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#161
Dr. Jolly Glot the III

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The Highest Plane
Field Spell

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

Hine, Queen of Higher Plane
LIGHT / Level 7 / Fairy / Ritual / Effect

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

ATK 2700 / DEF 3000

Rudra, Vassal of Higher Plane
LIGHT / Level 4 / Fairy / Ritual / Effect

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

ATK 2100 / 2400

NEXT: Succubus Knight

#162
Perry Ellis.

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Succubus Knight #2

DARK | Level 5 | Warrior | Effect

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

1900/1650

 

Succubus Knight #3 

DARK | Level 5 | Warrior | Effect

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

1750/2000

 

Entrancing Eyes

Continuous Spell

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

 

Kiss of Death 

Equip Spell

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

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

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

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

 

Alluring Movement 

Continuous Trap

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

 

Next: Earl of Demise



#163
Dr. Jolly Glot the III

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Baron of Demise
DARK / Level 3 / Fiend / Pendulum
Scale 2
Pendulum Effect
You cannot Pendulum Summon monster other than Fiend Monster. This Effect cannot be Negated. You can Pendulum Summon Fiend Monster that has number 700 in its original DEF from your GY. Fiend Monster you control that has number 700 in its original DEF Gain 300 ATK.
Monster Lore
(Just gonna leaves this to imagination)

ATK 1500 / DEF 700

Viscount of Demise
DARK / Level 4 / Fiend / Pendulum
Scale 2
Pendulum Effect
You cannot Pendulum Summon monster other than Fiend Monster. This Effect cannot be Negated. You can Pendulum Summon Fiend Monster that has number 700 in its original DEF from your GY. Fiend Monster you control that has number 700 in its original DEF Gain 300 ATK.
Monster Lore
(Just gonna leaves this to imagination)

ATK 2000 / DEF 1700

King of Demise
DARK / Level 7 / Fiend / Pendulum
Scale 9
Pendulum Effect
You cannot Pendulum Summon monster other than Fiend Monster. This Effect cannot be Negated. You can Shuffle Fiend Monster in your possesion other than from your Deck or Banished that listed on a Fiend Fusion Monster Fiend Monster that has number 700 on its original DEF, Fusion Summon that Monster. Monster your opponent control lose 300 ATK
Monster Lore
(Just gonna leaves this to imagination)

ATK 2900 / DEF 2700

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

Next: Mr Volcano

#164
Tinkerer

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(Mr. Volcano is actually my favorite Pyro monster)

Volcano Dog
FIRE ***
Pyro/Effect
When this card is Normal Summoned: you can add 1 Level 5 Pyro monster from your Deck to your hand. You can target 1 FIRE Xyz monster you control and 1 face-up card your opponent controls; destroy the second target, and if you do, attach this card to the first target as Xyz Material. You can only use this effect of "Volcano Dog" once per turn.
800/1300

Sir Volcano
FIRE *****
Pyro/Effect
If the only monsters you control are FIRE (min. 1): you can Special Summon this card from your hand. You can tribute this card: Special Summon 2 Level 6 or lower Normal FIRE Monsters from your hand or Deck. If a FIRE Xyz monster you control is targeted by your opponent's card effect: you can banish this card from your GY; negate that effect, and if you do, destroy that card. You can only use each effect of "Sir Volcano" once per turn.
2100/1300

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


Mild Mr. Volcano
FIRE R*****
Pyro/Xyz/Effect
2 Level 5 FIRE monsters
If a card(s) is destroyed: inflict 300 damage to your opponent for each, then you can attach 1 of those cards to this monster as Xyz Material. This card gains 100 ATK for each Xyz Material under it. Once per turn: you can detach 2 Xyz Materials from this card and target 1 destroyed monster in your opponent's GY; Special Summon that target, and if you do, you can destroy 1 monster on the field with ATK less than that monster's.
2100/1300

