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Zaziuma

Zaziuma

Member Since 29 Aug 2014
Member ID: 768,856
Currently Not online
Offline Last Active Today, 04:26 PM
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#7109859 Fire King Avatar Behemoth

Posted by Zaziuma on 13 July 2018 - 03:01 PM

I had an idea for a Link Monster that would interact with monsters without Levels or with Levels, since they don't have them, I figured I would make a card for something that would benefit from a "negative" effect should they have Levels. So, this is a Fire King monster, though it's generic to FIRE, so feel free to do whatever you want, when you Link Summon it, you get to add a Fire King card from your Deck to your hand, then you destroy a card in your hand. If you're a Fire King player, that makes sense to you, if not, don't worry, it's not important, since the main effect destroys all monsters on the field if a monster with a Level is Special Summoned, except itself and monsters it points to and gains 100 ATK for each of those monsters destroyed, so you can keep your own, except the ones you actually want destroyed, so that helps in other FIRE Decks that maybe don't always want their stuff destroyed.
 
fire_king_avatar_behemoth_by_zaziuma-dch
 
2+ FIRE Effect Monsters
When this card is Link Summoned: You can add 1 "Fire King" card from your Deck to your hand, then destroy 1 card in your hand. If a monster(s) with a Level is Special Summoned: Destroy all monsters on the field, except this card and monsters this card points to, then this card gains 100 ATK for each monster destroyed this way. You can only use each effect of "Fire King Avatar Behemoth".

 




#7109020 Darkstar Summonbeast

Posted by Zaziuma on 08 July 2018 - 11:18 AM

My 300th card in my RAND series, while I have made many more, that's still quite an accomplishment, so it makes sense to make something a bit special, and here it is: A Rank 4 Xyz Pendulum Monster that is able to bring out other Xyz Pendulum Monsters. The way it does it is a bit strange, but as it can be a powerful effect, I figured I would try to make hard, but also possible to trigger should you put in the right cards to make it easier to work with.
 
So, it targets a Set card your opponent controls and reveals it and excavates the top card of your Deck, however you do not detach to do this, rather you can choose to do so, and if you do, it means your opponent can't activate cards or effects in response to this, so the card targeted can't be activated, or if a monster can't be change by other card effects, and of course most importantly, it means that it can't be negated.
 
So, should the Set card be the same type of card as the card you excavated, this card puts itself in your Pendulum Zone, making space if it's in the Extra Monster Zone, as well as making use of its Pendulum Effect as well, and then it Special Summons an Xyz Pendulum Monster from your Extra Deck and attaches the excavated card to that monster. The Pendulum Effect boosts the ATK and DEF of Xyz Pendulum Monsters, as well as giving them targeting protection, also you can Tribute any monster in your Extra Monster Zone to Special Summon this card, and keep in mind that you can still use the effect that reveals even without a material attached to it, so that can be quite useful.

 

darkstar_summonbeast_by_zaziuma-dcgmhii.

Pendulum Effect:

All Xyz Pendulum Monsters you control gain 500 ATK and DEF, also they cannot be targeted by your opponent's card effects. Once per turn: You can Tribute 1 face-up monster in your Extra Monster Zone; Special Summon this card from your Pendulum Zone.

 

Monster Effect:

2+ Level 4 monsters
If you can Pendulum Summon Level 4, you can Pendulum Summon this face-up card in your Extra Deck. You can target 1 Set card your opponent, then you can detach 1 material from this card; reveal that target and excavate the top card of your Deck, if Set card is the same type of card as the excavated card (Monster, Spell or Trap), place this card in your Pendulum Zone and Special Summon 1 Xyz Pendulum Monster from your Extra Deck, except "Darkstar Summonbeast" and attach the excavated card to it as a material, otherwise send it to the GY. If you detached a material to activate this effect, your opponent cannot activate cards or effects in response to this effect's activation. You can only use this effect of "Darkstar Summonbeast" once per turn.




#7108815 [SOFU] New Link monster name guessing

Posted by Zaziuma on 07 July 2018 - 10:35 AM

... The name is "..." . Just elliptical. Just why?? I could take that drunk tapir more seriously than this guy.

If you plan to survive, you gotta take YGO less seriously.




#7108116 [TCG] Danger!

Posted by Zaziuma on 03 July 2018 - 12:12 AM

All I needed was a card called Danger Zone, thank you so much, Archer would be proud.

