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Legendary Duelist Pack Game


Perry Ellis.

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Gem-Knight Azurite
Level 5 | EARTH | Aqua/Effect
0 ATK / 2800 DEF

You can discard this card: Add 1 "Fusion" Spell/Trap from your Deck to your hand, that specifically has "Gem-Knight" written in its text. You can only activate this effect of "Gem-Knight Azurite" once per turn. A "Gem-Knight" monster Fusion Summoned using this card as material gains the following effect:

  • Cannot be targeted by, or destroyed by, your opponent's Spell/Trap effects.

 

Gem-Knight Malachite
Level 5 | EARTH | Thunder/Effect
2400 ATK / 600 DEF

If this card is banished, or sent from the field to the GY: You can Special Summon 1 Level 4 or lower "Gem-Knight" monster from your hand, and if you summoned a Gemini Monster with this effect, it is treated as an Effect Monster and gains its effects. You can only activate this effect of "Gem-Knight Malachite" once per turn. A "Gem-Knight" monster Fusion Summoned using this card as material gains the following effect:

  • Once per turn (Quick Effect): You can banish 1 "Gem-Knight" monster from your GY, then target 1 monster your opponent controls; banish it.

 

Gem-Knight Rubellite
Level 5 | EARTH | Pyro/Effect
2800 ATK / 0 DEF

If your opponent controls more cards than you do, you can Special Summon this card (from your hand), but its original ATK becomes 1900. You can only Special Summon "Gem-Knight Rubellite(s)" once per turn this way. A "Gem-Knight" monster Fusion Summoned using this card as material gains the following effect:

  • Your opponent cannot target other "Gem-Knight" monsters you control for attacks or with effects.

 

Gem-Knight Brilliant Tanzanite
Level 10 | EARTH | Rock/Fusion/Effect
3000 ATK / 3000 DEF
3 Level 5 or higher "Gem-Knight" monsters

Must first be Fusion Summoned with the above Fusion Materials. You can only Special Summon "Gem-Knight Brilliant Tanzanite(s)" once per turn. Once per turn (Quick Effect): You can shuffle 1 other "Gem-" monster you control into the Deck; destroy 1 card your opponent controls, then you can Special Summon 1 "Gem-" monster from your Deck with the same Type but a different name than the shuffled monster.

 

Blade of the Pyroxenes
Equip Spell

Equip only to a "Gem-" monster. When you do: Banish 1 Level 8 or higher "Gem-Knight" Fusion Monster from your Extra Deck; the equipped monster gains ATK equal to half the banished monster's original ATK. If this card leaves the field: Both players take damage equal to the amount of ATK the equipped monster gained while this card was equipped to it.

 

Gem Split
Normal Trap

Tribute 1 "Gem-Knight" Fusion Monster you control, then target 2 other "Gem-Knight" monsters in your GY, whose combined levels are lower than or equal to the Tributed monster's; Special Summon them. You can only activate 1 "Gem Split" per turn.

 

Next:

Yugi Muto (Magnet Warriors)
GX: Jim Cook (Fossil)
ZEXAL: Vector (Gorgonics)

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Gorgonic Ghost
2/DARK/Rock/600/1000
This card’s name becomes “Gorgonic Ghoul” while in a Monster Zone. Once per turn: You can target 1 other “Gorgonic” monster you control; make the Levels of this card and that target equal to their combined current Levels until the end of this turn.

Gorgonic Goblin
3/DARK/Rock/1300/400
When this card is Normal Summoned: You can target 1 Level 3 or lower Rock monster in your GY; Special Summon it. You can banish this card from the GY, then target 1 face-up monster your opponent controls; negate its effects until the end of this turn.

Gorgonic Goliath
5/DARK/Rock/Xyz/2200/1800
2 Level 5 Rock monsters
You can also Xyz Summon this card using a “Gorgonic Guardian” you control with no materials as material. Once per turn (Quick Effect): You can detach 1 material from this card; negate the effects of all face-up monsters your opponent controls until the end of this turn. At the start of the Damage Step, if a “Gorgonic” monster you control battles an opponent’s monster that has its effects negated: Destroy that opponent's monster.

Gorgonic Legion
Field Spell
When this card is activated: You can add 1 “Gorgonic” monster from your Deck to your hand. During your Main Phase: You can Special Summon “Gorgonic Tokens” (Level 3/DARK/Rock/ATK 1600/DEF 1200), up to the number of monsters your opponent controls that have their effects negated, but they cannot be Tributed, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn. You can only use each effect of “Gorgonic Legion” once per turn.

Gorgonic Glare
Continuous Trap
If you control a “Gorgonic” monster: You can target 1 face-up monster your opponent controls; negate its effects until the end of this turn. If a monster your opponent controls is destroyed by the effect of a “Gorgonic” monster: You can inflict damage to your opponent equal to its original ATK. You can only use each effect of “Gorgonic Glare” once per turn.

Next pack: Inheritors of the Throne

DM: DSOD Mokuba (Thunder Dragon)
GX: Season 4 Syrus (Cyber Vehicroid)
5Ds: Carly (Fortune Fairy/Lady)
Zexal: Orbital 7 (Super Defence Robot)
Arc-V: Tate (Deskbot)

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Fortune Lady Gale

Level 2/WIND/Spellcaster/Tuner/Effect

If you control a "Fortune Lady" monster, except a WIND monster, you can special summon this card from your hand.  This cards ATK becomes 200 x its level. During your standby phase, increase this cards level by 1 (max 12). If this card is banished, draw 2 cards, then place 1 card from your hand on the bottom of your deck. You can only use thie effect of "Fortune Lady Gale" once per turn.

Fortune Lady Magma

Level 3/FIRE/Spellcaster/Tuner/Effect

When this card is normal summoned, you can banish 1 "Fortune Lady" monster from your GY, special sumon 1 "Fortune Lady" moster with the same level, but a different name from your deck, except "Fortune Lady Magma" in defense position.  This cards ATK becomes 300 x its level. During your standby phase, increase this cards level by 1 (max 12). When this card is special summoned, inflict 300 damage to your opponent for each "Fortune Lady" monster you control with a different name.

Fortune Lady Crystal

Level 4/EARTH/Spellcaster/Tuner/Effect

When this card is normal summoned, special summon 1 level 3 or lower "Fortune Lady" monster from your hand or GY in defense position. This cards ATK becomes 300 x its level. During your standby phase, increase this cards level by 1 (max 12). Once per turn, if you control a "Fortune Lady" non-tuner monster, you can shuffle 1 banished "Fortune Lady" monster into your deck, reduce this cards level by that monsters level.

Fortune Lady Ice

Level 5/WATER/Spellcaster/Tuner/Effect

This cards ATK becomes 400 x its level. During your standby phase, increase this cards level by 1 (max 12). Negate the effects of all monsters your opponent controls with a lower level than this card. If a "Fortune Lady" monster you control battles, you can discard this card, your opponent takes any damage you would take from that batte instead. During your standby phase, if a "Fortune Lady" monster activates its effect, you can special summon this card from your GY. You can only use each effect of "Fortune Lady Ice" once per turn

Fortune Lady Thunder

Level 6/LIGHT/Spellcaster/Tuner/Effect

If you control no monsters, or all monsters you control are "Fortune Lady" monsters, you can soecial summon this card from your hand, you can only special summon "Fortune Lady Thunder" by this effect once per turn. This cards ATK becomes 400 x its level. During your standby phase, increase this cards level by 1 (max 12). When this cards level increases, destroy 1 card your opponent controls, then special summon 1 "Fortune Lady Token" (Spellcaster/LIGHT/Level 1/ATK 0/DEF 0) in defense position. You can only use this effect of "Fortune Lady Thnder" once per turn.

