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Nitro Engine

1/FIRE/Machine/Tuner/100/100

This card’s name becomes “Nitro Synchron” while on the field. If this card is in your GY, and all monsters you control (min. 1) are FIRE: You can Special Summon this card, but banish it when it leaves the field, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except FIRE monsters. You can only use this effect of “Nitro Engine” once per turn.

 

Nitro Hound

4/FIRE/Beast/1600/200

If this card is Normal or Special Summoned: You can Special Summon 1 “Nitro” Tuner from your hand or GY. If this card is in your GY: You can discard 1 “Nitro” card; add this card to your hand. You can only use each effect of “Nitro Hound” once per turn.

 

Nitro Grappler

5/FIRE/Warrior/1800/200

You can discard 1 Spell; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 “Nitro” monster from your Deck to your hand, except “Nitro Grappler”. You can only use each effect of “Nitro Grappler” once per turn.

 

Nitro Drake

6/FIRE/Dragon/2000/200

You can discard 1 other monster; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 “Nitro” card from your Deck to the GY, except “Nitro Drake”. You can only use each effect of “Nitro Drake” once per turn.

 

Nitro Force

Normal Spell

Target 1 monster your opponent controls; change it to face-up Defence Position (Flip Effects are not activated). If a “Nitro” Synchro Monster is Synchro Summoned to your field while this card is in your GY: You can pay 500 LP; Set this card to your field. You clan only use this effect of “Nitro Force” once per turn.

 

Nitro Flare

Normal Spell

Inflict 500 damage to your opponent. You can banish this card from the GY; add 1 “Nitro” Spell from your Deck to your hand. You can only use 1 “Nitro Flare” effect per turn, and only once that turn.

 

Nitro Fragment

Normal Spell

Target 1 face-up opponent’s monster; it loses 500 ATK/DEF. If a “Nitro” monster you control destroys an opponent’s monster by battle while this card is in your GY: You can Set this card to your field. You can only use this effect of “Nitro Fragment” once per turn.

 

Nitro Beast

6/FIRE/Beast/Synchro/2600/1300

“Nitro Synchron” + 1+ non-Tuners

This turn, if you activated a Spell while this card was face-up, if it battles, your opponent’s cards and effects cannot be activated until the end of the Damage Step. If this Synchro Summoned card you control is sent to the GY: Draw 1 card.

 

Nitro Dragon

8/FIRE/Dragon/Synchro/3000/2300

“Nitro Synchron” + 1+ non-Tuners

Once per turn, if you activated a Spell this turn while this card was face-up: You can activate this effect; destroy 1 card your opponent controls. If this card attacks a Defence Position monster, inflict doubled piercing battle damage to your opponent. If this Synchro Summoned card you control is destroyed: You can target 1 Level 7 or lower “Nitro” monster in your GY; Special Summon it.

 

Next:

 

Evol (Evoltile/Evolsaur)

OR

Cloudian

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dd99nlc-eb27bad0-44ae-4c19-adcd-d7717642

 

Cloudian - Mist Phantom

WATER/Fiend-Type Effect Monster/Level 2/0 ATK/500 DEF

 

Lore: If you lose LP, while you control a "Cloudian" monster: You can Special Summon this card from your hand or GY in Attack Position, and if you do, 1 "Cloudian" monster on the field loses exactly 500 DEF, then all monsters on the field lose 500 ATK, except "Cloudian" monsters. If this card is sent to the GY: You can Set 1 "Cloud" Spell/Trap directly from your Deck. You can only use each effect of "Cloudian - Mist Phantom" once per turn. 

 

 

dd99n4f-39582db3-15c1-4c43-8548-72f97aac

 

Cloudian - Rainbow Rumble

WATER/Fairy-Type Effect Monster/Level 4/1700 ATK/0 DEF

 

Lore: If you Normal Summon a "Cloudian" monster: You can Special Summon this card from your hand. If this card is Special Summoned by its own effect, or Normal Summoned: Place 1 Fog Counter on it for each "Cloudian" monster you control. Cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. If a monster effect is activated (Quick Effect): You can remove 4 Fog Counters from your field; negate the activation.

 

dd99n4w-e0f4a90e-7921-45c3-9721-c131da47

 

Cloudian - Coal Dust

EARTH/Pyro-Type Effect Monster/Level 5/1500 ATK/2500 DEF

 

Lore: Cannot be destroyed by battle. If this card is in Defense Position, destroy it. If you activated a "Cloud" Spell/Trap this turn (Quick Effect): You can reveal this card in your hand; until the end of the turn, place 2 Fog Counters on each monster that is Summoned, but a monster that gained a Fog Counter this way cannot attack directly, also if it is sent to the GY, its controller takes 500 damage. During the End Phase, if a player lost 1500 or more LP by this effect: You can Special Summon this card from your hand. You can only use each effect of "Cloudian - Coal Dust" once per turn.

 

 

dd99n51-edfb65d5-741c-4f02-87a0-07fd6d7f

 

Cloudian - Hailstorm

WATER/Rock-Type Effect Monster/Level 6/2000 ATK/2000 DEF

 

Lore: Cannot be destroyed by battle. If this card is in Defense Position, destroy it.(Quick Effect): You can discard this card, then target 1 "Cloudian" monster on the field; place 1 Fog Counter on it, t gains 1000 ATK, also negate the effects of all other cards that would target that monster this turn at resolution. You can banish this card from your GY; Set 1 "Cloud" Spell/Trap from your GY, and if you do, you can Special Summon 1 "Cloudian" monster from your hand. You can only use this effect of "Cloudian - Hailstorm" once per turn.

 

 

dd99n4o-2ce7c068-3a30-4e64-9936-d4fd68c5

 

Cloudian - Genitus

FIRE/Aqua-Type Effect Monster/Level 7/2500 ATK/1500 DEF

 

Lore: If you control no monsters: You can Special Summon this card (from your hand), but return it to the hand during the End Phase. Cannot be destroyed by battle. If this card is in Defense Position, destroy it. Once per turn: You can pay 1000 LP; add 1 "Cloudian" monster from your Deck to your hand, except "Cloudian - Genitus" and if you do, you can place 1 Fog Counter on a monster on the field for every 2 Levels that added "Cloudian" monster has.

 

 

dd99n47-54e78c17-2ed5-44d6-9021-d9757e5b

 

Cloudian Lighthouse 

Field Spell Card

 

Lore: All non-LIGHT Fairy monsters you control cannot be targeted by card effects. Once per turn: You can target 1 "Cloudian" monster in your GY; send 1 Fairy monster from your Deck to the GY with a higher Level than that monster, and if you do, Special Summon it, and if you do that, place 3 Fog Counters on it. During each End Phase, remove 3 Fog Counter from the field, or if you cannot, destroy all monsters Special Summoned by this card's effect.

 

 

dd99n3v-9825ebb2-69df-4f7c-b720-aea339e5

 

Converging Cloudian

Normal Trap Card

 

Lore: When you control no Fusion Monsters: Fusion Summon 1 WATER Fusion Monster from your Extra Deck, by either banishing Fusion Materials listed on it from your field or GY, OR removing Fog Counters from cards you control equal to that Fusion Monster's Level, and if you do, destroy 1 card on the field. If you control a Level 5 or higher "Cloudian" monster, you can activate this card the same turn it was Set. You can only activate 1 "Converging Cloudian" per turn. 

 

 

dd99n41-e09f4d58-15eb-4b2c-b2d1-467c1a25

 

Cloudian - Tropical Tempest

WATER/Fiend-Type Fusion Effect Monster/Level 6/2500 ATK/0 DEF

 

Lore: 3 "Cloudian" monsters with different original Types

Must first be either Fusion Summoned, or Special Summoned by shuffling 1 "Cloudian - Ghost Fog", 1 "Cloudian - Mist Phantom" and 1 "Cloudian - Poison Cloud" from your field and/or GY into the Deck (in this case, you do not use "Polymerization".) Cannot be destroyed by battle. Your opponent cannot change the battle positions or ATK/DEF of monsters on the field with card effects. Once per turn: You can place 3 Fog Counters on a "Cloudian" monster you control; draw 1 card and reveal it, and if it is a "Cloudian" monster, you can place 1 card on the field on top of the Deck.
 
 
NEXT UP, A BATTLE OF ZOMBIES VS. PLANTS:
 
Lotus Hanazoe's Lotus Ships (Plant Xyz Burn/Beatdown)
OR 
Clarissa Turner's Dark Mummies (Zombie Xyzes w/Virus cards)
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Dark Mummy Curette
DARK/Zombie/Effect/Level 4/1700 ATK/0 DEF
If this card is Normal or Special Summoned: You can add 1 "Dark Mummy" card from your Deck to your hand, also you cannot Special Summon monsters during the turn you activate this effect, except "Dark Mummy" monsters. If this card is Tributed: You can target up to 3 Normal Traps with different names in your GY; shuffle them into your Deck, then draw 1 card. You can only use each effect of "Dark Mummy Curette" once per turn.

Dark Mummy Trephine
DARK/Zombie/Effect/Level 5/2100 ATK/0 DEF
During your Main Phase, if this card is in your hand or GY: You can reveal 1 "Virus" Normal Trap in your hand; Special Summon this card in face-up Defense Position, and if you do, place the revealed card on top of your Deck. If this card is Normal or Special Summoned: You can send 1 DARK monster from your Deck to the GY. You can only use this effect of "Dark Mummy Trephine" once per turn.

Dark Mummy Rongeur
DARK/Zombie/Effect/Level 8/2900 ATK/0 DEF
During your Main Phase, if this card is in your hand or GY: You can Tribute 1 DARK monster; Special Summon this card in face-up Defense Position. During the End Phase, if this card was Tributed to activate a DARK monster's or "Virus" Trap's effect: You can Special Summon this card in face-up Defense Position. You can only use 1 effect of "Dark Mummy Rongeur" per turn, and only once that turn.

Dark Mummy Surgical Cautery
DARK/Zombie/Link/Effect/1800 ATK/LINK-2
S, W
2 Zombie monsters, including a "Dark Mummy" monster
If this card in the Extra Monster Zone is Tributed and sent to the GY: You can Special Summon this card. You can only use this effect of "Dark Mummy Surgical Cautery" once per turn. DARK monsters you control cannot be targeted by your opponent's card effects.

Dark Mummy Surgical Trocar
DARK/Zombie/Link/Effect/1600 ATK/LINK-2
S, E
2 DARK monsters, including a "Dark Mummy" monster
If a DARK monster(s), including a DARK monster this card points to, is Tributed and sent to the GY while this card is in the Extra Monster Zone: You can target 1 of those Tributed monsters; Special Summon it to the zone this card points to. You can only use this effect of "Dark Mummy Surgical Trocar" once per turn. Zombie monsters you control cannot be destroyed by your opponent's cards.

Dark Mummy Operating Sepulchre
Spell/Field
"Dark Mummy" monsters gain 100 ATK/DEF for each Normal Trap in your GY. "Virus" Normal Traps you control can be activated the turn they are Set. You can only use each of these effects of "Dark Mummy Operating Sepulchre" once per turn.
● During your Main Phase: You can Tribute 1 DARK monster or Zombie monster, then target 1 DARK Link Monster in your GY; Special Summon it.
● If this card is destroyed by a card effect: You can send 1 DARK Link Monster from your Extra Deck to the GY; Special Summon as many "Dark Mummy Tokens" (Zombie/DARK/Level 1/0 ATK/0 DEF) as possible to your side of the field, up to the Link Rating of the sent DARK Link Monster.

Phantom Field Virus
Trap/Normal
Tribute 1 DARK monster with a Level, then declare 1 card name of a Field Spell Card; look at your opponent's hand, all Spells they control, and all cards they draw until the end of their 3rd turn after this card's activation, and banish all Field Spell Cards, also, until the end of your 3rd turn after this card's activation, apply any effects of the declared Field Spell Card to your side of the field.

