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Now, I know this sounds redundant, but hear me out.
Instead of just making ONE card, in here, I want at least 2 Main Deck monsters, at least 1 Extra Deck monster, and at least 1 Spell/Trap Card.

Other than those stipulations, make as many cards as you want.

Also, this will have an emphasis on LEGACY support. No archetypes, serieses, or character decks from the VRAINS era. Only ARC-V and before.
On that note, I'm giving this an additional gimmick.

Each person suggests TWO serieses, archetypes, and/or characters that they want support for.
To start us off, how about one of my favorite YGO waifus?

Next Selection:
Anime Akiza (focuses on Synchro Summoning using Plants, as well as field manipulation)
OR
Manga Akiza (focuses on high-level Plants and getting them out easier)

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Tune Tulip

Level 2 Tuner, Plant, EARTH

When Tune Tulip is Normal or Special Summoned, target 1 Plant-Type monster in your Graveyard: Special Summon that monster. It's Level becomes 1, and it's effects are negated. When you Synchro Summon using this card and 1 or more Plant-Type monsters as Synchro Material: Draw 1 card. You can only use each effect of this card once per turn.

200/900

 

Blossom Brawler

Level 3, Warrior, EARTH

When a Plant-Type monster you control battles, you can Special Summon this card (from your hand) during the Damage Step, and your battling monster gains 800 ATK, until the End Phase. When this card you control leaves the field, target 1 face-up monster your opponent controls: Switch it to Defense Position.

800/300

 

Thorn Mine

Cont Trap

Once each turn, when a Plant-Type monster is Special Summoned, you can target 1 face-up monster your opponent controls: Switch it to Defense Position, and it loses 500 DEF.

 

Snapdragoner

Level 5, Plant, FIRE

1 Plant-Type Tuner + 1 or more non-Tuner monsters

When Snapdragoner is Synchro Summoned, inflict 500 damage to your opponent for each Synchro Material Monster used to summon it. When your opponent takes effect damage, target monster they control loses ATK equal to half the damage taken.

2000/1100

 

 

Heraldic

 

or 

 

Chronomaly

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Heraldic Beast Naga

EARTH | Reptile | Level 4 | Effect

If you control a Psychic Xyz monster, you can Special Summon this card (from your hand). Once per turn, when a "Heraldic Beast" monster is Normal or Special Summoned: You can add 1 "Heraldry" card from your Deck to your hand. You can only use each effect of "Heraldic Beast Naga" once per turn.

1700/1000

 

Heraldic Beast Kobold

EARTH | Beast | Level 4 | Effect

When this card is Normal Summoned, you can Special Summon 1 "Heraldic Beast Kobold" from your Deck. If this card is used as Xyz Material for a Psychic Xyz monster, that monster gains the following effect.

* Once per turn: You can banish 1 card from your hand; add 1 "Heraldic" or "Heraldry" card from your GY to your hand.

200/1500

 

Heraldry Force

Normal Trap

If you control a Psychic Xyz Monster: Move that monster to a Main Monster Zone if it is in an Extra Monster Zone and Special Summon 1 "Heraldic Beast" monster from your hand.

 

Heraldic Beast Salamander

FIRE | Beast | Link 2 | Effect

Links SE SW

2 Level 4 monsters

This card can be treated as a Level 4 monster for the Xyz Summon of a Psychic Xyz monster. Once per turn: You can Special Summon 1 "Heraldic Beast" monster from your GY to a zone this card points to.

ATK 1000

 

next:

Anime Adrian Gecko (cloudian/exodia)

or

Manga Adrian Gecko (forbidden beasts, tl;dr rely on keeping "forbidden mantra" out to gain effects)

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Cloudian - Fractus
WATER/Fairy/Effect/Level 4/300 ATK/0 DEF
Cannot be destroyed by battle. If this card is in Defense Position: Destroy it. If you control a "Cloudian" monster, you can Special Summon this card (from your hand). You can only Special Summon "Cloudian - Fractus" once per turn this way. If this card is Normal or Special Summoned: You can place 1 Fog Counter on each "Cloudian" monster on the field. If a "Cloudian" monster(s) would be removed from the field by a card effect, you can remove a Fog Counter from each of those monsters instead.

Cloudian - Pileus
WATER/Fairy/Effect/Level 4/1900 ATK/0 DEF
Cannot be destroyed by battle. If this card is in Defense Position: Destroy it. If this card is Normal or Special Summoned: You can place 1 Fog Counter on each "Cloudian" monster on the field.

Cloudian - Arcus
WATER/Fairy/Effect/Level 4/1100 ATK/0 DEF
Cannot be destroyed by battle. If this card is in Defense Position: Destroy it. If this card is Normal or Special Summoned: You can place 1 Fog Counter on each "Cloudian" monster on the field. During your Main Phase: You can remove 3 Fog Counters from anywhere on the field; immediately after this effect resolves; Normal Summon 1 "Cloudian" monster from your hand. You can only use this effect of "Cloudian - Arcus" once per turn.

Cloudian - Murus
WATER/Fairy/Effect/Level 6/100 ATK/0 DEF
Cannot be destroyed by battle. If this card is in Defense Position: Destroy it. If this card is Normal or Special Summoned: You can place 1 Fog Counter on each "Cloudian" monster on the field, then, you can place 1 Fog Counter on this card for each monster your opponent controls. "Cloudian" monsters you control with Fog Counters cannot be targeted or destroyed by your opponent's card effects, also you take no battle damage from battles involving those monsters. Once per turn (Quick Effect): You can remove 2 Fog Counters from this card; halve the ATK and DEF of all monsters your opponent controls.

Cloudian - Funnel Hydra
WATER/Fairy/Xyz/Effect/Rank 4/2000 ATK/0 DEF
2+ Level 4 "Cloudian" monsters
Cannot be destroyed by battle. If this card is in Defense Position: Destroy it. During your Main Phase: You can detach 1 material from this card; place 1 Fog Counter on each face-up card on the field. You can only use this effect of "Cloudian - Tornado Dragon" once per turn. This card gains 100 ATK for each Fog Counter on the field. Once per Chain (Quick Effect): You can target 1 face-up card your opponent controls with a Fog Counter(s) on it; return it to its owner's hand.

Cloudian - Noctilucent
WATER/Fiend/Link/Effect/1800 ATK/LINK-2
SW, SE
2 "Cloudian" monsters
Cannot be destroyed by battle. "Cloudian" monsters this card points to gain 100 ATK for each Fog Counter on the field. Once per turn: You can target a "Cloudian" monster you control; place a number of Fog Counters on it, up to the number of "Cloudian" monsters you control. If this face-up card leaves the field: You can add up to 3 "Cloudian" monsters to your hand, but you can only add a maximum of 1 each from your Deck, GY, and/or that was banished. You can only use this effect of "Cloudian - Noctilucent" once per turn.

Clathrate Hydrates
Spell/Normal
Add 1 "Cloudian" monster from your Deck or GY to your hand. During your Main Phase, except the turn this card was sent to the GY, if a "Cloudian" monster would remove a Fog Counter(s) to activate an effect, you can banish this card from your GY instead. You can only activate each effect of "Clathrate Hydrates" once per turn.

Super Lucky Cloud
Spell/Normal
You can only activate 1 "Super Lucky Cloud" once per Duel. Remove as many Fog Counters from your side of the field as you wish; activate the following effects in sequence, equal to the number of Fog Counters removed by this effect.
● 3+: Draw 1 card.
● 6+: Special Summon 1 "Cloudian" monster from your hand.

● 9+: Special Summon 1 "Cloudian" monster from your GY.
● 12+: Special Summon 1 "Cloudian" monster from your Deck.
● 15+: Draw 2 cards, then shuffle 1 card in your hand back into your Deck.

St. Elmo's Fire
Trap/Continuous
When this card is activated: Place 1 Fog Counter on each face-up "Cloudian" monster you control. Once per turn: You can remove 3 Fog Counters from anywhere on the field; then target 1 card your opponent controls; destroy it, then, if it was a monster, inflict damage to your opponent equal to half its ATK. You can only control 1 "St. Elmo's Fire".

Ozone Hole
Trap/Counter
When a Spell/Trap Card, or monster effect, is activated while you control a "Cloudian" monster: Negate the activation, and if you do, destroy that card. If you control 3 or more "Cloudian" monsters, shuffle that card into its owner's Deck instead. You can only activate "Ozone Hole" once per turn.

Next Set:
Trains
OR
Mecha Phantom Beasts

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Hyper Locomotive Mad Dash

Level 10 EARTH Machine

If you control a Level 10 EARTH Machine-Type monster, you can Special Summon this card (from your hand) in Attack Position, but you can only Special Summon Rank 10 Machine-Type Xyz Monsters for the rest of the turn. When this card is sent to the Graveyard, target 1 Level 4 or lower Machine-Type monster in your Graveyard: Return it to your Deck.

