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Sword Huntress

Level 7 | EARTH | Warrior | Effect

ATK 2450 | DEF 1700

At the end of the Battle Phase, if this card destroyed a monster(s) by battle and sent it to the GY: Equip all those monsters from the GY to this card as an Equip Spell with this effect.

* At the beginning of your Battle Phase each turn: Target 1 Warrior monster you control; that monster gains 200 ATK until the End Phase.

 

Sword Apprentice

Level 4 | EARTH | Warrior | Effect

ATK 1450 | DEF 700

At the beginning of your Battle Phase: You can detach 1 monster equipped to a Warrior monster you control as an Equip Spell; destroy 1 Spell/Trap your opponent controls. You can only use this effect of "Sword Apprentice" once per turn.

 

Grand Swordfall

Quick-Play Spell

Target 1 monster your opponent controls with ATK higher than the monster with the highest ATK you control: Equip that monster to 1 Warrior monster you control with this effect.

* If the equipped monster would be destroyed by battle or card effect: Unequip this card instead.

 

The Sword of One Hundred

Equip Spell

The equipped monster gains 100 ATK for each Equip Spell equipped to it.

 

The Sword of Plenty

Normal Trap

Target 1 Warrior monster you control: That monster may attack up to 3 monsters this turn. You can only activate "The Sword of Plenty" once per turn.

 

:~ :~ :~ :~ :~ :~ :~ :~

 

Amulet of Ambition

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Not much you can do with a card that only supports Normals in the pre-ZEXAL era, but sure.

 

Amulet Keeper Dragon

Level 7 | DARK | Dragon | Effect

2500/2100

You can Special Summon this card (from your hand or GY) by banishing 2 Normal Monsters you control and/or from your hand. This card is treated as a Normal Monster while on the field or in the GY. When this card is Special Summoned: You can equip up to 2 "Amulet" Equip Spells with different from your Deck or GY to this card. Cannot be destroyed by battle while equipped with an "Amulet" Equip Spell.

 

Amulet Ruby Dragon

Level 4 | LIGHT | Dragon | Normal

1900/1200

Wearing the Amulets that grant special powers to its kind, this dragon is capable of various powers that many can only fathom in their dreams.

 

Amulet of Wrath

Equip Spell

Equip only to a Normal Monster. If a monster you control, except the equipped monster, is sent to the GY by an opponent's effect: You can apply 1 of these effects.

● Your opponent takes damage equal to that monster's ATK. 

● The equipped monster gains ATK equal to half that sent monster's ATK.

If this card is sent to the GY: You can return it to the hand instead. You can only use this effect of "Amulet of Wrath" once per turn.

 

Amulet of Reincarnation

Equip Spell

Equip only to a Normal Monster. If the equipped monster destroys an opponent's monster by battle: You can Special Summon that destroyed monster, but its effects are negated. If this card is sent to the GY: You can return it to the hand instead. You can only use this effect of "Amulet of Reincarnation" once per turn.

 

Amulet of Invocation

Equip Spell

Equip only to a Normal Monster. Once per turn: You can Special Summon 1 monster from your Deck with lesser ATK than the equipped monster's. If this card is sent to the GY: You can return it to the hand instead. You can only use this effect of "Amulet of Invocation" once per turn.

 

Amulet of Command

Equip Spell

Equip only to a Normal Monster. Once per turn: You can target 1 monster your opponent controls with lesser ATK than the equipped monster; take control of it. That monster cannot attack or be used as material for a Summon this turn. If this card is sent to the GY: You can return it to the hand instead. You can only use this effect of "Amulet of Command" once per turn.

 

Jeweled Coronation

Quick-Play Spell

Target 1 Normal Monster you control; equip as many "Amulet" Equip Cards from your hand, Deck or GY to that monster as possible. You can only activate 1 "Jeweled Coronation" per turn.

 

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So yeah, Dragon treats itself as a vanilla and thus can use up everything you need to. Otherwise, default to Ruby if you somehow get Skill Drained and stuff.

====

 

N/C: Monstrous Bird

 

https://yugipedia.com/wiki/Monstrous_Bird

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Monstrous Bird's Fledgling

WIND - Level 3 - Winged Beast/Union/Effect - 1000/950

If you control no face-up monsters, you can Special Summon this card from your hand. If this card is Special Summoned: You can add 1 "Monstrous Bird" monster from your Deck to your hand, except "Monstrous Bird's Fledgling". Once per turn, you can either: Equip this card to a face-up "Monstrous Bird" monster you control, OR unequip it to Special Summon this card in face-up Attack Position. If this card is Tributed to Summon a "Monstrous Bird" monster: You can equip this card from your Graveyard to the Summoned monster. A "Monstrous Bird" monster equipped with this card gains ATK equal to its Level x100, also, if it destroys your opponent's monster by battle, you can banish the top 2 cards of your opponent's Deck.

 

Monstrous Bird's Imitator

WIND - Level 3 - Winged Beast/Union/Effect - 1200/1100

If you Normal or Special Summon a "Monstrous Bird" monster: You can Special Summon this card from your hand or Graveyard (You can only activate this effect of this card's name once per turn). If this card is Special Summoned: You can add 1 "Monstrous Bird" Spell Card from your Deck to your hand. Once per turn, you can either: Equip this card to a face-up "Monstrous Bird" monster you control, OR unequip it to Special Summon this card in face-up Attack Position. If this card is Tributed to Summon a "Monstrous Bird" monster: You can equip this card from your Graveyard to the Summoned monster. A "Monstrous Bird" monster equipped with this card gains 1 additional attack per Battle Phase, also, if it destroys your opponent's monster by battle, you can banish up to 3 cards from your opponent's Graveyard.

 

Monstrous Bird Dummy

WIND - Level 3 - Winged Beast/Union/Effect - 1100/800

If you activate a "Monstrous Bird" Spell Card: You can Special Summon this card from your hand or Graveyard (you can only activate this effect of this card's name once per turn). Once per turn, you can either: Equip this card to a face-up "Monstrous Bird" monster you control, OR unequip it to Special Summon this card in face-up Attack Position. If this card is Tributed to Summon a "Monstrous Bird" monster: You can equip this card from your Graveyard to the Summoned monster. If the equipped monster attacks: Negate the effects of the attack target, also, the equipped monster gains ATK equal to the difference between the original ATK of the battling monsters, until the end of the Battle Phase. If a "Monstrous Bird" monster equipped with this card destroyed your opponent's monster by battle: Banish the top card of your opponent's Extra Deck.

 

Superior Monstrous Bird

WIND - Level 7 - Winged Beast/Effect - 2400/2300

If you are Tributing a "Monstrous Bird" monster, this card can be Normal Summoned with 1 Tribute. This card gains 100 ATK for each of your opponent's banished cards. If this card destroys your opponent's monster by battle: You can Special Summon 1 "Monstrous Bird" monster from your hand or Graveyard.

 

Monstrous Bird's Flocking Pattern

Quick-Play Spell

If you control no monsters, or only "Monstrous Bird" monsters: Add 1 "Monstrous Bird" monster from your Deck to your hand. If this card is activated in response to your opponent's attack, or a monster effect that would inflict damage: Your opponent takes all damage you would have taken from that attack/effect. You can only activate 1 "Monstrous Bird's Flocking Pattern" per turn.

 

Monstrous Bird's Return Flight

Quick-Play Spell

Target 1 "Monstrous Bird" monster in your Graveyard, and either Special Summon it or equip it to a face-up "Monstrous Bird" monster you control. Unless your opponent has 10 or more banished cards, you can only activate 1 "Monstrous Bird's Return Flight" per turn.

 

Monstrous Bird's Monstrous Gust

Normal Spell

If you control a face-up "Monstrous Bird" monster: Destroy as many cards your opponent controls as possible, up to the number of half of your opponent's banished cards. Any cards that you designated to be destroyed, that were not destroyed by this effect, have their effects negated. You can only activate 1 "Monstrous Bird's Monstrous Gust" per turn.

 

Cracking Dragon (In case you care, its anime attack name was Traffic Blast, and its burn-and-stat drop effect is called Crack Fall. Obvious recommendation is obvious: a way to give monsters with no Levels a Level)

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  • 2 weeks later...

Archetype name "Cracking"; focuses on Level reduction and various other effects.
 

Cracking Elephant

Level 7 | DARK | Machine | Effect

2600/0

Cannot be destroyed by battle with a monster with equal or lower Level. When your opponent Normal or Special Summons exactly 1 monster (and no other monsters are Summoned) while this monster is on the field: You can make that monster lose ATK equal to its Level x 200 (until the end of this turn), and if you do, banish 1 card from the top of your opponent's Deck, face-down, for every 200 ATK lost by this effect.

