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Tinkerer

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Posts posted by Tinkerer


  1. C/p'd from YCM.  Thought I might as well get feedback from here as well.

    Quote

     

    So I've loved the idea of running a smokescreen deck for ages.

    For those who don't know: Smokescreening is siding in all fifteen side deck cards in order to turn your deck from one thing into something completely different.  It is meant to catch people off guard and make cards that they might have sided in against your original strategy useless.  While it is very interesting in concept, I don't think I've ever seen this idea implemented at all.

    That being said, I think the meta's got a prime smokescreen deck waiting in the wings: Mystic Mine.  The burn variant can easily snatch a victory against unsuspecting decks and because of how the deck works, what will be sided in is fairly obvious (Spell/Trap removal).  At that point, you can smokescreen your deck, tossing in an entirely different strategy.

    For this to work, 1) The initial Mystic Mine burn variant has to be a bit different in build than some of the ones people have been showcasing (probably more handtraps, probably less super restrictive draw cards - Card of Demise, etc.) and 2) You'd probably need to build your smokescreen deck to be able to work going second.  This second point is the most critical and is the key to securing a match win.

    Now this is all just theory.  It seems like the pieces should fit together perfectly, but I don't have any idea what would be a good deck to smokescreen into.  I know MM-Sky Striker is a thing in the OCG, but killing quick with something like Crusadia might be a better way to go.  Anyways, I'd like to test this out maybe on 'pro or something, but any suggestions would be very welcome!

     

     


  2. Hello, fine peoples!

    As much as I like this community, I'm not exactly one to participate in the typical stuff.  I'm here (mostly) to make cards, see new cards when they come out, and try to help fix/make things better when they're broken.  That being said, I feel like all those things could be better accomplished on the ol' YCM site than here (things feel a bit like a wild west out there now with most of y'all gone). So along with this being an AMA, this also constitutes a "see ya later" thread.  I will answer questions for a time, but then I'll head back to reintegrate myself on YCM though I'll probably stick my head in here from time to time.

    Anywhoozles, this is probably the only time I'ma expose myself like this, so uh... ask away.


  3. Ying-Yang Warrior
    LIGHT -****
    Warrior/Negative/Effect
    You can shuffle 1 Level 4 "Ying-Yang" monster from your GY into your Deck to Special Summon this card from your hand.  If a card(s) is shuffled from your GY into your Deck: You can target 1 monster on your opponent's side of the field or their GY; shuffle that target into the Deck.  This card's Level is always treated as -4.
    1800/1400

     

    Next:

    Either: Another "Ying-Yang" monster OR a Level/Rank Neg-5 to Neg-10 monster (or both, if you're feeling really ambitious)

    (By the by, can you repost Escher Monstrosity?  I don't think I ever saw it...)


  4. Iridescent Pendulum
    Quick-Play Spell
    Target 1 card in your Pendulum Zone: Destroy that target, and if you do, Special Summon 1 Pendulum monster from your Deck whose Level equals the Scale of that monster.  You cannot Special Summon monsters for the rest of the turn after you activate this effect except Pendulum Monsters.  You can only activate 1 "Iridescent Pendulum" per turn.

     

    Tune in Next Time!

     


  5. Marshallmallow

    A plant archetype whose main gimmick revolves around making their ATK the same as opponent's monsters.  They are decently spammy, but they're more known for their floating ability.  The archetypal spells and traps tend to be fairly powerful, but they need 2 or more of your monsters with the same ATK to trigger.  The more monsters you have with the same ATK, the more powerful the effect you can trigger.  The archetype has 1 main deck boss monster and 1 main deck sub-boss as well as a few Synchros and a Link to round out their lineup.

     

    Spoiler

    The Three Marshallmallowteers
    EARTH ***
    Plant/Tuner/Effect
    When this card is Normal or Special Summoned: You can target 1 monster your opponent controls; this card's ATK becomes the same as that target.  If this card is destroyed by your opponent's card (by battle or card effect): You can Special Summon 2 "Marshallmellowteer Tokens" (Plant/EARTH/Level 3/DEF 0).  The ATK of the tokens are the same as the ATK this card had on the field when it was destroyed.
    0/0

    Marshallmallowner of the Tavern
    WATER **
    Plant/Effect
    You can target 1 monster on the field; this card's ATK becomes the same as that target.  If this card is destroyed by battle by attacking an opponent's monster: You can Special Summon any number of "Marshallmallow" monsters from your hand, and if you do, their ATK becomes equal to the ATK this card had on the field +300.  If a "Marshallmallow" Spell/Trap you control is destroyed: You can return this card from your GY to your hand.  You can only use each effect of this card's name once per turn.
    0/0
     

     

    Next: Annihilist


  6. The card art looks really cool, but the effect... Why?  You lose a Spellcaster to grab a card that has to just sit and survive until your next turn. If you can't use the spell the turn you search it, then you might as well use Watch Cat or something. I dunno. Am I missing something very obvious with this?


  7. Hello, fine peoples!

    Just thought of some random GK support cards. Haven't really played the deck in some time, so I dunno if these would be super helpful for 'em, but I figured it can't exactly HURT the deck so... w/e.

     

    Gravekeeper's Rower
    DARK ****
    Scale: 2<>2
    Spellcaster/Pendulum/Effect
    PE: While you control "Necrovalley" negate the effects of monsters (except "Gravekeeper's" monsters) if there's a monster(s) with the same name in either player's GY.
    ME: If this card leaves the field, except being destroyed by battle: You can target 1 "Gravekeeper's" monster in your GY; add it to your hand. This card's activation and effect are unaffected by "Necrovalley". You can only use this effect of "Gravekeeper's Rower" once per turn.
    1500/1500

    Gravekeeper Charioteer
    DARK ****
    Scale: 6<>6
    Spellcaster/Pendulum/Effect
    PE: This card's name is treated as "Necrovalley". All Spellcaster monsters with 1500 DEF gain 100 ATK for each "Gravekeeper's" monster in your GY.
    ME: If this card leaves the field, except being destroyed by battle: You can add 1 Spell/Trap Card from your Deck to your hand, that specifically lists the card "Necrovalley" in its text. You can only use this effect of "Gravekeeper's Charioteer" once per turn.
    1500/1500

    Gravekeeper's Cultist
    DARK 6*
    Scale: 7<>7
    Spellcaster/Pendulum/Effect
    PE: You can Tribute 1 "Gravekeeper's" monster: Special Summon this card. You can only use this effect of "Gravekeeper's Cultist" once per turn.
    ME: If this card is Special Summoned: You can activate 1 of this card's effects. If this card is Tribute Summoned: You can activate 2 of this card's effects (resolve them in sequence).
    - Send 1 "Gravekeeper's" card from your hand or Deck to the GY, and if you do, this card gains 100 ATK x its Level.
    - Destroy 1 "Necrovalley" you control and up to 3 cards your opponent controls.
    - Target 1 "Gravekeeper's" monster in your GY: Special Summon it.
    2000/1500

     

    2 extenders that can float even as Pendulums and a mid-boss monster that can be easily summoned and help with further setup or board-breaking.

    Again, haven't played this particular deck in a while, so I dunno if this is exactly what they needed. CnC much appreciated here.


  8. 17 hours ago, Darj said:

    Warriors, Spellcasters and Dinosaurs would be the closest to archetypes, since they got plenty Type-based support around. Maybe Dragons too, if only because Guardragons support Dragons rather than "Guardragon" monsters.

    Those are funny ways of spelling Zombie /j

    Sleepy pretty much said it all.  They'd probably try to narrow it down one way or another w/o archetypes.  The most logical thing would be combining traits to support specific cards.  "Return of the Dragon Lords" is a good example of how it'd probably look.  The banlist would probably be relegated almost entirely to generically useful power cards over combo pieces and loop-enablers.


  9. Hmm... this definitely has a different weight than just "what are your favorite games", huh?  If I could only play 3 games, I'd probably almost never play video games period, just because my interests would probably rarely align with each game for any significant length of time to be worthwhile.  But in any case...

    1. Age of Empires 2 definitely.  I return to it enough to 100% make it one of the main choices, even if my interest only holds for a few weeks at any one time.

    2. *the latest* Smash Bros game.  The individual name of the game would change if the smash series keeps growing, but for now this would be Ultimate.  This fills in as both a social game and a fighting game.

    3. I dunno, probably Maplestory?  I never got into WoW and I've only played Skyrim a few times in my life, but Maplestory fills a similar itch while also being a game that I'm really familiar with, gives me nostalgia, and I jump back into every few months or so.

    I'd still be missing large chunks of games that I like, one of the main genres being tactical rpgs (I was REALLY close to putting Final Fantasy Tactics over Maplestory here).  I play a lot of the yugioh games too, but with the restriction I could play YGO in real life, so I wouldn't waste a top 3 slot on it.  Pokemon would be annoying to give up (especially as Crystal is my favorite game of all time), but I tend to never finish them anymore so they're out. Platformers, Puzzles, and Racing games are fun, but I don't play 'em enough to bump the top 3.

     


  10. Desert Canyon Eagle
    EARTH ****
    Winged Beast/Effect
    Once per turn, you can activate this effect: Return this card you control to your hand; until the End Phase, your opponent cannot activate Trap Cards.  During the Damage Step, when an EARTH monster you control is targeted for an attack (Quick Effect): You can send this card from your hand to the GY; change that monster to defense position and it gains DEF equal to the ATK of the attacking monster until the end of this turn.  Any battle damage your opponent takes from that battle is doubled.
    1300/1200

    An EARTH Honest that is a bit more specific and doesn't kill the opponent's monster, but hits WAY harder to compensate.  Name (and the main part of the effect) is a conglomerate of the gun Desert Eagle, and the cards Desert Sunlight, and Canyon.  As a bit of an afterthought to tie the "Eagle" part in, I made its statline and return to hand effect connect to the old card Eagle Eye.  Honestly, I really like how it turned out.
     


