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Found 17 results

  1. I made a Megalith Deck recently, so I wanted to make some Ritual support, and while this card can be used in any Deck, it becomes even better for Ritual Decks. It's able to return monsters from the GY to your hand, and also draw and search cards, a little bit of everything.
  2. Fist of Fury is an Archetype of Warrior/LIGHT monsters with various Levels, consisting of mainly Effect Monsters, as well as a few Pendulum Monsters. They focus on Tributing, Equip Spells, changing battle positions and Contact Fusion-based Fusion Monsters. Their playstyle revolves around using their Tributing, Equip Spells and battle changing effects in combination with each other to produce monsters for Contact Fusion and getting out the Pendulum Fusion Monsters, which greatly benefit from Equip Spells. As a lot of their monsters benefit from Tributing, the Contact Fusions are all Tribute based. Also note that it typically refers to Equip Cards here rather than Equip Spell, and you can use a lot of other Equip based cards, even monsters as seen with Fist of Fury - Choku-Zuki. The name Fist of Fury of course a reference to the movie, which I have recently watched and inspired this archetype, and they are all based around martial arts, primarily karate and boxing. The names are based on various moves and concepts related to martial arts. I wanted to feature a larger variety of martial arts, though I quickly realized that the most common martial arts besides karate and boxing are either grappling or kick based, I wanted to include taekwondo and jujutsu as well, but with the name, that would make little sense here, so I just went with mostly karate, with minor boxing for the Spell/Trap support, though some of those could also be karate based, from what I gather from my limited research, so if you want to call this the "karate archetype", I suppose you could do so, even though I wanted to represent more than just a single style. Main Deck Monsters: Fist of Fury - Kizami-Zuki Warrior/LIGHT Level 1 If you control a Fusion Monster while this card is in your hand or GY: You can Special Summon this card from your hand, or if that monster is a Pendulum Fusion Monster, from the GY instead. If this card is in your GY: You can send 1 Equip Card from your hand or field to the GY; Special Summon this card. You can only use each effect of "Fist of Fury - Kizami-Zuki" once per turn. 500/500 Fist of Fury - Choku-Zuki Warrior/LIGHT Level 2 If this card's battle position is changed: You can Special Summon 1 "Fist of Fury" monster from your hand if changed to Defense Position, or GY if changed to Attack Position. If this card is Tributed: You can target 1 "Fist of Fury" monster you control; equip this card to that target. A monster equipped with this card gains 500 ATK/DEF. You can only use each effect of "Fist of Fury - Choku-Zuki" once per turn. 1000/700 Fist of Fury - Age-Zuki Warrior/LIGHT Level 3 If this card is Summoned: You can target 1 "Fist of Fury" Equip Spell in your GY; add it to your hand. If this card is Tributed: You can discard 1 card; Special Summon this card from your GY. You can only use each effect of "Age-Zuki" once per turn. 200/1700 Fist of Fury - Kage-Zuki Level 4 You can send 1 Equip Card equipped to this card to the GY; Special Summon 1 "Fist of Fury" monster from your Deck, except "Fist of Fury - Kage-Zuki". (Quick Effect): You can discard 1 card; change the battle position of all monsters on the field. You can only use each effect of "Kage-Zuki" once per turn. 1800/1200 Fist of Fury - Hasami-Zuki Warrior/LIGHT/Pendulum Level 5 Scale 0 Pendulum Effect: You can target 1 Equip Card you control; return both this card and that target to your hand. If you Special Summon a "Fist of Fury" monster(s) from your hand: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Fist of Fury - Fist of Fury - Hasami-Zuki" once per turn. Monster Effect: You can Special Summon this card (from your hand or face-up in your Extra Deck) by Tributing 1 "Fist of Fury" monster. You can only Special Summon "Fist of Fury - Hasami-Zuki" this way once per turn. If this card is Tributed: You can add 1 "Fist of Fury" monster from your Deck to your hand, except "Fist of Fury - Hasami-Zuki". You can only use this effect of "Fist of Fury - "Fist of Fury - Hasami-Zuki" once per turn 2200/1400 Fist of Fury - Yama-Zuki Warrior/LIGHT/Pendulum Level 6 Scale 11 Pendulum Effect: You can target 1 monster you control; return this card to the hand, then Tribute that target. When you Special Summon a "Fist of Fury" monster(s) from your Extra Deck: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Fist of Fury - Yama-Zuki" once per turn. Monster Effect: You can Special Summon this card (from your hand or GY) by Tributing 1 "Fist of Fury" monster. You can only Special Summon "Fist of Fury - Yama-Zuki" this way once per turn. If this card is Tributed: You can target 1 "Fist of Fury" card in your GY; add it to your hand. You can only use this effect of "You can only use this effect of "Fist of Fury - Yama-Zuki" once per turn 1400/2200 Extra Deck Monsters: Fist of Fury - Uraken-Uchi Warrior/LIGHT/Fusion Level 5 2 "Fist of Fury" monsters in face-up Attack Position Must first be Special Summoned by Tributing the above cards you control. (You do not use "Polymerization".) If a "Fist of Fury" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. If this card is Tributed: You can Special Summon this card from your GY, then inflict 1000 damage to your opponent, but banish it when it leaves the field. You can only use this effect of "Fist of Fury - Uraken-Uchi" once per turn. 2000/1500 Fist of Fury - Teisho-Uchi Warrior/LIGHT/Fusion Level 6 2 "Fist of Fury" monsters in face-up Defense Position Must first be Special Summoned by Tributing the above cards you control. (You do not use "Polymerization".) This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this card is equipped with an Equip Card, all "Fist of Fury" monsters can attack while in face-up Defense Position. If they do, apply their DEF for damage calculation. If this card is Tributed: You can change the battle position of all monsters on the field. 1500/2500 Fist of Fury - Shuto-Uchi Warrior/LIGHT/Fusion/Pendulum Level 7 Scale 0 Pendulum Effect: You can target 1 Pendulum Monster in your GY; this card's Pendulum Scale becomes equal to that target's. You can Tribute 1 "Fist of Fury" monster; Special Summon this card from your Pendulum Zone. Monster Effect: 2 Fist of Fury" monsters in different battle positions Must first be Special Summoned by Tributing the above cards you control. (You do not use "Polymerization".) Gains ATK/DEF equal to the number of Equip Spell equipped to it x 700. Once per turn (Quick Effect): You can change the battle positions of monsters on the field up to the number of Equip Cards equipped to this card. If this card is Tributed: You can place it in your Pendulum Zone. 1600/1600 Fist of Fury - Haishu-Ushi Warrior/LIGHT/Fusion/Pendulum Level 10 Scale 0 Pendulum Effect: Once per turn: You can target 1 Fusion Monster you control; equip up to 2 appropriate Equip Spells from your GY to that target. You can Tribute 2 "Fist of Fury" monsters from your hand or field; Special Summon this card from your Pendulum Zone. Monster Effect: 2 "Fist of Fury" monsters in different battle positions, including a Fusion Monster Must first be Special Summoned by Tributing the above cards you control. (You do not use "Polymerization".) If an Equip Card is equipped to this card: You can change the battle position of all monsters on the field. (Quick Effect): You can discard 1 card; return all Attack Position monsters on the field to the hand. If this card is Tributed: You can place it in your Pendulum Zone. 2500/3000 Fist of Fury - Haito-Uchi Warrior/LIGHT/Fusion/Pendulum Level 10 Scale 11 Pendulum Effect: Once per turn: You can target 1 Fusion Monster you control; equip 1 appropriate Equip Spell from your Deck to that target. You can Tribute 1 "Fist of Fury" Fusion Monster; Special Summon this card from your Pendulum Zone. Monster Effect: 3 "Fist of Fury" monsters, including a Fusion Monster Must first be Special Summoned by Tributing the above cards you control. (You do not use "Polymerization".) This card can make additional attacks on Attack Position monsters your opponent control equal to the number of Equip Cards equipped to this card. (Quick Effect): You can discard 1 card; return all Defense Position monsters on the field to the hand. If this card is Tributed: You can place it in your Pendulum Zone. 3000/2500 Spells/Traps: Fist of Fury - Martial Arts Normal Spell Activate 1 of these effects. * Reveal 3 "Fist of Fury" monsters with different Levels from your Deck, your opponent randomly adds 1 of them to your hand, also shuffle the remaining cards into your Deck. * Reveal 3 "Fist of Fury" Spells/Traps with different names, your opponent randomly adds 1 of them to your hand, also shuffle the remaining cards into your Deck. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Martial Arts" once per turn. Fist of Fury - Dojo Field Spell When this card is activated: You can change the battle position of all monsters on the field. If the battle position of 2 or more "Fist of Fury" monsters you control is changed: Draw 2 cards, then shuffle 1 card from your hand into your Deck, or if you changed the battle position of 2 or more Fusion Monsters, you can draw 3 cards instead. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Dojo" once per turn. Fist of Fury - Jab Equip Spell Equip only to a "Fist of Fury" monster. It gains 200 ATK/DEF for each Equip Card equipped to it. If the battle position the equipped monster is changed: You can target 1 card on the field; return that target to the hand. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Jab" once per turn. Fist of Fury - Sucker Punch Equip Spell Equip only to a "Fist of Fury" monster. All monsters your opponent control must attack the equipped monster, if able. If the equipped monster targets an opponent's monster for an attack or is targeted for an attack: You can Tribute 1 other "Fist of Fury" monster from your hand or field; the equipped monster gains ATK/DEF equal to the Tributed monster's ATK/DEF in the GY until the end of this battle. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Sucker Punch". Fist of Fury - Uppercut Equip Spell Equip only to a "Fist of Fury" monster. Once per turn: You can target 1 monster on the field; change its battle position. If all monsters your opponent control are in Defense Position, the equipped monster can attack your opponent directly. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use this effect of "Fist of Fury - Uppercut" once per turn. Fist of Fury - Left Hook Equip Spell Equip only to a "Fist of Fury" monster. It gains DEF equal to half its ATK. It can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Left Hook" once per turn. Fist of Fury - Black Belt Equip Spell Activate this card by targeting 1 "Fist of Fury" monster in your GY; Special Summon that target and equip it with this card. A monster equipped with this card gains ATK/DEF equal to its Level x 100. If this card is equipped to a Fusion Monster, if it battles an opponent's monster in a different battle position than it, at the start of the Damage Step: You can Tribute both battling monsters. If this card leaves the field, destroy the equipped monster. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Black Belt" once per turn. Fist of Fury - Master Class Continuous Trap Once per turn: You can target 1 "Fist of Fury" monster you control; equip 1 appropriate Equip Spell from your hand or GY to that target. All "Fist of Fury" Fusion Monsters equipped with Equip Cards cannot be destroyed by or targeted by your opponent's card effects. If this card would be destroyed, you can destroy 1 Equip Card you control instead. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Master Class" once per turn. Fist of Fury - Self Defense Counter Trap If you control a "Fist of Fury" Fusion Monster, when your opponent activates a card or effect: Negate the activation, and if you do, destroy that card, then you can add 1 Equip Spell from your Deck to your hand. If this card is in your GY: You can Tribute 1 "Fist of Fury" monster; add this card to your hand. You can only use each effect of "Fist of Fury - Self Defense" once per turn.