Holistic Hostility Virus
Trap/Normal
Tribute 1 DARK monster in your Extra Monster Zone; each player looks at their opponents' hand, all cards they control, and all cards they draw until the end of your opponent's 3rd turn after this card's activation, and destroy all those cards.

Indomitable Invincibility Virus
Trap/Normal
Tribute any number of DARK monsters with different names, then target a number of DARK monsters you control, up to the number of monsters Tributed; until the end of your 3rd turn after this card's activation, the targeted monsters are unaffected by your opponent's card effects.

Next:
Cipher (the most Dead On Arrival anime archetype in modern Yu-Gi-Oh!)
OR
Digital Bugs (the most Dead On Arrival non-anime archetype in modern Yu-Gi-Oh!)

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I like computer parts

 

Digital Bug Conduct-Ant

LIGHT

Insect/Effect

3/100/1900

Cannot be used as Xyz Material, except for an Insect monster. If this card is changed from Attack Position to Defense Position: you can send 1 Level 3 Insect monster from your Deck to your GY. An Xyz monster that was Xyz Summoned using this card on the field gains the following effect:

~If this card battles a Special Summoned monster, it gains ATK equal to that monster's ATK during damage calculation only.

 

Digital Bug Case-quito

LIGHT

Insect/Effect

3/900/1100

Cannot be used as Xyz Material, except for an Insect monster. If this card is changed from Attack Position to Defense Position: you can add 1 Level 3 Insect monster from your GY to your hand. An Xyz monster that was Xyz Summoned using this card on the field gains the following effect:

~Monsters destroyed by battle with this card are banished instead of sent to the GY.

 

Digital Bug Flea-S-U

LIGHT
Insect/Link/Effect

1000/LINK-1

S

1 "Digital Bug" monster

If this card is Link Summoned: You can Special Summon "Digital Bug" monster from your hand/GY, up to the number of "Bug" Spell/Traps in your GY. If a "Digital Bug" monster this card points to activates its effect, you can Special Summon a "Flea Unit Token" (LIGHT/Insect/Level 3/ATK 2000/DEF 0) to your opponent's side of the field, but you cannot Special Summon monsters, except Insect monsters, for the rest of the turn. If an Insect monster is Xyz Summoned: You can attach this card to that monster. A monster whose original type is Insect and has this card as Xyz Material gains the following effect:

~(Quick Effect) Once per turn: You can target 1 "Digital Bug" monster in your GY; detach 1 Xyz Material from this card, then attach that target to this card, and if that target had any effects that apply when an Xyz Monster was Xyz Summoned using it as material, apply that effect.

 

Digital Bug USBee

LIGHT

Insect/Xyz/Effect

R9/3300/2900

2+ Level 9 Insect monsters

You can also Xyz Summon "Digital Bug USBee" once per turn by using a Rank 7 or 8 Insect monster as material. If this card destroys a monster by battle: Add 1 "Digital Bug" card or 1 "Bug" Spell/Trap from your Deck to your hand. You can only use each of the following effects of "Digital Bug USBee" once per turn:

~ (Quick Effect) You can detach 1 Xyz Material from this card; then target 1 monster on the field; its ATK and DEF become 0, also change it to Defense Position.

~ If this card is destroyed by battle or card effect: Special Summon as many of the cards attached to this card as possible from your GY.

 

Bug Threading

Quick-Play Spell

Target 1 "Digital Bug" monster you control; change its battle position, and if you do, Special Summon 1 "Digital Bug" monster from your Deck. You can banish this card from your GY; this turn, your opponent cannot activate cards or effects in response to "Bug" Spell/Trap cards/effects.

 

Bug-grading

Continuous Spell

The effects of "Digital Bug" monsters that apply to an Xyz Monster when it is Xyz Summoned are also applied if that Xyz monster is used as Xyz Material. You can banish this card from your GY; add 1 "Bug" Spell/Trap from your Deck to your hand. You can only use this effect of "Bug-grading" once per turn.

 

Bug-leshooting

Continuous Trap

If a "Digital Bug" monster you control battles a monster with no DEF (not 0): Negate that monster's effects for the rest of the turn. If a "Digital Bug" Xyz monster you control is destroyed by battle or card effect while this card is in your GY: You can banish this card; Special Summon any number of "Digital Bug" monsters from your GY, then, immediately after this card resolves, Xyz Summon 1 "Digital Bug" Xyz monster with a Rank 2 higher or lower than the destroyed monster, using "Digital Bug" monsters on the field as Xyz Material (even if their Levels are incorrect).

 

Your choices:
 

Vendread

or

F.A.

 

Two different TCG original archetypes, that for different reasons never quite got off the ground.

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Let's begin, then.

 

[spoiler=Ghosted by four hours. Woe is me.]

 

dd9rgqu-e0a14b8d-27e8-4822-80cd-4a3cd29d

 

White Star of the Galaxy

LIGHT/Dragon-Type Effect Monster/Level 1/500 ATK/0 DEF

 

Lore: If you control 2 LIGHT monsters with the same name (Quick Effect): You can Special Summon this card from your hand as a Level 8 monster with 2500 ATK/DEF. You can banish this card from your GY, then target 1 Level/Rank 6 or higher "Galaxy" or "Cipher" Monster you control; Special Summon 1 Rank 8 LIGHT "Galaxy" Xyz Monster from your Extra Deck, by using it as the material. (This is treated as an Xyz Summon). You can only use 1 "White Star of the Galaxy" effect per turn, and only once that turn.

 

 

dd9rgb7-5af234dc-ad6e-4095-b46a-95600f90

 

Cipher Mirror Squire

LIGHT/Warrior-Type Effect Monster/Level 2/0 ATK/0 DEF

 

Lore: If this card is sent from your hand to the GY: You can Special Summon this card from your GY, then you can Special Summon up to 2 other "Cipher" monsters from your Deck with different names whose total Levels equal 6 or less, except "Cipher Mirror Squire", but you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except LIGHT monsters. You can target up to 2 other "Cipher" monsters you control; the Levels of both those monsters and this card become equal to the combined original Levels of those monsters. You can only use each effect of "Cipher Mirror Squire" once per turn.

 

 

dd9rhdi-eceea2b6-8a2a-422a-a56a-a6ba9216

 

Cipher Mirror Gardna

LIGHT/Warrior-Type Effect Monster/Level 6/0 ATK/0 DEF

 

Lore: To Tribute Summon this card face-up, you can also Tribute 1 other "Cipher" or "Galaxy" monster in your hand. If this card is Tribute Summoned: This card's ATK becomes the original ATK of that Tributed monster +1000, it gains 2 Levels, also you can add 1 "Cipher" monster from your Deck to your hand with less ATK than that Tributed monster. (Quick Effect): You can banish this card from your field or GY; immediately after this effect resolves, Xyz Summon 1 LIGHT Warrior or Dragon Xyz Monster, using monsters you control.

 

 

dd9rgbi-eaaae1bb-9cb5-4520-97b9-56e7010c

 

Cipher Charge

Quick-Play Spell Card

 

Lore: Special Summon 1 "Cipher" monster from your hand or GY with the same name as a monster you control, in Defense Position, and if you do, the next time this turn that an attack is declared involving your "Cipher" monster and an opponent's monster, your battling monster's ATK becomes twice its original ATK, until the End Phase, also halve all damage both players take this turn. You can only activate 1 "Cipher Charge" per turn.

 

 

dd9rgbv-3f23e17a-17ea-412b-9bca-1e1ad297

 

Rank-Up-Magic Cipher Gate

Quick-Play Spell Card

 

Lore: ● During your turn: You can target 1 Dragon Xyz Monster you control; Special Summon 1 Dragon Xyz Monster from your Extra Deck that is 1 Rank higher than that target, but has the same Attribute, by using it as the material.

● During your opponent's turn: Target 1 "Cipher" Xyz Monster in your GY; Special Summon it, and if you do, Xyz Summon 1 "Galaxy" or "Cipher" Xyz Monster whose Rank is equal to or 1 higher than that target, but with a different name, by using it as the material.
(These Special Summons are treated as Xyz Summons. Transfer their materials to the Summoned monster.)
 
 
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Triple Cipher
Normal Trap Card
 
Lore: When you control a "Cipher" or "Galaxy" monster: Activate 1 of these effects. 
● Set 1 "Rank-Up-Magic" Spell from your Deck, then you can Special Summon 1 "Cipher" Xyz Monster from your GY.
● This turn, "Cipher" monsters you control cannot be destroyed by battle, also they are unaffected by your opponent's monster effects.
● The next time this turn you take battle damage, destroy all monsters on the field, except monsters without Levels, and if you do, inflict 1000 damage to both players for each destroyed monster.
 
 
dd9rgdf-c5bf0335-6ec1-4f99-b71e-40cae149
 
Cipher Dragon
LIGHT/Dragon-Type Xyz Effect Monster/Rank 4/2000 ATK/2500 DEF
 
Lore: 2 Level 4 Warrior or Machine monsters
Once per turn (Quick Effect): You can detach up to 2 materials from this card, then target 1 monster your opponent controls; that target's ATK becomes 3000, also apply these effects, up to the number of materials you detached. These effects cannot accumulate. 
• This card gains 1000 ATK and 4 Ranks until the end of the turn.
• This card's name becomes "Galaxy-Eyes Cipher Dragon" while it is on the field. 
• Set 1 "Cipher" Spell/Trap from your Deck. That Set card can be activated this turn.
 
 
dd9rgaj-835f7756-9db8-42a9-9407-32453476
 
Galaxy-Eyes Cipher Brave
LIGHT/Warrior-Type Xyz Effect Monster/Rank 8/2500 ATK/3000 DEF
 
Lore: 2+ Level 8 LIGHT monsters
When this card is Xyz Summoned: You can banish 1 "Cipher" card from your GY; Set 1 "Rank-Up-Magic" Spell directly from your Deck. If your opponent Special Summons a monster(s): You can make those monster's ATK become 3000, and if you do, negate their effects, also their names become "Galaxy-Eyes Cipher Brave". (Quick Effect): You can detach 1 material from this card; switch control of 1 "Galaxy-Eyes Cipher Brave" on the field, and if you do, all monsters your opponent controls lose 2500 ATK. You can only use each effect of "Galaxy-Eyes Cipher Brave" once per turn.
 
 
dd9rhp7-885a8c01-3825-4688-b3b9-0a6b0d5b
 
Trinity Cipher Raptor
LIGHT/Machine-Type Fusion Effect Monster/Level 8/2800 ATK/1400 DEF
 
Lore: 3 "Cipher" and/or "Galaxy" monsters, including "Cipher Twin Raptor"
Must be either Fusion Summoned, or Special Summoned by banishing the above cards with different Types from your field or GY (in which case, you do not use "Polymerization"). Once per turn: You can discard 1 LIGHT monster, then send 1 Quick-Play Spell and 1 Normal Trap from your Deck to the GY, that are all "Cipher" or "Galaxy" cards; apply the effects of those sent cards (simultaneously). Once per opponent's turn (Quick Effect): You can Tribute this card; return 3 of your banished "Cipher" and "Galaxy" cards to your hand.

 

 

 
 
Advendread_Enforcer.png
 
Advendread Enforcer
DARK/Zombie-Type Spirit Effect Monster/Level 4/1900 ATK/0 DEF
 
Lore: Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. (Quick Effect): You can reveal 1 "Vendread" Spell/Trap in your hand, then destroy 1 card in your hand, except "Advendread Enforcer"; Special Summon this card from your hand or GY. The effect "A "Vendread" monster Ritual Summoned using this card on the field gains the following effect" of your Level 4 or lower "Vendread" monsters becomes "A Ritual Monster Ritual Summoned using this card, except in the hand, gains the following effect". During the End Phase, if this card was Special Summoned this turn. Return it to the hand.
 