  11. Ultrashell

    An EARTH Insect archetype of LV monsters that form a defensive compliment to the "Ultimate Insect" LV monsters.

    These are a series of monsters that Level Up during the End Phase.  They generally have effects that protect LV monsters, but they have the Superheavy Samurai gimmick of attacking in def mode so they aren't completely helpless on their own.  While the monster lineup is pretty self-contained, their Spells/Traps are made to turbo out Insect LV monster, which opens up their ability to use the Ultimate Insects.

    On the whole, don't expect these to be a game-changing meta-warping archetype.

    Spoiler

    LarVae
    Quick-Play Spell
    Special Summon 1 Level 4 or lower Insect "LV" monster from your hand or Deck.  If an Insect "LV" monster is destroyed by your opponent's card (by battle or card effect): You can Set this card from your GY, but banish it when it leaves the field.  You can only use 1 effect of "LarVae" per turn and only once that turn.

    Ultrashell Obsidian
    Normal Trap
    Target 1 Insect "LV" monster in your GY; Special Summon that target and equip it with this card.  If that monster is targeted by a monster effect: You can send this card to the GY; negate that effect, then inflict damage to your opponent equal to the Level of the equipped monster x 300.
     

    Next: Reliquary OR Blaze Initiate


  12. Titan Blitzer
    FIRE 8*
    Beast-Warrior/Effect
    When this card is Normal or Special Summoned: Destroy all cards your opponent controls in the same column as this card. If your opponent controls no monsters in the same column as this card, this card can attack directly.
    3000/3000

     

    I kinda wanted to make a non-archetypal 2-tribute monster without a self-summon condition. Direct attacks from big monsters is also fairly uncommon so I decided to toss it into that niche as well.


  13. Hello, fine peoples!

     

    Part 1:

    Spoiler
    Fungal Propagation
    Continuous Trap
    If your opponent Summons a monster(s) in a Zone adjacent to a monster with a Spore Counter on it, put 1 Spore Counter on the original monster and the summoned monster(s). If this card is sent from the field to the Graveyard, Special Summon 1 "Fungal Serpent" monster from your Graveyard.
     
    Media Infamous
    Spell
    Tribute 1 monster you control; Special Summon 1 DARK "HERO" monster from your Deck with the same level as the tributed monster. Banish that monster when it leaves the field.
     
    Through the Looking Glass
    Continuous Spell
    Once per turn, you can target 1 banished "Wonderland" monster and 1 "Wonderland" monster in your Graveyard; return the first target to the Graveyard, and if you do, banish the second target. If this card is sent to the Graveyard by an opponent's card effect, you can target 1 face-up monster you control and 1 face-up monster your opponent controls; banish those targets.
     
    Funereal Wild Growth
    Continuous Spell
    If a card your opponent controls is destroyed and you control no monsters, you can Special Summon 1 "Funereal" monster from your hand. If an opponent's card is destroyed and sent to your Graveyard you can draw 1 card.
     
    Complete Picture
    Spell
    If 12 or more "Puzzle Piece" monsters with different names are on the field and/or in the Graveyard, you can destroy all cards your opponent controls, and if you do, banish them.
     
    Hidden Gargoyles
    Trap
    Destroy all monsters you control, then add "Gargoyle" monsters from your Deck to your hand equal to the number of "Gargoyle" monsters destroyed by this effect. Until the end of the phase that this card is activated, your opponent cannot activate cards or effects in response to a "Gargoyle" monster effect.
     
    Luck of the Phoenix
    Spell
    Flip a coin. If heads, your opponent discards a number of cards equal to the number of "Phoenix Guardian" monsters you control. If tails, you can target a number of cards in your opponent's Graveyard equal to the number of "Phoenix Guardian" monsters you control; shuffle those targets into the Deck.
     
    Book of Millennium
    Spell
    Reveal 1 Normal Pendulum monster from your Deck then place it either on the top of your Deck or face-up in the Extra Deck.
     
    Ninja Cosmo Commander
    EARTH 4*
    Warrior/Flip/Effect
    FLIP: Negate the effects of all face-up cards your opponent controls until the End Phase.
    If this card is sent from the Monster Zone to the Graveyard, you can target 1 "Cosmoraptor" monster you control; equip this card to it. You can return this equip card to the Deck; equip 1 "Cosmorider" monster to the monster this was equipped to.
    1700/1400
    http://forum.yugiohc...-written-cosmo/
     
    Des-Playful Sprite
    LIGHT 1*
    Fiend/Effect
    If the level of a monster(s) on the field change, you can Special Summon this card from your hand, and if you do, target 1 of those monsters; declare a level from 1 to 6. This card and that target become the declared level. If this card is detached to activate an Xyz monster's effect, you can banish 2 other cards from your Graveyard; add this card to your hand.
    100/100
    http://forum.yugiohc...e/#entry6705530
     
    Sworm Sabre
    Equip Spell
    Equip to a "Sworm" monster. It can attack while in defense position, also apply its DEF for damage calculation. At the start of the damage step, if the equipped monster battles, banish the top card from your opponent's Deck. If this card is sent to the Graveyard (except from the Spell/Trap Zone), you can equip it to an appropriate monster you control.
     
    Paragon Steel Dragon
    FIRE *
    Machine/Effect
    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 1 "Steel Dragon" Synchro monster you control to the Graveyard, and cannot be summoned by other ways. This monster is also always treated as Dragon-type. This monster is unaffected by other monster effects. When this card battles a monster, it gains half the ATK of the monster it battles until the end of the damage step. If this card destroys a monster by battle, it gains levels equal to the level/rank of the destroyed monster (max 13). If this monster is destroyed, Special Summon 1 "Steel Dragon" monster from your Extra Deck whose level/rank is less than this card's when it was on the field.
    1800/2600
    http://forum.yugiohc...s/#entry6709582
     
    Electric Supercharge
    Quick-play Spell
    Target 1 level 4 "Electric Field" monster you control or in your Graveyard. Until the end of the phase, monsters with the target's name can activate their effects as many times per turn as possible, ignoring effect conditions.
     
    Never-Ending Town Festival
    Continuous Trap
    Once per turn, you can banish 2 "Never-Ending Town" monsters from your Graveyard to activate one of the following effects:
    - Special Summon 1 "Never-Ending Town" monster from your hand or Graveyard.
    - Synchro Summon 1 monster using monsters you control, and if you do, discard 1 random card from your opponent's hand.
     
    Potential Releaser
    LIGHT 6*
    Fairy/Effect
    You can destroy 1 continuous spell/trap card to Special Summon this card from your hand. You can discard 1 card; all Gemini monsters you control are treated as effect monsters and gain their effects, but they become Normal Monsters during the End Phase.
    2000/1400
     
    Gold Spear Forze
    Spell
    Target 1 card on the field and 1 "Gold Spear" monster in your Graveyard; place both targets on top of their owner's Deck. If this card is sent to the Graveyard by the effect of a "Gold Spear" monster, you can shuffle all "Gold Spear" Spells/Traps from your Graveyard into your Deck (min. 3), and if you do, draw 1 card.
     
    Skateboard Dragon Quick Trick
    Quick-play Spell
    You can target 1 face-down monster on the field; flip it into face-up attack position. If it is a "Skateboard Dragon" monster, you can inflict damage to your opponent equal to its level x 200. During the End Phase of a turn you Flip Summoned a monster (except the turn a "Skateboard Dragon Quick Trick" was sent to the Graveyard), you can Set this card from the Graveyard. You can only set 1 "Skateboard Dragon Quick Trick" per turn this way.
     
    Yuki Onna Icee
    WATER ****
    Aqua/Effect
    If you gain 1500 or more LP in a turn, you can Special Summon this card from your hand or Graveyard. You can only Special Summon "Yuki Onna Icee" once per turn this way. Once per turn, you can target 1 "Yuki Onna" monster you control; it's ATK becomes 0 and you gain LP equal to that lost ATK. Then, this card gains 500 ATK.
    1000/1500
     
    Monochrome Negative
    LIGHT **
    Fiend/Effect
    Cannot be Normal Summoned/Set. If your opponent discards a card(s) because of your card effect, you can Special Summon this card from your hand. If this card is Summoned, you can target 1 monster your opponent controls; switch control of this monster and that target. If you activate a Spell Card, discard 1 card when it resolves.
    100/0
     
    Space Mermaid Sciren
    WATER ****
    Fish/Effect
    This card cannot be destroyed by battle. Once per turn: you can banish this monster and 1 "Space Mermaid" monster from your Deck. Return this card banished this way to the field during the End Phase. During your Main Phase: You can Synchro Summon 1 "Space Mermaid" monster using this banished card by returning it to the Graveyard.
    1400/200
     
    Cafe Girl Overtime
    Spell
    Banish 1 "Cafe Girl" from your hand, field or Graveyard; Special Summon 1 "Cafe Girl" monster from your Extra Deck but its effects are negated until your next Standby Phase.
     
    Victorian Scoundrel Lupin
    DARK 5*
    Scale: 4&lt;&gt;4
    Psychic/Pendulum/Effect
    PE: You can shuffle this card and any number of "Victorian" monsters from your Graveyard into your Deck (if any); place 1 "Victorian" monster in the unoccupied Pendulum Zone. If your opponent has more LP and total cards in their hand/on the field, you can place up to 2 "Victorian" monsters in unoccupied Pendulum Zones.
    ME: If this card is face-up in the Extra Deck or in the Graveyard and you control a LIGHT monster, a DARK monster, a Psychic-type monster, and a Warrior-type monster, you can send 1 Spell/Trap from your Deck to the Graveyard; add this card to your hand.
    2000/2000
     
    Mighty Slugger Pinch Hitter
    FIRE 6*
    Warrior/Effect
    If this card destroys an opponent's monster: you can shuffle this card into your deck; Special Summon 1 "Mighty Slugger" monster from your deck, except "Mighty Slugger Pinch Hitter". You can shuffle this card into your deck; Special summon 1 "Mighty Slugger" monster from your deck, except "Mighty Slugger Pinch Hitter". You can only use this effect of "Mighty Slugger Pinch Hitter" once per turn. If a "Mighty Slugger" monster is Special Summoned from this card's effects, that monster gains this effect:
    - Once per turn: you can discard 1 card; destroy 1 monster your opponent controls. This card cannot attack the turn you activate this effect.
    2300/1800
     
    Sanctuary of the Four Horsemen
    Continuous Spell
    If a Horsemen Counter(s) is placed on a card(s), (except "Sanctuary of the Four Horsemen") you can place 1 Horsemen Counter on this card. All "Four Horsemen" monsters you control gain 100 ATK and DEF for each Horsemen Counter on this card.
     
