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SecondSeraphim

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Everything posted by SecondSeraphim

  1. Chronicle Tale of the Beginning Normal Spell You can reveal this card in your hand; add “Spell Chronicle” from your Deck to your hand, then add this card to the bottom of your Deck. While this face-up card is banished, whenever your opponent activates a Trap Card or monster effect, place a 1 Chronicle Counter on each “Spell Chronicle” you control. Chronicle Tale of the Rise Continuous Spell If this card is added to your hand by the effect of “Spell Chronicle” you can reveal it; inflict 500 damage to your opponent. Whenever a card is added to your hand by a card effect you can reveal it; inflict 500 damage to your opponent. While this face-up card is banished, if you would take damage due to the effect of a Spell Card, you gain that much LP instead. Chronicle Tale of the Climax Continuous Trap If you control “Spell Chronicle” you can activate this card from your hand. Special Summon this card as a monster (LIGHT/Fiend/LV4/ATK 1800/DEF 1200) (This card is also still a Trap). If this card is Special Summoned this way while you control “Spell Chronicle”, you can destroy 1 card your opponent controls. While this face-up card is banished, “Spell Chronicle” you control cannot be targeted by or destroyed by your opponent’s card effects. Chronicle Tale of the Fall Counter Trap While you control “Spell Chronicle”; negate the activation and effect of a Spell/Trap card and place a Chronicle Counter on a “Spell Chronicle” you control. While this face-up card is banished, whenever you activate the effect of “Spell Chronicle” by removing Chronicle Counters, you may select the card to be added to your hand instead. Chronicle Tale of the End Quick-Play Spell Target a face-up “Spell Chronicle” you control; take a Spell/Trap card, other than “Chronicle Tale of the End” from your Deck and banish it face-up. It is treated as being banished by the effect of that targeted “Spell Chronicle”. While this face-up card is banished, you only need to remove 1 Chronicle Counter to activate the effect of “Spell Chronicle”.
  2. Sorry if this is the wrong place to put this, but I wasn't sure where it should go. I am currently accepting requests for retrains. Just link a card you want retrained into a new version and I'll work my magic!
  3. Dova, of you have a chance could you look at these for me?
  4. [So, the gist of these guys is this: each monster is a pendulum monster with an effect when placed in the Pendulum Zone, an effect when placed in the Extra Deck, and an effect when SS’d from the Extra Deck. Each effect is a HOPT. Story of the cards: A group of astronauts found a portal to another universe. Now they make frequent trips there. SS effects and their “added to Extra” effects are generally reversed, to signify the trip from one universe to another. In addition, monsters include 4 Machines and 4 Psychics, with each Machine supposed to generally “mirror” one of the Psychics.] Monsters Pendulum Effects Monster Effects Name Type LV PS ATK/DEF If this card is activated while there are no face-down cards in your Extra Deck… If this card is Special Summoned from the Extra Deck: If this card is added to the Extra Deck Parallanaut Pilot Psychic 6 7 2200/1200 you can destroy this card and target a face-up monster in your Extra Deck, other than a Psychic-type Monster; Special Summon it. you can add a “Parallanaut” monster, other than “Parallanaut Pilot”, from your Deck to your hand. you can target a card the opponent controls; shuffle it into the Deck. Parallanaut Commander Psychic 4 7 1700/1300 you can destroy this card; take a Machine-type “Parallanaut” monster from your Deck and activate it in the Pendulum Zone this card was in. you can add a “Parallanaut” Spell/Trap card from your Deck to your hand. you can target a Spell/Trap card the opponent controls; return it to its owner’s hand. Parallanaut Specialist Psychic 2 7 800/400 you can destroy a card in your Pendulum Zone, and if you do, draw a card. Once, if the opponent activates a card or effect, you can negate the card or effect and destroy it. This turn, the opponent cannot activate cards or effects in response to the activation or effect of your “Parallanaut” cards. Parallanaut Officer Psychic 3 7 1100/1000 This turn, you can Normal Summon a Machine or Psychic-Type