 
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Vendread Revenant
DARK/Zombie-Type Link Effect Monster/Link-1/1000 ATK
 
Link Arrows: Down
 
Lore: 1 Level 5 or higher Zombie monster
When this card is Link Summoned: You can pay 1000 LP; Special Summon up to 3 "Vendread" monsters from your hand or Deck whose total Levels equal the Level of this card's Link Material +1, but banish them when they leave the field, also you cannot Special Summon monsters for the rest of the turn, except DARK monsters. If a monster is Ritual Summoned to a zone this card points to; You can Tribute this card; Set 1 "Vendread" Spell/Trap from your Deck. You can only Summon "Vendread Revenant(s)" once per turn.
 
 
dc46or5-13588e1c-6307-4c42-be34-74a4de12
 
Vendread Dawning
Ritual Spell Card 
 
Lore: This card can be used to Ritual Summon 2 "Vendread" Ritual Monsters from your hand or GY to the field (1 on each side), including "Vendread Chimera" and/or "Vendread Battlelord". You must also Tribute monsters from your hand or field, and/or return 1 banished Zombie monster to the GY, whose total Levels exactly equal the Levels of the monster(s) you Ritual Summon. You can shuffle this card from your GY into the Deck; banish 1 "Vendread" card from your Deck, except "Vendread Dawning". You can only use each effect of "Vendread Dawning" once per turn.
 
 
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Vendread Siege
Continuous Trap Card
 
Lore: When this card is activated: You can destroy 1 Ritual Monster you control or in your hand, and if you do, banish 2 "Vendread" monsters from your Deck with different names whose total Levels exactly equal that destroyed monster's Level, except Ritual Monsters. The "Vendread" Ritual Monster(s) you control with the highest Level gains the effects of those banished monsters that a "Vendread" monster would gain by using them for a Ritual Summon (if any.) If you control a face-up "Vendread" Spell, you can activate your Set "Vendread" Spell/Trap Cards during either player's turn.
 
 
Revendread_Gathering.png
 
Revendread Gathering
Counter Trap Card
 
Lore: If a Spell/Trap Card or monster effect is activated, You can apply 1 of these effects; negate the activation, and if you do that, banish that card, or if you have applied all 3 of these effects during this Duel, you win the Duel instead.
● Reveal 1 "Revendread Slayer" in your hand, then pay 1000 LP.
● Make 1 "Revendread Slayer" you control lose exactly 1000 ATK.
● Banish 1 "Vendread" Spell and 1 "Revendread Slayer" from your GY.
If this card is destroyed or banished by a card effect: You can add 1 "Vendread" card from your Deck to your hand.
 
NEXT UP, A TALE OF TWO CITIES:
 
Roids (from the Megaroid City)
OR 
Mermails (from Lemuria, the Forgotten City)
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Mermail Abyssmelus
3/WATER/Aqua/800/1900
If this card is sent to the GY: You can add 1 “Umi” from your Deck to your hand. If “Umi” is on the field, you can add 1 “Abyss-” Spell/Trap from your Deck to your hand, instead. If you would discard a WATER monster(s) to the GY to activate the effect of a “Mermail” monster, you can banish this card from the GY as 1 of the monsters you would discard. You can only use each effect of “Mermail Abyssmelus” once per turn.

Mermail Abyssword
4/WATER/Fish/1800/1000
When this card is Normal or Special Summoned: You can discard 1 WATER monster to the GY; add 1 Level 7 WATER monster from your Deck to your hand, then, if “Umi” is on the field, you can Special Summon 1 “Mermail” monster from your hand. You can only use the effect of “Mermail Abyssword” once per turn.

Mermail Abysshinus
7/WATER/Sea Serpent/2100/2100
You can discard any number of other WATER monsters; Special Summon this card from your hand, then negate the effects of face-up cards on the field until the end of this turn, up to the number of monsters discarded. You can Tribute 1 Level 4 or lower “Mermail” monster; this turn, this card can attack directly. If a Spell you control is sent to the GY: You can target 1 “Abyss-” Spell/Trap in your GY; Set it to your field. You can only use each effect of “Mermail Abysshinus” once per turn.

Abyss-Snap
Continuous Spell
Once per turn, if “Umi” is on the field: You can activate this effect; WATER monsters you control will be unable to be destroyed by card effects until the end of your opponent’s turn (even if this card leaves the field). Once per turn: You can target 1 “Mermail” monster you control and 1 card your opponent controls; destroy them.

Abyss-Scream
Counter Trap
When a Spell/Trap Card, or monster effect, is activated while you control a “Mermail” monster: Discard 1 WATER monster; negate the activation, and if you do, shuffle that card into the Deck. If this Set card you control is sent to the GY by a card effect: You can Special Summon 1 “Mermail” monster from your Extra Deck, and if it is an Xyz Monster, attach this card from your GY to that monster as material.

Mermail Abyssoar
4/WATER/Fish/Xyz/2300/2200
2 Level 4 WATER monsters
While “Umi” is on the field, your opponent cannot target cards you control with card effects, except this one. Once per turn, if you would discard a WATER monster(s) to activate the effect of a “Mermail” monster, you can detach materials from this card as well as or instead of discarding monsters. If this card you control with no material is sent to the GY: You can add 1 “Mermail” monster from your Deck or GY to your hand.

Next:

Chemicritter
OR
Venom

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ddagnmv-b1defed8-f891-49b3-8312-70572f1f

 

Venom Mamba

EARTH/Reptile-Type Effect Monster/Level 2/1400 ATK/0 DEF

 

Lore: You can discard 1 card; Special Summon 1 monster from your Deck with an effect that places Venom Counters. Each time a Venom Counter(s) is placed on a monster: You can negate 1 of those monsters' effects. If a monster(s) with a Venom Counter is destroyed: You can add this card from your GY to your hand, then Special Summon 1 Reptile monster from your hand. You can only use each effect of "Venom Mamba" once per turn.

 

 

ddagnn3-e1fc7b21-b0c6-4e44-86dc-4c0c8c7e

 

Venom Devotee

EARTH/Reptile-Type Effect Monster/Level 4/1900 ATK/200 DEF

 

Lore: If this card is sent from the hand or Deck to the GY: You can Special Summon this card from your GY, and if you do, you can Set 1 Spell/Trap directly from your Deck with an effect that places Venom Counters, but you cannot Special Summon monsters for the rest the turn, except Reptile monsters. During your opponent's turn (Quick Effect): You can destroy 1 Reptile monster in your hand; draw cards and/or place Venom Counters on monsters your opponent controls so the total number of drawn cards and placed Venom Counters exactly equals 2. You can only use each effect of "Venom Devotee" once per turn.

 

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Snake Deity's Constriction

Continuous Spell Card

 

Lore: When this card is activated: You can add 1 "Rise of the Snake Deity", "Offering to the Snake Deity", or "Snake Deity's Command" from your Deck to your hand. Once per turn: You can target 1 Reptile monster you control; until the end of the next turn, it gains 500 ATK for each Venom Counter on the field. If this card in the hand or on the field is destroyed: You can Special Summon 1 Level 8 or 9 Reptile monster from your hand or Deck.

 

 

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Fast-Acting Venom

Continuous Trap Card

 

Lore: Once per turn, when your opponent Special Summons a monster(s): You can place 1 Venom Counter on each of those monsters. While you control a "Venom" monster, all cards you control are unaffected by the effects of monsters with a Venom Counter. During your opponent's End Phase: Inflict 500 damage to your opponent for each monster they control with a Venom Counter. You can banish this card from your GY, then target 1 Level 5 or lower Reptile monster in your GY; Special Summon it, but shuffle it into the Deck when it leaves the field.

 

 

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Vennominia the Queen of Poisonous Snakes

DARK/Reptile-Type Effect Monster/Level 9/0 ATK/0 DEF

 

Lore: Must be Special Summoned by a Reptile monster's effect. (Quick Effect): You can discard 1 EARTH Reptile monster: Special Summon this card from your hand, then if that discarded card was a "Venom" monster, you can place Venom Counters on monsters your opponent controls, equal to that monster's Level. If a monster with a Venom Counter activates its effect, you can gain control of it until the End Phase when that effect resolves. Gains 500 ATK for each Reptile monster in your GY. When this card is destroyed and sent to the GY: You can banish 1 other Reptile monster from your GY; Special Summon this card.

 

 

NEXT UP, FANTASTIC BEASTS AND HOW TO IMPROVE THEM: (in honor of Gladiator Beasts finally getting gud)

 

Phantom Beasts (whose effects are based on Chazz's White Knight archetype in the GX anime)

vs. 

Forbidden Beasts (that Adrian Gecko uses in the GX Manga)

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Phantom Beast Emperor Ursus

EARTH - Link-1 - Beast-Warrior/Link/Effect - 1200 - L

1 Beast-Warrior monster with a Level

If this card is Summoned: You can add 1 "Phantom Beast" Spell/Trap Card from your Deck or Graveyard to your hand. You can only activate this effect of "Phantom Beast Emperor Ursus" once per turn. If this card destroys your opponent's monster by battle: You can Special Summon 1 Beast-Warrior "Phantom Beast" monster from your Deck. If a Beast-Warrior "Phantom Beast" monster you control with a Level has higher ATK than its original ATK, this card gains ATK equal to the difference.

 

Phantom Beast Monitor

EARTH - Level 4 - Beast-Warrior/Effect - 1800/800

If you Normal or Special Summon a Beast-Warrior "Phantom Beast" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned, you can send 1 Beast-Warrior "Phantom Beast" monster from your Deck to the Graveyard: Draw 2 cards. You can only activate this effect of "Phantom Beast Monitor" once per turn. Other "Phantom Beast" monsters you control gain 100 ATK. If this card destroys your opponent's monster by battle: You can Special Summon 1 Beast-Warrior "Phantom Beast" monster from your Graveyard with less ATK than this card.

 

Phantom Beast Lightning Hare

LIGHT - Level 4 - Beast-Warrior/Effect - 1000/1800

If you control a face-up "Phantom Beast" Spell/Trap Card: You can Special Summon this card from your hand or Graveyard. If this card is sent to the Graveyard: You can add 1 Beast-Warrior "Phantom Beast" monster from your Deck to your hand, except "Phantom Beast Lightning Hare". You can only activate each of the above effects of "Phantom Beast Lightning Hare" once per turn. If your opponent Summons a monster(s) while this card is in your Graveyard: Reduce the ATK and DEF of all monsters your opponent controls by 100.

 

Phantom Beast's Illusion Hall

Field Spell

Beast-Warrior "Phantom Beast" monsters you control gain 500 ATK. Monsters on the field that have gained ATK by this card's effect cannot be destroyed by battle or targeted by effects. All battle damage that you take from battles involving Beast-Warrior "Phantom Beast" monsters you control is halved, and damage your opponent would take from battles involving Beast-Warrior "Phantom Beast" monsters you control is doubled. If you Summon a Beast-Warrior "Phantom Beast" monster(s), you can target 1 Spell/Trap Card your opponent controls: Destroy that target.

 

Phantom Beast Howl

Continuous Trap

When this card is activated, you can target up to 2 Beast-Warrior "Phantom Beast" monsters in your Graveyard with different names: Special Summon that target(s). Beast-Warrior "Phantom Beast" monsters you control gain 300 ATK for each monster you control, and 100 ATK for each Beast-Warrior "Phantom Beast" monster in your Graveyard. Once per turn, if you control the monster on the field with the highest ATK and at least 1 Beast-Warrior "Phantom Beast" monster, you can target 1 Special Summoned Effect monster your opponent controls (Quick Effect): Banish it.

 

Lame battle-centric Deck? Yeah, kinda. Much more cohesion and ability to play? Definitely. Lightning Hare facilitating actual field presence, Monitor being your new beater that puts Lightning Hare and the occasional Cross-Wing or Rock Lizard into the Graveyard as cost for a draw, and Emperor Ursus getting really big really quickly if you play it right provide a fun, if linear, beatdown build. Also, literally always run 3 Howl.

