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Found 310 results

  1. Nephthys's Firestorm Wingbeat [Trap] You can activate this card from your hand by revealing a WIND monster. If a monster(s) is Summoned: Destroy all monsters on the field, and if you do, gain LP equal to the total ATK of FIRE monsters destroyed this way, and halve all battle damage to your LP this turn. Also, if this card was activated from your hand, destroy 1 WIND monster in your hand. If another "Nephthys" card(s) in your GY would be banished, you can banish this card from your GY instead. - - - - - - - Nephtys have low stats and slow revivals, so heal and damage stall is what I can think of to be able to make use of their self-revival effect gimmick. All of them are WIND chumps and FIRE bosses so it should be live often enough. It is searchable and can hinder an opponent's setup board on your turn 0 while your WIND piece gets back to you on your Standby Phase. Plus, Torrential Tribute is a good effect for the deck, but the card itself is not quite enough and can be unreliable (surprisingly coming from a near field nuke). The last effect is just an anti "Called by the Grave" since the theme can't setup a ton of things on its own and depends too heavily on that one GY play you'll be doing that turn. Wish I could have found a way to incorporate Dark Nephthys too but one can't win them all xD It doesn't have a hard OPT clause because I don't think you can really resolve the hand effect twice without losing all your hand anyways, and the other effects exist in non-restricted cards out there and are not really doing anything... should be ok hopefully.
  2. Rank-Up Magic Heraldry Force [Quick-play Spell] Target 1 Xyz Monster with a "Heraldic Beast" attached to it; Xyz Summon a "Number C", "CXyz", or Psychic Xyz Monster with the same Type, but 1 Rank higher, than that monster, using the target and all cards attached to it as material. If this card is in the GY: You can target 2 "Heraldic Beast" monsters with different names banished; return them to the GY, and set this card to your field, but banish it when it leaves the field. You can only use each effect of "Rank-Up Magic Heraldry Force" once per turn. - - - - - - I want a searchable RUM in the archetype. It also dubs as "Burial from a Different Dimension" or "Pot of Aquisitiveness" in a more searchable/controllable manner so their plays can be repeated a few more cycles.
  3. Trapp'in the Box EARTH/Fiend/Effect/Tuner/Level 3 1500/200 (Quick Effect): You can banish this card from your GY, then send 1 Normal Trap with only 1 effect and without an activation condition from your Deck to the GY; this effect becomes that Trap's effect when that card is activated. For the rest of the turn after this effect resolves, you cannot activate Trap Cards that were Set this turn. You can only use the effect of "Trapp'in the Box" once per turn. Written for now but imagine a variant of a mimic box or treasure chest. I bet I can find a picture for it relatively easily. I made the effect with the card Disappear in mind, which nowadays is almost inferior to D.D. Crow, except for niche uses vs. Mystic Mine or grabbing it with Lilith. Regardless, this card intended to bring some life to such kind of Traps. Another decent Trap to use is Compulsory Evacuation Device. Note that it should also be able to copy effects with "and if you do", "then", etc. as those are still grouped in a single effect. This is more clear in OCG which numbers the effects, but on TCG it may be misleading or non-intuitive. Thus, that means Traps like Ring of Destruction should also be copiable, although IDK if in its case the "During the opponent's turn" is considered a condition as it's not the same as the Trap Hole's "When a monster is Summoned" conditions. Anyway, tried to give the card plenty of support. EARTH/Fiend/Tuner/Level 3 and 1500/200 makes it a target for TGU, Cherubini, Needlefiber, and the Charmer familiars. Thoughts?
  4. Super Ritual Flash [Quick Play Spell] Reveal a Ritual Spell from your hand/field that lists a non-Effect Ritual Monster, and activate it, and if you do, the Ritual Monster can be Ritual Summoned from your hand, Deck or GY, its original ATK, DEF, and Level are doubled, it cannot be targeted or destroyed by effects, and you can Tribute monsters from your hand or either side of the field as Tributes. Your opponent cannot activate cards/effects in response to this card's activation. During your Main Phase: You can banish this card from your GY; add 1 "Super Ritual Flash" from your Deck or GY to your hand. - - - - - Super Poly for Rituals, though there's no telling how Rituals might evolve down the road so I'm keeping it for Ritual vanillas like Dokuro Raider or Zera the Mant. The +Level part is so that future Ritual Summoning is easier should you ever need/want to stack a Ritual using this Ritual. Also Mound of the Bound Creator was in mind but since it already carries the immunity, maybe not anymore xD Use Foolish Burial Goods, it'll give you a kickstart. Also it works with the OG Ritual Spell so maybe you have a reason to run Sonic Bird over Senju in Ritual Decks.... err Manju beats them both and Impcantations go beyond that I suppose, but the latter stuff the Deck a bit too fast.