800/2800
 

Steam Dasher 

Level 4 EARTH Machine

Once per turn, you can target 1 face-up monster your opponent controls: It loses ATK and DEF equal to this card's level x100, until the End Phase.

1800/1000

 

Rail Switch

Quick-play spell

When a Level 10 EARTH Machine-Type monster you control is sent to the Graveyard, Special Summon 1 Level 4 or lower machine-Type monster from your Graveyard in Attack Position. It's effects are negated and it's level becomes 10.

 

Omega Cannon Railking Max Dakka

Rank 10 Xyz, EARTH Machine

2+ Level 10 Machine-Type monsters

When this card is Xyz Summoned: Inflict 800 damage to your opponent for each Xyz Material it has. Once each turn (Quick Effect), you can detach 1 Xyz material from this card: Destroy target card your opponent controls, and the effects of cards in columns adjacent to the destroyed card have their effects negated, until the End Phase.

3300/3500

 

====

Aromas

 

or 

 

D/D

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aromage_lavender_by_bdsceptyr-dar2n9n.pn

 

Aromage Lavender

WIND/Plant-Type Effect Monster/Level 1/1000 ATK/200 DEF
 
Lore: If this card is Summoned while your LP is higher than your opponent's: You can Special Summon 1 Level 3 or higher "Aromage" monster from your hand or GY. A Plant Synchro Monster that was Synchro Summoned using this card as a Material when you previously gained LP that turn gains 1000 ATK/DEF.
 
 
aroma_drake_by_bdsceptyr-db91o7x.png
 
Aroma Drake
EARTH/Thunder-Type Flip Effect Monster/Level 7/2500 ATK/2400 DEF
 
Lore: Each turn, if this card is flipped face-up, the first time each "Aroma" card you control would be destroyed by a card effect, it is not destroyed. You can target 1 Level/Rank 6 or lower "Aroma" monster you control; Special Summon this card from your hand in Defense Position, and if you do, this card loses Levels equal to that target's Level/Rank. You can only use this effect of "Aroma Drake" once per turn.
 
 
aromaseraphy_lavender_by_bdsceptyr-daqzr
 
Aromaseraphy Lavender
WIND/Plant-Type Ritual Effect Monster/Level 2/1200 ATK/400 DEF
 
Lore: You can Ritual Summon this card with "Aroma Shrine". This card can attack directly. While your LP is higher than your opponent's, all Plant monsters you control with 1000 or less ATK cannot be destroyed by battle or card effects. Once per turn, if you gain LP: You can Special Summon 1 Level 6 or lower Plant monster from your Deck, ignoring its Summoning conditions, but return it to the hand during the End Phase.
 
 
aromaseraphy_cananga_by_bdsceptyr-daqu8h
 
Aromaseraphy Cananga
EARTH/Plant-Type Xyz Effect Monster/Rank 4/1600 ATK/1200 DEF
 
Lore: 2 Level 4 Plant monsters
While your LP is higher than your opponent's, your opponent cannot Special Summon monsters from the hand or GY in Attack Position. Once per turn, if you gain LP: You can detach 1 material from this card to target 1 Set card or 1 Defense Position monster on the field; shuffle it into the Deck, and if you do, this card gains 1000 ATK/DEF until the end of the next turn.
 
 
aromaseraphy_bergamot_by_bdsceptyr-daqw6
 
Aromaseraphy Bergamot
FIRE/Plant-Type Fusion Effect Monster/Level 7/2600 ATK/2000 DEF
 
Lore: 1 Plant monster + 1 "Aroma" monster
Must be either Fusion Summoned, or Special Summoned by paying 1500 LP and banishing the above cards you control whose total Levels/Ranks equal 7 (in this case, you do not use "Polymerization".) While your LP is higher than your opponent's, your opponent cannot activate Normal Spell/Trap Cards. If the difference between you and your opponent's LP is 3000 or less, this card gains ATK equal to half that difference. Once per turn, if you gain LP: You can banish 1 card from the hand of each player with a hand until the End Phase.
 
 
aroma_shrine_by_bdsceptyr-dbv0ta5.png
 
Aroma Shrine
Continuous Spell Card
 
Lore: During your Main Phase: You can Fusion Summon 1 Plant Fusion Monster, by shuffling Fusion Materials listed on it from your side of the field or your GY into the Deck. During the Main Phase: You can send this card to the GY; Tribute monsters from your hand or field whose total Level equal or exceed the Level of a Plant Ritual Monster in your hand, then Ritual Summon that Ritual Monster. You can only use each effect of "Aroma Shrine" once per turn.
 
iU8EggM.png
 
TA DA
 
Now for the next up Legacy stuff, how about my two white whales of card-making in the ZeXal era: 
 
OR
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Astro-Galus

EARTH | Level 3 | Plant | Effect

You can discard this card; Inflict 200 damage to your opponent for each Plant monster on your field. If this card is in your GY, and a Plant Monster is destroyed by battle and sent to the GY: You can add this card to your hand.

500/500

 

Solar-num

EARTH | Level 3 | Plant | Effect

When a Plant monster is destroyed by battle (Quick Effect): Special Summon this card (from your hand), then end the Battle Phase. If this card (as Xyz material) is detached and sent to the GY: Inflict 100 damage to your opponent for each card in their hand.

400/400

 

Star-zygium

EARTH | Level 3 | Plant | Effect

When this card is Normal Summoned: You can discard 1 Plant monster and if you do, Special Summon 1 Level 3 Plant monster from your hand. You can banish this card from your GY: Inflict 100 damage to your opponent.

300/300

 

Battlecruiser Orchidia

EARTH | Rank 3 | Plant | Xyz | Effect

2+ Level 3 Monsters

This card gains 200 ATK and DEF for each material attached to it. You can detach 1 material from this card: Inflict damage to your opponent equal to the ATK of this monster. You can only activate this effect once per turn. When this card leavs the field: Inflict 200 damage to your opponent for each card on their field.

1100/2000

 

Nature's Payback

Counter Trap

Activate if a card effect would inflict damage to your opponent. After this card resolves, until the End Phase, your opponent takes double the damage from card effects that inflict damage. You can only activate 1 "Nature's Payback" per turn.

 

Dandelion Docks

Field Spell Card

When a Plant Monster is Summoned: You can deal damage to your opponent equal to that monster's ATK, and if you do, its ATK becomes 0. Once per turn: you can excavate card from your deck until you reveal a Level 4 or lower Plant monster; Special Summon that monster, then shuffle the other cards into your deck.

 

This was fun! Next up:
 

The "Mokey Mokey" series

 

OR

 

More Monkey monsters

 

GX was weird, man.

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Mo(Key) Town

Field Spell

Your opponent cannot Target "Mokey" monsters with card effects also they cannot be destroyed by card effects. When a "Mokey" monster is Summoned, Draw 1 card.

 

Mokey Madness 

Continuous Trap

Immediately after this card resolves, Fusion Summon 1 "Mokey" monster. When your Opponent activates a Spell/Trap card or effect in the same column as a "Mokey" or Normal monster, you can shuffle 1  "Mokey" or Normal monster back into the deck; negate that effect.

 

Mokey Mokey Prince 

LIGHT | Level 2 | Beast | Effect

While you control another "Mokey" or Normal monster this card is also treated as a Normal monster. When this card is Summoned you can add 1 "Mokey" Spell/Trap or "Human Wave Tactics" from your Deck to your hand. Once per turn, you can send Fusion material monster from your hand or your field to the GY to Special Summon 1 "Mokey" Fusion monster (This is treated as a Fusion Summon). 

100/100

 

Mokey Mokey Knight 

LIGHT | Level 2 | Beast | Effect

While you control another "Mokey" or Normal monster this card is also treated as a Normal monster. When this card is Summoned you can add 1 "Mokey" monster from your Deck to your hand. Once per turn, you can send 1 "Mokey" or Normal monster from your Deck to your GY.

100/100

 

Mokey Mokey , the True Moking

LIGHT | Level 8 | Beast | Fusion | Effect

3 + Normal monsters (including at least 1 "Mokey" monster)

Once per Duel,  you can send any number of cards from your hand to the GY, Special Summon the same number of "Mokey" monsters from your Deck or GY bu their effects are negated. this card gains 1000 ATK for each Normal monster on the field. 

0/0

 

Simorgh

 

or

 

Slime

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Windcaller Sim

Level 4 Winged-Beast, WIND

If you have Set 2 or more Spell or Traps this turn, you can Special Summon this card (from your hand), but banish it when it leaves the field. If this card is Tributed for the Tribute Summon of a WIND monster: Return up to 2 Spell or Trap cards your opponent controls to their hand.

