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#61
AstralStarZero

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Earthbound Skinwalker

Level 4 DARK Fiend/Effect

If this card is Normal Summoned or Special Summoned, you can reveal 3 Spells/Traps from your Deck that lists "Earthbound Immortal" in its card text, your opponent randomly chooses 1 for you to add to your hand, and you shuffle the rest back into your Deck. If this card is Tributed, you can target 1 monster in your opponent's GY; Special Summon it, but it cannot be used as Material for the Special Summon of an Extra Deck Monster. You can only use this effect of "Earthbound Skinwalker" once per turn. 

 

Earthbound Sacrifice

Level 4 DARK Fiend/Effect

If this card is Normal or Special Summoned, you can send 1 "Earthbound Immortal" monster from your Deck to the GY; add 1 "Earthbound Immortal" monster from your Deck to your hand, and if you do activate 1 Field Spell from your Deck, but you cannot Special Summon Monsters from your Extra Deck for the rest of the turn. If this card is Tributed, you can send 1 other card from your hand or field to the GY; draw 2 cards. You can only use this effect of "Earthbound Sacrifice" once per turn. 

 

Earthbound Avatar

Level 4 DARK Fiend/Effect

If there is a face-up card in either player's Field Zone, you can Special Summon this card from your hand, and if you do, you can reveal 1 "Earthbound Immortal" monster in your Hand and either have this card's name become the revealed monster's name or replace this card's effects with the revealed monster's effect while face-up on the field. If this card is Tributed, you can activate this effect; your opponent cannot activate cards or effects during the Battle Phase this turn. 

 

Earthbound Immortal Cuauhcoatl

Level 10 DARK Reptile/Effect

There can only be 1 "Earthbound Immortal" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. Your opponent cannot target this card for attacks. This card can attack your opponent directly. Once per turn, you can activate this effect: equip 1 face-up card on the field to this card as an Equip Card, and if you do, negate the effects of all face-up cards on the field with the same type as the Equip Card (Monster, Spell, Trap). 

ATK/3500 DEF/2500

 

Earthbound Consecration

Continuous Spell Card

The activation and effects of "Earthbound Immortal" monsters on the field cannot be negated. Once per turn, if you control no monsters, or if you control only DARK monsters: You can add 1 Level 4 "Earthbound" Monster from your Deck to your Hand. You can send this card to the GY, then target 1 "Earthbound Immortal" monster you control; it can make a second attack during each Battle Phase, but it can only attack directly once. 

 

Earthbound Plains

Field Spell

During the Main Phase, for the Tribute Summon of an "Earthbound Immortal" monster, you can Tribute Monsters from your Hand. 

While you control an "Earthbound Immortal," monster this card cannot be destroyed or targeted by your opponent's card effects. If an "Earthbound Immortal" is sent from the field to the GY: Special Summon 1 other "Earthbound Immortal" monster from your Hand or GY, but it cannot be used as Material for the Special Summon of an Extra Deck Monster. 

 

Earthbound Mask

Continuous Trap Card

"Earthbound Immortal" monsters cannot be destroyed by card effects, also they cannot be Tributed by your opponent. Once per turn, you can send 1 card from your hand or Field to the GY; activate 1 Field Spell from your GY, and if you do, Special Summon 1 Level 4 DARK Fiend Monster from your hand, but you cannot Special Summon monsters from your Extra Deck for the rest of the turn. If you control a "Earthbound Immortal" Monster, you can activate this card from your hand. 

 

Fun Fact: Cuauhcoatl is based on Red Nova who got a real world counterpart in 2014, which is a serpent.

 

Next:

 

Tellarknight

 

or 

 

Dracoslayer


 
Edit:
Ninja'd, holy sheet.
I'll pass then.


#62
Black D'Sceptyr

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This is to @Arcadia warlick's suggestion.

 

dacursh-ee1a6370-7e29-4a58-bdca-8dc3f207

 

LIGHT/Fairy-Type Effect Monster/Level 3/1100 ATK/600 DEF

 

Lore: While this Special Summoned card is in its owner's control, double its ATK/DEF, also if it is Tributed, draw 1 card. You can only use each effect of "Captivating Cyber" once per turn. 

