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Single to Archetype Game

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#41
Tinkerer Bartholomew Melon

Tinkerer Bartholomew Melon

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 Hayabusa Janissary

WIND ***

Warrior/Effect

During the Battle Phase: you can Special Summon this card from your hand.  When this card is Normal or Special Summoned: increase the ATK of 1 monster you control by 800.

1100/300

 

Hayabusa Halberdier

WATER ***

Warrior/Effect

The original ATK and DEF of all your opponent's monsters is halved.

700/1500

 

Haybusa Artilerist

FIRE ***

Warrior/Effect

If a monster you control destroys a monster your opponent controls by battle: your opponent takes damage equal to the ATK of the destroyed monster.

500/1900

 

Hayabusa Flock-Flank Training

Spell

You can add 1 or 2 "Hayabusa's Devotion" cards from your Deck to your hand.  If you add 2, you cannot declare an attack this turn.  You can only activate 1 "Hayabusa Flock-Flank Training" per turn.

 

Hayabusa's Devotion to Ares

Continuous Spell

If a "Hayabusa" monster you control declares an attack: you can Special Summon 1 "Hayabusa" monster from your Deck whose Attribute is different from the Attributes of all monsters you control, but it cannot declare an attack this turn.  You can only gain this effect of this card's name once per turn.  If a monster you control destroys a monster by battle and/or inflicts damage to your opponent: you can target 1 "Hayabusa" monster you control; your opponent's monsters lose ATK equal to that target's ATK until the End Phase.

 

Hayabusa's Devotion to Osiris

Continuous Trap

If a "Hayabusa" monster you control is destroyed: you can target 1 "Hayabusa" monster with a different Attribute in your GY; Special Summon that target.  You can only use this effect of this card's name once per turn.  If a "Hayabusa" monster destroys an opponent's monster by battle: you can banish that monster, and if you do, inflict 300 damage to the opponent.

 

Hayabusa's Devotion to Huitzilopochtli

Normal Spell

Your opponent cannot Special Summon monsters in attack position.  Your opponent cannot activate the effects of monsters whose printed ATK is higher than the original ATK of any "Hayabusa" monster you control.  This card remains face up on the field for 2 of your opponent's turns.

 

 

Hecatrice ~OR~ Valhalla, Hall of the Fallen


Hello, fine peoples!

 

Oh hey, something notable I guess

#42
SnowBunny

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Asgard
Field Spell
Once per turn, during your Draw Phase, instead of conducting your normal draw: You can add 1 Fairy monster from your Deck to your hand. You cannot Normal Summon/Set during the turn you activate this effect.

Yggdrasil, the World Tree
Continuous Spell
You can pay 1000 LP: Special Summon 1 Fairy monster from your hand or GY. You can only use this effect of "Yggdrasil, the World Tree" once per turn. Each time a Fairy monster inflicts battle damage to your opponent: Gain LP equal to the amount you inflicted.

Niflheim, the Realm of Ice
Normal Trap
Your opponent cannot declare an attack this turn, also Fairy monsters you control cannot be destroyed by card effects until the End Phase.

Muspelheim, the Realm of Fire
Quick-Play Spell
Special Summon 1 Level 4 Fairy monster from your hand, then inflict damage to your opponent equal to half its original ATK. You can only activate "Muspelheim, the Realm of Fire" once per turn.

Bifrost, the Rainbow Bridge
Normal Spell
Send 1 Level 7 or 8 Fairy Monster from your hand to the GY: Draw 2 cards.

Audmula, the Divine Cow
Level 7 LIGHT/Fairy/Effect
1600/2600
If a Fairy Monster is Special Summoned by a card effect to your side of the field: You can Special Summon this card from your hand. You can Tribute 1 Fairy monster you control: Your opponent must Tribute 1 monster they control. If this card is Tributed: You can reveal the top 3 cards of your Deck, then add 1 of the revealed cards to your hand, and the rest are shuffled back into your Deck. You can only use each effect of "Audmula, the Divine Cow" once per turn.

Heimdall, the Watchman
Level 4 LIGHT/Fairy/Effect
1500/1300
If this card is Special Summoned: You can add "Yggdrasil, the World Tree", "Niflheim, the Realm of Ice", or "Muspelheim, the Realm of Fire" from your Deck to your hand. You can only use the effect of "Heimdall, the Watchman" once per turn.

