Flash Flyer - Sakura Posted July 24, 2018 Report Share Posted July 24, 2018 Hungry Burger WaiterLevel 4 | DARK | Warrior | Effect1400/1200When this card is Normal or Special Summoned: You can add 1 "Hungry Burger" card from your Deck to your hand. If you would Ritual Summon a "Hungry Burger" monster, you can treat this card as the entire Tribute. Hungry Burger ChefLevel 4 | DARK | Warrior | Effect1600/800When this card is Normal or Special Summoned: You can Special Summon 1 "Hungry Burger" monster from your hand, except "Hungry Burger Chef". If you would Ritual Summon a "Hungry Burger" monster, you can treat this card as the entire Tribute. Hungry Burger FarmerLevel 4 | DARK | Warrior | Effect1200/2000When this card is Normal or Special Summoned: You can Special Summon 1 "Hungry Burger" monster from your Deck. If you would Ritual Summon a "Hungry Burger" monster, you can treat this card as the entire Tribute. Reinvented Hungry Burger Level 6 | DARK | Warrior | Ritual | Effect2000/1850You can Ritual Summon this card with any "Hamburger" Ritual Spell Card. Once per turn, if this card battles an opponent's monster: You can destroy that monster. If this Ritual Summoned card leaves the field: You can Special Summon 1 Level 4 or lower 'Hungry Burger" monster from your hand or GY. Deluxe Hungry BurgerLevel 8 | DARK | Warrior | Ritual | Effect2800/2150You can Ritual Summon this card with any "Hamburger" Ritual Spell Card. Once per turn, if this card battles an opponent's monster: You can banish that monster. Cards or effects cannot be activated in response to this effect's activation. If this Ritual Summoned card leaves the field: You can Special Summon up to 2 Level 4 or lower 'Hungry Burger" monsters from your hand or GY. Reinvented Hamburger RecipeRitual SpellThis card can be used to Ritual Summon any "Hungry Burger" Ritual Monster. You must also offer monsters you control or in your hand as Tribute whose total Levels equal or exceed the Level of the monster you are Ritual Summoning. If this card is used to Ritual Summon "Reinvented Hungry Burger" or "Deluxe Hungry Burger", you can draw 1 card. Hungry Burger Restaurant - HànbǎowángField Spell"Hungry Burger" monsters gain 500 ATK/DEF. Once per turn: You can reveal 1 "Hungry Burger" Ritual Monster in your hand; send monsters from your hand or field to the GY whose total Levels equal or exceed that monster's Level, then Ritual Summon that monster. Once per turn, "Hungry Burger" Ritual Monsters you control cannot be destroyed by an opponent's card effects. (P.S. Hanbaowang is literally Mandarin Chinese for "Burger King", so...yay for ripping off the name of a known burger restaurant for this.) Side note about the previous one: I really don't see any lore connection between Saffira/Sauravis and Skull Guardian (former two technically are related, but not latter). Just saying, but it does what it was supposed to, so...¯\_(ツ)_/¯ N/C: Firewing Pegasus Link to comment Share on other sites More sharing options...
BatMed Posted July 24, 2018 Author Report Share Posted July 24, 2018 Firewing Warrior LadyFIRE | Warrior / EffectLevel 4 | 1800 / 1250When this card is Normal Summoned: You can equip it with 1 "Fire Pegasus" from your hand, field, or GY. If this card you control would be destroyed: You can destroy 1 card equipped to it instead. You can only use this effect of "Firewing Warrior Lady" once per turn. Firewing AcolyteFIRE | Spellcaster / EffectLevel 3 | 1050 / 2000Cannot be destroyed by battle. When this card is Normal Summoned or flipped face-up: You can discard 1 card; add 1 "Sacred Flame Sanctus" from your Deck to your hand. If this face-up card you control is destroyed by an opponent's card effect: You take no damage for the rest of the turn, also draw 1 card. Firewing RecruiterFIRE | Spellcaster / EffectLevel 1 | 500 / 300When a FIRE monster is Normal Summoned: You can reveal this card in your hand; activate 1 "Sacred Flame in the Sky" from your Deck. You can banish this card from your GY, then target 1 face-up FIRE Warrior monster you control; equip 1 "Firewing Pegasus" from your hand or GY to that target. Firewing Baby PegasusFIRE | Spellcaster / EffectLevel 1 | 250 / 800You can banish this card from your GY; activate 1 of these effects. You can only use this effect of "Firewing Baby Pegasus" once per turn.● Equip 1 "Firewing Pegasus" from your hand or GY to 1 face-up FIRE Warrior monster you control.● Special Summon 1 "Firewing Pegasus" from your GY. Firewing Guardian ValkyrieFire | Fairy / Fusion / EffectLevel 8 | 2500 / 1800"Firewing Warrior Lady" + "Firewing Pegasus"Must first be Special Summoned (from the Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymarization".) Cannot be destroyed by card effects. Once per turn: You can discard 1 card, then target 1 FIRE Warrior monster in your GY; add that target to your hand, also, this card gains the following effect.● This turn: You can activate this effect; Normal Summon 1 Warrior monster. Sacred Flame SanctusContinuous SpellWhen this card is activated: You can add 1 "Firewing Warrior Lady" from your Deck to your hand, and if you do, you can Tribute 1 FIRE monster in your hand or field; Normal Summon "Firewing Warrior Lady". If you control a face-up "Firewing Pegasus", this card and the card in your Field Zone cannot be destroyed by card effects. FIRE Warrior monsters you control cannot be targeted by your opponent card effects, also if they destroy a monster by battle: You can draw 1 card. Sacred Flame in the SkyField SpellWhen this card is activated: You can send 1 "Firewing Pegasus" from the Deck to your GY. A monster equipped with "Firewing Pegasus" gains the following effects.● Gains 500 ATK.● When this card destroys an opponent's monster by battle: You can inflict damage to your opponent equal to that monster's original ATK. Next: My personal favorite "Barox" Link to comment Share on other sites More sharing options...
