Jump to content

Jolly Glot

Members

Posts posted by Jolly Glot


  1. In which Guardragons/Dragon Link are struck by a nuclear warhead.

     

    Forbidden

    Eclipse Wyvern
    Guardragon Agarpain
    Soul Charge

    Limited

    White Dragon Wyverburster
    Saryuja Skull Dread
    Draconnet
    Mystic Mine
    Zoodiac Barrage
    Dragonic Diagram

    Semi-Limited

    Elemental HERO Shadow Mist
    Predaplant Ophrys Scorpio
    Lady Debug
    Interrupted Kaiju Slumber
    SPYRAL Resort
    Reasoning
    True Draco Face-Off
    One for One

    Unlimited

    ABC-Dragon Buster
    Dark Armed Dragon
    T.G. Hyper Librarian
    Trishula, Dragon of the Ice Barrier
    Nekroz Cycle
    Limiter Removal
    Solemn Strike

    source: https://ygorganization.com/deathtothedragonslonglivethemachines/


  2. Want to negate Spells and Traps and get extra material for your Time Thief bosses?

     

    EEOp0SaU4AAW-lz.jpg?resize=300%2C216&ssl

    IGAS-JP075 クロノダイバー・レトログラード Chronodiver Retrograde (TCG-ish: Time Thief Retrograde)
    Counter Trap Card

    You can only activate a card with this card’s name once per turn.
    (1) When a Spell/Trap is activated while you control a “Time Thief” Xyz Monster: Negate that activation, and if you do, attach that card as Xyz material to a “TIme Thief” Xyz Monster you control.

    Note: May 20th 2012 is oddly enough a day off of the premiere of the second episode between V vs Kaito. I’m not sure what they could be referencing here.

    Source: https://ygorganization.com/cleopatra2525orwhathappensin2041/


  3. Chimeratech Reactor Dragon, Zellkern

    LIGHT / Level 8 / Machine / Fusion / Effect

    1 "Cyber Dragon" or "Batterymen" Monster + 1+ Special Summoned LIGHT Monsters with different types

    Must First either be Fusion Summoned or Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization"). You can Target 1 LIGHT Monster you control or in your GY that has Level to apply 1 of the following effect.

    @This card Name,Level, and Type become same as that monster. also when monster(s) with the same name as that target attack this turn, You opponent cannot activate card or effect until the end of the Damage Step

    @ Banish that Target and then add 1 monster with the same type as that monster from your Deck or GY

    You can only activate each effect of "Chimeratech Reactor Dragon, Zellkern" once per turn

    ATK 2100 / DEF 0

    Next: Generaider + Nordic


  4. Special Summon from the hand and attach materials.

     

    EEOoCgJU8AAMQoe.jpg?resize=300%2C216&ssl

    IGAS-JP061 クロノダイバー・スタートアップ Chronodiver Start-Up (TCG-ish: Time Thief Start-Up)
    Quick-Play Spell Card
    You can only use one effect of this card’s name once per turn.
    (1) Special Summon 1 “Time Thief” monster from your hand.
    (2) During your Main Phase: You can banish this card from the GY, then target 1 “Time Thief” Xyz Monster you control; attach 3 different “Time Thief” cards (Monster, Spell, Trap) from your GY to the target as Xyz Material.

    source: https://ygorganization.com/overquartzer/


  5. for some reason im picturing Witch-Hunter using Whip/Chain Weapon (kinda like Castlevania's Belmont family)

    the removal effect is definitely interesting....

    "If this card declare an attack: You can target 1 Spell/Trap card your opponent control; Special Summon that target as Normal Monster (ATK 0/DEF 0) in face-down Defense Position and then change this card attack target to that Summoned Monster.

    probably the most realistic take on this, its slow but it should be good if the monster has access to multi attacking or piercing


  6. Its kinda hard to word specifically like that unless maybe certain gimmick to ensure at the very least the copies become a public knowledge. Im nit very sure my self but the closest things i can think off as per now is either making the card placed face-up in your deck like Parasite Paracide and/or using "note" wording (tribute A and reveal B: Note the names of both tributed and Revealed monster;...) maybe coupled with Necrovalley "Move" wording (the noted card also treated as A except if its Moved from the deck)


  7. Tribute 1 Monster you control or in your hand: Reveal 1 Monster from your Deck; Attribute, Type, and Name of monster(s) with the same name as revealed Monster become same as the Tributed monster while its on your deck

    This is incomplete fix, ill explain why in a minute

    Im actually like the art a lot. If you serious about it you can try polishing it

    The card itself its quite okay, its flexible, can lead to specific application

    The only question i have to complete the fix is: how long this effect implemented, for the rest of the duel? Effect like this is already hard to tracked that why i change your wording from transform only the revealed copy to all copies of revealed card to avoid misunderstanding situation in which you claim to add the transformed card via searcher but neither you or judge can proof that its exact copy since it lost its public knowledge by shuffling it. So im addition to that i need how long its implemented to avoid scenario in which you shuffle another copies of revealed card after this effect resolution and then unjustly being considered to be affected 


  8. 9 hours ago, TCgamerboy2002 said:

    I had a feeling that was the case. Since it's a prototype monster, I knew from the start that it would need a lot of work. I haven't fully decided on what the Archetype can do. So far, the only thing that comes to mind are random effects. Any advice on that?

