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Zaziuma

Zaziuma

Member Since 29 Aug 2014
Member ID: 768,856
Currently Not online
Offline Last Active Today, 03:05 PM
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#7138125 Hakai Archetype (CHIM)

Posted by Zaziuma on Yesterday, 06:28 AM

A new Archetype arrives, and it's looking like another Fiend one (yay), but at least they have a FIRE and WATER monster to spice it up a little bit, but oh wait, the rest are DARK, as usual. That being said, the design of these guys seem pretty interesting, I am getting some Bloodborne and Dark Souls-y vibes from them, though obviously toned down since YGO can't go that wild, but with the Org's explanation of the name, see the bottom of the cards, it feels like it may be an homage to that, I don't know if the card names have any other meaning, probably some Japanese folklore references. As for the cards, I was a bit hesitant at first, as it's another self destruction based Archetype, but they seem to also be focused around stealing your opponent's monsters to use them as Link Material, which is pretty neat, and could be quite powerful, as they already seem to have a lot of great cards. There is restrictions to only allowing Fiend monsters and DARK Link Monsters though, so there's that, and you also need their Level 8 if you want to use their Link Monsters, since they requite a Hakaishin monster, which the Level 3s are not.

 

Lots of Cards



#7138088 Pokemon Sword & Pokemon Shield

Posted by Zaziuma on 14 June 2019 - 12:48 PM

I have never cared about the feature, though I always thought it was a neat feature, and that it made you want to keep your team forever, and I believe I read that you can still transfer them to Home, just not to Sword and Shield, I know that people want to use their competitive teams, so that sucks, especially due to how difficult it is to get a team together with max IVs and all that stuff.

 

That being said, I personally don't want to use the members, if I were to do it early game, that would defeat the purpose of a whole new world to explore, and late them, it just feels like cheating, the only thing is to fill out the Dex, though it feels a bit cheap to just do that instead of catching the Pokemon instead. It doesn't have any impact on me, and won't ever have any.

 

I doubt they'll change it too, while people did manage to make them change Mario Maker 2 to allow online co-op, this feels like a more design oriented decision from the get-go, since they have said that they don't want so many Pokemon that it feels overwhelming, and that the amount of work that goes into 1000+ Pokemon animation is just getting out of hand, especially when moving unto a whole new platform, I can get that, and it was probably inevitable. it doesn't look great for them, and I don't really know how they could have handled it better, because the decision was probably made a long time ago, they most likely have thought about doing it for a while, but that now with new system in place, they had little choice in the matter.




#7137028 End of Epilogue

Posted by Zaziuma on 30 April 2019 - 02:11 PM

LINK-5s are now a thing in the anime, and yeah, we have that Match Winners have been a thing, and I have made LINK-5s previously, but now it feels like an official thing, even though there aren't any legal LINK-5s yet. Anyway, that's all to say that this card makes it become the End Phase, and then it unleashes a crazy effect! First, your opponent draws equal to the number of cards it points to, then your opponent's HP become equal to the number of cards in their hand x 1000, then it sends all other cards on the field to the GY. Additionally, if it's in the Extra Monster Zone, your opponent can't activate cards in response to this effect, which means that it being in the Extra Monster Zone is ideal, but this also means that your opponent may place monsters in the zones it points to so they can draw more and get more LP, so be careful. The main idea is to Summon this card in the opponent's turn so that you can trigger its first effect and immediately make it the End Phase. It's weird, but powerful if you can pull it off.

 

dd5u701-9fcea81d-025d-41e0-bba0-1d318ee8

3+ monsters
If this card is Special Summoned: It becomes the End Phase of this turn. Once while this card is face-up on the field, at the start of your opponent's End Phase: You can pay half your LP; your opponent draws cards equal to the number of monsters this card points to, then your opponent's LP become equal to the number of cards in their hand x 1000, also send all other cards on the field to the GY. Your opponent cannot activate cards or effects in response to this effect while this card is in your Extra Monster Zone.



#7136746 Mosaic - Forming an Archetype #40 (17/17)

Posted by Zaziuma on 19 April 2019 - 01:56 PM

Mosaic is an Archetype consisting of monsters with various types, Attributes and Levels. They focus on Tribute Summoning and Standby Phase mechanics. Each Level 6 and lower has an effect that activate if they are Tributed during your next Standby Phase, but the gimmick here being that they can also activate it immediately if they control their Field Spell, Mosaic Mosque. The Level 8 and highers have effects that activate on the field during the Standby Phase, and all the new Level 5 and higher monsters can also be Normal Summoned without Tributing as well.
 
Their playstyle makes use of various Tribute Summoning techniques, such as Tributing using monsters from your hand, using the opponent's monsters and Tribute Summoning in the opponent's turn etc. but their main boss monster is Mosaic Bahamut, which can be Tribute Summoned using 3 monsters to make it quite powerful, which can be helped with Mosaic Zahhak or Mosaic Mosque's effects.
 
Their name and theme comes from mosaic, which is "a piece of art or image made from the assembling of small pieces of colored glass, stone, or other materials." as well as various Persian mythological creatures, since the original card is based on the Persian creature: Manticore
 
Original Card:
5dOgjVJ.png
During the Standby Phase of your next turn after you Tribute Summoned this face-up card on the field: Special Summon, from the Graveyard, as many monster(s) as possible that were used for its Tribute Summon. They cannot declare an attack, and their effects are negated.
 