 

Fortune Lady Future

Level 8/DARK/Spellcaster/Synchro/Effect

1 Spellcaster Tuner + 1+ spellcaster non-tuners

This cards ATK becomes 400 x its level. During your standby phase, increase this cards level by 1 (max 12). (Quick Effect); You can banish 1 "Fortune Lady" monster from your GY, increase the levels of all "Fortune Lady" monsters you control by the level of the banished monster. if a monster is banished, except by the effect of "Fortune Lady Future" banish the top card of your opponets deck face down. If the level of another "Fortune Lady" monster increases draw 2 cards. You can only use each effect of "Fortune Lady Future" once per turn.

 

Fortune Lady Paradox

Normal Spell

Activate 1 of these effects:

*Target 1 "Fortune Lady" tuner monster you control, special summon 1 "Fortune Lady" non-tuner monster from your deck with a lower level.

*Target 1 "Fortune Lady" non-tuner monster you control, special summon 1 "Fortune Lady" tuner monster from your deck with a lower level.

The monster special summoned by this cards effect has its effects negated, you can only activate 1 "Fortune Lady Paradox" per turn.

Fortune Lady Sage

Continuous Trap

When this card is activated increase the levels of all "Fortune Lady" monsters you control by 1. You can banish 1 "Fortune Lady" monster from your GY, reduce any damage you would take this turn by that monsters level x100. If this card is sent to the GY, shuffle all banished "Fortune Lady" cards into the deck, then draw 2 cards. You can only use each effect of "Fortune Lady Sage" once per turn.

 

DM: DSOD Mokuba (Thunder Dragon)
GX: Season 4 Syrus (Cyber Vehicroid)
Zexal: Orbital 7 (Super Defence Robot)
Arc-V: Tate (Deskbot)

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  • 1 month later...

Super Defense Robot Giraf 

EARTH - Machine - Level 4 - Effect - ATK/1000 DEF/2000

If you control an EARTH Machine monster: You can Special Summon this card from your hand. When this card is Special Summoned: You can add 1 EARTH Machine monster or 1 "Super Defense" monster from your deck or GY to your hand. Once per turn, you can target 1 EARTH Machine monster in either player's side of the field: The level of all EARTH Machine monsters became the same level as that monster until the End Phase. 

 

Super Defense Robot Zeb 

EARTH - Machine - Level 8 - Effect - ATK/1600 DEF/2600

While this card is face-up on the field you cannot Special Summon monsters, except EARTH Machine monsters. (Quick Effect) When your opponent activates a card or effect or declares an attack: You can Special Summon this card from your hand, then add 1 EARTH Machine monster from your deck to your hand. You can only use this effect of "Super Defense Robot Zeb" once per turn. A Xyz Monster that used this card as a Xyz Material cannot be destroyed by battle or card effects once per turn. 

 

Super Defense Robot King Gorila

EARTH - Machine - Rank 4 - Xyz - Effect - ATK/2500 DEF/2000

2 level 4 Machine monsters

Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; Take control of it until the End Phase, but you cannot attack with other monsters except that one. When a card or effect is activated: You can Tribute 1 EARTH Machine monster; Negate the activation, and if you do, destroy it. If this card has no Xyz Materials, you can Xyz Summon 1 level 8 Machine monster from your Extra Deck by using this card as a Xyz Material, then attach up to 2 "Super Defense Robot" monsters from your GY to that card as Xyz Materials. You can only use this effect of "Super Defense Robot King Gorila" once per turn. 

 

Orbital 7 Multi-function Mode - Engage !!

Spell - Equip

Special Summon ! "Orbital 7" from your deck to your side of the field and equip it with this card, then place 1 You Got It Boss! Counter on it. If all monster you control are Machine, "Photon" or "Galaxy" monsters (min. 1), this card can be activated during your opponent's turn. You can only activate 1 "Orbital 7 Multi-function Mode - Engage !!" per turn. Once per turn, if this card is equipped to an "Orbital 7", you can send 1 "Photon" or "Galaxy" monster from your hand or deck to the GY; Activate 1 of the following effects:

● Target 1 monster on the field: Destroy it.

● Special Summon 1 "Photon" or "Galaxy" monster from your GY to your side of the field. 

● Target up to 3 Spell/Trap cards your opponent controls: Shuffle them back into the deck. 

 

Farewell, Master Kite ...

Trap 

Special Summon from your Extra Deck 2 Galaxy-Eyes Xyz monsters, 1 to each player's side of the field. They have their effects negated and the ATK of both becomes 0. Neither player takes battle damage until the end of this turn. During the End Phase, destroy all cards on the field, and if any "Galaxy-Eyes" monster Special Summoned by this card is destroyed by that effect, the current controller of that monster takes 3000 damage. You can only activate "Farewell, Master Kite ..." once per turn. You can banish this card from your GY, except during the turn this card was activated; Target 1 "Galaxy-Eyes" Xyz monster in your GY: Special Summon it to your side of the field, then attach 1 "Galaxy", "Photon" or Machine monster from your hand or GY to that monster as a Xyz Material.

 

 

DM: DSOD Mokuba (Thunder Dragon)
GX: Season 4 Syrus (Cyber Vehicroid)
Arc-V: Tate (Deskbot)

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Craneroid 

Earth | Level 4 | Machine | Effect

When this card is Normal Summoned, you can Special Summon 1 “-riod” monster from your GY, also it’s effects are negated. You cannot Special Summon monster(s) from the Extra Deck this turn except Machine monster(s) the turn this effect is activated. If this card was sent to the GY as a Fusion Material for a Machine monster, that monster gains the following effect.

  • this card cannot be tribute

1600/1800

 

Wreckeriod

Earth | Level 4 | Machine | Effect

If a “-riod” monster is Summoned while this card is on the field, you can target 1 card your opponent controls, destroy that card. If this card is destroyed by a a card effect, special summon 1 “-riod” monster from your Hand or Deck. You can only use this effect of “Wreckeriod” once per turn.

1300/1700

 

 

Super Mega Construteriod Base

Earth | Level 9 | Machine | Effect

3 Machine monsters with different names (including 1 “-riod” monster)

When this card is Fusion Summoned, you can add 1 “-riod” Spell/Trap card from your Deck or GY to your hand. During either players turn while you control a Field Spell (Quick Effect), if you’re opponent activates a Spell/Trap card: you can shuffle face up cards on the field equal to the number of “-riod” Fusion monster(s) you control. You can only activate each effect of “Super Mega Construteriod Base” once per turn.

2400/3000

 

Super Roid Fusion

Normal Spell

Fusion Summon from your Extra Deck 1 “-roid” Fusion monster using monster from your field or Deck. If a “-Roid” Fusion monster is sent as a Fusion material, you can Special Summon that monster but it’s effects are negated and it cannot attack until the end of the turn. You can only activate “Super Roid Fusion” once per turn. 

 

Roid Recycle Plant

Continuous Trap

Once per turn, you can shuffle 1 “-roid” monster from you GY into your Deck, draw 1 card. If a “-roid” monster(s) would be destroyed (by battle or by card effect), you can send this card from the field to the GY.

You can only activate this effect of “Roid Recycle Plant” once per turn. 
 

next pack: Rivals Reborn! 
DM: Espa Roba, Jinzo

GX:  Titan, Chess Archfiends

5Ds: Hunter Pace, Skull Flame

Zex: Alito, Battl’n Boxers

Arc-V: Dipper O’Rion, Constellars

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Battlin’ Boxer Claw Cross

When this card is Normal summoned, you can special summon 1 “Battlin’ Boxer” monster from your hand. You can banish this card from your GY, double the original ATK of 1 Warrior Xyz monster you control.

Battlin’ Boxer Uppercut

When you activate a counter trap card you can special summon this card from your hand. During your main phase, you can declare a level from 1-4 all “Battlin’ Boxer” monsters you control become the declared level until the end phase. You cannot summon monsters for the rest of the turn, except Xyz monsters.

