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Zaziuma

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About Zaziuma

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  • Birthday 01/08/1996

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    Zaziuma96
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    Zaziuma
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  1. Hot damn, after 100 hours, I think that I have exhausted as much of Breath of the Wild as I can, and am now ready for Hyrule Castle. That took a loooooong time to get to, but seems like I'm finally gonna finish this game.

    1. Flame Dragon

      Flame Dragon

      Think that was close to how much time it took me to do everything I wanted in the main game. The DLC added a ton more play time to my game. Think I put it down around 180 odd hours. 

  2. It may be somewhere obvious, but I can't seem to find a way to view all statuses, only the ones on the main page are available.

    1. Show previous comments  2 more
    2. Thar
    3. Zaziuma

      Zaziuma

      Somebody is goofing you or something, cause it's definitely there for me: http://prntscr.com/phkj39

    4. Thar

      Thar

      I DM'd YCMaker and he fixed it for me.

  3. IGAS-JP020 閃刀姫-ロゼ Sentouki – Roze (Sky Striker Ace – Roze) Level 4 LIGHT Warrior Effect Monster ATK 1500 DEF 1500 You can only use the (1) and (2) effects of this card’s name once per turn each. (1) If a “Sky Striker” monster, except “Sky Striker Ace – Roze”, is Normal or Special Summoned: You can Special Summon this card from your hand. (2) While this card is in your GY, if your opponent’s monster(s) in the Extra Monster Zone is destroyed by battle, or leaves the field because of your card effect while its owner controlled it: You can Special Summon this card, then you can negate the effects of 1 face-up monster your opponent controls until the end of the turn. Well it's about time they get another Main Deck monster.
  4. Primal Predator is an Archetype of Dinosaur/EARTH and FIRE monsters, being mostly Level 3 and 6. The are based around the opponent controlling monsters with 2000 or more combined ATK/DEF, which activates or boosts their effects in various ways, as well as battling and Synchro Monsters. Their main playstyle revolves around spamming as many of their Synchro Monsters as possible, though with the new rules, it made their previous playstyle slightly harder to replicate, though they had a few cards that made it more possible than I thought, though I still gave them a new Link Monster, as well as search and resurrection options. I normally put the Spells/Traps in order of Spells first, then Traps, though the original had a little story in the card names of those cards, meaning that in order for it to make sense chronologically, I had to put them in that specific order, so if that annoys you, I am sorry, but that's just how they were made back when I made these originally. Original Version (15/15): Main Deck Monsters: Primal Predator - Troodon Dinosaur/EARTH/Tuner Level 3 If your opponent controls a monster whose combined ATK/DEF are 2000 or higher, you can Special Summon this card (from your hand), but you cannot Special Summon monsters from your Extra Deck for the rest of this turn, other than Dinosaur monsters. If this card is sent to the GY as a Synchro Material for the Synchro Summon of a Dinosaur monster: You can banish this card from your GY; draw 1 card. 1300/1200 Primal Predator - Kritosaurus Dinosaur/EARTH/Tuner Level 3 You can send 1 "Primal Predator" monster from your hand to the GY; Special Summon 1 "Primal Predator" monster with the same name as that monster from your hand or Deck, or if your opponent controls a monster whose combined ATK/DEF are 2000 or higher, you can Special Summon any other "Primal Predator" monster instead, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Dinosaur monsters. You can only use this effect of "Primal Predator - Kritosaurus" once per turn. 1500/900 Primal Predator - Labocania Dinosaur/EARTH Level 3 (Quick Effect): You can discard 1 card, then target 1 face-up monster your opponent controls; its ATK/DEF become 1500 until the end of this turn, also monsters you control cannot attack for the rest of this turn, except Dinosaur monsters. If this card destroys an opponent's monster by battle: You