Perry Ellis. Posted November 17, 2018 Report Share Posted November 17, 2018 So the idea behind the game is simple, create support for any "Legendary Duelist" with in a certain theme. the game would begin each new round or theme with the new theme picker chosing which style of characters the game should support next. these types could include the main protagonists (Yugi/Atem, Jaden, Yusei etc.), main villains (Pegasus, Mairk, Shadow riders, Dark signers, etc.) you get the idea. the next person after this would choose a character that fits that theme to support and then would pick a different season (Duel monsters, GX, 5ds) for the next person to chose who to support from. Ex.post 1: Theme- Rivals Post 2: Kite/Galaxy Eyes Support next: Arc-v Post 3: Reiji/ D/D/D Support next: ... [spoiler=Rules]1. normal YCM Rules apply2. Keep the normal summoning mechanics, meaning no introducing any self made or non-canon mechanics - you can introduce new summoning mechanics to legendary duelists just not self made ones3. create at least 1 new monster, spell and trap.4. after 3 Duelists have been supported then a new theme can be selected Starting theme: Legendary Duelist pack 5: Villianous Sidekicks Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted November 19, 2018 Report Share Posted November 19, 2018 Let's start with one of the OGs of this idea: Odion. Embodiment of SerketEARTH/Fairy/Link/Effect/2500 ATK/LINK-3SW, S, SE3 monsters that were Special Summoned from the Spell & Trap Card ZoneIf this card is Link Summoned: You can activate 1 "Temple of the Kings" directly from your Deck. Trap Cards that are monsters in the zones this card points to are unaffected by your opponent's card effects. Banish any monster destroyed by battle with this card. If this card destroys a monster by battle: You can have this card gain ATK equal to half the ATK of the destroyed monster.Obelisk of Osiris and RaSpell/NormalActivate 1 of these effects.● Add 1 "Embodiment" Continuous Trap Card from your Deck or GY to your hand.● Add 1 "Temple of the Kings" from your Deck or GY to your hand.● If you control a "Temple of the Kings": Set 1 "Embodiment" Continuous Trap Card directly from your Deck.You can only activate 1 "Obelisk of Osiris and Ra" once per turn. Embodiment of AmunTrap/ContinuousTribute 2 Trap Cards that are also monsters you control: Special Summon this card as an Effect Monster (Pyro/EARTH/Level 10/ATK 3000/DEF 2500) with the following effects. (This card is also still a Trap.)● Each time your opponent activates a card or effect, inflict 500 damage to your opponent immediately after it resolves.● If your opponent activates a card or effect (Quick Effect): You can negate the activation, and if you do, destroy it. You can only use this effect of "Embodiment of Amun" once per turn.Embodiment of AnubisTrap/ContinuousIf you control a "Temple of the Kings": Special Summon this card as an Effect Monster (Beast-Warrior/EARTH/Level 8/ATK 2400/DEF 2000) with the following effects. (This card is also still a Trap.)● Your opponent cannot Tribute monsters, also any "Temple of the Kings" you control cannot be targeted or destroyed by your opponent's cards.● During your Main Phase: You can target 1 Continuous Trap in your GY; Set it to your side of the field, also, if it is an "Embodiment" Continuous Trap, it can be activated this turn. You can only use this effect of "Embodiment of Anubis" once per turn.Embodiment of SutekhTrap/ContinuousSpecial Summon this card as an Effect Monster (Fiend/EARTH/Level 6/ATK 2200/DEF 1600) with the following effects. (This card is also a Trap.)● This card gains 200 ATK for each card on the field.● If a card is Special Summoned from your Spell & Trap Zone to the Monster Zone: You can have that card gain 500 ATK, then, if it is an "Embodiment" card, it cannot be destroyed by battle.Next: Choose 1 of the following.Professor Cobra - Venom (GXCarly Carmine - Fortune Ladies (5D's)Vector - Umbral Horrors (ZEXAL)Sora - Fluffals (ARC-V) Link to comment Share on other sites More sharing options...
Perry Ellis. Posted November 19, 2018 Author Report Share Posted November 19, 2018 My future Sight says Carly gets new support next Fourtune Lady GrowthEARTH | Level 2 | Spellcaster | EffectThis card's ATK is equal to its level times 300. During each of your Standby Phases, increase this card level by 1 (max. 12). When this card is Normal Summoned add 1 "Fortune" Spell/Trap card from your Deck to your hand. If this banished card is Special Summoned, you can Normal Summon 1 "Fortune Lady" monster from your hand. ?/? Fortune Lady DripWater | Level 3 | Spellcaster | EffectThis card's ATK is equal to its level times 200. During each of your Standby Phases, increase this card level by 1 (max. 12). When this card is Normal Summoned while you control another "Fortune Lady" monster, have your opponent discard cards equal to the number of banished cards they control. If a "Fortune Lady" monster is Special Summoned, You can Set 1 "Fortune" Spell/Trap card from your GY.?/? Fortune Lady ShineLight | Level 7 | Spellcaster | EffectThis card's ATK is equal to is level times 400. During each of your Standby Phases, increase this card's level by 1. You can Special Summon this card by Shuffling 3 banished cards back into the deck. If a "Fortune Lady" monster is banished, look at the top 2 cards of your opponent's Deck, banish 1 of those cards facedown until your next Standby phase, then add that card to your opponent's hand. You can only use this effect of "Fortune Lady Shine" Twice per turn. If a "Fortune" card would be destroyed, you can banish 1 "Fortune Lady" monster you control or in the GY instead. ?/? Fortune FieldField Spell(Quick Effect)You can target 1 "Fortune Lady" you control or in your hand 1 monster your opponent controls, banish both targets until your next Standby Phase. The turn this effect is activated, you take no battle damage from battles involving "Fortune Lady" monster(s).When a "Fortune Lady" monster is Special Summoned, you can add 1 "Fortune lady" monster from your Deck to your hand. You can only activate each effect of "Fortune field" once per turn. Fortune SightContinuous Trap"Fortune Lady" monsters cannot be destroyed by card effect(s). After damage calculation, if a "Fortune Lady" monster battled an opponent's monster: Banish both monsters, and if you do during your next Standby Phase, Special Summon both monsters. During the Main phase after this card was sent to the GY, you can banish this card, Special Summon 1 "Fortune Lady" monster form your GY. You can only activate each effect of "Fortune Sight" once per turn. Next: Choose 1 of the following.Titan: Chess Archfiends (GX)Quinton: N9: Dyson sphere (Zexal)Sergey Volkov: Thorn Prisoner/Earthbound (Arc-v) Link to comment Share on other sites More sharing options...
Draconus297 Posted November 25, 2018 Report Share Posted November 25, 2018 Solar Power PylonLIGHT - Level 5 - Machine/Effect - 1000/1000During your turn (Quick Effect): You can reveal this card in your hand and target 1 face-up Effect monster your opponent controls that was Summoned from the Extra Deck; Special Summon this card from your hand, reduce that monster's ATK by 1000, and negate its effects. You can only Summon 1 "Solar Power Pylon" this way per turn. If this card is Special Summoned: You can add 1 "Solar Power Selector" from your Deck or Graveyard to your hand. If "Tannhauser Gate" is activated while you control this card: You can draw 1 card. Solar Power SelectorLIGHT - Level 4 - Machine/Effect - 1500/1000When this card is Normal Summoned: You can add 1 "Tannhauser Gate" from your Deck or Graveyard to your hand. You can shuffle this card and 1 other LIGHT Machine-Type monster from your Graveyard into your Deck (Quick Effect): This turn, if a non-Link LIGHT Machine-Type monster you control that was Special Summoned from your Extra Deck inflicts damage to your opponent (by battle or its own effect); you can send 1 face-up monster from the field to the Graveyard. A "Dyson Sphere" Xyz monster with this card attached as Xyz Material gains the following effect:●This card cannot be destroyed or targeted by your opponent's card effects, also this card cannot be attacked by monsters Special Summoned from the Extra Deck.You can only activate each effect of "Solar Power Selector" once per turn. First-Stage StarContinuous Trap This face-up card cannot be destroyed or banished while either player controls a "Number" Xyz monster. Once per turn, while you control a LIGHT Machine-Type "Dyson Sphere" Xyz monster, and your opponent activates a monster effect: You can negate the activation, then banish 1 card your opponent controls. Once per turn, if your opponent activates a card or effect that can draw a card(s): You can negate the activation, then add 1 "Solar Power Pylon" from your Deck or Graveyard to your hand. You can only control 1 "First-Stage Star". Second-Stage StarContinuous Trap This face-up card cannot be destroyed or banished while either player controls a "Number" Xyz monster. Once per turn, while you control a LIGHT Machine-Type "Dyson Sphere" Xyz monster, and your opponent activates a Spell Card or effect: You can negate the activation, then banish 1 card your opponent controls. If your opponent controls a monster in the Extra Monster Zone, you can add 1 "Third-Stage Star" from your Deck to your hand. You can only activate this effect of this card's name once while this card is face-up on the field. You can only control 1 "Second-Stage Star". Third-Stage StarContinuous Trap This face-up card cannot be destroyed or banished while either player controls a face-up "Number" Xyz monster. Once per