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Hungry Burger Waiter

Level 4 | DARK | Warrior | Effect

1400/1200

When this card is Normal or Special Summoned: You can add 1 "Hungry Burger" card from your Deck to your hand. If you would Ritual Summon a "Hungry Burger" monster, you can treat this card as the entire Tribute. 

 

Hungry Burger Chef

Level 4 | DARK | Warrior | Effect

1600/800

When this card is Normal or Special Summoned: You can Special Summon 1 "Hungry Burger" monster from your hand, except "Hungry Burger Chef". If you would Ritual Summon a "Hungry Burger" monster, you can treat this card as the entire Tribute. 

 

Hungry Burger Farmer

Level 4 | DARK | Warrior | Effect

1200/2000

When this card is Normal or Special Summoned: You can Special Summon 1 "Hungry Burger" monster from your Deck. If you would Ritual Summon a "Hungry Burger" monster, you can treat this card as the entire Tribute. 

 

Reinvented Hungry Burger 

Level 6 | DARK | Warrior | Ritual | Effect

2000/1850

You can Ritual Summon this card with any "Hamburger" Ritual Spell Card. Once per turn, if this card battles an opponent's monster: You can destroy that monster. If this Ritual Summoned card leaves the field: You can Special Summon 1 Level 4 or lower 'Hungry Burger" monster from your hand or GY.

 

Deluxe Hungry Burger

Level 8 | DARK | Warrior | Ritual | Effect

2800/2150

You can Ritual Summon this card with any "Hamburger" Ritual Spell Card. Once per turn, if this card battles an opponent's monster: You can banish that monster. Cards or effects cannot be activated in response to this effect's activation. If this Ritual Summoned card leaves the field: You can Special Summon up to 2 Level 4 or lower 'Hungry Burger" monsters from your hand or GY. 

 

Reinvented Hamburger Recipe

Ritual Spell

This card can be used to Ritual Summon any "Hungry Burger" Ritual Monster. You must also offer monsters you control or in your hand as Tribute whose total Levels equal or exceed the Level of the monster you are Ritual Summoning. If this card is used to Ritual Summon "Reinvented Hungry Burger" or "Deluxe Hungry Burger", you can draw 1 card. 

 

Hungry Burger Restaurant - Hànbǎowáng

Field Spell

"Hungry Burger" monsters gain 500 ATK/DEF. Once per turn: You can reveal 1 "Hungry Burger" Ritual Monster in your hand; send monsters from your hand or field to the GY whose total Levels equal or exceed that monster's Level, then Ritual Summon that monster. Once per turn, "Hungry Burger" Ritual Monsters you control cannot be destroyed by an opponent's card effects. 

 

(P.S. Hanbaowang is literally Mandarin Chinese for "Burger King", so...yay for ripping off the name of a known burger restaurant for this.)

 


 

Side note about the previous one: I really don't see any lore connection between Saffira/Sauravis and Skull Guardian (former two technically are related, but not latter). Just saying, but it does what it was supposed to, so...¯\_(ツ)_/¯

 


 

N/C: Firewing Pegasus

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Firewing Warrior Lady

FIRE | Warrior / Effect

Level 4 | 1800 / 1250

When this card is Normal Summoned: You can equip it with 1 "Fire Pegasus" from your hand, field, or GY. If this card you control would be destroyed: You can destroy 1 card equipped to it instead. You can only use this effect of "Firewing Warrior Lady" once per turn.

 

Firewing Acolyte

FIRE | Spellcaster / Effect

Level 3 | 1050 / 2000

Cannot be destroyed by battle. When this card is Normal Summoned or flipped face-up: You can discard 1 card; add 1 "Sacred Flame Sanctus" from your Deck to your hand. If this face-up card you control is destroyed by an opponent's card effect: You take no damage for the rest of the turn, also draw 1 card.

 

Firewing Recruiter

FIRE | Spellcaster / Effect

Level 1 | 500 / 300

When a FIRE monster is Normal Summoned: You can reveal this card in your hand; activate 1 "Sacred Flame in the Sky" from your Deck. You can banish this card from your GY, then target 1 face-up FIRE Warrior monster you control; equip 1 "Firewing Pegasus" from your hand or GY to that target.

 

Firewing Baby Pegasus

FIRE | Spellcaster / Effect

Level 1 | 250 / 800

You can banish this card from your GY; activate 1 of these effects. You can only use this effect of "Firewing Baby Pegasus" once per turn.

● Equip 1 "Firewing Pegasus" from your hand or GY to 1 face-up FIRE Warrior monster you control.

● Special Summon 1 "Firewing Pegasus" from your GY.

 

Firewing Guardian Valkyrie

Fire | Fairy / Fusion / Effect

Level 8 | 2500 / 1800

"Firewing Warrior Lady" + "Firewing Pegasus"

Must first be Special Summoned (from the Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymarization".) Cannot be destroyed by card effects. Once per turn: You can discard 1 card, then target 1 FIRE Warrior monster in your GY; add that target to your hand, also, this card gains the following effect.

● This turn: You can activate this effect; Normal Summon 1 Warrior monster.
 
Sacred Flame Sanctus
Continuous Spell
When this card is activated: You can add 1 "Firewing Warrior Lady" from your Deck to your hand, and if you do, you can Tribute 1 FIRE monster in your hand or field; Normal Summon "Firewing Warrior Lady". If you control a face-up "Firewing Pegasus", this card and the card in your Field Zone cannot be destroyed by card effects. FIRE Warrior monsters you control cannot be targeted by your opponent card effects, also if they destroy a monster by battle: You can draw 1 card.
 
Sacred Flame in the Sky
Field Spell
When this card is activated: You can send 1 "Firewing Pegasus" from the Deck to your GY. A monster equipped with "Firewing Pegasus" gains the following effects.
● Gains 500 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.
 
Next: My personal favorite "Barox"
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Citadel of Dark Illusions
Field Spell

This card name also treated as "Castle of Dark Illusions" while on the field. Once per turn: add 1 "Dark Illusions" card from your Deck to your hand. DARK Monster whose its original ATK and/or DEF has number (Exclusively) between 100 and 0 gain 600 ATK and DEF. If this card would be destroyed or banished by opponent card effect: You can Shuffle 1 Banished "Castle of Dark Illusions", Instead.

Barox , General of Dark Illusions
DARK / Level 5 / Fiend / Effect

Cannot be Special Summoned except by the effect of "Dark Illusions" card. You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand or Extra Deck. Special Summon this card from your hand. if you would Special Summon "Dark Illusions" Monster using its own effect you can also Banish appropriate Monster from your Extra Deck. DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 can inflict Piercing Damage also the amount of Damage is doubled while you control "Castle of Dark Illusions"

ATK 1380 / DEF 1530

Yaminakai , Fiendlord of Dark Illusions
DARK / Level 5 / Fiend / Effect

Cannot be Special Summoned except by the effect of "Dark Illusions" card. You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand, Special Summon this card from your hand. If you control "Castle of Dark Illusions", Zombie Monster in your possession is also treated as Fiend. (Quick Effect): You can Set 1 "Dark Illusions" Spell/Trap card from Deck. You can only use this effect of "Yaminakai , Fiendlord of Dark Illusions" once per turn

ATK 2000 / DEF 1530

Pumpking , Ghostlord of Dark Illusions
DARK / Level 5 / Zombie / Effect

Cannot be Special Summoned except by the effect of "Dark Illusions" card.You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand, Special Summon this card from your hand. If you control "Castle of Dark Illusions", Fiend Monster in your possession is also treated as Zombie. "Dark Illusion" can Special Summon using its own effect from your GY.

