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Single to Archetype Game

* * * * * 3 votes set card design

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#141
Flash Flyer - Sakura

Flash Flyer - Sakura

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Because Upper Deck got silly with the translations that make little sense, this archetype will be named "Shoes" 
 
Fanged Shoes
Level 3 | DARK | Fiend | Effect
800/1000
FLIP: Destroy 1 monster on the field, then its controller takes damage equal to half its ATK.
When this card is Summoned: Add 1 "Shoes" card from your Deck to your hand. Once per turn (Quick Effect): You can change this card to face-down Defense Position.
 
Blade Shoes
Level 3 | DARK | Fiend | Effect
1200/0
FLIP: Banish 1 monster on the field, face-down.
When this card is Summoned: Special Summon 1 "Shoes" monster from your hand or GY. Once per turn (Quick Effect): You can change this card to face-down Defense Position.
 
Repelling Shoes
Level 3 | DARK | Fiend | Effect
1000/1000
FLIP: Shuffle 1 monster on the field into the Deck.
When this card is Summoned: Special Summon 1 "Shoes" monster from your Deck. Once per turn (Quick Effect): You can change this card to face-down Defense Position.
 
Zero Shoes
Level 1 | DARK | Fiend | Effect
0/2100
FLIP: The ATK/DEF of all monsters on the field, except "Shoes" monsters, become 0.
When this card is Summoned: Add up to 2 "Shoes" cards from your GY or currently banished to your hand. Once per turn (Quick Effect): You can change this card to face-down Defense Position.
 
Advent of Shoes
Continuous Spell
When a "Shoes" monster activates its effect, your opponent cannot activate cards or effects in response to its activation. Once per opponent's turn: You can activate 1 of these effects.

● Target any number of your face-up "Shoes" monsters; change them to face-down Defense Position. 
● Target any number of your face-down "Shoes" monsters; change them to face-up Defense Position. 
 

 

Trigate Wizard

 

(If that was already done [or you guys really hate Tri-Gate], then do Kaiser Glider)


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#142
Stripper

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Kaiser Hatchling

LIGHT | Dragon | Level 1 | Effect
This card's name becomes "Kaiser Glider" while it is in the GY. You can only use each effect of "Kaiser Hatchling" once per turn. You can discard this card; add up to 2 "Kaiser Gliders" from your Deck or GY to your hand. If you control no monsters (Quick Effect): You banish this card from your GY; Special Summon 1 "Kaiser Glider" from your hand or GY. It gains the following effects.
* Cannot be destroyed by card effects.
* If this card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can destroy that monster.
ATK 400 / DEF 200
 

Winged Kaiser

LIGHT | Dragon | Level 4 | Effect
If this card is Normal Summoned: Send 1 "Kaiser" card to the GY. This card's name becomes "Kaiser Glider" while it is in the GY. If this card is destroyed and sent to the GY: Target 1 monster on the field; reduce its ATK to 0.
ATK 1600 / DEF 1000
 

Kaiser Doomragon

DARK | Dragon | Level 4 | Effect
If this card is Normal Summoned: You can add 1 "Kaiser" Spell from your Deck to your hand. This card's name becomes "Kaiser Glider" while it is in the GY. If your opponent activates a card or effect: You can destroy 1 "Kaiser" card you control, and if you do, add this card to your hand. If this card is destroyed and sent to the GY: Target 1 monster on the field; reduce its ATK to 0. 
ATK 1000 / DEF 1600
 
Kaiser Monument
Field Spell
When this card is activated: You can add 1 "Kaiser" monster from your Deck to your hand. If "Kaiser Glider" with 2400 or more ATK is on the field, the ATK of monsters your opponent controls with 2400 or more ATK becomes 2400. If "Kaiser Glider" is destroyed; destroy this card and all monsters on the field. You can only activate 1 "Kaiser Monument" per turn.
 
Kaiser Revival
Normal Spell
Special Summon 1 "Kaiser Glider" from your GY.
 
Kaiser Appreciation
Fusion Summon 1 Dragon Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If Summoning a "Kaiser Dragon of Conquer" this way, you can also send 1 "Kaiser Glider" from your Deck to the GY as Fusion Material. If this card is in your GY: You can target 1 "Kaiser" card in your GY; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Kaiser Appreciation" once per turn.
 