Dokutah Posted July 25, 2018 Report Share Posted July 25, 2018 Citadel of Dark IllusionsField SpellThis card name also treated as "Castle of Dark Illusions" while on the field. Once per turn: add 1 "Dark Illusions" card from your Deck to your hand. DARK Monster whose its original ATK and/or DEF has number (Exclusively) between 100 and 0 gain 600 ATK and DEF. If this card would be destroyed or banished by opponent card effect: You can Shuffle 1 Banished "Castle of Dark Illusions", Instead.Barox , General of Dark IllusionsDARK / Level 5 / Fiend / EffectCannot be Special Summoned except by the effect of "Dark Illusions" card. You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand or Extra Deck. Special Summon this card from your hand. if you would Special Summon "Dark Illusions" Monster using its own effect you can also Banish appropriate Monster from your Extra Deck. DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 can inflict Piercing Damage also the amount of Damage is doubled while you control "Castle of Dark Illusions"ATK 1380 / DEF 1530Yaminakai , Fiendlord of Dark IllusionsDARK / Level 5 / Fiend / EffectCannot be Special Summoned except by the effect of "Dark Illusions" card. You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand, Special Summon this card from your hand. If you control "Castle of Dark Illusions", Zombie Monster in your possession is also treated as Fiend. (Quick Effect): You can Set 1 "Dark Illusions" Spell/Trap card from Deck. You can only use this effect of "Yaminakai , Fiendlord of Dark Illusions" once per turnATK 2000 / DEF 1530Pumpking , Ghostlord of Dark IllusionsDARK / Level 5 / Zombie / EffectCannot be Special Summoned except by the effect of "Dark Illusions" card.You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand, Special Summon this card from your hand. If you control "Castle of Dark Illusions", Fiend Monster in your possession is also treated as Zombie. "Dark Illusion" can Special Summon using its own effect from your GY.ATK 1800 / DEF 2010Reapers of Dark IllusionsDARK / Level 5 / Fiend / EffectCannot be Special Summoned except by the effect of "Dark Illusions" card. You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand or Deck. Special Summon this card from your hand. if you would Special Summon "Dark Illusions" Monster using its own effect you can also Banish appropriate Monster from your Deck. Once per turn (Quick effect) You can Negate activation of opponent Spell/Trap card and if you do Banish it face-down. Your opponent cannot respond to this effect while you control "Castle of Dark Illusion"ATK 1380 / DEF 1930Chimeras of Dark IllusionsDARK / Level 5 / Fiend / EffectCannot be Special Summoned except by the effect of "Dark Illusions" card. You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand or GY. Special Summon this card from your hand. if you would Special Summon "Dark Illusions" Monster using its own effect you can also Banish appropriate Monster from your GY. If this card Destroy an Effect Monster by battle: all DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 gain the effects of the destroyed monster.ATK 1610 / DEF 1460Delights of Dark IllusionsNormal Spell SpellDiscard up to 2 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0, Draw cards equal to number of Normal Monster Discarded +2. You can only activate "Delights of Dark illusions" once per turnDeception of Dark IllusionsCounter TrapWhen you opponent activate effect of a card that originally a Monster card while you control "Castle of Dark illusion": Change the effect into "Shuffle up to 4 of your opponent Banished Monster other than their "Castle of Dark Illusions" to his/her Deck". if that effect only Shuffled 2 or less cards after this effect resolved. apply 1 or more of the following effect in following sequence.● Shuffle 2 or less: Set this card● Shuffle 1: This can be activated during the turn this card Set.Next: http://yugioh.wikia.com/wiki/Eldeen Link to comment Share on other sites More sharing options...
Ninjask Is Bae Posted July 25, 2018 Report Share Posted July 25, 2018 Because Eldeen is a card without any real characteristics in her name, I'm going to bend the rules a little bit and make an Archetype that she isn't in but supports her. EldeemusLIGHT / Spellcaster / level 3 / 950 ATK / 800 DEFThis monster used to have a powerful wand and a great apprentice, but one day they both went missing. EldiaraXyz / LIGHT / Spellcaster / Effect / Rank 3 / 950 ATK / 2100 DEF2 Spellcaster-type monstersOnce per turn: You can detach 1 Xyz Material from this card; add 1 "Powerfull Spell" card from your deck to your hand. Once per turn: You can shuffle up to 2 Spellcaster-type monsters from your GY into your deck. Powerfull Spell of AppearanceQuick Play SpellSpecial Summon 1 Spellcaster-type monster with 950 ATK from your hand, deck or GY, and if you do, deal 500 damage to your opponent. Powerfull Spell of DestructionQuick Play SpellYou can only activate this card while you control a Spellcaster-type monster with 950 ATK. Target 2 cards on the field; destroy those cards, then, deal 500 damage to your opponent. Powerfull Spell of ProtectionContinuous SpellSpellcaster-type monsters with 950 ATK cannot be destroyed by battle or your opponent's card's effects. You can discard 1 "Powerfull Spell" card, from your hand; Special Summon 1 Spellcaster-type monster with 950 ATK, from your deck. If an "Eldeen" you control is sent to the GY: You can Special Summon 1 "Eldeen" from your deck. Powerfull Spell of MightEquip SpellEquip only to a Spellcaster-type monster with 950 ATK. A monster equiped with this card can attack your opponent directly and gains 1500 ATK. If a monster equiped with this card would leave the field: You can send the top card of your deck to the GY; if it is a Normal monster or "Powerfull Spell" card, the equiped monster is not destroyed. Powerfull Spell of LightNormal SpellActivate only if you control a Spellcaster-type monster with 950 ATK. Negate the effects of all monsters in either player's hands, on the field and in either player's GY until the Standby Phase of your next turn. You can banish this card from your GY, except during the turn it was sent there and tribute 1 "Eldeen" you control; deal 2000 damage to your opponent. Next card: Magician of Faith Link to comment Share on other sites More sharing options...
Krashkube Posted July 26, 2018 Report Share Posted July 26, 2018 Warrior of FaithLIGHT | Warrior | Level 1 | Flip | EffectFLIP: Add 1 monster from your GY to your hand.400/300 Avatar of FaithLIGHT | Fairy | Level 1 | Flip | EffectFLIP: Add 1 "Faith" card from your Deck to your hand.300/400 Angel of Faith, GabrielLIGHT | Fairy | Level 10 | Flip | EffectFLIP: Target 3 Level 4 or lower Flip monsters in your GY; Special Summon them in face-down Defense Position.Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) in face-down Defense Position by banishing 1 Flip Monster you control. Face-down cards cannot be destroyed by card effects.3000/3400 Light of FaithNormal SpellTarget 1 Flip Monster in your GY; Special Summon that target in face-down Defense Position. Faithful RewardNormal TrapDiscard 1 Flip Monster; draw 2 cards. next: Blast Sphere Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted July 26, 2018 Report Share Posted July 26, 2018 Magical Blast SphereFIRE/Machine-Type Effect Monster/Level 4/1700 ATK/1400 DEFLore: If this card is Normal Summoned; You can Special Summon 1 "Blast" Machine monster from your Deck whose ATK is equal to or less than the number of "Blast" Machine monsters in your Monster Zones x700 in Attack Position or face-down Defense Position, and if you do, inflict 700 damage to your opponent for each "Blast" monster in the Spell & Trap Zones that you own. If this face-down Defense Position card is attacked by an opponent's monster, before damage calculation; Equip this card to the attacking monster, and if you do, that equipped monster has its effects negated. Then, during your next Standby Phase: Destroy the monster this card is equipped to. Sky Blast SphereDARK/Machine-Type Effect Monster/Level 4/800 ATK/1100 DEFLore: (Quick Effect): You can discard this card; apply 1 or both of these effects and resolve in sequence. You can only use this effect of "Sky Blast Sphere" once per turn. * Special Summon 1 "Blast Token" (Pyro/DARK/Level 4/0 ATK/1400 DEF), and if you do, it gains ATK equal to the highest ATK among the monsters on the field equipped with a monster(s) (if any).