ATK 1800 / DEF 2010

Reapers of Dark Illusions
DARK / Level 5 / Fiend / Effect

Cannot be Special Summoned except by the effect of "Dark Illusions" card. You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand or Deck. Special Summon this card from your hand. if you would Special Summon "Dark Illusions" Monster using its own effect you can also Banish appropriate Monster from your Deck. Once per turn (Quick effect) You can Negate activation of opponent Spell/Trap card and if you do Banish it face-down. Your opponent cannot respond to this effect while you control "Castle of Dark Illusion"

ATK 1380 / DEF 1930

Chimeras of Dark Illusions
DARK / Level 5 / Fiend / Effect

Cannot be Special Summoned except by the effect of "Dark Illusions" card. You can Banish 1 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 from your hand or GY. Special Summon this card from your hand. if you would Special Summon "Dark Illusions" Monster using its own effect you can also Banish appropriate Monster from your GY. If this card Destroy an Effect Monster by battle: all DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0 gain the effects of the destroyed monster.

ATK 1610 / DEF 1460

Delights of Dark Illusions
Normal Spell Spell

Discard up to 2 DARK Monster whose original ATK and/or DEF has number (Exclusively) Between 100 and 0, Draw cards equal to number of Normal Monster Discarded +2. You can only activate "Delights of Dark illusions" once per turn

Deception of Dark Illusions
Counter Trap

When you opponent activate effect of a card that originally a Monster card while you control "Castle of Dark illusion": Change the effect into "Shuffle up to 4 of your opponent Banished Monster other than their "Castle of Dark Illusions" to his/her Deck". if that effect only Shuffled 2 or less cards after this effect resolved. apply 1 or more of the following effect in following sequence.
● Shuffle 2 or less: Set this card
● Shuffle 1: This can be activated during the turn this card Set.

Next: http://yugioh.wikia.com/wiki/Eldeen

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Because Eldeen is a card without any real characteristics in her name, I'm going to bend the rules a little bit and make an Archetype that she isn't in but supports her.

 

Eldeemus

LIGHT / Spellcaster / level 3 / 950 ATK / 800 DEF

This monster used to have a powerful wand and a great apprentice, but one day they both went missing.

 

Eldiara

Xyz / LIGHT / Spellcaster / Effect / Rank 3 / 950 ATK / 2100 DEF

2 Spellcaster-type monsters

Once per turn: You can detach 1 Xyz Material from this card; add 1 "Powerfull Spell" card from your deck to your hand. Once per turn: You can shuffle up to 2 Spellcaster-type monsters from your GY into your deck.

 

Powerfull Spell of Appearance

Quick Play Spell

Special Summon 1 Spellcaster-type monster with 950 ATK from your hand, deck or GY, and if you do, deal 500 damage to your opponent.

 

Powerfull Spell of Destruction

Quick Play Spell

You can only activate this card while you control a Spellcaster-type monster with 950 ATK. Target 2 cards on the field; destroy those cards, then, deal 500 damage to your opponent.

 

Powerfull Spell of Protection

Continuous Spell

Spellcaster-type monsters with 950 ATK cannot be destroyed by battle or your opponent's card's effects. You can discard 1 "Powerfull Spell" card, from your hand; Special Summon 1 Spellcaster-type monster with 950 ATK, from your deck. If an "Eldeen" you control is sent to the GY: You can Special Summon 1 "Eldeen" from your deck.

 

Powerfull Spell of Might

Equip Spell

Equip only to a Spellcaster-type monster with 950 ATK. A monster equiped with this card can attack your opponent directly and gains 1500 ATK. If a monster equiped with this card would leave the field: You can send the top card of your deck to the GY; if it is a Normal monster or "Powerfull Spell" card, the equiped monster is not destroyed.

 

Powerfull Spell of Light

Normal Spell

Activate only if you control a Spellcaster-type monster with 950 ATK. Negate the effects of all monsters in either player's hands, on the field and in either player's GY until the Standby Phase of your next turn. You can banish this card from your GY, except during the turn it was sent there and tribute 1 "Eldeen" you control; deal 2000 damage to your opponent.

 

Next card: Magician of Faith

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Warrior of Faith

LIGHT | Warrior | Level 1 | Flip | Effect

FLIP: Add 1 monster from your GY to your hand.

400/300

 

Avatar of Faith

LIGHT | Fairy | Level 1 | Flip | Effect

FLIP: Add 1 "Faith" card from your Deck to your hand.

300/400

 

Angel of Faith, Gabriel

LIGHT | Fairy | Level 10 | Flip | Effect

FLIP: Target 3 Level 4 or lower Flip monsters in your GY; Special Summon them in face-down Defense Position.

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) in face-down Defense Position by banishing 1 Flip Monster you control. Face-down cards cannot be destroyed by card effects.

3000/3400

 

Light of Faith

Normal Spell

Target 1 Flip Monster in your GY; Special Summon that target in face-down Defense Position.

 

Faithful Reward

Normal Trap

Discard 1 Flip Monster; draw 2 cards.

 

next: Blast Sphere

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Magical Blast Sphere

FIRE/Machine-Type Effect Monster/Level 4/1700 ATK/1400 DEF

Lore: If this card is Normal Summoned; You can Special Summon 1 "Blast" Machine monster from your Deck whose ATK is equal to or less than the number of "Blast" Machine monsters in your Monster Zones x700 in Attack Position or face-down Defense Position, and if you do, inflict 700 damage to your opponent for each "Blast" monster in the Spell & Trap Zones that you own. If this face-down Defense Position card is attacked by an opponent's monster, before damage calculation; Equip this card to the attacking monster, and if you do, that equipped monster has its effects negated. Then, during your next Standby Phase: Destroy the monster this card is equipped to.

 

Sky Blast Sphere

DARK/Machine-Type Effect Monster/Level 4/800 ATK/1100 DEF

Lore: (Quick Effect): You can discard this card; apply 1 or both of these effects and resolve in sequence. You can only use this effect of "Sky Blast Sphere" once per turn. 

* Special Summon 1 "Blast Token" (Pyro/DARK/Level 4/0 ATK/1400 DEF), and if you do, it gains ATK equal to the highest ATK among the monsters on the field equipped with a monster(s) (if any).

* Change the battle position of 1 face-up "Blast" Machine monster you control and 1 other monster on the field to face-down Defense Position.

If this face-down Defense Position card is attacked by an opponent's monster, before damage calculation; Equip this card to the attacking monster, and if you do, inflict damage to your opponent equal to the number of monsters currently on the field x300. Then, during your next Standby Phase: Destroy the monster this card is equipped to.

