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President Frank Underwood

President Frank Underwood

Member Since 05 Mar 2008
Member ID: 24,220
Currently Viewing Forum: Card Game Workshop
Online Last Active 5 minutes ago
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#7122039 Remake a Card

Posted by President Frank Underwood on 07 October 2018 - 08:25 PM

Dimension Slice
Trap/Normal
When a monster(s) is Special Summoned to your side of the field (except during the Damage Step): Banish 1 face-up monster your opponent controls face-down. If the Summon was from the Extra Deck, and your opponent controls more monsters than you, you can activate this card from your hand. You can only activate 1 "Dimension Slice" per turn.

Notes: OPT, but can get rid of a pesky monster, and it works with Iblee.

Next Card: Black Ray Lancer




#7120980 Single to Archetype Game

Posted by President Frank Underwood on 30 September 2018 - 10:07 PM

The All-Seeing Azure Dragon
WATER/Sea Serpent/Normal/Level 4/2000 ATK/0 DEF
"A noble and wise one-eyed dragon of the ocean that seems to know everything there was, is, and will be."

The All-Seeing Crimson Phoenix
FIRE/Winged Beast/Normal/Level 2/1200 ATK/200 DEF
"A powerful firebird that lives in the heart of a volcano where few dare to tread."

The All-Seeing Ebon Tortoise
EARTH/Reptile/Normal/Level 1/0 ATK/2100 DEF
"A huge tortoise that slumbers deep within the mountains, where it disguises itself among the peaks."

The All-Seeing Golden Dragon
LIGHT/Dragon/Effect/Level 10/4500 ATK/3800 DEF
Cannot be Normal Summoned/Set. Must be Special Summoned by Tributing 3 or more Normal Monsters, including 1 "All-Seeing" monster, and cannot be Special Summoned by other ways. This card gains the following effects, based on which "All-Seeing" monster(s) were Tributed to Special Summon this card.
● "The All-Seeing Azure Dragon": This card is unaffected by your opponent's card effects.
● "The All-Seeing White Tiger": This card can make a second attack during each Battle Phase.
● "The All-Seeing Crimson Phoenix": (Quick Effect): You can target 1 card on the field; destroy it.
● "The All-Seeing Ebon Tortoise": Cannot be Tributed, banished, or destroyed by battle.

Palace Enclosure of the All-Seeing
Spell/Field
During your Main Phase, if you control no Effect Monsters, except "The All-Seeing Golden Dragon": You can Special Summon 1 "All-Seeing" Normal Monster from your hand, Deck, or GY that has a different name than any "All-Seeing" Normal Monsters you currently control. You can only use this effect of "Palace Enclosure of the All-Seeing" once per turn. Cannot be targeted or destroyed by card effects if you only control "All-Seeing" monsters. "The All -Seeing Azure Dragons" you control inflict piercing damage. "The All-Seeing White Tigers" you control gain 500 ATK and can attack all monsters your opponent controls once each. Your opponent takes any battle damage you would have taken from battles involving "The All-Seeing Crimson Phoenixes" you control. "The All-Seeing Ebon Tortoises" you control cannot be destroyed by battle or by card effects.

Market Enclosure of the All-Seeing
Spell/Continuous
When this card is activated: You can add 1 Level 4 or lower Normal Monster monster from your Deck or GY to your hand, then, if you added an "All-Seeing" Normal Monster, you can add 1 "The All-Seeing Golden Dragon" from your Deck or GY. During your Main Phase, if you Normal or Special Summon exactly 1 Normal Monster (and no other cards): You can Special Summon 1 "All-Seeing" Normal Monster from your hand, Deck, or GY that has a different name than any "All-Seeing" Normal Monsters you currently control. You can only activate each effect of "Market Enclosure of the All-Seeing" once per turn. You cannot Special Summon monsters from the Extra Deck during the turn you activate either of this card's effects (even if this card leaves the field).

Purple Enclosure of the All-Seeing
Trap/Continuous
The Normal or Special Summon of Normal Monsters, and "The All-Seeing Golden Dragon", cannot be negated. If you control an "All-Seeing" monster, your opponent cannot activate cards and effects in response to the Normal or Special Summon of "All-Seeing" monsters. If you control a "The All-Seeing Golden Dragon", and it, or a Normal Monster your opponent's cards and effects cannot be activated until the end of the Damage Step. If this card is sent from the Spell & Trap Zone to the GY: You can Special Summon 1 Normal Monster from your hand, Deck, or GY. You can only use this effect of "Purple Enclosure of the All-Seeing" once per turn.

Notes: I decided to instead use the Byakko trivia to make physical avatars for the other 3 guardians, and then make a big-ass boss monster. The Enclosures are based on the Three Enclosures from Chinese astronomy.

Next Card: Machine King Ur, since we did Beast King Barbaros.




#7120431 [SAST] Hiita the Blazing Fire Charmer

Posted by President Frank Underwood on 26 September 2018 - 09:43 AM

Well, if you can bait out an Ash Blossom, this will be great for Salamangreats, as it lets you go into Heatleo for 2 mats.




#7119497 Make a Spell/Trap Card Game

Posted by President Frank Underwood on 21 September 2018 - 06:34 AM

TGX1/TX3-DTD1
Trap/Normal
Target 1 "T.G." monster you control and up to 3 cards on the field; destroy those cards, then, if you destroyed a Synchro Monster, draw 1 card. You can only activate 1 "TGX1/TX3-DTD1" per turn.

Luckily, T.G. support is pretty easy to make.
Make some more.




#7118680 Make Legacy Support

Posted by President Frank Underwood on 15 September 2018 - 05:26 AM

...I'm going to take a slightly different route with these.

Advanced Crystal Beast Ruby Carbuncle
DARK/Fairy/Effect/Level 3/300 ATK/300 DEF
(This card's name is always treated as "Crystal Beast Ruby Carbuncle".)
If this card is treated as a Continuous Spell Card by this effect, during your Main Phase: You can Special Summon this card from your Spell & Trap Zone. You can only Special Summon "Advanced Crystal Beast Ruby Carbuncle" once per turn this way. If this card is Special Summoned: You can Special Summon as many "Crystal Beast" Monster Cards as possible from your Spell & Trap Zones. You can only use this effect of "Advanced Crystal Beast Ruby Carbuncle" once per turn. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.

