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#21
AstralStarZero

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Toxic Infestation is a Structure Deck expanding on the Predaplants. A toolbox becomes available to the Predaplants player as this Structure Deck gives more options to work with in conjecture with the archetype's existing strategy. Reprints of Polymerization, Re-Fusion, and Allure of Darkness are available in this Deck.

Predaplant Triphyotops (Triceratops + Triphyophyllum)
Level 8 DARK Plant Fusion/Effect
1 "Predaplant" Monster + 1 Plant Monster
If a “Predaplant” Monster attacks a Defense Position Monster, inflict Piercing Battle Damage to your opponent. Once per turn, You can target 1 Monster on the field with a Predator Counter; it has its ATK/DEF becomes 0 until the End Phase. If a “Predaplant” Monster destroys a Monster by battle, you can target 1 Fusion Monster in either player's GY; Special Summon it.
ATK/2800 DEF/1600

Predaplant Ultriculamia (Ultricularia + Lamia)
Level 5 DARK Plant/Effect
You can Special Summon this card (from your hand) by Tributing 1 monster with a Predator Counter your opponent controls. During your Main Phase: You can target 1 “Predaplant” Monster you control; if it battles a Monster with a Predator Counter, any Battle Damage your opponent takes is doubled. You can only use this effect of "Predaplant Penguiincula" once per turn.
ATK/2000 DEF/1200

Predaplant Brocchinipede
Level 3 DARK Plant/Effect
If this card is Normal Summon or Special Summoned, add 1 “Predaplant” Monster and 1 “Fusion” Normal Spell Card from your GY to your Hand. If a “Predaplant” Monster battles an opponent’s Monster while this card is in the GY, you can banish 1 Plant Monster from your GY; double the ATK of the battling “Predaplant” Monster until the End Phase. You can only use each effect of "Predaplant Brocchinipede" once per turn.
ATK/1000 DEF/300

Predaplantation
Normal Spell
Target any number of monsters your opponent controls; place 1 Predator Counter on each of those monsters, and if you do, any of those monsters that are Level 2 or higher become Level 1 as long as they have a Predator Counter, also Special Summon 1 "Predaplants" monster from your Deck with a Level equal to the number of monsters targeted by this effect. You can only activate 1 "Predaplantation" per turn.

Predapalooza
Continuous Trap Card
You can Tribute 1 “Predaplant” Monster from your Hand or Field; Return 1 Fusion Monster on the field to the Deck, and if all the Fusion Materials are in the GY or among banished cards, Special Summon it. You can send this face-up card to the GY; Fusion Summon 1 DARK Fusion Monster by shuffling Fusion Materials in your GY or among your banished cards into the Deck. You can only activate 1 “Predapalooza” per turn.

Next:

Night Parade

#22
Perry Ellis.

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Night Parade is a Bonez theme Starter Deck that updates his classic monsters with a new play style. This new Deck is designed around reducing the opponent's monster's ATK or DEF. The Deck would come with reprints of his classic normal monsters such as armored zombie, zombie dragon, call of the haunted and pumpkin princess. 

 

Jack, Pumpking of Horrors

DARK | Link 2 | R-L | Zombie | Effect

2 DARK Zombie monsters

When this card is Link Summoned, reduce the ATK and DEF of all non-Zombie monster(s) on the field. While you control a Field Spell, Zombie monster(s) you control cannot be destroyed (by battle or card effect). If a Zombie monster(s) is Special Summoned to a Zone this card points to, reduce the ATK and DEF or all non-Zombie monster(s) on the field by the ATK of that monster(s) and if you do, destroy cards on the field equal to the amount reduced (1000 x 1 card). 

2000

 

Armored Zombie of Genji

DARK | Level 4 | Zombie | Effect

When this card is Summoned, reduce the ATK or DEF of 1 monster on the field except "Armored Zombie of Genji" by this card's ATK. if a monster's ATK or DEF is lowered by a different card's effect, draw 1 card. When this card is sent to the GY you can add 1 Zombie monster with 0 DEF. You can only activate the effects of "Armored Zombie of Genji" once per turn.

