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Random Support ( For Archetypes )


Ultimagamer

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This was a bunch of support I thought of for all of these archetypes. 

Feel free to review any part of these you want ( you don't gotta review em all ) :D 

 

[spoiler=Genex]

Genex Base For The Allies

Spell - Field

 

All Machine-Type Monsters you control gain 200 ATK. During your Main Phase: you can target 1 “Genex” Monster you control; declare 1 Attribute. Until the end of this turn, the targeted Monster’s original Attribute becomes that Attribute while it’s face-up on the field. Once per turn: you can apply one of these effects.

  • Immediately after this effect resolves, you can Normal Summon 1 “Genex” Monster from your hand. If that Monster you would Summon is Level 5 or higher, it can be Normal Summoned without Tributing.

  • Special Summon up to 2 “Genex” Monsters from your hand.

 

Genex Creation

Spell - Normal

 

Add 1 “Genex” Monster from your Deck to your hand. You can only use this effect of “Genex Creation” once per turn. If you would Tribute Summon a Level 5 or higher “Genex” Monster from your hand while this card is in your GY, you can banish this card from your GY for up to 2 tributes for that Monster ( This Summon is still treated as a Tribute Summon, also it is treated as a Tribute Summon done by tributing a “Genex” Monster ).

 

 

Genex Blazing Engine

Level 5 / Fire / Pyro / Effect

2000 attack / 1300 defense


If you control a face-up “Genex” Monster, you can Special Summon this card from your hand or GY. You can only Special Summon “Genex Blazing Engine” once per turn this way. If this card is sent to the GY for the Synchro Summon of a Synchro Monster: you can add 1 “Genex” Monster from your GY or banished cards to your hand, except this card.


Genex Current

Level 3 / Water / Aqua / Effect

1200 attack / 600 defense


If this card is in your hand: you can send 1 “Genex” Monster from your Deck to your GY, except “Genex Current”; Special Summon this card from your hand. If this card is Special Summoned: you can target 1 “Genex” Monster in your GY, except a Monster that was sent to the GY previously during this turn by the effect of a “Genex Current”; Special Summon that Monster. You can only use each effect of “Genex Current” once per turn.


Genex Defender

Level 3 / Earth / Rock / Effect

1000 attack / 1900 defense


If a “Genex” card(s) you control would be destroyed ( by battle or card effect ) while this card is in your hand, you can send this card from your hand or face-up from your field to your GY instead. During either players Main Phase, if this card is in your GY: you can banish this card from your GY, then target 1 “Genex” Monster in your GY; Special Summon that Monster. You can only use this effect of “Genex Defender” once per turn.

 

 

[spoiler=Magical Musketeers]

Magical Musketeer - The Dealing Marksman

Link 2 / Light / Fiend / Link / Effect

Link Materials: 2 Fiend-Type Monsters

Link Markers: Bottom Left, Bottom Right

1900 attack

 

If this card is Link Summoned: you can target 1 “Magical Musketeer” Monster in your GY that has a Level; shuffle that Monster into your Deck, then Special Summon 1 “Magical Musketeer” Monster from your Deck with a different original Level from the returned Monster. You can only use this effect of “Magical Musketeer - The Dealing Marksman” once per turn. “Magical Musketeer” Monsters this card points to gain 500 ATK/DEF. Once per turn, during either players turn: you can target 1 other “Magical Musket” card you control and 1 face-up card your opponent controls; negate both cards effects until the end of the turn.

 

A New Musketeer Appears!

Spell - Quickplay

 

Add 1 “Magical Musketeer” Monster from your Deck to your hand. You can only use this effect of “A New Musketeer Appears!” once per turn. During your Main Phase, if this card is in your GY: you can shuffle this card from your GY into your Deck; immediately after this effect resolves, you can Normal Summon 1 “Magical Musketeer” Monster from your hand.

 

 

[spoiler=Ice Barriers]

Icefyre, Dragon of the Ice Barrier

Link 2 / Water / Dragon / Link / Effect

Link Materials: 2 WATER Monsters

Link Markers: Bottom Left, Bottom Right

1800 attack

 

If this card is Link Summoned: you can Special Summon up to 2 “Ice Barrier” Monsters from your hand and/or GY, but they cannot be used as Link Materials while they are face-up on the field. Once per turn: you can target 1 WATER Monster you control; either increase or decrease the Level of that Monster by 1 or 2. During either players turn: you can target 1 other “Ice Barrier” Monster you control; return that target to the hand, then Special Summon 1 “Ice Barrier” Monster with a different original Level from the returned Monster from your Deck. You can only use this effect of “Icefyre, Dragon of the Ice Barrier” once per turn.

 

Ice Barrier Ties

Spell - Normal

 

Pay 2000 LP and target 1 “Ice Barrier” Monster you control; Special Summon 2 “Ice Barrier” Monsters with different names whose names are different from the targeted Monster from your Deck. You cannot Special Summon Monsters for the rest of the turn after you activate this effect, except WATER Monsters. You can only activate 1 “Ice Barrier Ties” per turn.

 

Frozen Heart of the Ice Barrier

Trap - Normal

 

Target 1 “Ice Barrier” Monster in your GY; Special Summon that target to your field. If an “Ice Barrier” Monster leaves your field while this card is in your GY (quick effect): you can banish this card from your GY; Special Summon 1 “Ice Barrier” Monster from your hand or Deck with a different original name than that Monster. You can only use this effect of “Frozen Heart of the Ice Barrier” once per turn.