  3. Extrematter is an Archetype of Level 4 Wyrm monsters with various Attributes, the Extra Deck monsters having Level 8 and 12 monsters. They focus on Extra Deck manipulation, primarily banishing your opponent's Extra Deck. They have all 4 Extra Deck monster card types, Fusion, Synchro, Xyz and Link and their playstyle revolves around getting all of them on your field and/or GY which will boost or activate various effects. All the Main Deck monsters focus on the various Extra Deck monsters, such as Extrematter Sundragon for Link Monsters or Extrematter Orbitdragon for Synchro Monsters, however they also each cannot be use for one of the various kinds Extra Deck monsters Extrematter is a portmanteau of Extreme, Extra, as in Extra Deck, and Matter, as in Dark Matter, and they reference various spacial concepts, mainly dark matter related, but also other space related terms. Main Deck Monsters: Extrematter Freezedragon Wyrm/WATER Level 4 When this card is Normal Summoned while you control no monsters Special Summoned from your Extra Deck: You can Special Summon 1 "Extrematter Freezedragon", then banish 1 random monster from your Extra Deck. If this card is sent to the GY: You can target 1 of your banished Wyrm monsters, then banish this card from your GY; place that target on top of your Deck. Cannot be used as material for a Link Summon. You can only use each effect of "Extrematter Freezedragon" once per turn. 800/1800 Extrematter Blazedragon Wyrm/FIRE Level 4 When this card is Normal Summoned while you control no monsters Special Summoned from your Extra Deck: You can Special Summon 1 "Extrematter Blazedragon", then banish 1 random monster from your Extra Deck. If this card is sent to the GY: You can banish this card; draw 1 card, then discard 1 card. Cannot be used as material for a Link Summon. You can only use each effect of "Extrematter Blazedragon" once per turn. 1800/800 Extrematter Sundragon Wyrm/LIGHT Level 4 If you control no monsters Special Summoned from your Extra Deck: You can banish this card from your field and any number of different Extra Deck monster card types you control or are in your GY (Fusion, Synchro, Xyz or Link), then Link Summon 1 appropriate Link Monster from your Extra Deck. You can target 1 other Wyrm monster you control and declare an Attribute; that target becomes the declared Attribute. Cannot be used as material for an Xyz Summon. You can only use each effect of "Extrematter Sundragon" once per turn. 1500/1500 Extrematter Fusiondragon Wyrm/DARK Level 4 If this card is Summoned while you control no monsters Special Summoned from your Extra Deck: You can add 1 "Extrematter" card from your Deck to your hand, also you cannot Summon monsters, except Wyrm monsters for the rest of this turn. If this card is sent to the GY: You can banish this card from your GY; Fusion Summon 1 "Extrematter" Fusion Monster from your Extra Deck using monsters from your hand or field as materials. Cannot be used as material for a Synchro Summon. You can only use each effect of "Extrematter Fusiondragon" once per turn. 100/1900 Extrematter Orbitdragon Wyrm/WIND/Tuner Level 4 When you Normal Summon a Wyrm monster while you control no monsters Special Summoned from your Extra Deck: You can Special Summon this card from your hand. You can target 1 other Wyrm monster you control with a Level and declare a Level; that target's Level becomes the declared Level. Cannot be used as material for a Fusion Summon. You can only use each effect of "Extrematter Orbitdragon" once per turn. 1900/100 Extra Deck Monsters: Extrematter Vacuumdragon Wyrm/WIND/Link Link Arrows: Bottom Left, Bottom Right 2 Wyrm monsters with different Attributes If this card was Link Summoned using only "Extrematter" monsters, it gains ATK equal to the number of Wyrm monsters with different Extra Deck monster card types you control or are in your GY (Fusion, Synchro, Xyz or Link) x 500. If exactly 1 Fusion, Synchro or Xyz Monster is Special Summoned from your Extra Deck to your zone this card points to: You can banish 1 random card from your opponent's Extra Deck, then if that banished card is the same Extra Deck monster card types as that Summoned monster, banish 1 random card from your opponent's hand. 1000/LINK-2 Extrematter Gravitydragon Wyrm/EARTH/Link Link Arrows: Bottom Left, Bottom, Bottom Right, Up 2+ Wyrm monsters with different Attributes If this card was Link Summoned using only "Extrematter" monsters, Wyrm monsters you control are unaffected by the effects of monsters Special Summoned from your opponent's Extra Deck. You can banish 1 Wyrm monster this card points to; take control of 1 monster your opponent controls this card points to. During the End Phase, if you control no other monsters that were Special Summoned from the Extra Deck: You can target 1 of your banished Wyrm monsters; Special Summon it to your zone this card points to. You can only use each effect of "Extrematter Gravitydragon" once per turn. 2500/LINK-4 Extrematter Clusterdragon Wyrm/EARTH/Xyz Rank 4 2+ Level 4 Wyrm monsters with different Attributes When this card is Xyz Summoned: You can target 1 banished monster; attach that target to this card as material. Up to twice per turn: You can detach 2 materials from this card; attach 1 random card from your opponent's Extra Deck to this card as material. This card gains effects depending on Extra Deck monster card types attached to it as material. ● Fusion or Synchro: Once per turn: You can discard 1 Wyrm monster; Special Summon 1 Level 4 Wyrm monster from your hand or Deck. ● Xyz or Link: This card gains 200 ATK/DEF for each material attached to it. 2000/2000 Extrematter Neutrondragon Wyrm/LIGHT/Xyz Rank 8 2+ Level 8 Wyrm monsters with different Attributes You can also Xyz Summon this card by using 1 "Extrematter Clusterdragon" with 3 or more materials attached to it as material. (Transfer its materials to this card.) Up to twice per turn: You can detach 3 materials from this card; attach 1 random card from your opponent's hand and/or 1 random card from your opponent's Extra Deck to this card as material. This card gains effects depending on Extra Deck monster card types attached to it as material (Fusion, Synchro, Xyz or Link). ● Fusion or Synchro: Wyrm monsters Special Summoned from the Extra Deck cannot be targeted or destroyed by your opponent's card effects. ● Xyz or Link: All monsters your opponent control lose 500 ATK/DEF for each Wyrm monsters with different Extra Deck monster card types you control or are in your GY. 2500/3000 Extrematter Darkdragon Wyrm/DARK/Fusion Level 4 2+ Wyrm monsters with different Attributes When this card is Fusion Summoned: You can target 1 of your banished Level 4 Wyrm monsters; Special Summon that target. Gains 500 ATK/DEF for each material with a different Attribute used for its Fusion Summon. During your Main Phase: You can double the Level of all Level 4 Wyrm monsters you control until the end of this turn. You can only use each effect of "Extrematter Darkdragon" once per turn. 1000/1000 Extrematter Cosmicdragon Wyrm/FIRE/Fusion Level 8 3+ Wyrm monsters with different Attributes When this card is Fusion Summoned: You can declare 1 Extra Deck monster card type you control (Fusion, Synchro, Xyz or Link); look at your opponent's Extra Deck, then banish 1 monster with the declared card type. If a Wyrm monster you control that was Special Summoned from your Extra Deck battles an opponent's monster that was Special Summoned from the Extra Deck, at the start of the Damage Step: You can shuffle 1 of your Wyrm monsters in your GY or that is banished with the same Extra Deck monster card types as that monster into your Extra Deck, and if you do, banish the opponent's monster. You can only use each effect of "Extrematter Cosmicdragon" once per turn. 2800/2400 Extrematter Novadragon Wyrm/LIGHT/Synchro/Tuner Level 8 1 Wyrm Tuner + 1+ non-Tuner Wyrm monsters Must first be Synchro Summoned using monsters with different Attributes. When this card is Synchro Summoned: You can banish random cards from your opponent's Extra Deck equal to the number of different monsters used for this card's Synchro Summon. You can banish any number of monsters with different Extra Deck monster card types you control or are in your GY (Fusion, Synchro, Xyz or Link), then target the same number of cards your opponent control; destroy them. You can only use each effect of "Extrematter Novadragon" once per turn. 2400/2800 Extrematter Supermassivedragon Wyrm/WATER/Synchro Level 12 1 Synchro Tuner + 1+ non-Tuner Wyrm monsters Must first be Synchro Summoned using monsters with different Attributes. If this card is Synchro Summoned using a Wyrm Tuner: Destroy all cards your opponent control. If you have 4 different Extra Deck monster card types in your GY (Fusion, Synchro, Xyz or Link): You can banish up to 4 random monsters from your Extra Deck, then your opponent banishes the same number of random monsters from their Extra Deck. If both players no cards in their Extra Deck, double this card's original ATK/DEF. 3000/2500 Spells/Traps: Extrematter Deepspace Field Spell You