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Found 310 results

  1. 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.
  2. Trickstar Eryngoddess LIGHT [Fairy/Link/Effect] Link Number 3 Link Markers: N, SW, S ATK/ 2400 2+ "Trickstar" monsters When this card is Link Summoned: You can either inflict 200 damage to your opponent for each card in their hand, or have them gain 200 LP for each card in their hand. You can activate each of the following effects of "Trickstar Eryngoddess" per turn, and only once that turn. * While your LP are lower than your opponent's (Quick Effect): You can target 1 face-up card your opponent controls; destroy it, then if that card was a monster, inflict damage to your opponent equal to it's original ATK. * While your LP are higher than your opponent's (Quick Effect): You can target 1 face-up card your opponent controls; negate its effects until the end of this turn, and then if that card was monster, your opponent gains LP equal to it's original ATK. Support To: Flavor Notes and Wordplay:
  3. Glimpse of the Forbidden Normal Spell You can only activate "Glimpse of the Forbidden" once per turn. Roll a 6-sided die, then, if possible, apply the appropriate effect: 1. Draw 2 cards. 2. Look at your opponent's hand; select 1 card in it and discard that card. 3. Destroy all Spell and Trap Cards your opponent controls. 4. Target 1 monster your opponent controls; take control of it until the End Phase. 5. Until your next turn, you and your opponent cannot play or Set any Spell or Trap Cards. 6. Once this turn, if a monster you control is sent to the GY; Special Summon 1 monster with 1500 or less ATK from your Deck.
  4. 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.
  5. Mundane Great Dane EARTH ✪✪✪✪✪✪ (Level 6) [Beast/Normal/Pendulum] ATK/ 2000 DEF/ 0 ◄7 7► [Pendulum Effect] When a Normal Pendulum monster(s) leaves the field: Special Summon 1 Normal Pendulum monster from your Deck. You can only activate this effect of "Mundane Great Dane" once per turn. [Normal Text] Your typical Great Dane that is always disdained when there is not a bone to be gained. What a pain... Concept:
  6. Need to meme this into a card. Lord of the Edge DARK Level 1 [Fiend/Effect] Cannot be destroyed by battle. You can only use each of these effects of "Lord of the Edge" once per turn. ● During the Standby Phase: Special Summon 1 "Shut Up Rewas Token" (Fiend/DARK/Level 1/ATK 0/DEF 0) to either side of the field. If you cannot, destroy this card, then double your LP. ● During the End Phase, if there's "Shut Up Rewas Token" on the field: halve your LP. 0/0
  7. Elemental HERO Flaremanlv 4 FIREWarrior/EffectWhen this card is Normal or Special Summoned: add 1 "Polymerization" from your Deck or GY to your hand. During your Main Phase: you can banish this card from your GY; Target any number of "HERO" Fusion and/or Link monsters from your GY (Min. 1), return all targeted monsters into the Extra Deck, then, draw 1 card. If you returned 3 or more monsters to your Extra Deck with this effect, draw 2 cards instead. You can only activate each effect of "Elemental HERO Flareman" once per turn.ATK/1800 DEF/1200So Flareman is a enhanced Blazeman where its on summon effect allowing you to search ploy from both hand and deck and instead of sending HERO's from deck to grave to gain their attribute and states it instead banishes itself to return HERO Extra Deck monsters back to your Extra Deck where it then allows you to draw 1 or 2 if you returned 3 or more monsters back to the Extra Deck.In HERO's it works more effectively in its search for Polymerization while also having reversed stats in comparison to Blazeman. Also its recycling effect helps with giving HERO's some draw power where banishing itself adds to Elemental HERO the Shinings effect.
  8. 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.
  9. Bowl of Subjection WATER Spellcaster / Link / Effect 1300 / LINK—2 (Bottom-right arrow, Bottom-left arrow) 2 monsters, including at least 1 Spellcaster monster Must be Link Summoned. Gains 400 ATK for each Spell/Trap Card this Link monster points to. Once per turn, when a card or effect is activated in response to the activation of a Spell/Trap Card this Link monster points to (Quick Effect): You can negate the activation, and if you do, destroy it, then all Spellcaster monsters you currently control gain 300 ATK/DEF.
