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Single to Archetype Game

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#1
BatMed

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pixel__green_star_by_apparate-d337m0q.gi Single to Archetype - the Game pixel__green_star_by_apparate-d337m0q.gi

 

Choose a card (Monster, Spell, Trap) that doesn't belongs to any archetype, then the person below will make a bunch of cards (min.2) in order to make the chosen card playable in a Deck alongside the created cards.

Starting with: Skull Knight #2 
 

 



#2
Krashkube

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Skull Knight #3

DARK | Fiend | Level 3 | Effect

If you Tribute Summon a Fiend monster by tributing this card: Special Summon 1 "Skull Knight" monster from your Deck or GY.

1000/1200

 

Skull Knight #5

DARK | Fiend | Level 5 | Effect

You can also Tribute Summon this card using 2 Tributes. This card gains 400 ATK and DEF for each card used to Tribute Summon it. Once per turn, when an opponent activates a card or effect (Quick Effect): You can discard 1 card; negate that effect, and if you do, Special Summon 1 "Skull Knight" monster from your GY.

2000/2200

 

Skullking Around

Normal Spell

Add 1 Level 3 or lower Fiend monster from your Deck to your hand. If you did not add a "Skull Knight" monster by this effect, that monster cannot be Summoned this turn.

 

Skull Knighthood

Continuous Spell

You can Normal Summon Level 5 or higher Fiend monsters without Tributing. Once per turn, when a monster is Tributed: You can Special Summon 1 "Skull Knight" monster from your Deck.

 

next: Twin Long Rods #2


read at your own risk

#3
Perry Ellis.

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Twin Long Rods #3
Fusion | WATER | Level 5 l Aqua | Effect
2 Twin Rods monsters or Spells
When is card is Fusion Summoned, Target up to 2 cards, those cards can not activate their effects or Attack while this card is face up on the field. Once per turn you can send 1 “Twin Rod” card from your hand to the GY, You can switch Targets of this card’s effect.
1950/1400

Twin Rod Road
Normal Spell
You can add 1 “Twin Rods” monster and Spell Card from your Deck to your hand. This card can be counted as a material for a “Twin Rods” Fusion summon. If this card is ent to the GY as a material for a Fusion Summon, Special Summon 1 “Twin Rods” monster from you GY.

Twin Rod Fusion
Quick Play
You can Special Summon 1 “Twin Rods” monster from your Extra deck by sending monsters listed as materials for that fusion monster from your hand or on you field to the GY or banish cards from your GY listed as fusion materials (this is counted as a Fusion Summon). This card can be used as a fusion material for a “Twin Rods” Fusion monster. If this card was sent to the GY as a material for a fusion Summon, take control of 1 face up card on your opponent’s side of the field until the End Phase.

Zany Zebra

#4
BatMed

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"Zany" - "Evil Horizontally" in OCG (ヨコ Yoko)
 
Zany Panda Roux (jp name: Evil Horizontally - Striped Red Panda)
EARTH | Beast / Pendulum / Effect
Scales: ⊳ 7 ⊲
Level 3 |  ATK 500 / DEF 1500
Pendulum Effect:
Once per turn, during your Main Phase, if this card was activated this turn: You can choose 1 unused Main Monster Zone or Spell & Trap Zone; while this card is in the Pendulum Zone, that chosen Zone cannot be used.
Monster Effect:
Cannot be destroyed by battle. Once per turn, when your opponent Special Summons a monster: You can target 1 unused Main Monster Zone in your opponent's field; move that monster to that Zone, and if you do, the previous  Zone cannot be used.
 
Zany Tiger (jp name: Evil Horizontally - Striped Tiger)
EARTH | Beast / Pendulum / Effect
Scales: ⊳ 1 ⊲
Level 4 |  ATK 1900 / DEF 100
Pendulum Effect:
Once per turn, during your Main Phase, if this card was activated this turn: You can choose 1 unused Main Monster Zone or Spell & Trap Zone; while this card is in the Pendulum Zone, that chosen Zone cannot be used.
Monster Effect:
If this card is Normal or Pendulum Summoned: You can Special Summon "Zany" monsters from your Deck, up to the number of unused Zones on the field. You can only use this effect of "Zany Tiger" once per turn.
 
Zany Liger (jp name: Evil Horizontally - Striped Liger)
EARTH | Beast / Pendulum / Effect
Scales: ⊳ 1 ⊲
Level 5 |  ATK 2000 / DEF 0
Pendulum Effect:
Once per turn, during your Main Phase, if this card was activated this turn: You can choose 1 unused Main Monster Zone or Spell & Trap Zone; while this card is in the Pendulum Zone, that chosen Zone cannot be used.
Monster Effect:
If this card is Normal or Pendulum Summoned: You can add 1 "Zany" card from your Deck to your hand. If there is an unused Zone on the field (Quick Effect): You can Tribute this card; Special Summon 1 "Zany" monster from your hand or GY, except "Zany Liger". You can only use each effect of "Zany Liger" once per turn.

 

Zany Land (jp name: Evil Horizontally - Striped Land)

Field Spell
"Zany" monsters you control gain 300 ATK for each unused Zone on the field. Once per turn: You can destroy 2 other cards you control or in your hand, including a "Zany" card, and if you do, add 2 "Zany" cards with different names (1 from your Deck, 1 face-up from your Extra Deck) to your hand.
 
Zany Schemes (jp name: Evil Horizontally - Striped Plan)
Normal Trap
Inflict 400 damage to your opponent for each unused Zone on the field. If you have 2 "Zany" cards in your Pendulum Zones, you can activate this card from your hand. You can only activate 1 "Zany Schemes" per turn.
 
