TheBlackCatter Posted January 6, 2021 Author Report Share Posted January 6, 2021 Experimental Gun: Sonic (open) [Equip Spell] Equipped monster gains 200 ATK x its Level (max 1000 ATK). If it is equipped by a Syncro monster, instead you can once per turn send a card on the field to its opponent's hand. After 3 of your Stand-by Phases, destroy this card and the equipped monster. Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 7, 2021 Author Report Share Posted January 7, 2021 I'm gettin' a little worried here. 10 posts and not a single word from you guys. Mods don't kill me please. Experimental Gun: Gemini (open) [Equip Spell] Equipped monster gains 1000 ATK and can attack your opponent directly. If the equipped monster uses this effect to attack your opponent directly, take 1000 damage to your life points. Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 8, 2021 Author Report Share Posted January 8, 2021 Experimentation Lab (open) [Field Spell] If a card is destroyed by its own effect, instead of sending it to the graveyard you can put it back in the deck. Then discard one card from your hand. Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 9, 2021 Author Report Share Posted January 9, 2021 Determined Experimentation Group (open) [Lv. 4 | Dark] Spellcaster/Effect Once per turn on your Stand-By phase, target one monster. The target gains 1000 ATK until your next Stand-By phase, then flip a coin at the end of your turn. If the result is Tails, destroy the target monster. If "Experimentation Lab" is active on the field, you can ignore the coin flip. ATK: 500Â DEF: 200 Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 10, 2021 Author Report Share Posted January 10, 2021 Experimental Machine: Reactor (open) [Continuous Spell] All of your monsters gain 1000 ATK. If this card is sent to the graveyard, destroy all monsters on the field and deal 1000 damage to their respective owners. Link to comment Share on other sites More sharing options...
Lystern Posted January 11, 2021 Report Share Posted January 11, 2021 Symbiotic Synchron DARK Cyberse/Tuner/Effect Level 1 - 200/0 Once per turn, you can banish 1 Link monster from your GY to Special Summon this card. When Summoned this way: This card gains 1 level for each Link Rating the banished monster had. If you activated this effect, you can't Synchro Summon any monsters, except Cyberse Synchro monsters. Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 11, 2021 Author Report Share Posted January 11, 2021 Experimental Machine: Gate (open) [Continuous Spell] Once per turn you can Normal summon a monster from your Banished Zone instead of your hand. If this card is destroyed, both you and your opponent must banish their entire hand. Link to comment Share on other sites More sharing options...
Lystern Posted January 11, 2021 Report Share Posted January 11, 2021 Advanced Experimental Machine: Turing Continous Spell Each time a monster banished, put 1 Turing Counter on it.(max. 5) During your turn: You can remove all counters from this card, Special Summon monsters among banished cards for each removed Turing Counter. Monster Special Summoned this way gains 1000 ATK and DEF, but their effects are negated, and cannot be used as any Summon material. Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 12, 2021 Author Report Share Posted January 12, 2021 Experimental Machine: Lifelink (open) [Continuous Spell] Once per turn on your Stand-By phase, both you and your opponent gain 1000 LP and you place 1 Lifelink counter on this card. If this card gets destroyed by a card effect, deal 1000 damage to both players for each Lifelink counter on this card. Link to comment Share on other sites More sharing options...
Time Wanderer Rosemary Posted January 12, 2021 Report Share Posted January 12, 2021 Prolonged Fight [Trap] Pay 1000 LP: until the end of your opponent's next turn, neither player can lose the Duel. During the End Phase of this turn, if a player would have lost the Duel, apply one of the following effects, based on how that player would have lost the Duel: -LP reduced to 0: Gain 8000 LP -Unable to draw a card: Target up to 25 cards in the GY or banished zone; return those to the deck. -Card effect: That effect is treated as if it never happened, also that card cannot activate its effect. Neither player can activate cards in response to this card's activation. Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 13, 2021 Author Report Share Posted January 13, 2021 Experimental Supersoldier (open) [Lv. 4 | Dark] You can Special summon this monster by discarding one spell card from your hand. If this monster attacks or is attacked flip two coins. If both are heads, the opponent's monster is destroyed before battle calculation. If one is heads and one is tails, proceed with the battle normally. If both are tails, destroy this monster before battle calculation. If an effect would increase this monster's ATK, add an additional 200 ATK and destroy this monster if the effect is removed. ATK: 1200 DEF: 1000 Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 14, 2021 Author Report Share Posted January 14, 2021 Experimental Gadget: Holograph (open) [Trap] You can only activate this Trap card if you activate a card effect that chains the activation of your opponent's Trap card. If a card effect would destroy a card on your side of the field, you can activate one card effect from your hand. When the turn ends, banish the card whose effect you used from the hand. Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 15, 2021 Author Report Share Posted January 15, 2021 Experimental Gadget: Decoy (open) [Trap] If your opponent activates an effect that would target a monster, Special Summon an Obvious Decoy Token (Lv. 1, Earth, ATK 0, DEF 0). You then pick three monsters from the field and then your opponent picks three monsters from the field. You both assign them to a dice value. Roll a die. If the result was an assigned monster, that monster becomes the target of the effect. If the result is an unassigned dice result, the Obvious Decoy Token becomes the target. Link to comment Share on other sites More sharing options...