New Cards:
 
Main Deck Monsters:
 
Mosaic Chamrosh
Winged Beast/WIND
Level 4
If your opponent controls more monsters than you do (min. 1): You can Special Summon this card from your hand. If this card is Tributed, if this card is in the GY during the Standby Phase of your next turn, or if you control "Mosaic Mosque", immediately: You can add 1 "Mosaic" card from your Deck to your hand, except "Mosaic Chamrosh". You can only use each effect of "Mosaic Chamrosh" once per turn.
1000/2000
 
Mosaic Karkadann
Beast/LIGHT
Level 5
You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 1500. If this card is Tribute Summoned: You can target 3 "Mosaic" cards in your GY; shuffle them into your Deck, then draw 2 cards. If this card is Tributed, if this card is in the GY during the Standby Phase of your next turn, or if you control "Mosaic Mosque", immediately: You can target 1 "Mosaic" Spell/Trap in your GY; add it to your hand. You can only use this effect of "Mosaic Karkadann " once per turn.
2000/2400
 
Mosaic Shabrang
Beast/FIRE
Level 5
You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 1500. If this card is Tribute Summoned: You can Special Summon 1 "Mosaic Token" (Rock/EARTH/Level 2/ATK 500/DEF 500), but it cannot be Tributed or used as material for a Summon, except for a "Mosaic" monster. If this card is Tributed, if this card is in the GY during the Standby Phase of your next turn, or if you control "Mosaic Mosque", immediately: You can draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use this effect of "Mosaic Shabrang" once per turn.
2100/2400
 
Mosaic Hadhayosh
Beast-Warrior/DARK
Level 6
You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 1500. If this card is Tribute Summoned: You can target 1 "Mosaic" card in your GY, except "Mosaic Hadhayosh"; add it to your hand. If this card is Tributed, if this card is in the GY during the Standby Phase of your next turn, or if you control "Mosaic Mosque", immediately: You can target 1 card on each field; destroy them. You can only use this effect of "Mosaic Hadhayosh" once per turn.
2200/2200
 
Mosaic Shahmaran
Reptile/FIRE
Level 6
You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 1500. If this card is Tribute Summoned: You can target 1 card on each field; destroy them. If this card is Tributed, if this card is in the GY during the Standby Phase of your next turn, or if you control "Mosaic Mosque", immediately: You can target 1 "Mosaic" monster, except "Mosaic Shahmaran"; add it to your hand. You can only use this effect of "Mosaic Shahmaran" once per turn.
2300/2100
 
Mosaic Roc
Winged Beast/WIND
Level 7
You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 1500. Once per turn, during your Standby Phase after this card was Tribute Summoned: You can draw 2 cards. Once per turn, when another card or effect is activated (Quick Effect): You can Tribute 1 other monster from your hand or field; negate the activation, and if you do, destroy that card.

2600/2400

 

Mosaic Simurgh
Wyrm/FIRE
Level 9
You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 1500. You can Tribute 3 monsters to Tribute Summon (but not Set) this card. If Summoned this way: You can Special Summon 1 "Mosaic" monster from your Deck in Defense Position, except "Mosaic Simurgh". Once per turn, during your Standby Phase after this card was Tribute Summoned: You can destroy cards on the field up to the number of monsters Tributed for this card's Tribute Summon. Once per turn (Quick Effect): You can Tribute 1 other monster from your hand or field, then target 1 card on the field; destroy that target.
2600/2800
 
Mosaic Bahamut
Sea Serpent/WATER
Level 10
You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 1500. You can Tribute 3 monsters to Tribute Summon (but not Set) this card. If Summoned this way: It gains 1000 ATK and DEF. Once per turn, during your Standby Phase after this card was Tribute Summoned: You can target 1 monster in your GY; Special Summon it. Once per turn, if this attacking card destroys an opponent's monster by battle, after damage calculation: It can make a second attack in a row.
2500/2500
 
Extra Deck Monsters:
 
Mosaic Zahhak
Fiend/DARK/Link
Link Arrows: Bottom, Top, Top Right
3 "Mosaic" monsters
When this card is Link Summoned: You can Special Summon 1 "Mosaic" monster from your hand to your zone this card points to, but it cannot be used as material for a Summon. If you would Tribute Summon a "Mosaic" monster, you can Tribute monsters your opponent controls this card points to. While this card points to a Tribute Summoned monster, any card sent to your opponent's GY is banished instead.
2400/LINK-3
 
Mosaic Anahita
Fairy/WATER/Link
Link Arrows: Left, Right, Bottom Left, Up
2+ "Mosaic" monsters
This card's name becomes "Mosaic Mosque" while on the field. The first time you would Tribute Summon a monster each turn, you can send cards from the top up to the numbers of Tributes required (this is treated as Tributing those cards). While this card points to a Tribute Summoned monster, negate the effects of your opponent's Special Summoned monsters, also if this card points to 2 Tribute Summoned monsters, your opponent cannot Special Summon monsters to their Extra Monster Zone.
3000/LINK-4
 
Spells/Traps:
 
Mosaic Mosque
Field Spell
All monsters you control gain 200 ATK and DEF for each "Mosaic" monster you control with a different name, also they cannot be targeted by or destroyed by your opponent's card effects while you control a Tribute Summoned monster. Once per turn, if you would Tribute a monster(s) for a Tribute Summon of a "Mosaic" monster, you can Tribute "Mosaic" monsters in your hand as well. If this card in your Field Zone is destroyed by a card effect: You can reveal 3 "Mosaic" cards in your Deck with different names, then have your opponent randomly add 1 of them to your hand, also sent the remaining cards to the GY. You can only use this effect of "Mosaic Mosque" once per turn.
 
Mosaic Tesserae
Quick-Play Spell
Discard 1 "Mosaic" card; Special Summon 2 "Mosaic Tokens" (Rock/EARTH/Level 2/ATK 500/DEF 500), but they cannot be Tributed or used as material for a Summon, except for a "Mosaic" monster. You can only activate 1 "Mosaic Tesserae" per turn.
 
Mosaic Shatter
Quick-Play Spell
Activate 1 of these effects.
* This turn, you can Normal Summon 1 "Mosaic" monster for 1 less Tribute, but it is destroyed during your next Standby Phase.
* Target 1 card your control; destroy that target, and if you do, this turn, you can Normal Summon 1 "Mosaic" monster without Tributing.
 
Mosaic Mural
Continuous Spell
When this card is activated: You can target 1 "Mosaic" card in your GY; place it on top of your Deck. During your Main Phase, you can Normal Summon 1 "Mosaic" monster in addition to your Normal Summon/Set (You can only gain this effect once per turn) If you Tribute Summon a "Mosaic" monster face-up, you can Tribute this card as well.
 
Mosaic Restoration
Normal Trap
If a "Mosaic" monster(s) is destroyed by a card effect or Tributed: Target 1 of those monsters in your GY; Special Summon it. You can banish this card from your GY, then target 1 "Mosaic" card in your GY or on your field; place it on top of your Deck. If you control "Mosaic Mosque", you can activate this card from your hand.
 
