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YGO Reboot AKA Rebooty-Oh [an ongoing thing]


Just Crouton

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cuz cardfight did it

 

I'm starting the card pool from scratch based on the manga.

 

The plan is to flesh out Summoning.

Tribute Summoning to make it as painless as possible, with cards that help recover lost resources, and high level monsters with payoffs to invest in them.

Fusion, with plenty of search for Poly and Materials that search each other.

Ritual

 

Vanillas will have less of a presence.

 

UPDATE 6/27/18: Generic Fusions (1 Type/Attribute + 1 Type/Attribute) introduced to flesh out the Fusion pool without bloating the overall card pool with junk Fusion materials.

 

The card pool will adapt

Death-T: Early stuff like Dark Magician and BEWD

Duelist Kingdom: Rituals, Gate Guardian, Umi, Great Moth, Harpies, Machines, Dinos, Toons

Battle City: Magnets, XYZ, Masks, Amazoness, Jam, Egyptian Gods, etc.

Pharoah's Memory: LV monsters, Gadgets, Holactie, etc. I plan on making an original 4th God in Zorc Necrophades.

R: Gorz, Wicked Gods, Green Baboon, Machinas, etc.

Darkside of Dimensions: Most will likely be unchanged, but expect Cubics.

GX manga (potentially): HEROes, Legendary Planets (GX will be in a separate thread as an expansion "format")

 

There are no plans on adapting the later manga after GX, so no Synchros and onwards. GX was considered because it used Fusion and Tributing which will be fleshed out by the time I get to it.

 

UPDATE 9/3/18: GX, 5D's, and Zexal will be separate threads, as expansion formats. This will be the main card pool.

 

[spoiler=Tribute support]

 

[spoiler=Tribute enablers]

 

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Fairy's Gift

① You can Tribute Summon 1 Level 5 or higher monster in face-up Attack Position during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) ② If Tributed for a Tribute Summon, either, draw 1 card or gain 1000 LP.

 

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Feral Imp

① You can Tribute Summon 1 Level 5 or higher monster in face-up Attack Position during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) ② If Tributed for a Tribute Summon, either, draw 1 card or give the Tribute Summoned monster 1000 ATK until the End Phase.

 

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Horn Imp

① You can Tribute Summon 1 Level 5 or higher monster in face-up Attack Position during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) ② If Tributed for a Tribute Summon, either, draw 1 card or make all face-up monsters your opponent controls lose 500 ATK until the End Phase.

 

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Doriado

① You can Tribute Summon 1 Level 5 or higher monster in face-up Attack Position during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) ② If Tributed for a Tribute Summon, you can add 1 Level 4 or lower Spellcaster monster with a different name from this card from your Deck to your hand.

 

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Moon Envoy

① You can Tribute Summon 1 Level 5 or higher monster in face-up Attack Position during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) ② If Tributed for a Tribute Summon, you can add 1 Level 4 or lower Warrior monster with a different name from this card from your Deck to your hand.

 

 

 

 

[spoiler=Monsters]

 

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Mystic Berserker

① If Tributed for a Tribute Summon: You can pay 2000 LP; draw 1 card, and for as long as the Tribute Summoned monster remains face-up on the field, it gains 1000 ATK, but it must attack if able.

 

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Stuffed Animal

① If Tributed for a Tribute Summon: You can pay 2000 LP; draw 1 card, and the ATK and DEF of all face-up monsters your opponent currently controls become 0.

 

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Doron

① During your Main Phase: You can Tribute this face-up card; Special Summon as many "Doron Tokens" (Warrior/EARTH/Level 2/ATK 900/DEF 500) as possible.

 

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Mushroom Man

① During your Standby Phase, if this card is in your GY, and you do not control "Mushroom Man": You can pay 800 LP; Special Summon this card. ② This face-up card on the field cannot be Tributed, except for a Tribute Summon.

 

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Kageningen

① If a monster you control, except "Haniwa", is destroyed by battle or by card effect while this card is in your hand or GY: You can Special Summon this card, then, if it is the Battle Phase, end this turn's Battle Phase. ② Once per turn, this card cannot be destroyed by battle.

 

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Saggi the Dark Clown

① While you control another face-up monster: This card gains 1200 ATK. ② You can Tribute Summon monsters with 1 less Tribute. ③ If this card is Tributed: Draw 1 card.

 

 

 

 

 

 

[spoiler=Spells]

 

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Soul Exchange

① Once, during this turn, if you Tribute a monster, you can Tribute face-up monster(s) your opponent controls, as if you controlled them, then, if you Tributed a monster(s) your opponent controls, it becomes the End Phase immediately.

 

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Cost Down

① For the rest of this turn, reduce the Levels of all monsters in your hand by 2 (even after they are Summoned).

 

 

 

 

[spoiler=Traps]

 

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Ultimate Offering

① During your Main Phase or your opponent's Battle Phase: You can pay 800 Life Points; immediately after this effect resolves, Normal Summon/Set 1 monster.

 

 

 

 

 

 

 

[spoiler=Boo Koo engine]

 

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Spirit of the Books

① If Normal or Special Summoned: You can Special Summon 1 "Boo Koo" from your hand, Deck, or GY.

 

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Boo Koo

① When Normal or Special Summoned: Look at the top 5 cards on your Deck, reveal 1 Level 5 or higher Monster from among them, then,if you revealed a card, add it to your hand, and until the End Phase, you can Tribute Summon 1 Level 5 or higher monster in face-up Attack Position during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) ② During your Main Phase, if this card is in your GY: You can banish this card, along with 2 other "Boo Koo" in your GY; add 1 Spell from your Deck to your hand.

 

 

 

 

[spoiler=Frog the Jam engine]

 

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Toad Master

① If Normal or Special Summoned: You can send 1 "Slime Toad" from your hand or Deck to your GY. ② Gains 400 ATK for each "Slime Toad" in your GY or banished.

 

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Slime Toad

① If sent to the GY: You can add 1 "Fusion" from your Deck to your hand. ② If this card is in your GY: You can banish this card, along with exactly 2 other "Slime Toad" in your GY, and discard 1 "Fusion"; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your Deck as Fusion Materials.

 

 

 

 

[spoiler=Fusion support]

 

[spoiler=Monsters]

 

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Morinphen

① This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. ② If you Fusion Summon using this card as Material: You can add 1 of the monster listed on that Fusion Monster that this card substituted from your Deck to your hand.

 

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Tatsunootoshigo

① This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. ② If you Fusion Summon using this card as Material: You can add 1 "Fusion" from your Deck to your hand.

 

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Fusionist

① This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. ② While you control this face-up card, if there is a "Fusion" in your GY (min.1): You can discard 1 Spell; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, including this card.

 

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Monster Eye

① If this card is in your GY: You can banish this card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.

 

 

 

 

 

[spoiler=Spells]

 

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Fusion

① Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. ② If all of the Fusion Materials have names specifically listed on the Fusion Monster Card: Draw 1 card.

 

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Fusion Sage

① Activate 1 of these effects:
*Add 1 "Fusion" from your Deck to your hand.
*Target 1 "Fusion", and 1 Fusion Material that was used for a Fusion Summon, in your GY; add them to your hand.

 

 

 

 

 

[spoiler=Traps]

 

 

 

 

 

 

 

 

[spoiler=Vanillas & support]

 

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Hidden Soldiers

① When your opponent Normal or Flip Summons a monster: Special Summon 1 Level 4 or lower Normal monster from your Deck.

 

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Backup Soldier

① Target up to 3 Normal Monsters in your GY; add them to your hand.

 

 

 

 

[spoiler=Flip monsters]

 

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Mirage

FLIP: Special Summon 1 monster (from your hand), but return it to your hand during your next End Phase.

 

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Eldeen

FLIP: Look at the top 5 cards on your Deck; add 1 Normal Spell from among them to your hand, then place the rest on the bottom of your Deck in any order.

 

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Goddess of Whim

FLIP: Draw 2 cards.

 

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Dokuroizo the Grim Reaper

FLIP: Target 1 monster your opponent controls; destroy it.

 

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Penguin Soldier

FLIP: You can target up to 2 monsters on the field; return those targets to the hand.

 

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Gate Deeg

FLIP: Special Summon 1 monster from your hand in face-up Defense Position, and if you do, take damage equal to its ATK.

 

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Mystical Capture Chain

FLIP: Target 1 monster on the field; change it to face-down Defense Position. It cannot be Flip Summoned.

 

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Key Mace

FLIP: Look at the top 5 cards on your Deck; add 1 Monster from among them to your hand, then place the rest on the bottom of your Deck in any order.

 

 

 

 

 

 

[spoiler=Tribute monsters (Most will have separate sections when support is made)]

 

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Blue-Eyes White Dragon

① This card requires 1 less Tribute for each face-up "Blue-Eyes" monster you control. ② If this card destroys a monster by battle: You can add 1 Level 5 or higher Dragon monster from your Deck to your hand. ③ If this card attacks a Defense Position monster, inflict piercing battle damage.

 

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Buster Blader

① Gains 500 ATK for each Dragon monster your opponent controls or is in their GY. ② If your opponent Special Summons a Dragon monster(s): You can target 1 of those monsters; change its battle position.

 

 

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Ryu-Ran

① When Tribute Summoned: Draw 2 cards. ② If destroyed: You can Special Summon 1 Level 5 or higher Dragon monster with a different name from this card (from your hand or Deck)

 

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Judgeman

① When this card is Normal Summoned or flipped face-up: Destroy all face-up monsters on the field with a lower Level than this card.

 

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Ushi Oni

① This card can make a second attack during each Battle Phase.

 

 

 

 

 

 

[spoiler=Generic Fusion monsters]

 

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Skull Knight

1 Spellcaster monster + 1 Warrior monster
① When this card attacks an opponent's monster, that monster loses 500 ATK for each Normal Spell in your GY.

