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Single to Archetype Game


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"Turu-Pyrun"

Level 2/Pyro/FIRE/450/500

This fiery cyclops wields a club with deadly force.

 

"Turu-Purock"

Level 2/Rock/EARTH/450/500

A golem with one eye, it strikes down its foes with a lethal blade.

 

"Turu-Purise"

Level 2/Thunder/WIND/450/500

A wind spirit that hunts its enemies with a mighty crossbow.

 

"Turu-Overclock"

Spell

Special Summon 4 "Turu" monsters with different names from your hand, Deck, or GY. If you do not Xyz Summon by the end of the turn using the monsters Summoned by this effect, destroy all cards you control during the End Phase.

 

"Turu-Prince"

Rank 2/Warrior/LIGHT/1500/1500

4 Level 2 monsters

When this card is Xyz Summoned: you can discard your entire hand, including at least 2 "Turu" monsters, this card gains 2000 ATK. You can detach 1 Xyz Material from this card, target 1 "Turu" monster you control, activate one of these effects:

  • That target can attack directly this turn.
  • That target can attack all monsters your opponent controls once each during each Battle Phase this turn.

You can only activate 1 "Turu-Prince" effect per turn, and only once that turn.

 

"Turu-Princess"

Rank 2/Warrior/DARK/1500/1500

4 Level 2 monsters

When this card is Xyz Summoned: You can target 1 monster your opponent controls and one "Turu" monster you control, destroy them, and if you do, this card gains DEF equal to the ATK or DEF (whichever is higher) of each of those monsters. During your opponent's Battle Phase (Quick Effect): You can detach 1 Xyz Material from this card, target 1 "Turu" monster you control, activate one of these effects:

  • That target is unaffected by Spell & Trap effects and cannot be targeted for attacks, but does not prevent your opponent from attacking you directly this turn.
  • That target cannot be destroyed by battle this turn.

Next: "Hiro's Shadow Scout"

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Hiro's Shadow Spy

DARK - Level 2 - Fiend - Effect

ATK/500 DEF/650

FLIP: Your opponent draws 3 cards. Both players look at the cards. If there are any Trap Cards among them, discard all those Trap Card(s) to the GY, then your opponent cannot activate Trap effects until the next End Phase. If this card is Summoned: You can Special Summon 1 level 2 or lower Fiend monster from your hand in face-down defense position or face-up defense position, then you can flip this card face-down.

 

Hiro's Shadow Ranger

DARK - Level 2 - Fiend - Effect

ATK/750 DEF/750

FLIP: Your opponent draws 3 cards. Both players look at the cards. If there are any Monster Cards among them, discard all those Monster Card(s) to the GY, then your opponent cannot activate Monster effects or Special Summon until the next End Phase. If this card is Summoned: You can add 1 level 2 or lower Fiend monster from your deck to your hand, then you can flip this card face-down. 

 

One-Eyed Shadow Overlord, Hiro

DARK - Level 8 - Fiend - Effect

ATK/3050 DEF/2650

You can Special Summon this card (from your hand) by banishing 2 or more level 2 or lower Fiend monsters from your side of the field, hand or GY. You can only Special Summon 1 "One-Eyed Shadowlord" per turn. While this card is face-up on the field, each time your opponent would draw a card(s), you also draw that much of card(s). Once per turn: You can target 1 "Hiro's Shadow" card in your banished zone, then declare 1 Card Type (Monster, Spell or Trap); Reveal your opponent's hand, then discard all cards of the declared Type. During the End Phase: Shuffle 1 level 2 or lower Fiend monster or destroy this card. 

 

Hiro's Shadow Realm 

Field Spell

When this card is activated: Add 1 level 2 or lower Fiend monster from your deck to your hand. Each time a card is flipped face-up: You can draw 1 card, then reveal it to your opponent; Destroy 1 card on your opponent's side of the field with the same Card Type (Monster, Spell or Trap) as the card you drawed. If a "Hiro's Shadow" monster or "One-Eyed Shadow Overlord, Hiro" would be destroyed, you can banish this card instead. 

