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Construct-an-Archetype Game!


Draconus297

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[spoiler=Things I'd like to point out]

Lockon only triggers when Summoned by a monster, and only revives Level 4 or lower instead of the "any Level below my own" that the others have.

 

Supply Line doesn't have a card type.

 

 

 

Resultfire Inferno Dragon

FIRE - Level 7 - Dragon/Synchro/Effect - 2500/1600

1 Tuner + 1 or more non-Tuner "Resultfire" monsters

If this card destroys your opponent's monster by battle, banish the destroyed monster face-down. You can only activate each of the following effects of this card's name once per turn:

●If this card is Synchro Summoned: You can banish 1 random card from your opponent's Extra Deck, face-down, and if you do; you can flip 1 of your opponent's face-up banished cards face-down.

●If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 6 or lower "Resultfire" monster from your Graveyard.

 

Resultfire Dual-Ignition Dragon

FIRE - Link 2 - Dragon/Link/Effect - 1000 - Left/Down

2 FIRE Dragon-Type monsters

If this card inflicts battle damage to your opponent: You can Special Summon 1 "Resultfire" monster from your Graveyard whose ATK is less than or equal to this card's, except "Resultfire Dual-Ignition Dragon". You can only activate each of the following effects of this card's name once per turn:

●If a Dragon-Type monster is Summoned to a Zone this card points to: You can banish the top card of your opponent's Deck, face-down, and if your opponent has 4 or more face-down banished cards; you can draw 1 card for every 4 face-down banished cards in your opponent's possession.

●You can target 1 other monster on the field whose ATK is different from its original ATK (Quick Effect): This card gains ATK equal to the difference, and if it does; all monsters your opponent controls lose ATK and DEF equal to that gained ATK.

 

Resultfire Amphithere

FIRE - Level 2 - Dragon/Tuner/Effect - 800/200

If this card is added to your hand by a card's effect: You can Special Summon this card from your hand. You can only activate each of the following effects of this card's name once per turn:

●If this card is Special Summoned by the effect of a "Resultfire" card: You can banish the top card of your opponent's Deck, face-down, and if you do; you can gain 300 LP for each of your opponent's face-down banished cards.

●If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 1 "Resultfire" monster from your Graveyard.

 

Resultfire Hatchling

FIRE - Level 1 - Dragon/Tuner/Effect - 400/200

You can only activate each of the following effects of this card's name once per turn:

●If your opponent's monster declares an attack: You can Special Summon this card from your hand, then you can either; change the attack target to any "Resultfire" monster you control, OR negate the attack.

●If this card is Special Summoned by the effect of a "Resultfire" card: You can banish the top card of your opponent's Deck, face-down, and if you do, you can make this card gain 100 ATK for each of your opponent's face-down banished cards, then reduce the ATK and DEF of all monsters your opponent controls by the amount of ATK this card gained.

●If this card is sent from the field to the Graveyard: You can banish the top card of your opponent's Deck face-down, and if you do; you can Special Summon 1 Level 4 or lower "Resultfire" monster from your Deck.

 

Resultfire Arsenal Reload

Continuous Trap

If a "Resultfire" monster is Special Summoned: Place 1 Ignition Counter on this card. "Resultfire" monsters you control gain 100 ATK for each Ignition Counter on this card. During either player's Main Phase 1: You can Special Summon 1 "Resultfire" monster from your Graveyard whose ATK is less than or equal to the number of Ignition Counters on this card x300. If you resolve this effect of this card's name, you cannot activate it again this turn.

 

14/18-27

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  • 3 weeks later...
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It's been over two weeks, I'm free to double post by the rules.

 

Resultfire Tri-Ignition Dragon

FIRE - Link 3 - Dragon/Link/Effect - 2000 - BL/BR/R

2 or more FIRE Dragon-Type monsters

Once per turn, if your opponent Special Summons exactly 1 monster with less ATK than this card (Quick Effect): You can send 1 "Resultfire" monster you control and the Summoned monster your opponent controls to the Graveyard. You can only activate each of the following effects of this card's name once per turn:

●If a FIRE Dragon-Type monster is Special Summoned to a Zone this card points to, you can banish the top card of your opponent's Deck, face-down, and if you do; you can Special Summon 1 "Resultfire" monster from your hand or Graveyard whose ATK is less than or equal to the number of face-down banished cards x300.

●If there are 8 or more Ignition Counters on the field (Quick Effect): You can banish the top card of your opponent's Extra Deck, face-down.

 

Resultfire Burst Dragon

FIRE - Level 7 - Dragon/Effect - 2400/1000

If your opponent adds a card(s) from their Deck or Graveyard to their hand by a card's effect: You can Special Summon this card from your hand in Defense Position, and if you do; return 1 random card from your opponent's hand to the top or bottom of their Deck (their choice, before the card is selected). You can only activate each of the following effects of this card's name once per turn:

●If this card is Special Summoned by the effect of a "Resultfire" card: You can banish the top card of your opponent's Deck, face-down, then place 1 Ignition Counter on a card you control for every 3 of your opponent's face-down banished cards.

●If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 6 or lower "Resultfire" monster from your Graveyard.

 

Chambered Resultfire

Normal Trap

If your opponent controls a face-up monster that was Special Summoned from the Extra Deck, you can target 1 each of a "Resultfire" monster with less ATK than that monster, and 1 "Resultfire" Continuous Spell/Trap Card, in your Graveyard: Special Summon the monster target with its effects negated and its original ATK halved, and activate the Spell/Trap target. You can banish this card from your Graveyard: Special Summon 1 "Resultfire" monster from your Graveyard in Defense Position. You can only activate 1 effect of "Chambered Resultfire" per turn, and only once that turn.

 

Resultfire Arsenal Fusillade

Continuous Spell

If a "Resultfire" monster is Special Summoned: Place 1 Ignition Counter on this card. "Resultfire" monsters you control gain 100 ATK for each Ignition Counter on this card. If a "Resultfire" monster is Normal Summoned: You can banish 1 card from your opponent's Graveyard, face-down. Once per turn, you can remove 2 Ignition Counters from this card to target 1 face-up card your opponent controls: Return that target to its original owner's hand.

 

Resultfire Arsenal Upgrade

Continuous Trap

If a "Resultfire" monster is Special Summoned: Place 1 Ignition Counter on this card. "Resultfire" monsters you control gain 100 ATK for each Ignition Counter on this card. At the start of the Damage Step, if a "Resultfire" monster battles: You can banish the top card of your opponent's Deck, face-down. Once per turn, you can remove 3 Ignition Counters from anywhere on your field (Quick Effect): Immediately after this effect resolves; Synchro or Link Summon a Dragon-Type monster, using "Resultfire" monsters you control as Material.

 

19/18-27

 

So, next person has a choice: another support wave of 4-5 cards, or the equivalent of a Beatrice or Mecha-Dogoran for Resultfire to end it (but if they do, they start the next archetype).

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Damn, these Resultfires look insane. The floating alone gives them so much laddering power. They got solid setup Spell/Trap support, too. Second Shot is both an archetype Allure and a reborn, wow. I cannot but imagine them playing better than Goukis. They may not have something like a Re-Match, nor access to Isolde, but they can make up for it, especially with Needlefiber as an option. Not to mention the upcoming Guardragon support.

 

Anyway, will give a shot to wrapping these guys up with a blast:

 

Resultfire Nuke Dragon

FIRE/Dragon/Synchro/Level 11/Effect

3400/3000

2 "Resultfire Tuners" + 1+ non-Tuner monsters

You can only use each of the following effects of "Resultfire Nuke Dragon" once per turn.

• If this card is Synchro Summoned: Destroy all other cards on the field, and if you do, banish them face-down, then place 1 Ignition Counter on this card for each card banished by this effect.

• Once per opponent's turn, if a Spell/Trap Card or effect, or another monster's effect, is activated (Quick Effect): You can remove 2 Ignition Counters from anywhere on the field; negate that effect.

• If this card is sent from the field to the GY: You can Special Summon 1 Level 10 or lower "Resultfire" monster, or 1 "Resultfire" Link monster, from your GY.

 

 

For the next archetype, if it's allowed, I will borrow an idea from the Archetype Game:

Immolatron

 

 

Immolatron Flarrus

FIRE/Fairy/Level 2/Effect/Tuner

500/200

(Quick Effect): You can destroy this card in your hand or face-up in your field, and if you do, both players take 200 damage. If this card is in your GY because it was destroyed by a card effect (Quick Effect): You can Special Summon this card from your GY. You can only use each effect of "Immolatron Flarus" once per turn.

