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[Sakura] Single to Archetype prompts [ONGOING]


Flash Flyer - Sakura

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This is mostly a compilation of all the archetypes I made in the Single/Archetype game for easier reference, as opposed to having to manually search the thread for them.

 

(I may do a few on my own accord without the prompts, but that remains to be seen.)

 

Also yeah, in Casual because a few of them are nowhere near meta status even if the legacy supports are good. I may move it to Advanced at a later time (or just for the actually good ones that come out in the future).

[spoiler=Nettles]
Pricking Nettles
Level 2 | EARTH | Plant | Effect
800/800
If you control a "Nettles" monster, except "Pricking Nettles", you can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can equip it to a monster your opponent controls. While this card is equipped to a monster, that monster cannot be used as material for a Summon.

Spawning Nettles
Level 2 | EARTH | Plant | Effect
1000/1000
If you control a "Nettles" monster, except "Spawning Nettles", you can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can add 1 "Nettles" card from your Deck to your hand.

Sporing Nettles
Level 2 | EARTH | Plant | Effect
0/1200
If you control a "Nettles" monster, except "Sporing Nettles", you can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 "Nettles" monster from your GY.

Razor Nettles
Level 2 | EARTH | Plant | Effect
1400/0
If you control a "Nettles" monster, except "Razor Nettles", you can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can inflict 800 damage to your opponent.

Giant Tree Nettles
Link 2 | EARTH | Plant | Link | Effect
1600
SW SE
2 Level 2 Plant monsters
Cannot be targeted by an opponent's effects while it points to a monster. Once per turn (Quick Effect): You can target up to 2 Plant monsters you control, then target an equal number of cards your opponent controls; destroy both targets, then if you destroyed a "Nettles" monster(s), this gains 300 ATK for each.

Nettles Garden
Field Spell
During your Main Phase, you can Normal Summon 1 "Nettles" monster in addition to your Normal Summon/Set. Once per turn, if a "Nettles" monster(s) you control is destroyed, you can activate 1 of these effects;
● Special Summon an equal number of "Nettles" monsters from your Deck.
● Draw 1 card for each monster destroyed by this effect.

Nettles Cycle
Quick-Play Spell
Target up to 4 "Nettles" cards in your GY (min. 2); shuffle all of those targets into the Deck, then draw the same number of cards you shuffled into the Deck.



[spoiler=Life Absorbing]
Alright, let's see how this turns out.

Life Absorbing Wolf
Level 5 | DARK | Beast | Effect
2100/1200
You can Special Summon this card from your hand, but you lose 1000 LP. You can only Special Summon "Life Absorbing Wolf" once per turn this way. You can Normal Summon 1 "Life Absorbing" monster from your hand in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

Life Absorbing Warrior
Level 4 | DARK | Warrior | Effect
1600/1400
If you would take battle damage: Reduce it to 0. During your Standby Phase: Gain LP equal to the amount of battle damage reduced by this card's effect to 0 during your last turn.

Life Absorbing Core
Level 3 | DARK | Aqua | Effect
800/1800
If you would take effect damage: Reduce it to 0. During your Standby Phase: Gain LP equal to the amount of effect damage reduced by this card's effect to 0 during your last turn.

Life Absorbing Parasite
Level 2 | DARK | Insect | Effect
500/500
If your opponent controls a monster, you can equip this card from your hand or GY to that monster. You can only use this effect of "Life-Absorbing Parasite" once per turn. During your opponent's Main Phase: Your opponent loses LP equal to half the equipped monster's ATK, then you gain that lost LP.

Life Absorbing Ghost
Level 1 | DARK | Fiend | Effect
0/0
If a card is sent to the GY: You can discard this card; gain 100 LP for each card in the GY. You can only use the effect of "Life-Absorbing Ghost" once per turn.

Life Absorbing Essence
Field Spell
When this card is activated: Place 1 "Life Absorbing Machine" from your Deck face-down in your Spell/Trap Zone. It can be activated this turn. The first time a "Life Absorbing" monster you control would be destroyed by battle, it is not. Once per turn: You can banish 1 monster from your hand or GY; Special Summon any number of "Life Absorbing" monsters whose total ATK equals or is less than the banished monster's ATK from your Deck.

Life Absorbing Aura
Continuous Spell
If you gain LP from a "Life Absorbing" card in your possession: Gain twice that amount instead.

Life Absorbing Grasp
Normal Spell
Add 1 "Life Absorbing" card from your Deck or GY to your hand.

Life Absorbing Transfer
Quick-Play Spell
Pay any amount of LP in multiples of 100, then target 1 monster you control; it gains ATK and DEF equal to the amount you paid.




Entire purpose of the archetype; turn damage of all forms into LP and not being slow to work like Life Absorbing Machine, but it does chain off Transfer. I don't know; Life Absorbing Machine is literally too slow now b/c its purpose is a bit outdated by now.



[spoiler=Mare Mare]
I'm probably going to screw over the double pun thing KoA decided to do, and just go for straight transliterated stuff. Also because Mare Mare's JP name is Tatsunootoshioya (タツノオトシオヤ).

Mare Mare Brother (Tatsunootoshi-ani / brother)
Level 4 | WATER | Wyrm | Effect
1200/800
You can decrease this card's Level by 3; Special Summon 1 "Mare Mare" monster from your Deck. You can banish this card you control or from your GY, then target 1 other "Tatsunootoshi" monster or "Mare Mare" you control; increase its Level by 3.

Mare Mare Sister (Tatsunootoshi-ane / sister)
Level 3 | WATER | Wyrm | Effect
900/600
You can decrease this card's Level by 2; Special Summon 1 "Mare Mare" monster from your hand. You can banish this card you control or from your GY, then target 1 other "Tatsunootoshi" monster or "Mare Mare" you control; increase its Level by 2.

Mare Mare Baby (Tatsunootoshi-aka / baby)
Level 2 | WATER | Wyrm | Effect
600/400
You can discard this card from your hand or banish this card from your GY, then target 1 "Mare Mare" monster you control; increase its Level by up to 3. You can only use this effect of "Mare Mare Baby" once per turn.

Mare Mare Elder (Tatsunootoshi-chōrō / elder)
Level 9 | WATER | Wyrm | Effect
2700/1800
Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by Tributing 3 "Mare Mare" monsters you control. Once per turn: You can activate 1 of these effects;
● Special Summon up to 2 "Mare Mare" monsters with different names from your GY.
● Reduce this card's Level by up to 4; Special Summon a number of "Mini Mare Mare Tokens" (Wyrm/WATER/Level 1/ATK 300/DEF 200) equal to the reduction in this card's Level by its effect.

Mare Mare First Son (Tatsunootoshi-chōnan / firstborn son)
Link 2 | WATER | Wyrm | Link | Effect
1500
W E
2 "Mare Mare" monsters
Once per turn: You can Special Summon 1 "Mare Mare" monster from your Deck or GY to a zone this card points to. (Quick Effect) You can banish this card you control or from your GY; this turn, any battle damage you would take from battles involving "Mare Mare" monsters you control becomes 0, also those monsters cannot be destroyed by battle or card effects.

Mare Mare Ancestor (Tatsunootoshi-sosen / ancestor)
Link 3 | WATER | Wyrm | Link | Effect
2400
W E S
2+ "Mare Mare" monsters, including at least 1 non-Token monster
You can activate each of the following effects once per turn;
● Add up to 2 "Mare Mare" monsters with different names from your Deck to your hand, then send 1 card from your hand to the GY.
● Return up to 3 of your banished "Mare Mare" monsters to the GY.
● Special Summon as many "Ancestral Mare Mare Tokens" (Wyrm/Tuner/WATER/Level 1/ATK 300/DEF 200) as possible to zones this card points to.




Flavor thing: Main Deck follow the 300/200 thing for every Level they have, similar to original Mare Mare. Link follow the pattern somewhat in ATK. But yeah, idea is to generally cycle Mare Mare or its "kids" and just make Synchros (or Link if you have to). Elder makes it really easy to do for the most part.



[spoiler=Crossout]
For archetypal reasons, 抹殺 (Massatsu); translates to "Crossout" in TCG.

Warrior of Crossout
Level 4 | EARTH | Warrior | Effect
1800/1000
You can target 1 monster on the field; banish that monster, then each player reveals their Main Deck, then banish all monsters from it with that monster's name. You can only use this card name's effect once per turn.

Valkyrie of Crossout
Level 4 | LIGHT | Fairy | Effect
1200/2000
You can target 1 monster in the GY; banish that monster, then each player reveals their Main Deck, then banish all monsters from it with that monster's name. You can only use this card name's effect once per turn.