* Change the battle position of 1 face-up "Blast" Machine monster you control and 1 other monster on the field to face-down Defense Position.If this face-down Defense Position card is attacked by an opponent's monster, before damage calculation; Equip this card to the attacking monster, and if you do, inflict damage to your opponent equal to the number of monsters currently on the field x300. Then, during your next Standby Phase: Destroy the monster this card is equipped to. Asmodic Blast SphereFIRE/Machine-Type Effect Monster/Level 3/300 ATK/1000 DEFLore: If your opponent takes damage from a monster effect, while this card is in your GY: You can banish 1 "Blast" Machine monster from your Deck; Special Summon this card in face-up or face-down Defense Position. If this face-down Defense Position card is attacked by an opponent's monster, before damage calculation; Equip this card to that opponent's monster, and that monster cannot attack while it is equipped with this card. Then, during the next Standby Phase: Destroy the monster this card is equipped to. You can only Summon "Asmodic Blast Sphere(s)" once per turn. Juggling Blast SphereFIRE/Machine-Type Effect Monster/Level 3/900 ATK/800 DEFLore: You can reveal this card in your hand, then target 1 "Blast" Machine monster you control; equip 1 "Blast" Machine monster from your Deck with a different name from that target and this card to a monster on the field that it can equip to, and it is treated as if it were equipped by its own effect, also Special Summon this card from your hand. When you do: You can activate 1 "Blast Shelter" from your Deck. If this face-down Defense Position card is attacked by an opponent's monster, before damage calculation; Equip this card to that opponent's monster. Then, during the next Standby Phase: Destroy the monster this card is equipped to, and if you do, you can destroy up to 2 Spell/Trap Cards on the field. You can only Summon "Juggling Blast Sphere(s)" once per turn. Blast ShelterContinuous Spell CardLore: When this card is activated: You can add 1 "Blast" Spell/Trap from your Deck to your hand, except "Blast Shelter". All "Blast" Machine monsters you control gain 500 ATK. If exactly 1 monster is Normal or Special Summoned from the hand: You can equip it with 1 "Blast" Machine monster from your hand that can equip to it, and if you do, it is treated as if it were equipped by its own effect, also that monster(s) cannot be Tributed or be used as material for a Summon this turn. You can only use this effect of "Blast Shelter" once per turn. Blasted FusionNormal Trap CardLore: When you control a "Blast" Machine monster: Special Summon 1 "Blast Token" (Pyro/DARK/Level 4/0 ATK/1400 DEF), and if you do, you can Fusion Summon 1 Fusion Monster from your Extra Deck, using "Blast" monsters you control and monsters in your hand as Fusion Materials. If you control "Blast Shelter", you can activate this card from your hand. You can banish this card from your GY; all monsters your opponent currently controls with "Blast" Machine monsters equipped to them lose 1000 ATK. You can only activate 1 "Blasted Fusion" per turn. No Custom Fusions because come on, the Fusion Monster synergy with Blasted Fusion literally writes itself in anyways. Anyways, next card-to-arch. suggestion.... Dreadscythe Harvester Link to comment Share on other sites More sharing options...
Krashkube Posted July 26, 2018 Report Share Posted July 26, 2018 Dreadscythe EggWIND | Insect | Level 1 | Effect(Quick Effect) You can Tribute 1 Insect monster you control; Special Summon 1 "Dreadscythe" monster from your Deck. If this card is Tributed, except by its own effect: You can draw 1 card. Dreadscythe MantisWIND | Insect | Level 3 | EffectIf this card is Tributed to activate the effect of a "Dreadscythe" monster: You can Special Summon this card from your GY. You can only activate this effect once per turn.1500/1500 Dreadscythe WorkerWIND | Insect | Level 4 | EffectOnce per turn: You can Tribute 1 monster you control, then draw 1 card. If this card is Tributed, except by its own effect: All "Dreadscythe" monsters you control gain 1000 ATK.1000/2000 Dreadscythe SoldierWIND | Insect | Level 5 | EffectIf you control no monsters, or if all monsters you control are "Dreadscythe" monsters, you can Special Summon this card (from your hand). (Quick Effect) You can Tribute 1 Insect monster you control, then destroy 1 card your opponent controls.2300/2200 Dreadscythe ReaperWIND | Insect | Level 8 | EffectYou can Special Summon this card (from your hand) by Tributing 1 "Dreadscythe" monster you control. You can Tribute 2 Insect monsters you control; draw 2 cards. When this card is destroyed, you can Special Summon 1 Level 5 or lower "Dreadscythe" monster from your GY. You can only use each effect of "Dreadscythe Reaper" once per turn.2500/1600 Dread CallingNormal SpellTribute 1 monster you control; add 1 "Dreadscythe" monster from your Deck to your hand. Dread ReapingQuick-Play SpellSpecial Summon 1 Level 5 or higher Insect monster from your hand or GY. Nest of DreadField SpellWhen this card is activated, you can Special Summon 1 "Dreadscythe" monster from your hand. Once per turn, when a monster on the field is Tributed: You can Special Summon 1 monster with the same Attribute, but a different name, from your Deck. Order of the HarvestCounter TrapWhen your opponent activates a Spell/Trap card, or the effect of a Spell/Trap card: Tribute 1 Insect monster you control; negate the activation, and if you do, destroy it. ------i'm a big sucker for tribute stuff------ next: Share the Pain Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted July 27, 2018 Report Share Posted July 27, 2018 http://yugioh.wikia.com/wiki/Share_the_Pain痛み分け (Itamiwake) Well, because the Japanese name doesn't offer much (and Jisho.org is kinda bleh at finding a common thing to work with), this will just be a series of sorts that makes the opponent do same action. ====Share the SorrowNormal SpellDestroy 1 card you control; your opponent destroys 1 card they control. Share the SufferingNormal SpellBanish the top 5 cards of your Deck, face-down; your opponent banishes the top 5 cards of their Deck, face-down. Share the DramaNormal SpellLose 1000 LP; your opponent loses 1000 LP. Share the RichesNormal SpellDraw 3 cards; your opponent draws 3 cards. (Yes, this is effectively Spellbook Inside the Pot, but slightly different in application because you still gotta draw first, not simultaneously) Share the RevivalNormal SpellSpecial Summon 1 monster with 2000 or less ATK from your GY; your opponent Special Summons 1 monster with 2000 or less ATK from their GY. Negate the effects of monsters Special Summoned by this effect. Not exactly great, but considering it is a series (and the Japanese name doesn't lend itself to an archetype thing well), yeah. Negate Attack http://yugioh.wikia.com/wiki/Negate_Attack Link to comment Share on other sites More sharing options...
Ninjask Is Bae Posted July 27, 2018 Report Share Posted July 27, 2018 Royal Trap SetterDARK / level 3 / Spellcaster / Effect / 1300 ATK / 600 DEFIf this card is normal summoned: Add 1 "Negate" card from your deck to your hand. NegaterDARK / level 4 / Warrior / Effect / 1900 ATK / 0 DEFOnce per turn: You can banish 1 "Negate" card from your GY; Set 1 "Negate" Trap card from your deck. If a "Negate" Trap card is activated: This card gains 300 ATK. Negate EffectCounter TrapIf your opponent activates a monster's effect: You can target that monster; negate the activation, and if you do, destroy that card. Negate SummonCounter TrapIf a monster is special summoned: You can target that monster; negate its summon, and if you do, destroy that card. Negate DestructionCounterIf an effect would be activated that would destroy (a) card(s): You can banish 1 "Negate" card from your hand or GY; Negate the activation, and if you do, banish that card. Next cardyboi (a.k.a. card): Lonefire Blossom Link to comment Share on other sites More sharing options...