• You can discard this card; add 1 "Cyber" Warrior monster from your Deck to your hand, and if you do, you can Special Summon 1 "Cyber" Fairy monster from your hand. 
• If this card is sent to the GY, except from the hand: You can Tribute monsters from your hand or field, then Ritual Summon 1 "Cyber" Ritual Monster from your Deck whose Level is equal to the Levels of those Tributed monsters.

 

 

dacurmb-11c9f290-1730-470d-8356-c41ad932

 

Cyber Seamstress

LIGHT/Warrior-Type Effect Monster/Level 4/0 ATK/1900 DEF

 

Lore: If this card is Normal Summoned: You can Special Summon 1 "Cyber" Warrior or Fairy monster from your hand or Deck, but its ATK becomes 0, also this card's ATK becomes that same as that Summoned monster's original ATK. If this card is Tributed: You can add 1 "Machine Angel" Spell from your Deck to your hand, then you can add 1 "Cyber" Fairy monster from your GY to your hand. You can only use each effect of "Cyber Seamstress" once per turn.

 

 

 

dady38e-27114171-a427-4333-8ab4-c57245a3

 

Cyber Angel Sanscre

LIGHT/Fairy-Type Ritual Effect Monster/Level 8/2900 ATK/2200 DEF

 

Lore: You can Ritual Summon this card with "Machine Angel Ritual". If this card is Tributed: You can target 1 LIGHT Ritual Monster with 2600 or less DEF in your GY; add it to your hand. If this card was Tributed for the Ritual Summon of a Level 8 or lower "Cyber Angel" Ritual Monster, Special Summon that monster instead, ignoring its Summoning conditions. Once per turn, if a monster effect is activated (Quick Effect): You can negate the activation, and if you do, your opponent discards 1 random card, then you can Set 1 Spell/Trap in your opponent's GY that was sent there since last turn, but banish it when it leaves the field. 

 

 

dbmh3f3-f7124a57-a980-4b33-888c-6f02ae40

 

Machine Angel Virtuose Ritual

Ritual Spell Card

 

Lore: This card can be used to Ritual Summon any "Cyber Angel" Ritual Monster during the Battle Phase. You must also Tribute 1 monster from your hand and/or field and 1 monster your opponent controls whose total Levels exactly equals the Level of the Ritual Monster you Ritual Summon. After this effect resolves, if you control a "Cyber Angel Dakini"  or "Cyber Angel Izana", apply 1 of these effects.

• Any damage either player takes for the rest of the turn becomes 1000.
• Your opponent takes no further damage this turn.

 

NEXT UP, A BATTLE OF THE CALAMITIES:
 

BDS's new TCG/OCG Card Grading Metric
BD'S' 10 Credos of Cardmaking
The Eternal Debate: Can another Duel Spirit turned Boss-in-Three go together with Yubel in harmony?

I mean, s'not like I'm wholly obsessed with the greatest antagonist in Yugioh history some random Duel Spirit or something...

Posted Image

Brought to you by The BlaDeS of Change Workshop, now also available on DeviantArt.

And remember kids...


In this world, overcome the odds one card at a time. EVERYONE STARTS AS SCRAP. S'up to you whether you forge it into the change you want to see or not.


#63
AstralStarZero

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True King Servant
Level 4 DARK Wyrm/Effect
If this card is Normal or Special Summoned, you can declare an Attribute; This card's attribute becomes the declared attribute, and if you do Special Summon 1 "Servant Token" (Wyrm/Level 4/ATK 0/DEF 0) with the declared attribute. If this card is destroyed, you can add 1 Level 4 or lower Wyrm monster from your Deck to your hand.
ATK/1500 DEF/1000


True King Mithrael, the Illuminator
Level 9 LIGHT Wyrm/Effect
If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including a LIGHT monster, and if you do, Special Summon this card, and if you do that, and both destroyed monsters were LIGHT, you can have both players banish their entire hand and draw 5 cards from their deck. If this card is destroyed by card effect: You can add 1 non-LIGHT Wyrm monster from your Deck. You can only use each effect of "True King Mithrael, the Illuminator" once per turn.
ATK/3200 DEF/1600