 

Immolatron Flammus

FIRE/Fairy/Level 2/Effect/Tuner

500/200

(Quick Effect): You can destroy this card in your hand or face-up on your field, and if you do, gain 200 LP. If this card is in your GY because it was destroyed by a card effect (Quick Effect): You can Special Summon this card from your GY. You can only use each effect of "Immolatron Flamus" once per turn.

 

Immolatron Bladdus

FIRE/Fairy/Level 4/Effect

1800/800

(Quick Effect): You can destroy this card you control, and if you do, for the rest of this turn, all monsters your opponent controls will lose 200 ATK. If this card is in your GY because it was destroyed by a card effect (Quick Effect): You can Special Summon this card from your GY. You can only use each effect of "Immolatron Bladus" once per turn.

 

Immolatron Blazzus

FIRE/Fairy/Level 4/Effect

1800/800

(Quick Effect): You can destroy this card you control, and if you do, for the rest of this turn, all monsters you control gain will 200 ATK. If this card is in your GY because it was destroyed by a card effect (Quick Effect): You can Special Summon this card from your GY. You can only use each effect of "Immolatron Blazus" once per turn.

 

Immolatron Moltennus

FIRE/Fairy/Fusion/Level 9/Effect

2500/2800

1 "Immolatron" monster + 1 Fairy monster
Must be either Fusion Summoned, or Special Summoned during the turn a FIRE monster was destroyed by a card effect, by Tributing 1 Fairy Effect non-Fusion Monster (in which case you do not use "Polymerization"). Once per opponent's turn (Quick Effect): You can choose 1 card in your hand or field and 1 card in your opponent's hand or field; destroy them. If this card is in your GY because it was destroyed (Quick Effect): You can Special Summon this card from your GY. You can only use each effect of "Immolatron Moltennus" once per turn.

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I mean, I knew that I'd made them pretty strong, but not "compete with Gouki" strong. Their floating does require setup, after all. Offhand, do you think that you could outline the ideal first turn for Resultfire? Like, what they're capable of if they don't get interrupted.

 

On topic:

 

Immolatron Barrier

Field Spell

Once per turn, if an "Immolatron" monster is destroyed: You can add 1 "Immolatron" card from your Deck to your hand, except "Immolatron Barrier". Any change in a monster's ATK or DEF, or a player's LP, applied by the effect of an "Immolatron" monster is doubled. If this card is destroyed: You can Special Summon 1 "Immolatron" monster from your hand or Graveyard with its ATK increased by half its original DEF, until the End Phase.

 

Immolatron Cinddus

FIRE - Level 2 - Fairy/Tuner/Effect - 500/200

(Quick Effect): You can destroy this card in your hand or face-up on your field, and if you do, both players can draw 1 card during the next Standby Phase. If this card is in your Graveyard because it was destroyed by a card effect (Quick Effect): You can Special Summon this card from your Graveyard. You can only activate each effect of "Immolatron Cinddus" once per turn.

 

Immolatron Iggnus

FIRE - Level 2 - Fairy/Tuner/Effect - 500/200

(Quick Effect): You can destroy this card in your hand or face-up on your field, and if you do; activate 1 "Immolatron Barrier" from your Deck or Graveyard. If this card is in your Graveyard because it was destroyed by a card effect (Quick Effect): You can Special Summon this card from your Graveyard. You can only activate each effect of "Immolatron Cinddus" once per turn.

 

Immolatron Burssus

FIRE - Level 6 - Fairy/Synchro/Effect - 2200/1000

1 FIRE Tuner + 1 or more non-Tuner monsters

During your Main or Battle Phase: You can destroy 1 "Immolatron" card you control, and up to 1 each of a Monster and Spell/Trap Card your opponent controls. If an "Immolatron" monster is Special Summoned by its own effect, you can target 1 face-up card your opponent controls: That target's effects are negated, also, if the target is a monster, it cannot be used as Material for a Summon. If this card is in your Graveyard because it was destroyed (Quick Effect): You can Special Summon this card from your Graveyard. You can only activate each effect of "Immolatron Burssus" once per turn.

 

8/18-27

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I mean, I knew that I'd made them pretty strong, but not "compete with Gouki" strong. Their floating does require setup, after all. Offhand, do you think that you could outline the ideal first turn for Resultfire? Like, what they're capable of if they don't get interrupted.

I have no idea, really. With some milling support you can get a couple of copies in the GY and make their float effects live right away. Single Resultfires can easily be sent to the GY through the new Guardragons, which require 1~2 materials, to trigger their floating effects, the Guadragons can search for more Resultfires or REDMD, keep the combos going, and so on. And I'm not even addressing their effects to Summon themselves or other Resultfires from the hand. Then add to the mix stuff like Needlefiber and Summon Sorceress.

Granted, Guardragons were not a thing when you conceived Resultfires, but that's why futureproofing is important, too. That floaty gimmick they have is bound to bring up issues like Goukis did: they too weren't impressive until Knightmares arrived.

 

 

By the way, I assume we are not allowed to pigeonhole the entries, right? Otherwise it takes away some fun from the game. Asking because you took an approach I wasn't expecting with your Immolatron additions.

 

 

Immolatron Voltarrus

FIRE/Fairy/Fusion/Level 9/Effect

2500/2800

1 "Immolatron" monster + 1 Fairy monster

Must be either Fusion Summoned, or Special Summoned during the turn a FIRE monster was destroyed by a card effect, by Tributing 1 Fairy Effect non-Fusion Monster (in which case you do not use "Polymerization"). Once per opponent's turn, if your opponent would Special Summon a monster(s) (Quick Effect): You can destroy 1 card in your hand or on the field, and you do, negate the Summon, and if you do that, destroy that monster. If this card is in your GY because it was destroyed (Quick Effect): You can Special Summon this card from your GY. You can only use each effect of "Immolatron Voltarrus" once per turn.

 

Immolatron Solarrus

FIRE/Fairy/Fusion/Level 11/Effect

3000/4200

1 "Immolatron" Fusion Monster + 2 Fairy monsters

Must be either Fusion Summoned, or Special Summoned during the turn 3 or more FIRE monsters were destroyed by card effects, by Tributing 1 "Immolatron" Fusion Monster (in which case you do not use "Polymerization"). (Quick Effect): You can destroy any numbers of cards in your hand and/or on the field, then destroy an equal number of cards on the field, and if you do, banish them. If this card is in your GY because it was destroyed (Quick Effect): You can banish this card from your GY, then target up to 2 "Immolatron" monsters in your GY, except "Immolatron Solarrus": Special Summon them. You can only use each effect of "Immolatron Solarrus" once per turn.

 

Immolatron Fusion

Quick-Play Spell

Fusion Summon 1 Fairy Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your cards in your hand, on the field, and/or in your GY. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon 1 Fairy monster from your Deck, but its ATK is halved, also it is destroyed during the End Phase. You can only use each effect of “Immolatron Fusion” once per turn.

 

Immolatron Tempering

Continuous Trap

If you control no monsters, or only Fairy monsters, you can activate this card from your hand. Once per turn, if a Fairy monster(s) on the field would be destroyed by battle or card effect, you can destroy that many FIRE monsters in your hand and/or Deck instead. If this card is sent to the GY: You can destroy 1 FIRE monster in your Deck. You can only use this effect of "Immolatron Melting" once per turn.

 

 

13/18~27

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[spoiler=immolatron cards 14-18]

Contract with the Immolatrons

Continuous trap

if a face up "Immolatron" monster is destroyed by a card effect, you can draw 1 card. During the end phase when this card's first effect was activated,  you can shuffle cards from your GY into the Deck equal to the number of cards destroyed by card effects this turn and if you do draw 1 card. You can only use this effect of "Contract with the Immolatrons" once per turn. you can only control 1 face up "Contract with the Immolatrons".

