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#41
Flash Flyer - Sakura

Flash Flyer - Sakura

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Let's do Gimmick Puppets then.

 

Gimmick Puppet Emergency Performer

Level 8 | DARK | Machine | Effect

1500/2000

If you control no monsters: You can Special Summon this card from your hand, then you can Special Summon 1 Level 8 "Gimmick Puppet" monster with a different name from your hand or GY. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except by using only "Gimmick Puppet" monsters you control as material for a Summon.

 

Gimmick Puppet Discarded Doll

Level 8 | DARK | Machine | Effect

1000/1000

You can send 1 other "Gimmick Puppet" monster from your hand or Deck to the GY; Special Summon this card (from your hand). You can only Special Summon "Gimmick Puppet Abandoned Doll" this way once per turn. Once per turn: You can target 1 Xyz Monster you control; attach 1 "Gimmick Puppet" monster you control or in your GY to that monster as material.

 

Macabre Puppet Theater

Field Spell

Once per turn: You can activate 1 of these effects.

● Add 1 "Gimmick Puppet" monster or a Spell/Trap that lists "Gimmick Puppet" monsters in its text to your hand.

● Special Summon 1 "Gimmick Puppet" monster from your hand or GY.

Each time a "Gimmick Puppet" monster destroys an opponent's monster by battle, your opponent takes damage equal to that monster's Level/Rank x 200 or its Link Rating x 400.

 

Gimmick Puppet Broken Marionetter
Link 2 | DARK | Machine | Link | Effect
1700
E S
2 "Gimmick Puppet" monsters
Once per turn: You can Special Summon 1 "Gimmick Puppet" monster from your GY to a zone a Link Monster points to, then if it was an Xyz Monster, you can attach 1 monster from your GY to it as material. If this card is sent to the GY: You can Special Summon 2 "Gimmick Puppet" monsters with different names from your hand or Deck, but their ATK/DEF are halved.

 

Gimmick Puppet Warden Marionetter

Link 3 | DARK | Machine | Link | Effect

2500

W SW SE

2+ monsters, including a "Gimmick Puppet" monster

If this card is Link Summoned: You can Special Summon 1 "Gimmick Puppet" monster each from your Deck or GY. You can only use this effect of "Gimmick Puppet Warden Marionetter" once per turn. Once per turn: You can activate 1 of these effects.

● Target 1 "Gimmick Puppet" monster you control; this turn, it can attack your opponent directly, but any battle damage your opponent takes from other monsters you control becomes 0.

● Target 1 "Gimmick Puppet" monster you control; this turn, that monster can attack all monsters your opponent controls once each.

If this card leaves the field by an opponent's card or effect: You can send 1 other "Gimmick Puppet" monster you control to the GY; Special Summon this card. You can only use this effect of "Gimmick Puppet Warden Marionetter" once per turn.

 

====

Uh yeah, both of the Links are "technically" named for Broken because he wrote the guide for them a good while back.

 

(Stuff in here probably isn't what the Deck needs to be competitive in 2018 and beyond, but I tried to address the brick problem if you can't get the Level 8s out faster via Humpty Dumpty or do Gear Changer things. Oh right, and I guess Discard Doll can go make friends with Dreary because this dumps her.)

====

 

Hmm, let's see...

 

Nordics or Genex


Card Directory and TCG Decks
Viva Club Espeon!
Extra Images / GFX stuff
Zootopia GIFs (I have too many of them in here -_-)
Character results
YCM Accolades

 

IzFJLd3.pngJAYSUMQ.gif

 

Pokémon X / AS / Sun FC: 4098-4005-6931

(If you add my code, make sure you tell me so I can add you back)


#42
President Frank Underwood

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Ratakostr of the Nordic Beasts
WIND/Beast/Tuner/Effect/Level 1/300 ATK/800 DEF
If your opponent controls a monster, and all the monsters (if any) on your side of the field and in your GY are "Nordic" or "Aesir" monsters (and only "Nordic" or "Aesir" monsters), you can Special Summon this card (from your hand). You can only Special Summon "Ratakostr of the Nordic Beasts" once per turn this way. If this card is sent to the GY: Add 1 "Nordic" card from your Deck to your hand. You can only use this effect of "Ratakostr of the Nordic Beasts" once per turn.

Saehrimnir of the Nordic Beasts
FIRE/Beast/Effect/Level 6/1900 ATK/2000 DEF
During your Main Phase, if this card is in your hand or GY: You can Tribute 1 "Nordic" monster you control; Special Summon this card in face-up Defense Position. During your Main Phase, if you control a "Nordic" Tuner monster: You can Special Summon 1 "Nordic Beast Token" (Beast-Type/EARTH/Level 3/ATK 0/DEF 0) in face-up Defense Position. You can only use each effect of "Saehrimnir of the Nordic Beasts" once per turn.
 
Husvaettir of the Nordic Alfar
EARTH/Psychic/Tuner/Effect/Level 3/1000 ATK/800 DEF
If you use this card you control for the Synchro Summon of an "Aesir" Synchro Monster, you can treat it as a non-Tuner monster. During your Main Phase, if this card was Normal or Special Summoned this turn, you can: Immediately after this effect resolves, Normal Summon 1 "Nordic" monster from your hand, except "Husvaettir of the Nordic Alfar", also, if it is a Level 5 or higher "Nordic" monster, you can Normal Summon it without Tribute. You can only use this effect of "Husvaettir of the Nordic Alfar" once per turn.
 
Huginn of the Nordic Ascendant
LIGHT/Winged Beast/Effect/Level 5/0 ATK/0 DEF
During your Main Phase, if you control no "Aesir" monsters: You can reveal 1 "Aesir" Synchro Monster in your Extra Deck; Special Summon this card from your hand, and 2 "Nordic" monsters (1 Tuner and 1 non-Tuner) from your Deck whose total Levels equal 9 or less, and if you do, reduce this card's Level so the combined Levels of the monsters Special Summoned by this card's effect equal 10. You cannot Special Summon monsters from the Extra Deck during the turn you activated this effect, except the "Aesir" Synchro Monster revealed by this card's effect. (Quick Effect): You can banish this card from your hand or GY; add 1 "Nordic" monster from your Deck to your hand. You can only use 1 "Huginn of the Nordic Ascendant" effect per turn, and only once that turn.

