Booloomer Posted January 14, 2022 Report Share Posted January 14, 2022 So I decided to make a new, more well-thought-out archetype; the "Seleiver" Archetype. I didn't really make the art this time, but I have a better idea of where I want this archetype to go. Basically, this Archetype revolves around disarming your opponent of their Hand Traps, and just generally destroying their hand. There will probably be a powerful Synchro monster or two, and definitely Ritual monsters. I am going to be making cards as I go, editing them in on this post. Tell me what you think! I would also love any suggestions, if anybody has any ideas for this Archetype. Monster Name: Seleiver Akrobat Attribute: Earth Level 4 Type: Reptile / Effect Description: When this monster is Special Summoned, your opponent must discard one card from their hand (your choice). This monster cannot be attacked by monsters that have an ATK value below 2500. If you only control Level 4 monster(s) named "Seleiver Akrobat," your opponent's monsters can attack directly. Once per turn, on your turn, if you only control monsters named "Seleiver Akrobat," you can shuffle all monsters named "Seleiver Akrobat" on the field into the deck; Special Summon 1 "Seleiver" monster from your hand, and if you do, your opponent must discard two cards from their hand. This effect cannot be activated the turn this card is summoned. ATK/1500 DEF/500 (This is the first card. I made this gimmicky thing that it's an acrobat, so it can dodge most attacks. It also has a lot of effects to help destroy your opponent's hand and get other Seleiver cards on the field. It's weakness, however, is allowing your LP to be attacked directly, since it doesn't really provide a barrier by dodging most attacks.) Monster Name: Seleiver Ritualist Attribute: Earth Level 5 Type: Reptile / Effect Description: If this monster is Tribute Summoned, you can shuffle two cards from your hand into the deck; add 1 "Seleiver" Ritual Spell from your deck to your hand. This monster gains 1000 ATK when a Ritual Monster is on the field (no singular stacking). When this monster is tributed in the summon of a Ritual Monster, you can banish this card from your Graveyard; the Ritual monster gains one of the following effects (your choice): - At the end of your turn, if this card has destroyed an opponent's card during the Battle Phase; banish the top card from their deck, face-down. - This card can attack twice during the Battle Phase. Pay 100 LP at the end of your turn if this monster had not attacked during the Battle Phase. ATK/1600 DEF/1000 (This monster is super-useful when it comes to the Ritual Summons that frequently occur in this Archetype. It also has the helpful effect of being able to Search Ritual Spells in your deck, essential to performing a Ritual Summon. It also provides options for benefits to the Ritual Monster that is summoned if the Ritualist itself is used in the tribute of said Ritual Monster. I really like what I did with this card, but tell me what you think!) Level 4 Version Level 6 Version Monster Name: Seleiver Shaman Attribute: Earth Level 4 OR Level 6 Type: Reptile/Effect Description: While this monster is on the field, your Spell/Trap cards cannot be targeted by card effects. You can target one "Seleiver" monster you control, except "Seleiver Shaman"; shuffle it into your deck, and if you do, banish one Spell/Trap card on the field. ATK/800 DEF/2000 (Why are there two cards, you may be wondering? I'm not sure if this card merits a tribute summon or not. PLEASE, if you read this, I NEED TO KNOW WHAT YOU THINK. I'll listen to what you guys have to say and remove the non-preferred version based on your thoughts.) (This card is basically used for defending your Spell/Traps on the field and destroying your opponent's Spell/Traps on the field. The second purpose is especially important, since most cards will focus on stopping card effects from the hand.) Monster Name: Seleiver Archer Attribute: Earth Level 4 Type: Reptile/Effect Description: While your opponent has no monsters on the field with 3000 or more defense, this monster can attack directly. During the End Phase of your turn, if this monster attacked your opponent directly and dealt damage; this monster gains 200 ATK, until it leaves the field (stacks). ATK/1500 DEF/200 (This monster basically serves as a means of attacking your opponent directly. If they don't defend themselves well enough, this card can sneak in and deal tons of damage. Even worse for them - if it does, it gains more ATK to deal more damage when it attacks again. This monster's weakness is it's low DEF and mediocre ATK, which can be easily topped by countless cards, many of them being non-tributes. However, I'll be making a card or two to assist this one.) Monster Name: Seleiver Shieldguard Attribute: Earth Level 6 Type: Reptile/Effect Description: This monster cannot attack. This monster must be summoned in defense position. If this monster would be switched to Attack Position at any point, banish this card instead. Attacks directed at "Seleiver" monsters and direct attacks