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President Frank Underwood

President Frank Underwood

Member Since 05 Mar 2008
Member ID: 24,220
Currently Viewing Topic: Make a Link Monster Game
Offline Last Active Today, 06:29 AM
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#7110610 Remake a Card

Posted by President Frank Underwood on 18 July 2018 - 12:11 AM

Trading Places
Spell/Quick-Play
Switch your LP with your opponent, also neither player takes damage until your opponent's next Standby Phase.

Changelog: Oh, the hilarity this abomination will make.

Next Card: Oops.




#7110450 Single to Archetype Game

Posted by President Frank Underwood on 17 July 2018 - 05:05 AM

Challenge accepted.

Bellcat Scoutten
WIND/Machine/Effect/Level 1/500 ATK/0 DEF
If you control no Tokens, you can Special Summon this card from your hand. You can only Special Summon "Bellcat Scoutten" once per turn this way. (Quick Effect): You can Tribute this card; Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position. You can only use this effect of "Bellcat Scoutten" once per turn.

Bellcat Tomgun
WIND/Machine/Union/Effect/Level 2/500 ATK/1000 DEF
If you control no monsters, you can Special Summon this card from your hand, then you can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position, and if you do, equip this card to it. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except WIND monsters. You can only use this effect of "Bellcat Tomgun" once per turn. Once per turn, you can either: Target 1 "Bellcat" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. It gains 500 ATK for each "Bellcat Token" you control, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.

Bellcat Wingmao
WIND/Machine/Effect/Level 3/1500 ATK/1000 DEF
If this card is Normal or Special Summoned: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position. You can only use this effect of "Bellcat Wingmao" once per turn. If this card is sent to the GY as Link Material for the Link Summon of a "Bellcat" monster: That Link Monster gains 500 ATK until the end of the turn, can attack twice per Battle Phase this turn, and inflicts piercing battle damage.

Bellcat Blackopstray
WIND/Machine/Effect/Level 4/1000 ATK/2000 DEF
If this card in your possession is sent to your GY by your opponent's card (by battle or card effect): You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position. You can only use this effect of "Bellcat Blackopstray" once per turn. If this card is sent to the GY as Link Material for the Link Summon of a "Bellcat" monster: That Link Monster gains 500 ATK until the end of the turn, and if it attacks during a Battle Phase this turn, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.

Bellcat Alley Ace
WIND/Machine/Effect/Level 5/2000 ATK/2000 DEF
If this card is in your hand or GY (Quick Effect): You can Tribute 1 "Bellcat Token"; Special Summon this card. You can only use this effect of "Bellcat Alley Ace" once per turn. This card gains 500 ATK if in a zone a "Bellcat" Link Monster points to, also "Bellcat" Link Monsters that point to this card gain 500 ATK. If this card leaves the field: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position.

Bellcat Clawgo Transpawt
WIND/Machine/Effect/Level 6/0 ATK/2000 DEF
If you control a "Bellcat" monster, you can Normal Summon this card without Tributing. If this card is Normal Summoned: You can add 1 "Bellcat" card from your Deck to your hand. You can only activate this effect of "Bellcat Clawgo Transpawt" once per turn. If this card is sent to the GY as Link Material for the Link Summon of a "Bellcat" monster: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position to a zone that Link Monster points to. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except WIND monsters.

Bellcat Nyavy Support Carrier
WATER/Machine/Effect/Level 7/0 ATK/2500 DEF
If you control 2 or more "Bellcat" monsters, including a "Bellcat Token", you can Normal Summon this card without Tribute. When this card is Normal or Special Summoned: You can change its battle position. "Bellcat" monsters you control cannot be targeted by your opponent's card effects. When you Special Summon a "Bellcat" Link Monster: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position to a zone that Link Monster points to. You can only use this effect of "Bellcat Nyavy Support Carrier" once per turn.

Bellcat Nyavy Fleet Carrier
WATER/Machine/Effect/Level 8/0 ATK/3000 DEF
You can Tribute Summon this card by Tributing 1 "Bellcat Token" you control. When this card is Normal or Special Summoned: You can change its battle position. "Bellcat" monsters you control cannot be destroyed by battle or by card effects. You can only use each of the following effects of "Bellcat Nyavy Fleet Carrier" once per turn.
● During your Main Phase: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position.
● When you Special Summon a "Bellcat" Link Monster: You can target 1 "Bellcat" monster in your GY; Special Summon that target to a zone that Link Monster points to.

