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Zaziuma

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  1. Fist of Fury is an Archetype of Warrior/LIGHT monsters with various Levels, consisting of mainly Effect Monsters, as well as a few Pendulum Monsters. They focus on Tributing, Equip Spells, changing battle positions and Contact Fusion-based Fusion Monsters. Their playstyle revolves around using their Tributing, Equip Spells and battle changing effects in combination with each other to produce monsters for Contact Fusion and getting out the Pendulum Fusion Monsters, which greatly benefit from Equip Spells. As a lot of their monsters benefit from Tributing, the Contact Fusions are all Tribute based. Also note that it typically refers to Equip Cards here rather than Equip Spell, and you can use a lot of other Equip based cards, even monsters as seen with Fist of Fury - Choku-Zuki. The name Fist of Fury of course a reference to the movie, which I have recently watched and inspired this archetype, and they are all based around martial arts, primarily karate and boxing. The names are based on various moves and concepts related to martial arts. I wanted to feature a larger variety of martial arts, though I quickly realized that the most common martial arts besides karate and boxing are either grappling or kick based, I wanted to include taekwondo and jujutsu as well, but with the name, that would make little sense here, so I just went with mostly karate, with minor boxing for the Spell/Trap support, though some of those could also be karate based, from what I gather from my limited research, so if you want to call this the "karate archetype", I suppose you could do so, even though I wanted to represent more than just a single style. Main Deck Monsters: Fist of Fury - Kizami-Zuki Warrior/LIGHT Level 1 If you control a Fusion Monster while this card is in your hand or GY: You can Special Summon this card from your hand, or if that monster is a Pendulum Fusion Monster, from the GY instead. If this card is in your GY: You can send 1 Equip Card from your hand or field to the GY; Special Summon this card. You can only use each effect of "Fist of Fury - Kizami-Zuki" once per turn. 500/500 Fist of Fury - Choku-Zuki Warrior/LIGHT Level 2 If this card's battle position is changed: You can Special Summon 1 "Fist of Fury" monster from your hand if changed to Defense Position, or GY if changed to Attack Position. If this card is Tributed: You can target 1 "Fist of Fury" monster you control; equip this card to that target. A monster equipped with this card gains 500 ATK/DEF. You can only use each effect of "Fist of Fury - Choku-Zuki" once per turn. 1000/700 Fist of Fury - Age-Zuki Warrior/LIGHT Level 3 If this card is Summoned: You can target 1 "Fist of Fury" Equip Spell in your GY; add it to your hand. If this card is Tributed: You can discard 1 card; Special Summon this card from your GY. You can only use each effect of "Age-Zuki" once per turn. 200/1700 Fist of Fury - Kage-Zuki Level 4 You can send 1 Equip Card equipped to this card to the GY; Special Summon 1 "Fist of Fury" monster from your Deck, except "Fist of Fury - Kage-Zuki". (Quick Effect): You can discard 1 card; change the battle position of all monsters on the field. You can only use each effect of "Kage-Zuki" once per turn. 1800/1200 Fist of Fury - Hasami-Zuki Warrior/LIGHT/Pendulum Level 5 Scale 0 Pendulum Effect: You can target 1 Equip Card you control; return both this card and that target to your hand. If you Special Summon a "Fist of Fury" monster(s) from your hand: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Fist of Fury - Fist of Fury - Hasami-Zuki" once per turn. Monster Effect: You can Special Summon this card (from your hand or face-up in your Extra Deck) by Tributing 1 "Fist of Fury" monster. You can only Special Summon "Fist of Fury - Hasami-Zuki" this way once per turn. If this card is Tributed: You can add 1 "Fist of Fury" monster from your Deck to your hand, except "Fist of Fury - Hasami-Zuki". You can only use this effect of "Fist of Fury - "Fist of Fury - Hasami-Zuki" once per turn 2200/1400 Fist of Fury - Yama-Zuki Warrior/LIGHT/Pendulum Level 6 Scale 11 Pendulum Effect: You can target 1 monster you control; return this card to the hand, then Tribute that target. When you Special Summon a "Fist of Fury" monster(s) from your Extra Deck: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Fist of Fury - Yama-Zuki" once per turn. Monster Effect: You can Special Summon this card (from your hand or GY) by Tributing 1 "Fist of Fury" monster. You can only Special Summon "Fist of Fury - Yama-Zuki" this way once per turn. If this card is Tributed: You can target 1 "Fist of Fury" card in your GY; add it to your hand. You can only use this effect of "You can only use this effect of "Fist of Fury - Yama-Zuki" once per turn 1400/2200 Extra Deck Monsters: Fist of Fury - Uraken-Uchi Warrior/LIGHT/Fusion Level 5 2 "Fist of Fury" monsters in face-up Attack Position Must first be Special Summoned by Tributing the above cards you control. (You do not use "Polymerization".) If a "Fist of Fury" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. If this card is Tributed: You can Special Summon this card from your GY, then inflict 1000 damage to your opponent, but banish it when it leaves the field. You can only use this effect of "Fist of Fury - Uraken-Uchi" once per turn. 2000/1500 Fist of Fury - Teisho-Uchi Warrior/LIGHT/Fusion Level 6 2 "Fist of Fury" monsters in face-up Defense Position Must first be Special Summoned by Tributing the above cards you control. (You do not use "Polymerization".) This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this card is equipped with an Equip Card, all "Fist of Fury" monsters can attack while in face-up Defense Position. If they do, apply their DEF for damage calculation. If this card is Tributed: You can change the battle position of all monsters on the field. 1500/2500 Fist of Fury - Shuto-Uchi Warrior/LIGHT/Fusion/Pendulum Level 7 Scale 0 Pendulum Effect: You can target 1 Pendulum Monster in your GY; this card's Pendulum Scale becomes equal to that target's. You can Tribute 1 "Fist of Fury" monster; Special Summon this card from your Pendulum Zone. Monster Effect: 2 Fist of Fury" monsters in different battle positions Must first be Special Summoned by Tributing the above cards you control. (You do not use "Polymerization".) Gains ATK/DEF equal to the number of Equip Spell equipped to it x 700. Once per turn (Quick Effect): You can change the battle positions of monsters on the field up to the number of Equip Cards equipped to this card. If this card is Tributed: You can place it in your Pendulum Zone. 1600/1600 Fist of Fury - Haishu-Ushi Warrior/LIGHT/Fusion/Pendulum Level 10 Scale 0 Pendulum Effect: Once per turn: You can target 1 Fusion Monster you control; equip up to 2 appropriate Equip Spells from your GY to that target. You can Tribute 2 "Fist of Fury" monsters from your hand or field; Special Summon this card from your Pendulum Zone. Monster Effect: 2 "Fist of Fury" monsters in different battle positions, including a Fusion Monster Must first be Special Summoned by Tributing the above cards you control. (You do not use "Polymerization".) If an Equip Card is equipped to this card: You can change the battle position of all monsters on the field. (Quick Effect): You can discard 1 card; return all Attack Position monsters on the field to the hand. If this card is Tributed: You can place it in your Pendulum Zone. 2500/3000 Fist of Fury - Haito-Uchi Warrior/LIGHT/Fusion/Pendulum Level 10 Scale 11 Pendulum Effect: Once per turn: You can target 1 Fusion Monster you control; equip 1 appropriate Equip Spell from your Deck to that target. You can Tribute 1 "Fist of Fury" Fusion Monster; Special Summon this card from your Pendulum Zone. Monster Effect: 3 "Fist of Fury" monsters, including a Fusion Monster Must first be Special Summoned by Tributing the above cards you control. (You do not use "Polymerization".) This card can make additional attacks on Attack Position monsters your opponent control equal to the number of Equip Cards equipped to this card. (Quick Effect): You can discard 1 card; return all Defense Position monsters on the field to the hand. If this card is Tributed: You can place it in your Pendulum Zone. 3000/2500 Spells/Traps: Fist of Fury - Martial Arts Normal Spell Activate 1 of these effects. * Reveal 3 "Fist of Fury" monsters with different Levels from your Deck, your opponent randomly adds 1 of them to your hand, also shuffle the remaining cards into your Deck. * Reveal 3 "Fist of Fury" Spells/Traps with different names, your opponent randomly adds 1 of them to your hand, also shuffle the remaining cards into your Deck. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Martial Arts" once per turn. Fist of Fury - Dojo Field Spell When this card is activated: You can change the battle position of all monsters on the field. If the battle position of 2 or more "Fist of Fury" monsters you control is changed: Draw 2 cards, then shuffle 1 card from your hand into your Deck, or if you changed the battle position of 2 or more Fusion Monsters, you can draw 3 cards instead. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Dojo" once per turn. Fist of Fury - Jab Equip Spell Equip only to a "Fist of Fury" monster. It gains 200 ATK/DEF for each Equip Card equipped to it. If the battle position the equipped monster is changed: You can target 1 card on the field; return that target to the hand. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Jab" once per turn. Fist of Fury - Sucker Punch Equip Spell Equip only to a "Fist of Fury" monster. All monsters your opponent control must attack the equipped monster, if able. If the equipped monster targets an opponent's monster for an attack or is targeted for an attack: You can Tribute 1 other "Fist of Fury" monster from your hand or field; the equipped monster gains ATK/DEF equal to the Tributed monster's ATK/DEF in the GY until the end of this battle. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Sucker Punch". Fist of Fury - Uppercut Equip Spell Equip only to a "Fist of Fury" monster. Once per turn: You can target 1 monster on the field; change its battle position. If all monsters your opponent control are in Defense Position, the equipped monster can attack your opponent directly. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use this effect of "Fist of Fury - Uppercut" once per turn. Fist of Fury - Left Hook Equip Spell Equip only to a "Fist of Fury" monster. It gains DEF equal to half its ATK. It can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Left Hook" once per turn. Fist of Fury - Black Belt Equip Spell Activate this card by targeting 1 "Fist of Fury" monster in your GY; Special Summon that target and equip it with this card. A monster equipped with this card gains ATK/DEF equal to its Level x 100. If this card is equipped to a Fusion Monster, if it battles an opponent's monster in a different battle position than it, at the start of the Damage Step: You can Tribute both battling monsters. If this card leaves the field, destroy the equipped monster. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Black Belt" once per turn. Fist of Fury - Master Class Continuous Trap Once per turn: You can target 1 "Fist of Fury" monster you control; equip 1 appropriate Equip Spell from your hand or GY to that target. All "Fist of Fury" Fusion Monsters equipped with Equip Cards cannot be destroyed by or targeted by your opponent's card effects. If this card would be destroyed, you can destroy 1 Equip Card you control instead. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Master Class" once per turn. Fist of Fury - Self Defense Counter Trap If you control a "Fist of Fury" Fusion Monster, when your opponent activates a card or effect: Negate the activation, and if you do, destroy that card, then you can add 1 Equip Spell from your Deck to your hand. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Self Defense" once per turn.
  2. I made a Megalith Deck recently, so I wanted to make some Ritual support, and while this card can be used in any Deck, it becomes even better for Ritual Decks. It's able to return monsters from the GY to your hand, and also draw and search cards, a little bit of everything.