    The Gold Stone of Legend
    WIND *
    Dragon/Tuner/Effect
    When this card is Normal Summoned, you can Special Summon all monsters in your Pendulum Zones, and if you do, this card's level becomes the combined levels of all the monsters Special Summoned by this effect. If this card is in the Graveyard and you control a "Gold-Eyes Dowsing Dragon", you can discard 1 card; Special Summon this card from your Graveyard, but it is not treated as a tuner.
    100/100

     

    Part 2:

    Spoiler
    Heretic's Exile
    Continuous Trap
    (This card is always treated as a "Section XIII" card)
    Monsters in your opponent's possession are also always treated as DARK monsters. If a "Section XIII" monster you control battles a LIGHT or DARK monster, you can send the top 2 cards from your Deck to the Graveyard to banish it before damage calculation.
     
    Protozord
    EARTH *****
    Machine/Effect
    If this card is Normal Summoned without tribute, for the rest of the turn, you can Normal Summon Machine-type monsters with 1 less tribute. You can destroy this card and 1 other card you control; Special Summon 1 "zord" monster from your Deck. It is treated as if it were Normal Summoned.
    0/0
     
    Overheating Explosion
    Trap
    Target 1 monster you control; destroy it. If the target was a Machine-type card, you can then target 2 cards your opponent controls; destroy them.
     
    War of Warp Drives
    Quick-play Spell
    Special Summon 1 "Space Cruiser" monster from your hand. Then, Special Summon 1 "Space Cruiser" monster from your Deck to your opponent's side of the field with a higher level than the first monster.
     
    Shivergami Vitals
    WATER ****
    Fiend/Effect
    Once per turn, you can target up to 2 Spell/Trap cards on the field, discard the same number of cards; banish those targets. Those targets cannot be activated in response to this effect. If this card is discarded (except by the effect of "Shinigami Vitals"): you can banish up to 5 cards from both players' Graveyard; gain 200 LP for each card banished by this effect.
    1800/1000
     
    Penumbral Fair Maintenance Cleaner
    DARK 6*
    Spellcaster/Effect
    You can Special Summon this card (from your hand) by returning all "Penumbral Fair" cards you control to the hand. This card's ATK becomes 500 x the number of cards returned to Summon it. While this card is face-up on the field, "Penumbral Fair" Spell/Traps cannot be destroyed. Once per turn, you can equip this card to a "Penumbral Fair" monster you control, OR unequip it to Special Summon this card in face-up Attack Position. A monster equipped with this card gains 500 ATK whenever a monster returns from the field to the hand. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)
    0/2000
     
    Orders of the Malicious Empire
    Trap
    Equip this card to 1 "Malicious Empire" monster you control. That monster gains 1000 ATK and cannot be destroyed by card effects. Your opponent cannot activate cards or effects when the equipped monster declares an attack and it inflicts piercing damage. If this card is sent from the field to the Graveyard, you can banish it and target 1 face-up card on the field and 1 "Malicious Empire" monster you control; equip the first target to the second.
     
    Selective Hunting
    Trap
    The next effect your opponent resolves this turn becomes "destroy 1 Spell/Trap your opponent controls". If your opponent Special Summons a monster from the Extra Deck while you control no monsters Special Summoned from the Extra Deck, you can Set this card from the Graveyard. You can activate this card the turn it was Set by this effect, but if you do, banish it when it leaves the field.
     
    Keeper of the Brimstone Bellows
    DARK ****
    Pyro/Effect
    When this card is Normal Summoned: you can send 1 "Brimstone" card from your Deck to the Graveyard. If a "Brimstone" card would inflict effect damage to your opponent, you can increase that damage by 300. You can shuffle this card and 3 other "Brimstone" cards into your Deck; draw 1 card. You can only use this effect of "Keeper of the Brimstone Bellows" once per turn.
    500/1000
     
    Hive Harvester - Colonizing Scout
    EARTH ***
    Scale: 4&lt;&gt;4
    Insect/Pendulum/Effect
    PE: You can target 1 level 3 pendulum insect-type monster in your Graveyard; Special Summon it, but destroy it during your End Phase. Also, banish all cards that would be sent to your Graveyard for the remainder of the turn.
    ME: If you control no monsters, you can Special Summon this card from your hand. You can shuffle 3 level/rank 3 insect-type monsters into your Deck; add 1 level 3 insect-type monster from your Deck to your hand. You can only use this effect of "Hive Harvester - Colonizing Scout" once per turn. While you control a face-up “Hive Harvester - Absolute Queen”, this card gains this effect:
    -You can Normal Summon 1 insect-type monster in addition to your Normal Summon/Set.
    600/1700
     
    Shiroken Kunoichi Tsubaki
    LIGHT *****
    Warrior/Effect
    Pay 1000 LP and target 1 "Shiroken Kunoichi" monster you control while this card is in the Graveyard; return that target to the hand and, if you do, Special Summon this card, but its name becomes the name of the target while it was on the field. Once per turn, if there are no Spell/Traps in your Graveyard, you can Special Summon any number of monsters from your hand whose name is the same as this card's.
    2150/1050
     
    Volt Satellite Recycling
    Quick-play Spell
    This card can be used to Ritual Summon any "Volt Satellite" Ritual Monster. Tribute any number of Ritual Monsters in your hand or side of the field, then Special Summon the same number of "Volt Satellite" Ritual Monsters from your hand. If a "Volt Satellite" monster(s) is shuffled into your Deck: You can add this card from your Graveyard to your hand OR inflict 500 damage to your opponent. You can only activate this effect of "Volt Satellite Recycling" once per turn.
     
    Hashtag Warrior Gangup
    Trap
    If all "Hashtag Warrior" monsters you control have less ATK or DEF than their original ATK/DEF, return their ATK/DEF to their original amount. Also, if your opponent controls less monsters than you, the ATK and DEF of all face-up monsters they control becomes 0.
     
    Union Legion
    Continuous Spell
    Once per turn, you can equip 1 monster you control with an appropriate Union monster from your hand. Any number of Union monsters can be equipped to a single monster regardless of card conditions. If you control 1 monster equipped with 3 or more Union monsters, you can send this card to the Graveyard; destroy all cards your opponent controls.
     
    Kintsukuroi Hanoi
    Continuous Trap
    If you control a "Kintsukuroi" monster, your opponent cannot target the monster(s) you control with the lowest ATK with attacks or card effects. If a "Kintsukuroi" card(s) you control is destroyed: you can Special Summon 1 "Kintsukuroi" monster from your hand. If this card is destroyed: Draw 1 card. You can only activate each effect of "Kintsukuroi Hanoi" once per turn.
     
    Grimmoire Fantasy
    Trap
    Target 1 monster you control; if that target is face-down, flip that target face-up. If the target was a "Grimmoire" monster, destroy it. If this Set card is destroyed, you can place 1 "Grimmoire" monster from your Graveyard into an empty Spell &amp; Trap Zone on either player's side of the field.
     
    Magnificent Steed
    Equip Spell
    Equip only to a "Psychic Empire" monster. The equipped monster can attack twice per turn. If the equipped monster destroys a monster by battle, you can place 1 Empire Counter on this card. If the equipped monster would be destroyed (by battle or by card effect), you can remove 2 Empire Counters from this card instead.
     
    LOSER Stalker
    FIRE ***
    Psychic/Effect
    If this card is added to the hand, you can Special Summon it. You can only Special Summon 1 "LOSER Stalker" per turn this way. If this card is Special Summoned, banish the top 2 cards of your opponent's Deck. If this card is sent from the field to the Graveyard, you can Set 1 "LOSER" Spell/Trap from your Graveyard.
    1400/100
     
    Dual-Headed Imugi
    FIRE 7*
    Wyrm/Synchro/Spirit/Effect
    1 Wyrm-type tuner + 1 or more non-tuner monsters
    Cannot be Special Summoned except by Synchro Summon. When this card is Synchro Summoned, you can banish 1 Wyrm-type monster from your Graveyard; this card gains 1000 ATK and is unaffected by your opponent's card effects this turn. This card can attack twice. During the End Phase, return this Synchro Summoned card to the Extra Deck, and if you do, you can Special Summon up to 2 level 5 or lower Wyrm-type monsters from your Graveyard.
    2200/2800
     
    Sorcery Hydra Mwor Odow
    DARK ****
    Reptile/Effect
    When this card is added to your hand, except by drawing, you can Special Summon it. Once per turn, you can target 1 level/rank 4 or lower monster your opponent controls: tribute this card; take control of that target until the End Phase.
    1000/0
     
    Amazoni Bout
    Normal Trap
    Target 1 "Amazoni" monster you control and 1 monster your opponent controls; conduct battle between those two monsters. If, when this card is activated, you control "Amazoni Brawler", or a Fusion monster that lists "Amazoni Brawler" as Material, you can swap the ATK and DEF of the targets before damage calculation. Also, monsters you control cannot be destroyed by Spell/Trap effects until the end of the turn.
     
    Leaping into Action
    Continuous Spell
    Once while this card is face-up, if a "Show Jumper" monster you control is returned to your hand; you can excavate the top 3 cards from your Deck. You can Special Summon 1 "Show Jumper" monster from among those cards. Send the rest to the Graveyard. You can Special Summon this card as a Normal monster (this card is NOT treated as a Spell card) with the name "Show Jumper Ho'okele" (Pyro-type/LIGHT/Level 5/ATK 0/DEF 2500). You can only use this effect of "Leaping into Action" once per turn.
     
