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Support for various old archetypes (Written)


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Hey everyone,

Since I no longer have acess to my old account, I’ve decided to post my all of my old archetypes on this page. Feel free to browse and let me know what you think.

As always, have a nice day.

 

[spoiler=Alchemy Beast'']

[spoiler=Monster Cards:'']

Alchemy Beast – Aretos the Tin

Level 3 WIND Rock/Effect

ATK 500 DEF 500

This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. Once per turn, when an ‘’Alchemy Beast’’ attacks or is attacked (Quick Effect): You can target 1 face-up monster your opponent controls; it’s ATK and DEF becomes 0 until the end of the turn. If this card leaves the field: You can add 1 of your banished ‘’Alchemy Beast’’ or ‘’Alchemic’’ card to your hand. You can only activate this effect of ‘’Alchemy Beast – Aretos the Tin’’ once per turn.

 

Alchemy Beast – Ekenas the Mercury

Level 3 WATER Rock/Effect

ATK 500 DEF 500

This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. Once per turn, this card cannot be destroyed by battle or by card effect. When this card inflicts battle damage to your opponent: you can target 1 card your opponent controls; destroy it, then draw 1 card.

 

Alchemy Beast – Leon the Lead

Level 3 EARTH Rock/Effect

ATK 500 DEF 500

This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. When this card inflicts battle damage to your opponent: You can target 1 face-up monster your opponent controls; place 1 Lead Counter on it (While you control a face-up ‘’Alchemy Beast’’, monsters with Lead Counter cannot attack or be used as a Material for a Summon). At the start of your End Phase: Inflict 500 damage to your opponent for every Lead Counter on the field. You can only activate this effect of ‘’Alchemy Beast – Leon the Lead’’ once per turn.

 

Alchemy Beast – Moonface the Silver

Level 3 DARK Rock/Effect

ATK 500 DEF 500

This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. When this card inflicts battle damage to your opponent: You can target 1 monster your opponent controls; equip that target to this card (you can only equip 1 monster at a time to this card with this effect). You can only activate this effect of ‘’Alchemy Beast – Moonface the Silver’’ once per turn. If this card would be destroyed by battle or by a card effect, you can destroy that equipped monster instead, and if you do, any battle damage you would have taken from a battle involving this card becomes 0.

 

Alchemy Beast – Ouroboros the Bronze

Level 3 LIGHT Rock/Effect

ATK 500 DEF 500

This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. Once per turn, when this card is Normal or Special Summoned: You can Special Summon 1 of your banished ‘’Alchemy Beast’’ except ‘’Alchemy Beast – Ouroboros the Bronze’’. If this card leaves the field: You can add 1 ‘’Alchemic’’ Spell or Trap Card from your Deck to your hand. You can only activate this effect of ‘’Alchemy Beast – Ouroboros the Bronze’’ once per turn.

 

 Alchemy Beast – Salamandra the Steel

Level 3 FIRE Rock/Effect

ATK 500 DEF 500

This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. When this card inflicts battle damage to your opponent: You can add 1 ‘’Alchemy Beast’’ from your Deck to your hand. You can only activate this effect of ‘’Alchemy Beast – Salamandra the Steel ‘’ once per turn. When this card leaves the field: You can Special Summon 1 ‘’Alchemy Beast’’ monster from your Deck.

 

[spoiler=Spell Cards:'']

Alchemical Laboratory

Field Spell Card

The effects of ‘’Alchemy Beast’’ monsters you control cannot be negated. When this card is activated: You can add 1 ‘’Alchemic Kettle – Chaos Distil ‘’ from your Deck to your hand. During your Main Phase: You can banish 1 ‘’Alchemy Beast’’ from your hand or Deck; Special Summon 1 of your banished ‘’Alchemy Beast’’ monster with a different name, and if you do, you cannot Special Summon any other monsters this turn except ‘’Alchemy Beast’’ monsters. You can only activate each effect of ‘’Alchemical Laboratory’’ once per turn.

 

Alchemic Kettle – Chaos Distil

Continuous Spell Card

Any of your cards sent to the GY are banished instead. If this face-up card would be destroyed or banished by an opponent’s card or effect, you can banish 1 ‘’Alchemy Beast’’ from your hand or Deck instead. When an ‘’Alchemy Beast’’ you control inflicts battle damage to your opponent: you can add 1 ‘’Alchemy Beast’’ monster from your Deck to your hand. You can only activate each effect of ‘’Alchemic Kettle – Chaos Distil’’ once per turn.

 

Alchemical Process – Material Transmutation

Quick-Play Spell Card

Switch every ‘’Alchemy Beast’’ you control to defense position, and if you do, until the end of the turn, ‘’Alchemy Beast’’ monsters you control cannot be destroyed by battle or by card effects. If this card is banished: banish every ‘’Alchemy Beast’’ from your GY, then you can add 1 ‘’Alchemic Kettle – Chaos Distil’’ from your Deck or GY to your hand. During your Main Phase, except on the turn this card was sent to the GY, you can banish 1 card from your hand: Banish this card from your GY.

 

 

[spoiler=Trap Cards:'']

Alchemical Magnum Opus

Continuous Trap Card

You do not take any battle damage from battles involving your ‘’Alchemy Beast’’ monsters. When an ‘’Alchemy Beast’’ you own is banished: You can Special Summon 1 ‘’Alchemy Beast’’ from your Deck. You can only activate this effect of ‘’Alchemical Magnum Opus’’ once per turn. When an opponent’s monster declares a direct attack: You can banish this face-up card and a ‘’Alchemy Beast’’ from your Deck or GY; negate the attack, then end the Battle Phase.

 

Alchemical Mirage – Transcendental Gate

Continuous Trap Card

Once per turn, when an opponent’s monster declares an attack while you control a face-up ‘’Alchemy Beast’’ monster: You can banish 1 ‘’Alchemy Beast’’ or 1 ‘’Alchemic’’ Spell or Trap Card from your hand or Deck; negate the attack, then place a Lead Counter on the attacking monster (While you control a face-up ‘’Alchemy Beast’’, monsters with Lead Counter cannot attack or be used as a Material for a Summon). If you control a face-up ‘’Alchemy Beast’’, when your opponent activate a card or effect that would target a card you control: You can banish this face-up card; negate that activation and destroy it.