800/1200

 

Stormbreaker Salim

Level 4 Winged-Beast, WIND

If you Tribute Summon a WIND monster using this card as Tribute, that monster gains this effect:

Your opponent can only Set 1 card per turn.

1700/600

 

Simorgh, Bird of Beginning Winds

Link 1, Winged-Beast, WIND

Arrows- Down-right

1 WIND monster

This card can be treated as 2 Tributes for the Tribute Summoning of a WIND monster. When a Level 8 or higher WIND monster you control is destroyed by your opponent's card: Special Summon this card from your Graveyard.

700

 

Ancestral Storm

Quick-play

Special Summon 1 Level 4 or lower WIND monster from your hand in Attack Position. It's ATK becomes 0, also it cannot be used as material for a Special Summon from the Extra Deck.

 

Simorgh Hurricane

Trap

Tribute Summon 1 "Simorgh" monster in your hand. At the beginning of the next End Phase: Return 1 card your opponent controls to the hand.

 

Chronomaly

 

or 

 

Gimmick Puppet

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  • 2 weeks later...

Gimmick Puppet Chain Brain

Level 8 machine darK

0/0

Once per turn if you control 1 or more "Gimmick puppet" monster you can special summon this card from your hand and one "Gimmick Puppet" monster from your GY in defence mode.

 

Gimmick Puppet Saw Face

Level 6 machine dark

1500/2400

Once per turn you can discard this card;add one dark machine type monster from your deck to your GY. You can banish this card from your GY;Special summon one monster from your GY in defence mode.

 

Gimmick Puppet Damned Dragon

Link 3 dark machine

Atks 2500 Arrows:↙⬇↘

Effect: 3 'Gimmick Puppet" monsters

Once per turn you can target one card in the GY; banish it then add one Rank-up-magic from your deck to your hand. You can banish this card from your GY; rank-up one "Gimmick Puppet" number monster into a chaos xyz number monster with a different name.

 

Gimmick Puppet Rewind

Trap/Counter

Effect: once per turn when your opponents declares an attack on a "Gimmick Puppet" monster you control with lower attack; banish that monster.

 

 

Next support Destiny Heroes

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You kinda miss the point of providing two options, but whatever. I've been wanting to make some Destiny HEROs that are more literary references anyways.

Destiny HERO - Dastardly Thief (OCG: Destiny HERO - Dastardlyguy)
DARK/Warrior/Effect/Level 1/100 ATK/2000 DEF
This card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is the original ATK of this card. At the end of the Damage Step, if this card attacked or was attacked: You can change this card to Defense Position. If this card inflicts battle damage to your opponent: You can take control of the monster your opponent controls with the lowest DEF (your choice, if tied, or your choice, if your opponent's monsters have no DEF) until the next Standby Phase. You can only use this effect of "Destiny HERO - Daring Thief".

Destiny HERO - Desecrator (OCG: Destiny HERO - Desecratorguy)
DARK/Warrior/Effect/Level 4/1300 ATK/1400 DEF
You cannot Special Summon monsters, except "HERO" monsters. You can only use each of these effects of "Destiny HERO - Desecrator" once per turn.
● If this card is Normal or Special Summoned: You can target 1 Level 4 or lower DARK "HERO" monster in your GY, except "Destiny HERO - Desecrator"; Special Summon it.
● During your Main Phase, except the turn this card was Summoned: You can target 1 monster in either player's GY; Special Summon it.

Destiny HERO - Diver (OCG: Destiny HERO - Diverguy)
DARK/Warrior/Effect/Level 5/1800 ATK/2300 DEF
During your Standby Phase, if all of the monsters (if any) on your side of the field and in your GY are "Destiny HERO" monsters (and only "Destiny HERO" monsters): You can Special Summon this card from the hand or GY. You can only Special Summon "Destiny HERO - Diver" once per turn this way. (Quick Effect): You can target 1 face-up monster your opponent controls; banish this card and the target. You can only use this effect of "Destiny HERO - Diver" once per turn. During the Standby Phase of the next turn after this card was banished by its own effect: Special Summon this card and the monster that was banished by this effect.

Destiny HERO - Distinguished (OCG: Destiny HERO - Defender of the Empire)
DARK/Warrior/Fusion/Effect/Level 9/2900 ATK/2900 DEF
3 "Destiny HERO" monsters
Must first be Fusion Summoned. You choose the attack targets for your opponent's attacks, the effect targets for your opponent's effects, and the order in which effects resolve in a Chain involving your opponent's effect(s). During your Standby Phase: You can Special Summon 1 "Destiny HERO" monster from your hand, Deck, or GY.

Destiny HERO - Plasmiss (OCG: Destiny HERO - Bloo Damsel)
DARK/Warrior/Link/Effect/1300 ATK/LINK-2
SW, SE
2 DARK "HERO" monsters
If this card is Link Summoned: You can add 1 Level 8 "Destiny HERO" monster from your Deck to your hand. You can only activate this effect of "Destiny HERO - Plasmiss" once per turn. During your Battle Phase, if a "Destiny HERO" monster inflicts battle damage to your opponent: You can target 1 "Destiny HERO" monster in your GY whose ATK is equal to or less than the ATK of the monster you control with the highest ATK; Special Summon it. During your Standby Phase: You can Special Summon as many "Plasma Thrall Tokens" (Warrior/DARK/Level 2/1300 ATK/700 DEF) to the zones this card points to. If this card is Tributed for the Special Summon of a "Destiny HERO" monster: Until your next Standby Phase, that Special Summoned monster is unaffected by your opponent's card effects. You can only use each of these effects of "Destiny HERO - Plasmiss" once per turn.

D & Crumpets
Spell/Continuous
While you control a face-up "Destiny HERO" monster, you take no damage. During your Standby Phase: You can add 1 "Destiny HERO" monster from your Deck or GY to your hand. You can only control 1 "D & Crumpets".

D - Impend
Trap/Normal
Banish any number of "Destiny HERO" monsters from your GY; Special Summon a number of "Plasma Lurker Tokens" (Aqua/DARK/Level 1/0 ATK/0 DEF), up to the number of monsters banished by this effect +1, and if you do, add 1 Level 8 "Destiny HERO" monster from your Deck to your hand. During your Main Phase, except the turn this card was sent to the GY; You can target a number of your banished "Destiny HERO" monsters, up to the number of monsters you control; shuffle them into your Deck, then, if you shuffled at least 3 cards into your Deck by this effect, draw 1 card. You can only activate this effect of "D - Impend" once per turn. A monster that is Special Summoned by Tributing 2 or more "Plasma Lurker Tokens" gains the following effect.
● It cannot be destroyed by battle or by card effects, also it cannot be targeted by your opponent's card effects.

Notes:
Dastardly Thief = Arsene Lupin (Arsene Lupin stories)
Desecrator = Victor Frankenstein (Frankenstein)/Herbert West (Herbert West-Reanimator)

Diver = Captain Nemo (20,000 Leagues Under The Sea)
Distinguished = Allan Quatermain (King Solomon's Mines and other books)/Protagonist of H.G. Wells' "The Time Machine"
Plasmiss = Mina Harker (Dracula)/Lucy Westenra (Dracula)

Next Decks:
Valkyries (Ziefried von Schroeder's cards)
OR
Fairy Tales (Leon von Schroeder's cards)
Bonus points if you retrain some of the anime cards, and even more bonus points if you make new cards wholesale.

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rhinemaiden_floshilde_by_bdsceptyr-dcjt8

 

Rhinemaiden Floshilde

LIGHT/Warrior-Type Effect Monster/Level 3/1400 ATK/1400 DEF

 

Lore: You can shuffle 1 "Valkyrie" or "Rhinemaid" monster from your field or GY into the Deck: Special Summon this card from your hand. Other "Rhinemaiden" monsters you control cannot be targeted for an attack. If you control at least 1 face-up monster and all of them are LIGHT (Quick Effect): You can pay 700 LP; immediately after this effect resolves, Tribute Summon 1 LIGHT monster, then you can add 1 "Rhinemaid" or "Valkyrie" card from your GY to your hand, except "Rhinemaiden Floshilde".

 

 

rhinemaiden_gunde_by_bdsceptyr-dcjt853.p

 

Rhinemaiden Gunde

LIGHT/Warrior-Type Effect Monster/Level 3/1200 ATK/1700 DEF

 

Lore: If you control a "Valkyrie" monster: You can banish 1 "Rhinemaiden" or "Valkyrie" monster from your GY; Special Summon this card from your GY, but banish it when it leaves the field. You can only use this effect of "Rhinemaiden Gline" once per turn. If this card is Normal Summoned, or if this card on the field is Tributed: You can target 1 "Valkyrie" or "Rhinemaid" monster you control; it gains this effect.