 

Cracking Panther
Level 6 | DARK | Machine | Effect
2400/0
Cannot be destroyed by battle with a monster with equal or lower Level. When your opponent Normal or Special Summons exactly 1 monster (and no other monsters are Summoned) while this monster is on the field: You can make that monster lose ATK equal to its Level x 200 (until the end of this turn), and if you do, destroy other 1 monster your opponent controls whose ATK or DEF is equal or lower than the ATK lost by this effect.

 

Cracking Android

Level 5 | DARK | Machine | Effect

2200/0

Cannot be destroyed by battle with a monster with equal or lower Level. When your opponent Normal or Special Summons exactly 1 monster (and no other monsters are Summoned) while this monster is on the field: You can make that monster lose ATK equal to its Level x 200 (until the end of this turn), and if you do, inflict damage to your opponent equal to the ATK lost by this effect.

 

Cracking Pronghorn

Level 4 | DARK | Machine | Effect

1800/0

Cannot be destroyed by battle with a monster with equal or lower Level. When your opponent Normal or Special Summons exactly 1 monster (and no other monsters are Summoned) while this monster is on the field: You can make that monster lose ATK equal to its Level x 200 (until the end of this turn), and if you do, add 1 "Cracking" Machine monster from your Deck to your hand.

 

Malware Cracking Database

Field Spell

You can Normal Summon "Cracking" Machine monsters in Attack Position without Tributing. Xyz and Link Monsters on the field and in the GY are treated as having a Level equal to their Rank or Link Rating. If an opponent's monster loses ATK due to a "Cracking" Machine monster's effect: You can draw 1 card.

 


 

Well, you got the Field Spell to deal with Xyz and Links; it doesn't affect anything that Konami might design for the game in 2020/beyond, but I can't see into Konami's heads or their new potential mechanics. So...something else besides Rank/Link Rating shows up, you're on your own.

 

iU8EggM.png

 

The All-Seeing White Tiger

(P.S. Do NOT rip off the prompt from the Archetype game)

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The All-Seeing Azure Dragon
WATER/Sea Serpent/Normal/Level 4/2000 ATK/0 DEF
"A noble and wise one-eyed dragon of the ocean that seems to know everything there was, is, and will be."

The All-Seeing Crimson Phoenix
FIRE/Winged Beast/Normal/Level 2/1200 ATK/200 DEF
"A powerful firebird that lives in the heart of a volcano where few dare to tread."

The All-Seeing Ebon Tortoise
EARTH/Reptile/Normal/Level 1/0 ATK/2100 DEF
"A huge tortoise that slumbers deep within the mountains, where it disguises itself among the peaks."

The All-Seeing Golden Dragon
LIGHT/Dragon/Effect/Level 10/4500 ATK/3800 DEF
Cannot be Normal Summoned/Set. Must be Special Summoned by Tributing 3 or more Normal Monsters, including 1 "All-Seeing" monster, and cannot be Special Summoned by other ways. This card gains the following effects, based on which "All-Seeing" monster(s) were Tributed to Special Summon this card.
● "The All-Seeing Azure Dragon": This card is unaffected by your opponent's card effects.
● "The All-Seeing White Tiger": This card can make a second attack during each Battle Phase.
● "The All-Seeing Crimson Phoenix": (Quick Effect): You can target 1 card on the field; destroy it.
● "The All-Seeing Ebon Tortoise": Cannot be Tributed, banished, or destroyed by battle.

Palace Enclosure of the All-Seeing
Spell/Field
During your Main Phase, if you control no Effect Monsters, except "The All-Seeing Golden Dragon": You can Special Summon 1 "All-Seeing" Normal Monster from your hand, Deck, or GY that has a different name than any "All-Seeing" Normal Monsters you currently control. You can only use this effect of "Palace Enclosure of the All-Seeing" once per turn. Cannot be targeted or destroyed by card effects if you only control "All-Seeing" monsters. "The All -Seeing Azure Dragons" you control inflict piercing damage. "The All-Seeing White Tigers" you control gain 500 ATK and can attack all monsters your opponent controls once each. Your opponent takes any battle damage you would have taken from battles involving "The All-Seeing Crimson Phoenixes" you control. "The All-Seeing Ebon Tortoises" you control cannot be destroyed by battle or by card effects.

Market Enclosure of the All-Seeing
Spell/Continuous
When this card is activated: You can add 1 Level 4 or lower Normal Monster monster from your Deck or GY to your hand, then, if you added an "All-Seeing" Normal Monster, you can add 1 "The All-Seeing Golden Dragon" from your Deck or GY. During your Main Phase, if you Normal or Special Summon exactly 1 Normal Monster (and no other cards): You can Special Summon 1 "All-Seeing" Normal Monster from your hand, Deck, or GY that has a different name than any "All-Seeing" Normal Monsters you currently control. You can only activate each effect of "Market Enclosure of the All-Seeing" once per turn. You cannot Special Summon monsters from the Extra Deck during the turn you activate either of this card's effects (even if this card leaves the field).

Purple Enclosure of the All-Seeing
Trap/Continuous
The Normal or Special Summon of Normal Monsters, and "The All-Seeing Golden Dragon", cannot be negated. If you control an "All-Seeing" monster, your opponent cannot activate cards and effects in response to the Normal or Special Summon of "All-Seeing" monsters. If you control a "The All-Seeing Golden Dragon", and it, or a Normal Monster your opponent's cards and effects cannot be activated until the end of the Damage Step. If this card is sent from the Spell & Trap Zone to the GY: You can Special Summon 1 Normal Monster from your hand, Deck, or GY. You can only use this effect of "Purple Enclosure of the All-Seeing" once per turn.

Notes: I decided to instead use the Byakko trivia to make physical avatars for the other 3 guardians, and then make a big-ass boss monster. The Enclosures are based on the Three Enclosures from Chinese astronomy.

Next Card: Machine King Ur, since we did Beast King Barbaros.

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"Machine Lord" is an archetype of monsters that share the "Ür" part of their names with Machine Lord Ür (and unfortunately, that effect that prevents them from dealing damage, albeit they have many ways to overcome that.)
 
[P.S. Barbaros Ür technically falls in here by Japanese name, though UDE / Konami screwed up on the translation.]
 
Sea Machine Lord Aquos Ür
Level 4 | WATER | Aqua | Effect
1900/1200
If a "Machine Lord" monster you control destroys an opponent's monster by battle: You can Special Summon 1 Level 8 or lower "Machine Lord" monster from your hand or GY. If this card attacks or is attacked, your opponent takes no battle damage.
 
Faerie Machine Lord Sylphia Ür
Level 3 | DARK | Spellcaster | Effect
1400/1200
Once per turn: You can add 1 "Machine Lord" Spell/Trap from your Deck to your hand. Each time a "Machine Lord" monster you control activates its effect, gain 600 LP. If this card attacks or is attacked, your opponent takes no battle damage.
 
Magical Machine Lord Merlynn Ür
Level 6 | DARK | Spellcaster | Effect
2500/1200
Once per turn: You can add 1 "Machine Lord" monster from your Deck to your hand. Each time a "Machine Lord" monster you control activates its effect, your opponent takes 400 damage. If this card attacks or is attacked, your opponent takes no battle damage.
 
Dragon Machine Lord Lizardus Ür
Level 7 | FIRE | Dragon | Effect
2800/1200
Once per turn: You can destroy all monsters on the field with equal or less ATK than this card, except "Machine Lord" monsters. This card cannot attack the turn you activate this effect. If this card attacks or is attacked, your opponent takes no battle damage.

 

Ziggurat of the Machine Lord - Nibru-Ür

Field Spell

If a "Machine Lord" monster attacks or is attacked, any battle damage it inflicts to your opponent is treated as effect damage, also that damage is doubled. The first time each "Machine Lord" monster you control would be destroyed by battle or card effect, it is not.

 

(I literally took the name "Nibru" from the Sumerian form of Nippur if the obvious naming wasn't so. Also yeah, Ür =/= Ur, but it's read the same in Japanese otherwise so...yeah.)

 

====

Still not complete, but trying not to oversaturate things.

====

 

V-LAN Hydra

(I don't think we did this one, but if we did, uh, do Shapesnatch [b/c some people want to make a meme deck around it])

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So I combined support for V-LANs and support for Shapesnatch into one batch, sorry. But it's not an outright Shapesnatch archetype, so I suppose that's still up for grabs. Based these off creatures that Hercules had to kill or capture. Control change theme is because Shapesnatch "attacks an opponent by controlling others", and because it works with Hydra's effect.

 

V-LAN Lion

LIGHT

    >

Cyberse/Link/Effect

1 Normal Monster

For the Link Summon of this card, you can use 1 Level 5 or higher Normal Monster in your hand as Link Material. If you Link Summon this card, you cannot Link Summon Link-1 monsters for the rest of this turn. A monster co-linked with this card gains 300 ATK for each monster co-linked to that monster.

