Flash Flyer - Sakura Posted October 20, 2018 Report Share Posted October 20, 2018 I think Dan let those go either due to not watching the thread or the other KoH werenʻt going to get new cards anytime soon (presumably). Also because Soulburner stuff still sucks. (Then again, you kinda need an ED, but at a certain point, the ED is going to be oversaturated and certain Decks do work better without needing an ED monster). But letʻs try Reptillanne anyway. Reptillanne BasiliskLevel 3 | DARK | Reptile | Effect1400/1000If this card is Normal or Special Summoned: You can Special Summon 1 "Reptilianne" monster from your hand or GY. Reptilianne CobraLevel 4 | DARK | Reptile | Effect800/1400If this card is Normal or Special Summoned: You can target 1 monster your opponent controls; its ATK/DEF become 0 until the end of this turn. Reptilianne OuroborosLink 3 | DARK | Reptile | Link | Effect2600SW S SE2+ Reptile monsters, including a "Reptilianne" monsterWhile this card is in the Extra Monster Zone, the ATK/DEF of all monsters your opponent controls become 0. If this card leaves the field: You can Special Summon 1 "Reptilianne Hydra" from your Extra Deck or GY. (This is treated as a Synchro Summon.) You can only use this effect of "Reptilianne Ouroboros" once per turn. Reptilianne EmergenceQuick-PlaySpecial Summon any number of "Reptilianne" monsters from your hand or GY with different names, then lose 500 LP for each. Letʻs try Cyber Angels or Lunalight. Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted October 22, 2018 Author Report Share Posted October 22, 2018 Cyber Tenderness AngelLIGHT/Fairy/Effect/Level 3/500 ATK/500 DEFDuring your Main Phase, if this card is in your hand or GY: You can reveal 1 "Cyber Angel" Ritual Monster in your hand; Special Summon this card. If this card is Normal or Special Summoned: You can Special Summon 1 Level 2 or lower LIGHT Fairy monster from your hand, Deck, or GY, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Cyber Angel" monsters. You can only use each effect of "Cyber Tenderness Angel" once per turn. Cyber BikuniEARTH/Warrior/Effect/Level 7/800 ATK/2100 DEFYou can Special Summon this card (from your hand) by Tributing 1 Warrior or Fairy monster from your hand or field. If you control a "Cyber Angel" Ritual Monster, you can Normal Summon this card without Tribute. You can only use each of these effects of "Cyber Bikuni" once per turn.● If this card is Normal or Special Summoned: You can target 1 banished "Machine Angel" Spell Card and 1 "Cyber Angel" Ritual Monster in your GY; add both targets to your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Cyber Angel" monsters. You can only use this effect of "Cyber Bikuni" once per turn.● If this card is Tributed: You can add 1 "Cyber Angel" Ritual Monster from your Deck or GY to your hand.Cyber Angel KishoutenLIGHT/Fairy/Ritual/Effect/Level 6/1700 ATK/1800 DEFYou can Ritual Summon this card with "Machine Angel Ritual". If this card is Ritual Summoned: You can target 1 card on the field; destroy it. If this card is Tributed: You can target 1 card on the field; destroy it. Cyber Angel Blader ArdanariLIGHT/Warrior/Fusion/Effect/Level 8/2600 ATK/3100 DEF1 "Cyber Angel" Ritual Monster + 1 Level 5 or higher Warrior monsterMust be either Fusion Summoned, or Special Summoned by Tributing the above cards you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. This card is treated as a Ritual Monster while in the Extra Deck or GY. Cannot be destroyed by battle or by card effects. Once per turn (Quick Effect): You can Tribute 1 Fairy monster from your hand or field; this card's ATK becomes double its original ATK until the end of the turn. When your opponent activates a card or effect: You can make this card lose exactly 1000 DEF, and if you do, negate the activation. The Beautiful Machine AngelSpell/NormalSend 1 "Cyber Angel" Ritual Monster from your Deck to the GY; Special Summon "Machine Angel Tokens" (Fairy/LIGHT/Level 2/0 ATK/0 DEF) with combined Levels up to the Level of the "Cyber Angel" Ritual Monster sent to the GY by this effect. For the rest of the turn after this card resolves, you cannot Special Summon monsters, except Ritual Monsters. You can only activate 1 "The Beautiful Machine Angel" per turn.Machine Angel Desperate RitualSpell/Quick-PlayThis card is used to Ritual Summon any "Cyber Angel" Ritual Monster from your hand or Deck. You must also Tribute Ritual Monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can only activate 1 "Machine Angel Desperate Ritual" per turn.Next:Fortune Ladies (haven't gotten support since 5D's)ORYubel (amazing on Duel Links, but crappy otherwise) Link to comment Share on other sites More sharing options...
Perry Ellis. Posted October 22, 2018 Report Share Posted October 22, 2018 Seed of TerrorDARK | Level 1 | Fiend | EffectYou can tribute this card, Special Summon 1 "Yubel" from your hand or GY, but destroy it during the End Phase. If "Yubel - The Ultimate Nightmare" is removed from the field while this card is in the GY, you can Special Summon this card from your GY. You can only activate each effect of "Seed of Terror" once per turn. 0/0 Advancing TerrorNormal SpellDestroy 1 card in your hand and if you do add 1 "Yubel" from your deck to your hand. During the Main Phase (except the turn this card was sent to the GY) if this card is in the GY, you can banish this card: destroy 1 "Yubel" or "Yubel-" card on the if field or in your hand. You can only activate this effect of "Advancing Terror" once per turn. PhobiatlasField SpellYou can only activate 1 of the following effects per turn:-(Quick Effect) During your Opponent's turn, make all face up monsters Attack this turn. Your opponent cannot move past the Battle Phase until this effect is resolved. -Shuffle any "Yubel-" cards from your hand or GY back into the Deck, then draw the same amount of cards +1. Born to TerrorContinuous TrapMonsters you control are unaffected by the effects of "Yubel-" cards also "Yubel-" cards cannot be destroyed by card effects once per turn. You can send 1 DARK Fiend monster from your Deck to the GY, but you cannot activate effects of cards with the same name until the End Phase. If this card is sent to the GY, add 1 card that lists "Yubel" in its text. You can only use each effect of "Born to Terror" once per turn. Arcana Force or Inca Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted October 24, 2018 Author Report Share Posted October 24, 2018 Arcana Force II - The PriestessLIGHT/Fairy/Tuner/Effect/Level 4/1200 ATK/1200 DEFWhen this card is Summoned: Toss a coin and gain the appropriate effect.● Heads: During your Main Phase, you can Normal Summon 1 "Arcana Force" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)● Tails: You can only Summon once per turn. You cannot Special Summon monsters from your Extra Deck.Arcana Force V - The HierophantLIGHT/Fairy/Effect/Level 4/1500 ATK/1500 DEFWhen this card is Summoned: Toss a coin and gain the appropriate effect.● Heads: When an "Arcana Force" monster is Summoned, you select which effect is applied instead of tossing a coin and applying the effect.● Tails: When an "Arcana Force" monster is Summoned, your opponent selects which effect is applied instead of tossing a coin and applying the effect.Arcana Force IX - The HermitLIGHT/Fairy/Effect/Level 5/1900 ATK/1900 DEFIf your opponent controls a monster, and all the monsters (if any) on your side of the field and in your GY are "Arcana Force" monsters (and only "Arcana Force" monsters), you can Special Summon this card (from your hand). When this card is Summoned: Toss a coin and gain the appropriate effect● Heads: Banish this card. If this card was banished by its own effect: During each Standby Phase, toss a coin and if the result is Heads; Special Summon this card to the field, but do not toss a coin, and it is unaffected by card effects.● Tails: Banish this card.Arcana Force X - Wheel of FortuneLIGHT/Fairy/Effect/Level 5/2000 ATK/2000 DEFDuring your Main Phase: You can send this card from your hand to the GY, then target 1 "Arcana Force" monster you control; its effect is now treated as the opposite coin toss result. You can only use this effect of "Arcana Force X - Wheel of Fortune" once per turn. If your opponent controls more monsters than you do, you can Normal Summon this card without Tributing. When this card is Summoned: Toss a coin and gain the appropriate effect.● Heads: Once per turn: You can add 1 "Arcana Force" monster from your Deck to your hand. You can only control 1 "Arcana Force X - Wheel of Fortune".● Tails: Whenever a player adds a card to their hand: Return all cards you control to your hand.Arcana Force XI - JusticeLIGHT/Fairy/Effect/Level 6/2100 ATK/2100 DEFDuring damage calculation (in either player's turn), if an "Arcana Force" monster you control battles an opponent's monster: You can send this card from your hand to the GY; the ATK of your monster becomes its Level x 300, during that damage calculation only. When this card is Summoned: Toss a coin and gain the appropriate effect.● Heads: Whenever a player Special Summons a monster(s): Toss a coin and call it. If you call it right: Destroy the monster(s).● Tails: Whenever you Special Summon a monster(s): Your opponent tosses a coin and calls it. If they call it wrong: Destroy the monster(s).Arcana Force XIII - DeathLIGHT/Fairy/Effect/Level 6/2300 ATK/2300 DEFCannot be Special Summoned, except by an effect that targets an "Arcana Force" monster(s). If you control an "Arcana Force" monster: You can Normal Summon this card without Tributing. If your opponent has more cards in their GY while this card is in your hand or GY: You can Special Summon this card. You can only use this effect of "Arcana Force XIII - Death" once per turn. When this card is Summoned: Toss a coin and gain the appropriate effect.● Heads: Once per turn: You can target 1 "Arcana Force" monster in your GY and 1 monster in either player's GY; banish the first target, then Special Summon the second target. This card cannot attack during the turn you use this effect.● Tails: When this card leaves the field: Banish all cards you control and in your GY.Arcana Force XVI - The TowerLIGHT/Fairy/Effect/Level 7/2600 ATK/2600 DEFCannot be Special Summoned, except by an effect that targets an "Arcana Force" monster(s). Must be Tribute Summoned by Tributing 2 "Arcana Force" monsters. When this card is Summoned: Toss a coin and gain the appropriate effect.● Heads: Once per turn, when you first activate a card or Summon/Set a monster (Quick Effect): Negate the Summon or activation and if you do, destroy the card.● Tails: Once per turn, when your opponent activates a card or Summons/Sets a monster (Quick Effect): Negate the Summon or activation and if you do, destroy the card.Arcana Force XVII - The StarLIGHT/Fairy/Effect/Level 7/2700 ATK/2700 DEFYou can Tribute Summon this card in face-up Attack Position by Tributing 1 "Arcana Force" monster. When this card is Summoned: Toss a coin and gain the appropriate effect.● Heads: This card can attack all monsters your opponent controls, once each.● Tails: This card cannot attack.Arcana Force XIX - The SunLIGHT/Fairy/Effect/Level 8/2900 ATK/2900 DEFDuring your Main Phase: You can send this card from your hand to the GY; add 1 "Arcana Force" monster from your Deck to your hand. You can only use this effect of "Arcana Force XIX - The Sun" once per turn. When this card is Summoned: Toss a coin and gain the appropriate effect.● Heads: "Arcana Force" monsters you control cannot be destroyed by battle, also they cannot be targeted or destroyed by your opponent's card effects.● Tails: All cards your opponent controls are unaffected by your card effects.Arcana Force XX - JudgmentLIGHT/Fairy/Synchro/Effect/Level 8/3000 ATK/3000 DEF1 LIGHT Fairy Tuner + 1 or more non-Tuner "Arcana Force" monstersMust be Synchro Summoned. When this monster destroys a monster by battle: Draw 1 card. When this card is Synchro Summoned: Toss a coin and gain the appropriate effect.● Heads: This monster is unaffected by the effects of your opponent's Special Summoned monsters. During either player's Battle Step, when this card battles a Special Summoned monster: Negate the effects of that monster. At the start of the Damage Step, if this card battles a Special Summoned monster: Banish that monster immediately (without damage calculation).● Tails: While your opponent controls a face-up Special Summoned monster(s), this monster's ATK and DEF becomes 0. Double any battle damage from a battle involving this card and an opponent's Special Summoned monster.Arcana ReadingSpell/ContinuousWhen this card is activated: Add 1 "Arcana Force" card from your Deck to your hand. During your Main Phase, if you only control "Arcana Force" monsters: You can target any number of face-up "Arcana Force" monster you control; return the target(s) to your hand, and if you do, Special Summon a number of "Arcana Force" monsters from your hand, equal to the number of "Arcana Force" monsters you returned to your hand +1. During each player's End Phase, if you control 3 "Arcana Force" monsters: You can target 1 "Arcana Force" monster in your GY; add it to your hand. You can only activate each effect of "Arcana Reading" once per turn. You can only control 1 "Arcana Reading".Next:Supreme Kings (the cards of a memorable villain)ORWater Dragon/Chemicals (the cards of a forgettable hero) Link to comment Share on other sites More sharing options...