Kaiser Dragon of Conquer
LIGHT | Dragon | Level 8 | Fusion / Effect
"Kaiser Glider" + "Kaiser Glider"
Cannot be destroyed by battle or card effects. This card's name becomes "Kaiser Glider" while it is on the field or in the GY. This card can make up to 2 attacks on monsters during each Battle Phase. Once per turn, at the start of the Damage Step, if this card battles an opponent's: You can banish that opponent's monster. If this card is destroyed and sent to the GY: You can banish 1 random card from your opponent's hand, and if you do, send 1 "Kaiser" card from your Deck to the GY.
ATK 3000 / DEF 2800
 
Next: Bitelon (or Kairyu-Shin if Bitelon was already taken)


#143
Flash Flyer - Sakura

Flash Flyer - Sakura

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Neither have been taken, though Kairyu-Shin lends itself better to support (well, indirect in the form of "Rage of Kairyu-Shin", so let's go around that).

 

Avatar of Kairyu-Shin

Level 5 | WATER | Sea Serpent | Effect

1800 | 1500

If you control a Level 5 WATER monster except "Avatar of Kairyu-Shin", you can Special Summon this card from your hand. Once per turn: You can add 1 "Kairyu-Shin" card from your Deck or GY to your hand. 

 

Spawn of Kairyu-Shin

Level 3 | WATER | Sea Serpent | Effect

1000 | 700

While you control another WATER monster, this card's original Level is treated as 5 on the field.

 

Tidal Invoker of Kairyu-Shin

Level 5 | WATER | Sea Serpent | Effect

1800 | 1500

If you control a Level 5 WATER monster except "Tidal Bringer of Kairyu-Shin", you can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can Special Summon 1 "Kairyu-Shin" monster from your Deck. 

 

Tidal Invoker of Kairyu-Shin

Level 5 | WATER | Sea Serpent | Effect

1800 | 1500

If you control a Level 5 WATER monster except "Tidal Bringer of Kairyu-Shin", you can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can Special Summon 1 "Kairyu-Shin" monster from your Deck, except "Tidal Invoker of Kairyu-Shin". 

 

Tidal Restorer of Kairyu-Shin

Level 5 | WATER | Sea Serpent | Effect

1800 | 1500

If you control a Level 5 WATER monster except "Tidal Restorer of Kairyu-Shin", you can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can Special Summon 1 "Kairyu-Shin" monster from your hand or GY, except "Tidal Restorer of Kairyu-Shin".

 

Kairyu-Shin the Lord of the Sea

Link 2 | WATER | Sea Serpent | Link | Effect

2400

SW SE

2 Level 5 or higher WATER monsters with different names

Cannot be targeted by an opponent's effects while it points to a monster. This card can attack all monsters your opponent controls once each. Your opponent cannot Summon monsters to zones that had monsters this card destroyed by battle. 

 

Palace of Kairyu-Shin

Field Spell

WATER monsters gain 400ATK/DEF. Level 5 and higher "Kairyu-Shin" monsters in your hand can be Normal Summoned/Set without Tributing monsters. If a "Kairyu-Shin" monster you control would be destroyed by an opponent's card or effect: You can send the top card of your Deck to the GY instead.

 

 

N/C: Aqua Dragon (or if too difficult to work with, Tri-Gate Wizard)


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#144
SnowBunny

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World Eater

Level 4 | Aqua | WATER | Effect

ATK 1250 | DEF 1200

This card's name is also treated as "Zone Eater". A monster that attacked or is attacked by this monster will be destroyed during the End Phase. If this card is used for the Fusion Summon of a monster: Add 1 "Polymerization" or "Aqua Fusion" from your Deck or GY to your hand. You can only this effect of "World Eater" once per turn.

 

Siren of the Seas

Level 4 | Fish | WATER | Effect

ATK 1300 | DEF 1700

This card's name is also treated as "Amazon of the Seas". A monster that uses this card as Fusion Material cannot be destroyed by card effects. If an "Aqua" Fusion Monster you control attacks or is attacked, while this card is in the GY: You can Special Summon this card from your GY in Defense Position, then monsters you control cannot be destroyed by battle until the End Phase. You can only use this effect of "Siren of the Seas" once per turn.

 

Sylph Dragon

Level 4 | Dragon | WIND | Effect

ATK 1500 | DEF 1200

This card's name is also treated as "Fairy Dragon". If this card is used for the Fusion Summon of a monster: That monster gains 500 ATK.

