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The Old Charlelot

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Posts posted by The Old Charlelot


  1. Hey everyone,

    So, I really don’t think I am exaggerating much when I say that the “Charmers” and “Familiar-Possessed” are almost universally loved by the entire Yu-Gi-Oh community. Some of us who have been here for a while remember when they first came out in the GX era and have been watching their painfully slow evolution over the years; patiently waiting for the time we would be able to use them in a real duel. Needless to say that, when Konami FINALLY decided to give us what we all wanted, an entire Structure Deck complimenting the “Charmers”, I was ecstatic to say the least. Now that I have seen the entire list, I regret ever getting exited for this. I mean, only 5 new card to compliment this old and very slow archetype? With only a handful of them being actually useful in a modern duel? Really Konami ? The Sacred Beast Deck got 8 new cards, all of them excellent. Sure, they may have made new artworks for the “Familiar-Possessed” and a few exquisitely designed Tokens, but those things don’t make the deck playable against newer archetypes do they? So I began to work on ideas on what this deck needs to work somewhat against things like “Shaddolls”, “Salamangreat” and the like. This is what I came up with for now. I tried to keep a little of the Toolbox-ish / klunky aspect of the original “Charmers” while providing more field control for an archetype that relies so heavily on Normal Summoning.

     

    So that the end of my rant. Have a look and tell me what you guys think.

     

    Monsters Cards:

    Spoiler

    Unielle, the Familiar-Possessed Charmer

    Level 6 LIGHT Spellcaster/Effect

    ATK 1850 DEF 1500

    (You can always substitute this card for any 1 “Charmer” monster for the Special Summon of a “Familiar-Possessed” monster.)

    When this card is Normal or Special Summoned: Target 1 monster your opponent controls; take control of that target while this card is face-up, also, during the turn you use this effect, you cannot use monsters on your field as Materials for Summons, except “Possessed”, “Charmer” and/or Level 4 monsters with 1500 original ATK/200 original DEF. If you control a face-up “Possessed” or “Charmer” card: You can Special Summon this card from your hand or GY, but its effect is negated, also, banish it when it leaves the field, except if you control a “Charmer” or “Possessed” monster. You can only use each effect of “Unielle, the Familiar-Possessed Charmer” once per turn.

     

    Mantighern

    Level 4 LIGHT Insect/Effect

    ATK 1500 DEF 200

    You can only control 1 “Mantighern”. If you control a Spellcaster monster, you can Special Summon this card (from your hand). If you control a face-up Spellcaster monster with 1500 DEF: You can make your opponent chose 1 monster they control; switch control of that monster and this card with each other. You can only use this effect of “Mantighern” once per turn. If this card leaves the field and is sent to the GY: You can Special Summon 1 Spellcaster monster with 1500 DEF from your hand or Deck in Attack Position or face-down Defense Position.

    Spells Cards:

    Spoiler

    Boundaries of the Possessed

    Quick-Play Spell Card

    Activate while you control monsters with 2 or more different Attributes, including a “Charmer” or “Possessed” monster. Each player can only control 1 monster of each Attribute until the end of the turn. If a player controls 2 or more monsters with the same Attribute, they must send some to the GY so they control no more than 1 monster of that Attribute. During the turn you activate this effect, the effects of cards in the GY cannot be activated, except “Possessed” cards and/or Level 4 monsters with 1500 ATK/200 DEF. If this card is destroyed by a card effect and is sent from the field to the GY: You can add up to 2 “Charmer” and/or “Possessed” cards from your GY to your hand, except “Boundaries of the Possessed”.

    Trap Cards:

    Spoiler

    Release of the Possessed

    Counter Trap Card

    You can only activate 1 “Release of the Possessed” per turn. If you control monsters with 2 or more different Attributes, including a “Charmer” or “Possessed” monster, you can activate this card from your hand. This turn, each time your opponent Special Summons a monster: You can Special Summon 1 “Possessed” monster with the same Attribute from your hand, Deck or GY, but its effect is negated, also, your opponent cannot Special Summon any other monsters with the same Attribute until the end of the turn. You can banish this card from your GY: This turn, the effects of “Possessed” cards in your possession that could only be used once per turn can be used up to twice per turn.

    Extra Deck:

    Spoiler

    Unielle, First of the Familiar-Possessed

    Level 8 DARK Spellcaster/Fusion/Effect

    ATK 1850 DEF 1500

    1 Spellcaster monster + 1 monster your opponent owns

    Must be Special Summoned (from your Extra Deck) by sending the above cards your control to the GY. (You do not use “Polymerization”.) This card gains 300 ATK/DEF for each different Attribute you control. Once per turn: You can target 1 other monster from your field or GY with either 1500 ATK or DEF, then, depending on that monster’s Type, activate 1 of these effects:

    • Spellcaster: Special Summon either 1 Level 4 monster with 1500 ATK/200 DEF or 1 “Awakened-Possessed” monster from your hand, Deck or GY with the same Attribute as the target (it is treated as having been Special Summoned by its own effect).
    • Non-Spellcaster: Special Summon 1 “Familiar-Possessed” monster from your hand, Deck or GY with the same Attribute as the target.

     


  2. Hey everyone,

    I think quarantine may have chipped away at my sanity. I mean, why else would I try to create an archetype that almost entirely relies on a few Ritual Monsters and a couple Spell Cards to do everything a functional Deck should be able to do to win games? Nevertheless, I decided to embrace the madness and go ahead with the idea. It’s not quite complete yet, I’ll try to make it so you could build an entire 40 cards Deck using only my archetype, but for now, this is what I got.

    Tell me what you think, I need suggestions!

     

    Monster Cards:

    Spoiler

    Sonea, the Forlorn Maiden

    Level 4 LIGHT Fairy/Tuner/Effect

    ATK 1900 DEF 2000

    You can Ritual Summon this card with “Pool of Forlorn Visions”. If a Spell Card or a Spell effect is activated (Quick Effect): You can send this card from your hand or field to the GY; add 1 “Forlorn” Spell Card from your Deck to your hand, then, if you control no monsters or if the only monsters on your field are “Forlorn” monsters; you can add 1 Ritual Monster from your Deck to your hand, except “Sonea, the Forlorn Maiden”. If all other cards in your GY are Spell Cards (Quick Effect): You can banish this card from GY; Special Summon 1 “Forlorn Token” (Fairy/LIGHT/Level 4/ATK 0/DEF 0), and if you do, it gains ATK/DEF equal to the highest ATK currently on the field. You can only use each effect of “Sonea, the Forlorn Maiden” once per turn. 

     

    Nevu, the Forlorn Fury

    Level 4 LIGHT Wyrm/Pendulum/Ritual/Effect

    Pendulum Scale: 5

    ATK 2400 DEF 0

    Pendulum Effect:

    You can Pendulum Summon face-up “Forlorn” Ritual Monsters in your Extra Deck ignoring their Summoning conditions. This effect cannot be negated. If a Spell Card or a Spell effect is activated: You can return this card from your Pendulum Zone to your hand, then Special Summon 1 Level 4 or lower Ritual Monster from your Deck. (This is treated as a Ritual Summon.) You can only use this effect of “Nevu, the Forlorn Fury” once per turn.

    Monster Effect:

    You can Ritual Summon this card with “Pool of Forlorn Visions”. If you Ritual Summon a monster (Quick Effect): You can Special Summon this card from your hand. (This is treated as a Ritual Summon.) Once per turn (Quick Effect): You can Tribute 1 “Forlorn” monster you control, and if you do, you can target 1 card your opponent controls; destroy it, then, if all cards in your GY are Spell Cards, halve the ATK/DEF of all monsters your opponent controls until the end of the turn. You can only use each effect of “Nevu, the Forlorn Fury” once per turn.

     

    Imme, the Forlorn Edacity

    Level 4 DARK Wyrm/Pendulum/Ritual/Effect

    Pendulum Scale 1

    ATK 0 DEF 2400

    Pendulum Effect:

    You can Pendulum Summon face-up “Forlorn” Ritual Monsters in your Extra Deck ignoring their Summoning conditions. This effect cannot be negated. If a Spell Card or a Spell effect is activated: You can return this card from your Pendulum Zone to your hand; this turn, the first time each “Forlorn” card you control would be destroyed, it is not destroyed. You can only use this effect of “Imme, the Forlorn Edacity” once per turn.

    Monster Effect:

    You can Ritual Summon this card with “Pool of Forlorn Visions”. If you Special Summon a “Forlorn” monster (Quick Effect): You can Special Summon this card from your hand. (This is treated as a Ritual Summon.) Once per turn (Quick Effect): You can Tribute 1 “Forlorn” monster you control, and if you do, target 1 face-up card your opponent controls; negate its effect until the end of the turn, then, if all cards in your GY are Spell Cards, you can add 1 of your “Forlorn” Spell Card from your GY or that is banished to your hand. You can only use each effect of “Imme, the Forlorn Edacity” once per turn.

    Spell Cards:

    Spoiler

    Ancient Forlorn Domain

    Field Spell Card

    When this card is activated: You can send 1 “Forlorn” card from your hand or Deck to the GY. You must have this many Spell Cards in your GY to activate and resolve the following effects, also, if the only card in your GY are Spell Cards, this card’s activation and/or effects cannot be negated.

    • 3+: Once per turn: You can Special Summon 1 of your Level 4 “Forlorn” Ritual Monster from your GY or that is banished. (This is treated as a Ritual Summon.)
    • 5+: Once per turn: You can Tribute 1 face-up “Forlorn” card; shuffle 1 card on the field into the Deck.
    • 10+: Once per turn: You can add 1 of your “Forlorn” card from your GY or that is banished to your hand.

     

    Altar of Forlorn Whispers

    Continuous Spell Card

    While the only cards in your GY are Spell Cards, you can activate “Forlorn” Spell Cards from your hand during your opponent’s turn, except during the Damage Step. When either player Special Summon a monster, except Tokens: You can Special Summon 1 “Forlorn Token” (Fairy/LIGHT/Level 4/ATK ?/DEF ?) with the same ATK/DEF as that Special Summoned monster. During each of your turn, you can only Special Summon 1 “Forlorn Token” this way. “Forlorn Tokens” cannot be Tributed for a Tribute Summon or be used as Material for a Special Summon, also, each time 1 leaves the field, its original controller takes damage equal to the ATK or DEF (whichever is higher) it had while on the field, except if all cards in that player’s GY are Spell Cards.

     

    Pool of Forlorn Visions

    Ritual Spell Card

    This card can be used to Ritual Summon “Sonea, the Forlorn Maiden”, “Nevu, the Forlorn Fury” or “Imme, the Forlorn Edacity”. You must also Tribute monsters from your hand or field whose total Level equal or exceed the Level of the Ritual Monster you Ritual Summon. If the only cards in your GY are Spell Cards, you can also banish Spell Cards from your hand and/or GY (each banished Spell Cards count as a Level 4 monster). You can banish any number of cards from your field and/or GY, including this card; Special Summon 1 “Forlorn” Ritual Monster from your hand or GY whose Level is equal or lower than the number of cards banished with this effect. (This is treated as a Ritual Summon.) You can only use this effect of “Pool of Forlorn Visions” once per turn.

     

    Fangs of Forlorn Justice

    Quick-Play Spell Card

    You can only activate 1 “Fangs of Forlorn Justice” per turn. If there are no cards in your GY or if all cards in your GY are Spell Cards, your opponent cannot activate any cards or effects in response to this card’s activation. During the Main Phase, depending on the number of Special Summoned monsters your opponent controls, activate each of the following effects, in sequence:

    • 1+: Special Summon 1 “Forlorn” Ritual Monster from your hand or Extra Deck. (This is treated as a Ritual Summon.)
    • 3+: Tribute all Special Summoned monster your opponent controls, then for each Tributed monster, Special Summon 1 “Forlorn Tokens” (Fairy/LIGHT/Level 4/ATK ?/DEF ?) to your opponent’s field with the same original ATK/DEF as that monster.
    • 5+: Add 1 “Fangs of Forlorn Justice” from your Deck to your hand.

     

    Repository of Forlorn Oaths

    Normal Spell Card

    If this card’s activation/effect was negated or if this card was sent to the GY because of a card effect; you can add this card from your GY to your hand, and if you do, you cannot activate it until your next turn, except if all card in your GY are Spell Cards, also, this effect cannot be negated. This turn, each time you Ritual Summon a “Forlorn” Ritual Monster(s), you can draw 1 card. You can only draw up to 3 cards per turn with this effect of “Repository of Forlorn Oaths”.

     

    Forlorn Spell Weaving

    Normal Spell Card

    Tribute any number of Tokens on either player’s fields: Special that same number of your “Forlorn” Ritual Monsters from your hand or that are banished (this is treated as a Ritual Summon), and if you do, their effects are negated, except if all cards in your GY are Spell Cards. During either player’s turn, when a “Forlorn” monster you control is destroyed by battle or card effect: You can banish this card from your hand or GY; Special Summon as many “Forlorn Tokens” (Fairy/LIGHT/Level 4/ATK 0/DEF 0) as possible in Defense Position, and if you do, they cannot be Tributed or be used as Materials for Summons, except if all cards in your GY are Spell Cards. You can only use each effect of “Forlorn Spell Weaving” once per turn.

     

    Forlorn Secrets

    Normal Spell Card

    You can activate each of the following effects of “Forlorn Secrets” once per turn:

    • Fusion Summon 1 “Forlorn” monster from your Extra Deck by shuffling Fusion Materials in your possession from your hand and/or field into the Deck, also, if all cards in your GY are Spell Cards, you can also shuffle monsters that are banished into the Deck.
    • Special Summon 1 of your “Sonea, the Forlorn Maiden” from your GY or that is banished, but banish it during the End Phase of this turn. (This is treated as a Ritual Summon.)
    • Tribute 2 “Forlorn” monsters you control; Special Summon 1 “Forlorn” Xyz Monster from your Extra Deck, then attach up to 2 Spell Cards from your GY to the Special Summoned monster as Xyz Material. (This is treated as an Xyz Summon.) 

    Extra Deck:

    Spoiler

    Forlorn Composite

    Level 8 LIGHT Dragon/Fusion/Effect

    ATK 2500 DEF 2500

    1 “Forlorn” monster + 1 LIGHT or DARK monster

    Must be either Fusion Summoned, or Special Summoned by Tributing 3 “Forlorn” monsters you control with different names to each other (in which case you do not use “Polymerization”). If all cards in your GY are Spell Cards, neither player can activate the effects of face-up non-“Forlorn” monsters. You can banish this card from your field or GY (Quick Effect); banish all monsters in your GY, and if you do, gain 300 LP for each Spell Cards in your GY and inflict 300 damage to your opponent’s LP for each monster banished with this effect. You can only use this effect of “Forlorn Composite” once per turn.

     

    Forlorn Impermanence

    Level 8 LIGHT Psychic/Synchro/Effect

    ATK 2800 DEF 2200

    1 “Forlorn” Tuner + 1+ non-Tuner monsters

    If this card attacks, your opponent cannot activate any cards or effects until the end of the Damage Step. If all cards in your GY are Spell Cards, once per turn (Quick Effect): You can target 1 monster on the field; it cannot be targeted by your opponent’s card effects until the end of the turn, also, during this turn’s Battle Phase(s), when it battles an opponent monster with more ATK, it gains 2800 ATK, during damage calculation only. You can banish this card from your field or GY (Quick Effect); banish all monsters in your GY, then you can Special Summon 1 monster in your opponent’s GY, but it cannot attack this turn. You can only use each effect of “Forlorn Impermanence” once per turn.

     

    Revered Patron of Forlorn Souls

    Rank 8 LIGHT Fairy/Xyz/Effect

    ATK 3000 DEF 3100

    2 Level 8 monsters

    Control of this card cannot switch. If the only cards in your GY are Spell Cards, once per turn (Quick Effect): You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; take control of that monster until the End Phase, but its effects are negated and your opponent takes no damage from a battle involving that target. You can banish this card from your field or GY (Quick Effect); banish all monsters in your GY, then you can target 1 Spell/Trap Card in your opponent’s GY or that is face-up on their field, and if you do, Set it on your side of the field, but banish it when it leaves the field. You can only use each effect of “Revered Patron of Forlorn Souls” once per turn.

    Side Cards:

    Spoiler

    Ascended Ritual Raven

    Link – 2 LIGHT Fairy/Link/Effect

    Link Arrows: Bottom-Right, Bottom-Left

    ATK 600 DEF

    2 Effect Monsters

    You can only use the following effect of “Ascended Ritual Raven” once per turn. You can pay 2000 LP and send 1 Ritual Monster or Ritual Spell Card from your hand or Deck to the GY, then depending on that card, activate 1 of the following effects:

    • Ritual Monster: Add 1 Ritual Spell Card from your Deck or GY to your hand whose name is listed in that Ritual Monster’s text, and if you do, your opponent cannot activate any cards or effects in response to the activation/effect of Ritual Spell Cards in your possession until the end of the turn.
    • Ritual Spell Card: Send this card to the GY, then Special Summon 1 Ritual Monster whose name is listed in that Ritual Spell’s text from your hand or Deck. (This is treated as a Ritual Summon.)

    Cards to finish up the Archetype:

    Spoiler

    Sonea, the Exalted Maiden

    Level 8 LIGHT Fairy/Pendulum/Ritual/Effect

    Pendulum Scale: 9

    ATK 2400 DEF 2000

    Pendulum Effect:

    You can Pendulum Summon face-up “Forlorn” Ritual Monsters in your Extra Deck ignoring their Summoning conditions. This effect cannot be negated. If a Spell Card or a Spell effect is activated: You can return this card from your Pendulum Zone to your hand, then Special Summon 1 “Forlorn Token” (Fairy/LIGHT/Level 4/ATK 0/DEF 0). You can only use this effect of “Sonea, the Exalted Maiden” once per turn.

    Monster Effect:

    You can Ritual Summon this card with “Forlorn Fascination”. If a Spell Card or a Spell effect is activated (Quick Effect): You can add 1 Spell Card that is a different type (Normal, Quick-Play, Continuous, Ritual, Equip or Field) from your Deck to your hand, but you cannot activate the added card, or a card with the same name until your next turn, except if all cards in your GY are Spell Cards. While this card is face-up on your field or in your GY (Quick Effect): You can banish it, then you can take 1 “Sonea, the Forlorn Maiden” from your Deck, and either add it to your hand or Special Summon it. (This treated as a Ritual Summon.) You can only use each effect of “Sonea, the Exalted Maiden” once per turn.

     

    Forlorn Fascination

    Ritual Spell Card

    This card can be used to Ritual Summon any LIGHT or DARK Ritual Monster. You must also Tribute monsters from your hand or field with the same Attribute and whose total Level equal or exceed the Level of the Ritual Monster you Ritual Summon. You can only use the following effect of “Forlorn Fascination” once per turn. You can banish this card from your GY, then target 1 “Forlorn” monster you control that was Special Summoned from the Extra Deck, and if you do, activate 1 of these effects depending on the monster card type of the target:

    • Fusion: The target can make up to 2 attacks on monsters during this turn’s Battle Phase(s).
    • Synchro: Destroy 1 face-up card on the field.
    •  Xyz: Select 1 card on either player’s field or GY; attach it to the target as Xyz Materials.

     

    Forlorn Judgment

    Normal Spell Card

    Add 1 “Forlorn” card from your Deck to your hand, except “Forlorn Judgment”, and send 1 “Forlorn” card that is the same type (Monster, Spell or Trap) from your Deck to the GY, except “Forlorn Judgment”, and if you do, skip your next Draw Phase, except if all cards in your GY are Spell Cards. During either player’s turn: You can banish this card from your GY; negate the effects of all cards in both player’s Pendulum Zones, and if you do, destroy those cards, then, you can add a number of Ritual Pendulum Monster from your GY and/or from your Extra Deck to your hand up to the number of cards that were destroyed with this effect. You can only use each effect of “Forlorn Judgment” once per turn.

     

    Spreading Forlorn

    Equip Spell Card

    Must either be equipped to a Ritual or “Forlorn” Monster. The equipped monster gains 500 ATK/DEF. You can only use the following effects of “Spreading Forlorn” once per turn. While all cards in your GY are Spell Cards, if this face-up card is sent to the GY: You can target 1 Ritual Monster you control; equip this card to that target. During either player’s turn, when your opponent activates a card or effect: You can Tribute either this face-up card or 1 Ritual Monster from your hand or field; negate that activation, then, if all cards in your GY are Spell Cards, banish it.

     

    Forlorn Schemer

    Link – 2 DARK Fairy/Link/Effect

    Link Arrows: Up, Down.

    ATK 1600 DEF

    2 “Forlorn” monsters

    (Quick Effect): You can banish 1 card from your field or GY; any monster sent to the GY is banished instead until the end of the turn, also, if all cards in your GY are Spell Cards, until the End Phase, each time a monster in your opponent’s possession is banished, you gain LP equal to its original ATK. During either player’s turn: You can banish this card from your field or GY; change the Battle Position of all monsters on the field, then, during the End Phase, if all cards in your GY are Spell Cards, inflict 800 damage to your opponent’s LP for each monster they control whose Battle Position did not change this turn. You can only use each effect of “Forlorn Schemer” once per turn.

     


  3. 6 hours ago, Damian Thorne said:

    Thanks for responding!

    I like what you did with Frostheart Tykes, but I'd still suggest getting a second opinion on Ravenform's strength. Speaking of Ravenform, I'd also like to make a quick correction to this sentence in its effect:

    At the start of the Damage Step, if a Fairy monster you control battles a monster on your opponent’s field, destroy that monster, also, if “Golden Castle of Stromberg” is in a Field Zone, if a monster you control that specifically lists the card “Golden Castle of Stromberg” attacks or is attacked, your opponent cannot activate any cards or effects until the end of the Damage Step.

    It seems like these two effects are one effect, because they're in the same sentence. In that case, the "you can't do anything, hahaha" effect only applies when the "Fairy Monster destroys all" effect applies. That's clearly not what you were going for, though, so I would suggest putting each effect in a separate sentence, like this:

    At the start of the Damage Step, if a Fairy monster you control battles a monster on your opponent’s field, destroy that monster. If a monster you control that specifically lists the card “Golden Castle of Stromberg” attacks or is attacked and “Golden Castle of Stromberg” is in a Field Zone, your opponent cannot activate any cards or effects until the end of the Damage Step.

    In addition to splitting the sentence, this removes the double "if" clauses on the "you can't do anything, hahaha" effect to make it less redundant.

    That being said, I still like a lot of the other cards, like "Eternal Cloak of Darkness." And, maybe, just a little extra power is needed to stay relevant in the era of 4000+ ATK OTKs.

    Anyway, have a nice day!

    I was pretty satisfied with Frostheart too but I realized that if I had multiple of them in the GY, then all monsters I controlled that have Counters on them would all gain 2450 ATK multiple times. As much as I would like the idea of a Forest Wolf with almost 10000 ATK, I think it’s way too OP.

    As for Ravenform, I changed it as you suggested.

     

    *Edit* Alright, so I couldn't sleep until I somewhat fixed Frosheart. So here we go, latest fix in place.

     


  4. 1 hour ago, Damian Thorne said:

    Ooh, the canon effect of Golden Castle is broken. Too bad about the high costs, though...

    Anyway, I haven't seen the Golden Castle episodes, but I can tell the theme from this, and I like what I see here. It (probably) fits well with the anime. I do think Ravenform Dragon is too OP, though, as it can automatically destroy any of your opponent's monsters that dare to be attacked by a Fairy monster, and your opponent can't even activate cards or effects to do anything about it, and it does burn if Golden Castle is on the field. I would suggest removing the burn effect as Golden Castle already has that, and toning down the effects somehow. Maybe make the "can't do anything till the end of the Damage Step, hahaha" dependent on Golden Castle, or the other effect, or both.

    I also have some legal questions about Frostheart Tykes – the effect of a Frostheart Counter looks like it's a monster effect, which depends on Frostheart being on the field, but it Tributes itself to get the counter out, so... I like the effect itself, though, so you could ask for legal advice on how to better word this or just issue a custom ruling in this post.

    I like how the monsters aren't totally reliant on Golden Castle, and can in fact be played without it, but gain more powerful effects if it's there.

    That's all I have to say for now.

    Hey there, thanks for the feedback. It seems I spaced out during Ravenform Dragon’s creation and forgot that Golden Castle also inflicts damage to the opponent, making my card redundant. My bad. I changed it a little bit and it might still be a bit strong, but then again, it is meant to be a boss monster after all. As for Frostheart Tykes, well yeah, I messed up. I thought I could simply get away with it with an Ojama Trio-like explainer but it simply does not work with Counters. Once again, my bad. I believe that the current version would work properly, even if it is now vulnerable to D.D. Crow. The hardest part really, was fitting the Fusion monsters’ effect within my 140 words limit with at least 1 of their Fusion Material still needing to list the Golden Castle in its card text.

     

    *Edit* Scratch that, Frostheart Tykes still nedds a bit of work. I'll think about it and get back to it tomorrow.


  5. Hey everyone,

     

    Here are some additions to the “Golden Castle of Stromberg” archetype. Some of the cards here come from the anime and have been slightly modified to fit better with the existing support, others are my own creation, inspired by their respective stories in Grimm’s Fairy Tales and Fables comics.

     

    Have a read and tell me what you all think.