Mosaic Palette
Normal Trap
Target any number of "Mosaic" monsters you control; return them to the hand, then you can Special Summon the same number of "Mosaic" monsters from your hand, but their ATK and DEF are halved. If you control "Mosaic Mosque", you can activate this card from your hand. You can only activate 1 "Mosaic Palette" per turn.
   
Mosaic Artwork
Continuous Trap

During your opponent's Main Phase: Special Summon this card as an Effect Monster (Rock/EARTH/Level 7/0 ATK/3000 DEF). (This card is also still a Trap.) During your opponent's Main Phase, if this card is a monster, you can: Immediately after this effect resolves, Tribute Summon 1 "Mosaic" monster. If this card on the field is destroyed: You can excavate the top 5 cards of your Deck, add 1 excavated "Mosaic" card to your hand, also sent the remaining cards to the GY. You can only use each effect of "Mosaic Artwork" once per turn.




#7136378 Movile Archetype (14/14)

Posted by Zaziuma on 08 April 2019 - 08:20 AM

Movile is an Archetype of Cyberse/DARK monsters with various Levels. They focus on discarding, co-linking, pseudo-Extra Link and shutting down the opponent. The pseudo-Extra Link I am talking about is their main goal, to co-link in all 5 Main Monster Zones, though of course this doesn't actually do the same thing as a normal Extra Link, except for Network which shuts down the Extra Monster Zone for your opponent.
 
When they do this, they gain various effects, as well as fulfilling their goal of shutting down the opponent's drawing, Summoning, effects and attacks. Movile Plan is their Field Spell, which has a one time use effect, which is quite powerful, since it makes them discard their entire hand and draw until they have the same number as you do, and as these will quickly lose resources if you want to make a pseudo-Extra Link.
 
Their name is a portmanteau of Mobile and Vile, and they are based around mobile phones, and vile of course makes them DARK, and their playstyle of shutting the opponent down compliments that.
 
Main Deck Monsters:
 
Movile Call
Cyberse/DARK
Level 1
When this card is Normal or Special Summoned: You can Special Summon 1 "Movile Token" (Cyberse/DARK/Level 1/0 ATK/0 DEF). This Token cannot be Tributed or used as material for a Summon, except for a "Movile" Link Monster. If this card is sent to the GY to activate a "Movile" card's effect: You can add 1 "Movile" card from your Deck to your hand, except "Movile Call". You can only use each effect of "Movile Call" once per turn.
0/0
 
Movile Charger
Cyberse/DARK/Union
Level 2
Once per turn, you can either: Target 1 "Movile" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 500 ATK. If the equipped monster would activate an effect that discards a card, you can send this card to the GY to activate that effect, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent to the GY to activate a "Movile" card's effect: You can target 1 "Movile" monster you control; equip this card to that target. You can only use this effect of "Movile Charger" once per turn.
500/500
 
Movile Text
Cyberse/DARK
Level 3
You can discard 1 "Movile" card, then target 1 "Movile" monster in your GY with a different name; Special Summon that target. If this card is sent to the GY to activate a "Movile" card's effect: You can Special Summon 1 "Movile Token" (Cyberse/DARK/Level 1/0 ATK/0 DEF). This Token cannot be Tributed or used as material for a Summon, except for a "Movile" Link Monster. You can only use each effect of "Movile Text" once per turn.
1000/1000
 
Movile Number
Cyberse/DARK
Level 4
If a "Movile" card(s) is sent to your GY to activate a card effect while this card is in your hand: You can Special Summon this card. If this card is sent to the GY to activate a "Movile" card's effect: You can target 1 other "Movile" card in your GY; add it to your hand. You can only use each effect of "Movile Number" once per turn.
1500/1500
 
Movile Smartphone
Cyberse/DARK
Level 5
You can send 1 "Movile" card from your hand or face-up on your field to the GY; Special Summon this card from your hand. If this card is sent to the GY to activate a "Movile" card's effect: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Movile Smartphone" once per turn.
2000/2000
 
Extra Deck Monsters:
 
Movile Network
Cyberse/DARK/Link
Link Arrows: Down
1 "Movile" monster, except a Link Monster
You can discard any number of "Movile" cards; Special Summon "Movile Tokens" (Cyberse/DARK/Level 1/0 ATK/0 DEF) equal to the number of cards discarded. These Tokens cannot be Tributed or used as material for a Summon, except for a "Movile" Link Monster. While you control 5 co-linked "Movile" monsters in your Main Monster Zone, your opponent cannot Special Summon monsters to the Extra Monster Zone. When this card in your Extra Monster Zone is destroyed: You can add 1 "Movile" card from your Deck to your hand. You can only use each effect of "Movile Network" once per turn.
500/LINK-1
 
Movile Cell
Cyberse/DARK/Link
Link Arrows: Right
1 "Movile" monster, except a Link Monster
Once per turn (Quick Effect): You can discard 1 "Movile" card; all "Movile" monsters you will control gain 500 ATK until the end of this turn. While you control 5 co-linked "Movile" monsters in your Main Monster Zones, your opponent cannot change the battle position of their monsters, only 1 monster your opponent controls an attack during each of their Battle Phases, and your opponent cannot declare an attack, except with a monster with lower ATK than the monster you control with the highest ATK.
1000/LINK-1
 
Movile Phone
Cyberse/DARK/Link
Link Arrows: Left
1 "Movile" monster, except a Link Monster
Once per turn (Quick Effect): You can discard 1 "Movile" card; Special Summon 1 monster from your hand. While you control 5 co-linked "Movile" monsters in your Main Monster Zones, all monsters your opponent Special Summons must be Special Summoned in Attack Position, your opponent must attack, if able, also they must battle the monster you control with the highest ATK (their choice, if tied.)
1000/LINK-1
 
Movile Connection
Cyberse/DARK/Link
Link Arrows: Left, Right
2 "Movile" monsters
Once per turn, when your opponent activates a card or effect (Quick Effect): You can discard 1 "Movile" card; negate the activation. While you control 5 co-linked "Movile" monsters in your Main Monster Zone, negate the effects of your opponent's cards this card's column, in their Field Zone and GY.
1500/LINK-2
 
Spells/Traps:
 
Movile Plan
Field Spell
When this card is activated: You can discard 1 "Movile" card; Special Summon 2 "Movile Tokens" (Cyberse/DARK/Level 1/0 ATK/0 DEF). These Tokens cannot be Tributed or used as material for a Summon, except for a "Movile" Link Monster. Once per turn, at the start of your opponent's Standby Phase: You can target 1 "Movile" monster in your GY; add it to your hand. You must have a co-link to activate and to resolve this effect. Once, while this card is face-up on the field, if you have 5 co-linked "Movile" monsters in your Main Monster Zones: You can make your opponent discard their entire hand, then they draw cards until they have the same number of cards in their hand as you do.
 