 

Anyway, the theme is both odd, yet generic as hell, feels a lot like something I would make, heh. The Special Summon is odd, but works well with what they want to do, even if you don't get what you want, you still get a bonus, so that's not too bad, Knigtmare was mentioned, which can be good, they don't need their Normal Summon either, so they can really free up space. Interesting they are all also DARK, trying to figure if there's something to do with that, but so far I can't find anything too useful. Also, it's weird that they are both discard themed and based on mythical creatures just like Fabled, except these are DARK.




#7107953 Hollow Being

Posted by Zaziuma on 02 July 2018 - 05:48 AM

A card that both banishes and flips opponent's monsters face-down, and is also a Pseudo-Trap monster as well! So, this card discard 1 card, then targets a face-up monster to banish, I suggest Link Monsters as the targets, since they can't be flipped face-down, and then it flips all other monsters they control face-down. Then, you can Special Summon this card from your GY by placing an opponent's banished monster on top of their Deck, should they have other banished monsters, great you get to use those, but you can always just put back the one you banished yourself. It becomes a 2200 monster, which is decent, but where it shines is that you get to banish a Set card they control, and you just put all their monsters face-down, so that isn't a problem at all. It also works on their back-row as well, should you want to do that. Can be used in pretty much every Deck, some that focus on locking your opponent down, especially Ghostrick, since they focus so much on face-down mechanics, as your opponent will always have a monster to banish, and as banishing is so common, you can even take advantage of other monsters to Special Summon this card and have a lock-down as well.

 

hollow_being_by_zaziuma-dcg1obs.png

Discard 1 card, then target 1 face-up monster your opponent controls; change all other face-up monsters they control to face-down Defense Position (if any), then banish that target. While that target is banished, your opponent cannot change the battle position of those face-down monsters. If this card is in your GY: You can target 1 of your opponent's banished monsters; place that target on top of their Deck, then Special Summon this from your GY as an Effect Monster (Beast-Warrior/DARK/Level 5/ATK 2200/DEF 0). (This card is NOT a Trap.) If Summoned this way, once per turn: You can target 1 Set card your opponent controls; banish it.



#7107467 Traptrick (SOFU)

Posted by Zaziuma on 29 June 2018 - 07:57 AM

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SOFU-JP076 トラップトリック Traptrick
Normal Trap Card
You can only activate 1 card with this card’s name per turn.
(1) Banish 1 Normal Trap Card other than “Traptrick” from your Deck, and if you do, Set 1 card with the same name as that card from your Deck to your side of the field. That Set card can be activated this turn. Also, after you activate this card, you can only activate 1 Trap Card during the rest of this turn.

 

Just the one. Well, this card is pretty neat, of course it's a great card for Traptrix, despite not really being one, but I guess that's the point, and also works well for Virus Decks, Paleozoic, potentially Phantom Knight could use it too. You do only get to activate one other Trap that turn, which is a bummer, but you do get to activate the card you Set, so I guess that solves itself?




#7104738 Power Zone - Trading Card Game by Zaziuma

Posted by Zaziuma on 15 June 2018 - 04:39 AM

The newest set has been released! You can view the new cards on deviantart by clicking here.

 

Historic Discovery: The second mini set is called Historic Discovery (HID). It features 20 new cards. This mini set is support for Non-Effect cards, or in other words, cards which only have italic text. These cards have been in almost every set so far, and have had support here and there, but I wanted to expand them, there are now 30 cards in total, 17 new cards as well as 3 support cards in this set. Each Sub-Group that previously didn't have a Non-Effect card has also gotten one, as well as some extra ones for those that had. Previously, Non-Effect cards mainly had high ATK and DEF, though now I have expanded on that to have various kinds of ATK and DEF. To support this, the most recent Main Set I have released, Bottomless Seas, also included a new support card called Commander of the Wild that supports cards with low ATK and DEF, but also this set includes Battledome that also supports that, as well as Angel of Creation and World Oracle, which support them in general. Another interesting thing about this set is that the Object and Location Sub-Groups have also gotten Non-Effect cards, and those break the rules that Object and Location normally have, it's unlikely I will make more like this, but we'll see what happens. Also, I have made a list of all the Non-Effect cards so far, as well as support for them, which you can find by clicking here.


  • Dad likes this


#7104397 Asteroidian Archetype (17/17)

Posted by Zaziuma on 13 June 2018 - 04:51 PM

Asteroidian is an Archetype of Rock/DARK Spirit monsters with various Levels. They focus on returning banished monsters to the GY, Fusion Summoning and Spirit monster related activities. Also, later development have made be able to have a slight ability to Deck out your opponent by banishing their cards. Each Main Deck monster are similar, they each activate on Normal or Flip Summons, doing various things, and if they are returned from being banished to the GY. Also, notice that their Spirit monster effect that returns them to the hand also allows you to banish it instead.
 