 

Aqua Fusion

Normal Spell

Fusion Summon 1 "Aqua" monster by using monsters from your hand or Field as Fusion Material. If this card is in your GY, except the turn it was sent to the GY: You can banish this card from the GY: Shuffle "Fairy Dragon", "Amazon of the Seas", and "Zone Eater" from your GY into the Deck, then Special Summon 1 "Aqua" Fusion Monster from your GY. You can only use this effect of "Aqua Fusion" once per duel.

 

Aqua Splash

Continuous Spell

If you Fusion Summon an "Aqua" monster: You can Draw 1 card, then discard 1 card. You can only use this effect of "Aqua Splash" once per turn. If an "Aqua" Fusion Monster you control attacks: Inflict 200 damage to your opponent.

 

Aqua Rage

Normal Trap

If you control an "Aqua" Fusion Monster: Destroy 1 card your opponent controls, then target 1 "Aqua" Fusion Monster you control; until your next End Phase if that monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. You can only activate "Aqua Rage" once per turn.

 

Aqua of the Seas

Level 6 | Sea Serpent | WATER | Fusion | Effect

ATK 2050 | DEF 2500

"Amazon of the Seas" + "Zone Eater" + "Fairy Dragon"

"Aqua" Fusion Monsters you control, except "Aqua of the Seas" are unaffected by your opponent's Trap effects. If an opponent's monster declares an attack: You can change that monster's Battle position after the Damage Step, also its ATK and DEF are halved until your next End Phase.

 

Aqua Eater

Level 6 | Sea Serpent | WATER | Fusion | Effect

ATK 2450 | DEF 2300

"Zone Eater" + "Fairy Dragon" + "Amazon of the Seas" 

If this card attacks an opponent's monster: destroy that monster before the Damage Step, then this card gains 100 ATK. During your End Phase, if you didn't attack with "Aqua Eater" this turn, its ATK becomes its original ATK.

 

Aqua Chimera

Link 3 | Sea Serpent | WATER | Link | Effect

ATK 2250 | Link Rating 3

Link Markers | Bottom Left | Bottom | Bottom Right

3 monsters (including "Zone Eater", "Fairy Dragon", or "Amazon of the Seas")

You can pay 1000 LP: Add "Zone Eater", "Fairy Dragon", or "Amazon of the Seas" from your Deck or GY to your hand. You can only use this effect of "Aqua Chimera" once per turn. Once per turn, if you Fusion Summon an "Aqua" monster: You can look at the top 3 cards of your opponent's Deck, then put them on the top and/or bottom of your opponent's Deck in any order.

