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Puppet Queen

EARTH | Warrior | Level 8 | Effect

When your opponent adds a card from their Deck to their hand, except by drawing, you can Special Summon this card from your hand. Once per turn, when your opponent would add a card from their Deck to their hand, except during the Draw Phase: You can Tribute this card; your opponent must banish the card they would add, and if they do, draw 1 card.

3000/2400

 

Puppet Bishop

EARTH | Warrior | Level 6 | Effect

When your opponent adds a card from their Deck to their hand: You can Special Summon this card from your hand. If a Warrior "Puppet" monster is Special Summoned while you control this card: Target 1 card your opponent controls; destroy it.

2200/2800

 

Puppet Knight

EARTH | Warrior | Level 5 | Effect

If you Normal or Special Summon a Warrior "Puppet" monster: You can Special Summon this card from your hand. When your opponent would add a card from their Deck to their hand, except by drawing: You can send 1 random card from their hand to the GY, and if you do, draw 1 card.

2000/2300

 

Puppet Rook

EARTH | Warrior | Level 5 | Effect

If your opponent adds a card from their Deck to their hand, except during the Draw Phase: You can Special Summon this card, then, if you control a Warrior "Puppet" monster, you can Special Summon 1 Level 5 or higher Warrior monster from your hand. If this card is destroyed: Destroy all cards in this card's column.

2400/2000

 

Puppet Pawn

EARTH | Warrior | Level 3 | Effect

If your opponent adds a card from their Deck to their hand: You can Tribute this card; Special Summon 1 Warrior "Puppet" monster from your Deck.

1600/1600

 

Puppet Promotion

Normal Spell

Tribute 1 "Puppet Pawn" you control; Special Summon 2 Warrior "Puppet" monsters from your hand.

 

Puppet Strings

Normal Spell

Pay 2000 LP. Declare 1 Type of card (Monster, Spell, Trap) and target 1 card in your opponent's hand. Your opponent reveals their hand, then, if the card is of the same Type you declared, you can add it to your hand.

 

Puppet's Jurisdiction

Continuous Spell

Once per turn, when your opponent adds a card from their Deck to their hand, except during the Draw Phase: You can Special Summon 1 Warrior "Puppet" monster from your hand. If your opponent activates a card that was added from their Deck to their hand this turn (Quick Effect): You can pay 1000 LP; negate the activation, and if you do, destroy it.

 

next: Omega Goggles

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To make things easier, let's just make the card names "Omega Goggles - [x]"

 

Handler of Omega Goggles

Level 4 | EARTH | Warrior | Effect

1200/2000

Gains 400 ATK for each "Omega Goggles" card equipped to it. This card can declare an attack the turn you activate the effect of an "Omega Goggles" Equip Spell while it is equipped to this card. 

 

Omega Goggles Optometrist

Field Spell

You can activate each of the following effects once per turn.

● You can add 1 "Omega Goggles" card from your Deck to your hand, except "Omega Goggles Optometrist".

● You can activate 1 "Omega Goggles" Equip Spell from your GY.

 

Omega Goggles - Future Reader

Equip Spell

Equip only to a monster you control. Once per turn: You can excavate the top 5 cards of your Deck, then rearrange those cards in any order. The equipped monster cannot attack the turn you activate this effect.

 

Omega Goggles - Mind Reader

Equip Spell

Equip only to a monster you control. Once per turn: You can declare 1 card name; excavate the top 5 cards of your Deck, then if cards with the declared name are excavated by this effect, you can add them to your hand. The equipped monster cannot attack the turn you activate this effect.

 

Omega Goggles - Pinpoint Gaze

Equip Spell

Equip only to a monster you control. Once per turn: You can declare 1 card name; your opponent reveals their hand, then if cards with the declared name are in their hand, banish all of those cards, face-down. The equipped monster cannot attack the turn you activate this effect.

 

Omega Goggles - Black Flare

Equip Spell

Equip only to a monster you control. Once per turn: You can destroy 1 monster your opponent controls with equal or lesser ATK than the equipped monster. The equipped monster cannot attack the turn you activate this effect.

 


 

N/C: Enlightenment Paladin (or Nirvana High if you want to take it into consideration as well)

 

Part of me wanted to say "go make an archetype out of the match winners", but you'd have to remake them too for obvious reasons.

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Was kinda tough to make support for an Extra Deck monster which technically is a support card itself, for "Magician" Pendulums. I opted to give it an Stardust Dragon treatment:

 

Enlightenment Magician

DARK/Spellcaster/Level 2/Pendulum/Tuner/Effect

Scale: 1

800/1000

Pendulum Effect:

Once per turn: You can target 1 "Magician" Pendulum Monster you control: Destroy it, and you do, Special Summon 1 face-up "Magician" Pendulum Monster with a different name from your Extra Deck. You can only use this effect of "Enlightenment Maagician" once per turn.

 

Monster Effect:

If you Synchro Summon a monster using at least 1 Pendulum Monster as Material: You can Special Summon this card from your Extra Deck or GY. If Summoned this way, Cannot be used as a Synchro Material, except for the Synchro Summon of a DARK Spellcaster, DARK Dragon or WIND Dragon Synchro Monster, also place it on the bottom of your Deck when it leaves the field. Once per turn, if this card would be destroyed by battle, it is not destroyed.

 

Enlightenment Paladin/Assault Mode

DARK/Spellcaster/Level 10/Pendulum/Effect

Scale: 9

3000/2500

Pendulum Effect:

Once per turn, if a Pendulum Monster you control would be destroyed by battle, it is not destroyed. At the end of the Damage Step, if a Pendulum Monster you control battled: All monsters your opponent currently controls lose ATK equal to half the ATK if that Pendulum Monster you control, until the end of this turn.

 

Monster Effect:

This card cannot be Normal Summoned or Set. This card must be Special Summoned with its own effect or with "Assault Mode Activate". If this card is Special Summoned: Add 1 Spell Card from your Deck or GY to your hand. During your Main Phase: You can destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK.  If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone, also you can Special Summon 1 "Enlightenment Paladin" from your GY.

 

Enlightenment Road

Counter Trap

When a card or effect is activated that would negate the activation of a Spell Card or effect in your possession: Negate the effect, and if you do, destroy that card, then you can Special Summon 1 "Enlightenment Paladin" from your Extra Deck.

 

 

Next:

Skelengel

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Seraphic Skelengel
Level 8 | LIGHT | Fairy | Fusion | Effect
1900/2700
2 "Skelengel" monsters
(1) : When this card is Fusion Summoned: Target 1 "Skelengel" monster in your GY; Special Summon it in face-down Defense Position.
(2) : If a "Skelengel" monster you control is flipped face-up: You can Special Summon this card from your GY.
 
Demonic Skelengel
Level 8 | DARK | Fairy | Fusion | Effect
2600/1900
2 "Skelengel" monsters
(1) : When this card is Fusion Summoned: Target 1 "Skelengel" monster in your GY; Special Summon it in face-down Defense Position.
(2) : You can flip 1 "Skelengel" monster you control face-up; destroy 1 card on the field. A monster flipped face-up by this effect is flipped face-down again at the end of the turn.
 
Skelengel
Level 2 | LIGHT | Fairy | Flip | Effect
900/400
(1) : FLIP: Draw 1 card
 
Skelengel #2

Level 3 | LIGHT | Fairy | Flip | Effect

600/1200
(1) : FLIP: Add 1 "Skelestial" Spell Card from your Deck to the hand.
 
Skelengel #3
Level 1 | LIGHT | Fairy | Flip | Effect
300/600
(1) : FLIP: Special Summon 2 "Skelengel" monsters with different names from your Deck or hand in face-down Defense Position (except "Skelengel #3)
 
Skelengel #4
Level 4 | LIGHT | Fairy | Flip | Effect
1200/800
(1) : FLIP: Gain 1000 Life Points.
 
Skelestial Mass
Spell Card
(1) : Fusion Summon 1 "Skelengel" monster from your Extra Deck using monsters in your hand or that you control.
(2) : You can banish this card from your GY; flip 1 "Skelengel" monster face-up OR flip 1 "Skelengel" monster face-down.
 
Skelestial Barrier
Spell Card
(1) : "Skelengel" monsters cannot be destroyed by battle.
(2) : If a Skelestial monster is flipped face-up: You can target 1 card your opponent controls; negate its effect.
 
Skelestial Reformation
Spell Card
(1) : Special Summon 1 "Skelestial" monster from your Deck or Graveyard in face-down Defense Position.
 
___________________________________
 
make an archetype out of Skull Mariner

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Undead Ship
DARK | Warrior / Effect
Level 4 |  ATK 1900 / DEF 0
This card's name becomes "Skull Mariner" while in the GY. When this card is Normal Summoned: You can add 1 "Hazy Dark Ocean" from your Deck to your hand. When this card is Special Summoned: You can activate 1 "Lost in the Dark Sea" directly from your Deck or GY. You can only use this effect of "Undead Ship" once per turn.
 