monster as an additional Normal Summon. Can attack twice this turn. “Parallanaut” cards you control cannot be destroyed by battle or by an opponent’s card effects for the rest of the turn. Parallanaut Lander Machine 3 1 1000/1100 This turn, you can conduct a second Pendulum Summon, also you cannot Pendulum Summon monsters, other than Machine and Psychic-type monsters. Take a “Parallanaut” monster from your Deck and add it to your Extra Deck. Shuffle a “Parallanaut” monster from your Extra Deck into your Deck, then draw a card. Parallanaut Rover Machine 2 1 400/800 you can destroy a card in your Pendulum Zone, and if you do, your opponent discards a random card. Target a “Parallanaut” monster you control; it can attack directly this turn. “Parallanaut” monsters you control cannot be targeted for attacks during the opponent’s next turn. Parallanaut Orbiter Machine 4 1 1300/1700 you can destroy this card; take a Psychic-type “Parallanaut” monster from your Deck and activate it in the Pendulum Zone this card was in. target a Spell/Trap card the card the opponent controls; destroy it. target a monster the opponent controls; destroy it. Parallanaut Shuttle Machine 6 1 1200/2200 you can destroy this card and target a face-up monster in your Extra Deck, other than a Machine-type Monster; Special Summon it. you can add a “Parallanaut” monster, other than “Parallanaut Shuttle”, from your Extra Deck to your hand. take a “Parallanaut” monster from your GY and add it to your Extra Deck face-up. Spells Name Type Effect Parallanaut Gateway Breach Field While there are no face-down cards in your Extra Deck, you can Special Summon monsters from your Extra Deck to your unlinked Main Monster Zones. If there are 15 or more face-up cards in your Extra Deck while there are no face-down cards in your Extra Deck, you win the Duel. Parallanaut Mission Resupply Normal If there are no face-down cards in your Extra Deck; take a “Parallanaut” monster from your Deck and place it face-up in your Extra Deck, then draw a card. You can only activate “Parallanaut Mission Resupply” once per turn. Parallanaut Mission Satellite Launch Normal If there are no face-down cards in your Extra Deck, activate one of the following effects: · Add a Machine-type “Parallanaut” monster from your Deck to your Extra Deck face-up. · Special Summon a Machine- type “Parallanaut” monster from face-up in your Extra Deck. You can only activate one of the above effects of “Parallanaut Mission Satellite Launch” per turn. During your Draw Phase, if this card is in your GY, you can add it to your hand instead of conducting your Normal Draw. Parallanaut Mission Fuel Boost Quick-Play Target a “Parallanaut” monster that is face-up in your Extra Deck that was placed there this turn. If that monster is Special Summoned this turn, apply the following effects: · That monster gains 1000 until the end of the turn, also until the end of the turn all other “Parallanaut” monsters you control gain 500 ATK until the end of the turn. Parallanaut Mission Full Armament Continuous “Parallanaut” monsters you control gain 200 ATK x the number of “Parallanaut” monsters with different original types than them in your Extra Deck. Once per turn, if the number of face-up Machine and face-up Psychic type monsters you control are equal: you can draw a card. Apply the following effects, depending on if there or more Machine or Psychic type monsters face-up in your Extra Deck. · Machine: Your opponent’s Spell effects are negated. · Psychic: Your opponent’s Trap effects are negated. Parallanaut Mission Through the Gate! Normal Add a “Parallanaut” card from your Deck to your hand. If a “Parallanaut Gateway Breach” you control would be destroyed by a card effect, you can banish this card from your GY instead. You can only activate “Parallanaut Mission Through the Gate!” once per turn. Traps Name Type Effect Parallanaut Mission Dangerous Launch Normal Tribute a Machine and a Psychic monster to target up to 3 cards the opponent controls; destroy them. Parallanaut Mission Training Mission Continuous If there are no face-down cards in your Extra Deck: You can tribute a “Parallanaut” monster you control; Special Summon a Machine or Psychic-type monster from face-up in your Extra Deck with a different original type and an equal level to the Tributed Monster. You can only activate the effect of “Parallanaut Mission Training Mission” once per turn.