Muninn of the Nordic Ascendant
DARK/Winged Beast/Effect/Level 5/0 ATK/0 DEF
During your Main Phase, if you control no "Aesir" monsters: You can target 1 "Aesir" Synchro Monster in your GY, then target 2 "Nordic" monsters (1 Tuner and 1 non-Tuner) whose combined Levels equal 9 or less in your GY; shuffle the first target into your Extra Deck, then Special Summon this card from your hand and the other 2 targets from your GY, and if you do, reduce this card's Level so the combined Levels of the monsters Special Summoned by this card's effect equal 10. You cannot Special Summon monsters from the Extra Deck during the turn you activated this effect, except the "Aesir" Synchro Monster revealed by this card's effect. (Quick Effect): You can banish this card from your hand or GY, then target 1 "Nordic" monster in your GY; add it to your hand. You can only use 1 "Muninn of the Nordic Ascendant" effect per turn, and only once that turn.
 
Andhrimnir of the Nordic Ascendant
LIGHT/Spellcaster/Tuner/Effect/Level 7/2300 ATK/1600 DEF
You can Tribute Summon this card by Tributing 1 "Nordic" monster. If you control an "Aesir" monster, you can Normal Summon this card without Tributing. If this card is Normal Summoned: You can send any number of "Nordic" Tuner monsters with different names from your Deck to the GY; Special Summon "Einherjar Tokens" (Warrior-Type/EARTH/Level 4/ATK 1000/DEF 1000) up to the number of "Nordic" Tuner monsters sent to the GY by this effect, then, reduce this card's Level by the combined Levels of the "Nordic" Tuner monsters sent to the GY by this effect. You can only use this effect of "Andhrimnir of the Nordic Ascendant" once per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except “Aesir” monsters.
 
Hela, Usurper of the Aesir
FIRE/Zombie/Synchro/Effect/Level 10/3200 ATK/2900 DEF
1 "Nordic" Tuner + 2+ monsters
Up to twice per turn: You can target 1 card on the field; destroy it. During the End Phase, if this face-up card you controlled was destroyed by your opponent's card (by battle or card effect) and sent to your GY this turn: You can banish 1 "Nordic" Tuner monster from your GY; Special Summon this card. When Summoned this way: You can activate this effect; all monsters your opponent controls lose 1000 ATK/DEF.

Brynhildr, Champion of the Aesir
WIND/Warrior/Synchro/Effect/Level 10/3700 ATK/2700 DEF
1 "Nordic" Tuner + 2+ monsters
Once per turn: You can target 1 face-up monster on the field; change its battle position, then, if it was a "Nordic" monster, it gains 500 ATK/DEF. During the End Phase, if this face-up card you controlled was destroyed by your opponent's card (by battle or card effect) and sent to your GY this turn: You can banish 1 "Nordic" Tuner monster from your GY; Special Summon this card. When Summoned this way: You can activate this effect; during your next turn, this card can attack twice during each Battle Phase.

Eikthyrnir of the Nordic Beasts
WATER/Beast/Link/Effect/2600 ATK/LINK-3
SW, S, SE
2+ "Nordic" monsters
Your opponent cannot activate cards or effects in response to the activation of the effects of "Aesir" monsters this card points to. You can only use each of these effects of "Eikthyrnir of the Nordic Beasts" once per turn.
● If this card is Link Summoned: You can target 1 "Aesir" monster in your GY or that was banished; Special Summon it to a zone this card points to.
● During your Main Phase: You can target 1 "Nordic" card you control and 1 card your opponent controls; banish those targets, also, any "Nordic" monsters banished to activate this card's effect are instead treated as being destroyed by battle and sent to the GY for the activation of their own effects.

Vatnavaettir of the Nordic Alfar
WATER/Psychic/Link/Effect/1500 ATK/LINK-2
SE, SW
2 "Nordic" monsters
All monsters this card points to gain 500 ATK/DEF for each "Aesir" monster you control with different names. While you control an "Aesir" monster, you take no damage. You can only use each of these effects of "Vatnanaettir of the Nordic Alfar" once per turn.
● If this card is Link Summoned: You can Set 1 Spell/Trap Card that specifically lists "Nordic" or "Aesir" in its card text from your Deck or GY.
● During your Main Phase: You can banish 1 "Nordic" card from your hand or GY, then target up to 3 of your banished "Nordic" cards; shuffle them into your Deck, and if you do, draw 1 card.

Asgard, Realm of the Aesir
Spell/Field
When this card is activated: Add 1 "Nordic" monster from your Deck to your hand. The activated effects of “Aesir” monsters you control can be activated during either player's turn. The Special Summon of "Aesir" monsters cannot be negated. Your opponent cannot activate cards or effects when you Special Summon a "Nordic" and/or "Aesir" monster(s). When an "Aesir" monster is Special Summoned: Draw 1 card. This card must be face-up on the field to activate and to resolve this effect. If this card in its owner's control is destroyed by an opponent's card effect: Shuffle all banished "Nordic" monsters into your Deck. You can only activate 1 "Asgard, Realm of the Aesir" per turn.

Nordic Relic - Gram
Spell/Equip
Equip only to a "Nordic" or "Aesir" monster. It gains ATK/DEF equal to its Level x 200. If the equipped monster battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. Once per turn, the equipped monster cannot be destroyed by battle or by card effects.

Punishment of Loki
Trap/Counter
When a Spell/Trap Card, or monster effect is activated while you control an “Aesir” monster: Negate the activation, and if you do, banish that card, and if you do that, until the end of next turn, your opponent cannot activate cards, or the effects of cards, with that original name. You can only activate 1 "Punishment of Loki" per turn.

