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#181
BatMed

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Chimera the Flying Mythical Beast is already part of the Phantom Beast Archetype. Is it eligible for this card challenge?

(/skip)

Indeed. Even though "Phantom Beast" is barely considered an archetype in nowadays standards with the amount of support it currently has, it's still an archetype, and we don't want to break the only rule we have, so @Stripper you have until tomorrow to change your prompt.



#182
Stripper

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Indeed. Even though "Phantom Beast" is barely considered an archetype in nowadays standards with the amount of support it currently has, it's still an archetype, and we don't want to break the only rule we have, so @Stripper you have until tomorrow to change your prompt.

I changed it to Skull Conductor.



#183
Tinkerer

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Skull Orchestra
DARK **
Zombie/Effect
When this card is Normal Summoned: Add 1 "Skull" Zombie monster from your Deck to your hand whose ATK is a multiple of 1000. If this card is Special Summoned: You can target 1 "Skull" Zombie monster in your GY whose ATK is a multiple of 1000; Special Summon it, and if you do, this card's Level becomes 4. You can only use each effect of this card's name once per turn.
1000/1000

Skull Usher
DARK ****
Zombie/Effect
When this card is Normal Summoned: You can Tribute 1 monster whose ATK is a multiple of 1000; Special Summon any number of "Skull" Zombie monsters from your Deck whose total ATK equals the ATK of the tributed monster. If this card battles, after Damage Calculation, you can Special Summon 1 "Skull" Zombie monster whose ATK is a multiple of 1000 from your hand. You can only use each effect of this card's name once per turn.
1000/2000

Skull Stage Staff
DARK *
Zombie/Effect
If you control a Zombie monster, you can Special Summon this card from your hand and if you do, its Level becomes 4. If a "Skull" Zombie monster whose ATK is a multiple of 1000 you control battles (Quick Effect): You can send this card from your hand or side of the field to the GY; increase its ATK and DEF by 1000.
1000/0

Esteemed Skull Maestro
DARK 8*
Zombie/Effect
(Quick Effect): You can Special Summon this card from your hand by sending a monster(s) you control whose total combined ATK and DEF equals 5000 to the GY, and if you do, destroy cards your opponent controls equal to the number of monsters sent this way. Once per turn, during the Standby Phase: You can send 1 "Skull" Zombie monster whose ATK is a multiple of 1000 from your hand or side of the field to the GY. This turn, if your opponent activates a monster effect, you can negate that effect (even if this card leaves the field). You can only negate a number of effects equal to the total ATK the sent monster had ÷ 1000.
3000/1000

Skull Composer
DARK R****
Zombie/Xyz/Effect
2 Level 4 Zombie monsters
When this card is Xyz Summoned, it gains 1000 ATK and DEF until your opponent's End Phase. Once per turn: You can detach 1 Xyz Material from this card and target 1 Zombie monster in your GY; Special Summon it. If this card declares an attack or leaves the field, send all monsters Special Summoned by this card to the GY.
2000/1000

Parry Knights
Hello, fine peoples!

Oh hey, something notable I guess

#184
Dr. Jolly Glot the III

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Parry Knight - Lady Flankfinger
EARTH / Level 4 / Spellcaster / Effect

If either this card is summoned OR flipped face-up: You can add 1 "Parry Knight" card from your Deck to your hand. Additionally, if this card is summoned by "Parry Knights"; End the current Battle Phase. During your Main Phase: Draw up to 2 cards and then Shuffle that many cards from your hand, field, and/or GY including a "Parry Knight" card. If you have no "Parry Knight" card in your hand, show your entire hand and then shuffle it to your Deck. You can only use this effect of "Parry Knight - Lady Flankfinger" once per turn.

ATK 1500 / DEF 1300

Parry Knight - Sir Rob Oathmaster
EARTH / Level 4 / Machine / Effect

If either this card is summoned OR flipped face-up: You can target 1 card on the field; Shuffle it to its owner Deck. Additionally, if this card is summoned by "Parry Knights" and that Target is a Monster; Gain LP equal to that monster ATK while its on the field. You can only use this effect of "Parry Knight - Sir Rob Oathmaster" once per turn While your LP is higher than the current total ATK of monster your opponent control, Monsters you control can't prevent your opponent from attacking directly.

ATK 1300 / DEF 1100

Dance Fort
Continuous Spell

If this card is activated: Special Summon 1 "Parry Knight" monster from your GY. "Parry Knight" monster you control cannot be destroyed by card effect. You can Target 1 Monster your opponent control (Quick Effect); That monster cannot be used as tribute or material to summon a monster this turn also must attack at the start of opponent Battle Phase. and after that, Double the ATK of "Parry Knight" monster you control.

Miss Keep Barba

#185
Arcadia warlic

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That does not appear to be a real card. Could a wiki link for it be posted?

 

(/skip)



#186
Tinkerer

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https://forum.yugioh...iss-kepp-barba/

 

It's labeled under Ygorg and the wikia as "Miss Cape Barber"

 

/skip


Hello, fine peoples!

Oh hey, something notable I guess

#187
8bit Moonside

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Miss Cape Artist

Level 2 | DARK | Fiend/Effect

200 ATK / 0 DEF

At the start of the Battle Phase (Quick Effect): You can send this card from the hand or field to the GY to target one face-up monster on the field; banish it until the End Phase. You can only activate this effect of "Miss Cape Artist" once per turn.