Wizard of Crossout
Level 4 | DARK | Spellcaster | Effect
1600/1600
You can target 1 monster that was Special Summoned from the Extra Deck; banish that monster, then each player reveals their Extra Deck, then banish all monsters from it with that monster's name. You can only use this card name's effect once per turn.

Savage of Crossout
Level 4 | FIRE | Beast | Effect
1900/0
You can banish 1 card from either player's hand, then if it was a monster, each player reveals their Main Deck, then banish all monsters from it with that monster's name. You can only use this card name's effect once per turn.

Strategic Assassin of Crossout
Level 5 | WATER | Warrior | Effect
1200/2500
You can send 1 other "Crossout" card from your hand to the GY; Special Summon this card from your hand. If you would banish a card from the Deck with a "Crossout" monster's effect, you can also banish cards from the field or GY. You can only control 1 monster with this card's name.

Dragon Hero of Crossout
Level 6 | WIND | Dragon | Effect
2400/1900
You can send 2 other "Crossout" cards with different names from your hand to the GY; Special Summon this card from your hand. Cards banished by a "Crossout" monster's effect are banished face-down. You can only control 1 monster with this card's name.

Crossout Kingdom
Field Spell
"Crossout" monsters you control gain 300 ATK/DEF. You do not have to banish cards from your Deck by a "Crossout" card's effect. Once per turn: You can Special Summon 1 "Crossout" monster from your hand or GY.

Crossout Mission
Continuous Spell
Once per turn: You can activate 1 of these effects.
● Add 1 "Crossout" card from your Deck to your hand.
● Add 1 "Crossout" card from your GY to your hand.




I'm not sure what to say about this one; mostly adaptation of Nobleman of Crossout to hit everything else (and I guess Dragon just makes those banishes hurt a lot more by going face-down). As far as Kingdom goes, it somewhat protects you in mirror matches or opponent runs same techs as you, but...that's about it.

¯\_(ツ)_/¯



[spoiler=Exarion]
This archetype shall be named "Exarion" (イグザリオン) and focus on stat reductions in order to do stuff.

Exarion Cyclone
Level 4 | DARK | Beast-Warrior | Effect
1400/2000
Once per turn: You can have this card lose exactly 500 ATK and DEF, then return 1 monster on the field to the hand.

Exarion Lancer
Level 4 | DARK | Beast-Warrior | Effect
1900/1000
Once per turn: You can have this card lose exactly 600 ATK and DEF, then destroy 1 monster on the field.

Exarion Mystic
Level 4 | DARK | Beast-Warrior | Effect
1500/1500
Once per turn: You can have this card lose exactly 500 ATK and DEF, then return 1 Spell/Trap on the field to the hand.

Exarion Knight
Level 4 | DARK | Beast-Warrior | Effect
1600/1300
Once per turn: You can have this card lose exactly 400 ATK and DEF, then destroy 1 Spell/Trap on the field.

Exarion Arms Bearer
Level 4 | DARK | Beast-Warrior | Effect
1800/1800
Once per turn: You can have this card lose exactly 600 ATK and DEF; add 1 "Exarion" card from your Deck or GY to your hand.

Exarion Spirit Caller
Level 4 | DARK | Beast-Warrior | Effect
1400/2100
Once per turn: You can have this card lose exactly 700 ATK and DEF; Special Summon 1 "Exarion" monster from your GY.

Exarion Ruler
Level 8 | DARK | Beast-Warrior | Effect
2800/2000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by sending 2 "Exarion" cards you control with different names to the GY. Once per turn, if a monster would be Summoned or a card or effect is activated (Quick Effect): You can have this card lose 800 ATK/DEF; negate that Summon or effect and if you do, send that card to the GY.

Exarion Heavens
Field Spell
"Exarion" monsters you control gain 500 ATK/DEF. You can activate the effect of "Exarion" monsters you control during your opponent's turn. If this card is sent to the GY: You can banish 1 other "Exarion" card from your GY; activate this card in your Field Card Zone. You can only use this effect of "Exarion Heavens" once per turn.

Exarion Refresh
Quick-Play
Target 1 "Exarion" monster you control with 1000 or less ATK and DEF; that monster gains 1500 ATK/DEF.

 

 

[spoiler=Worm Drake]

To be fair to it, Worm Drake was developed before the advent of archetypes and whatever. So...let's just give it a sub-archetype to play around with.
 
Worm Drake Spawn
Level 4 | EARTH | Reptile | Effect
800/2000
When this card is Normal or Special Summoned: You can change its battle position. Once per turn: You can Special Summon 1 "Worm Drake" monster from your hand or GY, except "Worm Drake Spawn".
 
Worm Drake Tunneler
Level 4 | EARTH | Reptile | Effect
1400/1500
Once per turn: You can add 1 "Worm Drake" card from your Deck to your hand, except "Worm Drake Tunneler".
 
Worm Drake Burrower
Level 4 | EARTH | Reptile | Effect
1300/1800
Once per turn: You can send 1 "Worm Drake" monster from your hand or Deck to the GY.
 
Worm Drake Parasite
Level 3 | EARTH | Reptile | Effect
1200/800
You can attach this card you control to 1 monster your opponent controls. A monster equipped with this card cannot attack or activate its effects. During the Standby Phase, if this card is equipped to a monster: Gain LP equal to the equipped monster's ATK. If you control another "Worm Drake" monster at resolution, you can take control of the equipped monster. You can only control 1 monster equipped with "Worm Drake Parasite".
 
Worm Drake Constrictor
Level 4 | EARTH | Reptile | Effect
1600/1400
Gains 200 ATK for each monster in your opponent's GY. Once per turn: You can target 1 monster your opponent controls; destroy it. You must control another "Worm Drake" monster to activate this effect.
 
Worm Drake Superior Strike
Level 7 | EARTH | Reptile | Fusion | Effect
2200/2000
2 "Worm Drake" monsters with different names
You can inflict damage to your opponent equal to half this card's ATK. This card cannot attack the turn you activate this effect. You can only use the effect of 'Worm Drake Superior Strike" once per turn.
 
Ultimate Worm Drake
Level 10 | EARTH | Reptile | Fusion | Effect
3000/0
3+ "Worm Drake" monsters
Must first be Fusion Summoned. If this card was Fusion Summoned card using the following number of monsters, it gains these effects;
● 3+: This card can attack all monsters your opponent controls once each.
● 4+: Cannot be targeted or destroyed by card effects.
● 5: Once per turn: You can banish up to 3 other "Worm Drake" monsters you control and/or from your GY; banish an equal number of cards on the field, then your opponent takes 800 damage for each.
 
Worm Drake Fusion
Quick-Play Spell
Fusion Summon 1 "Worm Drake" monster from your Extra Deck by sending "Worm Drake" monsters you control and/or from your hand to the GY, and/or banishing "Worm Drake" monsters from your GY as material. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY; shuffle all banished "Worm Drake" monsters in your possession into the Deck (min. 1), then draw 2 cards. You can only activate 1 "Worm Drake Fusion" per turn.
 



 
The Level 7 Fusion is a bit of homage to when Humanoid Worm Drake appeared in the anime/manga coupled with stuff to allow for attacking on summoning turn. Same could probably be said about Spawn being a Worm Drake counterpart of Humanoid Slime / Jam Breeding Machine. IDK, this isn't going to be topping any tournaments anytime soon, but it's something for casual players to toy around with, I guess.
 
(And yes, original Worm Drake is a valid target for searching effects and whatever else in here.)
 

 

 

[spoiler=Swordstalker]

Swordstalker Soul
Level 1 | DARK | Warrior | Effect
200/0
You can Tribute this card; Special Summon 1 "Swordstalker" monster from your hand or GY, except "Swordstalker Soul". During the Standby Phase, if this card is in the GY: You can return it to the hand.
 
Swordstalker Soul Blade
Level 2 | DARK | Warrior | Effect
1000/0
Once per turn (Quick Effect): You can equip this card you control or from your hand to a Level 6 or higher "Swordstalker" monster you control. The equipped monster gains ATK equal to its Level x 100. If the equipped monster destroys an opponent's monster by battle: Inflict damage to your opponent equal to that monster's ATK.
 
Swordstalker Soul Armor
Level 2 | DARK | Warrior | Effect
0/1600
Once per turn (Quick Effect): You can equip this card you control or from your hand to a Level 6 or higher "Swordstalker" monster you control. The equipped monster cannot be targeted or destroyed by an opponent's effects. You take no battle damage from battles involving the equipped monster.
 
Swordstalker Blacksmith
Level 4 | DARK | Warrior | Effect
1300/1000
Once per turn: You can add 1 "Swordstalker" monster from your Deck or GY to your hand.
 
