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Zaziuma

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Posts posted by Zaziuma


  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.

    Quote

    Target 1 monster in your GY and 1 monster you control; return the first target to your hand, then shuffle the second target into your Deck, then draw 1 card and reveal it, and unless the revealed card has the same name as the second target, you cannot Summon monsters with the same name as the revealed monster for the rest of your turn, also if the revealed card is a card with the same name, you can add 1 Ritual Monster or Ritual Spell from your Deck to your hand. You can only activate 1 "Phoenix Substitution" per turn.

     

     


  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.

    https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d1f3a62a-0671-46af-987e-8a1b848f8361/de4nzgx-56eae4ed-7a41-454f-9a7f-ab502bfc4d50.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvZDFmM2E2MmEtMDY3MS00NmFmLTk4N2UtOGExYjg0OGY4MzYxXC9kZTRuemd4LTU2ZWFlNGVkLTdhNDEtNDU0Zi05YTdmLWFiNTAyYmZjNGQ1MC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.VAlnqhIUuEfBsp2EOtBu-OI2VKPBA4T_j2nBDcc2FGs

    Quote

    1 Cyberse monster + 1 FIRE monster
    When this card is Fusion Summoned: You can send 1 FIRE monster from your hand or Deck to your Graveyard, and if you do, place 1 Firecore Counter on this card if you sent the card from your Deck, or 2 if you sent it from your hand. If a linked monster destroys an opponent's monster by battle: Place 1 Firecore Counter on this card. When your opponent activates a card or effect (Quick Effect): You can remove 1 Firecore Counter from this card; negate the activation and inflict 1000 damage to your opponent.

     

     


  5. 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.

  6. 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 by Zaziuma
    Realized the formatting looked weird because I posted from my phone, should look better now
     
    •  

  7. 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.

    Quote

    2 Rock monsters
    When this card is Special Summoned: You can send 1 Rock monster from your Deck to your GY, and if you do, this card's original ATK/DEF become equal to that monster's Level x 200 in the GY, also increase this card's Level by that monster's Level in the GY. At the end of the Damage Step, if this card battles an opponent's monster: Negate that monster's effects, also that monster cannot declare an attack or be used as material for a Summon. Cannot be destroyed by battle with monsters whose Level is lower than this card's Level, also cannot be destroyed by your opponent's card effects.

     


  8. 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.

  9. 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.

     
    Quote

    1 Level 4 or lower Beast, Beast-Warrior or Winged Beast monster
    While this card is linked to a Beast, Beast-Warrior or Winged Beast monster, it gains ATK equal to that monster's original ATK, also while this card is linked your co-linked monsters cannot be destroyed by card effects. If this card is sent to the GY: You can Special Summon 1 of your banished Beast, Beast-Warrior or Winged Beast monsters. You can only use this effect of "Tribrigade Aro the Conscript Outcast" once per turn.

     


  10. 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)


  11. 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.
     

     


  12. 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.

  13.  

    A Trap monster that negates attacks, prevents your opponent for attacking your other monsters, and protects them from effect destruction. What a great guy!

    ddnvke4-7ef3e53d-d4cb-4d3e-b4d9-05b32686

    Quote

    When a monster you control is targeted for an attack: Negate that attack and Special Summon this card as an Effect Monster (Machine/EARTH/Level 7/ATK 2500/DEF 2000). (This card is still a Trap.) While this card is a monster, your opponent cannot target other monsters you control for attacks, also the first time another monster(s) you control would be destroyed by a card effect each turn, that monster(s) is not destroyed.

     


  14. 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.

    https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d1f3a62a-0671-46af-987e-8a1b848f8361/ddnsqdh-e135ef58-07ab-4095-9f86-c2f3f2505526.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2QxZjNhNjJhLTA2NzEtNDZhZi05ODdlLThhMWI4NDhmODM2MVwvZGRuc3FkaC1lMTM1ZWY1OC0wN2FiLTQwOTUtOWY4Ni1jMmYzZjI1MDU1MjYucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.odF8S9k_nZ5EmKLPOtko23D_8H16xS7NW9N8C-WWQ8I

    Quote

    Target 1 monster in your GY; Special Summon that target. You must control no monsters to activate and to resolve this effect. If a monster(s) is Special Summoned to your field, destroy the Summoned monster. You can only activate 1 "Rise of Royalty " per turn.