 

Asmodic Blast Sphere

FIRE/Machine-Type Effect Monster/Level 3/300 ATK/1000 DEF

Lore: If your opponent takes damage from a monster effect, while this card is in your GY: You can banish 1 "Blast" Machine monster from your Deck; Special Summon this card in face-up or face-down Defense Position. If this face-down Defense Position card is attacked by an opponent's monster, before damage calculation; Equip this card to that opponent's monster, and that monster cannot attack while it is equipped with this card. Then, during the next Standby Phase: Destroy the monster this card is equipped to. You can only Summon "Asmodic Blast Sphere(s)" once per turn.

 

Juggling Blast Sphere

FIRE/Machine-Type Effect Monster/Level 3/900 ATK/800 DEF

Lore: You can reveal this card in your hand, then target 1 "Blast" Machine monster you control; equip 1 "Blast" Machine monster from your Deck with a different name from that target and this card to a monster on the field that it can equip to, and it is treated as if it were equipped by its own effect, also Special Summon this card from your hand. When you do: You can activate 1 "Blast Shelter" from your Deck. If this face-down Defense Position card is attacked by an opponent's monster, before damage calculation; Equip this card to that opponent's monster. Then, during the next Standby Phase: Destroy the monster this card is equipped to, and if you do, you can destroy up to 2 Spell/Trap Cards on the field. You can only Summon "Juggling Blast Sphere(s)" once per turn.

 

Blast Shelter

Continuous Spell Card

Lore: When this card is activated: You can add 1 "Blast" Spell/Trap from your Deck to your hand, except "Blast Shelter". All "Blast" Machine monsters you control gain 500 ATK. If exactly 1 monster is Normal or Special Summoned from the hand: You can equip it with 1 "Blast" Machine monster from your hand that can equip to it, and if you do, it is treated as if it were equipped by its own effect, also that monster(s) cannot be Tributed or be used as material for a Summon this turn. You can only use this effect of "Blast Shelter" once per turn.

 

 

Blasted Fusion

Normal Trap Card

Lore: When you control a "Blast" Machine monster: Special Summon 1 "Blast Token" (Pyro/DARK/Level 4/0 ATK/1400 DEF), and if you do, you can Fusion Summon 1 Fusion Monster from your Extra Deck, using "Blast" monsters you control and monsters in your hand as Fusion Materials. If you control "Blast Shelter", you can activate this card from your hand. You can banish this card from your GY;  all monsters your opponent currently controls with "Blast" Machine monsters equipped to them lose 1000 ATK. You can only activate 1 "Blasted Fusion" per turn. 

 

 

No Custom Fusions because come on, the Fusion Monster synergy with Blasted Fusion literally writes itself in anyways.

 

Anyways, next card-to-arch. suggestion....

 

Dreadscythe Harvester

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Dreadscythe Egg

WIND | Insect | Level 1 | Effect

(Quick Effect) You can Tribute 1 Insect monster you control; Special Summon 1 "Dreadscythe" monster from your Deck. If this card is Tributed, except by its own effect: You can draw 1 card.

 

Dreadscythe Mantis

WIND | Insect | Level 3 | Effect

If this card is Tributed to activate the effect of a "Dreadscythe" monster: You can Special Summon this card from your GY. You can only activate this effect once per turn.

1500/1500

 

Dreadscythe Worker

WIND | Insect | Level 4 | Effect

Once per turn: You can Tribute 1 monster you control, then draw 1 card. If this card is Tributed, except by its own effect: All "Dreadscythe" monsters you control gain 1000 ATK.

1000/2000

 

Dreadscythe Soldier

WIND | Insect | Level 5 | Effect

If you control no monsters, or if all monsters you control are "Dreadscythe" monsters, you can Special Summon this card (from your hand). (Quick Effect) You can Tribute 1 Insect monster you control, then destroy 1 card your opponent controls.

2300/2200

 

Dreadscythe Reaper

WIND | Insect | Level 8 | Effect

You can Special Summon this card (from your hand) by Tributing 1 "Dreadscythe" monster you control. You can Tribute 2 Insect monsters you control; draw 2 cards. When this card is destroyed, you can Special Summon 1 Level 5 or lower "Dreadscythe" monster from your GY. You can only use each effect of "Dreadscythe Reaper" once per turn.

2500/1600

 

Dread Calling

Normal Spell

Tribute 1 monster you control; add 1 "Dreadscythe" monster from your Deck to your hand.

 

Dread Reaping

Quick-Play Spell

Special Summon 1 Level 5 or higher Insect monster from your hand or GY.

 

Nest of Dread

Field Spell

When this card is activated, you can Special Summon 1 "Dreadscythe" monster from your hand. Once per turn, when a monster on the field is Tributed: You can Special Summon 1 monster with the same Attribute, but a different name, from your Deck.

 

Order of the Harvest

Counter Trap

When your opponent activates a Spell/Trap card, or the effect of a Spell/Trap card: Tribute 1 Insect monster you control; negate the activation, and if you do, destroy it.

 

------

i'm a big sucker for tribute stuff

------

 

next: Share the Pain

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http://yugioh.wikia.com/wiki/Share_the_Pain

痛み分け (Itamiwake)

 

Well, because the Japanese name doesn't offer much (and Jisho.org is kinda bleh at finding a common thing to work with), this will just be a series of sorts that makes the opponent do same action.

 

====

Share the Sorrow

Normal Spell

Destroy 1 card you control; your opponent destroys 1 card they control.

 

Share the Suffering

Normal Spell

Banish the top 5 cards of your Deck, face-down; your opponent banishes the top 5 cards of their Deck, face-down.

 

Share the Drama

Normal Spell

Lose 1000 LP; your opponent loses 1000 LP.

 

Share the Riches

Normal Spell

Draw 3 cards; your opponent draws 3 cards.

 

(Yes, this is effectively Spellbook Inside the Pot, but slightly different in application because you still gotta draw first, not simultaneously)

 

Share the Revival

Normal Spell

Special Summon 1 monster with 2000 or less ATK from your GY; your opponent Special Summons 1 monster with 2000 or less ATK from their GY. Negate the effects of monsters Special Summoned by this effect.

 


 

Not exactly great, but considering it is a series (and the Japanese name doesn't lend itself to an archetype thing well), yeah.

 


 

Negate Attack

 

http://yugioh.wikia.com/wiki/Negate_Attack

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Royal Trap Setter

DARK / level 3 / Spellcaster / Effect / 1300 ATK / 600 DEF

If this card is normal summoned: Add 1 "Negate" card from your deck to your hand.

 

Negater

DARK / level 4 / Warrior / Effect / 1900 ATK / 0 DEF

Once per turn: You can banish 1 "Negate" card from your GY; Set 1 "Negate" Trap card from your deck. If a "Negate" Trap card is activated: This card gains 300 ATK.

 

Negate Effect

Counter Trap

If your opponent activates a monster's effect: You can target that monster; negate the activation, and if you do, destroy that card.

 

Negate Summon

Counter Trap

If a monster is special summoned: You can target that monster; negate its summon, and if you do, destroy that card.

 

Negate Destruction

Counter

If an effect would be activated that would destroy (a) card(s): You can banish 1 "Negate" card from your hand or GY; Negate the activation, and if you do, banish that card.

 

Next cardyboi (a.k.a. card): Lonefire Blossom

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That's akin to making support for ROTA :v

 

Lonefire Root

FIRE/Plant/Effect

Level 3

1400/500

Once per turn: You can Tribute 1 face-up Plant monster; Send 1 Plant monster from your Deck to the GY.

