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Zaziuma

Zaziuma

Member Since 29 Aug 2014
Member ID: 768,856
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#7129061 Ringhost Archetype (9/?)

Posted by Zaziuma on Yesterday, 09:19 AM

Ringhost is an Archetype of Zombie/EARTH Union/Spirit monsters with various Levels. They focus on returning themselves from the field to the hand and equipping mechanics. As they are both Spirit and Union monsters, they play into this combination of mechanics, so they can still be Special Summoned by their own effect. Each of them has the same effects, a normal Union effect and protection, as well as the End Phase return to the hand of Spirit monsters, then an effect that allows you to equip them when they return during the End Phase, and some unique effect to them.
 
They have other ways of returning to the hand too, like Chapel of Eternity, which allows you to reset a Union monster or make a Normal Summoned monster into an Equip and then Special Summoning it with its effect. Chapel of Eternity also is able to boost them quite a lot, as it gains Ringhost Counters when using that effect, which boosts all your monsters by 500 ATK/DEF for each on it.
 
Reaper is their offensive card, which is able to take out 1 card your opponent controls and in their hand by giving up an Equip Card equipped to it, and as a Level 5, has the most ATK/DEF of them all, but while they may not seem fast due to their nature, under the right circumstances, you can easily make a decent field that has both protection and offensive capabilities.
 
Their name is a portmanteau of Ring and Ghost, relating to the fact that they equip themselves to each other like putting on a ring, and of course them being Zombies, but also that they are based around marriage, as the custom of giving your partner a ring is common. I'll admit that finding a theme wasn't too easy at first, I knew that I wanted a Union Archetype based around rings, so I had tried not only Ringhost, but also Ringlory that was going to be Fairy based, but I wasn't sure what else to do with that, but landed on the marriage theme because the idea of a Zombie Archetype based around rings and marriage was too weird not to do.
 
Monsters:
 
Ringhost Apparition
Zombie/EARTH/Spirit/Union
Level 1
Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Apparition" once per turn
● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
● When this card is Normal or Special Summoned: You can return this card to your hand, and if you do, draw 1 card, then discard 1 card.
0/0
 
Ringhost Spirit
Zombie/EARTH/Spirit/Union
Level 4
Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Spirit" once per turn
● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
● You can discard this card; add 1 "Ringhost" card from your Deck to your hand, except "Ringhost Spirit", also you cannot cards from your Deck to your hand for the rest of the turn, except by drawing them.
1500/1500
 
Ringhost Zombie
Zombie/EARTH/Spirit/Union
Level 4
Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Zombie" once per turn
● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
● If this card is in your hand or GY: You can target 1 "Ringhost" monster you control; Special Summon this card and return that target to the hand.
1000/2000
 
Ringhost Reborn
Zombie/EARTH/Spirit/Union
Level 4
Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Reborn" once per turn
● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
● If this card is in your hand or GY: You can send 1 "Ringhost" Equip Card you control to the GY; Special Summon this card.
1800/500
 
Ringhost Reaper
Zombie/EARTH/Spirit/Union
Level 5
Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Apparition" once per turn
● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
● You can send 1 Equip Card equipped to this card to the GY; destroy 1 card your opponent controls and/or 1 random card in their hand.
2000/2000
 
Spells/Traps:
 
Ringhost Chapel of Eternity
Field Spell
Once per turn: You can target 1 "Ringhost" monster or Equip Card you control; return it to the hand, then place 1 Ringhost Counter on this card. All "Ringhost" monsters you control gain 500 ATK/DEF for each Ringhost Counter on this card. During the End Phase, if exactly 1 "Ringhost" monster would be returned to your hand, you can remove 1 Ringhost Counter from this card instead.
 
Ringhost Marital Unity 
Continuous Spell
When this card is activated: You can target 1 "Ringhost" monster in your GY and 1 "Ringhost" monster you control; equip the first target to the second target. During your Main Phase, you can Normal Summon 1 "Ringhost" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn). While a "Ringhost" monster is equipped with an Equip Card, it cannot be targeted by or destroyed by your opponent's card effects. You can only activate 1 "Ringhost Marital Unity" per turn.
 
