Jump to content

Zaziuma

Members

Posts posted by Zaziuma


  1. Imaginary Beast is an Archetype consisting of monsters with various types, Attributes and Levels. They focus on forcing monsters to be Special Summoned in Defense Position and Synchro Summoning. Each Main Deck monster has an effect that forces both players to Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters (previously they had no exception, but due to new rules, this was added for balance reasons). The Synchros each have an effect that activates when Synchro Summoned in Defense Position, and can attack while in Defense Position. Newly added is a bonus should they also be linked with a Link Monster.

    The name is a portmanteau of image and imaginary, and each monster is an animal and a photographic related term. I enjoyed the creative process of this when I first made them, I wish I had artistic skills so I could draw what these weird animals would look like, but I don't sadly, so I hope you can get all the animals I chose. When it came to what was newly added, I focused on making them work with Link Monsters, while they are anti-Attack Position, I felt that they needed a Link Monster to really work as originally intended, so their speed, searchabilty and ease of play was focused on, keeping the same idea of using the opponent's turn and interrupting their plays in tone still.

    Original Version (15/15):

    Spoiler

    This is an Archetype based around forcing all Special Summoned monsters from the Extra Deck to be put in Defense Position when they are Summoned. They are based around photography and such. The name comes from Image and Imaginary, and the monster names from from animals and photographic terms as a portmanteau. They're Synchro based with Levels, Types and Attributes.

    Main Deck Monsters:

    Imagenary Beast - Pictoraffe
    Beast-Type/LIGHT
    Level 4
    Both players must Special Summon monsters from their Extra Deck in Defense Position. When this card is Normal Summoned: You can target 1 "Imagenary Beast" monster in your Graveyard, except "Imagenary Beast - Pictoraffe", then discard 1 card; Special Summon that target in Defense Position.
    1800/1200

    Imagenary Beast - Cameleon
    Reptile-Type/DARK/Tuner
    Level 2
    Both players must Special Summon monsters from their Extra Deck in Defense Position. If this card is sent to the Graveyard for the Synchro Summon for a monster Summoned in Defense Position: You can add 1 "Imagenary Beast" card from your Deck to your hand, except "Imagenary Beast - Cameleon". You can only use this effect of "Imagenary Beast - Cameleon".
    100/1400

    Imagenary Beast - Butterframe
    Insect-Type/WIND
    Level 3
    Both players must Special Summon monsters from their Extra Deck in Defense Position. You can Tribute this card; Special Summon 1 "Imagenary Beast" monster from your Deck, except "Imagenary Beast - Butterframe" in Defense Position, but its effects are negated until the end of this turn and it cannot be used as a Synchro or Xyz Material this turn. You can only use this effect of "Imagenary Beast - Butterframe" once per turn.
    1500/1500

    Imagenary Beast - Graphig
    Beast-Type/EARTH
    Level 4
    Both players must Special Summon monsters from their Extra Deck in Defense Position. Once per turn, if you activate an "Imagenary Beast" Spell/Trap Card: You can Special Summon 1 "Imagenary Beast" monster from your hand, except "Imagenary Beast - Graphig" in Defense Position, but its effects are negated until the end of this turn and it cannot be used as a Synchro Material, except for the Synchro Summon of an "Imagenary Beast" monster.
    1500/1700

    Imagenary Beast - Tricod
    Fish-Type/WATER/Tuner
    Level 3
    Both players must Special Summon monsters from their Extra Deck in Defense Position. If you control no monsters and your opponent controls a monster, you can Special Summon this card (from your hand) by sending 1 other card from your hand to the Graveyard.
    400/1600

    Imagenary Beast - Negatick
    Insect-Type/DARK/Tuner
    Level 4
    Both players must Special Summon monsters from their Extra Deck in Defense Position. If you use this card you control for a Synchro Summon of an "Imagenary Beast" monster, you can treat it as a non-Tuner monster.
    200/1700

    Imagenary Beast - Octomatic
    Aqua-Type/WATER/Tuner
    Level 1
    Both players must Special Summon monsters from their Extra Deck in Defense Position. During your turn, except during the turn this card is sent to your Graveyard: You can banish this card from your Graveyard, then target 1 "Imagenary Beast" card in your Graveyard; add that target to your hand. You can only use this effect of "Imagenary Beast - Octomatic" once per turn.
    0/1100

    Imagenary Beast - Ibexposure
    Beast-Type/EARTH
    Level 4
    Both players must Special Summon monsters from their Extra Deck in Defense Position. A Synchro Monster that was Synchro Summoned in Defense Position using this card as Synchro Material gains this effect:
    ● Your opponent must Special Summon monsters in Defense Position.
    1700/1300

    Extra Deck Monsters:

    Imagenary Beast - Shotter
    Aqua-Type/WATER
    Level 6
    1 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
    When this card is Synchro Summoned in Defense Position: You can target 1 Spell/Trap Card your opponent controls; destroy that target. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
    2200/2400

    Imagenary Beast - Bazoom    
    Beast-Warrior-Type/FIRE
    Level 7
    1 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
    When this card is Synchro Summoned in Defense Position: You can make your opponent discard 1 card. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
    2000/2600

    Imagenary Beast - Vulperture
    Winged Beast-Type/WIND
    Level 8
    1 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
    When this card is Synchro Summoned in Defense Position: You can target 1 face-up monster your opponent controls; destroy that target, and if you do, inflict damage to your opponent equal to half its DEF on the field. This card cannot attack your opponent directly during the turn you activate this effect. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
    2300/2800

    Spell/Trap Cards:

    Imagenary Beast - The Big Picture
    Field Spell Card
    Activate only if you control another "Imagenary Beast" card. Both players must Special Summon monsters from their Extra Deck in Defense Position. If you control an "Imagenary Beast" monster, negate the effects of Attack Position monsters Special Summoned from the Extra Deck.

    Imagenary Beast - Lens Capture
    Normal Trap Card
    Send 1 "Imagenary Beast" card from your hand or side of the field to the Graveyard, then target 1 face-up Defense Position monster your opponent controls; take control of that target and equip it with this card. It cannot be used as a Synchro or Xyz Material. If this card leaves the field, switch control of that monster. You can only control 1 "Imagenary Beast - Lens Capture".

    Imagenary Beast - Darkroom
    Continuous Trap Card
    Both players must Special Summon monsters from their Extra Deck in Defense Position. Once per turn, during either player's turn, you can: Immediately after this effect resolves, Synchro Summon 1 "Imagenary Beast" Synchro Monster, using only "Imagenary Beast" monsters you control.

    Imagenary Beast - Photoshooter
    Equip Spell Card
    Equip only to an "Imagenary Beast" monster. It is gains 500 ATK and DEF and is unaffected by other Spell effects. If this card is sent to the Graveyard because the equipped monster was sent to the Graveyard for a Synchro Summon: You can banish 1 other "Imagenary Beast" card from your Graveyard; add this card from your Graveyard to your hand. You can only activate 1 "Imagenary Beast - Photoshooter" per turn.

     
    Main Deck Monsters:
     
    Imagenary Beast - Octomatic
    Aqua/WATER/Tuner
    Level 1
    Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. During your turn, except the turn this card was sent to the Graveyard (Quick Effect): You can banish this card from your GY, then target 1 "Imagenary Beast" card in your GY; add that target to your hand. You can only use this effect of "Imagenary Beast - Octomatic" once per turn.
    0/1100
     
    Imagenary Beast - Cameleon
    Reptile/DARK/Tuner
    Level 2
    Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. If this card is sent to the GY for the Synchro Summon of a monster Summoned in Defense Position: You can add 1 "Imagenary Beast" card from your Deck to your hand, except "Imagenary Beast - Cameleon". You can only use this effect of "Imagenary Beast - Cameleon" once per turn.
    100/1400
     
    Imagenary Beast - Butterframe
    Insect/WIND
    Level 3
    Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. You can Tribute this card; Special Summon 2 "Imagenary Beast" monsters from your Deck with different names, except "Imagenary Beast - Butterframe", but until the end of this turn, they have their effects are negated, cannot be Tributed or used as material for a Summon. You can only use this effect of "Imagenary Beast - Butterframe" once per turn.
    1500/1500
     
    Imagenary Beast - Tricod
    Fish/WATER/Tuner
    Level 3
    Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. If only your opponent controls a monster, you can Special Summon this card (from your hand). If this card is sent from the field to the GY for the Synchro or Link Summon of an "Imagenary Beast" monster: You can excavate the top 3 cards of your Deck, add 1 excavated "Imagenary Beast" card to your hand, also send the remaining cards to the GY. You can only use this effect of "Imagenary Beast - Tricod" once per turn.
    300/1300
     
    Imagenary Beast - Negatick
    Insect/DARK/Tuner
    Level 4
    Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. If you use this card you control for a Synchro Summon of an "Imagenary Beast" monster, you can treat it as a non-Tuner. If this card is sent from the field to the GY: You can add 1 "Imagenary Beast" Spell/Trap from your Deck to your hand. You can only use this effect of "Imagenary Beast - Negatick" once per turn.
    200/1700
     
    Imagenary Beast - Graphig
    Beast/EARTH
    Level 4
    Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. Once per turn, if you activate an "Imagenary Beast" Spell/Trap Card: You can Special Summon 1 "Imagenary Beast" monster from your hand in Defense Position.
    1500/1700
     
    Imagenary Beast - Pictoraffe
    Beast/LIGHT
    Level 4
    Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. When this card is Normal or Special Summoned: You can target 1 "Imagenary Beast" monster in your Graveyard, except "Imagenary Beast - Pictoraffe", then discard 1 card; Special Summon that target in Defense Position. You can only use this effect of "Imagenary Beast - Pictoraffe" once per turn.
    1900/0
     
