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Ultimagamer

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Posts posted by Ultimagamer


  1. On 9/23/2019 at 11:11 AM, Tinkerer said:

    So DM's got a "Special Summon DM from Deck" card without any of the costs/restrictions of curtain?  Me likey.

    Actually, Soul fixes a TON of the deck's problems: Low level monster, doesn't interfere with the all-important Rod NS, sets up DM/DMG, and can remove dead spell/traps.  It's technically also generic, though I can't really see it being used in any deck except DM and maybe Witchcraft for now.

    The Fusion is cool, but it suffers from the general issues of DM fusions in general: Namely, no in-deck way of searching a fusion card.

    The trap is interesting and it adds further value to that DMG in a DM deck.  The only gripe I have with it is its (2) effect can't trigger off Magical Hats (which, imho, would be really thematically relevant).

     

    Long story short, I really really like Soul in particular, and I think that this puts DM on almost the same level as BE.  Finally.

     

    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. 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.


  3. 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. 


  4. 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 ).


  5. 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.


  6. 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.


  7. 4 hours ago, TheLegalNinja said:

    I may be no expert, But I can tell somethings need to be worked on, First off Clarity:

    with the way the text is separated it would suggest these are pendulum monsters with the unpreventable summon restriction 

     

    Second: Ease down on the summoning restriction, because with all this swarming your preventing yourself from accessing some useful and strong monsters that can help, atleast make only for a turn that makes you only special summon them or atleast their type. 

    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. 


  8. This card seems interesting. Being semi-generic is nice, can get up to 2100 attack by itself, and even more with it's negation effect. A quick ruling question however. 

    If the monster is in the EMZ, would it point to the spell/trap cards in the columns adjacent to it, or, the ones two columns over? 


  9. These were some cards I thought of to support the Witchcraft archetype coming out in Infinite Ignition. These cards are designed to help out the Deck keep it's advantage up and gain plusses, while making it's plays. The new Link monster is designed similarly to Isolde, and helps out Witchcraft in the same way that Isole helps out Noble Knights: good GY set-up, searching, and even recursion. The new level 1 Monster offers another good normal summon for the deck, while allowing you to gain field presence when it's in the GY. The new spells offer many ways for the deck to get free advantage during the end phase. The continuous spell offers targeting protection for all of your Witchcrafts, one of the quickplay spells offers the deck some powerful stealing and disruption for the deck, and the other quickplay spell offers the deck an advantage gain to match that of Spellbook of Judgement! A powerful counter trap card is here that also helps out the theme, negating any card effect, and while having a GY effect to recur spell cards from your GY. 

    Something interesting to note about the naming of these cards ( These are designed to keep the naming theme of the archetype consistent ) 

    Mestiere means "Craft" in Italian ( and yes, that does make her name "Witchcraft Craft" )

    Bijuterii means "Jewelry" in Romanian ( related to Haine, which means "Clothing" in Romanian ) 

    Bye Street is a reference to Harry Potter, in which Harry, trying to get to Diagon Alley, calls it "Diagonally" instead. ( By Street always makes me think of Diagon Alley whenever I see it ) 

     

    Witchcraft Mestiere

    Link 2 / Light / Spellcaster / Link / Effect

    Link Materials: 2 Spellcaster Monsters

    Link Markers: Bottom, Left

    2000 attack

     

    If this card is Link Summoned: You can add 1 “Witchcraft” card from your Deck to your hand. During your Main Phase: You can send any number of “Witchcraft” Spell/Trap cards with different names from your Deck to your GY; Special Summon 1 “Witchcraft” Monster from your Deck whose Level is equal to the number of cards sent by this effect. During your end phase: You can target 1 “Witchcraft” Spell/Trap card in your GY; either add it to your hand or set it to your field. You can only use each effect of “Witchcraft Mestiere” once per turn.

     

    Witchcraft Bijuterii

    Level 1 / Wind / Spellcaster / Effect

    500 attack / 1000 defense

     

    During the Main Phase (Quick Effect): You can Tribute this card and discard 1 Spell card; Special Summon 1 “Witchcraft” Monster from your Deck, except “Witchcraft Bijuterii”. During your Main Phase, if this card is in your GY: You can banish this card from your GY; Special Summon 1 “Witchcraft” Monster from your hand, then you can reveal another “Witchcraft” card in your hand to draw 1 card. You can only use each effect of “Witchcraft Bijuterii” once per turn.