  5. Bride of Cyber-Stein DARK/Machine/lV2 500/700 You can reveal a Link Monster in your Extra Deck and pay LP equal to its Link Rating x 1500; Special Summon it. You can only activate the effect of “Bride of Cyber-Stein” once per turn
  6. Ebony Armed Dragon R3 DARK/Dragon/R3 1200/900 2 Level 3 monsters You can also Xyz Summon this card using an “Armed Dragon LV3” as the only Xyz Material. Cannot be used as Material for an Xyz Summon during the turn it was Xyz Summoned, except by the effect of a “Rank-Up-Magic” card. During your Main Phase, you can; destroy a monster your opponent controls whose ATK is equal to or less than the number of materials on this card x 600, then detach a material from this card. If this card is destroyed by battle or by an opponent’s card effect, you can Special Summon an “Armed Dragon LV5” from your hand or Deck. Ebony Armed Dragon R5 DARK/Dragon/R5 2400/1700 3 Level 5 monsters You can also Xyz Summon this card using an “Armed Dragon LV5” or “Ebony Armed Dragon R3” as the only Xyz Material (Transfer its materials to this card). Cannot be used as Material for an Xyz Summon during the turn it was Xyz Summoned, except by the effect of a “Rank-Up-Magic” card. During your Main Phase, you can; destroy a monster your opponent controls whose ATK is equal to or less than the number of materials on this card x 800, then detach a material from this card. If this card is destroyed by battle or by an opponent’s card effect, you can Special Summon an “Armed Dragon LV7” from your hand or Deck (this is treated as a Special Summon by the effect of Armed Dragon LV5). Ebony Armed Dragon R7 DARK/Dragon/R7 2800/1000 4 Level 7 monsters You can also Xyz Summon this card using an “Armed Dragon LV7” or “Ebony Armed Dragon R5” as the only Xyz Material (Transfer its materials to this card.) During your Main Phase, you can; destroy all monsters your opponent controls whose ATK is equal to or less than the number of materials on this card x 700, then detach a material from this card. If this card is destroyed by battle or by an opponent’s card effect, you can Special Summon an “Armed Dragon LV10” from your hand or Deck (this is treated as a Special Summon by Tributing an “Armed Dragon LV7”). Rank-Up-Magic – LV UP! Quick-play Spell Activate one of the following effects: · Target an “Ebony Armed Dragon” monster you control; Xyz Summon an “Ebony Armed Dragon” monster 2 Ranks higher than that monster using it as the Xyz Material, then attach this card to it as Xyz Material. · Target an “Armed Dragon LV” monster you control; Tribute it and Special Summon a monster from your hand or Deck that lists the Tributed monster in its card text. This is treated as a Special Summon conducted according to the conditions listed on the Summoned monster. Shadow of the Armed Dragon DARK/Dragon/LV10 3000/0 Cannot be Summoned or Set. You can discard this card; add an “Armed Dragon” monster, other than “Shadow of the Armed Dragon” from your Deck to your hand. If you Special Summon an “Armed Dragon” monster, you can add this card from your GY to your hand. If this card is discarded to activate the effect of a Dragon monster, the opponent cannot activate cards or effects in response to the activation. You can only activate each effect of “Shadow of the Armed Dragon” once per turn. Aura of the Armed Dragon Quick-play Spell Target an “Armed Dragon” monster you control and an “Armed Dragon” monster in your GY. That monster you control gains ATK equal to half the ATK of that monster in your GY, until the end of the turn. If that monster you control destroys an opponent’s monster this turn (by battle or effect), you can shuffle that monster in your GY into your Deck; draw a card.
  7. Hardware Dragon LIGHT/Machine/Fusion/LV5 1500 / 1000 1 Machine monster + 1 Cyberse monster If this card is Special Summoned, you can target a monster on the field; destroy it. If a Spell/Trap card on the field is destroyed while this card is in the GY; you can Special Summon this card, but banish it when it leaves the field. You can only activate each effect of “Hardware Dragon” once per turn. Software Dragon LIGHT/Cyberse/Fusion/LV5 1000 / 1500 1 Cyberse monster + 1 Machine monster If this card is Special Summoned, you can target a Spell/Trap on the field; destroy it. If a monster on the field is destroyed while this card is in the GY; you can Special Summon this card, but banish it when it leaves the field. You can only activate each effect of “Software Dragon” once per turn. Firmware Dragon LIGHT/Machine/Fusion/LV7 2000 / 2000 1 Machine monster + 1 Cyberse monster (including a Fusion monster) Gains 500 ATK for each Fusion monster used to Fusion Summon it. If this card was Fusion Summoned, once per turn, you can (Quick Effect); target 1 card on the field and/or GY; banish it. If this card was Fusion Summoned using 2 Fusion monsters as material, you can activate the above effect twice per turn instead, and those cards are banished face-down instead.
  8. Normal Trap If you control a Spellcaster monster; activate a Continuous Spell from your hand or GY. If you control a Level 7 or higher Spellcaster monster, you can activate it from your Deck or banished cards instead.
