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  1. Video on Lithiums channel showcased a rather interesting idea of using the new Level 1 in combination with Spyral Master Plan ( a level 7 spellcaster ), special summoning itself from the hand, then using it's ability to send spells and traps to draw cards to send important backrow with graveyard effects ( assault and rescue ) to draw free cards. Seems like an interesting idea, especially over in the ocg where they have 2 quick fix and drone ( making machine dupe a playable card over there ).
  2. You are now manually breathing

    1. DragonSage

      DragonSage

      Thanks I hate it

    2. Thar

      Thar

      You are now reading this comment

    3. Zaziuma

      Zaziuma

      That isn't how it works.

  3. These were a couple cards I thought of to support the Nephthys archetype. They make the archetype quite a bit faster, and gives them some good consistency options. Any kind of review is always appreciated! Nephthys Temple Spell - Field The effects of "Nephthys" Monsters and FIRE Monsters that activate in the GY either during the next standby phase after being destroyed by a card effect, or during your next standby phase after being destroyed by a card effect, can be activated immediately after being destroyed instead. If this face-up card would be destroyed by a card effect, you can destroy 1 “Nephthys” Monster from your Deck instead. If the effect of a “Nephthys” Monster you control would destroy a card in your hand, you can destroy a card you control instead, except itself. Nephthys Rites Spell - Normal Add 1 “Nephthys” Spell/Trap card from your Deck or GY to your hand, except "Nephthys Rites". If the card added to your hand by this effect is a Ritual Spell card, you can also add 1 “Nephthys” Ritual Monster from your Deck or GY to your hand. If this card is destroyed by a card effect and sent to your GY: You can set this card from your GY to your field. You can only use each effect of “Nephthys Rites” once per turn.
  4. A couple thoughts on this banlist. Banning REDMD has gotta hurt for those guard dragon players. Not being able to keep getting free revives for your link plays will definitely hurt. The ocg has 3 Denglong, but the tcg can't even get one? To be fair though, the ocg has a few more dino hits than the tcg, so it's kinda understandable. If the ocg is now getting Raigeki back, what are the odds we get Harpie's Feather Duster back? ( Something to note, Raigeki is getting reprinted in the newest structure deck, following the banlist announcement. Maybe it foreshadows something in the tcg? ) The ocg has, 2 Solemn Strikes, 2 Solemn Judgements, and 3 Solemn Warnings? Must be nice. Terrortop should probably either stay at 1, or get an errata. Having 2 Toadally Awesome and 2 Hero Lives is interesting. A format with 3 Fairy Tail Snow and 2 Grass Looks Greener will be interesting for sure.
  5. If anyone has the time, I would really appreciate a review of these sets I created. Not too many people like to review sets.
  6. These were some support cards I thought of to support the two archetypes, F.A.s and Vendreads. These cards are designed to give the decks a good consistency boost, as well as give them a much more clearer and easier to achieve win condition. Any kind of review is appreciated! [F.A.] F.A. Engineering Navigator Level 1 / Wind / Machine / Tuner / Effect 0 attack / 0 defense If this card is Normal or Special Summoned: You can add 1 “F.A.” Spell/Trap card from your Deck to your hand, except a Field Spell. If a face-up card you control is destroyed by a card effect while this card is in your hand or GY: you can Special Summon this card from your hand or GY to your field, then if the destroyed Monster was an “F.A.” Monster whose Level is higher from it’s original Level, increase this card’s Level by the difference between the destroyed Monster’s Level on the field and it’s original Level. You can only use each effect of “F.A. Engineering Navigator” once per turn. F.A. Divine Dragster Level 12 / Light / Machine / Synchro / Effect ? attack / 3000 defense 1 WIND Machine Tuner + 1+ non-Tuner Monsters Gains ATK equal to its Level x 300. Once per turn, during either players turn, if a Monster(s) would be Summoned, or a card or effect is activated that Summons a Monster(s): You can reduce this card’s Level by 3, and if you do, negate the activation or Summon, then destroy those card(s). If this card is sent to the GY: You can add 1 of your banished “F.A.” cards to your hand, then you can Special Summon 1 “F.A.” Monster from your GY, except “F.A. Divine Dragster”. You can only use this effect of “F.A.” Divine Dragster” once per turn. F.A. Ignition Spell - Continuous Your opponent cannot target other “F.A.” cards you control with card effects. You can only use each of the following effects of “F.A. Ignition” once per turn. - During your Main Phase: you can target 1 other face-up card you control; destroy it, and if you do, Special Summon 1 “F.A.” Monster from your Deck. - If this face-up card on the field is destroyed and sent to the GY: you can add this card from your GY to your hand. F.A. Off Road Drifting Spell - Continuous The Synchro Summons of “F.A.” Synchro Monsters cannot be negated. If you would Xyz Summon or Synchro Summon a Monster by using “F.A.” Monsters you control whose Levels are different from their original Levels, you can treat those Monsters as any Level from their current Level to their original Level for that Summon. If the Monster Summoned is an “F.A.” Monster, increase it’s Level by the total difference of the Levels of the “F.A.” Monsters used for it’s Summon ( The difference