Swordstalker Undertaker
Level 4 | DARK | Warrior | Effect
1200/1800
If a Warrior monster you control is destroyed by battle: You can discard this card from your hand; Special Summon 1 "Swordstalker" monster with equal or lesser ATK than that destroyed monster from your Deck. You can only use this effect of "Swordstalker Undertaker" once per turn.
 
Swordstalker Absorber
Level 6 | DARK | Warrior | Effect
2000/1600
Once per turn: You can target 1 monster in your GY; this card gains ATK equal to half that monster's ATK until the End Phase. If this card would be destroyed by battle: You can send 1 "Swordstalker" monster from your Deck to the GY instead. You can only use this effect of "Swordstalker Absorber" once per turn.
 
Swordstalker Dark Avenger
Level 8 | DARK | Warrior | Effect
2500/2000
Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by banishing 3 "Swordstalker" monsters with different names from your GY. Gains ATK equal to half the combined ATK of all monsters in your GY. Once per turn: You can banish 1 monster from your GY; destroy all monsters your opponent controls with equal or lesser ATK than that banished monster, then inflict 500 damage to your opponent for each.

 

 

 

[spoiler=Raging Flame Sprite]

Alright, let's do this.
 
Raging Flame Conjurer
Level 3 | FIRE | Pyro | Effect
800/200
This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can add 1 "Raging Flame" card from your Deck or GY to your hand. You can only use the effect of "Raging Flame Conjurer" once per turn.
 
Raging Flame Invoker
Level 3 | FIRE | Pyro | Effect
600/200
This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can Special Summon 1 "Raging Flame" monster from your hand or GY, except "Raging Flame Invoker". You can only use the effect of "Raging Flame Conjurer" once per turn.
 
Raging Flame Witch
Level 3 | FIRE | Pyro | Effect
700/200
This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can destroy 1 other card on the field. You can only use the effect of "Raging Flame Witch" once per turn.
 
Raging Flame Trickster
Level 3 | FIRE | Pyro | Effect
500/200
This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can banish the top 3 cards of your opponent's Deck, face-down. You can only use the effect of "Raging Flame Trickster" once per turn.
 

Raging Flame Healer
Level 3 | FIRE | Pyro | Effect
400/200
This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can gain LP equal to that damage. You can only use the effect of "Raging Flame Advanced Sprite" once per turn.

 
Raging Flame Advanced Sprite
Level 4 | FIRE | Pyro | Effect
1100/200
This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can have all "Raging Flame" monsters you control gain 600 ATK. You can only use the effect of "Raging Flame Advanced Sprite" once per turn.
 
Raging Flame Lair
Field Spell
"Raging Flame" monsters you control gain 300 ATK/DEF. If a "Raging Flame" monster you control would be destroyed by battle or card effect: You can lose 500 LP instead for each.
 
Raging Flame Power Transfer
Quick-Play
Target 1 "Raging Flame" monster you control; this turn, it gains the ATK of all other "Raging Flame" monsters you control until the End Phase. Monsters you control, except the targeted monster, cannot declare an attack the turn you activate this card.
 
Raging Flame Mayhem
Normal Spell
Special Summon as many "Raging Flame" monsters from your hand with different names as possible from your hand or GY, then take 600 damage for each. You can only activate 1 "Raging Flame Mayhem" per turn.
 



 
Small Pyro monsters that end up pricking your LP even harder than Trickstars and such. IDK, you can't use the old stall tactics that you would for Sprite back in the day due to Xyz/Links and whatever, but...you get to do a ton of things. (And yes, Sprite got a retrain here that works for everyone; not just her.)

 

 

 

[spoiler=Abaki (unfinished)]

Abaki Inferno
Level 4 | FIRE | Fiend | Effect
1700/1100
If this card is destroyed by battle or card effect: Both players take 500 damage. Then, if you took damage by this card's effect, you can Special Summon 1 "Abaki" monster from your GY, except "Abaki Inferno". You can only use this effect of "Abaki Inferno" once per turn.
 
Abaki Rampager
Level 4 | FIRE | Fiend | Effect
1700/1100
If this card is destroyed by battle or card effect: Both players take 500 damage. Then, if you took damage by this card's effect, you can Special Summon 1 "Abaki" monster from your hand, except "Abaki Rampager". You can only use this effect of "Abaki Rampager" once per turn.
 
Abaki Spawn
Level 4 | FIRE | Fiend | Effect
1700/1100
If this card is destroyed by battle or card effect: Both players take 500 damage. Then, if you took damage by this card's effect, you can add 1 "Abaki" monster from your Deck to your hand, except "Abaki Spawn". You can only use this effect of "Abaki Spawn" once per turn.
 
Abaki Prankster
Level 4 | FIRE | Fiend | Effect
1700/1100
If this card is destroyed by battle or card effect: Both players take 500 damage. Then, if you took damage by this card's effect, you can destroy 1 card on the field. You can only use this effect of "Abaki Spawn" once per turn.

 

 

 

[spoiler=Three Trolling Trolls]

Three Trolling Trolls - Aokiro (the blue one)
Level 3 | WATER | Beast-Warrior | Tuner | Effect
1000/1300
If this card is Normal or Special Summoned: You can target 1 Beast-Warrior monster in your GY; Special Summon that monster, then this card's Attribute and Level become the same as that monster's, until the end of this turn. You can only use this effect of "Three Trolling Trolls - Aokiro" once per turn.
 
Three Trolling Trolls - Ono (guy on left)
Level 3 | WATER | Beast-Warrior | Tuner | Effect
1000/1300
If this card is Normal or Special Summoned: You can target 1 Beast-Warrior monster in your GY; add 1 monster with the same Attribute to your hand, then this card's Attribute and Level become the same as that monster's, until the end of this turn. You can only use this effect of "Three Trolling Trolls - Aokiro" once per turn.
 
Three Trolling Trolls - Kyoki (last one)

Level 3 | WATER | Beast-Warrior | Tuner | Effect
1000/1300

If this card is Normal or Special Summoned: You can target 1 Beast-Warrior monster in your GY; during your Main Phase: You can Normal Summon 1 Beast-Warrior monster with the same Level as this card in addition to your Normal Summon/Set, then this card's Attribute and Level become the same as that monster's, until the end of this turn. (You can only gain this effect of "Three Trolling Trolls - Kyoki" once per turn.)
 
Trolling Trolls Unity
Normal Spell
Special Summon as many "Three Trolling Trolls" monsters with different names from your hand or GY. During the End Phase, shuffle all monsters Special Summoned by this effect into the Deck. You can only activate 1 "Trolling Trolls Unity" once per turn.
 
Otherworld Trolls Tuning
Quick-Play
Target 1 "Three Trolling Trolls" monster you control and 1 non-Tuner monster you control or in your GY; Synchro Summon 1 monster from your Extra Deck using only those 2 monsters as material.

 

 

 

[spoiler=Hungry Burger]

Hungry Burger Waiter
Level 4 | DARK | Warrior | Effect
1400/1200
When this card is Normal or Special Summoned: You can add 1 "Hungry Burger" card from your Deck to your hand. If you would Ritual Summon a "Hungry Burger" monster, you can treat this card as the entire Tribute.
 
Hungry Burger Chef
Level 4 | DARK | Warrior | Effect
1600/800
When this card is Normal or Special Summoned: You can Special Summon 1 "Hungry Burger" monster from your hand, except "Hungry Burger Chef". If you would Ritual Summon a "Hungry Burger" monster, you can treat this card as the entire Tribute.
 
Hungry Burger Farmer
Level 4 | DARK | Warrior | Effect
1200/2000
When this card is Normal or Special Summoned: You can Special Summon 1 "Hungry Burger" monster from your Deck. If you would Ritual Summon a "Hungry Burger" monster, you can treat this card as the entire Tribute.
 
Reinvented Hungry Burger
Level 6 | DARK | Warrior | Ritual | Effect
2000/1850
You can Ritual Summon this card with any "Hamburger" Ritual Spell Card. Once per turn, if this card battles an opponent's monster: You can destroy that monster. If this Ritual Summoned card leaves the field: You can Special Summon 1 Level 4 or lower 'Hungry Burger" monster from your hand or GY.
 
Deluxe Hungry Burger
Level 8 | DARK | Warrior | Ritual | Effect
2800/2150
You can Ritual Summon this card with any "Hamburger" Ritual Spell Card. Once per turn, if this card battles an opponent's monster: You can banish that monster. Cards or effects cannot be activated in response to this effect's activation. If this Ritual Summoned card leaves the field: You can Special Summon up to 2 Level 4 or lower 'Hungry Burger" monsters from your hand or GY.
 
Reinvented Hamburger Recipe
Ritual Spell
This card can be used to Ritual Summon any "Hungry Burger" Ritual Monster. You must also offer monsters you control or in your hand as Tribute whose total Levels equal or exceed the Level of the monster you are Ritual Summoning. If this card is used to Ritual Summon "Reinvented Hungry Burger" or "Deluxe Hungry Burger", you can draw 1 card.
 