 

Alchemical Exchange – Metaphysical Toll

Continuous Trap Card

Once per turn, when you Normal or Special Summon an ‘’Alchemy Beast’’ monster: You can shuffle 1 of your banished ‘’Alchemy Beast’’ monster into the Deck, then draw 1 card. If you control a face-up ‘’Alchemy Beast’’, when your opponent Special Summon a monster: You can banish this face-up card; banish that monster and if you do, your opponent cannot Special Summon monsters with the same name until the end of the turn. You can only activate this effect of ‘’Alchemical Exchange – Metaphysical Toll’’ once per turn.

 

 

 

[spoiler=Bonding'']

[spoiler=Monster Cards:'']

Fire Dragon

Level 8 FIRE Pyro/Effect

ATK 2800 DEF 2600

This card is unaffected by the effect of “Water Dragon”. Must be Special Summoned with the effect of a “Bonding” Spell/Trap Card or by its own effect, and cannot be Special Summoned by other ways. If this card is in your hand: You can destroy 2 EARTH and/or WIND monsters in your hand and/or face-up on your field, and if you do, Special Summon this card. The ATK of WIND and Plant-Type monsters your opponent controls becomes 0. When this card is destroyed and sent to the GY: You can Special Summon up to 2 “Oxygeddon” from your GY.

 

Heliogeddon

Level 3 WIND Dinosaur/Effect

ATK 900 DEF 400

This card’s name becomes “Oxygeddon” while on the field or in the GY. You can discard this card; add 1 “Dragon” monster with 2800 ATK and 2600 DEF from your Deck or GY to your hand. If this card is destroyed and sent to the GY: You can Special Summon 1 “eddon” or “Duoterion” Dinosaur-Type monster from your Deck or GY, and if you do, it cannot be Tributed or be used as a Fusion, Synchro, Xyz or Link Material until the end of the turn.

 

[spoiler=Spell Cards:'']

Bonding Laboratory

Field Spell Card

You can pay 500 LP: Special Summon 1 “eddon” or “Duoterion” Dinosaur-Type monster from your hand or GY and if you do, it cannot be Tributed or be used as a Fusion, Synchro, Xyz or Link Material until the end of the turn. You can only use this effect of “Bonding Laboratory” once per turn. Once per turn, you can activate 1 of the following effects:

  • Send 2 “Hydrogeddon” and 1 “Oxygeddon” you control to the GY: Special Summon 1 “Water Dragon” from your hand, Deck or GY ignoring its Summoning conditions.
  • Send 2 “Duoterion” and 1 “Oxygeddon” you control to the GY: Special Summon 1 “Water Dragon Cluster” from you hand, Deck or GY.
  • Send 2 “Oxygeddon” you control to the GY: Special Summon 1 “Fire Dragon” from your hand, Deck or GY.

 

Nuclear Bonding

Continuous Spell Card

You can only activate the effect of “Nuclear Bonding” once per turn. During either player’s Main Phase, you can activate 1 of the following effects:

  • Destroy 1 Dinosaur-Type monster in your hand or face-up on your field; add 1 “Bonding” card except “Nuclear Bonding” from your GY to your hand.
  • Destroy 1 “Bonding” card from your hand or field; add 1 “eddon” or “Duoterion” Dinosaur-Type monster from your Deck to your hand.
  • Destroy 1 “Water Dragon” monster and 1 “Fire Dragon” you control; Special Summon 1 “Stellar Nucleosynthesizer” from your Extra Deck (this Special Summon is treated as a Fusion Summon).

 

[spoiler=Trap Cards:'']

Bonding Through Collision

Continuous Trap Card

You can discard 1 “Water Dragon”, “Water Dragon Cluster”, or “Fire Dragon” from your hand: Draw 2 cards. During either player’s Main Phase: You can shuffle 3 “eddon” and/or “Duoterion” Dinosaur-Type monsters from your field and/or GY into the Deck; Special Summon 1 “Water Dragon”, “Water Dragon Cluster”, or “Fire Dragon” from your hand, Deck or GY ignoring its Summoning conditions. Until the end of the turn, it cannot attack and its effect is negated. You can only use each effect of “Bonding Through Collision” once per turn.

 

[spoiler=Extra Deck:'']

Stellar Nucleosynthesizer

Level 10 LIGHT Wyrm/Effect

ATK 3300 DEF 3000

1 “Water Dragon” monster + “Fire Dragon” Pyro-Type monster

Must first be Fusion Summoned. The Fusion Summon of this card cannot be negated. You can only use each effect of “Stellar Nucleosynthesizer” once per turn. During your Main Phase: You can Special Summon 1 “eddon” or “Duoterion” Dinosaur-Type monster from your GY. (Quick Effect): You can banish 1 face-up WIND, WATER, EARTH or FIRE monster you control; until the end of the turn, this card is unaffected by your opponent’s card effects. If this card was Special Summoned by the effect of “Nuclear Bonding”, it gains the following effect:

  • When this card leaves the field: Destroy every face-up cards your opponent controls.

 

[spoiler=Side Cards:'']

Fire Dragon Cluster

Level 10 FIRE Pyro/Effect

ATK 2800 DEF 2600

This card is unaffected by the effect of “Water Dragon” and its name becomes “Fire Dragon” while it is in the hand or GY. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a “Bonding” Spell/Trap. If this card is Special Summoned: You can activate this effect; the effect of face-up Spell/Trap Cards your opponent control are negated for the rest of this turn, also your opponent cannot activate any Set Spell/Trap Cards until the end of their next turn. (Quick Effect): You can Tribute this card; Special Summon up to 2 monsters whose original name is “Fire Dragon” from your hand and/or Deck ignoring their Summoning conditions.

 

Diamond Core Dragon

Level 8 EARTH Rock/Effect

ATK 2800 DEF 2600

You can only control 1 “Diamond Core Dragon”. While this card is in your hand or Deck, it is treated as a Level 7 Dragon-Type Normal Monster. Must be Special Summoned by the effect of “Carboneddon” or by its own effect, and cannot be Special Summoned by other ways. If this card is in your hand: You can send 1 “Fire Dragon” and 1 “Carboneddon” from your hand, field and/or Deck to the GY, and if you do, Special Summon this card. The ATK of Warrior and Spellcaster-Type monsters your opponent controls becomes 0. When this card is destroyed and sent to the GY: You can Special Summon 1 “Carboneddon” from your hand, Deck or GY.