    Imagenary Beast - Ibexposure
    Beast/EARTH
    Level 4
    Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. A Synchro Monster that was Synchro Summoned in Defense Position using this card as Synchro Material gains this effect:
    ● Your opponent must Special Summon monsters in Defense Position, except Link Monsters.
    1700/1300
     
    Imagenary Beast - Ratio
    Beast/EARTH
    Level 5
    Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. You can send 1 other "Imagenary Beast" monster from your hand or field to the GY; Special Summon this card from your hand. All "Imagenary Beast" monsters can attack while they are in face-up Defense Position. If they do, apply their DEF for damage calculation.
    0/2300
     
    Extra Deck Monsters:
     
    Imagenary Beast - Focusaur
    Dinosaur/LIGHT/Link
    Link Arrows: Bottom Left, Bottom, Bottom Right
    2+ Effect Monsters, including at least 1 "Imagenary Beast" monster
    When this card is Link Summoned using a Synchro Monster as material: You can Special Summon 1 "Imagenary Beast" monster from your Deck to your zone this card points to. (Quick Effect): You can change the battle position of all monsters on the field, and if you do, they lose 500 ATK and gain 500 DEF. When this Link Summoned card is destroyed by your opponent's card: You can target 2 Level 5 or lower "Imaginary Beast" monsters in your GY; Special Summon them in Defense Position You can only use each effect of "Imagenary Beast - Focusaur" once per turn.
    2500/LINK-3
     
    Imaginary Beast - Opticaligator
    Reptile/WATER/Synchro/Tuner
    Level 5
    1 "Imagenary Beast" Tuner + 1+ non-Tuner monsters
    When this card is Synchro Summoned in Defense Position: You can reduce the Level of all monsters on the field by 1. During the Main Phase (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card as material. If this card is linked, your opponent cannot activate cards or effects in response to this effect's activation. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
    2000/2000
     
    Imagenary Beast - Shotter
    Aqua/WATER/Synchro
    Level 6
    1 "Imagenary Beast" Tuner + 1+ non-Tuner monsters
    When this card is Synchro Summoned in Defense Position: You can target 1 Spell/Trap your opponent controls; destroy that target. While this card is linked, it cannot be targeted for an attack or your opponent's card effects. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
    2200/2400
     
    Imagenary Beast - Bazoom    
    Beast-Warrior/FIRE/Synchro
    Level 7
    1 "Imagenary Beast" Tuner + 1+ non-Tuner monsters
    When this card is Synchro Summoned in Defense Position: You can make your opponent discard 1 card. While this card is linked, it cannot be destroyed by battle or your opponent's card effects. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
    2000/2600
     
    Imagenary Beast - Vulperture
    Winged Beast/WIND/Synchro
    Level 8
    1 "Imagenary Beast" Tuner + 1+ non-Tuner monsters
    When this card is Synchro Summoned in Defense Position: You can target 1 face-up monster your opponent controls; destroy that target, and if you do, inflict damage to your opponent equal to half its ATK or DEF on the field (whichever is highest). While this card is linked, it is unaffected by your opponent's card effects, except by monsters in Defense Position. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
    2300/2800
     
    Spell/Trap Cards:
     
    Imagenary Beast - The Big Picture
    Field Spell
    Activate only if you control another "Imagenary Beast" card. Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. During your Main Phase, you can Normal Summon 1 "Imagenary Beast" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If you control an "Imagenary Beast" monster, negate the effects of your opponent's Attack Position monsters Special Summoned from the Extra Deck.
     
    Imagenary Beast - Snapshot Album
    Continuous Spell
    When this card is activated: You can reveal 3 "Imagenary Beast" monsters from your Deck with different names, your opponent chooses 1 for you to add to your hand, and you shuffle the rest into your Deck. Once per turn, if your opponent Special Summons a monster(s) while you control another "Imagenary Beast" card: You can change those monsters' battle positions. You can only control 1 "Imagenary Beast - Snapshot Album".
     
    Imagenary Beast - Photoshooter
    Equip Spell
    Equip only to an "Imagenary Beast" monster. It is gains 500 ATK/DEF and is unaffected by your opponent's Spell/Trap effects. If this card is sent to the GY because the equipped monster was sent to the Graveyard for a Link or Synchro Summon: You can banish 1 other "Imagenary Beast" card from your GY; add this card from your GY to your hand. You can only activate 1 "Imagenary Beast - Photoshooter" per turn.
     
    Imagenary Beast - Lens Capture
    Normal Trap
    Send 1 "Imagenary Beast" card from your hand or field to the GY, then target 1 face-up Defense Position monster your opponent controls; take control of that target and equip it with this card. It cannot be used as material for a Summon. If this card leaves the field, return control of that monster to your opponent. You can only control 1 "Imagenary Beast - Lens Capture".
     
    Imagenary Beast - Darkroom
    Continuous Trap
    When this card is activated: You can target 1 "Imagenary Beast" monster in your GY; Special Summon it in Defense Position, but it has its effects negated. Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. Once per turn, you can: Immediately after this effect resolves, Link or Synchro Summon 1 "Imagenary Beast" Link or Synchro Monster, using monsters you control.

  2. Last cards are up! Also, Isolation is edited to require no cards in your hand for its negation effect.

    New Cards:
    Wicked Warrior of Summation (Level 7 Effect Monster)
    Wicked Warrior of Meditation (LINK-2 Link Monster)
    Wicked Warrior of Confrontation (LINK-4 Link Monster)
    Wicked Warrior's Salvation (Field Spell)
    Wicked Warrior's Resignation (Quick-Play Spell)


  3. 4 hours ago, Darj said:

    Yeah, the xenophobia is fine. For example, BAs are xenophobic too and and they were top tier in a couple formats, while nowadays they do relatively well. Besides, you can kind of play around it by going into the Link3, as I pointed out, which is lacking the xenophobic restrictions.
    I'm more concerned about the negation effect of the Link3, since it feels like a lazy "I will just make it negate anything and call it a day" approach. I would prefer if the negations of the Link3 and Counter Trap were swapped, actually: make the Link3 hold the Warning negation, and the Counter Trap the "negate anything" effect.
    A Link4 should be fine, I guess, but I don't think they really need it, unless it's something overpowering like the Astram Link4. You seem to think these guys have a high swarming power, but they actually rely on multiple copies of Revelation to swarm, and having no hand. I would say that's more impractical that it looks on paper, despite the plethora of consistency and set-up effects you gave them. But IDK, this is where practical tests would come in.
    I noticed that despite their xenophobia clauses, they still allow Special Summons from hand and GY, and that means they can potentially make use of cards such as Destrudo, Plaguespreader, Jet Synchron, and, more notably, Dangers!, which not only can assist with emptying your hand through their hand effects, also they are DARK for Attribute synergy, and you can play a bit the disruption+beat game with Bigfoot and Thunderbird without relying too much on your Extra Deck that more often than not will be locked.
     

    Well, the reason for the negation is that they lack any other form of protection, sure the Counter Trap is handy, but it's a one-time thing, having it on a monster is more consistent too. As for the LINK-4 being useless, well they currently lack a powerhouse, and with little other options, especially since you can't make anything with the monsters other than these two Link Monsters, I want some more options for them in case their Main Deck isn't cutting it.


  4. 12 hours ago, Darj said:

    Looks decent. I can tell the archetype falls back on Isolation and Manipulation for control, and to a lesser extent on Dedication for board clearing. Their xenophobia and Summon restrictions are annoying but at least you can go for the Link3, which is lacking the restrictions, to enable your plays again, provided you don't have Revelation active, or alternatively have a way to dispose of it in a practical manner (e.g. Dragonic Diagram engine?). Speaking of the Link3, I think it's a bit bland because it's just a straightforward omni-negator that even includes attacks, on top of their Solemn Warning Counter Trap. It would be less blatant if it didn't cover, well, everything, considering it comes with 2 other handy effects.

    They are meant to be "xenophobic", since Normal Summoning from the GY can be quite a powerful tool, and they are suppose to be able to play with just spamming monsters rather than going into the Extra Deck. I also plan to have a LINK-4 later on.


  5. Wicked Warrior is an Archetype of Warrior/DARK monsters with various Levels. They focus on having no cards in your hand, as well as Normal Summoning, with their gimmick being that they are able to Normal Summon from the GY. Each monster has an effect that activates on Normal Summon, which is boosted should you have no cards in your hand, and then the effect that allows you to Normal Summon other Wicked Warriors from your GY, but they are banished when they leave the field, and lastly a condition of not being able to Normal Summon or Special Summon from your Extra Deck, except for Wicked Warriors.
     
    Their playstyle revolves mainly around the card Wicked Warrior's Revelation, which is a Continuous Spell that is another way to Normal Summon them from the GY, since they only can do that if a monster is on the field, and also allows extra Normal Summons if you have no cards in your hand, up to the number of Revelations you control.
     
    Their name refers to their DARK Attribute, and their weird playstyle, and each card has "ation" in their name, though the monsters and Spells/Traps are worded slightly different to make it easier to tell which are which. I wanted to come up with more of a theme around them, but could really not think of anything, so these are super generic in that regard, but I am thinking that they are based around knights whom has discovered a mysterious way of reviving themselves, and then become more populous, yet evil and wicked.
     