between their current Level on the field and their original Level ). [Vendread] Vendread Origin Level 1 / Dark / Zombie / Effect 0 attack / 0 defense If this card is Normal or Special Summoned: You can Special Summon 1 “Vendread” Monster from your Deck in defense position, except “Vendread Origin”, also you cannot Summon any Link Monsters for the rest of this turn, except Zombie Monsters. A “Vendread” Monster that was Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of “Vendread Origin” once per turn. - Once per turn, during either players turn, when a Monster effect is activated: You can negate the activation, then banish that Monster. Vendread Swarm Level 3 / Dark / Zombie / Effect 1500 attack / 0 defense defense If this card is Normal or Special Summoned: You can Special Summon up to 3 “Vendread” Monsters from your hand and/or GY with different names, except “Vendread Swarm”, also you cannot Summon any Link Monsters for the rest of this turn, except Zombie Monsters. A “Vendread” Monster that was Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of “Vendread Swarm” once per turn. - Once per turn, during either players turn, when a Spell/Trap card or effect is activated: You can negate the activation, then banish that card. Vendread Battler Level 5 / Dark / Zombie / Effect 2000 attack / 0 defense If this card is in your hand or GY: You can target 1 of your banished “Vendread” cards; add it to your hand, then Special Summon this card from your hand or GY to your field. A “Vendread” Monster that was Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of “Vendread Battler” once per turn. - Once per turn, during either players turn: You can declare 1 card name. Look at your opponent’s hand, then if the declared card is in your opponent’s hand, banish any cards with the declared card’s name. Advendread Boss Link 3 / Dark / Zombie / Link / Effect Link Materials: 2+ DARK Monsters Link Markers: Bottom Left, Bottom Right, Right 2500 attack If this card is Link Summoned: You can add up to 1 “Vendread” card from your Deck and GY to your hand. During your Main Phase: You can send 2 “Vendread” Monsters with different names from your Deck to your GY, except Ritual Monsters; Special Summon 1 “Vendread” Ritual Monster from your Deck or GY, ignoring it’s Summoning Conditions ( This is treated as a Ritual Summon ). The Monster Summoned by this effect gains any effects given to Ritual Monsters by the effects of the Monsters sent to the GY to activate this effect. You can only use each effect of “Advendread Boss” once per turn. Vendread Virus Spell - Continuous ( This card is always treated as a Ritual Spell ). While there is a Zombie Monster either on your field and/or in your GY, your opponent cannot target this card with card effect, also it cannot be destroyed by card effects. If you would Ritual Summon a “Vendread” Monster by using a “Vendread” Ritual Spell, you can shuffle the required Ritual Materials from your GY and/or banished cards into your Deck for that Ritual Summon. If a “Vendread” Monster would give a Ritual Monster an effect when used on the field for a Ritual Summon, it can give that effect even if it was not used on the field for a Ritual Summon. Vendread Onslaught Spell - Ritual This card can be used to Ritual Summon any “Vendread” Ritual Monster from your hand or GY. You must also tribute Monsters from your hand or field, or banish Zombie Monsters from your GY whose total Levels equal or exceed the Level of the Monster you want to Ritual Summon. If a “Vendread Chimera” or “Vendread Battlelord” you control would be destroyed (either by battle or card effect) while this card is in your GY, you can banish this card from your GY instead. Vendread Origin Level 1 / Dark / Zombie / Effect 0 attack / 0 defense If this card is Normal or Special Summoned: You can Special Summon 1 “Vendread” Monster from your Deck in defense position, except “Vendread Origin”, also you cannot Summon any Link Monsters for the rest of this turn, except Zombie Monsters. A “Vendread” Monster that was Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of “Vendread Origin” once per turn. - Once per turn, during either players turn, when a Monster effect is activated: You can negate the activation, then banish that Monster. Vendread Swarm Level 3 / Dark / Zombie / Effect 1500 attack / 0 defense defense If this card is Normal or Special Summoned: You can Special Summon up to 3 “Vendread” Monsters from your hand and/or GY with different names, except “Vendread Swarm”, also you cannot Summon any Link Monsters for the rest of this turn, except Zombie Monsters. A “Vendread” Monster that was Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of “Vendread Swarm” once per turn. - Once per turn, during either players turn, when a Spell/Trap card or effect is activated: You can negate the activation, then banish that card. Vendread Battler Level 5 / Dark / Zombie / Effect 2000 attack / 0 defense If this card is in your hand or GY: You can target 1 of your banished “Vendread” cards; add it to your hand, then Special Summon this card from your hand or GY to your field. A “Vendread” Monster that was Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of “Vendread Battler” once per turn. - Once per turn, during either players turn: You can declare 1 card name. Look at your opponent’s hand, then if the declared card is in your opponent’s hand, banish any cards with the declared card’s name. Advendread Boss Link 3 / Dark / Zombie / Link / Effect Link Materials: 2+ DARK Monsters Link Markers: Bottom Left, Bottom Right, Right 2500 attack If this card is Link Summoned: You can add up to 1 “Vendread” card from your Deck and