     

    Monster Cards:

    Spoiler

    Forest Wolf

    Level 3 EARTH Beast/Effect

    ATK 1800 DEF 300

    If this card destroys a monster by battle, equip that monster to this card. If “Golden Castle of Stromberg” is in a Field Zone, this card gains ATK equal to the combined original ATK of every monsters that are equipped to this card. If this card is destroyed by battle or by a card effect: Special Summon 1 monster that was equipped to this card on your opponent’s field (ignoring its Summoning conditions), also, if “Golden Castle of Stromberg” is in a Field Zone, you can Special Summon that monster on your field instead.

     

    Little Red Riding Hood

    Level 3 EARTH Fairy/Effect

    ATK 800 DEF 1200

    If you control a Beast or Warrior monster that specifically lists the card “Golden Castle of Stromberg” in its text, you can Special Summon this card from your hand. If this card in your possession is send to the GY: You can Special Summon 1 Level 4 or lower Warrior monster from your hand or Deck, also, if “Golden Castle of Stromberg” is in a Field Zone, you can Special Summon 1 monster that specifically lists the card “Golden Castle of Stromberg” in its text from your Deck or GY instead, except” Little Red Riding Hood”.

     

    Forest Hunter

    Level 3 EARTH Warrior/Effect

    ATK 1200 DEF 800

    If “Golden Castle of Stromberg” is in a Field Zone, you can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can banish 1 Beast, Beast-Warrior or Winged Beast monster on either player’s field or from your Deck, then, if “Golden Castle of Stromberg” is in a Field Zone, you can Special Summon 1 Level 4 or lower Fairy monster from your Deck or GY. You can only use each effects of “Forest Hunter” once per turn.

     

    Snow White & Rose Red

    Level 4 LIGHT Fairy/Effect

    ATK 1600 DEF 1000

    When this card is Normal or Special Summoned: You can select 1 Level 4 or lower Beast or Beast-Warrior from your Deck; add it your hand, also, if “Golden Castle of Stromberg” is in a Field Zone, you can Special Summon that monster instead. If your opponent activates a card or effect (Quick Effect): You can target 1 face-up monster you control that’s specifically lists the card “Golden Castle of Stromberg” in its text; return that monster to your hand, then, if “Golden Castle of Stromberg” in in a Field Zone, you can Special Summon 1 monster from your hand whose Level is equal or lower than that target (even if this card leaves the field). You can only use each effect of “Snow White & Rose Red” once per turn.

     

    Savage Prince

    Level 4 EARTH Beast-Warrior/Effect

    ATK 2100 DEF 1200

    If you do not control another monster that specifically lists the card “Golden Castle of Stromberg” in its text, this card cannot attack. You can only use the following effects of “Savage Prince” once per turn. If this card was Special Summoned by a card effect in your possession: This card becomes a Warrior-Type monster, then, if “Golden Castle of Stromberg” in in a Field Zone, you can destroy 1 card on the field. If this card leaves the field, either by battle or by a card effect: You can look at your face-down banished cards; add 1 “Golden Castle of Stromberg” or 1 Level 4 or lower Fairy monster among them or from your GY to your hand.

     

    Dwarven Warlock

    Level 7 DARK Spellcaster/Effect

    ATK 2450 DEF 2450

    You can Tribute 2 monsters you control that specifically lists the card “Golden Castle of Stromberg” in its text; Special Summon this card from your hand, also, if “Golden Castle of Stromberg” is in a Field Zone, you can Tribute 1 face-up card you control that specifically lists the card “Golden Castle of Stromberg” in its text to activate this effect instead. Once per turn (Quick Effect): You can target 1 face-up card on both player’s fields, except this card; negate their effects until the end of the turn, also, if “Golden Castle of Stromberg” is in a Field Zone, the effects of cards on your field that are targeted with this effect are not negated and they cannot be targeted or destroyed by your opponent’s card effects until the end of the turn.

    Spell Cards:

    Spoiler

    Grimm Reality

    Continuous Spell Card

    Activate by adding 1 card that specifically lists the card “Golden Castle of Stromberg” in its text from your Deck to your hand, except “Grimm Reality”. If you banish 5 or more cards from your Deck because of a card effect while you control another face-up card that lists “Golden Castle of Stromberg” in its text: You can reveal up to 5 of your cards that are banished face-down; add 1 card among them to your hand, then, if “Golden Castle of Stromberg” is in a Field Zone, you can also add 1 monster among them that specifically lists the card “Golden Castle of Stromberg” in its text to your hand, also, after that, shuffle the rest into the Deck. You can only use each effect of “Grimm Reality” once per turn.

     

    Snicker-Snack Blade

    Equip Spell Card

    If “Golden Castle of Stromberg” in in a Field Zone: You can reveal this card from your hand, then Special Summon 1 Level 4 or lower monster from hand or Deck that specifically lists the card “Golden Castle of Stromberg” in its text, and if you do, equip this card to it. You can only use this effect of “Snicker-Snack Blade” once per turn. Must be equipped to a monster that specifically lists the card “Golden Castle of Stromberg” in its text. At the start of the Damage Step, if a monster that is equipped with this card battles an opponent monster; banish that monster. If neither player controls a face-up “Golden Castle of Stromberg”, monsters your opponent controls cannot be destroyed by battle.

    Trap Cards:

    Spoiler

    Cloak of Infinite Darkness

    Normal Trap Card

    Activate by Tributing 1 monster you control; Special Summon 1 monster with a different Type and that specifically lists the card “Golden Castle of Stromberg” in its text from your Deck or GY, and if you do, equip it with this card. During your opponent’s turn: You can Tribute the equipped monster; Special Summon 1 monster with a different Type and that specifically lists the card “Golden Castle of Stromberg” in its text from your Deck or GY, and if you do, equip it with this card. You can only use this effect of “Cloak of Infinite Darkness” once per turn. The equipped monster cannot be destroyed by battle or by your opponent’s cards and effects. If this equipped card leaves the field, destroy the equipped monster, except if “Golden Castle of Stromberg” in in a Field Zone.

    Extra Deck:

    Spoiler

    Ravenform Dragon

    Level 8 DARK Dragon/Fusion/Effect

    ATK 2800 DEF 2500

    1 DARK Spellcaster monster + 1 monster that specifically lists the card “Golden Castle of Stromberg” in its text

    Once per turn: You can Special Summon 1 Level 4 or lower Fairy monster from your hand or GY. At the start of the Damage Step, if a Fairy monster you control battles a monster on your opponent’s field, destroy that monster. If a monster you control that specifically lists the card “Golden Castle of Stromberg” attacks or is attacked and “Golden Castle of Stromberg” is in a Field Zone, your opponent cannot activate any cards or effects until the end of the Damage Step. If this card is destroyed by battle or card effect: You can add 1 “Polymerization” or “Golden Castle of Stromberg” from your GY to your hand.

     

    Frostheart Tykes

    Level 7 WIND Fairy/Fusion/Effect

    ATK 2450 DEF 2450

    2 monsters with different Types that specifically lists the card “Golden Castle of Stromberg” in their text

    (Quick Effect): You can Tribute this card; Special Summon 1 Level 3 EARTH Beast monster from your Deck or GY, but negated its effect (if any), and if you do, it gains 2450 ATK/DEF. While this card is in your GY, if “Golden Castle of Stromberg” is in a Field Zone, Level 3 Beast monsters you control can make 2 attacks on monsters during each Battle Phase. If a monster that was Special Summoned with this card’s effect leaves the field (Quick Effect): You can Special Summon this card from your GY, then you can add 1 “Polymerization” or “Golden Castle of Stromberg” from your GY to your hand. You can only use each effect of “Frostheart Tykes” once per turn.

     

    Enchanted Grove Artisan

    Level 6 EARTH Plant/Fusion/Effect

    ATK 1900 DEF 2000

    2 monsters that specifically lists the card “Golden Castle of Stromberg” in their text

    Once per turn: You can send 1 monster on the field or from your hand to the GY; Special Summon 1 “Woodman Token” (Plant-Type/LIGHT/Level 3/ATK ?/DEF ?) (If “Golden Castle of Stromberg” is in a Field Zone, when Summoned, that Token’s ATK/DEF becomes equal to the original ATK of the monster you sent to the GY with this effect) “Woodman Tokens” cannot be used as Materials for Summons, also, while you control a “Woodman Token”, this card cannot be destroyed by battle. If this card would be destroyed by a card or effect, you can send 1 DARK Spellcaster monster from your hand or field to the GY instead, then you can add 1 “Polymerization” or “Golden Castle of Stromberg” from your GY to your hand.  

     

    The Golden Goose

    Link – 1 LIGHT Winged Beats/Link/Effect

    Link Arrows: Down

    ATK 100 DEF

    1 Effect monster

    You can either (Quick Effect): Place this card face-up in your Field Zone, and if you do, this card’s name becomes “Golden Castle of Stromberg” while in the Field Zone, OR Special Summon this card from your Field Zone. While this card is in your Field Zone: You can shuffle a number of banished cards into their owner’s Deck up to the number of monsters you control that specifically list the card “Golden Castle of Stromberg” in their text , then draw 1 card for each 2 cards shuffled into the Deck with this effect. If this card leaves the field: You can add 1 Spell/Trap Card that specifically lists the card “Golden Castle of Stromberg” in its text from your GY to your hand. You can only use each effect of “The Golden Goose” once per turn.

     


  6. Hey everyone,

    A short idea that was hanging at the back of my head. Nobody seems to like (or even remember) the old Unit Cyber cards nowadays. Rightfully so in my opinion, they're pretty terrible. But I like their design, and so, I need to make them at least playable. 

    So here it is. Have a read and tell me what you think.

     

    Spell Cards:

    Spoiler

    Dynamic Alternator Unit

    Quick-Play Spell Card

    You can only activate 1 “Dynamic Alternator Unit” per turn. When you take damage, activate the appropriate effect, based on the type of damage you took:

    • Battle damage: Special Summon 1 “Cyber” Machine monster from your hand or Deck, whose ATK is equal or lower than the damage you took, also, you can ignore the Summoning conditions of “Cyber Laser” and “Cyber Barrier” monsters. If you Special Summon a “Cyber Laser” or “Cyber Barrier” monster with this effect, gain LP equal to that monster’s ATK or DEF, then you can destroy 1 card on the field.
    • Effect damage: Gain LP equal to half of the damage you took, then you can Special Summon 1 “Cyber Carrier” from your Extra Deck, ignoring its Summoning conditions. 

    Trap Cards:

    Spoiler

    Adaptive Augmentation Unit

    Continuous Trap Card

    Once per turn, you can activate 1 of the following effects:

    • Send 1 “Cyber Dragon” monster from your hand or field to the GY; Special Summon 1 “Cyber Barrier Dragon” from your hand, Deck or GY, also, it gains the following effects: Once per turn (Quick Effect): You can change this card’s Battle Position, then you can shuffle 1 card on the field into the Deck.
    • Send 2 “Cyber Dragon” monsters (1 from your field and 1 from your Deck) to the GY; Special Summon 1 “Cyber Laser Dragon” from your hand, Deck or GY, and if you do, you can activate its effect as a Quick Effect, also, it gains the following effect: If this card destroys a monster either by battle or with its effect, you can draw 1 card.

    Extra Deck:

    Spoiler

    Cyber Carrier Dragon

    Level 8 LIGHT Machine/Fusion/Effect

    ATK 2000 DEF 2000

    Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. (Quick Effect) You can send both 1 LIGHT “Cyber” monster and 1 “Unit” card that specifically lists “Cyber Dragon” in its card text from your hand and/or field to the GY; Special Summon this card from your Extra Deck. Damage you take from card effects is halved. While you control this face-up card, if either player takes damage by battle or by a card effect, this card can attack directly during that turn. You can only Special Summon 1 “Cyber Carrier Dragon” per turn.

     


  7. Hey everyone,

    Crystal Beasts just had a new wave of support come out in the OCG but personally, I found it to be pretty underwhelming. Here is the type of cards I believe the deck needs to have a little more bite.

    Have a read and tell me what you think.

     

    Spell Cards:

    Spoiler

    Crystal Retrieval

    Continuous Spell Card

    You can only control 1 “Crystal Retrieval”. If you Normal or Special Summon a “Crystal Beast” monster(s) or when a “Crystal Beast” card(s) is placed into your Spell & Trap Zone by another card effect: You can place 1 “Crystal Beast” monster from your Deck or GY into your Spell & Trap Zone as a Continuous Spell, and if you do, you can draw 1 card. You can only draw up to 2 cards per turn with this effect of “Crystal Retrieval”. While you control a “Crystal Beast” card; you can send this card from your hand or field to the GY, and if you do, during their next turn, your opponent can only Special Summon monsters a number of times up to the number of “Crystal Beast” cards you currently control in your Spell & Trap Zone.

    Trap Cards:

    Spoiler

    Crystal Separation

    Continuous Trap Card

    You can only control 1 “Crystal Separation”. While your opponent controls more monsters than you do, if you place a “Crystal Beast” card(s) in your Spell & Trap Zone as a Continuous Spell; you can send 1 card on the field to the GY. You can only use the following effects of “Crystal Separation” once per turn. You can activate 1 of these effects:

    • Destroy 1 “Crystal Beast” card you control; activate this card from your hand.
    • Send this card from your hand or field to the GY; either Special Summon 1 Level 4 or lower “Crystal Beast” monster from your Deck OR add 1 “Ancient City – Rainbow Ruins” from your Deck to your hand.

    Extra Deck:

    Spoiler

    Crystal Core

    LINK – 2 LIGHT Rock/Link/Effect

    Top, Bottom

    ATK 1900 DEF

    1+ “Crystal Beast” monster

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

    You can also use “Crystal Beast” cards that are face-up in your Spell & Trap Zone as Materials to Link Summon this card from your Extra Deck. (Quick Effect): You can place 1 “Crystal Beast” monster from your Deck face-up in your Spell & Trap Zone as a Continuous Spell; shuffle 1 card on the field to its owner’s Deck, also, if you control “Ancient City – Rainbow Ruins” this effect cannot be negated. When a “Crystal” monster is Normal or Special Summoned on a zone this card points to: You can target 1 “Crystal Beast” card in your Spell & Trap Zone; Special Summon that target. You can only use each effect of “Crystal Core” once per turn.

     


  8. Hey everyone,

    So, I have been reminiscing about the ARC-V anime lately and I was inspired by the idea of using every Summoning techniques in the game in a single deck. And here is the result (so far). If I were to compare it to other existing decks in the game, I would say it is a mix of D/D/D and Thunder Dragons with a bit of other stuff mixed in. The name of the archetype, “Eltheric” is not really final (I think it’s the name of a sea in Elder Scrolls lore) but it seemed cool enough while I think of something better.

    Anyway, have a look and tell me what you think.

     

    Monster Cards:

    Spoiler

    Garaneal, the Eltheric Prodigy

    Level 4 DARK Spellcaster/Pendulum/Tuner/Effect

    Pendulum Scale: 1

    ATK 1500 DEF 1500

    Pendulum Effect:

    If a card(s) in your possession is banished: You can destroy this card; either add 1 “Eltheric” monster from your Deck to your hand OR banish 1 “Eltheric” card from your Deck. You can only use this effect of “Garaneal, the Eltheric Prodigy” once per turn.

    Monster Effect:

    Once per turn (Quick Effect): You can banish 3 cards from the top of your Deck and/or cards in your possession that are banished face-down, then you can target either 1 other monster on the field or 1 card in your hand; banish it until your next Standby Phase. If this card in your possession is banished: You can Special Summon this card, and if you do, you cannot Special Summon any other monsters from your Extra Deck this turn, except “Eltheric” monsters. You can only use each effect of “Garaneal, the Eltheric Prodigy” once per turn.

     

    Eltheric Construct, Cetacea

    Level 4 DARK Aqua/Pendulum/Effect

    Pendulum Scale: 5

    ATK 100 DEF 2100

    Pendulum Effect:

    If a card(s) in your possession is banished: You can destroy this card; add 1 of your “Eltheric” card from the GY or that is banished to your hand, except “Eltheric Construct, Cetacea”. You can only use this effect of “Eltheric Construct, Cetacea” once per turn.

    Monster Effect:

    When this card is Normal or Special Summoned: You can banish 3 cards from the top of your Deck and/or cards in your possession that are banished face-down, then you can Special Summon 1 Level 4 “Eltheric” monster from your hand or that is face-up in your Extra Deck, except  “Eltheric Construct, Cetacea”. If this card in your possession is banished: You can draw 1 card, then, if this card was banished because of an “Eltheric” card effect in your possession, you can draw 1 more card. You can only use each effect of “Eltheric Construct, Cetacea” once per turn.

     

    Eltheric Swarm, Rataskr

    Level 4 DARK Beast/Pendulum/Effect

    Pendulum Scale: 1

    ATK 600 DEF 1200

    Pendulum Effect:

    If a card(s) in your possession is banished: You can destroy this card; Special Summon 1 Level 4 “Eltheric” monster from your Deck or from your Pendulum Zone, except “Eltheric Swarm, Rataskr”, and if you do, banish it when it leaves the field. You can only use this effect of “Eltheric Swarm, Rataskr” once per turn.

    Monster Effect:

    If you control an “Eltheric” card (Quick Effect): You can banish 3 cards from the top of your Deck and/or cards in your possession that are banished face-down; Special Summon this card from your hand, and if you do, halve the ATK and DEF of every monsters your opponent currently controls that were Special Summoned from the Extra Deck, also, those monsters cannot attack “Eltheric” monsters you control until the end of the turn. If this card in your possession is banished: You can add 1 of your “Eltheric” Spell/Trap Card from your Deck to your hand. You can only use each effect of “Eltheric Swarm, Rataskr” once per turn.

     

    Eltheric Thrall, Nihiliuum

    Level 4 DARK Fiend/Pendulum/Effect

    Pendulum Scale: 5

    ATK 1200 DEF 1600

    Pendulum Effect:

    If a card(s) in your possession is banished: You can destroy this card; Special Summon 1 of your Level 4 “Eltheric” monster from your GY or that is banished, except “Eltheric Thrall, Nihiliuum”. You can only use this effect of “Eltheric Thrall, Nihiliuum” once per turn.

    Monster Effect:

    While you control no monsters or the only monsters on your field are “Eltheric” monsters, if this card is currently banished: You can banish 3 cards from the top of your Deck and/or cards in your possession that are banished face-down; Special Summon this card, and if you do, it cannot be used as Material for a Summon, except for an “Eltheric” monster. If this card was banished because of an “Eltheric” card effect in your possession; you can destroy 1 card on the field, also, until the end of the turn, each time you take damage from your opponent’s card effect or their monster’s attack, you can destroy 1 card on the field. You can only use each effect of “Eltheric Thrall, Nihiliuum” once per turn.

    Spell Cards:

    Spoiler

    Eltheric Ruins of Siathar

    Continuous Spell Card

    If there is an “Eltheric” card in your Pendulum Zone, Continuous Spell Cards you control cannot be targeted by your opponent’s card effects. You can banish 3 cards from the top of your Deck and/or that are face-up in your Extra Deck, then, if you banished an “Eltheric” card with this effect; you can take 1 “Eltheric” monster from your Deck, and either add it to your hand or banish it. If this card in your possession is banished: You can target 1 of your “Eltheric” monsters in the GY and/or that is banished; add that targets to your hand. You can only use each effect of “Eltheric Ruins of Siathar” once per turn.

     

    Eltheric Journey

    Quick-Play Spell Card

    Banish up to 2 “Eltheric” monsters from your hand and/or Deck (Min. 1), then you can target 1 “Eltheric” monster you control; it gains 500 ATK/DEF for each cards banished with this effect until the end of the turn. If this card in your possession is banished: You can add this card to your hand, and if you do, you cannot activate “Eltheric Journey” from your hand until your next turn. You can only use each effect of “Eltheric Journey” once per turn.

    Trap Cards:

    Spoiler

    Eltheric Summit

    Continuous Trap Card

    While this card is in your hand, if your opponent controls more cards than you do, you can banish this card. You can banish up to 3 other “Eltheric” cards from your hand, field and/or GY, then target that same amount of cards on the field; banish those targets until the next Standby Phase. If this card in your possession is banished: You can banish 1 “Eltheric” monster from your Deck or Extra Deck, and if you do, monsters your opponent controls whose original ATK is lower than the original ATK of the monster you’ve banished with this effect cannot attack until the end of the turn. You can only use each effect of “Eltheric Summit” once per turn.

     

    Eltheric Gateway

    Normal Trap Card

    Activate by targeting 1 of your “Eltheric” monster that is banished or that is face-up in your Extra Deck; Special Summon that target, also, if you’ve Special Summoned a Pendulum Monster with this effect, when that monster would be destroyed by battle or card effect, you can place it in your Pendulum Zone instead. When this card in your possession is banished: You can add 1 “Eltheric” card from your Deck to your hand, except “Eltheric Gateway”. You can only use each effect of “Eltheric Gateway” once per turn.

    Extra Deck:

    Spoiler

    Caeltheric Daunting Shadowcloak

    Level 6 WIND Winged Beast/Fusion/Effect

    ATK 2000 DEF 2500

    2 “Eltheric” monsters

    You can also Fusion Summon this card using 1 “Garaneal, the Eltheric Prodigy” you control and 1 “Eltheric” monster from your hand as Fusion Material (in which case you do not use “Polymerization”). Once per turn, (Quick Effect): You can banish 1 “Eltheric” card from your hand or Deck, then target 1 monster your opponent controls; negate its effect, also, that target cannot be used as Material for a Summon until the end of the turn. If this card in your possession is banished: You can target 1 “Eltheric” monster you control; equip it with this card. Monsters that are equipped with this card cannot be targeted or destroyed by card effects.

     

    Caeltheric Adamantine Nightstalker

    Rank 4 EARTH Beast/Xyz/Effect

    ATK 2500 DEF 2000

    3 Level 4 monsters

    You can also Xyz Summon this card using 1 “Garaneal, the Eltheric Prodigy” you control and 2 Level 4 “Eltheric” monsters (1 from your hand or GY and 1 from your Deck) as Xyz Materials. Once per turn: You can detach 1 “Eltheric” Xyz Material from this card, and if you do, banish 1 card on the field on in the GY, then banish every cards your opponent controls with the same original name as the card you banished with this effect. If this card in your possession is banished: You can target 1 “Eltheric” monster you control; equip it with this card. When a monster equipped with this card battles an opponent monster, it gains ATK equal to half of the ATK of the monster it’s battling, during damage calculation only.

     

    Caeltheric High Abyssean

    Level 8 WATER Sea Serpent/Synchro/Effect

    ATK 3000 DEF 2800

    1+ “Eltheric” Tuner + 1+ non-Tuner monsters

    You can Special Summon this card from your Extra Deck by shuffling 1 “Garaneal, the Eltheric Prodigy” you control and 2 Level 4 “Eltheric” non-Tuners from your GY into the Deck (this is treated as a Synchro Summon). Once per turn: You can shuffle up to 3 of your other “Eltheric” cards you control and/or that are banished into the Deck; destroy that same number of cards from the field. This effect cannot be negated. If this card in your possession is banished: You can target 1 “Eltheric” monster you control; equip it with this card. If a monster you control is equipped with this card, your opponent cannot activate monster effects during your turn. You can only Summon 1”Caeltheric High Abyssean” per turn.

     

    Caeltheric Triumvirate

    LINK – 3 LIGHT Psychic/Link/Effect

    Link Arrows: Up, Bottom-Left, Bottom-Right.

    ATK 1500 DEF

    2+ monsters including at least 1 “Eltheric” monster

    This card gains 100 ATK for each of your banished cards. Once per turn (Quick Effect): You can target 1 “Eltheric” monster from your GY or that is equipped to a monster you control, and if you do, banish a number of cards from the top of your Deck and/or cards in your possession that are banished face-down, equal to the Level or Rank of the target; Special Summon that target on a zone this card points to, ignoring its Summoning conditions, also, its effect is negated. If this card in your possession is banished: You can place up to 2 of your “Eltheric” Pendulum Monsters from your GY and/or that are banished in your Pendulum Zone. You can only use each effect of “Caeltheric Triumvirate” once per turn.

    Other Ideas:

    Spoiler

    (These are some of my leftover ideas that I was messing around. While not nechnically necessary for the Archetype, I felt like posting them too.

     

    Einar, the Eltheric Traveler

    Level 4 WIND Warrior/Effect

    ATK 1800 DEF 1000

    If an “Eltheric” card(s) in your possession is destroyed or banished by a card effect (Quick Effect): You can Special Summon this card from your hand, and if you do, you can equip 1 “Eltheric” monster from your Deck or GY to this card, except “Einar, the Eltheric Traveler”. If a card(s) on your field would be destroyed by battle or by a card effect, you can banish 1 monster that is equipped to this card instead. If this card in your possession is banished: You can target 1 monster on the field or in your GY; equip it to a face-up “Eltheric” monster you control. Monsters that are equipped because of this effect gain 100 ATK for each of their Level or Rank. You can only use each effect of “Einar, the Eltheric Traveler” once per turn.

     

    Alysanne, the Eltheric Firestorm

    Level 4 FIRE Psychic/Effect

    ATK 1000 DEF 1800

    If an “Eltheric” card(s) in your possession is destroyed or banished by a card effect (Quick Effect): You can Special Summon this card from your hand, then you can Special Summon 1 of your banished Level 4 “Eltheric” monster in Defense Position, except “Alysanne, the Eltheric Firestorm”, and if you do, its effect is negated and its ATK/DEF become 0. If this card in your possession is banished: You do not take any battle damage this turn, also, your opponent takes any damage you would have taken from their card effects this turn, instead. You can only use each effect of “Alysanne, the Eltheric Firestorm” once per turn.