 

 

Next: Gendo the Ascetic Monk

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"Moran the Ascetic Monk"

Level 4/Spellcaster/Effect/FIRE/300/1800

Attack Position monsters cannot attack. This Defense Position monster cannot be targeted for attacks if you control another monster, or destroyed by battle.

 

"Dara the Ascetic Monk"

Level 4/Spellcaster/Effect/WIND/300/1800

The effects of Defense Position monsters cannot be negated. This Defense Position monster is unaffected by your opponent's Spell & Trap effects.

 

"Arlon the Ascetic Monk"

Level 4/Spellcaster/EARTH/300/1800

Attack Position monsters cannot be destroyed by battle. While you control this Defense Position card, you take no battle damage.

 

"Kurno the Master Ascetic Monk"

Rank 4/Spellcaster/Xyz/Effect/1300/2800

2 Level 4 monsters

Once per turn: You can detach 1 Xyz Material from this card and declare 1 card type (Monster, Spell, or Trap). "Ascetic Monk" monsters are unaffected by the effects of cards of of the declared type until your opponent's End Phase. Your opponent cannot activate cards or the effects of cards of the declared type in response to this effect's activation.

 

Next: "Appropriate"

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  • 1 month later...

Instead of making an archetype that does stuff when your opponent draw cards ( *cough* Generaider *cough*) I decided to make a series of Continuous Traps. Their effects triggers when your opponent does something. The twist is the effect has to involve "2 cards", in order to have an appropriate series. (pun not intended) 

Acclimate
Continuous Trap
When your opponent activates a Spell Card or effect: Take 2 cards in your Deck (including 1 Field Spell); activate that Field Spell, and if you do, send the other card to the GY.

Detonate
Continuous Trap
When your opponent activates a Trap Card or effect: Destroy 2 cards on the field. 

Reanimate
Continuous Trap
When your opponent Special Summon a monster(s) from the GY: Special Summon 2 monsters from the GY.

Underestimate
Continuous Trap
When an opponent's monster, except their monster with the highest ATK, declares an attack: Tribute 1 monster you control; take control of 2 monsters your opponent controls, but they are sent to the GY during the End Phase.

Next: Wingweaver

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"Claweaver"

Level 7/Fiend/Effect/DARK/2400/2750

A fiend with many talons, bent on war and despondency.

 

"Flameweaver"

Rank 7/Pyro/Xyz/Effect/FIRE/3000/2900

2 Level 7 monsters

You can detach 1 Material from this card, Special Summon 2 "weaver" monsters with different names from your GY.

 

"Waveweaver"

Rank 7/Aqua/Xyz/Effect/FIRE/2900/3000

2 Level 7 monsters

You can detach 1 Material from this card, add 2 "weaver" monsters from your Deck to your hand.

 

"Windweaver"

Rank 7/Thunder/Xyz/Effect/WIND/0/0

2+ Level 7 monsters

This card gains 1000 ATK/DEF for every Material attached to it. Once per turn: You can attach one "weaver" monster from your GY to this card as Material.

 

"Quakeweaver"

Rank 4/Rock/Xyz/Effect/EARTH/0/0

2+ Level 7 monsters

Once per turn, during your Standby Phase: Target 1 monster your opponent controls, that target loses 1000 ATK/DEF for every Material attached to this card. Once per turn, you can attach one "weaver" monster from your hand to this card as Material.

 

Next: "Conscription"

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That's a tough one... how to make an archetype out of an old-school trap with a generic name...

 

Persistent Conscription (Trap) [Continuous]

Excavate the top card of your opponent's Deck, and if it is a monster that can be Normal Summoned/Set, Special Summon it to your field and destroy this card. Otherwise, your opponent chooses to either add that card to their hand or place it on the bottom of their Deck. You must apply this effect until you Summon a monster to your side of the field with this effect.

 

Negligent Conscription (Trap)

Activate only while you control no monsters. Excavate the top card of your opponent's Deck, and if it is a monster, Special Summon it to your field (ignoring its Summoning conditions). Otherwise, add that card to your opponent's hand. If a monster is Summoned by this effect, any damage to your opponent's LP by that monster is reduced to 0. 