  3. Extrematter is an Archetype of Level 4 Wyrm monsters with various Attributes, the Extra Deck monsters having Level 8 and 12 monsters. They focus on Extra Deck manipulation, primarily banishing your opponent's Extra Deck. They have all 4 Extra Deck monster card types, Fusion, Synchro, Xyz and Link and their playstyle revolves around getting all of them on your field and/or GY which will boost or activate various effects. All the Main Deck monsters focus on the various Extra Deck monsters, such as Extrematter Sundragon for Link Monsters or Extrematter Orbitdragon for Synchro Monsters, however they also each cannot be use for one of the various kinds Extra Deck monsters Extrematter is a portmanteau of Extreme, Extra, as in Extra Deck, and Matter, as in Dark Matter, and they reference various spacial concepts, mainly dark matter related, but also other space related terms. Main Deck Monsters: Extrematter Freezedragon Wyrm/WATER Level 4 When this card is Normal Summoned while you control no monsters Special Summoned from your Extra Deck: You can Special Summon 1 "Extrematter Freezedragon", then banish 1 random monster from your Extra Deck. If this card is sent to the GY: You can target 1 of your banished Wyrm monsters, then banish this card from your GY; place that target on top of your Deck. Cannot be used as material for a Link Summon. You can only use each effect of "Extrematter Freezedragon" once per turn. 800/1800 Extrematter Blazedragon Wyrm/FIRE Level 4 When this card is Normal Summoned while you control no monsters Special Summoned from your Extra Deck: You can Special Summon 1 "Extrematter Blazedragon", then banish 1 random monster from your Extra Deck. If this card is sent to the GY: You can banish this card; draw 1 card, then discard 1 card. Cannot be used as material for a Link Summon. You can only use each effect of "Extrematter Blazedragon" once per turn. 1800/800 Extrematter Sundragon Wyrm/LIGHT Level 4 If you control no monsters Special Summoned from your Extra Deck: You can banish this card from your field and any number of different Extra Deck monster card types you control or are in your GY (Fusion, Synchro, Xyz or Link), then Link Summon 1 appropriate Link Monster from your Extra Deck. You can target 1 other Wyrm monster you control and declare an Attribute; that target becomes the declared Attribute. Cannot be used as material for an Xyz Summon. You can only use each effect of "Extrematter Sundragon" once per turn. 1500/1500 Extrematter Fusiondragon Wyrm/DARK Level 4 If this card is Summoned while you control no monsters Special Summoned from your Extra Deck: You can add 1 "Extrematter" card from your Deck to your hand, also you cannot Summon monsters, except Wyrm monsters for the rest of this turn. If this card is sent to the GY: You can banish this card from your GY; Fusion Summon 1 "Extrematter" Fusion Monster from your Extra Deck using monsters from your hand or field as materials. Cannot be used as material for a Synchro Summon. You can only use each effect of "Extrematter Fusiondragon" once per turn. 100/1900 Extrematter Orbitdragon Wyrm/WIND/Tuner Level 4 When you Normal Summon a Wyrm monster while you control no monsters Special Summoned from your Extra Deck: You can Special Summon this card from your hand. You can target 1 other Wyrm monster you control with a Level and declare a Level; that target's Level becomes the declared Level. Cannot be used as material for a Fusion Summon. You can only use each effect of "Extrematter Orbitdragon" once per turn. 1900/100 Extra Deck Monsters: Extrematter Vacuumdragon Wyrm/WIND/Link Link Arrows: Bottom Left, Bottom Right 2 Wyrm monsters with different Attributes If this card was Link Summoned using only "Extrematter" monsters, it gains ATK equal to the number of Wyrm monsters with different Extra Deck monster card types you control or are in your GY (Fusion, Synchro, Xyz or Link) x 500. If exactly 1 Fusion, Synchro or Xyz Monster is Special Summoned from your Extra Deck to your zone this card points to: You can banish 1 random card from your opponent's Extra Deck, then if that banished card is the same Extra Deck monster card types as that Summoned monster, banish 1 random card from your opponent's hand. 1000/LINK-2 Extrematter Gravitydragon Wyrm/EARTH/Link Link Arrows: Bottom Left, Bottom, Bottom Right, Up 2+ Wyrm monsters with different Attributes If this card was Link Summoned using only "Extrematter" monsters, Wyrm monsters you control are unaffected by the effects of monsters Special Summoned from your opponent's Extra Deck. You can banish 1 Wyrm monster this card points to; take control of 1 monster your opponent controls this card points to. During the End Phase, if you control no other monsters that were Special Summoned from the Extra Deck: You can target 1 of your banished Wyrm monsters; Special Summon it to your zone this card points to. You can only use each effect of "Extrematter Gravitydragon" once per turn. 2500/LINK-4 Extrematter Clusterdragon Wyrm/EARTH/Xyz Rank 4 2+ Level 4 Wyrm monsters with different Attributes When this card is Xyz Summoned: You can target 1 banished monster; attach that target to this card as material. Up to twice per turn: You can detach 2 materials from this card; attach 1 random card from your opponent's Extra Deck to this card as material. This card gains effects depending on Extra Deck monster card types attached to it as material. ● Fusion or Synchro: Once per turn: You can discard 1 Wyrm monster; Special Summon 1 Level 4 Wyrm monster from your hand or Deck. ● Xyz or Link: This card gains 200 ATK/DEF for each material attached to it. 2000/2000 Extrematter Neutrondragon Wyrm/LIGHT/Xyz Rank 8 2+ Level 8 Wyrm monsters with different Attributes You can also Xyz Summon this card by using 1 "Extrematter Clusterdragon" with 3 or more materials attached to it as material. (Transfer its materials to this card.) Up to twice per turn: You can detach 3 materials from this card; attach 1 random card from your opponent's hand and/or 1 random card from your opponent's Extra Deck to this card as material. This card gains effects depending on Extra Deck monster card types attached to it as material (Fusion, Synchro, Xyz or Link). ● Fusion or Synchro: Wyrm monsters Special Summoned from the Extra Deck cannot be targeted or destroyed by your opponent's card effects. ● Xyz or Link: All monsters your opponent control lose 500 ATK/DEF for each Wyrm monsters with different Extra Deck monster card types you control or are in your GY. 2500/3000 Extrematter Darkdragon Wyrm/DARK/Fusion Level 4 2+ Wyrm monsters with different Attributes When this card is Fusion Summoned: You can target 1 of your banished Level 4 Wyrm monsters; Special Summon that target. Gains 500 ATK/DEF for each material with a different Attribute used for its Fusion Summon. During your Main Phase: You can double the Level of all Level 4 Wyrm monsters you control until the end of this turn. You can only use each effect of "Extrematter Darkdragon" once per turn. 1000/1000 Extrematter Cosmicdragon Wyrm/FIRE/Fusion Level 8 3+ Wyrm monsters with different Attributes When this card is Fusion Summoned: You can declare 1 Extra Deck monster card type you control (Fusion, Synchro, Xyz or Link); look at your opponent's Extra Deck, then banish 1 monster with the declared card type. If a Wyrm monster you control that was Special Summoned from your Extra Deck battles an opponent's monster that was Special Summoned from the Extra Deck, at the start of the Damage Step: You can shuffle 1 of your Wyrm monsters in your GY or that is banished with the same Extra Deck monster card types as that monster into your Extra Deck, and if you do, banish the opponent's monster. You can only use each effect of "Extrematter Cosmicdragon" once per turn. 2800/2400 Extrematter Novadragon Wyrm/LIGHT/Synchro/Tuner Level 8 1 Wyrm Tuner + 1+ non-Tuner Wyrm monsters Must first be Synchro Summoned using monsters with different Attributes. When this card is Synchro Summoned: You can banish random cards from your opponent's Extra Deck equal to the number of different monsters used for this card's Synchro Summon. You can banish any number of monsters with different Extra Deck monster card types you control or are in your GY (Fusion, Synchro, Xyz or Link), then target the same number of cards your opponent control; destroy them. You can only use each effect of "Extrematter Novadragon" once per turn. 2400/2800 Extrematter Supermassivedragon Wyrm/WATER/Synchro Level 12 1 Synchro Tuner + 1+ non-Tuner Wyrm monsters Must first be Synchro Summoned using monsters with different Attributes. If this card is Synchro Summoned using a Wyrm Tuner: Destroy all cards your opponent control. If you have 4 different Extra Deck monster card types in your GY (Fusion, Synchro, Xyz or Link): You can banish up to 4 random monsters from your Extra Deck, then your opponent banishes the same number of random monsters from their Extra Deck. If both players no cards in their Extra Deck, double this card's original ATK/DEF. 3000/2500 Spells/Traps: Extrematter Deepspace Field Spell You cannot Special Summon monsters from your Extra Deck, except Wyrm monsters. During your Main Phase, you can Normal Summon 1 Level 4 Wyrm monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When this face-up card on the field is destroyed by your opponent's card effect: You can banish this card from your GY; both players can return their banished monsters to the GY equal to the number of monsters with different Extra Deck monster card types they control (Fusion, Synchro, Xyz or Link), then they can Special Summon 1 monster with the same type but a different Attribute from their returned monster(s) from their Extra Deck, ignoring the Summoning conditions. Extrematter Wyrmhole Normal Spell Discard 1 card; Special Summon 1 Level 4 Wyrm monster from your Deck. You must control no monsters Special Summoned from the Extra Deck to activate and to resolve this effect. If you control "Extrematter Deepspace": You can banish this card from your GY, then target 1 Level 4 Wyrm monster in your GY; Special Summon that target. You can only use 1 "Extrematter Wyrmhole" effect per turn, and only once that turn. Extrematter Creation Normal Spell Fusion Summon 1 Wyrm Fusion Monster from your Extra Deck by using Wyrm monsters with different Attributes from your hand or field as materials. If you control "Extrematter Deepspace, you can also return your banished Wyrm monsters with different Attributes to your GY as materials. You can banish this card and 2 Wyrm monsters from your GY; add 1 Level 4 Wyrm monster from your Deck to your hand, or if you control "Extrematter Deepspace", you can Special Summon it instead. You can only use 1 "Extrematter Creation" effect per turn, and only once that turn. Extrematter Properties Continuous Spell Gains effects depending on the number of Wyrm monsters with different Extra Deck monster card types you control (Fusion, Synchro, Xyz or Link), also reduce the number required by 1 while you control "Extrematter Deepspace". ● 2+: Your opponent cannot Special Summon monsters from their Extra Deck with the same Extra Deck monster card types as monsters you control. ● 3+: Negate the effects of all cards your opponent controls and in their GY, except monsters with the same Extra Deck monster card types as monsters you control. ● 4: Your opponent cannot activate monster effects as Quick Effects or Quick-Play Spell Cards. Extrematterial Normal Trap Target 1 Xyz Monster you control; attach 1 Wyrm monster from your hand or field to that target. If that Xyz Monster is a Wyrm monster, you can attach 1 of your banished Wyrm monsters to it instead. If you control "Extrematter Space", you can activate this card from your hand. Extrematter Constellation Continuous Trap When this card is activated: You can make the Levels of all monsters on the field 4 or 8. This card gains effects depending on Extra Deck monster card types you control. ● Fusion or Synchro: Your opponent cannot Special Summon monsters from the Extra Deck with a lower Level than the highest Level Wyrm monster you control. ● Xyz or Link: Monsters with no Levels your opponent control cannot attack or activate their effects.
  4. I made a Salamangreat Deck recently, so wanted to make some support for it and Cyberse and FIRE Decks in general, and this card is a Fusion Monster that is able to put a monster in the GY and negates effects using counters. It also can protect as a wall with 3000 DEF.
  5. Wow, two Archetypes in one week, have I gone mad? Nope, I just got the bug after making Fuhai, so I made a 25-card one. Don't worry, 6 of them are non-Effect Monsters, there isn't THAT much reading. There is still a lot of reading...

