Jump to content

Zaziuma

Members

Everything posted by Zaziuma

  1. YCM down for more than 24 hours. Not again please!

    1. Show previous comments  4 more
    2. Nathanael D. Striker
    3. Zaziuma

      Zaziuma

      I am no web developer, but should it really take this long to implement this?

    4. Nathanael D. Striker

      Nathanael D. Striker

      It took a week or more back in 2011, iirc.

    5. Show next comments  9 more
  2. Last cards are up! New Cards: Cybernetic Corvette (Level 8 Effect Monster) Ferry Forwarder (LINK-2 Link Monster) Disintegrating Dreadnought (LINK-3 Link Monster) Laser Harpoons (Equip Spell) Harbor Station (Field Spell) Airdrop Resupply (Normal Trap)
  3. 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.
  4. Last cards are up! New Cards: Conveter (Level 3 Effect Monster) Heretic (Level 6 Effect Monster) Baptizer (LINK-2 Link Monster) Gospel (Continuous Spell)
  5. 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.
  6. 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.
  7. 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.
  8. Last cards are up! New Cards: Mosaic Shabrang (Level 5 Effect Monster) Mosaic Hadhayosh (Level 6 Effect Monster) Mosaic Roc (Level 7 Effect Monster) Mosaic Simurgh (Level 9 Effect Monster) Mosaic Anahita (LINK-4 Link Monster) Mosaic Shatter (Quick-Play Spell) Mosaic Mural (Continuous Spell) Mosaic Restoration (Normal Trap)
  9. 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: 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.
  10. 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.
  11. 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.
  12. 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?
  13. 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.
  14. 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): 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.
  15. 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)
  16. 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.
  17. 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.
  18. 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.
  19. 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: 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.
  20. Just finished watching Russian Doll on Netflix, semi-minor spoilers ahead:

    Spoiler

    This show is fantastic, not only does it take its concept and runs with it, but it tells a story that's engaging and full heart (how Nadia cares for the homeless guy for instance), yet somber sadness, while also being stealthily funny at times, I practically spit-took at certain lines, one of my favorites being: "looks like someone just threw a gauntlet right into my puss-puss". I will say that while the first episode was surely interesting, the real meat of the show, and what makes it work best is when Alan is introduced, not only does it introduce an element that reset stories don't really do, but if the show had begun from his perspective, it would have worked just as well. I can't find a lot wrong with it, maybe Maxine is annoying, but that seems to be the point too, even if I don't see how Nadia can stand her, especially after all her resets, also for sure thought she would have something to do with her resetting, she was turning almost evil by the end, I thought I predicted it, but seems like that's either a red herring or I'm just imaging things.

     

  21. Well, I did it, I beat all levels in Celeste. Finished Chapter 8 C-side, while not as hard as Chapter 7 C-side for sure, it was still quite tough, especially the downwards dash jump you gotta do at the end, but regardless, this level was a lot more fun to me than Chapter 7's C-side. Video: https://twitter.com/Zaziuma/status/1097853490574118913

  22. I did it! Bloody hell was this hard! Just beat Chapter 7 C-side in Celeste, and its reputation is true, it is very hard. I had only ever gotten to the last part maybe 15 times, so I got scared when I had to do the last diagonal jump. Still, there is Chapter 8 C-side left, and I am scared what that has to offer. Video: https://twitter.com/Zaziuma/status/1097560513121263616

  23. Oh dang, I am already 70 episodes into the original series, can't believe I have watched that many episodes. It's the Yugi and Kaiba Tag Team Skyscraper Duel episode, which is also one my favorites from memory, so this should be fun.

  24. Last cards are up! New Cards: Rocknoceros Megamonad (Level 6 Synchro Monster) Rocknoceros Torterror (Level 10 Synchro Monster) Rocknoceros Sharpening (Continuous Spell) Rocknoceros Earthquakes (Continuous Trap) Rocknoceros Mountain (Continuous Trap)
×
×
  • Create New...