can add 1 "Primal Predator" card from your Deck to your hand, except "Primal Predator - Labocania", or if that monster whose combined ATK/DEF were 2000 or higher on the field, you can Special Summon a monster instead. You can only use each effect of "Primal Predator - Labocania" once per turn. 1600/800 Primal Predator - Hadrosaurus Dinosaur/EARTH Level 3 You can discard this card, then target 1 face-up monster your opponent controls; its ATK/DEF become 1500 until the end of this turn. You must control a Dinosaur monster to activate and to resolve this effect. You can banish this card from your GY, then target 1 Level 3 "Primal Predator" monster in your GY; Special Summon that target, but it cannot declare an attack this turn. Your opponent must control a monster whose combined ATK/DEF are 2000 or higher to activate and to resolve this effect. You can only use 1 "Primal Predator - "Hadrosaurus" effect per turn, and only once that turn. 1400/1600 Primal Predator - Ozraptor Dinosaur/EARTH Level 3 When this card is Normal Summoned or flipped face-up: You can Special Summon 1 "Primal Predator" monster from your hand, but its effects are negated, and it cannot be used as a Link or Synchro Material, except for the Summon of a Dinosaur monster, also it cannot be used as an Xyz Material. While you control a monster Summoned by this effect and your opponent controls a monster whose combined ATK/DEF are 2000 or higher, you can treat this card as a Tuner for the Synchro Summon of a Dinosaur monster. 1600/500 Primal Predator - Brachiosaurus Dinosaur/EARTH Level 3 When a monster your opponent controls declares an attack: You can Special Summon this card from your hand, then if that monster's combined ATK/DEF are 2000 or higher, negate that attack. During your opponent's Battle Phase, you can (Quick Effect): Immediately after this effect resolve, Link or Synchro Summon 1 Link or Synchro Monster using Dinosaur monsters you control as material, including this card. 0/2000 Primal Predator - Duriatitan Dinosaur/EARTH Level 3 If this card is in your GY: You can send 1 "Primal Predator" monster from your hand or field to the GY; Special Summon this card in Defense Position, but it cannot be used as material for an Xyz Summon, also banish it when it leaves the field. You can only use this effect of "Primal Predator - Duriatitan" once per turn. If this card is sent to the GY as a Synchro Material for the Synchro Summon of a Dinosaur monster: You can target that monster; equip this card to that target. While this card is equipped by this effect, it is unaffected by the effects of monsters your opponent control whose combined ATK/DEF are 2000 or higher. 1700/100 Extra Deck Monsters: Primal Predator - Raptorex Dinosaur/FIRE/Link Link Arrows: Bottom Left, Right 2 Dinosaur Effect Monsters When this card is Link Summoned, if your opponent controls a monster whose combined ATK/DEF are 2000 or higher: You can Special Summon 1 "Primal Predator" monster from your Deck to your zone this card points to, but it cannot be used as material for a Summon, except a Synchro Summon of a Dinosaur monster. If you Synchro Summon a Dinosaur monster to your zone this card points to: You can draw 2 cards, then banish 1 card from your hand. You can only use each effect of "Primal Predator - Raptorex" once per turn. 1500/LINK-2 Primal Predator - Vulcanodon Dinosaur/FIRE/Synchro Level 6 1 Dinosaur Tuner + 1 non-Tuner Dinosaur monster When this card is Synchro Summoned: You can target 1 face-up monster your opponent control whose combined ATK/DEF are 2000 or higher; destroy that target. If a Dinosaur monster you control battles a monster whose combined ATK/DEF are 2000 or higher, your opponent cannot activate cards or effects until the end of the Damage Step. 2600/2100 Primal Predator - Sarcosaurus Dinosaur/FIRE/Synchro Level 6 1 Dinosaur Tuner + 1 non-Tuner Dinosaur monster When this card is Synchro Summoned: You can pay 500 LP; all monsters your opponent control whose combined ATK/DEF are 2000 or higher lose ATK/DEF equal to the ATK of the non-Tuner Synchro Material used for this card's Synchro Summon in the GY. Once per turn: You can banish up to 2 Dinosaur monsters from your GY, then target face-up monsters your opponent controls equal to the number of monsters banished to activate this effect; they lose 500 ATK/DEF. 2400/2400 Primal Predator - Cetiosaurus Dinosaur/FIRE Level 6 1 Dinosaur Tuner + 1 non-Tuner Dinosaur monster Monsters your opponent control whose combined ATK/DEF are 2000 or higher cannot activate their effects in response to Dinosaur monsters' effects. Once per turn (Quick Effect): You can banish 1 Dinosaur monster from your GY, then target 1 Dinosaur monster you control; it gains 500 ATK until the end of this turn, but any further battle damage it inflict this turn is halved. 