  5. Doom & Devastation Virus [Trap Card] (This card is always treated as "Crush Card Virus") Target 1 DARK Normal Monster you control with 1000 or less ATK, whenever it is destroyed by battle: Look at your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this effect resolves, and if you do, destroy the monsters among them with 1500 or more ATK. - - - - - Anime version of the trigger, but pre-errata IRL version of the effect. This is a Crush Card retrain of sorts. The card plants the mine on the monster and then goes to the GY, and the monster will still be carrying the plague regardless of how many turns come around, but it doesn't instantly work as it needs battle interaction which makes it more avoidable. Also, Kaiba usually used Crush Card with either Saggi the Dark Clown or with a Vorse Raider affected by Shrink, instead of something like a Sangan. This would keep it in theme with Kaiba's plays and promote vanilla usage. the "destroyed by battle and sent to the GY" bit is mainly non-support for Pendulums, but it also gives a use to "banish x when it destroys it by battle" effects as counters (this thinking old school gameplay).
  6. Alternative Soul Offering [Spell Card] Once during this turn, if you would Tribute a monster(s) for the Tribute Summon of a monster that requires 2 or more Tributes, you can Tribute an opponent's set or Level 4 or lower monster(s) even though you do not control it. - - - - - - This is an alternative "Soul Exchange". Not to particularly outclass it or fight with "The Monarchs Stormforth". It is to fix discrepancies between the IRL and anime/manga versions of it. It was never used to Tribute your opponent's boss monsters and I am pretty sure the writers always had a hassle looking for ways to excuse it not being used that way. It was also never used to bring out a mid-boss-sized monster like a Summoned Skull. It was always 2 or 3 monsters. Yes I understand "Level 4 or lower" kills its uses vs virtually anything Extra Deck related (not just Xyzs and Links since even Fusions and Synchros usually have higher Levels). But I also wanted its power level to be believable by the standards of when the card was used by Kaiba. It still should be an ok card. Grammar is directly lifted from the text of "The Monarchs Stormforth".
  7. Curse of Diminution [Quick Play Spell] Target 1 face-up monster on the field; Halve its ATK and DEF. Then until the End Phase, if it is a Normal Monster, all other monsters your opponent controls lose ATK and DEF by the amount lost. You can only activate 1 "Curse of Diminution" per turn. - - - - - -"Shrink" remake that supports old school play in the form of working with vanillas. -The halving at the beginning is permanent. The second weakening effect is temporary. -The "all OTHER monsters" part is in case the vanilla targeted was an opponent's monster, but it doesn't have to be... just there to make sure it doesn't foolproof turns vanillas into 0 ATK/DEF on its own.