GY to your hand. During your Main Phase: You can send 2 “Vendread” Monsters with different names from your Deck to your GY, except Ritual Monsters; Special Summon 1 “Vendread” Ritual Monster from your Deck or GY, ignoring it’s Summoning Conditions ( This is treated as a Ritual Summon ). The Monster Summoned by this effect gains any effects given to Ritual Monsters by the effects of the Monsters sent to the GY to activate this effect. You can only use each effect of “Advendread Boss” once per turn. Vendread Virus Spell - Continuous ( This card is always treated as a Ritual Spell ). While there is a Zombie Monster either on your field and/or in your GY, your opponent cannot target this card with card effect, also it cannot be destroyed by card effects. If you would Ritual Summon a “Vendread” Monster by using a “Vendread” Ritual Spell, you can shuffle the required Ritual Materials from your GY and/or banished cards into your Deck for that Ritual Summon. If a “Vendread” Monster would give a Ritual Monster an effect when used on the field for a Ritual Summon, it can give that effect even if it was not used on the field for a Ritual Summon. Vendread Onslaught Spell - Ritual This card can be used to Ritual Summon any “Vendread” Ritual Monster. You must also tribute Monsters from your hand or field, or banish Zombie Monsters from your GY whose total Levels equal or exceed the Level of the Monster you want to Ritual Summon. If a “Vendread Chimera” or “Vendread Battlelord” you control would be destroyed (either by battle or card effect) while this card is in your GY, you can banish this card from your GY instead. Vendread Origin Level 1 / Dark / Zombie / Effect 0 attack / 0 defense If this card is Normal or Special Summoned: You can Special Summon 1 “Vendread” Monster from your Deck in defense position, except “Vendread Origin”, also you cannot Summon any Link Monsters for the rest of this turn, except Zombie Monsters. A “Vendread” Monster that was Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of “Vendread Origin” once per turn. Once per turn, during either players turn, when a Monster effect is activated: You can negate the activation, then banish that Monster. Vendread Swarm Level 3 / Dark / Zombie / Effect 1500 attack / 0 defense defense If this card is Normal or Special Summoned: You can Special Summon up to 3 “Vendread” Monsters from your hand and/or GY with different names, except “Vendread Swarm”, also you cannot Summon any Link Monsters for the rest of this turn, except Zombie Monsters. A “Vendread” Monster that was Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of “Vendread Swarm” once per turn. Once per turn, during either players turn, when a Spell/Trap card or effect is activated: You can negate the activation, then banish that card. Vendread Battler Level 5 / Dark / Zombie / Effect 2000 attack / 0 defense If this card is in your hand or GY: You can target 1 of your banished “Vendread” cards; add it to your hand, then Special Summon this card from your hand or GY to your field. A “Vendread” Monster that was Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of “Vendread Battler” once per turn. Once per turn, during either players turn: You can declare 1 card name. Look at your opponent’s hand, then if the declared card is in your opponent’s hand, banish any cards with the declared card’s name. Advendread Boss Link 3 / Dark / Zombie / Link / Effect Link Materials: 2+ DARK Monsters Link Markers: Bottom Left, Bottom Right, Right 2500 attack If this card is Link Summoned: You can add up to 1 “Vendread” card from your Deck and GY to your hand. During your Main Phase: You can send 2 “Vendread” Monsters with different names from your Deck to your GY, except Ritual Monsters; Special Summon 1 “Vendread” Ritual Monster from your Deck or GY, ignoring it’s Summoning Conditions ( This is treated as a Ritual Summon ). The Monster Summoned by this effect gains any effects given to Ritual Monsters by the effects of the Monsters sent to the GY to activate this effect. You can only use each effect of “Advendread Boss” once per turn. Vendread Virus Spell - Continuous ( This card is always treated as a Ritual Spell ). While there is a Zombie Monster either on your field and/or in your GY, your opponent cannot target this card with card effect, also it cannot be destroyed by card effects. If you would Ritual Summon a “Vendread” Monster by using a “Vendread” Ritual Spell, you can shuffle the required Ritual Materials from your GY and/or banished cards into your Deck for that Ritual Summon. If a “Vendread” Monster would give a Ritual Monster an effect when used on the field for a Ritual Summon, it can give that effect even if it was not used on the field for a Ritual Summon. Vendread Onslaught Spell - Ritual This card can be used to Ritual Summon any “Vendread” Ritual Monster from your hand or GY. You must also tribute Monsters from your hand or field, or banish Zombie Monsters from your GY whose total Levels equal or exceed the Level of the Monster you want to Ritual Summon. If a “Vendread Chimera” or “Vendread Battlelord” you control would be destroyed (either by battle or card effect) while this card is in your GY, you can banish this card from your GY instead. Vendread Origin Level 1 / Dark / Zombie / Effect 0 attack / 0 defense If this card is Normal or Special Summoned: You can Special Summon 1 “Vendread” Monster from your Deck in defense position, except “Vendread Origin”, also you cannot Summon any Link Monsters for the rest of this turn, except Zombie Monsters. A “Vendread” Monster that was Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of “Vendread Origin” once per turn. Once