Next: Kycoo the Ghost Destroyer


#5
Tinkerer Bartholomew Melon

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Hound of the Ghost Destroyer

DARK ***

Beast/Tuner/Effect

If your opponent has 3 or less monsters in their Graveyard: you can Special Summon this card from your hand.  If this card is sent from the field to the Graveyard: you can target 1 monster in your opponent's Graveyard; Banish that target.  If you do not banish a monster by this effect: you can target 1 "Ghost Destroy" card in your Graveyard (except "Hound of the Ghost Destroyer"); add that target to your hand.

1000/1600

 

Hiring of a Ghost Destroyer

Spell

If you control no monsters: you can Special Summon 1 "Ghost Destroy" monster from your Deck.  If your opponent has 3 or less monsters in the Graveyard, you can activate this card even if you control a monster(s), also, equip the Summoned monster with 1 "Ghost Destroy" Equip Spell from your hand, Deck, or Graveyard.  You can only activate 2 "Hiring of a Ghost Destroyer" per turn.

 

Ghost Destroyer's Caddie

DARK **

Spellcaster/Effect

If you Normal or Special Summon a "Ghost Destroy" monster: you can Special Summon this card from your hand or Graveyard.  You can only use this effect of "Ghost Destroyer's Caddie" once per turn.  "Ghost Destroy" monsters you control are unaffected by the activated effects of cards.  If your opponent has 3 or less monsters in their Graveyard: all "Ghost Destroy" monsters gain 600 ATK and DEF.

0/1400

 

 

Thunder Dragon


Hello, fine peoples!

 

Oh hey, something notable I guess

#6
Krashkube

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Lightning Dragon

LIGHT | Thunder | Level 5 | Effect

This card is treated as "Thunder Dragon" while on the field. Once per turn: You can target 1 Thunder "Dragon" monster in your GY; add that target to your hand. 

1600/1500

 

Two-Mouth Storm Dragon

LIGHT | Thunder | Level 5 | Effect

You can discard this card to add 2 Thunder "Dragon" monsters from your Deck to your hand. During either player's turn, except the turn this card was sent to the GY: You can banish this card and 1 other Thunder monster you control from your GY; Special Summon 2 Thunder "Dragon" monsters from your hand or GY.

1500/1600

 

Darkruler Storm Dragon

LIGHT | Thunder | Level 7 | Fusion | Effect

2 Thunder "Dragon" monsters

When this card is Fusion Summoned: Return all Thunder monsters in your GY to your Deck. When this card is sent to the GY: You can banish 2 Thunder monsters from your Deck to Special Summon this card.

2800/2100

 

Thunder Dragon Rage

Normal Spell

Destroy 1 Thunder "Dragon" monster you control, then target 2 cards your opponent controls; destroy those targets.

 

Strike of Thunder Dragon

Normal Spell

Add 1 Thunder "Dragon" monster from your Deck to your hand.

 

Thunder Dragon's Mirror

Normal Spell

Fusion Summon 1 Thunder Fusion monster from your Extra deck by banishing monsters listed as materials for that Fusion Monster from your hand, field or GY. If you Fusion Summon a Thunder "Dragon" monster with this card, you can Special Summon 1 monster used to Fusion Summon that card.

 

Thundering Dragons

Normal Trap

Add up to 2 Thunder monsters from your GY to your hand. If those monsters were "Dragon" monsters, you can Special Summon them.

 

edit: ignore this and go buy SOFU

 

next: A B A K I


read at your own risk

#7
BatMed

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"Abaki" - "Raging Demon" in OCG (暴鬼 Abaki)


Kuro Abaki
FIRE | Fiend / Effect
Level 2 | ATK 200 / DEF 0
If this card is in your hand: You can Fusion Summon 1 FIRE Fiend Fusion Monster from your Extra Deck, using monsters you control or from your hand as materials, including this card. If this card is Normal or Special Summoned: Inflict 200 damage to your opponent. You can banish this card from your Graveyard; Special Summon 1 Level 4 or lower "Abaki" monster from your hand. You can only use each effect of "Kuro Abaki" once per turn.

Nightmarish Abaki
FIRE | Fiend / Effect
Level 4 | ATK 1800 / DEF 0
You can only use each of these effecta of "Nightmarish Abaki" once per turn. You can banish this card from your GY; both players take 300 damage. If this card is destroyed; activate 1 of these effects.
● Add 1 "Abaki" card from your Deck to your hand.
● Special Summon 1 "Abaki" from your hand or Deck.

Abaki ArchdeVille
FIRE | Fiend / Effect
Level 7 | ATK 2500 / DEF 1000
If a player(s) takes effect damage, except by the effect of "Abaki ArchdeVille": You can Special Summon this card from your hand or GY, and if you do, this card gains ATK equal to the damage inflicted to the player(s). If this card is destroyed: Both players take 1000 damage, and if you do, you can Special Summon up to 3 Level 4 or lower "Abaki" monsters from your hand or GY. You can only use each effect of "Abaki ArchdeVille" once per turn.

Abaki the Fallen Fiend
FIRE | Fiend / Fusion / Effect
Level 9 | ATK 2950 / DEF 2000
"Abaki ArchdeVille" + 2 "Abaki" monsters
Must first be Fusion Summoned. If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent. Once per turn, during the Standby Phase: Special Summon 1 "Abaki" from your hand, Deck, or GY. You can only use each of the following effects of "Abaki the Fallen Fiend" once per turn.
● When this card is Fusion Summoned; inflict 1000 damage to your opponent, but any battle damage your opponent takes for the rest of this turn is halved.
● If this card is in your GY: You can destroy 3 "Abaki" monsters you control or in your hand; Special Summon this card.