 

 

 

[spoiler=Cipher'']

[spoiler=Monster Cards:'']

Cipher Assembler

Level 8 LIGHT Machine/Effect

ATK 1500 DEF 2500

If a ‘’Cipher’’ card you own is sent to the GY because of a card effect: You can Special Summon this card (from your hand), and if you do, its Level becomes 4 and its ATK and DEF are halved. You can send 1 ‘’Cipher’’ card except ‘’Cipher Assembler’’ from your hand or Deck to the GY: Special Summon 1 ‘’Cipher Wing’’ from your Deck or GY, and if you do, you cannot Special Summon monsters for the rest of this turn, except ‘’Cipher’’ monsters. If this card is sent to the GY: You can add 1 ‘’Cipher’’ monster except ‘’Cipher Assembler’’ from your Deck to your hand. You can only use each effect of ‘’Cipher Assembler’’ once per turn.

 

Cipher Support Satellite

Level 4 LIGHT Machine/Effect

ATK 500 DEF 500

You can send 1 ‘’Cipher’’ card except ‘’Cipher Support Satellite’’ from your hand or Deck to the GY; Special Summon this card from your hand. While this card is face-up, your opponent cannot activate any cards or effects in response to the Special Summon of ‘’Cipher’’ monsters. If this card is sent to the GY: you can add 1 ‘’Cipher’’ card from your GY to your hand except ‘’Cipher Support Satellite’’. You can only activate each effect of ‘’Cipher Support Satellite’’ once per turn.

 

[spoiler=Spell Cards:'']

Cipher Galaxy

Field Spell Card

The effects of ‘’Cipher’’ Xyz monsters you control cannot be negated. During either player’s turn: you can send 1 ‘’Cipher’’ card from your hand or Deck to the GY, then you can target 1 ‘’Cipher’’ monster you control that has a Level; it gains 500 ATK and its Level becomes 8. If this card is destroyed and sent to the GY: you can return 1 monster on the field to its owner’s hand. Then, if you do not control a monster in the Extra Monster Zone: you can Special Summon 1 ‘’Galaxy-Eyes Cipher Dragon’’ from your Extra Deck. You can only use each effect of ‘’Cipher Galaxy’’ once per turn.

 

Cipher Synthesis

Normal Spell Card

Target 2 Level 4 or lower ‘’Cipher’’ monsters in your GY that have different names; Special Summon them in face-up defense position, and if you do, banish them during the End Phase of this turn. If this card is sent to the GY by a card effect: You can target 1 ‘’Galaxy Eyes’’ or ‘’Cipher’’ Xyz monster you control, then target up to 2 ‘’Cipher’’ cards except ‘’Cipher Synthesis’’ from your GY; attach them to it as Xyz Materials. You can only use each effect of ‘’Cipher Synthesis’’ once per turn.

 

[spoiler=Trap Cards:'']

Cipher Augmentations

Continuous Trap Card

If only your opponent controls a monster, you can activate this card from your hand. If a ‘’Cipher’’ card you own is sent to the GY by a card effect: you can Special Summon 1 level 4 or lower ‘’Cipher’’ monster from your Deck, and if you do, you cannot Special Summon any other monsters this turn except ‘’Cipher’’ monsters. If this card is sent to the GY by a card effect: you can target 1 ‘’Cipher’’ Xyz from your GY or that you’ve banished; Special Summon it to any of your Main Monster Zone ignoring its summoning conditions, and if you do, it cannot attack until the end of the turn. If it leaves the field, send it to your Extra Deck. You can only use each effect of ‘’Cipher Augmentations’’ once per turn.

 

De-Cipher

Counter Trap Card

If your opponent activates a card or effect that would destroy a face-up ‘’Cipher’’ card you control: Negate that activation, and if you do, destroy it. Then, if you control a face-up ‘’Cipher’’ Xyz monster, you can attach this card to it as an Xyz Material. If this card is sent to the GY by a card effect: you can return 2 ‘’Cipher’’ Xyz monsters in your GY to your Extra Deck, and if you do, you can draw 1 card. You can only use each effect of ‘’De-Cipher’’ once per turn.

 

[spoiler=Extra Deck:'']

Cipher Deep-Space Probe

LINK – 2 LIGHT Machine/Link/Effect

Bottom-Right, Bottom-Left

ATK 2000 DEF -

2 LIGHT monsters

If this card is Link Summoned: you can Special Summon 1 level 4 or lower ‘’Cipher’’ monster from your hand, and if you do, you cannot summon any other monsters this turn except “Cipher” monsters. During your Main Phase: you can send 1 ‘’Cipher’’ card from your hand or Deck to the GY; ‘’Cipher’’ monsters this card is co-linked to become Level 8 until the end of the turn. If this card is sent to the GY: you can target 1 level 4 or lower ‘’Cipher’’ monsters from your GY; add it to your hand. You can only use each effect of ‘’Cipher Deep-Space Probe’’ once per turn.

 

[spoiler=Anime Cards Update:]

Cipher Biplane

Level 6 LIGHT Machine/Effect

ATK 1000 DEF 2000

This card’s name becomes ‘’Cipher Wing’’ while it is face-up on the field. If a ‘’Cipher’’ monster is Normal or Special Summoned: You can Special Summon this card from your hand. Once per turn: you can target 1 ‘’Cipher’’ monster you control; it becomes Level 8. If this card is sent to the GY: you can add 1 ‘’Cipher Wing’’ from your Deck or GY to your hand.

 

Cipher Interference

Continuous Spell Card

If you control 2 or more ‘’Cipher’’ monsters with the same name and 1 of them battles, during damage calculation: you can make its ATK become double its current ATK until the end of the Battle Phase. If this card is sent to the GY by a card effect: double the ATK of every ‘’Cipher’’ monster you control until the end of the turn. If you activate this effect, battle damage inflicted to your opponent is halved until the end of the turn. You can only use each effect of ‘’Cipher Interference’’ once per turn.

