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I made a bunch of Link Monsters for random archetypes


Christen

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So I decided to make a bunch of random Link Monsters support for some random archetypes. Some of these Link Monsters such as my "Ally of Justice" Link Monster, are purposefully made overpowered, just so that those respective archetypes can be viable in the meta.

 

[spoiler=Cards]

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Alien Lieutenant

 



 

Attribute; EARTH

Type; Reptile

Link 3

Arrows; Down Left, Down, Down Right

 

Summoning requirement; 3 "Alien" and/or "Cosm" monsters

 

Effect; The owner of this card cannot Fusion, Pendulum, or Link Summon. This effect cannot be negated. This card cannot be Tributed. You can take 3 "Alien" and/or "Cosm" monsters from your Deck, and either add them to your hand or Special Summon them. You can only use this effect of "Alien Lieutenant" once per turn. Each time your opponent Normal or Special Summons a monster(s), place 4 A-Counters on each of those monster(s). (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.)

 

Pros;

 

• It is fairly easy to summon, and can be summoned with 3 "Alien", and/or "Cosm" monsters.

• Gives you a free +3 in terms of card advantage.

• Weakens every monster your opponent summons by 1200 ATK.

• All Link Arrows point down to your zones.

 

Cons;

 

• Restricts you from Fusion, Pendulum, and Link Summoning while it is on the field. The restriction cannot be negated.

• Cannot be tributed (Although this may be a Pro instead of a Con since it cannot get Kaiju'd.)

 

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Ally of Justice Ironclad Vigilante

 



 

Attribute; DARK

Type; Machine

Link 2

 

2 "Ally of Justice" monsters

All monsters on the field and in your opponent's graveyard become LIGHT. "Just" monsters you control cannot be targeted or destroyed by card effects. During either player's turn: You can target any number of face-up monsters on the field; change them to face-down Defense Position. During either player's turn: The owner of this card can Special Summon 1 "Just" monster from their hand, Deck, or Graveyard in face-up or face-down Defense Position, ignoring its Summoning conditions. During either player's turn: The owner of this card can Special Summon 1 DARK Machine-Type Synchro monster from their Extra Deck. (This Special Summon is treated as a Synchro Summon.) You can only use each effect of "Ally of Justice Ironclad Vigilante" once per turn.

 

Pros;

• Changes all monsters on the field and opponent's Graveyard to LIGHT, so several of the Ally of Justice monsters have effects that trigger when opponent controls a Light monster on the field or in the Graveyard.

• Can flip any monster face-down, which allows some Ally of Justice effects to trigger such as "Ally of Justice Enemy Catcher".

• Gives all "Just" monsters protection from destruction effects. Prevents "Ally of Justice Reverse Break" from destroying itself.

• Can flip any monster face-down

• Can Special Summon any "Just" monster from hand Deck or Graveyard in face up defense position or face down defense position.

• Can Special Summon any Dark Machine Synchro monster from the Extra Deck for free and treat it as a Synchro summon.

 

Cons;

• Some opponents can benefit from having all of their monsters changed to Light, which means they can use cards like "Honest" during the damage step even if their monster is not Light attribute.

• The effect to flip all monsters face-down won't work against other Link Monsters.

• Most "Just" monsters in the game are pretty terrible.

• Most of the Dark Machine Synchro monsters that this card can summon are pretty bad.

• The protection from targeting and destruction can backfire, as you might need to destroy your own cards to activate card effects such as "Sky Iris", the "Metalfoes" Pendulum effects, or the "True King" monster effects.

 

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Arcana Force Heavy-Duty Lady Luck

 


 

Attribute; LIGHT

Type; Fairy

Link 2

 

Effect;

2 "Arcan" monsters

During either player's turn: You can Special Summon 1 Level 7 or lower monster from your hand. You can only use this effect of "Arcana Force Heavy-Duty Lady Luck" once per turn. Up to thrice per turn, when either player is resolving the coin tossing effect of an "Arcana Force" card, a "Dragon" card, a "Gamble" card, "Abare Ushioni", "Kryuel", "Ms. Judge", "Sasuke Samurai #4", "Time Wizard", "Cup of Ace", "Fairy Box", "Fiend Comedian", "Lucky Punch", or "Tour of Doom": The owner of this card can choose to treat any of the coin toss results for that card effect as if they were either Heads or Tails.

