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Legendary Duelist Pack Game


Perry Ellis.

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Ancient Gear Bishop

4/EARTH/Machine/500/1900

You can send 1 "Ancient Gear" monster from your Deck to the GY, except "Ancient Gear Bishop"; inflict 500 damage to your opponent. Your opponent cannot activate Spells/Traps in response to this effect's activation. If this card is sent to the GY as Fusion Material for the Fusion Summon of an "Ancient Gear" monster: You can target 1 "Ancient Gear" monster in your GY, except "Ancient Gear Bishop"; Special Summon it. You can only use each effect of "Ancient Gear Bishop" once per turn.

 

Ancient Gear King

6/EARTH/Machine/2200/500

If this card is Special Summoned by the effect of an "Ancient Gear" monster: You can target 1 face-up opponent's monster; take control of it while you control this card. While you control a Fusion Monster, your opponent cannot target this card for attacks or with card effects. If a monster you control attacks, your opponent cannot activate cards or effects until the end of the Damage Step. You can only control 1 "Ancient Gear King".

 

Ancient Gear Destroyer

9/DARK/Machine/Fusion/3500/1000

2 "Ancient Gear" monsters + 1 monster

Each time your opponent activates a Spell/Trap Card, inflict 500 damage to them immediately after it resolves. When this card declares an attack: You can activate this effect; make your opponent send 1 monster they control to the GY. Your opponent cannot activate cards or effects in response to this effect's activation. If this Fusion Summoned card you control is destroyed by a card effect: You can Special Summon 1 "Ancient Gear" monster from your hand or Deck.

 

Ancient Gear City

Field Spell

You can target 1 other "Ancient Gear" card you control and 1 Set card on the field; destroy them. If a card in your Spell/Trap Zone is sent to the GY by a card effect: You can add 1 "Polymerization" from your Deck or GY to your hand. If a monster you control is sent to the GY by a card effect: You can add 1 "Ancient Gear" monster from your GY to your hand. You can only use each effect of "Ancient Gear City" once per turn.

 

Immortal Game

Continuous Trap

Activate when an "Ancient Gear" Fusion Monster you control is destroyed. When you take damage: Gain 2000 LP. You can send this face-up card to the GY; add 1 "Ancient Gear" card from your Deck to your hand. You can only use each effect of "Immortal Game" once per turn.

 

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Yami Alexander (Reshef the Dark Being/Seven Armed Fiend/Chaos Fiends)

Kagemaru (Sacred Beasts)

Sayer (EARTH Psychic Synchros)

Mr. Heartland (Infection Insects)

Lightning (Armatos Legio)

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Acolyte of the Sacred Beasts
DARK/Spellcaster/Effect/Level 1/400 ATK/400 DEF
During your Main Phase: You can Tribute this card, then reveal 1 non-DIVINE Level 10 monster in your hand; Special Summon 3 Fiend monsters from your Deck to your side of the field, but their ATK and DEF become 0, also their effects are negated, then apply 1 of these effects, based on the revealed card.
● "Uria, Lord of Searing Flames": Place the monsters Special Summoned by this card's effect face-up into your Spell & Trap Card Zone as Continuous Trap Cards, then send up to 4 Continuous Traps with different names from your Deck to your GY.
● "Hamon, Lord of Striking Thunder": Place the monsters Special Summoned by this card's effect face-up into your Spell & Trap Card Zone as Continuous Spell Cards.
● "Raviel, Lord of Phantasms": Activate 1 "Fallen Paradise" directly from your Deck.
● A Level 10 monster: Add 1 Level 10 monster with a different name from your Deck or GY to your hand.
You cannot Special Summon monsters, except Level 10 monsters, for the rest of the turn after you activate this effect. You can only use this effect of "Acolyte of the Sacred Beasts" once per turn.
 

Wicked Idol of Phantasms
DARK/Fiend/Effect/Level 10/2000 ATK/2000 DEF
During your Main Phase: You can reveal 1 "Armityle, the Chaos Phantom" in your Extra Deck; Special Summon this card (from your hand), and if you do, add 1 "Wicked Idol" card, except "Wicked Idol of Phantasms", from your Deck to your hand. You can only Special Summon "Wicked Idol of Phantasms" once per turn this way. If this card is Normal or Special Summoned while you control no other monsters: You can Special Summon 2 Fiend monsters with different names from your Deck, except "Wicked Idol of Phantasms", but their ATK and DEF become 0, also their effects are negated, and they are destroyed during the End Phase, and if you do, add 1 "Raviel, Lord of Phantasms" from your Deck or GY to your hand. You cannot Special Summon monsters, except Level 10 monsters, for the rest of the turn after you use this effect. You can only use this effect of "Wicked Idol of Phantasms" once per turn. A "Raviel, Lord of Phantasms" Special Summoned by Tributing this card gains this effect.
● If you would Tribute a monster to activate its effect, you can Tribute 1 monster your opponent controls, even though you do not control it.

Blasphemous Fusion
Spell/Quick-Play
Fusion Summon 1 Fusion Monster from your Extra Deck, using Level 10 monsters with different names from your hand or field as Fusion Materials. If your opponent controls a monster that was Special Summoned from the Extra Deck, and you do not, you can also use up to 2 Level 10 monsters in your Deck and/or Extra Deck as Fusion Material. A Fusion Monster Fusion Summoned by this card gains the following effects, based on the Fusion Materials used.
● "Uria, Lord of Searing Flames": Unaffected by your opponent's Trap Cards and effects, also possession of it cannot switch. Once per turn: You can target 1 card on the field; destroy it.
● "Hamon, Lord of Striking Thunder": Unaffected by your opponent's Spell Cards and effects, also monsters your opponent controls cannot attack, except to attack it.
● "Raviel, Lord of Phantasms": Unaffected by your opponent's Monster Cards and effects, also it cannot be Tributed. You can activate its effects as Quick Effects.
You can only activate 1 "Blasphemous Fusion" per turn.

Wicked Idol of Striking Thunder
Spell/Continuous
If this card is activated while you control no other Continuous Spell Cards: You can activate 2 Continuous Spell Cards with different names, except "Wicked Idol of Striking Thunder", directly from your Deck, but their effects are negated, also they are destroyed during the End Phase, and if you do, add 1 "Hamon, Lord of Striking Thunder" from your Deck or GY to your hand. During your Main Phase: You can reveal 1 "Armityle the Chaos Phantom" in your Extra Deck; add 1 "Wicked Idol" card from your Deck to your hand, except "Wicked Idol of Striking Thunder". You can only use this effect of "Wicked Idol of Striking Thunder" once per turn. You cannot Special Summon monsters, except Level 10 monsters, during the turn you activate this card. A "Hamon, Lord of Striking Thunder" Special Summoned by sending this card to the GY gains this effect.
● All monsters your opponent controls must attack, if able. If this card battles an opponent's monster, any battle damage this card inflicts to your opponent is doubled.

Wicked Idol of Searing Flames
Trap/Continuous
If this card is activated while you control no other Continuous Trap Cards: You can Set 2 Continuous Trap Cards with different names, except "Wicked Idol of Striking Thunder", directly from your Deck, and they can be activated this turn, but, when they are activated, their effects are negated, also they are destroyed during the End Phase of the turn they are activated, and if you do, add 1 "Uria, Lord of Searing Flames" from your Deck or GY to your hand. During your Main Phase: You can reveal 1 "Armityle the Chaos Phantom" in your Extra Deck; add 1 "Wicked Idol" card from your Deck to your hand, except "Wicked Idol of Searing Flames". You can only use this effect of "Wicked Idol of Searing Flames" once per turn. You cannot Special Summon monsters, except Level 10 monsters, during the turn you activate this card. A "Uria, Lord of Searing Flames" Special Summoned by sending this card to the GY gains this effect.
● You can activate its effects as Quick Effects. Once per turn: You can send 1 Continuous Trap from your Deck to the GY to target 1 face-up card on the field; negate its effects until the end of the turn.

Next:
Yami Alexander/Sol Chevalsky (Reshef the Dark Being)
Sayer (Psychic Synchros)
Mr. Heartland (Infection Insects)
Lightning (Armatos Legio)

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A truly Supreme AI

Gonna establish this now, they are ALL LIGHT CYBERSE MONSTERS

 

 

Armatos Legio Magica Alcum

“Armatos Legio” link monsters linked to this card cannot be destroyed by card effects. When this card is normal summoned to a linked zone, send all linked spell and trap cards you control the GY, then send an equal number of cards your opponent controls to the GY.

4*/0/1600

Armatos Legio Pilum

If this Linked card is sent to the GY, target 1 “Armatos Legio” Link monster that was linked to this card, draw cards equal to that monsters link rating.You can only use the effect of “Armatos Legio Pilum“ once per turn.

1*/300/600

Armatos Legio Hamo

If this linked card is sent to the GY, all “Armatos Legio” monsters that were linked to this card gain 1000 ATK. You can only use the effect of “Armatos Legio Hamo“ once per turn.

2*/200/1400

 

LINKS

Armatos Legio Optio

LEFT

1 Level 4 or higher “Armatos Legio” monster

If this card is co-linked all “Armatos Legio” monsters you control gain 300 ATK. Once per turn (Quick effect); you can target 1 Level 4 or lower “Armatos Legio” monster in your GY, replace this effect with that monsters effects until the end phase. You can only control 1 “Armatos Legio Optio”.

1000

Armatos Legio Tesserarius

RIGHT

1 Level 4 or higher “Armatos Legio” monster

If this card is co-linked draw 2 cards instead of 1 during your draw phase. Once per turn (Quick effect); you can send 1 Level 4 or lower “Armatos Legio” monster from your deck to the GY. You can only control 1 “Armatos Legio Tesserarius”.

1000

Armatos Legio Supremus Emporus

TOP LEFT/TOP RIGHT/LEFT/RIGHT/BOTTOM

3+ "Armatos Legio" monster

If this card is link summoned and is now co-linked, add a number of spell cards, from your deck to your hand up to the number of monsters co linked to this card. If you control a monster that is not an "Armatos Legio" monster, banish all cards you control. The effects of an "Armatos Legio" link monster, that would apply when linked to an "Armatos Legio" monster apply to all "Armatos Legio" Link monsters you control. Monsters your opponent controls that this monster points to have their effects negated.

3500

 

SPELLS

Armatos Spear

Quick-play spell

If you control no link monsters and your opponent controls 2 or more monsters summoned from the extra deck, reveal 1 “Armatos Legio” link monster from your extra deck, send “Armatos Legio” monsters from your deck to the GY equal to that monsters link rating, draw the same amount of cards from your deck, then special summon the revealed monster to a zone on either player's field that a link monster points to. You can only activate 1 “Armatos Spear” per turn.

Armatos Morale

Normal Spell

Gain 500 LP for every linked “Armatos Legio” monster on the field. If an “Armatos Legio” monster you control would be destroyed by battle or card effect, you can shuffle this card from your GY into the deck instead. You can only use each effect of “Armatos Morale” once per turn.

Judgment Gauntlet

Normal Spell

Destroy 1 “Armatos Legio” link monster on the field, then negate the effects of all link monsters your opponent controls with a lower link rating. During your main phase, except the turn this card was sent to the GY, you can banish this card from your GY, target 1 spell or trap card in your GY, add it to your hand then shuffle all other spell and trap cards in your GY into the deck. You can only activate 1 effect of “Judgement Gauntlet” per turn and only once per turn.