 

Miss Cape Decoy

Level 2 | DARK | Fiend/Flip/Effect

0 ATK / 200 DEF
FLIP: Target 1 monster in a Main Monster zone; banish it until the End Phase. If this card would be destroyed by battle, it is banished instead.

 

The Great Miss Cape

Rank 2 | DARK | Fiend/Xyz/Effect

0 ATK / 2000 DEF

2 Level 2 DARK monsters

If this card is Xyz Summoned: You can add 1 "Miss Cape" card from your Deck to your hand. During your opponent's Battle Phase, if a monster you control is banished: You can detach 2 Xyz Material from this card; it becomes the End Phase. If this card is targeted for an attack while it has no Xyz Material: Banish it.

 

Miss Cape's Smoke Bomb

Normal Trap

If a monster you control is banished by your card effect: Target 1 card on the field; return it to the hand. Cards and effects cannot be activated in response to this card's activation. You can only activate one "Miss Cape's Smoke Bomb" per turn.

 

Next: Let's keep the Rising Rampage archetypes going. Voltester.



#188
Dr. Jolly Glot the III

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Voltestrument Pluginslay
DARK / Link 2 / Thunder / Effect
Top, Bottom

2 Thunder Monster
You can also Link Summon this card using a Extra Linked Link monster your opponent control that didn't point to any of your zone as its Material. If this card is destroyed by card effect: Draw 1 card During the End Phase of this turn. If this card is destroyed by the effect of "Voltester", You can Draw equal to number of monster destroyed by the effect of "Voltester" this turn instead.you can only use this effect of "Voltestrument Pluginslay" once per turn

ATK 2000

Voltestrument Electrosuit
DARK / Rank 7 / Thunder / Xyz /Effect

2+ DARK Thunder Monster with the same Levels
You can Detach 1 Xyz Material from this card (Quick Effect): Target 1 Monster on the field; It lose 500 ATK/DEF for each Link monster that points to that zone +1 and then you can move it to Unoccupied Adjecent zone. You can only use this effect of "Voltestrument Electrosuit" once per turn. If this card is Destroyed, either by battle or card effect: Special Summon 1 "Voltest" Monster from your hand or GY to your field except "Voltestrument Electrosuit"

ATK 2500 / DEF 1100

Voltesting Jump-start
Quick Play

Add 1 "Voltest" card from your Deck or GY to your hand. During Either player turn, except during the turn you add cards to your hand by the effect of "Voltesting Jump-Start": You can Banish This card from your GY; Special Summon 1 "Voltester" from either GYs. You can only use each effect of "Voltesting Jump-Start" once per turn.

Voltested Circuit
Field Spell

Whenever a Thunder Monster(s) you control would be destroyed by the effect of "Voltest" card: You can pay 300 LP; Thunder Monster(s) you control gain 100 ATK and cannot be targeted by opponent card effect until the end of opponent's next turn. And after that Destroy all of your monster Linked to that card instead.

Tlacaelel, the Evil King

#189
Gorlois

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Popoca the Evil King
5/DARK/Fiend/ATK 2400/DEF 1000
While “Lair of Darkness” is on the field, you can also Tribute Summon this card by Tributing 1 DARK monster your opponent controls. If this card is Tribute Summoned: You can add 1 “Evil King” card from your Deck to your hand, except “Popoca the Evil King”.

Tezuma the Evil King
5/DARK/Fiend/ATK 2400/DEF 1000
If this card is Tribute Summoned: You can activate 1 of these effects.
• Add 1 “Lair of Darkness” from your Deck or GY to your hand.
• All monsters your opponent controls lose ATK equal to half the original ATK of the monster Tributed for this card’s Tribute Summon.

Domain of Darkness
Continuous Spell
This card’s name becomes “Lair of Darkness” while on the field or in the GY. You cannot activate monster effects, except DARK monsters’ effects. Once per turn: You can pay LP in multiples of 1000; Special Summon 1 “Evil Servant Token” (Level 4/DARK/Fiend/DEF 0) in Defence Position whose original ATK is the LP paid to activate this effect. During the End Phase: Gain 500 LP for each monster that was Tributed this turn while this card was face-up.

Rise of the Evil Kings
Normal Trap
Activate 1 of these effects. If you control “Lair of Darkness”, you can activate both effects, and resolve them in sequence.
• Add 1 DARK monster with 1000 or less DEF from your GY to your hand.
• Immediately after this effect resolves, Tribute Summon 1 “Evil King” monster.

Next, let’s see if we can get something for my boy Balloon Lizard.

#190
Perry Ellis.