     

     


  15. 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.

     
    https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d1f3a62a-0671-46af-987e-8a1b848f8361/ddnqdzu-df158ecc-9534-45fd-af1a-2e54b21a9d9c.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2QxZjNhNjJhLTA2NzEtNDZhZi05ODdlLThhMWI4NDhmODM2MVwvZGRucWR6dS1kZjE1OGVjYy05NTM0LTQ1ZmQtYWYxYS0yZTU0YjIxYTlkOWMucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Y6vxWl3wLCgONSparXktjEjBAQtDvjwnCWVlwxWn_i4
    Quote

    4+ monsters, including 2 non-Effect Monsters and 2 Effect Monsters / Must be Link Summoned. When this card is targeted for an attack, or with a card or effect that targets only this card (Quick Effect): You can target another monster on the field that would be an appropriate target; that attack or card effect now targets the new target. Once per turn: You can target 1 monster on the field; banish that target, and if you do, Special Summon 1 "Warped Token" with the same Type and Attribute as that monster (Level 6/2000 ATK/2000 DEF). While this card points to a Token, neither player can Special Summon monsters with the same name as a banished monster.

     


  16. A little Rank 3 Pendulum Xyz, since I haven't made one of those in a while. It focuses on attaching cards to itself and messing with your opponent's Extra Deck, is able to send Pendulums from your Deck or Extra Deck to the GY to change its Pendulum Scale and boosts Xyz Monsters' ATK/DEF. It changes its effect depending on the zone it's Special Summoned to, either attaching a monster from your opponent's Extra Deck or your GY.

    https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d1f3a62a-0671-46af-987e-8a1b848f8361/ddnnp3e-809f8964-e05a-4be8-8d34-a8dae2486079.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2QxZjNhNjJhLTA2NzEtNDZhZi05ODdlLThhMWI4NDhmODM2MVwvZGRubnAzZS04MDlmODk2NC1lMDVhLTRiZTgtOGQzNC1hOGRhZTI0ODYwNzkucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Lu7VJJrBmv0y3o2EOpGVlKGhuoAENkuwP7u-PhlKsWQ

    Quote

    Pendulum Effect:
    Once per turn: You can send 1 Pendulum Monster from your Deck or Extra Deck to your GY, and if you do, this card's Pendulum Scale becomes equal to that card's Pendulum Scale. Xyz Monsters you control gain 500 ATK/DEF.

    Monster Effect:

    2+ Level 3 monsters / If you can Pendulum Summon Level 3, you can Pendulum Summon this face-up card in your Extra Deck. If this card is Special Summoned to your Extra Monster Zone: You can attach 1 random monster in your opponent's Extra Deck to this card as material. If this card is Special Summoned to your Main Monster Zone: You can target 1 monster in your GY; attach it to this card as material. Once per turn: You can detach any number of materials from this card; your opponent sends the same number of cards from their Extra Deck to the GY. If this card has no materials: You can place this card in your Pendulum Zone.

     

     


  17. A Level 10 Fusion Monster that uses Link Monsters, is able to blow up the whole field, gain massive amounts of DEF, which you can than switch to it's ATK, also protects itself from battle/effects by banishing Link Monsters from your GY.

    https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d1f3a62a-0671-46af-987e-8a1b848f8361/ddnlfo2-573ce913-69c5-4fb0-ac77-e350e3ac5a38.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2QxZjNhNjJhLTA2NzEtNDZhZi05ODdlLThhMWI4NDhmODM2MVwvZGRubGZvMi01NzNjZTkxMy02OWM1LTRmYjAtYWM3Ny1lMzUwZTNhYzVhMzgucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0._0zjZrKfjBa6rbtrjnfbRxS3PXtXwufWMXR_iK0t7TQ

    Quote

    1 Link-4 or higher Link Monster + 1 FIRE monster
    Must first be Fusion Summoned with the above materials. When this card is Fusion Summoned: You can destroy all other monsters on the field, and if you do, this card gains DEF equal to the number of monsters destroyed this way x 1000. Once per turn (Quick Effect): You can switch the ATK and DEF of all monsters on the field. If this card would be destroyed by battle or card effect, you can banish 1 Link Monster from your GY instead.

     


  18. I recently made a Mathmech Deck, and well, it should be pretty obvious what I am supporting today, yeah, I normally don't make direct support, however this card is designed directly for them, though with some general Cyberse support options as well. So, this is a Pendulum Monster, which seems perhaps a little random, but I figured since they already use Synchros and Xyzs, they aren't shy about this sort of thing, and I was not sure if I should go with a monster or a Spell/Trap, so I did both! Anyway, this card is able to change its Pendulum Scale to 5 instead of 3, making you easily able to use multiple of this card to Pendulum Summon with, or if you want, use its effect to SS a Cyberse from your hand instead, along with that, it's a Tuner, and you can SS itself from the hand or Extra Deck by Tributing a Cyberse monster, and lastly, if it's sent to the GY, you get to add a Mathmech card from your GY to your hand, other than itself that is.

    https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d1f3a62a-0671-46af-987e-8a1b848f8361/ddnj3cg-bc786cfb-cb2a-4d15-9de9-b51db4fd684a.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2QxZjNhNjJhLTA2NzEtNDZhZi05ODdlLThhMWI4NDhmODM2MVwvZGRuajNjZy1iYzc4NmNmYi1jYjJhLTRkMTUtOWRlOS1iNTFkYjRmZDY4NGEucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.ZoeiEnRC86nwB_aztmsrCPD6vtALPxHXxkFICR6jbJk

    Quote

    Pendulum Effect:

    Once per turn, if you control no cards in your other Pendulum Zone: You can increase this card's Pendulum Scale by 2. Once per turn: You can discard 1 Cyberse monster; Special Summon 1 Cyberse monster from your hand with the same Level, but a different Attribute.