1700/0

 

Zombie Dragon of Taira

DARK | Level 4 | Zombie | Effect

You can Special Summon this card from your hand, and if you do reduce the DEF of 1 monster on the field by this card's ATK. if a monster's ATK or DEF is lowered by a different card's effect, switch all non-Zombie monsters on the field to face up Defense Position, if you cannot shuffle those card(s) back into the Deck. When this card is sent to the GY you can add 1 Spell/Trap that specifically lists "Zombie monster" in its text. You can only activate the effects of "Armored Zombie of Genji" once per turn.

1900/0
 
Lunar Coronation Parade
Field Spell
Once per turn, reduce the ATK of all non-Zombie monsters on the field by 300 times their Level/Rank/Link. If a monster's ATK or DEF is lowered by a different card's effect,Your opponent cannot activate Set card's effects until the End Phase. The turn player can only Special Summon once per turn while there is no monster in the Extra Monster Zone.
 
Royal Night Brigade
Counter Trap
When your opponent activates a card effect while a monster with ATK or DEF that is different than its original ATK or DEF is on the field, you can negate that card effect and if you do destroy that card. 
 
Next Up: Structure Deck R: Coronation of Fire 


#23
Flash Flyer - Sakura

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(Well, you're literally telling us to revamp SD3 and SD24, but fine with me)

 

Coronation of Fire is a revamped version of Blaze of Destruction and Onslaught of the Fire Kings with increased burn capacities and a big retrain of Infernal Flame Emperor. Comes with Rekindling reprint and various other meta staples, including Fire King reprints and Dark Room of Nightmare. The anime-only "Bonfire" gets printed.

 

 

Infernal Flame Deity

Level 10 | FIRE | Pyro | Effect

3400 | 2100

Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by banishing 2 FIRE monsters you control and/or from your GY with different names. Once per turn: You can destroy up to 5 other FIRE monsters you control or in your hand; destroy an equal number of cards on the field, then your opponent takes 500 damage for each. If this card is destroyed by a card effect: Your opponent takes 1000 damage.

 

Emperor of Incineration

Level 7 | FIRE | Pyro | Effect

2600 | 200

You can Special Summon this card (from your hand) by destroying 1 FIRE monster you control. You can only Special Summon "Emperor of Incineration" once per turn this way. Once per turn: You can destroy up to 3 FIRE monsters in your Deck, then your opponent takes 600 damage for each.

 

Fire King Heavenly Avatar Kirin

Level 6 | FIRE | Beast | Effect

2400 | 200

If a FIRE monster you control is destroyed by a card effect: You can Special Summon this card (from your hand or GY). If this card is Special Summoned by its own effect: You can send 1 FIRE monster from your hand or Deck to the GY.

 

Flare Driver

Level 4 | FIRE | Pyro | Effect

1800 | 200

Once per turn: You can destroy 1 FIRE monster you control; your opponent takes damage equal to its ATK.

 

Blazing Soul Aura

Continuous Spell

Each time a FIRE monster is destroyed and sent to the GY, both players take 200 damage for each.

 

Restoring Flame

Quick-Play Spell

Target 5 FIRE monsters in your GY; shuffle all 5 into the Deck, then draw 2 cards. You can only activate 1 "Restoring Flame" per turn.

 

Flame Cycle

Continuous Trap

Once per turn, if a FIRE monster(s) in your possession is destroyed by a card effect and sent to the GY: You can Special Summon an equal number of FIRE monsters from your GY. If you control a Level 7 or higher FIRE monster, you can activate this card from your hand.

 

===

No ED because you probably won't need it too much. Seriously though, trigger stuff and then do whatever in terms of burn. Original idea was SD3 revamping, but Fire King triggering and stuff came around too. So...best of both worlds, I guess...