     

    Witchcraft Promise

    Spell - Quickplay

     

    During the end phase of the turn in which this card is activated, add “Witchcraft” cards with different names from your Deck, GY, and/or banished cards to your hand up to the total number of “Witchcraft” cards that were sent to the GY during this turn, then you can Special Summon 1 “Witchcraft” Monster from your Deck or GY whose Level is less than or equal to the total number of cards added to your hand by this effect. During your end phase, if this card is in your GY and you control a “Witchcraft” Monster: You can add this card from your GY to your hand. You can only use one effect of “Witchcraft Promise” per turn, and only once that turn.

     

    Witchcraft Bye Street

    Spell - Continuous

     

    Your opponent cannot target “Witchcraft” cards you control with card effects. You can only use 1 of the following effects of “Witchcraft Bye Street” per turn, and only once that turn.

    - If a “Witchcraft” Monster you control would discard a Spell card from your hand to activate it’s effect, you can send this card to the GY instead.

    - During your End Phase, if this card is in your GY and you control a “Witchcraft” Monster: You can place this card face-up in your Spell/Trap Zone. 

     

    Witchcraft Control

    Spell - Quickplay

     

    If you control a “Witchcraft” Monster: Target 1 Monster your opponent controls; take control of it. While you control that Monster, it is treated as a Spellcaster Monster. During your End Phase, if this card is in your GY, and you control a “Witchcraft” Monster: You can add this card from your GY to your hand. You can only use 1 effect of “Witchcraft Control” per turn, and only once that turn.

     

    Witchcraft Decision

    Trap - Counter

     

    When a card or effect is activated while you control a “Witchcraft” Monster: you can discard 1 Spell card; negate the activation, then banish that card face-down. During either players Main Phase, if this card is in your GY: You can banish this card from your GY; add 1 “Witchcraft” Spell card from your GY to your hand, then you can add 1 Spell card from your GY to your hand with a different name from the first added card. You can only use 1 effect of “Witchcraft Decision” per turn, and only once that turn.


  10. These are a bunch of cards I thought of based around a spectacular swarming method to gain great advantage and summoning good in archetype links. Every card in the archetype that stays up on the field longer than it's activation or summon restricts your summons to within the archetype. All of the monsters in the archetype have effects to summon themselves, and gain effects on summon. 

    Also, the inspiration behind this archetype was Disney's The Three Musketeers ( a movie I personally like ). 

    [Royale Musketeer Main Deck Monsters ( 7 )]

    Royale Musketeer Thomas

    Level 4 / Earth / Warrior / Effect

    1800 attack / 1000 defense

     

    You cannot Summon any Monsters, except “Royale Musketeer” Monsters. This effect cannot be negated. You can only use each of the following effects of “Royale Musketeer Thomas” once per turn.

    - If you control a “Royale Musketeer” Monster, except “Royal Musketeer Thomas”: You can Special Summon this card from your hand or GY.

    - If this card is Summoned: You can add 1 “Royale Musketeer” Monster from your Deck to your hand, except “Royale Musketeer Thomas”.

     

    Royale Musketeer Pierre

    Level 4 / Earth / Warrior / Effect

    1800 attack / 1000 defense

     

    You cannot Summon any Monsters, except “Royale Musketeer” Monsters. This effect cannot be negated. You can only use each of the following effects of “Royale Musketeer Pierre” once per turn.

    - If you control a “Royale Musketeer” Monster, except “Royal Musketeer Pierre”: You can Special Summon this card from your hand or GY.

    - If this card is Summoned: You can target 1 “Royale Musketeer” Monster in your GY, except “Royale Musketeer Pierre”; Special Summon it.

     

    Royale Musketeer Charles

    Level 4 / Earth / Warrior / Effect

    1800 attack / 1000 defense

     

    You cannot Summon any Monsters, except “Royale Musketeer” Monsters. This effect cannot be negated. You can only use each of the following effects of “Royale Musketeer Charles” once per turn.

    - If you control a “Royale Musketeer” Monster, except “Royal Musketeer Charles”: You can Special Summon this card from your hand or GY.

    - If this card is Summoned: You can excavate the top 5 cards of your Deck, then Special Summon 1 “Royale Musketeer” Monster from among those cards, except “Royale Musketeer Charles”. Shuffle the rest back into the Deck.

     

    Royale Musketeer Alexandre

    Level 4 / Earth / Warrior / Effect

    1800 attack / 1000 defense

     

    You cannot Summon any Monsters, except “Royale Musketeer” Monsters. This effect cannot be negated. You can only use each of the following effects of “Royale Musketeer Alexandre” once per turn.

    - If you control a “Royale Musketeer” Monster, except “Royal Musketeer Alexandre”: You can Special Summon this card from your hand or GY.