Notes:
Ratakostr = The squirrel that runs across the branches and body of Yggdrasil delivering messages between the Nine Realms, and lord over all squirrels, who serve as his subordinates.
Saehrimnir = The beast (most figure a boar) whose flesh and body are used every day in Valhalla as the basis of that day's feast. He reincarnates every night to get fat again and be butchered the next day.
Eikthyrnir = A mighty and sacred stag that produces rivers from his horns that flow throughout Midgard.
Husvaettir = "House spirits". The Norse equivalent of brownies or tomtes. They are invisible household entities that help maintain a household.
Vatnavaettir = "Water spirits". They protect specific areas of water, and will bless those that please them, but punish those that insult them.

Huginn & Muninn = Odin's ravens, who serve as his personal messengers and informants. Huginn represents the future and creativity, while Muninn represents the past and memory.
Andhrimnir = The cook of Valhalla, and its Master of Ceremonies. He's the one that turns Saehrimnir into delicious meals for the Einherjar, the warriors of Valhalla.
Hela = One of the rulers of the dead in Norse mythology, specifically over those that were deemed evil, or dishonorable. She is usually depicted as some form of undead.

Brynhildr = THE Valkyrie, leader of the heavenly forces of Asgard. The ur-shieldmaiden.
Asgard = The realm at the top of Yggdrasil where the Aesir rule over all of creation.

Gram = The fabled sword that Sigurd used to slay the dragon Fafnir.
Punishment of Loki = For pissing off the other Aesir too much, Loki was condemned to be tied to a rock using the entrails of his sons, and forced to have a venomous snake constantly drip venom into his eyeballs. His wife would hold a bowl up to protect his face, but when she inevitably had to empty it, Loki writhed so much is shook Midgard, causing earthquakes.


Next:
Salamangreats (an anime archetype that's taking forever to get new cards for)
OR
Battlewasps (an anime archetype that's taking forever to get defictionalized)



#43
Perry Ellis.

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Salamangreat Giraf

FIRE | Level 5 | Cyberse | Effect

If you control no monster(s) or if all the monsters you control are FIRE and or "Salamangreat" monsters, you can Special Summon this card from your hand. You can only activate this effect of "Salamangreat Giraf" twice per turn. Once per turn, if a "Salamangreat" monster is Summoned (including this card's Summon), you can activate 1 Continuous "Salamangreat" Spell/Trap from your Deck. If this card is sent from the field to the GY by your opponent's card effect, add 1 FIRE monster from your GY to your hand execpt "Salamangreat Giraf".

2100/200

 

Salamangreat Babon

FIRE | Level 5 | Cyberse | Effect

You can shuffle 1 "Salamangreat" Spell/Trap card you control or in your GY into the Deck, and if you do, Special Summon this card from your hand. You can only activate this effect of "Salamangreat Babon" once per turn. If this card battles a non-FIRE monster, you can return this card and the other monster back to the hand. If this card is sent to the GY as Link Material, that monster gains the following effect:

- This card cannot be destroyed by card effects.

1900/200

 
 
Salamangreat Vipe

FIRE | Link 1 | D | Cyberse | Effect

1 FIRE monster
When this card is Link Summoned, you can Special Summon 1 "Salamangreat" monster with a lower Level/Link from you GY than the material used. once per turn, you can send 1 face up "Salamangreat" Spell/Trap card to the GY, and if you do, Draw cards equal to the number of Spell/Trap cards with the same name in your GY. If this card is used as material to Link Summon a " Salamangreat Vipe", then this card gains the following effect:
- when a FIRE monster is Summoned, inflict 800 Damage to your opponent.
800
 
Salamangreat Rising Rhino

FIRE | Rank 5 | XYZ | Cyberse | Effect

2+ Level 5 "Salamangreat" monsters

When this card is XYZ Summoned, you can Special Summon "Salamangreat Tokens" (FIRE | Level 4 | Cyberse | ATK 1000 | DEF 1000). Once per turn, you can detach 1 XYZ Material from this card, target 1 other "Salamangreat" monster  with a level you control and 1 "Salamangreat" Link monster in your GY; have the first monster's name and monster card type be treated as the second target's until the end of this turn. During your opponent's Main Phase while this card is linked, your opponent cannot target "Salamangreat" monster(s).
2400/2500
 
Salamangreat Fire Grounds
Continuous Spell
Once per turn, you can Discard 1 card; add 1 "Salamangreat" monster from your Deck to your hand. If a "Salamangreat" monster inflicts battle damage, inflict 500 damage. Once per turn while this card is in the GY and if you XYZ Summon a "Salamangreat" monster, you can attach this card to that monster. 
 
Helixx (Dr. Genome's Archetype)
 
or 
 
Motor Worm (Faust's Archetype)


#44
President Frank Underwood

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Motor Worm Loader Drone
LIGHT/Insect/Effect/Level 1/400 ATK/200 DEF
If all monsters you control are Insect monsters (min. 1): You can Special Summon this card from your hand. You can only Special Summon "Motor Worm Loader Drone" once per turn this way. If this card is Normal or Special Summoned: You can Special Summon 1 "Motor Worm Token" (Insect/LIGHT/Level 1/0 ATK/0 DEF) in face-up Defense Position to either side of the field, also you cannot Normal or Special Summon Level 3 or higher monsters for the rest of this turn. You can only use this effect of "Motor Worm Loader Drone" once per turn. While this card is in your GY, if an Insect Link Monster would leave the field because of your opponent's card (either by battle or by card effect), you can destroy 1 "Motor Worm Token" instead.

Motor Worm Transport Drone
LIGHT/Insect/Effect/Level 1/300 ATK/2100 DEF
If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon “Motor Worm Transport Drone” once per turn this way. If this card is Normal or Special Summoned: You can add 1 "Motor Worm" card or a Spell/Trap that specifically lists the card "Motor Worm Token" in its card text from your Deck to your hand, also you cannot Normal or Special Summon Level 3 or higher monsters for the rest of this turn. You can only use this effect of "Motor Worm Transport Drone" once per turn. Once per turn, while this card is in your GY, and you control an Insect Link Monster (Quick Effect): You can banish 1 "Motor Worm" card from your GY; Special Summon 1 "Motor Worm Token" (Insect/LIGHT/Level 1/0 ATK/0 DEF) in face-up Defense Position to either side of the field.