 

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Cyber Saurus

1 Dinosaur monster + 1 Machine monster
① Gains 200 ATK for each Dinosaur monster in your GY. ② When this card attacks an opponent's monster, that monster loses 200 ATK for each Machine monster in your GY.

 

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Musician King

1 Warrior monster + 1 Spellcaster monster
① Face-up monsters you control, except this card, gain 500 ATK, and face-up monsters your opponent controls lose 400 ATK.

 

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Rare Fish

1 Fish Monster + 1 WATER Monster
① If this card battles a monster, during damage calculation: This card gains 1500 ATK and DEF during that damage calculation only.

 

 

 

 

[spoiler=Ritual Monsters]

 

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Black Luster Soldier

Must first be Ritual Summoned by "Black Luster Ritual".
① This card can attack up to 2 monsters during each Battle Phase. ② If this card destroys an opponent's Defense Position monster by battle: Inflict damage to your opponent equal to half the destroyed monster's original ATK wherever it was sent.

 

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Cosmo Queen

You can Ritual Summon this card with "Cosmo Queen's Prayer".
① Once per turn: You can discard 1 Spell; choose 1 DARK Spellcaster monster from your Deck, and, either add it to your hand OR Special Summon it.

 

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Magician of Black Chaos

You can Ritual Summon this card with "Black Magic Ritual".
① If Ritual Summoned using a DARK Spellcaster monster: You can add 1 Normal Spell from your Deck to your hand. You can only use this effect of "Magician of Black Chaos" once per turn. ② If this card destroys an opponent's monster by battle, after damage calculation: Banish that opponent's monster.

 

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Zera the Mant

You can Ritual Summon this card with "Zera Ritual".
① If this card destroys a monster by battle: You can Special Summon 1 Normal Monster (from your Deck.) ② If this card or a Normal Monster you control attacks a Defense Position monster, inflict piercing battle damage.

 

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Chakra

You can Ritual Summon this card with "Resurrection of Chakra".
① If this card battles a Level 8 or higher monster, its ATK is doubled during the Damage Step only. ② If this Ritual Summoned monster is destroyed: Special Summon it in face-up Defense Position during the Standby Phase of your next turn, but banish it if it leaves the field.

 

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Serpent Night Dragon

You can Ritual Summon this card with "Revived Serpent Night Dragon".
① When this card is Ritual Summoned: Destroy all face-up non-DARK monsters on the field, then draw 1 card.

 

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Performance of Sword

You can Ritual Summon this card with "Commencement Dance".
① This card can attack all monsters your opponent controls once each.

 

 

 

 

[spoiler=Ritual Support]

 

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Senju of the Thousand Hands

① If Normal or Flip Summoned: You can add 1 Ritual Monster or 1 Ritual Spell from your Deck to your hand.

 

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Dragon Statue

① If you Tribute this card for the Ritual Summon of a Dragon monster: You can add 1 Dragon monster from your Deck to your hand.

 

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Supporter in the Shadows

① If you Tribute this card for the Ritual Summon of a Warrior monster: You can add 1 Warrior monster from your Deck to your hand.

 

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The Shadow Who Controls the Dark

① If you Tribute this card for the Ritual Summon of a Fiend monster: You can add 1 Fiend monster from your Deck to your hand.

 

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Genin

① If you Tribute this card for the Ritual Summon of a Spellcaster monster: You can add 1 Spellcaster monster from your Deck to your hand.

 

 

 

 

 

 

 

[spoiler=LV]

 

[spoiler=LV Monsters]

 

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Silent Swordsman LV3

① Unaffected by your opponent's Spell effects. ② During your Standby Phase: You can send this face-up card to the GY; Special Summon 1 "Silent Swordsman LV5" from your Extra Deck.

 

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Silent Swordsman LV5

Must first be Special Summoned by "Silent Swordsman LV3" and cannot be Special Summoned by other ways.
① Unaffected by your opponent's Spell effects. ② During your next Standby Phase after this card destroyed a monster by battle: You can send this face-up card to the GY; Special Summon 1 "Silent Swordsman LV7" from your Extra Deck.

 

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Silent Swordsman LV7

Must first be Special Summoned by "Silent Swordsman LV5" and cannot be Special Summoned by other ways.
① Negate all Spell effects on the field.

 

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Horus the Black Flame Dragon LV4

① Control of this face-up card cannot switch. ② During the End Phase, if this card destroyed a monster by battle this turn: You can send this face-up card to the GY; Special Summon 1 "Horus the Black Flame Dragon LV6" from your Extra Deck.

 

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Horus the Black Flame Dragon LV6

Must first be Special Summoned by "Horus the Black Flame Dragon LV4" and cannot be Special Summoned by other ways.
① Unaffected by your opponent's Spell effects. ② During the End Phase, if this card destroyed a monster by battle this turn: You can send this face-up card to the GY; Special Summon 1 "Horus the Black Flame Dragon LV8" from your Extra Deck.

 

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Horus the Black Flame Dragon LV8

Must first be Special Summoned by "Horus the Black Flame Dragon LV6" and cannot be Special Summoned by other ways.
① During either player's turn, when a Spell Card is activated: You can negate the activation, and if you do, destroy it. You must control this face-up card to activate and to resolve this effect.

 

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Armed Dragon LV3

① You can send 1 monster from your hand to the GY, then target 1 face-up monster your opponent controls with ATK less than or equal to the sent monster's ATK; destroy that target. ② During your Standby Phase: You can send this face-up card to the GY; Special Summon 1 "Armed Dragon LV5" from your Extra Deck.

 

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Armed Dragon LV5

Must first be Special Summoned by "Armed Dragon LV3" and cannot be Special Summoned by other ways.
① You can send 1 monster from your hand to the GY, then target 1 face-up monster your opponent controls with ATK less than or equal to the sent monster's ATK; destroy that target. ② During the End Phase, if this card destroyed a monster by battle this turn: You can send this card to the GY; Special Summon 1 "Armed Dragon LV7" from your Extra Deck.

 

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Armed Dragon LV7

Must first be Special Summoned by "Armed Dragon LV5" and cannot be Special Summoned by other ways.
① You can send 1 monster from your hand to the GY; destroy all monsters your opponent controls with ATK less than or equal to the sent monster's ATK.

 

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Mystic Swordsman LV2

① At the start of the Damage Step, if this card attacked a face-down Defense Position monster: Destroy that monster. ② During the End Phase, if this card destroyed a monster with its effect: You can send this face-up card to the GY; Special Summon 1 "Mystic Swordsman LV4" from your Extra Deck.

 

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Mystic Swordsman LV4

Must first be Special Summoned by "Mystic Swordsman LV2" and cannot be Special Summoned by other ways.
① At the start of the Damage Step, if this card attacked a face-down Defense Position monster: Destroy that monster, and if you do, you can place it on top of your opponent's Deck instead of sending it to the GY. ② During the End Phase, if this card destroyed a monster with its effect: You can send this face-up card to the GY; Special Summon 1 "Mystic Swordsman LV6" from your Extra Deck.

 

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Mystic Swordsman LV6

Must first be Special Summoned by "Mystic Swordsman LV4" and cannot be Special Summoned by other ways.
① At the start of the Damage Step, if this card attacked a face-down Defense Position monster: Destroy that monster, and if you do, you can Special Summon it to your side of the field in face-down Defense Position monster.

 

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Dark Mimic LV1

FLIP: Draw 1 card.
① During your Standby Phase: You can send this face-up card to the GY; Special Summon 1 "Dark Mimic LV3" from your Extra Deck.

 

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Dark Mimic LV3

Must first be Special Summoned by "Dark Mimic LV1" and cannot be Special Summoned by other ways.
① If Special Summoned by "Dark Mimic LV1": Draw until you have 6 cards in your hand.

 

 

 

 

 

 

[spoiler=LV Support]

 

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Marshmallon

① Cannot be destroyed by battle. ② If an opponent's monster declares an attack on a "LV" monster you control: You can switch the attack target to this card.

 

 

 

 

[spoiler=LV Spells]

 

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Level Modulation

① Target 1 "LV" monster in your GY that was properly Special Summoned; your opponent draws 2 cards, also Special Summon that monster, ignoring the Summoning conditions, but it cannot attack, nor activate or apply its effect this turn.

 

 

 

 

 

 

 

 

 

[spoiler=Misc. Monsters]

 

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Haniwa

① If a monster you control, except "Haniwa", is destroyed by battle or by card effect while this card is in your hand or GY: You can Special Summon this card, then, if it is the Battle Phase, end this turn's Battle Phase. ② Once per turn, this card cannot be destroyed by battle.

 

 

 

 

 

 

[spoiler=Draw Spells]

 

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Pot of Greed

You can only activate the ① effect of "Pot of Greed" once per turn.
① Draw 2 cards.

 

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Graceful Charity

① Draw 3 cards, then discard 2 cards.

 

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Card of Sanctity

You can only activate 1 "Card of Sanctity" per turn.
① Each player draws until they have 6 cards in their hand.

 

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Card of Demise

You can only activate 1 "Card of Demise" per turn.
① Draw until you have 5 cards in your hand, also for the rest of this turn after this card resolves, your opponent takes no damage. ② During the 3rd End Phase after this card's activation, send your entire hand to the GY.

 

 

 

 

 

[spoiler=Removal Spells]

 

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Fissure

① Destroy the 1 face-up monster your opponent controls that has the lowest ATK (your choice, if tied).

 

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De-Spell

① Target 1 Spell on the field; destroy it. ② If the target card is Set, pick up and see the card. If it is a Spell, destroy it. If not, return it to its original position, then draw 1 card.

 

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Remove Trap

① Target 1 Trap on the field; destroy it. ② If the target card is Set, pick up and see the card. If it is a Trap, destroy it. If not, return it to its original position, then draw 1 card.

 

 

 

 

[spoiler=Heal Spells]

 

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Dian Keto the Cure Master

① Gain 3000 LP.