  9. Normal Trap If a monster you control would be destroyed by battle or by an opponent's card effect; send one monster with the same name as that monster from your Deck or Extra Deck to the GY instead.
  10. It needs the "if possible". Otherwise you wouldn't be able to activate the card unless it was possible to response each and every effect. Like, you can't normally activate Change of Heart if the op has no monsters, do without the "if possible" you couldn't activate this card at all if the op had no monsters.
  11. Sorry took me so long to grade this, it's been a busy couple of weeks. TheEternalWinter, that would certainly be enough to get the card off of the ban list. I wish you had listed why you wanted to change it thought. Darj, you don't say why you want to change it, nor did you post the original text. I don't really see how this card fixes the problems the first one had. Gonna have to give TheEternalWinter the win.
  12. Blaster, Dragon Ruler of Infernos Original effect: If this card is in your hand or Graveyard: You can banish a total of 2 FIRE and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 FIRE monster to the Graveyard, then target 1 card on the field; destroy that target. If this card is banished: You can add 1 FIRE Dragon-Type monster from your Deck to your hand. You can only use 1 "Blaster, Dragon Ruler of Infernos" effect per turn, and only once that turn. Errata'd effect: If this card is in your hand or GY: You can banish either 2 FIRE and/or "Dragon Ruler" monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 FIRE monster to the Graveyard, then target 1 card on the field; destroy that target. If this card is banished: You can add 1 FIRE Dragon-Type monster, or 1 "Dragon Ruler" monster, from your Deck to your hand, other than "Blaster, Dragon Ruler of Infernos". You can only use 1 "Blaster, Dragon Ruler of Infernos" effect per turn, and only once that turn. You can only control 1 face-up "Dragon Ruler" monster. Reason for errata: First, I changed the summoning cost so that you have to discard either 2 monsters of the same attribute so you can't use generic Dragons as material for their summons. This won't matter a lot of the time, but I felt it would be enough to make him not so generic. I changed his seach effect so that he can't search out a copy of himself, but CAN search out his co-rulers for consistency, and finally to reign back the rank 7s a nudge I made it so that you can only control a single Dragon Ruler.
  13. Less a contest then a challenge. I was playing with the idea of creating errata to weaken the Dragon Rulers a bit so they would still be usable but not as broken as they are right now, and I'm curious to see what other people can come up with in regards to possible erratas for other forbidden cards. A. Theme/Task Erratas for forbidden cards. B. Entry requirements No fees! No required levels! Let me see what you've got! C. Deadline Deadline is 2/8/19 (dd/mm/yy) at 5:00pm CST, with the results of the contest being made available sometime the following day! D. Prizes All entries get a like for the effort. Winning card gets 3 reps! (PS: I still can't figure out how to give reps. Can I get some help?) E. Your judging criteria Generated cards are not required and won't contribute toward judging. Please list the current effect of a card and designate it as "original effect" before posting the errata'd one, then you need to explain WHY you think the errata would work. Points will be given based on creativity, how well the errata makes the card usable without completely negating why people used it. I'll post an example below. Don't worry though, it won't be eligible for my own contest!
  14. Yeah I'll admit my PSCT isn't the best. I actually just posted a card that I was worried about the PSCT for, if you want to give it a glance?
  15. Glimpse of the Forbidden Normal Spell You can only activate "Glimpse of the Forbidden" once per turn. Roll a 6-sided die, then, if possible, apply the appropriate effect: 1. Draw 2 cards. 2. Look at your opponent's hand; select 1 card in it and discard that card. 3. Destroy all Spell and Trap Cards your opponent controls. 4. Target 1 monster your opponent controls; take control of it until the End Phase. 5. Until your next turn, you and your opponent cannot play or Set any Spell or Trap Cards. 6. Once this turn, if a monster you control is sent to the GY; Special Summon 1 monster with 1500 or less ATK from your Deck.