     

    Garaneal the Eltheric Voidwalker

    Level 8 DARK Spellcaster/Ritual/Effect

    ATK 3000 DEF 3000

    You can Ritual Summon this card with “Eltheric Ascension”. If this card is equipped to an “Eltheric” monster: You can Special Summon this card ignoring its Summoning conditions. Once per turn (Quick Effect): You can banish 1 “Eltheric” card from your Deck or GY, then target 1 monster on the field; it cannot be destroyed by card effects until the end of the turn, also, if that target is a Level 4 monster, it gains 1500 ATK and DEF until the end of the turn. If this card in your possession is banished: You can target 1 monster your opponent controls; take control of that target until the End Phase, also, it cannot attack and its effect is negated until the end of the turn. You can only use each effect of “Garaneal the Eltheric Voidwalker” once per turn.

     

    Eltheric Ascension

    Ritual Spell Card

    This card is used to Ritual Summon “Garaneal the Eltheric Voidwalker”. You must also Tribute monsters from your hand or field and/or banish “Eltheric” monsters from your GY, whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon. If this card in your possession is banished: Your opponent cannot activate any cards or effects in response to the Special Summon of “Eltheric” monsters until the end of the turn.

     


  9. Hey there,

    I mostly really like the new cards. They seem well balanced and bring interesting gameplay to the table. The only real exception to that rule would be Reliquary Knight. In my opinion, it may not be good idea for it to have both the effect of allowing you to Tribute your opponent's monsters and another ability that let you instantly profit from that previously mentionned effect. It feels a bit like combining Darkest Diabolos and Lair of Darkness in one package. Other than that, nice work.

     

     

     


  10. Hey everyone,

    So, in the GX anime, chancellor Sheppard is revealed to be the master of the Cyber Art dojo, taking youngsters to a remote temple in the mountains and teach them to… use Machine-Type monsters I guess. While the exact significance of the Cyber training school is not really revealed in the show, it is implied that, being the place’s MASTER, Sheppard would be a very competent duelist with a Deck fit for his talent. Unfortunately, that is never really shown and there have not been any subsequent additions to the “Cyber Ogre” archetype since Cyberdark Impact. With all the support that Cyber Dragon Decks have been getting lately, I figured it was about time to help out another Machine series in need.

    So here it is. To be honest, I’m worried I went a little bit overboard with those cards, but in my defense, it is Cyber Ogres were talking about. Anyway, feel free to browse and tell me what you think.

     

    Monster Cards:

    Spoiler

    Lilac, the Cyber Researcher

    Level 4 EARTH Spellcaster/Effect

    ATK 1600 DEF 200

    The names of face-up Level 10 or lower “Cyber” monsters you control become “Cyber Ogre”.  If a battle involving a monster you control is negated (Quick Effect): You can Special Summon 1 “Cyber Ogre” from your Deck or GY, then, “Cyber Ogre” monsters on your field gain 2000 ATK until the end of the turn. If another “Cyber” monster in your possession is sent to the GY; you can add 1 EARTH “Cyber” from your Deck or GY to your hand, except “Lilac, the Cyber Researcher”. You can only use each effect of “Lilac, the Cyber Researcher” once per turn.

     

    Obsolete Cyber Core

    Level 2 EARTH Machine/Effect

    ATK 200 DEF 1500

    If a “Cyber Ogre” is sent from your hand or Deck to the GY (Quick Effect): You can Special Summon this card from your hand or GY, but banish it when it leaves the field, also, if this card is Special Summoned this way, you cannot Special Summon any other monsters this turn, except “Cyber” monsters. When this card is Special Summoned because of its own effect, you can draw 1 card for each “Cyber Ogre” that are on your field and GY (max. 3). If another “Cyber” monster in your possession is sent to the GY; you can Special Summon 1 Level 5 or lower EARTH “Cyber” monster from your Deck or GY, except “Obsolete Cyber Core”. You can only use each effect of “Obsolete Cyber Core” once per turn.

    Spell Cards:

    Spoiler

    Ancient Sacrificial Site

    Field Spell Card

    While you control a “Cyber” monster, this card’s effect cannot be negated. If a “Cyber Ogre” is sent from your hand or field to the GY: You can Special Summon 1 “Cyber Ogre” from your hand or Deck. While the only monsters you control are “Cyber Ogre” monsters, if any player declares an attack: You can send 1 “Cyber Ogre” from your hand or Deck to the GY; negate the attack, also, if you activate this effect during your opponent’s turn, other monsters they control with the same Type as the monster whose attack was negated with this card’s effect cannot attack until the end of the turn. You can only use this effect of “Ancient Sacrificial Site” once per turn.

     

    Looming Sacrifice

    Continuous Spell Card

    You can only use the following effect of “Looming Sacrifice” once per turn. If the only monsters you control are “Cyber” monsters: You can add 1 “Cyber Ogre” from your Deck or GY to your hand, and if you do, Special Summon this card as an Effect Monster (Machine/EARTH/Level 5/ATK 1900/DEF 1200). (This card is NOT treated as a Spell.) Cannot be Tributed or be used as Material for a Summon, except for the Special Summon of a “Cyber” monster. This card’s name becomes “Cyber Ogre” while face-up. You cannot Normal or Special Summon any monsters, except “Cyber” monsters.

     

    Endogenous Sacrifice

    Quick-Play Spell Card

    If the only monsters you control are “Cyber” monsters: Target 1 “Cyber Ogre” monster you control, and if you do, the effects of monsters your opponent controls are negated, also, until the end of the turn, your opponent can only attack the targeted monster. During the End Phase, inflict damage to your opponent equal the half of the original ATK of every monsters they currently control that did not attack this turn. You can only activate 1 “Endogenous Sacrifice” per turn.

    Trap Cards:

    Spoiler

    Unconscionable Sacrifice

    Continuous Trap Card

    While you control a “Cyber” monster, this card’s effect cannot be negated. If you Normal or Special Summon a “Cyber” monster: You can add 1 “Cyber Ogre” from your Deck or GY to your hand, and if you do, you cannot Special Summon any other monsters this turn, except “Cyber” monsters. While you control a “Cyber Ogre” monster, if the attack of a monster on the field is negated; you can destroy 1 monster on the field, then inflict damage to your opponent equal to half that monster’s original ATK. You can only use each effect of “Unconscionable Sacrifice” once per turn.

     

    Postponed Sacrifice

    Counter Trap Card

    If your opponent activates a card or effect that would destroy or banish a card on your field or GY: You can send 1 “Cyber Ogre” monster from your hand or field to the GY; negate that activation and destroy it, also, until the end of the turn, your opponent cannot activate the effects of cards with the same card type (Monster, Spell, and/or Trap) as the original card type of the card that was negated with this effect. If you control a “Cyber Ogre” monster, when any player declares an attack: You can banish this card from your GY; negate the attack, then you can add 1 of your banished “Cyber” monster to your hand. You can only use each effect of “Postponed Sacrifice” once per turn.

    Extra Deck:

    Spoiler

    Cyber Ogre 3

    Level 9 EARTH Machine/Effect

    ATK 3300 DEF 2600

    Cyber Ogre + Cyber Ogre + Cyber Ogre

    A Fusion Summon of this monster can only be conducted with the above Fusion Material monsters. If this card attacks or is attacked, your opponent cannot activate any monster effects until the end of the Battle Step, also, if a “Cyber Ogre” monster destroys a monsters by battle and sends it to the GY, that monster’s effect is negated. If this card battles an opponent monster, halve that monster’s ATK, and if you do, this card gains ATK equal to that same amount, during damage calculation only.

     

    Lilac, the Cyber Specialist

    LINK – 3 LIGHT Spellcaster/Link/Effect

    Top, Bottom, Bottom-Right

    ATK 2400 DEF

    2 Machine-Type monsters

    You can also Special Summon this card from your Extra Deck by Tributing 1 EARTH “Cyber” Machine or Spellcaster monster you control (this is treated as a Link Summon), and if you do, while this card is face-up, monsters you control cannot be used as Link Material and the effects of non-“Cyber” monsters you control are negated. The names of Level 10 or lower Machine and Spellcaster monsters on your field become “Cyber Ogre”. Once per turn (Quick Effect), if you Fusion Summon a “Cyber Ogre” Fusion Monster this turn, you can add monsters to your hand from your field and/or GY as the Fusion Materials. You can only control 1 “Lilac, the Cyber Specialist”.

    Other Ideas:

    Spoiler

    Chimeratech Ogre Dragon

    Level 6 DARK Machine/Effect

    ATK 2500 DEF 2100

    1 “Cyber Ogre” monster + 1 “Cyber” LIGHT or DARK monster

    This card’s name becomes “Cyber Ogre” while face-up. When this card is Special Summoned, destroy every other monster you control. While you control this face-up card, neither player can Special Summon “Chimeratech” monsters from their Extra Deck. This card gains 1 additional attack during each Battle Phase for each of the different Attributes of “Cyber” monsters in your GY.

    Update for cards from the Anime:

    Spoiler

    Scrap Fusion

    Quick-Play Spell Card

    While you control no monsters: Fusion Summon 1 Machine Fusion Monster by shuffling Fusion Materials whose names are specifically listed on that card from either player’s GY into the Deck, then look at your opponent’s Extra Deck, if it does not contains the same monster you’ve Fusion Summoned with this card’s effect, that monster in your possession cannot attack and its effect is negated until your next turn. You can only activate 1 “Scrap Fusion” per turn.

     


  11. Hey everyone,

    So, do you guys remember the old “Element” monsters? You know, from Soul of the Duelist… No one else? Well guess that’s ok, Konami really did not do anything to get them out of obscurity after they released them in the early 2000s. Thankfully, I am here and this is my attempt to do something useful with these very inconveniently named cards. I may think about it more later and change some stuff but for now this is what I got.

    Anyway, feel free to check it out and tell me what you think.

     

    Monster Cards:

    Spoiler

    Eternal Spark

    Level 4 LIGHT Fairy/Spirit/Effect

    ATK 1500 DEF 1200

    Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. You can only use the following effects of “Eternal Spark” once per turn. When this card is Normal Summoned: You can add 1 DARK monster with 1500 ATK and 1200 DEF from your Deck to your hand, and if you do, you can conduct 2 Normal Summons/Sets this turn, not just 1, also, until the end of the turn, monsters in your possession cannot be used as Materials for a Summon, except monsters with 1500 original ATK and 1200 original DEF. When you Normal or Special Summon a Level 4 monster: You can target 1 monster on the field, then declare 1 Attribute; that target is also treated as that Attribute.

     

    Endless Vestige

    Level 4 DARK Fiend/Spirit/Effect

    ATK 1500 DEF 1200

    Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. You can only use the following effects of “Endless Vestige” once per turn. When this card is Normal Summoned: You can add 1 LIGHT monster with 1500 ATK and 1200 DEF from your Deck to your hand, and if you do, during this turn, you can Normal Summon a Level 4 LIGHT or DARK monster in addition to your Normal Summon/Set, except “Endless Vestige”. If this card is also treated as a different Attribute: You can return every Special Summoned monsters on the field to their owner’s hand, except monsters with 1500 original ATK and 1200 original DEF and monsters that are also treated as a different Attribute.

    Spell Cards:

    Spoiler

    Bestowment of the Light

    Field Spell Card

    Once per turn, when a monster is Normal or Special Summoned: You can target 1 monster on the field, then add 1 LIGHT or DARK “Element” monster with 1500 ATK and 1200 DEF from your Deck to your hand; that target is also treated as both Attribute that are listed in that “Element” monster’s card text. If there is a monster(s) with the following Attribute(s) on the field, Level 4 monsters you control with 1500 original ATK and 1200 original DEF gain the following effect(s).

    ·         WIND: Once per turn, this card cannot be destroyed by battle or card effect.

    ·         WATER: This card cannot be targeted by your opponent’s card effects.

    ·         EARTH: If this card attacks or is attacked, your opponent cannot activate monster effect until the end of the Damage Step.

    ·         FIRE: This card gains 500 ATK

    Trap Cards:

    Spoiler

    Bestowment of the Darkness

    Continuous Trap Card

    You can target 1 monster on the field, then declare 1 Attribute; that monster is also treated as that Attribute and gains 500 ATK. You can target 1 “Element” monster you control with 1500 original ATK and 1200 original DEF, then, reveal 1 Fusion Monster that specifically lists that target in its card text from your Extra Deck; send both that target and 1 monster on the field with the same Attribute as that Fusion Monster to the GY, and if you do, Special Summon that Fusion Monster from your Extra Deck (this is treated as a Fusion Summon), also, destroy this card during your next End Phase. You can only use 1 “Bestowment of the Darkness” effect per turn, and only once that turn.

    Extra Deck:

    Spoiler

    Alothea of the Changing Tides

    Level 10 WATER Spellcaster/Fusion/Effect

    ATK 2000 DEF 3400

    “Element Magician” + “Element Saurus”

    (Quick Effect) Once per turn, you can declare 1 Attribute; this card is also treated as that Attribute until the end of the turn. This monster gets the following effect(s) if there is a monster(s) with the following Attribute(s) on the field:

    ·         WIND: This card cannot be attacked while in Attack Position.

    ·         WATER: This card can attack while in face-up Defense Position, and if it does, apply its DEF for damage calculation.

    ·         EARTH: cannot be destroyed by card effects.

    ·         FIRE: This card can attack twice while in Attack Position.

     

    Cyonel of the Infinite Depths

    Level 8 EARTH Fairy/Fusion/Effect

    ATK 2800 DEF 2600

    “Element Valkyrie” + “Element Doom”

    (Quick Effect) Once per turn, you can declare 1 Attribute; this card is also treated as that Attribute until the end of the turn. This monster gets the following effect(s) if there is a monster(s) with the following Attribute(s) on the field:

    ·         WIND: Your opponent cannot target this card for attacks, except with a Level 8 or higher monster.

    ·         WATER: Your opponent cannot send monsters to the GY with card effects.

    ·         EARTH: Once per turn, when your opponent activates a card or effect; you can negate the activation, then Set that card on your opponent’s field, also, your opponent cannot activate or flip that card face-up until their next turn.

    ·         FIRE: Monsters your opponent control lose 500 ATK.

     

    Eniko of the Burning Sun

    Level 6 FIRE Fiend/Fusion/Effect

    ATK 2400 DEF 2100

    “Element Soldier” + “Element Dragon”

    (Quick Effect) Once per turn, you can declare 1 Attribute; this card is also treated as that Attribute until the end of the turn. This monster gets the following effect(s) if there is a monster(s) with the following Attribute(s) on the field:

    ·         WIND: Monsters you control cannot be destroyed by battle, except “Eniko of the Burning Sun”.

    ·         WATER: When monsters you control destroy a monster in Defense Position, inflict piercing damage to your opponent.

    ·         EARTH: Your opponent cannot Tribute monsters you control.

    ·         FIRE: Other monsters you control gain 500 ATK.

     

    Njordeas of the Silver Mistral

    Level 4 WIND Warrior/Fusion/Effect

    ATK 1500 DEF 1200

    2 monsters with 1500 original ATK and 1200 original DEF

    (This card is always treated as an “Element” monster.)

    (Quick Effect) Once per turn, you can declare 1 Attribute; this card is also treated as that Attribute until the end of the turn. This monster gets the following effect(s) if there is a monster(s) with the following Attribute(s) on the field:

    ·         WIND: You can Normal Summon 1 monster with 1500 ATK and 1200 DEF in addition to your Normal Summon/Set (you can only gain this effect once per turn).

    ·         WATER: Control of monsters on your field cannot switch.

    ·         EARTH: Switch the ATK and DEF of monsters your opponent controls.

    ·         FIRE: You do not take any damage from your opponent’s card effects.

    Other Ideas:

    Spoiler

    Aether, the Radiant Unifier

    Level 8 LIGHT Psychic/Synchro/Effect

    ATK 3000 DEF 2400

    1+ Tuner + 1+ non-Tuner monster(s) with 1500 original ATK and 1200 original DEF

    If this card was sent directly from your Extra Deck to your GY by a card effect, you can Synchro Summon this card from your GY. When this card is Synchro Summoned: You can Special Summon on either player’s field, a number of “Element Token” (Psychic-Type/LIGHT/Level 4/ATK 1500/DEF 1200) up to the number of monsters used to Synchro Summon this card. While this card is face-up, Tokens cannot be used as Materials for Summons, except when used with at least 1 non-Token “Element” monsters with 1500 original ATK and 1200 original DEF. Once per turn (Quick Effect): You can declare 1 Attribute; Tokens on the field are also treated as that Attribute.

     

    Nyx, the Forgotten Serenity

    Rank 4 DARK Warrior/Xyz/Effect

    ATK 2400 DEF 3000

    2 Level 4 monsters with 1500 original ATK and 1200 original DEF

    If this card was sent directly from your Extra Deck to your GY by a card effect, you can Xyz Summon this card from your GY. Monsters your opponent controls that are treated as other Attribute(s) cannot attack and their effects are negated. Once per turn (Quick Effect): You can detach 1 Xyz Material from this card, then target 1 other face-up monster on the field, and if you do, declare 1 Attribute; that target is also treated as the declared Attribute and gains 500 ATK. If this card is sent to the GY; you can add 1 LIGHT or DARK monsters with 1500 ATK and 1200 DEF from your Deck to your hand. You can only use this effect of “Nyx, the Forgotten Serenity” once per turn.

     

    Cecoeus, the Repository of Knowledge

    LINK – 3 LIGHT Cyberse/Link/Effect

    (Right, Bottom-Right, Bottom-Left)

    ATK 2500 DEF

    1+ monsters with 1500 original ATK and 1200 original DEF

    If this card was sent directly from your Extra Deck to your GY by a card effect, you can Link Summon this card from your GY. If this card was Link Summoned using an “Element” monster with 1500 original ATK and 1200 original DEF as Material: You can Special Summon any number of Fusion, Synchro and Xyz monsters from your GY that were used as Link Material to Special Summon this card, on zones this card points to, but they cannot attack this turn. Once per turn, you can target 1 monster you control, then target 1 monster your opponent controls whose Attribute is specifically listed in the first target’s card text; take control of the second target. After that, give control of the first target to your opponent.

     

    Gateway of the Worlds

    Level 4 LIGHT Rock/Fusion/Effect

    ATK 1500 DEF 1200

    1 LIGHT monster + 1 DARK monster

    (This card is always treated as an “Element” monster.)

    When this card is Fusion Summoned, you can either: Special Summon every monster with 1500 original ATK and 1200 original DEF from your GY that were used as Fusion Material to Special Summon this card OR add those monsters to your hand, and if you do, you cannot Special Summon any other monsters this turn, except Fusion Monsters. At the start of the Damage Step, if you control 2 or more monsters with the same original ATK and the same original DEF, and 1 of them battles a monster that has more ATK; shuffle that monster into the Deck. You can only Summon 1 “Gateway of the Worlds” per turn.

     

    Roots of the Worlds

    Level 4 DARK Plant/Fusion/Effect

    ATK 1500 DEF 1200

    1 LIGHT monster + 1 DARK monster

    (This card is always treated as an “Element” monster.)

    When this card is Fusion Summoned: You can destroy cards on the field up to the number of monsters with 1500 original ATK and 1200 original DEF that were used as Fusion Material to Special Summon this card, and if you do, you cannot Special Summon any other monsters from your hand this turn. If you control 2 or more monsters with different names, but with the same original ATK and the same original DEF, your opponent cannot activate any cards or effects during your Main Phase. You can only Summon 1 “Roots of the Worlds” per turn.

     


  12. Hey there,

    LV monsters have always been my favorite ever since I started playing Yu-Gi-Oh all those years ago. Glad someone else is trying to make them some support. Now for my critiques.

    The effects of the Xyz monsters seem mostly fine. I can see a few instances where the text could lead to questionable timing/confusing situations but nothing that breaks the cards. Those seem more like nitpicks to me, so I won’t waste time writing about it.

    The effect of the Rank-Up Magic card is also fine but in my opinion, it’s a bit bland. Pre-Arc V RUM cards always had interesting and strange effects that would allow players to Summon extremely powerful monsters provided the one who played it payed a price or fulfilled some exclusive conditions. Your simply looks like an upgraded Level Up! That would only affect Armed Dragons. Although nothing is wrong with that, I’m not a fan.

    I have mixed feelings about Shadow of the Armed Dragon. I totally get what you were going for but I think it’s entirely too strong since you can just bring it back to your hand for no cost anytime you Summon an Armed Dragon (including Hardened Armed Dragon). That card is never dead and both its effect can be activated during the same turn without any consequence. That’s bound to pose problems. I know Armed Dragon aren’t really powerful right now but such cards can be used as engine in the future by some bright duelist that is way smarter than myself, and I don’t like that.

    Once again for Aura of the Armed Dragon, I think I know what you were going for but considering the current state of the Metagame, I think that card is really underpowered to be used with an archetype that is as inconsistent as Armed Dragons. In my opinion, when designing a card that would only affect Battles, don’t be too afraid to go crazy (as long as your card does not guarantee a consistent OTK).

    Also, I would be very interested leaning about your inspiration/possible storyline that would have influenced the design of your cards. If you feel like it, do feel free to post it.


  13. Hey everyone,

     

    Here is my backup for various archetypes I updated. Have a look and tell me what you think.

     

    Alchemy Beast:

    Spoiler

    Monster Cards:

     

    Alchemy Beast – Aretos the Tin

    Level 3 WIND Rock/Effect

    ATK 500 DEF 500

    This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. Once per turn, when an ‘’Alchemy Beast’’ attacks or is attacked (Quick Effect): You can target 1 face-up monster your opponent controls; it’s ATK and DEF becomes 0 until the end of the turn. If this card leaves the field: You can add 1 of your banished ‘’Alchemy Beast’’ or ‘’Alchemic’’ card to your hand. You can only activate this effect of ‘’Alchemy Beast – Aretos the Tin’’ once per turn.

     

    Alchemy Beast – Ekenas the Mercury

    Level 3 WATER Rock/Effect

    ATK 500 DEF 500

    This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. Once per turn, this card cannot be destroyed by battle or by card effect. When this card inflicts battle damage to your opponent: you can target 1 card your opponent controls; destroy it, then draw 1 card.

     

    Alchemy Beast – Leon the Lead

    Level 3 EARTH Rock/Effect

    ATK 500 DEF 500

    This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. When this card inflicts battle damage to your opponent: You can target 1 face-up monster your opponent controls; place 1 Lead Counter on it (While you control a face-up ‘’Alchemy Beast’’, monsters with Lead Counter cannot attack or be used as a Material for a Summon). At the start of your End Phase: Inflict 500 damage to your opponent for every Lead Counter on the field. You can only activate this effect of ‘’Alchemy Beast – Leon the Lead’’ once per turn.

     

    Alchemy Beast – Moonface the Silver

    Level 3 DARK Rock/Effect

    ATK 500 DEF 500

    This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. When this card inflicts battle damage to your opponent: You can target 1 monster your opponent controls; equip that target to this card (you can only equip 1 monster at a time to this card with this effect). You can only activate this effect of ‘’Alchemy Beast – Moonface the Silver’’ once per turn. If this card would be destroyed by battle or by a card effect, you can destroy that equipped monster instead, and if you do, any battle damage you would have taken from a battle involving this card becomes 0.

     

    Alchemy Beast – Ouroboros the Bronze

    Level 3 LIGHT Rock/Effect

    ATK 500 DEF 500

    This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. Once per turn, when this card is Normal or Special Summoned: You can Special Summon 1 of your banished ‘’Alchemy Beast’’ except ‘’Alchemy Beast – Ouroboros the Bronze’’. If this card leaves the field: You can add 1 ‘’Alchemic’’ Spell or Trap Card from your Deck to your hand. You can only activate this effect of ‘’Alchemy Beast – Ouroboros the Bronze’’ once per turn.

     

    Alchemy Beast – Salamandra the Steel

    Level 3 FIRE Rock/Effect

    ATK 500 DEF 500

    This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. When this card inflicts battle damage to your opponent: You can add 1 ‘’Alchemy Beast’’ from your Deck to your hand. You can only activate this effect of ‘’Alchemy Beast – Salamandra the Steel ‘’ once per turn. When this card leaves the field: You can Special Summon 1 ‘’Alchemy Beast’’ monster from your Deck.

     

    Spell Cards:

     

    Alchemical Laboratory

    Field Spell Card

    The effects of ‘’Alchemy Beast’’ monsters you control cannot be negated. When this card is activated: You can add 1 ‘’Alchemic Kettle – Chaos Distil ‘’ from your Deck to your hand. During your Main Phase: You can banish 1 ‘’Alchemy Beast’’ from your hand or Deck; Special Summon 1 of your banished ‘’Alchemy Beast’’ monster with a different name, and if you do, you cannot Special Summon any other monsters this turn except ‘’Alchemy Beast’’ monsters. You can only activate each effect of ‘’Alchemical Laboratory’’ once per turn.