 

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Gift of the Mystical Elf

You can only activate the ① effect of "Gift of the Mystical Elf" once per turn.
① Gain 300 LP for each card on the field, then, if you currently control a face-up "Mystical Elf" (min.1), draw 2 cards.

 

 

 

 

[spoiler=Burn Spells]

 

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Sparks

① Inflict 200 damage to your opponent for each Spell in your GY.

 

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Meteor of Destruction

① Inflict 2000 damage to your opponent. ② If this card is in your GY: You can discard 2 cards; add this card to your hand.

 

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Tremendous Fire

① Banish all Normal Spells in your GY; inflict 400 damage to both players equal to the number of cards banished.

 

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Ookazi

① Inflict 800 damage to your opponent, plus 400 more for each face-up Field Spell on the field.

 

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Hinotama

① Inflict 800 damage to your opponent. ② During your Standby Phase, if this card is in your GY: You can add this card from your GY to your hand.

 

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Final Flame

The ① effect of "Final Flame " can only be activated once per turn.
① Your opponent reveals their hand, then discards 1 monster to the GY; if they do, inflict damage to your opponent equal to half that discarded monster's original ATK in the GY, and if they cannot, draw 1 card.

 

 

 

 

[spoiler=Generic Spells]

 

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Monster Reborn

You can only activate the ① effect of "Monster Reborn" once per turn.
① Target 1 monster in either GY; Special Summon it, but only it can attack this turn.

 

 

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Card Destruction

① Each player discards their entire hand, then draws the same number of cards they discarded.

 

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Copycat

You can only activate the ① effect of "Copycat" once per Duel.
① Target 1 Normal or Quickplay Spell in your opponent's GY: Activate that card's effect in the GY as if you controlled it.

 

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Ancient Telescope

① Reveal the top 5 cards on either player's Deck, return them in the same order, then draw 1 card.

 

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The Inexperienced Spy

① Look at up to 3 random cards in your opponent's hand, then draw 1 card.

 

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Monster Recovery

① Reveal your hand to your opponent; if all of the monsters in your hand are Level 5 or higher, Special Summon 1 monster with 1500 or less ATK from your Deck, shuffle your Deck, then place 2 cards in your hand on the bottom of your Deck in any order.

 

 

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Living Arrow

① When a card effect is activated that targets a card(s): Target 1 other card on the field, even if that target is illegal; that target becomes the new target of that card effect.

 

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The Eye of Truth

① The opponent plays with their hand revealed.

 

 

 

 

[spoiler=Traps]

 

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Soul Rope

① When a monster you control is destroyed by battle or card effect and sent to the GY: Pay 1000 LP; Special Summon 1 Level 4 monster from your Deck.

 

 

 

 

 

 

 

[spoiler=Battle Traps]

 

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Mirror Force

① When an opponent's monster declares an attack: Discard 1 card; destroy all your opponent's Attack Position monsters, then inflict damage to your opponent equal to half the total ATK of the monsters destroyed by this effect in the GY.

 

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Magic Cylinder

① When an opponent's monster declares an attack: Negate the attack, then activate 1 of the following effects.
* Inflict damage to your opponent equal to its ATK.
*Destroy 1 face-up monster your opponent controls that has less ATK than the attacking monster.

 

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Draining Shield

① When an opponent's monster declares an attack: Negate the attack, then activate 1 of the following effects.
* Gain LP equal to that target's ATK.
* 1 face-up monster you control gains ATK equal to that target's ATK until the End Phase.

 

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Waboku

① You take no battle damage from your opponent's monsters this turn. ② Your monsters cannot be destroyed by battle this turn.

 

 

 

 

[spoiler=Counter Traps]

 

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Solemn Judgment

① When a monster(s) would be Summoned, OR a Spell/Trap Card is activated: Pay half your LP; negate the Summon or activation, and if you do, destroy that card.

 

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The Selection

① Negate the Summon of a monster that has the same Type as a monster on the field, and destroy it.

 

 

 

 

 

[spoiler=Yugi-related]

 

[spoiler=Monsters]

 

 

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Winged Dragon, Guardian of the Fortress

① Cannot be targetted for attacks, but this does not prevent your opponent from attacking you directly. ② If this card battles an EARTH monster, it gains 600 ATK until the End Step of that battle.

 

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Beaver Warrior

① Once per turn, if either player Normal or Special Summons a monster(s) while you control this face-up card: You can draw 1 card, and if you do, this card gains 700 ATK until the End Phase.

 

 

 

 

 

[spoiler=Spells]

 

 

 

 

 

[spoiler=Traps]

 

 

 

 

 

 

 

 

 

 

[spoiler=Marik stuff]

 

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Lava Golem

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to your opponent's side of the field by Tributing 2 monsters they control. You cannot Normal Summon/Set the turn you Special Summon this card.
① During each of your Standby Phases: Take 1000 damage. ② Other face-up monsters you control lose 1000 ATK and DEF.

 

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Helpoemer

① Cannot attack. ② If this card was destroyed by battle and sent to the GY, this effect activates at the end of each of your opponent's Battle Phases: Discard 1 random card from your opponent's hand. This card must be in the GY to activate and to resolve this effect.

 

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Legendary Fiend

① During each of your Standby Phases: You can make your opponent randomly discard 1 card, and if you do, this card gains 700 ATK.

 

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Gil Garth

① If this card destroys a monster by battle: You can Special Summon 1 "Drillago" from your Deck or GY. ② Gains 500 ATK for each face-up "Viser Des" and "Byser Shock" you control.

 

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Makyura the Destructor

① If this card is Normal or Special Summoned: You can Set 1 "Nightmare Wheel" from your Deck or GY in 1 of your Spell & Trap Zone. ② Gains 200 ATK for each Trap Card you control and is in your GY.

 

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Drillago

① If this card is Normal or Special Summoned: You can Special Summon 1 "Viser Des" or "Byser Shock" from your hand or Deck. ② If this card destroys a monster by battle: Inflict 500 damage to your opponent for each face-up "Viser Des" and "Byser Shock" you currently control.

 

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Byser Shock

① If this card is Normal or Special Summoned: Return all Spells and Traps on the field to the hand. ② If you control a face-up "Viser Des" (min.1), this card cannot be destroyed by battle, also, you take no battle damage from battles involving this card.

 

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Viser Des

① During your Main Phase, you can target 1 monster your opponent controls; during each of your Standby Phases after this effect's activation, that monster loses 500 ATK. You cannot activate this effect if a monster is already affected by this effect. ② This card cannot be destroyed by battle while the targeted monster is on the field, also, you take no battle damage from battles involving this card.

 

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Nightmare Wheel

① Activate this card by targeting 1 monster your opponent controls; it cannot attack, change its battle position, also, its effect(s) are negated. ② When it leaves the field, destroy this card. ③ During each of your Standby Phases: Inflict damage to your opponent equal to half that monster's ATK. That monster must be on the field to activate and to resolve this effect.

 

 

 

 

[spoiler=Kuriboh]

 

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Kuriboh

① During your opponent's turn, if you would take Battle or Effect Damage: You can discard this card; you take no damage from that battle or card effect (this is a Quick Effect). ② At the start of the Damage Step, if this card battles an opponent's monster: You can destroy both the opponent's monster and this card.

 

 

 

 

 

[spoiler=Dark Magician]

 

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Dark Magician

Each effect of "Dark Magician" can only be activated once per turn.
① You can target 1 face-up card your opponent controls; destroy that target. ② During your Main Phase, if this card is in your GY: You can Tribute 2 face-up monsters you control; Special Summon this card.

 

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Dark Magician Girl

① Gains 300 ATK for every "Dark Magician" or "Magician of Black Chaos" in the GY. ② Once per turn, if this card is targeted for an attack: You can Special Summon 1 Spellcaster monster from your hand, but its effects (if any) are negated, then change the attack target to it, and if you do, the attacking monster's ATK becomes half its current ATK.

 

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Dark Magic Curtain

① Pay half your LP; Special Summon 1 "Dark Magician" monster from your Deck. You cannot Summon other monsters the turn you activate this card (but you can Set).

 

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Thousand Knives

① If you control "Dark Magician": Target 1 card your opponent controls; destroy that target.

 

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Dark Renewal

① When your opponent Normal or Special Summons a monster(s): Target 1 of those monsters and 1 monster you control; send both monsters to the GY, then you can Special Summon 1 DARK Spellcaster monster from your Deck or GY.

 

 

 

 

[spoiler=Summoned Skull]

 

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Summoned Skull Archfiend

① Once per turn: You can discard 1 card; destroy 1 face-up monster your opponent controls with DEF less than this monster's ATK. This card cannot attack the turn you activate this effect.

 

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Makiu

① Negate the effects of all face-up Insect, Machine, and FIRE monsters currently on the field, then, if you control a face-up "Summoned Skull": Target 1 face-up monster your opponent controls; destroy it, then inflict damage to your opponent to the ATK of the destroyed monster.

 

 

 

 

[spoiler=Gaia]

 

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Gaia the Fierce Knight

① Once per turn, if your opponent Normal or Special Summons a monster(s) while you control this face-up card: You can draw 1 card, and if you do, this card gains 700 ATK until the End Phase. ② If this card inflicts battle damage: Draw 2 cards, then discard 1 card.

 

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Curse of Dragon

① You can target 1 face-up Field Spell on the field; destroy all monsters on the field who gain ATK/DEF from that Field Spell's effect, except this card, then destroy that Field Spell, and if you do, draw 1 card. ② While there is no face-up Field Spell on the field, this card gains 400 ATK.

 

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Gaia the Dragon Champion

"Gaia The Fierce Knight" + 1 Dragon monster
① If this card declares an attack on an opponent's monster: You can change the battle position of that opponent's monster. ② If this card inflicts battle damage: Draw 2 cards. ③ You can target 1 face-up Field Spell on the field; destroy all monsters on the field who gain ATK/DEF from that Field Spell's effect, except this card, then destroy that Field Spell, and if you do, draw 1 card.