Ghostly Titanic
DARK | Zombie / Link / Effect
Link 1 |  ATK 1600 | Down
1 "Skull Mariner"
If this card is Link Summoned: You can banish 1 "Skull Mariner" from your GY; Special Summon 1 "Skull Mariner Token" (DARK/Warrior/Level 4/ATK ?/DEF ?). (When Summoned, its name, ATK, and DEF becomes that of the banished monster.) Once per turn, during your opponent's turn: You can banish 1 monster you control until the End Phase; your opponent cannot attack your monsters, but can attack directly. If this Link Summoned card leaves the field because of an opponent's card effect: You can target 1 Spell that specifically lists "Skull Mariner" in your GY; add it to your hand.

 

Hazy Dark Ocean

Field Spell

When this card is activated: You can discard 1 monster card; Special Summon 1 "Skull Mariner" from your Deck. You can only use this effect of "Hazy Dark Ocean" once per turn. You cannot Summon or Set monsters in your Main Monster Zones, except "Skull Mariner" or monsters that specifically lists "Skull Mariner" in its text. You can only use these effects of "Hazy Dark Ocean" once per turn.

● Tribute 1 "Skull Mariner" (Quick Effect): Send 1 monster from your Deck to the GY; Special Summon 1 Fusion Monster that specifically lists "Skull Mariner" in its text that has the same Type of the sent monster in the GY.

● While this card is in your GY, if a face-up Fusion Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can add this card to your hand.

 

Lost in the Dark Sea

Continuous Spell

"Skull Mariner" and monsters that specifically lists "Skull Mariner" in its text cannot be targeted or destroyed by your opponent's card effects, also they gain 500 ATK and DEF. If you control no monsters: You can target 1 "Skull Mariner" or 1 monster that specifically lists "Skull Mariner" in its text in your GY; Special Summon that target. You can only use this effect of "Lost in the Dark Sea" once per turn.

 

Captain Lock

WATER | Fiend / Fusion / Effect

Level 6 |  ATK 0 / DEF 0

"Skull Mariner" + "Skull Knight 2"
Neither player can Special Summon monsters nor activate their effects from the hand. Once per turn (Quick Effect): You can target 1 monster in your opponent's GY; equip it to this card. Gains ATK equal to the combined ATK of the monsters equipped to it by this effect. If this Fusion Summoned card is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon 1 "Skull Mariner" from your GY.
 

Stygian Ferry

FIRE | Aqua / Fusion / Effect

Level 7 |  ATK 2500 / DEF 1900

"Skull Mariner" + "Fire Kraken"
 At the start of the Damage Step, if this card attacks a Special Summoned monster: Destroy that monster, and if you do, monsters your opponent currently controls lose ATK equal to that monster's original ATK. When this card destroys an opponent's monster by battle: You can inflict damage to your opponent equal to that monster's original ATK. If this Fusion Summoned card is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon 1 "Skull Mariner" from your GY.
 

Flying Dutchman

DARK | Zombie / Fusion / Effect

Level 8 |  ATK 3000 / DEF 1000

"Skull Mariner" + "Sea Monster of Theseus"
Neither player can Special Summon monsters nor activate their effects from the GY, except "Skull Mariner" and monsters that specifically lists "Skull Mariner" in its text. This card can attack your opponent directly. If it does, apply its DEF for damage calculation. If this Fusion Summoned card is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon 1 "Skull Mariner" from your GY.

Next: Chaos Goddess make me proud
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/skip

 

[spoiler=Ninja'd before I was finished..]Dinghy of the Mariner
WATER ***
Warrior
1000/1400

Captain of the Mariner
WATER *****
Zombie/Tuner/Effect
If your opponent controls a monster(s) you can Special Summon this card from your hand. If you Special Summon this card: you can Special Summon 1 "Mariner" monster from your hand or GY. If you Special Summon a Normal monster by this effect: you can reduce the ATK/DEF of up to 2 monsters your opponent controls by the ATK of the Normal monster.
1500/2000

Swabby of the Mariner
WATER *
Zombie/Effect
If you control a Normal Monster, you can Special Summon this card from your hand. You can Tribute this card: Special Summon 1 "Mariner" monster from your Deck. If you Special Summon a Normal monster by this effect: You can return up to 2 Spell/Trap cards your opponent controls to the hand.
0/1200


Black Sea Mariner
WATER 9*
Warrior/Synchro/Effect
1 WATER Tuner + 1 or more non-tuner monsters
This card is always treated as a Normal Monster.


Mariner Cannon
Continuous Spell
When you Summon a "Mariner" Normal monster: you can destroy 1 card on the field. You can only use this effect of "Mariner Cannon" once per turn.


Cluster Congester

 

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Throughput Congester
LIGHT/Cyberse/Effect/Level 3/600 ATK/1400 DEF
If this card is Special Summoned and you control no Link Monsters: You can Special Summon 1 "Congester Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0). If this card is sent to the GY as Link Material for a Cyberse monster: You can banish this card from your GY; Special Summon 1 "Congester Token" to a zone it points to. You can only use each effect of "Throughput Congester" once per turn.

 

Process Congester
LIGHT/Cyberse/Effect/Level 1/200 ATK/800 DEF
If this card is Special Summoned and you control no Link Monsters: You can Special Summon 1 "Congester Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0). If you control no Link Monsters (Quick Effect): You can Tribute 1 monster you control; Special Summon a number of "Congester Tokens", up to the number of Link Monsters your opponent controls. You can only use each effect of "Process Congester" once per turn.

Service Congester
LIGHT/Cyberse/Effect/Level 5/800 ATK/1800 DEF
If your opponent controls a Link Monster and you do not, you can Special Summon this card (from your hand). You can only Special Summon "Service Congester" once per turn this way. If this card is Normal or Special Summoned and you control no Link Monsters: You can Special Summon 1 "Congester Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0). You can only use this effect of "Service Congester" once per turn.

Denial Congester
LIGHT/Cyberse/Effect/Level 9/1400 ATK/2600 DEF
If this card is Normal or Special Summoned and you control no Link Monsters: You can Special Summon 1 "Congester Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0). During your Main Phase: You can Tribute 1 "Congester Token"; Special Summon 1 Cyberse monster from your Deck. You can only use each effect of "Denial Congester" once per turn.

Congester Collapser
DARK/Cyberse/Link/Effect/2400 ATK/LINK-3
E, S, W
2+ Cyberse monsters
Once per turn: You can Special Summon 1 "Congester Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0) to a zone this card points to. (Quick Effect): You can banish this card you control and 1 Cyberse monster in your GY; banish 1 monster your opponent controls. During your Main Phase, if you Special Summon a "Congester Token" while this card is banished: You can Special Summon this card. You can only activate each effect of "Congester Collapser" once per turn.

Congester Botnet
Spell/Continuous
Once per turn, if you control no Link Monsters: You can Special Summon 1 "Congester Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0) to either side of the field. You can Normal Summon Level 5 or higher "Congester" monsters without Tributing. You can only control 1 "Congester Botnet".

Congester Packets
Trap/Continuous
When this card is activated; Banish any number of Link Monsters you control; Special Summon a number of "Congester Tokens" (Cyberse/DARK/Level 1/ATK 0/DEF 0) to either side of the field, up to the combined Link Ratings of the banished Link Monsters. During your Main Phase: You can destroy this card. When this card is destroyed by a card effect: You can target 1 of the Link Monsters banished by this effect; Special Summon it to your side of the field, and if you do, shuffle the other cards banished by this effect into your Extra Deck. You can only use each effect of "Congester Packets" once per turn.

Next Card: Bird of Paradise Lost.

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I'll try to do both, but be warned that they'll be short. 

 

Chaos Goddess

 

Shining Wolf of Chaos

Level 3 | LIGHT | Beast | Tuner | Effect

1200/1000

When this card is Normal or Special Summoned: You can Special Summon 1 Level 5 or lower DARK monster from your hand or Deck. You can only use this effect of "Shining Wolf of Chaos" once per turn. You can reveal 1 "Chaos Goddess" in your Extra Deck; send this card and 1 non-Tuner DARK monster you control to the GY; Special Summon that card. (This is treated as a Synchro Summon.) A monster Synchro Summoned using this card as material cannot be destroyed by card effects. 

 

Hellraising Beast of Chaos

Level 5 | DARK | Fiend | Effect

2000/0

When this card is Normal or Special Summoned: You can Special Summon 1 Level 3 or higher LIGHT monster from your hand or GY. You can only use this effect of "Hellraising Beast of Chaos" once per turn. You can reveal 1 "Chaos Goddess" in your Extra Deck; send this card and 1 LIGHT Tuner monster you control to the GY; Special Summon that card. (This is treated as a Synchro Summon.) A monster Synchro Summoned using this card as material cannot be destroyed by battle.

 

Scepter of the Chaos Goddess

Level 3 | LIGHT | Fairy | Effect

0/2200

(Quick Effect): You can Tribute this card; Special Summon 2 "Chaos Goddess Soul Tokens" (Fiend / Tuner / LIGHT / Level 3 / ATK 1200 / DEF 700) in Defense Position. 

 

Ultimate Chaos Goddess

Level 11 | LIGHT | Fairy | Synchro | Effect

3300/2600

1 LIGHT Tuner + 2+ non-Tuner DARK monsters

Once per turn, you can also Synchro Summon "Ultimate Chaos Goddess" by using 1 Tuner and 1 "Chaos Goddess" you control as Synchro Material. Once per turn: You can send 1 LIGHT or DARK monster you control or from your hand to the GY; activate 1 of these effects.

