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Sinistar Archetype (17/17) - New Master Rules Experimental Archetype

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Sinistar is an Archetype of Level 4 Fairy/DARK monsters. They focus on Xyz Summoning, using effects in your opponent's turn and negating effects. Each Main Deck Monster has a Quick Effect that can only be activated in the opponent's turn, which is boosted if you control one of their Xyz Monsters in your Extra Monster Zone, and another Quick Effect that discards itself and another Sinistar card to Specials Summon a copy of itself from the Deck.
 
The Xyz Monsters all have an effect that state "While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zone", which doesn't mean much to you for the most part, as most effects only work in the opponent's turn, and Sinistar Tegmine is even supported by having its effects negated, as it normally has an effect that halves its ATK while you control more monsters than your opponent, with it becoming a 3000 ATK powerhouse while negated, and playing the Xyz Monsters together provides a powerful force.
 
Along with that, they have powerful Spells/Traps, the primary support card being the Continuous Trap called Sinistar Sloth, which let's you Xyz Summon in the opponent's turn and can end the Battle Phase as well, and also Sinistar Wrath, which boosts the ATK of your Xyz Monsters by 1000 for each monster your opponent controls, but locks down attacks from any of your other monsters, unless you use the build in effect that switches the equipped card to another Xyz Monster.
 
Their name is a portmanteau and pun on a few things, Sinister, referencing the DARK Attribute, Sin, referencing the Spells/Traps being based on the seven deadly sins, and Star, referencing the monsters, which of course are based on the proper name of stars. As the title says, this Archetype uses the new Master Rules that will become the standard on April 1st 2020, which in short means that you no longer need Link Monsters to Special Summon Extra Deck monsters to the Main Monster Zone, so this Archetype plays around with that concept, by utilizing both the Extra Monster Zone and the Main Monster Zones in a way that would be significantly harder previously. Read more about the new rules here: https://ygorganization.com/extra-deck-rules-update-also-arriving-to-the-tcg-04-01-2020/
 
Main Deck Monsters:
 
Sinistar Saiph
Fairy/DARK
Level 4
Once per opponent's turn (Quick Effect): You can target 1 "Sinistar" card in your GY or among your banished cards; place it on top of your Deck, or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, you can add it to your hand instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Saiph" from your Deck. You can only use this effect of "Sinistar Saiph" once per turn.
1900/0
 
Sinistar Malmok
Fairy/DARK
Level 4
Once per opponent's turn (Quick Effect): You can target 1 "Sinistar" monster in your GY, except "Sinistar Malmok"; add it to your hand, or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, Special Summon it instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Malmok" from your Deck. You can only use this effect of "Sinistar Malmok" once per turn.
1200/1600
 
Sinistar Elnath
Fairy/DARK
Level 4
Once per opponent's turn (Quick Effect): You can add 1 "Sinistar" Spell/Trap from your Deck to your hand, or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, you can activate it directly from your Deck instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Elnath" from your Deck. You can only use this effect of "Sinistar Elnath" once per turn.
1500/1500
 
Sinistar Citala
Fairy/DARK
Level 4
Once per opponent's turn (Quick Effect): You can Special Summon 1 "Sinistar" monster from your hand, except "Sinistar Citala", or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, you can Special Summon it from your Deck instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Citala" from your Deck. You can only use this effect of "Sinistar Citala" once per turn.
1000/2000
 
Sinistar Karaka
Fairy/DARK
Level 4
Once per opponent's turn (Quick Effect): You can discard 1 "Sinistar" card; draw 2 cards, then place 1 of the drawn cards on top of your Deck, or if you control a "Sinistar" Xyz Monster, you can reveal it to your opponent instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Karaka" from your Deck. You can only use this effect of "Sinistar Karaka" once per turn.
1800/1100
 
Sinistar Izar
Fairy/DARK
Level 4
Once per opponent's turn (Quick Effect): You can Special Summon 1 "Sinistar" monster from your hand or GY, except "Sinistar Izar", then return this card to your hand, or if you control a "Sinistar" Xyz Monster, you can attach this card to 1 of those monsters instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Izar" from your Deck. You can only use this effect of "Sinistar Izar" once per turn.
1600/1200
 
Extra Deck Monsters:
 