Battlin’ Boxer Low Blow

If a monster on the field is destroyed, you can special summon this card from your hand. A Warrior Xyz monster that was summoned using this card as Xyz material gains the following effect:

*Gains 400 ATK each time a counter trap is Activated.

Battlin’ Boxer Tempest Cestus

2 Level 4 FIRE monsters

You can detach 1 Xyz material from this card, destroy 1 card you control, and if you do, destroy 1 monster your opponent controls. If you Xyz summon a “Battlin’ Boxer” monster you can attach this card from your GY to the summoned monster as Xyz material. You can only use each effect of “Battlin’ Boxer Tempest Cestus” once per turn.

Number C79: Battlin’ Boxer Solar Flare Cestus

3 Level 5 Monsters

You can detach any number of Xyz materials from this card, add an equal number of Counter Trap cards from your deck or GY to your hand with different names. If this card has “Number 79: Battlin’ Boxer Nova Cestus” as Xyz material it gain the following effects:

*Once per turn you can attach 1 monster from either players GY to this card as Xyz material

*If this card with Xyz material is destroyed, special summon 1 “Battlin’ Boxer” Xyz monster from your extra deck, then attach this card from your GY and 1 monster your opponent controls to the summoned monster as Xyz material. The summoned monster cannot be destroyed until your next end phase.

Cxyz Battlin’ Boxer Inferno Champion

2 Level 5 Monsters

While this card has Xyz material "Battlin' Boxer" monsters you control cannot be destroyed by card effects. If this card has a "Battlin' Boxer" Xyz monster as Xyz material it gains the following effects:

*You can detach 1 Xyz material from a "Battlin' Boxer" Xyz monster you control, destroy 1 monster you opponent controls, then all monsters your opponent controls lose 1000 ATK

*During your standby phase, you can detach 1 Xyz material from this card, add 1 "Rank-Up-Magic" spell card from your deck to your hand.

You can only use each effect of "Cxyz Battlin' Boxer Inferno Champion" once per turn.

Battlin’ Boxer Weighted Glove

Equip only to a “Battlin’ Boxer” Xyz monster you control. The first time each turn the equipped monster battles, destroy the opponents monster before damage calculation. If the equipped monster would be destroyed, you can attach this card to that monster as xyz material instead.

Battlin’ Boxer Showstart

If you control no monsters, special summon 2 “Battlin’ Boxer” monsters from your hand or GY in defense position. You cannot special summon monsters for the rest of the turn, except “Battlin’ Boxer” or Xyz monsters. You can banish this card front your GY, target 1 level 4 or lower “Battlin’ Boxer” monster you control and reveal 1 “Number” monster from your extra deck, “Battlin’ Boxer” monsters you currently control with the level of the target monster become the same type and attribute as the revealed monster until the end phase. You can only use 1 effect of “Battlin’ Boxer Showstart” and only once per turn.

Battlin’ Boxer Dodge

If you control a “Battlin’ Boxer” Xyz monster you can activate this card from your hand. If your opponent activates a card effect that would destroy a “Battlin’ Boxer” monster you control, negate that effect and draw 1 card. If you Xyz summon a “Battlin’ Boxer” monster while this card is in your GY, you can set this card but shuffle it into the deck when it leaves the field.

Battlin’ Boxer Sidestep

If you control a “Battlin’ Boxer” Xyz monster you can activate this card from your hand. When your opponent activates a card effect that would negate the effect or activation of a card you control, negate that effect, then 1 “Battlin’ Boxer” monster you control gains 1000 ATK. If you Xyz summon a “Battlin’ Boxer” monster while this card is in your GY, you can set this card but shuffle it into the deck when it leaves the field.

Rank-Up-Magic Knuckle Force

Target 1 Warrior Xyz monster you control, Xyz summon 1 Warrior Xyz monster with the same attribute from your extra deck using the target as Xyz material (transfer its Xyz materials). The summoned monster gains 500 ATK for each Xyz material attached to it when it's summoned.

 

 

DM: Espa Roba, Jinzo

GX:  Titan, Chess Archfiends

5Ds: Hunter Pace, Skull Flame

 

Arc-V: Dipper O’Rion, Constellars

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  • 1 month later...

Guess Titan's at bat now.

Voidjester Archfiend by BDSceptyr

Voidjester Archfiend/FIRE/Fiend-Type Effect Monster/Level 2/0 ATK/1900 DEF

Lore: If you lose LP by a Fiend monster's effect, you can Special Summon this card (from your hand). If this card is Summoned, except from the GY, while you control "Pandemonium": You can Special Summon 1 "Archfiend" monster from your Deck with a different Attribute from the monsters you control or in your GY, but destroy it when this card leaves the field. Once per turn, during your Standby Phase, pay 500 LP or destroy this card. Before resolving an opponent's card effect that targets this card or an "Archfiend" Spell/Trap, roll a six-sided die, negate the effect if you roll 2 or 5, and if you do, destroy that card.

 

Necrosisage Archfiend by BDSceptyr

Necrosisage Archfiend/WATER/Fiend-Type Effect Monster/Level 4/1600 ATK/2100 DEF

Lore: If this card is added to your hand by a Field or Continuous Spell effect: You can Special Summon this card, then if you control "Pandemonium", you can destroy 1 non-Fiend monster on the field with the same Attribute as an "Archfiend" monster you control. Once per turn, during the End Phase: You can add 1 "Archfiend" monster from your GY to your hand, except a Level 4 monster. Once per turn, during your Standby Phase, pay 500 LP or destroy this card. Any Fiend monster or Trap's effect in your possession that would resolve on a die result of 1,2, or 3 also resolves on a die result of 4, 5 or 6.

 

Causticourier Archfiend by BDSceptyr

Causticourier Archfiend/WIND/Fiend-Type Effect Monster/Level 6/1800 ATK/2800 DEF

Lore: Before resolving an opponent's card effect that targets an "Archfiend" monster you control (Quick Effect): You can reveal this card in your hand, then discard 1 other "Archfiend" card; roll a six-sided die, negate the effect if you roll 1, 3 or 6, and if you do, destroy that card. Otherwise, Special Summon this card from your hand, and switch the effect target to this card. Once per turn, during your Standby Phase, pay 700 LP or destroy this card.

 

Archfiend's Brilliancy by BDSceptyr

Archfiend's Brilliancy/Quick-Play Spell Card

Activate 1 of these effects. If you control a Level 4 or 8 "Archfiend" monster with 1900 or more ATK, apply both of these effects and resolve them in sequence. You can only activate 1 "Archfiend's Brilliancy" per turn.
● Gain 1000 LP, and if you do, all monsters currently on the field lose 1000 ATK, except "Archfiend" monsters.
● Send 1 "Archfiend" monster from your Deck to the GY, and if you do, all monsters on the field with that sent monster's Level have their effects negated for the rest of the turn, except "Archfiend" monsters.

 

Medieval Archfiends by BDSceptyr

Medieval Archfiends/Ritual Spell Card

Lore: This card can be used to Ritual Summon "Inquisition King Archfiend". You must also destroy Fiend monsters you control, Tribute monsters in your hand, and/or banish 1 Fiend Fusion Monster from your GY whose total Levels equal 8 or more. You can banish this card and 1 "Imprisoned Queen Archfiend" from your GY; Set directly from your Deck, 1 "Archfiend" Trap or 1 Trap that has an effect that rolls a six-sided die. You can only use this effect of "Medieval Archfiends" once per turn.

 

Joy-Leap by BDSceptyr

Joy-Leap/Normal Trap Card

Lore: Tribute 1 Level 6 or higher Fiend monster you control: Special Summon up to 3 Level 5 or lower "Archfiend" monsters with different Attributes from each other in Defense Position, but no more than 1 each from your hand, Deck and GY, and if you do, negate the effects of all other Spell/Trap Cards in their columns for the rest of the turn. While you control any monsters Special Summoned by this effect, you cannot Summon monsters, except Fiend monsters. You can only activate 1 "Joy-Leap" per turn.