Bellcat Fighter Purrototype
WIND/Machine/Link/Effect/2000 ATK/LINK-2
SW, SE
2 monsters, including at least 1 Token
If this card is Link Summoned: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position.

Bellcat Fighter Kustom Special
WIND/Machine/Link/Effect/2000 ATK/LINK-4
N, E, W, S
2+ monsters, including a Token
If a monster this card points to is destroyed and/or sent to the GY: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position. If this card would leave the field, you can Tribute 1 "Bellcat Token" you control instead. This card gains 500 ATK for each monster this card points to, and if this card is co-linked, its co-linked monsters gain 500 ATK for each monster they point to.

Bellcatcall For Support
Spell/Normal
If you control a "Bellcat" monster: You can Special Summon 1 "Bellcat" monster from your Deck with less ATK and a different Level in face-up Attack Position. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position. You can only use each effect of "Bellcat Call For Support" once per turn.

Bellcat Mirror Imeowge
Spell/Normal
Target 1 "Bellcat" monster with 500 or less ATK; Special Summon 1 "Bellcat" monster with the same name from your hand, Deck, or GY in Defense Position. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except WIND monsters. You can only activate 1 "Bellcat Mirror Imeowge" once per turn.

Bellcat Reinfurcements
Spell/Continuous
Once per turn, if a "Bellcat" monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position, and if you do, draw 1 card.

Bellcat Nine Livevasive Action
Trap/Counter
When a Spell Card, Trap Card, or monster effect is activated: Tribute 1 "Bellcat" monster you control; negate the activation, and if you do, destroy it, then, if you Tributed a "Bellcat Token", until the end of next turn, your opponent cannot activate a card or effect with the same original name as the card banished by this effect. You can only activate 1 "Bellcat Nine Livevasive Action" per turn.

Well, here you go. A MPB archetype on bath salts.

Next Archetype: Zirdras, the Magicrystal Dragon




#7109860 Single to Archetype Game

Posted by President Frank Underwood on 13 July 2018 - 03:08 PM

Terracorn Auroch
EARTH/Beast/Effect/Level 4/1700 ATK/1300 DEF
If this card is Normal or Special Summoned: You can send 1 Beast "corn" monster from your Deck to the GY; Special Summon 1 Beast "corn" monster from your Deck in face-up Defense Position with a different Level than the monster sent to the GY by this effect. If this card is sent from the field to the GY: You can add 1 Level 4 or lower Beast "corn" monster from your Deck to your hand, except "Terracorn Auroch". During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 other Beast "corn" monster from your GY, then target 1 Beast monster in your GY; Special Summon it. You can only use each effect of "Terracorn Auroch" once per turn.

Aerocorn Cerastes
WIND/Beast/Effect/Level 5/1600 ATK/2000 DEF
If your opponent controls a monster, and all the monsters (if any) on your side of the field and in your GY are Beast monsters (and only Beast monster), you can Special Summon this card (from your hand). You can only Special Summon "Aerocorn Cerastes" once per turn this way. If this card is sent from the field to the GY: You can target 1 Beast "corn" monster in your GY, except "Aerocorn Cerastes"; add it to your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 other Beast "corn" monster from your GY, then target 1 of your banished Beast monsters; Special Summon it. You can only use each effect of "Aerocorn Cerastes" once per turn.

Pyrocorn Bonnacon
FIRE/Beast/Effect/Level 3/1800 ATK/100 DEF
If this card is in your hand: You can send 1 other Beast "corn" monster from your hand to the GY, then target 1 Beast "corn" monster you control; Special Summon this card in Defense Position, and if you do, the targeted monster gains 1000 ATK until the end of this turn. If this card is sent from the field to the GY: You can send 2 Beast monsters with different names from your Deck to the GY. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 other Beast "corn" monster from your GY, then target 1 card your opponent controls; destroy it. You can only use each effect of "Pyrocorn Bonnacon" once per turn.

Cryocorn Ogopogo
WATER/Beast/Effect/Level 6/1400 ATK/2500 DEF
If you control a Beast monster in your Extra Monster Zone, you can Special Summon this card from your hand. You can only Special Summon "Cryocorn Ogopogo" once per turn this way. Beast "corn" monsters you control cannot be targeted by your opponent's card effects, also you take no battle damage from battles involving Beast "corn" monsters. You can only use each of these effects of "Cryocorn Ogopogo" once per turn.
● If this card is sent from the field to the GY: Until the end of the turn, your opponent cannot activate cards or effects when you Normal or Special Summon a Beast "corn" monster(s).
● When your opponent declares an attack (Quick Effect): You can banish this card and 1 other Beast "corn" monster from your GY, then target the attacking monster; negate the attack, and if you do, halve that monster's ATK until your next End Phase.