  16. I could use someone to look at my Chemicritter support.
  17. Poly-Chemicritter Phoenixide WIND/Winged Beast/Link 2100/2(U, D) 2 Gemini monsters Cannot be used as Link Material the turn it was Link Summoned. If this card is Link Summoned, you can Special Summon a “Chemicritter” monster from your Deck to a zone this card points to. Gemini monsters this card points to are treated as Effect Monsters and gains their effects. Chemicritter Reaction Continuous Spell You can treat Gemini monsters that are being treated as Effect monsters as two Material while Link or Xyz Summoning. You can only activate each of the following effects of “Chemicritter Reaction” once per turn. If this card is activated, you can add a “Catalyst Field” from your Deck to your hand. If you Xyz Summon a monster using a Gemini monster as Material, you can target a Gemini monster in your GY; apply one of the following effects: · Attach that monster to an Xyz monster you control as Material. · Add that monster to your hand, then, immediately after this effect resolves, you can Normal Summon a Gemini monster. Chemicritter Counter Agent Counter Trap Negate the activation and effect of a Spell/Trap card or monster effect activated in response to the Normal Summon of a Gemini monster, or the activation of the effect of a Gemini monster, and destroy it. If you control “Catalyst Field”, you can activate this card from your hand. During your opponent’s turn, you can banish this card from your GY to target a Gemini monster you control; double it’s ATK and DEF until the End Phase, but at the End Phase that monster becomes a Normal monster and loses its effect.
  18. Elemental HERO Butterfly Breeze WIND/Warrior 1300 / 800 When this card is Normal or Special Summoned: You can add a “Fusion” Spell/Trap card that lists the term “HERO” in its card text from your Deck or GY to your hand. You can Tribute this card from your hand or field and target a HERO Fusion monster in your GY that had been correctly summoned from the Extra Deck earlier in the Duel; Special Summon it, ignoring its Summoning conditions. You can only activate one effect of “Elemental HERO Butterfly Breeze” per turn, and only once per turn. Cross HERO Excelsior DARK/Warrior/Fusion/LV9 0/1000 2+ “HERO” monsters with different words preceding “HERO” in their names This card gains 1000 ATK for each of its Fusion Materials. This Fusion Summoned card is unaffected by other card effects until the end of Nth End Phase after this card is Fusion Summoned (N = the number of Fusion Materials). Dramatic Arrival Normal Spell (This card is always treated as a “Fusion” card.) If only the opponent controls a monster; Fusion Summon 1 "Elemental HERO" Fusion Monster from your Extra Deck that specifically lists its Fusion Materials using monsters from your hand or Deck as Fusion Material. You can reveal this card in your hand and target a HERO monster you control; return it to the hand, also this turn if a HERO Fusion monster attacks, your opponent cannot activate cards or effects until the end of the Damage Step. You can only activate this effect of “Dramatic Arrival” once per turn. Skyscraper City Field Spell You can only activate this card if there is a “Dark City” or “Skyscraper” Field Spell other than “Skyscraper City” in your GY or face-up on your field. This card gains the effects of all “Dark City” and “Skyscraper” Field Spells in your GY with different names, other than “Skyscraper City”. Once per turn, during your Main Phase or either player’s Battle Phase, you can (Quick Effect); Fusion Summon a “HERO” Fusion Monster using monsters from your hand and/or field as Material, including at least one monster you control. HERO Armory Normal Spell Target a HERO monster you control. Add, from your Deck or GY to your hand, a Spell or Trap card that specifically lists the targeted monster in its card text, also once this turn you may activate a Trap card with the same name as the added card the turn it was set, also, once this turn, if you activate a card with the same name as the added card while you control that targeted HERO monster; it gains 800 ATK, until the end of the turn. A Hero’s Inheritance Continuous Spell For each “HERO” Fusion monster you control, if there is a Fusion monster in your GY with a different original name that shares at least 1 specifically named Fusion Material with it, that Fusion Monster you control gains 800 ATK. You can target with and apply the effect of Spell/Trap cards that list specific “Elemental HERO” monsters in their card text to Fusion monsters that list those specific “Elemental HERO” monsters as material. If you Fusion Summon a “HERO” monster, you can; take from your Deck or GY a Spell or Trap card that lists one of that monster’s specific Fusion Material’s in its card text, and either set it or activate it, but banish it when it leaves the field. You can only activate this effect of “A Hero’s Inheritance” once per turn. Shining Shift Continuous Trap You can target one of the below monsters; it gains 300 ATK. During either player’s turn, you can (Quick Effect) target a monster that has gained ATK by the effect of this card; return it to the Extra Deck, then Special Summon the corresponding monster from your Extra Deck (this is treated as a Fusion Summon). It gains 300 ATK. You can only activate each effect of “Shining Slash” once per turn. · “Elemental HERO Flame Wingman” – “Elemental HERO Phoenix Enforcer” · “Elemental HERO Phoenix Enforcer” – “Elemental HERO Flame Wingman” · “Elemental HERO Shining Flare Wingman” – “Elemental HERO Shining Phoenix Enforcer” · “Elemental HERO Shining Phoenix Enforcer” – “Elemental HERO Shining Flare Wingman”