 

Emergency Conscription (Trap) [Counter]
If you control no monsters, you can activate this card from your hand. Excavate the top card of your opponent's Deck, and if it is a monster that can be Normal Summoned/Set, Special Summon it to your field. Otherwise, shuffle the card excavated and this card to the Deck.

 

 

Next: "The Little Swordsman of Aile"

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  • 2 weeks later...

Island's Horn of Calling

Normal Spell

● Add 1 "Aile" Card up to 1 each from your Deck, GY, and/or Banished to your hand

● You can Normal Summon "Aile" Monster(s) in addition to your Normal Summon/Set up to number of times your opponent activate the effects of non-Trap card this turn

You can only use each effect of Island's Horn of Calling once per turn

 

Aile's Riches - Fruit of Island's Blessing

WATER / Level 1 / Plant / Effect

If this card Tributed to activate the effect of "The Little Swordsman of Aile", that monster cannot  be destroyed by card effect until your next Standby Phase. During your Main Phase while either you control no monster OR the only monster you control is "The Little Swordsman of Aile", You can Special Summon this card from your GY. You can only use this effect of "Aile's Riches - Fruit of Island's" Blessing once per turn except during the turn 5 "Aile" Monster with different names is Normal Summoned

ATK 0 / DEF 0

 

Aile's Riches - Sabre of Earthbore Hornet

WATER / Level 2 / Insect / Effect

If this card Tributed to activate the effect of "The Little Swordsman of Aile", this turn that monster can inflict Piercing Battle damage. During your Main Phase while all monster you control is "Aile" Monster and each of them is either exactly 1 level higher and/or lower than this card, You can Special Summon this card from your GY. You can only use this effect of "Aile's Riches - Sabre of Earthbore Hornet" once per turn except during the turn "Aile's Riches - Sabre of Earthbore Hornet and "The Little Swordsman of Aile"  is Normal Summoned

ATK 0 / DEF 0

 

Aile's Riches - Enchanted Viperskin-Cape

WATER / Level 4 / Reptile / Effect

If this card Tributed to activate the effect of "The Little Swordsman of Aile",that monster cannot be targeted by card effect until your next Standby Phase. During your Main Phase while all monster you control is "Aile" Monster(s) with different names and each of those monster has lower Level than this card, You can Special Summon this card from your GY. You can only use this effect of "Aile's Riches - Enchanted Viperskin-Cape" once per turn except during the turn "Aile's Riches - Enchanted Viperskin-Cape" and "The Little Swordsman of Aile"  is Normal Summoned

ATK 0 / DEF 0

 

Aile's Riches - Saddle of Immortal Gecko's

WATER / Level 5 / Wyrm / Effect

If this card Tributed to activate the effect of "The Little Swordsman of Aile", You opponent cannot activate cards or effects when that monster attack during the Battle Phase of this turn. During your Main Phase while you control 4 "Aile" Monster(s) with different names and each of those monster has lower Level than this card: Immediately after this effect resolved; You can either Normal Summon this card without tribute OR Special Summon this card from your GY. You can only use this effect of "Aile's Riches - Saddle of Immortal Gecko's " once per turn except during the turn "The Little Swordsman of Aile"  is Normal Summoned

ATK 0 / DEF 0

 

Next: Akakieisu

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Don't get confused with the colours and Attributes! Akakieisu is supposed to be the Red one and is Dark xD

Aokieisu

FIRE // Level 3 // Spellcaster / Effect

You can target face-up monsters your opponent controls up to the number of different Attributes among the "Kieisu" monsters you control; change those targets to either Attack or face-up Defense Position. If this card would be targeted by a card effect (Quick Effect): You can shuffle 1 "Akakieisu" in your GY into your Deck; negate the activation, and if you do, draw 1 card. You can only use each effect of "Aokieisu" once per turn.