 

Inquisition King Archfiend by BDSceptyr

Inquisition King Archfiend/EARTH/Fiend-Type Ritual Effect Monster/Level 8/2700 ATK/1600 DEF

Lore: You can Ritual Summon this card with "Medieval Archfiends". Once per turn, during your Standby Phase, pay 1000 LP or destroy this card. Cannot be targeted by card effects. Once per turn: You can destroy the following cards, depending on the number of different Attributes among the "Archfiend" monsters you control and/or in your GY. ● 1+: 1 Spell/Trap on the field ● 2-5: 1 monster on the field ● 6: 1 random card in your opponent's hand

 

NEXT UP: 

DM: Espa Roba, Jinzo

5Ds: Hunter Pace, Skull Flame

Arc-V: Dipper O’Rion, Constellars

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Burning Chrome Skull
FIRE/Zombie/Effect/Level 3/1000 ATK/1800 DEF
This card's name becomes "Burning Skull Head" while in your hand or GY. If this card is Special Summoned from your hand: You can draw 1 card, then, if you control a face-up "Skull Flame" monster, you can draw 1 more card. You can only use this effect of "Burning Chrome Skull" once per turn. Once per turn, if a "Skull Flame" would be destroyed because of your opponent's card (either by battle or by card effect) while this card is in your GY, it is not destroyed.

Burning Spike Skull
FIRE/Zombie/Effect/Level 3/1000 ATK/500 DEF
This card's name becomes "Burning Skull Head" while in your hand or GY. If this card is Special Summoned from your hand: You can target 1 card on the field; destroy it, then, if you control a face-up "Skull Flame" monster, inflict 500 damage to your opponent. You can only use this effect of "Burning Spike Skull" once per turn. While this card is in your GY, all Zombie monsters you control gain 100 ATK for each Zombie monster in your GY.

Burning Chain Skull
FIRE/Zombie/Effect/Level 3/1000 ATK/100 DEF
This card's name becomes "Burning Skull Head" while in your hand or GY. If this card is Special Summoned from your hand: You can take 1 Level 3 or lower FIRE Zombie monster from your Deck, except "Burning Chain Skull", and either add it to your hand or send it to your GY, then, if you control a face-up "Skull Flame" monster, you can Special Summon 1 Zombie monster from your hand with 1000 or less ATK. You can only use this effect of "Burning Chain Skull" once per turn. While this card is in your GY, you can Normal Summon "Skull Flame" without Tribute.

Burning Headless Skeleton
FIRE/Zombie/Tuner/Effect/Level 2/1000 ATK/200 DEF
Cannot be used as a Synchro Material, except for the Synchro Summon of a Zombie Synchro Monster. If this card is in your hand or GY: You can reveal 1 Level 3 or lower FIRE Zombie monster in your hand; Special Summon this card and the revealed monster, and if you do, this card's Level is increased by up to the Level of the revealed monster. You can only use this effect of "Burning Headless Skeleton" once per turn.

Blazing Skull Flame Chopper
FIRE/Zombie/Synchro/Tuner/Effect/Level 5/1800 ATK/1200 DEF
1 Zombie Tuner + 1+ non-Tuner monsters
If a monster equipped with this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per Chain, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. You can only use each of the following effects of "Blazing Skull Flame Chopper" once per turn.
● If this card is in your GY: You can target 1 "Skull Flame" monster you control; equip this card to that target.
● If your opponent Special Summons a monster(s) (Quick Effect): You can Special Summon 1 "Burning Skull Head" from your hand.

Skull Flame, Master of Burning Skulls
FIRE/Zombie/Synchro/Effect/Level 8/2600 ATK/2000 DEF
1 Zombie Tuner + 1+ non-Tuner FIRE monsters
This card's name becomes "Skull Flame" while on the field or in the GY. You can only use each of the following effects of "Skull Flame, Master of Burning Skulls" once per turn.
● If this card is Synchro Summoned using a Synchro Monster: You can target 1 face-up card on the field; negate its effects while this card is on the field, also, if it is a Monster Card, half its ATK, then inflict damage to your opponent equal to that lost ATK.
● During your Main Phase: You can Special Summon 1 "Burning Skull Head" from your hand.
● When your opponent activates a card or effect (Quick Effect): You can Tribute 1 FIRE Zombie monster you control; that effect becomes "your opponent adds up to 2 "Burning Skull Heads" from their GY to their hand".

Raging Road of the Netherworld
Spell/Continuous
Zombie monsters you control cannot be targeted by your opponent's card effects, or their monsters' attacks, except your Zombie monster(s) with the highest ATK. You can only use each of the following effects of "Raging Road of the Netherworld" once per turn.
● If this card is activated: You can add 1 Level 3 or lower FIRE Zombie monster with 1000 or less ATK, or 1 "Skull Flame", from your Deck to your hand.
● During each End Phase, if a card you control inflicted damage to your opponent this turn: You can add 1 "Burning Skull Head" from your GY to your hand.
● If a "Skull Flame" monster you control leaves the field because of your opponent's card (by battle or by card effect): You can Special Summon 1 "Skull Flame" monster with a different name from your GY, ignoring the Summoning conditions.

Burning Doom (OCG: Hell Burning)
Trap/Normal
Tribute any number of FIRE Zombie monsters you control, including a "Burning Skull Head"; inflict damage to your opponent equal to the number of monsters Tributed x 1000. You cannot conduct your Battle Phase during the turn you use this effect. If this Set card is destroyed by card effect: You can Special Summon 1 "Skull Flame" from your Deck. You can only use each effect of "Burning Doom" once per turn.

Next Pack:
One-Hit Wonders, Volume 2
DM: Strings (Slimes)
GX: Ryuga (Cyber Dinosaur)
5D's: Elsworth (Samurai)
ZEXAL: Carlyle Chesterton (Moral)
ARC-V: Isaac (Mirror Imagines)
VRAINS: Dr. Genome (Helixx)

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All of them are Light/Machine/Pendulum/Level 7/ATK 0/DEF 0

 

Mirror Imagine Reflector 1

When an opponents monster declares a direct attack, you can special summon 1 "Mirror Imagine" monster from your deck and make it the attack target. You can only use this effect of "Mirror Imagine Reflector 1" once per turn.

PS:1

When this card is attacked, you can tribute this card to negate the attacking monsters effects and reduce its ATK by 1000 until the end of the battle phase, then special summon 1 "Mirror Imagine" monster from your deck, except "Mirror Imagine Reflector 1" and make it the new attack target. You can only use the effect of "Mirror Imagine Reflector 1" once per turn.

Mirror Imagine Reducer 2

When you pendulum summon exactly 1 "Mirror imagine" monster and no other monsters, you can special summon 1 "Mirror Imagine" Monster with a different name from your deck, but it cannot attack and is destroyed during the end phase.

2/2

When this card is attacked, you can tribute this card, halve the attacking monsters ATK until the end of the battle phase, then special summon 1 "Mirror Imagine" monster from your deck except "Mirror Imagine Reducer 2" and make it the new attack target. You can only use the effect of "Mirror Imagine Reducer 2" once per turn.

Mirror Imagine Negater 3

When an opponents monster declares a direct attack, you can special summon 1 "Mirror Imagine" monster from your deck and make it the attack target. You can only use this effect of "Mirror Imagine Negater 3" once per turn.

3/3

When this card is attacked, you can tribute this card, negate the attack, then if its ATK on the field was below 2000, draw 2 cards. If this card is added to your extra deck face up, target 3 "Mirror Imagine" pendulum monsters face up in your extra deck, shuffle them into the deck. You can only use each effect of "Mirror Imagine Negater 3" once per turn.

