribly broken and terribly designed, so there's not really much you can work with, although I appreciate you trying XD

 

Nearly missed Cremation Urn. Good for Xyzing, regains LP (stacks with Curse, so that's nice) but I can't see where it sends the FIRE monster from in order to pay its maintenance cost. I hope it's not from your side of the field :P

 

Fader Trader is just SCREAMING for abuse, but I'm unsure if there actually is in. It is a -1 to get out a monster from your hand in a semi-situational way. Extremely useful in Renga, however, as it not only recycles your Summoned monster but the monster you revealed to activate it. Blanket protection is nice, and makes a great change from your standard GY effects for Normal Spells.

 

Wardrobe Malfunction is surprisingly functional. Surprisingly creative, but not much else to say.

 

Missing links on your second post in the first thread :P No point changing it now though, I guess.

 

Furnacess Tomaris is beautiful (I imagine the image would be too XD) The attacking just fits so well thematically, and it takes advantage of your Normal Summon in the proper way. Also, self-recycling in case you made a bad decision earlier with your Equipping? Great idea.

 

Ytrium Product Alpha-Iso properly takes advantage of the burn effect if your opponent is running a tag-in/out deck, but I don't think the requirements are worth it, tbh. Summonable mainly through Cold Fusion, but it doesn't really help the archetype in a fast way to merit such stringent materials. Yes, it sets up your GY, but it doesn't properly deal with the banishing aspect of that. I would hate to see more text on it, though...

 

Yollohcoatl Quetzal is simple Summoning and simple speed. There's really no reason not to run it, as its almost always active; but it still doesn't help them actually build up their speed to get over your opponent's handtraps and the like :(

 

Mostly good stuff, tbqh. I'm surprised how well you worked with what I considered my meh sets, and it made me want to revisit them. Who knows, perhaps I actually might when I'm properly out of ideas, but yeah...thanks!

 

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  • 4 weeks later...

Deciding to bump this and use it as my full-fledged AGM legacy support thread along with probably continuing making a single card for each AGM archetype when it hits.  Nothing different rn, but will probably toss in a few cards tomorrow.

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Bump: Xage card added!  I was a bit uninspired at first, but then I found some inspiration from the first legacy support card I'd made (which also is a continuous trap that deals with Counters and has a column-based effect).

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  • 2 weeks later...
  • 2 weeks later...

Rebranding is a very solid option for Minicon, due to their support being heavily focused on Graveyard setup, and a colossal need of Mania to go off. Good stuff, my dude.

 

Remember, if you want to design anything for my personal projects, I personally okayed stuff for GameChild, Aura, Rocknight, Vigilizard, Darkhorse, Wysthae, and Sandragon.

 

Also, if you want to make something cheaply, generically searchable, Hydra's Egg is a double search for any monster with 1000/0 stats, regardless of Type/Attribute/Level.

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Time to review my stuff again!

 

Contagion is indeed spreading contagion. Massive counter placement for swarm Decks, or just non-targeting counter placement by placing your monsters tactically next to your opponent's. Deals with those problems the archetype had, not to mention the fact that you can't go wrong with a search! :P
 

What's the source (thank you, thank you, I'm here 'till thursday) of Artesia's name, if I might ask? I love convoluted effects, and now Murine has one that's even moreso than any of there others cards! Also, the effect is a flowing one in itself, completing the cycle it starts, so there's honestly nothing not to like about this card. ATK/DEF loss is just the cherry on top. :P

 

Afterimage is...interesting. On first sight, it clashes with the current Quick-Play ritual the archetype has at the moment, yet this card then simply provides an interesting ladder in between the cards. Simple beater, can get high ATK easily, so provides more battle phase shenanigans. Not as good as your other two cards, but hooray for fun shenanigans!

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  • 2 weeks later...

Bump: Added support to probably my personal favorite set in all the AGM: the Kraken! (plan to repost that thread sometime with text updates and hopefully find some new images for 'em.  Looking back at it right now is a bit cringeworthy).

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  • 2 weeks later...

The Des-Draco stuff is really interesting, and frankly nuts (Ensign can make ham happen really easily, given the proper board), but I'd like to point out how, between the two of us, we've created two different Evil HERO Field Spells that both ape Skyscraper's effect in some way.

 

Also, now one of us should make a Sparkman/Avian Evil HERO Fusion, considering that one of the three Fusions I made closed the Burstrinatrix/Clayman/Sparkman triangle.

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  • 2 weeks later...

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