 

Time for two very unfinished-feeling villain archetypes:

Reptilianne

OR

Umbral Horror

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Umbral Horror Wendigo

DARK/Fiend-Type Effect Monster/Level 2/700 ATK/0 DEF

 

Lore: If this card is Normal or Special Summoned from your hand: You can send 1 "Umbral Horror" card from your Deck to the GY. If an "Umbral Horror" monster is Normal Summoned to your field: You can Special Summon this card from your GY as a Level 4 monster, and if you do; you can make this card's ATK 1400. A Fiend Xyz Monster with this card as Xyz Material gains the following effect:

● Once per turn, if a card(s) is sent to your opponent's GY from their hand or Deck: You can banish 1 face-up Attack Position monster your opponent controls.
 
 
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Umbral Horror Ogre
DARK/Fiend-Type Effect Monster/Level 4/400 ATK/2200 DEF
 
Lore: If this card is Summoned: You can target 1 "Umbral Horror" monster in your GY with 0 DEF: Special Summon it, but its ATK becomes 0. Once per turn: You can target 1 Fiend monster you control and declare a Level from 1 to 4; both this card and that target become the declared Level. If this card is sent to the GY, except from the field: You can declare 1 card type (Monster, Spell, or Trap): send the top card of your opponent's Deck to the GY, and if you called the sent card's type right, you can Special Summon 1 "Umbral Horror" monster from your GY,  and if you do that, banish up to 3 monsters from the GYs. 
 
 
ddamfh0-03140b23-c7af-42cf-8210-15bc8c5d
 
Skeleton Keys
Field Spell Card
 
Lore: All Level/Rank 2 monsters you control gain 400 ATK/DEF. While you control an "Umbral Horror" monster(s), negate the effects of all face-up Spells your opponent controls, except during Main Phase 2. If you Special Summon an "Umbral Horror" monster(s): You can add from your Deck to your hand, 1 "Umbral Horror" card with a different name from that Summoned monsters or 1 "Corrupted Keys". You can only use this effect of "Skeleton Keys" once per turn.
 
 
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Umbral Horror Phantasmagoria
Continuous Spell Card
 
Lore: When this card is activated: You can add 1 "Umbral Horror" monster from your Deck to your hand. Once per turn, if you Special Summon an "Umbral Horror" monster(s): You can draw 1 card. Once per turn, if an "Umbral Horror" card you control is destroyed by battle or card effect: You can Special Summon 1 "Umbral Horror" monster from your GY, except a monster with the same name as the destroyed monster.
 
 
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Umbral Horror Vanum Rex
DARK/Fiend-Type Xyz Effect Monster/Rank 2/800 ATK/2800 DEF
 
Lore: 2+ Level 2 DARK monsters
When a  non-DARK monster(s) is Special Summoned (Quick Effect): You can detach 1 material from this card; destroy 1 card your opponent controls. While this card has the following number of "Umbral Horror" monsters as Xyz Material, it gains these effects.
● 1+: Your opponent cannot activate the effects of cards in their GY.
● 2+: Once per turn, if your opponent activates a monster effect (Quick Effect): You can negate the activation, then inflict 800 damage to your opponent.
 
 
NEXT UP, DUB DUEL TERMINAL DEBUTING DUO:
 
Ally of Justice (by the Diablo in 5Ds, keep in mind: "Allies of Justice" are also meant to counter the "Cyber Dragon" archetype, LIGHT monsters that can attack multiple times and swarm the field.)
OR 
Steelswarm  (by Misato Hayashi in ZeXal and the Knights of Hanoi in VRAINS, keep in mind: All "Steelswarm" Tribute Summoned monsters have (Level × 200 ATK) + 1200 ATK = their original ATKs.)
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Steelswarm Carpace

DARK
Fiend/Effect

4/0/1900

If you control an "lswarm" monster, you can Special Summon this card from your hand. An "lswarm" monster that is Tribute Summoned using this card, or has this card as Xyz Material cannot be destroyed by battle.

 

Steelswarm Divizier

DARK
Fiend/Effect

4/1500/0

If this card is Normal/Special Summoned: Add 1 "Steelswarm" monster from your Deck to your hand. If this card is Tributed for the Tribute Summon of an "lswarm" monster: you can banish any number of "lswarm" and "Infestation" cards from your GY; add an equal number of "Infestation" Spell/Traps from your Deck to your hand. You can only use each effect of "Steelswarm Divizier" once per turn.

 

Steelswarm Oryzaeph

DARK

Fiend/Effect

10/3200/0

You can Tribute Summon this card (not Tribute Set) using 3 "Steelswarm" monsters. When this card is Normal Summoned: Apply any number of the following effects, based on the number of monsters Tributed to Summon this card:

~If an "lswarm" monster(s) would be destroyed by card effect while this card is on the field, you can banish 1 "lswarm" or "Infestation" card instead.

~Destroy cards on the field, up to the number of "lswarm" monsters Tributed to Summon this card, then gain 1000 LP for each card destroyed this way.

~While this card is on the field, if a Spell/Trap effect is activated: You can return 1 "lswarm" or "Infestation" card you control to the hand; negate the activation.

You can only use this effect of "Steelswarm Oryzaeph" once per turn.

 

Steelswarm Latridi

DARK
Fiend/Effect

6/2400/0

If this card is Tribute Summoned by Tributing an "lswarm" monster: You can target 1 "lswarm" monster in your GY and 1 monster your opponent controls; Special Summon the first target, then banish the second. If this card is Tributed for the Tribute Summon of an "lswarm" monster: That monster gains 1000 ATK.

 

Steelswarm Canthar

DARK

Fiend/Effect

12/3600/0

Must be Normal Summoned (and cannot be Tribute Set) by Tributing any number of "Steelswarm" monsters (min 3). If this card is Normal Summoned by Tributing a "Steelswarm" monster: You can target cards on the field, up to the number of "Steelswarm" monsters Tributed to summon this monster; banish them, then, if you Tributed 4 monsters, and any of the banished cards were monsters, you can Special Summon "lswarm" monsters from your Deck, GY, or Extra Deck with the same Level, Rank, or Link Rating as the banished monsters'. If you Tributed 5+ monsters to Summon this card, your opponent cannot activate cards/effects in response to this effect. If you Tributed 6 monsters, "lswarm" monsters you control are unaffected by your opponent's card effects. You can only use this effect of "Steelswarm Canthar" once per turn.

 

Infestation Decomposure

Normal Spell

Banish 1 Level 5 or higher "Steelswarm" monster from your hand/GY; Special Summon, from your Deck, Level 4 or lower "lswarm" monsters, up to the number of monsters required to Tribute Summon the banished monster. You can only activate 1 "Infestation Decomposure" per turn, and you cannot Special Summon monsters, except "lswarm" monsters, during the turn you activate this card.

 

Infestation Redoubling

Continuous Spell

Level 5 or higher "lswarm" monsters can be treated as 2 Link Materials for the Link Summon of an "lswarm" monster. If you Tribute Summon an "lswarm" monster, you can treat 1 "lswarm" monster as 2 Tributes. If this card is sent from the field to the GY: you can Special Summon 1 Level 4 or lower "lswarm" monster from your GY, then you can add 1 level 5 or higher "lswarm" monster from your Deck or GY to your hand.

 

Infestation Resurgence

Continuous Trap

If a Level 5 or higher "Steelswarm" monster leaves the field, except by battle; Special Summon 1 "Steelswarm Infection Token" to your field (DARK/Fiend/Level 1/ATK 0/DEF 0). You can banish this card from your GY; Immediately after this effect resolves, Normal Summon 1 "lswarm" monster from your hand.

 

Steelswarm Reawakened

DARK
Fiend/Link/Effect

W E

1300/LINK-2

2 monsters, including an "lswarm" monster

If this card is Link Summoned: You can banish 1 "lswarm" or "Infestation" card from your GY; during your Main Phase this turn, you can Normal Summon 1 "Steelswarm" monster from your hand to your zone this card points to, in addition to your Normal Summon/Set. "Steelswarm" monsters this card points to cannot be targeted by your opponent's card effects. If a monster on the field is destroyed: Draw 1 card. You can only use each effect of "Steelswarm Reawakened" once per turn.

 

 

Next up: Following in the stead of Duel Terminal-esque lore, your options are two stories told through the cards:

Dracoslayer (including the Dracoverlords)

Metalfoe

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*cracks knuckles* Alright, let's lore up some Draco Pendulums.

 

Starting with where the Amorphous Persona left off. Master Pendulum on one knee, Luster Pendulum ready to finish him off. But the allies the cursed dragonslayer had accumulated over the years finally came though, looking to gain their own pound of flesh on Luster Pendulum for all the heinous things he had done to master his alchemy. 

 

With them, Master Pendulum looked fit to take back power from Luster Pendulum. However, Luster, knowing being outnumbered was no place to be, even with his Amorphage army, fused with Goliath to become Amorphactor Pain. He then sought to use the allies of Master Pendulum against him, by funneling their power away through the stage their final battle was set in.

 

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[spoiler=Dragonic Diorama: Info]

Dragonic Diorama

Field Spell Card

 

Lore: All "Dracoslayer" and "Dracoverlord" monsters you control gain 300 ATK/DEF. Once per turn, if a "Dracoslayer" or "Dracoverlord" monster(s) you control is destroyed: You can Special Summon 1 of the following monsters from your Deck or Extra Deck, ignoring its Summoning conditions. 

● "Truemetalfoes Palagonis" 
● "True Crystron Selenriryoku"
● "True Shinobird Peacock"
● "True Zoodiac Catana"

 

 

 
Using the Diorama's powers, he siphoned strength from each of the four Pendulum-affixed tribes before him now, and with it, made abominations much like the Amorphages - ones that soon would be changed into the warriors of a new era after their struggle here - the True counterparts!
 
 
dar8ufn-936d5b35-e7a9-40ae-b94d-5dd0664a
 
[spoiler=True Zoodiac Catana: Info]
True Zoodiac Catana
EARTH/Beast-Warrior-Type Synchro Effect Monster/Level 4/? ATK/? DEF
 
Lore: 1 Tuner + 1+ non-Tuner Beast-Warrior monsters
To Synchro Summon this card, you can treat any "Zoodiac" monsters as Level 2 monsters, also, you can treat 1 EARTH Xyz Monster as a Level 2 Tuner. Gains ATK/DEF equal to the ATK/DEF of its Synchro Materials +400. Cannot be destroyed by battle. Once per turn, when a player Special Summons a monster(s) from the GY or Extra Deck, except a monster with ? ATK (Quick Effect): Destroy those monsters, and if you do, you can attach those destroyed monsters to 1 Xyz Monster you control as Xyz Materials.

 
First would be the predecessor to the Zoodiac, Catana, born from a far more mysterious Zodiac sign, now reborn for Amorphactor to command the ranks of the Amorphages.
 
 
 dar8yhr-bd2fe6c8-f86d-440e-9382-b6228b0e
 
[spoiler=True Crystron Selenriryoku: Info]
True Crystron Selenriryoku
WATER/Machine-Type Pendulum Ritual Effect Monster/Level 5/2600 ATK/800 DEF
 
Scales: 7/7
 
Pendulum Lore: You can activate "Crystron" Trap Cards from your hand during either player's turn. During your Main Phase: You can Tribute monsters you control and/or banish "Crystron" Synchro Monsters from your GY whose total Levels exactly equal 5, including 1 (and only 1) Tuner, then Ritual Summon this card from your Pendulum Zone. You can only use this effect of "True Crystron Selenriryoku" once per turn.
 
Lore: You can Ritual Summon this card with the Pendulum Effect of "True Crystron Selenriryoku". When this card is Ritual Summoned: You can make this card lose 1 Level; draw 1 card and reveal it, and if you do, you can inflict 1300 damage to your opponent and make 1 monster you control gain 1300 DEF if it is a "Crystron" card. If this Attack Position card on the field is returned to the Extra Deck face-up: You can Special Summon this card in Defense Position, then if you control a Tuner, you can destroy 1 card on the field or in your hand. You can only use this effect of "True Crystron Selenriryoku" once per turn.