    Monster Effect:

    Cannot be used as material for a Synchro, Xyz or Link Summon, except a Cyberse monster. If this card is in your hand or face-up in your Extra Deck: You can Tribute 1 Cyberse monster; Special Summon this card. If this card is sent to the GY: You can target 1 "Mathmech" card in your GY, except "Mathmech Scale"; add it to your hand. You can only use each effect of "Mathmech Scale" once per turn.

     


  19. Amphipteres is an Archetype consisting of Reptile and Wyrm EARTH, WATER and DARK monsters with various Levels. They focus on type changing, self milling and Link/Fusion Monster tactics. The Main Deck monsters are all Reptile, and are also in the Aura of the Amphipteres sub-Archetype, with the Link/Fusion Monsters being Wyrm. The Link Monsters are all able to make a monster they point to become Wyrm, which is how you get out Amphipteres Serpentine and Amphipteres Lindwyrm, as support from other effects. All Aura of the Amphipteres have an effect that banishes it and 2 other Amphipteres cards from your GY to add an Amphipteres card from your Deck to your hand, thus a lot of their effects are able to mill cards to the GY for this purpose, and they have various Special Summoning techniques in the hand to Link Summon fast and easily.
     
    Amphipteres are mythical snake-like dragons, and the theming around this Archetype is a parallel from our own where the reptile population are these mythical dragons instead, hence the "aura" being the Reptile monsters, and you can see more of this in the Spell/Trap support. The Extra Deck monsters are also based on reptile and dragon related things. So unlike my previous archetype Sinistar, this is intended for the current format, though as they mainly use Link Monsters, they would probably play mostly the same, the most significant difference being Lindwyrm, which would be able to be put into the Main Monster Zone more easily, hence why that effect is not as powerful (to me anyway) as the Extra Monster Zone effect it gains, so in some regard I did take the new format into consideration, but I still don't think it changes much. Also, happy new year! Last year, I was going to post an Archetype on the 1st as well, but well, YCM went down around this time, so I never got that chance, but at least I get to this time around.
     
    Main Deck Monsters:
     
    Aura of the Amphipteres - Gecko
    Reptile/EARTH
    Level 2
    You can Special Summon this card (from your hand) to your zone on either field a Wyrm Link Monster points to. You can only Special Summon "Aura of the Amphipteres - Gecko" this way once per turn. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Gecko" once per turn.
    500/500
     
    Aura of the Amphipteres - Skink
    Reptile/DARK
    Level 2
    You can Special Summon this card (from your hand) by discarding 1 "Amphipteres" card. You can only Special Summon "Aura of the Amphipteres - Skink" this way once per turn. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Skink" once per turn.
    1000/0
     
    Aura of the Amphipteres - Snake
    Reptile/DARK
    Level 3
    When this card is Summoned: You can Special Summon 1 "Aura of the Amphipteres" monster from your hand or GY, except "Aura of the Amphipteres - Snake", but it is banished when it leaves the field, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Wyrm monsters. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use each effect of "Aura of the Amphipteres - Snake" once per turn.
    1200/700
     
    Aura of the Amphipteres - Turtle
    Reptile/WATER
    Level 3
    If you control no monsters in your Extra Monster Zone, you can Special Summon this card (from your hand). You can only Special Summon "Aura of the Amphipteres - Turtle" this way once per turn. You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Turtle" once per turn.
    700/1900
     
    Aura of the Amphipteres - Iguana
    Reptile/EARTH
    Level 4
    Once per turn: You can send the top 3 cards of your Deck to your GY, then if you sent any "Aura of the Amphipteres" monsters, you can Special Summon 1 of them from your GY. You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Iguana" once per turn.
    1500/1500
     
    Aura of the Amphipteres - Crocodile
    Reptile/WATER
    Level 4
    You can discard 1 "Aura of the Amphipteres" monster; Special Summon 1 "Aura of the Amphipteres" monster from your Deck in Defense Position, except "Aura of the Amphipteres - Crocodile". You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use each effect of "Aura of the Amphipteres - Crocodile" once per turn.
    1800/900
     