    Skyship Docks
    Continuous Trap
    Once per turn you can either:
    - Target 1 "Skyship" monster you control: send 1 "Skyship" monster from your Deck to the Graveyard; place 1 Skyship Counter on that target.
    - Remove 1 Skyship Counter from 1 monster you control; Special Summon 1 "Skyship" monster from your Graveyard.
    If this face-up card is sent from the field to the Graveyard; add 1 "Skyship" monster from your Graveyard to your hand.
     
    Knightmare Jester
    DARK *
    Fiend/Effect
    Cannot be used as an Xyz Material for an Xyz Summon. If your opponent controls a monster, and all the monsters (if any) on your side of the field and in your Graveyard are DARK (and only DARK), you can Special Summon this card from your hand. This card gains 1000 ATK for every "Knightmare" monster you control. If your opponent Summons a LIGHT monster, you can Special Summon 1 "Knightmare" monster from your Deck.
    0/0
     
    Pride la Rosa Negra
    Quick-play Spell
    Target 1 Xyz monster you control; detach all its Xyz Materials (if any), and if you do, banish them. Then, Special Summon 1 "De la Rosa Negra" Xyz monster with a lower rank than that target and attach the target to it as Xyz material (this Special Summon is treated as an Xyz Summon).

     

    Part 3:

    Spoiler
    Brethren of the Scythe - Tsetse
    DARK R***
    Warrior/Xyz/Effect
    3 level 3 monsters
    Once per turn, you can target 1 face-up card on both player's fields and detach 1 Xyz Material from this card; destroy the first target, and if you do, negate the effect of the second target. If this card is destroyed while it has Xyz material, you can draw 1 card for each Xyz material it had on it when it was destroyed, then discard 1 card.
    2000/800
     
    Exlipse Madd Doc
    WATER ***
    Reptile/Effect
    Cannot be used as Fusion, Synchro, or Xyz Material. Cannot be Normal Summoned, unless you control a face-up "Exl" monster. When this card is Normal Summoned, you can Special Summon 1 "Exl" monster from your Graveyard. If your opponent takes damage from the effect of an "Exl" card, you can increase your LP by the same amount, and if you do, this card gains that amount of ATK and DEF until your opponent's next End Phase.
    800/1600
     
    Flarem Server Hena
    FIRE *
    Spellcaster/Effect
    You can pay 500 LP; Special Summon 1 "Flarem" monster from your hand and equip this card to that monster. A monster equipped with this monster does not have to pay LP to activate its effects and it cannot be destroyed by battle. If this card is sent from the field to the Graveyard, you can either:
    - Target 1 monster you control; equip 1 "Flarem" equip spell to that target.
    - Add 1 "Flarem" Spell from your Deck or Graveyard to your hand.
    500/100
     
    Paralyzing Bola
    Equip Spell
    When this card is activated, declare an Attribute. If the equipped monster's original Attribute is the one declared, negate its effects and it loses 500 ATK and DEF. If the equipped monster's original Attribute is different than the one declared, its Attribute becomes the declared Attribute. If this card is destroyed while equipped, you can add 1 "Paralyzing Bola" from your Deck to your hand.
     
    Plaguespreading Archfiend
    DARK 10*
    Fiend/Effect
    This card's effects cannot be negated. This card is unaffected by Spell/Trap cards you control. This card cannot be Normal Summoned/Set. This card can only be Special Summoned by Setting any number of "Plague of" cards on the field. This card's original ATK and DEF becomes 1000 x the number of cards Set on its Summon. Once per turn, during either player's turn, if your opponent activates a card effect, you can banish 1 card in your hand; that effect becomes: destroy 1 "Plague of" card your opponent controls. You cannot activate this card's effects if you control no "Plague of" cards.
    ?/?
     
    Hideout of the Outlaw of the Frontier
    Continuous Spell
    If a monster is Special Summoned during the End Phase, it is unaffected by your opponent's Spell/Trap cards until your next Standby Phase. Once per turn, during either player's turn, if your opponent targets 1 "Outlaw of the Frontier" monster you control with a card effect: you can pay 500 LP; destroy that target, and if you do, you can Special Summon 1 "Outlaw of the Frontier" monster from your Deck with lower ATK than that target.
     
    Gimmicky Archetype
    Continuous Spell
    Once per turn: if you add an "AGM" monster to your hand, you can Special Summon it. Each player can Special Summon a number of times equal to the number of monsters they control with different Types and Attributes. During the End Phase, if all monsters you control (min. 2) are different Types and Attributes: Banish a number of cards from the top of your opponent's Deck equal to the number of monsters on the field.
     
    Falchion Grounds
    Field Spell
    Negate this card's effects unless you control a "The Falchioner". Once per turn, if a "Falchioner Bird" is sent to the Graveyard; draw 1 card. If a "Falchioner Bird" card is activated, place 1 Dropping Counter on this card. Monsters you control gain 100 ATK for each Dropping Counter on this card. If this card is targeted by a card effect, you can remove all Dropping Counters from this card; change that target to another appropriate target OR negate that effect.
     
    Paper Gangsta Holla Holla
    WIND **
    Plant/Effect
    If this card is Summoned, you can Special Summon 1 Paper Gangsta monster from your hand or Graveyard, and if you do, both monsters' levels becomes equal to the combined levels of the two monsters. An Xyz Monster that was Summoned using this card as Xyz Material gains this effect:
    - Once per turn, you can send a number of cards from the top of your opponent's Deck to the Graveyard equal to the number of Xyz Materials this card has, and if you do, this card gains 100 AYK for each.
    1200/0
     
    Tiki of Defense
    EARTH ***
    Rock/Effect
    While this card is in the Graveyard, all Rock-type monsters you control gain 300 ATK and DEF. During either player's turn, if a Rock-type monster(s) you control would be destroyed by a card effect, you can banish this card from your Graveyard; Rock-type monsters you control cannot be destroyed by card effects until the next End Phase.
    1000/1000
     
    Fatedge Noble
    LIGHT 4*
    Warrior/Effect
    When this card is Summoned: Banish 1 "Fatedge" monster and 1 "Fatedge" Equip Spell from your Deck. During the End Phase, Special Summon the banished monster and, if you do, equip the banished equip spell to it. If you would Xyz Summon a Warrior-type monster, you can treat this card as a level 5 monster.
    1900/1500
    &nbsp;
    Carnevil Hiring
    Continuous Spell
    Once per turn, you can target 1 monster you control; destroy that target, and if you do, Special Summon 2 monsters from your Deck whose ATK adds up to the destroyed monster's and whose DEF is the same as the destroyed monster's. If this face-up card is destroyed, you can banish it; place 1 "Carnevil" monster from your hand, Graveyard, or face-up in your Extra Deck into an empty Pendulum Zone.
     
    Ancient Cremation Urn
    Continuous Trap
    Special Summon this card in Defense Position as an Effect Monster (Rock-Type/FIRE/Level 5/ATK 0/DEF 2600). (This card is also still a Trap Card.) During the End Phase, send 1 FIRE monster to your Graveyard or destroy this card. If you Summon a "Sacred Ash" monster from your Graveyard, gain 500 LP.
     
    Linear Stadium
    Field Spell
    When this card is activated, you can target 1 monster you control; move it to any open monster zone on your side of the field. If a monster has no other monsters in its column, that monster can only attack directly. If a monster has another monster in its column, that monster cannot target another monster for a battle or card effects.
     
    Cookie Shop Aroma
    Continuous Spell
    Once per turn, during either player's turn, you can target 1 monster you control; banish it until the End Phase, and if you do, gain LP equal to its ATK or DEF (whichever is lower). If your LP is higher than your opponent's, your opponent can only target the monster you control with the highest ATK for attacks or card effects.
     
    Jackbot - KRPS
    DARK 2*
    Machine/Tuner/Effect
    During your Main Phase: you can roll a six-sided die and apply the appropriate effect:
    -Odd: Special Summon 1 "Jackbot" monster from your hand.
    -Even: Special Summon 1 "Jackbot" monster from your Graveyard.
    You can only Special Summon "Jackbot" monsters for the rest of the turn after this effect was activated. You can use this card's effect times the number of face-up "Jackbot - KRPS" you control per turn. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.
    200/0
     
    Fader Trader
    Spell
    Target 1 monster you control; return it to your hand and, if you do, you can Special Summon 1 monster from your hand with an equal or lower level than the target's on the field but a different name. If you Special Summon a level 5 or higher monster this way, you can Normal Summon level 5 or higher monsters with 1 less tribute until the End Phase.
     
    Arcandy Gumdrop Teacher
    DARK 5*
    Fairy/Effect
    If your opponent controls more monsters than you do, you can Normal Summon this card without tributing. When this card is Normal Summoned, you can discard 1 "Arcandy" card; draw 2 cards. Once per turn, you can activate this effect: Fusion Summon 1 "Arcandy" Fusion monster by banishing monsters you control or are in your Graveyard.
    2100/1500
     
    Genome Observer
    EARTH ***
    Psychic/Effect
    If this card is Normal or Special Summoned, you can add 1 "Genome" Spell/Trap from your Deck to the hand. You can only Xyz Summon monsters from the Extra Deck the turn you activate this effect.
    1000/1000
     
    Nightmare Engine Nyctos
    DARK 10*
    Machine/Effect
    If this card is Special Summoned, you can send 1 "Nightmare Engine" monster from your hand or Deck to the Graveyard; inflict 1000 damage to your opponent. If this card is sent to the Graveyard, you can target 1 "Nightmare Engine" monster in your Graveyard; add it to your hand. You can only activate each effect of "Nightmare Engine Nyctos" once per turn.
    3000/3000
     
    Rapid Deployment
    Quick-play Spell
    Special Summon 1 "Graceful Rage" monster from your hand but it cannot attack this turn. You can banish this card from your Graveyard; add 1 "Graceful Rage" monster from your Deck to your hand. You can only use each effect of "Rapid Deployment" once per turn.
     