Sinistar Bellatrix
Fairy/DARK/Xyz
Rank 4
2 Level 4 "Sinistar" monsters
While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. While you control a "Sinistar" Xyz Monster in both your Extra Monster Zone and in your Main Monster Zone, your opponent cannot target other monsters you control with effects. Once per turn: You can detach 1 material from this card, then target monsters your opponent control up to the number of "Sinistar" Xyz Monsters you control; destroy them. This is a Quick Effect if this card is in the Extra Monster Zone.
2000/2000
 
Sinistar Tegmine
Fairy/DARK/Xyz
Rank 4
2 Level 4 "Sinistar" monsters
While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. While you control more monsters than your opponent, halve this card's ATK, but it cannot be destroyed by card effects. Once per turn: You can detach 1 material from this card, then target 1 Spell/Trap your opponent control; destroy that target, then if they activated the card in response to this effect's activation, draw 1 card. This is a Quick Effect if this card is in the Extra Monster Zone.
3000/0
 
Sinistar Revati
Fairy/DARK/Xyz
Rank 4
2+ Level 4 "Sinistar" monsters
While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. If this card Xyz Summoned: You can move 1 face-up monster in your opponent's Extra Monster Zone to their Main Monster Zone, and if you do, halve its ATK/DEF. Once per turn: You can detach any number of materials from this card, then target the same number of face-up cards your opponent control whose effects are negated; destroy them, and if you do, inflict 500 damage to your opponent for each card destroyed this way. This is a Quick Effect if this card is in the Extra Monster Zone.
2000/2500
 
Sinistar Nosaxa
Fairy/DARK/Xyz
Rank 4
3 Level 4 "Sinistar" monsters
While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. While you control "Sinistar Pride", negate the effects of cards that are already face-up cards in your opponent's Spell & Trap Zones. Once per turn: You can detach 1 material from this card; your opponent discards 1 random card from their hand, then if the discarded card is a monster, you can Special Summon it to your opponent's field in Attack Position. This is a Quick Effect if this card is in the Extra Monster Zone.
2500/2500
 
Spells/Traps:
 
Sinistar Lust
Normal Spell
Reveal your hand, then if you revealed any cards with the same name, shuffle 1 copy of each into your Deck, and if you do, add 2 "Sinistar" cards from your Deck to your hand with different names. You can only activate 1 "Sinistar Lust" per turn.
 
Sinistar Wrath
Equip Spell
Equip only to a "Sinistar" Xyz Monster you control. It gains 1000 ATK for each monster in your opponent's Main Monster Zones, also other monsters you control cannot attack. If the equipped monster destroys an opponent's monster by battle: You can target 1 other "Sinistar" Xyz Monster you control; equip this card to that target. You can only use this effect of "Sinistar Wrath" once per turn. You can only control 1 "Sinistar Wrath".
 
Sinistar Pride
Field Spell
When this card is activated: You can place 2 Pride Counters on this card, also you cannot Special Summon monsters, other than "Sinistar" monsters for the rest of this turn. While this has a Pride Counter on it, negate the effects monsters in both players' Main Monster Zones, except "Sinistar" monsters'. Once per turn: You can remove 1 Pride Counter from this card; excavate the top 5 cards of your Deck, add 1 excavated "Sinistar" card to your hand, also send the remaining cards to the GY. Once per turn, during your opponent's End Phase, remove 1 Pride Counter from this card, or destroy this card.
 
Sinistar Gluttony
Quick-Play Spell
Target 1 "Sinistar" Xyz Monster you control; detach as many material from that target as possible, and if you do, draw the same number of cards +1, then place cards from your hand on top or bottom of your Deck up to the number of materials detached, also that target is unaffected by other cards' effects until the end of this turn. If a "Sinistar" monster(s) would be destroyed by battle or card effect, you can banish this card from your GY instead.
 
Sinistar Greed
Normal Trap
Draw 1 card for each "Sinistar" Xyz Monster you control. During your opponent's Standby Phase: You can banish this card and 1 "Sinistar" Xyz Monster from your GY; draw 2 cards. You can only use each effect of "Sinistar Greed" once per turn.
 