  8. Bonding Re-Testing [Quick Play Spell] Send 1 "Duoterion", 1 "Hydrogeddon", and 1 "Oxygeddon" from your hand, field or Deck to the GY; Special Summon 1 "Water Dragon Cluster" from your hand, Deck or GY. You can banish this card from your GY to target up to 2 "Water Dragon" in your GY; Add them to your hand. You can only use each effect of "Bonding Re-Testing" once per turn. - - - - - - - Sounds like it does a lot for the theme but is it really too much to ask to skip 3 turns of outdated cards setting up to bring out a boss that doesn't float as well as it should? Their current best Bonding card (the trap) still requires the Water Dragons to be out of the Deck somehow, the OG Water Dragon wants the materials on the GY to float, and Cluster wants the Water Dragons to not be in the GY..... what a hassle xD
  9. Compressed Heated Diamond Dragon LIGHT Level 3 [Dragon/Effect] 800/2200 (This card is always treated as a Normal Monster). All monsters your opponent controls are treated as FIRE Pyro monsters, in addition to their original Type and Attribute. If this card is Summoned by the effect of "Carboneddon": You can add up to 1 "Hydrogeddon", 1 "Oxigeddon", and 1 "Duoterion" from your Deck to your hand. If this card is sent to the GY: You can send any number of "Water Dragon" or "Water Dragon Cluster" from your hand or Deck to the GY. Then, draw 1 card for each monster sent from your hand this way. - - - - - Even Fossil Dig and Souleating Oviraptor aren't quite proving to be enough to support the consistency of Bastion's chemical archetype. "Bonding DHO" not pulling the Water Dragons form anywhere, as if having Dragons and Sea Serpents in an otherwise Dinosaur deck wasn't complicated enough. Said Trap also restocks the materials into the Deck so it's a bit hard to recur after enough Clusters have dropped. This makes regular Water Dragons permanent weakeners for the opponent's field, and does both Type and Attribute as a double lock. If they run Zombie World, their Zombies are still FIRE. If they run the DARK field Spell, their DARKs are still Pyro. Soooo yeah xD Carboneddon having a reason to be ran with the other chemicals should open up the possibilities to finally mix with them as the missing element needed for that Fire Dragon from the GX opening that we never got to see in action.
  10. Fire Dragon FIRE Level 8 [Pyro/Effect] 2800/2600 Cannot be Normal Summoned/Set. Must be Special Summoned with "Bonding CON". If this card is Special Summoned: You can activate this effect; Spell/Traps and Effects your opponent currently controls have their effects negated. Also, banish all monsters your opponent controls with 0 ATK. When this card is destroyed and sent to the GY: You can target 1 "Carboneddon", 1 "Oxygeddon" and 1 "Nitrogeddon" banished or in your GY; Special Summon them. Nitrogeddon WATER Level 4 [Dinosaur/Effect] 1900/700 If your Dinosaur monster battles a monster: You can Special Summon this card from your hand; your opponent's battling monster has its ATK and DEF halved and effect negated, and if your opponent's monster is a FIRE or Pyro monster, it's ATK and DEF become 0. Bonding CON [Trap Card] Tribute 1 "Carboneddon", 1 "Oxygeddon" and 1 "Nitrogeddon" from your hand or field; Special Summon 1 "Fire Dragon" from your hand, Deck, or GY. If your opponent controls a monster Special Summoned from the Extra Deck, you can Tribute any of these monsters from your Deck instead. You can banish this card from your GY to target 1 monster on the field; It becomes a FIRE Pyro until next turn's End Phase. - - - - - - I did not intend for this to be more than one card, but it somehow happened... huh....
  11. Ice Cream Man of the Underworld [Continuous Trap] If you control no face-up Effect Monsters and no face-up Trap Cards: You can activate this card from your hand. Once per turn, if a Normal Monster is Special Summoned from the GY; you can draw 1 card. Once per turn, if a card/effect targets 1 Normal Monster in the GY, you can have it target 1 additional Normal Monster. - - - - - I'm torn between wanting this to be quick and wanting it to be immediately usable upon drawing them, so against my usual policy of evading the "activate from hand" shortcuts, I decided to add it to this one. It's a "Card of Safe Return" for vanillas, that's more like a Supply Unit in terms of how often it can draw you stuff... it turns revival effects into double ones for vanillas. The Ice Cream man theme comes from how normal monsters are "vanillas" and from vaguely thinking of Mortos der Soulstealer (from Invader Zim) as a funny thought while I was writing it.... *shrugs*
  12. Pact from the Grave [Spell Card] Target 1 monster in any GY; banish it, and if you do, add 1 Normal Monster from your Deck to your hand with the same Type and Attribute as the target. You can banish this card from your GY to target 1 Normal Monster you control; it gains the following effect. -Once per turn: You can discard 1 card to target 1 monster in your GY with this card's Type and Attribute; add it to your hand. You can only use each effect of "Pact from the Grave" once per turn. - - - - - - - - The main idea was for this to give a vanilla the "Zombie Master" effect, but in the form of a walking "Monster Reincarnation" instead of a "Monster Reborn". It could be used as pure vanilla support, as Gemini support, or you could see if there's vanillas whose Types/Attributes coincide with your favorite hand traps. After all, "Foolish Burial Goods" and any discard cost could help you ditch this card's first effect if you can't operate it. Finally, the first effect technically shouldn't be missing the timing with "Dark Desertapir"...