They have a Link Monster that allows them to get plays going and prevent losing too many resources, though their focus is on Fusion Summoning boss monsters, which allows you to use their powerful effects to banish your opponent's cards, as well as using Burnout for a field wipe.
 
The Extra Deck monsters also are Spirit monsters, and like the Main Deck monsters, they can also banish themselves instead, but they also gain an additional effect as well, and the Fusion Monsters also have an effect that activates when they are returned to the GY, so try to banish them if you can, as they can become quite powerful when using Belt to continuously banish and return them, which allows you to bring back Ceres with Pallas.
 
Their name of course comes from asteroid, and their names are based on real asteroids. I originally had them focus on using Tramid Pulse and being EARTH like Tramid, though I liked the Spirit monster idea to add some extra flavor to them, and them being DARK makes sens with them being in space.
 
Main Deck Monsters:
 
Asteroidian Juno
Rock/DARK/Spirit
Level 1
Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can target 1 of your banished Rock monsters; return it to the GY. If this banished card is returned to the GY: You can add 1 "Asteroidian" monster from your Deck to your hand, except "Asteroidian Juno". You can only use this effect of "Asteroidian Juno" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
300/500
 
Asteroidian Cybele
Rock/DARK/Spirit
Level 1
Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can target 1 of your banished Rock monsters; return it to the GY. If this banished card is returned to the GY: You can add 1 "Asteroidian" Spell/Trap from your Deck to your hand. You can only use this effect of "Asteroidian Cybele" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
600/200
 
Asteroidian Sylvia
Rock/DARK/Spirit
Level 2
Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can banish 1 "Asterodian" monster from your Deck. If this banished card is returned to the GY: You can target 1 other "Asteroidian" card in your GY; add it to your hand. You can only use this effect of "Asteroidian Sylvia" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
800/400
 
Asteroidian Eunomia
Rock/DARK/Spirit
Level 2
Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can send 1 Rock monster from your Deck to the GY. If this banished card is returned to the GY: You can draw 2 cards, then shuffle 1 "Asteroidian" card from your hand into your Deck, or, if you do not have any in your hand, shuffle your entire hand into the Deck. You can only use this effect of "Asteroidian Eunomia" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
700/1000
 
Asteroidian Davida
Rock/DARK/Spirit
Level 3
Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can discard 1 card; add 1 "Asteroidian" card from your Deck to your hand. If this banished card is returned to the GY: You can target 1 of your banished "Asteroidian" cards; place it to the top of your Deck. You can only use this effect of "Asteroidian Davida" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
1000/1500
 
Asteroidian Interamnia
Rock/DARK/Spirit
Level 4
Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can banish 1 "Asteroidian" monster from your hand or GY, and if you do, draw 1 card. If this banished card is returned to the GY: You can target 1 of your banished Rock monsters; return it to the GY. You can only use this effect of "Asteroidian Interamnia" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
1800/1200
 
Asteroidian Hygiea
Rock/DARK/Spirit
Level 4
Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can banish the top 3 cards from both players' Decks. If this banished card is returned to the GY: You can Fusion Summon 1 "Asteroidian" Fusion Monster from your Extra Deck by using monsters from your hand or field as Fusion Material. You can only use this effect of "Asteroidian Hygiea" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
700/2000
 
Extra Deck Monsters:
 
Asteroidian Europa
Rock/DARK/Link/Spirit
Link Arrows: Down
1 Spirit monster
Must be Link Summoned. Once per turn: You can banish 1 Spirit monster from your hand; add 1 Spirit monster from your Deck to your hand with the same Type as that monster. Once per turn, if a monster if Fusion Summoned to your zone this card points to: You can target Spirit monsters in your GY up to the number of materials used for its Fusion Summon; add them to your hand. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck or banish it, then you can return 1 of your other banished monsters to the GY.
1000/LINK-1
 
Asteroidian Pallas
Rock/DARK/Fusion/Spirit
Level 6
2 "Asteroidian" monsters
Must be Fusion Summoned. When this card is Fusion Summoned: You can banish cards from the top of both players' Decks equal to the number of cards that player controls, then this card gain ATK equal to each monster banished by this effect x 100. If this banished card is returned to the GY: You can target 1 other Spirit monster in your GY; Special Summon it, ignoring its Summoning conditions. You can only use this effect of "Asteroidian Pallas" once per turn. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck or banish it, then you can return your up to 2 of other banished monsters to the GY.
2000/0
 
