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Zaziuma

Blood Moon Archetype (16/16)

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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.
 

 

Edited by Zaziuma
New Cards

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Last cards are up!

New cards:

Spider of the Blood Moon (Level 2 Effect Monster)

Shaman of the Blood Moon (Level 3 Effect Monster)

Wendigo of the Blood Moon (Level 5 Effect Monster)

Zombie of the Blood Moon (LINK-4 Link Monster)

Eclipse of the Blood Moon (Continuous Spell)

Fall of the Blood Moon (Continuous Trap)

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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.  
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