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Zanius the Almighty 

Type: Warrior/Effect

Level 8

Attribute: EARTH/ ATK: 2500 DEF: 1900

Effect: Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by Tributing 2 Warrior-Type monsters you control. Cannot be targeted or destroyed by monster effects. When this card destroys a monster by battle: You can target 1 Spell/Trap on the field, banish it. If this card would be destroyed, you can destroy 1 Warrior-Type monster you control instead. You can only activate this effect of "Zanius the Almighty" once per turn.

 

. . .

 

Sylvia, the Valkyrie Queen

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sylvia__the_valkyrie_queen_by_bdsceptyr-

 

[spoiler=Sylvia, the Valkyrie Queen: Info]LIGHT/Fairy-Type Effect Monster/Level 9/2000 ATK/2400 DEF

Lore: If this card is in your hand: You can reveal this card and 2 other Level 6 or higher LIGHT monsters in your hand with different names from this card: Special Summon this card. All Fairy monsters you control with less original ATK than this card's original DEF gain 300 ATK and DEF for each Fairy monster you control. If this card leaves the field by the effect of a monster, destroy all monsters with that name that are on the field during the End Phase. You can only control 1 "Sylvia, the Valkyrie Queen".

 

 

Huh.

 

Had more fun with this one than I thought.

 

Onto further glory then.

 

Dark Juno (Alright, time to throw a curveball. A DARK Counterpart version of this Match Winner, made to support DARK monsters instead of....y'know, win Matches. Singlehandedly, anyways.

 

Extra points if it's NOT a Pendulum, but still goes into the Spell & Trap Zone, either Crystal Beast or Silver Sentinel style. Dark Valkyria was a Gemini based on a Normal, Dark Doriado a Pendulum made off a Ritual-it's been done before.

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Dark Juno

Level 8

DARK Fairy / Effect

3000 / 3000

Requires 3 Tributes to be Normal Summoned/Set. Cannot be Special Summoned, except by its own effect. You can Tribute 3 DARK monsters you control: Special Summon this card from your hand or GY. You can only activate this effect of "Dark Juno" once per turn. If this card would be banished from the field, you can place it in your empty Spell/Trap Zone as a Continuous Spell instead. While this card is face-up in your Spell/Trap Card Zone, it gains the following effect:

• Once per turn, when a DARK monster you control attacks, you can target 1 non-DARK monster on the field: Your opponent takes damage equal to half of that monster's current ATK.

 

I hope you like it.

 

The Future King

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Watch the Advanced Card section today, Fruiota, and gaze upon just how much I like it. (hint: SO MUCH)

 

For your current challenge tho, lets see what's under Metaltron's shell.

 

the_future_king_by_bdsceptyr-dbllgdd.png

 

[spoiler=The Future King: Info]Normal Trap Card

Lore: Special Summon from your hand, Deck or GY in Defense Position, "Mariamne, the True Dracophoenix" and/or "True King" monsters with the same Attributes as a monster on the field and with different names from those monsters and each other, but banish them during the end of your next turn. If this card is in your GY: You can target 1 "True King" monster and 1 "True Draco" card in your GY; banish them, and if you do, Special Summon this card as a Normal Monster (Wyrm/LIGHT/Level 9) with the same ATK and DEF of the banished "True King" monster, also this card is unaffected by cards with the same Type as the banished "True Draco" card (Monster, Spell or Trap). (This card is NOT treated as a Trap.) You can only use 1 "The Future King" effect per turn, and only once that turn.

 

 

Now to the next card, lets see if we can't change it up a little from all the DARK Counterpart love I've asked of you all.

 

How 'bout dat

 

....something more recent.

 

Metaphys Apocralyph (The Metaphys version of THIS. Extra points to those who make it easier for Metaphys to go into Metaphys Horus with it.)

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I'll keep an eye on Advanced. If you're going to use my card, could you credit me?

 

Metaphys Apocralyph

Level 4

LIGHT Wyrm / Tuner / Effect

1000 / 1500

One per turn, you can discard 1 card: Special Summon 1 Wyrm-type monster from your GY, but it cannot attack, also banish it during your End Phase.

 

You could set up a Synchro Summon, and if you set up the Levels correctly, Horus is possible.

 

Metaphys White Dragon (hopefully it's obvious that I mean a Metaphys version of Blue-Eyes White Dragon)

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Metaphys White Dragon

9 ✪ | 3000/2500

LIGHT | Wyrm / Synchro/ Effect

 

1 LIGHT Wyrm Tuner + 1+ monsters

Must first be Synchro Summoned. When your opponent would Special Summon a monster(s) (Quick Effect): You can banish 1 Wyrm monster from your hand or field; negate the Special Summon, and if you do, destroy that monster(s). Once per turn, during the Standby Phase, if this card was banished last turn: You can banish 2 "Metaphys" cards from your hand and/or GY; Special Summon this card. You can only use 1 "Metaphys White Dragon" effect per turn, and only once that turn.