 

Pros;

• Can be summoned through any monsters that have "Arcan" in their names such as Arcana, Arcane, or Arcanite.

• Can special summon any Level 7 or lower monster from the hand for free, such as "Mist Valley Apex Avian".

• Lets you treat any coin toss result for specific card effects as if they were either heads or tails, so you can basically turn "Cup of Ace" into Pot of Greed, and turn "Time Wizard" into a Monster Raigeki, since you can ensure that you get Heads.

 

Cons;

• Does not net you any card advantage by itself.

• Gives your opponent a free zone to summon monsters from their extra deck, if it is in the main monster zone.

• This card is still vulnerable to getting Effect Veiler'd, which could remove the guarantee that you can get Heads for your coin tosses.

 

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Bio-Chemicritter Alberteinsteinium

 



 

The name, "Alberteinsteinium" is a portmanteau of Albert Einstein, and the Fictional element, Einsteinium. The artwork of this card is Incandescant Soulstroke from Magic The Gathering.

 

LIGHT, Wyrm-Type, Link 2

 

2 Gemini monsters, including at least 1 "Chemicritter" monster

While this card is face-up on the field, in the graveyard, or banished face-up, all Gemini monsters that this card's owner controls are treated as Effect Monsters and gain their effects. This effect cannot be negated. Once per turn, during either player's turn: The owner of this card can Special Summon 1 of their Gemini monsters that is banished or is in their hand or Graveyard. It gains this effect.

• During the End Phase: Toss a coin and if the result is Heads, the owner of this card can draw 1 card. If the result is Tails, the owner of this card can gain 1000 Life Points.

 

Pros;

• Right now, Gemini decks are pretty bad, and this is the kind of monster that Gemini decks need in order to be viable in the meta. A slightly overpowered Link 2 monster that gives all Gemini monsters their effects and can Special Summon Gemini monsters that are banished or are in the hand or Graveyard, for free.

• Gives the Gemini monsters a little bonus effect where they can toss a coin to either gain some card 

advantage or gain some life points.

• Can be sent straight to the Graveyard with "Gale Dogra" to immediately gain one of its effects.

 

Cons;

• Link arrows are not so good. The most preferred Link Arrows at the moment are two diagonally down Link Arrows.

• Only 1000 ATK.

• Can still be returned and bounced back to the extra deck with something like Knightmare Unicorn.

• There is some inconsistency with this card, due to the coin tossing for a random outcome.

 

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Cloudian - Eagle Storm Contender

 



 

Since Cloudians are an awful archetype, I might as well give them an overpowered Link 2 monster to try to make them tournament viable. This is a DARK Wyrm-Type Link 2 monster that requires 2 "Cloud" monsters with different names. I had to include "with different names" so that people can't simply Special Summon two Smoke Balls with Rescue Rabbit to summon this monster.

 

2 "Cloud" monsters with different names

The owner of this card cannot Special Summon monsters from the Extra Deck. This effect cannot be negated. All cards you control cannot destroyed by card effects. If another "Cloudian" monster you control battles, your opponent cannot activate cards or effects until the End Phase. Once per turn, during either player's turn: The owner of this card can add 1 "&", "Aft", "Oud", "Cyc", "Fog", "Natur", "Spac", or "Stor" card from their Deck to their hand.

 

 

Pros;

 

• Nice 1700 ATK

• Protects all of your cards from destruction

• Prevents your opponent from activate stuff like Evenly Matched when another Cloudian monster battles.

• Can search a wide variety of cards to aid in your strategy.

• Not a hard Once Per turn, so if you manage to get two or three of these out, you can generate massive advantage.

• Can be Summoned through any Cloud monnster such an RAM Clouder and ROM Cloudia.