  10. Xtra HERO Winning WingmanLIGHTLink: DL, DRWarrior/Link/Effect2 "HERO" monsters with different Attributes At the start of the damage step, if this card or a "HERO" monster in a zone this card points to attacks an opponents monster with equal or higher ATK: the attacking monster gains 1000 ATK during damage calculation only. When this card or a "HERO" monster this card points to destroys a monster by battle: inflict damage equal to the destroyed monsters original DEF.ATK/2100 LINK-2 So I remastered Winning Wingman to follow more along the links of a pseudo Flame Wingman card where its first effect acts as a Skyscrapper on legs while its second effect acts like Flame Wingmans effect but only for monsters with DEF which means it will not work against an opponents Link monsters. Ideally the concept of this remaster plus the design of Winning Wingman is that its a inbetween form of Flame Wingman and Shining Flare Wingman where it has Flame Wingmans Dragon Head on the Left and Shining Flare Wingmans Wing on the right. Ideally this card is designed to work in Elemental HERO's where its effects help give E-HERO's a offensive advantage against your opponent.
  11. Link Duston WATER Fiend / Link / Effect 1000 / LINK—1 (Bottom-center arrow, Top-center arrow) 1 "Duston" monster Neither player can use "Duston" monsters on the field as Link Materials. If this card would be destroyed, you can destroy 1 "Duston" monster this Link monster points to instead. Once per turn, if you control more monsters than your opponent: You can Special Summon 1 "Duston" monster from your hand or GY to your opponent's side of the field.
  12. The Squad ReturnsSpell CardTarget 3 Warrior monsters in your GY; Shuffle all 3 into the Deck, then draw 1 card. During the turn you activated this effect, you cannot summon monsters except Warrior monsters. You can only activate "The Squad Returns" once per turn.So The Squad Returns acts as a mini Avarice for Warriors that locks you into Warriors. Ideally in Warrior centric decks this can be handy for gaining card advantage while recycling Extra Deck monsters where the balancing factors of the type lock and hard OPT help with stopping abusable plays outside of the type.
  13. 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.
  14. So Tag Force is a subtype of Main Deck monster that act as 2 different monsters on one card which through this provides benefits from both of those cards to anything that relates to them. In addition to ruling for cards llike Dark Magician & Dark Magician Girl you still would need the 2 monsters to activate certain cards that list them. Elemental HERO Neos & Winged Kuriboh lv 7 LIGHT Warrior/Tag Force/Effect (This card is always treated as "Elemental HERO Neos" and "Winged Kuriboh".) While you control no monsters: you can Special Summon this card from your hand. (Quick Effect): you can discard this card; all battle damage you take this turn becomes 0. You can only activate this effect of "Elemental HERO Neos & Winged Kuriboh" once per turn. ATK/2500 DEF/2000 Dark Magician & Dark Magician Girl lv 7 DARK Spellcaster/Tag Force/Effect (This card is always treated as "Dark Magician" and "Dark Magician Girl".) Gains 300 ATK for each "Dark Magician" and "Magician Girl" monster in your GY. This card is unaffected by your opponents Spell Cards. ATK/2500 DEF/2100 Kaibaman & Blue-Eyes White Dragon lv 8 LIGHT Dragon/Tag Force/Effect (This card is always treated as "Kaibaman" and "Blue-Eyes White Dragon".) This card is treated as a Normal monster while in the GY. (Quick Effect): you can discard this card; Special Summon 1 "Blue-Eyes" monster except "Kaibaman" & "Blue-Eyes White Dragon" from your hand or GY. You can only activate this effect of "Kaibaman & Blue-Eyes White Dragon" once per turn. ATK/3000 DEF/2500 Junk Synchron & Dark Resonator lv 3 DARK Warrior/Tag Force/Tuner/Effect (This card is always treated as "Junk Synchron" and "Dark Resonator".) When this card is Normal Summoned: Target 1 Level 5 or lower non-Tuner monster in your GY; Special Summon the targeted monster in defence position, but its effects are negated. Once per turn: this card cannot be destroyed by battle. ATK/1300 DEF/500 Stardust Dragon/Assault Mode & Red Dragon Archfiend/Assault Mode lv 10 WIND Dragon/Effect (This card is always treated as "Stardust Dragon/Assault Mode" and "Red Dragon Archfiend/Assault Mode".) Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of "Assault Mode Activate". If this card attacks, destroy all other monsters after damage calculation. You can tribute this card to negate the activation of a Spell Card, Trap Card or Monster Effect, and destroy it. If you negated an effect this way, you can Special Summon this card from your GY during the End Phase. When this card is destroyed, you can Special Summon 1 "Stardust Dragon" or "Red Dragon Archfiend" from your GY or Extra Deck (This Special Summon is treated as a Synchro Summon.) ATK/3000 DEF/2500 Gagaga Magician & Gagaga Girl lv 4 DARK Spellcaster/Tag Force/Effect (This card is always treated as "Gagaga Magician" and "Gagaga Girl".) Once per turn: you can target 1 monster except "Gagaga Magician and Gagaga Girl" declare a Level from 1 to 8; this card and the targeted monster become that Level until the End Phase. An Xyz Monster that was Xyz Summoned using this card gains the following effect. * When Xyz Summoned: target 1 monster your opponent controls, the targeted monsters ATK becomes 0. This card cannot be used as Material for a Synchro Summon. ATK/1500 DEF/1000 Stargazer Magician & Timegazer Magician lv 5 DARK Scale: 4 Pendulum: After Activate if you have another "Magician", "Performapal" or "Odd-Eyes" card in your other Pendulum Zone: declare a Pendulum Scale from 1 to 8; this cards becomes that Pendulum Scale. If a Pendulum monster you control battles, your opponent cannot activate Spell or Trap cards until after damage calculation. Spellcaster/Tag Force/Pendulum/Effect (This card is always treated as "Stargazer Magician" and "Timegazer Magician".) While you control this face-up card, "Magician", "Performapal" and "Odd-Eyes" cards in your Pendulum Zone cannot be destroyed by your opponents card effects. ATK/1200 DEF/2400
  15. Rokket Resonator lv 2 DARK Dragon/Tuner/Effect When this card is Normal Summoned: you can Special Summon 1 Level 4 or lower DARK Dragon monster from your GY. During the turn you activated this effect, you cannot summon monsters from your Extra Deck except DARK Dragon monsters. If you use this card you control for a Synchro Summon, you can treat it as a Fiend monster. During your Main Phase: you can banish this card from your GY; add 1 "Rokket" or "Resonator" monster from your deck to your hand. You can only activate this effect of "Rokket Resonator" once per turn. ATK/800 DEF/500 So Rokket Resonator acts as act a mix of Rokket Synchron and a Resonator Tuner where this card first can add a DARK Dragon from your grave to the feild, then, it can banish itself to search a Rokket or a Resonator. In addition to this it can also treat itself as a Fiend monster where it then acts like a proper resonator monster. In Rokket decks this card can engage the Red Dragon Archfiend Levels of Synchro Summoning where if you have a Level 4 Dark Dragon in the grave you can summon this, get that monster from the grave on the field and then summon Red Rising Dragon to bring this back in order to go into either Borreload Savage Dragon or Scarlight Red Dragon Archfiend.