Hungry Burger Restaurant - Hànbǎowáng
Field Spell
"Hungry Burger" monsters gain 500 ATK/DEF. Once per turn: You can reveal 1 "Hungry Burger" Ritual Monster in your hand; send monsters from your hand or field to the GY whose total Levels equal or exceed that monster's Level, then Ritual Summon that monster. Once per turn, "Hungry Burger" Ritual Monsters you control cannot be destroyed by an opponent's card effects.
 
(P.S. Hanbaowang is literally Mandarin Chinese for "Burger King", so...yay for ripping off the name of a known burger restaurant for this.)

 

 

 

[spoiler=Share the Pain (series)]

http://yugioh.wikia.com/wiki/Share_the_Pain
痛み分け (Itamiwake)
 
Well, because the Japanese name doesn't offer much (and Jisho.org is kinda bleh at finding a common thing to work with), this will just be a series of sorts that makes the opponent do same action.
 
====
Share the Sorrow
Normal Spell
Destroy 1 card you control; your opponent destroys 1 card they control.
 
Share the Suffering
Normal Spell
Banish the top 5 cards of your Deck, face-down; your opponent banishes the top 5 cards of their Deck, face-down.
 
Share the Drama
Normal Spell
Lose 1000 LP; your opponent loses 1000 LP.
 
Share the Riches
Normal Spell
Draw 3 cards; your opponent draws 3 cards.
 
(Yes, this is effectively Spellbook Inside the Pot, but slightly different in application because you still gotta draw first, not simultaneously)
 
Share the Revival
Normal Spell
Special Summon 1 monster with 2000 or less ATK from your GY; your opponent Special Summons 1 monster with 2000 or less ATK from their GY. Negate the effects of monsters Special Summoned by this effect.
 
Not exactly great, but considering it is a series (and the Japanese name doesn't lend itself to an archetype thing well), yeah.

 

 

 

[spoiler=Anteatereatingant]

オオアリクイクイアリ
 
Anteatereatingant
 
Anteatereatingant Spawn
Level 2 | EARTH | Insect | Effect
1000/200
When this card is Summoned: Add 1 "Anteatereatingant" card from your Deck to your hand.
 
Anteatereatingant Soldier
Level 4 | EARTH | Insect | Effect
1500/400
When this card is Summoned: Special Summon 1 "Anteatereatingant" monster from your hand or GY.
 
Anteatereatingant King
Level 8 | EARTH | Insect | Effect
2800/2600
Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by sending 3 "Anteatereatingant" cards you control to the GY. The following effects can be activated once per turn.
● You can send up to 2 cards your opponent controls to the GY.
● Tribute 1 monster you control; inflict damage to your opponent equal to its ATK.
This card cannot attack the turn it activates its effects.
 
Anteatereatingant Scrap Meal
Continuous Spell
When this card is activated: Place 1 "Anteatereatingant" Spell Card from your Deck face-down in your Spell/Trap Zone. If this card is sent to the GY to Special Summon an "Anteatereatingant" monster: Return this card to the hand.
 
Anteatereatingant Jaws
Continuous Spell
When this card is activated: Your opponent takes 300 damage for each Insect monster you control. If this card is sent to the GY to Special Summon an "Anteatereatingant" monster: Return this card to the hand.
 
Anteatereating Territory
Field Spell
"Anteatereatingant" monsters gain 300 ATK/DEF. Once per turn, if you would Special Summon an "Anteatereatingant" monster that requires cards on the field to be sent to the GY for its Summon, you can send cards from your hand or Deck instead. The first time an "Anteatereatingant" monster you control would be destroyed by battle or card effect each turn, it is not.

 

 

 

[spoiler=Chakra]

Chakra Priestess
Level 4 | LIGHT | Spellcaster | Effect
1450/1000
If this card is Normal or Special Summoned: You can Special Summon 1 "Chakra" Ritual Monster from your GY. If this card is Tributed for a Ritual Summon: Shuffle it into the Deck, then draw 1 card.
 
Supposedly the woman in "Resurrection of Chakra"
 
Chakra Ascetic
Level 3 | LIGHT | Spellcaster | Effect
1250/1000
If this card is Normal or Special Summoned: You can add 1 "Chakra" monster from your Deck to your hand, except "Chakra Ascetic". If this card is Tributed for a Ritual Summon: Shuffle it into the Deck, then draw 1 card.
 
Chakra Devotee
Level 3 | LIGHT | Spellcaster | Effect
1000/1250
If this card is Normal or Special Summoned: You can add 1 "Chakra" Spell/Trap from your Deck to your hand. If this card is Tributed for a Ritual Summon: Shuffle it into the Deck, then draw 1 card.
 
Chakra Morpher
Level 5 | DARK | Fiend | Effect
1950/1000
Once per turn: You can target 1 "Chakra" Ritual Monster you control and 1 other monster on the field, except "Chakra Morpher"; until the end of this turn, the first target gains the effects of the second target. If this card is Tributed for a Ritual Summon: Shuffle it into the Deck, then draw 1 card.
 
Chakra Ayudhapurusha
Level 7 | DARK | Fiend | Effect
2650/1800
You can Ritual Summon this card with "Resurrection of Chakra". This card's name is treated as "Chakra" while in your hand. Once per turn: You can destroy 1 card on the field. If this card was Ritual Summoned, you can destroy up to 2 cards instead.
 
Transfiguration of Chakra
Ritual Spell
This card is used to Ritual Summon a "Chakra" monster. You must also offer monsters you control or from your hand whose total Levels equal or exceed the Level of the monster you are Ritual Summoning. If you Ritual Summon "Chakra" or "Chakra Ayudhapurusha": You can inflict damage to your opponent equal to the ATK of the monster with the highest ATK on the field
 
Chakra Cycle
Continuous Spell
Each time that a "Chakra" monster is shuffled into the Deck, draw 1 card.
 
Chakraperumal
Field Spell
"Chakra" monsters you control cannot be targeted or destroyed by an opponent's effects. Once per turn, if you would Ritual Summon a "Chakra" monster: You can send monsters from your Deck or Extra Deck to the GY whose total Levels equal or exceed the Level of the monster you are Ritual Summoning.

 

 

 

[spoiler=Megirus Light]

Megirus Blaster
Level 3 | DARK | Fiend | Effect
900/600
Once per turn (Quick Effect): You can discard 1 "Megirus" monster; destroy 1 card your opponent controls.
 
Megirus Jisatsu-mono (this translates to "suicide person" in Japanese, but you'll see that from the effect)
Level 3 | DARK | Fiend | Effect
900/600
If a "Megirus" monster battles an opponent's monster: You can destroy both that monster and the monster it is battling.
 
Megirus Necromancer
Level 3 | DARK | Fiend | Effect
900/600
Once per turn: You can Special Summon 1 "Megirus" monster from your hand or GY, except "Megirus Necromancer".
 
Megirus Shaman
Level 3 | DARK | Fiend | Effect
900/600
Once per turn: You can send up to 3 "Megirus" cards you control or from your hand to the GY; your opponent takes 500 damage for each card sent.
 
Megirus Forbidden Arts
Continuous Spell
Special Summon up to 3 "Megirus" monsters from your hand or Deck, then lose 1000 LP for each monster Special Summoned by this effect.
 
Megirus Soul Absorption Arts
Continuous Spell
Each time a "Megirus" card is sent to the GY, except "Megirus Soul Absorption Arts", gain 600 LP.
 
Megirus Conjuring
Continuous Spell
Once per turn: You can add 1 "Megirus" card from your Deck to your hand.

 

 

 

[spoiler=Steel Scorpion]

Steel Scorpion lends itself better to Japanese archetype stuff, so...let's do that.
 
Steel Scorpion Spawner
Level 1 | EARTH | Machine | Effect
250/300
When this card is Summoned: Special Summon 1 "Steel Scorpion" monster from your hand. If a non-Machine monster battles a "Steel Scorpion" monster you control: Destroy it during the End Phase.
 
Steel Scorpion Duplicator
Level 1 | EARTH | Machine | Effect
250/300
When this card is Summoned: Add 1 "Steel Scorpion" monster from your hand, except "Steel Scorpion Duplicator". If a non-Machine monster battles a "Steel Scorpion" monster you control: Destroy it during the End Phase.
 
Steel Scorpion Scavenger
Level 1 | EARTH | Machine | Effect
250/300
When this card is Summoned: Special Summon 1 "Steel Scorpion" monster from your GY. If a non-Machine monster battles a "Steel Scorpion" monster you control: Destroy it during the End Phase.
 