2500/1700 Spells/Traps: Primal Predator - Approaching Herd Normal Spell If your opponent controls a monster whose combined ATK/DEF are 2000 or higher: Add 1 "Primal Predator" card from your Deck to your hand, except "Primal Predator - Approaching Herd". You can only activate 1 "Primal Predator - Approaching Herd" per turn. Primal Predator - Scavenging Herd Normal Trap Target 1 Dinosaur monster you control; until the end of this turn, it gains 500 ATK/DEF for each monster your opponent controls whose combined ATK/DEF are 2000 or higher. If you control a "Primal Predator" monster that was Special Summoned from the Extra Deck, you can activate this card from your hand. You can only activate 1 "Primal Predator - Scavenging Herd" Primal Predator - Scurried Herd Quick-Play Spell If a Dinosaur monster(s) in your possession is destroyed by your opponent's card and sent to the GY: Target 1 Spell/Trap your opponent controls; banish it. During the End Phase, except during the turn this card is sent to the GY: You can banish this card from your GY, then target 1 "Primal Predator" Spell/Trap in your GY; add that target to your hand. Your opponent must control a monster whose combined ATK/DEF are 2000 or higher to activate and to resolve this effect. You can only use each effect of "Primal Predator - Scurried Herd" once per turn. Primal Predator - Reunited Herd Normal Spell Target 1 "Primal Predator" monster you control and 1 of your banished "Primal Predator" monsters; banish the first target, and if you do, add the second target to your hand, also during your next Standby Phase, return the first target to the field. You can only activate 1 "Primal Predator - Reunited Herd" per turn. Primal Predator - Aggressive Herd Continuous Spell All Dinosaur monsters you control gain 300 ATK/DEF for each monster your opponent controls whose combined ATK/DEF are 2000 or higher. Once per turn: You can banish 1 Dinosaur monster from your hand or field, then target 1 "Primal Predator" monster in your GY; Special Summon that target. Primal Predator - Ultimate Herd Continuous Spell Activate this card by targeting 1 Dinosaur Synchro Monster you control; it gains 1000 ATK, also your opponent must attack it, if able (even if this card leaves the field). If your opponent controls a monster whose combined ATK/DEF are 2000 or higher: You can send this face-up card and that target target to the GY; Special Summon 1 Dinosaur Synchro Monster from your Extra Deck with the same Level as that target in your GY (this Special Summon is treated as a Synchro Summon). You can only control 1 "Primal Predator - Ultimate Herd". Primal Predator - Fallen Herd Continuous Trap Activate by targeting 1 "Primal Predator" monster in your GY or among your banished monsters; Special Summon it. While that monster is on the field, once per turn, if your opponent Special Summons a monster(s) from their Extra Deck: That ATK/DEF of that monster(s) becomes 1500. If that target would be destroyed, you can destroy this card instead.
  5. ¡Alebrije! is an Archetype of Flip monsters with various Types, Attributes and Levels. They focus on Flip effects, Fusion Monsters and battle mechanics. All monsters have an effect that makes it so any monster they battle is unable to attack or activate their effects, locking your opponent's field down with useless monsters, which is also their main playstyle, as their Field Spell ¡Alebrije! World protect them from being destroyed in battle, as well as giving them a second attack and attack directly. In other words, you run into an opponent's monster and then get to attack directly afterwards. That's not all though, as they have two other cards that help this work even better, Creation and Obsession. Along with this, you have their Fusion Monsters, which help both bring out the two former cards, as well as having effects that make their Flip mechanics