Sinistar Envy
Normal Trap
When your opponent Special Summons a monster(s) to their Main Monster Zone(s): Special Summon the same number of "Sinistar" monsters with different names from your Deck. You can banish this card from your GY, then target 1 "Sinistar" Xyz Monster you control: detach 1 material from that target that was originally a "Sinistar" Monster Card that began the Duel in the Main Deck, and if you do, Special Summon 1 monster with the same name as that card from your hand or Deck. You can only 1 effect of "Sinistar Envy" per turn, and only once that turn.
 
Sinistar Sloth
Continuous Trap
Once per Chain, during your opponent's turn, you can: Immediately after this effect resolves, Xyz Summon 1 "Sinistar" Xyz Monster using monsters you control as materials. If you Xyz Summon a "Sinistar" monster during your opponent's Battle Phase: End the Battle Phase. Once per turn, during your Standby Phase: You can target 1 "Sinistar" Xyz Monster you control; return it to the Extra Deck, and if you do, Special Summon the materials that were attached to it from your GY. You can only control 1 "Sinistar Sloth".

 

Edited by Zaziuma
New Cards

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I don't comment on your stuff often because you rarely take suggestions or advice besides text fixes, and you seem to post these more for showcasing than feedback. But I'm doing an exception this time because for a change these look actually competitive for the current formats. Perhaps in a floodgate-ish, non-fun way, but potentially competitive regardless. I cannot but compare their playstyle to True Dracos feat. The Monarchs Erupt, which rely on stun tactics with Erupt while racking advantage with the searching effects of the True Draco maindeck monsters during both player's turns. The main differences is that these combine a Tribute Summoned True Draco + Erupt into a single Xyz, which has the advantage of residing in the ED and thus being relatively more accessible than 2 maindeck cards that you have to search or draw. Also another plus that IMO is big is that they retain access to the ED. So instead of sitting on Erupt and a True Draco, you sit on any of these Xyzs. And while sitting on a single Xyz that specifically has to be in the ED to apply its Skill Drain effect may sound unreliable, Sky Striker toys can come into play, whose Spell support provide further defense and disruption. So, well done with this archetype, IMO.

The Spell/Trap line-up looks lackluster, and personally I would run only Sloth, and Greed to activate it directly with Elnath, but that's not an issue because the heavy lifting is done by the Xyzs anyway. The monsters look fine: their copy-summoning effects are a-1 in a vacuum and look like a bad deal, but the goal is to go for the Xyzs so the minuses may be affordable if the Xyzs pay them off afterwards; their hand effects are reminiscent of True Dracos triggering their plusing effects during the opponent's turn, further strengthening my comparison to True Dracos Erupt.

Also I noticed that the GY effect of Greed is similar to the recently revealed "Air Torpedo" Spell to support Sharks. It's not exactly a bad thing, but I find it a bit amusing. IDK if you borrowed the idea from Air Torpedo, or was merely coincidence.

Edited by Darj

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On 12/28/2019 at 1:08 AM, Darj said:

I don't comment on your stuff often because you rarely take suggestions or advice besides text fixes, and you seem to post these more for showcasing than feedback. But I'm doing an exception this time because for a change these look actually competitive for the current formats. Perhaps in a floodgate-ish, non-fun way, but potentially competitive regardless. I cannot but compare their playstyle to True Dracos feat. The Monarchs Erupt, which rely on stun tactics with Erupt while racking advantage with the searching effects of the True Draco maindeck monsters during both player's turns. The main differences is that these combine a Tribute Summoned True Draco + Erupt into a single Xyz, which has the advantage of residing in the ED and thus being relatively more accessible than 2 maindeck cards that you have to search or draw. Also another plus that IMO is big is that they retain access to the ED. So instead of sitting on Erupt and a True Draco, you sit on any of these Xyzs. And while sitting on a single Xyz that specifically has to be in the ED to apply its Skill Drain effect may sound unreliable, Sky Striker toys can come into play, whose Spell support provide further defense and disruption. So, well done with this archetype, IMO.

The Spell/Trap line-up looks lackluster, and personally I would run only Sloth, and Greed to activate it directly with Elnath, but that's not an issue because the heavy lifting is done by the Xyzs anyway. The monsters look fine: their copy-summoning effects are a-1 in a vacuum and look like a bad deal, but the goal is to go for the Xyzs so the minuses may be affordable if the Xyzs pay them off afterwards; their hand effects are reminiscent of True Dracos triggering their plusing effects during the opponent's turn, further strengthening my comparison to True Dracos Erupt.