 

~~~~~~~~~~

 

Freed the Matchless General



#145
Flash Flyer - Sakura

Flash Flyer - Sakura

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https://yugioh.wikia.com/wiki/Freed

(Let's see how we can expand this to a full archetype. Also because of the naming in Japanese, Gearfried also counts as a member, though I don't think it'll be an issue down the road.)

 

Freed the Imperial Champion General

Level 8 | EARTH | Warrior | Effect

2800/2400

You can Special Summon this card (from your hand) by Tributing 1 "Freed the Matchless General" you control. If your opponent activates a Spell/Trap Card or effect (Quick Effect): You can negate its activation, and if you do, destroy it. Once per turn: You can add 1 Level 4 or lower Warrior monster from your Deck or GY to your hand. 

 

Cavalry of Freed

Level 4 | EARTH | Warrior | Effect

1800/1000

When this card is Summoned: You can Special Summon 1 Level 4 or lower "Freed" Warrior monster from your hand or Deck, except "Cavalry of Freed". Monsters you control gain 200 ATK/DEF for each "Freed" monster you control.

 

Medic of Freed

Level 4 | WIND | Warrior | Effect

1200/2000

When this card is Summoned: You can Special Summon 1 "Freed" Warrior monster from your GY, except "Medic of Freed". During your Main Phase 1: Gain 500 LP for each "Freed" monster you control.

 

Maverick of Freed

Level 4 | LIGHT | Warrior | Effect

1700/1200

Once per turn: You can send 1 "Freed" monster from your hand or Deck to the GY; destroy 1 monster your opponent controls with equal or lesser ATK than the sent monster.

 

Advent of the Matchless General

Quick-Play Spell

Special Summon 1 "Freed the Matchless General" from your hand or Deck. You can only activate 1 "Advent of the Matchless General" per turn.

 

 

I'll probably develop this more later when I add it to archetype compilation thread.

 

 

N/C: Tatsunecro


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#146
Flash Flyer - Sakura

Flash Flyer - Sakura

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Hmm, Tatsunecro must be a hard single to design around if it's taking a while, but I suppose I'll take a shot at it so game can progress. 

 

(I really want to remake Tatsunecro and modify that summon condition so it isn't a forever lock, but meh. Won't be much though...)

 

Tatsunecro Skeleton

Level 3 | DARK | Zombie | Effect

500/1700

If this card in the hand is used as Synchro Material and banished: You can target 1 Zombie monster in your GY or that is currently banished; Special Summon it. You cannot Special Summon monsters the turn you activate this effect, except Zombie monsters.

 

Tatsunecro Soul Wing

Level 3 | DARK | Zombie | Effect

500/1700

If this card in the hand is used as Synchro Material and banished: You can add 1 Zombie monster from your Deck or currently banished in your possession to your hand, except this card. You cannot Special Summon monsters the turn you activate this effect, except Zombie monsters.

 

Tatsunecro Skull

Level 3 | DARK | Zombie | Effect

500/1700

If this card in the hand is used as Synchro Material and banished: You can Special Summon 1 "Tatsunecro" monster from your hand or that is currently banished, except this card. You cannot Special Summon monsters the turn you activate this effect, except Zombie monsters.

 

Tatsunecro Reborn

Level 3 | DARK | Zombie | Tuner | Effect

1700/500

Cannot be used as material for a Summon, except for a Zombie monster. If you Synchro Summon using this card, you can also use non-Tuner Zombie monsters from your hand as material. Those monsters are banished instead of being sent to the GY.

 

====

 

N/C: Traffic Ghost or Balancer Lord

(Hopefully these two are easier to work with)


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#147
President Frank Underwood

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Balancer Knight
LIGHT/Cyberse/Effect/Level 5/2200 ATK/1400 DEF
If you control a "Balancer" monster, you can Normal Summon this card without Tributing. If this card is Normal Summoned: You can banish 1 other Cyberse monster you control; Special Summon 1 Cyberse monster from your Deck. During your Main Phase, except the turn this card was sent to the GY: You can banish 1 other Cyberse monster from your GY; Special Summon this card in face-up Defense Position. You can only use each effect of "Balancer Knight" once per turn.

Balancer Squire
LIGHT/Cyberse/Effect/Level 3/1300 ATK/1000 DEF
If this card is Normal Summoned: You can target 1 Level 4 or lower Cyberse monster that was banished; Special Summon it. You can only use this effect of "Balancer Squire" once per turn. Once per turn: You can pay 1000 LP, then target 1 Cyberse Link Monster in your GY; shuffle it into the Extra Deck, then, if it was a "Balancer" Link Monster, draw 1 card.

Balancer Hound
LIGHT/Cyberse/Effect/Level 2/1000 ATK/800 DEF
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 Cyberse monster from your hand, except "Balancer Hound". If this card is sent to the GY as Link Material for the Link Summon of a Cyberse Link Monster: You can pay 1000 LP; banish the Link Monster your opponent controls linked to the most monsters (your choice, if tied). If that Link Monster is a "Balancer" Link Monster, your opponent cannot activate cards or effects in response to this effect's activation.

Balancer Falcon
LIGHT/Cyberse/Effect/Level 1/800 ATK/600 DEF