  16. Infernity Steed DARK ✪✪✪✪ (Level 4) [Beast/Effect] ATK/ 1600 DEF/ 0 When this card is Normal Summoned: You can send any number of cards from your hand to the GY; Special Summon 1 "Infernity" monster from your Deck whose Level is equal to the number of cards sent to the GY. When this card is Normal Summoned while you have no cards in your hand: Special Summon 1 "Infernity" monster from your Deck. While you have no cards in your hand, this card is treated as a Tuner. Support to:
  17. Valhol, Domain of the Valkyries Continuous Spell If this card is activated: Add 1 "Valkyrie" card or "Goddess" Spell/Trap from your Deck to your hand. "Valkyrie" monsters you control gain ATK equal to the total Levels of "Valkyrie" monsters you control x200. While you control a "Goddess" Spell/Trap, your opponent cannot target this card with cards/effects. Once per turn, if you control 3+ "Valkyrie" monsters, you can activate this effect: Until the start of your opponent's next turn, they cannot activate cards/effects. You can only control 1 "Valhol, Domain of the Valkyries". Valkyries are smol, and also they have some issues getting a ton of their combos started. This seeks to remedy those problems to an extent, by being able to search out any monster in the deck (I guess Nordic likes it because it searches the tuner, but getting to the link is way easier than this), or you can use it to turn on your goddess stuff, which has its advantages. I decided to make it a continuous spell to synergize with Zweite, but honestly this could do way more as a field spell. The stun effect is powerful, and works with Mischief to get you 2 really free battle phases. The lack of an OPT restriction on activation (which is the standard) is balanced by locking you to 1 copy at a time: it's more recoverable if the opponent disrupts it, since you can activate another copy, but it allows for you to not get stupid with the ATK increases. 200 might be a bit much on its own, so feedback about how to handle that would be ideal.
  18. Xtra HERO Cross Converter LIGHT Link: DR Warrior/Link/Effect 1 "HERO" non-Link Monster During the turn this card was Link Summoned, you cannot Special Summon monsters except "HERO" monsters. When this card is Link Summoned: add 1 "Polymerization" or "Fusion" Spell Card from your deck to your hand. (Quick Effect): you can banish this card from your GY; target 1 "HERO" Fusion monster you control, return the targeted card to the Extra Deck, then, Special Summon 2 "HERO" monsters with different names from your GY. You can only activate each effect of "Xtra HERO Cross Converter" once per turn. ATK/500 LINK-1 So Cross Coverter is a Link 1 HERO that searches your Fusion Spells for them and can also act as a Defusion from the grave which then locks you into only summoning HERO's from your Extra Deck. Ideally this card can work both for Fusion and Link plays as with its Defusion effect it allows you to then get more monsters to use as Link Material after you Fusion Summoned a monster.
  19. Originally posted card in spoiler Transmutation Cards Quick-Play Spell Reveal 1 Spellcaster monster in your hand; apply the appropriate effect, then shuffle that monster from your hand into the Deck (if possible). - Level 6 or lower: Draw 1 card. - Level 7+: Draw 2 cards. You can only activate 1 "Transmutation Cards" per turn. Ok, so this was the version of the card that had originally popped into my head. For the most part, it's largely the same as the one I posted, but there are a couple key differences that make this one a bit stronger. First, it being quick-play softens the HOPT without making it pointless. More importantly though, this one is much more apparent how you can bypass the minusing aspect of it. You can chain cards to this one to move/summon the revealed monster. If you do, you gain the draw(s) without losing the monster. This aspect is still very niche, but combining with its quick-play nature, it allows for some random interactions like using this card to reveal and chain Effect Veiler or using this to trigger Magician of Dark Illusion for 2 free draws. There are definitely still ways to tweak this, but I like the happy medium it's reached here, even if it still isn't a top tier card.
  20. Knotted Chain [Quick-Play Spell] Activate only as a Chain Link 3 or higher. Rearrange the sequence of the previous Chain Links, except another activated "Knotted Chain", then resolve the Chain in that order.