 

 

 

 

 

[spoiler=Red-Eyes]

 

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Red-Eyes Black Dragon

① When this card destroys an opponent's monster by battle, and sends it to the GY: Inflict damage to your opponent equal to half that monster's ATK in the GY.

 

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Black Dragon's Chick

① You can send this face-up card you control to the GY; Special Summon 1 "Red-Eyes Black Dragon" from your hand or GY.

 

 

 

 

 

[spoiler=Thousand Dragon]

 

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Baby Dragon

① After applying the effect of "Time Wizard" in which you called the coin toss right: You can immediately Tribute this face-up card; Special Summon 1 "Thousand Dragon" from your Extra Deck. ② If this card is destroyed by battle: You can add 1 Level 3 or lower Dragon monster from your Deck to your hand.

 

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Time Wizard

① Toss a coin and call it. If you call it right, destroy all monsters your opponent controls, and if you do, inflict damage to your opponent equal to half the total ATK those destroyed monsters had on the field. If you call it wrong, destroy as many monsters you control as possible, and if you do, take damage equal to half the total ATK those destroyed monsters had on the field.

 

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Thousand Dragon

Must first be Special Summoned by the effect of "Baby Dragon", and cannot be Special Summoned by other ways.
① Monsters your opponent controls with a Level lower than this card's Level have their ATK and DEF halved, and their effects negated. ② When this card destroys an opponent's monster by battle, and sends it to the GY: Inflict damage to your opponent equal to that monster's ATK in the GY.

 

 

 

 

[spoiler=Battleguards]

 

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Swamp Battleguard

You can only activate the ② effect of "Swamp Battleguard" once per turn.
① Gains 500 ATK for each "Lava Battleguard" you control. ② If this card destroys a monster by battle: You can Special Summon 1 "Lava Battleguard" from your Deck in face-up Attack Position.

 

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Lava Battleguard

You can only activate the ② effect of "Lava Battleguard" once per turn.
① Gains 500 ATK for each "Swamp Battleguard" you control. ② If this card destroys a monster by battle: You can Special Summon 1 "Swamp Battleguard" from your Deck in face-up Attack Position.

 

 

 

 

[spoiler=Lord of Dragons]

 

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Lord of Dragons

① If Summoned: You can add 1 Dragon monster or "The Flute of Summoning Dragon" from your Deck to your hand. ② Face-up Dragon monsters you control cannot be targetted by your opponent's card effects.

 

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The Flute of Summoning Dragon

① If you control a face-up "Lord of Dragons" (min.1), activate 1 of these effects:
*Special Summon up to 2 Dragon monsters from your hand.
*Discard 1 card; add up to 2 Dragon monsters with 3000 or more ATK and 2500 or less DEF from your Deck to your hand.

 

 

 

 

[spoiler=Dragon Capture Jar]

 

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Dragon Piper

① Cannot be targetted for attacks if you control a face-up Dragon monster. ② Once per turn, if you control a face-up "Dragon Capture Jar" (min.1): You can target 1 face-up Dragon monster your opponent controls; gain control of it for as long as you control this face-up card, also, you can change that monster's battle position.

 

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Dragon Capture Jar

① Change all face-up Dragon monsters your opponent controls to Defense Position, also they cannot change their battle positions, and their effect(s) are negated.

 

 

 

 

[spoiler=Monster Tamer engine]

 

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Monster Tamer

① If you control a face-down monster, this card cannot be targetted for attacks. ② Once per turn: You can discard 1 Trap; Special Summon 1 "Jirai Gumo" or "Dungeon Worm" from your hand or Deck in face-down Defense Position. ③ Once per turn: You can target 1 other monster you control; either, flip it face-up, or change it to face-down Defense Position.

 

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Jirai Gumo

① Can only attack face-down monsters. ② If this card is flipped face-up: Target 1 face-up monster on the field, except this card; change it to face-down Defense Position.

 

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Dungeon Worm

① If this card is flipped face-up: Target 1 face-up monster your opponent controls; destroy it, and if you do, inflict 1000 damage to your opponent.

 

 

 

 

[spoiler=Three Musketeers of Face Cards]

 

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Jack's Knight

① Once per turn, during your Battle Phase: You can add up the total ATK of all other face-up Attack Position LIGHT Warrior monsters you currently control, then during the Battle Phase of this turn only, this card gains that much ATK, but cannot inflict battle damage to your opponent, also other face-up Attack Position monsters cannot attack.

 

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King's Knight

① If this card is Normal/Special Summoned while you control "Queen's Knight", OR if "Queen's Knight" is Normal/Special Summoned while you control this face-up card: You can Special Summon 1 "Jack's Knight" from your Deck.

 

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Queen's Knight

① If this card is Normal/Special Summoned, if you do not control a face-up "King's Knight": You can add 1 "King's Knight" from your Deck to your hand.

 

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Arcana Knight Joker

"Queen's Knight" + "Jack's Knight" + "King's Knight"
① This card can attack every monster your opponent controls (one attack on each monster per Battle Phase), but the battle damage is halved. ② Once per turn, during either player's turn, when a Spell/Trap Card, or monster effect, is activated that targets this face-up card on the field: You can banish the same type of card (Monster, Spell, or Trap) from your GY; negate the effect.

 

 

 

 

[spoiler=Magnet Warriors]

 

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Alpha the Magnet Warrior

① If this card is Normal or Special Summoned: You can add 1 "Beta the Magnet Warrior" from your Deck to your hand. ② If this card declares an attack: You can target 1 other face-up monster you control; this card gains ATK equal to that target monster's ATK until the End Phase.

 

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Beta the Magnet Warrior

① If this card is Normal or Special Summoned: You can add 1 "Gamma the Magnet Warrior" from your Deck to your hand. ② At the start of the Damage Step, if this card attacks a face-up Defense Position monster: Destroy that monster.

 

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Gamma the Magnet Warrior

① If this card is Normal or Special Summoned: You can add 1 "Alpha the Magnet Warrior" from your Deck to your hand. ② Once per turn: You can target 1 other face-up monster you control; change this to face-up Defense Position, and if you do, that target monster gains 700 ATK until the End Phase.

 

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Valkyrion the Magna Warrior

"Alpha The Magnet Warrior" + "Beta The Magnet Warrior" + "Gamma The Magnet Warrior"
Must first be Special Summoned by Tributing the required Materials from your hand and/or field (You do not use "Fusion").
① During either player's turn: You can Tribute this card, then target 1 "Alpha The Magnet Warrior", "Beta The Magnet Warrior", and "Gamma The Magnet Warrior" in your GY; Special Summon them.

 

 

 

 

 

[spoiler=XYZ]

 

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X-Head Cannon

① If Normal or Special Summoned: You can Special Summon 1 Union Monster from your hand or GY in face-up Defense Position. ② Once per turn, while this card is equipped with a Union Monster: You can discard 1 card to target 1 face-up card your opponent controls; destroy it.

 

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Y-Dragon Head

① Once per turn, you can either: Target 1 "X-Head Cannon" or "Z-Metal Tank" you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 400 ATK/DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.

 

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Z-Metal Tank

① Once per turn, you can either: Target 1 "X-Head Cannon" or "Y-Dragon Head" you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 600 ATK/DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.

 

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XYZ-Dragon Cannon

"X-Head Cannon" + "Y-Dragon Head" + "Z-Metal Tank"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Fusion".) Cannot be Special Summoned from the GY.
① Once per turn, during your Main Phase: You can target 1 card your opponent controls; destroy that target.

 

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XY-Dragon Cannon

"X-Head Cannon" + "Y-Dragon Head"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Fusion".) Cannot be Special Summoned from the GY.
① You can discard 1 card, then target 1 card your opponent controls; destroy that target. ② You can send this face-up card to the GY; Special Summon 1 each of your banished "X-Head Cannon" and "Y-Dragon Head".

 

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XZ-Tank Cannon

"X-Head Cannon" + "Z-Metal Tank"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Fusion".) Cannot be Special Summoned from the GY.
① You can discard 1 card, then target 1 monster your opponent controls; destroy that target. ② You can send this face-up card to the GY; Special Summon 1 each of your banished "X-Head Cannon" and "Z-Metal Tank".

 

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YZ-Dragon Tank

"Y-Dragon Head" + "Z-Metal Tank"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Fusion".) Cannot be Special Summoned from the GY.
① If this card is Special Summoned: You can Special Summon 1 "X-Head Cannon" from your hand, Deck, or GY. ② You can send this face-up card to the GY; Special Summon 1 each of your banished "Y-Dragon Head" and "Z-Metal Tank".

 

 

 

 

 

[spoiler=Machinas]

 

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Machina Sniper

① Gains 100 ATK for each "Machina" monster on the field, except this card. ② Can attack your opponent directly, but the battle damage is halved.

 

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Machina Soldier

① Gains 100 ATK for each "Machina" monster on the field, except this card. ② Once per turn, when a "Machina" monster you control declares an attack on a Defense Position monster your opponent controls: You can activate this effect; during that battle, if it attacks a Defense Position monster, inflict piercing battle damage to your opponent.

 

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Machina Defender

① Gains 100 DEF for each "Machina" monster on the field, except this card. ② Once per turn: You can change this card to face-down Defense Position. ③ If this card is flipped face-up: You can add 1 "Machina" monster from your Deck to your hand, except "Machina Defender".

 

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Commander Covington

① If Normal/Special Summoned: You can discard up to 2 cards; add 1 "Machina" monster from your Deck to your hand for each card discarded. ② If you control a face-up "Machina" monster, this card gains 700 ATK.

 

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Machina Force

"Machina Soldier"+ "Machina Sniper"+ "Machina Defender"
Must first be Special Summoned by Tributing the required Materials from your hand and/or field (You do not use "Fusion").
① Cannot attack your opponent directly. ② If this card destroys a Defense Position monster, inflict 800 damage to your opponent.