===

 

Next name:

 

Diving Mastery


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#24
Perry Ellis.

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Diving Mastery is a Structure Deck focused on banishing water monsters with a brand new boss monster inspired by a new movie that was recently released in theaters. The Deck would include reprints of cards like Different Dimension Deeapsea Trench, Salvage, Moray eel of Greed and Abyss Warrior.

 

M.E.G. (Mechanized Enormous Gunship) 

WATER | Level 8 | Machine | Effect

This card cannot be Normal Summoned/Set. You must first Special Summon this banished card by shuffling 2 WATER monsters that were banished or in your GY into the Deck. Once per turn you can banish 1 WATER monster from your Deck (Quick Effect): Destroy 1 monster and 1 Spell/Trap on the field. While you have at least 5 face up banished WATER monster, When your opponent Summons a monster with 1000 or less ATK, banish that card. You can only activate each effect of  “M.E.G.” once per turn. 

2650/1800

 

Bell Diving Spider

WATER | Level 3 | Insect | Effect

If you have WATER monster(s) that are currently banished (min.1), You can Special Summon this card from your hand, then Special Summon 1 banished level 4 or lower WATER monster you control. If this card is sent to the GY, banish this card instead and if you do add 1 “Mariantis” Spell/Trap from your Deck to your hand. You can only activate each effect of “Bell Diving Spider” once per turn.

1200/800

 

Deep Abyss Fish

WATER | Level 2 | Fish | Effect

If this card is banished, Special Summon this card. If this card is Special Summoned, banish 1 card in your hand except “Deep Abyss Fish” and if you do return 1 card on the field to the hand. Once per turn (Quick Effect), you can send this card to the GY: WATER monster(s) you control are unaffected by your opponent’s card effects until the end of this turn. If this card is in the GY banish this card facedown.

100/100

 

Mariantis

Field Spell

This card’s name is also treated as “Umi” while on the field, in the GY or while banished. Once per turn, you can shuffle 1 banished “WATER” monster back into your Deck; until your opponent’s End Phase if a WATER monster is attacked or attacks, you can banish your monster and your opponent’s monster until the End Phase. This card cannot be destroyed by card effects while you have at least 3 face up banished WATER monsters.

 

Mariantis Trench

Counter Trap

If your opponent would Summon or would activate an effect of a monster with less ATK than a monster you currently control, negate that Summon/effect and if you do banish that card also banish 1 card from your Deck. You can only activate the effect of “Mariantis Trench” once per turn. 

 

Next up: Crime & Punishment



#25
JamesMuddy

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Crime & Punishment is a brand new structure deck based on a unique pair of "Number" monsters from the Yu-Gi-Oh Zexal manga "Embodiment of Crime" and "Embodiment of Punishment". This deck will feature preexisting Level 1 support like Big One Warrior, One for One, Kurivolt, Kinka-Byo and Where Arf Thou? as well as some new stuff too!

The bosses are designed to be anti-meta by discouraging long, drawn out Special Summon combos.

 

Number C13: Manifestation of Crime

Rank 2/DARK/Fiend/Xyz/Effect

3 Level 2 monsters

Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; change all monsters your opponent controls to face-up Attack Position, also all monsters your opponent currently controls must attack this card this turn, if able. This card cannot be destroyed by battle or card effects while it has Xyz Materials, also your opponent takes any battle damage you would have taken from attacks on this card. While you control "Number C31: Manifestation of Punishment", or if you have "Number 13: Embodiment of Crime" attached to this card as Xyz Material, this card gains these effects.

● Each time your opponent Special Summons a monster, or declares an attack with a Special Summoned monster: Banish the top 2 cards of your opponent's Deck, face-down.

● Once per turn, when an opponent's monster activates its effect: You can negate that effect, and if you do, banish that card face-down.

