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Thomas★Zero

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  1. Spirit Drain
    Continuous Spell Card
    Activate this card by paying 1000 LP. Once per turn: you can set 1 "Mind Drain", "Skill Drain" or "Soul Drain" directly from your deck. You activate that card during the turn it was set. During each of your End Phases, inflict 500 points of damage to your opponent for each "Drain" Continuous Trap card you control. You can only control 1 face-up "Spirit Drain".

    So Spirit Drain is a Continuous Spell that helps quickly set you up with the other Drain Traps where it gets them from the deck and allows you to activate them during the turn they were set. In addition Spirit Drain also has the added effect of burning your opponent for 500 damage for each Drain Trap you control and is also balanced by it only allowing you to control only 1 at a time.

    In a Stun Deck thats built around countering various effects, this card will be handy for getting your Drain Cards into effect and in addition to that Magic Planter can also work with this card by having you get a Drain Card that you don't effectively need by can use send to the grave for Magic Planters effect in order to draw 2 cards.


  2. So Aquo is a WATER Aqua Link Deck that focus's on swarming to set up your Link Monsters while also acting similer to a MTG Blue deck in the ways of deck manipulation and counter tactics.


    Aquo Jellyfish
    lv 1 WATER
    Aqua/Effect
    When your opponent activates a Monster effect while you control a "Aquo" monster (Quick Effect): you can discard this card from your hand; negate that cards effect until the End Phase this turn. While you control "Umi": you can Special Summon this card from your GY. You can only activate each effect of "Aquo Jellyfish" once per turn.
    ATK/0 DEF/0

    Aquo Bubble
    lv 2 WATER
    Aqua/Effect
    When this card is Normal Summoned: you can tribute this card; Special Summon up to 2 "Aquo Bubble" from your Deck or GY to your side of the field.
    ATK/200 DEF/200

    Aquo Mermaid
    lv 3 WATER
    Aqua/Effect
    While you control a "Aquo" monster, you can Special Summon this card from your hand. You can only Special Summon "Aquo Mermaid" this way once per turn. During your Main Phase: you can draw 1 card, then, send 1 card from your hand to the bottom of your deck. You can only activate this effect of "Aquo Mermaid" once per turn.
    ATK/1200 DEF/900

    Aquo Maiden
    lv 4 WATER
    Aqua/Effect
    When this card is Normal Summoned: add 1 "Umi" or Field Spell that list "Umi" in its card text from your deck to your hand. You can only activate this effect of "Aquo Maiden" once per turn. While you control "Umi" switch this cards original ATK and DEF.
    ATK/700 DEF/2000 

    Aquo Madoor
    lv 5 WATER
    Aqua/Effect
    While you control "Umi" you can Normal Summon this card without a tribute. When this card is Normal Summoned: switch this card to Defence Position. During your Main Phase: you can banish "Aquo" card from your GY; draw 1 card and reveal it, then, if the revealed card is a "Aquo" card: draw 1 card. You can only activate this effect of "Aquo Madoor" once per turn.
    ATK/1200 DEF/2500

    Aquo Knight
    WATER
    Link: D
    Aqua/Link/Effect
    1 Aqua Monster
    Once per turn: you can return 1 "Aquo" card from your GY or that was banished to the bottom of your deck; you can Normal Summon 1 "Aquo" monster in addition to your Normal Summon/Set (you only gain this effect once per turn.)
    ATK/500 LINK-1

    Aquo Atlantean
    WATER
    Link: DL, DR
    Aqua/Link/Effect
    2 "Aquo" Monsters
    (Quick Effect): you can discard 1 card from your hand; target 1 card on your opponents side of the field, destroy the targeted. If the card you discard by this effect was a "Aquo" card, draw 1 card. You can only activate this effect of "Aquo Atlantean" once per turn.
    ATK/1800 LINK-2

    Aquo Empress
    WATER
    Link: DL, U, DR
    Aqua/Link/Effect 
    2+ "Aquo" Monsters
    While you control "Umi" this card cannot be destroyed by your opponents card effects. When an opponents monster declares an attack: you can switch the attacking monster to Defence Position. (Quick Effect): you can target 1 face-up Spell/Trap card on the field, negate the targeted cards effect until the End Phase this turn. You can only activate each effect of "Aquo Empress" once per turn.
    ATK/2600 LINK-3