Abaki? ABAKI!
Normal Spell
Destroy 1 "Abaki" monster you control or in your hand, and if you do, send 1 FIRE Fiend monster from your Deck to your GY. You can only activate 1 "Abaki? ABAKI!" per turn.

Abaki Hellfire
Quick-Play Spell
Destroy up to 2 "Abaki" monsters you control or in your hand, then target that many of cards your opponent controls; negate their effects, then if possible, reduce their ATK or DEF to 0 (your choice). If your opponent controls a monster that was Special Summon from the Extra Deck, you can also destroy up to 1 "Abaki" monster from your Deck. You can only activate 1 "Abaki Hellfire" per turn.

Abakis' Legendary Mace
Continuous Trap
Each time an "Abaki" monster(s) is destroyed: Inflict 100 damage to your opponent. You can only use each of these effects of "Abakis' Legendary Mace" once per turn.
● If a player takes effect damage because of an "Abaki" monster effect: You can Special Summon 1 Level 4 or lower "Abaki" monster from your Deck or GY in face-up Defense Position, and if you do, reduce its ATK by the amount of the damage inflicted.
● If this card is in your hand or face-up on the field, and an "Abaki" monster(s) would be destroyed: You can destroy this card as a substitute for 1 of them instead, and if you do, draw 1 card.

Next: Phantom Gryphon
Trivial facts about " Phantom Gryphon" that might help you


P.S.: Added Archive to the OP post

#8
Perry Ellis.

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Phantom Chick
WIND | Level 2 | Winged-beast | Effect
If this card is destroyed by a card effect, Special Summon 2 “Gryphon” monsters from your Deck. You can only activate the effect of “Phantom Chick” once per turn.
200/0

Spectral Gryphon
WIND | Level 4 | Winged-beast | Effect
If this card is Special Summoned, you can destroy 1 Winged-Beast monster on the field or in your hand. If this card is destroyed by a card effect, send 1 Spell/Trap on the field to the GY.
2000/0

Shadowy Gryphon
WIND | Level 4 | Winged-beast | Effect
If this card is Special Summoned, you can destroy 1 Winged-Beast monster on the field or in your hand. If this card is destroyed by a card effect, send 1 Monster on the field to the GY.
2000/0

Otherworldly Gryphon
XYZ l WIND | Rank 4 | Winged-beast | Effect
2+ Level 4 Winged-Beast monsters
When this card is Special Summoned, you can destroy up to 2 “Gryphon” cards from your Deck. If a “Gryphon” monster is destroyed by a card effect, you can attach it to this card as an XYZ material. Once per turn (Quick Effect), you can detach a XYZ material from this card, target 1 card on your hand or field, then target up to 2 cards on your opponent’s field, destroy those targets.
2000/0

Gryphon’s Hunting Ground
Field Spell
Gryphon monsters you control cannot be destroyed by battle. Once per turn, you can destroy 1 “Gryphon” monster control or in you hand, Draw 2 cards.

Next up: Bunilla

#9
BatMed

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"Bunilla" -  (バニーラ Banīra)
 
Bunbunilla
DARK | Beast / Effect
Level 1 | ATK 200 / DEF 2000
You can discard 1 Level 1 monster (Quick Effect): Send this card from your hand or field to the GY, and if you do, Special Summon up to 2 "Bunilla" monsters from your hand, Deck, or GY, including at least 1 "Bunilla", but you cannot Special Summon monsters for the rest of this turn, except "Bunilla" or "Rapid" monsters. You can only use this effect of "Bunbunilla" once per turn.
 
Bunilla Vanilla
LIGHT | Beast / Effect
Level 1 | ATK 0 / DEF 2200
When this card is Normal or Special Summoned: You can add 1 "Bunilla" Spell or Trap from your Deck to your hand. You can banish this card from your GY; add 1 "Bunilla" monster from your Deck to your hand. You can only use each effect of "Bunilla Vanilla" once per turn.
 
Raging Bunilla
FIRE | Beast / Effect
Level 1 | ATK 900 / DEF 1300
When this card is Special Summoned: You can target 1 monster your opponent controls; destroy it. You can banish this card from your GY; draw 1 card, also draw 1 additional card for each face-up "Bunilla" you control. You can only use each effect of "Raging Bunilla" once per turn.
 
Snowball Mutant Bunillagon
LIGHT | Dragon / Link / Effect
LINK - 3 | ↙ ↓ ↘ | ATK 2950
3 "Bunilla" monsters
If this card is Linked Summoned using 3 "Bunillas", it is unaffected by your opponent's activated effects on the field. Level 1 Beast monsters gains ATK equal to their DEF. You can only use each of the following effects of "Snowball Mutant Bunillagon" once per turn.
● (Quick Effect): You can Special Summon 1 "Bunilla" monster from your hand or GY in a Zone this card points to.
● If this card is sent to the GY because of a card effect or being destroyed by battle: Target up to 3 "Bunilla" cards in your GY; add them to your hand.
 
Sweet Tooth Bunilla
Normal Spell 
Activate 1 of these effects,
● Special Summon 1 "Bunilla" monster from your GY.
● Send 1 "Bunilla" from your hand or field to the GY; Special Summon 1 "Bunilla" monster from your hand or Deck.
 
Bunilla Carrutopia
Field Spell
"Bunilla" monsters gain 200 DEF. Monsters your opponent controls become EARTH Plant, also banish them when sent to the GY. Once per turn, if a "Bunilla" monster destroys an EARTH Plant monster by battle: Discard 1 random card from your opponent's hand.
 