• When an opponent's monster activates its effect, inflict 300 damage to your opponent when it resolves.

 

rhinemaiden_glinde_by_bdsceptyr-dcjt85l.

 

Rhinemaiden Glinde

LIGHT/Warrior-Type Effect Monster/Level 3/1000 ATK/2000 DEF

 

Lore: If you control "The Rhinegold": You can Special Summon this banished card. You can only use this effect of "Rhinemaiden Gline" once per turn. If this card is Normal Summoned, or if this face-up card on the field is Tributed: You can target 1 "Valkyrie" or "Rhinemaid" monster you control; it gains this effect, then if that target was Normal Summoned, you can add 1 "Rhine" Spell/Trap from your Deck to your hand..

• Once per turn, this card cannot be destroyed by battle or card effects.

 

valkyrian_rhinemaid_freiya_by_bdsceptyr-

 

Valkyrian Rhinemaid Frieya

LIGHT/Fairy-Type Effect Monster/Level 8/2000 ATK/2200 DEF

 

Lore: This card is also treated as a "Valkyrie" monster while in the hand or GY. When this card is Normal Summoned: You can banish 3 Level 7 or lower "Valkyrie" and/or "Rhinemaid" monsters from your GY, and if you do, Special Summon those banished monsters during the Standby Phase of the next turn (even if this card leaves the field). If this card is destroyed or banished by a card effect, while you control "The Rhinegold": You can Special Summon this card, also destroy 1 other card on the field.

 

 

 

the_rhinegold_by_bdsceptyr-dcjt84m.png

 

The Rhinegold

Field Spell Card

 

Lore: When this card is activated: You can discard 1 "Valkyrie" or "Rhinemaiden" card from your hand; add 1 Fairy monster from your Deck to your hand, but unless it is a "Valkyrie" monster, you cannot Summon or activate the effects of monsters with that name for the rest of the turn. During your Main Phase, you can Normal Summon 1 Level 5 or higher "Valkyrie" monster without Tributing, in addition to your Normal Summon/Set, but if you do so using this effect, send it to the GY during the End Phase. (You can only gain this effect once per turn.)

 

 

fury_of_the_valkyries_by_bdsceptyr-dcjt9

 

Fury of the Valkyries

Quick-Play Spell Card

 

Lore: All monsters on the field will lose 500 ATK/DEF, except "Valkyrie" and "Rhinemaiden" monsters, until the End Phase. When this card is destroyed: You can target 1 LIGHT monster that was banished by a "Valkyrie" card's effect: Special Summon it in Defense Position. You can only use this effect of "Reign of the Valkyries" once per turn.

 

 

nibelung_s_curse_by_bdsceptyr-dcjt9cc.pn

 

Nibelung's Curse

Normal Spell Card

 

Lore: When you have exactly 3 cards in your hand: Reveal 1 "Valkyrie" or "Rhine" card in your hand; equip 1 Equip Spell from your hand or Deck to 1 face-up monster your opponent controls, then draw 1 card, plus 1 more card if you equipped a "Ring" Equip Spell this way. You cannot Special Summon monsters the turn you activate this effect, except LIGHT monsters. You can only activate 1 "Nibelung's Curse" per turn.

 

 

rainbow_bridge_bifrost_by_bdsceptyr-dcjt

 

Rainbow Bridge Bifrost

Normal Spell Card

 

Lore: (This card is always treated as a "Valkyrie" card.)

Target 1 "Valkyrie" monster you control; it gains 500 ATK for each different name among all currently banished monsters, but its ATK becomes 0 during the End Phase. If you would take battle damage from a battle involving a "Valkyri" monster you control, you can banish this card and 1 "Valkyrie" monster from your GY instead. You can only use each effect of "Rainbow Bridge Bifrost" once per turn.

 

 

nibelung_s_ring_by_bdsceptyr-dcjt9c6.png

 

Nibelung's Ring

Equip Spell Card

 

Lore: You can only control 1 "Nibelung's Ring". The equipped monster cannot attack, be Tributed, or change its battle position, also it cannot activate its effects. Once per turn, during the Standby Phase of the equipped monster's controller: They can draw 1 card and reveal it, and if it is a monster, they must discard it immediately.

 

 

mourning_on_the_rhine_by_bdsceptyr-dcjt8

 

Mourning on the Rhine

Normal Trap Card

 

Lore: When you control a "Rhinemaiden" monster: Draw 3 cards, and if you do, discard 2 cards or banish 1 "Valkyrie" or "Rhinemaiden" card from your hand. If you control "The Rhinegold", but have no other cards in your hand, you can activate this card from your hand. You can only activate 1 "Mourning on the Rhine" per turn.

 

 

loge_s_flame_by_bdsceptyr-dcjt86i.png

 

Loge's Flame

Continuous Trap Card

 

Lore: (This card is always treated as a "Valkyrie" card.)

Your opponent's monsters on the field with 2000 or less ATK cannot attack. When a monster is targeted for an attack, before damage calculation: Destroy this card. When this face-up card in the Spell & Trap Zone is destroyed by a card effect: You can Special Summon 1 Level 6 or 7 Fairy monster from your Deck. You can only activate 1 "Loge's Flame" per turn.

 

 

Decided to elaborate on the Der Ring des Nibelungen tale a bit more to give Valkyries that extra push. Rhinemaiden three are all the girls that Alberich stole the gold from to make that ring of his - btw, the Nibelung Ring is now GOLD as well and so is it's Treasure, now renamed Curse to more align with what happened upon Alberich's treachery being found out. 

 

Bifrost and Loge's Flame were the other old cards made new by this update to the Valkyrie playstyle (former is their Limiter Removal, latter protects against the odd Eater of Millions/Knightmare)

 

Then I followed up with a glorified Graceful Charity Mourning on the Rhine, to more bring together the tragedy in Act I of Der Ring.

 

Freiya's the entity that provides the gods in that tale with their immortality through the Golden Apples-naturally, its a given that she herself would be able to have them come to her aid. Rhinegold's the new Field Spell that works like a quasi-Trickstar Lightstage and Metaphys Factor all in one. 

 

And finally, Fury of the Valkyries handles the Valkyrie's piss-poor ATK values by knocking down the other monster's values to their Level-have fun with all that.

 

NEXT UP: I'm feeling in the mood to relive a bit of Cats vs. Dogs, aren't you all? Support either...

 

Cathy Katherine's Cat/Neko monsters

 

or 

 

Pip's Dog/Inu monsters

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Battle Cat

lv 4 EARTH

Beast/Effect

This card can attack twice during each of your Battle Phases. (Quick Effect): you can banish this card from your GY; Special Summon 1 Level 4 or lower Beast or Beast Warrior Monster with a combined original ATK and DEF of 3000 or less from your deck to your side of the field in attack position. You can only activate this effect of "Battle Cat" once per turn.

ATK/1800 DEF/1200

 

Gigacat

lv 8 EARTH

Beast/Effect

Cannot be Special Summoned. You can Normal Summon this card by tributing 1 Level 4 or lower Beast or Beast Warrior Monster you control with a combined original ATK and DEF of 3000 or less. Any battle damage dealt to your opponent by this card becomes 0. When this card destroys a Monster by battle, inflict damage to your opponent equal to the combined ATK and DEF of the destroyed Monster.

ATK/3000 DEF/0

 

Cat Nip Cat Knight

EARTH

Link: D, R

Beast Warrior/Link/Effect

2 Beast and/or Beast Warrior Monster

Increase the ATK and DEF of all Beast and Beast Warrior Monsters you control by 600. While their is a Beast or Beast Warrior Monster in a Zone this card points to, this card cannot be destroyed by battle or by card effects.

ATK/1400 LINK-2

 

Catastrophe

Trap Card

Activate this card when a Beast and/or Beast Warrior Monster(s) is destroyed by battle or by card effect. You can shuffle any number Beast and/or Beast Warrior Monsters into your deck, then, destroy cards on your opponents side of the field equal to the number of cards shuffled into your deck by this effect. You can banish this card from your GY; Special Summon 1 Level 4 or lower Beast or Beast Warrior Monster from your Deck with a combined original ATK and DEF of 3000 or less to your side of the field. You can only activate 1 "Catastrophe" per turn.

 

Next: Joey's Red-Eyes or Syrus's Roids

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Red-Eyes Drake

Level 4, DARK Dragon

Once per turn, you can discard 1 "Red-Eyes" card from your hand or return 1 "Red-Eyes" card from your Graveyard to your Deck: Draw 1 card.

1600/1200

 

Red-Eyes Raider

Level 4, DARK Warrior

Once per turn, you can equip 1 "Red-Eyes" monster from your hand to a "Red-Eyes" monster you control. Equipped monsters gain 500 ATK and cannot be targeted by your opponent's card effects. When a monster equipped with an Equip Spell is sent to the Graveyard and that equipped card is sent to the Graveyard, if the equipped card was a monster: Special Summon it.