Motor Worm Soldier Drone
LIGHT/Insect/Effect/Level 2/1300 ATK/500 DEF
Gains 200 ATK for each Insect monster on the field. Cannot declare an attack if you control a Level 3 or higher monster. If this card is sent to the GY as Link Material for the Link Summon of an Insect Link Monster: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Motor Worm Soldier Drone" once per turn.

Motor Worm Taskmaster
LIGHT/Insect/Link/Effect/400 ATK/LINK-2
E, SE
2 Insect monsters
Gains 400 ATK for each Insect monster on the field. Once per turn, if a "Motor Worm Token" is Special Summoned to either side of the field (Quick Effect): You can Special Summon 1 "Motor Worm Token" (Insect/LIGHT/Level 1/0 ATK/0 DEF) to a zone this card points to. Your opponent's monsters cannot target "Motor Worm Tokens" for attacks.
 
Motor Worm Swarm
Trap/Normal
If you control no Level 3 or higher monsters: Pay half of your LP; Special Summon the same number of "Motor Worm Tokens" (Insect/LIGHT/Level 1/0 ATK/0 DEF) on each player's field in Defense Position, so as to Summon as many as possible, then, you can banish a number of cards on your opponent's side of the field, up to the number of "Motor Worm Tokens" that were Special Summoned to zones your Insect Link Monsters point to. You cannot Special Summon monsters, except Insect monsters, during the turn you activate this effect. If you have a "Motor Worm" monster in your GY: You can banish this card from your GY; this turn, "Motor Worm" monsters you control cannot be destroyed by battle, also you take no damage this turn. You can only use 1 "Motor Worm Swam" effect per turn, and only once that turn.

Next Cards:
Harpies (Give them a new boss monster, preferably a Link and/or a LV5+)
OR
Aliens (They have a very potent new Link. Take advantage of it.)



#45
Dova

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Alien Scientist
LIGHT | ✪✪✪✪ | Reptile/Effect | 1100/1700

Once per turn, if another "Alien" monster you control is destroyed by a card effect, or you discard an "Alien" monster(s): You can target 1 of those monsters in the GY; add it to your hand. Once per turn, if you activate a Spell/Trap Card that specifics mentions A-Counters in its card text: You can target 1 face-up monster your opponent controls; place 1 A-Counter on it.

Alien Experiment
DARK | ✪ | Reptile/Effect | 300/300

If this card is sent from your hand or field to the GY: You can target 1 face-up card your opponent controls without an A-Counter; place 1 A-Counter on it. During your Main Phase: You can Tribute this face-up card, and if you do, Special Summon 1 "Alien Ammonite" from your Deck. You can only use this effect of "Alien Experiment" once per turn.

Cosmic Laboratory Siira'el

LIGHT | ✪✪✪✪✪✪ | Machine/Synchro/Effect | 2000/2800
"Alien Ammonite" + 1 or more non-Tuner monsters

If this card is Special Summoned: You can add 1 Spell/Trap Card that mentions A-Counters in its card text from your Deck to your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 "Flying Saucer Muusik'i" from your Deck. You can only use these effects of "Cosmic Laboratory Siira'el" once per turn. Once per turn: You can discard 1 monster: Special Summon 1 "Clone Token" (Reptile/LIGHT/Level 2/ATK 1000/DEF 1000) to each side of the field in Attack Position.

Code A Risen Civilization
Continuous Spell

All monsters you control with an A-Counter(s) on them are treated as "Alien" monsters. Each time you Special Summon an "Alien" monster(s), place 1 A-Counter on this card. Once per turn: You can remove 2 A-Counters from this card; destroy 1 face-up "Alien" monster you control, and if you do, draw 1 card.


B.E.S.
OR
Charmer/Familiar Possessed



#46
Bringerofcake

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The name "Alien Scientist" is copyrighted tyvm (jk)

 

Note: Possessed Dark Soul has different kanji compared to the familiar-possessed monsters and Unpossessed, so it is never treated as a "Possessed" monster for the folloowing effects.

Element Familiar - Marmot

EARTH
Beast/Effect

2/400/600

If you control a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF, you can Special Summon this card from your hand. (Quick Effect): You can send this card from your hand or field to the GY and target 1 monster on the field; its Attribute is treated as EARTH (and no other Attributes) for the rest of the turn. If a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF battles (Quick Effect) while this card is in your GY: It is not destroyed by that battle, then add this card from your GY to your hand.

 

Element Familiar - Bat

DARK

Fiend/Effect

3/800/500

If you control a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF, you can Special Summon this card from your hand. (Quick Effect): You can send this card from your hand or field to the GY and target 1 monster on the field; its Attribute is treated as DARK (and no other Attributes) for the rest of the turn. If this card is sent to the GY: you can add 1 "Possess" card from your Deck to your hand. You can only use this effect of "Element Familiar - Bat" once per turn.

 

Element Familiar - Dragon

WIND

Dragon/Effect

2/500/700

If you control a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF, you can Special Summon this card from your hand. (Quick Effect): You can send this card from your hand or field to the GY and target 1 monster on the field; its Attribute is treated as WIND (and no other Attributes) for the rest of the turn. If a card or effect would destroy a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF you control while this card is in your GY, except the turn it was sent to the GY; negate that effect, then you can move that monster to a different Main Monster Zone, and if you do, add this card from your GY to your hand.

 

Element Familiar - Fox

Fire

Beast/Effect

2/500/700

If you control a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF, you can Special Summon this card from your hand. (Quick Effect): You can send this card from your hand or field to the GY and target 1 monster on the field; its Attribute is treated as FIRE (and no other Attributes) for the rest of the turn. If this card is in your GY, during the Battle Phase (Quick Effect); add it to your hand, then your Spellcaster monsters with exactly 1850 ATK and/or 1500 DEF and your monsters with exactly 1500 ATK and 200 DEF gain 1000 ATK for the rest of the turn. You can only use this effect of "Element Familiar - Fox" once per turn.

 

Element Familiar - Giga

WATER

1/350/300

If you control a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF, you can Special Summon this card from your hand. (Quick Effect): You can send this card from your hand or field to the GY and target 1 monster on the field; its Attribute is treated as WATER (and no other Attributes) for the rest of the turn. If that monster leaves the field, except the turn this card is sent to the GY: You can take this card and either add it to your hand or Special Summon it if you control a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF.