 

Cipher Cloning Process (originally called Cipher Clone Magic)

Normal Trap Card

Banish 1 ‘’Cipher’’ Normal, Quick-Play or Continuous Spell Card from your Deck or GY, and if you do, immediately apply that card’s effect. If this card is sent to the GY by a card effect: you can target 1 face-up ‘’Cipher’’ monster you control; Special Summon 1 monster from your hand, Deck or GY that has the same name as the targeted monster, and if you do, it cannot attack and its effect is negated until the end of the turn. You can only use each effect of ‘’Cipher Cloning Process’’ once per turn.

 

[spoiler=Dark Scorpion'']

[spoiler=Monster Cards:'']

Dark Scorpion – Al the Soft

Level 4 DARK Beast/Effect

ATK 1400 DEF 1500

This card’s name becomes ‘’Don Zaloog’’ while it is on the field. During either player’s Damage Step, if a ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ monster is attacking or is being attacked: you can send this card from your hand or field to the GY; double that monster’s original ATK and DEF until the end of this turn. If this card inflicts Battle Damage to your opponent or is sent to the GY: you can activate 1 of these effects:

  • Add 1 ‘’Don Zaloog’’ from your Deck or GY to your hand.

  • Shuffle 1 ‘’Dark Scorpion’’ card except ‘’Dark Scorpion – Al the Soft’’ from your hand or GY into your Deck, then draw 1 card.

 

[spoiler=Spell Cards:'']

Secret Lair of the Dark Scorpions

Field Spell Card

When a ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ you control is attacking or is being attacked, your opponent cannot activate any cards or effects until the end of the Damage Step. While your opponent controls a monster, Level 5 or lower ''Dark Scorpion'' and ''Don Zaloog'' monsters you control gain 400 ATK and DEF for every Level 5 or lower ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ with a different name on your side of the field. If a ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ inflicts Battle Damage to your opponent: you can add 1 ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ monster from your Deck to your hand. You can only use this effect of ‘’Secret Lair of the Dark Scorpions’’ once per turn.

 

Recon Mission of the Dark Scorpions

Continuous Spell Card

You can only use each effect of ‘’Recon Mission of the Dark Scorpions’’ once per turn. If a ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ you control inflicts Battle Damage to your opponent: you can set 1 ‘’Dark Scorpion’’ Spell/Trap Card from your Deck onto your Spell and Trap Card Zone. During your Main Phase, you can activate 1 of the following effects:

  • Discard 1 card from your hand: Special Summon 1 ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ monster from your Deck, and if you do, it cannot be Tributed or be used as a Fusion, Synchro or Xyz Material.

  • Send 1 ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ card from your Deck to the GY: target 1 ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ you control; until the end of the turn, its ATK becomes 400 and it can attack your opponent directly (even if this card leaves the field).

 

Tactical Plans of the Dark Scorpions

Quick-Play Spell Card

The ATK and DEF of every ‘’Dark Scorpion’’ and ‘’Don Zaloog’’ monsters you control is doubled and they cannot be destroyed by battle or card effect until the end of the turn, also any Battle Damage taken by your opponent from a battle involving a ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ monster becomes 400 until the end of the turn. If a ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ monster inflicts Battle Damage to your opponent while this card is in effect: you can destroy 1 card on the field. You can only use each effect of ‘’Tactical Plans of the Dark Scorpions’’ once per turn.

 

[spoiler=Trap Cards:'']

Last Heist of the Dark Scorpions

Continuous Trap Card

If you Normal or Special Summon a ‘’Dark Scorpion’’ or a ‘’Don Zaloog’’ monster: you can Special Summon 1 ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ with a different name from your hand or GY. If a ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ monster inflicts Battle Damage to your opponent: you can target 1 of your banished ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ monster; add it to your hand. You can only activate each effect of ‘’Last Heist of the Dark Scorpions’’ once per turn.

 

Fate of the Dark Scorpion

Normal Trap Card

Tribute 1 ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ monster you control, then target up to 2 cards your opponent controls: shuffle them into their owner’s Deck. If a ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ monster you control inflicts Battle Damage to your opponent: you can send 1 ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ monster from your hand to the GY; set this card from your GY onto your Spell and Trap Card Zone, and if you do, banish it when it leaves the field. You can only activate each effect of ‘’Fate of the Dark Scorpion’’ once per turn.

 

[spoiler=Extra Deck:'']

Zia, Heir of the Dark Scorpions

LINK – 4 (Left, Bottom-Left, Bottom-Right, Right)

DARK Warrior/Effect

ATK 1000 DEF -

4 ‘’Dark Scorpion’’ and/or ‘’Don Zaloog’’ monsters

The Special Summon of this card cannot be negated. This card cannot be targeted or destroyed by your opponent’s cards or effects. This card gains 400 ATK and DEF for every ‘’Dark Scorpion’’ and/or ‘’Don Zaloog’’ monsters with a different name in your GY. If this card leaves the field: you can Special Summon any number of ‘’Dark Scorpion’’ or ‘’Don Zaloog’’ monsters from your GY, but only 1 copy of each. You can only activate this effect of ‘’Zia, Heir of the Dark Scorpions’’ once per turn. When this card inflicts Battle Damage to your opponent: you can activate the effect of 1 ‘’Dark Scorpion’’ from your GY except ‘’Zia, Heir of the Dark Scorpions’’.

 

[spoiler=Destiny HERO'']

[spoiler=Monster Cards:'']

Destiny HERO Mirror Lady

Level 3 DARK Warrior/Effect

ATK 1000 DEF 1000

When this card is Normal or Special Summoned: You can send 1 “Destiny HERO” monster from your hand or Deck to the GY, and if you do, once during your Main Phase; you can send Fusion Materials monsters you control, including “Destiny HERO Mirror Lady”, to the GY; Special Summon 1 corresponding ‘’Destiny HERO’’ Fusion monster from your Extra Deck (this Special Summon is treated as a Fusion Summon). If this card is sent from your hand or Deck to the GY: You can destroy 1 card from your hand or field. You can only use each effect of ‘’Destiny HERO Mirror Lady’’ once per turn.