Steel Scorpion MK-2
Level 5 | EARTH | Machine | Effect
1500/1800
You can Special Summon this card from your hand by Tributing 1 "Steel Scorpion" monster you control. Gains 300 ATK/DEF for each "Steel Scorpion" monster you control and in your GY. If this card battles an opponent's monster: Destroy it, then your opponent loses LP equal to that monster's ATK.
 
Swarming Steel Scorpions
Normal Spell
Special Summon as many "Steel Scorpion" monsters as possible from your hand and/or GY, then lose 800 LP for each monster Special Summoned by this effect. If you Special Summon 3 or more monsters with this effect, your opponent cannot activate cards or effects in response to this card's activation. You can only activate 1 "Swarming Steel Scorpions" per turn.

 

 

 

[spoiler=Omega Goggles]

Handler of Omega Goggles

Level 4 | EARTH | Warrior | Effect

1200/2000

Gains 400 ATK for each "Omega Goggles" card equipped to it. This card can declare an attack the turn you activate the effect of an "Omega Goggles" Equip Spell while it is equipped to this card. 

 

Omega Goggles Optometrist

Field Spell

You can activate each of the following effects once per turn.

● You can add 1 "Omega Goggles" card from your Deck to your hand, except "Omega Goggles Optometrist".

● You can activate 1 "Omega Goggles" Equip Spell from your GY.

 

Omega Goggles - Future Reader

Equip Spell

Equip only to a monster you control. Once per turn: You can excavate the top 5 cards of your Deck, then rearrange those cards in any order. The equipped monster cannot attack the turn you activate this effect.

 

Omega Goggles - Mind Reader

Equip Spell

Equip only to a monster you control. Once per turn: You can declare 1 card name; excavate the top 5 cards of your Deck, then if cards with the declared name are excavated by this effect, you can add them to your hand. The equipped monster cannot attack the turn you activate this effect.

 

Omega Goggles - Pinpoint Gaze

Equip Spell

Equip only to a monster you control. Once per turn: You can declare 1 card name; your opponent reveals their hand, then if cards with the declared name are in their hand, banish all of those cards, face-down. The equipped monster cannot attack the turn you activate this effect.

 

Omega Goggles - Black Flare

Equip Spell

Equip only to a monster you control. Once per turn: You can destroy 1 monster your opponent controls with equal or lesser ATK than the equipped monster. The equipped monster cannot attack the turn you activate this effect.

 

 

 

[spoiler=Chaos Goddess]
 
Shining Wolf of Chaos
Level 3 | LIGHT | Beast | Tuner | Effect
1200/1000
When this card is Normal or Special Summoned: You can Special Summon 1 Level 5 or lower DARK monster from your hand or Deck. You can only use this effect of "Shining Wolf of Chaos" once per turn. You can reveal 1 "Chaos Goddess" in your Extra Deck; send this card and 1 non-Tuner DARK monster you control to the GY; Special Summon that card. (This is treated as a Synchro Summon.) A monster Synchro Summoned using this card as material cannot be destroyed by card effects. 
 
Hellraising Beast of Chaos
Level 5 | DARK | Fiend | Effect
2000/0
When this card is Normal or Special Summoned: You can Special Summon 1 Level 3 or higher LIGHT monster from your hand or GY. You can only use this effect of "Hellraising Beast of Chaos" once per turn. You can reveal 1 "Chaos Goddess" in your Extra Deck; send this card and 1 LIGHT Tuner monster you control to the GY; Special Summon that card. (This is treated as a Synchro Summon.) A monster Synchro Summoned using this card as material cannot be destroyed by battle.
 
Scepter of the Chaos Goddess
Level 3 | LIGHT | Fairy | Effect
0/2200
(Quick Effect): You can Tribute this card; Special Summon 2 "Chaos Goddess Soul Tokens" (Fiend / Tuner / LIGHT / Level 3 / ATK 1200 / DEF 700) in Defense Position. 
 
Ultimate Chaos Goddess
Level 11 | LIGHT | Fairy | Synchro | Effect
3300/2600
1 LIGHT Tuner + 2+ non-Tuner DARK monsters
Once per turn, you can also Synchro Summon "Ultimate Chaos Goddess" by using 1 Tuner and 1 "Chaos Goddess" you control as Synchro Material. Once per turn: You can send 1 LIGHT or DARK monster you control or from your hand to the GY; activate 1 of these effects.
● Special Summon 1 LIGHT or DARK monster from your GY with a different name than the discarded monster. It cannot be used as material for a Summon until the end of this turn.
● Destroy up to 2 cards your opponent controls. 
● Inflict damage to your opponent equal to the sent monster's ATK.
 

 

[spoiler=Bird of Paradise Lost]
 
https://yugioh.wikia.com/wiki/Bird_of_Paradise_Lost
(JP name is Gokurakuchou, so can make archetype name "Gokuraku / Paradise Lost")
 
Hawk of Paradise Lost
Level 4 | DARK | Wyrm | Tuner | Effect
1400/1200
This card gains 100 ATK for each Tuner in your GY. Once per turn: You can send 1 Tuner from your hand to the GY, then target 1 "Paradise Lost" monster you control; this turn, that monster can attack your opponent directly, but any battle damage it inflicts to your opponent by this effect is halved. 
 
Draco of Paradise Lost
Level 3 | DARK | Wyrm | Tuner | Effect
1000/1800
Monsters your opponent controls lose 100 ATK for each Tuner in your GY. Once per turn: You can send 1 Tuner from your hand to the GY; add up to 2 Tuners with different names from your Deck to or GY to your hand, but you cannot Summon or activate the effects of monsters with the same names as those monsters for the rest of this turn.
 
Serpent of Paradise Lost
Level 6 | DARK | Wyrm | Tuner | Effect
2400/1000
This card gains 100 ATK for each Tuner in your GY. Once per turn: You can send 2 Tuners you control and/or from your hand to the GY; the ATK of all monsters your opponent controls becomes 0 until the End Phase.
 
Phoenix of Paradise Lost
Level 10 | DARK | Wyrm | Tuner | Effect
3000/2000
This card gains 100 ATK for each Tuner in your GY. Once per turn (Quick Effect): You can send 1 Tuner you control or from your hand to the GY; activate 1 of these effects.
● Destroy a number of cards on the field, up to the number of "Paradise Lost" monsters you control with different names. 
● Special Summon 1 "Paradise Lost" monster from your GY. 
 
Notes aside about why some of them are Wyrms when they're not draconian in nature (*cough Phoenix/Hawk*), the Type is mostly as a side reference to Metaphys for revamping Nephthys and stuff (if otherwise retaining general flavor with Bird's typing thing).

 

 

[spoiler=Fire Kraken]

Fire Kraken Exploder

Level 4 | FIRE | Aqua | Effect

1400/1200

Once per turn, if a "Fire Kraken" monster you control battles an opponent's monster: You can destroy both that monster and the opponent's monster it is battling, then both players take 800 damage. 

 

Fire Kraken Reacher

Level 4 | FIRE | Aqua | Effect

1600/1500

Once per turn: You can add 1 "Fire Kraken" card from your Deck or GY to your hand, except "Fire Kraken Reacher".

 

Fire Kraken Spawner

Level 4 | FIRE | Aqua | Effect

1200/2100

Once per turn, if a "Fire Kraken" monster you control is destroyed by battle or a card effect: You can Special Summon 1 "Fire Kraken" monster from your hand or Deck with a different name. 

 

Fire Kraken Regenerator

Level 4 | FIRE | Aqua | Effect

1500/1800

Once per turn, if a "Fire Kraken" monster you control is destroyed by battle or a card effect: You can Special Summon 1 "Fire Kraken" monster from your hand or GY with a different name.  

 

Advent of the Fire Kraken

Normal Spell

Special Summon as many "Fire Kraken" monsters from your hand or Deck with different names as possible, then lose 800 LP for each monster Special Summoned by this effect. You can only activate 1 card with this card name per turn.

 

 

 

[spoiler=Metal Armored]

Metal Armored Kraken

Level 4 | WATER | Aqua | Effect

1400/2000

Gains 100 ATK for each "Metal Armored" monster you control. Once per turn: You can target 1 "Metal Armored" monster you control; this turn, it can attack all monsters your opponent controls once each, but other monsters you control cannot declare an attack. 

 

Metal Armored Stallion

Level 5 | EARTH | Beast | Effect

2100/1400

If you control another "Metal Armored" monster, you can Special Summon this card from your hand. You can only Special Summon "Metal Armored Stallion" once per turn this way. Once per turn, if a "Metal Armored" monster you control destroys an opponent's monster by battle: You can target 1 card your opponent controls; destroy it. 