● Special Summon 1 LIGHT or DARK monster from your GY with a different name than the discarded monster. It cannot be used as material for a Summon until the end of this turn.

● Destroy up to 2 cards your opponent controls. 

● Inflict damage to your opponent equal to the sent monster's ATK.

 

Bird of Paradise Lost

 

https://yugioh.wikia.com/wiki/Bird_of_Paradise_Lost

(JP name is Gokurakuchou, so can make archetype name "Gokuraku / Paradise Lost")

 

Hawk of Paradise Lost

Level 4 | DARK | Wyrm | Tuner | Effect

1400/1200

This card gains 100 ATK for each Tuner in your GY. Once per turn: You can send 1 Tuner from your hand to the GY, then target 1 "Paradise Lost" monster you control; this turn, that monster can attack your opponent directly, but any battle damage it inflicts to your opponent by this effect is halved. 

 

Draco of Paradise Lost

Level 3 | DARK | Wyrm | Tuner | Effect

1000/1800

Monsters your opponent controls lose 100 ATK for each Tuner in your GY. Once per turn: You can send 1 Tuner from your hand to the GY; add up to 2 Tuners with different names from your Deck to or GY to your hand, but you cannot Summon or activate the effects of monsters with the same names as those monsters for the rest of this turn.

 

Serpent of Paradise Lost

Level 6 | DARK | Wyrm | Tuner | Effect

2400/1000

This card gains 100 ATK for each Tuner in your GY. Once per turn: You can send 2 Tuners you control and/or from your hand to the GY; the ATK of all monsters your opponent controls becomes 0 until the End Phase.

 

Phoenix of Paradise Lost

Level 10 | DARK | Wyrm | Tuner | Effect

3000/2000

This card gains 100 ATK for each Tuner in your GY. Once per turn (Quick Effect): You can send 1 Tuner you control or from your hand to the GY; activate 1 of these effects.

● Destroy a number of cards on the field, up to the number of "Paradise Lost" monsters you control with different names. 

● Special Summon 1 "Paradise Lost" monster from your GY. 

 

Notes aside about why some of them are Wyrms when they're not draconian in nature (*cough Phoenix/Hawk*), the Type is mostly as a side reference to Metaphys for revamping Nephthys and stuff (if otherwise retaining general flavor with Bird's typing thing).

 

iU8EggM.png

 

N/C:

 

Amatsu-Okami of the Divine Peaks OR Armed Protector Dragon

 

https://yugipedia.com/wiki/Amatsu-Okami_of_the_Divine_Peaks

https://yugipedia.com/wiki/Armed_Protector_Dragon

 

As far as the former goes, should you choose to do it, you will have to remake said card because match winner and stuff (but you can do whatever).

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Armed Protector Gardna

LIGHT | Warrior | Level 4 | Effect

This card gains 500 ATK for each Equip Card equipped to this card. When this card is destroyed: You can Special Summon 1 Level 8 LIGHT Dragon monster from your Deck.

1200/2000

 

Shield of the Armed Protector

Equip Spell

Equip only to a LIGHT monster. When this card is activated: You can add 1 "Claws of the Armed Protector" from your Deck to your hand. The equipped monster gains 500 ATK/DEF. Once per turn, the equipped monster cannot be destroyed by battle or by card effect. 

 

Claws of the Armed Protector

Equip Spell

Equip only to a LIGHT monster. When this card is activated: You can add 1 "Wings of the Armed Protector" from your Deck to your hand. The equipped monster gains 800 ATK, also when the equipped card destroys a monster by battle, inflict damage to your opponent equal to that monster's original ATK.

 

Wings of the Armed Protector

Equip only to a LIGHT monster. When this card is activated: You can add 1 "Shield of the Armed Protector" from your Deck to your hand. When the equipped monster destroys a monster by battle: You can return all Equip Cards equipped to the equipped monster to your hand; Special Summon any number of Level 8 Dragon monsters from your Deck, but not more than the number of Equip Cards returned this way.

 

next: the one

the only

POT OF GREED

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HALLELUJAH

 

DO YOU ALL HAVE

 

ANY IDEA

 

HOW LONG I'VE WAITED FOR THIS

 

 

sweep_of_the_pot_of_greed_by_bdsceptyr-d

 

Sweep of the Pot of Greed

WIND/Thunder-Type Effect Monster/Level 2/200 ATK/0 DEF

 

Lore: If this card is in the GY, when a Normal Spell/Trap that lets you draw 1 or 2 cards is activated (Quick Effect): You can add this card to the hand. If this card is added to the hand by a card effect: You can target 1 monster and/or 1 Spell/Trap on the field; discard this card, then destroy those targets, and if you do that, draw 1 card for each "of Greed" card destroyed this way. You can only use each effect of "Sweep of the Pot of Greed" once per turn.

 

 

tin_pot_of_greed_by_bdsceptyr-dcjlhhw.pn

 

Tin-Pot of Greed

EARTH/Rock-Type Flip Effect Monster/Level 3/0 ATK/1000 DEF

 

Lore: FLIP: You can add 1 "Avatar of the Pot" or 1 "of Greed" monster with 100 or more DEF from your Deck to your hand. 

During your Main Phase: You can pay 1000 LP; Normal Summon or Set 1 Rock Flip monster or 1 "of Greed" monster as an additional Normal Summon/Set. If this card is sent from the hand or field to the GY: You can take 1 "of Greed" Spell/Trap from your Deck, and either Set it to your field or send it to the GY. You can only use each effect of "Tin-Pot of Greed" once per turn.

 

 

sealant_of_the_pot_of_greed_by_bdsceptyr

 

Sealant of the Pot of Greed

FIRE/Pyro-Type Effect Monster/Level 3/0 ATK/200 DEF 

 

Lore: Once per turn: You can target 1 "of Greed" monster in your GY; Special Summon that target, but you cannot Special Summon monsters from the GY with that Summoned monster's Level for the rest of the turn. If this card is returned to the Deck: You can draw 2 cards, but you cannot activate Spell/Trap effects that draw cards for the rest of the turn. You can only use this effect of "Sealant of the Pot of Greed" once per turn.

 

 

tea_pot_of_greed_by_bdsceptyr-dcjlh6r.pn

 

Tea Pot of Greed

WATER/Aqua-Type Effect Monster/Level 4/2000 ATK/500 DEF

 

Lore: Cannot be Normal Summoned/Set. (Quick Effect): You can shuffle 1 "Pot of Greed" or 1 "Tin-Pot of Greed" from your hand into the Deck: Special Summon this card from your hand, then you can Special Summon from your hand, 1 "of Greed" monster or 1 "Avatar of the Pot". You can only Special Summon "Tea Pot of Greed" once per turn this way. You can activate "Pot of" Spell/Trap Cards from your hand during either player's turn.

 

 

jar_of_the_forbidden_by_bdsceptyr-dcjlia

 

Jar of the Forbidden

Lore: FLIP: You can activate 1 of these effects.

If an "of Greed" card(s) on the field would be destroyed or negated by a card effect (Quick Effect): You can negate that effect, then Special Summon this card from your hand in face-up or face-down Defense Position. This card's name becomes "Pot of Greed" while in the hand or GY. You can only Summon "Jar of the Forbidden(s)" once per turn.

 

 

creator_of_the_pot_of_greed_by_bdsceptyr

 

Creator of the Pot of Greed

DARK/Fiend-Type Ritual Flip Effect Monster/Level 3/1500 ATK/1500 DEF

 

Lore: FLIP: Draw 2 cards.

You can Ritual Summon this card with "Blueprint of the Pot of Greed". Once per turn: during the Main Phase (Quick Effect): You can target 1 monster on the field; it loses exactly 1500 DEF, and if it does, it gains 1500 ATK, then you can change it to face-down Defense Position. If this Ritual Summoned card is sent to the GY by an opponent's card effect: You can Special Summon 1 "of Greed" monster from your Deck, and if you do, it can attack directly. You can only use this effect of "Creator of the Pot of Greed" once per turn.
 
 
party_of_the_pots_of_greed_by_bdsceptyr-
 
Party of the Pots of Greed
Field Spell
 
Lore: You can pay 500 LP: until the end of the next turn, your opponent cannot target monsters on the field for attacks or with their card effects, except the "of Greed" monster you control with the highest ATK. During your Main Phase: You can discard 1 card; add 1 "of Greed" monster and 1 "Pot of" Spell/Trap from your Deck to your hand, but the effects of cards with the same name of any Normal Spell/Trap Cards added to your hand this way cannot be activated this turn. You can only use this effect of "Party of the Pots of Greed" once per turn.
 
 
manifestation_of_greed_by_bdsceptyr-dcjl
 
Manifestation of Greed
Quick-Play Spell
 
Lore: Tribute 1 "of Greed" monster or 1 "Avatar of the Pot" you control, then target 1 monster your opponent controls; at resolution of that monster's activated effects, your opponent must discard 1 card or that monster's effect is negated. If you activated a "Pot of Greed" from your hand or GY this turn: You can banish this card from your GY; each player draws 1 card, also until the end of the next turn, your opponent takes 500 damage each time they add a card(s) to their hand by a card or effect. You can only use this effect of "Manifestation of Greed" once per turn.
 
 
blueprint_of_the_pot_of_greed_by_bdscept
 
Blueprint of the Pot of Greed
Ritual Spell Card
 
Lore: This card can be used to Ritual Summon up to 3 "Creator of the Pot of Greed" from your hand or GY. You must also Tribute monsters from your hand or field, and/or banish 1 "Pot of the Forbidden" or 1 "Jar of the Forbidden" from your GY, whose total Levels equal the Levels of the monsters you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; until the end of the next turn, the effect of the first Normal Spell the turn player activates becomes "Draw 2 cards." You can only use this effect of "Blueprint of the Pot of Greed" once per Duel.
 