  13. Makyura the Mild Destructor DARK Level 4 [Warrior/Effect] 1600/1200 During the turn this card was sent to the GY, you can activate Traps from your hand. Also, this turn, cards drawn or added to your hand by the effect of a Trap must remain revealed this turn. Traps revealed this way cannot be activated from your hand by this effect. - - - - - - - We know that Makyura's original effect leads to infinite loops. Yet the easy and mostly universal answer of adding a hard OPT clause to it is way too tame to make the card playable for the most part (unless you are going for one of those Fusion Gate plays I guess). So here I offer the idea that you can do it so long as your Legacy of Yatas, Jar of Greeds, and Reckless Greed plays cannot lead into drawing extras for usage right away.
  14. Reverting Overworld [Trap Card] Target 1 Field Spell in any GY and 1 banished Spell/Trap; Activate the first target and shuffle the second target into the Deck. You can only activate 1 "Reverting Overworld" per turn. - - - - - - - - - The limit to Terraforming and Metaverse hint at the generic easy search of Field Spells being a bit too good for the game, ever so increasingly. So I'm testing the waters with a recovery one instead since needing any small amount of setup usually makes quite a difference, and this would need something more along the lines of "Foolish Burial Goods" to be added into the mix to work. Also, I've been wanting a banished S/T recycle option for a while, and Pot of Acquisitiveness, Burial from a Different Dimension, and similar effects all go just for monsters. It goes back to the Deck though because A ) this Metaverse-like card actually fattens the deck, and B ) kinda messed up to just give you an extra "Lost Wind" as the bonus effect... probably. Note: It can grab the Field Spell from the opponent's GY, for no immediate use I can think of but I'm sure it can have its uses.
  15. Ivram, Inheritor of Future Worlds LIGHT / Rating 5 / Spellcaster / Link / Effect Arrow: Left, Right, Bottom Left, Bottom, Bottom Right 2+ "Guardragon", "Krawler", "World Chalice", "Crusadia", and/or "Mekk-Knight" Monsters with Different Names This card and monster(s) that this card summon is unaffected by effect of cards own by opponent of the original owner of this card other than effect of DIVINE monster. If this card is Link Summoned: You can Special Summon as many Spell/Trap in your GY that either a "World Legacy" card and/or has same category as monsters used as Link Material to Link Summon this card as Normal Monster [WATER/Level 1/Psychic/ATK 0/DEF 0] as possible on either side of the fields. It cannot be use as tribute or Material to Summon a monster whose its category is not same as that monster and its Banished when it removed from the field. also you cannot special summon monster for the rest of this turn. You can only use this effect of "Ivram, Inheritor of Future Worlds" once per turn ATK 4900 I maybe wrong, but Ib and Avram of the World Legacy Saga is pretty much romantic lovers and this card is my vision if the 2 had a child. Which is interesting since Ivram is not only Ib + Avram but also can be based on Ibrahim which is arabic language for Abraham, the biblical Father of Nations, Pretty poetic given he will inherit whatever left from the World Legacy realm should it survive eh? With that i mind, i want this card not only as a potential finisher but also an extender for grind games should your opponent survive the killing blow.
  16. Effect monster, level 3, attribute LIGHT, monster type: Spellcaster, ATK 800, DEF 2000, Description: If this card is targeted for an attack and if you control a Beast-Warrior type monster, that monster is targeted for the attack instead of this card. Youn can only use this effect of "Fairy Boy - Adam" once per turn.