 

Metal Armored Storm Rabbit

Level 4 | WIND | Beast-Warrior | Effect

1700/1200

Monsters your opponent controls lose 200 ATK/DEF for each "Metal Armored" monster you control. Once per turn: You can add 1 "Metal Armored" card from your Deck or GY to your hand. 

 

Metal Armored Rex

Level 7 | EARTH | Dinosaur | Effect

2700/2000

If a "Metal Armored" monster you control attacks a Defense Position monster, inflict doubled piercing battle damage to your opponent. If this card is destroyed and sent to the GY: Destroy 1 card your opponent controls.

 

Metal Armored Draco

Level 6 | FIRE | Dragon | Effect

2400/1000

Once per turn: You can discard 1 "Metal Armored" card; change all monsters your opponent controls to face-down Defense Position. If a "Metal Armored" monster you control destroys an opponent's monster by battle, inflict 300 damage to your opponent.

 

Metal Armored Pixie

Level 3 | LIGHT | Fairy | Effect

300/2100

Once per turn: You can Special Summon 1 "Metal Armored" monster from your hand or GY, except "Metal Armored Pixie". If another "Metal Armored" monster(s) you control would be destroyed: You can destroy this card instead. 

 

Metal Armored Android

Level 5 | LIGHT | Psychic | Effect

1300/2500

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

● Target 3 "Metal Armored" cards in your GY; shuffle all 3 into the Deck, then draw 2 cards.

● Shuffle 1 "Metal Armored" card from your hand into the Deck, then draw 1 card. 

 

Metal Armored Wizard

Level 4 | DARK | Spellcaster | Effect

1600/1600

Once per turn (Quick Effect), if a card or effect is activated: You can discard 1 "Metal Armored" card; negate that card or effect, and if you do, destroy it. 

 

Metal Armored Planet

Field Spell

"Metal Armored" monster you control gain 300 ATK/DEF, also they cannot be targeted or destroyed by an opponent's effects. Level 5 or higher "Metal Armored" monsters you Normal Summon can be Summoned without Tributing. 

 

 

 

[spoiler=Attack the Moon! (Attack name stuff)]

Shock the Waves!

Continuous Spell

Once per turn, if a Thunder monster attacks: You can halve the ATK of all monsters your opponent currently controls. 

 

Burn the World!

Continuous Spell

Each time a Pyro monster activates its effect, your opponent takes 400 damage.

 

Absorb the Lightning!

Continuous Spell

Once per turn, if your opponent would target a monster you control while you control an Aqua monster: You can negate that effect, then target that Aqua monster; it gains 500 ATK/DEF.

 

Save the Network!

Continuous Spell

Once per turn, if a Cyberse monster you control activates its effect: You can shuffle 1 card your opponent controls into the Deck.

 

 

 

[spoiler=Karate (Man)]

Karate Sensei

Level 6 | EARTH | Warrior | Effect

2500/2000

Once per turn: You can add 1 "Karate" card from your Deck or GY to your hand. Other "Karate" monsters you control cannot be targeted for attacks, also you take no battle damage from battles involving "Karate" monsters. If a "Karate" monster you control battles an opponent's monster, the opponent's monster loses 600 ATK and DEF until the end of the Damage Step.

 

Karate Senior Student

Level 4 | EARTH | Warrior | Effect

1900/1200

Once per turn: You can Special Summon 1 "Karate" monster from your GY, except "Karate Senior Student". If a "Karate" monster you control battles an opponent's monster, your monster gains 400 ATK and DEF until the end of the Damage Step.

 

Karate Student

Level 3 | EARTH | Warrior | Effect

1200/800

Once per turn: You can Special Summon 1 "Karate" monster from your hand or Deck, except "Karate Student". You can Normal Summon 1 "Karate" monster in addition to your Normal Summon/Set. (You can only gain this effect of "Karate Senior Student" once per turn.)

 

Karate Competitor

Level 5 | EARTH | Warrior | Effect

2000/1200

If you control another "Karate" monster, you can Special Summon this card from your hand. Once per turn, if a "Karate" monster you control destroys an opponent's monster by battle: You can activate 1 of these effects.

● Target 1 card your opponent controls; destroy it. 

● Your opponent takes damage equal to that destroyed monster's ATK on the field. 

 

Karate Dojo - Shūko-kai

Field Spell

"Karate" monsters you control gain 400 ATK/DEF. Other "Karate" monsters you control cannot be targeted or destroyed by your opponent's effects. If a "Karate" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.

 

Karate Recruiting

Normal Spell

If you control a "Karate" monster: Special Summon as many "Karate New Student Tokens" (Warrior/EARTH/Level 2/ATK 1000/DEF 200) as possible. You can only activate 1 "Karate Recruiting" per turn.

 

Karate Technique Refinement

Normal Spell

Target 5 "Karate" cards you control and/or in your GY; shuffle all 5 into the Deck, then draw 2 cards. 

 

Karate World Champion

Link 2 | EARTH | Warrior | Link | Effect

2100

W E

2 "Karate" monsters

Gains 200 ATK for each "Karate" monster you control, except this card. If this card destroys an opponent's monster: You can activate 1 of these effects.

● Banish 1 card your opponent controls, face-down.

● Inflict damage to your opponent equal to that monster's ATK or DEF on the field, whichever is higher. 

 

Karate Master Shihan

Link 3 | EARTH | Warrior | Link | Effect

2600

SW S SE

2+ "Karate" monsters

If a "Karate" monster you control activates its effect(s), your opponent cannot activate cards or effects in response to their activation. Once per turn, if a card or effect is activated while you control another "Karate" monster: You can negate that card or effect, and if you do, destroy it.

 

 

 

[spoiler=Swarm of Crows (series)]
Assault of Crows
Level 4 | DARK | Winged Beast | Effect
1600/1200
Once per turn: You can change this card to face-down Defense Position. When this card is Flip Summoned: Add 1 "of Crows" card from your Deck to your hand.
 
Rampage of Crows
Level 4 | DARK | Winged Beast | Effect
1800/0
Once per turn: You can change this card to face-down Defense Position. When this card is Flip Summoned: Special Summon as many "of Crows" monsters from your hand or GY with different names. 
 
Lament of Crows
Level 4 | DARK | Winged Beast | Effect
1000/2000
Once per turn: You can change this card to face-down Defense Position. When this card is Flip Summoned: Destroy a number of cards your opponent controls up to the number of "of Crow" cards you control. 
 
Advancing Crows
Quick-Play Spell
Special Summon 1 "of Crows" monster from your Deck, ignoring its Summoning conditions.

 

 

 

[spoiler=Bite Shoes]

Fanged Shoes
Level 3 | DARK | Fiend | Effect
800/1000
FLIP: Destroy 1 monster on the field, then its controller takes damage equal to half its ATK.
When this card is Summoned: Add 1 "Shoes" card from your Deck to your hand. Once per turn (Quick Effect): You can change this card to face-down Defense Position.
 
Blade Shoes
Level 3 | DARK | Fiend | Effect
1200/0
FLIP: Banish 1 monster on the field, face-down.
When this card is Summoned: Special Summon 1 "Shoes" monster from your hand or GY. Once per turn (Quick Effect): You can change this card to face-down Defense Position.
 
Repelling Shoes
Level 3 | DARK | Fiend | Effect
1000/1000
FLIP: Shuffle 1 monster on the field into the Deck.
When this card is Summoned: Special Summon 1 "Shoes" monster from your Deck. Once per turn (Quick Effect): You can change this card to face-down Defense Position.
 
Zero Shoes
Level 1 | DARK | Fiend | Effect
0/2100
FLIP: The ATK/DEF of all monsters on the field, except "Shoes" monsters, become 0.
When this card is Summoned: Add up to 2 "Shoes" cards from your GY or currently banished to your hand. Once per turn (Quick Effect): You can change this card to face-down Defense Position.
 
Advent of Shoes
Continuous Spell
When a "Shoes" monster activates its effect, your opponent cannot activate cards or effects in response to its activation. Once per opponent's turn: You can activate 1 of these effects.

● Target any number of your face-up "Shoes" monsters; change them to face-down Defense Position. 
● Target any number of your face-down "Shoes" monsters; change them to face-up Defense Position. 

 

 

 

[spoiler=Kairyu-Shin]

Avatar of Kairyu-Shin

Level 5 | WATER | Sea Serpent | Effect

1800 | 1500

If you control a Level 5 WATER monster except "Avatar of Kairyu-Shin", you can Special Summon this card from your hand. Once per turn: You can add 1 "Kairyu-Shin" card from your Deck or GY to your hand. 

 

Spawn of Kairyu-Shin

Level 3 | WATER | Sea Serpent | Effect

1000 | 700

While you control another WATER monster, this card's original Level is treated as 5 on the field.