700/LINK-1

 

 

V-LAN Deer

LIGHT

^

  >

Cyberse/Link/Effect

2 monsters, including a "V-LAN" monster

During your Main Phase: You can target 1 Link Monster your opponent controls; Special Summon 1 "Shapesnatch" from your hand or Deck to your opponent's side of the field in Defense Position, and if you do, take control of that target, but it has its effects negated, also it cannot be used as Link Material for a Link Summon. You can only use this effect of "V-LAN Deer" once per turn. If a monster co-linked with this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.

1100/LINK-2

 

 

V-LAN Boar

LIGHT

  ^

<  >

Cyberse/Link/Effect

2+ monsters, including a Link Monster

Once per turn, you can also Special Summon "V-LAN Boar" (from your Extra Deck) to your opponent's field by Tributing 1 Link-3 or higher monster you control. If this card is Special Summoned: If each player controls a monster in the Main Monster Zone, each player chooses 1 monster in their Main Monster Zone and switches control of those monsters with each other. You can only use this effect of "V-LAN Boar" once per turn.

2300/LINK-3

 

 

V-LAN Mare

LIGHT

  ^

<  >

  v

Cyberse/Link/Effect

2+ "V-LAN" monsters

If this card battles, at the start of the Damage Step: This card gains ATK equal to half the ATK of monsters co-linked with this card until the end of the Battle Phase. If this card destroys an opponent's monster by battle: You can Special Summon that monster to your field, then if you control "Shapesnatch", you can Special Summon 1 "V-LAN" monster from your GY. During your Standby Phase, if this card is in your GY: You can Tribute 1 monster; Special Summon this card. You can only use each effect of "V-LAN Mare" once per turn.

2900/LINK-4

 

-----------------------

Next time: support for Meda Bat, involving the hypothetical card "Dark Blasts" mentioned in its flavour text.
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Would be nice if YCM didn't erase my saved stuff...

 

But let's do the Charmer thing and evolve Meda Bat, eh?

 

Blastmeda Bat Napoleon
Level 4 | DARK | Fiend | Effect
1500/200
You can only control 1 "Blastmeda Bat Napoleon". If you control a Spellcaster monster, you can Special Summon this card (from your hand). During the End Phase, if you control this face-up card: You can destroy 1 card your opponent controls or in their hand.

 

Blastmeda Bloodsucker

Level 4 | DARK | Fiend | Effect

1400/0

Each time a "Blastmeda" monster you control inflicts damage to your opponent, monsters you control gain 300 ATK. This card's name is treated as "Meda Bat" while face-up on the field or in the GY.

 

Dark Blast

Quick-Play

Destroy 1 card your opponent controls for each "Meda Bat" or "Blastmeda Bat Napoleon" you control. During your opponent's turn, if this card is in your GY: You can activate this card, but shuffle it into the Deck after it resolves.

 

Meda Bat Mirage

Normal Spell

If you control "Meda Bat" or "Blastmeda Bat Napoleon": Special Summon 3 "Meda Bat Tokens" (Level 2 / DARK / Field / ATK 800 / DEF 400). These Tokens cannot be used as Link Material, also they are destroyed during the End Phase. You can only activate 1 "Meda Bat Mirage" per turn.

 

Convocation of the Dark Charmer and Familiar

Quick-Play

Activate 1 of the following effects.

● If you control a DARK "Charmer" or "Familiar-Possessed" monster: Special Summon 1 "Meda Bat" monster from your hand or Deck.

● If you control a "Meda Bat" monster; Special Summon 1 DARK "Charmer" or "Familiar-Possessed" monster from your hand or Deck.

 

====

So there, you got a 15/2 version of Meda Bat, Dark Blast is a card and I expanded Dharc's story somewhat. (Also Dark Napoleon is Meda Bat's JP name; why Upper Deck did this is anyone's guess)

====

 

Tempest Magician or Fire Fighting Daruma Doll

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  • 2 weeks later...

[spoiler=Design Note]

- Since "Tempest Magician" was related (appearance & stats wise) to "Magical Exemplar" & "Night's End Sorcerer", I decided to give it support based on those cards.

- The non-Tuner Spellcaster names follow a pattern that I noticed in the Japanese names of "Magical Exemplar" (Magical Conductor in OCG) & "Magical Abductor": They end with "-ctor", so I did the same thing.

 



Magical Predictor
EARTH | Spellcaster / Effect
Level 4 | 1500 / 1600
Each time a Spell Card is activated, place 1 Spell Counter counter on 1 Spellcaster monster you control when that Spell resolves. Once per turn: You can remove any number of Spell Counters from your field; Special Summon 1 Level 4 EARTH Spellcaster or Level 2 Spellcaster Tuner monster from your Deck whose Level is equal to the number of Spell Counters you removed.
 
Magical Prospector
EARTH | Spellcaster / Effect
Level 4 | 1800 / 1300
Each time a Spell Card is activated, place 1 Spell Counter counter on 1 Spellcaster monster you control when that Spell resolves. Once per turn: You can remove 2 Spell Counters from your field; add 1 Spell Card that specifically lists Spell Counters in its text from your Deck to your hand. While you have no cards in your hand: You can banish this card and 1 Spellcaster monster from your GY; draw 2 cards. You can only use this effect of "Magical Prospector" once per turn.
 
Light's End Magician
LIGHT | Spellcaster / Tuner / Effect

Level 2 | 400 / 1300
When this card is Normal or Special Summoned: You can discard 1 card, then target up to 2 Spellcaster monsters in your GY; add those targets to your hand. If you control "Magical Citadel of Endymion" or a Continuous Spell, you can also Special Summon 1 of those targets. You can only use this effect of "Light's End Magician" once per turn.

 

Dusk & Twilight Enchanter
DARK | Spellcaster / Tuner / Effect
Level 2 | 0 / 1700
If this card is sent to the GY: You can add 1 Level 2 Spellcaster Tuner monster from your Deck to your hand. You can only use this effect of "Dusk & Twilight Enchanter" once per turn. You can banish this card from your GY; place 1 Spell Counter on each face-up card on the field that you can place a Spell Counter on.
 
Twilight Magician
LIGHT | Spellcaster / Synchro / Effect
Level 6 | 2300 / 1300
1 Tuner + 1+ non-Tuner Spellcaster monsters
If this card is Synchro Summoned: You can target 1 Spell in your GY; add that target to your hand. You can only use this effect of "Twilight Magician" once per turn. Once per turn: You can remove any number of Spell Counters from your field; Special Summon 1 of your banished Spellcaster monsters whose Level is equal to the number of Spell Counters you removed.
 
Visionary Ether Magician
DARK | Spellcaster / Synchro / Effect
Level 8 | 3000 / 2500
1 Tuner + 1+ non-Tuner Synchro Monsters
Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card, and if you do that, place 1 Spell Counter on each face-up card on the field that you can place a Spell Counter on. At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster. Once per turn, during your Standby Phase, if this card is in your GY: You can remove 8 Spell Counters from your field; Special Summon this card.
 
Magical Essence
Normal Spell
Add 1 monster that specifically lists Spell Counters in its text from your Deck to your hand, and if you do, if you control "Magical Citadel of Endymion" or a Continuous Spell, you can also add 1 Spell from your GY to your hand that specifically lists Spell Counters in its text, except "Magical Essence". You can only activate 1 "Magical Essence" per turn.
 
Magicians' Hazard
Continuous Spell
Once per turn (Quick Effect): You can Place 1 Spell Counter on 1 face-up card you control. Once per turn: You can remove 3 Spell Counters from the field; destroy 1 face-up card on the field. If this card is destroyed by an opponent's card effect: You can destroy 1 card on the field.
 
Magicians' Serenity
Continous Spell
Spellcaster monsters you control gain 300 ATK and DEF. Once per turn, if you control no monsters: You can Special Summon 1 Spellcaster monster from your hand. If a Spellcaster monster is Normal or Special Summoned: You can place a number of Spell Counters on that monster up to its original Level .

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  • 2 weeks later...

Legendary Flame Acolyte

Level 3 | FIRE | Spellcaster | Effect

1200/800

Once per turn: You can add 1 card that specifically lists "Legendary Flame" in its text from your Deck to your hand. If this card is Tributed for the Ritual Summon of a "Legendary Flame" monster, place 3 Spell Counters on it when it is Ritual Summoned.

 

Legendary Flame Invoker

Level 4 | FIRE | Spellcaster | Effect

1400/1200

Once per turn: You can Special Summon 1 "Legendary Flame" monster from your hand, except "Legendary Flame Invoker". If this card is Tributed for the Ritual Summon of a "Legendary Flame" monster, that monster cannot be destroyed by battle.