     

  6. Annihilaterror is an Archetype of Pyro/DARK and Rock/FIRE monsters with various Levels, though mainly focusing on Level 5. They focus on banishing, non-Effect Monster and Xyz Summoning, using Rank-Up-Magic. Many of their effects have an additional effect you can activate by banishing a Rock or Pyro monster from your hand. The Xyz Monsters all have effects that are boosted by having a non-Effect Monster attached to them. Their main boss is Annihilaterror - Ultramafic Colossus, which is a Rank 11 monster that is able to attack multiple times and destroys cards in your opponent's hand. They also have some Link Monsters that allow you to more easily get out Xyz Monsters, and some cards support the Link Monster combos as well, like Annihilaterror - Lava Dome and Annihilaterror - Mafic Devastator Their name is a portmanteau of Annihilate and Terror, and they are based on volcano, lava and magma in general. The Normal Monsters give a bit more about the lore of these cards as well, and how they have destroyed an entire island nation, hence the DARK part of their Archetype. It's also quite a big Archetype compared to my other ones, though this is mainly due to the non-Effect Monsters taking up quite a lot of space, since I wanted as many options as possible, and since there are 6 non-Effect Monsters, that does increase the numbers a fair amount. Main Deck Monsters: Annihilaterror - Pillow Lava Pyro/DARK Level 2 While face-up on the field, this card is also Rock and FIRE-Attribute. You can target 1 Rock or Pyro monster on the field and declare a Level, then you can also banish 1 Rock or Pyro monster from your hand; that target's Level becomes that Level, then if you banished a Rock or Pyro monster when you activated this effect, add 1 "Annihilaterror" card from your Deck to your hand. You can only use this effect of "Annihilaterror - Pillow Lava" once per turn. 500/1500 Annihilaterror - First Eruptor Pyro/DARK/Normal Level 2 The island of Yeh'nid should have learned from their past, as hundred of years ago they had a volcanic eruption that could have ended all life on their island home, but it was a smaller, yet still destructive eruption, so it was soon just a distant memory. 1000/2000 Annihilaterror - Island Creator Rock/FIRE Level 4 You can target 1 other Rock or Pyro monster on the field; the Level of all monsters you control become equal to that target's Level. When you activate this effect, you can also banish 1 Rock or Pyro monster from your hand; if you banished a Rock or Pyro monster when you activated this effect, this turn you can Normal Summon Rock and Pyro monsters without Tributing, also immediately after this effect resolves, Normal Summon 1 "Annihilaterror" monster. You can only use each effect of "Annihilaterror - Island Creator" once per turn. 1500/1500 Annihilaterror - Molten Rock Rock/FIRE/Normal Level 4 The devastation and eruptive force that ruined the landscape of the peaceful island nation of Yeh'nid can still be felt to this day, as the molten rocks can still sometimes be found at the now ruined mountainsides. 2000/0 Annihilaterror - Still Volcano Rock/FIRE/Normal Level 5 We should have seen the signs earlier on, say the Yeh'nid people who try to make a new home on their island, though the nation may never be the same again, and the poverty and despair caused by this catastrophe has reset our progression as a developing nation. 0/3000 Annihilaterror - Lava Dome Rock/FIRE Level 5 If this card is currently banished: You can target 1 non-Effect Monster or monster that is both Rock and Pyro on the field; destroy that target, and if you do, Special Summon this card. If this card is Summoned to a zone a Link Monster points to, you can also banish 1 Rock or Pyro monster from your hand: You can Special Summon 1 "Annihilaterror" monster from your hand, or if you banished a Rock or Pyro monster when you activated this effect, Special Summon it from your Deck instead. You can only use each effect of "Annihilaterror - Lava Dome" once per turn. 2200/1800 Annihilaterror - Magma Pourer Pyro/DARK Level 5 If you control no monsters in your Main Monster Zone and this card is in your hand, or if this card is in your GY, regardless of controlling no monsters, you can banish 1 Rock or Pyro monster from your hand instead; Special Summon this card from your hand, or if you banished a Rock or Pyro monster when you activated this effect, Special Summon it from your GY. If this card is sent from the field to the GY for the Link Summon of a Rock or Pyro monster: You can add 1 "Annihilaterror" monster from your Deck to your hand, except "Annihilaterror - Magma Pourer". You can only use each effect of "Annihilaterror - Magma Pourer" once per turn. 1500/2400 Annihilaterror - Lava Lake Pyro/DARK Level 5 If this card is in your hand: You can banish 1 non-Effect Monster from your hand, field or GY, then you can banish 1 other Rock or Pyro monster from your hand; Special Summon this card, then if you banished a Rock or Pyro monster when you activated this effect, you can Special Summon 1 Rock or Pyro non-Effect Monster from your hand or GY. If this card is banished: You can target 1 non-Effect Monster in your GY or that is banished; add that target to your hand. You can only use each effect of "Annihilaterror - Lava Lake" once per turn. 2300/1600 Annihilaterror - Magma Coating Pyro/DARK Level 5 When this card is Summoned: You can target 1 of your banished Rock or Pyro monsters; add that target to your hand. When you activate this effect, you can also banish 1 Rock or Pyro monster from your hand; excavate the top 3 cards of your Deck, banish any monsters, also if you excavated an "Annihilaterror" Spell/Trap, add 1 of them to your hand, or if banished a Rock or Pyro monster when you activated this card, you can add any number to your hand, also send the remaining cards to the GY. You can only use each effect of "Annihilaterror - Magma Coating" once per turn. 2100/2100 Annihilaterror - Volcanic Ending Pyro/DARK/Normal Level 8 The island of Yeh'nid once thought it could keep on going after the first impact of the volcanic eruption that once had devastated their home, but it was not meant to be. The powerful sonic blast could be heard for miles, though there were soon nobody were left to hear it. 2500/2500 Annihilaterror - Lava Fountain Rock/FIRE Level 8 If this card is in your hand or GY: You can banish 2 non-Effect Monsters from your hand, field or GY, then you can also banish 1 Rock or Pyro monster from your hand; Special Summon this card, then if you banished a Rock or Pyro monster when you activated this effect, you can Special Summon 1 non-Effect Monster from your hand or Deck in Defense Position. If this card is banished: You can 1 target Rock or Pyro monster in your GY; Special Summon that target, but it cannot attack this turn. You can only use each effect of "Annihilaterror - Lava Fountain" once per turn. 2000/3000 Extra Deck Monsters: Annihilaterror - Rock Formation Rock/FIRE/Link Link Arrows: Bottom, Top 2 Rock and/or Pyro monsters Monsters this card points to are treated as non-Effect Monsters, also this card is always treated as a non-Effect Monster while in its owner's possession. If a monster(s) is Xyz Summoned to a monster to a zone this card points to: You can target 1 of those monsters, then you can banish 1 other Rock or Pyro monster from your hand; attach this card to that target, then if you banished a Rock or Pyro monster when you activated this effect, Special Summon 1 Rock or Pyro Xyz Monster that is 3 Ranks higher than it, using that target as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) 