 

Destiny HERO Mad Doctor

Level 4 DARK Warrior/Effect

ATK 1200 DEF 1200

When this card is Normal or Special Summoned: You can Special Summon 1 ‘’Destiny HERO’’ with 1000 or less ATK from your hand or GY ignoring its Summoning conditions. If this card is destroyed by a card effect and sent to the GY: you can Special Summon 1 ‘’Destiny HERO Dreadmaster’’ from your hand, Deck or GY (this Special Summon is treated as a Special Summon with ‘’Clock Tower Prison’’), and if you do, you cannot Summon any other monsters this turn except ‘’Destiny HERO’’ monsters. You can only use each effect of ‘’Destiny HERO Mad Doctor’’ once per turn.

 

Destiny HERO Night Prowler

Level 5 DARK Warrior/Effect

ATK 1800 DEF 1800

If this card is in the GY while you only control 2 or more face-up ‘’Destiny HERO’’ monsters: You can send 1 ‘’Destiny HERO’’ monster from your hand or Deck to the GY, and if you do, Special Summon this card, but banish it when it leaves the field. At the start of the start of the Damage Step, if this card battles a non-‘’HERO’’ monster: You can destroy that monster, and if you do, you can add 1 card with ‘’Clock Tower’’ in its name from your Deck or GY to your hand. You can only use each effect of ‘’Destiny HERO Night Prowler’’ once per turn.

 

[spoiler=Spell Cards:'']

Clock Tower Prison Ruins

Field Spell Card

Any Battle Damage you take from a battle involving a ‘’Destiny HERO’’ is halved. If you Normal or Special Summon a ‘’Destiny HERO’’: You can send 1 DARK monster from your hand or Deck to the GY. If this card is destroyed by a card effect: You can Special Summon 1 ‘’Destiny HERO Dreadmaster’’ from your hand, Deck or GY (this Special Summon is treated as a Special Summon with ‘’Clock Tower Prison’’), and if you do, you cannot Summon any other monsters this turn except ‘’Destiny HERO’’ monsters. You can only use each effect of ‘’Clock Tower Prison Ruins’’ once per turn.

 

Merging Destiny

Quick-Play Spell Card

Fusion Summon 1 ‘’Destiny HERO’’ Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If a ‘’Destiny HERO’’ Fusion Monster you control is destroyed and sent to the GY: You can banish this card from your GY; return the destroyed Fusion Monster to your Extra Deck, and if you do, add up to 2 Level 4 or lower ‘’Destiny HERO’’ from your GY to your hand. On the turn you activate this effect, you cannot summon any other monsters except ‘’Destiny HERO’’ monsters. You can only use each effect of ‘’Merging Destiny’’ once per turn.

 

[spoiler=Trap Cards:'']

City of Dread

Continuous Trap Card

During either player’s turn: you can increase the ATK and DEF of every face-up ‘’Destiny HERO’’ you control by 100 for each face-up ‘’Destiny HERO’’ on your side of the field until the end of the turn. When your opponent activates a card or effect that would targets or destroy a card(s) you control: you can reveal 1 ‘’Destiny HERO’’ monster from your hand and destroy this card; the opponent card effect becomes ‘‘Your opponent must target 1 card he/she controls; destroy it. During the End Phase, if you destroyed a card with this card’s effect this turn; your opponent can add 1 card with the same name as the destroyed card, from his/her Deck to his/her hand’’. You can only use each effect of ''City of Dread'' once per turn.

 

[spoiler=Old Elemental HERO'']

[spoiler=Monster Cards:'']

Elemental HERO Nightwave

Level 4 DARK Warrior/Effect

ATK 1100 DEF 1700

When this card is Normal or Special Summoned: You can send 1 “Elemental HERO” Fusion Monster from your Extra Deck to the GY; Special Summon 1 Level 5 or lower “Elemental HERO” monster from your Deck whose name was specifically listed on that Fusion Monster, except “Elemental HERO Nightwave”, and if you do, its effect is negated, also you cannot Special Summon any monsters on the turn you activate this effect, except “HERO” monsters. If this card is used as a Fusion Material: You can add 1 “Skyscraper” Field Spell Card or 1 card that specifically lists “Skyscraper” in its card text from your Deck to your hand. You can only use each effects of “Elemental HERO Nightwave” once per turn.

 

[spoiler=Spell Cards:'']

Skyscraper 3 – Space Citadel

Field Spell Card

You can send up to 3 “Elemental HERO” from your hand, field and/or Deck to the GY; Special Summon 1 “Elemental HERO” Fusion Monster from your Extra Deck who’s Fusion Materials specifically lists the monsters you sent to the GY in its card text (this Special Summon is treated as a Fusion Summon), and if you do, your opponent does not take any battle damage from a battle involving that Fusion Monster until the end of this turn, also you cannot Special Summon any other monsters this turn, except “HERO” monsters. If you Normal or Special Summon an “Elemental HERO” monster; you can add 1 Spell/Trap Card that specifically lists that monster’s name in its card text from your Deck or GY to your hand, then draw 1 card. You can only use each effect of “Skyscraper 3 – Space Citadel” once per turn.

 

Energy Converting Monolith

Continuous Spell Card

You can only control 1 “Energy Converting Monolith”. During either player’s Main Phase: You can shuffle 1 “Elemental HERO” Normal Monster or 1 “Skyscraper” Field Spell Card from your hand or GY into the Deck, then reveal 1 “Fusion” or “Polymerization” Normal Spell Card from your hand or Deck; either activate that card and immediately apply its effect or add it to your hand, also if you activate this effect, you cannot Special Summon any other monsters from your Extra Deck this turn, except “Elemental HERO” Fusion Monsters. You can only use this effect of “Energy Converting Monolith” once per turn. When a Fusion Summoned “Elemental HERO” Fusion Monster you control leaves the field either by battle or by an opponent card effect; you can Special Summon 1 of your monster whose name is specifically listed on that Fusion Monster from your GY or that is banished ignoring its Summoning conditions, and if you do, its effect is negated, also it cannot be used as Material for a Summon, except for the Special Summon of a “HERO” monster.