    PM me. Im glad to help ?


  9. Im guessing the Archtype is gonna revolve around summoning during your opponent turn since otherwise the attack and effect prevention will be useless most of the time. If you want to keep as it is you probably need to design members that can fuctional turn 1 because this alone is way too slow. The moment the token effect kick in you already outpaced by opponent advantage wise. While the stat gain effect is practically can goes as high as 4000+ if you can provide the token we rather use the tokens for further setup which either way, again, is slow 

    So either make this faster and/or having the support card does things on opponent turn. It should be solid that way


  10. ok......

    its simple yet baffling at the same time

    despite we do have cards that visually devoid from Level/Rank properties, usually there be condition written on its monster effect that indicate its still have the property like Number F0. Level/Rank 0 is not exactly functional in the game anyway

    Attaching Spells is not really a problem for me. but usually this type of effect required a bit special Wording:

    Cannot Be Special Summoned except by its own effect. This card Summon cannot be Negated. -----. You can Xyz Summon this card from your Extra Deck by Attaching 1 each of  face-up *the material* from either side of the field.

    anyway the material is really difficult. i cant even imagine what kind of deck that run all those cards  at once. sure it also attach from opponent side of the field but opponent also rarely run those cards (like the most competitive card in the monster need is Sanctuary in the Sky but that deck is rogue at best)

    unless you explain to me the reason why the materials is that specific i can't really picture the thematic correlation with this card

    well it doesnt have uses other than extremely difficult win-con


  11. On 6/5/2019 at 3:53 PM, NightmarePantherX said:

    Umm I sorta made It cos my friend wanted me to also have a look at exodia its effect is so OP

    Ummm which Exodia? Exodia have quite number of strong cards but they as far as i know never been on OP level


  12. Its too strong, 2 Mat Rank 10 is easy to make and this guy here already boast 2000 more attack than average of 2 mat class and being able self-replenish its mat and has 2, unnegatable, non-target, non destruction effect which is strong as hell 

     

    Need rework, if you not really willing to change much of its effect i suggest:

    -making it Mat 3 (optional)

    - banish effect is HOPT

    -Banish effect target 

    - Only Banish 1 OR it can banish 2 with extra cost and very  specific limitation

    -lower its stat to about 3000-3500 


  13.  "Nin-Kemono" the Nin-Ken-Dog buddies

    Spoiler

    Nin-Kemono Cat
    WIND / Level 4 / Beast-Warrior / Effect
    If this card is Summoned or flipped face-up: add 1 "Nin-Ke" Card from your Deck. You can only use this effect of "Nin-Kemono Cat" that activated when that Monster is Summoned once per turn. If you either control 2 "Nin-Ke" Monster or 1 "Nin-Ken Dog", all other "Nin-Ke" Monster you control gain 100 ATK. this amount is doubled for each "Nin-Ken Dog" you control and/or attached on Xyz Monster on the field

    ATK 1400 / DEF 1400

    Nin-Kemono Mouse
    WIND / Level 4 / Beast-Warrior / Effect

    If this card is Summoned or flipped face-up: Special Summon 1 "Nin-Ke" Monster from your GY. You can only use this effect of "Nin-Kemono Rat" that activated when that Monster is Summoned once per turn. If a monster or, a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can Reveal this card from your hand; Destroy that card. when this effect resolved, Discard this card or 1 "Nin-Ken Dog" from your hand.

    ATK 900 / DEF 1900

    Nin-Kemono Rabbit
    WIND / Level 4 / Beast-Warrior / Effect

    If this card is Summoned or flipped face-up: Immediately after this effect resolve, Normal Summon 1 "Nin-Ke" Monster face up. You can only use this effect of "Nin-Kemono Rabbit" that activated when that Monster is Summoned once per turn. During the turn that either a "Nin-Ken Dog" is summoned or a "Nin-Ke" Monster is Normal Summoned: That Monster can attack opponent directly during the Battle Phase(s) this turn.

    ATK 1000 / DEF 1800

    Nin-Kemono Outpost
    Field Spell

    Once per turn: You can Shuffled 2 "Nin-Ke" Card from your hand and/or GY; Draw cards equal to number "Nin-Ken Dog" Shuffled from your hand +1. Based on the Number of "Nin-Ken Dog" you control and/or attached on Xyz Monster you control, "Nin-Ken cards in the following Place(s) is also treated as either "Ninja" and/or "Ninjitsu Art" Cards
    ● 1 or more: On the field
    ● 2 or more: In your hand and Banished
    ● 3: In your Deck and GY