cannot Special Summon monsters from your Extra Deck, except Wyrm monsters. During your Main Phase, you can Normal Summon 1 Level 4 Wyrm monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When this face-up card on the field is destroyed by your opponent's card effect: You can banish this card from your GY; both players can return their banished monsters to the GY equal to the number of monsters with different Extra Deck monster card types they control (Fusion, Synchro, Xyz or Link), then they can Special Summon 1 monster with the same type but a different Attribute from their returned monster(s) from their Extra Deck, ignoring the Summoning conditions. Extrematter Wyrmhole Normal Spell Discard 1 card; Special Summon 1 Level 4 Wyrm monster from your Deck. You must control no monsters Special Summoned from the Extra Deck to activate and to resolve this effect. If you control "Extrematter Deepspace": You can banish this card from your GY, then target 1 Level 4 Wyrm monster in your GY; Special Summon that target. You can only use 1 "Extrematter Wyrmhole" effect per turn, and only once that turn. Extrematter Creation Normal Spell Fusion Summon 1 Wyrm Fusion Monster from your Extra Deck by using Wyrm monsters with different Attributes from your hand or field as materials. If you control "Extrematter Deepspace, you can also return your banished Wyrm monsters with different Attributes to your GY as materials. You can banish this card and 2 Wyrm monsters from your GY; add 1 Level 4 Wyrm monster from your Deck to your hand, or if you control "Extrematter Deepspace", you can Special Summon it instead. You can only use 1 "Extrematter Creation" effect per turn, and only once that turn. Extrematter Properties Continuous Spell Gains effects depending on the number of Wyrm monsters with different Extra Deck monster card types you control (Fusion, Synchro, Xyz or Link), also reduce the number required by 1 while you control "Extrematter Deepspace". ● 2+: Your opponent cannot Special Summon monsters from their Extra Deck with the same Extra Deck monster card types as monsters you control. ● 3+: Negate the effects of all cards your opponent controls and in their GY, except monsters with the same Extra Deck monster card types as monsters you control. ● 4: Your opponent cannot activate monster effects as Quick Effects or Quick-Play Spell Cards. Extrematterial Normal Trap Target 1 Xyz Monster you control; attach 1 Wyrm monster from your hand or field to that target. If that Xyz Monster is a Wyrm monster, you can attach 1 of your banished Wyrm monsters to it instead. If you control "Extrematter Space", you can activate this card from your hand. Extrematter Constellation Continuous Trap When this card is activated: You can make the Levels of all monsters on the field 4 or 8. This card gains effects depending on Extra Deck monster card types you control. ● Fusion or Synchro: Your opponent cannot Special Summon monsters from the Extra Deck with a lower Level than the highest Level Wyrm monster you control. ● Xyz or Link: Monsters with no Levels your opponent control cannot attack or activate their effects.
  4. Annihilaterror is an Archetype of Pyro/DARK and Rock/FIRE monsters with various Levels, though mainly focusing on Level 5. They focus on banishing, non-Effect Monster and Xyz Summoning, using Rank-Up-Magic. Many of their effects have an additional effect you can activate by banishing a Rock or Pyro monster from your hand. The Xyz Monsters all have effects that are boosted by having a non-Effect Monster attached to them. Their main boss is Annihilaterror - Ultramafic Colossus, which is a Rank 11 monster that is able to attack multiple times and destroys cards in your opponent's hand. They also have some Link Monsters that allow you to more easily get out Xyz Monsters, and some cards support the Link Monster combos as well, like Annihilaterror - Lava Dome and Annihilaterror - Mafic Devastator Their name is a portmanteau of Annihilate and Terror, and they are based on volcano, lava and magma in general. The Normal Monsters give a bit more about the lore of these cards as well, and how they have destroyed an entire island nation, hence the DARK part of their Archetype. It's also quite a big Archetype compared to my other ones, though this is mainly due to the non-Effect Monsters taking up quite a lot of space, since I wanted as many options as possible, and since there are 6 non-Effect Monsters, that does increase the numbers a fair amount. Main Deck Monsters: Annihilaterror - Pillow Lava Pyro/DARK Level 2 While face-up on the field, this card is also Rock and FIRE-Attribute. You can target 1 Rock or Pyro monster on the field and declare a Level, then you can also banish 1 Rock or Pyro monster from your hand; that target's Level becomes that Level, then if you banished a Rock or Pyro monster when you activated this effect, add 1 "Annihilaterror" card from your Deck to your hand. You can only use this effect of "Annihilaterror - Pillow Lava" once per turn. 500/1500 Annihilaterror - First Eruptor Pyro/DARK/Normal Level 2 The island of Yeh'nid should have learned from their past, as hundred of years ago they had a volcanic eruption that could have ended all life on their island home, but it was a smaller, yet still destructive eruption, so it was soon just a distant memory. 1000/2000 Annihilaterror - Island Creator Rock/FIRE Level 4 You can target 1 other Rock or Pyro monster on the field; the Level of all monsters you control become equal to that target's Level. When you activate this effect, you can also banish 1 Rock or Pyro monster from your hand; if you banished a Rock or Pyro monster when you activated this effect, this turn you can Normal Summon Rock and Pyro monsters without Tributing, also immediately after this effect resolves, Normal Summon 1 "Annihilaterror" monster. You can only use each effect of "Annihilaterror - Island Creator" once per turn. 1500/1500 Annihilaterror - Molten Rock Rock/FIRE/Normal Level 4 The devastation and eruptive force that ruined the landscape of the peaceful island nation of Yeh'nid can still be felt to this day, as the molten rocks can still sometimes be found at the now ruined mountainsides. 2000/0 Annihilaterror - Still Volcano Rock/FIRE/Normal Level 5 We should have seen the signs earlier on, say the Yeh'nid people who try to make a new home on their island, though the nation may never be the same again, and the poverty and despair caused by this catastrophe has reset our progression as a developing nation. 0/3000 Annihilaterror - Lava Dome Rock/FIRE Level 5 If this card is currently banished: You can target 1 non-Effect Monster or monster that is both Rock and Pyro on the field; destroy that target, and if you do, Special Summon this card. If this card is Summoned to a zone a Link Monster points to, you can also banish 1 Rock or Pyro monster from your hand: You can Special Summon 1 "Annihilaterror" monster from your hand, or if you banished a Rock or Pyro monster when you activated this effect, Special Summon it from your Deck instead. You can only use each effect of "Annihilaterror - Lava Dome" once per turn. 2200/1800 Annihilaterror - Magma Pourer Pyro/DARK Level 5 If you control no monsters in your Main Monster Zone and this card is in your hand, or if this card is in your GY, regardless of controlling no monsters, you can banish 1 Rock or Pyro monster from your hand instead; Special Summon this card from your hand, or if you banished a Rock or Pyro monster when you activated this effect, Special Summon it from your GY. If this card is sent from the field to the GY for the Link Summon of a Rock or Pyro monster: You can add 1 "Annihilaterror" monster from your Deck to your hand, except "Annihilaterror - Magma Pourer". You can only use each effect of "Annihilaterror - Magma Pourer" once per turn. 1500/2400 Annihilaterror - Lava Lake Pyro/DARK Level 5 If this card is in your hand: You can banish 1 non-Effect Monster from your hand, field or GY, then you can banish 1 other Rock or Pyro monster from your hand; Special Summon this card, then if you banished a Rock or Pyro monster when you activated this effect, you can Special Summon 1 Rock or Pyro non-Effect Monster from your hand or GY. If this card is banished: You can target 1 non-Effect Monster in your GY or that is banished; add that target to your hand. You can only use each effect of "Annihilaterror - Lava Lake" once per turn. 2300/1600 Annihilaterror - Magma Coating Pyro/DARK Level 5 When this card is Summoned: You can target 1 of your banished Rock or Pyro monsters; add that target to your hand. When you activate this effect, you can also banish 1 Rock or Pyro monster from your hand; excavate the top 3 cards of your Deck, banish any monsters, also if you excavated an "Annihilaterror" Spell/Trap, add 1 of them to your hand, or if banished a Rock or Pyro monster when you activated this card, you can add any number to your hand, also send the remaining cards to the GY. You can only use each effect of "Annihilaterror - Magma Coating" once per turn. 2100/2100 Annihilaterror - Volcanic Ending