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Lizard Egg
EARTH | Level 1 | Reptile | Tuner | Effect
You can Tribute this card, Special Summon 2 Level 4 or lower Earth Reptile monsters from your Deck and or GY except for “Lizard Egg”. If this card is sent from the Deck to the GY, you can add 1 card from your hand that specifically lists “Reptile monster(s)” in its text. You can only activate one effect of “Lizard Egg” per turn.
100/100

Spiny Lizard
EARTH | Level 3 | Reptile | Effect
When this card is Normal Summoned, you can place 1 counter on this card for each card your opponent controls. This card gains 200 ATK for each counter attached to it. Reptile monsters with counters you control cannot be targeted by monster effects. If this card is sent to the GY while it has counters still on it, inflict damage to your opponent equal to the number of counters times 300. You can only activate each effect of “Spiny Lizard” once per turn.
1000/1000

Inquisitive Lizard
EARTH | Level 3 | Reptile | Tuner | Effect
When this card is Summoned, have your opponent randomly reveal one card from their hand, then place a counter on this card. You can send 1 Reptile monster from your Deck to your GY. If this card is sent to the GY, you can look at the top 5 cards of your Deck, then put them back on top of your deck in any order. You can only activate each effect of “Inquisitive Lizard” once per turn.
300/400

B.I.G. Lizard
EARTH | Level 5 | Reptile | Effect
If a Reptile monster(s) is sent to the GY by a card effect, you can Special Summon this card from your hand. When this card is targeted by a card effect or attack, place 1 counter on this card. While this card has a counter on it, it cannot be removed from the field. During each of your End Phases, remove 1 counter from this card if you cannot destroy this card. You can only control 1 “B.I.G. Lizard”. You can only activate each effect of “B.I.G. Lizard” once per turn.
2100/0

Lizard Farm
Field Spell
Reptile monster(s) you with counters are unaffected by the effects of Special Summoned monsters. Once per turn, you can Send 1 Earth Reptile monster from your hand to the GY, draw 1 card.

Next up: Closed Forest (preferably with a powered up version of the field spell too)

#191
Black D'Sceptyr

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Since these fellas are Devack cards, I'll try to make them fit a certain...simian variety.

 

dd6wi0t-87d6f00e-ec1a-4ca5-bd03-5709d196

 

Closed Ape

EARTH/Beast-Type Effect Monster/Level 1/0 ATK/1200 DEF

 

Lore: If this card is sent from the hand or field to the GY to activate a Beast monster's effect, or by a Beast monster's effect: You can Special Summon this card from your GY, but banish it when it leaves the field. Once per turn (Quick Effect): You can target 1 Beast monster you control and 1 other monster on the field; change them to Defense Position. Then, for each monster whose battle position was not changed by this effect, draw 1 card.

 

 

dd6xp1v-f517e174-6533-402d-8256-f67293cb

 

Forest Ape

DARK/Beast-Type Tuner Effect Monster/Level 2/300 ATK/1200 DEF

 

Lore: You can discard this card; Set 1 "Closed" Spell/Trap directly from your Deck. During your Main Phase, you can Normal Summon 1 DARK Beast monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If the ATK, Level or battle position of a Beast monster(s) you control changes: You can destroy 1 card on the field. You can only use this effect of "Forest Ape" up to thrice per turn. 

 

 

dd6xpb9-edcb1810-6dd0-4633-87a5-53963425

 

Closed Forest of Zeman

Field Spell Card

 

Lore: When this card is activated: You can Special Summon 1 Beast monster from your hand. Once per turn, if a Beast monster(s) is Special Summoned to your field: You can pay 1000 LP; add 1 Beast monster with 1200 or 1800 DEF and a different Attribute from the Summoned monster from your Deck or GY to your hand. If you Special Summoned a Beast Synchro Monster this way, you can Special Summon that monster, instead. During the Battle Phase only, all Beast monsters you control gain 100 ATK for each Beast monster in your GY.

 

 

dd6wi1b-de250360-cae2-4b6a-a17d-c09c3cde

 

Closed-Off

Quick-Play Spell Card

 

Lore: Send 2 Beast monsters with 1200 DEF from your Deck to the GY, (1 Tuner & 1 non-Tuner monster), and if you do, all monsters your opponent currently controls whose ATK is between those sent monsters' ATK cannot activate their effects for the rest of the turn, except Beast monsters. You can banish this card from your GY, then target 1 Beast Synchro Monster in your GY; Special Summon it, and if you do, you lose LP equal to its ATK. You can only use 1 Closed-Off" effect per turn, and only once that turn.

 

 

dd6wi13-6b095b4f-29c5-4c3b-990f-925e0c5d

 

Exile to the Closed Forest

Normal Trap Card

 

Lore: Target 1 Beast monster you control with 1200 DEF: apply 1 of these effects.

• Change its battle position, and if you do, it gains 1200 ATK/DEF until the End Phase, also it is unaffected by other card effects this turn.
• Tribute it, and if you do, Special Summon 1 monster with 1200 DEF from your hand or Deck.
If a card(s) you control would be destroyed by a card effect while you control "Closed Forest", you can banish this card from your GY, instead.
 
 
dd6xkup-12c4c360-f4b0-42d9-a8b5-ba55286c
 
Alkum the Ape Prince
DARK/Beast-Type Synchro Effect Monster/Level 6/1800 ATK/2500 DEF
 
Lore: 1 EARTH Tuner + 1+ non-Tuner monsters with 1200 DEF
If this card is Synchro Summoned: You can make the ATK of 1 non-Beast monster on the field become 100. This card can attack all monsters your opponent controls whose current ATK is different from their original ATK, once each. If this card attacks an opponent's Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if a monster with less ATK than its DEF activates its effect (Quick Effect): You can send 1 Beast monster from your hand or Deck to the GY;, banish 1 card on the field.
 