    Extra Deck Monsters:
     
    Amphipteres Shell
    Wyrm/WATER/Link
    Link Arrows: Down
    1 Reptile Effect Monster with a Level
    A monster this card points to becomes Wyrm. When this card is targeted for an attack, or with a Spell/Trap effect that targets only this card (Quick Effect): You can target another monster you control that would be an appropriate target; that attack/Spell/Trap now targets the new target, also send the top 3 cards of your Deck to the GY.
    0/LINK-1
     
    Amphipteres Reptilian
    Wyrm/DARK/Link
    Link Arrows: Bottom, Right
    2 Reptile Effect Monsters with a Level
    A monster this card points to becomes Wyrm. You can discard 1 Reptile monster; Special Summon 1 Reptile monster from your hand or Deck to your zone this card points to. (Quick Effect): You can Tribute 1 Reptile monster and 1 other Wyrm monster from your hand or field; send the top 3 cards of your Deck to the GY, also until the end of this turn, double this card's current ATK, also if this card battles, your opponent cannot activate cards or effects until the end of this turn. Your opponent cannot activate cards or effects in response to this effect's activation. You can only use each effect of "Amphipteres Reptilian" once per turn.
    1500/LINK-2
     
    Amphipteres Serpentine
    Wyrm/EARTH/Link
    Link Arrows: Bottom Left, Bottom Right, Top
    2+ Effect Monsters, including a Wyrm monster with a Level
    A monster this card points to becomes Wyrm. If this card is in your Extra Monster Zone: You can switch control of 1 Wyrm monster this card points to on each field. When your opponent activates a monster effect: You can Tribute 1 "Aura of the Amphipteres" monster from your hand or field; negate the activation, and if you do, destroy that card, then send the top 3 cards from your Deck to the GY. You can only use each effect of "Amphipteres Serpentine" once per turn.
    2500/LINK-3
     
    Amphipteres Lindwyrm
    Wyrm/EARTH/Fusion
    Level 10
    "Amphipteres Serpentine" + 2+ Wyrm Effect Monsters with a Level
    Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Polymerization".) When this card is Special Summoned: You can destroy cards your opponent control up to the number of Wyrm monsters banished to Special Summon this card, then send cards from the top of your Deck to the GY equal to the number of cards destroyed. Once per turn (Quick Effect): You can activate 1 of these effects, depending on the zone it is in.
    ● Extra Monster Zone: Halve the ATK/DEF of all monsters your opponent control until the end of this turn.
    ● Main Monster Zone: All Wyrm monsters you control gain 500 ATK/DEF until the end of this turn.
    3000/3000
     
    Spells/Traps:
     
    Amphipteres Dimensions
    Field Spell
    When this card is activated: You can send the top 3 cards of your Deck to the GY, then if you sent any "Aura of the Amphipteres" monsters to the GY, draw 1 card. During your Main Phase, you can Normal Summon 1 Reptile monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Wyrm monsters in your Extra Monster Zone cannot be targeted by or destroyed by your opponent´s card effects. Wyrm monsters in your Main Monster Zones cannot be be destroyed by battle. You can only activate 1 "Amphipteres Dimensions" per turn.
     
    Amphipteres Conception
    Normal Spell
    Excavate the top 5 cards of your Deck, add 1 excavated "Amphipteres" card to your hand, also, after that, send the remaining cards to the GY, unless you excavated no "Amphipteres" cards, in which case, shuffle the excavated cards into your Deck. If this card is in your GY: You can banish this card, then target 5 of your banished "Amphipteres" cards with different names, except "Amphipteres Conception"; shuffle them into your Deck, then draw 2 cards. You can only use 1 effect of "Amphipteres Conception" per turn, and only once that turn.
     
    Amphipteres Metamorphosis
    Quick-Play Spell
    Target 1 Reptile monster you control; it becomes Wyrm. If this card is in your GY, during either player's turn: You can target 1 "Amphipteres" Wyrm monster you control; return it to the hand, also add this card to your hand. You can only use each effect of "Amphipteres Metamorphosis" once per turn.
     
    Amphipteres Creation
    Normal Trap
    Special Summon 1 "Aura of the Amphipteres" monster from your hand or Deck. If you control "Amphipteres Dimensions" and this card is in your GY, during your opponent's End Phase: You can Set this card from your GY. You can only activate 1 "Amphipteres Creation" per turn.
     
    Amphipteres Parallels
    Continuous Trap
    Once per turn: You can target 1 Reptile or Wyrm "Amphipteres" monster you control; if its Type is Reptile, it becomes Wyrm OR if its Type is Wyrm, it becomes Reptile. If you control both a Reptile and a Wyrm monster that was Special Summoned from the Extra Deck, your opponent cannot Special Summon monsters from their Extra Deck, except Reptile and Wyrm monsters. If this card is sent from your Deck to the GY: You can Set this card from your GY, or activate it if you control "Amphipteres Dimensions".