1700/1150

 

Red-Eyes Alligator's Sword

Level 4, DARK Beast-Warrior

When this card is Normal Summoned: Send 1 "Red-Eyes" monster from your Deck to the Graveyard. If a "Red-Eyes" monster you control attacks, you can target 1 "Red-Eyes" monster in your Graveyard: Equip it to that attacking monster, and it gains ATK equal to half the ATK of the equipped card, until the End Phase. You can only use each effect of "Red-Eyes Alligator's Sword" once per turn.

1500/1200

 

Red-Eyes Blader Dragon

Level 5 DARK Dragon, Fusion

1 "Red-Eyes" monster + 1 Beast-Warrior or Warrior-Type monster

Once per turn, you can equip this card with target "Red-Eyes" monster in your Graveyard. This card gains 500 ATK for every "Red-Eyes" monster equipped to it. This card can attack your opponent's Life Points directly. If this card would be destroyed, you can destroy 1 "Red-Eyes" card equipped to it, instead (activate this ability only once each turn).

1700/1500

 

Red-Eyes Infusion

Cont Spell

Other face-up cards in your Spell/Trap zone cannot be destroyed by card effects as long as you control a "Red-Eyes" monster. If a "Red-Eyes" card is destroyed and sent from your Spell and Trap zone to the Graveyard, except "Red-Eyes Infusion": Special Summon 1 "Red-Eyes" monster from your Graveyard, then destroy "Red-Eyes Infusion".

 

 

Ojama or Chronomaly

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Ojama Gold

Level 3 Beast earth effect

1000/1500

Effect:When this card is summoned you can special summon 1 "Ojama Silver" from your hand or deck.

 

Ojama Silver

Level 3 Beat earth effect

1000/1500

Effect:When this card is special summoned by a monster effect you can add one "Ojama" spell or trap to your hand from your deck.

 

 

Ojama Emperor

Link 3 Beast earth effect

0 atk arrows↙⬇↘

Effect:2+ more "Ojama" monsters

Once per turn you can special summon 1 "Ojama" monster from your deck to a zone this card points to. This card gains 1000 atk for each "Ojama" monster this points to.

 

Ojama Prince

Link 2 Beast earth effect

Atk:500 arrows:↖↘

Effect:2 normal "Ojama" monsters

Once per turn you can special summon one "Ojama" token to a zone this card points to. This card gains 700 attack for each token this card points to. When a token this card points is destroyed inflict 400 damage to your opponent.

 

 

Ojama Restrictions

Trap/Counter

Effect:When your opponent activare scan effect that targets a card on your field; negate the activation then banish that card.

 

 

D/D/D OR PHANTOM KNIGHTS

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  • 2 weeks later...

Let's try D/D and make it somewhat workable in Link format. 
 
D/D Successor Reiji
Level 7 | DARK | Fiend | Pendulum | Normal
Scale 0
2400/2500
PE: You can destroy this card and 1 other card in the Pendulum Zone; place 2 face-up "D/D" Pendulum Monsters from your Extra Deck in your Pendulum Zone, except "D/D Successor Reiji". You can only use the Pendulum effect of "D/D Successor Reiji" once per turn.
 
ME: Inheriting the souls of his comrades after the great purge, he solemnly swears to one day return them to their former glory. All those who stood against him shall now face judgment. 

 

D/D Hydra

Level 4 | DARK | Fiend | Effect

1400/2000

A "D/D" monster Summoned by Tributing this card, or Special Summoned from the Extra Deck using it as material gains the following effects.

● This card can attack all monsters your opponent controls once each.

● If this card would be destroyed by battle or card effect: You can banish the top card of your Deck, face-down.

 

D/D/D Origin King Jinmu

Link 2 | WIND | Fiend | Link | Effect

2000

SW SE

2 "D/D" monsters

When this card is Link Summoned: You can Special Summon 1 "D/D" monster from your hand or GY. You can only use this effect of "D/D/D Origin King Jinmu" once per turn. Once per turn: You can activate 1 "Dark Contract" Spell/Trap from your GY, but shuffle it into the Deck when it leaves the field.

 

D/D/D Judgment King Hammurabi

Link 3  | LIGHT | Fiend | Link | Effect

2600

N W E

2+ "D/D" monsters

Monsters this card points to cannot be targeted or destroyed by an opponent's effects. Once per turn, if a "D/D" or "Dark Contract" card(s) you control leaves the field by an opponent's card: You can activate 1 of these effects.

● Inflict 800 damage to your opponent for each.

● Target an equal number of cards your opponent controls; destroy them.

 

 

Dark Contract with the Different Dimension

Continuous Spell

Once per turn: You can reveal 1 "D/D" Link Monster in your Extra Deck; send the appropriate material monsters from your hand, Deck and/or field to the GY, then Special Summon that monster. (This is treated as a Link Summon,) Once per turn, during your Standby Phase: Take 1000 damage.

 

OK, I gave D/D's actual Links and a new Contract to play around with it. Going into antiquity for these two, but yeah.

 


 

Next archetypes:

 

Mecha Phantom Beast or U.A.

 


 

P.S. Those of you who made stuff in this thread got a rep from me (similarly to what you would get in the Single/Archetype thread, if BatMed starts showing up again...)

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Shame we got that hockey-based Trap, but never got a proper hockey subtheme for U.A.s.

U.A. Grinder
EARTH/Warrior/Effect/Level 4/1400 ATK/1100 DEF
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Grinder". You can only Special Summon "U.A. Grinder" once per turn this way. Cannot be destroyed by battle, also you take no damage from a battle involving this card. At the end of the Damage Step, if this card battled (Quick Effect): You can return this card to your hand, and if you do, you can Special Summon 1 "U.A." monster with a different name than this card from your hand, then, the monster Special Summoned by this effect gains ATK equal to the damage you would have taken from that battle. You can only use this effect of "U.A. Grinder" once per turn.

U.A. Enforcer
EARTH/Warrior/Effect/Level 8/2800 ATK/2200 DEF
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Enforcer". You can only Special Summon "U.A. Enforcer" once per turn this way. The Normal or Special Summon of "U.A." monsters cannot be negated. Your opponent cannot activate cards or effects in response to the activation of the effects of "U.A." cards, or the Summon of "U.A." monsters. During the Main Phase (Quick Effect): You can banish 1 "U.A." monster from your hand or GY, then target 1 "U.A." monster whose Level is equal to or less than the Level of the banished monster, and whose name is different from the banished monster; this turn, it is unaffected by other card effects. You can only use this effect of "U.A. Enforcer" once per turn.

U.A. Cheerleader
EARTH/Psychic/Pendulum/Effect/Level 5/900 ATK/1300 DEF
<9 - 9>
Pendulum Effect: You cannot Special Summon monsters, except "U.A." monsters. This effect cannot be negated. If your opponent controls a monster that has higher ATK than any of your monsters, and you control a "U.A." monster (Quick Effect): You can activate 1 of these effects, then, after the effect resolves, destroy this card.
● This turn, all "U.A." monsters you control gain 100 ATK/DEF for each card on the field.
● Target 1 "U.A." monster you control; this turn, it gains 200 ATK/DEF for each card on the field.
You can only use this effect of "U.A. Cheerleader" once per turn.
Monster Effect: You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Cheerleader". You can only Special Summon "U.A. Cheerleader" once per turn this way. During your Main Phase: You can reveal 1 "U.A." monster in your hand, then target 1 face-up "U.A." Pendulum Monster you control; place that target into your Pendulum Zone, and if you do, Special Summon the revealed monster. You can only use this effect of "U.A. Cheerleader" once per turn.

U.A. Mascot
EARTH/Beast-Warrior/Pendulum/Effect/Level 6/1700 ATK/1900 DEF
<3 - 3>
Pendulum Effect: You cannot Special Summon monsters, except "U.A." monsters. This effect cannot be negated. "U.A." monsters you control cannot be Tributed, except for the Tribute Summon of your "U.A." monsters. During your Main Phase: You can target up to 3 "U.A." cards in your GY and/or that were banished; shuffle them into your Deck, and if you do, draw 1 card, then destroy this card. You can only use this effect of "U.A. Mascot" once per turn.
Monster Effect: You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Mascot". You can only Special Summon "U.A. Mascot" once per turn this way. If this card is destroyed by battle or card effect: You can banish 1 face-up card your opponent controls, then, if this card in your possession was destroyed by your opponent's card (by battle or by card effect), you can banish the card that destroyed this card. You can only use this effect of "U.A. Mascot" once per turn.