 

Lonefire Seed

FIRE/Plant/Tuner/Effect

Level 1

150/500

If you Special Summon a Plant monster: You can Special Summon this card from your hand or GY. If this card is Tributed: You can Special Summon 1 "Lonefire" monster from your Deck, except "Lonefire Seed". You can only use each effect of "Lonefire Seed" once per turn.

 

Lonefire Bud

FIRE/Plant/Effect

Level 2

250/700

If this card is in your GY: You can Tribute 1 Plant monster; Special Summon this card from your GY. If you control no monsters, you can banish this card from your GY: Special Summon 1 "Lonefire Blossom" from your Deck or GY. You can only use each effect of "Lonefire Bud" once per turn.

 

Lonefire Princess

FIRE/Plant/Link/Effect

Rating: 2

Arrows: down-left, down-right

ATK: 1400

2 Plant monsters, including at least 1 "Lonefire" monster

If this card is Link Summoned: You can Special Summon 1 "Lonefire" monster from your Deck or GY, but its effects are negated. (Quick Effect): You can target 1 card on the field; Tribute it, then, if it was a Plant monster, you can Special Summon 1 Plant monster from your Deck or either player's GYs, except the Tributed monster. You can only use each effect of "Lonefire Princess" once per turn.

 

 

Next:

Anteatereatingant

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オオアリクイクイアリ

 

Anteatereatingant

 

Anteatereatingant Spawn

Level 2 | EARTH | Insect | Effect

1000/200

When this card is Summoned: Add 1 "Anteatereatingant" card from your Deck to your hand.

 

Anteatereatingant Soldier

Level 4 | EARTH | Insect | Effect

1500/400

When this card is Summoned: Special Summon 1 "Anteatereatingant" monster from your hand or GY.

 

Anteatereatingant King

Level 8 | EARTH | Insect | Effect

2800/2600

Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by sending 3 "Anteatereatingant" cards you control to the GY. The following effects can be activated once per turn.

● You can send up to 2 cards your opponent controls to the GY.

● Tribute 1 monster you control; inflict damage to your opponent equal to its ATK.

This card cannot attack the turn it activates its effects.

 

Anteatereatingant Scrap Meal

Continuous Spell

When this card is activated: Place 1 "Anteatereatingant" Spell Card from your Deck face-down in your Spell/Trap Zone. If this card is sent to the GY to Special Summon an "Anteatereatingant" monster: Return this card to the hand.

 

Anteatereatingant Jaws

Continuous Spell

When this card is activated: Your opponent takes 300 damage for each Insect monster you control. If this card is sent to the GY to Special Summon an "Anteatereatingant" monster: Return this card to the hand.

 

Anteatereating Territory

Field Spell

"Anteatereatingant" monsters gain 300 ATK/DEF. Once per turn, if you would Special Summon an "Anteatereatingant" monster that requires cards on the field to be sent to the GY for its Summon, you can send cards from your hand or Deck instead. The first time an "Anteatereatingant" monster you control would be destroyed by battle or card effect each turn, it is not.

 


 

Dragave (Dragon Agave)

https://yugipedia.com/wiki/Dragave

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Dragave Hatchling

EARTH | Dragon | Level 1 | Effect

If this card is Normal or Special Summoned: You can add 1 non-Dragon "Dragave" monster from your Deck to your hand. If this card is sent to the GY: Inflict 100 damage to your opponent for each Dragon monster you control.

100/1000

 

Dragave Mist Egg

EARTH | Wyrm | Level 1 | Effect

You can Tribute this card, then target 1 non-Wyrm "Dragave" monster in your GY; Special Summon that target, then gain 400 LP.

200/1000

 

Dragave Raptor

EARTH | Dinosaur | Level 2 | Effect

When this card is Normal or Special Summoned: You can send 1 "Dragave" monster from your Deck to the GY. All "Dragave" monsters you control gain 200 ATK for each DInosaur monster you control.

1200/1200

 

Dragave Ptera

EARTH | Dinosaur | Level 2 | Effect

If a "Dragave" monster you control would be destroyed by battle or by card effect, you can send this card to the GY instead, and if you do, all "Dragave" monsters you control gain 200 ATK for each Dinosaur monster in your GY.

1100/1300

 

Dragave Man o' War

EARTH | Sea Serpent | Level 3 | Effect

All monsters your opponent controls lose 300 ATK for each Sea Serpent monster you control. During either player's turn: You can Tribute this card, then target 1 monster your opponent controls; its ATK becomes 0.

1600/1300

 

Dragave Skelgon

EARTH | Dragon | Level 4 | Effect

You can Tribute this card; inflict 300 damage to your opponent for each Dragon monster in your GY. If another "Dragave" monster you control is destroyed while this card is in your GY: You can Special Summon this card from your GY.

1800/1200

 

Dragave Phantom

EARTH | Wyrm | Level 4 | Effect

If this card is Normal or Special Summoned: Gain 400 LP for each Wyrm monster you control. You can banish this card from your GY; gain 400 LP for each Wyrm monster you control.

1400/1900

 

Dragave Sea Lord, Rahab

EARTH | Sea Serpent | Level 5 | Effect

If a "Dragave" Link monster you control is destroyed by battle or by card effect: You can Special Summon this card (from your hand), and if you do, Special Summon 1 non-Link "Dragave" monster from your GY. All monsters your opponent controls lose 400 ATK for each Sea Serpent monster you control. Once per turn, if this monster battles a monster whose ATK is different from its original ATK: You can destroy that monster (before damage calculation).

2300/2200

 

Dragave Sky Lord, Garuda

EARTH | Wyrm | Link 2 | Link | Effect

Links E W

2 "Dragave" monsters

If this card is Link Summoned: You can apply these effects, based on the number of monsters of each Type in the GYs.

Sea Serpent: All monsters your opponent controls lose 400 ATK for each Sea Serpent monster.

Wyrm: Gain 500 LP for each Wyrm monster.

If this card leaves the field: Target 1 Sea Serpent or Wyrm monster in your GY; Special Summon that target.

ATK 1000

 

Dragave Land Lord, Python

EARTH | Dragon | Link 2 | Link | Effect

Links SE SW

2 "Dragave" monsters

If this card is Link Summoned: You can apply these effects, based on the number of monsters of each Type in the GYs.

Dragon: Inflict 200 damage to your opponent for each Dragon monster.

Dinosaur: This card gains 300 ATK for each Dinosaur monster.

If this card leaves the field: Target 1 Sea Serpent or Wyrm monster in your GY; Special Summon that target.

ATK 2000

 

Dragave Formation

Continuous Spell

Choose 1 Type. The Types of all monsters in the GY become the selected Type. If this card leaves the field: You can draw 1 card.

 

Dragave Aurora

Continuous Spell

When this card is activated: Target 1 "Dragave" monster in your GY; Special Summon that target. All "Dragave" monsters you control cannot be destroyed by card effects.

 

Dragave Reincarnation

Normal Trap

Tribute 1 "Dragave" monster you control, then target 1 "Dragave" monster in your GY with a different Type; Special Summon that target.

