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AGM Generics Project


Draconus297

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LIGHT - Level 6 - Winged-Beast/Effect - 2400/1300

You can Normal Summon this card by tributing 1 Pendulum Spell. If this card destroys a monster by battle: You can target 1 face-up Pendulum Monster in your Extra Deck; shuffle that target into your Deck, and if you do, add 1 non-Pendulum monster whose Level was the same as the Scale of the shuffled monster from your Deck to your hand.

 

Vocaloid Tetrarch

WIND - Level 5 - Psychic/Tuner/Effect - 0/2500

Once per turn: You can pay 1000 LP; Special Summon 1 "Vocaloid Tetrarch" from your hand or Graveyard. This card gains 1 Level for each "Vocaloid Tetrarch" you control. If your opponent would inflict damage to you (by battle or card effect) while this card is in your GY: You can banish any number of "Vocaloid Tetrarch" from your Graveyard to reduce that damage by 1000 for each.

 

PSY-Gardna

EARTH - Level 1 - Psychic/Tuner/Effect - 0/1000

While your opponent has more LP: This card cannot be destroyed by battle. If your opponent targets a Psychic-type monster you control for an attack, you can banish that target and Special Summon this monster from your hand, and if you do, gain LP equal to the banished monster's ATK. If this card leaves the field, you can Special Summon the monster banished by this effect.

 

Lydos the Unfortunate

LIGHT - Level 7 - Spellcaster/Effect - 1850/2900

You can Special Summon this card to your opponent's side of the field. When this card is Summoned: Target 1 other card in the same column as this card (if possible); destroy it.

 

Dinogear Monotops

EARTH - Rank 4 - Dinosaur/Xyz/Pendulum/Effect - 2300/1000 - Scale: 2<>2

PE: This card is treated as "Jurassic World". You take no battle damage from battles involving Dinosaur-type monsters.

ME: 2 Level 4 Dinosaur-type monsters

If you can Pendulum Summon Level 4, you can Pendulum Summon this face-up card in your Extra Deck. If this card is Pendulum Summoned while you control "Jurassic World": you can target 1 Level 4 or lower Dinosaur-type monster in your Graveyard; attach it to this card as Xyz Material. While this card has Xyz Material, your opponent cannot activate cards or effects during the Battle Phase. Once per turn, you can detach 1 Xyz Material: Special Summon 1 Dinosaur-type monster with less than 3000 ATK from your hand. If this card in the Monster Zone is destroyed: You can destroy any number of cards in your Pendulum Zones (min. 0), and if you do, place this card in your Pendulum Zone.

 

Dreary Darksider

DARK - Level 2 - Warrior/Effect - ?/0

You can banish 2 Level 2 monsters from your hand or Graveyard to Special Summon this monster from your hand. This card's ATK equals the number of Level 2 monsters in your Graveyard x 400. When this card is destroyed by battle: You can Special Summon 1 Rank 2 monster from your Graveyard then attach any number of banished Level 2 monsters to that monster as Xyz Material.

 

Construct of Living Magic

DARK - Level 4 - Spellcaster/Ritual/Effect - 0/2600

Must first be Special Summoned with "Magic Weaving Ritual". If there are no non-Ritual Monster nor Trap cards in your Graveyard when this monster is Summoned: You can place 5 Spell Counters on this card. If this card would be destroyed by battle or card effect, you can remove 1 Spell Counter from any card on the field. Once per turn, during either player's turn, if a Spell Card or effect is activated, you can target 1 card on the field; destroy it, and if the card is a monster, inflict damage to your opponent equal to half that target's ATK.

 

 

 

Confusion Tempest

Spell

Pay 1000 LP and target 1 Spell/Trap on the field. Apply the appropriate effect:

- If the target is Set: Return it to the top of the owner's Deck.

- If the target is face-up: Return it to the bottom of the owner's Deck.

If you return a card you control to the Deck by this effect, gain 2000 LP.

 

Release State

Quick-Play Spell

Banish 1 monster from your Graveyard. If a monster you control that has the same name as the banished monster leaves the field, you can banish this card from your Graveyard; Special Summon the banished monster, then it gains 800 ATK and DEF.

 

Lifeblood Transfusion

Continuous Spell

Once per turn: You can target 1 monster you control; reduce that monster's ATK by 500, then place 1 Spell Counter on this card. You can send this card with any number of Spell Counters on it (min. 1) to the Graveyard; Special Summon 1 Fusion monster from your Extra Deck whose ATK is less than the number of Spell Counters that were on this card x 400, but its effects on the field are negated this turn.

 

Magic Weaving Ritual

Ritual Spell

This card can be used to Summon any Spellcaster Ritual monster. You must also banish Spells from your hand, field, or Graveyard equal to half the Level of the Ritual monster (rounded up). During your Main Phase, if you have no non-Ritual Monster nor Trap cards in your Graveyard: You can banish this card from your Graveyard; reveal the top 3 cards of your Deck. If all the revealed cards are Spell cards or Ritual monsters, you can add 1 of them to your hand and send the rest to the Graveyard. Otherwise, send all three cards to the Graveyard. You can only use this effect of "Magic Weaving Ritual" once per turn.

 

 

 

Psyko Shield

Trap

Target 1 Psychic-type monster you control. Pay LP equal to half that monster's ATK, and if you do, negate any other card effects that target that monster. During the End Phase, if you gained LP this turn, you can Set this card from your Graveyard, but banish it when it leaves the field.

 

Telepathic Call

Continuous Trap

Once per turn: If you take battle or effect damage, you can pay LP equal to the damage you took; Special Summon 1 Psychic-type monster from your Deck whose ATK is less than or equal to the amount of LP paid. Once per turn: You can send 1 Psychic-type monster you control to the Graveyard, and if you do, gain LP equal to its DEF.

 

Lightforce Dagger

Continuous Trap

Discard 1 card to activate this card. Once per turn, during your opponent's Standby Phase: Choose 1 random card in your opponent's hand and call its type (Spell, Trap, or Monster). If you call it right, your opponent banishes that card. That card remains banished as long as this card remains face-up on the field. Destroy this card during your third End Phase after you activate this card.

 

Cross Counter Force

Counter Trap

If a monster Special Summoned from the Extra Deck activates its effect: Draw 1 card and show it to your opponent. If the revealed card was a Counter Trap, negate the activation and take control of that monster, but its effects are negated. You can only activate 1 "Cross Counter Force" per turn.

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