Movile Data Usage
Normal Spell
Discard 1 "Movile" card; draw 2 cards. During your Main Phase, except the turn it was sent to the GY: You can banish it from your GY, then target 3 "Movile" cards in your GY with different names; shuffle them into your Deck, then draw 2 cards. You can only each effect of "Movile Data Usage" once per turn.
 
Movile Shutdown
Continuous Spell
Gains effects depending on the number of co-linked "Movile" monsters you control in your Main Monster Zones.
● 3+: Monsters in your opponent's Extra Monster Zone cannot attack or activate their effects.
● 4+: Your opponent cannot adds cards from their Deck to their hand, except during their Draw Phase.
● 5: During your opponent's Standby Phase, if they more cards in their hand than you do, they must discard cards until they have the same number of cards as you do.
 
Movile Sleep
Normal Trap
Target 1 "Movile" monster you control, then send 1 "Movile" card from your hand or Deck to your GY; banish that target until the End Phase. If you control a co-linked monster, you can activate this card from your hand. During your opponent's Standby Phase, if this is in your GY and you have 5 co-linked "Movile" monsters in your Main Monster Zone: You can add this card from your GY to your hand. You can only use each effect of "Movile Sleep" once per turn.
 
Movile Security
Continuous Trap

Co-linked "Movile" monsters cannot be destroyed by battle, also they gain 500 ATK. Each turn, the first time a co-linked "Movile" monster would be destroyed by a card effect, it is not destroyed. While you control 5 co-linked "Movile" monster in your Main Monster Zones, your opponent cannot target "Movile" Spells/Traps you control with card effects, also the activations and effects of "Movile" Spell/Trap Cards and effects cannot be negated.




#7136204 Restructuring

Posted by Zaziuma on 03 April 2019 - 02:30 PM

This card is kind of silly, but I thought it would be a fun little idea to make a card that plays around with the idea of ordering in terms of alphabetical order. This would obviously not really work in the real game, since the cards are Japanese, and thus a card like this would change how it works, if it even could work, completely over there, even in German or Spanish it would cause a lot of trouble, but hey, who says all cards have to make sense? It also allows you to snatch up special symbol cards and cards that have a number, because why the hell not?
 

dd3q06l-4839cf92-ff80-4f0d-9698-044e3f11

Excavate the top 5 cards of your Deck, then place them on top of your Deck in alphabetical order. Send any cards excavated whose names start with special symbols or numbers to the GY. During the End Phase: You can banish this card from your GY, then target 1 card in your GY whose name starts with a special symbol or a number; add it to your hand. You can only use 1 "Restructuring" effect per turn, and only once that turn.



#7136133 [RIRA] Fortune Lady Cards

Posted by Zaziuma on 01 April 2019 - 12:32 PM

...so nobody's gonna mention that Destrudo dovetails perfectly with Fortune Ladies now, given Ever's generic Tuner requirement?

Shit dog, do I look like I know how to be good at this fucking bullshit game? I leave this up to you people, then steal your ideas for later.




#7135668 Imaginary Beast - Reviving an Archetype #4 (19/19)

Posted by Zaziuma on 18 March 2019 - 01:51 PM

Imaginary Beast is an Archetype consisting of monsters with various types, Attributes and Levels. They focus on forcing monsters to be Special Summoned in Defense Position and Synchro Summoning. Each Main Deck monster has an effect that forces both players to Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters (previously they had no exception, but due to new rules, this was added for balance reasons). The Synchros each have an effect that activates when Synchro Summoned in Defense Position, and can attack while in Defense Position. Newly added is a bonus should they also be linked with a Link Monster.

 

The name is a portmanteau of image and imaginary, and each monster is an animal and a photographic related term. I enjoyed the creative process of this when I first made them, I wish I had artistic skills so I could draw what these weird animals would look like, but I don't sadly, so I hope you can get all the animals I chose. When it came to what was newly added, I focused on making them work with Link Monsters, while they are anti-Attack Position, I felt that they needed a Link Monster to really work as originally intended, so their speed, searchabilty and ease of play was focused on, keeping the same idea of using the opponent's turn and interrupting their plays in tone still.

 

Original Version (15/15)

 

Main Deck Monsters:
 
Imagenary Beast - Octomatic
Aqua/WATER/Tuner
Level 1
Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. During your turn, except the turn this card was sent to the Graveyard (Quick Effect): You can banish this card from your GY, then target 1 "Imagenary Beast" card in your GY; add that target to your hand. You can only use this effect of "Imagenary Beast - Octomatic" once per turn.
0/1100
 
Imagenary Beast - Cameleon
Reptile/DARK/Tuner
Level 2
Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. If this card is sent to the GY for the Synchro Summon of a monster Summoned in Defense Position: You can add 1 "Imagenary Beast" card from your Deck to your hand, except "Imagenary Beast - Cameleon". You can only use this effect of "Imagenary Beast - Cameleon" once per turn.
100/1400
 
Imagenary Beast - Butterframe
Insect/WIND
Level 3
Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. You can Tribute this card; Special Summon 2 "Imagenary Beast" monsters from your Deck with different names, except "Imagenary Beast - Butterframe", but until the end of this turn, they have their effects are negated, cannot be Tributed or used as material for a Summon. You can only use this effect of "Imagenary Beast - Butterframe" once per turn.
1500/1500
 
