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Zaziuma

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Posts posted by Zaziuma


  1. I like the presentation here, looks fancy! Anyway, I said my thoughts on YCM, but I should probably talk a little about the new card look. It's about time, Magic the Gathering changed after a while and that was for the better, as iconic as the cards are, they are outdated, with small card images and counting the Levels I still mess up if a Level is very high sometimes, and honestly hope they just do this for regular cards, though it sounds like that may not be how they handle things, since they are releasing these separate from the main set from what I gather. The cards look modern, yet you can still tell it's a YGO card immediately, some say they look like Bandai cards, which okay, I can see that, but what makes that so bad?


  2. Primal Predator is an Archetype of Dinosaur/EARTH and FIRE monsters, being mostly Level 3 and 6. The are based around the opponent controlling monsters with 2000 or more combined ATK/DEF, which activates or boosts their effects in various ways, as well as battling and Synchro Monsters.
     
    Their main playstyle revolves around spamming as many of their Synchro Monsters as possible, though with the new rules, it made their previous playstyle slightly harder to replicate, though they had a few cards that made it more possible than I thought, though I still gave them a new Link Monster, as well as search and resurrection options.
     
    I normally put the Spells/Traps in order of Spells first, then Traps, though the original had a little story in the card names of those cards, meaning that in order for it to make sense chronologically, I had to put them in that specific order, so if that annoys you, I am sorry, but that's just how they were made back when I made these originally.
     
    Original Version (15/15):
     
    Spoiler

    Primal Predator is an EARTH/FIRE Dinosaur-Type Archetype based around the opponent controlling monsters with 2000 or more combined ATK and DEF. In concept, they are pretty simple, and are meant to bring out Level 6 Synchros at a decently fast speed, but they have plenty of options with other Dinosaur-Type monsters since most of their cards work with other Dinosaur-Type monsters.

    Main Deck Monsters:

    Primal Predator - Troodon
    Dinosaur-Type/EARTH/Tuner
    Level 3
    If your opponent controls a monster whose combined ATK and DEF are 2000 or more, you can Special Summon this card (from your hand), but you cannot Special Summon other monsters for the rest of the turn from your Extra Deck, except Dinosaur-Type Synchro Monsters. If this card is sent to the Graveyard as a Synchro Material for the Synchro Summon of a Dinosaur-Type monster: You can banish this card from your Graveyard; draw 1 card.
    1300/1200

    Primal Predator - Kritosaurus
    Dinosaur-Type/EARTH/Tuner
    Level 3
    You can send 1 "Primal Predator" monster from your hand to the Graveyard; Special Summon 1 "Primal Predator" monster with the same name as that monster from your hand or Deck. You can only use this effect of "Primal Predator - Kritosaurus" once per turn. If your opponent controls a monster whose combined ATK and DEF are 2000 or more, you can Special Summon any other "Primal Predator" monster instead.
    1500/900

    Primal Predator - Labocania
    Dinosaur-Type/EARTH
    Level 3
    You can discard 1 card, then target 1 face-up monster your opponent controls; its ATK and DEF become 1500 until the end of this turn. Monsters you control cannot attack during the turn you use this effect, except Dinosaur-Type monsters. If this card destroys an opponent's monster by battle whose combined ATK and DEF were 2000 or more on the field, and sends it to the Graveyard: You can add 1 "Primal Predator" card from your Deck to your hand, except "Primal Predator - Labocania". You can only use each effect of "Primal Predator - Labocania" once per turn.
    1600/1000

    Primal Predator - Hadrosaurus
    Dinosaur-Type/EARTH
    Level 3
    You can discard this card, then target 1 face-up monster your opponent controls; its ATK and DEF become 1500 until the end of this turn. You must control a Dinosaur-Type monster to activate and to resolve this effect. You can banish this card from your Graveyard, then target 1 Level 3 "Primal Predator" monster in your Graveyard; Special Summon that target, but it cannot declare an attack this turn. Your opponent must control a monster whose combined ATK and DEF are 2000 or more to activate and to resolve this effect. You can only use 1 effect of "Primal Predator - "Hadrosaurus" per turn, and only once that turn.
    1400/1600


    Primal Predator - Ozraptor
    Dinosaur-Type/EARTH
    Level 3
    When this card is Normal Summoned or flipped face-up: You can Special Summon 1 "Primal Predator" monster from your hand, but its effects are negated, and it cannot be used as Synchro Material, except for the Synchro Summon of a Dinosaur-Type monster, and it cannot be used as an Xyz Material. Your opponent must control a monster whose combined ATK and DEF are 2000 or more to activate and to resolve this effect. While you control a monster Summoned by this effect, you can treat this card as a Tuner monster for the Synchro Summon of a Dinosaur-Type monster.
    1600/500
     
    Primal Predator - Brachiosaurus
    Dinosaur-Type/EARTH
    Level 3
    When a monster your opponent controls whose combined ATK and DEF are 2000 or more declares an attack: You can Special Summon this card from your hand, and if you do, negate that attack. During your opponent's Battle Phase, if your opponent controls more monsters whose combined ATK and DEF are 2000 or higher than all other face-up monsters they control, you can: Immediately after this effect resolve, Synchro Summon 1 Synchro Monster using Dinosaur-Type monsters as Synchro Material only.
    0/2000
     
    Primal Predator - Duriatitan
    Dinosaur-Type/EARTH
    Level 3
    If this card is sent to the Graveyard as a Synchro Material for the Synchro Summon of a Dinosaur-Type monster: You can target that monster; equip this card to that target. While this card is equipped by this effect, it is unaffected by the effects of monsters your opponent control whose combined ATK and DEF are 2000 or more.
    1700/100

    Extra Deck Monsters:

    Primal Predator - Vulcanodon
    Dinosaur-Type/FIRE/Synchro
    Level 6
    1 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
    When this card is Synchro Summoned: You can target 1 face-up monster your opponent control whose combined ATK and DEF are 2000 or more; destroy that target. If a Dinosaur-Type monster attacks or is attacked by a monster whose combined ATK and DEF are 2000 or more, your opponent cannot activate cards or effects until the end of the Damage Step. You can only control 1 "Primal Predator - Vulcanodon".
    2600/2100

    Primal Predator - Sarcosaurus  
    Dinosaur-Type/FIRE/Synchro
    Level 6
    1 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
    When this card is Synchro Summoned: You can pay 500 LP; all monsters your opponent control whose combined ATK and DEF are 2000 or more lose ATK and DEF equal to the ATK of the non-Tuner Synchro Material used for this card's Synchro Summon in the Graveyard. Once per turn: You can banish up to 2 Dinosaur-Type monsters from your Graveyard, then target face-up monsters your opponent controls equal to the number of monsters banished to activate this effect; they lose 500 ATK and DEF. You can only control 1 "Primal Predator - Sarcosaurus".
    2400/2400

    Primal Predator - Cetiosaurus
    Dinosaur-Type/FIRE
    Level 6
    1 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
    Monsters your opponent control whose combined ATK and DEF cannot activate their effects in response to Dinosaur-Type monsters' effects. Once per turn, during either player's turn: You can banish 1 Dinosaur-Type monster from your Graveyard, then target 1 Dinosaur-Type monster you control; it gains 500 ATK until the end of this turn, but all further battle damage it does this turn is halved. You can only control 1 "Primal Predator - Cetiosaurus".
    2500/1700

    Spell/Trap Cards:

    Primal Predator - Scavenging Herd
    Normal Trap Card
    Target 1 Dinosaur-Type monster you control; until the end of this turn, it gains 500 ATK and DEF for each monster your opponent controls whose combined ATK and DEF are 2000 or more. You can only activate 1 "Primal Predator - Scavenging Herd"

    Primal Predator - Scurried Herd
    Quick-Play Spell Card
    If a Dinosaur-Type monster(s) in your possession is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Target 1 Spell/Trap Card your opponent controls; banish it. During the End Phase, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Primal Predator" Spell/Trap Card in your Graveyard; add that target to your hand. Your opponent must control a monster whose combined ATK and DEF are 2000 or more to activate and to resolve this effect. You can only activate each effect of "Primal Predator - Scurried Herd" once per turn.

    Primal Predator - Reunited Herd
    Normal Spell Card
    Target 1 "Primal Predator" monster you control and 1 of your banished "Primal Predator" monsters; banish the first target, and if you do, add the second target to your hand, also during your next Standby Phase, return the first target to the field. You can only activate 1 "Primal Predator - Reunited Herd" per turn.

    Primal Predator - Aggressive Herd
    Continuous Spell Card
    Dinosaur-Type monsters you control gain 300 ATK and DEF for each monster your opponent controls whose combined ATK and DEF are 2000 or more. Once per turn: You can banish 1 Dinosaur-Type monster from your hand or side of the field, then target 1 "Primal Predator" monster in your Graveyard; Special Summon that target.

    Primal Predator - Ultimate Herd
    Continuous Spell Card
    Activate this card by targeting 1 Dinosaur-Type Synchro Monster you control; it gains 1000 ATK, also your opponent must attack it, if able. If your opponent controls a monster whose combined ATK and DEF are 2000 or more: You can send this face-up card you control to the Graveyard and this card's target to the Graveyard; Special Summon 1 Dinosaur-Type Synchro Monster from your Extra Deck with the same Level as that target in your Graveyard. You can only control 1 "Primal Predator - Ultimate Herd".