Armatos Launcher
Continuous Spell
(Quick Effect); you can special summon 1 "Armatos Legio" monster from your GY, to a zone a Link monster points to in defence position. If an "Armatos Legio" monster is Link summoned, draw 2 cards. You can only use each effect of "Armatos Launcher" Once per turn.
Armatos Loop
Continuous Spell
While you control an "Armatos Legio" Link monster you take no effect damage. Once per turn, you can tribute 1 "Armatos Legio" monster draw 2 cards, then discard 1 card.
Armatos Tetsudo
Continuous Spell
Activate only if you control a LINK-2 or higher "Armatos Legio" monster. Your opponent cannot target Linked "Armatos Legio" for attacks, except link monsters. Once per turn you can pay 1000 LP, special summon 2 "Armatos Legio Tokens" (LIGHT/Cyberse/Level 3/ATK 0/DEF 0) in defence position.
Guard Arrows

Link Spells

Top/Top Left/Left

This card can only be activated in a zone a Link monster points to. Cards this card points to cannot leave the field by an opponents card effect.

 

Next: NEW PACK TIME: THE MAIN RIVALS OF EACH SERIES

DM: KAIBA

GX: ASTER (CAN DO GX OR ARC-V)
5DS: JACK (SAME)

ZEXAL: KITE (SAME(AGAIN))
ARC V: REIJI
VRAINS: REVOLVER

 

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High Priest with Eyes of Blue

LIGHT - Level 1 - Spellcaster/Tuner/Effect - 500/500

While this card is in your hand or Graveyard, you can target 1 Level 1 LIGHT Tuner monster you control: Special Summon this card. If this card is sent to the Graveyard for the Summon of a Dragon Synchro monster, or by the effect of a Spell Card: You can add 1 "Blue-Eyes" or "White Stone" monster from your Deck or Graveyard to your hand. You can only activate each effect of "High Priest with Eyes of Blue" once per turn.

 

Oracle with Eyes of Blue

LIGHT - Level 1 - Spellcaster/Tuner/Effect - 500/300

If this card is added to your hand by a card effect: You can Special Summon this card from your hand. Once per turn, you can target 1 other Level 1 LIGHT Tuner or Level 8 LIGHT Dragon-Type monster you control: Add 1 card with the same name as that target from your Deck or Graveyard to your hand. If this card is targeted by an attack or card effect: You can add 1 "Bingo Machine, GO!!!" from your Deck or Graveyard to your hand. You can only activate each effect of "Oracle with Eyes of Blue" once per turn.

 

Blue-Eyes Burst Dragon

LIGHT - Level 8 - Dragon/Effect - 3000/2500

If a monster(s) on the field is destroyed: You can Special Summon this card from your hand. This card on the field and in the Graveyard is treated as "Blue-Eyes White Dragon". Once per turn (Quick Effect): You can Fusion Summon 1 "Blue-Eyes" Fusion monster using monsters you control or in your hand as Material. If this card is used as Material for the Summon of a "Blue-Eyes" monster: You can Special Summon 1 "Blue-Eyes" or "Eyes of Blue" monster from your Graveyard, except "Blue-Eyes Burst Dragon". You can only activate each effect of "Blue-Eyes Burst Dragon" once per turn.

 

Blue-Eyes Silver Dragon

LIGHT - Level 10 - Dragon/Fusion/Effect - 3000/2500

1 "Blue-Eyes" monster + 1 Level 1 LIGHT Tuner

Once per turn, you can also Fusion Summon this card by sending appropriate Materials from your hand or field to the Graveyard. If this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. If a "Blue-Eyes" monster you control battles your opponent's monster: Your battling monster gains ATK equal to its current Level x100, until the end of the Battle Phase. If this card destroys your opponent's monster by battle: You can Special Summon 1 "Blue-Eyes", "Eyes of Blue", or "White Stone" monster from your Graveyard or that is currently banished.

 

 

Reward of White

Normal Spell

Add 1 "Eyes of Blue" monster from your Deck or Graveyard to your hand, and if you do, you can apply the following effect:

●Fusion Summon 1 "Blue-Eyes" Fusion monster from your Graveyard or Extra Deck, by banishing appropriate Materials from your field or Graveyard.

If a monster Summoned by this card is sent to the Graveyard: You can add up to 2 of those banished Materials to your hand. You can only activate 1 "Reward of White" per turn.

 

No Trap Card because, well . . . come on.

 

Aster Phoenix (Destiny HERO)

Jack Atlas (Red Dragon Archfiend/Resonator/"Resonator"/"Red" FIRE monsters)

Kite Tenjo (Galaxy/Photon/Cipher)

Akaba Reiji (D/D)

Revolver (Rokket/Borrel)

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Piece Resonator

3/EARTH/Fiend/Tuner/500/0

If you control a Level 5 or higher monster: You can Special Summon this card from your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Level 5 or higher monsters. If this card is Normal or Special Summoned: You can Special Summon 1 “Piece Golem” monster from your hand or GY. You can only use each effect of “Piece Resonator” once per turn.

 

Brace Dragon

5/DARK/Dragon/1400/2000

If you control no monsters: You can Special Summon this card from your hand, also halve all damage your opponent takes for the rest of this turn. If this card is sent to the GY as Synchro Material for the Summon of a DARK Dragon Synchro Monster: You can add 1 “Resonator” card from your Deck to your hand. You can only use each effect of “Brace Dragon” once per turn.

 

Queen Dragon Archfiend

7/DARK/Dragon/Synchro/2500/2500

1 Tuner + 1+ non-Tuners

Monsters must attack, if able. If this card destroys an opponent’s monster by battle: You can Tribute 1 monster; Special Summon 1 “Red Dragon Archfiend” from your Extra Deck or GY. If this card is in your GY: You can Special Summon it, but banish it when it leaves the field. You must control “Red Dragon Archfiend” to activate and to resolve this effect. You can only use this effect of “Queen Dragon Archfiend” once per turn.

 

Resonator Fortune

Continuous Spell

During your Main Phase: You can activate 1 of these effects.

• Tribute 1 non-Tuner from your hand or field; add 1 “Resonator” monster from your Deck to your hand.

• Discard 1 “Resonator” monster; add 1 Level 5 non-Tuner from your Deck to your hand.

You can only use the effect of “Resonator Fortune” once per turn.

 

Blazing Soul

Normal Trap

Target 1 Synchro Monster you control that was Summoned using “Red Dragon Archfiend” as material; send Tuners from your hand or Deck to the GY equal to the number of other monsters on the field, and if you do, send all other monsters on the field to the GY. When a card or effect is activated that targets a DARK Dragon Synchro Monster you control: You can banish this card from the GY; negate the activation, and if you do, destroy that card.

 

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Aster Phoenix (Destiny HERO)

Kite Tenjo (Galaxy/Photon/Cipher)

Akaba Reiji (D/D)

Revolver (Rokket/Borrel)

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Sawnborrel Dragon

DARK - Link-3 - Dragon/Link/Effect - 2400 - BL/BR/R

2+ Dragon monsters

Once per turn, you can target 1 DARK Dragon monster you control with a Level (Quick Effect): Banish cards from the top of your opponent's Graveyard up to the Level of the target, then increase this card's ATK by 100 for each of your opponent's banished monsters. This face-up card is unaffected by your opponent's card effects during the Main Phase. If a monster you control is destroyed (by battle or effect): You can Special Summon 1 "Rokket" monster from your Graveyard, or, if the destroyed monster was a Link monster, you can Special Summon 1 "Borrel" monster from either player's Graveyard. You can only activate this effect of "Sawnborrel Dragon" once per turn.

 

Blasterokket Dragon

DARK - Level 5 - Dragon/Effect - 2200/300

If a "Rokket" monster you control, except "Blasterokket Dragon", is destroyed: You can Special Summon this card from your hand, and if you do; you can activate 1 "Boot Sector Launch" or "Multi-Rokket Launch" directly from your Graveyard. If a Link monster's effect is activated that targets this card on the field (Quick Effect): You can destroy this card, then banish the monster your opponent controls with the lowest ATK (your choice, if tied). During the End Phase, if this card is in your Graveyard because it was destroyed on the field this turn: You can Special Summon 1 "Rokket" monster from your Deck, except "Blasterokket Dragon". You can only activate each effect of "Blasterokket Dragon" once per turn.

 

Burstrokket Dragon

DARK - Level 4 - Dragon/Effect - 1700/1400

If this card is Normal or Special Summoned, you can shuffle up to 5 "Rokket" monsters from your Graveyard into your Deck (min. 3): Draw a number of cards equal to the number of monsters returned this way -2, then return 1 card from your hand to the top or bottom of your Deck. If a Link monster's effect is activated that targets this face-up card (Quick Effect): You can destroy this card, then Special Summon 1 "Rokket" monster from your hand or Graveyard, except "Burstrokket Dragon". During the End Phase, if this card is in your Graveyard because it was destroyed on the field this turn: You can Special Summon 1 "Rokket" monster from your Deck, except "Burstrokket Dragon". You can only activate each effect of "Burstrokket Dragon" once per turn.

 

Borrels Akimbo

Continuous Spell

When this card is activated: You can reveal 3 Spell/Trap Cards in your Deck that mention a "Rokket" monster in their text, except "Borrels Akimbo"; add 1 of those cards at random to your hand, and shuffle the other 2 into your Deck. Once per turn: You can Special Summon 1 "Rokket" monster from your Graveyard to a Zone a DARK Dragon Link monster points to, whose Level is exactly equal to that monster's Link Rating. If a "Rokket" monster(s) is Special Summoned during the End Phase: You can, immediately after this effect resolves; Link or Synchro Summon 1 DARK Dragon monster from your Graveyard or Extra Deck, using monsters you control as Material. You can only activate this effect of "Borrels Akimbo" once per turn.

 

Multi-Rokket Launch

Continuous Trap

All monster effects are treated as the effects of Link monsters for the effects of "Rokket" monsters you control. Once per turn, if a "Rokket" monster activates its effect in the Graveyard: You can, immediately after that effect resolves, Special Summon that monster whose effect was activated. If you Summon a "Borrel" monster using only "Rokket" monsters as Material: You can destroy 1 face-up card your opponent controls.

 

New pack- Power of a Mind! Schemers and dreamers who are primarily recognized for being smart, or at least smarter than those around them!

DM- Rebecca Hawkins (Fire Princess/Shadow Ghoul/Diamond Head Dragon)

GX- Bastion Misawa (Magnets/Chemistry/Litmus Doom Swordsman)

5Ds- Bruno/Antinomy (T.G.)

ZeXal- Flip Turner (Anti-Xyz/Extra Deck thievery)

Arc-V- Akaba Reiji (D/D)

VRAINS- Specter (Sunavalon)

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Decided to hem closer to the 'corporate but demons' thing the D/Ds had going in the beginning. So I'll have links to the corporate terms each monster represents. Except for Dark Contract with the Abyssal King.
 
What he represents is obvious.
 
Bustedness.
 
D_D_Headhunter.png
 
DARK/Fiend-Type Pendulum Effect Monster/Level 2/200 ATK/2200 DEF
Scales: 0/0
 
Pendulum Lore: If your opponent Special Summons a monster(s) from the Extra Deck: You can destroy this card and 1 other card you control, then target 1 of those monsters: it is treated as a "D/D" monster, also Special Summon 1 "D/D" Tuner from your Deck or GY, and if you do, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using those Summoned monsters only.   
 