600/600

 

Number C31: Manifestation of Punishment

Rank 2/DARK/Fiend/Xyz/Effect

3 Level 2 monsters

Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; change all monsters your opponent controls to face-up Attack Position, also all monsters your opponent currently controls must attack this card this turn, if able. This card cannot be destroyed by battle or card effects while it has Xyz Materials, also your opponent takes any battle damage you would have taken from attacks on this card. While you control "Number C13: Manifestation of Crime", or if you have "Number 31: Embodiment of Punishment" attached to this card as Xyz Material, this card gains these effects.

● Each time your opponent Special Summons a monster, or declares an attack with a Special Summoned monster: Banish the top 2 cards of your opponent's Deck, face-down.

● Once per turn, when an opponent's monster activates its effect: You can negate that effect, and if you do, banish that card face-down.

600/600

 

Whiplash

SPELL/Quick-Play

Destroy 1 Level 1 monster you control: Special Summon 1 Rank 1 Xyz monster from your Extra Deck, but it is destroyed during the End Phase. During either player's turn, you can banish this card from your GY, then target 1 "of Crime" or "of Punishment" Xyz monster you control: Attach 1 monster from your hand or GY to it as Xyz Material.

 

With One Comes Another

SPELL

If you control a Level/Rank 1 monster, activate 1 of the following effects. If you control "Number 13: Embodiment of Crime" or "Number 31: Embodiment of Punishment", you can activate both effects, in sequence.

● Special Summon 1 Level 1 monster from your hand or GY.

● Target 1 Rank 1 Xyz Monster you control; Special Summon from your Extra Deck, 1 Rank 2 Xyz Monster, by using the targeted monster as the Xyz Material, and if you do, attach this card to it as additional Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.)

 

Minor Mirror Force

TRAP

When an opponent's monster declares an attack: Banish monsters your opponent controls, up to the number of Level/Rank 1 monsters you control.

 

 

Next: The Mighty Don't Kneel!


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#26
JamesMuddy

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Bump? It's been a week since the last post.


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#27
Flash Flyer - Sakura

Flash Flyer - Sakura

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Bump? It's been a week since the last post.

 

Reminder that you can do your own prompts if no one else has posted, even if not your thread. Just allow for 3-4 days or so at minimum. (May also depend on the Deck name) 

 

(And yeah, keep the amount of OOC posts to a minimum. You don't get post count for that.)


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#28
Flash Flyer - Sakura

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I'll do this one just to get the game back up.

 

The Mighty Don't Kneel! is a Structure Deck that goes back to the old days where power meant everything. This Deck presents cards that prevent your Attack Position monsters from being forced to change battle positions and whenever they attack.

 

 

Gigaramp the Colossus of Ancient Glory

Level 12 | EARTH | Machine | Effect

5000/1000

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 3 other monsters you control or from your hand to the GY whose total Levels equal 24 or more. Cannot be targeted by an opponent's effects. If a monster you control battles an opponent's monster, double any battle damage it inflicts to your opponent.

 

Swordsman of Ancient Glory

Level 8 | EARTH | Warrior | Effect

2800/2000

If a monster with 2500 or more ATK you control destroys an opponent's monster by battle: Target 1 card on the field; destroy it. If you control a Level/Rank 8 or higher monster, except this card, your opponent cannot activate cards or effects in response to this effect's activation.

 

Olympian Dominion

Field Spell

Attack Position monsters you control gain 600 ATK, also they are unaffected by your opponent's card effects. If an Attack Position monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.

 

Indomitable Resilience

Continuous Trap

Attack Position monsters you control cannot be destroyed by battle, also you take no battle damage from battles involving Attack Position monsters you control. Each time a monster is Summoned in Attack Position, monsters you control gain 200 ATK. If you control a monster with 3000 or more original ATK, you can activate this card from your hand.

 

 

Next Deck name:

 

Glorious Air Force


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#29
AstralStarZero

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Glorious Air Force is a Structure Deck focusing on the Mecha Phantom Beasts that will allow the archetype to adapt to MR4. Reprints include Foolish Burial, Scapegoat, Call of the Haunted, and Back To the Front.

