Delibirb Posted December 16, 2015 Author Report Share Posted December 16, 2015 [spoiler=generics] Cheap TrickQuickplay spell You can only activate 1 "Cheap Trick" per turn. Target 1 monster in your opponent's Graveyard; XYZ Summon 1 XYZ Monster with the same attribute using that target as material. The rank of the XYZ Monster must equal that monster's level. You cannot summon other XYZ monsters the turn this card is activated.----Surprise CounterSpell If this Set card is destroyed by an opponent's card effect: You can Set 1 Counter Trap card from your Deck and activate it this turn. If this card is in your Graveyard(except the turn it is sent to the Graveyard): You can banish it and 1 Counter Trap card from your Graveyard; Add 1 Counter Trap card from your Deck to Hand. You can only use this effect of "Surprise Counter" once per turn.----Segata SanshiroLevel 10LIGHT/Warrior/SynchroATK: 3100 DEF: 2800 1 Warrior-Type Tuner + 1 or more Non-Tuner Synchro monstersThe Synchro Summon of this card cannot be negated. This card cannot be destroyed by card effects. This card can inflict piercing damage. Once per turn: You can target any number of monsters your opponent controls; Tribute an equal number of monsters you control, and if you do, destroy those targets. All of these seem fine to me. Do we have a Warrior-Type Tuner in 2099 though? I must check this. EDIT: 3 more generics [spoiler=Ritual / Pendulum Support]Abnegated1 / DARK / Spellcaster / Ritual / Pendulum / Effect0 / 0Scale 1Monster EffectCannot be Summoned, except by Pendulum Summon. If you do not control another Level 1 Ritual Monster, destroy this card. Once per turn: You can target 1 monster you control; equip that target to this card. This card gains the ffects of the monster(s) equipped to it. If this card is banished: You can activate it in an unoccipied Pendulum Zone on your side of the field.Pendulum EffectCannot be activated in a Pendulum Zone, except by its own effect. You cannot Pendulum Summon monsters, except Level 1 Ritual Monsters. (This effect cannot be negated.) If you have a card in your other Pendulum Zone, and if its Pendulum Scale is 1, Level 1 Ritual Monsters you control cannot be destroyed by battle. Deserted1 / DARK / Spellcaster / Ritual / Pendulum / Effect0 / 0Scale 1Monster EffectCannot be Summoned, except by Pendulum Summon. If you control another monster, destroy this card. Once per turn: You can add 1 Level 1 Ritual Monster OR 1 Ritual Spell Card from your Deck to your hand. If this card is banished: You can activate it in an unoccupied Pendulum Zone on your side of the field.Pendulum EffectCannot be activated in a Pendulum Zone, except by its own effect. You cannot Pendulum Summon monsters, except Level 1 Ritual Monsters. (This effect cannot be negated.) If you have a card in your other Pendulum Zone, and if its Pendulum Scale is 1: You can destroy this card; activate 1 Level 1 Ritual Pendulum monster from your deck to an unoccupied Pendulum Zone on your side of the field, ignoring its activation conditions. Abandoned Shadow TrickRitual Spell CardPay 1500 LP; Ritual Summon 1 Level 1 Ritual Monster from your Main Deck or Extra Deck. You must also banish Level 1 Ritual Monsters from your hand or Graveyard whose total levels equal 2. You can banish this card from your Graveyard and pay 1500 LP; draw a card, then if it is a Ritual Monster or a Ritual Spell Card, draw 1 additional card. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted December 16, 2015 Report Share Posted December 16, 2015 Don't forget to put the Scales. Link to comment Share on other sites More sharing options...
Delibirb Posted December 16, 2015 Author Report Share Posted December 16, 2015 Don't forget to put the Scales.Updated. Thanks. Link to comment Share on other sites More sharing options...
VampireofDarkness Posted December 16, 2015 Report Share Posted December 16, 2015 1st Archtype Submission: "Zodiac Star" [spoiler=Main Deck Monsters]~~~~~~~~~~~~~~~~~~~Aquarius, Water Carrier of the Zodiac Star03 / WIND / Thunder / Effect Monster1200 / 900When this card is Summoned: You can excavate the top 3 cards from your deck, then target Spell/Trap cards less than or equal to the number of excavated "Zodiac Star" monster(s) and shuffle the excavated cards into the deck; Destroy the targets. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can return the target to the owner's hand instead. You can only gain the effect of "Aquarius, Water Carrier of the Zodiac Star" once per turn.~~~~~~~~~~~~~~~~~~~Aries, Sheep of the Zodiac Star03 / FIRE / Pyro / Effect Monster1500 / 600When this card is Summoned: You can discard 1 card; Excavate the top 3 cards from your deck, then Special Summon 1 "Zodiac Star" monster among the cards and shuffle the rest into the deck. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can Special Summon 1 "Zodiac Star" monster from your deck instead. You can only gain the effect of "Aries, Sheep of the Zodiac Star" once per turn.~~~~~~~~~~~~~~~~~~~Cancer, Crab of the Zodiac Star03 / WATER / Aqua / Effect Monster700 / 1400During the Battle Phase, if a "Zodiac Star" is targeted for an attack: You can declare 1 card type (Spell, Trap or Monster); Excavate the top card from your deck, then shuffle the excavated card into the deck and, if it was the declared card type, Negate the attack. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can also change the battle position of the attacking monster. You can only gain the effect of "Cancer, Crab of the Zodiac Star" up to twice per turn.~~~~~~~~~~~~~~~~~~~Capricorn, Goat of the Zodiac Star03 / EARTH / Rock / Effect Monster1000 / 1100During your Main Phase: You can target 1 "Zodiac Star" monster you control; Excavate the top 3 cards from your deck, then shuffle the excavated cards into the deck, also the targeted monster can attack number of times equal to the number of excavated "Zodiac Stars" monster this turn. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, It can attack twice this turn instead. You can only gain the effect of "Capricorn, Goat of the Zodiac Star" once per turn.~~~~~~~~~~~~~~~~~~~Geminis, Twins of the Zodiac Star03 / WIND / Thunder / Effect Monster1200 / 900When this card is Summoned: You can excavate the top 3 cards of your Deck, add 1 "Zodiac Star" card (if any) of them to your hand, also, after that, shuffle the rest back into your Deck. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can add 1 "Zodiac Star" card from your deck to your hand instead. You can only gain the effect of "Geminis, Twins of the Zodiac Star" once per turn.~~~~~~~~~~~~~~~~~~~Leo, Lion of the Zodiac Star03 / FIRE / Pyro / Effect Monster1500 / 600During you Main Phase: You can discard 1 card; Excavate the top 3 cards from your deck, then shuffle them into the deck, then for the rest of this turn, "Zodiac Star" monsters you control gain 200 ATK and DEF for each excavated "Zodiac Star" monster. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, this turn, Level 3 "Zodiac Star" monsters can attack your opponent directly instead. You can only gain the effect of "Leo, Lion of the Zodiac Star" once per turn.