Photocorn Wolpertinger
LIGHT/Beast/Tuner/Effect/Level 1/700 ATK/200 DEF
If you control a Beast "corn" monster: You can Special Summon this card from your hand. You can only Special Summon "Photocorn Wolpertinger" once per turn this way. Once per turn: You can target any number of Beast monsters in your GY; shuffle them into your Deck, and if you do, increase this monster's Level by the number of cards shuffled by this effect. If this card is banished: You can Special Summon it. You can only use this effect of "Photocorn Wolpertinger" once per turn.

Umbracorn Kirin
DARK/Beast/Tuner/Effect/Level 2/1300 ATK/0 DEF
If this card is Normal or Special Summoned: You can target up to 3 of your banished Beast monsters; shuffle them into the Deck, and if you do, you can send an equal number of Beast "corn" monsters with different names from your Deck to the GY. You can only use this effect of "Umbracorn Kirin" once per turn. Once per turn: You can target 1 Beast "corn" monster in your GY; this card's Level becomes the Level of that monster. If this card is banished: You can target 1 of your other banished Beast monsters; return it to the GY.

Electrocorn Plasmatherium
LIGHT/Beast/Fusion/Effect/Level 6/2400 ATK/2200 DEF
1 Beast "corn" monster + 1+ Beast monsters
Must either be Fusion Summoned, or Special Summoned by banishing Beast "corn" monsters from your field or GY (in which case you do not use “Polymerization”) If this card was Fusion Summoned by using a Synchro Monster as material, or by banishing a Synchro Monster to Special Summon itself, its Level becomes 9, and its original ATK and DEF become 3000. 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, or that were banished for the Special Summon of this card. During your Standby Phase: You can target 1 Beast "corn" Synchro Monster in your GY or that is banished: Special Summon it. You can only use this effect of "Electrocorn Plasmatherium" once per turn.

Astrocorn Aetherpikos
DARK/Beast/Link/Effect/1500 ATK/LINK-2
SW, SE
2 Beast monsters
If this card is Link Summoned: You can target 1 of your banished Beast "corn" monsters; Special Summon it to a zone this card points to, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except Beast monsters. You can only use this effect of "Astrocorn Aetherpikos" once per turn. All Beast monsters you control gain 100 ATK for each Beast monster in your GY. If a Beast "corn" monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent.

Realm of the Horned Ones
Spell/Field
When this card is activated: You can send 2 Beast "corn" monsters with different names from your Deck to the GY. If a Beast "corn" monster attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If a "Thunder Unicorn" you control activates its effect, your opponent cannot activate cards or effects in response to this effect's activation, also other monsters you control can attack during the turn you activate that effect. While you control a "Voltic Bicorn", your opponent cannot activate the effects of cards in their GY. During your Main Phase, if you control a "Lightning Tricorn": You can declare a number of card names, up to the number of Beast Synchro Monsters with different names that you control; your opponent must send cards with the declared names that they control to the GY. You can only activate this effect of "Realm of the Horned Ones" once per turn. You can only activate 1 "Realm of the Horned Ones" per turn.

Horn of Plenty
Spell/Continuous
When this card is activated: Return all banished Beast monsters to your GY. During your Main Phase, you can Normal Summon 1 Beast monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If a Beast "corn" monster is Special Summoned from your Extra Deck: Draw 1 card. This card must be face-up on the field to activate and to resolve this effect. You can only control 1 "Horn of Plenty".

Grab Life By The Horns
Trap/Counter
When a Spell/Trap Card, or monster effect, is activated while you control a Beast "corn" monster: Negate the activation, and if you do, destroy that card, then, if you control a Beast "corn" monster that was Special Summoned from the Extra Deck, you can destroy 1 other card your opponent controls. If a Beast monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.

Next Card: Castel, the Skyblaster Musketeer




#7108227 Make a Xyz Monster Game (v. 2.0)

Posted by President Frank Underwood on 03 July 2018 - 09:02 PM

Number 9: Dyson Shell
LIGHT/Machine/Xyz/Effect/Rank 1/0 ATK/2400 DEF
2 Level 1 monsters
This card cannot attack, also its effects are negated unless its name is "Number 9: Dyson Shell". Once per turn (Quick Effect): You can detach 1 material from this card to target 1 face-up monster your opponent controls; it gains the effects of this card.