     

     
    Main Deck Monsters:
     
    Primal Predator - Troodon
    Dinosaur/EARTH/Tuner
    Level 3
    If your opponent controls a monster whose combined ATK/DEF are 2000 or higher, you can Special Summon this card (from your hand), but you cannot Special Summon monsters from your Extra Deck for the rest of this turn, other than Dinosaur monsters. If this card is sent to the GY as a Synchro Material for the Synchro Summon of a Dinosaur monster: You can banish this card from your GY; draw 1 card.
    1300/1200
     
    Primal Predator - Kritosaurus
    Dinosaur/EARTH/Tuner
    Level 3
    You can send 1 "Primal Predator" monster from your hand to the GY; Special Summon 1 "Primal Predator" monster with the same name as that monster from your hand or Deck, or if your opponent controls a monster whose combined ATK/DEF are 2000 or higher, you can Special Summon any other "Primal Predator" monster instead, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Dinosaur monsters. You can only use this effect of "Primal Predator - Kritosaurus" once per turn.
    1500/900
     
    Primal Predator - Labocania
    Dinosaur/EARTH
    Level 3
    (Quick Effect): You can discard 1 card, then target 1 face-up monster your opponent controls; its ATK/DEF become 1500 until the end of this turn, also monsters you control cannot attack for the rest of this turn, except Dinosaur monsters. If this card destroys an opponent's monster by battle: You can add 1 "Primal Predator" card from your Deck to your hand, except "Primal Predator - Labocania", or if that monster whose combined ATK/DEF were 2000 or higher on the field, you can Special Summon a monster instead. You can only use each effect of "Primal Predator - Labocania" once per turn.
    1600/800
     
    Primal Predator - Hadrosaurus
    Dinosaur/EARTH
    Level 3
    You can discard this card, then target 1 face-up monster your opponent controls; its ATK/DEF become 1500 until the end of this turn. You must control a Dinosaur monster to activate and to resolve this effect. You can banish this card from your GY, then target 1 Level 3 "Primal Predator" monster in your GY; Special Summon that target, but it cannot declare an attack this turn. Your opponent must control a monster whose combined ATK/DEF are 2000 or higher to activate and to resolve this effect. You can only use 1 "Primal Predator - "Hadrosaurus" effect per turn, and only once that turn.
    1400/1600
     
    Primal Predator - Ozraptor
    Dinosaur/EARTH
    Level 3
    When this card is Normal Summoned or flipped face-up: You can Special Summon 1 "Primal Predator" monster from your hand, but its effects are negated, and it cannot be used as a Link or Synchro Material, except for the Summon of a Dinosaur monster, also it cannot be used as an Xyz Material. While you control a monster Summoned by this effect and your opponent controls a monster whose combined ATK/DEF are 2000 or higher, you can treat this card as a Tuner for the Synchro Summon of a Dinosaur monster.
    1600/500
     
    Primal Predator - Brachiosaurus
    Dinosaur/EARTH
    Level 3
    When a monster your opponent controls declares an attack: You can Special Summon this card from your hand, then if that monster's combined ATK/DEF are 2000 or higher, negate that attack. During your opponent's Battle Phase, you can (Quick Effect): Immediately after this effect resolve, Link or Synchro Summon 1 Link or Synchro Monster using Dinosaur monsters you control as material, including this card.
    0/2000
     
    Primal Predator - Duriatitan
    Dinosaur/EARTH
    Level 3
    If this card is in your GY: You can send 1 "Primal Predator" monster from your hand or field to the GY; Special Summon this card in Defense Position, but it cannot be used as material for an Xyz Summon, also banish it when it leaves the field. You can only use this effect of "Primal Predator - Duriatitan" once per turn. If this card is sent to the GY as a Synchro Material for the Synchro Summon of a Dinosaur monster: You can target that monster; equip this card to that target. While this card is equipped by this effect, it is unaffected by the effects of monsters your opponent control whose combined ATK/DEF are 2000 or higher.
    1700/100
     
    Extra Deck Monsters:
     
    Primal Predator - Raptorex
    Dinosaur/FIRE/Link
    Link Arrows: Bottom Left, Right
    2 Dinosaur Effect Monsters
    When this card is Link Summoned, if your opponent controls a monster whose combined ATK/DEF are 2000 or higher: You can Special Summon 1 "Primal Predator" monster from your Deck to your zone this card points to, but it cannot be used as material for a Summon, except a Synchro Summon of a Dinosaur monster. If you Synchro Summon a Dinosaur monster to your zone this card points to: You can draw 2 cards, then banish 1 card from your hand. You can only use each effect of "Primal Predator - Raptorex" once per turn.
    1500/LINK-2
     
    Primal Predator - Vulcanodon
    Dinosaur/FIRE/Synchro
    Level 6
    1 Dinosaur Tuner + 1 non-Tuner Dinosaur monster
    When this card is Synchro Summoned: You can target 1 face-up monster your opponent control whose combined ATK/DEF are 2000 or higher; destroy that target. If a Dinosaur monster you control battles a monster whose combined ATK/DEF are 2000 or higher, your opponent cannot activate cards or effects until the end of the Damage Step.
    2600/2100
     
    Primal Predator - Sarcosaurus  
    Dinosaur/FIRE/Synchro
    Level 6
    1 Dinosaur Tuner + 1 non-Tuner Dinosaur monster
    When this card is Synchro Summoned: You can pay 500 LP; all monsters your opponent control whose combined ATK/DEF are 2000 or higher lose ATK/DEF equal to the ATK of the non-Tuner Synchro Material used for this card's Synchro Summon in the GY. Once per turn: You can banish up to 2 Dinosaur monsters from your GY, then target face-up monsters your opponent controls equal to the number of monsters banished to activate this effect; they lose 500 ATK/DEF.
    2400/2400
     
    Primal Predator - Cetiosaurus
    Dinosaur/FIRE
    Level 6
    1 Dinosaur Tuner + 1 non-Tuner Dinosaur monster
    Monsters your opponent control whose combined ATK/DEF are 2000 or higher cannot activate their effects in response to Dinosaur monsters' effects. Once per turn (Quick Effect): You can banish 1 Dinosaur monster from your GY, then target 1 Dinosaur monster you control; it gains 500 ATK until the end of this turn, but any further battle damage it inflict this turn is halved.
    2500/1700
     
    Spells/Traps:
     
    Primal Predator - Approaching Herd
    Normal Spell
    If your opponent controls a monster whose combined ATK/DEF are 2000 or higher: Add 1 "Primal Predator" card from your Deck to your hand, except "Primal Predator - Approaching Herd". You can only activate 1 "Primal Predator - Approaching Herd" per turn.
     
    Primal Predator - Scavenging Herd
    Normal Trap
    Target 1 Dinosaur monster you control; until the end of this turn, it gains 500 ATK/DEF for each monster your opponent controls whose combined ATK/DEF are 2000 or higher. If you control a "Primal Predator" monster that was Special Summoned from the Extra Deck, you can activate this card from your hand. You can only activate 1 "Primal Predator - Scavenging Herd"
     
    Primal Predator - Scurried Herd
    Quick-Play Spell
    If a Dinosaur monster(s) in your possession is destroyed by your opponent's card and sent to the GY: Target 1 Spell/Trap your opponent controls; banish it. During the End Phase, except during the turn this card is sent to the GY: You can banish this card from your GY, then target 1 "Primal Predator" Spell/Trap in your GY; add that target to your hand. Your opponent must control a monster whose combined ATK/DEF are 2000 or higher to activate and to resolve this effect. You can only use each effect of "Primal Predator - Scurried Herd" once per turn.
     
    Primal Predator - Reunited Herd
    Normal Spell
    Target 1 "Primal Predator" monster you control and 1 of your banished "Primal Predator" monsters; banish the first target, and if you do, add the second target to your hand, also during your next Standby Phase, return the first target to the field. You can only activate 1 "Primal Predator - Reunited Herd" per turn.
     
    Primal Predator - Aggressive Herd
    Continuous Spell
    All Dinosaur monsters you control gain 300 ATK/DEF for each monster your opponent controls whose combined ATK/DEF are 2000 or higher. Once per turn: You can banish 1 Dinosaur monster from your hand or field, then target 1 "Primal Predator" monster in your GY; Special Summon that target.
       
    Primal Predator - Ultimate Herd
    Continuous Spell
    Activate this card by targeting 1 Dinosaur Synchro Monster you control; it gains 1000 ATK, also your opponent must attack it, if able (even if this card leaves the field). If your opponent controls a monster whose combined ATK/DEF are 2000 or higher: You can send this face-up card and that target target to the GY; Special Summon 1 Dinosaur Synchro Monster from your Extra Deck with the same Level as that target in your GY (this Special Summon is treated as a Synchro Summon). You can only control 1 "Primal Predator - Ultimate Herd".
     
    Primal Predator - Fallen Herd
    Continuous Trap
    Activate by targeting 1 "Primal Predator" monster in your GY or among your banished monsters; Special Summon it. While that monster is on the field, once per turn, if your opponent Special Summons a monster(s) from their Extra Deck: That ATK/DEF of that monster(s) becomes 1500. If that target would be destroyed, you can destroy this card instead.

  3. Kind of odd that I never thought of Rituals simply Ritual Summoning with their monster effects, rather than a Ritual Spell, I gotta do something with that eventually, though these guys seem to be gimmick overload, with using only Ritual Monsters, no Ritual Spells at all, and having Quick Effect Ritual Summons too. I like them, how they play is hard to say though, they do have 3 Ritual Spells in their monsters, though it does hurt not being able to actually use the great Ritual Spell support, though some of the generic stuff can work I suppose.


  4. Huh, Beast-Warrior that are WATER and WIND of all things together, I dig that combination, not something you see often, and with Beast-Warrior getting it, that's fun too, even though these guys look like humans, not animals, but I guess it's not the first time they have done that either. Their playstyle seems similar to Fur Hire a little bit, being Main Deck focused and using effects that will trigger each other, though they do have quite a different feel to them, and they seem a little strange to play, but have some powerful effects in there too, so it's hard to say. I like that they can make Rank 4s and 7s too, throwback to Harpies.


  5. ¡Alebrije! is an Archetype of Flip monsters with various Types, Attributes and Levels. They focus on Flip effects, Fusion Monsters and battle mechanics. All monsters have an effect that makes it so any monster they battle is unable to attack or activate their effects, locking your opponent's field down with useless monsters, which is also their main playstyle, as their Field Spell ¡Alebrije! World protect them from being destroyed in battle, as well as giving them a second attack and attack directly. In other words, you run into an opponent's monster and then get to attack directly afterwards. That's not all though, as they have two other cards that help this work even better, Creation and Obsession. Along with this, you have their Fusion Monsters, which help both bring out the two former cards, as well as having effects that make their Flip mechanics easier, as well as their ramming tactics work even better. They are intended to work with Polymerization, as many of their effects are able to fetch it, and they have a gimmick that makes you instantly able to Fusion Summon with it while ¡Alebrije! World is on the field.
     
    The Archetype name comes from the word Alebrije, which are Mexican sculptures and supposed mythical creatures, which have brightly colors and weird creatures, typically animals that are fantastical, and if you have never seen them before, they look amazing. The reason for the inverted exclamation mark is for two reasons, the first being that I thought it was cute to reference the way Mexican (and other Spanish speaking countries) write an exclamation, and that it sounds like "Wow, that's an Alebrije!", and the other reason being that it makes it easier to search for them on Duel Portal, in case others were to use the name. I was first introduced to them when watching Coco and knew I had to make an Archetype based on them one day, but it took a while until I found out what I wanted to do with them, and the concept got really weird really quick, but I think that the final concept is both a lot of fun and fits the theme of their unknown origins quite well.
     
