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Found 219 results

  1. Synchronization Spell Card Synchro Summon 1 Synchro Monster from your Extra Deck, using monsters from your hand or field as Synchro Materials, in addition, you can also use 1 Tuner monster from your Deck as Synchro Material. You can only activate "Synchronization" once per turn. So Synchronization acts as a Polymerization for Synchro monsters where it can utilize a Tuner from the deck from your deck to help with making the Synchro summon. Ideally this can help decks that deal with a ratio of monsters where they have not that many tuners in their deck where this card helps support Synchro Summoning on that front. In addition to this it can help with things like Red Dragon Archfiend for Example where you have it on the field a tuner in hand where with this it allows you to go and use those monsters along with another tuner from your deck to make a Red Nova Dragon or a King Calamity.
  2. So the new support for Witchcraft helps with sorting out recycling your spells where Tessitura (Weaving) discards to shuffle an in theme spell into the deck to then search a in theme spell with a different name from the deck and add it to your hand. Next Apprentice Elda (cook) can special summon itself to act as tribute/link fodder and can generate you a lot of LP. Next we move onto the field spell workshop which not only adds ATK power to Spellcasters and like the continuous Spells allows you to use them for the effects of Witchcraft monsters and recycle them but also allows you to recycle other Witchcraft spells from your deck without waiting for the End phase and not limiting you to not being able to use them during the turn they returned to the hand. Next we have Circle which can summon a Witchcraft monster if one battles and opponents monster and also can banish itself to add a Witchcraft spell form your deck or grave to the hand. Witchcraft Tessitura lv 6 WIND Spellcaster/Effect During your Main Phase: you can discard 1 Spell card from your hand; shuffle 1 "Witchcraft" Normal Spell from your GY into your deck, then, add 1 "Witchcraft" Normal Spell with a different name your deck to your hand. You can only activate this effect of "Witchcraft Tessitura" once per turn. ATK/2200 DEF/2200 Witchcraft Apprentice Elda lv 1 DARK Spellcaster/Effect If you control no monsters or only control "Witchcraft" monsters, you can Special Summon this card from your hand. You can only Special Summon "Witchcraft Apprentice Elda" this way once per turn. During your Main Phase: you can discard 1 Spell card from your hand; increase your LP equal to the number of "Witchcraft" Spell cards in your GY with different names x 800. You can only activate this effect of "Witchcraft Apprentice Elda" once per turn. ATK/0 DEF/1800 Witchcraft Workshop Field Spell Card Increase the ATK and DEF of all Spellcaster monsters by 500. You can only activate 1 of the following effects of "Witchcraft Workshop" per turn and only once that turn. * During your Main Phase: you can add 1 "Witchcraft" Spell card from your GY to your hand. * If a "Witchcraft" monster would discard a card(s) to activate an effect, you can send this card to the GY instead. * During your End Phase, if you control a "Witchcraft" monster and this card is in your GY: you can place this card face-up in your Field Spell Zone. Witchcraft Circle Trap Card Activate this card when "Witchcraft" monster you control battles an opponents monster. Special Summon 1 "Witchcraft" monster from your deck in Defence Position. During your Main Phase: you can banish this card from your GY; add 1 "Witchcraft" Spell card from your Deck or GY to your hand. You can only activate 1 "Witchcraft Circle" effect per turn and only once that turn.
  3. Overlay Angel LIGHT R6* Fairy/Xyz/Effect 2 Level 6 Monsters You can also Xyz Summon this card by detaching 2 Xyz Materials from an Xyz monster(s) you control. You can only Xyz Summon 1 "Overlay Angel" per turn this way. All monsters you control gain 100 ATK for each Xyz Material under this card. Once per turn (Quick Effect): You can detach 1 Xyz Material from 1 Xyz monster on the field then target 1 other Xyz monster on the field; attach 1 card from your GY to that target as Xyz Material. 2600/2300 Eh, just a random card that I thought could be interesting. Detach 2 materials to put an extra monster on board. The rest of the effect didn't matter so much, but i figured I'd make it work alongside its name.