 

Legendary Flame Necromancer

Level 4 | FIRE | Spellcaster | Effect

1100/2000

Once per turn: You can Special Summon 1 "Legendary Flame" monster from your GY, except "Legendary Flame Necromancer". If this card is Tributed for the Ritual Summon of a "Legendary Flame" monster, that monster cannot be destroyed by card effects.

 

Legendary Flame High Lord

Level 10 | FIRE | Spellcaster | Ritual | Effect

3000/2800

You can Ritual Summon this card with "Incandescent Cycle". Each time a card or effect is activated, place 1 Spell Counter on this card. Once per turn: You can remove the following number of Spell Counters, then apply the appropriate effect.

- 3: Destroy all other monsters on the field.

- 5: Destroy all other cards on the field.

- 10: Destroy all other cards on the field, and in both player's hands.

 

[Wording may need work, but you get what this does.]

 

Incandescent Cycle

Ritual Spell

This card can be used to Ritual Summon any "Legendary Flame" 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. While this card is in your GY, your opponent cannot activate cards or effects in response to the activation of a Ritual Monster's effect in your possession. During the start of the next turn after this card was sent to the GY: Shuffle it into the Deck.

 

====

 

Next card:

 

Shinato, King of a Higher Plane

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The Highest Plane

Field Spell

 

If this card is Activated, add 1 "Higher Plane" Card from your Deck to your hand. After "Shinato's Ark" is activated, it remain on the field, instead. also you can activate its effect to Ritual Summon any "Higher Plane" Monster from your hand once per turn. You must also Shuffle monster(s) from your hand, field, and/or Banished to its owner Deck whose Level is equal or more than monster you would Ritual Summon. Any Monster either in your control OR Destroyed by battle or effect by "Higher Plane" card that would send to GY is Banished, Instead.

 

Hine, Queen of Higher Plane

LIGHT / Level 7 / Fairy / Ritual / Effect

 

You can Ritual Summon this card using "Shinato's Ark". If this card Ritual Summoned with "Shinato's Ark" that activated from the field, you can target 1 each of "Shinato" card you control with different type (Monster,Spell, Trap) to activate this card effect. If this card is Ritual Summoned; You can Target 1 "Shinato" card you control and then Target a number of card(s) your opponent control equal to Card(s) Targeted for 1st Target: Set all 2nd Target(s) (Including changing Monster(s) to face-down Defense position ) and then this card and your 1st Target(s) gain the following effect until your 2nd End Phase

@ This card unaffected by opponent card effect

 

ATK 2700 / DEF 3000

 

Rudra, Vassal of Higher Plane

LIGHT / Level 4 / Fairy / Ritual / Effect

 

You can Ritual Summoned Banished "Higher Plane" Ritual Monster using "Shinato's Ark" you control on the field. If this card is Ritual Summoned: you can send card(s) from the top of your Deck to GY equal to number of "Shinato's Ark" on the field; Special Summon "Higher Plane" Monster(s) from your GY or Banished up to number of card sent. its ATK/DEF become 0 also its effect is negated. Those Monster cannot be used as Tribute or Material to Summon Monster other than LIGHT Fairy Monster

 

ATK 2100 / 2400

 

NEXT: Succubus Knight

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Succubus Knight #2

DARK | Level 5 | Warrior | Effect

You can Special Summon this card by Tributing 1 DARK monster on the field. When this card is Summoned to a column that has another monster(s) in it, that monster(s) effects are negated also they cannot attack. If this card is tributed, send all cards in the same column as this card to the GY. You can only activate each effect of "Succubus Knight #2" once per turn.

1900/1650

 

Succubus Knight #3 

DARK | Level 5 | Warrior | Effect

You can Special Summon this card by Tributing 1 DARK monster on the field.When this card is Summoned to a column with a Spell/Trap card(s) in it, negate that card's effect(s) or if the card(s) are Set, they cannot be activated while this card is face up (cards in the same column as this card cannot chain activation to this effect). If this card is Tributed, target 1 card in the same column as this card, Send it and cards adjacent to it to the GY. You can only activate each effect of "Succubus Knight #3" once per turn.

1750/2000

 

Entrancing Eyes

Continuous Spell

This card is unaffected by the effects of "Succubus Knight" cards. Once per turn you can negate an attack that targets a "Succubus Knight" monster you control and if you do, change the ATK of the monster that attacked to 0 also it cannot change battle positions or be used as material until the end of your next turn. if this card is in the GY, you can banish this card, add 1 "Succubuc Knight" card from your hand to your deck.

 

Kiss of Death 

Equip Spell

Equip only to a "Succubus Knight" monster. if the equipped monster battles, at the start of the damage step destroy your opponent's monster then activate one of the following effects:

- Have the card equipped to this card gain ATK equal to the ATK of the monster destroyed.

-Gain Life Points equal to the ATK of the monster destroyed.

If this card is sent to the GY by a card effect, you can add 1 Spell/Trap card that specifically lists "Succubus Knight" in it's text from your Deck to your hand.

 

Alluring Movement 

Continuous Trap

This card is unaffected by the effects of "Succubus Knight" cards. At the start of your opponent's Main Phase: you can send 1 DARK monster from your hand to the GY, your opponent must battle a "Succubus Knight" monster this turn or destroy all monsters they control at the end of the Battle Phase. During the Main Phase, your opponent cannot target or Destroy ""Succubus Knight" monster(s) with card effects. 

 

Next: Earl of Demise

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  • 3 weeks later...

Baron of Demise

DARK / Level 3 / Fiend / Pendulum

Scale 2

Pendulum Effect

You cannot Pendulum Summon monster other than Fiend Monster. This Effect cannot be Negated. You can Pendulum Summon Fiend Monster that has number 700 in its original DEF from your GY. Fiend Monster you control that has number 700 in its original DEF Gain 300 ATK.

Monster Lore

(Just gonna leaves this to imagination)

 

ATK 1500 / DEF 700

 

Viscount of Demise

DARK / Level 4 / Fiend / Pendulum

Scale 2

Pendulum Effect

You cannot Pendulum Summon monster other than Fiend Monster. This Effect cannot be Negated. You can Pendulum Summon Fiend Monster that has number 700 in its original DEF from your GY. Fiend Monster you control that has number 700 in its original DEF Gain 300 ATK.

Monster Lore

(Just gonna leaves this to imagination)

 

ATK 2000 / DEF 1700

 

King of Demise

DARK / Level 7 / Fiend / Pendulum

Scale 9

Pendulum Effect

You cannot Pendulum Summon monster other than Fiend Monster. This Effect cannot be Negated. You can Shuffle Fiend Monster in your possesion other than from your Deck or Banished that listed on a Fiend Fusion Monster Fiend Monster that has number 700 on its original DEF, Fusion Summon that Monster. Monster your opponent control lose 300 ATK

Monster Lore

(Just gonna leaves this to imagination)

 

ATK 2900 / DEF 2700

 

Fortified Domain of Demise

Field Spell

If this card is activated: Excavate 7 cards from your Deck ; add 1 Fiend Monster or "Demise" card that either list "has number 700" on any of its effect OR has number 700 on its Original DEF to your hand. You must add Monster with the lowest Level among excavated cards this way. Additionally, if you would add Monster this way while you have Excavated Monster that can be added by this effect thats 1 Level higher the card you would add; add both of those cards, instead. Shuffle the rest of those cards when this effect resolved Effects that would apply on GY and/or Target card(s) in your GY can also apply and/or Target face-up Pendulum Card(s) in your Extra Deck. Fiend Monster whose its original DEF has number 700 cannot be targeted by opponent card effect

 

Next: Mr Volcano

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(Mr. Volcano is actually my favorite Pyro monster)

 

Volcano Dog

FIRE ***

Pyro/Effect

When this card is Normal Summoned: you can add 1 Level 5 Pyro monster from your Deck to your hand. You can target 1 FIRE Xyz monster you control and 1 face-up card your opponent controls; destroy the second target, and if you do, attach this card to the first target as Xyz Material. You can only use this effect of "Volcano Dog" once per turn.

800/1300

 

Sir Volcano

FIRE *****

Pyro/Effect

If the only monsters you control are FIRE (min. 1): you can Special Summon this card from your hand. You can tribute this card: Special Summon 2 Level 6 or lower Normal FIRE Monsters from your hand or Deck. If a FIRE Xyz monster you control is targeted by your opponent's card effect: you can banish this card from your GY; negate that effect, and if you do, destroy that card. You can only use each effect of "Sir Volcano" once per turn.