Advanced Crystal Beast Amber Mammoth
DARK/Beast/Effect/Level 4/1700 ATK/1600 DEF
(This card's name is always treated as "Crystal Beast Amber Mammoth".)
If another face-up "Crystal Beast" monster(s) you control is targeted for an attack or effect (Quick Effect): You can make this card the target instead. If a DARK "Crystal Beast" monster would be destroyed by a card effect, it is not destroyed. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Advanced Crystal Beast Topaz Tiger
DARK/Beast/Effect/Level 4/1600 ATK/1000 DEF
(This card's name is always treated as "Crystal Beast Topaz Tiger".)
At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Advanced Crystal Beast Emerald Tortoise
DARK/Aqua/Effect/Level 3/600 ATK/2000 DEF
(This card's name is always treated as "Crystal Beast Emerald Tortoise".)
If an Attack Position "Crystal Beast" monster is targeted for an attack: Change it to Defense Position. If a DARK "Crystal Beast" monster would be destroyed by battle, it is not destroyed. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.
 
Advanced Crystal Beast Sapphire Pegasus
DARK/Beast/Effect/Level 4/1800 ATK/1200 DEF
(This card's name is always treated as "Crystal Beast Sapphire Pegasus".)
Is this card is Summoned: You can place up to 3 "Crystal Beast" monsters (1 each from your hand, Deck, and GY) face-up in your Spell & Trap Zone as Continuous Spell(s). You can only use this effect of "Advanced Crystal Beast Sapphire Pegasus" once per turn. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Advanced Crystal Beast Cobalt Eagle
DARK/Beast/Effect/Level 4/1400 ATK/1200 DEF
(This card's name is always treated as "Crystal Beast Cobalt Eagle".)
During your Main Phase: You can target 1 "Crystal" card you control, in your GY, or that is banished: add it to your hand. You can only use this effect of "Advanced Crystal Beast Cobalt Eagle" once per turn. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Advanced Crystal Beast Amethyst Cat
DARK/Beast/Effect/Level 3/1200 ATK/600 DEF
(This card's name is always treated as "Crystal Beast Amethyst Cat".)
This card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is the original ATK of this card. If a DARK "Crystal Beast" monster battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Rainbow Dark Overdragon
DARK/Dragon/Fusion/Effect/Level 10/4000 ATK/0 DEF
7 DARK "Crystal Beast" monsters
(This card is always treated as an "Ultimate Crystal" card.)
Must be either Fusion Summoned, or Special Summoned by Tributing 1 Level 10 "Ultimate Crystal" monster (in which case you do not use "Polymerization"). Unaffected by card effects, also it cannot be Tributed. Once per turn (Quick Effect): You can banish 1 DARK monster from either player's GY; this card gains ATK equal to the ATK of the banished monster.

Avatar of the Ultimate Crystal Beast
LIGHT/Rock/Link/Effect/2000 ATK/LINK-2
SW, SE
2 "Crystal Beast" monsters
If this card was Link Summoned using an "Advanced Crystal Beast" monster as Link Material, it is also treated as DARK. During your Main Phase: You can target 1 "Crystal Beast" card in your GY or Spell & Trap Card Zone; Special Summon it. You can only use this effect of "Avatar of the Ultimate Crystal Beast" once per turn. If this face-up card is destroyed: You can Special Summon 1 "Ultimate Crystal Effigy Token" (Dragon/EARTH/Level 10/0 ATK/4000 DEF) to your side of the field in face-up Defense Position.

Crystal Fusion
Spell/Quick-Play
Fusion Summon 1 "Ultimate Crystal" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your hand, field, and/or GY. During your Main Phase, except the turn this card was sent to the GY: You can target 1 "Ultimate Crystal" monster in your GY and 7 banished "Crystal Beast" monsters; return the banished monsters to your GY, and if you do, Special Summon the "Ultimate Crystal" monster from your GY, ignoring Summoning conditions. You can only use each effect of "Crystal Fusion" once per turn, and only once that turn.

Next Cards:
With Legend Duelist 4 probably not giving these two ladies support...
Windwitches
OR
Lyriluscs




#7118316 Single to Archetype Game

Posted by President Frank Underwood on 13 September 2018 - 12:52 PM

Balancer Knight
LIGHT/Cyberse/Effect/Level 5/2200 ATK/1400 DEF
If you control a "Balancer" monster, you can Normal Summon this card without Tributing. If this card is Normal Summoned: You can banish 1 other Cyberse monster you control; Special Summon 1 Cyberse monster from your Deck. During your Main Phase, except the turn this card was sent to the GY: You can banish 1 other Cyberse monster from your GY; Special Summon this card in face-up Defense Position. You can only use each effect of "Balancer Knight" once per turn.

Balancer Squire
LIGHT/Cyberse/Effect/Level 3/1300 ATK/1000 DEF
If this card is Normal Summoned: You can target 1 Level 4 or lower Cyberse monster that was banished; Special Summon it. You can only use this effect of "Balancer Squire" once per turn. Once per turn: You can pay 1000 LP, then target 1 Cyberse Link Monster in your GY; shuffle it into the Extra Deck, then, if it was a "Balancer" Link Monster, draw 1 card.

Balancer Hound
LIGHT/Cyberse/Effect/Level 2/1000 ATK/800 DEF
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 Cyberse monster from your hand, except "Balancer Hound". If this card is sent to the GY as Link Material for the Link Summon of a Cyberse Link Monster: You can pay 1000 LP; banish the Link Monster your opponent controls linked to the most monsters (your choice, if tied). If that Link Monster is a "Balancer" Link Monster, your opponent cannot activate cards or effects in response to this effect's activation.

Balancer Falcon
LIGHT/Cyberse/Effect/Level 1/800 ATK/600 DEF
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 Cyberse monster from your hand, except "Balancer Hound". If this card is sent to the GY as Link Material for the Link Summon of a Cyberse Link Monster: You can pay 1000 LP; negate the effects of all of your opponent's co-linked Link Monsters. If that Link Monster is a "Balancer" Link Monster, your opponent cannot activate cards or effects in response to this effect's activation.

Balancer Prince
LIGHT/Cyberse/Link/Effect/1800 ATK/LINK-2
S, E
2 Cyberse monsters
During your Main Phase: You can banish 1 Cyberse monster from your GY; add 1 Cyberse monster from your Deck to your hand. You can only use this effect of "Balancer Prince" once per turn. Once per turn: You can pay 1000 LP; your opponent chooses 1 of your banished Cyberse monsters, then, that monster gets shuffled into your Deck, also return all other banished Cyberse monsters (if any) to your GY.

Balancer Princess
LIGHT/Cyberse/Link/Effect/1800 ATK/LINK-2
S, W
2 Cyberse monsters
If a Cyberse monster is added to your hand, except by drawing it (Quick Effect): You can pay 1000 LP; Special Summon it. You can only use this effect of "Balancer Princess" once per turn. Once per turn, if a Cyberse monster is Special Summoned to a zone this card points to: You can banish 1 Cyberse monster from your GY; increase your LP by the ATK of the Special Summoned Cyberse monster.