 

Element Familiar - Lover

LIGHT
2/800/500

If you control a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF, you can Special Summon this card from your hand. (Quick Effect): You can send this card from your hand or field to the GY and target 1 monster on the field; its Attribute is treated as LIGHT (and no other Attributes) for the rest of the turn. During the Main Phase, if this card is in your GY except if it was sent there this turn (Quick Effect): Target 1 Spellcaster monster with exactly 1850 ATK and/or 1500 DEF or a monster with exactly 1500 ATK and 200 DEF in your GY; Add this card and that target to the hand.

 

Possessed Potential

Normal Spell

Target 1 Spellcaster monster with exactly 1850 ATK and/or 1500 DEF or 1 "Element Familiar" monster you control; Apply the following effect, depending on the monster targetted:

~ Spellcaster monster with exactly 1850 ATK and/or 1500 DEF: Special Summon 1 Spellcaster monster from your hand, Deck, or GY with exactly 1850 ATK and/or 1500 DEF and the same Attribute, but a different name. if a "Possessed" monster is summoned this way, it is treated as having been summoned by its own effect.

~ "Element Familiar" monster: Special Summon 1 monster from your hand, Deck or GY with exactly 1500 ATK and 200 DEF, a higher Level and the same Attribute.

 

Dharc the Dark Void Charmer

DARK
Spellcaster/Xyz/Effect

3/1850/1500

2 Level 3 DARK monsters

(This card is always a "Familiar-Possessed" monster)

You can also Xyz Summon this card by using 1 "Dharc" monster that started the Duel in the Main Deck and 1 DARK "Element Familiar" monster (even if they have different Levels). (Quick Effect): You can detach 1 Xyz Material from this card and target 1 DARK monster in your opponent's GY: Special Summon it to your field. If this Xyz Summoned card is destroyed and sent to the GY: You can add 1 DARK monster with exactly 1500 DEF from your Deck to your hand. You can only use each effect of "Dharc, the Dark Void Charmer" once per turn.

 

Dharc as a Link monster would not sit well with me, so I think an Xyz is fine. Otherwise, the familiars themselves never felt like they fit in with the Charmer themes, so I decided to revamp the hell out of them, supporting various parts of the theme or just being a ROTA or something. As time goes on (I.E. if this game comes back around to charmers), the rest of the extra deck could be expanded on, but I'm really tired so one is all y'all get.

 

 

Plants!

 

Aroma(ge)

or

Sylvan



#47
AstralStarZero

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Aromaseraphy Fennel
Level 2 DARK Plant/Tuner/Effect
If this card is Normal or Special Summoned: Special Summon 1 "Aroma" monster from your hand, then gain LP equal to their ATK or DEF, whichever is higher. This effect of "Aromage Fennel" can only be used once per turn. Once per turn, while you have more LP than your opponent: you can add 1 Spell/Trap from your Deck or GY that list "Aroma" inits card text to your hand.
ATK/1000 DEF/0

Aromage Clover
Level 5 WIND Plant/Effect
If your LP are higher than your opponent's (Quick Effect): You can reveal this card in your hand; Special Summon it. If you Gain LP: You can Set 1 Continous Spell/Trap Card directly from your Deck also you cannot activate other monster effects for the rest of the turn, except Plant Monster Effects. You can only use each effect of "Aromage Clover" once per turn.
ATK/2100 DEF/1500

Aromage Gardenia
Level 4 DARK Plant/Effect
While your LP is higher than your opponent's, the activation and effects of "Aroma" cards activated on your side of the field cannot be negated. Once per turn, if you gain LP; Return 1 Spell/Trap Card on the field to the Hand.
ATK/1700 DEF/1200

Aromaseraphy Dianthus
Level 6 EARTH Synchro Plant/Effect
1 Tuner + 1 or more non-Tuner Plant Monsters
Once per turn, while your LP is higher than your opponent’s: you can banish 1 face-up card on the field. After damage calculation, if this card battled an opponent's monster: Gain LP equal to that opponent's ATK and if you do Inflict damage to your opponent equal to the LP gained.
ATK/2100 DEF/1800

Aromaseraphy Lavandula
Level 7 LIGHT Synchro Plant / Effect
1 Tuner + 1 or more non-Tuner Plant monsters
While your LP is higher than your opponent's, "Aroma" monsters you control monsters cannot be targeted by your opponent’s card effect. If you gain LP: Target 1 Plant monster you control; it gains ATK equal to half the difference between your opponent's LP and your LP until the End of the turn, also your opponent takes half the Battle Damage involving that monster.
ATK/2500 DEF/1800

Aroma Fragrance
Quick-Play Spell Card
If your LP is higher than your opponent's; Special Summon 2 "Aroma Tokens" (Plant Type/WIND/Level 1/ATK 0/DEF 0) in Defense Position, also you can only Special Summon Plant Monsters from your Extra Deck for the rest of the turn. You can banish this card from your GY, then target 1 "Aroma" Monster in your GY or among your banished cards; add it to your Hand and gain LP equal to its ATK. You can only use each effect of "Aroma Fragrance" once per turn.

Hazy Winds
Continous Spell Card
During the Battle Phase only, while your LP is higher than your opponent's, your opponent cannot activate Monster Effects. The first time each turn you would take Battle or Effect Damage: Gain that much LP instead and if you do, Draw 1 card. You can pay LP in multiples of 100 (max. 3000); all Monsters your opponent controls loses that much ATK/DEF.

Scorching Winds
Continous Spell Card
If you gain LP: Target 1 Spell/Trap Card your opponent controls; destroy it. If you control an "Aroma" monster and your LP is at least 3000 higher than your opponent's: You can pay 1000 LP for each face-up "Aroma" monster on the field; destroy Spell/Trap Cards your opponent controls up to the number of "Aroma" monsters you control. You can only use each effect of "Scorching Winds" once per turn.

Next:

Inzektors

Or

Egyptian Gods

#48
Perry Ellis.