~~~~~~~~~~~~~~~~~~~Piscis, Shark of the Zodiac Star03 / WATER / Aqua / Effect Monster700 / 1400During the Battle Phase, if a "Zodiac Star" is destroyed by battle: You can declare 1 card type (Spell, Trap or Monster); Excavate the top card from your deck, then shuffle the excavated card into the deck and, If it was the declared card type, Add it to your hand instead of sending it to the Graveyard. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can shuffle it into the deck and draw 1 card instead. You can only gain the effect of "Piscis, Shark of the Zodiac Star" once per turn.~~~~~~~~~~~~~~~~~~~Taurus, Bull of the Zodiac Star03 / EARTH / Rock / Effect Monster1000 / 1100When this card is Summoned; You can excavate the top 3 cards from your deck, then shuffle the excavated cards into the deck, also target "Zodiac Stars" monster(s) you control less than or equal to the number of excavated "Zodiac Stars" monsters: Place "Taurus" conters on the targeted monsters. (if that card would ever be destroyed by battle, remove 1 "Taurus" Counter from it instead). If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, monsters with "Taurus" Counters also cannot be destroyed by card effects. You can only gain the effect of "Taurus, Bull of the Zodiac Star" once per turn.~~~~~~~~~~~~~~~~~~~~ [spoiler= Spell & Traps]~~~~~~~~~~~~~~~~~~~~~~~~Astrological Chart of the Zodiac StarTrap / CounterIf you control 2 or more face-up "Zodiac Star" monsters, when a Monster Effect is activated; negate the activation, and if you do, destroy that card. If you control 3 or more "Zodiac Star" monsters with different names, you can shuffle the card into the owner's deck instead of destroying it.~~~~~~~~~~~~~~~~~~~~~~~~Firmament of the Zodiac StarSpell / FieldEach time you excavate your deck by a "Zodiac Star" monster; Place 1 Astronomy counter on this card. You can remove any number of Astronomy Counters from this card; apply this effect, depending on the number of Astronomy Counters removed. You can only use this effect of "Firmament of the Zodiac Star" once per turn.- 2 counters: Look at 3 cards from the top of your Deck, then place them on the top of the Deck in any order.- 4 counters: Special Summon 1 "Zodiac Star" from your hand or Graveyard.- 12 counters: Skip your opponent's next turn.~~~~~~~~~~~~~~~~~~~~~~~~~Ophiuchus of the Zodiac StarSpell / EquipIf your opponent controls a monster and you control no monsters: Discard 1 card; Special Summon 1 "Zodiac Star" monster from your deck in face-up defense position and equip it with this card. The equipped monster cannot be Tributed, or be used as a Fusion, Synchro, or Xyz Material for a Summon. When this card is removed from the field, shuffle the equipped monster into the deck.~~~~~~~~~~~~~~~~~~~~~~~~~ [spoiler=Extra Deck]~~~~~~~~~~~~~~~~~~~~Libra, Wind Lord of the Zodiac Star09 / WIND / Machine / Fusion / Effect Monster2400 / 18001 "Zodiac Star" Thunder-type monster + 1 "Zodiac Star" non-Fusion monsterMust first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use Polymerization".). You can only control 1 "Lord of the Zodiac Star" monster face-up on your side of the field. Once per turn: You can declare 1 card type (Spell, Trap or Monster) and excavate the top card from your deck, then shuffle it into your deck; If you call it right, Special Summon 1 "Zodiac Star" monster from your Graveyard and/or hand but cannot be used as a Fusion material and is shuffled into the deck during then end of the turn. During your Standby Phase: Return this card into your Extra Deck (even if Set).~~~~~~~~~~~~~~~~~~~~Sagittarius, Fire Lord of the Zodiac Star09 / FIRE / Machine / Fusion / Effect Monster3000 / 12001 "Zodiac Star" Pyro-type monster + 1 "Zodiac Star" non-fusion monsterMust first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use Polymerization".). You can only control 1 "Lord of the Zodiac Star" monster face-up on your side of the field. Once per turn: You can Excavate the top 3 cards from your deck, then shuffle them into your deck; Reduce the ATK and DEF of the face-up monsters your opponent control up to the number of excavated "Zodiac Star" monsters x 400. During your Standby Phase: Return this card into your Extra Deck (even if Set).~~~~~~~~~~~~~~~~~~~~~Scorpio, Water Lord of the Zodiac Star09 / WATER / Machine / Fusion / Effect1400 / 28001 "Zodiac Star" Aqua-type monster + 1 "Zodiac Star" non-Fusion monsterMust first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use Polymerization".). You can only control 1 "Lord of the Zodiac Star" monster face-up on your side of the field. Once per turn: You can declare 1 card type (Spell, Trap or Monster) and excavate the top card from your deck, then shuffle it into your deck; If you call it right, take the control of 1 monster in your opponent side of the field until the end of the next turn. During your Standby Phase: Return this card into your Extra Deck (even if Set).~~~~~~~~~~~~~~~~~~~~~~Virgo, Earth Lord of the Zodiac Star09 / EARTH / Machine / Fusion / Effect2000 / 2200Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use Polymerization".). You can only control 1 "Lord of the Zodiac Star" monster face-up on your side of the field. Once per turn: You can excavate the top 3 cards from the top of your deck, shuffle them into your deck, then target number of face-up monsters your opponent control up to the number of excavated "Zodiac Star" monsters; Destroy the targets, but all effect damage and battle damage inflicted to your opponent(s) this turn is halved. During your Standby Phase: Return this card into your Extra Deck (even if Set).~~~~~~~~~~~~~~~~~~~~~~ Main Deck Aquarius I am slightly concerned about because it can be up to a costless triple S/T destruction, but aside from that the rest look ok and I gotta say look a lot better than your previous stuff having been when that was around before! Really nice touch dude and interesting flavor you got here. Accepted, though perhaps we can discuss the aforementioned before finalizing such. Link to comment Share on other sites More sharing options...
lecc_XD Posted December 16, 2015 Report Share Posted December 16, 2015 Main Deck Aquarius I am slightly concerned about because it can be up to a costless triple S/T destruction, but aside from that the rest look ok and I gotta say look a lot better than your previous stuff having been when that was around before! Really nice touch dude and interesting flavor you got here. Accepted, though perhaps we can discuss the aforementioned before finalizing such.Indeed, that is one of the problems i found. the other one is Piscis, i think i should Change the effect when 3 face up for the normal one, also making Aquarious like the waters ones: declare and excavate, then if i guess, destroy 1Ill send you the arts in PM then Link to comment Share on other sites More sharing options...
VampireofDarkness Posted December 16, 2015 Report Share Posted December 16, 2015 Indeed, that is one of the problems i found. the other one is Piscis, i think i should Change the effect when 3 face up for the normal one, also making Aquarious like the waters ones: declare and excavate, then if i guess, destroy 1Ill send you the arts in PM thenSo only destroy 1 on Aquarius and rework Piscis? That works I suppose. Link to comment Share on other sites More sharing options...