Bringerofcake Posted October 25, 2018 Report Share Posted October 25, 2018 I honestly think ZARC is actually super forgettable when he finally appears, but 'pinions NitrogeddonWATERDinosaur/Effect3/300/900If this card is Normal/Special Summoned: You can Special Summon 1 Dinosaur "-eddon" monster, or "Duoterion", from your hand. You can only use this effect of "Nitrogeddon" once per turn. Once per turn, if this card is on your field or GY: You can target 1 Dinosaur "-geddon" monster you control or in your GY; this card's name is also treated as that card's, and gains its effects. Fire DragonFIREPyro/Effect8/2800/2600Cannot be Normal Summoned/Set. Must first be Special Summoned with "Combustion CO2". The ATK and DEF of WATER, Fish, Sea Serpent, and Aqua monsters your opponent controls becomes 0. If a "Water Dragon" monster(s), a Dinosaur "geddon" monster(s), or "Fire Dragon" are sent to the GY, except this card: This card gains 200 ATK. If this card is sent from the field to the GY: Your opponent takes damage equal to the total ATK gained this way. If this card leaves the field by an opponent's card (battle or card effect): Special Summon 2 "Carboneddon" and 1 "Oxygeddon" from your hand, Deck, GY, or among your banished monsters. Hydroxide DragonWATERDragon/Effect4/1800/1600Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of "Bonding - HO-" Halve the ATK of FIRE and Pyro monsters your opponent controls. You can Tribute this card, and 1 Dinosaur "-eddon" or Deuterion from your hand or field; Special Summon 1 "Water Dragon" from your hand, Deck, or GY, or if you tributed "Duoterion", Special Summon 1 "Water Dragon Cluster" instead. (This is treated as a Summon by the effect of "Bonding H2O".) Combustion CO2Normal Spell(This card is always treated as a "Bonding" card)Shuffle 1 "Carboneddon" and 2 "Oxygeddon" from your hand/field/GY/banished monsters into the Deck and Special Summon 1 "Fire Dragon" from your hand/Deck/GY. You can banish this card from your GY; send 1 Dinosaur "-eddon" monster from your Deck to your GY. You can only use each effect of "Combustion CO2" once per turn. Bonding - OH-Quick-Play SpellSend 1 "Hydrogeddon" and 1 "Oxygeddon" from your hand, field or Deck to your GY; Special Summon 1 "Hydroxide Dragon" from your hand/Deck/GY. You can only activate 1 "Bonding - OH-" per turn. Brilliant Diamond DragonLIGHTDragon/Fusion/Effect9/3000/4000"Fire Dragon" + "Hyozanryu"Must first be Fusion Summoned, or Special Summoned by Tributing the above monsters. Also always treated as FIRE. If either player takes effect damage, this card gains ATK equal to the difference. Once per turn, if this card would be destroyed, it is not, also your opponent takes 1000 damage when this happens. If this card is sent from the field to the GY by your opponent: Add 1 "Combustion - " and 1 "Bonding" Spell/Trap from your Deck/GY to your hand. It's element time! ChemicrittervsDoriado Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted December 27, 2018 Report Share Posted December 27, 2018 Alright, I'm back from Christmas Break, everyone, and back to the Workshop-been having this page buffering on my lineup for days on end. I hope I'm not too late. DARK/Spellcaster-Type Ritual Effect Monster/Level 3/0 ATK/2600 DEF Lore: You can Ritual Summon this card with "Doriado's Judgment". Each time your opponent Summons a LIGHT or DARK monster(s), or activates a monster effect when they control a LIGHT or DARK monster(s), inflict 200 damage to your opponent. This card can attack while in face-up Defense Position. IF it does, apply its DEF for damage calculation. Any battle damage a Ritual Monster inflicts to either player is treated as effect damage instead. LIGHT/Spellcaster-Type Fusion Effect Monster/Level 3/1100 ATK/1600 DEF Lore: 2 Level 4 or higher monsters with 1200 or 1400 DEFWhen this card is Fusion Summoned with the above Fusion Materials: You can discard 1 card; Special Summon 1 monster with 1500 ATK and 1200 DEF "Elemental" Spellcaster monster from your Deck, ignoring its Summoning conditions. Once per turn, during the Standby Phase, if this card is in the GY because it was sent there last turn: You can add 1 Level 3 or 4 Ritual Monster from your Deck and 1 "Doriado" card in your GY to your hand. The Attribute of all monsters on the field and in the GYs are also treated as DARK. DARK/Spellcaster-Type Fusion Effect Monster/Level 9/0 ATK/0 DEF Lore: 1 Spellcaster Ritual Monster + 1 LIGHT or DARK monsterMust be either Fusion Summoned, or Special Summoned by Tributing the above monsters you control with different Attributes while you control "Homunculi's Haven" (in which case, you do not use "Polymerization".) Gains 1000 ATK for each different Attribute among the monsters on the field. The Attributes of all Level 3 LIGHT Fusion or Ritual Monsters in your GY are also treated as FIRE, WATER, WIND and EARTH. Once per turn: You can Fusion Summon 1 Level 3 or lower Fusion Monster from your Extra Deck, by shuffling Fusion Materials listed on it from your field or GY into the Deck, including that target. Field Spell Card Lore: If your opponent controls more monsters than you: You can target 1 "Element" monster in your GY with 1500 ATK and 1200 DEF: Special Summon it. During your Main Phase 1: You can declare either LIGHT or DARK; until the end of the next turn, all "Element" monsters you control with 1200 ATK or DEF and the declared Attribute will gain 500 ATK for each different Attribute (WIND, WATER, FIRE and EARTH) among the monsters your opponent currently controls, also they are unaffected by the effects of monsters with the declared Attribute, but your opponent takes no battle damage for the rest of the turn. You can only use each effect of "Homunculi's Haven" once per turn. Normal Spell Card Lore: Discard 1 card; add 1 LIGHT or DARK "Element" monster with 1500 ATK and 1200 DEF and 1 "Doriado" card from your Deck to your hand. During your turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 monster your opponent controls: destroy it, and if you do, Special Summon 1 LIGHT or DARK "Element" monster that has the target's original Attribute listed on it from your hand or GY to the field, and if you do that, all Ritual Monsters you currently control gain 1000 ATK/DEF. Ritual Spell Card Lore: This card can be used to Ritual Summon any Level 3 or 4 Ritual Monster. You must also Tribute monsters from your hand or field, and/or banish 1 WIND, WATER, FIRE or EARTH monster from your opponent's GY, whose total Levels exactly equals the Ritual Monster's Level. During your turn, if you control "Elemental Guardian Doriadove" or "Elemental Apprentice Novox": You can banish this card from your GY; add 1 "Elemental Grace Doriado" from your Deck to your hand, and if you do, inflict 500 damage to your opponent for each different Attribute among the monsters currently on the field. Normal Trap Card Lore: When a monster(s) is Special Summoned to the field whose Attribute is specifically listed on a Level 3 or 4 "Element" monster you control: Destroy those monsters, and if you do, all monsters with the same Attribute as those monsters cannot activate their effects for the rest of this turn. You can banish this card from your GY; add 1 "Homunculi's Haven" or 1 "Beacon of the Elemental Mistress" from your Deck to your hand, then you can activate 1 Ritual Spell from your hand. You can only use this effect of "Conflux of Doriado" once per turn. NEXT UP, BATTLE OF THE FIELD SPELL-RELIANT: Triamids or Earthbound Immortals Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted December 28, 2018 Author Report Share Posted December 28, 2018 Triamid ScoutEARTH/Rock/Effect/Level 3/1200 ATK/1300 DEFIf this card is Normal or Special Summoned: You can Set 1 "Triamid" Spell/Trap Card directly from your hand or Deck, also it can be activated this turn. You can only use this effect of "Triamid Scout" once per turn. Once per turn, during your opponent's turn (Quick Effect): You can target 1 "Triamid" Field Spell Card in your Field Zone; send it to the GY, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name. Triamid GuardianEARTH/Rock/Effect/Level 4/400 ATK/2100 DEFIf you control a "Triamid" Field Spell Card, you can Special Summon this card (from your hand). You can Special Summon "Triamid Guardian" once per turn this way. Once per turn, during your opponent's turn (Quick Effect): You can target 1 "Triamid" Field Spell Card in your Field Zone; send it to the GY, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name.Triamid ChimeraEARTH/Rock/Effect/Level 5/2500 ATK/0 DEFThe first time a "Triamid" card(s) would be destroyed (by battle or by card effect), it is not destroyed. You can only use each of these effects of “Triamid Chimera” once per turn.● During your Main Phase, if this card is in your hand or GY: You can Tribute 1 "Triamid" monster you control; Special Summon this card in face-up Defense Position.● During your Main Phase, if you control a face-up Field Spell Card: You can target 1 Level 4 or lower Rock monster in your GY; Special Summon it.Triamid ImmortalEARTH/Rock/Link/Effect/2500 ATK/LINK-3SW, S, SE2+ Rock monsters, including a "Triamid" monsterFor this card's Link Summon, you can use a "Triamid" Field Spell you control as well as monsters. While you control a "Triamid" Field Spell Card, this card, and Rock monsters you control, cannot be targeted by your opponent's card effects. If a "Triamid" monster would be added to your hand by the effect of a "Triamid" Field Spell Card, you can Special Summon it instead to a zone this card points to. Triamid CartoucheSpell/NormalAdd 1 Level 3 or 4 EARTH Rock monster from your Deck to your hand, then, if you control a "Triamid" Field Spell Card, you can send 1 EARTH Rock monster from your Deck to the GY. You can only activate 1 "Triamid Cartouche" per turn.Triamid CarrierSpell/FieldOnce per turn: You can Special Summon 1 Level 3 or 4 EARTH Rock monster from your hand. Your opponent cannot activate cards or effects when you Normal or Special Summon a "Triamid" monster(s). If this face-up card in the Field Zone is sent to the GY: You can target 1 of your banished "Triamid" monsters; add it to your hand. You can only use this effect of "Triamid Carrier" once per turn.Triamid Fleet YardTrap/ContinuousYou can only control 1 "Triamid Fleet Yard". Once per turn: You can target up to 3 of your banished cards (any combination of Rock-Type monsters or Field Spell Cards); return them to your GY, then activate 1 of the following effects, based on the number of cards returned to the GY by this effect.