 

Fiery Punishment of the Immolatrons

Quick Play Spell

If a "Immolatron" monster(s) would be destroyed by you opponent's card effect, you can negate that effect and if you do, destroy 1 "Immolatron" monster from your Deck. Once per turn if this card is in the GY and an "Immolatron" monster you control is targeted for an attack, you can banish this card from your GY and if you do, until the End Phase "Immolatron" monsters you control cannot be destroyed by battle. You can only activate each effect of "Fiery Punishment of the Immolatrons"

 

Immolatron Apollus

FIRE | Link 2 | DR / L | Fairy | Effect

When this card is Link Summoned, you can Special Summon 1 Fire Fairy monster from your hand or GY ignoring its summoning conditions. Once per turn if a Fairy monster is destroyed by a card effect, have your opponent send 1 card from their hand to the GY. If this card is in the GY because it was destroyed (Quick effect): you can Special Summon this card from your GY. You can only activate each effect of "Immolatron Apollus" once per turn.

1500

 

Immolatron Torchus 

FIRE | Level 2 | Fairy | Effect

(Quick Effect) you can destroy this card in your hand or face up on the field, and if you do change the battle position of all non-Fire monsters to Defense position. if a monster cannot change its battle position, its effects are negated and it cannot be used as material or tribute until the end of the turn. If this card is sent tot he GY because it was destroyed (Quick Effect): you can Speical Summon this card from your GY. You can only activate each effect of "Immolatron Torchus" once per turn. 

500/200

 

Trial of the Immolatrons

Counter Trap

If an "Immolatron" monster(s) are targeted by a card effect, negate that card's effects and if you do destroy that card.  if this card is in the GY, you can banish this card add 1 "Immolation" Spell/Trap from your Deck to your hand. 

 

 

that would be 18 so if its ok id like to start the next archetype 

[spoiler=Blackwood]

Little Red of Blackwood

DARK | Level 3 | Fairy | Effect

If you control "Blackwood Forest" in your Field Spell zone, you can Special Summon this card from your hand. once per turn if a "Blackwood" card is targeted by a card effect, negate that card's effect and if you do destroy that card. If this card is destroyed by a Beast monster, Special Summon 2 "Blackwood" Fairy monsters from your Deck and or GY. you can only activate each effect of "Little Red of Blackwood" once per turn. 

1200/300

 

Sleepy Maiden of Blackwood

DARK | Level 3 | Fairy | Effect

You can discard this from your hand, and if you do add 1 "Blackwood Forest" from your Deck to your hand. Once per turn, "Blackwood" monster(s) you control cannot be destroyed by battle. If this card is attacked or destroyed by a Beast monster, negate that card's effects also it cannot be used as material. You can only activate each effect of "Sleepy Maiden of Blackwood" once per turn. 

700/1900

 

Twisted Paths of Blackwood

Normal Trap

Tribute 1 DARK monster you control, destroy up to 2 cards your opponent controls. if one of those cards was a Beast monster, Special Summon 1 "Blackwood" Fairy monster from your Deck. If you control "Blackwood Forest" you can activate this card from your hand. You can only activate each effect of "Twisted Paths of Blackwood" once per turn. 

 

Blackwood Signpost

Continuous Spell

If a "Blackwood" monster is Summoned, add 1 "Blackwood" monster from your Deck to your GY with ATK equal to or higher than the monster summoned. During your opponent's Main Phase, you can discard 1 card, Beast monster(s) your opponent control gain the following effect:

- Each time you activate one of this card's effects, discard 1 card.

 

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Little Red of Blackwood

DARK | Level 3 | Fairy | Effect

If you control "Blackwood Forest" in your Field Spell zone, you can Special Summon this card from your hand. once per turn, "Blackwood" cards cannot be targeted by card effects. If this card is destroyed by a Beast monster, Special Summon 2 "Blackwood" Fairy monsters from your Deck and or GY. you can only activate each effect of "Little Red of Blackwood" once per turn.

1200/300

 

A correction on that effect: It cannot mechanically work because if the cards cannot be targeted in the first time, the first attempt would never wear off. It may as well say that the card cannot be targeted by effects at all. You would have to make the cards be unaffected by the first effect that targets them.

 

[spoiler=Blackwood: 5-9]

Hungry Wolf of Blackwood

DARK/Beast/Level 5/Effect

2100/1300

During the Main Phase, if this card is in your hand and you control a face-up "Blackwood" card (Quick Effect): You can activate this effect; Once during this turn, if you would Tribute a monster for the Tribute Summon of this card, you can Tribute 1 monster your opponent controls even though you do not control it, also immediately after this effect resolves, Tribute Summon this card. Your opponent takes no battle damage from attacks involving this card and a "Blackwood" monster.

 

Treacherous Orchis of Blackwood

DARK/Plant/Link/Rating 2/Effect

ATK: 1700

Markers: left-down, right-down

2 monsters, including a "Blackwood" monster

This linked card and monsters it points to cannot be destroyed by battle, except by battle with a Beast monster. During the Main Phase, if you control a face-up "Blackwood" Spell/Trap (Quick Effect): You can activate this effect; immediately after this effect resolves, Link Summon 1 "Blackwood" non-Plant Link monster using other monster(s) you control and up to 1 monster your opponent controls as material. You can only use this effect of "Treacherous Orchis of Blackwood" once per turn.

 

Poison Ivy of Blackwood

DARK/Plant/Link/Rating 2/Effect

ATK: 1300

Markers: left, right

2 monsters, including a "Blackwood" monster

When this linked card or a monster this card points to battles an opponent's non-Beast monster, the opponent's monster loses 1000 ATK during damage calculation only. During the Main Phase, if you control a face-up "Blackwood" Spell/Trap (Quick Effect): You can activate this effect; immediately after this effect resolves, Link Summon 1 "Blackwood" non-Plant Link monster using other monster(s) you control and up to 1 monster your opponent controls as material. You can only use this effect of "Poison Ivy of Blackwood" once per turn.

 

Curse of Blackwood

Quick-Play Spell

Target 1 monster in either player's GY; Special Summon it on your opponent's side of the field, and if you do, it becomes a Beast monster, also during the next Main Phase, take control of it if it is on the field, or Special Summon it on your side of the field if it is in the GY. During either player's turn: You can banish this card from your GY; for the rest of this turn, all monsters your opponent controls will become Beast monsters, also they must attack "Blackwood" Fairy monsters you control, if able. You can only activate 1 "Curse of Blackwood" per turn.

 

Blackwood Roots

Continuous Trap

Activate this card by targeting 1 Effect Monster on the field; negate that face-up monster's effects, also that face-up monster cannot attack, except "Blackwood" Fairy monsters your opponent controls. You can banish this card from your GY, then target 1 "Blackwood" Spell/Trap in your GY, except "Blackwood Roots"; Set it. You can only use this effect of "Blackwood Roots" once per turn.

 

Let's see how far we can go without making "Blackwood Forest" xD

 

 

 

 

9/18~27

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To answer your question, Darj, you're only allowed to catch people on mis-application of an established archetypal gimmick. For example, if "F.A." were made in this game, the person who started the archetype would be totally in their rights to point out how asynergetic the Link was, and ask that it be fixed.

 

Young Shepherd of Blackwood

DARK - Level 3 - Fairy/Effect - 1000/1000

If this card is Normal Summoned: You can Special Summon 1 "Blackwood" monster from your hand, or a Beast-Type "Blackwood" monster from the Graveyard. If you Normal or Special Summon a "Blackwood" monster: You can Special Summon this card from your Graveyard. You can only activate this effect of "Young Shepherd of Blackwood" once per turn, or up to thrice per turn if "Blackwood Forest" was in the Field Zone each time this effect was activated and resolved. Other "Blackwood" cards you control cannot be destroyed or banished from the field, except by a Beast-Type monster.

 

Crafty Fox of Blackwood

DARK - Level 4 - Beast/Effect - 1900/1500

If your opponent Special Summons a monster(s) from their Extra Deck while you control "Blackwood Forest", and the combined ATK of monsters your opponent controls equals or exceeds 3500, you can reveal this card in your hand: Special Summon this card to your opponent's field, then destroy all Special Summoned monsters your opponent controls except this card, and if you do; this card gains 200 ATK for each monster destroyed this way. This card must attack if able. Both players take all damage from battles involving this card.

 

Blackwood Forest

Field Spell

Once per turn, if your opponent Summons a monster: You can change the Summoned monster's Type to Beast. Beast-Type monsters on the field cannot activate effects that would negate the activation or effect of a card, or that would Special Summon a monster(s). If you Summon a "Blackwood" Link monster: You can draw 2 cards, but if you do, you cannot Summon Link monsters for the rest of the Duel, except DARK monsters (you can only activate this effect of this card's name once per turn).