    Aquo Sea Dragon - Daedalus
    WATER
    Link: L, DL, DR, R
    Aqua/Link/Effect
    2+ WATER Effect Monsters
    This card gains 100 ATK for each "Aquo" card in your GY. Once per turn: you can destroy 1 "Umi" you control; destroy all other cards on the field, then, excavate cards from the top of your deck equal to the number of cards you destroyed, then, send the excavated cards to either to the top or bottom of your deck in any order. During the turn you activated this effect, this card cannot attack during the Battle Phase this turn.
    ATK/2800 LINK-4

    Aquo Emperor
    WATER
    Link: L, DL, D, DR, R
    Aqua/Link/Effect
    3+ WATER Effect Monsters
    When this card is Link Summoned: Send all other cards on the field into the Deck. If you control "Umi" when this card was Link Summoned, your opponent cannot activate cards or effects in response to the activation of this effect. When this card attacks a defence position monster, inflict doubled piercing battle damage. This card cannot attack during the turn it was Link Summoned.
    ATK/3500 LINK-5

    Aquo Ocean
    Field Spell Card
    (This card is always treated as "Umi".)
    All WATER monsters gain 500 ATK and DEF. During your Main Phase: you can send 3 cards including 1 "Aquo" card from your GY to the bottom of your deck in any order; apply 1 of the following effects.
    * Special Summon 1 "Aquo" monster from your hand.
    * Draw 1 card.
    You can only activate this effect of "Aquo Ocean" once per turn.

    Aquo Energy
    Quick Play Spell Card
    Target 1 "Aquo" monster you control, then, excavate the top card of your deck and reveal it, if the revealed card is a WATER monster, increase the targeted monsters ATK and DEF equal to the revealed cards ATK, then, return the excavated card to either the top or bottom of your deck.

    Aquo Current
    Continuous Spell Card
    During each of your Standby Phases: excavate the top 2 cards of your deck, then, return the excavated cards to either the top or bottom of your deck in any order. Once per turn while you control "Umi": you can increase your LP equal to the number of "Aquo" monsters you control x 300.

    Aquo Silence
    Trap Card
    Target 1 face-up card your opponent controls, negate that cards effects until the End Phase this turn. You can only activate 1 "Aquo Slience" per turn

    Aquo Counter
    Counter Trap Card
    Activate this card when your opponent activates a card or effect while you control a "Aquo" Link monster or "Umi". Negate the activation and effects of that card and return that card to the bottom of the deck. You can only activate 1 "Aquo Counter" per turn.


  3. So Kingdom Hearts 3 is only at the point this topic was made 21 days away from coming out where I have to say I am excited for what this game will bring.

    Also I have seen that their have been leaks on youtube regarding this (though it was more gameplay of worlds and nothing story related) though I won't mention any spoilers for them though I will note only this in spoilers...

    Spoiler

    It looks like keyblade's are upgradable by gathering certain material to make them stronger meaning you don't have to just switch out your old keyblade for a stronger one.

     


  4. Level Linker
    lv 2 LIGHT
    Fairy/Effect
    When a you Normal Summon a monster: you can Special Summon this card from your hand, then, this cards Level becomes the same as the Level of the monster you Normal Summoned. You can only Special Summon "Level Linker" this way once per turn. This card cannot be used as Synchro Material.
    ATK/100 DEF/300

    So Level Linker is designed best to go with the effects of Which Starling where they both enable you to summon any 2 material Xyz Monster from Rank 5 to Rank 8 where it allows you to summon various cards from Rank 5 Volcasaurus to Rank 8 Galaxy-Eyes Prime Photon Dragon. In addition this card is balanced by the fact it cannot be used as Synchro Material so its not abusable in Synchro decks. 


  5. Armour Beast is a EARTH Beast Pendulum deck that focus around both offensive and defensive strategies using both their monsters and Pendulum effects where they also have Link monsters that both help with Pendulum Summoning and work with the decks signature boss card Werewolf. In addition most of the themes Spell and Traps have retaliation effects which inflict effect damage when they are destroyed by your opponent.