 

Cards that can be searched off of this:






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Cons;

• Restricts you from summoning any other monsters from your Extra Deck which cannot be negated (Which probably makes it's Link Arrows somewhat useless.) Although this downside is necessary to ensure that people can't simply splash Cloudians into any other Deck and Cloudians do not become too overpowered.

• Gives your opponent a Link Arrow so they can summon from their Extra Deck if it is in the Extra Monster Zone.

 

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Dark Scorpion Crime Boss

DARK Warrior-Type, Link 3

Arrows, Down Left, Up, Down Right

 



 

3 "Scorpion" and/or "Oog" Monsters

Any card sent from your opponent's hand or Main Deck to the graveyard is banished instead. All "Scorpion" and "Oog" monsters you control gain 1000 ATK. If a "Scorpion" or "Oog" monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. If a "Scorpion" or "Oog" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, during either player's turn: The owner of this card can Special Summon 1 Level 8 or lower DARK Warrior-Type monster from their hand, Deck, Graveyard, or Extra Deck.

 

 

Pros;

 

• Gives Dark Scorpion and Don Zaloog Decks a fighting chance to compete in the meta.

 

• Banished any card sent from the opponent's hand or Main Deck to the Graveyard, which is meant to be used alongside the Dark Scorpion monster effects which sends cards from the opponents hand/Deck to the Graveyard when they inflict damage.

 

• Gives all of those monsters 1000 ATK so it boosts itself to 2600 ATK and boosts the Dark Scorpion and Don Zaloog monsters, so it is easier for them to inflict damage.

 

• Prevents opponent from activating cards or effects during or after the battle phase when the Dark Scorpion and Don Zaloog monsters attack.

 

• You can also use random stuff like 8-Claws Scorpion or Ooguchi to summon this.

 

• Can Special Summon ANY Level 8 or Lower Dark Warrior monster from hand, Deck, Graveyard, or Extra Deck during either player's turn, and does not have a hard Once per turn. So this was meant to summon other Dark Scorpion monsters, but it can also summon stuff like Elemental Hero Shadow Mist to search Mask Change, or it can search Legendary Six Samurai Shi En to negate a Spell or Trap card.

 

Cons;

 

• Summoning this can be quite difficult since Dark Scorpions struggle to swarm the field with enough monsters to make this monster. So you may have to use other cards like Soul Charge to make this monster easier to summon.

 

• Gives your opponent a Link Arrow to summon a monster from their Extra Deck.

 

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Eurofighter Typhoon of Air Superiority

 


 

This monster was meant to be used alongside Victory Viper XX03, FalchionB, Jade Knight, Lord British Space Fighter, Delta Tri, and Blue Thunder T-45.

 

Attribute Light, Type Machine, Link 2

 

2 Level 4 LIGHT Machine-Type monsters

If you control a face-down card, or if you control another face-up monster that is not a Level 4 LIGHT Machine-Type monster, send this card to the Graveyard. This effect cannot be negated. All monsters you control gain 2000 ATK. If a Level 4 monster you control battles, your opponent cannot activate cards or effects until the End Phase. Each time a monster(s) is destroyed by battle, the owner of this card draws 1 card for each of those monsters.

 

Pros;

• Requires any 2 Level 4 Light Machine-Type monsters, so it can be splashed into ABC's, although it was meant for the Spaceship-Themed monsters.

• Gives itself and all monsters 2000 ATK, which is kinda ridiculous, since it will make most of your Level 4 Light Machine monsters exceed 3000 ATK, and this monster will be at 2900 ATK.

• Prevents opponent from activate cards until the End Phase after a Level 4 attacks, so you don't need to worry about Evenly Matched.

• Makes you gain card advantage every time a monster is destroyed by battle.

 

Cons;

• Worst Link Arrows ever. They are also unusable for you.

• Can ONLY be used in Decks that use little to no backrow, and only Level 4 Light Machine Type monsters, since it sends itself to the Graveyard if you control backrow or any other monster that is not Level 4 Light Machine-Type. This prevents this card from being splashed into other decks.

