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Luck Archtype (Are you feeling lucky?)


The Frost King

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Luck Knight

 

Type: Fiend/Effect

 

Level: 4

 

Attribute: DARK/ATK 1800 DEF 1300

 

Effect: If you control a “Luck” monster, you can Special Summon this card from your hand. Once per turn: You can flip a coin and call it. If you call it right; target 1 monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal to that monsters ATK. If you call it wrong; you take damage equal to this card’s ATK.

 

 

Luck Archer

 

Type: Fiend/Effect

 

Level: 4

 

Attribute: DARK/ ATK 2000 DEF 0

 

Effect: You can Special Summon this card (from your hand) if your opponent controls a monster. Once per turn; you can roll a six-sided die then apply the result. (1): You lose 500 LP (2): Destroy 1 other monster you control (3): Destroy 1 Spell/Trap card you control (4): Destroy 1 Spell/Trap card your opponent controls. (5): Destroy 1 monster your opponent controls. (6): You opponent loses 500 LP.

 

 

Luck Man

 

Type: Fiend/Tuner/Effect

 

Level: 3

 

Attribute: DARK/ATK 700 DEF 700

 

Effect: Once per turn, during your Main Phase 1: You can roll a six-sided die, then apply the result. (1): Destroy this card. (2): You lose 700 LP. (3): Skip your Battle Phase this turn. (4): Destroy 1 card your opponent controls. (5): You gain 700 LP. (6): Your opponent skips their next Battle Phase. Once per turn; you can flip a coin and call it. If you call it right: Add 1 “Luck” card from your Deck to your hand. If you call it wrong: Your opponent adds 1 card from their Deck to their hand.

 

 

Die of Luck

 

Type: Fiend/Tuner/Effect

 

Level: 3

 

Attribute: DARK/ ATK 600 DEF 600

 

Effect: Once per turn; roll a six-sided die, then apply the result. (1, 2): Your opponent can Special Summon up to 2 Level 4 or lower monsters from their hand and/or Graveyard. (3, 4): Both players can Special Summon 1 Level 4 or lower monster from their hand or Graveyard. (5, 6): You can Special Summon up to 2 Level 4 or lower monsters from your hand and/or Graveyard. If this card is sent to the Graveyard; you can roll a six-sided die, then apply the result. (1, 2): Banish this card from your Graveyard and you take 600 damage. (3, 4): Special Summon this card from your Graveyard. (5, 6): Special Summon 1 “Luck” monster from your hand or Deck, except “Die of Luck”. You can only activate this effect once per turn.

 

 

Luck Magician

 

Type: Fiend/Effect

 

Level: 4

 

Attribute: DARK/ ATK 1700 DEF 1700

 

Effect: If this card is Normal Summoned; you can Special Summon 1 “Luck” monster from your hand or Graveyard. This card cannot be destroyed by card effects. Once per turn, you can flip a coin and call it. If you call it right, destroy 1 Spell/Trap card your opponent controls. If you call it wrong, destroy 1 Spell/Trap card you control. You can banish this card from your Graveyard: Add 1 “Luck” Spell/Trap card from your Deck or Graveyard to your hand.

 

 

Luck Medic

 

Type: Fiend/Effect

 

Level: 4

 

Attribute: DARK/ ATK 1300 DEF 1900

 

Effect: When this card is Summoned: You gain 1000 LP. Once per turn; you can roll a six-sided die then apply the result. (1): You lose 2000 LP. (2, 3): Your opponent can Special Summon 1 monster from their Graveyard. (4, 5): You can Special Summon 1 monster from your Graveyard. (6): You gain 1000 LP.

 

 

Luck Shield

 

Type: Fiend/Effect

 

Level: 4

Attribute: DARK/ ATK 700 DEF 2000

 

Effect: Once per turn, this card cannot be destroyed by battle. If your opponent activates a Spell/Trap card that would destroy a “Luck” monster(s) you control; you can flip a coin and call it. If you call it right; negate the activation and destroy that card. If you call it wrong; you take 700 damage.

 

 

Fate, Chance’s Sister.

 

Type: Fiend/Ritual/Pendulum/Effect

 

Level: 7

 

Attribute: DARK/ ATK 2000 DEF 2500

 

Effect: You can Ritual Summon this card with “Fate or Chance?”. If this card is Ritual Summoned: Roll a six-sided die then apply the result. (1): Your opponent loses 200 LP. (2): Your opponent loses 400 LP. (3): Your opponent loses 600 LP. (4): Your opponent loses 800 LP (5): Your opponent loses 1000 LP. (6): Your opponent loses 1200 LP. Once per turn: You can flip a coin and call it. If you call it right; draw 1 card, then you can Special Summon 1 Level 4 or lower monster from your hand. If you call it wrong; your opponent draws 1 card, then they can Special Summon 1 Level 4 or lower monster from their hand. You can only control 1 “Fate, Chance’s Sister.” If this card is sent from your Monster Zone to the Graveyard; you can place it in 1 of your unoccupied Pendulum Zones.