     Holy-Euphonica, the Archetype for Saffira, Queen of Dragons and her associates

    Spoiler

    Sanctum of Holy-Euphonica
    Field Spell

    If this card or a Ritual Spell card(s) is activated: Add 1 card whose its name listed on this card texts from your Deck to your hand. You can use "Novox's Prayer", "Hymn of Light", and "Sprite's Blessing" to Ritual Summon any Level 7 or Lower LIGHT Ritual Monster from your hand or GY. While you control the following Ritual Summoned monster(s) you can apply 1 or more of the following effect(s):
    ● Sauravis, the Ancient and Ascended: Cards Sent to your opponent GY cannot activate or apply its effects until your 2nd Standby Phase
    ● Saffira, Queen of Dragons: If a Ritual Monster(s) you control would be Banished, You can Return 1 of your Banished Ritual Spell card to GY instead
    ● Skull Guardian: Your opponent cannot use Ritual Monster you control as Tribute or Material to Summon their Monster

    Holy-Euphonica Guardian
    LIGHT / Level 7 / Dragon / Ritual / Effect

    This card names also treated as "Skull Guardian" while in your hand and GY. You can Ritual summon this card using any Ritual Spell card. If this card is Ritual summoned: Special Summon a number of "Skull Guardian" from your GY equal to 1 each of "Novox's Prayer", "Hymn of Light", and/or "Sprite's Blessing" Activated this turn +1. If you control a Monster whose original name is "Skull Guardian", Switch the ATK and DEF of all Attack Position LIGHT monster whose its DEF is higher than its ATK.

    ATK 2550 / DEF 2050

    Holy-Euphonica Hatchling
    LIGHT / Level 1 / Dragon / Ritual / Tuner / Effect

    You can Ritual summon this card using any Ritual Spell card. During you Main Phase: You can Discard this card. and if you do, You can only activated "Holy-Euphonic Hatchling" effects one more time for the rest of this turn. If this card Discarded: add 1 "Holy-Euphonica" card from your Deck to your hand. While you control this card that Ritual Summoned by "Novox's Prayer", "Hymn of Light", and/or "Sprite's Blessing", You can Activate "Novox's Prayer", "Hymn of Light", and/or "Sprite's Blessing" During your opponent Main Phase(s)

    ATK 350 / DEF 2150

    Storming Prayers to Holy-Euphonica
    Counter Trap

    When your opponent activates a Spell/Trap Card, or monster effect, while the attribute of all Monster you control is LIGHT including at least 1 Monster Ritual Summoned by "Novox's Prayer", "Hymn of Light", and/or "Sprite's Blessing": Negate the activation. and if you do, Sent it to GY

    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    the lore digging on wiki that lead to connecting these 3 of the OG rituals is really fascinating

    Dark Illusion & weird stat monster support

    Spoiler

    Citadel of Dark Illusions
    Field Spell

    This card name also treated as "Castle of Dark Illusions" while on the field. Once per turn: add 1 "Dark Illusions" card from your Deck to your hand. DARK Monster whose its original ATK and/or DEF has number (Exclusively) between 100 and 0 gain 600 ATK and DEF. If this card would be destroyed or banished by opponent card effect: You can Shuffle 1 Banished "Castle of Dark Illusions", Instead.

    Barox , General of Dark Illusions
    DARK / Level 5 / Fiend / Effect

    Cannot be Special Summoned except by the effect of "Dark Illusions" card. You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand or Extra Deck. Special Summon this card from your hand. if you would Special Summon "Dark Illusions" Monster using its own effect you can also Banish appropriate non-Effect Monster from your Extra Deck. DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 can inflict Piercing Damage also the amount of Damage is doubled while you control "Castle of Dark Illusions"

    ATK 1380 / DEF 1530

    Yaminakai , Fiendlord of Dark Illusions
    DARK / Level 5 / Fiend / Effect

    Cannot be Special Summoned except by the effect of "Dark Illusions" card. You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand, Special Summon this card from your hand. If you control "Castle of Dark Illusions", Zombie Monster in your possession is also treated as Fiend. (Quick Effect): You can Set 1 "Dark Illusions" Spell/Trap card from Deck. You can only use this effect of "Yaminakai , Fiendlord of Dark Illusions" once per turn

    ATK 2000 / DEF 1530

    Pumpking , Ghostlord of Dark Illusions
    DARK / Level 5 / Zombie / Effect

    Cannot be Special Summoned except by the effect of "Dark Illusions" card.You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand, Special Summon this card from your hand. If you control "Castle of Dark Illusions", Fiend Monster in your possession is also treated as Zombie. "Dark Illusion" can Special Summon using its own effect from your GY.

    ATK 1800 / DEF 2010

    Reapers of Dark Illusions
    DARK / Level 5 / Fiend / Effect

    Cannot be Special Summoned except by the effect of "Dark Illusions" card. You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand or Deck. Special Summon this card from your hand. if you would Special Summon "Dark Illusions" Monster using its own effect you can also Banish appropriate non-Effect Monster from your Deck. Once per turn (Quick effect) You can Negate activation of opponent Spell/Trap card and if you do Banish it face-down. Your opponent cannot respond to this effect while you control "Castle of Dark Illusion"

    ATK 1380 / DEF 1930

    Chimeras of Dark Illusions
    DARK / Level 5 / Fiend / Effect

    Cannot be Special Summoned except by the effect of "Dark Illusions" card. You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand or GY. Special Summon this card from your hand. if you would Special Summon "Dark Illusions" Monster using its own effect you can also Banish appropriate non-Effect Monster from your GY. If this card Destroy an Effect Monster by battle: all DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 gain the effects of the destroyed monster.