Lore: During the Main Phase (Quick Effect): You can banish this card from your hand or face-up Extra Deck: Fusion Summon 1 "D/D/D" Fusion Monster from your Extra Deck, by shuffling your banished Fusion Materials listed on it into the Deck. Immediately after this effect resolves,  Xyz Summon 1 Xyz Monster using monsters you control, including that Summoned monster. You can only use this effect of "D/D Headhunter" once per Duel.
 
 
D_D_Board_Chair.png
 
DARK/Fiend-Type Tuner Effect Monster/Level 5/? ATK/? DEF 
 
Lore: If you control no monsters, as Chain Link 2 (Quick Effect): You can Special Summon this card from your hand, but banish it when it leaves the field. If this card is Normal or Special Summoned: You can banish 1 "D/D/D" monster from your Deck or Extra Deck; take 1 "Dark Contract" card from your Deck and place it on top of your Deck. Gains 500 ATK/DEF for each "Dark Contract" card you control or that is in your GY. All Level 7 or higher "D/D/D" monsters you control, except Fusion or Synchro Monsters, become Level 5.
(This one's for you, Henrietta, you've been overlooked too long)
 

 

D_D_D_Expansion_King_Napoleon.png

 

D/D/D Expansion King Napoleon

DARK/Fiend-Type Synchro Tuner Effect Monster/Level 6/2300 ATK/3000 DEF

 

Lore: 1 Tuner + 1+ non-Tuner monsters

To Synchro Summon this card, you can treat the Rank of a "D/D/D" Xyz Monster you control as its Level.  When Summoned this way: You can Special Summon 1 "D/D/D" Xyz Monster from your Extra Deck or GY that is 1 Rank higher than that Xyz Monster. Once per turn: You can target up to 3 of your banished "D/D" cards; return them to the hand, and if you do, this card gains 1 Level for each returned card. If this card is sent to the GY: You can target 1 card on the field; attach it to a "D/D/D" Xyz Monster you control as material.
 
 
Dark_Contract_with_the_Abyssal_King.png
 
Dark Contract with the Abyssal King
Continuous Spell Card
 
Lore: Activate this card by declaring a Type and an Attribute. During the Main Phase: You can Special Summon 1 Level 3 or higher "D/D" monster from your Deck, but it has its effects negated. Immediately after this effect resolves, Fusion, Synchro, or Xyz Summon 1 monster from your Extra Deck with that declared Type and Attribute using "D/D" monsters you control, including that Summoned monster, but you cannot Special Summon monsters for the rest of the turn. You can only use this effect of "Dark Contract with the Abyssal King" once per turn. Once per turn, during your Standby Phase: Take 1500 damage.
 
 
Dark_Contract_with_Riders.png
 
Dark Contract with Riders
Normal Trap Card
 
Lore: Send 1 "Dark Contract" Continuous Spell/Trap and 1 "D/D" monster from your Deck to the GY: Special Summon 1 "D/D/D" monster from your Extra Deck with less ATK than that sent "D/D" monster's DEF, and the difference is 500 or more, but destroy it during the end of the next turn. If you have 2 "D/D" cards in your Pendulum Zones, or control 3 "D/D/D" cards, you can activate this card from your hand. You can only activate 1 "Dark Contract with Riders" per turn. 
 
 
NEXT UP:
 
DM- Rebecca Hawkins (Fire Princess/Shadow Ghoul/Diamond Head Dragon)
GX- Bastion Misawa (Magnets/Chemistry/Litmus Doom Swordsman)
5Ds- Bruno/Antinomy (T.G.)
ZeXal- Flip Turner (Anti-Xyz/Extra Deck thievery)
VRAINS- Specter (Sunavalon) 
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Sunseed Shine
EARTH
Plant/Effect
ATK 0
DEF 300
You can discard 1 other Plant monster; Special Summon this card from your hand. If this card is sent from the field to the GY for the Link Summon of a "Sunavalon" Link Monster: You can target 1 "Sunavalon" Link Monster you control; Special Summon from your Extra Deck, 1 "Sunvine" Link Monster, to your zone that monster points to. (This is treated as a Link Summon.) You can only use each effect of "Sunseed Shine" once per turn.
 
Sunvine Lancer
EARTH
Plant/Effect
ATK 300
DEF 300
When an opponent's monster declares a direct attack (Quick Effect): You can discard this card, then target 1 "Sunavalon" Link Monster in your GY; Special Summon that target, and if you do, it gains ATK equal to its Link Rating x1000. You can only use this effect of "Sunvine Lancer" once per turn.
 
Sunvine Healer
EARTH
Plant/Link/Effect
ATK 600
LINK-1
Top
1 Plant monster
If no "Sunavalon" Link Monster points to this card, destroy this card. If this card is targeted for an attack: You can Tribute this card, then target 1 "Sunavalon" Link Monster in your GY; Special Summon that target, and if you do, it gains ATK equal to its Link Rating x1000. You can only use this effect of "Sunvine Healer" once per turn. If this card is destroyed by battle: You can end the Battle Phase.
 
Sunavalon Persephone
EARTH
Plant/Link/Effect
ATK 0
LINK-3
L R B
2+ Plant monsters, including a Link Monster
Cannot be used as Link Material the turn it is Link Summoned. If this card is Link Summoned: You can target 1 "Sunvine" monster in your GY; Special Summon it to your zone this card points to. Cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. You can Tribute 1 Plant Link Monster this card points to, then target cards in your opponent's GY, up to the Link Rating of the Tributed monster; banish them. You can only use this effect of "Sunavalon Persephone" once per turn.
 
Sunvine Petal Bomb
Continuous Trap
If you control no "Sunavalon" monsters, destroy this card. There can only be 1 "Sunvine Petal Bomb" on the field. Once per turn, if a "Sunvine" Link Monster is Special Summoned to your field: You can target 1 Level 4 or lower Plant Normal Monster in your GY; Special Summon it.

 

 
N/C: Rebecca, Misawa, Bruno or Flip (basically, one of the above)
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For Turner, its mentioned in his Fandom profile that they're mostly Zombie Flip monsters. We shall focus on that for this reimagining of his strategies.

 

Rottfryler.png

 

Rottfryler

FIRE/Zombie-Type Flip Tuner Effect Monster/Level 2/1200 ATK/800 DEF

 

Lore: FLIP: Send 1 Zombie Flip monster from your Deck to the GY, except "Rottfryler", and if you do, apply its Flip effect. If this card was flipped face-up by a monster's attack, you can add that monster to your hand and apply its Flip effect instead. 
You can discard 1 non-FIRE Zombie monster: Special Summon this card from your hand in face-down Defense Position, then you can Special Summon 1 Zombie Flip monster from your Deck, except "Rottfryler". You can only Summon "Rottfryler(s)" once per turn.
 
 
Agonizing_Ankylodon.png
 
Agonizing Ankylodon
WIND/Zombie-Type Flip Effect Monster/Level 5/1200 ATK/2100 DEF
 
Lore: FLIP: Add 2 Zombie monsters with different names from your Deck to your hand, including a Flip monster and a Tuner. Immediately after this effect resolves, Fusion Summon 1 Zombie Fusion Monster from your Extra Deck using monsters you control or in your hand as Fusion Materials, including 1 of those added monsters.
If this card is sent from the hand or Deck to the GY to activate a Zombie monsters effect, or by a Zombie monster's effect: You can Special Summon this card from your hand. You can only use each effect of "Agonizing Ankylodon" once per turn.
 
 
Pumpqueen_the_Queen_of_Ghosts.png
 
Pumpqueen the Queen of Ghosts
LIGHT/Zombie-Type Flip Effect Monster/Level 6/2000 ATK/1800 DEF
 
Lore: (Quick Effect): You can target 1 of your Zombie monsters that is either in your Spell and Trap Zone or banished: send it to the GY, and if you do, destroy 1 card on the field for each Pumpkin Counter on it, also Special Summon this card from your hand or GY. Once per turn, if this flipped face-up card is on the field: You can Normal Summon/Set 1 Zombie monster from your hand as an additional Normal Summon/Set. All Zombie monsters you control become Level 3. This card's name is treated as "Castle of Dark Illusions" while on the field. You can only Summon "Pumpqueen the Queen of Ghosts(s)" once per turn. 
 
 
Reef_of_the_Rotten.png
 
Reef of the Rotten 
Field Spell Card
 
Lore: When this card is activated: You can add 1 card from your Deck to your hand that includes any of these effects, except "Reef of the Rotten". 
● Add a Flip monster to your hand.
● Special Summon a Flip monster.
● Move a Flip monster in your GY to a different place.
All Zombie Flip monsters you control gain 500 ATK/DEF. Each turn, while you control a Set monster, the first time each card in your Field Zone or Monster Zones would be destroyed by a card effect, they are not destroyed. 
 
 
Entropic_Encore.png
 
Entropic Encore
Normal Trap Card
 
Lore: When an opponent's Special Summoned monster attacks or activates its effect, while a Zombie Flip monster is in your GY: Apply 1 of these effects (but that effect cannot be applied for the rest of the turn), and if you do, Set this card face-down instead of sending it to the GY.
● Special Summon 1 Flip monster from your hand with the same Attribute as that monster, and if you do, take control of that monster until the End Phase.
● Banish 1 Flip monster from your GY, then negate that attack or activation.
● Immediately after this effect resolves, Flip Summon 1 monster you control.
 
 
NEXT UP:  The Fiendish Foundation
 
GX: Titan (Archfiends/Ritual Fiends)
5Ds: Lawton (Gun Ogre/Fiend Burn)
ZeXal: Dr. Faker (Garbage/Heart-eartH/Xyz Fiends)
ARC-V: Sergey Volkov (Thorn Prisoner/Bleed Fusion/Synchro Fiends)
VRAINS: Dr. Genome (Helixx/Link Fiends)
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[spoiler=Remakes]
Gatling Ogre
FIRE/Fiend/Effect/Level 3/800 ATK/800 DEF
During your Main Phase, if this card is the only monster you control: You can target 1 Set card in your Spell & Trap Card Zone; destroy it, and if you do, inflict 800 damage to your opponent. You cannot conduct your Battle Phase during the turn you used this effect.

Full Armor Ogre
FIRE/Fiend/Effect/Level 5/1600 ATK/1600 DEF
When this card destroys an opponent's monster by battle: Inflict 1000 damage to your opponent. You can only use each of these effects of "Full Armor Ogre" once per turn.
● If this card is in your hand or GY (Quick Effect): You can Tribute 1 FIRE Fiend monster you control; Special Summon this card.
● If this card is sent from the field to the GY: You can target 1 FIRE Fiend monster in your GY, except "Full Armor Ogre"; Special Summon it.

Big Cannon Ogre
FIRE/Fiend/Effect/Level 7/2400 ATK/2400 DEF
If this card battles an opponent's monster, any battle damage this card inflicts to your opponent is doubled. You can only use each of these effects of "Big Cannon Ogre" once per turn.
● If this card is in your hand or GY (Quick Effect): You can Tribute 1 FIRE Fiend monster you control; Special Summon this card.
● If this card is sent from the field to the GY: You can target 1 FIRE Fiend monster in your GY, except "Big Cannon Ogre"; Special Summon it.