Darj Posted July 27, 2018 Report Share Posted July 27, 2018 That's akin to making support for ROTA :v Lonefire RootFIRE/Plant/EffectLevel 31400/500Once per turn: You can Tribute 1 face-up Plant monster; Send 1 Plant monster from your Deck to the GY. Lonefire SeedFIRE/Plant/Tuner/EffectLevel 1150/500If you Special Summon a Plant monster: You can Special Summon this card from your hand or GY. If this card is Tributed: You can Special Summon 1 "Lonefire" monster from your Deck, except "Lonefire Seed". You can only use each effect of "Lonefire Seed" once per turn. Lonefire BudFIRE/Plant/EffectLevel 2250/700If this card is in your GY: You can Tribute 1 Plant monster; Special Summon this card from your GY. If you control no monsters, you can banish this card from your GY: Special Summon 1 "Lonefire Blossom" from your Deck or GY. You can only use each effect of "Lonefire Bud" once per turn. Lonefire PrincessFIRE/Plant/Link/EffectRating: 2Arrows: down-left, down-rightATK: 14002 Plant monsters, including at least 1 "Lonefire" monsterIf this card is Link Summoned: You can Special Summon 1 "Lonefire" monster from your Deck or GY, but its effects are negated. (Quick Effect): You can target 1 card on the field; Tribute it, then, if it was a Plant monster, you can Special Summon 1 Plant monster from your Deck or either player's GYs, except the Tributed monster. You can only use each effect of "Lonefire Princess" once per turn. Next:Anteatereatingant Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted July 28, 2018 Report Share Posted July 28, 2018 オオアリクイクイアリ Anteatereatingant Anteatereatingant SpawnLevel 2 | EARTH | Insect | Effect1000/200When this card is Summoned: Add 1 "Anteatereatingant" card from your Deck to your hand. Anteatereatingant SoldierLevel 4 | EARTH | Insect | Effect1500/400When this card is Summoned: Special Summon 1 "Anteatereatingant" monster from your hand or GY. Anteatereatingant KingLevel 8 | EARTH | Insect | Effect2800/2600Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by sending 3 "Anteatereatingant" cards you control to the GY. The following effects can be activated once per turn.● You can send up to 2 cards your opponent controls to the GY.● Tribute 1 monster you control; inflict damage to your opponent equal to its ATK.This card cannot attack the turn it activates its effects. Anteatereatingant Scrap MealContinuous SpellWhen this card is activated: Place 1 "Anteatereatingant" Spell Card from your Deck face-down in your Spell/Trap Zone. If this card is sent to the GY to Special Summon an "Anteatereatingant" monster: Return this card to the hand. Anteatereatingant JawsContinuous SpellWhen this card is activated: Your opponent takes 300 damage for each Insect monster you control. If this card is sent to the GY to Special Summon an "Anteatereatingant" monster: Return this card to the hand. Anteatereating TerritoryField Spell"Anteatereatingant" monsters gain 300 ATK/DEF. Once per turn, if you would Special Summon an "Anteatereatingant" monster that requires cards on the field to be sent to the GY for its Summon, you can send cards from your hand or Deck instead. The first time an "Anteatereatingant" monster you control would be destroyed by battle or card effect each turn, it is not. Dragave (Dragon Agave)https://yugipedia.com/wiki/Dragave Link to comment Share on other sites More sharing options...
Krashkube Posted July 28, 2018 Report Share Posted July 28, 2018 Dragave HatchlingEARTH | Dragon | Level 1 | EffectIf this card is Normal or Special Summoned: You can add 1 non-Dragon "Dragave" monster from your Deck to your hand. If this card is sent to the GY: Inflict 100 damage to your opponent for each Dragon monster you control.100/1000 Dragave Mist EggEARTH | Wyrm | Level 1 | EffectYou can Tribute this card, then target 1 non-Wyrm "Dragave" monster in your GY; Special Summon that target, then gain 400 LP.200/1000 Dragave RaptorEARTH | Dinosaur | Level 2 | EffectWhen this card is Normal or Special Summoned: You can send 1 "Dragave" monster from your Deck to the GY. All "Dragave" monsters you control gain 200 ATK for each DInosaur monster you control.1200/1200 Dragave PteraEARTH | Dinosaur | Level 2 | EffectIf a "Dragave" monster you control would be destroyed by battle or by card effect, you can send this card to the GY instead, and if you do, all "Dragave" monsters you control gain 200 ATK for each Dinosaur monster in your GY.1100/1300 Dragave Man o' WarEARTH | Sea Serpent | Level 3 | EffectAll monsters your opponent controls lose 300 ATK for each Sea Serpent monster you control. During either player's turn: You can Tribute this card, then target 1 monster your opponent controls; its ATK becomes 0.1600/1300 Dragave SkelgonEARTH | Dragon | Level 4 | EffectYou can Tribute this card; inflict 300 damage to your opponent for each Dragon monster in your GY. If another "Dragave" monster you control is destroyed while this card is in your GY: You can Special Summon this card from your GY.1800/1200 Dragave PhantomEARTH | Wyrm | Level 4 | EffectIf this card is Normal or Special Summoned: Gain 400 LP for each Wyrm monster you control. You can banish this card from your GY; gain 400 LP for each Wyrm monster you control.1400/1900 Dragave Sea Lord, RahabEARTH | Sea Serpent | Level 5 | EffectIf a "Dragave" Link monster you control is destroyed by battle or by card effect: You can Special Summon this card (from your hand), and if you do, Special Summon 1 non-Link "Dragave" monster from your GY. All monsters your opponent controls lose 400 ATK for each Sea Serpent monster you control. Once per turn, if this monster battles a monster whose ATK is different from its original ATK: You can destroy that monster (before damage calculation).2300/2200 Dragave Sky Lord, GarudaEARTH | Wyrm | Link 2 | Link | EffectLinks E W2 "Dragave" monstersIf this card is Link Summoned: You can apply these effects, based on the number of monsters of each Type in the GYs.Sea Serpent: All monsters your opponent controls lose 400 ATK for each Sea Serpent monster.Wyrm: Gain 500 LP for each Wyrm monster.If this card leaves the field: Target 1 Sea Serpent or Wyrm monster in your GY; Special Summon that target.ATK 1000 Dragave Land Lord, PythonEARTH | Dragon | Link 2 | Link | EffectLinks SE SW2 "Dragave" monstersIf this card is Link Summoned: You can apply these effects, based on the number of monsters of each Type in the GYs.Dragon: Inflict 200 damage to your opponent for each Dragon monster.Dinosaur: This card gains 300 ATK for each Dinosaur monster.If this card leaves the field: Target 1 Sea Serpent or Wyrm monster in your GY; Special Summon that target.ATK 2000 Dragave FormationContinuous SpellChoose 1 Type. The Types of all monsters in the GY become the selected Type. If this card leaves the field: You can draw 1 card. Dragave AuroraContinuous SpellWhen this card is activated: Target 1 "Dragave" monster in your GY; Special Summon that target. All "Dragave" monsters you control cannot be destroyed by card effects. Dragave ReincarnationNormal TrapTribute 1 "Dragave" monster you control, then target 1 "Dragave" monster in your GY with a different Type; Special Summon that target. next: Weather Report Link to comment Share on other sites More sharing options...