 

 

[spoiler=Magnet Warriors]

Tesla, the Super Charged Electromagna Warrior

Link 2 / Earth / Rock / Link / Effect

Link Materials: 2 Rock-Type Monsters

Link Markers: Bottom Left, Bottom Right

1900 attack

 

If this card is Link Summoned: you can Special Summon 1 “Magnet Warrior” Monster from your Deck to your field in face-up defense position, then you can add 1 Level 8 “Magna Warrior” Monster from your Deck or GY to your hand. The Summoned Monster cannot be used as Link Material. During your Main Phase: you can send 1 “Magnet Warrior” Monster from your Deck to your GY; Special Summon 1 Level 8 “Magna Warrior” Monster from your hand ignoring it’s Summoning Conditions. You can only 1  effect of “Tesla, The Electromagna Super Battle Warrior” per turn and only once that turn.

 

Magnet Production

Spell - Normal

 

Target 1 of your banished “Magnet Warrior” Monsters and 1 Rock-Type Monster in your GY; Special Summon both of them to your field in face-up defense position. You can only use this effect of “Magnet Production” once per turn. During your Main Phase, if this card is in your GY: you can banish this card from your GY, then target 1 “Magnet Warrior” Monster in your GY; add that target to your hand.

 

Magnet Fusion

Trap - Normal

 

Fusion Summon 1 “Imperion Magnum the Superconductive Battlebot” by sending the required Fusion Materials from your hand, field, and/or Deck to your GY. If an “Imperion Magnum the Superconductive Battlebot” you control leaves your field or is sent to your GY while this card is in your GY (quick effect): you can banish this card from your GY; Special Summon 1 “Valkyrion the Magna Warrior” and 1 “Berserkion the Electromagna Warrior” from your GY or banished cards ignoring their Summoning Conditions. You can only use this effect of “Magnet Fusion” once per duel.

 

 

[spoiler=Volcanics]

Volcanic Gun-Cano

Spell - Field

 

( This card is always treated as a “Blaze Accelerator” card ).

When this card is activated either while you control no Monsters or if you control a Pyro-Type Monster, you can add 1 “Volcanic” Monster or 1 “Blaze Accelerator” Spell/Trap card from your Deck or GY to your hand, except “Volcanic Gun-Cano”. You can only use this effect of “Volcanic Gun-Cano” once per turn. All Pyro-Type Monsters you control gain 300 ATK. Once per turn, if a “Blaze Accelerator” Spell/Trap card you control would send a Monster from your hand either to activate it’s effect or for it’s effect, you can send 1 “Volcanic” Monster from your Deck to the GY instead of from your hand.

 

Volcanic Backshot

Level 2 / Fire / Pyro / Effect

500 attack / 0 defense

 

If this card is sent to the GY: inflict 500 damage to your opponent. If this card is sent to the GY by the effect of a “Blaze Accelerator” card: You can send 2 “Volcanic Backshot” from your hand and/or Deck to the GY; destroy all Spell/Trap cards your opponent controls.

 

Volcanic Supply Squad

Trap - Continuous

 

( This card is always treated as a “Blaze Accelerator” card ).

If 2 or more Pyro-Type Monsters are sent to your GY at the same time: you can apply one of the following effects.

  • Draw 1 card.

  • Discard 1 random card from your opponent’s hand.

  • Shuffle 3 Pyro-Type Monsters from your GY and/or banished cards into your Deck; draw 1 card.

If this card is in your GY: you can target 1 of your banished Trap cards; place this card on the bottom of your Deck, then add that banished Trap card to your hand. You can only use this effect of “Volcanic Supply Squad” once per turn.

 

 

[spoiler=Numbers]

Ranking Through Time

Spell - Normal

 

Add 1 “Rank-Up-Magic” Card from your Deck to your hand, also for the rest of this turn after this effect resolves you cannot Special Summon “Number S” Monsters.

 

Number C11: Chaos Eye

Rank 8 / Dark / Spellcaster / Xyz / Effect

3 Level 8 Monsters

3000 attack / 2600 defense

 

While you control a Monster originally owned by your opponent, this card cannot be targeted by your opponent’s card effects. Once per turn: you can detach 1 Xyz Material from this card; take control of 1 Monster your opponent controls. This card cannot attack during the turn this effect was activated. If this card has an Xyz Monster as Xyz Material, this effect can be used during either players turn.

 

Number C81: Superdreadnought Rail Cannon Chaos Dora

Rank 11 / Earth / Machine / Xyz / Effect

3500 attack / 4500 defense

3 Level 11 Monsters

 

Once per turn, during either players turn, if your opponent activates a card or effect: you can detach 1 Xyz Material from this card; negate that activation or effect, and if you do, send that card to the GY, and if you do that, if this card has ( or had ) “Number 81: Superdreadnought Rail Cannon Super Dora” as an Xyz Material, apply this effect.

  • This card is unaffected by cards and effects until the end of the turn. 

 

Abraham’s Doom

Link 2 / Dark / Fiend / Link / Effect

Link Materials: 2 Level 1 Monsters

Link Markers: Bottom Left, Bottom Right

1000 attack


While this card points to an Xyz Monster, your opponent cannot target this card for attacks, or for card effects. Once per turn (quick effect): you can Special Summon 1 “Number 13: The Embodiment of Crime” or “Number 31: The Embodiment of Punishment” from your GY or Extra Deck, then you can attach up to 2 Level 1 Monsters from your hand or GY to that Monster as Xyz Materials. You can only use this effect of “Abraham’s Doom” once per turn. “Number” Xyz Monsters this card points to do not have to detach any Xyz Materials to activate their effects.