at your LP at redirected at this card while it is face-up on the field in defense position. Once per turn, if you would lose LP from a card effect, you can shuffle this face-up card on the field into the deck; negate that effect and destroy it, and if you do, you can take one "Seleiver" monster from your Graveyard into your hand. Monsters named "Seleiver Archer" cannot be destroyed by card effect or battle while this card is on the field. ATK/0 DEF/2500 (This guy is a support for Archer and a general support for all Seleiver monsters. This guy is a total tank and is able to defend other Seleiver monsters from attacks, defend your LP from direct attacks, and even defend your LP from Card Effect damage! His weakness is his empty ATK and the fact that he is banished if he is ever changed to Attack Position, meaning a Spell Effect could stop him. But with Shaman, you can deal with that, too! These cards are really starting to come together...) Monster Name: Seleiver Ace Archer Attribute: Earth Level: 7 Type: Reptile/Effect Description: This monster's name can also be treated as "Seleiver Archer" while face-up on the field. If this monster was tribute summoned using (a) monster(s) named "Seleiver Archer"; this monster gains 500 ATK for each of those monsters tributed. Once per turn, while this card is face-up on the field: you can shuffle a "Seleiver" monster on the field into your deck; Special Summon one "Seleiver Archer" from your hand or Graveyard. This monster can attack your opponent directly while 1 or more "Seleiver Archer" monsters are on the field with this card. If this card would be destroyed by battle or an opponent's card effect, you can banish this card from your Graveyard; your opponent can either banish three cards of their choosing from their hand (if they have less than three, banish as many as possible), or they can shuffle their entire hand into their deck, shuffle their deck, and draw 4 new cards (their choice). ATK/2500 DEF/800 (This monster is another support for Archer. It's kind of a Mini Boss Monster, in terms of it's tribute summoning and capabilities through abilities. This guy has an especially devastating effect if you destroy him; he basically wipes your opponent's hand out! [or at least ruins it's hand trap capabilities for some time]. I really do like this card!) Spell Name: Seleiver's Summoning Rite Spell Type: Ritual Description: Pay 750 LP to activate this card; you may either banish 3 "Seleiver" monsters on your field, or shuffle your hand into your deck and draw 3 cards, and if you do one of these, Ritual Summon 1 "Seleiver Deity" or "Seleiver Demigod" monster onto the field from anywhere (Hand, Deck, Field, Graveyard, Banished Zone). When this card is in the Graveyard or is Banished in the Banished Zone, you can pay either 500 LP (Graveyard) or 1000 LP (Banished Zone) and shuffle one face-up "Seleiver" monster on the field into your deck; add this card to your hand from the Graveyard or Banished Zone, but it cannot be played and/or activated until your next turn after activating this effect. (This is by far one of the main cards that this deck revolves around; the ritual spell card that a lot of the more powerful monsters in this deck will be coming from and sprouting off of. This spell card can [and has to] be used to summon just about all of the "Seleiver" Ritual monsters. It also has a helpful effect where, at a decent cost, you can bring the card back to your hand!) Monster Name: Seleiver Demigod Bloodhunter Attribute: Earth Level 9 Type: Reptile/Ritual/Effect Description: This monster cannot attack the turn it is summoned. This monster is also considered to have the Dark Attribute. This monster gains ATK equal to the levels of "Seleiver" monsters that are Banished and in the Graveyard x 200, although this monster has a Minimum ATK power of 2500. If this monster was Ritual Summoned with "Seleiver's Summoning Rite," using the option of banishing monsters from your field, you can pay 500 LP; Special Summon those banished monsters, but their effects are negated until your next turn. During your End Phase, if this monster destroyed an opponent's monster in battle, it gains an additional 500 ATK (stacks), which this card keeps until leaving the field, and if it gains this, banish 1 card from your opponent's hand, with it's effects negated, face-up (non-negatable). This monster gains 1000 ATK during the Battle Phase and Damage Phase only, if it battles a Monster without the Earth or Dark attribute. If this monster did not attack or destroy another monster in battle at the end of your turn; banish this card, and lose 1000 LP. ATK/0 DEF/3000 (It's called Bloodhunter for a reason; it hunts for blood, and grows stronger when it spills it, gaining ATK power! It also has a bunch of useful effects to win battles and stop hand traps, too.) Monster Name: Seleiver Deity Necrovalene Attribute: Earth Level 7 Type: Reptile/Ritual/Effect Description: This monster cannot be destroyed by battle or card effect while in face-down defense position. When this monster attacks an opponent's monster, you can