U.A. Superstar Coach
EARTH/Spellcaster/Link/Effect/2000 ATK/LINK-2
SW, SE
2 "U.A." monsters
If this card is Link Summoned: You can add 1 "U.A." card from your Deck or GY to your hand. You can only activate this effect of "U.A. Superstar Coach" once per turn. When a "U.A." monster(s) is Special Summoned to a zone(s) this card points to: You can target 1 face-up "U.A." monster you control; it gains 500 ATK. If this card was Link Summoned using a Level 5 or higher monster(s) as Link Material, your opponent cannot target "U.A." cards you control with card effects.

U.A. Second String
Spell/Continuous
During your Main Phase, you can Normal Summon 1 "U.A." monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) During your Main Phase, if you control no "U.A." monsters: You can reveal any number of "U.A." monsters in your hand; Special Summon "U.A. Benchwarmer Tokens" (Warrior/EARTH/Level 3/500 ATK/500 DEF) to your side of the field, up to the number of cards revealed by this effect. You cannot Normal or Special Summon monsters, except "U.A." monsters, during the turn you activate this effect. You can only activate this effect of "U.A. Second String" once per turn. "U.A. Benchwarmer Tokens" count as 2 Tributes for the Tribute Summon of a Warrior monster. You can only control 1 "U.A. Second String".

U.A. Unproven Rookie
Trap/Normal
Banish 1 "U.A." monster from your hand or GY; Special Summon this card in face-up Attack Position as a Normal Monster whose original Level, ATK, and DEF are equal to the Level, ATK and DEF of the banished monster. (Warrior/EARTH/Level ?/? ATK/? DEF) (This card is NOT treated as a Trap Card). During the Battle Phase, if this card is in your GY and you control no monsters: You can banish this card from your GY, then target 1 banished "U.A." monster; Special Summon it. You can only use each effect of "U.A. Unproven Rookie" once per turn.

Next Set:
Super Quants (a card set that was pretty cool, but needs new support)
OR
Nephthys (a card set that got new support, but said support was ultimately rather lackluster)

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Super Quantum Yellow Layer

LIGHT | Level 2 | Thunder | Effect

When this card is Normal or Special Summoned: Target 1 "Super Quant" card with a level, except "Super Quantum Yellow Layer"; this card's level becomes equal to the targeted monster's level. If this card is sent to the GY: Target 1 "Super Quant" monster on the field: Special Summon, from your Extra Deck, 1 "Super Quantal" monster that names that monster in its effect, using the targeted monster as material. (This Special Summon counts as an Xyz Summon.)

800/2600

 

Super Quantum Black Layer

DARK | Level 6 | Machine | Effect

If you control no monsters, you can Special Summon this card (from your hand). When this card is Normal or Special Summoned: Target 1 monster that has been banished; Special Summon it. You can only activate this effect of "Super Quantum Black Layer" once per turn. If this card is sent to the GY: Banish it.

2400/200

 

Super Quantal Mech Beast Electrodactyl

LIGHT | Rank 2 | Machine | Xyz | Effect

2 Level 2 Monsters

Cannot attack unless it has Xyz Material. You can detach 1 material from this card: Your opponent cannot Special Summon monsters for the rest of the turn. This effect can be activated during either player's turn, if this card has "Super Quantum Yellow Layer" as material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field as material.

1400/3200

 

Super Quantal Mech Beast Vipologic

DARK | Rank 6 | Machine | Xyz | Effect

2 Level 6 Monsters

Cannot attack unless it has Xyz Material. You can detach 1 material from this card: Your opponent cannot activate the effect of any monster with less ATK than this card for the rest of the turn. This effect can be activated during either player's turn, if this card has "Super Quantum Black Layer" as material. Once per turn: You can attach 1 "Super Quantum" minster from your hand or field as material.

3000/1600

 

Super Quantal Escalation

Quick Play Spell Card

When your opponent Special Summons a monster from the Extra Deck: Discard 1 "Super Quantum" card, then target 1 "Super Quantum" monster on your field; Special Summon, from your Extra Deck, 1 "Super Quantal" monster that names the targeted monster,  using the targeted monster as material. (This Special Summon counts as an Xyz Summon.)

 

Super Quantal Battle Riser

Trap Card

If a "Super Quantum" monster you control would be destroyed: Discard 1 card, then target the card that would destroy the "Super Quantum" monster; Negate the target's effect, if possible, and then destroy it. If this card is in the GY: You can add this card to your deck, then target 1 "Super Quantal" monster you control; Special Summon from your hand 1 "Super Quantum" monster from your hand with a different Attribute to the targeted monster.

 

Alright, so, quick run down of what these are all based on: Electrodactyl is the Dino Thunder Pterodactyl, Paleologic is the Megaforce Snake, which would make "Yellow Layer" Dino Thunder Yellow/AbareYellow and "Black Layer" Megaforce Black / Gosei Black (Can't believe I'm using Megaforce, but oh well~). Escalation is pretty obvious, and Battle Riser is vaguely a Battleizer. A retrain of "Great Magnus" might be useful, but I might cook that up at a later time.

 

NEXT: Two anime archetypes here that probably shouldn't work, ever, but some people round here like challenges

Banner's Alchemy Beasts: Find a way to make these workable, and you're a genius

 

OR

 

Solomon Mutou's Ancient monsters, from that filler arc in the OG anime.

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  • 2 weeks later...

O.K. New rule. The archetypes/decks you suggest actually have to be FUNCTIONAL in some capacity. You can't really make Legacy support for things that don't actually work.

Paracelsus, the Master Alchemist
LIGHT/Spellcaster/Effect/Level 4/500 ATK/2000 DEF
If this card is Normal Summoned, or Special Summoned in face-up Attack Position: You can add 1 "Chaos Distill" and 1 Normal Spell that lists an "Alchemy Beast" monster in its card text from your Deck to your hand, and if you do, change this card's battle position. You can only activate this effect of "Paracelsus, the Master Alchemist" once per turn. Your opponent cannot target "Alchemy Beast" monsters you control for attacks. If you have no cards in your GY, and a face-up "Chaos Distill" on your side of the field, your cards cannot be targeted or destroyed by your opponent's card effects.

Trevisan, the Alchemic Transmuter
DARK/Spellcaster/Effect/Level 3/1500 ATK/500 DEF
During the Main Phase (Quick Effect): You can target 1 card in either player's GY; banish it, and if you do, Special Summon 1 "Alchemy Beast" from your hand, Deck, or from being banished, ignoring Summoning conditions. You can only activate this effect of "Trevisan, the Alchemic Transmuter" once per turn.

Alchemy Beast - Kimera the Orichalcum
DARK/Rock/Link/Effect/1000 ATK/LINK-2
SW, SE
2 monsters, including a Level 3 Rock monster
If an "Alchemy Beast" monster is Special Summoned to a zone this card points to: Draw 1 card. This card must be face-up on the field to activate and to resolve this effect. This card can attack your opponent directly. If this card was Link Summoned using only "Alchemy Beast" monsters, it is unaffected by card effects, cannot be Tributed, and cannot be destroyed by battle.

Orichalcum Sliver
Spell/Normal
Activate only if you control a face-up "Chaos Distill": Pay 1000 LP, then banish 2 Normal Spell Cards from your Deck; Special Summon 2 "Alchemy Beast" monsters with different Attributes from your hand and/or Deck. You can only activate 1 "Orichalcum Sliver" once per turn.

Next: Let's go back in time to a pair of anime-original archetypes that came at the end of their respective eras, never to get proper support past their initial run.
Evil HEROs

OR
T.G.s

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T.G. Assault Invoker

Level 6 EARTH Spellcaster/Effect

If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). You can discard 1 card; Special Summon 1 "T.G." monster from your Hand or GY, except "T.G. Invoker", but destroy it during the End Phase. During the End Phase, if this card is in the Graveyard because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Assault Invoker". You can only use each effect of "T.G. Invoker" once per turn.

ATK/2100 DEF/0

 

T.G. Glider Sparrow

Level 1 WIND Winged Beast/Tuner/Effect

If this card is Normal or Special Summoned: You can add 1 "TG" Spell/Trap from your Deck to your hand. During the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Buster Sparrow". You can only use each effect of "T.G. Buster Sparrow" once per turn.

ATK/100 DEF/100

 

T.G. Master Sphere

Level 1 EARTH Rock/Effect

If this card is added from your Deck to your hand, except by drawing it in the Draw Phase: You can Special Summon this card. Once per turn: You can destroy 1 "T.G." Monster on the field then Special Summon 1 "T.G." Synchro Monster in your GY During the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except “T.G. Master Sphere”.