 

 

 

 

Next was Selenriryoku, crafted through a mighty marble monolith infused with the remnant of an ancient life-draining spell. Now, it seeks to take out the similarly mechanical Dinomist division.

 

 

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[spoiler=True Shinobird Phoenix: Info]

True Shinobird Phoenix

WIND/Winged Beast-Type Fusion Spirit Effect Monster/Level 6/2700 ATK/2200 DEF
 
Lore: 1 Level 4 or lower WIND monster + 1 Level 4 or lower Spirit monster
Must be either Fusion Summoned, or Special Summoned by returning the above cards you control to the hand (in which case, you do not use "Polymerization" ). Once per turn: You can return 1 of your banished Spirit monsters to your hand; Special Summon 1 Spirit monster from your GY, except "True Shinobird Phoenix", ignoring its Summoning conditions. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck, and if you do, Special Summon 2 "True Phoenix Tokens" (Winged Beast/WIND/Level 3/ATK 1100/DEF 1100).

 

 

 
After this came the True Shinobird, last relic of a spiritual clan rent asunder to make Amorphactor's first wave of Amorphage Dragons, marshaling to maul the Majespecters. Its lineage was now tainted, but not forgotten-in this life or the next when they combine to make a far grander phoenix.
 
 
dar910e-86cd0c68-82b4-40d9-bfe3-576a0a27
 
[spoiler=Truemetalfoes Palagonis: Info]
Truemetalfoes Palagonis
FIRE/Psychic-Type Xyz Effect Monster/Rank 7/2700 ATK/1900 DEF
 
Lore: 2 Level 7 Normal Monsters
Once per turn, you can also Xyz Summon "Truemetalfoes Palagonis" by using a non-Effect FIRE Fusion Monster you control as material. If this card is Special Summoned: You can attach 1 other card on the field to this card as material. While this card has a Normal Monster as material, your opponent cannot activate the effects of their Special Summoned Effect Monsters. Once per turn: You can detach 1 material from this card; Special Summon 1 Level 7 or lower FIRE Fusion Effect Monster from your Extra Deck, then draw 1 card.

 
Finally was born the fire-forged Palagonis, Rider of the Rageing, whose pacing through the Ignkights on this battlefield would be repeated for far nobler causes upon far faster machines.
 
These four True counterparts would set out to war with Master Pendulum's allies, while he and Amorphactor clashed all alone-but, seeing the endless stalemate such a struggle would turn out to be, and the toll the True were taking on his friends, Master Pendulum sought to take Amorphactor's own power out from underneath. With great effort....
 
ddbfusn-25043f8f-944a-4d94-9fa0-2c2961c2
 
[spoiler=Amorphage Dracoslayer: Info]
Amorphage Dracoslayer
LIGHT/Dragon-Type Effect Monster/Level 8/0 ATK/2750 DEF
 
Lore: Cannot be Normal Summoned/Set. If you control exactly 1 "Dracoverlord" Pendulum Monster: You can Special Summon this card from your hand. During your opponent's turn, if you control exactly 1 "Dracoslayer" Pendulum Monster (Quick Effect): You can Special Summon this card from your GY. Negate the effects of monsters that were Special Summoned from the Extra Deck, except "Amorphage" monsters. If this card is Tributed: You can Special Summon 1 Level 4 or lower Dragon Pendulum Monster with 0 ATK or DEF from your Deck. You can only Special Summon "Amorphage Dracoslayer(s)" once per turn.

 
...he succeeded. Master Pendulum's relief would be as short-lived as his allies, however, as Luster Pendulum simply called upon his dreaded alchemy for a different purpose, now that the Igknights, Majespecters and Dinomists were at a diminished enough capacity for it to work...
 
 
dbllgdd-90179f87-650a-49a7-ac3f-14e3499e
 
[spoiler=The Once and Future King: Info]
The Once and Future King
Normal Trap Card
 
Lore: Special Summon 2 Level 4 Dragon Pendulum Monsters and/or Level/Rank 9 Wyrm monsters with different names and the same Attribute as a monster on the field, from your GY or face-up Extra Deck. If this card is in your GY: You can shuffle 1 "True Draco" or "Dracoslayer" card and 1 "True King" or "Dracoverlord" monster from your GY into the Deck; Special Summon this card as an Effect Monster (Wyrm/DARK/Level 9) whose ATK/DEF is equal to half the combined ATK/DEF of the returned monsters. (This card is NOT treated as a Trap.) If Summoned this way, draw 1 card. For the rest of the turn after either of these effects resolve, you cannot Special Summon Effect Monsters.

 

 

 

This rampaging beast would be but one of the two endgames that the-former Imagination Dracoverlord Lector had in mind, for with the utilization of his ancient magics with one final source - all of his remaining Amorphages:

 

ddbflpj-2abde468-0924-4947-a72c-22bcd3e0

 

[spoiler=Alchemy of the True King: Info]

Alchemy of the True King

Ritual Spell Card

 

Lore: This card can be used to Ritual Summon "Amorphactor Pain, the Imagination Dracoverlord" or "Amorphactor Pain, the Imaginative True Dracoverlord". You must also Tribute monsters you control or in your hand, and/or banish "True Draco" Spells from your field or GY so the total number of Tributed monsters and/or banished cards exactly equals 8. You can shuffle this card from your GY into the Deck; add 1 "The Once and Future King" or "Future of the True Dracos" from your Deck to your hand. You can only use this effect of "Alchemy of the True King" once per turn.

 

 

 

...a cruel and perverted truth would rise again.

 

 

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[spoiler=Amorphactor Pain, the Imaginative True Dravoverlord: Info]

Amorphactor Pain, the Imaginative True Dracoverlord

DARK/Wyrm-Type Ritual Effect Monster/Level 8/2950 ATK/2500 DEF

 

Lore:You can Ritual Summon this card with "Alchemy of the True King". If this card is added to your hand by the effect of a "True Draco" card: You can reveal this card, then banish 1 non-DARK "True Draco" monster, 1 Continuous Spell and 1 Continuous Trap from your GY; Ritual Summon this card from your hand. If this card is Special Summoned: You can apply 1 of these effects (but you cannot apply that effect for the rest of the turn.)
● Your opponent must pay 1000 LP to Special Summon a monster(s) this turn.
● Banish 1 Special Summoned monster and 1 Spell/Trap on the field.

 

 

 

Master Pendulum, fully out of options, would ride with his altered Amorphage against the army, and through his final trick, fuse both himself, his dragon, and the newly Wyrm Amorphactor Pain together into a single entity-one which he then sealed within the Dragonic Diorama itself. The energy needed to use this would end up revising the world entirely, and the True Counterparts would end up splitting apart as a result of the reforging of the world-into the Zoodiac, Metalfoes, Crystron and Shinobird tribes. Though this cycle would start again after the Shinobird's merging into Mariamne following the rampage of the True Kings....

 

...Master Pendulum, now Master Peace, was granted one last vision of just how he would be remembered-and revived-to combat these monstrosities once more, as a Dracoslaying King was destined to do.

 

ddbfl9m-9aa20106-495d-4553-b028-e5e7270c

 

[spoiler=Future of the True Dracos: Info]

Future of the True Dracos

Counter Trap Card

 

Lore: When a monster on the field attacks or activates its effect while you control a "Dracoslayer" and/or "Dracoverlord" monster: Apply these effects and resolve them in sequence, depnding on the monster you control.

● "Dracoverlord" monster: Negate the activation or attack.
● "Dracoslayer" monster: Banish that card.
● Both: Special Summon 1 "Dracoslayer" monster from your Extra Deck, ignoring its Summoning conditions, but destroy it during your End Phase, then you can attach this card to an Xyz Monster you control as material.

 

 

 

And as the Diorama closed upon the evil-containing True Dracoslayer, until he was called again....the Master was for that one moment...

 

....at Peace.

 

iU8EggM.png

NEXT UP, AN APPEAL TO THE ANCIENTS:

 

Trey (Chronomaly)

or

Abidos III (Pharaoh's Servants)

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Pharaonic Priest

2/EARTH/Zombie/700/0

If you would place “The Second Sarcophagus” or “The Third Sarcophagus” in your Spell/Trap Zone with the effect of “The First Sarcophagus”, you can place this card from your GY in your Spell/Trap Zone as a Continuous Spell instead, treating it as the card that would have been placed. If this card is sent to the GY: You can target 1 “The First Sarcophagus” in your GY; place it face-up in your Spell/Trap Zone.

 

Pharaonic Punisher

2/EARTH/Zombie/1000/0

This card is treated as a Normal Monster while in the GY. If this card is sent to the GY: You can send 1 Level 2 Zombie monster from your Deck to the GY, except “Pharaonic Punisher”. You can only use this effect of “Pharaonic Punisher” once per turn. If this card was Special Summoned by the effect of “Spirit of the Pharaoh”, its original ATK becomes 3000, and it can make a second attack during each Battle Phase.

 

Pharaoh’s Soulbinder

Level 2/EARTH/Zombie/ATK 800/DEF 0

This card is treated as a Normal Monster while in the GY. If this card is sent to the GY: You can target 1 Zombie monster in your GY, except “Pharaoh’s Soulbinder”; shuffle it into the Deck. You can only use this effect of “Pharaoh’s Soulbinder” once per turn. If this card is Special Summoned by the effect of “Spirit of the Pharaoh”: Send 1 card your opponent controls to the GY.

 

Incarnation of the Pharaoh

6/LIGHT/Zombie/Ritual/2500/0

You can Ritual Summon this card with “The True Sarcophagus”. If this card is Special Summoned: You can send 1 Zombie monster from your Deck to the GY, and if you do, place 1 “The First Sarcophagus” from your hand or Deck face-up in your Spell/Trap Zone. Its effect activates during each player’s End Phase. Face-up cards in your Spell/Trap Zone are unaffected by your opponent’s card effects.

 

The True Sarcophagus

Ritual Spell

This card is used to Ritual Summon “Incarnation of the Pharaoh” from your hand or GY. You must also Tribute monsters from your hand or field, and/or send Zombie Normal Monsters from your Deck to the GY, whose total Levels equal exactly 6. If you would place “The Second Sarcophagus” or “The Third Sarcophagus” in your Spell/Trap Zone with the effect of “The First Sarcophagus”, you can place this card from your GY in your Spell/Trap Zone as a Continuous Spell instead, treating it as the card that would have been placed.

 

The Last Sarcophagus

Continuous Trap

Activate by shuffling 1 “The First Sarcophagus” from your hand or GY into the Deck. This card’s name becomes “Spirit of the Pharaoh” while in your Spell/Trap Zone. You can only use each of these effects of “The Last Sarcophagus” once per turn.

• You can Tribute 1 Zombie monster, then target 1 Zombie monster in your GY with the same Level, but with a different original name; Special Summon it.

• If this face-up card is destroyed by a card effect and sent to the GY: Special Summon 1 “Spirit of the Pharaoh” from your Deck, ignoring the Summoning conditions.

 

Next:

 

Koa’ki Meiru

OR

Hazy Flame

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  • 4 weeks later...

This was rough, mostly because KM doesn't really have a design philosophy to base on, they're just kinda amalgamations of stuff.

 

Kozakoa'ki Meiru, Amalgamation Extraordinaire

WIND

Cyberse/Effect

1/0/2500

You can only use each of the following effects of "Kozakoa'ki Meiru, Amalgamation Extraordinaire" once per turn:

~ If this card is in your hand: You can reveal this card in your hand and declare a monster type; this turn, if a "Koa'ki Meiru" card requires you to reveal a monster with the declared type, you can reveal this card instead.

~ If this card is Normal or Special Summoned, or flipped face-up: You can take 1 "Koa'ki Meiru" monster from your Deck or GY, and either add it to your hand or Special Summon it.