  19. Lightray Diabolos doesn’t really meet the conditions of a retrain. There’s no new name, and its effect is basically just a slightly better version of its old effect without actually ding anything new. If I was scoring these out of 5, I’d have to give this a 1. Lycanthrope/Synthesis Spell fail for the same reasons. Both are just slightly better copies of their base cards. I do like that you were wanting to support a Ritual monster that wasn’t even good in the first place, but I would have done something like this: Savage Lycantrope EARTH - Level 6 - Beast-Warrior/Ritual/Effect - 2400/1800 Ritual Summoned with Synthesis Spell. This card’s name is treated as “Lycantrope” while in/on your hand, field, or GY. Gains 200 ATK for each Normal monster in your GY. Gene Synthesis Used to Ritual Summon "Lycanthrope". You must also Tribute monsters from your hand or field, or Normal monsters from your Deck, whose total Levels exactly equal 6. If a Beast-Warrior monster you control is destroyed, you can (Quick Effect): banish this card from your GY; Special Summon a Normal monster from your GY. Overall, I’ll give it 2/5. Meltiel, Hermit within the Lair is actually a very imaginative retrain! It serves as a “corrupted” version of Meltiel, Sage of the Sky and references the original card multiple times. First, in it’s “trigger” switching from the classic Counter Fairy trigger to the “tribute DARK” of “Lair of Darkness”. Second, in the 1000 ATK/DEF drop mirroring the original’s 1000 LP gain. Finally, the added card removal effect if you have a certain field spell. Overall a good retain. My only complaint is the final effect. Being able to tribute an OP’s monster to buff itself once a turn might just be too powerful an effect for a card that overall has no drawbacks. It is balanced out a bit though by all the effs being a HOPT, so I’ll let it slide. 4/5. Not a lot I can say about Trinity Construct - Gate Guardian. Overall, it’s a really good card, though It bugs me that it doesn’t really do anything with the original pieces. That may just be my own bias though, as I did my own retrain of the series back on the other forum. Still though I can’t really find any faults with him, so 4/5. Zone Devourer! Nice name. I’ll give you points for trying to work on what is basically one of the worst cards off all time, but the retrain you came up with is basically over powered. It has the field blocking power of Ojamas, the removal of Eater of Millions/ Destiny HERO - Doom Lord – without being OPT I might point out, making it impossible to get rid of my battle effects. I also want to give you a point for being the only person here to follow the judging criteria I put out regarding listing the name of the original card, so that gets to 3/5. Now for picking a winner. We have a tie going in between the new Gate Guardian and the new Meltiel. While I can’t really find anything at fault with Guardian other than his lack of support for the original cards, I’m just gonna have to give the win to Meltiel, for being a retrain of something no one really expected. Good job BringerofEnd!
  20. Sorry I haven't gotten a chance to judge this yet, I've been sick all weekend. I'll get to them when I get a chance.
  21. Traffic Signal - Green Target a monster on the turn player's field; this turn it can attack directly, but other monsters can't attack, also if it is in Defense Position change it to face-up Attack position, also you may set a "Traffic Signal - Yellow" from your Deck. You can banish this card and 2 other Normal Trap cards from your GY; Special Summon a Machine monster from your Deck. Traffic Signal - Yellow Target a monster on the field; it's ATK/DEF are halved until the end of the turn, also it cannot be used as Material or Tributed for a Summon this turn, also you may set a "Traffic Signal - Red" from your Deck. You can banish this card and 2 other Normal Trap cards from your GY; Special Summon a Machine monster from your Extra Deck. Traffic Signal - Red Target a monster on the field; it's effects are negated until the end of the turn, also it cannot attack this turn, also you may set a "Traffic Signal - Green" from your Deck. You can banish this card and 2 other Normal Trap cards from your GY; Special Summon a Machine monster from your GY or from your banished cards.
  22. [Chimera the Flying Mythical Beast] Chimera the Undead Mythical Beast WIND/Zombie/Fusion 2 Zombie monsters If this card is destroyed by battle or by an opponent's card effect, you can target 1 non-Fusion Zombie-monster in your GY; Special Summon that target. You can only activate this effect of "Chimera the Undead Mythical Beast" once per turn. Inflicts piercing damage.
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