Bunillamorph
Normal Trap
Send from your hand or field to the GY and/or banish from your GY, 3 "Bunilla" monsters, and if you do, Special Summon 1 "Rapidragon" from your hand, Deck or GY, also it gains the following effects.
● Cannot be destroyed by monster effects.
● (Quick Effect): You can Tribute this card; Special Summon 3 "Bunilla" from hand, Deck, or GY.
 
Next: Belial - Marquis of Darkness


#10
Tinkerer Bartholomew Melon

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Belial - The Forgotten Slave
DARK *
Fiend/Effect
If you control another monster: your opponent cannot target this monster for attacks or card effects.  Once per turn: you can Special Summon 1 level 2 or higher Fiend monster from your hand, then return 1 Fiend monster you control to your hand.
400/0
 
Belial - The Master of Servants
DARK **
Fiend/Effect
If you control no monsters: you can Special Summon this card and any number of level 3 or lower Fiend monsters from your hand.  If you Summon 4 Fiend Monsters by this effect: draw 2 cards.  Monsters you control cannot be destroyed by card effects.
800/400
 
Belial - Cupbearer of Darkness
DARK ***
Fiend/Effect
When this monster is Normal or Special Summoned: you can target 1 monster you control; that target cannot be destroyed by battle.  Once per turn: you can reduce this card's level by up to 2; Special Summon 1 Fiend monster from your Deck in defense position whose level equals the level reduced.
1200/800
 
Belial - The Right-Hand Warrior
DARK ****
Fiend/Effect
This card can be treated as 2 tributes for the Tribute Summon of a Fiend monster.  You can tribute this card: add 2 "Belial" monsters from your Deck to your hand, but discard them during the End Phase.  While this card is in the Graveyard: all "Belial" monsters gain 400 ATK and DEF.
1800/1400
 
Belial - Vassal of Darkness
DARK ******
Fiend/Effect
Fiend Monsters you control are unaffected by your opponent's monster effects.  You can tribute 2 level 3 or lower Fiend monsters: Special Summon this card from your hand.  If this card is sent from the field to the Graveyard: you can Special Summon 1 "Belial - Marquis of Darkness".
2400/2000
 
Belial's Domain
Field Spell
Level 3 or lower Fiend monsters you control cannot be targeted for attacks or card effects.  Level 6 or higher Fiend monsters cannot be destroyed.  Once per turn: you can discard 1 Fiend monster; add 1 "Belial" monster from your Deck to your hand whose level is less than or equal to that monster's level.
 
Next: Begone Knave

Hello, fine peoples!

 

Oh hey, something notable I guess

#11
Krashkube

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The Knave

EARTH | Warrior | Level 1 | Effect

If a monster is returned to its owner's hand by a card effect: You can Special Summon this card, and if you do, add 1 "Knave" Trap Card from your Deck to your hand. Neither player takes any battle damage from battles involving this card.

100/100

 

Refuser of Knaves

EARTH | Warrior | Level 3 | Effect

If you Special Summon a Warrior monster other than "Refuser of Knaves" (Quick Effect): You can Special Summon this card from your hand. This card can attack directly. If this card inflicts battle damage to your opponent, add 1 "Knave" card from your GY to your hand.

1000/1000

 

Knave's Way

Normal Trap

Draw 1 card and reveal it. If the drawn card was a "Knave" card, you can draw 1 more card.

 

Refusal of the Knave

Continuous Trap

Each time a monster inflicts battle damage, banish 1 card your opponent controls.

 

Knave's Secret Potion

Continuous Trap

Once per turn if you take battle damage, gain LP equal to double the amount of damage taken.

 

next: Darkness Approaches


read at your own risk

#12
Tinkerer Bartholomew Melon

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(I assume you kinda wanted it based on the pre-errata version since that was actually interesting and as it is now it is just a really bad Book of Moon, but I kinda just went with how it is now tbh)
 
The Dark Nest Approaches
DARK *
Winged Beast/Effect
FLIP: Send 1 "Approaches" card from your Deck to the Graveyard, and if you do, add 1 "Approaches" card from your Deck to your hand.
If a card is flipped into face-down defense position while this card is in your Graveyard, you can activate this effect: target 1 monster your opponent controls; flip that target into face-down defense position, and if you do, Special Summon this card in face-down defense position.  You can only activate this effect of this card's name once per turn.
0/2000
 
The Terror Approaches
DARK 7*
Fiend/Effect
FLIP: Draw 1 card for each Set monster your opponent controls.
If all monsters your opponent controls are in face-down defense position: you can Special Summon this card from your hand or Graveyard in face-down defense position.  If this Set card would be destroyed (by battle or card effect): you can flip this card face-up; this card cannot be destroyed this turn, also, you can send 1 other card on the field to the Graveyard.
1400/2600
 
The Horror Approaches
DARK 7*
Fiend/Effect
FLIP: Inflict 500 damage to your opponent for each Set card they control.
If all monsters your opponent controls are in face-down defense position: you can Special Summon this card from your hand or Graveyard in face-down defense position.  If this Set card would be destroyed (by battle or card effect): you can flip this card face-up; this card cannot be destroyed this turn, also, Set all face-up cards your opponent controls.  Spell/Trap cards Set by this effect cannot be activated for the rest of the turn.
1000/2800
 
Discord Approaches
Spell
If this card is sent to the Graveyard (except from the field): you can target 1 face-up monster on the field; flip that target into face-down defense position.  While this card is in the Graveyard: "Approaches" Normal Spell cards can be activated from your hand during your opponent's turn.
 