True King Aerabys, the Abyss
Level 9 DARK Wyrm/Effect
If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including a LIGHT monster, and if you do, Special Summon this card, and if you do that, and both destroyed monsters were LIGHT, you can Special Summon any number of banished monsters with their effects negated, also you cannot Special Summon other monsters for the rest of the turn.
If this card is destroyed by card effect: You can add 1 non-LIGHT Wyrm monster from your Deck. You can only use each effect of "True King Aerabys, the Illuminator" once per turn.
ATK/3000 DEF/1800


Aura of the True Kings
Quick-Play Spell Card
Destroy 1 Level 9 monster in your hand, and if you do, draw 2 cards, and if you do that, Special Summon 1 Wyrm-Type monster with a different name from the destroyed monster from your hand or Deck in Defense Position, with its effects negated, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn. You can only activate 1 "Aura of the True Kings" per turn.

The Once and Future True King
Continuous Trap Card
Declare 1 Attribute; Special Summon this card as an Effect Monster (Wyrm/Level 9/ATK 2300/DEF 2500) with the declared Attribute. (This card is also still a Trap Card. If the only cards in your GY are Continous Spell Cards and Continous Trap cards, you can activate this card the turn it was Set. If this face-up card is destroyed, take control of 1 Monster your opponent controls until the End Phase.

Next:
Tellarknight
or
Cubic

#64
Black D'Sceptyr

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dcx434m-a580d635-c1e6-4d39-9b72-1452299d

 

Aum the Cubic Lotus

DARK/Plant-Type Effect Monster/Level 1/0 ATK/0 DEF

 

Lore: You can banish 1 "Cubic" card from your GY and send this card from your hand or field to the GY; place 1 Cubic Counter on a face-up monster on the field without a Cubic Counter, then you can return 1 "Cubic" card in your GY to the hand, except a Level 1 monster. (Monsters with a Cubic Counter cannot attack, also negate their effects.) You can target 1 monster on the field with a Cubic Counter; Special Summon this card from your GY, and if you do, destroy that target, also this card's name becomes "Vijam the Cubic Seed". You can only use each of these Quick Effects of "Aum the Cubic Lotus" once per turn. 

 

 

 

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Brahim the Cubic Root

LIGHT/FIend-Type Link Effect Monster/Link-1/0 ATK

 

Link Marker: Bottom

 

Lore: 1 DARK Fiend or LIGHT Machine monster

During your Battle Phase (Quick Effect): You can target 1 monster on the field that battled this turn: Special Summon 1 "Cubic" monster from your hand or Deck that is 1 Level higher than that target, ignoring its Summoning conditions, and if you do, it gains ATK equal to that monster's ATK +1100, then equip it with that target. Once per turn, if a card(s) is banished; You can apply this effect, depending on the number of banished cards with the same name. 
• 2: Draw 2 cards.
• 3: The names of all monsters currently on the field become "Crimson Nova the Dark Cubic Lord". 
 
 
 
dbiir4p-c9153525-63d8-4093-bac6-1bbd4fdc
 
Cubic Stratification
Quick-Play Spell Card
 
Lore: Special Summon any number of "Vijam the Cubic Spawn(s)", but no more than 1 each from your hand, Spell & Trap Zone, GY, and/or among your banished cards, and if you do, place 1 Cubic Counter on any number of Special Summoned monsters on the field, up to the number of Level 1 "Cubic" monsters you control. (Monsters with a Cubic Counter cannot attack, also negate their effects.) You can banish this card from your GY; this turn, the names of all monsters on the field with Cubic Counters become "Crimson Nova the Dark Cubic Lord", also if you would Fusion Summon a monster, you can also use 1 "Cubic" monster your opponent controls as  Fusion Material.
 
 
 
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Cubic Soul
Normal Trap Card
 
Lore: Target 1 Level 10 or lower "Cubic" monster you control: Special Summon 1 "Cubic" monster from your Deck or GY with the same Type as that monster, but a different name, ignoring its Summoning conditions, and if you do, it cannot be targeted by card effects, also its ATK becomes that targeted monster's ATK. If you have activated a "Cubic" Spell Card or effect this turn, you can activate this card from your hand. You can banish this card, then target 1 "Cubic" monster in your GY; add it to your hand, then you can Special Summon 1 "Cubic" monster from your hand.
 