Pyro/DARK/Normal Level 8 The island of Yeh'nid once thought it could keep on going after the first impact of the volcanic eruption that once had devastated their home, but it was not meant to be. The powerful sonic blast could be heard for miles, though there were soon nobody were left to hear it. 2500/2500 Annihilaterror - Lava Fountain Rock/FIRE Level 8 If this card is in your hand or GY: You can banish 2 non-Effect Monsters from your hand, field or GY, then you can also banish 1 Rock or Pyro monster from your hand; Special Summon this card, then if you banished a Rock or Pyro monster when you activated this effect, you can Special Summon 1 non-Effect Monster from your hand or Deck in Defense Position. If this card is banished: You can 1 target Rock or Pyro monster in your GY; Special Summon that target, but it cannot attack this turn. You can only use each effect of "Annihilaterror - Lava Fountain" once per turn. 2000/3000 Extra Deck Monsters: Annihilaterror - Rock Formation Rock/FIRE/Link Link Arrows: Bottom, Top 2 Rock and/or Pyro monsters Monsters this card points to are treated as non-Effect Monsters, also this card is always treated as a non-Effect Monster while in its owner's possession. If a monster(s) is Xyz Summoned to a monster to a zone this card points to: You can target 1 of those monsters, then you can banish 1 other Rock or Pyro monster from your hand; attach this card to that target, then if you banished a Rock or Pyro monster when you activated this effect, Special Summon 1 Rock or Pyro Xyz Monster that is 3 Ranks higher than it, using that target as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) 1500/LINK-2 Annihilaterror - High Heater Pyro/DARK/Link Link Arrows: Bottom Left, Bottom Right, Top 3 Rock and/or Pyro monsters When this card is Link Summoned using a non-Effect Monster: You can target 1 of your banished Rock or Pyro monsters; Special Summon that target to your zone this card points to. When you activate effect, you can also banish 1 Rock or Pyro monster from your hand; if you banished a Rock or Pyro monster when you activated this effect, add 1 "Rank-Up-Magic" Spell from your Deck to your hand, also immediately after this effect resolves, Xyz Summon 1 Rank 5 or lower Rock or Pyro Xyz Monster from your Extra Deck using exactly 1 Level 5 Rock or Pyro monster this card points to as material. You can only use each effect of "Annihilaterror - High Heater" once per turn. 2000/LINK-3 Annihilaterror - Underground Boiler Rock/FIRE/Xyz Rank 2 2+ Level 2 Rock and/or Pyro monsters While a non-Effect Monster is attached to this card, all Rock and Pyro monsters you control can attack while in face-up Defense Position. Apply their DEF during damage calculation. You can detach any number of materials from this card, then target the same number of monsters on the field, then you can also banish 1 Rock or Pyro monster from your hand; change them to face-up Defense Position, then if you banished a Rock or Pyro monster when you activated this effect, the DEF of all monsters your opponent control become 0. If this card has a non-Effect Monster attached as material, this is a Quick Effect. 0/2500 Annihilaterror - Xenolith Crusher Rock/FIRE/Xyz Rank 5 2+ Level 5 Rock and/or Pyro monsters N/A 3000/2500 Annihilaterror - Felsic Ravager Pyro/DARK/Xyz Rank 5 3 Level 5 Rock and/or Pyro monsters If this card is Xyz Summoned: You can target 1 of your banished "Annihilaterror" cards; add that target to your hand or attach it to this card as material. Once per turn: You can detach any number of materials from this card, then target the same number of cards on the field, then you can also banish 1 Rock or Pyro monster from your hand; destroy those targets or if you banished a Rock or Pyro monster when you activated this effect, attach them to this card instead. If this card has a non-Effect Monster attached as material, this is a Quick Effect. 2800/3000 Annihilaterror - Volcanic Brute Pyro/DARK/Xyz Rank 8 2 Level 8 Rock and/or Pyro monster N/A 3000/3000 Annihilaterror - Mafic Devastator Pyro/DARK/Xyz Rank 8 4 Level 8 Rock and/or Pyro monsters If this card is Xyz Summoned using a "Rank-Up-Magic" Spell: Inflict damage to your opponent's HP equal to the number of banished Rock and Pyro monsters x 300. While this card is linked, Xyz Monsters you control cannot be targeted by your opponent's effects. Once per turn: You can detach any number of materials from this card, then you can also banish 1 Rock or Pyro monster from your hand; destroy all Spells/Traps your opponent control. If you banished a Rock or Pyro monster when you activated this effect, your opponent cannot activate cards or effects in response to this effect. If this card has a non-Effect Monster attached as material, this is a Quick Effect. 3000/3500 Annihilaterror - Ultramafic Colossus Rock/FIRE/Xyz Rank 11 5 Level 11 Rock and/or Pyro monsters All Rock and Pyro monsters on the field are treated as non-Effect Monsters. This card can attack an additional number of times each Battle Phase equal to the number of non-Effect Monsters attached to it as material. Once per turn: You can detach any number of materials from this card up to the number of non-Effect Monsters on the field, then you can also banish 1 Rock or Pyro monster from your hand; destroy random cards in your opponent's hand up to the numbed of materials detached, then if you banished a Rock or Pyro monster when you activated this effect, you can destroy face-up cards your opponent control and in their Deck with the same name as those destroyed cards. If this card has a non-Effect Monster attached as material, this is a Quick Effect. 3500/4000 Spells/Traps: Annihilaterror - Active Volcano Field Spell When this card is activated: You can make all face-up monsters currently on the field become both Rock and Pyro. All Rock and Pyro monsters you control gain 500 ATK/DEF, and if they are both Pyro and Rock, they cannot be destroyed by battle or card effects. Once per turn, if you would banish a Rock or Pyro monster to activate an "Annihilaterror" effect, you can banish 1 Rock or Pyro non-Effect Monster from your GY instead. If this face-up card on the field is destroyed by a card effect: You can banish this card from your GY, also you can banish 1 Rock or Pyro monster from your hand; add 1 non-Effect Monster from your Deck to your hand, or if you banished a Rock or Pyro monster when you activated this effect, you can Special Summon it instead. Annihilaterror - Lava Balloons Normal Spell When you activate this card, you can also banish 1 Rock or Pyro monster from your hand; Special Summon 1 "Annihilaterror Token" (Pyro/DARK/Level 1/ATK 500/DEF 500), or if you banished a Rock or Pyro monster when you activated this card, you can Special Summon 3 instead. These Tokens cannot be Tributed or used as material for a Summon, except the Tribute or Link Summon of a FIRE Rock or DARK Pyro monster. You can only activate 1 "Annihilaterror - Lava Balloons" per turn. Annihilaterror - Rank-Up-Magic Devastating Force Quick-Play Spell Target 1 Rock or Pyro Xyz Monster you control, then you can banish 1 Rock or Pyro monster from your hand; Special Summon from your Extra Deck, 1 "Annihilaterror" Xyz Monster whose Rank is 3 higher than it, by using it as material, or if you banished a Rock or Pyro monster when you activated this card, you can Summon any Rock or Pyro monster whose Rank that is higher than that target. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) Annihilaterror - Lava Flow Quick-Play Spell Target 1 Rock or Pyro monster on the field or in either player's GY and 1 Xyz Monster you control, then you can also banish 1 Rock or Pyro monster from your hand; attach the first target to the second target, then if you banished a Rock or Pyro monster when you activated this card, you can Set this card face-down instead of sending it to the GY. If you control a Link Monster that points to that Xyz Monster, you can target 1 banished Rock or Pyro monster instead. Annihilaterror - Reforming Landscape Continuous Spell You can place 1 card from your hand on top of your Deck, then target 1 of your banished Rock or Pyro monsters, then you can banish 1 Rock or Pyro monster from your hand to target 1 Rock or Pyro monster in your GY; Special Summon the first target, then if you banished a Rock or Pyro monster when you activated this card, add the second target to your hand. You can banish this card from your GY, then target 3 of your banished Rock and/or Pyro monsters; place them on top of your Deck. You can only use each effect of "Annihilaterror - Reforming Landscape" once per turn. Annihilaterror - Sudden Eruption Normal Trap When you activate this card, you can also banish 1 Pyro monster from your hand; Special Summon 1 DARK Pyro monster from your Deck, then if you banished a Pyro monster to activate this effect, Special Summon 1 FIRE Rock monster from your Deck. You can banish this card and 1 Rock or Pyro non-Effect Monster from your GY; draw 2 cards, then banish 1 card from your hand. You can only use each effect of "Annihilaterror - Sudden Eruption" once per turn.