1500/LINK-2 Annihilaterror - High Heater Pyro/DARK/Link Link Arrows: Bottom Left, Bottom Right, Top 3 Rock and/or Pyro monsters When this card is Link Summoned using a non-Effect Monster: You can target 1 of your banished Rock or Pyro monsters; Special Summon that target to your zone this card points to. When you activate effect, you can also banish 1 Rock or Pyro monster from your hand; if you banished a Rock or Pyro monster when you activated this effect, add 1 "Rank-Up-Magic" Spell from your Deck to your hand, also immediately after this effect resolves, Xyz Summon 1 Rank 5 or lower Rock or Pyro Xyz Monster from your Extra Deck using exactly 1 Level 5 Rock or Pyro monster this card points to as material. You can only use each effect of "Annihilaterror - High Heater" once per turn. 2000/LINK-3 Annihilaterror - Underground Boiler Rock/FIRE/Xyz Rank 2 2+ Level 2 Rock and/or Pyro monsters While a non-Effect Monster is attached to this card, all Rock and Pyro monsters you control can attack while in face-up Defense Position. Apply their DEF during damage calculation. You can detach any number of materials from this card, then target the same number of monsters on the field, then you can also banish 1 Rock or Pyro monster from your hand; change them to face-up Defense Position, then if you banished a Rock or Pyro monster when you activated this effect, the DEF of all monsters your opponent control become 0. If this card has a non-Effect Monster attached as material, this is a Quick Effect. 0/2500 Annihilaterror - Xenolith Crusher Rock/FIRE/Xyz Rank 5 2+ Level 5 Rock and/or Pyro monsters N/A 3000/2500 Annihilaterror - Felsic Ravager Pyro/DARK/Xyz Rank 5 3 Level 5 Rock and/or Pyro monsters If this card is Xyz Summoned: You can target 1 of your banished "Annihilaterror" cards; add that target to your hand or attach it to this card as material. Once per turn: You can detach any number of materials from this card, then target the same number of cards on the field, then you can also banish 1 Rock or Pyro monster from your hand; destroy those targets or if you banished a Rock or Pyro monster when you activated this effect, attach them to this card instead. If this card has a non-Effect Monster attached as material, this is a Quick Effect. 2800/3000 Annihilaterror - Volcanic Brute Pyro/DARK/Xyz Rank 8 2 Level 8 Rock and/or Pyro monster N/A 3000/3000 Annihilaterror - Mafic Devastator Pyro/DARK/Xyz Rank 8 4 Level 8 Rock and/or Pyro monsters If this card is Xyz Summoned using a "Rank-Up-Magic" Spell: Inflict damage to your opponent's HP equal to the number of banished Rock and Pyro monsters x 300. While this card is linked, Xyz Monsters you control cannot be targeted by your opponent's effects. Once per turn: You can detach any number of materials from this card, then you can also banish 1 Rock or Pyro monster from your hand; destroy all Spells/Traps your opponent control. If you banished a Rock or Pyro monster when you activated this effect, your opponent cannot activate cards or effects in response to this effect. If this card has a non-Effect Monster attached as material, this is a Quick Effect. 3000/3500 Annihilaterror - Ultramafic Colossus Rock/FIRE/Xyz Rank 11 5 Level 11 Rock and/or Pyro monsters All Rock and Pyro monsters on the field are treated as non-Effect Monsters. This card can attack an additional number of times each Battle Phase equal to the number of non-Effect Monsters attached to it as material. Once per turn: You can detach any number of materials from this card up to the number of non-Effect Monsters on the field, then you can also banish 1 Rock or Pyro monster from your hand; destroy random cards in your opponent's hand up to the numbed of materials detached, then if you banished a Rock or Pyro monster when you activated this effect, you can destroy face-up cards your opponent control and in their Deck with the same name as those destroyed cards. If this card has a non-Effect Monster attached as material, this is a Quick Effect. 3500/4000 Spells/Traps: Annihilaterror - Active Volcano Field Spell When this card is activated: You can make all face-up monsters currently on the field become both Rock and Pyro. All Rock and Pyro monsters you control gain 500 ATK/DEF, and if they are both Pyro and Rock, they cannot be destroyed by battle or card effects. Once per turn, if you would banish a Rock or Pyro monster to activate an "Annihilaterror" effect, you can banish 1 Rock or Pyro non-Effect Monster from your GY instead. If this face-up card on the field is destroyed by a card effect: You can banish this card from your GY, also you can banish 1 Rock or Pyro monster from your hand; add 1 non-Effect Monster from your Deck to your hand, or if you banished a Rock or Pyro monster when you activated this effect, you can Special Summon it instead. Annihilaterror - Lava Balloons Normal Spell When you activate this card, you can also banish 1 Rock or Pyro monster from your hand; Special Summon 1 "Annihilaterror Token" (Pyro/DARK/Level 1/ATK 500/DEF 500), or if you banished a Rock or Pyro monster when you activated this card, you can Special Summon 3 instead. These Tokens cannot be Tributed or used as material for a Summon, except the Tribute or Link Summon of a FIRE Rock or DARK Pyro monster. You can only activate 1 "Annihilaterror - Lava Balloons" per turn. Annihilaterror - Rank-Up-Magic Devastating Force Quick-Play Spell Target 1 Rock or Pyro Xyz Monster you control, then you can banish 1 Rock or Pyro monster from your hand; Special Summon from your Extra Deck, 1 "Annihilaterror" Xyz Monster whose Rank is 3 higher than it, by using it as material, or if you banished a Rock or Pyro monster when you activated this card, you can Summon any Rock or Pyro monster whose Rank that is higher than that target. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) Annihilaterror - Lava Flow Quick-Play Spell Target 1 Rock or Pyro monster on the field or in either player's GY and 1 Xyz Monster you control, then you can also banish 1 Rock or Pyro monster from your hand; attach the first target to the second target, then if you banished a Rock or Pyro monster when you activated this card, you can Set this card face-down instead of sending it to the GY. If you control a Link Monster that points to that Xyz Monster, you can target 1 banished Rock or Pyro monster instead. Annihilaterror - Reforming Landscape Continuous Spell You can place 1 card from your hand on top of your Deck, then target 1 of your banished Rock or Pyro monsters, then you can banish 1 Rock or Pyro monster from your hand to target 1 Rock or Pyro monster in your GY; Special Summon the first target, then if you banished a Rock or Pyro monster when you activated this card, add the second target to your hand. You can banish this card from your GY, then target 3 of your banished Rock and/or Pyro monsters; place them on top of your Deck. You can only use each effect of "Annihilaterror - Reforming Landscape" once per turn. Annihilaterror - Sudden Eruption Normal Trap When you activate this card, you can also banish 1 Pyro monster from your hand; Special Summon 1 DARK Pyro monster from your Deck, then if you banished a Pyro monster to activate this effect, Special Summon 1 FIRE Rock monster from your Deck. You can banish this card and 1 Rock or Pyro non-Effect Monster from your GY; draw 2 cards, then banish 1 card from your hand. You can only use each effect of "Annihilaterror - Sudden Eruption" once per turn.
  7. Realized the formatting looked weird because I posted from my phone, should look better now

     

  8. What's this, I made a new Archetype, why I never!

     