 

next: Weather Report

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This archetype is based more around aesthetic design rather than the overall original effect of "Weather Report"  

 

Weather Report - Danny Drought

FIRE | Level 4 | Pyro | Effect

If this card is Summoned, you can Target 1 "Weather Report" Spell/Trap in your GY; activate that card's effect during the next Standby Phase (even if this card leaves the field). You can reveal any number of "Weather Report" cards in your hand shuffle them back into the Deck, then draw the same number of cards that were shuffled into the deck. You can only use the effects of "Weather Report - Danny Drought" once per turn. 

1000/1600

 

Weather Report - Sally Storm

WATER | Level 4 | Aqua | Effect

If this card is Summoned, you can Reveal 1 "Weather Report" Spell/Trap from your Deck, activate that card's effect during the Next Standby Phase (even if this card leaves the field). You can send any number of "Weather Report" monster(s) from your hand to the GY, then Special Summon "Weather Report". monster(s) from your deck with different attribute(s) equal to the number of monster(s) sent the GY. You can only use the effects of "Weather Report - Sally Storm" once per turn. 

1200/1800

 

Weather Report - Harry Hurricane

WIND | Level 4 | Thunder | Effect

If this card is Summoned, You can Shuffle 1 banished "Weather Report" Spell/Trap back into your Deck, then activate that card's effect during the next Standby Phase (even if this card leaves the field). You can shuffle any number of "Weather Report" cards in your hand or GY into the Deck, then if you do gain life points equal to the number times 100 and inflict damage to your opponent's life points equal to the number times 300.You can only use the effects of "Weather Report - Harry Hurricane" once per turn.

1100/1700

 

Weather Report - Tommy Tremors

EARTH | Level 4 | Rock | Effect

If this card is Summoned, You can Reveal 1 "Weather Report" Spell/Trap in your hand, activate that card's effect during the next Standby Phase (even if this card leaves the field). You can reveal 3 "Weather Report" monsters from your Deck, you opponent the selects 1 for you to add to your hand; Shuffle the rest back into the Deck. You can only use the effects of "Weather Report - Tommy Tremors" once per turn.

900/1500

 

Weather Report - High Heat Wave

Normal Spell

Target Main Monster zones equal to the number of "Weather Report" monster(s) on the field with different attributes, your opponent cannot Summon a monster to that zone until their next Main Phase 2. If this card's effect was activated by a "Weather Report" monster's effect, you can select Spell/Trap zones as well. You can only activate "Weather Report - High Heat Wave" once per turn.

 

Weather Report - Drowning Downpour

Normal Spell

Target face up cards on the field equal to the number of "Weather Report" monster(s) with different attributes, negate their effects until the end of this turn. If this card's effect was activated by a ""Weather Report" monster's effect, Special Summon "Weather Report" monsters from your hand and/or GY equal to the number of "Weather Report" monster(s) with different attributes on the field as well. You can only activate "Weather Report - Drowning Downpour" once per turn.

 

Weather Report - Topsy Turvy Turbulence

Normal Trap

Return any number of face up "Weather Report" cards you control to the hand, then flip face up cards on the field faced won equal to the number of cards returned to the hand. Cards flipped facedown by this effect cannot be activated or change battle positions until the end of this turn. If this card's effect was activated by a "Weather Report" monster's effect your opponent also cannot target "Weather Report" cards with Spell/Trap effects until the end of this turn as well. You can only activate "Weather Report - Topsy Turvy Turbulence" once per turn.

 

Weather Report - Everlong Earthquake

Normal Trap

Change any number of face up "Weather Report" monster'(s) with different attributes you control Battle Position(s), if you do place the same number of cards from your opponent's hand on the top of their deck in any order. if this card's effect was activated by a "Weather Report" monster's effect, your opponent cannot target "Weather Report" monster(s) for attacks this turn. You can only activate "Weather Report - Everlong Earthquake" once per turn.

 

Weather Report New Center Ch.7

Field Spell

Once per turn, instead of a normal Draw Phase you can add 1 "Weather Report" monster from your Deck to your hand. Other "Weather Report" cards cannot be destroyed by card effects. 

 

 

Next: http://yugioh.wikia.com/wiki/Chakra

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[spoiler=Ninja'ed]

Weather Revelation: Rainy

Continuous Spell

 

If this card original owner control 5 or more "Weather Revelation" Continuous Spell cards with different name, He/She win the Duel. You can reveal this card: add this card to opponent hand; Draw 2 cards. Other player(s) cannot activate "Weather Revelation: Sunny" while this card is face-up. Face-down card you control cannot be targeted for attack or effect. (Quick Effect): Target 1 Monster you control, Change it to face-down Defense Position. You can only activate effects of "Weather Revelation: Rainy" once per turn.

 

Extreme Weather Realm

Field Spell

 

Name(s) of all "Weather Revelation" Spells on the field is also treated as "Swords of Revealing Light". Send 1 each of "Weather Report" and a Spell from your hand or field to the GY, that is listed on a Fusion Monster that can only be Special Summoned with "Extreme Weather Re" card(if that card is Set, reveal it), then Special Summon that Fusion Monster from your Extra Deck. You can only activate this effect of "Extreme Weather Realm" per turn.

 

Weather Revolt: Storming

WATER / Level 8 / Aqua / Fusion / Effect

 

Must be Special Summoned with "Extreme Weather Re" card effect, using "Weather Revelation: Rainy". This card can Attack your opponent directly. The activation and effects of "Weather Re" Monster you control cannot be negated.

 

ATK 1900 / DEF 3000

 

Next: Megirus Light

 

 

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Considering Chakra's JP name is literally "Chakura" in katakana, probably have a bit of leeway here, Let's see how this works out with very limited knowledge of actual chakra or backstory into Sudarshana Chakra besides Wikipedia.

 


 

Chakra Priestess

Level 4 | LIGHT | Spellcaster | Effect 

1450/1000

If this card is Normal or Special Summoned: You can Special Summon 1 "Chakra" Ritual Monster from your GY. If this card is Tributed for a Ritual Summon: Shuffle it into the Deck, then draw 1 card.

 

Supposedly the woman in "Resurrection of Chakra"

 

Chakra Ascetic

Level 3 | LIGHT | Spellcaster | Effect

1250/1000

If this card is Normal or Special Summoned: You can add 1 "Chakra" monster from your Deck to your hand, except "Chakra Ascetic". If this card is Tributed for a Ritual Summon: Shuffle it into the Deck, then draw 1 card.

 

Chakra Devotee

Level 3 | LIGHT | Spellcaster | Effect

1000/1250

If this card is Normal or Special Summoned: You can add 1 "Chakra" Spell/Trap from your Deck to your hand. If this card is Tributed for a Ritual Summon: Shuffle it into the Deck, then draw 1 card.

 

Chakra Morpher

Level 5 | DARK | Fiend | Effect

1950/1000

Once per turn: You can target 1 "Chakra" Ritual Monster you control and 1 other monster on the field, except "Chakra Morpher"; until the end of this turn, the first target gains the effects of the second target. If this card is Tributed for a Ritual Summon: Shuffle it into the Deck, then draw 1 card.

 

Chakra Ayudhapurusha

Level 7 | DARK | Fiend | Effect

2650/1800

You can Ritual Summon this card with "Resurrection of Chakra". This card's name is treated as "Chakra" while in your hand. Once per turn: You can destroy 1 card on the field. If this card was Ritual Summoned, you can destroy up to 2 cards instead.