    Collateral Damage from the Dark Rivalry
    Spell
    Target 1 monster on the field; tribute it, and if you do, Special Summon 1 "Dark Rival" monster from your Deck whose level is less than or equal to 1 higher than the tributed monster's level/rank.
     
    Ironflesh Marksman
    EARTH ***
    Fiend/Flip/Effect
    FLIP: You can target 1 card on the field; return it to the top of its owner's Deck.
    When this card is Normal Summoned, you can target 1 monster your opponent controls; change it to attack position. Also, that monster cannot be tributed or be used as material for the Summon of an Extra Deck monster. Also, it must attack during the Battle Phase. You can only use this effect of “Ironflesh Marksman” once per turn. Once per turn, when this face-up card is targeted for an attack: Change this card and the attacking monster to face-down Defense Position.
    1000/1800
     
    Sunbeast Calling
    Spell
    If you control no monsters, Special Summon 1 "Sunbeast" monster from your Deck but destroy it during your End Phase. During your Main Phase, except the turn this card is sent to the Graveyard, you can banish this card from your Graveyard; Special Summon 1 "Sunbeast" monster from your hand.
     
    Nyxless Disciple
    DARK *****
    Psychic/Effect
    This card is treated as a LIGHT monster, also its original ATK becomes 1600. You can Normal Summon this card from your hand without tributing. The effects of other monsters you control are negated but increase their ATK and DEF by 400. Once per turn, you can discard 1 card; negate this card's effects until the End Phase.
    2400/1000

     

    Part 4:

    Spoiler
    Showcase Wardrobe Malfunction
    Trap
    Target 1 "Showcase Master" monster you control, 1 "Showcase Master" Pendulum Spell, and 1 "Showcase Master" monster in your Graveyard. Return the first target to your hand, and if you do, Special Summon the second target, and if you do that, place the third target in an empty Pendulum Zone. You can banish this card from your Graveyard; shuffle any number of "Showcase" cards from your side of the field or Graveyard into your Deck: then inflict 100 damage for each card.
     
    Elemental Meditation
    Spell
    Activate 1 of the following effects:
    -Send 1 Spell/Trap from your Deck to the Graveyard that has "Elemental Sorceress" in its card effect. This effect becomes the sent card's effect.
    -Send 1 "Elemental Sorceress" monster from your hand to the Graveyard; Special Summon 1 "Elemental Sorceress" monster from your Deck with the same name as the sent monster.
     
    Vanadis' Sacrificed Honor
    Continuous Trap
    During each player's Standby Phase, discard 1 "Vanadis" card or destroy this card, then you can activate 1 of the following effects:
    -Until the End Phase, when your opponent gains LP, they lose 1000 LP.
    -Until the End Phase, if your opponent adds a card(s) to their hand, they must discard 1 card.
    -Until the End Phase, if your opponent Special Summons a monster, you can Special Summon 1 "Vanadis" monster from your hand or Graveyard (except a Synchro monster).
    If the chosen effect does not activate this turn, destroy this card.
     
    Zodiac Sky Prison
    Counter Trap
    If your opponent activates a Spell/Trap card or effect; you can remove 1 Zodiac Counter from yourself; negate that card or effect and destroy it. If 3 or more Zodiac Counters are removed from you at the same time, you can Set this card from your Graveyard, but banish it when it leaves the field.
     
    RI-ON REVERSE BREAK
    Trap
    Activate 1 of the following effects:
    - Add 2 "RI-ON" cards from your GY to your hand.
    - Special Summon 1 "RI-ON" monster from your GY.
    Banish this card when it leaves the field.
     
    Stage HERO Il Capitano
    WIND 8*
    Warrior/Effect
    If your opponent controls 2 or more cards that you originally owned, you can Special Summon this card from your hand. This card's ATK is equal to the amount of cards your opponent controls that you originally possessed x 1000. You can tribute this card; banish 2 "Stage HERO" monsters from your Deck. During the End Phase, for each banished card you can either add it to your hand, Special Summon it, or place it into your Pendulum Zone(s).
    ?/2000
     
    Pitbrood Eagle
    DARK *
    Winged Beast/Effect
    If your opponent controls more monsters than you when this card is Normal or Special Summoned, they must return monsters to their hand until they control the same number as you. If they do, those monster zones cannot be used until the next player's End Phase.
    500/500
     
    Moth Princess Cannibalism
    Continuous Spell
    Once per turn, during the Standby Phase, target 1 Insect monster on the field; banish 1 monster from your side of the field or either player's GY. That target gains levels equal to the level/rank of the banished monster. If a monster's level would become higher than 12 this way, its level is treated as 12. During your Main Phase, you can banish this card and 1 Insect monster with a level from your GY; Special Summon 1 "Moth Princess Husk Token" (Insect/WIND). The token's level, ATK, and DEF are equal to the banished monster's.
     
    Highlander Deity
    DARK 10*
    Fiend/Synchro/Effect
    1 Fiend tuner + 1 non-tuner Synchro monster
    Once per turn, during the Standby Phase, you can target 1 "Highlander" monster in your GY; equip it to 1 monster on the field. "Highlander" monsters are unaffected by Spell/Trap effects while equipped with a card. If a monster on the field would be destroyed (by battle or card effect), you can destroy 1 Fiend monster from your Deck instead.
    3500/1200
    &nbsp;
    Hyath, the Unfallen Champion
    DARK 10*
    Fairy/Effect
    THis card cannot be Normal Summoned/Set. This card cannot be Special Summoned except by the effect of a "Fallen Champion" card. If a "Fallen Champion" monster is destroyed while this card is in your hand or GY, and you have 4 or more "Fallen Champion" monsters with different names in your GY; you can Special Summon this card. If this card is Special Summoned this way, you can send half your Deck to the GY (rounded up) and if you do, halve your opponent's LP. If this card is destroyed, you can shuffle 5 cards from your GY into your Deck; Set 1 "Fallen Champion" Spell/Trap from your GY.
    3000/3000
     
    Cerebrite Tracer
    LIGHT **
    Psychic/Effect
    During your Main Phase: You can Special Summon 1 "Cerebrite Token" (Psychic-Type/LIGHT/Level 1/ATK 0/DEF 0). During either player's turn, you can pay 1000 Life Points to activate this effect: Each player chooses 1 monster they control and switches control of those monsters with each other. You can only activate 1 of these effects of "Cerebrite Tracer" once per turn. If control of this card is switched, the new controller cannot add cards from their Deck to their hand for the remainder of the turn.
    400/400
    &nbsp;
    Inaudible Resonant Chamber
    Field Spell
    When this card is activated; take 1 "Inaudible Resonation" monster from your Deck and either add it to your hand or send it to the GY. You can return 1 Normal Summoned "Inaudible Resonation" monster to your hand; Special Summon 1 "Inaudible Resonation" monster from your hand with a different name than the returned card. You can only activate each effect of this card's name once per turn.
     
    Supersonic Blitz
    Quick-play Spell
    Target 1 card you control with Speed Counters: remove any number of Speed Counters from that target; destroy Spell/Trap cards on the field equal to the amount of Counters removed. Until the End Phase, the target's effects are negated and if the target was a monster, its ATK and DEF become 0.
     
    BlasterCube Mass Production
    Trap
    When a "BlasterCube" monster is Special Summoned, activate 1 of the following effects:
    -Destroy up to 2 face-up cards on the field.
    -Special Summon up to 2 "BlasterCube" monsters from your hand or Deck with the same name as the Summoned monster.
     
    Samurai Zombie Nation - Nobu
    DARK 10*
    Warrior/Effect
    While you control a face-up monster that is not Zombie or Warrior-Type, this card cannot activate its effects (anywhere). While this card is face-up on the field, in the Graveyard, or banished, this card is also treated as a Zombie-Type monster. This card cannot be Normal Summoned/Set. This card must first be Special Summoned by tributing 1 Zombie Synchro you control. This card gains 200 ATK for every banished Zombie monster. Once per turn, you can target 2 Zombie monsters in your GY; banish the first target, and if you do, Special Summon the second target, but it cannot attack this turn. If this card is banished, you can either send all other banished cards to your GY or banish all cards in your GY.
    2000/0
     
    Widowmaker - Blanc
    DARK 4*
    Warrior/Effect
    Cannot be Normal Summoned/Set. If this card is Special Summoned by the effect of a "Widowmaker" card, you can Set 1 "Widowmaker" Spell/Trap from your GY. You can only activate this effect of this card's name once per turn. Once per turn: you can discard 1 card; flip 1 face-up monster into face-down defense position. It cannot change battle positions (except by a card effect), also it does not prevent you from attacking your opponent directly.
    1700/1500
    &nbsp;
    ICBM Cavalry Sub Model "Ferdinand"
    FIRE 5*
    Machine/Effect
    You can discard this card, then target 1 monster your opponent controls; banish that target, and if you do, inflict damage to your opponent equal to the difference between this card's ATK and that target's ATK. This card cannot be destroyed by battle and your opponent takes all battle damage you would take from battles involving this card. If an opponent's monster declares a direct attack: You can Special Summon this card from your hand, and if you do, your opponent must attack this monster with all monsters they control that can declare an attack. &nbsp;If you activated this effect, destroy all monsters you control during the End Phase. You can only use each effect of this card's name once per turn.
    1000/200
    &nbsp;
     
    Living Trinkets
    Quick-play Spell
    (This card is always treated as a "Trinketerror" card.)
    Activate if you control 1 or more Equip Spells. &nbsp;Special Summon any number of the Equip Spells as Normal Monsters (Machine-type/DARK). &nbsp;The level, ATK, and DEF of the Summoned monsters is equal to the monster's that it was equipped to. &nbsp;Your opponent takes no further damage the turn you activate this card.
    &nbsp;
     
    AGM Avenger Final Gambit
    Continuous Spell
    You can only activate this card by discarding your hand (min. 1). All "AGM" Monsters and monsters Summoned using "AGM" Monsters as material you control gain 1000 ATK and DEF, inflict piercing damage, and your opponent cannot activate cards or effects when they declare an attack. Banish any effect monster that would be sent from the field to the GY. Banish 3 cards from your GY during the End Phase or destroy this card. If this card is destroyed, take 3000 damage.
     