  4. Spell Power Distribution Continuous Spell This card's name becomes "Spell Power Grasp" while on the field or in the GY. Up to 3 times per turn, during either player's turn: You can take 1 Spell Counter from a card on the field with Spell Counters on it and place it on another card on the field that you can place Spell Counters on. This effect of "Spell Power Distribution" cannot be used more than once per Chain. You can banish this card from your GY; add from your Deck or GY to your hand, 1 card whose original (printed) name is "Spell Power Grasp" or "Spell Power Control". You can only use this effect of "Spell Power Distribution" once per turn. The idea here is to give a bit of support to the 2 "Spell Power" Spells by (1) giving them a searcher/recycler and (2) giving them 1-3 more copies for "Control"'s Spell Counter-placing effect. And also a support for Spell Counters for cards that can only use the Counters that are on themselves (like Library and the most recent "Endymion" monsters).
  5. Demand for Witchcraft Continuous Spell You can use the following effects of "Demand for Witchcraft" once per turn. (1) If a "Witchcraft" card is sent to the GY to activate the effect of a "Witchcraft" monster: You can banish 1 "Witchcraft" monster from your GY; add "Witchcraft" Spell(s) from your GY or that are banished to your hand, up to the Level of that banished monster, but you cannot activate cards with those names this turn. (2) If you would discard from the hand to activate the effect of a “Witchcraft” monster, you can send this card to the GY instead. (3) During the End Phase, if you control a “Witchcraft” monster while this card in the GY: You can place this card in your Spell & Trap Zone face-up. Requires a bit of ordering, but the goal is to circumvent the exhaustive restrictions of the Witchcraft Spells while still keeping in theme. It's kind of bonkers how sunk with restrictions the deck is, without the real power to compensate, and this serves to try to give them some flexibility.
  6. Sacred Swords of Revealing Light Spell Card After this cards activation, it remains on the field, but destroy it during the End Phase of your opponents 3rd turn. When this card is activated: flip all face-down monsters face-up (Flip effects are not activated at this time.) While this card is face-up on the field, your opponent cannot conduct their Battle Phase. While you control a monster in the Extra Monster Zone, this card is unaffected by other card effects. You can only control 1 "Sacred Swords of Revealing Light". So Sacred Swords of Revealing Light is basically a suited up version of the original Swords where this flips face down monsters up but prevent flip effects from happing, completely shuts your opponent out of their battle phase and protects itself if you control a monster in the Extra Monster Zone. In any deck using this card can help you stall for getting cards you need to set up and counter your opponent while the card itself will be difficult to counter if you have a monster in the Extra Monster Zone to give it that extended protection.
  7. This is a field spell I thought of to support the Burning Abyss archetype. Please leave your thoughts below. ? 9 Circles of the Burning Abyss Spell - Field You can only use the 2) and 3) effect of "9 Circles of the Burning Abyss" once per turn. 1) The effect "If you control no Spell/Trap cards: You can Special Summon this card from your hand" of "Burning Abyss" Monsters becomes "If you control a "Burning Abyss" card: You can Special Summon this card from your hand". 2) If you Special Summon an Xyz Monster: You can detach 1 Xyz Material from that Monster; add 1 "Burning Abyss" card from your Deck to your hand, except "9 Circles of the Burning Abyss". 3) During your Main Phase, if you control no Monsters: You can send 1 "Burning Abyss" Monster from your Deck to your GY.
  8. HEROBORN Spell Card Special Summon 1 Level 8 or lower "HERO" monster from your GY in Defence Position ignoring its summoning conditions. During the turn you activated this effect, you cannot Special Summon monsters except "HERO" monsters. You can only activate "HEROBORN" once per turn. So for a new piece of HERO support HEROBORN acts as a monster reborn for HERO decks where its can summon any Level 8 or lower HERO monster from your graveyard in defence where it can even summon the Omni/Masked HERO's by ignoring their summoning conditions. In addition to this it also locks you into HEROs for the turn you play this card while also having a hard OPT. Ideally this card can be effective for setting up for Xtra HERO Link plays as well as cycling the effects of cards such as Stratos and Shadow Mist while avoiding having those cards become over abusive with the restrictions stopping you from using monsters outside of HERO's to provide additional support like Knightmares for example.