Delibirb Posted December 17, 2015 Author Report Share Posted December 17, 2015 Zodiac Star works for me, but personally I think the Astrological Chart's -2 effect should let you put any number of those cards on bottom, as well, since all of the Zodiacs excavate for 3 anyway and if you're activating multiple in a turn, you want some control over what you excavate. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted December 17, 2015 Report Share Posted December 17, 2015 Updated Generics with the addition of Transendental Magician and Queen of Nightmares. Link to comment Share on other sites More sharing options...
lecc_XD Posted December 17, 2015 Report Share Posted December 17, 2015 Zodiac Star works for me, but personally I think the Astrological Chart's -2 effect should let you put any number of those cards on bottom, as well, since all of the Zodiacs excavate for 3 anyway and if you're activating multiple in a turn, you want some control over what you excavate.i guess you reffer Firmament~i dont get what you mean by that tho, because is just 1-use effect since all of them will go shuffled into the deck again~ anywaythis is the new Aquarius ~Aquarius, Water Carrier of the Zodiac Star03 / WIND / Thunder / Effect Monster1200 / 900When this card is Summoned: You can declare 1 card type (Spell, Trap or Monster), excavate the top card from your deck and shuffle it into the deck, then if it was the declared card type, target 1 Spell/Trap card on the field; Destroy it. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can banish the target instead. You can only gain the effect of "Aquarius, Water Carrier of the Zodiac Star" once per turn.~ and here Piscis ~Piscis, Shark of the Zodiac Star03 / WATER / Aqua / Effect Monster700 / 1400During the Battle Phase, if a "Zodiac Star" Monster is destroyed by battle: You can declare 1 card type (Spell, Trap or Monster); Excavate the top card from your deck, then shuffle the excavated card into the deck and, If it was the declared card type, shuffle the monster into the deck and draw 1 card instead of sending it to the Graveyard. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can add it to your hand instead. You can only gain the effect of "Piscis, Shark of the Zodiac Star" once per turn.~ Link to comment Share on other sites More sharing options...
VampireofDarkness Posted December 17, 2015 Report Share Posted December 17, 2015 i guess you reffer Firmament~i dont get what you mean by that tho, because is just 1-use effect since all of them will go shuffled into the deck again~ anywaythis is the new Aquarius ~Aquarius, Water Carrier of the Zodiac Star03 / WIND / Thunder / Effect Monster1200 / 900When this card is Summoned: You can declare 1 card type (Spell, Trap or Monster); Excavate the top card from your deck, then shuffle the excavated card into the deck and, if it was the declared card type, target 1 Spell/Trap card on the field; Destroy it. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can banish the target instead. You can only gain the effect of "Aquarius, Water Carrier of the Zodiac Star" once per turn.~ and here Piscis ~Piscis, Shark of the Zodiac Star03 / WATER / Aqua / Effect Monster700 / 1400During the Battle Phase, if a "Zodiac Star" is destroyed by battle: You can declare 1 card type (Spell, Trap or Monster); Excavate the top card from your deck, then shuffle the excavated card into the deck and, If it was the declared card type, shuffle it into the deck and draw 1 card instead of sending it to the Graveyard. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can add it to your hand instead. You can only gain the effect of "Piscis, Shark of the Zodiac Star" once per turn.~ Your spoilers are off, will fix them for Kano [spoiler Aquarius, Water Carrier of the Zodiac Star]~Aquarius, Water Carrier of the Zodiac Star03 / WIND / Thunder / Effect Monster1200 / 900When this card is Summoned: You can declare 1 card type (Spell, Trap or Monster); Excavate the top card from your deck, then shuffle the excavated card into the deck and, if it was the declared card type, target 1 Spell/Trap card on the field; Destroy it. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can banish the target instead. You can only gain the effect of "Aquarius, Water Carrier of the Zodiac Star" once per turn.~ [spoiler Piscis, Shark of the Zodiac Star]~Piscis, Shark of the Zodiac Star03 / WATER / Aqua / Effect Monster700 / 1400During the Battle Phase, if a "Zodiac Star" is destroyed by battle: You can declare 1 card type (Spell, Trap or Monster); Excavate the top card from your deck, then shuffle the excavated card into the deck and, If it was the declared card type, shuffle it into the deck and draw 1 card instead of sending it to the Graveyard. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can add it to your hand instead. You can only gain the effect of "Piscis, Shark of the Zodiac Star" once per turn.~ Personally I am fine with both of these changes! Link to comment Share on other sites More sharing options...
Delibirb Posted December 17, 2015 Author Report Share Posted December 17, 2015 Your spoilers are off, will fix them for Kano [spoiler Aquarius, Water Carrier of the Zodiac Star]~Aquarius, Water Carrier of the Zodiac Star03 / WIND / Thunder / Effect Monster1200 / 900When this card is Summoned: You can declare 1 card type (Spell, Trap or Monster); Excavate the top card from your deck, then shuffle the excavated card into the deck and, if it was the declared card type, target 1 Spell/Trap card on the field; Destroy it. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can banish the target instead. You can only gain the effect of "Aquarius, Water Carrier of the Zodiac Star" once per turn.~ [spoiler Piscis, Shark of the Zodiac Star]~Piscis, Shark of the Zodiac Star03 / WATER / Aqua / Effect Monster700 / 1400During the Battle Phase, if a "Zodiac Star" is destroyed by battle: You can declare 1 card type (Spell, Trap or Monster); Excavate the top card from your deck, then shuffle the excavated card into the deck and, If it was the declared card type, shuffle it into the deck and draw 1 card instead of sending it to the Graveyard. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can add it to your hand instead. You can only gain the effect of "Piscis, Shark of the Zodiac Star" once per turn.~ Personally I am fine with both of these changes! Those look good to me. Link to comment Share on other sites More sharing options...
lecc_XD Posted December 17, 2015 Report Share Posted December 17, 2015 Those look good to me. ty~ i post the pics then [spoiler=Main Deck] [spoiler=Aquarius] [spoiler=Aries] [spoiler=Cancer] [spoiler=Capricorn] [spoiler=Gemini] [spoiler=Leo] [spoiler=Piscis] [spoiler Taurus] [spoiler=Spell & Trap Cards] [spoiler=Astrological Chart] [spoiler=Firmament] [spoiler=Ophicus] [spoiler=Extra Deck] [spoiler=Libra] [spoiler=Sagittarius] [spoiler=Scorpio] [spoiler=Virgo] Link to comment Share on other sites More sharing options...
VampireofDarkness Posted December 17, 2015 Report Share Posted December 17, 2015 ty~ i post the pics then [spoiler=Aquarius] Mind sending via PM plz over to me? Thanks! Link to comment Share on other sites More sharing options...
Delibirb Posted December 17, 2015 Author Report Share Posted December 17, 2015 Updated Flame-Armored Curse [spoiler=A Generic]Flame-Armored CurseEquip Spell CardEquip only to an opponent's monster. The equipped monster gains 1000 ATK, also it cannot attack directly. When you take battle damage from a battle involving the equipped monster, inflict equal effect damage to your opponent. Link to comment Share on other sites More sharing options...
lecc_XD Posted December 17, 2015 Report Share Posted December 17, 2015 Updated Flame-Armored Curse [spoiler=A Generic]Flame-Armored CurseEquip Spell CardEquip only to an opponent's monster. The equipped monster gains 1000 ATK, also it cannot attack directly. When you take battle damage from a battle involving the equipped monster, inflict equal effect damage to your opponent. 8/10i totally would run this on Gusto deck, so i can OTK even w/o Daigusto Sphreez Link to comment Share on other sites More sharing options...
themonkeyspower Posted December 17, 2015 Report Share Posted December 17, 2015 edited my post and cards Link to comment Share on other sites More sharing options...