    Main Deck Monsters:
     
    Wicked Warrior of Destination
    Warrior/DARK
    Level 1
    When this card is Normal Summoned You can send 1 "Wicked Warrior" monster from your Deck to your GY, except "Wicked Warrior of Destination", then if you have no cards in your hand, you can choose 1 "Wicked Warrior" card from your Deck, and either send it to your GY or banish it. You can only use this effect of "Wicked Warrior of Destination" once per turn. You can Normal Summon "Wicked Warrior" monsters from your GY that began the Duel in your Main Deck, but banish them when they leave the field. You cannot Normal Summon monsters from your hand, nor Special Summon monsters from your Extra Deck, other than "Wicked Warrior" monsters.
    0/2000
     
    Wicked Warrior of Accumulation
    Warrior/DARK
    Level 2
    When this card is Normal Summoned: You can discard 2 cards; Special Summon 1 "Wicked Warrior" monster from your Deck, then if you have no cards in your hand, you can add 1 "Wicked Warrior" card from your Deck to your hand, except "Wicked Warrior of Accumulation". You can only use this effect of "Wicked Warrior of Accumulation" once per turn. You can Normal Summon "Wicked Warrior" monsters from your GY that began the Duel in your Main Deck, but banish them when they leave the field. You cannot Normal Summon monsters from your hand, nor Special Summon monsters from your Extra Deck, other than "Wicked Warrior" monsters.
    500/1000
     
    Wicked Warrior of Duplication
    Warrior/DARK
    Level 2
    When this card is Normal Summoned: You can target 1 "Wicked Warrior" card in your GY; banish that target, then if you have no cards in your hand, add 1 card from your Deck to your hand with the same name as that target. You can only use this effect of "Wicked Warrior of Duplication" once per turn. You can Normal Summon "Wicked Warrior" monsters from your GY that began the Duel in your Main Deck, but banish them when they leave the field. You cannot Normal Summon monsters from your hand, nor Special Summon monsters from your Extra Deck, other than "Wicked Warrior" monsters.
    800/700
     
    Wicked Warrior of Exploration
    Warrior/DARK
    Level 4
    When this card is Normal Summoned: You can discard 1 card, then target 1 of your banished "Wicked Warrior" monsters; add it to your hand, or if you have no cards in your hand, you can Special Summon it instead. You can only use this effect of "Wicked Warrior of Exploration" once per turn. You can Normal Summon "Wicked Warrior" monsters from your GY that began the Duel in your Main Deck, but banish them when they leave the field. You cannot Normal Summon monsters from your hand, nor Special Summon monsters from your Extra Deck, other than "Wicked Warrior" monsters.
    1500/1500
     
    Wicked Warrior of Dedication
    Warrior/DARK
    Level 6
    When this card is Normal Summoned: You can discard any number of cards, then target the same number of cards your opponent control; return them to the hand, then if you have no cards in your hand, draw 1 card. You can only use this effect of "Wicked Warrior of Dedication" once per turn. You can Normal Summon "Wicked Warrior" monsters from your GY that began the Duel in your Main Deck, but banish them when they leave the field. You cannot Normal Summon monsters from your hand, nor Special Summon monsters from your Extra Deck, other than "Wicked Warrior" monsters.
    2200/0
     
    Wicked Warrior of Summation
    Warrior/DARK
    Level 7
    When this card is Normal Summoned: You can discard up to 3 cards; all Normal Summoned monsters you control gain 500 ATK for each card discarded, then if you have no cards in your hand, you can banish 1 card your opponent controls. You can only use this effect of "Wicked Warrior of Summation" once per turn. You can Normal Summon "Wicked Warrior" monsters from your GY that began the Duel in your Main Deck, but banish them when they leave the field. You cannot Normal Summon monsters from your hand, nor Special Summon monsters from your Extra Deck, other than "Wicked Warrior" monsters.
    1500/2500
     
    Extra Deck Monsters:
     
    Wicked Warrior of Meditation
    Warrior/DARK/Link
    Link Arrows: Down, Bottom Right
    2 "Wicked Warrior" monsters
    When this card is Link Summoned while you have no cards in your hand: You can add 1 "Wicked Warrior" card from your Deck to your hand. Gains ATK equal to the combined ATK of all Normal Summoned monsters this card points to. While you have no cards in your hand, your linked "Wicked Warrior" monsters cannot be destroyed by battle or your opponent's card effects and you take no damage from battles involved them.
    0/LINK-2
     
    Wicked Warrior of Isolation
    Warrior/DARK/Link
    Link Arrows: Bottom Left, Right, Up
    3 "Wicked Warrior" monsters
    Your opponent cannot target Normal Summoned "Wicked Warrior" monsters you control for attacks or effects. When your opponent declares an attack or activate a card or effect while you have no cards in your hand (Quick Effect): You can negate that attack or effect. When this Link Summoned card is destroyed: You can target up to 3 of your banished "Wicked Warrior" monsters; return them to your GY. You can only use each effect of "Wicked Warrior of Isolation" once per turn.
    2500/LINK-3
     
    Wicked Warrior of Confrontation
    Warrior/DARK/Link
    Link Arrows: Top, Bottom, Left, Right
    2+ "Wicked Warrior" monsters
    When this card is Link Summoned: You can place up to 4 of your banished "Wicked Warrior" cards on top of your Deck. You can Normal Summon your banished "Wicked Warrior" monsters that began the Duel in your Main Deck, but place them on top of your Deck when they leave the field. If a monster is Normal Summoned to a zone this card points to: You can target 1 card your opponent controls; destroy that. When this Link Summoned card is destroyed, if you have no cards in your hand: Draw 2 cards. You can only use each effect of "Wicked Warrior of Confrontation" once per turn.
    3000/LINK-4
     
    Spells/Traps:
     
    Wicked Warrior's Excavation
    Normal Spell
    If you have no cards in your hand: Excavate the top 5 cards of your Deck, send any excavated "Wicked Warrior" monsters to your GY, and if you sent any, you can add 1 excavated "Wicked Warrior" Spell/Trap to your hand, also, after that, shuffle the remaining cards in your Deck. You can only activate 1 "Wicked Warrior's Excavation" per turn.
     
    Wicked Warrior's Revelation
    Continuous Spell
    You can Normal Summon "Wicked Warrior" monsters from your GY that began the Duel in your Main Deck, but banish them when they leave the field. If you have no cards in your hand, during your Main Phase, you can Normal Summon "Wicked Warrior" monsters from your GY in addition to your Normal Summon/Set, equal to the number of "Wicked Warrior's Revelation" you control. (You can only gain this effect once per turn.) You cannot Normal Summon monsters from your hand, nor Special Summon monsters from your Extra Deck, other than "Wicked Warrior" monsters.
     
    Wicked Warrior's Salvation
    Field Spell
    When this card is activated while you have no cards in your hand: You can target 1 "Wicked Warrior" card in your GY; add it to your hand. While this card is on the field, all "Wicked Warrior" monsters that were Normal Summoned from your GY gain 1000 ATK during your turn, but lose 1000 DEF during your opponent's turn. Once per turn, if a "Wicked Warrior" monster is Normal Summoned from your GY while you have no cards in your hand: You can activate 1 "Wicked Warrior's Revelation" directly from your Deck or GY. You can only activate 1 "Wicked Warrior's Salvation" per turn.
     
    Wicked Warrior's Resignation
    Quick-Play Spell
    Target 1 "Wicked Warrior" monster you control; return it to the hand, also immediately after this effect resolves, Normal Summon 1 "Wicked Warrior" monster with a different name from that target.
     
    Wicked Warrior's Population
    Normal Trap
    Banish up to 3 "Wicked Warrior" monsters from your GY, then place the same number of "Wicked Warrior" cards from your Deck on top of your Deck. During your turn, except the turn it was sent to the GY: You can banish this card from your GY, then target 1 of your banished "Wicked Warrior" cards, except "Wicked Warrior's Population"; place it on top of your Deck. If you have no other cards in your hand, you can activate this card from your hand.
     
    Wicked Warrior's Manipulation
    Counter Trap
    When your opponent would Normal or Special Summon a monster(s) or activates a card or effect that Special Summons a monster: Negate that Summon or activation, and if you do, banish that card. You must control a Normal Summoned "Wicked Warrior" monster to activate and to resolve this effect. If you have no other cards in your hand, you can activate this card from your hand.

     


  6. Sebek is an Archetype of Level 3 Reptile/WATER monsters, as well as 1 Level 6 Ritual monster, which is Sebek. They focus on LP gaining and direct attacking. Each monster has an effect that Special Summon them by discarding a Reptile monster, and an effect that allows them to attack directly under the right kind of LP circumstance, as well as another effect.
     
    Their playstyle revolves around using various ways to attack directly, which of course helps them deal damage, as well as trigger various effects, and of course the card it was based on in the first place, Sebek's Blessing. Along with that, they want their Ritual Monster and Sebek's Pyramid on the field, which boosts the Level 3s ATK, or you can destroy them all to allow Sebek to attack twice with a possible 4000 ATK to go for the kill. They are of course based on Sebek, an ancient Egyptian God, while perhaps a bit goofier looking in the card art, I tried to incorporate some elements of its lore.
     
    Original Card:
     
    c7VVySa.png
    If your monster inflicts battle damage to your opponent by a direct attack: Gain the same amount of LP.
     