 

 

 

 

 

[spoiler=Harpie Lady]

 

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Harpie's Pet Dragon

① If you control 2 or more face-up "Harpie Lady" monsters: You can Normal Summon this card without Tributing. ② Gains 300 ATK and DEF for each "Harpie Lady" monster on the field.

 

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Harpie Lady 1

① Gains 200 ATK for each face-up "Harpie Lady" monster you control, except this card. ② If this card is Normal or Special Summoned: You can target 1 Spell/Trap Card on the field; destroy that target.

 

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Harpie Lady 2

① Gains 200 ATK for each face-up "Harpie Lady" monster you control, except this card. ② Negate the effects of Effect Monsters this card destroys by battle.

 

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Harpie Lady 3

① Gains 200 ATK for each face-up "Harpie Lady" monster you control, except this card. ② If this card is Summoned: You can add 1 "Harpie" monster or "Elegant Egotist" from your Deck to your hand.

 

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Elegant Egotist

① Once per turn: You can target 1 face-up "Harpie Lady" monster you control; Special Summon 1 "Harpie Lady" monster with a different name from that target from your Deck. ② If this face-up card is destroyed: You can add 1 "Harpie's Pet Dragon" from your Deck to your hand.

 

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Shadow of Eyes

These effects can only be applied while you control a "Harpie Lady" monster.
① Face-up monsters your opponent controls are changed to Attack Position and their battle positions cannot be changed, also, their effects are negated. ② Once per turn, during your opponent's Main or Battle Phase: You can target 1 face-up monster your opponent controls; that monster must attack during this turn, if able.

 

 

 

 

[spoiler=Amazoness]

 

[spoiler=Amazoness monsters]

 

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Amazoness Paladin

① Gains 100 ATK for each "Amazoness" monster you control. ② If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

 

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Amazoness Swords Woman

① Your opponent takes any battle damage you would have taken from battles involving this card instead. ② If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

 

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Amazoness Chain Master

① If this card is Normal Summoned, if all face-up monsters you control are "Amazoness" monsters: You can pay 1500 Life Points; look at your opponent's hand, then add 1 monster from their hand to your hand. ② If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

 

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Amazoness Fighter

① You take no battle damage from attacks involving this card. ② If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

 

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Amazoness Archer

① Can attack your opponent directly, but if does through this effect, its ATK is halved until the end of the Damage Step. ② If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

 

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Amazoness Sage

① You can target 1 Spell/Trap your opponent controls; this card's battle position cannot be changed until the end of your next turn, also change this card you control from face-up Attack Position to face-up Defense Position, and if you do, destroy that target. ② If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

 

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Amazoness Blowpiper

① Each time a monster on the field declares an attack: Target 1 face-up monster your opponent controls; it loses 800 ATK and DEF (permanently). ② If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

 

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Amazoness Tiger

You can only control 1 "Amazoness Tiger".
① Gains 400 ATK for each "Amazoness" monster you control. ② Your opponent cannot attack any face-up "Amazoness" monsters, except this one. ③ If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

 

 

 

 

[spoiler=Amazoness spells]

 

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Amazoness Spellcaster

① Target 1 "Amazoness" monster you control and 1 face-up monster your opponent controls; switch the original ATK of those targets until the end of this turn.

 

 

 

 

[spoiler=Amazoness traps]

 

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Amazoness Archers

Activate only when your opponent declares an attack while you control an "Amazoness" monster.
① All monsters your opponent controls are changed to face-up Attack Position (Flip Effects are not activated), and lose 1000 ATK as long as they remain face-up on the field. Your opponent must attack with all of their monsters.

 

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Amazoness Dramatic Rescue

Activate only when an "Amazoness" monster you control is targeted by attack or card effect.
① Return the targeted monster to its owner's hand, then Special Summon 1 "Amazoness" monster from your Deck.

 

 

 

 

 

 

 

 

[spoiler=Masks]

 

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Masked Beast Des Guardius

You can Special Summon this card (from your hand) by Tributing 2 monsters, including at least 1 "Grand Tiki Elder" or "Melchid the Four-Face Beast".
① If this card leaves the field: Equip 1 "Mask of Remnants" from your hand, Deck, or GY to 1 monster on the field.

 

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The Masked Hellraiser

You can Ritual Summon this card with "Curse of the Masked Hellraiser".
① If this card is Ritual Summoned: You can add up to 2 "Mask of" Spell or Traps from your GY to your hand. ② If this card is destroyed by battle: You can Special Summon 1 "Masked Beast Des Guardius" from your hand, Deck, or GY.

 

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Shining Abyss

① While you control a face-up "Mask of" card, this card gains 500 ATK/DEF. ② If this card is destroyed by your opponent's card (either by battle or card effect): You can add 1 "Mask" or "Masked" card from your Deck to your hand.

 

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Melchid the Four-Face Beast

① If this card is Normal Summoned: You can add 1 "Mask of" or "Masked" card from your Deck to your hand. ② If this card is destroyed by your opponent's card (either by battle or card effect): You can Special Summon 1 "Grand Tiki Elder" from your Deck.

 

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Grand Tiki Elder

① If this card is Normal or Special Summoned: You can add 1 "Mask of" or "Masked" card from your GY to your hand. ② If this card is destroyed by your opponent's card (either by battle or card effect): You can Special Summon 1 "Melchid the Four-Face Beast" from your Deck.

 

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Mask of Remnants

① Shuffle this card into its owner's Deck, then draw 1 card, OR if this card was put into play by the effect of "Masked Beast Des Guardius", this card is treated as an Equip Card. ② Control of the equipped monster is switched.

 

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Mask of Impregnability

① Target 1 face-up monster on the field; until the End Phase, it loses 800 ATK, but cannot be destroyed by battle or card effects, also, all battle damage the controller takes from battles involving that monster becomes 0.

 

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Mask of Brutality

① The equipped monster gains 1000 ATK and loses 1000 DEF. ② During each of your Standby Phases, the controller of the equipped monster must pay 1000 LP (this is not optional).

 

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Mask of Restrict

① Neither player can Tribute cards. ② During each of your Standby Phases, either, pay 800 LP or destroy this card.

 

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Mask of the Accursed

① Target 1 face-up monster on the field: Negate its effect(s), also, the controller of that card takes 800 damage during each of your Standby Phases. ② When the target card leaves the field, destroy this card.

 

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Mask of Dispel

① Target 1 face-up Spell or Trap on the field: Negate its effect(s), also, the controller of that card takes 800 damage during each of your Standby Phases. ② When the target card leaves the field, destroy this card.

 

 

 

 

 

[spoiler=Gamble]

 

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Panther Warrior

① At the start of each of your Battle Phases, if you control this face-up card: Roll a six-sided die, then apply 1 of these effects depending on the result.
*1 or 2: This card cannot attack during this turn.
*3 or 4: Until the End Phase, this card loses 1000 ATK, but it can attack your opponent directly.
*5 or 6: Until the End Phase, this card gains 1000 ATK, but it cannot attack your opponent directly.

 

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Rocket Warrior

① During your Battle Phase, this card cannot be destroyed by battle and you take no battle damage from attacks involving this card. ② If this card attacks a monster, after damage calculation: Roll a six-sided die; That attack target lose ATK/DEF equal to the result x 300.

 

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Little-Winguard

① Once per turn, if you control this face-up card at the start of either player's Battle Phase: You can toss a coin and call it. If you call it right, double this card's original ATK until the End Phase. ① After a card effect involving a dice roll or a coin toss resolves where the dice result was 4 or higher, or the player called the coin toss right: Draw 1 card.

 

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Swordsman of Landstar

① If a card effect involving a dice roll or coin toss is activated: You can Special Summon this card (from your hand). ② After a card effect involving a dice roll resolves: This card gains 500 ATK x the dice roll's result until your next Standby Phase. ③ After a card effect involving a coin toss resolves: This card gains 1500 ATK until your next Standby Phase. ④ Once per turn, if either player(s) rolls a die (or dice), or tosses a coin, you can have the player(s) re-roll, or re-toss. (This is a Quick Effect.)

 

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Roulette Spider

① When an opponent's monster declares an attack: Roll a six-sided die and apply the result.
1: Halve your LP.
2: Make that attack a direct attack.
3: Choose 1 monster you control, change the attack target to it, and perform damage calculation.
4: Choose 1 other monster your opponent controls, change the attack target to it, and perform damage calculation.
5: Negate the attack, and if you do, inflict damage to your opponent equal to that monster's ATK.
6: Destroy that opponent's monster.

 

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Graceful Dice

① Roll a six-sided die. All monsters you currently control with ATK 1000 or less gain ATK and DEF equal to the result x 400, until the End Phase.

 

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Skull Dice

① Roll a six-sided die. All monsters your opponent currently control lose ATK and DEF equal to the result x 400, until the End Phase.

 

 

 

 

 

[spoiler=Great Moth]

 

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Great Moth

Must first be Special Summoned by "Cocoon of Evolution", and cannot be Special Summoned by other ways.
① Each non-Insect monster on the field loses 100 ATK x its own Level.

 

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Cocoon of Evolution

Equip only to an Insect monster.
① Equipped monster's DEF becomes 2000, also, it cannot attack, and its effect(s) are negated. ② During your opponent's next End Phase: Tribute the equiped monster; Special Summon 1 "Great Moth" from your Extra Deck or GY.

 

 

 

 

[spoiler=Labyrinth]

 

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Labyrinth Wall

① Once per turn, during the Main Phase, the turn player can move 1 monster they control to their adjacent (horizontal) unoccupied Monster Card Zone. ② Monsters can only attack other monsters in the same column. ③ Monsters cannot attack directly.