 
NEXT UP, IT'S THE LEGIONAIRES VERSUS THE LYRICAL, 6V6 EDITION:
 

BDS's new TCG/OCG Card Grading Metric
BD'S' 10 Credos of Cardmaking
The Eternal Debate: Can another Duel Spirit turned Boss-in-Three go together with Yubel in harmony?

I mean, s'not like I'm wholly obsessed with the greatest antagonist in Yugioh history some random Duel Spirit or something...

Posted Image

Brought to you by The BlaDeS of Change Workshop, now also available on DeviantArt.

And remember kids...


In this world, overcome the odds one card at a time. EVERYONE STARTS AS SCRAP. S'up to you whether you forge it into the change you want to see or not.


#65
President Frank Underwood

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Heavy Dragoons of Draconia
EARTH/Dinosaur/Pendulum/Normal/Level 6/2400 ATK/2400 DEF
2 <-> 2
Pendulum Effect: Once per turn, if a Normal Monster you control destroys an opponent's monster by battle, after damage calculation: You can target 1 card on the field; destroy it.
Monster Effect: "After conquering their enemies, the Draconia Empire has integrated the technology and magic of their enemies to form a new elite unit. Given training by survivors of the Samurai of the Reptier Kingdom, equipped with new armor from the Principality of Dinon, and with gear enhanced by the magic of the Sky-State of Cxulub, they are a formidable force to be reckoned with."
 
Royal Dragoons of Draconia
LIGHT/Warrior/Pendulum/Normal/Level 4/1700 ATK/1900 DEF
7 <-> 7
Pendulum Effect: All monsters your opponent controls lose 200 ATK/DEF for each Normal Monster you control. All Normal Monsters you control gain 200 ATK/DEF for each monster your opponent controls.
Monster Effect: "Only the strongest and most powerful of the Draconia Empire's soldiers get the chance to become a part of the Emperor's Own, the personal battalion tasked with the Emperor's safety. Many a conquered enemy and vassalized power are used to these golden-armored soldiers showing up before the Emperor's arrival, and during his stay."

Shadow Dragoons of Draconia
DARK/Fiend/Pendulum/Normal/Level 4/2000 ATK/0 DEF
2 <-> 2
Pendulum Effect: If a Normal Monster you control battles, your opponent's cards and effects cannot be activated until the end of the Damage Step.
Monster Effect: "With the Reptier Kingdom, Principality of Dinon, and Sky-State of Cxulub finally subjugated and brought under the Draconia Empire's heel, the Emperor secretly decided to make sure that the border conflicts and brushfire wars of the past few years would never happen again. Thus, a special detachment was formed, and augmented using forbidden magics into creatures with eldritch powers, barely even disciplined soldiers any more."

Emperor Bahametz IV of Draconia
FIRE/Dragon/Link/Effect/3000 ATK/LINK-3
SW, S, SE
3 non-Effect Monsters, including a "Draconia" monster
While you control a Normal Monster in a zone this card points to, this card cannot be targeted by your opponent's card effects, also, while you control a "Draconia" monster in a zone this card points to, this card cannot be destroyed by your opponent's cards. Once per turn: You can target 1 other "Draconia" card you control; destroy it, then you can Special Summon 1 "Draconia" Pendulum Monster from your Deck or face-up from your Extra Deck to a zone this card points to.

Tiamopolis, Imperial Capital of Draconia
Spell/Field
All Normal Monsters you control gain 200 ATK/DEF for each "Draconia" monster you control with a different name. You can only use each of these effects of "Tiamopolis, Imperial Capital of Draconia" once per turn.
● When this card is activated: You can add 1 "Draconia" card from your Deck or GY to your hand.
● When this card is destroyed and sent to the GY while you control a "Emperor Bahametz IV of Draconia": During your next Main Phase 1, you can conduct 1 Pendulum Summon of a "Draconia" monster(s), in addition to your Pendulum Summon that turn. (You can only gain this effect once per turn.)

Dragoon Barracks of Draconia
Spell/Continuous
During your Main Phase, if you control only Normal Monsters: You can Special Summon 1 "Conscripts of Draconia Token" (Beast-Warrior/FIRE/Level 2/1400 ATK/100 DEF) to your side of the field. If this face-up card is destroyed: You can target 1 card on the field; destroy it, then, if you control an "Emperor Bahametz IV of Draconia", you can discard 1 card at random from your opponent's hand. You can only activate each effect of "Dragoon Barracks of Draconia" once per turn.