    Main Deck Monsters:
     
    ¡Alebrije! Finned Scorpion
    Reptile/WATER/Flip
    Level 2
    FLIP: You can target 1 card on each field; destroy them.
    An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If this card is destroyed by battle or card effect and sent to the GY: You can add 1 "Polymerization" from your Deck to your hand, then if you control "¡Alebrije! World", you can activate the added card directly from your hand. You can only use each effect of "¡Alebrije! Finned Scorpion" once per turn.
    700/400
     
    ¡Alebrije! Glimmering Gopher
    Beast/LIGHT/Flip
    Level 3
    FLIP: You can add 1 "¡Alebrije!" card from your Deck to your hand, except "¡Alebrije! Glimmering Gopher".
    An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. When this card is Normal or Special Summoned: You can target 1 "Polymerization" in your GY; add it to your hand, then if you control "World", you can activate it directly from your hand. You can only use each effect of "¡Alebrije! Glimmering Gopher" once per turn.
    1000/500
     
    ¡Alebrije! Scaly Chicken
    Winged Beast/DARK/FLIP
    Level 3
    FLIP: You can Special Summon 1 "¡Alebrije!" monster from your hand or GY.
    An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If this card is destroyed by battle or card effect: You can inflict 1000 damage to your opponent. You can only use each effect of "¡Alebrije! Scaly Chicken" once per turn.
    400/1500
     
    ¡Alebrije! Flaming Coyote
    Beast/FIRE/Flip
    Level 4
    FLIP: You can Special Summon 1 "¡Alebrije!" monster from your Deck in face-down Defense Position, except "¡Alebrije! Flaming Coyote".
    An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If an ¡Alebrije! monster you control is targeted for an attack: You can destroy the attack target, and if you do, Special Summon this card from your hand, and if you do, change the attack target to this card and proceed to damage calculation.
    1800/200
     
    ¡Alebrije! Winged Tortoise
    Reptile/WIND/Flip
    Level 4
    FLIP: You can add 1 "Polymerization" from your Deck to your hand, then if you control "¡Alebrije! World", you can activate the added card directly from your hand.
    An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. You can Tribute this card; add 1 "¡Alebrije!" card from your Deck or GY to your hand, except "¡Alebrije! Winged Tortoise". You can only use each effect of "¡Alebrije! Winged Tortoise" once per turn.
    1000/2000
     
    ¡Alebrije! Metallic Flamingo
    Winged Beast/EARTH/Flip
    Level 4
    FLIP: You can Set 1 "¡Alebrije!" Spell/Trap directly from your Deck, or if you control "¡Alebrije! World", you can activate it directly from your Deck.
    An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If this card is destroyed by battle or card effect and sent to the GY: You can target 1 "¡Alebrije!" monster in your GY, except "¡Alebrije! Metallic Flamingo"; Special Summon it in face-down Defense Position. You can only use each effect of "¡Alebrije! Metallic Flamingo" once per turn.
    1600/900
     
    Extra Deck Monsters:
     
    ¡Alebrije! Lunar Dragon
    Dragon/DARK/Fusion
    Level 8
    2 "¡Alebrije!" monsters with the same Type
    When this card is Fusion Summoned: You can activate 1 "¡Alebrije! Creation" directly from your Deck. An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If this card inflicts battle damage to your opponent: You can target 1 face-up monster on the field; change it to face-down Defense Position. (Quick Effect): You can target 1 monster on the field; change its battle position. You can only use each effect of "¡Alebrije! Lunar Dragon" once per turn.
    2500/0
     
    ¡Alebrije! Shining Demon
    Fiend/LIGHT/Fusion
    Level 8
    2 "¡Alebrije!" monsters with different Types
    When this card is Fusion Summoned: You can activate 1 "¡Alebrije! Obsession" directly from your Deck. An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. Any battle damage your opponent takes from battles involving this card is doubled. If this card is in your GY and you control "¡Alebrije! Lunar Dragon": You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "¡Alebrije! Shining Demon" once per turn.
    0/2500
     
    Spells/Traps:
     
    ¡Alebrije! World
    Field Spell
    All "¡Alebrije!" monsters on the field cannot be destroyed by battle. Once per turn: You can target 1 "¡Alebrije!" monster you control; this turn, it can make a second attack during each Battle Phase. If an "¡Alebrije!" monster battles an opponent's monster, at the end of the Damage Step, it gains this effect.
    * This card can attack your opponent directly.
     
    ¡Alebrije! Creation
    Continuous Spell
    When this card is activated: You can Special Summon 1 "¡Alebrije!" monster from your hand and 1 "¡Alebrije! Token" (Rock/EARTH/Level 5/ATK 2000/DEF 2000) to your opponent's field. It cannot be used as material for a Summon. All "¡Alebrije!" monsters you control gain 500 ATK, but lose 500 DEF. Once per turn, if an "¡Alebrije!" monster you control is destroyed by battle: You can Special Summon 1 "¡Alebrije!" monster from your Deck with a different Type.
     
    ¡Alebrije! Fusion
    Quick-Play Spell
    Fusion Summon 1 "¡Alebrije!" Fusion Monster from your Extra Deck by banishing the materials from either field. Your opponent cannot activate cards or effects when that monster is Fusion Summoned, also it cannot be destroyed by card effects this turn. You can only activate 1 "¡Alebrije! Fusion" per turn.
     
    ¡Alebrije! Mystery
    Normal Trap
    Destroy as many "¡Alebrije!" monsters you control as possible, then draw cards equal to the number destroyed, then you can Special Summon 1 monster from your hand in face-down Defense Position. You can banish this card from your GY, then target 1 "¡Alebrije!" monster and 1 "Polymerization" in your GY; add them to your hand. If you control "¡Alebrije! World", you can activate this card from your hand. You can only use 1 effect of "¡Alebrije! Mystery" per turn, and only once that turn.
     
    ¡Alebrije! Obsession
    Continuous Trap
    When this card is activated, if you control an "¡Alebrije!" monster: You can target 1 monster in either GY; Special Summon that target to your opponent's field, but it cannot be used as material for a Summon, also its ATK is halved. Once per turn: You can target 1 monster your opponent controls and 1 "¡Alebrije!" monster you control; change the first target to face-up Attack Position if it is in Defense Position, also this turn, the first target must attack the second target, if able. Your opponent takes any battle damage you would take from battles involving "¡Alebrije!" monsters you control.

  6. Kind of surprised at myself for not thinking of this earlier, it makes a lot of sense, don't it? I know I'm not the first to come with this idea, but I figured I would give my twist on it. Since it's late, I'm just doing a written thing, cause I can't be bothered to find a picture right now.

     

    Link-Up-Magic Connection Force - Normal Spell

    Target 1 Link Monster in your Extra Monster Zone; send it to the GY, and if you do, Special Summon 1 Link Monster from your Extra Deck whose Type is the same as that target, but 1 Link Rating higher (this Special Summon is treated as a Link Summon). A Link Monster Summoned with this effect is banished during the End Phase, unless its Attribute is the same as that target, also you cannot Special Summon monsters, except with card effects, for the rest of this turn.


  7. Selected for an attack? Ew, gross I hate it. I don't get how YGOrg decides to translate things sometimes, they should know it's not like that. Anyway, not seeing anything special here, they didn't seem to change much of what they do, which is surprising, since most legacy support tends to change up what they do, at least a little bit, but these seem like they could have come out when they first made them, so maybe people will be happy about that? I have not played these for a long time, so I wouldn't know what they want these days, some of them seem pretty good, I can't really tell anymore.


  8. That card's name got Redundancy Department of Redundancy syndrome. As for the card, well it's a beatstick that can't do damage. It's nice to draw a monster that you know can run over most things I suppose, the Tribute effect is interesting too, but I feel like most Decks want something that supports Summoning and such instead of what this does.


  9. Circuitricks is an Archetype of Cyberse/WIND monsters with various Levels. They focus on monster equip mechanics, Union monsters and Aerobatics Counters. They have both Union and non-Union monsters, the non-Union are able to equip themselves from the hand or field, similar to ZW and Superheavy Samurai, but as they are not Unions, are unable to Special Summon themselves. They have different ways of playing, either by Special Summoning and swarming the field, or using their boss monster, Mono Lomcovak, which gains additional attacks for each card equipped to it. They also use their Spells/Traps that use Aerobatics Counters for various effects, such as Special Summoning the equipped monsters, drawing additional cards and more.
     
    The name is a portmanteau of Circuits and Tricks, referring to them being Cyberse and computer based, as well as aerobatic tricks, and they are based on aerobatic plane maneuvers, shows etc. Fun fact, the name was actually suppose to be for a Ritual based Archetype, and the name referred to magic tricks instead, but as I wanted to make a Cyberse/WIND based Archetype, I found myself not sure what WIND had to do with magicians, so instead it became focused on planes, and the name fit so well already, so I changed my vision for the Archetype.
     
    Main Deck Monsters:
     
    Circuitricks - Formation Looper
    Cyberse/WIND/Union
    Level 4
    Once per turn, you can either: Target 1 Cyberse monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 500 ATK/DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. You can send this Equip Card to the GY; Special Summon 1 "Circuitricks" Monster Card that was equipped to the monster this card was equipped to. You can only use this effect of "Circuitricks - Formation Looper" once per turn.
    1500/1500
     
    Circuitricks - Nosediver
    Cyberse/WIND
    Level 4
    You can target 1 "Circuitricks" monster you control; equip this monster from your hand or field to that target. Once per turn: You can equip 1 "Circuitricks" monster from your hand or GY to this card. If this card is sent from the field to the GY: You can add 1 "Circuitricks" Spell/Trap from your Deck to your hand. You can only use this effect of "Circuitricks - Nosediver" once per turn.
    1800/0
     
    Circuitricks - Aileron Roller
    Cyberse/WIND
    Level 4
    You can target 1 "Circuitricks" monster you control; equip this monster from your hand or field to that target. Once per turn (Quick Effect): You can send 1 Equip Card you control to the GY, then target 1 Cyberse monster you control; that target gains 1000 ATK/DEF until the end of this turn. If this card is sent from the field to the GY: You can add 1 WIND Union monster from your Deck to your hand. You can only use this effect of "Circuitricks - Aileron Roller" once per turn.
    1500/0
     