  17. Quick play spell card, description: Discard 1 trap card, then target 1 spell card in your GY, add it to your hand.
  18. Chronohedron Realm Field Spell (This card always treated as "Tindangle" card) While you have a face-up "Tindangle" card in your posssession other than "Chronohedron Realm" this card and face-down monster you control cannot be targeted or be destroyed by card effect. During your Main Phase: You can pay 1200 LP; Banish any number of face-up "Tindangle" Monster you control until your next Standby Phase and then You can either Special Summon in face-down defense position OR add to your hand card(s) whose its name or text include and/or list "Tindangle" category from your Deck until the total number of card you Summon or add is equal to your Banished monster. Link Monster Banished this way can be returned to the same Extra Monster zone. You can banish this card from your GY and discard 1 "Tindangle" card; either Draw 2 cards OR add 1 "Chronohedron Realm" from your Deck to your hand. You can only use each effect of "Chronohedron Realm" once per turn. Tindangle Genesis Orthrus DARK / Rating 2 / Fiend / Link / Effect Arrow: Bottom Left, Bottom Right 2 Effect monsters with different names If this card is Link Summoned, names of all "Tindangle" Monster in your possession is also treated as "Tindangle Base Gardna" for the rest of the Duel. During either player Main Phase or Battle Phase: You can send the top card from your Deck to GY and pay 500 LP; Banish This card until your next Standby Phase and then immediately after this effect resolved, You can either Flip Summon on your field OR Normal Summon or Set from your hand 1 Level 5 or higher "Tindangle" Monster without tribute. this card that Banished this way can be returned to the same Extra Monster zone ATK 2000 Hexakis Twist Continuous Trap You can Activate this card from your hand if You control a "Tindangle" monster that either cannot be Normal Summon or Set OR its Level is 5 or higher. When You opponent activates a card or effect: You can flip a face-down "Tindangle" monster face-up; Negate the activation and destroy that card. You can only negate 1 of each card type (Monster, Spell, Trap) per turn with this effect. You can banish this card from your GY and discard 1 "Tindangle" card; Draw 1 card and add 1 "Hexakis Twist" from your Deck to your hand. You can only use this effect of "Hexakis Twist" once per turn.
  19. The Mirvor Archetype focuses around quick link plays and equipping creatures out of the gy for advantages while setting up the GY with ideal targets that will equip to other creatures. Ancient Mirvor Summoning Scroll: Quick-Play Spell Special Summon 1 level 4 or lower "Mirvor" monster from your Deck. While this card is in the GY you can discard 1 "Mirvor" monster card to add this card to your hand. You can only activate "Acient Mirvor Summoning Scroll" once per turn. New Mirvor Calling Scroll: Normal Spell Add 1 level 4 or lower "Mirvor" monster from your Deck to your hand. While this card is in the GY you can discard 1 "Mirvor" monster card to add this card to your hand. You can only activate "New Mirvor Calling Scroll" once per turn. Mirvor Temple: Field Spell card When this card is activated: you can add 1 "Mirvor" Spell or Trap card except for Field Spell card from your Deck to your hand. If a "Mirvor" monster your control is equipped with a "Mirvor" monster in your Spell & Trap Zone, the equipped monster gain ATK and DEF equal to the ATK of the equip monster's ATK. If this card would be destoryed or targeted by your opponent's card effects, you can send 1 "Mirvor" monster in your Spell & Trap Zone to the GY instead. While this card is in the GY you can discard 1 "Mirvor" monster card to add this card to your hand. Tricky Mirvor Equip Scroll: Normal Trap Discard 1 card then, Target up to 2 level 4 or lower "Mirvor" monster(s) from your GY and equip the targeted card(s) to 1 face-up "Mirvor" monster you control. While this card is in the GY you can discard 1 "Mirvor" monster card to add this card to your hand. You can only activate "Tricky Mirvor Equip Scroll" once per turn. Mirvor Shi : | Level 3 | EARTH | Pyro-Type | Effect monster | 1200 ATK | 1150 DEF | You can discard this card to shuffle 1 "Mirvor" monster with a different name in your GY into your Deck, send 1 "Mirvor" monster from your Deck to the GY then draw 1 card. If this card is Summoned: add 1 Level 4 "Mirvor" monster from your GY to your hand. If this card is in your Spell & Trap Zone and equip to a "Mirvor" monster, once per turn you can Special Summon 1 "Mirvor" monster in your Spell & Trap Zone. Mirvor Li : | Level 4 | WIND | Aqua-Type | Effect monster | 1300 ATK | 1250 DEF | While this card is in the GY, this card is treated as a level 3 EARTH Pyro-Type monster. Once per turn during either player's turn you can discard this card