    New Cards:
     
    Monsters:
     
    Sebek's Warrior
    Reptile/WATER
    Level 3
    You can discard 1 Reptile monster; Special Summon this card from your hand, also you cannot Special Summon monsters for the rest of this turn, except Reptile monsters. If you gained HP this turn, this card can attack your opponent directly. If a "Sebek" monster you control battles, during the Battle Step (Quick Effect): You can discard this card; this turn, its original ATK becomes 3000, but any battle damage your opponent takes is halved. You can only use each effect of "Sebek's Warrior" once per turn.
    1500/0
     
    Sebek's Minion
    Reptile/WATER
    Level 3
    You can discard 1 Reptile monster; Special Summon this card from your hand, also you cannot Special Summon monsters for the rest of this turn, except Reptile monsters. While your LP are equal to your opponent's HP or no more than 1000 LP lower than or higher than their HP, this card can attack your opponent directly. If this card is sent to the GY: You can pay 1000 LP; add 1 "Sebek" card from your Deck to your hand, except "Sebek's Minion". You can only use each effect of "Sebek's Minion" once per turn.
    1000/1000
     
    Sebek's Priest
    Reptile/WATER
    Level 3
    You can discard 1 Reptile monster; Special Summon this card from your hand, also you cannot Special Summon monsters for the rest of this turn, except Reptile monsters. While your HP are 2000 or higher than your opponent's, this card can attack your opponent directly. If this card inflicts battle damage to your opponent: You can add 1 "Sebek" card from your Deck to your hand. You can only use each effect of "Sebek's Priest" once per turn.
    500/2000
     
    Sebek's Offering
    Reptile/WATER
    Level 3
    You can discard 1 Reptile monster; Special Summon this card from your hand, also you cannot Special Summon monsters for the rest of this turn, except Reptile monsters. You can only use this effect of "Sebek's Offering" once per turn. While your HP are 2000 or lower than your opponent's, this card can attack your opponent directly. If you Ritual Summon exactly 1 "Sebek" with a card effect that requires use of monsters, this card can be used as the entire requirement.
    1200/500
     
    Sebek
    Reptile/WATER/Ritual
    Level 6
    You can Ritual Summon this card with any "Sebek" Ritual Spell. While your LP are 2000 or higher than your opponent's, double this card's original ATK/DEF. If this card inflicts battle damage to your opponent by a direct attack: You can destroy all cards your opponent control, also other monsters you control cannot attack for the rest of this turn. If this card is sent to the GY: You can target 1 "Sebek" monster you control; this turn, it can attack your opponent directly.
    2000/2000
     
    Spells/Traps:
     
    Sebek's Pyramid
    Field Spell
    All "Sebek's" monsters you control gain 500 ATK/DEF, also if "Sebek" is on the field or in your GY, they gain 500 more ATK/DEF. At the start of your Battle Phase: You can destroy all monsters you control (min. 1), except 1 "Sebek" monster, and if you do, that monster can make a second attack this turn, also gain 500 HP for each monster destroyed this way. If you inflict battle damage to your opponent by a direct attack: You can add 1 "Sebek" card from your Deck to your hand. You can only use each effect of "Sebek's Pyramid" once per turn.
     
    Sebek's Was
    Equip Spell
    Equip only to a Reptile monster you control. Once per turn, during your Main Phase 1: You can discard 1 "Sebek" card; this turn, the equipped monster can attack your opponent directly, also other monsters you control cannot attack this turn, except "Sebek". If the equipped monster would be destroyed, destroy this card instead.
     
    Sebek's Ritual
    Ritual Spell
    This card is used to Ritual Summon "Sebek". You must also Tribute monsters from your hand or field whose total Levels equal or exceed 6. If this card is in your GY: You can target 1 other "Sebek" card in your GY and 1 "Sebek" you control; banish the first target, shuffle this card into your Deck, and if you do, this turn the second target can attack your opponent directly.
     
    Sebek's Chant
    Ritual Spell
    This card is used to Ritual Summon "Sebek". You must also Tribute monsters from your hand or field whose total Levels equal exactly 6. If your LP are at least 2000 higher than your opponent's, you can also send "Sebek's" monsters from your Deck to your GY. You can only activate 1 "Sebek's Chant" per turn.
     
    Sebek's Curse
    Continuous Trap
    Activate this card by Special Summoning 1 "Sebek" from your hand, Deck or GY, ignoring its Summoning conditions. Once per turn: You can target 2 "Sebek" cards in your GY; banish the first target, and if you do, add the second target to your hand. If this face-up card leaves the field, halve your LP.
     
    Sebek's Ankh
    Normal Trap
    Reveal any number of Reptile monsters in your hand with different names; gain 500 LP for each card you revealed. If you control "Sebek", you can activate this card from your hand. If this card is banished from your GY: Gain 1000 LP.

  7. Oh god, I will forever hate the fact that cards may say "or" instead of "and", now I will have to look more carefully, because that makes it a bit better. Still, has to be in the Battle Phase, so can't abuse it that much, but anyway, I suppose it's a decent replacement in my Code Talker Deck, since the original doesn't really do much, and Trackblack could maybe combo nicely with it.


  8. 8 hours ago, The Old Charlelot said:

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

    Scarpdasher isn't generic though, and Range only works with other Rocknoceros, so unless you're playing this Deck, it isn't that useful to you. Also, it isn't impossible to use multiple Peakprimer, either Link Monsters or getting one back from the GY with Rocknoceros Formation or other means. I also plan on making that more easily available to do in the future. The inspiration is that they're rhinos and made of rock. There isn't much to it other than that.


  9. Rocknoceros is an Archetype of Rock/EARTH monsters with various Levels. They focus on Synchro Summoning using non-Effect Monster. They have 3 Tuner Normal Monsters, as well as the non-Effect Tuner Synchro called Peakprimer, which also boosts their other Synchro Monsters for each monster you use, as they have reversed material requirements, having the ability to use multiple Tuners, but not multiple non-Tuners. Their name is a portmanteau of Rock and Rhinoceros, and they are based around natural rock formations and rhino traits, hence them using more Tuners than non-Tuners, as they are "formed" by the Tuners.
     
    Main Deck Monsters:
     
    Rocknoceros Stackblocker
    Rock/EARTH/Tuner
    Level 1
    While its slower than most of the Rocknoceros, it is able to protect itself quite well with its hide of hard rocks.
    0/2000
     
    Rocknoceros Cliffcreator
    Rock/EARTH
    Level 1
    If you control another Rock monster: You can declare a Level between 2 and 4; this card's Level becomes the declared Level. You can banish this card from your GY, then target 1 "Rocknoceros" monster you control and declare a Level between 1 and 4; that target becomes the declared Level. You can only use each effect of "Rocknoceros Cliffcreator" once per turn.
    500/500
     
    Rocknoceros Stonerunner
    Rock/EARTH/Tuner
    Level 2
    The fastest of the Rocknoceros, it is able to run quite fast, but doesn't have much power.
    1000/1000
     
    Rocknoceros Scarpdasher
    Rock/EARTH
    Level 2
    If you control no monsters, you can Special Summon this card (from your hand). If Summoned this way, it cannot be used as material, except for a Synchro Summon of a Rock monster. If this card is sent from the field to the GY: You can add 1 "Rocknoceros" card from your Deck to your hand, except "Rocknoceros Scarpdasher". You can only use this effect of "Rocknoceros Scarpdasher" once per turn.
    700/700
     
    Rocknoceros Buttestriker
    Rock/EARTH/Tuner
    Level 4
    While not very intelligent, it is mighty and strong, its horn strikes with power that scares even the mightiest beasts away.
    2000/0
     
    Rocknoceros Mesamaker
    Rock/EARTH
    Level 4
    You can discard this card; Special Summon 1 "Rocknoceros" monster from your hand. If you control no other monsters: You can Tribute this card; Special Summon 2 non-Effect "Rocknoceros" monsters, 1 from your hand and 1 from your Deck, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except "Rocknoceros" monsters. You can only use each effect of "blank" once per turn.
    1500/1500
     
    Extra Deck Monsters:
     
    Rocknoceros Peakprimer
    Rock/EARTH/Synchro/Tuner
    Level 4
    1+ Tuners + 1 non-Tuner monster
    2500/0
     
    Rocknoceros Megamonad
    Rock/EARTH/Synchro
    Level 6
    1+ Tuner non-Effect Monsters + 1 non-Tuner Rock monster
    For each "Rocknoceros Peakprimer" this card used as material, it gains 1000 ATK and DEF. Once per turn: You can Tribute any number of non-Effect Monsters from your hand or field (max. 3); draw cards equal to the number Tributed +1. While you control "Rocknoceros Range", the first time a "Rocknoceros" monster(s) you control would be destroyed each turn, it is not destroyed.
    2000/2000
     
    Rocknoceros Cragcrusher
    Rock/EARTH/Synchro
    Level 8
    1+ Tuner non-Effect Monsters + 1 non-Tuner Rock monster
    For each "Rocknoceros Peakprimer" this card used as material, it gains 1000 ATK and DEF. Once per turn (Quick Effect): You can Tribute any number of non-Effect Monsters from your hand or field, then target cards your opponent controls equal to the number Tributed; destroy them. While you control "Rocknoceros Range", if a "Rocknoceros" monster battles, your opponent's cards cannot be activated until the end of the Damage Step.
    2500/2500
     
    Rocknoceros Torterror
    Rock/EARTH/Synchro
    Level 10
    1+ Tuner non-Effect Monsters + 1 non-Tuner Rock monster
    For each "Rocknoceros Peakprimer" this card used as material, it gains 1000 ATK and DEF. Once per turn (Quick Effect): You can Tribute any number of non-Effect Monsters from your hand or field; your opponent discards the same number of cards from their hand. While you control "Rocknoceros Range", your opponent cannot Special Summon monsters from their Extra Deck to their Main Monster Zone, also all monsters Special Summoned from the Extra Deck in their Main Monster Zone have their effects negated.
    2800/2800
     
    Rocknoceros Gorgegiant
    Rock/EARTH/Synchro
    Level 12
    1+ Tuner non-Effect Monsters + 1 non-Tuner Rock monster
    For each "Rocknoceros Peakprimer" this card used as material, it gains 1000 ATK and DEF. You can Tribute any number of non-Effect Monsters from your hand or field; this turn, this card gains additional attacks during each Battle Phase for each monster Tributed. While you control "Rocknoceros Range", any card sent to your opponent's GY is banished instead
    3000/3000
     
    Spells/Traps:
     
    Rocknoceros Range
    Field Spell
    When this card is activated: You can discard 1 "Rocknoceros" monster; draw 2 cards. During your Main Phase, you can Normal Summon 1 "Rocknoceros" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn, if you Synchro Summoned a Rock Synchro Monster: You can Special Summon 1 "Rocknoceros Token" (Rock/EARTH/Level 4/1000 ATK/1000 DEF). While you a "Rocknoceros Token", Rock Synchro Monsters you control cannot be targeted or destroyed by your opponent's card effects.
     