 

Number C32: Shark Drake Supreme

Rank 5 / Water / Sea-Serpent / Xyz / Effect

3200 attack / 3000 defense

5 Level 5 WATER Monsters


If this card is Xyz Summoned: negate the effects of all face-up Monsters your opponent controls, and if you do, reduce the ATK of those Monsters to 0. Apply this effect to all Monsters your opponent Summons for the rest of the turn after this turn after this effect resolves. If this card has “Number 32: Shark Drake” or “Number C32: Shark Drake Veiss” as Xyz Material, it gains the following effect.

  • If this card destroys an opponent’s Monster by battle: you can detach 1 Xyz Material from this card; Special Summon 1 Monster from either players GY to your field.


Rank-Up-Magic: Sea Emperor’s Power

Spell - Quickplay


Target 1 WATER Sea-Serpent-Type Xyz Monster you control; Special Summon 1 Monster from your Extra Deck with the same Type and Attribute as the targeted Monster by using that Monster as Xyz Material ( Xyz Materials the targeted Monster had are transferred over to the Summoned Monster ). If this card is in your GY: you can target 3 WATER Monsters that are banished and/or are in your GY; return all of them to the Deck, and if you do, add this card from your GY to your hand, then draw 1 card. You can only use this effect of “Rank-Up-Magic: Sea Emperor’s Power” once per turn.

 

 

[spoiler=Dark World]

Blu, Creator of Dark World

Link 2 / Dark / Fiend / Link / Effect

Link Materials: 2 DARK Monsters

Link Markers: Bottom Left, Bottom Right

1700 attack

 

If this card is Link Summoned: you can add 2 “Dark World” cards with different names from your Deck to your hand, then immediately after this effect resolves, discard 1 card. You can only use this effect of “Blu, Creator of Dark World” once per turn. “Dark World” Monsters that are discarded by your card effects are treated as if they were discarded by an opponent’s card effect instead.

 

Orran, Prince of Dark World

Level 5 / Dark / Fiend / Effect

2000 attack / 2000 defense

 

If this card is in your hand, you can discard 1 other “Dark World” card to Special Summon this card from your hand. If this card is Special Summoned by this effect, you can draw 1 card. Once per turn: you can target one of your banished “Dark World” cards; discard 1 card, and if you do, add that target to your hand. If this card is discarded by a card effect: you can Special Summon this card from your GY.

[spoiler=Darklord]

Darklord Beelzebub

Link 2 / Dark / Fiend / Link / Effect

Link Materials: 2 DARK Monsters

Link Markers: Bottom Left, Bottom Right

2000 attack

 

If this card is Link Summoned: you can target 1 “Darklord” Monster in your GY; Special Summon that target, then Special Summon from your Deck 1 “Darklord” Monster with a different Level from that Monster. You can only use this effect of ‘Darklord Beelzebub” once per turn. Once per turn: you can target 1 “Darklord” Monster you control; Special Summon 1 Xyz Monster from your Extra Deck whose Rank is the same as the Monster’s Level by using that Monster as an Xyz Material ( This is treated as an Xyz Summon ). After this effect resolves, you can attach 1 “Darklord” card from your hand or GY to that Monster as an Xyz Material.

 

Darklord Verrine

Level 2 / Dark / Fiend / Effect

500 attack / 200 defense

 

During either players turn, when your opponent activates a card or effect: you can send this card from your hand or face-up from your field to your GY along with 1 other “Darklord” card from your hand or face-up from your field; negate the activation or effect. If this card is in your GY: you can shuffle this card from your GY into your Deck; Special Summon 1 “Darklord” Monster from your hand. You can only use each effect of “Darklord Verrine” once per turn.

 

Torment of the Darklords

Spell - Normal

 

Take 1 “Darklord” card from your Deck, except “Torment of the Darklords” and send it to your GY. You can only activate 1 “Torment of the Darklords” per turn.

 

Knowledge of the Darklords

Trap - Normal

 

Send 1 “Darklord” Monster from your hand or face-up from your field to your GY; look at your opponent’s hand, then you can choose 1 card in it to send to the GY. You can only activate 1 “Knowledge of the Darklords” per turn.

 

Judgement of the Darklords

Trap - Counter

 

If your opponent activates a card or effect: send 1 “Darklord” Monster from your hand or face-up from your field to your GY; negate the activation or effect, then banish that card. You can only activate 1 “Judgement of the Darklords” per turn.

 

 

[spoiler=Toons]

Toon Stone of Wondrous Fun

Level 1 / Light / Dragon / Toon / Effect

0 attack / 0 defense

 

During your Main Phase: you can tribute this card; Special Summon 1 Toon Monster from your Deck, ignoring it’s Summoning Conditions. During your Main Phase, if this card is in your GY: you can apply one of these effects.

  • Target 1 other Toon Monster in your GY; shuffle that target into your Deck, then add this card from your GY to your hand.

  • You can banish this card from your GY, then target 1 Toon Monster in your GY; add that target to your hand.

You can only use each effect of “Toon Stone of Wondrous Fun” once per turn.

 

Blue-Eyes Alternative Toon Dragon

Level 8 / Light / Dragon / Toon / Effect

3000 attack / 2500 defense

 

Cannot attack the turn it is Summoned. While you control “Toon World” and your opponent controls no Toon Monsters, this card can attack your opponent directly. Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by revealing 1 other Toon Monster in your hand. Once per turn: you can destroy 1 Monster your opponent controls.