  5. Fuhai is an Archetype of monsters with various Levels, Types and Attributes. They focus on manipulating your opponent's monsters by Summoning or changing sides to your opponent's field, as well as Ritual Summoning. Each Non-Ritual Monster has an effect that is negative towards the monster adjacent to it, such as losing ATK/DEF or preventing it from activating its effects. The goal is to fill up your opponent's field with monsters, as their Ritual Spell Fuhai Merger can use your opponent's monsters as Tributes, with their boss monster being Fuhai Ikuchi. Also they use their Field Spell Yokai Manor of Fuhai for bonuses to their effects. Fuhai loosely means corrupt or corruption in Japanese and these are all based on yokai, monsters and spirits in Japanese folklore, and this is reflected in their playstyle and the Spells/Traps which reference various political and general corruption related terms. Non-Ritual Monsters: Fuhai Basan Winged Beast/LIGHT Level 1 Non-"Fuhai" monsters adjacent to this card are unaffected by your Spells/Traps and your non-"Fuhai" monster effects. If you control "Yokai Manor of Fuhai", if you Ritual Summon exactly 1 Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement. 0/500 Fuhai Amikiri Reptile/WIND Level 2 When this card is Summoned: You can discard 1 card; Special Summon 1 "Fuhai" monster from your Deck to your opponent's field, then if you control "Yokai Manor of Fuhai", you can Summon 1 "Fuhai" monster to your field as well. You can only use this effect of "Fuhai Amikiri" once per turn. Non-"Fuhai" monsters adjacent to this card lose 500 ATK/DEF for each "Fuhai" monster you control. 500/1000 Fuhai Sankai Aqua/DARK Level 2 Non-"Fuhai" monsters adjacent to this card cannot be used for material for a Summon or be Tributed, except for a Ritual Summon. If this card this card is sent from the field to the GY: You can add 1 "Fuhai" card from Deck or GY to your hand, except "Fuhai Sankai". You can only use this effect of "Fuhai Sankai" once per turn. 1000/500 Fuhai Kyonshi Zombie/EARTH Level 3 Non-"Fuhai" monsters adjacent to this card attack or change their battle positions. If this card this card is sent from the field to the GY: You can Special Summon 1 "Fuhai" monster from your hand to your opponent's field, or if you control "Yokai Manor of Fuhai", you can Special Summon it from your Deck to either field instead. You can only use this effect of "Fuhai Kyonshi" once per turn. 1000/1000 Fuhai Kasha Beast/FIRE Level 4 Non-"Fuhai" monsters adjacent to this card cannot activate their effects. (Quick Effect): You can discard 1 "Fuhai" card; activate or Set 1 "Fuhai" Spell/Trap from your Deck. You can only use this effect of "Fuhai Kasha" once per turn. 1500/1000 Ritual Monsters: Fuhai Hyosube Beast-Warrior/EARTH/Ritual Level 4 You can Ritual Summon this card with "Fuhai Merger". All monsters in your opponent's Main Monster Zones lose ATK/DEF for each "Fuhai" monster on the field x 500. While you control "Yokai Manor of Fuhai", Ritual Monsters on the field cannot be destroyed by card effects, also the ATK/DEF of monsters in your opponent's Extra Monster Zones become 0. 1500/2000 Fuhai Oni Fiend/DARK/Ritual Level 5 You can Ritual Summon this card with "Fuhai Merger". When this card is Ritual Summoned: You can change all monsters on the field to face-up Attack Position, also until the end of your opponent's turn, all monsters your opponent control must attack this card, if able. If your opponent controls a "Fuhai" monster, this card can attack your opponent directly, but any battle damage it inflicts is halved, unless you control "Yokai Manor of Fuhai". 2000/2000 Fuhai Ikuchi Sea Serpent/WATER/Ritual Level 8 You can Ritual Summon this card with "Fuhai Merger". When this card is Ritual Summoned: You can Special Summon 1 "Fuhai" monster to your opponent's field, or if you control "Yokai Manor of Fuhai", you can Special Summon it to your field instead. Negate the effects of all non-"Fuhai" monsters your opponent control. This card can make additional attacks each Battle Phase on monsters your opponent control with a "Fuhai" monster adjacent to them. 2500/2500 Spells/Traps: Yokai Manor of Fuhai Field Spell Once per turn: You can Special Summon 1 "Fuhai" from your hand to either field. "Fuhai" monsters and monsters adjacent to them cannot be used as material for a Summon while you control a Ritual Monster. "Fuhai" monsters you control cannot be targeted for an attack while your opponent controls a "Fuhai" monster. Fuhai Embezzlement Continuous Spell When this card is activated: You can change any number of "Fuhai" monsters on the field to face-down Defense Position. Each time a "Fuhai" monster(s) is Summoned, place 1 Embezzlement Counter on this card for each of those monsters. Once per turn: You can remove 2 Embezzlement Counters from this card; draw 1 card. If a "Fuhai" Spell/Trap(s) you control would be destroyed, you can remove 1 Embezzlement Counter from this card instead for each of those cards. Fuhai Merger Ritual Spell This card can be used to Ritual Summon any "Fuhai" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you control "Yokai Manor of Fuhai", you can also Tribute monsters your opponent control adjacent to "Fuhai" monsters. Fuhai Infiltration Quick-Play Target 1 "Fuhai" monster you control; switch control of it to your opponent, then draw 1 card and reveal it, if is is a "Fuhai" monster, you can Special Summon it. If you control "Yokai Manor of Fuhai", you can Special Summon it it to either field. Fuhai Bailout Normal Trap Target 1 "Fuhai" monster your opponent controls; take control of that target. If you control "Yokai Manor of Fuhai", you can activate this card from your GY, but banish it after this effect resolves. Fuhai Kickback Continuous Trap Once per turn: You can target 1 "Fuhai" monster your opponent controls; return that target to the hand, then you can Special Summon 1 "Fuhai" monster from your hand with a different name to your opponent's field, or if you control "Yokai Manor of Fuhai", you can Special Summon it to your field instead. While you control a Ritual Monster, your opponent cannot target "Fuhai" cards you control with effects. Edited just now by Zaziuma Realized the formatting looked weird because I posted from my phone, should look better now
  6. I recently made a Fossil and Adamancipator Deck, and I was in the mood for some Rock support, so here's a Fusion Monster that support Rock Decks! So, simply it is able to send a Rock monster from your Deck to your GY, which is very helpful for Fossil, and it boosts its ATK and changes its Level based on what you send. It's mainly meant to be used with Instant Fusion, but if you want to keep it around, it can be used to lock down your opponent's monster, and it has some protection effects as well.