Buri, the Ancestor
Level 8 LIGHT/Fairy/Effect
2700/2100
You can declare a card name: This card's name becomes the declared name until the End Phase. You can declare an attribute: This card's attribute becomes the declared attribute until the End Phase. You can declare a Monster type: This card's type becomes the declared type until the End Phase. You can only use each effect of "Buri, the Ancestor" once per turn.

~~~~~~~~~

The 13th Grave

#43
Chaosix

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The 13th Warrior

DARK/Level 3/Warrior/Effect

1200/900

When this card is Summoned: Discard 1 card. If you do, Special Summon up to 2 "The 13th Warrior" from your deck. When this card is sent to the GY: add 1 "The 13th" card from your deck to your hand. You can only activate this effect of "The 13th Warrior" once per turn. You can banish this card from your GY: Special Summon 1 "The 13th Grave" from your GY, and if you do, it gains 1200 ATK and 900 DEF.

 

The 13th Graveyard

Field Spell

All "The 13th Grave"s you control gain 1200 ATK and 900 DEF. When this card is activated, you can add 1 "The 13th Warrior" from your deck to your hand, or destroy all "The 13th Warrior"s you control. While there are 3 "The 13th Warrior"s in your GY, "The 13th Grave"s cannot be destroyed be card effects. Once per turn: You can tribute 1 "The 13th Grave", then add 1 "The 13th" card from your deck to your hand.

 

The 13th Plot

Continuous Spell

When this card is activated, if you there is a "The 13th Warrior" in your GY: Special Summon a number of "The 13th Grave"s from your deck, up to the number of "The 13th Warrior"s in your GY, and if you do, they gain 1200 ATK and 900 DEF. When "The 13th Grave" is sent to the GY: Special Summon 1 "The 13th Grave" from your deck, and if you do, it gains 1200 ATK and 900 DEF. While "The 13th Graveyard" is on the field, "The 13th" cards you control cannot be targeted by your opponent's cards' effects.

 

The 13th Burial

Normal Spell

Send 1 "The 13th Warrior" from your deck to the GY: Special Summon 1 "The 13th Grave" from your deck, and if you do, it gains 1200 ATK and 900 DEF. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY: Special Summon 1 "The 13th Grave" from your GY, and if you do, it gains 1200 ATK and 900 DEF. During your Main Phase, except the turn this card was banished: You can shuffle all of your banished "The 13th" cards, and all of your "The 13th" cards in your GY into your deck, then draw 1 card.

 

The 13th War

Normal Trap

During this turn, all "The 13th" monsters you control gain 1200 ATK and 900 DEF, and when they destroy a monster by battle, you can send 1 card from your deck to the GY.

 

Next: Stone Statue of the Aztecs



#44
Ninjaskisbae

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If "Fur Hire" can mess with the wording, so can I Goddiddlydarnit!

 

Stone Pyramid of the Aztecs

EARTH / level 3 / Rock / Flip / Effect

FLIP: Add 1 Spell/Trap card "of the Aztecs" from your deck to your hand.

Double any battle damage your opponent takes when they attack this monster.

200 ATK / 1600 DEF 

 

Stone Shrine of the Aztecs

EARTH / level 4 / Rock / Effect

Double any battle damage your opponent takes when they attack this monster. Cannot be destroyed by card effects.

0 ATK / 1800 DEF

 

Stone Temple of the Aztecs

EARTH / level 6 / Rock / Effect

You can special summon this card (from your hand) by tributing 1 card "of the Aztecs" you control. Double any battle damage your opponent takes when they attack this monster. Cannot be destroyed by card effects. During each End-Phace: deal 700 damage to your opponent.

400 ATK / 2700 DEF

 

City of the Aztecs

Field Spell

If a monster "of the Aztecs" is normal or flip summoned: change it to face-up defence position. Monsters "of the Aztecs" you control gain 700 DEF. All monsters your opponent controls must attack each monster you control once each, if able. If a monster attacks a monster "of the Aztecs" with more DEF than the attacking monster's ATK: destroy the attacking monster.

 

Stoneworker of the Aztecs

Normal Spell

Shuffle 1 card from your hand into your deck, then add 2 monsters "of the Aztecs", from your deck to your hand.

 

Sacrifice of the Aztecs

Normal Trap

Tribute 1 monster "of the Aztecs" you control; Special Summon, from your deck, 1 monster "of the Aztecs" in face-up or face-down defence position, then, destroy 1 card on the field. If a monster "of the Aztecs" is attacked while this card in your GY: You can banish this card from your GY; that monster gains 1000 DEF, during that battle phace only.

 

Next: Beaver Warrior 


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Link: https://forum.yugioh...archetype-club/

 

I'm also into memes. Send me memes please.


#45
Tinkerer Bartholomew Melon

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Beaver Guardian
EARTH ****
Beast-Warrior
600/2000

Beaver Lancer
EARTH ****
Beast-Warrior/Effect
This card inflicts piercing damage. If you control a Normal Monster with more DEF than ATK when this card is Summoned: you can Special Summon 1 “Beaver” monster from your hand or Deck except “Beaver Lancer”.
1600/1700

Beaver Magician
EARTH ****
Beast-Warrior/Effect
Once per turn: you can discard 1 Spell/Trap card; Special Summon 1 Normal Monster with more DEF than ATK from your hand or Deck. If you control a Normal Monster with more DEF than ATK when this card is Summoned: you can target 1 card on the field; destroy it.
1100/1600

Beaver Scout
EARTH ****
Beast-Warrior/Effect
This card is treated as a Normal Monster on the field. If you control no monsters, or all the monsters you control are Normal Monsters with more DEF than ATK, you can Special Summon this card from your hand. If you control another Normal Monster with more DEF than ATK when this card is Summoned: you can add 1 “Beaver” monster from your Deck to your hand except “Beaver Scout”
800/1000

Lord of Beavers
EARTH ****
Beast-Warrior/Effect
Cannot be Normal Summoned. If you control a Normal Monster with more DEF than ATK, you can Special Summon this card from your hand. When a “Beaver” monster(s) is used as Material for the Summon of a monster from the Extra Deck, you can activate 1 of the following effects:
- Draw 1 card, then you can Special Summon 1 “Beaver” monster from your hand.
- Destroy 1 card on the field, then you can send 1 “Beaver” card from your Deck to the GY.
You can only control 1 “Lord of Beavers”.
2000/2050

Den of Beavers
Trap
Special Summon 2 “Beaver” monsters from your hand or Deck (except “Lord of Beavers”). 1 of those monsters must be a Normal monster. You can only Special Summon 1 type of monster from your Extra Deck the turn you activate this effect (Fusion, Synchro, Xyz, Pendulum, Link). You can banish this card from your GY; Special Summon 1 Normal Monster with more DEF than ATK from your GY. You can only activate one effect of this card’s name once per turn.

Beaver Buster
Trap
Destroy all monsters your opponent controls whose DEF is less than the total DEF of all Normal monsters you control. You can banish this card from your GY; Special Summon 1 “Beaver” monster from your hand. If you Special Summoned a Normal Monster using this effect: draw 1 card. You can only activate one effect of this card’s name once per turn.

Appropriate

Hello, fine peoples!

 

Oh hey, something notable I guess

#46
Black D'Sceptyr

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Appropriate Punishment

Continuous Spell

Lore: Set 1 Continuous Trap from your Deck with an effect that draws a card(s), but it cannot be activated unless you control "Appropriate Punishment", you must pay 1500 LP to activate it if it is not "Appropriate", also destroy it when this card leaves the field. An "Appropriate that was Set by this effect can be activated during your turn. You can only use this effect of "Appropriate Punishment" once per turn. You can banish this card from your GY; Special Summon 1 "Soldiers of Appropriated Fortune" from your Deck, but it cannot attack if its ATK is 3000 or more.

 

Appropriate Recompensation

Continuous Trap

Lore: When this card is activated: Each player draws 1 card and discards any monsters they drew during this Phase by card effects also after that, you gain LP equal to the ATK of the discarded monster with the highest ATK (if any.) If you control "Appropriate Punishment" or "Appropriate", your opponent cannot activate the effects of cards with the same name as a card(s) sent to the GY by this effect, until the end of the next turn. Your opponent cannot draw cards by their card effects. You can banish this card from your GY; add 1 "Appropriate Punishment" from your Deck to your hand.

 

Appropriate Restitution

Continuous Trap