Imagenary Beast - Tricod
Fish/WATER/Tuner
Level 3
Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. If only your opponent controls a monster, you can Special Summon this card (from your hand). If this card is sent from the field to the GY for the Synchro or Link Summon of an "Imagenary Beast" monster: You can excavate the top 3 cards of your Deck, add 1 excavated "Imagenary Beast" card to your hand, also send the remaining cards to the GY. You can only use this effect of "Imagenary Beast - Tricod" once per turn.
300/1300
 
Imagenary Beast - Negatick
Insect/DARK/Tuner
Level 4
Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. If you use this card you control for a Synchro Summon of an "Imagenary Beast" monster, you can treat it as a non-Tuner. If this card is sent from the field to the GY: You can add 1 "Imagenary Beast" Spell/Trap from your Deck to your hand. You can only use this effect of "Imagenary Beast - Negatick" once per turn.
200/1700
 
Imagenary Beast - Graphig
Beast/EARTH
Level 4
Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. Once per turn, if you activate an "Imagenary Beast" Spell/Trap Card: You can Special Summon 1 "Imagenary Beast" monster from your hand in Defense Position.
1500/1700
 
Imagenary Beast - Pictoraffe
Beast/LIGHT
Level 4
Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. When this card is Normal or Special Summoned: You can target 1 "Imagenary Beast" monster in your Graveyard, except "Imagenary Beast - Pictoraffe", then discard 1 card; Special Summon that target in Defense Position. You can only use this effect of "Imagenary Beast - Pictoraffe" once per turn.
1900/0
 
Imagenary Beast - Ibexposure
Beast/EARTH
Level 4
Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. A Synchro Monster that was Synchro Summoned in Defense Position using this card as Synchro Material gains this effect:
● Your opponent must Special Summon monsters in Defense Position, except Link Monsters.
1700/1300
 
Imagenary Beast - Ratio
Beast/EARTH
Level 5
Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. You can send 1 other "Imagenary Beast" monster from your hand or field to the GY; Special Summon this card from your hand. All "Imagenary Beast" monsters can attack while they are in face-up Defense Position. If they do, apply their DEF for damage calculation.
0/2300
 
Extra Deck Monsters:
 
Imagenary Beast - Focusaur
Dinosaur/LIGHT/Link
Link Arrows: Bottom Left, Bottom, Bottom Right
2+ Effect Monsters, including at least 1 "Imagenary Beast" monster
When this card is Link Summoned using a Synchro Monster as material: You can Special Summon 1 "Imagenary Beast" monster from your Deck to your zone this card points to. (Quick Effect): You can change the battle position of all monsters on the field, and if you do, they lose 500 ATK and gain 500 DEF. When this Link Summoned card is destroyed by your opponent's card: You can target 2 Level 5 or lower "Imaginary Beast" monsters in your GY; Special Summon them in Defense Position You can only use each effect of "Imagenary Beast - Focusaur" once per turn.
2500/LINK-3
 
Imaginary Beast - Opticaligator
Reptile/WATER/Synchro/Tuner
Level 5
1 "Imagenary Beast" Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned in Defense Position: You can reduce the Level of all monsters on the field by 1. During the Main Phase (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card as material. If this card is linked, your opponent cannot activate cards or effects in response to this effect's activation. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
2000/2000
 
Imagenary Beast - Shotter
Aqua/WATER/Synchro
Level 6
1 "Imagenary Beast" Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned in Defense Position: You can target 1 Spell/Trap your opponent controls; destroy that target. While this card is linked, it cannot be targeted for an attack or your opponent's card effects. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
2200/2400
 
Imagenary Beast - Bazoom    
Beast-Warrior/FIRE/Synchro
Level 7
1 "Imagenary Beast" Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned in Defense Position: You can make your opponent discard 1 card. While this card is linked, it cannot be destroyed by battle or your opponent's card effects. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
2000/2600
 
Imagenary Beast - Vulperture
Winged Beast/WIND/Synchro
Level 8
1 "Imagenary Beast" Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned in Defense Position: You can target 1 face-up monster your opponent controls; destroy that target, and if you do, inflict damage to your opponent equal to half its ATK or DEF on the field (whichever is highest). While this card is linked, it is unaffected by your opponent's card effects, except by monsters in Defense Position. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
2300/2800
 
Spell/Trap Cards:
 
Imagenary Beast - The Big Picture
Field Spell
Activate only if you control another "Imagenary Beast" card. Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. During your Main Phase, you can Normal Summon 1 "Imagenary Beast" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If you control an "Imagenary Beast" monster, negate the effects of your opponent's Attack Position monsters Special Summoned from the Extra Deck.
 
Imagenary Beast - Snapshot Album
Continuous Spell
When this card is activated: You can reveal 3 "Imagenary Beast" monsters from your Deck with different names, your opponent chooses 1 for you to add to your hand, and you shuffle the rest into your Deck. Once per turn, if your opponent Special Summons a monster(s) while you control another "Imagenary Beast" card: You can change those monsters' battle positions. You can only control 1 "Imagenary Beast - Snapshot Album".
 
Imagenary Beast - Photoshooter
Equip Spell
Equip only to an "Imagenary Beast" monster. It is gains 500 ATK/DEF and is unaffected by your opponent's Spell/Trap effects. If this card is sent to the GY because the equipped monster was sent to the Graveyard for a Link or Synchro Summon: You can banish 1 other "Imagenary Beast" card from your GY; add this card from your GY to your hand. You can only activate 1 "Imagenary Beast - Photoshooter" per turn.
 
Imagenary Beast - Lens Capture
Normal Trap
Send 1 "Imagenary Beast" card from your hand or field to the GY, then target 1 face-up Defense Position monster your opponent controls; take control of that target and equip it with this card. It cannot be used as material for a Summon. If this card leaves the field, return control of that monster to your opponent. You can only control 1 "Imagenary Beast - Lens Capture".
 
Imagenary Beast - Darkroom
Continuous Trap

When this card is activated: You can target 1 "Imagenary Beast" monster in your GY; Special Summon it in Defense Position, but it has its effects negated. Both players must Special Summon monsters from their Extra Deck in Defense Position, except Link Monsters. Once per turn, you can: Immediately after this effect resolves, Link or Synchro Summon 1 "Imagenary Beast" Link or Synchro Monster, using monsters you control.