Asteroidian Vesta
Rock/DARK/Fusion/Spirit
Level 8
"Asteroidian Europa" + 1 Spirit monster
Must be Fusion Summoned. When this card is Fusion Summoned: You can place 1 card your opponent controls on top of their Deck. If this banished card is returned to the GY: You can target 1 of your banished "Asteroidian" cards; add it to your hand. You can only use this effect of "Asteroidian Vesta" once per turn. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck or banish it, then you can return up to 3 of your other banished monsters to the GY, then your opponent can shuffle up to 5 of their banished cards into their Deck.
2500/0
 
Asteroidian Ceres
Rock/DARK/Fusion/Spirit
Level 10
3+ "Asteroidian" monsters
Must be Fusion Summoned. When this card is Fusion Summoned: You can banish Spells/Traps your opponent control up to the number of your banished "Asteroidian" monsters. If this banished card is returned to the GY: You can make your opponent banish 1 card from their hand. You can only use this effect of "Asteroidian Ceres" once per turn. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck or banish it, then you can return your other banished monsters up to the number of Fusion Materials used for its Fusion Summon.
3000/0
 
Spells/Traps:
 
Asteroidian Fusion
Normal Spell
Fusion Summon 1 "Asteroidian" Fusion Monster from your Extra Deck by using monsters from your hand or field as Fusion Material. If have no banished monsters, you can also banish monsters from your GY as Fusion Materials. You can only activate 1 "Asteroidian Fusion" per turn.
 
Asteroidian Collision
Quick-Play Spell
Fusion Summon 1 "Asteroidian" Fusion Monster from your Extra Deck by banishing monsters from your hand or field as Fusion Material. You can only activate 1 "Asteroidian Collision" per turn.
 
Asteroidian Universe
Field Spell
When this card is activated: You can roll a six-sided die, banish cards from the top of both players' Decks equal to the result, then all face-up monsters on the field lose ATK and DEF equal to the number banished x 100. If a Spirit monster(s) is returned to the hand or Extra Deck, you can: Immediately after this effect resolves, Normal Summon 1 Asteroidian" monster with a different name from that monster(s). You can only activate 1 "Asteroidian Universe" per turn.
 
Asteroidian Belt
Continuous Spell
Once per turn: You can target 1 "Asteroidian" monster you control; return it to the hand or banish it, then immediately after this effect resolves, you can Normal Summon 1 "Asteroidian" monster with a different name from that target. Once per turn: You can target 1 "Asteroidian" monster in your GY and 1 of your banished "Asteroidian" monsters; banish the first target, and if you do, return the second target to the GY.
 
Asteroidian Burnout
Normal Trap

Target 1 "Asteroidian" monster you control; banish that target, then, if your opponent controls a face-up monster whose ATK is less than or equal to that target's ATK, banish monsters your opponent control whose ATK is less than or equal to that target's ATK, also, after that, inflict damage to your opponent equal to the number of monsters banished by this effect x 1000. If you control "Asteroidian Europa", you can activate this card from your hand.

 

Asteroidian Orbit

Normal Trap

Fusion Summon 1 "Asteroidian" Fusion Monster from your Extra Deck by using monsters from your hand or field as Fusion Material and equip this card to that monster. A monster equipped with this card does not have to activate its effect that activates during the End Phase. If you control "Asteroidian Universe", you can activate this card from your hand. You can only activate 1 "Asteroidian Orbit" per turn.




#7104165 Trapdemon Malukah

Posted by Zaziuma on 12 June 2018 - 09:58 AM

Here's a Link Monster that steals your opponent's backrow! Simply, you flip a coin, and if you call it right, you get to steal it, but if not, it forces the activation of the card instead, similar to the way Bait Doll works. Additionally, it is unaffected by Trap effects, so even if you call wrong, you are protected from annoying cards, also it gains ATK equal to the number of Traps in the GYs of both players.

 

trapdemon_malukah_by_zaziuma-dce6f0a.png

2+ monsters
Unaffected by Trap effects. Gains 100 ATK for each Trap in the GYs. Once per turn: You can target 1 Set Spell/Trap your opponent controls; toss a coin and call it. If you call it right, take control of that target. If you call it wrong, reveal that target, force its activation, then negate its effect if the activation timing is incorrect, and if you do, destroy it.

 




#7103997 So... apparently MST can negate (Konami is trolling all of us).

Posted by Zaziuma on 10 June 2018 - 04:52 PM

You tried to be clever, and the result was your sentence didn't make sense

MST can stop certain spells and traps from resolving their effect which is as good as negating them

but it isn't negating

What this mother fucker said.




#7101580 Yu-Gi-Oh! Rulings Questions

Posted by Zaziuma on 25 May 2018 - 12:31 PM

So idk if this is a  super dumb question but I need it answered for fanfic purposes. Would a card like Forbidden Chalice negate Light and Darkness Dragon's effect?