●1: Special Summon 1 "Triamid Corvette Token" (Rock/EARTH/Level 3/ATK 1250/DEF 1250) to your side of the field.●2: Special Summon 1 "Triamid Destroyer Token" (Rock/EARTH/Level 5/ATK 2000/DEF 500) to your side of the field.●3: Special Summon 1 "Triamid Battleship Token" (Rock/EARTH/Level 7/ATK 2500/DEF 2500) to your side of the field. Next Cards:Assault ModesORFlamvells Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted December 29, 2018 Report Share Posted December 29, 2018 Mist Wurm/Assault ModeWIND/Thunder-Type Effect Monster/Level 11/3000 ATK/2000 DEF Lore: Cannot be Normal Summoned/Set. Must be Special Summoned with "Assault Mode Activate". When this card is Special Summoned, you can return 2 cards on the field to your hand. While this card is face-up on the field or in your hand; You can reveal and shuffle 1 "Assault" monster from your hand into the Deck, or this card if it is in your hand; return 2 monsters in your GY that specifically list the card "Assault Mode Activate" in their text to the hand. You can only use this effect of "Mist Wurm/Assault Mode" once per turn. If this card on the field is destroy: You can target 1 "Mist Wurm" in your GY: Special Summon it. Frozen Fitzgerald/Assault ModeWATER/Fiend-Type Effect Monster/Level 7/3000 ATK/3000 DEF Lore: Cannot be Normal Summoned/Set. Must be Special Summoned with "Assault Mode Activate". Once per turn, when an opponent's monster declares an attack on an "/Assault Mode" monster you control while this card is face-up on the field or in your hand; You can reveal and shuffle 1 monster from your hand into the Deck, or this card if it is in your hand; destroy that attacking monster. While this card is in face-up Defense Position, your opponent takes all battle damage you would take. If this card on the field is destroyed: You can target 1 "Frozen Fitzgerald" in your GY; Special Summon it. Assault DragonLIGHT/Dragon-Type Effect Monster/Level 3/1100 ATK/2200 DEF Lore: You can discard this card; Set 1 "Assault Teleport" 1 "Assault Overload" or 1 "Assault Counter" from your Deck. That Set card can be activated this turn. If this card is in your GY: You can return 1 "Assault Mode Activate" or 1 card that specifically lists "Assault Mode Activate", that is either face-up on your field or banished to the hand; Special Summon this card from your GY. You can only use each effect of "Assault Dragon" once per turn. Night Wing EternalWIND/Zombie-Type Tuner Effect Monster/Level 3/1300 ATK/1200 DEF Lore: When the effect of a card that returned an "/Assault Mode" card(s) and or "Assault Mode Activate" to the Deck resolves, while this card is in your hand or GY (Quick Effect): You can Special Summon this card, but banish it when it leaves the field. Once per turn: You can send 1 card that specifically lists the card "Assault Mode Activate" in its text from your Deck to the GY, then declared 1 Tuner's name; until the End Phase, this card's name becomes the declared name. You can only Summon "Night Wing Eternal(s)" once per turn. Assault AvengerFIRE/Warrior-Type Tuner Effect Monster/Level 4/1400 ATK/800 DEF Lore: You can reveal this card in your hand, then discard 1 "/Assault Mode" monster; draw 2 cards and reveal them, and if you revealed a card(s) that specifically lists the card "Assault Mode Activate", Special Summon this card from your hand. Otherwise, send those revealed cards to the GY. You can only use this effect of "Assault Avenger" once per turn. If this card leaves the field, all monsters your opponent controls lose 300 ATK. Enlightened Aqua MadoorWATER/Spellcaster-Type Effect Monster/Level 4/1200 ATK/2000 DEF Lore: Cannot be Normal Summoned/Set. You can reveal this card from your hand, then target up to 3 cards in your GY with different names, including "Assault Mode Activate"; shuffle them into the Deck, and if you do, Special Summon this card in Attack Position, and if you do that, it loses Levels equal to the number of cards returned by this effect, until the End Phase. You can only use this effect of "Enlightened Aqua Madoor" once per turn. While you control a Tuner, this card is treated as all original monster Types. Assault AvatarWATER/Machine-Type Synchro Tuner Effect Monster/Level 5/2500 ATK/0 DEF Lore: 1 Tuner + 1+ non-Tuner monstersIf this card is Synchro Summoned: You can send 1 Level 6 or higher monster from your Extra Deck to the GY; this card's name becomes that sent monster's name, until the end of the next turn. (Quick Effect): You can banish 1 Synchro Monster from your field or GY; Special Summon 1 "/Assault Mode" monster from your hand or GY that is 2 Levels higher than that banished monster, but with the same Attribute, ignoring its Summoning conditions. You can only use each effect of "Assault Avatar" once per turn. Assault Mode InfinityField Spell Card Lore: Once per turn: You can Tribute 1 Synchro Monster you control; Special Summon from your GY 1 "/Assault Mode" monster whose name includes the Tributed monster's. (This Special Summon is treated as a Special Summon with "Assault Mode Activate"). Once per turn, if an "Assault Mode Activate" and/or an "/Assault Mode" card(s) is returned from your hand or GY to the Deck by a card effect: You can Special Summon 1 monster from your Deck that specifically lists the card "Assault Mode Activate" in its text. Assault AdvanceNormal Spell Card Lore: When you have 1 or fewer cards in your hand: Add 1 Tuner and 1 "/Assault Mode" monster from your Deck to your hand. You can only activate 1 "Assault Advance" per turn. NEXT UP, THE BATTLE OF THE LIGHT: Twilightsworn or Lightray? Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted January 11, 2019 Author Report Share Posted January 11, 2019 Lightsworns don't need any more support.Ever.Period.Lightray CaptainLIGHT/Warrior/Effect/Level 3/1200 ATK/400 DEFIf this card is Normal Summoned: You can send 1 LIGHT monster from your Deck to the GY, then banish 1 LIGHT monster from your Deck, face-up; add 1 "Lightray" monster with a different Level than the LIGHT monsters sent to the GY or banished from your Deck to your hand. You can only use this effect of "Lightray Captain" once per turn. Your opponent cannot target LIGHT monsters for attacks, except this one.Lightray VolstgalphLIGHT/Dragon/Effect/Level 6/2200 ATK/1500 DEFCannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. During your Main Phase, if you have 3 or more LIGHT monsters in your GY, and this card is in your hand or GY: You can banish 2 LIGHT monsters from your GY; Special Summon this card. You can only use this effect of "Lightray Volstgalph" once per turn. Each time your opponent activates a card or effect, this card gains 200 ATK immediately after it resolves, until the end of the turn. Lightray GilferLIGHT/Fiend/Effect/Level 6/2200 ATK/2500 DEFCannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. During your Main Phase, if you have 3 or more banished LIGHT monsters, and this card is in your hand or GY: You can return 2 of your banished LIGHT monsters to your GY; Special Summon this card. You can only use this effect of "Lightray Gilfer" once per turn. All monsters your opponent controls lose 500 ATK/DEF.Lightray Allure QueenLIGHT/Spellcaster/Effect/Level 7/1500 ATK/1500 DEFCannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while 4 or more of your LIGHT monsters are banished. During your Main Phase, if this card does not have an Allure Counter on it: You can target 1 of your banished LIGHT monsters and 1 face-up monster your opponent controls; return the first target to your GY, and if you do, take control of the second target, then place an Allure Counter on this card (max. 1). You can only use this effect of "Lightray Allure Queen" once per turn. If this card would be destroyed, you can remove an Allure Counter instead.Lightray InvaderLIGHT/Fiend/Effect/Level 8/2900 ATK/2500 DEFCannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 "Lightray" monster you control while you have 4 or more LIGHT monsters in your GY. Your opponent's Spell Card effects on the field and in their GY cannot be activated, also negate all Spell effects on your opponent's side the field. Your opponent cannot activate Spell Cards.Lightray EnchanterLIGHT/Spellcaster/Link/Effect/1700 ATK/LINK-2SE, SW2 LIGHT monsters with different TypesEach time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. This card gains 300 ATK for each Spell Counter on it. You can only use each of these effects of “Lightray Enchanter” once per turn.● If this card was Link Summoned using a Level 5 or higher monster as Link Material: Place 2 Spell Counters on this card.● During your Main Phase: You can remove 2 Spell Counters from this card, then target 1 card on the field; destroy it, and if you do, send 1 LIGHT monster from your Deck to the GY.Lightray Phoenix BladeSpell/EquipEquip only to a LIGHT monster. It gains 300 ATK, also, if the equipped monster is a "Lightray" monster, it gains 300 ATK for each LIGHT monster you control. During your Main Phase, if this card is in your GY: You can banish 2 LIGHT monsters from your GY; add this card to your hand. You can only use this effect of "Lightray Phoenix Blade" once per turn.Lightray Dimensional EscapeTrap/NormalTarget 1 of your banished LIGHT monsters; Special Summon it, then, if it was a "Lightray" monster, banish 1 card your opponent controls. During your Main Phase, if this card is in your GY: You can return 1 of your banished LIGHT monsters to the GY, and if you do, Set this card, but banish it when it leaves the field. You can only use 1 "Lightray Dimensional Escape" effect per turn, and only once that turn.Notes: If you need a guide as to what these cards used to be, feel free to ask.Next:Let's deal with some villainous cards.Earthbounds (You can do the 5D's ones, the ARC-V ones, or both)ORCXyz Link to comment Share on other sites More sharing options...