Calamity Approaches
Spell
Discard 1 card; send 2 "Approaches" cards from your Deck to the Graveyard.  If this card is sent to the Graveyard (except from the field), you can target any number of face-up Spell/Trap cards your opponent controls: Set them, and if you do, draw 1 card for each card Set by this effect.  Cards Set by this effect cannot be activated until the End Phase of the next turn.
 
 
Next: Eater of Millions

Hello, fine peoples!

 

Oh hey, something notable I guess

#13
BatMed

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"Glutton" - in OCG (グラットン Guratton)

 

Note - Errata

 

Herald of Bleak Glutton
DARK | Spellcaster / Effect

Level 4 | ATK 1200 / DEF 1800

This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. You can only use each of these effect of "Herald of Bleak Glutton" once per turn.

● If you control no monsters: You can Special Summon this card from your hand or that is banished.

● If this card is Special Summoned: Each player banishes 5 cards from the top of their Deck, face-down (or their entire Deck, if less than 5).

 

Glutton Knight

DARK | Warrior / Effect
Level 4 |  ATK 1900 / DEF 0

Cannot be Normal Summoned/Set. This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. If there are 5 or more cards banished face-down: You can Special Summon this card (from your hand or GY). You can only Special Summon "Glutton Knight" once per turn this way. Once per turn, if a card(s) is banished face-down: You can draw a number of cards equal to that many of banished cards, then banish from your hand that number cards -1, face-down.

 

Gluttonarcotic

DARK | Zombie / Effect

Level 4 | ATK 1800 / DEF 1800

This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. If a card(s) is banished face-down: You can Special Summon this card (from your hand or GY). You can only Special Summon "Gluttonarcotic" once per turn this way. (Quick Effect): You can banish this card, face-down; add 1 "Glutton" card from your Deck to your hand. You can only use this effect of "Gluttonarcotic" once per turn.

 

Gluttonous Fatal Disgorge

Normal Spell

Pay 1000 LP; excavate all of your banished face-down cards, return all excavated "Glutton" cards into the Deck, and if you do, Special Summon 1 "Glutton" monster from your Deck. You can only activate 1 "Gluttonous Fatal Disgorge" per turn.

 

Bleak Glutton

Trap Continuous

Change all face-up monsters your opponent controls to Defense Position. Neither player can Special Summon monster(s) in Attack Position. If a card(s) is banished, except by the effect of "Bleak Glutton": Inflict 100 damage to your opponent for each. Your opponent can decrease the damage they took by this effect by banishing the top card(s) of their Deck face-down for each 100 damage they will take. There can only be 1 face-up "Bleak Glutton" on the field.

 

Next: Dimensional Alchemist



#14
Tinkerer Bartholomew Melon

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Dimensional Treader

LIGHT ****

Fairy/Effect

Once per turn: you can target 1 monster in your Graveyard; banish it.  If this card is destroyed: you can banish 1 "Dimensional" Fairy monster from your Deck, then, during the End Phase, you can add that banished monster to your hand.

1600/1200

 

Dimensional Tourguide

LIGHT ***

Fairy/Effect

When this card is Normal Summoned: you can target 1 banished level 4 or lower monster; Special Summon that target in Defense Position, and if you do, destroy 1 card you control.  If this card is banished: you can target 1 Spell/Trap on the field; return that target to its owner's hand.

800/1000

 

Dimensional Vizier

LIGHT *****

Fairy/Effect

If this card is banished: you can target 1 other banished "Dimensional" Fairy monster; Special Summon it, but it is destroyed during the End Phase.  If this card is destroyed: you can target 1 monster on the field; destroy that target.

2100/1500

 

Interdimensional Lord

LIGHT 8*

Fairy/Fusion/Effect

2 "Dimensional" Fairy Monsters

You can Fusion Summon this card by destroying the above Fusion Materials you control.  When this card is Fusion Summoned: banish all monsters in both player's Graveyards, and if you do, banish a number of cards from the top of your opponent's Deck face-down equal to the number of cards banished by this card's effect.  This card gains 100 ATK/DEF for each banished card.  You can only Summon 1 "Interdimensional Lord" per turn.

1000/1000

 

Dimensional Trade

Spell

Banish 1 monster you control: Special Summon 1 "Dimensional" Fairy monster from your Deck with less ATK than that banished card.  If a "Dimensional" Fairy Monster you control is targeted by an opponent's card effect: you can banish this card; negate that effect, and if you do, banish the top 5 cards of the opponent's Deck face-down.

 

Pyro Clock of Destiny


Hello, fine peoples!

 

Oh hey, something notable I guess

#15
Tojin

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Destiny Arbiter

Level 4

FIRE

Pyro/Effect

0/0

This card gains ATK equal to the current turn count x300. Once, when the turn count is increased, you can immediately inflict damage to your opponent equal to the turn count x300. When this card is destroyed, move the turn count forwards by 2.

 

Destiny of the Valorous

Continuous Spell

When a monster inflicts battle damage, you can move the turn count forwards by 1. Up to twice per turn, when the turn count is moved forwards, you can make all monsters on your side of the field immediately gain 300 ATK. You can banish this card from your Graveyard: add 1 "Destiny" card from your Deck to your hand. You can only activate this effect of "Destiny of the Valorous" once per turn.