2100/1300

 

Pompeii Statuette

Quick-play Spell

If a Level/Rank 5 or higher Pyro monster is on the field: Target 1 card on the field; destroy it and inflict 500 damage to its owner. If this card is destroyed: you can add 1 Pyro monster from your Deck to your hand, but destroy all monsters with the added card's name on the field during the End Phase.

 

 

Mild Mr. Volcano

FIRE R*****

Pyro/Xyz/Effect

2 Level 5 FIRE monsters

If a card(s) is destroyed: inflict 300 damage to your opponent for each, then you can attach 1 of those cards to this monster as Xyz Material. This card gains 100 ATK for each Xyz Material under it. Once per turn: you can detach 2 Xyz Materials from this card and target 1 destroyed monster in your opponent's GY; Special Summon that target, and if you do, you can destroy 1 monster on the field with ATK less than that monster's.

2100/1300

 

Medium Mr. Volcano

FIRE R6*

Pyro/Xyz/Effect

3 Level 6 FIRE Monsters

You can also Xyz Summon this card by destroying 1 monster you control owned by your opponent and using 1 Rank 5 Xyz monster you control as material (transfer its materials to this card). If Summoned this way, it's effects are negated until the End Phase. If a card(s) is destroyed: inflict 400 damage to your opponent for each, then you can attach 1 of those cards to this monster as Xyz Material. This card gains 200 ATK for each Xyz Material under it. Once per turn: you can detach 2 Xyz Materials from this card; destroy 1 card your opponent controls, and if you do, you can Special Summon 1 destroyed monster in your opponent's GY.

2100/1300

 

Spicy Mr. Volcano

FIRE R7*

Pyro/Xyz/Effect

4 Level 7 FIRE Monsters

You can also Xyz Summon this card by destroying 1 monster you control owned by your opponent and using 1 Rank 6 Xyz monster you control as material (transfer its materials to this card). If a card(s) is destroyed: inflict 500 damage to your opponent for each, then you can attach all of them to this card as Xyz Material. This card gains 300 ATK for each Xyz Material under it. Once per turn: you can detach all Xyz Materials from under this card (min. 1); destroy all other cards on the field. This card cannot attack the turn this effect resolves.

2100/1300

 

Beelze of the Diabolic Dragons

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Beel of the Diabolic Dragons

DARK - Level 6 - Dragon/Synchro/Effect - 2500/2500

1 DARK Tuner + 1 or more non-Tuner monsters

Cannot be destroyed by battle. At the start of the Battle Phase, all Special Summoned monsters your opponent controls lose 1000 ATK. At the end of the Damage Step, if this card battled: You can increase this card's ATK by 1000 until the end of your next turn.

 

Impago of the Diabolic Dragons

DARK - Level 2 - Dragon/Tuner/Effect - 500/500

If this card is Normal Summoned: You can Special Summon 1 Level 4 Dragon-Type monster from your hand. If this card is Special Summoned, you can target 1 DARK Dragon-Type Synchro monster you control: Gain LP equal to its ATK, also it can attack twice during your next Battle Phase. If a monster's ATK changes by 1000 or more: You can Special Summon this card from your hand or Graveyard. You can only Summon 1 "Impago of the Diabolic Dragons" this way per turn.

 

Varial of the Diabolic Dragons

DARK - Level 4 - Dragon/Effect - 1500/1500

If this card is Normal Summoned: You can add 1 "Diabolic Dragons" card from your Deck to your hand. If this card is Special Summoned: For the rest of the turn, each time the ATK of a monster you control changes by 1000 or more; banish 1 card from your opponent's Graveyard. Once while this card is on the field: You can draw 1 card, then return 1 card from your hand to the top of your Deck, and if you do; this card loses 1000 ATK. If this card is used as Material for the Synchro Summon of a "Diabolic Dragons" monster, the Summoned monster gains the following effects:

●This card cannot be targeted or banished by the effect of a card originally owned by your opponent.

●If this card's ATK changes: You can send 1 face-up card your opponent controls to the Graveyard.

If you Synchro Summon a "Diabolic Dragons" monster using a monster that gained these effects as Material, the Summoned monster also gains these effects.

 

Rebirth of the Diabolic Dragons

Quick-Play Spell

Target 1 "Diabolic Dragons" monster in your Graveyard: Special Summon that target, then your opponent takes 500 damage and you take 1000 damage. You can only activate 1 "Rebirth of the Diabolic Dragons" per turn.

 

Might of the Diabolic Dragons

Continuous Trap

While you control a "Diabolic Dragons" Synchro monster, all monsters your opponent controls must battle that monster during your opponent's turn, if possible, and all face-up Defense Position monsters they control are switched to Attack Position. If the ATK of a monster on the field changes by the effect of a "Diabolic Dragons" monster, you gain LP equal to that change. If a "Diabolic Dragons" monster you control destroys your opponent's monster by battle, banish the destroyed monster, then inflict damage to both players equal to the banished monster's original ATK. During your Draw Phase: Gain 100 LP for each of your opponent's banished cards, then select and activate 1 of the following effects:

●If your LP are higher than your opponent's: You can add 1 "Diabolic Dragons" card from your Graveyard to your hand, except "Might of the Diabolic Dragons".

●Until your opponent's End Phase, they cannot Special Summon monsters whose ATK is less than the number of their banished cards x100.

 

Chain Thrasher

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Ice Chain Thrasher
Level 4 WATER Warrior
ATK:1000/DEF:900
When this card is Normal or Special Summoned: Send 1 "Chain Thrasher" monster from your Deck to the GY. During your Main Phase: You can Special Summon all "Ice Chain Thrasher" from your GY. Immediately after this effect resolves, Xyz Summon 1 Xyz Monster, using only those monsters and this card as materials. You can only use each effect of "Ice Chain Thrasher" once per turn.

Wood Chain Thrasher
Level 4 EARTH Warrior
ATK:1000/DEF:1600
You can discard this card; add 1 "Chain Thrasher" monster from your Deck to your hand. You can only use this effect of "Wood Chain Thrasher" once per turn. "Chain Thrasher" monsters you control gain 1000 ATK for each "Wood Chain Thrasher" in your GY.

Explosion Chain Thrasher
Level 4 FIRE Warrior
ATK:1000/DEF:0
If this card is sent to the GY: You can Special Summon 1 "Chain Thrasher" monster from your hand, except "Explosion Chain Thrasher". If this card destroys a monster by battle: Target cards on the field, up to the number of "Explosion Chain Thrasher" in your GY; destroy them. You can only use this effect of "Explosion Chain Thrasher" once per turn.

Shadow Chain Thrasher
Level 4 DARK Warrior
ATK:1000/DEF:500
You can target 1 "Chain Thrasher" monster in your GY; Special Summon 1 "Chain Thrasher Token" (Level 4/DARK/Warrior/ATK:1000/DEF:500). Its name is treated as that target's name, and it gains the target's original effects. You can only use this effect of "Shadow Chain Thrasher" once per turn.

Golden Chain Thrasher
Rank 4 LIGHT Warrior/Xyz
ATK:2000/DEF:2500
3 Level 4 "Chain Thrasher" monsters
Monsters with 1000 or less ATK in your GY are unaffected by your opponent's card effects. Once per turn: You can detach 1 material from this card and target 1 "Chain Thrasher" monster in your GY; until the end of this turn, this card's name becomes that monster's original name, and replace this effect with that monster's original effects. Once per turn: You can banish 1 "Chain Thrasher" monster from your GY; until the end of this turn, the names of all "Chain Thrasher" monsters in your GY become that monster's original name.

Thrashing Chain Cyclone
Normal Spell Card
Target 1 "Chain Thrasher" monster you control; negate the effects of cards your opponent controls equal to the number of monsters in your GY with the same name as that target.

Thrashing Chain Illusion
Counter Trap Card
If a "Chain Thrasher" monster you control would be destroyed (by battle or card effect): Send 1 "Chain Thrasher" monster from your Deck to your GY instead. During your turn, except the turn this card was sent to the GY: You can banish this card from your GY; return up to 2 of your banished "Chain Thrasher" monsters to your GY.

Next: Superancient Deepsea King Coelacanth

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Superancient Deepsea Rook Angler

WATER | Level 4 | Fish | Effect

When this card is Normal Summoned you can send 1 "Superancient" monster from your hand to the GY, add 2 "Superancient" monsters from your Deck to your hand. If this card is sent to the GY for the activation of a WATER monster, you can Special Summon this card in Defense Position. You can only activate this effect of "Superancient Deepsea Angler" once per turn.

1800/900

 

Superancient Deepsea Bishop Lungfish

WATER | Level 4 | Fish | Effect

You can tribute 1 WATER monster you control, target 1 Set card on the field your opponent cannot activate it until the end of this turn. IF this card is sent to the GY for the activation of a WATER monster's effect except its own, Your opponent cannot activate cards or effects in response to the Summon or activation of a WATER monster's effect until the End Phase.