• If the opponent plays Skill Drain, then you are stuck with a near-useless monster with 900 ATK.

• The monsters have to be destroyed by battle, not simply by card effect.

• Drawing cards for every destroyed monster is mandatory and you could potentially Deck Out if too many monsters are destroyed and you draw too many cards. You could also end up having to discard during your end phase for the hand size limit if you draw too many cards.

 

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Flamvell Antimatter

DARK, Pyro-Type, Link 2

 


 

2 "Flamvell" monsters

This card's Link Summon cannot be negated. When Link Summoned, your opponent's cards and effects cannot be activated. All face-up "Flamvell" monsters you own are unaffected by your opponent's card effects. Your opponent cannot Tribute face-up "Flam" monsters you own. You can discard up to 4 "Flam" cards to the graveyard, then draw that many cards. If a "Flamvell" card(s) is sent to the graveyard or banished while this card is face-up on the field: You can add 1 "Vel" card from your Deck to your hand. If a card(s) in your opponent's possession is banished: You can banish up to 1 card each from your opponent's side of the field, their Graveyard, and the top of their Deck. You can only use each effect of "Flamvell Antimatter" once per turn.

 

Pros;

 

• Easy to summon, using Rescue Rabbit to summon 2 Flamvell Guard to Link Summon this.

 

• Gives all Flamvell monsters immunity to opponent's cards effects. It affects monsters that you own, not monsters that you control, so even if your opponent uses something like Mind Control to take control of your monster, it is still unaffected.

 

• Prevents opponent from Tributing your Flam monsters so you don't need to worry about Kaiju's.

 

• It has a built-in graceful charity for Flam decks.

 

• Can search any Vel card, so in addition to Flamvells, it can search stuff like Black Veloci and Jurrac Velo.

 

• Has Arrows Pointing down for summoning Flamvell Synchro monsters.

 

Cons;

 

• Low ATK. Can be destroyed in battle easily.

 

• This card's effects are not that amazing, and most of the Flamvell cards are pretty bad.

 

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Genex Myojin

 


 


 

2 "Genex" monsters

 

While this card is on the field, in the Graveyard, or banished face-up, you cannot Special Summon monsters, except "Gen" monsters. This effect cannot be negated. Cannot be targeted or destroyed by card effects. During either player's turn: The owner of this card can destroy 1 monster they control, and if they do, they can Special Summon 1 "Gen" monster from their hand, Deck, or Extra Deck, then they can send 1 card on the field to the Graveyard. Cards and effects cannot be activated in response to this effect's activation. You can only use this effect of "Genex Myojin" once per turn.

 

Pros;

• Can be summoned easily through Rescue Rabbit to summon 2 Genex Controllers.

• Immune to targeting and destruction.

• Can Special Summon any monster with Gen in it's name during either player's turn, such as Jowgen the Spiritualist to prevent Special Summons.

• Gets rid of 1 of the opponent's cards every time you Special Summon with its effect.

• Opponent cannot chain to that effect.

• Has 2 Link Arrows pointing down to where you want them.

• The effect specifically states that only the owner can use the effect, so even if your opponent uses something like Mind Control to take control of this card, they will not be able to use it against you, since they are not the owner.

 

Cons;

• Restricts you from special summon monsters that are not Gen monsters and cannot be negated.

• Has Low ATK and can probably be destroyed easily by battle.

 

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Ghosrick Monstrostiy

 


 

3 "Ghostrick" monsters

Once per turn: The owner of this card can roll a six-sided die, then apply the result.

• 1 or 2: You look at your opponent's hand, all Set cards they control, and all cards they add to their hand until your next Standby Phase, and banish all Monster Cards.

• 3 or 4: You look at your opponent's hand, all Set cards they control, and all cards they add to their hand until your next Standby Phase, and banish all Spell Cards.

• 5 or 6: You look at your opponent's hand, all Set cards they control, and all cards they add to their hand until your next Standby Phase, and banish all Trap Cards.