===================

Darklord's Dominion 
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Darklord's Dominion

Field Spell

DARK monsters you control gain 300 ATK. Fairy-type monsters you control gain 300 ATK. Once per turn, you can banish 1 monster from your hand or Graveyard: Send 1 DARK monster from your Deck to the Graveyard, but shuffle it back into the Deck during the End Phase.

 

Neon Tetra

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Neon Tetra

Attribute: LIGHT
Type: Dragon/Fusion/Effect
Level: 10
ATK: 3200
DEF: 3400
1 EARTH monster + 1 FIRE monster + 1 WATER monster + 1 WIND monster

Can also be Special Summoned (from your Extra Deck) by shuffling into the Deck the above cards in your possession that are banished. (You do not use "Polymerization"). While face-up on the field, this card is also EARTH, FIRE, WATER and WIND-Attribute. If this card leaves the field: You can Special Summon up to 4 monsters with different Attributes from your Deck, whose total Levels equal 8. If this card is Special Summoned: Place 1 Earth, Fire, Water and Wind Counter on it. Once per turn (Quick Effect): You can target 1 face-up card on the field, then remove 1 Earth, Fire, Water or Wind counter from this card and apply these effects depending on the removed counter:

Earth: Set that target. Also it is banished when it leaves the field. Monsters changed to face-down Defense Position by this effect cannot change their battle positions, and Spell/Traps Set by this effect cannot be activated.

Fire: Destroy that target, then, if it was a Monster Card, inflict damage to your opponent equal to its original Level x 100. It if was a Spell/Trap, inflict 500 damage to your opponent.

Water: Shuffle that target into the Deck.

Wind: The effects of that target are negated. Also it is returned to the top of the Deck when it leaves the field.

 

 

Next:

1000-Claws Scorpion

Upgraded version of 8-Claws Scorpion

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1000-Claws Scorpion

Level 10

DARK Insect / Fusion / Effect

3300 / 3200

"8-Claws Scorpion" + 2 Insect-type monsters

Must be Fusion or Flip Summoned, and cannot be Summoned by other ways. Once per turn, you can flip this card into face-down Defense Position. When this card is Flip Summoned: It gains 1200 ATK until the end of your next Battle Phase. When this card attacks a face-down Defense Position monster, inflict piercing battle damage.

 

Million-Eyes Restrict

Hopefully my intention is obvious.

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Million-Eyes Restrict

DARK - Level 1 - Spellcaster/Fusion/Effect - 0/0

"Thousand-Eyes Restrict" + 2 Level 1 Spellcaster-Type monsters

Must be Fusion Summoned using the above Materials, and cannot be Summoned by other ways. Other monsters cannot attack or activate their effects. During your turn (Quick Effect): You can target 1 other face-up monster on the field: Equip that target to this card. This monster gains ATK and DEF equal to the equipped monster's ATK and DEF. If this monster would be destroyed, you can destroy 1 equipped monster instead. While equipped with a monster, your opponent takes all damage from battles involving this card.

 

Sinister Serpent Night Dragon

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Boop!

 

SK3FlFe.jpg

DARK

Level 7

Dragon/Fusion/Effect

ATK:2850

DEF:2900

"Serpent Night Dragon" + 1 Dragon-Type monster
Cannot be used as a Fusion Material. Must first be Special Summoned (from your Extra Deck) by banishing the above cards from your side of the field or your Graveyard. (You do not use "Polymerization".) Cannot be targeted by your opponent's card effects. Once per turn: You can pay 800 Life Points to target 1 card on the field; banish it face-down.
 
Next card:
 
Skull Guardian of Judgement
 
Requirements: Must be based off or support the already existing Skull Guardian.
 
tumblr_moyxijX93O1rwjhd3o1_r1_400.gif
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Skull Guardian of Judgement

Level 10

LIGHT Warrior / Effect

3050 / 3500

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or graveyard) by banishing 1 "Skull Guardian" you control, and cannot be Special Summoned by other ways. Once per turn, when an opponent's monster declares an attack on this card, target it: Destroy it. When this card on the field is destroyed: All monsters your opponent controls lose 500 ATK and DEF.

 

Based primarily on this: http://yugioh.wikia.com/wiki/Skull_Guardian_(BAM)

 

The Ultimate Data Storm

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The Ultimate Data Storm

Continuous Spell

Once per turn, you can send 1 Cyberse-Type monster from your Deck to the Graveyard. During each End Phase, inflict 200 damage to your opponent for each Cyberse monster in your Graveyard. If you Summon a monster from the Extra Deck using 1 or more Cyberse monsters as Material: Reduce the ATK of all monsters your opponent controls by 100 for every Cyberse monster in your Graveyard. If a monster has its ATK reduced to 0 by this effect, destroy that monster, but banish it instead of sending it to the Graveyard.