shuffle one card into your deck from your hand; skipping the battle and damage phase, destroy that card and send it to the graveyard, and if you do, you can pay 200 LP to Special Summon that monster to your side of the field with it's effects negated. Monsters summoned in this way can be treated as "Seleiver" monsters. If this monster attacked another monster during the battle phase and activated it's effect: flip this monster into face-down defense position. If this card is flip summoned, you can shuffle one "Seleiver" monster on the field into the Deck; banish one card from your opponent's hand or the top of your opponent's deck (your choice of option and card). ATK/1500 DEF/1600 (This monster is slightly based off of Skelesaurus - it can summon your opponent's monsters from their graveyard onto your side of the field! It also fits in with the rest of the deck, and helps a lot with destroying your opponent's options for playability!) Monster Name: Seleiver Deity Justina Attribute: Earth Level 10 Type: Reptile/Ritual/Effect Description: This monster cannot attack the turn it is summoned. If this monster attacks and destroys a monster in the Battle Phase; inflict piercing battle damage. Once per turn, you can shuffle one card from your hand into your deck; decrease this card by 2 levels until it leaves the field (stacks), and if you do, activate one of the following effects: - Add one "Seleiver" Spell/Trap card from your deck to your hand, excluding he card shuffled into the deck by the earlier effect, if such card was a Spell/Trap. - Banish one card from your opponent's hand (your choice). If this card would be Level 0; banish this card from the field, but activate the following effect: - Spell/Trap cards that deal damage gain 300 damage in their value while this card is Banished. This monster may attack twice while a "Seleiver" monster other than "Seleiver Deity Justina" is on the field. ATK/2000 DEF/2500 (This Ritual Monster has more of an affinity for helping Search and gather "Seleiver" spells. Still destroys your opponent's hand, though!) Monster Name: Seleiver Pickpocket Attribute: Wind Level 3 Type: Reptile/Effect Description: This monster cannot activate effects the turn it is summoned. Once per turn; you can discard two cards from your hand or shuffle one "Seleiver" monster on the field into your deck, except "Seleiver Pickpocket"; select one card in your opponent's hand - your opponent reveals the card, and you may add said card to your hand by returning this monster from the field to your hand. If you do not add said card to your hand, banish this card and lose 500 LP. If a card brought to your hand by this effect were to leave the field for any reason; your opponent shuffles said card into their deck. "Seleiver" monsters, except "Seleiver Pickpocket," gain 200 ATK/DEF while this card is on the field. ATK/500 DEF/200 (This is one of the more disrespectful cards in the deck. Instead of banishing cards from your opponent's hand, just STEAL them and add them to YOUR hand! If this card is too imbalanced, tell me; I can always add extra cost to nerf the power. I like this card. Also, the attribute is Wind just because he is a Windy Boi lol.) Monster Name: Seleiver Soldier Attribute: Earth Level 4 Type: Reptile Description: The mighty Seleiver Clan has long ruled the deep Jungle and Marshlands with their powerful influence. Loyal Seleiver Soldiers are always ready to fight for their hard-earned territory. (If this card is destroyed by battle; you may add 1 "Seleiver Soldier" from your deck to your hand.) ATK/1000 DEF/1000 (I felt I needed a simpler card with no effect, but I just couldn't help myself to include just one simple, helpful effect for this monster in the parentheses. If only Konami could make Hybrid monsters that could have descriptions and effects intertwined...oh well. Also, sorry about the background - it's weird, just like the Archer.) Spell Name: Seleiver Deep Jungle Spell Type: Field Description: "Seleiver" monsters on the field gain 300 ATK while this card is on the field. This card cannot be targeted by card effects while you have 2 or more "Seleiver" monsters on the field. Once per turn; you can pay 100 LP and return this card from your field to the hand, and if you do, play 1 "Seleiver Swamp" field spell and gain 200 LP upon its' arrival onto the field. (This is the first of two back-to-back Combo Field Spells. Just thought another buff for Seleiver monsters would be good. The "Seleiver" archetype still needs SERIOUS Spell/Trap Support, so if anybody has any ideas for those kind of cards, PLEASE let me know.) Spell Name: Seleiver Swamp Spell Type: Field Description: "Seleiver" monsters on the field gain 500 DEF while this card is on the field. This card cannot be targeted by card effects while you have 2 or more "Seleiver" monsters on the field. Once per turn; you can pay 100 LP and return this card from your field to the hand, and if you do, play 1 "Seleiver Deep Jungle" field spell and gain 200 LP upon its' arrival onto the field. (The other half of the Field Spell Combo.) Spell Name: Seleiver