Lore: Once per turn, if you control "Appropriate Punishment" or "Appropriate": You can Special Summon "Appropriator Tokens" (Warrior/DARK/Level 4/ATK 0/DEF 0), up to the number of Continuous Traps you control, and if you do, your opponent draws cards equal to the number of Tokens you Summoned this way. "Appropriator Tokens" you control gain 500 ATK for each card in both player's hands, but they cannot attack directly. While you control an "Appropriator Token", all monsters you control are unaffected by the effects of your opponent's monsters during the same Phase a card(s) was drawn. You can banish this card from your GY: add 1 "Appropriate Punishment" from your Deck to your hand.

 

Soldiers of Appropriated Fortune

DARK/Warrior-Type Effect Monster/Level 4/? ATK/? DEF

Lore: If this card is Normal Summoned: You can add 1 "Appropriate Recompensation" or 1 "Appropriate Restitution" from your Deck to your hand. Gains 500 ATK for each card in your opponent's hand. Your opponent's Effect Monsters lose 200 ATK for each card in your hand. If a Continuous Trap is activated that makes a player draw a card(s): You can discard 1 random card from your opponent's hand. You can only use this effect of "Soldiers of Appropriated Fortune" once per turn.

 

 

NEXT UP: Water Omotics


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#47
Darj

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Omotics Water
WATER/Dragon/Link/Effect
Rating: 1
Link Markers: bottom-left
ATK: 400
1 WATER Normal monster
If you control "Water Omotics", you can Special Summon this card (from your Extra Deck), but it is returned to the Extra Deck during the End Phase. You can only Special Summon "Omotics Water" this way once per turn. This card must attack if able. (Quick Effect): You can target 1 "Water Omotics" you control, then banish this card and any number of WATER Dragon monsters from your field or GY; this turn, that target is unaffected by your opponent's Spell/Trap effects, also it gains 600 ATK for each banished monster, and it can attack twice during the Battle Phase of this turn.


Omotics Leviathan
WATER/Dragon/Link/Effect
Rating: 3
Link Markers: bottom-left, middle-left, bottom-middle
ATK: 2400

2+ WATER monsters
If you used "Water Omotics" as material for this card's Link Summon, this card's name becomes "Water Omotics" while on the field or in the GY. Unaffected by the effects of monsters whose original ATK is equal or lower than this card's current ATK. This card must attack if able. Once per turn, during your opponent's Main Phase or Battle Phase, you can (Quick Effect): Immediately after this effect resolves, declare an attack with this monster (the battle is conducted normally).

 

Omotics Disciple
WATER/Spellcaster/Tuner/Effect
Level: 3
1200/400
You can send 1 WATER monster from your Deck to the GY; Special Summon 1 "Water Omotics" from your hand, Deck or GY. You can only use this effect of "Omotics Disciple" once per turn. Monsters you control cannot attack the turn you activate this effect, except for WATER monsters.

Omotics Jar
Normal Spell
Target up to 5 WATER monsters in your GY (min. 3), including at least 1 "Omotics" monster; shuffle all of them into the Deck, then draw 2 cards. You can only activate 1 "Omotics Jar" per turn. If a WATER monster you control would be destroyed by battle, you can banish this card from your GY instead.

 

 

Next:

Nettles


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#48
Flash Flyer - Sakura

Flash Flyer - Sakura

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Pricking Nettles

Level 2 | EARTH | Plant | Effect

800/800

If you control a "Nettles" monster, except "Pricking Nettles", you can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can equip it to a monster your opponent controls. While this card is equipped to a monster, that monster cannot be used as material for a Summon.

 

Spawning Nettles

Level 2 | EARTH | Plant | Effect

1000/1000

If you control a "Nettles" monster, except "Spawning Nettles", you can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can add 1 "Nettles" card from your Deck to your hand. 

 

Sporing Nettles

Level 2 | EARTH | Plant | Effect

0/1200

If you control a "Nettles" monster, except "Sporing Nettles", you can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 "Nettles" monster from your GY.

 

Razor Nettles

Level 2 | EARTH | Plant | Effect

1400/0

If you control a "Nettles" monster, except "Razor Nettles", you can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can inflict 800 damage to your opponent.

 

Giant Tree Nettles

Link 2 | EARTH | Plant | Link | Effect

1600

SW SE

2 Level 2 Plant monsters

Cannot be targeted by an opponent's effects while it points to a monster. Once per turn (Quick Effect): You can target up to 2 Plant monsters you control, then target an equal number of cards your opponent controls; destroy both targets, then if you destroyed a "Nettles" monster(s), this gains 300 ATK for each.

 

Nettles Garden

Field Spell

During your Main Phase, you can Normal Summon 1 "Nettles" monster in addition to your Normal Summon/Set. Once per turn, if a "Nettles" monster(s) you control is destroyed, you can activate 1 of these effects;

● Special Summon an equal number of "Nettles" monsters from your Deck. 

● Draw 1 card for each monster destroyed by this effect.

 

Nettles Cycle

Quick-Play Spell

Target up to 4 "Nettles" cards in your GY (min. 2); shuffle all of those targets into the Deck, then draw the same number of cards you shuffled into the Deck.

 

 

Beast of Talwar

https://yugioh.wikia...Beast_of_Talwar


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#49
Krashkube

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(that's technically an archfiend but w/e)

 

Dark Sword Soul

DARK | Fiend | Level 1 | Effect

You can discard this card; Special Summon 1 "Talwar" monster from your hand.

200/200

 

Talwar Berserker

DARK | Fiend | Level 6 | Effect

If you control no monsters, or if all monsters you control are "Talwar" monsters, you can Special Summon this card (from your hand). Once per turn, if you control an Equip Spell: You can draw 1 card, and if the drawn card is an Equip Spell, equip it to 1 appropriate monster you control. Otherwise, send that card to the GY.

2150/2400

 

Corruptor of Talwar

DARK | Fiend | Level 6 | Effect

Equip Spells you control cannot be destroyed by card effects. Once per turn, if you control an Equip Spell: You can Special Summon 1 "Talwar" monster from your GY. If this card is destroyed while you control an Equip Spell, you can add 1 "Dark Sword Soul" from your Deck to your hand.

2500/1900

 

Talwar Swordmaster

DARK | Fiend | Rank 6 | Xyz | Effect

2 Level 6 monsters

"Talwar" monsters you control can attack twice per Battle Phase. Once per turn: You can detach 1 Xyz Material from this card; excavate the top 3 cards of your deck and add all Equip Spells excavated by this effect to your hand. Send the other cards to the GY. Each time an Equip Spell is activated, this card gains 500 ATK/DEF.

2600/2250

 

Talwar Soul

DARK | Fiend | Link 1 | Link | Effect

Links S

1 Fiend monster

When this card is Link Summoned, you can add 1 "Talwar" Equip Spell from your Deck to your hand. Once per turn, when an Equip Spell is activated: You can Special Summon 1 "Talwar" monster from your hand.

 

Dark Sword of Talwar

Equip Spell

Equip only to a Fiend monster. That monster gains 500 ATK/DEF. Each time a Fiend monster is Special Summoned, the equipped monster gains 500 ATK/DEF.

 

Treasured Sword of Talwar

Equip Spell

Equip only to a Fiend monster. That monster gains 300 ATK/DEF. Once per turn: You can send this card and 1 Equip Spell you control to the GY; draw 2 cards.

 

Twin Sword of Talwar

Equip Spell

Equip only to a Fiend monster. Twice per turn, that monster cannot be destroyed by battle. Once per turn, when a Fiend monster is targeted by a card effect: You can send this card to the GY; negate that effect.

 

Legendary Sword of Talwar

Equip Spell

Equip only to a "Talwar" monster. That monster gains 600 ATK/DEF for each Equip Spell you control. Once per turn: You can send 1 other Equip Spell to the GY; Special Summon 1 "Talwar" monster from your GY.

 

next: Sea Dragon Lord Gishilnodon


read at your own risk

#50
BatMed

BatMed

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"Gishilnodon" -  OCG (ギシルノドン Gishirunodon)

x393wz.jpg

Gishilnodon Avatar - Charybdis

WATER | Aqua / Effect
Level 7 | 2800 / 1000
Other WATER monsters you control gain 300 ATK and DEF. You can only use each of these effects of "Gishilnodon Avatar - Charybdis" once per turn, also you cannot Special Summon monsters the turn you activate this card's effect(s), except WATER monsters.
● You can discard this card; add 1 "Gishilnodon Legendary Temple" from your Deck to your hand.