 

This is fun. Next person, make a Rank-Up or Rank-Down of a Number that doesn't have either.




#7107526 Pimp My Card Game

Posted by President Frank Underwood on 29 June 2018 - 05:02 PM

Number 101: Silent Honor ARKANGEL
Water/Aqua/Xyz/Effect/Rank 6/2600 ATK/1600 DEF
2 Level 6 monsters
If this card is Xyz Summoned: Negate the effects of all face-up cards your opponent controls, until the end of the turn. During your Main Phase (Quick Effect): You can detach 1 material from this card to target 1 face-up card your opponent controls; negate it until your opponent's next Standby Phase. You can only use this effect of "Number 101: Silent Honor ARKANE" once per turn, unless this card has "Number 101: Silent Honor ARK" attached to it as material, in which case, you can only use this effect of "Number 101: Silent Honor ARKANE" up to twice per turn. Once per turn: You can detach any number of materials from this card, then target a number of face-up cards on the field whose effects are negated, up to the number of materials detached by this effect +1; attach those target(s) to this card as material(s). When this card leaves the field: You can target 1 "Number 101: Silent Honor ARK" in your GY; Special Summon it, and if you do, you can attach up to 3 "Number" Xyz Monsters from your Extra Deck to the target as materials.

Because who doesn't love mass negation.

Make a High King version of a D/D/D Extra Deck monster that doesn't have a High King version.




#7107211 Make a Link Monster Game

Posted by President Frank Underwood on 27 June 2018 - 10:24 PM

Heimdall, Messenger of the Aesir
WIND/Psychic/Link/Effect/2700 ATK/LINK-3
SE, S, SW
2+ "Nordic" monsters, including at least 1 Tuner
If this card is Link Summoned: You can Special Summon 1 "Nordic" Tuner monster from your Deck and 2 "Einherjar Tokens" (Warrior/EARTH/Level 4/ATK 1000/DEF 1000), in Defense Position, and if you do, the Tuner's Level is treated as Level 2. Immediately after this effect resolves: Synchro Summon 1 "Aesir" Synchro Monster to a zone this card points to using the monsters Special Summoned by this effect. You can only use 1 of the following effects of "Heimdall, Messenger of the Aesir" per turn, and only once that turn.
● During your Main Phase: You can send 1 "Nordic" Tuner from your Deck to the GY, then target 1 "Nordic Relic" Spell/Trap Card, or 1 Spell/Trap Card that specifically lists "Nordic" and/or "Aesir" in its card text; Set the targeted card from your GY to your side of the field.
● During your Main Phase: You can target 1 of your banished "Nordic" Tuners; return it to the GY, and if you do, Set 1 "Nordic Relic" Spell/Trap Card, or 1 Spell/Trap Card that specifically lists "Nordic" and/or "Aesir" in its card text, directly from your Deck.

So, this guy is OOZING flavor.
As the one who guards Bifrost, Heimdall is the major link (pun intended) between the Aesir in Asgard and the other realms.
So being able to pretty much instantly get one of the big boys out is totally his thing.
Also, Heimdall is incredibly knowledgeable and has keen foresight. Hence why he can retrieve the weapons and powers the Aesir need to combat threats.
It also means that random Psychic typing ain't so random.

Make a Link for an archetype that has multiple types of Extra Deck monsters (such as Red-Eyes, which has Fusions and Xyzs, or D/D/Ds, which has Fusions, Synchros, and Xyzs) and supports every one of them.




#7106222 Remake a Card

Posted by President Frank Underwood on 22 June 2018 - 04:21 PM

Wow, you really want the OG RDA fixed. Fine.

Red Dragon Archfiend
DARK/Dragon/Synchro/Effect/Level 8/3000 ATK/2000 DEF

1 Tuner + 1+ non-Tuner monsters
If this card attacks a Defense Position monster, your opponent cannot activate cards or effects until the end of the Damage Step. After damage calculation, if this card attacks a Defense Position monster your opponent controls: Destroy all Defense Position monsters your opponent controls. During your End Phase: Destroy all other monsters you control that did not declare an attack this turn.

 

Changelog: There. Now it does more.