 

Sudden Growth in Blackwood Forest

Normal Trap

If you control no cards, and your opponent has activated 4 or more cards or effects this turn, you can activate this card from your hand. Activate 1 "Blackwood Forest" from your hand, Deck, or Graveyard, then target 1 face-up card your opponent controls: Banish it. You can only activate 1 "Sudden Growth in Blackwood Forest" per turn.

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Narcissistic Man of Blackwood

DARK | Link 2 | L - U | Fairy | Effect

1 "Blackwood" monster you control and 1 monster your opponent controls

When this card is Link Summoned, change the type of all face up monsters your opponent controls to Beast, then shuffle banished cards into their respective Deck(s) equal to the number of monster(s) who's type was changed by this effect. Your opponent cannot select another target for attack while this card is on the field. When this card battles, you can send 1 "Blackwood" monster from your hand or face up on the field to the GY and if you do, change your opponent's monster's ATK/DEF to 0 and double this card's ATK. When this card is sent to the GY by the effect of a Beast monster or was destroyed by Battle by a Beast monster, Special Summon 1 "Blackwood" monster from your GY. You can only activate each effect of "Narcissistic Man of Blackwood" once per turn.

1900

 

Golden Locks of Blackwood

DARK | Level 3 | Fairy | Effect

If your opponent controls a Beast type monster, you can Special Summon this card from your hand. When this card is Special Summoned by the effect of a "Blackwood" card, add 1 "Blackwood" Spell/Trap from your Deck to your hand. If this card is destroyed by battle or by the card effect of a Beast monster, destroy 1 Spell/Trap card on the field. You can only activate each effect of "Golden Locks of Blackwood" once per turn, or Thrice per turn if "Blackwood Forest" is in the Field Spell Zone. 

1100/1700

 

Grizzled Family of Blackwood

DARK | Level 5 | Beast | Effect

If you control a "Blackwood" Fairy monster, you can Special Summon this card to your opponent's side of the field by tributing 1 monster your opponent controls. The controller of this card cannot Normal or Special Summon a monster(s) with less ATK than this card. this card cannot be used as Material or be used as a tribute for a tribute summon. When this card is destroyed, Special Summon this card to it's original owner's field but its effects are negated. 

2100/1900

 

Cabin in the Blackwood

Continuous Spell

"Blackwood" Fairy monsters with a level can attack your opponent directly. Once per turn, if you control no Field Spell and "Blackwood Forest" is in the GY because it was destroyed either this turn or last turn, you can activate that card. Beast Type monster(s) you opponent controls lose 1000 ATK/DEF during the Damage Step. You can only control 1 face up "Cabin in the Blackwood". 

14-17/18~27

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Blackwood Cursed Growth

Quick-Play Spell

Destroy 1 DARK Fairy or Beast-Type monster on the field: Special Summon 2 "Blackwood Traveler Tokens" (DARK/Level 3/Fairy-Type/ATK 0/DEF 0). If "Blackwood Forest" was in the Field Zone when this effect was activated: You can Special Summon 1 "Blackwood" monster from your Graveyard with its effects negated. You can only activate 1 "Blackwood Cursed Growth" per turn.

 

Next archetype:

 

Phantasm Serpent - Vaal

DARK - Level 4 - Reptile/Effect - 1500/1200

(Quick Effect): You can reveal this card in your hand until the End Phase. While this card is revealed this way, if you draw a card(s), you can reveal 1 drawn "Phantasm Serpent" monster: Special Summon this card from your hand. If this card is Special Summoned: You can Special Summon 1 Level 3 or lower "Phantasm Serpent" monster from your hand or Graveyard. You can shuffle this banished card into your Deck (Quick Effect): Add 1 "Phantasm Serpent" Spell/Trap Card from your Deck to your hand. You can only activate each effect of this card's name once per turn.

 

Phantasm Serpent - Gandr

DARK - Level 3 - Reptile/Effect - 1200/800

(Quick Effect): You can reveal this card in your hand until the End Phase. While this card is revealed this way, if you draw a card(s), you can reveal 1 drawn "Phantasm Serpent" monster: Special Summon this card from your hand. If this card is Special Summoned: You can add 1 DARK Reptile-Type monster from your Deck or Graveyard to your hand. You can shuffle this banished card into your Deck (Quick Effect): Special Summon 1 "Phantasm Serpent" monster from your Deck, except "Phantasm Serpent - Gandr". You can only activate each effect of this card's name once per turn.

 

Phantasm Serpent - Naga

DARK - Level 2 - Reptile/Effect - 0/1000

(Quick Effect): You can reveal this card in your hand until the End Phase. While this card is revealed this way, if you draw a card(s), you can reveal 1 drawn "Phantasm Serpent" monster: Special Summon this card from your hand. If this card is Special Summoned: You can draw a number of cards equal to the number of "Phantasm Serpent" monsters you control with different names. You can shuffle this banished card into your Deck (Quick Effect): Send the monster your opponent controls with the lowest ATK to the Graveyard, and negate its effects in the Graveyard. You can only activate each effect of this card's name once per turn.

 

Phantasm Serpent Seal

Normal Spell

Banish 1 Level 4 or lower "Phantasm Serpent" monster from your hand or Graveyard: Special Summon a number of "Phantasm Serpent Tokens" (DARK/Level 1/Reptile-Type/ATK 100/DEF 100) equal to the Level of the banished monster. While you control a face-up DARK Reptile-Type monster, you can banish this card from your Graveyard: Your opponent discards 1 random card, then you draw 1 card. You can only activate 1 effect of this card's name per turn, and only once that turn.

 

Phantasm Serpent Suppression

Continuous Spell

If you Normal Summon a "Phantasm Serpent" monster: You can send 1 "Phantasm Serpent" monster from your Deck to the Graveyard (You can only activate this effect of this card's name once per turn). If your opponent Special Summons exactly 1 monster, or a card you own is banished: Place 1 Phantasmal Counter on this card. DARK Reptile-Type monsters you control gain 100 ATK for each Phantasmal Counter on this card, also, if your opponent controls the monster on the field with the lowest ATK while you control a DARK Reptile-Type monster, your opponent cannot activate monster effects on the field, except during the Battle Phase. Once per turn, if a monster(s) you control would be destroyed by battle or your opponent's card effect: You can banish 1 "Phantasm Serpent" monster from your Graveyard; no cards you control are destroyed by that attack/effect.

 

5/18-27

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To answer your question, Darj, you're only allowed to catch people on mis-application of an established archetypal gimmick. For example, if "F.A." were made in this game, the person who started the archetype would be totally in their rights to point out how asynergetic the Link was, and ask that it be fixed.

 

In that case, want to mention that, for Immolatrons I intended to go for pairs of monsters with the same Level, and their names starting with the same letter, but they kept getting Level2 monsters. It's a welcomed twist. However, Iggnus and Torchus don't follow the name pattern of having the the consonant before the "u" repeated.

 

By the way, what's the thread's stance on text fixes? Because I have spotted some PSCT inconsistencies here and there.

 

Off-topic but I would make the case that the F.A. Link goes well when paired with Dawn Dragster.

 

 

Anyway:

 

Phantasm Serpent - Chinoko

DARK/Reptile/Level 1/Tuner/Effect

300/100

(Quick Effect): You can reveal this card in your hand until the End Phase. If you draw a card(s) while this card is revealed: You can reveal 1 "Phantasm Serpent" monster drawn among those cards, and if you do, Special Summon this card. If this card is Special Summoned: You can draw cards up to the number of DARK Reptile monsters with different names on your field and in your GY, and if you do, reveal them, then shuffle the same number of cards from your hand into the Deck. (Quick Effect): You can shuffle this banished card into the Deck; banish 1 "Phantasm Serpent" monster from your Deck or GY, except "Phantasm Serpent - Chinoko". You can only use each effect of "Phantasm Serpent - Chinoko" once per turn.

 

Phantasm Serpent - Konawa

DARK/Reptile/Level 5/Effect

2000/1500

(Quick Effect): You can reveal this card in your hand until the End Phase. If you draw a card(s) while this card is revealed: You can reveal 1 "Phantasm Serpent" monster drawn among those cards, and if you do, Special Summon this card. If this card is Special Summoned: All monsters your opponent controls lose 500 ATK, then you can Special Summon 1 DARK Reptile monster from your Deck whose ATK is less than or equal to the total ATK that was lost by this card's effect. (Quick Effect): You can shuffle this banished card into the Deck, then target 1 card in your opponent's GY; banish it, and if you do, its effects are negated. You can only use each effect of "Phantasm Serpent - Konawa" once per turn.