 

Tidal Invoker of Kairyu-Shin

Level 5 | WATER | Sea Serpent | Effect

1800 | 1500

If you control a Level 5 WATER monster except "Tidal Bringer of Kairyu-Shin", you can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can Special Summon 1 "Kairyu-Shin" monster from your Deck. 

 

Tidal Bringer of Kairyu-Shin

Level 5 | WATER | Sea Serpent | Effect

1800 | 1500

If you control a Level 5 WATER monster except "Tidal Bringer of Kairyu-Shin", you can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can Special Summon 1 "Kairyu-Shin" monster from your Deck, except "Tidal Bringer of Kairyu-Shin". 

 

Tidal Restorer of Kairyu-Shin

Level 5 | WATER | Sea Serpent | Effect

1800 | 1500

If you control a Level 5 WATER monster except "Tidal Restorer of Kairyu-Shin", you can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can Special Summon 1 "Kairyu-Shin" monster from your hand or GY, except "Tidal Restorer of Kairyu-Shin".

 

Kairyu-Shin the Lord of the Sea

Link 2 | WATER | Sea Serpent | Link | Effect

2400

SW SE

2 Level 5 or higher WATER monsters with different names

Cannot be targeted by an opponent's effects while it points to a monster. This card can attack all monsters your opponent controls once each. Your opponent cannot Summon monsters to zones that had monsters this card destroyed by battle. 

 

Palace of Kairyu-Shin

Field Spell

WATER monsters gain 400ATK/DEF. Level 5 and higher "Kairyu-Shin" monsters in your hand can be Normal Summoned/Set without Tributing monsters. If a "Kairyu-Shin" monster you control would be destroyed by an opponent's card or effect: You can send the top card of your Deck to the GY instead.

 

 

 

[spoiler=Freed the Matchless General]

Freed the Imperial Champion General

Level 8 | EARTH | Warrior | Effect

2800/2400

You can Special Summon this card (from your hand) by Tributing 1 "Freed the Matchless General" you control. If your opponent activates a Spell/Trap Card or effect (Quick Effect): You can negate its activation, and if you do, destroy it. Once per turn: You can add 1 Level 4 or lower Warrior monster from your Deck or GY to your hand. 

 

Cavalry of Freed

Level 4 | EARTH | Warrior | Effect

1800/1000

When this card is Summoned: You can Special Summon 1 Level 4 or lower "Freed" Warrior monster from your hand or Deck, except "Cavalry of Freed". Monsters you control gain 200 ATK/DEF for each "Freed" monster you control.

 

Medic of Freed

Level 4 | WIND | Warrior | Effect

1200/2000

When this card is Summoned: You can Special Summon 1 "Freed" Warrior monster from your GY, except "Medic of Freed". During your Main Phase 1: Gain 500 LP for each "Freed" monster you control.

 

Maverick of Freed

Level 4 | LIGHT | Warrior | Effect

1700/1200

Once per turn: You can send 1 "Freed" monster from your hand or Deck to the GY; destroy 1 monster your opponent controls with equal or lesser ATK than the sent monster.

 

Advent of the Matchless General

Quick-Play Spell

Special Summon 1 "Freed the Matchless General" from your hand or Deck. You can only activate 1 "Advent of the Matchless General" per turn.

 

 

[spoiler=Tatsunecro]

Tatsunecro Skeleton

Level 3 | DARK | Zombie | Effect

500/1700

If this card in the hand is used as Synchro Material and banished: You can target 1 Zombie monster in your GY or that is currently banished; Special Summon it. You cannot Special Summon monsters the turn you activate this effect, except Zombie monsters.

 

Tatsunecro Soul Wing

Level 3 | DARK | Zombie | Effect

500/1700

If this card in the hand is used as Synchro Material and banished: You can add 1 Zombie monster from your Deck or currently banished in your possession to your hand, except this card. You cannot Special Summon monsters the turn you activate this effect, except Zombie monsters.

 

Tatsunecro Skull

Level 3 | DARK | Zombie | Effect

500/1700

If this card in the hand is used as Synchro Material and banished: You can Special Summon 1 "Tatsunecro" monster from your hand or that is currently banished, except this card. You cannot Special Summon monsters the turn you activate this effect, except Zombie monsters.

 

Tatsunecro Reborn

Level 3 | DARK | Zombie | Tuner | Effect

1700/500

Cannot be used as material for a Summon, except for a Zombie monster. If you Synchro Summon using this card, you can also use non-Tuner Zombie monsters from your hand as material. Those monsters are banished instead of being sent to the GY.

 

 

[spoiler=Great Warrior]

Striker the Great Warrior

Level 6 | LIGHT | Warrior | Effect

2500/1500

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). When this card is Normal or Special Summoned: You can target 1 card your opponent controls; destroy it.

 

Joshua the Great Warrior

Level 6 | DARK | Warrior | Effect

2200/2000

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). This card can attack all monsters your opponent controls once each.

 

Dorian the Great Warrior

Level 6 | FIRE | Warrior | Effect

2500/1400

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). If a "Great Warrior" monster you control battles an opponent's monster, double any battle damage it inflicts to your opponent.

 

Miles the Great Warrior

Level 6 | WIND | Warrior | Effect

2300/2200

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). Once per turn: You can add 1 "Great Warrior" card from your Deck or GY to your hand.

 

Kelson the Great Warrior

Level 6 | WATER | Warrior | Effect

2100/2800

If you control a "Great Warrior" monster except a monster with this card name, you can Special Summon this card (from your hand). If a "Great Warrior" monster you control destroys an opponent's monster by battle: You can target 1 other "Great Warrior" monster you control; for the rest of the turn, it gains ATK equal to the destroyed monster's ATK.

 

Ash the Great Warrior Apprentice

Level 4 | EARTH | Warrior | Effect

1600/1200

You can Normal Summon Level 5 or higher "Great Warrior" monsters from your hand without Tributing.

 

Invocation of the Great Warrior

Quick-Play Spell

Special Summon 1 "Great Warrior" monster from your hand or Deck, ignoring Summoning conditions.

 

Bond of the Great Warrior

Continuous Trap

If a "Great Warrior" monster you control would be destroyed by battle or card effect: You can pay 800 LP; that monster is not destroyed. If you control 2 or more "Great Warrior" monsters, you can activate this card from your hand.

 

 

 

[spoiler=Amulet of Ambition]

Amulet Keeper Dragon

Level 7 | DARK | Dragon | Effect

2500/2100

You can Special Summon this card (from your hand or GY) by banishing 2 Normal Monsters you control and/or from your hand. This card is treated as a Normal Monster while on the field or in the GY. When this card is Special Summoned: You can equip up to 2 "Amulet" Equip Spells with different from your Deck or GY to this card. Cannot be destroyed by battle while equipped with an "Amulet" Equip Spell.

 

Amulet Ruby Dragon

Level 4 | LIGHT | Dragon | Normal

1900/1200

Wearing the Amulets that grant special powers to its kind, this dragon is capable of various powers that many can only fathom in their dreams.

 

Amulet of Wrath

Equip Spell

Equip only to a Normal Monster. If a monster you control, except the equipped monster, is sent to the GY by an opponent's effect: You can apply 1 of these effects.

● Your opponent takes damage equal to that monster's ATK. 

● The equipped monster gains ATK equal to half that sent monster's ATK.

If this card is sent to the GY: You can return it to the hand instead. You can only use this effect of "Amulet of Wrath" once per turn.

 

Amulet of Reincarnation

Equip Spell

Equip only to a Normal Monster. If the equipped monster destroys an opponent's monster by battle: You can Special Summon that destroyed monster, but its effects are negated. If this card is sent to the GY: You can return it to the hand instead. You can only use this effect of "Amulet of Reincarnation" once per turn.

 

Amulet of Invocation

Equip Spell

Equip only to a Normal Monster. Once per turn: You can Special Summon 1 monster from your Deck with lesser ATK than the equipped monster's. If this card is sent to the GY: You can return it to the hand instead. You can only use this effect of "Amulet of Invocation" once per turn.

 

Amulet of Command

Equip Spell

Equip only to a Normal Monster. Once per turn: You can target 1 monster your opponent controls with lesser ATK than the equipped monster; take control of it. That monster cannot attack or be used as material for a Summon this turn. If this card is sent to the GY: You can return it to the hand instead. You can only use this effect of "Amulet of Command" once per turn.

 

Jeweled Coronation

Quick-Play Spell

Target 1 Normal Monster you control; equip as many "Amulet" Equip Cards from your hand, Deck or GY to that monster as possible. You can only activate 1 "Jeweled Coronation" per turn.