 

If so after the effect of Forbidden Chalice ends would Light and Darkness Dragon return to its original attack, or would it return to the attack it had before activation (assuming its effect had been used previously). For this second question would this also work in the case Light/Dark End Dragon?

Well, I assume you mean to Chain it after another effect was activated, since only activating it by itself would cause it to be negated. If that's the case, you can negate it that way, yeah.

 

When a monster whose effect changes its own ATK or DEF, and only its only ATK or DEF has its effects negated, that change disappears, so it would change to what it had before its ATK or DEF changed.

 

At least this is how I remember it, but I am not sure if this is completely up to date.




#7101319 Waveweb Archetype (16/16)

Posted by Zaziuma on 23 May 2018 - 02:41 PM

Waveweb is an Archetype of Insect/WATER monsters with various Levels. They focus on negating their own activation and effects, as the monsters all have effects that Special Summon them from the hand when your effects are negated, using Counter Traps, as well as Synchro Summoning.
 
Their main playstyle revolves around simply using Seabed along with Sting to negate one of your own monster's effects, which is most easily done with the Tuners, and then Special Summoning a monster from your hand, or using Capture to take control of one of your opponent's monsters. While the Tuners have conditions that make it harder to get the Synchro Monster you want, but with Sting, you don't destroy the monster, so if you choose to negate your monster's effect, you gain the ability to use Capture or Special Summon from your hand, so you can gain access to Link and Synchro Summons easily.
 
They are based on sea spiders, which I figured would be interesting, as Insect/WATER has so few members, while I know that they aren't like normal spiders, it feels odd for them not to be Insect to me.
 
Main Deck Monsters:
 
Waveweb Tanystylum
Insect/WATER/Tuner
Level 1
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Tanystylum". You can discard 1 card, then target 1 face-up monster you control and declare a Level between 1 and 7; that target becomes that Level, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Synchro Monsters. You can only use each effect of "Waveweb Tanystylum" once per turn.
200/300
 
Waveweb Achelia
Insect/WATER/Tuner
Level 2
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Achelia". During your Main Phase: You can Special Summon 1 "Waveweb" monster from your hand, except "Waveweb Achelia", and if you do, you cannot Special Summon monsters, except "Waveweb" monsters for the rest of this turn. You can only use each effect of "Waveweb Achelia" once per turn.
500/500
 
Waveweb Nymphon
Insect/WATER
Level 3
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Nymphon". When a card or effect is activated (Quick Effect): You can discard 1 "Waveweb" card; negate the activation, and if you do, destroy that card. You can only use each effect of "Waveweb Nymphon" once per turn.
1000/200
 
Waveweb Cilunculus
Insect/WATER
Level 3
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Cilunculus". If this card is destroyed by battle or card effect and sent to the GY: You can target 1 "Waveweb" monster in your GY, except "Waveweb Cilunculus"; Special Summon that target. You can only use each effect of "Waveweb Cilunculus" once per turn.
400/1400
 
Waveweb Elassorhis
Insect/WATER
Level 3
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Elassorhis". If this card is sent to your GY, except from your Deck: You can target 1 other "Waveweb" card in your GY; add it to your hand. You can only use each effect of "Waveweb Elassorhis" once per turn.
600/1200
 
Waveweb Pariboea
Insect/WATER
Level 4
If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Perioboea". (Quick Effect): You can discard this card, then target 1 "Waveweb" monster you control; the first time it would it cannot be destroyed by cards or effects this turn, it is not destroyed.
1800/0
 
Extra Deck Monsters:
 
Waveweb Pycnogonum
Insect/WATER/Synchro
Level 5
1 "Waveweb" Tuner + 1+ non-Tuner monsters
Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, this card loses 500 ATK and DEF. Each time a Counter Trap Card is activated, this card gains 500 ATK and DEF immediately after it resolves. The first time each "Waveweb" monster you control would be destroyed by battle or card effect each turn, it is not destroyed.
2000/2000
 
Waveweb Hemichela
Insect/WATER/Synchro
Level 6
1 "Waveweb" Tuner + 1+ non-Tuner monsters
Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, this card loses 500 DEF. Each time a Counter Trap Card is activated, this card gains 500 DEF immediately after it resolves. Once per turn, during your End Phase: You can target 1 Counter Trap in your GY; Set it on your field. If this card leaves the field, banish all cards Set by this card's effect.
1500/3000
 
Waveweb Scipiolus
Insect/WATER/Synchro
Level 8
1 "Waveweb" Tuner + 1+ non-Tuner monsters
Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, this card loses 500 ATK, and if it does, return that card to the hand. Each time a Counter Trap Card is activated, this card gains 1000 ATK immediately after it resolves. The activation of "Waveweb" monster effects that negate the activation of a card or effect can be activated at any time a Counter Trap Card can be activated.
2500/2500
 
Spell/Traps:
 
Waveweb Seabed
Field Spell
When this card is activated: You can reveal 3 Counter Traps from your Deck, including 1 "Waveweb" Counter Trap, your opponent randomly chooses 1 for you to Set on your field, and you shuffle the rest into your Deck. If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon 1 "Waveweb" monster from your Deck. You can only use each effect of "Waveweb Seabed" once per turn.
 