 
NEXT UP: 
 

BDS's new TCG/OCG Card Grading Metric
BD'S' 10 Credos of Cardmaking
The Eternal Debate: Can another Duel Spirit turned Boss-in-Three go together with Yubel in harmony?

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

Posted Image

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

And remember kids...


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


#192
Kazuchika Okada

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Chose to call the archetype "bloom" along with something related to beauty since "Lind" is close to "Lindo", a brazilian word for gorgeous. Choices i guess
 
Lindbloom
EARTH - Wyrm / Effect - Level 4 - 0 ATK / 1800 DEF

If a monster you control battles an opponent's monster, during damage calculation: The ATK of each monster in that battle becomes equal to their current DEF, until the end of the Damage Step.

 

Spring of Joy

Continuous Spell Card

If a "bloom" monster you control battles: Once per turn, you can make its DEF become 3000 and reduce the DEF of your opponent's monster it is currently battling by 1000. "bloom" monsters attacking directly inflict effect damage to your opponent equal to their original DEF.

 

Ugbloom

EARTH - Wyrm / Effect - Level 4 - 0 ATK / 1500 DEF

Once per turn, you can target one monster your opponent controls: reduce its DEF by 1000. If a monster targeted by this effect has its DEF reduced to 0: Destroy it.

 

Gorgbloom

EARTH - XYZ / Wyrm / Effect - Rank 4 - 0 ATK / 2500 DEF

2 Level 4 EARTH Monsters

When this card is XYZ Summoned: Destroy all monsters your opponent controls with a DEF lower than this card's DEF. Once per turn, you can detach 1 Xyz Material from this card: This card cannot be targeted by an attack or effect from monsters with an ATK that is higher than its DEF during this turn.

 

Perfectbloom

EARTH - XYZ / Wyrm / Effect - Rank 5 - 0 ATK / 3000 DEF

2 Level 5 EARTH Monsters

You can also XYZ Summon this card by overlaying one "Gorgbloom" you control with no Xyz Materials. When this card is summoned, you can target any number of "bloom" cards on your side of the field or that have been used as Xyz Materials by "Gorgbloom", including "Spring of Joy", and attach them to this card. If "Lindbloom" and/or "Ugbloom" are attached to this card: You can gain their effects. 

 

Next: Divine Serpent Geh (I know it is actually an Orichalcos card in the anime, but in the actual game it is not related to any archetype)



#193
Tinkerer

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Arcane Soldier of Geh

DARK ****

Reptile/Effect

If this card is Normal or Special Summoned: You can add 1 monster with ? ATK from your Deck to your hand.  You can only use this effect of "Arcane Soldier of Geh" once per turn.  Once per battle, if this card battles, at the start of damage calculation (Quick Effect): You can reveal 1 monster with ? ATK in your hand; this card's ATK becomes the Level of the revealed monster x 300 until the end of damage calculation.

?/0

 

Divine Channeler of Geh

DARK ****

Reptile/Effect

When this card is Summoned: Its original ATK becomes equal to the highest ATK on the field.  If this card is sent to the GY: You can Special Summon 1 monster with ? ATK from your hand.  If a monster with ? ATK is destroyed by an opponent's card (by battle or card effect) while this card is in the GY: You can Special Summon this card from your GY, but banish it when it leaves the field.  You can only Special Summon 1 "Divine Channeler of Geh" by this effect per chain.

?/0

 

Blood Initiate of Geh

DARK ****

Reptile/Effect

If you control a monster with ? original ATK, you can Special Summon this card from your hand.  This card's ATK equals the number of ? ATK monsters in your GY x 500.  Once per battle, if this card battles, at the start of damage calculation (Quick Effect): You can send 1 monster with ? ATK from your hand or Deck to the GY; until the end of the Battle Phase, your opponent cannot activate cards or effects.

?/0

 

Rites of the Orichalcos

Continuous Spell

If you do not control "The Seal of Orichalcos" when this card is activated: You can add "The Seal of Orichalcos" from your Deck or GY to your hand.  If you control "The Seal of Orichalcos" when this card is activated: You can add 1 monster with ? ATK from your Deck to your hand.  Your opponent cannot target the monster you control with the highest ATK with card effects.  If "The Seal of Orichalcos" is targeted by an opponent's card or effect: You can banish this card you control or in your GY; negate that effect, and if you do, halve your opponent's LP.

 

 

Striping Partner


Hello, fine peoples!

Oh hey, something notable I guess

#194
Gorlois

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Striping Tamer
4/LIGHT/Cyberse/1000/1800
During your Main Phase: You can add 1 “Striping” monster from your Deck to your hand, except “Striping Tamer”, then send 1 card from your hand to the GY. You can only use the effect of “Striping Tamer” up to twice per turn.

Striping Whistle
1/LIGHT/Cyberse/0/0
If a Cyberse monster on the field activates its effect (Quick Effect): You can discard this card; negate the activation. If this card is Special Summoned from the GY: You can target 1 Cyberse monster in either GY; Special Summon it, but negate its effects, also banish it when it leaves the field. You can only use this effect of “Striping Whistle” once per turn.

Striping Puppy
2/LIGHT/Cyberse/200/600
If this card is Special Summoned: Destroy it. If this card is sent to the GY: You can Special Summon it. You can only use this effect of “Striping Puppy” once per turn.

