Draconus297 Posted December 19, 2021 Report Share Posted December 19, 2021 Heya, hiya! It's present time (almost), and all the gifts will be released on Christmas Day . . . with the exceptions of a few impatient kiddos unwrapping their gifts a tad early. Uncle Drac isn't even watching the gift closet, so I guess it's all fair. That is, anyone who requested it can receive the gift archetypes they clued me into with the dossier they gave me this year a tad bit early! However, these are Impatient Kiddos, and we will very lightly tease them. Our first Impatient Kiddo this year is . . . @Rayfield Lumina wanted a waifu Plant Deck, eh? Azure Floriad Sprout WIND - Level 1 - Plant/Flip/Tuner/Effect - 600/550 FLIP: Target 1 monster on the field: Return it to its original owner's hand. If this card is sent to the Graveyard by a card's effect: You can add 1 "Floriad" Spell/Trap Card from your Deck to your hand. You can only activate this effect of "Azure Floriad Sprout" once per turn. The Floriad Sprouts are tiny, lovely little plant girls, and I mean in the literal sense; they're a few inches tall, and show that off in their art. Azure is a cutie hanging out a brick planter, sitting against a nondescript plant stem, her blue blossom acting as a cute little bonnet. They've got the odd fae "single color eyes" thing going on, but otherwise their art is cute plant girls doing cute things- Azure is enjoying the sunlight, her leaves acting as a short sundress, legs stretched out to soak in some rays. All the Floriad girls have hair color that matches their flowers. In the background, a Spore tumbles through the air lazily. Violet Floriad Sprout WIND - Level 2 - Plant/Flip/Tuner/Effect - 500/1800 FLIP: Draw 1 card. If this card is sent to the Graveyard by a card's effect: You can add 1 "Floriad" monster from your Deck to your hand, then discard 1 card. You can only activate this effect of "Violet Floriad Sprout" once per turn. Violet is wearing her purple-petaled blossom on her back as she does some stretches in a crack in the sidewalk, very narrowly avoiding Aromage Rosemary's blue-and-gold boot taking up a good chunk of the frame. Fitting to Rayfield's tastes, this is our resident ponytailed Miss Fanservice, as her leafy dress is floating up a bit thanks to her stretches. Golden Floriad Sprout WIND - Level 2 - Plant/Flip/Effect - 700/1100 FLIP: Banish 1 card from your opponent's Graveyard, then, if your opponent has 5 or more banished cards, you can make your opponent banish 1 additional card from their hand or field. If this card is sent to the Graveyard by a card's effect: You can Special Summon 1 "Floriad" monster from your Graveyard in face-up Attack or face-down Defense Position. You can only activate this effect of "Golden Floriad Sprout" once per turn. Golden Sprout got stuck in the greenhouse, and her pretty yellow flower is on an umbrella as a heavy droplet of condensation splashes moisture everywhere. She's the only one with her eyes closed, flinching from the weight of the water, her shoulder-length hair going in all directions . . . and, just behind her, whoever's cultivating her is also growing Lonefire Blossoms. Crimson Floriad Sprout WIND - Level 2 - Plant/Flip/Effect - 800/750 FLIP: Send 1 monster from your opponent's field to the Graveyard. If this card is sent to the Graveyard by a card's effect: You can Special Summon 1 "Floriad" monster from your Deck in face-down Defense Position, except "Crimson Floriad Sprout". You can only activate this effect of "Crimson Floriad Sprout" once per turn. Crimson is a tough girl with a braid, her flower basically acting as a brooch keeping her dress up- she's the one who is getting censored in her TCG printing! She's grabbed a Petit Moth by the tail, and is in the process of yeeting it away- it apparently found where she was growing wild in the grass. Ivory Floriad Sprout WIND - Level 3 - Plant/Flip/Effect - 1000/950 FLIP: Destroy up to 2 Spell/Trap Cards on the field. This effect cannot be negated by Spell/Trap Cards or effects. If this card is sent to the Graveyard by a card's effect: You can add 1 "Floriad" card from your Graveyard to your hand, except "Ivory Floriad Sprout". You can only activate this effect of "Ivory Floriad Sprout" once per turn. Ivory is the only Main Deck Floriad girl not currently soaking up lovely nutrients with at least one foot buried in the dirt- she's looking up at the viewer piteously, trapped at the bottom of the Pot of Generosity, her blossom on the stomach of her dress, a skinny, sad waif compared to the others. Fruiting Floriad WIND - Level 4 - Plant/Effect - 1400/1400 If this card is Normal or Special Summoned: You can add 1 "Floriad Fusion" from your Deck to your hand, then send 1 "Floriad" Flip monster from your Deck to the Graveyard. You can Tribute this card: Special Summon 1 "Floriad" monster from your hand in face-down Defense Position, and if you do, add 1 "Floriad" Flip monster from your Deck to your hand. You can only activate each effect of "Fruiting Floriad" once per turn. This one is a bit of an odd case, because her hair is a soft pink, and instead of having a flower like the others, she's got a weird fruit with her that looks like a weird combination of a plum and an orange, but it's a soft pink sakura color. She's also the biggest Main Deck Floriad, hanging out in a large pot that is very obviously in a house, and Outstanding Dog Marron is curiously sniffing at the fruit. Floriad Garden Party Field Spell If a "Floriad" Flip monster is Normal Summoned: You can activate its "FLIP" effect, then change that monster to face-down Defense Position. Once per turn, you can target 1 "Floriad" monster in your Graveyard: Special Summon that target, then send 1 "Floriad" monster from your hand or field to the Graveyard, except a monster with the same name as the Special Summoned monster. In this artwork, all the teensy Floriad Sprouts are having what looks like a tea party, sitting around a coin acting like a table. You get a better appreciation for how small they are in this artwork- Fruiting Floriad's fruit is in the background, easily about as big as one of the girls. Floriad Fusion Quick-Play Spell Fusion Summon 1 "Floriad" Fusion monster, using monsters from your hand or field as Fusion Material. If your opponent controls more face-up monsters than you do, you can also use 1 monster from your Deck as Fusion Material per monster of difference. You can only activate 1 "Floriad Fusion" per turn. Pretty standard Polymerization-style artwork, featuring the color-coded silhouettes of Golden and Violet Floriad Sprouts tumbling into a fusion vortex. Floriad Potting Normal Spell If your opponent controls a monster(s): Add 1 "Floriad" monster from your Deck to your hand, then Fusion Summon 1 Fusion monster, using monsters in your hand or on your field as Fusion Material, including at least 1 "Floriad" monster. If your opponent Special Summons exactly 1 monster from their Extra Deck, and sent monsters to the Graveyard as Material for that Summon: You can banish 1 of those Materials from your opponent's Graveyard; add this card from your Graveyard to your hand. You can only activate 1 effect of "Floriad Potting" per turn, and only once that turn. This shows the different Floriad Sprouts being lifted into pots like the one Fruiting was in, but it's pretty clear that Golden isn't having a good time, as she's whacking whoever's picking her up to put in the pot with her umbrella- we only see an unidentified hand and arm. Floriad Re-Seeding Quick-Play Spell Shuffle 4 "Floriad" monsters from your Graveyard into your Deck: Draw 2 cards. You can only activate 1 "Floriad Re-Seeding" per turn. This shows the blossoms from the Floriad Sprouts, without the girls present. Floriad Turning Quick-Play Spell Select and activate 1 of the following effects: ●Flip all face-down Defense Position monsters you control face-up, and if you do, all "Floriad" monsters flipped face-up this way cannot be destroyed by battle or card effects this turn. All monsters flipped face-up this way are changed to face-down Defense Position during the End Phase. ●Change any number of face-up "Floriad" monsters to face-down Defense Position (min. 1), and if you do, banish a number of cards from your opponent's Graveyard equal to the number of monsters flipped face-down this way. Your opponent's cards with the same name as a banished card have their effects negated this turn. You can only activate 1 "Floriad Turning" per turn, and you cannot activate the same effect of "Floriad Turning" twice on consecutive turns. This card's art is Ivory and Azure Floriad Sprouts getting weirded out as potting soil is poured around them, from a bag that inexplicably has Ojama Green's face on it. Floriad Faux Pas Normal Trap Send 1 "Floriad" monster from your Deck to the Graveyard, then banish 1 Spell/Trap Card on the field or in the Graveyard. You can only activate 1 "Floriad Faux Pas" per turn. This artwork shows a very upset Crimson Floriad Sprout yelling very angrily at Floriad Lady Lily from within her teacup. Floriad Buds Normal Trap If your opponent controls more monsters than you do: Target 1 face-up monster your opponent controls and 2 "Floriad" Flip monsters in your GY whose combined ATK is equal or lower that the ATK of the first target; change the first target to face-down Defense Position, then Special Summon the other targets in face-down Defense Position. When your opponent activates a card effect while this card is in the GY: You can banish this card and 1 other "Floriad" card in your GY with the same type of card (Monster, Spell, or Trap) of the activated card; negate the activation, and if you do, destroy that card. You can only use 1 "Floriad Buds" effect per turn, and only once that turn. In this artwork, both Crimson and Ivory are in a literal flower bed, being given warm blankets by the same unidentified gardener from the artwork of Potting. Crimson is asleep and smiling, and Ivory is absolutely excited as she holds her arms out to the blanket she's about to receive. On a shelf in the background, in addition to some gardening tools, Madolche Mageleine is leaning against the wall. Floriad Debutante Daffodil WIND - Level 6 - Plant/Fusion/Effect - 1800/1500 1 "Floriad" monster + 1 Flip monster If this card is Fusion Summoned, you can target 1 of this card's Fusion Materials in your Graveyard: This card gains ATK/DEF equal to the target's while face-up on the field. "Floriad" monsters you control cannot be targeted or banished by the effects of monsters with less ATK than this card. If a Spell/Trap Card is activated, or a Flip monster's "FLIP" Effect activates on the field: You can target 1 "Floriad" Flip monster in the Graveyard, and apply its "FLIP" effect as this card's effect. You cannot target a monster with the same name more than once per turn with this effect of "Floriad Debutante Daffodil". The Floriad Fusions are much bigger than the Sprouts, or even Fruiting, and wear lovely, overdesigned dresses covered in flowers. Debutante Daffodil is basically just human-sized, if a bit short, as she's staring at a Nettle attempting to steal the slice of cake she's eating. Floriad Lady Lily WIND - Level 7 - Plant/Fusion/Effect - 2100/2600 2 "Floriad" monsters + 1 Effect monster This card gains 100 ATK for each "Floriad" monster in your Graveyard. Once per turn, you can target 1 Plant monster in your Graveyard: Add that target to your hand, then send 1 "Floriad" monster from your hand or field to the Graveyard, except a monster with the same name as the original target. At the end of the Damage Step, if this card battled, you can target 1 each of a face-up and face-down monster: The face-up monster is flipped into face-down Defense Position, and the face-down Defense Position monster is flipped face-up. Lady Lily is basically Amazonian in stature, smirking down at a kneeling unidentified knight from within a throne that is clearly also designed as a pot. Floriad Royal Rose WIND - Level 9 - Plant/Fusion/Effect - 2000/1400 2 or more "Floriad" monsters This card gains the following effects depending on the number of "Floriad" monsters used as Material for this card's Fusion Summon. ●2+: This card gains 200 ATK and 100 DEF for each "Floriad" monster in your Graveyard. ●4+: This card is unaffected by your opponent's card effects. ●5+: Once per turn (Quick Effect): You can change all face-up Flip monsters you control face-down, then this card gains 1 additional attack for each monster flipped face-down this way. ●7+: If your opponent activates a Spell/Trap Card or effect while you have a "Floriad" card in your hand: You can negate the activation, then discard 1 "Floriad" card. Royal Rose is yet taller still, a wide-hipped Queen, rose stalk scepter nary more than a twig between her fingertips, and plucking up Alpha, Master of Beasts and scolding it like a cat. Link to comment Share on other sites More sharing options...
Rayfield Lumina Posted December 20, 2021 Report Share Posted December 20, 2021 - Makes his Dossier thread 1 week before the start of the event - Calls other people "Impatient kiddos" First of all, thank you very much for your time and dedication in making this. I want to make clear these are not empty words, I know how it is to be working a lot of hours on something and people barely reacting to it, so again, Thank you. The description for every Floriad is simply adorable. Worried about how my purple haired thing is starting to be well-known, I don't know how it came to this *looks at my current avatar* O-Ok. 100% opposed to Crimson getting censored in the TCG, we're not as ridiculous as the guys in Utah >: ). Golden and Fruiting sound very fun, capturing the essence of other official cards by including other critters, in this case Lonefire Blossom and da Doggo before it met its demise, in the artwork. Feeling sorry for Ivory, I was hoping I'd see a Spell/Trap where she's looking better somehow, but sadness. The Spell/cards are just as great, lol for Floriad Potting and angered Golden. I was half expecting Lady Lily to have something to do with Injection Fairy Lily, but I'll have to swallow that one xD. And wide-hipped queen, huh? Now we're talking! Pumped up with the style, honestly. Just about every FLIP effect is crazy stronk if we consider those don't have HOPTs. Additionally, they have those complementary effects that remind me of Atlanteans, but activated by generic send to the GY effect, which makes them pretty brutal. Crazy about Garden party, being able to activate FLIP effects by Normal Summon is a blatant cheat and I love it xD. Fan of just about every card in the set, re-shuffling into Deck to draw is something I enjoy doing, and Turning is not less fun. Not gonna lie, I see some slight problems of overpower here and there, but whatevs, goddamn Konami is pretty close to this nowadays (probably the Flundereezes are worse xD) I'd definitely love to build a Deck with these n.n Link to comment Share on other sites More sharing options...
Draconus297 Posted December 20, 2021 Author Report Share Posted December 20, 2021 Actually, fun fact about your concern with Ivory; there was a card planned that featured her much happier, a Gouki Re-Match sort of card that would've featured her and Crimson getting cute, literal "flower beds" from the same unidentified gardener that Golden smacked with her umbrella, with a Madolche sitting on a shelf in the background. It was cut for a few reasons, including a large amount of frustration with a specific clause I wanted to give it, being unable to decide which Madolche our unidentified gardener owns, and repeatedly being unsatisfied with a Graveyard effect that always felt either blatantly overpowered or completely useless in every draft, and unfortunately this means that neither of those two Floriad girls get to be happy in any of the cards I finished. Link to comment Share on other sites More sharing options...
Rayfield Lumina Posted December 20, 2021 Report Share Posted December 20, 2021 2 minutes ago, Draconus297 said: Actually, fun fact about your concern with Ivory; there was a card planned that featured her much happier, a Gouki Re-Match sort of card that would've featured her and Crimson getting cute, literal "flower beds" from the same unidentified gardener that Golden smacked with her umbrella, with a Madolche sitting on a shelf in the background. It was cut for a few reasons, including a large amount of frustration with a specific clause I wanted to give it, being unable to decide which Madolche our unidentified gardener owns, and repeatedly being unsatisfied with a Graveyard effect that always felt either blatantly overpowered or completely useless in every draft, and unfortunately this means that neither of those two Floriad girls get to be happy in any of the cards I finished. Perhaps I could help you with that crazy clause you want to shape. There's always a way, even if unorthodox and lacking official precedence in official PSCT. The Madoche... welp, you can always take the safe route and make it the protagonist of this story, Magileine. And the GY effect... dunno, if you tell me what was it originally we might be able to come up with a solution. For the sake of Ivory, man. Link to comment Share on other sites More sharing options...
Draconus297 Posted December 20, 2021 Author Report Share Posted December 20, 2021 Okay, so, as far as the idea of the card- Floriad Buds was a Normal Trap Card which, if your opponent controlled more monsters than you did, and the monster on the field with the highest ATK, you could target 2 of the Sprouts (the Flip monsters) in your Graveyard with different names whose combined ATK is less than the difference in ATK between your opponent's field and yours, revive both of them, and then flip both those monsters and one opponent's monster face-down. There was also a Graveyard effect that basically let you banish it Book of Moon any monster on the field if Garden Party was on the field, and the controller of the player whose monster got Booked got some sort of benefit (I cycled through stuff like a draw, some LP, getting 1 card from their Graveyard back . . .) It had a HOPT on both effects, obviously. The weird activation condition, combined with the awkward restrictions on what you could revive, was tremendously frustrating to not make into Dark World-esque meaningless word salad. Link to comment Share on other sites More sharing options...
Rayfield Lumina Posted December 20, 2021 Report Share Posted December 20, 2021 7 minutes ago, Draconus297 said: Okay, so, as far as the idea of the card- Floriad Buds was a Normal Trap Card which, if your opponent controlled more monsters than you did, and the monster on the field with the highest ATK, you could target 2 of the Sprouts (the Flip monsters) in your Graveyard with different names whose combined ATK is less than the difference in ATK between your opponent's field and yours, revive both of them, and then flip both those monsters and one opponent's monster face-down. There was also a Graveyard effect that basically let you banish it Book of Moon any monster on the field if Garden Party was on the field, and the controller of the player whose monster got Booked got some sort of benefit (I cycled through stuff like a draw, some LP, getting 1 card from their Graveyard back . . .) It had a HOPT on both effects, obviously. The weird activation condition, combined with the awkward restrictions on what you could revive, was tremendously frustrating to not make into Dark World-esque meaningless word salad. I see I see. Indeed, the overall requirement + effect seems overly convoluted and takes too many factors into account before/during resolution. I'd say the "highest ATK" and "less than the difference in ATK between this and that" thingy can die. I think I'm also going to SS the GY Floriads directly to kissing the ground position, Quote Floriad Buds Normal Trap If your opponent controls more monsters than you do: Target 1 face-up monster your opponent controls and 2 FLIP "Floriad" monsters in your GY whose combined ATK is equal or lower that the ATK of the first target; change the first target to face-down Defense Position, then Special Summon the other targets in face-down Defense Position. When your opponent activates a card effect while this card is in the GY: You can banish this card and 1 other "Floriad" card in your GY with the same type of card (Monster, Spell, or Trap) of the activated card; negate the activation, and if you do, destroy that card. You can only use 1 "Floriad Buds" effect per turn, and only once that turn. The overall archetype is lacking in negations, so I thought this could do. Added a super HOPT because both effects are pretty stronk, imo (the second not as much, perhaps, but the fact that it's a banish myself effect factors in. What do you think? Link to comment Share on other sites More sharing options...
Draconus297 Posted December 20, 2021 Author Report Share Posted December 20, 2021 And, with that, it's officially part of the archetype. Link to comment Share on other sites More sharing options...