  7. Marinemech is an Archetype of Aqua/WATER monsters with various Levels. They focus on revealing themselves in your hand and keeping themselves revealed, similar to how Golden Ladybug works, excavating the opponent's Deck, and Link Summoning. They have a sub-Archetype as well called Underknight, which includes all their Link Monsters, as well as a few Main Deck monsters. The non-Underknight Marinemech monsters all share the same effect that reveals themselves in your hand to excavate the top card of your opponent's Deck, and if it's a monster, you get to Special Summon the revealed monster. The Underknight monsters have another effect that is similar, but reveals 2 other Underknights to Special Summon them. Their main playstyle revolves around Link Summoning, and getting to their boss monster, Harbinger, which can be done easily with the help of support cards like Underverse and Surfacing. Marinemech was inspired by the Men of War armor from the Aqua Man movie, so to get an idea of what these monsters would look like, you can click here. The moment I saw them in the movie, I thought they looked pretty cool, and wondered why I hadn't seen something like that before, so I wanted to turn them into a theme in YGO why not!? Okay, but really, these guys are only loosely based on them, and I also had in mind that these were not human, but aquatic animals, though not sure how that would really work, just go with whatever you want, that's the beauty of having written cards. Main Deck Monsters: Marinemech Searcher Aqua/WATER Level 1 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. If this card is sent from the field to the GY: You can add 1 "Marinemech" card from your Deck to your hand, except "Marinemech Searcher". You can only use this effect of "Marinemech Searcher" once per turn. 700/300 Marinemech Diver Aqua/WATER Level 2 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. You can banish this card from your GY, then target 1 "Underknight" monster in your GY; Special Summon it. If you control "Marinemech Underverse", you can target 1 Aqua monster instead. You can only use this effect of "Marinemech Diver" once per turn. 900/1100 Marinemech Underknight Sentry Aqua/WATER Level 3 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. If this card is used as material for a Link Summoned: That Link Monster cannot be destroyed by battle or card effects. You can only use each effect of "Marinemech Underknight Sentry" once per turn. 1000/1500 Marinemech Catcher Aqua/WATER Level 4 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. You can target 1 "Marinemech" card in your GY; place it on top of your Deck, or if you control "Marinemech Underverse", you can add it to your hand instead. You can only use this effect of "Marinemech Catcher" once per turn. 1800/1100 Marinemech Underknight Warden Aqua/WATER Level 5 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Marinemech Underknight Warden" once per turn. While this card is linked to an Aqua monster, all Aqua monsters you control gain 500 ATK/DEF. While you control "Marinemech Underverse", Aqua monsters in your possession are unaffected your opponent's by Spell/Trap effects. 1600/2000 Marinemech Explorer Aqua/WATER Level 6 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. During your Main Phase: You can excavate the top 3 cards of your Deck, add 1 excavated "Marinemech" card to your hand, also, after that, send the remaining cards to the GY. If you control "Marinemech Underverse", you excavate 5 cards instead. You can only use this effect of "Marinemech Explorer" once per turn. 1900/1900 Marinemech Underknight Troop-leader Aqua/WATER Level 7 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. (Quick Effect): You can discard 1 revealed card in your hand, then target 1 card your opponent controls or in their GY; place it on top of the Deck. You can only use each effect of "Marinemech Underknight Troop-leader" once per turn. 1700/2400 Extra Deck Monsters: Marinemech Underknight Apprentice Aqua/WATER/Link Link Arrows: Bottom 1 Aqua monster, except a Link Monster Once per turn: You can discard 1 card; add 1 "Marinemech" card from your Deck to your hand. You can banish this card until the end of this turn; all revealed cards in your hand become unrevealed. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 800/LINK-1 Marinemech Underknight Crusader Aqua/WATER/Link Link Arrows: Bottom Left, Bottom Right 2 Aqua monsters When this card is Link Summoned: You can excavate cards from the top of your opponent's Deck equal to the number of cards revealed in your hand +1, then place them on top or bottom of your opponent's Deck in any order. Once per turn: You can unreveal any number of cards in your hand, then target the same number of cards in your opponent's GY or that are banished; place them on top of their Deck. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 1500/LINK-2 Marinemech Underknight Treasure-keeper Aqua/WATER/Link Link Arrows: Left, Right, Bottom 2+ Aqua monsters Once per turn: You can Special Summon 1 monster that is revealed in your hand to your zone this card points to. Once per turn: You can target Spells/Traps in your opponent's GY up to the number of Aqua monsters you control; banish them, and if you do, all monsters you control gain 200 ATK for each. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 2200/LINK-3 Marinemech Underknight Harbinger Aqua/WATER/Link Link Arrows: Top, Top Left, Top Right, Bottom Left, Bottom Right 3+ Aqua monsters If a monster(s) is Summoned to a zone this card points to, except an "Underknight" monster: Excavate the top card of your opponent's Deck, if the excavated card is not a monster, place the Summoned monster on top of the Deck, also, after that, send the excavated card to the GY, then repeat this effect for each monster Summoned (the monster's controller chooses the order). Once per turn: You can target 1 Spell/Trap and 1 monster your opponent controls or that is in their GY; banish the first target and place the second on top of their Deck. If you have 2 or more "Marinemech" monsters revealed in your hand, this is a Quick Effect. 3000/LINK-5 Spells/Traps: Marinemech Underverse Field Spell Your opponent cannot negate the effects of Aqua monsters in your possession. Aqua monsters you control that are linked cannot be targeted by your opponent's monster effects. If a "Marinemech" monster activates an effect that excavates a card(s) from your opponent's Deck: You can discard 1 card; Special Summon 1 "Marinemech" Token (Aqua/WATER/Level 1/ATK 0/DEF 0). If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead. Marinemech Turbosuit Equip Spell Equip only to an Aqua monster. If it attacks a monster in Defense Position, at the start of the Damage Step: Place that monster on top of the Deck. If this card is equipped to an "Underknight" monster, you can place that monster on top of the Deck, regardless of battle position. Once per turn: You can discard 1 revealed Aqua monster in your hand; draw 2 cards, then place 1 card from your hand on top of your Deck. If you control "Marinemech Underverse", you do not place it on top of your Deck. If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead. Marinemech Surfacing Quick-Play Shuffle any number of "Marinemech" monsters in your hand into your Deck, then your opponent excavates cards from their Deck equal to the number shuffled, then you can Special Summon "Marinemech" monsters from your Deck with different names equal to the number of monsters revealed, also you cannot Special Summon monsters, except Aqua monsters for the rest of this turn. You can only activate 1 "Marinemech Surfacing" per turn. Marinemech Catch Normal Trap Target 1 card in your opponent's GY, then you can reveal any number of Aqua monsters in your hand, and keep them revealed until the end of this turn to target additional cards for each revealed; place that target(s) on top of their Deck. You can banish this card from your GY, then target 1 of your opponent's banished cards; place it on top of their Deck. If you control "Marinemech Underverse", you can activate this card from your hand. Marinemech Repairs Continuous Trap Once per turn: You can return 1 Aqua monster you control to your hand, and if you do, Special Summon 1 revealed Aqua monster from your hand, then if the returned monster is an "Underknight" monster, you can draw 1 card. Once per turn: You can target 1 monster in each GY; place them on top of the Deck. You cannot activate these effects in the same Chain. If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead.
  8. So there's a new Archetype in town called Tribrigade, and they focus on the three "beast" types, so here's a card that supports not just them, but Beast, Beast-Warrior and Winged Beast, so this one supports them in being able to boost its ATK by quite a bit, as well as protecting them, and is able to bring back banished monsters, which plays into their playstyle of banishing monsters.