per turn, during either players turn, when a Monster effect is activated: You can negate the activation, then banish that Monster. Vendread Swarm Level 3 / Dark / Zombie / Effect 1500 attack / 0 defense defense If this card is Normal or Special Summoned: You can Special Summon up to 3 “Vendread” Monsters from your hand and/or GY with different names, except “Vendread Swarm”, also you cannot Summon any Link Monsters for the rest of this turn, except Zombie Monsters. A “Vendread” Monster that was Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of “Vendread Swarm” once per turn. Once per turn, during either players turn, when a Spell/Trap card or effect is activated: You can negate the activation, then banish that card. Vendread Battler Level 5 / Dark / Zombie / Effect 2000 attack / 0 defense If this card is in your hand or GY: You can target 1 of your banished “Vendread” cards; add it to your hand, then Special Summon this card from your hand or GY to your field. A “Vendread” Monster that was Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of “Vendread Battler” once per turn. Once per turn, during either players turn: You can declare 1 card name. Look at your opponent’s hand, then if the declared card is in your opponent’s hand, banish any cards with the declared card’s name. Advendread Boss Link 3 / Dark / Zombie / Link / Effect Link Materials: 2+ DARK Monsters Link Markers: Bottom Left, Bottom Right, Right 2500 attack If this card is Link Summoned: You can add up to 1 “Vendread” card from your Deck and GY to your hand. During your Main Phase: You can send 2 “Vendread” Monsters with different names from your Deck to your GY, except Ritual Monsters; Special Summon 1 “Vendread” Ritual Monster from your Deck or GY, ignoring it’s Summoning Conditions ( This is treated as a Ritual Summon ). The Monster Summoned by this effect gains any effects given to Ritual Monsters by the effects of the Monsters sent to the GY to activate this effect. You can only use each effect of “Advendread Boss” once per turn. Vendread Virus Spell - Continuous ( This card is always treated as a Ritual Spell ). While there is a Zombie Monster either on your field and/or in your GY, your opponent cannot target this card with card effect, also it cannot be destroyed by card effects. If you would Ritual Summon a “Vendread” Monster by using a “Vendread” Ritual Spell, you can shuffle the required Ritual Materials from your GY and/or banished cards into your Deck for that Ritual Summon. If a “Vendread” Monster would give a Ritual Monster an effect when used on the field for a Ritual Summon, it can give that effect even if it was not used on the field for a Ritual Summon. Vendread Onslaught Spell - Ritual This card can be used to Ritual Summon any “Vendread” Ritual Monster. You must also tribute Monsters from your hand or field, or banish Zombie Monsters from your GY whose total Levels equal or exceed the Level of the Monster you want to Ritual Summon. If a “Vendread Chimera” or “Vendread Battlelord” you control would be destroyed (either by battle or card effect) while this card is in your GY, you can banish this card from your GY instead. F.A. Engineering Navigator Level 1 / Wind / Machine / Tuner / Effect 0 attack / 0 defense If this card is Normal or Special Summoned: You can add 1 “F.A.” Spell/Trap card from your Deck to your hand, except a Field Spell. If a face-up card you control is destroyed by a card effect while this card is in your hand or GY: you can Special Summon this card from your hand or GY to your field, then if the destroyed Monster was an “F.A.” Monster whose Level is higher from it’s original Level, increase this card’s Level by the difference between the destroyed Monster’s Level on the field and it’s original Level. You can only use each effect of “F.A. Engineering Navigator” once per turn. F.A. Divine Dragster Level 12 / Light / Machine / Synchro / Effect ? attack / 3000 defense 1 WIND Machine Tuner + 1+ non-Tuner Monsters Gains ATK equal to its Level x 300. Once per turn, during either players turn, if a Monster(s) would be Summoned, or a card or effect is activated that Summons a Monster(s): You can reduce this card’s Level by 3, and if you do, negate the activation or Summon, then destroy those card(s). If this card is sent to the GY: You can add 1 of your banished “F.A.” cards to your hand, then you can Special Summon 1 “F.A.” Monster from your GY, except “F.A. Divine Dragster”. You can only use this effect of “F.A.” Divine Dragster” once per turn. F.A. Ignition Spell - Continuous Your opponent cannot target other “F.A.” cards you control with card effects. You can only use each of the following effects of “F.A. Ignition” once per turn. - During your Main Phase: you can target 1 other face-up card you control; destroy it, and if you do, Special Summon 1 “F.A.” Monster from your Deck. - If this face-up card on the field is destroyed and sent to the GY: you can add this card from your GY to your hand. F.A. Off Road Drifting Spell - Continuous The Synchro Summons of “F.A.” Synchro Monsters cannot be negated. If you would Xyz Summon or Synchro Summon a Monster by using “F.A.” Monsters you control whose Levels are different from their original Levels, you can treat those Monsters as any Level from their current Level to their original Level for that Summon. If the Monster Summoned is an “F.A.” Monster, increase it’s Level by the total difference of the Levels of the “F.A.” Monsters used for it’s Summon ( The difference between their current Level on the field and their original Level ).
  7. "Man, I can't wait to get a review to one of my sets so I can reply to it and make edits!" 