    Rocknoceros Sharpening
    Continuous Spell
    Each time a Rock non-Effect Monster is Tributed, place 1 Sharpening Counter on this card for each of those monsters. All Rock monsters you control gain 200 ATK and DEF for each Sharpening Counter on this card. Once per turn, during the End Phase: You can remove any number of Sharpening Counters from this card, then target Rock non-Effect Monsters in your GY equal to the number removed; add them to your hand. You can only control 1 "Rocknoceros Sharpening".
     
    Rocknoceros Stampede
    Quick-Play Spell
    If you control a Rock Effect Monster: Special Summon any number of Rock non-Effect monsters from your hand as possible, but they are placed on top of your Deck during the End Phase, also you cannot attack this turn, except with Synchro Monsters, nor Special Summon monsters, except "Rocknoceros" monsters for the rest of this turn. You can only activate 1 "Rocknoceros Stampede" per turn.
     
    Rocknoceros Formation
    Normal Spell
    Discard 1 "Rocknoceros" monster; Special Summon 1 "Rocknoceros" monster with a different name from your Deck or GY. If this card was sent to your GY this turn: You can banish this from your GY, then target 1 "Rocknoceros" monster in your GY; place it on top of your Deck. You can only use each effect of "Rocknoceros Formation" once per turn.
     
    Rocknoceros Earthquakes
    Continuous Trap
    When this card is activated: You can target 1 "Rocknoceros" monster in your GY; Special Summon it, then if it is a Synchro Monster, destroy as many Spells/Traps your opponent controls as possible. Once per turn: You can target 1 "Rocknoceros" Synchro Monster in your Extra Monster Zone; move it to your Main Monster Zone, and if you do, you can reduce its Level by 2. If you control "Rocknoceros Range", you can activate this card from your hand. You can only activate 1 "Rocknoceros Earthquakes" per turn
     
    Rocknoceros Mountain
    Continuous Trap
    Activate this card by declaring a Level between 1 and 8; Special Summon this card as an Effect Monster (Rock/EARTH/Level ?/0 ATK/2500 DEF) with the declared Level. (This card is also still a Trap.) If this card is a monster: You can discard 1 card; this card becomes a Tuner Normal Monster until the end of this turn. If this card is in your GY: You can banish this card; add 1 "Rocknoceros" Spell/Trap from your Deck to your hand, except "Rocknoceros Mountain". If you control "Rocknoceros Range", you can activate this card from your hand. You can only use each effect of "Rocknoceros Mountain" once per turn.
     
    Rocknoceros Hornpierce
    Counter Trap
    When your opponent would Summon a monster(s) or activate a monster effect while you control a "Rocknoceros" Synchro Monster: Negate the activation or Summon, and if you do, destroy that monster(s). If you control "Rocknoceros Range", you can activate this card from your hand.

  10. 45 minutes ago, Sleepy said:

    During the first explanation of the Extra Link mechanic, they were careful with only bringing up the U shape combos as samples. No upper diagonal existed though so maybe that was why. They gotta try to ease things up little by little. At the start of the game the main samples of U boards involved Firewall, and Link 4s are a lot more expensive to play advantage-wise. Then later on we got Knightmares and could now Extra Link with Link 2 pieces. Then down the road they released the statement that Darj linked to, which does enable the V formation to be a thing.

    Eventually they realized they could actually give us diagonal up arrows, but they did so on Link 1 (Sky Strikers) that can't possibly V-Extra Link for lack of a second arrow.
    We have the card Flash Charge Dragon. I believe it's "can't Summon to its arrows" effect can be negated but am unsure as I have not found any real rulings of it (but modern day cards usually state those things). There's also a tip in its wikia (I know, not exactly an official source, but still) that you can give it to your opponent's center Main Monster Zone to get into a V Extra Link (granted that you can protect monsters from its trigger effect in the process). It is by no means a super convenient thing which is why it's not really used much, but it exists.

    I think it best if you ask around if you have doubts that V Extra Link is a thing, but I'm pretty sure it is.

    Well, whatever is the case, it won't be a problem now, since I changed the card. Kind of wanted that Link Arrow combination since I don't think I have used it before, not use if I have used this one, but anywho, check the changes.


  11. 58 minutes ago, Sleepy said:

    If I get this right, what you are saying is that you think Extra Link can only be U shaped, and from that article, V shaped, and you don't believe cards with just 1 upper diagonal can make Extra Link? Let me inform you that "U board" was a fan-made term, and that any chain of co-Links that range from an Extra Monster Zone to the other will be an Extra Link regardless of symmetry.

    Hm, and this is fact? Unlikely that they would have mentioned it since it is not a thing that can happen in the game anyway right now, but seems like the way they wanted it to work was exclusively the U-shape, since that's what Decks are designed to do.


  12. 50 minutes ago, Darj said:

    I read and re-read it and still can't see what is unclear. What do you even mean with "not this" in that sentence?
    For the record, what I wrote in apostrophes is a literal quote from the article.

    "think they mean using Up Left and Up Right, not this."


  13. 49 minutes ago, Darj said:

    Huh, what are you not sure about? The article is about Extra Linking, and in the last paragraph they mention that diagonal co-links can also be used to arrange an Extra Link.

    I literally said what I meant in the post. Read it again please.


  14. 1 minute ago, Darj said:

     TCG confirmed Extra Links can also be done with diagonals.

    " Link Monsters can be co-linked on diagonals, though at the time of this writing there are no Link Monsters whose Link Arrows point diagonally upwards. If at some point such Link Monsters were to exist, they could also be used this way."
    Source: https://yugiohblog.konami.com/articles/?p=8355

    Well, not sure if this is what they were referring to, think they mean using Up Left and Up Right, not this. Regardless, I didn't design it to support that anyway, so I'll change it around so that isn't going to be an issue.


  15. 2 hours ago, Darj said:

    Agreed with the above, this card looks like trouble. The material requirements don't get any more generic, and provides 2 Tokens for extra laddering. It even facilitates Extra Links due to the upper left marker. The cheapest U-Link that comes to mind is Linkuriboh-->Phoenix-->this-->Hayate, although other Link2s such as Needlefiber will do, too.

    Aren't Extra Links only able to be made if it actually makes a U-shape? Maybe I am misinformed, but I always thought you had to use at least 5 monsters, 2 in the Extra Monster Zones, 3 in the Main Monster Zones.


  16. Deep Sleep is an Archetype of Level 3 and 6 DARK monsters with various Types. They also have a single Level 8 boss monster, as well as new Xyz Monsters. They focus on changing your opponent's monsters to face-down Defense Position and making them unable to change their battle position, which they do by their shared effect that flips themselves and an opponent's monster face-down. Along with that, their Level 6s gain a boosted effect if they used their Level 3 counterpart, and newly also gain even more boost if they control their Field Spell Dream Abyss. Their name and theming refer to sleep and dreams in general, and the Level 3s all share "Shadow" and the Level 6s all share "Nightmare" in their names.
     
    When updating this one, I decided to focus on their Field Spell boosting them, as well as adding Xyz Monsters, which are not their main playstyle, but felt like they had no use for the Extra Deck regardless, so why not give them a few more options, and another boss monster option. They also needed more searching options, since they are mostly focused on face-down and Tribute Summon mechanics, so they needed something to power them up a bit. I also don't know if Nightmare Dreamer technically would be able to use its alternate Summoning method, but let's just say it's the exception to the rule considering that the whole point is to flip Shadow Dreamer face-down in the first place.

    Original Version (11/11):

    Spoiler

    Deep Sleep is an Archetype which focuses on changing the opponent's monsters to face-down Defense Position. When they do this, they also put themselves face-down as well. There are 3 Level 3 monsters and 3 Level 6 monsters. The Level 3s and Level 6s share the same types, which is why their names are similar, and the Level 6 gets boosted by Tributing their Level 3 counterpart. They also have a boss monster, as well as Spell and Trap Cards to support them.

    Once again, these use the number system, where the number represents the same effect that they all share.
     
    Monsters:

    Deep Sleep - Shadow Demon
    Fiend-Type/DARK
    Level 3
    (1) - You can target 1 Attack Position monster your opponent controls; change both this monster and that target to face-down Defense Position, and if you do, neither monster can change its battle position. You can target 1 face-down monster you control; change it to face-up Attack or Defense Position. You can only use this effect of "Deep Sleep - Shadow Demon" once per turn.
    1300/1600
     
    Deep Sleep - Shadow Creature
    Beast-Type/DARK
    Level 3
    (1) If this card is flipped face-up: You can add 1 "Deep Sleep" card from your Deck to your hand, except "Deep Sleep - Shadow Creature". You can only use this effect of "Deep Sleep - Shadow Creature" once per turn.
    900/1800

    Deep Sleep - Shadow Ghost
    Zombie-Type/DARK
    Level 3
    (1) When this card is Normal Summoned: You can discard 1 Level 3 or 6 "Deep Sleep" monster, then activate 1 of these effects, depending on the Level of the discarded monster;
    ● Level 3: Special Summon 1 Level 6 "Deep Sleep" monster from your hand.
    ● Level 6: Special Summon 1 Level 3 "Deep Sleep" monster from your hand.
    1700/1400

    Deep Sleep - Nightmare Demon
    Fiend-Type/DARK
    Level 6
    (1) When this card is Tribute Summoned by Tributing a face-down or "Deep Sleep" monster: You can target 1 face-down monster your opponent controls; return that target to the hand. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Demon", add this additional effect.
    ● Also, you can change 1 face-down monster on the field to face-up Attack or Defense Position after that.
    2400/2200

    Deep Sleep - Nightmare Creature
    Beast-Type/DARK
    Level 6
    (1) When this card is Tribute Summoned by Tributing a face-down or "Deep Sleep" monster: You can activate this effect; your opponent sends 1 of their face-down monsters to the Graveyard. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Creature", add this additional effect.
    ● Also, you can add 1 "Deep Sleep" card from your Deck or Graveyard to your hand after that, except "Deep Sleep - Nightmare Creature"
    2300/2300

    Deep Sleep - Nightmare Ghost
    Zombie-Type/DARK
    Level 6
    (1) When this card is Tribute Summoned by Tributing a face-down or "Deep Sleep" monster: You can target 1 face-down monster your opponent controls; take control of that target. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Ghost", add this additional effect.
    ● Also, you can Special Summon 1 "Deep Sleep" monster from your hand, except "Deep Sleep - Nightmare Ghost".
    2100/2500

    Deep Sleep - Shadow Nightmare
    Fiend-Type/DARK
    Level 8
    Cannot be Normal Summon/Set. Must be Special Summoned by Tributing 2 face-down monsters, and cannot be Special Summoned by other ways. If Summoned this way: You can target 1 face-up monster and 1 face-down monster on the field; destroy both those targets. (1)
    3000/3000

    Spell/Trap Cards:

    Deep Sleep - Dream Abyss
    Field Spell Card
    Once per turn, if all monsters you control are in face-down Defense Position: You can target 1 face-down Defense Position monster you control; change it to face-up Attack or Defense Position. You can Tribute Summon 1 "Deep Sleep" monster in addition to your Normal Summon/Set by Tributing 1 face-down monster. (You can only gain this effect once per turn.)