...ah, that was a wonderful set to do. Might make it a part of my ASPECT fanfiction, in fact. 
 
So, NEXT UP, since I made the most of a Flip monster in this archetype-mastery and want to see how well you all do in a similar regard: 
 
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Queen Assailant of Flames

Level 8/FIRE/Pyro/Effect

2500/2000

Flip: Banish the top 3 cards of your Deck; Special Summon 1 "Assailant of Flames" monster from your Deck in face-down defense position, except "Queen Assailant of Flames".

If this card is banished from your Deck: Add 1 banished "Assailant of Flames" card that is banished to your hand. You can only use each effect of "Queen Assailant of Flames" once per turn.

 

Child Assailant of Flames

Level 2/FIRE/Pyro/Effect

500/0

Flip: Banish the top 3 cards of your Deck; Inflict 100 damage to your opponent for each of your banished cards.

If this card is banished from your Deck: Add 1 "Perilous City of Flames" from your Deck or that is banished to your hand.

 

Perilous City of Flames

Field Spell

During your End Phase: You can shuffle 3 of your banished card into the Deck; draw 1 card. If an "Assailant of Flames" card(s) is banished: Inflict 400 damage to your opponent.

 

Sneak Attack of the Assailant of Flames

Quick-Play Spell

Special Summon 1 "Assailant of Flames" monster from your hand. If this card is banished from your Deck: Target 1 monster your opponent controls; banish it.

 

Training Grounds of the Assailant of Flames

Continuous Trap

Your opponent cannot target "Assailant of Flames" or face-down monsters you control with Spell/Trap effects. If an "Assailant of Flames" monster(s) you control would be destroyed by your opponent's card effect: You can banish the top 3 cards of your Deck for each of those monsters instead. If this card is banished from your Deck: Target 1 Spell/Trap your opponent controls; banish it. You can only use each effect of "Training Grounds of the Assailant of Flames" once per turn.