 

Pendulum Scale: 1

 

Pendulum Effect: Once per turn, during either players turn: you can discard 1 card, then target 1 monster you control; that monster be destroyed by battle or card effect until the end of this turn.

 

 

Chance, Fate’s Brother

 

Type: Fiend/Ritual/Pendulum/Effect

 

Level: 7

 

Attribute: DARK/ ATK 2500 DEF 2000

 

Effect: You can Ritual Summon this card with “Fate or Chance?”. If this card is Ritual Summoned: Roll a six-sided die then apply the result. (1): You gain 200 LP (2): You gain 400 LP (3): You gain 600 LP (4): You gain 800 LP (5): You gain 1000 LP. (6): You gain 1200 LP. Once per turn: You can flip a coin and call it. If you call it right; target 1 card your opponent controls; destroy it. If you call it wrong; target 1 card you control; destroy it. You can only control 1 “Chance, Fate’s Brother” If this card is sent to from your Monster Zone to the Graveyard; you can place it in one of your unoccupied Pendulum Zones.

 

Pendulum Scale: 7

 

Pendulum Effect: Once per turn, during your Main Phase: You can discard 1 card, then draw 1 card. You can only activate this effect of “Chance, Fate’s Brother” once per turn.

 

 

Fate or Chance?

 

Normal Spell Card

 

Effect: This card can be used to Ritual Summon either “Fate, Chance’s Sister” or Chance, Fate’s Brother”. 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. You can banish this card from your Graveyard: Add 1 DARK monster from your Deck to your hand.

 

 

Fate and Chance, Rival Siblings

 

Type: Fiend/Fusion/Effect

 

Level: 10

 

Attribute: DARK/ATK 3500 DEF 3000

 

Summoning Conditions: “Fate, Chance’s Sister” + “Chance, Fate’s Brother”

 

Effect: When this card is Fusion Summoned; place 3 Spell counters on this card.

Once per turn; you can remove 1 counter from this card, then activate 1 of these effects. (1): Draw 1 card. (2): You gain 1000 LP (3): Target 1 card on the field; banish it. Once per turn: excavate the top 5 cards of your Deck, reveal them, and then shuffle them back into the Deck. During this Battle Phase; this card can attack up to the number of Monster cards revealed by the previous effect. You can banish this card from your Graveyard; Draw 2 cards. You can only activate this effect of “Fate and Chance, Rival Siblings” once per Duel.

 

 

Lucky Card Dealer

 

Type: Fiend/Xyz/Effect

 

Rank: 4

 

Attribute: DARK/ ATK 500 DEF 500

 

Summoning Conditions: 2 or more Level 4 “Luck” monsters

 

Effect: Twice per turn: While this card has an Xyz Material, you can flip a coin and call it. If you call it right; double this card’s ATK and DEF.  If you call it wrong; halve this card’s ATK and DEF. You can detach 1 Xyz Material from this card; declare a card type (Monster/Spell/Trap) then excavate the top card of your Deck. If it is the declared type; add that card to your hand, also you can Special Summon 1 Level 6 or lower monster from your hand. If it is not the declared type; send it to the Graveyard.

 

 

Lucky Train Cannon

 

Type: Machine/Xyz/Effect

 

Rank: 4

 

Attribute: DARK/ ATK 2000 DEF 1500

 

Summoning Conditions: 2 or more Level 4 “Luck” monsters

 

Effect: (This card is always treated as a “Luck” card.) Once per turn: You can detach 1 Xyz Material from this card, then roll a six-sided die and apply the result. (1): You take 500 damage (2): You take 1000 damage (3): Destroy 1 card on the field. (4): Inflict 400 damage to your opponent. (5): Inflict 800 damage to your opponent. (6): Inflict 1000 damage to your opponent and banish 1 card from your opponents Graveyard.

 

 

Lucky Reaper

 

Type: Fiend/Synchro/Effect

 

Level: 7

Attribute: DARK/ATK 2200 DEF 2200

 

Summoning Conditions: 1 Tuner + 1 or more “Luck” non-Tuner monsters

 

Effect: (This card is always treated as a “Luck” card) If an effect activates in the Graveyard while you control this card; you can negate that activation. Once per turn; you can roll a six-sided die then apply the result. (1, 2): Your opponent can Special Summon 1 monster from either players Graveyard onto their side of the field. (3, 4): Both players discard 1 card, then draw 1 card. (5, 6): You can Special Summon 1 monster from either players Graveyard onto your side of the field.

 

 

Luck Dragon

 

Type: Dragon/Synchro/Effect

 

Level: 7

 

Attribute: DARK/ ATK 2500 DEF 2000

 

Summoning Conditions: 1 Tuner + 1 or more “Luck” non-Tuner monsters

 

Effect: When this card is Summoned; you can draw 1 card. This card cannot be destroyed by battle. If this card battles an opponents monster; you can flip a coin and call it. If you called right; destroy the opponent’s monster and inflict damage to your opponent equal to the destroyed monsters ATK. If you called it wrong; this card’s ATK and DEF becomes 0 until the end of this turn, also you take 800 damage.