    Solo Ritualist
    LIGHT 8*
    Fiend/Synchro/Effect
    1 tuner + 1 or more non-tuner monsters
    For this card's Synchro Summon, you can treat a Ritual Monster you control as a Tuner. If this card is Synchro Summoned using a Ritual Monster as material, you can destroy all monsters your opponent controls that were Special Summoned from the Extra Deck. If this card is sent to the GY, you can discard 1 Ritual Monster or Ritual Spell; draw 2 cards.
    2950/2000
     
    Wilonka Sugar Case
    LIGHT 5*
    Rock/Effect
    When this card is Normal or Special Summoned, you can target 1 "Wilonka" monster you control; Special Summon 1 "Wilonka" monster from your GY with a lower level than the target. A "Wilonka" monster Tribute Summoned by Tributing this monster gains the following effect: 
    -If a monster your opponent controls is removed from the field, you can send 1 "Wilonka" card from your hand or deck to the GY.
    1000/2600
     
    Ghastly Terrorganization
    Spell
    Target 1 "Ghastly Terror" monster you control; its effects are negated, also, its ATK becomes 0. If it does, activate 1 of the following effects:
    - Give control of the monster to your opponent,then you can Special Summon 1 fiend monster from your hand or GY.
    - Add 1 fiend monster from your Deck to your hand whose ATK is less than or equal to the ATK the target lost.
    Neither player takes battle damage until the end phase after this card is activated. You can only activate 1 "Ghastly Terroganization" per turn.

     

    Part 5:

    Spoiler

    Hell Stinger - Exo-Armor
    Continuous Trap
    You can only control 1 "Hell Stinger - Exo-Armor".  Other "Hell Stinger" cards you control cannot be destroyed by card effects except by the effects of "Hell Stinger" cards.  If this card is destroyed: you can send 1 "Hell Stinger" card from your Deck to the Graveyard. You can destroy 1 monster you control: Special Summon this card as an Effect Monster (Insect/FIRE/Level 6/ATK 800/DEF 2800) with this effect:
    - During the End Phase: inflict 500 damage to both players.
    https://forum.yugioh...p-hell-stinger/
     
    Simplatoon Battleground Advantage
    Continuous Spell
    During either player's turn, if a monster effect is activated: you can negate that effect.  You can only control Normal Monsters to activate and resolve this effect.  You can only activate this effect of "Simplatoon Honorable Combat" once per turn.  All "Simplatoon" monsters gain 100 ATK for each Continuous Spell card you control.
    https://forum.yugioh...support-part-2/
     
    Wyvernite Irradiated Egg
    FIRE *
    Rock/Effect
    Dragon Gemini monsters you control are treated as effect monsters and gain their effects.  If a Fusion Monster you control is removed from the field: you can Fusion Summon 1 monster by banishing this card and any number of "Wyvernite" monsters in your Graveyard as Fusion Material.
    100/400
    https://forum.yugioh...-normalpalooza/
     
    Hearts Riding Club Discipline
    Continuous Spell
    If a "Hearts Riding Club" Beast monster is Special Summoned: you can target that monster, then target 1 "Hearts Riding Club" Spellcaster monster in your Graveyard; Special Summon the second target, and if it has the same Attribute as the first target, you can draw 1 card. Shuffle any monster Special Summoned by this effect into your Deck when it leaves the field.  You can only use this effect of "Hearts Riding Club Discipline" once per turn.
    https://forum.yugioh...riding-club-15/
     
     
    Achacha Fencer
    FIRE ***
    Warrior/Effect
    If your opponent controls a monster(s), you can target 1 of those monsters: Special Summon this card from your hand to the same column as that target, and if you do, inflict damage to your opponent equal to half the difference between this card's ATK and that target's.
    1400/200
    https://forum.yugioh...types-one-2727/
     
     
    Tidarii, Supporter of the Arachne Pirates
    WATER ***
    Insect/Effect
    If your opponent adds a card(s) to their hand (except during the Draw Phase), you can Special Summon this card, and if you do, activate this effect: Your opponent must return that card(s) to the bottom of the Deck.  Your opponent can choose not to send the card(s), but if they do, monsters you control with 1900 or less ATK can attack directly during your next battle phase, also return this card to your hand.  Your opponent can only choose not to send cards to the bottom of their Deck by the effect of "Tidarii, Supporter of the Arachne Pirates" once per turn.
    500/1200
    https://forum.yugioh...ne-pirate-1313/
     
    Matador's Main Attraction
    Continuous Spell
    When a "Matador" monster is Summoned: place 1 Counter on this card.  Non-"Matador" monsters lose 100 ATK and DEF for each Counter on this card.  Once per turn (Quick Effect), you can remove Counters from your side of the field to activate these effects:
    - 2 Counters: Special Summon 1 "Matador" monster from your hand to either player's side of the field
    - 4 Counters: Add 1 "Matador" card from your Deck to your hand except "Matador's Main Attraction"
    - 6 Counters: Special Summon 2 "Matador Attendant Tokens" (Warrior/DARK/Level 1/ATK 0/DEF 0) on either player's side of the field and each time 1 is destroyed, your opponent takes 300 damage.
    https://forum.yugioh...s-written-1112/
     
    Raptor Ace Recycled Materials
    Spell
    Send 1 "Raptor Ace" card from your Deck to the Graveyard (except "Raptor Ace Recycled Materials"), and if you do, Special Summon 1 "Raptor Ace Token" (WIND/Dinosaur/Level 1) with the effect that the original ATK and DEF are equal to its level x400.  If a "Raptor Ace" monster you control destroys an opponent's monster by battle, you can either:
    - Banish this card and target 1 "Raptor Ace" card in your Graveayrd; add that target to your hand.
    - Shuffle this card into your Deck; draw 1 card.
    You can only activate 1 effect of "Raptor Ace Recycled Materials" per turn and only once that turn.
    https://forum.yugioh...ts-agm-written/
     
    De-scent into Chaos
    Spell
    Target 1 Synchro Monster you control; return it to the Extra Deck, and if you do, you can Special Summon 1 DARK "Chaotic" Tuner monster from your hand or Graveyard, and if you do that, you can Special Summon 1 "Negative Chaos Token" (LIGHT/Fiend).  Its level is equal to the difference between the target's level and the Summoned monster's level.  If you targeted a "Chaos Synchro" monster: you can draw 1 card.
    https://forum.yugioh...-chaos-synchro/
     
    (Ok, I'll admit.  This is the only archetype I've made legacy support for in which I haven't read all the cards.  Should be pretty obvious why tho.)
     
    Logicangel Graduation
    Trap
    You can increase the levels of each "Logicangel" monster you control by up to 2 until the End Phase (even if those cards leave the field).  If you control 5 "Logicangel" monsters with different levels: you can banish this card from the Graveyard; destroy all cards your opponent controls.  You cannot activate this effect the turn this card was sent to the Graveyard.
    https://forum.yugioh...es-agm-written/
     
    Zula's Aggressive Strike
    Trap
    Target 1 "Zula" Monster you control and 1 monster your opponent controls: conduct battle between those targets.  If you inflict battle damage by this effect: you can add up to 2 "Zula" monsters from your Graveyard to your hand.  If you take damage by this effect: you can Special Summon 2 "Zula" monsters from your Deck.  You can only activate 1 "Zula's Aggressive Strike" per turn.
    https://forum.yugioh...ucational-1111/
     
    Prysm Indigo
    WATER 7*
    Spellcaster/Fusion/Effect
    2 "Prysm" monsters
    You can Fusion Summon this card by returning the above fusion materials you control to your Deck.  "Prysm" Spell/Trap cards cannot be targeted by your opponent's card effects.  Your opponent cannot activate cards or effects when a "Prysm" monster you control declares an attack.  Once per turn, if a "Prysm" monster gains ATK: you can increase this card's ATK by the amount gained until the End Phase.  If this card is sent to the Graveyard: you can Set 1 "Prysm" Spell/Trap from your Graveyard.
    2500/2000
    https://forum.yugioh...c/366270-prysm/
     
    Faerie Tradesman
    EARTH *
    Fairy/Effect
    You can target 1 banished Fairy monster: Banish this card from your Graveyard; Special Summon that target.  You can target 1 monster in either player's Graveyard: return this banished monster to your Graveyard; banish that target.  You can only activate 1 effect of "Faerie Tradesman" per turn and only once that turn.
    0/1500
    https://forum.yugioh.../364169-faerie/
     
    Envoy of Black Luster - Terra
    EARTH ***
    Warrior/Effect
    If this card is sent to the Graveyard: you can add 1 level 7 or 8 Warrior monster from your Deck to your hand, but it cannot be Normal or Special Summoned this turn.  While this card is in your Graveyard: all EARTH monsters in your Graveyard are also treated as LIGHT and DARK monsters.  If a level 7 or 8 Warrior you control is destroyed by your opponent (by battle or by card effect) while this card is in your Graveyard: you can target 1 card your opponent controls; banish this card and that target.
    800/450
    https://forum.yugioh...-ritual-engine/
     
    Jinx Platform
    Equip Spell
    Special Summon 1 monster from your hand with an effect that includes rolling a six-sided die and equip it with this card.  Once per turn, if the equipped monster activates an effect that rolls a six-sided die: You can re-roll.  Once per turn, if you roll a 6 on a die, until the End Phase the equipped monster gains 600 ATK and DEF and if it destroys a monster(s) (by battle or its own effect): you can draw 1 card.
    https://forum.yugioh...ic/367047-jinx/
     