    Armour Beast Eagle
    lv 1 EARTH
    Scale: 8
    Pendulum: Each "Armour Beast" monsters you control cannot be destroyed by battle or by card effects once per turn.
    Beast/Pendulum/Effect
    This card can attack your opponent directly. (Quick Effect): you can tribute this card; target 1 "Armour Beast" monster you control, the targeted monster can attack your opponent directly this turn, but when this card uses this effect, any battle damage dealt to your opponent by the targeted monster is halved.
    ATK/200 DEF/200

    Armour Beast Goat
    lv 2 EARTH
    Scale: 7
    Pendulum: When your opponents monster declares an attack, you can destroy this card; Special Summon 2 "Goat Tokens" (Beast/EARTH/Level 1/ATK 400/ DEF 200) in Defence Position. These tokens cannot be tributed except for the tribute summon of a "Armour Beast" monster. You can only activate this effect of "Armour Beast Goat" once per turn.
    Beast/Pendulum/Effect
    Depending on the number of "Armour Beast" cards in your Pendulum Zones, this card gains the following effects.
    * 1+: This card cannot be destroyed by battle.
    * 2: This card cannot be destroyed by card effects.
    ATK/800 DEF/400

    Armour Beast Tiger
    lv 3 EARTH
    Scale: 6 
    Pendulum: When a "Armour Beast" monster you control attacks a defence position monster, inflict piercing battle damage.
    Beast/Pendulum/Effect
    At the start of the damage step, if this card battles an opponents monster: increase this cards ATK and DEF by 600 for each "Armour Beast" card in your Pendulum Zones.
    ATK/1200 DEF/1200

    Armour Beast Bear
    lv 4 EARTH
    Scale: 3
    Pendulum: During either players turn: you can destroy this card and 1 "Armour Beast" card in your other Pendulum Zone; destroy all monsters your opponent controls. 
    Beast/Pendulum/Effect
    When this card is Pendulum Summoned: add 1 "Armour Beast" monster from your deck to your hand. At the start of the damage step, if this card attacks a defence position monster: destroy that monster.
    ATK/1800 DEF/1400

    Armour Beast Gorilla
    lv 5 EARTH
    Scale: 2
    Pendulum: Once per turn: you can target 1 "Armour Beast" monster you control, the targeted monster can attack twice during the Battle Phase this turn.
    Beast/Pendulum/Effect
    At the start of each Battle Phases: place 1 Gorilla Counter on this card. This card gains 200 ATK and DEF for each Gorilla Counter on this card. If this card has 3 or more Gorilla Counters on this card,this card can attack every monster your opponent controls (one attack on each monster per Battle Phase.)
    ATK/2000 DEF/1700

    Armour Beast Lion
    lv 6 EARTH
    Scale: 1 
    Pendulum: Increase the ATK of all "Armour Beast" monsters you control by 500.
    Beast/Pendulum/Effect
    When this card destroys a monster by battle while theirs an "Armour Beast" card in your Pendulum Zone, inflict damage to your opponent equal to the destroyed monsters ATK.
    ATK/2300 DEF/1900

    Armour Beast Werewolf
    lv 7 EARTH
    Scale: 4
    Pendulum: During your End Phase: you can destroy this card; place up to 2 "Armour Beast" monsters from your GY or face-up from your Extra Deck into your unoccupied Pendulum Zones.
    Beast/Pendulum/Effect
    When this card is Pendulum Summoned: increase this cards ATK equal to the number of "Armour Beast" cards on the field except "Armour Beast Werewolf" x 200. When this card attacks a defence position monster, inflict doubled piercing battle damage.
    ATK/2800 DEF/2000

    Armour Beast Hound
    EARTH
    Link: D
    Beast/Link/Effect
    1 Normal Summoned Pendulum Monster
    When a Pendulum Monster is Pendulum Summoned to a zone this card points to: increase this cards ATK equal to the summoned monsters ATK. During the End Phase of the turn you activated this effect, return this card to the Extra Deck.
    ATK/1000 LINK-1

    Armour Beast Wolf
    EARTH
    Link: DL, DR
    Beast/Link/Effect
    2 "Armour Beast" Monsters
    While theirs an "Armour Beast" monster in a zone this card points to, this card cannot be targeted for an attack. Increase the ATK of all "Armour Beast" monsters you control equal to the number of "Armour Beast" monsters in zones this card points to x 200. When this card is destroyed by battle or by card effect: you can Special Summon 1 "Armour Beast Werewolf" from your hand, GY or face-up from your Extra Deck (this Special Summon is treated as a Pendulum Summon.)
    ATK/1400 LINK-2