700 / 300

Midorikieisu

WATER // Level 3 // Spellcaster / Effect

All "Kieisu" monsters you control gain 300 ATK for each different Attribute among the "Kieisu" monsters you control. If this card would be targeted for an attack (Quick Effect): You can shuffle 1 "Chaikieisu" in your GY into your Deck; negate the attack, and if you do, destroy the attacking monster. You can only use this effect of "Aokieisu" once per turn.

800 / 200

Chaikieisu

WIND // Level 3 // Spellcaster / Effect

You can target Spell/Traps your opponent controls up to the number of different Attributes among the "Kieisu" monsters you control; return them to the hand. Your opponent cannot activate the targeted cards in response to this effect's activation. If this card would be destroyed by a card effect: You can shuffle 1 "Midorikieisu" in your GY into your Deck; negate the activation, and if you do, inflict 300 damage to your opponent for each "Kieisu" card you control. You can only use each effect of "Chaikieisu" once per turn.

900 / 100

Kikieisu

EARTH // Level 3 // Spellcaster / Effect

You can target cards in your opponent's GY up to the number of different Attributes among the "Kieisu" monsters you control; banish them. If this card would change it's ATK/DEF, control or battle position by your opponent's card effect: You can shuffle 1 "Chaikieisu" in your GY into your Deck; negate the activation, and if you do, discard 1 random card from your opponent's hand. You can only use each effect of "Kikieisu" once per turn.

1000 / 0

Kurokieisu

LIGHT // Level 3 // Spellcaster / Effect

You can excavate cards from the top of your Deck, up to the number of different Attributes among the "Kieisu" monsters you control; add any number of excavated "Kieisu" Spell/Traps to your hand and shuffle the rest into your Deck, and if you do, discard cards equal to the number of cards added to your hand -1. If this card would leave the field by your opponent's card effect: You can shuffle 1 "Kikieisu" in your GY into your Deck and send the top 3 cards of your Deck to the GY instead. You can only use each effect of "Kurokieisu" once per turn.

600 / 400

Kieisu Warlock Covenant

Continuous Spell

Cannot be destroyed by your opponent's card effect during your turn while you control a "Kieisu" monster. "Kieisu" monsters you control gain ATK equal to the level of all "Akakieisu" monsters in your GY x 150. If your opponent Special Summons a monster from the Extra Deck: You can send 1 "Kieisu" monster from your Deck to your GY. If this card is destroyed by your opponent's card effect: Your opponent cannot Special Summon monsters for the rest of this turn with Attributes equal to the Attribute of the "Kieisu" monsters you control.

Kieisu Warlock Energy Chain

Normal Trap

When your opponent activates a card effect: Tribute 1 "Kieisu" monster and send 1 "Kieisu" monster to the GY; negate the activation, and if you do, destroy that card. Your opponent can negate this card's effect by Tributing 1 monster they control, but if they do, you can Special Summon 1 "Kieisu" monster from your Deck with a different Attribute than the other "Kieisu" monsters sent to the GY by this card's effect.

 

Next: Doma, the Angel of Silence

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Soo... what i imagined was a set of angels (Level 5 DARK Fairy Normal Monsters) that are a core part of triggering support cards. Each different support card applies unique effect(s) depending on which Angel it interacts with or is triggered by. They are all themed around "reapers" or "angels of death" and focus on disturbing a specific type of your opponent's cards. 

Monster Counterparts:

Mastema the Angel of Void (DARK)  Level 5 / ATK 1600 DEF/1400  
This fairy rules over the end of dreams.

 

Naama The Angel of Ennui (DARK)  Level 5 / ATK 1600 DEF/1400  

This fairy rules over the end of love.

________________________________

Fallen Piece of Paradise (SPELL)

Field Spell Card:

A Tribute Summoned "ma The Angel of" monster is gains ATK equal to its original DEF until the End Phase. 