 

Red-Eyes Darkness Metal Toon Dragon

Level 10 / Dark / Dragon / Toon / Effect

2800 attack / 2500 defense

 

Cannot attack the turn it is Summoned. While you control “Toon World” and your opponent controls no Toon Monsters, this card can attack your opponent directly. Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by banishing 1 Toon Monster from your field face-down. Once per turn: you can apply one of these effects

  • Special Summon 1 Toon Monster from your GY, except “Red-Eyes Darkness Metal Toon Dragon”, ignoring it’s Summoning Conditions.

  • Target 1 of your banished cards; reveal it if it’s face-down. If that card is a Toon Monster, except “Red-Eyes Darkness Metal Toon Dragon”, Special Summon that Monster ignoring it’s Summoning Conditions.

 

Toon Card Trader

Spell - Continuous

 

This card’s name becomes “Toon World” while face-up on the field. While you control a face-up Toon Monster, this card cannot be targeted by your opponent’s card effects, also your opponent cannot destroy this card with card effects. Once per turn: you can apply one of these effects.

  • Shuffle 1 Toon Monster from your hand into your Deck to draw 2 cards.

  • Shuffle 1 Toon Monster from your GY into your Deck; draw 1 card.

  • Target 1 of your banished cards; reveal it if it’s face-down. If that card is a Toon Monster, shuffle it into your Deck, then draw 1 card.

 

 

[spoiler=Sky Striker]

Sky Striker Ace - Phantom Breath

Link 1 / Dark / Machine / Link / Effect

Link Material: 1 non-DARK “Sky Striker Ace” Monster

Link Marker: Bottom

1500 attack

 

If this card is Special Summoned: you can target 1 of your banished “Sky Striker” cards; add that target to your hand. Each time you activate a “Sky Striker” Spell card, inflict 100 damage to your opponent immediately after it resolves. You can only Special Summon “Sky Striker Ace - Phantom Breath”(s) once per turn.

 

Sky Striker Ace - Saving Light

Link 1 / Light / Machine / Link / Effect

Link Material: 1 non-LIGHT “Sky Striker Ace” Monster

Link Marker: Up

1500 attack

 

If this card is Special Summoned: you can target 1 “Sky Striker Ace” Link Monster in your GY; send this card to your GY, then Special Summon that card from your GY to an Extra Monster Zone. You can only Special Summon “Sky Striker Ace - Saving Light”(s) once per turn.

 

Sky Striker Maneuver - Saving Movements!

Spell - Normal

 

Shuffle 5 “Sky Striker” cards from your GY and/or banished cards into your Deck, then draw 1 card, then if you returned at least 3 Spell cards with different names to your Deck with this effect, you can draw an additional card.

 

 

[spoiler=Crystrons]

Crystron Carnel

Level 4 / Water / Machine / Tuner / Effect

500 attack / 500 defense

 

During your opponent’s Main Phase or Battle Phase: you can Special Summon 1 “Crystron” non-Tuner Monster from your Deck, but it has its effects negated, and if you do, immediately after this effect resolves, Synchro Summon 1 Machine-Type Synchro Monster by using only that Monster and this card. These Synchro Materials are returned to your hand instead of being sent to your GY. You can only use this effect of “Crystron Carnel” once per turn.

 

Crystron Return

Spell - Normal

 

Target 5 cards from any of the following cards that are banished or in your GY; shuffle them into the Deck, then draw 2 cards.

  • Machine-Type Synchro Monsters or Tuner Synchro Monsters.

  • “Crystron” Monsters.

  • “Crystron” Spell/Trap cards, or “Crystolic Potential”.

During your Main Phase, if this card is in your GY except during the turn this card was sent to your GY: you can banish this card from your GY, then target 1 “Crystron” Monster you control that has a Level; either increase or decrease that Monster’s Level by 1 or 2. You can only use each effect of “Crystron Return” once per turn.

 

True Crystronic Potential

Spell - Continuous

 

Once per turn: you can discard 1 “Crystron” card; add 1 “Crystron” Monster from your Deck to your hand. Once per turn, during either players turn, if you Special Summon a “Crystron” Monster from your Extra Deck: you can shuffle 1 card from your opponent’s hand, field, or GY into the Deck. During your Main Phase, if this card is in your GY, except during the turn this card was sent to the GY: you can banish this card from your GY, then target 1 of your banished “Crystron” cards, except this card; return that card to your Deck, then draw 1 card. You can only use each effect of “True Crystronic Potential” once per turn.

 

 

[spoiler=Battlin Boxer]

Battlin Boxer Support Crew

Level 4 / Fire / Warrior / Effect

1800 attack / 1000 defense

 

If this card is Normal or Special Summoned: you can Special Summon 1 “Battlin Boxer” Monster from your hand, then you can have both this Monster and the Summoned Monster either become Level 3 or Level 4. If this card is sent to the GY: you can add 1 “Battlin Boxer” Monster from your Deck to your hand. You can only use each effect of “Battlin Boxer Support Crew” once per turn.

 

Rank-Up-Magic: Battlers Force

Spell - Quickplay

 

( This card is always treated as a “Battlin Boxer” card )

Target 1 “Battlin Boxer” Xyz Monster you control; Special Summon 1 “Battlin Boxer” Xyz Monster with a different name from that Monster by using that Monster as an Xyz Material ( Xyz Materials attached to that Monster become attached to the Summoned Monster ), then attach this card to that Monster as an Xyz Material. If this card is in your GY: you can target 1 “Battlin Boxer” Monster in your GY; return that Monster to your Deck, then add this card from your GY to your hand. You can only use this effect of “Rank-Up-Magic: Battlers Force” once per turn.