Draconus297 Posted December 25, 2021 Author Report Share Posted December 25, 2021 Since I'm struggling to do it in the OP for some reason: @Darj wanted Wyrms with neat aesthetic flavor, eh? Benevalence Troops - Raki, the Scout LIGHT - Level 2 - Wyrm/Effect - 200/900 If this card is Normal or Special Summoned: You can add 1 "valence Troops" monster from your Deck to your hand. If this card is destroyed on the field: You can Special Summon 1 "Malevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Benevalence Troops - Raki, the Scout" per turn. The theming here is draconic humanoids wearing armor that arcs with electricity the color of the opposite Attribute; in this case, holy white armor that's surrounded by purple lightning. Each Benevalence monster has a Malevalence monster counterpart, the same monster in edgier armor and an opposite pose; in this case, Raki is on high ground, scouting out a city from up on a hill. Malevalence Troops - Ikar, the Spy DARK - Level 2 - Wyrm/Effect - 900/200 If this card is Normal or Special Summoned: You can add 1 "Valenspirit" Spell/Trap Card from your Deck to your hand. If this card is destroyed on the field: You can Special Summon 1 "Benevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Malevalence Troops - Ikar, the Spy" per turn. However, when Raki becomes Ikar, he has snuck into the city, and is crawling along the ground to spy on an enemy camp, bright gold electricity traveling down his form. Benevalence Troops - Tuka, the Rear Guard LIGHT - Level 3 - Wyrm/Effect - 600/1500 If this card is Normal or Special Summoned: You can Special Summon 1 "valence Troops" monster from your hand, or, if this is the only monster you control, you can Summon 1 "Malevalence Troops" monster from your Deck, instead. If this card is destroyed on the field: You can Special Summon 1 "valence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Benevalence Troops - Tuka, the Rear Guard" per turn. Tuka is a chunky, heavy boy in tough armor, a spear put away on his back as he holds up a gigantic shield in both hands, purple lightning striking the shield's center as he blocks an attack from the top right of the card border. Malevalence Troops - Akut, the Vanguard DARK - Level 3 - Wyrm/Effect - 1500/600 If this card is Normal or Special Summoned: You can Special Summon 1 "valence Troops" monster from your Graveyard, or, if this is the only monster you control, you can send 1 "Benevalence Troops" monster from your Deck to the Graveyard, instead. If this card is destroyed on the field: You can Special Summon 1 "Benevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Malevalence Troops - Akut, the Vanguard" per turn. Akut, being the vanguard, has a shield with him, but is mostly prepared for direct engagement with the enemy, using a massively oversized spear two-handed, with gold arcs of electricity traveling from his body up the spear. He's obviously found an enemy, and has an expression of wild violence as he stabs someone unidentified in the bottom left corner. Benevalence Troops - Nadia, the Pure Blade LIGHT - Level 4 - Wyrm/Effect - 1900/900 You can target 1 other Wyrm monster you control (Quick Effect): Increase this card's ATK by half the target's original ATK, then destroy that target. This change only applies until the End Phase. If the effect of a "valence Troops" monster activates in your Graveyard: You can Set 1 "Valenspirit" Spell/Trap Card directly from your Graveyard. You can only activate each of the above effects of "Benevalence Troops - Nadia, the Pure Blade" once per turn. If this card is destroyed on the field: You can Special Summon 1 "Malevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Benevalence Troops - Nadia, the Pure Blade" per turn. Nadia carries two swords with her, but one is sheathed on her right hip; she uses the one in her left hand, valiant and composed as she leaps right, facing an opponent to the art's left. Malevalence Troops - Daani, the Vile Blade DARK - Level 4 - Wyrm/Effect - 900/1900 If a "Valenspirit" Spell/Trap Card resolves on the field: You can, immediately after this effect resolves, Normal Summon 1 "valence Troops" monster. You can only apply this effect of "Malevalence Troops - Aidan, the Vile Blade" once per turn. If this card in a Monster Zone is used as Material for the Summon of a Wyrm monster, it is treated as having been destroyed, instead. If this card is destroyed on the field: You can Special Summon 1 "Benevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Malevalence Troops - Aidan, the Vile Blade" per turn. By contrast, Daani is right-handed, using a more evil-looking sword as she keeps the one on her left hip sheathed, leaping left as she strikes the right edge of the card border. Generous Valenspirit Quick-Play Spell Destroy 1 "valence Troops" monster you control: Draw 1 card. You can only activate 1 "Generous Valenspirit" per turn. In this artwork, the three Main Deck Benevalence Troops march through a destitute village, gifting terrified villagers a few gold coins. Valenspirit of Battle Quick-Play Spell If your opponent activates a monster effect while you control a "valence Troops" monster in Attack Position with equal or greater ATK: Negate the effects of the monster whose effect was activated, and all cards with the same name as that monster for the rest of the turn, then destroy 1 Wyrm monster you control. You can only activate 1 "Valenspirit of Battle" per turn. As opposed to the above, the three Main Deck Malevalence Troops are ransacking the same village here, lashing out at unarmed villagers with reckless abandon. Gathering Valenspirits Quick-Play Spell Fusion Summon 1 Fusion monster using monsters on the field or in your hand as Fusion Material, including at least 1 "valence Troops" monster you control. If this card is activated as Chain Link 2 or higher, your opponent cannot activate cards or effects of cards of the same Type as cards activated before this card in that Chain. You can only activate 1 "Gathering Valenspirits" per turn. All four Benevalence Troops cross their weapons over one another's, swearing some sort of oath as the sun rises in the background and a battle begins. The enemy, in the background, is visibly flying the Banner of Courage. Breaking Valenspirit Normal Trap If you control a face-up "valence Troops" monster: Destroy 1 Wyrm monster you control and exactly 2 other cards on the field. You can only activate 1 "Breaking Valenspirit" per turn. The four Malevalence Troops are actively pointing their weapons at one another, ready to stab each other at the sunset after a hard-fought battle. Among the assorted fallen soldiers is a K.O.'d Freed the Matchless General, one of the Goblin Attack Force goblins, and Grepher. Valenspirit of Vengeance Normal Trap Special Summon 1 "valence Troops" monster from your Graveyard, then target and destroy 1 card on the field. You can only activate 1 "Valenspirit of Vengeance" per turn. Strategist Zyroi is leaning on the battle standard of the Valence Troops, raw unbridled hate in his eyes, one of the Shooting Star Bow's arrows lodged in his shoulder. Righteous Valenspirit Counter Trap If your opponent activates a Spell/Trap Card or effect while you control a face-up "valence Troops" monster: Negate the activation, then destroy 1 "valence Troops" monster you control. Raki has been visibly wounded in what looks like an attempt to protect Ioryz, and Commander Ioryz is carefully setting him down on the ground, making a determined expression. Benevalence Troops - Commander Ioryz LIGHT - Level 5 - Wyrm/Fusion/Tuner/Effect - 2300/1100 1 LIGHT monster + 1 Wyrm monster If this card is Fusion Summoned, or Special Summoned by the effect of a "Malevalence Troops" monster: You can shuffle up to 3 "Valenspirit" Spell/Trap cards from your Graveyard into your Deck, then return a number of cards on your opponent's field or in their Graveyard to their hand equal to the number of cards shuffled into the Deck this way. At the start of the Damage Step, if this card attacks: You can draw 1 card, and if the drawn card is a Wyrm monster, this card gains ATK equal to the drawn monster's, until the End Phase. If this card is destroyed on the field: You can Special Summon 1 "Malevalence Troops" monster from your hand or Graveyard. You can only Special Summon, and activate each effect of, "Benevalence Troops - Commander Ioryz" once per turn. Commander Ioryz has much nobler and more ornate looking armor than the Main Deck Benevalence Troops, and wields a powerful polearm with authority, holding it up above his head. Malevalence Troops - Strategist Zyroi DARK - Level 5 - Wyrm/Fusion/Tuner/Effect - 1100/2300 If this card is Fusion Summoned, or Special Summoned by the effect of a "Benevalence Troops" monster: You can banish 1 card your opponent controls. At the end of the Damage Step, if another "valence Troops" monster you control battled and is still on the field: You can destroy that monster, then Set 1 "Valenspirit" Spell/Trap Card directly from your Deck. If this card is destroyed on the field: You can Special Summon 1 "Benevalence Troops" monster directly from your hand or Graveyard. You can only Special Summon, and activate each effect of, "Malevalence Troops - Strategist Zyroi" once per turn. Strategist Zyroi, naturally, has much crazier and more obviously evil armor than his soldiers, and has a huge halberd stabbed into the ground as he studies some sort of book. [/spoiler] @Nyx Avatar wanted demon ladies, and the WATER Attribute? Easy. Soulhook Lita WATER - Level 3 - Fiend/Effect - 1000/1000 If this card is sent to the Graveyard: You can banish 1 other WATER Fiend monster from your Graveyard; Special Summon this card from the Graveyard. If this card is banished: You can add 1 "Soulhook" card from your Deck to your hand. You can only activate each effect of "Soulhook Lita" once per turn. Soulhook Moira WATER - Level 3 - Fiend/Effect - 600/1800 You can banish 1 Fiend monster from your hand or field: Special Summon 1 of your banished "Soulhook" monsters. If this card is banished: You can Set 1 "Soulhook" Spell/Trap Card from your Graveyard. You can only activate each effect of "Soulhook Moira" once per turn. Soulhook Dari WATER - Level 3 - Fiend/Effect - 1600/800 If this card is Normal Summoned: You can banish 1 card from either Graveyard, then, if the banished card was a "Soulhook" monster, you can banish 2 cards from your opponent's Graveyard. If this card is banished: You can add 1 "Soulhook" monster from your Graveyard, or among your banished cards, to your hand. You can only activate each effect of "Soulhook Dari" once per turn. Soulhook Pria WATER - Level 4 - Fiend/Tuner/Effect - 1900/900 If this card is used as Synchro Material for the Summon of a Fiend Synchro monster: You can Special Summon exactly 1 other monster used as Material for that Synchro Summon from your opponent. If this card is banished: You can Special Summon this card, then increase its ATK by the combined Levels of your banished "Soulhook" monsters until the End Phase. You can only activate each effect of "Soulhook Pria" once per turn. Soulhook Rei WATER - Level 4 - Fiend/Tuner/Effect - 700/2100 If this card is Normal Summoned: You can banish 1 non-Tuner "Soulhook" monster from your Deck, then change this card to Defense Position. If this card is used as Synchro Material for the Summon of a WATER Synchro monster: You can return up to 2 banished "Soulhook" monsters to your Graveyard, then banish this card. If this card is banished: You can banish 1 card your opponent controls. You can only activate each effect of "Soulhook Rei" once per turn. Soulhook Fishing Hole Field Spell When this card is activated: You can add 1 "Soulhook" monster from your Deck to your hand. You can only activate this effect of "Soulhook Fishing Hole" once per turn. If a "Soulhook" card(s) you control will be destroyed: You can banish 1 WATER monster from your Graveyard, instead. Once per turn, if a "Soulhook" monster is banished: You can draw 1 card, then shuffle 1 card from your hand into your Deck. Soulhook Lure Normal Spell Target 1 "Soulhook" monster in your Graveyard: Special Summon it, but banish it when it leaves the field. You can only activate 1 "Soulhook Lure" per turn. If you Summon a non-WATER non-Fiend monster, and this card is in your Graveyard because it was sent there this turn: Banish this card (this effect cannot be negated). Soulhook Release Quick-Play Spell Target 3 banished "Soulhook" monsters: Shuffle those targets into the Deck, then draw 1 card. After this effect resolves, if you control "Soulhook Queen Theodora": You can banish 1 Spell/Trap Card from your opponent's field or Graveyard. You can only activate 1 "Soulhook Release" per turn. Soulhook Capture!! Counter Trap If your opponent activates a monster effect while you control a face-up "Soulhook" monster, you can banish 1 "Soulhook" monster from your hand or Graveyard: Negate the activation, and if you do, banish that card. If you controlled "Soulhook Queen Theodora" when this effect was activated, you can then Set this card instead of sending it to the Graveyard, and if you do, send 1 "Soulhook" card from your Deck to the Graveyard. You can only activate 1 "Soulhook Capture!!" per turn. Soulhook Queen Theodora WATER - Level 7 - Fiend/Synchro/Effect - 2600/2300 1 Fiend Tuner + 1 or more non-Tuner WATER monsters Once per turn, if your opponent activates a Spell/Trap Card or effect, you can banish 1 Fiend monster from your field or Graveyard: Negate the activation, and if you do, banish it. At the start of the Damage Step, if this card battles your opponent's monster: You can reduce the opposing monster's ATK by 100 for each card that is currently banished, then increase this card's ATK by that lost ATK until the end of the Battle Phase. If this card destroys your opponent's monster by battle: You can banish the destroyed monster, then Special Summon 1 of your banished "Soulhook" monsters. If this card is banished: You can negate the effects of 1 face-up card your opponent currently controls. You can only activate this effect of "Soulhook Queen Theodora" once per turn. @Loleo was after a "toolbox" feel, multiple monster Types, a strategy that could adapt to the opponent. Talos, Swordsman of the Bellands FIRE - Level 5 - Warrior/Effect - 1800/1600 If you control no monsters, or only "Bellands" monsters: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can draw a number of cards equal to the number of "Bellands" monsters you control with different names, then shuffle 1 card from your hand into your Deck. You can only activate each of the above effects of "Talos, Swordsman of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Send 1 monster your opponent controls to the Graveyard, and if you do, inflict damage to your opponent equal to the combined Link Rating of the "Bellands" Link monsters you control x200. Sion, Familiar of the Bellands EARTH - Level 3 - Beast/Effect - 900/700 You can reveal this card and 1 other "Bellands" monster in your hand: Special Summon this card and the revealed monster from your hand. If this card is Normal or Special Summoned: You can add 1 "Bellands" monster from your Deck to your hand, except "Sion, Familiar of the Bellands". You can only activate each of the above effects of "Sion, Familiar of the Bellands" once per turn, and if you do, you cannot Summon monsters from the Extra Deck that turn, except "Bellands" monsters. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Banish 1 card from your opponent's Graveyard, then Special Summon 1 "Bellands" monster from your Graveyard in Defense Position, if possible. Kamion, Sorceror of the Bellands DARK - Level 4 - Spellcaster/Effect - 1300/1100 If this card is Normal or Special Summoned: You can add 1 "Bellands" Spell/Trap Card from your Deck to your hand. You can only activate this effect of "Kamion, Sorceror of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Banish your opponent's Special Summoned monster with the highest ATK (your choice, if tied). Niav, Defender of the Bellands LIGHT - Level 2 - Fairy/Tuner/Effect - 0/2100 If your opponent Special Summons exactly 1 monster from their Extra Deck while you control no monsters, or only "Bellands" monsters: You can Special Summon this card (from your hand). You can only activate this effect of "Niav, Defender of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Target 1 monster your opponent controls: Return it to your opponent's hand. Ortre, Deepsea King of the Bellands WATER - Level 7 - Fish/Effect - 2350/2150 You can Special Summon this card (from your hand) by sending 1 face-up "Bellands" card you control to the Graveyard. "Bellands" monsters you control cannot be targeted by your opponent's card effects. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Send up to 2 Spell/Trap Cards your opponent controls to the Graveyard. The sent cards cannot be activated, or activate their effects, in the same Chain as this effect's activation. Nish, Eagle of the Bellands WIND - Level 6 - Winged Beast/Effect - 2100/1800 If your opponent activates a card in the Field Zone while you have an unoccupied Monster Zone, you can reveal this card in your hand: Destroy all cards in the Field Zones, then Special Summon this card from your hand. If this card is Normal or Special Summoned: You can Special Summon 1 "Bellands" monster from your Graveyard with 2000 or less ATK. You can only activate each of the above effects of "Nish, Eagle of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Target 1 face-up card your opponent controls: Negate its effects on the field until the second Standby Phase after this effect resolves. The Immortal Bellands Field Spell If this card is activated, and during each of your Standby Phases afterward: You can reveal 3 "Bellands" cards with different names from your Deck; your opponent selects 1 of them to add to your hand, then they shuffle 1 of them at random into the Deck, and you choose whether the remaining card is placed on the top or bottom of your Deck. You can only activate this effect of "The Immortal Bellands" once per turn. If you Link Summon a "Bellands" Link monster: You can Special Summon 1 "Bellands" monster from your Graveyard in Defense Position to the Zone that the Summoned monster points to. You can only activate this effect of "The Immortal Bellands" once per turn, per Link Rating of monster. "Bellands" monsters you control gain 200 ATK per "Bellands" monster you control, and "Bellands" Link monsters gain an additional 100 ATK x their Link Rating for each of those "Bellands" monsters they point to. Bellands War Horn Normal Spell Add 1 Level 5 or lower "Bellands" monster from your Deck to your hand. If you control "The Immortal Bellands", the following effect becomes a Quick Effect. You can banish this card from your Graveyard: Target 1 card your opponent controls; negate its effects on the field, also, if the targeted card was a monster, reduce its ATK by 400, then, if a "Bellands" monster is in the same column as that monster, that "Bellands" monster(s) gain 400 ATK. You can only activate each effect of "Bellands War Horn" once per turn. Bellands Spring of Life Normal Spell Target 1 "Bellands" monster in your Graveyard: Special Summon it. If a "Bellands" card(s) you control would be destroyed by battle or your opponent's card effect: You can banish this card from your Graveyard; no cards you control are destroyed by that battle or effect, also, if you control "The Immortal Bellands", all "Bellands" monsters you control gain 600 ATK. You can only activate each effect of "Bellands Spring of Life" once per turn. Bellands Toxic Bramble Normal Spell If you control a face-up "Bellands" monster, target 1 card your opponent controls, or in their Graveyard: Your opponent's cards with the same name as the target have their effects negated, until your next End Phase. If your opponent activates a monster effect that is a Quick Effect, you can banish this card from your Graveyard: Gain 1000 LP, also, if you control "The Immortal Bellands", that activated effect becomes "Inflict 500 damage to both players". You can only activate each effect of "Bellands Toxic Bramble" once per turn. Bellands Procession Normal Trap Tribute up to 2 "Bellands" monsters you control: Special Summon, from your hand or Graveyard, the same number of "Bellands" monsters, with different names from the monsters you Tributed. If you control "The Immortal Bellands", 1 of those monsters can be Special Summoned from your Deck. You can banish this card from your Graveyard: Target 1 "Bellands" Link monster you control; that target gains the following effect this turn. You can only activate each of the preceding effects of "Bellands Procession" once per turn. ●Once per turn, you can target 1 banished "Bellands Procession" (Quick Effect): Set that target. Larvae at the Tree of the Bellands EARTH - Link-1 - Insect/Link/Effect - 500 - BL 1 "Bellands" monster with a Level If this card is Link Summoned: You can add 1 "The Immortal Bellands" from your Deck or Graveyard to your hand. You can only activate this effect of "Larvae at the Tree of the Bellands" once per turn. Once per turn (Quick Effect): You can reduce the ATK of all monsters your opponent controls by 100 for each face-up "Bellands" card you control, until the End Phase. Tengu at the Tree of the Bellands DARK - Link-2 - Beast-Warrior/Link/Effect - 1900 - L/R 2 monsters, including at least 1 "Bellands" monster At the end of the Damage Step, if this card attacked, you can target 1 "Bellands" monster you control, except "Tengu at the Tree of the Bellands": That target gains 1 additional attack during each of your Battle Phases this turn. Once per turn, if your opponent activates a card or effect which would destroy a "Belland" card(s) on the field: You can negate the activation, then gain 200 LP for each "Bellands" card you control. Phantom King of the Bellands WIND - Link-3 - Zombie/Link/Effect - 2500 - BL/B/BR 2 or more monsters, including at least 1 "Bellands" monster If this card is Link Summoned: You can send 1 "Bellands" Normal Spell Card from your Deck to the Graveyard. If your opponent activates a Spell/Trap Card or effect: You can target 1 of your banished "Bellands" Normal Spell Cards; immediately activate that target in the same column as the activated card. You can only activate each of the above effects of "Phantom King of the Bellands" once per turn. Once per turn, you can target 1 monster on the field (Quick Effect): That target loses 100 ATK for each "Bellands" monster this card points to, then this card gains that lost ATK. @TheImmaculateDreadLordCowCow wanted a simple Deck with a cute aesthetic gimmick, which I was only happy to provide. K9Volt Retriever EARTH - Level 5 - Thunder/Effect - 1200/2300 If you Normal or Special Summon a "K9Volt" monster: You can Special Summon this card from your hand or Graveyard, but if this card was Summoned from the Graveyard this way, banish it when it leaves the field. If this card is Normal or Special Summoned: You can add 1 "K9Volt" monster from your Deck to your hand. You can target 1 banished Thunder monster and 1 Thunder monster on the field: Return the target to the Graveyard, then the target on the field gains ATK equal to that returned monster's. You can only activate each effect of "K9Volt Retriever" once per turn. K9Volt Greyhound EARTH - Level 5 - Thunder/Effect - 1600/2000 You can discard 1 card: Special Summon this card (from your hand), then, if the discarded card was a Thunder monster, you can draw 1 card. You can target 1 banished Thunder monster and 1 monster your opponent controls with more ATK than the banished target: The target your opponent controls loses ATK equal to the banished monster's, then, if that monster's ATK is the lowest among monsters on the field, its effects are negated, and the banished target is returned to your Graveyard. You can only activate each effect of "K9Volt Greyhound" once per turn. K9Volt Pinscher EARTH - Level 5 - Thunder/Effect - 2000/1800 You can banish 1 EARTH Thunder monster from your Graveyard: Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "K9Volt" monster from your Deck to the Graveyard. You can target 1 banished Thunder monster, and 1 monster in either player's Graveyard: Return the banished target to the Graveyard, then banish the target in the Graveyard. You can only activate each effect of "K9Volt Pinscher" once per turn. K9Volt Pitbull EARTH - Level 5 - Thunder/Effect - 2200/1600 If you control fewer monsters than your opponent, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned: You can add 1 "K9Volt" Spell/Trap Card from your Deck to your hand. You can target 1 banished Thunder monster, and 1 Thunder monster you control: The banished monster is returned to the Graveyard, and the target you control gains 1 additional attack during this turn's Battle Phase. You can only activate each effect of "K9Volt Pitbull" once per turn. K9Volt Shepherd EARTH - Level 5 - Thunder/Effect - 2400/1000 If this card is Normal or Special Summoned: You can Special Summon 1 "K9Volt" monster from your Graveyard. You can target 1 banished Thunder monster, and up to 2 Spell/Trap Cards your opponent controls: Destroy the target(s) on the field and return the banished target to the Graveyard. If this card is sent to the Graveyard: You can banish 1 other "K9Volt" monster from your Graveyard; Special Summon this card from the Graveyard. You can only activate each effect of "K9Volt Shepherd" once per turn. K9Volt Current Kennel Field Spell When this card is activated: You can add 1 "K9Volt" card, except "K9Volt Current Kennel", from your Deck to your hand. You can only activate this effect of "K9Volt Current Kennel" once per turn. The effects of "K9Volt" monsters that target banished Thunder monsters become Quick Effects. If a "K9Volt" card(s) you control would be destroyed (by battle or card effect), you can banish 1 EARTH Thunder monster from your Graveyard: No cards on your field are destroyed by that battle or effect, also, increase the ATK of all "K9Volt" monsters you control by 300. K9Volt Lightning Leap Normal Spell Banish up to 2 "K9Volt" monsters from your Graveyard: Draw 1 card for each monster banished this way. You can only activate 1 "K9Volt Lightning Leap" per turn. K9Volt Leader's Loyalty Normal Spell Special Summon 1 "K9Volt" monster from your Graveyard. You can banish this card from your Graveyard: Add 2 "K9Volt monsters with different names from your Graveyard or among your banished cards to your hand. Unless you control "K9Volt Current Kennel", you can only activate 1 effect of "K9Volt Leader's Loyalty" per turn. You can only activate "K9Volt Leader's Loyalty" once per turn. K9Volt Surging Attack Quick-Play Spell Banish any number of Thunder monsters from your Graveyard: Destroy the same number of cards on the field. If you only banished "K9Volt" monsters for this effect, your opponent cannot activate cards or effects in the same Chain as this card's activation or resolution. You can only activate 1 "K9Volt Surging Attack" per turn. During the turn you activate this card, you cannot Summon monsters or activate monster effects, except Thunder monsters. K9Volt Circuit Speed Normal Trap Immediately after this effect resolves; Xyz Summon 1 Xyz monster from your Extra Deck using only Thunder monsters you control as Material. If all Materials used for the Summon were EARTH monsters, you can target 1 card your opponent controls: Attach that target to the Summoned monster as Xyz Material. If all Materials used for the Summon were "K9Volt" monsters, you can also attach this card to the Summoned monster as Xyz Material, and the Summoned monster gains the following effect: ●This card's activated effects which detach Xyz Material to activate become Quick Effects while this card has a Thunder monster as Xyz Material. K9Volt Thunderwolf EARTH - Rank 5 - Thunder/Xyz/Effect - 2600/1600 2 Level 5 Thunder monsters If this card destroys your opponent's