AstralStarZero Posted January 13, 2019 Report Share Posted January 13, 2019 Earthbound SkinwalkerLevel 4 DARK Fiend/EffectIf this card is Normal Summoned or Special Summoned, you can reveal 3 Spells/Traps from your Deck that lists "Earthbound Immortal" in its card text, your opponent randomly chooses 1 for you to add to your hand, and you shuffle the rest back into your Deck. If this card is Tributed, you can target 1 monster in your opponent's GY; Special Summon it, but it cannot be used as Material for the Special Summon of an Extra Deck Monster. You can only use this effect of "Earthbound Skinwalker" once per turn. Earthbound SacrificeLevel 4 DARK Fiend/EffectIf this card is Normal or Special Summoned, you can send 1 "Earthbound Immortal" monster from your Deck to the GY; add 1 "Earthbound Immortal" monster from your Deck to your hand, and if you do activate 1 Field Spell from your Deck, but you cannot Special Summon Monsters from your Extra Deck for the rest of the turn. If this card is Tributed, you can send 1 other card from your hand or field to the GY; draw 2 cards. You can only use this effect of "Earthbound Sacrifice" once per turn. Earthbound AvatarLevel 4 DARK Fiend/EffectIf there is a face-up card in either player's Field Zone, you can Special Summon this card from your hand, and if you do, you can reveal 1 "Earthbound Immortal" monster in your Hand and either have this card's name become the revealed monster's name or replace this card's effects with the revealed monster's effect while face-up on the field. If this card is Tributed, you can activate this effect; your opponent cannot activate cards or effects during the Battle Phase this turn. Earthbound Immortal CuauhcoatlLevel 10 DARK Reptile/EffectThere can only be 1 "Earthbound Immortal" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. Your opponent cannot target this card for attacks. This card can attack your opponent directly. Once per turn, you can activate this effect: equip 1 face-up card on the field to this card as an Equip Card, and if you do, negate the effects of all face-up cards on the field with the same type as the Equip Card (Monster, Spell, Trap). ATK/3500 DEF/2500 Earthbound ConsecrationContinuous Spell CardThe activation and effects of "Earthbound Immortal" monsters on the field cannot be negated. Once per turn, if you control no monsters, or if you control only DARK monsters: You can add 1 Level 4 "Earthbound" Monster from your Deck to your Hand. You can send this card to the GY, then target 1 "Earthbound Immortal" monster you control; it can make a second attack during each Battle Phase, but it can only attack directly once. Earthbound PlainsField SpellDuring the Main Phase, for the Tribute Summon of an "Earthbound Immortal" monster, you can Tribute Monsters from your Hand. While you control an "Earthbound Immortal," monster this card cannot be destroyed or targeted by your opponent's card effects. If an "Earthbound Immortal" is sent from the field to the GY: Special Summon 1 other "Earthbound Immortal" monster from your Hand or GY, but it cannot be used as Material for the Special Summon of an Extra Deck Monster. Earthbound MaskContinuous Trap Card"Earthbound Immortal" monsters cannot be destroyed by card effects, also they cannot be Tributed by your opponent. Once per turn, you can send 1 card from your hand or Field to the GY; activate 1 Field Spell from your GY, and if you do, Special Summon 1 Level 4 DARK Fiend Monster from your hand, but you cannot Special Summon monsters from your Extra Deck for the rest of the turn. If you control a "Earthbound Immortal" Monster, you can activate this card from your hand. Fun Fact: Cuauhcoatl is based on Red Nova who got a real world counterpart in 2014, which is a serpent. Next: Tellarknight or Dracoslayer Edit:Ninja'd, holy sheet.I'll pass then. Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted January 14, 2019 Report Share Posted January 14, 2019 This is to @@Arcadia warlick's suggestion. LIGHT/Fairy-Type Effect Monster/Level 3/1100 ATK/600 DEF Lore: While this Special Summoned card is in its owner's control, double its ATK/DEF, also if it is Tributed, draw 1 card. You can only use each effect of "Captivating Cyber" once per turn. • You can discard this card; add 1 "Cyber" Warrior monster from your Deck to your hand, and if you do, you can Special Summon 1 "Cyber" Fairy monster from your hand. • If this card is sent to the GY, except from the hand: You can Tribute monsters from your hand or field, then Ritual Summon 1 "Cyber" Ritual Monster from your Deck whose Level is equal to the Levels of those Tributed monsters. Cyber SeamstressLIGHT/Warrior-Type Effect Monster/Level 4/0 ATK/1900 DEF Lore: If this card is Normal Summoned: You can Special Summon 1 "Cyber" Warrior or Fairy monster from your hand or Deck, but its ATK becomes 0, also this card's ATK becomes that same as that Summoned monster's original ATK. If this card is Tributed: You can add 1 "Machine Angel" Spell from your Deck to your hand, then you can add 1 "Cyber" Fairy monster from your GY to your hand. You can only use each effect of "Cyber Seamstress" once per turn. Cyber Angel SanscreLIGHT/Fairy-Type Ritual Effect Monster/Level 8/2900 ATK/2200 DEF Lore: You can Ritual Summon this card with "Machine Angel Ritual". If this card is Tributed: You can target 1 LIGHT Ritual Monster with 2600 or less DEF in your GY; add it to your hand. If this card was Tributed for the Ritual Summon of a Level 8 or lower "Cyber Angel" Ritual Monster, Special Summon that monster instead, ignoring its Summoning conditions. Once per turn, if a monster effect is activated (Quick Effect): You can negate the activation, and if you do, your opponent discards 1 random card, then you can Set 1 Spell/Trap in your opponent's GY that was sent there since last turn, but banish it when it leaves the field. Machine Angel Virtuose RitualRitual Spell Card Lore: This card can be used to Ritual Summon any "Cyber Angel" Ritual Monster during the Battle Phase. You must also Tribute 1 monster from your hand and/or field and 1 monster your opponent controls whose total Levels exactly equals the Level of the Ritual Monster you Ritual Summon. After this effect resolves, if you control a "Cyber Angel Dakini" or "Cyber Angel Izana", apply 1 of these effects.• Any damage either player takes for the rest of the turn becomes 1000.• Your opponent takes no further damage this turn. NEXT UP, A BATTLE OF THE CALAMITIES: True Kings or Cataclysmic Charmers? Link to comment Share on other sites More sharing options...
AstralStarZero Posted January 14, 2019 Report Share Posted January 14, 2019 True King Servant Level 4 DARK Wyrm/EffectIf this card is Normal or Special Summoned, you can declare an Attribute; This card's attribute becomes the declared attribute, and if you do Special Summon 1 "Servant Token" (Wyrm/Level 4/ATK 0/DEF 0) with the declared attribute. If this card is destroyed, you can add 1 Level 4 or lower Wyrm monster from your Deck to your hand. ATK/1500 DEF/1000 True King Mithrael, the IlluminatorLevel 9 LIGHT Wyrm/EffectIf this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including a LIGHT monster, and if you do, Special Summon this card, and if you do that, and both destroyed monsters were LIGHT, you can have both players banish their entire hand and draw 5 cards from their deck. If this card is destroyed by card effect: You can add 1 non-LIGHT Wyrm monster from your Deck. You can only use each effect of "True King Mithrael, the Illuminator" once per turn.ATK/3200 DEF/1600 True King Aerabys, the AbyssLevel 9 DARK Wyrm/EffectIf this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including a LIGHT monster, and if you do, Special Summon this card, and if you do that, and both destroyed monsters were LIGHT, you can Special Summon any number of banished monsters with their effects negated, also you cannot Special Summon other monsters for the rest of the turn. If this card is destroyed by card effect: You can add 1 non-LIGHT Wyrm monster from your Deck. You can only use each effect of "True King Aerabys, the Illuminator" once per turn.ATK/3000 DEF/1800 Aura of the True KingsQuick-Play Spell CardDestroy 1 Level 9 monster in your hand, and if you do, draw 2 cards, and if you do that, Special Summon 1 Wyrm-Type monster with a different name from the destroyed monster from your hand or Deck in Defense Position, with its effects negated, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn. You can only activate 1 "Aura of the True Kings" per turn. The Once and Future True KingContinuous Trap CardDeclare 1 Attribute; Special Summon this card as an Effect Monster (Wyrm/Level 9/ATK 2300/DEF 2500) with the declared Attribute. (This card is also still a Trap Card. If the only cards in your GY are Continous Spell Cards and Continous Trap cards, you can activate this card the turn it was Set. If this face-up card is destroyed, take control of 1 Monster your opponent controls until the End Phase. Next:TellarknightorCubic Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted January 15, 2019 Report Share Posted January 15, 2019 Aum the Cubic LotusDARK/Plant-Type Effect Monster/Level 1/0 ATK/0 DEF Lore: You can banish 1 "Cubic" card from your GY and send this card from your hand or field to the GY; place 1 Cubic Counter on a face-up monster on the field without a Cubic Counter, then you can return 1 "Cubic" card in your GY to the hand, except a Level 1 monster. (Monsters with a Cubic Counter cannot attack, also negate their effects.) You can target 1 monster on the field with a Cubic Counter; Special Summon this card from your GY, and if you do, destroy that target, also this card's name becomes "Vijam the Cubic Seed". You can only use each of these Quick Effects of "Aum the Cubic Lotus" once per turn. Brahim the Cubic RootLIGHT/FIend-Type Link Effect Monster/Link-1/0 ATK Link Marker: Bottom Lore: 1 DARK Fiend or LIGHT Machine monsterDuring your Battle Phase (Quick Effect): You can target 1 monster on the field that battled this turn: Special Summon 1 "Cubic" monster from your hand or Deck that is 1 Level higher than that target, ignoring its Summoning conditions, and if you do, it gains ATK equal to that monster's ATK +1100, then equip it with that target. Once per turn, if a card(s) is banished; You can apply this effect, depending on the number of banished cards with the same name. • 2: Draw 2 cards.• 3: The names of all monsters currently on the field become "Crimson Nova the Dark Cubic Lord". Cubic StratificationQuick-Play Spell Card Lore: Special Summon any number of "Vijam the Cubic Spawn(s)", but no more than 1 each from your hand, Spell & Trap Zone, GY, and/or among your banished cards, and if you do, place 1 Cubic Counter on any number of Special Summoned monsters on the field, up to the number of Level 1 "Cubic" monsters you control. (Monsters with a Cubic Counter cannot attack, also negate their effects.) You can banish this card from your GY; this turn, the names of all monsters on the field with Cubic Counters become "Crimson Nova the Dark Cubic Lord", also if you would Fusion Summon a monster, you can also use 1 "Cubic" monster your opponent controls as Fusion Material. Cubic SoulNormal Trap Card Lore: Target 1 Level 10 or lower "Cubic" monster you control: Special Summon 1 "Cubic" monster from your Deck or GY with the same Type as that monster, but a different name, ignoring its Summoning conditions, and if you do, it cannot be targeted by card effects, also its ATK becomes that targeted monster's ATK. If you have activated a "Cubic" Spell Card or effect this turn, you can activate this card from your hand. You can banish this card, then target 1 "Cubic" monster in your GY; add it to your hand, then you can Special Summon 1 "Cubic" monster from your hand. NEXT UP, IT'S THE LEGIONAIRES VERSUS THE LYRICAL, 6V6 EDITION: Draconia/Cavalry Pendulums or the Lyrilusc? Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted February 2, 2019 Author Report Share Posted February 2, 2019 Heavy Dragoons of DraconiaEARTH/Dinosaur/Pendulum/Normal/Level 6/2400 ATK/2400 DEF2 <-> 2Pendulum Effect: Once per turn, if a Normal Monster you control destroys an opponent's monster by battle, after damage calculation: You can target 1 card on the field; destroy it.Monster Effect: "After conquering their enemies, the Draconia Empire has integrated the technology and magic of their enemies to form a new elite unit. Given training by survivors of the Samurai of the Reptier Kingdom, equipped with new armor from the Principality of Dinon, and with gear enhanced by the magic of the Sky-State of Cxulub, they are a formidable force to be reckoned with." Royal Dragoons of DraconiaLIGHT/Warrior/Pendulum/Normal/Level 4/1700 ATK/1900 DEF7 <-> 7Pendulum Effect: All monsters your opponent controls lose 200 ATK/DEF for each Normal Monster you control. All Normal Monsters you control gain 200 ATK/DEF for each monster your opponent controls.Monster Effect: "Only the strongest and most powerful of the Draconia Empire's soldiers get the chance to become a part of the Emperor's Own, the personal battalion tasked with the Emperor's safety. Many a conquered enemy and vassalized power are used to these golden-armored soldiers showing up before the Emperor's arrival, and during his stay."Shadow Dragoons of DraconiaDARK/Fiend/Pendulum/Normal/Level 4/2000 ATK/0 DEF2 <-> 2Pendulum Effect: If a Normal Monster you control battles, your opponent's cards and effects cannot be activated until the end of the Damage Step.Monster Effect: "With the Reptier Kingdom, Principality of Dinon, and Sky-State of Cxulub finally subjugated and brought under the Draconia Empire's heel, the Emperor secretly decided to make sure that the border conflicts and brushfire wars of the past few years would never happen again. Thus, a special detachment was formed, and augmented using forbidden magics into creatures with eldritch powers, barely even disciplined soldiers any more."Emperor Bahametz IV of DraconiaFIRE/Dragon/Link/Effect/3000 ATK/LINK-3SW, S, SE3 non-Effect Monsters, including a "Draconia" monsterWhile you control a Normal Monster in a zone this card points to, this card cannot be targeted by your opponent's card effects, also, while you control a "Draconia" monster in a zone this card points to, this card cannot be destroyed by your opponent's cards. Once per turn: You can target 1 other "Draconia" card you control; destroy it, then you can Special Summon 1 "Draconia" Pendulum Monster from your Deck or face-up from your Extra Deck to a zone this card points to.Tiamopolis, Imperial Capital of DraconiaSpell/FieldAll Normal Monsters you control gain 200 ATK/DEF for each "Draconia" monster you control with a different name. You can only use each of these effects of "Tiamopolis, Imperial Capital of Draconia" once per turn.● When this card is activated: You can add 1 "Draconia" card from your Deck or GY to your hand.● When this card is destroyed and sent to the GY while you control a "Emperor Bahametz IV of Draconia": During your next Main Phase 1, you can conduct 1 Pendulum Summon of a "Draconia" monster(s), in addition to your Pendulum Summon that turn. (You can only gain this effect once per turn.)Dragoon Barracks of DraconiaSpell/ContinuousDuring your Main Phase, if you control only Normal Monsters: You can Special Summon 1 "Conscripts of Draconia Token" (Beast-Warrior/FIRE/Level 2/1400 ATK/100 DEF) to your side of the field. If this face-up card is destroyed: You can target 1 card on the field; destroy it, then, if you control an "Emperor Bahametz IV of Draconia", you can discard 1 card at random from your opponent's hand. You can only activate each effect of "Dragoon Barracks of Draconia" once per turn.Strategic Planning of DraconiaTrap/ContinuousWhen this card is activated: You can Special Summon 1 "Draconia" Pendulum Monster from your Deck or face-up from your Extra Deck. You can only control 1 "Stragetic Planning of Draconia". "Draconia" Normal Monsters you control cannot be targeted by your opponent's card effects. If this face-up card is destroyed: You can draw 1 card, then, if you control an "Emperor Bahametz IV of Draconia", you can draw 1 additional card. You can only use this effect of "Strategic Planning of Draconia" once per turn.Next:Mecha Phantom BeastsORIce Barriers Link to comment Share on other sites More sharing options...
8bit Moonside Posted February 6, 2019 Report Share Posted February 6, 2019 WattchameleonLevel 3 | LIGHT | Thunder/Tuner/Effect1000 / 0You can only control one "Wattchameleon". When this card is Normal Summoned: You can Special Summon 1 "Watt" monster from your hand, then this monster's name becomes the same as that monster's, also it gains its effects. During your End Phase: Destroy either this card, or the monster Special Summoned by its effect. WattoarfishLevel 4 | LIGHT | Thunder/Effect1000 / 1000Cannot be Normal Summoned or Set. Must be Special Summoned by a card effect. If a "Watt" monster you control is targeted for an attack: You can Special Summon this card (from the hand) in Attack position, and if you do, change the attack target to this monster. You can only Special Summon "Wattoarfish" once per turn this way. Your opponent takes any battle damage you would have taken from battles involving this card instead. WatterpillarRank 2 | LIGHT | Thunder/Xyz/Effect0 / 12002 Level 2 Thunder monstersGains 600 ATK for each Xyz Material on it. Cannot be targeted for attacks while you control another "Watt" monster. Once per turn: You can detach 1 Xyz Material from this card; inflict 600 damage to your opponent. This card cannot attack during the turn you activate this effect. If this card is destroyed and sent to the GY: You can Special Summon up to 2 "Watt" monsters from your GY. WattseagullLIGHT | Thunder/Link/Effect800 / LINK-2 ↙ ↘2 Thunder monsters with 1200 ATK or lessYou take no battle damage from attacks involving this card or any Thunder monster this card points to. Once per turn, if a "Watt" monster you control inflicts battle damage to your opponent by a direct attack: You can discard 1 random card from your opponent's hand. WattoverloadNormal Spell CardDuring your Main Phase 2: Target Spell/Trap cards your opponent controls, up to the number of "Watt" monsters that inflicted battle damage to your opponent this turn; destroy those targets. You can only activate one "Wattoverload" per turn. Next: Reactor or Ancient Gear Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted February 6, 2019 Author Report Share Posted February 6, 2019 Booster Reactor・RKTDARK/Machine/Union/Effect/Level 3/1500 ATK/0 DEFIf this card is Normal Summoned: You can Special Summon 1 "Summon Reactor・SK", "Trap Reactor・Y FI", or "Spell Reactor・FE" from your Deck, and if you do, equip this card to the Special Summoned monster. You can only use this effect of "Booster Reactor・RKT" once per turn. Once per turn, you can either: Target 1 face-up Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster gains 600 ATK/DEF, and any effect damage the equipped monster inflicts is doubled, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.Substitute Reactor・OTRDARK/Machine/Effect/Level 4/400 ATK/200 DEFIf you control a "Reactor" monster, you can Special Summon this card (from your hand). You can only Special Summon "Substitute Reactor・OTR" once per turn this way. Once per turn: You can send 1 DARK Machine monster from your Deck to the GY; this card's name becomes the name of the sent monster, until the End Phase, also you cannot Special Summon monsters for the rest of the turn, except Machine monsters. Quick Reactor・FCTDARK/Machine/Effect/Level 5/2100 ATK/1900 DEFIf your opponent activates a card or effect, and this card is in your hand or GY (Quick Effect): You can Special Summon this card, and if you do, negate the effect, then inflict 800 damage to your opponent. If this card is targeted for an attack, or by a card effect your opponent controls (Quick Effect): You can Tribute this card; Special Summon 1 "Reactor" monster from your Deck. You can only use each effect of "Quick Reactor・FCT" once per turn.Fueling Reactor・SPTDARK/Machine/Effect/Tuner/Level 8/600 ATK/2400 DEFIf all the monsters (if any) on your side of the field and in your GY are DARK Machine monsters (and only DARK Machine monsters), you can Special Summon this card (from your hand). You can only Special Summon 1 "Fueling Reactor・SPT" once per turn this way. During your Main Phase: You can Special Summon 1 "Reactor" monster from your Deck in face-up Defense Position, and if you do, reduce this card's Level by the Level of the Special Summoned monster, also you cannot Special Summon monsters for the rest of the turn, except Machine monsters. You can only use this effect of "Fueling Reactor・SPT" once per turn.Dark Jump FighterDARK/Machine/Synchro/Effect/Level 6/2400 ATK/1400 DEF1 Tuner + 1+ DARK Machine non-Tuner monstersAfter damage calculation, if this card attacked an opponent's monster: Inflict damage to your opponent equal to that monster's original ATK. You can only use each of these effects of "Dark Jump Fighter" once per turn.● If this card is Special Summoned: You can Special Summon 1 "Reactor" monster from your hand or Deck, also you cannot Special Summon monsters for the rest of the turn, except Machine monsters.● If this card is sent to the GY: You can target 1 DARK Machine monster in your GY; Special Summon it, but it cannot attack during your next Battle Phase.Dark ThroughdeckDARK/Machine/Link/Effect/2500 ATK/LINK-3SW, S, SE2+ DARK monsters, including a "Reactor" monsterDARK Machine monsters, and "Flying Fortress・SKY FIRE", this card points to cannot be destroyed by battle or by card effects. Each time a DARK Machine monster, or "Flying Fortress・SKY FIRE", you control inflicts battle or effect damage to your opponent, except "Dark Throughdeck". inflict 400 damage to them. During your Main Phase: You can Special Summon 1 Level 5 or lower DARK Machine monster from your hand or GY in Defense Position, also you cannot Special Summon monsters for the rest of the turn, except Machine monsters. You can only use this effect of "Dark Throughdeck" once per turn.Dark Flag BridgeSpell/ContinuousWhen this card is activated: You can send 1 "Reactor" monster from your Deck to the GY, and if you do, add 1 "Reactor" monster with a different name than the sent monster from your Deck to your hand. You can only use this effect of "Dark Flag Bridge" once per turn. The "once per turn" effects of "Trap Reactor・Y FI" and "Spell Reactor・RE" you control become "Up to three times per turn". The "The first time a monster(s) is Summoned to your opponent's side of the field each turn" effect of "Summon Reactor・SK" becomes "Whenever a monster(s) is Special Summoned from the Extra Deck to your opponent's side of the field". You can only control 1 "Dark Flag Bridge".Dark SkunkworksTrap/ContinuousWhen this card is activated: You can target up to 5 DARK Machine monsters that are banished and/or in your GY; shuffle them into your Deck, and if you do, add 1 "Reactor" monster from your Deck to your hand. You can only use this effect of "Dark Skunkworks" once per turn. You can only control 1 "Dark Skunkworks". If you control no "Flying Fortress・SKY FIRE": You can send 3 "Reactor" monsters you control to the GY, including a "Summon Reactor・SK", "Trap Reactor・Y FI", and/or "Spell Reactor・RE"; Special Summon 1 "Flying Fortress・SKY FIRE" from your hand, Deck, or GY, ignoring Summoning conditions. A "Flying Fortress・SKY FIRE" you control gains the following effects, based on the monsters used to Special Summon it by this card's effect or by the effect of "Summon Reactor・SK".● "Summon Reactor・SK": It is unaffected by your opponent's cards and effects.● "Trap Reactor・Y FI": Its effects can be activated as Quick Effects, and be activated during either player's turn.● "Spell Reactor・RE": If it leaves the field: You can target 3 "Reactor" monsters in your GY with different names; Special Summon them in face-up Defense Position.Next:BounzersORButterspies/Papilloperatives Link to comment Share on other sites More sharing options...