Striping Tracker
3/LIGHT/Cyberse/1400/800
(Quick Effect): You can discard this card, then target 1 face-up monster; it becomes Cyberse-Type. If a Cyberse monster on the field activates its effect (Quick Effect): You can banish this card from the GY; negate the activation. You can only use 1 “Striping Tracker” effect per turn, and only once that turn.

Striping Pair
2/LIGHT/Cyberse/Link/1800/⬇️↗️
2 “Striping” monsters
Monsters this card points to become Cyberse-Type. You can target 1 Cyberse monster your opponent controls; place that target in a zone this card points to and take control of it. Your opponent cannot activate cards or effects in response to this effect’s activation. You can only use this effect of “Striping Pair” once per turn.

Striping Master
3/LIGHT/Cyberse/Link/2800/⬇️⬆️↗️
2+ Cyberse monsters, including a “Striping” monster
If this card is Link Summoned: You can add 1 Level 4 or lower Cyberse monster from your GY to your hand. Monsters this card points to become Cyberse-Type. Once per Chain, if another Cyberse monster on the field activates its effect (Quick Effect): Negate the activation. You can only Special Summon “Striping Master(s)” once per turn.

Next: Tiger Axe

#195
Black D'Sceptyr

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Tiger Halberd

WIND/Beast-Warrior-Type Effect Monster/Level 4/1900 ATK/1100 DEF

Lore: If you control a Beast-Warrior monster: You can Special Summon this card from your hand, but it loses 600 ATK unless you control a Level 4 monster. If this card is Special Summoned, or if this card is destroyed: You can Special Summon from your Deck, 1 Level 4 Beast-Warrior monster with a different Attribute from the monsters you control or 1 "Tiger Axe", but you cannot Special Summon monsters from the Extra Deck for the rest of the turn, except Beast-Warrior monsters. You can only use each effect of "Tiger Halberd" once per turn.

 

Tiger Tomahawk

WATER/Beast-Warrior-Type Effect Monster/Level 4/700 ATK/1100 DEF

Lore: You can discard 1 Beast-Warrior monster; draw 1 card, then destroy 1 card in your hand, and if it is a Level 4 Beast-Warrior monster with a different Attribute from the monsters you control or  "Tiger Axe", you can Set 1 "Tiger Palace Parashu" directly from your Deck. You can only use this effect of "Tiger Tomahawk" once per turn. While this Normal Summoned card or "Tiger Axe" is on the field, you can Normal Summon 1 Beast-Warrior monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

 

Tiger Sagaris

FIRE/Beast-Warrior-Type Effect Monster/Level 4/100 ATK/1100 DEF

Lore: Other Beast-Warrior monsters you control, also any Beast-Warrior Link Monster that used this card as Link Material, cannot have their Summon or effects negated, also this card gains ATK equal to half the combined ATK/DEF among those monsters. If this card is Normal Summoned, or if this card is destroyed: You can target 1 Level 4 Beast-Warrior monster from your GY; add it to your hand. If that monster is "Tiger Axe", or a Beast Warrior monster with a different Attribute from the monsters you control, you can Special Summon that monster instead.

 

Tiger Palace Parashu

Field Spell Card

Lore: When this card is activated: You can add 1 "Tiger Axe" from your Deck to your hand. Once per turn, if a Beast-Warrior monster(s) is Normal or Special Summoned: to your field You can target 1 monster your opponent controls with a different Attribute from the monsters you targeted this turn; apply 1 of these effects, (but you cannot apply that effect for the rest of the turn.)

● Make that monster's ATK/DEF become half its current ATK/DEF, also banish that monster during the End Phase.

● Immediately after this effect resolves, Synchro or Link Summon 1 Beast-Warrior monster using Beast-Warrior monsters you control and that monster.

 

 

Tiger Sovnya with Chain

Normal Trap Card

Lore: Target 1 "Tiger Axe" you control or 1 monster with the same Attribute as a Beast-Warrior monster you control, equip this card to that target. If the equipped monster's effect resolves that targets "Tiger Plaace Parashu" you control, or that would destroy a card(s) on the field while you control "Tiger Palace Parashu", negate that effect. If an attack is declared involving the equipped monster and/or a Beast-Warrior monster, after damage calculation: Destroy all battling monsters, except Beast-Warrior non-Effect Monsters. You can banish this card from your GY; add 1 "Tiger Palace Parashu" or 1 "Tiger Axe" from your GY to you rhan.d

 

Tiger Keteriya, the Lanky Lanki

LIGHT/Beast-Warrior Synchro Effect Monster/Level 8/2500 ATK/1100 DEF

Lore: 1 Tuner + 1+ non-Tuner monsters

For this card's Synchro Summon, you can treat 1 Beast-Warrior non-Effect Monster you control as a Tuner. When this card is Synchro Summoned: You can Set 1 Trap directly from your Deck with an effect that equips it to a monster. Once per turn: You can target 2 cards in your opponent's GY; banish them, and if you do, you can Set 1 of those cards banished this turn to your field if this card leaves the field this turn. This is a Quick Effect, if this card was Synchro Summoned using "Tiger Axe" as a Synchro Material.