● If you control no monsters in your Main Monster Zones: You can banish this card from your GY; Special Summon 1 "Gishilnodon Priestess" monster from your hand or Deck in face-up Defense Position.
 

Gishilnodon Avatar - Carcinus

WATER | Aqua / Effect
Level 7 | 1700 / 2900
"Gishilnodon Legendary Temple" cannot be targeted or destroyed by card effects. You can only use each of these effects of "Gishilnodon Avatar - Carcinus" once per turn, also you cannot Special Summon monsters the turn you activate this card's effect(s), except WATER monsters.
● (Quick Effect): You can discard this card; until the end of the turn, WATER monsters you control are unaffected by your opponent's Spell/Trap effects.
● If you control no monsters in your Main Monster Zones: You can banish this card from your GY; Special Summon 1 "Gishilnodon Priestess" monster from your hand or Deck in face-up Defense Position. 
 
Gishilnodon Avatar - Akheilos
WATER | Aqua / Effect
Level 7 | 2500 / 2100
All non-WATER monsters on the field lose 500 ATK and DEF. You can only use each of these effects of "Gishilnodon Avatar - Akheilos" once per turn, also you cannot Special Summon monsters the turn you activate this card's effect(s), except WATER monsters.
● If you control exactly 2 WATER monsters in your Main Monster Zones, and no other monsters, you can Special Summon this card from your hand.
● If you control no monsters in your Main Monster Zones: You can banish this card from your GY; Special Summon 1 "Gishilnodon Priestess" monster from your hand or Deck in face-up Defense Position. 
 
Gishilnodon Priestess - Naiades
WATER | Aqua / Tuner / Effect
Level 2 | 0 / 1000
If this card is Special Summoned by a "Gishilnodon" card effect: You can Special Summon 1 "Gishilnodon Chalice Token" (Aqua/WATER/Level 3/ATK 800/DEF 200) in face-up Defense Position. (Quick Effect): You can Tribute this card; destroy 1 face-up monster your opponent controls. You must control another WATER monster to activate and to resolve this effect. You can only use each effect of "Gishilnodon Priestess - Naiades" once per turn.
 
Gishilnodon Priestess - Nereides
WATER | Aqua / Tuner / Effect
Level 2 | 0 / 1000
If this card is Special Summoned by a "Gishilnodon" card effect: You can Special Summon 1 "Gishilnodon Chalice Token" (Aqua/WATER/Level 3/ATK 800/DEF 200) in face-up Defense Position. (Quick Effect): You can Tribute this card; banish 1 Set Spell/Trap your opponent controls. You must control another WATER monster to activate and to resolve this effect. You can only use each effect of "Gishilnodon Priestess - Nereides" once per turn.
 
Gishilnodon Priestess - Oceanides
WATER | Aqua / Tuner / Effect
Level 2 | 0 / 1000
If this card is Special Summoned by a "Gishilnodon" card effect: You can Special Summon 1 "Gishilnodon Chalice Token" (Aqua/WATER/Level 3/ATK 800/DEF 200) in face-up Defense Position. (Quick Effect): You can Tribute this card and discard 1 WATER monster; draw 2 cards. You must control another WATER monster to activate and to resolve this effect. You can only use each effect of "Gishilnodon Priestess - Oceanides" once per turn.
 
Gishilnodon Dragon Overlord of 7 Seas 
WATER | Sea Serpent / Synchro / Effect
Level 10 | 3000 / 1800
1 WATER Tuner + 1+ non-Tuner WATER monsters
If "Umi" is face-up on the field, this card is unaffected by your opponent's card effects. If a face-up Level 3 or lower monster on the field is sent to the GY, this card gains 500 ATK until the End Phase of this turn. Once per turn: You can target 1 "Gishilnodon Avatar" monster in your GY or that is banished; until the end of your opponent's turn, this card gains that target's effect, also shuffle that target into the Deck.
 
Gishilnodon Legendary Temple
Field Spell
(This card's name is always treated as "Umi".)
You can only use each effect of "Gishilnodon Legendary Temple" once per turn. When this card is activated: You can shuffle 1 card from your hand into the Deck; add 1 "Gishilnodon" monster from your Deck to your hand. If you control a WATER Synchro monster, you can activate 1 of these effects.
● You can discard 1 card; Special Summon 1 "Gishilnodon Priestess" monster from your GY.
● You can Tribute 1 WATER monster you control; Special Summon 1 of your banished "Gishilnodon Avatar" monsters.
x393wz.jpg

 

Next: Fire Princess



#51
Draconus297

Draconus297

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Secret Guard of the Fire Princess
FIRE - Level 4 - Pyro/Effect - 1700/200
When this card is Normal Summoned: You can Special Summon 1 "Fire Princess" monster from your hand, Deck, or Graveyard, except "Secret Guard of the Fire Princess". If the monster Summoned this way was "Fire Princess", you can banish up to 1 each of a Monster and Spell/Trap Card your opponent controls, and if you do; gain 300 LP for each card banished this way. "Fire Princess" monsters you control cannot be destroyed or targeted by your opponent's card effects.

Handmaiden to the Fire Princess
FIRE - Level 4 - Pyro/Effect - 1200/1400
If you Normal or Special Summon a "Fire Princess" monster: You can Special Summon this card from your hand or Graveyard (you can only Summon this card from your Graveyard once per turn this way), and if you control "Fire Princess" when you do; you can add 1 "Fire Princess" card from your Deck to your hand. If a FIRE monster you control inflicts battle damage to your opponent: Gain LP equal to the amount of damage inflicted, and all "Fire Princess" monsters you control gain ATK equal to the amount of LP you gained. While you control this card, "Fire Princess" you control can attack your opponent directly.

Maid to the Fire Princess
FIRE - Level 2 - Pyro/Effect - 500/700
Once per turn, during either player's turn, you can reveal this card in your hand until the End Phase: Gain 500 LP. If you inflict damage to your opponent with a card effect while this card is revealed in your hand by its own effect: You can target 1 card your opponent controls and destroy it; also, if the effect that inflicted damage was the effect of "Fire Princess"; you can increase the ATK and DEF of "Fire Princess" by 500. Once per turn: You can return this face-up monster you control and own to your hand.

Body Double to the Fire Princess
FIRE - Level 4 - Pyro/Tuner/Effect - 1500/1300
You can Special Summon this card (from your hand) by returning 1 "Fire Princess" monster from your field or Graveyard to your hand. You can only activate this effect of this card's name once per turn. This card's name is treated as "Fire Princess" on the field and in the Graveyard. If you gain LP: Inflict 800 damage to your opponent, then draw 1 card. You can only activate this effect of this card's name once per turn.

Order of the Fire Princess
Quick-Play Spell
Target 1 monster your opponent controls: That target cannot attack or be used as Material for a Summon this turn. If you control a "Fire Princess" monster when this card is activated, that target's effects are negated. If you control "Fire Princess" when this effect is activated, gain 200 LP for each monster on the field, and discard 1 random card from your opponent's hand.

Nobility of the Fire Princess
Continuous Spell
If your opponent Summons a monster(s) from their Extra Deck: Gain LP equal to half the ATK of the Summoned monster. If your opponent takes damage from the effect of "Fire Princess", all monsters your opponent controls lose ATK equal to the amount of damage inflicted. If you control "Fire Princess", your opponent cannot activate cards or effects that add a card(s) from their Deck to their hand unless they control the monster on the field with the highest ATK, and that monster has successfully attacked while on the field.

Coronation of the Fire Princess
Continuous Trap
When this card is activated: You can Special Summon 1 "Fire Princess" monster from your Graveyard, then gain LP equal to its ATK. A monster Summoned this way cannot be destroyed by battle. During the End Phase, if you control "Fire Princess" and the opponent of the turn player took damage this turn: Gain 500 LP, then draw 1 card.

There. Anti-meta heal/burn Deck.

Life-Absorbing Machine
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#52
Flash Flyer - Sakura

Flash Flyer - Sakura

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Alright, let's see how this turns out. 

 

Life Absorbing Wolf

Level 5 | DARK | Beast | Effect

2100/1200

You can Special Summon this card from your hand, but you lose 1000 LP. You can only Special Summon "Life Absorbing Wolf" once per turn this way. You can Normal Summon 1 "Life Absorbing" monster from your hand in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

 

Life Absorbing Warrior

Level 4 | DARK | Warrior | Effect

1600/1400

If you would take battle damage: Reduce it to 0. During your Standby Phase: Gain LP equal to the amount of battle damage reduced by this card's effect to 0 during your last turn.

 