#7135249 Search

Posted by Zaziuma on 08 March 2019 - 02:58 PM

I was going to make this a status update, but I had a lot more to say than I thought, so here's a thread for it instead:

 

It's amazing how little we under-appreciate the fact that we can find out any piece of information in a manner of seconds, simply by typing a few letters into a search engine and immediately get an answer, like some magic genie. Simply wondering who invented ice cream or if Earth really is round was something that could take hours, days or months to figure out if you simply didn't know anyone with the answer, couldn't find it in a book, and even then, it may be outdated or misinformed, yet somehow that is seen as more reliable to some people, just because it takes longer to find.

 

I have lived with this ability as a given for most of my life, it was slower to get the information, but it was still easy, and that privilege is one I don't know if I could go back to living without. I don't think there has been a day in years where I haven't searched something on the internet, either through Google, Twitter, Facebook, YouTube or wherever, but it's such a critical thing, somehow able to understand my weird sentence structures to find what I was looking for in the first result almost every time.

 

Information on the internet is not bad information just because it's on the internet, why you think it can be is because you aren't researching the right way, you always go with the first result, your gut instinct and personal bias will drive you to places that prove what you think already is right, not what is actually correct fact, unbiased and researched, compared to your experience you had as a child that is completely unreliable. You must have multiple sources, you must read more than just the headline, but that is simply too much effort these days. It's unfortunate that we are so early in the days of the internet that the people who never had it are confused by it, and the people who do have it are too lazy to do more than the bare minimum.

 

I hope that one day in the future, we will have learned how to properly use search engines, and the internet in general, because everyone wants you to know what they feel, rather than what is true. It doesn't seem to matter if you have a source, they will discredit it, call it false, "fake news" may even be thrown into the mix, but what's even scarier is when there is no source to begin with. How do I trust you when you have no basis for your claims? Yet so many do, and I am sure you can think of many people who talk out of their asses on this sort of thing.

 

I have been thinking about this for some time now, it's unavoidable really, with so many news stories covering the ignorant behavior seen in the flat-earth movement, anti-vaxx movement, and politics in all parts of the world just being a laughing-stock. I was especially inspired by a video series by Crash Course, which I think is going to be the first step in eventually teaching people how to be better informed. I suggest checking out the series they made, it's quite interesting and useful:

 




#7135160 Question about missing the timing

Posted by Zaziuma on 05 March 2019 - 10:07 AM

@Zaziuma Thank you very much for your detailed answer. I appreciate it. And Thank you for the suggestion, I am already considering changing it to 2 effects, althought not sold on it completely yet.

Also relating to the the link to the ruling question you provided, am I still allowed to post in it? When I checked it a few second ago, there is a red band/line at the top and bottom of the page, and it is written in it;

Necrobump!

Darkteutonic, the last post on this topic is over 30 days old and a new post will be considered as necrobumping!

I wouldn't worry to much about that in that specific post, since it's a thread that has existed for quite a while. The reason why the warning is there is because this forum has not been getting as much traction as it tends to, so people don't posts as much in threads like that. If you're still worried, you can always ask an admin about it though.




#7135141 Question about missing the timing

Posted by Zaziuma on 04 March 2019 - 01:35 PM

Quick Effects can't miss the timing, as they are activated in response to something happening. I think your confusion here is that the first scenario would be a Quick Effect in response to the activation of Vampire Red Baron's effect, where the second scenario is more so a Trigger Effect scenario, which would happen after resolving the Chain, or in this case, the Special Summon of the Kaiju, which doesn't use the Chain.

 

Simply put, your effect works as intended, since you are still activating in response to an effect for one scenario, which would be required due to the synergy of Vampire Red Baron and your card, and able to work off of Tributed as well, since Quick Effects cannot miss the timing regardless.

 

As a personal suggestion though, I would split the effects up instead, since Tributing like that would almost always be in a situation where a Trigger Effect would be more appropriate than a Quick Effect, but I understand that having two separate lines just to banish the card seems silly, but YGO is already weird and complex, and there are certain things that most will understand, so I would say this instead:
"When this card is targeted by a card or effect, you can (Quick Effect): Immediately after that effect resolves, banish this card. If this card is Tributed: You can banish this card."

 

Also, here's a thread you can ask further questions in:

https://forum.yugioh...ings-questions/




#7135103 Pokemon Sword & Pokemon Shield

Posted by Zaziuma on 02 March 2019 - 03:47 AM

 

Setting mine to blue, but here's mine:

 

GtKi0xg.jpg

 

I guess Water's my favorite out of the three types.

 

Yours just one off from being the same as mine, in fact, Scorbunny is a very close second for me, and I was unsure of which one I should pick, but the rest are the exact same as yours.




#7135001 Sebek - Forming an Archetype #39 (11/11)

Posted by Zaziuma on 25 February 2019 - 03:04 PM

Sebek is an Archetype of Level 3 Reptile/WATER monsters, as well as 1 Level 6 Ritual monster, which is Sebek. They focus on LP gaining and direct attacking. Each monster has an effect that Special Summon them by discarding a Reptile monster, and an effect that allows them to attack directly under the right kind of LP circumstance, as well as another effect.
 
Their playstyle revolves around using various ways to attack directly, which of course helps them deal damage, as well as trigger various effects, and of course the card it was based on in the first place, Sebek's Blessing. Along with that, they want their Ritual Monster and Sebek's Pyramid on the field, which boosts the Level 3s ATK, or you can destroy them all to allow Sebek to attack twice with a possible 4000 ATK to go for the kill. They are of course based on Sebek, an ancient Egyptian God, while perhaps a bit goofier looking in the card art, I tried to incorporate some elements of its lore.
 
Original Card:
 
c7VVySa.png
If your monster inflicts battle damage to your opponent by a direct attack: Gain the same amount of LP.
 