    ATK 1610 / DEF 1460

    Delights of Dark Illusions
    Normal Spell Spell

    Discard up to 2 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0, Draw cards equal to number of Normal Monster Discarded +2. You can only activate "Delights of Dark illusions" once per turn

    Deception of Dark Illusions
    Counter Trap

    When you opponent activate effect of a card that originally a Monster card while you control "Castle of Dark illusion": Change the effect into "Shuffle up to 4 of your opponent Banished Monster other than their "Castle of Dark Illusions" to his/her Deck". if that effect only Shuffled 2 or less cards after this effect resolved. apply 1 or more of the following effect in following sequence.
    ● Shuffle 2 or less: Set this card
    ● Shuffle 1: This can be activated during the turn this card Set.

    Turtle Oath. Ritual Support for all turtle card even the ones you didn't expect

    Spoiler

    Temple of Turtle's Oath
    Field Spell

    If this card is activated: Excavate your Deck until you Excavate a "Turtle Oath" Ritual Spell card; add up to 2 of "Crab Turtle", and/or "Turtle Oath" cards among the Excavated card. and then Shuffle the rest into your Deck. Whenever you would Ritual Summon using "Turtle Oath" you can also Tribute Level 7 or lower WATER "Turtle" Monster with different names from your Deck for that Summon but the other tributes must be on the field (Min 1).

    Grace of Turtle Oath
    Continuous Spell

    Once per turn: During either player Main Phase 1, you can Special Summon 1 Level 7 or lower non-Ritual WATER "Turtle" Monster from your hand. You must control no monsters to activate and to resolve this effect. you can only use this effect of "Grace of Turtle Oath" during your opponent turn once per turn. If you control a Ritual Summoned WATER "Turtle" Monster, Switch the Original ATK and DEF of all Attack Position WATER "Turtle" Monster whose its ATK is lower than its DEF

    Recruit-priest of Turtle Oath
    WATER / Level 3 / Aqua / Effect

    If this card on the field or in your hand is tributed by "Turtle Oath" to Ritual Summon "Crab Turtle" while there also other WATER Effect Monster tributed for that Summon, that "Crab Turtle" gain the effects of that other tributed monster. and then, Draw 1 card.

    ATK 1700 / DEF 1750

    Doctor-priest of Turtle Oath
    WATER / Level 3 / Aqua / Effect

    If this card on the field or in your hand is tributed by "Turtle Oath" to Ritual Summon "Crab Turtle", that summoned monster gain the following effect.
    @ If this card removed from the field, Special Summon any Monster Tributed to Ritual Summon this card from your GY except "Doctor-priest of Turtle Oath". And then, Draw 1 card.

    ATK 1700 / DEF 1750

    Garoozians, the Tribes under Garoozis rule!

    Spoiler

    Garoozian Desert
    Field Spell

    Players can Normal Summon Level 5 "Garoozi" Monster without Tribute. During the turn Player's turn Reduce the ATK and DEF of all monster controlled by the turn Player's opponent by 200 for each "Gazooris" the turn Player control

    Garoozian Soldier
    FIRE / Level 3 / Beast-Warrior / Effect

    If this card is Summoned or flipped face-up: you can add 1 "Garoozi" card from your Deck or GY to your hand. If this card Destroyed either by battle or card effect: You can Special Summon 1 "Gazoori" Monster from your Deck whose its Level is equal to number of "Gazooris" you control +3 except "Garoozian Soldier".

    ATK 1500 / DEF 1800

    Axe of Garoozian's Chieftainship
    Equip Spell

    Equip only to "Garoozi" Monster. The equipped monster gain 200 ATK also its Level becomes 5. Double the ATK the equipped monster gain for each "Garoozis" you control. If either this equipped card Destroyed or the equipped monster Destroy a Monster by battle: Draw 2 cards.

     Pattern Statues, Trap Monster at its finest

    Spoiler

    Vault of Earthen Souls

    Field Spell

    If this card is activated while you control no other cards: Excavate the top cards of your deck equal to number of card(s) your opponent control +2; Activate any Trap that has both "Statue of" and "Pattern" as its Name. and then Shuffle the rest of the cards in to your Deck. You Neither can Summon OR Activate card(s) or effect(s) except cards that has both "Statue of" and "Pattern" as its Name. This Effect cannot be Negated. Your Main Monster Zone is also treated as Spell/Trap card zone. also, your Spell/Trap Zone is treated as Main Monster Zone. Cards whose its card type (Monster, Spell or Trap) is not appropriate with the Zone it placed on cannot remain on the field if this card is removed from the field