    Circuitricks - Hammerhead Turner
    Cyberse/WIND/Union
    Level 6
    Once per turn, you can either: Target 1 Cyberse monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card cannot be destroyed by battle or be Tributed by your opponent, also if the equipped monster would be destroyed by a card effect, destroy this card instead. If this card is Special Summoned from the Spell & Trap Zone: You can Special Summon 1 Level 6 or lower "Circuitricks" monster from your Deck in Defense Position, except "Circuitricks - Hammerhead Turner". You can only use this effect of "Circuitricks - Hammerhead Turner" once per turn.
    1500/2500
     
    Circuitricks - Barrel Roller
    Cyberse/WIND/Union
    Level 6
    Once per turn, you can either: Target 1 Cyberse monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card cannot be targeted by your opponent's card effects or banished, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is Summoned: You can Special Summon 1 "Circuitricks" Monster Card equipped to a monster you control. You can only use this effect of "Circuitricks - Barrel Roller" once per turn.
    2000/2000
     
    Circuitricks - Tailslider
    Cyberse/WIND
    Level 6
    You can target 1 "Circuitricks" monster you control; equip this monster from your hand or field to that target. You can send 1 Equip Card equipped to this card to the GY; this card can attack your opponent directly this turn. If this card is sent from the field to the GY: You can add 1 "Circuitricks" monster from your Deck to your hand, except "Circuitricks - Tailslider". You can only use this effect of "Circuitricks - Tailslider" once per turn.
    2300/0
     
    Circuitricks - Mono Lomcovak
    Cyberse/WIND
    Level 7
    You can target 1 "Circuitricks" monster you control; equip this monster from your hand or field to that target. While you control no other monsters, this card can make an addition attack on an opponent's monster for each Equip Card equipped to it. If this card is sent from the field to the GY: You can add 1 "Circuitricks" card from your Deck to your hand, except "Circuitricks - Mono Lomcovak". You can only use this effect of "Circuitricks - Mono Lomcovak" once per turn.
    2500/0
     
    Extra Deck Monsters:
     
    Circuitricks - Pilot
    Cyberse/WIND/Link
    Link Arrows: Bottom
    1 "Circuitricks" monster with a Level
    When this card is Link Summoned: You can equip 1 "Circuitricks" monster from your Deck to this card, also you cannot Special Summon monsters, other than "Circuitricks" monsters, for the rest of this turn. (Quick Effect): You can send 1 Equip Card equipped to this card to the GY; this turn, if this card battles an opponent's monster with a higher ATK, at the start of the Damage Step, return that monster to the hand. You can only use each effect of "Circuitricks - Pilot" once per turn.
    1000/LINK-1
     
    Circuitricks - Whifferdill Turner
    Cyberse/WIND/Link/Union
    Link Arrows: Top, Left, Bottom Left
    2+ monsters
    Once per turn, you can either: Target 1 Cyberse monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent's monster effects and cannot be destroyed by card effects, also if the equipped monster would be destroyed by battle, destroy this card instead. You can only use each of the following effects of "Circuitricks - Whifferdill Turner" once per turn.
    * If this card is Special Summoned by its own effect: You can return 1 card on the field to the hand.
    * If this card is in your GY: You can send 2 Equip Cards you control to the GY OR remove 3 Aerobatics Counters from anywhere on the field; Special Summon this card.
    2000/LINK-3
     
    Spells/Traps:
     
    Circuitricks - Airfield
    Field Spell
    When this card is activated: You can have your opponent look at your hand, then they choose 1 "Circuitricks" for you to Special Summon. Each time a "Circuitricks" monster(s) is Special Summoned, place 1 Aerobatics Counter on this card. Once per turn: You can remove 2 Aerobatics Counters from anywhere on the field, then target 1 "Circuitricks" Monster Card that is equipped to a monster you control; Special Summon it. If a "Circuitricks" Spell/Trap you control would be destroyed by a card effect, you can remove Aerobatics Counters from anywhere on the field instead equal to the number that would be destroyed instead.
     
    Circuitricks - Maneuvers
    Continuous Spell
    When this card is activated: You can target 1 "Circuitricks" monster you control equipped with an Equip Card(s); place Aerobatics Counters on this card equal to the number of Equip Cards equipped to it. At the start of the Battle Phase: You can remove any number of Aerobatics Counters from anywhere on the field, then target the same number of "Circuitricks" monsters you control; this turn, each time any of those targets inflict battle damage to your opponent, immediately draw 1 card.
     
    Circuitricks - Colored Smokescreen
    Equip Spell
    Equip only to a "Circuitricks" monster. It gains 100 ATK/DEF for each Aerobatics Counter on the field, also it cannot be targeted for an attack, but does not prevent your opponent from attacking you directly. Once per turn: You can send 1 other Equip Card you control to the GY; place 2 Aerobatics Counters on this card. You can only activate 1 "Circuitricks - Colored Smokescreen" per turn.
     
    Circuitricks - Aerobatics Show
    Quick-Play Spell
    Target 1 of your equipped "Circuitricks" monsters; return that monster to the hand and Special Summon as many "Circuitricks" monsters that were equipped to that monster as possible. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Circuitricks" monster in your GY and 1 "Circuitricks" monster you control; equip the first target to the second target.
     
    Circuitricks - Landing Zone
    Continuous Trap
    When this card is activated: Place 2 Aerobatics Counters on this card. You can remove 1 Aerobatics Counter from anywhere on the field, then target 2 "Circuitricks" monsters you control equip the first target to the second target. If an "Circuitricks" monster(s) you control would be destroyed by battle or card effect, you can equip that monster(s) to a "Circuitricks" monster(s) you control instead.
     
    Circuitricks - Stunt Plane
    Continuous Trap
    Special Summon this card as an Effect Monster (Cyberse/Union/WIND/Level 4/ATK 1000/DEF 2000). (This card is also still a Trap.) Once per turn while this card is a monster, you can either (Quick Effect): Target 1 Cyberse monster you control; equip this card to that target, OR: Unequip this card and Special Summon it as an Effect Monster. A monster equipped with this card is unaffected by your opponent's Spell/Trap effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.

  10. unnamed-file-2.png?resize=300%2C216&ssl=

    IGAS-JP066 Kujikiri no Jufu | Kujikiri Amulet
    [ Normal Spell ]
    You can only activate 1 of this card’s name per turn.
    (1) Send 1 Level 9 monster from your hand or face-up field to the GY; draw 2 cards.

    Note: the “Kujikiri” in this card’s name literally means “nine symbol cuts”. We think it wasn’t the case to translate it.

     

    Ayyyy, we got a Level 9 Trade-In, let's gooooo!

     


  11. Ultra Fleet is an Archetype of Level 7 and higher Cyberse/WATER monsters. They focus on banishing, Equip Spells, destroying opponent's cards and Link Monsters. Each monster is able to Special Summon themselves by banishing an Ultra Fleet from your hand or field, with the more powerful monsters needing 2 monsters to do so.
     
    Their Equip Spells trigger effects when an opponent's card is destroyed, and can themselves do this, as well as some of their monsters, and their Link Monsters provide even more powerful effects, and with Advanced Formation it ties the Equip Spells and Link Monsters together as well.
     
    They are based on modern/futuristic ships and vessels, focusing mostly on military ships. I wasn't too sure of the name, I also had in mind Advanced Fleet or similar, but wanted to keep it as short as possible, but not sure if Ultra Fleet fully captures the idea of a cybernetic navy thing.
     
    Main Deck Monsters:
     
    Ultra Fleet - Trained Troopship
    Cyberse/WATER
    Level 7
    You can Special Summon this card (from your hand) by banishing 1 "Ultra Fleet" monster from your hand or field. If this card is banished from your hand or field: You can add 1 "Ultra Fleet" card from your Deck to your hand, except "Ultra Fleet - Trained Troopship". You can only use this effect of "Ultra Fleet - Trained Troopship" once per turn.
    2000/2000
     
    Ultra Fleet - Hospital Hydroship
    Cyberse/WATER
    Level 7
    You can Special Summon this card (from your hand) by banishing 1 "Ultra Fleet" monster from your hand or field. You can target 2 of your banished "Ultra Fleet" cards; return the first target to the GY, and if you do, add the second card to your hand. You can only use this effect of "Ultra Fleet - Hospital Hydroship" once per turn.
    1500/2500
     
    Ultra Fleet - Future Frigate
    Cyberse/WATER
    Level 8
    You can Special Summon this card (from your hand) by banishing 1 "Ultra Fleet" monster from your hand or field. During your Main Phase: You can Special Summon 1 "Ultra Fleet" monster from your hand, except "Ultra Fleet - Future Frigate", but its ATK and DEF are halved, and it has its effects negated. You can only use this effect of "Ultra Fleet - Future Frigate" once per turn.
    1000/3000
     
    Ultra Fleet - Cybernetic Corvette
    Cyberse/WATER
    Level 8
    (This card is not treated as a "Cyber" card.)
    You can Special Summon this card (from your hand) by banishing 1 "Ultra Fleet" monster from your hand or field. If this card is in your GY: You can banish 2 other "Ultra Fleet" monsters from your hand, field or GY; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Ultra Fleet - Cybernetic Corvette" once per turn.
    2100/1900
     
    Ultra Fleet - Submarine Surveyor
    Cyberse/WATER
    Level 9
    You can Special Summon this card (from your hand) by banishing 2 "Ultra Fleet" monsters from your hand or field. You can banish 1 other Cyberse monster from your hand or field, then target 1 Cyberse monster in your GY; Special Summon it. You can only use this effect of "Ultra Fleet - Submarine Surveyor" up to twice per turn.
    2500/2500
     
    Ultra Fleet - Gambling Gunboat
    Cyberse/WATER
    Level 10
    You can Special Summon this card (from your hand) by banishing 2 "Ultra Fleet" monsters from your hand or field. You can target 1 card your opponent controls; have this card lose 1000 ATK, and if you do, destroy that target. You can only use this effect of "Ultra Fleet - Gambling Gunboat" up to twice per turn.
    3000/1500
     
    Extra Deck Monsters:
     
    Ultra Fleet - Cargo Carrier
    Cyberse/WATER/Link
    Link Arrows: Down
    1 Level 7 or higher Cyberse monster
    This card's original ATK becomes equal to the ATK of material used to Link Summon this card. You can target 1 of your banished Cyberse monsters, then banish 1 other Cyberse monster from your hand or field; Special Summon that target to your zone this card points to. You can only use this effect of "Ultra Fleet - Cargo Carrier" once per turn.
    ?/LINK-1
     