Strategic Planning of Draconia
Trap/Continuous
When this card is activated: You can Special Summon 1 "Draconia" Pendulum Monster from your Deck or face-up from your Extra Deck. You can only control 1 "Stragetic Planning of Draconia". "Draconia" Normal Monsters you control cannot be targeted by your opponent's card effects. If this face-up card is destroyed: You can draw 1 card, then, if you control an "Emperor Bahametz IV of Draconia", you can draw 1 additional card. You can only use this effect of "Strategic Planning of Draconia" once per turn.

Next:
Mecha Phantom Beasts
OR
Ice Barriers



#66
Arcadia warlic

Arcadia warlic

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Text form:




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Next: Itsu or Watt



#67
8bit Moonside

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Wattchameleon

Level 3 | LIGHT | Thunder/Tuner/Effect

1000 / 0

You can only control one "Wattchameleon". When this card is Normal Summoned: You can Special Summon 1 "Watt" monster from your hand, then this monster's name becomes the same as that monster's, also it gains its effects. During your End Phase: Destroy either this card, or the monster Special Summoned by its effect.

 

Wattoarfish

Level 4 | LIGHT | Thunder/Effect

1000 / 1000

Cannot be Normal Summoned or Set. Must be Special Summoned by a card effect.  If a "Watt" monster you control is targeted for an attack: You can Special Summon this card (from the hand) in Attack position, and if you do, change the attack target to this monster. You can only Special Summon "Wattoarfish" once per turn this way. Your opponent takes any battle damage you would have taken from battles involving this card instead.

 

 

 

Watterpillar

Rank 2 | LIGHT | Thunder/Xyz/Effect

0 / 1200

2 Level 2 Thunder monsters

Gains 600 ATK for each Xyz Material on it. Cannot be targeted for attacks while you control another "Watt" monster. Once per turn: You can detach 1 Xyz Material from this card; inflict 600 damage to your opponent. This card cannot attack during the turn you activate this effect. If this card is destroyed and sent to the GY: You can Special Summon up to 2 "Watt" monsters from your GY.

 

Wattseagull

LIGHT | Thunder/Link/Effect

800 / LINK-2 ↙ ↘

2 Thunder monsters with 1200 ATK or less

You take no battle damage from attacks involving this card or any Thunder monster this card points to. Once per turn, if a "Watt" monster you control inflicts battle damage to your opponent by a direct attack: You can discard 1 random card from your opponent's hand.

 

 

 

Wattoverload
Normal Spell Card

During your Main Phase 2: Target Spell/Trap cards your opponent controls, up to the number of "Watt" monsters that inflicted battle damage to your opponent this turn; destroy those targets. You can only activate one "Wattoverload" per turn.

 

 

Next: Reactor or Ancient Gear



#68
President Frank Underwood

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Booster Reactor・RKT
DARK/Machine/Union/Effect/Level 3/1500 ATK/0 DEF
If this card is Normal Summoned: You can Special Summon 1 "Summon Reactor・SK", "Trap Reactor・Y FI", or "Spell Reactor・FE" from your Deck, and if you do, equip this card to the Special Summoned monster. You can only use this effect of "Booster Reactor・RKT" once per turn. Once per turn, you can either: Target 1 face-up Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster gains 600 ATK/DEF, and any effect damage the equipped monster inflicts is doubled, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.

Substitute Reactor・OTR
DARK/Machine/Effect/Level 4/400 ATK/200 DEF
If you control a "Reactor" monster, you can Special Summon this card (from your hand). You can only Special Summon "Substitute Reactor・OTR" once per turn this way. Once per turn: You can send 1 DARK Machine monster from your Deck to the GY; this card's name becomes the name of the sent monster, until the End Phase, also you cannot Special Summon monsters for the rest of the turn, except Machine monsters.
 

Quick Reactor・FCT
DARK/Machine/Effect/Level 5/2100 ATK/1900 DEF
If your opponent activates a card or effect, and this card is in your hand or GY (Quick Effect): You can Special Summon this card, and if you do, negate the effect, then inflict 800 damage to your opponent. If this card is targeted for an attack, or by a card effect your opponent controls (Quick Effect): You can Tribute this card; Special Summon 1 "Reactor" monster from your Deck. You can only use each effect of "Quick Reactor・FCT" once per turn.