    - If this card is Summoned: You can Special Summon 1 “Royale Musketeer” Monster from your hand, except “Royale Musketeer Alexandre”.

     

    Royale Musketeer Francois

    Level 4 / Earth / Warrior / Effect

    1800 attack / 1000 defense

     

    You cannot Summon any Monsters, except “Royale Musketeer” Monsters. This effect cannot be negated. You can only use each of the following effects of “Royale Musketeer Francois” once per turn.

    - If you control a “Royale Musketeer” Monster, except “Royal Musketeer Francois”: You can Special Summon this card from your hand or GY.

    - If this card is Summoned: You can target 1 Set card your opponent controls; return it to the hand.

     

    Royale Musketeer Louis

    Level 4 / Earth / Warrior / Effect

    1800 attack / 1000 defense

     

    You cannot Summon any Monsters, except “Royale Musketeer” Monsters. This effect cannot be negated. You can only use each of the following effects of “Royale Musketeer Louis” once per turn.

    - If you control a “Royale Musketeer” Monster, except “Royal Musketeer Louis”: You can Special Summon this card from your hand or GY.

    - If this card is Summoned: you can discard 1 “Royale Musketeer” Monster, except “Royale Musketeer Louis”; draw 1 card.

     

    Loyal Hound of the Royale Musketeers

    Level 4 / Earth / Warrior / Effect

    1000 attack / 1000 defense

     

    You cannot Summon any Monsters, except “Royale Musketeer” Monsters. This effect cannot be negated. You can only use each of the following effects of “Loyal Hound of the Royale Musketeers” once per turn.

    - If you control no Monsters: You can Special Summon this card from your hand or GY.

    - If a card or effect is activated while you control a face-up “Royale Musketeer” Monster, except this card: You can send this card from your hand or face-up from your field to the GY; negate the activation.

    [Royale Musketeer Extra Deck Monsters ( 5 )]

    Musical Jester of the Royale Musketeers

    Link 1 / Earth / Warrior / Link / Effect

    Link Material: 1 non-Link “Royale Musketeer” Monster

    Link Marker: Bottom

    0 attack

     

    You cannot Summon any Monsters, except “Royale Musketeer” Monsters. This effect cannot be negated. You can only use each of the following effects of “Musical Jester of the Royale Musketeers” once per turn.

    - If this card is in your GY: You can tribute 1 non-Link “Royale Musketeer” Monster; Special Summon this card from your GY.

    - If this card is Special Summoned: You can add 1 “Musketeer” Spell/Trap card from your Deck to your hand.

     

    Supervisor of the Royale Musketeers

    Link 2 / Earth / Warrior / Link / Effect

    Link Materials: 2 “Royale Musketeer” Monsters

    Link Marker: Left, Bottom

    1800 attack

     

    You cannot Summon any Monsters, except “Royale Musketeer” Monsters. This effect cannot be negated. You can only use each of the following effects of “Supervisor of the Royale Musketeers” once per turn.

    - If this card is in your GY: You can tribute 1 non-Link “Royale Musketeer” Monster; Special Summon this card from your GY.

    - If this card is Special Summoned: You can Special Summon any number of “Royale Musketeer Tokens” (Level 4/EARTH/Warrior/ATK: 1000/DEF: 1000) to your field in defense position. Those tokens cannot be used for Link Summons, except for “Royale Musketeer” Monsters.

     

    Captain of the Royale Musketeers

    Link 3 / Earth / Warrior / Link / Effect

    Link Materials: 2+ “Royale Musketeer” Monsters

    Link Marker: Bottom Left, Bottom Right, Right

    2400 attack

     

    You cannot Summon any Monsters, except “Royale Musketeer” Monsters. This effect cannot be negated. You can only use each of the following effects of “Supervisor of the Royale Musketeers” once per turn.

    - If this card is in your GY: You can tribute 1 non-Link “Royale Musketeer” Monster; Special Summon this card from your GY.

    - During either players turn, if a card or effect is activated: You can negate the activation, then destroy that card.

     

    Queen’s Assistant of the Royale Musketeers

    Link 4 / Earth / Warrior / Link / Effect

    Link Materials: 2+ “Royale Musketeer” Monsters

    Link Markers: Left, Bottom Left, Bottom Right, Bottom Left

    2700 attack

     

    You cannot Summon any Monsters, except “Royale Musketeer” Monsters. This effect cannot be negated. You can only use each of the following effects of “Queen’s Assistant of the Royale Musketeers” once per turn.

    - If this card is in your GY: You can tribute 1 non-Link “Royale Musketeer” Monster; Special Summon this card from your GY.