Blaster Ogre
FIRE/Fiend/Effect/Level 7/0 ATK/3000 DEF
Once per turn: You can target the face-up Attack Position monster your opponent controls with the highest ATK (your choice, if tied); destroy it, and if you do, inflict damage to your opponent equal to half its original ATK. You cannot conduct your Battle Phase during the turn you use this effect. You can only use each of these effects of "Blaster Ogre" once per turn.
● If this card is in your hand or GY (Quick Effect): You can Tribute 1 FIRE Fiend monster you control; Special Summon this card.
● If this card is sent from the field to the GY: You can target 1 FIRE Fiend monster in your GY, except "Big Cannon Ogre"; Special Summon it.

Double Arms
Spell/Equip
Equip only to a FIRE Fiend monster. Effect damage inflicted to your opponent by the equipped monster is doubled. If this Set card is destroyed and sent to the GY: You can target 1 FIRE Fiend monster you control; equip this card to the target. You can only use this effect of "Double Arms" once per turn.


Belt Feeder Imp
FIRE/Fiend/Tuner/Effect/Level 3/0 ATK/2000 DEF
If this card is Tributed for the Summon, or by the effect, of a Fiend monster: You can target 1 Continuous Trap in your GY; Set it to your side of the field. If this card is sent to the GY for a Synchro Summon of a FIRE or Fiend Synchro Monster: You can Special Summon 1 FIRE Fiend monster with a lower Level than the Synchro Summoned monster from your hand. You can only use 1 "Belt Feeder Imp" per turn, and only once that turn.

Chain Cannon Ogre
FIRE/Fiend/Effect/Level 5/0 ATK/2500 DEF
Each time a card is destroyed and sent to the GY: Inflict 400 damage to your opponent. You can only use each of these effects of "Chain Cannon Ogre" once per turn.
● If this card is in your hand or GY (Quick Effect): You can Tribute 1 FIRE Fiend monster you control; Special Summon this card.
● If this card is sent from the field to the GY: You can target 1 FIRE Fiend monster in your GY, except "Chain Cannon Ogre"; Special Summon it.

Rotary Cannon Autogre
FIRE/Fiend/Synchro/Effect/Level 8/3000 ATK/2800 DEF
1 Fiend Tuner + 1+ FIRE non-Tuner monsters
Each time a player Special Summons a monster inflict 500 damage to your opponent immediately after it resolves. You can only use each of these effects of "Rotary Cannon Autogre" once per turn.
● (Quick Effect): You can Tribute 1 FIRE Fiend monster you control; destroy all monsters your opponent controls with ATK less than or equal to the Tributed monster's DEF. You cannot conduct your next Battle Phase during the turn you activate this effect.
● If this card is sent from the field to the GY: You can target 1 FIRE Fiend monster in your GY, except "Rotary Cannon Autogre"; Special Summon it.

Full Metal Jacket
Trap/Continuous
Each time a FIRE Fiend monster you control inflicts damage to your opponent: Inflict 400 damage to your opponent. Once per turn, during your Main Phase, if you control a "Gatling Ogre": You can Set this card. If this Set card is destroyed and sent to the GY: You can target 1 monster your opponent controls; destroy it.

Sabot Penetrator
Trap/Continuous
The Normal and Special Summons of your FIRE Fiend monsters cannot be negated. Once per turn, during your Main Phase, if you control a "Gatling Ogre": You can Set this card. If this Set card is destroyed and sent to the GY: You can target 1 Spell/Trap your opponent controls; destroy it.

Canister Shot
Trap/Continuous
Your opponent cannot activate cards or effects in response to the activation of any monster effect activated by a FIRE Fiend monster you control. Once per turn, during your Main Phase, if you control a "Gatling Ogre": You can Set this card. If this Set card is destroyed and sent to the GY: You can target 1 face-up card on the field; negate its effects.

Next:
Yami Alexander (Reshef/Seven-Armed Fiend/Chaos Fiends)

Titan (Archfiends/Ritual Fiends)
Dr. Faker (Garbage/Heart-eartH/Xyz Fiends)
Sergey Volkov (Thorn Prisoner/Bleed Fusion/Synchro Fiends)
Dr. Genome (Helixx/Link Fiends)
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So, save for the Skull Knight and the new hotness called Seven-Armed Archfiend (which its official translated name doubles as, check it up in the Arm links if you don't believe) Each of these transformed monsters weren't picked at random, they were each used by one of Yami Alexander's four servants that he called forth to assist him in his final battle against Atem and company during the Capsule Monsters arc.

 

And since he ended up sacrificing them one by one to power up a pair of great Fiends, well...see for yourself how it affected them and how the re-train rolling around for them affect the Seven-Armed Fiend. 

 

 

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Skull Knight #3 the Arm of Clairvoyance

DARK/Fiend-Type Effect Monster/Level 2/1000 ATK/1000 DEF

 

Lore: You can pay 1000 LP; Special Summon this card from your hand. When Ritual Summoning "Reshef the Dark Being" or "Garma Sword the Arm of Entrapment", you can use this card as the entire Tribute. If this card is banished to activate a Fiend monster's effect: You can Special Summon 1 "Skull Knight Token" (Fiend/DARK/Level 1/ATK 500/DEF 500). You can only use each effect of "Skull Knight #3 the Arm of Clairvoyance" once per turn.

 

 

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Stealth Bird the Arm of Defense

DARK/Fiend-Type Effect Monster/Level 3/700 ATK/1700 DEF

 

Lore: If this card is Normal Summoned; You can Special Summon 1 DARK Fiend monster from your hand or Deck that specifically has the card "Reshef the Dark Being" in its text, then inflict 1000 damage to your opponent. This card in its owner's control, also any "Reshef the Dark Being" that is Ritual Summoned using this card, gains this effect.

● Once per turn (Quick Effect): You can change this card to Defense Position; Set 1 Spell/Trap from your GY that specifically lists the card "Reshef the Dark Being" in its text.
 
 
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Reflect Bounder the Arm of Regeneration
LIGHT/Fiend-Type Effect Monster/Level 4/1700 ATK/1000 DEF
 
Lore: (Quick Effect): You can banish 1 Ritual Spell and 1 Fiend monster from your GY; Special Summon this card from your hand or GY, but banish it when it leaves the field. This card in its owner's control, also any "Reshef the Dark Being" that is Ritual Summoned using this card, gains this effect.
● All non-Fiend monsters on the field lose 800 ATK, also their controller must pay 800 LP to activate their effects.
 
 
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Succubus Knight the Arm of Skulls
DARK/Fiend-Type Effect Monster/Level 5/1650 ATK/1300 DEF
 
Lore: If this card is banished or discarded to activate a Fiend monster's effect: You can Special Summon this card. You can only use this effect of "Succubus Knight the Arm of Skulls" once per turn. Non-Fiend monsters cannot be Special Summoned from the GY. This card in its owner's control, also any "Reshef the Dark Being" that is Ritual Summoned using this card, gains this effect.
● If this card is Summoned: You can Special Summon 1 Level 2 or 3 Fiend monster from your hand or GY, but it loses 1 Level, also shuffle it into the Deck when it leaves the field.
 
 
ddbo61v-363fc917-4dab-49bd-9d9d-f3dbf0bf
 
Darkness Manticore the Arm of Destruction
LIGHT/Fiend-Type Effect Monster/Level 6/2300 ATK/1000 DEF
 
Lore: You can discard this card; add 1 "Reshef the Dark Being" or 1 DARK monster that specifically lists the card "Reshef the Dark Being" in its text to your hand. You can only use this effect of "Darkness Manticore the Arm of Destruction" once per turn. This card in its owner's control, also any "Reshef the Dark Being" that is Ritual Summoned using this card, gains this effect.
● You can discard 1 LIGHT Fiend monster or Trap; destroy 1 Set card on the field, and if you do, Set that destroyed card in the GY to your field.
 
 
ddbodf4-3e8e6b57-6903-4edd-9e7d-2a405ef0
 
Garma Sword the Arm of Entrapment
DARK/Fiend-Type Ritual Effect Monster/Level 7/2550 ATK/2150 DEF
 
Lore: You can Ritual Summon this card with "First Ritual of the Ancients". (Quick Effect): You can reveal this card in your hand, then banish 2 other LIGHT or DARK Fiend monsters with different Types (1 each from your hand and GY): Ritual Summon 1 Level 7 or 8 Fiend Ritual Monster from your hand. This card can make up to 3 attacks during each Battle Phase. A "Reshef the Dark Being" that was Ritual Summoned by Tributing this card gains this effect. 
● If this card is Summoned: You can Set 1 Spell/Trap directly from your Deck that specifically lists "Reshef the Dark Being" in its text, but banish it when it leaves the field.
 
 
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Seven-Armed Shadow Game
Field Spell Card
 
Lore: When this card is activated: You can add 1 LIGHT monster from your Deck to your hand that specifically lists the card "Reshef the Dark Master" in its text. You can pay 1000 LP: Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials. If Summoning "Seven-Armed Archfiend",  you can also banish 2 Ritual Monsters from your GY as Fusion Materials. If this card is discarded to activate the effect of a monster: You can Set this card to your field, but banish it when it leaves the field. You can only use each effect of "Seven-Armed Shadow Game" once per turn.
 
 
ddbobxz-0965208e-905d-4d4d-9854-5849006e
 
First Ritual of the Ancients
Ritual Spell Card
 
Lore: This card can be used to Ritual Summon "Garma Sword the Arm of Entrapment" from your hand or "Reshef the Dark Being" from your GY. You must also Tribute monsters you control or in your hand whose total Levels equal or exceed the Level of the monster you Ritual Summon. A monster Ritual Summoned by this effect gains this effect.
● Once per turn: You can discard 1 monster; all Fiend monsters in your possession will be unaffected by non-Fiend monster's effects for the rest of the turn.
 
 
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Reshef of Destruction
Continuous Trap Card
 
Lore: You can activate the effects of "Reshef the Dark Being" or Ritual Spells that specifically list the card "Reshef the Dark Being" in their text, during either player's turn. If a Level 7 or lower DARK Fiend monster(s) you control is destroyed by battle or card effect: You can Special Summon this card from your Spell & Trap Zone as an Effect Monster (Fiend/LIGHT/Level 8/ATK 1500/DEF 2500). (This card is NOT treated as a Trap). When Summoned this way: You can Fusion Summon 1 "Seven-Armed Archfiend" from your Extra Deck, by banishing Fusion Materials listed on it from your hand or GY.
 
 
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Seven-Armed Archfiend
DARK/Fiend-Type Fusion Effect Monster/Level 9/1000 ATK/1000 DEF
 
Lore: 4 Fiend monsters, including a LIGHT monster and a DARK monster
This card gains effects, equal to the number of Fiend monsters in your GY.
● 2+: When this card battles: This card gains 1000 ATK, also you can Special Summon 1 Level 7 or lower Fiend monster from your Deck.
● 3+: Once per turn (Quick Effect): You can add 1 Fiend monster in your GY to your hand.
● 4+: The monster your opponent controls with the highest ATK cannot attack.
● 5+: Cannot be destroyed by card effects.
● 6+: Once per turn: You can destroy 1 monster and 1 Spell/Trap on the field.
● 7+: Once per turn: You can inflict 7000 damage to your opponent.
 