Fueling Reactor・SPT
DARK/Machine/Effect/Tuner/Level 8/600 ATK/2400 DEF
If all the monsters (if any) on your side of the field and in your GY are DARK Machine monsters (and only DARK Machine monsters), you can Special Summon this card (from your hand). You can only Special Summon 1 "Fueling Reactor・SPT" once per turn this way. During your Main Phase: You can Special Summon 1 "Reactor" monster from your Deck in face-up Defense Position, and if you do, reduce this card's Level by the Level of the Special Summoned monster, also you cannot Special Summon monsters for the rest of the turn, except Machine monsters. You can only use this effect of "Fueling Reactor・SPT" once per turn.

Dark Jump Fighter
DARK/Machine/Synchro/Effect/Level 6/2400 ATK/1400 DEF
1 Tuner + 1+ DARK Machine non-Tuner monsters
After damage calculation, if this card attacked an opponent's monster: Inflict damage to your opponent equal to that monster's original ATK. You can only use each of these effects of "Dark Jump Fighter" once per turn.
● If this card is Special Summoned: You can Special Summon 1 "Reactor" monster from your hand or Deck, also you cannot Special Summon monsters for the rest of the turn, except Machine monsters.
● If this card is sent to the GY: You can target 1 DARK Machine monster in your GY; Special Summon it, but it cannot attack during your next Battle Phase.

Dark Throughdeck
DARK/Machine/Link/Effect/2500 ATK/LINK-3
SW, S, SE
2+ DARK monsters, including a "Reactor" monster
DARK Machine monsters, and "Flying Fortress・SKY FIRE", this card points to cannot be destroyed by battle or by card effects. Each time a DARK Machine monster, or "Flying Fortress・SKY FIRE", you control inflicts battle or effect damage to your opponent, except "Dark Throughdeck". inflict 400 damage to them. During your Main Phase: You can Special Summon 1 Level 5 or lower DARK Machine monster from your hand or GY in Defense Position, also you cannot Special Summon monsters for the rest of the turn, except Machine monsters. You can only use this effect of "Dark Throughdeck" once per turn.

Dark Flag Bridge
Spell/Continuous
When this card is activated: You can send 1 "Reactor" monster from your Deck to the GY, and if you do, add 1 "Reactor" monster with a different name than the sent monster from your Deck to your hand. You can only use this effect of "Dark Flag Bridge" once per turn. The "once per turn" effects of "Trap Reactor・Y FI" and "Spell Reactor・RE" you control become "Up to three times per turn". The "The first time a monster(s) is Summoned to your opponent's side of the field each turn" effect of "Summon Reactor・SK" becomes "Whenever a monster(s) is Special Summoned from the Extra Deck to your opponent's side of the field". You can only control 1 "Dark Flag Bridge".

Dark Skunkworks
Trap/Continuous
When this card is activated: You can target up to 5 DARK Machine monsters that are banished and/or in your GY; shuffle them into your Deck, and if you do, add 1 "Reactor" monster from your Deck to your hand. You can only use this effect of "Dark Skunkworks" once per turn. You can only control 1 "Dark Skunkworks". If you control no "Flying Fortress・SKY FIRE": You can send 3 "Reactor" monsters you control to the GY, including a "Summon Reactor・SK", "Trap Reactor・Y FI", and/or "Spell Reactor・RE"; Special Summon 1 "Flying Fortress・SKY FIRE" from your hand, Deck, or GY, ignoring Summoning conditions. A "Flying Fortress・SKY FIRE" you control gains the following effects, based on the monsters used to Special Summon it by this card's effect or by the effect of "Summon Reactor・SK".
● "Summon Reactor・SK": It is unaffected by your opponent's cards and effects.
● "Trap Reactor・Y FI": Its effects can be activated as Quick Effects, and be activated during either player's turn.
● "Spell Reactor・RE": If it leaves the field: You can target 3 "Reactor" monsters in your GY with different names; Special Summon them in face-up Defense Position.

Next:
Bounzers
OR
Butterspies/Papilloperatives






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