1000/1000

 

Superancient Deepsea Knight Moray

WATER | Level 4 | Fish | Effect

Once per turn if this card is in the GY, you can send 1 WATER monster from your hand or that you control to the GY and if you do, Special Summon this card. If this card is sent to the GY for the activation for a WATER monster's effect, draw 1 card then discard 1 card. You can only use this effect of "Superancient Deepsea Moray" once per turn. 

1700/1500

 

 Superancient Deepsea Queen Puffer

WATER | RANK 4 | Fish | XYZ | Effect

2+ Level 4 WATER monsters

Once per turn (Quick Effect), if your opponent activates a card effect, You can tribute 1 WATER monster in your hand or that you control and if you do, Negate the activation and destroy that card. If a WATER monster you control would be destroyed (by battle or by card effect), you can detach 1 XYZ material from this card instead and if you do double this card's DEF. If this card is sent to the GY, Special Summon 1 WATER monster from your GY. You can only activate this effect of "Superancient Deepsea Queen Puffer" once per turn.

1200/2400

 

Superancient Deepsea Kingdom

Field Spell

This card's name is also treated as "Umi" while on the field or in the GY. Once per turn, the turn player can Special Summon a level 8 or higher WATER monster from the hand by tributing 2 WATER monsters on the field. While you control a Level 8 or higher WATER monster, monsters you control cannot be destroyed by card effects. 

 

Superancient Deepsea Trident

Normal Trap

If your opponent Special Summons a monster(s) while you control a "Superancient" monster, reduce that monster(s) ATK to 0 also negate its effect(s). You can only activate "Superancient Deepsea Trident" once per turn. 

 

Next up: Boycotton

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  • 4 weeks later...

Boycotton Farm

Field Spell

 

If this card is activated: Excavate top 6 card from your deck; add any number of "Boycotton" among the excavated card to your hand and then shuffle the rest of those cards. You may repeat this effect if you didn't Excavate any "Boycotton" this way. Additionally, if you excavate 2 or more "Boycotton" this way; you may add other excavated cards between those "Boycotton" cards (if any). "Boycotton" Monster you control cannot be returned to your hand.

 

Boycotton Shearhouse

Continuous Spell

 

You can Special Summon 1 "Boycotton" from your hand or GY to either side of the field in Defense position. You can only use this effect of "Boycotton Shearhouse" once per turn. If a Normal or Flip Summoned "Boycotton" Monster Attack, Switch that Monster ATK and DEF until the end of the Damage Step

 

Boycotton Banewolf

EARTH / Level 8 / Plant / Fusion / Effect

 

"Boycotton" + 1+ Plant Monster

At the end of Damage step this card attacks: inflict Damage to your opponent equal to number of "Boycotton" used as this card Fusion Material x1000. Reduce this amount equal to original DEF of Monster this card battled (if any).

 

ATK 1500 / DEF 3000

 

Next: Legendary Fiend

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Feeder Fiend

DARK - Level 3 - Fiend/Effect - 0/1800

During your Standby Phase, if you control a face-up "Legendary Fiend": You can Special Summon this card from your hand or Graveyard, and if you do; revert this turn to the Standby Phase. If this card is sent from your hand or field to the Graveyard: You can Special Summon 1 "Legendary Fiend" from your hand, Deck, or Graveyard. While this card is in your Graveyard, "Legendary Fiend" you control gain the following effect:

●This card cannot be destroyed or targeted by the effects of Spell/Trap Cards, or monsters with less ATK than itself.

You can only activate each effect of "Feeder Fiend" once per turn.

 

Consumption Fiend

DARK - Level 3 - Fiend/Effect - 1500/0

If this card is Normal Summoned: You can Special Summon 1 monster with "Legendary Fiend" in its card text from your Deck to your hand. Once per turn, you can Tribute 1 other DARK monster you control: Your opponent's Standby Phases during their next 3 turns are treated as being your Standby Phases for the effect of "Legendary Fiend", and all monsters with "Legendary Fiend" in their card text. While this card is in your Graveyard, "Legendary Fiend" you control gain the following effect:

●If this card gains ATK by its own effect: Reduce the ATK of all monsters your opponent controls by the amount of ATK gained, then destroy all monsters your opponent controls with 500 or less ATK. Your opponent's monsters destroyed by battle with or the effect of this card cannot activate their effects in the Graveyard.

 

Legendary Fiendess

DARK - Level 3 - Fiend/Tuner/Effect - 900/700

During the Standby Phase, if this card is in your Graveyard: You can Special Summon this card from your Graveyard. If this card is Special Summoned: You can add 1 "Legendary Fiend" or card with "Legendary Fiend" in its card text from your Deck or Graveyard to your hand. While this card is in your Graveyard, all "Legendary Fiend" you control gain the following effects:

●At the start of the Damage Step, if this card battles your opponent's monster: This card gains 200 ATK for each monster your opponent controls.

●Once per turn, if this card destroys your opponent's monster by battle: It gains 1 additional attack during this Battle Phase.

You can only activate each effect of "Legendary Fiendess" once per turn.

 

Tether of the Fiend

Continuous Spell

Once per turn, if the ATK of "Legendary Fiend" changes: You can draw 1 card. If a card(s) your opponent controls is destroyed by battle with or the effect of a monster whose original name is "Legendary Fiend": You can banish the top card of your opponent's Deck, and if the banished card was a monster; your opponent can discard 1 card, but if they do not, inflict 700 damage to your opponent.

 

Just so it's clear, effects granted by the Level 3 crew only apply once per copy of the big daddy on board. However, multiples of the Level 6 can and will get pretty crazy.

 

Pumprincess the Princess of Ghosts

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  • 3 weeks later...

Pumpapon
Level: ✪ 2 | ATK 400 / DEF 600
DARK | Zombie / Tuner / Effect
You can remove 2 Pumpkin Counters from anywhere on the field; Special Summon this card from your hand or GY. You can Tribute this card, and if you do, send 1 face-up Zombie monster from your hand or field to the GY or remove any number of Pumpkin Counters from anywhere on the field; Special Summon 1 Zombie monster from your hand, Deck or GY, whose Level exactly equals the Level of the sent monster or the number of Pumpkin Counters removed +2. You can only use each effect of “Pumpapon” once per turn.
 
Ghost of Haunted Cemetary
Level: ✪ 3 | ATK 0 / DEF 0
DARK | Zombie / Effect
If this card is in your GY while you control a “Pumpking” monster: You can Special Summon this card. (Quick Effect): You can remove 1 Pumpkin Counter from anywhere on the field; change 1 face-up monster your opponent controls to face-down Defense Position. If this card is sent to the GY by a card effect or by being destroyed by battle: You can add 1 Zombie monster with 0 DEF from your GY to your hand. You can only use each effect of “Ghost of Haunted Cemetary” once per turn.

 

Pumprince the Prince of Ghosts
Level: ✪ 3 | ATK 1200 / DEF 700
DARK | Zombie / Effect
Once per turn (Quick Effect): You can place this card from your hand or field in your Spell & Trap Zone, face-up, as a Continuous Spell Card. While this card is treated as a Continuous Spell Card, during each player's Standby Phase: You can place 1 Pumpkin Counter on each face-up monster your opponent controls. Monsters your opponent controls with Pumpkin Counters cannot activate their effects unless your opponent pays 500 LP for each Pumpkin Counter on that monster.
 
Pumpscar Keeper of Ghosts
Level: ✪ 3 | ATK 0 / DEF 1900
DARK | Zombie / Effect
Once per turn (Quick Effect): You can place this card from your hand or field in your Spell & Trap Zone, face-up, as a Continuous Spell Card. While this card is treated as a Continuous Spell Card, during each player's Standby Phase: You can place 1 Pumpkin Counter on each face-up monster your opponent controls. Monsters your opponent controls with 3 or more Pumpkin Counters cannot attack. When this face-up card is sent from the field to the GY by an opponent's card effect: You can Special Summon up to 4 “Ghost Crow Tokens" (Zombie/DARK/Level 1/ATK 0/DEF 400).
 
Pumpking Haunted Carriage
Level: ✪ 4 | 1900 / 0
DARK | Zombie / Effect
You can send 1 Zombie monster from your hand or field OR 1 monster on the field with Pumpkin Counter to the GY; Special Summon 1 "Pump" monster from your Deck or GY, and if you do, you can equip this card to a "Pump" monster you control. You can only use this effect of "Pumpking Haunted Carriage" once per turn. If the equipped monster would be destroyed by battle or card effect, you can destroy this card instead. While equipped to "Pumpking the King of Ghosts" or a Zombie Synchro monster, apply this effect.
● At the start of the Damage Step, if the equipped monster battles a Special Summoned monster: Destroy that monster.
 