    - If this card is Special Summoned: You can shuffle 1 card from your opponent’s hand or field into the Deck ( Cards in the hand are chosen at random ).

     

    Queen of the Royale Musketeers

    Link 5 / Earth / Warrior / Link / Effect

    Link Materials: 2+ “Royale Musketeer” Monsters

    Link Markers: Left, Bottom Left, Bottom, Bottom Right, Right

    3200 attack

     

    You cannot Summon any Monsters, except “Royale Musketeer” Monsters. This effect cannot be negated. You can only use each of the following effects of “Queen of the Royale Musketeers” once per turn.

    - If this card is in your GY: You can tribute 1 non-Link “Royale Musketeer” Monster; Special Summon this card from your GY.

    - If this card is Special Summoned: You can Shuffle 1 card each from your opponent’s GY, hand, and field into the Deck ( The card in the hand is chosen at random ).

    [Royal Musketeer Spells ( 4 )]

    Castle of the Musketeers

    Spell - Field

     

    You cannot Summon any Monsters, except “Royale Musketeer” Monsters. This effect cannot be negated. The activated effects of your “Royale Musketeer” Monsters cannot be negated, also your opponent cannot activate cards and effects when you Summon a “Royale Musketeer” Monster(s). If your opponent negates the Summon of a “Royale Musketeer” Monster(s): You can Special Summon up to 3 “Royale Musketeer” Monsters with different names from your hand and/or GY in defense position. You can only use this effect of “Castle of the Musketeers” once per turn.

     

    Musketeer Recruitment

    Spell - Normal

     

    Add 1 “Royale Musketeer” Monster from your Deck or GY to your hand. During your Main Phase, if this card is in your GY, and you control 3 or more “Royale Musketeer” Monsters with different names: You can add this card from your GY to your hand. You can only use each effect of “Musketeer Recruitment” once per turn.

     

    Training of the Musketeers

    Spell - Continuous

     

    You cannot Summon any Monsters, except “Royale Musketeer” Monsters. This effect cannot be negated. The activated effects of “Royale Musketeer” Monsters in your GY or hand can be used during either players turn. During your Main Phase: You can target 1 “Royale Musketeer” Monster in your GY; Special Summon it. You can only use this effect of “Training of the Musketeers” once per turn.

     

    All For One, and One For All!

    Spell - Quickplay

     

    ( This card is always treated as a “Musketeer” card ).

    If you control 3 or more “Royale Musketeer” Monsters with different names: destroy all cards your opponent controls. If you control 5 or more “Royale Musketeer” Monsters with different names, your opponent cannot activate cards or effects in response to this card’s activation. Your opponent takes no battle damage from your attacks during the turn you activate this card. You can only activate 1 “All For One, and One For All! per turn.

    [Royal Musketeer Traps ( 2 )]

    Musketeer Sword-Fighting

    Trap - Normal

     

    Return 1 “Royale Musketeer” Monster you control to the hand, then return up to 2 cards your opponent controls to the hand. If you control 3 or more “Royale Musketeer” Monsters with different names, you do not have to return a Monster to your hand, also you can return up to 3 cards your opponent controls to the hand instead. You can only activate 1 “Musketeer Sword-Fighting” per turn.

     

    Musketeers Win the Day!

    Trap - Counter

     

    When a Monster effect is activated, or exactly 1 Monster would be Summoned while you control a “Royale Musketeer” Monster: Negate the activation or Summon, then destroy that Monster. If you control 3 or more “Royale Musketeer” Monsters, you can activate this card from your hand. You can only activate 1 “Musketeers Win the Day!” per turn.

    text

    text

    Musketeer Sword-Fighting

    Trap - Normal

     

    Return 1 “Royale Musketeer” Monster you control to the hand, then return up to 2 cards your opponent controls to the hand. If you control 3 or more “Royale Musketeer” Monsters with different names, you do not have to return a Monster to your hand, also you can return up to 3 cards your opponent controls to the hand instead. You can only activate 1 “Musketeer Sword-Fighting” per turn.

     

    Musketeers Win the Day!

    Trap - Counter

     

    When a Monster effect is activated, or exactly 1 Monster would be Summoned while you control a “Royale Musketeer” Monster: Negate the activation or Summon, then destroy that Monster. If you control 3 or more “Royale Musketeer” Monsters, you can activate this card from your hand. You can only activate 1 “Musketeers Win the Day!” per turn.


  11. These were a couple cards I found a couple days ago. They seem pretty interesting, and after testing them out for a bit, they tend to work out pretty well. 