Time Wanderer Rosemary Posted January 15, 2021 Report Share Posted January 15, 2021 Recollection [Continuous Trap] During this turn, if you activated a card's effect that was negated the previous turn, you can activate that card's effect without its cost, also that card's effect cannot be negated. You can only use the effect of "Recollection" once per turn. Â Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 16, 2021 Author Report Share Posted January 16, 2021 Experimental Gadget: Desperation Bomb (open) [Trap] If one of your monsters are targeted for an attack or card effect, flip two coins. If they both are tails, the targeted monster and the card that targeted the monster are sent to the graveyard. Otherwise negate the attack/effect and destroy the targeting card. Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 17, 2021 Author Report Share Posted January 17, 2021 Experimental Gadget: Grapple Hook (open) [Trap] If a monster is targeted for battle, flip a coin. If it is heads, the attack is negated. If it is tails, your Life Points become the target instead. Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 18, 2021 Author Report Share Posted January 18, 2021 Test Subject (open) [Lv. 4 | Light] You can special summon this monster by discarding a spell or trap. If any spell or trap card with the word "Experimental" in the title is activated, this monster is destroyed. If this monster is destroyed by a card effect, send it back to your hand instead of the graveyard. ATK: 1000 DEF: 1000 Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 19, 2021 Author Report Share Posted January 19, 2021 Persistent Cat (open) [Lv. 2 | Dark] Beast/Tuner/Effect If this card is sent to the graveyard for any reason, you can special summon it back to the field. You can only use this effect 9 times per duel. ATK: 800 DEF: 500 Link to comment Share on other sites More sharing options...
Horu Posted January 19, 2021 Report Share Posted January 19, 2021 5 minutes ago, TheBlackCatter said: Persistent Cat [Lv. 2 | Dark] Beast/Tuner/Effect If this card is sent to the graveyard for any reason, you can special summon it back to the field. You can only use this effect 9 times per duel. ATK: 800 DEF: 500 This. I love this. Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 20, 2021 Author Report Share Posted January 20, 2021 Experimental Machine: Equalizer (open) [Continuous Spell] On your Stand-By Phase, destroy all token monsters, trap cards that are treated like monsters, cards with counters, and cards with an active turn limit. If there are none, destroy all your spells and traps, and discard one card from your hand. Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 21, 2021 Author Report Share Posted January 21, 2021 3 Prize Doors (open) [Spell] Pick three cards from the field, your hand, your opponent's hand, or the top of your deck. Activate one of these three effects: * Put all cards into your hand, you cannot activate card effects until after your end phase * Pick two cards and put them in the hand, then discard one card from your hand and the card you didn't pick * Pick one card and put it in your hand, the other cards get put back in their original positions Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 23, 2021 Author Report Share Posted January 23, 2021 First Response (open) [Trap] If a monster gets destroyed by combat and you have another monster on the field, you can instead put the destroyed monster in defense mode and set ATK and DEF to 0 instead of sending it to the graveyard. Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 24, 2021 Author Report Share Posted January 24, 2021 Library Guardian: Sawyer (open) [Lv. 4 | Earth] Warrior This mischievous guardian knows only how to do two things. Keep out pirates, and cause trouble whenever possible. ATK: 1500 DEF: 1500 Link to comment Share on other sites More sharing options...
TheBlackCatter Posted January 28, 2021 Author Report Share Posted January 28, 2021 Library Guardian: Holmes (open) [Lv. 4 | Earth] Spellcaster/Effect If any of your monsters are destroyed in battle while this card is on the field (including this one), send your opponent's monster from said battle back to your opponent's hand. ATK: 1200 DEF: 1800 Link to comment Share on other sites More sharing options...
Time Wanderer Rosemary Posted January 28, 2021 Report Share Posted January 28, 2021 Soothing Melody Continuous Spell During the End Phase: all monsters that the player who controls this card controls gain 500 ATK/DEF, also you many return 1 banished card from the banished zone to the deck or you hand. Link to comment Share on other sites More sharing options...
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