    Statue of Madness Pattern

    Continuous Trap

    Special Summon this card as an Effect Monster (Rock-Type/EARTH/Level 7/ATK 500/DEF 2000). (This card is also still a Trap Card.) If Summoned this way, this card cannot be targeted by an opponent's card effects while you control another Trap Card that is a monster. If a card is Special Summoned from your Spell & Trap Zone to the Monster Zone while this card is a monster: That Summoned card gain 500 ATK/DEF. Also, it cannot be Destroyed by opponent's card effect(s)

    Statue of Denial Pattern

    Continuous Trap

    Special Summon this card as an Effect Monster (Rock-Type/EARTH/Level 7/ATK 1500/DEF 1000). (This card is also still a Trap Card.) If Summoned this way, this card cannot be targeted by an opponent's card effects while you control another Trap Card that is a monster. If a card is Special Summoned from your Spell & Trap Zone to the Monster Zone while this card is a monster: Draw 1 card. If you Draw Trap that has both "Statue of" and "Pattern" as its Name this way, Inflict Damage equal to half of the amount of ATK listed on that card to your opponent LP.

    Blocks! Lego parody turned Time Manipulator

    Spoiler

    Built-a-Brickland
    Field Spell

    If Either this card is activated OR a Rock Monster(s) is Normal Summoned, Place 1 Block Counter on each Rock Monster you control also add 1 "Block" card that either a Rock Monster OR list "Rock Monster" in its text from your Deck to your hand. You can only add card to your hand by this effect once per turn. Monster with Block Counter gain 100 ATK also is treated as if it was face-up on the field for an additional number of turns equal to the amount of Block Counter on it (number of turns cannot accumulate per Counter).

    Block Sorcerer
    EARTH / Level 5 / Rock / Fusion / Effect
    2 EARTH Rock monster with different names and Levels

    If this card is Fusion Summoned you can activated 1 or both the following effects. If you activated both effects, it resolve in sequence.
    @ if this card is Fusion Summoned using a face-down Flip Monster(s) as Material, Activated the Flip effect of those monster as this card effect. Also Distribute Block Counter equal to Total Levels of those Monster. Monster with Block Counter gain 100 ATK also is treated as if it was face-up on the field for an additional number of turns equal to the amount of Block Counter on it (number of turns cannot accumulate per Counter).
    @ Immediately after this effect resolved: You can Link Summon 1 EARTH Link Monster using this card as 1 of its Material.

    ATK 1800 / DEF 2100

    Block Pegasus
    EARTH / Level 3 / Rock / Effect

    If this card would be destroyed by battle: Target 1 of your Banished card; Either Shuffle that target to your Deck OR move it to your GY instead. And then remove 2 Block Counter on this card (if any) You can only activate this effect up to number the turns this card is face-up on the field.

    Higher Plane, support for Shinato, King of the Higher Plane

    Spoiler

    The Highest Plane
    Field Spell

    If this card is Activated, add 1 "Higher Plane" Card from your Deck to your hand. After "Shinato's Ark" is activated, it remain on the field, instead. also you can activate its effect to Ritual Summon any "Higher Plane" Monster from your hand once per turn. You must also Shuffle monster(s) from your hand, field, and/or Banished to its owner Deck whose Level is equal or more than monster you would Ritual Summon. Any Monster either in your control OR Destroyed by battle or effect by "Higher Plane" card that would send to GY is Banished, Instead.

    Hine, Queen of Higher Plane
    LIGHT / Level 7 / Fairy / Ritual / Effect

    You can Ritual Summon this card using "Shinato's Ark". If this card Ritual Summoned with "Shinato's Ark" that activated from the field, you can target 1 each of "Shinato" card you control with different type (Monster,Spell, Trap) to activate this card effect. If this card is Ritual Summoned; You can Target 1 "Shinato" card you control and then Target a number of card(s) your opponent control equal to Card(s) Targeted for 1st Target: Set all 2nd Target(s) (Including changing Monster(s) to face-down Defense position ) and then this card and your 1st Target(s) gain the following effect until your 2nd End Phase
    @ This card unaffected by opponent card effect

    ATK 2700 / DEF 3000

    Rudra, Vassal of Higher Plane
    LIGHT / Level 4 / Fairy / Ritual / Effect

    You can Ritual Summoned Banished "Higher Plane" Ritual Monster using "Shinato's Ark" you control on the field. If this card is Ritual Summoned: you can send card(s) from the top of your Deck to GY equal to number of "Shinato's Ark" on the field. Additionally, if This card is Ritual Summoned using "Shinato's Ark" on your field, Special Summon "Higher Plane" Monster(s) from your GY or Banished up to number of card sent. its ATK/DEF become 0 also its effect is negated. Those Monster cannot be used as Tribute or Material to Summon Monster other than LIGHT Fairy Monster