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Ardent Follower of Silfer

LIGHT | Level 3 | Dragon | Effect

When this card is Normal Summoned and if you have 3 or more card in your hand, Special Summon 2 "Ardent Follower of Silver" monster(s) from your hand, Deck, or GY. Once per turn, you can tribute this card and 2 other monsters, Normal Summon 1 "Silfer the Sky Dragon", "Obelisk the Tormentor", or "Winged Dragon of Ra" in addition to your Normal Summon/Set this turn. 

1000/1000

 

Obelisk Preist

LIGHT | Level 4 | Fiend | Effect 

If this card is Summoned, you can add 1 "Silfer the Sky Dragon", "Obelisk the Tormentor", or "Winged Dragon of Ra" from your Deck to your hand. if this card is sent to the GY as tribute for a Divine monster, you can make that monster unaffected by card effects. 

1000/1000

 

Atem's Call

Quick Play Spell

If you control no other cards, Special Summon 1 "Silfer the Sky Dragon", "Obelisk the Tormentor", or "Winged Dragon of Ra" from your hand, Deck or GY but shuffle it into the Deck during the End Phase, also it cannot be destroyed by battle or card effects. If this card is in your GY, you can banish this card, add 1 card  that Specifically Lists"Silfer the Sky Dragon", "Obelisk the Tormentor", or "Winged Dragon of Ra" in its text from your Deck to your hand. You can only activate 1 effect of "Atem's Call" per turn.

 

Praise the Gods

Quick Play Spell

If you control a "Silfer the Sky Dragon", "Obelisk the Tormentor", or "Winged Dragon of Ra" Pay 3000 life points, destroy all cards on the field except for the "Silfer the Sky Dragon", "Obelisk the Tormentor", or "Winged Dragon of Ra" you control and if you do both players must shuffle cards from their hands and GY into the Deck. You can only activate "Praise the Gods" once per duel.

 

Reptillianne

 

or 

 

Scrap



#49
AstralStarZero

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This is supposed to be a Legacy Support thread from archetypes before VRAINS. Code Talkers are still going to get support because of the Animes. So you might want to change your prompts.

#50
Perry Ellis.

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This is supposed to be a Legacy Support thread from archetypes before VRAINS. Code Talkers are still going to get support because of the Animes. So you might want to change your prompts.

 

ok no problem, thought it was ok since salamangreats and motor worms were accepted before, but I went ahead and changed the prompts/skip



#51
Flash Flyer - Sakura

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I think Dan let those go either due to not watching the thread or the other KoH werenʻt going to get new cards anytime soon (presumably). Also because Soulburner stuff still sucks. (Then again, you kinda need an ED, but at a certain point, the ED is going to be oversaturated and certain Decks do work better without needing an ED monster).

 

But letʻs try Reptillanne anyway.

 

Reptillanne Basilisk

Level 3 | DARK | Reptile | Effect

1400/1000

If this card is Normal or Special Summoned: You can Special Summon 1 "Reptilianne" monster from your hand or GY.

 

Reptilianne Cobra

Level 4 | DARK | Reptile | Effect

800/1400

If this card is Normal or Special Summoned: You can target 1 monster your opponent controls; its ATK/DEF become 0 until the end of this turn.

 

Reptilianne Ouroboros

Link 3 | DARK | Reptile | Link | Effect

2600

SW S SE

2+ Reptile monsters, including a "Reptilianne" monster

While this card is in the Extra Monster Zone, the ATK/DEF of all monsters your opponent controls become 0. If this card leaves the field: You can Special Summon 1 "Reptilianne Hydra" from your Extra Deck or GY. (This is treated as a Synchro Summon.) You can only use this effect of "Reptilianne Ouroboros" once per turn.

 

Reptilianne Emergence

Quick-Play

Special Summon any number of "Reptilianne" monsters from your hand or GY with different names, then lose 500 LP for each.

 

 

Letʻs try Cyber Angels or Lunalight.


Card Directory and TCG Decks
Viva Club Espeon!
Extra Images / GFX stuff
Zootopia GIFs (I have too many of them in here -_-)
Character results
YCM Accolades

 

IzFJLd3.pngJAYSUMQ.gif

 

Pokémon X / AS / Sun FC: 4098-4005-6931

(If you add my code, make sure you tell me so I can add you back)


#52
President Frank Underwood

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Cyber Tenderness Angel
LIGHT/Fairy/Effect/Level 3/500 ATK/500 DEF
During your Main Phase, if this card is in your hand or GY: You can reveal 1 "Cyber Angel" Ritual Monster in your hand; Special Summon this card. If this card is Normal or Special Summoned: You can Special Summon 1 Level 2 or lower LIGHT Fairy monster from your hand, Deck, or GY, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Cyber Angel" monsters. You can only use each effect of "Cyber Tenderness Angel" once per turn.
 
Cyber Bikuni
EARTH/Warrior/Effect/Level 7/800 ATK/2100 DEF
You can Special Summon this card (from your hand) by Tributing 1 Warrior or Fairy monster from your hand or field. If you control a "Cyber Angel" Ritual Monster, you can Normal Summon this card without Tribute. You can only use each of these effects of "Cyber Bikuni" once per turn.
● If this card is Normal or Special Summoned: You can target 1 banished "Machine Angel" Spell Card and 1 "Cyber Angel" Ritual Monster in your GY; add both targets to your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Cyber Angel" monsters. You can only use this effect of "Cyber Bikuni" once per turn.
● If this card is Tributed: You can add 1 "Cyber Angel" Ritual Monster from your Deck or GY to your hand.

Cyber Angel Kishouten
LIGHT/Fairy/Ritual/Effect/Level 6/1700 ATK/1800 DEF
You can Ritual Summon this card with "Machine Angel Ritual". If this card is Ritual Summoned: You can target 1 card on the field; destroy it. If this card is Tributed: You can target 1 card on the field; destroy it.
 