     

    Alchemic Kettle – Chaos Distil

    Continuous Spell Card

    Any of your cards sent to the GY are banished instead. If this face-up card would be destroyed or banished by an opponent’s card or effect, you can banish 1 ‘’Alchemy Beast’’ from your hand or Deck instead. When an ‘’Alchemy Beast’’ you control inflicts battle damage to your opponent: you can add 1 ‘’Alchemy Beast’’ monster from your Deck to your hand. You can only activate each effect of ‘’Alchemic Kettle – Chaos Distil’’ once per turn.

     

    Alchemical Process – Material Transmutation

    Quick-Play Spell Card

    Switch every ‘’Alchemy Beast’’ you control to defense position, and if you do, until the end of the turn, ‘’Alchemy Beast’’ monsters you control cannot be destroyed by battle or by card effects. If this card is banished: banish every ‘’Alchemy Beast’’ from your GY, then you can add 1 ‘’Alchemic Kettle – Chaos Distil’’ from your Deck or GY to your hand. During your Main Phase, except on the turn this card was sent to the GY, you can banish 1 card from your hand: Banish this card from your GY.

     

    Trap Cards:

     

    Alchemical Magnum Opus

    Continuous Trap Card

    You do not take any battle damage from battles involving your ‘’Alchemy Beast’’ monsters. When an ‘’Alchemy Beast’’ you own is banished: You can Special Summon 1 ‘’Alchemy Beast’’ from your Deck. You can only activate this effect of ‘’Alchemical Magnum Opus’’ once per turn. When an opponent’s monster declares a direct attack: You can banish this face-up card and a ‘’Alchemy Beast’’ from your Deck or GY; negate the attack, then end the Battle Phase.

     

    Alchemical Mirage – Transcendental Gate

    Continuous Trap Card

    Once per turn, when an opponent’s monster declares an attack while you control a face-up ‘’Alchemy Beast’’ monster: You can banish 1 ‘’Alchemy Beast’’ or 1 ‘’Alchemic’’ Spell or Trap Card from your hand or Deck; negate the attack, then place a Lead Counter on the attacking monster (While you control a face-up ‘’Alchemy Beast’’, monsters with Lead Counter cannot attack or be used as a Material for a Summon). If you control a face-up ‘’Alchemy Beast’’, when your opponent activate a card or effect that would target a card you control: You can banish this face-up card; negate that activation and destroy it.

     

    Alchemical Exchange – Metaphysical Toll

    Continuous Trap Card

    Once per turn, when you Normal or Special Summon an ‘’Alchemy Beast’’ monster: You can shuffle 1 of your banished ‘’Alchemy Beast’’ monster into the Deck, then draw 1 card. If you control a face-up ‘’Alchemy Beast’’, when your opponent Special Summon a monster: You can banish this face-up card; banish that monster and if you do, your opponent cannot Special Summon monsters with the same name until the end of the turn. You can only activate this effect of ‘’Alchemical Exchange – Metaphysical Toll’’ once per turn.

    Bonding:

    Spoiler

    Monsters Cards:

     

    Fire Dragon

    Level 8 FIRE Pyro/Effect

    ATK 2800 DEF 2600

    This card is unaffected by the effect of “Water Dragon”. Must be Special Summoned with the effect of a “Bonding” Spell/Trap Card or by its own effect, and cannot be Special Summoned by other ways. If this card is in your hand: You can destroy 2 Dinosaur-Type monsters in your hand and/or face-up on your field, and if you do, Special Summon this card. The ATK of WIND and Plant-Type monsters your opponent controls becomes 0. When this card is destroyed and sent to the GY: You can Special Summon 1 “Hydrogeddon” and 1 “Oxygeddon” from your GY.

     

    Fire Dragon Cluster

    Level 10 FIRE Pyro/Effect

    ATK 2800 DEF 2600

    This card is unaffected by the effect of “Water Dragon”. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a “Bonding” Spell/Trap. If this card is Special Summoned: You can activate this effect; the effect of face-up Spell/Trap Cards your opponent control are negated for the rest of this turn, also your opponent cannot activate any Set Spell/Trap Cards until the end of their next turn. (Quick Effect): You can Tribute this card; Special Summon up to 2 “Fire Dragon” from your hand and/or Deck ignoring their Summoning conditions.

     

    Diamond Core Dragon

    Level 8 EARTH Rock/Effect

    ATK 2800 DEF 2600

    You can only control 1 “Diamond Core Dragon”. While this card is in your hand or Deck, it is treated as a Level 7 Dragon-Type Normal Monster. Must be Special Summoned by the effect of “Carboneddon” or by its own effect, and cannot be Special Summoned by other ways. If this card is in your hand: You can send 1 “Fire Dragon” monster with 2800 ATK and 2600 DEF and 1 “Carboneddon” from your hand, field and/or Deck to the GY, and if you do, Special Summon this card. The ATK of Warrior and Spellcaster-Type monsters your opponent controls becomes 0. When this card is destroyed and sent to the GY: You can Special Summon 1 “Carboneddon” from your hand, Deck or GY.

     

    Thunderstorm Dragon

    Level 8 WIND Thunder/Effect

    ATK 2800 DEF 2600

    Must be Special Summoned with the effect of a “Bonding” Spell/Trap Card or by its own effect, and cannot be Special Summoned by other ways. If this card is in your hand: You can destroy 1 monster in your hand and/or face-up on your field and send 1 WIND and/or Dinosaur-Type monster from your Deck to the GY, and if you do, Special Summon this card. The ATK of EARTH and Machine-Type monsters your opponent controls becomes 0. When this card is destroyed and sent to the GY: You can Special Summon up to 2 “Oxygeddon” from your GY.

     

    Heliogeddon

    Level 3 WIND Dinosaur/Effect

    ATK 900 DEF 400

    This card’s name becomes “Oxygeddon” while on the field or in the GY. You can discard this card; add 1 “Dragon” monster with 2800 ATK and 2600 DEF from your Deck or GY to your hand. If this card is destroyed and sent to the GY: You can Special Summon 1 “eddon” or “Duoterion” Dinosaur-Type monster from your Deck or GY, except “Heliogeddon”, and if you do, it cannot be Tributed or be used as a Fusion, Synchro, Xyz or Link Material until the end of the turn.

     

    Spells Cards:

     

    Bonding Laboratory

    Field Spell Card

    You can pay 500 LP: Special Summon 1 “eddon” or “Duoterion” Dinosaur-Type monster from your hand or GY and if you do, it cannot be Tributed or be used as Material for a Summon until the end of the turn. You can only use this effect of “Bonding Laboratory” once per turn. Once per turn, you can activate 1 of the following effects:

    ·         Send 2 “eddon” and/or “Duoterion” monsters you control with different Attributes to the GY; Special Summon 1 level 8 “Dragon” monster with 2800 ATK and 2600 DEF from your hand, Deck or GY (ignoring its Summoning conditions).

    ·         Send 3 “eddon” and/or “Duoterion” monsters you control to the GY; Special Summon 1 “Dragon Cluster” monster from your hand, Deck or GY.

     

    Nuclear Bonding

    Continuous Spell Card

    You can only activate the effect of “Nuclear Bonding” once per turn. During either player’s Main Phase, you can activate 1 of the following effects:

    ·         Destroy 1 Dinosaur-Type monster from your hand or field; add 1 “Bonding” card except “Nuclear Bonding” from your GY to your hand.

    ·         Destroy 1 “Bonding” card from your hand or field; add 1 “eddon” or “Duoterion” Dinosaur-Type monster from your Deck to your hand.

    ·         Destroy 2 “Dragon” monster with 2800 ATK and 2600 DEF you control; Special Summon 1 “Stellar Nucleosynthesizer” from your Extra Deck (this Special Summon is treated as a Fusion Summon).

     

    Bonding Failure

    Quick-Play Spell Card

    You can only activate 1 “Bonding Failure” per turn. Activate 1 of the following effects:

    ·         Destroy 1 “eddon” or "Duoterion" monster from your hand or field; level 5 or lower Dinosaur-Type monsters you control gain ATK and DEF equal to the destroyed monster’s original ATK the end of the turn.

    ·         Destroy 1 “Dragon” monster with 2800 ATK and 2600 DEF from your hand or field, then declare 1 monster card type (Fusion, Synchro, Xyz or Link); until the end of the turn, the effects of the declared monster type your opponent control are negated and their ATK becomes 0.

     

    Traps Cards:

     

    Bonding Through Collision

    Continuous Trap Card

    You can discard 1 “Dragon” monster with 2800 ATK and 2600 DEF from your hand: Draw 2 cards. During either player’s Main Phase: You can shuffle 3 “eddon” and/or “Duoterion” Dinosaur-Type monsters from your field and/or GY into the Deck; Special Summon 1 “Dragon” monster with 2800 ATK and 2600 DEF from your hand, Deck or GY ignoring its Summoning conditions. Until the end of the turn, it cannot attack and its effect is negated. You can only use each effect of “Bonding Through Collision” once per turn.

     

    Extra Deck:

     

    Stellar Nucleosynthesizer

    Level 10 LIGHT Wyrm/Effect

    ATK 3300 DEF 3000

    2 “Dragon” monster with 2800 ATK and 2600 DEF

    Must first be Fusion Summoned. The Fusion Summon of this card cannot be negated. You can only use each effect of “Stellar Nucleosynthesizer” once per turn. During your Main Phase: You can Special Summon 1 “eddon” or “Duoterion” Dinosaur-Type monster from your GY. (Quick Effect): You can banish 1 face-up WIND, WATER, EARTH or FIRE monster you control; until the end of the turn, this card is unaffected by your opponent’s card effects. If this card was Special Summoned by the effect of “Nuclear Bonding”, it gains the following effect:

    ·         When this card leaves the field: Destroy every face-up cards your opponent controls.

     

    Cipher:

    Spoiler

    Monster Cards:

     

    Cipher Assembler

    Level 8 LIGHT Machine/Effect

    ATK 1500 DEF 2500

    If a ‘’Cipher’’ card you own is sent to the GY because of a card effect: You can Special Summon this card (from your hand), and if you do, its Level becomes 4 and its ATK and DEF are halved. You can send 1 ‘’Cipher’’ card except ‘’Cipher Assembler’’ from your hand or Deck to the GY: Special Summon 1 ‘’Cipher Wing’’ from your Deck or GY, and if you do, you cannot Special Summon monsters for the rest of this turn, except ‘’Cipher’’ monsters. If this card is sent to the GY: You can add 1 ‘’Cipher’’ monster except ‘’Cipher Assembler’’ from your Deck to your hand. You can only use each effect of ‘’Cipher Assembler’’ once per turn.

     

    Cipher Support Satellite

    Level 4 LIGHT Machine/Effect

    ATK 500 DEF 500

    You can send 1 ‘’Cipher’’ card except ‘’Cipher Support Satellite’’ from your hand or Deck to the GY; Special Summon this card from your hand. While this card is face-up, your opponent cannot activate any cards or effects in response to the Special Summon of ‘’Cipher’’ monsters. If this card is sent to the GY: you can add 1 ‘’Cipher’’ card from your GY to your hand except ‘’Cipher Support Satellite’’. You can only activate each effect of ‘’Cipher Support Satellite’’ once per turn.

     

    Spell Cards:

     

    Cipher Galaxy

    Field Spell Card

    The effects of ‘’Cipher’’ Xyz monsters you control cannot be negated. During either player’s turn: You can send 1 ‘’Cipher’’ card from your hand or Deck to the GY, then you can target 1 ‘’Cipher’’ monster you control that has a Level; it gains 500 ATK and its Level becomes 8. If this card is destroyed and sent to the GY: You can return 1 monster on the field to its owner’s hand. Then, if you do not control a monster in the Extra Monster Zone: You can Special Summon 1 ‘’Galaxy-Eyes Cipher Dragon’’ from your Extra Deck. You can only use each effect of ‘’Cipher Galaxy’’ once per turn.

     

    Cipher Synthesis

    Normal Spell Card

    Target 2 Level 4 or lower ‘’Cipher’’ monsters in your GY that have different names; Special Summon them in face-up defense position, and if you do, banish them during the End Phase of this turn. If this card is sent to the GY by a card effect: You can target 1 ‘’Galaxy Eyes’’ or ‘’Cipher’’ Xyz monster you control, then target up to 2 ‘’Cipher’’ cards except ‘’Cipher Synthesis’’ from your GY; attach them to it as Xyz Materials. You can only use each effect of ‘’Cipher Synthesis’’ once per turn.

     

    Trap Cards:

     

    Cipher Augmentations

    Continuous Trap Card

    If only your opponent controls a monster, you can activate this card from your hand. If a ‘’Cipher’’ card you own is sent to the GY by a card effect: You can Special Summon 1 level 4 or lower ‘’Cipher’’ monster from your Deck, and if you do, you cannot Special Summon any other monsters this turn except ‘’Cipher’’ monsters. If this card is sent to the GY by a card effect: You can target 1 ‘’Cipher’’ Xyz from your GY or that you’ve banished; Special Summon it to any of your Main Monster Zone ignoring its summoning conditions, and if you do, it cannot attack until the end of the turn. If it leaves the field, return it to your Extra Deck. You can only use each effect of ‘’Cipher Augmentations’’ once per turn.

     

    De-Cipher

    Counter Trap Card

    If your opponent activates a card or effect that would destroy a face-up ‘’Cipher’’ card you control: Negate that activation, and if you do, destroy it. Then, if you control a face-up ‘’Cipher’’ Xyz monster, you can attach this card to it as an Xyz Material. If this card is sent to the GY by a card effect: You can return 2 ‘’Cipher’’ Xyz monsters in your GY to your Extra Deck, and if you do, you can draw 1 card. You can only use each effect of ‘’De-Cipher’’ once per turn.

     

    Extra Deck:

     

    Cipher Deep-Space Probe

    LINK – 2 LIGHT Machine/Link/Effect

    Bottom-Right, Bottom-Left

    ATK 2000 DEF -

    2 LIGHT monsters

    If this card is Link Summoned: you can Special Summon 1 level 4 or lower ‘’Cipher’’ monster from your hand, and if you do, you cannot Summon any other monsters this turn except “Cipher” monsters. During your Main Phase: You can send 1 ‘’Cipher’’ card from your hand or Deck to the GY; ‘’Cipher’’ monsters this card points to become Level 8 until the end of the turn. If this card is sent to the GY: You can target 1 level 4 or lower ‘’Cipher’’ monsters from your GY; add it to your hand. You can only use each effect of ‘’Cipher Deep-Space Probe’’ once per turn.

     

    Anime Cards Update:

     

    Cipher Biplane

    Level 6 LIGHT Machine/Effect

    ATK 1000 DEF 2000

    This card’s name becomes ‘’Cipher Wing’’ while it is face-up on the field. If you Normal or Special Summon a ‘’Cipher’’ monster: You can Special Summon this card from your hand. Once per turn: You can target 1 ‘’Cipher’’ monster you control; it becomes Level 8. If this card is sent to the GY: You can add 1 ‘’Cipher Wing’’ from your Deck or GY to your hand.

     

    Cipher Interference

    Continuous Spell Card

    If you control 2 or more ‘’Cipher’’ monsters with the same name and 1 of them battles, during damage calculation: You can make its ATK become double its current ATK until the end of the Battle Phase. If this card is sent to the GY by a card effect: Double the ATK of every ‘’Cipher’’ monster you control until the end of the turn, also if you activate this effect, battle damage inflicted to your opponent is halved until the end of the turn. You can only use each effect of ‘’Cipher Interference’’ once per turn.

     

    Cipher Cloning Process (originally called Cipher Clone Magic)

    Normal Trap Card

    Banish 1 ‘’Cipher’’ Normal, Quick-Play or Continuous Spell Card from your Deck or GY, and if you do, immediately apply that card’s effect. If this card is sent to the GY by a card effect: You can target 1 face-up ‘’Cipher’’ monster you control; Special Summon 1 monster from your hand, Deck or GY that has the same name as the targeted monster, and if you do, it cannot attack and its effect is negated until the end of the turn. You can only use each effect of ‘’Cipher Cloning Process’’ once per turn.

    Cyberdark:

    Spoiler

    Monster Cards:

     

    Cyberdark Chain

    Level 3 DARK Dragon/Effect

    ATK 1600 DEF 800

    If this card is sent to the GY while equipped to a monster: You can destroy 1 card on the field. You can only use each of the following effects of ‘’Cyberdark Chain’’ once per turn.

    ·         You can discard this card, then target 1 monster that is equipped to a “Cyberdark” monster; Special Summon it ignoring its Summoning conditions, and if you do, halve that monster’s ATK, then equip this card to a “Cyberdark” Machine-Type monster you control that is not equipped with a monster, also it is treated as having been equipped to that monster by its own effect.

    ·         During damage calculation, if a monster equipped with this card battles with an opponent monster: You can add 1 “Cyberdark” monster from your GY to your hand except “Cyberdark Chain”.

     

    Spell Cards:

     

    Cyberdark Assembly

    Continuous Spell Card

    You can only activate each effect of “Cyberdark Assembly” once per turn. During your Main Phase, you can Normal Summon 1 “Cyberdark” monster, in addition to your Normal Summon/Set. During either player’s turn, you can activate 1 of the following effects:

    ·         If a “Cyberdark” Machine-Type Monster you own is sent to the GY or is banished; you can add 1 “Cyberdark” Dragon-Type monster from your Deck to your hand.

    ·         If a “Cyberdark” Dragon-Type Monster you own is sent to the GY or is banished; you can add 1 ‘’Cyberdark’’ Machine-Type Monster from your Deck to your hand.

     

    Trap Cards:

     

    Cyberdark Apocalypse

    Continuous Trap Card

    You can target 1 ”Cyberdark” Machine-Type monster you control that has a level and is not equipped with a monster: Equip that target with 1 Level 3 or lower Dragon-Type monster from your hand or GY, also it is treated as having been equipped to that monster by its own effect. You can only use this effect of “Cyberdark Apocalypse” once per turn. If a “Cyberdark” monster that is equipped with a monster would be destroyed by an opponent’s card effect, destroy the equipped monster instead.

     

    Cyberdark Possession

    Counter Trap Card

    If you control a face-up “Cyberdark” monster that is equipped with a monster, when your opponent activates a monster effect: Destroy 1 monster that is equipped to a “Cyberdark” monster you control; Negate the activation, then equip that monster to a “Cyberdark” monster you control, and if you do, it is treated as a Dragon-Type monster and as having been equipped to that “Cyberdark” monster by that monster’s own effect. While you control a monster that was equipped to a “Cyberdark” monster with this card’s effect, your opponent cannot activate the effects of monsters with the same name as the equipped monster. You can only activate 1 “Cyberdark Possession” per turn.

     

    Cyberdark Fusion

    Normal Trap Card

    Fusion Summon 1 ‘’Cyberdark’’ Fusion Monster from your Extra Deck by sending Fusion Materials listed on it from your field and/or that you’ve banished to the GY. If only your opponent controls a monster, you can also use monsters from your Deck as material. If a “Cyberdark” Fusion Monster you control leaves the field either by battle or by an opponent card effect: You can banish this card from your GY, and if you do, Special Summon in Defense Position 1 DARK Machine-Type Fusion Monster from your Extra Deck whose ATK is equal or lower than half of that “Cyberdark” monster’s original ATK, ignoring its Summoning conditions. You can only use each effect of ‘’Cyberdark Fusion’’ once per turn.

     

    Extra Deck:

    Cyberdark Dragon Prototype

    LINK – 1 DARK Machine/Link/Effect

    Bottom-Center

    ATK 800 DEF -

    1 ‘’Cyberdark’’ Monster

    If this card is Link Summoned, you can send 1 ‘’Cyberdark’’ monster from your Deck to the GY. Once per turn: You can target 1 level 3 or lower Dragon-Type monster in your GY; equip it to this card (Max. 1). While this card is equipped with a monster, it cannot be destroyed by battle and you do not take any battle damage from a battle involving this card. At the start of the Damage Step, if this card battles an opponent monster: You can banish 1 monster equipped to this card; banish that opponent monster, face-down. You can only this effect of ‘’Cyberdark Dragon Prototype’’ once per turn.

    Dark Scorpion:

    Spoiler

    Monster Cards:

     

    Dark Scorpion – Al the Soft

    Level 4 DARK Beast/Effect

    ATK 1400 DEF 1500

    While you do not control a monster whose original name is “Don Zaloog”, this card’s name becomes “Don Zaloog” while on the field. This card can attack your opponent directly. If this card inflicts Battle Damage to your opponent, you can activate 1 of these effects:

    • Special Summon 1 “Don Zaloog” from your hand, Deck or GY.
    • Special Summon any number of your banished ‘’Dark Scorpion’’ monsters, but only 1 copy of each, also any Battle Damage taken by your opponent from monsters that were Special Summoned with this effect becomes 400 until the end of the turn.

      

    Spell Cards:

     

    Secret Lair of the Dark Scorpion

    Field Spell Card

    If you control a face-up “Don Zaloog”, this card is unaffected by your opponent’s cards and effects. When a “Dark Scorpion” or “Don Zaloog” monster attacks or is attacked, your opponent cannot activate any cards or effects until the end of the Damage Step, also, if a “Dark Scorpion” or “Don Zaloog” monster on your field battles an opponent monster, it gain 800 ATK for each “Dark Scorpion” or “Don Zaloog” monster on your field and/or GY with different names to each other. If a “Dark Scorpion” or “Don Zaloog” monster inflicts Battle Damage to your opponent: You can add 1 “Dark Scorpion” Spell/Trap Card from your Deck to your hand. You can only use this effect of “Secret Lair of the Dark Scorpion” once per turn.

     

    Recon Mission of the Dark Scorpion

    Continuous Spell Card

    If you control a face-up “Don Zaloog”: You can send this card from your hand or field to the GY; add up to 4 “Dark Scorpion” monsters with different names to each other from your Deck to your hand, also, this effect cannot be negated. You can target 1 “Dark Scorpion” or “Don Zaloog” monster you control; this turn, it can attack your opponent directly, also your opponent can only target that monster for attacks and with card effects until your next Standby Phase. You can only use this effect of “Recon Mission of the Dark Scorpion” once per turn. When a “Dark Scorpion” or “Don Zaloog” monster inflicts Battle Damage to your opponent: You can destroy 1 card on the field.

     

    Trap Cards:

     

    Last Heist of the Dark Scorpion

    Continuous Trap Card

    If you control a face-up “Don Zaloog”, you can activate this card from your hand. Once per turn, you can return any number of “Dark Scorpion” and/or “Don Zaloog” monsters you control to the hand, then target the same number of cards on the field; return those targets to the hand. When a “Dark Scorpion” or “Don Zaloog” monster inflicts Battle Damage to your opponent: You can Special Summon 1 Level 5 or lower “Dark Scorpion” or “Don Zaloog” monster from your hand, Deck or GY, and if you do, you cannot Special Summon any other monsters this turn, except “Dark Scorpion” and “Don Zaloog” monster, also, any Battle Damage taken by your opponent from a monster that was Special Summoned with this card’s effect becomes 400 until the end of the turn.

     

    Fate of the Dark Scorpion

    Counter Trap Card

    If you control a face-up “Don Zaloog”, you can activate this card from your hand. Banish up to 2 “Dark Scorpion” and/or “Don Zaloog” monsters from your hand and/or Deck; “Dark Scorpion” and “Don Zaloog” monsters you control gain ATK equal to the combined ATK of the monsters you banished with this card’s effect, also, if you use this effect during your turn, any Battle Damage taken by your opponent from battles involving a “Dark Scorpion” or “Don Zaloog” monster becomes 400 until the end of the turn. If this card is in your GY, when a “Dark Scorpion” or “Don Zaloog” monster inflicts Battle Damage to your opponent: You can banish this card; draw 2 cards. You can only use 1 “Fate of the Dark Scorpion” effect per turn, and only once that turn.

     

    Extra Deck:

     

    Zia, Heir of the Dark Scorpions

    LINK – 4 (Up, Down, Bottom-Right, Bottom-Left)

    DARK Warrior/Effect

    ATK 1400 DEF -

    4 DARK monsters

    While you do not control a monster whose original name is “Don Zaloog”, this card’s name becomes “Don Zaloog” while on the field. Cannot be targeted or destroyed by your opponent’s cards or effects. This card gains 400 ATK and DEF for every ‘’Dark Scorpion’’ and/or ‘’Don Zaloog’’ monsters with different names to each other in your GY. If this card leaves the field: You can Special Summon any number of ‘’Dark Scorpion’’ monsters from your GY with different names to each other, except ‘’Zia, Heir of the Dark Scorpions’’. When this card inflicts Battle Damage to your opponent: You can activate the effect of 1 Level 5 or lower ‘’Dark Scorpion’’ or “Don Zaloog” monster from your GY.

    Destiny HERO:

    Spoiler

    Monster Cards:

     

    Destiny HERO Mirror Lady

    Level 3 DARK Warrior/Effect

    ATK 1000 DEF 1000

    When this card is Normal or Special Summoned: You can send 1 “Destiny HERO” monster from your hand or Deck to the GY, and if you do, once during your Main Phase; you can send Fusion Materials monsters you control, including “Destiny HERO Mirror Lady”, to the GY; Special Summon 1 corresponding ‘’Destiny HERO’’ Fusion monster from your Extra Deck (this Special Summon is treated as a Fusion Summon). If this card is sent from your hand or Deck to the GY: You can destroy 1 card from your hand or field. You can only use each effect of ‘’Destiny HERO Mirror Lady’’ once per turn.