 

Transfiguration of Chakra

Ritual Spell

This card is used to Ritual Summon a "Chakra" monster. You must also offer monsters you control or from your hand whose total Levels equal or exceed the Level of the monster you are Ritual Summoning. If you Ritual Summon "Chakra" or "Chakra Ayudhapurusha": You can inflict damage to your opponent equal to the ATK of the monster with the highest ATK on the field 

 

Chakra Cycle

Continuous Spell

Each time that a "Chakra" monster is shuffled into the Deck, draw 1 card. 

 

Chakraperumal

Field Spell

"Chakra" monsters you control cannot be targeted or destroyed by an opponent's effects. Once per turn, if you would Ritual Summon a "Chakra" monster: You can send monsters from your Deck or Extra Deck to the GY whose total Levels equal or exceed the Level of the monster you are Ritual Summoning. 

 


 

N/C: Crab Turtle

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Temple of Turtle's Oath

Field Spell

 

If this card is activated: Excavate your Deck until you Excavate a "Turtle Oath" Ritual Spell card; add up to 2 of "Crab Turtle", and/or "Turtle Oath" cards among the Excavated card. and then Shuffle the rest into your Deck. Whenever you would Ritual Summon using "Turtle Oath" you can also Tribute Level 7 or lower WATER "Turtle" Monster with different names from your Deck for that Summon but the other tributes must be on the field (Min 1).

 

Grace of Turtle Oath

Continuous Spell

 

Once per turn: During either player Main Phase 1, you can Special Summon 1 Level 7 or lower non-Ritual WATER "Turtle" Monster from your hand. You must control no monsters to activate and to resolve this effect. you can only use this effect of "Grace of Turtle Oath" during your opponent turn once per turn. If you control a Ritual Summoned WATER "Turtle" Monster, Switch the Original ATK and DEF of all Attack Position WATER "Turtle" Monster whose its ATK is lower than its DEF

 

Recruit-priest of Turtle Oath

WATER / Level 3 / Aqua / Effect

 

If this card on the field or in your hand is tributed by "Turtle Oath" to Ritual Summon "Crab Turtle" while there also other WATER Effect Monster tributed for that Summon, that "Crab Turtle" gain the effects of that other tributed monster. and then, Draw 1 card.

 

ATK 1700 / DEF 1750

 

Doctor-priest of Turtle Oath

WATER / Level 3 / Aqua / Effect

 

If this card on the field or in your hand is tributed by "Turtle Oath" to Ritual Summon "Crab Turtle", that summoned monster gain the following effect.

@ If this card removed from the field, Special Summon any Monster Tributed to Ritual Summon this card from your GY except "Doctor-priest of Turtle Oath". And then, Draw 1 card.

 

ATK 1700 / DEF 1750

 

Next: Megirus Light (finally)

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Megirus Blaster

Level 3 | DARK | Fiend | Effect

900/600

Once per turn (Quick Effect): You can discard 1 "Megirus" monster; destroy 1 card your opponent controls. 

 

Megirus Jisatsu-mono (this translates to "suicide person" in Japanese, but you'll see that from the effect)

Level 3 | DARK | Fiend | Effect

900/600

If a "Megirus" monster battles an opponent's monster: You can destroy both that monster and the monster it is battling.

 

Megirus Necromancer

Level 3 | DARK | Fiend | Effect

900/600

Once per turn: You can Special Summon 1 "Megirus" monster from your hand or GY, except "Megirus Necromancer".

 

Megirus Shaman

Level 3 | DARK | Fiend | Effect

900/600

Once per turn: You can send up to 3 "Megirus" cards you control or from your hand to the GY; your opponent takes 500 damage for each card sent.

 

Megirus Forbidden Arts

Continuous Spell

Special Summon up to 3 "Megirus" monsters from your hand or Deck, then lose 1000 LP for each monster Special Summoned by this effect.

 

Megirus Soul Absorption Arts

Continuous Spell

Each time a "Megirus" card is sent to the GY, except "Megirus Soul Absorption Arts", gain 600 LP.

 

Megirus Conjuring

Continuous Spell

Once per turn: You can add 1 "Megirus" card from your Deck to your hand.

 


 

N/C: Nine-Tailed Fox

 

or

 

Kaminari Summer Vacation

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I actually put way too much time into this Archetype. So I will act like I’m in acvanced and explain my reasoning for cards in a Spoiler below.

 

Nine-Tailed Bull

FIRE/level 4/Zombie/Effect/1600 ATK/1600 DEF

If this card is normal summoned or tributed: You can Special Summon 1 "Bull Token" (Zombie/FIRE/level 2/ATK 500/DEF 500).

 

Nine-Tailed Wolf

FIRE/level 4/Zombie/Effect/1900 ATK/200 DEF

If this card is sent to the GY: You can add 1 "Nine-Tialed" monster from your deck to your hand. Once per turn, during either player's turn: You can tribute 1 monster you control; banish 1 card from either player's GY.

 

Nine-Tailed Weasel

FIRE/level 2/Zombie/Effect/500 ATK/200 DEF

If this card is in your hand or GY: You can Tribute 1 monster; Special Summon this card. This card can attack your opponent directly. If this card deals battle damage to your opponent: You can Special Summon 1 “Weasel Token” (Zombie/FIRE/level 2/ATK 500/DEF 500). Tokens you control can attack your opponent directly.

 

Nine-Tailed Boar

FIRE/level 6/Zombie/Effect/2200 ATK/2000 DEF

You can Special Summon this card, from your hand, by tributing 1 "Nine-Tailed" monster and 1 Token you control. If this card is Special Summoned this way: You can add 1 "Nine-Tailed" Spell/Trap card from your deck to your hand. If this card attacks: You can tribute 1 monster you control; this card gains 1000 ATK until the end of the Battle Phase.

 

Nine-Tailed Beast

FIRE/level 8/Zombie/Effect/2900 ATK/2000 DEF

If this card is in your hand or GY: You can Tribute 2 monsters and 1 “Nine-Tailed” monster; Special Summon this card. If this card deals battle damage against your opponent: You can Special Summon 1 “Beast Token” (Zombie/FIRE/level 2/ATK 500/DEF 500). If a card effect is activated that would target or destroy this card: You can tribute 1 monster you control; negate the activation, and if you do, destroy that card, then this card gains 500 ATK.

 

Nine-Tailed Dragon

FIRE/Link-4/Zombie/Effect/2500 ATK

Top/Bottom/Up-Left/Bottom-Right

2+ Tokens

If this card is Link Summoned: You can Special Summon 1 "Nine-Tailed" monster from your deck or GY. If a monster this card points to is sent to the GY: You can Special Summon 1 "Dragon Token" (Zombie/FIRE/level 2/ATK 500/DEF 500).

 

Nine-Tailed Spirits

Quick Play Spell

Special Summon 1 "Nine-Tailed Token" (Zombie/FIRE/level 2/ATK 500/DEF 500). You can banish this card from the GY, except the turn it was sent there; Special Summon 1 "Nine-Tailed Token" (Zombie/FIRE/level 2/ATK 500/DEF 500). 

 

Fables of the Nine-Tailed

Continuous Spell

"Nine-Tailed" monsters you control gain 700 ATK. Once per turn, if a Token you control is tributed: draw 1 card. Once per turn: You can tribute 1 monster; deal 500 damage to your opponent.