 

[spoiler=Trap Cards:'']

Mysterious Invasion

Continuous Trap Card

This card’s effect cannot be negated. While you control a “Skyscraper” Field Spell Card, this face-up card cannot be destroyed by an opponent card effect. You can shuffle 1 face-up “Skyscraper” Field Spell Card you control into the Deck, then activate 1 “Skyscraper” card with a different name from your hand or Deck. While you control a face-up “Skyscraper”, if an “Elemental HERO” monster you control is attacked by an opponent monster that has more ATK; “Elemental HERO” monsters on your field gain 1000 ATK and DEF until the End Phase. While you control a “Skyscraper 2 – Hero City”, if an “Elemental HERO” you control is destroyed or banished by an opponent card effect; you can Special Summon 1 “Elemental HERO” with a different name and a Level that is equal or lower than the destroyed monster from your Deck or GY, ignoring its Summoning conditions. You can only use each effect of “Mysterious Invasion” once per turn.

 

Enticing Treachery

Counter Trap Card

While you control a face-up “Elemental HERO” or “Skyscraper” card, if your opponent activate a monster effect from their hand: Negate that activation, and if you do, destroy every monster in your opponent’s hand that has both the same Level and Type as that monster. If the only monsters you control are “HERO” monsters, you can activate this card from your hand. If your opponent discards a card from their hand because of a card effect: You can banish this card from your GY; Special Summon either 1 “Elemental HERO” monster from your GY whose Level that is equal or lower than the monster your opponent discarded or 1 “Wroughtweiler” from your hand, Deck or GY. You can only use this effect of “Enticing Treachery” once per turn.

 

[spoiler=Extra Deck:'']

Elemental HERO Ethereal Spectrum

Level 6 DARK Warrior/Fusion/Effect

ATK 2300 DEF 1400

‘’Elemental HERO Nightwave’’ + ‘’Elemental HERO Prisma’’

Must be Fusion Summoned and cannot be Special Summoned by other ways. This card can be used as substitute of any 1 Fusion Material whose name is specifically listed on a ‘’Elemental HERO’’ Fusion Monster, but the other Fusion Material(s) must be correct. (Quick Effect): You can Fusion Summon 1 ‘’Elemental HERO’’ Fusion Monster who’s Fusion Material’s names are specifically listed on that card from your Extra Deck using monsters from your hand, field and/or Extra Deck as Material, including this card. If this card leaves the field by battle or by a card effect: You can add 1 ‘’Fifth Hope’’ Spell Card from your Deck or GY to your hand. You can only use each effect of ‘’Elemental HERO Ethereal Spectrum’’ once per turn.

 

Xtra HERO Celestial Uncapper

LINK – 2 LIGHT Warrior/Link/Effect

(Left, Bottom-Left)

ATK 1000 DEF -

1+ “HERO” monsters

If this card is attacked by an opponent monster: You can target 1 “HERO” Fusion or Link monster this card points to; this card gains ATK equal to that monster’s original ATK until the end of the turn. (Quick Effect) You can target 1 of your “HERO” Fusion Monster on the field; return that target to your Extra Deck, then if all the Fusion Material that are specifically listed on that Fusion Monster are in your GY and/or are banished, Special Summon them all ignoring their Summoning conditions. You can only use 1 “Xtra HERO Celestial Uncapper” effect per turn, and only once that turn.

 

[spoiler=Extra Cards:'']

Elemental HERO Blazing Gleam

Level 4 FIRE Warrior/Ritual/Effect

ATK 1900 DEF 1500

(This card is also always treated as a “Cyber Angel” card.)

You can Ritual Summon this card with “Machine Angel Ritual” or “Detonation Fallout”. This card’s name becomes “Elemental HERO Burstinatrix” while on the field or in the GY. If you Normal or Special Summon an “Elemental HERO” Normal Monster; you can reveal this card from your hand, and if you do, add 1 “Detonation Fallout” from your Deck to your hand. You can shuffle 1 Warrior or Fairy-Type monster from your hand or field into the Deck; draw 1 card for every 3 Level that the shuffled monster had. You can only use each effect of “Elemental HERO Blazing Gleam” once per turn.

 

Detonation Fallout

Ritual Spell Card

This card is used to Ritual Summon “Elemental HERO Blazing Gleam”. You must also Tribute monsters from your hand or field whose total Levels total or exceed 4. You can also send Normal Monsters from your Deck to the GY, and if you do, you cannot Special Summon any other monster this turn, except “HERO” and “Cyber Angel” monsters. If you control a face-up “Elemental HERO Burstinatrix”; you can reveal this card from your hand, and if you do, add 1 “Elemental HERO Blazing Gleam” from your Deck to your hand. You can only activate 1 “Detonation Fallout” per turn.

 

 

 

[spoiler=Anime Cards Update:'']

Burst Impact

Normal Spell Card

While your opponent has 2000 or more LP, if you control a face-up “Elemental HERO Burstinatrix”; destroy every monster on the field, except “Elemental HERO Burstinatrix”, and if you do, the destroyed monsters controller takes 300 damage for each of their monsters that were destroyed with this card’s effect, also your opponent does not take any other damage from battles or from card effects until the end of the turn. You can only activate 1 “Burst Impact” per turn.

 

 

 

[spoiler=Gusto'']

[spoiler=Monster Cards:'']

Einar, Champion of Gusto

Level 3 WIND Psychic/Effect

ATK 1500 DEF 700

If this card is Special Summoned: you can Special Summon 1 level 4 or lower ‘’Gusto’’ monster from your Deck or GY except ‘’Einar, Champion of Gusto’’, and if you do, you cannot Special Summon any other monsters this turn, except WIND monsters. If this card is destroyed by battle or by card effect: you can Special Summon 1 ‘’Gusto’’ monster from your Deck except ‘’Einar, Champion of Gusto’’. You can only use each effect of ‘’Einar, Champion of Gusto’’ once per turn.

 

Burning Egg of Gusto

Level 2 WIND Dragon/Tuner/Effect

ATK 800 DEF 500

Once per turn, if you control a face-up “Gusto” monster, except this card: You can shuffle 1 other “Gusto” card from your hand, field or GY into the Deck, then declare a Level from 1 to 8; this card becomes that Level until the End Phase. If this card is destroyed by battle or card effect: you can Special Summon 1 ‘’Gusto’’ monster from your Deck except ‘’Burning Egg of Gusto’’. You can only use each effect of ‘’Burning Egg of Gusto’’ once per turn.