Ringhost Wedding Deathbed
Normal Spell
Target 1 "Ringhost" monster you control that is not equipped with an Equip Card; equip 1 appropriate Zombie Union monster from your Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. While that card is equipped to that target, it cannot be equipped with other Equip Cards. You can only activate 1 "Ringhost Wedding Deathbed" per turn.
 
Ringhost Bond of Attachment
Normal Trap

Target 1 "Ringhost" monster you control; equip this card to that target. It cannot be destroyed by battle or card effects. While this card is equipped to a monster, if that monster would be returned to the hand by an effect, you can return this card instead. If this card is sent from the field to the GY: You can target 1 "Ringhost" card in your GY, except "Ringhost Bond of Attachment"; add it to your hand.




#7128178 Qóut, Juggernaut Slasher

Posted by Zaziuma on 13 November 2018 - 09:21 AM

So this here is a monster of the Link Monster kind, it's a LINK-4, and it does attack and gain ATK, so that's cool, uhm, we got Equip Spell support here too, yeah, something to do with protection and such. Better in the Main Monster Zone, crazy gains. Oh and it's a Dinosaur, because big old beasts from the past are rad, with swords and what have you, k byeeeee
 

qout_juggernaut_slasher_by_zaziuma-dcrvz

2+ monsters, including a Link Monster
When this card declares an attack: You can discard 1 card; for each zone this card points to with no monsters in them, this card gains 1000 ATK until the end of the Damage Step. During the turn you activate this effect, non-Link Monsters cannot be Special Summoned from your Extra Deck or attack. While this card is equipped with an Equip Card, it cannot be targeted or destroyed by other card effects.



#7127470 Fi the Pyrotechnician

Posted by Zaziuma on 07 November 2018 - 02:58 PM

A LINK-2 monster that focuses on co-linking, should you Link Summon it so it co-links, you get to destroy all non-co-linked monsters on the field. It also gains 1000 ATK while co-linked, and during the End Phase, you can finish off your turn by burning, as for each co-linked monster on the field, both players take 500 damage.
 

fi_the_pyrotechnician_by_zaziuma-dcrf6mi

2 monsters with Levels
When this card is Link Summoned and becomes co-linked to a monster: You can destroy all non-co-linked monsters on the field. Gains 1000 ATK while co-linked. During the End Phase: Both players take damage equal to the number of co-linked monsters on the field x 500.




#7127376 Dark Bird of Simorgh

Posted by Zaziuma on 07 November 2018 - 12:19 AM

I just see this as a Winged Beast Armageddon Knight, at least to open with. You don't need to run another WIND monster to play it, as it can send itself to the GY along with any DARK monster, and the adding to the hand makes it useful in Chaos Decks when it would be banished. My first thought was Orphegels with their Trap that banishes a monster from the GY to make a monster untargetable, but the possibilities are endless.

 

All in all, I really like this card as engine. It does help that it works well with Dark Simorgh as intended, but it's a cute tech if you banish from the GY a lot and don't need your Normal Summon.

I could see that, making this DARK would mean it wouldn't be as useful in a DARK focused Deck, since you gotta get some WIND monsters then.




#7127226 Dark Bird of Simorgh

Posted by Zaziuma on 06 November 2018 - 11:27 AM

I like Dark Simorgh a fair bit, so wanted to make some pretty direct support for it, in form of a Winged Beast that's both WIND and DARK in the hand and GY, and is able to quickly fill the GY with monsters. Along with that, it can re-add itself when banished from the GY to activate a card effect, making you able to Summon Simorgh later on. It's a Spirit monster as well for this reason, allowing you to add it back to your hand during your End Phase so you have two copies in your hand, should you send another one of these from your Deck to the GY with its effect.

 

dark_bird_of_simorgh_by_zaziuma-dcr8zcm.

Cannot be Special Summoned. While this card is in your hand or in the GY, it is also a DARK monster. When this card is Normal or Flip Summoned: You can send 1 WIND monster and DARK monster from your Deck to the GY. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand. If this card is banished from your GY to activate a card effect: You can add this banished card to your hand. You can only use this effect of "Dark Bird of Simorgh" once per turn.



#7126989 Mechanical Voidmaster

Posted by Zaziuma on 04 November 2018 - 08:19 AM

● All Gemini monsters you control gain 100 ATK and DEF for each banished monster.