Cyber Angel Blader Ardanari
LIGHT/Warrior/Fusion/Effect/Level 8/2600 ATK/3100 DEF
1 "Cyber Angel" Ritual Monster + 1 Level 5 or higher Warrior monster
Must be either Fusion Summoned, or Special Summoned by Tributing the above cards you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. This card is treated as a Ritual Monster while in the Extra Deck or GY. Cannot be destroyed by battle or by card effects. Once per turn (Quick Effect): You can Tribute 1 Fairy monster from your hand or field; this card's ATK becomes double its original ATK until the end of the turn. When your opponent activates a card or effect: You can make this card lose exactly 1000 DEF, and if you do, negate the activation.
 
The Beautiful Machine Angel
Spell/Normal
Send 1 "Cyber Angel" Ritual Monster from your Deck to the GY; Special Summon "Machine Angel Tokens" (Fairy/LIGHT/Level 2/0 ATK/0 DEF) up to the Level of the "Cyber Angel" Ritual Monster sent to the GY by this effect. For the rest of the turn after this card resolves, you cannot Special Summon monsters, except Ritual Monsters. You can only activate 1 "The Beautiful Machine Angel" per turn.

Machine Angel Desperate Ritual
Spell/Quick-Play
This card is used to Ritual Summon any "Cyber Angel" Ritual Monster from your hand or Deck. You must also Tribute Ritual Monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can only activate 1 "Machine Angel Desperate Ritual" per turn.

Next:
Fortune Ladies (haven't gotten support since 5D's)
OR
Yubel (amazing on Duel Links, but crappy otherwise)



#53
Perry Ellis.

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Seed of Terror

DARK | Level 1 | Fiend | Effect

You can tribute this card, Special Summon 1 "Yubel" from your hand or GY, but destroy it during the End Phase. If "Yubel - The Ultimate Nightmare" is removed from the field while this card is in the GY, you can Special Summon this card from your GY. You can only activate each effect of "Seed of Terror" once per turn. 

0/0

 

Advancing Terror

Normal Spell

Destroy 1 card in your hand and if you do add 1 "Yubel" from your deck to your hand. During the Main Phase (except the turn this card was sent to the GY) if this card is in the GY, you can banish this card: destroy 1 "Yubel" or "Yubel-" card on the if field or in your hand. You can only activate this effect of "Advancing Terror" once per turn. 

 

Phobiatlas

Field Spell

You can only activate 1 of the following effects per turn:

-(Quick Effect) During your Opponent's turn, make all face up monsters Attack this turn. Your opponent cannot move past the Battle Phase until this effect is resolved. 

-Shuffle any "Yubel-" cards from your hand or GY back into the Deck, then draw the same amount of cards +1.

 

Born to Terror

Continuous Trap

Monsters you control are unaffected by the effects of "Yubel-" cards also "Yubel-" cards cannot be destroyed by card effects once per turn. You can send 1 DARK Fiend monster from your Deck to the GY, but you cannot activate effects of cards with the same name until the End Phase. If this card is sent to the GY, add 1 card that lists "Yubel" in its text. You can only use each effect of "Born to Terror" once per turn. 

 

 

Arcana Force

 

or 

 

Inca



#54
President Frank Underwood

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Arcana Force II - The Priestess
LIGHT/Fairy/Tuner/Effect/Level 4/1200 ATK/1200 DEF
When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: During your Main Phase, you can Normal Summon 1 "Arcana Force" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
● Tails: You can only Summon once per turn. You cannot Special Summon monsters from your Extra Deck.

Arcana Force V - The Hierophant
LIGHT/Fairy/Effect/Level 4/1500 ATK/1500 DEF
When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: When an "Arcana Force" monster is Summoned, you select which effect is applied instead of tossing a coin and applying the effect.
● Tails: When an "Arcana Force" monster is Summoned, your opponent selects which effect is applied instead of tossing a coin and applying the effect.

Arcana Force IX - The Hermit
LIGHT/Fairy/Effect/Level 5/1900 ATK/1900 DEF
If your opponent controls a monster, and all the monsters (if any) on your side of the field and in your GY are "Arcana Force" monsters (and only "Arcana Force" monsters), you can Special Summon this card (from your hand). When this card is Summoned: Toss a coin and gain the appropriate effect
● Heads: Banish this card. If this card was banished by its own effect: During each Standby Phase, toss a coin and if the result is Heads; Special Summon this card to the field, but do not toss a coin, and it is unaffected by card effects.
● Tails: Banish this card.

Arcana Force X - Wheel of Fortune
LIGHT/Fairy/Effect/Level 5/2000 ATK/2000 DEF
During your Main Phase: You can send this card from your hand to the GY, then target 1 "Arcana Force" monster you control; its effect is now treated as the opposite coin toss result. You can only use this effect of "Arcana Force X - Wheel of Fortune" once per turn. If your opponent controls more monsters than you do, you can Normal Summon this card without Tributing. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: Once per turn: You can add 1 "Arcana Force" monster from your Deck to your hand. You can only control 1 "Arcana Force X - Wheel of Fortune".
● Tails: Whenever a player adds a card to their hand: Return all cards you control to your hand.

Arcana Force XI - Justice
LIGHT/Fairy/Effect/Level 6/2100 ATK/2100 DEF
During damage calculation (in either player's turn), if an "Arcana Force" monster you control battles an opponent's monster: You can send this card from your hand to the GY; the ATK of your monster becomes its Level x 300, during that damage calculation only. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: Whenever a player Special Summons a monster(s): Toss a coin and call it. If you call it right: Destroy the monster(s).
● Tails: Whenever you Special Summon a monster(s): Your opponent tosses a coin and calls it. If they call it wrong: Destroy the monster(s).

Arcana Force XIII - Death
LIGHT/Fairy/Effect/Level 6/2300 ATK/2300 DEF
Cannot be Special Summoned, except by an effect that targets an "Arcana Force" monster(s). If you control an "Arcana Force" monster: You can Normal Summon this card without Tributing. If your opponent has more cards in their GY while this card is in your hand or GY: You can Special Summon this card. You can only use this effect of "Arcana Force XIII - Death" once per turn. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: Once per turn: You can target 1 "Arcana Force" monster in your GY and 1 monster in either player's GY; banish the first target, then Special Summon the second target. This card cannot attack during the turn you use this effect.
● Tails: When this card leaves the field: Banish all cards you control and in your GY.