monster by battle: You can Special Summon 1 "K9Volt" monster from your Deck. You can detach 1 Xyz Material from this card: Increase this card's ATK by 200 for each "K9Volt" monster in your Graveyard, also, this card is unaffected by the effects of monsters with less ATK than itself. These effects apply until your opponent's next End Phase. You can target 1 banished Thunder monster: Return that target to the Graveyard, and if you do, all monsters your opponent controls are changed to Attack Position, and all damage this card inflicts in battle with your opponent's monsters this turn is doubled. @Zefra Zamazenta was after a strong Deck with tons of combo potential. Have fun! Depthym Calamity - Falmos DARK - Level 1 - Dragon/Tuner/Effect - 200/1000 If you control a Warrior "Depthym" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned, you can target 1 Warrior monster you control: This card's Level becomes equal to the target's. You can banish this card from your Graveyard: Add 1 "Depthym" Spell/Trap Card from your Deck to your hand, but if you do, you cannot Summon monsters for the rest of the turn, except Warrior and Dragon monsters. You can only activate each effect of "Depthym Calamity - Falmos" once per turn. Depthym Calamity - Loiros DARK - Level 2 - Dragon/Effect - 400/2000 If you control a Warrior "Depthym" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can Special Summon 1 of your banished Dragon "Depthym" monsters. You can banish this card from your Graveyard: Special Summon 1 Dragon "Depthym" monster from your Deck, except "Depthym Calamity - Loiros", but if you do, you cannot Summon monsters for the rest of the turn, except Dragon and Warrior monsters. You can only activate each effect of "Depthym Calamity - Loiros" once per turn. Depthym Calamity - Purlitios DARK - Level 4 - Dragon/Effect - 1800/1000 If you control a Warrior "Depthym" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 Dragon "Depthym" monster from your Deck to your hand. You can banish this card from your Graveyard: Add 1 Warrior "Depthym" monster from your Deck to your hand, but if you do, you cannot Summon monsters for the rest of the turn, except Warrior and Dragon monsters. You can only activate each effect of "Depthym Calamity - Purlitios" once per turn. Depthym Knight - Perceval DARK - Level 4 - Warrior/Effect - 1200/2100 You can discard this card: Add 1 "Depths of Ymial" from your Deck or Graveyard to your hand. If this card is Normal or Special Summoned: You can add 1 of your banished Dragon "Depthym" monsters to your hand. You can only activate each of the above effects of "Depthym Knight - Perceval" once per turn. If this card is detached from a "Depthym" Xyz monster to activate its effect, you can apply this effect: ●Target 1 other card on the field: Negate its effects. Depthym Knight - Rykos DARK - Level 4 - Warrior/Effect - 1500/1800 If you control "Depths of Ymial": You can Special Summon this card from your hand, and if you do, draw 1 card. If this card is Normal or Special Summoned: You can send 1 "Depthym" monster from your Deck to the Graveyard. You can only activate each of the above effects of "Depthym Knight - Rykos" once per turn. If this card is detached from a "Depthym" Xyz monster to activate its effect, you can apply the following effect: ●Target up to 3 cards in your opponent's Graveyard: Banish them. Depthym Knight - Totec DARK - Level 4 - Warrior/Effect - 1700/1600 If you control "Depths of Ymial": You can Special Summon this card from your hand, then draw 1 card. If this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or lower "Depthym" monster from your Graveyard. You can only activate each of the above effects of "Depthym Knight - Totec" once per turn. If this card is detached from a "Depthym" monster to activate its effect, you can apply the following effect: ●Return 1 card your opponent controls to its original owner's hand. Depthym Knight - Dahlia DARK - Level 4 - Warrior/Effect - 1900/1400 If you control "Depths of Ymial": You can Special Summon this card from your hand, then draw 1 card. If this card is Normal or Special Summoned: You can Special Summon 1 "Depthym Knight" monster from your Deck, except "Depthym Knight - Dahlia". You can only activate each of the above effects of "Depthym Knight - Dahlia" once per turn. If this card is detached from a "Depthym" Xyz monster to activate its effect, you can apply the following effect: ●Destroy a number of cards on the field equal to the number of "Depthym" Link monsters on the field +1. Depthym Calamity ‐ Artarath DARK - Level 8 - Dragon/Effect - 3000/0 You can shuffle 2 banished "Depthym" cards into your Deck: Special Summon this card from your hand to either field. If this card is Special Summoned, and you control a non-"Depthym" monster: Tribute 1 monster you control, except this one. You can banish this card from your Graveyard: Special Summon 1 each of a Warrior and Dragon "Depthym" monster from your Graveyard. You cannot Summon monsters during the turn you activate this effect, except Dragon and Warrior monsters. You can only activate each effect of "Depthym Calamity - Artarath" once per turn. Depths of Ymial Field Spell "Depthym" cards you control cannot be targeted by your opponent's card effects. "Depthym" monsters gain 500 ATK/DEF. You can only activate each of the following effects of "Depths of Ymial" over per turn: ●If you draw exactly 1 card by the effect of a "Depthym Knight" monster: You can shuffle 1 card from your hand into your Deck, then excavate the top 3 cards of your Deck and add 1 of those excavated cards to your hand, then return the other 2 cards to the top or bottom of your Deck in any order. ●If a "Depthym Calamity" monster is banished from your Graveyard: You can look at your opponent's hand, then return 1 card in it to the bottom of your opponent's Deck, and if you do, make your opponent draw 1 card. Depthym Ruins Continuous Spell When this card is activated: You can add 1 Level 4 or lower "Depthym" monster from your Deck to your hand. Once per turn, if a "Depthym" Xyz monster detaches an Xyz Material: You can attach 1 "Depthym" monster from your Graveyard to that monster, except a monster with the same name as the detached Material. Once per turn, if you Link Summon a "Depthym" Link monster: You can Special Summon 1 Level 4 or lower "Depthym" monster from your Graveyard to a Zone the Summoned monster points to. You can only activate each effect of "Depthym Ruins" once per turn. Depthym Cave-In Normal Trap If your opponent Summons exactly 1 monster while you control a face-up "Depthym" card: Shuffle the Summoned monster into the Deck. If you control "Depths of Ymial", you can activate this card from your hand. If this card's effect or activation is negated: Add this card and 1 other "Depthym" card from your Graveyard to your hand during the End Phase. You can only activate 1 "Depthym Cave-In" per turn. Depthym Devastation Counter Trap If your opponent activates a Spell/Trap Card or effect while you control a face-up "Depthym" monster: Negate the activation, then apply the appropriate effect(s), if any, depending on the Type of "Depthym" monster you control: ●Xyz: Banish the card whose effect was activated. ●Link: Shuffle 1 card on the field into the Deck. You can only activate 1 "Depthym Devastation" per turn. Depthym Knight - Elder Ramos DARK - Rank 4 - Warrior/Xyz/Effect - 1300/2700 2 Level 4 "Depthym" monsters While this card has a "Depthym" monster as Xyz Material, "Depthym" monsters you control cannot be destroyed by your opponent's card effects. You can detach 1 Xyz Material from this card (Quick Effect): Increase the ATK of 1 "Depthym" monster you control by 100 for each "Depthym" monster you control, until the End Phase. Depthym Knight - Commander Niall DARK - Rank 4 - Warrior/Xyz/Effect - 2000/2000 2 or more Level 4 "Depthym" monsters While this card has a "Depthym" monster as Xyz Material, if you draw exactly 1 card by a monster effect: You can draw 1 additional card. Once per turn, if your opponent Summons exactly 1 monster, you can detach 1 Xyz Material from this card: That Summoned monster has its ATK/DEF reduced to 0. You can only activate each effect of "Depthym Knight - Commander Niall" once per turn. Depthym Calamity - Lantiar DARK - Link-2 - Dragon/Link/Effect - 1300 - B/L 2 DARK Effect monsters, including at least 1 "Depthym" monster If this card is Link Summoned using an Xyz monster as Material: You can Special Summon 1 "Depthym" Xyz monster from your Graveyard, and if you do, attach 1 "Depthym" monster from your Graveyard to it as Xyz Material. If you control "Depths of Ymial", you can (Quick Effect): Immediately after this effect resolves; Link Summon 1 "Depthym" monster, using monsters you control as Xyz Material. If you Link Summon a DARK Dragon Link monster using this card as Material, the Summoned monster gains the following effect: ●Once per turn, if an Xyz monster this card points to activates its effect, you can target 1 monster your opponent controls: Banish it, and if you do, inflict 100 damage to your opponent for each of their banished cards. You can only activate each effect of "Depthym Calamity - Lantiar" once per turn. Depthym Calamity - Valiar DARK - Link-3 - Dragon/Link/Effect - 2200 - T/R/B 2+ DARK Effect monsters, including at least 1 "Depthym" monster If this card is Link Summoned using an Xyz monster as Material: You can Special Summon 1 "Depthym" Xyz monster from your Graveyard, and if you do, attach up to 1 card from each Graveyard to it as Xyz Material. Once per turn, while this card is co-linked with a "Depthym" monster (Quick Effect): You can destroy 1 card on the field, then, if it was a card you controlled, draw 1 card, then shuffle 1 card from your hand into your Deck. You can only activate each effect of "Depthym Calamity - Valiar" once per turn. @morrisoni4 was after a way to be mean to people in a Ritual Deck. I obliged. Astra Nomina - Crimsun Pride LIGHT - Level 1 - Fiend/Effect - 300/200 If this card is Normal or Special Summoned: You can add 1 "Astra Codex" Spell/Trap from your Deck to your hand. If you activate an "Astra Codex" Spell/Trap Card: You can send 1 "Astra Nomina" monster from your Deck to the Graveyard. You can only activate each effect of "Astra Nomina - Crimsun Pride" once per turn. Astra Nomina - Goldstar Glutton LIGHT - Level 2 - Fiend/Effect - 700/400 If you would Ritual Summon an "Astra Nomina" monster using monsters, you can treat this card as the entire requirement. If this card is Normal or Special Summoned: You can add 1 "Astra Nomina" monster from your Deck to your hand. If you activate an "Astra Codex" Spell/Trap Card: You can draw 1 card. You can only activate each effect of "Astra Nomina - Goldstar Glutton" once per turn. Astra Nomina - Azure Stallure LIGHT - Level 3 - Fiend/Effect - 1200/600 If this card is Normal Summoned, you can Special Summon 1 "Astra Nomina" monster from your Graveyard. If this card is Special Summoned: You can destroy a number of Spell/Trap Cards your opponent controls, up to the number of your banished "Astra Nomina" monsters with different names. During the End Phase, if this card is currently banished: You can return 1 "Astra Codex" Spell/Trap Card from your field or Graveyard to your hand. You can only activate each effect of "Astra Nomina - Azure Stallure" once per turn. Astra Nomina - Ivorage Light LIGHT - Level 4 - Fiend/Effect - 1700/800 If this card is Normal or Special Summoned, you can select and activate 1 of the following effects: ●Special Summon 1 "Astra Nomina" monster from your hand. ●Destroy 1 monster your opponent controls, then, if you control a face-up "Astra Codex" Spell/Trap Card, inflict 600 damage to your opponent. During the End Phase, if this card is currently banished: You can target 1 face-up card your opponent controls; banish it. You can only activate each effect of "Astra Nomina - Ivorage Light" once per turn. Astra Nomina - Envious Pulsar LIGHT - Level 5 - Fiend/Ritual/Effect - 2300/1000 You can Ritual Summon this card using any "Astra Codex" Ritual Spell Card. During your Draw Phase, before your Normal Draw, you can reveal this card in your hand: Activate 1 "Compilation of the Astra Codex" directly from your Deck. You can only activate this effect of "Astra Nomina - Envious Pulsar" once per turn. While you control this card, face-up "Astra Nomina" monsters and "Astra Codex" Spell/Trap Cards cannot be destroyed by card effects. This Ritual Summoned card gains the following effects: ●This card gains 100 ATK for each of your banished cards, plus an additional 200 ATK for each of those cards that is an "Astra Nomina" monster. ●This card can make up to 2 attacks on monsters during each of your Battle Phases. Astra Nomina - Slothful Quasar LIGHT - Level 6 - Fiend/Ritual/Effect - 1200/2900 You can Ritual Summon this card using any "Astra Codex" Ritual Spell Card. During your Draw Phase, before your Normal Draw, you can reveal this card in your hand: Set 1 "Astra Codex of Law" directly from your Deck, and it can be activated this turn. You can only activate this effect of "Astra Nomina - Slothful Quasar" once per turn. While you control this card, the effects of "Astra Nomina" monsters and "Astra Codex" Spell/Trap Cards cannot be negated. This Ritual Summoned card gains the following effects: ●If there is at least 1 banished card, your opponent must pay 100 LP per banished card each time they would Special Summon a monster(s). ●At the end of each Main Phase: You can banish 1 card from your opponent's Graveyard, then increase the ATK/DEF of this card by 100. Astra Nomina - Graviton Greed DARK - Level 7 - Fiend/Ritual/Effect - 1800/3000 This card can be Ritual Summoned using any "Astra Codex" Ritual Spell Card. During your Draw Phase, before your Normal Draw, you can reveal this card in your hand: Special Summon 1 "Astra Nomina - Crimsun Pride" directly from your Deck. You can only activate this effect of "Astra Nomina - Graviton Greed" once per turn. While you control this card, "Astra Nomina" monsters and "Astra Codex" Spell/Trap Cards you control cannot be targeted by your opponent's attacks or effects. This Ritual Summoned card gains the following effects: ●Once per turn, if your opponent's monster whose ATK is less than this card's activates its effect: You can negate the activation, then reduce this card's ATK by the original ATK of the monster whose effect was negated. ●At the start of the Damage Step, if any "Astra Nomina" monster you control battles: You can banish the top card of your opponent's Deck, face-down, then increase this card's ATK by 100 for each of your opponent's banished cards. Compilation of the Astra Codex Field Spell "Astra Nomina" monsters you control gain 200 ATK/DEF. If you activate a card or effect that would Ritual Summon a Fiend Ritual monster using monsters: You can banish 1 "Astra Nomina" monster from your Graveyard; for this Ritual Summon, you can use up to 2 of your opponent's monsters as if you owned and controlled them. Apply the following effects depending on the number of your banished "Astra Nomina" monsters with different names that have been banished by "Library of the Astra Codex". ●2+: Immediately after a Ritual monster is Special Summoned: You can add 1 Ritual Spell Card from your Graveyard to your hand, then draw 1 card. ●3+: Your opponent cannot activate cards or effects in the same Chain that a Ritual Spell Card was activated. ●7: You win the Duel. You can only activate each activated effect of "Compilation of the Astra Codex" once per turn. Inscribed Astra Codex Normal Spell This card can only be activated at the start of your Main Phase 1, if you have Summoned 1 or fewer monsters this turn. Select and activate 2 of the following effects: ●Skip to your next turn's Draw Phase. If you do, you cannot Summon monsters, or activate monster effects, except "Astra Nomina" monsters and their effects. ●Add 1 "Astra Nomina" monster from your Deck to your hand. ●Banish this card, then Ritual Summon 1 "Astra Nomina" Ritual monster from your Deck. That monster cannot be Tributed or used as Material for a Summon, also return it to your hand during the next available End Phase. After this card's effect resolves successfully, you cannot activate "Inscribed Astra Codex" until your opponent's Main Phase 1 has ended with this card in your Graveyard or among your banished cards. Astra Codex of Law Ritual Spell This card can be used to Ritual Summon any "Astra Nomina" Ritual monster. You must also Tribute monsters from the field or your hand whose (combined) ATK is greater than or equal to the ATK of the monster you would Ritual Summon. After this card has successfully Ritual Summoned a monster, you can target 1 of your banished "Astra Nomina" monsters: Place 1 "Astra Nomina" monster with an equal or lower Level on top of your Deck. You can only activate 1 "Astra Codex of Law" per turn. Astra Codex of Organization Ritual Spell This card can be used to Ritual Summon any "Astra Nomina" Ritual monster. You must also Tribute monsters from your hand or the field whose (combined) Levels are greater than or equal to the monster you would Ritual Summon. If you control "Compilation of the Astra Codex", you can also use 1 non-Ritual "Astra Nomina" monster from your Deck as part of that Tribute. You can only activate 1 "Astra Codex of Organization" per turn. Astra Codex of Eternity Ritual Spell This card can be used to Ritual Summon any "Astra Nomina" Ritual monster from your hand or Graveyard. You must also Tribute monsters from the field whose combined DEF is greater than or equal to the monster you would Ritual Summon. If there are equal or fewer cards in your Extra Deck than your opponent's, you can also banish monsters from the Graveyard for this Ritual Summon. You can only activate 1 "Astra Codex of Eternity" per turn. Inheritance of the Astra Codex Continuous Spell "Astra Nomina" monsters you control gain 1 Level, and 100 ATK/DEF, for each of your banished "Astra Nomina" monsters with different names. If your opponent activates a Spell/Trap Card, you can reveal 1 "Astra Nomina" Ritual monster in your hand: Pay LP equal to the revealed monster's Level x400; negate the activation, and if you do, Ritual Summon the revealed monster. If you Ritual Summon an "Astra Nomina" Ritual monster, you can look at your opponent's hand: Banish 1 card from among the cards you looked at, then your opponent draws 1 card. You can only activate each effect of "Inheritance of the Astra Codex" once per turn. Reading of the Astra Codex Continuous Trap You can target 1 "Astra Codex" Ritual Spell Card in your Graveyard: This card's name becomes that card's name in addition to its own, then apply this effect as the target's effect. If an "Astra Nomina" Ritual monster(s) is face-up on the field: You can force your opponent to draw a number of cards equal to the number of Fiend Ritual monsters you control, then your opponent must send a number of cards from their hand or field to the Graveyard equal to the number of cards they drew, including at least 1 monster. You can only activate each of the above effects of "Reading of the Astra Codex" once per turn. While you control "Compilation of the Astra Codex", your opponent's cards and effects which either activate or resolve in the Graveyard are negated. @Lazarus IV wanted a Rock Pendulum Deck that protected the castle. This one shouldn't fall down! Univerzzle Sky Tile WATER - Level 5 - Rock/Pendulum/Effect - 2000/1900 - Scale 3 Pendulum Effect - You can pay 600 LP: Activate 1 "Univerzzle" Continuous Spell directly from your Deck. You can only activate this effect of "Univerzzle Sky Tile" once per turn. If a Rock Xyz monster you control activates its effect by detaching Material, your opponent cannot activate cards or effects in the same Chain as that effect or its activation. Monster Effect - If you control a "Univerzzle" Continuous Spell Card, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned to a column with a "Univerzzle" Continuous Spell Card in it: You can Special Summon 1 "Univerzzle" monster named in that card's text from your Graveyard, or among your banished cards. You can only activate each of the above effects of "Univerzzle Sky Tile" once per turn. A Rock Xyz monster with this card as Material gains the following effect: ●This card is unaffected by your opponent's Spell Cards and effects. Univerzzle Desert Tile EARTH - Level 5 - Rock/Pendulum/Effect - 1000/2600 - Scale 3 Pendulum Effect - You can pay 600 LP: Activate 1 "Univerzzle" Continuous Spell Card directly from your Graveyard. You can only activate this effect of "Univerzzle Desert Tile" once per turn. If a Rock Xyz monster you control would activate its effect by detaching Material, your opponent cannot negate the activation. Monster Effect - You can discard 1 Rock monster: Special Summon this card from your hand, then, if the discarded card was a Pendulum monster, draw 1 card. You can only activate this effect of "Univerzzle Desert Tile" once per turn. A Rock Xyz monster with this card as Material gains the following effect: ●This card is unaffected by your opponent's monster effects. Univerzzle Mountain Tile FIRE - Level 5 - Rock/Pendulum/Effect - 2100/1700 - Scale 7 Pendulum Effect - If you pay LP to activate the effect of the card in your other Pendulum Zone: You can destroy the card in your other Pendulum Zone when that effect resolves, and if you do, you can target 1 face-up card your opponent controls; shuffle it into the Deck. Once per turn, if a Rock Xyz monster you control activates its effect by detaching Material: You can negate the effects of 1 face-up card your opponent controls. Monster Effect - If this card is Normal or Special Summoned: You can add 1 face-up "Univerzzle" monster in your Extra Deck to your hand. You can only activate this effect of "Univerzzle Mountain Tile" once per turn. An Xyz Summon of a Rock Xyz monster that uses this card on the field as Xyz Material cannot be negated. A Rock Xyz monster with this card as Material gains the following effect: ●This card is unaffected by your opponent's Trap Cards and effects. Univerzzle Space Tile WIND - Level 5 - Rock/Pendulum/Effect - 2500/1300 - Scale 7 Pendulum Effect - If you pay LP to activate the effect of the card in your other Pendulum Zone: You can destroy the card in your other Pendulum Zone when that effect resolves, and if you do, gain 2500 LP. Once per turn, if a Rock Xyz monster you control activates its effect by detaching Material: You can reduce the ATK of all monsters your opponent controls by the ATK of that Rock Xyz monster. Monster Effect - You can reveal this card in your hand: Destroy up to 2 other cards you control, then Special Summon this card from your hand, and if you do, inflict 1000 damage to your opponent. You can only activate this effect of "Univerzzle Space Tile" once per turn. If you Xyz Summon a Rock Xyz monster using this card as Material: You can destroy as many Spell/Trap Cards your opponent controls as possible, and if you do, banish them. A Rock Xyz monster with this card as Material gains the following effect: ●This card cannot be Tributed, also it cannot be used as Material for the Summon of a monster. Univerzzle Total Master LIGHT - Rank 5 - Rock/Xyz/Effect - 1600/2800 2 Level 5 Rock monsters Once per turn, you can detach 1 Xyz Material from this card (Quick Effect): Destroy 1 face-up card your opponent controls. Once per turn, if your opponent activates a Spell/Trap Card or effect, you can detach 1 Xyz Material from this card: Negate the activation, and if you do, inflict 200 damage to your opponent. After this card has activated an effect which detaches Xyz Material: Increase this card's ATK by 100. If this card you control would be destroyed by battle: You can destroy 1 face-up Spell Card you control, instead. Univerzzle Infinity Field Spell When this card is activated: Activate 1 "Univerzzle" Pendulum monster in your Pendulum Zone. If your opponent activates a monster effect: You can negate the activation, and if you do, destroy 1 "Univerzzle" Spell Card you control. If a "Univerzzle" Continuous Spell Card you control activates its effect to return to your Deck: You can draw 1 card, and if the drawn card is a "Univerzzle" card, you can reveal it to activate 1 "Univerzzle" Continuous Spell Card from your hand or Graveyard. You can only activate this effect of "Univerzzle Infinity" once per turn. Univerzzle Sorting Continuous Spell When this card is activated: You can add 1 "Univerzzle" monster from your Deck to your hand. You can only activate this effect of "Univerzzle Sorting" once per turn. Once per turn, during your Standby Phase, you can target 1 "Univerzzle Total Master" you control: Attach 1 "Univerzzle Sky Tile from your face-up field or Graveyard to it as Xyz Material. If this card is destroyed or banished from the field: Return this card to the bottom of your Deck. Univerzzle Solving Continuous Spell When this card is activated: You can make your opponent attach 1 face-up card they control to a face-up "Univerzzle Total Master" you control. You can only activate this effect of "Univerzzle Solving" once per turn. The Main Monster Zone directly above this card can be used to Pendulum Summon "Univerzzle" monsters from your Extra Deck, even if no Link monster points to that Zone. Once per turn, during your Standby Phase, you can target 1 "Univerzzle Total Master" you control: Attach 1 "Univerzzle Desert Tile" from your face-up field or Graveyard to it as Xyz Material. If this card is destroyed or banished from the field: Return it to the bottom of your Deck. Univerzzle Assembly Continuous Spell When this card is activated: You can Special Summon 1 "Univerzzle" monster from your face-up Extra Deck. You can only activate this effect of "Univerzzle Assembly" once per turn. Once per turn, during your Standby Phase, you can target 1 "Univerzzle Total Master" you control: Attach 1 "Univerzzle Mountain Tile" to it as Xyz Material. If this card is destroyed or banished from the field: Return it to the bottom of your Deck. Univerzzle Assistance Continuous Spell When this card is activated, if you control "Univerzzle Total Master": Gain LP equal to its ATK, then, if your LP are 5000 or higher, you can banish a number of cards from your opponent's Graveyard for every 5000 LP you have (rounded down). You can only activate this effect of "Univerzzle Assistance" once per turn. "Univerzzle" cards you control in the Spell/Trap Zones cannot be targeted by your opponent's card effects. Once per turn, during your Standby Phase, you can target 1 "Univerzzle Total Master" you control: Attach 1 "Univerzzle Space Tile" from your face-up field or Graveyard to it as Xyz Material. If this card is destroyed or banished from the field: Return it to the bottom of the Deck. Univerzzle Reset Normal Trap If you control no Xyz or Link monsters: Special Summon as many "Univerzzle" Pendulum monsters with different names as possible from your Graveyard or among your banished cards, and if you Summoned at least 2 monsters this way, you can, immediately after this effect resolves; Xyz Summon 1 Rock Xyz monster, using "Univerzzle" monsters you control as Material. If this card is destroyed from a Spell/Trap Zone: Return this card to your hand after the effect which destroyed it resolves. You can only activate each effect of "Univerzzle Reset" once per turn. Spoilers, and design notes, will be finished in the morning! Merry holiday! Link to comment Share on other sites More sharing options...
LordCowCowCowCowCowCowCowCow Posted December 25, 2021 Report Share Posted December 25, 2021 Spoilers don't work same way anymore would fix it up had i mod powers That said I can just ctrl f my name to see and...ayyyy thunder doggos! Sounds fun. I don't know the game super well but the wolf seems quite dangerous, nice. I realize now this is in casual cards if I'm supposed to review, uh, oops? Link to comment Share on other sites More sharing options...