 

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Koa'ki Meiru Summoner Golem

 


 

2 "Koa'ki Meiru" monsters

The owner of this card cannot Normal or Special Summon monsters, except "Koa" monsters. This effect cannot be negated. You can Special Summon any number of "Koa" monsters from your hand, Deck, and/or Graveyard in face-up and/or face-down Defense Position, also, for the rest of this Duel after this effect resolves, you cannot Normal or Special Summon monsters, except "Koa" monsters. You cannot Normal or Special Summon any monsters during the turn you activate this effect, except "Koa" monsters. During either player's turn: You can add 1 of your "Core", "Koa", "Laser", "Nega", "Reck", "The G", or "Urge" cards that is banished or is in your Deck or Graveyard to your hand. You can only use each effect of "Koa'ki Meiru Summoner Golem" once per turn.

 

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Mecha Phantom Beast AC-130

 


 

4 "Phantom Beast" monsters

This card's Link Summon cannot be negated. When Link Summoned, your opponent's cards and effects cannot be activated. Cannot be Tributed, or be used as Fusion Material. Thrice per turn, this card cannot be destroyed by battle or by card effects. Up to twice per turn, during either player's turn: The owner of this card can destroy 1 card in their hand or on the field. Neither player can activate cards or effects in response to this effect's activation.

 

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Meklord Upheaval Zealot Psychopath

 


 

 

2 "Meklord" monsters

The owner of this card cannot Special Summon monsters, except by a card effect. This effect cannot be negated. Neither player can target this card with card effects. During either player's turn, if there are no face-up Synchro Monsters in the Main Monster Zones: You can Special Summon 1 Synchro Monster from your Graveyard or Extra Deck to your opponent's side of the field, ignoring its Summoning conditions. During either player's turn: You can add 1 "Blast", "Boot", "Meklord", "Mob", or "Infinity" card from your Deck to your hand, then destroy 1 monster you control. During either player's turn, when your opponent would Summon a monster(s), or activate a card or effect while you control a face-up Synchro Monster or a face-up Equip Card: You can negate the Summon or activation, and if you do, destroy that card(s), then destroy 1 face-up Synchro monster you control or 1 face-up Equip Card on the field. You can only use each effect of "Meklord Upheaval Zealot Psychopath" once per turn.

 

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Multani The Sylvan Avatar

 



 

3 "Sylvan" monsters

All monsters this card's owner controls gain ATK equal to the combined number of cards that are on the field, banished, and in every Graveyard x 100. If a "Sylvan" monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, during either player's turn: The owner of this card can return 1 card on the field to it's owner's hand. Once per turn: The owner of this card can look at up to 20 cards from the top of either player's Deck, then return them to the top of the Deck in any order. If this card leaves the field: You can draw 1 card.

 

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Nissa, Planeswalker of Gusto

 


 


 

3 "Gust" monsters

You cannot Ritual, Fusion, Pendulum, or Link Summon. This effect cannot be negated. Your opponent cannot Tribute monsters you control, and cannot target them with card effects. During either player's turn: The owner of this card can add 1 of their "Gu" cards that is banished or is in their Deck or Graveyard to their hand. During either player's turn: The owner of this card can Special Summon 1 Psychic-Type Synchro Monster from their Extra Deck. (This Special Summon is treated as a Synchro Summon.) You can only use each effect of "Nissa, Planeswalker of Gusto" once per turn.

 

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Glados from Portal 2 appears as Psy-Frame Support.

 

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Scrap Colossus

 



 

In additional to being playable through Scrap monsters, it can be summoned through Scrounging Goblin.

 

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Teferi, HERO of The Ice Barrier

 


 


 

In Magic The Gathering, this monster is Teferi, Hero of Dominaria. So in yugioh, this might as well be a HERO monster for the Elemental HERO Archetype in addition to being Ice Barrier support.