Assassin Ambush Spell Type: Normal Description: This effect cannot be negated. If this card were to be destroyed by card effect, you can activate the following effect instead, if possible. If your opponent controls 1-2 monsters while you control no monsters, Special Summon 3-4 "Seleiver" monsters from your hand or Graveyard that have a Level of 6 or lower. Summoning conditions may be ignored, except for those of a Ritual monster. You can pay 1000 LP after activating this card's effect; your opponent must shuffle their monsters on the field into the deck, or discard three cards (discard all cards if cannot meet requirements) (your choice). This effect cannot be negated. (Another Seleiver Spell Card, this time helping to recover Seleiver monsters while playing new ones. I do like this card!) Spell Name: Seleiver Shamanic Rune Spell Type: Continuous Description: While this card is on the field, all "Seleiver" monsters on the field gain 500 DEF, and monsters on the field named "Seleiver Shaman" gain an additional 500 ATK/DEF. If this card were to be destroyed by Card Effect; you can shuffle a "Seleiver Shaman" monster on your field into your deck, and if you do, gain 200 LP. (This card is meant to give the Seleiver Shaman more purpose, and generally help Seleiver monsters. The Shaman can protect this card, too!) Trap Name: Seleiver Shuffler Ultimatum Trap Type: Normal Description: If you would lose 2000 or more LP at any point, you can activate this card on the field to negate that damage; All cards on the field are shuffled into the deck, both players shuffle their hand into their deck, and both players draw 5 new cards. If you do this, you can Special Summon 1 Level 5 or lower "Seleiver" monster from your hand or deck, but it's effects are negated until the start of it's next turn. This card's activation and negation of damage cannot be negated. (I made this card for the purpose the name itself points out; an Ultimatum. This card can be used to turn the tables on your opponent and gain a slight upper hand on the field!) Trap Name: Seleiver Hand Trapper Trap Type: Normal Description: If your opponent would activate or play a card from their hand, you can activate this card; banish the targeted card, and if you do, your opponent must shuffle two cards from their hand into their deck. If they have no cards in their hand at this stage, they lose 500 LP instead. (Another trap, useful for depleting your opponent's hand, and stopping their hand traps in general!) Monster Name: Seleiver Demigod Feralite Attribute: Fire Level 9 Type: Reptile/Ritual/Effect Description: This monster cannot attack the turn it is summoned, unless you control another "Seleiver" monster on the field, except "Seleiver Demigod Feralite". At the end of your turn, this monster gains 200 ATK for every monster it has sent to the GY while on the field, which it keeps until leaving the field. This monster gains 1000 ATK while "Seleiver Demigod Bloodhunter" is on the field. If this monster attacks a face-up or face-down defense-position monster; inflict piercing battle damage. Once per turn, you can shuffle two cards from your hand into your deck while this card is on the field; switch one monster on the field to face-down defense position, but it gains 500 DEF until the end of this turn. ATK/2500 DEF/1900 (Another Ritual Monster. I made this one with the intention to deal more damage to your opponent.) Monster Name: Seleiver, Lord of Lizardkind Attribute: Divine Level 10 Type: Reptile/Fusion/Effect Description: 2 "Seleiver" Ritual Monsters + 1 Level 6 or lower "Seleiver" Monster Must be Fusion Summoned. May be Fusion Summoned by banishing the listed materials from your field, without Polymerization. This monster gains 500 ATK/DEF for every card in your hand. You may draw twice during your draw phase while this card is on the field. If you control two or more other "Seleiver" monsters on the field, this monster can attack directly. Once per turn, at the start of your Battle Phase, you can shuffle up to three cards from your hand into your deck; this card can attack up to the number of cards shuffled into the deck (Max 3). ATK/? DEF/? (Boss Monster! Seleiver has the power to devastate your opponent's LP and gain TONS of stats!) Monster Name: Seleiver Child Attribute: Earth Level 2 Type: Reptile/Effect Description: During the End Phase, if this face-up card on the field was summoned this turn, you can add 1 "Seleiver" Spell/Trap card from your deck to your hand. When this card is destroyed, you can banish this card from your GY; add 2 Reptile-type monsters from your Graveyard to your hand, but they cannot be played until your next turn. If you activate "Seleiver's Summoning Rite" while this card is on the field, instead of banishing monsters from the GY to activate the Spell, you may banish this card from the field instead. ATK/500 DEF/1300 (This card is an idea inspired by Dr. Zozoma. It's really helpful for summoning and bringing back cards!) ----- Thanks for reading! Tell me what you think below! Link to comment Share on other sites More sharing options...