Balancer Queen
LIGHT/Cyberse/Link/Effect/2400 ATK/LINK-3
N, E, W
2+ Cyberse monsters
Gains 300 ATK for each co-linked monster on the field. If this card would be destroyed by battle or card effect, you can banish 1 Cyberse monster from your GY instead. If a "Balancer" monster is banished (Quick Effect): You can pay 1000 LP; you can make your opponent banish monsters from their hand or field, up to the number of Cyberse monsters banished this turn. You can only use this effect of "Balancer Queen" once per turn.

Balancer King
LIGHT/Cyberse/Link/Effect/3000 ATK/LINK-4
N, S, E, W
2+ Cyberse monsters
If you have a banished "Balancer" monster, this card's Link Summon cannot be negated. When Link Summoned using a "Balancer" Link Monster as Link Material, cards and effects cannot be activated. If this card is co-linked, it is unaffected by your opponent's card effects. Co-linked monsters you control cannot be Tributed. (Quick Effect): You can pay 1000 LP, then target 1 Link Monster you control; double its ATK until the End Phase. You can only use this effect of "Balancer King" once per turn.

Balancer Court
Spell/Field
During your Main Phase: You can banish 1 Cyberse monster from your Deck; add 1 "Balancer" monster from your Deck or GY to your hand. If you Link Summon a Cyberse monster using a "Balancer" monster as Link Material for a Cyberse Link Monster: You can destroy this card, and if you do, Special Summon that "Balancer" monster to a zone that Link Monster points to. You can only activate 1 "Balancer Court" per turn. You can only use each effect of "Balancer Court" once per turn.

Balancer Minstrels
Trap/Normal
Activate only if you control a "Balancer" monster: Send any number of Cyberse monsters from your Deck to the GY; Special Summon "Balancer Minstrel Tokens" (Cyberse/LIGHT/Level 1/200 ATK/200 DEF) to your side of the field, equal to the number of monsters sent to the GY by this effect. You can only activate 1 "Balancer Minstrels" once per turn.

Next Card: Blockman/Block Golem/Block Dragon. EARTH Rock needs some love.




#7117471 Make a Structure Deck Game

Posted by President Frank Underwood on 04 September 2018 - 06:29 PM

We already have a Vampire Duke, so that prooobably should be Vampire Baron or something. Anyways...

Structure Deck R: Machina Uprising is a new Structure Deck focusing on Machine-Type Union monsters, equipping to each other for powerful combinations. It contains not only a new Link Monster for Union Monsters, but also a Fusion Monster that works as the perfect target for these Unions, and a trio of Union Monsters whose effects work to stack on top of one another.

Machina Officer
EARTH/Machine/Link/Effect/1000 ATK/LINK-2
SW, SE
2 Union monsters
You can also Link Summon this card by using a "Machina" monster equipped with a Machine Union monster as the Link Material. If this card is Link Summoned: You can target 1 Machine Union monster in your GY; equip it to this card. You can only use this effect of "Machina Officer" once per turn. At the start of the Damage Step, if this card that is equipped with a "Machina" Union monster battles a monster: Destroy that monster.

Machina Legion
EARTH/Machine/Fusion/Effect/Level 10/4200 ATK/3600 DEF
1 LV5 or higher Machine monster + 2+ Machine monsters with different names
Cannot attack, unless it is equipped with a Union monster. Your opponent cannot target "Machina" cards you control for card effects, also they cannot be destroyed by card effects. Each turn, this card can attack your opponent's monsters a number of times equal to the number of Fusion Materials used for its Fusion Summon. If this card is sent to the GY: You can banish 4 "Machina" monsters with different names from your GY; Special Summon 1 "Machina Force" from your hand, Deck, or GY, ignoring Summoning conditions, and equip this card to it. While a "Machina Force" you control is equipped with this card, it gains this effect.
● It is unaffected by other card effects, and cannot be Tributed, also you do not pay LP to attack with it.

Machina Infantry
EARTH/Machine/Union/Effect/Level 3/1400 ATK/1200 DEF
If you control a "Machina" monster, you can Special Summon this card (from your hand). You can only Special Summon "Machina Infantry" once per turn this way. Once per turn, you can either: Target 1 face-up Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. This card equipped with a Union monster, or a monster equipped with this card, gains 400 ATK/DEF, also if the equipped monster would be destroyed by battle or by card effect, destroy this card instead.

Machina Cavalry
EARTH/Machine/Union/Effect/Level 5/2200 ATK/400 DEF
If your opponent controls more monsters than you do, you can Special Summon this card (from your hand) in face-up Defense Position. You can only Special Summon "Machina Cavalry" once per turn this way. Once per turn, you can either: Target 1 face-up Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If this card equipped with a Union monster, or a monster equipped with this card, attacks a Defense Position monster, inflict piercing battle damage, also if the equipped monster would be destroyed by battle or by card effect, destroy this card instead.

Machina Artillery
EARTH/Machine/Union/Effect/Level 2/600 ATK/2000 DEF
If this card is added to your hand, except by drawing it: You can Special Summon it from your hand. You can only use this effect of "Machina Artillery" once per turn. Once per turn, you can either: Target 1 face-up Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If this card equipped with a Union monster, or a monster equipped with this card, battles, your opponent cannot activate cards or effects until the end of the Damage Step, also if the equipped monster would be destroyed by battle or by card effect, destroy this card instead.

Machina Command Post
Spell/Field
When this card is activated: You can add 1 "Machina" card from your Deck or GY to your hand. "Machina" monsters equipped with Union monsters gain 500 ATK/DEF. Once per turn, if an "Machina" monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 of those monsters; equip 1 appropriate "Machina" Union monster, with a different name, from your Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. If this card in its owner's control is destroyed by an opponent's card effect: You can add 1 "Polymerization" Spell or "Fusion" Spell from your Deck to your hand. You can only activate 1 "Machina Command Post" per turn.

Next Deck: Secrets of the Wyrms




#7116973 Support an Archetype

Posted by President Frank Underwood on 30 August 2018 - 09:05 AM

Construct of Nephthys
FIRE/Winged Beast/Ritual/Effect/Level 2/1800 ATK/500 DEF
You can Ritual Summon this card with “Rebirth of Nephthys”. If this card is Ritual Summoned: You can Special Summon 1 "Effigy of Nephthys Token" (Spellcaster/WIND/Level 8/300 ATK/300 DEF) to your side of the field. During your Main Phase: You can target 1 "Nephthys" Ritual Monster or 1 "Ritual of Nephthys" in your GY; add it to your hand, and if you do, add 1 "Nephthys" Ritual Monster or 1 "Ritual of Nephthys" from your Deck to your hand. You cannot Special Summon monsters, except "Nephthys" monsters, during the turn you activate this effect. You can only use each effect of "Construct of Nephthys" once per turn.