Mecha Phantom Beast Airspace
Field Spell Card
When this card is activated: Add 1 Spell/Trap that lists "Mecha Phantom Beast Token" or "Mecha Phantom Beast" from your Deck to your hand. While you control a Token, this card cannot be destroyed by card effects. During your Main Phase: You can Special Summon 1 "Mecha Phantom Beast Token" (Machine/WIND/Level 3/ATK 0/DEF 0) and if you do, you can only Special Summon WIND or Machine Monsters from your Extra Deck for the rest of the turn. You can only use each effect of "Mecha Phantom Beast Airspace" once per turn.

Mecha Phantom Beast Macondor
(USS Macon + Condor)
Level 7 WIND Machine/Effect
If the only monster(s) you control are Tokens, you can Special Summon this card (from your hand). You can only Special Summon "Mecha Phantom Beast Macondor(s)" this way once per turn. While you control a Token, this card cannot be destroyed by battle or card effects. If you Normal or Special Summon a "Mecha Phantom Beast" monster: Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). You can only use this effect of "Mecha Phantom Beast Macondor" once per turn. Once per turn: You can Tribute 1 Token, then target 1 "Mecha Phantom Beast" monster in your GY; add that target to your hand.
ATK/2400 DEF/2000

Catapult Assist
Normal Spell Card
Special Summon 2 "Mecha Phantom Beast Token" (Machine-type/WIND/Level 3/ATK 0/DEF 0), and for the rest of the turn, you can only Special Summon WIND Monsters. You can banish this card from your GY, the Tribute 1 Token monster you control; Draw 2 cards. You can only use each effect of "Catapult Assist" once per turn.

Mecha Phantom Beast Almazmey
(Almaz + Zmey)
Level 8 WIND Machine Synchro/Effect
1 "Mecha Phantom Beast" Tuner + 1 or more non-Tuner "Mecha Phantom Beast" monsters
Once per turn, during either player's turn (except during the Damage Step): You can target 1 face-up monster on the field; this turn, its effects cannot be negated by card effects, and, once only, it cannot be destroyed by battle. You must control a Token to activate and resolve this effect. You can Tribute as many "Mecha Phantom Beast Tokens" you control; banish that many face-up Monsters your opponent controls, but return them to the field during the End Phase. You can only use this effect of "Mecha Phantom Beast Almazmey" once per turn.

Mirage Covering
Continous Trap Card
Once per turn, you can send 1 "Mecha Phantom Beast" Monster from your Deck to the GY, and if you add 1 "Mecha Phantom Beast" from your Deck to your Hand. During either player's turn, if your opponent activates a card or effect that targets exactly 1 non-Token "Mecha Phantom Beast" monster you control (and no other cards): You can target a "Mecha Phantom Beast Token" you control that would be an Appropriate target; that card/effect now targets the new target. You can only use this effect of "Mirage Covering" once per turn.

Mecha Phantom Beast Catobarepas
(CATOBAR + Catobalepas)
LINK-3 WIND Machine/Effect
Bottom-Left, Bottom, Bottom-Right
3 Token WIND Monsters
If this card is Link Summoned, you can add 1 "Mecha Phantom Beast" Monster from your Deck to your hand. While you control a Token, this card cannot be destroyed by battle or card effects. You can Tribute 1 "Mecha Phantom Beast" you control, then target 1 WIND Monster you control; it can attack directly this turn. During the End Phase, you can draw cards equal to the number of WIND Tokens this card points to. You can only use each effect of "Mecha Phantom Beast Catobarepas" once per turn.
ATK/2500 LINK-3

N/C:
Lords of Cardinal Atlas

Multiple Meanings in this one
Cardinal meaning Red which links it to RDA
Atlas for Jack Atlas
Lords interchangeable with King

#30
FourEyesIsAFish

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I know this isn't what you were expecting. YOUR'E WELCOME
 

Lords of Cardinal Atlas

 

This structure deck is focused on the new Velvet archetype and focuses on getting Velvet Cardinal Atlas Dragon and Velvet Cardinal Direction Warrior on the field by using mass summoning and Velvet Pupa.