  9. Tumblr Rabbit lv 3 EARTH Cyberse/Effect You can Special Summon this card from your hand or GY to a zone a Link 3 or higher Cyberse Link monster points to. You can only Special Summon "Tumblr Rabbit" this way once per turn. (Quick Effect): you can send this card on the field to the GY; target 1 Attack Position monster you control, the targeted monster cannot be destroyed by battle or by card effects this turn. You can only activate this effect of "Tumblr Rabbit" once per turn. ATK/900 DEF/400 So Tumblr Rabbit is designed to work with the newly introduced Decode Talker Extend where this card can summon itself to a zone a Link 3 like D.T.E. points to from either field or grave, then, it can then send itself to the grave during either players turn to give protection from destruction to one of your attack position monsters which this can later with a Link 3 or higher Cyberse Link can summon itself back to the field. Ideally its second effect can also be used to trigger Extend's effect to be able to attack twice while also giving it some protection during the battle that turn.
  10. Artwork Source: "Billy" illustrated by Miyano Akihiro, for Gyakushuu no Fantasica. Quickdraw Kid LV3 | FIRE | Warrior/Tuner/Effect ATK: 1000 – DEF: 200 Effect: During your Opponent's End Phase: you can discard this card; draw cards equal to the number of Special Summoned monsters your opponent controls +1, then shuffle cards from your hand into your deck equal to the number of Special Summoned monsters your opponent controls. You can only use the effect of "Quickdraw Kid" once per turn. Design Notes: The logic behind this card is that if your opponent swarms the field and makes some huge unbreakable board (one that you might not be able to counter), this card allows you to refresh your hand and hopefully provide you with better tools to get back in the game. While this effect can be useful at any stage of the duel, I imagine this card is possibly the best in your opening hand when you’re going second. To give an example, let’s say your opponent is going first and after a series of crazy combos they manage to Special Summon four big monsters by the end of their turn. You discard this, and since your opponent has four Special Summoned monsters, you draw 5 cards off this effect, and then you must put back 4. But, before you put back those 4, you have a total of 9 cards to choose from (your opening hand had 5, you discarded this card making 4, then you drew 5), so it allows you ditch bricks and hopefully end up in a better place you started out. In this manner, the card hopefully encourages more interactive play. In a way, after thinking about it, it’s like some sort of weird cross between Maxx “C” and Magical Mallet. Of course, unlike Maxx “C”, you never go plus off Quickdraw Kid (and unlike Magical Mallet, it isn’t a minus either) – you always start out and finish up with the same number of cards in your hand. That’s in part why, while Maxx “C” is banned, I don’t believe this card would be banned. I also think this helps to give a little extra consistency to decks that might not have it, helping them compete against their meta counterparts. If nothing else, it’s also a Tuner, as hand traps tend to be. I figure this gives the card a little extra utility, so it isn’t a total dead draw later on. I was actually a little hesitant to make it a Tuner (I didn’t want it to be too useful), but I figure if all those Ghost girls are Tuners, this should be fine too. I’m interested to get feedback on this card, because this is just a random idea I had and I am not sure if it’s a ‘good’ idea or a ‘bad’ idea. And by bad idea, I mean, it’s either not as useful as I assumed it would be, or it may be too good. Being able to refresh your hand sounds pretty good to me, but then again, it is dependent on your opponent, so… I’m not sure either way. Let me know what you think.
  11. Decode Talker Xroslv 7 DARKCyberse/Fusion/Effect3 Cyberse monstersIf this card was Fusion Summoned using a Link 3 or higher "code Talker" monster as Fusion Material: this card gains ATK equal to the number of Cyberse monsters in your GY with different names x 500. When your opponent activates a card or effect that targets card(s) (Quick Effect): you can banish 1 Cyberse monster in your GY; negate that cards effects and destroy it. When this card leaves the field: you can Special Summon 1 Link 3 "code Talker" thats banished or from your GY. you can only activate each effect of "Decode Talker Xros" once per turn.ATK/2300 DEF/2500So Decode Talker Xros is a Fusion version of OG Decode Talker which when summoned using a Link 3+ code talker as a material can gain a massive ATK boost in addition to being able to nullify targeting effects once each turn. Finally in addition to this it also has the ability to bring one of your Link 3 code talker links from the grave back to the field when its destroyed.Ideally this card can work well with Transcode and Excode as with Transcode it can bring a Cyberse Link back to a zone it points like Excode where if you then turn Transcode into a Secure Guardna which if you have Cynet Fusion in hand then allows you (since you would have no monsters in the Extra monster zone) be able to use Excode, Secure Guardna and banish Transcode from your grave in order to make this while with its effect gain a massive amount of ATK based on the number of different named Cyberse you would of had to use to make the cards you needed to summon this.