 

Koa'ki Meiru Auroray

WATER

Wyrm/Effect

9/2700/3000

During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Spell in your hand. You can Tribute Summon this card by Tributing 1 "Koaki-Meiru" monster. You can only use each of the following effects of "Koa'ki Meiru Auroray" once per turn:

~ If this card is Normal or Special Summoned, you can reveal Spell/Traps in your hand that list "Koa'ki Meiru" monsters in their text; banish Set Spell/Traps/monsters your opponent controls, up to the number of cards revealed this way.

~ If a "Koa'ki Meiru" monster you control is destroyed: Special Summon, a "Koa'ki Meiru" monster with a different name from your Deck, but it cannot be destroyed until the end of your opponent's next turn.

 

Koa'ki Meiru Megumagician

FIRE

Spellcaster/Effect

4/2300/0

During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 FIRE monster in your hand. You can reveal 1 "Core of Koa'ki Meiru" Spell in your hand; destroy as many Special Summoned monsters your opponent controls as possible, and if you do, deal damage to your opponent equal to the highest ATK of the monsters destroyed, then destroy this card.You can only use this effect of "Koa'ki Meiru Megumagician" once per turn.

 

 

Platinum Core of Koa'ki Meiru

Normal Spell

This card's name becomes "Iron Core of Koa'ki Meiru" while in the hand or GY. Add 1 "Koa'ki Meiru" monster from your Deck to your hand. If this card is revealed by a "Koa'ki Meiru" card, draw 1 card immediately after this card stops being revealed. If this card is sent from the hand to the GY: You can banish 1 Spell/Trap that lists "Koa'ki Meiru" cards in its text from your GY, except "Platinum Core of Koa'ki Meiru"; Add 1 "Core of Koa'ki Meiru" Spell from your Deck to your hand.

 

Lead Core of Koa'ki Meiru

Quick-Play Spell

This card's name becomes "Iron Core of Koa'ki Meiru" while in the hand or GY. Set 1 Spell/Trap from your Deck that lists "Koa'ki Meiru" monsters in its text, except "Lead Core of Koa'ki Meiru". If this card is revealed by a "Koa'ki Meiru" card, send 1 card from your Deck to the GY after that effect resolves. You can banish this card from your GY; add 1 card that lists either "Koa'ki Meiru" monsters in its text or "Iron Core of Koa'ki Meiru" from your GY to your hand. You can only use each effect of "Lead Core of Koa'ki Meiru" once per turn.

 

Core Salvaging

Normal Spell

Banish 2 cards from your GY (any combination of "Iron Core of Koa'ki Meiru or "Koa'ki Meiru" monsters); Add 1 "Koa'ki Meiru" monster and 1 Spell/Trap that lists "Koa'ki Meiru" monsters in its text, except "Core Salvaging" from your Deck to your hand. You can only activate 1 "Core Salvaging" per turn

 

Core Refraction

Continuous Trap

You can reveal "Iron Core of Koa'ki Meiru" in your hand and declare an Attribute; for the rest of the turn, your opponent's monsters are treated as the declared Attribute. You can banish this card and a "Core of Koa'ki Meiru" card from your GY; add 1 "Core of Koa'ki Meiru" card from your Deck or GY to your hand with a different name from the banished card. If a "Koa'ki Meiru" monster would be destroyed; you can banish 1 "Core of Koa'ki Meiru" card from your hand; for the rest of the turn it cannot be destroyed, then send this card to the GY at the end of the turn.

 

I have a soft spot for really good female characters in Yugioh series who get absolutely wrecked in later seasons by bad writing

 

Aki Izayoi.dek (either cards that generate Plant tokens/Plant monsters and abuses them or Rose Dragons)

 

OR

 

Melodious

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Green Rose Dragon

Level 3/DARK/Dragon/Tuner/Effect

1000/1400

While this card is on the field or in the GY, all "Rose Dragon" monsters on the field and in the GY are treated as Plant monsters. When this card is used as synchro material for a "Rose Dragon" monster, target 1 "Rose Dragon" monster in your GY, except "Green Rose Dragon" special summon it in defence position.

 

Yellow Rose Dragon

Level 4/DARK/Dragon/Effect

1200/1500

If you control a Synchro monster,you can discard this card, add 2 plant monsters from your GY to your hand. If you control no synchro monsters, you can banish this card from your GY, target 1 "Rose Dragon" Synchro monster in your GY, special summon it. You can only use each effect of "Yellow Rose Dragon" once per turn.

 

Purple Rose Dragon

Level 3/DARK/Dragon/Tuner/Effect

If you control no monsters, you can special summon this card from your hand. If this card is sent to the GY as Synchro material, you can send 2 Plant monsters with different names from your deck to the GY. You can only use this effect of "Purple Rose Dragon" once per turn.

 

Orange Rose Dragon

Level 4/DARK/Dragon/Effect

1800/200

A "Rose Dragon" monster that uses this card as synchro material gains 600 ATK. During your Main Phase, if this card is in your GY, except the turn it was sent to the GY, if you control a "Rose Dragon" monster, you can special summon this card, but banish it when it leaves the field.

 

Rose of Rampage

Normal Spells

Target 1 "Rose Dragon" monster you control, it gains 500 ATK for each banished Plant or Dragon monster.

 

 

Pink Rose Dragon

Level 7/FIRE/Dragon/Synchro/Effect

1 Tuner + 1+ non-tuners

When this card is Synchro summoned, shuffle either all monsters or all Spell and Trap cards on the field into the deck. You can Shuffle 1 banished Plant monster into your deck, all monsters you control gain ATK equal to its level x400 until the end phase of this turn.

 

Crimson Rose Dragon

Level 10/FIRE/Dragon/Synchro/Effect

1 Tuner + 1 "Rose" Synchro monster

When this card is Synchro summoned the ATK of all other monsters on the field become 0. You can banish 1 Plant monster from your GY, destroy all monsters on the field with less ATK then this card. You can only use each effect of "Crimson Rose Dragon" once per turn.

 

Battlin' Boxers

 

or

 

Blackwings

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Battlin’ Boxer Promoter

1/FIRE/Warrior/200/200

If another “Battlin’ Boxer” monster you control battles, your opponent’s cards and effects cannot be activated until the end of the Damage Step. You can banish this card from your hand or GY, then target 1 “Battlin’ Boxer” monster you control that has a Level; Special Summon 1 “Battlin’ Boxer” monster from your hand with the same Level as that target. You can only use this effect of “Battlin’ Boxer Promoter” once per turn.

 

Battlin’ Boxer Journeyman

4/FIRE/Warrior/1600/1500

If this card is Normal Summoned: You can add 1 Level 3 or lower “Battlin’ Boxer” monster from your Deck to your hand. If this card is in your GY: You can banish both 1 Counter Trap and 1 other “Battlin’ Boxer” monster from your GY; Special Summon this card. You can only use this effect of “Battlin’ Boxer Journeyman” once per turn.

 

Battlin’ Boxer Stylist

4/FIRE/Warrior/200/2000

You can target 1 of your banished “Battlin’ Boxer” monsters, except “Battlin’ Boxer Stylist”; add it to your hand. You can only use this effect of “Battlin’ Boxer Stylist” once per turn. A “Battlin’ Boxer” Xyz Monster that was Summoned using this card as material gains the following effect.

• Each time a Counter Trap activated on your field resolves, you can attach that card to this card as material instead of sending it to the GY.

 

Stardust Stance

Counter Trap

During the Main Phase, when your opponent activates a Spell/Trap Card, or monster effect, while you control a “Battlin’ Boxer” monster: Activate 1 of these effects, based on which Phase it is.

• Main Phase 1: Negate the activation, and if you do, destroy that card.

• Main Phase 2: Add 1 Counter Trap from your Deck to your hand, except “Stardust Stance”, and if you do, all “Battlin’ Boxer” monsters you control are unaffected by your opponent’s card effects for the rest of this turn.

You can only activate 1 “Stardust Stance” per turn.

 

Battlin’ Boxer Champion Cestus

4/FIRE/Warrior/Xyz/2100/2100

2+ Level 4 “Battlin’ Boxer” monsters

You can detach 1 material from this card; resolve the appropriate effect, based on how many materials this card has.

• 1+: Add 1 “Jolt Counter”, “Last Counter”, or “Stardust Stance” from your Deck to your hand.

• 0: Xyz Summon 1 “Battlin’ Boxer” Xyz Monster from your Extra Deck, using this card you control as material.

You can only use the effect of “Battlin’ Boxer Champion Cestus” once per turn.

 

Battlin’ Boxer Stablemate Star

2/FIRE/Warrior/Link/2000/⬅️⬇️

2 FIRE monsters, including a Warrior monster

Each time your activated Counter Trap resolves, all monsters this card points to gain 800 ATK. You can only use each of the following effects of “Battlin’ Boxer Stablemate Star” once per turn.

• During your Main Phase: You can banish 1 “Battlin’ Boxer” monster from your Deck or GY, then immediately after this effect resolves, Normal Summon 1 Warrior monster.

• If a monster is banished from your GY: You can send 1 “Battlin’ Boxer” monster from your Deck to the GY.

 

Next:

 

Reptile Worm

OR

Graydle

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Worm Host

Level 2 | LIGHT | Reptile/Pendulum/Effect

7 <> 7

0 ATK / 2000 DEF

Pendulum: During either player's turn, if your opponent controls a monster and you control no monsters: You can banish this card from the field; Special Summon 1 Reptile-Type "Worm" monster from your Deck in face-down Defense Position. This turn, that monster cannot be destroyed by card effects.

Monster: If this card is destroyed: You can Special Summon 2 Worm Tokens (Reptile-Type/LIGHT/Level 2/ATK 0/DEF 1000) in Defense Position. You can only activate this effect of "Worm Host" once per turn.

 

Worm Assimilator

Level 6 | LIGHT | Reptile/Pendulum/Flip/Effect

1 <> 1

0 ATK / 2400 DEF

Pendulum: You cannot Pendulum Summon monsters, except Reptile-type monsters. This effect cannot be negated. Once per turn: You can Fusion Summon 1 Reptile-Type Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY.

Monster: FLIP: Reveal 3 Reptile-Type "Worm" monsters from your Deck. Your opponent randomly picks 1 to add to your hand, and you shuffle the rest into your Deck.

If this monster was flipped face-up because it was attacked: You can switch the ATK and DEF of the attacking monster, until the end of the Battle Phase.

 

Worm Hivemind

Level 8 | LIGHT | Reptile/Fusion/Effect

1500 ATK / 2500 DEF

3 Reptile-Type "Worm" monsters

Gains 100 ATK and DEF for each Reptile-Type "Worm" monster in your GY. This card can attack while in face-up Defense Position. If it does, apply its ATK for damage calculation. If this card is destroyed by battle or card effect: You can Special Summon 1 Reptile-Type "Worm" monster from your Deck in face-up Attack Position or face-down Defense Position, ignoring its summoning conditions.

 

Corrupted City - Ground Zero

Field Spell

Reptile-Type "Worm" monsters can be Normal Summoned or Set for 1 less Tribute. Your opponent cannot target face-down monsters you control with effects. Once per turn, during either player's turn, if a Reptile-Type "Worm" monster(s) is Flip Summoned or Special Summoned: You can target 1 face-up card your opponent controls; destroy it.

 

Inevitable Infestation

Counter Trap

If your opponent activates a Spell/Trap Card: You can reveal 1 Reptile-Type "Worm" monster in your hand; negate the activation, and if you do, destroy it, then if you control 3 or more face-down monsters, you can Set it to your field. You can only activate 1 "Inevitable Infestation" per turn.

 

Did you know Worm Zero is the only reptile-type Fusion in the entire game? I didn't, until I started writing up this post.

Next:

Mathmech OR Crystron

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Mathmech Sine
WATER/Cyberse/Effect/Level 4/500 ATK/1500 DEF
You can target 1 face-up Attack Position monster on the field; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters, also Special Summon this card from your hand in face-up Attack Position, and if you do, change that monster to Defense Position. This card cannot attack during the turn it was Special Summoned by this effect. You can only use this effect of "Mathmech Sine" once per turn.