    Ultra Fleet - Monstrous Minesweeper
    Cyberse/WATER/Link
    Link Arrows: Top, Bottom
    2 Cyberse monsters, including a Level 7 or higher monster
    When this card is Link Summoned: You can look at all Set cards your opponent control, then destroy any Traps and non-WATER monsters. You can banish other 1 Cyberse monster from your hand or field; destroy monsters your opponent control in their Main Monster Zones of this card's column and its adjacent columns. You can only use each effect of "Ultra Fleet - Monstrous Minesweeper" once per turn.
    2600/LINK-2
     
    Ultra Fleet - Ferry Forwarder
    Cyberse/WATER/Link
    Link Arrows: Left, Right
    2 WATER monsters, including a Level 7 or higher monster
    When this card is Link Summoned: You can equip 1 "Ultra Fleet" Equip Spell from your Deck to this card. While linked, your opponent cannot target Equip Cards you control with card effects, also if this card is linked to an "Ultra Fleet" Link Monster, your "Ultra Fleet" Spells/Traps cannot be destroyed by your opponent's card effects. If this card is in your GY: You can banish 2 "Ultra Fleet" monsters from your hand or field; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Ultra Fleet - Ferry Forwarder" once per turn.
    2200/LINK-2
     
    Ultra Fleet - Disintegrating Dreadnought
    Cyberse/WATER/Link
    Link Arrows: Top, Top Right, Bottom Left
    2+ "Ultra Fleet" monsters, including a Level 7 or higher monster
    You cannot Summon/Set monsters to a zone this card points to. Once per turn (Quick Effect): You can banish 1 "Ultra Fleet" monster from your hand or field; destroy 1 card on the field. If a monster(s) this card points to in a Main Monster Zone is destroyed by battle or card effect, that zone and its adjacent zones cannot be used while this card is face-up on the field. Once, while this card is face-up on the field: You can send 1 Equip Card equipped to this card to the GY; Special Summon any number of your banished "Ultra Fleet" monsters to your opponent's field, then you can add your banished "Ultra Fleet" monsters to your hand up to the number of monsters you Summoned.
    3000/LINK-3
     
    Spells/Traps:
     
    Ultra Fleet - Support Cannon
    Equip Spell
    Equip only to an "Ultra Fleet" monster. Once per turn, at the start of the Damage Step, if it battles an opponent's monster with higher ATK than it: You can destroy that monster. Once per turn, if a card(s) your opponent controls is destroyed by a card effect: Draw 1 card. If this face-up card on the field is destroyed and sent to the GY: You can target 1 "Ultra Fleet" monster you control; equip this card to that target, but banish it when it leaves the field.
     
    Ultra Fleet - Missile Bombardment
    Equip Spell
    Equip only an "Ultra Fleet" monster. It gains 600 ATK. Once per turn, if the equipped monster destroys an opponent's monster by battle: You can destroy monsters your opponent control up to the number of Equip Cards equipped to the equipped monster. Once per turn, if a card(s) your opponent controls is destroyed by a card effect: You can destroy 1 random card in your opponent's hand. If this face-up card on the field is destroyed and sent to the GY: You can target 1 "Ultra Fleet" monster you control; equip this card to that target, but banish it when it leaves the field.
     
    Ultra Fleet - Laser Harpoons
    Equip Spell
    Equip only to an "Ultra Fleet" monster. It gains 500 ATK, also it an make a second attack during each Battle Phase. Once per turn, if the equipped monster inflicts battle damage to your opponent: You can inflict damage to your opponent equal to the number of Equip Cards equipped to it x 500. Once per turn, if a card(s) your opponent controls is destroyed by a card effect: The equipped monster gains 500 ATK. If this face-up card on the field is destroyed and sent to the GY: You can target 1 "Ultra Fleet" monster you control; equip this card to that target, but banish it when it leaves the field.
     
    Ultra Fleet - Harbor Station
    Field Spell
    If you control no monsters in your Main Monster Zones, each turn, you can Normal Summon 1 "Ultra Fleet" monster without Tributing, but it cannot attack this turn. Once per turn: You can target 1 "Ultra Fleet" Equip Card you control; equip it to another "Ultra Fleet" monster you control. If you control an "Ultra Fleet" monster equipped with 3 or more Equip Cards with different names: You can send this face-up card from your Field Zone to the GY; destroy all cards your opponent controls.
     
    Ultra Fleet - Stealth Torpedoes
    Normal Trap
    Target 1 "Ultra Fleet" monster you control; equip this card to that target. It gains 400 ATK. Once per turn, if the equipped monster is targeted for an attack: You can destroy the monster targeting it for an attack. Once per turn, if a card(s) your opponent controls is destroyed by a card effect: You can destroy 1 card your opponent controls. If this face-up card on the field is destroyed and sent to the GY: You can target 1 "Ultra Fleet" monster you control; equip this card to that target, but banish it when it leaves the field.
     
    Ultra Fleet - Airdrop Resupply
    Normal Trap
    Target up to 2 of your banished "Ultra Fleet" monsters, or 3 if you control an "Ultra Fleet" Link Monster; add them to your hand. If you have no other cards in your hand, you can activate this card from your hand. You can only activate 1 "Ultra Fleet - Airdrop Resupply" per turn.
     
    Ultra Fleet - Advanced Formation
    Continuous Trap
    Activate by targeting 1 of your banished "Ultra Fleet" monsters; Special Summon it, then if it was Summoned to your zone a Link Monster points to, you can equip 1 "Ultra Fleet" Equip Spell from your hand, Deck or GY to it. Linked "Ultra Fleet" monsters you control cannot be targeted by or destroyed by your opponent's card effects.

     


  12. Burning Baptism is an Archetype primarily consisting of Level 3 and 6 Fairy/FIRE monsters. They focus on effect damage and Xyz Summoning. Their playstyle revolves around inflicting damage to your opponent to trigger various effects, though some effects are also available should you not have inflicted damage that turn, as well as already having done so that turn. Their Field Spell called Lake is a powerful tool for this, as it's able to inflict damage whenever you Special Summon a monster, though it has some conditions as well. Their name and theme comes from the practice of baptism, seen primarily in Christianity, and while not specifically intended to be references to that, it does take from religions like it in general, and the burning part of course referring Fairy/FIRE combination.

     

    Main Deck Monsters:

     

    Burning Baptism - Savior
    Fairy/FIRE
    Level 1
    If this card is in your hand: You can target 1 "Burning Baptism" monster you control with a Level/Rank, except "Burning Baptism - Savior"; Special Summon this, and if you do, this card's Level becomes equal to that target's Level/Rank. If this card is Summoned: You can inflict 700 damage to your opponent. You can only use each effect of "Burning Baptism - Savior" once per turn.
    200/700
     
    Burning Baptism - Believer
    Fairy/FIRE
    Level 3
    You can discard 1 card; add 1 "Burning Baptism" card from your Deck to your hand, except "Burning Baptism - Believer". If this card is in your hand, and your opponent took effect damage effect damage from the effect of a "Burning Baptism" card this turn (Quick Effect): You can Special Summon this card. You can only use each effect of "Burning Baptism - Believer" once per turn.
    1000/500
     
    Burning Baptism - Purifier
    Fairy/FIRE
    Level 3
    If this card is sent to the GY to activate a "Burning Baptism" card effect: You can Special Summon it. You can discard 1 "Burning Baptism" monster; inflict damage to your opponent equal to the discarded monster's DEF, then you can double this card's Level. You can only use each effect of "Burning Baptism - Purifier" once per turn.
    200/1000
     
    Burning Baptism - Converter
    Fairy/FIRE
    Level 3
    If this card is in your hand or GY: You can remove 2 Baptism Counters from anywhere on the field; Special Summon this card. You can discard 1 "Burning Baptism" card; place 2 Baptism Counters 1 "Burning Baptism" card you control. You can only use each effect of "Burning Baptism - Converter" once per turn.
    600/600
     
    Burning Baptism - Riser
    Fairy/FIRE
    Level 6
    If this card is sent to the GY: You can discard 1 "Burning Baptism" monster; Special Summon this card, then unless your opponent took effect damage this turn, you can inflict damage to your opponent equal to the discarded monster's DEF. If your opponent took effect damage effect damage from the effect of a "Burning Baptism" card this turn (Quick Effect): You can target 1 "Burning Baptism" monster in your GY, except "Burning Baptism - Riser"; Special Summon it in Defense Position. You can only use each effect of "Burning Baptism - Riser" once per turn.
    2000/1300
     
    Burning Baptism - Martyr
    Fairy/FIRE
    Level 6
    If this card is Special Summoned: You can inflict 1000 damage to your opponent. If this card is in your hand or GY: You can discard 1 "Burning Baptism" monster; if this card is in your hand, Special Summon it OR if this card is in your GY, add it your hand. You can only use each effect of "Burning Baptism - Martyr" once per turn.
    1900/1500
     
    Burning Baptism - Heretic
    Fairy/FIRE
    Level 6
    You can discard 1 "Burning Baptism" card; unless your opponent took effect damage this turn, you can place 1 Baptism Counter on this card, also, after that, inflict 1000 damage to your opponent. You can remove 2 Baptism Counters from anywhere on the field; Special Summon 1 "Burning Baptism" monster from your hand, Deck or GY. You can only use each effect of "Burning Baptism - Heretic" once per turn.
    2200/1100
     
    Extra Deck Monsters:
     
    Burning Baptism - Priestess
    Fairy/FIRE/Xyz
    Rank 3
    2+ Level 3 "Burning Baptism" monsters
    Unless your opponent has taken effect damage this turn, this card gains 1000 ATK/DEF. Once per turn: You can detach 1 material from this card, then target 1 face-up monster your opponent controls whose combined ATK/DEF are less than this card's combined ATK/DEF; banish it. This is a Quick Effect if you control "Burning Baptism - Lake".
    1500/1000
     
    Burning Baptism - Priest
    Fairy/FIRE/Xyz
    Rank 6
    2+ Level 6 "Burning Baptism" monsters
    Once per turn, you can also Xyz Summon "Burning Baptism - Priest" by using "Burning Baptism - Priestess" you control as material during a turn your opponent took effect damage (Transfer its materials to this card.) Unless your opponent has taken effect damage this turn, this card gains 1000 ATK/DEF. Once per turn: You can detach 1 material from this card; inflict 1000 damage to your opponent. Once per turn: You can remove 1 Baptism Counter from anywhere on the field, then target 1 monster your opponent controls; banish it. This is a Quick Effect if this card has "Burning Baptism - Priestess" as material.
    2000/1500
     
    Burning Baptism - Baptizer
    Fairy/FIRE/Link
    Link Arrows: Bottom Left, Bottom Right
    2 FIRE monsters with different Levels/Ranks
    When this card is Link Summoned: You can place 1 Baptism Counter on this card 1+ for each Xyz Monster used as material. Once per turn: You can remove any number of Baptism Counters from anywhere on the field; inflict 100 damage to your opponent for each removed. Once per turn: You can remove a number of Baptism Counters from anywhere on the field, then activate 1 of these effects;
    ● 5 removed: Special Summon 1 "Burning Baptism - Priestess" from your Extra Deck or GY.
    ● 7 removed: Special Summon 1 "Burning Baptism" Xyz Monster from your Extra Deck or GY, then you can attach up to 2 "Burning Baptism" monsters from your hand or Deck to it as material.
    1500/LINK-2
     
    Spells/Traps:
     
    Burning Baptism - Lake
    Field Spell
    You cannot Special Summon monsters, except "Burning Baptism" monsters. If you Special Summon a "Burning Baptism" monster while this card has 3 or less Baptism Counters: Inflict damage to your opponent equal to its Level/Rank x 100. Each time your opponent takes effect damage, place 1 Baptism Counter on this card. Once per turn: You can target 1 "Burning Baptism" monster you control with a Level, then remove any number of Baptism Counters from anywhere on the field; increase that target's Level by the number removed. During the End Phase, remove all Baptism Counters from this card. You can only activate 1 "Burning Baptism - Lake" per turn.
     