    Deep Sleep - Goodnight Story
    Quick-Play Spell Card
    Target 1 "Deep Sleep" monster you control and 1 face-up monster your opponent controls; change both those targets to face-down Defense Position, and if you do, neither monster can change their battle position. During your turn, except during the turn this card is sent to your Graveyard: You can banish this card from your Graveyard, then target 1 face-down monster you control; change that target's battle position to face-up Attack or Defense Position.

    Deep Sleep - Night Terror
    Normal Trap Card
    If you control no face-up monsters and your opponent controls a face-up monster: Target 1 Level 3 and 1 Level 6 "Deep Sleep" monster in your Graveyard; Special Summon the first target in face-down Defense Position and banish the second target.

    Deep Sleep - Lucid Dreaming
    Normal Trap Card
    Reveal 1 "Deep Sleep" card in your hand, then target 1 face-down monster you control; change that target to face-up Attack or Defense Position, and if you do, it is unaffected by your opponent's card effects until the end of this turn.


    Main Deck Monsters:
     
    Deep Sleep - Shadow Demon
    Fiend/DARK
    Level 3
    You can target 1 Attack Position monster your opponent controls; change both this monster and that target to face-down Defense Position, and if you do, neither monster can change its battle position. You can target 1 monster on the field in face-down Defense Position; change it to face-up Attack or Defense Position. You can only use this effect of "Deep Sleep - Shadow Demon" once per turn.
    1300/1600
     
    Deep Sleep - Shadow Creature
    Beast/DARK
    Level 3
    You can target 1 Attack Position monster your opponent controls; change both this monster and that target to face-down Defense Position, and if you do, neither monster can change its battle position. If this card is flipped face-up: You can take 1 "Deep Sleep" card from your Deck, except "Deep Sleep - Shadow Creature", and either add it to your hand or send it to your GY. You can only use this effect of "Deep Sleep - Shadow Creature" once per turn.
    900/1800
     
    Deep Sleep - Shadow Ghost
    Zombie/DARK
    Level 3
    You can target 1 Attack Position monster your opponent controls; change both this monster and that target to face-down Defense Position, and if you do, neither monster can change its battle position. When this card Summoned: You can discard 1 Level 3 or 6 "Deep Sleep" monster, then apply 1 of these effects, depending on the Level of the discarded monster (but you cannot apply that same effect of "Deep Sleep - Shadow Ghost" again this turn);
    ● Level 3: Special Summon 1 Level 6 "Deep Sleep" monster from your hand. If you control "Deep Sleep - Dream Abyss", you can Special Summon the monster from your GY instead.
    ● Level 6: Special Summon 1 Level 3 "Deep Sleep" monster from your hand. If you control "Deep Sleep - Dream Abyss", you can Special Summon the monster from your Deck instead.
    1200/1700
     
    Deep Sleep - Shadow Witch
    Spellcaster/DARK
    Level 3
    You can target 1 Attack Position monster your opponent controls; change both this monster and that target to face-down Defense Position, and if you do, neither monster can change its battle position. If you control no other face-up monsters: You can change this card to face-down Defense Position, then add 1 "Deep Sleep" card from your Deck to your hand, except "Deep Sleep - Shadow Witch". You can only use this effect of "Deep Sleep - Shadow Witch" once per turn.
    1500/1500
     
    Deep Sleep - Nightmare Demon
    Fiend/DARK
    Level 6
    You can target 1 Attack Position monster your opponent controls; change both this monster and that target to face-down Defense Position, and if you do, neither monster can change its battle position. If this card is Tribute Summoned by Tributing a monster in face-down Defense Position or a "Deep Sleep" monster: You can target 1 monster your opponent controls in face-down Defense Position; return that target to the hand. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Demon", add this additional effect.
    ● Also, after that, you can change 1 monster on the field in face-down Defense Position to face-up Attack or Defense Position. If you control "Deep Sleep - Dream Abyss", you can change 2 monsters instead.
    2400/2200
     
    Deep Sleep - Nightmare Creature
    Beast/DARK
    Level 6
    You can target 1 Attack Position monster your opponent controls; change both this monster and that target to face-down Defense Position, and if you do, neither monster can change its battle position. If this card is Tribute Summoned by Tributing a monster in face-down Defense Position or a "Deep Sleep" monster: You can activate this effect; your opponent sends 1 of their face-down monsters to the GY. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Creature", add this additional effect.
    ● Also, after that, you can add 1 "Deep Sleep" card from your Deck or GY to your hand, except "Deep Sleep - Nightmare Creature", then if you control "Deep Sleep - Dream Abyss", you can add 1 "Deep Sleep" card from your GY to your hand.
    2300/2300
     
    Deep Sleep - Nightmare Ghost
    Zombie/DARK
    Level 6
    You can target 1 Attack Position monster your opponent controls; change both this monster and that target to face-down Defense Position, and if you do, neither monster can change its battle position. If this card is Tribute Summoned by Tributing a monster in face-down Defense Position or a "Deep Sleep" monster: You can target 1 monster your opponent controls in face-down Defense Position; take control of that target. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Ghost", add this additional effect.
    ● Also, after that, you can Special Summon 1 "Deep Sleep" monster from your hand, except "Deep Sleep - Nightmare Ghost". If you control "Deep Sleep - Dream Abyss", you can Special Summon it from your Deck instead.
    2100/2500
     
    Deep Sleep - Nightmare Witch
    Spellcaster/DARK
    Level 6
    You can target 1 Attack Position monster your opponent controls; change both this monster and that target to face-down Defense Position, and if you do, neither monster can change its battle position. If this card is Tribute Summoned by Tributing a monster in face-down Defense Position or a "Deep Sleep" monster: You can target 1 monster your opponent controls that was Special Summoned from the Extra Deck; return it to the Extra Deck. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Witch", add this additional effect.
    ● Also, after that, you can change 1 monster on the field to face-down Defense Position, but its controller cannot change its battle position, then if you control "Deep Sleep - Dream Abyss", draw 2 cards, then discard 1 card.
    2200/2400
     
    Deep Sleep - Shadow Nightmare
    Fiend/DARK
    Level 8
    Cannot be Normal Summon/Set. Must be Special Summoned by Tributing 2 or more monsters in face-down Defense Position. If Summoned this way: You can target 1 face-up monster and 1 face-down monster on the field; return both those targets to the hand. Once per turn (Quick Effect): You can target face-down monsters on the field up to the number of monsters Tributed for this card's Special Summon; change them to face-up Attack or Defense Positions. While you control "Deep Sleep - Dream Abyss", banish any of your opponent's cards that would be returned to the hand or Extra Deck.
    3000/3000
     
    Extra Deck Monsters:
     
    Deep Sleep - Shadow Dreamer
    Psychic/DARK/Xyz
    Rank 3
    2 Level 3 "Deep Sleep" monsters
    You can detach 2 materials from this card; change as many monsters on the field to face-down Defense Position as possible, and if you do, neither player can change their battle positions. When your opponent activates a card or effect while this card is in face-down Defense Position (Quick Effect): You can change this card to face-up Defense Position, then negate the activation, and if you do, destroy that card.
    1500/2500
     
    Deep Sleep - Nightmare Dreamer
    Psychic/DARK/Xyz
    Rank 6
    2 Level 6 "Deep Sleep" monsters
    You can also Xyz Summon this card using a face-down "Deep Sleep - Shadow Dreamer" you control as material. (Transfer its materials to this card.) You can detach any number of materials from this card, then target the same number of face-up monsters on the field; change them to face-down Defense Position, and if you do, neither player can change their battle positions. Once per turn, if you control no other other face-up monsters, if this card battles an opponent's monster, at the start of the Damage Step: You can return that card to the hand, and if you do, inflict 1000 damage to your opponent.
    2500/2500
     
    Spells/Traps:
     
    Deep Sleep - Dream Abyss
    Field Spell
    All "Deep Sleep" monsters you control gain 300 ATK and DEF. Once per turn, if all monsters you control are in face-down Defense Position: You can target 1 face-down Defense Position monster you control; change it to face-up Attack or Defense Position. During your Main Phase, you can Tribute Summon 1 "Deep Sleep" monster in addition to your Normal Summon/Set by Tributing 1 face-down monster. (You can only gain this effect once per turn.)
     
    Deep Sleep - Waking Nightmare
    Normal Spell
    Special Summon 1 "Deep Sleep" monster from your hand in face-down Defense Position. If you control "Deep Sleep - Dream Abyss", you can Special Summon it from your Deck instead. You can only activate 1 "Deep Sleep - Waking Nightmare" per turn.
     