     

    Destiny HERO Mad Doctor

    Level 4 DARK Warrior/Effect

    ATK 1200 DEF 1200

    When this card is Normal or Special Summoned: You can Special Summon 1 ‘’Destiny HERO’’ with 1000 or less ATK from your hand or GY ignoring its Summoning conditions. If this card is destroyed by a card effect and sent to the GY: you can Special Summon 1 ‘’Destiny HERO Dreadmaster’’ from your hand, Deck or GY (this Special Summon is treated as a Special Summon with ‘’Clock Tower Prison’’), and if you do, you cannot Summon any other monsters this turn except ‘’Destiny HERO’’ monsters. You can only use each effect of ‘’Destiny HERO Mad Doctor’’ once per turn.

     

    Destiny HERO Night Prowler

    Level 5 DARK Warrior/Effect

    ATK 1800 DEF 1800

    If this card is in the GY while you only control 2 or more face-up ‘’Destiny HERO’’ monsters: You can send 1 ‘’Destiny HERO’’ monster from your hand or Deck to the GY, and if you do, Special Summon this card, but banish it when it leaves the field. At the start of the start of the Damage Step, if this card battles a non-‘’HERO’’ monster: You can destroy that monster, and if you do, you can add 1 card with ‘’Clock Tower’’ in its name from your Deck or GY to your hand. You can only use each effect of ‘’Destiny HERO Night Prowler’’ once per turn.

     

    Spell Cards:

     

    Clock Tower Prison Ruins

    Field Spell Card

    Any Battle Damage you take from a battle involving a ‘’Destiny HERO’’ is halved. If you Normal or Special Summon a ‘’Destiny HERO’’: You can send 1 DARK monster from your hand or Deck to the GY, and if you do, you can activate “D –” Trap Cards from your hand until your next Standby Phase. If this card is destroyed by a card effect: You can Special Summon 1 ‘’Destiny HERO Dreadmaster’’ from your hand, Deck or GY (this Special Summon is treated as a Special Summon with ‘’Clock Tower Prison’’), and if you do, you cannot Summon any other monsters this turn except ‘’HERO’’ monsters. You can only use each effect of ‘’Clock Tower Prison Ruins’’ once per turn.

     

    Merging Destiny

    Quick-Play Spell Card

    Fusion Summon 1 ‘’Destiny HERO’’ Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If a ‘’Destiny HERO’’ Fusion Monster you control is destroyed and sent to the GY: You can banish this card from your GY; return the destroyed Fusion Monster to your Extra Deck, and if you do, add up to 2 Level 4 or lower ‘’Destiny HERO’’ from your GY to your hand. On the turn you activate this effect, you cannot summon any other monsters except ‘’Destiny HERO’’ monsters. You can only use each effect of ‘’Merging Destiny’’ once per turn.

     

    Trap Cards:

     

    City of Dread

    Continuous Trap Card

    During either player’s turn: You can increase the ATK and DEF of every face-up ‘’Destiny HERO’’ you control by 100 for each face-up ‘’Destiny HERO’’ on your side of the field until the end of the turn (even if this card leaves the field). When your opponent activates a card or effect that would target or destroy a card(s) you control: You can reveal 1 ‘’Destiny HERO’’ monster from your hand then destroy this card; the opponent card effect becomes ‘‘Your opponent must target 1 card they controls; destroy it. During the End Phase, if you destroyed a card with this card’s effect this turn; your opponent can add 1 card with the same name as the destroyed card, from their Deck to their hand’’. You can only use each effect of ''City of Dread'' once per turn.

     

    Other Ideas (since the reveal of "Fusion Destiny" and " D - Tactics"):

     

    Clock Tower Research Wing

    Continuous Spell Card

    This card cannot be destroyed by your opponent’s card effects while you control a “Clock Tower” Field Spell Card. If a “Destiny HERO” monster is sent from your field or Deck to the GY: You can target 1 of your banished “Destiny HERO” with a different name; Special Summon that target in Defense Position, and if you do, it cannot be used as Material for a Summon, except for a “HERO” monster, also shuffle it into the Deck when it leaves the field. Once per turn; you can destroy 1 card from your hand or field, then add 1 “Over Destiny” from your Deck or GY to your hand, and if you do, you cannot Summon any other monsters this turn, except “HERO” monsters. You can only use each effect of “Clock Tower Research Wing” once per turn.

     

    Anime Cards Update:

     

     Doctor D

    Normal Spell Card

    You can only use each effect of “Doctor D” once per turn. Banish 1 “Destiny HERO” monster from your GY, then target 1 level 4 or lower “Destiny HERO” monster from your GY; Special Summon that target. If a “Destiny HERO” monster is sent from your field or Deck to the GY because of a card effect: You can banish this card from your GY, then activate 1 of the following effects.

    ·         Add 1 Level 6 or higher “Destiny HERO” from your Deck or GY to your hand.

    ·         Special Summon 1 “D Cubed” from your hand or Deck, and if you do, it is treated as having been Normal Summoned.

    Gusto:

    Spoiler

    Monster Cards:

     

    Einar, Champion of Gusto

    Level 3 WIND Psychic/Effect

    ATK 1500 DEF 700

    If this card is Special Summoned: you can Special Summon 1 level 4 or lower ‘’Gusto’’ monster from your Deck or GY except ‘’Einar, Champion of Gusto’’, and if you do, you cannot Special Summon any other monsters this turn, except WIND monsters. If this card is destroyed by battle or by card effect: you can Special Summon 1 ‘’Gusto’’ monster from your Deck except ‘’Einar, Champion of Gusto’’. You can only use each effect of ‘’Einar, Champion of Gusto’’ once per turn.

     

    Burning Egg of Gusto

    Level 2 WIND Dragon/Tuner/Effect

    ATK 800 DEF 500

    Once per turn, if you control a face-up “Gusto” monster, except this card: You can shuffle 1 other “Gusto” card from your hand, field or GY into the Deck, then declare a Level from 1 to 8; this card becomes that Level until the End Phase. If this card is destroyed by battle or card effect: you can Special Summon 1 ‘’Gusto’’ monster from your Deck except ‘’Burning Egg of Gusto’’. You can only use each effect of ‘’Burning Egg of Gusto’’ once per turn.

     

    Spell Cards:

     

    Sacred Village of Gusto

    Continuous Spell Card

    If a “Gusto” monster you control is destroyed by battle or by a card effect; you can Special Summon 1 level 4 or lower “Gusto” monster from your hand or Deck on either player’s field, and if you do, it cannot be used as a Material for a Summon, except for the Special Summon of a WIND monster. If a face-up “Gusto” card(s) you control would be targeted or destroyed by an opponent card effect, you can shuffle 1 WIND monster from your GY into the Deck instead. You can only use each effect of “Sacred Village of Gusto” once per turn.

     

    Gusto Revival

    Quick-Play Spell Card

    Shuffle 1 “Gusto” monsters from your field or GY into the Deck, then Special Summon 1 “Gusto” monster from your hand or GY, also if the monster you’ve shuffled into the Deck with this card’s effect was a Synchro Monster; you can Special Summon 1 level 4 or lower “Gusto” monsters from your hand or Deck, and if you do, you cannot Special Summon any other monsters for the rest of the turn, except WIND monsters. You can only activate 1 “Gusto Revival” per turn.

     

    Trap Cards:

    Last Stand of Gusto

    Continuous Trap Card

    If a “Gusto” monster you own is banished: You can target 1 of your banished WIND monster; shuffle it into the Deck. While your opponent controls more monsters than you do: You can destroy this card, then shuffle 1 ‘’Gusto’’ Tuner and any number of ‘’Gusto’’ non-Tuner from your field and/or GY into the Deck; Special Summon 1 ‘’Gusto’’ Synchro monster from your Extra Deck who’s Level is equal to the combined Level of the shuffled monsters (this Special Summon is treated as a Synchro Summon), also its ATK becomes 0 until the end of the turn. You can only use this effect of ‘’Last Stand of Gusto’’ once per turn.

     

    Extra Deck:

     

    Daigusto Gulbrand

    LINK – 2, WIND Psychic/Effect

    ATK 2300 DEF – LINK Arrows Left, Down

    2 ‘’Gusto’’ monsters

    You can shuffle 1 ‘’Gusto’’ monsters from your GY into the Deck; destroy 1 card on the field. During either player’s Damage Step, if a ‘’Gusto’’ monster you control is attacking or being attacked: you can target 1 monster on the field; that target’s ATK and DEF become half its current ATK and DEF until the end of the turn. If this card leaves the field by battle or by a card effect: you can Special Summon 1 ‘’Gusto’’ Synchro monster from your Extra Deck ignoring its Summoning conditions. You can only use each effect of ‘’Daigusto Gulbrand’’ once per turn.

    LV:

    Spoiler

    Monsters Cards:

     

    Thundering Heart

    Level 2 WIND Thunder/Tuner/Effect

    ATK 0 DEF 0

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

    (Quick Effect): You can send this card from your hand or field to the GY, then target 1 “LV” monster from your field or GY; shuffle that target into the Deck, and if you do, Special Summon 1 “LV” monster from your hand or Deck with the same name but 2 to 3 “LV” higher or lower (ignoring its Summoning conditions). During the Main Phase (Quick Effect): You can banish this card from your field or GY; shuffle “LV” monster(s) whose combined level is 10 from your field or GY into the Deck; Special Summon 1 “Armed Dragon, the Thundering Fury” from your Extra Deck (this Special Summon is treated as a Synchro Summon). You can only use 1 “Thundering Heart” effect per turn, and only once that turn.

     

    Level Shaper

    Level 3 LIGHT Fairy/Effect

    ATK 1300 DEF 1100

    If a “LV” monster is sent to the GY because of its own effect: You can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can target 1 of your “LV” monster from the GY or that is banished; add that target to your hand, and if you do, this card’s name becomes the same as that monster. If a “LV” monster is shuffled into your Deck because of a card effect: You can send this face-up card to the GY; Special Summon 1 “LV” monster from your hand or Deck with a different name and whose Level is equal or lower than the monster that was shuffled into the Deck (ignoring its Summoning conditions). You can only use each effect of “Level Shaper” once per turn.

     

    Spells Cards:

     

    Multileveled Pyramid of Silence

    Field Spell Card

    Monster effects that would Special Summon a “LV” monster cannot be negated by your opponent’s cards and effects, also, when you Special Summon a “LV” monster because of a monster effect, your opponent cannot activate any cards or effects. You can activate “LV” monsters effects that activates by sending themselves to the GY during your Main Phase. You can only use the following effect of “Multileveled Pyramid of Silence” once per turn:

    ·         During either player’s Main Phase: Shuffle 1 “LV” monster from your hand or field into the Deck; Special Summon 1 “LV” monster from your hand, Deck or GY with a different name and whose Level is 2 to 3 higher or lower, ignoring its Summoning conditions.  

     

    Reign of Terror

    Quick-Play Spell Card

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

    While you control a “LV” monster, if your opponent activates a monster effect: Negate that activation, then equip that monster to a “LV” monster on your field, also, while you control a monster that was equipped due to this effect, your opponent cannot activate the effects of monsters with the same original ATK as the equip monster. During either player’s Main Phase, you can banish this card from your GY: Xyz Summon 1 “Dreadful Queen of Alluring Darkness” from your Extra Deck, by using monsters from your field and/or GY as Xyz Materials. If you control an “Allure Queen LV” monster, you can also use monster(s) your opponent controls as Material. You can only use 1 “Reign of Terror” effect per turn, and only once that turn.

     

    Traps Cards:

     

    Level Re-Modulation

    Continuous Trap Card

    During the Main Phase: You can shuffle 1 “LV” monster from your field or GY into the Deck; Special Summon 1 “LV” monster from your hand, Deck or GY with the same name but 2 to 3 “LV” higher or lower (ignoring its Summoning conditions), also, if you Special Summon a Level 7 or higher monster with this effect, your opponent draws 2 cards. If your opponent controls more monsters than you do, you can also shuffle monsters from your hand to activate this card’s effect. If this card leaves the field because of an opponent card effect: You can Special Summon 1 “LV” monster from your hand or GY (ignoring its Summoning conditions). You can only use each effect of “Level Re-Modulation” once per turn.

     

    Ritual of the Dark Flame

    Normal Trap Card

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

    If a “LV” monster you control leaves the field either by battle or by card effect: Special Summon 1 monster from your hand, Deck or GY with the same name but different “LV” (ignoring its Summoning conditions), then, if your opponent controls more cards than you do; destroy up to 2 cards on the field. During either player’s Main Phase, you can banish this card from your GY; Fusion Summon 1 ‘’Horus the Primordial Flame’’ from your Extra Deck, by shuffling Fusion Materials from your field and/or GY into the Deck. You can only use 1 “Ritual of the Dark Flame” effect per turn, and only once that turn.

     

    Extra Deck:

    Horus the Primordial Flame

    Level 8 FIRE Pyro/Fusion/Effect

    ATK 3000 DEF 1800

    Horus the Black Flame Dragon LV8 + 1 Level 5 or higher monster

    This card’s name becomes “Horus the Black Flame Dragon LV8” while it is on the field. The Fusion Summon of this card cannot be negated. Cards you control cannot be targeted or destroyed by your opponent’s Spell Card effects. Once per turn (Quick Effect): You can shuffle 1 other ‘’LV’’ or ‘’Horus’’ monster from your field or GY into the Deck; this card gains ATK equal to that monster’s original ATK until the end of your opponent’s next turn. When this card leaves the field: Destroy all monsters your opponent controls, then you can Special Summon 1 ‘’Horus the Black Flame Dragon LV 4’’ from your hand, Deck or GY.

     

    Horus the Infernal Star

    Rank 4 EARTH Rock/Xyz/Effect

    ATK 1600 DEF 1000

    2 Level 4 ‘’LV’’ monsters

    This card is unaffected by Spell Card effects. If this card battles an opponent monster: It gains 700 ATK until the end of the Damage Step. Once per turn: You can detach 1 Xyz Material, then target 1 face-up ‘’LV’’ or ‘’Horus’’ monster you control; it can make a second attack during each Battle Phase this turn.

     

    Armed Dragon, the Thundering Fury

    Level 12 WIND Dragon/Synchro/Effect

    ATK 3000 DEF 2000

    1 Thunder-Type Tuner + 1 or more non-Tuner monsters, including at least 1 “LV” monster

    This card’s name becomes “Armed Dragon LV10” while it is on the field. If this card is Special Summoned: Until the end of the next turn, “LV” monster you control cannot be destroyed by battle or by card effect, also, this effect cannot be negated. (Quick Effect): You can send the top card from your Deck to the GY; destroy every other monster on the field. You can only use this effect of “Armed Dragon, the Thundering Fury” once per turn. When this card leaves the field: Banish every card in your opponent’s GY, then Special Summon 1 “Armed Dragon LV3” from your hand, Deck or GY.

     

    Dreadful Queen of Alluring Darkness

    Rank 7 DARK Spellcaster/Xyz/Effect

    ATK 1500 DEF 1500

    2 Level 7 monsters, including at least 1 “LV” monster

    This card’s name becomes “Allure Queen LV7” while it is on the field. This card gains 600 ATK and DEF for each material attached to it. Once per turn, you can target 1 card on the field or in either player’s hand; attach it to this card as a face-up material. If this card would be destroyed by battle or by card effect, you can detach 1 material from this card instead. When this card leaves the field: Destroy every Spell/Trap Cards your opponent controls, then you can Special Summon 1 “Allure Queen LV3” from your hand, Deck or GY.

     

    The Game Master

    LINK – 3 LIGHT Thunder/Link/Effect

    Link Arrows – Bottom-Left, Bottom-Right, Right

    ATK 1000 DEF

    3 monsters, including at least 1 ‘’LV’’ monster

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

    This card gains 300 ATK for each ‘’LV’’ on your field and GY. When this card is Special Summoned: You can shuffle 1 “LV” monster from your hand or field into the Deck; Special Summon 1 monster with the same name but different “LV” (ignoring its Summoning conditions) from your hand, Deck or GY. Once per turn, you can activate 1 of the following effects (Quick Effect):

    ·         Send 1 ‘’LV’’ monster from your hand or Deck to the GY; this card cannot be destroyed by battle until the end of this turn.

    ·         Send 1 ‘’Level’’ card from your hand or Deck to the GY; this card cannot be targeted or destroyed by card effects until the end of this turn.

     

    New LV Monsters: 

     

    Silent Ranger LV2

    Level 2 LIGHT Beast-Warrior/Effect

    ATK 900 DEF 300

    If you control a face-up ‘’LV’’ monster, you can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 ‘’LV’’ monster from your hand or Deck to the GY; draw 1 card. You can only use this effect of “Silent Ranger LV2” once per turn. (Quick Effect): While this card is face-up, if a Spell Card effect is activated; you can send this card to the GY, and if you do, Special Summon 1”Silent Ranger LV4” from your hand or Deck.

     

    Silent Ranger LV4

    Level 4 LIGHT Beast-Warrior/Effect

    ATK 1800 DEF 600

    If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. When this card is Special Summoned; you can Special Summon 1 Level 4 or lower “LV” monster from your hand or GY, and if you do, it cannot be destroyed by battle, also you cannot Special Summon a “Silent Ranger” monster with this card’s effect. You can only use this effect of “Silent Ranger LV4” once per turn. (Quick Effect): While this card is face-up, if a Spell Card effect is activated; you can send this card to the GY, and if you do, Special Summon 1”Silent Ranger LV6” from your hand or Deck.

     

    Silent Ranger LV6

    Level 6 LIGHT Beast-Warrior/Effect

    ATK 2700 DEF 900

    Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a ‘’Level’’ or ‘’LV’’ card. If this card attacks, your opponent cannot activate any cards or effects until the end of the Damage Step. If this card is Special Summoned: you can add 1 ‘’Level’’ card from your Deck to your hand. (Quick Effect): While this card is face-up, if a Spell Card effect is activated; you can send this card to the GY, and if you do, Special Summon 1 ‘’LV’’ monster, except ‘’Silent Ranger LV 6’’ from your hand or GY (ignoring its Summoning conditions). You can only use each effects of ‘’Silent Ranger LV 6’’ once per turn.

     

    Abyss Hunter LV3

    Level 3 WATER Psychic/Effect

    ATK 1500 DEF 0

    If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn (Quick Effect): You can target 1 monster on the field; switch its Battle Position, and if you do, the first time this card would be destroyed by battle this turn, it is not destroyed. (Quick Effect): While this card is face-up, if a monster is sent from the field to the GY; you can send this card to the GY, and if you do, Special Summon 1 “Abyss Hunter LV5” from your hand or Deck.

     

    Abyss Hunter LV5

    Level 5 WATER Psychic/Effect

    ATK 2500 DEF 0

    Cannot be Tribute Summoned except by Tributing a “LV” monster. If this card was Special Summoned during the Battle Phase, it cannot attack directly until the end of the turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn (Quick Effect): You can target 1 monster on the field; switch its Battle Position, and if you do, this card cannot be destroyed by battle this turn. (Quick Effect): While this card is face-up, if a monster is sent from the field to the GY; you can send this card to the GY, and if you do, Special Summon 1 “Abyss Hunter LV7” from your hand or Deck.

     

    Abyss Hunter LV7

    Level 7 WATER Psychic/Effect

    ATK 3000 DEF 0

    Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a “Level” or “LV” card. If this card was Special Summoned during the Battle Phase, it cannot attack directly until the end of the turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn (Quick Effect): You can target 1 monster on the field; switch its Battle Position, and if you do, this card cannot be destroyed by battle or by card effects until the end of the turn. While this card is face-up, if a monster is sent from the field to the GY; you can banish it instead, then draw 1 card. You can only use this effect of “Abyss Hunter LV7” up to twice per turn.

     

    Dark Mimic LV5

    Level 5 DARK Fiend/Effect

    ATK 1900 DEF 1000

    Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. Cannot be used as Material for a Summon or be destroyed by battle. If a “LV” monster you control leaves the field either by battle or by a card effect (Quick Effect): You can Special Summon this card from your hand. While this card is on the field, draw 2 cards instead of 1 for your normal draw during your Draw Phase. If this card leaves the field; you can draw 1 card, but if you have a “Dark Mimic” monster in your GY, except “Dark Mimic LV5”, draw 2 cards instead.

     

    Silent Magician LV6

    Level 6 LIGHT Spellcaster/Effect

    ATK 2000 DEF 1000

    Must be Special Summoned by its own effect. (Quick Effect): Tribute 1 “Silent Magician LV4” that has had 2 or more Spell Counters put on it by its own effect; Special Summon this card from your hand or Deck, then draw 1 card for each Spell Counters that were on the Tributed monster. When your opponent draws a card(s) or adds a card(s) from their Deck to their hand because of a card effect: You can place 1 Spell Counter on this card, and if you do, target 1 card from their hand; shuffle it into the Deck, then draw 1 card.  You can only use this effect of “Silent Magician LV6” once per turn. You can remove 3 Spell Counters from your field, then Tribute this card; Special Summon 1 “Silent Magician LV8” from your hand, Deck or GY.

     

    Side Cards:

     

    Silent Ranger

    Level 4 LIGHT Beast-Warrior/Effect

    ATK 1000 DEF 1000

    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 Beast-Warrior-Type Monster, and cannot be Special Summoned by other ways. This card gains 500 ATK for each other face-up monster on the field. Once per turn, during either player’s turn, when a Spell Card is activated: You can negate that activation. If this card is destroyed by battle, or if this card in its owner’s control is destroyed by an opponent’s card effect: You can Special Summon 1 ‘’Silent Ranger’’ monster from your hand or Deck, except ‘’Silent Ranger’’, ignoring its Summoning conditions.

     

    Silent Arrow Barrage

    Quick-Play Spell Card

    Target 1 face-up ‘’Silent Ranger’’ monster you control; until the end of the turn, it can attack all monsters your opponent controls, once each. On the turn this card is activated, if a ‘’Silent Ranger’’ monster you control destroys an opponent monster by battle: You can draw 1 card. You can only draw up to 2 cards in a single turn with this card’s effect. You can banish this card from your GY; add 1 ‘’Silent Ranger’’ monster from your Deck to your hand. You can only activate 1 ‘’Silent Arrow Barrage’’ per turn.

     

    Herald of the Dark Flame

    Level 2 FIRE Beast-Warrior/Tuner/Effect

    ATK 200 DEF 200

    Cannot be attacked while you control a “Horus” monster. “Horus” monsters you control cannot be targeted or destroyed by your opponent’s cards and effects, also you can activate their effects that activates by sending themselves to the GY during your Main Phase. If a “Horus the Black Flame Dragon” monster you control is destroyed and sent to the GY: You can banish this card from your field or GY; Special Summon 1 “Horus” monster from your Extra Deck (ignoring its Summoning conditions) whose Level or Rank is equal or lower than the destroyed monster’s Level. You can only use this effect of “Herald of the Dark Flame” once per turn.

     

    Silent Abode

    Continuous Spell Card

    Once per turn, if you control a “Silent” LIGHT monster; you can Special Summon 1 “LV” monster from your hand or GY, ignoring its Summoning conditions, and if you do, shuffle it into your Deck when it leaves the field. You can only use each of the following effects of “Silent Abode” once per turn:

    ·         Target 1 “Silent Swordsman” “LV” monster you control; Battle Damage taken by your opponent from that target is halved, but it can attack your opponent directly, also, it is unaffected by your opponent’s card effects and cannot be destroyed by battle until your next Standby Phase.

    ·         Target 1 “Silent Magician” “LV” monster you control; place up to 2 Spell Counters on it (they are treated as having been placed there by its own effect), then both players draw 2 cards.

     

    Anime Cards Update:

    Masked Knight LV3

    Level 3 EARTH Warrior/Effect

    ATK 1500 DEF 800

    During your Stanby Phase, you can send this face-up card to the GY: Special Summon 1 “Masked Knight LV5” from your hand or Deck. You can send 1 Spellcaster-Type “LV” monster from your hand or Deck to the GY; Special Summon this card from your hand. You can inflict 400 damage to your opponent, and if you do, monsters your opponent control are treated as being Level 3 until the end of the turn, also, this card cannot attack during the turn you activate this effect. You can only use each effect of “Masked Knight LV3” once per turn.

     

    Masked Knight LV5

    Level 5 EARTH Warrior/Effect

    ATK 2300 DEF 1300

    During your Stanby Phase, you can send this face-up card to the GY: Special Summon 1 “Masked Knight LV7” from your hand or Deck. When this card is Normal or Special Summoned; you can draw 1 card for each Spellcaster-Type “LV” monsters with different names to each other that are banished and/or in your GY (max. 2). You can inflict 1000 damage to your opponent, and if you do, monsters your opponent control are treated as being Level 3 until the end of the turn, also, this card cannot attack during the turn you activate this effect. You can only use each effect of “Masked Knight LV5” once per turn

     

    Masked Knight LV7

    Level 7 EARTH Warrior/Effect

    ATK 2900 DEF 1800

    Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of “Masked Knight LV5”. Your opponent cannot target other Warrior and/or Spellcaster-Type “LV” monsters you control for attacks, also they are unaffected by your opponent’s cards and effects. This effect cannot be negated. Once per turn, you can activate 1 of these effects:

    ·         Special Summon 1 Warrior or Spellcaster-Type “LV” monster with 1500 or less ATK from your hand or GY (ignoring its Summoning conditions), also it is treated as having been Special Summon by the effect of the monster written in its card text.