Joey the Questionable Guy Posted January 14, 2022 Report Share Posted January 14, 2022 these are really cool cards i just love the concept of them Link to comment Share on other sites More sharing options...
Booloomer Posted January 14, 2022 Author Report Share Posted January 14, 2022 Thank you! If you don't mind, do you think the Shaman should be Level 4 or Level 6? Just wanted to decide. Link to comment Share on other sites More sharing options...
Booloomer Posted January 17, 2022 Author Report Share Posted January 17, 2022 Meet the Seleiver Pickpocket! This downright disrespectful monster can pickpocket your opponent's hand for a card! Tell me what you think below! Edit: Also added Seleiver Soldier! Sorry about the background LOL! Link to comment Share on other sites More sharing options...
Pommelo Posted January 17, 2022 Report Share Posted January 17, 2022 On 1/14/2022 at 4:14 PM, Booloomer said: Thank you! If you don't mind, do you think the Shaman should be Level 4 or Level 6? Just wanted to decide. Though the question is not directed to me, I have a better alternative: It is both Levels. How? Make it level 6 and give it an effect such as this: If you control another "Seleiver" monster, you can Normal Summon this card without Tributing, but its Level becomes 4 for the rest of this turn. This way you can have both 4 and 6 in it. I'm suggesting to give it flexibility so you can Summon it easily, then if it survives 1 turn on the field, it returns to be Level 6 so you can pay for the Rituals' star cost with greater ease- Link to comment Share on other sites More sharing options...
Booloomer Posted January 18, 2022 Author Report Share Posted January 18, 2022 This is a great idea! Not sure what you mean by Star Cost, though. The one Ritual Spell doesn't take levels into consideration. Are you referencing one of the Ritual Monsters? If so, which one? Thanks for responding! 4 hours ago, Rayfield Lumina said: Though the question is not directed to me, I have a better alternative: It is both Levels. How? Make it level 6 and give it an effect such as this: If you control another "Seleiver" monster, you can Normal Summon this card without Tributing, but its Level becomes 4 for the rest of this turn. This way you can have both 4 and 6 in it. I'm suggesting to give it flexibility so you can Summon it easily, then if it survives 1 turn on the field, it returns to be Level 6 so you can pay for the Rituals' star cost with greater ease- (Quote) Link to comment Share on other sites More sharing options...
Booloomer Posted January 18, 2022 Author Report Share Posted January 18, 2022 New Field Spells are out! If you have ANY ideas for "Seleiver" Spell/Trap card support, PLEASE tell me. It's desperately needed in the Archetype right now. EDIT: Added multiple new Spell Cards, and a Trap Card! Link to comment Share on other sites More sharing options...
Booloomer Posted January 18, 2022 Author Report Share Posted January 18, 2022 Sheesh, this Archetype might be almost done, as I'm aiming for 20 main cards. I'll probably add some support afterwards, too, but I'm getting pretty close to fulfilling the main goal! Link to comment Share on other sites More sharing options...
Booloomer Posted January 19, 2022 Author Report Share Posted January 19, 2022 Another new card! Hoping to finish the Main Set for this Archetype today! EDIT: Another new card! EDIT 2: GG, CARD #20 DONE! Link to comment Share on other sites More sharing options...