  20. 11 hours ago, Ren✧ said:

    Happy New Year! I think this is interesting as a fun thematic card. The card art is cool too. Should the card say 'both players take the first monster found at the bottom of their GY that can be Special Summoned and Special Summon it' ? This might be more of a personal thing, but I don't like supporting burn playstyles because stall tactics make the game a lot less fun. But, that could just be a personal preference.

    I am also a little confused as to how the 1000 points of damage relates to the celebration theme?

    Oh yeah that may be right, looked at Question which didn't say that, but that is an old card, I should know better heh.

    Fireworks! They can be quite dangerous if you are not careful, and it being during the End Phase, as in the end of your turn, the end of the year, it made sorta sense. I was more so working from the effect perspective first, rather than a theme, but the card came together with a semi-theme to it i thought.


  21. Happy New Year everybody, there's about 5 hours until the year changes in Denmark, so to celebrate, I made holiday themed card, and it got some interesting things to it! Firstly, while it has Festival Counters, nobody take battle damage, this is no time for attacking each other, and you can remove 1 of them for an effect similar to that of the card "Question", which picks the bottom-most monster in both GYs and Special Summons them, like a parade! Lastly, during the End Phase, you remove a Festival Counter from the card and both players take 1000, remember to be safe out there!

     
    https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d1f3a62a-0671-46af-987e-8a1b848f8361/ddndti2-d73504b9-315c-4bbc-af5f-fd38eddd42f0.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2QxZjNhNjJhLTA2NzEtNDZhZi05ODdlLThhMWI4NDhmODM2MVwvZGRuZHRpMi1kNzM1MDRiOS0zMTVjLTRiYmMtYWY1Zi1mZDM4ZWRkZDQyZjAucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.IqeN2u9pXnj8JPkQifF4rxiAvIha_3j94UW6B28C3A8
    Quote

    When this card is activated: Place 1 Festival Counter on it for each monster on the field. While there is a Festival Counter on this card, neither player takes battle damage. Once per turn: You can remove 1 Festival Counter from this card; both players take the first monster found at the bottom of their GY and Special Summon it. Once per turn, during the End Phase: Remove 1 Festival Counter from this card, then both players take 1000 damage.

     


  22. 14 hours ago, Darj said:

    Oh, you are right, forgot to consider the on-hand effect. Then it's really good, yeah. It can do a lot for the deck. It would be arguably unfair if it wasn't for the discard cost, otherwise a single Iztar and the right GY set-up can lead to Summoning 2 Sinistars with plusing effects for a +2.

    Yeah, they can be strong, though gotta get the right set-up, and unless you want to pay the discard cost on your own turn, getting an Xyz out on your own turn can be tricky, so not sure if I would say they are slow, that is just how they work, but I think the cost is worth the pay-off.


  23. 36 minutes ago, Darj said:

    My issue with Wrath is that it's only live when you have an archetype Xyz monster, depends on the opponent's field, and relies on the BP, on top of having the weaknesses of Equips (backrow removal can be activated in response to neuter it, you lose it if the equipped monster is gone, etc.) and nowadays that's unreliable, even if it can grant big ATK boosts and has high OTKing power.

    Anyway, I have been thinking that they may not be as potent as I thought. The stun effect is similar to Knightmare Gryphon's and yet, despite being an almost-generic Link4, you don't see it being played or mained often, let alone players going for it in opening turns. I guess allowing monsters to get their effects in the EM Zones is enough for the opponent to reach a way to break it. Although a major difference is that these Xyz require at least 2 materials instead of 4, and come with removal Quick Effects for further disruption.

    Karaka: looks solid to me. Draw power is welcomed
    Izar: It is... fine I guess. It basically just replaces itself with another Sinistar during the opponent's turn, but won't help with swarming or setting up for another Xyz. At least it's a +1 when you Summon from the GY.
    Revati: looks fine for breaking boards faster than Bellatrix if you don't control more Sinistar Xyzs, inflict chip damage and possibly finishing games with the damage. But personally I would rather find a way to get both Bellatrix and Tegmine on board.
    Nosaxa: Really wary of it. It may require 3 materials, but once you get it it's effectively a -2 cards from your hand since you can use the effect right away when the opponent's turn begins. Then factor in the Skill Drain-like effect and you leave the opponent in such a tight spot. Then again, Mermails have combos to open with Moulinglacia + Abyssgaios, resulting in a similar state, and you don't see them dominating the meta, but pretty sure they practically win the duel when they do, and things may get easier for them with MR2020, who knows.
    Pride: Solid archetype support IMO, but also has splashability potential. It may have a limited duration, but in decks that don't rely on monsters in the MM Zones, Strikers being the most notable example, stunning monsters in MM Zones is useful for both opening and board-breaking plays. It's no Mystic Mine, but damn, it's really close to it.
    Gluttony: Solid support. The draw effect depends on you controlling a monster but should not be difficult to make it live. And the GY effect reinforces the "protect the Xyz in EM Zone" playstyle, and make it useful even if you mill it, discard it because it was dead, etc.
    Envy: Really strange support card. The on-field effect is a searcher but inherently slow as a Trap and depends on an opponent's action to activate. It can be a lifesaver in combo with Sloth to Xyz during the opponent's turn and apply the Gryphon effect, but that's still situational. The GY effect does give it solid extra value with comeback potential despite being conditional, and along Gluttony makes me consider Foolish Burial Goods as a card to tech.