  9. Blood Moon is an Archetype of DARK monsters with various Types, whom focus around Zombie, though they only have 2 Zombie monsters, with the others only becoming Zombie under certain conditions. They focus on a lot of things, though mainly their Continuous Spells/Traps and their Field Spell that produce Blood Counters which they use for various effects, though they also pay HP to perform various effects, the monsters being able to pay LP to boost their ATK/DEF, another effects typically relating to Blood Counters, and they also have Atlantean-like effects that activate when sent to GY as a cost to activate a Blood Moon effect, they have Link Monsters that make the monsters into Zombie monsters, as well as Rise of the Blood Moon, and they gain bonuses from being Zombie from their Continuous Spells/Traps, and the Link Monsters can Tribute Zombies from either field to boost their ATK. Their name and theming is around the blood moon, a concept typically related to the occult, such as zombie and vampires etc. and general supernatural stories, so they have ghosts hunters and werewolfs and what not as well as bats, and also the concept of infection from Virus, which is a also a pun due to it being Cyberse, just for fun, and their Spells/Traps refer to the moon. Main Deck Monsters: Phantom of the Blood Moon Zombie/DARK Level 1 Once per turn: You can pay LP in multiples of 500 (max. 2000); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can discard 1 card, then target 1 face-up card on the field you can place a Blood Counter on; place 2 Blood Counters on it. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned it to your opponent's field, Special Summon 1 "Blood Moon Token" (Zombie/DARK/Level 1/500 ATK/500 DEF). You can only Special Summon "Phantom of the Blood Moon(s)" once per turn. 500/500 Spider of the Blood Moon Insect/DARK Level 2 Once per turn: You can pay up LP in multiples of 500 (max. 2000); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can target 1 Zombie monster on the field; destroy it, and if you do, gain HP equal to its ATK. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can pay 500 LP; Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned this card to your opponent's field, you can place 1 Blood Counter on a face-up card you can place a Blood Counter on. You can only Special Summon "Spider of the Blood Moon(s)" once per turn. 200/800 Shaman of the Blood Moon Spellcaster/DARK Level 3 Once per turn: You can pay LP in multiples of 500 (max. 1500); this card that much ATK/DEF until the end of this turn. Once per turn, if you activate a "Blood Moon" Spell/Trap Card: You can Special Summon 1 "Blood Moon Token" (Zombie/DARK/Level 1/500 ATK/500 DEF). If this card is sent to the GY to activate a "Blood Moon" card's effect: You can pay 1000 LP; add 1 "Blood Moon" card from your Deck to your hand, except "Shaman of of the Blood Moon". You can only use this effect of "Shaman of the Blood Moon" once per turn. You can only Special Summon "Shaman of the Blood Moon(s)" once per turn. 800/1500 Werewolf of the Blood Moon Beast/DARK Level 3 Once per turn: You can pay LP in multiples of 500 (max. 1000); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can pay LP in multiples of 500 (max. 1500), then target 1 face-up card on the field you can place a Blood Counter on; place Blood Counters on it equal to the number of multiples of 500 you paid. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can remove 2 Blood Counters from anywhere on the field; Special Summon this card from your GY to either field in Defense Position. You can only Special Summon "Werewolf of the Blood Moon(s)" once per turn 1500/1000 Imp of the Blood Moon Fiend/DARK Level 4 Once per turn: You can pay LP in multiples of 500 (max. 1500); this card that much ATK/DEF This is a Quick Effect while you control "Rise of the Blood Moon". You can Tribute this card, then target 1 face-up card on the field you can place a Blood Counter on; place 2 Blood Counters on it. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can send 1 "Blood Moon" card from your hand or field to the GY; Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned it to your opponent's field, draw 1 card. You can only Special Summon "Imp of the Blood Moon(s)" once per turn. 1200/1800 Hunter of the Blood Moon Warrior/DARK Level 4 Once per turn: You can pay LP in multiples of 500 (max. 1500); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can remove Blood Counters in multiples of 2 from anywhere on the field; gain 1200 LP for each multiple of 2 you removed. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can discard 1 card, then target 1 other "Blood Moon" monster in your GY; Special Summon it. You can only use this effect of "Hunter of the Blood Moon" once per turn. You can only Special Summon 1 "Hunter of the Blood Moon(s)" once per turn. 1500/1200 Wendigo of the Blood Moon Fairy/DARK Level 5 Once per turn: You can pay LP in multiples of 500 (max. 1000); this card that much ATK/DEF until the end of this turn. Once per turn: You can remove 2 Blood Counters from anywhere on the field, then target 1 monster your opponent controls; take control of it. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can pay 1000 LP; Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned it to your opponent's field, you can take control of 1 other monster they control. You can only Special Summon "Wendigo of the Blood Moon(s)" once per turn. 2000/1600 Extra Deck Monsters: Virus of the Blood Moon Cyberse/DARK/Link Link Arrows: Top, Bottom 2 "Blood Moon" monsters with different names Monsters this card is linked with become Zombie. Once per turn: You can discard 1 card; Set 1 Field Spell directly from your Deck. Once per turn: You can Tribute 1 Zombie monster this card points to on either field; this card gains ATK equal to the Tributed monster's original ATK until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". You can only Special Summon "Virus of the Blood Moon(s)" once per turn. 1500/LINK-2 Bat of the Blood Moon Winged Beast/DARK/Link Link Arrows: Bottom Left, Bottom Right, Top 2+ "Blood Moon" monsters with different names Monsters this card is linked with become Zombie. Once per turn: You can remove Blood Counters in multiples of 2 from anywhere on the field, then target cards your opponent controls equal to the multiples of 2 removed; destroy them, and if you do, gain 500 HP for each card destroyed. Once per turn: You can Tribute 1 Zombie monster this card points to on either field; this card gains ATK equal the Tributed monster's original ATK until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". You can only Special Summon "Bat of the Blood Moon(s)" once per turn. 2000/LINK-3 Zombie of the Blood Moon Zombie/DARK/Link Link Arrows: Bottom Left, Bottom, Top Left, Top 2+ "Blood Moon" monsters A monster this card points to becomes Zombie. If this card is in the Extra Monster Zone: You can target Zombie monsters in your GY, up to the number of unoccupied zones this card points; Special Summon those targets to those zones on each field, and if you do, banish this card. Once per turn: You can Tribute 1 Zombie monster this card points to on either field; this card gains ATK equal to its original ATK until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". You can only Special Summon "Zombie of the Blood Moon(s)" once per turn. 2500/LINK-4 Spells/Traps: Rise of the Blood Moon Field Spell When this card is activated: Place 1 Blood Counter on it for each "Blood Moon" monster you control with a different name. All "Blood Moon" monsters you control become Zombie while there is a Blood Counter on this card. Once per turn: You can remove any number of Blood Counters from anywhere on the field; gain 500 LP for each removed. If a "Blood Moon" Spell/Trap(s) you control would be destroyed by your opponent's card effect, you can remove 2 Blood Counters from anywhere on the field instead. You can only activate 1 "Rise of the Blood Moon" per turn. Return of the Blood Moon Continuous Spell Once per turn: You can discard 1 "Blood Moon" card; place 2 Blood Counters on this card. Once per turn: You can remove 3 Blood Counters from anywhere on the field; Special Summon 1 "Blood Moon" monster from your Deck, or if you control "Rise of the Blood Moon", you can Special Summon 1 Zombie monster instead. If a Zombie monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. Phases of the Blood Moon Continuous Spell Once per turn: You can send 1 other "Blood Moon" card you control to the GY; place 2 Blood Counters on this card. Once per turn: You can remove 3 Blood Counters from anywhere on the field; Set 1 "Blood Moon" Continuous Spell/Trap directly from your Deck, and if you control "Rise of the Blood Moon", you can activate a Set Trap this turn. If a Zombie monster(s) is Special Summoned: You can draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use this effect of "Phases of the Blood Moon" once per turn. Eclipse of the Blood Moon Continuous Spell You can send 1 Zombie monster from your hand or field to the GY; place 1 Blood Counter on this card. If you control "Rise of the Blood Moon", you can send 1 Zombie monster your opponent controls to the GY instead. You can only use this effect of "Eclipse of the Blood Moon" up to twice per turn. If you would pay to activate a "Blood Moon" card effect, you can remove 1 Blood Counter from anywhere on the field for each 500 LP you would pay instead. When a Zombie monster you control inflicts battle damage to your opponent: Gain LP equal to the damage inflicted. Fall of the Blood Moon Continuous Trap When this card is activated: You can remove 2 Blood Counters from anywhere on the field, then target target 2 "Blood Moon" monsters in your GY; Special Summon them in Defense Position to either field, but banish them when they leave the field. Once per turn: You can send other 2 "Blood Moon" cards from your hand and/or field to the GY; place 4 Blood Counters on this card. Once per turn: You can target 1 Zombie monster on the field; change its battle position. Unless you control a Zombie monster, destroy this card. If this card leaves the field, destroy those Summoned monsters. Night of the Blood Moon Continuous Trap Once per turn: You can send 1 "Blood Moon" card from your Deck to the GY; place 2 Blood Counters on this card. While there is a Zombie monster on the field, monsters your opponent control lose 200 ATK/DEF for each Zombie monster on the field, also they have their effects negated while you control "Rise of the Blood Moon". Once per Chain: You can remove 1 Blood Counter from anywhere on the field, then target then activate 1 of these effect (but you cannot activate that same effect of "Night of the Blood Moon" again this turn). ● Target 1 face-up monster on the field; If it not a Zombie monster, it becomes Zombie. ● Target 1 face-up monster on the field; If it is a Zombie monster, this turn, it cannot be destroyed by battleor your opponent's card effects. ● Target 1 "Blood Moon" card in your GY; add it to your hand.
  10. A little Rank 3 Pendulum Xyz, since I haven't made one of those in a while. It focuses on attaching cards to itself and messing with your opponent's Extra Deck, is able to send Pendulums from your Deck or Extra Deck to the GY to change its Pendulum Scale and boosts Xyz Monsters' ATK/DEF. It changes its effect depending on the zone it's Special Summoned to, either attaching a monster from your opponent's Extra Deck or your GY.
  11. A crazy LINK-6 monster, this card is able to switch a targeting effect to another monster, and banish a monster on the field, which produces a Token. While it points to a Token, neither player can Special Summon monsters with the same name as banished monsters. It's a weird monster, but a LINK-6 should be a little out there.
  12. A simple Quick-Play Spell that is able to Special Summon a monster from your GY, but you can't control any monsters, and if you Special Summon a monster, it will be destroyed, so great for getting a boss monster back, or for Normal and Tribute Summoning Decks.
  13. A Trap monster that negates attacks, prevents your opponent for attacking your other monsters, and protects them from effect destruction. What a great guy!
  14. A Level 10 Fusion Monster that uses Link Monsters, is able to blow up the whole field, gain massive amounts of DEF, which you can than switch to it's ATK, also protects itself from battle/effects by banishing Link Monsters from your GY.
  15. I recently made a Mathmech Deck, and well, it should be pretty obvious what I am supporting today, yeah, I normally don't make direct support, however this card is designed directly for them, though with some general Cyberse support options as well. So, this is a Pendulum Monster, which seems perhaps a little random, but I figured since they already use Synchros and Xyzs, they aren't shy about this sort of thing, and I was not sure if I should go with a monster or a Spell/Trap, so I did both! Anyway, this card is able to change its Pendulum Scale to 5 instead of 3, making you easily able to use multiple of this card to Pendulum Summon with, or if you want, use its effect to SS a Cyberse from your hand instead, along with that, it's a Tuner, and you can SS itself from the hand or Extra Deck by Tributing a Cyberse monster, and lastly, if it's sent to the GY, you get to add a Mathmech card from your GY to your hand, other than itself that is.