turn, while you control a LIGHT Machine-Type "Dyson Sphere" Xyz monster, and your opponent activates a Trap Card or effect: You can negate the activation, then banish 1 card your opponent controls. At the start of your opponent's turn, if you control a "Dyson Sphere" Xyz monster, you can activate this effect: Your opponent must conduct their Battle Phase, and all monsters they control have their effects negated and must attack, then during the End Phase; if you still control a "Dyson Sphere" Xyz monster, all monsters your opponent controls that did not successfully attack that monster and inflict damage to one player, are sent to the Graveyard. You can only activate this effect of "Third-Stage Star" once per Duel. You can only control 1 "Third-Stage Star". Duelist Pack: First Arc AntagonistsPegasus (Toons/Relinquished)Kagemaru (Sacred Beasts)Rex Goodwin (Wiraqocha Rasca/Sun and Moon Dragons)Tron (Heraldic/Heraldry)Reiji (D/D/D) Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted November 26, 2018 Report Share Posted November 26, 2018 Heraldic Prince Genom-InheritorLIGHT/Psychic/Effect/Level 4/1200 ATK/900 DEF(This card is always treated as a "Heraldic Beast" monster.)If this card is Normal or Special Summoned: You can send 1 "Heraldic Beast" monster from your Deck to the GY; Special Summon 1 "Heraldic Beast" monster from your Deck with the same name than the sent monster. You can only use this effect of "Heraldic Prince Genom-Inheritor" once per turn. A LIGHT Psychic Xyz Monster with this card as material when it is Summoned gains this effect:● Effects of this card that affect Xyz Monsters affect Effect Monsters instead. Heraldic Beast AlphynEARTH/Beast/Effect/Level 4/1600 ATK/1000 DEFIf this card is Normal or Special Summoned: You can target 2 of your banished "Heraldic Beast" monsters; your opponent chooses 1 for you to add to your hand, then return the other to your GY. If this card is sent to the GY: You can add 1 "Heraldry" Spell/Trap from your Deck to your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target up to 3 "Heraldry" Spell/Traps in your GY; shuffle them into your Deck. You can only use each effect of "Heraldic Beast Alphyn" once per turn. Number C8: Heraldic Emperor Genom-LegacyLIGHT/Psychic/Xyz/Effect/Rank 5/3000 ATK/2000 DEF3 Level 5 monstersYou can detach 1 material from this card, then target 1 other monster on the field or in the GY; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that monster's original effects, then, if your opponent controls the target, that monster's ATK becomes 0 and its effects are negated. You can only use this effect of "Number C8: Heraldic Emperor Genom-Legacy" once per turn. If this card has a "Number" Xyz Monster as an material, it gains this effect.● If you target an Xyz Monster with this card's effect, your opponent cannot activate cards or effects in response to this effect's activation. Rank-Up-Magic Secret Heraldry ArtSpell/Quick-PlayReveal 1 "Number" Xyz Monster in your Extra Deck, then activate 1 of these effects.● Target 1 Rank 4 LIGHT Psychic Xyz Monster you control; attach the revealed card to it as material.● If you control no Xyz Monsters: Target 1 Rank 4 LIGHT Psychic Xyz Monster in your GY; Special Summon it, then attach the revealed card to it as material.Immediately after 1 of these effects resolves, Special Summon 1 "Number C" Xyz Monster that specifically lists the revealed "Number" Xyz Monster in its card text, using the targeted Rank 4 LIGHT Psychic Xyz Monster as the material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster).You can only activate 1 "Rank-Up-Magic Secret Heraldry Art" per turn.Heraldry CommandTrap/ContinuousIf this card is activated: Add 1 "Heraldic Beast" card from your Deck to your hand. You can activate the effects of “Heraldic Beast" monsters in your GY, or of Xyz Monsters you control with "Heraldic" or "Heraldry" in their original names, as Quick Effects. If this card is destroyed by an opponent's card effect: You can Special Summon 1 "Heraldic Beast" monster that was banished, or from your hand, Deck, or GY. You can only control 1 "Heraldry Command".Next:Kagemaru (Sacred Beasts)Rex Goodwin (Inca)Sora (Fluffals) Link to comment Share on other sites More sharing options...
Tinkerer Posted November 27, 2018 Report Share Posted November 27, 2018 Temple of the UniverseField SpellMonsters Special Summoned from the Graveyard are unaffected by your opponent's card effects until the opponent's next End Phase. You can Normal Summon 1 Level 5 monster in addition to your Normal Summon/Set. You can only gain this effect once per turn. Twice per turn: You can destroy 1 monster you control, and if you do, gain LP equal to its ATK. Priest of the SunLIGHT *****Spellcaster/EffectIf you control a face-up Spell/Trap card, you can Special Summon this card from your hand. Once per turn, you can reveal 1 Synchro monster in your Extra Deck; add 1 of the Synchro Materials whose name is specifically listed on that card from your Deck to your hand. During your Main Phase: You can banish this card from your GY and target 1 "Sun Dragon Inti" or "Moon Dragon Quilla" in your GY; Special Summon that target, but its Level becomes 5.2000/1000 NeocatequilLIGHT ****Thunder/Tuner/EffectWhen this card is Normal Summoned: You can send 1 Level 5 monster from your hand or Deck to the GY. Once per turn, you can reveal 1 Synchro monster in your Extra Deck; send 1 of the Synchro Materials whose name is specifically listed on that card from your Deck to the Graveyard, and if you do, this card's name and Level become the same as that monster. If this card is destroyed: You can Special Summon 1 monster from your GY whose name is the same as this card's name on the field, and if you do, you can Special Summon 1 Level 5 monster from your GY, but its effects are negated. You can only Special Summon Synchro monsters from your Extra Deck the turn you activate this effect.1200/1800 Ekeko DollDARK **Rock/EffectYou can discard this card; add 1 "Supay" or "Fire Ant Ascator" from your Deck to your hand. You can target 1 monster you control and 1 card your opponent controls; banish this card from your GY, and if you do, destroy both targets. You can only use one effect of "Ekeko Doll" per turn and only once that turn.0/500 Cycle of the UniverseContinuous TrapIf you control "Sun Dragon Inti": You can target 1 card on the field; destroy it, and if you do, destroy 1 monster you control. If you control "Moon Dragon Quilla": You can target 1 card on the field; return it to the hand, and if you do, destroy 1 monster you control. You can use each effect of "Cycle of the Universe" once per turn. If you activated 1 of these effects, all battle damage you take is halved until the End Phase (even if this card leaves the field). ...which leavesKagemaru (Sacred Beasts)Sora (Fluffals) Link to comment Share on other sites More sharing options...
Perry Ellis. Posted November 27, 2018 Author Report Share Posted November 27, 2018 Fluffal OtterWATER | Level 3 | Beast | EffectWhen this card is Normal Summoned, you can take 1 "Edge Imp" monster and either add it to your hand or send it to the GY. if this card is used as a Link Material for a "Frightfur" monster Special Summon 1 "Fluffal" monster from your Deck in face up Defense Position also it cannot be used as Link Material. You can only use each effect of "Fluffal Otter" once per turn.1200/800 Edge Imp CleaverDARK | Level 3 | Fiend | Effect When this card is sent from the Deck to the GY, add 1 "Frightfur" Spell/Trap card or 1 "Fusion" card from your Deck to your hand. If you control a non DARK level 3 monster, you can special Summon this card from your GY also you can not Special Summon monsters From your Extra Deck except "Frightfur" monster(s). You can only activate each effect of "Edge Imp Cleaver" once per turn.1600/1800 Frightfur Cleaver BeaverDARK | Link 2 | DL - D | Beast | Effect1 "Edge Imp" monster + 1 "Fluffal" monsterWhen this card is Link Summoned, you can take 1 "Toy Vendor" from your GY and either add it to your hand or shuffle it into your deck. When a Fusion monster is Summoned to a Zone this card points to, it gains 200 ATK for each "Fluffal", "Edge Imp", and "Frightfur" card in your GY also at the start of the damage step if it battles a non-Fusion monster destroy that monster. While this card points to a "Frightfur" monster your opponent cannot target this card with effect or for attacks.1000 Prize CraneContinuous SpellThis card's name is also treated as "Toy Vendor" while on the field or in the GY. Once per turn, you can discard 1 card, target up to 3 cards from your GY, have your opponent select 1 of the cards for your to add to your hand and if you do, shuffle the other cards back into the Deck. If this card is sent from the field to the GY, you can Set 1 Spell/Trap except this card from your GY but it is banished once it leaves the field. You can only control 1 "Prize Crane". You can only activate each effect of "Prize Crane" once per turn. Frightfur RevengeNormal TrapIf a "Frightful" monster(s) is sent form the field to the GY by your opponent's card effect or by battle, target cards your opponent controls up to the number of "Frightfur" monster(s) sent to the GY and if you do, destroy them. You can banish this card form your GY, add 1 "Fusion" card or "Polymerization" from your GY to your hand. New Pack timeDuelist Pack: Friends of Main Duelist Duel monsters- Ishizu (Egyptian Fairies)GX- Axel Brody (Volcanics)5Ds- Sherry Le Blanc (Fluer de Chevalier/Sacred Knights)Zexal- Caswell Francis (Crashbug/Debugger)Arc V- Gong Strong (Superheavy Samurai) Link to comment Share on other sites More sharing options...