    ·         Inflict 1500 damage to your opponent, and if you do, monsters you opponent controls are treated as being Level 3 until the end of the turn.

    Neo-Spacian:

    Spoiler

    Monster Cards:

     

    Chrysalis Origin

    Level 2 Fairy/Effect

    ATK 500 DEF 500

    If you control a “Neo Space” card (Quick Effect): You can send this card from your hand or field to the GY, and if you do, Special Summon 1 “Neo-Spacian” or “Chrysalis” monster from your Deck or GY, ignoring its Summoning conditions. If you control a “Neo-Spacian” Fusion Monster: You can banish this card from your field or GY; Special Summon 1 “Elemental HERO Neos” from your hand, Deck or GY in Defense Position, and if you do, “Neos” Fusion Monsters on your field cannot be targeted or destroyed by your opponent’s card effects until the end of the turn. You can only use each effect of “Chrysalis Origin” once per turn.

     

    Spell Cards:

     

    Neo Space Station

    Field Spell Card

    (This card is also always treated as Neo Space.)

    Once per turn, you can send 1 “Chrysalis” or 1 Level 3 “Neo-Spacian” from your hand or field to the GY: Special Summon 1 “Neo-Spacian” Fusion Monster from your Extra Deck with the same Attribute as that monster, ignoring its Summoning conditions, also, if a monster that was Special Summoned with this card’s effect is shuffled from the field into the Extra Deck (even if this card leaves the field); you can add 1 “Cocoon” or “Contact” card from your Deck to your hand. If this card leaves the field: You can activate 1 “Neo Space” Field Spell Card from your hand, Deck or GY, except “Neo Space Station”.

     

    Cocoon Nursery

    Continuous Spell Card

    You can send 1 “Chrysalis” monster from your hand or Deck to the GY; Special Summon 1 “Neo-Spacian” with the same Attribute as that monster from your Deck or GY, ignoring its Summoning conditions, then if you sent a monster from your hand to the GY to activate this effect, draw 1 card. If you Normal or Special Summon a “Chrysalis” monster(s): You can Special Summon any number of “Chrysalis” monster from your Deck or GY with different names to each other, also you cannot Special Summon monsters from the Extra Deck for the rest of the turn, except Fusion Monsters and “Neo Space” monsters. You can only use each effect of “Chrysalis Nursery” once per turn.

     

    Advanced Contact

    Quick-Play Spell Card

    (This card is also always treated as “NEX”.)

    Send any number of “Chrysalis” and/or Level 3 “Neo-Spacian” monsters from your hand and/or field to the GY: Special Summon the same number of “Neo-Spacian” monsters from Extra Deck, with the same Attributes as the monsters you sent to the GY with this card’s effect, then you can shuffle cards on your opponent’s field into the Deck up to the number of “Neo-Spacian” Fusion Monster you control, also, you cannot Special Summon any other monsters from the Extra Deck this turn, except Fusion Monsters and “Neo Space” monsters. You can activate 1 “Advanced Contact” per turn.

     

    Trap Cards:

     

    Cocoon Cradle

    Continuous Trap Card

    Monsters in your opponent’s possession with the same Attributes as face-up “Chrysalis” monsters you control cannot activate their effects, also, they cannot attack on the same turn they are Summoned. If a “Chrysalis” monster in your possession is sent to the GY: You can add 1 “Neo Space”, “Cocoon” or “Contact” card from your Deck to your hand, except “Cocoon Cradle”. You can only use this effect of “Cocoon Cradle” once per turn.

     

    Distant Contact

    Counter Trap Card

    (This card is also always treated as “NEX”.)

    When your opponent would Special Summon a monster(s); you can send 1 “Chrysalis” or 1 Level 3 “Neo-Spacian” monster from your hand or field to the GY; negate the Summon, and if you do, shuffle that monster(s) into the Deck, then you can Special Summon 1 “Neo-Spacian” Fusion Monster from your Extra Deck with the same Attribute as the monster(s) that was shuffled into the Deck with this card’s effect, also, until the end of the turn, your opponent cannot Special Summon monsters with the same Attributes as “Neo-Spacian” Fusion Monsters or “Neos” monsters with 2800 original ATK you control. You can only activate 1 “Distant Contact” per turn.

     

    Extra Deck:

     

    Neo-Spacian Stygian Panther

    Level 4 DARK Beast/Fusion/Effect

    ATK 1300 DEF 800

    This card’s name is also treated as “Neo-Spacian Dark Panther”. This card cannot be Special Summoned except with “NEX”. Once per turn (Quick Effect): You can target 1 face-up card on the field; negate its effect until the end of the turn. If this card is destroyed and sent to the GY: You can Special Summon 1 “Chrysalis Pantail” from your hand, Deck or GY. You can only use this effect of “Neo-Spacian Stygian Panther” once per turn.

     

    Elemental HERO Stygian Neos

    Level 8 DARK Warrior/Fusion/Effect

    ATK 2800 DEF 2300

    “Elemental HERO Neos” + “Neo-Spacian Stygian Panther”

    Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”) (Quick Effect): You can negate the effect of all face-up cards your opponent currently controls until the end of the turn. If this card is destroyed and sent to the GY: You can Special Summon 1 “Neo-Spacian Dark Panther” from your hand, Deck or GY. You can only use each effect of “Elemental HERO Stygian Neos” once per turn.

     

    Neo-Spacian Grandiose Mole

    Level 4 EARTH Rock/Fusion/Effect

    ATK 1200 DEF 600

    This card’s name is also treated as “Neo-Spacian Grand Mole”. This card cannot be Special Summoned except with “NEX”. When this card is Special Summoned: You can target up to 2 cards on the field; return those targets to their owner’s hand. If this card is destroyed and sent to the GY: You can Special Summon 1 “Chrysalis Mole” from your hand, Deck or GY. You can only use each effect of “Neo-Spacian Grandiose Mole” once per turn.

     

    Elemental HERO Grandiose Neos

    Level 8 EARTH Warrior/Fusion/Effect

    ATK 2800 DEF 2300

    “Elemental HERO Neos” + “Neo-Spacian Grandiose Mole”

    Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”) (Quick Effect): You can target up to 2 cards on the field; return those targets to their owner’s hand. If this card is destroyed and sent to the GY: You can Special Summon 1 “Neo-Spacian Grand Mole” from your hand, Deck or GY. You can only use each effect of “Elemental HERO Grandiose Neos” once per turn.

     

    Neo-Spacian Supersonic Hummingbird

    Level 4 WIND Winged Beast/Fusion/Effect

    ATK 1100 DEF 900

    This card’s name is also treated as “Neo-Spacian Air Hummingbird”. This card cannot be Special Summoned except with “NEX”. During the turn this card is Special Summoned: You can gain 500 LP for each card in your opponent’s hand, then inflict 500 damage to your opponent for each card in your hand. If this card is destroyed and sent to the GY: You can Special Summon 1 “Chrysalis Chicky” from your hand, Deck or GY. You can only use each effect of “Neo-Spacian Supersonic Hummingbird” once per turn.

     

    Elemental HERO Supersonic Neos

    Level 8 WIND Warrior/Fusion/Effect

    ATK 2800 DEF 2300

    “Elemental HERO Neos” + “Neo-Spacian Supersonic Hummingbird”

    Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”) While your opponent controls a monster, if your LP are higher or lower than theirs, this card gains ATK equal to the difference. If this card is destroyed and sent to the GY: You can Special Summon 1 “Neo-Spacian Air Hummingbird” from your hand, Deck or GY. You can only use this effect of “Elemental HERO Supersonic Neos” once per turn.

     

    Neo-Spacian Scorching Scarab

    Level 4 FIRE Insect/Fusion/Effect

    ATK 800 DEF 800

    This card’s name is also treated as “Neo-Spacian Flare Scarab”. This card cannot be Special Summoned except with “NEX”. “Neo-Spacian” and “Neos” monsters you control gain 400 ATK and DEF for each Spell/Trap Cards your opponent controls. If this card is destroyed and sent to the GY: You can Special Summon 1 “Chrysalis Larva” from your hand, Deck or GY. You can only use this effect of “Neo-Spacian Scorching Scarab” once per turn.

     

    Elemental HERO Scorching Neos

    Level 8 FIRE Warrior/Fusion/Effect

    ATK 2800 DEF 2300

    “Elemental HERO Neos” + “Neo-Spacian Scorching Scarab”

    Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”). “Neo-Spacian” and “Neos” monsters you control gain 400 ATK for each card your opponent controls. Each time your opponent activates a card or effect, inflict 400 damage to your opponent immediately after it resolves. If this card is destroyed and sent to the GY: You can Special Summon 1 “Neo-Spacian Flare Scarab” from your hand, Deck or GY. You can only use this effect of “Elemental HERO Scorching Neos” once per turn.

     

    Elemental HERO Twinkle Neos

    Level 8 LIGHT Warrior/Fusion/Effect

    ATK 2800 DEF 2300

    “Elemental HERO Neos” + “Neo-Spacian Twinkle Moss”

    Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck (You do not use “Polymerization”). Once per turn, during your Main Phase 1: You can draw 1 card, then apply the effect based on its type.

    ·         Monster: Inflict damage to your opponent equal to half its ATK or DEF (whichever is higher).

    ·         Spell: This card can attack your opponent directly this turn.

    ·         Trap: Your opponent cannot activate any of their Set Spell/Trap Cards until the end of the turn.

     

    Neo Space Curator

    LINK – 2 LIGHT Warrior/Link/Effect

    LINK Arrows: Bottom-Left, Bottom-Right

    ATK 2000 DEF -

    1 “Chrysalis”, “Neo-Spacian” and/or “Neos” monsters

    You can only control 1 “Neo Space Curator”. If you Special Summon a “Neo-Spacian” Fusion Monster or a “Neos” monster with 2800 original ATK on a zone this card points to: You can move it to another of your Main Monster Zones, and if you do, you can add 1 “Neo Space” or “Neos” card from your Deck to your hand, also, you can only add 1 card to your hand per turn with this effect of “Neo Space Curator”. If a “Neo-Spacian” Fusion Monster is shuffled from your field into the Extra Deck, until the end of the turn, when Fusion Monster you control destroys a monster by battle, inflict damage to your opponent equal to the destroyed monster’s ATK (even if that card leaves the field).

    Nordic:

    Spoiler

    Monster Cards:

                                

    Freya of the Nordic Ascendant

    Level 4 LIGHT Fairy/Tuner/Effect

    ATK 1500 DEF 1500

    For a Synchro Summon, you can substitute this card for any 1 “Nordic” Tuner monster. If only your opponent controls a monster: You discard this card; Special Summon 1 non-Tuner “Nordic” monster from your Deck or GY. You can discard 1 card; Special Summon 1 “Nordic Ascendant Token” (Fairy-Type/LIGHT/Level 3/ATK 0/DEF 0). “Nordic Ascendant Tokens” cannot be Tributed or be used as Material for a Summon, except for the Special Summon of a “Nordic” or “Aesir” card. You can only use each effect of “Freya of the Nordic Ascendant” once per turn.

     

    Sif of the Nordic Champions

    Level 4 EARTH Warrior/Tuner/Effect

    ATK 1900 DEF 100

    (This card is also always treated as a “Nordic Beast” card)

    When a non-Token “Nordic” or “Aesir” monster is Special Summoned: You can Special Summon this card from your hand. (Quick Effect): You can target 1 monster on the field; change its battle position, then you can Special Summon 1 “Nordic Beast Token” (Beast-Type/EARTH/Level 3/ATK 0/DEF 0). “Nordic Beast Tokens” cannot be Tributed or be used as Material for a Summon, except for the Special Summon of a “Nordic” or “Aesir” card. You can only use each effect of “Sif of the Nordic Champions” once per turn.

     

    Sigyn of the Nordic Healers

    Level 4 DARK Spellcaster/Tuner/Effect

    ATK 300 DEF 2000

    (This card is also always treated as a “Nordic Alfar” card)

    If a “Nordic” or “Aesir” monster you own is sent to the GY: You can Special Summon this card from your hand. If you activate a Spell/Trap Card effect (Quick Effect): You can Special Summon 1 “Nordic Alfar Token” (Spellcaster-Type/DARK/Level 3/ATK 0/DEF 0). “Nordic Alfar Tokens” cannot be Tributed or be used as Material for a Summon, except for the Special Summon of a “Nordic” or “Aesir” card. You can only use each effect of “Sigyn of the Nordic Healer” once per turn.

     

    Spell Cards:

     

    Rainbow Bridge Bifrost

    Continuous Spell Card

    (This card is also always treated as a “Nordic” card)

    You can only control 1 “Rainbow Bridge Bifrost”. If you Normal or Special Summon a non-Token “Nordic” or “Aesir” monster: You can Special Summon 1 “Nordic Warrior Token” (Warrior-Type/LIGHT/Level 3/ATK 0/DEF 0). “Nordic Warrior Tokens” cannot be Tributed or be used as Material for a Summon, except for the Special Summon of a “Nordic” or “Aesir” card. You can destroy 2 Token you control; add 1 “Nordic” monster from your Deck to your hand. You can only use this effect of “Rainbow Bridge Bifrost” once per turn.

     

    Yggdrasil the Interdimensional Tree

    Normal Spell Card

    (This card is also always treated as a “Nordic” card)

    You can send 1 “Nordic” card from your Deck to the GY, and if you do, Special Summon 1 “Nordic” Tuner Monster from your Deck, but destroy it during the End Phase of this turn. If you activate this effect, you cannot Summon any monsters this turn except “Nordic” and/or “Aesir” monsters. During your Main Phase, except on the turn this card was sent to the GY: You can banish this card from your GY; add 1 of your banished “Nordic” monsters to your hand, then Special Summon 1 “Nordic Traveler Token” (Fairy-Type/LIGHT/Level 3/ATK 0/DEF 0). “Nordic Traveler Tokens” cannot be Tributed or be used as Material for a Summon, except for the Special Summon of a “Nordic” or “Aesir” card. You can only use each effect of “Yggdrasil the Interdimensional Tree” once per turn.

     

    Trap Cards:

     

    Final Punishment

    Continuous Trap Card

    (This card is also always treated as a “Nordic” card)

    You can banish 1 “Nordic” Tuner monster and any number of non-Tuner “Nordic” monsters from your hand, field and/or GY, whose combined Level equals 10; Special Summon 1 “Aesir” monster from your Extra Deck that has the same Attribute than the banished Tuner (this Special Summon is treated as a Synchro Summon), and if you do, your opponent does not take any Battle Damage until the end of the turn. During your Main Phase, except on the turn this card was sent to the GY: You can banish this card from your GY, then target up to 2 “Aesir” monsters in your GY or that you’ve banished; place those targets in your Extra Deck, and if you do, you can draw 1 card for each of those targets. You can only use each effect of “Final Punishment” once per turn.

     

    Extra Deck:

    Heimdallr of the Nordic Guardians

    LINK – 3 LIGHT Warrior/Link/Effect

    LINK Arrows Bottom-Left, Left, Bottom-Right

    ATK 2200 DEF -

    1+ “Nordic” or “Aesir” Effect Monster

    This card cannot be used as a Link Material. If this card is Link Summoned; you can add 1 “Nordic” card from your Deck to your hand. You can only use this effect of “Heimdallr of the Nordic Guardians” once per turn. Once per turn: You can shuffle 1 “Nordic” or “Aesir” card from your hand or GY into the Deck; Special Summon 1 “Nordic Watcher Token” (Warrior-Type/LIGHT/Level 3/ATK 0/DEF 0). “Nordic Watcher Tokens” cannot be Tributed or be used as Material for a Summon, except for the Special Summon of a “Nordic” or “Aesir” card. While you control a Token, “Nordic” and “Aesir” Effect Monsters cannot be targeted or destroyed by card effect.

    Ojama:

    Spoiler

    Monster Cards:

     

    Ojama Grey

    Level 2 LIGHT Beast/Effect

    ATK 0 DEF 1000

    (Quick Effect): You can send 1 ‘’Ojama’’ card from your hand or Deck to the GY, except “Ojama Grey”; Special Summon this card (from your hand). If this card is sent to the GY: You can Special Summon 1 ‘’Ojama’’ monster from your Deck or GY, except ‘’Ojama Grey’’. You can only use each effect of “Ojama Grey” once per turn.

     

    Spell Cards:

     

    Ojamantle

    Continuous Spell Card

    You can send 1 “Ojama” card from your hand or Deck to the GY, except “Ojamantle”: Special Summon 1 “Ojama Token” (Beast-Type/LIGHT/ATK 0/DEF 1000) on either player’s field, also if the card you sent to the GY with this card’s effect was a Normal Monster Card; you can draw 1 card. “Ojama Tokens” cannot be Tributed for a Tribute Summon, and each time 1 is destroyed, its controller takes 300 damage. If this card is sent to the GY: You can add 1 “Ojama Country” from your Deck or GY to your hand. You can only use each effect of “Ojamantle” once per turn.

     

    Trap Cards:

     

    Ojamarch

    Continuous Trap Card

    While there is a face-up “Ojama” monster on the field, all Tokens your opponent control are changed to attack position and their battle position cannot be changed, also if your opponent uses a Token as Material for a Summon, that monster’s effect is negated and its ATK and DEF are halved (even if this card leaves the field). If this card is sent to the GY: Special Summon up to 3 “Ojama Tokens” (Beast-Type/LIGHT/Level 2/ATK 0/DEF 1000) on either player’s side of the field, also, Tokens on the field cannot be used as Material for a Summon until the end of the turn, except for “Ojama” monsters. “Ojama Tokens” cannot be Tributed for a Tribute Summon, and each time 1 is destroyed, its controller takes 300 damage. You can only use each effect of “Ojamarch” once per turn.

     

    Extra Deck:

     

    Ojama Princess

    LINK – 2 LIGHT Beast/Link/Effect

    (Up, Bottom-Left)

    ATK 0 DEF -

    2 Beast-Type monsters, including at least 1 “Ojama” monster

    This card cannot be destroyed by battle. You opponent takes any battle damage you would have taken from a battle involving a face-up ‘’Ojama’’ monster you control. During your Main Phase: You can Fusion Summon 1 ‘’Ojama’’ Fusion Monster from your Extra Deck, by shuffling Fusion Materials listed on it from your side of the field and/or GY into the Deck, and if you do, draw 1 card. You can only use this effect of ‘’Ojama Princess’’ once per turn.

    Spirits:

    Spoiler

    Monster Cards:

     

    
    Shin'nyu

    Level 3 EARTH Insect/Spirit/Effect

    ATK 1000 DEF 2000

    Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. Once per turn, when a Spirit monster is Normal Summoned: You can Special Summon 1 ‘’Ethereal Infestation Token’’ (Insect-Type/EARTH/Level 2/ATK 200/DEF 1200), and if you do, it cannot be used as Material for a Summon, except for the Special Summon of a Spirit monster. You can destroy 1 card you control; immediately after this effect resolves, Normal Summon 1 Spirit Monster. You can only activate this effect of ‘’Shin'nyu’’ once per turn.

     

    
    Fushizen'na
    
    Level 5 WATER Aqua/Spirit/Effect
    
    ATK 1950 DEF 1950

    Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. If the only monsters you control are Spirit monsters and/or Tokens; you can send the top card of your Deck to the GY, and if you do, immediately Normal Summon this card without Tributing. You can only use this effect of “Fushizen'na” once per turn. When this card is Normal Summoned: You can target both 1 Spirit monster you control and 1 monster on your opponent’s field; switch control of both targets until your next Standby Phase, and if you do, those targets cannot be destroyed by battle or by card effect until the end of the turn.

    
     
    
    Okina Hachurui
    
    Level 6 FIRE Reptile/Spirit/Effect
    
    ATK 2400 DEF 1000

    Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. If the control of a monster on the field is switched; you can immediately Normal Summon this card without Tributing, and if you do, it gains 600 ATK. When this card inflicts Battle Damage to your opponent: You can look at the top 3 cards of your Deck, and if you do, you can reveal 1 Spirit Monster among them, then immediately after this effect resolves, you can either Normal Summon that monster or add it to your hand, also shuffle the remaining cards into your Deck. You can only use each effect of “Okina Hachurui” once per turn.

     

    Spell Cards:

     

    Misty Land of the Old Ones

    Field Spell Card

    There is no limit to the number of cards in players’ hands. You can only use the following effects of “Misty Land of the Old Ones” once per turn. You can send 1 Spirit monster from your hand or Deck to the GY, then target any number of Spirit monsters you control; place 1 Mist Counter on each of those targets. Spirit Monsters with a Mist Counter do not have their effect that returns them to the hand activated. When you Normal or Special Summon a Spirit monster: You can add 1 Spirit Monster with a different Attribute than every other monsters on your field, from your Deck to your hand, also, if that monster also has a different Level than every other monsters you control; immediately after this effect resolves, you can Normal Summon that monster (you do not need to Tribute for a Level 5 or higher monster).

     

    Dimensional Convergence

    Continuous Spell Card

    While there are no monsters on your field or if the only monsters you control are Spirit monsters and/or Tokens, if you would Tribute a monster(s) for the Tribute or Ritual Summon of a Spirit monster, you can Tribute 1 monster your opponent controls as if you controlled it, and if you do, you cannot Summon any other monsters this turn, except Spirit monsters and Tokens. You only gain this effect of “Dimensional Convergence” once per turn. When you Normal Summon a Spirit Monster: You can target 1 Spirit Monster in your GY with a different Attribute than the monster you’ve Normal Summoned; shuffle that monster into your Deck, then draw 1 card. You can only use this effect of “Dimensional Convergence” once per turn.

     

    Unworldly Manifestation

    Ritual Spell Card

    This card is used to Ritual Summon any Spirit Ritual Monster from your hand or GY. You must also Tribute monsters from your field and/or send Spirit monsters from your Deck to the GY whose total Level equals or exceed the Level of the Ritual Monster you Ritual Summon. If a Spirit Ritual Monster return to your hand because of its own effect; you can shuffle this card from your GY into your Deck, and if you do, you can draw 1 card. You can only each effect of “Unworldly Manifestation” once per turn.

     

    Trap Cards:

     

    Gateway to the Mortal Plane

    Continuous Trap Card

    If you Normal or Special Summon a non-Spirit monster: Destroy it, then destroy every Tokens on the field. Each time a Spirit Monster is sent to your GY or returns to your hand: You can Special Summon 1 “Spirit Worshipper Token” (Spellcaster-Type/DARK/Level 4/ATK 1000/DEF 1000). “Spirit Worshipper Token” cannot be Tributed for a Tribute Summon or be used as Material for a Summon, except for a Spirit Monster. While you control no monsters or if the only monsters you control are Spirit monsters and/or Tokens, during the Main Phase: You can pay 500 LP; immediately after this effect resolves, Normal Summon 1 Spirit Monster. You can only activate this effect of ‘’Gateway to the Mortal Plane’’ once per turn.

     

    Deific Adoration

    Normal Trap Card

    Target 1 non-Ritual Spirit monster in your hand or GY that has a Level: Special Summon that target ignoring its Summoning conditions (it is treated as having been Normal Summoned that turn) and equip it with this card, also any Battle Damage taken by your opponent from a battle involving the equipped monster is halved. If this card is destroyed and sent to the GY because the equipped monster was returned from the field to your hand by its own effect: You can shuffle this card into the Deck, then draw 1 card. You can only use each effect of “Deific Adoration” once per turn.

     

    Extra Deck:

    
     
    
    Shizen no Tamashi 
    
    LINK – 2 WIND Fairy/Link/Spirit/Effect
    
    (Up, Bottom-Center)
    
    ATK 1800 DEF -
    
    1+ Spirit monster and/or Token
    
    You can only Summon Spirit monsters and/or Tokens, also you can Normal Summon Spirit monsters for 1 less Tribute. When this card inflicts Battle 
    Damage to your opponent: You can add 1 Spell/Trap Card that specifically lists “Spirit monster” in its card text from your Deck to your hand. You 
    can only use this effect of “Shizen no Tamashi” once per turn. If this card leaves the field: You can add 1 Spirit monster that has a Level from 
    your GY to your hand. During the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck, and if you do, you can Special 
    Summon up to 2 ‘’Spirit Construct Token’’ (Fairy-Type /WIND/Level 4/ATK 1000/DEF 1000).
    
     
    
    Chimamire no Kemono
    
    LINK – 3 (Left, Right, Bottom-Right) 

    DARK Zombie/Link/Spirit/Effect

    ATK 2500 DEF -

    2+ monsters, including at least 1 Spirit monster

    The Special Summon of this card cannot be negated. If a Spirit monster you control attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. When a Spirit monster you control destroys a monster by battle: You can gain LP equal to the ATK or DEF of the destroyed monster (whichever is higher). If this card leaves the field: You can add 1 Spirit monster that has a Level from your GY to your hand. During the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck, and if you do, you can Special Summon up to 3 ‘’Spirit Familiar Token’’ (Zombie-Type/DARK/Level 4/ATK 1000/DEF 1000).

    
     
    
    Maho o Hoshi

    LINK – 4 (Left, Right, Bottom-Left, Bottom-Right)

    LIGHT Fiend/Link/Spirit/Effect

    ATK 3000 DEF -

    3+ monsters, including at least 1 Spirit monster

    This card is unaffected by your opponent’s card effects. Up to twice per turn (Quick Effect): You can target 1 monster your opponent controls; change that target’s battle position (Flip Effects are not activated), and if you do, Spirit monsters on your field inflict piercing damage when attacking a Defense position monster until the end of the turn. If this card leaves the field: You can add 1 Spirit monster that has a Level from your GY to your hand. During the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck, and if you do, you can Special Summon up to 4 ‘’Spirit Mirror Token’’ (Fiend-Type/ LIGHT/Level 4/ATK 1000/DEF 1000).