Perry Ellis. Posted July 28, 2018 Report Share Posted July 28, 2018 This archetype is based more around aesthetic design rather than the overall original effect of "Weather Report" Weather Report - Danny DroughtFIRE | Level 4 | Pyro | EffectIf this card is Summoned, you can Target 1 "Weather Report" Spell/Trap in your GY; activate that card's effect during the next Standby Phase (even if this card leaves the field). You can reveal any number of "Weather Report" cards in your hand shuffle them back into the Deck, then draw the same number of cards that were shuffled into the deck. You can only use the effects of "Weather Report - Danny Drought" once per turn. 1000/1600 Weather Report - Sally StormWATER | Level 4 | Aqua | EffectIf this card is Summoned, you can Reveal 1 "Weather Report" Spell/Trap from your Deck, activate that card's effect during the Next Standby Phase (even if this card leaves the field). You can send any number of "Weather Report" monster(s) from your hand to the GY, then Special Summon "Weather Report". monster(s) from your deck with different attribute(s) equal to the number of monster(s) sent the GY. You can only use the effects of "Weather Report - Sally Storm" once per turn. 1200/1800 Weather Report - Harry HurricaneWIND | Level 4 | Thunder | EffectIf this card is Summoned, You can Shuffle 1 banished "Weather Report" Spell/Trap back into your Deck, then activate that card's effect during the next Standby Phase (even if this card leaves the field). You can shuffle any number of "Weather Report" cards in your hand or GY into the Deck, then if you do gain life points equal to the number times 100 and inflict damage to your opponent's life points equal to the number times 300.You can only use the effects of "Weather Report - Harry Hurricane" once per turn.1100/1700 Weather Report - Tommy TremorsEARTH | Level 4 | Rock | EffectIf this card is Summoned, You can Reveal 1 "Weather Report" Spell/Trap in your hand, activate that card's effect during the next Standby Phase (even if this card leaves the field). You can reveal 3 "Weather Report" monsters from your Deck, you opponent the selects 1 for you to add to your hand; Shuffle the rest back into the Deck. You can only use the effects of "Weather Report - Tommy Tremors" once per turn.900/1500 Weather Report - High Heat WaveNormal SpellTarget Main Monster zones equal to the number of "Weather Report" monster(s) on the field with different attributes, your opponent cannot Summon a monster to that zone until their next Main Phase 2. If this card's effect was activated by a "Weather Report" monster's effect, you can select Spell/Trap zones as well. You can only activate "Weather Report - High Heat Wave" once per turn. Weather Report - Drowning DownpourNormal SpellTarget face up cards on the field equal to the number of "Weather Report" monster(s) with different attributes, negate their effects until the end of this turn. If this card's effect was activated by a ""Weather Report" monster's effect, Special Summon "Weather Report" monsters from your hand and/or GY equal to the number of "Weather Report" monster(s) with different attributes on the field as well. You can only activate "Weather Report - Drowning Downpour" once per turn. Weather Report - Topsy Turvy TurbulenceNormal TrapReturn any number of face up "Weather Report" cards you control to the hand, then flip face up cards on the field faced won equal to the number of cards returned to the hand. Cards flipped facedown by this effect cannot be activated or change battle positions until the end of this turn. If this card's effect was activated by a "Weather Report" monster's effect your opponent also cannot target "Weather Report" cards with Spell/Trap effects until the end of this turn as well. You can only activate "Weather Report - Topsy Turvy Turbulence" once per turn. Weather Report - Everlong EarthquakeNormal TrapChange any number of face up "Weather Report" monster'(s) with different attributes you control Battle Position(s), if you do place the same number of cards from your opponent's hand on the top of their deck in any order. if this card's effect was activated by a "Weather Report" monster's effect, your opponent cannot target "Weather Report" monster(s) for attacks this turn. You can only activate "Weather Report - Everlong Earthquake" once per turn. Weather Report New Center Ch.7Field SpellOnce per turn, instead of a normal Draw Phase you can add 1 "Weather Report" monster from your Deck to your hand. Other "Weather Report" cards cannot be destroyed by card effects. Next: http://yugioh.wikia.com/wiki/Chakra Link to comment Share on other sites More sharing options...
Dokutah Posted July 28, 2018 Report Share Posted July 28, 2018 [spoiler=Ninja'ed]Weather Revelation: RainyContinuous Spell If this card original owner control 5 or more "Weather Revelation" Continuous Spell cards with different name, He/She win the Duel. You can reveal this card: add this card to opponent hand; Draw 2 cards. Other player(s) cannot activate "Weather Revelation: Sunny" while this card is face-up. Face-down card you control cannot be targeted for attack or effect. (Quick Effect): Target 1 Monster you control, Change it to face-down Defense Position. You can only activate effects of "Weather Revelation: Rainy" once per turn. Extreme Weather RealmField Spell Name(s) of all "Weather Revelation" Spells on the field is also treated as "Swords of Revealing Light". Send 1 each of "Weather Report" and a Spell from your hand or field to the GY, that is listed on a Fusion Monster that can only be Special Summoned with "Extreme Weather Re" card(if that card is Set, reveal it), then Special Summon that Fusion Monster from your Extra Deck. You can only activate this effect of "Extreme Weather Realm" per turn. Weather Revolt: StormingWATER / Level 8 / Aqua / Fusion / Effect Must be Special Summoned with "Extreme Weather Re" card effect, using "Weather Revelation: Rainy". This card can Attack your opponent directly. The activation and effects of "Weather Re" Monster you control cannot be negated. ATK 1900 / DEF 3000 Next: Megirus Light Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted July 30, 2018 Report Share Posted July 30, 2018 Considering Chakra's JP name is literally "Chakura" in katakana, probably have a bit of leeway here, Let's see how this works out with very limited knowledge of actual chakra or backstory into Sudarshana Chakra besides Wikipedia. Chakra PriestessLevel 4 | LIGHT | Spellcaster | Effect 1450/1000If this card is Normal or Special Summoned: You can Special Summon 1 "Chakra" Ritual Monster from your GY. If this card is Tributed for a Ritual Summon: Shuffle it into the Deck, then draw 1 card. Supposedly the woman in "Resurrection of Chakra" Chakra AsceticLevel 3 | LIGHT | Spellcaster | Effect1250/1000If this card is Normal or Special Summoned: You can add 1 "Chakra" monster from your Deck to your hand, except "Chakra Ascetic". If this card is Tributed for a Ritual Summon: Shuffle it into the Deck, then draw 1 card. Chakra DevoteeLevel 3 | LIGHT | Spellcaster | Effect1000/1250If this card is Normal or Special Summoned: You can add 1 "Chakra" Spell/Trap from your Deck to your hand. If this card is Tributed for a Ritual Summon: Shuffle it into the Deck, then draw 1 card. Chakra MorpherLevel 5 | DARK | Fiend | Effect1950/1000Once per turn: You can target 1 "Chakra" Ritual Monster you control and 1 other monster on the field, except "Chakra Morpher"; until the end of this turn, the first target gains the effects of the second target. If this card is Tributed for a Ritual Summon: Shuffle it into the Deck, then draw 1 card. Chakra AyudhapurushaLevel 7 | DARK | Fiend | Effect2650/1800You can Ritual Summon this card with "Resurrection of Chakra". This card's name is treated as "Chakra" while in your hand. Once per turn: You can destroy 1 card on the field. If this card was Ritual Summoned, you can destroy up to 2 cards instead. Transfiguration of ChakraRitual SpellThis card is used to Ritual Summon a "Chakra" monster. You must also offer monsters you control or from your hand whose total Levels equal or exceed the Level of the monster you are Ritual Summoning. If you Ritual Summon "Chakra" or "Chakra Ayudhapurusha": You can inflict damage to your opponent equal to the ATK of the monster with the highest ATK on the field Chakra CycleContinuous SpellEach time that a "Chakra" monster is shuffled into the Deck, draw 1 card. ChakraperumalField Spell"Chakra" monsters you control cannot be targeted or destroyed by an opponent's effects. Once per turn, if you would Ritual Summon a "Chakra" monster: You can send monsters from your Deck or Extra Deck to the GY whose total Levels equal or exceed the Level of the monster you are Ritual Summoning. N/C: Crab Turtle Link to comment Share on other sites More sharing options...