    *holds reply* 

    Day 1: 

    Day 2: 

    Day 12456789: 

  8. This is a series of cards I thought of based around the board game Monopoly. This archetype focuses around taxing the opponent, maybe not out of their money, but rather, out of their life points! Each time your opponent visits one of your properties, they will not only pay a fine, but they might even experience something a little nastier! From getting a free draw, to destroying one of their cards, to getting a free add from the grave, to shufflling a card in their hand away! The Monsters in this archetype focus around swarming and help give the archetype more consistency in how they place their properties. This easy swarm and placements allow for Rich Uncle Pennybags himself to make an appearance! Allowing for total board control and making sure the opponent won’t be missing any of their taxes! Any review is always greatly appreciated! [The Monopoly Properties] Monopoly Property: Vermont Avenue Spell - Continuous Each time your opponent Summons or Sets a Monster in this card’s Column, inflict 100 damage to your opponent. Once per turn, if a Monster(s) is Summoned to this card’s Column: You can reveal 1 “Monopoly” card in your hand; draw 1 card. You can only control 1 “Monopoly Property: Vermont Avenue”. Monopoly Property: Tennessee Avenue Spell - Continuous Each time your opponent Summons or Sets a Monster in this card’s Column, inflict 200 damage to your opponent. Once per turn, if a Monster(s) is Summoned to this card’s Column: You can reveal 1 “Monopoly” card in your hand, then target 1 Spell/Trap card your opponent controls; destroy it. You can only control 1 “Monopoly Property: Tennessee Avenue”. Monopoly Property: Venator Avenue Spell - Continuous Each time your opponent Summons or Sets a Monster in this card’s Column, inflict 300 damage to your opponent. Once per turn, if a Monster(s) is Summoned to this card’s Column: You can reveal 1 “Monopoly” card in your hand, then target 1 Monster your opponent controls; destroy it. You can only control 1 “Monopoly Property: Venator Avenue”. Monopoly Property: Pennsylvania Avenue Spell - Continuous Each time your opponent Summons or Sets a Monster in this card’s Column, inflict 400 damage to your opponent. Once per turn, if a Monster(s) is Summoned to this card’s Column: You can reveal 1 “Monopoly” card in your hand, then target 1 card in your GY; add it to your hand. You can only control 1 “Monopoly Property: Pennsylvania Avenue”. Monopoly Property: Boardwalk Spell - Continuous Each time your opponent Summons or Sets a Monster in this card’s Column, inflict 500 damage to your opponent. Once per turn, if a Monster(s) is Summoned to this card’s Column: You can reveal 1 “Monopoly” card in your hand; look at your opponent’s hand, and shuffle 1 card from it into the Deck. You can only control 1 “Monopoly Property: Boardwalk”. [The Monopoly Property Support Spells] Monopoly Spell - Field During your Draw Phase, if you control another face-up “Monopoly” card, you can draw 2 cards instead of 1 for your Normal Draw. “Monopoly Property” Continuous Spell cards you control are unaffected by your opponent’s card effects. If your opponent would take effect damage from a “Monopoly Property” card you control, they can hand you 1 card from their hand to take no damage from that effect. If you activate the effect of a “Monopoly Property” card, your opponent can hand you 1 card from their hand to negate that effect. Monopoly Space: Income Tax Spell - Continuous ( This card is always treated as a “Monopoly Property” card ). While you control a card whose original name includes “Monopoly Property” in it, your opponent cannot Summon or Set a Monster in this card’s Column. If your opponent Summons a Monster in this card’s Column: Your opponent takes 2000 damage. Your opponent can hand you 1 card from their hand to your hand to take no damage from this effect. You can only control 1 “Monopoly Space: Income Tax”. Monopoly Space: Luxury Tax Spell - Continuous ( This card is always treated as a “Monopoly Property” card ). While you control a card whose original name includes “Monopoly Property” in it, your opponent cannot Summon or Set a Monster in this card’s Column. If your opponent Summons a Monster in this card’s Column: Your opponent takes 1000 damage. Your opponent can hand you 1 card from their hand to your hand to take no damage from this effect. You can only control 1 “Monopoly Space: Luxury Tax”. Monopoly Space: Free Parking Spell - Continuous ( This card is always treated as a “Monopoly Property” card ). Each time either your opponent Summons a Monster to this card’s Column or you Summon a “Monopoly” Monster to this card’s Column: You can reveal 1 “Monopoly” card in your hand; place 1 Parking Counter on this card. During your Main Phase: You can remove any number of Parking Counters from this card that were placed on this card by this card’s effect; draw an equal number of cards. You can only control 1 “Monopoly Space: Free Parking”. Monopoly Space: Go to Jail Spell - Continuous ( This card is always treated as a “Monopoly Property” card ). If your opponent Summons a Monster to this card’s Column: You can reveal 1 “Monopoly” card in your hand; banish