New Cards:
 
Monsters:
 
Sebek's Warrior
Reptile/WATER
Level 3
You can discard 1 Reptile monster; Special Summon this card from your hand, also you cannot Special Summon monsters for the rest of this turn, except Reptile monsters. If you gained HP this turn, this card can attack your opponent directly. If a "Sebek" monster you control battles, during the Battle Step (Quick Effect): You can discard this card; this turn, its original ATK becomes 3000, but any battle damage your opponent takes is halved. You can only use each effect of "Sebek's Warrior" once per turn.
1500/0
 
Sebek's Minion
Reptile/WATER
Level 3
You can discard 1 Reptile monster; Special Summon this card from your hand, also you cannot Special Summon monsters for the rest of this turn, except Reptile monsters. While your LP are equal to your opponent's HP or no more than 1000 LP lower than or higher than their HP, this card can attack your opponent directly. If this card is sent to the GY: You can pay 1000 LP; add 1 "Sebek" card from your Deck to your hand, except "Sebek's Minion". You can only use each effect of "Sebek's Minion" once per turn.
1000/1000
 
Sebek's Priest
Reptile/WATER
Level 3
You can discard 1 Reptile monster; Special Summon this card from your hand, also you cannot Special Summon monsters for the rest of this turn, except Reptile monsters. While your HP are 2000 or higher than your opponent's, this card can attack your opponent directly. If this card inflicts battle damage to your opponent: You can add 1 "Sebek" card from your Deck to your hand. You can only use each effect of "Sebek's Priest" once per turn.
500/2000
 
Sebek's Offering
Reptile/WATER
Level 3
You can discard 1 Reptile monster; Special Summon this card from your hand, also you cannot Special Summon monsters for the rest of this turn, except Reptile monsters. You can only use this effect of "Sebek's Offering" once per turn. While your HP are 2000 or lower than your opponent's, this card can attack your opponent directly. If you Ritual Summon exactly 1 "Sebek" with a card effect that requires use of monsters, this card can be used as the entire requirement.
1200/500
 
Sebek
Reptile/WATER/Ritual
Level 6
You can Ritual Summon this card with any "Sebek" Ritual Spell. While your LP are 2000 or higher than your opponent's, double this card's original ATK/DEF. If this card inflicts battle damage to your opponent by a direct attack: You can destroy all cards your opponent control, also other monsters you control cannot attack for the rest of this turn. If this card is sent to the GY: You can target 1 "Sebek" monster you control; this turn, it can attack your opponent directly.
2000/2000
 
Spells/Traps:
 
Sebek's Pyramid
Field Spell
All "Sebek's" monsters you control gain 500 ATK/DEF, also if "Sebek" is on the field or in your GY, they gain 500 more ATK/DEF. At the start of your Battle Phase: You can destroy all monsters you control (min. 1), except 1 "Sebek" monster, and if you do, that monster can make a second attack this turn, also gain 500 HP for each monster destroyed this way. If you inflict battle damage to your opponent by a direct attack: You can add 1 "Sebek" card from your Deck to your hand. You can only use each effect of "Sebek's Pyramid" once per turn.
 
Sebek's Was
Equip Spell
Equip only to a Reptile monster you control. Once per turn, during your Main Phase 1: You can discard 1 "Sebek" card; this turn, the equipped monster can attack your opponent directly, also other monsters you control cannot attack this turn, except "Sebek". If the equipped monster would be destroyed, destroy this card instead.
 
Sebek's Ritual
Ritual Spell
This card is used to Ritual Summon "Sebek". You must also Tribute monsters from your hand or field whose total Levels equal or exceed 6. If this card is in your GY: You can target 1 other "Sebek" card in your GY and 1 "Sebek" you control; banish the first target, shuffle this card into your Deck, and if you do, this turn the second target can attack your opponent directly.
 
Sebek's Chant
Ritual Spell
This card is used to Ritual Summon "Sebek". You must also Tribute monsters from your hand or field whose total Levels equal exactly 6. If your LP are at least 2000 higher than your opponent's, you can also send "Sebek's" monsters from your Deck to your GY. You can only activate 1 "Sebek's Chant" per turn.
 
Sebek's Curse
Continuous Trap
Activate this card by Special Summoning 1 "Sebek" from your hand, Deck or GY, ignoring its Summoning conditions. Once per turn: You can target 2 "Sebek" cards in your GY; banish the first target, and if you do, add the second target to your hand. If this face-up card leaves the field, halve your LP.
 
Sebek's Ankh
Normal Trap

Reveal any number of Reptile monsters in your hand with different names; gain 500 LP for each card you revealed. If you control "Sebek", you can activate this card from your hand. If this card is banished from your GY: Gain 1000 LP.




#7134740 Infinitrack Full Reveal (DBIC)

Posted by Zaziuma on 16 February 2019 - 07:23 AM

Seems like Infinite Ignition is now called Infinitrack. Not sure how that's pronounced to be honest, but it's easier to write. The remaining members of the group, and all of the other cards, just so you can get a general overview of the cards, thanks to YGOrganization: https://ygorganizati...largerthanlife/

 

Harvester.jpg?resize=206%2C300&ssl=1

DBIC-JP001 Mugen Kidou Harvester (Infinitrack Harvester)
Level 2 EARTH Machine Effect Monster
ATK 0
DEF 2100
You can only use each effect of this card’s name once per turn.
(1) If this card is Normal or Special Summoned: Add 1 “Infinitrack” monster from your Deck to your hand, except “Infinitrack Harvester”.
(2) You can target 1 Machine monster you control, except this card; until the end of the turn, the Levels of this card and that target become the total of their combined original Levels.

Rock-Anchor.jpg?resize=206%2C300&ssl=1

DBIC-JP002 Mugen Kidou Rock Anchor (Infinitrack Rock Anchor)
Level 4 EARTH Machine Effect Monster
ATK 1800
DEF 500
You can only use each effect of this card’s name once per turn.
(1) If this card is Normal or Special Summoned: You can Special Summon 1 EARTH Machine monster from your hand in Defense Position, except “Infinitrack Rock Anchor”.
(2) You can target 1 Machine monster you control, except this card; until the end of the turn, the Levels of this card and that monster become equal to the total combined Levels of those 2 cards.

CrabCrane.jpg?resize=206%2C300&ssl=1

DBIC-JP003 Mugen Kidou Cancer Crane (Infinitrack Cancer Crane)
Level 5 EARTH Machine Effect Monster
ATK 2100
DEF 500
You can only use each effect of this card’s name once per turn.
(1) You can Tribute 1 EARTH Machine monster you control; Special Summon this card from your hand in Defense Position.
(2) You can banish 1 Machine monster from your GY; add 1 “Outrigger Expand” from your Deck to your hand.