Dokutah Posted July 30, 2018 Report Share Posted July 30, 2018 Temple of Turtle's OathField Spell If this card is activated: Excavate your Deck until you Excavate a "Turtle Oath" Ritual Spell card; add up to 2 of "Crab Turtle", and/or "Turtle Oath" cards among the Excavated card. and then Shuffle the rest into your Deck. Whenever you would Ritual Summon using "Turtle Oath" you can also Tribute Level 7 or lower WATER "Turtle" Monster with different names from your Deck for that Summon but the other tributes must be on the field (Min 1). Grace of Turtle OathContinuous Spell Once per turn: During either player Main Phase 1, you can Special Summon 1 Level 7 or lower non-Ritual WATER "Turtle" Monster from your hand. You must control no monsters to activate and to resolve this effect. you can only use this effect of "Grace of Turtle Oath" during your opponent turn once per turn. If you control a Ritual Summoned WATER "Turtle" Monster, Switch the Original ATK and DEF of all Attack Position WATER "Turtle" Monster whose its ATK is lower than its DEF Recruit-priest of Turtle OathWATER / Level 3 / Aqua / Effect If this card on the field or in your hand is tributed by "Turtle Oath" to Ritual Summon "Crab Turtle" while there also other WATER Effect Monster tributed for that Summon, that "Crab Turtle" gain the effects of that other tributed monster. and then, Draw 1 card. ATK 1700 / DEF 1750 Doctor-priest of Turtle OathWATER / Level 3 / Aqua / Effect If this card on the field or in your hand is tributed by "Turtle Oath" to Ritual Summon "Crab Turtle", that summoned monster gain the following effect.@ If this card removed from the field, Special Summon any Monster Tributed to Ritual Summon this card from your GY except "Doctor-priest of Turtle Oath". And then, Draw 1 card. ATK 1700 / DEF 1750 Next: Megirus Light (finally) Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted July 31, 2018 Report Share Posted July 31, 2018 Megirus BlasterLevel 3 | DARK | Fiend | Effect900/600Once per turn (Quick Effect): You can discard 1 "Megirus" monster; destroy 1 card your opponent controls. Megirus Jisatsu-mono (this translates to "suicide person" in Japanese, but you'll see that from the effect)Level 3 | DARK | Fiend | Effect900/600If a "Megirus" monster battles an opponent's monster: You can destroy both that monster and the monster it is battling. Megirus NecromancerLevel 3 | DARK | Fiend | Effect900/600Once per turn: You can Special Summon 1 "Megirus" monster from your hand or GY, except "Megirus Necromancer". Megirus ShamanLevel 3 | DARK | Fiend | Effect900/600Once per turn: You can send up to 3 "Megirus" cards you control or from your hand to the GY; your opponent takes 500 damage for each card sent. Megirus Forbidden ArtsContinuous SpellSpecial Summon up to 3 "Megirus" monsters from your hand or Deck, then lose 1000 LP for each monster Special Summoned by this effect. Megirus Soul Absorption ArtsContinuous SpellEach time a "Megirus" card is sent to the GY, except "Megirus Soul Absorption Arts", gain 600 LP. Megirus ConjuringContinuous SpellOnce per turn: You can add 1 "Megirus" card from your Deck to your hand. N/C: Nine-Tailed Fox or Kaminari Summer Vacation Link to comment Share on other sites More sharing options...
Ninjask Is Bae Posted August 1, 2018 Report Share Posted August 1, 2018 I actually put way too much time into this Archetype. So I will act like I’m in acvanced and explain my reasoning for cards in a Spoiler below. Nine-Tailed BullFIRE/level 4/Zombie/Effect/1600 ATK/1600 DEFIf this card is normal summoned or tributed: You can Special Summon 1 "Bull Token" (Zombie/FIRE/level 2/ATK 500/DEF 500). Nine-Tailed WolfFIRE/level 4/Zombie/Effect/1900 ATK/200 DEFIf this card is sent to the GY: You can add 1 "Nine-Tialed" monster from your deck to your hand. Once per turn, during either player's turn: You can tribute 1 monster you control; banish 1 card from either player's GY. Nine-Tailed WeaselFIRE/level 2/Zombie/Effect/500 ATK/200 DEFIf this card is in your hand or GY: You can Tribute 1 monster; Special Summon this card. This card can attack your opponent directly. If this card deals battle damage to your opponent: You can Special Summon 1 “Weasel Token” (Zombie/FIRE/level 2/ATK 500/DEF 500). Tokens you control can attack your opponent directly. Nine-Tailed BoarFIRE/level 6/Zombie/Effect/2200 ATK/2000 DEFYou can Special Summon this card, from your hand, by tributing 1 "Nine-Tailed" monster and 1 Token you control. If this card is Special Summoned this way: You can add 1 "Nine-Tailed" Spell/Trap card from your deck to your hand. If this card attacks: You can tribute 1 monster you control; this card gains 1000 ATK until the end of the Battle Phase. Nine-Tailed BeastFIRE/level 8/Zombie/Effect/2900 ATK/2000 DEFIf this card is in your hand or GY: You can Tribute 2 monsters and 1 “Nine-Tailed” monster; Special Summon this card. If this card deals battle damage against your opponent: You can Special Summon 1 “Beast Token” (Zombie/FIRE/level 2/ATK 500/DEF 500). If a card effect is activated that would target or destroy this card: You can tribute 1 monster you control; negate the activation, and if you do, destroy that card, then this card gains 500 ATK. Nine-Tailed DragonFIRE/Link-4/Zombie/Effect/2500 ATKTop/Bottom/Up-Left/Bottom-Right2+ TokensIf this card is Link Summoned: You can Special Summon 1 "Nine-Tailed" monster from your deck or GY. If a monster this card points to is sent to the GY: You can Special Summon 1 "Dragon Token" (Zombie/FIRE/level 2/ATK 500/DEF 500). Nine-Tailed SpiritsQuick Play SpellSpecial Summon 1 "Nine-Tailed Token" (Zombie/FIRE/level 2/ATK 500/DEF 500). You can banish this card from the GY, except the turn it was sent there; Special Summon 1 "Nine-Tailed Token" (Zombie/FIRE/level 2/ATK 500/DEF 500). Fables of the Nine-TailedContinuous Spell"Nine-Tailed" monsters you control gain 700 ATK. Once per turn, if a Token you control is tributed: draw 1 card. Once per turn: You can tribute 1 monster; deal 500 damage to your opponent. Nine-Tailed StrangleQuick Play SpellTribute 1 monster you control and target cards on the field up to the ammount of “Nine-Tailed” monsters you control or in your GY; negate the targetted card’s effects until the End-Phase of your opponent’s next turn. Monsters targeted by this cards effect cannot be tributed or used fort he summon of an extra deck monster while their effects are negated. [spoiler=Explination] So I decided to make the deck hyperoffensive Link spamm. Because that’s what Tokens are good at. Nine-Tailed BullBasic tribute fodder. The deck only has 2 normal summons so you can afford to use it on this one. It also lends itself to being Link fodder. Nine-Tailed WolfI know, slow searcher. But it allowed me to give it its second effect which goes well with the rest of the Archetype. Also turns Foolish into ROTA. Nine-Tailed WeaselDAMAGE! Ok, I know, a bit slow. But a pretty ok 1 off? When running a slower variant of this deck it can also come back every turn, which is pretty ok. Nine-Tailed BoarQuick Spell/Trap searching is always good. It’s also a beefy beatstick. À la Nine-Tailed Fox. Nine-Tailed BeastThis card is your big boss monster. Self protection, attack boosting, meat shields: it has everything a Token Archetype could desire. It’s oppressive protection can probably win games on its own. Nine-Tailed DragonLinkyboi with the utility. Progresses your gamestate, which is good. Really just meant to spamm out all the other monsters and dish out some mean attacks. Nine-Tailed SpiritsLink and tribute fodder. Pretty mediocre. Fables of the Nine-TailedMuch needed ATK boosting. Turn Weasel into an actual threat and protects the bigger monsters from being run over. Also lets you gain advantage. The last effect is just so you can activate the draw effect. Nine-Tailed StrangleOppressive stalling early game. Game winner late game. Flipping this stuff on a ready made board completely shuts down your opponent if they’ve invested in the board. Early game it allows you to live longer and build your own board before they can do so. Note that this card thinks continuous Spell/Trap cards are hillarious. Next Card: Mystic Piper Link to comment Share on other sites More sharing options...