Draconus297 Posted November 27, 2018 Report Share Posted November 27, 2018 Ecuyer de FleurWIND - Level 6 - Warrior/Synchro/Effect - 2300/1400"Fleur Synchron" + 1 or more non-Tuner monsters Once per turn, if your opponent Special Summons a monster(s): You can target a number of cards your opponent controls equal to the number of monsters Summoned; destroy that target(s). If you Synchro Summon a WIND monster using "Fleur Synchron" as Material while this card is in your Graveyard: You can move the Synchro Summoned monster into a Main Monster Zone, and Special Summon 1 "de Fleur" monster from your Graveyard (you can only activate this effect of this card's name once per turn). Emissaire de FleurWIND - Level 4 - Warrior/Effect - 1300/1100If this card is Normal Summoned: You can Special Summon 1 "Fleur Synchron" from your Deck. If this card is used as Synchro Material and sent to the Graveyard, you can target any number of Tuner monsters in your Graveyard used as Material for that Summon in your Graveyard: Special Summon that target(s), but it cannot be used as Material for a Summon, except for the Summon of a WIND monster. Commissaire de FleurWIND - Level 4 - Warrior/Effect - 1700/1300If this card is Normal Summoned, you can target 1 Level 2 "Fleur" Tuner in your Graveyard: Special Summon that target. Once per turn, you can select and activate 1 of the following effects:●Target 1 non-Tuner "de Fleur" monster you control: That target is treated as a Tuner on the field this turn. ●Target 1 Tuner monster you control: That target is treated as a non-Tuner on the field this turn. Fleur ResonatorWIND - Level 2 - Fiend/Tuner/Effect - 800/0If this card is Normal or Special Summoned: You can add 1 "de Fleur" monster, or "Fleur Synchron", from your Deck to your hand. This card can be treated as "Fleur Synchron" for a Synchro Summon. If this card is used as Material for a Synchro Summon, you can target 1 Level 2 Tuner monster in your Graveyard, except "Fleur Resonator": Special Summon that target. Accord des FleursQuick-Play Spell Immediately after this effect resolves; Synchro Summon 1 WIND Synchro monster, using monsters you control as Material. If this card is in your Graveyard, and you control a WIND Synchro monster in your Extra Monster Zone, and all of its Synchro Materials are in your Graveyard, including at least 1 "de Fleur" monster or "Fleur Synchron": Move that monster from the Extra Monster Zone to a Main Monster Zone, and Special Summon its Synchro Materials from your Graveyard in face-up Defense Position. You can only activate 1 effect of "Accord des Fleurs" per turn, and only once that turn. Literally translated, the above are "Squire of Flowers", "Messenger of Flowers", "Quartermaster of Flowers", and "Tuning of Flowers". Ishizu Ishtar (Ishtar Fairies)Axel Brody (Volcanics)Caswell Francis (Crashbug/Debugger)Gong Strong (Superheavy Samurai) Link to comment Share on other sites More sharing options...
RedHood0122 Posted December 1, 2018 Report Share Posted December 1, 2018 Debugger ALIGHT | Lv. 3Machine/Effect1600/200When this card is Normal Summoned: You can add 1 "Debugger" Monster from your deck to your hand. Debugger BLIGHT | Lv. 3Machine/Effect1800/0When this card is Normal Summoned: You can Normal Summon 1 "Debugger" Monster from your hand. You can only use the effect of "Debugger B" once per turn. Debugger CLIGHT | Lv. 3Machine/Effect1000/800If you control a "Debugger" Monster, you can Special Summon this card (From your hand). You can only Special Summon "Debugger C" this way once per turn. When this card is Summoned: you can Special Summon 1 "Debugger" Monster from your GY. You can only use this effect of "Debugger C" once per turn. Debugger XYZLIGHT | Rank 3Machine/Xyz/Effect1800/10003 Level 3 "Debugger" MonstersWhen this card battles an opponent's Monster, you can detach 1 Material from this card; the opponent's Monster loses 1000 ATK and this card gains 800 ATK until the end of the damage step. Debugger ABCLIGHT | Rank 3Machine/Xyz/Effect2000/8003 Level 3 "Debugger" MonstersGains 300 ATK for every "Debugger" Monster on their field. Once per turn, you can detach 1 Material from this card. Add 1 "Debugger" Monster, Spell, or Trap from your deck to your hand. Debugger UploadNormal SpellIf your opponent controls more Monster then you do, you can Special Summon "Debugger" Monster from your deck with different names in defense position equal to the difference. You can only Special Summon "Debugger" Monsters for the rest of the turn. Debugger FragNormal TrapWhen an opponent's Monster attacks a "Debugger" Monster you control, it loses 400 ATK for every "Debugger" Monster on your field and GY. Ishizu Ishtar (Ishtar Fairies)Axel Brody (Volcanics)Gong Strong (Superheavy Samurai) Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted December 2, 2018 Report Share Posted December 2, 2018 Superheavy Samurai General Cobalt (Kobaru-T0)EARTH/Machine/Pendulum/Effect/Level 3/600 ATK/1800 DEF9 <> 9Pendulum Effect: You cannot Special Summon monsters, except "Superheavy Samurai" monsters. This effect cannot be negated. "Superheavy Samurai" monsters you control cannot be Tributed. Once per turn, when your "Superheavy Samurai" monster is targeted for an attack: You can destroy this card, and if you do, negate that attack, then end the Battle Phase.Monster Effect: If this card is Normal or Special Summoned, if you have no Spell/Trap Cards in your GY: You can target 1 card on the field; destroy it, and if you do, you can change this card's battle position. You can only use this effect of "Superheavy Samurai General Cobalt" once per turn. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.Superheavy Samurai General Garnet (Gane-T0)EARTH/Machine/Pendulum/Effect/Level 6/900 ATK/2700 DEF0 <> 0Pendulum Effect: You cannot Special Summon monsters, except "Superheavy Samurai" monsters. This effect cannot be negated. "Superheavy Samurai" monsters you control cannot be used as Fusion Material. Once per turn, when your opponent activates a card or effect that targets a "Superheavy Samurai" (Quick Effect): You can destroy this card, and if you do, negate the activation, and if you do that, destroy that card.Monster Effect: If this card is Normal or Special Summoned, if you have no Spell/Trap Cards in your GY: You can target 1 face-up card on the field; negate its effects, and if you do, you can change this card's battle position, then, if it is a Monster Card, halve its ATK/DEF. You can only use this effect of "Superheavy Samurai General Garnet" once per turn. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.Superheavy Samurai Lil' Benkei (Ben-K)EARTH/Machine/Pendulum/Effect/Level 4/1000 ATK/2500 DEF4 <> 4Pendulum Effect: During your Main Phase: You can pay 1000 LP; add 1 "Superheavy Samurai" Pendulum Monster from your Deck to your hand, except "Superheavy Samurai Lil' Benkei", also you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters (even if this card leaves the field). You can only use this effect of "Superheavy Samurai Lil' Benkei" once per turn.Monster Effect: Cannot be Normal Summoned/Set. Must be Pendulum Summoned, or Special Summoned by a card effect. "Superheavy Samurai" monsters you control can attack while in face-up Defense Position. If they do, apply their DEF for damage calculation. (Quick Effect): You can Tribute this card; Special Summon 1 "Superheavy Samurai Big Benkei" from your hand, Deck, or GY in face-up Attack Position. You can only use this effect of "Superheavy Samurai Lil' Benkei" once per turn.Superheavy Samurai SoulbliteratorEARTH/Machine/Synchro/Tuner/Effect/Level 4/500 ATK/500 DEF1 Machine Tuner + 1+ "Superheavy Samurai" non-Tuner monstersA "Superheavy Samurai" monster equipped with this card gains 1000 DEF, also if it battles, your opponent cannot activate cards or effects until the end of the Damage Step. You can only use each of these effects of "Superheavy Samurai Soulbliterator" once per turn.● During your Main Phase: You can target 1 "Superheavy Samurai" monster you control that does not have a "Superheavy Samurai Soulbliterator" equipped to it; equip this card from your side of the field or your GY to it.● During either player's Main Phase, if this card is equipped to a "Superheavy Samurai" monster (Quick Effect): You can Special Summon this card. Immediately after this effect resolves, Synchro Summon 1 "Superheavy Samurai" monster, using this card as Synchro Material. Superheavy Samurai Factory Homusubi (Homosu-B)EARTH/Machine/Synchro/Effect/Level 11/100 ATK/4400 DEF1 Machine Tuner + 1+ "Superheavy Samurai" non-Tuner monstersUnaffected by other card's effects. Once per turn: You can target 1 "Superheavy Samurai" monster you control; move it to another of your Main Monster Zones. You can only use 1 of these effects of "Superheavy Samurai Factory Homusubi" per turn, and only once that turn.● During your Main Phase: You can target 1 of your "Superheavy Samurai" monsters that is banished or in your GY; Special Summon it in face-up Defense Position.● During your Main Phase: You can declare a Level between 1 and 6, then declare another Level between 1 and 6; Special Summon 1 "Superheavy Samurai Hammer Kagu Token" (Machine/EARTH/Level ?/100 ATK/0 DEF) whose Level is the first Level declared by this effect and 1 "Superheavy Samurai Anvil Tsuchi Token" (Machine/EARTH/Level ?/0 ATK/100 DEF) whose Level is the second Level declared by this effect. A "Superheavy Samurai Anvil Tsuchi Token" is treated as a Tuner. Immediate after this effect resolves, Synchro Summon 1 "Superheavy Samurai" Synchro Monster, using the Tokens Special Summoned by this effect as Synchro Materials.Next Pack:Duelist Pack - GoonsPara & Dox (Gate Guardian)Lumis & Umbra (Masks)Dark WorldsDiablo (Ally of Justice)Obelisk Force (Ancient Gears) Link to comment Share on other sites More sharing options...