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 Cyberse monster from your hand, except "Balancer Hound". If this card is sent to the GY as Link Material for the Link Summon of a Cyberse Link Monster: You can pay 1000 LP; negate the effects of all of your opponent's co-linked Link Monsters. If that Link Monster is a "Balancer" Link Monster, your opponent cannot activate cards or effects in response to this effect's activation.

Balancer Prince
LIGHT/Cyberse/Link/Effect/1800 ATK/LINK-2
S, E
2 Cyberse monsters
During your Main Phase: You can banish 1 Cyberse monster from your GY; add 1 Cyberse monster from your Deck to your hand. You can only use this effect of "Balancer Prince" once per turn. Once per turn: You can pay 1000 LP; your opponent chooses 1 of your banished Cyberse monsters, then, that monster gets shuffled into your Deck, also return all other banished Cyberse monsters (if any) to your GY.

Balancer Princess
LIGHT/Cyberse/Link/Effect/1800 ATK/LINK-2
S, W
2 Cyberse monsters
If a Cyberse monster is added to your hand, except by drawing it (Quick Effect): You can pay 1000 LP; Special Summon it. You can only use this effect of "Balancer Princess" once per turn. Once per turn, if a Cyberse monster is Special Summoned to a zone this card points to: You can banish 1 Cyberse monster from your GY; increase your LP by the ATK of the Special Summoned Cyberse monster.

Balancer Queen
LIGHT/Cyberse/Link/Effect/2400 ATK/LINK-3
N, E, W
2+ Cyberse monsters
Gains 300 ATK for each co-linked monster on the field. If this card would be destroyed by battle or card effect, you can banish 1 Cyberse monster from your GY instead. If a "Balancer" monster is banished (Quick Effect): You can pay 1000 LP; you can make your opponent banish monsters from their hand or field, up to the number of Cyberse monsters banished this turn. You can only use this effect of "Balancer Queen" once per turn.

Balancer King
LIGHT/Cyberse/Link/Effect/3000 ATK/LINK-4
N, S, E, W
2+ Cyberse monsters
If you have a banished "Balancer" monster, this card's Link Summon cannot be negated. When Link Summoned using a "Balancer" Link Monster as Link Material, cards and effects cannot be activated. If this card is co-linked, it is unaffected by your opponent's card effects. Co-linked monsters you control cannot be Tributed. (Quick Effect): You can pay 1000 LP, then target 1 Link Monster you control; double its ATK until the End Phase. You can only use this effect of "Balancer King" once per turn.

Balancer Court
Spell/Field
During your Main Phase: You can banish 1 Cyberse monster from your Deck; add 1 "Balancer" monster from your Deck or GY to your hand. If you Link Summon a Cyberse monster using a "Balancer" monster as Link Material for a Cyberse Link Monster: You can destroy this card, and if you do, Special Summon that "Balancer" monster to a zone that Link Monster points to. You can only activate 1 "Balancer Court" per turn. You can only use each effect of "Balancer Court" once per turn.

Balancer Minstrels
Trap/Normal
Activate only if you control a "Balancer" monster: Send any number of Cyberse monsters from your Deck to the GY; Special Summon "Balancer Minstrel Tokens" (Cyberse/LIGHT/Level 1/200 ATK/200 DEF) to your side of the field, equal to the number of monsters sent to the GY by this effect. You can only activate 1 "Balancer Minstrels" once per turn.

Next Card: Blockman/Block Golem/Block Dragon. EARTH Rock needs some love.



#148
Dr. Jolly Glot the III

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Built-a-Brickland
Field Spell

If Either this card is activated OR a Rock Monster(s) is Normal Summoned, Place 1 Block Counter on each Rock Monster you control also add 1 "Block" card that either a Rock Monster OR list "Rock Monster" in its text from your Deck to your hand. You can only add card to your hand by this effect once per turn. Monster with Block Counter gain 100 ATK also is treated as if it was face-up on the field for an additional number of turns equal to the amount of Block Counter on it.

Block Sorcerer
EARTH / Level 5 / Rock / Fusion / Effect
2 EARTH Rock monster with different names and Levels

If this card is Fusion Summoned you can activated 1 or both the following effects. If you activated both effects, it resolve in sequence.
@ if this card is Fusion Summoned using a face-down Flip Monster(s) as Material, Activated the Flip effect of those monster as this card effect. Also Distribute Block Counter equal to Total Levels of those Monster. Monster with Block Counter gain 100 ATK also is treated as if it was face-up on the field for an additional number of turns equal to the amount of Block Counter on it.
@ Immediately after this effect resolved: You can Link Summon 1 EARTH Link Monster using this card as 1 of its Material.

ATK 1800 / DEF 2100

Block Pegasus
EARTH / Level 3 / Rock / Effect

If this card would be destroyed by battle: Target 1 of your Banished card; Either Shuffle that target to your Deck OR move it to your GY instead. And then remove 2 Block Counter on this card (if any) You can only activate this effect up to number the turns this card is face-up on the field.

NEXT: Tyler the Great Warrior



#149
Flash Flyer - Sakura

Flash Flyer - Sakura

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Not like the base card will ever be released in the near future since it was made for a now-30 year old who had cancer at the time, but sure.

 

Archetype will be named "Great Warrior"

 

Striker the Great Warrior

Level 6 | LIGHT | Warrior | Effect

2500/1500

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). When this card is Normal or Special Summoned: You can target 1 card your opponent controls; destroy it.

 

Joshua the Great Warrior

Level 6 | DARK | Warrior | Effect

2200/2000