Pumking Lord of Nightmares
Level: ✪ 6 | ATK 1800 / DEF 2000
DARK | Zombie / Effect
When this card is Special Summoned: Place 1 Pumpkin Counter on each face-up card on the field. Zombie monsters you control gain 100 ATK for each Pumpkin Counter on the field. Once per turn (Quick Effect): You can remove 2 Pumpkin Counters from anywhere on the field; until the End Phase, this card is unaffected by your opponent’s card effects. When this card is sent to the GY: You can distribute new Pumpkin Counters equal to the number of Pumpkin Counters that were on this card among face-up cards on the field.

 

Pump'O'Lantern
Level: ✪ 5 | ATK 2300 / DEF 1800
DARK | Zombie / Synchro / Effect
1 Zombie-Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned: You can send 1 Zombie monster from your Deck to the GY. You can remove 2 Pumpkin Counters from anywhere on the field; destroy 1 card your opponent controls. When this card is sent to the GY by a card effect: You can target 1 "Pump" monster in your GY, except "Pump'O'Lantern", Special Summon that target. You can only use each effect of "Pump'O'Lantern" once per turn.

 

Haunted Pumpking Domain
SPELL | Field
When this card is activated: You can add 1 "Pump" card from your Deck to your hand. When a monster(s) is Normal or Special Summoned to your opponent's side of the field: That monster(s) loses 100 ATK & DEF for each Pumpkin Counter on the field. Destroy a monster if its ATK becomes 0 by an effect. Once per turn, if this card would be destroyed by a card effect, you can remove 1 Pumpkin Counter from anywhere on the field instead.

Next: Fencing Fire Ferret
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Enchanting_Earth_Ferret.png

 

Enchanting Earth Ferret

EARTH/Beast-Type Effect Monster/Level 4/200 ATK/2200 DEF

 

Lore: You can destroy 1 WIND, WATER or FIRE Beast monster in your Deck; Special Summon this card and 1 other Beast monster from your hand. If this card is destroyed by a card effect: You can target 1 card on the field; destroy it, and if you do, you never take battle damage during the next turn if it would be 500 or more. If a card(s) is destroyed by the effect of a Beast monster while this card is in your GY (Quick Effect): You can banish this card; draw 2 cards. You can only use each effect of "Enchanting Earth Ferret" once per turn.

 

 

 

Whiplashing_Wind_Ferret.png

 

Whiplashing Wind Ferret

WIND/Beast-Type Effect Monster/Level 2/1200 ATK/1100 DEF

 

Lore: If this card is destroyed by battle or card effect and sent to your GY: You can target 1 card your opponent controls; destroy it, and if you do, you gain 500 LP. If a card(s) is destroyed by the effect of a Beast monster you control while this card is in your GY: You can target 1 Beast monster you control; it loses 500 ATK and gains 500 DEF, then you add this card to the hand. You can only use this effect of "Whiplashing Wind Ferret" once per turn.

 

 

 

Hovering_Hydro_Ferret.png

 

Hovering Hydro Ferret

WATER/Beast-Type Effect Monster/Level 2/700 ATK/1700 DEF

 

Lore: When this card is Summoned: You can add 1 Level 4 or lower FIRE, EARTH or WIND Beast monster from your Deck to your hand. If this card is destroyed by battle or card effect: You can target 1 card your opponent controls; your opponent can destroy that target to negate this effect, otherwise reveal your opponent's hand and destroy 1 monster in it with less ATK than that target, also all damage your opponent takes this turn is increased by 500. 

 

 

 

Ferrets_Secret_Forest_Shrine.png

 

Ferret's Secret Forest Shrine

Field Spell Card

 

Lore: All monsters in your possession that are destroyed by a card effect and sent to your GY are also treated as if they were destroyed by battle. Once per turn: You can pay 500 LP, then reveal 1 Level 4 or lower Beast monster in your hand; each player reveals cards from the top of their Deck, equal to the revealed monster's Level (or all of them, if less than the revealed monster's Level) each player can Set 1 Spell among those revealed cards to the field (if any), and they shuffle the remaining cards into the Deck, but any card Set by this effect cannot be activated (even if this card leaves the field). 

 

 

 

Four_Element_Ferret_Entwine.png

 

Four Element Ferret Entwine

Quick-Play Spell Card

 

Lore: As Chain Link 2: Target 1 Level 2 or 4 Normal Summoned monster you control; apply 1 of these effects. 

• Special Summon 1 WATER or FIRE Beast monster from your Deck with the same Level as that monster. Immediately after this effect resolves, Fusion Summon 1 Beast Fusion Monster from your Extra Deck, by destroying Fusion Materials listed on it that you control, including that Summoned monster.
• Special Summon 1 WIND or EARTH Beast monster from your hand or GY with the same Level as that monster. Immediately after this effect resolves, Xyz Summon 1 Beast Xyz Monster using monsters you control, including that Summoned monster.
 
 
 
Silencing_Shadow_Ferret.png
 
Silencing Shadow Ferret

DARK/Beast-Type Fusion Effect Monster/Level 2/1200 ATK/1100 DEF

 

Lore: 2 WIND, WATER, FIRE, and/or EARTH Beast monsters

If this card is Special Summoned: All monsters on the field lose 1000 ATK, except Beast monsters. All monsters you control are unaffected by an opponent's Spell/Trap effects. Once per turn, if a Beast monster you control battles an opponent's Special Summoned monster, before damage calculation: You can destroy 1 of those battling monsters, and if you do, that Monster Zone it was in cannot be used while you control this card, also return that destroyed monster in the GY to the field during the end of the next turn.
 
 
 
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Moonlighting Monarch Ferret
LIGHT/Beast-Type Xyz Effect Monster/Rank 4/2200 ATK/
 
Lore: 2 Level 4 Beast monsters
When this card is Xyz Summoned: You can Special Summon 1 Beast monster from your GY. All Beast monsters you control cannot be targeted by an opponent's monster effects. Once per turn (Quick Effect): You can detach 1 material from this card; when this Chain this effect was activated in resolves, destroy all other cards in this Chain, except Beast monsters (even if this card leaves the field.). Then, if 3 or more cards were destroyed this way, you can add to your hand, 1 "Ferret's Secret Forest Shrine" from your Deck or 1 "Four Element Ferret Entwine" from your GY.

 

 

NEXT UP: 

 

Goddess of Whim

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Sister of Whim

LIGHT | Fairy / Effect

Level 1 | 750 / 900

When this card is Normal or Special Summoned: You can Special Summon 1 "Goddess of Whim" from your hand or Deck. If the effect of "Goddess of Whim" is activated: You can apply this effect, based on the coin toss. You can only use this effect of "Sister of Whim" once per turn.

● Right: Special Summon this card from your hand or GY.
● Wrong: Banish this card from your hand, field, or GY; you take no battle damage from your opponent's monsters this turn, and your monsters cannot be destroyed by battle this turn.
 
Hypnosia, Goddess of Eternal Whim
DARK | Fairy / Effect
Level 6 | 1500 / 1250
Cannot be Normal Summoned/Set. Must first be Special Summoned by banishing 2 "Goddess of Whim(s)" from your field and/or GY. This card's name becomes "Goddess of Whim" while on the field or in the GY. Cannot be targeted by your opponent's card effects. Once per turn: You can toss a coin and call Heads or Tails. If you call it right, double this card's ATK during this turn. If you call it wrong, halve its ATK during this turn.
 

Kingdom of Slackers

Field Spell

You can activate the effect of every “Goddess of Whim" you control as Quick Effects. Once per turn, if the effect of "Goddess of Whim" is activated: You can apply this effect, based on the coin toss.

● Right: All “Goddess of Whim" you control gain 1000 ATK.

● Wrong: Your opponent cannot declare an attack this turn.

 

Yawn!

Normal Spell

Add 1 "Goddess of Whim" and/or 1 card that specifically lists the card "Goddess of Whim" from your Deck to your hand. You can only activate 1 "Yawn!" per turn.
 
Yawning Contagious
Continuous Spell

When this card is activated: You can target 1 "Goddess of Whim" or 1 card that specifically lists the card "Goddess of Whim" in your GY; either add it to your hand or Special Summon it (if it is a Monster Card). Once per turn, if the effect of "Goddess of Whim" is activated: You can apply this effect, based on the coin toss.

● Right: Double the ATK of 1 other monster you control, except "Goddess of Whim".
● Wrong: Halve the ATK of all monsters your opponent controls.