● Once per turn: You can have this card lose 1000 ATK and DEF until the end of this turn, and if you do, banish as many monsters your opponent controls whose combined ATK and DEF are less than or equal to this card's combined ATK and DEF.

It can feed itself and blow up the entire field of the opponent, which is really overpowered. 2800ATK/2 = 1400ATK 2800DEF/2 = 1400DEF

1400ATK + 1400DEF = 2800. Anything 2800 and under is just gone.

Actually, it's ATK/DEF aren't halved. It loses 1000, so it ends up at 1800*2 or 3600. An even wider margin.

Even though this is a Gemini monster, that's a MASSIVE field wipe. Although you do lose the progress you've made with this monster if your opponent negates it, we can't count on your opponent negating it for balance reasons. At least it's not a quick effect, but you still can't balance out a decent cost with a super powerful effect. I'd suggest it banish 1 monster, although perhaps buff it a tad to compensate.

Just want to make sure you know that the opponent's monster's ATK and DEF are combined too, making any monster with 1900/1900+ able to survive, which is most boss monsters. This is mainly able to take out smaller guys and Link Monsters, I realize it's powerful, but we are still talking about a Level 8 Gemini monster, which normally don't have the luxury of actually being useful, so do take that in mind as well.




#7126863 Extraterrestrial Excavation

Posted by Zaziuma on 03 November 2018 - 06:40 AM

I get the card's intention, but the way you wrote the first effect doesn't really work. Even if you excavate, effects that do so also indicate what to do with the cards afterwards (e.g. ad to hand, send to GY, shuffle into the Deck) so... you wouldn't still be able to add any card to the hand after an excavation. Pretty sure you have to try a different way to write it. Perhaps a "Neither player can add cards from their hand to their Deck, except by effects that excavate a card(s)" would do? Another alternative with more precedence is "Neither player can add cards from their hand to their Deck, except by the effects of cards that include an effect that excavates a card(s)", as see in Solemn Warning and Ghost Belle. The issue with the last one is that it would also allow any other effects that adds a card to the hand, as long as the card has an excavated effect printed on it.

 

That aside, well, this card is floodgate-ish by nature, and hopefully you are aware of the stigma towards floodgates. However, the drawbacks you gave it should suffice to keep it acceptable. If nowadays the formats are dealing with stuff like Thunder Dragon Colossus, this OPD Field that dies to backrow removal shouldn't be difficult to deal with. I like that you can run it along any deck with Terraforming so you can search for it if you drew both Terraforming and your key Field Spell that you don't really need on the field.

I literally give an exception that says "except by excavating them", meaning that if you do, that overwrites the clause that prevents adding.




#7126848 Extraterrestrial Excavation

Posted by Zaziuma on 03 November 2018 - 04:03 AM

A card that prevents both players from drawing or adding cards to their hand, EXCEPT by excavation. Yes, a strange thing indeed, but you may ask, how does one draw? Don't worry, you get to do that in the Standby Phase, as it excavates the top 3 cards of the Deck and adds 1 of them to the hand, but how does one get rid of it? Well, you can choose not to do that, in which case you place a counter on the card. If there are 3 on the card, it destroys itself. It can also only be activated once per Duel.
 

extraterrestrial_excavation_by_zaziuma-d

Neither player can add cards from their hand to their Deck, except by excavating them. During the turn player's Standby Phase. They can excavate the top 3 cards of their Deck, then they can add 1 of them to their hand and place the remaining cards on the bottom of their Deck in any order or they can send all 3 cards to the GY and place 1 counter on this card. When there are 3 or more counters on this card, destroy this card. You can only activate 1 "Extraterrestrial Excavation" per Duel.



#7126536 Searcher of the Seabottom

Posted by Zaziuma on 01 November 2018 - 02:39 AM

A little weird WATER support LINK-1, it allows you to negate your WATER monster's effect in exchange for a Special Summon from the GY. It's also a super easy LINK-1 that points to your field for any WATER Decks, so it has a clause that prevents non-WATER laddering.
 

searcher_of_the_seabottom_by_zaziuma-dcq

1 WATER monster, except a Token
Cannot be used as material for a Link Summon, except a Link-2 or higher WATER monster. Once per turn, when you activate the effect of a WATER monster (Quick Effect): You can target 1 WATER monster in your GY whose Level/Rank/Link Rating is less than equal to that monster's Level/Rank/Link Rating; negate that effect, then Special Summon that target to your zone this card points to.