to send 1 "Mirvor" monster with a different name than this card then, draw 1 card. If this card is Summoned: target 1 level 3 or lower EARTH Pyro-Type monster from your GY and equip the targeted card to this card as a equip spell. If this card would be destroyed by battle or your opponent's card effects you can send 1 "Mirvor" monster equipped to this card to the GY instead. If this card is equipped with a "Mirvor" monster would battle a monster, before the damage step you can target 1 Spell or Trap card your opponent controls and if you do banish the targeted card face-down. You can only use each effect of this card's name once per turn. Mirvor Mei : | Level 4 | WIND | Aqua-Type | Effect monster | 1400 ATK | 1350 DEF | While this card is in the GY, this card is treated as a level 3 EARTH Pyro-Type monster. Once per turn during either player's turn you can discard this card to send 1 "Mirvor" monster with a different name than this card then, draw 1 card. If this card is Summoned: target 1 level 3 or lower EARTH Pyro-Type monster from your GY and equip the targeted card to this card as a equip spell. If this card would be destroyed by battle or your opponent's card effects you can send 1 "Mirvor" monster equipped to this card to the GY instead. If this card is equipped with a "Mirvor" monster would battle a monster, before the damage step you can have your opponent randomly banish 1 card from their hand face-down. You can only use each effect of this card's name once per turn. Mirvor Zhi : | Level 4 | WIND | Aqua-Type | Effect monster | 1500 ATK | 1450 DEF | While this card is in the GY, this card is treated as a level 3 EARTH Pyro-Type monster. Once per turn during either player's turn you can discard this card to send 1 "Mirvor" monster with a different name than this card then, draw 1 card. If this card is Summoned: target 1 level 3 or lower EARTH Pyro-Type monster from your GY and equip the targeted card to this card as a equip spell. If this card would be destroyed by battle or your opponent's card effects you can send 1 "Mirvor" monster equipped to this card to the GY instead. If this card is equipped with a "Mirvor" monster would battle a monster, before the damage step you can target 1 other monster your opponent controls and if you do banish the targeted card face-down. You can only use each effect of this card's name once per turn. Mirvor Rou : | Level 3 | EARTH | Pyro-Type | Effect monster | 1100 ATK | 1050 DEF | You can discard this card to shuffle 1 "Mirvor" monster with a different name in your GY into your Deck, send 1 "Mirvor" monster from your Deck to the GY then draw 1 card. If this card is Summoned: add 1 Level 4 "Mirvor" monster from your Deck to your hand. If this card is in your Spell & Trap Zone and equip to a "Mirvor" monster, once per turn you can Special Summon 1 "Mirvor" monster in your Spell & Trap Zone except this card. Mirvor Wen : | Level 4 | WIND | Aqua-Type | Effect monster | 1000 ATK | 1550 DEF | While this card is in the GY, this card is treated as a level 3 EARTH Pyro-Type monster. Once per turn during either player's turn you can discard this card to send 1 "Mirvor" monster with a different name than this card then, draw 1 card. If this card is Summoned: target 1 level 3 or lower EARTH Pyro-Type monster from your GY and equip the targeted card to this card as a equip spell. If this card would be destroyed by battle or your opponent's card effects you can send 1 "Mirvor" monster equipped to this card to the GY instead. If this card is equipped with a "Mirvor" monster would battle a monster, before the damage step you can banish the top 3 cards of your opponent's Deck face-down then draw 1 card. You can only use each effect of this card's name once per turn. Mirvor Xing : | Link 2 | WIND | Aqua-Type | Link Effect monster | 2000 ATK | Link-2 | Pointers: Points south and south east | 2 non-Link "Mirvor" monsters | When this card is Link Summoned: you can discard 1 card then, target up to 2 level 4 or lower "Mirvor" monster(s) from your GY and equip the targeted card(s) to this card. While this card is in the GY, this card is treated as a level 3 EARTH Pyro-Type monster. Once per turn during either player's turn you can discard 1 level 4 or lower "Mirvor" monster to send 1 "Mirvor" monster with a different name then, draw 1 card. If this card would be destroyed by battle or your opponent's card effects you can send 1 "Mirvor" monster equipped to this card to the GY instead. If this card is equipped with a "Mirvor" monster would battle a monster, before the damage step you can inflict damage to your opponent's Lie Points equal to the number of banished face-down cards x 200 then banish the top 3 cards of your opponent's Deck face-down. You can only use each effect of this card's name once per turn.
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