Draconus297 Posted December 25, 2021 Author Report Share Posted December 25, 2021 If you'd like to review, you can. If not, you don't have to; it's a Christmas gift, not an essay prompt. That said, I would like to know what I did right or wrong by your tastes in archetype, if you're willing to spare the time. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted December 25, 2021 Report Share Posted December 25, 2021 8 hours ago, Draconus297 said: Since I'm struggling to do it in the OP for some reason: @Darj wanted Wyrms with neat aesthetic flavor, eh? Hide contents Benevalence Troops - Raki, the Scout LIGHT - Level 2 - Wyrm/Effect - 200/900 If this card is Normal or Special Summoned: You can add 1 "valence Troops" monster from your Deck to your hand. If this card is destroyed on the field: You can Special Summon 1 "Malevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Benevalence Troops - Raki, the Scout" per turn. The theming here is draconic humanoids wearing armor that arcs with electricity the color of the opposite Attribute; in this case, holy white armor that's surrounded by purple lightning. Each Benevalence monster has a Malevalence monster counterpart, the same monster in edgier armor and an opposite pose; in this case, Raki is on high ground, scouting out a city from up on a hill. Malevalence Troops - Ikar, the Spy DARK - Level 2 - Wyrm/Effect - 900/200 If this card is Normal or Special Summoned: You can add 1 "Valenspirit" Spell/Trap Card from your Deck to your hand. If this card is destroyed on the field: You can Special Summon 1 "Benevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Malevalence Troops - Ikar, the Spy" per turn. However, when Raki becomes Ikar, he has snuck into the city, and is crawling along the ground to spy on an enemy camp, bright gold electricity traveling down his form. Benevalence Troops - Tuka, the Rear Guard LIGHT - Level 3 - Wyrm/Effect - 600/1500 If this card is Normal or Special Summoned: You can Special Summon 1 "valence Troops" monster from your hand, or, if this is the only monster you control, you can Summon 1 "Malevalence Troops" monster from your Deck, instead. If this card is destroyed on the field: You can Special Summon 1 "valence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Benevalence Troops - Tuka, the Rear Guard" per turn. Tuka is a chunky, heavy boy in tough armor, a spear put away on his back as he holds up a gigantic shield in both hands, purple lightning striking the shield's center as he blocks an attack from the top right of the card border. Malevalence Troops - Akut, the Vanguard DARK - Level 3 - Wyrm/Effect - 1500/600 If this card is Normal or Special Summoned: You can Special Summon 1 "valence Troops" monster from your Graveyard, or, if this is the only monster you control, you can send 1 "Benevalence Troops" monster from your Deck to the Graveyard, instead. If this card is destroyed on the field: You can Special Summon 1 "Benevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Malevalence Troops - Akut, the Vanguard" per turn. Akut, being the vanguard, has a shield with him, but is mostly prepared for direct engagement with the enemy, using a massively oversized spear two-handed, with gold arcs of electricity traveling from his body up the spear. He's obviously found an enemy, and has an expression of wild violence as he stabs someone unidentified in the bottom left corner. Benevalence Troops - Nadia, the Pure Blade LIGHT - Level 4 - Wyrm/Effect - 1900/900 You can target 1 other Wyrm monster you control (Quick Effect): Increase this card's ATK by half the target's original ATK, then destroy that target. This change only applies until the End Phase. If the effect of a "valence Troops" monster activates in your Graveyard: You can Set 1 "Valenspirit" Spell/Trap Card directly from your Graveyard. You can only activate each of the above effects of "Benevalence Troops - Nadia, the Pure Blade" once per turn. If this card is destroyed on the field: You can Special Summon 1 "Malevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Benevalence Troops - Nadia, the Pure Blade" per turn. Nadia carries two swords with her, but one is sheathed on her right hip; she uses the one in her left hand, valiant and composed as she leaps right, facing an opponent to the art's left. Malevalence Troops - Daani, the Vile Blade DARK - Level 4 - Wyrm/Effect - 900/1900 If a "Valenspirit" Spell/Trap Card resolves on the field: You can, immediately after this effect resolves, Normal Summon 1 "valence Troops" monster. You can only apply this effect of "Malevalence Troops - Aidan, the Vile Blade" once per turn. If this card in a Monster Zone is used as Material for the Summon of a Wyrm monster, it is treated as having been destroyed, instead. If this card is destroyed on the field: You can Special Summon 1 "Benevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Malevalence Troops - Aidan, the Vile Blade" per turn. By contrast, Daani is right-handed, using a more evil-looking sword as she keeps the one on her left hip sheathed, leaping left as she strikes the right edge of the card border. Generous Valenspirit Quick-Play Spell Destroy 1 "valence Troops" monster you control: Draw 1 card. You can only activate 1 "Generous Valenspirit" per turn. In this artwork, the three Main Deck Benevalence Troops march through a destitute village, gifting terrified villagers a few gold coins. Valenspirit of Battle Quick-Play Spell If your opponent activates a monster effect while you control a "valence Troops" monster in Attack Position with equal or greater ATK: Negate the effects of the monster whose effect was activated, and all cards with the same name as that monster for the rest of the turn, then destroy 1 Wyrm monster you control. You can only activate 1 "Valenspirit of Battle" per turn. As opposed to the above, the three Main Deck Malevalence Troops are ransacking the same village here, lashing out at unarmed villagers with reckless abandon. Gathering Valenspirits Quick-Play Spell Fusion Summon 1 Fusion monster using monsters on the field or in your hand as Fusion Material, including at least 1 "valence Troops" monster you control. If this card is activated as Chain Link 2 or higher, your opponent cannot activate cards or effects of cards of the same Type as cards activated before this card in that Chain. You can only activate 1 "Gathering Valenspirits" per turn. All four Benevalence Troops cross their weapons over one another's, swearing some sort of oath as the sun rises in the background and a battle begins. The enemy, in the background, is visibly flying the Banner of Courage. Breaking Valenspirit Normal Trap If you control a face-up "valence Troops" monster: Destroy 1 Wyrm monster you control and exactly 2 other cards on the field. You can only activate 1 "Breaking Valenspirit" per turn. The four Malevalence Troops are actively pointing their weapons at one another, ready to stab each other at the sunset after a hard-fought battle. Among the assorted fallen soldiers is a K.O.'d Freed the Matchless General, one of the Goblin Attack Force goblins, and Grepher. Valenspirit of Vengeance Normal Trap Special Summon 1 "valence Troops" monster from your Graveyard, then target and destroy 1 card on the field. You can only activate 1 "Valenspirit of Vengeance" per turn. Strategist Zyroi is leaning on the battle standard of the Valence Troops, raw unbridled hate in his eyes, one of the Shooting Star Bow's arrows lodged in his shoulder. Righteous Valenspirit Counter Trap If your opponent activates a Spell/Trap Card or effect while you control a face-up "valence Troops" monster: Negate the activation, then destroy 1 "valence Troops" monster you control. Raki has been visibly wounded in what looks like an attempt to protect Ioryz, and Commander Ioryz is carefully setting him down on the ground, making a determined expression. Benevalence Troops - Commander Ioryz LIGHT - Level 5 - Wyrm/Fusion/Tuner/Effect - 2300/1100 1 LIGHT monster + 1 Wyrm monster If this card is Fusion Summoned, or Special Summoned by the effect of a "Malevalence Troops" monster: You can shuffle up to 3 "Valenspirit" Spell/Trap cards from your Graveyard into your Deck, then return a number of cards on your opponent's field or in their Graveyard to their hand equal to the number of cards shuffled into the Deck this way. At the start of the Damage Step, if this card attacks: You can draw 1 card, and if the drawn card is a Wyrm monster, this card gains ATK equal to the drawn monster's, until the End Phase. If this card is destroyed on the field: You can Special Summon 1 "Malevalence Troops" monster from your hand or Graveyard. You can only Special Summon, and activate each effect of, "Benevalence Troops - Commander Ioryz" once per turn. Commander Ioryz has much nobler and more ornate looking armor than the Main Deck Benevalence Troops, and wields a powerful polearm with authority, holding it up above his head. Malevalence Troops - Strategist Zyroi DARK - Level 5 - Wyrm/Fusion/Tuner/Effect - 1100/2300 If this card is Fusion Summoned, or Special Summoned by the effect of a "Benevalence Troops" monster: You can banish 1 card your opponent controls. At the end of the Damage Step, if another "valence Troops" monster you control battled and is still on the field: You can destroy that monster, then Set 1 "Valenspirit" Spell/Trap Card directly from your Deck. If this card is destroyed on the field: You can Special Summon 1 "Benevalence Troops" monster directly from your hand or Graveyard. You can only Special Summon, and activate each effect of, "Malevalence Troops - Strategist Zyroi" once per turn. Strategist Zyroi, naturally, has much crazier and more obviously evil armor than his soldiers, and has a huge halberd stabbed into the ground as he studies some sort of book. [/spoiler] @Nyx Avatar wanted demon ladies, and the WATER Attribute? Easy. Soulhook Lita WATER - Level 3 - Fiend/Effect - 1000/1000 If this card is sent to the Graveyard: You can banish 1 other WATER Fiend monster from your Graveyard; Special Summon this card from the Graveyard. If this card is banished: You can add 1 "Soulhook" card from your Deck to your hand. You can only activate each effect of "Soulhook Lita" once per turn. Soulhook Moira WATER - Level 3 - Fiend/Effect - 600/1800 You can banish 1 Fiend monster from your hand or field: Special Summon 1 of your banished "Soulhook" monsters. If this card is banished: You can Set 1 "Soulhook" Spell/Trap Card from your Graveyard. You can only activate each effect of "Soulhook Moira" once per turn. Soulhook Dari WATER - Level 3 - Fiend/Effect - 1600/800 If this card is Normal Summoned: You can banish 1 card from either Graveyard, then, if the banished card was a "Soulhook" monster, you can banish 2 cards from your opponent's Graveyard. If this card is banished: You can add 1 "Soulhook" monster from your Graveyard, or among your banished cards, to your hand. You can only activate each effect of "Soulhook Dari" once per turn. Soulhook Pria WATER - Level 4 - Fiend/Tuner/Effect - 1900/900 If this card is used as Synchro Material for the Summon of a Fiend Synchro monster: You can Special Summon exactly 1 other monster used as Material for that Synchro Summon from your opponent. If this card is banished: You can Special Summon this card, then increase its ATK by the combined Levels of your banished "Soulhook" monsters until the End Phase. You can only activate each effect of "Soulhook Pria" once per turn. Soulhook Rei WATER - Level 4 - Fiend/Tuner/Effect - 700/2100 If this card is Normal Summoned: You can banish 1 non-Tuner "Soulhook" monster from your Deck, then change this card to Defense Position. If this card is used as Synchro Material for the Summon of a WATER Synchro monster: You can return up to 2 banished "Soulhook" monsters to your Graveyard, then banish this card. If this card is banished: You can banish 1 card your opponent controls. You can only activate each effect of "Soulhook Rei" once per turn. Soulhook Fishing Hole Field Spell When this card is activated: You can add 1 "Soulhook" monster from your Deck to your hand. You can only activate this effect of "Soulhook Fishing Hole" once per turn. If a "Soulhook" card(s) you control will be destroyed: You can banish 1 WATER monster from your Graveyard, instead. Once per turn, if a "Soulhook" monster is banished: You can draw 1 card, then shuffle 1 card from your hand into your Deck. Soulhook Lure Normal Spell Target 1 "Soulhook" monster in your Graveyard: Special Summon it, but banish it when it leaves the field. You can only activate 1 "Soulhook Lure" per turn. If you Summon a non-WATER non-Fiend monster, and this card is in your Graveyard because it was sent there this turn: Banish this card (this effect cannot be negated). Soulhook Release Quick-Play Spell Target 3 banished "Soulhook" monsters: Shuffle those targets into the Deck, then draw 1 card. After this effect resolves, if you control "Soulhook Queen Theodora": You can banish 1 Spell/Trap Card from your opponent's field or Graveyard. You can only activate 1 "Soulhook Release" per turn. Soulhook Capture!! Counter Trap If your opponent activates a monster effect while you control a face-up "Soulhook" monster, you can banish 1 "Soulhook" monster from your hand or Graveyard: Negate the activation, and if you do, banish that card. If you controlled "Soulhook Queen Theodora" when this effect was activated, you can then Set this card instead of sending it to the Graveyard, and if you do, send 1 "Soulhook" card from your Deck to the Graveyard. You can only activate 1 "Soulhook Capture!!" per turn. Soulhook Queen Theodora WATER - Level 7 - Fiend/Synchro/Effect - 2600/2300 1 Fiend Tuner + 1 or more non-Tuner WATER monsters Once per turn, if your opponent activates a Spell/Trap Card or effect, you can banish 1 Fiend monster from your field or Graveyard: Negate the activation, and if you do, banish it. At the start of the Damage Step, if this card battles your opponent's monster: You can reduce the opposing monster's ATK by 100 for each card that is currently banished, then increase this card's ATK by that lost ATK until the end of the Battle Phase. If this card destroys your opponent's monster by battle: You can banish the destroyed monster, then Special Summon 1 of your banished "Soulhook" monsters. If this card is banished: You can negate the effects of 1 face-up card your opponent currently controls. You can only activate this effect of "Soulhook Queen Theodora" once per turn. @Loleo was after a "toolbox" feel, multiple monster Types, a strategy that could adapt to the opponent. Talos, Swordsman of the Bellands FIRE - Level 5 - Warrior/Effect - 1800/1600 If you control no monsters, or only "Bellands" monsters: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can draw a number of cards equal to the number of "Bellands" monsters you control with different names, then shuffle 1 card from your hand into your Deck. You can only activate each of the above effects of "Talos, Swordsman of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Send 1 monster your opponent controls to the Graveyard, and if you do, inflict damage to your opponent equal to the combined Link Rating of the "Bellands" Link monsters you control x200. Sion, Familiar of the Bellands EARTH - Level 3 - Beast/Effect - 900/700 You can reveal this card and 1 other "Bellands" monster in your hand: Special Summon this card and the revealed monster from your hand. If this card is Normal or Special Summoned: You can add 1 "Bellands" monster from your Deck to your hand, except "Sion, Familiar of the Bellands". You can only activate each of the above effects of "Sion, Familiar of the Bellands" once per turn, and if you do, you cannot Summon monsters from the Extra Deck that turn, except "Bellands" monsters. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Banish 1 card from your opponent's Graveyard, then Special Summon 1 "Bellands" monster from your Graveyard in Defense Position, if possible. Kamion, Sorceror of the Bellands DARK - Level 4 - Spellcaster/Effect - 1300/1100 If this card is Normal or Special Summoned: You can add 1 "Bellands" Spell/Trap Card from your Deck to your hand. You can only activate this effect of "Kamion, Sorceror of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Banish your opponent's Special Summoned monster with the highest ATK (your choice, if tied). Niav, Defender of the Bellands LIGHT - Level 2 - Fairy/Tuner/Effect - 0/2100 If your opponent Special Summons exactly 1 monster from their Extra Deck while you control no monsters, or only "Bellands" monsters: You can Special Summon this card (from your hand). You can only activate this effect of "Niav, Defender of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Target 1 monster your opponent controls: Return it to your opponent's hand. Ortre, Deepsea King of the Bellands WATER - Level 7 - Fish/Effect - 2350/2150 You can Special Summon this card (from your hand) by sending 1 face-up "Bellands" card you control to the Graveyard. "Bellands" monsters you control cannot be targeted by your opponent's card effects. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Send up to 2 Spell/Trap Cards your opponent controls to the Graveyard. The sent cards cannot be activated, or activate their effects, in the same Chain as this effect's activation. Nish, Eagle of the Bellands WIND - Level 6 - Winged Beast/Effect - 2100/1800 If your opponent activates a card in the Field Zone while you have an unoccupied Monster Zone, you can reveal this card in your hand: Destroy all cards in the Field Zones, then Special Summon this card from your hand. If this card is Normal or Special Summoned: You can Special Summon 1 "Bellands" monster from your Graveyard with 2000 or less ATK. You can only activate each of the above effects of "Nish, Eagle of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Target 1 face-up card your opponent controls: Negate its effects on the field until the second Standby Phase after this effect resolves. The Immortal Bellands Field Spell If this card is activated, and during each of your Standby Phases afterward: You can reveal 3 "Bellands" cards with different names from your Deck; your opponent selects 1 of them to add to your hand, then they shuffle 1 of them at random into the Deck, and you choose whether the remaining card is placed on the top or bottom of your Deck. You can only activate this effect of "The Immortal Bellands" once per turn. If you Link Summon a "Bellands" Link monster: You can Special Summon 1 "Bellands" monster from your Graveyard in Defense Position to the Zone that the Summoned monster points to. You can only activate this effect of "The Immortal Bellands" once per turn, per Link Rating of monster. "Bellands" monsters you control gain 200 ATK per "Bellands" monster you control, and "Bellands" Link monsters gain an additional 100 ATK x their Link Rating for each of those "Bellands" monsters they point to. Bellands War Horn Normal Spell Add 1 Level 5 or lower "Bellands" monster from your Deck to your hand. If you control "The Immortal Bellands", the following effect becomes a Quick Effect. You can banish this card from your Graveyard: Target 1 card your opponent controls; negate its effects on the field, also, if the targeted card was a monster, reduce its ATK by 400, then, if a "Bellands" monster is in the same column as that monster, that "Bellands" monster(s) gain 400 ATK. You can only activate each effect of "Bellands War Horn" once per turn. Bellands Spring of Life Normal Spell Target 1 "Bellands" monster in your Graveyard: Special Summon it. If a "Bellands" card(s) you control would be destroyed by battle or your opponent's card effect: You can banish this card from your Graveyard; no cards you control are destroyed by that battle or effect, also, if you control "The Immortal Bellands", all "Bellands" monsters you control gain 600 ATK. You can only activate each effect of "Bellands Spring of Life" once per turn. Bellands Toxic Bramble Normal Spell If you control a face-up "Bellands" monster, target 1 card your opponent controls, or in their Graveyard: Your opponent's cards with the same name as the target have their effects negated, until your next End Phase. If your opponent activates a monster effect that is a Quick Effect, you can banish this card from your Graveyard: Gain 1000 LP, also, if you control "The Immortal Bellands", that activated effect becomes "Inflict 500 damage to both players". You can only activate each effect of "Bellands Toxic Bramble" once per turn. Bellands Procession Normal Trap Tribute up to 2 "Bellands" monsters you control: Special Summon, from your hand or Graveyard, the same number of "Bellands" monsters, with different names from the monsters you Tributed. If you control "The Immortal Bellands", 1 of those monsters can be Special Summoned from your Deck. You can banish this card from your Graveyard: Target 1 "Bellands" Link monster you control; that target gains the following effect this turn. You can only activate each of the preceding effects of "Bellands Procession" once per turn. ●Once per turn, you can target 1 banished "Bellands Procession" (Quick Effect): Set that target. Larvae at the Tree of the Bellands EARTH - Link-1 - Insect/Link/Effect - 500 - BL 1 "Bellands" monster with a Level If this card is Link Summoned: You can add 1 "The Immortal Bellands" from your Deck or Graveyard to your hand. You can only activate this effect of "Larvae at the Tree of the Bellands" once per turn. Once per turn (Quick Effect): You can reduce the ATK of all monsters your opponent controls by 100 for each face-up "Bellands" card you control, until the End Phase. Tengu at the Tree of the Bellands DARK - Link-2 - Beast-Warrior/Link/Effect - 1900 - L/R 2 monsters, including at least 1 "Bellands" monster At the end of the Damage Step, if this card attacked, you can target 1 "Bellands" monster you control, except "Tengu at the Tree of the Bellands": That target gains 1 additional attack during each of your Battle Phases this turn. Once per turn, if your opponent activates a card or effect which would destroy a "Belland" card(s) on the field: You can negate the activation, then gain 200 LP for each "Bellands" card you control. Phantom King of the Bellands WIND - Link-3 - Zombie/Link/Effect - 2500 - BL/B/BR 2 or more monsters, including at least 1 "Bellands" monster If this card is Link Summoned: You can send 1 "Bellands" Normal Spell Card from your Deck to the Graveyard. If your opponent activates a Spell/Trap Card or effect: You can target 1 of your banished "Bellands" Normal Spell Cards; immediately activate that target in the same column as the activated card. You can only activate each of the above effects of "Phantom King of the Bellands" once per turn. Once per turn, you can target 1 monster on the field (Quick Effect): That target loses 100 ATK for each "Bellands" monster this card points to, then this card gains that lost ATK. @TheImmaculateDreadLordCowCow wanted a simple Deck with a cute aesthetic gimmick, which I was only happy to provide. K9Volt Retriever EARTH - Level 5 - Thunder/Effect - 1200/2300 If you Normal or Special Summon a "K9Volt" monster: You can Special Summon this card from your hand or Graveyard, but if this card was Summoned from the Graveyard this way, banish it when it leaves the field. If this card is Normal or Special Summoned: You can add 1 "K9Volt" monster from your Deck to your hand. You can target 1 banished Thunder monster and 1 Thunder monster on the field: Return the target to the Graveyard, then the target on the field gains ATK equal to that returned monster's. You can only activate each effect of "K9Volt Retriever" once per turn. K9Volt Greyhound EARTH - Level 5 - Thunder/Effect - 1600/2000 You can discard 1 card: Special Summon this card (from your hand), then, if the discarded card was a Thunder monster, you can draw 1 card. You can target 1 banished Thunder monster and 1 monster your opponent controls with more ATK than the banished target: The target your opponent controls loses ATK equal to the banished monster's, then, if that monster's ATK is the lowest among monsters on the field, its effects are negated, and the banished target is returned to your Graveyard. You can only activate each effect of "K9Volt Greyhound" once per turn. K9Volt Pinscher EARTH - Level 5 - Thunder/Effect - 2000/1800 You can banish 1 EARTH Thunder monster from your Graveyard: Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "K9Volt" monster from your Deck to the Graveyard. You can target 1 banished Thunder monster, and 1 monster in either player's Graveyard: Return the banished target to the Graveyard, then banish the target in the Graveyard. You can only activate each effect of "K9Volt Pinscher" once per turn. K9Volt Pitbull EARTH - Level 5 - Thunder/Effect - 2200/1600 If you control fewer monsters than your opponent, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned: You can add 1 "K9Volt" Spell/Trap Card from your Deck to your hand. You can target 1 banished Thunder monster, and 1 Thunder monster you control: The banished monster is returned to the Graveyard, and the target you control gains 1 additional attack during this turn's Battle Phase. You can only activate each effect of "K9Volt Pitbull" once per turn. K9Volt Shepherd EARTH - Level 5 - Thunder/Effect - 2400/1000 If this card is Normal or Special Summoned: You can Special Summon 1 "K9Volt" monster from your Graveyard. You can target 1 banished Thunder monster, and up to 2 Spell/Trap Cards your opponent controls: Destroy the target(s) on the field and return the banished target to the Graveyard. If this card is sent to the Graveyard: You can banish 1 other "K9Volt" monster from your Graveyard; Special Summon this card from the Graveyard. You can only activate each effect of "K9Volt Shepherd" once per turn. K9Volt Current Kennel Field Spell When this card is activated: You can add 1 "K9Volt" card, except "K9Volt Current Kennel", from your Deck to your hand. You can only activate this effect of "K9Volt Current Kennel" once per turn. The effects of "K9Volt" monsters that target banished Thunder monsters become Quick Effects. If a "K9Volt" card(s) you control would be destroyed (by battle or card effect), you can banish 1 EARTH Thunder monster from your Graveyard: No cards on your field are destroyed by that battle or effect, also, increase the ATK of all "K9Volt" monsters you control by 300. K9Volt Lightning Leap Normal Spell Banish up to 2 "K9Volt" monsters from your Graveyard: Draw 1 card for each monster banished this way. You can only activate 1 "K9Volt Lightning Leap" per turn. K9Volt Leader's Loyalty Normal Spell Special Summon 1 "K9Volt" monster from your Graveyard. You can banish this card from your Graveyard: Add 2 "K9Volt monsters with different names from your Graveyard or among your banished cards to your hand. Unless you control "K9Volt Current Kennel", you can only activate 1 effect of "K9Volt Leader's Loyalty" per turn. You can only activate "K9Volt Leader's Loyalty" once per turn. K9Volt Surging Attack Quick-Play Spell Banish any number of Thunder monsters from your Graveyard: Destroy the same number of cards on the field. If you only banished "K9Volt" monsters for this effect, your opponent cannot activate cards or effects in the same Chain as this card's activation or resolution. You can only activate 1 "K9Volt Surging Attack" per turn. During the turn you activate this card, you cannot Summon monsters or activate monster effects, except Thunder monsters. K9Volt Circuit Speed Normal Trap Immediately after this effect resolves; Xyz Summon 1 Xyz monster from your Extra Deck using only Thunder monsters you control as Material. If all Materials used for the Summon were EARTH monsters, you can target 1 card your opponent controls: Attach that target to the Summoned monster as Xyz Material. If all Materials used for the Summon were "K9Volt" monsters, you can also attach this card to the Summoned monster as Xyz Material, and the Summoned monster gains the following effect: ●This card's activated effects which detach Xyz Material to activate become Quick Effects while this card has a Thunder monster as Xyz Material. K9Volt Thunderwolf EARTH - Rank 5 - Thunder/Xyz/Effect - 2600/1600 2 Level 5 Thunder monsters If this card destroys your opponent's monster by battle: You can Special Summon 1 "K9Volt" monster from your Deck. You can detach 1 Xyz Material from this card: Increase this card's ATK by 200 for each "K9Volt" monster in your Graveyard, also, this card is unaffected by the effects of monsters with less ATK than itself. These effects apply until your opponent's next End Phase. You can target 1 banished Thunder monster: Return that target to the Graveyard, and if you do, all monsters your opponent controls are changed to Attack Position, and all damage this card inflicts in battle with your opponent's monsters