 

~~~~~~~~~~~

 

Berserk Gorilla

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Berserk Boar
FIRE/Beast/Effect/Level 4/1900 ATK/700 DEF
If this card is in face-up Defense Position, destroy this card. This card must attack if able. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

Berserk Grizzly
WATER/Beast/Effect/Level 4/1900 ATK/1500 DEF
If this card is in face-up Defense Position, destroy this card. This card must attack if able. This card can make up to 2 attacks on monsters during each Battle Phase.

Berserk Wolf
WIND/Beast/Effect/Level 4/1800 ATK/300 DEF
If this card is in face-up Defense Position, destroy this card. This card must attack if able. When this card destroys an opponent's monster by battle and sends it to the GY while your opponent controls a face-up monster: You can Special Summon 1 Beast "Berserk" monster from your Deck in face-up Attack Position, except "Berserk Wolf".

Researcher of the Berserk
DARK/Spellcaster/Effect/Level 1/300 ATK/300 DEF
If you control a Beast "Berserk" monster, you can Special Summon this card from your hand. You can only control 1 "Researcher of the Berserk". Cannot be targeted for attacks or by card effects, while you control another "Berserk" monster. During a Main Phase (Quick Effect): You can pay 1000 LP; Fusion Summon 1 Beast "Berserk" Fusion Monster, using "Berserk" monsters you control or in your hand.

Berserk Chimera
DARK/Beast/Fusion/Effect/Level 5/2500 ATK/0 DEF
2 Beast monsters
If this card is in face-up Defense Position, destroy this card. This card must attack if able. If this card is sent to the GY as a Fusion Material for a Fusion Summon: You can draw 1 card.

Berserk Ur-Gorilla
EARTH/Beast/Fusion/Effect/Level 7/3000 ATK/1200 DEF
"Berserk Gorilla" + 1 Beast monster
Must first be Fusion Summoned. If this card is Fusion Summoned: You can target cards your opponent controls, up to the number of "Berserk" monsters you control; destroy them. If this card is in face-up Defense Position, destroy this card. This card must attack if able. Once per turn: You can target 1 card on the field; destroy it.

Berserk Ur-Boar
FIRE/Beast/Fusion/Effect/Level 7/2800 ATK/900 DEF
"Berserk Boar" + 1 Beast monster
Must first be Fusion Summoned. If this Fusion Summoned card attacks or is attacked your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. If this card is in face-up Defense Position, destroy this card. This card must attack if able. If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent.

Berserk Ur-Grizzly
WATER/Beast/Fusion/Effect/Level 7/2700 ATK/2200 DEF
"Berserk Grizzly" + 1 Beast monster
Must first be Fusion Summoned. At the end of the Damage Step, when this Fusion Summoned card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can destroy that opponent's monster. If this card is in face-up Defense Position, destroy this card. This card must attack if able. This card can attack all monsters your opponent controls, once each.

Berserk Ur-Wolf
WIND/Beast/Fusion/Effect/Level 7/2900 ATK/500 DEF
"Berserk Wolf" + 1 Beast monster
Must first be Fusion Summoned. If this card is Fusion Summoned: You can target 1 face-up monster on the field; until the end of this turn, negate its effects, also it loses 1000 ATK/DEF. If this card is in face-up Defense Position, destroy this card. This card must attack if able. When this card destroys an opponent's monster by battle and sends it to the GY while your opponent controls a face-up monster: You can send 1 Beast "Berserk" monster from your Deck to the GY, then target 1 Beast "Berserk" monster in your GY with the same Attribute as the sent monster; Special Summon it.

Berserk King Gorilla
EARTH/Beast/Fusion/Effect/Level 10/4400 ATK/1500 DEF
"Berserk Ur-Gorilla" + 1 Fusion Monster
Must first be Fusion Summoned. If this card is Fusion Summoned: You can banish cards your opponent controls, up to the number of "Berserk" monsters you control. If this card is in face-up Defense Position, destroy this card. This card must attack if able. Once per turn (Quick Effect): You can target 1 card on the field; destroy it. If this card leaves the field: Destroy all cards on the field. You can only activate this effect of "Berserk King Gorilla" once per turn.

Berserk King Boar
FIRE/Beast/Fusion/Effect/Level 10/4100 ATK/1300 DEF
"Berserk Ur-Boar" + 1 Fusion Monster
Must first be Fusion Summoned. If this Fusion Summoned card attacks or is attacked your opponent cannot activate any cards or effects until the end of the Damage Step. If this card is in face-up Defense Position, destroy this card. This card must attack if able. If a Beast "Berserk" monster you control attacks a Defense Position monster, inflict double piercing battle damage to your opponent. If this card leaves the field: You can target the monster your opponent controls with the highest ATK; inflict damage to your opponent equal to that monster's ATK. You can only activate this effect of "Berserk King Boar" once per turn.

Berserk King Grizzly
WATER/Beast/Fusion/Effect/Level 10/3900 ATK/3100 DEF
"Berserk Ur-Grizzly" + 1 Fusion Monster
Must first be Fusion Summoned. At the end of the Damage Step, when this Fusion Summoned card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can banish that opponent's monster. If this card is in face-up Defense Position, destroy this card. This card must attack if able. This card can attack all monsters your opponent controls, once each, also the effects of Effect Monsters destroyed by these attacks do not activate, and are negated. If this card leaves the field: You can target the monster your opponent controls with the highest DEF; increase your LP by that monster's DEF. You can only activate this effect of "Berserk King Grizzly" once per turn.

Berserk King Wolf
WIND/Beast/Fusion/Effect/Level 10/4300 ATK/800 DEF
"Berserk Ur-Wolf" + 1 Fusion Monster
Must first be Fusion Summoned. If this card is Fusion Summoned: You can target 1 face-up card on the field; negate its effects, then, if it was a Monster Card, it loses 1000 ATK/DEF. If this card is in face-up Defense Position, destroy this card. This card must attack if able. When this card destroys an opponent's monster by battle and sends it to the GY: You can target 1 monster in either player's GY; Special Summon it. If this card leaves the field: You can halve the ATK/DEF of all monsters your opponent controls. You can only activate this effect of "Berserk King Wolf" once per turn.

Berserk Desire
Spell/Normal
Pay 1000 LP; add 1 "Berserk" card from your Deck or GY to your hand. You can only activate 1 "Berserk Desire" once per turn.

Berserk Research Facility
Spell/Field
When this card is activated: You can add 1 Beast "Berserk" monster, or 1 "Researcher of the Berserk", from your Deck to your hand. Beast "Berserk" monsters gain 100 ATK x their Level. Beast "Berserk" Fusion Monsters cannot be targeted or destroyed by your opponent's card effects. During each player's End Phase: Pay 500 LP or destroy this card.

Berserk Fusion
Spell/Quick-Play
Activate 1 of these effects;
● Pay 500 LP; Fusion Summon 1 Beast Fusion Monster, using monsters from your hand or field as Fusion Material.
● Pay 1000 LP; Fusion Summon 1 Beast "Berserk" Fusion Monster, using monsters from your hand, field, and/or Deck as Fusion Material, also for the rest of this turn after this card resolves, you cannot Normal or Special Summon monsters, except "Berserk" monsters.
You can only activate 1 "Berserk Fusion" per turn.

Genetic Sequencer of the Berserk
Trap/Continuous
Once per turn: You can pay 500 LP, then target up to 3 cards in your GY, including a "Berserk" card; shuffle your Deck, then, if you control a "Researcher of the Berserk", draw 1 card. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 2 Beast "Berserk" monsters in your GY; Special Summon 1 "Berserk Abomination Token" (Beast/LIGHT/Level 1/1500 ATK/0 DEF) in face-up Attack Position. You can only use this effect of "Genetic Sequencer of the Berserk" once per turn. "Berserk Abomination Tokens" are treated as Fusion Monsters for the Fusion Summon of a "Berserk" Fusion Monster, and must attack, if able. If a "Berserk Abomination Token" is in face-up Defense Position, destroy it.

Berserk Fury
Trap/Counter
When your opponent activates a Spell/Trap Card, or monster effect, while you control only face-up Attack Position "Berserk" monsters: Negate the activation, and if you do, destroy that card. You can only activate 1 "Berserk Fury" per turn.

Next Card: Rose, Warrior of Revenge.

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Lily,Warrior of Forgiveness

Warrior level 4 Fire

Atk:1900 Def:1700

When you take battle or effect damage you can special summon this card then gain life points equal to the damage you took plus 500.

 

Clash of Ideals

If you control "Rose,Warrior of Revenge banish the top two cards of your opponentsite deck face down but if you control "Lilyou, Warrior of Forgiveness" draw 2 cards.

 

Marigold,Warrior of Life

Level 8 warrior type light attribute

2800 Atk 2000 Def

Effect:1 Warrior tuner + 1 Warrior non-tuner

Once per turn you can target one monster on the field;return it to the deck. If this card destroys a monster deal damage equal to its atk to your opponent.

 

Next card:Beast of Serket ( I would like you to make it a "Beast of" Egyptian god archetype and by that i mean the Egyptian gods from mythology.)

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Explorer of the Temple

EARTH | Spellcaster | Level 3 | Effect

When this card is Normal or Special Summoned, you can add 1 "Temple of the Kings" or 1 "Beast of" monster from your Deck to your hand.

1300/1400

 

Mystical Beast of Horus

EARTH | Fairy | Level 6 | Effect

If you control "Temple of the Kings", you can Special Summon this card (from your hand). Banish any monster destroyed by battle with this card. If this card destroys a monster by battle: Target 1 face-up monster your opponent controls; negate that monster's effects.

2500/2000

 

Mystical Beast of Anubis

EARTH | Fairy | Level 6 | Effect

If you control "Temple of the Kings", you can Special Summon this card (from your hand). Banish any monster destroyed by battle with this card. If this card destroys a monster by battle: You can add 1 "Beast of" monster from your GY to your hand.

2500/2000

 

Mystical Beast of Osiris

EARTH | Fairy | Level 6 | Effect

If you control "Temple of the Kings", you can Special Summon this card (from your hand). Banish any monster destroyed by battle with this card. "Beast of" monsters you control gains 300 ATK for each banished card.

2500/2000

 

Divine Beast of Serket

EARTH | Fairy | Level 10 | Fusion | Effect

Must first be Summoned by the effect of "Temple of the Kings". This card can be treated as 3 Tributes for the Tribute Summon of a DIVINE monster. Banish any monster destroyed by battle with this card. If this card destroys a monster by battle: Special Summon 1 "Beast of" monster from your Deck, and if you do, that card gains 500 ATK.

3500/3000

 

Cup of Serket

Normal Spell

Target 1 "Explorer of the Temple" or "Beast of" monster in your GY; Special Summon that target. If you Special Summoned "Mystical Beast of Serket" with this effect; it is unaffected by other card effects.

 