 

Map, Velvet Baby

Level 1

EARTH

Beast/Effect

200/200

Once per turn, you may discard a card, search for 1 field spell card.

 

Velvet Pupa
Continuous Trap
Select 1 EARTH Beast Velvet monster, special summon this card as an Evolution effect monster (Beast/Earth/Level 2/ 0 Atk/ 400 Def) using that card as the base monster. While summoned this way, this card cannot be destroyed by card effects. In two turns, evolve this card into 1 Level 4 or higher Earth Velvet monster.

 

Instant Evolution

Normal Spell

Banish the top 20 cards of your deck, summon 1 Evo monster you banished, ignoring its summon requirements.

 

Velvet Atlas Dragon

Level 7

EARTH

Wyrm/Effect/Evolve

3000/2000

"Velvet Pupa"

"Velvet Pupa"'s effect activates

This card cannot be evolved except by the effect of "Velvet Pupa". When this card enters the field, you may search for a field spell. If there is a field spell on the field, destroy it, and search for a field spell. If you have a "Velvet Warrior" monster, you can discard a card, this card is able to attack directly till the end phase. If you have another "Velvet Dragon" monster on the field, you may add 1 Level 2 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Atlas Dragon" once per turn.

 

Velvet Cardinal Atlas Dragon

Level 7

EARTH

Wyrm/Effect/Evolve

3500/2500

"Velvet Atlas Dragon"

1 other "Velvet" monster must be on the field.

When this card enters the field, you may search for a field spell. If there is a field spell on the field, destroy it, and search for a field spell. You may detach an Evo material from this card, this card cannot be targeted by card effects this turn. If you have a "Velvet Warrior" monster, you can discard a card, this card is able to attack directly till the end phase. If you have another "Velvet Dragon" monster on the field, you may add 1 Level 2 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Cardinal Atlas Dragon" once per turn.

 
Velvet Direction Warrior

Level 7

EARTH

Wyrm/Effect/Evolve

2000/3000

"Velvet Pupa"

"Velvet Pupa"'s effect activates

This card cannot be evolved except by the effect of "Velvet Pupa". When this card enters the field, you may search for a field spell. If there is a field spell on the field, destroy it, and search for a field spell. If there is a "Velvet Dragon" monster on the field, all other "Velvet" monsters you control gain that monsters attack*1/5. If you have another "Velvet Warrior" monster on the field, you may add 1 Level 2 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Direction Warrior once per turn.

 

Velvet Cardinal Direction Warrior

Level 7

EARTH

Wyrm/Effect/Evolve

2000/3000

"Velvet Direction Warrior"

1 other "Velvet" monster must be on the field.

When this card enters the field, you may search for a field spell. If there is a field spell on the field, destroy it, and search for a field spell. If there is a "Velvet Dragon" monster on the field, all other "Velvet" monsters you control gain that monsters attack*1/5. You may detach an Evo material from this card, other "Velvet" cards cannot be targeted by card effects this turn. If you have another "Velvet Warrior" monster on the field, you may add 1 Level 2 "Velvet" Monster from your deck to your hand. You may only use this effect of  "Velvet Direction Warrior once per turn.

 

Paleozoic Takeover



#31
Flash Flyer - Sakura

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stuff

 

Paleozoic Takeover

 

Implication of the game is that you stick to existing mechanics in this game, not use custom like you did here. Would also help if you explain how Evolve Summoning works.

 

Anyway....

 

Paleozoic Takeover is pretty much what it says on the box; purely Paleozoic supports with reprints of all of the main members and common cards that see play with them. 