  9. Fuhai is an Archetype of monsters with various Levels, Types and Attributes. They focus on manipulating your opponent's monsters by Summoning or changing sides to your opponent's field, as well as Ritual Summoning. Each Non-Ritual Monster has an effect that is negative towards the monster adjacent to it, such as losing ATK/DEF or preventing it from activating its effects. The goal is to fill up your opponent's field with monsters, as their Ritual Spell Fuhai Merger can use your opponent's monsters as Tributes, with their boss monster being Fuhai Ikuchi. Also they use their Field Spell Yokai Manor of Fuhai for bonuses to their effects. Fuhai loosely means corrupt or corruption in Japanese and these are all based on yokai, monsters and spirits in Japanese folklore, and this is reflected in their playstyle and the Spells/Traps which reference various political and general corruption related terms. Non-Ritual Monsters: Fuhai Basan Winged Beast/LIGHT Level 1 Non-"Fuhai" monsters adjacent to this card are unaffected by your Spells/Traps and your non-"Fuhai" monster effects. If you control "Yokai Manor of Fuhai", if you Ritual Summon exactly 1 Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement. 0/500 Fuhai Amikiri Reptile/WIND Level 2 When this card is Summoned: You can discard 1 card; Special Summon 1 "Fuhai" monster from your Deck to your opponent's field, then if you control "Yokai Manor of Fuhai", you can Summon 1 "Fuhai" monster to your field as well. You can only use this effect of "Fuhai Amikiri" once per turn. Non-"Fuhai" monsters adjacent to this card lose 500 ATK/DEF for each "Fuhai" monster you control. 500/1000 Fuhai Sankai Aqua/DARK Level 2 Non-"Fuhai" monsters adjacent to this card cannot be used for material for a Summon or be Tributed, except for a Ritual Summon. If this card this card is sent from the field to the GY: You can add 1 "Fuhai" card from Deck or GY to your hand, except "Fuhai Sankai". You can only use this effect of "Fuhai Sankai" once per turn. 1000/500 Fuhai Kyonshi Zombie/EARTH Level 3 Non-"Fuhai" monsters adjacent to this card attack or change their battle positions. If this card this card is sent from the field to the GY: You can Special Summon 1 "Fuhai" monster from your hand to your opponent's field, or if you control "Yokai Manor of Fuhai", you can Special Summon it from your Deck to either field instead. You can only use this effect of "Fuhai Kyonshi" once per turn. 1000/1000 Fuhai Kasha Beast/FIRE Level 4 Non-"Fuhai" monsters adjacent to this card cannot activate their effects. (Quick Effect): You can discard 1 "Fuhai" card; activate or Set 1 "Fuhai" Spell/Trap from your Deck. You can only use this effect of "Fuhai Kasha" once per turn. 1500/1000 Ritual Monsters: Fuhai Hyosube Beast-Warrior/EARTH/Ritual Level 4 You can Ritual Summon this card with "Fuhai Merger". All monsters in your opponent's Main Monster Zones lose ATK/DEF for each "Fuhai" monster on the field x 500. While you control "Yokai Manor of Fuhai", Ritual Monsters on the field cannot be destroyed by card effects, also the ATK/DEF of monsters in your opponent's Extra Monster Zones become 0. 1500/2000 Fuhai Oni Fiend/DARK/Ritual Level 5 You can Ritual Summon this card with "Fuhai Merger". When this card is Ritual Summoned: You can change all monsters on the field to face-up Attack Position, also until the end of your opponent's turn, all monsters your opponent control must attack this card, if able. If your opponent controls a "Fuhai" monster, this card can attack your opponent directly, but any battle damage it inflicts is halved, unless you control "Yokai Manor of Fuhai". 2000/2000 Fuhai Ikuchi Sea Serpent/WATER/Ritual Level 8 You can Ritual Summon this card with "Fuhai Merger". When this card is Ritual Summoned: You can Special Summon 1 "Fuhai" monster to your opponent's field, or if you control "Yokai Manor of Fuhai", you can Special Summon it to your field instead. Negate the effects of all non-"Fuhai" monsters your opponent control. This card can make additional attacks each Battle Phase on monsters your opponent control with a "Fuhai" monster adjacent to them. 2500/2500 Spells/Traps: Yokai Manor of Fuhai Field Spell Once per turn: You can Special Summon 1 "Fuhai" from your hand to either field. "Fuhai" monsters and monsters adjacent to them cannot be used as material for a Summon while you control a Ritual Monster. "Fuhai" monsters you control cannot be targeted for an attack while your opponent controls a "Fuhai" monster. Fuhai Embezzlement Continuous Spell When this card is activated: You can change any number of "Fuhai" monsters on the field to face-down Defense Position. Each time a "Fuhai" monster(s) is Summoned, place 1 Embezzlement Counter on this card for each of those monsters. Once per turn: You can remove 2 Embezzlement Counters from this card; draw 1 card. If a "Fuhai" Spell/Trap(s) you control would be destroyed, you can remove 1 Embezzlement Counter from this card instead for each of those cards. Fuhai Merger Ritual Spell This card can be used to Ritual Summon any "Fuhai" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you control "Yokai Manor of Fuhai", you can also Tribute monsters your opponent control adjacent to "Fuhai" monsters. Fuhai Infiltration Quick-Play Target 1 "Fuhai" monster you control; switch control of it to your opponent, then draw 1 card and reveal it, if is is a "Fuhai" monster, you can Special Summon it. If you control "Yokai Manor of Fuhai", you can Special Summon it it to either field. Fuhai Bailout Normal Trap Target 1 "Fuhai" monster your opponent controls; take control of that target. If you control "Yokai Manor of Fuhai", you can activate this card from your GY, but banish it after this effect resolves. Fuhai Kickback Continuous Trap Once per turn: You can target 1 "Fuhai" monster your opponent controls; return that target to the hand, then you can Special Summon 1 "Fuhai" monster from your hand with a different name to your opponent's field, or if you control "Yokai Manor of Fuhai", you can Special Summon it to your field instead. While you control a Ritual Monster, your opponent cannot target "Fuhai" cards you control with effects. Edited just now by Zaziuma Realized the formatting looked weird because I posted from my phone, should look better now
  10. Uh oh, YCM is giving me this error and it ain't fixing itself. Anyone else got this? https://prnt.sc/ts57g8

    1. Show previous comments  2 more
    2. (o ×)

      (o ×)

      Oh no, what a loss

    3. yui

      yui

      ? YCM IS GONE ?

    4. Phantom Roxas

      Phantom Roxas

      Yeah, I got that yesterday, too.