    Izar is intended as a comeback card, since it on its own is able to bring back a dead Xyz and give it a material, since its condition of attaching instead of returning to the hand becomes active after reviving the Xyz. It's also meant to be a card that brings another Sinistar on the field, then letting you use that one's effect, along with the ability to discard itself to SS another copy of itself, which then results in another copy of itself, which makes you able to Special Summon another monster from your hand or GY, since remember, their first effect is not tied behind a hard OPT clause.


  24. On 12/28/2019 at 1:08 AM, Darj said:

    I don't comment on your stuff often because you rarely take suggestions or advice besides text fixes, and you seem to post these more for showcasing than feedback. But I'm doing an exception this time because for a change these look actually competitive for the current formats. Perhaps in a floodgate-ish, non-fun way, but potentially competitive regardless. I cannot but compare their playstyle to True Dracos feat. The Monarchs Erupt, which rely on stun tactics with Erupt while racking advantage with the searching effects of the True Draco maindeck monsters during both player's turns. The main differences is that these combine a Tribute Summoned True Draco + Erupt into a single Xyz, which has the advantage of residing in the ED and thus being relatively more accessible than 2 maindeck cards that you have to search or draw. Also another plus that IMO is big is that they retain access to the ED. So instead of sitting on Erupt and a True Draco, you sit on any of these Xyzs. And while sitting on a single Xyz that specifically has to be in the ED to apply its Skill Drain effect may sound unreliable, Sky Striker toys can come into play, whose Spell support provide further defense and disruption. So, well done with this archetype, IMO.
    
    The Spell/Trap line-up looks lackluster, and personally I would run only Sloth, and Greed to activate it directly with Elnath, but that's not an issue because the heavy lifting is done by the Xyzs anyway. The monsters look fine: their copy-summoning effects are a-1 in a vacuum and look like a bad deal, but the goal is to go for the Xyzs so the minuses may be affordable if the Xyzs pay them off afterwards; their hand effects are reminiscent of True Dracos triggering their plusing effects during the opponent's turn, further strengthening my comparison to True Dracos Erupt.

    Also I noticed that the GY effect of Greed is similar to the recently revealed "Air Torpedo" Spell to support Sharks. It's not exactly a bad thing, but I find it a bit amusing. IDK if you borrowed the idea from Air Torpedo, or was merely coincidence.

    I don't know about that, I do take what people say into consideration, however I do have a different idea of where I what I want from my Archetypes, for one, I don't ever aim to make a competitive Deck, if I were to do that, I would find that my Archetypes would be made to combat the current meta, which I find a horrible way to design something, Ally of Justice is no fun to anyone if you ask me. However I do suppose these are some of the stronger Archetypes I have made recently, mainly because I am not sure how the new format is going to look like yet, so I was maybe thinking of balance in the regard it is now. I do find it interesting that you call the Spells/Traps lackluster, Sinistar Lust I can understand a little bit, though the idea is to use it when you have only 2 cards with the same name in your hand, which then let's you grab another copy of Lust and whatever else you want, and as for Wrath, I find it quite powerful, giving them up to 5000 extra ATK, but well, to each their own. Oh and about Air Torpedo, I thought that there was a card similar to mine when I made it, but it wasn't directly inspired by that. Anyway, I saw this after I already made the rest of the cards, though I am willing to take feedback on the new cards, speaking of which...

    Last cards are up!

    New Cards:

    Sinistar Karaka (Level 4 Effect Monster)

    Sinistar Izar (Level 4 Effect Monster)

    Sinistar Revati (Rank 4 Xyz Monster)

    Sinistar Nosaxa (Rank 4 Xyz Monster NOTE: The way I intended this to work is that it will not negate the activation of Normal Spells/Traps and such, only face-up cards will be negated, like Continuous Spells and Pendulums, so you could still use Dark Hole and it would resolve normally)

    Sinistar Pride (Field Spell)

    Sinistar Gluttony (Quick-Play Spell)

    Sinistar Envy (Normal Trap)

     


  25. Sinistar is an Archetype of Level 4 Fairy/DARK monsters. They focus on Xyz Summoning, using effects in your opponent's turn and negating effects. Each Main Deck Monster has a Quick Effect that can only be activated in the opponent's turn, which is boosted if you control one of their Xyz Monsters in your Extra Monster Zone, and another Quick Effect that discards itself and another Sinistar card to Specials Summon a copy of itself from the Deck.
     