 

Phantasm Serpent Hypnotism

Quick-Play Spell

Activate only if you control a "Phantasm Serpent" monster. Take control of the monster your opponent controls with the lowest ATK, until the End Phase. If you control a DARK Reptile monster while this card is in your GY: You can banish this card from your GY; during the Main Phase(s) of this turn, monsters you control cannot be destroyed by your opponent's card effects, also monsters you control cannot be targeted by your opponent's card effects. You can only activate 1 "Phantasm Serpent Hypnotism" once per turn.

 

Phantasm Serpent Hallucination

Continuous Trap

The first time a "Phantasm Serpent" monster you control would be destroyed by battle or card effect each turn, you can destroy 1 monster your opponent controls instead. If another card or effect is activated that targets exactly 1 card on the field (and no other cards) while you control a DARK Reptile monster: You can banish this card from your GY, then target another card on the field that would be an appropriate target for that card/effect; that card/effect now targets the new target.

 

 

9/18~27

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Phantasm Serpent- Kaa

DARK | Link 2 | DL-R | Reptile | Effect

2 Reptile monsters 

When this card is Link Summoned, Place "Phantasm Serpent" cards you control from your GY on the top of your deck in any order equal to the number of cards that you revealed in hand this turn. You can banish 1 "Phantasm Serpent" monster you control or in your hand, draw 2 cards. You can remove 2 "Phantasmal Counters" from anywhere on the field, target 1 card on the field, destroy it. You can only activate each effect of "Phantasm Serpent- Kaa" once per turn.

1800

 

Phantasm Serpent Exoscales

Normal Spell

Place 1 "Phantasmal Counter" on each Spell/Trap card you control and if you do draw 1 card. (Quick Effect) If a banished "Phantasm Serpent" monster is shuffled into the deck, You can activate this card (from your GY) as a Continuous Spell. While this card is face up on the field because of its own effect, it gains the following effect:

During each Stand By phase, place 1 "Phantasmal Counter" on each face up Spell/Trap card. "Phantasm Serpent" monster(s) in the same column as a face up card that has a "Phantasmal Counter" on it cannot be targeted by card effects. 

You can only activate each effect of "Phantasm Serpent Exoscales" once per turn. 

 

Phantasm Serpent Coil

Normal Trap

When a "Phantasm Serpent" monster is targeted for an attack, you can banish 1 DARK Reptile monster from your Deck and if you do, destroy the attacking monster. You can only activate "Phantasm Serpent Coil" once per turn.

 

Phantasm Serpent Venom

Continuous Trap

When this card is activated, you can target one "Phantasm Serpent" monster with a level you control or that is banished, reduce the ATK of monsters your opponent controls by 300 times the targeted monster's level. (Quick Effect) you can remove 2 "Phantasmal Counter(s)" from this card, your opponent cannot activate card effects in response to "Phantasm Serpent" cards until the end of this turn. You can only activate each effect of "Phantasm Serpent Venom" once per turn. 

 

13/18~27

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Do you want me to change the Level of one of my two Immolatron monsters? I can still do that.

 

In terms of PSCT, you can request fixes for incomprehensible text, but if the basics are legible I've learned not to bother.

 

Offhand, I like how the name theming of the S/T slowly changed from the "Phantasm" part of Phantasm Serpents to the "Serpent" part. Other than that, I'd like to point out that the Phantasm Serpents I made took their statlines from old Normal monsters of their Level. Vaal is Kojikocy, Gandr is Burstinatrix, and Naga is an Ojama. You also took the shuffle part of the effect out of the cost for . . . some reason.

 

Phantasm Serpent - Phion

DARK - Link 3 - Reptile/Link/Effect - 2400 - L/BL/BR

2 or more DARK Reptile-Type monsters

During the turn you Link Summon this card, you cannot Link Summon monsters, except Reptile-Type monsters. Once per turn, if your opponent activates a monster effect, or would Special Summon a monster from their Extra Deck, with less ATK than this card: You can banish 1 "Phantasmal Serpent" monster from your Graveyard with a Level to negate the Summon/activation, and if you do; banish that monster. If a "Phantasmal Serpent" monster activates its effect that shuffles itself into your Deck: Reduce the ATK of all monsters your opponent controls by 200. Your opponent cannot activate cards or effects in response to this effect or its activation, but you can only activate this effect of this card's name once per turn.

 

[Note: It explicitly negates the effect or ED Summon of monsters weaker than itself. It cannot stop the Summon or effect of any monster that ties in ATK with itself, but it is barely big enough to negate the Summon of monsters like Tri-Gate or Decode Talker, or any Knightmare that is not Gryphon.]

 

Phantasm Serpent - Eob

DARK - Level 4 - Reptile/Effect - 1600/0

(Quick Effect): You can reveal this card in your hand until the End Phase. While this card is revealed this way, if you draw a card(s), you can reveal 1 drawn "Phantasm Serpent" monster: Special Summon this card from your hand. If this card is Special Summoned, you can target 1 Level 4 or lower monster in your opponent's Graveyard: Special Summon that target as a DARK Reptile-Type monster with its ATK reduced to 0 and its effects negated, but banish it when it leaves the field. You can shuffle this banished card into your Deck (Quick Effect): Set 1 "Phantasm Serpent" Spell/Trap Card from your Graveyard or that is banished. You can only activate each effect of this card's name once per turn.

 

Night of the Phantasm Serpents

Normal Trap

If a "Phantasm Serpent" card you control is targeted by your opponent's attack or card effect: Negate that attack/effect, then reduce the ATK and DEF of all monsters your opponent controls by 100 for each card on the field. If a "Phantasm Serpent" monster activates its effect that shuffles itself into the Deck while this card is in your Graveyard, you can banish this card in your Graveyard: Special Summon 1 DARK Reptile-Type monster from your hand, then; for the rest of the turn, each time your opponent resolves an effect that adds a card(s) from their Deck to their hand, they must banish an equal number of cards from their field or the top of their Deck, face-down. You can only activate 1 effect of "Night of the Phantasm Serpents" per turn.

 

Phantasm Serpent Séance

Continuous Trap

If a "Phantasm Serpent" card is banished, place 1 Phantasmal Counter on this card. While you control a face-up DARK Reptile-Type monster, monsters your opponent controls lose 100 ATK for each Phantasmal Counter on this card. Once per turn, if a "Phantasm Serpent" monster you control is shuffled into your Deck by its own effect, you can excavate the top 3 cards of your Deck, and place them on top or bottom of your Deck in any order. If there are 3 or more Phantasmal Counters on this card, you can, immediately after this effect resolves; Link Summon 1 DARK Link monster, by banishing "Phantasm Serpent" monsters from your Graveyard that would be appropriate Link Materials, and by removing Phantasmal Counters from this card equal to triple that monster's Link Rating. You can only activate this effect of "Phantasm Serpent Séance" once per turn.

 

17/18~27

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Do you want me to change the Level of one of my two Immolatron monsters? I can still do that.

 

In terms of PSCT, you can request fixes for incomprehensible text, but if the basics are legible I've learned not to bother.

 

Offhand, I like how the name theming of the S/T slowly changed from the "Phantasm" part of Phantasm Serpents to the "Serpent" part. Other than that, I'd like to point out that the Phantasm Serpents I made took their statlines from old Normal monsters of their Level. Vaal is Kojikocy, Gandr is Burstinatrix, and Naga is an Ojama. You also took the shuffle part of the effect out of the cost for . . . some reason.

 

Well, I did miss a (;) in Chinoko but Konawa still got it right, I follow the PSCT formatting of "Condition: Cost; effect", and in this case (Quick Effect) is the condition.

I will find appropriate stat values for my monsters. I don't have cards to wrap up the set yet so /skip for now.

 

EDIT: Konawa coincidentally had Curse of Dragon's stats. I gave the Level1 the same stats as Mokey Mokey.

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Phantasm Serpent's Forked Tongue

Normal Spell

Look at the top card of your opponent's Deck, then have them guess which card type it is (Monster, Spell, Trap). if they guessed correctly, add that card to their hand and inflict 1000 Damage, if they guessed it incorrectly draw 2 cards and place that card on the bottom of their deck. You must control a revealed "Phantasm Serpent" monster in hand in order to activate this effect. You can only activate "Phantasm Serpent's Forked Tongue" once per turn.