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). This card can attack all monsters your opponent controls once each.

 

Dorian the Great Warrior

Level 6 | FIRE | Warrior | Effect

2500/1400

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). If a "Great Warrior" monster you control battles an opponent's monster, double any battle damage it inflicts to your opponent.

 

Miles the Great Warrior

Level 6 | WIND | Warrior | Effect

2300/2200

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). Once per turn: You can add 1 "Great Warrior" card from your Deck or GY to your hand.

 

Kelson the Great Warrior

Level 6 | WATER | Warrior | Effect

2100/2800

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). If a "Great Warrior" monster you control destroys an opponent's monster by battle: You can target 1 other "Great Warrior" monster you control; for the rest of the turn, it gains ATK equal to the destroyed monster's ATK.

 

Ash the Great Warrior Apprentice

Level 4 | EARTH | Warrior | Effect

1600/1200

You can Normal Summon Level 5 or higher "Great Warrior" monsters from your hand without Tributing.

 

Invocation of the Great Warrior

Quick-Play Spell

Special Summon 1 "Great Warrior" monster from your hand or Deck, ignoring Summoning conditions.

 

Bond of the Great Warrior

Continuous Trap

If a "Great Warrior" monster you control would be destroyed by battle or card effect: You can pay 800 LP; that monster is not destroyed. If you control 2 or more "Great Warrior" monsters, you can activate this card from your hand.

 

 

Naming was generally hard as I normally default to Asiatic names nowadays. But yeah, some of them are named after YCM members to an extent (Striker is probably the more obvious); WATER one is named after a guy I've had in my classes over the past couple semesters for lack of naming.

 

 

Rallis the Star Bird

 

(Or you can go do Card Destruction because it just got Limited)


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#150
Darj

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@ Flash Flyer - Sakura

I got stuck with the Tatsunecro request. You were pretty much asking to make an archetype out of a single member of an pseudo-archetype, Zombie counterparts. Heck, you yourself resorted to splitting the Tatsunecro into parts xD

I could only think of a Zombie version of Coral Dragon, although later I remembered Mare Mare.

 

 

Zallis the Star Brute

FIRE/Beast Warrior/Level 3/Effect

800/800

If this card battles, during the Damage Step: You can banish 1 monster from your hand, or GY and if you do, this card gains ATK equal to the Level of that monster x 200. During the Standby Phase of your next turn, you can Special Summon the monster banished by this card's effect.

 

Dallis the Star Blossom

DARK/Plant/Level 3/Effect

800/800

Your opponent randomly chooses 1 card from your hand, then if it is a monster, inflict damage to your opponent equal to its Level x 200 and Special Summon that monster from your hand, otherwise destroy this card. You can only use this effect of "Dallis the Star Blossom" once per turn.

 

Recollection of the Star

Normal Spell

Add 1 Level 3 "the Star" monster from your Deck to your hand, then send the top card of your Deck to the GY, and if it was a monster, inflict damage to your opponent equal to its Level x 200. You can banish this card from your GY; this turn, all Level 3 "the Star" monsters you control are unaffected by your opponent's card effects.

 

Rebellion of the Star

Field Spell

You can activate the effect of Level 3 "the Star" monsters you control or in your hand during either player's turn. Each time your opponent takes damage by battle involving a "the Star" monster you control, or by the effect of a "the Star" monster: You can destroy 1 card your opponent controls. During your Main Phase, except the turn this card was sent to the GY: You can banish 1 Level 3 "the Star" monster from your hand or GY; add this card from your GY to your hand. During the Standby Phase of your next turn, add the banished monster to your hand.

 

Rage of the Star

Quick-Play Spell

Target 1 Level 3 "the Star" monster you control; banish 1 monster from your hand or GY, and if you do, that target gains ATK equal to the Level of that monster x 300. During the Standby Phase of your next turn, add the banished monster to your hand. During your Main Phase: You can banish this card from your GY; this turn, "the Star" monsters you control gain 1000 ATK and DEF.

 

Rise of the Star

Normal Trap

If you control no monsters, you can activate this card from your hand. Special Summon 1 "the Star" monster from your Deck, but return it to the hand during the End Phase. During either player's turn: You can reveal 1 Level 3 "the Star" monster in your hand and banish this card from your GY; Special Summon 1 monster from your hand, and if you do, inflict damage to your opponent equal to the Level of that monster x 200.

 

May polish a few things later on. Perhaps add a LIGHT and WATER members and a Link2/Rank3 monster.

 

 

Next:

Sword Hunter


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#151
SnowBunny

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Sword Huntress
Level 7 | EARTH | Warrior | Effect
ATK 2450 | DEF 1700
At the end of the Battle Phase, if this card destroyed a monster(s) by battle and sent it to the GY: Equip all those monsters from the GY to this card as an Equip Spell with this effect.
* At the beginning of your Battle Phase each turn: Target 1 Warrior monster you control; that monster gains 200 ATK until the End Phase.

Sword Apprentice
Level 4 | EARTH | Warrior | Effect