Notes: You know that really good LINK-3 Nephthys that needs 3 Ritual Monsters to be really scary? It just got easier to get out onto the field.

Next Archetype: Junk, Synchron, and/or the Warrior Synchro Monster archetype. They're all pretty inter-connected.




#7116394 The 2nd Annual YCM Games

Posted by President Frank Underwood on 25 August 2018 - 05:35 PM

Mister Doctor Professor Spaz, if we get out of this alive, I will do everything in my power to make you the Secretary of the Interior.
Because you are certainly experienced enough with my interior to know how I like it.




#7116150 Single to Archetype Game

Posted by President Frank Underwood on 24 August 2018 - 06:29 AM

Ultimate Obedient Slime
FIRE/Aqua/Effect/Level 2/1700 ATK/2100 DEF
Cannot attack, unless this card is the only card you control and you have no cards in your hand. Once per turn, if you control no other monsters (Quick Effect): You can discard 1 card, then target 1 face-up Attack Position monster that was Special Summoned to your opponent's side of the field; equip it to this card as an Equip Spell Card. If this card would be destroyed by battle or by card effect, you can destroy a monster equipped to this card by its own effect instead. While this card is in your GY, the Normal or Special Summon of "Ultimate Obedient" monsters you control cannot be negated.

Ultimate Obedient Soldier
FIRE/Warrior/Effect/Level 4/2000 ATK/1800 DEF
Cannot attack, unless this card is the only card you control and you have no cards in your hand. Once per turn, if you control no other monsters (Quick Effect): You can discard 1 card, then target up to 3 cards on the field, including at least 1 card you control; destroy the targets. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. While this card is in your GY, "Ultimate Obedient" monsters you control can be Normal Summoned/Set without Tribute.

Ultimate Obedient Lich
FIRE/Zombie/Effect/Level 6/2700 ATK/300 DEF
Cannot attack, unless this card is the only card you control and you have no cards in your hand. Once per turn, if you control no other monsters (Quick Effect): You can discard 1 card; then target 1 monster in either player's GY; Special Summon it to your side of the field. If this card battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. Once per turn, if this card is in your GY, and you control no other monsters: You can target 1 "Ultimate Obedient" monster or "Ultimate Obedience" Spell Card in your GY; add it to your hand.

Ultimate Obedient Sorcerer
FIRE/Spellcaster/Effect/Level 8/3100 ATK/2300 DEF
Cannot attack, unless this card is the only card you control and you have no cards in your hand. Once per turn, if you control no other monsters (Quick Effect): You can discard 1 card, then target up to 2 face-up cards on the field; negate their effects until the end of the turn. This card can make up to 2 attacks on monsters during each Battle Phase. While this card is in your GY, "Ultimate Obedient" monsters you control are unaffected by your opponent's Spell/Trap Cards and effects.

Ultimate Obedient Archfiend
FIRE/Fiend/Effect/Level 10/3500 ATK/2000 DEF
(This card's name is always treated as "Ultimate Obedient Fiend".)
Cannot attack, unless this card is the only card you control and you have no cards in your hand. Once per turn, if you control no other monsters (Quick Effect): You can discard 1 card; this card gains 300 ATK for each card your opponent controls, until the End Phase. This card can attack all monsters your opponent controls once each. While this card is in your GY, "Ultimate Obedient" monsters are unaffected by your opponent's monster effects, also they cannot be Tributed by your opponent's monsters.

Ultimate Obedient King Dragon
FIRE/Dragon/Effect/Level 12/4300 ATK/0 DEF
Cannot attack, unless this card is the only card you control and you have no cards in your hand. Once per turn, if you control no other monsters (Quick Effect): You can discard 1 card; destroy all cards your opponent controls. This card can attack twice per Battle Phase. If this card battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. While this card is in your GY, you take no battle damage from direct attacks, also you take no effect damage while you control an "Ultimate Obedient" monster.

Scroll of Ultimate Obedience
Spell/Normal
Add 1 "Ultimate Obedient" monster, or 1 "Ultimate Obedience" Spell Card, from your Deck to your hand. You can only activate 1 "Scroll of Ultimate Obedience" per turn. If an "Ultimate Obedient" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.

Proclamation of Ultimate Obedience
Spell/Quick-Play
If an "Ultimate Obedient" monster leaves the field, and you control no other monsters: You can discard 1 card; Special Summon 1 "Ultimate Obedient" monster from your hand, Deck, or GY. If this card in its owner's possession is destroyed by a card effect, and you control no monsters: You can Special Summon 1 "Ultimate Obedient" monster from your hand, Deck, or GY. During your Main Phase, except the turn this card was sent to the GY, if you control no monsters: You can banish this card from your GY; Special Summon 1 "Ultimate Obedient" monster from your hand, Deck, or GY. You can only activate 1 "Proclamation of Ultimate Obedience" once per turn. You can only use 1 "Proclamation of Ultimate Obedience" per turn, and only once that turn.

Talisman of Ultimate Obedience
Spell/Continuous
When this card is activated: Send 1 "Ultimate Obedient" monster from your Deck to the GY. Once per turn, if you control no other cards: You can reveal 1 "Ultimate Obedient" monster in your hand; draw 1 card. During your Main Phase, if you control an "Ultimate Obedient" monster: You can banish your entire hand (min. 1) and this card from your side of the field, until the End Phase. You can only activate 1 "Talisman of Ultimate Obedience" per turn. You can only control 1 "Talisman of Ultimate Obedience".

Next Card: Statue of Anguish Pattern. Let's make a true Trap Monster archetype, with no Main Deck monsters.




#7115433 Single to Archetype Game

Posted by President Frank Underwood on 19 August 2018 - 07:27 PM

Little Tyranno
EARTH/Dinosaur/Effect/Level 3/1100 ATK/700 DEF
If you control a face-up Dinosaur monster, you can Special Summon this card from your hand in face-up Defense Position. You can only Special Summon "Baby Tyranno" once per turn this way. After you Normal or Special Summon this card, you can Tribute Summon 1 Level 7 or higher "Tyranno" monster in face-up Attack Position during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) This card counts as 2 Tributes for the Tribute Summon of a Dinosaur monster.

Armored Tyranno
EARTH/Dinosaur/Effect/Level 8/2400 ATK/2800 DEF
When your opponent activates a card or effect that targets this card, and/or another Dinosaur monster you control (Quick Effect): You can negate the activation, and if you do, change this card's battle position. You can only activate this effect of "Armored Tyranno" once per turn. Each turn, the first three times this monster would be destroyed (by battle or by card effect), it is not destroyed.