VCR_CAT Posted December 17, 2015 Report Share Posted December 17, 2015 Submissions yo. Got some real good art for them, too.[spoiler=Archetype]Infini-Marked Lancer1 / LIGHT / Fairy / Effect100 / 100When this card is Summoned, you can Special Summon 1 "Infini-Marked Lancer" from your hand, Deck, or Graveyard, but you cannot Summon monsters for the rest of the turn except Fairy-Type monsters. You can only use this effect of "Infini-Marked Lancer" once per turn.Infini-Marked Archer1 / LIGHT / Fairy / Effect100 / 100If you control no monsters, you can Special Summon this card from your hand. This card cannot be used as a Material for a Synchro Summon. If you would take battle damage, you can discard this card from your hand: Reduce the battle damage to 0, and if you do, add 1 "Zero-Marked" monster or 1 Level 12 "Gatekeeper" monster from your Deck to your hand. You can only use this effect of "Infini-Marked Archer" once per turn.Zero-Marked Caster1 / DARK / Fairy / Effect100 / 100If you control a face-up "-Marked" monster, you can Special Summon this card from your hand. You can only Special Summon 1 "Zero-Marked Caster" this way per turn. If this card is summoned, increase the ATK and DEF of all face-up Level 1 "-Marked" monsters you control by 500 or each "-Marked" monster you control.Zero-Marked Bard1 / DARK / Fairy / Effect100 / 100If you control no monsters, you can Special Summon this card from your hand. This card cannot be used as a Material for a Synchro Summon. If a face-up "-Marked" or Level 12 "Gatekeeper" monster you control would be destroyed by card effect, you can discard this card from your hand: It is not destroyed, then add 1 "Infini-Marked" monster or 1 Level 12 "Gatekeeper" monster from your Deck to your hand. You can only use this effect of "Zero-Marked Bard" once per turn.Gatekeeper of Infinity12 / LIGHT / Fairy / Effect? / ?Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Summoned by other ways. If you control face-up "-Marked" monster(s), you can Special Summon this card from your hand. You can only control 1 face-up Level 12 "Gatekeeper" monster. This card cannot be destroyed by card effect. If this card battles a Special Summoned monster, at the start of the Damage Step: Destroy that monster, then end the Battle Phase and this card gains 1000 ATK. Once per turn, you can make the Levels of every monster you control equal to the number of "-Marked" monsters you control x4. If you would Xyz Summon a Rank 12 monster, you must use twice as many Materials as printed on the Monster you would Summon.Gatekeeper of Singularity12 / DARK / Fairy / Effect? / ?Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Summoned by other ways. If you control face-up "-Marked" monster(s), you can Special Summon this card from your hand. You can only control 1 face-up Level 12 "Gatekeeper" monster. This card cannot be destroyed by battle. This card's ATK and DEF are equal to the number of cards on the field x200. If this card attacks or is attacked, at the end of Damage Calculation: End the Battle Phase. Once per turn, you can make the Levels of every monster you control equal to the number of "-Marked" monsters you control x4. If you would Xyz Summon a Rank 12 monster, you must use twice as many Materials as printed on the Monster you would Summon.Zero-Marked Descendant4 / DARK / Fairy / Xyz / Effect0 / 02 Level 4 Fairy-Type MonstersThis card cannot be destroyed by card effects. Once per turn, you can detach 2 Xyz Materials from this card: This card gains ATK and DEF equal to the number of cards on the field x400. If this card leaves the field, you can target 1 Level 1 "-Marked" monster in your Graveyard: Special Summon that target.Infini-Marked Ascendant8 / LIGHT / Fairy / Xyz / Effect0 / 03 Level 8 Fairy-Type MonstersThis card cannot be destroyed by battle. If this card battles a Special Summoned monster; At the start of the Damage Step, you can detach 1 Xyz Material from this card: Destroy that monster, and if you do, this card gains 1500 ATK and DEF. If this card leaves the field, you can target 1 Level 1 "-Marked" Monster in your Graveyard: Special Summon that target in face-up Attack Position.Omnia, Arbiter of the Expanse1 / DARK / Fairy / Xyz / Effect0 / 02 or more Level 1 MonstersThis card is also treated as LIGHT-Attribute while face-up on the field or in the Graveyard. This card's original ATK and DEF are equal to the number of Xyz Materials attached to this card x500. Once per turn, you can detach 1 Xyz Material from this card and target 1 monster your opponent controls: It loses 1500 ATK and DEF. This card gains effects equal to the number of Xyz Materials attached to it. ● 1 or more: This card gains 100 ATK for each card your opponent controls. ● 3 or more: Once per turn, if this card would be affected by an opponent's activated card effect, it is not. ● 5 or more: Once per turn, you can detach 1 Xyz Material from this card: Draw 2 cards.Nihilus, Arbiter of the Void12 / LIGHT / Fairy / Xyz / Effect0 / 02 Level 12 MonstersThis card cannot be Special Summoned by card effects. This card is also treated as DARK-Attribute while face-up on the field or in the Graveyard. This card's original ATK and DEF are equal to the number of Xyz Materials attached to this card x1000. Once per turn, if this card would be affected by an opponent's activated card effect, it is not. Once per turn, you can detach 1 Xyz Material from this card and target 1 card your opponent controls: Banish that target face-down. This card cannot attack the turn you use this effect.Gateway of the MarkedField SpellYou can only use 1 effect of "Gateway of the Marked" per turn, and onbly once that turn. You can shuffle any number of Level 12 "Gatekeeper" monsters from your hand into your deck: Draw cards equal to the number that was shuffled. You can banish 1 LIGHT monster and 1 DARK monster from your Graveyard: Special Summon 1 "-Marked" monster or 1 Level 12 "Gatekeeper" monster (ignoring its Summoning Conditions) from your Deck in face-up Defense Position.The Infinite and the NullContinuous TrapBanish 1 LIGHT monster and 1 DARK monster from your Graveyard: All face-up monsters your opponent controls lose ATK and DEF equal to half the combined Level/Rank of the banished monsters x100 (round down if the combined Level/Rank is an odd number). If this card is destroyed by your opponent's card effect, return 1 banished LIGHT or DARK monster to your Graveyard.Redemption in the MarkingNormal SpellTarget up to 3 Level 1 "-Marked" monsters in your Graveyard: Special Summon them in face-up Attack Position and negate their effects, then pay 1000 LP for each monster Summoned. You cannot Special Summon monsters for the rest of the turn except Fairy-Type monsters. You can only activate 1 "Redemption of the Marked" per turn.Sacrifice in the MarkingContinuous TrapDiscard 1 "-Marked" monster and target 1 face-up monster your opponent controls: Take control of that target, and if you do, its Level becomes 1, its name becomes "Null-Marked", its effects are negated, its Attribute becomes the Attribute of the card discarded, and its ATK and DEF become 100. When it is destroyed, destroy this card.