Arcana Force XVI - The Tower
LIGHT/Fairy/Effect/Level 7/2600 ATK/2600 DEF
Cannot be Special Summoned, except by an effect that targets an "Arcana Force" monster(s). Must be Tribute Summoned by Tributing 2 "Arcana Force" monsters. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: Once per turn, when you first activate a card or Summon/Set a monster (Quick Effect): Negate the Summon or activation and if you do, destroy the card.
● Tails: Once per turn, when your opponent activates a card or Summons/Sets a monster (Quick Effect): Negate the Summon or activation and if you do, destroy the card.

Arcana Force XVII - The Star
LIGHT/Fairy/Effect/Level 7/2700 ATK/2700 DEF
You can Tribute Summon this card in face-up Attack Position by Tributing 1 "Arcana Force" monster. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: This card can attack all monsters your opponent controls, once each.
● Tails: This card cannot attack.

Arcana Force XIX - The Sun
LIGHT/Fairy/Effect/Level 8/2900 ATK/2900 DEF
During your Main Phase: You can send this card from your hand to the GY; add 1 "Arcana Force" monster from your Deck to your hand. You can only use this effect of "Arcana Force XIX - The Sun" once per turn. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: "Arcana Force" monsters you control cannot be destroyed by battle, also they cannot be targeted or destroyed by your opponent's card effects.
● Tails: All cards your opponent controls are unaffected by your card effects.

Arcana Force XX - Judgment
LIGHT/Fairy/Synchro/Effect/Level 8/3000 ATK/3000 DEF
1 LIGHT Fairy Tuner + 1 or more non-Tuner "Arcana Force" monsters
Must be Synchro Summoned. When this monster destroys a monster by battle: Draw 1 card. When this card is Synchro Summoned: Toss a coin and gain the appropriate effect.
● Heads: This monster is unaffected by the effects of your opponent's Special Summoned monsters. During either player's Battle Step, when this card battles a Special Summoned monster: Negate the effects of that monster. At the start of the Damage Step, if this card battles a Special Summoned monster: Banish that monster immediately (without damage calculation).
● Tails: While your opponent controls a face-up Special Summoned monster(s), this monster's ATK and DEF becomes 0. Double any battle damage from a battle involving this card and an opponent's Special Summoned monster.

Arcana Reading
Spell/Continuous
When this card is activated: Add 1 "Arcana Force" card from your Deck to your hand. During your Main Phase, if you only control "Arcana Force" monsters: You can target any number of face-up "Arcana Force" monster you control; return the target(s) to your hand, and if you do, Special Summon a number of "Arcana Force" monsters from your hand, equal to the number of "Arcana Force" monsters you returned to your hand +1. During each player's End Phase, if you control 3 "Arcana Force" monsters: You can target 1 "Arcana Force" monster in your GY; add it to your hand. You can only activate each effect of "Arcana Reading" once per turn. You can only control 1 "Arcana Reading".

Next:
Supreme Kings (the cards of a memorable villain)
OR
Water Dragon/Chemicals (the cards of a forgettable hero)



#55
Bringerofcake

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I honestly think ZARC is actually super forgettable when he finally appears, but 'pinions

 

Nitrogeddon

WATER

Dinosaur/Effect

3/300/900

If this card is Normal/Special Summoned: You can Special Summon 1 Dinosaur "-eddon" monster, or "Duoterion", from your hand. You can only use this effect of "Nitrogeddon" once per turn. Once per turn, if this card is on your field or GY: You can target 1 Dinosaur "-geddon" monster you control or in your GY; this card's name is also treated as that card's, and gains its effects.

 

Fire Dragon

FIRE
Pyro/Effect

8/2800/2600

Cannot be Normal Summoned/Set. Must first be Special Summoned with "Combustion CO2". The ATK and DEF of WATER, Fish, Sea Serpent, and Aqua monsters your opponent controls becomes 0. If a "Water Dragon" monster(s), a Dinosaur "geddon" monster(s), or "Fire Dragon" are sent to the GY, except this card: This card gains 200 ATK. If this card is sent from the field to the GY: Your opponent takes damage equal to the total ATK gained this way. If this card leaves the field by an opponent's card (battle or card effect): Special Summon 2 "Carboneddon" and 1 "Oxygeddon" from your hand, Deck, GY, or among your banished monsters.

 

Hydroxide Dragon

WATER

Dragon/Effect

4/1800/1600

Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of "Bonding - HO-" Halve the ATK of FIRE and Pyro monsters your opponent controls. You can Tribute this card, and 1 Dinosaur "-eddon" or Deuterion from your hand or field; Special Summon 1 "Water Dragon" from your hand, Deck, or GY, or if you tributed "Duoterion", Special Summon 1 "Water Dragon Cluster" instead. (This is treated as a Summon by the effect of "Bonding H2O".)

 

Combustion CO2

Normal Spell

(This card is always treated as a "Bonding" card)

Shuffle 1 "Carboneddon" and 2 "Oxygeddon" from your hand/field/GY/banished monsters into the Deck and Special Summon 1 "Fire Dragon" from your hand/Deck/GY. You can banish this card from your GY; send 1 Dinosaur "-eddon" monster from your Deck to your GY. You can only use each effect of "Combustion CO2" once per turn.

 

Bonding - OH-

Quick-Play Spell

Send 1 "Hydrogeddon" and 1 "Oxygeddon" from your hand, field or Deck to your GY; Special Summon 1 "Hydroxide Dragon" from your hand/Deck/GY. You can only activate 1 "Bonding - OH-" per turn.

 

Brilliant Diamond Dragon

LIGHT

Dragon/Fusion/Effect

9/3000/4000

"Fire Dragon" + "Hyozanryu"

Must first be Fusion Summoned, or Special Summoned by Tributing the above monsters. Also always treated as FIRE. If either player takes effect damage, this card gains ATK equal to the difference. Once per turn, if this card would be destroyed, it is not, also your opponent takes 1000 damage when this happens. If this card is sent from the field to the GY by your opponent: Add 1 "Combustion - " and 1 "Bonding" Spell/Trap from your Deck/GY to your hand.

 

It's element time!

 

Chemicritter

vs

Doriado






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