ATK 1450 | DEF 700
At the beginning of your Battle Phase: You can detach 1 monster equipped to a Warrior monster you control as an Equip Spell; destroy 1 Spell/Trap your opponent controls. You can only use this effect of "Sword Apprentice" once per turn.

Grand Swordfall
Quick-Play Spell
Target 1 monster your opponent controls with ATK higher than the monster with the highest ATK you control: Equip that monster to 1 Warrior monster you control with this effect.
* If the equipped monster would be destroyed by battle or card effect: Unequip this card instead.

The Sword of One Hundred
Equip Spell
The equipped monster gains 100 ATK for each Equip Spell equipped to it.

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

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

Amulet of Ambition

#152
Flash Flyer - Sakura

Flash Flyer - Sakura

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

 

Amulet Keeper Dragon

Level 7 | DARK | Dragon | Effect

2500/2100

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

 

Amulet Ruby Dragon

Level 4 | LIGHT | Dragon | Normal

1900/1200

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

 

Amulet of Wrath

Equip Spell

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

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

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

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

 

Amulet of Reincarnation

Equip Spell

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

 

Amulet of Invocation

Equip Spell

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

 

Amulet of Command

Equip Spell

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

 

Jeweled Coronation

Quick-Play Spell

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

 

====

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

====

 

N/C: Monstrous Bird

 

https://yugipedia.co.../Monstrous_Bird


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#153
Draconus297

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Monstrous Bird's Fledgling
WIND - Level 3 - Winged Beast/Union/Effect - 1000/950
If you control no face-up monsters, you can Special Summon this card from your hand. If this card is Special Summoned: You can add 1 "Monstrous Bird" monster from your Deck to your hand, except "Monstrous Bird's Fledgling". Once per turn, you can either: Equip this card to a face-up "Monstrous Bird" monster you control, OR unequip it to Special Summon this card in face-up Attack Position. If this card is Tributed to Summon a "Monstrous Bird" monster: You can equip this card from your Graveyard to the Summoned monster. A "Monstrous Bird" monster equipped with this card gains ATK equal to its Level x100, also, if it destroys your opponent's monster by battle, you can banish the top 2 cards of your opponent's Deck.

Monstrous Bird's Imitator
WIND - Level 3 - Winged Beast/Union/Effect - 1200/1100
If you Normal or Special Summon a "Monstrous Bird" monster: You can Special Summon this card from your hand or Graveyard (You can only activate this effect of this card's name once per turn). If this card is Special Summoned: You can add 1 "Monstrous Bird" Spell Card from your Deck to your hand. Once per turn, you can either: Equip this card to a face-up "Monstrous Bird" monster you control, OR unequip it to Special Summon this card in face-up Attack Position. If this card is Tributed to Summon a "Monstrous Bird" monster: You can equip this card from your Graveyard to the Summoned monster. A "Monstrous Bird" monster equipped with this card gains 1 additional attack per Battle Phase, also, if it destroys your opponent's monster by battle, you can banish up to 3 cards from your opponent's Graveyard.

Monstrous Bird Dummy
WIND - Level 3 - Winged Beast/Union/Effect - 1100/800
If you activate a "Monstrous Bird" Spell Card: You can Special Summon this card from your hand or Graveyard (you can only activate this effect of this card's name once per turn). Once per turn, you can either: Equip this card to a face-up "Monstrous Bird" monster you control, OR unequip it to Special Summon this card in face-up Attack Position. If this card is Tributed to Summon a "Monstrous Bird" monster: You can equip this card from your Graveyard to the Summoned monster. If the equipped monster attacks: Negate the effects of the attack target, also, the equipped monster gains ATK equal to the difference between the original ATK of the battling monsters, until the end of the Battle Phase. If a "Monstrous Bird" monster equipped with this card destroyed your opponent's monster by battle: Banish the top card of your opponent's Extra Deck.

Superior Monstrous Bird
WIND - Level 7 - Winged Beast/Effect - 2400/2300
If you are Tributing a "Monstrous Bird" monster, this card can be Normal Summoned with 1 Tribute. This card gains 100 ATK for each of your opponent's banished cards. If this card destroys your opponent's monster by battle: You can Special Summon 1 "Monstrous Bird" monster from your hand or Graveyard.

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

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

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

Cracking Dragon (In case you care, its anime attack name was Traffic Blast, and its burn-and-stat drop effect is called Crack Fall. Obvious recommendation is obvious: a way to give monsters with no Levels a Level)
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#154
Flash Flyer - Sakura

Flash Flyer - Sakura

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

Cracking Elephant