 

Tiger Fasces and Labrys, the Greco-Genesis

DARK/Beast-Warrior-Type Link Effect Monster/Link-3/3100 ATK

Link Arrows: Left/Bottom Left/Bottom

Lore: 2+ monsters with the same Type but different Attributes

If this card is Link Summoned using only Beast-Warrior monsters as Link Materials: You can Special Summon from your Deck or Extra Deck, 1 Level 8 or lower monster with 1100 DEF and a different Attribute from this card's Link Materials. Cannot attack unless a monster this card points to has already declared an attack this turn. Once per turn (Quick Effect): You can target 3 cards on the field; halve the ATK of any monsters you targeted, banish any Spell/Trap Cards you targeted when this effect resolves, also other cards you control are unaffected by the effects of those cards this turn.

 

 

NEXT UP, AND I THINK YOU SAW THIS COMING: 

 

Hop-Eared Flying Squad


BDS's new TCG/OCG Card Grading Metric
BD'S' 10 Credos of Cardmaking
The Eternal Debate: Can another Duel Spirit turned Boss-in-Three go together with Yubel in harmony?

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

Posted Image

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

And remember kids...


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


#196
Gorlois

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Fluffy-Tailed Flying Squad
2/WIND/Beast/Tuner/600/300
You can target 1 face-up monster you control; Special Summon this card from your hand, and if you do, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using only that monster and this card. You can only use this effect of "Fluffy-Tailed Flying Squad" once per turn.

Heli-Hog Flying Squad
2/WIND/Beast/700/200
If this card is Normal or Special Summoned: You can discard 1 card; add 1 Level 2 WIND Tuner from your Deck to your hand. A Synchro Monster Summoned using this card as Synchro Material cannot be destroyed by battle, except by a WIND monster.

Blue-Hared Flying Squad
2/WIND/Beast/100/800
If this card is sent to the GY as Synchro Material for the Synchro Summon of a WIND Synchro Monster: You can activate 1 of these effects, based on whose turn it is.
• Your turn: Special Summon this card from the GY as a Tuner.
• Your opponent's turn: Add 1 "Flying Squad" card from your GY to your hand, except "Blue-Hared Flying Squad".
You can only use the effect of "Blue-Hared Flying Squad" once per turn.

Cloud-Diving Flying Squadron
4/WIND/Beast/Synchro/1900/1900
1 WIND Tuner + 1+ non-Tuners
If this card is Synchro Summoned: You can activate 1 of these effects, based on whose turn it is.
• Your turn: Add 1 "Flying Squad" card from your Deck to your hand.
• Your opponent's turn: Negate the effects of 1 face-up card your opponent controls.
You can only use the effect of "Cloud-Diving Flying Squadron" once per turn.

Sky-Galloping Flying Squadron
6/WIND/Beast/Synchro/2400/2400
1 WIND Tuner + 1+ non-Tuners
If this card is Synchro Summoned: You can activate 1 of these effects, based on whose turn it is.
• Your turn: Add 1 "Flying Squad" card from your Deck to your hand.
• Your opponent's turn: Return 1 card your opponent controls to the hand.
You can only use the effect of "Sky-Galloping Flying Squadron" once per turn.

Atmos-Feared Flying Squadron
8/WIND/Beast/Synchro/2900/2900
1 WIND Tuner + 1+ non-Tuners
If this card is Synchro Summoned: You can activate 1 of these effects, based on whose turn it is.
• Your turn: Special Summon 1 Synchro Monster from your GY.
• Your opponent's turn: Shuffle 1 card your opponent controls into the Deck.
You can only use the effect of "Atmos-Feared Flying Squadron" once per turn.

Flying Squad Strategy
Continuous Spell
"Flying Squad" monsters you control cannot be targeted by monster effects, except WIND monsters' effects. Once per turn: You can target 1 WIND monster you control; this turn, it can attack directly, but if it does so using this effect, halve any battle damage it inflicts to your opponent.

Backup Flying Squad
Normal Trap
Target 1 WIND monster in your Extra Monster Zone and 2 "Flying Squad" monsters (1 Tuner & 1 non-Tuner) in your GY; return the first target to the Extra Deck, and if you do, Special Summon those 2 monsters from the GY in Defence Position. During the Battle Phase: You can banish this card from the GY, then target 2 monsters you control; immediately after this effect resolves, Synchro Summon 1 Synchro Monster using those targets only.

Next: Golden Flying Fish

#197
Libracor

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Silver Flying Fish

LIGHT Level 4

Fish/Effect

1700/1000

When this card you control is Tributed: Add 1 "Flying Fish" card from your Deck to your Hand.

 

Bronze Flying Fish

LIGHT Level 4

Fish/Effect

1700/1000

When you Tribute a Fish-Type monster: Special Summon this card from your Hand

 

Brass Flying Fish

LIGHT Level 4

Fish/Effect

1700/1000

When this card you control is Tributed: Special summon 3 "Flying Fish Tokens" (LIGHT/Level 1/Fish-Type/0 ATK/ 0 DEF) to your opponent's side of the field in Defense Position. "Flying Fish Token" cannot be destroyed by battle.

 

Pewter Flying Fish

LIGHT Level 4

Fish/Effect

1700/1000

You can Tribute 1 Fish-Type monster you control: Draw 2 cards.

 

Migration of Flying Fish

Continuous Spell

When you activate the effect of a Fish-Type monster that allows you to Tribute a Fish-Type monster you control, you can tribute a monster(s) your opponent controls instead.