 

Battlin Boxer Arena Fight

Spell - Field

 

When this card is activated, you can add 1 “Battlin Boxer” Monster from your Deck to your hand. You can only use this effect of “Battlin Boxer Arena Fight” once per turn. Your opponent cannot target “Battlin Boxer” Monsters you control with card effects, except for Xyz Monsters. Once per turn, if a “Battlin Boxer” Monster you control is sent to your GY: you can Special Summon that Monster to your field in face-up defense position or add it to your hand.

[spoiler=Watt]

WattDog

Level 3 / Light / Thunder / Tuner / Effect

800 attack / 700 defense


This card can be treated as a Level 4 Monster for the Synchro Summon of a Thunder-Type Synchro Monster. If this card inflicts damage to your opponent by a direct attack: you can Special Summon 1 “Watt” Synchro Monster from your Extra Deck ignoring it’s Summoning Conditions ( This Summon is treated as a Synchro Summon ).


WattRhino

Level 4 / Light / Thunder / Effect

1100 attack / 1000 defense


This card can attack your opponent directly. When this card inflicts damage to your opponent: you can Special Summon 1 “Watt” Monster from your hand or GY.


WattDragon

Level 8 / Light / Thunder / Synchro / Effect

2000 attack / 1500 defense

1 “Watt” Tuner + 1+ non-Tuner Thunder-Type Monsters


Must first be Synchro Summoned. Cannot be destroyed by battle, also this card is unaffected by the effects of other effect Monsters. If this card destroys an opponent’s Monster by battle or inflicts battle damage to your opponent: you can shuffle 1 card from your opponent's hand, field, GY, or banished cards into their Deck.


Watt’s Up?

Spell - Quickplay


Send 1 “Watt” Monster from your Deck to your GY, then target 1 Thunder-Type Monster you control; the targeted Monster gains 500 ATK for each Level of the sent Monster, also it can attack all Monsters your opponent controls once each. You cannot attack with Monsters for the rest of the turn after you activate this effect, except Thunder-Type Monsters. You can only activate 1 “Watt’s Up?” per turn.


Wattch Out!

Spell - Quickplay


Target 1 “Watt” Monster you control; return that target to your hand, then Special Summon 1 “Watt” Monster from your Deck with a different name from the returned Monster. The Summoned Monster can attack directly during this turn. You cannot Special Summon Monsters for the rest of this turn after this effect resolves, except Thunder-Type Monsters. You can only activate 1 “Wattch Out!” per turn.

[spoiler=Gimmick Puppet]

Gimmick Puppet Scarecrow

Level 4 / Dark / Machine / Effect

1500 attack / 1000 defense


If this card is in your hand or GY: you can target 1 face-up “Gimmick Puppet” Monster you control; Special Summon this card to your field, then you can have both Monster’s Levels become equal to the combined Levels of both Monsters. You can only use this effect of “Gimmick Puppet Scarecrow” once per turn.


Gimmick Puppet Princess

Level 8 / Dark / Machine / Effect

0 attack / 0 defense


Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If this card is in your hand: you can banish 1 “Gimmick Puppet” Monster from your GY; Special Summon this card from your hand. If this card is detached from an Xyz Monster and sent to your GY: you can add 1 Spell/Trap card from your Deck to your hand that works with “Gimmick Puppet” Monsters. You can only use each effect of “Gimmick Puppet Princess” once per turn.


Gimmick Puppet Puppeteer

Link 2 / Dark / Machine / Link / Effect

Link Materials: 2 DARK Monsters

Link Markers: Bottom Left, Bottom Right

1000 attack


If this card is Link Summoned: you cannot Special Summon Monsters from your Extra Deck for the rest of this turn, except DARK Xyz Monsters, also Special Summon any number of your banished “Gimmick Puppet” Monsters to your field in face-up defense position. Once per turn: you can banish 1 “Gimmick Puppet” Monster from your GY; set 1 “Rank-Up-Magic” Spell card from your Deck to your field ( If that card is a Quickplay Spell card, it can be activated during the turn it was set ). You can only use each effect of “Gimmick Puppet Puppeteer” once per turn.


Rank-Up-Magic: Puppeteer’s Power

Spell - Quickplay


Target 1 “Gimmick Puppet” Monster you control; Xyz Summon 1 “Gimmick Puppet” Xyz Monster with a different name from that Monster from your Extra Deck by using that Monster as Xyz Material ( Xyz Materials attached to that Monster are transferred over to the Summoned Monster ). If this card is in your GY: you can target 1 of your banished “Gimmick Puppet” Monsters; shuffle this card into the Deck, then add that Monster to your hand. You can only use this effect of “Rank-Up-Magic: Puppeteer’s Power” once per turn.


Gimmick Draw

Spell - Normal


Send 1 “Gimmick Puppet” Monster from your hand or face-up from your field to your GY to draw 2 cards, then you can send 1 “Gimmick Puppet” Monster from your Deck to your GY. You can only activate 1 “Gimmick Draw” per turn.


Gimmick Puppet Renewal

Spell - Normal


Target 1 “Number C” “Gimmick Puppet” Xyz Monster in your GY, 1 “Gimmick Puppet Xyz Monster with a different rank from that Monster in your GY, and 2 “Gimmick Puppet” Monsters with different Levels that are either banished and/or are in your GY; Special Summon the first target to your field, then attach all of the other targets to that Summoned Monster as Xyz Materials ( This Summon is treated as an Xyz Summon ).