  12. Artwork Source: Found the image on Google, couldn’t find the original source. Frostwave Xyvern Rank 7 | WATER | Dragon/Xyz/Effect ATK: 2600 – DEF: 0 Effect: 2 Level 7 monsters You can detach 1 Xyz material from this card: While this card is face-up, until the end of your opponent's next turn, Set cards cannot be activated or Flipped face-up, also if a face-down monster is attacked, destroy it at the start of the Damage Step. While this effect is active, if this card attacks a monster: you can flip that monster into face-down Defense Position. Design Notes: The inspiration behind this card basically combines two things I like: Rank 7 monsters, and one of my favorite Spells, Cold Wave. I really like Elemental Dragons, as broken and deserving the banhammer as they are, so Rank 7s (a key part of that deck) have always had a soft spot in my heart. And Cold Wave gives me a lot of nostalgia, because back around the middle school lunch table, I ran that thing in 3s and my friends hated it. Well, I hated Magic Cylinder and Sakarestu Armor just as much. With that being said, on to the card itself. So its first effect is basically a pseudo-Cold Wave. Unlike Cold Wave, it affects only Set cards, but it affects Set monsters, Spells, and Traps, preventing them from being flipped face-up. It doesn’t stop all Spells/Traps outright, so it’s arguably not as much of a “ha, you can’t play” card that Cold Wave is. The fact that it, in addition to this, blows up face-down monsters seems a little random, but actually the logic behind that is, when you attack a face-down monster, you have to flip it face-up, naturally. But, this card says you can’t do that – so, something’s got to happen to these monsters. I opted to have them blow-up. This is useful, because while freezing the backrow probably varies in usefulness depending on the format/Deck, since this monster also can flip face-down anything it attacks, it can basically act as easy monster removal as well. I picture it like that old cliché where a character gets frozen in a block of ice, and then gets shattered when something tips them over. A final note and fun-fact about the name: I initially meant to type “Wyvern”, but somehow typed “Xyvern” instead. I thought the typo looked cool, and worked since it is a Xyz monster, so “Xyvern” it is. Anyways, what do you think of this card? How does it stack up against other Rank 7s? The reason for the update is, this is actually the original card effect I had for this card, that I initially dropped cuz it doesn’t deal with Link monsters. But, I decided to re-update the card with this old effect, because I decided I like it more than the other idea I had. Here's the initial post effect:
  13. Attribute: FIRE Type: Warrior/Effect LV:4 ATK:1500/DEF:1000 If you control a Level or lower monster: You can special summon(from your hand). Once Per Turn: For the rest of this turn: Any damage inflitcted by your Level/Rank 4 or lower monsters is doubled, When this effect is activated: destroy this card then add 1 level or lower monster with the same name as of the monster(s) who inflicted double damage. Note: Probably busted
  14. Rabble-Rousing [Normal Trap] If there is a Link monster on the field, you can activate this card from your hand. Rearrange any number of monsters on both player's fields into their controller's Main Monster Zones.
  15. Lone Player Continuous Spell Card While you control only 1 monster that was summoned from the Extra Deck and you control a monster thats in your Extra Monster Zone, that monster in your Extra Monster Zone cannot be destroyed by battle or by card effects and all damage you take involving that card becomes 0. So Lone Player is a Continuous Spell that focus's on a single key Extra Deck monster where it grants it massive protection where in decks that focus on that card Extra Deck Monster evolving (like Utopia or Red Dragon Archfiend) this card can be handy for adding that layer of protection to it.
  16. Level Resonator lv 3 DARK Fiend/Tuner/Effect When this card is Normal or Special Summoned: you can Special Summon 1 Level 4 or lower monster from your hand or GY, and if you do, you can increase or decrease this cards Level by 1. You can only activate this effect of "Level Resonator" once per turn. This card can only be used as Synchro material for DARK Dragon Synchro monsters. This card cannot be used as a Link or Xyz material monster. ATK/1000 DEF/1000 So Level Resonator is a Tuner monster that acts like Red Resonator where it can summon a monster from your hand when summoned in addition to this also allowing you to summon a monster from your grave, in addition to this it can also adjust its Level so you can Synchro Summon into Red Rising or Red Dragon Archfiend where through Red Rising's effect it also helps with getting you Abyss on the field. In Red Dragon Archfiend Decks this card helps with setting up your high Level Synchro monsters on the field.