Waveweb Capture
Quick-Play Spell
If the activation of a "Waveweb" card or effect in your possession is negated: Target 1 face-up monster your opponent controls; take control of it until the end of your next turn. If you activate a Counter Trap while this card is in your GY: You can shuffle this card into your Deck, then draw 1 card. You can only use each effect of "Waveweb Capture" once per turn.
 
Waveweb Struggle
Continuous Spell
Once per turn: You can reveal 1 "Waveweb" card in your hand, your opponent can reveal 1 card in their hand with the same type of card (Monster, Spell or Trap), otherwise, your opponent cannot activate cards or effects with same type of card as the revealed card until the end of this turn (even if this card leaves the field). Once per turn, if you control a "Waveweb" Synchro Monster: You can target 1 face-up card your opponent controls; your opponent can send that target to the GY, otherwise, gain control of that target. You can only control 1 "Waveweb Struggle".
 
Waveweb Sting
Counter Trap
If you control a "Waveweb" monster, when a card or effect is activated: Negate the activation, also your opponent cannot activate cards or effects with the same name as that card for the rest this turn. If you control "Waveweb Seabed", you can activate this card the turn it was Set.
 
Waveweb Meal
Counter Trap

If you control a "Waveweb" monster, when a monster effect is activated: Negate the activation, and if you do, destroy that monster, also if you negated the activation of your opponent's card effect, you can Set this card instead of sending it to the GY.

 

Waveweb Flush
Counter Trap
If you control a "Waveweb" monsters, when a card or effect is activated: Negate the activation, and if you do, if you control "Waveweb Seabed", you can return 1 face-up card on the field to the hand.
 
Waveweb Kill
Counter Trap

If you control a "Waveweb" Synchro Monster, when a card or effect is activated: Negate the activation, and if you do, destroy that card, then you can banish 1 card your opponent controls. If you control "Waveweb Seabed", you can activate this card the turn it was Set.




#7099409 Maliciousea Archetype (16/16)

Posted by Zaziuma on 11 May 2018 - 12:19 AM

Assuming you mean activate it from the hand, yeah, that's a good idea. However, the main problem I have with it is that you'll generally only be needing GY recovery when you have a bad field, and if you have an Xyz Monster, that shouldn't really be a problem. And if you do have a bad field, the Xyz monsters low material requirements means you'll just be Summoning them with their lower Summoning restriction. Again, which I don't really like, as their materials basically are "You can Xyz Summon this card with any number of "Maliciousea" monsters.", which kinda defeats the point of Xyz Summoning, at least for me.

 

You could Set it after activation, which I guess is always good to an extent, but again, a card that eats up your advantage to gain advantage isn't something that's going to be amazing to reuse. I really don't know how to rework it while keeping its interesting mechanic.

Well, I would consider Surfacing the Maliciousea to be my comeback card more than anything, as grabbing an Xyz Monster with this can be helpful as it puts them with no materials for School of the Maliciousea this card is further be able to advance your play, by removing materials and getting back monsters, you can get another monster on the field or use School, all of their support is meant to work together in that way. Another idea I had was to make it work when the Xyz Monster leaves the field, as in battle, effect, using it as a material for a Link Summon etc. and making it able to target monsters up the number it attached at that time. This way it's a comeback card truly. I would make it a Quick-Play instead for that as well, or possibly give it a hand activating clause if I wanted to keep it a Trap.




#7099105 Maliciousea Archetype (16/16)

Posted by Zaziuma on 09 May 2018 - 07:37 AM

Maliciousea is an Archetype of Level 4 Aqua, Fish and Sea Serpent/DARK monsters, as well as a single Level 1 monster. They focus on Xyz Summoning and Special Summoning from the Deck. Each Main Deck monster, except Amphipod, has an effect that can Tribute another Maliciousea monster to Special Summon another Maliciousea monster from the Deck with a different Type, where Amphipod does this when it itself is Tributed.
 