 

[spoiler=Spell Cards:'']

Sacred Village of Gusto

Continuous Spell Card

If a “Gusto” monster you control is destroyed by battle or by a card effect; you can Special Summon 1 level 4 or lower “Gusto” monster from your hand or Deck on either player’s field, and if you do, it cannot be used as a Material for a Summon, except for the Special Summon of a WIND monster. If a face-up “Gusto” card(s) you control would be targeted or destroyed by an opponent card effect, you can shuffle 1 WIND monster from your GY into the Deck instead. You can only use each effect of “Sacred Village of Gusto” once per turn.

 

Gusto Revival

Quick-Play Spell Card

Shuffle 1 “Gusto” monsters from your field or GY into the Deck, then Special Summon 1 “Gusto” monster from your hand or GY, also if the monster you’ve shuffled into the Deck with this card’s effect was a Synchro Monster; you can Special Summon 1 level 4 or lower “Gusto” monsters from your hand or Deck, and if you do, you cannot Special Summon any other monsters for the rest of the turn, except WIND monsters. You can only activate 1 “Gusto Revival” per turn.

 

[spoiler=Trap Cards:'']

Last Stand of Gusto

Continuous Trap Card

If a “Gusto” monster you own is banished: You can target 1 of your banished WIND monster; shuffle it into the Deck. While your opponent controls more monsters than you do: You can destroy this card, then shuffle 1 ‘’Gusto’’ Tuner and any number of ‘’Gusto’’ non-Tuner from your field and/or GY into the Deck; Special Summon 1 ‘’Gusto’’ Synchro monster from your Extra Deck who’s Level is equal to the combined Level of the shuffled monsters (this Special Summon is treated as a Synchro Summon), also its ATK becomes 0 until the end of the turn. You can only use this effect of ‘’Last Stand of Gusto’’ once per turn.

 

[spoiler=Extra Deck:'']

Daigusto Gulbrand

LINK – 2, WIND Psychic/Effect

ATK 2300 DEF – LINK Arrows Left, Down

2 ‘’Gusto’’ monsters

You can shuffle 1 ‘’Gusto’’ monsters from your GY into the Deck; destroy 1 card on the field. During either player’s Damage Step, if a ‘’Gusto’’ monster you control is attacking or being attacked: you can target 1 monster on the field; that target’s ATK and DEF become half its current ATK and DEF until the end of the turn. If this card leaves the field by battle or by a card effect: you can Special Summon 1 ‘’Gusto’’ Synchro monster from your Extra Deck ignoring its Summoning conditions. You can only use each effect of ‘’Daigusto Gulbrand’’ once per turn.

 

[spoiler=Aditional Ideas (2019-01-10):'']

 

[spoiler=Monster Cards:'']

Gusto Berunda

Level 6 WIND Winged-Beast/Tuner/Effect

ATK 2200 DEF 2500

On the turn this card is Special Summoned, it cannot be destroyed by battle and your opponent takes any Battle Damage you would have taken from battles involving a face-up “Gusto” monster you control (even if this card leaves the field). When a level 5 or lower “Gusto” monster you control is destroyed or is shuffled into the Deck; you can Special Summon this card (from your hand), and if you do, lower this card’s Level by the Level of the destroyed monster, then halve its original ATK and DEF. You can only use this effect of “Gusto Berunda” once per turn.

 

 

 

[spoiler=Extra Deck:'']

Daigusto Berunda

Level 10 WIND Psychic/Synchro/Effect

ATK 3000 DEF 3000

1 “Gusto” Tuner Monster + 1 or more non-Tuner WIND Monster(s)

If this card’s current ATK is different than its original ATK, it cannot be destroyed by battle and your opponent takes double the Battle Damage you would have taken from battles involving this card. If this card is Special Summoned except by a Synchro Summon; banish it, then Special Summon 1 “Gusto” monster that has a Level from your Deck or GY, except “Daigusto Berunda”. While this card is face-up, if a “Gusto” card you own is destroyed or shuffled into your Deck; you can draw 1 card. You can only activate this effect of “Daigusto Berunda” up to twice per turn.

 

 

 

 

 

 

[spoiler=Nordic'']

[spoiler=Monster Cards:'']

Freya of the Nordic Ascendant

Level 4 LIGHT Fairy/Tuner/Effect

ATK 1500 DEF 1500

For a Synchro Summon, you can substitute this card for any 1 “Nordic” Tuner monster. If only your opponent controls a monster: You discard this card; Special Summon 1 non-Tuner “Nordic” monster from your Deck or GY. You can discard 1 card; Special Summon 1 “Nordic Ascendant Token” (Fairy-Type/LIGHT/Level 3/ATK 0/DEF 0). “Nordic Ascendant Tokens” cannot be Tributed or be used as Fusion, Synchro or Link Material except for the Summon of a “Nordic” or “Aesir” card. You can only use each effect of “Freya of the Nordic Ascendant” once per turn.

 

Sif of the Nordic Champions

Level 4 EARTH Warrior/Tuner/Effect

ATK 1900 DEF 100

(This card is also always treated as a “Nordic Beast” card)

When a non-Token “Nordic” or “Aesir” monster is Special Summoned: You can Special Summon this card from your hand. (Quick Effect): You can target 1 monster on the field; change its battle position, then you can Special Summon 1 “Nordic Beast Token” (Beast-Type/EARTH/Level 3/ATK 0/DEF 0). “Nordic Beast Tokens” cannot be Tributed or be used as Fusion, Synchro or Link Material except for the Summon of a “Nordic” or “Aesir” card. You can only use each effect of “Sif of the Nordic Champions” once per turn.

 

Sigyn of the Nordic Healers

Level 4 DARK Spellcaster/Tuner/Effect

ATK 300 DEF 2000

(This card is also always treated as a “Nordic Alfar” card)

If a “Nordic” or “Aesir” monster you own is sent to the GY: You can Special Summon this card from your hand. If you activate a Spell/Trap Card effect (Quick Effect): You can Special Summon 1 “Nordic Alfar Token” (Spellcaster-Type/DARK/Level 3/ATK 0/DEF 0). “Nordic Alfar Tokens” cannot be Tributed or be used as Fusion, Synchro or Link Material except for the Summon of a “Nordic” or “Aesir” card. You can only use each effect of “Sigyn of the Nordic Healer” once per turn.