  16. Amphipteres is an Archetype consisting of Reptile and Wyrm EARTH, WATER and DARK monsters with various Levels. They focus on type changing, self milling and Link/Fusion Monster tactics. The Main Deck monsters are all Reptile, and are also in the Aura of the Amphipteres sub-Archetype, with the Link/Fusion Monsters being Wyrm. The Link Monsters are all able to make a monster they point to become Wyrm, which is how you get out Amphipteres Serpentine and Amphipteres Lindwyrm, as support from other effects. All Aura of the Amphipteres have an effect that banishes it and 2 other Amphipteres cards from your GY to add an Amphipteres card from your Deck to your hand, thus a lot of their effects are able to mill cards to the GY for this purpose, and they have various Special Summoning techniques in the hand to Link Summon fast and easily. Amphipteres are mythical snake-like dragons, and the theming around this Archetype is a parallel from our own where the reptile population are these mythical dragons instead, hence the "aura" being the Reptile monsters, and you can see more of this in the Spell/Trap support. The Extra Deck monsters are also based on reptile and dragon related things. So unlike my previous archetype Sinistar, this is intended for the current format, though as they mainly use Link Monsters, they would probably play mostly the same, the most significant difference being Lindwyrm, which would be able to be put into the Main Monster Zone more easily, hence why that effect is not as powerful (to me anyway) as the Extra Monster Zone effect it gains, so in some regard I did take the new format into consideration, but I still don't think it changes much. Also, happy new year! Last year, I was going to post an Archetype on the 1st as well, but well, YCM went down around this time, so I never got that chance, but at least I get to this time around. Main Deck Monsters: Aura of the Amphipteres - Gecko Reptile/EARTH Level 2 You can Special Summon this card (from your hand) to your zone on either field a Wyrm Link Monster points to. You can only Special Summon "Aura of the Amphipteres - Gecko" this way once per turn. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Gecko" once per turn. 500/500 Aura of the Amphipteres - Skink Reptile/DARK Level 2 You can Special Summon this card (from your hand) by discarding 1 "Amphipteres" card. You can only Special Summon "Aura of the Amphipteres - Skink" this way once per turn. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Skink" once per turn. 1000/0 Aura of the Amphipteres - Snake Reptile/DARK Level 3 When this card is Summoned: You can Special Summon 1 "Aura of the Amphipteres" monster from your hand or GY, except "Aura of the Amphipteres - Snake", but it is banished when it leaves the field, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Wyrm monsters. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use each effect of "Aura of the Amphipteres - Snake" once per turn. 1200/700 Aura of the Amphipteres - Turtle Reptile/WATER Level 3 If you control no monsters in your Extra Monster Zone, you can Special Summon this card (from your hand). You can only Special Summon "Aura of the Amphipteres - Turtle" this way once per turn. You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Turtle" once per turn. 700/1900 Aura of the Amphipteres - Iguana Reptile/EARTH Level 4 Once per turn: You can send the top 3 cards of your Deck to your GY, then if you sent any "Aura of the Amphipteres" monsters, you can Special Summon 1 of them from your GY. You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Iguana" once per turn. 1500/1500 Aura of the Amphipteres - Crocodile Reptile/WATER Level 4 You can discard 1 "Aura of the Amphipteres" monster; Special Summon 1 "Aura of the Amphipteres" monster from your Deck in Defense Position, except "Aura of the Amphipteres - Crocodile". You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use each effect of "Aura of the Amphipteres - Crocodile" once per turn. 1800/900 Extra Deck Monsters: Amphipteres Shell Wyrm/WATER/Link Link Arrows: Down 1 Reptile Effect Monster with a Level A monster this card points to becomes Wyrm. When this card is targeted for an attack, or with a Spell/Trap effect that targets only this card (Quick Effect): You can target another monster you control that would be an appropriate target; that attack/Spell/Trap now targets the new target, also send the top 3 cards of your Deck to the GY. 0/LINK-1 Amphipteres Reptilian Wyrm/DARK/Link Link Arrows: Bottom, Right 2 Reptile Effect Monsters with a Level A monster this card points to becomes Wyrm. You can discard 1 Reptile monster; Special Summon 1 Reptile monster from your hand or Deck to your zone this card points to. (Quick Effect): You can Tribute 1 Reptile monster and 1 other Wyrm monster from your hand or field; send the top 3 cards of your Deck to the GY, also until the end of this turn, double this card's current ATK, also if this card battles, your opponent cannot activate cards or effects until the end of this turn. Your opponent cannot activate cards or effects in response to this effect's activation. You can only use each effect of "Amphipteres Reptilian" once per turn. 1500/LINK-2 Amphipteres Serpentine Wyrm/EARTH/Link Link Arrows: Bottom Left, Bottom Right, Top 2+ Effect Monsters, including a Wyrm monster with a Level A monster this card points to becomes Wyrm. If this card is in your Extra Monster Zone: You can switch control of 1 Wyrm monster this card points to on each field. When your opponent activates a monster effect: You can Tribute 1 "Aura of the Amphipteres" monster from your hand or field; negate the activation, and if you do, destroy that card, then send the top 3 cards from your Deck to the GY. You can only use each effect of "Amphipteres Serpentine" once per turn. 2500/LINK-3 Amphipteres Lindwyrm Wyrm/EARTH/Fusion Level 10 "Amphipteres Serpentine" + 2+ Wyrm Effect Monsters with a Level Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Polymerization".) When this card is Special Summoned: You can destroy cards your opponent control up to the number of Wyrm monsters banished to Special Summon this card, then send cards from the top of your Deck to the GY equal to the number of cards destroyed. Once per turn (Quick Effect): You can activate 1 of these effects, depending on the zone it is in. ● Extra Monster Zone: Halve the ATK/DEF of all monsters your opponent control until the end of this turn. ● Main Monster Zone: All Wyrm monsters you control gain 500 ATK/DEF until the end of this turn. 3000/3000 Spells/Traps: Amphipteres Dimensions Field Spell When this card is activated: You can send the top 3 cards of your Deck to the GY, then if you sent any "Aura of the Amphipteres" monsters to the GY, draw 1 card. During your Main Phase, you can Normal Summon 1 Reptile monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Wyrm monsters in your Extra Monster Zone cannot be targeted by or destroyed by your opponent´s card effects. Wyrm monsters in your Main Monster Zones cannot be be destroyed by battle. You can only activate 1 "Amphipteres Dimensions" per turn. Amphipteres Conception Normal Spell Excavate the top 5 cards of your Deck, add 1 excavated "Amphipteres" card to your hand, also, after that, send the remaining cards to the GY, unless you excavated no "Amphipteres" cards, in which case, shuffle the excavated cards into your Deck. If this card is in your GY: You can banish this card, then target 5 of your banished "Amphipteres" cards with different names, except "Amphipteres Conception"; shuffle them into your Deck, then draw 2 cards. You can only use 1 effect of "Amphipteres Conception" per turn, and only once that turn. Amphipteres Metamorphosis Quick-Play Spell Target 1 Reptile monster you control; it becomes Wyrm. If this card is in your GY, during either player's turn: You can target 1 "Amphipteres" Wyrm monster you control; return it to the hand, also add this card to your hand. You can only use each effect of "Amphipteres Metamorphosis" once per turn. Amphipteres Creation Normal Trap Special Summon 1 "Aura of the Amphipteres" monster from your hand or Deck. If you control "Amphipteres Dimensions" and this card is in your GY, during your opponent's End Phase: You can Set this card from your GY. You can only activate 1 "Amphipteres Creation" per turn. Amphipteres Parallels Continuous Trap Once per turn: You can target 1 Reptile or Wyrm "Amphipteres" monster you control; if its Type is Reptile, it becomes Wyrm OR if its Type is Wyrm, it becomes Reptile. If you control both a Reptile and a Wyrm monster that was Special Summoned from the Extra Deck, your opponent cannot Special Summon monsters from their Extra Deck, except Reptile and Wyrm monsters. If this card is sent from your Deck to the GY: You can Set this card from your GY, or activate it if you control "Amphipteres Dimensions".
  17. Happy New Year everybody, there's about 5 hours until the year changes in Denmark, so to celebrate, I made holiday themed card, and it got some interesting things to it! Firstly, while it has Festival Counters, nobody take battle damage, this is no time for attacking each other, and you can remove 1 of them for an effect similar to that of the card "Question", which picks the bottom-most monster in both GYs and Special Summons them, like a parade! Lastly, during the End Phase, you remove a Festival Counter from the card and both players take 1000, remember to be safe out there!
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