Seal of Serket

Normal Spell

If you control a "Beast of" monster: Special Summon 1 "Beast of" monster from your hand.

 

Eye of Ujat

Normal Trap

If you control a "Beast of" monster: Target 1 monster your opponent controls; take control of it until the End Phase.

 

Sands of Serket

Normal Trap

If you control a "Beast of" monster: Add 1 "Temple of the Kings" or "Mystical Beast of Serket" from your GY to your hand.

 

Gaze of Horus

Continuous Trap

When this card is activated: Special Summon 1 "Mystical Beast of Horus" from your Deck. Once per turn: You can target 1 Trap card in your GY, except "Gaze of Horus"; add that card to your hand.

 

Storm of Osiris

Continuous Trap

When this card is activated: Special Summon 1 "Mystical Beast of Osiris" from your Deck. Once per turn: You can send 1 card you control to the GY; draw cards until you have 3 cards in your hand.

 

next: Mucus Yolk

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Mucus Protection
Continuous Trap
During your opponent's turn, the first time, each "Mucus" monster you control that would be destroyed by battle, is not. If a "Mucus" monster you control is destroyed by a card effect: You can send this card to the GY: Special Summon 1 "Mucus" monster from your Deck.
 
Mucus Slimeball
Quick-Play Spell
Target 1 "Mucus" monster you control: That monster gains 1000 ATK until the End Phase. You can banish this card from your GY, except the turn it was sent to the GY: Add 1 "Mucus" card from your Deck to your hand, except "Mucus Slimeball". You can only use this effect of "Mucus Slimeball" once per turn.
 
Mucus King
Level 6/DARK/Aqua/Effect
ATK 100/DEF 100
You can Special Summon this card from your hand by tributing 1 "Mucus" monster you control.This card may attack your opponent directly. Each time this card inflicts Battle Damage to your opponent, increase this card's ATK  by 1000. This ATK increase lasts, even if it leaves the field.
 
Mucus Queen
Level 6/DARK/Aqua/Effect
ATK 100/DEF 100
This card may attack your opponent directly. Each time this card inflicts Battle Damage to your opponent, increase this card's ATK  by 1000. This ATK increase lasts, even if it leaves the field. If this card is sent to the GY: Target 1 card your opponent controls; destroy it.
 
Mucus Behemoth
Level 4/DARK/Aqua/Effect
ATK 0/DEF 100
This card may attack your opponent directly. Each time this card inflicts Battle Damage to your opponent, increase this card's ATK  by 1000. If this card destroys an opponent's monster by battle, it can attack again once in a row. You can only use this effect of "Mucus Behemoth" once per turn.
 
Mucus Dragon
Level 4/DARK/Aqua/Effect
ATK 0/DEF 100
This card may attack your opponent directly. Each time this card inflicts Battle Damage to your opponent, increase this card's ATK  by 1000. If this card destroys an opponent's monster by battle: You can Special Summon 1 "Mucus" monster from your GY.
 
Mucus Hatchling
Level 1/DARK/Aqua/Effect
ATK 0/DEF 100
During each of your Standby Phases: Increase the ATK of all "Mucus" monsters you control by 100. This card may attack your opponent directly. You can tribute this card: Target 1 "Mucus" monster you control, any damage it inflicts to your opponent this turn is doubled. You can only use this effect of "Mucus Hatchling" once per turn.
 
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http://yugioh.wikia.com/wiki/Armored_Kappa

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Typed "Kaappa" instead of "k a p p a" because of memes Kappa



Psychosokaappa

WATER | Psychic / Effect

Level 2 | ATK 400 / DEF 1000

When this card is Normal Summoned: You can Special Summon 1 "Kaappa" monster, or 1 Level 2 WATER monster, except an Aqua monster, from your hand or Deck. If this card is detached from an Xyz Monster; that monster gains 1000 ATK and DEF.

[spoiler=Trivia]

- This card is a retrained version of "Psychic Kaappa". (while transforming into "Armored Kaappa")


 

Revenger Kaappa

WATER | Fiend / Effect

Level 2 | ATK 900 / DEF 1200

You banish this card from your GY; Special Summon 1 "Kaappa" monster from your GY. You can only use this effect of "Revenger Kaappa" once per turn. An Xyz Monster that was Summoned using only this card and other "Kaappa" monsters as material gains this effect.

● This card cannot be targeted or destroyed by card effects.


[spoiler=Trivia]

- This card is a retrained version of "Kaappa Avenger".



 

Resurrected Kaappa, Hyosube

WATER | Zombie / Effect

Level 2 | ATK 900 / DEF 1500

You can only use this effect of "Resurrected Kaappa, Hyosube" once per turn. During your End Phase, if this card is in your GY because it was sent there by a card effect or to activate a WATER monster's effect: You can activate 1 of these effects.

● Add this card from your GY to your hand

● Special Summon this card in Attack Position, then switch its original ATK and DEF. If you control another "Kaappa" monster, you can also double this card's ATK.


[spoiler=Trivia]

- This card is a retrained version of "Hyosube".

- "Hyosube" was mentioned in "Kaappa Avenger's" lore.



 

Midorikaappa

WATER | Warrior / Effect

Level 2 | ATK 650 / DEF 900

If this card is Normal or Special Summoned: You can add 1 "Kaappa" Spell from your Deck to your hand. You can only use this effect of "Midorikaappa" once per turn. If a "Kaappa" monster you control would be destroyed by battle or card effect: You can return this card from your GY to your hand instead, and if you do, you take damage equal to that monster's current ATK on the field.


[spoiler=Trivia]

- This card is a retrained version of "Greenkaappa".



 

Full Armored Kaappa - Avenger Hyosube

WATER | Psychic / Xyz / Effect

Rank 3 | ATK 2500 / DEF 1500

3 Level 3 WATER monsters

During the Main Phase 2, if a "Kaappa" monster you control battled this turn: You can Xyz Summon this card by using that monster as material. (Transfer its materials to this card.) If this card is Xyz Summoned; banish 1 monster your opponent controls. Once per turn (Quick Effect): You can detach 1 material from this card; this card gains 500 ATK, and if you do, monsters your opponent currently controls lose 500 ATK.

 

Kaappa Burial

Normal Spell

Send 1 "Kaappa" monster from your Deck to the GY; add 1 "Kaappa" monster from your Deck to your hand, but with a different name from the sent monster's name in the GY. You can only activate 1 "Kaappa Burial" per turn.

 

Kaappa Power Stream

Quick-Play Spell

Target 1 WATER Xyz Monster; attach this card to it as an Xyz Material. If that target battles this turn, it gains 1000 ATK during damage calculation only. You can only activate 1 "Kaappa Power Stream" per turn.

 

Kaappa!

Continuous Spell

When this card is activated: You can Special Summon 1 "Psychic Kaappa" from your hand, Deck, or GY. If you control a "Kaappa" Xyz monster, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy it. You can only use each effect of "Kaappa!" once per turn.



Next: Fire Kraken

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Fire Kraken Exploder

Level 4 | FIRE | Aqua | Effect

1400/1200

Once per turn, if a "Fire Kraken" monster you control battles an opponent's monster: You can destroy both that monster and the opponent's monster it is battling, then both players take 800 damage. 

 

Fire Kraken Reacher

Level 4 | FIRE | Aqua | Effect

1600/1500

Once per turn: You can add 1 "Fire Kraken" card from your Deck or GY to your hand, except "Fire Kraken Reacher".

 

Fire Kraken Spawner

Level 4 | FIRE | Aqua | Effect

1200/2100

Once per turn, if a "Fire Kraken" monster you control is destroyed by battle or a card effect: You can Special Summon 1 "Fire Kraken" monster from your hand or Deck with a different name. 

 

Fire Kraken Regenerator

Level 4 | FIRE | Aqua | Effect

1500/1800

Once per turn, if a "Fire Kraken" monster you control is destroyed by battle or a card effect: You can Special Summon 1 "Fire Kraken" monster from your hand or GY with a different name.  

 

Advent of the Fire Kraken

Normal Spell

Special Summon as many "Fire Kraken" monsters from your hand or Deck with different names as possible, then lose 800 LP for each monster Special Summoned by this effect. You can only activate 1 card with this card name per turn.

 


 

Firewall Dragon

 

(Uh yeah, technically it's a generic and it being connected to the "Paladins of Dragons" series doesn't mean anything.)

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Firewall Knight
LIGHT/Cyberse/Effect/Level 4/1700 ATK/1400 DEF
If this card is Normal or Special Summoned: You can discard 1 card, then target 1 Level 4 or lower monster in your GY; add it to your hand. You can only use this effect of "Firewall Knight" once per turn. If this card is sent to the GY as Link Material: Reduce the ATK of all linked monsters by 500.

Firewall Eagle
LIGHT/Cyberse/Effect/Level 3/1300 ATK/800 DEF
If this card is added to your hand, except by drawing it: You can Special Summon it from your hand. You can only use this effect of "Firewall Eagle" once per turn. If this card is sent to the GY as Link Material: Special Summon 1 "Firewall Egg Token" (Cyberse/LIGHT/Level 1/0 ATK/500 DEF) to your side of the field. "Firewall Egg Tokens" cannot be used as Link Materials, except for the Link Summon of a Cyberse monster.

Firewall Magician
LIGHT/Cyberse/Effect/Level 2/200 ATK/2000 DEF
If you control 2 or more monsters, including at least 1 "Firewall" monster, you can Special Summon this card from your hand. You can only Special Summon "Firewall Magician" once per turn this way. During your Main Phase: You can target 1 other Cyberse monster you control; return it to the hand, and if you do, Special Summon 1 Level 4 or lower "Firewall" monster from your Deck. You can only use this effect of "Firewall Magician" once per turn. If this card is sent to the GY as Link Material: You can send 1 Cyberse monster from your Deck to the GY.

Firewall Reactor
LIGHT/Cyberse/Effect/Level 1/100 ATK/100 DEF
If you control no monsters, you can Special Summon this card from your hand. If this card is Special Summoned by the effect of a "Firewall" monster: You can add 1 Level 4 or lower "Firewall" monster from your Deck or GY to your hand. You can only use this effect of "Firewall Reactor" once per turn. If this card is sent to the GY as Link Material: Inflict 500 points of damage to your opponent, and if you do, gain 500 LP.

Firewall Quetzal
LIGHT/Cyberse/Link/Effect/500 ATK/LINK-1
S
1 monster with a Level
If this card is Link Summoned: You can target 1 monster with a Level in your GY; add it to your hand. You can only use this effect of "Firewall Quetzal" once per turn. Once per turn (Quick Effect): You can Special Summon 1 "Firewall Egg Token" (Cyberse/LIGHT/Level 1/0 ATK/500 DEF) to a zone this card points to. "Firewall Egg Tokens" cannot be used as Link Materials, except for the Link Summon of a Cyberse monster. While this card is co-linked, it and the Link Monster it is co-linked with cannot be destroyed by battle, also you take no damage from battles involving this co-linked card and the Link Monster it is co-linked with.