    Armour Beast Cerberus
    EARTH
    Link: DL, D, DR
    Beast/Link/Effect
    3 "Armour Beast" Monsters
    This card gains an additional attack for each "Armour Beast" card in your Pendulum Zones. When this card attacks, your opponent cannot activate Spell/Trap Cards until after damage calculation. If this card was Link Summoned using "Armour Beast Werewolf" as Link Material, this card gains the following effect. 
    * You can Pendulum Summon "Armour Beast" monsters in addition to your Pendulum Summon (you only gain this effect once per turn.)
    ATK/3000 LINK-3

    Beast Lance
    Equip Spell Card
    Equip to a Beast monster. The equipped monster gains 1000 ATK. When the equipped monster attacks a Defence Position monster, inflict piercing battle damage. During your End Phases while this card is equipped to a "Armour Beast" monster: you can destroy this card; inflict 1000 points of damage to your opponent. you can only activate this effect of "Beast Lance" once per turn.

    Beastial Assault
    Continuous Spell Card
    When you Pendulum Summon "Armour Beast" monster(s): you can target 1 Spell/Trap card on your opponents side of the field, destroy the targeted card. When this card is destroyed by an opponents card effect: inflict 800 points of damage to your opponent.

    Armour Fix
    Continuous Spell Card
    When you Pendulum Summon "Armour Beast" monster(s): increase your LP equal to the number of "Armour Beast" that were Pendulum Summoned x 200. When this card is destroyed by an opponents card effect: inflict 800 points of damage to your opponent.

    Beast Boost
    Trap Card
    Target 1 "Armour Beast" monster you control, increase the targeted monsters ATK and DEF equal to the combined ATK of all "Armour Beast" monsters you control until the End Phase this turn. If the targeted monsters ATK is equal or greater than your opponents LP this card cannot attack directly this turn. You can only activate 1 "Beast Boost" per turn.

    Beast Pack
    Continues Trap Card
    During either players turn: you can add 1 "Armour Beast" monster from your GY or face-up from your Extra Deck to your hand. You can only activate this effect of "Beast Pack" once per turn. When this card is destroyed by an opponents card effect: inflict 800 points of damage to your opponent.


  6. 10 hours ago, Darj said:

    I dare say the moved Stratos to 1 for that purpose already.

    I thought Stratos was originally moved to 1 as a result of the Legendary HERO Decks last year where Stratos when to 1 where with all this stuff in 2019 would be a very likely reason for this year have it come up to 2.


  7. This seems like a neat techy card where if you equip it with moon mirror Shield or boost its ATK up by at least 600 it then gains full protection from being destroyed by battle where the effect to steal Spell and Traps to use against your opponent or act as discard fodder for cards as its sent to your hand is a nice touch on it.  


  8. Droll and Lock is to keep Trickstar Reincarnation in check so that Trickstar players don't abuse 3 Reincarnation and Droll and Lock so the opponent doesn't end up with no hand and just can't play.

    Gold Sarcophagus is more so to keep Thunder Dragons in check with their banishing effects.

    With Gouki/Dark Warrior Decks the combo basically nets you a 5 Material Rhongo that locks your opponent out thanks to Number 75's effect of butting itself and its material onto Rhongo.

    Sky Strikers having a Spell that can search any Sky Striker plus net a + 1 if you have enough Spells in grave where in addition to this it can be recycled by Kagari.

    Stratos to 2 is more so likely on a market point of view with HERO's getting support in multiple sets such as Savage Strike with Neos, Duelist Power with Grandman and Double HERO Attack (and may grant Stratos as a reprint) and Dark Neostorm with Destiny HERO's.

    Launcher is one of those cards that is a free move up for the list to help an old deck.


  9. So were coming to close to no sooner than Jan 21st Banlist so I decided to post my banlist predictions on what may happen with this list.

    Banned:
    Divine Sword - Phoenix Blade
    Gold Sarcophagus 
    Droll & Lock Bird
    Number 75:  Bamboozling Gossip Shadow 
    Summon Sorceress

    Limited:
    Allure of Darkness
    Brilliant Fusion
    El Shaddoll Construct
    Harpie's Feather Duster
    Shurit, Strategist of Nekros
    Sky Strike Mobilize - Engage!
    Trickstar Lycoris

    Semi-Limited:
    Elemental HERO Stratos
    Infernity Launcher
    Sky Striker Mecha - Widow Anchor
    Upstart Goblin


  10. So am bring back some of the themes I made on the old YCM and revamping them starting off with Accel Androids which is a WIND Psychic Synchro Deck which focus's on swiftly building their Synchro monsters and laddering them up into higher Level Synchro's where those Synchro monsters will gain certain effects if a Accel Android Synchro Monster was used as Synchro Material.  Finally the names of these cards are all based on sound and dance.