     

    Flame Bufferlo 

    Level 3 / Fire / Cyberse / Effect 

    1400 attack / 200 defense 

    Effect: If this face-up card leaves the field: You can discard 1 Cyberse monster, and if you do, draw 2 cards. You can only use this effect of "Flame Bufferlo" once per turn. 

    FlameBufferlo-SDPL-EN-SR-1E.png

     

    Backup Secretary 

    Level 3 / Light / Cyberse / Effect 

    1200 attack / 800 defense 

    Effect: If you control a Cyberse monster, you can Special Summon this card (from your hand). You can only Special Summon "Backup Secretary" once per turn this way. 

    BackupSecretary-MP18-EN-C-1E.png

    They feel like nice budget options for the deck.

     

    Flame Bufferlo has a pretty nice draw effect that can help you dig for your combo pieces. You can even chain block with it's effect by using it as a link material for Balelynx ( Doing Bufferlo as CL1, and Balelynx as CL2 ). The card doesn't even discard for cost, so if your opponent hits it with something like called by the grave, you don't lose any advantage. Being that it can put Salamangreats in the GY, it can help you set up effects like Spinny and Foxy, and set up Gazelle's hand effect, all while drawing 2 new cards. It being a level 3 also allows it to be used as an Xyz material for Mirage Stallio, and being a fire monster allows it to be used for Sunlight Wolf and Heatleo. 

    Backup Secretary is a nice budget alternative to Pyschic Wheelder. It does a very similar thing, special summoning itself from the hand, but has an added utility to it. While Wheelder only summons itself while you control a level 3 monster, Secretary can summon itself if you control any Cyberse type monster. This means that if you control things like Mole, Meer, Fowl, Jack Jaguar, or Falco, you can still summon it from your hand. Being a level 3 Cyberse gives it the utility of being possible Link material for Balelynx, or Xyz material for Stallio. 

     

    These cards seem pretty neat. From what I've tested so far, they work with Salamangreats pretty well. 


  12. 3 hours ago, Darj said:

    A rather amusing card. Part of me thinks it would be more interesting as a Spell speed 3 Counter Trap, but then it would be 1 turn slower. IMO this has potential, at least as a side card. There are a handful of effects you can disrupt by rearranging the chain order. Chaining thing to Mind Crush comes to mind, but there should be other interesting examples.

    Called by the Grave: rearrange the chain links so that the effects get negated after they resolve ( or, in the case that a monster is being special summoned from the gy, the effect of called wouldn't even resolve ) 

    Effect Veiler: same thing as called, rearranging the chain so the effect get negated after it resolves 

     

    Something I'm kinda concerned about with this card though, how do effects that directly chain to negate work with this? Say for example, your opponent controls a Crystal Wing Synchro Dragon, and you attempt to activate the effect of Isolde. The chain order would initially go: Isolde CL1, Crystal Wing CL2. With this card though, you could make it so that the chain links were: Crystal Wing CL1, Isolde CL2, Knotted Chain CL3. How would Crystal Wing's effect resolve in this situation? Would it just fizzle with no actual negation? 


  13. These were a few cards I found while looking around for spell counter cards ( thinking about the new Endymion cards ). Found these interesting ones. 

     

    Endymion, the Master Magician 

    Level 7 / Dark / Spellcaster / Effect 

    2700 attack / 1700 defense 

    You can Special Summon this card (from your hand or Graveyard) by removing 6 Spell Counters from a "Magical Citadel of Endymion" you control. If Summoned this way: Target 1 Spell Card in your Graveyard; add that target to your hand. Once per turn: You can discard 1 Spell Card, then target 1 card on the field; destroy that target. 

    EndymiontheMasterMagician-SDSC-EN-UR-UE.png

    Mega Ton Magical Cannon 

    Spell - Normal 

    Remove 10 Spell Counters on your side of the field. Destroy all cards on your opponent's side of the field. 

    MegaTonMagicalCannon-DR1-EN-C-UE.png

    Anti-Spell 

    Trap - Counter 

    Remove 2 Spell Counters on your side of the field to negate the activation of a Spell Card and destroy it. 

    AntiSpell-TU02-EN-C-UE.png

    This magician might possibly be the reason the new continuous spell card for Endymion also treats itself as the Citadel, so this guy can remove counters from it to summon himself ( that spell can also hold just exactly enough counters for this guy to summon himself, coincidentally ). Having a field nuke for 10 spell counters might be tricky to reach, but is pretty nice when you can pull it off ( and it's also searchable with the new sorcerer supreme ). Generic negation is also always a nice thing, given that you only have to remove 2 spell counters for a generic spell negate, and it's not even a hard once per turn, so if you open multiples, they can all be used. 