Draconus297 Posted December 2, 2018 Report Share Posted December 2, 2018 Ally of Justice Seeker EngineDARK - Level 7 - Machine/Synchro/Effect - 2500/21001 Tuner + 1 or more non-Tuner monsters You can add 1 "Ally of Justice" card from your Deck to your hand (you can only activate this effect of this card's name once per turn). Once per turn, you can reveal any number of "Ally of Justice" monsters in your hand (Quick Effect): Reduce the ATK and DEF of all monsters your opponent controls by half the ATK of the revealed monsters until the End Phase, then negate the effects of all LIGHT monsters on the field and in the Graveyard whose ATK is less than this card's for the rest of the turn. Ally of Justice Hunter-DestroyerDARK - Level 3 - Machine/Tuner/Effect - 1300/400If this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Ally of Justice" monster from your hand or Graveyard. If your opponent controls a LIGHT monster, you gain 1 additional Normal Summon of an "Ally of Justice" monster per turn (you can only apply this effect of this card's name once per turn). If this card is used as Material for a Summon, and all other Materials used are "Ally of Justice" monsters: You can add 1 "Ally of Justice" card from your Deck to your hand, also, if your opponent controls a LIGHT monster; you can Special Summon 1 monster used as Material for that Summon, except "Ally of Justice Hunter-Destroyer", from your Graveyard. Ally of Justice MagnaboosterDARK - Level 1 - Machine/Effect - 200/0If you control a face-up Normal Summoned "Ally of Justice" monster, you can Special Summon this card from your hand. Once per turn, you can send 1 "Ally of Justice" monster from your Deck to the Graveyard: Increase this card's Level by the Level of the sent monster until the End Phase, but if you activate this effect, this card cannot be used as Material for a Summon this turn unless all other Materials used in that Summon are "Ally of Justice" monsters. While this card is in your Graveyard and your opponent controls a LIGHT monster, you can target 1 "Ally of Justice" monster you control: Reduce that target's Level by 1, then Special Summon 1 "Ally of Justice" monster from your Graveyard (you can only activate this effect of this card's name once per turn). Zealous Ally of JusticeContinuous Trap Once per turn, during either player's turn: You can change the Attributes of all monsters your opponent controls to LIGHT. During the End Phase of each turn, select 1 Phase: During that Phase of the next turn, the effects of LIGHT monsters on the field cannot be activated. If an "Ally of Justice" monster is sent from the field to the Graveyard: You can return that monster from your Graveyard to your hand, instead (you can only activate this effect of this card's name once per turn). Ally of Justice FactoryField Spell "Ally of Justice" monsters you control gain ATK equal to their Level x100. Once per turn: You can Special Summon 1 "Ally of Justice" monster from your Graveyard. While you control a face-up "Ally of Justice" monster, monsters in your opponent's hand and Graveyard are treated as LIGHT. "Ally of Justice" Synchro monsters you control cannot be destroyed or targeted by your opponent's card effects, also they gain the following effect:●Once per turn, you can target 1 "Ally of Justice" monster in your Graveyard, except a monster with the same name as this card (Quick Effect): This card gains the target's effects, until the End Phase. Para & Dox (Gate Guardian)Lumis & Umbra (Masks)Brron, Mad King of Dark World (take a wild guess)[Hey, there's no ZeXal rep- let me add one real quick]Fortuno (Shamans, No. 16, No. 11- yes, one guy in the anime ran both Big Eye and Shock Master, and still lost to Yuma)Obelisk Force (Ancient Gears) Link to comment Share on other sites More sharing options...
Perry Ellis. Posted December 2, 2018 Author Report Share Posted December 2, 2018 Sanga of Raging ThunderLIGHT | Level 8 | Thunder | EffectYou can Tribute Summon this card by Tributing Spell/Trap cards as well. When this card is Summoned, negate the effects of all Special Summoned monsters. If this card battles (Quick Effect), you can Reduce the ATK of your opponent’s monster to 0 until the End Phase. You can only activate each effect of “Sanga of Raging Thunder” once per turn.2800/2700 Kazejin of Blistering Winds WIND | Level 8 | Spellcaster | EffectYou can Tribute Summon this card by Tributing Spell/Trap cards as well. When this card is Summoned, you can shuffle cards your opponent control’s into their Deck, equal to the number of monster(s) used as tribute. If this card battles (Quick Effect), you can Reduce the ATK of your opponent’s monster to 0 until the End Phase. You can only activate each effect of “Kazejin of Blistering Winds” once per turn.2500/2400 Suijin of Torrential WatersWATER | Level 8 | Aqua | EffectYou can Tribute Summon this card by Tributing Spell/Trap cards as well. When this card is Summoned, you opponent cannot activate card effects until the end of turn also they cannot activate Spell/Trap cards until the end of their next turn. If this card battles (Quick Effect), you can Reduce the ATK of your opponent’s monster to 0 until the End Phase. You can only activate each effect of “Suijin of Torrential Waters” once per turn.2600/2500 Ancient Gate Guardian of the LabyrinthDARK | Level 10 | Spellcaster | Fusion | Effect1 “Sanga” monster + 1 “Kazejin” monster + 1 “Suijin” monster You can Special Summon this card from your Extra Deck by Sending the monsters listed above to the GY. (If you do you do not have to use Polymerization also this is treated as a Fusion Summon). If this card is in the Extra Monster Zone, it is unaffected by your opponent’s Spell/Trap cards. While you control another “Labyrinth” card, once per turn (Quick Effect), if your opponent would activate a card effect you can negate that effect and if you do, destroy that card. If this card is returned to the Extra Deck or sent to the GY, you can Special Summon 2 of the monsters used as material for this card’s Summon from your GY. You can only use this effect of “Ancient Gate Guardian of the Labyrinth” once per turn. 3800/3500 Living Labyrinth Continuous TrapWhen this card is Activated, Special Summon from your hand, Deck or GY, 1 “Labyrinth Wall” from your Deck in face-up Defense Position, also this card’s battle position cannot be changed by other card effects. “Labyrinth” monsters cannot be destroyed by card effects. Once per turn, if a “Labyrinth” monster would be destroyed by battle, you can send 1 card from your hand to the GY instead then your opponent takes damage equal to the difference between your monster’s ATK or DEF (which ever is higher) and your opponent’s monster (which ever is lower). During the End Phase, if “Labyrinth Wall” was sent to the GY this turn, you can Special Summon “Labyrinth Wall” from your GY. You can only activate each effect of “Living Labyrinth” once per turn. Labyrinth’s TestsContinuous SpellYou can reveal 3 “Sanga”, “Kazejin”, or “Suijin” cards from your Deck, then have your opponent pick which one to add to your hand. Shuffle the rest back into the Deck. If you control “Labyrinth Wall” you can Special Summon that monster instead but its effects are negated also it returns to your hand during the End Phase. If your opponent would Attack a monster, have them declare a type (Monster/Spell/Trap) then reveal the top card of your deck. If the are correct change the attack to a direct attack but the damage is halved, if they are wrong negate the attack. You can only activate each effect of “Labyrinth’s Tests” once per turn. Labyrinth’s GuardianNormal TrapYou can only active this card while you control “Labyrinth Wall”. Tribute 1 monster you control, Special Summon 1 “Ancient Gate Guardian of the Labyrinth” from your Extra Deck but it’s effects are negated also it returns to the Extra Deck during the End Phase. While this card is in the GY, you can banish this card, add 1 “Labyrinth” Spell/Trap card from your Deck your hand. You can only activate each effect of “Labyrinth’s Guardian” once per turn. Next: GoonsGX- Don Zaloog (Dark Scorpions)Zexal- Fortuno (Shamans No.11 No. 16)Arc v- Obelisk Force ( Ancient Gear ) Link to comment Share on other sites More sharing options...
Draconus297 Posted December 5, 2018 Report Share Posted December 5, 2018 You know what, let's go. Orange ShamanLIGHT - Level 4 - Spellcaster/Effect - 0/0If your opponent Special Summons a monster from the Extra Deck, you can reveal this card in your hand: Draw 1 card and reveal it, and if it is a Spellcaster-Type "Shaman" monster or "Freezing Dance", Special Summon this card and negate the effects of the Summoned monster. Once per turn, if your opponent activates a monster effect: You can Special Summon 1 Spellcaster-Type "Shaman" monster from your hand or Graveyard. Once per turn, if your opponent activates a Spell Card, you can Special Summon 1 Spellcaster-Type "Shaman" monster from your Deck, except "Orange Shaman". Green ShamanLIGHT - Level 4 - Spellcaster/Effect - 0/0If you Normal Summon a Spellcaster-Type "Shaman" monster, you can Special Summon this card from your hand. If this card is Special Summoned, you can place 1 Spellcaster-Type "Shaman" monster from your hand or Graveyard on top of your Deck. If your opponent activates a Trap Card or the effect of a Trap Card, except during the Damage Step: You can Special Summon 1 Spellcaster-Type "Shaman" monster from your Deck or Graveyard in Defense Position, except "Green Shaman", but a monster Summoned this way cannot be used as Material for a Summon, except the Summon of a "Number" Xyz monster. Red ShamanLIGHT - Level 4 - Spellcaster/Effect - 0/0If this card is Normal or Special Summoned, you can activate 1 "Freezing Dance" directly from your hand or Graveyard. Once per turn, if your opponent activates the effect of a Special Summoned monster, you can: Immediately after this effect resolves; Xyz Summon a "Number" Xyz monster, using "Shaman" monsters you control or in your hand as Material. If this card is detached from a "Number" Xyz monster to activate its effect, you can select and activate 1 of the following effects:●Target 1 card your opponent controls: Destroy it.●Target 1 Spellcaster-Type "Shaman" monster in your Graveyard, except "Red Shaman": Special Summon that target. Rainbow ShamanLIGHT - Level 7 - Spellcaster/Effect - 0/0If your opponent controls a face-up monster that was Special Summoned from the Extra Deck, you can Special Summon this card from your hand (You can only Summon 1 "Rainbow Shaman" per turn this way). Once while this card is face-up on the field, if your opponent activates the effect of a monster on the field: You can negate the activation and Special Summon 1 Spellcaster-Type "Shaman" monster from your hand or Graveyard, except "Rainbow Shaman". Once during the turn this card is Summoned: You can change the Levels of all other Spellcaster-Type monsters you control to match the Level of this card. Freezing DanceContinuous Trap If the combined ATK of monsters you control exceeds 0, you cannot activate this card. This face-up card cannot be destroyed, except by its own effect. During your 2nd Standby Phase after activating this card, destroy it. Monsters with ATK greater than 0 cannot be Summoned, except "Number" Xyz monsters. Once per turn, if you control a Spellcaster-Type "Shaman" monster or a Rank 4 or 7 "Number" Xyz monster, you can select and activate 1 of the following effects (Quick Effect):●Draw 1 card, then place 1 card from your hand on top or bottom of your Deck.●Target 1 each of a Spell/Trap Card and monster on the field: Destroy one target, and return the other to its owner's hand. You can only control 1 "Freezing Dance". Don Zaloog (Dark Scorpion)Obelisk Force (Ancient Gear) Link to comment Share on other sites More sharing options...