Also I noticed that the GY effect of Greed is similar to the recently revealed "Air Torpedo" Spell to support Sharks. It's not exactly a bad thing, but I find it a bit amusing. IDK if you borrowed the idea from Air Torpedo, or was merely coincidence.

I don't know about that, I do take what people say into consideration, however I do have a different idea of where I what I want from my Archetypes, for one, I don't ever aim to make a competitive Deck, if I were to do that, I would find that my Archetypes would be made to combat the current meta, which I find a horrible way to design something, Ally of Justice is no fun to anyone if you ask me. However I do suppose these are some of the stronger Archetypes I have made recently, mainly because I am not sure how the new format is going to look like yet, so I was maybe thinking of balance in the regard it is now. I do find it interesting that you call the Spells/Traps lackluster, Sinistar Lust I can understand a little bit, though the idea is to use it when you have only 2 cards with the same name in your hand, which then let's you grab another copy of Lust and whatever else you want, and as for Wrath, I find it quite powerful, giving them up to 5000 extra ATK, but well, to each their own. Oh and about Air Torpedo, I thought that there was a card similar to mine when I made it, but it wasn't directly inspired by that. Anyway, I saw this after I already made the rest of the cards, though I am willing to take feedback on the new cards, speaking of which...

Last cards are up!

New Cards:

Sinistar Karaka (Level 4 Effect Monster)

Sinistar Izar (Level 4 Effect Monster)

Sinistar Revati (Rank 4 Xyz Monster)

Sinistar Nosaxa (Rank 4 Xyz Monster NOTE: The way I intended this to work is that it will not negate the activation of Normal Spells/Traps and such, only face-up cards will be negated, like Continuous Spells and Pendulums, so you could still use Dark Hole and it would resolve normally)

Sinistar Pride (Field Spell)

Sinistar Gluttony (Quick-Play Spell)

Sinistar Envy (Normal Trap)

 

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My issue with Wrath is that it's only live when you have an archetype Xyz monster, depends on the opponent's field, and relies on the BP, on top of having the weaknesses of Equips (backrow removal can be activated in response to neuter it, you lose it if the equipped monster is gone, etc.) and nowadays that's unreliable, even if it can grant big ATK boosts and has high OTKing power.

Anyway, I have been thinking that they may not be as potent as I thought. The stun effect is similar to Knightmare Gryphon's and yet, despite being an almost-generic Link4, you don't see it being played or mained often, let alone players going for it in opening turns. I guess allowing monsters to get their effects in the EM Zones is enough for the opponent to reach a way to break it. Although a major difference is that these Xyz require at least 2 materials instead of 4, and come with removal Quick Effects for further disruption.

Karaka: looks solid to me. Draw power is welcomed
Izar: It is... fine I guess. It basically just replaces itself with another Sinistar during the opponent's turn, but won't help with swarming or setting up for another Xyz. At least it's a +1 when you Summon from the GY.
Revati: looks fine for breaking boards faster than Bellatrix if you don't control more Sinistar Xyzs, inflict chip damage and possibly finishing games with the damage. But personally I would rather find a way to get both Bellatrix and Tegmine on board.
Nosaxa: Really wary of it. It may require 3 materials, but once you get it it's effectively a -2 cards from your hand since you can use the effect right away when the opponent's turn begins. Then factor in the Skill Drain-like effect and you leave the opponent in such a tight spot. Then again, Mermails have combos to open with Moulinglacia + Abyssgaios, resulting in a similar state, and you don't see them dominating the meta, but pretty sure they practically win the duel when they do, and things may get easier for them with MR2020, who knows.
Pride: Solid archetype support IMO, but also has splashability potential. It may have a limited duration, but in decks that don't rely on monsters in the MM Zones, Strikers being the most notable example, stunning monsters in MM Zones is useful for both opening and board-breaking plays. It's no Mystic Mine, but damn, it's really close to it.
Gluttony: Solid support. The draw effect depends on you controlling a monster but should not be difficult to make it live. And the GY effect reinforces the "protect the Xyz in EM Zone" playstyle, and make it useful even if you mill it, discard it because it was dead, etc.
Envy: Really strange support card. The on-field effect is a searcher but inherently slow as a Trap and depends on an opponent's action to activate. It can be a lifesaver in combo with Sloth to Xyz during the opponent's turn and apply the Gryphon effect, but that's still situational. The GY effect does give it solid extra value with comeback potential despite being conditional, and along Gluttony makes me consider Foolish Burial Goods as a card to tech.