  17. Salamangreat Burning Dragomodo FIRE Link: L, DL, U, DR, R Cyberse/Link/Effect 3+ FIRE Effect Monsters When a FIRE monster is summoned to a zone this card points to: target 1 monster your opponent controls, destroy the targeted card. When this card destroys a monster by battle: inflict damage to your opponent equal to the number of FIRE monsters in zones this card points to x 1000. This card cannot attack your opponent directly. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Burning Dragomodo" as material: you can tribute 2 FIRE monsters this card points to; destroy all cards your opponent controls, then, inflict damage to your opponent equal to the number of cards destroyed this way x 500. Your opponent cannot activate cards or effects in response to the activation of this effect. ATK/3500 LINK-5 So Burning Dragomodo acts as a boss monster for Salamangreats as a Link 5 with 3500 ATK. I has abilities mixing destruction and burning damage as what a FIRE monster should hold where it can continuously destroy your opponents cards when a Fire monster is summoned to a zone it points to and deal effect damage when it destroys a monster by battle if you have FIRE monsters next to its markers. Finally if you Reincarnation Link Summon this it allows you to tribute 2 FIRE monsters to destroy all cards your opponents controls while dealing damage for each card where it also prevents your opponent from being able to counter it. Finally as a part of balancing this powerhouse of a Link 5 monster it first needs at least 3 Materials to be summoned meaning you would need a Salamangreat Heatleo and 2 FIRE monsters in order to summon this and in addition to that it cannot attack directly in order to balance its base ATK and continuous Destruction effects. In regards to its design since their all based on different animals the name for this card is based of the Komodo Dragon while combining it with the mythical Dragon
  18. Ability Bind Trap Card Target 1 face-up monster your opponent controls; until the End Phase this turn, the targeted monster cannot attack and its effects are negated. During either players turn: you can banish this card from your GY; target 1 face-up card your opponent controls, negate the targeted cards effects until the End Phase that turn. If your LP are lower than your opponents, you can activate this card from your hand. You can only activate 1 "Ability Bind" per turn. So Ability Bind is a powerful Trap card that can shut down an opponents monster for attacks and effects while also being able to banish itself to shut down not only monsters but the effects of Spell and Trap cards as well while being balanced with a hard OPT on activation. Ideally this card is effective as a swiss army knife type of card as it can deal with effects as well as attacks from strong monsters.
  19. Artwork Source: Guard by wlop Royal Rebuke Trap | Counter Effect: If a card or effect would negate an activation or effect of a card you control: negate that activation and if you do, destroy it, also for the rest of this turn effects of cards you control that are of the same card type (Monster, Spell, Trap) as the card that would have been negated cannot be negated. You can activate this card from your hand by paying half your LP. Design Notes: There’s a ton of negation cards out there, so I felt inspired to make a tech card specifically to counter these negations. I’m not sure if my wording on the card is a little weird/unclear, but to give a basic example of the card in action: let’s say you activate Raigeki, and your opponent activates Stardust Dragon’s effect to negate it. You respond with Royal Rebuke, negating Stardust Dragon, and not only does your Raigeki resolve, but for the rest of your turn the effects of your Spell cards cannot be negated, since Raigeki is a Spell. Another example would be if your opponent hits your Elemental HERO Stratos’s search effect with an Ash Blossom if you reply with this card, since Stratos is a Monster, you get your search off Stratos, and your monster effects cannot be negated for the rest of your turn. Granted, the card’s activation condition is a little situational, so I wanted to give the card a little extra spice because otherwise you’d just run a more versatile negation card. A card like Solemn Judgement can negate most negations just as well, but then again it can’t protect future activations the way this card can. And probably the most appealing part of the card is that it can be activated straight from your hand, thus subverting the inherent downside of being a Trap card. Adding the ability to activate the card right away was important, because hopefully it makes up for the card’s rather narrow scope. Though I imagine a player would have to use this carefully, because on one hand it can protect against getting hit with a Hand Trap on the first turn for example, but then on the other hand who wants to start the duel with just half their Life Points? Depending on your strategy, it may be worth it. This card can hit some pretty popular cards, such as Infinite Impermanence and Ash Blossom for two examples. And at the very least, I think this card could be some good Side Deck Tech. If you’re facing a deck whose keycard is all about negation, it could be a deadly surprise. But what are your thoughts?