Perry Ellis. Posted December 5, 2018 Author Report Share Posted December 5, 2018 Dark Scorpion - Lupin the MasterDARK | Level 7 | Warrior | EffectIf you control 2 or more "Dark Scorpion" monsters with different names you can Special Summon this card (from your hand or GY). Cards sent to the GY by the effect of a "Dark Scorpion" card cannot activate their effects or be moved from the GY. When this card inflicts battle damage you can activate one of the following effects:- Place 1 card on the field on the bottom of their Deck.- Send 3 cards from the bottom of your opponent's Deck to the GY.2500/2100 Dark Scorpion HideoutField SpellOnce per turn, you can target a "Dark Scorpion" monster you control, activate one of its effects ignoring the conditions and if you do Special Summon a "Dark Scorpion" monster from your Deck or GY with a different name than monster(s) you control. You cannot Special Summon monsters from the Extra Deck except "Dark Scorpion" monster(s) the turn you activate this effect. While you control 3 or more "Dark Scorpion" monsters with different names "Dark Scorpion" cards cannot be targeted also "Dark Scorpion" monster (s) cannot be destroyed by card effects. Dark Scorpion NetworkContinuous SpellYou can Tribute 1 "Dark Scorpion" monster you control, reveal one card in your opponent's hand and if you do banish that card also your opponent cannot activate or Summon cards with the same name until your 2nd End Phase after this card's effect's resolution. If this card is in the GY, you can banish this card. Add 1 card that lists "Dark Scorpion" in its text from your Deck to your hand. You can only use each effect of "Dark Scorpion Network" once per turn. Cunning Tricks Normal TrapIf your opponent would add a card to their hand, you can add that card to your hand instead and if you do have your opponent discard a card also. If you control 3 or more "Dark Scorpion" monsters with different names you can activate this card from your hand. You can only activate "Cunning Tricks" once per turn. New Pack: Edge LordsDM- Yami Bakura (Necrofear/ Spirit board)GX- Supreme King (Super poly/Evil Hero)5Ds- Dark Kalin (Inferinity/ EBI Ccapac Apu) ZXL- Quattro (Gimmick Puppets)ArcV- Shun (Raidraptors) also just as a reminder, you can change the characters in the next prompt, they just have to be characters that fit the theme of the "Pack" Link to comment Share on other sites More sharing options...
Draconus297 Posted December 6, 2018 Report Share Posted December 6, 2018 Raidraptor - Lyrical LaniusDARK - Level 4 - Winged Beast/Effect - 1200/400If you control a face-up "Raidraptor" monster, and all monsters you control are DARK Winged Beast-Type monsters, you can Special Summon this card from your hand and 1 Level 4 "Raidraptor" monster from your Graveyard. If you would Special Summon a "Raidraptor" Xyz monster using a "Rank-Up-Magic" Spell Card: You can attach this card from your Graveyard to the monster that will be used as Material for that Summon, immediately before the effect resolves. If this card is detached from a "Raidraptor" Xyz monster to activate its effect, you can activate the following effect:●Set 1 "Raidraptor" Spell/Trap Card directly from your Deck or Graveyard. You can only activate each effect of "Raidraptor - Lyrical Lanius" once per turn. Raidraptor - Swooping StrixDARK - Level 4 - Winged Beast/Effect - 0/2000If your opponent activates a monster effect while you control no monsters: You can Special Summon this card from your hand; for the rest of the turn, each time your opponent Special Summons a monster(s) from their Extra Deck that is not an Xyz monster, they must either banish the top 2 cards of their Deck or allow you to add 1 "Raidraptor" monster from your Deck to your hand. You can only activate this effect of "Raidraptor - Swooping Strix" once per turn. A "Raidraptor" Xyz monster with this card as Material gains the following effect:●At the start of the Damage Step, if this card battles your opponent's monster: You can move this card to another unoccupied Monster Zone you control; Special Summon 1 "Raidraptor" monster from your Graveyard with less ATK than this card, then increase this card's ATK by the ATK of the Summoned monster. Your opponent cannot activate cards or effects in response to this effect or its activation. Raidraptor - Storm Vulture DARK - Level 4 - Winged Beast/Effect - 1900/0If you Normal Summon a Level 4 DARK Winged Beast-Type monster: You can Special Summon this card from your hand, and if you do; you can draw 1 card. If this card is used as Material for the Summon of a DARK Winged Beast-Type monster, and all other Materials are DARK Winged Beast-Type monsters: You can Special Summon 1 Level 4 or lower DARK Winged Beast-Type monster from your hand or Graveyard, except "Raidraptor - Storm Vulture". A "Raidraptor" Xyz monster with this card attached as Xyz Material gains the following effect:●Your opponent cannot use monsters with equal or lesser ATK than this card as Tribute or Material for a Summon. Rank-Up-Magic: Raidraptor's Revolution Quick-Play Spell Target 1 DARK Xyz monster you control: Special Summon 1 "Raidraptor" Xyz monster from your Extra Deck whose Rank is 1 or 2 higher than the target's, using the target and this card as Xyz Material (Transfer its Materials to this card, this is treated as an Xyz Summon). For the rest of the turn after this card resolves, you cannot Summon monsters from your Extra Deck, except Winged Beast-Type monsters. During either player's Battle Phase, you can banish this card from your Graveyard, and select any number of "Raidraptor" Xyz monsters in your Graveyard (min. 3): Your opponent selects 1 at random for you to Special Summon from your Graveyard, and the other targets are attached to the Summoned monster as Material, and for the rest of this turn the Summoned monster's activated effects become Quick Effects. You can only activate this effect of "Rank-Up-Magic: Raidraptor's Revolution" once per turn. Yami Bakura/Zorc Necrophades (Fiend Mill/Necrofear/Destiny Board/Diabound Kernel)Supreme King Jaden Yuki (Super Polymerization/Evil HERO)Dark Signer Kalin Kessler (Infernity/EBI Ccpac Apu ["Giant Man" in Quechua])Quattro (Gimmick Puppets) Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted December 10, 2018 Report Share Posted December 10, 2018 Gimmick Puppet Clanging ClownDARK/Machine/Effect/Level 8/0 ATK/2000 DEFDuring your Main Phase: You can discard this card from your hand; take 1 “Gimmick Puppet” monster from your Deck, except “Gimmick Puppet Clanging Clown”, and either add it to your hand or send it to the GY. If this card is banished, or sent from the field to the GY, while you control a face-up "Gimmick Puppet" monster: You can Special Summon this card. You can only use each effect of "Gimmick Puppet Clanging Clown" once per turn.Number 26: Gimmick Puppet ConstructitanDARK/Machine/Xyz/Effect/Rank 8/? ATK/3000 DEF2+ Level 8 monstersWhile this card as a "Gimmick Puppet" monster attached to it as material, this card's ATK is equal to the combined original ATK of all materials attached to it. During your Main Phase: You can detach 1 material from this card, then activate 1 of these effects.● Target 1 face-up monster on the field; attach it to this card as material.● Inflict damage to your opponent equal to the original ATK of the detached material.● Destroy all face-up monsters your opponent controls whose original ATK is equal to or less than the original ATK of the detached material.You can only use this effect of "Number 26: Gimmick Puppet Constructitan" once per turn. Number C26: Gimmick Puppet DestructitanDARK/Machine/Xyz/Effect/Rank 9/? ATK/4000 DEF2+ Level 9 monstersThis card's ATK is equal to the ATK of the monster with the highest ATK on the field. This card cannot be destroyed by battle. After damage calculation, if this card attacked an opponent's monster: Inflict damage to your opponent equal to that monster's original DEF. If this card has a "Gimmick Puppet" Xyz Monster as material, it gains these effects.● Cannot be targeted by your opponent's card effects, also cannot be destroyed by card effects.● During the Battle Phase, if your opponent activates a card or effect (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy all cards on the field, also end the Battle Phase. Rank-Up-Magic Limited Argent ForceSpell/NormalDuring your Main Phase: You can target 1 Xyz Monster you control that has a Machine monster(s) attached to it as material; Special Summon from your Extra Deck, 1 "Number C" or "CXyz" Xyz Monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) During your Main Phase: You can banish this card from your GY and pay half your LP, then target 2 of your Machine monsters that are banished, or in your GY, also declare a Level between 5 and 9; Special Summon those targets, but their effects are negated, also they become the declared Level. Immediately after this card resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only. You can only use 1 effect of "Rank-Up-Magic Limited Argent Force" per turn, and only once that turn.Puppet Recovery ClawTrap/ContinuousYou can activate the effects of Xyz Monsters with "Number" in their original names that have a "Gimmick Puppet" monster(s) attached to them as material as Quick Effects. You can only use 1 of these effects of "Puppet Recovery Claw" per turn, and only once that turn.● You can target 2 Level 8 or lower "Gimmick Puppet" monsters in your GY; your opponent chooses 1 for you, Special Summon it, then banish the other.● You can target 1 face-up "Number" Xyz Monster you control, then target 1 of your banished "Gimmick Puppet" monsters; attach the second target to the first target as material, then, if the first target was a "Gimmick Puppet" Xyz Monster, you can attach this card to the first target as material.Next:Kalin/Kiryu (Infernity)Supreme King (Evil HEROs)Raphael (Guardians) Link to comment Share on other sites More sharing options...