Dokutah Posted August 3, 2018 Report Share Posted August 3, 2018 Rats of HamelinDARK / Level 1 / Beast / Tuner / Effect If this card is revealed by "Hamelin" or "Mystic Piper" card effect: Special Summon 2 "Hamelin" Token with same Attribute,Level,Type and ATK/DEF as this card. and then, Destroy 1 card your opponent control. If this card added to your hand by 2nd draw by effect of "Mystic Piper": You can Reveal this card; Special Summon 1 "Hamelin" Monster from your hand or GY. ATK 50 / DEF 50 Childrens of HamelinLIGHT / Level 1 / Spellcaster / Effect If this card is revealed by "Hamelin" or "Mystic Piper" card effect: Special Summon 1 "Hamelin" Token with same Attribute,Level,Type and ATK/DEF as this card. and then, Place 1 "Mystic Piper" from Deck or GY on the top of your Deck. If this card added to your hand by 2nd draw by effect of "Mystic Piper": Reveal this card and keep revealing it. While you have 3 "Childrens of Hamelin" revealed by their own effects (including this card), you Win the Duel ATK 0 / DEF 0 The Forgotten Ones of HamelinDARK / Level 1 / Spellcaster / Tuner / EffectIf this card is revealed by "Hamelin" or "Mystic Piper" card effect: Special Summon 1 "Hamelin" Token with same Attribute,Level,Type and ATK/DEF as this card. and then for the rest of this turn, your opponent cannot activate cards or effects except during that turn Player's Main Phase 2. If this card added to your hand by 2nd draw by effect of "Mystic Piper": You can Reveal this card; Reduce the ATK of all Monster your opponent control by 1000 and then all "Mystic Piper" Monster you control gain 1000 ATK ATK 0 / DEF 50 NEXT: [The Drdek] or [steel Scorpion] Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted August 3, 2018 Report Share Posted August 3, 2018 Steel Scorpion lends itself better to Japanese archetype stuff, so...let's do that. Steel Scorpion SpawnerLevel 1 | EARTH | Machine | Effect250/300When this card is Summoned: Special Summon 1 "Steel Scorpion" monster from your hand. If a non-Machine monster battles a "Steel Scorpion" monster you control: Destroy it during the End Phase. Steel Scorpion DuplicatorLevel 1 | EARTH | Machine | Effect250/300When this card is Summoned: Add 1 "Steel Scorpion" monster from your hand, except "Steel Scorpion Duplicator". If a non-Machine monster battles a "Steel Scorpion" monster you control: Destroy it during the End Phase. Steel Scorpion ScavengerLevel 1 | EARTH | Machine | Effect250/300When this card is Summoned: Special Summon 1 "Steel Scorpion" monster from your GY. If a non-Machine monster battles a "Steel Scorpion" monster you control: Destroy it during the End Phase. Steel Scorpion MK-2Level 5 | EARTH | Machine | Effect1500/1800You can Special Summon this card from your hand by Tributing 1 "Steel Scorpion" monster you control. Gains 300 ATK/DEF for each "Steel Scorpion" monster you control and in your GY. If this card battles an opponent's monster: Destroy it, then your opponent loses LP equal to that monster's ATK. Swarming Steel ScorpionsNormal SpellSpecial Summon as many "Steel Scorpion" monsters as possible from your hand and/or GY, then lose 800 LP for each monster Special Summoned by this effect. If you Special Summon 3 or more monsters with this effect, your opponent cannot activate cards or effects in response to this card's activation. You can only activate 1 "Swarming Steel Scorpions" per turn. Baobaboon(I think you all know what this does by now, right?) Link to comment Share on other sites More sharing options...
BatMed Posted August 4, 2018 Author Report Share Posted August 4, 2018 "Zirdras the Magicrystal Dragon" is changed to "Mana Dragon Zirnitron" in the archive.If there are any other OCG-exclusive cards in the archive that were imported to TCG, let me know.//I'll pass Link to comment Share on other sites More sharing options...
Darj Posted August 4, 2018 Report Share Posted August 4, 2018 BaobadgerFIRE/Plant/Level 3/Effect1300/900If this card is Normal or Special Summoned: You can shuffle up to 3 of cards from your hand into the Deck, then draw that same number of cards. If this card is destroyed by battle or card effect: You can Special Summon any number of "Baobadger" from your Deck.BaobatWIND/Plant/Level 3/Effect900/1300If this card is Normal or Special Summoned: You can reveal the top and bottom cards of your Deck, add 1 of them to your hand, then shuffle 1 card from your hand and the rest of the revealed cards into your Deck. If this card is destroyed by battle or card effect: You can Special Summon any number of "Baobat" from your Deck.BaobarnacleWATER/Plant/Level 3/Effect1100/1100If this card is Normal or Special Summoned: You can excavate the top 5 cards from your Deck, your opponent randomly picks 1 for you to add to your hand, then place 1 card from your hand and the rest of the excavated cards on the top of your Deck in any order. If this card is destroyed by battle or card effect: You can Special Summon any number of "Baobarnacle" from your Deck.Baobabamboo ForestField Spell"Baobab" monsters on the field are unaffected by your opponent's card effects, except by effects that would destroy them. You can destroy 1 other card you control or in your hand, and if you do, Special Summon 1 "Baoba" monster from your Deck. During your Main Phase: You can destroy 1 monster you control, and if you do, Set this card from your GY. You can only use each effect of "Baobabamboo Forest" once per turn.BaobabarkQuick-Play SpellTarget any number of "Baoba" monsters in your GY; shuffle them into the Deck, then draw 1 card, also Special Summon "Baobark Tokens" (Plant/Level 1/ATK 0/DEF 400) equal to the number of the different Attributes of the monsters returned into the Deck, and each Token has a different Attribute from among those Attributes. If this card is sent to the GY by a card effect: You can add 1 "Baoba" card from your Deck or GY to your hand. You can only use each effect of "Baobabark" once per turn.BaobabattleQuick-Play SpellDouble the ATK of all "Baoba" monsters you currently control. At the end of the Battle Phase, destroy those monsters. If this card is sent to the GY by a card effect: You can add activate 1 of these effects. You can only use each effect of "Baobabattle" once per turn.• Take 1 "Baoba" Spell/Trap card from your Deck or GY, and either Set it, or activate it.• Special Summon 1 "Baoba" monster from your Deck or GY in face-down Defense Position. Next:Patrician of Darkness Link to comment Share on other sites More sharing options...