[spoiler= Generics]Crumbling Castle4 / WIND / Rock / Xyz / Effect4000 / 02 Level 4 MonstersDuring your End Phase: Detach 1 Xyz Material from this card or take 1000 damage and this card loses 1000 ATK. You cannot Special Summon any monsters. If this card has no Xyz Material: Activate this card's effect during your Standby Phase as well. If this card has 0 ATK, negate its effects.Type-00 Heavy Assault8 / EARTH / Machine / Synchro / Effect2500 / 25001 Tuner + 1 or more Non-Tuner MonstersWhen this card is Synchro Summoned: You can send 1 Machine-Type monster from your Deck to your Graveyard, and if you do, your opponent takes damage equal to its level x200. You can only use this effect of "Type-00 Heavy Assault" once per turn. If this card is destroyed by your opponent's card (by battle or by card effect) and sent to the Graveyard: You take 1000 damage.Mantle Dweller7 / FIRE / Pyro / Fusion / Effect2700 / 4001 FIRE monster + 1 EARTH monsterAll other FIRE monsters you control gain 500 ATK. You can tribute 1 other FIRE or EARTH monster: Inflict 800 damage to your opponent, then this card gains ATK equal to the ATK of the tributed monster until the end of the turn, and then loses that same amount of ATK during your opponent's next turn. You can only use this effect of "Mantle Dweller" once per turn.Ancient Construct Protoeus8 / WATER / Machine / Ritual / Effect2700 / 2700You can Ritual Summon this card with "Awakening the Depths". When this card is changed to face-down Defense Position; at the beginning of your next Battle Phase: Change this card to face-up Attack Position. At the end of your Battle Phase, if this card is in face-up Attack Position: Change it to face-down Defense Position.Dawn Crusader of the Beginning8 / LIGHT / Warrior / Effect2800 / 2500Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. Once per turn, you can banish 1 LIGHT or 1 DARK monster from your Graveyard, then activate the appropriate effect:● DARK: This card gains ATK equal to the banished card's ATK until the end of the turn.● LIGHT: Draw 2 cards, then discard 1 card. You can only control 1 face-up "Dawn Crusader of the Beginning". Awakening the DepthsRitual SpellThis card can be used to Ritual Summon any "Ancient Construct" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal 8. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish 3 WATER monsters from your Graveyard; Add this card to your hand. You can only use this effect of "Awakening the Depths" once per turn.Controlled ExplosivesNormal SpellTarget 1 face-up Spell or Trap card your opponent controls: Destroy it, and if it was a Field Spell Card, destroy 1 monster your opponent controls (your opponent chooses).Daring StrikeNormal TrapAt the start of your opponent's Battle Phase, target 1 monster you control: It can declare an attack on 1 monster your opponent controls. You can only activate 1 "Daring Strike" per turn.Hot-Drop AssaultNormal TrapWhen your opponent Special Summons a monster(s), you can: Special Summon 1 Level 4 or lower monster from your hand in face-up Attack Position but negate its effects, and if its ATK is higher than the ATK of any of the monster(s) your opponent summoned, destroy those monster(s). You can only activate 1 "Hot Drop Assault" per turn.Heavy BombardmentContinuous SpellYou can target cards your opponent controls up to the number of Machine-Type monsters you control (Max. 3): Destroy the targeted cards, then your opponent takes 500 damage for each card destroyed. You cannot conduct your Battle Phase the turn you use this effect. You can only use this effect of "Heavy Bombardment" once per turn. Link to comment Share on other sites More sharing options...
Delibirb Posted December 17, 2015 Author Report Share Posted December 17, 2015 Submissions yo. Got some real good art for them, too. [spoiler=Archetype]Infini-Marked Lancer1 / LIGHT / Fairy / Effect100 / 100When this card is Summoned, you can Special Summon 1 "Infini-Marked Lancer" from your hand, Deck, or Graveyard, but you cannot Summon monsters for the rest of the turn except Fairy-Type monsters. You can only use this effect of "Infini-Marked Lancer" once per turn. Infini-Marked Archer1 / LIGHT / Fairy / Effect100 / 100If you control no monsters, you can Special Summon this card from your hand. This card cannot be used as a Material for a Synchro Summon. If you would take battle damage, you can discard this card from your hand: Reduce the battle damage to 0, and if you do, add 1 "Zero-Marked" monster or 1 Level 12 "Gatekeeper" monster from your Deck to your hand. You can only use this effect of "Infini-Marked Archer" once per turn. Zero-Marked Caster1 / DARK / Fairy / Effect100 / 100If you control a face-up "-Marked" monster, you can Special Summon this card from your hand. You can only Special Summon 1 "Zero-Marked Caster" this way per turn. If this card is summoned, increase the ATK and DEF of all face-up Level 1 "-Marked" monsters you control by 500 or each "-Marked" monster you control. Zero-Marked Bard1 / DARK / Fairy / Effect100 / 100If you control no monsters, you can Special Summon this card from your hand. This card cannot be used as a Material for a Synchro Summon. If a face-up "-Marked" or Level 12 "Gatekeeper" monster you control would be destroyed by card effect, you can discard this card from your hand: It is not destroyed, then add 1 "Infini-Marked" monster or 1 Level 12 "Gatekeeper" monster from your Deck to your hand. You can only use this effect of "Zero-Marked Bard" once per turn. Gatekeeper of Infinity12 / LIGHT / Fairy / Effect? / ?Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Summoned by other ways. If you control face-up "-Marked" monster(s), you can Special Summon this card from your hand. You can only control 1 face-up Level 12 "Gatekeeper" monster. This card cannot be destroyed by card effect. If this card battles a Special Summoned monster, at the start of the Damage Step: Destroy that monster, then end the Battle Phase and this card gains 1000 ATK. Once per turn, you can make the Levels of every monster you control equal to the number of "-Marked" monsters you control x4. If you would Xyz Summon a Rank 12 monster, you must use twice as many Materials as printed on the Monster you would Summon. Gatekeeper of Singularity12 / DARK / Fairy / Effect? / ?Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Summoned by other ways. If you control face-up "-Marked" monster(s), you can Special Summon this card from your hand. You can only control 1 face-up Level 12 "Gatekeeper" monster. This card cannot be destroyed by battle. This card's ATK and DEF are equal to the number of cards on the field x200. If this card attacks or is attacked, at the end of Damage Calculation: End the Battle Phase. Once per turn, you can make the Levels of every monster you control equal to the number of "-Marked" monsters you control x4. If you would Xyz Summon a Rank 12 monster, you must use twice as many Materials as printed on the Monster you would Summon. Zero-Marked Descendant4 / DARK / Fairy / Xyz / Effect0 / 0 2 Level 4 Fairy-Type MonstersThis card cannot be destroyed by card effects. Once per turn, you can detach 2 Xyz Materials from this card: This card gains ATK and DEF equal to the number of cards on the field x300, but halve any battle damage this card deals. If this card leaves the field, you can target 1 Level 1 "-Marked" monster in your Graveyard: Special