 

Nine-Tailed Strangle

Quick Play Spell

Tribute 1 monster you control and target cards on the field up to the ammount of “Nine-Tailed” monsters you control or in your GY; negate the targetted card’s effects until the End-Phase of your opponent’s next turn. Monsters targeted by this cards effect cannot be tributed or used fort he summon of an extra deck monster while their effects are negated.

 

[spoiler=Explination] So I decided to make the deck hyperoffensive Link spamm. Because that’s what Tokens are good at.

 

Nine-Tailed Bull

Basic tribute fodder. The deck only has 2 normal summons so you can afford to use it on this one. It also lends itself to being Link fodder.

 

Nine-Tailed Wolf

I know, slow searcher. But it allowed me to give it its second effect which goes well with the rest of the Archetype. Also turns Foolish into ROTA.

 

Nine-Tailed Weasel

DAMAGE! Ok, I know, a bit slow. But a pretty ok 1 off? When running a slower variant of this deck it can also come back every turn, which is pretty ok.

 

Nine-Tailed Boar

Quick Spell/Trap searching is always good. It’s also a beefy beatstick. À la Nine-Tailed Fox.

 

Nine-Tailed Beast

This card is your big boss monster. Self protection, attack boosting, meat shields: it has everything a Token Archetype could desire. It’s oppressive protection can probably win games on its own.

 

Nine-Tailed Dragon

Linkyboi with the utility. Progresses your gamestate, which is good. Really just meant to spamm out all the other monsters and dish out some mean attacks.

 

Nine-Tailed Spirits

Link and tribute fodder. Pretty mediocre.

 

Fables of the Nine-Tailed

Much needed ATK boosting. Turn Weasel into an actual threat and protects the bigger monsters from being run over. Also lets you gain advantage. The last effect is just so you can activate the draw effect.

 

Nine-Tailed Strangle

Oppressive stalling early game. Game winner late game. Flipping this stuff on a ready made board completely shuts down your opponent if they’ve invested in the board. Early game it allows you to live longer and build your own board before they can do so. Note that this card thinks continuous Spell/Trap cards are hillarious.

 

Next Card: Mystic Piper

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Rats of Hamelin

DARK / Level 1 / Beast / Tuner / Effect

 

If this card is revealed by "Hamelin" or "Mystic Piper" card effect: Special Summon 2 "Hamelin" Token with same Attribute,Level,Type and ATK/DEF as this card. and then, Destroy 1 card your opponent control. If this card added to your hand by 2nd draw by effect of "Mystic Piper": You can Reveal this card; Special Summon 1 "Hamelin" Monster from your hand or GY.

 

ATK 50 / DEF 50

 

Childrens of Hamelin

LIGHT / Level 1 / Spellcaster / Effect

 

If this card is revealed by "Hamelin" or "Mystic Piper" card effect: Special Summon 1 "Hamelin" Token with same Attribute,Level,Type and ATK/DEF as this card. and then, Place 1 "Mystic Piper" from Deck or GY on the top of your Deck. If this card added to your hand by 2nd draw by effect of "Mystic Piper": Reveal this card and keep revealing it. While you have 3 "Childrens of Hamelin" revealed by their own effects (including this card), you Win the Duel

 

ATK 0 / DEF 0

 

The Forgotten Ones of Hamelin

DARK / Level 1 / Spellcaster / Tuner / Effect


If this card is revealed by "Hamelin" or "Mystic Piper" card effect: Special Summon 1 "Hamelin" Token with same Attribute,Level,Type and ATK/DEF as this card. and then for the rest of this turn, your opponent cannot activate cards or effects except during that turn Player's Main Phase 2. If this card added to your hand by 2nd draw by effect of "Mystic Piper": You can Reveal this card; Reduce the ATK of all Monster your opponent control by 1000 and then all "Mystic Piper" Monster you control gain 1000 ATK

 

ATK 0 / DEF 50

 

 

NEXT: [The Drdek] or [steel Scorpion]

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Steel Scorpion lends itself better to Japanese archetype stuff, so...let's do that.

 

Steel Scorpion Spawner

Level 1 | EARTH | Machine | Effect

250/300

When this card is Summoned: Special Summon 1 "Steel Scorpion" monster from your hand. If a non-Machine monster battles a "Steel Scorpion" monster you control: Destroy it during the End Phase.

 

Steel Scorpion Duplicator

Level 1 | EARTH | Machine | Effect

250/300

When this card is Summoned: Add 1 "Steel Scorpion" monster from your hand, except "Steel Scorpion Duplicator". If a non-Machine monster battles a "Steel Scorpion" monster you control: Destroy it during the End Phase.

 

Steel Scorpion Scavenger

Level 1 | EARTH | Machine | Effect

250/300

When this card is Summoned: Special Summon 1 "Steel Scorpion" monster from your GY. If a non-Machine monster battles a "Steel Scorpion" monster you control: Destroy it during the End Phase.

 

Steel Scorpion MK-2

Level 5 | EARTH | Machine | Effect

1500/1800

You can Special Summon this card from your hand by Tributing 1 "Steel Scorpion" monster you control. Gains 300 ATK/DEF for each "Steel Scorpion" monster you control and in your GY. If this card battles an opponent's monster: Destroy it, then your opponent loses LP equal to that monster's ATK.

 

Swarming Steel Scorpions

Normal Spell

Special Summon as many "Steel Scorpion" monsters as possible from your hand and/or GY, then lose 800 LP for each monster Special Summoned by this effect. If you Special Summon 3 or more monsters with this effect, your opponent cannot activate cards or effects in response to this card's activation. You can only activate 1 "Swarming Steel Scorpions" per turn.

 


 

Baobaboon

(I think you all know what this does by now, right?)

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Baobadger
FIRE/Plant/Level 3/Effect
1300/900
If this card is Normal or Special Summoned: You can shuffle up to 3 of cards from your hand into the Deck, then draw that same number of cards. If this card is destroyed by battle or card effect: You can Special Summon any number of "Baobadger" from your Deck.

Baobat
WIND/Plant/Level 3/Effect
900/1300
If this card is Normal or Special Summoned: You can reveal the top and bottom cards of your Deck, add 1 of them to your hand, then shuffle 1 card from your hand and the rest of the revealed cards into your Deck. If this card is destroyed by battle or card effect: You can Special Summon any number of "Baobat" from your Deck.

Baobarnacle
WATER/Plant/Level 3/Effect
1100/1100
If this card is Normal or Special Summoned: You can excavate the top 5 cards from your Deck, your opponent randomly picks 1 for you to add to your hand, then place 1 card from your hand and the rest of the excavated cards on the top of your Deck in any order. If this card is destroyed by battle or card effect: You can Special Summon any number of "Baobarnacle" from your Deck.

Baobabamboo Forest
Field Spell
"Baobab" monsters on the field are unaffected by your opponent's card effects, except by effects that would destroy them. You can destroy 1 other card you control or in your hand, and if you do, Special Summon 1 "Baoba" monster from your Deck. During your Main Phase: You can destroy 1 monster you control, and if you do, Set this card from your GY. You can only use each effect of "Baobabamboo Forest" once per turn.