Life Absorbing Core

Level 3 | DARK | Aqua | Effect

800/1800

If you would take effect damage: Reduce it to 0. During your Standby Phase: Gain LP equal to the amount of effect damage reduced by this card's effect to 0 during your last turn.

 

Life Absorbing Parasite

Level 2 | DARK | Insect | Effect

500/500

If your opponent controls a monster, you can equip this card from your hand or GY to that monster. You can only use this effect of "Life-Absorbing Parasite" once per turn. During your opponent's Main Phase: Your opponent loses LP equal to half the equipped monster's ATK, then you gain that lost LP. 

 

Life Absorbing Ghost

Level 1 | DARK | Fiend | Effect

0/0

If a card is sent to the GY: You can discard this card; gain 100 LP for each card in the GY. You can only use the effect of "Life-Absorbing Ghost" once per turn.

 

Life Absorbing Essence

Field Spell

When this card is activated: Place 1 "Life Absorbing Machine" from your Deck face-down in your Spell/Trap Zone. It can be activated this turn. The first time a "Life Absorbing" monster you control would be destroyed by battle, it is not. Once per turn: You can banish 1 monster from your hand or GY; Special Summon any number of "Life Absorbing" monsters whose total ATK equals or is less than the banished monster's ATK from your Deck. 

 

Life Absorbing Aura

Continuous Spell

If you gain LP from a "Life Absorbing" card in your possession: Gain twice that amount instead.

 

Life Absorbing Grasp

Normal Spell

Add 1 "Life Absorbing" card from your Deck or GY to your hand.

 

Life Absorbing Transfer

Quick-Play Spell

Pay any amount of LP in multiples of 100, then target 1 monster you control; it gains ATK and DEF equal to the amount you paid.

 

 

Entire purpose of the archetype; turn damage of all forms into LP and not being slow to work like Life Absorbing Machine, but it does chain off Transfer. I don't know; Life Absorbing Machine is literally too slow now b/c its purpose is a bit outdated by now. 

 

 

Next card:

 

Sunlight Unicorn

(Let's go make Ruka/Luna an actual Deck for her instead of some random mix of monster spirits)


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#53
Tinkerer Bartholomew Melon

Tinkerer Bartholomew Melon

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Sunlight Fenriss
LIGHT ****
Beast/Effect
Once per turn: you can excavate the top card of your Deck. If it is a "Sunlight" card, add it to your hand. Otherwise, place it on the bottom of your Deck.
1900/700

Sunlight Pegasus
LIGHT ***
Winged Beast/Tuner/Effect
Once per turn: you can declare the name of the bottom card of your Deck and reveal it. If you call it correctly, add it to your hand. Otherwise, send it to the GY. If this card in your Deck is placed on the bottom of your Deck by a card effect: you can target 1 "Sunlight" card in your GY; add it to your hand.
800/1700

Sunlight Phoenix
LIGHT ***
Winged Beast/Tuner/Effect
If this card is added to your hand by a card effect: you can Special Summon it. If this card in your Deck is placed on the bottom of your Deck by a card effect: you can target 1 "Sunlight" monster in your GY; Special Summon it.
1500/400

Sunlight Sphynx
LIGHT ****
Beast-Warrior/Effect
Once per turn: You can excavate the top card of your Deck. If it is a Continuous Spell, add it to your hand. Otherwise, place it on the bottom of your Deck.
1400/2000

Sunlight Hippogriff
LIGHT ****
Winged Beast/Effect
If you excavate exactly 1 card: you can Special Summon this card from your hand. When this card is Summoned: excavate the top card of your Deck. If it is a "Sunlight" Monster, Special Summon it. Otherwise, place it on the top or bottom of your Deck.
1600/1200

Sunlight Manticore
LIGHT 7*
Beast/Tuner/Effect
If you control a "Sunlight" non-Tuner Monster: you can Special Summon this card from your hand, and if you do, reduce its level by 4 and it's ATK by 1000. Once per turn, if you excavate a card: you can banish the bottom card from your Deck face-down. If this card destroys an opponent's monster by battle or is used for the Synchro Summon of a Synchro Monster: you can add 1 card banished by this card to your hand. You can only control 1 "Sunlight Manticore"
2800/1000


Sunlight Starbeam
Continuous Spell
If a "Sunlight" card is excavated by a card effect: when the effect resolves, draw 1 card. You can pay 800 LP; Normal Summon 1 "Sunlight" Monster. You can only gain each effect of "Sunlight Starbeam" once per turn.

Sunlight Straight Sword
Equip Spell
Equip only to a "Sunlight" Monster, "Ancient Fairy Dragon" or "Power Tool Dragon". The equipped monster gains 800 ATK. If the equipped monster destroys an opponent's monster by battle, you can draw 2 cards, then place 1 card from your hand on the bottom of your Deck. If this card in your Deck is placed on the bottom of your Deck by a card effect: you can excavate the top card of your Deck. Add it to your hand or send it to the bottom of the Deck. If this card is sent from the field to the GY: place it on the bottom of your Deck. You can only use each effect of this card's name once per turn.

Mare Mare

Hello, fine peoples!

 

Oh hey, something notable I guess

#54
Flash Flyer - Sakura

Flash Flyer - Sakura

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I'm probably going to screw over the double pun thing KoA decided to do, and just go for straight transliterated stuff. Also because Mare Mare's JP name is Tatsunootoshioya (タツノオトシオヤ). 

 

Mare Mare Brother (Tatsunootoshi-ani / brother)

Level 4 | WATER | Wyrm | Effect

1200/800

You can decrease this card's Level by 3; Special Summon 1 "Mare Mare" monster from your Deck. You can banish this card you control or from your GY, then target 1 other "Tatsunootoshi" monster or "Mare Mare" you control; increase its Level by 3. 

 

Mare Mare Sister (Tatsunootoshi-ane / sister)

Level 3 | WATER | Wyrm | Effect

900/600

You can decrease this card's Level by 2; Special Summon 1 "Mare Mare" monster from your hand. You can banish this card you control or from your GY, then target 1 other "Tatsunootoshi" monster or "Mare Mare" you control; increase its Level by 2. 

 

Mare Mare Baby (Tatsunootoshi-aka / baby)

Level 2 | WATER | Wyrm | Effect

600/400

You can discard this card from your hand or banish this card from your GY, then target 1 "Mare Mare" monster you control; increase its Level by up to 3. You can only use this effect of "Mare Mare Baby" once per turn. 

 

Mare Mare Elder (Tatsunootoshi-chōrō / elder)

Level 9 | WATER | Wyrm | Effect

2700/1800

Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by Tributing 3 "Mare Mare" monsters you control. Once per turn: You can activate 1 of these effects;

● Special Summon up to 2 "Mare Mare" monsters with different names from your GY.

● Reduce this card's Level by up to 4; Special Summon a number of "Mini Mare Mare Tokens" (Wyrm/WATER/Level 1/ATK 300/DEF 200) equal to the reduction in this card's Level by its effect.   

 

Mare Mare First Son (Tatsunootoshi-chōnan / firstborn son)

Link 2 | WATER | Wyrm | Link | Effect

1500

W E

2 "Mare Mare" monsters

Once per turn: You can Special Summon 1 "Mare Mare" monster from your Deck or GY to a zone this card points to. (Quick Effect) You can banish this card you control or from your GY; this turn, any battle damage you would take from battles involving "Mare Mare" monsters you control becomes 0, also those monsters cannot be destroyed by battle or card effects. 

 

Mare Mare Ancestor (Tatsunootoshi-sosen / ancestor)

Link 3 | WATER | Wyrm | Link | Effect

2400

W E S

2+ "Mare Mare" monsters, including at least 1 non-Token monster

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

● Add up to 2 "Mare Mare" monsters with different names from your Deck to your hand, then send 1 card from your hand to the GY.

● Return up to 3 of your banished "Mare Mare" monsters to the GY. 

● Special Summon as many "Ancestral Mare Mare Tokens" (Wyrm/Tuner/WATER/Level 1/ATK 300/DEF 200) as possible to zones this card points to.

 

 

Flavor thing: Main Deck follow the 300/200 thing for every Level they have, similar to original Mare Mare. Link follow the pattern somewhat in ATK. But yeah, idea is to generally cycle Mare Mare or its "kids" and just make Synchros (or Link if you have to). Elder makes it really easy to do for the most part. 

 

 

I'll give the next guy an option (if permissible; otherwise, do the former):

 

Seiyaryu or Nine-Tailed Fox


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#55
BatMed

BatMed

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"Sacred Night" - "Holy Knight" in OCG (ホーリー・ナイト Hōrī naito)

Errata


Sacred Night's Worshiper
LIGHT | Spellcaster / Effect
Level 3 | 400 / 2000