Medium Mr. Volcano
FIRE R6*
Pyro/Xyz/Effect
3 Level 6 FIRE Monsters
You can also Xyz Summon this card by destroying 1 monster you control owned by your opponent and using 1 Rank 5 Xyz monster you control as material (transfer its materials to this card). If Summoned this way, it's effects are negated until the End Phase. If a card(s) is destroyed: inflict 400 damage to your opponent for each, then you can attach 1 of those cards to this monster as Xyz Material. This card gains 200 ATK for each Xyz Material under it. Once per turn: you can detach 2 Xyz Materials from this card; destroy 1 card your opponent controls, and if you do, you can Special Summon 1 destroyed monster in your opponent's GY.
2100/1300

Spicy Mr. Volcano
FIRE R7*
Pyro/Xyz/Effect
4 Level 7 FIRE Monsters
You can also Xyz Summon this card by destroying 1 monster you control owned by your opponent and using 1 Rank 6 Xyz monster you control as material (transfer its materials to this card). If a card(s) is destroyed: inflict 500 damage to your opponent for each, then you can attach all of them to this card as Xyz Material. This card gains 300 ATK for each Xyz Material under it. Once per turn: you can detach all Xyz Materials from under this card (min. 1); destroy all other cards on the field. This card cannot attack the turn this effect resolves.
2100/1300

Beelze of the Diabolic Dragons
Hello, fine peoples!

Oh hey, something notable I guess

#165
Draconus297

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Beel of the Diabolic Dragons
DARK - Level 6 - Dragon/Synchro/Effect - 2500/2500
1 DARK Tuner + 1 or more non-Tuner monsters
Cannot be destroyed by battle. At the start of the Battle Phase, all Special Summoned monsters your opponent controls lose 1000 ATK. At the end of the Damage Step, if this card battled: You can increase this card's ATK by 1000 until the end of your next turn.

Impago of the Diabolic Dragons
DARK - Level 2 - Dragon/Tuner/Effect - 500/500
If this card is Normal Summoned: You can Special Summon 1 Level 4 Dragon-Type monster from your hand. If this card is Special Summoned, you can target 1 DARK Dragon-Type Synchro monster you control: Gain LP equal to its ATK, also it can attack twice during your next Battle Phase. If a monster's ATK changes by 1000 or more: You can Special Summon this card from your hand or Graveyard. You can only Summon 1 "Impago of the Diabolic Dragons" this way per turn.

Varial of the Diabolic Dragons
DARK - Level 4 - Dragon/Effect - 1500/1500
If this card is Normal Summoned: You can add 1 "Diabolic Dragons" card from your Deck to your hand. If this card is Special Summoned: For the rest of the turn, each time the ATK of a monster you control changes by 1000 or more; banish 1 card from your opponent's Graveyard. Once while this card is on the field: You can draw 1 card, then return 1 card from your hand to the top of your Deck, and if you do; this card loses 1000 ATK. If this card is used as Material for the Synchro Summon of a "Diabolic Dragons" monster, the Summoned monster gains the following effects:
●This card cannot be targeted or banished by the effect of a card originally owned by your opponent.
●If this card's ATK changes: You can send 1 face-up card your opponent controls to the Graveyard.
If you Synchro Summon a "Diabolic Dragons" monster using a monster that gained these effects as Material, the Summoned monster also gains these effects.

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

Might of the Diabolic Dragons
Continuous Trap
While you control a "Diabolic Dragons" Synchro monster, all monsters your opponent controls must battle that monster during your opponent's turn, if possible, and all face-up Defense Position monsters they control are switched to Attack Position. If the ATK of a monster on the field changes by the effect of a "Diabolic Dragons" monster, you gain LP equal to that change. If a "Diabolic Dragons" monster you control destroys your opponent's monster by battle, banish the destroyed monster, then inflict damage to both players equal to the banished monster's original ATK. During your Draw Phase: Gain 100 LP for each of your opponent's banished cards, then select and activate 1 of the following effects:
●If your LP are higher than your opponent's: You can add 1 "Diabolic Dragons" card from your Graveyard to your hand, except "Might of the Diabolic Dragons".
●Until your opponent's End Phase, they cannot Special Summon monsters whose ATK is less than the number of their banished cards x100.

Chain Thrasher
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#166
Taylor Gorrell

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

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

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

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

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

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

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

Next: Superancient Deepsea King Coelacanth



#167
Perry Ellis.