    Accel Android - Newstyle
    lv 1 WIND
    Psychic/Tuner/Effect
    While you control only "Accel Android" monsters, you can Special Summon this card from your hand. You can only Special Summon "Accel Android - Newstyle" this way once per turn. If you use this card you control for a Synchro Summon, you can treat this card as a non-Tuner monster.
    ATK/100 DEF/100.

    Accel Android - Danbreak
    lv 2 WIND
    Psychic/Effect
    When this card is Normal or Special Summoned: Special Summon 1 "Accel Android" Tuner monster from your deck in Defence Position. (Quick Effect): you can banish this card from your GY; target 1 monster your opponent controls, change the battle position of the targeted monster. You can only activate each effect of "Accel Android - Danbreak" once per turn.
    ATK/500 DEF/300

    Accel Android - Dantap
    lv 2 WIND
    Psychic/Tuner/Effect
    When this card is Normal or Special Summoned: Special Summon 1 "Accel Android" non-Tuner monster from your deck in Defence Position. (Quick Effect): you can banish this card from your GY; target 1 monster you control, the targeted monster can attack your opponent during the Battle Phase this turn. You can only activate each effect of "Accel Android - Danbreak" once per turn.
    ATK/500 DEF/300

    Accel Android - Swingzo
    lv 3 WIND
    Psychic/Effect
    When this card is Special Summoned: target 1 monster your opponent controls, destroy the targeted card. When this card is used as Synchro Material for a Level 5 or higher "Accel Android" Synchro Monster: draw 1 card. You can only activate each effect of "Accel Android - Swingzo" once per turn.
    ATK/600 DEF/600

    Accel Android - Discance
    lv 3 WIND
    Psychic/Tuner/Effect
    When this card is Special Summoned: target 1 Spell/Trap Card your opponent controls, destroy the targeted card. When this card is used as Synchro Material for a Level 5 or higher "Accel Android" Synchro Monster: draw 1 card. You can only activate each effect of "Accel Android - Discance" once per turn.
    ATK/600 DEF/600

    Accel Android - Base Beat
    lv 4 WIND
    Psychic/Synchro/Effect
    1 Tuner Monster + 1+ non-Tuner Monsters
    When this card is Synchro Summoned: you can Special Summon 1 "Accel Android" Tuner monster from your GY in Defence Position. Once per Chain, during your opponents Main Phase, you can: Immediately after this effect resolves, Synchro Summon 1 "Accel Android" Synchro monster using this card you control (this is a Quick Effect.)
    ATK/1400 DEF/1200

    Accel Android - Rhythm Beat
    lv 5 WIND
    Psychic/Synchro/Tuner/Effect
    1 Tuner Monster + 1+ "Accel Android" non-Tuner Monsters
    When this card is Synchro Summoned: you can Special Summon 1 "Accel Android" non-Tuner monster from your GY in Defence Position. Once per Chain, during your opponents Main Phase, you can: Immediately after this effect resolves, Synchro Summon 1 "Accel Android" Synchro monster using this card you control (this is a Quick Effect.)
    ATK/1600 DEF/1800

    Accel Android - Brave Beat
    lv 6 WIND
    Psychic/Synchro/Effect
    1 "Accel Android" Tuner monster + 1+ "Accel Android" non-Tuner Monsters
    If this card battles, your opponent cannot activate cards or effects until after the damage step. If this card was Synchro Summoned using a Synchro monster as Synchro material, this card gains the following effect.
    * This card can attack every monster your opponent controls (one attack on each monster per Battle Phase.)
    ATK/2200 DEF/1600

    Accel Android - Echo Beat
    lv 7 WIND
    Psychic/Synchro/Effect
    1 "Accel Android" Tuner monster + 1+ "Accel Android" non-Tuner Monsters
    When this card is Synchro Summoned: inflict 700 points of damage to your opponent. If this card battles an opponents monster, any battle damage it inflicts to your opponent is doubled. If this card was Synchro Summoned using a Synchro monster as Synchro Material, this card gains the following effect.
    * Once per turn (Quick Effect): you can target 1 face-up monster your opponent controls, negate the targeted monsters effects until the End Phase this turn.
    ATK/2400 DEF/2000