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36 minutes ago, Darj said:

My issue with Wrath is that it's only live when you have an archetype Xyz monster, depends on the opponent's field, and relies on the BP, on top of having the weaknesses of Equips (backrow removal can be activated in response to neuter it, you lose it if the equipped monster is gone, etc.) and nowadays that's unreliable, even if it can grant big ATK boosts and has high OTKing power.

Anyway, I have been thinking that they may not be as potent as I thought. The stun effect is similar to Knightmare Gryphon's and yet, despite being an almost-generic Link4, you don't see it being played or mained often, let alone players going for it in opening turns. I guess allowing monsters to get their effects in the EM Zones is enough for the opponent to reach a way to break it. Although a major difference is that these Xyz require at least 2 materials instead of 4, and come with removal Quick Effects for further disruption.

Karaka: looks solid to me. Draw power is welcomed
Izar: It is... fine I guess. It basically just replaces itself with another Sinistar during the opponent's turn, but won't help with swarming or setting up for another Xyz. At least it's a +1 when you Summon from the GY.
Revati: looks fine for breaking boards faster than Bellatrix if you don't control more Sinistar Xyzs, inflict chip damage and possibly finishing games with the damage. But personally I would rather find a way to get both Bellatrix and Tegmine on board.
Nosaxa: Really wary of it. It may require 3 materials, but once you get it it's effectively a -2 cards from your hand since you can use the effect right away when the opponent's turn begins. Then factor in the Skill Drain-like effect and you leave the opponent in such a tight spot. Then again, Mermails have combos to open with Moulinglacia + Abyssgaios, resulting in a similar state, and you don't see them dominating the meta, but pretty sure they practically win the duel when they do, and things may get easier for them with MR2020, who knows.
Pride: Solid archetype support IMO, but also has splashability potential. It may have a limited duration, but in decks that don't rely on monsters in the MM Zones, Strikers being the most notable example, stunning monsters in MM Zones is useful for both opening and board-breaking plays. It's no Mystic Mine, but damn, it's really close to it.
Gluttony: Solid support. The draw effect depends on you controlling a monster but should not be difficult to make it live. And the GY effect reinforces the "protect the Xyz in EM Zone" playstyle, and make it useful even if you mill it, discard it because it was dead, etc.
Envy: Really strange support card. The on-field effect is a searcher but inherently slow as a Trap and depends on an opponent's action to activate. It can be a lifesaver in combo with Sloth to Xyz during the opponent's turn and apply the Gryphon effect, but that's still situational. The GY effect does give it solid extra value with comeback potential despite being conditional, and along Gluttony makes me consider Foolish Burial Goods as a card to tech.

Izar is intended as a comeback card, since it on its own is able to bring back a dead Xyz and give it a material, since its condition of attaching instead of returning to the hand becomes active after reviving the Xyz. It's also meant to be a card that brings another Sinistar on the field, then letting you use that one's effect, along with the ability to discard itself to SS another copy of itself, which then results in another copy of itself, which makes you able to Special Summon another monster from your hand or GY, since remember, their first effect is not tied behind a hard OPT clause.

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Oh, you are right, forgot to consider the on-hand effect. Then it's really good, yeah. It can do a lot for the deck. It would be arguably unfair if it wasn't for the discard cost, otherwise a single Iztar and the right GY set-up can lead to Summoning 2 Sinistars with plusing effects for a +2.

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14 hours ago, Darj said:

Oh, you are right, forgot to consider the on-hand effect. Then it's really good, yeah. It can do a lot for the deck. It would be arguably unfair if it wasn't for the discard cost, otherwise a single Iztar and the right GY set-up can lead to Summoning 2 Sinistars with plusing effects for a +2.

Yeah, they can be strong, though gotta get the right set-up, and unless you want to pay the discard cost on your own turn, getting an Xyz out on your own turn can be tricky, so not sure if I would say they are slow, that is just how they work, but I think the cost is worth the pay-off.

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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.
    • By Zaziuma
      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.

       
       
    • By Zaziuma
      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.  
    • By Zaziuma
      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.
    • By Zaziuma
      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    
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