Summon that target. Infini-Marked Ascendant8 / LIGHT / Fairy / Xyz / Effect0 / 0 3 Level 8 Fairy-Type MonstersThis card cannot be destroyed by battle. If this card battles a Special Summoned monster; At the start of the Damage Step, you can detach 1 Xyz Material from this card: Destroy that monster, and if you do, this card gains 1500 ATK and DEF. If this card leaves the field, you can target 1 Level 1 "-Marked" Monster in your Graveyard: Special Summon that target in face-up Attack Position. Omnia, Arbiter of the Expanse1 / DARK / Fairy / Xyz / Effect0 / 0 2 or more Level 1 MonstersThis card is also treated as LIGHT-Attribute while face-up on the field or in the Graveyard. This card's original ATK and DEF are equal to the number of Xyz Materials attached to this card x500. Once per turn, you can detach 1 Xyz Material from this card and target 1 monster your opponent controls: It loses 1500 ATK and DEF. This card gains effects equal to the number of Xyz Materials attached to it. ● 1 or more: This card gains 100 ATK for each card your opponent controls. ● 3 or more: Once per turn, if this card would be affected by an opponent's activated card effect, it is not. ● 5 or more: Once per turn, you can detach 1 Xyz Material from this card: Draw 2 cards. Nihilus, Arbiter of the Void12 / LIGHT / Fairy / Xyz / Effect0 / 0 2 Level 12 MonstersThis card cannot be Special Summoned by card effects. This card is also treated as DARK-Attribute while face-up on the field or in the Graveyard. This card's original ATK and DEF are equal to the number of Xyz Materials attached to this card x1000. Once per turn, if this card would be affected by an opponent's activated card effect, it is not. Once per turn, you can detach 1 Xyz Material from this card and target 1 card your opponent controls: Banish that target face-down. This card cannot attack the turn you use this effect. Gateway of the MarkedField SpellYou can only use 1 effect of "Gateway of the Marked" per turn, and onbly once that turn. You can shuffle any number of Level 12 "Gatekeeper" monsters from your hand into your deck: Draw cards equal to the number that was shuffled. You can banish 1 LIGHT monster and 1 DARK monster from your Graveyard: Special Summon 1 "-Marked" monster or 1 Level 12 "Gatekeeper" monster (ignoring its Summoning Conditions) from your Deck in face-up Defense Position. The Infinite and the NullContinuous TrapBanish 1 LIGHT monster and 1 DARK monster from your Graveyard: All face-up monsters your opponent controls lose ATK and DEF equal to half the combined Level/Rank of the banished monsters x100 (round down if the combined Level/Rank is an odd number). If this card is destroyed by your opponent's card effect, return 1 banished LIGHT or DARK monster to your Graveyard. Redemption in the MarkingNormal SpellTarget up to 3 Level 1 "-Marked" monsters in your Graveyard: Special Summon them in face-up Attack Position and negate their effects, then pay 1000 LP for each monster Summoned. You cannot Special Summon monsters for the rest of the turn except Fairy-Type monsters. You can only activate 1 "Redemption of the Marked" per turn. Sacrifice in the MarkingContinuous TrapDiscard 1 "-Marked" monster and target 1 face-up monster your opponent controls: Take control of that target, and if you do, its Level becomes 1, its name becomes "Null-Marked", its effects are negated, its Attribute becomes the Attribute of the card discarded, and its ATK and DEF become 100. When it is destroyed, destroy this card. [spoiler= Generics]Crumbling Castle4 / WIND / Rock / Xyz / Effect4000 / 02 Level 4 MonstersDuring your End Phase: Detach 1 Xyz Material from this card or take 1000 damage and this card loses 1000 ATK. You cannot Special Summon any monsters. If this card has no Xyz Material: Activate this card's effect during your Standby Phase as well. If this card has 0 ATK, negate its effects. Type-00 Heavy Assault8 / EARTH / Machine / Synchro / Effect2500 / 2500 1 Tuner + 1 or more Non-Tuner MonstersWhen this card is Synchro Summoned: You can send 1 Machine-Type monster from your Deck to your Graveyard, and if you do, your opponent takes damage equal to its level x200. You can only use this effect of "Type-00 Heavy Assault" once per turn. If this card is destroyed by your opponent's card (by battle or by card effect) and sent to the Graveyard: You take 1000 damage. Mantle Dweller7 / FIRE / Pyro / Fusion / Effect2700 / 400 1 FIRE monster + 1 EARTH monsterAll other FIRE monsters you control gain 500 ATK. Once per turn, you can tribute 1 FIRE or EARTH monster: This card gains ATK equal to half the ATK of the tributed monster until the end of the turn, and then loses that same amount of ATK during your opponent's next turn. Ancient Construct Protoeus8 / WATER / Machine / Ritual / Effect2700 / 2700You can Ritual Summon this card with "Awakening the Depths". When this card is changed to face-down Defense Position; at the beginning of your next Battle Phase: Change this card to face-up Attack Position. At the end of your Battle Phase, if this card is in face-up Attack Position: Change it to face-down Defense Position. Dawn Crusader of the Beginning8 / LIGHT / Warrior / Effect3000 / 2500Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. At the start of the Damage Step, if this attacking card battles a monster your opponent controls with higher ATK: You can banish 1 DARK monster from your Graveyard; This card gains ATK equal to the ATK of the banished monster until the end of the turn. You can only control 1 face-up "Dawn Crusader of the Beginning". Awakening the DepthsRitual SpellThis card can be used to Ritual Summon any "Ancient Construct" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal 8. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish 3 WATER monsters from your Graveyard; Add this card to your hand. You can only use this effect of "Awakening the Depths" once per turn. Controlled ExplosivesNormal SpellTarget 1 face-up Spell or Trap card your opponent controls: Destroy it, and if it was a Field Spell Card, destroy 1 monster your opponent controls (your opponent chooses). Daring StrikeNormal TrapAt the start of your opponent's Battle Phase, target 1 monster you control: It can declare an attack on 1 monster your opponent controls. You can only activate 1 "Daring Strike" per turn. Hot-Drop AssaultNormal TrapWhen your opponent Special Summons a monster(s), you can: Special Summon 1 Level 4 or lower monster from your hand in face-up Attack Position but negate its effects, and if its ATK is higher than the ATK of any of the monster(s) your opponent summoned, destroy those monster(s). You can only activate 1 "Hot Drop Assault" per turn. Heavy BombardmentContinuous SpellYou can target up to 3 face-up Machine-Type monsters you control, and an equal number of cards your opponent controls: Destroy your opponent's targeted cards, then your opponent takes 500 damage for each card destroyed. You cannot conduct your Battle Phase the turn you use this effect. You can only use this effect of "Heavy Bombardment" once per turn. Generics are all ok by me except the Castle which I'd like to see in use. I'd also like to test out the archetype once or twice but it looks pretty good on paper. Link to comment Share on other sites More sharing options...