    Burning Baptism - Uprising
    Normal Spell
    Special Summon 1 "Burning Baptism" monster from your hand OR if your opponent took effect damage from the effect of a "Burning Baptism" card this turn, you can Special Summon 1 "Burning Baptism" monster from your Deck. If this card is in your GY: You can discard 1 "Burning Baptism" monster; add this card to your hand. You can only use 1 "Burning Baptism - Uprising" effect per turn, and only once that turn.
     
    Burning Baptism - Gospel
    Continuous Spell
    When this card is activated: You can send 1 "Burning Baptism" card from your Deck to your GY. Each time a "Burning Baptism" monster(s) is sent to your GY, place 1 Baptism Counter on this card for each of those monsters. All monsters your opponent control lose 100 ATK/DEF for each Baptism Counter on this card. You can only activate 1 "Burning Baptism - Gospel" per turn.
     
    Burning Baptism - Cleansing
    Normal Trap
    Inflict 500 damage to your opponent, then inflict damage to your opponent equal to the number of "Burning Baptism" cards in your GY with different names x 100. If you control "Burning Baptism - Lake", you can activate this card from your hand. You can only activate 1 "Burning Baptism - Cleansing" per turn.
     
    Burning Baptism - Drench
    Counter Trap
    If your opponent would Summon a monster(s): Discard 1 "Burning Baptism" monster; negate that Summon, and if you do, banish that monster(s) and inflict damage to your opponent equal to the discarded monster's DEF.

     


  13. Hey there, I'm back. Been a while since I made an Archetype, or really any cards for that matter. I just kind of fell off it, but now I'm back. Maybe you didn't even notice, and probably didn't care, but here we are. So anyway, unto the normal stuff I do.
     
    This is an Archetype of Thunder/EARTH monsters with various Levels. They focus on moving monsters around on the field, Link Monsters and Fusion Monsters. Each Main Deck monster is able to move themselves to the zone one of their Link Monsters points to. The main gimmick here is that each Link Monster gains an effect if they are linked, as well as if they are not linked, so they have various ways of moving their monsters again, normally with their cards Push and Pull, which also help their boss monster, Diamond Destroyer, which is a Fusion Monster, as they also have their own Polymerization to play around with. They have a sub-Archetype called Electromagnetoid, which is their Link and Fusion Monsters.
     
    Their name comes from magnets and the the "oid" suffix, meaning resembling, as they are not really magnets, as seen with their Thunder typing, that also plays into the Electromagnetoid name, and in general they are based around magnets, as well as mining operations.
     
    Main Deck Monsters:
     
    Magnetoid Miner
    Thunder/EARTH
    Level 1
    You can discard 1 "Magnetoid" card; Special Summon 1 "Magnetoid" monster from your Deck in Defense Position, except "Magnetoid Miner". You can target 1 "Magnetoid" Link Monster you control; move this card to your Main Monster Zone it points to. You can only use each effect of "Magnetoid Miner" once per turn.
    550/550
     
    Magnetoid Maker
    Thunder/EARTH
    Level 2
    When this card is Normal or Special Summoned: You can Special Summon 1 "Magnetoid" monster from your hand in Defense Position. You can target 1 "Magnetoid" Link Monster you control; move this card to your Main Monster Zone it points to. You can only use each effect of "Magnetoid Maker" once per turn.
    1050/1050
     
    Magnetoid Worker
    Thunder/EARTH
    Level 3
    If this card is sent to the GY for the Link or Fusion Summon of an "Electromagnetoid" monster: You can Special Summon 1 "Magnetoid" monster from your hand in Defense Position. You can target 1 "Magnetoid" Link Monster you control; move this card to your Main Monster Zone it points to. You can only use each effect of "Magnetoid Worker" once per turn.
    1350/1350
     
    Magnetoid Guard
    Thunder/EARTH
    Level 4
    If you control a "Magnetoid" monster in Defense Position: You can Special Summon this card from your hand in Defense Position. You can target 1 "Magnetoid" Link Monster you control; move this card to your Main Monster Zone it points to. You can only use each effect of "Magnetoid Guard" once per turn.
    1750/1750
     
    Extra Deck Monsters:
     
    Electromagnetoid Bronze Breaker
    Thunder/EARTH
    Link Arrows: Bottom, Left
    2 "Magnetoid" monsters
    When this card is Link Summoned: You can add 1 "Magnetoid" Spell/Trap from your Deck to your hand. You can only use this effect of "Electromagnetoid Bronze Breaker" once per turn. While this card is linked to a "Magnetoid" monster, when another "Magnetoid" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. While this card points to no monsters, it gains 500 ATK.
    1550/LINK-2
     
    Electromagnetoid Silver Smasher
    Thunder/EARTH
    Link Arrows: Bottom, Bottom Right, Right
    2+ "Magnetoid" monsters
    When this card is Link Summoned: You can add 1 "Magnetoid" monster from your Deck to your hand. You can only use this effect of "Electromagnetoid Silver Smasher" once per turn. While this card is linked to a "Magnetoid" monster, other "Magnetoid" monsters you control cannot be destroyed by battle or card effects. While this card points to no monsters, it gains 500 ATK.
    2350/LINK-3
     
    Electromagnetoid Gold Gorger
    Thunder/EARTH
    Link Arrows: Bottom Left, Bottom, Bottom Right, Left
    2+ "Magnetoid" monsters
    When this card is Link Summoned: You can Special Summon 1 non-Link "Magnetoid" monster from your hand or GY. You can only use this effect of "Electromagnetoid Gold Gorger" once per turn. While this card is linked to a "Magnetoid" monster, your opponent cannot target other "Magnetoid" monsters you control with card or effects. While this card points to no monsters, it gains 500 ATK.
    2550/LINK-4
     
    Electromagnetoid Ore Obliterator
    Thunder/EARTH/Fusion
    Level 5
    2 "Magnetoid" monsters
    Must first be Fusion Summoned. Once per turn: You can target 1 "Magnetoid" Link Monster this card is linked to; destroy that target, and if you do, destroy as cards your opponent control up to its Link Rating. While this card is linked, all monsters your opponent control lose 500 ATK and DEF.
    2050/2050
     
    Electromagnetoid Diamond Destroyer
    Thunder/EARTH/Fusion
    Level 10
    2 "Electromagnetoid" monsters OR 3 "Magnetoid" monsters
    Must first be Fusion Summoned. (Quick Effect): You can move as many Link Monsters you control as possible that point to this card to your Main Monster Zones that do not point to this card, then destroy cards your opponent control up to the number moved. When this Fusion Summoned card is destroyed: You can Special Summon 1 "Magnetoid" Link Monster from your GY. You can only use each effect of "Electromagnetoid Diamond Destroyer" once per turn.
    2950/2950
     
    Spells/Traps:
     
    Magnetoid Mine
    Field Spell
    When this card is activated, if you control no "Electromagnetoid" monsters: You can add 1 "Magnetoid" card from your Deck to your hand, except "Magnetoid Mine". While you control 2 "Electromagnetoid" monsters that are linked to each other, your opponent cannot negate the effects of your "Magnetoid" cards or effect. During your Main Phase, you can Normal Summon 1 "Magnetoid" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can only activate 1 "Magnetoid Mine" per turn.
     
    Magnetoid Pull
    Quick-Play Spell
    Target 1 "Magnetoid" monster you control and 1 "Magnetoid" Link Monster you control; move the first target to your Main Monster Zone the second target points to. If you moved an "Electromagnetoid" monster with this effect, Set this card instead of sending it to the GY.
     
    Magnetoid Push
    Quick-Play Spell
    Target 2 "Magnetoid" monsters you control that are linked to each other; move the first target to your Main Monster Zone the second target does not point to. If you moved an "Electromagnetoid" monster with this effect, Set this card instead of sending it to the GY.
     
    Magnetoidzation
    Quick-Play Spell
    Fusion Summon 1 Fusion Monster from your Extra Deck, using "Magnetoid" monsters from your hand or field as Fusion Material. If you control a "Magnetoid" Link Monster that is linked to a "Magnetoid" Link Monster, your opponent cannot activate cards or effects in response to this card's activation, and when that card is Fusion Summoned, cards and effects cannot be activated. You can only activate 1 "Magnetoidzation" per turn.
     
    Magnetoid Search
    Normal Trap
    Target 2 "Magnetoid" monsters you control that are linked to each other; banish the first target, and if you do, add 1 "Magnetoid" card from your Deck to your hand, except "Magnetoid Search". During your next Standby Phase after activation, return the first target to your field to your Main Monster Zone the second target does not point to.
     
    Magnetoid Mining
    Normal Trap
    Target 1 "Electromagnetoid" monster in your GY; Special Summon it to your zone a "Magnetoid" Link Monster points to, then add 1 "Magnetoid" card from your GY to your hand, except "Magnetoid Mining". You can only activate 1 "Magnetoid Mining" per turn.
     
    Magnetoid Extraction
    Continuous Trap
    Each time a "Magnetoid" monster(s) is moved to another zone, place 1 Magnetoid Counter on this card. During the End Phase: Remove all Magnetoid Counters from this card, then inflict damage to your opponent equal to the number removed x 200. During your 3rd Standby Phase after this card's activation, destroy this card.