easier, as well as their ramming tactics work even better. They are intended to work with Polymerization, as many of their effects are able to fetch it, and they have a gimmick that makes you instantly able to Fusion Summon with it while ¡Alebrije! World is on the field. The Archetype name comes from the word Alebrije, which are Mexican sculptures and supposed mythical creatures, which have brightly colors and weird creatures, typically animals that are fantastical, and if you have never seen them before, they look amazing. The reason for the inverted exclamation mark is for two reasons, the first being that I thought it was cute to reference the way Mexican (and other Spanish speaking countries) write an exclamation, and that it sounds like "Wow, that's an Alebrije!", and the other reason being that it makes it easier to search for them on Duel Portal, in case others were to use the name. I was first introduced to them when watching Coco and knew I had to make an Archetype based on them one day, but it took a while until I found out what I wanted to do with them, and the concept got really weird really quick, but I think that the final concept is both a lot of fun and fits the theme of their unknown origins quite well. Main Deck Monsters: ¡Alebrije! Finned Scorpion Reptile/WATER/Flip Level 2 FLIP: You can target 1 card on each field; destroy them. An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If this card is destroyed by battle or card effect and sent to the GY: You can add 1 "Polymerization" from your Deck to your hand, then if you control "¡Alebrije! World", you can activate the added card directly from your hand. You can only use each effect of "¡Alebrije! Finned Scorpion" once per turn. 700/400 ¡Alebrije! Glimmering Gopher Beast/LIGHT/Flip Level 3 FLIP: You can add 1 "¡Alebrije!" card from your Deck to your hand, except "¡Alebrije! Glimmering Gopher". An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. When this card is Normal or Special Summoned: You can target 1 "Polymerization" in your GY; add it to your hand, then if you control "World", you can activate it directly from your hand. You can only use each effect of "¡Alebrije! Glimmering Gopher" once per turn. 1000/500 ¡Alebrije! Scaly Chicken Winged Beast/DARK/FLIP Level 3 FLIP: You can Special Summon 1 "¡Alebrije!" monster from your hand or GY. An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If this card is destroyed by battle or card effect: You can inflict 1000 damage to your opponent. You can only use each effect of "¡Alebrije! Scaly Chicken" once per turn. 400/1500 ¡Alebrije! Flaming Coyote Beast/FIRE/Flip Level 4 FLIP: You can Special Summon 1 "¡Alebrije!" monster from your Deck in face-down Defense Position, except "¡Alebrije! Flaming Coyote". An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If an ¡Alebrije! monster you control is targeted for an attack: You can destroy the attack target, and if you do, Special Summon this card from your hand, and if you do, change the attack target to this card and proceed to damage calculation. 1800/200 ¡Alebrije! Winged Tortoise Reptile/WIND/Flip Level 4 FLIP: You can add 1 "Polymerization" from your Deck to your hand, then if you control "¡Alebrije! World", you can activate the added card directly from your hand. An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. You can Tribute this card; add 1 "¡Alebrije!" card from your Deck or GY to your hand, except "¡Alebrije! Winged Tortoise". You can only use each effect of "¡Alebrije! Winged Tortoise" once per turn. 1000/2000 ¡Alebrije! Metallic Flamingo Winged Beast/EARTH/Flip Level 4 FLIP: You can Set 1 "¡Alebrije!" Spell/Trap directly from your Deck, or if you control "¡Alebrije! World", you can activate it directly from your Deck. An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If this card is destroyed by battle or card effect and sent to the GY: You can target 1 "¡Alebrije!" monster in your GY, except "¡Alebrije! Metallic Flamingo"; Special Summon it in face-down Defense Position. You can only use each effect of "¡Alebrije! Metallic Flamingo" once per turn. 1600/900 Extra Deck Monsters: ¡Alebrije! Lunar Dragon Dragon/DARK/Fusion Level 8 2 "¡Alebrije!" monsters with the same Type When this card is Fusion Summoned: You can activate 1 "¡Alebrije! Creation" directly from your