Firewall Lindworm
LIGHT/Cyberse/Link/Effect/1000 ATK/LINK-2
N, E
2 monsters, including a monster with a Level
Once per turn: You can target up to 3 monsters with different Levels in your GY; shuffle them into your Deck, and if you do, until the end of this turn, this card gains 500 ATK for each card shuffled into the Deck by this effect. If this co-linked monster, or the Link Monster(s) this card is co-linked with, destroys a monster by battle: Draw 1 card.

Firewall Wyvern
LIGHT/Cyberse/Link/Effect/1500 ATK/LINK-2
N, W
2 monsters, including a monster with a Level
If this card is Link Summoned: You can target 1 Level 4 or lower monster in your GY that was used as a Link Material for a Link Summon this turn; Special Summon it to a zone this card points to, but it cannot be used as a Link Material, except for the Link Summon of a Cyberse monster. You can only use this effect of "Firewall Wyvern" once per turn. This card and any Link Monsters co-linked with this card gain 500 ATK for each Cyberse monster co-linked to them.

Firewall Bahamut
LIGHT/Cyberse/Link/Effect/2000 ATK/LINK-3
N, E, W
2+ monsters, including a monster with a Level
If this card is Link Summoned: You can target 1 LINK-2 or lower Link Monster in your GY; Special Summon it to a zone this card points to, but it cannot be used as a Link Material. You can only use this effect of "Firewall Bahamut" once per turn. Your opponent cannot activate cards or effects in response to the activation of the effects of this co-linked card and all Link Monsters co-linked to this card, also, while this card is co-linked, this card's effects and the effects of the Link Monsters co-linked with this card cannot be negated. Once per turn: You can target a number of cards on the field, up to the number of monsters this card points to; destroy them.

The Firewall
Spell/Field
When this card is activated: Add 1 "Firewall" card from your Deck to your hand. You can only activate this effect of "The Firewall" once per turn. If a monster is Link Summoned: Draw 1 card. This card must be face-up on the field to activate and to resolve this effect. You cannot Special Summon monsters from the Extra Deck, except Link Monsters. Your opponent cannot target co-linked "Firewall" monsters you control with card effects, also they cannot be destroyed by your opponent's card effects. If you control a face-up "Firewall Dragon", this card cannot be destroyed by your opponent's card effects.

Firewall Rebuke
Spell/Quick-Play
If you control a face-up "Firewall" card: Tribute 1 monster you control; negate the effects of all face-up monsters your opponent controls until the end of the turn, then banish any co-linked monsters your opponent controls. If there is a face-up "Firewall Dragon" on the field, your opponent cannot activate cards or effects in response to the activation of this card.

Firewall Nest
Trap/Continuous
Once per turn: You can Special Summon 1 "Firewall Egg Token" (Cyberse/LIGHT/Level 1/0 ATK/500 DEF) to your side of the field. "Firewall Egg Tokens" cannot be used as Link Materials, except for the Link Summon of a Cyberse monster. You can target 1 "Firewall" Link Monster you control; banish it, then Special Summon it to your side of the field. You can only activate this effect of "Firewall Gate" once per turn. During your Main Phase, except the turn this card is sent to the GY: You can banish this card and any number of monsters with different Levels from your GY; Special Summon "Firewall Egg Tokens", up to the number of monsters banished by this effect.

Next Card: Cyber Ogre (and Cyber Ogre 2, but there aren't any support cards for either).

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(they're technically cyber monsters but since they're their own little thing imma just go with it)

 

Cyber Ogre Gremlin

EARTH | Machine | Level 1 | Effect

You can discard this card, then target 1 Machine monster you control; it gains 500 ATK. If a "Cyber Ogre" monster is Special Summoned while this card is in the GY: You can Special Summon this card from your GY, but banish it when it leaves the field.

500/500

 

Cyber Ogre Prototype

EARTH | Machine | Level 3 | Effect

This card's name is treated as "Cyber Ogre" while on the field or in the GY. When a monster you control gains ATK: You can Special Summon this card from your hand.

1000/1200

 

Cyber Ogre Brute

EARTH | Machine | Level 4 | Effect

This card's name is treated as "Cyber Ogre" while on the field or in the GY. If this monster is Normal or Special Summoned: You can add 1 "Cyber Ogre" or "Byroad" card from your Deck to your hand.

1900/1200

 

Cyber Ogre Modified

EARTH | Machine | Level 5 | Effect

This card's name is treated as "Cyber Ogre" while on the field or in the GY. If you control no monsters, or if all monsters you control are "Cyber Ogre" monsters, you can Special Summon this card from your hand. During either player's Main Phase or Battle Phase: You can Tribute this card, then target 1 monster you control; it gains 1000 ATK until the end of its next battle.

2100/1600

 

Cyber Ogre Chief

EARTH | Machine | Level 5 | Effect

This card's name is treated as "Cyber Ogre" while on the field or in the GY. During either player's Battle Phase: You can discard this card; negate the next battle involving a "Cyber Ogre" monster you control, and if you do, all "Cyber Ogre" monsters you control gain 800 ATK until the end of their next battle.

2300/1200

 

Cyber Ogre 3

EARTH | Machine | Level 9 | Fusion | Effect

3x "Cyber Ogre" 

This card's name is treated as "Cyber Ogre" while on the field or in the GY. Must first be Fusion Summoned. When this card is Fusion Summoned: Target 1 "Cyber Ogre" monster you control; that monster gains 1500 ATK until the end of its next battle. If a "Cyber Ogre" monster you control attacks, it gains ATK equal to half the ATK of the attack target, also that monster cannot be destroyed by card effects until the end of the Battle Phase.

3300/2600

 

Byroad Workshop

Field Spell

All "Cyber Ogre" monsters you control gain 500 ATK and DEF. Once per turn, when a "Cyber Ogre" monster is Normal or Special Summoned: You can double that monster's ATK and DEF, but destroy it during the End Phase.

 

Byroad Revival

Normal Spell

Target 1 "Cyber Ogre" or "Cyber Ogre 2" in your GY; Special Summon that target.

 

Byroad Fusion

Normal Spell

Fusion Summon 1 "Cyber Ogre" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on that card from your field or GY.

 

Tearing up the Byroad

Quick-Play Spell

Target 1 "Cyber Ogre" or "Cyber Ogre 2" you control; that monster gains 800 ATK until the End Phase.

 

Byroad Shield

Continuous Trap

Each "Cyber Ogre" monster you control can only be attacked once per turn.

 

Byroad Threat

Continuous Trap

When this card is activated: Special Summon 1 "Cyber Ogre" monster from your Deck. During either player's Battle Phase: You can target 2 "Cyber Ogre" monsters you control; Tribute the first target, and if you do, the second target gains ATK equal to that monster's ATK, until the end of the Battle Phase.

 

next: Beast King Barbaros

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Beast King Beleth

EARTH | Beast-Warrior | Level 8 | Effect

You can Normal Summon/Set this card without Tributing, but its original ATK becomes 1600. If this card inflicts battle damage to your opponent: add 1 "Beast King" monster from your Deck to your hand.

2600/1300

 

Beast King Phenex

EARTH | Winged Beast | Level 8 | Effect

You can Normal Summon/Set this card without Tributing. If you do, during the End Phase: Send it to the GY. If your "Beast King" monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.

2800/1400

 

Beast King Eligos

EARTH | Beast | Level 8 | Effect

You can Special Summon this card from your hand by Tributing 1 Normal Summoned "Beast King" Monster you control. If you do, its original ATK becomes 1400. When a "Beast King" monster you control destroys a monster by battle: Draw 1 card.

2500/2000

 

Beast King Grimoire

Continuous Spell

Once per turn: You can target 1 "Beast King" monster you control; until the end of this turn, its effects are negated, but it gains 500 ATK.

 

 

Solar Flare Dragon

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Radioactive Inferno

Field Spell

Once per turn: You can discard 1 card; Special Summon 1 "Solar Flare Token" (Pyro/FIRE/Level 4/ATK 2000/DEF 500). These Tokens cannot be used as a material for an Extra Deck Summon, except for the Special Summon of a Pyro monster. Each time your opponent destroys Pyro monster you control; inflict 300 damage to your opponent. If your opponent takes damage by a Pyro monster's effect: You can target 1 Pyro monster you control; that target gains ATK equal to the damage your opponent took.

 

Solar Flare Chemist

FIRE | Pyro | Level 3 | Effect
You can discard this card; add 1 "Radioactive Inferno" from your Deck to your hand. If your opponent takes damage by a Pyro monster's effect: You can Special Summon this card from your GY in Defense Position. You can only use this effect of "Solar Flare Chemist" once per turn.
ATK 500/ DEF 2000
 
Solar Flare Executor
FIRE | Pyro | Level 4 | Effect
If this card is Normal or Special Summoned: You can add 1 "Solar Flare" monster from your Deck to your hand, except "Solar Flare Executor". You can Normal Summon 1 Pyro monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If your opponent takes damage by a Pyro monster's effect: You can send 1 card from your opponent's field or hand to the GY. (The card in the hand is chosen at random.)
ATK 1900/ DEF 600
 
Solar Flare Diablen
FIRE | Pyro | Level 6 | Effect
You can Special Summoned this card (from your hand) by Tributing 1 Pyro monster you control. Cannot be destroyed by card effects while you control another Pyro monster. If you control Pyro monsters, and no other monsters, each time your opponent activates a card or effect, inflict 300 damage to your opponent immediately after it resolves. If your opponent takes damage by a Pyro monster's effect: You can add this card from your GY to your hand.
ATK 2500/ DEF 0
 
Solar Flare Wyrmlord
FIRE | Pyro | LINK - 3
+2 FIRE monsters
This Link Summoned card cannot be Tributed, also it cannot be targeted with card effects. When this card is Link Summoned: You can Special Summon 1 "Solar Fire" monster from your Deck. You can only use this effect of "Solar Flare Wyrmlord" once per turn. FIRE monsters this card points to cannot be destroyed by battle or card effects. Once per turn, if your opponent takes damage by a Pyro monster's effect: You can draw 1 card.
ATK 2500
 
Searing Radiance
Normal Spell
Special Summon 1 Pyro monster from your hand or GY, and if you do, it gains 400 ATK and cannot be targeted by card effects.
 
Next: Doomcaliber Knight
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Radioactive Inferno

Field Spell

Once per turn: You can discard 1 card; Special Summon 1 "Solar Flare Token" (Pyro/FIRE/Level 4/ATK 2000/DEF 500). These Tokens cannot be used as a material for an Extra Deck Summon, except for the Special Summon of a Pyro monster. Each time your opponent destroys Pyro monster you control; inflict 300 damage to your opponent. If your opponent takes damage by a Pyro monster's effect: You can target 1 Pyro monster you control; that target gains ATK equal to the damage your opponent took.

 