Mathmech Secant
WATER/Cyberse/Effect/Level 4/1500 ATK/500 DEF
You can target 1 face-up Defense Position monster on the field; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters, also Special Summon this card from your hand in face-up Defense Position, and if you do, change that monster to Attack Position. This card cannot attack during the turn it was Special Summoned by this effect. You can only use this effect of "Mathmech Secant" once per turn.

Mathmech Tangent
WIND/Cyberse/Effect/Level 4/1000 ATK/1000 DEF
When this card is Normal or Special Summoned: You can change its battle position. You can only use each of these effects of "Mathmech Tangent" once per turn.
● During your Main Phase: You can Tribute Cyberse monsters from your hand or field, including this card on the field; Ritual Summon 1 "Mathmech" Ritual Monster from your hand whose Level exactly equals the total Levels of the monsters Tributed by this effect.
● During your Main Phase: You can Fusion Summon 1 "Mathmech" Fusion Monster from your Extra Deck, using this card on the field and Cyberse monsters from your hand or field as Fusion Materials.

Mathmech Logarithmer
LIGHT/Cyberse/Ritual/Effect/Level 8/? ATK/? DEF
You can Ritual Summon this card using any "Mathmech" card. This card's original ATK/DEF becomes the combined original ATK/DEF of the monsters Tributed to Ritual Summon it. You can only use each of these effects of "Mathmech Logarithmer" once per turn.
● You can discard this card; add 1 "Mathmech" card from your Deck to your hand.
● (Quick Effect): You can target 1 face-up card your opponent controls; negate its effects until the end of this turn, and if you do, this card loses 500 ATK/DEF.

Mathmech Fractalizer Hausdorff
LIGHT/Cyberse/Ritual/Effect/Level 12/1500 ATK/500 DEF
You can Ritual Summon this card using any "Mathmech" card. Gains ATK/DEF equal to the combined ATK/DEF of the monsters Tributed to Ritual Summon it. You can only use each of these effects of "Mathmech Fractalizer Hausdorff" once per turn.
● You can discard this card, then banish 1 "Mathmech" monster from your GY with a Level; Special Summon a number "Mathmech Fractal Tokens" (Cyberse/EARTH/Level 4/500 ATK/500 DEF) whose combined Levels equal the Level of the banished monster.
● When a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy it, also this card loses 1000 ATK/DEF.

Mathmech Exponentator
DARK/Cyberse/Fusion/Effect/Level 8/? ATK/? DEF
2 Cyberse monsters, including a "Mathmech" monster
Must first be Fusion Summoned using a "Mathmech" card. This card's original ATK/DEF becomes the combined original ATK/DEF of the materials used to Summon it. You can only use each of these effects of "Mathmech Exponentator" once per turn.
● (Quick Effect): You can target 1 card in your opponent's GY; banish it, and if you do, this card gains 500 ATK/DEF.
● When this Fusion Summoned card leaves the field because of your opponent's card: You can target 1 Level 4 Cyberse monster in your GY; Special Summon it.

Mathmech Notator Kunth
DARK/Cyberse/Fusion/Effect/Level 12/500 ATK/1500 DEF
2+ Cyberse monsters, including a "Mathmech" Ritual, Fusion, Synchro, or Xyz Monster
Must first be Fusion Summoned using a "Mathmech" card. Gains ATK/DEF equal to the combined ATK/DEF of the materials used to Summon it. You can only use each of these effects of "Mathmech Notator Kunth" once per turn.
● (Quick Effect): You can target 1 card on your opponent's side of the field or in your opponent's GY; banish it, and if you do, this card gains 1000 ATK/DEF.
● When this Fusion Summoned card leaves the field because of your opponent's card: You can target 1 banished monster; Special Summon it.

Mathmech Hyperoperation
Spell/Quick-Play
If you control a "Mathmech" monster: Activate 1 of these effects.
● Tribute Cyberse monsters from your hand or field, then Ritual Summon 1 "Mathmech" Ritual Monster from your hand whose Level exactly equals the total Levels of those monsters.
● Fusion Summon 1 "Mathmech" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY.
You can only activate 1 "Mathmech Hyperoperation" per turn.

Next:
Let's give some more support to some of the cards from ZEXAL.
Rio/Merag's Cards (WATER Winged Beast)
OR
Raccoons (LV2 EARTH Beasts)

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Blizzard Roc

WATER

Winged-Beast/Effect

4/1400/1600

If this card is Normal/Special Summoned; You can Special Summon 1 WATER Winged-Beast monster from your Deck, but you cannot Special Summon monsters from the Extra Deck for the rest of the turn, except WATER monsters. You can Tribute 1 monster; Add 1 "Freez" Spell/Trap from your Deck to your hand. You can only use each effect of "Blizzard Roc" once per turn.

 

Blizzard Vulture

WATER

Winged-Beast/Effect

4/1200/0

If this card is Normal/Special Summoned; You can send 1 WATER Winged-Beast monster from your Deck to the GY. You can only use this effect of "Blizzard Vulture" once per turn. Once per turn (Quick Effect): You can banish 1 WATER Winged-Beast monster from your GY and choose a monster type, then target 1 monster on the field; Treat that target as that type for the rest of the turn.

 

Ibis of the Great Blizzard

WATER

Winged-Beast/Link/Effect

0/LINK-2

SW SE

2 WATER Winged-Beast monsters

When a monster loses ATK by card effect, immediately after that effect resolves, this card gains ATK equal to the lost ATK. WATER monsters this card points to gain ATK equal to this card's ATK. You can target 1 WATER monster with ATK equal to or less than this card's ATK; Special Summon it to a zone this card points to, but you cannot Special Summon monsters from the Extra Deck for the rest of the turn, except WATER monsters. You can only use this effect of "Ibis of the Great Blizzard" once per turn.

 

Land of Freezing Flame

Field Spell

If you control a WATER Winged-Beast monster, monsters in your opponent's possession with 0 ATK cannot activate their effects. You can only use each of the following effects of "Land of Freezing Flame" once per turn.

~ If a monster loses ATK: Your opponent takes damage equal to the lost ATK.

~If a WATER Winged-Beast monster on the field is destroyed: Special Summon 1 WATER Winged-Beast monster from your Deck with the same Level as 1 monster on the field or in your GY.

 

Rank-Up-Magic Flash Freeze Force

Quick-Play Spell

During your Main Phase, or the Battle Phase: Target 1 WATER Xyz Monster you control; Special Summon from your Extra Deck, 1 WATER Xyz Monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) After that Summon resolves, the ATK of all monsters your opponent controls becomes 0. You can only activate 1 "Rank-Up-Magic Flash Freeze Force" per turn.

 

Freezero Blade

Quick-Play Spell

Target 1 WATER Winged-Beast monster you control and 1 face-up monster your opponent controls; the opponent's monster's ATK becomes 0, and your monster gains ATK equal to half the lost ATK. You can only activate 1 "Zero Blade" per turn.

 

Freezing Chain

Normal Trap

Special Summon 1 WATER Winged-Beast monster from your hand/Deck, and equip it with this card. If this card leaves the field, destroy that monster. If this card is sent from the field to the GY while an Equip Card: Add 1 "Rank-Up Magic" Spell from your Deck or GY to your hand.

 

Freezing Flame Egg

Normal Trap

Target 1 WATER Xyz monster in your GY; Special Summon in in Defense Postion. Its effects are negated and its Rank is increased by 1. You can only activate 1 "Freezing Flame Egg" once per turn.

 

Number C94: Frozen Zero

WATER

Warrior/Xyz/Effect

R6/2800/2500

3 Level 6 monsters

Unaffected by other monsters' activated effects, whose ATK is less than this card's original ATK. If this card has "Number 94 Crystal Zero" as material, it gains the following effects.:

(Quick Effect): You can detach 1 Xyz Material from this card; until the End Phase, the ATK of monsters your opponent controls becomes 0. After that, during the following turn the ATK of monsters your opponent controls becomes half their original ATK.

 

Next, we look at our ENTAME duelists:

Dennis Macfield's Performages

or Yuya Sakaki's Performapals, with the added caveat that it should revolve around its own archetype, with small sprinklings from Magicians and Odd-Eyes at the absolute maximum.

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Performage Sword Swallower

Level 4 | LIGHT | Spellcaster/Effect

0 ATK / 1800 DEF

When an opponent's monster declares an attack: You can Special Summon this card (from your hand) in face-up Attack Position, and if you do, change the attack target to this card. Neither player takes damage from battles involving this card. During either player's turn, except the turn this card was sent to the GY: You can banish this card from the GY, then target 1 face-up monster your opponent controls; change its ATK to 0 until the end of the turn. You must control a face-up "Performage" card to activate and to resolve this effect. You can only activate 1 "Performage Sword Swallower" effect per turn, and only once that turn.

 

Performage Shuffler

Level 4 | DARK | Spellcaster/Pendulum/Effect

6 <> 6

1800 ATK / 1200 DEF

Pendulum: Once per turn, during either player's turn, if a card or effect is activated that would inflict damage to a player: You can target 1 card on the field; shuffle it into the Deck, then take 1000 damage.

Monster: If this card is Normal or Special Summoned: You can send 1 "Performage" monster from your Deck to the GY, except "Performage Shuffler". If this card is sent to the GY: You can target 1 "Performage" monster in your GY and 1 card your opponent controls; shuffle both into the Decks, then take 1000 damage. You can only activate this effect of "Performage Shuffler" once per turn.

 

Performage Ringleader

DARK | Spellcaster/Link/Effect

1900 ATK / LINK-2 D R

2 "Performage" monsters

While you control this Link Summoned monster, you take no effect damage, also any effect damage you would take from the effect of a "Performage" card is inflicted to your opponent instead. If a "Performage" monster you control is targeted by a card effect (Quick Effect): You can pay LP equal to that monster's Level, Rank, or Link Rating x 500; negate the activation, and if you do, destroy that card, and if you do that, inflict damage to your opponent equal to half the LP you paid. You can only activate this effect of "Performage Ringleader" once per turn.

 

Prop Misfire

Quick-Play Spell

Tribute 1 "Performage" monster you control; Special Summon from your Deck, 1 "Performage" monster with the same Level but a different name than the Tributed monster, and if you do, take damage equal to half its original DEF. You can only activate 1 "Prop Misfire" per turn.

 

Next: 

The Agents OR Darklords

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The Agent of Aspiration - Pluto
1/LIGHT/Fairy/600/200
If you do not control a card in the Field Zone: You can Special Summon this card from your hand, then activate 1 "The Sanctuary in the Sky" from your Deck. If this card is banished: You can target 1 monster on the field; gain LP equal to its ATK. "The Sanctuary in the Sky" must be on the field to activate and to resolve this effect. You can only use each effect of "The Agent of Aspiration - Pluto" once per turn.

Darklord Pluto
1/DARK/Fairy/200/600
If this card is sent to the GY by the effect of a "Darklord" card, or to activate the effect of a "Darklord" card: You can Special Summon it. (Quick Effect): You can pay 1000 LP, then target 1 "Darklord" Spell/Trap in your GY; apply that target's effect, then shuffle it into the Deck. You can only use each effect of "Darklord Pluto" once per turn.

Darklord Lucith, the Anti-Agent
12/DARK/Fairy/Fusion/3600/3200
"Darklord Morningstar" or "Condemned Darklord" + 1+ Fairy monsters
Must be Fusion Summoned. Your opponent cannot banish cards, nor gain LP. (Quick Effect): You can pay 1000 LP; banish 1 "Darklord" Spell/Trap from your Deck or GY, then apply that card's effect. This effect can be activated a number of times per turn up to the number of Level 10 or lower monsters used for this card's Fusion Summon.