 

T.G. Dread Jester

Level 4 DARK Spellcaster Synchro/Tuner/Effect

1 Tuner + 1+ non-Tuner "T.G." monsters

If this card is Synchro Summoned: You can target 1 monster on the field; destroy it. Once per Chain, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control as Synchro Material. If this card on the field is destroyed: Draw 1 card.

ATK/1800 DEF/1700

 

T.G. Armory Launcher

Level 5 FIRE Machine Synchro/Effect

1 Tuner + 1 or more non-Tuners

If this card is Synchro Summoned: You can Special Summon 1 "T.G." monster from your hand. You can only use this effect of "T.G. Armory Launcher" once per turn. (Quick-Effect): Once per turn, you can destroy 1 card you control; send 1 card on the field to the GY. If this card attacks, your opponent cannot activate Spell/Trap Cards or Effects until the end of the Damage Step. If this card on the field is destroyed: Draw 1 card.

ATK/2300 DEF/1200

 

T.G. Shock Master

Level 7 LIGHT Thunder Synchro/Effect

1 Tuner + 1+non-Tuner “T.G.” Monsters

Once per turn, you can banish 1 card in your GY; your opponent cannot activate cards of the same Type (Monster, Spell, Trap) for the rest of the turn. If a “T.G.” battles an opponent’s monster, that monster has its effects negated until the End Phase. If this card on the field is destroyed: Draw 1 card.

ATK/2700 DEF/2300

 

T.G. Crossbolt Sniper

Level 9 LIGHT Machine Synchro/Effect

1 Tuner Synchro Monster + 1+non-Tuner Synchro Monsters

Once per turn, during the Battle Phase, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can negate the activation. Once per turn, during your opponent's turn (Quick Effect): You can banish 1 "T.G." monster from your GY; banish this face-up card on the field, then banish 1 face-up card your opponent controls. During the next Standby Phase after this card was banished by this effect: Special Summon this card.

ATK/2900 DEF/2100

 

T.G. Cannon Buster

Level 10 EARTH Machine Synchro/Effect

1 Tuner Synchro Monster + 1+ non-Tuner Synchro Monsters

If this card is Synchro Summoned: You can target 1 "T.G." monster in your GY; Special Summon that target. Once per turn (Quick Effect): banish 1 Monster on the field until the end of this turn, also you take no battle damage for the rest of this turn. Once per turn: You can target 1 card on the field; destroy it, and if you do, draw 1 card.

ATK 3000/DEF 2500

 

TG-AX1MU

Normal Spell Card

Add 1 "T.G." monster from your Deck to your hand. During either player's turn, except the turn this card is sent to the Graveyard, you can banish this card from your Graveyard: Special Summon 1 Level 6 or lower "T.G." monster from your GY. If you Synchro Summon a "T.G." Synchro monster using only "T.G." monsters as Material, you can return this banished card to your hand. You can only activate each effect of "TG-AX1MU" once per turn.

 

TG-DSAS

Continous Trap Card

You can activate this effect: Destroy 2 cards on the field and if both cards destroyed were Monsters with Levels, you can Special Summon 1 "T.G." Synchro Monster from your Extra Deck whose level is equal to the combined levels of the Monster destroyed by this effect, but destroy it during the End Phase (This is treated as a Synchro Summon). If this face-up card is sent to the GY, Set 1 "TG" Spell/Trap directly from your Deck or GY except "TG-DSAS". You can only use each effect of "TG-DSAS" once per turn.

 

TGDS-M2

Field Spell Card

You cannot Special Summon any monsters from your Extra Deck, except "T.G." monsters and Synchro Monsters. During your Main Phase: You can target 1 Synchro Summoned "T.G." Synchro Monster you control; return it to the Extra Deck, then if all of its Synchro Materials are in your GY; Special Summon all of them. You can only use this effect of "TGDS-M2" once per turn. Once per turn, if a Synchro Monster(s) is Synchro Summoned during your opponent's turn: You can draw 1 card.

 

TG-TENX01

Counter Trap Card

If a card or effect is activated that targets a card you control; Destroy 1 “T.G.” Monster you control and negate the activation and if you do, banish that card and if you do that, send 1 card your opponent controls or in their hand to the GY. If this Set card is sent to the GY, Set 1 "TG" Spell/Trap directly from your Deck or GY except "TGX01-TEN".

 

Next:

Inzektors

 

Or

 

Earthbound Immortals

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Earthbound Titan Katari

DARK - Link 1 - Reptile/Link/Effect - 2000 ATK - S

1 "Earthbound" monster, except "Earthbound Titan Katari"

When this card is Link Summoned: You can activate 1 "Earthbound Prison" from your hand, Deck, or Graveyard. Field Spell Cards you control cannot be targeted by your opponent's card effects. Your opponent cannot select this card as an attack target. While this card points to an "Earthbound Immortal" monster, this card and that monster are unaffected by, and cannot be targeted by, your opponent's card effects.

 

Earthbound Designator

DARK - Level 4 - Warrior/Effect - 1400/0

If this card is Special Summoned: You can add 1 "Earthbound" card from your Deck to your hand. If this card is Normal Summoned: You can Special Summon 1 "Earthbound" monster from your hand or Graveyard. While you control a Field Spell Card, you can draw 1 card during your opponent's Draw Phase.

 

Earthbound Phantom

DARK - Level 3 - Fiend/Effect - 1600/800

This card can be treated as 2 Tributes for a Tribute Summon. During the turn this card is Normal Summoned, you can Normal Summon 1 additional "Earthbound" monster, except "Earthbound Phantom" (you can only apply this effect of "Earthbound Phantom" once per turn). If this card is Special Summoned: You can add 1 "Earthbound" Spell/Trap Card from your Graveyard to your hand.

 

Earthbound Prison

Field Spell

Cannot be destroyed by card effects. While you control a face-up "Earthbound Immortal" monster, if your opponent Special Summons a monster(s) from their Extra Deck: You can banish 1 other random card from your opponent's Extra Deck. You can Special Summon 1 "Earthbound" monster from your hand or Graveyard (you can only activate this effect of this card's name once per turn).

 

Earthbound Release

Continuous Trap

If a DARK monster is Normal Summoned: You can place 1 Earthbound Counter on this card. Once per turn, you can remove any number of Earthbound Counters from this card: Special Summon a number of "Ceremonial Tokens" (EARTH/Level 1/Rock-Type/ATK 0/DEF 0) equal to the number of Counters removed. "Ceremonial Tokens" cannot be used as Link or Synchro Material. While you control this face-up card and a Field Spell Card, Level 10 DARK monsters you control cannot be Tributed.

 

Not good, but definitely much closer to playable. A tolerable play, in this circumstance, can be made with Phantom and Designator in your opening hand: You can Link Summon Katari to activate Prison from Deck, and slap your Immortal of choice on board. Then, if you didn't have to search the Immortal, you can have Release ready to make your board Kaiju-resistant.

 

Let's revisit GX.

Cloudian

OR

Venom

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Cloudian Cirrus

WATER | Level 4 | Fairy | Effect

This card cannot be destroyed by battle, if this card's Battle Position is changed to face up DEF, destroy this card. Once per turn you can place Fog Counters on face up cards equal to the number of "Cloudian" monsters on the field. You can remove 3 Fog Counters from anywhere on the field, Special Summon 1 Level 4 or lower "Cloudian" monster from your Deck but its effects are negated. 

1400/0

 

 

Cloudian Stratus

WATER | Level 4 | Fairy | Effect

This card cannot be destroyed by battle, if this card's Battle Position is changed to face up DEF, destroy this card. Once per turn you can reveal any number of "Cloudian" monster(s) and/or "Cloud" Spell/Traps in your hand, place Fog Counters on face up cards equal to the number of cards revealed. You can remove 3 Fog Counters from anywhere on the field, shuffle 1 "Cloudian" monster from your GY or that is banished into the Deck and if you do, Draw 1 card. 

1600/0

 

Cloudian Nimbus 

WATER | Level 4 | Fairy | Effect

This card cannot be destroyed by battle, if this card's Battle Position is changed to face up DEF, destroy this card. When this card is Summoned place 1 Fog counter on each face up card. You can remove 3 Fog counters from anywhere on the field, increase the ATK of all "Clouadian" monsters by 1000 until the End Phase. 

1500/0

 

Skyland - Golden City of Nimbus 

Once per turn you can place Fog Counters on face up cards equal to the number of Spell/Trap cards on the field. This card gains effects baed on the number of Fog Counters on this card:

1: During a battle including "Cloudian" monster(s), you receive no battle damage. 

3: Your opponent cannot target "Cloudian" monsters with card effects.

5: Your opponent cannot activate card effects until the end of the Damage Step.

7: During each of your End Phases, Special Summon "Fog" Tokens (WATER |Level 1 | Fairy | 0 | 0) to your opponent's side of the field equal to the number of Fog Counters removed from cards this turn, also they cannot be used as material. 