    Deep Sleep - Sleep Paralysis
    Quick-Play Spell
    Target 1 "Deep Sleep" monster you control; this turn, if all monsters your opponent controls are in face-down Defense Position, it can attack directly, also during the End Phase, change it to face-down Defense Position. If a "Deep Sleep" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
     
    Deep Sleep - Goodnight Story
    Quick-Play Spell
    Target 1 "Deep Sleep" monster you control and 1 face-up monster your opponent controls; change both those targets to face-down Defense Position, and if you do, neither monster can change their battle position. During your turn, except turn it was sent to the GY: You can banish this card from your GY, then target 1 monster in face-down Defense Position you control; change it to face-up Attack or Defense Position.
     
    Deep Sleep - Night Terror
    Normal Trap
    If you control no face-up monsters and your opponent controls a face-up monster: Target 1 Level 3 and 1 Level 6 "Deep Sleep" monster in your GY; Special Summon the first target in face-down Defense Position and return the second target to your hand. If you control "Deep Sleep - Dream Abyss", you can activate this card from your hand. You can only activate 1 "Deep Sleep - Night Terror" per turn.
     
    Deep Sleep - Lucid Dreaming
    Normal Trap
    Reveal 1 "Deep Sleep" card in your hand, then target 1 face-down monster you control; change that target to face-up Attack or Defense Position, and if you do, it is unaffected by your opponent's card effects until the end of this turn. If you control "Deep Sleep - Lucid Dreaming", you can activate this card from your hand.
     
    Deep Sleep - Nightmare Realm
    Continuous Trap
    This card's name becomes "Deep Sleep - Dream Abyss" while in your Spell & Trap Zone. During your opponent's Main or Battle Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "Deep Sleep" monster from your hand in Attack Position. You can target 1 monster your control in face-down Defense Position; return that target to your hand, and if you do, Special Summon 1 "Deep Sleep" monster from your Deck. You can only use each effect of "Deep Sleep - Nightmare Realm" once per turn.

  17. Oops, new map! Yeah, just right out of nowhere, they have new map for us, and it's Paris! I always wanted to see a map for Widowmaker, while yes we have the Chateau, it isn't a main map, but now we have one! It looks gorgeous, reminds me a bit of Numbani. Can't wait to try it out.

     


  18. A LINK-3 Link Monster that plays around with using both Link Monsters and non-Link Monsters in combination, by boosting itself and other linked monsters, as well as producing Tokens through banishing.

    dcyf86a-145ca1ba-ae3f-48ac-bd2b-c3b74192

    Quote

    2+ monsters
    While this card is linked to both a Link Monster and non-Link Monster, this card gains 1000 ATK, you take no damage, also your linked monsters cannot be destroyed by battle. You can banish 1 Link Monster and 1 non-Link Monster from your GY; Special Summon 2 "Serenity Tokens" (Fairy/WIND/Level 3/ATK 0/DEF 1500). These Tokens cannot be used as material for a Link Summon. You can only use this effect of "Overseer of Serenity" once per turn.

     


  19. Creepy Crawler is an Archetype of Insect/EARTH Level 4 monsters. They focus on making themselves into Continuous Spells, inspired by Crystal Beast, as well as Xyz Summoning. Their main gimmick is that they can be activated from the hand as Continuous Spells, similar to a Pendulum Monster being activated when put in the Pendulum Zone, so cards like Dark Bribe can be used to negate the activation. They are also placed there when destroyed in the Monster Zone. They are based on various insects, and their names all use alliteration.

    Remaking this one felt a bit different than my previous one Retrospecter, because I felt that Retrospecter had something going for them, but were limited because of the new Link Monster era, however these felt outright awful, even when they were first made back 2014. The monsters are weak, and as I wanted to keep them mostly the same, I made a only a few improvements, they barely had any searching options and their boss didn't do enough, so mainly their power comes from their new Spells/Traps, like Bug Burrow and Beginning Bunch, as well as a new Link and Xyz Monster as well.


    Original Version (9/9):

    Spoiler

     

    This is a Crystal Beast-like Archetype, aka, they put themselves in your Spell & Trap Card Zone. What's new about this is that you can also do it from your hand, though keep in mind, this is an activation, so cards like Dark Bribe can negate them. They're an Insect-Type/EARTH Level 4 Archetype. I love alliteration, so this was Archetype was fun to name.

    A new thing I'm doing is taking out the shared effects for cards and replacing them by numbers. This is due to the text being quite long, and since they're the same, there's really no reason to have them on all the cards. How that works is that the first card will have them, then the next will just have a number instead of the effect.

    Main Deck Monsters:
        
    Creepy Crawler Attacking Ant
    Insect-Type/EARTH
    Level 4
    (1) - You can activate this card from your hand as a Continuous Spell Card, but if you do, for the rest of the turn, you cannot activate "Creepy Crawler" monsters from your hand as Continuous Spell Cards. (2) - If this card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. If this card destroys an opponent's monster by battle: You can target 1 "Creepy Crawler" monster in your Graveyard; place that target in your Spell & Trap Card Zone as a Continuous Spell Card.
    1700/1500

    Creepy Crawler Boosting Beetle
    Insect-Type/EARTH
    Level 4
    (1) (2) While this card is in your Spell & Trap Card Zone as a Continuous Spell Card, all "Creepy Crawler" monsters you control gain 300 ATK and DEF.
    1500/1500

    Creepy Crawler Springing Spider
    Insect-Type/EARTH
    Level 4
    (1) (2) You can send this card treated as a Continuous Spell Card in your Spell & Trap Card Zone to the Graveyard; Special Summon 1 "Creepy Crawler" monster from your Spell & Trap Card Zone.
    1800/1300

    Creepy Crawler Launching Larva
    Insect-Type/EARTH
    Level 4
    (1) (2) You can target 1 "Creepy Crawler" monster in your Spell & Trap Card Zone; send this card to the Graveyard, and if you do, Special Summon that target. You can only use this effect of "Creepy Crawler Launching Larva" once per turn.
    1300/1800

    Creepy Crawler Covering Cockroach
    Insect-Type/EARTH
    Level 4
    (1) (2) While this card is in your Spell & Trap Card Zone as a Continuous Spell Card, each turn, first "Creepy Crawler" card you control cannot be destroyed by battle or card effects.
    500/2000

    Extra Deck Monsters:

    Creep Crawler Ferocious Flea
    Insect-Type/EARTH/Xyz
    Rank 4
    2 Level 4 Insect-Type monsters
    (2) Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Creepy Crawler" monster in your Spell & Trap Card Zone; return that target to your hand, and if you do, destroy 1 Spell/Trap Card your opponent controls. If you control 2 or more "Creep Crawler" Continuous Spell Cards, this card cannot be targeted by your opponent's monster effects.
    2300/2200

    Spells/Traps:

    Creepy Crawler Rock Remover
    Normal Spell Card
    Send 1 "Creepy Crawler" Continuous Spell Card from your Spell & Trap Card Zone to the Graveyard; draw 2 cards. You can only activate 1 "Creepy Crawler Rock Remover" per turn.

    Creepy Crawler Crazy Critters
    Continuous Spell Card
    Once per turn, if you control no monsters: You can target 1 "Creepy Crawler" monster you control or that is treated as a Continuous Spell Card; destroy that target, and if you do, Special Summon 1 "Creepy Crawler" monster from your hand, but its effects are negated and it is banished during the end of this turn. You cannot Special Summon other monsters during the turn you activate this effect, except "Creepy Crawler" monsters.


    Creepy Crawler Irritating Insects
    Normal Trap Card
    When a "Creepy Crawler" monster you control is destroyed your opponent's card (either by battle or by card effect): Special Summon 1 "Creepy Crawler" monster from your hand or Deck, but its effects cannot be activated.. You can only activate 1 "Creepy Crawler Irritating Insects" per turn.

     

     


     

    Main Deck Monsters:

    Creepy Crawler Attacking Ant
    Insect/EARTH
    Level 4
    You can activate this card from your hand as a Continuous Spell, but if you do, for the rest of the turn, you cannot activate "Creepy Crawler" monsters from your hand as Continuous Spells. If this card is destroyed while it is in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. If this card destroys an opponent's monster by battle: You can place 1 "Creepy Crawler" monster face-up in your Spell & Trap Card Zone as a Continuous Spell.
    1700/1500
     
    Creepy Crawler Boosting Beetle
    Insect/EARTH
    Level 4
    You can activate this card from your hand as a Continuous Spell, but if you do, for the rest of the turn, you cannot activate "Creepy Crawler" monsters from your hand as Continuous Spells. If this card is destroyed while it is in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. While this card is in your Spell & Trap Card Zone as a Continuous Spell, all "Creepy Crawler" monsters you control gain 300 ATK/DEF.
    1600/1600
     
    Creepy Crawler Springing Spider
    Insect/EARTH
    Level 4
    You can activate this card from your hand as a Continuous Spell, but if you do, for the rest of the turn, you cannot activate "Creepy Crawler" monsters from your hand as Continuous Spells. If this card is destroyed while it is in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. You can send this card treated as a Continuous Spell in your Spell & Trap Zone to the GY; Special Summon 1 "Creepy Crawler" Monster Card from your Spell & Trap Zone.
    1800/1400
     
    Creepy Crawler Launching Larva
    Insect/EARTH
    Level 4
    You can activate this card from your hand as a Continuous Spell, but if you do, for the rest of the turn, you cannot activate "Creepy Crawler" monsters from your hand as Continuous Spells. If this card is destroyed while it is in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. You can target 1 "Creepy Crawler" Monster Card in your Spell & Trap Card Zone; send this face-up card to the GY, and if you do, Special Summon that target.
    1200/1800
     