  14. LINK-5s are now a thing in the anime, and yeah, we have that Match Winners have been a thing, and I have made LINK-5s previously, but now it feels like an official thing, even though there aren't any legal LINK-5s yet. Anyway, that's all to say that this card makes it become the End Phase, and then it unleashes a crazy effect! First, your opponent draws equal to the number of cards it points to, then your opponent's HP become equal to the number of cards in their hand x 1000, then it sends all other cards on the field to the GY. Additionally, if it's in the Extra Monster Zone, your opponent can't activate cards in response to this effect, which means that it being in the Extra Monster Zone is ideal, but this also means that your opponent may place monsters in the zones it points to so they can draw more and get more LP, so be careful. The main idea is to Summon this card in the opponent's turn so that you can trigger its first effect and immediately make it the End Phase. It's weird, but powerful if you can pull it off.

    End of Epilogue by zaziuma

    Quote

    3+ monsters
    If this card is Special Summoned: It becomes the End Phase of this turn. Once while this card is face-up on the field, at the start of your opponent's End Phase: You can pay half your LP; your opponent draws cards equal to the number of monsters this card points to, then your opponent's LP become equal to the number of cards in their hand x 1000, also send all other cards on the field to the GY. Your opponent cannot activate cards or effects in response to this effect while this card is in your Extra Monster Zone.

     


  15. Mosaic is an Archetype consisting of monsters with various types, Attributes and Levels. They focus on Tribute Summoning and Standby Phase mechanics. Each Level 6 and lower has an effect that activate if they are Tributed during your next Standby Phase, but the gimmick here being that they can also activate it immediately if they control their Field Spell, Mosaic Mosque. The Level 8 and highers have effects that activate on the field during the Standby Phase, and all the new Level 5 and higher monsters can also be Normal Summoned without Tributing as well.
     
    Their playstyle makes use of various Tribute Summoning techniques, such as Tributing using monsters from your hand, using the opponent's monsters and Tribute Summoning in the opponent's turn etc. but their main boss monster is Mosaic Bahamut, which can be Tribute Summoned using 3 monsters to make it quite powerful, which can be helped with Mosaic Zahhak or Mosaic Mosque's effects.
     
    Their name and theme comes from mosaic, which is "a piece of art or image made from the assembling of small pieces of colored glass, stone, or other materials." as well as various Persian mythological creatures, since the original card is based on the Persian creature: Manticore
     
    Original Card:
    5dOgjVJ.png
    During the Standby Phase of your next turn after you Tribute Summoned this face-up card on the field: Special Summon, from the Graveyard, as many monster(s) as possible that were used for its Tribute Summon. They cannot declare an attack, and their effects are negated.
     
    New Cards:
     
    Main Deck Monsters:
     
    Mosaic Chamrosh
    Winged Beast/WIND
    Level 4
    If your opponent controls more monsters than you do (min. 1): You can Special Summon this card from your hand. If this card is Tributed, if this card is in the GY during the Standby Phase of your next turn, or if you control "Mosaic Mosque", immediately: You can add 1 "Mosaic" card from your Deck to your hand, except "Mosaic Chamrosh". You can only use each effect of "Mosaic Chamrosh" once per turn.
    1000/2000
     
    Mosaic Karkadann
    Beast/LIGHT
    Level 5
    You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 1500. If this card is Tribute Summoned: You can target 3 "Mosaic" cards in your GY; shuffle them into your Deck, then draw 2 cards. If this card is Tributed, if this card is in the GY during the Standby Phase of your next turn, or if you control "Mosaic Mosque", immediately: You can target 1 "Mosaic" Spell/Trap in your GY; add it to your hand. You can only use this effect of "Mosaic Karkadann " once per turn.
    2000/2400
     
    Mosaic Shabrang
    Beast/FIRE
    Level 5
    You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 1500. If this card is Tribute Summoned: You can Special Summon 1 "Mosaic Token" (Rock/EARTH/Level 2/ATK 500/DEF 500), but it cannot be Tributed or used as material for a Summon, except for a "Mosaic" monster. If this card is Tributed, if this card is in the GY during the Standby Phase of your next turn, or if you control "Mosaic Mosque", immediately: You can draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use this effect of "Mosaic Shabrang" once per turn.
    2100/2400
     
    Mosaic Hadhayosh
    Beast-Warrior/DARK
    Level 6
    You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 1500. If this card is Tribute Summoned: You can target 1 "Mosaic" card in your GY, except "Mosaic Hadhayosh"; add it to your hand. If this card is Tributed, if this card is in the GY during the Standby Phase of your next turn, or if you control "Mosaic Mosque", immediately: You can target 1 card on each field; destroy them. You can only use this effect of "Mosaic Hadhayosh" once per turn.
    2200/2200
     
    Mosaic Shahmaran
    Reptile/FIRE
    Level 6
    You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 1500. If this card is Tribute Summoned: You can target 1 card on each field; destroy them. If this card is Tributed, if this card is in the GY during the Standby Phase of your next turn, or if you control "Mosaic Mosque", immediately: You can target 1 "Mosaic" monster, except "Mosaic Shahmaran"; add it to your hand. You can only use this effect of "Mosaic Shahmaran" once per turn.
    2300/2100
     
    Mosaic Roc
    Winged Beast/WIND
    Level 7
    You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 1500. Once per turn, during your Standby Phase after this card was Tribute Summoned: You can draw 2 cards. Once per turn, when another card or effect is activated (Quick Effect): You can Tribute 1 other monster from your hand or field; negate the activation, and if you do, destroy that card.
    2600/2400
     
    Mosaic Simurgh
    Wyrm/FIRE
    Level 9
    You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 1500. You can Tribute 3 monsters to Tribute Summon (but not Set) this card. If Summoned this way: You can Special Summon 1 "Mosaic" monster from your Deck in Defense Position, except "Mosaic Simurgh". Once per turn, during your Standby Phase after this card was Tribute Summoned: You can destroy cards on the field up to the number of monsters Tributed for this card's Tribute Summon. Once per turn (Quick Effect): You can Tribute 1 other monster from your hand or field, then target 1 card on the field; destroy that target.
    2600/2800
     
    Mosaic Bahamut
    Sea Serpent/WATER
    Level 10
    You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 1500. You can Tribute 3 monsters to Tribute Summon (but not Set) this card. If Summoned this way: It gains 1000 ATK and DEF. Once per turn, during your Standby Phase after this card was Tribute Summoned: You can target 1 monster in your GY; Special Summon it. Once per turn, if this attacking card destroys an opponent's monster by battle, after damage calculation: It can make a second attack in a row.
    2500/2500
     
    Extra Deck Monsters:
     
    Mosaic Zahhak
    Fiend/DARK/Link
    Link Arrows: Bottom, Top, Top Right
    3 "Mosaic" monsters
    When this card is Link Summoned: You can Special Summon 1 "Mosaic" monster from your hand to your zone this card points to, but it cannot be used as material for a Summon. If you would Tribute Summon a "Mosaic" monster, you can Tribute monsters your opponent controls this card points to. While this card points to a Tribute Summoned monster, any card sent to your opponent's GY is banished instead.
    2400/LINK-3
     
    Mosaic Anahita
    Fairy/WATER/Link
    Link Arrows: Left, Right, Bottom Left, Up
    2+ "Mosaic" monsters
    This card's name becomes "Mosaic Mosque" while on the field. The first time you would Tribute Summon a monster each turn, you can send cards from the top up to the numbers of Tributes required (this is treated as Tributing those cards). While this card points to a Tribute Summoned monster, negate the effects of your opponent's Special Summoned monsters, also if this card points to 2 Tribute Summoned monsters, your opponent cannot Special Summon monsters to their Extra Monster Zone.
    3000/LINK-4
     
    Spells/Traps:
     
    Mosaic Mosque
    Field Spell
    All monsters you control gain 200 ATK and DEF for each "Mosaic" monster you control with a different name, also they cannot be targeted by or destroyed by your opponent's card effects while you control a Tribute Summoned monster. Once per turn, if you would Tribute a monster(s) for a Tribute Summon of a "Mosaic" monster, you can Tribute "Mosaic" monsters in your hand as well. If this card in your Field Zone is destroyed by a card effect: You can reveal 3 "Mosaic" cards in your Deck with different names, then have your opponent randomly add 1 of them to your hand, also sent the remaining cards to the GY. You can only use this effect of "Mosaic Mosque" once per turn.
     
    Mosaic Tesserae
    Quick-Play Spell
    Discard 1 "Mosaic" card; Special Summon 2 "Mosaic Tokens" (Rock/EARTH/Level 2/ATK 500/DEF 500), but they cannot be Tributed or used as material for a Summon, except for a "Mosaic" monster. You can only activate 1 "Mosaic Tesserae" per turn.
     
    Mosaic Shatter
    Quick-Play Spell
    Activate 1 of these effects.
    * This turn, you can Normal Summon 1 "Mosaic" monster for 1 less Tribute, but it is destroyed during your next Standby Phase.
    * Target 1 card your control; destroy that target, and if you do, this turn, you can Normal Summon 1 "Mosaic" monster without Tributing.
     
    Mosaic Mural
    Continuous Spell
    When this card is activated: You can target 1 "Mosaic" card in your GY; place it on top of your Deck. During your Main Phase, you can Normal Summon 1 "Mosaic" monster in addition to your Normal Summon/Set (You can only gain this effect once per turn) If you Tribute Summon a "Mosaic" monster face-up, you can Tribute this card as well.
     
    Mosaic Restoration
    Normal Trap
    If a "Mosaic" monster(s) is destroyed by a card effect or Tributed: Target 1 of those monsters in your GY; Special Summon it. You can banish this card from your GY, then target 1 "Mosaic" card in your GY or on your field; place it on top of your Deck. If you control "Mosaic Mosque", you can activate this card from your hand.
     
    Mosaic Palette
    Normal Trap
    Target any number of "Mosaic" monsters you control; return them to the hand, then you can Special Summon the same number of "Mosaic" monsters from your hand, but their ATK and DEF are halved. If you control "Mosaic Mosque", you can activate this card from your hand. You can only activate 1 "Mosaic Palette" per turn.
       