    ATK 2100 / 2400

    the Demise Nobles. friends of Earl of Demise

    Spoiler

    Baron of Demise
    DARK / Level 3 / Fiend / Pendulum
    Scale 2
    Pendulum Effect
    You cannot Pendulum Summon monster other than Fiend Monster. This Effect cannot be Negated. You can Pendulum Summon Fiend Monster that has number 700 in its original DEF from your GY. Fiend Monster you control that has number 700 in its original DEF Gain 300 ATK.
    Monster Lore
    (Just gonna leaves this to imagination)

    ATK 1500 / DEF 700

    Viscount of Demise
    DARK / Level 4 / Fiend / Pendulum
    Scale 2
    Pendulum Effect
    You cannot Pendulum Summon monster other than Fiend Monster. This Effect cannot be Negated. You can Pendulum Summon Fiend Monster that has number 700 in its original DEF from your GY. Fiend Monster you control that has number 700 in its original DEF Gain 300 ATK.
    Monster Lore
    (Just gonna leaves this to imagination)

    ATK 2000 / DEF 1700

    King of Demise
    DARK / Level 7 / Fiend / Pendulum
    Scale 9
    Pendulum Effect
    You cannot Pendulum Summon monster other than Fiend Monster. This Effect cannot be Negated. You can Shuffle Fiend Monster in your possesion other than from your Deck or Banished that listed on a Fiend Fusion Monster Fiend Monster that has number 700 on its original DEF, Fusion Summon that Monster. Monster your opponent control lose 300 ATK
    Monster Lore
    (Just gonna leaves this to imagination)

    ATK 2900 / DEF 2700

    Fortified Domain of Demise
    Field Spell
    If this card is activated: Excavate 7 cards from your Deck ; add 1 Fiend Monster or "Demise" card that either list "has number 700" on any of its effect OR has number 700 on its Original DEF to your hand. You must add Monster with the lowest Level among excavated cards this way. Additionally, if you would add Monster this way while you have Excavated Monster that can be added by this effect thats 1 Level higher the card you would add; add both of those cards, instead. Shuffle the rest of those cards when this effect resolved Effects that would apply on GY and/or Target card(s) in your GY can also apply and/or Target face-up Pendulum Card(s) in your Extra Deck. Fiend Monster whose its original DEF has number 700 cannot be targeted by opponent card effect

    The Castrum Titan brothers of Aegaion the Sea Castrum

    Spoiler

    Kottos the Earth Castrum

    EARTH / Level 7 / Machine / Effect

    You can Reveal This card from your hand; Both Player Guess the monster card type of the top face-down cards of your opponent's Extra Deck and then reveal that card, Unless your opponent is the only Player that guess it right, Special Summon this card and then shuffle that Extra Deck. additionally; if you are the only Player that Guess it right, Banish the top face-down card of your opponent Extra Deck face-up. You can only activate this effect of "Kottos the Earth Castrum" thrice per turn. also, you can only Banish a card with this effect once per turn. If this card attached on Machine XYZ Monster as Xyz Material: Attached Monster cannot be Destroyed by card Effects. also, if the number of that monster Xyz Material is equal or lower than the number of opponent monster that banished from the Extra Deck, the Attached Monster gain 2500 ATK

    ATK 0 / DEF 2500

    Gyges the Sky Castrum

    WIND / Level 7 / Machine / Tuner / Effect

    You can Reveal This card from your hand; Both Player Guess the monster card type of the top face-down cards of your opponent's Extra Deck and then reveal that card, Unless your opponent is the only Player that guess it right, Special Summon this card and then shuffle that Extra Deck. additionally; if you are the only Player that Guess it right, Banish the top face-down card of your opponent Extra Deck face-up.You can only activate this effect of "Gyges the Sky Castrum" thrice per turn. also, you can only Banish a card with this effect once per turn  If this card attached on Machine XYZ Monster as Xyz Material: Attached Monster cannot be Destroyed by Battle. also, if the number of that monster Xyz Material is equal or lower than the number of opponent monster that banished from the Extra Deck, Attached monster cannot be Targeted by opponent card effect

    ATK 0 / DEF 2500

    Tartarus the Grand Castrum

    Field Spell

    Once per turn, During your Standby Phase, You Must  Shuffle 1 of your opponent Banished card to his/her deck  (this is not optional), or this card other effects is negated. If you would Activate "Castrum" Xyz Monster effect by Detaching its Material, You can Banish 1 card from the top of either your Deck or Extra Deck. During your Main Phase: You can Shuffle cards in your hand up to number of Banished Monsters with the different monster card type that banished by "Castrum" card(s) +1; Draw that Many card. and then add 1 "Castrum card from your Deck to your hand except "Tartarus the Grand Castrum"

    Voltest, Electrifying Vigilante of the Dark

    Spoiler

    Voltestrument Pluginslay
    DARK / Link 2 / Thunder / Effect
    Top, Bottom

    2 Thunder Monster
    You can also Link Summon this card using a Extra Linked Link monster your opponent control that didn't point to any of your zone as its Material. If this card is destroyed by card effect: Draw 1 card During the End Phase of this turn. If this card is destroyed by the effect of "Voltester", You can Draw equal to number of monster destroyed by the effect of "Voltester" this turn instead.you can only use this effect of "Voltestrument Pluginslay" once per turn