RedHood0122 Posted March 4, 2019 Report Share Posted March 4, 2019 Rolling BounzerEARTH | Lv. 6Warrior/Effect2200/1900If all the Monsters you control are "Bounzer" Monsters, you can Special Summon this card (from your hand.) You can Special Summon "Rolling Bounzer" once per turn this way. When this card is Summoned: you can add 1 "Bounzer" Spell/Trap from your deck to your hand. Whirlwind BounzerWIND | Lv.6Warrior/Effect2100/1500You can discard a card from your hand; Special Summon this card (from your hand). You can Special Summon "Whirlwind Bounzer" once per turn. When this card destroys another card by battle, you can Special Summon 1 "Bounzer" Monster from your hand or GY. Raging BounzerFIRE | Lv. 4Warrior/Effect1500/1100This card gains 400 ATK for every other "Bounzer" Monsters you control. When this card is Normal Summoned: You can Special Summon 1 "Bounzer" Monster from your hand. Polar BounzerWATER | Rank 6Warrior/Xyz/Effect2600/25002 level 6 "Bounzer" MonsterWhen this card attacks, your opponent cannot activate Spell/Trap during the Battle Phase. When this card destroys an opponent's Monster by battle, you can detach 1 Xyz Material; This card can make a second attack. You can only use this effect of "Polar Bounzer" once per turn. Bounzer UnityContinuous SpellAll "Bounzer" Monster's levels becomes 6 and gain 300 ATK. When this card is destroyed by card effects and send to the GY; you can Special Summon 1 "Bounzer" Monster from your GY. Bounzer CounterstrikeCounter TrapWhen an opponent's Monster target a "Bounzer" Monster you control with a card effect; negate it and destroy that monster. You can banish this card from your GY (expect the turn it was sent there); you can add 1 "Bounzer" Monster from your deck to your hand. Phantom KnightsorPredaplants Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted March 5, 2019 Author Report Share Posted March 5, 2019 The Phantom Knights of Twisted BangleDARK/Warrior/Effect/Level 3/600 ATK/700 DEFIf this card is Normal or Special Summoned: You can target 1 of your banished DARK Warrior monsters; Special Summon it, also you cannot Special Summon monsters for the rest of the turn, except DARK monsters. You can banish this card from your GY; Special Summon 1 Level 4 "The Phantom Knights" monster from your Deck. You can only use each effect of "The Phantom Knights of Twisted Bangle" once per turn.The Phantom Knights of Fractured CleaverDARK/Warrior/Effect/Level 4/1800 ATK/300 DEFIf this card inflicts battle damage to your opponent: You can Set 1 "The Phantom Knights" Spell/Trap Card directly from your Deck. You can banish this card from your GY, then target 1 DARK Xyz Monster you control and up to 2 of your banished DARK Warrior monsters with different names; attach the banished target(s) to the targeted Xyz Monster as material(s). You can only use each effect of "The Phantom Knights of Fractured Cleaver" once per turn.The Phantom Knights of Disassembled MusketDARK/Warrior/Xyz/Effect/Rank 4/2900 ATK/2900 DEF2+ Level 4 DARK monstersThis card loses 300 ATK for each material attached to it. You can only use each of these effects of "The Phantom Knights of Disassembled Musket" once per turn.● When your opponent activates a card or effect in response to the activation of a card or effect you control (Quick Effect): You can detach 1 material from this card; negate that effect.● If this Xyz Summoned card is destroyed: You can target any number of "The Phantom Knights" monsters with the same Level in your GY; Special Summon them and increase their Levels by 1, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters.Phantom Knights' Defiled SepulchreSpell/FieldDuring your Main Phase: You can target 1 "The Phantom Knights" Trap Card in your GY that has an effect that can Special Summon itself as a monster; immediately after this effect resolves, activate the effect of the target that would Special Summon itself as a monster, as if it had proper timing and activation conditions. You can only use this effect of "The Phantom Knights' Defiled Sepulchre" once per turn. If a DARK Xyz Monster is Special Summoned to your side of the field: You can target 1 of your banished "The Phantom Knights" cards; attach the target to the Special Summoned Xyz Monster.The Phantom Knights of Rotted TrebuchetTrap/NormalTribute 1 DARK monster; Special Summon this card as a Normal Monster (Warrior-Type/DARK/Level 4/ATK ?/DEF 2000) whose original ATK is equal to the original ATK of the Tributed monster +1200. (This card is NOT treated as a Trap Card.) If you control no monsters that were originally Special Summoned from the Extra Deck, you can activate this card from your hand. You can only activate 1 "The Phantom Knights of Rotted Trebuchet" once per turn.Next Cards:Let's go with a couple of my pet decks.Rokkets (Have great S/T support and Extra Deck monsters, but few Main Deck monsters)ORKrawlers (Have great Main Deck monsters, but few Extra Deck monsters and adequate S/T support.) Link to comment Share on other sites More sharing options...
findog Posted March 6, 2019 Report Share Posted March 6, 2019 gonna go with rokkets cos bugs creep me out also i have notice the rokket resource problem, as in long game theyre all in the GY sooo.......but i ran out name for these things so the prefix to this first one is just a sounds my baby brother made while i was brain storming Dakerokket dragonDARK/Dragon/Effect/Level 1/ATK 0/DEF 2100When a Link monsters effect targets this face up card on the field (quick effect); You can destroy this card, then shuffle any cards in the column this card was in that were originally spell or trap cards into the deckDuring the end phase if this card is in your GY because it was destroyed on the field and sent there this turn, you can special summon 1 "rokket" monster from your deck, except "dakerokket Dragon". you can only use each effect of "dakerokket Dragon once per turn. Hunterrokket dragonDARK/Dragon/Effect/Level 3/ATK 1400/DEF 1700When a Link monsters effect targets this face up card on the field (quick effect); You can destroy this card, then the ATK and DEF of all monsters in the column this card was in become 0.During the end phase if this card is in your GY because it was destroyed on the field and sent there this turn, you can special summon 1 "rokket" monster from your deck, except "Hunterrokket Dragon". you can only use each effect of "Hunterrokket Dragon once per turn. Sniperokket dragonDARK/Dragon/Effect/Level 2/ATK 800/DEF 1900When a Link monsters effect targets this face up card on the field (quick effect); You can destroy this card, then banish 1 card from your opponents GY.During the end phase if this card is in your GY because it was destroyed on the field and sent there this turn, you can special summon 1 "rokket" monster from your deck, except "Sniperokket Dragon". you can only use each effect of "Sniperokket Dragon once per turn. so those ones fill out the level 1-4 spaces of the current effects then i have an idea of the effect being more useful depending on the link rating of the trigger monster Bazookarokket dragonDARK/Dragon/Effect/Level 1/ATK 0/DEF 1900When a Link monsters effect targets this face up card on the field (quick effect); You can destroy this card, thendraw cards equal to that monsters link rating.During the end phase if this card is in your GY because it was destroyed on the field and sent there this turn, you can special summon 1 "rokket" monster from your deck, except "Bazookarokket Dragon". you can only use each effect of "Bazookarokket Dragon once per turn. Cannonrokket dragonDARK/Dragon/Effect/Level 3/ATK 1400/DEF 600When a Link monsters effect targets this face up card on the field (quick effect); You can destroy this card, then banish cards from the top of your opponents deck face down equal to that monsters link ratingDuring the end phase if this card is in your GY because it was destroyed on the field and sent there this turn, you can special summon 1 "rokket" monster from your deck, except "Cannonrokket Dragon". you can only use each effect of "Cannonrokket Dragon once per turn. Gatlerokket dragonDARK/Dragon/Effect/Level 2/ATK 800/DEF 1600When a Link monsters effect targets this face up card on the field (quick effect); You can destroy this card, then special summon a number of "rokket" monsters from your GY up to the link rating of that monster, but they cannot activate their effects for the remainder of this turn.During the end phase if this card is in your GY because it was destroyed on the field and sent there this turn, you can special summon 1 "rokket" monster from your deck, except "Gatlerokket Dragon". you can only use each effect of "Gatlerokket Dragon once per turn. Mortarokket dragonDARK/Dragon/Effect/Level 4/ATK 1900/DEF 1000When a Link monsters effect targets this face up card on the field (quick effect); You can destroy this card, then discard random cards from your opponents hand up to the link rating of that monster.During the end phase if this card is in your GY because it was destroyed on the field and sent there this turn, you can special summon 1 "rokket" monster from your deck, except "Mortarokket Dragon". you can only use each effect of "Mortarokket Dragon once per turn. Spell/TrapsDirect MisfireQuickplay spellDestroy 1 "rokket" monster you control, then inflict damage to both players equal to the destroyed monsters original ATK.Quick ReloaderContinuous spellOnce per turn (quick effect); you can shuffle 2 "rokket" monsters from your GY into your deck, target 1 quick-play spell in your GY, set that target to your field, but it cannot be activated this turn. Shock ShowdownQuick play spellDestroy 1 "Rokket" monster you control, the destroy 1 card your opponent controls. Target PractiseTrap cardDuring the end phase, if a "rokket" monster was destroyed this turn, draw cards equal to the number of "rokket" monsters that were destroyed this turn with different names. Extra deck:Catapult DragonDARK/Dragon/ATK 2000UP/DOWN2 "rokket" monsters"Rokket" monster you control cannot be destroyed by battle. Once per turn if a "rokket" monster is destroyed by its own effect, draw 1 card. if this card is destroyed by battle or card effect, shuffle all banished "rokket" monsters into your deck. Slingshot DragonDARK/Dragon/ATK 1100UP11 Level 4 or lower DARK Dragon monsterWhile this card does not point to a monster it cannot be destroyed by battle. Once per turn you can target 1 monster you control, increase its level by 1. i also have borrel topologics and a bunch of other stuff