 

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Shadow Ghoul

① Gains 100 ATK for each monster in your GY. ② If "Labyrinth Wall" is face-up on the field: You can Tribute this face-up card; Special Summon 1 "Wall Shadow" from your Extra Deck to your Main Monster Zone.

 

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Wall Shadow

Must first be Special Summoned with "Shadow Ghoul".
① If "Labyrinth Wall" is face-up on the field:
*This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.
*This card can attack monsters in other columns.

 

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Guardian of the Labyrinth

① You can discard this card to the GY; add 1 "Labyrinth Wall" from your Deck to your hand or GY. ② Once per turn, during the Main Phase, you can move this face-up card to an adjacent (horizontal) unoccupied Monster Card Zone. ③ If this card attacks the monster in its same column, this card gains 1000 ATK during the Damage Step.

 

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Magical Labyrinth

① If "Labyrinth Wall" is face-up on the field: Move any number of face-up monsters in each Player's Main Monster Zones to different Main Monster Zones (you cannot move any monster to another player's Main Monster Zone.)

 

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Labyrinth Tank

Can only be activated if "Labyrinth Wall" is face-up on the field.
① During either player's Main Phase: Special Summon this card as an Effect Monster (Machine/DARK/Level 7/ATK 2400/DEF 2400). (This card is also still a Trap Card.) ② Once per turn, during the Main Phase, you can move this face-up card to an adjacent (horizontal) unoccupied Monster Card Zone. ③ If this card attacks a Defense Position monster, inflict piercing battle damage.

 

 

 

 

[spoiler=Gate Guardian]

 

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Gate Guardian

Cannot be Normal Summoned/Set. Must be Special Summoned by Tributing 1 face-up Warrior monster in your Main Monster Zone, along with 3 face-up "Guardian Seal" Continuous Spells  with different names you control.
① Once per turn: You can target up to 3 face-up cards your opponent controls; apply 1 of these effects to each target (you cannot apply the same effect to 2 or more targets):
*Destroy that target.
*Return that target to its owner's hand.
*Make that target's ATK 0 (if the target is a monster).

 

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Guardian Seal - Sanga

① During damage calculation in your opponent's turn, if a face-up monster you control is being attacked: You can target the attacking monster; destroy it (this is a Quick Effect). This effect can only be used once while this card is face-up on the field. ② At the start of the Draw Phase: You can add 1 "Gate Guardian" from your Deck to your hand instead of conducting your normal draw.

 

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Guardian Seal - Kazejin

① During damage calculation in your opponent's turn, if a face-up monster you control is being attacked: You can target the attacking monster; return it to the owner's hand (this is a Quick Effect). This effect can only be used once while this card is face-up on the field. ② At the start of the Draw Phase: You can add 1 "Gate Guardian" from your Deck to your hand instead of conducting your normal draw.

 

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Guardian Seal - Suijin

① During damage calculation in your opponent's turn, if a face-up monster you control is being attacked: You can target the attacking monster; make that target's ATK 0 during damage calculation only (this is a Quick Effect). This effect can only be used once while this card is face-up on the field. ② At the start of the Draw Phase: You can add 1 "Guardian Seal" Spell with a different name from this card from your Deck to your hand instead of conducting your normal draw.

 

 

 

 

 

[spoiler=Toons]

 

[spoiler=Monsters]

 

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Blue-Eyes Toon Dragon

Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) by Tributing 2 monsters, while you control "Toon World" (this card requires 1 less Tribute for each face-up Toon monster you control.).
① Cannot attack the turn it is Special Summoned. ② While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. ③ If this card attacks a Defense Position monster, inflict piercing battle damage.

 

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Toon Dark Magician

Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) by Tributing 2 monsters, while you control "Toon World" (this card requires 1 less Tribute for each face-up Toon monster you control.).
① Cannot attack the turn it is Special Summoned. ② While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. ③ During your Main Phase, if this card is in your GY, and you control "Toon World": You can Tribute 2 face-up Toon monsters you control; Special Summon this card.

 

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Toon Summoned Skull

Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) by Tributing 1 monster, while you control "Toon World" (this card requires 1 less Tribute for each face-up Toon monster you control.).
① Cannot attack the turn it is Special Summoned. ② While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. ③ Once per turn: You can discard 1 card; destroy 1 face-up monster your opponent controls with DEF less than this monster's ATK. This card cannot attack the turn you activate this effect.

 

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Parrot Dragon

Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) by Tributing 1 monster, while you control "Toon World" (this card requires 1 less Tribute for each face-up Toon monster you control.).
① Cannot attack the turn it is Special Summoned. ② While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly.

 

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Toon Mermaid

Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) while you control "Toon World" (this card requires 1 less Tribute for each face-up Toon monster you control.).
① Cannot attack the turn it is Special Summoned. ② While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly.

 

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Dark Rabbit

① While you control a face-up "Toon World", double this card's original ATK. ② If Normal or Special Summoned: You can add 1 "Toon" card or Toon monster from your Deck to your hand.

 

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Toon Alligator

① While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. ② If Normal or Special Summoned: You can add 1 "Toon" card or Toon monster from your Deck to your hand.

 

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Bickuribox

1 Toon monster + 1 Toon monster
① While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. ② If this card leaves the field: You can add 1 "Toon" card or Toon monster from your Deck to your hand.

 

 

 

 

 

[spoiler=Spells]

 

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Toon World

① If activated: Add 1 Toon monster from your Deck to your hand. ② Toon monsters you control cannot be targeted for attacks, except by other Toon monsters. ③ Once per turn: You can tribute 1 face-up monster you control this is not a Toon Monster; Special Summon 1 Toon monster from your hand or Deck with the same Level, Type, ATK, and DEF as the tributed monster.

 

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Shine Palace

① Face-up "Toon World" you control cannot be destroyed by card effects. ② Once per turn: You can target 1 face-up Toon monster you control; until the End Phase, only that Toon monster can attack, and if it does, at the start of the Damage Step, destroy all face-up monsters your opponent controls with ATK lower than the attacking Toon monster.

 

 

 

 

[spoiler=Traps]

 

 

 

 

 

 

 

 

 

 

[spoiler=Exodia]

 

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The Legendary Exodia Incarnate

Must be Special Summoned by the effect of "Exodia the Forbidden One" and cannot be Special Summoned by other ways.
① This card's Special Summon cannot be negated, and your opponent cannot activate cards or effects in response to this Special Summon. ② If Special Summoned, your opponent must draw cards until they have 10 cards in hand, then reveal their hand; send all monsters your opponent controls and in their hand to the GY, then your opponent loses LP equal to the total ATK of all monsters in their GY.

 

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Exodia the Forbidden One

① During your Main Phase: You can discard 1 each of this card,"Right Leg of the Forbidden One", "Left Leg of the Forbidden One", "Right Arm of the Forbidden One" and "Left Arm of the Forbidden One"; Special Summon 1 "The Legendary Exodia Incarnate" from your Extra Deck.

 

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Right Arm of the Forbidden One

 

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Left Arm of the Forbidden One

 

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Right Leg of the Forbidden One

 

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Left Leg of the Forbidden One

 

 

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Break the Seal

① Add 1 "Forbidden One" card from your Deck to your hand, then discard 1 card.

 

 

 

 

 

[spoiler=Virus cards]

 

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Pandemic Dragon

① If this card is destroyed by battle or card effect: A player of your choice reveals 10 cards from the top of their Deck, and destroys all monsters with 1500 or more ATK from among them, then places the rest on the bottom in any order.

 

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Crush Card Virus

Can only be activated if a DARK monster you control with 1000 or less ATK is destroyed by battle.
① Your opponent takes no damage until the end of the next turn after this card resolves, also, you look at your opponent's hand and all monsters they control, and if you do, destroy the monsters among them with 1500 or more ATK, then your opponent reveals 5 cards from the top of their Deck, and destroys all monsters with 1500 or more ATK from among them, then places the rest on the bottom in any order.

 

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Virus Cannon

The ① effect of "Virus Cannon" can only be activated once per turn.
① Reveal 5 cards from the top of your opponent's Deck. Your opponent sends all Spells revealed by this effect to the GY, then places the rest on the bottom in any order.

 

 

 

 

[spoiler=Barbaros]

 

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Beast King Barbaros

① This card can attack all monsters your opponent controls, once each. ② During your Battle Phase, if you control an "Beast King Barbaros" that can attack, monsters other than "Beast King Barbaros" cannot attack.

 

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Machine Lord Ür

① If Normal Summoned: You can add 1 "Beast King Barbaros" or "Fusion" from your Deck to your hand.

 

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Beast Machine King Barbaros Ür

"Beast King Barbaros" + "Machine Lord Ür"
① This card can attack all monsters your opponent controls, once each. ② During your Battle Phase, if you control an "Beast Machine King Barbaros Ür" that can attack, monsters other than "Beast Machine King Barbaros Ür" cannot attack.

 

 

 

 

[spoiler=Warriors]

 

 

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Gilford the Lightning

① You can Tribute 3 monsters to Tribute Summon (but not Set) this card. If Summoned this way: Destroy all cards your opponent controls, then, if 3 or more cards were destroyed by this effect, draw 1 card.

 

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Flame Swordsman

① At the start of the Damage Step, if this card attacks a EARTH monster: Destroy that EARTH monster. ② Once per turn, during either player's Battle Phase: You can target 1 other Warrior or Beast-Warrior monster you control; this card loses exactly 600 ATK, and if it does, that monster gains 600 ATK.

 

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Ansatsu

① Gains 100 ATK for each Trap in your GY. ② At the start of the Damage Step, if this card attacks a face-up Defense Position monster: Destroy that monster.

 

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Axe Raider

① If a Warrior monster you control attacks a Defense Position monster, inflict piercing battle damage.

 

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Rocket Warrior

① During your Battle Phase, this card cannot be destroyed by battle and you take no battle damage from attacks involving this card. ② If this card attacks a monster, after damage calculation: That attack target lose ATK/DEF equal to this card's ATK until the end of this turn.