When this card is Normal or Special Summoned: You can add 1 "Sacred Night" Spell from your Deck to your hand. Once per turn: You can Tribute 1 LIGHT monster you control, then target 1 "Sacred Knight" Spell in your GY; add that target to your hand. If this card is Tributed: You can Special Summon 1 "Sacred Night's Token of Worship" (Fairy/LIGHT/Level 1/ATK 2000/DEF 0).

Sacred Night's Paladin
LIGHT | Warrior / Effect
Level 4 | 1800 / 1500
If this card is Normal or Special Summoned: You can target 1 "Sacred Night" card in your GY; add that target to your hand. If you control another "Sacred Night" card or if the targeted monster was a Normal Monster, you can also Special Summon 1 "Sacred Knight" monster from your hand. If this card is Tributed: You can Special Summon 1 "Sacred Night's Token of Loyalty" (Fairy/LIGHT/Level 1/ATK 0/DEF 1800).

Sacred Night's Noble
LIGHT | Warrior / Effect
Level 5 | 2000 / 1800
If you control no monsters, you can Special Summon this card (from your hand). Once per turn: You can add 1 "Sacred Night" monster from your Deck to your hand, then, if you added a Normal Monster, you can draw 1 card. If this card is Tributed: You can Special Summon 1 "Sacred Night's Token of Devotion" (Fairy/LIGHT/Level 1/ATK 2500/DEF 2300), also, if you control a non-Effect monster, you can target 1 monster your opponent controls; destroy that target.

Sacred Night's Tyrant
LIGHT | Fiend / Effect
Level 7 | 2700 / 1000
You can Tribute Summon this card in face-up Attack Position by Tributing 1 "Sacred Night" monster. This Tribute Summoned card cannot be Tributed, and is unaffected by your opponent's Spell effects. If this card is Tribute Summoned: You can Special Summon 1 "Sacred Night" monster from your hand or Deck. If you Special Summon "Seiyaryu" by this effect, you can add 1 "Sacred Night Ordeal" from your Deck or GY to your hand.

Sacred Night in the Sky
LIGHT | Fairy / Fusion
Level 7 | 2500 / 2300
2 "Sacred Night" monsters

Sacred Night Wyrm
LIGHT | Wyrm / Xyz
Rank 7 | 3000 / 2800
+2 Level 7 LIGHT monsters

Alohim, the Sacred Night on High
LIGHT | Fairy / Fusion
Level 9 | 4000 / 2500
"Seiyaryu" + "Sacred Night's Monarch"

Sacred Night Prayer
Normal Spell
You can target 1 LIGHT monster in your GY; Special Summon that target in face-up Defense Position. It cannot be destroyed by battle, also if you Special Summoned a LIGHT monster by this effect, Effect monsters your opponent currently controls lose 800 ATK. You can only activate 1 "Sacred Night Prayer" per turn.

Ascent of the Sacred Knights
Continuous Spell
During your Main Phase: You can Fusion Summon 1 LIGHT Fusion Monster from your Extra Deck, using monsters from your hand or field as materials. You can only use this effect of "Ascent of the Sacred Knights" once per turn. If Summoning a "Sacred Knight" Fusion Monster this way, you can also banish monsters from your GY as material. Level 7 or higher LIGHT Non-Effect Monsters you control gain the following effect.
● At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster.
Sacred Night Temple
Field Spell
You can Normal Summon 1 "Sacred Night" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Level 7 or higher LIGHT Non-Effect Monsters you control cannot be targeted by card effects, also they gain the following effect.
● You can Tribute 1 LIGHT monster you control; this turn, if this card attacks a monster, it can make a second attack in a row.

Sacred Nights Ordeal
Continous Trap
If a monster(s) on the field is Tributed; inflict damage to your opponent equal to half the total original ATK of that monster(s). You cannot attack the turn this effect is applied. Level 7 or higher LIGHT Non-Effect Monsters you control cannot be destroyed by card effects, also they gain the following effect.
● (Quick Effect): You can Tribute 1 LIGHT monster you control; Tribute up to 2 face-up Effect monsters on the field (for no effect). This effect can only be used once while this card is face-up on the field.


Next: Zera the Mant

#56
Krashkube

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Ally of Zera, Ryu-Kishin

EARTH | Fiend | Level 4 

A gargoyle that appears alongside the Warrior of Zera. It seeks the mystical throne, where it and Zera will gain the power of the god of the land.

1900/1500

 

Apostle of Zera

EARTH | Fiend | Level 4 | Effect

When this card is Normal or Special Summoned: You can add 1 "Zera" Spell/Trap card from your Deck to your hand. You can Tribute this card; Special Summon 1 Level 4 "Zera" monster from your hand, then, if you Special Summoned a Normal Monster, draw 1 card. You can only use each effect of "Apostle of Zera" once per turn.

1600/1600

 

Powered Gargoyle of Zera

EARTH | Fiend | Level 4 | Effect

When this card is Normal or Special Summoned: Target 1 "Zera" monster in your GY; add that target to your hand. You can Tribute this card, then excavate the top card of your Deck. If the excavated card is a "Zera" card, add it to your hand. Otherwise, send it to the GY.

1600/1200

 

Zeradias, Fallen Herald

EARTH | Fiend | Level 4 | Effect

You can discard this card; add 1 "Zera" Ritual Monster and "Ritual of Zera" from your Deck to your hand. If you do not control another "Zera" monster, destroy this card. If a monster you control is Tributed while this card is in your GY: You can Special Summon this card. You can only use this effect of "Zeradias, Fallen Herald" once per turn.

2000/800

 

Fallen Archlord Zerato

EARTH | Fiend | Level 8 | Effect

Cannot be Normal Summoned/Set. Must first be Special Summoned by Tributing 1 "Zera" monster. If this card is Summoned while you control "Throne of Zera", or if the Tributed monster was a non-Effect monster: You can discard 1 "Zera" card; destroy all monsters your opponent controls. This card cannot attack the turn you activate this effect. If this card is Tributed for the Ritual Summon of a "Zera" monster: Discard 1 "Zera" card; destroy 2 Spell/Trap cards your opponent controls.

2800/2300

 

Warrior of Mazera

EARTH | Fiend | Level 8 | Effect

Cannot be Normal Summoned/Set. Must first be Special Summoned by Tributing 1 "Zera" monster. If this card is Summoned while you control "Throne of Zera", or if the Tributed monster was a non-Effect monster: Your opponent randomly discards 2 cards. You can only use this effect of "Warrior of Mazera" once per turn. If this card is Tributed for the Ritual Summon of a "Zera" monster: You can Tribute 1 non-Ritual "Zera" monster you control; Special Summon this card.

2800/2300

 

Zera Powered

DARK | Fiend | Level 4 | Ritual

Can be Ritual Summoned with "Zera Ritual".

2100/1700

 

Zera, God of the Land

DARK | Fiend | Level 12 | Ritual | Effect

Can be Ritual Summoned with "Zera Ritual". Once per turn, you can Special Summon 1 "Zera" monster from your hand, then, if you Special Summoned a non-Effect monster by this effect, you can Special Summon 1 non-Effect "Zera" monster from your Deck or GY. When a non-Effect monster you control inflicts battle damage: You can discard 1 "Zera" card; that card can attack once again in a row. 

3400/2900

 

Throne of Zera

Field Spell

All "Zera" monsters gain 500 ATK. Once per turn: You can Tribute 1 monster you control; draw 1 card, and if that card is a "Zera" monster, you can Special Summon it. If a non-Effect monster is Summoned: Its controller can destroy 1 card their opponent controls.

 

Rite of the Mant

Ritual Spell

This card's name is always treated as "Zera Ritual". This card is used to Ritual Summon any "Zera" Ritual Monster. You must also Tribute monsters from your field or hand whose total Levels equal or exceed the Ritual Monster you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 non-Effect "Zera" monster from your Deck to your hand.

 

Zera Ascendance

Quick-Play Spell

When a monster is Tributed: Destroy 1 card on the field, then draw 1 card.

 

Zera Corruption

Normal Trap

Target 1 "Zera" monster you control; its ATK is doubled until the End Phase. If that monster is not a Ritual Monster, destroy it during the End Phase.

 

Zera Journey

Continuous Trap

Once per turn, if you control a non-Effect monster: You can activate one of these effects.

* Tribute 1 monster you control; add 1 "Zera" Spell/Trap card from your GY to your hand.

* If a monster you control is Tributed: Special Summon 1 monster from your Deck with the same name as that Tributed monster.

 

next: Nobleman of Crossout


read at your own risk

#57
Flash Flyer - Sakura

Flash Flyer - Sakura

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For archetypal reasons, 抹殺 (Massatsu); translates to "Crossout" in TCG.

 

Warrior of Crossout

Level 4 | EARTH | Warrior | Effect

1800/1000

You can target 1 monster on the field; banish that monster, then each player reveals their Main Deck, then banish all monsters from it with that monster's name. You can only use this card name's effect once per turn.

 

Valkyrie of Crossout