#7121346 Necromancer of the Hollow

Posted by Zaziuma on 03 October 2018 - 12:36 AM

So I was looking at the Level 7 Zombie pool when making a Mayakashi Deck, and found it quite lacking for what I wanted for them, so I figured I would make a general Zombie support card for Level 7 that was fairly easily to Summon and provided some useful tools to Zombies in general. So, this card is Special Summoned by revealing a Zombie in your hand, then you excavate cards from the top of your Deck equal to its Level, and if any Zombies were excavated, you get Special Summon this card and you send those cards to the GY. Next, it can Tribute a Zombie monster to Special Summon a Zombie monster in GY.
 

necromancer_of_the_hollow_by_zaziuma-dco

You can reveal 1 other Zombie monster in your hand; excavate cards from the top of your Deck equal to that that monster's Level, if excavate a Zombie monster, you can send the excavated cards to the GY and Special Summon this card, otherwise, shuffle the cards into the Deck. You can Tribute 1 Zombie monster, then target 1 Zombie monster in your GY, except "Necromancer of the Hollow"; Special Summon that target. You can only use each effect of "Necromancer of the Hollow" once per turn.



#7121216 [SAST] Shiranui Spectralsword of Sunset

Posted by Zaziuma on 02 October 2018 - 09:29 AM

I'm no zombie expert but isn't this really good in Shiranuis with Mezuki and Gozuki

Yaha


  • Dad likes this


#7121045 Burncoat Beast

Posted by Zaziuma on 01 October 2018 - 10:47 AM

I recently made a Deck for Nephthys and was wondering why they hadn't really combined FIRE and WIND before, like with LIGHT and DARK and rarely FIRE and WATER, so here's a card that supports those! To be fair, there isn't exactly a lot of Decks outside of Nephthys that FIRE and WIND really work, and this card is specifically made for them. Anyway, it Special Summons itself Chaos-style, by banishing 1 of each Attribute from your GY, and it has a Quick Effect that destroys up to 2 FIRE and/or WIND monsters in your hand and inflict burn damage to your opponent equal to their Levels, then if you destroyed 2, you also get to destroy a card on the field. This of course plays into their self destruction gimmick, but also provides burn damage and the ability to destroy any monster on the field, yours or your opponent's. Along with that, it's a Level 8 Winged Beast FIRE monster that becomes WIND on the field, so it has a lot of different ways to be used for Nephthys, as well as your weird gimmick Deck.
 

burncoat_beast_by_zaziuma-dco9q5p.png

You can banish 1 WIND and 1 FIRE monster from your GY; Special Summon this card from your hand. While this card is face-up on the field or in the GY it is also WIND-Attribute. (Quick Effect): You can destroy 1 or 2 WIND or FIRE monsters in your hand, and if you do, inflict damage to your opponent equal to their combined Levels x 200, and if you do, if you destroyed 2 monsters, you can destroy 1 monster on the field. You can only use this effect of "Burncoat Beast" once per turn.



#7117915 Spartan Serpent

Posted by Zaziuma on 09 September 2018 - 04:11 AM

WATER based Decks are normally not known for using Flip monsters, so I figured I would give them a strong Flip monster that is also pretty easy to Summon for them. You can use this in other Decks as well, and it has a quite powerful effect to boot, along with good stats, and is able to re-set itself as well. You get to return 2 of your opponent's cards should they decide to attack this, or if you force them to with other effects.
 

spartan_serpent_by_zaziuma-dcmejyj.png

FLIP: You can target 1 face-up card your opponent controls; return that target to the hand.
You can discard 1 WATER monster OR 2 monsters with different names; Special Summon this card from your hand in face-down Defense Position. If this card is flipped face-up by your opponent's attack, return the attacking monster to the hand at the end of the Damage Step. During the End Phase: You can discard 1 monster; change this card to face-down Defense Position, then if you discarded a WATER monster, draw1 card. You can only use each effect of "Spartan Serpent" once per turn.