[spoiler=Paleozoic]

The Paleozoic Frog

Link 2 / Water / Aqua / Link / Effect

Link Materials: 2 Aqua-Type Monsters

Link Markers: Bottom Left, Bottom Right

2200 attack


If this card is Link Summoned using a “Paleozoic” card as Link Material, it gains the following effect - Once per turn, during either players turn: you can set 1 “Paleozoic” Trap card from your GY or banished cards to your field ( That set card can be activated during the turn it was set ). If this card is Link Summoned using a “Frog” Monster or a “Toad” monster as Link Material, it gains the following effect. - Once per turn: you can discard 1 card; Special Summon 1 “Frog” Monster or “Toad” monster from your Deck. You can only use each effect of “The Paleozoic Frog” once per turn.


Paleozoic Engineer

Level 2 / Water / Aqua / Effect

1200 attack / 0 defense


If this card is Normal or Special Summoned while you control another face-up Aqua-Type Monster: you can set 1 “Paleozoic” Trap card directly from your Deck to your field ( The set card can be activated during the turn it was set ). If this card is sent to your GY: you can target 1 of your banished Level 2 or lower Aqua-Type Monsters; Special Summon that Monster to your field. You can only use 1 effect of “Paleozoic Engineer” per turn, and only once that turn.


The Paleozoic Labs

Trap - Continuous


Once per turn: you can target 1 “Paleozoic” Trap card in your GY; Special Summon that card to your field as a Normal Monster (Aqua-Type/WATER/Level 2/ATK: 1200/DEF: 0). (That card is NOT treated as a Trap Card). That card is unaffected by Monster effects, also banish it when it leaves the field. If this card is sent to your GY: you can banish this card from your GY; add 1 Level 2 or lower Aqua-Type Monster Monster from your Deck to your hand. You can only use each effect of “The Paleozoic Labs” once per turn.


Paleozoic Archegonia

Trap - Normal


Target 1 face-up Monster your opponent controls; Negate the effects of that Monster while it remains face-up on the field until the end of the turn. Once per Chain, when a Trap Card is activated while this card is in your GY: You can 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). This card is unaffected by Monster effects, also banish it when it leaves the field.

[spoiler=Ghostrick]

Ghostrick Spirit

Link 1 / Dark / Fiend / Link / Effect

Link Material: 1 “Ghostrick” Monster

Link Marker: Bottom

800 attack


This card’s Link Summon can also be done by using 1 “Ghostrick” Monster in your hand as Link Material. While all of the face-up Monsters you control are “Ghostrick” Monsters, your opponent cannot target Monsters you control for attacks, but this does not prevent your opponent from attacking you directly. “Ghostrick” card effects that would change the battle positions of your opponent’s Monsters can affect their Link Monsters. A Link Monster(s) that would have it’s battle position changed by the effect of a “Ghostrick” card is banished face-down instead.


Ghostrick Dracula

Link 2 / Dark / Fiend / Link / Effect

Link Materials: 2 “Ghostrick” Monsters

Link Markers: Bottom Left, Bottom Right

1600 attack


While all of the face-up Monsters you control are “Ghostrick” Monsters, your opponent cannot target Monsters you control for attacks, but this does not prevent your opponent from attacking you directly. “Ghostrick” card effects that would change the battle positions of your opponent’s Monsters can affect their Link Monsters. A Link Monster(s) that would have it’s battle position changed by the effect of a “Ghostrick” card is banished face-down instead. “Ghostrick” Xyz Monsters can be Summoned using 1 less Xyz Material, but that Xyz Material must be a “Ghostrick” Monster with the correct Level.


Ghostrick Gobbler

Level 1 / Dark / Fiend / Effect

200 attack / 100 defense


Cannot be Normal Summoned unless you control a “Ghostrick” Monster. Once per turn: you can change this card to face-down defense position. If your opponent Normal or Special Summons a Monster(s) while this card is in your hand: you can Special Summon this card from your hand in face-down defense position, then you can take 1 “Ghostrick” Monster from your Deck, except “Ghostrick Gobbler” and either add it to your hand or Special Summon it in face-down defense position.


Ghostrick Zombie

Level 3 / Dark / Zombie / Effect

1400 attack / 0 defense


Cannot be Normal Summoned unless you control a “Ghostrick” Monster. Once per turn: you can change this card to face-down defense position. If this card is flipped face-up: you can add 1 “Ghostrick” card from your GY to your hand, except “Ghostrick Zombie”.


Ghostrick Plan

Trap - Continuous


Your opponent cannot activate cards or effects in response to the effects of “Ghostrick” Monsters in your hand, also the effects of “Ghostrick” Monsters you control cannot be negated. Once per turn: you can target 3 “Ghostrick” cards in your GY, except “Ghostrick Plan”; shuffle all of them into the Deck, then draw 1 card.

[spoiler=Impcantation]

Impcantation Wandrobe

Level 2 / Dark / Psychic / Effect

0 attack / 0 defense


You can reveal this card along with 1 Ritual Spell card in your hand; Special Summon this card, then Special Summon 1 “Impcantation” Monster from your Deck, except “Impcantation Wandrobe”. If this card is Special Summoned from the Deck: you can target 1 of your banished Ritual Monsters; add that target to your hand. You can only use 1 effect of “Impcantation Wandrobe” per turn, and only once that turn.


Wording - Wand + Wardrobe


Impcantation Broomshroom

Level 7 / Dark / Fiend / Effect

0 attack / 0 defense


You can reveal this card along with 1 Ritual Monster in your hand; Special Summon this card, then Special Summon 1 “Impcantation” Monster from your Deck, except “Impcantation Broomshroom”. If this card is Special Summoned from the Deck: you can target 1 of your banished Ritual Spell cards; add that target to your hand. You can only use 1 effect of “Impcantation Broomshroom” per turn, and only once that turn.