Level 4 | LIGHT | Fairy | Effect

1200/2000

You can target 1 monster in the GY; banish that monster, then each player reveals their Main Deck, then banish all monsters from it with that monster's name. You can only use this card name's effect once per turn.

 

Wizard of Crossout

Level 4 | DARK | Spellcaster | Effect

1600/1600

You can target 1 monster that was Special Summoned from the Extra Deck; banish that monster, then each player reveals their Extra Deck, then banish all monsters from it with that monster's name. You can only use this card name's effect once per turn.

 

Savage of Crossout

Level 4 | FIRE | Beast | Effect

1900/0

You can banish 1 card from either player's hand, then if it was a monster, each player reveals their Main Deck, then banish all monsters from it with that monster's name. You can only use this card name's effect once per turn.

 

Strategic Assassin of Crossout

Level 5 | WATER | Warrior | Effect

1200/2500

You can send 1 other "Crossout" card from your hand to the GY; Special Summon this card from your hand. If you would banish a card from the Deck with a "Crossout" monster's effect, you can also banish cards from the field or GY. You can only control 1 monster with this card's name.

 

Dragon Hero of Crossout

Level 6 | WIND | Dragon | Effect

2400/1900

You can send 2 other "Crossout" cards with different names from your hand to the GY; Special Summon this card from your hand. Cards banished by a "Crossout" monster's effect are banished face-down. You can only control 1 monster with this card's name.

 

Crossout Kingdom

Field Spell

"Crossout" monsters you control gain 300 ATK/DEF. You do not have to banish cards from your Deck by a "Crossout" card's effect. Once per turn: You can Special Summon 1 "Crossout" monster from your hand or GY.

 

Crossout Mission

Continuous Spell

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

● Add 1 "Crossout" card from your Deck to your hand.

● Add 1 "Crossout" card from your GY to your hand.

 

 

I'm not sure what to say about this one; mostly adaptation of Nobleman of Crossout to hit everything else (and I guess Dragon just makes those banishes hurt a lot more by going face-down). As far as Kingdom goes, it somewhat protects you in mirror matches or opponent runs same techs as you, but...that's about it. 

 

¯\_(ツ)_/¯

 

 

Thunder Unicorn

(You can go expand the other two instead, but Lightning is somewhat useless otherwise. Nothing stopping you though.)


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Pokémon X / AS / Sun FC: 4098-4005-6931

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#58
President Frank Underwood

President Frank Underwood

    #FU2016

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Terracorn Auroch
EARTH/Beast/Effect/Level 4/1700 ATK/1300 DEF
If this card is Normal or Special Summoned: You can send 1 Beast "corn" monster from your Deck to the GY; Special Summon 1 Beast "corn" monster from your Deck in face-up Defense Position with a different Level than the monster sent to the GY by this effect. If this card is sent from the field to the GY: You can add 1 Level 4 or lower Beast "corn" monster from your Deck to your hand, except "Terracorn Auroch". During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 other Beast "corn" monster from your GY, then target 1 Beast monster in your GY; Special Summon it. You can only use each effect of "Terracorn Auroch" once per turn.

Aerocorn Cerastes
WIND/Beast/Effect/Level 5/1600 ATK/2000 DEF
If your opponent controls a monster, and all the monsters (if any) on your side of the field and in your GY are Beast monsters (and only Beast monster), you can Special Summon this card (from your hand). You can only Special Summon "Aerocorn Cerastes" once per turn this way. If this card is sent from the field to the GY: You can target 1 Beast "corn" monster in your GY, except "Aerocorn Cerastes"; add it to your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 other Beast "corn" monster from your GY, then target 1 of your banished Beast monsters; Special Summon it. You can only use each effect of "Aerocorn Cerastes" once per turn.

Pyrocorn Bonnacon
FIRE/Beast/Effect/Level 3/1800 ATK/100 DEF
If this card is in your hand: You can send 1 other Beast "corn" monster from your hand to the GY, then target 1 Beast "corn" monster you control; Special Summon this card in Defense Position, and if you do, the targeted monster gains 1000 ATK until the end of this turn. If this card is sent from the field to the GY: You can send 2 Beast monsters with different names from your Deck to the GY. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 other Beast "corn" monster from your GY, then target 1 card your opponent controls; destroy it. You can only use each effect of "Pyrocorn Bonnacon" once per turn.

Cryocorn Ogopogo
WATER/Beast/Effect/Level 6/1400 ATK/2500 DEF
If you control a Beast monster in your Extra Monster Zone, you can Special Summon this card from your hand. You can only Special Summon "Cryocorn Ogopogo" once per turn this way. Beast "corn" monsters you control cannot be targeted by your opponent's card effects, also you take no battle damage from battles involving Beast "corn" monsters. You can only use each of these effects of "Cryocorn Ogopogo" once per turn.
● If this card is sent from the field to the GY: Until the end of the turn, your opponent cannot activate cards or effects when you Normal or Special Summon a Beast "corn" monster(s).
● When your opponent declares an attack (Quick Effect): You can banish this card and 1 other Beast "corn" monster from your GY, then target the attacking monster; negate the attack, and if you do, halve that monster's ATK until your next End Phase.

Photocorn Wolpertinger
LIGHT/Beast/Tuner/Effect/Level 1/700 ATK/200 DEF
If you control a Beast "corn" monster: You can Special Summon this card from your hand. You can only Special Summon "Photocorn Wolpertinger" once per turn this way. Once per turn: You can target any number of Beast monsters in your GY; shuffle them into your Deck, and if you do, increase this monster's Level by the number of cards shuffled by this effect. If this card is banished: You can Special Summon it. You can only use this effect of "Photocorn Wolpertinger" once per turn.

Umbracorn Kirin
DARK/Beast/Tuner/Effect/Level 2/1300 ATK/0 DEF
If this card is Normal or Special Summoned: You can target up to 3 of your banished Beast monsters; shuffle them into the Deck, and if you do, you can send an equal number of Beast "corn" monsters with different names from your Deck to the GY. You can only use this effect of "Umbracorn Kirin" once per turn. Once per turn: You can target 1 Beast "corn" monster in your GY; this card's Level becomes the Level of that monster. If this card is banished: You can target 1 of your other banished Beast monsters; return it to the GY.

Electrocorn Plasmatherium
LIGHT/Beast/Fusion/Effect/Level 6/2400 ATK/2200 DEF
1 Beast "corn" monster + 1+ Beast monsters
Must either be Fusion Summoned, or Special Summoned by banishing Beast "corn" monsters from your field or GY (in which case you do not use “Polymerization”) If this card was Fusion Summoned by using a Synchro Monster as material, or by banishing a Synchro Monster to Special Summon itself, its Level becomes 9, and its original ATK and DEF become 3000. Each turn, this card can attack your opponent's monsters a number of times equal to the number of Fusion Materials used for its Fusion Summon, or that were banished for the Special Summon of this card. During your Standby Phase: You can target 1 Beast "corn" Synchro Monster in your GY or that is banished: Special Summon it. You can only use this effect of "Electrocorn Plasmatherium" once per turn.

Astrocorn Aetherpikos
DARK/Beast/Link/Effect/1500 ATK/LINK-2
SW, SE
2 Beast monsters
If this card is Link Summoned: You can target 1 of your banished Beast "corn" monsters; Special Summon it to a zone this card points to, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except Beast monsters. You can only use this effect of "Astrocorn Aetherpikos" once per turn. All Beast monsters you control gain 100 ATK for each Beast monster in your GY. If a Beast "corn" monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent.

Realm of the Horned Ones
Spell/Field
When this card is activated: You can send 2 Beast "corn" monsters with different names from your Deck to the GY. If a Beast "corn" monster attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If a "Thunder Unicorn" you control activates its effect, your opponent cannot activate cards or effects in response to this effect's activation, also other monsters you control can attack during the turn you activate that effect. While you control a "Voltic Bicorn", your opponent cannot activate the effects of cards in their GY. During your Main Phase, if you control a "Lightning Tricorn": You can declare a number of card names, up to the number of Beast Synchro Monsters with different names that you control; your opponent must send cards with the declared names that they control to the GY. You can only activate this effect of "Realm of the Horned Ones" once per turn. You can only activate 1 "Realm of the Horned Ones" per turn.