  21. Witchcraft Master Staff Equip Spell Card Equip to a "Witchcraft" monster. The equipped monster gains ATK equal to its original DEF. If this card is equipped to "Witchcraft Master Verre", this card is unaffected by your opponents card effects. You can only activate 1 of the following effects of "Witchcraft Master Staff" per turn and only once that turn. * If a "Witchcraft" monster you control would discard a card(s) to activate an effect, you can shuffle 1 "Witchcraft" Spell card from your GY into your deck instead. This card must be equipped to "Witchcraft Master Verre" to activate and resolve this effect. * During your End Phase, if you control a "Witchcraft" monster and this card is in your GY: you can add this card to your hand. You can only equip 1 "Witchcraft Master Staff" to a monster. So this Spell focused on Verre's staff grants your Witchcraft monsters a big boost equal to their DEF where if equipped to its rightful owner of Verre this card becomes indestructible, then it also has the ability of either letting you shuffle a Witchcraft Spell from your grave to the deck if equipped to Verre or return it from the grave to your hand. In addition to balancing this card I also made it so the Witchcraft monster can only be equipped with one Staff at a time (meaning you can have 3 monsters with 1 staff each but not 1 monster equipped with 3 staffs.) In Witchcrafts this can be quite a powerful card to help reduce the strain of their Spell Card cost by recycling them from the grave into the deck when equipped to Verre and also makes Verre a threatening 3800 ATK beatstick.
  22. 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.
  23. So this set of Code monsters focus on the mini code talkers where it also includes a Link 4 that works with Decode Talker where going into it with Decode Talker allows you to both look at your opponents hand and send a card from their hand to the grave in addition it can also negate targeting and destruction by banishing a Cyberse "Code" monster from your GY. With these cards you can easily build a solid code talker deck where you can effectively use cards like One-Time Passcode to work with Extender and Regenerator giving you a Token to tribute in order to get them on the field. Code Crasher lv 2 FIRE Cyberse/Effect If you would use a Cyberse monster(s) you control as Link Material for a Link Summon of a "Code Talker" monster, this card in your hand can be used as Link Material. If this card is sent to the GY as Link Material for a "Code Talker" monster: destroy 1 card on your opponents side of the field, also, if this card was sent from the field to the GY: destroy up to 2 cards instead. You can only activate each effect of "Code Crasher" once per turn. ATK/500 DEF/200 Code Extender lv 5 WIND Cyberse/Effect If you would use a Cyberse monster(s) you control as Link Material for a Link Summon of a "Code Talker" monster, this card in your hand can be used as Link Material. If this card is sent to the GY as Link Material for a "Code Talker" monster: draw 1 card, also, If this card was sent from the field to the GY: draw 2 cards instead. You can only activate each effect of "Code Extender" once per turn. ATK/1800 DEF/1100 Code Regenerator lv 6 LIGHT Cyberse/Effect If you would use a Cyberse monster(s) you control as Link Material for a Link Summon of a "Code Talker" monster, this card in your hand can be used as Link Material. If this card is sent to the GY as Link Material for a "Code Talker" monster: add 1 Cyberse monster from your GY to your hand, also, if this card was sent from the field to the GY: add 1 "Cynet" card from your GY to your hand. You can only activate each effect of "Code Regenerator" once per turn. ATK/2100 DEF/1300 Primal Code Talker lv 7 DARK Cyberse/Effect If you would use a Cyberse monster(s) you control as Link Material for a Link Summon of a "Code Talker" monster, this card in your hand can be used as Link Material. If this card is sent to the GY as Link Material for a "Code Talker" monster: Special Summon 1 Cyberse "Code" monster from your GY, also, if this card was sent from the field to the GY: Special Summon 1 Cyberse "Code" monster from your deck. You can only activate each effect of "Primal Code Talker" once per turn. ATK/2300 DEF/1500 Encryption Decode Talker DARK Link: UL, DL, DR, UR Cyberse/Link/Effect 2+ Effect monsters including 1 "Code Talker" Link monster This card is treated as "Decode Talker" while on the field or in the GY. If this card was Link Summoned using "Decode Talker" as Link Material: look at your opponents hand, then, target 1 card in your opponent hand, send the targeted card to the GY. Your opponent cannot activate cards or effects in response to the activation of this effect. This card gains 500 ATK for each monster in a zone this card points to. When your opponent activates a card or effect that would target or destroy a monster(s) on the field (Quick Effect): you an banish 1 Cyberse "Code" monster in your GY; negate that cards effects and destroy it. You can only activate this effect of "Encryption Decode Talker" once per turn. ATK/2500 LINK-4
  24. 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.
  25. 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.
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