 

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Karbonala Warrior

① Other face-up Warrior/Beast-Warrior monsters you control gain 300 ATK/DEF.

 

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Kojikocy

① When an attack is declared involving this card and an opponent's monster: You can activate this effect; during this battle involving this monster, your opponent takes all battle damage from that battle, also destroy the opponent's monster after damage calculation.

 

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Celtic Guard

You can only activate the Special Summon effect of "Celtic Guard" once per turn.
① You can Special Summon 1 Level 4 or lower monster from your hand. ② While you control another face-up monster, this card gains 700 ATK.

 

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Battle Warrior

① Gains 500 ATK for each monster your opponent controls. ② If this card destroys a monster by battle, this card can make a second attack in a row.

 

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Grassland

① When activated, target 1 of your Spell & Trap Zones; as long as this card remains face-up on the field, that zone becomes a Main Monster Zone (if this card leaves the field, the monster(s) on that zone are sent to the GY.) ② Face-up Warrior and Beast-Warrior monsters gain 500 ATK/DEF.

 

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Legendary Sword

Equip only to a Warrior monster.
① Equipped monster gains 500 ATK. ② During your Main Phase, if this card is in your GY: You can banish 1 Warrior monster in your GY; add this card to your hand.

 

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Salamandra

Equip only to a Warrior or Beast-Warrior monster.
① It gains 700 ATK. ② At the start of the Damage Step, if equipped monster attacks a Zombie or Plant monster: Destroy that monster.

 

 

 

 

[spoiler=Spellcasters]

 

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Spirit of the Winds

① Gains 100 ATK for each Spell in your GY. ② Once per turn, if all face-up monsters you control are Spellcaster: You can target 1 Spell/Trap your opponent controls; destroy it.

 

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Neo the Magic Swordsman

① Gains 100 ATK for each Spell in your GY. ② At the start of the Damage Step, if this card attacks a face-down monster: Destroy that face-down monster.

 

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Rock Spirit

① Other face-up Spellcaster monsters you control gain 300 ATK. ② Once per turn: You can target 1 other face-up Spellcaster monster you control; change this monster to face-up Defense Position, and if you do, that target gains 1500 ATK until the End Phase.

 

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Invitation to a Dark Sleep

① When this card is Normal Summoned: Target 1 of your opponent's face-up monsters; change it to face-down Defense Position, also, your opponent cannot Flip Summon that monster.

 

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Ancient Elf

① When this card battles an opponent's monster: Draw 1 card, reveal it, and based on its type apply this effect. ● Monster: This monster gains 400 ATK until the End Phase. ● Spell: If this card is attacking, you can change it to a direct attack instead. ● Trap: Change this card to Defense Position.

 

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LaMoon

① Gains 100 ATK for each Spell in your GY. ② Once per turn: You can discard 1 Spellcaster monster; draw 1 card.

 

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Tao the Chanter

① When this card is targeted for an attack: You can pay 800 LP; negate the attack.

 

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Ancient Sorcerer

① If destroyed by battle: You can Special Summon 1 Level 4 or lower Spellcaster Monster (from your Deck).

 

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Hurricail

The ① effect of "Hurricail" can only be activated once per turn.

① If this card is in your hand: You can return 1 face-up Spellcaster monster you control to the hand; Special Summon this card, then you can destroy 1 face-up card your opponent controls.

 

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Djinn the Watcher of the Wind

The ① effect of "Djinn the Watcher of the Wind" can only be activated once per turn.
① If all face-up monsters you control are Spellcaster: You can Special Summon this card (from your hand).

 

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Book of Secret Arts

Equip only to a Spellcaster monster.
① Equipped monster gains 500 ATK. ② If this card is destroyed while equipped to a monster: Draw 2 cards.

 

 

 

 

[spoiler=Fairy]

 

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Tualatin

① Once, while you control this face-up card: You can make your opponent reveal their hand; banish 1 monster they control or in their hand, then gain LP equal to the banished monster's ATK, also, your opponent cannot Normal or Special Summon monsters with the same Type as the banished monster while you control this face-up card.

 

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Angel 07

① Each time a Fairy monster you control is destroyed while you control this face-up card, except this card: Gain 500 LP. ② If you have 12000 or more LP: You can pay 4000 LP; banish all non-Fairy monsters on the field and in the GYs, then inflict 400 damage to your opponent for each card banished by this effect.

 

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Krepaal

The ① effect of "Krepaal" can only be activated once per turn.
① If you have more 1000 or more LP than your opponent: You can Special Summon this card (from your hand). ② If this card destroys a monster by battle: Gain 500 LP.

 

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Tellus the Little Angel

① If this card is sent to the GY: Special Summon 2 "Tellus Wing Tokens" (Fairy/LIGHT/Level 1/ATK 0/DEF 0) in Defense Position. These Tokens cannot be Tributed for a Tribute Summon, except for the Tribute Summon of a Fairy monster.

 

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Angel 01

The ② effect of "Angel 01" can only be activated once per turn.
① If this card is destroyed by battle and sent to the GY: You can Special Summon 1 Level 3 or lower Fairy monster from your Deck. ② You can banish this card from your GY: Until the End Phase, you can Normal Summon 1 Level 7 or higher Fairy monster without Tributing in addition to your Normal Summon/Set.

 

 

 

 

 

 

 

[spoiler=Machine]

 

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Barrel Dragon

① Once per turn, during the Battle Phase (Quick Effect): You can toss a coin 3 times; destroy face-up monsters on the field, up to the number of Heads, then if the result is 3 heads, draw 1 card. This card cannot attack the turn this effect is activated.

 

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Launcher Spider

① You can Tribute Summon this card by Tributing 1 face-up Machine monster you control. ② If this card destroys a monster by battle: Inflict 800 damage to your opponent.

 

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Slot Machine

① Requires 1 less Tribute for each face-up "7 Completed" you control. ② This card can attack up to an additional number of monsters for each face-up "7 Completed" you control during each Battle Phase. ③ If Summoned: You can add 1 "7 Completed" from your Deck or GY to your hand.

 

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Pendulum Machine

① If this card destroys an Attack Position monster by battle: Inflict 500 damage to your opponent. ② If this card attacks a Defense Position monster, inflict piercing battle damage.

 

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Gatekeeper

① If this card is Tributed for the Tribute Summon of a Machine monster: You can Special Summon 1 Level 4 Machine monster with a different name from this card (from your Deck.)

 

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Sword Slasher

① If destroyed by battle: You can Special Summon 1 Level 4 or lower Machine Monster (from your Deck).

 

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Blocker

① Once per turn: You can change this card to face-down Defense Position. ② When this card is flipped face-up: Target 1 face-up monster on the field; destroy that target.

 

 

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7 Completed

① Activate this card by choosing ATK or DEF; equip only to a Machine-Type monster. It gains 700 ATK or DEF, depending on the choice. ② If you control 3 "7 Completed": You can send all 3 to the GY; Special Summon exactly 3 Level 7 Machine monsters with different names from your hand, Deck, or GY.

 

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[spoiler=Zombies]

 

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Pumpking the King of Ghosts

① All Special Summoned Zombie monsters you control with 0 DEF gain 500 ATK. ② Once per turn: You can Special Summon 1 Zombie monster from your hand or from either player's GY, except "Pumpking the King of Ghosts". ③  When this card leaves the field, destroy all Zombie monsters Special Summoned by this card's effect.

 

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Magical Ghost

① Once per turn: You can send 1 monster from your hand to the GY, then target 1 Level 4 or lower Zombie monster in either player's GY; Special Summon that target. This card must be face-up on the field to activate and to resolve this effect.

 

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The 13th Grave

① If Normal or Special Summoned: You can add 1 "Call of the Haunted" from your Deck to your hand.

 

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Three-Legged Zombies

① If destroyed by battle: You can Special Summon 1 Level 4 or lower Zombie Monster (from your Deck).

 

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Corroding Shark

① If Special Summoned: You can target 1 face-up monster your opponent controls; it loses 400 ATK/DEF for each Zombie monster in your GY.

 

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Wood Remains

① If this card is destroyed by battle or card effect: You can send 1 Zombie monster from your Deck to the GY, then draw 1 card.

 

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Mech Mole Zombie

① During your Main Phase: You can send this face-up card to the GY; during your next Standby Phase, Special Summon 1 Zombie monster from your GY.

 

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Bone Mouse

FLIP: Special Summon as many "Bone Mouse Tokens" (Zombie/DARK/Level 1/ATK 400/DEF 300) as possible.

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Call of the Haunted

① All monsters you control and in your GY become Zombie monsters. ②  Once per turn: You can target 1 Level 4 or lower monster with in your GY whose original Type is not Zombie; Special Summon it, but its DEF becomes 0, also, it can neither be Tributed for a Tribute Summon, nor used as Material, except for a Zombie monster. ③ If this card leaves the field, destroy all Special Summoned Zombie monsters.

 

 

 

 

[spoiler=Divine-Beasts/God cards]

 

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Zorc Necrophades the Dark One

Requires 3 DARK Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated.
① When Normal Summoned, cards and effects cannot be activated. ② Cannot be targeted by Spells, Traps, or card effects. ③ Once per turn, during the End Phase, if this card was Special Summoned: Send it to the GY. ④ When this card attacks: Banish all other monsters on the field whose Level is lower than this card, face-down, then inflict 800 damage to your opponent for each monster banished by this effect, then end your Battle Phase immediately. ⑤ You cannot Normal/Special Summon while you control this face-up card.

 

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The Winged Dragon of Ra

Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated.
① When Normal Summoned, other cards and effects cannot be activated. ② Cannot be targeted by Spells, Traps, or card effects. ③ This card's ATK becomes the combined original ATK of the Tributed monsters. ④ If this card is Special Summoned: You can pay LP so that you only have 100 left; this card gains ATK and DEF equal to the amount of LP paid. ⑤ You can pay 1000 LP, then target 1 monster on the field, ignoring that monster's effect(s); destroy that target.