Saberfang Tyranno
EARTH/Dinosaur/Effect/Level 7/3000 ATK/1000 DEF
If a "Tyranno" monster you control attacks a Defense Position monster, inflict double piercing battle damage to your opponent. If this card is sent from the field to the GY: You can target 1 card on the field; destroy it. You can only activate this effect of "Saberfang Tyranno" once per turn. This card cannot attack your opponent directly. If this card is in Defense Position: Destroy it.

Winged Tyranno
WIND/Dinosaur/Effect/Level 8/2500 ATK/1900 DEF
Unaffected by your opponent's Trap effects. If a "Tyranno" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.

Polar Tyranno
WATER/Dinosaur/Effect/Level 7/1800 ATK/2700 DEF
Unaffected by your opponent's Spell effects. Gains 100 ATK for each Spell Card in each player's GY. When your opponent activates a Spell/Trap Card while you control another "Tyranno" monster (Quick Effect): You can negate the activation, and if you do, destroy it. You can only activate this effect of "Polar Tyranno" once per turn.

Fleshgrafted Tyranno
DARK/Dinosaur/Effect/Level 7/2700 ATK/1300 DEF
If this card is Normal or Special Summoned: You can target 1 "Tyranno" monster in your GY; Special Summon it. If this card is sent from the field to the GY: You can target 1 "Tyranno" monster in your GY; Special Summon it. You can only activate each effect of "Fleshgrafted Tyranno" once per turn.

Alpha Tyranno
FIRE/Dinosaur/Effect/Level 9/2900 ATK/2900 DEF
This card's Normal or Special Summon, and the Normal or Special Summon of "Tyranno" monsters, cannot be negated. Your opponent cannot activate cards or effects when you Normal or Special Summon a "Tyranno" monster(s). Once per turn (Quick Effect): You can target 1 face-up monster your opponent controls; change its battle position. When this card destroys a monster by battle: You can draw 1 card, then reveal it, and if it is a Dinosaur monster, you can Special Summon it to your side of the field. You can only use this effect of "Alpha Tyranno" once per turn.

Two-Headed Tyranno
EARTH/Dinosaur/Fusion/Effect/Level 10/3200 ATK/2400 DEF
2 Level 7 or higher non-Fusion "Tyranno" monsters
Must be either Fusion Summoned, or Special Summoned by Tributing the above cards you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. This card's name is treated as the names of the monsters used as Fusion Materials or Tributes to Special Summon this card, also it gains the effects of those monsters. If this card leaves the field: You can target 1 of the monsters in your GY used as Fusion Materials or Tributes to Special Summon this card; Special Summon it.

Three-Headed Tyranno
EARTH/Dinosaur/Fusion/Effect/Level 11/4000 ATK/3000 DEF
3 Level 7 or higher non-Fusion "Tyranno" monsters
Must be either Fusion Summoned, or Special Summoned by Tributing the above cards you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. This card's name is treated as the names of the monsters used as Fusion Materials or Tributes to Special Summon this card, also it gains the effects of those monsters. If this card leaves the field: You can target 1 of the monsters in your GY used as Fusion Materials or Tributes to Special Summon this card; Special Summon it.

Super Ultimate Tyranno
EARTH/Dinosaur/Fusion/Effect/Level 12/5000 ATK/4000 DEF
"Ultimate Tyranno" OR "Ultimate Conductor Tyranno" + 2 Level 7 or higher Dinosaur monsters
Must be Fusion Summoned, and must be Fusion Summoned by using an "Ultimate Tyranno" or "Ultimate Conductor Tyranno" on your side of the field. Unaffected by your opponent's card effects. Cannot be Tributed. This card gains the following effects, depending on the monsters used to Fusion Summon this card.
● "Ultimate Tyranno": This card can make a number of attacks per Battle Phase, up to the number of "Tyranno" monsters used to Fusion Summon this card.
● "Ultimate Conductor Tyranno": Once per turn, at the end of the Damage Step, if this card attacked a monster: You can banish all monsters your opponent controls.

Cyborg Tyranno
FIRE/Dinosaur/Link/Effect/2800 ATK/LINK-2
SW, SE
2 Level 7 or higher Dinosaur monsters
"Tyranno" monsters this card points to gain 500 ATK/DEF. Once per turn (Quick Effect): You can target a number of cards on the field, up to the number of monsters this card points to +1, negate their effects until the end of the turn. During your Main Phase: You can banish 1 Dinosaur monster from your Deck; add 1 Dinosaur monster from your Deck or GY to your hand whose ATK is less than the ATK of the banished monster. You can only activate this effect of "Cyborg Tyranno" once per turn.

Tyranno's Roar
Spell/Normal
Send up to 2 Dinosaur monsters from your Deck to the GY; Special Summon 1 "Tyranno" monster from your hand whose Level is equal to or less than the combined Level of the monster(s) sent to the GY by this effect. You can only activate 1 "Tyranno's Roar" per turn.

Tyranno's Superiority
Trap/Counter
When a Spell/Trap Card, or monster effect, is activated while you control a "Tyranno" monster: Negate the activation, and if you do, destroy that card. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; this turn, "Tyranno" monsters can be Normal Summoned without Tribute. You can only use each effect of "Tyranno's Superiority" once per turn.

Next Card: Chu-Ske the Mouse Fighter (you can include Monk Fighter and Master Monk, and their support cards)




#7114694 [SR07] Tatsunecro and Friends

Posted by President Frank Underwood on 14 August 2018 - 07:08 AM

Tatsunecro is certainly interesting. It's a Zombie-based version of Mara of the Nordic Alfar or Malefic Parallel Gear, but while it seems restrictive to just Zombies, that is merely the term for what it can Synchro Summon. You can use any material you want, but the end product, from what I understand, has to be a Zombie Synchro. Definitely flexible, and since it banishes from the hand, it can cause some shenanigans.

Good thing we have a new Level 7 Zombie Synchro to best take advantage of this monster. A Synchro upgrade of the classic Red-Eyes Zombie Dragon, this version now has a bit more punch. Without Zombie World, this guy can become quite formidable. With Zombie World, he becomes a nightmare, feeding off of both player's Graves. And he incentivizes more reckless plays so you can replace smaller Zombies with bigger ones, such as your opponent's own zombified monsters.

And Return of Zombie is actually pretty good. At face value, it seems like a bit of an expensive option for bringing back a banished Zombie by trading one you already have, but a closer look at the wording reveals much more potential. If you have a Zombified boss monster with destruction immunity that you spent considerable resources to take down and steal have its effects negated, so it's wide open to attack? Blink it out of the field for a bit to avoid the targeting, and have it come back fresh and ready to kick ass with its effects restored. Same as if you want to redo a Special Summon-based effect, or a soft OPT effect.