    Mosaic Artwork
    Continuous Trap
    During your opponent's Main Phase: Special Summon this card as an Effect Monster (Rock/EARTH/Level 7/0 ATK/3000 DEF). (This card is also still a Trap.) During your opponent's Main Phase, if this card is a monster, you can: Immediately after this effect resolves, Tribute Summon 1 "Mosaic" monster. If this card on the field is destroyed: You can excavate the top 5 cards of your Deck, add 1 excavated "Mosaic" card to your hand, also sent the remaining cards to the GY. You can only use each effect of "Mosaic Artwork" once per turn.

     


  16. I just made an Insect Queen Deck, and saw that there wasn't really a good selection of Level 6 monsters, since Insect Imitation is a pretty good card for them in there, I wanted to make something for them, and since the Deck deals with equipping Insects, I figured I would make it do that too.

    Camoupillar by zaziuma

    Quote

    You can Special Summon this card (from your hand) by discarding 1 Insect monster. If Summoned this way: You can equip 1 Level 4 or lower Insect monster from your hand or Deck to this card. While this card is equipped with an Equip Card, your opponent cannot target it with cards or effects. If this card would be destroyed, you can destroy 1 Equip Card equipped to this card instead.

     

     


  17. Movile is an Archetype of Cyberse/DARK monsters with various Levels. They focus on discarding, co-linking, pseudo-Extra Link and shutting down the opponent. The pseudo-Extra Link I am talking about is their main goal, to co-link in all 5 Main Monster Zones, though of course this doesn't actually do the same thing as a normal Extra Link, except for Network which shuts down the Extra Monster Zone for your opponent.
     
    When they do this, they gain various effects, as well as fulfilling their goal of shutting down the opponent's drawing, Summoning, effects and attacks. Movile Plan is their Field Spell, which has a one time use effect, which is quite powerful, since it makes them discard their entire hand and draw until they have the same number as you do, and as these will quickly lose resources if you want to make a pseudo-Extra Link.
     
    Their name is a portmanteau of Mobile and Vile, and they are based around mobile phones, and vile of course makes them DARK, and their playstyle of shutting the opponent down compliments that.
     
    Main Deck Monsters:
     
    Movile Call
    Cyberse/DARK
    Level 1
    When this card is Normal or Special Summoned: You can Special Summon 1 "Movile Token" (Cyberse/DARK/Level 1/0 ATK/0 DEF). This Token cannot be Tributed or used as material for a Summon, except for a "Movile" Link Monster. If this card is sent to the GY to activate a "Movile" card's effect: You can add 1 "Movile" card from your Deck to your hand, except "Movile Call". You can only use each effect of "Movile Call" once per turn.
    0/0
     
    Movile Charger
    Cyberse/DARK/Union
    Level 2
    Once per turn, you can either: Target 1 "Movile" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 500 ATK. If the equipped monster would activate an effect that discards a card, you can send this card to the GY to activate that effect, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent to the GY to activate a "Movile" card's effect: You can target 1 "Movile" monster you control; equip this card to that target. You can only use this effect of "Movile Charger" once per turn.
    500/500
     
    Movile Text
    Cyberse/DARK
    Level 3
    You can discard 1 "Movile" card, then target 1 "Movile" monster in your GY with a different name; Special Summon that target. If this card is sent to the GY to activate a "Movile" card's effect: You can Special Summon 1 "Movile Token" (Cyberse/DARK/Level 1/0 ATK/0 DEF). This Token cannot be Tributed or used as material for a Summon, except for a "Movile" Link Monster. You can only use each effect of "Movile Text" once per turn.
    1000/1000
     
    Movile Number
    Cyberse/DARK
    Level 4
    If a "Movile" card(s) is sent to your GY to activate a card effect while this card is in your hand: You can Special Summon this card. If this card is sent to the GY to activate a "Movile" card's effect: You can target 1 other "Movile" card in your GY; add it to your hand. You can only use each effect of "Movile Number" once per turn.
    1500/1500
     
    Movile Smartphone
    Cyberse/DARK
    Level 5
    You can send 1 "Movile" card from your hand or face-up on your field to the GY; Special Summon this card from your hand. If this card is sent to the GY to activate a "Movile" card's effect: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Movile Smartphone" once per turn.
    2000/2000
     
    Extra Deck Monsters:
     
    Movile Network
    Cyberse/DARK/Link
    Link Arrows: Down
    1 "Movile" monster, except a Link Monster
    You can discard any number of "Movile" cards; Special Summon "Movile Tokens" (Cyberse/DARK/Level 1/0 ATK/0 DEF) equal to the number of cards discarded. These Tokens cannot be Tributed or used as material for a Summon, except for a "Movile" Link Monster. While you control 5 co-linked "Movile" monsters in your Main Monster Zone, your opponent cannot Special Summon monsters to the Extra Monster Zone. When this card in your Extra Monster Zone is destroyed: You can add 1 "Movile" card from your Deck to your hand. You can only use each effect of "Movile Network" once per turn.
    500/LINK-1
     
    Movile Cell
    Cyberse/DARK/Link
    Link Arrows: Right
    1 "Movile" monster, except a Link Monster
    Once per turn (Quick Effect): You can discard 1 "Movile" card; all "Movile" monsters you will control gain 500 ATK until the end of this turn. While you control 5 co-linked "Movile" monsters in your Main Monster Zones, your opponent cannot change the battle position of their monsters, only 1 monster your opponent controls an attack during each of their Battle Phases, and your opponent cannot declare an attack, except with a monster with lower ATK than the monster you control with the highest ATK.
    1000/LINK-1
     
    Movile Phone
    Cyberse/DARK/Link
    Link Arrows: Left
    1 "Movile" monster, except a Link Monster
    Once per turn (Quick Effect): You can discard 1 "Movile" card; Special Summon 1 monster from your hand. While you control 5 co-linked "Movile" monsters in your Main Monster Zones, all monsters your opponent Special Summons must be Special Summoned in Attack Position, your opponent must attack, if able, also they must battle the monster you control with the highest ATK (their choice, if tied.)
    1000/LINK-1
     
    Movile Connection
    Cyberse/DARK/Link
    Link Arrows: Left, Right
    2 "Movile" monsters
    Once per turn, when your opponent activates a card or effect (Quick Effect): You can discard 1 "Movile" card; negate the activation. While you control 5 co-linked "Movile" monsters in your Main Monster Zone, negate the effects of your opponent's cards this card's column, in their Field Zone and GY.
    1500/LINK-2
     
    Spells/Traps:
     
    Movile Plan
    Field Spell
    When this card is activated: You can discard 1 "Movile" card; Special Summon 2 "Movile Tokens" (Cyberse/DARK/Level 1/0 ATK/0 DEF). These Tokens cannot be Tributed or used as material for a Summon, except for a "Movile" Link Monster. Once per turn, at the start of your opponent's Standby Phase: You can target 1 "Movile" monster in your GY; add it to your hand. You must have a co-link to activate and to resolve this effect. Once, while this card is face-up on the field, if you have 5 co-linked "Movile" monsters in your Main Monster Zones: You can make your opponent discard their entire hand, then they draw cards until they have the same number of cards in their hand as you do.
     
    Movile Data Usage
    Normal Spell
    Discard 1 "Movile" card; draw 2 cards. During your Main Phase, except the turn it was sent to the GY: You can banish it from your GY, then target 3 "Movile" cards in your GY with different names; shuffle them into your Deck, then draw 2 cards. You can only each effect of "Movile Data Usage" once per turn.
     
    Movile Shutdown
    Continuous Spell
    Gains effects depending on the number of co-linked "Movile" monsters you control in your Main Monster Zones.
    ● 3+: Monsters in your opponent's Extra Monster Zone cannot attack or activate their effects.
    ● 4+: Your opponent cannot adds cards from their Deck to their hand, except during their Draw Phase.
    ● 5: During your opponent's Standby Phase, if they more cards in their hand than you do, they must discard cards until they have the same number of cards as you do.
     
    Movile Sleep
    Normal Trap
    Target 1 "Movile" monster you control, then send 1 "Movile" card from your hand or Deck to your GY; banish that target until the End Phase. If you control a co-linked monster, you can activate this card from your hand. During your opponent's Standby Phase, if this is in your GY and you have 5 co-linked "Movile" monsters in your Main Monster Zone: You can add this card from your GY to your hand. You can only use each effect of "Movile Sleep" once per turn.
     
    Movile Security
    Continuous Trap
    Co-linked "Movile" monsters cannot be destroyed by battle, also they gain 500 ATK. Each turn, the first time a co-linked "Movile" monster would be destroyed by a card effect, it is not destroyed. While you control 5 co-linked "Movile" monster in your Main Monster Zones, your opponent cannot target "Movile" Spells/Traps you control with card effects, also the activations and effects of "Movile" Spell/Trap Cards and effects cannot be negated.

  18. This card is kind of silly, but I thought it would be a fun little idea to make a card that plays around with the idea of ordering in terms of alphabetical order. This would obviously not really work in the real game, since the cards are Japanese, and thus a card like this would change how it works, if it even could work, completely over there, even in German or Spanish it would cause a lot of trouble, but hey, who says all cards have to make sense? It also allows you to snatch up special symbol cards and cards that have a number, because why the hell not?
     

    Restructuring by zaziuma

    Quote

    Excavate the top 5 cards of your Deck, then place them on top of your Deck in alphabetical order. Send any cards excavated whose names start with special symbols or numbers to the GY. During the End Phase: You can banish this card from your GY, then target 1 card in your GY whose name starts with a special symbol or a number; add it to your hand. You can only use 1 "Restructuring" effect per turn, and only once that turn.

     


  19. It's been a while since I made a single card, just felt less motivated to do so, than compared to making archetypes, but I came up with an idea for a card, since I was recently watching the original series, and they often Normal Summon in face-up Defense Position, an additionally the God Cards use 3 Tributes, so this is inspired by that. Along with allowing you to do that, it destroys all Attack Position monsters, negates their effects, can attack while in Defense Position and can attack twice in a row when it destroys a monster. Weirdly enough, this is the first Level 10 single card I have made in at least 80+ cards since I started using Magic Set Editor, as well as the first card that has 1100 ATK, and 3100 DEF, so yeah, that's a random fact.

    Fightguard Prismbreaker by zaziuma

    Quote

    Requires 3 Tributes to Normal Summon (cannot be Normal Set.) If this card is Tribute Summoned: Change it to Defense Position, then destroy all Attack Position monsters on the field. Neither player can Normal Summon in Attack Position, but can Normal Summon in face-up Defense Position. Negate the effects of all Attack Position monsters on the field. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this attacking card destroys an opponent's monster by battle, after damage calculation: It can make a second attack in a row. You can only control 1 "Fightguard Prismbreaker".

     

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