    Accel Android - Sound DJ
    WIND
    Link: DL, DR
    Psychic/Link/Effect
    2 "Accel Android" monsters
    Once per turn (Quick Effect): you can shuffle 1 "Accel Android" Tuner monster and 1 "Accel Android" non-Tuner monster that has a Level from your GY into your deck; Special Summon 1 "Accel Android" monster from your Extra Deck whose Level is equal to the combined Level of the monsters that were shuffled into the deck to a zone this card points to (this Special Summon is treated as a Synchro Summon.) If this card is destroyed by battle or by card effect, destroy all Spell/Trap cards on your opponents side of the field.
    ATK/1500 LINK-2

    Synchro Salsa
    Spell Card
    Target 1 "Accel Android" monster you control, then, declare a Level from 1 to 5; the targeted monsters Level becomes the declared Level. (Quick Effect): you can banish this card from your GY; target 1 "Accel Android" monster you control that has a Level, increase the targeted monsters ATK equal to its Level x 200. You can only activate this effect of "Synchro Salsa" once per turn.

    Accel Hip-Hop
    Spell Card
    Shuffle 1 "Accel Android" monster you control into your deck, then, Special Summon 1 "Accel Android" from your deck. (Quick Effect): you can banish this card from your GY; target 1 "Accel Android" monster you control, the targeted monster is unaffected by your opponents card effects until the End Phase this turn. You can only activate this effect of "Accel Hip-Hop" once per turn.

    Accel Gang Style
    Spell Card
    Target 1 "Accel Android" monster you control, increase the targeted monsters ATK equal to the number of "Accel Android" monsters you control x 200. (Quick Effect): you can banish this card from your GY; Special Summon 1 "Accel Android" monster from your deck in defence position. During the turn you activate this effect, you cannot Special Summon monsters from your Extra Deck except "Accel Android" monsters. You can only activate this effect of "Accel Gang Style" once per turn.

    Accel Echo
    Trap Card
    Target 1 "Accel Android" Synchro monster in your GY in Defence Position, Special Summon the targeted monster from your GY. (Quick Effect): you can banish this card from your GY; Special Summon 1 "Accel Android" non-Synchro monster from your GY in Defence Position. You can only activate this effect of "Accel Echo" once per turn.

    Synchro Sound
    Counter Trap Card
    Activate this card when your opponent activates a card or effect while you control a "Accel Android" Synchro monster. Negate the activation and effects of that card and destroy it. You can only activate 1 "Synchro Sound" per turn.


  11. So as a start to being on NEO YCM I thought I bring my updated Kingdom Neos card on here with its effect updated. This card being a Fusion that can be easily summoned off with Neos Fusion in HERO's makes it a great addition to any HERO Deck as it allows you to mill off a Shadow Mist with Neos from the deck to summon this and get a search of Shadow Mist.

    In addition this card will gain ATK and DEF for each additional HERO you control excluding itself or any copies of itself where this with another HERO can make it a 3000 ATK beatstick. In addition to this Kingdom Neos is both a offensive and defensive monster where it has protection from monster effects and also can grant itself plus any other HERO monster you control protection from Spells and Traps during the battle phase as to fit in with their play style of beat down.

    An ideal play with this card is to have both this and Dread Decimator on the field to both give Dread Decimator protection from Spells and Traps during the battle phase while Dread Decimator grants this card ATK through its effect while Kingdom Neos gains 500 through its own with Dread Decimator on the field.

    Elemental_HERO_Kingdom_Neos_2019.png

    Quote

    "Elemental HERO Neos" + 1 "HERO" Monster
    Must be Fusion Summoned. Gains 500 ATK and DEF for each "HERO" monster you control except "Elemental HERO Kingdom Neos". This card is unaffected by your opponents monster effects. During the Battle Phase, "HERO" monsters you control are unaffected by your opponents Spell/Trap Cards.

     


  12. Hi NEO YCM peeps.

    Am Thomas Zero from the original YCM forum where I was original known as when first starting on the forum as Kingdom Neos.

    I like using E-HERO's in duels and making various custom cards.

    I hope you will all enjoy the content I provide to this forum ?

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