#7117700 Ziege Archetype (12/12)

Posted by Zaziuma on 07 September 2018 - 07:04 AM

Ziege is an Archetype consisting of mainly Trap monsters that become Level 7 Machines with various Attributes and each with 2000 ATK and DEF, but has 2 Main Deck monsters and 1 Xyz Monster as well. Each of these Trap monsters have an on Summon effect that is quite a powerful offensive strike against your opponent, destroying, negating or making their monsters lose their ATK and DEF.
 
Along with that, they support each other if adjacent to each other, allowing you to additionally destroy a card whenever an on Summon effect is activated. To reduce this powerful effect combination, they must be Special Summoned in Defense Position, if you use their effect, you are locked down to only Special Summoning Ziege monsters, and unless you control their Field Spell, Ziege Castle, you can't change their battle positions.
 
Don't worry though, their Xyz Monster allows them to attack while in Defense Position, as well as itself, though it also has that clause, due to its powerful effect, though it can only be used while in Attack Position.
 
They also have two Main Deck monsters, which are Warriors, and they allow for some searching, recycling and making Xyz Monsters much faster, and their other support cards, Ammunition, Assault and Counterfire also add speed, more tactical plays and counter attacks.
 
Their name is a corruption of Siege, as that word exists already in YGO, and they are based on various siege weapons. My starting off point was to make something based around catapults only, but I figured it would be more interesting to have them be various kinds of weapons, allowing me to use FIRE for Cannon and Mortar since they are firepower, EARTH for Battering Ram since that's powered by man, and WIND for the Ballista, Catapult and Trebuchet, as they don't use firepower, but rather the pull-back and gravity instead, which I figured made more sense here.
 
Main Deck Monsters:
 
Ziege Soldier
Warrior/EARTH
Level 4
When this card is Normal or Special Summoned: You can add 1 "Ziege" card from your Deck to your hand, except "Ziege Soldier". If this card is sent to the GY: You can discard 1 card; Special Summon this card from your GY in Defense Position, and if you do, its Level becomes 7. During the turn you activate either of this card's effect, you cannot Special Summon monsters, except "Ziege" monsters. You can only use 1 "Ziege Soldier" effect per turn, and only once that turn.
1300/1800
 
Ziege King
Warrior/LIGHT
Level 7
If you control a "Ziege" monster in your Main Monster Zone that was Special Summoned by its own effect: You can Special Summon this card from your hand in Defense Position. You can discard this card, then target 1 "Ziege" card in your GY, except "Ziege King"; add it to your hand. You can only use each effect of "Ziege King" once per turn.
1000/2300
 
Extra Deck Monsters:
 
Ziege Trebuchet
Machine/WIND/Xyz
Rank 7
2+ Level 7 monsters
If this card is Xyz Summoned using a Trap that is a monster as material: You can look at your opponent's hand, then discard any non-Traps from their hand. (Quick Effect): You can detach 1 material from this card; destroy as many cards your opponent control as possible, up to the number of "Ziege" cards in your GY with different names, then change this card to Defense Position. All "Ziege" monsters you control can attack while in Defense Position. If they do, apply their DEF during damage calculation. Unless you control "Ziege Castle", this card cannot change its battle position.
2800/2800
 
Spells/Traps:
 
Ziege Castle
Field Spell
All "Ziege" monsters you control gain 200 ATK and DEF for each "Ziege" monster you and in your GY with different names. Both players can activate 1 Trap Card from their hand during their Main Phase. If a "Ziege" monster(s) you control would be destroyed by battle or card effect, you can take 500 damage instead for each of those monsters. Once per turn, during your End Phase, if you control no "Ziege" monsters, take 2000 damage or destroy this card.
 
Ziege Ammunition
Quick-Play Spell
Discard 1 card; Set 1 "Ziege" Continuous Trap directly from your Deck. If you control no monsters in your Main Monster Zone, it can be activated this turn. During your Draw Phase, before you draw: You can banish this card from your GY; give up your normal draw this turn, and if you do, add 1 "Ziege Castle" from your Deck to your hand. You can only activate 1 "Ziege Ammunition" per turn.
 
Ziege Assault
Normal Trap
Target 2 or more "Ziege" monsters you control with the same Level; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those monsters as material, then you can destroy any monsters in your opponent's Extra Monster Zone(s). If you would take damage by the effect of "Ziege Castle", you can banish this card from your GY instead.
 