Next: Gandora

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SWEET GOD, YES

 

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Gandora-Diance the Dragon of Devastation

DARK/Dragon-Type Effect Monster/Level 8/0 ATK/0 DEF

 

Lore: Must be Special Summoned (from your hand or GY) by banishing 2 other DARK monsters with 0 ATK/DEF from your hand or GY. Once per turn, if this Tribute Summoned card in its owner's control would be destroyed or banished by a card effect, you can banish 1 card from each player's hand, instead. This card's ATK is equal to twice the highest original ATK among the banished monsters ATK. If either player would take battle damage, the damage becomes half of their LP, instead.

 

 

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Giga Ray Dragon

DARK/Dragon-Type Effect Monster/Level 4/0 ATK/2000 DEF

 

Lore: If you have not Special Summoned this turn: You can banish 1 Level 8 DARK monster from your GY; Special Summon this card from your GY, and if you do, if you control "Mass Devastation Array", you can Special Summon 1 "Giga Ray Token" (Dragon/DARK/Level 4/1000 ATK/1000 DEF), also during your Main Phase, you can Tribute Summon 1 DARK Dragon monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) 

 

 

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Giga Ray Dragion

DARK/Dragon-Type Effect Monster/Level 4/2000 ATK/0 DEF

 

Lore: Cannot be Normal Summoned/Set. If a Level 8 DARK monster(s) you control is sent from your hand or face-up field to the GY by a card effect. You can only Summon "Giga Ray Dragion" once per turn this way. During your opponent's turn (Quick Effect): You can destroy this card; Special Summon 1 banished Level 8 DARK monster in Defense Position. You can only use this effect of "Giga Ray Dragion" once per turn.

 
 
 
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Mass Devastation Array
Field Spell Card
 
Lore: Once per turn: You can target 1 "Gandora" card, 1 "Mass Destruction Beacon" or 1 "Mass Demolition Call" that is in your GY; shuffle it into the Deck, and if you do, Special Summon 1 "Giga Ray Token" (Dragon/DARK/Level 4/1000 ATK/1000 DEF). The first time each Level 4 or lower DARK Dragon monster you control would be destroyed by battle each turn, it is not destroyed. During the End Phase, if this card has been banished this turn (and is still banished): You can Special Summon 1 Level 8 DARK Dragon monster from your Deck. You can only activate 1 "Mass Devastation Array" per turn.
 
 
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Giga Ray Grant
Normal Spell Card
 
Lore: Banish 2 DARK Dragon monsters (1 from your hand and 1 from your GY), including a "Gandora" monster; add 1 "Giga Ray Dragon" and 1 "Giga Ray Dragion" from your Deck to your hand. If this card is banished: You can target 1 DARK Dragon monster you control; Special Summon 1 of your banished DARK Dragon monsters whose Level is either twice or half that monster's Level, but it cannot attack directly. You can only use each effect of "Giga Ray Grant" once per turn.
 
 
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Mass Destruction Beacon
Quick-Play Spell Card
 
Lore: • During your turn: Special Summon 1 of your banished Level 8 "Gandora" monsters, ignoring its Summoning conditions.
• During your opponent's turn: Immediately after this effect resolves, Normal Summon 1 Level 8 "Gandora" monster without Tributing.
You can banish this card from your GY, then target 1 of your banished "Gandora" monsters; add it to your hand. You can only use each effect of "Mass Destruction Beacon" once per turn.
 
 
 
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Mass Destruction Call
Normal Trap
 
Lore: When you have a banished "Gandora" monster: Target a number of banished cards, equal to the number of cards on the field; return all of them to the GY, then you can equip this card to 1 face-up DARK Dragon monster you control with 2000 or less ATK, and if you do, it gains 300 ATK for each monster returned this way. If this card is banished while you control a DARK Dragon monster: You can banish 1 "Gandora" monster from your GY; banish all Set Spells/Traps on the field. You can only use this effect of "Mass Demolition Call" once per turn.
 
 
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Giga Ray Grandscape
Continuous Trap Card
 
Lore: When this card is activated: You can send from your Deck to the GY, 2 DARK Dragon monsters whose difference in Levels is equal to the Levels of 1 of the sent monsters. Once per turn, during your turn: You can target 1 of your banished DARK Dragon monsters: Tribute 1 Dragon monster you control, and if you do, Special Summon it if you Tributed a Level 8 monster this way, otherwise add it to the hand. Once per turn, during your opponent's Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 Dragon monster. You can only control 1 "Giga Ray Grandscape". 
 
 
 
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Misstress Hulder

DARK | Spellcaster / Effect
Level 1 | 500 / 400
When this card is Normal or Special Summoned: You can discard 1 card; apply the following effect, depending on the type of the card discarded.
● Monster: This turn, you can activate 1 Trap Card the turn it was Set.
● Spell: Special Summon 1 Level 5 DARK Spellcaster monster from your Deck.
● Trap: Add 1 "Fusion" Normal Spell from your Deck to your hand.
You can only use this effect of "Misstress Hulder" once per turn.
 
Midrash Hulder
DARK | Spellcaster / Effect
Level 5 | 1000 / 1800
If you control no monsters, or all monsters you control are DARK Spellcaster monsters: You can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can discard 1 card; apply the following effect, depending on the type of the card discarded.
● Monster: Send 1 Trap Card from your Deck to your GY.
● Spell: Special Summon 1 DARK Spellcaster monster from your hand.
● Trap: Add 1 "Hulder Fountain" from your Deck or GY to your hand.
You can only use this effect of "Midrash Hulder" once per turn.
 
Queen Huldra
DARK | Spellcaster / Effect
Level 5 | 0 / 2800
2 "Huldra" monsters with different names
During your Main Phase: You can Special Summon 1 DARK Spellcaster monster from your GY. You can only use this effect of "Queern Huldra" once per turn. If a card(s) is sent to the GY to activate a card effect; apply the following effect until the End Phase, depending on the type of the card discarded.
● Monster: Your opponent cannot Set cards.
● Spell: Your opponent cannot Special Summon monsters.
● Trap: Your opponent cannot add card(s) to their hand with card effects.
 
Hulder Secret Forest
Field Spell
You can Normal Summon DARK Spellcaster monsters for 1 less Tribute. Once per turn, if a "Hulder" monster you control would discard a card(s) from the hand to activate an effect, you can send that many "Huldra" card(s) from your Deck to the GY, instead. If this card is sent to the GY to activate a card effect: You can draw 1 card. You can only use this effect of "Hulder Secret Forest" once per turn.
 
Hulder Fountain
Quick-Play Spell
Until the End Phase; "Hulder" monsters you currently control cannot be destroyed by battle or card effects. If this card is sent to the GY to activate a card effect: You can add 1 "Hulder" card from your Deck to your hand. You can only use this effect of "Hulder Fountain" once per turn.
 
Hulder Deception
Normal Trap
Activate only If you control a "Hulder" monster. Take control of 1 face-up monster your opponent controls, but destroy during the End Phase. You can only activate 1 "Hulder Deception" per turn. If this card is sent to the GY to activate a card effect: You can draw 1 card. You can only use each effect of "Hulder Secret Forest" once per turn.

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Swiftman Fisher

WATER | Warrior | Level 1 | Tuner / Effect
If this card attacks: You can target 1 monster your opponent controls; take control of it until the End Phase. You can banish this card from your GY; Special Summon 1 WATER Tuner monster from your hand.
ATK 100/ DEF 100
 

Fisherman Diver

WATER | Warrior | Level 1 | Tuner / Effect
When this card is Normal Summoned: You can add 1 "Dark World Sea" from your Deck to your hand. If this card battles a monster; double its ATK during damage calculation only.
ATK 100/ DEF 100
 
Legendary Fisherman - The Fiend
WATER | Warrior | Level 6 | Synchro / Effect
1 WATER Tuner + 1 "Terrorking Salmon"
Must be Synchro Summoned. Cannot be destroyed by card effects. If "Umi" is on the field, your opponent takes any battle damage you would have taken from battles involving WATER monsters you control. Once per turn, during the Battle Phase (Quick Effect): You can target 1 Level 1 WATER Warrior Tuner monster in your GY; until the end of the Battle Phase, replace this effect with that monster's original effect.
ATK 1850/ DEF 1000
 
Gotta Got that Fish
Normal Spell
Activate 1 of these effects.
● Add 1 Level 1 WATER Warrior Tuner monster from your Deck to your hand.
● Special Summon 1 "Fish Token" to your opponent's field (Fish/WATER/Level 5/ATK 0/DEF 0).
 
Dark World Sea
Field Spell
(This card is always treated as "Umi".)
WATER monsters you control cannot be destroyed by battle. If you control a Level 1 WATER Warrior Tuner monster: You can Special Summon 1 "Terrorking Salmon" from your hand, Deck, or GY, in face-up Defense Position. If 2 or more "Terrorking Salmon" are in the GY, this card is unaffected by your opponent's card effects.

 

Next: Psi-Beast

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