Next Card: Flamvell Uruquizas. Easily the worst of the original Duel Terminal Synchros.




#7105901 Support an Archetype

Posted by President Frank Underwood on 21 June 2018 - 01:16 PM

Aromage Thyme
WIND/Plant/Effect/Level 5/1000 ATK/2000 DEF
If this card is in your hand or GY, and you gain LP: You can Special Summon this card. You can only Special Summon "Aromage Thyme" once per turn this way. While your LP is higher than your opponent's, Plant monsters you control cannot be targeted by your opponent's card effects. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 card in either player's GY that has an activated effect that gains LP: if it is a monster, Special Summon it to your side of the field, or if it is a Spell/Trap Card, Set it to your side of the field. You can only activate this effect of "Aromage Thyme" once per turn.

Krawlers




#7105751 [SD34] Profibit Snake

Posted by President Frank Underwood on 20 June 2018 - 11:49 PM

Plus, this can search and summon in one go, if it banishes Balancer Lord to activate its effect. and Dotscaper but who runs that pixelated nightmare?

 

Yeah, gonna have to go a slight bit further than Prezzy Underwood and say this can be a 1-of in main. Recurring GY retrieval's on this simply being in the GY? Bit too much for me to fully say no to. ESPECIALLY with how crazy Firewall's been since it came on the scene. That's one more monster to the board with insulting ease with this card. Mill this and let the advantage begin.

 

Tsumugi has a point tho-this being a brick-and-a-half in the hand is why I dare not go further with this, handtrap-Grandmole bouncing is not enough to singularly sell me on a card. Not anymore.

 

(1 example of many, but you get the point.)

I totally forgot about Balancer Lord and Dotscaper, which I shouldn't have, considering they're both Grade-A cards for the Deck.
Getting GY activations of both? Sign me up.
But yeah, mainly use this as discard fodder for the MANY Cyberse cards that want you to ditch something for their effects instead of as a Hand Trap, THEN get that sweet GY support.




#7105612 [SD34] Profibit Snake

Posted by President Frank Underwood on 20 June 2018 - 01:05 PM

In defense of Encode, he actually has a lot of synergy with Shootingcode, since he can make her big enough to get over anything short of, say, Utopia the Lightning.

But this is alright. I'd run it at 1 in the Side Deck.

Both effects are pretty good, since Cyberses don't have much in terms of actual card removal ATM, and the ability to banish stuff you don't want to get back stuff you do is clutch.

Especially since this effect triggers Latency, and considering she's a freaking Link Tuningware, she can help prepare for some Main Phase 2 Link Summoning to get out another Link.




#7105430 Support an Archetype

Posted by President Frank Underwood on 19 June 2018 - 02:10 PM

Einstein-Rosen Bridge
Trap/Continuous
When this card is activated: Add 1 Level 1 "Meklord" monster from your Deck to your hand. When a monster that was Special Summoned this turn activates its effect on your opponent's side of the field: You can send this card to the GY; the activated effect becomes "Destroy 1 monsters your opponent controls". During your Main Phase, if you control a "Meklord" monster: You can banish this card from your GY to target 1 face-up monster your opponent controls; it is treated as a Synchro Monster until the end of the turn.

Rokket




#7105109 Single to Archetype Game

Posted by President Frank Underwood on 17 June 2018 - 04:53 PM

Going to retrain some old Normal Zombies, as well as add in a certain gimmick used by a recent TCG import.

 

Bone Citadel of the Skullriders
EARTH/Zombie/Effect/Level 4/900 ATK/1300 DEF
If this card is Normal or Special Summoned: You can send 1 monster "of the Skullriders" from your Deck to your GY; add 1 card "of the Skullriders" from your Deck or GY to your hand. You can only activate this effect of "Bone Citadel of the Skullriders" once per turn. Once per turn: You can reveal 1 Ritual Monster "of the Skullriders" in your hand; this card's Level becomes the Level of the revealed Ritual Monster until the end of the turn.

Cockroach Mechanic of the Skullriders
DARK/Insect/Effect/Level 3/800 ATK/900 DEF
When this card is sent to the GY to activate the effect of a card "of the Skullriders", or is Tributed: You can add this card to your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon 1 "Cockroach Husk Token" (Zombie/DARK/Level 3/0 ATK/0 DEF) to your side of the field. You can only activate each effect of "Cockroach Mechanic of the Skullriders" once per turn.