Mirror Imagine Magnifier 4

When you pendulum summon exactly 1 "Mirror imagine" monster and no other monsters, you can special summon 1 "Mirror Imagine" Monster with a different name from your deck, but it cannot attack and is destroyed during the end phase.

4/4

You can tribute this card, target 1 "Mirror Imagine" monster you control, it gains 800 ATK for each monster your opponent controls until the end phase. If this card is special summoned by the effect of a "Mirror Imagine" Card, add 1 spell/trap card from your GY to your hand. You can only use each effect of "Mirror Imagine Magnifier 4" once per turn.

Mirror Imagine Ray 5

When an opponents monster declares a direct attack, you can special summon 1 "Mirror Imagine" monster from your deck and make it the attack target. You can only use this effect of "Mirror Imagine Ray 5" once per turn.

5/5

You can tribute this card, target 1 "Mirror Imagine" monster you control gains 600 ATK until the end phase. If this card is special summoned, return 2 face up "Mirror Imagine" pundulum monsters from your extra deck to your deck. You can only use each effect of "Mirror Imagine Ray 5" once per turn.

Mirror Imagine Booster 6

When you pendulum summon exactly 1 "Mirror imagine" monster and no other monsters, you can special summon 1 "Mirror Imagine" Monster with a different name from your deck, but it cannot attack and is destroyed during the end phase.

6/6

You can tribute this card, target 1 "Mirror Imagine" monster you control, draw cards equal to its pendulum scale. You can only use the effect of "Mirror Imagine Booster 6" once per turn.

Mirror Imagine Catadioptricker 7

When an opponents monster declares a direct attack, you can special summon 1 "Mirror Imagine" monster from your deck and make it the attack target. You can only use this effect of "Mirror Imagine Catadioptricker 7" once per turn.

7/7

Once per turn you can shuffle 3 spell or trap cards from your GY to your deck, draw 1 card. Once per turn you can target 1 special summoned monster your opponent controls, this monster gains ATK equal to that monsters ATK until the end phase.

Mirror Imagine Prism 8

When you pendulum summon exactly 1 "Mirror imagine" monster and no other monsters, you can special summon 1 "Mirror Imagine" Monster with a different name from your deck, but it cannot attack and is destroyed during the end phase.

8/8

You can tribute this card target 1 "Mirror Imagine" monster you control, activate 1 of the following effects:

* It is unaffected by your opponents monster effects

* It is unaffected by your opponents Spell effects

* It is unaffected by your opponents Trap effects

Mirror Imagine Final 9

When an opponents monster declares a direct attack, you can special summon 1 "Mirror Imagine" monster from your deck and make it the attack target. You can only use this effect of "Mirror Imagine Reflector 1" once per turn.

9/9

You can tribute this card, target any number of "Mirror Imagine" pendulum monster face up in your extra deck with differnt names, shuffle them into the deck. You can only use the effect of "Mirror Imagine Final 9" once per turn.

 

Additional Mirror

Target 1 "Mirror Imagine" monster you control, special summon 2 monsters with the same name from your hand or deck. You can only activate 1 "Additional Mirror" per turn.

DM: Strings (Slimes)
GX: Ryuga (Cyber Dinosaur)
5D's: Elsworth (Samurai)
ZEXAL: Carlyle Chesterton (Moral)

VRAINS: Dr. Genome (Helixx)

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  • 3 weeks later...

Existing Cards:

Helixx Marmotroll
DARK/Fiend/Effect/Level 7/2600 ATK/0 DEF
If you control no monsters, or all monsters you control are "Helixx" monsters, and this card is in your hand or GY: You can send 1 "Helixx" monster from your hand to the GY; Special Summon this card. You can only use this effect of "Helixx Marmotroll" once per turn. You cannot Normal or Special Summon monsters during the turn you activate this effect, except "Helixx" monsters. The first time you would take damage each turn, that damage becomes 0.

Helixx Dreadrat
DARK/Fiend/Effect/Level 5/1200 ATK/2000 DEF
If you control a "Helixx" monster, you can Normal Summon this card without Tributing. During your Main Phase, if you control a "Helixx" Link Monster, and this card is in your GY: You can Special Summon this card to a zone a "Helixx" Link Monster points to, but banish this card when it leaves the field. You can only use this effect of "Helixx Dreadrat" once per turn. You cannot Normal or Special Summon monsters during the turn you activate this effect, except "Helixx" monsters.

Helixx Gothiclone
DARK/Fiend/Link/Effect/0 ATK/LINK-2
N, S
2 "Helixx" monsters
You cannot Special Summon monsters, except "Helixx" monsters. Cannot be destroyed by battle. At the start of the Damage Step, if this card battles an opponent's monster: This card's ATK becomes equal to the ATK of the opponent's monster until the end of the Battle Phase. After damage calculation, if this card battled: You can Tribute 1 monster this card points to; inflict damage to your opponent equal to its ATK. You can only use this effect of "Helixx Gothiclone" once per turn.

Helixx Necro Darwin
DARK/Fiend/Link/Effect/1800 ATK/LINK-2
N, W
2 "Helixx" monsters
You cannot Special Summon monsters, except "Helixx" monsters. Your opponent cannot target this co-linked card for attacks or by card effects. You can only use each of the following effects of "Helixx Necro Darwin" once per turn.
● During your Main Phase, except the turn this card was sent to the GY, if this card is in your GY: You can Special Summon this card to a zone a "Helixx" Link Monster you control points to.
● When your opponent activates a card or effect that would inflict damage to you (Quick Effect): You can make that damage to you 0, then this card's ATK becomes double its original ATK until the end of this turn.

Graveyard Incubation
Spell/Normal
Target 2 monsters in either GY with the same name; Special Summon them to your field, but change their ATK/DEF to 0, they have their effects negated, they cannot attack or be Tributed, and if they are not "Helixx" monsters, they are treated as "Helixx" monsters, also they cannot be used as material for a Summon, except for the Link Summon of a "Helixx" monster. You can only activate 1 "Graveyard Incubation" per turn.

Incubation Cure
Trap/Normal
Any damage to you this turn becomes 0. During the End Phase of the turn this card was sent to the GY, if you control a "Helixx" Link Monster: You can Special Summon 1 "Helixx Token" (Fiend/DARK/Level 1/0 ATK/0 DEF) to your side of the field. You can only use this effect of "Incubation Cure" once per turn.

New Cards:

Helixx Gammaroach
DARK/Fiend/Effect/Level 1/400 ATK/200 DEF
When this card is Tributed, or sent to the GY to activate the effect of a card: You can Special Summon this card. You can only Special Summon "Helixx Gammaroach" once per turn this way. You cannot Normal or Special Summon monsters during the turn you activate this effect, except "Helixx" monsters. During your Main Phase, you can Normal Summon 1 "Helixx" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

Helixx Malignicrab
DARK/Fiend/Effect/Level 3/1400 ATK/600 DEF
If you control a "Helixx" monster, you can Special Summon this card (from your hand). You can only Special Summon "Helixx Tumorcrab" once per turn. If this card is Normal Summoned, or Special Summoned by the effect of a "Helixx" monster: Take 1 DARK Fiend from your Deck, and either add it to your hand or send it to the GY. You can only use this effect of "Helixx Malignicrab" once per turn. You cannot Normal or Special Summon monsters during the turn you activate this effect, except "Helixx" monsters.

Helixx Stemera
DARK/Fiend/Effect/Level 9/2200 ATK/2800 DEF
If this card is in your hand or GY: You can Tribute 1 co-linked "Helixx" Link Monster; Special Summon this card. During your Main Phase: You can target 1 "Helixx" Link Monster in your GY; return it to your Extra Deck, and if you do, Special Summon a number of "Helixx Tokens" (Fiend/DARK/Level 1/0 ATK/0 DEF) to your side of the field, up to the target's Link Rating. You can only use each effect of "Helixx Stemera" once per turn, also you cannot Normal or Special Summon monsters during the turn you activate any of these effects, except "Helixx" monsters.