 

3 "Barrier" monsters with different Levels

Up to twice per turn, during either player's turn: The owner of this card can pay 800 Life Points, then activate one of these effects:

• Special Summon 1 "Barr" monster from their hand or Deck.

• Shuffle 1 card on the field or from either player's Graveyard in to the deck.

• Look at their opponent's hand and all Set cards they control.

• Choose 1 card from their Deck and place it on top of their Deck.

 

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True King Crystal Beast, The Colorful

 


 

It is a True King monster as well as a Crystal Beast monster, but it requires Crystal monsters.

 

3 "Crystal" monsters

If this card leaves the field while it is in the Extra Monster Zone: You can Special Summon 1 of your "True", "Kin", "Cry", or "Bea" monsters that is banished or is in your hand, Deck, or Graveyard, ignoring its Summoning conditions. If this card leaves the field while it is in the Main Monster Zone: You can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card. While this card is in the Extra Monster Zone, negate the effects of all monsters your opponent controls that were Special Summoned from the Extra Deck. While this card is in it's owner's Main Monster Zone, negate the effects of all monsters your opponent controls that were Summoned from the hand or Graveyard. While this card is in it's owner's Spell & Trap Card Zone, negate the effects of all Spell and Trap Cards in your opponent's possession. You can only control 1 "True King Crystal Beast, The Colorful". (Any extra copies are immediately sent to the graveyard.)

 

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U.A. Drill Sergeant

 


 


 

3 "U.A." monsters

The owner of this card cannot Normal or Special Summon monsters, except EARTH Warrior-Type monsters. This effect cannot be negated. "U.A." monsters you control cannot be destroyed by card effects. During either player's turn: You can Special Summon 1 of your EARTH Warrior-Type monsters that is banished or is in your hand, Deck, or Extra Deck in face-up or face-down Defense Position, ignoring its Summoning conditions. During either player's turn: You can target 1 face-up Xyz Monster on the field; attach 1 monster from your hand, Extra Deck, or from either player's Graveyard to that monster as a face-up Xyz Material. You can add 1 "U.A." card from your Deck or Graveyard to your hand. You can only use each effect of "U.A. Drill Sergeant" once per turn.

 

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Ultimate Sealmaster Meisei

 


 

1 Level 3 DARK Spellcaster-Type Normal Monster

When this card is Special Summoned: The owner of this card reveals their entire hand and Deck to their opponent, and if there is a monster among those revealed cards that is not a Level 3 DARK Spellcaster-Type Normal Monster, the opponent of this card's owner wins the duel. This effect cannot be negated. This card's name becomes "Sealmaster Meisei" while it is on the field. Once per turn, during either player's turn, if you have 2 or less cards in your Extra Deck: You can add 1 of your Spell or Trap Cards that is banished or is in your Deck or Graveyard your hand. If this card is banished by a card effect: You can return it to the Extra Deck. This effect cannot be negated. The activations and effects of all cards in this card's owner's possession cannot be negated.

 

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Vylon Artificer

 


 


 

Since it requires "Ylon" monsters, that means it can be summoned with "CXyz Skypalace Babylon" and "Sephylon The Ultimate Timelord" in addition to being summoned with other Vylon monsters.

 

3 "Ylon" monsters

During either player's turn: The owner of this card can Special Summon 1 of their "Lon" monsters that is banished or is in their hand, Deck, or Graveyard. During either player's turn: The owner of this card can add 1 of their "Lon" cards that is banished or is in their Deck or Graveyard to your hand. You can only use each effect of "Vylon Artificer" once per turn. The activations and effects of all cards in this card's owner's possession cannot be negated.

 

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Worm Predator Spirit Guardian

 


 

3 LIGHT "Worm" monsters

All cards that this card's owner controls cannot be targeted by their opponent's card effects. The activations and effects of all cards in this card's owner's possession cannot be negated. During either player's turn: You can Special Summon 1 of your Reptile-Type monsters that is banished or is in your hand, Deck, Graveyard, or Extra Deck in face-up or face-down Defense Position. You can only use this effect of "Worm Predator Spirit Guardian" once per turn.


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