    Reactor:

    Spoiler

    Monster Cards:

     

    Adaptive Reactor MET

    Level 6 DARK Machine/Pendulum/Tuner/Effect

    Pendulum Scale: 1

    ATK 700 DEF 1900

    Pendulum Effect:

    If a card your opponent controls is destroyed by the effect of a “Reactor” DARK monster, its effect is negated until the end of this turn. You can only use each effect of “Reactor” monsters once per turn. When a “Reactor” DARK monster is sent from your hand or field to the GY: You can destroy this card, then add 1 “Flying Fortress” monster from your Deck or GY to your hand. You can only use this effect of “Adaptive Reactor MET” once per turn.

     

    Monster Effect:

    When you Normal Summon a DARK Machine-Type monster: You can draw 1 card. When a “Reactor” DARK monster you control attacks or is attacked: You can send 1 “Flying Fortress” monster from your hand or Deck to the GY; “Reactor” DARK monsters you control gain ATK and DEF equal to that monster’s original ATK until your next Standby Phase, also if you activate this effect, battle damage taken by your opponent from being attacked directly by a “Reactor” DARK monster becomes 800 and is treated as damage from a card effect until the end of the turn. You can only use each effect of “Adaptive Reactor MET” once per turn.

     

    Extensible Reactor OR

    Level 2 DARK Machine/Pendulum/Effect

    Pendulum Scale: 7

    ATK 1000 DEF 1200

    Pendulum Effect:

    If a card your opponent controls is destroyed by the effect of a “Reactor” DARK monster or if your opponent takes exactly 800 damage due to a card or effect: You can add 1 “Reactor” DARK monster or 1 “Flying Fortress” from your Deck to your hand. You can only use this effect of “Extensible Reactor OR” once per turn.

     

    Monster Effect:

    Once per turn, when your opponent activates a Monster Effect: You can destroy that monster, then inflict 800 damage to your opponent. (Quick Effect) You can only use 1 of the following effects of “Extensible Reactor OR” per turn:

    ·         You can destroy both this card and 1 face-up “Adaptive Reactor MET” you control; Special Summon 1 “Flying Fortress METEOR” from your hand, Deck or GY.

    ·         Destroy 3 “Reactor” DARK monsters from your hand and/or field; Special Summon 1 “Flying Fortress” monster from your hand, Deck or GY ignoring its Summoning conditions. 

     

    Flying Fortress METEOR

    Level 8 WIND Machine/Effect

    ATK 2500 DEF 3000

    Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of “Extensible Reactor OR” and cannot be Special Summoned by other ways. If you control no monsters or if the only monsters you control are Machine-Type monsters: You can banish this card from your hand; Special Summon up to 2 “Reactor” DARK monster(s) with different names from your Deck and/or GY, and if you do, you cannot Summon any other monsters this turn except DARK Machine-Type monsters. If you opponent add a card from their Deck and/or GY to their hand (Quick Effect): You can target 1 card from their hand; shuffle it into the Deck, then inflict 800 damage to your opponent. You can only use each effect of “Flying Fortress METEOR” once per turn.

     

    Spell Cards:

     

    Reactor Charging Bay

    Field Spell Card

    Your opponent cannot activate any card or effect in response to the Special Summon of a Level 8 or higher DARK and/or WIND Machine-Type monster you control. You can only use each of the following effects of “Reactor Charging Bay” once per turn:

    ·         When you Normal or Special Summon a DARK Machine-Type monster(s); you can return 1 monster you control to your hand, then Special Summon 1 “Reactor” DARK monster from your Deck or GY, also you cannot Summon any other monsters, except WIND and/or DARK Machine-Type monsters until the end of the turn.

    ·         If a “Reactor” DARK monster and/or “Flying Fortress” monster you control leaves the field; you can select 1 “Reactor” Pendulum Monster from your Deck, then place it in an available Pendulum Zone.

     

    Trap Cards:

     

    Flying Formation Delta

    Normal Trap Card

    Shuffle 1 “Reactor” or 1 “Flying Fortress” monster from your hand or field into the Deck, then you can target any number of DARK Machine-Type monster in your GY and/or that are face-up in your Extra Deck who’s combined Level is equal or lower than that of the monster you’ve shuffled into the Deck with this card’s effect: Add those targets to your hand, also if every one of those targets are “Reactor” monsters; immediately after this effect resolves, you can Normal Summon 1 DARK Machine-Type monster. You can only activate 1 “Flying Formation Delta” per turn.

     

    Extra Deck:

     

    Transforming Reactor AIN

    Level 4 DARK Machine/Fusion/Effect

    ATK 1800 DEF 200

    2 DARK Machine-Type monsters

    You can only use the following effects of “Transforming Reactor AIN” once per turn. You can target 1 Machine-Type monster you control that has a Level: Send 1 “Reactor” DARK monster from your hand or Deck to the GY; that target’s Level becomes equal to the Level of the monster you sent to the GY with this card’s effect, then inflict 800 damage to your opponent. If this card you control leaves the field, you can activate 1 of these effects:

    ·         Special Summon 1 Level 6 or lower “Reactor” DARK monster from your hand or Deck, also you cannot Summon any other monsters this turn except DARK and/or WIND Machine-Type monsters.

    ·         Shuffle 3 other “Reactor” DARK monsters from your field and/or GY into your Deck; Special Summon 1 “Flying Fortress” monster from your hand, Deck or GY, ignoring its Summoning conditions, also it is treated as a DARK monster.

     

    METEORAIN the Flying Behemoth

    Rank 8 DARK Machine/Xyz/Effect

    ATK 3500 DEF 3300

    2 Level 8 WIND and/or DARK Machine-Type monsters

    You can also Xyz Summon this card during either player’s Main Phase by using 3 or more face-up “Reactor” DARK monsters you control as Xyz Materials. During either player’s turn, when your opponent Normal or Special Summons a monster(s): You can negate that Summon, and if you do, attach that card(s) on this card as Xyz Materials. When a DARK or WIND Machine-Type monster you control attacks or is attacked: You can detach 1 Xyz Material from this card, then target 1 of your banished Machine-Type monster or 1 “Reactor” DARK monster in your GY; either add that target to your hand or Special Summon it, and if you do, inflict 800 damage to your opponent. You can only use each effect of “METEORAIN the Flying Behemoth” once per turn.

    Zoa/Metalmorph:

    Spoiler

    Monster Cards:

     

    Metallizing Parasite – Terratite

    Level 7 WATER Aqua/Union/Effect

    ATK 1000 DEF 500

    Once per turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent’s Spell Card effects, also if the equipped monster would be destroyed by battle or by card effect, destroy this card instead. If this card is in your hand, when a Trap Card is activated (Quick Effect): You can Special Summon 1 “Zoa” from your hand, Deck or GY in Defense Position, then equip this card to it, also you cannot Special Summon any other monsters this turn, except “Zoa” monsters. You can only use this effect of “Metallizing Parasite – Terratite” once per turn.

     

    Dysmorphic Primal Zoa

    Level 5 DARK Fiend/Pendulum/Effect

    Pendulum Scale 0

    ATK 1800 DEF 1100

    Pendulum Effect:

    You can only Pendulum Summon “Zoa” and/or “Red-Eyes” monsters. This effect cannot be negated. If a “Metalmorph” Trap Card you control is destroyed and sent to the GY: You can target 1 “Zoa” or “Red-Eyes” monster you control; equip that card to that target, and if you do, you can draw 1 card. You can only use this effect of “Dysmorphic Primal Zoa” once per turn for each “Metalmorph” card’s original name.

    Monster Effect:

    This card’s name becomes “Zoa” while it is equipped with a “Metalmorph” card. While this card is in your hand (Quick Effect): You can destroy 1 card you control; Special Summon this card, and if you do, you cannot Special Summon any other monsters from your Extra Deck this turn, except “Zoa” and/or “Red-Eyes” monsters. If this card is destroyed by battle or by a card effect: You can add 1 “Metalmorph” or 1 “Zoa” card, except “Dysmorphic Primal Zoa” from your GY to your hand. You can only use each effect of “Dysmorphic Primal Zoa” once per turn.

     

    Flawless Zoa Egg

    Level 1 DARK Fiend/Pendulum/Effect

    Pendulum Scale 8

    ATK 200 DEF 0

    Pendulum Effect:

    You can only Pendulum Summon “Zoa” and/or “Red-Eyes” monsters. This effect cannot be negated. When you Normal or Special Summon a DARK Fiend or Dragon-Type monster(s): You can target 1 “Metalmorph” Trap Card from your hand or GY; equip it to a face-up monster you control. You can only use this effect of “Flawless Zoa Egg” once per turn.

    Monster Effect:

    This card’s name becomes “Zoa” while it is equipped with a “Metalmorph” card. (Quick Effect): You can destroy 1 other card you control; send 1 Normal Trap Card from your Deck to the GY. If this card is destroyed by battle or by a card effect: You can Special Summon 1 “Zoa” or “Red-Eyes” Normal Monster from your hand, Deck or GY. You can only use each effect of “Flawless Zoa Egg” once per turn.

     

    Spell Cards:

     

    Metalmorph Research Laboratory

    Field Spell Card

    You can activate “Metalmorph” Trap Cards directly from your hand. Once per turn, you can place every “Metalzoa” from your hand to the bottom of your Deck, then for each of those cards, draw 2 cards, also this effect cannot be negated. If a face-up “Zoa” monster or “Metalmorph” card you control is destroyed and sent to the GY: You can select 1 “Zoa” Pendulum Monster from your Deck, then either place it face-up into your Extra Deck or in an available Pendulum Zone. You can only use this effect of “Metalmorph Research Laboratory” once per turn.

     

    Trap Cards:

     

    Metalmorph Prototype

    Normal Trap Card

    This card’s name becomes “Metalmorph” while on the field. Target 1 face-up monster on the field; equip this card to that target. If this card is equipped to a DARK monster; you can add 1 “Zoa” monster from your Deck to your hand. The equipped monster gains 300 ATK and is unaffected by your opponent’s monster effects. If this card is destroyed and sent to the GY: You can target 1 card on the field; add it to its owner’s hand, and if you do, you can take 1 “Zoa” Pendulum Monster from your Deck and place it in an empty Pendulum Zone. You can only use each effect of “Metalmorph Prototype” once per turn.

     

    Reactive Metalmorph

    Normal Trap Card

    This card’s name becomes “Metalmorph” while on the field. Target 1 face-up monster on the field; equip this card to that target. Its effect is negated. During damage calculation: The equipped monster’s ATK/DEF become equal to the ATK or DEF (whichever is higher) of the opponent’s battling monster +300, during damage calculation only. If this equipped card is destroyed by a card effect: Destroy the equipped monster, and if you do, monsters your opponent currently controls lose ATK equal to the destroyed monster’s original ATK, then if their ATK has been reduced to 0 as a result, destroy them. You can only use this effect of “Reactive Metalmorph” once per turn.

     

    Perfect Metalmorph

    Normal Trap Card

    This card’s name becomes “Metalmorph” while on the field. Target 1 “Zoa” or “Red-Eyes” monster in your GY or face-up in your Extra Deck; Special Summon that monster, and if you do, equip it with this card. If the equipped monster is an Effect Monster, destroy it when this card leaves the field. A Normal Monster equipped with this card cannot be Tributed and is unaffected by your opponent’s cards and effects. If this card is destroyed and sent to the GY: You can shuffle 1 “Zoa” monster and 1 other “Metalmorph” Trap Card from your field and/or GY into the Deck; Special Summon 1 “Metalzoa” from your hand, Deck or GY. You can only use each effect of “Perfect Metalmorph” once per turn.

     

    Extra Deck:

     

    Perfect Metalzoa

    Level 10 DARK Machine/Fusion/Effect

    ATK 3500 DEF 2800

    Metalzoa + 1 ‘’Zoa’’ monster

    Must either be Fusion Summoned, or Special Summoned by Tributing 1 face-up “Metalzoa” you control that is equipped with a “Metalmorph” Trap Card (in which case you do not use “Polymerization”). If this card would be destroyed by a card effect, you can destroy 1 face-up “Metalmorph” or “Metallizing” card you control instead. Once per turn (Quick Effect): You can target 1 “Metalmorph” Trap Card from your hand or GY, then target 1 other DARK monster you control; equip the first target onto that monster, and if you do, you can return 1 card on the field to its owner’s hand. You can only use each effect of “Perfect Metalzoa” once per turn.

     

    Perfect Red-Eyes Black Metal Dragon

    Level 10 DARK Machine/Fusion/Effect

    ATK 3300 DEF 2900

    Red-Eyes Black Metal Dragon + 1 DARK Machine-Type Monster

    Must either be Fusion Summoned, or Special Summoned by Tributing 1 face-up “Red-Eyes Black Metal Dragon” you control that is equipped with a “Metalmorph” Trap Card (in which case you do not use “Polymerization”). This card cannot be targeted or destroyed by your opponent’s monster effects. (Quick Effect): You can destroy 1 face-up “Metalmorph” card on the field; double this card’s original ATK and DEF until the end of the turn, also this card cannot attack directly on the turn you activate this effect. You can only use this effect of “Perfect Red-Eyes Black Metal Dragon” once per turn.

     


  14. Hey everyone,

    I’ve always wanted Konami to give some support to our lord, our savior, the great MOKEY MOKEY. Since they have failed at this task, I will humbly prostrate myself before the altar of the soap-bar-shaped-god and vow to do my upmost to win his favor (and by that I mean make some support for the great-one himself).

    Brothers and sisters, I beseech thee to look upon my work and leave a comment, as an offering to the magnificent angelic cuboid.

     

    Praise be to MOKEY MOKEY!

     

    Monster Cards:

    Spoiler

    Calming Spirit

    Level 1 LIGHT Fairy/Pendulum

    Pendulum Scale 0

    ATK 300 DEF 100

    Pendulum Effect:

    You can only Pendulum Summon Fairy monsters. You do not take any battle damage from battles involving a Fairy-Type monster with 1000 or less original ATK. Once per turn, you can Fusion Summon 1 “Mokey Mokey King” from your Extra Deck, using monsters from your hand and/or field as Material. If you control no monsters or if the only monsters you control are Fairy-Type monsters, you can also use monsters from your Deck as Material.

     

    Monster Lore:

    A lighthearted spirit that finds happiness during peaceful times... This does not happen a whole lot.

     

    Passionate Sprite

    Level 1 LIGHT Fairy/Pendulum

    Pendulum Scale 3

    ATK 300 DEF 100

    Pendulum Effect:

    While you control a Fairy-Type monster with 1000 or less original ATK, Continuous Spell Cards you control are unaffected by your opponent’s card effect. If a Fairy-Type monster you control is targeted by an attack: You can activate 1 “Mokey Mokey Smackdown” from your hand or Deck, then you can draw 1 card for each Level 2 or lower Fairy-Type Normal monsters you control. You can only use this effect of “Passionate Sprite” once per turn.

     

    Monster Lore:

    As excitement and conflict rise to prominence in the world, so does this angel’s spirits. Do not let it close to your shoes; it will tie your laces together.

    Spell Cards:

    Spoiler

    Production Overload

    Field Spell Card

    While you control a Fairy-Type monster, the names of Level 2 or lower Fairy-Type Normal Monster you control and in your GY become “Mokey Mokey”. You can reveal any number of Level 2 or lower Fairy-Type Normal Monsters in your hand, and if you do, draw 1 card for each of the revealed monsters, then destroy the same amount of cards from your hand. If you revealed a “Mokey Mokey” with this card’s effect or if you control a “Mokey Mokey” monster, this card does not have to have its effect that destroys cards from your hand activated and your opponent cannot activate any cards or effects in response to this effect’s activation. You can only use this effect of “Production Overload” once per turn.

    Trap Cards:

    Spoiler

    Force Concentration Tactics

    Continuous Trap Card

    The name of every “Mokey Mokey King” on the field and in the GY become “Mokey Mokey”, also, monsters you control whose original name is “Mokey Mokey King” can make a second attack during each Battle Phase. You can destroy 1 card from your hand or field, and if you do, Fairy-Type monsters you control with 1000 or less original ATK cannot be targeted or destroyed by an opponent card effect until the end of the turn, also, if the card you destroyed was a Fairy-Type Monster; you can add 1 monster with the same ATK and DEF as the destroyed monster but with a different name from your Deck to your hand. You can only use each effect of “Force Concentration Tactics” once per turn.

    Extra Deck:

    Spoiler

    Mokey Mokey Herald

    LINK – 2 LIGHT Fairy/Link/Effect

    (Bottom-Left, Bottom-Right)

    ATK 300 DEF

    2 monsters with 1000 or less original ATK

    If this card is the only monster you control, its effect cannot be negated and it cannot be destroyed by your opponent’s card effects. This card’s name becomes “Mokey Mokey” while it is on the field or in the GY. Once per turn, you can target 1 face-up Fairy-Type monster in your Extra Deck: Add it to your hand, then, if that target was a Normal Monster; you can add 1 Fairy-Type monster with the same Level from your Deck to your hand. If this card is destroyed by battle or by a card effect, you do not take any battle damage until the end of the turn.

     

    Mokey Mokey Swarm

    Rank 1 LIGHT Fairy/Xyz/Effect

    ATK 300 DEF 100

    Any number of Level 1 monsters

    This card’s name becomes “Mokey Mokey” while it is on the field or in the GY. Once per turn (Quick Effect): You can detach 1 Xyz Material from this card; target 1 of your monster who’s original name is “Mokey Mokey” or 1 of your Spell/Trap Card that specifically lists “Mokey Mokey” in its card text from the GY or that is banished, then add that target to your hand, also if the targeted card is “Mokey Mokey Smackdown”, you can activate it instead. You can only use this effect of “Mokey Mokey Swarm” once per turn. If this card is destroyed by battle or by a card effect while it still had Xyz Materials attached to it: Add those Materials to your hand, also, you do not take any battle damage this turn.

     


  15. Hey there,

     

    First off, I see quite a few problems with the language used for each of the individual card effects. They feel more like anime or manga descriptions rather than usable modern cards. If I correctly understand what you were trying to to with these cards, their effects should be something like this:

     

    Lord of the Seas

    You can send this card you control to the GY, then select 1 WATER Monster with 1500 or less DEF from your Deck; Set it to your field.

     

    Mermaid

    Once per turn, you can pay 100 LP; this card gains 100 ATK.

     

    Evil Sea Queen

    If this card is Special Summoned from your Extra Deck or GY, except by a Fusion Summon; you can pay 1000 LP, and if you do, increase this card's ATK and DEF by 500.

     

    ALright, now for the critique. I personally think Lord of the Seas can be OP, since it does not have any drawbacks and allows you to basically place a monster from your Deck to the field for free. Furthermore, there are no restrictions on the number of times per turn in which you can use its effect. That makes it dangerous and unbalanced. The other two cards on the other hand, are incredibly weak by today's standards and are not part of a well defined archetype or any card series I can think of. This greatly limits their potential use in a modern duel and unless there is a really cool story behind them or some kickass artwork, I can't really see why those cards need to exist right now. I don't mean to sound harsh but thats my honest opinion.

    In any case, keep at it and have a good day.

     


  16. Hey everyone,

     

    I always loved Elemental HERO monsters from way back when they came out in The Lost Millennium to the new ones that have come out recently. That being said, while the newer heroes are way more powerful and a thousand times more versatile than the original, I always felt that their visual design was somewhat lacking. Call it nostalgia or a silly crush, I’ve always wanted to use the OG Heroes in a somewhat descent manner in a modern duel Deck. So this is my love letter to the old Heroes and while they may never be as powerful or popular than the manga cards, they will never be forgotten. Some of you that are familiar with the yugiohcardmaker may remember some of those card but since I first posted these on the web, my ideas for the archetype have evolved considerably.

     

    So have a look and tell me what you think.

     

    Monsters:

    Spoiler

    Elemental HERO Nightwave

    Level 4 DARK Warrior/Effect

    ATK 1100 DEF 1700

    When this card is Normal or Special Summoned: You can send 1 “Elemental HERO” Fusion Monster from your Extra Deck to the GY; Special Summon 1 Level 5 or lower “Elemental HERO” monster from your Deck whose name was specifically listed on that Fusion Monster, except “Elemental HERO Nightwave”, and if you do, its effect is negated, also you cannot Special Summon any monsters on the turn you activate this effect, except “HERO” monsters. If this card is used as a Fusion Material: You can add 1 “Skyscraper” Field Spell Card or 1 card that specifically lists “Skyscraper” in its card text from your Deck to your hand. You can only use each effects of “Elemental HERO Nightwave” once per turn.

    Spell Cards:

    Spoiler

    Skyscraper 3 – Space Citadel

    Field Spell Card

    You can send up to 3 “Elemental HERO” from your hand, field and/or Deck to the GY; Special Summon 1 “Elemental HERO” Fusion Monster from your Extra Deck who’s Fusion Materials specifically lists the monsters you sent to the GY in its card text (this Special Summon is treated as a Fusion Summon), and if you do, your opponent does not take any battle damage from a battle involving that Fusion Monster until the end of this turn, also you cannot Special Summon any other monsters this turn, except “HERO” monsters. If you Normal or Special Summon an “Elemental HERO” monster; you can add 1 Spell/Trap Card that specifically lists that monster’s name in its card text from your Deck or GY to your hand, then draw 1 card. You can only use each effect of “Skyscraper 3 – Space Citadel” once per turn.

     

    Energy Converting Monolith

    Continuous Spell Card

    You can only control 1 “Energy Converting Monolith”. During either player’s Main Phase: You can shuffle 1 “Elemental HERO” Normal Monster or 1 “Skyscraper” Field Spell Card from your hand or GY into the Deck, then reveal 1 “Fusion” or “Polymerization” Normal Spell Card from your hand or Deck; activate that card and immediately apply its effect, also, you cannot Special Summon any other monsters from your Extra Deck this turn, except “Elemental HERO” Fusion Monsters. You can only use this effect of “Energy Converting Monolith” once per turn. When a Fusion Summoned “Elemental HERO” Fusion Monster you control leaves the field either by battle or by an opponent card effect; you can Special Summon 1 of your monster whose name is specifically listed on that Fusion Monster from your GY or that is banished ignoring its Summoning conditions, and if you do, its effect is negated, also it cannot be used as Material for a Summon, except for a Fusion Summon.

    Trap Cards:

    Spoiler

    Mysterious Invasion

    Continuous Trap Card

    This card’s effect cannot be negated. While you control a “Skyscraper” Field Spell Card, this face-up card cannot be destroyed by an opponent card effect. You can shuffle 1 face-up “Skyscraper” Field Spell Card you control into the Deck, then activate 1 “Skyscraper” Field Spell Card with a different name from your hand or Deck. While you control a face-up “Skyscraper”, if an “Elemental HERO” monster you control is attacked by an opponent monster that has more ATK; “Elemental HERO” monsters on your field gain 1000 ATK and DEF until the end of the turn. While you control a “Skyscraper 2 – Hero City”, if a “HERO” you control is destroyed or banished by an opponent card effect; you can Special Summon 1 “Elemental HERO” with a different name and whose Level is equal or lower than the destroyed or banished monster from your Deck or GY, ignoring its Summoning conditions. You can only use each effect of “Mysterious Invasion” once per turn.

     

    Enticing Treachery

    Counter Trap Card

    While you control a face-up “Elemental HERO” or “Skyscraper” card, if your opponent activate a monster effect from their hand: Negate that activation, and if you do, destroy every monster in your opponent’s hand that has both the same Level and Type as that monster. If the only monsters you control are “HERO” monsters, you can activate this card from your hand. If your opponent discards a card from their hand because of a card effect: You can banish this card from your GY; Special Summon either 1 “Elemental HERO” monster from your GY whose Level that is equal or lower than the monster your opponent discarded or 1 “Wroughtweiler” from your hand, Deck or GY. You can only use this effect of “Enticing Treachery” once per turn.

    Extra Deck:

    Spoiler

    Elemental HERO Ethereal Spectrum

    Level 6 DARK Warrior/Fusion/Effect

    ATK 2300 DEF 1400

    ‘’Elemental HERO Nightwave’’ + ‘’Elemental HERO Prisma’’

    Must be Fusion Summoned and cannot be Special Summoned by other ways. This card can be used as substitute of any 1 Fusion Material whose name is specifically listed on a ‘’Elemental HERO’’ Fusion Monster, but the other Fusion Material(s) must be correct. (Quick Effect): You can Fusion Summon 1 ‘’Elemental HERO’’ Fusion Monster who’s Fusion Material’s names are specifically listed on that card from your Extra Deck using monsters from your hand, field and/or Extra Deck as Material, including this card. If this card leaves the field by battle or by a card effect: You can add 1 ‘’Fifth Hope’’ Spell Card from your Deck or GY to your hand. You can only use each effect of ‘’Elemental HERO Ethereal Spectrum’’ once per turn.