 

AAAAAAAAAAAA

 

Crusader for Purity

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2QTqvAT.jpg

LIGHT

Level 4

Warrior/Effect

Cannot be Normal Summoned/Set. You can banish 1 LIGHT monster from your hand or Graveyard; Special Summon this card from your hand. You can Tribute this card; Special Summon 1 Level 4 or lower LIGHT monster from your hand or Graveyard.

 

Next card: Umbral Horror Spirit


Requirements: Must support the archetype Umbral Horror

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Umbral Horror Spirit
DARK | Fiend / Effect
Level 4 | 0 / 0

If you control a face-up "Umbral Horror" monster(s) with a Level, and no other monsters, you can Special Summon this card from your hand or GY, but banish it when it leaves the field. When this card is Normal or Special Summoned: You can add 1 "Umbral Horror" card from your Deck to your hand, except "Umbral Horror Spirit". You can only use each effect of "Umbral Horror Spirit" once per turn.

 

====================

Disturbed Prophecy

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Disturbed Prophecy

Quick-Play Spell

When this card is activated, "Prophecy" monsters you control cannot be destroyed until the End Phase. During the End Phase, if this card was activated this turn, you can Special Summon 1 "Prophecy" monster from your Deck.

 

Elemental HERO Anti-Material

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Elemental HERO Anti-Material
Attribute: DARK
Type: Warrior/Link/Effect
Link: 2
Link Markers: bottom-left, bottom
ATK: 2100
2 "HERO" monsters
All monsters you control gain 200 ATK for each "HERO" monster you control. If a "HERO" monster you control battles an opponent's monster, after damage calculation: Banish that opponent's monster face-down. If this card is banished: You can target 1 "HERO" monster in your GY; add it to your hand. You can only use this effect of "Elemental HERO Anti-Material" once per turn.
 

 

Next:

Naiven Raven

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(Imagine a nerdy raven wearing glasses and lab equipment, but has no idea what he's doing. Yupe, that's the artwork)

 

Naiven Raven

DARK | Winged Beast / Effect

Level 1 | 300 / 300

 

Pay 1000 LP and banish this card and 1 other Level 1 monster from your hand or GY; Special Summon 1 WIND Winged Beast Fusion Monster from your Extra Deck, but banish it during the End Phase. You can only use this effect of "Naiven Raven" once per turn.

 

============================

Judgment Eagle (Retrained version of "Punished Eagle")

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Judgement Eagle

WIND

Level 6

Winged Beast/Fusion/Effect

2100/1800

2 Winged Beast-type monsters

When this card is Fusion Summoned, you can target 1 card in your opponent's hand: reveal it. If it's a monster with 2000 or more ATK, shuffle it into the Deck. When this card is removed from the field, if its Fusion Materials are both in the Graveyard and/or are currently banished, you can Special Summon them in defense position.

 

Rondo For 97 Keys

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Rondo for 97 Keys

Continuous Spell

When a "Melodious" monster is Summoned, except by this card's effect: Place 2 Key Counters on this card. Once per turn, you can remove any number of Key Counters on this card (max. 12): Special Summon 1 "Melodious" monster from your GY whose Level equals the number of removed Key Counters. If this card has exactly 97 Key Counters on it: You win the Duel.

 

The last effect is obviously never gonna happen, but I felt like putting it anyway because why not.

 

The Bright Side of Life (always look on it)

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Hello obscure Vylon Support, we hardly knew ye

 

the_bright_side_of_life_by_bdsceptyr-dbm

 

[spoiler=The Bright Side of Life: Info]

Quick-Play Spell Card

 

Lore: Tribute 1 Level 3 or higher LIGHT monster you control; Special Summon 1 LIGHT Fairy, Spellcaster or Warrior Synchro Monster from your Extra Deck or among your banished cards that is 2 Levels higher than that Tributed monster, and if you do, its ATK and DEF becomes equal to that Tributed monster's original ATK and DEF. If this card is sent from the Deck to the GY: You can target face-up cards on the field, equal to the number of different names among the "Lightsworn" monsters you control; negate their effects. You can only use each effect of "The Bright Side of Life" once per turn.

 

 

 

NEXT UP:

 

Tunnel Vision (something that supports DARK "HERO" monsters in general, and "Vision HERO" monsters in particular, would do)

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Tunnel Vision

Quick-Play Spell

Target 1 monster you control: banish it. While that monster is banished, you can return it to the field during your Main Phase. If you do, you can add 1 "Vision HERO" monster from your Deck to your hand. During the turn that the banished monster returns to the field, it can attack directly.

 

(The artwork would ideally have a HERO monster - Vyon, maybe - jumping into a hole in the ground to dodge an attack. Hence the banishing effect.)

 

(...I feel like I try too hard to make cards into puns sometimes. :p)

 

-----

 

Another Dance

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Chain Rebirth

Continuous Trap

When this card is activated, declare a Type: You cannot Summon monsters, except monsters of that Type, also destroy any monsters you control that have a different Type. Once per turn, you can target 1 monster of that Type in your GY: Special Summon it. When this card leaves the field: Destroy all monsters you control.

 

By The Gods

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