You can activate up to two of the following Effects of "Fallen Paradise" per turn: 
- If you Summon "Doma The Angel of Silence"; negate the effects of  Spell Cards your opponent controls until the End Phase.
- If you Summon "Mastema The Angel of Vodi"; negate the effects of Monster Cards your opponent controls until the End Phase.
- If you Summon "Naama The Angel of Ennui"; negate the effects of Trap Cards your opponent controls until the End Phase.

 

Vindictive Fall (TRAP)

When a monster you control is destroyed by your opponent's Monster by battle or by its effect: you can target your opponent's Monster; immediately after this effect resolves, Tribute the target to Tribute Summon 1 "ma The Angel of" monster from your hand. 

 

Lingering Spite (TRAP)

Continuous Trap Card.

"ma The Angel of" monster cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. During your opponent's Battle Phase, any battle damage inflicted to a player is halved, then applied to the other player. If this face-up card is destroyed by your opponent, you can Special Summon 1 monster from your hand, Deck or GY , depending on the card that destroyed it (This Summon is treated as a Tribute Summon): 
- Spell:  "Doma The Angel of Silence"    - Effect Monster: "Mastema The Angel of Void"    - Trap: "Naama The Angel of Ennui"

 

Disgraceful Voracity (SPELL)

Normal Spell Card

Draw 2 cards. Then reveal 1 "ma The Angel of" monster in your hand and discard 1 card, otherwise you must discard your entire hand. 

 

Next: Minoan Centaur

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  • 1 month later...

Minoan Taurling
EARTH ****
Beast-Warrior
Young Aegean Centaurs trained to strike at foes from afar with well-timed arrow fire.
1000/1800

Minoan Minotaur
EARTH ****
Beast-Warrior/Effect
If a "Minoan" monster is sent to the GY: You can Special Summon this card from your hand, and if you do, destroy all cards in this card's column.  If this card is sent to the GY while you have 3 or more "Minoan" monsters in your GY: You can add 1 "Minoan" Spell/Trap from your Deck to your hand.
1600/1600

Minoan Cyclopes
EARTH ****
Beast-Warrior/Effect
You can reveal 1 Normal monster in your hand to Special Summon this card from your hand.  When this card is sent to the GY: You can send 1 "Minoan" card from your hand and 1 "Minoan" monster from your Deck to the GY, then, you can return 1 "Minoan" monster from your GY to your hand.
1400/1700

Minoan Pegasus
EARTH Links: SW
Beast-Warrior/Link/Effect
1 non-Link "Minoan" monster
This card gains 500 ATK for each "Minoan" card in your GY with different names.  This card cannot be targeted by your opponent's card effects while you have a Normal monster(s) in your GY.  If a monster this card points to is sent to the GY: You can send 1 "Minoan" card from your hand or Deck to the GY.
500/LINK 1

Minoan Chimera
EARTH 9*
Beast-Warrior/Fusion/Effect
2+ "Minoan" monsters
When this card is Fusion Summoned: Send cards from the top of your Deck to the GY equal to the number of this card's Fusion Materials.  If a "Minoan" card is sent to the GY by this effect, this card gains 100 ATK for each card in your GY.  This card can attack a number of times equal to the number of "Minoan" monsters with different names in your GY.
2400/2000

Minoan Fusion
Spell
Fusion Summon 1 "Minoan" monster from your Extra Deck by banishing "Minoan" monsters from your GY as Fusion Material.  If you Banished a Normal monster to activate this effect, the Fusion Monster is unaffected by other card effects this turn.  During the End Phase, if this card is in the GY and there are 3 or more "Minoan" monsters in your GY: Set this card.  You can only Set 1 "Minoan Fusion" by this effect per turn.

Minoan Strike
Trap
Target 1 "Minoan" monster you control and 1 card your opponent controls; Destroy the second target.  If the first target is sent to the GY by your opponent's card (by battle or your opponent's card effect) this turn, you can send any number of "Minoan" monsters from your Deck to the GY with the same name as that card, and if you do, draw 1 card for each.  During the End Phase, if this card is in the GY and there are 3 or more "Minoan" monsters in your GY: Set this card.  You can only Set 1 "Minoan Strike" by this effect per turn.

 

Next: Parthian Shot

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