  11. I recently made a Fossil and Adamancipator Deck, and I was in the mood for some Rock support, so here's a Fusion Monster that support Rock Decks! So, simply it is able to send a Rock monster from your Deck to your GY, which is very helpful for Fossil, and it boosts its ATK and changes its Level based on what you send. It's mainly meant to be used with Instant Fusion, but if you want to keep it around, it can be used to lock down your opponent's monster, and it has some protection effects as well.
  12. Marinemech is an Archetype of Aqua/WATER monsters with various Levels. They focus on revealing themselves in your hand and keeping themselves revealed, similar to how Golden Ladybug works, excavating the opponent's Deck, and Link Summoning. They have a sub-Archetype as well called Underknight, which includes all their Link Monsters, as well as a few Main Deck monsters. The non-Underknight Marinemech monsters all share the same effect that reveals themselves in your hand to excavate the top card of your opponent's Deck, and if it's a monster, you get to Special Summon the revealed monster. The Underknight monsters have another effect that is similar, but reveals 2 other Underknights to Special Summon them. Their main playstyle revolves around Link Summoning, and getting to their boss monster, Harbinger, which can be done easily with the help of support cards like Underverse and Surfacing. Marinemech was inspired by the Men of War armor from the Aqua Man movie, so to get an idea of what these monsters would look like, you can click here. The moment I saw them in the movie, I thought they looked pretty cool, and wondered why I hadn't seen something like that before, so I wanted to turn them into a theme in YGO why not!? Okay, but really, these guys are only loosely based on them, and I also had in mind that these were not human, but aquatic animals, though not sure how that would really work, just go with whatever you want, that's the beauty of having written cards. Main Deck Monsters: Marinemech Searcher Aqua/WATER Level 1 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. If this card is sent from the field to the GY: You can add 1 "Marinemech" card from your Deck to your hand, except "Marinemech Searcher". You can only use this effect of "Marinemech Searcher" once per turn. 700/300 Marinemech Diver Aqua/WATER Level 2 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. You can banish this card from your GY, then target 1 "Underknight" monster in your GY; Special Summon it. If you control "Marinemech Underverse", you can target 1 Aqua monster instead. You can only use this effect of "Marinemech Diver" once per turn. 900/1100 Marinemech Underknight Sentry Aqua/WATER Level 3 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. If this card is used as material for a Link Summoned: That Link Monster cannot be destroyed by battle or card effects. You can only use each effect of "Marinemech Underknight Sentry" once per turn. 1000/1500 Marinemech Catcher Aqua/WATER Level 4 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. You can target 1 "Marinemech" card in your GY; place it on top of your Deck, or if you control "Marinemech Underverse", you can add it to your hand instead. You can only use this effect of "Marinemech Catcher" once per turn. 1800/1100 Marinemech Underknight Warden Aqua/WATER Level 5 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Marinemech Underknight Warden" once per turn. While this card is linked to an Aqua monster, all Aqua monsters you control gain 500 ATK/DEF. While you control "Marinemech Underverse", Aqua monsters in your possession are unaffected your opponent's by Spell/Trap effects. 1600/2000 Marinemech Explorer Aqua/WATER Level 6 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. During your Main Phase: You can excavate the top 3 cards of your Deck, add 1 excavated "Marinemech" card to your hand, also, after that, send the remaining cards to the GY. If you control "Marinemech Underverse", you excavate 5 cards instead. You can only use this effect of "Marinemech Explorer" once per turn. 1900/1900 Marinemech Underknight Troop-leader Aqua/WATER Level 7 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. (Quick Effect): You can discard 1 revealed card in your hand, then target 1 card your opponent controls or in their GY; place it on top of the Deck. You can only use each effect of "Marinemech Underknight Troop-leader" once per turn. 1700/2400 Extra Deck Monsters: Marinemech Underknight Apprentice Aqua/WATER/Link Link Arrows: Bottom 1 Aqua monster, except a Link Monster Once per turn: You can discard 1 card; add 1 "Marinemech" card from your Deck to your hand. You can banish this card until the end of this turn; all revealed cards in your hand become unrevealed. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 800/LINK-1 Marinemech Underknight Crusader Aqua/WATER/Link Link Arrows: Bottom Left, Bottom Right 2 Aqua monsters When this card is Link Summoned: You can excavate cards from the top of your opponent's Deck equal to the number of cards revealed in your hand +1, then place them on top or bottom of your opponent's Deck in any order. Once per turn: You can unreveal any number of cards in your hand, then target the same number of cards in your opponent's GY or that are banished; place them on top of their Deck. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 1500/LINK-2 Marinemech Underknight Treasure-keeper Aqua/WATER/Link Link Arrows: Left, Right, Bottom 2+ Aqua monsters Once per turn: You can Special Summon 1 monster that is revealed in your hand to your zone this card points to. Once per turn: You can target Spells/Traps in your opponent's GY up to the number of Aqua monsters you control; banish them, and if you do, all monsters you control gain 200 ATK for each. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 2200/LINK-3 Marinemech Underknight Harbinger Aqua/WATER/Link Link Arrows: Top, Top Left, Top Right, Bottom Left, Bottom Right 3+ Aqua monsters If a monster(s) is Summoned to a zone this card points to, except an "Underknight" monster: Excavate the top card of your opponent's Deck, if the excavated card is not a monster, place the Summoned monster on top of the Deck, also, after that, send the excavated card to the GY, then repeat this effect for each monster Summoned (the monster's controller chooses the order). Once per turn: You can target 1 Spell/Trap and 1 monster your opponent controls or that is in their GY; banish the first target and place the second on top of their Deck. If you have 2 or more "Marinemech" monsters revealed in your hand, this is a Quick Effect. 3000/LINK-5 Spells/Traps: Marinemech Underverse Field Spell Your opponent cannot negate the effects of Aqua monsters in your possession. Aqua monsters you control that are linked cannot be targeted by your opponent's monster effects. If a "Marinemech" monster activates an effect that excavates a card(s) from your opponent's Deck: You can discard 1 card; Special Summon 1 "Marinemech" Token (Aqua/WATER/Level 1/ATK 0/DEF 0). If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead. Marinemech Turbosuit Equip Spell Equip only to an Aqua monster. If it attacks a monster in Defense Position, at the start of the Damage Step: Place that monster on top of the Deck. If this card is equipped to an "Underknight" monster, you can place that monster on top of the Deck, regardless of battle position. Once per turn: You can discard 1 revealed Aqua monster in your hand; draw 2 cards, then place 1 card from your hand on top of your Deck. If you control "Marinemech Underverse", you do not place it on top of your Deck. If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead. Marinemech Surfacing Quick-Play Shuffle any number of "Marinemech" monsters in your hand into your Deck, then your opponent excavates cards from their Deck equal to the number shuffled, then you can Special Summon "Marinemech" monsters from your Deck with different names equal to the number of monsters revealed, also you cannot Special Summon monsters, except Aqua monsters for the rest of this turn. You can only activate 1 "Marinemech Surfacing" per turn. Marinemech Catch Normal Trap Target 1 card in your opponent's GY, then you can reveal any number of Aqua monsters in your hand, and keep them revealed until the end of this turn to target additional cards for each revealed; place that target(s) on top of their Deck. You can banish this card from your GY, then target 1 of your opponent's banished cards; place it on top of their Deck. If you control "Marinemech Underverse", you can activate this card from your hand. Marinemech Repairs Continuous Trap Once per turn: You can return 1 Aqua monster you control to your hand, and if you do, Special Summon 1 revealed Aqua monster from your hand, then if the returned monster is an "Underknight" monster, you can draw 1 card. Once per turn: You can target 1 monster in each GY; place them on top of the Deck. You cannot activate these effects in the same Chain. If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead.
  13. I done made a new card, I know you have been waiting. Right? Right!

  14. So there's a new Archetype in town called Tribrigade, and they focus on the three "beast" types, so here's a card that supports not just them, but Beast, Beast-Warrior and Winged Beast, so this one supports them in being able to boost its ATK by quite a bit, as well as protecting them, and is able to bring back banished monsters, which plays into their playstyle of banishing monsters.
  15. The Toy Story world in KH3 is fun so far, love the self referential video game part, but Space Cats...I need it in my life.

  16. Porter Robinson is back with a new song and album coming this year. He also made a statement about his abscence, and it's worth reading, it's quite powerful and self actualized, it's in the comments on the video and elsewhere.