 

New Archetype: Bamboozled Bayou

 

Bamboozled Bayou Opossum

EARTH | Level 4 | Beast | Effect

(Quick Effect) you can change this card's Battle Position. If you control a "Bamboozled Bayou" monster, you can special Suommon this card from your hand. When this card is changed to Attack Position, target 1 card on the field and if you do, change that card to the Set Position. When this card is changed to Defense Position,  Destroy 1 Set card on the field. You can only use each effect of "Bamboozled Bayou Opossum" once per turn.

1500/800

 

Bamboozled Bayou Turtle 

WATER | Level 4 | Reptile | Effect

(Quick Effect) You can change this card's Battle Position. If a monster's Battle Position is changed while this card is in your hand, you can Special Summon this card. When this card is changed to Attack Position, "Bamboozled Bayou" monsters cannot be destroyed by battle this turn. When this card is changed to Defense Position, add 1 "Bamboozled Bayou" monster from your Deck to your hand. You can only activate each effect of "Bamboozled Bayou Turtle" once per turn.

200/2000

 

Bamboozled Bayou Band

Continuous Spell

Once per turn, if a "Bamboozled Bayou" monster is targeted by a card effect, change that monster's Battle Position and if you do negate that card's effect and destroy it. Once per turn you can activate one of the following effects based on the number of "Bamboozled Bayou" monster that changed their battle Positions this turn:

1: "Bamboozled Bayou" monsters gain 500 ATK and DEF

2: Change the Battle Positions of all monsters on the field. 

3: Draw 2 cards.

4: Destroy 1 card on the field.

5: Have your opponent discard 2 cards. 

 

Bamboozled Bayou Riverboat

Continuous Trap

Target up to 2 "Bamboozled Bayou" monsters in your GY, add 1 target to your hand and Special Summon the other target and equip this card as an equip spell to the Special Summoned monster. If the equipped monster would be destroyed, you can send this card to the GY instead. While this card is in the GY (expect the turn this card was sent to the GY) you can banish this card, Set 1 "Bamboozled Bayou" Spell/Trap from your Deck. You can only activate each effect of "Bamboozled Bayou Riverboat" once per turn. 

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Bamboozled Bayou Bass

Level 4 / WATER / Fish / Effect

1700 / 1200

(Quick Effect) You can change this card's Battle Position. If this card is sent from the field to the GY while in Attack Position: Special Summon 1 Level 4 "Bamboozled Bayou" monster from your GY, except "Bamboozled Bayou Bass". If this card is sent from the field to the GY while in Defense Position: Add 1 Level 4 "Bamboozled Bayou" monster from your Deck to your Hand.  You can only activate each effect of "Bamboozled Bayou Bass" once per turn.

 

Bamboozled Bayou Bobcat

Level 6 / EARTH / Beast / Effect

2400 / 1800

(Quick Effect) You can change this card's Battle Position. When this card is changed to Attack Position, "Bamboozled Bayou" monsters inflict piercing damage this turn. When this card is changed to Defense Position, all "Bamboozled Bayou" monsters gain 800 ATK and DEF until the End Phase of this turn.

 

Bamboozled Bayou Preservation

Quick-Play Spell

Activate only as Chain Link 2 or higher; "Bamboozled Bayou" monsters you control cannot be destroyed by your opponent's card effects, until the End Phase of this turn.

 

Bamboozled Bayou Pitfall

Counter Trap

If a "Bamboozled Bayou" monster you control changed its Battle Position this turn and a monster effect is activated that targets a "Bamboozled Bayou" card you control: Negate the activation, and if you do, destroy that monster.

 

8/18-27

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  • 4 weeks later...

Bamboozled Bayou Fox

EARTH - Level 4 - Beast/Effect - 1900/300

(Quick Effect): You can change this card's battle position. If this card is changed to Attack Position: You can reduce the ATK and DEF of all monsters your opponent controls by 1000. If this card is changed to Defense Position: You can add 1 "Bamboozling Bayou" card from your Graveyard to your hand. You can only activate each effect of "Bamboozling Bayou Fox" once per turn.

 

Bamboozling Bayou Crocodile

WATER - Level 8 - Reptile/Effect - 2800/1000

If a card your opponent controls is destroyed by battle with or the effect of a "Bamboozling Bayou" card: You can Special Summon this card from your hand. (Quick Effect): You can change this card's battle position. If this card is changed to Attack Position: Negate the effects of all other Attack Position monsters on the field, until the End Phase. If this card is changed to Defense Position: You can banish a number of cards from your opponent's Graveyard up to the number of "Bamboozling Bayou" monsters you control with different names; inflict 100 damage to your opponent for each of their banished cards, then banish any number of Spell/Trap Cards your opponent controls, up to 1 for every 500 damage inflicted.

 

Bamboozling Bayou Heavy Rains

Quick-Play Spell

Select and activate 1 of the following effects:

●Add 1 WATER "Bamboozling Bayou" monster from your Deck to your hand.

●Special Summon 1 EARTH "Bamboozling Bayou" monster from your hand or Graveyard.

You can banish this card from your Graveyard, except during the turn it was sent there: Change the battle positions of any number of "Bamboozling Bayou" monsters you control: During the End Phase of this turn, draw 1 card for each "Bamboozling Bayou" monster you controlled when this effect was activated. You can only activate each effect of "Bamboozling Bayou Heavy Rains" once per turn.

 

Bamboozling Bayou Swaying Reeds

Continuous Spell

"Bamboozling Bayou" monsters you control in Attack Position cannot be destroyed by card effects. "Bamboozling Bayou" monsters you control in Defense Position cannot be destroyed by battle. If a "Bamboozling Bayou" monster you control would be destroyed by your opponent's card (by battle or card effect), and is not: Your opponent banishes 1 random card from their hand.

 

12/18-27

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  • 5 weeks later...

Bamboozled Bayou Eel

WATER/Sea Serpent-Type Effect Monster/Level 6/2000 ATK/2400 DEF

Lore: (Quick Effect): You can change this card’s battle position. While this card is in Attack Position, it cannot be targeted for attacks while you control a Token, also all “Bamboozled Eel Tokens” you control can attack directly. If this card is changed to Defense Position: You can Special Summon 1 “Bamboozled Eel Token” (Sea Serpent/WATER/Level 2/500 ATK/500 DEF), and if you do, this card loses 2 Levels and 500 ATK.  You can only use this effect of “Bamboozled Bayou Eel” up to twice while this card is face-up on the field.

 

Bamboozled Bayou Grizzly

EARTH/Beast-Type Effect Monster/Level  4/1700 ATK/900 DEF

Lore: When the battle positions of a monster(s) on the field is changed, when 3 other monsters with different names have changed their battle positions this turn: You can banish 1 Special Summon this card from your hand. (Quick Effect): You can change this card’s battle position. Up to twice per turn, if this card’s battle position is changed: You can make 1 monster in the same battle position as this card lose 900 ATK or DEF (your choice).  You can only Summon “Bamboozled Bayou Grizzly(s)” once per turn.

 

Charting of the Bamboozled Bayou

Quick-Play Spell Card

Lore: When you control a “Bamboozled” monster: during the End Phase of the turn this effect was activated, inflict 400 damage to your opponent for each different name among the monsters whose battle positions were changed this turn. You can only activate 1 “Charting of the Bamboozled Bayou” per turn.

 

Bamboozled Bayou Swamp Snare

Counter Trap Card

Lore: When a Spell/Trap is activated, while you control a Defense Position “Bamboozled” monster: Negate the activation, and if you do, and if you do, you can destroy 1 card your opponent controls if you control an Attack Position “Bamboozled” monster.  If all monsters you control are in Attack or Defense Position (min. 2): You can destroy 1 face-up “Bamboozled” card you control, and if you do, Set this card, but banish it when it leaves the field. You can only use each effect of “Bamboozled Bayou Swamp Snare”  once per turn.