Deck. An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. If this card inflicts battle damage to your opponent: You can target 1 face-up monster on the field; change it to face-down Defense Position. (Quick Effect): You can target 1 monster on the field; change its battle position. You can only use each effect of "¡Alebrije! Lunar Dragon" once per turn. 2500/0 ¡Alebrije! Shining Demon Fiend/LIGHT/Fusion Level 8 2 "¡Alebrije!" monsters with different Types When this card is Fusion Summoned: You can activate 1 "¡Alebrije! Obsession" directly from your Deck. An opponent's monster that battles this card cannot declare an attack or activate their effects until the end of their next turn. Any battle damage your opponent takes from battles involving this card is doubled. If this card is in your GY and you control "¡Alebrije! Lunar Dragon": You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "¡Alebrije! Shining Demon" once per turn. 0/2500 Spells/Traps: ¡Alebrije! World Field Spell All "¡Alebrije!" monsters on the field cannot be destroyed by battle. Once per turn: You can target 1 "¡Alebrije!" monster you control; this turn, it can make a second attack during each Battle Phase. If an "¡Alebrije!" monster battles an opponent's monster, at the end of the Damage Step, it gains this effect. * This card can attack your opponent directly. ¡Alebrije! Creation Continuous Spell When this card is activated: You can Special Summon 1 "¡Alebrije!" monster from your hand and 1 "¡Alebrije! Token" (Rock/EARTH/Level 5/ATK 2000/DEF 2000) to your opponent's field. It cannot be used as material for a Summon. All "¡Alebrije!" monsters you control gain 500 ATK, but lose 500 DEF. Once per turn, if an "¡Alebrije!" monster you control is destroyed by battle: You can Special Summon 1 "¡Alebrije!" monster from your Deck with a different Type. ¡Alebrije! Fusion Quick-Play Spell Fusion Summon 1 "¡Alebrije!" Fusion Monster from your Extra Deck by banishing the materials from either field. Your opponent cannot activate cards or effects when that monster is Fusion Summoned, also it cannot be destroyed by card effects this turn. You can only activate 1 "¡Alebrije! Fusion" per turn. ¡Alebrije! Mystery Normal Trap Destroy as many "¡Alebrije!" monsters you control as possible, then draw cards equal to the number destroyed, then you can Special Summon 1 monster from your hand in face-down Defense Position. You can banish this card from your GY, then target 1 "¡Alebrije!" monster and 1 "Polymerization" in your GY; add them to your hand. If you control "¡Alebrije! World", you can activate this card from your hand. You can only use 1 effect of "¡Alebrije! Mystery" per turn, and only once that turn. ¡Alebrije! Obsession Continuous Trap When this card is activated, if you control an "¡Alebrije!" monster: You can target 1 monster in either GY; Special Summon that target to your opponent's field, but it cannot be used as material for a Summon, also its ATK is halved. Once per turn: You can target 1 monster your opponent controls and 1 "¡Alebrije!" monster you control; change the first target to face-up Attack Position if it is in Defense Position, also this turn, the first target must attack the second target, if able. Your opponent takes any battle damage you would take from battles involving "¡Alebrije!" monsters you control.
  6. Circuitricks is an Archetype of Cyberse/WIND monsters with various Levels. They focus on monster equip mechanics, Union monsters and Aerobatics Counters. They have both Union and non-Union monsters, the non-Union are able to equip themselves from the hand or field, similar to ZW and Superheavy Samurai, but as they are not Unions, are unable to Special Summon themselves. They have different ways of playing, either by Special Summoning and swarming the field, or using their boss monster, Mono Lomcovak, which gains additional attacks for each card equipped to it. They also use their Spells/Traps that use Aerobatics Counters for various effects, such as Special Summoning the equipped monsters, drawing additional cards and more. The name is a portmanteau of Circuits and Tricks, referring to them being Cyberse and computer based, as well as aerobatic tricks, and they are based on aerobatic plane maneuvers, shows etc. Fun fact, the name was actually suppose to be for a Ritual based Archetype, and the name referred