  17. Last cards are up! New cards: Spider of the Blood Moon (Level 2 Effect Monster) Shaman of the Blood Moon (Level 3 Effect Monster) Wendigo of the Blood Moon (Level 5 Effect Monster) Zombie of the Blood Moon (LINK-4 Link Monster) Eclipse of the Blood Moon (Continuous Spell) Fall of the Blood Moon (Continuous Trap)
  18. Blood Moon is an Archetype of DARK monsters with various Types, whom focus around Zombie, though they only have 2 Zombie monsters, with the others only becoming Zombie under certain conditions. They focus on a lot of things, though mainly their Continuous Spells/Traps and their Field Spell that produce Blood Counters which they use for various effects, though they also pay HP to perform various effects, the monsters being able to pay LP to boost their ATK/DEF, another effects typically relating to Blood Counters, and they also have Atlantean-like effects that activate when sent to GY as a cost to activate a Blood Moon effect, they have Link Monsters that make the monsters into Zombie monsters, as well as Rise of the Blood Moon, and they gain bonuses from being Zombie from their Continuous Spells/Traps, and the Link Monsters can Tribute Zombies from either field to boost their ATK. Their name and theming is around the blood moon, a concept typically related to the occult, such as zombie and vampires etc. and general supernatural stories, so they have ghosts hunters and werewolfs and what not as well as bats, and also the concept of infection from Virus, which is a also a pun due to it being Cyberse, just for fun, and their Spells/Traps refer to the moon. Main Deck Monsters: Phantom of the Blood Moon Zombie/DARK Level 1 Once per turn: You can pay LP in multiples of 500 (max. 2000); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can discard 1 card, then target 1 face-up card on the field you can place a Blood Counter on; place 2 Blood Counters on it. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned it to your opponent's field, Special Summon 1 "Blood Moon Token" (Zombie/DARK/Level 1/500 ATK/500 DEF). You can only Special Summon "Phantom of the Blood Moon(s)" once per turn. 500/500 Spider of the Blood Moon Insect/DARK Level 2 Once per turn: You can pay up LP in multiples of 500 (max. 2000); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can target 1 Zombie monster on the field; destroy it, and if you do, gain HP equal to its ATK. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can pay 500 LP; Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned this card to your opponent's field, you can place 1 Blood Counter on a face-up card you can place a Blood Counter on. You can only Special Summon "Spider of the Blood Moon(s)" once per turn. 200/800 Shaman of the Blood Moon Spellcaster/DARK Level 3 Once per turn: You can pay LP in multiples of 500 (max. 1500); this card that much ATK/DEF until the end of this turn. Once per turn, if you activate a "Blood Moon" Spell/Trap Card: You can Special Summon 1 "Blood Moon Token" (Zombie/DARK/Level 1/500 ATK/500 DEF). If this card is sent to the GY to activate a "Blood Moon" card's effect: You can pay 1000 LP; add 1 "Blood Moon" card from your Deck to your hand, except "Shaman of of the Blood Moon". You can only use this effect of "Shaman of the Blood Moon" once per turn. You can only Special Summon "Shaman of the Blood Moon(s)" once per turn. 800/1500 Werewolf of the Blood Moon Beast/DARK Level 3 Once per turn: You can pay LP in multiples of 500 (max. 1000); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can pay LP in multiples of 500 (max. 1500), then target 1 face-up card on the field you can place a Blood Counter on; place Blood Counters on it equal to the number of multiples of 500 you paid. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can remove 2 Blood Counters from anywhere on the field; Special Summon this card from your GY to either field in Defense Position. You can only Special Summon "Werewolf of the Blood Moon(s)" once per turn 1500/1000 Imp of the Blood Moon Fiend/DARK Level 4 Once per turn: You can pay LP in multiples of 500 (max. 1500); this card that much ATK/DEF This is a Quick Effect while you control "Rise of the Blood Moon". You can Tribute this card, then target 1 face-up card on the field you can place a Blood Counter on; place 2 Blood Counters on it. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can send 1 "Blood Moon" card from your hand or field to the GY; Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned it to your opponent's field, draw 1 card. You can only Special Summon "Imp of the Blood Moon(s)" once per turn. 1200/1800 Hunter of the Blood Moon Warrior/DARK Level 4 Once per turn: You can pay LP in multiples of 500 (max. 1500); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can remove Blood Counters in multiples of 2 from anywhere on the field; gain 1200 LP for each multiple of 2 you removed. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can discard 1 card, then target 1 other "Blood Moon" monster in your GY; Special Summon it. You can only use this effect of "Hunter of the Blood Moon" once per turn. You can only Special Summon 1 "Hunter of the Blood Moon(s)" once per turn. 1500/1200 Wendigo of the Blood Moon Fairy/DARK Level 5 Once per turn: You can pay LP in multiples of 500 (max. 1000); this card that much ATK/DEF until the end of this turn. Once per turn: You can remove 2 Blood Counters from anywhere on the field, then target 1 monster your opponent controls; take control of it. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can pay 1000 LP; Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned it to your opponent's field, you can take control of 1 other monster they control. You can only Special Summon "Wendigo of the Blood Moon(s)" once per turn. 2000/1600 Extra Deck Monsters: Virus of the Blood Moon Cyberse/DARK/Link Link Arrows: Top, Bottom 2 "Blood Moon" monsters with different names Monsters this card is linked with become Zombie. Once per turn: You can discard 1 card; Set 1 Field Spell directly from your Deck. Once per turn: You can Tribute 1 Zombie monster this card points to on either field; this card gains ATK equal to the Tributed monster's original ATK until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". You can only Special Summon "Virus of the Blood Moon(s)" once per turn. 1500/LINK-2 Bat of the Blood Moon Winged Beast/DARK/Link Link Arrows: Bottom Left, Bottom Right, Top 2+ "Blood Moon" monsters with different names Monsters this card is linked with become Zombie. Once per turn: You can remove Blood Counters in multiples of 2 from anywhere on the field, then target cards your opponent controls equal to the multiples of 2 removed; destroy them, and if you do, gain 500 HP for each card destroyed. Once per turn: You can Tribute 1 Zombie monster this card points to on either field; this card gains ATK equal the Tributed monster's original ATK until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". You can only Special Summon "Bat of the Blood Moon(s)" once per turn. 2000/LINK-3 Zombie of the Blood Moon Zombie/DARK/Link Link Arrows: Bottom Left, Bottom, Top Left, Top 2+ "Blood Moon" monsters A monster this card points to becomes Zombie. If this card is in the Extra Monster Zone: You can target Zombie monsters in your GY, up to the number of unoccupied zones this card points; Special Summon those targets to those zones on each field, and if you do, banish this card. Once per turn: You can Tribute 1 Zombie monster this card points to on either field; this card gains ATK equal to its original ATK until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". You can only Special Summon "Zombie of the Blood Moon(s)" once per turn. 2500/LINK-4 Spells/Traps: Rise of the Blood Moon Field Spell When this card is activated: Place 1 Blood Counter on it for each "Blood Moon" monster you control with a different name. All "Blood Moon" monsters you control become Zombie while there is a Blood Counter on this card. Once per turn: You can remove any number of Blood Counters from anywhere on the field; gain 500 LP for each removed. If a "Blood Moon" Spell/Trap(s) you control would be destroyed by your opponent's card effect, you can remove 2 Blood Counters from anywhere on the field instead. You can only activate 1 "Rise of the Blood Moon" per turn. Return of the Blood Moon Continuous Spell Once per turn: You can discard 1 "Blood Moon" card; place 2 Blood Counters on this card. Once per turn: You can remove 3 Blood Counters from anywhere on the field; Special Summon 1 "Blood Moon" monster from your Deck, or if you control "Rise of the Blood Moon", you can Special Summon 1 Zombie monster instead. If a Zombie monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. Phases of the Blood Moon Continuous Spell Once per turn: You can send 1 other "Blood Moon" card you control to the GY; place 2 Blood Counters on this card. Once per turn: You can remove 3 Blood Counters from anywhere on the field; Set 1 "Blood Moon" Continuous Spell/Trap directly from your Deck, and if you control "Rise of the Blood Moon", you can activate a Set Trap this turn. If a Zombie monster(s) is Special Summoned: You can draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use this effect of "Phases of the Blood Moon" once per turn. Eclipse of the Blood Moon Continuous Spell You can send 1 Zombie monster from your hand or field to the GY; place 1 Blood Counter on this card. If you control "Rise of the Blood Moon", you can send 1 Zombie monster your opponent controls to the GY instead. You can only use this effect of "Eclipse of the Blood Moon" up to twice per turn. If you would pay to activate a "Blood Moon" card effect, you can remove 1 Blood Counter from anywhere on the field for each 500 LP you would pay instead. When a Zombie monster you control inflicts battle damage to your opponent: Gain LP equal to the damage inflicted. Fall of the Blood Moon Continuous Trap When this card is activated: You can remove 2 Blood Counters from anywhere on the field, then target target 2 "Blood Moon" monsters in your GY; Special Summon them in Defense Position to either field, but banish them when they leave the field. Once per turn: You can send other 2 "Blood Moon" cards from your hand and/or field to the GY; place 4 Blood Counters on this card. Once per turn: You can target 1 Zombie monster on the field; change its battle position. Unless you control a Zombie monster, destroy this card. If this card leaves the field, destroy those Summoned monsters. Night of the Blood Moon Continuous Trap Once per turn: You can send 1 "Blood Moon" card from your Deck to the GY; place 2 Blood Counters on this card. While there is a Zombie monster on the field, monsters your opponent control lose 200 ATK/DEF for each Zombie monster on the field, also they have their effects negated while you control "Rise of the Blood Moon". Once per Chain: You can remove 1 Blood Counter from anywhere on the field, then target then activate 1 of these effect (but you cannot activate that same effect of "Night of the Blood Moon" again this turn). ● Target 1 face-up monster on the field; If it not a Zombie monster, it becomes Zombie. ● Target 1 face-up monster on the field; If it is a Zombie monster, this turn, it cannot be destroyed by battleor your opponent's card effects. ● Target 1 "Blood Moon" card in your GY; add it to your hand.
  19. Good lord, why did I spend that much time with Fallout 76. I mean, I love the Fallout games, but not sure that game had 200 hours of content: https://prnt.sc/qpedms

    1. mido9

      mido9

      H O W

      almost literally everything I've heard about fallout 76 is that it's one of the worst games in years

    2. yui

      yui

      blink twice if Todd Howard is holding you against your will

    3. Zaziuma

      Zaziuma

      Well, I love Fallout, so I had to play it to see how bad it was, turned out, it was exaggerated, though I didn't play at launch either, got it for Christmas 2018. I don't claim that it's a great game, it's lacking a lot of what makes Fallout great, but exploring can still be fun, if you like the notes and terminals, they got some of that, some locations and missions were memorable here and there. I stopped playing after having explored the map from top to bottom.