TF2_The_Scout Posted August 5, 2018 Report Share Posted August 5, 2018 Ooooh, this is a hard one. Patrician of Darkness #2Level 7DARKZombie/EffectATK: 2700 DEF: 0 If your opponent's monster declares an attack: You can Special Summon this card(from your Hand), and if you do, this card becomes the attack target. Cannot be destroyed by battle. Your opponent takes any damage you would take from a battle with this card. Patrician of ShadowsLevel 2DARKZombie/EffectATK: 0 DEF: 0 If a monster is Special Summoned from your Hand: You can Special Summon this card from your GY. You can banish this card you control, then target 1 Zombie monster you control; Only it can attack and it can attack directly this turn. Patrician of Ebonylevel 4DARKZombie/EffectATK: 1100 DEF: 0 You can discard 1 Zombie monster; Special Summon this card from your Hand. You can only use this effect of "Patrician of Ebony" once per turn. If this card inflicts battle damage to your opponent: You can return 1 banished Zombie monster to your GY. Patrician of EvilLevel 10DARKZombie/EffectATK: 3500 DEF: 0 Cannot be Normal Summoned/Set. When your opponent takes battle damage when you would have taken battle damage, you can Special Summon this card from your Hand. You can Shuffle 3 banished Zombie monsters, and if you do, this card can attack twice this turn. During the End Phase, banish 1 Zombie from your GY or destroy this card. Next-P.M. Castor or Manticore of Darkness Link to comment Share on other sites More sharing options...
Mr Dr Professor Spaz Posted August 5, 2018 Report Share Posted August 5, 2018 I'll assume you meant P.M. Captor there. P.M. HunterDARK Zombie-Type Pendulum MonsterLevel 4Scale 2Pendulum Effect: When you Pendulum Summon a Zombie-Type monster(s): You can activate this effect; Zombie-Type monsters you control gain 500 ATK until the End PhaseMonster Effect: If this card destroys a monster by battle; you can add 1 "P.M." monster from your Deck to your hand.1900/0 P.M. RaiderDARK Zombie-Type Pendulum MonsterLevel 3Scale 2Pendulum Effect: When a Pendulum Monster you control is destroyed by battle: You can send 1 Pendulum Monster from your Deck the GY; reduce the Battle Damage from that battle by that monster's Pendulum Scale x 300. You can only use this effect of "P.M. Raider" once per turn.Monster Effect: Once per turn: You can send 1 face-up "P.M." monster from your Extra Deck to the GY; if you do, this card can attack your opponent directly this turn.1400/0 P.M. JailerDARK Zombie-Type Pendulum MonsterLevel 3Scale 2Pendulum Effect: If a "P.M." monster you control would be sent to the Extra Deck: You can pay 500 LP; that monster is sent to the GY instead.Monster Effect: If you control another "P.M." monster: You can send this card to the GY: Special Summon 1 "P.M." monster from your Deck, except "P.M. Jailer"1600/0 P.M. SheriffDark Zombie-Type Xyz MonsterRank 42 Level 4 "P.M." monstersThis card gains 200 ATK for every Pendulum Monster in your GY. If this card has no Xyz Material: you can attach 1 face-up "P.M." monster from your Extra Deck to this card as a face-up Xyz Material. You can detach 1 Xyz Material from this card; send 1 Pendulum Monster from your Deck to the GY. You can only use this effect of P.M. Sheriff once per turn. 2000/0 Interplanetarypurplythorny Dragon (or Interplanetarypurplythorny Beast) Link to comment Share on other sites More sharing options...
Darj Posted August 6, 2018 Report Share Posted August 6, 2018 I was hoping for the Patrician archetype to revolve around controlling the opponent's attack declarations. Interplanetarypurplythorny DinosaurDARK/Dinosaur/Level 5/Effect1100/2200If a monster you control is destroyed by a card effect and sent to the GY, while this card is in the GY: You can Special Summon this card from your GY. If Summoned this way, banish this card when it leaves the field. You can only use the effect of "Interplanetarypurplythorny Dinosaur" once per turn. Interplanetarypurplythorny FishDARK/Fish/Level 5/Effect1100/2200If a Spell/Trap you control is destroyed by a card effect and sent to the GY, while this card is in the GY: You can Special Summon this card from your GY. If Summoned this way, banish this card when it leaves the field. You can only use the effect of "Interplanetarypurplythorny Fish" once per turn. Interplanetarypurplythorny InsectDARK/Insect/Level 5/Effect2200/1100If a Spell/Trap you control is destroyed and sent to the GY: You can Special Summon this card from your hand. Interplanetarypurplythorny WyrmDARK/Wyrm/Link/Rating 2/Effect/ATK 2200Arrows: down-left, middle-left2 monsters, including at least 1 "Interplanetarypurplythorny" monsterDuring your Main Phase: You can add 1 "Interplanetarypurplythorny" card from your Deck, then send 1 card from your hand to the GY. (Quick Effect): You can target 1 card on the field; this turn, it is unaffected by card effects that do not destroy it. You can only use each effect of “Interplanetarypurplythorny Wyrm” once per turn. Interplanetarypurplythorny VoyageContinuous SpellIf this card is activated: You can take 1 "Interplanetarypurplythorny" monster from your Deck, and either add it to your hand or send it to the GY. Once per turn, if a card on the field would be removed from the field by a card effect, you can destroy that card and send it to the GY (even if it would be sent anywhere else) instead. You can only activate 1 "Interplanetarypurplythorny Voyage" per turn. Interplanetarypurplythorny ThornEquip SpellActivate this card by targeting 1 "Interplanetarypurplythorny" monster in your GY; Special Summon it in Defense Position, also equip it with this card. When this card leaves the field, destroy that monster. The equipped monster is unaffected by card effects that do not destroy it. If a card you control is destroyed and sent to the GY, while this card is in the GY: You can place this card on either the top or bottom of your Deck. You can only activate 1 "Interplanetarypurplythorny Thorn" per turn. Interplanetarypurplythorny InvasionContinuous TrapIf this card is activated: You can Special Summon 1 "Interplanetarypurplythorny" monster from your Deck in Attack Position. Cards on the field are unaffected by effects that would remove them from the field, except by effects that would destroy them. You can only activate 1 "Interplanetarypurplythorny Invasion" per turn. Next:Puppet King Link to comment Share on other sites More sharing options...
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