to magic tricks instead, but as I wanted to make a Cyberse/WIND based Archetype, I found myself not sure what WIND had to do with magicians, so instead it became focused on planes, and the name fit so well already, so I changed my vision for the Archetype. Main Deck Monsters: Circuitricks - Formation Looper Cyberse/WIND/Union Level 4 Once per turn, you can either: Target 1 Cyberse monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 500 ATK/DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. You can send this Equip Card to the GY; Special Summon 1 "Circuitricks" Monster Card that was equipped to the monster this card was equipped to. You can only use this effect of "Circuitricks - Formation Looper" once per turn. 1500/1500 Circuitricks - Nosediver Cyberse/WIND Level 4 You can target 1 "Circuitricks" monster you control; equip this monster from your hand or field to that target. Once per turn: You can equip 1 "Circuitricks" monster from your hand or GY to this card. If this card is sent from the field to the GY: You can add 1 "Circuitricks" Spell/Trap from your Deck to your hand. You can only use this effect of "Circuitricks - Nosediver" once per turn. 1800/0 Circuitricks - Aileron Roller Cyberse/WIND Level 4 You can target 1 "Circuitricks" monster you control; equip this monster from your hand or field to that target. Once per turn (Quick Effect): You can send 1 Equip Card you control to the GY, then target 1 Cyberse monster you control; that target gains 1000 ATK/DEF until the end of this turn. If this card is sent from the field to the GY: You can add 1 WIND Union monster from your Deck to your hand. You can only use this effect of "Circuitricks - Aileron Roller" once per turn. 1500/0 Circuitricks - Hammerhead Turner Cyberse/WIND/Union Level 6 Once per turn, you can either: Target 1 Cyberse monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card cannot be destroyed by battle or be Tributed by your opponent, also if the equipped monster would be destroyed by a card effect, destroy this card instead. If this card is Special Summoned from the Spell & Trap Zone: You can Special Summon 1 Level 6 or lower "Circuitricks" monster from your Deck in Defense Position, except "Circuitricks - Hammerhead Turner". You can only use this effect of "Circuitricks - Hammerhead Turner" once per turn. 1500/2500 Circuitricks - Barrel Roller Cyberse/WIND/Union Level 6 Once per turn, you can either: Target 1 Cyberse monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card cannot be targeted by your opponent's card effects or banished, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is Summoned: You can Special Summon 1 "Circuitricks" Monster Card equipped to a monster you control. You can only use this effect of "Circuitricks - Barrel Roller" once per turn. 2000/2000 Circuitricks - Tailslider Cyberse/WIND Level 6 You can target 1 "Circuitricks" monster you control; equip this monster from your hand or field to that target. You can send 1 Equip Card equipped to this card to the GY; this card can attack your opponent directly this turn. If this card is sent from the field to the GY: You can add 1 "Circuitricks" monster from your Deck to your hand, except "Circuitricks - Tailslider". You can only use this effect of "Circuitricks - Tailslider" once per turn. 2300/0 Circuitricks - Mono Lomcovak Cyberse/WIND Level 7 You can target 1 "Circuitricks" monster you control; equip this monster from your hand or field to that target. While you control no other monsters, this card can make an addition attack on an opponent's monster for each Equip Card equipped to it. If this card is sent from the field to the GY: You can add 1 "Circuitricks" card from your Deck to your hand, except "Circuitricks - Mono Lomcovak". You can only use this effect of "Circuitricks - Mono Lomcovak" once per turn. 2500/0 Extra Deck Monsters: Circuitricks - Pilot Cyberse/WIND/Link Link Arrows: Bottom 1 "Circuitricks" monster with a Level When this card is Link Summoned: You can equip 1 "Circuitricks" monster from your Deck to this card, also you cannot Special Summon monsters, other than "Circuitricks" monsters, for the rest of this turn. (Quick Effect): You can send 1 Equip Card equipped to this card to the GY; this turn, if this card battles an opponent's monster with a higher ATK, at the start of the Damage Step, return