 

Barrel of Flying Fish

Trap

All Fish-Type monsters your opponent controls are switched to Attack Position.

 

Flying Fishnets

Trap

Each player Special Summons 1 "Flying Fish Token" (LIGHT/Level 1/Fish-Type/0 ATK/ 0 DEF) in each of their open Monster Zones.

 

Prismatic SuperFlying Fish

LIGHT Level 10

Fish/Effect

0/0

If this Tribute Summoned monster you control is removed from the Field, Special Summon it, then add 1 "Flying Fish" card from your Deck or GY to your Hand. This monster gains 700 ATK and DEF for each Fish-Type monster on the Field.

 

 

How about Ghost Beef?

Or Al-Lumi'raj, your choice



#198
BatMed

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Al-isra

WIND | Wyrm / Effect

Level 2 | ATK 0 / DEF 0

(This card is always treated as a "Mi'raj" card.)

If this card is Normal or Special Summoned: You can Special Summon 1 "Al-Lumi'raj" from your Deck. You can only use this effect of "Al-isra" once per turn. Monsters in your opponent possession with 1000 or less ATK cannot activate their effects.

 

Magic Al Mi'raj

DARK | Wyrm / Special Summon / Effect

Level 5 | ATK 2600 / DEF 0

Cannot be Normal Summoned/Set. Must first be Special Summoned by sending from your hand or field to the GY, and/or by banishing from your GY, Wyrm monsters whose combined Levels equal 5. Once per turn, when your opponent activates a card or effect: You can target 1 "Mi'raj" monster in your GY or that is banished; shuffle that target into the Deck, and if you do, negate the activation. Also, until the end of the next turn, this card gains that target's effects on the field.

 

Isra and Mi'raj

LIGHT | Wyrm / Synchro / Effect

Level 5 | ATK 0 / DEF 2600

1 Wyrm Tuner + 1 or more non-Tuner monsters

If this card is Synchro Summoned: You can set 1 "Mi'raj" Continuous Spell/Trap directly from your Deck. Once per turn, when your opponent activates a card or effect: You can target 1 "Mi'raj" monster in your GY; Special Summon that target, and if you do, destroy 1 card on the field.

 

Prophecy of Mi'raj

Continuous Spell

Wyrm monsters you control are unaffected by card effects. Once per turn, if your opponent activates a card or effect (Quick Effect): You can add 1 "Mi'raj" card, with a different name, from your Deck or GY to your hand.

 

Miracles of Mi'raj

Continuous Trap

You take no battle damage from battles involving Wyrm monsters you control. Once per turn, if your opponent activates a card or effect (Quick Effect): You can target 1 "Mi'raj" monster in your hand or GY; Special Summon that target in Defense Position, and if you do, banish 1 card from the GY.

Next: "Flame Swordsman". I'm surprised we didn't do this one yet.



#199
Tinkerer

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Young Flame Swordsman
FIRE ***
Warrior
A young swordsman with a fiery temper.
1400/1200

Flame Swordsman Squire
FIRE ****
Warrior
The power of fire flows through this swordsman's blood.
1600/1400

Green Flame Swordsman
FIRE ****
Warrior/Effect
You can Special Summon this card from your Deck by returning 1 "Flame Swordsman" monster you control equipped with "Salamandra" to your hand. You can only Special Summon 1 "Green Flame Swordsman" per turn this way. If Summoned this way, you can activate this effect: Increase the ATK of all FIRE monsters you control by 600. If this card is sent from the field to the GY, except by battle, you can add 1 "Salamandra" from your Deck or GY to your hand. You can only use this effect of "Green Flame Swordsman" once per turn.
1800/1600

Yellow Flame Swordsman
FIRE ****
Warrior/Effect
If you control "Salamandra", you can Special Summon this card from your hand then increase the ATK of all FIRE monsters by 200. If this card is removed from the field (except sent to the GY), or if this card is returned to the Deck: You can Special Summon 1 Level 4 or lower Normal monster from your hand or Deck. You can only use this effect of "Yellow Flame Swordsman" once per turn.
1800/1600

Darkfire Salamandrake
FIRE ***
Dragon/Effect
This card's name is treated as "Salamandra" while in the Spell/Trap Zone and in the GY. Once per turn, you can either: equip this card from your hand or side of the field to 1 "Flame Swordsman" monster you control, OR: You can unequip this card and Special Summon it in defense position. The equipped monster can attack directly. If the equipped monster inflicts battle damage to your opponent, you can destroy this card and return the equipped card to your hand; Special Summon 1 "Flame Swordsman" monster from your hand or GY and it can attack directly this turn.
900/800


Salamandraise
Equip Spell
This card is treated as "Salamandra" while on the field or in the GY. Target 1 "Flame Swordsman" monster in your GY: Special Summon it and equip it with this card. The equipped monster gains 400 ATK. You can only activate 1 "Salamandraise" per turn.

Salamandraze
Spell
This card is treated as "Salamandra" while on the field or in the GY. Add 1 "Flame Swordsman" monster from your Deck to your hand. If a "Flame Swordsman" monster is Normal or Special Summoned while this card is in the GY, you can equip this card from the GY to that monster as an Equip Spell, but banish it if the monster is sent from the field to the GY. The equipped monster can attack twice per Battle Phase. You can only activate each effect of "Salamandraze" once per turn.