Solar Flare Chemist

FIRE | Pyro | Level 3 | Effect
You can discard this card; add 1 "Radioactive Inferno" from your Deck to your hand. If your opponent takes damage by a Pyro monster's effect: You can Special Summon this card from your GY in Defense Position. You can only use this effect of "Solar Flare Chemist" once per turn.
ATK 500/ DEF 2000
 
Solar Flare Executor
FIRE | Pyro | Level 4 | Effect
If this card is Normal or Special Summoned: You can add 1 "Solar Flare" monster from your Deck to your hand, except "Solar Flare Executor". You can Normal Summon 1 Pyro monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If your opponent takes damage by a Pyro monster's effect: You can send 1 card from your opponent's field or hand to the GY. (The card in the hand is chosen at random.)
ATK 1900/ DEF 600
 
Solar Flare Diablen
FIRE | Pyro | Level 6 | Effect
You can Special Summoned this card (from your hand) by Tributing 1 Pyro monster you control. Cannot be destroyed by card effects while you control another Pyro monster. If you control Pyro monsters, and no other monsters, each time your opponent activates a card or effect, inflict 300 damage to your opponent immediately after it resolves. If your opponent takes damage by a Pyro monster's effect: You can add this card from your GY to your hand.
ATK 2500/ DEF 0
 
Solar Flare Wyrmlord
FIRE | Pyro | LINK - 3
+2 FIRE monsters
This Link Summoned card cannot be Tributed, also it cannot be targeted with card effects. When this card is Link Summoned: You can Special Summon 1 "Solar Fire" monster from your Deck. You can only use this effect of "Solar Flare Wyrmlord" once per turn. FIRE monsters this card points to cannot be destroyed by battle or card effects. Once per turn, if your opponent takes damage by a Pyro monster's effect: You can draw 1 card.
ATK 2500
 
Searing Radiance
Normal Spell
Special Summon 1 Pyro monster from your hand or GY, and if you do, it gains 400 ATK and cannot be targeted by card effects.
 
Next: Abaki

 

Oh a fresh user, "welcome to our swamp".

For the next card, Abaki is already chosen, pick something else. To edit a thread, click on "edit" button on the bottom of your thread. 

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Doomcaliber Executor

DARK | Fiend / Effect
Level 4 |  ATK 1800 / DEF 1900

Cannot be Special Summoned. If a Trap effect is activated (Quick Effect): Tribute this face-up card; negate the activation, and if you do, destroy that card.

 

Doomcaliber Magician

DARK | Fiend / Effect
Level 4 |  ATK 1700 / DEF 2000

Cannot be Special Summoned. If a Spell effect is activated (Quick Effect): Tribute this face-up card; negate the activation, and if you do, destroy that card.

 

Doomcaliber Ferryman 

DARK | Fiend / Effect
Level 4 |  ATK 1500 / DEF 2200

Cannot be Special Summoned. When a monster(s) would be Summoned (Quick Effect): Tribute this face-up card; negate the Summon, and if you do, destroy that card(s).

 

Doomcaliber Dragoness of Macabre  

DARK | Fiend / Effect
Level 8 |  ATK 2700 / DEF 1000
Cannot be Tributed and is unaffected by the effects of monsters with 2700 or less ATK. If a Fiend monster(s) is Tributed (except during the Damage Step) to negate the Summon or effect activation of an opponent's card: You can Special Summon this card from the GY (if it was there when you Tributed) or hand (even if not). Once per turn (Quick Effect): You can target 1 card your opponent controls; banish 1 "Doomcaliber" monster from your GY that lists type of that card (Monster, Spell, or Trap) in its text, and if you do, destroy that target.
 
Doom Arrival
Continuous Spell
When this card is activated: You can add 1 "Doomcaliber" monster from your Deck to your hand. "Doomcaliber" monsters' effects can also be activated from your hand.
 
Piteous Laments
Continuous Spell
If a "Doomcaliber" monster is Tributed: You can add 1 "Doomcaliber" with a different name from your Deck or GY to your hand, and if you do, immediately after this effect resolves, Normal Summon 1 Fiend monster.

Next: Metal Armored Bug
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Let's just make "Metal Armored" as its own archetype (one member per Type for most part, but I'm not doing all of them for obvious reasons.)

 

Metal Armored Kraken

Level 4 | WATER | Aqua | Effect

1400/2000

Gains 100 ATK for each "Metal Armored" monster you control. Once per turn: You can target 1 "Metal Armored" monster you control; this turn, it can attack all monsters your opponent controls once each, but other monsters you control cannot declare an attack. 

 

Metal Armored Stallion

Level 5 | EARTH | Beast | Effect

2100/1400

If you control another "Metal Armored" monster, you can Special Summon this card from your hand. You can only Special Summon "Metal Armored Stallion" once per turn this way. Once per turn, if a "Metal Armored" monster you control destroys an opponent's monster by battle: You can target 1 card your opponent controls; destroy it. 

 

Metal Armored Storm Rabbit

Level 4 | WIND | Beast-Warrior | Effect

1700/1200

Monsters your opponent controls lose 200 ATK/DEF for each "Metal Armored" monster you control. Once per turn: You can add 1 "Metal Armored" card from your Deck or GY to your hand. 

 

Metal Armored Rex

Level 7 | EARTH | Dinosaur | Effect

2700/2000

If a "Metal Armored" monster you control attacks a Defense Position monster, inflict doubled piercing battle damage to your opponent. If this card is destroyed and sent to the GY: Destroy 1 card your opponent controls.

 

Metal Armored Draco

Level 6 | FIRE | Dragon | Effect

2400/1000

Once per turn: You can discard 1 "Metal Armored" card; change all monsters your opponent controls to face-down Defense Position. If a "Metal Armored" monster you control destroys an opponent's monster by battle, inflict 300 damage to your opponent.

 

Metal Armored Pixie

Level 3 | LIGHT | Fairy | Effect

300/2100

Once per turn: You can Special Summon 1 "Metal Armored" monster from your hand or GY, except "Metal Armored Pixie". If another "Metal Armored" monster(s) you control would be destroyed: You can destroy this card instead. 

 

Metal Armored Android

Level 5 | LIGHT | Psychic | Effect

1300/2500

Once per turn: You can activate 1 of these effects. 

● Target 3 "Metal Armored" cards in your GY; shuffle all 3 into the Deck, then draw 2 cards.

● Shuffle 1 "Metal Armored" card from your hand into the Deck, then draw 1 card. 

 

Metal Armored Wizard

Level 4 | DARK | Spellcaster | Effect

1600/1600

Once per turn (Quick Effect), if a card or effect is activated: You can discard 1 "Metal Armored" card; negate that card or effect, and if you do, destroy it. 

 

Metal Armored Planet

Field Spell

"Metal Armored" monster you control gain 300 ATK/DEF, also they cannot be targeted or destroyed by an opponent's effects. Level 5 or higher "Metal Armored" monsters you Normal Summon can be Summoned without Tributing. 

 


 

Still needs more Level 4 and under without relying on Planet / Pixie to make it easier to summon big bosses. Aesthetically, just imagine different types wearing steel armor or something. 

 


 

Judgment the Seraphic Dragon

 

(Or if this is still a Lightsworn card even though it isn't, go make Doppelwarrior an archetype)

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Lyla, the Seraphic Sorceress

★★★★

LIGHT

Dragon/Effect

ATK 1700

DEF 200

You can target 1 "Seraphic" Tuner in your GY; this card's battle position cannot be changed until the end of your next turn, also change this card you control from face-up Attack Position to face-up Defense Position, and if you do, Special Summon that target. You can only use this effect of "Lyla, the Seraphic Sorceress" once per turn.

 

Raiden, Hand of the Seraphic

★★★★

LIGHT

Dragon/Tuner/Effect

ATK 1700

DEF 1000

If this card is Normal or Special Summoned: You can add 1 "Seraphic" card from your Deck to your hand, except "Raiden, Hand of the Seraphic". You can only use this effect of "Raiden, Hand of the Seraphic" once per turn.

 

Ryko, Seraphic Hunter

★★

LIGHT

Dragon/Tuner/Effect

ATK 200

DEF 100

If this card is Normal Summoned: You can send 1 LIGHT Dragon Tuner from your hand or Deck to the GY; Special Summon 1 "Seraphic" monster from your Deck, except "Ryko, Seraphic Hunter".

 

Shire, Seraphic Spirit

★★

LIGHT

Dragon/Tuner/Effect

ATK 400

DEF 1400

If this card is sent from your Deck to the GY: Special Summon it. If this card is Normal or Special Summoned: You can send 1 LIGHT Dragon Tuner from your hand or Deck to the GY; add 1 "Seraphic" card from your Deck to your hand, except "Shire, Seraphic Spirit". You can only use each effect of "Shire, Seraphic Spirit" once per turn.

 

Rinyan, Seraphic Rogue

★★

LIGHT

Dragon/Tuner/Effect

ATK 100

DEF 100

If this card is Normal Summoned: You can send 1 LIGHT Dragon Tuner from your hand or Deck to the GY; Special Summon 1 "Seraphic" monster from your hand, except "Rinyan, Seraphic Rogue".

 

Ehren, Seraphic Monk

★★★★

LIGHT

Dragon/Effect

ATK 1600

DEF 1000

If this card is Normal or Special Summoned: You can send 1 "Seraphic" monster from your Deck to the GY, except "Ehren, Seraphic Monk". If this card is sent from your hand or Deck to the GY: You can discard 1 "Seraphic" card, and if you do, draw 1 card. You can only use each effect of "Ehren, Seraphic Monk" once per turn.

 

Garoth, Seraphic Warrior

★★★★

LIGHT

Dragon/Effect

ATK 1850

DEF 1300

If this card is Normal or Special Summoned: You can discard 1 "Seraphic" card, and if you do, draw 1 card. If this card is sent from your hand or Deck to the GY: You can Special Summon 1 "Seraphic" Tuner from your Deck. You can only use each effect of "Garoth, Seraphic Warrior" once per turn.

 

Jain, Seraphic Paladin

★★★★

LIGHT

Dragon/Effect

ATK 1800

DEF 1200

If this card is Normal or Special Summoned: You can send 1 "Seraphic" monster from your Deck to the GY, except "Jain, Seraphic Paladin". If this card is sent from your hand or Deck to the GY: You can Special Summon 1 "Seraphic" Tuner from your GY. You can only use each effect of "Jain, Seraphic Paladin" once per turn.

 

Gragonith, the Seraphic Serpent

★★★★★★

LIGHT

Dragon/Synchro/Effect

ATK 2000

DEF 1600

1 Tuner + 1+ non-Tuner monsters

For this card's Synchro Summon, all materials must have the same Type. Once per turn, if this card was Synchro Summoned and you have 3 or more Dragon monsters in your GY: You can pay 1000 LP; banish 1 monster your opponent controls.

 

Seraphic Judgment

Normal Trap

Place this card on top of the Deck. If this card is banished by the effect of "Judgment, the Seraphic Dragon": You can target 3 of your banished "Seraphic" cards, except "Seraphic Judgment"; return them to your GY. You can only use this effect of "Seraphic Judgment" once per turn.

 

I thiiiink I got it right. It's the first time joining this topic, so correct me if I am wrong.

 

N/C: Jellyfish.

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