  20. A LINK-3 Link Monster that plays around with using both Link Monsters and non-Link Monsters in combination, by boosting itself and other linked monsters, as well as producing Tokens through banishing.
  21. Super simple card, it steals your opponent's monster when used as Synchro Material for a WATER monster. Nothing much else to say here.
  22. Link Super★Star LIGHT Link: DL, D, DR Fairy/Link/Effect 2+ Monsters with the same Attribute including 1 Link Monster Must be Link Summoned. When this card is Link Summoned: this cards Attribute becomes the same as the Attribute of the monsters used as this cards Link Material. Increase the ATK of all monsters with the same Attribute as this card by 500 and reduce the ATK of all monsters that don't have the same Attribute as this card by 500. When this card is destroyed by battle or by an opponents card effect: Special Summon 1 Link 2 Link monster with 1400 ATK from your GY. you can only activate this effect of "Link Super★Star" once per turn. ATK/2300 LINK-3 So Link Super★Star is a Link 3 that works with the Attribute Link 2's where it becomes the Attribute of the monsters used to summon it (where since their all the same it only changes from 1 Attribute to another), then, it acts like the Link 2's granting anything with a matching attribute 500 ATK while reducing the ATK of monsters that don't match its attribute by 500. Finally when it leaves the field and you have one of the Attribute Link monsters in your grave, this card can go and bring it back this granting you a 1900 ATK beatstick when its destroyed. Ideally based on its original Attribute this card can work with Hip Hoshiningen in a LIGHT deck where this summoning Hip Hoshiningen can then allow you to recycle this when Hip Hoshiningen then leaves the field.
  23. This was a little thing I thought of. Please leave your thoughts below. ? Suppression Pin Spell - Quickplay Pay half your LP; Look at your opponent's hand. Choose 1 Monster in it that can be Special Summoned, and Special Summon it to your opponent's field in face-down defense position. The Monster Summoned by this effect cannot have it's battle position changed until the end of the next turn after it was Summoned, also it cannot be used as a Fusion Material Monster or be Tributed while it is face-down. You can only activate 1 "Suppression Pin" per turn.
  24. Attribute: Fire LV: 8 Type: Machine/Effect ATK:2000/DEF:1200 Cannot Be Normal Summoned/Set, Must First be Special Summoned by sending the top 5 Cards of your Deck to GY (You can only control 1 “Crossflare, The Dragun”). Equip up to two monsters send by this effect, This can ATK equal to half of the Combined ATK of the equipped monsters. This can make up to two attacks during each battle phase. If this card were to destroyed by battle or card effect: You can (Quick Effect), negate the Attack or Effect and if you, destroy that card. When this card is sent to GY: Shuffle all card sent to the GY by this card’s effect into the decl, then draw 2 cards. You can only use each effect of “Crossflare, The Dragun” Once Per Turn NOTE: I was inspired by some cards in Future Card, Buddyfight
  25. Symphonic Warrior Speakerrs WIND ✪✪✪✪✪✪✪✪✪ ( Level 8 ) [Machine/Synchro/Effect] ATK/2700 DEF/ 2200 1 Tuner + 1 non-Tuner monsters Once per turn (Quick Effect): You can shuffle 1 of your banished monsters into the Deck or you can remove 2 Symphonic Counters on a card, and then target 1 face-up card on the field; destroy it. If this is card is Synchro Summoned: You can activate these effects in sequence depending on the monsters used as Synchro Material whose Type, Level, or Attribute is different from their original. You can only use each of these effects of "Symphonic Warrior Speakerrs" per turn, and only once that turn. Type: Send 1 WIND Machine monster from your Deck to the GY. Level: Special Summon any number of "Symphonic" monsters with different names that are either banished or in your GY. Attribute: Acivate 1 "Symph Amplifier" directly from your Deck, and then place 3 Symphonic Counters on it. Support To:
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