Helixx Savage Wallace
DARK/Fiend/Link/Effect/1600 ATK/LINK-2
N, E
2 "Helixx" monsters
You cannot Special Summon monsters, except "Helixx" monsters. Your opponent cannot target this co-linked card for attacks or by card effects. You can only use each of the following effects of "Helixx Savage Wallace" once per turn.
● (Quick Effect): You can target 1 "Helixx" monster linked to this card; increase its ATK by 1000 until the end of this turn.
● If this card is sent to the GY: You can target 1 card on the field; destroy it.

Helixx Abyss Lyell
DARK/Fiend/Link/Effect/2400 ATK/LINK-3
W, N, E
2+ "Helixx" monsters
You cannot Special Summon monsters, except "Helixx" monsters. Your opponent cannot target this co-linked card for attacks or by card effects, also this co-linked card cannot be destroyed by your opponent's card effects. You can only use each of the following effects of "Helixx Abyss Lyell" once per turn.
● If this card is linked to a "Helixx" Link Monster while in a Main Monster Zone: You can target 1 "Helixx" monster in your GY; move this card to an unoccupied Main Monster Zone, and if you do, Special Summon the target to the Main Monster Zone this card was previously in.
● If this card is sent to the GY: You can target 1 face-up card on the field; negate its effects.

Helixx Maniacal Mastermind Mengele
DARK/Fiend/Link/Effect/3000 ATK/LINK-4
N, S, E, W
2+ "Helixx" monsters, including a Link Monster
You cannot Special Summon monsters, except "Helixx" monsters. Your opponent cannot target this co-linked card for attacks or by card effects. Co-linked "Helixx" monsters you control cannot be destroyed by your opponent's card effects. This Extra Linked card and all other Extra Linked "Helixx" monsters are unaffected by your opponent's card effects. When your opponent activates a card or effect (Quick Effect): You can Tribute 1 "Helixx" monster; that effect becomes "until the end of this turn, each time a player activates a card or effect, inflict 200 damage to each player immediately after it resolves". You can only use this effect of "Helixx Maniacal Mastermind Mengele" once per turn.

Incubation Resequencer
Spell/Normal
Send 1 "Helixx" monster from your hand to the GY; add 1 DARK Fiend monster from your Deck or GY to your hand whose Level is equal to or lower than the sent monster's, then, if you added a "Helixx" monster by this card's effect, add another monster with the same name from your Deck to your hand. You can only activate 1 "Incubation Resequencer" per turn.

Pandemic Incubation
Trap/Continuous
Each time a "Helixx" Link Monster is Special Summoned to your side of the field with a different name than any other "Helixx" Link Monsters you control, place 1 Pandemic Counter on this card (max. 10). If a "Helixx" Link Monster you control would be Tributed, you can remove a number of Pandemic Counters from this card, equal to its Link Rating. During the Standby Phase, if this card has 10 Pandemic Counters, and you have an Extra Link of only co-linked "Helixx" Link Monsters, you win the Duel.

Next:
DM: Strings (Slimes)
GX: Ryuga (Cyber Dinosaur)
5D's: Elsworth (Samurai)
ZEXAL: Carlyle Chesterton (Moral)

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  • 2 months later...

Adamantine Reflect Slime
WATER 10*
Aqua/Effect
You can send 1 Continuous Spell from your hand or face-up in your Spell/Trap Zone to the GY to Special Summon this card from your hand.  This card's DEF equals the number of WATER Aqua "Slime" monsters or "Revival Jam" in your GY x 1000.  This card can attack while in face-up Defense position, and if it does, its ATK becomes equal to the ATK of the monster it battles.  If this card is destroyed by an opponent's card (by battle or by card effect): You can add 1 Divine-Beast monster from your Deck or GY to your hand.
0/?

Jade Reflect Slime
WATER 10*
Aqua/Effect
You can discard this card and 1 send WATER Aqua "Slime" monster, "Revival Jam", or 1 Continuous Spell you control to the GY; Draw 2 cards.  If you take battle damage while this card is in the GY, you can Special Summon this card in Attack position, and its ATK becomes equal to the damage taken, but banish it when it leaves the field.  This card can be treated as 2 Tributes for the Tribute Summon of a monster.  If a Divine-Beast monster you control is targeted for an attack while this card is Banished: Flip this banished card face-down; negate that attack and end the Battle Phase.
?/3000

Obsidian Reflect Slime
WATER 10*
Aqua/Effect
You can discard this card; activate 1 Continuous Spell from your Deck, but its effects are negated until the end of your opponent's next Main Phase.  If a face-up Continuous Spell you control leaves the field, you can Special Summon this card from your hand or GY and Set 1 "Metal Reflect Slime" from your hand, Deck or GY.  You cannot Special Summon monsters from the Extra Deck.  If you would Tribute Summon a Divine-Beast monster, you can banish this card from your GY as 1 of the Tributes.
1000/3000

Slime Reconstitution
Continuous Spell
When this card is activated: Special Summon 1 "Revival Jam" from your hand or Deck.  If a WATER Aqua "Slime" monster or "Revival Jam" is destroyed by an opponent's card, you can target 1 WATER Aqua "Slime" monster or 1 "Revival Jam" in your GY with ATK less than or equal to the destroyed monster's ATK on the field; Special Summon it.  If you Special Summon 2 or more monsters by the effect of "Slime Reconstitution": Draw 1 card.  You cannot Special Summon monsters from your Extra Deck.

Gunk Jamming
Continuous Spell
The first time each turn your opponent activates a Spell/Trap card or monster effect while you control a WATER Aqua "Slime" monster or "Revival Jam", negate that activation or effect and send that card to the GY.  If the ATK of 1 monster your opponent controls is greater than the total ATK of all Level 10 or higher monsters you control (min. 1), you can send this card to the GY; Special Summon 1 WATER Aqua "Slime" monster or "Revival Jam" from your GY, and if you do, add 1 Divine-Beast monster from your Deck or GY to your hand.  You cannot Special Summon monsters from the Extra Deck the turn you activate this effect.  You can only use this effect of "Gunk Jamming" once per turn.

 

 

Theme: "Older and Wiser"

Characters that are older than the main cast (ideally, a couple decades older at least)

 

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3 hours ago, President Claire Underwood said:

You need to provide some ideas, preferably one from each series.

If you wanna do that, no one's stopping you, but the rules never actually said I needed to provide characters, just the theme/style of character 😛

Besides, I think it'd be easier for people if they weren't restricted by very specific characters (I mean, I literally only knew Strings from the four that you gave...)

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7 hours ago, Tythe Scora said:

If you wanna do that, no one's stopping you, but the rules never actually said I needed to provide characters, just the theme/style of character 😛

Besides, I think it'd be easier for people if they weren't restricted by very specific characters (I mean, I literally only knew Strings from the four that you gave...)

Every single other person other than you and the OP has provided some ideas. I was actually the one that started the whole trend because it gave people something to work with.

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14 hours ago, President Claire Underwood said:

Every single other person other than you and the OP has provided some ideas. I was actually the one that started the whole trend because it gave people something to work with.

¯\_(ツ)_/¯

I guess it's just a difference in opinion then. But if it bothers you so much, you can probably just fulfill the prompt and add characters of your own to the theme.

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Fine. I will do what I did in the second post of this entire thread.

Epitaph of Anubis
LIGHT/Zombie/Effect/Level 2/2000 ATK/0 DEF
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. This card is treated as a Normal Monster while in the GY. During the End Phase, if you do not control a "Spirit of the Pharaoh": Destroy this card. You can discard this card from your hand; add 1 "The Secret Sarcophagus" or 1 "Pharaonic Burial Rites" from your Deck or GY to your hand, also send 1 Level 2 or lower Zombie monster from your Deck to the GY. You can only use this effect of "Epitaph of Anubis" once per turn.