 

Destiny of the Tyrannical

Continuous Spell

When the monster(s) on the field with the highest Level AND/OR ATK activates its effect or inflicts battle damage, you can move the turn count forwards by 1. Up to twice per turn, when the turn count is moved forwards, you can target 1 card on the field. If the target is face-up, its effects are negated until the next End Phase. If the target is Set, it cannot be activated until the next End Phase. The targeted card's effect(s) cannot be activated in response to this effect. You can banish this card from your Graveyard: add 1 "Destiny" card from your Deck to your hand. You can only activate this effect of "Destiny of the Tyrannical" once per turn.

 

Destiny of the Downtrodden

Continuous Spell

When the monster(s) on the field with the lowest Level AND/OR ATK activates its effect or inflicts battle damage, you can move the turn count forwards by 1. Up to twice per turn, when the turn count is moved forwards, you can immediately make all monsters on one player's side of the field lose 500 ATK. You can banish this card from your Graveyard: add 1 "Destiny" card from your Deck to your hand. You can only activate this effect of "Destiny of the Downtrodden" once per turn.

 

Destiny of the Destructive

Continuous Spell

When a card on the field is destroyed, except by the effect of "Destiny of the Destructive", you can move the turn count forwards by 1. Up to twice per turn, when the turn count is moved forwards, you can destroy 1 card on the field. You can banish this card from your Graveyard: add 1 "Destiny" card from your Deck to your hand. You can only activate this effect of "Destiny of the Destructive" once per turn.

 

-----

 

Next: Engraver of the Mark



#16
BatMed

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"Engraver" - "Engraved" in OCG (刻印の Kokuin no)

 

Damsel of the West
DARK | Spellcaster / Effect
Level 3 | 1800 / 300
When this card is Normal or Special Summoned: You can add 1 "Engraver" Spell/Trap from your Deck to your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 "Engraver of the Mark" from your hand or Deck. You can only use each effect of "Damsel of the West" once per turn.
 
Disciple of the Engraver
DARK | Spellcaster / Effect
Level 4 | 1800 / 700
You can reveal this card in your hand, and if you do, your opponent declares 1 card name, then if you have a card in your hand with the same name as that declared name; Special Summon this card from your hand. If this card is Special Summoned: You can target 1 face-up card your opponent controls; return that target to the hand during the End Phase. You can only use each effect of "Disciple of the Engraver" once per turn.

 

Hardworking Butler

DARK | Spellcaster / Effect

Level 4 | 1800 / 1600

Once per turn: You can Fusion Summon 1 "Zorro the Justice" from your Extra Deck, using monsters from your hand or field as Fusion Materials. A monster that was Fusion Summoned using this card on the field as material gains these effect.

● Cannot be destroyed by card effects.
● If this card battles a Special Summoned monster, this card's ATK becomes double its original ATK during the Damage Step only.

 
Zorro the Justice
DARK | Spellcaster / Fusion / Effect
Level 6 | ATK 1800 / 1200

"Engraver of the Mark" + 1 DARK Spellcaster monster

When this card is Special Summoned: Your opponent declares 1 Monster Card name, then if you have a monster in your GY with the same name as that declared name; Special Summon that monster. You can only use this effect of "Zorro the Justice" once per turn. Once per turn, when your opponent activates a card or effect by declaring exactly 1 card name: You can declare 1 other card name; the card name your opponent declared becomes the card name declared by this effect.

 

Mark of the Engraver - Z
Continuous Spell
When this card is activated: You can add 1 DARK Spellcaster monster with 1800 ATK from your Deck to your hand. (Quick Effect): You can pay 1000 LP, then your opponent must declare 1 card name; both players must destroy all cards with the same name as that declared name from their hand and Deck. You can only use 1 "Mark of the Engraver - Z" effect per turn, and only once that turn.
 
Swords of the Engraver
Equip Spell
Activate this card by paying 1000 LP, then target 1 DARK Spellcaster monster with 1800 ATK in your GY; Special Summon that target. It gains 1000 ATK. If the equipped monster would be destroyed, destroy this card instead. You can only activate "Swords of the Engraver" once per turn.

 

Engraver Silhouette

Continuous Trap

DARK Spellcaster monsters you control cannot be targeted by your opponent card effects. (Quick Effect): You can pay 1000 LP, then your opponent must declare 1 card name; cards with that name, and their effects, cannot be activated until the end of the turn. You can only use this effect of "Engraver Silhouette" once per turn.

 

Next: Flash Knight



#17
Tinkerer Bartholomew Melon

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Flash Dragon

LIGHT 6*

Scale: 1<>1

Dragon/Tuner/Pendulum

2400/1000

 

Paladin of Flash Dragon

LIGHT ****

Scale: 2<>2

Warrior/Ritual/Pendulum/Effect

PE: Once per turn (Quick Effect): you can Special Summon 1 monster from your Extra Deck using "Flash" Pendulum Monsters you control as Material (this Special Summon is treated as the appropriate Summon).  "Flash" Pendulum monsters gain 300 ATK/DEF.

ME: You can Ritual Summon this card with "Flash Dragon Ritual".  This card inflicts piercing battle damage.  You can tribute this card: add 2 "Flash" Pendulum Monsters from your Deck or face-up from your Extra Deck to your hand, except "Paladin of Flash Dragon".  You can place this card from face-up in your Extra Deck into one of your unoccupied Pendulum Zones.  You can only activate this effect of "Paladin of Flash Dragon" once per turn.

1900/1200

 

Flash Dragon Ritual

Ritual Spell

This card is used to Summon "Paladin of Flash Dragon".  You must also tribute monsters from your hand or field whose total levels equal 4 or more.  If both of your Pendulum Zones are occupied, you can shuffle Pendulum cards in your Pendulum Zone or face-up in your Extra Deck instead.  If you control no monsters: you can Banish this card from your Graveyard; Special Summon 1 "Flash" Pendulum Monster from your hand, Deck, or Graveyard.