Master Hyperion Nova
8/LIGHT/Fairy/Synchro/2000/4000
1 Tuner + 1+ LIGHT Fairy non-Tuners
Once per turn: You can destroy cards your opponent controls, up to the number of monsters used as Synchro Material for this card's Synchro Summon. While "The Sanctuary in the Sky" is on the field, and your LP is higher than your opponent's, any card sent to your opponent's GY is banished instead.

The Agent of Truth - Neptune
2/LIGHT/Fairy/Link/1700 (BL/BR)
2 Fairy monsters
While "The Sanctuary in the Sky" is on the field, your opponent cannot target face-up Spells/Traps you control with card effects, also they cannot be destroyed by your opponent's card effects. You can only use each of the following effects of "The Agent of Truth - Neptune" once per turn.
* You can target 1 Fairy monster this card points to; gain LP equal to its ATK.
* If you gain LP: You can banish 1 Fairy monster from your Deck with less ATK than the LP gained.

Darklord's Resentment
Quick-Play Spell
If you control a Level 5 or higher "Darklord" monster: Send 1 "Darklord" Trap from your Deck to the GY, and if you do, this effect becomes that card's effect when it is activated. You can only activate 1 "Darklord's Resentment" per turn.

The Ultimate Darklord
Normal Spell
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field, including a "Darklord" monster, as Fusion Materials, and if you do, it cannot be destroyed by battle or card effects this turn. You can only activate 1 "The Ultimate Darklord" per turn.

Final Fight with the Forbidden
Quick-Play Spell
Banish 1 "The Agent" monster from your hand, field or GY, then target 1 LIGHT Fairy monster you control; it is unaffected by your opponent's card effects for the rest of this turn, then, if "The Sanctuary in the Sky" is on the field, you can Set this card instead of sending it to the GY.

An Agent's Responsibility
Continuous Trap
When this card is activated, if "The Sanctury in the Sky" is on the field, and your opponent controls more monsters than you do: You can Special Summon "The Agent" monsters with different names from your GY and/or that you have banished, up to the difference. While your LP is higher than your opponent's, LIGHT Fairy monsters you control cannot be destroyed by battle. You can only control 1 "An Agent's Responsibility".

Darklord Desertion
Normal Trap
Send 1 "Darklord" monster from your hand or face-up field to the GY; banish 1 monster from your opponent's GY, and if you do, gain LP equal to its original ATK. You can only activate 1 "Darklord Desertion" per turn.

Next:
Wight
OR
PSY-Frame

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Wighterrier

LIGHT

Zombie/Effect

1/300/200

(Quick Effect) You can Tribute this card; Special Summon 1 "Skull Servant" or "Wight" monster from your hand. If this card is sent to the GY: You can send 1 Level 1 Zombie monster from your hand/Deck to the GY. This card's name is treated as "Skull Servant" while in the GY. You can only use each effect of "Wighterrorer" once per turn.

 

Wightservant

EARTH

Zombie/Effect

3/1500/900

If this card is Normal/Special Summoned: Send 1 "Wight" Spell/Trap Card from your hand/Deck to your GY. If your opponent declares an attack: You can send this card from your hand to the GY; you choose a new target for the attack. This card's name is treated as "Skull Servant" while in the GY. You can only use each effect of "Wightservant" once per turn.

 

Wightheritage

Normal Spell

If you control 2 "Skull Servant" or "Wight" monsters: Take 1 "Skull Servant" or "Wight" monster from your deck with a different name from the monsters you control or in your GY, and either add it to your hand or Special Summon it. You can banish this card from your GY, then target 1 Zombie monster you control; for the rest of the turn, if that monster declares an attack, your opponent cannot activate cards/effects until the end of the Battle Phase. You can only activate 1 "Wightheritage" per turn. This card's name is treated as "Skull Servant" in the GY.

 

The Wight House

Field Spell

If you control "King of the Skull Servants", your opponent cannot target or destroy this card with card effects. This card's name is treated as "Skull Servant" in the GY. The first time a "Skull Servant" or "Wight" monster would leave the field by a card's effect, except by being destroyed, you can send this card to the GY instead. You can only use 1 of the following effects of "The Wight House" per turn, and only once that turn.

~ If this card is in your GY: you can banish 1 Zombie monster from your GY; add this card from your GY to your hand.

~ If you control exactly 1 "Skull Servant" or "Wight" monster and no other monsters: You can Special Summon 1 ""Skull Servant" or "Wight" monster from your hand/GY.

 

Wighttack!

Counter Trap

If a monster effect is activated while you control a "Skull Servant" or "Wight" monster: Negate that effect, then, if you control "The Lady in Wight", banish that card and all other copies of that card in both player's decks. If you control "King of the Skull Servants", you can activate this card the turn it was Set. This card's name is treated as "Skull Servant" in the GY.

 

Pretender to the Skull Throne

DARK

Zombie/Link/Effect

0/LINK 1

1 "Skull Servant" monster with a Level.

If this card is Link Summoned: Send 1 "Wight" card from your Deck to the GY. Gains 500 ATK for each "Skull Servant" card in your GY. This card's name becomes "King of the Skull Servants" on the field and in the GY. This card, also the monster this card points to, inflicts piercing battle damage. If this card is sent from the field to the GY: Target 1 "Skull Servant" monster in your GY; Special Summon it. You can only use this effect of "Pretender to the Skull Throne" once per turn.

 

Zombies!


Mayakashi

or
Shiranui

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  • 3 weeks later...

Umibozu, the Commanding Mayakashi
LIGHT/Zombie/Tuner/Effect/Level 4/100 ATK/100 DEF
You can only control 1 "Umibozu, the Commanding Mayakashi". During your Main Phase, if this card is in your hand or GY: You can target 1 Level 3 or higher "Mayakashi" Synchro Monster you control; reduce its Level by 2, and if you do, Special Summon this card. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except "Mayakashi" monsters.

Nekohime, the Feline Mayakashi
WIND/Zombie/Effect/Level 3/1600 ATK/400 DEF
Gains 100 ATK for each Zombie monster in your GY with a different name. If you control a monster that is not a "Mayakashi" monster, destroy this card. When this card destroys an opponent's monster by battle: You can Tribute this card; Special Summon 1 of your Zombie monsters that is banished or is in your GY. You can only use this effect of "Nekohime, the Feline Mayakashi" once per turn. You cannot Special Summon monsters from the Extra Deck, except “Mayakashi” monsters.

Enshoujo, the Alluring Mayakashi
DARK/Zombie/Effect/Level 1/500 ATK/700 DEF
When you take damage from your opponent's card (by battle or by card effect): You can Special Summon this card from your hand in face-up Attack Position, and if you do, for the rest of the turn, if you would take damage from your opponent's card, gain LP equal to that damage instead, also this card cannot be destroyed by battle this turn. You can only use this effect of “Enshoujo, the Alluring Mayakashi” once per turn. You cannot Special Summon monsters from the Extra Deck, except “Mayakashi” monsters.

Kawataro, the Lurking Mayakashi
WATER/Zombie/Flip/Effect/Level 3/1100 ATK/1700 DEF
FLIP: Take 1 “Mayakashi” card from your Deck, except “Kawataro, the Lurking Mayakashi”, and either add it to your hand or send it to the GY.
If this card is destroyed by battle or by card effect, or is sent to the GY for the Synchro Material of a "Mayakashi" Synchro Monster: You can target up to 3 of your banished "Mayakashi" monsters; return them to the GY, and if you do, draw 1 card. You cannot Special Summon monsters from the Extra Deck the turn you activate either of this card's effects, except "Mayakashi" monsters. You can only use each effect of "Kawataro, the Lurking Mayakashi" once per turn.

Dayu, the Ravenous Mayakashi
EARTH/Zombie/Effect/Level 1/200 ATK/300 DEF
When a card or effect is activated that targets a "Mayakashi" monster(s) you control (Quick Effect): You can reveal this card in your hand, then discard 1 card from your hand; negate the activation, and if you do, Special Summon this card (from your hand). You can only use this effect of “Dayu, the Ravenous Mayakashi” once per turn. You cannot Special Summon monsters from the Extra Deck, except “Mayakashi” monsters.

Nurarihyon, the Commanding Mayakashi
LIGHT/Zombie/Synchro/Effect/Level 11/3200 ATK/2900 DEF
1 Tuner + 1+ non-Tuner monsters
You can only control 1 “Nurarihyon, the Commanding Mayakashi”. You can only use each of these effects of “Nurarihyon, the Commanding Mayakashi” once per turn.
● If a Link Monster in your possession is destroyed by battle or an opponent's card effect while this card is in your GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card.
● If this card is Special Summoned from the GY: You can target 1 of your "Mayakashi" monsters that is banished or is in your GY; Special Summon it.

Nekomata, the Feline Mayakashi
WIND/Zombie/Synchro/Effect/Level 9/2500 ATK/1200 DEF
1 Tuner + 1+ non-Tuner monsters
You can only control 1 “Nekomata, the Feline Mayakashi”. You can only use each of these effects of "Nekomata, the Feline Mayakashi” once per turn.
● If a Synchro Monster in your possession whose original Level is 11 is destroyed by battle or an opponent's card effect while this card is in your GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card.
● If this card is Special Summoned from the GY: You can activate this effect; the ATK of 1 monster your opponent controls becomes half its current ATK, and if it does, this card gains that lost ATK.

Hinoenma, the Alluring Mayakashi
DARK/Zombie/Synchro/Effect/Level 7/1400 ATK/2300 DEF
1 Tuner + 1+ non-Tuner monsters
You can only control 1 “Hinoenma, the Alluring Mayakashi”. You can only use each of these effects of "Hinoenma, the Alluring Mayakashi” once per turn.
● If a Synchro Monster in your possession whose original Level is 9 is destroyed by battle or an opponent's card effect while this card is in your GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card.
● If this card is Special Summoned from the GY: You can activate this effect; until your next End Phase, take control of 1 monster your opponent controls.

Kawako, the Lurking Mayakashi
WATER/Zombie/Synchro/Effect/Level 5/1800 ATK/3000 DEF
1 Tuner + 1+ non-Tuner monsters
You can only control 1 “Kawako, the Lurking Mayakashi”. You can only use each of these effects of "Kawako, the Lurking Mayakashi” once per turn.
● If a Synchro Monster in your possession whose original Level is 7 is destroyed by battle or an opponent's card effect while this card is in your GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card.
● If this card is Special Summoned from the GY: You can activate this effect; change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.

Futakuchi-Onna, the Ravenous Mayakashi
EARTH/Zombie/Synchro/Effect/Level 3/0 ATK/800 DEF
1 Tuner + 1+ non-Tuner monsters
You can only control 1 “Futakuchi-Onna, the Ravenous Mayakashi”. You can only use each of these effects of "Futakuchi-Onna, the Ravenous Mayakashi” once per turn.
● If a Synchro Monster in your possession whose original Level is 5 is destroyed by battle or an opponent's card effect while this card is in your GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card.
● If this card is Special Summoned from the GY: You can activate this effect; equip 1 of your opponent's monsters to this card. This card gains the ATK and effects of the equipped monster, also, if it would be leave the field because of your opponent's card, you can destroy the equipped monster instead.

Mayakashi Magatama
Spell/Equip
Activate this card by Tributing 1 "Mayakashi" monster you control, then target 1 "Mayakashi" monster in your GY; Special Summon that target in Attack Position and equip it with this card. The equipped monster cannot be targeted by your opponent's card effects. You can only control 1 "Mayakashi Magatama".

Mayakashi Deception
Trap/Normal
When an opponent's monster activates its effect while you control a Zombie Synchro Monster: The activated effect becomes “your opponent chooses 1 Synchro Monster they control and destroys it”. While this card is in the GY, if a "Mayakashi" Link Monster is Link Summoned to your field: You can Set this card, but banish it when it leaves the field. You can only use 1 "Mayakashi Deception" effect per turn, and only once that turn.

Next:
Dragonmaids
OR
Generaiders

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