 

16/18-27

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Bamboozled Bayou Crawmad

WATER - Level 4 - Aqua/Effect - 0/2500

(Quick Effect): You can change this card's battle position. If this card is changed to Attack Position, you can target 1 other Attack Position monster on the field: That target's ATK becomes 0, also increase this card's ATK by the original ATK of the target until the End Phase. If this card is changed to Defense Position, and your opponent does not control a monster in the same column as this card: You can move this card to one of your unoccupied Monster Zones; Special Summon 1 "Bamboozled Bayou" monster from your hand or Graveyard. You can only activate each effect of "Bamboozled Bayou Crawmad" once per turn.

 

Mosquito Swarm in the Bamboozled Bayou

Continuous Trap

When this card is activated: You can Special Summon 1 Level 4 or lower "Bamboozled Bayou" monster from your Deck. If the battle position of a "Bamboozled Bayou" monster you control changes: Inflict 100 damage to your opponent, and reduce the ATK and DEF of all monsters your opponent controls by 100.

 

New prompt!

 

Overloader - Alita the Morningstar

EARTH - Level 3 - Rock/Effect - 1600/0

If you control a face-up "Overloader" card in your Spell/Trap Zone: You can Special Summon this card from your hand. If this card is equipped with an "Overloader" card: You can send the top 3 cards of your Deck to the Graveyard; if an "Overloader" monster is in your Graveyard after this effect resolves, you can banish 1 monster your opponent controls. You can only activate this effect of this card's name once per turn. While this card is in your Graveyard, you can shuffle 2 "Overloader" cards from your Graveyard into your Deck (Quick Effect): Equip this card from your Graveyard to a face-up "Overloader" monster you control as an Equip Spell with the following effect:

●The equipped monster gains 500 ATK. If the equipped monster would be destroyed or banished, you can destroy this card instead.

 

Overloader - Mari the Xyphos

EARTH - Level 3 - Rock/Effect - 1200/800

If this card is Normal Summoned: You can send 2 "Overloader" cards with different names from your Deck to the Graveyard. If this card is equipped with an "Overloader" card: You can send the top 3 cards of your Deck to the Graveyard; if an "Overloader" monster is in your Graveyard after this effect resolves, you can add 1 "Overloader" monster from your Deck to your hand. You can only activate this effect of this card's name once per turn. While this card is in your Graveyard, you can shuffle 2 "Overloader" cards from your Graveyard into your Deck (Quick Effect): Equip this card from your Graveyard to a face-up "Overloader" monster you control as an Equip Spell with the following effect:

●At the start of the Damage Step, if the equipped monster battles: Negate the effects of all face-up monsters your opponent controls, until the End Phase. If the equipped monster would be destroyed or banished, you can destroy this card instead.

 

Overloader - Gloria the Buckler

EARTH - Level 3 - Rock/Effect - 100/2200

If yoh take damage from your opponent's attack or effect: You can Special Summon this card from your hand; gain LP equal to double the amount of damage inflicted, then draw 1 card. If this card is equipped with an "Overloader" card: You can send the top 3 cards of your Deck to the Graveyard; if an "Overloader" monster is in your Graveyard after this effect resolves, you can banish 1 random card from your opponent's hand. You can only activate each of the above effects of this card's name once per turn. While this card is in your Graveyard, you can shuffle 2 "Overloader" cards from your Graveyard into your Deck (Quick Effect): Equip this card from your Graveyard to a face-up "Overloader" monster you control as an Equip Spell with the following effect:

●Your opponent cannot declare an attack or activate monster effects on the field, except with their monster with the highest DEF. In the case of a tie (2+ monsters), your opponent chooses 1 monster. If the equipped monster would be destroyed or banished, you can destroy this card instead.

 

Overloader Lacquer

Quick-Play Spell

Until the End Phase, "Overloader" monsters you control cannot be targeted for your opponent's card effects, also they gain ATK equal to their original ATK. If this card is shuffled into your Deck from outside it, you can reveal this card: Your opponent excavates the top 3 cards of your Deck before your Deck is shuffled, adds 1 to your hand, and returns the remaining 2 to the top of your Deck. You can only activate each effect of "Overloader Lacquer" once per turn.

 

4/18-27

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  • 1 month later...

Bumping because no one realizes this game exists, and utilizing the self-response clause built in.

 

Overloader - Thalia the Lance

EARTH - Level 3 - Rock/Tuner/Effect - 1000/1000

If this card is Normal Summoned: You can Special Summon 1 "Overloader" monster from your hand or Graveyard, except "Overloader - Thalia the Lance". If this card is equipped with an "Overloader" card: You can send the top 2 cards of your Deck to the Graveyard; if an "Overloader" card is in your Graveyard when this effect resolves, you can destroy any number of face-up cards your opponent controls, up to the number of their banished cards. You can only activate this effect of "Overloader - Thalia the Lance" once per turn. While this card is in your Graveyard, you can shuffle 3 "Overloader" cards from your Graveyard into your Deck (Quick Effect): Equip this card to a face-up "Overloader" monster you control as an Equip Spell with the following effect:

●If the equipped monster battles your opponent's monster: The opposing monster loses 300 ATK and DEF, and the equipped monster gains 300 ATK and DEF. If the equipped monster would be destroyed or banished, you can destroy this card instead.

 

Overloader - Pria the Crossbow

EARTH - Level 3 - Rock/Effect - 1400/500

If this card is sent from your hand or Deck to the Graveyard, you can send the top card of your Deck to the Graveyard: Special Summon this card from your Graveyard, then banish 1 card from your opponent's Graveyard. If this card is equipped with an "Overloader" card: You can send the top 3 cards of your Deck to the Graveyard; if an "Overloader" monster is in your Graveyard when this effect resolves, you can banish the top card of your opponent's Deck. You can only activate each of the above effects of "Overloader - Pria the Crossbow" once per turn. While this card is in your Graveyard, you can shuffle 2 "Overloader" cards from your Graveyard into your Deck (Quick Effect): Equip this card from your Graveyard to a face-up "Overloader" monster as an Equip Spell Card with the following effect:

●Once per turn, if the equipped monster destroys your opponent's monster by battle: You can increase the equipped monster's ATK by 100, then declare 1 additional attack in a row. If the equipped monster would be destroyed or banished, you can destroy this card instead.

 

Overloader Sculpt

Normal Spell

Send the top 3 cards of your Deck to the Graveyard. If an "Overloader" card(s) was among the sent cards, you can add 1 "Overloader" card from your Deck to your hand. If this card is shuffled into your Deck from outside it, you can reveal this card: Your opponent must either banish 2 cards each from their Deck and Graveyard, or take 100 damage for each of their banished cards. You can only activate each effect of "Overloader Sculpt" once per turn.

 

Fake Overloader

Equip Spell

Equip only to a Rock-Type monster. The equipped monster gains 100 ATK for each of your opponent's banished cards. An opponent's monster destroyed by battle with the equipped monster is banished. If this card is shuffled into your Deck from outside it by a card effect, you can reveal this card: After the effect that shuffled this card into the Deck resolves, add this card to your hand. You can only activate this effect of "Fake Overloader" once per turn.

 

8/18-27

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Oooh, my bad. I'm sorry about dragging feet on the Overloaders, Draco. 

 

Alright, time to redeem myself.

 

Also I think I got the secret list behind the naming; realized several of these were named after American butterflies, as shown in this list: https://www.butterfliesofamerica.com/Lamas/ABC_Nymphalidae.htm Maybe we could borrow from this going forward....

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Overloader - Polla the Cannon

EARTH - Level 3 - Rock/Tuner/Effect - 1200/1300

Lore: If you control exactly 3 Rock monsters, or exactly 3 "Overload" cards in your Spell & Trap Zone (Quick Effect): You can send the top 3 cards of your Deck to the GY; Special Summon this card from your hand. Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using Rock monsters you control, including this card. While this card is in your GY (Quick Effect): You can shuffle 2 "Overloader" cards from your GY into your Deck: equip this card from your GY to an "Overloader" monster you control as an Equip Spell with the following effect:

● The equipped monster's effects cannot be negated. If the equipped monster would be destroyed or banished, you can destroy this card instead.

You can only Summon "Overloader - Polla the Cannon(s)" once per turn. 

 

Overloader - Great Gigas

EARTH - Level 6 - Rock/Synchro/Effect - 2000/2500

Lore: 1 Tuner + 1+ non-Tuner Rock monsters

If this card attacks an opponent's Defense Position monster, inflict doubled piercing battle damage to your opponent. Any non-Rock monster that would be sent from your opponent's hand to the GY is banished instead. As Chain Link 1, If you have not Special Summoned a Synchro Monster(s) this turn (Quick Effect): You can banish 2 "Overload" Spell/Trap Cards from your GY; Special Summon this card from your GY, and if you do, it gains this effect.