You use this playstyle to perform Xyz Summons with the special method their Xyz Monsters have that make you able to use only a single monster for the Xyz Summon if it was Special Summoned from the Deck, also their offensive effects are about banishing cards face-down.
 
Along with that, their Field Spell, The Deep Maliciousea, provides the ability to use monsters from your hand or field as though they were materials when you activate their effects, so you don't even need to have a lot of materials attached! That being said, you are also benefited by having at least 3 materials attached to them as well, by providing a protection effect on them.
 
Their name is a portmanteau of Malicious and Sea, and they are all based around deep sea creatures, particularly the weird and scary ones. I realize that the Sea Serpent monsters aren't really serpents, but it's the closest I was able to come to them.
 
Main Deck Monsters:
 
Maliciousea Amphipod
Aqua/DARK
Level 1
If you control a "Maliciousea" monster: You can Special Summon this card from your hand, but banish it when it leaves the field. If this card is Tributed: You can Special Summon 1 "Maliciousea" monster from your Deck, except "Maliciousea Amphipod". You can only use each effect of "Maliciousea Amphipod" once per turn.
0/0
 
Maliciousea Gulper
Aqua/DARK
Level 4
You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. If this card is sent to the GY to activate the effect of a "Maliciousea" Xyz Monster: You can Special Summon this card from your GY.  You can only use each effect of "Maliciousea Gulper" once per turn.
1000/1500
 
Maliciousea Stargazer
Aqua/DARK
Level 4
You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. If this card is Special Summoned from your Deck: You can target 1 "Maliciousea" monster in your GY, except "Maliciousea Stargazer"; Special Summon that target. This card must be face-up on the field to activate and to resolve this effect. You can only use each effect of "Maliciousea Stargazer" once per turn.
1300/1600
 
Maliciousea Anglerfish
Fish/DARK
Level 4
You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. If another "Maliciousea" monster(s) is Tributed: You can add 1 "Maliciousea" card from your Deck to your hand, except "Maliciousea Anglerfish". This card must be face-up on the field to activate and to resolve this effect. You can only use each effect of "Maliciousea Anglerfish" once per turn.
1600/1000
 
Maliciousea Fangfish
Fish/DARK
Level 4
If this card is Normal or Special Summoned: You can Special Summon 1 "Maliciousea" monster from your hand, except "Maliciousea Fangfish", but it cannot be used as material for an Xyz Summon. You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. You can only use each effect of "Maliciousea Fangfish" once per turn.
1800/500
 
Maliciousea Blackdragon
Sea Serpent/DARK
Level 4
You can Tribute 1 "Maliciousea" monster; Special Summon this card from your hand or GY, but banish it when it leaves the field. You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. You can only use each effect of "Maliciousea Blackdragon" once per turn.
500/2000
 
Maliciousea Grenadier
Sea Serpent/DARK
Level 4
You can Tribute other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. You can only use this effect of "Maliciousea" once per turn. An Xyz Monster that was Xyz Summoned using this card as material gains this effect.
● Once per turn: You can Tribute 1 other "Maliciousea" monster; take 1 "Maliciousea" monster from your Deck and either attach it to this card as a face-up material or Special Summon it.
1700/1200
 
Extra Deck Monsters:
 
Maliciousea Coffinfish
Fish/DARK
Link Arrows: Down, Left
2 DARK monsters with different Types
When this card is Link Summoned by using a "Maliciousea" monster as material: You can move it to your Main Monster Zone it points to. Once per turn: You can Tribute 1 monster this card points to; banish 1 random card from your opponent's hand face-down, also this card cannot attack for the rest of this turn. If a monster is Special Summoned from your Deck to your zone this card points to: Draw 2 cards, then discard 1 card. You can only use this effect of "Maliciousea Coffinfish" once per turn.
1700/LINK-2
 
Maliciousea Viperfish
Fish/DARK/Xyz
Rank 4
2+ Level 4 DARK monsters with different Types
You can also Xyz Summon "Maliciousea Viperfish" once per turn by using 1 Level 4 or lower "Maliciousea" monster you control as material that was Special Summoned from your Deck. Once per turn: You can detach 1 material from this, then target 1 face-up monster your opponent controls whose ATK is less than or equal to this card's ATK; banish that target face-down. While this card has 3 or more materials attached, it cannot be targeted or destroyed by your opponent's card effects.
2200/1700
 
Maliciousea Blobfish
Aqua/DARK
Rank 4
2+ Level 4 DARK monsters with different Types
You can also Xyz Summon "Maliciousea Blobfish" once per turn by using 1 Level 4 "Maliciousea" monster you control as material that was Special Summoned from your Deck. Once per turn: You can detach 1 material from this card, then target 1 face-up Spell/Trap your opponent controls; banish that target target face-down, then look at your opponent's hand and Deck as banish as many cards face-down with the same name as possible. While this card has 3 or more materials attached, it cannot be targeted or destroyed by your opponent's card effects.
2000/2500
 