Draconus297 Posted December 10, 2018 Report Share Posted December 10, 2018 Overseer of the Guardians LIGHT - Link-3 - Spellcaster/Link/Effect - 2100 - L/D/R2 or more monsters, including at least 1 "Guardian" monster Once per turn, you can also Link Summon this card into an Extra Monster Zone by shuffling appropriate Materials from your hand or Graveyard into your Deck. "Guardian" monsters equipped with an Equip Spell Card cannot be destroyed or banished by your opponent's card effects, also, if an Equip Spell(s) they are equipped with is named in their card text, they cannot be targeted by your opponent's card effects. Once per turn, you can equip 1 "Gravity Axe - Grarl", "Twin Swords of Flashing Light - Tryce", "Butterfly Dagger - Elma", "Wicked-Breaking Flamberge - Baou", "Shooting Star Bow - Ceal", or "Rod of Silence - Kay'est" from your Deck or Graveyard directly to this card. Once per turn, you can target 1 Equip Spell you control (Quick Effect): Change which monster on the field that target is equipped to, then, if the new equipped monster names that Equip Card in its card text; you can draw 1 card. Backup GuardianEARTH - Level 4 - Fiend/Effect - 500/2200You can Special Summon this card from your hand or Graveyard by shuffling 1 "Guardian" card from your hand or Graveyard into your Deck (you can only Summon "Backup Guardian" from your Graveyard once per turn this way). Once per turn (Quick Effect): You can target 1 Equip Spell or "Arsenal Summoner" in your Graveyard; Set that target. You can reveal 1 "Guardian" monster in your hand that names an Equip Spell Card in its text: Add the named Equip Spell from your Deck or Graveyard to your hand (you can only activate this effect of "Backup Guardian" once per turn). Once per turn, if this card is targeted for an attack or effect: You can negate that attack or effect, and if you do; you can destroy 1 face-up card your opponent controls. Guardian from BeyondNormal Spell Target 1 "Guardian" monster in your Graveyard that names an Equip Spell Card in its text: That target gains the name of that Equip Spell Card, and it is Special Summoned. Once per turn, if this card is in your Graveyard and a monster attacks (Quick Effect): You can banish 1 card from each Graveyard; negate that attack. Guardian FormationNormal Trap Target 1 face-up "Guardian" monster or "Arsenal Summoner" you control: Move that target to one of your unoccupied Monster Zones, then equip it with 1 "Gravity Axe - Grarl", "Twin Swords of Flashing Light - Tryce", "Butterfly Dagger - Elma", "Wicked-Breaking Flamberge - Baou", "Shooting Star Bow - Ceal", or "Rod of Silence - Kay'est" from your hand, Deck, or Graveyard. If that target was being attacked, or would have been affected by your opponent's card effect, when it was targeted by this card: Negate that attack/effect, and if you do, the card whose attack/effect was negated, and all cards in your opponent's possession with the same name as that card, cannot attack or activate their effects for the rest of the turn. Assume, for purposes of this support lineup, that the cards in Arsenal Summoner's text get name erratas, and that Butterfly Dagger gets a HOPT or something. New pack: Villain Faces!Marik Ishtar (Ra/Gravekeepers/Torture Fiends)Yubel (Yubel)Aporia (Meklords) OR Paradox (Malefics)Vector (Umbral Horrors, No. 104)Yuri (Predaplants) Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted December 27, 2018 Report Share Posted December 27, 2018 Grasping FoxgloveDARK/Plant/Effect/Level 1/0 ATK/0 DEFIf you control no monsters, you can Special Summon this card (from your hand). You can only Special Summon 1 "Karma Daphne" once per turn this way. If this card is Normal or Special Summoned: You can add 1 DARK monster with 0 ATK and DEF from your Deck to your hand, then, if you added a "Yubel" monster by this effect, you can Special Summon 1 "Foxglove Token" (Plant/DARK/Level 1/0 ATK/0 DEF) to your side of the field. You can only use this effect of "Grasping Foxglove" once per turn. This card counts as 2 Tributes for the Tribute Summon of a DARK monster.Karma DaphneDARK/Plant/Effect/Level 2/0 ATK/0 DEFWhen a DARK monster with 0 ATK and DEF is Normal or Special Summoned to your field: You can Special Summon this card from your hand. If this card is Tributed: You can target 1 DARK monster you control and 1 card your opponent controls; destroy the targets. You can only use each effect of "Karma Daphne" once per turn.Vindictive LarkspurDARK/Plant/Effect/Level 3/0 ATK/0 DEFDuring your Main Phase: You can discard this card from your hand; shuffle any Level 11 or higher monsters in your hand into your Deck, then add a number of DARK monsters with 0 ATK and DEF and different names from your Deck to your hand. During either player's turn, when a card or effect is activated that targets a "Yubel" monster(s) you control: You can banish this card from your GY; negate the activation, and if you do, destroy that card. You can only use each effect of "Vindictive Larkspur" once per turn.Bloodroot HeartDARK/Plant/Union/Effect/Level 4/0 ATK/0 DEFDuring your Main Phase, if you control a "Yubel" monster, and this card is in your hand or GY; You can pay 1000 LP; Special Summon this card. You can only use this effect of "Bloodroot Heart" once per turn. Once per turn, you can either: Target 1 face-up "Yubel" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While equipped to the equipped monster, your opponent's monsters must attack this card during each of their Battle Phases, if able, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.Corrupting Hand of YubelDARK/Fiend/Link/Effect/0 ATK/LINK-1S1 Level 4 or lower DARK monster with 0 ATK and/or DEFIf this card is Link Summoned: You can add 1 DARK monster from your Deck to your hand, then, if it has lower ATK than any monsters your opponent controls, you can Special Summon it to the zone this card points to. You can only use this effect of "Corrupting Hand of Yubel" once per turn. While a "Yubel" monster is in a zone this card points to, all "Yubel" monsters you control are unaffected by your opponent's card effects, also they cannot be Tributed or used as Fusion Material. This card cannot be destroyed by battle. If you would take damage from a battle involving this card, you gain that much LP instead. During your End Phase, if you do not control a "Yubel" card: Destroy this card. Legacy of the SupremeTrap/CounterWhen a Spell/Trap Card, or monster effect, is activated while you control only DARK monsters with 0 ATK: Negate the activation, and if you do, destroy that card, then, if you control a face-up "Yubel" monster, you can Set the destroyed card to your field. You can only activate 1 "Legacy of the Supreme" per turn.Next:Marik Ishtar (Ra, Gravekeeper's, Fiends, and/or Torture)Aporia (Meklords)Paradox (Malefics)Vector (Umbral Horrors)Yuri (Predaplants) Link to comment Share on other sites More sharing options...
Draconus297 Posted January 16, 2019 Report Share Posted January 16, 2019 Umbral Horror MirageDARK - Level 4 - Fiend/Effect - 0/2200If this card is Normal or Special Summoned, you can target 1 "Umbral Horror" monster in your Graveyard: Special Summon that target, but its ATK becomes 0. Once per turn, you can target 1 Fiend-Type monster you control and declare any Level from 1 to 4: Both this card and that target become the declared Level. If this card is sent to the Graveyard, except from the field, you can declare 1 card Type (Monster, Spell, or Trap): Send the top card of your opponent's Deck to the Graveyard, and if you called it right; you can Special Summon 1 "Umbral Horror" monster from your Graveyard, except "Umbral Horror Mirage", and if you do, you can banish up to 3 cards from your opponent's Graveyard. You can only activate this effect of this card's name once per turn. Umbral Horror PhantasmDARK - Level 2 - Fiend/Effect - 0/0If this card is Normal or Special Summoned from your hand: You can send 1 "Umbral Horror" card from your Deck to the Graveyard. If an "Umbral Horror" monster is Normal Summoned: You can Special Summon this card from your Graveyard as a Level 4 monster, and if you do; you can make this card's ATK 1400. An Xyz monster with this card as Xyz Material gains the following effect:●If a card(s) is sent to your opponent's Graveyard from their hand or Deck: You can banish 1 face-up Attack Position monster your opponent controls. You can only activate this effect of this card's name once per turn. Umbral Horror Nightmare PithosContinuous Spell When this card is activated: You can add 1 "Umbral Horror" monster from your Deck to your hand. Once per turn, if you Special Summon an "Umbral Horror" monster(s): You can draw 1 card. Once per turn, if an "Umbral Horror" card you control is destroyed on the field: You can Special Summon 1 "Umbral Horror" monster from your Graveyard, except a monster with the same name as the destroyed monster. Rank-Up-Magic: Unspeakable Umbral HorrorQuick-Play Spell Target 1 Xyz monster you control with an "Umbral Horror" monster attached as Material: Special Summon, from your Extra Deck or Graveyard, 1 DARK Xyz monster of the same Type as that target that is either the same Rank or exactly 1 Rank higher, using the target as Xyz Material (This is treated as an Xyz Summon. Transfer its Materials to the Summoned monster). If a monster Summoned this way destroys your opponent's monster by battle, you can look at the top 5 cards of your opponent's Deck: Select and send up to 2 of those cards to the Graveyard, and rearrange the remaining cards in any order. You can banish this card from your Graveyard: Special Summon 1 "Number" Xyz monster from your Graveyard with the number "104" in its name, and if you do; you can attach up to 3 "Umbral Horror" monsters from your Graveyard to the Summoned monster. Number C104: Shining Umbral HorrorDARK - Rank 5 - Spellcaster/Xyz/Effect - 2800/17004 Level 5 monsters While this card has an "Umbral Horror" monster attached as Xyz Material, your opponent cannot activate the effects of cards in the Graveyard. Once per turn, you can send a number of cards from the top of your opponent's Deck to the Graveyard equal to the number of monsters your opponent controls. While this card has a Spellcaster-Type Xyz monster attached as Material, it gains 1 the following effects of your choosing; if "Number 104: Masquerade" or Number C104: Umbral Horror Masquerade" is attached, it gains both:●The first time your opponent Special Summons a monster each turn: You can destroy 1 card your opponent controls, also this card cannot be destroyed or targeted by your opponent's card effects for the rest of the turn.●Once per turn, if your opponent activates a monster effect, you can detach 1 Xyz Material from this card (Quick Effect): Negate the activation, and if you do, destroy it and inflict 800 damage to your opponent. Next:Marik Ishtar (Ra, Gravekeepers, Torture/Fiend [also apparently he's the reason Machine Dupe exists])Aporia (Meklord)Paradox (Malefic)Yuri (Predaplants, Fusion Dragons [starving Venom, Greedy Venom, Starving Venemy, etc.]) Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted January 19, 2019 Report Share Posted January 19, 2019 Meklord Army of MekanikleLIGHT/Machine-Type Effect Monster/Level 4/1000 ATK/2000 DEF Lore: When this card is Summoned: You can pay 1000 LP; Special Summon 2 "Meklord" monsters with different names (1 each from your hand and GY). You can target 1 Machine monster on the field: destroy it, and if you do, add from your Deck to your hand, 1 "Meklord" Spell/Trap or 1 "Z-ONE", also Special Summon 1 Level 10 or higher Synchro Monster from your Extra Deck to your opponent's field. (This Special Summon is treated as a Synchro Summon.) You can only use each effect of "Meklord Army of Mekanikle" once per turn. The Mekinetized Meklord AstroNormal Spell Card Lore: Fusion Summon 1 Fusion Monster from your Extra Deck, by using monsters you control as materials. If Fusion Summoning a "Meklord" Fusion Monster this way, you can also use monsters from your hand and/or 1 Level 10 or higher "Meklord" monster from your Deck as Fusion Materials. You can banish this card from your GY; add 1 "Z-ONE Refresh" from your Deck to your hand. You can only use each effect of "The Mekinetized Meklord Astro" once per turn. Z-ONE RefreshQuick-Play Spell Card Lore: Add up to 2 "Meklord" cards with different card types (Monster, Spell or Trap) from your Deck to your hand, then if you added 2 cards to your hand with this effect, destroy 2 cards you currently control or that are in your hand. You can only activate 1 "Z-ONE Refresh" per turn. Consensus of the Meklord EmperorsNormal Trap Card Lore: Reveal 1 "Meklord Emperor" monster from your hand; destroy as many monsters on the field as possible, then Special Summon 1 Synchro Monster from your Extra Deck to your opponent's field, and if you do, negate the effects of all monsters your opponent controls with the same Level as the Summoned monster for the rest of this turn. If this card is destroyed: You can discard 1 Machine monster: Special Summon 1 Level 4 or lower "Meklord" monster from your Deck, ignoring its Summoning conditions, and if you do, its ATK/DEF each becomes 2000. Meklord Astro Oddity ScharotDARK/Machine-Type Fusion Effect Monster/Level 10/0 ATK/0 DEF Lore: 3 Level 5 or lower Machine monsters, including a "Meklord" monster Must be either Fusion Summoned, or Special Summoned by Tributing 2 monsters your opponent controls, including a Synchro Monster, and 1 Level 4 Machine monster you control (in this case, you do not use "Polymerization"). Gains 1000 ATK for each Machine monster on the field. Unaffected by other monster effects, also it cannot attack directly. Once per turn: You can Special Summon 2 "Meklord" monsters from your hand or Deck to the field (1 on each side), except a Level 4 monster, ignoring their Summoning conditions. Meklord Astro MekalomaniakeLIGHT/Machine-Type Fusion Effect Monster/Level 12/4000 ATK/4000 DEF Lore: 3 "Meklord" monsters, including a Level 1 and/or Level 10 monsterMust be Fusion Summoned. When this card is Fusion Summoned: You can equip 1 non-LIGHT Synchro Monster from your Extra Deck to this card. Any "Meklord" monsters you control gain the effects of all monsters equipped to them. Once per turn, if the effect of a monster on the field is activated (Quick Effect): You can destroy 1 Equip Card on the field; negate the activation, then if that monster is a Synchro Monster, equip it to this card, and if you do, halve your opponent's LP. Next: Marik Ishtar (Ra, Gravekeeper's, Fiends, and/or Torture)Paradox (Malefics)Yuri (Predaplants/Venemy/Fusion Dragons) Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted February 1, 2019 Report Share Posted February 1, 2019 Malefic Red Dragon Archfiend DARK/Dragon/Effect/Level 8/3000 ATK/2000 DEF Cannot be Normal Summoned/Set. Must first be Special Summoned by banishing 1 "Red Dragon Archfiend" monster from your Extra Deck. There can only be 1 "Malefic" monster on the field. Other monsters you control cannot attack. If neither player controls a face-up Field Spell, destroy this card. Once per turn, if you control no other monsters: You can destroy all monsters your opponent controls. Malefic Galaxy-Eyes Photon Dragon DARK/Dragon/Effect/Level 8/3000 ATK/2500 DEF Cannot be Normal Summoned/Set. Must first be Special Summoned by banishing 1 "Galaxy-Eyes" monster from your hand, Deck or Extra Deck. There can only be 1 "Malefic" monster on the field. Other monsters you control cannot attack. If neither player controls a face-up Field Spell, destroy this card. (Quick Effect): You can target 1 face-up monster your opponent controls; banish both this card from the field and that target. During each Standby Phase, if you have a face-up Field Spell, and control no "Malefic" monsters: You can Special Summon this banished card. Malefic Parallel Dragon DARK/Dragon/Synchro/Effect/Level 10/3500 ATK/3000 DEF "Malefic Parallel Gear" + 1 non-Tuner "Malefic" monster There can only be 1 "Malefic" monster on the field. Other monsters you control cannot attack. If neither player controls a face-up Field Spell, destroy this card. You can only use each of these effects of "Malefic Parallel Dragon" once per turn. ● If this card is Special Summoned: You can Set 1 "Malefic" Spell/Trap directly from your Deck to your Spell & Trap Zone. ● When your opponent activates a card or effect (Quick Effect): Negate the activation, and if you do, banish that card. ● If this card leaves the field: You can target 1 "Malefic" monster that is banished or in your GY; Special Summon it, ignoring Summoning conditions. Malefic Dimension Spell/Field (This card's name is always treated as "Malefic World".) While you control a "Malefic Territory", other "Malefic" cards you control cannot be targeted by your opponent's card effects, also they cannot be destroyed by your opponent's card effects. You cannot Special Summon monsters from your Extra Deck, except "Malefic" Synchro Monsters. When a "Malefic" monster is Special Summoned: You can reveal 3 "Malefic" cards from your Deck, your opponent chooses 1 for you to add to your hand, and you shuffle the rest back into your Deck. Once per turn, if you control a "Malefic Parallel Gear": You can target 1 monster in either player's GY; it is treated as a Synchro Monster, until the End Phase, also, if it is Special Summoned by the effect of "Malefic Paradox Dragon" this turn, it is treated as a "Malefic" monster while face-up on the field. Malefic Absolute Trap/Counter When a Spell/Trap Card, or monster effect, is activated while you control a "Malefic" monster: Negate the activation, and if you do, banish that card, then apply 1 of the following effects, based on its Type. ● Monster: Special Summon the banished monster to your side of the field. ● Spell/Trap: Add the banished Spell/Trap to your hand. ● Any: Set the banished card to your side of the field. You can only activate 1 "Malefic Absolute" per turn. Next Pack: Manga Counterparts Bastion Misawa (Youkais) Alexis Rhodes (Ice) Chazz Princeton (Dragons) Akiza Izinski (Roses) Rex Goodwin (Celestials) Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted February 2, 2019 Report Share Posted February 2, 2019 Rose PrisonerWIND/Plant-Type Effect Monster/Level 2/700 ATK/1000 DEF Lore: (Quick Effect): You can send this card from your hand to the GY, then target 1 Plant monster you control; its ATK becomes 2400, or if its ATK is 2400 or higher, you can add 1 "Rose Fairy", "Rose Witch" or "Rose Lover" from your Deck to your hand and make the equipped monster gain ATK equal to the added monster's ATK, instead. You can only use this effect of "Rose Prisoner" once per turn. Moonlight Black Rose MaidenLIGHT/Plant-Type Synchro Effect Monster/Level 5/2400 ATK/1600 DEF Lore: 1 Plant Tuner + 1+ non-Tuner monstersCannot be destroyed by battle. When this card is Synchro Summoned: You can add 1 Plant monster or 1 Field Spell from your Deck to your hand with an effect that Special Summons Tokens. All "Rose Tokens" you control are treated as Tuners. During the End Phase, if this card is in the GY because it was sent there this turn: You can Special Summon 1 Plant monster from your Deck. You can only use this effect of "Red Rose Maiden" once per turn. Rosaria, Reinstated Angel of RosesEARTH/Plant-Type Synchro Effect Monster/Level 8/2900 ATK/2400 DEF Lore: 1 Plant Tuner + 1 non-Tuner Plant monster with 2400 ATKMust either be Synchro Summoned, or Special Summoned (from your Extra Deck) by banishing the above cards from your GY whose total Levels equal 8 while you control no Synchro Monsters. Your opponent cannot activate the effects of monsters during your turn while this Synchro Summoned card is on the field. Cannot be destroyed by card effects. If a card(s) on the field is destroyed by battle or its own effect: You can send 1 monster on the field or in your hand to the GY, and if you do, you can Special Summon 1 Plant monster from your hand. Moonlight GardenField Spell Card Lore: When a non-Plant monster(s) is Summoned: Those Summoned monsters lose 800 ATK/DEF, also the turn player Special Summons 1 "Rose Token" (Plant/DARK/Level 2/ATK 800/DEF 800) to their opponent's field. This card gains effects, depending on the number of Tokens the turn player controls. • 1+: Your opponent must pay 300 LP to activate a Spell/Trap Card or effect.• 3+: The turn player must discard 1 card to activate a monster effect.• 5+: During the End Phase, destroy all cards the turn player controls, then each player can Special Summon 1 Dragon or Plant Synchro Monster with 2000 or less DEF from their Extra Deck. Return of the Black RoseNormal Trap Card Lore: Banish Plant monsters and/or "Rose Dragon" monsters with different original Attributes from your GY (max. 3), and if you do, apply these effects and resolve them in sequence, depending on the number of monsters you banished. • 1+: All Plant and Dragon monsters you control will gain 800 ATK/DEF, until the end of the next turn.• 2+: Skip your opponent's next Battle Phase. • 3: Special Summon 1 Plant monster or 1 Dragon Synchro Monster from your hand or GY, and if you do, destroy all Attack Position monsters on the field.If you control a Field Spell, you can activate this card from your hand. NEXT UP: Bastion Misawa (Yōkai)Chazz Princeton (Dragons)Rex Goodwin (Celestials) Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted February 3, 2019 Report Share Posted February 3, 2019 SazaeoniWATER/Zombie/Flip/Effect/Level 3/0 ATK/2100 DEFFLIP: You can target 1 banished Level 4 or lower Zombie monster; Special Summon it.If this card is Special Summoned: You can target 1 face-up card your opponent controls; Set this card and the target. You can only use each effect of "Sazaeoni" once per turn.EnenraWIND/Zombie/Tuner/Effect/Level 1/700 ATK/0 DEFIf this card is Special Summoned: You can send 1 Zombie monster from your Deck to the GY, and if you do, this card's Level becomes the Level of the sent monster, also you cannot Special Summon monsters for the rest of this turn, except Zombie monsters. You can only use this effect of "Enenra" once per turn.Enma, King of the UnderworldLIGHT/Zombie/Link/Effect/3000 ATK/LINK-4W, SW, SE, E2+ Zombie monstersIf this card is Link Summoned: You can activate 1 "Zombie World" directly from your hand, Deck, or GY. Neither player can Special Summon monsters, except Zombie monsters. While a player controls a Zombie monster, this card, and all Zombie monsters this card points to, are unaffected by the effects of that player's cards and effects. During your Main Phase: You can target 1 Zombie monster in either player's GY; Special Summon it to a zone this card points to. You can only use this effect of "Enma, King of the Underworld" once per turn.Sessho-sekiTrap/ContinuousActivate this card by targeting 1 Effect Monster on the field; negate the effects of that face-up monster while it is on the field, also that face-up monster cannot attack, or change battle positions, and its ATK and DEF become 0. When it is destroyed, destroy this card. If that face-up monster is destroyed by battle, send the attacking monster to the GY, then, Special Summon the targeted monster to your side of the field, also it becomes a Zombie monster. You can only control 1 "Sessho-seki".Lingering GrudgeTrap/NormalTarget any number of Zombie monsters in your GY that were sent to the GY this turn; Special Summon them, and if you do, during your End Phase, you lose the Duel. If this Set card in its owner's control has left the field because of an opponent's effect, and is now in the GY or banished: You can target 1 Zombie monster that is banished or in either player's GY; Special Summon it.Next:One-Hit Wonders:Jean-Claude Magnum (Ninjas)Don Zaloog (Dark Scorpions)Mr. Armstrong (Iron Chain)Orbital 7 (Super-Defense Robos)Strong Ishijima (Battleguards) Link to comment Share on other sites More sharing options...