    Stuffimol Ferocity
    Continuous Spell
    "Stuffimol" monsters you control gain 600 ATK while in Attack Position and they gain 600 DEF while in Defense Position.  If a "Stuffimol" card(s) is shuffled into your Deck, you can target 1 face-up card on the field: send 1 "Stuffimol" monster from your Deck to the Graveyard; return the target to the hand.  You can only activate this effect of "Stuffimol Ferocity" once per turn.
    https://forum.yugioh...stuffimols-agm/
     
    Paraphys Soul Slash
    Trap
    Target 1 Wyrm monster you control and 2 other cards on the field; destroy those targets, and if you do, banish 1 "Paraphys" monster from your Deck.  If you control "Paraphys Stronghold": banish those targets instead.
    https://forum.yugioh...yrm-corruption/
     
    Ytrium Product Alpha-Iso
    LIGHT 6*
    Psychic/Fusion/Effect
    3+ EARTH Psychic monsters
    When this card is Fusion Summoned: you can Set a number of "Ytrium" cards from your Deck to your opponent's side of the field up to the number of Fusion Materials used to Fusion Summon this card.  Those Set cards cannot be activated or flipped face-up and are destroyed during the End Phase of the next turn.  Once per turn, during the End Phase: inflict damage to the non-turn player equal to the number of cards they control x 300.
    2200/2000
    https://forum.yugioh...n-bombers-1111/
     
    Leobold Flamberge
    FIRE 8*
    Wyrm/Effect
    If this card is in your hand: you can destroy 2 other FIRE monsters you control, and if you do, Special Summon this card from your hand or Graveyard.  Once per turn (Quick Effect): you can target 1 face-up monster your opponent controls; send 1 FIRE monster from your Deck to the Graveyard, and if you do, equip this card to that target.  While this card is equipped to a monster by this effect, take control of that monster, also that monster can attack twice during each battle phase.  If this card in the Spell/Trap Zone leaves the field, banish it.
    3000/1000
    https://forum.yugioh...ing-i-guess-77/
     
    Archaevil Corridor
    Field Spell
    When this card is activated: target 2 monster zones on each player's field: treat those Monster Zones as Spell/Trap Zones.  This card cannot be destroyed while you control an "Archaevil" monster.  If you draw an "Archaevil" monster: you can discard it; draw 1 card.
    https://forum.yugioh...written-legacy/
     
    Yollohcoatl Quetzal
    EARTH *
    Winged Beast/Effect
    If you control a Continuous Trap: you can Special Summon this card from your hand or Graveyard, but shuffle it into your Deck if it leaves the field.  Once per turn, if this card is face-up in your Spell/Trap Zone, you can target 1 Winged Beast monster you control; Send this card to the Graveyard, and if you do, Special Summon 1 Winged Beast monster from your Deck with a lower level than that target, but it cannot be used as Material until the End Phase. You can only use each effect of "Yollohcoatl Quetzal" once per turn.  If a Field Spell Card is activated (except during the Damage Step): Apply the appropriate effect, depending on the zone this card is in.
    - Monster Zone: Place this card face-up in your Spell & Trap Zone of its column as a Continuous Trap.
    - Spell & Trap Zone: Special Summon this card to your zone of its column.
    300/250
    https://forum.yugioh...-trapmons-1919/
     
    Haxxer Back-up Data
    Continuous Trap
    Once per turn, if a "Haxxer" monster is sent to the Graveyard: banish it.  If this card leaves the field, add all cards banished by this card to your hand, and if you do, all "Haxxer" monsters you control gain 100 ATK and DEF for each card added to your hand this way.  You cannot Normal or Special Summon non-Haxxer monsters.
    https://forum.yugioh...planet-haxxers/
     
    Merger Contagiel Spread
    Continuous Spell
    If an "of Dorado" monster you control activates an effect, after it resolves, you can equip 1 "Merger" monster from your hand to it.  Your opponent takes all battle damage from battles involving "of Dorado" monsters you control equipped with "Merger" monsters.
    https://forum.yugioh...-monsters-back/
     
    Lunar Breaker - Right-Shoulder Archlord
    LIGHT *
    Scale: 8<>8
    Fairy/Pendulum/Effect
    PE: Once per turn: You can target 2 monsters you control; all the cards equipped to the first target are also treated as being equipped to the second target until the End Phase.
    ME: This card is always treated as a Normal monster, except while equipped with an Equip Card. While equipped with the following number of Equip Cards, this card gains the appropriate effect:
    - 1+: Once per turn: you can add 1 "Lunar Breaker" Trap card from your Deck to your hand.
    - 3+: You can target 1 "Lunar Breaker" monster in your Graveyard; Special Summon that target, and if you do, equip all appropriate Equip Spells from this card onto that target, and if you do that, destroy this card.
    - 5: Once per turn: you can return all Set cards your opponent controls to their hand (Set cards cannot be activated in response to this effect).
    100/500
    https://forum.yugioh...er-written-agm/
     
    Helkoar Shrapnel
    FIRE **
    Rock/Effect
    If this card is shuffled into your Deck from outside it: You can Special Summon this card from your Deck (you can only activate this effect of this card's name once per Chain).  If this card is Normal or Special Summoned: You can target 1 Set Spell/Trap your opponent controls.  That target cannot be activated in response to this effect.  While this card is face-up on the field, that Set card cannot be activated, also destroy it when this card leaves the field.

     

    800/200

    https://forum.yugioh...le-shenanigans/

     

    Xage Contagion
    Continuous Trap
    All battle damage a player takes from non-Aqua-type monsters is halved.  Once per turn: if a Disease Counter is placed on a monster, you can place 1 Disease Counter on all monsters your opponent controls in an adjacent column to that monster.  If this card is sent from the field to the Graveyard: you can remove all Disease Counters from a monster(s) on the field; add 1 "Xage" monster from your Deck to your hand whose level is less than or equal to the number of Disease Counters removed.

     

    Murine Source, Artesia
    WATER ***
    Cyberse/Effect
    If you control no monsters, you can Special Summon this card from your hand.  This card gains 600 ATK and DEF for each other card in this card's column.  If this card is Normal Summoned: you can draw 1 card, and if you do, send 1 card you from your hand or side of the field to the Graveyard, and if you do that, shuffle 1 card from your Graveyard into your Deck.  All face-up "Murine Source" monsters you control gain this effect:
    - Once per turn (Quick Effect): you can reduce the ATK and DEF of all monsters your opponent controls in the same column as this card by 300 x the number of cards in the column until the End Phase.
    1200/0

     

    Blue Lightning Afterimage

    Quick-Play Spell

    You can remove any number of Lightning Counters from a card you control: Special Summon 1 "Blue Thunder Token" (Thunder-type/WATER).  Its level equals the number of Counters removed to summon it, also, its ATK/DEF equals its level x 400.  If a "Blue Thunder Token" would be destroyed, you can destroy 1 other card you control instead.

    https://forum.yugioh...-discards-1616/

     

    Hermit of the Boundless Wind

    WIND ****

    Spellcaster/Effect

    Once per turn: you can shuffle 1 card from your hand into your Deck; Special Summon 1 level 4 or lower WIND monster from your Deck in defense position, but if you do, shuffle this card into your Deck during the End Phase.

    1000/1800

    https://forum.yugioh...g-away-windy-9/

     

    The Hexed One - Herald of Curses

    DARK 8*

    Spellcaster/Fusion/Effect

    1 "Cursebringer" monster + 1 "Cursebringer" Spell/Trap OR Spell/Trap that lists "Cursebringer" in its text

    This card must be Special Summoned from your Extra Deck by banishing the first material from your side of the field and the second material from your Graveyard.  During either player's Standby Phase: you can activate 1 "Cursebringer" Spell/Trap or Spell/Trap that lists "Cursebringer" in its text from your Deck.  If a "Cursebringer" Spell/Trap or a Spell/Trap that lists "Cursebringer" in its text is activated: banish the top 2 cards from your opponent's Deck face-down.

    2300/2900

    https://forum.yugioh...r/#entry7096489

     

    Minicon Rebranding

    Spell

    You can discard up to 2 "Minicon" cards; draw cards equal to the number of cards you discarded +1.  Until your opponent's End Phase, your opponent cannot activate cards or effects in response to the effects of "Minicon" cards you control.  You can only activate 1 "Minicon Rebranding" per turn.

    https://forum.yugioh...brick-or-broke/

     

    Snake Rhythm

    Spell

    If you have 2 cards in your Pendulum Zones: Add 1 Reptile-type Monster from your Deck to your hand whose level is less than or equal to the difference between the Scales.  You can only activate 1 "Snake Rhythm" per turn.

    https://forum.yugioh...-servants-1212/

     

    Tunnelin' Desperado Cave Collapse

    Trap

    Send a number of "Tunnelin' Desparado" cards from your Deck to your Graveyard up to the number of "Tunnelin' Desparado" monsters you control.  You can banish this card from your Graveyard (except the turn it was sent there) and target up to 2 "Tunnelin' Desparado" monsters you control; destroy those targets and all cards in their column.

    https://forum.yugioh...deeper-ditches/

     

    Wingray's Confusion
    Trap
    If a monster your opponent controls activates its effect: you can target that monster; Special Summon 1 "Wingray" monster from your hand or Graveyard. If the summoned monster's Level/Rank is greater than or equal to the target's Level/Rank, you can negate that effect and return the monster to the hand.  If you control no cards, you can activate this card from your hand, but if you do, you can only Special Summon the "Wingray" monster from your hand, also, take damage equal to the Summoned monster's ATK.  You can only activate 1 "Wingray's Confusion" per turn.
     
    Lotus Petalstorm
    Spell
    Excavate cards from the top of your Deck equal to the number of LIGHT Plant-type "Lotus" monsters and "Blossoming Lotus" Spell/Trap cards you control.  Target a number of cards on the field up to the number of LIGHT Plant-type "Lotus" monsters and "Blossoming Lotus" Spell/Traps from among those excavated cards: shuffle those targets into the Deck, and if you do, send those excavated LIGHT Plant-type "Lotus" monsters and "Blossoming Lotus" Spell/Traps to the Graveyard.  Shuffle the rest of the excavated cards into your Deck.  You can only activate 1 "Lotus Petalstorm" per turn.
     