     

    Xtra HERO Celestial Uncapper

    LINK – 2 LIGHT Warrior/Link/Effect

    (Left, Bottom-Left)

    ATK 1000 DEF -

    1+ “HERO” monsters

    If this card is attacked by an opponent monster: You can target 1 “HERO” Fusion or Link monster this card points to; this card gains ATK equal to that monster’s original ATK until the end of the turn. (Quick Effect) You can target 1 of your “HERO” Fusion Monster on the field; return that target to your Extra Deck, then if all the Fusion Material that are specifically listed on that Fusion Monster are in your GY and/or are banished, Special Summon them all ignoring their Summoning conditions. You can only use 1 “Xtra HERO Celestial Uncapper” effect per turn, and only once that turn.

    Other Cards:

    Spoiler

    These cards are not technically necessary for the archetype but I decided to have a bit of fun and go wild. Also, those card fit the lore I've invented for myself for the Elemental HEROes so more power to me.

     

    Elemental HERO Blazing Gleam

    Level 4 FIRE Warrior/Ritual/Effect

    ATK 1900 DEF 1500

    (This card is also always treated as a “Cyber Angel” card.)

    You can Ritual Summon this card with “Machine Angel Ritual” or “Detonation Fallout”. This card’s name becomes “Elemental HERO Burstinatrix” while on the field or in the GY. You can only use the following effects of “Elemental HERO Blazing Gleam” once per turn. If you Normal or Special Summon an “Elemental HERO” Normal Monster; you can reveal this card from your hand, and if you do, add 1 “Detonation Fallout” from your Deck to your hand. You can shuffle 1 Warrior or Fairy-Type monster from your hand or field into the Deck; draw 1 card for every 3 Level that the shuffled monster had.

     

    Detonation Fallout

    Ritual Spell Card

    This card is used to Ritual Summon “Elemental HERO Blazing Gleam”. You must also Tribute monsters from your hand or field whose total Levels total or exceed 4. You can also send Normal Monsters from your Deck to the GY, and if you do, you cannot Special Summon any other monster this turn, except “HERO” and “Cyber Angel” monsters. If you control a face-up “Elemental HERO Burstinatrix”; you can reveal this card from your hand, and if you do, add 1 “Elemental HERO Blazing Gleam” from your Deck to your hand. You can only activate 1 “Detonation Fallout” per turn.

    Anime Card Update:

    Spoiler

    Cards I believe should be printed from the anime.

     

    Burst Impact

    Normal Spell Card

    While your opponent has 2000 or more LP, if you control a face-up “Elemental HERO Burstinatrix”; destroy every monster on the field, except “Elemental HERO Burstinatrix”, and if you do, the destroyed monsters controller takes 300 damage for each of their monsters that were destroyed with this card’s effect, also your opponent does not take any other damage from battles or from card effects until the end of the turn. You can only activate 1 “Burst Impact” per turn.

     


  17. Hey everyone,

     

    Long-time no see. So… yeah, I’ve really been on a 5Ds tangent the past few months, and for the longest time, I felt that the producers of the show really have dropped the ball in term of giving their main characters well defined archetypes that are interesting as well as being powerful. In an effort to rectify this situation, I’ll be looking to create a few new cards for Luna, a child character who is supposed to be a dueling prodigy but only managed to duel a grand total of 3 times in the entire series and who’s card have no synergy whatsoever. Let me tell you guys, that was harder than I t thought. To be honest, I’m not even sure it would actually work as a functioning archetype but … eh what the hell right ?

     

    In any case, feel free to look and tell me what you think.

     

    Monster Cards:

    Spoiler

    Exalted Silver Cub

    Level 1 LIGHT Beast/Effect

    ATK 0 DEF 0

    If a face-up card you control is leaves the field because of a card effect (Quick Effect): You can Special Summon this card from your hand, then if the only monsters you control are LIGHT monsters, you can target 1 Equip Spell Card from your hand or GY; either return that target to the top of your Deck or equip it to a LIGHT monster you control. If this card is sent to the GY or returns from the field to your hand because of a card effect: You can add 1 Equip Spell Card from your Deck to your hand, and if you do, you can only equip LIGHT monsters with Equip Spell Cards until the end of the turn. You can only use each effect of “Exalted Silver Cub” once per turn.

     

    Woodland Pixie

    Level 3 LIGHT Fairy/Effect

    ATK 500 DEF 1800

    When you Normal or Special Summon a LIGHT monster: You can Special Summon this card from your hand, also if the monster you’ve Summoned is a Beast-Type monster; this card is treated as a Tuner Monster. You cannot Special Summon any other monsters on the turn you activate this effect, except LIGHT monsters. If either this card or another LIGHT monster you control leaves the field because of a card effect: You can Special Summon 1 Level 4 or lower LIGHT Beast-Type monster from your Deck or GY. You can only use each effect of “Woodland Pixie” once per turn.

     

    Luminous Wyvern

    Level 4 LIGHT Dragon/Effect

    ATK 1600 DEF 1200

    You can destroy 1 Field Spell Card on the field; Special Summon this card from your GY, and if you do, you cannot Special Summon any other monsters from your Extra Deck this turn, except Synchro Monsters, also banish this card when it leaves the field. (Quick Effect): You can target 2 LIGHT monsters you control; return 1 of those targets to your hand, and if you do, the second target is treated as a Tuner Monster until the end of the turn (even if this card has left the field). You can only use each effect of “Luminous Wyvern” once per turn.

     

    Spell Cards:

    Spoiler

    Ancient Forest Grove

    Field Spell Card

    You cannot control 2 or more monsters whose original names include the same exact word. This effect cannot be negated. You can only use the following effects of “Ancient Forest Grove” once per turn. You can send 1 LIGHT monster from your field or Deck to the GY: Special Summon 1 level 4 or lower LIGHT monster with a different name from your hand, then if the monster you’ve Special Summoned with this effect is a Beast-Type monster; you can draw 1 card for every face-up LIGHT Beast-Type monster(s) you control. If you activated this effect, you cannot Special Summon monsters from your Extra Deck, except LIGHT monsters. If this face-up card is destroyed or banished by a card effect: You can add 1 “Ancient Forest” Field Spell Card from your GY to your hand, except “Ancient Forest Grove”.

     

    Ancient Forest Temple

    Field Spell Card

    You cannot control 2 or more monsters whose original names include the same exact word. This effect cannot be negated. During either player’s turn, you can send 1 LIGHT monster from your field or Deck to the GY, then target 1 LIGHT monster you control; place a Sovereign Counter on it. You can only use this effect of “Ancient Forest Temple” once per turn. You can only control 1 monster with a Sovereign Counter at a time. While you control a monster with a Sovereign Counter, monsters your opponent control must attack that monster, if able. During each of your opponent’s End Phase, if you control a monster with a Sovereign Counter; destroy every monster your opponent controls that did not attack this turn. If this face-up card is destroyed or banished by a card effect: You can add 1 “Ancient Forest” Field Spell Card from your Deck to your hand, except “Ancient Forest Temple”.

     

    Ancient Forest Ruins

    Field Spell Card

    You cannot control 2 or more monsters whose original names include the same exact word. This effect cannot be negated. You can only use the following effects of “Ancient Forest Ruins” once per turn. If a LIGHT monster you control leaves the field either by battle or by a card effect: You can add 1 Level 4 or lower LIGHT monster with a different Type as that monster from your Deck to your hand. During your next End Phase, if you did not Summon the added monster, or a card with the same name, send every card in your hand to the GY. If this face-up card is destroyed or banished by a card effect: You can Special Summon 1 of your Level 4 or lower LIGHT monster from the GY or that is banished, also if the monster you’ve Special Summoned with this effect is a Beast-Type monster, it cannot be destroyed by battle until your next Standby Phase.

    Notes on the Field Spell Cards:

    Spoiler

    So, I don’t really know if that wording would work for the Field Spells but I really didn’t know what else to write. I wanted those cards to be useless to the most popular LIGHT archetypes like Lightsworns, while still being usable by the like of Bujins who’s archetype include multiple varients of the same word (Bujin, Bujinji, Bujintei). If anyone has any ideas to make this work better, I’m all hears. I’m thinking that if Konami were to release those, they would have to clarify the meaning of “word” in their next version of the rulebook.

     

    Luminous Force

    Equip Spell Card

    You can discard this card from your hand: Add 1 “Ancient Forest” Field Spell Card from your Deck to your hand, also you cannot Summon any other monsters this turn, except LIGHT monsters. If you Normal or Special Summon a level 4 or lower LIGHT Beast-Type monster: You can place this card from your GY to the top of your Deck, but if you draw this card during your next Draw Phase; banish this card from your hand. You can only use the previous effects of “Luminous Force” once per turn. Must be equipped to a LIGHT monster. At the start of the Damage Step, if the equipped monster has less ATK than the monster it battles, banish that monster, and if you do, inflict damage to your opponent equal to half of the ATK of the monster banished with this card’s effect.

     

    Crystalight Beacon

    Equip Spell Card

    If this card is in your hand: You can add either 1 of your “Ancient Forest” Field Spell Cards or 1 of your Level 4 or lower LIGHT monster in the GY or that is banished to your hand, and if you do, place this card to the top of your Deck, but if you draw this card during your next Draw Phase; banish this card from your hand. You can only use the previous effects of “Crystalight Beacon” once per turn. While the only monsters you control are LIGHT monsters, your opponent cannot target or destroy face-up monsters you control with card effects, except monsters that are equipped with “Crystalight Beacon”, also if this card is equipped onto a Beast-Type monster, your opponent cannot target face-up Spell/Trap Cards you control with card effects, except “Crystalight Beacon”.

     

    Extra Deck:

    Spoiler

    Ancient Forest Guardian

    Level 7 LIGHT Beast/Synchro/Effect

    ATK 3000 DEF 2100

    1 LIGHT Tuner + 1+ non-Tuner monsters

    If this card was Synchro Summoned using a non-Tuner LIGHT Beast-Type monster as a Material: You can Special Summon 1 Level 4 or lower LIGHT Beast-Type monster from your GY. (Quick Effect): You can destroy 1 Field Spell Card on the field or in your hand; change the Battle Position of every monster your opponent controls either to face-up Attack or Defense Position (Flip Effects are not activated at this time), also if the card you destroyed with this effect was an “Ancient Forest” card, this card cannot be targeted or destroyed by your opponent’s card effects until your next Standby Phase. You can only use this effect of “Ancient Forest Guardian” once per turn.

     

    Sunfire Bicorn

    Level 5 LIGHT Beast/Synchro/Effect

    ATK 2300 DEF 1500

    1 LIGHT Tuner + 1+ non-Tuner LIGHT monsters

    While you control a Field Spell Card, this card is treated as a Tuner Monster. If the only monsters you control are LIGHT monsters: You can destroy 1 face-up Spell/Trap Card on the field; Special Summon 1 “Forest Dweller Token” (Beast/LIGHT/Level 2/ATK 0/DEF 0), and if you do, it cannot be used as a Material for a Summon, except for the Synchro Summon of a LIGHT monster until the end of the turn. (Quick Effect) You can excavate the top card of your Deck, and if it is an Equip or Field Spell Card, if possible, either immediately activate it or add it to your hand. You can only use each effect of “Sunfire Bicorn” once per turn.

     

    Crystalight Kuribonnet

    Link 1 LIGHT Fairy/Link/Effect

    (Bottom Center)

    ATK 300 DEF

    1 LIGHT monster

    If a face-up “Ancient Forest” Field Spell Card you control is destroyed or banished by a card effect; you can activate 1 “Ancient Forest” Field Spell Card from your hand or Deck. While the only monsters you control are LIGHT monsters, during either player’s Damage Step, if this card is being attacked by your opponent’s monster: You can negate that attack, and if you do, both you and your opponent gains LP equal to the attacking monster’s original ATK, then negate that monster’s effect and its ATK becomes 0. You can only use each effect of “Crystalight Kuribonnet” once per turn.

     


  18. Overall, I really like them. Still got a few things to say though. 

    Maybe its only me, but I really think that Frostwave Xyvern is pretty OP, seign as the opponent wouldn't even be able to activate their face-down cards during his/her turn. Despite that, I really like the second effect, allowing to set 1 card face-down.  

    Just one more thing, I think you made a little mistake in Sandspiral's effect (face-card). Not really a problem with the card itself but worth pointing at I guess.

    Anyway, good stuff. Hope to see more soon.


  19. Pretty nice Archetype, though I think that a few of your cards (most notably Rocknoceros Scarpdasher and Rocknoceros Range) feel a bit too generically good (like a better Cyber Dragon and Destiny Draw). Also, I question the phrasing used for the first effect of the major Synchro Monsters. Since it would be impossible to use more than 1 Rocknoceros Peakprimer to Summon those monsters, the way that effect if worded just seems weird to me. All and all, I like it. Just wondering, what was the inspiration behind those monsters and their typing. I'm gessing there could be an interesting story behind that.


  20. 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.


  21. Hey everyone,

     

    During the last Christmas break, I ended up watching a few episodes of the old 5Ds anime and this time around, I couldn’t help but notice that four out of the six Signer Dragons never really got an upgraded form or a chance to shine in the OCG/TCG. Since all of those creatures are supposed to represent the power of the mighty Crimson Dragon, I believed that it was only fair to provide a few new cards that would help even the playing field for all of the main characters of the show and perhaps, make those lesser dragons more useful/fun to use (I am looking at you Black-Winged Dragon).

     

    Anyhow, have a look and tell me what you think.

     

    Majestic Archtype:

    Spoiler

    Monster Cards:

    Spoiler

    Crimson Avatar

    Level 1 DARK Dragon/Effect

    ATK 0 DEF 0

    While you control a face-up “Majestic Dragon”: You can send the top card of your Deck to the GY; Special Summon this card from your hand or GY, and if you do, it cannot be used as Material for a Summon, except for the Special Summon of a “Majestic” Dragon-Type Monster. If this card is sent from your hand or field to the GY; you can Special Summon 1 Level 1 monster with 0 ATK from your Deck or GY, except “Crimson Avatar”. You can only use each effect of “Crimson Avatar” once per turn.

    Spell Cards:

    Spoiler

    The Great Descent

    Field Spell Card

    You can only use each of the following effects of “The Great Descent” once per turn. When you Normal or Special Summon a “Majestic” Dragon-Type Monster; you can send 1 Level 1 monster with 0 ATK from your hand or Deck to the GY. During your Main Phase, you can activate 1 of these effects:

    • Target both 1 “Majestic Dragon” and 1 Level 1 monster with 0 ATK you control; both targets become Level 6 until the end of this turn, also each time 1 of those targets leaves the field, draw 1 card (even if this card is no longer face-up).
    • Shuffle 4 monsters , including at least 1 “Majestic Dragon” and 1 Synchro Monster from your field and/or GY into the Deck: Special Summon 1 “Duel Link Dragon” ignoring its Summoning conditions from your Extra Deck, then draw 1 card for each Level 1 monster with 0 ATK shuffled into the Deck with this effect.

     

    Birth of the Dragon Star

    Quick-Play Spell Card

    Send 1 “Majestic” Dragon-Type monster or 1 Level 1 Dragon-Type monster with 0 ATK from your hand or field to the GY, then reveal 1 Level 7 or 8 Dragon Synchro Monster or 1 “Power Tool” Synchro Monster from your Extra Deck: Special Summon 1 “Duel Dragon Token” with the same Type, Attribute, Level, and ATK/DEF than the revealed monster, also it cannot be used as Material for a Summon, except for the Special Summon of a Dragon-Type Synchro Monster. If you control a both a “Duel Dragon Tokens” and a “Majestic Dragon”, you can banish this card from your GY, then send 1 “Power Tool” Synchro Monster or 1 Level 7 or 8 Dragon-Type Synchro Monster from your Extra Deck to the GY; the names of “Duel Dragon Tokens” you currently control becomes the same as that monster until the end of the turn, also if you activate this effect, Tokens you currently control cannot attack until the end of the turn. You can only use each effect of “Birth of the Dragon Star” once per turn.

    Trap Cards:

    Spoiler

    Earthbound Wars

    Continuous Trap Card

    You can only control 1 “Earthbound Wars”. When a face-up “Majestic” Dragon-Type Synchro Monster leaves your field: You can Special Summon both 1 of your “Majestic Dragon” and 1 Level 1 monster with 0 ATK that are banished and/or that are in your GY, and if you do, you cannot use those monsters as Material for a Summon, except for the Special Summon of a “Majestic” monster. During your Main Phase, while you control a “Power Tool” Synchro Monster or a Level 7 or higher Dragon-Type Synchro Monster: You can set this face-up card face-down, then add 1 Level 1 monster with 0 ATK from your Deck to your hand. You can only use each effect of “Earthbound Wars” once per turn.

    Extra Deck:

    Spoiler

    Majestic Harbinger Dragon

    Link 2 LIGHT Dragon/Link/Effect

    (Center-Left, Bottom-Left)

    ATK 0 DEF -

    2 monsters with 0 ATK, including a Dragon-Type Monster

    Cannot be used as a Link Material. When a “Power Tool” Synchro Monster or a Level 7 or higher Dragon-Type Synchro Monster is Special Summoned to a Main Monster Zone this card points to; you can move this card to another of your Main Monster Zone. You can only use this effect of “Majestic Harbinger Dragon” once per turn. While you control a “Power Tool” Synchro Monster or a Level 7 or higher Dragon-Type Monster, this card cannot be destroyed by battle and your opponent takes any battle damage from a battle involving this card. Once per turn (Quick Effect): You can send the top card of your Deck to the GY; Special Summon 1 “Majestic Dragon” from your hand, Deck or GY, and if you do, it cannot be used as a Fusion, Xyz or Link Material.

     

    Majestic Rose Dragon

    Level 9 FIRE Dragon/Synchro/Effect

    ATK 3400 DEF 2800

    “Majestic Dragon” + “Black Rose Dragon” + 1 non-Tuner monster

    If this card is destroyed by battle or by an opponent card effect: Destroy every card your opponent controls. You can banish 1 Plant-Type Monster from your hand or GY: Negate the effect of every face-up monsters your opponent control, also their ATK and DEF becomes 0 until the end of this turn. During the End Phase: Target 1 “Black Rose Dragon” in your GY; return this card from the field to the Extra Deck, then Special Summon that target.

     

    Majestic Fairy Dragon

    Level 9 LIGHT Dragon/Synchro/Effect

    ATK 3100 DEF 4000

    “Majestic Dragon” + “Ancient Fairy Dragon” + 1 non-Tuner monster

    Once per turn, you can destroy 1 card from your hand or field: Negate the effect of every face-up card your opponent controls until the end of this turn, then destroy every face-up Spell/Trap Cards they control. If you destroyed a Field Spell Card with this card’s effect: You can Special Summon 1 level 4 or lower LIGHT Beast-Type Monster from your hand, Deck or GY. During the End Phase: Target 1 “Ancient Fairy Dragon” in your GY; return this card from the field to the Extra Deck, then Special Summon that target.

     

    Majestic Feathered Dragon

    Level 10 DARK Dragon/Synchro/Effect

    ATK 3800 DEF 2600

    “Majestic Dragon” + “Black-Winged Dragon” + 1 non-Tuner monster

    You do not take any damage from a card effects. Once per turn, you can target 1 face-up card your opponent controls: Negate that target’s effect until the end of this turn, and if you do, you can pay any amount of LP; for every 2000 LP payed with this card’s effect, this card gains an additional attack during each Battle Phase of this turn. During the End Phase: Target 1 “Black-Winged Dragon” in your GY; return this card from the field to the Extra Deck, then Special Summon that target.

     

    Majestic Stream Dragon

    Level 10 EARTH Dragon/Synchro/Effect

    ATK 3900 DEF 3400

    “Majestic Dragon” + “Life Stream Dragon” or “Power Tool Dragon” + 1 non-Tuner monster

    While this card is face-up, when a monster(s) is sent from the field to the GY by battle or by a card effect: Gain LP equal to that monster(s) original ATK. While you control a face-up Equip Spell Card, if this card attacks, your opponent cannot activate any of their Set Spell/Trap Cards. Once per turn, you can target 1 face-up monster your opponent controls: Its effect is negated until the end of the turn, then increase this card’s ATK by the current difference between your LP and your opponent’s LP until the end of the Battle Phase. During the End Phase: Target 1 “Life Stream Dragon” or 1 “Power Tool Dragon” in your GY; return this card from the field to the Extra Deck, then Special Summon that target.

     

     

    Other 5Ds Dragons (and a few "companion cards"):

    Spoiler

    Monster Cards:

    Spoiler

    Blackwing – Foehn the Typhoon

    Level 2 DARK Winged Beast/Tuner/Effect

    ATK 0 DEF 0

    When a DARK Winged Beast or Dragon-Type monster is Special Summoned (Quick Effect): You can Special Summon this card from your hand to your opponent’s field, and if you do, switch the Battle Position of every other monsters your opponent controls. You can only use this effect of “Blackwing – Foehn the Typhoon” once per turn. On the turn this card is Special Summoned by its own effect, neither player can Special Summon monsters from their Extra Deck, except Winged Beast and/or Dragon-Type Synchro monsters.

     

    Blooming Rose Synchron

    Level 2 FIRE Plant/Tuner/Effect

    ATK 200 DEF 1500

    If this card is Special Summoned: You can Special Summon 1 Level 5 or lower Plant-Type monster from your hand or GY, and if you do, its ATK and DEF becomes 0 and its effect is negated, also banish it when it leaves the field. If you activate this effect, you cannot Special Summon any other monsters this turn, except Plant and/or Dragon-Type monsters. If this card is destroyed or banished by a card effect; you can shuffle 1 other “Rose” monster from your hand or GY into the Deck, then draw 1 card. You can only use 1 of “Blooming Rose Synchron” effect per turn and only once that turn.

    Extra Deck:

    Spoiler

    Eternal Rose Dragon

    Level 9 FIRE Dragon/Synchro/Effect

    ATK 3000 DEF 2300

    Cannot be Synchro Summoned. You can only Special Summoned this card (from your Extra Deck) by shuffling both 1 level 4 or lower “Rose” Tuner Monster and 1 “Black Rose Dragon” that were destroyed by a card effect during the same Main Phase from your GY to your Deck. If this card is targeted by an opponent’s monster effect: You can banish 1 Plant-Type monster from your hand or GY; negate that effect and destroy that monster, then destroy every other monster your opponent controls with the same Type. Once per turn, when an opponent monster declares an attack: You can target the attacking monster; banish this card, and if you do, that target’s ATK becomes 0 until the end of the turn. During the next End Phase: Special Summon this card banished by this effect.

     

    Woodlands Sovereign Dragon

    Level 11 LIGHT Dragon/Synchro/Effect

    ATK 2600 DEF 4500

    Cannot be Synchro Summoned. You can only Special Summon this card from your Extra Deck by sending both 1 non-Tuner LIGHT monster that is currently being treated as a Tuner and 1 “Ancient Fairy Dragon” you control to the GY. If a LIGHT monster you control would be destroyed by a card effect, you can destroy 1 Field Spell Card on the field or from your hand instead. While this card is face-up, monster your opponent controls cannot target monsters for attacks, except this one. If this card is targeted by an opponent card effect: You can banish it, and if you do, you can add either 1 Level 4 or lower LIGHT monster or 1 Field Spell Card from your Deck to your hand. During the next End Phase: Special Summon this card banished by this effect.

     

    Black Feathered Vortex Dragon

    Level 10 DARK Dragon/Synchro/Effect

    ATK 2800 DEF 1600

    1 DARK Tuner your opponent controls + “Black-Winged Dragon”

    When another card or effect is activated, place 1 Black Feather Counter on this card. This card gains 700 ATK and DEF for each Black Feather Counter on it. You can only use the following effects of “Blackfeather Vortex Dragon” once per turn. If this card is targeted by an opponent card effect: You can banish it, and if you do, you can target any number of cards on the field up to the number of Black Feather Counters that were on this card; destroy those targets. During the next End Phase: Special Summon this card banished by this effect.

     

    Blistering Heartland Dragon

    Level 12 EARTH Dragon/Synchro/Effect

    ATK 0 DEF 0

    1 or more Synchro Tuner Monster + “Life Stream Dragon” or “Power Tool Dragon”

    This card’s ATK and DEF are equal to your LP. While this card is face-up, if a monster on the field is destroyed by battle or by a card effect: You can add it to its owner’s hand, and if you do, both players gain LP equal to its original ATK. You can only use this effect of “Blistering Heartland Dragon” once per turn. If this card is targeted by an opponent card effect: You can banish it, and if you do, you can add 1 Equip Spell Card from your Deck or GY to your hand. During the next End Phase: Special Summon this card banished by this effect.

     

    Morphtronic Zapboxen

    Level 4 LIGHT Machine/Synchro/Tuner/Effect

    ATK 2000 DEF 2000

    1 “Morphtronic” Tuner Monster + 1 or more “Morphtronic” monster

    Once per turn, if you control a “Power Tool” or “Life Stream” Synchro Monster: You can switch this card’s Battle Position. You can only use the following effects of “Morphtronic Zapboxen” once per turn.

    • While in Attack Position: You can discard 1 card from your hand, then excavate the top 3 card from your Deck; Special Summon any “Morphtronic” monsters that were excavated this way, also after that, send any other card to the GY. The effects of monsters that are Special Summoned with this card’s effect are negated.
    • While in Defense Position: You can send 1 Machine-Type monster from your hand or Deck to the GY, then target 1 “Morphtronic” monster you control; increase that targets Level by the Level of the monster you sent to the GY with this effect.

     

     

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