 
NEXT UP:
 
Titan (Archfiends/Ritual Fiends)
Dr. Faker (Garbage/Heart-eartH/Xyz Fiends)
Sergey Volkov (Thorn Prisoner/Bleed Fusion/Synchro Fiends)
Dr. Genome (Helixx/Link Fiends)
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Advanced Pawn Archfiend

2/DARK/Fiend/1200/200

You can Tribute this card; Special Summon 1 “Archfiend” monster with an effect that includes a die roll from your Deck or GY. It cannot be targeted by your opponent’s card effects. During your Standby Phase, if this card is in your GY: You can pay 1000 LP; add this card to your hand. “Pandemonium” must be on the field to activate and to resolve this effect. You can only use each effect of “Advanced Pawn Archfiend” once per turn.

 

Armageddon Game

Continuous Spell

This card’s name becomes “Pandemonium” while on the field. If an “Archfiend” monster(s) you control would be destroyed, except by battle, you can pay 500 LP instead of destroying 1 of those monsters. Once per turn, if you would roll a die with the effect of an “Archfiend” card, you can choose the roll result, instead.

 

Archfiend Fatal Fusion

Normal Spell

Roll a six-sided die, then you can Fusion Summon 1 Fusion Monster from your Extra Deck, using “Archfiend” monsters from your hand or field as Fusion Materials. You can also use “Archfiend” monsters from your Deck with the same Level as the roll result as Fusion Materials.

 

Gambit Queen Archfiend

8/FIRE/Fiend/Fusion/2500/3000

“Infernalqueen Archfiend” + 1 “Archfiend” monster

Once per turn, during the Standby Phase: You can target 1 “Archfiend” monster you control and up to 2 cards your opponent controls; destroy them. If this Fusion Summoned card you control is destroyed by battle, or leaves the field because of a card effect: You can target 2 “Archfiend” cards in your GY, except “Gambit Queen Archfiend”; add them to your hand.

 

Fortress King Archfiend

10/DARK/Fiend/Fusion/3000/2500

“Terrorking Archfiend” + 2 Level 3 or lower Fiend monsters

Must be Fusion Summoned. Your opponent cannot target this card with card effects. Once per Chain, when your opponent activates a monster effect (Quick Effect): You can roll a six-sided die, and if the result is a 2 or 5, negate the activation, and if you do that, destroy that card.

 

Next pack: Corrupted Justice (warped/parallels of the main protagonist)

 

Arkana (Evil/Sacrificial Dark Magician)

Yubel (as evil HERO already happened)

Z-ONE (Sephylon Timelord)

Dark Mist (Malicevorous)

Zarc (Supreme King)

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  • 2 weeks later...

Dark Magician of Malice

DARK - Level 7 - Spellcaster/Effect - 2500/2100

This card is treated as "Dark Magician" on the field and in the Graveyard. If you control no monsters, you can reveal 1 Spell/Trap Card in your hand that names "Dark Magician" in its card text: Special Summon this card from your hand, then draw 1 card. You can only Summon 1 "Dark Magician of Malice" this way per turn. If this card is Special Summoned from the Graveyard: You can add 1 "The Eye of Timaeus", or Spell/Trap Card that names "Dark Magician" in its card text, from your Graveyard or that is banished to your hand. You can only activate this effect of "Dark Magician of Malice" once per turn.

 

Dark Magical Apprentice

DARK - Level 4 - Spellcaster/Effect - 1800/1400

If an opponent's card is destroyed (by battle or effect) or banished from the field by "Dark Magician", or a card that names "Dark Magician" in its card text (Quick Effect): You can Special Summon 1 "Dark Magician" from your hand or Graveyard. If you activate a Spell Card or effect on your opponent's turn: You can Special Summon this card from your Graveyard. You can only activate each effect of "Dark Magical Apprentice" once per turn.

 

Energy Disk Trap (Sawblade Trap in the OCG)

Field Spell

This card cannot be destroyed or targeted by card effects, except the effects of a player that controls "Dark Magician". Neither player can activate or Set cards in the Field Zone. If you activate a Spell/Trap Card with "Dark Magician" in its card text, except "Energy Disk Trap": You can destroy 1 card your opponent controls. Once per turn, during either player's Battle Phase (Quick Effect): You can send 1 "Dark Magician" you control to the Graveyard; Special Summon 1 Fusion monster from your Extra Deck that names "Dark Magician" as Material (this is treated as a Fusion Summon).

 

Trick Defense

Quick-Play Spell

If your opponent activates the effect of a monster Special Summoned from the Extra Deck: Target a number of monsters your opponent controls to up to the number of "Dark Magician" and "Dark Magician Girl" you control; return that monster(s) to its original owner's hand. During the End Phase of the turn this card was activated, if this card that returned at least 1 monster your opponent controls to their hand, and there are fewer cards in your hand than in your opponent's: Banish random cards in your opponent's hand equal to the difference. You can only activate 1 "Trick Defense" per turn.

 

Arcane Magician of Dark

DARK - Level 8 - Spellcaster/Fusion/Effect - 2800/2400

"Dark Magician" + 1 Spellcaster monster

This card on the field and in the Graveyard is treated as "Dark Magician". If your opponent Special Summons a monster, you can banish 1 Spell Card from your Graveyard that names "Dark Magician" in its text: Banish that monster. If your opponent activates the effect of a Special Summoned monster, you can shuffle 1 of your banished Spell Cards into the Deck: Negate the activation, and if you do, destroy it. You can only activate each effect of "Arcane Magician of Dark" once per turn.

 

Yubel (Yubel)

Z-ONE (Timelords)

#96 (Malicevorous/#96)

Zarc (Supreme King)

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Malicevorous Cleaver
DARK/Fiend/Effect/Level 2/1300 ATK/0 DEF
When this card is sent to the GY to activate a DARK Fiend monster's effect: You can Special Summon this card in face-up Defense Position. If this card is detached from a DARK Fiend Xyz Monster and sent to the GY to activate that monster's effect: You can target 1 card on the field; destroy it. You can only use each effect of "Malicevorous Cleaver" once per turn.

Malicevorous Whisk
DARK/Fiend/Effect/Level 2/300 ATK/900 DEF
During your Main Phase: You can send 1 "Malicevorous" monster from your Deck to the GY; take 1 "Malicevorous" card from your Deck, except “Malicevorous Whisk”, and either add it to your hand or send it to the GY. If this card is detached from a DARK Fiend Xyz Monster and sent to the GY to activate that monster's effect: You can target 1 "Malicevorous" card in your GY; add it to your hand. You can only use 1 "Malicevorous Whisk" effect per turn, and only once that turn.

Malicevorous Tongs
DARK/Fiend/Effect/Level 2/800 ATK/200 DEF
When this card is Normal Summoned: You can Special Summon 1 "Malicevorous" monster from your Deck, except "Malicevorous Tongs", also you cannot Normal or Special Summon monsters for the rest of this turn, except DARK Fiend monsters. If this card is detached from a DARK Fiend Xyz Monster and sent to the GY to activate that monster's effect: You can discard 1 card; draw 2 cards. You can only use 1 "Malicevorous Tongs" effect per turn, and only once that turn.

Malicevorous Kitchen
Spell/Field
Your opponent cannot activate cards or effects when you Normal or Special Summon a DARK Fiend monster(s). You can only use each of these effects of "Malicevorous Kitchen" once per turn.
● If a DARK Fiend Xyz Monster is Xyz Summoned using a "Malicevorous" monster(s) as material: You can target 1 DARK Fiend monster in your GY; attach it to the Xyz Summoned monster as material.
● During your Main Phase, except the turn this card was sent to the GY: You can detach 1 material from a DARK Fiend Xyz Monster you control; activate this card to your Field Zone from your GY.

Rank-Up-Magic Malicevorous Hunger
Spell/Normal
Target 1 DARK Xyz Monster you control; Special Summon from your Extra Deck, 1 DARK Xyz Monster with the same Type that is 1 Rank higher than that monster you control, by using it as the Xyz Material, and if you do, attach this card to it as additional material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) During your Main Phase: You can banish this card from your GY: you can Normal Summon 1 DARK Fiend monster during your Main Phase this turn in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can only use 1 "Rank-Up-Magic Malicevorous Hunger" effect per turn, and only once that turn.

Malicevorous Menu
Trap/Continuous
"Malicevorous" monsters you control, also DARK Fiend Xyz Monsters with a "Malicevorous" monster(s) as material, cannot be targeted by, or destroyed by, your opponent's card effects. You can only use each of these effects of "Malicevorous Menu" once per turn.
● You can target 1 DARK Fiend Xyz Monster in your Extra Monster Zone with a "Malicevorous" monster(s) as material: move it to one of your Main Monster Zones, and if you do, it gains 500 ATK for each material attached to it.
● During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 3 "Malicevorous" monster with different names, then target any number of DARK Fiend monsters in your GY; shuffle them into your Deck, and if you do, draw a number of cards equal to the number of Xyz Monsters shuffled into your Extra Deck this way.

Next Pack: Multi-Archetype Masters
Note: At least 1 card has to bridge the gap between at least 2 archetypes, similar to Chazz's cards in Legend Duelist 2, and at least 1 card for each archetype must be present.
Yugi: "Dark Magician", "Gaia", "Buster Blader", "Black Luster Soldier"
Jaden: "Elemental HERO" and "Neo-Spacian"
Yusei: "Junk", "Nitro", "Synchron", and "Warrior"
Yuma: "Utopia", "Zubaba", "Gagaga", "Dododo", and "Zubaba"
Sawatari: "Monarch", "Yosenju", and "Abyss Actor"
Go: "Goukis" and "Dinowrestlers"

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Elemental HERO Vision Neos

DARK - Level 8 - Warrior/Fusion/Effect - 2500/2000

"Elemental HERO Neos" + 1 "HERO" monster

Once per turn, you can also Fusion Summon this card by shuffling appropriate Materials from your hand, field, or Graveyard into the Deck. Once per turn, if you Special Summon a "HERO" monster (including during the Damage Step): Gain LP equal to its original ATK, then, if the LP you gained was 1000 or more, you can destroy 1 card your opponent controls. You can only activate each of the following effects of "Elemental HERO Vision Neos" once per turn:

●If your opponent Special Summons exactly 1 monster, you can: Make both players take damage equal to half its original ATK, then, if the damage taken was 1000 or more; draw 1 card.

●If this card leaves the field: You can Special Summon 1 "Elemental HERO Neos", or 1 "Neo-Spacian" monster, from your hand, Deck, or Graveyard.

 

E-N Shuffle

Quick-Play Spell

Select and activate 1 of the following effects:

●Shuffle 1 "Neo-Spacian" monster from your hand or Graveyard into your Deck: Draw 1 card, then you can Special Summon up to 1 "Elemental HERO" monster each from your hand and/or Graveyard.

●Shuffle 1 "Elemental HERO" monster you control into your Deck: Draw 1 card, then you can Special Summon up to 1 "Neo-Spacian" monster each from your hand, Deck, and/or Graveyard.

You can only activate 1 "E-N Shuffle" per turn.

 

Neo-Spacian City

Field Spell

This card is treated as "Neo Space" on the field and in the Graveyard. If a "Neos", "Neo-Space", "Neo-Spacian", or "HERO" monster you control battles: All monsters you control gain 500 ATK until the end of the Battle Phase. If a "Neos" Fusion monster activates an effect when it leaves the field: Other cards you control are unaffected by that effect, also you can Special Summon 1 Level 4 or lower "HERO" or "Neo-Spacian" monster from your hand, Deck, or Graveyard. You can only activate this effect of "Neo-Spacian City" once per turn. Once per turn, you can apply one of the following effects:

●If a "Neo-Spacian" monster is Normal Summoned: You can Special Summon 1 "Elemental HERO" monster from your Graveyard.