    ATK 2000

    Voltestrument Electrosuit
    DARK / Rank 7 / Thunder / Xyz /Effect

    2+ DARK Thunder Monster with the same Levels
    You can Detach 1 Xyz Material from this card (Quick Effect): Target 1 Monster on the field; It lose 500 ATK/DEF for each Link monster that points to that zone +1 and then you can move it to Unoccupied Adjecent zone. You can only use this effect of "Voltestrument Electrosuit" once per turn. If this card is Destroyed, either by battle or card effect: Special Summon 1 "Voltest" Monster from your hand or GY to your field except "Voltestrument Electrosuit"

    ATK 2500 / DEF 1100

    Voltesting Jump-start
    Quick Play

    Add 1 "Voltest" card from your Deck or GY to your hand. During Either player turn, except during the turn you add cards to your hand by the effect of "Voltesting Jump-Start": You can Banish This card from your GY; Special Summon 1 "Voltester" from either GYs. You can only use each effect of "Voltesting Jump-Start" once per turn.

    Voltested Circuit
    Field Spell

    Whenever a Thunder Monster(s) you control would be destroyed by the effect of "Voltest" card: You can pay 300 LP; Thunder Monster(s) you control gain 100 ATK and cannot be targeted by opponent card effect until the end of opponent's next turn. And after that Destroy all of your monster Linked to that card instead.

     


  14. F.A Jaguarstream

    WIND / Level 4 / Machine / Effect

    This card also always treated as "Mecha Phantom Beast" card. When either this card OR WIND Machine Monster that use this card as its Tribute or Material is summoned, it gain the following effect

    @Gains ATK equal to its Level/Rank x 300. Monster(s) you control cannot destroyed by battle except with monster that has Level/Rank and the Level/Rank is higher than the battling monster you control. Each time a Spell/Trap Card or effect is that list either "F.A" OR "Mecha Phantom Beast" in its text activated: You can increase this card's Level/Rank by 1. Once per turn, If opponent activate a card while this card is Level/Rank 7 or higher: You can Tribute 1 WIND Machine monster you control; negate the activation and then destroy the card. You cannot tribute token to activate this effect other than  Mecha Phantom Beast Token.

    Neo Specian + Crystal Beast


  15. Ok its kinda funny but interesting card.  its a rather slow token generator in which you are forced to spend its token kinda like Fiend's Sanctuary. Think we can make the token generation a bit faster so it can at par on OG Fiend' Sanctuary (maybe also generate token on Normal Summon?) while making it maybe either permanent/temporary/partially xenophobic so neither player can abuse the given token easier (which fit the shutting of the mouth lol like putting fingers on the lips shushing)


  16. technically speaking im not that new on the game but apparently not long enough to be consider a pro so i really need a ton of advice to a a decent player this i9s whya i started this.

    MTGA has been really generous with me but then being not a good player means i can't really enjoy much of the cards i get beside in the 1 deck i used that not really decent but have some wins in which start to bored me (GW Shalai Enchantment Control sorta deck)

    so im gonna post all my rare and mythic rare cards and may be you guys can help me with a suggestion to make a deck out of it

    Spoiler

     

    AyJGcwp.jpg

    RWq9cAX.jpg

    Sts0ZOd.jpg

    wmU5uvF.jpg

    zUlqJG6.jpg

    BvDkkcj.jpg

    MwOCKPT.jpg

    FBMhatg.jpg

    pCkVZF1.jpg

    uBVJuEb.jpg

     

     


  17. Kottos the Earth Castrum

    EARTH / Level 7 / Machine / Effect

    You can Reveal This card from your hand; Both Player Guess the monster card type of the top face-down cards of your opponent's Extra Deck and then reveal that card, Unless your opponent is the only Player that guess it right, Special Summon this card and then shuffle that Extra Deck. additionally; if you are the only Player that Guess it right, Banish the top face-down card of your opponent Extra Deck face-up. You can only activate this effect of "Kottos the Earth Castrum" thrice per turn. also, you can only Banish a card with this effect once per turn. If this card attached on Machine XYZ Monster as Xyz Material: Attached Monster cannot be Destroyed by card Effects. also, if the number of that monster Xyz Material is equal or lower than the number of opponent monster that banished from the Extra Deck, the Attached Monster gain 2500 ATK

    ATK 0 / DEF 2500

    Gyges the Sky Castrum

    WIND / Level 7 / Machine / Tuner / Effect

    You can Reveal This card from your hand; Both Player Guess the monster card type of the top face-down cards of your opponent's Extra Deck and then reveal that card, Unless your opponent is the only Player that guess it right, Special Summon this card and then shuffle that Extra Deck. additionally; if you are the only Player that Guess it right, Banish the top face-down card of your opponent Extra Deck face-up.You can only activate this effect of "Gyges the Sky Castrum" thrice per turn. also, you can only Banish a card with this effect once per turn  If this card attached on Machine XYZ Monster as Xyz Material: Attached Monster cannot be Destroyed by Battle. also, if the number of that monster Xyz Material is equal or lower than the number of opponent monster that banished from the Extra Deck, Attached monster cannot be Targeted by opponent card effect