that Monster until the end of the next turn. If there already is a Monster currently banished by this effect, return that Monster to your opponent’s field after banishing your opponent’s Monster. Your opponent can hand you one card from their hand to your hand to negate this effect. You can only control 1 “Monopoly Space: Go to Jail”. [The Monopoly Players] Monopoly Player: The Thimble Level 4 / Earth / Machine / Effect 1850 attack / 1850 defense If this card is Normal or Special Summoned: You can place 1 “Monopoly Property” Continuous Spell card from your Deck or GY face-up in your Spell/Trap card zones. Once per opponent’s turn: You can target 1 “Monolopy Property” Continuous Spell card you control; return it to the Deck, then you can activate 1 “Monopoly Property” Continuous Spell card with a different original name from the returned card from your Deck. Monopoly Player: The Sack of Money Level 4 / Earth / Machine / Effect 1850 attack / 1850 defense If this card is revealed in your hand by the effect of a “Monopoly Property” Continuous Spell card: You can Special Summon this card from your hand, then you can Special Summon 1 “Monopoly Player” Monster from your hand or Deck, except “Monopoly Player: The Sack of Money”. You can only use this effect of “Monopoly Player: The Sack of Money” once per turn. If a card(s) you control would be sent to the GY ( either by battle or by your opponent’s card effect ), you can return 1 “Monopoly Property” Continuous Spell card you control to the hand instead. Monopoly Player: The Racecar Level 4 / Earth / Machine / Effect 1850 attack / 1850 defense If this card is Summoned: You can Special Summon 1 “Monopoly Player” Monster from your hand, except “Monopoly Player: The Racecar”, then you can add 1 “Monopoly Property” Continuous Spell card from your Deck to your hand. You can only use this effect of “Monopoly Player: The Racecar” once per turn. Once per opponent’s turn: You can reveal 1 “Monopoly Property” Continuous Spell card in your hand; shuffle this card you control into the Deck, then Special Summon 1 “Monopoly Player” Monster from your Deck, except “Monopoly Player: The Racecar”. Monopoly Player: The Battleship Level 4 / Earth / Machine / Effect 1850 attack / 1850 defense If you control a “Monopoly Player” Monster: You can Special Summon this card from your GY, then you can add 1 “Monopoly Property” Continuous Spell card from your GY to your hand. You can only use this effect of “Monopoly Player: The Battleship” once per turn. If this card is Summoned: You can target 1 “Monopoly Player” Monster in your GY, except “Monopoly Player: The Battleship”; either Special Summon it or add it to your hand. Monopoly Player: The Scottie Dog Level 4 / Earth / Machine / Effect 1850 attack / 1850 defense If you Summon a “Monopoly Player” Monster, except “Monolopy Player: The Scottie Dog”, while this card is in your hand: You can Special Summon this card from your hand, and if you do that, you can return 1 “Monolopy Property” card you control to the hand to return 1 card your opponent controls to the hand. If this card is sent to your GY while you control a “Monopoly Property” Continuous Spell card: You can add this card from your GY to your hand. You can only use this effect of “Monopoly Player: The Scottie Dog” once per turn. Monopoly Player: The Top Hat Level 4 / Earth / Machine / Effect 1850 attack / 1850 defense If you control “Monopoly Player: Rich Uncle Pennybags”: You can Special Summon this card from your hand or GY. This Special Summoned card cannot be used as Link Material, except for the Link Summon of “Monopoly Player: Rich Uncle Pennybags”. If this card is sent to your GY while you control a “Monopoly Property” Continuous Spell card; you can target 1 “Monopoly Player” Monster in your GY, except “Monopoly Player: The Top Hat”; Special Summon it. You can only use this effect of “Monopoly Player: The Top Hat” once per turn. Monopoly Player: The Cop Level 4 / Earth / Machine / Effect 1850 attack / 1850 defense During either players turn, when your opponent activates a card or effect while you control both a “Monopoly Player” Monster and a “Monopoly Property” Continuous Spell card: You can send this card from your hand to the GY to negate that effect, then add that card to your hand. If you Summon a “Monopoly Player” Monster while this card is in your GY: You can add this card from your GY to your hand. [Rich Uncle Pennybags] Monopoly Player: Rich Uncle Pennybags Link 3 / Earth / Machine / Link / Effect Link Materials: 3 “Monopoly Player” Monsters Link Markers: Left, Bottom, Right 3850 attack While you control 3 or more “Monopoly Property” Continuous Spell cards, this card is unaffected by your opponent’s card effects. During either players turn, if your either player Summons a Monster to a column that a “Monopoly Property” Continuous Spell card is in, while you control more than 1 “Monopoly” Property” card, you can choose which “Monopoly Property” Continuous Spell card you want to activate ( even if your opponent did not Summon a Monster to that column ), also those cards activated effects can be activated more than once per turn.
  9. Some Ice Barrier support. Trying out that pendulum summon idea I had. 