Wording - Broom + Mushroom


Impcantation Slugtion

Level 7 / Dark / Fiend / Ritual / Effect

2500 attack / 2000 defense


If this card is in your hand: you can target 1 non-Ritual “Impcantation” Monster that is either banished or in your GY; discard 1 card, and if you do, apply that card’s effect when it’s Special Summoned from the Deck as this card’s effect, then add that card from your GY or banished cards to your hand. During either players turn: you can discard 1 “Impcantation” Monster, Ritual Monster, or Ritual Spell card to draw 1 card. You can only use 1 effect of “Impcantation Slugtion” per turn, and only once that turn.


Wording - Slug + Potion


Impcantation Powered Comeback

Spell - Ritual


Ritual Summon 1 Ritual Monster from your GY by tributing “Impcantation” Monsters you control and/or are in your hand whose total Levels are greater than or equal to the Level of the Monster you want to Ritual Summon. During your Main Phase, if this card is in your GY: you can banish this card from your GY, then target 5 “Impcantation” cards in your GY; shuffle all of them into the Deck, then draw 2 cards. You can only use this effect of “Impcantation Powered Comeback” once per turn.

[spoiler=Worm]

Worm Scout

Level 2 / Light / Reptile / Effect

700 attack / 1000 defense


FLIP: Look at all Set cards your opponent controls and all cards in your opponent’s hand. During either players turn, when your opponent activates a card or effect while you control a face-down defense position Monster: you can send this card from your hand or face-up from your field to your GY; change 1 face-down defense position Monster you control face-up, then if that Monster is a Reptile-Type “Worm” Monster, negate that effect, then destroy that card. You can only use this effect of “Worm Scout” once per turn.


Worm Soldier

Level 4 / Light  Reptile / Effect

1700 attack / 1800 defense


FLIP: Target 1 Monster your opponent controls; destroy it. If this card is sent to your GY: you can target up to 2 Reptile-Type “Worm” Monsters in your GY, except “Worm Soldier”; Special Summon those targets in face-down defense position ignoring their Summoning Conditions. You can only use this effect of “Worm Soldier” once per turn.


Worm Leader

Level 4 / Light / Reptile / Effect

1800 attack / 2000 defense


FLIP: Set 1 “Nebula Meteorite” Trap card directly from your Deck or GY to your field ( That set card can be activated during this turn ). If this card is banished by the effect of a “Worm” card: You can Special Summon this card to your field in face-down defense position. You can only use this effect of “Worm Leader” once per turn.


Worm Commando

Level 6 / Light / Reptile / Effect

2500 attack / 2500 defense


FLIP: Return all Monsters your opponent controls to the hand. You can Special Summon this card from your hand by banishing 1 Reptile-Type “Worm” Monster from your GY. During your Main Phase: you can change this card to face-down defense position. If this card is banished: you can add 1 “Worm” card from your Deck to your hand, except “Worm Commando”. You can only use this effect of “Worm Commando” once per turn.


Worm Zero X

Level 10 / Light / Reptile / Fusion / Effect

? attack / ? defense

2+ Reptile-Type “Worm” Monsters with different names


This card gains 500 ATK x the number of Fusion Materials that were used for this card’s Fusion Summon. This card gains the following effects depending on the number of Fusion Materials used for this card’s Fusion Summon.

2+ Once per turn: you can target 1 Reptile-Type “Worm” Monster that is either banished or in your GY: either add it to your hand or Special Summon it to your field either face-up or in face-down defense position.

4+ You can banish 1 Reptile-Type “Worm” Monster from your GY; destroy all Spell/Trap cards your opponent controls.

6+ This card is unaffected by your opponent’s card effects.


Worm World

Spell - Field


When this card is activated: You can send 1 card from your hand to the GY to Special Summon 1 Reptile-Type “Worm” Monster from your Deck either face-up or in face-down defense position ignoring it’s Summoning Conditions. You cannot Special Summon Monsters for the rest of this turn after this effect resolves, except Reptile-Type Monsters. You can only use this effect of “Worm World” once per turn. Up to 3 times each turn: you can target 1 Set Monster you control; change that Monster face-up, also negate it’s effects if that Monster is not a Reptile-Type “Worm” Monster.


Worm Fusion

Spell - Normal


Fusion Summon 1 “Worm” Fusion Monster by sending the required Fusion Materials from your hand and/or field to the GY. You can also use up to 6 Reptile-Type “Worm” Monsters in your Deck as Fusion Materials. During your Main Phase: you can banish this card from your GY; Fusion Summon 1 “Worm” Fusion Monster by banishing the required Fusion Materials from your field and/or from your GY. You can only use each effect of “Worm Fusion” once per turn.


X Nebula Meteorite

Trap - Normal


If you control a Set Monster: Special Summon 1 Reptile-Type “Worm” Monster from your Deck in face-down defense position ignoring it’s Summoning Conditions. During the Main Phase, except during the turn this card was sent to the GY: you can shuffle this card from your GY into your Deck, then target 1 face-up Reptile-Type “Worm” Monster and 1 Monster your opponent controls; set the first Target, then return the second Target to the hand. You can only use each effect of “X Nebula Meteorite” once per turn.

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****Prepares for ultimate review post*****


I am only going to cover the archetypes I know; as I want to be able to give a 100% constructive opinion and i cant do that if I dont hagve a clue what I am talking about!


Genex:

Base For The Allies: Like the first add on effect, allows you to make multiple combos with genex army and set up for a synchro summon by controlling attribute. however to balance this slightly I would add that you have to have a face up genex monster to activate the effect. for the second effect I would simply add either destroy/ banish or return them to your hand at the end phase. Overall this card will fit nicely speeding up synchros and loading the field for potential xyz, link or synchro summons! I would be buzzing if you could add a link monster (even if its just a link 1 with genex controller somewhere as the material!