Grim Herald of the Skullriders
DARK/Zombie/Effect/Level 3/900 ATK/1200 DEF
You can discard 1 monster "of the Skullriders", then target 1 monster "of the Skullriders" in your GY; Special Summon it. You can only activate this effect of "Grim Herald of the Skullriders" once per turn. All Zombie monsters you control gain ATK equal to the combined Levels of all Ritual Monsters you control x 100. Your opponent cannot target monsters "of the Skullriders" you control for an attack or with card effects, except this one.

Flame Charger of the Skullriders
FIRE/Zombie/Effect/Level 2/700 ATK/500 DEF
When this card is sent to the GY to activate the effect of a monster "of the Skullriders", or is Tributed: You can target 1 card on the field; destroy it, and if you do, inflict 500 damage to your opponent. During your Main Phase, if you control a Ritual Monster "of the Skullriders": You can Tribute this card to target 1 card on the field; destroy it, and if you do, inflict 500 damage to your opponent. You can only activate each effect of "Flame Charger of the Skullriders" once per turn.

Smoke Phantasm of the Skullriders
WIND/Zombie/Effect/Level 1/500 ATK/200 DEF
During the Damage Step, when your monster "of the Skullriders" battles an opponent's monster (Quick Effect): You can send this card from your hand to the GY; that monster's ATK becomes the ATK of the opponent's monster it is battling + 100, until the end of this turn. During the Battle Phase, if you control a Ritual Monster "of the Skullriders" (Quick Effect): You can banish this card from your GY; until the end of the Battle Phase, your opponent's cards and effects cannot be activated. You can only activate each effect of "Smoke Phantasm of the Skullriders" once per turn.

Marrotorcycle of the Skullriders
DARK/Zombie/Ritual/Effect/Level 4/1900 ATK/1850 DEF
You can Ritual Summon this card with "Revival of the Skullriders". If this card is Ritual Summoned: You can target cards your opponent controls, up to the number of monsters with different Levels Tributed for the Ritual Summon this card; destroy them. During your Main Phase: You can banish 1 monster "of the Skullriders" from your GY; then target 1 of your banished Zombie monsters; Special Summon it. You can only activate this effect of "Marrotorcycle of the Skullriders" once per turn.

Spinechaser of the Skullriders
DARK/Zombie/Ritual/Effect/Level 6/2400 ATK/2250 DEF
You can Ritual Summon this card with "Revival of the Skullriders". This Ritual Summoned card can attack a number of times each Battle Phase, up to the number of monsters with different Levels Tributed for the Ritual Summon this card. At the start of the Damage Step, if this card battles a monster that was Special Summoned from the Extra Deck: Destroy that monster.

Corpsecrusher of the Skullriders
DARK/Zombie/Ritual/Effect/Level 8/3000 ATK/2750 DEF
You can Ritual Summon this card with "Revival of the Skullriders". If this card is Special Summoned: You can place a number of Rev Counters on this card, equal to the number of monsters "of the Skullriders" you control. During each player's Standby Phase, if this card was Ritual Summoned: You can place a number of Rev Counters on this card, equal to the number of monsters with different Levels Tributed for the Ritual Summon of this card. If this face-up card would be destroyed, you can remove 1 Rev Counter from this card instead. If a Ritual Monster you control attacks a Defense Position monster, inflict double piercing damage to your opponent.

Epocharig Mothertruck of the Skullriders
DARK/Zombie/Ritual/Effect/Level 10/3200 ATK/2850 DEF
You can Ritual Summon this card with "Revival of the Skullriders". If this card is Ritual Summoned: You can target a number of monsters in your GY, up to the number of monsters with different Levels Tributed for the Ritual Summon of this card; Special Summon them, and if you do, add 1 "Revival of the Skullriders" and 1 Level 8 or lower Ritual Monster "of the Skullriders" from your Deck and/or GY to your hand. When your opponent activates a card or effect (Quick Effect): You can send 1 card "of the Skullriders" from your hand to the GY; negate the activation, and if you do, send it to the GY, and if you do that, until the end of next turn, your opponent cannot activate a card or effect with the same original name as the card sent to the GY by this effect. You can only activate each effect of "Epocharig Mothertruck of the Skullriders" once per turn.