 

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Obelisk the Tormentor

Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated.
① When Normal Summoned, cards and effects cannot be activated. ② Cannot be targeted by Spells, Traps, or card effects. ③ Once per turn, during the End Phase, if this card was Special Summoned: Send it to the GY. ④ You can Tribute 2 monsters; activate 1 of these effects:
*Destroy all monsters your opponent controls, then halve your opponent's LP. You cannot declare an attack the turn this effect is activated.
*Double this card's ATK until the End Phase.

 

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Osiris the Sky Dragon

Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated.
① When Normal Summoned, cards and effects cannot be activated. ② Cannot be targeted by Spells, Traps, or card effects. ③ Once per turn, during the End Phase, if this card was Special Summoned: Send it to the GY. ④ Gains 1000 ATK and DEF for each card in your hand. ⑤ If a monster(s) is Normal or Special Summoned to your opponent's field in Attack Position: That monster(s) loses 2000 ATK, then if its ATK has been reduced to 0 as a result, destroy it.

 

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Holactie the Creator of Light

"Osiris the Sky Dragon" + "Obelisk the Tormentor"+ "The Winged Dragon of Ra"
Must be Special Summoned by Tributing the above Fusion Materials from your side of the field (you do not use "Fusion").
① This card's Special Summon cannot be negated. ② The player that Special Summons this card wins the Duel.

 

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The Wicked Avatar

Cannot be Special Summoned. Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated.
① Your opponent cannot activate Spell or Trap Cards until the end of their 2nd turn after this card is Normal Summoned. ② The ATK and DEF of this card are each 100 points higher than the highest face-up monster's ATK on the field (except "The Wicked Avatar").

 

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The Wicked Dreadroot

Cannot be Special Summoned. Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated.
① Your opponent cannot activate Spell or Trap Cards until the end of their 2nd turn after this card is Normal Summoned. ② Halve the ATK and DEF of all monsters on the field, except this card.

 

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The Wicked Eraser

Cannot be Special Summoned. Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated.
① Your opponent cannot activate Spell or Trap Cards until the end of their 2nd turn after this card is Normal Summoned. ② The ATK and DEF of this card are each equal to the number of cards your opponent controls x 1000. ③ When this card is destroyed and sent to the GY, destroy all cards on the field. ④ During your Main Phase, you can destroy this card.

 

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Divine Evolution

Equip only to a DIVINE monster.
① The equipped monster is unaffected by the effects of, and cannot be destroyed in battle by, your opponent's monsters. ② During your End Phase: You can Tribute 2 face-up monsters you control, except the equipped monster; your opponent skips their next turn.

 

 

 

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UPDATE

More vanillas

1st batch of Tribute enablers

Tribute support

1st batch of Generic Fusions

1st batch of Rituals

Draw Spells

 

 

You should make the Harpies Ladies come in a 4 pack with Elegant Egotist tributing Harpie Lady to Summon Hapie Ladies 1, 2 and 3 like Mai does in the anime/manga

 

Not big on dropping 3 monsters from the deck that easily.

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  • 2 weeks later...

UPDATE

Boo Koo engine

Frog the Jam engine
Kageningen (Tribute enablers)

Ultimate Offering (Tribute support)

Cosmo Queen (Ritual monsters)

Buster Blader (Tribute monsters)

Haniwa (Generic cards)

Soul Rope (Generic cards)

Rare Fish (Fusions)

Monster Eye (Fusion support)

Nuvia the Wicked (Vanillas)

Hidden Soldiers (Vanillas)

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  • 2 weeks later...

The more I see of these the more interested I become. I could sit here and go through everything individually but I doubt you have the patience or sanity to read my essay, so I'll condense it all as best as I can.  :biggrin:

 

I was pleasantly surprised by the direction you're taking the cards in this hypothetical reboot. the old boss monsters feel like real boss monsters, the idea of Tribute enablers and support being so prominent here, and making it so that Tribute Summons are actually worth something is a smart move imo. Dark Magician in particular seemed a bit strong to me with its first effect but it's nothing to lose sleep over. I also especially like the twists you took with the Gate Guardian cards and the LV series; it makes certain old and popular deck themes feel fresh and new again. Same with the Amazoness, now that I think about it. they have that Gouki sort of feel to them but they still feel like Amazoness, and this only serves to make them better. Solid work there.

 

Overall, as this whole endeavor stands, I'd give it a solid, respectable A-.

Keep up the good work and I'll be interested to see what you add next.

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UPDATE

1st batch of Flip monsters

1st batch of Toons

1st batch of Yugi-related cards

Legendary Fiend added to Tribute monsters

Kuriboh and Winged Kuriboh + LV forms

Gaia the Dragon Champion

Great Moth

Obelisk the Tormentor

 

Dark Magician's sack 2 monsters, self-revive can now be used during the Main Phase instead of Standby Phase.

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  • 2 weeks later...

more spoilers for your spoilers imo not very friendly at all took me forever to get around to reading it

 

nice art choice, i like it more than the actual thing, but onto the actual content now

 

Let me open with the fact that I like the idea that you're aiming for here. Redoing the entire card pool, repurposing cards, able to change effects either slightly or completely and adding them/flavour to each card as you see fit. You have your creative mini-engines, the idea of which I LOVE and want to see more of (like the Devirituals in the current game). This types of mini-engines building up larger Decks seems like a lot of fun, and hopefully, as the pool expands, there'll be more of them. The end result seems well thought out, and I think I would like a game built off of this...or at least, most of this.

 

I don't really like the carbon-copy cards, particularly in the support for Tribute Summoning, Rituals, and Fusions, if to a lesser extent to the latter one. The Tribute and Rituals are the main perpetrators here, with extra-Tribute from hand having both the draw AND an extra Tribute Summon, with a slight variation on the last effect option. This also seems a little too strong, but Tribute Summoning does suffer in general, so it can pass. With Ritual Summoning, one of my favorite Summoning mechanics, you just having basic adding. There's no real flair, no reason to even have the archetype. It's basically Tribute Summoning here with an extra step, and it can be so much more.

 

Your Normal Monsters suffer from a lack of support and a lack of variety (in terms of stats. Quite a few have identical stats.), although I wholeheartedly support your decision to give them much higher ATK/DEF than normal.

 

Your toons are neato, but I wish there were more Types all around. Hopefully, if you do keep working on this, that'll come eventually, but one of the things I do like about Yu-Gi-Oh is the wide variety of thematics, and hopefully, it will expand into something more than just Warrior/Spellcaster/Fiend/Fairy-based. I can completely understand that you'll have to do it a bit at a time at first, though.

 

Only other real problems I see are 2 of your Draw cards and, well...your burn set. First and foremost, Card of Sanctity shouldn't have a once-per-duel effect. Once per duel effects are dumb and should be burnt in the fires of judgment, particularly on the activation of a Spell Card that can also only be played if you draw it . Doesn't seem like a great rendition of the card. Card of Demise is better, although the 5th End Phase thing...it's not like your reboot is slow or anything. I'd say 3rd End Phase at the very least.

 

Your burn cards...are boring. Do nothing except burn, and despite them working well with one another, it just vomits out your hand. I also would say that there's no reason to run Tremendous Fire when you have Meteor of Destruction, but making a pure spell Deck necessitates both, with Pot of Greed, Graceful Charity to load up your GY, and other such things. You just play cards from your hand, and your opponent either negates them or loses in 1 or 2 turns, particularly with cards like Final Flame.

 

Other than the flaws I've pointed out, I do like it. Of course, it does seem a little all over the place, with you trying to do so much at once (yes, I just said that) but I'd say not include Fusions/Rituals until later. Flesh out the main game, then bring new things to the table.

 

And regardless...best of luck! :D

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  • 3 weeks later...

UPDATE

Burn spells effects changed to make them stand out more.

 

Marik's cards are started to be added.

Legendary Fiend (updated with a discard effect)

Helpoemer

Gil Garth

Drillago

Viser Des

Byser Shock

Makyura the Destructor

Lava Golem

Nightmare Wheel

 

XYZ Monsters added. More Unions from Magician's Force will be added later to flesh out Unions.

 

Dark Rabbit added to Toons. I forgot he existed for some reason.

 

Toon World now lets you Tribute non-Toons to Special Summon Toons, a reference to what Toon World does in the manga and anime.

 

Also, updates on future stuff.

 

At this point, I have enough generic monsters, so I'll be focusing on character cards, along with more generic Spells/Traps.

 

Keith, Bonz, Bakura, and Lumis & Umbra are being worked on. Masks might be out next update.

 

Also, GX will now be a separate thread, as a sort of expanded format so players can play with DM/R-only cards if they want. Masked and Vision HEROes will be now full decks separate from Elemental HEROes, Destiny HEROes are being considered despite being anime. Cyber Dragon, Roids, Yokai, and Ice Counters will be in it too. The Legendary Planets are now an archetype, and Terra Firma is one of them.

 

There are also plans to make separate threads for 5Ds and Zexal.

 

5D's will include the Duel Dragons, generic Synchros and Tuners, and the Synchros for BEWD and Summoned Skull.

 

Zexal will include the Numbers and Super Numbers, except the Over Hundred Numbers, along with the Xyzs for Dark Magician/Girl and Red-Eyes, and generic Xyzs. The archetype-restricted Numbers will be generic.

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UPDATE

Egyptian Gods

Wicked Gods

Barbaros

Machinas

K/Q/J's Knight and Arcana Joker

Fairies

Battle Traps

Counter Traps

 

Summoned Skull is now Summoned Skull Archfiend because Beckoned Skull Archfiend will be in the 5D's set.

 

The later Machinas will probably be in the 5D's set, with Fortress as a Synchro, and Peacekeeper as a Union Tuner.

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