Genex Creation: nailed it!!!! 10/10 perfect effect for the archetype.


Ice barrier

Icefyre, Dragon of the Ice Barrier: Nice set up support. the first effect is perfect, not allowing to pull from deck balences out that effect. Like the level modification effect, you can pul back a tuner / non tuner (from the speical summon effect|) and be able to set up for a synchro monster of your choosing.


Ice barrier ties: from what it looks like a type specific bretheren. I like the fact that you have limited to water special summons but I would make it more specific and say ice barrier monsters as you have a free summon into whatever you like that can attack. also there is no limit to levels, being able to pop the higher leveled monsters effects for free might also make this card slightly over powered.


Frozen Heart of the Ice Barrier: I like this card, not to over powered but allows field protection and also swarming possibilities if you were to special summon using the ice barrier monster that you special summoned. I would potentially add equal or lower level than the monster originally special summoned so that it is nt overpowered.


volcanics:

Volcanic Gun-Cano: nailed it with this one! burning hand resources was quite often an issue with volcanics back in the day! like the fact you can pull any card you need and also potentially pull a tri blaze, use the field spell as its summoning condition and bring doom fire straight out!


Volcanic Backshot: nice again! it seems like the right time for an addition like this! combined with the field spell and recharge you can cycle back row destruction and monster destruction giving you a nice control variant, while inflicting life point damage!


Volcanic Supply Squad: this would be slightly OP with backshot, not only would you be wiping a monster, all their back row and inflicting life points you could potentially be drawing 2 cards while doing so. the bottom effect is fine but I would change the top one to something like add one volcanic monster from your deck to your hand.


dark world:

Blu, Creator of Dark World: nailed it again! the effect is in my opinion definitely balanced. yes it could wipe out all spell traps or monsters but that effect can probably be easily negated. you are also pulling what you want as well and keeping resources in hand. it also acts as an agent to discard cards which sometimes darkworld suffer with!


Orran, Prince of Dark World: this card is perfect, acts as a recycle and swarm mechanism. I would amend the effect of returning a banished card to shuffle it into the deck and draw one card as you can pull exactly what you wanted, swarm upto 3 monsters with this cards effect and pop what ever spell trap you just got back from the graveyard. at least shuffling into your deck slows down the combo ever so slightly. if you go second you can cause mass field destruction and swarm which would be monstrously over powered.


A Treaty in the Dark Word: 3 for 2 (draw 2 and add this back to the hand) for 2 discards that actually help this deck. I think this is a very over powered draw engine and catalyst. I would potentially change it to draw 1 discard 1 if you can keep recycling it back to your hand.



Toons:

Toon Stone of Wondrous Fun: really like this effect and it has been kept balanced. I might even add that toon monsters special summoned by this effect can attack directly the turn they are special summoned!


Blue-Eyes Alternative Toon Dragon: would definitely look forward to seeing the art on this one if it was ever made IRL hahah! I would change the summoning effect to by discarding one toon monster, at the end of the day your special summoning a high atk monster effectively for free that can destroy a card (yes it cant attack the turn its summoned but you know there would be a way of abusing this cards effect if there was no draw back to summoning it!)

Red-Eyes Darkness Metal Toon Dragon: pretty much the summoning conditions I was going with regarding blue eyes! I do think this card is slightly over powered, being able to special summon any toon then nothing stating blocking its special summoned effect could allow for high swarm (correct me if i am wrong but it could summon itself which could allow quick summons of high rank xyz monsters??)


Toon Card Trader: the fact your opponent cant target it while you control a toon monster makes me worry that getting a +1 each turn while this card is untouchable will be over powered as anything. from the support you have made swarming the field with high atk and decent effect toon monsters will be easy to be able to recycle while this card is treated as toon world makes it a scary ask for any player to come against! like the concept but I think recycling your resources that easily while this card is protected is over powered! (if you disagree please let me know :) )



Thats all the archetypes here I think I know enough about to make constructive criticism on!



I like the concepts of all the cards I have read, if you disagree with anything I say feel free to respond; I am no expert and if you explain it in a way I understand you will probably change my opinion!



Overall good stuff!



~MK

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  • 4 weeks later...

Time for some LONG overdue edits and additions! 

 

Changes to pre-existing cards 

 

Volcanic Supply Squad 

- Effect to draw now only draws 1 card 

 

A Treaty in Dark World 

- Removed 

 

Red-Eyes Darkness Metal Toon Dragon 

- Both effects can no longer special summon himself 

 

Additions to Old Catagories! 

 

Number Cards ( 3 cards ) 

 

New Catagories! 

 

Watts ( 5 cards ) 

 

Gimmick Puppets ( 6 cards ) 

 

Paleozoics ( 4 cards ) 

 

Ghostricks ( 5 cards ) 

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  • 2 weeks later...

Dark World

 

Blu, Creator of Dark World: I think the second effect is a little bit OP, because the second effect of the dark world archetype are really strong. What if we change his link arrows (Top and Bottom instead), and change the second effect for "Once per Turn (Quick Effect): You can target 1 face-up monster this card points to; return that target to the hand, and if you do, discard 1 card". If we add "Ceruli, Guru of The Dark World" and another Dark World monster with the first effect and then discard ceruli (and Special Summon on the top of Blu), we can activate the second effect of 1 dark world (the second DW that we add for example) for the ceruli effect, end then, with the second effect, we can return and discard Ceruli again.

 

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