 

Noble Arms Flash Blade

Equip Spell

Equip only to a Warrior Monster.  The equipped monster gains 800 ATK.  You can send this face-up card to the Graveyard: Special Summon 1 "Flash" Pendulum Monster from your hand or Deck, but it cannot attack.  You can only activate this effect of "Noble Arms Flash Blade" once per turn

 

Flash Noble Knight

LIGHT R****

Scale: 8<>8

Warrior/Xyz/Pendulum/Effect

PE: Once per turn (Quick Effect): you can equip 1 appropriate Equip Spell from your Graveyard to 1 monster you control.  Pendulum Monsters can attack a number of times up to the amount of Equip Spells equipped to them.

ME: 2 level 4 Warrior monsters

If you can Pendulum Summon level 4, you can Pendulum Summon this face-up card in your Extra Deck.  If this card is Special Summoned and has no Xyz Materials: you can target any number of Equip Spells in your Graveyard; equip them to this card.  Once per turn: You can detach 2 Materials from this card, then target 1 card in either player's Graveyard; add that target to your hand.  If any Pendulum Monsters were detached to activate this effect: you can place them face-up in your Extra Deck instead.  You can place this card from face-up in your Extra Deck into one of your unoccupied Pendulum Zones.  You can only activate this effect of "Flash Noble Knight" once per turn.

2500/2000

 

Flash Savior of Dragons

LIGHT 10*

Scale: 0<>0

Wyrm/Synchro/Pendulum/Effect

PE: Once per turn: you can target 1 Pendulum Monster you control; treat that monster as a tuner until the End Phase.  You can send 1 tuner + 1 non-tuner monster you control whose total levels equal 10 to the Graveyard to Special Summon this card (this Special Summon is treated as a Synchro Summon).  If you used Pendulum Monsters to Summon this card by this effect: you can return them to your hand instead.

ME: 1 Dragon Tuner + 1 or more Non-Tuner Monsters

When this card is Synchro Summoned: destroy all non-Pendulum Monsters on the field.  If you destroyed 5 or more monsters by this effect: you can Special Summon all monsters in your Pendulum Zone, and if you do: place any number of Pendulum Monsters from face-up in your Extra Deck into the Pendulum Zones.  You can place this card from face-up in your Extra Deck into one of your unoccupied Pendulum Zones.  You can only activate this effect of "Flash the Dragon Lord" once per turn.

3500/3000

 

Flash Emblem

Continuous Spell

Your opponent cannot activate cards or effects in response to the effects of "Flash" Pendulum Monsters you control.  If you Pendulum Summon a "Flash" Pendulum Normal Monster(s): you can banish 1 card your opponent controls.  If you Pendulum Summon a "Flash" Pendulum Effect Monster: you can draw 2 cards.  You can only control 1 "Flash Emblem".

 

Flash the Dragonkin

LIGHT 8*

Scale: 3<>3

Dragon/Fusion/Pendulum/Effect

PE: Your opponent cannot target "Flash" Pendulum Monsters you control with card effects.  Once per turn: you can destroy this card; add 1 "Flash" Pendulum Monster, "Flash Dragon Ritual", "Noble Arms Flash Blade", "Flash Emblem" or "Flash Forward..." from your Deck to your hand.

ME: "Flash Knight" + 1 Dragon Monster

You can shuffle the above monsters you control into your Deck to Special Summon this face-down card from your Extra Deck (this Special Summon is treated as a Fusion Summon).  When this card is Fusion Summoned: you can shuffle any number of Main Deck Pendulum Monsters that are face-up in your Extra Deck into your Deck; shuffle an equal number of cards your opponent controls into the Deck.  You can place this card from face-up in your Extra Deck into one of your unoccupied Pendulum Zones.  You can only activate this effect of "Flash the Dragonkin" once per turn.

3000/2500

 

Flash Forward...

Trap

Place 2 "Flash" Pendulum monsters from your Deck into unoccupied Pendulum Zones you control.  If a "Flash" Pendulum card(s) you control would be destroyed: you can discard this card instead.  You can banish this card from your Graveyard: until the End Phase, all "Flash" Pendulum Monsters are treated as having a Link Rating of 2.

 

Video Game Hero - Flash Knight

LIGHT Links: W, E, SE, SW

Scale: 7<>7

Cyberse/Link/Pendulum/Effect (yeah, don't ask me how this would work)

PE: Your opponent cannot activate effects in response to the Summon of "Flash" Pendulum Monsters.  If your opponent declares a direct attack, you can Special Summon this card, and if you do, place 1 "Flash" Pendulum Effect monster that is face-up in your Extra Deck in the unoccupied Pendulum Zone.  Your opponent must then attack this card.

ME: 2+ Pendulum Monsters

If you can Pendulum Summon level 4, you can Pendulum Summon this face-up card in your Extra Deck.  This card cannot be targeted or destroyed by your opponent's card effects while you control a "Flash" Spell card.  If a "Flash" Normal Pendulum Monster would be sent from your field to the Graveyard, you can add it to your hand instead.  You can place this card from face-up in your Extra Deck into one of your unoccupied Pendulum Zones.  You can only activate this effect of "Video Game Hero - Flash Knight" once per turn.

1800/LINK 4

 

...that took way too long.

 

Next: Gather Your Mind


Hello, fine peoples!