Pommelo Posted January 19, 2022 Report Share Posted January 19, 2022 On 1/17/2022 at 6:38 PM, Booloomer said: This is a great idea! Not sure what you mean by Star Cost, though. The one Ritual Spell doesn't take levels into consideration. Are you referencing one of the Ritual Monsters? If so, which one? Thanks for responding! My bad that somehow I seem to have skipped your Ritual Spell, which strangely enough do not follow the usual Ritual conventions. Of course, Star cost is not an official term, but I mean the normal process for Ritual Summoning. As you surely know, in order to summon a Ritual Monster, you must send monsters from your hand or field to the GY, whose combined Level (stars) is equal or higher than that of the Ritual Monster. There are exceptions out there of mons requiring the exact Level, or using ATK as the factor to accomplish, but those are scarce cases. So yeah, since I didn't see what the Ritual Spell was about, my intention was to keep the Shaman as Level 6 so it's higher level helped you pay the cost for the Summon. Link to comment Share on other sites More sharing options...
Booloomer Posted January 19, 2022 Author Report Share Posted January 19, 2022 Thanks for explaining! Link to comment Share on other sites More sharing options...
hello Broadway Posted January 21, 2022 Report Share Posted January 21, 2022 A ritual control deck, I can't say this is what i expected from this archetype, but it seems like really good control deck. it seems to be powerful enough to play and it has powerful monsters to go into so the deck doesn't just try to stop your opponent from playing the game. It seems like you've made a control deck that wouldn't be miserable to play against, good job. The only thing I have to say is that being able to summon lord of lizardkind by using cards from your hand as well as your field by using polymerization seems really powerful because after you special summon him, with the extra two draws and all the attack boosts in the archetype this would deal a ton of damage pretty easily with the two extra cards in the battle phase, so you might want to make it so you can't use poly, but i could be wrong, it still is weaker if you do use poly. But since lord of lizardkind is a big boss monster meant to do big damage it has a giant target, so you could give it some sort of protection (maybe for discarding a card if straight up protection is too good), or if you're investing 6 cards in a big 3 direct attack. I get that the Selievers are good against hand traps and are good at discarding but you could just give it protection from cards on the field. Although take this with a grain of salt because I'm not amazing with telling power and there's a chance I'm just wrong, and if I'm missing something obvious tell me. Link to comment Share on other sites More sharing options...
Booloomer Posted January 21, 2022 Author Report Share Posted January 21, 2022 Thanks for your feedback! It really means a lot! I'm not sure if using Polymerization would be much better, since there aren't any Seleiver monsters that can Search spell/trap cards that aren't part of the Seleiver Archetype themselves. I think it would be an even match, since banishment is a much harsher loss than being sent to the Graveyard, and considering that Seleiver is the only Fusion monster in the deck, it would be ill-advised to fit in outside monsters to Search Polymerization anyway. Thanks for the advice! Link to comment Share on other sites More sharing options...
Dr. Zozoma Posted January 21, 2022 Report Share Posted January 21, 2022 I thought of a card you could add. Seleiver Child Attribute:dark Type:reptile Effect: If this card is summoned during the end phase you can add a "Seleiver" spell/trap from your deck to your hand. When this card is destroyed banish this card from your gy to add 2 reptile type monsters from your gy to your hand. If you activate "Seleiver's Summoning Rite" while this card is on the field instead of banishing monsters from the gy banish this face-up card instead. Atk:500 Def:1300 Link to comment Share on other sites More sharing options...
Booloomer Posted January 21, 2022 Author Report Share Posted January 21, 2022 This is an AMAZING idea! I have the perfect image, let me make the card now! Link to comment Share on other sites More sharing options...
Booloomer Posted January 21, 2022 Author Report Share Posted January 21, 2022 The card is finished, editing it in now! Link to comment Share on other sites More sharing options...
Dr. Zozoma Posted January 25, 2022 Report Share Posted January 25, 2022 The card looks really good!! Thanks for using my idea it took a lot of time to think of the card. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted January 25, 2022 Report Share Posted January 25, 2022 On 1/21/2022 at 9:43 AM, Dr. Zozoma said: I thought of a card you could add. Seleiver Child Attribute:dark Type:reptile Effect: If this card is summoned during the end phase you can add a "Seleiver" spell/trap from your deck to your hand. When this card is destroyed banish this card from your gy to add 2 reptile type monsters from your gy to your hand. If you activate "Seleiver's Summoning Rite" while this card is on the field instead of banishing monsters from the gy banish this face-up card instead. Atk:500 Def:1300 In the future, please give your thoughts on the original poster's cards. Link to comment Share on other sites More sharing options...
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