● If an Equip Card(s) you control would be destroyed or banished, you can banish this card instead.

 

Overloader - Fortified Fabias

EARTH - Level 6 - Rock/Synchro/Effect - 2400/1000

Lore: 1 Tuner + 1+ non-Tuner monsters

If this card is Synchro Summoned: Draw cards equal to the number of Equip Cards equipped to this card's Synchro Materials. Any non-Rock monster that would be sent from your opponent's Deck to the GY is banished instead. As Chain Link 1, If you have not Special Summoned a Synchro Monster(s) this turn (Quick Effect): You can banish 2 "Overload" Spell/Trap Cards from your GY; Special Summon this card from your GY, and if you do, it gains this effect.

● If an Equip Card(s) you control would be destroyed or banished, you can banish this card instead.

 

Priceless Overloader

Equip Spell Card

Lore: Target 1 Level 3 or lower Rock monster or 1 Rock Synchro Monster in your GY: Special Summon it and equip it with this card. It cannot attack directly. Change its effects (if any) to the following effect(s), depending on the type of monster it is. 

● EARTH monster: Once per turn: You can target 1 non-Rock monster on the field; it loses either 1000 ATK or DEF (your choice). It cannot activate its effects in response to this effect's activation.

● "Overloader" monster: If a monster activates its effect that would target this card and/or a monster equipped with this card with its effects, except a Rock monster, banish that monster, then send 1 Spell/Trap you control to the GY.

● Synchro Monster: Your opponent must pay 1000 LP to Special Summon a non-Rock monster(s) from their hand and/or Extra Deck.

You can only activate 1 "Priceless Overloader" per turn.

 

12/18-27

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  • 2 months later...

Necrobumping intentionally, to remind people that this game even exists. This site is empty enough.

 

Overloader - Zyxnia the Club

EARTH - Level 3 - Rock/Effect - 1700/0

If an "Overloader" card on the field is destroyed: You can Special Summon this card from your hand. If another "Overloader" monster on the field activates its effect: You can send 1 card from the top of your Deck to the Graveyard; if there is an "Overloader" monster in your Graveyard when this effect resolves, you can banish 1 card from your opponent's Graveyard, then inflict 200 damage to your opponent for each of their banished cards. You can only activate this effect of "Overloader - Zyxnia the Club" once per turn. While this card is in your Graveyard, you can shuffle 2 "Overloader" cards from your Graveyard into your Deck (Quick Effect): Equip this card from your Graveyard to a face-up "Overloader" monster as an Equip Spell with the following effect:

●At the start of the Damage Step, if the equipped monster attacks: You can banish 1 Spell/Trap Card your opponent controls or in their Graveyard. If the equipped monster battles your opponent's Special Summoned monster, the opposing monster loses 100 ATK and DEF for each of your opponent's banished cards. If the equipped monster would be destroyed or banished, you can destroy this card instead.

 

Supreme Overloader Actinote

EARTH - Level 9 - Rock/Synchro/Effect - 2900/3500

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

When this card is Synchro Summoned: You can banish any number of cards from your opponent's field, up to the number of "Overloader" monsters used as Material for this card's Synchro Summon, and if you do, flip all your opponent's banished cards face-down. Your opponent's cards that would be sent from the field to the Graveyard are banished instead. Once per turn, you can shuffle 2 "Overloader" cards from your Graveyard or that are banished into your Deck (Quick Effect): Select 1 column on the field and destroy all cards in that column, except this one if you chose the column this card is in.

 

Overloader Armory

Field Spell

If an "Overloader" card(s) is shuffled into your Deck from outside it: You can Special Summon 1 "Overloader" monster from your Deck. During each End Phase, if your opponent has 5 or more cards currently banished, you can banish 1 card from the top of your opponent's Deck for every 5 of your opponent's cards. If this card is shuffled into your Deck from outside it, you can reveal this card: After the effect that shuffled this card into the Deck resolves, you can immediately activate this card from your Deck. You can only activate each effect of "Overloader Armory" once per turn.

 

Overloader Replica

Quick-Play Spell

Target 1 monster your opponent controls: Send 1 Rock-Type monster from your Deck to the Graveyard, then reduce the target's ATK and DEF by the sent monster's ATK. If the target's ATK was reduced below 1000 this way, it cannot be used as Material for a Summon this turn. If this card is shuffled into your Deck from outside it, you can reveal this card: Both players draw 1 card.

 

16/18-27

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Supreme Overloader Hacker     EARTH

Rock / Link / Effect

DL, DR

Two "Overloader" monsters

When this card is Link Summoned, you can Synchro Summon an "Overloader" monster from your Extra Deck by using a Tuner monster in your Deck and monster(s) in your hand. While this card is pointing to an "Overloader" Synchro monster, your opponent cannot add cards from their Deck, except during the Draw Phase unless by an effect of an "Overloader" card. If a Synchro monster used an "Overloader" Synchro monster as Link Material, you can activate these effects, based on how many cards are currently banished:

  • 5 or more cards: "Overloader" monsters gain 500 ATK.
  • 10 or more cards: You can Special Summon a Synchro monster from your Extra Deck, by shuffling banished monsters to their owner's Deck equal to the monster's Level.
  • 20 cards: If this card battles a monster that is Special Summoned from the Extra Deck, end the Battle Phase.

You can only activate each effect of "Supreme Overloader Hacker" once per turn.

ATK/2000     LINK/-2

 

New Archetype: Dracomen

 

Hylement, the Dracoman of Elements     DIVINE

Level 10

Dragon / Effect

This card cannot be Tribute Summon, unless there are three Tributes with "Dracoman" in their names. When this card is Tribute Summoned, you can add a "Dracoman" card from your Deck to your hand. If this card battles a monster from the Extra Deck, its original ATK is doubled. If this card is destroyed, you can Special Summon a "Draco" monster from your Extra Deck and it gains this card's ATK. You can only activate each effect of "Hylement, the Dracoman of Elements" once per turn.

ATK/3500     DEF/3000

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  • 2 weeks later...

Overloader Recharge

Normal Spell

Shuffle any number of your banished "Overloaded" cards into your Deck, and if you do Special Summon 1 "Overloader" monster from your Deck with a level equal to the number of monster(s) Shuffled into the Deck by this card's effect. You can only activate "Overloader Recharge" once per turn.

 

Maximum Overloader

Normal Trap

Target 1 "Overloader" monster you control, Equip any number of "Overloader" monster(s) that are banished or in your GY to that card and if you do, you Cana have your opponent Send the same number of cards from their Extra Deck to the GY. You can only activate "Maximum Overloader" once per turn.

 

New Archetype!

 

Dealer at the El Royale

EARTH | Level 3 | Warrior | Effect

If you control no monster(s) or all monster(s) you control are level 3, you can Special Summon this card from your hand. When this card is Summoned, Flip a Coin, and if you do, activate the corresponding effect:

Heads: Send 1 card from your Deck to the GY.

Tails: Draw 1 card.

You can only activate each effect of "El Royale Dealer" once per turn.

1000/1600

 

Shuffler at the El Royale

EARTH | Level 3 | Warrior | Effect

If you control another "El Royale" monster, you can Special Summon this card from your hand or GY. You can only Special Summon "Shuffler at the El Royale" from the GY once per turn. When this card is Summoned, Flip a coin and if you do activate the corresponding effect:

Heads: Add 1 "El Royale" monster from your Deck to your hand.

Tails: Add 1 "El Royale" Spell/Trap to your hand.

You can only activate each effect of "El Royale Shuffler" once per turn.

1500/800

 

Slots at the El Royale

Normal Spell

Flip 3 coins, then activate the following effects in sequence equal to the number of Heads:

- 1: Add 1 "El Royale" monster from your Deck to your hand

- 2: Special Summon 1 "El Royal" monster from your hand.

- 3: Draw 2 cards.

You can only activate "El Royale Slots" once per turn.

 

Stacked Deck at the El Royale

Normal Trap

You can look at the Top 5 cards of your Deck, place them in any order. During the Main Phase (except the turn this card was activated), You can banish this card from your GY: You can look at the Top 5 cards of your opponent's deck and if you do place them in any order. You can only activate one effect of "Stacked Deck at the El Royale" per turn.

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