●If an "Elemental HERO" monster is Normal Summoned: You can Special Summon 1 "Neo-Spacian" monster from your hand or Graveyard. If that monster was "Elemental HERO Neos", you can also banish 1 card your opponent controls.

 

Neo Signal

Normal Trap

Once per turn, during your opponent's Main Phase, you can activate this card from your hand. If a card on the field is destroyed: You can Special Summon 1 "Neo-Spacian" monster from your Deck. If the destroyed card was a "HERO" monster you control: You can also Special Summon 1 Level 4 or lower "Elemental HERO" or "Neo-Spacian" monster from your Graveyard. If the destroyed card was "Elemental HERO Neos", or a Fusion monster that lists "Elemental HERO Neos" as Material, you can also add 1 "Neo-Spacian" card from your Deck to your hand.

 

Neo-Spacian HERO

LIGHT - Level 4 - Warrior/Effect - 1300/1200

(This card is always treated as an "Elemental HERO" monster.)

If this card is Normal or Special Summoned: You can add 1 Spell/Trap Card that names "Elemental HERO Neos" in its text from your Deck to your hand. If this card is sent to the Graveyard: You can reveal 1 Fusion monster in your Extra Deck that names "Elemental HERO Neos" as Material; Special Summon 1 appropriate Material that could be used to Summon the revealed monster from your hand or Graveyard, except "Neo-Spacian HERO", but destroy it during the End Phase. If this card is shuffled into your Deck from outside it, you can reveal this card before it is shuffled: For the rest of the turn, while you control a "HERO" Fusion monster, each time your opponent Summons a monster(s) from their Extra Deck; draw 1 card, and if the drawn card is a "Neo-Spacian" or "Elemental HERO" monster, you can reveal it to destroy 1 card on the field. You can only apply each effect of "Neo-Spacian HERO" once per turn.

 

Yes, that last effect is a less accessible Maxx "C" effect with the power to pop cards.

 

Yugi: "Dark Magician", "Gaia", "Buster Blader", "Black Luster Soldier"

Yusei: "Junk", "Nitro", "Synchron", and "Warrior"

Yuma: "Utopia", "Zubaba", "Gagaga", "Dododo", and "Zubaba"

Sawatari: "Monarch", "Yosenju", and "Abyss Actor"

Go: "Goukis" and "Dinowrestlers"

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Guess Yuma's at bat, then. 

 

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Zubaba Raider

EARTH/Warrior-Type Effect Monster/Level/1400 ATK/1200 DEF
 
Lore: When this card is Summoned, if you control no Special Summoned Attack Position monsters: You can Special Summon 1 Level 3 or 4 EARTH Warrior monster from your Deck in Attack Position, and if you do, that monster gains 1 Level. Any Xyz Materials detached from an Xyz Monster that has this card as material are returned to the hand instead of being sent to the GY.
 
 
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Zubaba Sapper
EARTH/Warrior-Type Effect Monster/Level/1200 ATK/1500 DEF
 
Lore: If you control a Level 3 or 4 EARTH Warrior monster, but no "Zubaba Sapper" (Quick Effect): You can Special Summon this card from your hand. If your opponent activates a monster effect (Quick Effect): You can make any number of EARTH monsters you control gain 1 Level; apply the appropriate effect, depending on the Levels your monsters gained.
● 1 or 2: All monsters you control are unaffected by that monster's effect.
● 3+: Negate the activation.
You can only use each effect of "Zubaba Sapper" once per turn.
 
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Gagaga Dean
DARK/Spellcaster-Type Effect Monster/Level 5/1900 ATK/1650 DEF
 
Lore: You cannot Special Summon monsters from the Extra Deck, except Xyz Monsters. You can only use each of these effects of "Gagaga Dean" once per turn. 
● You can target 1 "Gagaga", "Dododo", or "Zubaba" Warrior monster you control; Special Summon this card from your GY, and if you do, this card gains ATK equal to half of that monster's original ATK. 
● During your Main Phase: You can make this card lose 1 Level, and if you do, add 1 "Gagaga" monster from your Deck to your hand whose Level equals this card's Level.
 

 

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Gagaga Apprentice

DARK/Spellcaster-Type Xyz Effect Monster/Rank 2/1200 ATK/2400 DEF

 

Lore: 2 Level 2 monsters with different Types

Once per turn (Quick Effect): You can target 1 Xyz Monster on the field; this turn you can activate "Gagaga" Spell/Trap Cards from your hand during by detaching 1 material from that target at activation. Once per opponent's turn (Quick Effect): You can detach 1 material from this card; Set directly from your Deck, 1 "Rank-Up-Magic" Spell or 1 "Rank-Up Utopic Exceed". It can be activated this turn. If this card is sent to the GY: You can Special Summon 1 Level 4 Spellcaster or Rock montser with 1500 or more ATK from your Deck.

 

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Number 39: Utopia Infinity

LIGHT/Warrior-Type Xyz Effect Monster/Rank 5/2500 ATK/2000 DEF
 
Lore: 2 Level 5 monsters
Once per turn, when your opponent activates a monster effect (Quick Effect): You can detach 1 material from this card; that activated effect becomes "Negate the next attack this turn from a monster each player controls.", then if you detached "Number 39: Utopia" to activate this effect, you can negate the effects of 1 face-up card on the field. Once per turn, when another monster(s) has its attack, Summon or effects negated (Quick Effect); This card gains the effects of 1 of those monsters, until the end of the turn.

 

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Number C55: Gogogo Garrison

EARTH/Rock-Type Xyz Effect Monster/Rank 5/2800 ATK/1600 DEF

 

Lore: 3 Level 5 monsters

Once per turn: You can detach 1 material from this card; the DEF of all monsters you control become equal to the ATK of the monster on the field with the highest ATK + 200 (your choice, if tied). If this card has a "Gogogo" monster as material, all monsters your opponent controls must attack, if able, also those monsters lose 800 ATK before damage calculation. If this card is sent to the GY: You can Special Summon 1 Rock monster from your hand or GY in Defense Position, except "Number C55: Gogogo Garrison".

 

 

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Dododo Wizard

EARTH/Warrior-Type Xyz Effect Monster/Rank 6/2100 ATK/850 DEF
 
Lore: 2 Level 6 monsters
Once per turn, you can also Xyz Summon "Dododo Wizard" by using a "Zubaba", "Gogogo", or "Gagaga" Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 monster you control: it gains ATK equal to its original DEF until the End Phase, then if you have no cards in your hand, you can add 1 EARTH Warrior monster from your Deck to your hand whose DEF is equal to or less than the ATK change, except a monster with 0 DEF.

 

 

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Onomatwinpeia

Quick-Play Spell Card

 

Lore: ● During your turn, if you control exactly 1 "Zubaba" "Gogogo", or "Dododo" monster (and no other monsters): Send 1 "Gagaga" monster from your Deck to the GY; Special Summon 1 "Gagaga" monster from your Deck, and if you do, it gains 1 Level.

● During your opponent's turn: Place 2 Hi-Five the Sky Counters on an "Onomatopia" you control, all damage you take this turn is halved, also, after that, Set this card face-down instead of sending it to the GY.
You can only activate 1 "Onomatwinpeia" per turn.

 

(This is the Archetype - uniting card, BTW.)

 

 

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Zubababackslide

Continuous Trap Card

 

Lore: As Chain Link 3: You can return 1 EARTH monster you control or 1 "Zubaba" monster in your hand to the bottom of your Deck; Special Summon 1 Level 3 or 4 EARTH Warrior monster from your Deck, but negate its effects, and if you do, apply 1 of these effects (but you cannot apply that effect for the rest of the turn.)

● The Summoned monster gains 1 Level, also it gains 200 ATK/DEF.
● Immediately after this effect resolves, Xyz Summon 1 Warrior or Spellcaster Xyz Monster using monsters you control.
 
NEXT UP: 
 
Yugi: "Dark Magician", "Gaia", "Buster Blader", "Black Luster Soldier"
Yusei: "Junk", "Nitro", "Synchron", and "Warrior"
Sawatari: "Monarch", "Yosenju", and "Abyss Actor"
Go: "Goukis" and "Dinowrestlers" 
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Gouki Cheerleader
EARTH/Warrior/Tuner/Effect/Level 1/0 ATK/100 DEF
You can Special Summon this card (from your hand) to your zone a "Gouki" Link Monster points to. If Summoned this way, this card cannot be used as Link Material, except for the Link Summon of a "Gouki" monster. You can only Special Summon "Gouki Cheerleader" once per Duel this way. During your Main Phase: You can activate 1 of these effects.
● Fusion Summon 1 "Gouki" Fusion Monster from your Extra Deck, using monsters you control.
● Target 1 "Gouki" monster you control with a Level; this monster's Level becomes the same as the target's, until the End Phase.
You can only use this effect of "Gouki Cheerleader" once per turn.

Gouki the Ultimate Ogre
EARTH/Warrior/Fusion/Effect/Level 12/? ATK/0 DEF
2+ "Gouki" monsters
The original ATK of this card becomes 1000 x the number of Fusion Materials used for its Fusion Summon. If this card is Fusion Summoned: You can target cards on the field, up to the total Link Rating of all Link Monsters used for this card's Fusion Summon +1; shuffle them into their owners' Decks, and if you do, this card gains 500 ATK for each card shuffled by this effect. You can only use this effect of "Gouki the Ultimate Ogre" once per turn. When this card leaves the field because of your opponent's card (either by battle or by card effect): You can Special Summon 1 "Gouki" Link Monster from your Extra Deck.

Gouki the Mysterious Ogre
EARTH/Warrior/Synchro/Effect/Level 8/2800 ATK/0 DEF
1 EARTH Tuner + 1+ non-Tuner Warrior monsters
(Quick Effect): Until the End Phase, halve the ATK of the monster your opponent controls with the highest ATK (your choice, if tied). During your End Phase, if this card is in the GY because it was sent there this turn, and you control a "Gouki" Link Monster: You can target 1 "Gouki" monster in your GY; Special Summon it in Defense Position to a zone a "Gouki" Link Monster you control points to. You can only use each effect of "Gouki the Mysterious Ogre" once per turn.

Gouki the RoX Ogre
EARTH/Warrior/Xyz/Effect/Rank 4/2700 ATK/0 DEF
2+ Level 4 "Gouki" monsters
At the start of the Battle Phase: You can detach 1 material from this card; until the end of the Battle Phase, when a "Gouki" monster battles, your opponent cannot activate cards or effects until the end of that Damage Step. During the Battle Phase, if a "Gouki" Link Monster that points to this card destroys an opponent's monster by battle, you can attach it to this card as a material instead of sending it to the GY. You can only use each effect of "Gouki the RoX Ogre" once per turn.

Dinowrestler LuchXalcoatl
WIND/Dinosaur/Xyz/Effect/Rank 6/2900 ATK/0 DEF
2+ Level 6 Dinosaur monsters
(Quick Effect): You can detach 1 material from this card, then target 1 face-up monster your opponent controls and 1 "Dinowrestler" monster you control; the first target's ATK becomes half its current ATK, and if it does, the second target gains that lost ATK. You can only use this effect of "Dinowrestler LuchXalcoatl" once per turn. If this card is destroyed by card effect: Destroy all your opponent's Attack Position monsters.