I really like these cards, and I want to see how this deck ends up.




#7114219 Single to Archetype Game

Posted by President Frank Underwood on 10 August 2018 - 07:22 PM

Firewall Knight
LIGHT/Cyberse/Effect/Level 4/1700 ATK/1400 DEF
If this card is Normal or Special Summoned: You can discard 1 card, then target 1 Level 4 or lower monster in your GY; add it to your hand. You can only use this effect of "Firewall Knight" once per turn. If this card is sent to the GY as Link Material: Reduce the ATK of all linked monsters by 500.

Firewall Eagle
LIGHT/Cyberse/Effect/Level 3/1300 ATK/800 DEF
If this card is added to your hand, except by drawing it: You can Special Summon it from your hand. You can only use this effect of "Firewall Eagle" once per turn. If this card is sent to the GY as Link Material: Special Summon 1 "Firewall Egg Token" (Cyberse/LIGHT/Level 1/0 ATK/500 DEF) to your side of the field. "Firewall Egg Tokens" cannot be used as Link Materials, except for the Link Summon of a Cyberse monster.

Firewall Magician
LIGHT/Cyberse/Effect/Level 2/200 ATK/2000 DEF
If you control 2 or more monsters, including at least 1 "Firewall" monster, you can Special Summon this card from your hand. You can only Special Summon "Firewall Magician" once per turn this way. During your Main Phase: You can target 1 other Cyberse monster you control; return it to the hand, and if you do, Special Summon 1 Level 4 or lower "Firewall" monster from your Deck. You can only use this effect of "Firewall Magician" once per turn. If this card is sent to the GY as Link Material: You can send 1 Cyberse monster from your Deck to the GY.

Firewall Reactor
LIGHT/Cyberse/Effect/Level 1/100 ATK/100 DEF
If you control no monsters, you can Special Summon this card from your hand. If this card is Special Summoned by the effect of a "Firewall" monster: You can add 1 Level 4 or lower "Firewall" monster from your Deck or GY to your hand. You can only use this effect of "Firewall Reactor" once per turn. If this card is sent to the GY as Link Material: Inflict 500 points of damage to your opponent, and if you do, gain 500 LP.

Firewall Quetzal
LIGHT/Cyberse/Link/Effect/500 ATK/LINK-1
S
1 monster with a Level
If this card is Link Summoned: You can target 1 monster with a Level in your GY; add it to your hand. You can only use this effect of "Firewall Quetzal" once per turn. Once per turn (Quick Effect): You can Special Summon 1 "Firewall Egg Token" (Cyberse/LIGHT/Level 1/0 ATK/500 DEF) to a zone this card points to. "Firewall Egg Tokens" cannot be used as Link Materials, except for the Link Summon of a Cyberse monster. While this card is co-linked, it and the Link Monster it is co-linked with cannot be destroyed by battle, also you take no damage from battles involving this co-linked card and the Link Monster it is co-linked with.

Firewall Lindworm
LIGHT/Cyberse/Link/Effect/1000 ATK/LINK-2
N, E
2 monsters, including a monster with a Level
Once per turn: You can target up to 3 monsters with different Levels in your GY; shuffle them into your Deck, and if you do, until the end of this turn, this card gains 500 ATK for each card shuffled into the Deck by this effect. If this co-linked monster, or the Link Monster(s) this card is co-linked with, destroys a monster by battle: Draw 1 card.

Firewall Wyvern
LIGHT/Cyberse/Link/Effect/1500 ATK/LINK-2
N, W
2 monsters, including a monster with a Level
If this card is Link Summoned: You can target 1 Level 4 or lower monster in your GY that was used as a Link Material for a Link Summon this turn; Special Summon it to a zone this card points to, but it cannot be used as a Link Material, except for the Link Summon of a Cyberse monster. You can only use this effect of "Firewall Wyvern" once per turn. This card and any Link Monsters co-linked with this card gain 500 ATK for each Cyberse monster co-linked to them.

Firewall Bahamut
LIGHT/Cyberse/Link/Effect/2000 ATK/LINK-3
N, E, W
2+ monsters, including a monster with a Level
If this card is Link Summoned: You can target 1 LINK-2 or lower Link Monster in your GY; Special Summon it to a zone this card points to, but it cannot be used as a Link Material. You can only use this effect of "Firewall Bahamut" once per turn. Your opponent cannot activate cards or effects in response to the activation of the effects of this co-linked card and all Link Monsters co-linked to this card, also, while this card is co-linked, this card's effects and the effects of the Link Monsters co-linked with this card cannot be negated. Once per turn: You can target a number of cards on the field, up to the number of monsters this card points to; destroy them.

The Firewall
Spell/Field
When this card is activated: Add 1 "Firewall" card from your Deck to your hand. You can only activate this effect of "The Firewall" once per turn. If a monster is Link Summoned: Draw 1 card. This card must be face-up on the field to activate and to resolve this effect. You cannot Special Summon monsters from the Extra Deck, except Link Monsters. Your opponent cannot target co-linked "Firewall" monsters you control with card effects, also they cannot be destroyed by your opponent's card effects. If you control a face-up "Firewall Dragon", this card cannot be destroyed by your opponent's card effects.

Firewall Rebuke
Spell/Quick-Play
If you control a face-up "Firewall" card: Tribute 1 monster you control; negate the effects of all face-up monsters your opponent controls until the end of the turn, then banish any co-linked monsters your opponent controls. If there is a face-up "Firewall Dragon" on the field, your opponent cannot activate cards or effects in response to the activation of this card.

Firewall Nest
Trap/Continuous
Once per turn: You can Special Summon 1 "Firewall Egg Token" (Cyberse/LIGHT/Level 1/0 ATK/500 DEF) to your side of the field. "Firewall Egg Tokens" cannot be used as Link Materials, except for the Link Summon of a Cyberse monster. You can target 1 "Firewall" Link Monster you control; banish it, then Special Summon it to your side of the field. You can only activate this effect of "Firewall Gate" once per turn. During your Main Phase, except the turn this card is sent to the GY: You can banish this card and any number of monsters with different Levels from your GY; Special Summon "Firewall Egg Tokens", up to the number of monsters banished by this effect.

Next Card: Cyber Ogre (and Cyber Ogre 2, but there aren't any support cards for either).




#7114071 Make Legacy Support

Posted by President Frank Underwood on 10 August 2018 - 04:12 AM

You kinda miss the point of providing two options, but whatever. I've been wanting to make some Destiny HEROs that are more literary references anyways.