     

  10. These were some support cards I thought of to help out the Ice Barrier archetype. These cards are designed to give the archetype a lot more swarming and plussing abilities to maintain advantage. I'm trying something rather interesting; breaking the pendulum mechanic. The ability to pendulum summon from your GY instead of from your Extra Deck. This would help the deck, since it would give the deck a lot of recovery. The spells and trap are designed to give the deck more consistency, more recovery, and stopping power --> allowing you to keep on using your graveyard resources to continue your places. Please leave your thoughts below. ? [Secret Beast in the Ice Barrier] Secret Beast in the Ice Barrier Level 4 / Water / Beast / Pendulum / Effect 1800 attack / 1500 defense Pendulum Scale: 0 Pendulum Effect: You cannot Pendulum Summon Monsters, except “Ice Barrier” Monsters. This effect cannot be negated. You cannot Pendulum Summon Monsters from your Extra Deck, also you can Pendulum Summon “Ice Barrier” Monsters from both your hand and GY. Once per turn: You can target 1 “Ice Barrier” non-Tuner Monster you control; treat that Monster as a Tuner until the end of the turn. Monster Effect: If this card is sent to your GY or Extra Deck: You can place this card face-up in your Pendulum Scale or send it to your GY. You can only use each of the following effects of “Secret Beast in the Ice Barrier” once per turn. If this card is Summoned: You can Special Summon up to 2 “Ice Barrier” Monsters from your hand. If this card is sent to the GY or Extra Deck for the Tribute, Synchro, or Link Summon of an “Ice Barrier” Monster: You can add 1 “Ice Barrier” Spell/Trap card from your Deck to your hand. [Secret Sea-Serpent in the Ice Barrier] Secret Sea-Serpent in the Ice Barrier Level 4 / Water / Beast / Pendulum / Effect 1600 attack / 2000 defense Pendulum Effect: You cannot Pendulum Summon Monsters, except “Ice Barrier” Monsters. This effect cannot be negated. You cannot Pendulum Summon Monsters from your Extra Deck, also you can Pendulum Summon “Ice Barrier” Monsters from both your hand and GY. Once per turn: You can target 1 “Ice Barrier” Monster you control; either increase or decrease the Level of that Monster by up to 3. Monster Effect: If this card is sent to your GY or Extra Deck: You can place this card face-up in your Pendulum Scale or send it to your GY. You can only use each of the following effects of “Secret Sea-Serpent in the Ice Barrier” once per turn. If this card is Summoned: You can Special Summon 1 “Ice Barrier” Monster from your GY. If this card is sent to the GY or Extra Deck for the Tribute, Synchro, or Link Summon of an “Ice Barrer” Monster: You can add 1 “Ice Barrier” Monster from your Deck to your hand. [Blizzed, Great Defender of the Ice Barrier] Blizzed, Great Defender of the Ice Barrier Link 2 / Water / Aqua / Link / Effect Link Materials: 2 WATER Monsters Link Markers: Bottom Left, Bottom Right 1900 attack If this card is Link Summoned: You can target 2 “Ice Barrier” Monsters with different names in your GY; add 2 “Ice Barrier” Monsters with different names from your Deck to your hand whose names are different from the names of the Monsters targeted by this card’s effect, then shuffle those Monsters from your GY into your Deck. During your Main Phase: You cannot Summon any Monsters for the rest of the turn, except WATER Monsters, also Special Summon any number of “Ice Barrier” Monsters from your hand. You can only use each effect of “Blizzed, Great Defender of the Ice Barrier” once per turn. [Great Fortress of the Ice Barrier] Great Fortress of the Ice Barrier Spell - Field When this card is activated: You can add 1 “Ice Barrier” Monster