Goukis VS Dinowrestlers! One Duel Only!
Spell/Continuous
During the Standby Phase: You can activate 1 of these effects.
● Until the End Phase, all face-up "Gouki" monsters you control and in your GY are treated as "Dinowrestler" monsters and Dinosaur monsters.
● Until the End Phase, all face-up "Dinowrestler" monsters you control and in your GY are treated as "Gouki" monsters and Warrior monsters.
You can only control 1 "Goukis VS Dinowrestlers! One Duel Only!".

Next:
Recurring Themes: Choose one of the archetypes of the theme to make support for, but that theme is gone once used.
Magicians used by the Main Character: "Dark Magician", "Gagaga", or Magicians"
Dragons used by the Rival: "Blue-Eyes", "Armed Dragon", "Red Dragon Archfiend", "Photon/Galaxies", or "Rokkets/Borrels"
Fairies used by the Female Character: Tea's Fairies, "Cyber Angels", "Melodious", or "Trickstars"
Bosses that use LV10 monsters: Marik's Fiends, "Sacred Beasts", "Timelords", or "Earthbound Immortals"
Oversupported Ace Monsters: "Neos", "Stardust", "Utopia", "Odd-Eyes", or "Code Talkers"

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Cursed Fire King Doom Burst

Dark / Fiend / Level 3

You can reveal this card in your hand; Special Summon both this card from your hand and 1 "Resonator" monster from your deck.

If this card is send to your GY, you can target 1 monster on the field; Reduce that target's ATK by 400 and if you do add 1 "Resonator" monster from your deck to your hand.

You cannot Special Summon monsters from your Extra Deck during the same turn you activate either of this card's effects, except for DARK Dragon Synchro monsters.

You can only activate each effect of this card's name once per turn.

1600 / 800

 

 

King's Glory            Spell /Normal

Add 1 Level 4 or lower Fiend-type "King" monster or 1 "King's" Spell/Trap card from your deck to your hand.

You can only activate 1 "King's Glory" per turn.

 

 

King's Majesty         Spell/Continuous

When this card is activated: You can add 1 Level 4 or lower Fiend-type "King" monster from your Deck to your hand.

The first time the activation or effect of a Level 4 or lower Fiend-type "King" monster or a "King's" Spell/Trap card would be negated each turn, it is not negated.

You cannot Special Summon monsters from your Extra Deck, except for DARK Dragon Synchro monsters.

You can only activate 1 "King's Majesty" per turn.

 

 

King's Privilege         Normal/Trap

If all face-up cards you control are Level 4 or lower Fiend-type "King" monsters, "King's" Spell/Trap cards, "Resonator" monsters and/or DARK Dragon Synchro monsters you can activate this card from your hand.

Banish up to 3 Level 4 or lower Fiend-type "King" monster and/or a "King's" Spell/Trap cards from your GY; Draw cards until the number of cards in your hand equals the number of cards banished for this card's activation.

You cannot Special Summon monsters from your Extra Deck during the turn in which you activate this card, except for DARK Dragon Synchro monsters.

You can only activate 1 "King's Privilege" per turn.

 

This might seem a bit over the top, however it is Jack Atlas we are talking about, his archtypes are mediocre at best and with this barely playable.

 

 

 

Next:

• Battlin' Boxer

• Chronomaly

• Racoon

• Heroic Champion

• ZW (Zexal Weapon)

• Garbage

• Shark

• Hand

• Umbral Horror

• Rank-Up-Magic

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Aye. The prompt is supposed to continue the lineup presented before, with the entry you picked gone: unless its 3 categories or less, which allows you to choose another list. 

 

Alright, going for the LV10 bosses category: @The Highlander, take notice of this for your future entries.

 

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Exalted of Raviel

DARK/Fairy-Type Effect Monster/Level 2/800 ATK/800 DEF

Lore: (Quick Effect): You can reveal this card in your hand, discard 1 Pyro, Thunder or Fairy monster, then send 1 "Dark Summoning Beast" from your Deck to the GY; Special Summon 1 "Raviel, Lord of Phantasms" from your hand, Deck or GY, ignoring its Summoning conditions, and if you do, equip it with this card, but destroy it when this card is destroyed. If this card is sent to the GY: You can take 1 Level 2 Fairy monster in your GY; Special Summon it, but negate its effects, also it becomes a Fiend monster. You can only use each effect of "Exalted of Raviel(s)" once per turn.

 

 

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Devotee of Hamon

LIGHT/Fairy-Type Effect Monster/Level 2/800 ATK/800 DEF

Lore: (Quick Effect): You can reveal this card in your hand, discard 1 Fiend, Pyro or Fairy monster, then send 2 Continuous Spells from your Deck to the GY; Special Summon 1 "Hamon, Lord of Striking Thunder" from your hand, Deck or GY, ignoring its Summoning conditions, and if you do, equip it with this card, also destroy it when this card is destroyed. If this card is destroyed by battle or card effect: You can add from your Deck to your hand, 1 "Fallen Paradise" and/or Level 2 non-LIGHT Fairy monster. You can only use each effect of "Devotee of Hamon" once per turn. 

 

 

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Admirer of Uria

FIRE/Dragon-Type Effect Monster/Level 2/800 ATK/800 DEF

Lore: (Quick Effect): You can reveal this card in your hand, discard 1 Fiend, Thunder or Fairy monster, then send 2 Continuous Traps from your Deck to the GY; Special Summon 1 "Uria, Lord of Searing Flames" from your hand, Deck or GY, ignoring its Summoning conditions, and if you do, equip it with this card, but destroy it when this card is destroyed. You can only use this effect of "Admirer of Uria" once per turn. Once per turn, if this card in the Monster Zone or a monster equipped with this card would be destroyed by battle or card effect, you can banish 1 Trap from your GY, instead. 

 

 

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Adjutant of Armityle

DARK/Fairy-Type Ritual Effect Monster/Level 3/2500 ATK/0 DEF

Lore: You can Ritual Summon this card with "Dimension Ritual Destruction". When this card is Ritual Summoned: You can add 1 ""Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", and/or "Raviel, Lord of Phantasms" from your Deck to your hand. Cannot attack unless you control "Fallen Paradise". (Quick Effect): You can pay 3000 LP, then banish 3 Fairy monsters from your GY whose total Levels exactly equal 6; Special Summon 1 Level 10 or higher Fiend monster from your hand or Extra Deck, ignoring its Summoning conditions. You can only use this effect of "Adjutant of Armityle" once per Duel.

 

 

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Dimension Ritual Destruction

Ritual Spell Card

Lore: This card can be used to Ritual Summon "Adjutant of Armityle" from your hand or GY. You must also Tribute monsters from your hand or field, and banish 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms" from your GY, whose total Levels equal 3 or more. A monster that was Ritual Summoned by this effect by using "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms" gains that monster's effects. You can only activate 1 "Dimension Ritual Destruction" per turn.

 

 

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Phantasmal Howl

Continuous Trap Card

Lore: When this card is activated: You can place 2 Continuous Spell/Trap Cards face-up in your Spell & Trap Zones, except "Phantasmal Howl", but negate the  effects of cards with those cards' original names, until the end of the next turn. Cards that your "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms"  would send to the GY to Special Summon themselves by their effects can also be chosen from your opponent's field. If you control no cards, you can activate this card from your hand. You can only activate 1 "Phantasmal Howl" per turn. 

 

NEXT UP: (Choose 1 Archetype/Series per category and 1 only)

 

Magicians used by the Main Character: "Dark Magician", "Gagaga", or Magicians"
Fairies used by the Female Character: Tea's Fairies, "Cyber Angels", "Melodious", or "Trickstars"
Oversupported Ace Monsters: "Neos", "Stardust", "Utopia", "Odd-Eyes", or "Code Talkers"
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Eternal Friend

LIGHT *****

Fairy/Fusion/Effect

2 Fairy Normal Monsters

Cannot be destroyed by battle.  When this card is Fusion Summoned: Your LP become 8000.  When you take battle damage from a battle involving a Fairy monster, your opponent takes damage equal to double that battle damage.  If this card is sent from the field to the GY, you can target any number of Fairy Normal monsters in your GY; Special Summon them.

1000/1800

 

Dutybound Fairy

LIGHT ****

Fairy/Effect

This card can attack directly during your next Battle Phase after it's Summoned.  If this card inflicts battle damage to your opponent, you can take 1 Spell/Trap that lists "Normal monster" in its card text from your Deck and add it to your hand.  If a Normal Fairy monster is sent from your field to the GY while this card is in the GY, you can Special Summon this card in defense position, but its ATK and DEF are halved, also it cannot be destroyed by battle this turn.  You can only Special Summon 1 "Dutybound Fairy" per turn.

1000/2000

 

Friendship Force

Continuous Spell

When this card is activated, you can Special Summon any number of Normal monsters from your hand.  If a Normal monster is sent from your field to the GY, you can target 1 monster you control; increase its ATK by 500 until your opponent's next End Phase.  Non-effect monsters you control cannot be targeted by the effects of monsters your opponent controls with less ATK.

 

Flight of Fancy

Trap

Return all Normal monsters you control to your hand then you can target cards on the field up to the number of monsters returned by this effect; banish them.  All battle damage you take is halved this turn.

 

 

New Series:

Next Contenders! (Anime/Manga-only archetypes)

 

DM: Armor monster

GX: Alchemy Beast -OR- Fossil

5Ds: Jutte

Zexal: Hand

Arc-V: C/C

Vrains: (don't know)

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Hate all those archetypes so im throwing my hat in the ring with the VRAINS character

 

 

Sunseed Nexus

Level 4

EARTH Plant

900/200

When this card is normal summoned add "Sunvine" spell cards or "Sunavalon" Trap cards from your deck to your hand up to the number of "Sunavalon" monsters Linked to this card.

Sunseed Bloomer

Level 4

EARTH Plant

600/200

When this card is normal summoned, target the "Sunavalon" Link monster linked to this card with the lowest Link rating, draw cards equal to its link rating.

Sunseed Sprout

Level 2

EARTH Plant

300/200

When this card is sent to the GY as Link material for a Plant monster, special summon 1 "Sunseed Token" (ATK 0/DEF 0/EARTH/Level 1). You can only use the effect of "Sunseed Sprout" once per turn.

 

Sunvine Spring

Normal Spell

Take the total Link rating of "Sunavalon" link monsters you control, add that many "Sunvine" link monsters from your side deck to your extra deck. You can only Activate 1 "Sunvine Spring" per turn.

Sunvine Fruits

Continuous Spell

Each turn, the first time a "Sunavalon" link monster activates its effect, special summon 1 "Sunseed Token" (ATK 0/DEF 0/EARTH/Level 1) in defence position. If you control no "Sunavalon" monsters destroy this card

Sunvine Forrest

Field Spell

When applying the effects of "Sunvine" LInk monsters, the link ratings of "Sunavalon" monsters are increased by 1. If a "Sunvine" Link monster is sent to the GY while you control 2 or more "Sunavalon" monsters with an Original Link rating of 2 or higher, return those monsters to the extra deck. If you control no "Sunavalon" monsters destroy this card.