    The Xyz Monsters all have an effect that state "While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zone", which doesn't mean much to you for the most part, as most effects only work in the opponent's turn, and Sinistar Tegmine is even supported by having its effects negated, as it normally has an effect that halves its ATK while you control more monsters than your opponent, with it becoming a 3000 ATK powerhouse while negated, and playing the Xyz Monsters together provides a powerful force.
     
    Along with that, they have powerful Spells/Traps, the primary support card being the Continuous Trap called Sinistar Sloth, which let's you Xyz Summon in the opponent's turn and can end the Battle Phase as well, and also Sinistar Wrath, which boosts the ATK of your Xyz Monsters by 1000 for each monster your opponent controls, but locks down attacks from any of your other monsters, unless you use the build in effect that switches the equipped card to another Xyz Monster.
     
    Their name is a portmanteau and pun on a few things, Sinister, referencing the DARK Attribute, Sin, referencing the Spells/Traps being based on the seven deadly sins, and Star, referencing the monsters, which of course are based on the proper name of stars. As the title says, this Archetype uses the new Master Rules that will become the standard on April 1st 2020, which in short means that you no longer need Link Monsters to Special Summon Extra Deck monsters to the Main Monster Zone, so this Archetype plays around with that concept, by utilizing both the Extra Monster Zone and the Main Monster Zones in a way that would be significantly harder previously. 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:
     
    Sinistar Saiph
    Fairy/DARK
    Level 4
    Once per opponent's turn (Quick Effect): You can target 1 "Sinistar" card in your GY or among your banished cards; place it on top of your Deck, or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, you can add it to your hand instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Saiph" from your Deck. You can only use this effect of "Sinistar Saiph" once per turn.
    1900/0
     
    Sinistar Malmok
    Fairy/DARK
    Level 4
    Once per opponent's turn (Quick Effect): You can target 1 "Sinistar" monster in your GY, except "Sinistar Malmok"; add it to your hand, or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, Special Summon it instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Malmok" from your Deck. You can only use this effect of "Sinistar Malmok" once per turn.
    1200/1600
     
    Sinistar Elnath
    Fairy/DARK
    Level 4
    Once per opponent's turn (Quick Effect): You can add 1 "Sinistar" Spell/Trap from your Deck to your hand, or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, you can activate it directly from your Deck instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Elnath" from your Deck. You can only use this effect of "Sinistar Elnath" once per turn.
    1500/1500
     
    Sinistar Citala
    Fairy/DARK
    Level 4
    Once per opponent's turn (Quick Effect): You can Special Summon 1 "Sinistar" monster from your hand, except "Sinistar Citala", or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, you can Special Summon it from your Deck instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Citala" from your Deck. You can only use this effect of "Sinistar Citala" once per turn.
    1000/2000
     
    Sinistar Karaka
    Fairy/DARK
    Level 4
    Once per opponent's turn (Quick Effect): You can discard 1 "Sinistar" card; draw 2 cards, then place 1 of the drawn cards on top of your Deck, or if you control a "Sinistar" Xyz Monster, you can reveal it to your opponent instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Karaka" from your Deck. You can only use this effect of "Sinistar Karaka" once per turn.
    1800/1100
     
    Sinistar Izar
    Fairy/DARK
    Level 4
    Once per opponent's turn (Quick Effect): You can Special Summon 1 "Sinistar" monster from your hand or GY, except "Sinistar Izar", then return this card to your hand, or if you control a "Sinistar" Xyz Monster, you can attach this card to 1 of those monsters instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Izar" from your Deck. You can only use this effect of "Sinistar Izar" once per turn.
    1600/1200
     
    Extra Deck Monsters:
     
    Sinistar Bellatrix
    Fairy/DARK/Xyz
    Rank 4
    2 Level 4 "Sinistar" monsters
    While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. While you control a "Sinistar" Xyz Monster in both your Extra Monster Zone and in your Main Monster Zone, your opponent cannot target other monsters you control with effects. Once per turn: You can detach 1 material from this card, then target monsters your opponent control up to the number of "Sinistar" Xyz Monsters you control; destroy them. This is a Quick Effect if this card is in the Extra Monster Zone.
    2000/2000
     