Destiny HERO - Dastardly Thief (OCG: Destiny HERO - Dastardlyguy)
DARK/Warrior/Effect/Level 1/100 ATK/2000 DEF
This card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is the original ATK of this card. At the end of the Damage Step, if this card attacked or was attacked: You can change this card to Defense Position. If this card inflicts battle damage to your opponent: You can take control of the monster your opponent controls with the lowest DEF (your choice, if tied, or your choice, if your opponent's monsters have no DEF) until the next Standby Phase. You can only use this effect of "Destiny HERO - Daring Thief".

Destiny HERO - Desecrator (OCG: Destiny HERO - Desecratorguy)
DARK/Warrior/Effect/Level 4/1300 ATK/1400 DEF
You cannot Special Summon monsters, except "HERO" monsters. You can only use each of these effects of "Destiny HERO - Desecrator" once per turn.
● If this card is Normal or Special Summoned: You can target 1 Level 4 or lower DARK "HERO" monster in your GY, except "Destiny HERO - Desecrator"; Special Summon it.
● During your Main Phase, except the turn this card was Summoned: You can target 1 monster in either player's GY; Special Summon it.

Destiny HERO - Diver (OCG: Destiny HERO - Diverguy)
DARK/Warrior/Effect/Level 5/1800 ATK/2300 DEF
During your Standby Phase, if all of the monsters (if any) on your side of the field and in your GY are "Destiny HERO" monsters (and only "Destiny HERO" monsters): You can Special Summon this card from the hand or GY. You can only Special Summon "Destiny HERO - Diver" once per turn this way. (Quick Effect): You can target 1 face-up monster your opponent controls; banish this card and the target. You can only use this effect of "Destiny HERO - Diver" once per turn. During the Standby Phase of the next turn after this card was banished by its own effect: Special Summon this card and the monster that was banished by this effect.

Destiny HERO - Distinguished (OCG: Destiny HERO - Defender of the Empire)
DARK/Warrior/Fusion/Effect/Level 9/2900 ATK/2900 DEF
3 "Destiny HERO" monsters
Must first be Fusion Summoned. You choose the attack targets for your opponent's attacks, the effect targets for your opponent's effects, and the order in which effects resolve in a Chain involving your opponent's effect(s). During your Standby Phase: You can Special Summon 1 "Destiny HERO" monster from your hand, Deck, or GY.

Destiny HERO - Plasmiss (OCG: Destiny HERO - Bloo Damsel)
DARK/Warrior/Link/Effect/1300 ATK/LINK-2
SW, SE
2 DARK "HERO" monsters
If this card is Link Summoned: You can add 1 Level 8 "Destiny HERO" monster from your Deck to your hand. You can only activate this effect of "Destiny HERO - Plasmiss" once per turn. During your Battle Phase, if a "Destiny HERO" monster inflicts battle damage to your opponent: You can target 1 "Destiny HERO" monster in your GY whose ATK is equal to or less than the ATK of the monster you control with the highest ATK; Special Summon it. During your Standby Phase: You can Special Summon as many "Plasma Thrall Tokens" (Warrior/DARK/Level 2/1300 ATK/700 DEF) to the zones this card points to. If this card is Tributed for the Special Summon of a "Destiny HERO" monster: Until your next Standby Phase, that Special Summoned monster is unaffected by your opponent's card effects. You can only use each of these effects of "Destiny HERO - Plasmiss" once per turn.

D & Crumpets
Spell/Continuous
While you control a face-up "Destiny HERO" monster, you take no damage. During your Standby Phase: You can add 1 "Destiny HERO" monster from your Deck or GY to your hand. You can only control 1 "D & Crumpets".

D - Impend
Trap/Normal
Banish any number of "Destiny HERO" monsters from your GY; Special Summon a number of "Plasma Lurker Tokens" (Aqua/DARK/Level 1/0 ATK/0 DEF), up to the number of monsters banished by this effect +1, and if you do, add 1 Level 8 "Destiny HERO" monster from your Deck to your hand. During your Main Phase, except the turn this card was sent to the GY; You can target a number of your banished "Destiny HERO" monsters, up to the number of monsters you control; shuffle them into your Deck, then, if you shuffled at least 3 cards into your Deck by this effect, draw 1 card. You can only activate this effect of "D - Impend" once per turn. A monster that is Special Summoned by Tributing 2 or more "Plasma Lurker Tokens" gains the following effect.
● It cannot be destroyed by battle or by card effects, also it cannot be targeted by your opponent's card effects.

Notes:
Dastardly Thief = Arsene Lupin (Arsene Lupin stories)
Desecrator = Victor Frankenstein (Frankenstein)/Herbert West (Herbert West-Reanimator)

Diver = Captain Nemo (20,000 Leagues Under The Sea)
Distinguished = Allan Quatermain (King Solomon's Mines and other books)/Protagonist of H.G. Wells' "The Time Machine"
Plasmiss = Mina Harker (Dracula)/Lucy Westenra (Dracula)

Next Decks:
Valkyries (Ziefried von Schroeder's cards)
OR
Fairy Tales (Leon von Schroeder's cards)
Bonus points if you retrain some of the anime cards, and even more bonus points if you make new cards wholesale.




#7113864 Single to Archetype Game

Posted by President Frank Underwood on 09 August 2018 - 07:07 AM

Berserk Boar
FIRE/Beast/Effect/Level 4/1900 ATK/700 DEF
If this card is in face-up Defense Position, destroy this card. This card must attack if able. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

Berserk Grizzly
WATER/Beast/Effect/Level 4/1900 ATK/1500 DEF
If this card is in face-up Defense Position, destroy this card. This card must attack if able. This card can make up to 2 attacks on monsters during each Battle Phase.

Berserk Wolf
WIND/Beast/Effect/Level 4/1800 ATK/300 DEF
If this card is in face-up Defense Position, destroy this card. This card must attack if able. When this card destroys an opponent's monster by battle and sends it to the GY while your opponent controls a face-up monster: You can Special Summon 1 Beast "Berserk" monster from your Deck in face-up Attack Position, except "Berserk Wolf".

Researcher of the Berserk
DARK/Spellcaster/Effect/Level 1/300 ATK/300 DEF
If you control a Beast "Berserk" monster, you can Special Summon this card from your hand. You can only control 1 "Researcher of the Berserk". Cannot be targeted for attacks or by card effects, while you control another "Berserk" monster. During a Main Phase (Quick Effect): You can pay 1000 LP; Fusion Summon 1 Beast "Berserk" Fusion Monster, using "Berserk" monsters you control or in your hand.

Berserk Chimera
DARK/Beast/Fusion/Effect/Level 5/2500 ATK/0 DEF
2 Beast monsters
If this card is in face-up Defense Position, destroy this card. This card must attack if able. If this card is sent to the GY as a Fusion Material for a Fusion Summon: You can draw 1 card.