 

Sunavalon Roots

Continuous Trap

If you control no "Sunavalon" monsters destroy this card. Any Link Arrow that points to your field on an opponents Link monster is treated as a "Sunavalon" monsters Link Arrow. Reduce all damage you take by the total Link ratings of "Sunavalon" Link monsters you control x100 (min 100).

 

 

Sunvine Archer

LINK 1/EARTH/Plant/ATK 800

RIGHT

1 Plant Normal Monster

When this card is summoned, target 1 "Sunavalon" Link monster that points to this monster, inflict damage to your opponent equal to that monsters Link Rating x200. If no "Sunavalon" Link monster points to this card, destroy it.

 

Sunvine Dealer

LINK 1/EARTH/Plant/ATK 800

LEFT

1 Plant Normal Monster

When this card is summoned, target 1 "Sunavalon" Link monster that points to this monster, draw cards equal to its link rating. If no "Sunavalon" Link monster points to this card, destroy it.

 

Sunvine Wizard

LINK 1/EARTH/Plant/ATK 300

DOWN

1 Plant Monster

When this card is summoned, target 1 "Sunavalon" Link monster that points to this monster, monsters your opponent controls lose ATK equal to its link rating x300. If no "Sunavalon" Link monster points to this card, destroy it.

Sunavalon Drudeos

Link 1/EARTH/Plant/ATK 0

DOWN

1 Plant Normal Monster

Cannot be used as Link Material the turn it is Link Summoned. Cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. Once per turn, if you take damage, Special summon 1 "Sunvine" Link monster from your GY to a Zone a "Sunavalon" Link monster points to.

 

Some are a little broken i know (Spring for definite) bit with 1 of each Sunavalon your already crowding your ED

 

 

DM: Armor monster

GX: Alchemy Beast -OR- Fossil

5Ds: Jutte

Zexal: Hand

Arc-V: C/C

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> looks at "Hand" category finally being included

> Braun Strowmanning intensifies

 

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Hydrostatic Hand

WATER/Aqua-Type Effect Monster/Level 4/1000 ATK/1200 DEF

Lore: If a "Fire Hand", "Ice Hand" and/or "Gloom Hand" you control is sent to the GY, except from the Deck, while this card is in your GY: You can Special Summon this card, and if you do, 1 face-up "Hand" monster you control gains 1000 ATK or DEF (your choice). You can only Special Summon "Hydrostatic Hand" once per turn this way. Cannot attack except to attack a non-WATER monster.

 

 

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Hand-Me-Down

Quick-Play Spell Card

Lore: Special Summon 1 Level 4 "Hand" monster from your hand or 1 "Hand" Xyz Monster from your GY, then the Levels of all monsters on the field (if any) become equal to that Summoned monster's Level/Rank.  If you control a "Hand" Xyz Monster: You can banish this card from your GY, then target 1 Spell/Trap in each GY; attach them to 1 "Hand" Xyz Monster on the field as materials. You can only use 1 "Hand-Me-Down" effect per turn, and only once that turn.

 

 

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Catch These Hands

Normal Trap Card

Lore: When your opponent activates a Spell/Trap while you control a "Hand" monster; Make that activated Spell/Trap effect become 1 of the following effects, depending on the number of Level/Rank 4 monsters you control.

● 1+: "Monsters are unaffected by other Spell/Trap effects for the rest of the turn."

● 2+: "Destroy the next attacking monster this turn at the start of the Damage Step."

● 3+:"Attach 2 cards you control to an Xyz Monster on the field as Xyz Materials."

● 4+: "You take damage equal to the highest ATK among the monsters you control."

 

 

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Hand of Providence

Continuous Trap Card

Lore: Once per turn, if you would take battle or effect damage while you control a "Hand" monster, that damage becomes 0. Once per turn: You can target 1 "Hand" monster you control; its ATK becomes double its original ATK until the End Phase, also negate the first attack or card effect that targets that card during your opponent's next turn. If you Xyz Summon a "Hand" Xyz Monster: You can Special Summon this card as an Effect Monster (Level 6) with the same ATK, DEF, Type and Attribute as the Summoned monster. (This card is also still a Trap Card.)

 

 

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Hand-Over-Fist

Counter Trap Card

Lore: When your opponent activates a monster effect: Negate that activation, and if you do, that monster cannot attack or be used as a material for a Summon this turn. If you do not control a "Hand" monster, you must Tribute 1 monster from your hand or field to activate this card. If you control no monsters with Levels, you  can activate this card from your hand.

 

 

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Archfiend's Hand

WIND/Fiend-Type Xyz Effect Monster/Rank 4/2000 ATK/1600 DEF

Lore: 2 Level 4 monsters

Once per turn, if a Spell/Trap or monster effect is activated, while this card has "Fire Hand", "Ice Hand", or "Hydrostatic Hand" as material (Quick Effect): You can pay 900 LP and detach 1 material from this card; that activated effect becomes "The ATK of all monsters you control becomes 1000 (if any), also you gain 1000 LP." Cannot be destroyed by battle while it has exactly 1 Xyz Material. All Xyz Monsters you control with Xyz Material can attack while in face-up Defense Position by detaching 1 material. If they do, apply their ATK for damage calculation.
 
 
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WIND/Fiend-Type Xyz Effect Monster/Rank 6/2300 ATK/2000 DEF
Lore: 2 Level 6 monsters
You can also Xyz Summon this card by using a Rank 4 "Hand" Xyz Monster you control as material. Once per turn: You can detach 1 material from this card; equip 1 monster your opponent controls with the highest ATK to this card (their choice, if tied), also this card gains 600 ATK. Once per turn (Quick Effect): You can target 1 monster equipped to this card; attach it to this card as material, also monsters you control will be unaffected by the effects of monsters with that target's original Type and Attribute, until the End Phase.
 
 
NEXT UP: 
 
DM: Armor
GX: Alchemy Beasts or Fossils, your choice
5Ds: Jutte
Arc-V: C/C
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Alright, time to make one of the worst archetypes in all of GX functional.

 

Chaos Distill

Continuous Spell

Any card that leaves your field is banished. While you control an "Alchemy Beast" or "Helios" monster, this effect also applies to your opponent. Once per turn, if you control no monsters, or fewer monsters than your opponent: You can add 1 "Alchemic Process" card from your Deck to your hand. Once per turn: You can Special Summon 1 of your banished "Helios" or "Alchemy Beast" monsters.

 

Alchemic Process - Tin Spell Circle

Normal Spell

Special Summon 1 "Alchemy Beast" monster from your hand or Graveyard, or, if you control "Chaos Distill", you can Special Summon 1 "Alchemy Beast - Aretos the Tin" from your Deck. If a monster is Summoned, you can shuffle this banished card into your Deck to target 1 face-up card your opponent controls: Return that target to its owner's hand. You can only activate this effect of "Alchemic Process - Tin Spell Circle" once per turn.

 

Alchemy Beast - Aretos the Tin

WIND - Level 3 - Rock/Effect - 500/500

Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of an "Alchemic Process" Spell Card, or "Chaos Distill". You can discard this card (Quick Effect): Add 1 "Chaos Distill" from your Deck to your hand. This card can attack your opponent directly, and if it does so using this effect, you take no battle damage during your next turn.

 

Alchemic Process - Silver Key

Normal Spell

Special Summon 1 "Alchemy Beast" monster from your hand or Graveyard, or, if you control "Chaos Distill", you can Special Summon 1 "Alchemy Beast - Moonface the Silver" from your Deck. If a monster is Summoned while this card is banished: You can shuffle this card and up to 4 other banished "Alchemic Process" and/or "Alchemy Beast" cards into your Deck (min. 2); Draw 2 cards.

 

Alchemy Beast - Moonface the Silver

DARK - Level 3 - Rock/Effect - 500/500

Cannot be Normal Summoned/Set. Must first be Special Summoned by an "Alchemic Process" card, or "Chaos Distill". You can discard this card (Quick Effect): Activate 1 "Chaos Distill" that is banished or in your Graveyard. You can only activate this effect of "Alchemy Beast - Moonface the Silver" once per turn. This card can attack your opponent directly, and if it does so using this effect: You can banish up to 2 cards from either Graveyard.

 

Alchemic Process - Steel Lamp

Normal Spell

Special Summon 1 "Alchemy Beast" monster from your hand or Graveyard, or, if you control "Chaos Distill", you can Special Summon 1 "Alchemy Beast - Salamandra the Steel" from your Deck. If a monster is Summoned, you can shuffle this banished card into your Deck to target a number of cards your opponent controls up to the number of "Alchemy Beast" and/or "Helios" monsters you control: Destroy as many of those targets as possible. You can only activate this effect of "Alchemic Process - Steel Lamp" once per turn.

 

Alchemy Beast - Salamandra the Steel

FIRE - Level 3 - Rock/Effect - 500/500

Cannot be Normal Summoned/Set. Must first be Special Summoned by an "Alchemic Process" card, or "Chaos Distill". You can discard this card (Quick Effect): For the rest of the turn, "Alchemy Beast" monsters and "Chaos Distill" you control cannot be destroyed by your opponent's card effects, or have their effects negated. This card can attack your opponent directly, and if it does so using this effect, you can target 1 face-up card your opponent controls: Negate its effects.

 

That's half the Beasts, and an actual playstyle. I think that's a fine place to stop. However, if anyone wants me to finish the lineup, I could.

 

Next pack:

 

History of Duel Terminal!

DT arc 1: Vylon (LIGHT)

DT arc 2: Gishki (WATER)

DT arc 3: Gusto (WIND)

Arc 4: Shaddoll (DARK)

Arc 5: Infernoid (FIRE)

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Renovylon Glome

LIGHT ****

Fairy/Tuner/Effect

When this card is Normal Summoned, you can Special Summon 1 "Vylon" monster from your hand.  This card can be treated as a non-tuner when used as Material for a Synchro Summon.

1700/600

 

Renovylon Pentatope

LIGHT **

Machine/Tuner/Effect

If this card is sent from the Monster Zone to the GY: You can pay 500 LP and target 1 face-up monster you control; equip this card to that target.  The target is unaffected by the effects of monsters except monsters with the same Level/Rank/Link Rating as it.

 

Renovylon Polytope

Quick-Play Spell

Target 1 LIGHT monster you control and any number of "Vylon" monsters in your GY that can be treated as Equip Spells.  Equip those targets to the first target.  If "Vylon Polytope" is in your GY when this card is sent to the GY: You can banish this card; add 1 "Vylon Polytope" from your GY to your hand.

 

Renovylon Hyperplane

Field Spell

When this card is activated: You can add 1 "Vylon" Spell card from your Deck to your hand.  Monsters you control gain 200 ATK for each Equip Spell on the field.  Once per turn: You can reveal any number of "Vylon" Equip Spells in your hand; draw cards equal to the number of cards revealed, then place those revealed cards on the bottom of your Deck in any order.

 

Renovylon Beta

LIGHT Links: SW SE

Fairy/Link/Effect

2 "Vylon" monsters

When this card is Special Summoned: Equip 1 Equip Spell from your GY to this card.  You can target up to 2 Equip Spells this card points to and an equal number of face-up monsters your opponent controls; destroy the first target(s), and if you do, equip the second target(s) to this card with effects that make it gain 300 ATK.  You can only use this effect of "Renovylon Beta" once per turn.

1900/LINK 2

 

 

Genex Ally/Ally of Justice (DARK)

Mist Valley (WIND)

Gem-Knights (EARTH)

Nekroz (WATER)

Infernoid (FIRE)

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