Maliciousea Chimaera
Sea Serpent/DARK/Xyz
Rank 4
3+ Level 4 DARK monsters with different Types
You can also Xyz Summon "Maliciousea" once per turn by using 1-to-2 Level 4 or lower "Maliciousea" monsters you control as material that was Special Summoned from your Deck. Once per turn (Quick Effect): You can detach any number of material from this card; all face-up monsters your opponent control lose ATK equal to the number of materials detached x 1000, then banish any monsters face-down whose ATK was reduced to 0 as a result. While this card has 3 or more materials attached, it cannot be targeted or destroyed by your opponent's card effects.
2500/1500
 
Spells/Traps:
 
The Deep Maliciousea
Field Spell
All "Maliciousea" monsters you control gain 300 ATK and DEF. Once per turn, if a "Maliciousea" Xyz Monster you control would detach its material(s) to activate its effect, you can also treat other "Maliciousea" monsters in your hand or field as materials by sending them to the GY. If you Xyz Summon a "Maliciousea" Xyz Monster: You can add 1 "Maliciousea" card from your Deck to your hand, except "The Deep Maliciousea". You can only use this effect of "The Deep Maliciousea" once per turn.
 
Surfacing the Maliciousea
Normal Spell
If you control no monsters in your Extra Monster Zone: Target 1 "Malicious" monster in your GY; Special Summon it in Defense Position, also for the rest of this turn, you cannot Xyz Summon, except "Maliciousea" monsters. You can only activate 1 "Surfacing the Maliciousea" per turn.
 
School of the Maliciousea
Quick-Play Spell
Target 1 "Maliciousea" Xyz Monster you control with no materials; attach 1 "Maliciousea" monster from your hand or Deck to it as a material, also if you control "The Deep Maliciousea", attach up to 2 other "Maliciousea" monsters from your hand or field to it as material. If a "Maliciousea" monster you control would be destroyed by battle, you can banish this card from your GY instead.
 
Darkness of the Maliciousea
Normal Trap

You can target "Maliciousea" monsters in your GY with different Types up to the number of materials attached to "Maliciousea" Xyz Monsters you control; detach materials from "Maliciousea" Xyz Monsters you control equal to the number of targets, then add those targets to your hand. If you control "The Deep Maliciousea", you can activate this card from your hand. You can only activate 1 "Darkness of the Maliciousea" per turn

 

Maliciousea Species
Continuous Trap

Once per turn: You can Tribute 1 DARK monster; Special Summon 1 "Maliciousea" monster from your Deck with a different Type from that monster. If you control 3 "Maliciousea" monsters with different Types, once per turn, if DARK Xyz Monster you control would detach exactly 1 material to activate its card effect, you can banish 1 face-up monster your opponent control face-down instead.




#7098085 Paladin Protector

Posted by Zaziuma on 03 May 2018 - 03:18 AM

So I didn't really know this, but there are a series of Level 4 Ritual Monsters known as Paladin, each supporting Blue-Eyes, Red-Eyes, Photon and now Cyberse monsters. Each of them have 1900 ATK and 900 DEF and focus on battling, so I figured, I can make a support card for that! Firstly, it can Special Summon itself if you control no monsters other than Ritual Monsters. You can also discard it to add either Cynet Ritual or a Ritual Monster with 2000 or less ATK, which also supports the new Demise minis if you're into that sort of thing. It also prevents your opponent from activating effects when your Ritual Monsters battle, so you can use the Paladins for that purpose, but of course you can also Tribute them, which allows you to activate its last effect that Special Summons it from the hand or the GY to Special Summon it. It's a card with a lot of different uses depending on when you get to draw it, but ultimately should help making a Paladin Ritual Deck, or in other Ritual Decks that use low ATK monsters as well.

 

paladin_protector_by_zaziuma-dcai470.jpg

If you control no monsters, other than Ritual Monsters: You can Special Summon this card from your hand, and its Level becomes 4. You can discard this card; add 1 “Cynet Ritual” or Ritual Monster with 2000 or less ATK from your Deck to your hand. If a Ritual Monster you control battles, your opponent’s cards and effects cannot be activated until the end of the Damage Step. If a Ritual Monster(s) you control is Tributed: You can Special Summon this card from your hand or GY, but banish it when it leaves the field. You can only use each effect of “Paladin Protector” once per turn.