    Thoughts on these cards? 


  14. This is a field spell I thought of to support the Burning Abyss archetype. 

    Please leave your thoughts below. ? 

     

    9 Circles of the Burning Abyss 

    Spell - Field 

     

    You can only use the 2) and 3) effect of "9 Circles of the Burning Abyss" once per turn. 

    1) The effect "If you control no Spell/Trap cards: You can Special Summon this card from your hand" of "Burning Abyss" Monsters becomes "If you control a "Burning Abyss" card: You can Special Summon this card from your hand". 

    2) If you Special Summon an Xyz Monster: You can detach 1 Xyz Material from that Monster; add 1 "Burning Abyss" card from your Deck to your hand, except "9 Circles of the Burning Abyss". 

    3) During your Main Phase, if you control no Monsters: You can send 1 "Burning Abyss" Monster from your Deck to your GY. 


  15. 16 hours ago, Darj said:

    Heavy Union Support Platform
    It's decent I guess. The extra NS is not any more helpful than Silver/Gold Gadgets and its Level 3 may clash with Rank4 summon attempts. The GY effect is fin to fall back into, becoming a floater at worst, or netting some pluses with milling strategies. ABCs got their toys unlimited in TCG's latest banlist though, so they may not want this card too much.

    Super Union Combination Machine
    Not a fan of this one. I don't like that it is so specific at protecting contact Fusions. The effect is fine but probably can be written in a classier way, or at least not this blatant. For instance, you may as well protect all Fusions and get rid of the "that do not use a card effect for that Summon" text.
    Then, the other effect is a bit overpowering, IMO. Normally summoning an Union from Deck and equipping an appropriate Union from GY or banished would be fine in a vacuum... but ABCs are a thing, and 2 of their Union members are floaters as you should know, so this can easily translate into additional pluses depending on what you Summon and equip.

     

    14 hours ago, The Old Charlelot said:

    Hey there,

    Heavy Union Support Transport seems fine, if a little generic. Although I think you made a little mistake in its effect since its not a Union monster, making it impossible for it to target itself with its own effect.

    I gotta admit I an also not a fan of Super Union Combination Machine either. It seem to be catering way to much for the ABC Archetype even though they really dont need it. I would prefer if this card would support lesser known Union monsters. Knoami made a bunch back in the day and it would be fun to see those make a comeback.

     

    I see what you guys are sayin. These cards apply too specifically to ABCs. It's true. While they may be the best Unions, we should probably make generic Union support that supports all of the Unions, mhm. 

    Edited both monsters to make them better. 

     

    Changes 

    First Monster 

    - No longer has a GY effect 

    - Now is a Union monster with Union effects 

    - Now is level 4 

     

    Link Monster 

    - Now interacts generically with Union monsters 

    - No longer protects contact Fusion monsters 

    - Now allows for normal monster interactions 


  16. A couple union supports I thought of ( somewhat focuses on ABCs but can be applied generically as well ). 

    Please leave your thoughts below. ?

     

    Heavy Union Support Transport 

    Level 4 / Light / Machine / Union / Effect 

    1000 attack / 1000 defense 

     

    During the turn this card is Normal Summoned, you can Normal Summon 1 Union Monster in addition to your Normal Summon ( you can only gain this effect once per turn ). Once per turn, you can either: Target 1 Union Monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If a Monster equipped with this card would be affected by an opponent's card effect, you can destroy this card instead of applying that effect. 

     

    Super Union Orgranizer 

    Link 2 / Light / Warrior / Link / Effect 

    Link Materials: 2 Monsters, including a Union Monster 

    Link Markers: Bottom Left, Bottom Right 

    1200 attack 

     

    Cannot be used as Link Material during the turn it is Link Summoned. If this card is Link Summoned: You can add 1 Union Monster from your Deck to your hand, then you can send 1 Normal Monster from your Deck to your GY. During your Main Phase: You can reveal 1 Union Monster in your hand; Special Summon 1 Monster from your hand or GY that can be equipped with the revealed Union Monster, then Equip the revealed Union Monster from your hand to the Summoned Monster ( Treat this equip as if it were done by the Monster's effect ). You can only use each effect of "Super Union Organizer" once per turn. 


  17. This was an archetype I thought of based around the card Temple of the Minds Eye, where all battle damage any player takes becomes 1000. This deck takes that idea and make's it an official gimmick. Spamming Links and recurring cards from your graveyard nicely while removing cards from your opponent's field with the effect of powerful link monsters. 