 

 

[spoiler=Spell Cards:'']

Rainbow Bridge Bifrost

Continuous Spell Card

(This card is also always treated as a “Nordic” card)

You can only control 1 “Rainbow Bridge Bifrost”. If you Normal or Special Summon a non-Token “Nordic” or “Aesir” monster: You can Special Summon 1 “Nordic Warrior Token” (Warrior-Type/LIGHT/Level 3/ATK 0/DEF 0). “Nordic Warrior Tokens” cannot be Tributed or be used as Fusion, Synchro or Link Material except for the Summon of a “Nordic” or “Aesir” card. You can destroy 2 Token you control; add 1 “Nordic” monster from your Deck to your hand. You can only use this effect of “Rainbow Bridge Bifrost” once per turn.

 

Yggdrasil the Interdimensional Tree

Normal Spell Card

(This card is also always treated as a “Nordic” card)

You can send 1 “Nordic” card from your Deck to the GY, and if you do, Special Summon 1 “Nordic” Tuner Monster from your Deck, but destroy it during the End Phase of this turn. If you activate this effect, you cannot Summon any monsters this turn except “Nordic” and/or “Aesir” monsters. During your Main Phase, except on the turn this card was sent to the GY: You can banish this card from your GY; add 1 of your banished “Nordic” monsters to your hand, then Special Summon 1 “Nordic Traveler Token” (Fairy-Type/LIGHT/Level 3/ATK 0/DEF 0). “Nordic Traveler Tokens” cannot be Tributed or be used as Fusion, Synchro or Link Material except for the Summon of a “Nordic” or “Aesir” card. You can only use each effect of “Yggdrasil the Interdimensional Tree” once per turn.

 

 

[spoiler=Trap Cards:'']

Final Punishment

Continuous Trap Card

(This card is also always treated as a “Nordic” card)

You can banish 1 “Nordic” Tuner monster and any number of non-Tuner “Nordic” monsters from your hand, field and/or GY, whose combined Level equals 10; Special Summon 1 “Aesir” monster from your Extra Deck that has the same Attribute than the banished Tuner (this Special Summon is treated as a Synchro Summon), and if you do, your opponent does not take any Battle Damage until the end of the turn. During your Main Phase, except on the turn this card was sent to the GY: You can banish this card from your GY, then target up to 2 “Aesir” monsters in your GY or that you’ve banished; place those targets in your Extra Deck, and if you do, you can draw 1 card for each of those targets. You can only use each effect of “Final Punishment” once per turn.

 

 

[spoiler=Extra Deck:'']

Heimdallr of the Nordic Guardians

LINK – 3 LIGHT Warrior/Link/Effect

LINK Arrows Bottom-Left, Left, Bottom-Right

ATK 2200 DEF -

1+ “Nordic” or “Aesir” Effect Monster

This card cannot be used as a Link Material. If this card is Link Summoned; you can add 1 “Nordic” card from your Deck to your hand. You can only use this effect of “Heimdallr of the Nordic Guardians” once per turn. Once per turn: You can shuffle 1 “Nordic” or “Aesir” card from your hand or GY into the Deck; Special Summon 1 “Nordic Watcher Token” (Warrior-Type/LIGHT/Level 3/ATK 0/DEF 0). “Nordic Watcher Tokens” cannot be Tributed or be used as Fusion, Synchro or Link Material except for the Summon of a “Nordic” or “Aesir” card. While you control a Token, “Nordic” and “Aesir” Effect Monsters cannot be targeted or destroyed by card effect.

 

 

[spoiler=Ojama'']

[spoiler=Monster Cards:'']

Ojama Grey

Level 2 LIGHT Beast/Effect

ATK 0 DEF 1000

(Quick Effect): You can send 1 ‘’Ojama’’ card from your hand or Deck to the GY, except “Ojama Grey”; Special Summon this card (from your hand). If this card is sent to the GY: You can Special Summon 1 ‘’Ojama’’ monster from your Deck or GY, except ‘’Ojama Grey’’. You can only use each effect of “Ojama Grey” once per turn.

 

[spoiler=Spell Cards:'']

Ojamantle

Continuous Spell Card

You can send 1 “Ojama” card from your hand or Deck to the GY, except “Ojamantle”: Special Summon 1 “Ojama Token” (Beast-Type/LIGHT/ATK 0/DEF 1000) on either player’s field, also if the card your sent to the GY with this card’s effect was a Normal Monster Card; you can draw 1 card. “Ojama Tokens” cannot be Tributed for a Tribute Summon, and each time 1 is destroyed, its controller takes 300 damage. If this card is sent to the GY: You can add 1 “Ojama Country” from your Deck or GY to your hand. You can only use each effect of “Ojamantle” once per turn.

 

[spoiler=Trap Cards:'']

Ojamarch

Continuous Trap Card

While there is a face-up “Ojama” monster on the field, all Tokens your opponent control are changed to attack position and their battle position cannot be changed, also if your opponent uses a Token as Material for a Summon, that monster’s effect is negated and its ATK and DEF are halved. If this card is sent to the GY: Special Summon up to 3 “Ojama Tokens” (Beast-Type/LIGHT/ATK 0/DEF 1000) on either player’s side of the field, and if you do, Tokens on the field cannot be used as Material for a Summon until the end of the turn, except for an “Ojama” monster. “Ojama Tokens” cannot be Tributed for a Tribute Summon, and each time 1 is destroyed, its controller takes 300 damage. You can only use each effect of “Ojamarch” once per turn.

 

[spoiler=Extra Deck:'']

Ojama Princess

LINK – 2 LIGHT Beast/Link/Effect

(Up, Bottom-Left)

ATK 0 DEF -

2 Beast-Type monsters, including at least 1 “Ojama” monster

This card cannot be destroyed by battle. You opponent takes any battle damage you would have taken from a battle involving a face-up ‘’Ojama’’ monster you control. During your Main Phase: You can Fusion Summon 1 ‘’Ojama’’ Fusion Monster from your Extra Deck, by shuffling Fusion Materials listed on it from your side of the field and/or GY into the Deck, and if you do, draw 1 card. You can only use this effect of ‘’Ojama Princess’’ once per turn.

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