this turn is doubled. @Zefra Zamazenta was after a strong Deck with tons of combo potential. Have fun! Depthym Calamity - Falmos DARK - Level 1 - Dragon/Tuner/Effect - 200/1000 If you control a Warrior "Depthym" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned, you can target 1 Warrior monster you control: This card's Level becomes equal to the target's. You can banish this card from your Graveyard: Add 1 "Depthym" Spell/Trap Card from your Deck to your hand, but if you do, you cannot Summon monsters for the rest of the turn, except Warrior and Dragon monsters. You can only activate each effect of "Depthym Calamity - Falmos" once per turn. Depthym Calamity - Loiros DARK - Level 2 - Dragon/Effect - 400/2000 If you control a Warrior "Depthym" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can Special Summon 1 of your banished Dragon "Depthym" monsters. You can banish this card from your Graveyard: Special Summon 1 Dragon "Depthym" monster from your Deck, except "Depthym Calamity - Loiros", but if you do, you cannot Summon monsters for the rest of the turn, except Dragon and Warrior monsters. You can only activate each effect of "Depthym Calamity - Loiros" once per turn. Depthym Calamity - Purlitios DARK - Level 4 - Dragon/Effect - 1800/1000 If you control a Warrior "Depthym" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 Dragon "Depthym" monster from your Deck to your hand. You can banish this card from your Graveyard: Add 1 Warrior "Depthym" monster from your Deck to your hand, but if you do, you cannot Summon monsters for the rest of the turn, except Warrior and Dragon monsters. You can only activate each effect of "Depthym Calamity - Purlitios" once per turn. Depthym Knight - Perceval DARK - Level 4 - Warrior/Effect - 1200/2100 You can discard this card: Add 1 "Depths of Ymial" from your Deck or Graveyard to your hand. If this card is Normal or Special Summoned: You can add 1 of your banished Dragon "Depthym" monsters to your hand. You can only activate each of the above effects of "Depthym Knight - Perceval" once per turn. If this card is detached from a "Depthym" Xyz monster to activate its effect, you can apply this effect: ●Target 1 other card on the field: Negate its effects. Depthym Knight - Rykos DARK - Level 4 - Warrior/Effect - 1500/1800 If you control "Depths of Ymial": You can Special Summon this card from your hand, and if you do, draw 1 card. If this card is Normal or Special Summoned: You can send 1 "Depthym" monster from your Deck to the Graveyard. You can only activate each of the above effects of "Depthym Knight - Rykos" once per turn. If this card is detached from a "Depthym" Xyz monster to activate its effect, you can apply the following effect: ●Target up to 3 cards in your opponent's Graveyard: Banish them. Depthym Knight - Totec DARK - Level 4 - Warrior/Effect - 1700/1600 If you control "Depths of Ymial": You can Special Summon this card from your hand, then draw 1 card. If this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or lower "Depthym" monster from your Graveyard. You can only activate each of the above effects of "Depthym Knight - Totec" once per turn. If this card is detached from a "Depthym" monster to activate its effect, you can apply the following effect: ●Return 1 card your opponent controls to its original owner's hand. Depthym Knight - Dahlia DARK - Level 4 - Warrior/Effect - 1900/1400 If you control "Depths of Ymial": You can Special Summon this card from your hand, then draw 1 card. If this card is Normal or Special Summoned: You can Special Summon 1 "Depthym Knight" monster from your Deck, except "Depthym Knight - Dahlia". You can only activate each of the above effects of "Depthym Knight - Dahlia" once per turn. If this card is detached from a "Depthym" Xyz monster to activate its effect, you can apply the following effect: ●Destroy a number of cards on the field equal to the number of "Depthym" Link monsters on the field +1. Depthym Calamity ‐ Artarath DARK - Level 8 - Dragon/Effect - 3000/0 You can shuffle 2 banished "Depthym" cards into your Deck: Special Summon this card from your hand to either field. If this card is Special Summoned, and you control a non-"Depthym" monster: Tribute 1 monster you control, except this one. You can banish this card from your Graveyard: Special Summon 1 each of a Warrior and Dragon "Depthym" monster from your Graveyard. You cannot Summon monsters during the turn you activate this effect, except Dragon and Warrior monsters. You can only activate each effect of "Depthym Calamity - Artarath" once per turn. Depths of Ymial Field Spell "Depthym" cards you control cannot be targeted by your opponent's card effects. "Depthym" monsters gain 500 ATK/DEF. You can only activate each of the following effects of "Depths of Ymial" over per turn: ●If you draw exactly 1 card by the effect of a "Depthym Knight" monster: You can shuffle 1 card from your hand into your Deck, then excavate the top 3 cards of your Deck and add 1 of those excavated cards to your hand, then return the other 2 cards to the top or bottom of your Deck in any order. ●If a "Depthym Calamity" monster is banished from your Graveyard: You can look at your opponent's hand, then return 1 card in it to the bottom of your opponent's Deck, and if you do, make your opponent draw 1 card. Depthym Ruins Continuous Spell When this card is activated: You can add 1 Level 4 or lower "Depthym" monster from your Deck to your hand. Once per turn, if a "Depthym" Xyz monster detaches an Xyz Material: You can attach 1 "Depthym" monster from your Graveyard to that monster, except a monster with the same name as the detached Material. Once per turn, if you Link Summon a "Depthym" Link monster: You can Special Summon 1 Level 4 or lower "Depthym" monster from your Graveyard to a Zone the Summoned monster points to. You can only activate each effect of "Depthym Ruins" once per turn. Depthym Cave-In Normal Trap If your opponent Summons exactly 1 monster while you control a face-up "Depthym" card: Shuffle the Summoned monster into the Deck. If you control "Depths of Ymial", you can activate this card from your hand. If this card's effect or activation is negated: Add this card and 1 other "Depthym" card from your Graveyard to your hand during the End Phase. You can only activate 1 "Depthym Cave-In" per turn. Depthym Devastation Counter Trap If your opponent activates a Spell/Trap Card or effect while you control a face-up "Depthym" monster: Negate the activation, then apply the appropriate effect(s), if any, depending on the Type of "Depthym" monster you control: ●Xyz: Banish the card whose effect was activated. ●Link: Shuffle 1 card on the field into the Deck. You can only activate 1 "Depthym Devastation" per turn. Depthym Knight - Elder Ramos DARK - Rank 4 - Warrior/Xyz/Effect - 1300/2700 2 Level 4 "Depthym" monsters While this card has a "Depthym" monster as Xyz Material, "Depthym" monsters you control cannot be destroyed by your opponent's card effects. You can detach 1 Xyz Material from this card (Quick Effect): Increase the ATK of 1 "Depthym" monster you control by 100 for each "Depthym" monster you control, until the End Phase. Depthym Knight - Commander Niall DARK - Rank 4 - Warrior/Xyz/Effect - 2000/2000 2 or more Level 4 "Depthym" monsters While this card has a "Depthym" monster as Xyz Material, if you draw exactly 1 card by a monster effect: You can draw 1 additional card. Once per turn, if your opponent Summons exactly 1 monster, you can detach 1 Xyz Material from this card: That Summoned monster has its ATK/DEF reduced to 0. You can only activate each effect of "Depthym Knight - Commander Niall" once per turn. Depthym Calamity - Lantiar DARK - Link-2 - Dragon/Link/Effect - 1300 - B/L 2 DARK Effect monsters, including at least 1 "Depthym" monster If this card is Link Summoned using an Xyz monster as Material: You can Special Summon 1 "Depthym" Xyz monster from your Graveyard, and if you do, attach 1 "Depthym" monster from your Graveyard to it as Xyz Material. If you control "Depths of Ymial", you can (Quick Effect): Immediately after this effect resolves; Link Summon 1 "Depthym" monster, using monsters you control as Xyz Material. If you Link Summon a DARK Dragon Link monster using this card as Material, the Summoned monster gains the following effect: ●Once per turn, if an Xyz monster this card points to activates its effect, you can target 1 monster your opponent controls: Banish it, and if you do, inflict 100 damage to your opponent for each of their banished cards. You can only activate each effect of "Depthym Calamity - Lantiar" once per turn. Depthym Calamity - Valiar DARK - Link-3 - Dragon/Link/Effect - 2200 - T/R/B 2+ DARK Effect monsters, including at least 1 "Depthym" monster If this card is Link Summoned using an Xyz monster as Material: You can Special Summon 1 "Depthym" Xyz monster from your Graveyard, and if you do, attach up to 1 card from each Graveyard to it as Xyz Material. Once per turn, while this card is co-linked with a "Depthym" monster (Quick Effect): You can destroy 1 card on the field, then, if it was a card you controlled, draw 1 card, then shuffle 1 card from your hand into your Deck. You can only activate each effect of "Depthym Calamity - Valiar" once per turn. @morrisoni4 was after a way to be mean to people in a Ritual Deck. I obliged. Astra Nomina - Crimsun Pride LIGHT - Level 1 - Fiend/Effect - 300/200 If this card is Normal or Special Summoned: You can add 1 "Astra Codex" Spell/Trap from your Deck to your hand. If you activate an "Astra Codex" Spell/Trap Card: You can send 1 "Astra Nomina" monster from your Deck to the Graveyard. You can only activate each effect of "Astra Nomina - Crimsun Pride" once per turn. Astra Nomina - Goldstar Glutton LIGHT - Level 2 - Fiend/Effect - 700/400 If you would Ritual Summon an "Astra Nomina" monster using monsters, you can treat this card as the entire requirement. If this card is Normal or Special Summoned: You can add 1 "Astra Nomina" monster from your Deck to your hand. If you activate an "Astra Codex" Spell/Trap Card: You can draw 1 card. You can only activate each effect of "Astra Nomina - Goldstar Glutton" once per turn. Astra Nomina - Azure Stallure LIGHT - Level 3 - Fiend/Effect - 1200/600 If this card is Normal Summoned, you can Special Summon 1 "Astra Nomina" monster from your Graveyard. If this card is Special Summoned: You can destroy a number of Spell/Trap Cards your opponent controls, up to the number of your banished "Astra Nomina" monsters with different names. During the End Phase, if this card is currently banished: You can return 1 "Astra Codex" Spell/Trap Card from your field or Graveyard to your hand. You can only activate each effect of "Astra Nomina - Azure Stallure" once per turn. Astra Nomina - Ivorage Light LIGHT - Level 4 - Fiend/Effect - 1700/800 If this card is Normal or Special Summoned, you can select and activate 1 of the following effects: ●Special Summon 1 "Astra Nomina" monster from your hand. ●Destroy 1 monster your opponent controls, then, if you control a face-up "Astra Codex" Spell/Trap Card, inflict 600 damage to your opponent. During the End Phase, if this card is currently banished: You can target 1 face-up card your opponent controls; banish it. You can only activate each effect of "Astra Nomina - Ivorage Light" once per turn. Astra Nomina - Envious Pulsar LIGHT - Level 5 - Fiend/Ritual/Effect - 2300/1000 You can Ritual Summon this card using any "Astra Codex" Ritual Spell Card. During your Draw Phase, before your Normal Draw, you can reveal this card in your hand: Activate 1 "Compilation of the Astra Codex" directly from your Deck. You can only activate this effect of "Astra Nomina - Envious Pulsar" once per turn. While you control this card, face-up "Astra Nomina" monsters and "Astra Codex" Spell/Trap Cards cannot be destroyed by card effects. This Ritual Summoned card gains the following effects: ●This card gains 100 ATK for each of your banished cards, plus an additional 200 ATK for each of those cards that is an "Astra Nomina" monster. ●This card can make up to 2 attacks on monsters during each of your Battle Phases. Astra Nomina - Slothful Quasar LIGHT - Level 6 - Fiend/Ritual/Effect - 1200/2900 You can Ritual Summon this card using any "Astra Codex" Ritual Spell Card. During your Draw Phase, before your Normal Draw, you can reveal this card in your hand: Set 1 "Astra Codex of Law" directly from your Deck, and it can be activated this turn. You can only activate this effect of "Astra Nomina - Slothful Quasar" once per turn. While you control this card, the effects of "Astra Nomina" monsters and "Astra Codex" Spell/Trap Cards cannot be negated. This Ritual Summoned card gains the following effects: ●If there is at least 1 banished card, your opponent must pay 100 LP per banished card each time they would Special Summon a monster(s). ●At the end of each Main Phase: You can banish 1 card from your opponent's Graveyard, then increase the ATK/DEF of this card by 100. Astra Nomina - Graviton Greed DARK - Level 7 - Fiend/Ritual/Effect - 1800/3000 This card can be Ritual Summoned using any "Astra Codex" Ritual Spell Card. During your Draw Phase, before your Normal Draw, you can reveal this card in your hand: Special Summon 1 "Astra Nomina - Crimsun Pride" directly from your Deck. You can only activate this effect of "Astra Nomina - Graviton Greed" once per turn. While you control this card, "Astra Nomina" monsters and "Astra Codex" Spell/Trap Cards you control cannot be targeted by your opponent's attacks or effects. This Ritual Summoned card gains the following effects: ●Once per turn, if your opponent's monster whose ATK is less than this card's activates its effect: You can negate the activation, then reduce this card's ATK by the original ATK of the monster whose effect was negated. ●At the start of the Damage Step, if any "Astra Nomina" monster you control battles: You can banish the top card of your opponent's Deck, face-down, then increase this card's ATK by 100 for each of your opponent's banished cards. Compilation of the Astra Codex Field Spell "Astra Nomina" monsters you control gain 200 ATK/DEF. If you activate a card or effect that would Ritual Summon a Fiend Ritual monster using monsters: You can banish 1 "Astra Nomina" monster from your Graveyard; for this Ritual Summon, you can use up to 2 of your opponent's monsters as if you owned and controlled them. Apply the following effects depending on the number of your banished "Astra Nomina" monsters with different names that have been banished by "Library of the Astra Codex". ●2+: Immediately after a Ritual monster is Special Summoned: You can add 1 Ritual Spell Card from your Graveyard to your hand, then draw 1 card. ●3+: Your opponent cannot activate cards or effects in the same Chain that a Ritual Spell Card was activated. ●7: You win the Duel. You can only activate each activated effect of "Compilation of the Astra Codex" once per turn. Inscribed Astra Codex Normal Spell This card can only be activated at the start of your Main Phase 1, if you have Summoned 1 or fewer monsters this turn. Select and activate 2 of the following effects: ●Skip to your next turn's Draw Phase. If you do, you cannot Summon monsters, or activate monster effects, except "Astra Nomina" monsters and their effects. ●Add 1 "Astra Nomina" monster from your Deck to your hand. ●Banish this card, then Ritual Summon 1 "Astra Nomina" Ritual monster from your Deck. That monster cannot be Tributed or used as Material for a Summon, also return it to your hand during the next available End Phase. After this card's effect resolves successfully, you cannot activate "Inscribed Astra Codex" until your opponent's Main Phase 1 has ended with this card in your Graveyard or among your banished cards. Astra Codex of Law Ritual Spell This card can be used to Ritual Summon any "Astra Nomina" Ritual monster. You must also Tribute monsters from the field or your hand whose (combined) ATK is greater than or equal to the ATK of the monster you would Ritual Summon. After this card has successfully Ritual Summoned a monster, you can target 1 of your banished "Astra Nomina" monsters: Place 1 "Astra Nomina" monster with an equal or lower Level on top of your Deck. You can only activate 1 "Astra Codex of Law" per turn. Astra Codex of Organization Ritual Spell This card can be used to Ritual Summon any "Astra Nomina" Ritual monster. You must also Tribute monsters from your hand or the field whose (combined) Levels are greater than or equal to the monster you would Ritual Summon. If you control "Compilation of the Astra Codex", you can also use 1 non-Ritual "Astra Nomina" monster from your Deck as part of that Tribute. You can only activate 1 "Astra Codex of Organization" per turn. Astra Codex of Eternity Ritual Spell This card can be used to Ritual Summon any "Astra Nomina" Ritual monster from your hand or Graveyard. You must also Tribute monsters from the field whose combined DEF is greater than or equal to the monster you would Ritual Summon. If there are equal or fewer cards in your Extra Deck than your opponent's, you can also banish monsters from the Graveyard for this Ritual Summon. You can only activate 1 "Astra Codex of Eternity" per turn. Inheritance of the Astra Codex Continuous Spell "Astra Nomina" monsters you control gain 1 Level, and 100 ATK/DEF, for each of your banished "Astra Nomina" monsters with different names. If your opponent activates a Spell/Trap Card, you can reveal 1 "Astra Nomina" Ritual monster in your hand: Pay LP equal to the revealed monster's Level x400; negate the activation, and if you do, Ritual Summon the revealed monster. If you Ritual Summon an "Astra Nomina" Ritual monster, you can look at your opponent's hand: Banish 1 card from among the cards you looked at, then your opponent draws 1 card. You can only activate each effect of "Inheritance of the Astra Codex" once per turn. Reading of the Astra Codex Continuous Trap You can target 1 "Astra Codex" Ritual Spell Card in your Graveyard: This card's name becomes that card's name in addition to its own, then apply this effect as the target's effect. If an "Astra Nomina" Ritual monster(s) is face-up on the field: You can force your opponent to draw a number of cards equal to the number of Fiend Ritual monsters you control, then your opponent must send a number of cards from their hand or field to the Graveyard equal to the number of cards they drew, including at least 1 monster. You can only activate each of the above effects of "Reading of the Astra Codex" once per turn. While you control "Compilation of the Astra Codex", your opponent's cards and effects which either activate or resolve in the Graveyard are negated. @Lazarus IV wanted a Rock Pendulum Deck that protected the castle. This one shouldn't fall down! Univerzzle Sky Tile WATER - Level 5 - Rock/Pendulum/Effect - 2000/1900 - Scale 3 Pendulum Effect - You can pay 600 LP: Activate 1 "Univerzzle" Continuous Spell directly from your Deck. You can only activate this effect of "Univerzzle Sky Tile" once per turn. If a Rock Xyz monster you control activates its effect by detaching Material, your opponent cannot activate cards or effects in the same Chain as that effect or its activation. Monster Effect - If you control a "Univerzzle" Continuous Spell Card, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned to a column with a "Univerzzle" Continuous Spell Card in it: You can Special Summon 1 "Univerzzle" monster named in that card's text from your Graveyard, or among your banished cards. You can only activate each of the above effects of "Univerzzle Sky Tile" once per turn. A Rock Xyz monster with this card as Material gains the following effect: ●This card is unaffected by your opponent's Spell Cards and effects. Univerzzle Desert Tile EARTH - Level 5 - Rock/Pendulum/Effect - 1000/2600 - Scale 3 Pendulum Effect - You can pay 600 LP: Activate 1 "Univerzzle" Continuous Spell Card directly from your Graveyard. You can only activate this effect of "Univerzzle Desert Tile" once per turn. If a Rock Xyz monster you control would activate its effect by detaching Material, your opponent cannot negate the activation. Monster Effect - You can discard 1 Rock monster: Special Summon this card from your hand, then, if the discarded card was a Pendulum monster, draw 1 card. You can only activate this effect of "Univerzzle Desert Tile" once per turn. A Rock Xyz monster with this card as Material gains the following effect: ●This card is unaffected by your opponent's monster effects. Univerzzle Mountain Tile FIRE - Level 5 - Rock/Pendulum/Effect - 2100/1700 - Scale 7 Pendulum Effect - If you pay LP to activate the effect of the card in your other Pendulum Zone: You can destroy the card in your other Pendulum Zone when that effect resolves, and if you do, you can target 1 face-up card your opponent controls; shuffle it into the Deck. Once per turn, if a Rock Xyz monster you control activates its effect by detaching Material: You can negate the effects of 1 face-up card your opponent controls. Monster Effect - If this card is Normal or Special Summoned: You can add 1 face-up "Univerzzle" monster in your Extra Deck to your hand. You can only activate this effect of "Univerzzle Mountain Tile" once per turn. An Xyz Summon of a Rock Xyz monster that uses this card on the field as Xyz Material cannot be negated. A Rock Xyz monster with this card as Material gains the following effect: ●This card is unaffected by your opponent's Trap Cards and effects. Univerzzle Space Tile WIND - Level 5 - Rock/Pendulum/Effect - 2500/1300 - Scale 7 Pendulum Effect - If you pay LP to activate the effect of the card in your other Pendulum Zone: You can destroy the card in your other Pendulum Zone when that effect resolves, and if you do, gain 2500 LP. Once per turn, if a Rock Xyz monster you control activates its effect by detaching Material: You can reduce the ATK of all monsters your opponent controls by the ATK of that Rock Xyz monster. Monster Effect - You can reveal this card in your hand: Destroy up to 2 other cards you control, then Special Summon this card from your hand, and if you do, inflict 1000 damage to your opponent. You can only activate this effect of "Univerzzle Space Tile" once per turn. If you Xyz Summon a Rock Xyz monster using this card as Material: You can destroy as many Spell/Trap Cards your opponent controls as possible, and if you do, banish them. A Rock Xyz monster with this card as Material gains the following effect: ●This card cannot be Tributed, also it cannot be used as Material for the Summon of a monster. Univerzzle Total Master LIGHT - Rank 5 - Rock/Xyz/Effect - 1600/2800 2 Level 5 Rock monsters Once per turn, you can detach 1 Xyz Material from this card (Quick Effect): Destroy 1 face-up card your opponent controls. Once per turn, if your opponent activates a Spell/Trap Card or effect, you can detach 1 Xyz Material from this card: Negate the activation, and if you do, inflict 200 damage to your opponent. After this card has activated an effect which detaches Xyz Material: Increase this card's ATK by 100. If this card you control would be destroyed by battle: You can destroy 1 face-up Spell Card you control, instead. Univerzzle Infinity Field Spell When this card is activated: Activate 1 "Univerzzle" Pendulum monster in your Pendulum Zone. If your opponent activates a monster effect: You can negate the activation, and if you do, destroy 1 "Univerzzle" Spell Card you control. If a "Univerzzle" Continuous Spell Card you control activates its effect to return to your Deck: You can draw 1 card, and if the drawn card is a "Univerzzle" card, you can reveal it to activate 1 "Univerzzle" Continuous Spell Card from your hand or Graveyard. You can only activate this effect of "Univerzzle Infinity" once per turn. Univerzzle Sorting Continuous Spell When this card is activated: You can add 1 "Univerzzle" monster from your Deck to your hand. You can only activate this effect of "Univerzzle Sorting" once per turn. Once per turn, during your Standby Phase, you can target 1 "Univerzzle Total Master" you control: Attach 1 "Univerzzle Sky Tile from your face-up field or Graveyard to it as Xyz Material. If this card is destroyed or banished from the field: Return this card to the bottom of your Deck. Univerzzle Solving Continuous Spell When this card is activated: You can make your opponent attach 1 face-up card they control to a face-up "Univerzzle Total Master" you control. You can only activate this effect of "Univerzzle Solving" once per turn. The Main Monster Zone directly above this card can be used to Pendulum Summon "Univerzzle" monsters from your Extra Deck, even if no Link monster points to that Zone. Once per turn, during your Standby Phase, you can target 1 "Univerzzle Total Master" you control: Attach 1 "Univerzzle Desert Tile" from your face-up field or Graveyard to it as Xyz Material. If this card is destroyed or banished from the field: Return it to the bottom of your Deck. Univerzzle Assembly Continuous Spell When this card is activated: You can Special Summon 1 "Univerzzle" monster from your face-up Extra Deck. You can only activate this effect of "Univerzzle Assembly" once per turn. Once per turn, during your Standby Phase, you can target 1 "Univerzzle Total Master" you control: Attach 1 "Univerzzle Mountain Tile" to it as Xyz Material. If this card is destroyed or banished from the field: Return it to the bottom of your Deck. Univerzzle Assistance Continuous Spell When this card is activated, if you control "Univerzzle Total Master": Gain LP equal to its ATK, then, if your LP are 5000 or higher, you can banish a number of cards from your opponent's Graveyard for every 5000 LP you have (rounded down). You can only activate this effect of "Univerzzle Assistance" once per turn. "Univerzzle" cards you control in the Spell/Trap Zones cannot be targeted by your opponent's card effects. Once per turn, during your Standby Phase, you can target 1 "Univerzzle Total Master" you control: Attach 1 "Univerzzle Space Tile" from your face-up field or Graveyard to it as Xyz Material. If this card is destroyed or banished from the field: Return it to the bottom of the Deck. Univerzzle Reset Normal Trap If you control no Xyz or Link monsters: Special Summon as many "Univerzzle" Pendulum monsters with different names as possible from your Graveyard or among your banished cards, and if you Summoned at least 2 monsters this way, you can, immediately after this effect resolves; Xyz Summon 1 Rock Xyz monster, using "Univerzzle" monsters you control as Material. If this card is destroyed from a Spell/Trap Zone: Return this card to your hand after the effect which destroyed it resolves. You can only activate each effect of "Univerzzle Reset" once per turn. Spoilers, and design notes, will be finished in the morning! Merry holiday! Huh. No wonder I didn't see it at first. You tagged the wrong user. You tagged someone who hadn't been on this site in almost a decade. See, I added "The" to my name because this boy called dibs on "Nyx Avatar" years before I could. Anywho: Lita: A banish enabler and a cute little searcher? Yeah! I'll take it. Moira: Reminds me of Lumina, Lightsworn Summoner. But I feel way less hate towards Moira than I do Lumina. Probably because there's no limit on Lumina, and the archetype she's associated with. Dari: I like it. Either way, your opponent's GY suffers. And some recovery. Dari's okay. Really okay... Pria: I like the self-Summon effect with the ATK boost. But...what's her first effect do exactly? I feel there's a wording issue there. Rei: SOLID Tuner for this archetype. Non-targeting banishment, small recovery, and banish from your Deck. Me likey. Fishing Hole: Monster searcher is always appreciated. The protection is suspect, given their banish-happy nature. But the return to the Deck part of its last effect can be detrimental to the archetype. So it could perhaps balance out. Lure: Simple archetype Monster Reborn-like effect. Not bad. That self-Summon banish is kind of harsh, but makes sense, given the archetype it is attached to. Release: Simple, but effective recovery and draw. But Spell/Trap removal? That's a nice cherry on top. Especially with how obsolete destruction has become in real life meta. Capture!!: Sadistic little Counter Trap Card. But given the stupid amount of hand traps. And that Red-Eyes Dark Dragoon fuck. So...yeah. With that in mind, I am fine with how this card is. Encourages those Decks to try something new. Queen Theodora: POWERFUL ace for the archetype. But I think you worded its first effect wrong. Did you mean to add (Quick Effect) to its text? Else, it'd only work during your turn. Like that one Synchro Monster. Chevalier de Fleur. With all this said...would you mind if I made new cards in the future? Or drew art for them? Link to comment Share on other sites More sharing options...