Drag-Shovel.jpg?resize=206%2C300&ssl=1

DBIC-JP004 Mugen Kidou Drag Shovel (Infinitrack Drag Shovel)
Level 5 EARTH Machine Effect Monster
ATK 1500
DEF 2100
You can only use each effect of this card’s name once per turn.
(1) You can Tribute 1 EARTH Machine you control; Special Summon this card from your hand in Defense Position.
(2) You can banish 1 Machine monster from your GY; add 1 “Spin Turn” from your Deck to your hand.

Trencher.jpg?resize=206%2C300&ssl=1

DBIC-JP005 Mugen Kidou Trencher (Infinitrack Trencher)
Level 5 EARTH Machine Effect Monster
ATK 500
DEF 2400
You can only use each effect of this card’s name once per turn.
(1) You can Tribute 1 EARTH Machine you control; Special Summon this card from your hand in Defense Position.
(2) You can banish this card from your GY, then target 1 Level 5 or lower “Infinitrack” monster in your GY, except “Infinitrack Trencher”; Special Summon that monster in Defense Position.

Scraper.jpg?resize=206%2C300&ssl=1

DBIC-JP006 Mugen Kidou Scraper (Infinitrack Roadheader)
Level 5 EARTH Machine Effect Monster
ATK 2200
DEF 500
You can only use each effect of this card’s name once per turn.
(1) You can Tribute 1 EARTH Machine you control; Special Summon this card from your hand in Defense Position.
(2) You can banish this card from your GY, then target 5 EARTH Machine monsters in your GY; shuffle those monster into the Deck, then draw 2 cards.

Reverse-Storm.jpg?resize=206%2C300&ssl=1

DBIC-JP007 Mugen Kidou Reverstorm (Infinitrack Reverstorm)
Rank 5 EARTH Machine Xyz Effect Monster
ATK 2500
DEF 500
Materials: 2 Level 5 monsters
You can only use the 1st and 3rd effects of this card’s name each once per turn.
(1) You can detach 1 Xyz Material from this card; either add 1 EARTH Machine monster from your Deck to your hand, or send 1 EARTH Machine monster from your Deck to the GY.
(2) When this card destroys an opponent’s monster by battle: You can attach that monster to this card as Xyz Material.
(3) If this card is in the GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.

Roadroller.jpg?resize=206%2C300&ssl=1

DBIC-JP008 Mugen Kidou Colossal Mountain (Infinitrack Colossal Mountain)
Rank 7 EARTH Machine Xyz Effect Monster
ATK 2100
DEF 3100
Materials: 2 Level 7 monsters
You can only use the 1st and 3rd effects of this card’s name once per turn.
(1) You can detach 1 material from this card; this card gains 1000 ATK.
(2) When this card destroys an opponent’s monster by battle: You can attach that monster to this card as material.
(3) If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.

BigGuy.jpg?resize=206%2C300&ssl=1

DBIC-JP009 Mugen Kidou Earthshaker (Infinitrack Earthshaker)
Rank 9 EARTH Machine Xyz Effect Monster
ATK 3100
DEF 2100
Materials: 2 Level 9 monsters
You can only use the 1st and 3rd effects of this card’s name once per turn.
(1) You can detach any number of material from this card, then target an equal number of cards on the field; destroy those targets.
(2) When this card destroys an opponent’s monster by battle: You can attach that monster to this card as material.
(3) If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.

TinyGiant.jpg?resize=206%2C300&ssl=1

DBIC-JP010 Mugen Kidou Goliath (Infinitrack Goliath)
Link 1 EARTH Machine Link Effect Monster
ATK 1000
Link: Bottom Right
Materials: 1 “Infinitrack” monster, except a Link Monster.
You can only use the 1st effect of this card’s name once per turn.
(1) If this card is sent from the field to the GY, you can target 1 Xyz Monster you control; attach this card to that monster as Xyz Material.
(2) While this card is attached as material, an Xyz monster whose original Type is Machine gains the following effect.
• This card cannot be destroyed by effects.

BiggerGuy.jpg?resize=206%2C300&ssl=1

DBIC-JP011 Mugen Kidou Yousai Megaton Gale (Infinitrack Fortress Megaton Gale)
Link 3 EARTH Machine Link Effect Monster
ATK 4000
Links: Bottom Left, Bottom Right, Right
Materials: 3 Xyz Monsters
You can only use the 2nd effect of this card’s name once per turn.
(1) This card is unaffected by the effects of monsters, except Xyz monsters, and cannot be destroyed by battle, except by Xyz monsters.
(2) Target 1 Xyz monster in your GY and 1 card your opponent controls; Special Summon the first target and place the second target under that monster as material, but halve any damage inflicted to your opponent for the remainder of this turn.

BigTime.jpg?resize=206%2C300&ssl=1

DBIC-JP012 Outrigger Expand
Continuous Spell Card
(1) Machine Xyz Monsters you control cannot be targeted by an opponent’s card effect.
(2) Once per turn: You can target 1 “Infinitrack” Xyz Monster you control; Special Summon from your Extra Deck 1 Machine Xyz Monster that is 2 Ranks higher than that monster you control by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon, also transfer the materials to the Summoned monster.) You cannot Special Summon monsters, except EARTH Machine monsters, for the rest of the turn after you activated this effect.

YesItDoesTurnOnADime.jpg?resize=206%2C30

DBIC-JP013 Spin Turn
Normal Trap Card
(1) Activate 1 of these effects.
• Target 1 of your Attack Position EARTH Machine Xyz Monsters and 1 monster your opponent controls; change the battle position of your monster, and if you do, destroy that opponent’s monster.
• Target 1 of your Defense Position EARTH Machine Xyz Monsters and 1 Spell/Trap your opponent controls; change the battle position of your monster, and if you do, destroy that opponent’s card.




#7134709 [DBIC] Witchcraft Poterie

Posted by Zaziuma on 14 February 2019 - 02:28 AM

Summons their blanket monster negation body Master Verre.

 

Ash immediately. 

 

Also boycott Konami for shitty artwork. 

Shitty arkwork? You monster! That tiny dino nibbling on her shirt is adorable.