Ziege Catapult
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/WIND/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 face-up monster your opponent controls; destroy that target, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Cannon
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/FIRE/Level 7/ATK 2000/DEF 2000). (This card is also still a Trap.) If Summoned this way: You can target up to 2 Set Spells/Traps your opponent controls; destroy them, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Mortar
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/FIRE/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target up to 2 face-up cards your opponent controls; negate their effects, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Battering Ram
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/EARTH/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 Set card your your opponent controls; destroy that target, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Ballista
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/WIND/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 face-up monster your opponent controls; its ATK and DEF become 0, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Counterfire
Counter Trap

When your opponent activates a card or effect while the only monsters you control are "Ziege" monsters (min. 1): Negate the activation, and if you do, destroy that card, then you can destroy 1 card your opponent controls in this card's column. If you control a Trap that is a monster, you can Set this card instead of sending it to the GY.




#7116187 Algorhythm Archetype (14/14)

Posted by Zaziuma on 24 August 2018 - 01:11 PM

Algorhythm is an Archetype of Cyberse monsters with various Attributes and Levels. They focus on Rhythm Counters, which allow them to be treated as multiple monsters for a Link Summon, meaning that you can use a single monster for a LINK-2 monster should it have 1 Rhythm Counter on them, or a LINK-4 should it have 3 Rhythm Counters on it.
 
Each monster are quite different from each other, though each have a clause allowing them to be used as stated above, though not all can gain Rhythm Counters on their own, and their support cards Upbeat and Playlist help making many Rhythm Counters. They don't have a lot of ATK and DEF, though Flowchart can help with that, and with their boss monster Null Failure, they can easily take care of the most powerful monsters.
 
Their name is a portmanteau of Algorithm and Rhythm, and they are based on various concepts regarding to computing and algorithms, as well as concepts relating to rhythm and music.
 
Main Deck Monsters:
 
Algorhythm Beat Starter
Cyberse/LIGHT
Level 1
If you control no monsters: You can Special Summon this card from your hand and place 1 Rhythm Counter on this card. If this card is sent from your field to the GY: You can add 1 "Algorhythm" card from your Deck to your hand, except "Algorhythm Beat Starter". For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Beat Starter" once per turn.
300/0
 
Algorhythm Pulse Module
Cyberse/WATER/Union
Level 2
You can Special Summoned this card (from your hand) by sending 1 "Algorhythm" card from your hand to the GY. Once per turn, you can either: Target 1 "Algorhythm" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. You can send this equipped card to the GY; place 2 Rhythm Counters on the monster this card was equipped to. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster.
200/2000
 
Algorhythm Album Searcher
Cyberse/EARTH
Level 3
You can remove 1 Rhythm Counter from anywhere on your field; excavate the top 3 cards of your Deck, add 1 excavated "Algorhythm" card to your hand, also banish the remaining cards. If this card is banished: You can target 1 "Algorhythm" card you control; place 3 Rhythm Counters on that target. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Album Searcher" once per turn.
1200/1000
 
Algorhythm Tempo Finder
Cyberse/WIND
Level 4
You can Tribute this card; Special Summon 1 "Algorhythm" monster from your Deck in Defense Position, except "Algorhythm Tempo Finder", and if you do, place 1 Rhythm Counter on that monster, but banish it when it leaves the field. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can banish this card from your GY, then target 2 "Algorhythm" cards you control with Rhythm Counters on them; remove all Rhythm Counters from the first target, and if you do, place the same number of Rhythm Counters on the second target. You can only use each effect of "Algorhythm Tempo Finder" once per turn.
1800/900
 
Algorhythm Pattern Looper
Cyberse/EARTH
Level 4
You can remove 1 Rhythm Counter from anywhere on your field; Special Summon this card from your hand. You can remove 2 Rhythm Counters from anywhere on your field; Special Summon this card from your GY. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Pattern Looper" once per turn.
1500/1500
 
Algorhythm Fading State
Cyberse/DARK
Level 6
You can discard this card, then target 1 "Algorhythm" monster in your GY, except "Algorhythm Fading State"; Special Summon it in Defense Position, but it is banished when it leaves the field. If this card is Normal or Special Summoned: Place 1 Rhythm Counter on this card, or if this card was Tribute Summoned, place 2 Rhythm Counters on it instead. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Fading State" once per turn.
2000/1100
 