 

 

Lucky, the Big Boss

 

Type: Fiend/Fusion/Effect

 

Level: 12

 

Attribute: DARK/ ATK 4000 DEF 3000

 

Summoning Conditions: 7 “Luck” monsters

 

Effect: This card cannot be Special Summoned, except by Fusion Summoning and can only be Fusion Summoned with the above materials. (This card is always treated as a “Luck” card.) When this card is Fusion Summoned; you can flip a coin and call it. If you call it right; destroy all cards your opponent controls. If you call it wrong; Destroy all cards you control, except this one, and your LP is halved. Once per turn; you can roll a six-sided die then apply the result. (1): Destroy this card and your LP becomes 100. (2): Target 1 card on your side of the field, banish it. (3): Draw 1 card, then discard 1 card. (4): Target 1 card on your opponent’s side of the field, banish it (5): This card can attack 3 times during your Battle Phase this turn. (6): Your opponent’s LP becomes 100, also you cannot declare an attack during the turn you activate this effect.

 

 

Lucky Land

 

Type: Field Spell

 

Effect: (This card is always treated as a “Luck” card) Once per turn; flip a coin and call it. If you call it right; you gain 1000 LP and your opponent loses 1000 LP. If you call it wrong; you take 1000 damage and your opponent gains 1000 LP. Once per turn; you can discard 1 card, and if you do; add 1 “Luck” card from your Deck to your hand. If this card would be destroyed by card effect; you can discard 1 card; it is not destroyed. You can only activate this effect once per turn.

 

 

Lucky 3’s

 

Type: Normal Spell

 

Effect: (This card is always treated as a “Luck” card) Flip a coin and call it. If you call it right; Special Summon “Luck” 3 monsters with the same name in Defense Position from your hand, Deck and/or Graveyard. If you call it wrong; you take 3000 damage. You can only activate 1 “Lucky 3’s” per turn.

 

 

Luck of the Draw

 

Type: Continuous Spell

 

Effect: Once per turn, during your Main Phase 1: you can declare a card type (Monster/Spell/Trap), then excavate the top card of your Deck., If it is the declared type; add it to your hand, also you can add 1 “Luck” card from your Deck to your hand. If it is not the declared type; banish it, also you lose 800 LP. You can control only 1 “Luck of the Draw”.

 

 

Lucky Hand-Up

 

Type: Normal Spell

 

Effect: (This card is always treated as a “Luck” card) Flip a coin and call it. If you call it right; draw until you have 5 cards in your hand. If you call it wrong; send your hand and all monsters you control to the Graveyard, then draw 1 card. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 “Luck” card from your Deck to your hand.

 

 

Lucky Fusion

 

Normal Spell

 

Effect: (This card is always treated as a “Luck” card)  Fusion Summon 1 “Luck” Fusion Monster from your Extra Deck by banishing monsters from your field and/or Graveyard as Fusion Materials. You can banish this card from your Graveyard: Draw 1 card.

 

 

Equal-Sided Bet

 

Normal Trap

 

Effect: (This card is always treated as a “Luck” card.) Flip a coin and call it. If you call it right; both players LP becomes 4000. If you call it wrong; your LP becomes half your opponents LP. You can only activate 1 “Equal-Sided Bet” per Duel.

 

 

Lucky 7’s

 

Type: Continuous Trap

 

Effect: (This card is always treated as a “Luck” card)  When you or your opponent loses or gains exactly 700 LP at any time: You can Special Summon up to 2 Level 4 or lower monsters from your hand, Deck and/or Graveyard, but they cannot attack on the turn they are summoned. If you have 7 cards in your hand, monsters you control cannot be destroyed by battle and are unaffected by opponent card effects.

 

 

Lucky Well

 

Type: Normal Trap

 

Effect: (This card is always treated as a “Luck” card) You can flip a coin and call it. If you called it right; Special Summon 1 “Luck” monster from your Extra Deck, also you cannot declare an attack during the turn you activate this effect. If you called it wrong: You take 4000 damage and discard 1 card. You can only activate 1 “Lucky Well” per Duel. You can banish this card from your Graveyard: Add 1 “Luck” monster from your Deck to your hand.

 

 

Lucky Surprise

 

Type: Normal Trap

 

Effect: (This card is always treated as a “Luck” card) If an opponents monster declares an attack; you can flip a coin and call it. If you call it right; negate the attack and destroy the opponents monster, then place this card face-down again. If you called it wrong; make that attack a direct attack, also banish this card.

 

 

Lucky Life Source

 

Type: Continuous Trap

 

Effect: (This card is always treated as a “Luck” card) While this card is face-up on your side of the field; you take no effect damage from “Luck” cards. When this card is destroyed: You can add 1 “Luck” monster from your Graveyard to your hand.

 

Purchased Luck

 

Type: Normal Spell

 

Effect: Banish 3 “Luck” cards from your hand, field or Graveyard, and if you do; add 2 “Luck” cards from your Deck to your hand. You can only activate 1 “Purchased Luck” per turn.

 

 

 

 

Tell me what you think of the cards.

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