that monster to the hand. You can only use each effect of "Circuitricks - Pilot" once per turn. 1000/LINK-1 Circuitricks - Whifferdill Turner Cyberse/WIND/Link/Union Link Arrows: Top, Left, Bottom Left 2+ monsters Once per turn, you can either: Target 1 Cyberse monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent's monster effects and cannot be destroyed by card effects, also if the equipped monster would be destroyed by battle, destroy this card instead. You can only use each of the following effects of "Circuitricks - Whifferdill Turner" once per turn. * If this card is Special Summoned by its own effect: You can return 1 card on the field to the hand. * If this card is in your GY: You can send 2 Equip Cards you control to the GY OR remove 3 Aerobatics Counters from anywhere on the field; Special Summon this card. 2000/LINK-3 Spells/Traps: Circuitricks - Airfield Field Spell When this card is activated: You can have your opponent look at your hand, then they choose 1 "Circuitricks" for you to Special Summon. Each time a "Circuitricks" monster(s) is Special Summoned, place 1 Aerobatics Counter on this card. Once per turn: You can remove 2 Aerobatics Counters from anywhere on the field, then target 1 "Circuitricks" Monster Card that is equipped to a monster you control; Special Summon it. If a "Circuitricks" Spell/Trap you control would be destroyed by a card effect, you can remove Aerobatics Counters from anywhere on the field instead equal to the number that would be destroyed instead. Circuitricks - Maneuvers Continuous Spell When this card is activated: You can target 1 "Circuitricks" monster you control equipped with an Equip Card(s); place Aerobatics Counters on this card equal to the number of Equip Cards equipped to it. At the start of the Battle Phase: You can remove any number of Aerobatics Counters from anywhere on the field, then target the same number of "Circuitricks" monsters you control; this turn, each time any of those targets inflict battle damage to your opponent, immediately draw 1 card. Circuitricks - Colored Smokescreen Equip Spell Equip only to a "Circuitricks" monster. It gains 100 ATK/DEF for each Aerobatics Counter on the field, also it cannot be targeted for an attack, but does not prevent your opponent from attacking you directly. Once per turn: You can send 1 other Equip Card you control to the GY; place 2 Aerobatics Counters on this card. You can only activate 1 "Circuitricks - Colored Smokescreen" per turn. Circuitricks - Aerobatics Show Quick-Play Spell Target 1 of your equipped "Circuitricks" monsters; return that monster to the hand and Special Summon as many "Circuitricks" monsters that were equipped to that monster as possible. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Circuitricks" monster in your GY and 1 "Circuitricks" monster you control; equip the first target to the second target. Circuitricks - Landing Zone Continuous Trap When this card is activated: Place 2 Aerobatics Counters on this card. You can remove 1 Aerobatics Counter from anywhere on the field, then target 2 "Circuitricks" monsters you control equip the first target to the second target. If an "Circuitricks" monster(s) you control would be destroyed by battle or card effect, you can equip that monster(s) to a "Circuitricks" monster(s) you control instead. Circuitricks - Stunt Plane Continuous Trap Special Summon this card as an Effect Monster (Cyberse/Union/WIND/Level 4/ATK 1000/DEF 2000). (This card is also still a Trap.) Once per turn while this card is a monster, you can either (Quick Effect): Target 1 Cyberse monster you control; equip this card to that target, OR: Unequip this card and Special Summon it as an Effect Monster. A monster equipped with this card is unaffected by your opponent's Spell/Trap effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  7. I am glad the site is back, but uhm, seems that spoilers and horizontal lines


    are broken now, so that's really annoying, because it's going to take  a lot of work for me to fix that on my PSCT thread, which currently looks like a mess:

     

    1. UltimateIRS

      UltimateIRS

      you don't understand

      THIS
      SITE
      IS
      PERFECTLY
      FUNCTIONAL

    2. Zaziuma

      Zaziuma

      *insert doubt meme here*

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