    ATK 0 / DEF 2500

    Tartarus the Grand Castrum

    Field Spell

    Once per turn, During your Standby Phase, You Must  Shuffle 1 of your opponent Banished card to his/her deck  (this is not optional), or this card other effects is negated. If you would Activate "Castrum" Xyz Monster effect by Detaching its Material, You can Banish 1 card from the top of either your Deck or Extra Deck. During your Main Phase: You can Shuffle cards in your hand up to number of Banished Monsters with the different monster card type that banished by "Castrum" card(s) +1; Draw that Many card. and then add 1 "Castrum card from your Deck to your hand except "Tartarus the Grand Castrum"

    Next: Light bringer Lucifer

     


  18. Inmato Salad, the Malicevorous Speciality

    DARK / Level 2 / Plant / Effect

    Cannot be Normal Summon/Set. Must first be Special Summoned by its own effect. You can Tributing 2 Level 3 or lower DARK Plant and/or Fiend Monster you control and/or in your hand (from the field min 1), SPecial Summon this card from your hand or GY. Whenever a Level/Rank 3 or Lower DARK monster you control is targeted by card effect: You can Tribute that monster; Draw cards equal to number of Plant or Fiend Monster Tributed this way +1. Additionally, If you Draw Plant or Fiend Monster(s) this way; Special Summon those card(s).

    ATK 400 DEF 2100

     

    Majespecter + Zoodiac


  19. It appears Saikyo Jump has blown the lid on key cards.

     

    637d934f.jpg?resize=202%2C300&ssl=1

     

    DBIC-JP009 Mugen Kidou Earthshaker (Infinite Ignition Earthshaker) – Ultra Rare
    Rank 9 EARTH Machine Xyz Effect Monster
    ATK 3100
    DEF 2100


    Materials: 2 Level 9 monsters
    You can only use the 1st and 3rd effects of this card’s name once per turn.
    (1) You can detach any number of material from this card, then target an equal number of cards on the field; destroy those targets.
    (2) When this card destroys an opponent’s monster by battle: You can attach that monster to this card as material.
    (3) If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.

     

    ea4e9e87.jpg?resize=220%2C300&ssl=1

     

    DBIC-JP011 Mugen Kidou Megaton Gale (Infinite Ignition Megaton Gale) – Super Rare
    Link 3 EARTH Machine Link Effect Monster
    ATK 4000
    Links: Bottom Left, Bottom Right, Right
    Materials: 3 Xyz Monsters


    You can only use the 2nd effect of this card’s name once per turn.
    (1) This card and Xyz monsters you control are unaffected by the effects of other monsters, and cannot be destroyed by battle, except by Xyz monsters.
    (2) Target 1 Xyz monster in your GY and 1 card your opponent controls; Special Summon the first target and place the second target under that monster as material, but halve any damage inflicted to your opponent for the remainder of this turn.

     

    ddb81fe5.jpg?resize=217%2C300&ssl=1

     

    DBIC-JP008 Mugen Kidou Colossal Mountain (Infinite Ignition Colossal Mountain) – Common
    Rank 7 EARTH Machine Xyz Effect Monster
    ATK 2100
    DEF 3100
    Materials: 2 Level 7 monsters


    You can only use the 1st and 3rd effects of this card’s name once per turn.
    (1) You can detach 1 material from this card; this card gains 1000 ATK.
    (2) When this card destroys an opponent’s monster by battle: You can attach that monster to this card as material.
    (3) If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.

    2d5c30d3.jpg?resize=211%2C300&ssl=1

     

    DBIC-JP002 Mugen Kidou Rock Anchor (Infinite Ignition Rock Anchor) – Common
    Level 4 EARTH Machine Effect Monster
    ATK 1800
    DEF 500


    You can only use each effect of this card’s name once per turn.
    (1) If this card is Normal or Special Summoned: You can Special Summon 1 EARTH Machine monster from your hand in Defense Position, except “Infinite Igniton Rock Anchor”.
    (2) Target 1 Machine monster you control, except this card; until the end of the turn, the Levels of this card and that monster become equal to the total combined Levels of those 2 cards.

     

    2375b391.jpg?resize=203%2C300&ssl=1

     

    DBIC-JP003 Mugen Kidou Cancer Crane (Infinite Ignition Cancer Crane) – Super Rare
    Level 5 EARTH Machine Effect Monster
    ATK 2100
    DEF 500


    You can only use each effect of this card’s name once per turn.
    (1) You can Tribute 1 EARTH Machine monster you control; Special Summon this card from your hand in Defense Position.
    (2) You can banish 1 Machine monster from your GY; add 1 “Super Contact Expansion (*)” from your Deck to your hand.

    * This card’s proper name is illegible due to being a forced Furigana reading over blurry text. We’ll get the proper name at a later time.

     

    Source: https://ygorganization.com/bagger288/

×
×
  • Create New...