lecc_XD Posted December 17, 2015 Report Share Posted December 17, 2015 Submissions yo. Got some real good art for them, too. [spoiler=Archetype]Infini-Marked Lancer1 / LIGHT / Fairy / Effect100 / 100When this card is Summoned, you can Special Summon 1 "Infini-Marked Lancer" from your hand, Deck, or Graveyard, but you cannot Summon monsters for the rest of the turn except Fairy-Type monsters. You can only use this effect of "Infini-Marked Lancer" once per turn. Infini-Marked Archer1 / LIGHT / Fairy / Effect100 / 100If you control no monsters, you can Special Summon this card from your hand. This card cannot be used as a Material for a Synchro Summon. If you would take battle damage, you can discard this card from your hand: Reduce the battle damage to 0, and if you do, add 1 "Zero-Marked" monster or 1 Level 12 "Gatekeeper" monster from your Deck to your hand. You can only use this effect of "Infini-Marked Archer" once per turn. Zero-Marked Caster1 / DARK / Fairy / Effect100 / 100If you control a face-up "-Marked" monster, you can Special Summon this card from your hand. You can only Special Summon 1 "Zero-Marked Caster" this way per turn. If this card is summoned, increase the ATK and DEF of all face-up Level 1 "-Marked" monsters you control by 500 or each "-Marked" monster you control. Zero-Marked Bard1 / DARK / Fairy / Effect100 / 100If you control no monsters, you can Special Summon this card from your hand. This card cannot be used as a Material for a Synchro Summon. If a face-up "-Marked" or Level 12 "Gatekeeper" monster you control would be destroyed by card effect, you can discard this card from your hand: It is not destroyed, then add 1 "Infini-Marked" monster or 1 Level 12 "Gatekeeper" monster from your Deck to your hand. You can only use this effect of "Zero-Marked Bard" once per turn. Gatekeeper of Infinity12 / LIGHT / Fairy / Effect? / ?Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Summoned by other ways. If you control face-up "-Marked" monster(s), you can Special Summon this card from your hand. You can only control 1 face-up Level 12 "Gatekeeper" monster. This card cannot be destroyed by card effect. If this card battles a Special Summoned monster, at the start of the Damage Step: Destroy that monster, then end the Battle Phase and this card gains 1000 ATK. Once per turn, you can make the Levels of every monster you control equal to the number of "-Marked" monsters you control x4. If you would Xyz Summon a Rank 12 monster, you must use twice as many Materials as printed on the Monster you would Summon. Gatekeeper of Singularity12 / DARK / Fairy / Effect? / ?Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Summoned by other ways. If you control face-up "-Marked" monster(s), you can Special Summon this card from your hand. You can only control 1 face-up Level 12 "Gatekeeper" monster. This card cannot be destroyed by battle. This card's ATK and DEF are equal to the number of cards on the field x200. If this card attacks or is attacked, at the end of Damage Calculation: End the Battle Phase. Once per turn, you can make the Levels of every monster you control equal to the number of "-Marked" monsters you control x4. If you would Xyz Summon a Rank 12 monster, you must use twice as many Materials as printed on the Monster you would Summon. Zero-Marked Descendant4 / DARK / Fairy / Xyz / Effect0 / 0 2 Level 4 Fairy-Type MonstersThis card cannot be destroyed by card effects. Once per turn, you can detach 2 Xyz Materials from this card: This card gains ATK and DEF equal to the number of cards on the field x300, but halve any battle damage this card deals. If this card leaves the field, you can target 1 Level 1 "-Marked" monster in your Graveyard: Special Summon that target. Infini-Marked Ascendant8 / LIGHT / Fairy / Xyz / Effect0 / 0 3 Level 8 Fairy-Type MonstersThis card cannot be destroyed by battle. If this card battles a Special Summoned monster; At the start of the Damage Step, you can detach 1 Xyz Material from this card: Destroy that monster, and if you do, this card gains 1500 ATK and DEF. If this card leaves the field, you can target 1 Level 1 "-Marked" Monster in your Graveyard: Special Summon that target in face-up Attack Position. Omnia, Arbiter of the Expanse1 / DARK / Fairy / Xyz / Effect0 / 0 2 or more Level 1 MonstersThis card is also treated as LIGHT-Attribute while face-up on the field or in the Graveyard. This card's original ATK and DEF are equal to the number of Xyz Materials attached to this card x500. Once per turn, you can detach 1 Xyz Material from this card and target 1 monster your opponent controls: It loses 1500 ATK and DEF. This card gains effects equal to the number of Xyz Materials attached to it. ● 1 or more: This card gains 100 ATK for each card your opponent controls. ● 3 or more: Once per turn, if this card would be affected by an opponent's activated card effect, it is not. ● 5 or more: Once per turn, you can detach 1 Xyz Material from this card: Draw 2 cards. Nihilus, Arbiter of the Void12 / LIGHT / Fairy / Xyz / Effect0 / 0 2 Level 12 MonstersThis card cannot be Special Summoned by card effects. This card is also treated as DARK-Attribute while face-up on the field or in the Graveyard. This card's original ATK and DEF are equal to the number of Xyz Materials attached to this card x1000. Once per turn, if this card would be affected by an opponent's activated card effect, it is not. Once per turn, you can detach 1 Xyz Material from this card and target 1 card your opponent controls: Banish that target face-down. This card cannot attack the turn you use this effect. Gateway of the MarkedField SpellYou can only use 1 effect of "Gateway of the Marked" per turn, and onbly once that turn. You can shuffle any number of Level 12 "Gatekeeper" monsters from your hand into your deck: Draw cards equal to the number that was shuffled. You can banish 1 LIGHT monster and 1 DARK monster from your Graveyard: Special Summon 1 "-Marked" monster or 1 Level 12 "Gatekeeper" monster (ignoring its Summoning Conditions) from your Deck in face-up Defense Position. The Infinite and the NullContinuous TrapBanish 1 LIGHT monster and 1 DARK monster from your Graveyard: All face-up monsters your opponent controls lose ATK and DEF equal to half the combined Level/Rank of the banished monsters x100 (round down if the combined Level/Rank is an odd number). If this card is destroyed by your opponent's card effect, return 1 banished LIGHT or DARK monster to your Graveyard. Redemption in the MarkingNormal SpellTarget up to 3 Level 1 "-Marked" monsters in your Graveyard: Special Summon them in face-up Attack Position and negate their effects, then pay 1000 LP for each monster Summoned. You cannot Special Summon monsters for the rest of the turn except Fairy-Type monsters. You can only activate 1 "Redemption of the Marked" per turn. Sacrifice in the MarkingContinuous TrapDiscard 1 "-Marked" monster and target 1 face-up monster your opponent controls: Take control of that target, and if you do, its Level becomes 1, its name becomes "Null-Marked", its effects are negated, its Attribute becomes the Attribute of the card discarded, and its ATK and DEF become 100. When it is destroyed, destroy this card. [spoiler= Generics]Crumbling Castle4 / WIND / Rock / Xyz / Effect4000 / 02 Level 4 MonstersDuring your End Phase: Detach 1 Xyz Material from this card or take 1000 damage and this card loses 1000 ATK. You cannot Special Summon any monsters. If this card has no Xyz Material: Activate this card's effect during your Standby Phase as well. If this card has 0 ATK, negate its effects. Type-00 Heavy