 

====

 

Paleozoic Cambria

Link 3 | WATER | Aqua | Link | Effect

2400

SW S SE

2+ monsters, including a "Paleozoic" monster

Unaffected by your opponent's effects. You can activate each of these effects once per turn.

● Target 3 of your banished "Paleozoic" cards; return them to the GY. 

● Send 2 "Paleozoic" cards from your Deck to the GY. You cannot Special Summon monsters with the same name as the sent cards until the end of this turn.

 

Paleozoic Shale Formation

Field Spell

"Paleozoic" monsters gain 500 ATK/DEF, also they cannot be destroyed by battle. If a "Paleozoic" card in your possession activates its effect, your opponent cannot activate cards or effects in response to its activation.

 

Paleozoic Wiwaxia

Normal Trap

Target 5 "Paleozoic" cards in your GY; shuffle all 5 into the Deck, then draw 2 cards. Once per Chain, when a Trap Card is activated while this card is in your GY: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.

 

 

(Not exactly great, but I don't particularly have time to research the Burgess Shale stuff at the moment; also they seem to be doing okay on their own right now.)

 

 

Next Deck name:

 

Wild Rapids


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#32
Perry Ellis.

Perry Ellis.

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Wild Rapids is structure deck based on the Nimble archetype. This structure deck introduces more Nimble monsters into the game as well as brand new Nimble XYZ monsters, included in this structure deck are reprints of the more popular Nimble monsters as well as cards like salvage, moray of greed, and Mistarboy.

 

Nimble Pika

EARTH | Level 2 | Beast | Effect

If this card is in the GY and you control a "Nimble" monster, you can Special Summon this card. If this card leaves the field as a XYZ material or by your opponent's card effect, you can Special Summon up to 2 "Nimble" monsters with the same name from your hand or Deck. You can only activate each effect of "Nimble Pika" once per turn. 

1000/1000

 

Nimble Puffer

WATER | Level 2 | Fish | Effect

You can send this card from your hand to the GY, Special Summon 1 "Nimble" monster from your Deck in Defense position also that card and cards with the same name cannot activate its effects this turn. If you would XZY Summon a "Nimble" monster, you can banish this card from your GY as material. you can only use each effect of "Nimble Puffer" once per turn.

800/900

 

Nimble Jackalope

EARTH | Rank 2 | Beast | XYZ | Effect

2 or more Level 2 "Nimble" monsters

This card gains 500 ATK and DEF for each XYZ material attached to this card. During your Main Phase: you can detach 1 XYZ material from this card, this turn, all "Nimble" and Level/Rank 2 Beast monsters can attack your opponent directly. When this card inflicts damage, you can target 1 monster your opponent controls, attach it to this card. You can only use this effect of "Nimble Jackalope" once per turn. 

1500/1500

 

Nimble Jersey

DARK | Rank 2 | Fiend | XYZ | Effect

3 or more Level 2 "Nimble" monsters

When this card is XYZ Summoned, activate 1 "Nimble Sanctuary" from your hand, Deck, or GY. You can Detach 2 XYZ materials from this card, Special Summon 2 "Nimble" monster from your Deck or GY and if you do banish 1 card on the field. During your opponent's turn, your opponent cannot target another "Nimble" monster for attacks or with card effects. You can only activate each effect of "nimble Jersey" once per turn. 

2500/2500

 

Nimble Sanctuary 

Field Spell

When this card is activated, add 1 "Nimble" card from your Deck to your hand. "Nimble" monsters you control cannot be destroyed by card effects. During your End Phase, shuffle 1 "Nimble" monster from your GY into your Deck, if you cannot; destroy this card.

 

Nimble Guard

Counter Trap

When your opponent activates a Spell/Trap or monster effect and you control a "Nimble" monster, negate the activation and if you do destroy that card. you can only activate "Nimble Guard" once per turn.

 

Next: Coliseum Nero 






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