but this is already long enough so Next Cards:Butterspy/Papillonorprediction princessgo nuts guys Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted March 25, 2019 Report Share Posted March 25, 2019 Stinging ButterspyDARK/Warrior-Type Effect Monster/Level 4/1700 ATK/200 DEF Lore: During your Main Phase, if you actvated a Continuous Spell/Trap this turn, you can Normal Summon 1 DARK Warrior monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can banish this card from your GY, discard 1 card, then target 1 monster on the field; it loses 1500 ATK, then if it was a Special Summoned monster, you can add 1 "Butterfly" or "Butterspy" Spell/Trap from your Deck to your hand. Monarch PapillonLIGHT/Insect-Type Effect Monster/Level 5/2200 ATK/2600 DEF Lore: If you control a face-up Continuous Spell/Trap: You can Special Summon this card from your hand, but its ATK/DEF becomes half its original ATK/DEF. You can discard 1 Spell/Trap; Special Summon 1 Rank 5 or lower LIGHT Insect or Warrior Xyz Monster from your Extra Deck, then you can activate 1 "Butterspy" Continuous Spell/Trap or 1 "Butterfly Bloom" from your Deck. You can only use each effect of "Monarch Papillon" once per turn. Butterfly Blooming Continuous Spell Card Lore: When this card is activated, if you control no monsters: You can Special Summon 1 "Butterspy" monster from your Deck, but it has its effects negated, also you cannot Special Summon monsters from the Extra Deck for the rest of the turn, except LIGHT monsters. Each turn, the first time each "Butterspy" or "Butterfly" Spell/Trap Card and/or LIGHT Xyz Monster you control would be destroyed by an opponent's card effect, they are not destroyed. Each player must pay 1000 LP to Special Summon a monster(s) in Defense Position. Butterspy Effect Continuous Trap Card Lore: Activate this card by paying 500 LP for each card in your hand. Each turn, the first time each Level 4 "Butterspy" monster you control would be destroyed by battle or by an opponent's card effect, inflict 500 damage to your opponent instead. If LP was paid to activate a Spell/Trap Card: You can activate 1 of these effects. You can only use this effect of "Butterspy Effect" once per turn.• Add from your Deck to your hand, 1 "Butterspy" monster or 1 LIGHT Insect monster with less ATK than the LP paid. • Switch the battle positions of all monsters your opponent controls. Butterspy Lucid DreamContinuous Trap Card Lore: When this card is activated, or if this card is sent to the GY: You can Special Summon 1 Level 5 or lower LIGHT Insect monster from your hand or GY. You can only use this effect of "Butterspy Lucid Dream" once per turn. Once per turn, if a monster your opponent controls activates its effect: Inflict 500 damage to your opponent, then if you control 2 or more other "Butterspy" cards, negate the effects of all Defense Position monsters your opponent currently controls (if any). Photon Butterspy PrincessLIGHT/Warrior-Type Xyz Effect Monster/Rank 4/1800 ATK/2400 DEF Lore: 2+ Level 4 monsters, including a "Butterspy" monster(Quick Effect): You can Special Summon 2 of this card's materials that are monsters, then draw 1 card. During your opponent's turn, if this card has no materials (Quick Effect): You can target 1 Special Summoned monster on the field with 1900 or more ATK; destroy it, and if you do, attach that monster in the GY to this card as Xyz Material during the End Phase. During the End Phase: Your opponent takes 600 damage for each monster you control, also gain 600 LP for each face-up Spell/Trap you control. You can only use each effect of "Photon Butterspy Princess" once per turn. NEXT UP, MANGANTAGONIST'S MASH: Eve's Mystic Factor (Level 10, facitiates Fusion/Syncho Xyz Summons of these three debuted Level/Rank 10 monsters, and have backup "Mystic" Spells to further the pressure.)OR E'Rah's Anti/Strain (They're Level 1, they mimick the ATK of your opponent's monsters, they self destruct and then either overpower them or help bring in the big momma Dys, what's not to love?) Link to comment Share on other sites More sharing options...
findog Posted April 14, 2019 Report Share Posted April 14, 2019 Event HorizonDARK/Fairy/Pendulum Level 10/ Scale 1This cards name becomes “Nova Portal” while in the pendulum zone, if this card in the pendulum zone is destroyed, Draw until you have 6 cards in your hand.0/0 Mystic Factor RalphatarLevel 10/DARK/Fiend0/0If this card is pendulum summoned, special summon 2 "Mystic Factor" monsters from your deck, their effects are negated. Monsters summoned by this effect cannot be used as material for a summon except a link summon. Mystic Factor TheratorLevel 10/DARK/Fiend0/0If this card is sent to the GY as material for the summon of a monster from the extra deck, target 3 monsters in your GY with different names, special summon them in defence position, then banish this card and 1 other "Mystic Factor" monster from your GY, ritual summon 1 level 10 or higher ritual monster from your hand or deck. Multi-headed DragonLevel 10/LIGHT/Dragon/4000/4000This card can be ritual summoned with "Dragonised Mystic Power" you must also tribute monsters whose total levels equal 10 or more. Monsters you control cannot be destroyed by monster effects, except by the effect of a monster with the same attribute as itself, when this card attacks, all monsters you control gain 500 ATK until the end of the battle phase. Fallen Hydradrive AngelEarth/Cyberse/LINK-5/4000L/ R/ DL/ D/ DR5 monsters with the same ATK and attributeWhen this card is special summoned, roll a six-sided die until you get 5 different results then this cards attributes become the following results. ● 1: EARTH ● 2: WATER ● 3: FIRE ● 4: WIND ● 5: LIGHT ● 6: DARKMonsters your opponent controls with the same attribute as this card lose 1000 ATK. If your monster battles an opponent's monster with the same attribute as this card, your monster cannot be destroyed by that battle. Once per turn, You can roll a six-sided dice, all monsters you control gain 500 ATK for each monster on your opponent's field with the corresponding attribute. ● 1: EARTH ● 2: WATER ● 3: FIRE ● 4: WIND ● 5: LIGHT ● 6: DARK Mystic ThroneContinuous SpellOnce per turn, if you control a “Mystic” monster, or have a “Mystic” card in your pendulum zone, you can negate one instance of damage. During your main phase, if you control “Mystic Heaven Gate” and “Mystic Hell Gate”, you can destroy this card add 1 “Genesis Omega Dragon” from your deck or GY to your hand. Mystic DrawBanish 3 “Mystic Factor” monsters from your GY, Draw 3 cards. Dragonised Mystic RitualRitual summon 1 Dragon ritual monster from your hand, you must also send DARK Monsters from your deck to the GY as tribute for the summon. You can only Activate 1 "Dragonised Mystic Ritual" per turn. So i gave Eve a Ritual and link, to bring her up to the level of the best, Mystic factors to do this, draw power from the effect of Nova Portal, and a way to search G.O.D. Ok lets do this:Pick number 1: NEO-NEW Sawatari (Yosenju)number 2: NEO-NEW-ULTIMATE-FINAL Sawatari (Abyss Actors) Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted April 23, 2019 Report Share Posted April 23, 2019 Hope ya'll know I'm spoiling a VRAINS vs. The World booster exclusive for this. Ah who am I kidding, even I think Melodious deserves support more than these Spirit wannabes. Yosenju RamidWIND/Beast-Warrior-Type Effect Monster/Level 1/400 ATK/1300 DEF Lore: (Quick Effect): You can reveal this card in your hand; Fusion Summon 1 WIND Fusion Monster from your Extra Deck, using monsters in your hand and/or Normal Summoned monsters either player controls as Fusion Materials. You can target 1 Spell/Trap on the field and 1 "Yosenju" card in your GY, except "Yosenju Ramidreju"; destroy the first target, and if you do, add the second target to the hand. You can only use each effect of "Yosenju Ramid" once per turn. Yosenju TsuraWIND/Beast-Type Effect Monster/Level 6/2600 ATK/300 DEF Lore: (Quick Effect): You can discard 1 other WIND monster; Special Summon this card from your hand. Cannot attack, unless it was Pendulum Summoned. Once per turn: You can banish 1 "Yosenju" card from your GY; inflict 1300 damage to your opponent, plus 500 more damage for each "Yosenju" card in your Pendulum Zones. During the End Phase, if this card was Summoned this turn; Return it to the hand. You can only control 1 "Yosenju Tsura". Yell of the YosenjuEquip Spell Card Lore: Equip only to a Normal or Pendulum Summoned WIND monster. It gains 1000 ATK. You can Tribute the equipped monster: Special Summon 1 Level 4 or lower "Yosenju" monster from your Deck. If this card is sent from the field to the GY, during the Standby Phase of the next turn: You can banish this card from your GY; immediately after this effect resolves, Normal Summon 1 WIND monster, without Tributing if it is Level 5 or higher, but it cannot attack or be Tributed, also return it to the hand during the End Phase. You can only use this effect of "Yell of the Yosenju" once per turn. Yosen Dizzying DropzoneContinuous Trap Card Lore: Each player must return 1 monster they control or in their Pendulum Zones to the hand to Fusion, Synchro, Xyz or Link Summon a monster(s). You can banish 2 "Yosenju" cards from your Pendulum Zones and/or GY; apply these effects (simultaneously), depending on the types of the cards you banished. You can only use this effect of "Yosen Dizzying Dropzone" once per turn.• Pendulum Monster: You never take damage this turn that is 1000 or more.• Spell/Trap Card: Banish the top 10 cards of your opponent's Deck, face-down.• Other: All non-WIND monsters currently on the field lose 1000 ATK. Mayosenju FuraibiWIND/Beast-Type Fusion Effect Monster/Level 10/3150 ATK/3500 DEF Lore: 2 Normal Summoned monsters, including a WIND monster you controlMust be either Fusion Summoned, or Special Summoned by Tributing a Level 10 Pendulum Monsters you control (in which case, you do not use "Polymerization"). Once per turn (Quick Effect): You can target 1 "Yosenju" card you control; it is unaffected by Spell/Trap effects this turn, return all other Set cards in its column to the hand, also each player shuffles monsters from their hand into the Deck, but not more than the number of face-up cards in its column. During the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck. NEXT UP, THE TRUE UNDERWORLD: EVOLUTION! Either: Officer Trudge's Stygian FiendsorManga Roman Goodwin's Hellfire/Underworld Zombies Link to comment Share on other sites More sharing options...