    Also, enjoy this music while you read! It will set the theme and mood nicely. 

     

    Please leave your thoughts below. ? 

     

    [Monkey King Main Deck Monsters ( 5 )]

    Recruit of the Monkey King

    Level 1 / Earth / Beast / Tuner / Effect

    1000 attack / 100 defense

     

    If this card is Normal Summoned or Special Summoned: You can target 1 “Monkey King” Monster in your GY, except “Recruit of the Monkey King”; Special Summon it. If this card inflicts exactly 1000 damage to your opponent by battle: You can send this card to the GY to Special Summon 1 “Monkey King” Monster from your Deck, except “Recruit of the Monkey King”. You can only use each effect of “Recruit of the Monkey King” once per turn.

     

    Scout of the Monkey King

    Level 3 / Earth / Beast / Effect

    1000 attack / 100 defense

     

    If you control no Monsters: You can Special Summon this card from your hand. If this card inflicts exactly 1000 damage to your opponent by battle: You can add 1 “Monkey King” card from your Deck to your hand, except “Scout of the Monkey King”. You can only use each effect of “Scout of the Monkey King” once per turn.

     

    Warrior of the Monkey King

    Level 4 / Earth / Beast / Effect

    1000 attack / 100 defense

     

    If you control a “Monkey King” Monster: You can Special Summon this card from your hand. If this card inflicts exactly 1000 damage to your opponent by battle: You can target 1 “Monkey King” card in your GY, except “Warrior of the Monkey King”; place that target on the bottom of the Deck, then draw 1 card. You can only use each effect of “Warrior of the Monkey King” once per turn.

     

    Assistant of the Monkey King

    Level 4 / Earth / Beast / Effect

    1000 attack / 100 defense

     

    If this card is Normal or Special Summoned: You can Special Summon 1 “Monkey King” Monster from your hand, except “Assistant of the Monkey King”. If this card inflicts exactly 1000 damage to your opponent by battle: you can draw 1 card. You can only use each effect of “Assistant of the Monkey King” once per turn.

     

    Commander of the Monkey King

    Level 5 / Earth / Beast / Effect

    1000 attack / 100 defense

     

    If this card is in your hand or GY: You can discard 1 “Monkey King” card from your hand, except “Commander of the Monkey King”, to Special Summon this card from your hand or GY. If this card inflicts exactly 1000 damage to your opponent by battle: You can Special Summon 1 “Monkey king” Monster from your GY, except “Commander of the Monkey King”. You can only use each effect of “Commander of the Monkey King” once per turn

    [Monkey King Extra Deck Monsters ( 5 )]

    Jester of the Monkey King

    Link 1 / Earth / Beast / Link / Effect

    Link Material: 1 “Monkey King” Monster, except “Jester of the Monkey King”

    Link Marker: Bottom

    1500 attack

     

    If this card is Link Summoned: You cannot Special Summon Monsters for the rest of the turn after this effect resolves, except Beast-Type Monsters, also add 1 “Monkey King” Spell/Trap card from your Deck to your hand. You can only use this effect of “Jester of the Monkey King” once per turn. Other “Monkey King” Monsters you control cannot be destroyed by battle. Once per turn, if this card is in your GY, you can activate this effect: For the rest of the turn after this effect resolves, “Monkey King” Monsters you control can attack your opponent directly.

     

    Princess of the Monkey King

    Link 2 / Earth / Beast / Link / Effect

    Link Materials: 2 Beast-Type Monsters

    Link Markers: Left, Bottom

    2000 attack

     

    If this card is Link Summoned: You can add 1 “Monkey King” card from your GY to your hand. You can only use this effect of “Princess of the Monkey King” once per turn. Your opponent cannot target other “Monkey King” cards you control with card effects. If this card inflicts exactly 1000 damage to your opponent by battle: You can target 1 card your opponent controls; return it to the hand, then draw 1 card.

     

    Prince of the Monkey King

    Link 3 / Earth / Beast / Link / Effect

    Link Materials: 2+ Beast-Type Monsters

    Link Markers: Left, Bottom Left, Bottom Right

    2500 attack

     

    If this card is Link Summoned: You can target 1 “Monkey King” Monster in your GY, except “Prince of the Monkey King”; Special Summon it. You can only use this effect of “Prince of the Monkey King” once per turn. Your opponent cannot destroy other “Monkey King” cards your control with card effects. If this card inflicts exactly 1000 damage to your opponent by battle: You can target 1 card your opponent controls; shuffle it into the Deck, then draw 1 card.