    Sinistar Tegmine
    Fairy/DARK/Xyz
    Rank 4
    2 Level 4 "Sinistar" monsters
    While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. While you control more monsters than your opponent, halve this card's ATK, but it cannot be destroyed by card effects. Once per turn: You can detach 1 material from this card, then target 1 Spell/Trap your opponent control; destroy that target, then if they activated the card in response to this effect's activation, draw 1 card. This is a Quick Effect if this card is in the Extra Monster Zone.
    3000/0
     
    Sinistar Revati
    Fairy/DARK/Xyz
    Rank 4
    2+ Level 4 "Sinistar" monsters
    While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. If this card Xyz Summoned: You can move 1 face-up monster in your opponent's Extra Monster Zone to their Main Monster Zone, and if you do, halve its ATK/DEF. Once per turn: You can detach any number of materials from this card, then target the same number of face-up cards your opponent control whose effects are negated; destroy them, and if you do, inflict 500 damage to your opponent for each card destroyed this way. This is a Quick Effect if this card is in the Extra Monster Zone.
    2000/2500
     
    Sinistar Nosaxa
    Fairy/DARK/Xyz
    Rank 4
    3 Level 4 "Sinistar" monsters
    While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. While you control "Sinistar Pride", negate the effects of cards that are already face-up cards in your opponent's Spell & Trap Zones. Once per turn: You can detach 1 material from this card; your opponent discards 1 random card from their hand, then if the discarded card is a monster, you can Special Summon it to your opponent's field in Attack Position. This is a Quick Effect if this card is in the Extra Monster Zone.
    2500/2500
     
    Spells/Traps:
     
    Sinistar Lust
    Normal Spell
    Reveal your hand, then if you revealed any cards with the same name, shuffle 1 copy of each into your Deck, and if you do, add 2 "Sinistar" cards from your Deck to your hand with different names. You can only activate 1 "Sinistar Lust" per turn.
     
    Sinistar Wrath
    Equip Spell
    Equip only to a "Sinistar" Xyz Monster you control. It gains 1000 ATK for each monster in your opponent's Main Monster Zones, also other monsters you control cannot attack. If the equipped monster destroys an opponent's monster by battle: You can target 1 other "Sinistar" Xyz Monster you control; equip this card to that target. You can only use this effect of "Sinistar Wrath" once per turn. You can only control 1 "Sinistar Wrath".
     
    Sinistar Pride
    Field Spell
    When this card is activated: You can place 2 Pride Counters on this card, also you cannot Special Summon monsters, other than "Sinistar" monsters for the rest of this turn. While this has a Pride Counter on it, negate the effects monsters in both players' Main Monster Zones, except "Sinistar" monsters'. Once per turn: You can remove 1 Pride Counter from this card; excavate the top 5 cards of your Deck, add 1 excavated "Sinistar" card to your hand, also send the remaining cards to the GY. Once per turn, during your opponent's End Phase, remove 1 Pride Counter from this card, or destroy this card.
     
    Sinistar Gluttony
    Quick-Play Spell
    Target 1 "Sinistar" Xyz Monster you control; detach as many material from that target as possible, and if you do, draw the same number of cards +1, then place cards from your hand on top or bottom of your Deck up to the number of materials detached, also that target is unaffected by other cards' effects until the end of this turn. If a "Sinistar" monster(s) would be destroyed by battle or card effect, you can banish this card from your GY instead.
     
    Sinistar Greed
    Normal Trap
    Draw 1 card for each "Sinistar" Xyz Monster you control. During your opponent's Standby Phase: You can banish this card and 1 "Sinistar" Xyz Monster from your GY; draw 2 cards. You can only use each effect of "Sinistar Greed" once per turn.
     
    Sinistar Envy
    Normal Trap
    When your opponent Special Summons a monster(s) to their Main Monster Zone(s): Special Summon the same number of "Sinistar" monsters with different names from your Deck. You can banish this card from your GY, then target 1 "Sinistar" Xyz Monster you control: detach 1 material from that target that was originally a "Sinistar" Monster Card that began the Duel in the Main Deck, and if you do, Special Summon 1 monster with the same name as that card from your hand or Deck. You can only 1 effect of "Sinistar Envy" per turn, and only once that turn.
     
    Sinistar Sloth
    Continuous Trap
    Once per Chain, during your opponent's turn, you can: Immediately after this effect resolves, Xyz Summon 1 "Sinistar" Xyz Monster using monsters you control as materials. If you Xyz Summon a "Sinistar" monster during your opponent's Battle Phase: End the Battle Phase. Once per turn, during your Standby Phase: You can target 1 "Sinistar" Xyz Monster you control; return it to the Extra Deck, and if you do, Special Summon the materials that were attached to it from your GY. You can only control 1 "Sinistar Sloth".

     

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