Horn of Plenty
Spell/Continuous
When this card is activated: Return all banished Beast monsters to your GY. During your Main Phase, you can Normal Summon 1 Beast monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If a Beast "corn" monster is Special Summoned from your Extra Deck: Draw 1 card. This card must be face-up on the field to activate and to resolve this effect. You can only control 1 "Horn of Plenty".

Grab Life By The Horns
Trap/Counter
When a Spell/Trap Card, or monster effect, is activated while you control a Beast "corn" monster: Negate the activation, and if you do, destroy that card, then, if you control a Beast "corn" monster that was Special Summoned from the Extra Deck, you can destroy 1 other card your opponent controls. If a Beast monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.

Next Card: Castel, the Skyblaster Musketeer



#59
Darj

Darj

    Lost in a Dream

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Harper, the Skyblast Musket
WIND/Machine/Effect
Level: 4
1200/1800
You can Tribute 1 WIND monster on your field or in your hand, then target 1 Level 4 WIND monster in your GY, except "Harper, the Skyblast Musket"; Special Summon it. You can only use this effect of "Harper, the Skyblast Musket" once per turn. If this card is sent to the GY to activate a WIND monster's effect: Excavate the top 2 cards of your Deck, add 1 of them to your hand, also shuffle the rest back into the Deck.

Bess, the Skyblast Musket
WIND/Machine/Effect
Level: 4
1300/1750
You can Tribute 1 WIND monster on your field or in your hand; Special Summon 1 "Skyblast Musket" from your Deck, except "Bess, the Skyblast Musket". You can only use this effect of "Bess, the Skyblast Musket" once per turn. If this card is sent to the GY to activate a WIND monster's effect: Draw 1 card.

Charleville, the Skyblast Musket
WIND/Machine/Effect
Level: 4
1200/1800
You can Tribute 1 WIND monster on your field or in your hand; take 1 "Musket-at-arms" Spell/Trap from your Deck or GY, and either Set it, or activate it if it meets its activation conditions. You can only use this effect of "Charleville, the Skyblast Musket" once per turn. If this card is sent to the GY to activate a WIND monster's effect: Draw 2 cards, then shuffle 1 card from your hand into the Deck.

Etiene, the Skyblast Musket
WIND/Machine/Effect
Level: 4
1300/1750
You can Tribute 1 WIND monster on your field or in your hand; add 1 Level 4 WIND monster from your Deck to your hand, except "Etiene, the Skyblast Musket". You can only use this effect of "Etiene, the Skyblast Musket" once per turn. If this card is sent to the GY to activate a WIND monster's effect: Add the bottom card of your Deck to your hand.

 

Musket-at-arms - Retaliation
Continuous Spell
The effects of monsters with "Skyblast Musket" in their original names can be activated while they are in your GY. If this card is sent to the GY: You can target 2 "Skyblast Musket" monsters in your GY with different names; Special Summon them. You can only use this effect of "Musket-at-arms - Retaliation" once per turn.

 

Musket-at-arms - Restoration
Normal Trap
Target 1 Rank 4 WIND monster in your GY; Special Summon it, and if you do, you can attach up to 2 "Skyblast Musket" monsters with different names in your GY to it. You can only activate 1 "Musket-at-Arms - Restoration" per turn. If a "Skyblast Musket" or "Musket-at-arms" card, or a Rank 4 WIND monster was sent to your GY to activate a WIND monster's effect this turn, you can activate this card from your hand.

 

Musket-at-arms - Repression

Counter Trap
When a Spell/Trap Card, or monster effect, is activated, and you control a WIND monster: Send 1 "Skyblast Musket" monster from your hand, Deck or field to the GY, and if you do, negate the activation of that card, and if you do that, destroy it. If you control a Rank 4 WIND monster, you can activate this card from your hand.

Castel, the Skyblaster Revolutionary
WIND/Winged Beast/Xyz/Effect
Rank: 5
2000/1500
3 Level 5 WIND monsters
During your Main Phase 2, you can also Xyz Summon this card by using a Rank 4 WIND monster you control with no Xyz materials as material. You can only Summon "Castel, the Skyblaster Revolutionary" this way once per turn. If this card is Xyz Summoned: Target as many "Skyblast Musket" monsters with different names in your GY as possible; attach them to this card as Xyz Material. Once per turn (Quick Effect): You can detach 1 Xyz Material from this card to target 1 face-up card on the field; shuffle it into the Deck. This card gains effects based on the number of Xyz Materials attached to it.
● 1 or more: This card gains 200 ATK/DEF for each Xyz Material attached to it.
● 3 or more: If this card would be destroyed, you can detach 1 Xyz Material from this card instead.
● 5 or more: Unaffected by your opponent's card effects.

 

 

Fun times with Castel, Tornado Dragon, Chidori, etc. :v

 

 

Next:

Exarion Universe


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— Don’t forget.
Always, somewhere,
someone is fighting for you.
— As long as you remember her,
you are not alone.

Stand

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Credits: cat6757(dA) - Neko-Slay(dA)


#60
Flash Flyer - Sakura

Flash Flyer - Sakura

    大閃光の心霊龍主人公

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This archetype shall be named "Exarion" (イグザリオン) and focus on stat reductions in order to do stuff.

 

Exarion Cyclone

Level 4 | DARK | Beast-Warrior | Effect

1400/2000

Once per turn: You can have this card lose exactly 500 ATK and DEF, then return 1 monster on the field to the hand. 

 

Exarion Lancer

Level 4 | DARK | Beast-Warrior | Effect

1900/1000

Once per turn: You can have this card lose exactly 600 ATK and DEF, then destroy 1 monster on the field. 

 

Exarion Mystic

Level 4 | DARK | Beast-Warrior | Effect

1500/1500

Once per turn: You can have this card lose exactly 500 ATK and DEF, then return 1 Spell/Trap on the field to the hand. 

 

Exarion Knight

Level 4 | DARK | Beast-Warrior | Effect

1600/1300

Once per turn: You can have this card lose exactly 400 ATK and DEF, then destroy 1 Spell/Trap on the field.

 

Exarion Arms Bearer

Level 4 | DARK | Beast-Warrior | Effect

1800/1800

Once per turn: You can have this card lose exactly 600 ATK and DEF; add 1 "Exarion" card from your Deck or GY to your hand. 

 

Exarion Spirit Caller

Level 4 | DARK | Beast-Warrior | Effect

1400/2100

Once per turn: You can have this card lose exactly 700 ATK and DEF; Special Summon 1 "Exarion" monster from your GY.

 

Exarion Ruler

Level 8 | DARK | Beast-Warrior | Effect

2800/2000

Cannot be Normal Summoned/Set. Must be Special Summoned from your hand by sending 3 "Exarion" cards you control with different names to the GY. Once per turn, if a monster would be Summoned or a card or effect is activated (Quick Effect): You can have this card lose 800 ATK/DEF; negate that Summon or effect and if you do, send that card to the GY.

 

Exarion Heavens

Field Spell

"Exarion" monsters you control gain 500 ATK/DEF. You can activate the effect of "Exarion" monsters you control during your opponent's turn. If this card is sent to the GY: You can banish 1 other "Exarion" card from your GY; activate this card in your Field Card Zone. You can only use this effect of "Exarion Heavens" once per turn.

 

Exarion Refresh

Quick-Play

Target 1 "Exarion" monster you control with 1000 or less ATK and DEF; that monster gains 1500 ATK/DEF.

 

 

You can't chain Universe's effect during the opponent's turn, so he got the short end of Heaven's stick, but...I suppose it doesn't take a power cut when it wants to pierce for stuff. Ruler already has a Quick Effect, so no need. Most you get for it is a base 33/25 monster that can negate once per turn.

 

 

Clock Wyvern

(As far as it's concerned, being a Fusion Material for Clock Dragon does not give it any support cards to play with; nor is being a Cyberse)

 

But, if the card must be on its own...

 

Hungry Burger

(Yeah, go make an archetype around this card. Also, I know some of you already made support for this guy, so please don't cheat and c/p your old stuff; thanks)


Edited by Flash Flyer - Sakura, 15 July 2018 - 02:46 AM.
Correcting one of the "Lancers" to a different name

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Pokémon X / AS / Sun FC: 4098-4005-6931

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