Draconus297 Posted February 3, 2019 Report Share Posted February 3, 2019 Zaloog, Kingpin of the Dark Scorpions DARK - Link-1 - Warrior/Link/Effect - 1500 - DR1 "Dark Scorpion" monster, except a Link monster This card on the field is treated as "Don Zaloog". When this card is Link Summoned, you can add up to 1 each of a "Dark Scorpion" Monster, Spell, and/or Trap card from your Deck to your hand (you can only activate this effect of this card's name once per turn). Other "Dark Scorpion" monsters you control gain 200 ATK for each "Dark Scorpion" monster you control, also all "Dark Scorpion" monsters you control cannot be destroyed or targeted by your opponent's card effects. If this card inflicts battle damage to your opponent, you can select and activate 1 of the following effects:●Look at the top 5 cards of your opponent's Deck, select 2, and send them to the Graveyard. Return the remaining 3 to the top of your opponent's Deck in any order.●For the rest of the turn, if a card(s) your opponent owns would be sent to the Graveyard by battle with or the effect of a "Dark Scorpion" card, that card(s) is banished face-down, instead. Headquarters of the Dark Scorpions Field Spell "Dark Scorpion" monsters you control gain 300 ATK. If a "Dark Scorpion" monster is Normal Summoned: You can Special Summon 1 "Dark Scorpion" monster from your hand or Graveyard. You can target 1 "Dark Scorpion" monster you control: Activate 1 of its effects that activates when it inflicts battle damage. You can only activate this effect of this card's name once per turn. Calling Card of the Dark Scorpions Continuous Spell When this card is activated: You can add 1 "Dark Scorpion" monster from your Deck to your hand. You can only activate this effect of "Calling Card of the Dark Scorpions" once per turn. All "Dark Scorpion" monsters you control gain 100 ATK for each "Dark Scorpion" monsters you control. At the start of the Damage Step, if a "Dark Scorpion" monster you control attacks: Negate the effects of all cards your opponent controls until the end of the Damage Step, also all monsters your opponent controls lose ATK and DEF equal to half the ATK of the attacking monster for the rest of the turn. Grand Heist of the Dark Scorpions Continuous Trap If a "Dark Scorpion" monster is Normal Summoned: You can activate 1 of its effects that activates when it inflicts battle damage. While you control a "Dark Scorpion" monster, your opponent cannot use monsters that have not battled as Material for a Summon. Tragedy of the Dark Scorpions Counter TrapIf your opponent destroys or banishes a "Dark Scorpion" monster: You can send 1 card each from your opponent's hand, field, and the top of their Deck to the Graveyard, (a card in the hand is chosen at random), then both players draw 1 card. One-Hit Wonders:Jean-Claude Magnum (Ninjas)Mr. Armstrong (Iron Chain)Orbital 7 (Super-Defense Robos)Strong Ishijima (Battleguards) Link to comment Share on other sites More sharing options...
Perry Ellis. Posted February 5, 2019 Author Report Share Posted February 5, 2019 Iron Chain BlacksmithEARTH | Level 3 | Warrior | EffectWhile there is a Level 3 or lower Tuner monster on the field, You can Special Summon this card from your hand or GY. You can only activate the effect of "Iron Chain Blacksmith" from the GY once per turn. If this card is Special Summoned by the effect of an "Iron Chain" card, add 1 "Iron Chain" monster from your Deck to your hand. If this card is used as Material for a Link or Synchro Summon of an "Iron Chain" monster, that monster gains the following effect:- When this card Sends cards to the by card effect or by battle, inflict damage to your opponent equal to the number times 400. 1200/900 Iron Chain HammerEARTH | Level 2 | Machine | Tuner | EffectYou can discard card this card, add 1 "Iron Chain" Spell/Trap card or 1 card that specifically lists "Iron Chain" in its text from your Deck to your hand. If this card is Special Summoned by the effect of an "Iron Chain" card, Destroy the monster with the highest ATK on your opponent's field. If this card was used for the Link or Synchro Summon of a "Iron Chain" monster, that card gains the following effect:- cards sent to the GY by this card's effect or by battle cannot activate their effects while in the GY. You can only use each effect of "Iron Chain Hammer" once per turn.800/900 Iron Chain DogEARTH | Level 3 | Beast | EffectOnce per turn (Quick Effect), you can equip this card to 1 monster your opponent controls.You can only use this effect of "Iron Chain Dog" once per turn. While this card is equipped to a monster, that monster has its effects negated, cannot attack or be used as Material. If you would Link or Synchro Summon for an "Iron Chain" monster, you can use the equipped monster as material. 1000/1000 Iron Chain OfficerEARTH | Link 1 | DL | Fiend | Effect1 "Iron Chain" monsterWhen this card is Link Summoned, Look at the Top 5 cards of your opponent's Deck, Send cards equal to the number of "Iron Chain" monsters you control to the GY, and if you do, Place the rest back on top of the Deck in any order. You can only activate this effect of "Iron Chain Officer" once per turn. If an "Iron Chain" monster(s) other than this card would be destroyed, you can send this card to the GY instead.1000 Iron Chain Warden EARTH | Level 8 | Fiend | Synchro | Effect1 "Iron Chain" Tuner + 1 or more non-Tuner monster(s)Once per turn, you can Banish 1 monster with a Level from your GY, Send cards from the Top of your opponent's Deck to the GY equal to the Level of the monster banished.During your opponent's turn (Quick Effect), you can activate 1 "Iron Chain" Trap card's effects. If this card is destroyed and sent to the GY, You can Special Summon up to 2 banished "Iron Chain" monster(s). You can only activate each effect of "Iron Chain Warden" once per turn.2900/2450 Notes: Warden's Second effect is basically suppose to copy a trap's effects and make it a continuous effect for itself. Iron Chain ForgeContinuous SpellIf an "Iron Chain" monster(s) is sent to the GY, you can place 1 "Iron Chain" Counter on this card (max. 3). You can send this card to the GY, Special Summon Iron Chain monsters equal to the number of Counters on this card. You can only activate this effect of "Iron Chain Forge" once per turn. If you control an "Iron Chain" Link or Synchro monster(s), you can activate this card from your GY but banish it when it leaves the field. Iron Chain PrisonField SpellWhen this card is activated, Draw 1 card then if it was an "Iron Chain" card, reveal it and draw again. If your opponent's monster attacks an "Iron Chain" monster, it looses ATK equal to the number of face up "Iron Chain" cards you control. While you control an "Iron Chain" Link or Synchro monster, "Iron Chain" monster(s) you control cannot be destroyed by card effects. Binding Iron ChainContinuous TrapWhen this card is activated: target 1 monster your opponent controls, it cannot attack or activate its effects while this card is face up. when that monster leaves the field, destroy this card. While you control an "Iron Chain" Link or Synchro monster, You can activate this card from your hand. You can only activate each effect of "Binding Iron Chain" once per turn. Heavy Iron ChainNormal TrapChange the Battle Positions of all monster(s) your opponent controls and Summon(s) this turn to DEF, also negate their effects until the end of the turn. While you control an "Iron Chain" Link or Synchro monster, You can activate this card from your hand. You can only activate each effect of "Heavy Iron Chain" once per turn. Refined Iron ChainContinuous TrapActivate only when your opponent Special Summons a monster from the Extra Deck, take control of that monster. When that monster leaves the field, Destroy this card. When this card leaves the field, Destroy that monster. While you control an "Iron Chain" Link or Synchro monster, You can activate this card from your hand. You can only activate each effect of "Refined Iron Chain" once per turn. Next up: Jean-Claude Magnum (Ninjas)Orbital 7 (Super-Defense Robos)Strong Ishijima (Battleguards) Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.