Level 7 | DARK | Machine | Effect

2600/0

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

 

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

 

Cracking Android

Level 5 | DARK | Machine | Effect

2200/0

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

 

Cracking Pronghorn

Level 4 | DARK | Machine | Effect

1800/0

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

 

Malware Cracking Database

Field Spell

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

 

 

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

 

 

The All-Seeing White Tiger

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


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#155
President Frank Underwood

President Frank Underwood

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

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

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

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

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

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

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

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

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



#156
Flash Flyer - Sakura

Flash Flyer - Sakura

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

 

Ziggurat of the Machine Lord - Nibru-Ür

Field Spell

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

 

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

 

====

Still not complete, but trying not to oversaturate things.

====

 

V-LAN Hydra

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


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#157
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So I combined support for V-LANs and support for Shapesnatch into one batch, sorry. But it's not an outright Shapesnatch archetype, so I suppose that's still up for grabs. Based these off creatures that Hercules had to kill or capture. Control change theme is because Shapesnatch "attacks an opponent by controlling others", and because it works with Hydra's effect.
 
V-LAN Lion
LIGHT
    >
Cyberse/Link/Effect
1 Normal Monster
For the Link Summon of this card, you can use 1 Level 5 or higher Normal Monster in your hand as Link Material. If you Link Summon this card, you cannot Link Summon Link-1 monsters for the rest of this turn. A monster co-linked with this card gains 300 ATK for each monster co-linked to that monster.
700/LINK-1
 
 
V-LAN Deer
LIGHT
^
  >
Cyberse/Link/Effect
2 monsters, including a "V-LAN" monster
During your Main Phase: You can target 1 Link Monster your opponent controls; Special Summon 1 "Shapesnatch" from your hand or Deck to your opponent's side of the field in Defense Position, and if you do, take control of that target, but it has its effects negated, also it cannot be used as Link Material for a Link Summon. You can only use this effect of "V-LAN Deer" once per turn. If a monster co-linked with this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
1100/LINK-2
 
 
V-LAN Boar
LIGHT
  ^
<  >
Cyberse/Link/Effect
2+ monsters, including a Link Monster
Once per turn, you can also Special Summon "V-LAN Boar" (from your Extra Deck) to your opponent's field by Tributing 1 Link-3 or higher monster you control. If this card is Special Summoned: If each player controls a monster in the Main Monster Zone, each player chooses 1 monster in their Main Monster Zone and switches control of those monsters with each other. You can only use this effect of "V-LAN Boar" once per turn.
2300/LINK-3
 
 
V-LAN Mare
LIGHT
  ^
<  >
  v
Cyberse/Link/Effect
2+ "V-LAN" monsters
If this card battles, at the start of the Damage Step: This card gains ATK equal to half the ATK of monsters co-linked with this card until the end of the Battle Phase. If this card destroys an opponent's monster by battle: You can Special Summon that monster to your field, then if you control "Shapesnatch", you can Special Summon 1 "V-LAN" monster from your GY. During your Standby Phase, if this card is in your GY: You can Tribute 1 monster; Special Summon this card. You can only use each effect of "V-LAN Mare" once per turn.
2900/LINK-4
 
-----------------------
Next time: support for Meda Bat, involving the hypothetical card "Dark Blasts" mentioned in its flavour text.


#158
Flash Flyer - Sakura

Flash Flyer - Sakura

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Would be nice if YCM didn't erase my saved stuff...

 

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

 

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

 

Blastmeda Bloodsucker

Level 4 | DARK | Fiend | Effect

1400/0

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

 

Dark Blast

Quick-Play

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

 

Meda Bat Mirage

Normal Spell

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

 

Convocation of the Dark Charmer and Familiar

Quick-Play

Activate 1 of the following effects.

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

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

 

====

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

====

 

Tempest Magician or Fire Fighting Daruma Doll


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#159
BatMed

BatMed

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Design Note

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

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

 

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





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