from your GY to your hand. During your Main Phase, you can Normal Summon 1 “Ice Barrier” Monster in addition to your Normal Summon/Set ( You can only gain this effect once per turn ). Level 5 or higher “Ice Barrier” Monsters can be Normal Summoned without Tributing. Once during each turn, if you would Synchro Summon an “Ice Barrier” Synchro Monster, you can banish up to 2 of the required Synchro Materials from your GY for that Synchro Summon. You can only activate 1 “Great Fortress of the Ice Barrier” per turn. [Survivability of the Ice Barrier] Survivability of the Ice Barrier Spell - Continuous During your Main Phase: You can apply one of the following effects. - Target 3 WATER Monsters in your GY; shuffle all of them into the Deck, then draw 2 cards. - Target 1 “Ice Barrier” Monster in your GY; either add it to your hand or Special Summon it to your field. You can only apply each effect of “Survivability of the Ice Barrier” once per turn. Survivability of the Ice Barrier Spell - Continuous During your Main Phase: You can apply one of the following effects. Target 3 WATER Monsters in your GY; shuffle all of them into the Deck, then draw 2 cards. Target 1 “Ice Barrier” Monster in your GY; either add it to your hand or Special Summon it to your field. You can only apply each effect of “Survivability of the Ice Barrier” once per turn. [Superior Power of the Ice Barrier] Superior Power of the Ice Barrier Trap - Counter When a Monster(s) would be Summoned or a card or effect is activated while you control an “Ice Barrier” Synchro Monster: Negate the activation or Summon, then shuffle that card(s) into the Deck, then you can Special Summon 1 “Ice Barrier” from your Extra Deck or GY ( If the Monster Summoned by this effect was a Synchro Monster, this Summon is treated as a Synchro Summon ). You can only activate 1 “Superior Power of the Ice Barrier” per turn. Superior Power of the Ice Barrier Trap - Counter When a Monster(s) would be Summoned or a card or effect is activated while you control an “Ice Barrier” Synchro Monster: Negate the activation, then shuffle that card into the Deck, then you can Special Summon 1 “Ice Barrier” from your Extra Deck or GY ( If the Monster Summoned by this effect was a Synchro Monster, this Summon is treated as a Synchro Summon ). You can only activate 1 “Superior Power of the Ice Barrier” per turn.
  11. Idea for legacy pendulum support for non-pendulum archetypes: "You cannot Pendulum Summon face-up Monsters from your Extra Deck, also you can Pendulum Summon *archetype* Monsters from your hand or GY. You cannot Pendulum Summon Monsters, except *archetype* Monsters"

    1. yui

      yui

      *laughs in Infernity*

  12. According to the yugioh card database, there are 674 normal spell cards in the game. Let's see what I get.
  13. Seeing Sunlight Wolves being sold for 30 dollars a playset makes me glad I bought mine early for just 6 dollars for the playset. 

  14. The summon restrictions are used to keep the archetype in check. Without them, you have a series of level 4 earth warriors ( a really good level / typing / attribute ) to be used in any strategy for free summons each turn. That isn't my intention with these cards. Keeping the restrictions from being negatable prevents you from using things like skill drain to negate your own monster effects. Even with them being locked into only archetypal monsters, that shouldn't be a problem for the deck. The link monsters are quite versatile ( having a searcher, token spawner, negation, non-targeting shuffle, and a trishula style shuffle effect ) so not being able to summon things like borrels or isolde won't hurt the deck much.
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