Epitaph of Horus
LIGHT/Zombie/Effect/Level 2/2000 ATK/0 DEF
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. This card is treated as a Normal Monster while in the GY. During the End Phase, if you do not control a "Spirit of the Pharaoh": Destroy this card. You can discard this card from your hand, then reveal any number of "Sarcophagus" Spell/Trap Cards in your hand, shuffle the revealed cards into your Deck, then draw an equal number of cards, also send 1 Level 2 or lower Zombie monster from your Deck to the GY. You can only use this effect of "Epitaph of Horus" once per turn.

Epitaph of the Pharaoh
LIGHT/Zombie/Fusion/Effect/Level 10/? ATK/0 DEF
"Spirit of the Pharaoh" + 1 or more Zombie monsters
Must be Fusion Summoned. This card's name becomes "Spirit of the Pharaoh" while on the field. Cannot be Tributed or used as a Fusion Material. This card's original ATK is equal to the combined original ATK of the Fusion Materials used to Fusion Summon this card. Cannot attack during the turn it is Fusion Summoned. You can only use each of these effects of "Epitaph of the Pharaoh" once per turn.
● You can target 1 Zombie monster in either player's GY with less or equal ATK than this card; Special Summon it, and if you do, reduce this card's ATK by the original ATK of the Special Summoned monster.
● When your opponent activates a card or effect (Quick Effect): You can Tribute 1 Zombie monster you control; negate the activation, and if you do, destroy that card.

Pharaonic Burial Rites
Spell/Continuous
When this card is activated: You can reveal 3 Level 2 Zombie Normal Monsters with different names from your Deck, your opponent chooses 1 for you to add to your hand, and you send the rest to your GY. During each End Phase, if you control a "Spirit of the Pharaoh": You can Special Summon 1 Level 2 Zombie Normal Monster from your GY. During your Main Phase: You can Fusion Summon 1 "Epitaph of the Pharaoh", using all Zombie monsters you control, including a "Spirit of the Pharaoh", as Fusion Materials. You can only use each effect of "Pharaonic Burial Rites" per turn.

The Secret Sarcophagus
Trap/Continuous
If this card is activated: You can Set 1 "The First Sarcophagus" directly from your Deck, also it can be activated this turn. If you control a face-up "The First Sarcophagus": You can send this card to the GY; place 1 "The Second Sarcophagus" and/or 1 "The Third Sarcophagus" from your hand, Deck, or GY face-up in your Spell & Trap Zone, and they are treated as being placed by "The First Sarcophagus". You can only use each effect of "The Secret Sarcophagus" once per turn.

Next:
DM: Apdnarg Otum (Ancients)
5D's: Mr. Bashford (Junk/Scrap-Iron)
ZEXAL: Roku (Arcana Knight Joker)
ARC-V: Skip Boyle (Guts Masters)
VRAINS: Kal Kolter (Codebreakers)

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10 hours ago, Perry Ellis. said:

Op here, that’s kind of become the standard and I’m pretty sure I said you needed to list characters in the prompt 

You never did, but you can definitely edit the OP to make that a rule.

Very likely all it'll mean is that I can't make new prompts since I don't actually remember most of these series/never read any of the mangas, but... w/e. 😅

At least the game is moving again.

 

Scrap-Ironworks
Field Spell
Each time a Spell/Trap card(s) is Set on your field (except during the Damage Step): You can place 1 IRON Counter on this card.  All "Junk" and "Scrap" monsters you control gain 100 ATK/DEF for each IRON Counter on this card.  Once per turn: You can remove 3 IRON Counters from this card; Special Summon 1 "Junk" or "Scrap" monster from your GY, but flip it into face-down Defense Position during the End Phase.

Scrap-Iron Sculpture
Trap
If 1 monster you control is targeted by the effect of 1 monster your opponent controls: Negate that effect, also, after that, Set this card face-down instead of sending it to your GY.  You can only activate 1 "Scrap-Iron Sculpture" per turn.

Scrap-Iron Shelter
Trap
When a card or effect is activated that would inflict damage to a player: Negate that effect and gain LP equal to half the damage that would have been inflicted, also, after that, Set this card face-down instead of sending it to your GY.  You can only activate 1 "Scrap-Iron Shelter" per turn.

Junk Goliath
EARTH 8*
Warrior/Effect
To Tribute Summon this card face-up, you can tribute Traps you control, as well as monsters.  If this card is Tribute Summoned by tributing a "Scrap-Iron" Trap card(s), or if this card is Flip Summoned: You can destroy cards on the field up to the number of "Scrap-Iron" Trap cards with different names in your GY or that are banished.  You can target 1 face-up card you control; Set that target, and if you do, you can Special Summon 2 "Junk" or "Scrap" cards (1 from your hand and 1 from your GY).  You can only use this effect of "Junk Goliath" once per turn.
2000/3000

Junkopter
WIND *
Machine/Tuner/Effect
You can discard this card; add 1 "Scrap-Iron" Trap card from your Deck to your hand.  If a face-up card you control is Set: You can Special Summon this card from your hand or GY, but banish it if it leaves the field.
0/1200

Junk Sphinx
EARTH 5*
Machine/Effect
If this card is Summoned: You can target 1 card on each player's side of the field; Set those targets.  If a Set card on the field is flipped face-up: Inflict 400 damage to your opponent.  This card cannot be destroyed during the turn a card(s) is Set on your side of the field.
500/2500

 

DM: Apdnarg Otum (Ancients)
ZEXAL: Roku (Arcana Knight Joker)
ARC-V: Skip Boyle (Guts Masters)
VRAINS: Kal Kolter (Codebreakers)

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  • 1 month later...

Arcana Knight Queen
LIGHT/Warrior/Effect/Level 4/1500 ATK/1600 DEF
(This card's name is always treated as "Queen's Knight".)
If you control an "Arcana Knight" monster, except "Arcana Knight Queen": You can Special Summon this card (from your hand), also you cannot Special Summon monsters for the rest of this turn, except LIGHT Warrior monsters. You can only Special Summon "Arcana Knight Queen" once per turn this way. If this card is Normal or Special Summoned: You can add 1 "Arcana Knight" card from your Deck or GY to your hand. You can only use this effect of "Arcana Knight Queen" once per turn.

Arcana Knight King
LIGHT/Warrior/Effect/Level 4/1600 ATK/1400 DEF
(This card's name is always treated as "King's Knight".)
If you control an "Arcana Knight" monster, except "Arcana Knight King": You can Special Summon this card (from your hand), also you cannot Special Summon monsters for the rest of this turn, except LIGHT Warrior monsters. You can only Special Summon "Arcana Knight King" once per turn this way. During your Main Phase, if you control another "Arcana Knight" monster: You can Special Summon 1 Level 4 "Arcana Knight" monster from your Deck. You can only use this effect of "Arcana Knight King" once per turn.

Arcana Knight Jack
LIGHT/Warrior/Effect/Level 4/1900 ATK/1000 DEF
(This card's name is always treated as "Jack's Knight".)
If you control an "Arcana Knight" monster, except "Arcana Knight Jack": You can Special Summon this card (from your hand), also you cannot Special Summon monsters for the rest of this turn, except LIGHT Warrior monsters. You can only Special Summon "Arcana Knight Jack" once per turn this way. When this card is sent to the GY to activate a LIGHT Warrior monster's effect: Target 1 "Arcana Knight" card that was banished or is in your GY; add it to your hand. You can only use this effect of "Arcana Knight Jack" once per turn.

Arcana Knight Ace
LIGHT/Warrior/Xyz/Effect/Rank 4/1700 ATK/1300 DEF
2+ Level 4 monsters
Cannot be destroyed by battle or by card effects while you control a Fusion Monster. During your Main Phase: You can detach any number of materials from this card, then reveal a Fusion Monster from your Extra Deck whose specific Fusion Materials equal the number of materials detached from this card; Fusion Summon the revealed Fusion Monster, by banishing its Fusion Materials from the GY. You can only use this effect of "Arcana Knight Ace" once per turn.