 

 

Iron Chain

 or

Spiders

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Iron Chain Engineer

Level 4 EARTH Warrior/Effect

If this card is Normal Summoned, Send 1 "Iron Chain" Monster from your Deck to your GY, and if you do, draw 1 card, and if you do that send the top cards of your opponent's Deck to the GY equal to the level of the "Iron Chain" Monster sent to the GY. If this card is destroyed by battle or by card effects, Set 1 "Chain" Continous Spell/Trap Card directly from your Deck.

ATK/1700 DEF/1000

 

Iron Chain Maiden

Level 3 EARTH Spellcaster Tuner/Effect

If this card is sent to the GY: You can add 1 "Iron Chain" Monster from your Deck to your Hand. You can send the top cards of your Deck equal to the number of "Iron Chain" Monsters you control; Special Summon this card, and if you do, add 1 "Chain" Continous Spell/Trap from your Deck to your hand. You can only use 1 effect of "Iron Chain Maiden" per turn.

ATK/800 DEF/1000

 

Iron Chain Berserker

Level 7 EARTH Beast-Warrior Synchro/Effect

1 Tuner + 1+ non-Tuner EARTH monsters

Once per turn, when an effect of a card in the GY is activated (Quick Effect): You can negate the activation, and if you do, banish it, and if you do that, send the top 3 cards of your opponent's Deck to the GY. If this card destroys an opponent's monster by battle: You can activate this effect; until the end of your opponent's next turn, your opponent cannot activate effects of cards in the GY, also they cannot Special Summon monsters from the GY.

ATK/2600 DEF/2100

 

Revolving Chain

Continous Spell Card

Cards sent to your opponent's Deck to the GY cannot be activated during the turn they were sent to the GY.

Each time your opponent sends a card(s) directly from their Deck to the GY, all "Iron Chain" Monsters gain 100 ATK for each card sent until the End Phase. If an "Iron Chain" Monster is destroyed by battle or card effects, destroy 1 card your opponent controls and if you do, send the top card of their Deck to the GY.

 

Connecting Chain

Continous Trap Card

Once per turn: Special Summon 1 Monster from your Opponent's GY that was sent from the Deck this turn.

Each time your opponent takes Battle or Effect Damage from "Iron Chain" Monsters, send the top 3 cards of their Deck to the GY.

 

Next:

Elemental HEROs or Synchrons

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Elemental HERO Metalman

EARTH | Lv. 4

Warrior/Effect

1800/1800

When this card is Normal Summoned: You can send 1 "Elemental HERO" monster from your deck to the GY, then add 1 "Elemental HERO" monster from your deck to hand. When this card leaves the field, you can draw 1 card. You can only use that effect of "Elemental HERO Metalman" Once per turn.

 

Elemental HERO Twister

WIND | Lv 4

Warrior/Effect

1500/1300

You can reveal this card in your hand, then target 1 "Elemental HERO" monster you control, except "Elemental HERO Twister"; Special Summon this card from your hand, and if you do, return that monster to the hand. When this card is Special Summoned: You can add 1 "Polymerization" or "Fusion" card from your deck to your hand.

 

Elemental HERO Storm Master

WATER | Lv 8

Warrior/Fusion/Effect

2500/2100

1 WATER "Elemental HERO" Monster + 1 WIND "Elemental HERO" Monster

When this card is Fusion Summoned: You can destroy all Spell and Trap cards on the field. Once per turn, you can Special Summon 1 "Elemental HERO" from your GY in defense mode. This card gains 300 ATK for each "Elemental HERO" monster on the field.

 

HERO Rising

Normal Spel

You can Special Summon 1 Level 4 or lower "Elemental HERO" from your Hand or GY. You can only activate 1 "HERO Rising" per turn.

 

HERO Super Signal

Normal Trap

When a monster you control is destroyed by battle and sent to the GY: Special Summon 1 "Elemental HERO" monster with the same attribute as the destroyed monster from your deck.

 

Crystal Beast?

or

Fossils? (Jim Cook's Deck from the Anime)

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...I'm going to take a slightly different route with these.

Advanced Crystal Beast Ruby Carbuncle
DARK/Fairy/Effect/Level 3/300 ATK/300 DEF
(This card's name is always treated as "Crystal Beast Ruby Carbuncle".)
If this card is treated as a Continuous Spell Card by this effect, during your Main Phase: You can Special Summon this card from your Spell & Trap Zone. You can only Special Summon "Advanced Crystal Beast Ruby Carbuncle" once per turn this way. If this card is Special Summoned: You can Special Summon as many "Crystal Beast" Monster Cards as possible from your Spell & Trap Zones. You can only use this effect of "Advanced Crystal Beast Ruby Carbuncle" once per turn. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.

Advanced Crystal Beast Amber Mammoth
DARK/Beast/Effect/Level 4/1700 ATK/1600 DEF
(This card's name is always treated as "Crystal Beast Amber Mammoth".)
If another face-up "Crystal Beast" monster(s) you control is targeted for an attack or effect (Quick Effect): You can make this card the target instead. If a DARK "Crystal Beast" monster would be destroyed by a card effect, it is not destroyed. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Advanced Crystal Beast Topaz Tiger
DARK/Beast/Effect/Level 4/1600 ATK/1000 DEF
(This card's name is always treated as "Crystal Beast Topaz Tiger".)
At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Advanced Crystal Beast Emerald Tortoise
DARK/Aqua/Effect/Level 3/600 ATK/2000 DEF
(This card's name is always treated as "Crystal Beast Emerald Tortoise".)
If an Attack Position "Crystal Beast" monster is targeted for an attack: Change it to Defense Position. If a DARK "Crystal Beast" monster would be destroyed by battle, it is not destroyed. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.
 
Advanced Crystal Beast Sapphire Pegasus
DARK/Beast/Effect/Level 4/1800 ATK/1200 DEF
(This card's name is always treated as "Crystal Beast Sapphire Pegasus".)
Is this card is Summoned: You can place up to 3 "Crystal Beast" monsters (1 each from your hand, Deck, and GY) face-up in your Spell & Trap Zone as Continuous Spell(s). You can only use this effect of "Advanced Crystal Beast Sapphire Pegasus" once per turn. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Advanced Crystal Beast Cobalt Eagle
DARK/Beast/Effect/Level 4/1400 ATK/1200 DEF
(This card's name is always treated as "Crystal Beast Cobalt Eagle".)
During your Main Phase: You can target 1 "Crystal" card you control, in your GY, or that is banished: add it to your hand. You can only use this effect of "Advanced Crystal Beast Cobalt Eagle" once per turn. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Advanced Crystal Beast Amethyst Cat
DARK/Beast/Effect/Level 3/1200 ATK/600 DEF
(This card's name is always treated as "Crystal Beast Amethyst Cat".)
This card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is the original ATK of this card. If a DARK "Crystal Beast" monster battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Rainbow Dark Overdragon
DARK/Dragon/Fusion/Effect/Level 10/4000 ATK/0 DEF
7 DARK "Crystal Beast" monsters
(This card is always treated as an "Ultimate Crystal" card.)
Must be either Fusion Summoned, or Special Summoned by Tributing 1 Level 10 "Ultimate Crystal" monster (in which case you do not use "Polymerization"). Unaffected by card effects, also it cannot be Tributed. Once per turn (Quick Effect): You can banish 1 DARK monster from either player's GY; this card gains ATK equal to the ATK of the banished monster.

Avatar of the Ultimate Crystal Beast
LIGHT/Rock/Link/Effect/2000 ATK/LINK-2
SW, SE
2 "Crystal Beast" monsters
If this card was Link Summoned using an "Advanced Crystal Beast" monster as Link Material, it is also treated as DARK. During your Main Phase: You can target 1 "Crystal Beast" card in your GY or Spell & Trap Card Zone; Special Summon it. You can only use this effect of "Avatar of the Ultimate Crystal Beast" once per turn. If this face-up card is destroyed: You can Special Summon 1 "Ultimate Crystal Effigy Token" (Dragon/EARTH/Level 10/0 ATK/4000 DEF) to your side of the field in face-up Defense Position.

Crystal Fusion
Spell/Quick-Play
Fusion Summon 1 "Ultimate Crystal" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your hand, field, and/or GY. During your Main Phase, except the turn this card was sent to the GY: You can target 1 "Ultimate Crystal" monster in your GY and 7 banished "Crystal Beast" monsters; return the banished monsters to your GY, and if you do, Special Summon the "Ultimate Crystal" monster from your GY, ignoring Summoning conditions. You can only use each effect of "Crystal Fusion" once per turn, and only once that turn.

Next Cards:
With Legend Duelist 4 probably not giving these two ladies support...
Windwitches
OR
Lyriluscs

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