Darj Posted December 25, 2021 Report Share Posted December 25, 2021 Getting Wyrms was sure a surprise. I was puzzled when you first mentioned you would make Wyrms because in my dossier I elaborated on preferring mechanic beings and the only Wyrm I mentioned is Yazi, although I do like DARK and LIGHT Wyrms like Night Dragolich, Master Peace, the Archnemeses, Metaphys, and... mixed feelings for King of All Calamities because it is so nasty... anyway, I expected you would go for automatons, armored Warriors or warped Spellcasters. But I like this outcome. Not to mention that Wyrms are kind of trending due to Swordsouls, and I find that cool. I like the dark-light theme going on, and even their names are reversed, that's so cool to me. Makes me think of that Mirror archetype but done better since they can float into each other from the GY and don't require a convoluted Field Spell playstyle to function. As I read the entry, wasn't sure if the volences were a case of bipolar members, but later the Spell/Trap descriptions depict them interacting with their counterparts so I guess they are more like twins in the case, haha That, or some sort of interdimensional travel going on, like Metroid Prime 2 Echoes, would be cool if they got banish support later on. IDK if I got the time to elaborate on each card, I may do as I write this post, but I will start with my impression on the archetype as a whole. The Main deck monster lineup looks solid overall, with preserving card advantage and their floatiness on destruction offering some safety. Btw I see a mistake in Daani, since the card text calls her Aidan. The Quick-Spells feel a bit lacking, though. They are a bit too fair, in the sense they are balanced and okay, but nowadays cards need a bit of extra power to be desirable. I look mainly at Generous and Gathering Valenspirits. Maybe it's me being greedy but if Generous drew 2 cards or destroyed an opponent's monster as an archetype Gemini Spark, or had a GY effect, then it would be onto something. And it would be welcomed if the Fusion Spell could "cheat" by using a material from either player's GY or the Deck under a certain condition, too. On the other hand, the Traps look really good and I would say they balance the Spells, and in a way the Spells trade power for the flexibility of being Quick Plays. In short, the Spell/Traps look good, the Spells could be stronger but they don't have to ^^ The 2 ED monsters and sort of commanders of the archetype look good too. I was wondering if the monsters would bring any disruption on-Summon to pair with their "float on destruction" playstyle, and both EDs fill that gap nicely. Btw I assume Zyroi requires 1 DARK monster and 1 Wyrm monster, since the materials are not listed. I appreciate they are level 5 so one can cheat into them through Instant Fusion. Overall they look like solid archetype. Things I would add are a bigger Fusion as an extra or endgame boss that acts either as a comeback option or way to secure a game. For example, it could need either of the level 5 Fusion as material first so once you get a Level 5 out you can follow up with the bigger boss. Glad Beast Heraklinos comes to mind. Also at least 1 maindeck Tuner would also be appreciated for accessing a Synchro toolbox and for Halqifibrax plays. The Fusions are indeed Tuners, but Level 5 may be tricky to work with, although accessing high-Level Synchros is a big plus already. Link to comment Share on other sites More sharing options...
Draconus297 Posted December 25, 2021 Author Report Share Posted December 25, 2021 @The Nyx Avatar Oops, that's my bad. Yeah, for Pria, I was trying to type quickly, and it went for "your opponent" instead of "your Graveyard". My phone was chugging on the document, so a lot of last-minute fixes to cards I knew were either busted or had improper effect text have some sort of typos. Oh no, by all means, make more Soulhook cards of your own in the future, and artwork for them. Thematically, they're demon ladies at a black-sand beach, with fishing rods that snag souls (hence the name), in case you want inspiration. @Darj So, I'm not sure if the theming carried very well, but the idea was centered around the time of day of the shots; the Valence Troops are noble heroes during the day, and violent conquerors at night, due to the weird lightning that surrounds them- hence why it's always one army or the other, instead of the Benevalence or Malevalence armies mixing. However, an alternate explanation being different dimensional incarnations of the same soldiers also works pretty well! Yeah, struggled with the anagram nature of the names at some points; tried to find names that worked on both ends. However, it was only last minute that I noticed Nadia and Aidan was the only genderswap in names among the crew, and I very quickly had to correct one end of that. Apparently I missed the HOPT clause! So, you nailed Zyroi's Material line, and it being absent is confusing as hell; I saved Ioryz and Zyroi with their stats and Material lines overnight one night, knowing I'd write their effects in the morning; of course one wound up losing it somehow. Hmm . . . so, the given issue is that every Benevalence needs a Malevalence- each monster needs a counterpart. So, I'd need to make two bigger bosses, and to fit the weird stat numbers gimmick I was doing, the higher stats are about to climb to 2700 . . . Looks like I'm skipping a Level lol. As for Level 1 Tuners, that should probably be a fun exercise here. Link to comment Share on other sites More sharing options...
Draconus297 Posted December 28, 2021 Author Report Share Posted December 28, 2021 @Loleo @Zefra Zamazenta Not sure if you've seen, but in the spoiler above with Darj's tag, I put up your presents. Link to comment Share on other sites More sharing options...
Loleo Posted December 29, 2021 Report Share Posted December 29, 2021 @Loleo was after a "toolbox" feel, multiple monster Types, a strategy that could adapt to the opponent. Talos, Swordsman of the Bellands FIRE - Level 5 - Warrior/Effect - 1800/1600 If you control no monsters, or only "Bellands" monsters: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can draw a number of cards equal to the number of "Bellands" monsters you control with different names, then shuffle 1 card from your hand into your Deck. You can only activate each of the above effects of "Talos, Swordsman of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Send 1 monster your opponent controls to the Graveyard, and if you do, inflict damage to your opponent equal to the combined Link Rating of the "Bellands" Link monsters you control x200. This card was a strong start... a little too strong as this can potentialy draw 7 shuffling back 1, soooo I think you should shuffle back what you drew -1 and maybe not include himself and at that point you would have an effect on par with the link 4 Saryuja. The rest of the effect isn't weak either especialy considering the last effect isn't a OPT. Sion, Familiar of the Bellands EARTH - Level 3 - Beast/Effect - 900/700 You can reveal this card and 1 other "Bellands" monster in your hand: Special Summon this card and the revealed monster from your hand. If this card is Normal or Special Summoned: You can add 1 "Bellands" monster from your Deck to your hand, except "Sion, Familiar of the Bellands". You can only activate each of the above effects of "Sion, Familiar of the Bellands" once per turn, and if you do, you cannot Summon monsters from the Extra Deck that turn, except "Bellands" monsters. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Banish 1 card from your opponent's Graveyard, then Special Summon 1 "Bellands" monster from your Graveyard in Defense Position, if possible. Reminds me of Sapphire Swallow but better. Kamion, Sorceror of the Bellands DARK - Level 4 - Spellcaster/Effect - 1300/1100 If this card is Normal or Special Summoned: You can add 1 "Bellands" Spell/Trap Card from your Deck to your hand. You can only activate this effect of "Kamion, Sorceror of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Banish your opponent's Special Summoned monster with the highest ATK (your choice, if tied). Objectively weaker than the other 2 and still sends chills down my spine. Niav, Defender of the Bellands LIGHT - Level 2 - Fairy/Tuner/Effect - 0/2100 If your opponent Special Summons exactly 1 monster from their Extra Deck while you control no monsters, or only "Bellands" monsters: You can Special Summon this card (from your hand). You can only activate this effect of "Niav, Defender of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Target 1 monster your opponent controls: Return it to your opponent's hand. Neat! I love how toolbox this is so far! Ortre, Deepsea King of the Bellands WATER - Level 7 - Fish/Effect - 2350/2150 You can Special Summon this card (from your hand) by sending 1 face-up "Bellands" card you control to the Graveyard. "Bellands" monsters you control cannot be targeted by your opponent's card effects. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Send up to 2 Spell/Trap Cards your opponent controls to the Graveyard. The sent cards cannot be activated, or activate their effects, in the same Chain as this effect's activation. Interesting to have some good protection. Can you activate the second effect in a chain where your opponent activated a spell/trap? If not I think that's a nice restriction! Nish, Eagle of the Bellands WIND - Level 6 - Winged Beast/Effect - 2100/1800 If your opponent activates a card in the Field Zone while you have an unoccupied Monster Zone, you can reveal this card in your hand: Destroy all cards in the Field Zones, then Special Summon this card from your hand. If this card is Normal or Special Summoned: You can Special Summon 1 "Bellands" monster from your Graveyard with 2000 or less ATK. You can only activate each of the above effects of "Nish, Eagle of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Target 1 face-up card your opponent controls: Negate its effects on the field until the second Standby Phase after this effect resolves. I would like if it negated the initial effect of the field spell just in case it was mine or something similar. The Immortal Bellands Field Spell If this card is activated, and during each of your Standby Phases afterward: You can reveal 3 "Bellands" cards with different names from your Deck; your opponent selects 1 of them to add to your hand, then they shuffle 1 of them at random into the Deck, and you choose whether the remaining card is placed on the top or bottom of your Deck. You can only activate this effect of "The Immortal Bellands" once per turn. If you Link Summon a "Bellands" Link monster: You can Special Summon 1 "Bellands" monster from your Graveyard in Defense Position to the Zone that the Summoned monster points to. You can only activate this effect of "The Immortal Bellands" once per turn, per Link Rating of monster. "Bellands" monsters you control gain 200 ATK per "Bellands" monster you control, and "Bellands" Link monsters gain an additional 100 ATK x their Link Rating for each of those "Bellands" monsters they point to. Now this is a field spell. interesting it doesn't have a GY effect since you have a monster that destroys field spells, but I wouldn't change it. The final effect affecting the links, does the effect give 100ATK per number it points to, per link rating or link rating x number it points to? Bellands War Horn Normal Spell Add 1 Level 5 or lower "Bellands" monster from your Deck to your hand. If you control "The Immortal Bellands", the following effect becomes a Quick Effect. You can banish this card from your Graveyard: Target 1 card your opponent controls; negate its effects on the field, also, if the targeted card was a monster, reduce its ATK by 400, then, if a "Bellands" monster is in the same column as that monster, that "Bellands" monster(s) gain 400 ATK. You can only activate each effect of "Bellands War Horn" once per turn. Solid! Bellands Spring of Life Normal Spell Target 1 "Bellands" monster in your Graveyard: Special Summon it. If a "Bellands" card(s) you control would be destroyed by battle or your opponent's card effect: You can banish this card from your Graveyard; no cards you control are destroyed by that battle or effect, also, if you control "The Immortal Bellands", all "Bellands" monsters you control gain 600 ATK. You can only activate each effect of "Bellands Spring of Life" once per turn. Solid again! I love that the ATK boost is permanent. WoW! This works on the links! Bellands Toxic Bramble Normal Spell If you control a face-up "Bellands" monster, target 1 card your opponent controls, or in their Graveyard: Your opponent's cards with the same name as the target have their effects negated, until your next End Phase. If your opponent activates a monster effect that is a Quick Effect, you can banish this card from your Graveyard: Gain 1000 LP, also, if you control "The Immortal Bellands", that activated effect becomes "Inflict 500 damage to both players". You can only activate each effect of "Bellands Toxic Bramble" once per turn. Hilarious and you don't see many effect changing effects, it's always nice! Bellands Procession Normal Trap Tribute up to 2 "Bellands" monsters you control: Special Summon, from your hand or Graveyard, the same number of "Bellands" monsters, with different names from the monsters you Tributed. If you control "The Immortal Bellands", 1 of those monsters can be Special Summoned from your Deck. You can banish this card from your Graveyard: Target 1 "Bellands" Link monster you control; that target gains the following effect this turn. Once per turn, you can target 1 banished "Bellands Procession" (Quick Effect): Set that target. You can only activate each of the preceding effects of "Bellands Procession" once per turn. Interesting way to recover. Reminds me of Rookie for hire. Larvae at the Tree of the Bellands EARTH - Link-1 - Insect/Link/Effect - 500 - BL 1 "Bellands" monster with a Level If this card is Link Summoned: You can add 1 "The Immortal Bellands" from your Deck or Graveyard to your hand. You can only activate this effect of "Larvae at the Tree of the Bellands" once per turn. Once per turn (Quick Effect): You can reduce the ATK of all monsters your opponent controls by 100 for each face-up "Bellands" card you control, until the End Phase. Ok a link 1 to facilitate effects, add the field spell, and can trigger bellands on your opponent's turn? At least give it a restriction like for the rest of the turn after it is summoned you can't summon monsters with the same type as a monster you have or will control for the rest of the turn (why can't I word this?). Tengu at the Tree of the Bellands DARK - Link-2 - Beast-Warrior/Link/Effect - 1900 - L/R 2 monsters, including at least 1 "Bellands" monster At the end of the Damage Step, if this card attacked, you can target 1 "Bellands" monster you control, except "Tengu at the Tree of the Bellands": That target gains 1 additional attack during each of your Battle Phases this turn. Once per turn, if your opponent activates a card or effect which would destroy a "Belland" card(s) on the field: You can negate the activation, then gain 200 LP for each "Bellands" card you control. Battle and mildly situational effects I like this on a link 2! Also great arrows to summon with larvae on the field. Phantom King of the Bellands WIND - Link-3 - Zombie/Link/Effect - 2500 - BL/B/BR 2 or more monsters, including at least 1 "Bellands" monster If this card is Link Summoned: You can send 1 "Bellands" Normal Spell Card from your Deck to the Graveyard. If your opponent activates a Spell/Trap Card or effect: You can target 1 of your banished "Bellands" Normal Spell Cards; immediately activate that target in the same column as the activated card. You can only activate each of the above effects of "Phantom King of the Bellands" once per turn. Once per turn, you can target 1 monster on the field (Quick Effect): That target loses 100 ATK for each "Bellands" monster this card points to, then this card gains that lost ATK. Feels like you want to use the other 2 to summon this guy. Perfect top tier boss. The field spell's and Sion's special from GY effects are particularly scary in how it works here. Might actually playtest this beauty. Absolutely all of my tastes from flavor to style to play. Will probably make: (some sort of glitch here) Link to comment Share on other sites More sharing options...
Draconus297 Posted January 6, 2022 Author Report Share Posted January 6, 2022 With some of the critiques on necessary cards in mind, here's a few more cards for those that gave more in-depth reviews: For @Rayfield Lumina and "Floriad": Floriad Countess Chrysanthemum WIND - Level 8 - Plant/Fusion/Effect - 1600/2800 1 "Floriad" monster + 1 or more Special Summoned monsters If this card is Fusion Summoned, you can excavate a number of cards from the top of your Deck exactly equal to the number of Materials you used for this card's Fusion Summon -1: Select 1 Plant or Flip monster among the excavated cards and Special Summon it in Defense Position, if possible, regardless, return the other excavated cards to the top or bottom of your Deck in any order. You can only activate this effect of "Floriad Countess Chrysanthemum" once per turn. If a card is Set on the field, or flipped face-down while already on the field: Increase this card's ATK by 200. Once per turn (Quick Effect): You can select and activate 1 of the following effects. ●Change 1 face-up monster on the field to face-down Defense Position, then, if it was one of your monsters, banish the top card of your opponent's Deck, face-down. ●Change 1 face-down monster on the field to face-up Attack Position, also, if it was one of your opponent's monsters, its effects are negated, and its ATK/DEF are halved. The Countess, like the other Fusions, is a big woman- specifically, her thing is legs, as in the background of her art, we can see that while the Morphing Jars are about as big as the pots the tiny Floriad girls were moved to, those oversized pieces of pottery only come about halfway up Countess Chrysanthemum's calves. Floriad Floats Normal Trap If your opponent Special Summons a monster from the Extra Deck with an effect that includes Summoning monsters or adding a specifically named card from their Deck to their hand, you can activate this card from your hand by paying 1000 LP. Target 1 monster your opponent controls that cannot be Normal Summoned/Set: Negate its effects on the field, also it cannot attack or be used as Material for a Summon, then Special Summon 1 "Floriad" monster from your hand or Deck with less ATK than that monster in face-down Defense Position. If this effect resolves successfully, you cannot Summon monsters while you control the monster Summoned by this effect, except Plant monsters. You can banish this card from your Graveyard: Fusion Summon 1 "Floriad" Fusion monster from your Extra Deck, using monsters either player controls, including at least 1 of yours, as Fusion Material. You can only activate 1 effect of "Floriad Floats" per turn, and only once that turn. During a turn in which you successfully resolved either of this card's effects, neither player takes damage. As a grand, climactic sort of card, naturally this features the Floriad girls on a huge, Rose Bowl-esque float made of blossoms of all of their colors, with Ivory and Golden acting as cheery commentators, and the Fusions walking behind the float and waving- hilariously, Royal Rose is so big that she's only visible from the waist down in the card frame. At the left edge of the card frame, you can see the Goblin Attack Force dressed like a marching band, obviously trailing some other unidentified float in a parade. For @Darj and the "valence Troops": Benevalence Troops - Mia, the Cadet LIGHT - Level 1 - Wyrm/Tuner/Effect - 100/400 If this card is Normal or Special Summoned: You can Set 1 "Valenspirit" Spell/Trap Card that is banished or in your Graveyard. For a Fusion Summon of a Wyrm monster using this card on the field as Material, the other Fusion Material(s) can be monsters on your opponent's field. If this card is destroyed on the field: You can Special Summon 1 "Malevalence Troops" monster from your hand or Graveyard. You can only Special Summon "Benevalence Troops - Mia, the Cadet" once per turn. Mia is a bright-eyed part-dragon person in very light armor, carrying nothing but a knife as she looks away from a camp in the background that features the other Benevalence Troops. Purple lightning arcs around her very weakly. Malevalence Troops - Ami, the Zealot DARK - Level 1 - Wyrm/Tuner/Effect - 400/100 If this card is Normal or Special Summoned: You can return 1 "valence Troops" monster from your Graveyard to your hand, and if you do, you can, immediately after this effect resolves, Normal Summon 1 LIGHT or DARK Wyrm monster. For a Fusion Summon of a Wyrm monster using this card in your hand or on the field as Material, you can banish 1 or more of the other Fusion Material(s) from your opponent's Graveyard. If this card is destroyed on the field: You can Special Summon 1 "Benevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Malevalence Troops - Ami, the Zealot" once per turn. Ami, by contrast, has an absolutely psychotic look in her eyes, flashing a glittering garrote wire at the viewer as the other Malevalence Troops encourage her antics in the background. A weak spiral of gold lightning arcs around her arms, and across the wire. Benevalence Troops - King Chakys LIGHT - Level 8 - Wyrm/Fusion/Effect - 3000/1400 1 Wyrm monster + 1 LIGHT monster + 1 monster that cannot be Normal Summoned/Set If this card is Fusion Summoned, or Special Summoned by the effect of a "Malevalence Troops" monster: You can make your opponent shuffle 1 monster they control into its owner's Deck, and if they do, this card gains ATK/DEF equal to the returned monster's original ATK/DEF until the End Phase. Your opponent cannot activate cards or effects during the Battle Phase if you have Special Summoned a "Benevalence Troops" monster this turn. If this card is destroyed on the field: You can Special Summon 1 "Malevalence Troops" monster from your hand or Graveyard, and if that Summoned monster is "Malevalence Troops - Emperor Shycka", gain 3000 LP. You can only Special Summon 1 "Benevalence Troops - King Chakys" per turn. Malevalence Troops - Emperor Shycka DARK - Level 8 - Wyrm/Fusion/Effect - 1400/3000 1 Wyrm monster + 1 DARK monster + 1 monster that cannot be Normal Summoned/Set If this card is Fusion Summoned, or Special Summoned by the effect of a "Benevalence Troops" monster: You can pay LP in multiples of 500, up to the number of Spell/Trap Cards on the field; look at your opponent's hand, then banish as many Spell/Trap Cards from the field, Graveyard, and your opponent's hand as possible, up to the multiple of 500 LP you paid. If your opponent activates a monster effect: You can destroy 1 Wyrm monster you control; negate the activation, and if you do, reduce the ATK/DEF of all monsters your opponent controls by the original ATK/DEF of the destroyed monster, whichever is higher. You can only activate this effect of "Malevalence Troops ‐ Emperor Shycka" once per turn. If this card is destroyed on the field: You can Special Summon 1 "Benevalence Troops" monster from your hand or Graveyard, and if the Summoned monster is "Benevalence Troops - King Chakys", the Summoned monster's maximum number of attacks during your next Battle Phase becomes equal to the number of "valence Troops" monsters you control when this effect resolves. You can only Summon 1 "Malevalence Troops - Emperor Shycka" per turn. For @The Nyx Avatar and "Soulhook": Soulhook Baiting Continuous Spell When this card is activated, if you control no monsters: You can add 1 "Soulhook" Tuner monster from your Deck to your hand. You can only activate this effect of "Soulhook Baiting" once per turn. Once per turn, if your opponent Special Summons exactly 1 monster (Quick Effect): You can return 1 banished "Soulhook" monster to your Graveyard, then banish 1 "Soulhook" monster from your field or Graveyard, except a monster with the same name as the returned monster. If you controlled "Soulhook Queen Theodora" when this effect resolved: That opponent's Summoned monster gains the following effect. ●If you Summon another monster(s): Shuffle this card into the Deck. For @Loleo and "Bellands": The Eternal Bellands Field Spell This card in the Field Zone and Graveyard is treated as "The Immortal Bellands". If this card is destroyed by a card's effect: You can make both players send the top 3 cards of their Decks to the Graveyard, then, you can banish 2 Spell Cards from either player's Graveyard, and if you do, activate 1 "The Immortal Bellands" directly from your Graveyard. You can only activate this effect of "The Eternal Bellands" once per turn. This card gains the following effects depending on the number of "Bellands" monsters you control with different Types: ●2+: "Bellands" monsters you control gain 500 ATK/DEF. ●4+: Once per turn, during either player's Standby Phase, you can Tribute 1 "Bellands" monster: Your opponent cannot Summon monsters, or activate the effects of monsters, with the same original monster Type as the Tributed monster during a Main Phase this turn. ●5+: This card is unaffected by card effects that do not destroy it. ●6+: Once per turn, if your opponent activates a card, or effect of a card, that includes "negate" in its text (Quick Effect): Negate the activation, then, if it was a monster and you control a "Bellands" card of the same monster Type as that negated monster, banish that card. Nightmare Beneath the Tree of the Bellands DARK - Link-3 - Fiend/Link/Effect - 0 - TL/L/R 2 or more "Bellands" monsters of different Types and Attributes This card gains ATK equal to the original ATK of the "Bellands" monsters it points to. If your opponent activates a monster effect while this card points to a "Bellands" monster: You can Tribute 1 monster this card points to; negate the activation, and if you do, shuffle that card into its original owner's Deck. You can only activate this effect of "Nightmare Beneath the Tree of the Bellands" once per turn. If this card destroys your opponent's monster by battle: You can Special Summon 1 "Bellands" monster with the same original Type as the destroyed monster to a Zone this card points to. Also, fun fact, Loleo: All the Main Deck monsters were 1-to-1 stat retrains of non-Effect monsters that can't be Normal Summoned (mostly Fusions, but a non-Effect Ritual is in there), and the Extra Deck is retrains of Main Deck monsters that have Summon restrictions- now, 3 nomis and a Spirit. Link to comment Share on other sites More sharing options...
Loleo Posted January 6, 2022 Report Share Posted January 6, 2022 23 minutes ago, Draconus297 said: Also, fun fact, Loleo: All the Main Deck monsters were 1-to-1 stat retrains of non-Effect monsters that can't be Normal Summoned (mostly Fusions, but a non-Effect Ritual is in there), and the Extra Deck is retrains of Main Deck monsters that have Summon restrictions- now, 3 nomis and a Spirit. The new ones are great, and that's a cool reference I'll look more into that! Link to comment Share on other sites More sharing options...
Rayfield Lumina Posted January 6, 2022 Report Share Posted January 6, 2022 14 hours ago, Draconus297 said: her thing is legs Muh man... you have finally reached enlightenment. The effects look pretty nice, everything seems in order. An grand conclusion for a grand archetype. Thanks! Btw, I haven't forgotten that you asked me how I'd build the Deck. I'll look into that when I got a chance Link to comment Share on other sites More sharing options...
Draconus297 Posted January 10, 2022 Author Report Share Posted January 10, 2022 @Zefra Zamazenta still apparently hasn't seen their gift! Link to comment Share on other sites More sharing options...