Baobabark
Quick-Play Spell
Target any number of "Baoba" monsters in your GY; shuffle them into the Deck, then draw 1 card, also Special Summon "Baobark Tokens" (Plant/Level 1/ATK 0/DEF 400) equal to the number of the different Attributes of the monsters returned into the Deck, and each Token has a different Attribute from among those Attributes. If this card is sent to the GY by a card effect: You can add 1 "Baoba" card from your Deck or GY to your hand. You can only use each effect of "Baobabark" once per turn.

Baobabattle
Quick-Play Spell
Double the ATK of all "Baoba" monsters you currently control. At the end of the Battle Phase, destroy those monsters. If this card is sent to the GY by a card effect: You can add activate 1 of these effects. You can only use each effect of "Baobabattle" once per turn.
• Take 1 "Baoba" Spell/Trap card from your Deck or GY, and either Set it, or activate it.
• Special Summon 1 "Baoba" monster from your Deck or GY in face-down Defense Position.

 

 

Next:

Patrician of Darkness

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Ooooh, this is a hard one.

 

Patrician of Darkness #2

Level 7

DARK

Zombie/Effect

ATK: 2700 DEF: 0

 

If your opponent's monster declares an attack: You can Special Summon this card(from your Hand), and if you do, this card becomes the attack target. Cannot be destroyed by battle. Your opponent takes any damage you would take from a battle with this card.

 

Patrician of Shadows

Level 2

DARK

Zombie/Effect

ATK: 0 DEF: 0

 

If a monster is Special Summoned from your Hand: You can Special Summon this card from your GY. You can banish this card you control, then target 1 Zombie monster you control; Only it can attack and it can attack directly this turn.

 

Patrician of Ebony

level 4

DARK

Zombie/Effect

ATK: 1100 DEF: 0

 

You can discard 1 Zombie monster; Special Summon this card from your Hand. You can only use this effect of "Patrician of Ebony" once per turn. If this card inflicts battle damage to your opponent: You can return 1 banished Zombie monster to your GY.

 

Patrician of Evil

Level 10

DARK

Zombie/Effect

ATK: 3500 DEF: 0

 

Cannot be Normal Summoned/Set. When your opponent takes battle damage when you would have taken battle damage, you can Special Summon this card from your Hand. You can Shuffle 3 banished Zombie monsters, and if you do, this card can attack twice this turn. During the End Phase, banish 1 Zombie from your GY or destroy this card.

 

Next-

P.M. Castor or Manticore of Darkness

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I'll assume you meant P.M. Captor there.

 

P.M. Hunter

DARK Zombie-Type Pendulum Monster

Level 4

Scale 2

Pendulum Effect: When you Pendulum Summon a Zombie-Type monster(s): You can activate this effect; Zombie-Type monsters you control gain 500 ATK until the End Phase

Monster Effect: If this card destroys a monster by battle; you can add 1 "P.M." monster from your Deck to your hand.

1900/0

 

P.M. Raider

DARK Zombie-Type Pendulum Monster

Level 3

Scale 2

Pendulum Effect: When a Pendulum Monster you control is destroyed by battle: You can send 1 Pendulum Monster from your Deck the GY; reduce the Battle Damage from that battle by that monster's Pendulum Scale x 300. You can only use this effect of "P.M. Raider" once per turn.

Monster Effect: Once per turn: You can send 1 face-up "P.M." monster from your Extra Deck to the GY; if you do, this card can attack your opponent directly this turn.

1400/0

 

P.M. Jailer

DARK Zombie-Type Pendulum Monster

Level 3

Scale 2

Pendulum Effect: If a "P.M." monster you control would be sent to the Extra Deck: You can pay 500 LP; that monster is sent to the GY instead.

Monster Effect: If you control another "P.M." monster: You can send this card to the GY: Special Summon 1 "P.M." monster from your Deck, except "P.M. Jailer"

1600/0

 

P.M. Sheriff

Dark Zombie-Type Xyz Monster

Rank 4

2 Level 4 "P.M." monsters

This card gains 200 ATK for every Pendulum Monster in your GY. If this card has no Xyz Material: you can attach 1 face-up "P.M." monster from your Extra Deck to this card as a face-up Xyz Material. You can detach 1 Xyz Material from this card; send 1 Pendulum Monster from your Deck to the GY. You can only use this effect of P.M. Sheriff once per turn. 

2000/0

 

Interplanetarypurplythorny Dragon (or Interplanetarypurplythorny Beast)

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I was hoping for the Patrician archetype to revolve around controlling the opponent's attack declarations.

 

 

Interplanetarypurplythorny Dinosaur

DARK/Dinosaur/Level 5/Effect

1100/2200

If a monster you control is destroyed by a card effect and sent to the GY, while this card is in the GY: You can Special Summon this card from your GY. If Summoned this way, banish this card when it leaves the field. You can only use the effect of "Interplanetarypurplythorny Dinosaur" once per turn.

 

Interplanetarypurplythorny Fish

DARK/Fish/Level 5/Effect

1100/2200

If a Spell/Trap you control is destroyed by a card effect and sent to the GY, while this card is in the GY: You can Special Summon this card from your GY. If Summoned this way, banish this card when it leaves the field. You can only use the effect of "Interplanetarypurplythorny Fish" once per turn.

 

Interplanetarypurplythorny Insect

DARK/Insect/Level 5/Effect

2200/1100

If a Spell/Trap you control is destroyed and sent to the GY: You can Special Summon this card from your hand.

 

Interplanetarypurplythorny Wyrm

DARK/Wyrm/Link/Rating 2/Effect/ATK 2200

Arrows: down-left, middle-left

2 monsters, including at least 1 "Interplanetarypurplythorny" monster

During your Main Phase: You can add 1 "Interplanetarypurplythorny" card from your Deck, then send 1 card from your hand to the GY. (Quick Effect): You can target 1 card on the field; this turn, it is unaffected by card effects that do not destroy it. You can only use each effect of “Interplanetarypurplythorny Wyrm” once per turn.

 

Interplanetarypurplythorny Voyage

Continuous Spell

If this card is activated: You can take 1 "Interplanetarypurplythorny" monster from your Deck, and either add it to your hand or send it to the GY. Once per turn, if a card on the field would be removed from the field by a card effect, you can destroy that card and send it to the GY (even if it would be sent anywhere else) instead. You can only activate 1 "Interplanetarypurplythorny Voyage" per turn.

 

Interplanetarypurplythorny Thorn
Equip Spell
Activate this card by targeting 1 "Interplanetarypurplythorny" monster in your GY; Special Summon it in Defense Position, also equip it with this card. When this card leaves the field, destroy that monster. The equipped monster is unaffected by card effects that do not destroy it. If a card you control is destroyed and sent to the GY, while this card is in the GY: You can place this card on either the top or bottom of your Deck. You can only activate 1 "Interplanetarypurplythorny Thorn" per turn.

 

Interplanetarypurplythorny Invasion

Continuous Trap

If this card is activated: You can Special Summon 1 "Interplanetarypurplythorny" monster from your Deck in Attack Position. Cards on the field are unaffected by effects that would remove them from the field, except by effects that would destroy them. You can only activate 1 "Interplanetarypurplythorny Invasion" per turn.

 

 

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Puppet King

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