Gorlois Posted April 25, 2019 Report Share Posted April 25, 2019 Stygian Sentinel1/DARK/Fiend/Tuner/200/400If this card is Special Summoned by the effect of a “Stygian” card: You can target 1 “Stygian” monster in your GY, except “Stygian Sentinel”; Special Summon it in Defence Position. You can only use this effect of “Stygian Sentinel” once per turn. If this card is destroyed by battle and sent to the GY: Special Summon 1 Level 4 Fiend monster from your Deck. Stygian Servant1/DARK/Fiend/Tuner/500/300If this card is Special Summoned by the effect of a “Stygian” card: You can send 1 Fiend monster from your Deck to the GY. You can only use this effect of “Stygian Servant” once per turn. If this card is destroyed by battle and sent to the GY: Add 1 “Stygian” Spell/Trap from your Deck to your hand. Stygian Sweeper4/DARK/Fiend/1400/1700If this card is Special Summoned by the effect of a “Stygian” card: Target 1 Spell/Trap your opponent controls; destroy it. You can banish this card from the GY; add 1 Fiend monster with 2000 or less ATK from your Deck to your hand, also you cannot Special Summon monsters for the rest of this turn, except Fiend monsters. You can only use this effect of “Stygian Sweeper” once per turn. Stygian Standby Officer4/DARK/Fiend/1500/1500If this card is Special Summoned by the effect of a “Stygian” card: All monsters your opponent controls lose 800 ATK/DEF. You can banish this card from the GY, then target 1 of your banished Fiend monsters with 2000 or less ATK, except “Stygian Standby Officer”; Special Summon it, but place it on the bottom of the Deck when it leaves the field. You can only use this effect of “Stygian Standby Officer” once per turn. Stygian Supervisors2/DARK/Fiend/Link/1800/2 Fiend monsters with different LevelsIf this card is Link Summoned: You can Special Summon 1 “Stygian” monster from your Deck, also you cannot Special Summon monsters for the rest of this turn, except Fiend monsters. You can only use this effect of “Stygian Supervisors” once per turn. If a monster this card points to attacks, it gains ATK equal to its Level x 100 during damage calculation only. Stygian Superintendents6/DARK/Fiend/Synchro/2500/10001 Fiend Tuner + 1+ non-TunersOnce per turn, if a card effect is activated in your opponent’s hand or GY (Quick Effect): You can negate the activation, and if you do, banish it. If this Synchro Summoned card you control is destroyed by your opponent’s card and sent to the GY: You can banish it; Special Summon 1 Fiend monster with 2000 or less ATK from your Deck. Stygian SpeedwayField SpellIf a “Stygian” monster you control attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. Once per turn, if a monster is destroyed by a battle involving a “Stygian” monster you control: You can activate 1 of the following effects, based on whose monster was destroyed. • Your monster: Special Summon 1 “Stygian” monster from your Deck. • Your opponent’s monster: Inflict 1000 damage to your opponent. Stygian SirensNormal TrapWhen an opponent’s monster declares an attack: Special Summon 1 “Stygian” monster from your Deck. If a “Stygian” monster you control is destroyed by battle and sent to the GY, while this card is in your GY: You can Set this card, but banish it when it leaves the field. You can only use this effect of “Stygian Sirens” once per turn. Stygian SubjugationCounter TrapIf your opponent activates a monster effect while you control a “Stygian” monster: Negate the activation, and if you do, banish it. If your opponent activates a card or effect that targets a “Stygian” card(s) you control: You can banish this card from the GY; negate the activation. You can only use 1 “Stygian Subjugation” effect per turn, and only once that turn. Next: MachinaORSylvan Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted June 3, 2019 Report Share Posted June 3, 2019 Sylvan DuchessproutDARK/Plant-Type Effect Monster/Level 3/100 ATK/100 DEF Lore: You can discard this card: excavate cards from the top of your Deck equal to the number of cards you control, send any excavated Plant monsters to the GY, also place the other cards on the bottom of your Deck in any order. If this card is excavated from your Deck and sent to the GY by a card effect: You can Special Summon this card from your GY, then you can banish 1 "Sylvan" monster from your Extra Deck, and if you do, replace this card's effects with the banished monster's effects. Sylvan SupplantQuick-Play Spell Card Lore: When you control a "Sylvan" monster: You cannot Special Summon monsters for the rest of this turn, except Plant monsters, also activate 1 of these effects. You can only activate 1 "Sylvan Supplant" per turn.• For the rest of this turn, both players play with their top card of their Deck revealed, also cards cannot be added from the Deck or GY to the hand by card effects, except "Sylvan" card effects.• Special Summon 1 "Sylvan" monster from your Deck that is twice the Level of a Plant monster you control, but destroy it during the End Phase. Sylvania's AwakeningCounter Trap Card Lore: If a Spell/Trap Card or monster effect is activated: You can reveal the top 4 cards of your Deck, negate the activation if there is a Plant monster among those reveled cards or in the Extra Monster Zones, send any excavated Plant monsters from your Deck to the GY, then place the other cards on the bottom of the Deck in any order. You can only activate 1 "Sylvania's Awakening" per turn. Sylvan DuchesspriteDARK/Plant-Type Xyz Effect Monster/Rank 3/100 ATK/1800 DEF Lore: 2+ Level 3 monstersCannot be destroyed by card effects while it has material. Once per turn: You can detach any number of materials from Plant Xyz Monsters you control; excavate cards from the top of your Deck, equal to twice the number of materials you detached, send any excavated Plant monsters to the GY, also place the other cards on the bottom of your Deck in any order. If a Plant monster(s) is sent from your Deck to the GY: You can Special Summon 1 Plant monster from your Deck with a different Type from the mosnters in your GY. Silvana the Sylvan High WatcherDARK/Plant-Type Xyz Effect Monster/Rank 9/1800 ATK/3700 DEF Lore: 2 Level 9 monstersYou can also Xyz Summon this card by using a "Sylvan Princessprite" or "Aisei, the Sylvan High Protector" you control as material. (Transfer its materials to this card.) All Plant monsters you control cannot be targeted by card effects, also they can attack while in face-up Defense Position. If they do, apply their DEF for damage calculation. Once per turn: You can detach 1 material from this card; excavate the top 4 cards of your Deck, send any excavated monsters to the GY, and Set the other cards to your field. NEXT UP, THE PARASITE EVE: Doktor/The Corrupted Bracelet Girls's Parasite ArchetypeORMissy's Insect Princess/Lockdown Series Link to comment Share on other sites More sharing options...
Draconus297 Posted June 3, 2019 Report Share Posted June 3, 2019 Insect GardenField Spell You can destroy 1 Insect monster in your hand or that you control: Add 1 "Insect Princess", or card that lists "Insect Princess" in its card text, from your Deck to your hand. You can target a number of Level 4 or lower Insect monsters with different names in your Graveyard, up to the number of monsters your opponent controls: Your opponent selects monsters they control, up to the number of Insect monsters you selected, and sends them to the Graveyard, then you Special Summon the selected monsters to your opponent's field. You can only activate each effect of "Insect Garden" once per turn. Insect Pheromones Continuous Spell If you control a face-up "Insect Princess", your opponent's Insect monsters must attack "Insect Princess", and your opponent cannot target Insect monsters with cards or effects. Once per turn, if "Insect Princess" destroys your opponent's monster by battle, it can attack once again in a row. Once per turn, if an Insect monster is destroyed and sent to your Graveyard: You can destroy 1 card your opponent controls. Swarming Pheromones Continuous TrapOnce per turn, if your opponent Special Summons exactly 1 monster, you can target 1 Level 4 or lower Insect monster in your Graveyard: Banish the Summoned monster, then Special Summon the target to your opponent's field. While you control "Insect Princess", your opponent cannot activate cards or effects that remove monsters from the field during the Main Phase. Insect PrincessWIND - Level 6 - Insect/Effect - 1900/1200If you control "Insect Garden", you can Special Summon this card from your hand or Graveyard. You can only Summon 1 "Insect Princess" per turn this way. Your opponent's Insect monsters in Defense Position are changed to Attack Position. If this card destroys an Insect monster by battle: Increase this card's ATK by 500. If this card has the highest ATK among monsters on the field, your opponent's monster effects on the field are negated, except Insect monsters. Magical LongicornEARTH - Level 4 - Insect/Effect - 600/1600Cannot be Tributed or used as Material for a Summon, except for the Summon of an Insect monster. If your opponent controls "Insect Princess", you cannot activate Spell Cards. If this card is destroyed and sent to your Graveyard: Your opponent must conduct their Battle Phase during their next turn, and attack with only their monster with the lowest ATK. MantillerEARTH - Level 4 - Insect/Effect - 1200/1400Cannot be Tributed or used as Material for a Summon, except the Summon of an Insect monster. If your opponent controls "Insect Princess", you cannot activate monster effects, except the effects of Insect monsters. If this card is destroyed and sent to your Graveyard: You can Special Summon 1 monster that mentions "Insect Princess" in its card text from your Deck to either player's field. You can only activate this effect of "Mantiller" once per turn. SerfmiteEARTH - Level 4 - Insect/Effect - 1500/0This card cannot be used as Material for a Summon, except for the Summon of an Insect monster. While your opponent controls "Insect Princess", you cannot activate Trap Cards. If this card is destroyed and sent to your Graveyard, you can add 1 Spell/Trap Card that mentions "Insect Princess" in its card text from your Graveyard to your hand. You can only activate this effect of "Serfmite" once per turn. Crown Princess of InsectsWIND - Link-2 - Insect/Link/Effect - 200 - B/R2 monsters, including at least 1 "Insect Princess" or monster with "Insect Princess" in its card text If an Insect monster is destroyed and sent to your Graveyard: This card gains 100 ATK. "Insect Princess" you control gain ATK equal to this card's ATK. If this card points to "Insect Princess", this card cannot be targeted for attacks, and "Insect Princess" you control are unaffected by your opponent's card effects. If "Insect Princess" is Special Summoned by its own effect: You can Special Summon this card from your Graveyard. Dirty battle-centric control Deck, but it's honestly pretty bad, so it's not like it'll frequently achieve anything. Plus, half its lock keeps dying, so unless you're really clever with your Garden usages, or just refuse to kill Mantiller ever, your opponent will probably be able to not only play, but win. Here's an interesting pair of archetypes, due to ridiculous wording:"Nitro" (Nitro Synchron states that you draw 1 card if you use it to make a "Nitro" Synchro monster, of which "Nitro Warrior" is the only one)"Gather Your Mind" (HOPT searcher for any "Gather Your Mind" card, but because it is again the only one, it just acts as shitty Deckthinning.) Link to comment Share on other sites More sharing options...
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