     

    Queen of the Monkey King

    Link 4 / Earth / Beast / Link / Effect

    Link Materials: 2+ Beast-Type Monsters

    Link Markers: Left, Bottom Left, Bottom Right, Right

    3000 attack

     

    If this card is Link Summoned: You can Special Summon up to 2 “Monkey King” Link Monsters from your GY to your zones this card points to. You cannot Special Summon Monsters during the turn you use this effect, except “Monkey King” Monsters. You can only use this effect of “Queen of the Monkey King” once per turn. Other “Monkey King” cards you control cannot be banished by an opponent’s card effect. If this card inflicts exactly 1000 damage to your opponent by battle: You can shuffle up to 1 card your opponent controls from their field and their GY into their Deck, then draw 1 card.

     

    The Monkey King

    Link 5 / Earth / Beast / Link / Effect

    Link Materials: 2+ “Monkey King” Monsters

    Link Markers: Left, Bottom Left, Bottom, Bottom Right, Right

    3500 attack

     

    If this card is Link Summoned: You can draw 1 card for each “Monkey King” card you control. You can only use this effect of “The Monkey King” once per turn. While you control another “Monkey King” Monster, your opponent cannot target other cards you control with card effects, also Monsters they control cannot attack, unless they are attacking this card. If this card inflicts exactly 1000 damage to your opponent by battle: You can shuffle all cards your opponent controls and has in their hand into their Deck, then draw 1 card.

    [Monkey King Spells ( 6 )]

    Territory of the Monkey King

    Spell - Quickplay

     

    Add 1 “Temple of the Monkey King” from your Deck or GY to your hand. You cannot activate field spells during the turn you use this effect, except “Temple of the Monkey King”. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Territory of the Monkey King” once per turn.

     

    Temple of the Monkey King

    Spell - Field

     

    All battle damage inflicted by “Monkey King” Monsters is always 1000, also if either player would pay life points or take effect damage, that amount of LP lost is treated as battle damage ( battle damage changed by this effect must be actual battle damage ). During your Main Phase, if you control no Monsters: You can Special Summon 1 “Monkey King” Monster from your hand, then draw 1 card.  You can only use this effect of “Temple of the Monkey King” once per turn.

     

    Super Power of the Monkey King

    Spell - Quickplay

     

    Target 1 “Monkey King” Monster you control; double it’s current attack, also if it would inflict battle damage to your opponent for the rest of the turn after this effect resolves, it becomes exactly 1000. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Super Power of the Monkey King” once per turn.

     

    Commands of the Monkey King

    Spell - Quickplay

     

    Send 1 non-Link “Monkey King” Monster from your hand or face-up from your field to your GY; apply that Monster’s effect when it inflicts exactly 1000 battle damage to your opponent as this card’s effect. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Commands of the Monkey King” once per turn.

     

    Recruitment of the Monkey King

    Spell - Quickplay

     

    Add 1 “Monkey King” Monster from your Deck to your hand. You cannot Special Summon Monsters during the turn you use this effect, except EARTH Monsters. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Recruitment of the Monkey King” once per turn.

     

    Comeback of the Monkey King

    Spell - Equip

     

    Target 1 “Monkey King” Monster in your GY: Special Summon it, then Equip it with this card. If this card is destroyed, destroy the Equipped Monster. The Equipped Monster can attack your opponent directly. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Comeback of the Monkey King” once per turn.

    [Monkey King Traps ( 2 )]

    Scare Tactics of the Monkey King

    Trap - Normal

     

    If your opponent declares an attack against a “Monkey King” Monster you control: Return all attack position Monsters your opponent controls to the hand. If you control a “Monkey King” Link Monster and a “Monkey King” non-Link Monster, you can activate this card from your hand. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Scare Tactics of the Monkey King” once per turn.

     

    Poison Dart of the Monkey King

    Trap - Normal

     

    If you control a “Monkey King” Monster; the effects of 1 face-up Monster your opponent controls is negated until the end of the next turn. If you control a “Monkey King” Link Monster and a “Monkey King” non-Link Monster, you can activate this card from your hand. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Poison Dart of the Monkey King” once per turn.


  18. This was a little thing I thought of. 

    Please leave your thoughts below. ? 

     

    Suppression Pin 

    Spell - Quickplay 

     

    Pay half your LP; Look at your opponent's hand. Choose 1 Monster in it that can be Special Summoned, and Special Summon it to your opponent's field in face-down defense position. The Monster Summoned by this effect cannot have it's battle position changed until the end of the next turn after it was Summoned, also it cannot be used as a Fusion Material Monster or be Tributed while it is face-down. You can only activate 1 "Suppression Pin" per turn. 

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