    Creepy Crawler Covering Cockroach
    Insect/EARTH
    Level 4
    You can activate this card from your hand as a Continuous Spell, but if you do, for the rest of the turn, you cannot activate "Creepy Crawler" monsters from your hand as Continuous Spells. If this card is destroyed while it is in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. While this card is in your Spell & Trap Zone as a Continuous Spell, each turn, the first "Creepy Crawler" card(s) you control that would be destroyed by battle or card effect is not destroyed.
    500/2000
     
    Creepy Crawler Messy Mosquito
    Insect/EARTH
    Level 4
    You can activate this card from your hand as a Continuous Spell, but if you do, for the rest of the turn, you cannot activate "Creepy Crawler" monsters from your hand as Continuous Spells. If this card is destroyed while it is in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. While this card is in your Spell & Trap Zone as a Continuous Spell, your opponent cannot target the "Creepy Crawler" monster you control with the lowest ATK for an attack.
    700/1900
     
    Extra Deck Monsters:
     
    Creepy Crawler Connecting Centipede
    Insect/EARTH/Link
    Link Arrows: Bottom
    1 Insect monster with a Level
    When this card is Link Summoned: You can place 1 "Creepy Crawler" monster from your hand in your Spell & Trap Zone as a Continuous Spell. If this card is destroyed while it is in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. If this card points to an Insect Xyz Monster: You can Special Summon as many "Creepy Crawler" Monster Cards from your Spell & Trap Zone as possible, then place this card in your Spell & Trap Zone as a Continuous Spell. While you control 2 or more "Creepy Crawler" Continuous Spells, this card is unaffected by your opponent's Spell/Trap effects.
    1000/LINK-1
     
    Creepy Crawler Ferocious Flea
    Insect/EARTH/Xyz
    Rank 4 
    2 Level 4 Insect monsters
    When this card is Xyz Summoned: You can place 1 "Creepy Crawler" monster from your hand in your Spell & Trap Zone as a Continuous Spell. If this card is destroyed while it is in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 "Creepy Crawler" Monster Card in your Spell & Trap Card Zone; return that target to your hand, and if you do, destroy 1 Spell/Trap on the field. While you control 2 or more "Creepy Crawler" Continuous Spells, this card is unaffected by your opponent's monster effects.
    2200/2200
     
    Creepy Crawler Menacing Moth
    Insect/EARTH/Xyz
    Rank 4
    3 Level 4 Insect monsters
    When this card is Xyz Summoned: You can place 1 "Creepy Crawler" monster from your hand in your Spell & Trap Zone as a Continuous Spell. If this card is destroyed while it is in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 "Creepy Crawler" Monster Card in your Spell & Trap Card Zone; return that target to your hand, and if you do, destroy 1 monster on the field. While you control 2 or more "Creepy Crawler" Continuous Spells, this card is unaffected by your opponent's card effects.
    2700/2000
     
    Spells/Traps:
     
    Creepy Crawler Bug Burrow
    Field Spell
    When this card is activated: You can excavate the top 5 cards of your Deck, add 1 excavated "Creepy Crawler" card to your hand, also, after that, place the rest of the cards on top of your Deck in any order. You can target 1 "Creepy Crawler" monster you control; place it in your Spell & Trap Zone as a Continuous Spell. You can target 1 "Creepy Crawler" card in your GY; send 1 "Creepy Crawler" Continuous Spell from your Spell & Trap Card Zone to the Graveyard, and if you do, add that target to your hand. You can only use each effect of "Creepy Crawler Bug Burrow" once per turn.
     
    Creepy Crawler Rock Remover
    Normal Spell Card
    Send 1 "Creepy Crawler" Continuous Spell from your Spell & Trap Card Zone to the Graveyard; draw 2 cards. You can only activate 1 "Creepy Crawler Rock Remover" per turn.
     
    Creepy Crawler Beginning Bunch
    Normal Spell
    If you control no monsters: Add 1 "Creepy Crawler" monster from your Deck to your hand, then discard 1 card. You can only activate 1 "Creepy Crawler Beginning Bunch" per turn.
     
    Creepy Crawler Crazy Critters
    Continuous Spell Card
    You can target 1 "Creepy Crawler" monster you control or that is treated as a Continuous Spell; destroy that target, and if you do, Special Summon 1 "Creepy Crawler" monster from your hand or Deck, also you cannot Special Summon monsters, except Insect monsters for the rest of this turn. You can only use this effect of "Creepy Crawler Crazy Critters" once per turn. During your Main Phase, you can Normal Summon 1 "Creepy Crawler" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
     
    Creepy Crawler Shell Smash
    Equip Spell
    Equip only to an Insect monster. It gains 1000 ATK, but loses 1000 DEF, also it can make a second attack during each Battle Phase. At the end of your Battle Phase: You can place 1 "Creepy Crawler" monster from your hand or Deck in your Spell & Trap Zone as Continuous Spells for each monster the equipped monster destroyed by battle this turn, then destroy this card.
     
    Creepy Crawler Irritating Insects
    Normal Trap Card
    When a "Creepy Crawler" monster you control is destroyed: Special Summon 1 Insect monster from your hand or Deck. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Creepy Crawler" Spell/Trap from your Deck to your hand. You can only use each effect of "Creepy Crawler Irritating Insects" once per turn.

  20. 5 hours ago, Darj said:

    Let's see.... you added Level-modulation monsters, Extra Deck monsters, a Prime Monarch-like Trap Monster, and 2 cards that support Field Spell play. Kind of tough to see the full picture without practice but at first glance it looks fine. Seems the archetype tries to do many things and while that can be spicy and all, it also adds consistency risks by relying on combos. Thus, personally I would focus on working with their inherent levels instead of trying to modulate them. Also I'm skeptical on the effectiveness of their Field Spell swap play. If anything I would play Territory to effectively have 2 Fields at once but it can backfire if I don't have a Serpent Normal Summoned without Tributing.

    The only card I have a issue with is the Xyz: banishing 2 cards from the hand is a nasty move to do on an opening turn, and with decent dedication that shouldn't be a difficult thing to do so. Pair it with other cards such as Gumblar and PSYFrame Omega and it gets too close to an pseudo-FTK through handkill. At the moment it may be difficult to access because the only Synchro7 Serpent is the one introduced in this archetype, and in turn, it's bound to Sea Serpent materials, but it's still lacking futureproofing because that can change pretty much as soon as koomy introduces a more flexible Synchro7 Serpent.

    Yes, people say that often about my archetypes, but I always want to have various options instead of just the one style of play, so having them able to change their Levels like that is helpful, and also to make your previous statement about being able to make Level 6 Synchros possible in Deck. I figured that the new Xyz may be a bit powerful to some people, but keep in mind that they are still mostly Level 5 focused, so you have to jump through hoops to make that happen. I don't think these are something the meta would have to worry about, though they can be powerful in the right situations.


  21. Last cards are up!

    New Cards:
    Serplight Wetling (Level 3 Effect Monster)

    Serplight Spreader (Level 5 Effect Monster)

    Serplight Terrortorial (Level 7 Effect Monster)

    Serplight Monstrosity (Level 7 Synchro Monster)

    Serplight Abomination (Rank 7 Xyz Monster)

    Serplight Wetlands (Field Spell)

    Serplight Territory (Continuous Spell)

    Serplight Toxins (Normal Trap)


  22. Super simple card, it steals your opponent's monster when used as Synchro Material for a WATER monster. Nothing much else to say here.

    dcy21yu-5dce9427-2642-4b2c-a701-aa14d0d9

    Quote

    If this card is sent from the field to the GY for the Synchro Summon of a WATER monster: You can target 1 face-up monster your opponent controls; take control of that target. You can only use this effect of "Capture Collector" once per turn.

     


  23. 9 minutes ago, Darj said:

    From the name I was expecting an archetype of LIGHT/Reptiles xD
    These look well done. Some effects are basic, like the extra Normal Summons, or the discard effects of Diver and Snatcher, but their "when Normal Summoned, gains X effect" effects add a flavorful, archetype-feeling touch.
    Seems you want to keep them in check with their "you can only Special Summon Sea Serpents" restrictions, but I wonder if that's too much and if you may loosen it up a bit without breaking anything. IDK really, since they do appear to be decent at swarming, especially with the Level 2 and 3 that can function as an engine of sorts due to their floating effects. For instance, using both for a Synchro or Link Summon nets you 2 searchers, almost like Goukis xD

    I appreciate that these are somewhat compatible with Gishilnodon since it's a Level 5 Sea Serpent Synchro. Brionac is an option too, although they can't go for Synchro 6s without techs.
    With some Level 7 members, maindeck, Synchro and Xyz monsters, they could do something with Danger! Nessie!. Just a thought.


    Pretty sure Boglands needs some text fixes. I would write it like this:

    During the turn player's Main Phase, they can Normal Summon 1 Sea Serpent monster in addition to your Normal Summon/Set. (This effect can only be gained once per turn.) [since it applies to both players] Once per turn: The turn player can return 1 Tribute Summoned Sea Serpent monster they control to the hand; that player Special Summons 1 Sea Serpent monster from their Deck. If a "Serplight" monster(s) you control would be destroyed by battle or card effect, you can return this card to your hand instead.
     
    By the way, Swampland is a Field Spell. Not sure if that's intended, of it it's meant to be a Continuous Spell, or else it clashes with Boglands.
     
     

    I went with a restriction to avoid them going for other stuff than their intended purpose, as I can see their easy Summons to simply become Link Monster machines if I don't stomp that down, and I have more easy Summons on the way, so I want to keep that in check. A Level 7 member is coming indeed, there's a reason they say Level 5 or higher. Swamplands is suppose to be a Field Spell indeed, they are intended to return their Field Spells often for their effects so you can replace them without having to worry about putting them in the GY. There's also another Field Spell coming, thinking of how F.A. kind of does things, so may offer some support that enables them to switch them out perhaps. Yeah, that wording is probably better, will fix that later.

×
×
  • Create New...