  20. Video Villain is an Archetype consisting of mostly Pendulum Monsters, with one Effect Monster. They focus on various things, though mostly their gimmick of having Master Planner banished for various effects and to get out their Xyz Monsters more easily, that are also Pendulum Xyz Monsters BTW, as well as Tribute Summoning. As said, you want Master Planner banished at all times for their effects, however it effect will either banish itself if in the GY or return itself to your GY during the End Phase without your input, so while they have various ways of banishing it before its effect activates during your End Phase. The reason to do this is mainly to get out their boss monster, Ultimate Evil, a powerful Rank 6 which normally requires 3 monsters, but can be put out once per turn with only 1 monster instead. They also have ways of using Tribute Summoning a lot with Tape, or performing an additional Pendulum Summon with Cult Leader. Video Villain monsters are based on various TV and movie villain tropes and general character traits, while the Spells/Traps are based on things related to VHS and VCR, and they are Cyberse due to them feeling weird to me as Machine or anything else, even if Cyberse may not be the most accurate for this theme, and since we currently have no Pendulum Cyberse monsters, I figured it would be fun. Like my Sinistar Archetype, these use the new format, which is mostly the same due to these being Pendulum Monsters, however they have Xyz Monsters as well, which can be put in the Main Monster Zone. Read more about the new rules here: https://ygorganization.com/extra-deck-rules-update-also-arriving-to-the-tcg-04-01-2020/ Main Deck Monsters: Video Villain - Master Planner Cyberse/DARK Level 4 Once per turn, during your End Phase: If this card is in your GY, banish it OR if this card is banished, return it to the GY (this is not optional). You can only use each of the following effects of "Video Villain - Master Planner" once per turn. ● When this card is Normal or Pendulum Summoned: You can add 1 "Video Villain" Spell/Trap from your Deck to your hand. ● If this card is Tributed: You can add 1 Cyberse from your Deck to your hand, except "Video Villain - Master Planner". 1500/1500 Video Villain - Crazy Clone Cyberse/DARK/Pendulum Level 4 Scale 5 Pendulum Effect: Once per turn: You can banish any number of copies of "Video Villain - Master Planner" from your hand or GY, then target 1 card in your Pendulum Zone; increase or reduce that target's Pendulum Scale by the number banished. All Cyberse monsters you control gain 100 ATK/DEF for each banished copy of "Video Villain - Master Planner". Monster Effect: While this card is in your GY or banished, its name becomes "Video Villain - Master Planner". Once per turn, during your opponent's End Phase: If this card is in your GY, banish it OR if this card is banished, return it to the GY (this is not optional). You can Tribute 1 Cyberse monster from your hand or field; banish 1 "Video Villain" card from your Deck, and if you do, you can add card with the same name from your Deck to your hand. You can only use this effect of "Video Villain - Crazy Clone" once per turn. 1500/1500 Video Villain - Bad Beginning Cyberse/DARK/Pendulum Level 5 Scale 3 Pendulum Effect: When this card is activated: You can banish 1 "Video Villain - Master Planner" from your hand or GY, and if you do, place 1 "Video Villain - Evil Ending" from your Deck, GY or that face-up in your Extra Deck in your other Pendulum Zone. If a Cyberse monster(s) in your Monster Zone would be destroyed, you can attach that monster(s) to an Xyz Monster(s) you control as a material instead. Monster Effect: If this card is Tribute Summoned: You can add 1 "Video Villain" card from your Deck to your hand, except "Video Villain - Bad Beginning". Once per turn (Quick Effect): You can target 1 card in your Pendulum Zone; return it to your hand, then place this your Pendulum Zone, if "Video Villain - Master Planner" is banished, you can place 1 "Video Villain" Pendulum Monster from your Deck instead. 2000/2000 Video Villain - Evil Ending Cyberse/DARK/Pendulum Level 6 Scale 7 Pendulum Effect: When this card is activated: You can banish 1 "Video Villain - Master Planner" from your hand or GY, and if you do, place 1 "Video Villain - Bad Beginning" from your Deck, GY or that face-up in your Extra Deck in your other Pendulum Zone. If exactly 1 "Video Villain" Pendulum Monster you control would be destroyed, you can place it in your other Pendulum Zone instead. Monster Effect: If this card is Tribute Summoned: You can target 1 card your opponent controls; destroy it OR if "Video Villain - Master Planner" is banished, you can place it on top of your opponent's Deck instead. Once per turn: You can send any number of "Video Villain" cards from your hand or Pendulum Monsters that are face-up in your Extra Deck to your GY, then if you sent 3 or more cards, draw 2 cards. 2000/2000 Video Villain - Mad Scientist Cyberse/DARK/Pendulum Level 5 Scale 3 Pendulum Effect: If "Video Villain - Master Planner" is banished, you can Tribute Summon "Video Villain" Pendulum Monsters that are face-up in your Extra Deck to your Main Monster Zones. Once per turn, if you Tribute Summon a "Video Villain" monster: You can draw 2 cards, then banish 1 card from your hand. Monster Effect: If this card is Tribute Summoned: You can Special Summon 1 "Video Villain" Pendulum Monster from your hand or that is face-up in your Extra Deck. Once per turn, when your opponent activates a card or effect (Quick Effect): You can return 1 of your banished "Video Villain - Master Planner" to the GY; negate the activation, and if you do, place that card on top of your opponent's Deck. 2000/2000 Video Villain - Cult Leader Cyberse/DARK/Pendulum Level 6 Scale 7 Pendulum Effect: If you have 3 copies of "Video Villain - Master Planner" banished, you can conduct 1 Pendulum Summon of a Cyberse monster(s) during your Main Phase, in addition to your Pendulum Summon. (You can only gain this effect once per turn.) Once per turn: You can send 1 "Video Villain" card from your Deck to the GY. Monster Effect: If this card is Tribute Summoned: You can target 1 "Video Villain" monster in your GY; add it to your hand OR if "Video Villain - Master Planner" is banished, you can Special Summon it instead. Once per turn (Quick Effect): You can target 1 other Cyberse monster you control or in your GY and 1 Xyz Monster you control; attach the first target to the second target. 2000/2000 Extra Deck Monsters: Video Villain - Sidekick Spy Cyberse/DARK/Pendulum/Xyz Rank 5 Scale 0 Pendulum Effect: Your opponent cannot target other "Video Villain" cards you control with card effects. Once per turn: You can look at 1 random card in your opponent's hand, then either place it on top of their Deck, or place it in your Pendulum Zone and treat it as a Pendulum Monster Card with the Pendulum Scale of 13. Once per turn, during the End Phase: You can Special Summon this card from your Pendulum Zone, and if you do, attach the top card of your opponent's Deck to this card as material. Monster Effect: 2+ Level 5 Cyberse monsters Once per turn, if "Video Villain - Master Planner" is banished, you can also Xyz Summon "Video Villain - Sidekick Spy" by using 1 Level 5 or higher Cyberse monster you control as material. If you can Pendulum Summon Level 5, you can Pendulum Summon this face-up card in your Extra Deck. Once per turn (Quick Effect): You can detach any number of materials from this card; excavate the same number of cards on the top of your opponent's Deck, then send any excavated Spells/Traps to the GY and any monsters to this card as material OR place them on top or bottom of your opponent's Deck in any order and draw 1 card. Once per turn (Quick Effect): You can target 1 card in your Pendulum Zone; return it to your hand, and if you do, place this card in your Pendulum Zone. 2500/2500 Video Villain - Ultimate Evil Cyberse/DARK/Pendulum/Xyz Rank 6 Scale 13 Pendulum Effect: If a "Video Villain" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn: You can target 1 card your opponent controls; either place it on top of their Deck, or place it in your Pendulum Zone and treat it as a Pendulum Monster Card with the Pendulum Scale of 0. If your opponent Special Summons a monster(s): You can Special Summon this card from your Pendulum Zone, and if you do, you can attach 1 card in your Pendulum Zone to this card as material. Monster Effect: 3+ Level 6 Cyberse monsters Once per turn, if "Video Villain - Master Planner" is banished, you can also Xyz Summon "Video Villain - Ultimate Evil" by using 1 Level 6 or higher Cyberse monster you control as material. If you can Pendulum Summon Level 6, you can Pendulum Summon this face-up card in your Extra Deck. Once per turn (Quick Effect): You can detach any number of materials from this card, then target the same number of Spells/Traps your opponent controls or is in their GY; banish them. Once per turn, during the Battle Phase (Quick Effect): You can return all cards in your Pendulum Zones to your hand (if any), then place this card in your Pendulum Zone, and if you do, destroy destroy all monsters on the field, also end the Battle Phase. 3000/3000 Spells/Traps: Video Villain - Recording Normal Spell Declare a Level; this turn, any Cyberse monster you Normal or Special Summon become the declared Level. You can banish this card from your GY, then target 1 Cyberse monster you control with a Level and declare a Level; it becomes the declared Level. Video Villain - Insert Quick-Play Spell Place 1 "Video Villain" Pendulum Monster from your Deck in your Pendulum Zone, also you cannot Special Summon monsters, except Cyberse and Xyz Monsters, for the rest of this turn. You can banish this card from your GY; attach 1 "Video Villain" Pendulum Monster from your hand or that is face-up in your Extra Deck to an Xyz Monster you control. You can only activate 1 "Video Villain - Insert" per turn. Video Villain - Tape Continuous Spell During your Main Phase, you can Normal Summon 1 Cyberse monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 1 card in your Pendulum Zone and 1 Xyz Monster you control; attach the first target to the second target. If a card(s) in your Pendulum Zone(s) would be destroyed, you can attach that card(s) to an Xyz Monster(s) you control instead. Video Villain - Cassette Normal Trap Return 1 "Video Villain" card in your Pendulum Zone to your hand, and if you do, draw 1 card. If you control no monsters in your Main Monster Zones, you can activate this card from your hand. If this card is in your GY: You can banish this card from your GY, then target 1 "Video Villain" card in your Pendulum Zone; add it to your Extra Deck face-up. Video Villain - Rewind Continuous Trap When your opponent declares an attack while you control a "Video Villain" card in your Pendulum Zone: You can negate the attack, and if you do, return 1 card in your Pendulum Zone to your hand. Once per opponent's Main Phase: You can place 1 "Video Villain" Pendulum Monster from your hand or face-up in your Extra Deck in your Pendulum Zone.
  21. It's my birthday! 24 years old, I don't know why, but being an adult still feels weird as hell!

    1. Show previous comments  2 more
    2. Nico

      Nico

      Birthday happy! It's also my mom's Bday, lol.

    3. Zaziuma

      Zaziuma

      Hey! Only one birthday is allowed at a time! Tell your mom to move her birthday to the 10th instead!

    4. Nico

      Nico

      Oh, I tried seeing what time it was at other places and it didn't seem like it was the 9th at even New Zealand when you posted, but maybe it isn't the same day after all, since hers is the 8th. ?

       

      Wow, wild how places are even further ahead than that. I just happened to hear about the international date line for the first time since Sweet Life on Deck, reading some things. (either that, or you just said a random date, not just the day ahead, but lol)

  22. A Trap monster that negates attacks, prevents your opponent for attacking your other monsters, and protects them from effect destruction. What a great guy!
  23. A simple Quick-Play Spell that is able to Special Summon a monster from your GY, but you can't control any monsters, and if you Special Summon a monster, it will be destroyed, so great for getting a boss monster back, or for Normal and Tribute Summoning Decks.
  24. @Tormented Did you get the chance to look into the avatar thing with the file size and what have you?

    1. Show previous comments  2 more
    2. Zaziuma

      Zaziuma

      Tried it out and it seems to work, though seems like the compressed version of the gif and the original don't change much on this site anyway, but hey, I am sure someone out there will find use for this.

    3. Tormented

      Tormented

      image.png looks quite good to me but I didn't maximize the last one so can't really compare. It's a sick avatar though.

    4. Zaziuma

      Zaziuma

      Well maximized perhaps, but I was hoping the image would be bigger on the forum itself, though the size I had seems to not matter much.

  25. A crazy LINK-6 monster, this card is able to switch a targeting effect to another monster, and banish a monster on the field, which produces a Token. While it points to a Token, neither player can Special Summon monsters with the same name as banished monsters. It's a weird monster, but a LINK-6 should be a little out there.
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