Berserk Ur-Gorilla
EARTH/Beast/Fusion/Effect/Level 7/3000 ATK/1200 DEF
"Berserk Gorilla" + 1 Beast monster
Must first be Fusion Summoned. If this card is Fusion Summoned: You can target cards your opponent controls, up to the number of "Berserk" monsters you control; destroy them. If this card is in face-up Defense Position, destroy this card. This card must attack if able. Once per turn: You can target 1 card on the field; destroy it.

Berserk Ur-Boar
FIRE/Beast/Fusion/Effect/Level 7/2800 ATK/900 DEF
"Berserk Boar" + 1 Beast monster
Must first be Fusion Summoned. If this Fusion Summoned card attacks or is attacked your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. If this card is in face-up Defense Position, destroy this card. This card must attack if able. If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent.

Berserk Ur-Grizzly
WATER/Beast/Fusion/Effect/Level 7/2700 ATK/2200 DEF
"Berserk Grizzly" + 1 Beast monster
Must first be Fusion Summoned. At the end of the Damage Step, when this Fusion Summoned card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can destroy that opponent's monster. If this card is in face-up Defense Position, destroy this card. This card must attack if able. This card can attack all monsters your opponent controls, once each.

Berserk Ur-Wolf
WIND/Beast/Fusion/Effect/Level 7/2900 ATK/500 DEF
"Berserk Wolf" + 1 Beast monster
Must first be Fusion Summoned. If this card is Fusion Summoned: You can target 1 face-up monster on the field; until the end of this turn, negate its effects, also it loses 1000 ATK/DEF. If this card is in face-up Defense Position, destroy this card. This card must attack if able. When this card destroys an opponent's monster by battle and sends it to the GY while your opponent controls a face-up monster: You can send 1 Beast "Berserk" monster from your Deck to the GY, then target 1 Beast "Berserk" monster in your GY with the same Attribute as the sent monster; Special Summon it.

Berserk King Gorilla
EARTH/Beast/Fusion/Effect/Level 10/4400 ATK/1500 DEF
"Berserk Ur-Gorilla" + 1 Fusion Monster
Must first be Fusion Summoned. If this card is Fusion Summoned: You can banish cards your opponent controls, up to the number of "Berserk" monsters you control. If this card is in face-up Defense Position, destroy this card. This card must attack if able. Once per turn (Quick Effect): You can target 1 card on the field; destroy it. If this card leaves the field: Destroy all cards on the field. You can only activate this effect of "Berserk King Gorilla" once per turn.

Berserk King Boar
FIRE/Beast/Fusion/Effect/Level 10/4100 ATK/1300 DEF
"Berserk Ur-Boar" + 1 Fusion Monster
Must first be Fusion Summoned. If this Fusion Summoned card attacks or is attacked your opponent cannot activate any cards or effects until the end of the Damage Step. If this card is in face-up Defense Position, destroy this card. This card must attack if able. If a Beast "Berserk" monster you control attacks a Defense Position monster, inflict double piercing battle damage to your opponent. If this card leaves the field: You can target the monster your opponent controls with the highest ATK; inflict damage to your opponent equal to that monster's ATK. You can only activate this effect of "Berserk King Boar" once per turn.

Berserk King Grizzly
WATER/Beast/Fusion/Effect/Level 10/3900 ATK/3100 DEF
"Berserk Ur-Grizzly" + 1 Fusion Monster
Must first be Fusion Summoned. At the end of the Damage Step, when this Fusion Summoned card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can banish that opponent's monster. If this card is in face-up Defense Position, destroy this card. This card must attack if able. This card can attack all monsters your opponent controls, once each, also the effects of Effect Monsters destroyed by these attacks do not activate, and are negated. If this card leaves the field: You can target the monster your opponent controls with the highest DEF; increase your LP by that monster's DEF. You can only activate this effect of "Berserk King Grizzly" once per turn.

Berserk King Wolf
WIND/Beast/Fusion/Effect/Level 10/4300 ATK/800 DEF
"Berserk Ur-Wolf" + 1 Fusion Monster
Must first be Fusion Summoned. If this card is Fusion Summoned: You can target 1 face-up card on the field; negate its effects, then, if it was a Monster Card, it loses 1000 ATK/DEF. If this card is in face-up Defense Position, destroy this card. This card must attack if able. When this card destroys an opponent's monster by battle and sends it to the GY: You can target 1 monster in either player's GY; Special Summon it. If this card leaves the field: You can halve the ATK/DEF of all monsters your opponent controls. You can only activate this effect of "Berserk King Wolf" once per turn.

Berserk Desire
Spell/Normal
Pay 1000 LP; add 1 "Berserk" card from your Deck or GY to your hand. You can only activate 1 "Berserk Desire" once per turn.

Berserk Research Facility
Spell/Field
When this card is activated: You can add 1 Beast "Berserk" monster, or 1 "Researcher of the Berserk", from your Deck to your hand. Beast "Berserk" monsters gain 100 ATK x their Level. Beast "Berserk" Fusion Monsters cannot be targeted or destroyed by your opponent's card effects. During each player's End Phase: Pay 500 LP or destroy this card.

Berserk Fusion
Spell/Quick-Play
Activate 1 of these effects;
● Pay 500 LP; Fusion Summon 1 Beast Fusion Monster, using monsters from your hand or field as Fusion Material.
● Pay 1000 LP; Fusion Summon 1 Beast "Berserk" Fusion Monster, using monsters from your hand, field, and/or Deck as Fusion Material, also for the rest of this turn after this card resolves, you cannot Normal or Special Summon monsters, except "Berserk" monsters.
You can only activate 1 "Berserk Fusion" per turn.

Genetic Sequencer of the Berserk
Trap/Continuous
Once per turn: You can pay 500 LP, then target up to 3 cards in your GY, including a "Berserk" card; shuffle your Deck, then, if you control a "Researcher of the Berserk", draw 1 card. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 2 Beast "Berserk" monsters in your GY; Special Summon 1 "Berserk Abomination Token" (Beast/LIGHT/Level 1/1500 ATK/0 DEF) in face-up Attack Position. You can only use this effect of "Genetic Sequencer of the Berserk" once per turn. "Berserk Abomination Tokens" are treated as Fusion Monsters for the Fusion Summon of a "Berserk" Fusion Monster, and must attack, if able. If a "Berserk Abomination Token" is in face-up Defense Position, destroy it.

Berserk Fury
Trap/Counter
When your opponent activates a Spell/Trap Card, or monster effect, while you control only face-up Attack Position "Berserk" monsters: Negate the activation, and if you do, destroy that card. You can only activate 1 "Berserk Fury" per turn.

Next Card: Rose, Warrior of Revenge.