Zamazenta the OS-Tan Fan Posted January 10, 2022 Report Share Posted January 10, 2022 On 12/25/2021 at 2:54 AM, Draconus297 said: Since I'm struggling to do it in the OP for some reason: @Darj wanted Wyrms with neat aesthetic flavor, eh? Hide contents Benevalence Troops - Raki, the Scout LIGHT - Level 2 - Wyrm/Effect - 200/900 If this card is Normal or Special Summoned: You can add 1 "valence Troops" monster from your Deck to your hand. If this card is destroyed on the field: You can Special Summon 1 "Malevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Benevalence Troops - Raki, the Scout" per turn. The theming here is draconic humanoids wearing armor that arcs with electricity the color of the opposite Attribute; in this case, holy white armor that's surrounded by purple lightning. Each Benevalence monster has a Malevalence monster counterpart, the same monster in edgier armor and an opposite pose; in this case, Raki is on high ground, scouting out a city from up on a hill. Malevalence Troops - Ikar, the Spy DARK - Level 2 - Wyrm/Effect - 900/200 If this card is Normal or Special Summoned: You can add 1 "Valenspirit" Spell/Trap Card from your Deck to your hand. If this card is destroyed on the field: You can Special Summon 1 "Benevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Malevalence Troops - Ikar, the Spy" per turn. However, when Raki becomes Ikar, he has snuck into the city, and is crawling along the ground to spy on an enemy camp, bright gold electricity traveling down his form. Benevalence Troops - Tuka, the Rear Guard LIGHT - Level 3 - Wyrm/Effect - 600/1500 If this card is Normal or Special Summoned: You can Special Summon 1 "valence Troops" monster from your hand, or, if this is the only monster you control, you can Summon 1 "Malevalence Troops" monster from your Deck, instead. If this card is destroyed on the field: You can Special Summon 1 "valence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Benevalence Troops - Tuka, the Rear Guard" per turn. Tuka is a chunky, heavy boy in tough armor, a spear put away on his back as he holds up a gigantic shield in both hands, purple lightning striking the shield's center as he blocks an attack from the top right of the card border. Malevalence Troops - Akut, the Vanguard DARK - Level 3 - Wyrm/Effect - 1500/600 If this card is Normal or Special Summoned: You can Special Summon 1 "valence Troops" monster from your Graveyard, or, if this is the only monster you control, you can send 1 "Benevalence Troops" monster from your Deck to the Graveyard, instead. If this card is destroyed on the field: You can Special Summon 1 "Benevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Malevalence Troops - Akut, the Vanguard" per turn. Akut, being the vanguard, has a shield with him, but is mostly prepared for direct engagement with the enemy, using a massively oversized spear two-handed, with gold arcs of electricity traveling from his body up the spear. He's obviously found an enemy, and has an expression of wild violence as he stabs someone unidentified in the bottom left corner. Benevalence Troops - Nadia, the Pure Blade LIGHT - Level 4 - Wyrm/Effect - 1900/900 You can target 1 other Wyrm monster you control (Quick Effect): Increase this card's ATK by half the target's original ATK, then destroy that target. This change only applies until the End Phase. If the effect of a "valence Troops" monster activates in your Graveyard: You can Set 1 "Valenspirit" Spell/Trap Card directly from your Graveyard. You can only activate each of the above effects of "Benevalence Troops - Nadia, the Pure Blade" once per turn. If this card is destroyed on the field: You can Special Summon 1 "Malevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Benevalence Troops - Nadia, the Pure Blade" per turn. Nadia carries two swords with her, but one is sheathed on her right hip; she uses the one in her left hand, valiant and composed as she leaps right, facing an opponent to the art's left. Malevalence Troops - Daani, the Vile Blade DARK - Level 4 - Wyrm/Effect - 900/1900 If a "Valenspirit" Spell/Trap Card resolves on the field: You can, immediately after this effect resolves, Normal Summon 1 "valence Troops" monster. You can only apply this effect of "Malevalence Troops - Aidan, the Vile Blade" once per turn. If this card in a Monster Zone is used as Material for the Summon of a Wyrm monster, it is treated as having been destroyed, instead. If this card is destroyed on the field: You can Special Summon 1 "Benevalence Troops" monster from your hand or Graveyard. You can only Special Summon 1 "Malevalence Troops - Aidan, the Vile Blade" per turn. By contrast, Daani is right-handed, using a more evil-looking sword as she keeps the one on her left hip sheathed, leaping left as she strikes the right edge of the card border. Generous Valenspirit Quick-Play Spell Destroy 1 "valence Troops" monster you control: Draw 1 card. You can only activate 1 "Generous Valenspirit" per turn. In this artwork, the three Main Deck Benevalence Troops march through a destitute village, gifting terrified villagers a few gold coins. Valenspirit of Battle Quick-Play Spell If your opponent activates a monster effect while you control a "valence Troops" monster in Attack Position with equal or greater ATK: Negate the effects of the monster whose effect was activated, and all cards with the same name as that monster for the rest of the turn, then destroy 1 Wyrm monster you control. You can only activate 1 "Valenspirit of Battle" per turn. As opposed to the above, the three Main Deck Malevalence Troops are ransacking the same village here, lashing out at unarmed villagers with reckless abandon. Gathering Valenspirits Quick-Play Spell Fusion Summon 1 Fusion monster using monsters on the field or in your hand as Fusion Material, including at least 1 "valence Troops" monster you control. If this card is activated as Chain Link 2 or higher, your opponent cannot activate cards or effects of cards of the same Type as cards activated before this card in that Chain. You can only activate 1 "Gathering Valenspirits" per turn. All four Benevalence Troops cross their weapons over one another's, swearing some sort of oath as the sun rises in the background and a battle begins. The enemy, in the background, is visibly flying the Banner of Courage. Breaking Valenspirit Normal Trap If you control a face-up "valence Troops" monster: Destroy 1 Wyrm monster you control and exactly 2 other cards on the field. You can only activate 1 "Breaking Valenspirit" per turn. The four Malevalence Troops are actively pointing their weapons at one another, ready to stab each other at the sunset after a hard-fought battle. Among the assorted fallen soldiers is a K.O.'d Freed the Matchless General, one of the Goblin Attack Force goblins, and Grepher. Valenspirit of Vengeance Normal Trap Special Summon 1 "valence Troops" monster from your Graveyard, then target and destroy 1 card on the field. You can only activate 1 "Valenspirit of Vengeance" per turn. Strategist Zyroi is leaning on the battle standard of the Valence Troops, raw unbridled hate in his eyes, one of the Shooting Star Bow's arrows lodged in his shoulder. Righteous Valenspirit Counter Trap If your opponent activates a Spell/Trap Card or effect while you control a face-up "valence Troops" monster: Negate the activation, then destroy 1 "valence Troops" monster you control. Raki has been visibly wounded in what looks like an attempt to protect Ioryz, and Commander Ioryz is carefully setting him down on the ground, making a determined expression. Benevalence Troops - Commander Ioryz LIGHT - Level 5 - Wyrm/Fusion/Tuner/Effect - 2300/1100 1 LIGHT monster + 1 Wyrm monster If this card is Fusion Summoned, or Special Summoned by the effect of a "Malevalence Troops" monster: You can shuffle up to 3 "Valenspirit" Spell/Trap cards from your Graveyard into your Deck, then return a number of cards on your opponent's field or in their Graveyard to their hand equal to the number of cards shuffled into the Deck this way. At the start of the Damage Step, if this card attacks: You can draw 1 card, and if the drawn card is a Wyrm monster, this card gains ATK equal to the drawn monster's, until the End Phase. If this card is destroyed on the field: You can Special Summon 1 "Malevalence Troops" monster from your hand or Graveyard. You can only Special Summon, and activate each effect of, "Benevalence Troops - Commander Ioryz" once per turn. Commander Ioryz has much nobler and more ornate looking armor than the Main Deck Benevalence Troops, and wields a powerful polearm with authority, holding it up above his head. Malevalence Troops - Strategist Zyroi DARK - Level 5 - Wyrm/Fusion/Tuner/Effect - 1100/2300 If this card is Fusion Summoned, or Special Summoned by the effect of a "Benevalence Troops" monster: You can banish 1 card your opponent controls. At the end of the Damage Step, if another "valence Troops" monster you control battled and is still on the field: You can destroy that monster, then Set 1 "Valenspirit" Spell/Trap Card directly from your Deck. If this card is destroyed on the field: You can Special Summon 1 "Benevalence Troops" monster directly from your hand or Graveyard. You can only Special Summon, and activate each effect of, "Malevalence Troops - Strategist Zyroi" once per turn. Strategist Zyroi, naturally, has much crazier and more obviously evil armor than his soldiers, and has a huge halberd stabbed into the ground as he studies some sort of book. [/spoiler] @Nyx Avatar wanted demon ladies, and the WATER Attribute? Easy. Soulhook Lita WATER - Level 3 - Fiend/Effect - 1000/1000 If this card is sent to the Graveyard: You can banish 1 other WATER Fiend monster from your Graveyard; Special Summon this card from the Graveyard. If this card is banished: You can add 1 "Soulhook" card from your Deck to your hand. You can only activate each effect of "Soulhook Lita" once per turn. Soulhook Moira WATER - Level 3 - Fiend/Effect - 600/1800 You can banish 1 Fiend monster from your hand or field: Special Summon 1 of your banished "Soulhook" monsters. If this card is banished: You can Set 1 "Soulhook" Spell/Trap Card from your Graveyard. You can only activate each effect of "Soulhook Moira" once per turn. Soulhook Dari WATER - Level 3 - Fiend/Effect - 1600/800 If this card is Normal Summoned: You can banish 1 card from either Graveyard, then, if the banished card was a "Soulhook" monster, you can banish 2 cards from your opponent's Graveyard. If this card is banished: You can add 1 "Soulhook" monster from your Graveyard, or among your banished cards, to your hand. You can only activate each effect of "Soulhook Dari" once per turn. Soulhook Pria WATER - Level 4 - Fiend/Tuner/Effect - 1900/900 If this card is used as Synchro Material for the Summon of a Fiend Synchro monster: You can Special Summon exactly 1 other monster used as Material for that Synchro Summon from your opponent. If this card is banished: You can Special Summon this card, then increase its ATK by the combined Levels of your banished "Soulhook" monsters until the End Phase. You can only activate each effect of "Soulhook Pria" once per turn. Soulhook Rei WATER - Level 4 - Fiend/Tuner/Effect - 700/2100 If this card is Normal Summoned: You can banish 1 non-Tuner "Soulhook" monster from your Deck, then change this card to Defense Position. If this card is used as Synchro Material for the Summon of a WATER Synchro monster: You can return up to 2 banished "Soulhook" monsters to your Graveyard, then banish this card. If this card is banished: You can banish 1 card your opponent controls. You can only activate each effect of "Soulhook Rei" once per turn. Soulhook Fishing Hole Field Spell When this card is activated: You can add 1 "Soulhook" monster from your Deck to your hand. You can only activate this effect of "Soulhook Fishing Hole" once per turn. If a "Soulhook" card(s) you control will be destroyed: You can banish 1 WATER monster from your Graveyard, instead. Once per turn, if a "Soulhook" monster is banished: You can draw 1 card, then shuffle 1 card from your hand into your Deck. Soulhook Lure Normal Spell Target 1 "Soulhook" monster in your Graveyard: Special Summon it, but banish it when it leaves the field. You can only activate 1 "Soulhook Lure" per turn. If you Summon a non-WATER non-Fiend monster, and this card is in your Graveyard because it was sent there this turn: Banish this card (this effect cannot be negated). Soulhook Release Quick-Play Spell Target 3 banished "Soulhook" monsters: Shuffle those targets into the Deck, then draw 1 card. After this effect resolves, if you control "Soulhook Queen Theodora": You can banish 1 Spell/Trap Card from your opponent's field or Graveyard. You can only activate 1 "Soulhook Release" per turn. Soulhook Capture!! Counter Trap If your opponent activates a monster effect while you control a face-up "Soulhook" monster, you can banish 1 "Soulhook" monster from your hand or Graveyard: Negate the activation, and if you do, banish that card. If you controlled "Soulhook Queen Theodora" when this effect was activated, you can then Set this card instead of sending it to the Graveyard, and if you do, send 1 "Soulhook" card from your Deck to the Graveyard. You can only activate 1 "Soulhook Capture!!" per turn. Soulhook Queen Theodora WATER - Level 7 - Fiend/Synchro/Effect - 2600/2300 1 Fiend Tuner + 1 or more non-Tuner WATER monsters Once per turn, if your opponent activates a Spell/Trap Card or effect, you can banish 1 Fiend monster from your field or Graveyard: Negate the activation, and if you do, banish it. At the start of the Damage Step, if this card battles your opponent's monster: You can reduce the opposing monster's ATK by 100 for each card that is currently banished, then increase this card's ATK by that lost ATK until the end of the Battle Phase. If this card destroys your opponent's monster by battle: You can banish the destroyed monster, then Special Summon 1 of your banished "Soulhook" monsters. If this card is banished: You can negate the effects of 1 face-up card your opponent currently controls. You can only activate this effect of "Soulhook Queen Theodora" once per turn. @Loleo was after a "toolbox" feel, multiple monster Types, a strategy that could adapt to the opponent. Talos, Swordsman of the Bellands FIRE - Level 5 - Warrior/Effect - 1800/1600 If you control no monsters, or only "Bellands" monsters: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can draw a number of cards equal to the number of "Bellands" monsters you control with different names, then shuffle 1 card from your hand into your Deck. You can only activate each of the above effects of "Talos, Swordsman of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Send 1 monster your opponent controls to the Graveyard, and if you do, inflict damage to your opponent equal to the combined Link Rating of the "Bellands" Link monsters you control x200. Sion, Familiar of the Bellands EARTH - Level 3 - Beast/Effect - 900/700 You can reveal this card and 1 other "Bellands" monster in your hand: Special Summon this card and the revealed monster from your hand. If this card is Normal or Special Summoned: You can add 1 "Bellands" monster from your Deck to your hand, except "Sion, Familiar of the Bellands". You can only activate each of the above effects of "Sion, Familiar of the Bellands" once per turn, and if you do, you cannot Summon monsters from the Extra Deck that turn, except "Bellands" monsters. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Banish 1 card from your opponent's Graveyard, then Special Summon 1 "Bellands" monster from your Graveyard in Defense Position, if possible. Kamion, Sorceror of the Bellands DARK - Level 4 - Spellcaster/Effect - 1300/1100 If this card is Normal or Special Summoned: You can add 1 "Bellands" Spell/Trap Card from your Deck to your hand. You can only activate this effect of "Kamion, Sorceror of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Banish your opponent's Special Summoned monster with the highest ATK (your choice, if tied). Niav, Defender of the Bellands LIGHT - Level 2 - Fairy/Tuner/Effect - 0/2100 If your opponent Special Summons exactly 1 monster from their Extra Deck while you control no monsters, or only "Bellands" monsters: You can Special Summon this card (from your hand). You can only activate this effect of "Niav, Defender of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Target 1 monster your opponent controls: Return it to your opponent's hand. Ortre, Deepsea King of the Bellands WATER - Level 7 - Fish/Effect - 2350/2150 You can Special Summon this card (from your hand) by sending 1 face-up "Bellands" card you control to the Graveyard. "Bellands" monsters you control cannot be targeted by your opponent's card effects. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Send up to 2 Spell/Trap Cards your opponent controls to the Graveyard. The sent cards cannot be activated, or activate their effects, in the same Chain as this effect's activation. Nish, Eagle of the Bellands WIND - Level 6 - Winged Beast/Effect - 2100/1800 If your opponent activates a card in the Field Zone while you have an unoccupied Monster Zone, you can reveal this card in your hand: Destroy all cards in the Field Zones, then Special Summon this card from your hand. If this card is Normal or Special Summoned: You can Special Summon 1 "Bellands" monster from your Graveyard with 2000 or less ATK. You can only activate each of the above effects of "Nish, Eagle of the Bellands" once per turn. If a "Bellands" Link monster that points to this card activates its effect, you can apply the following effect: ●Target 1 face-up card your opponent controls: Negate its effects on the field until the second Standby Phase after this effect resolves. The Immortal Bellands Field Spell If this card is activated, and during each of your Standby Phases afterward: You can reveal 3 "Bellands" cards with different names from your Deck; your opponent selects 1 of them to add to your hand, then they shuffle 1 of them at random into the Deck, and you choose whether the remaining card is placed on the top or bottom of your Deck. You can only activate this effect of "The Immortal Bellands" once per turn. If you Link Summon a "Bellands" Link monster: You can Special Summon 1 "Bellands" monster from your Graveyard in Defense Position to the Zone that the Summoned monster points to. You can only activate this effect of "The Immortal Bellands" once per turn, per Link Rating of monster. "Bellands" monsters you control gain 200 ATK per "Bellands" monster you control, and "Bellands" Link monsters gain an additional 100 ATK x their Link Rating for each of those "Bellands" monsters they point to. Bellands War Horn Normal Spell Add 1 Level 5 or lower "Bellands" monster from your Deck to your hand. If you control "The Immortal Bellands", the following effect becomes a Quick Effect. You can banish this card from your Graveyard: Target 1 card your opponent controls; negate its effects on the field, also, if the targeted card was a monster, reduce its ATK by 400, then, if a "Bellands" monster is in the same column as that monster, that "Bellands" monster(s) gain 400 ATK. You can only activate each effect of "Bellands War Horn" once per turn. Bellands Spring of Life Normal Spell Target 1 "Bellands" monster in your Graveyard: Special Summon it. If a "Bellands" card(s) you control would be destroyed by battle or your opponent's card effect: You can banish this card from your Graveyard; no cards you control are destroyed by that battle or effect, also, if you control "The Immortal Bellands", all "Bellands" monsters you control gain 600 ATK. You can only activate each effect of "Bellands Spring of Life" once per turn. Bellands Toxic Bramble Normal Spell If you control a face-up "Bellands" monster, target 1 card your opponent controls, or in their Graveyard: Your opponent's cards with the same name as the target have their effects negated, until your next End Phase. If your opponent activates a monster effect that is a Quick Effect, you can banish this card from your Graveyard: Gain 1000 LP, also, if you control "The Immortal Bellands", that activated effect becomes "Inflict 500 damage to both players". You can only activate each effect of "Bellands Toxic Bramble" once per turn. Bellands Procession Normal Trap Tribute up to 2 "Bellands" monsters you control: Special Summon, from your hand or Graveyard, the same number of "Bellands" monsters, with different names from the monsters you Tributed. If you control "The Immortal Bellands", 1 of those monsters can be Special Summoned from your Deck. You can banish this card from your Graveyard: Target 1 "Bellands" Link monster you control; that target gains the following effect this turn. You can only activate each of the preceding effects of "Bellands Procession" once per turn. ●Once per turn, you can target 1 banished "Bellands Procession" (Quick Effect): Set that target. Larvae at the Tree of the Bellands EARTH - Link-1 - Insect/Link/Effect - 500 - BL 1 "Bellands" monster with a Level If this card is Link Summoned: You can add 1 "The Immortal Bellands" from your Deck or Graveyard to your hand. You can only activate this effect of "Larvae at the Tree of the Bellands" once per turn. Once per turn (Quick Effect): You can reduce the ATK of all monsters your opponent controls by 100 for each face-up "Bellands" card you control, until the End Phase. Tengu at the Tree of the Bellands DARK - Link-2 - Beast-Warrior/Link/Effect - 1900 - L/R 2 monsters, including at least 1 "Bellands" monster At the end of the Damage Step, if this card attacked, you can target 1 "Bellands" monster you control, except "Tengu at the Tree of the Bellands": That target gains 1 additional attack during each of your Battle Phases this turn. Once per turn, if your opponent activates a card or effect which would destroy a "Belland" card(s) on the field: You can negate the activation, then gain 200 LP for each "Bellands" card you control. Phantom King of the Bellands WIND - Link-3 - Zombie/Link/Effect - 2500 - BL/B/BR 2 or more monsters, including at least 1 "Bellands" monster If this card is Link Summoned: You can send 1 "Bellands" Normal Spell Card from your Deck to the Graveyard. If your opponent activates a Spell/Trap Card or effect: You can target 1 of your banished "Bellands" Normal Spell Cards; immediately activate that target in the same column as the activated card. You can only activate each of the above effects of "Phantom King of the Bellands" once per turn. Once per turn, you can target 1 monster on the field (Quick Effect): That target loses 100 ATK for each "Bellands" monster this card points to, then this card gains that lost ATK. @TheImmaculateDreadLordCowCow wanted a simple Deck with a cute aesthetic gimmick, which I was only happy to provide. K9Volt Retriever EARTH - Level 5 - Thunder/Effect - 1200/2300 If you Normal or Special Summon a "K9Volt" monster: You can Special Summon this card from your hand or Graveyard, but if this card was Summoned from the Graveyard this way, banish it when it leaves the field. If this card is Normal or Special Summoned: You can add 1 "K9Volt" monster from your Deck to your hand. You can target 1 banished Thunder monster and 1 Thunder monster on the field: Return the target to the Graveyard, then the target on the field gains ATK equal to that returned monster's. You can only activate each effect of "K9Volt Retriever" once per turn. K9Volt Greyhound EARTH - Level 5 - Thunder/Effect - 1600/2000 You can discard 1 card: Special Summon this card (from your hand), then, if the discarded card was a Thunder monster, you can draw 1 card. You can target 1 banished Thunder monster and 1 monster your opponent controls with more ATK than the banished target: The target your opponent controls loses ATK equal to the banished monster's, then, if that monster's ATK is the lowest among monsters on the field, its effects are negated, and the banished target is returned to your Graveyard. You can only activate each effect of "K9Volt Greyhound" once per turn. K9Volt Pinscher EARTH - Level 5 - Thunder/Effect - 2000/1800 You can banish 1 EARTH Thunder monster from your Graveyard: Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "K9Volt" monster from your Deck to the Graveyard. You can target 1 banished Thunder monster, and 1 monster in either player's Graveyard: Return the banished target to the Graveyard, then banish the target in the Graveyard. You can only activate each effect of "K9Volt Pinscher" once per turn. K9Volt Pitbull EARTH - Level 5 - Thunder/Effect - 2200/1600 If you control fewer monsters than your opponent, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned: You can add 1 "K9Volt" Spell/Trap Card from your Deck to your hand. You can target 1 banished Thunder monster, and 1 Thunder monster you control: The banished monster is returned to the Graveyard, and the target you control gains 1 additional attack during this turn's Battle Phase. You can only activate each effect of "K9Volt Pitbull" once per turn. K9Volt Shepherd EARTH - Level 5 - Thunder/Effect - 2400/1000 If this card is Normal or Special Summoned: You can Special Summon 1 "K9Volt" monster from your Graveyard. You can target 1 banished Thunder monster, and up to 2 Spell/Trap Cards your opponent controls: Destroy the target(s) on the field and return the banished target to the Graveyard. If this card is sent to the Graveyard: You can banish 1 other "K9Volt" monster from your Graveyard; Special Summon this card from the Graveyard. You can only activate each effect of "K9Volt Shepherd" once per turn. K9Volt Current Kennel Field Spell When this card is activated: You can add 1 "K9Volt" card, except "K9Volt Current Kennel", from your Deck to your hand. You can only activate this effect of "K9Volt Current Kennel" once per turn. The effects of "K9Volt" monsters that target banished Thunder monsters become Quick Effects. If a "K9Volt" card(s) you control would be destroyed (by battle or card effect), you can banish 1 EARTH Thunder monster from your Graveyard: No cards on your field are destroyed by that battle or effect, also, increase the ATK of all "K9Volt" monsters you control by 300. K9Volt Lightning Leap Normal Spell Banish up to 2 "K9Volt" monsters from your Graveyard: Draw 1 card for each monster banished this way. You can only activate 1 "K9Volt Lightning Leap" per turn. K9Volt Leader's Loyalty Normal Spell Special Summon 1 "K9Volt" monster from your Graveyard. You can banish this card from your Graveyard: Add 2 "K9Volt monsters with different names from your Graveyard or among your banished cards to your hand. Unless you control "K9Volt Current Kennel", you can only activate 1 effect of "K9Volt Leader's Loyalty" per turn. You can only activate "K9Volt Leader's Loyalty" once per turn. K9Volt Surging Attack Quick-Play Spell Banish any number of Thunder monsters from your Graveyard: Destroy the same number of cards on the field. If you only banished "K9Volt" monsters for this effect, your opponent cannot activate cards or effects in the same Chain as this card's activation or resolution. You can only activate 1 "K9Volt Surging Attack" per turn. During the turn you activate this card, you cannot Summon monsters or activate monster effects, except Thunder monsters. K9Volt Circuit Speed Normal Trap Immediately after this effect resolves; Xyz Summon 1 Xyz monster from your Extra Deck using only Thunder monsters you control as Material. If all Materials used for the Summon were EARTH monsters, you can target 1 card your opponent controls: Attach that target to the Summoned monster as Xyz Material. If all Materials used for the Summon were "K9Volt" monsters, you can also attach this card to the Summoned monster as Xyz Material, and the Summoned monster gains the following effect: ●This card's activated effects which detach Xyz Material to activate become Quick Effects while this card has a Thunder monster as Xyz Material. K9Volt Thunderwolf EARTH - Rank 5 - Thunder/Xyz/Effect - 2600/1600 2 Level 5 Thunder monsters If this card destroys your opponent's monster by battle: You can Special Summon 1 "K9Volt" monster from your Deck. You can detach 1 Xyz Material from this card: Increase this card's ATK by 200 for each "K9Volt" monster in your Graveyard, also, this card is unaffected by the effects of monsters with less ATK than itself. These effects apply until your opponent's next End Phase. You can target 1 banished Thunder monster: Return that target to the Graveyard, and if you do, all monsters your opponent controls are changed to Attack Position, and all damage this card inflicts in battle with your opponent's monsters this turn is doubled. @Zefra Zamazenta was after a strong Deck with tons of combo potential. Have fun! Depthym Calamity - Falmos DARK - Level 1 - Dragon/Tuner/Effect - 200/1000 If you control a Warrior "Depthym" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned, you can target 1 Warrior monster you control: This card's Level becomes equal to the target's. You can banish this card from your Graveyard: Add 1 "Depthym" Spell/Trap Card from your Deck to your hand, but if you do, you cannot Summon monsters for the rest of the turn, except Warrior and Dragon monsters. You can only activate each effect of "Depthym Calamity - Falmos" once per turn. Depthym Calamity - Loiros DARK - Level 2 - Dragon/Effect - 400/2000 If you control a Warrior "Depthym" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can Special Summon 1 of your banished Dragon "Depthym" monsters. You can banish this card from your Graveyard: Special Summon 1 Dragon "Depthym" monster from your Deck, except "Depthym Calamity - Loiros", but if you do, you cannot Summon monsters for the rest of the turn, except Dragon and Warrior monsters. You can only activate each effect of "Depthym Calamity - Loiros" once per turn. Depthym Calamity - Purlitios DARK - Level 4 - Dragon/Effect - 1800/1000 If you control a Warrior "Depthym" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 Dragon "Depthym" monster from your Deck to your hand. You can banish this card from your Graveyard: Add 1 Warrior "Depthym" monster from your Deck to your hand, but if you do, you cannot Summon monsters for the rest of the turn, except Warrior and Dragon monsters. You can only activate each effect of "Depthym Calamity - Purlitios" once per turn. Depthym Knight - Perceval DARK - Level 4 - Warrior/Effect - 1200/2100 You can discard this card: Add 1 "Depths of Ymial" from your Deck or Graveyard to your hand. If this card is Normal or Special Summoned: You can add 1 of your banished Dragon "Depthym" monsters to your hand. You can only activate each of the above effects of "Depthym Knight - Perceval" once per turn. If this card is detached from a "Depthym" Xyz monster to activate its effect, you can apply this effect: ●Target 1 other card on the field: Negate its effects. Depthym Knight - Rykos DARK - Level 4 - Warrior/Effect - 1500/1800 If you control "Depths of Ymial": You can Special Summon this card from your hand, and if you do, draw 1 card. If this card is Normal or Special Summoned: You can send 1 "Depthym" monster from your Deck to the Graveyard. You can only activate each of the above effects of "Depthym Knight - Rykos" once per turn. If this card is detached from a "Depthym" Xyz monster to activate its effect, you can apply the following effect: ●Target up to 3 cards in your opponent's Graveyard: Banish them. Depthym Knight - Totec DARK - Level 4 - Warrior/Effect - 1700/1600 If you control "Depths of Ymial": You can Special Summon this card from your hand, then draw 1 card. If this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or lower "Depthym" monster from your Graveyard. You can only activate each of the above effects of "Depthym Knight - Totec" once per turn. If this card is detached from a "Depthym" monster to activate its effect, you can apply the following effect: ●Return 1 card your opponent controls to its original owner's hand. Depthym Knight - Dahlia DARK - Level 4 - Warrior/Effect - 1900/1400 If you control "Depths of Ymial": You can Special Summon this card from your hand, then draw 1 card. If this card is Normal or Special Summoned: You can Special Summon 1 "Depthym Knight" monster from your Deck, except "Depthym Knight - Dahlia". You can only activate each of the above effects of "Depthym Knight - Dahlia" once per turn. If this card is detached from a "Depthym" Xyz monster to activate its effect, you can apply the following effect: ●Destroy a number of cards on the field equal to the number of "Depthym" Link monsters on the field +1. Depthym Calamity ‐ Artarath DARK - Level 8 - Dragon/Effect - 3000/0 You can shuffle 2 banished "Depthym" cards into your Deck: Special Summon this card from your hand to either field. If this card is Special Summoned, and you control a non-"Depthym" monster: Tribute 1 monster you control, except this one. You can banish this card from your Graveyard: Special Summon 1 each of a Warrior and Dragon "Depthym" monster from your Graveyard. You cannot Summon monsters during the turn you activate this effect, except Dragon and Warrior monsters. You can only activate each effect of "Depthym Calamity - Artarath" once per turn. Depths of Ymial Field Spell "Depthym" cards you control cannot be targeted by your opponent's card effects. "Depthym" monsters gain 500 ATK/DEF. You can only activate each of the following effects of "Depths of Ymial" over per turn: ●If you draw exactly 1 card by the effect of a "Depthym Knight" monster: You can shuffle 1 card from your hand into your Deck, then excavate the top 3 cards of your Deck and add 1 of those excavated cards to your hand, then return the other 2 cards to the top or bottom of your Deck in any order. ●If a "Depthym Calamity" monster is banished from your Graveyard: You can look at your opponent's hand, then return 1 card in it to the bottom of your opponent's Deck, and if you do, make your opponent draw 1 card. Depthym Ruins Continuous Spell When this card is activated: You can add 1 Level 4 or lower "Depthym" monster from your Deck to your hand. Once per turn, if a "Depthym" Xyz monster detaches an Xyz Material: You can attach 1 "Depthym" monster from your Graveyard to that monster, except a monster with the same name as the detached Material. Once per turn, if you Link Summon a "Depthym" Link monster: You can Special Summon 1 Level 4 or lower "Depthym" monster from your Graveyard to a Zone the Summoned monster points to. You can only activate each effect of "Depthym Ruins" once per turn. Depthym Cave-In Normal Trap If your opponent Summons exactly 1 monster while you control a face-up "Depthym" card: Shuffle the Summoned monster into the Deck. If you control "Depths of Ymial", you can activate this card from your hand. If this card's effect or activation is negated: Add this card and 1 other "Depthym" card from your Graveyard to your hand during the End Phase. You can only activate 1 "Depthym Cave-In" per turn. Depthym Devastation Counter Trap If your opponent activates a Spell/Trap Card or effect while you control a face-up "Depthym" monster: Negate the activation, then apply the appropriate effect(s), if any, depending on the Type of "Depthym" monster you control: ●Xyz: Banish the card whose effect was activated. ●Link: Shuffle 1 card on the field into the Deck. You can only activate 1 "Depthym Devastation" per turn. Depthym Knight - Elder Ramos DARK - Rank 4 - Warrior/Xyz/Effect - 1300/2700 2 Level 4 "Depthym" monsters While this card has a "Depthym" monster as Xyz Material, "Depthym" monsters you control cannot be destroyed by your opponent's card effects. You can detach 1 Xyz Material from this card (Quick Effect): Increase the ATK of 1 "Depthym" monster you control by 100 for each "Depthym" monster you control, until the End Phase. Depthym Knight - Commander Niall DARK - Rank 4 - Warrior/Xyz/Effect - 2000/2000 2 or more Level 4 "Depthym" monsters While this card has a "Depthym" monster as Xyz Material, if you draw exactly 1 card by a monster effect: You can draw 1 additional card. Once per turn, if your opponent Summons exactly 1 monster, you can detach 1 Xyz Material from this card: That Summoned monster has its ATK/DEF reduced to 0. You can only activate each effect of "Depthym Knight - Commander Niall" once per turn. Depthym Calamity - Lantiar DARK - Link-2 - Dragon/Link/Effect - 1300 - B/L 2 DARK Effect monsters, including at least 1 "Depthym" monster If this card is Link Summoned using an Xyz monster as Material: You can Special Summon 1 "Depthym" Xyz monster from your Graveyard, and if you do, attach 1 "Depthym" monster from your Graveyard to it as Xyz Material. If you control "Depths of Ymial", you can (Quick Effect): Immediately after this effect resolves; Link Summon 1 "Depthym" monster, using monsters you control as Xyz Material. If you Link Summon a DARK Dragon Link monster using this card as Material, the Summoned monster gains the following effect: ●Once per turn, if an Xyz monster this card points to activates its effect, you can target 1 monster your opponent controls: Banish it, and if you do, inflict 100 damage to your opponent for each of their banished cards. You can only activate each effect of "Depthym Calamity - Lantiar" once per turn. Depthym Calamity - Valiar DARK - Link-3 - Dragon/Link/Effect - 2200 - T/R/B 2+ DARK Effect monsters, including at least 1 "Depthym" monster If this card is Link Summoned using an Xyz monster as Material: You can Special Summon 1 "Depthym" Xyz monster from your Graveyard, and if you do, attach up to 1 card from each Graveyard to it as Xyz Material. Once per turn, while this card is co-linked with a "Depthym" monster (Quick Effect): You can destroy 1 card on the field, then, if it was a card you controlled, draw 1 card, then shuffle 1 card from your hand into your Deck. You can only activate each effect of "Depthym Calamity - Valiar" once per turn. @morrisoni4 was after a way to be mean to people in a Ritual Deck. I obliged. Astra Nomina - Crimsun Pride LIGHT - Level 1 - Fiend/Effect - 300/200 If this card is Normal or Special Summoned: You can add 1 "Astra Codex" Spell/Trap from your Deck to your hand. If you activate an "Astra Codex" Spell/Trap Card: You can send 1 "Astra Nomina" monster from your Deck to the Graveyard. You can only activate each effect of "Astra Nomina - Crimsun Pride" once per turn. Astra Nomina - Goldstar Glutton LIGHT - Level 2 - Fiend/Effect - 700/400 If you would Ritual Summon an "Astra Nomina" monster using monsters, you can treat this card as the entire requirement. If this card is Normal or Special Summoned: You can add 1 "Astra Nomina" monster from your Deck to your hand. If you activate an "Astra Codex" Spell/Trap Card: You can draw 1 card. You can only activate each effect of "Astra Nomina - Goldstar Glutton" once per turn. Astra Nomina - Azure Stallure LIGHT - Level 3 - Fiend/Effect - 1200/600 If this card is Normal Summoned, you can Special Summon 1 "Astra Nomina" monster from your Graveyard. If this card is Special Summoned: You can destroy a number of Spell/Trap Cards your opponent controls, up to the number of your banished "Astra Nomina" monsters with different names. During the End Phase, if this card is currently banished: You can return 1 "Astra Codex" Spell/Trap Card from your field or Graveyard to your hand. You can only activate each effect of "Astra Nomina - Azure Stallure" once per turn. Astra Nomina - Ivorage Light LIGHT - Level 4 - Fiend/Effect - 1700/800 If this card is Normal or Special Summoned, you can select and activate 1 of the following effects: ●Special Summon 1 "Astra Nomina" monster from your hand. ●Destroy 1 monster your opponent controls, then, if you control a face-up "Astra Codex" Spell/Trap Card, inflict 600 damage to your opponent. During the End Phase, if this card is currently banished: You can target 1 face-up card your opponent controls; banish it. You can only activate each effect of "Astra Nomina - Ivorage Light" once per turn. Astra Nomina - Envious Pulsar LIGHT - Level 5 - Fiend/Ritual/Effect - 2300/1000 You can Ritual Summon this card using any "Astra Codex" Ritual Spell Card. During your Draw Phase, before your Normal Draw, you can reveal this card in your hand: Activate 1 "Compilation of the Astra Codex" directly from your Deck. You can only activate this effect of "Astra Nomina - Envious Pulsar" once per turn. While you control this card, face-up "Astra Nomina" monsters and "Astra Codex" Spell/Trap Cards cannot be destroyed by card effects. This Ritual Summoned card gains the following effects: ●This card gains 100 ATK for each of your banished cards, plus an additional 200 ATK for each of those cards that is an "Astra Nomina" monster. ●This card can make up to 2 attacks on monsters during each of your Battle Phases. Astra Nomina - Slothful Quasar LIGHT - Level 6 - Fiend/Ritual/Effect - 1200/2900 You can Ritual Summon this card using any "Astra Codex" Ritual Spell Card. During your Draw Phase, before your Normal Draw, you can reveal this card in your hand: Set 1 "Astra Codex of Law" directly from your Deck, and it can be activated this turn. You can only activate this effect of "Astra Nomina - Slothful Quasar" once per turn. While you control this card, the effects of "Astra Nomina" monsters and "Astra Codex" Spell/Trap Cards cannot be negated. This Ritual Summoned card gains the following effects: ●If there is at least 1 banished card, your opponent must pay 100 LP per banished card each time they would Special Summon a monster(s). ●At the end of each Main Phase: You can banish 1 card from your opponent's Graveyard, then increase the ATK/DEF of this card by 100. Astra Nomina - Graviton Greed DARK - Level 7 - Fiend/Ritual/Effect - 1800/3000 This card can be Ritual Summoned using any "Astra Codex" Ritual Spell Card. During your Draw Phase, before your Normal Draw, you can reveal this card in your hand: Special Summon 1 "Astra Nomina - Crimsun Pride" directly from your Deck. You can only activate this effect of "Astra Nomina - Graviton Greed" once per turn. While you control this card, "Astra Nomina" monsters and "Astra Codex" Spell/Trap Cards you control cannot be targeted by your opponent's attacks or effects. This Ritual Summoned card gains the following effects: ●Once per turn, if your opponent's monster whose ATK is less than this card's activates its effect: You can negate the activation, then reduce this card's ATK by the original ATK of the monster whose effect was negated. ●At the start of the Damage Step, if any "Astra Nomina" monster you control battles: You can banish the top card of your opponent's Deck, face-down, then increase this card's ATK by 100 for each of your opponent's banished cards. Compilation of the Astra Codex Field Spell "Astra Nomina" monsters you control gain 200 ATK/DEF. If you activate a card or effect that would Ritual Summon a Fiend Ritual monster using monsters: You can banish 1 "Astra Nomina" monster from your Graveyard; for this Ritual Summon, you can use up to 2 of your opponent's monsters as if you owned and controlled them. Apply the following effects depending on the number of your banished "Astra Nomina" monsters with different names that have been banished by "Library of the Astra Codex". ●2+: Immediately after a Ritual monster is Special Summoned: You can add 1 Ritual Spell Card from your Graveyard to your hand, then draw 1 card. ●3+: Your opponent cannot activate cards or effects in the same Chain that a Ritual Spell Card was activated. ●7: You win the Duel. You can only activate each activated effect of "Compilation of the Astra Codex" once per turn. Inscribed Astra Codex Normal Spell This card can only be activated at the start of your Main Phase 1, if you have Summoned 1 or fewer monsters this turn. Select and activate 2 of the following effects: ●Skip to your next turn's Draw Phase. If you do, you cannot Summon monsters, or activate monster effects, except "Astra Nomina" monsters and their effects. ●Add 1 "Astra Nomina" monster from your Deck to your hand. ●Banish this card, then Ritual Summon 1 "Astra Nomina" Ritual monster from your Deck. That monster cannot be Tributed or used as Material for a Summon, also return it to your hand during the next available End Phase. After this card's effect resolves successfully, you cannot activate "Inscribed Astra Codex" until your opponent's Main Phase 1 has ended with this card in your Graveyard or among your banished cards. Astra Codex of Law Ritual Spell This card can be used to Ritual Summon any "Astra Nomina" Ritual monster. You must also Tribute monsters from the field or your hand whose (combined) ATK is greater than or equal to the ATK of the monster you would Ritual Summon. After this card has successfully Ritual Summoned a monster, you can target 1 of your banished "Astra Nomina" monsters: Place 1 "Astra Nomina" monster with an equal or lower Level on top of your Deck. You can only activate 1 "Astra Codex of Law" per turn. Astra Codex of Organization Ritual Spell This card can be used to Ritual Summon any "Astra Nomina" Ritual monster. You must also Tribute monsters from your hand or the field whose (combined) Levels are greater than or equal to the monster you would Ritual Summon. If you control "Compilation of the Astra Codex", you can also use 1 non-Ritual "Astra Nomina" monster from your Deck as part of that Tribute. You can only activate 1 "Astra Codex of Organization" per turn. Astra Codex of Eternity Ritual Spell This card can be used to Ritual Summon any "Astra Nomina" Ritual monster from your hand or Graveyard. You must also Tribute monsters from the field whose combined DEF is greater than or equal to the monster you would Ritual Summon. If there are equal or fewer cards in your Extra Deck than your opponent's, you can also banish monsters from the Graveyard for this Ritual Summon. You can only activate 1 "Astra Codex of Eternity" per turn. Inheritance of the Astra Codex Continuous Spell "Astra Nomina" monsters you control gain 1 Level, and 100 ATK/DEF, for each of your banished "Astra Nomina" monsters with different names. If your opponent activates a Spell/Trap Card, you can reveal 1 "Astra Nomina" Ritual monster in your hand: Pay LP equal to the revealed monster's Level x400; negate the activation, and if you do, Ritual Summon the revealed monster. If you Ritual Summon an "Astra Nomina" Ritual monster, you can look at your opponent's hand: Banish 1 card from among the cards you looked at, then your opponent draws 1 card. You can only activate each effect of "Inheritance of the Astra Codex" once per turn. Reading of the Astra Codex Continuous Trap You can target 1 "Astra Codex" Ritual Spell Card in your Graveyard: This card's name becomes that card's name in addition to its own, then apply this effect as the target's effect. If an "Astra Nomina" Ritual monster(s) is face-up on the field: You can force your opponent to draw a number of cards equal to the number of Fiend Ritual monsters you control, then your opponent must send a number of cards from their hand or field to the Graveyard equal to the number of cards they drew, including at least 1 monster. You can only activate each of the above effects of "Reading of the Astra Codex" once per turn. While you control "Compilation of the Astra Codex", your opponent's cards and effects which either activate or resolve in the Graveyard are negated. @Lazarus IV wanted a Rock Pendulum Deck that protected the castle. This one shouldn't fall down! Univerzzle Sky Tile WATER - Level 5 - Rock/Pendulum/Effect - 2000/1900 - Scale 3 Pendulum Effect - You can pay 600 LP: Activate 1 "Univerzzle" Continuous Spell directly from your Deck. You can only activate this effect of "Univerzzle Sky Tile" once per turn. If a Rock Xyz monster you control activates its effect by detaching Material, your opponent cannot activate cards or effects in the same Chain as that effect or its activation. Monster Effect - If you control a "Univerzzle" Continuous Spell Card, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned to a column with a "Univerzzle" Continuous Spell Card in it: You can Special Summon 1 "Univerzzle" monster named in that card's text from your Graveyard, or among your banished cards. You can only activate each of the above effects of "Univerzzle Sky Tile" once per turn. A Rock Xyz monster with this card as Material gains the following effect: ●This card is unaffected by your opponent's Spell Cards and effects. Univerzzle Desert Tile EARTH - Level 5 - Rock/Pendulum/Effect - 1000/2600 - Scale 3 Pendulum Effect - You can pay 600 LP: Activate 1 "Univerzzle" Continuous Spell Card directly from your Graveyard. You can only activate this effect of "Univerzzle Desert Tile" once per turn. If a Rock Xyz monster you control would activate its effect by detaching Material, your opponent cannot negate the activation. Monster Effect - You can discard 1 Rock monster: Special Summon this card from your hand, then, if the discarded card was a Pendulum monster, draw 1 card. You can only activate this effect of "Univerzzle Desert Tile" once per turn. A Rock Xyz monster with this card as Material gains the following effect: ●This card is unaffected by your opponent's monster effects. Univerzzle Mountain Tile FIRE - Level 5 - Rock/Pendulum/Effect - 2100/1700 - Scale 7 Pendulum Effect - If you pay LP to activate the effect of the card in your other Pendulum Zone: You can destroy the card in your other Pendulum Zone when that effect resolves, and if you do, you can target 1 face-up card your opponent controls; shuffle it into the Deck. Once per turn, if a Rock Xyz monster you control activates its effect by detaching Material: You can negate the effects of 1 face-up card your opponent controls. Monster Effect - If this card is Normal or Special Summoned: You can add 1 face-up "Univerzzle" monster in your Extra Deck to your hand. You can only activate this effect of "Univerzzle Mountain Tile" once per turn. An Xyz Summon of a Rock Xyz monster that uses this card on the field as Xyz Material cannot be negated. A Rock Xyz monster with this card as Material gains the following effect: ●This card is unaffected by your opponent's Trap Cards and effects. Univerzzle Space Tile WIND - Level 5 - Rock/Pendulum/Effect - 2500/1300 - Scale 7 Pendulum Effect - If you pay LP to activate the effect of the card in your other Pendulum Zone: You can destroy the card in your other Pendulum Zone when that effect resolves, and if you do, gain 2500 LP. Once per turn, if a Rock Xyz monster you control activates its effect by detaching Material: You can reduce the ATK of all monsters your opponent controls by the ATK of that Rock Xyz monster. Monster Effect - You can reveal this card in your hand: Destroy up to 2 other cards you control, then Special Summon this card from your hand, and if you do, inflict 1000 damage to your opponent. You can only activate this effect of "Univerzzle Space Tile" once per turn. If you Xyz Summon a Rock Xyz monster using this card as Material: You can destroy as many Spell/Trap Cards your opponent controls as possible, and if you do, banish them. A Rock Xyz monster with this card as Material gains the following effect: ●This card cannot be Tributed, also it cannot be used as Material for the Summon of a monster. Univerzzle Total Master LIGHT - Rank 5 - Rock/Xyz/Effect - 1600/2800 2 Level 5 Rock monsters Once per turn, you can detach 1 Xyz Material from this card (Quick Effect): Destroy 1 face-up card your opponent controls. Once per turn, if your opponent activates a Spell/Trap Card or effect, you can detach 1 Xyz Material from this card: Negate the activation, and if you do, inflict 200 damage to your opponent. After this card has activated an effect which detaches Xyz Material: Increase this card's ATK by 100. If this card you control would be destroyed by battle: You can destroy 1 face-up Spell Card you control, instead. Univerzzle Infinity Field Spell When this card is activated: Activate 1 "Univerzzle" Pendulum monster in your Pendulum Zone. If your opponent activates a monster effect: You can negate the activation, and if you do, destroy 1 "Univerzzle" Spell Card you control. If a "Univerzzle" Continuous Spell Card you control activates its effect to return to your Deck: You can draw 1 card, and if the drawn card is a "Univerzzle" card, you can reveal it to activate 1 "Univerzzle" Continuous Spell Card from your hand or Graveyard. You can only activate this effect of "Univerzzle Infinity" once per turn. Univerzzle Sorting Continuous Spell When this card is activated: You can add 1 "Univerzzle" monster from your Deck to your hand. You can only activate this effect of "Univerzzle Sorting" once per turn. Once per turn, during your Standby Phase, you can target 1 "Univerzzle Total Master" you control: Attach 1 "Univerzzle Sky Tile from your face-up field or Graveyard to it as Xyz Material. If this card is destroyed or banished from the field: Return this card to the bottom of your Deck. Univerzzle Solving Continuous Spell When this card is activated: You can make your opponent attach 1 face-up card they control to a face-up "Univerzzle Total Master" you control. You can only activate this effect of "Univerzzle Solving" once per turn. The Main Monster Zone directly above this card can be used to Pendulum Summon "Univerzzle" monsters from your Extra Deck, even if no Link monster points to that Zone. Once per turn, during your Standby Phase, you can target 1 "Univerzzle Total Master" you control: Attach 1 "Univerzzle Desert Tile" from your face-up field or Graveyard to it as Xyz Material. If this card is destroyed or banished from the field: Return it to the bottom of your Deck. Univerzzle Assembly Continuous Spell When this card is activated: You can Special Summon 1 "Univerzzle" monster from your face-up Extra Deck. You can only activate this effect of "Univerzzle Assembly" once per turn. Once per turn, during your Standby Phase, you can target 1 "Univerzzle Total Master" you control: Attach 1 "Univerzzle Mountain Tile" to it as Xyz Material. If this card is destroyed or banished from the field: Return it to the bottom of your Deck. Univerzzle Assistance Continuous Spell When this card is activated, if you control "Univerzzle Total Master": Gain LP equal to its ATK, then, if your LP are 5000 or higher, you can banish a number of cards from your opponent's Graveyard for every 5000 LP you have (rounded down). You can only activate this effect of "Univerzzle Assistance" once per turn. "Univerzzle" cards you control in the Spell/Trap Zones cannot be targeted by your opponent's card effects. Once per turn, during your Standby Phase, you can target 1 "Univerzzle Total Master" you control: Attach 1 "Univerzzle Space Tile" from your face-up field or Graveyard to it as Xyz Material. If this card is destroyed or banished from the field: Return it to the bottom of the Deck. Univerzzle Reset Normal Trap If you control no Xyz or Link monsters: Special Summon as many "Univerzzle" Pendulum monsters with different names as possible from your Graveyard or among your banished cards, and if you Summoned at least 2 monsters this way, you can, immediately after this effect resolves; Xyz Summon 1 Rock Xyz monster, using "Univerzzle" monsters you control as Material. If this card is destroyed from a Spell/Trap Zone: Return this card to your hand after the effect which destroyed it resolves. You can only activate each effect of "Univerzzle Reset" once per turn. Spoilers, and design notes, will be finished in the morning! Merry holiday! Thanks for the gift Link to comment Share on other sites More sharing options...
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