Darkened Wasteland of the Skullriders
Spell/Field
When this card is activated: You can add 1 monster "of the Skullriders" from your Deck to your hand. You can only use this effect of "Darkened Wasteland of the Skullriders" once per turn. If a Ritual Monster "of the Skullriders" is Ritual Summoned: You can draw 1 card. Zombie monsters you control gain 300 ATK and DEF. While you control no monsters in the Extra Monster Zone, your DARK and/or Zombie monsters cannot be destroyed by battle, also you take no damage.

Revival of the Skullriders
Spell/Ritual
This card can be used to Ritual Summon any Ritual Monster "of the Skullriders". This card can also be used to Ritual Summon "Dokurorider", and is treated as "Revival of Dokurorider" for the Ritual Summon of "Dokurorider". You must also Tribute monsters from the field or your hand whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: You can shuffle this card from your GY into the Deck; Special Summon 1 Level 3 or lower monster "of the Skullriders" from your Deck. You can only activate this effect of "Revival of the Skullriders" once per turn. A "Dokurorider" that was Ritual Summoned using this card gains this effect.
● It is unaffected by your opponent's card effects.

Ominous Thunder of the Skullriders
Trap/Normal
Target up to 2 monsters "of the Skullriders" in your GY with different Levels; Special Summon them in face-up Defense Position, then, if any of the monsters Special Summoned by this effect were Ritual Monsters, you can change them to Attack Position. You cannot Special Summon monsters from the Extra Deck during the turn you activate this card. You can only activate 1 "Ominous Thunder of the Skullriders" per turn.


Next Card: Iron Dragon Tiamaton




#7103085 [OCG] Patrol Police of the Underworld’s effect

Posted by President Frank Underwood on 05 June 2018 - 02:55 AM

As someone who plays Lair of Darkness often, this is...actually not that bad. You can make it with a Torment Token and something else, and then use its effect for Tribute shenanigans.

Also, I'd like to point out that it says face-up CARD and not face-up MONSTER, so you can put this on, say, your copy of Lair of Darkness that you want protected, or some backrow crucial to your strategy.

Or there are some lulzy things you can do, like use this to protect a Swords of Revealing Light or another self-destructing card you have on the field so it doesn't blow itself up.

She has potential, and I don't think she should be dismissed just because a Non-Effect Link has the same Summoning condition and Link Arrows, but a whole 200 more ATK.




#7100521 Remake a Card

Posted by President Frank Underwood on 17 May 2018 - 05:21 PM

Vylon Delta
LIGHT/Fairy/Synchro/Effect/Level 7/1700 ATK/2800 DEF
1 Tuner + 1 or more non-Tuner LIGHT monsters
If this card is Special Summoned, or during a player's End Phase: You can target 1 Equip Spell Card in your GY; equip it to this card. You can only use this effect of "Vylon Delta" once per turn. If this face-up card would be destroyed, you can destroy 1 Equip Spell Card equipped to this card instead.

 

Changelog: Simple, yet effective. It equips more, recycles the Equips that you most likely burned through with Element, and it has protection for itself.

Next Card: Vylon Alpha. Let's finish this.




#7100136 Remake a Card

Posted by President Frank Underwood on 15 May 2018 - 03:33 AM

Thank you, Draconus.

Spirit of the Pharaoh
LIGHT/Zombie/Effect/Level 6/2500 ATK/2000 DEF
If this card is in your hand or GY while you control "The First Sarcophagus", "The Second Sarcophagus", and "The Third Sarcophagus": You can send 2 Zombie Normal Monsters from your Deck to the GY; Special Summon this card. When this card is Special Summoned while you have no cards in your Extra Deck, and no monsters that were Special Summoned from the Extra Deck are on your side of the field or in your GY: You can Special Summon as many Level 3 or lower Zombie Normal Monsters from your GY as possible. When your opponent activates a monster effect (Quick Effect): You can send 1 "The First Sarcophagus" from your hand or field to the GY; negate the activation, and if you do, destroy it. When your opponent activates a Spell Card or effect (Quick Effect): You can send 1 "The Second Sarcophagus" from your hand or field to the GY; negate the activation, and if you do, destroy it. When your opponent activates a Trap Card or effect (Quick Effect): You can send 1 "The Third Sarcophagus" from your hand or field to the GY; negate the activation, and if you do, destroy it. You can only use each effect of "Spirit of the Pharaoh" once per turn.

 

Changelog: Gave some incentive to Summon this without the Sarcophagi, as well as some incentive to do so. Yes, the negations are powerful, but you have to have the proper cards for each kind.

Next Card: Since Dragulas got cucked, let's go with Card of Sanctity.