Extra Deck Monsters:
 
Algorhythm Verse Reverser
Cyberse/WIND/Link
Link Arrows: Top Right, Right
2 monsters, except Tokens
If this card is Link Summoned using only 1 monster: You can banish 1 card on each field and/or each GY. Once per turn, if this card is co-linked: You can place Rhythm Counters on this card equal to the Link Rating of that co-linked monster(s). At the end of the Battle Phase: You can place 1 Algorhythm Counter on each "Algorhythm" monster you control that battle this turn. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Verse Reverser".
1300/LINK-2
 
Algorhythm Node Noter
Cyberse/LIGHT/Link
Link Arrows: Bottom Left, Bottom
2 monsters, except Tokens
If this card is Link Summoned using only 1 monster: You can banish cards from the top of both players' Decks equal to the Level/Link Rating of the monster used to Link Summon this card. Once per turn: You can remove any number of Rhythm Counters from anywhere on your field, then target the same number of "Algorhythm" cards in your GY and/or among your banished cards; place them on top of your Deck in any order. Unless this card is co-linked, it loses 1000 ATK. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Node Noter".
1700/LINK-2

Algorhythm Metric Sorter
Cyberse/EARTH/Link
Link Arrows: Top, Bottom Left, Left
2+ monsters, except Tokens
If this card is Link Summoned using only 1 monster: You can draw 2 cards, then banish 1 card from your hand. At the start of your Battle Phase, if this card is linked: You can halve this card's ATK, and if you do, all your linked monsters can attack directly, but any battle damage they inflict is halved. These effects last until the end of the Battle Phase. If this card inflicts battle damage to your opponent: You can place 2 Rhythm Counters on this card. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Metric Sorter".
2200/LINK-3
 
Algorhythm Null Failure
Cyberse/FIRE/Link
Link Arrows: Bottom Left, Bottom Right, Left, Right
2+ monsters, except Tokens
If this card is Link Summoned using only 1 monster: You can target 1 of your banished cards; add it to your hand. Once per turn, if this card battles an opponent's monster, during damage calculation You can make that monster's ATK and DEF 0. When a card or effect that target a linked monster(s) is activated (Quick Effect): You can remove 2 Rhythm Counters from anywhere on your field; negate the activation, and if you do, return that card to the hand. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Null Failure".
2300/LINK-4
 
Spells/Traps:
 
Algorhythm Upbeat
Quick-Play Spell
Target 1 "Algorhythm" monster you control; place 1 Rhythm Counter on that target, or if that target has no Rhythm Counters on it, place 2 instead. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Algorhythm" monster you control; place 1 Rhythm Counter on that target. You can only use each effect of "Algorhythm Upbeat" once per turn.
 
Algorhythm Downbeat
Normal Spell
Target 1 "Algorhythm" monster in your GY and 1 "Algorhythm" monster you control with a Rhythm Counter on it; Special Summon the first target, and if you do, remove all Rhythm Counters on the second target. 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 "Algorhythm" card in your GY; add it to your hand. You can only use each effect of "Algorhythm Downbeat" once per turn.
 
Algorhythm Flowchart
Field Spell
All "Algorhythm" monsters you control gain 300 ATK and DEF for each Rhythm Counter on them. Once per turn: You can remove 2 Rhythm Counters from anywhere on your field; draw 1 card. Once per turn, during the End Phase: Place 1 Rhythm Counter on each "Algorhythm" monster you control. If this card would be destroyed, you can remove 1 Rhythm Counter from anywhere on your field instead.
 
Algorhythm Playlist
Continuous Trap

When this card is activated: Place 5 Rhythm Counters on this card. Once per turn: You can target 1 "Algorhythm" monster you control; remove 1 Rhythm Counter from this card, then place 1 Rhythm Counter on that target. During your Draw Phase, before you draw, if there is a Rhythm Counter on this card: You can give up your normal draw this turn, and if you do, excavate cards from the top of your Deck equal to the number of Rhythm Counter on this card, you can add 1 "Algorhythm" card to your hand, also send the remaining cards to the GY.