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Superancient Deepsea Rook Angler

WATER | Level 4 | Fish | Effect

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

1800/900

 

Superancient Deepsea Bishop Lungfish

WATER | Level 4 | Fish | Effect

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

1000/1000

 

Superancient Deepsea Knight Moray

WATER | Level 4 | Fish | Effect

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

1700/1500

 

 Superancient Deepsea Queen Puffer

WATER | RANK 4 | Fish | XYZ | Effect

2+ Level 4 WATER monsters

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

1200/2400

 

Superancient Deepsea Kingdom

Field Spell

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

 

Superancient Deepsea Trident

Normal Trap

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

 

Next up: Boycotton



#168
Dr. Jolly Glot the III

Dr. Jolly Glot the III

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Boycotton Farm
Field Spell

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

Boycotton Shearhouse
Continuous Spell

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

Boycotton Banewolf
EARTH / Level 8 / Plant / Fusion / Effect

"Boycotton" + 1+ Plant Monster
At the end of Damage step this card attacks: inflict Damage to your opponent equal to number of "Boycotton" used as this card Fusion Material x1000. Reduce this amount equal to original DEF of Monster this card battled (if any).

ATK 1500 / DEF 3000

Next: Legendary Fiend

#169
Draconus297

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Feeder Fiend
DARK - Level 3 - Fiend/Effect - 0/1800
During your Standby Phase, if you control a face-up "Legendary Fiend": You can Special Summon this card from your hand or Graveyard, and if you do; revert this turn to the Standby Phase. If this card is sent from your hand or field to the Graveyard: You can Special Summon 1 "Legendary Fiend" from your hand, Deck, or Graveyard. While this card is in your Graveyard, "Legendary Fiend" you control gain the following effect:
●This card cannot be destroyed or targeted by the effects of Spell/Trap Cards, or monsters with less ATK than itself.
You can only activate each effect of "Feeder Fiend" once per turn.

Consumption Fiend
DARK - Level 3 - Fiend/Effect - 1500/0
If this card is Normal Summoned: You can Special Summon 1 monster with "Legendary Fiend" in its card text from your Deck to your hand. Once per turn, you can Tribute 1 other DARK monster you control: Your opponent's Standby Phases during their next 3 turns are treated as being your Standby Phases for the effect of "Legendary Fiend", and all monsters with "Legendary Fiend" in their card text. While this card is in your Graveyard, "Legendary Fiend" you control gain the following effect:
●If this card gains ATK by its own effect: Reduce the ATK of all monsters your opponent controls by the amount of ATK gained, then destroy all monsters your opponent controls with 500 or less ATK. Your opponent's monsters destroyed by battle with or the effect of this card cannot activate their effects in the Graveyard.

Legendary Fiendess
DARK - Level 3 - Fiend/Tuner/Effect - 900/700
During the Standby Phase, if this card is in your Graveyard: You can Special Summon this card from your Graveyard. If this card is Special Summoned: You can add 1 "Legendary Fiend" or card with "Legendary Fiend" in its card text from your Deck or Graveyard to your hand. While this card is in your Graveyard, all "Legendary Fiend" you control gain the following effects:
●At the start of the Damage Step, if this card battles your opponent's monster: This card gains 200 ATK for each monster your opponent controls.
●Once per turn, if this card destroys your opponent's monster by battle: It gains 1 additional attack during this Battle Phase.
You can only activate each effect of "Legendary Fiendess" once per turn.

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

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

Pumprincess the Princess of Ghosts
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#170
BatMed

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

 

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

 

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

 

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


#171
Black D'Sceptyr

Black D'Sceptyr

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Enchanting_Earth_Ferret.png

 

Enchanting Earth Ferret

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

 

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

 

 

 

Whiplashing_Wind_Ferret.png

 

Whiplashing Wind Ferret

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

 

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

 

 

 

Hovering_Hydro_Ferret.png

 

Hovering Hydro Ferret

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

 

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

 

 

 

Ferrets_Secret_Forest_Shrine.png

 

Ferret's Secret Forest Shrine

Field Spell Card

 

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

 

 

 

Four_Element_Ferret_Entwine.png

 

Four Element Ferret Entwine

Quick-Play Spell Card

 

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

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

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

 

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

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

 

 

NEXT UP: 

 

Goddess of Whim


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

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

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





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