    Brood of Constrictors
    Continuous Spell
    If a card is sent from your opponent's Deck to the Graveyard: You can send 1 card from the top of your Deck to the Graveyard, and if you do, all "Deck Constrictor" monsters you control gain 300 ATK until the End Phase.  During the End Phase: you can discard 1 card; Special Summon up to 2 "Deck Constrictor" monsters that were sent to your Graveyard this turn.  You can only control 1 "Brood of Constrictors".
     
    Raven Heavenly Altar
    DARK ****
    Winged Beast/Effect
    This card is always treated as a "Ravenritual" card.  During the Standby Phase: you can add 1 Ritual Spell from your GY or Banished Zone to your hand.  This card cannot be targeted for attacks or card effects while you control a Ritual monster.  Ritual monsters you control cannot be destroyed by card effects.  If a monster you control is returned to your hand; inflict 1000 damage to your opponent.  You can only use each effect of "Raven Heavenly Altar" once per turn.
    0/2000
     
    Yorishiro Procession
    Spell
    Take 800 damage; send any number of Continuous Spells/Traps you control or in your hand to the Graveyard, and if you do, add an equal number of "Emissary" monsters from your Deck to your hand.  You can only activate 1 "Heralding Yoshiro" per turn.
     
    Herald of Darkness
    DARK **
    Fairy/Effect
    During either player's turn, when your opponent activates a Spell/Trap card or monster effect: You can send this card and 1 Ritual Spell or Ritual Monster from your hand to the GY; negate the activation, and if you do, destroy it.  If you Ritual Summon a DARK Ritual Monster, you can banish this card from your GY as 1 of the monsters required for the Ritual Summon, and if you do, until the End Phase: your opponent cannot activate cards or effects in response to a Ritual Monster's effect.
    300/500
     

     

    I'll need to fix how it's displayed and port over my Konami archetype supports, but I can't do it right this second.  Just wanted to make sure to bring these over at the very least.

     


  14. 23 hours ago, ChampionZero said:

    Curious, but hesitant. Is the connection between Kaiju and Hijacker a matter of manipulating the Kaiju like a video game character, or is there some mind-melding involved? And how does society deal with the obviously hyper-destructive kaiju-battles that no doubt occur regularly?

    Good questions!

    Yeah, hijacking is a mind meld rather than outside remote control.  Action with the kaiju is thought based and hijackers state that it becomes easier to control a kaiju effectively the more you do it.

    While the public knows that the government have these kaiju capture devices, the individuals who control the monsters are kept to absolute secrecy (except in certain locations).  Kaiju fights are usually against wild kaiju and are usually directed to occur outside population centers whenever possible.  Since these kaiju have been popping up for four years now, governments have become especially adept at finding wild kaiju, luring them with light military craft and setting them up for combat with a hijacked kaiju.  The RP title is noting that countries have not considered going to war with these behemoths because mutually assured destruction and all that.

    ...of course, if anyone wants me to run with the World War Kaiju scenario, I'd be down to change things up to that end.

    I'll toss this stuff up in the OP under FAQs.

     


  15. 7 hours ago, Darj said:

    Is it based on a Kaiju creature? Making a Spellcaster Kaiju is fine and all, and they don't allow for a lot of creativity due to their template, so the least you can do is make it as flavorful as possible.

    Yeah, it's supposed to be based on Orga from Godzilla 2000.  Psychic might be better because the monster in the movie is supposed to be telepathic, but I figured I could cheat a little with Spellcaster.  Decided to change a couple things around to add some additional flavor though.


  16. Hello, fine peoples!

    Ok, so this RP is one that a came to me a few months back when I was talking to a friend.  The idea came back to me a few days ago, but I haven't been able to give it much thought until now, so bear with me for a bit since things are still rough around the edges...

     

    Some Backstory

    Spoiler

    4 years ago a new element was discovered on Earth.  It held very few conventional properties of elements that had come before.  Its existence shook the foundations of the scientific community, and, despite its extreme rarity four years ago, more and more chunks of this odd crystalline element were being found by the day.

    4 years ago was also the year that the first kaiju appeared.

    Humanity, despite its confusion at the illogical appearance of these giant monsters, were largely able to kill these creatures before they did permanent damage to infrastructure.  However, it became immediately apparent that the crystals had some connection with the monsters.  A new race ensued.  Every country with means tried to collect and study these crystals and their connections with the kaiju.  As more and more of these crystals were collected, it appeared that more and more kaiju also began appearing.  Some of these kaiju even had unique fantastic traits.

    Two years after this, Japan had its first breakthrough.  They had discovered a means of using the crystals in a way never thought possible.  They created the first kaiju hijack device.

    The kaiju hijack device works exactly as it sounds.  It was a technology that hacked into the mind of one of the monsters by using the crystal element as a conduit to connect the kaiju brain to an outside source.  They initially tried using this to connect the kaiju brain to computers, but they found that computers couldn't process it, and all parts of the system failed.  This led to several euthanized kaiju, many overloaded computers, and an enormous number of lost crystals.

    It was only when the government became desperate and decided to request a human volunteer that they made their first success.  Takao Ishihara, an older, high ranking military official, became the first person to connect his brain to a kaiju.

     

     

    Premise

    Spoiler

    You are a citizen of one of the countries that has developed kaiju hijack technology.  One day, you are approached by a government agent and given a top secret document.  You have been chosen to participate in the kaiju hijack initiative, authorizing you as a potential candidate to connect your brain with a kaiju, enabling you to fully control one of these titans with your own mind - nuclear powers and all.  You will work with the government and use your kaiju for the purposes of research and combat versus other kaiju.

    What do you say?

     

     

    Character

    Spoiler

    Character creation is twofold.  You'll have an individual citizen app and a kaiju app.  App specifics will be added later if there is any interest.

     

     

    FAQs

    Spoiler

    Is the connection between Kaiju and Hijacker a matter of manipulating the Kaiju like a video game character, or is there some mind-melding involved?

    Spoiler

    Yeah, hijacking is a mind meld rather than outside remote control.  Action with the kaiju is thought based and hijackers state that it becomes easier to control a kaiju effectively the more you do it.

     

    how does society deal with the obviously hyper-destructive kaiju-battles that no doubt occur regularly?

    Spoiler

    While the public knows that the government have these kaiju capture devices, the individuals who control the monsters are kept to absolute secrecy (except in certain locations).  Kaiju fights are usually against wild kaiju and are usually directed to occur outside population centers whenever possible.  Since these kaiju have been popping up for four years now, governments have become especially adept at finding wild kaiju, luring them with light military craft and setting them up for combat with a hijacked kaiju.  The RP title is noting that countries have not considered going to war with these behemoths because mutually assured destruction and all that.

     

     

    So yeah, that's the basic idea.  There is an outside narrative, so I don't plan on this being too sandboxy, but I've got to outline it a bit more.  This should give a bit of the theme behind it.  If you have any questions, feel free to ask!

    Cheers!

     


  17. Ogryn, the Mystical Visitor Kaiju
    FIRE 7*
    Spellcaster/Effect
    You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster.  (Quick Effect): you can remove 3 Kaiju Counters from anywhere on the field; change the battle positions of all face-up monsters on the field.  Monsters whose battle positions were changed by this effect cannot activate their effects for the rest of the turn.
    2700/2700

     

    I don't really care much for Kaiju in of themselves, but I figured I'd just make a Kaiju that let you use Slumber on a Altergiest/Rivalry of Warlords board.  That is literally the whole point for making this.


  18. Thanks for the wording fix. That was originally how I was going to write it actually, but I wasn't actually sure because it would kinda be read out of chronological order.

    As for the effect, yeah. Your statement was kinda why I didn't have much to say about it. The difference between this and the other draw spells is that you don't actually have to commit any resources to the board to get the draw(s). Admittedly, it is still pretty niche; I'd kinda debuffed it before posting, but the "full power" one isn't that much better. I'll post the original version with the text fixes when I get on a computer.

    Thanks!


  19. Skillmasher

    A group of Level 1 monsters with different types and attributes that use the excavation mechanic.  Just like those annoying players that spam the same attack over and over in fighting games, this archetype's focus is to continually excavate the same type of card (Monster, Spell, or Trap) in order to gain huge buffs.  Think Berserker Soul the archetype.  They max out at 5 excavations and if you get 5 of the same type of card, you get a ridiculous bonus, from field nuke to draw 3.

    So what's stopping you from just loading a deck with all monsters and getting this huge bonus effect?  The archetype monsters have a quirk of treating themselves as a different card type on excavation, just to make the whole thing that much harder.  Fortunately, their in-archetype Spells/Traps are specially built to help alleviate this issue, often letting you stack and rearrange your deck to get that sweet sweet five card mash combo.

    Spoiler

    Skillmasher Lizman
    EARTH *
    Reptile/Effect
    Once per turn: You can excavate cards from the top of your Deck until you excavate a non-Monster card OR: Excavate the top 5 cards of your Deck (whichever comes sooner).  This card gains 1 Level and 500 ATK for each monster Excavated by this effect.  If you excavated 5 monsters by this effect: You can add 1 of those monsters to your hand, then send the rest of the excavated cards to the GY. Otherwise, place any number of the excavated cards on the top or bottom of your Deck in any order.
    500/0

    Just-Ice
     


  20. 11 hours ago, Aix said:

    How well does this work when those views are being challenged though? I'm sure we've all imagined winning an argument with other people (or am I the only one??), especially those we know, but reality would not go anywhere the same way and most of us don't go challenging everyone to a moral debate.

    Ah, ok.  I was kinda speaking on a general front about the character and the character's beliefs.  You are speaking specifically about 1 character who shares your beliefs arguing someone who doesn't, right?  I guess that is trickier... I'll have to get back to ya on that.

     

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