Fusion of Potential
Spell
This card's name is treated as "Polymerization". Reveal 1 Fusion monster in your Extra Deck with 2+ named materials. Banish Normal monsters from your hand, side of the field, or GY whose Levels are the exact same as the Levels of the named Fusion Materials. Special Summon the revealed Fusion Monster from the Extra Deck (this Special Summon is treated as a Fusion Summon).


Forced Requisition
Hello, fine peoples!

Oh hey, something notable I guess

#200
Black D'Sceptyr

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Victim of Requisition

DARK/Warrior-Type Link Effect Monster/Link-1/400 ATK

Link Arrows: Bottom Left

Lore: 1 monster that was Special Summoned from the GY

Once per turn, if you add a card(s) from your Deck to your hand: You can discard that card, and if you do, draw 2 cards, then your opponent draws 1 card. If you discard a monster(s): You can target 1 of those monsters in the GY; Special Summon it, but negate its effects, also you cannot Special Summon monsters from the Extra Deck for the rest of the turn, except Warrior monsters. You can only use this effect of "Victim of Requisition" once per turn.

 

Knight of Requisition

DARK/Warrior-Type Link Effect Monster/Link-2/800 ATK

Link Arrows: Left/Bottom Left

Lore: 2 monsters, including a monster that was Special Summoned from the GY

When this card is Link Summoned: You can discard 1 monster; take 1 "Forced Requisition" from your Deck, and either place it face-up in your Spell & Trap Zone or destroy it. Gains ATK equal to half the highest ATK among the monsters in the GY that were discarded and sent there. If "Forced Requisition" is destroyed: You can target 1 monster in your GY that was sent there from your hand this turn; Special Summon it, but negate its effects, also you cannot Special Summon monsters from the Extra Deck for the rest of the turn, except Warrior monsters. You can only use this effect of "Knight of Requisition" once per turn.

 

Taxman of Requisition

DARK/Warrior-Type Link Effect Monster/Link-3/1600 ATK

Link Arrows: Left/Bottom Left/Bottom

Lore: 2+ monsters, including a monster that was Special Summoned from the GY

Gains ATK equal to the highest ATK among the monsters in the GY that were discarded and sent there. You can only use each of these effects of "Taxman of Requisition" once per turn.

You can target 1 monster in your GY and 1 "Forced Requisition" in your GY: discard 1 card, then Special Summon that monster to the field, and place that "Forced Requisition" face-up in the Spell & Trap Zone (1 on each side). 

During your opponent's turn (Quick Effect): You can target 1 monster in your GY that was sent there from your hand this turn, or 1 "Gainer of Requisition"; Special Summon it so this card points to it, but negate its effects, also you cannot Special Summon monsters from the Extra Deck during the next turn, except Warrior monsters.

 

Gainer of Requisition

DARK/Warrior-Type Link Effect Monster/Link-4/3200 ATK

Link Arrows: Left/ Bottom Left/Bottom/Upper Right

Lore: 3+ monsters, including a monster that was Special Summoned from the GY

When this card is Link Summoned: You can draw cards equal to the number of "Forced Requisition" and/or "Victim of Requisition" you control +1, but you cannot draw cards for the rest of the turn. Gains ATK equal to the total ATK of all "Knight of Requisition(s)" you control. This Link Summoned card, also any "Taxman of Requisition" you control, are unaffected by other monsters' effects. Once per turn (Quick Effect): You can target 1 Link-2 or lower Warrior Link Monster in your GY; Special Summon it, but replace its effects with this effect.

If your opponent would activate a monster effect (Quick Effect): You can discard 1 card, and if you do, negate the activation, also destroy this card during the End Phase.

 

Nobleman of Requisition

Normal Spell Card

Lore: Discard 1 random card in your opponent's hand, then your opponent draws 1 card and reveals it, and if either the discarded or revealed card was a Spell Card, each player reveals their Decks, then banishes all cards from it with that Spell Card's original name. You can only activate 1 "Nobleman of Requisition" per turn.

 

Requisition Designator

Quick-Play Spell Card

Lore: Both players discard 1 card, then draw 1 card, then if you control another Spell/Trap Card, your opponent draws 1 more card, then until the end of the turn, the effects of all cards discarded this way are negated, as well as the activated effects and effects on the field of cards with those cards' same original names. You can only activate 1 "Requisition Designator" per turn.

 

Requisition Request

Continuous Spell Card

Lore: When this card is activated, you can add 1 "Nobleman of Requisition" or "Forced Requisition" from your Deck to your hand. When "Forced Requisition" is activated: You can target 1 Link-3 or higher Warrior Link Monster in your GY: Special Summon it, but halve its ATK, also it cannot activate its effects. You can banish this card from your GY: activate 1 "Forced Requisition" from your hand, or if you control "Forced Requisition", you can draw 1 card instead. You can only use this effect of "Requisition Request" once per turn.

 

 

NEXT UP: 

 

Festive Flame


BDS's new TCG/OCG Card Grading Metric
BD'S' 10 Credos of Cardmaking
The Eternal Debate: Can another Duel Spirit turned Boss-in-Three go together with Yubel in harmony?

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

Posted Image

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

And remember kids...


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





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