 

 

 

[spoiler=Cracking Dragon]

Cracking Elephant

Level 7 | DARK | Machine | Effect

2600/0

Cannot be destroyed by battle with a monster with equal or lower Level. When your opponent Normal or Special Summons exactly 1 monster (and no other monsters are Summoned) while this monster is on the field: You can make that monster lose ATK equal to its Level x 200 (until the end of this turn), and if you do, banish 1 card from the top of your opponent's Deck, face-down, for every 200 ATK lost by this effect.

 

Cracking Panther
Level 6 | DARK | Machine | Effect
2400/0
Cannot be destroyed by battle with a monster with equal or lower Level. When your opponent Normal or Special Summons exactly 1 monster (and no other monsters are Summoned) while this monster is on the field: You can make that monster lose ATK equal to its Level x 200 (until the end of this turn), and if you do, destroy other 1 monster your opponent controls whose ATK or DEF is equal or lower than the ATK lost by this effect.

 

Cracking Android

Level 5 | DARK | Machine | Effect

2200/0

Cannot be destroyed by battle with a monster with equal or lower Level. When your opponent Normal or Special Summons exactly 1 monster (and no other monsters are Summoned) while this monster is on the field: You can make that monster lose ATK equal to its Level x 200 (until the end of this turn), and if you do, inflict damage to your opponent equal to the ATK lost by this effect.

 

Cracking Pronghorn

Level 4 | DARK | Machine | Effect

1800/0

Cannot be destroyed by battle with a monster with equal or lower Level. When your opponent Normal or Special Summons exactly 1 monster (and no other monsters are Summoned) while this monster is on the field: You can make that monster lose ATK equal to its Level x 200 (until the end of this turn), and if you do, add 1 "Cracking" Machine monster from your Deck to your hand.

 

Malware Cracking Database

Field Spell

You can Normal Summon "Cracking" Machine monsters in Attack Position without Tributing. Xyz and Link Monsters on the field and in the GY are treated as having a Level equal to their Rank or Link Rating. If an opponent's monster loses ATK due to a "Cracking" Machine monster's effect: You can draw 1 card.

 

 

 

[spoiler=Machine Lord Ür]

Sea Machine Lord Aquos Ür
Level 4 | WATER | Aqua | Effect
1900/1200
If a "Machine Lord" monster you control destroys an opponent's monster by battle: You can Special Summon 1 Level 8 or lower "Machine Lord" monster from your hand or GY. If this card attacks or is attacked, your opponent takes no battle damage.
 
Faerie Machine Lord Sylphia Ür
Level 3 | DARK | Spellcaster | Effect
1400/1200
Once per turn: You can add 1 "Machine Lord" Spell/Trap from your Deck to your hand. Each time a "Machine Lord" monster you control activates its effect, gain 600 LP. If this card attacks or is attacked, your opponent takes no battle damage.
 
Magical Machine Lord Merlynn Ür
Level 6 | DARK | Spellcaster | Effect
2500/1200
Once per turn: You can add 1 "Machine Lord" monster from your Deck to your hand. Each time a "Machine Lord" monster you control activates its effect, your opponent takes 400 damage. If this card attacks or is attacked, your opponent takes no battle damage.
 
Dragon Machine Lord Lizardus Ür
Level 7 | FIRE | Dragon | Effect
2800/1200
Once per turn: You can destroy all monsters on the field with equal or less ATK than this card, except "Machine Lord" monsters. This card cannot attack the turn you activate this effect. If this card attacks or is attacked, your opponent takes no battle damage.

 

Ziggurat of the Machine Lord - Nibru-Ür

Field Spell

If a "Machine Lord" monster attacks or is attacked, any battle damage it inflicts to your opponent is treated as effect damage, also that damage is doubled. The first time each "Machine Lord" monster you control would be destroyed by battle or card effect, it is not.

 

(I literally took the name "Nibru" from the Sumerian form of Nippur if the obvious naming wasn't so. Also yeah, Ür =/= Ur, but it's read the same in Japanese otherwise so...yeah.)

 

iU8EggM.png

 

You don't have to comment on all of the archetypes.

 

Like all of my threads, good reviews and stuff gets a like and whatever.

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Well, I suppose you can thank the members who wanted support for those cards, as I otherwise wouldn't have bothered too much with making them. With Chaos Goddess, support's small, but at least you can actually make her in this generation.

 

(Then again, the game thread is currently in neutral right now, but most likely because the next cards present a thin line to design on because of their nature. Worst comes to worst, I might just do them myself.)

 

====

Glad you like the stuff though.

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Updated with Attack the Moon (well, attack name cards) and "Karate" archetype (latter technically includes "Karate Man" by naming, but he has no real use in the Deck).

 

Former isn't particularly great, but that's mostly because the names don't go well enough in Japanese / English to make sense both ways.

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Wanna comment on the cards spawned from my prompts, since I had some expectations from them:

 

Nettles:

Was expecting swarming power through revival for these, since nettles grow pretty much anywhere, and the monster has a cameo in "Miracle Fertilizer". However, you delivered on the swarming aspect, but in a way I didn't see coming. Since all of them have a condition similar to Six Samurai Kizan, you can Summon multiple copies of them in a single turn if you draw/search them. Not to mention that teching "destruction engines" like Zoodiac Barrage and Metalfoes can speed up things. The archetype may look a bit bland since the maindeck monsters only have a Kizan-like effect + float effect, and the Spell is an archetype avarice, but they are good nonetheless, simple but effective. Just take a look at BAs and Goukis xD
The Link2 does offer them a deceptively big punch, since it's Quick Effect removal. IMO they are only missing an built-in-archetype destruction engine or trigger and they are all set, but as mentioned above, running engines like Metalfoes and Barrage should be solid option while encouraging deck diversity. I would include Sky Iris and Dragonic Diagram... but those would clash with the Nettles Field Spell.

 

Exarion Universe:

A bit disappointed with their approach here, since the original Exarion was outright overshadowed. I more or less expected a focus on combat and ATK reduction as disruption, but your approach works as well. Most maindeck monsters having a single effect doesn't helps, although that's salvaged by the Field Spell turning them into Quick Effects. All in all, looks solid, and I imagine that with more support on the "losing ATK" gimmick they could even integrate LaDD in their ranks, but some things could be reworked to make the original Exarion more useful. The boss needs serious help IMO, since getting 3 Exarion cards on board won't be easy when they don't see to have as much swarming power, and personally I wouldn't take a -3 to Summon it, unless its effect lacked an OPT. The Quick-Play is kinda meh, too. IMO it can get away without the 1000 or less ATK restriction, that way you can use it to turn an Exarion into a big beater and run over a threat. The names could be bit more flavorful as well. For instance, instead of Knight, Lancer, etc. they could be named after cosmic bodies or concepts, namely "Dark Hole", "Nova", etc.

 

Omega Googles:

Just a note here. IMO you missed the opportunity of naming them after the Greek alphabet. I mean, Alpha Goggles, Beta Goggles, etc. Also this is a personal nitpick but I cannot but find "Optometrist" in a card's name out of place, if not awkward. Like, doesn't feel to me like a word that would realistically be used for a YGO card name. Specialist, or Tinkerer would make more sense to me.

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The Exarion boss does kinda suck in a way; can just change it to 2 cards and maybe look into removing its OPT restriction. Quick-Play can also be looked into; time permitting. The original one did get outclassed hard, but that could be said for a lot of the singles that got archetypes made out of them in the game overall (barring the modern ones that were selected to an extent).

 

As for Omega Goggles, part of why I ended up having to do that was partly linked to archetypal things / exclusion text. If I made the archetype "Goggles", I would have to exclude a few outliers that have (メガネ) in their JP names, but aren't doing much (iirc that's probably Marshmallon's stuff, but I have to look). IDK, suppose you can think of them as being different functions of the original Omega Goggles (even if art implies it isn't high-tech) or just different versions. As for the field, I doubt Konami will ever use the name Optometrist (then again, there's a lot of words they won't use), though thematically, I guess if you use the latter interpretation, it's like picking out a new pair of glasses. Specialist would work too, but we'll see.

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  • 2 weeks later...

Swarm of Crows up to Freed stuff added.

 

I mentioned this in the other thread, but Gearfried (by virtue of its Japanese name containing 「フリ--ト゛」) is part of the "Freed" archetype, but shouldn't be an issue at all. But that's really it.

 

===

Also modifed Exarion Ruler to be easier to summon out, given the general power level of the archetype to begin with.

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  • 3 weeks later...

Added Tatsunecro and "Great Warrior" archetypes.

 

Former one was a pain in the neck to design because of how Tatsunecro was designed, and yeah, I kinda said "screw it" and did what I needed to do. Great Warrior one is just fleshing out the rest of the monsters, but in reality, you're not using Tyler. 

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  • 3 weeks later...

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