Assault8 / EARTH / Machine / Synchro / Effect2500 / 2500 1 Tuner + 1 or more Non-Tuner MonstersWhen this card is Synchro Summoned: You can send 1 Machine-Type monster from your Deck to your Graveyard, and if you do, your opponent takes damage equal to its level x200. You can only use this effect of "Type-00 Heavy Assault" once per turn. If this card is destroyed by your opponent's card (by battle or by card effect) and sent to the Graveyard: You take 1000 damage. Mantle Dweller7 / FIRE / Pyro / Fusion / Effect2700 / 400 1 FIRE monster + 1 EARTH monsterAll other FIRE monsters you control gain 500 ATK. Once per turn, you can tribute 1 FIRE or EARTH monster: This card gains ATK equal to half the ATK of the tributed monster until the end of the turn, and then loses that same amount of ATK during your opponent's next turn. Ancient Construct Protoeus8 / WATER / Machine / Ritual / Effect2700 / 2700You can Ritual Summon this card with "Awakening the Depths". When this card is changed to face-down Defense Position; at the beginning of your next Battle Phase: Change this card to face-up Attack Position. At the end of your Battle Phase, if this card is in face-up Attack Position: Change it to face-down Defense Position. Dawn Crusader of the Beginning8 / LIGHT / Warrior / Effect3000 / 2500Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. At the start of the Damage Step, if this attacking card battles a monster your opponent controls with higher ATK: You can banish 1 DARK monster from your Graveyard; This card gains ATK equal to the ATK of the banished monster until the end of the turn. You can only control 1 face-up "Dawn Crusader of the Beginning". Awakening the DepthsRitual SpellThis card can be used to Ritual Summon any "Ancient Construct" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal 8. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish 3 WATER monsters from your Graveyard; Add this card to your hand. You can only use this effect of "Awakening the Depths" once per turn. Controlled ExplosivesNormal SpellTarget 1 face-up Spell or Trap card your opponent controls: Destroy it, and if it was a Field Spell Card, destroy 1 monster your opponent controls (your opponent chooses). Daring StrikeNormal TrapAt the start of your opponent's Battle Phase, target 1 monster you control: It can declare an attack on 1 monster your opponent controls. You can only activate 1 "Daring Strike" per turn. Hot-Drop AssaultNormal TrapWhen your opponent Special Summons a monster(s), you can: Special Summon 1 Level 4 or lower monster from your hand in face-up Attack Position but negate its effects, and if its ATK is higher than the ATK of any of the monster(s) your opponent summoned, destroy those monster(s). You can only activate 1 "Hot Drop Assault" per turn. Heavy BombardmentContinuous SpellYou can target up to 3 face-up Machine-Type monsters you control, and an equal number of cards your opponent controls: Destroy your opponent's targeted cards, then your opponent takes 500 damage for each card destroyed. You cannot conduct your Battle Phase the turn you use this effect. You can only use this effect of "Heavy Bombardment" once per turn. i would put the Ritual combo of the generics as 1 archtype, but idkalso i dont understand why i have to target 3 machines to destroy 3 of my opponent and inflict 1500~is better if you just make it a normal trap card and quit the damage effecti would make it:Heavy BombardmentNormal TrapIf You control a face-up Machine-Type monster(s) you control: Target an equal number of Spell/Trap card(s) your opponent controls up to the number of face-up Machine-Type monster(s) you control (Max.3): Destroy the targeted card(s). If there are 3 targets, your Opponent cannot activate those cards in response of this card activation. You can only use this effect of "Heavy Bombardment" once per turn. Also, 1 generic~[spoiler=Bahasmuth] Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted December 17, 2015 Report Share Posted December 17, 2015 After Darkness reminded me earlier, updated Shamutan and Likuntam to their current versions. Forgot to edit the written form from before. Link to comment Share on other sites More sharing options...
Aman Indra Posted December 17, 2015 Report Share Posted December 17, 2015 well, we dont wanna play with OverPowered decks that wins in 1 turn except by combos that can be messed upalso those cards are ridicoulous, they have A LOT of +1, so any deck with them can insta win or get a huge adventagealso our format is more balanced from the original formatif you dont want to post any more card, is your decitioni doubt somenone wanna play against you with those OP as hell decks/generics Also Waiting for the "Zodiac Star" reviewo.o LOL Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted December 17, 2015 Report Share Posted December 17, 2015 Solemn OrderCounter Trap CardWhen your opponent Special Summon(s) a monster(s): Pay 1000 Life Points; Negate the Summon, and if you do, destroy it, then, draw 2 cards. Gateway of DestructionNormal Trap CardTribute 1 face-up Synchro monster you control; Special Summon aSynchro monster from your Extra Deck with the same type as thatmonster but 1 Level higher. If a Synchro monster would be destroyed by a card effect; You can Banish this card from your Graveyard instead. Celestial MassacreContinuous Trap CardOnce per turn, during either player's turn ,when your Opponent Special Summon(s) a monster: You can Discard 1 card; Draw 2 cards. When this set card is destroyed and sent to the Graveyard; Target and destroy 1 card on the field. Ceremony Of CataclysmNormal Spell CardHalf the ATK of all Special Summoned monster(s) your opponent controls until the end of the turn. Once per turn, if this card is in yourGraveyard: You can discard 1 card; Add this card to your hand. Bolt NeedleQuickplay Spell CardTarget and destroy 1 spell/trap card on the field, then you can set 1 spell/trap from your hand on the field. As long as this card is in your Graveyard: Activation of your Spell/Trap cards cannot be negated. As Darkness/Kano already mentioned, Order is literally a better Notice/Warning/Black Horn coupled with Pot of Greed.I think Warning is in one of the packs for 2099, but I need to check. Gateway is a RUM for Synchros, so there's that. Massacre allows +1's if your opponent SS'd (which is very likely) or punishes blind MST / removal attempts. I mentioned this earlier, but Needle might be fine if you strip that Graveyard effect, because that part makes it crazy to run.Though, it is still a better MST/Dust Tornado otherwise. Link to comment Share on other sites More sharing options...
Aman Indra Posted December 17, 2015 Report Share Posted December 17, 2015 exactly cards need to evolve, not devolve in the name of balance sakura. i don't even care about them generics but this "balance" line and gimmick is pssing me off Link to comment Share on other sites More sharing options...
宇佐見 蓮子@C94 Posted December 17, 2015 Report Share Posted December 17, 2015 i'm someone who always pushes for stronger cards but i have to say some of these are ridiculous and make no sense balance-wise. Order is plain and simply hilarious. Link to comment Share on other sites More sharing options...
Aman Indra Posted December 17, 2015 Report Share Posted December 17, 2015 i don't even care about them generics but this "balance" line and gimmick is pssing me offyou still can't completely read can you ? that being said i guess i can be a little more mild with traps i guess Link to comment Share on other sites More sharing options...
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