Arcana Knight Straight
Spell/Quick-Play
Target 1 LIGHT Warrior monster you control; until the end of the turn, the ATK of all other LIGHT Warrior monsters you control becomes the same as the ATK of the target, also, your opponent takes no battle damage. When this card is sent to the GY to activate a LIGHT Warrior monster's effect: Target 1 card on the field; destroy it. You can only use each effect of "Arcana Knight Straight" once per turn.

Arcana Knight Flush
Trap/Normal
When an opponent's monster activates its effect while you control a LIGHT Warrior Fusion Monster: The activated effect becomes "Target 1 LIGHT Warrior Fusion Monster your opponent controls; your opponent draws cards equal to the number of Fusion Materials used to Fusion Summon the target". When this card is sent to the GY to activate a LIGHT Warrior monster's effect: Draw 1 card. You can only use each effect of "Arcana Knight Flush" once per turn.

Next:
Create-A-Card Contenders
Choose an archetype in the Create-A-Card challenge and make support for them.

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Hazy Flame Centaur
FIRE 6*
Scale: 3<>3
Beast-Warrior/Pendulum/Effect
PE: You can Normal Summon "Hazy Flame" monsters with 1 less Tribute.  If you Special Summon an Xyz monster, you can attach this card and up to 1 Level 6 FIRE monster from your GY to that monster as Material.
ME: Cannot be targeted by your opponent's card effects.  If this card is in the GY, you can place it face-up in an empty Pendulum Zone.
1000/2300

Hazy Flame Hippocampos
FIRE 6*
Scale: 7<>7
Sea Serpent/Pendulum/Effect
PE: You can Normal Summon "Hazy Flame" monsters with 1 less Tribute.  If you Special Summon an Xyz monster, you can attach this card and up to 1 Level 6 FIRE monster from your hand to that monster as Material.
ME: Cannot be targeted by your opponent's card effects.  If this card is in the GY, you can place it face-up in an empty Pendulum Zone.
1700/1600

Hazy Flame Octhros
FIRE 6*
Scale: 3<>3
Beast/Pendulum/Effect
PE: You can Normal Summon "Hazy Flame" monsters with 1 less Tribute.  "Hazy Flame" monsters cannot be destroyed by card effects.
ME: Cannot be targeted by your opponent's card effects. If this card is Normal Summoned, you can Speical Summon 1 Level 6 or lower FIRE monster from your hand or GY.  You cannot Special Summon monsters from the Extra Deck the turn you activate this effect except FIRE monsters.
2400/1000

Hazy Flame Phoenix
FIRE 6*
Scale: 7<>7
Winged Beast/Pendulum/Effect
PE: You can Normal Summon "Hazy Flame" monsters with 1 less Tribute.  When this card is activated: You can target 1 Level 6 FIRE monster in your GY; Special Summon it in defense position, but destroy it during the End Phase.  You can only activate 1 "Hazy Flame Phoenix" per turn.
ME: Cannot be targeted by your opponent's card effects.  If this card is Special Summoned: You can add 1 "Hazy" card from your Deck to your hand.  You can only use this effect of "Hazy Flame Phoenix" once per turn.
2000/2000


Hazy Menagerie
Field Spell
Monsters on the field except "Hazy Flame" monsters lose 500 ATK/DEF.  When this card is activated: Destroy 1 "Hazy" card in your Deck.  During the End Phase: You can add 1 "Hazy Flame" monster from your GY to your hand.  If this card is sent from the hand or Deck to the GY, you can draw 1 card then discard 1 card.  You can only activate "Hazy Menagerie" once per turn.


Hazy Flame Pegasus
FIRE R6*
Pyro/Xyz/Effect
2+ Level 6 FIRE monsters
Gains 200 DEF for each Xyz Material.  Cannot be targeted by your opponent's card effects as long as it has Xyz Material.  If all of this card's Xyz Materials are different types, this card cannot be destroyed by card effects.  If this card would be destroyed by battle, you can detach 1 Xyz Material from this card instead.  At the end of each turn, inflict 300 damage to your opponent for each face-up Spell/Trap you control.
1800/2500

 

Do another CaC archetype (you can do one that has already lost)

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  • 3 months later...

Yu-Gi-Oh Card

"Fire King Avatar Long"

(Dragon/Effect/FIRE/Level 4/ATK 1800/DEF 200)

Effect: You can Special Summon this card (from your hand or GY) by destroying 1 "Fire King" monster from your hand, field, or Deck, except "Fire King Avatar Long". If Special Summoned from the GY this way, banish this card when it leaves the field. If this card is destroyed by a card effect and sent to the GY: You can Destroy 1 card on the field.

 

Yu-Gi-Oh Card

"Dance of Garunix"

Normal Spell Card

Effect: (This card is always treated as a "Fire King" card.)

Add 1 "Fire King" spell/trap card from your deck to your hand. Then, can destroy 1 card in your hand or that you control.

 

Yu-Gi-Oh Card

"Eruption on Fire King Island"

Normal Trap Card

Effect: Destroy any number of "Fire King" cards in your hand or that you control, then destroy cards your opponent controls, up to the number of cards destroyed by this effect. Negate the effects of opponent's monsters destroyed with this card. If this set card you control is destroyed by card effect: You can activate 1 "Fire King" spell/trap card from your deck.

 

Next: Another Create-A-Card Project archetype.

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  • 1 month later...

N-X-Saber Alz
EARTH 7*
Warrior/Effect
You can Tribute 1 "X-Saber" monster you control to Special Summon this card (from your hand).  If this card declares an attack: You can negate that attack; Special Summon 1 "X-Saber" monster from your GY in defense position.
2300/1800

N-X-Saber Nighgrieves
EARTH ****
Beast-Warrior/Tuner/Effect
If an "X-Saber" monster you control is sent to the GY: You can Special Summon this card from your hand.  Your opponent cannot target other monsters you control for attacks or card effects.
1800/200

N-X-Saber Hiltmane
EARTH ***
Beast/Effect
If this card is Normal Summoned or Special Summoned: You can Special Summon 1 "X-Saber" monster from your hand.  Twice per turn: You can target 1 "X-Saber" monster you control; reduce that target's Level by 1.
1400/700

N-X-Saber Skassa
EARTH *
Fish/Tuner/Effect
If this card is sent to the GY as Synchro Material: Return 1 monster your opponent controls to the hand, and if you do, banish 1 random card from your opponent's hand.
400/0

Legendary Commander Gottoms
EARTH Links: SW S SE
Beast-Warrior/Link/Effect
3 EARTH monsters
Cannot be Tributed.  If this card is Link Summoned: You can target up to 3 EARTH Synchro monsters in your GY; Special Summon them to Zones this card points to.  You cannot Special Summon monsters from the Extra Deck except Synchro monsters.
3100/LINK-3

Saber Slice
Quick-Play Spell
If your opponent controls a monster and you control no monsters: Special Summon 1 Level 4 or lower "X-Saber" monster from your Deck, and if you do, reduce the ATK of all monsters your opponent controls by the DEF of the Summoned monster.

Gottoms' Commandment
Trap
Tribute any number of "X-Saber" monsters you control; banish 1 random card from your opponent's hand for each card tributed until their next End Phase.  If your opponent has no cards in their hand when this card resolves, skip your next Battle Phase.

 

Next Pack:

Overwhelming Madness

DM: Marik (Burn/Ra Support)

GX: Dark Zane (Cyberdarks)/Yubel (Yubel)

5Ds: Kalin (Infernity)/Rex Goodwin (Inca/Earthbound Immortal)

ZeXal: Vetrix (Hieraldic Beast)/Vector (Umbral Horror)

Arc-V: Yuri (Predaplants)

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