 

Oh hey, something notable I guess

#18
BatMed

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Updated the archive// I pass, for now



#19
Black D'Sceptyr

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Gather Your Riches

Quick-Play Spell Card

Draw 1 card, plus 1 more card for each "Gather Your Mind" in your GY, then apply 1 of these effects.

• Add 1 "Gather Your Mind" or 1 "Wdjat, Gatherer of All" from your Deck to your hand, then discard 1 card.

• Discard 2 cards (or your entire hand, if less than 2.).

This card's name is treated as "Gather Your Riches" while in your GY or banished. You can only activate 1 "Gather Your Visions" per turn.

 

Gather Your Sprits

Continuous Spell Card

Activate this card by choosing a number from 1 to 3, banishing that many "Gather Your Mind(s)" from your GY, then targeting DARK monsters in your GY with different Levels, whose total Levels are equal to the number of "Gather Your Mind(s)" banished to activate this effect x4; Special Summon those monsters from your GY ignoring their Summoning conditions but they cannot attack directly. You cannot activate Trap Cards. If this card leaves the field, shuffle all monsters Summoned by this effect into the Deck. You can only activate 1 "Gather Your Spirits" per turn.

 

Gather Your Visions

Ritual Spell Card

This card can be used to Ritual Summon "Wdjat, Gatherer of All". You must also Tribute monsters from your hand or field, and/or banish "Gather Your Mind(s)" from your hand, field and/or GY, so the total Levels of the Tributed monsters and the total number of banished cards exactly equals 4. You can banish this card from your GY; send 1 "Gather Your Mind from your hand or Deck to the GY, then you can add 1 "Gather Your Riches" or "Gather Your Spirits" from your Deck to your hand. You can only use this effect of "Gather Your Visions" once per turn.

 

Wdjat, Gatherer of All

DARK/Spellcaster-Type Ritual Spirit Effect Monster/Level 4/1600 ATK/1600 DEF

You can Ritual Summon this card with "Gather Your Visions". Must be Ritual Summoned. Gains 200 ATK/DEF for each of your banished Spells. Once per turn: You can banish 1 "Gather Your Mind" from your Deck, or 1 face-up Continuous Spell you control; take 1 Level 8 DARK monster from your Deck, and either add it to your hand or Special Summon it. Once per turn, during your End Phase, if this card was Special Summoned this turn: Return this card to your hand or shuffle 4 of your banished Spells into your Deck, then banish Set cards your opponent controls and/or cards in the GYs, equal to the number of different names among those returned cards. 

 

Next Up: 

 

Mekanikal Arkfiend


BDS's new TCG/OCG Card Grading Metric

BD'S' 10 Credos of Cardmaking

The Eternal Debate: Can another Duel Spirit turned Boss-in-Three go together with Yubel in harmony?

I mean, s'not like I'm wholly obsessed with the greatest antagonist in Yugioh history some random Duel Spirit or something...

Posted Image



Brought to you by The BlaDeS of Change Workshop, now also available on DeviantArt.


And remember kids...


In this world, overcome the odds one card at a time. EVERYONE STARTS AS SCRAP. S'up to you whether you forge it into the change you want to see or not.


#20
SnowBunny

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Mekanikal Planet

Field Spell

All "Mekanikal" monster in your hand and GY are treated as Normal Monsters. Once per turn. if you Special Summon a "Mekanikal" monster during the Battle Phase: Add 1 "Mekanikal" card from your Deck to your hand. Once per turn, you can target 1 "Mekanikal" monster you control: It can attack your opponent directly this turn.

 

Mekanikal Framework

Equip Spell

Equip only to a "Mekanikal" monster. The equipped monster gains 500 DEF. During the Battle Phase only: Switch the current ATK and DEF of the equipped monster. If the equipped monster attacks, your opponent cannot activate cards or effects until the end of the Damage Step.

 

Mekanikal Gears

Normal Trap

Send 2 "Mekanikal" monsters from your Deck to the GY, then target 2 cards your opponent controls: Return them to the hand. You can only activate 1 "Mekanikal Gears" once per turn.

 

Mekanikal Factory

Continuous Spell

Once per turn, during the Battle Phase, if you Special Summon a "Mekanikal" monster: Gain LP equal to half that monster's original DEF. If a "Mekanikal" monster you control if destroyed by battle or your opponent's card effect: Special Summon that monster with its DEF halved, then your opponent cannot declare an attack for the rest of the turn. If this effect was activated during your Battle Phase, until the End Phase, the Special Summoned monster's current ATK and DEF is switched, and can attack your opponent directly. You can only use this effect of "Mekanikal Factory" once per turn.

 

Mekanikal Arkangel

Fairy/DARK/Effect/Level 5

400/2400

When this card inflicts battle damage to your opponent: You can Special Summon 1 Normal Monster from your hand or GY. During your End Phase: Change all Attack Position "Mekanikal" monsters you control to face-up Defense Position. Once per turn, this monster cannot be destroyed by battle.

 

Mekanikal Arkdragon

Dragon/DARK/Effect/Level 8

700/2700

When this card inflicts battle damage to your opponent: You can Special Summon 1 "Mekanikal" monster from your Deck. During the Damage Step between a "Mekanikal" monster you control and an opponent's monster: The opponent's monster loses ATK and DEF equal to the original DEF of that "Mekanikal" monster, until the end of the Battle Phase.

 

Mekanikal Arkwarrior

Warrior/DARK/Effect/Level 4

200/2200

When this card inflicts battle damage to your opponent: You can Special Summon 1 Normal Monster from your hand or GY. You can banish 1 "Mekanikal" monster from your hand or GY, then this monster can attack twice this turn.

 

Next:

Clara & Rushka, the Ventriloduo






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