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Zaziuma

Zaziuma

Member Since 29 Aug 2014
Member ID: 768,856
Currently Viewing Community Index
Offline Last Active Today, 01:43 AM
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Waveweb Archetype (10/?)

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 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
 
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
 
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 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.


Primal Reincarnation

20 May 2018 - 02:54 PM

I tend to overdo cards sometimes, and give them extra effects that may not even be really what the card is about, but I wanted to make a card that had an idea and then just executed on that. This is what this card is, it's a Tuner that is able to move Link Monsters and if you Synchro Summon with it to a zone a Link Monster points to, you get to add it back to your hand. Straightforward, everybody can see what's going on, you get to open up an Extra Monster Zone and then you get to re-add this and have a Synchro Monster as well. Simple, yet as Level 4 DARK Tuner with 1500 ATK and 0 DEF, it fits into many Decks, especially if you want to have Synchro Monsters in mind.

 

primal_reincarnation_by_zaziuma-dcc28zx.

When this card is Normal or Special Summoned: You can target 1 Link Monster you control; move it to your Main Monster Zone it points to. If you Synchro Summon a Synchro Monster to your zone a Link Monster points to using this card as material: You can return this card from your GY to your hand. You can only use each effect of “Primal Reincarnation” per turn.

Revengebearer Phoenix

19 May 2018 - 02:23 PM

This is a pretty simple Level 8 Synchro boss monster, it has 3000 ATK, making it a powerhouse. The main thing about it is that you get to protect your other monsters, since they both cannot be destroyed by card effects, and if your opponent attacks them, this card will destroy them afterwards. Should they destroy this card instead, it'll just come back later on, though you will destroy all your other monsters. Also, it protects your Spells/Traps from being targeted for an added bonus. This could potentially work in things like Fire Fist and Fire King, as this is a Winged Beast/FIRE monster and it destroys your own monsters in Fire King and protects your back-row in Fire Fist.

 

revengebearer_phoenix_by_zaziuma-dcbyo1x

1 Tuner + 1+ non-Tuner monsters

If another monster you control is destroyed by battle: You can destroy the monster that destroyed it by battle. At the end of the Battle Phase if this card was destroyed by battle this turn: You can Special Summon this card from your GY, then destroy all other monsters you control. All other monsters you control cannot be destroyed by your opponent’s card effects, also your Spells/Traps cannot be targeted by your opponent’s card effects.


Lord of Rituals

18 May 2018 - 10:03 AM

So in VRAINS, we now have a Link and Ritual Archetype, as well as Yusaku's Cyberse Magician, so I figured it was about time to make some support for using Link Monsters with Rituals, so here's a card for that. It's brought out with two Effect Monsters, making it easy enough for most Decks to get out, and has two downwards Link Arrows, now don't freak out, because you can't use them for Extra Deck Summons, this is a card for making Ritual Monsters after all!

 

So, the card doubles the Levels of the monsters it points to, which enables Ritual Summons to be performed much easier and makes easier to Summon them. Next, if a Ritual Monster is Special Summon (as it, not just Ritual Summoned) to your zone it points to, you get to pick a non-Ritual Monster from your GY and add it to your hand, which makes your Ritual Summons cost-free most of the time, enables you to get back searchers like Manju back and more.

 

Next, if you want to keep this around, make sure your Ritual Monsters stay in the zones it points to, as having one will provide protection from effects and making it unable to be attacked, and having 2 means it gains 1000 ATK, so you can battle with him as well.

 

lord_of_rituals_by_zaziuma-dcbur7p.jpg

2 Effect Monsters
You cannot Special Summon monsters from your Extra Deck to zones this card points to. Once per turn, if a Ritual Monster(s) is Special Summoned to your zone this card points to: You can target 1 non-Ritual Monster in your GY; add it to your hand. Double the Level of all monsters this card points to. While this card points to a Ritual Monster, it cannot be targeted for an attack or opponent’s card effect, also if it points to 2 Ritual Monsters, it gains 1000 ATK.

Unity Blast

17 May 2018 - 07:46 AM

A little Trap Card which is about having monsters adjacent to each other with the same Type, should you have at least 2 of the same Type adjacent to each other, you get to inflict 1000 damage, and if you have at least 3 (1500 damage), you get to destroy monsters as well, can become quite powerful, along with simple ability to inflict damage. This may work well with Tokens, and as a Trap, an idea would be to use cards like Fires of Doomsday, since they are restricted during your turn, so you can get these out to surprise your opponent. I have limited it to once per turn, since it doesn't change the monsters you have, so you could easily get in 7500 damage if you have a full field, which I'm not sure is a good idea, unlikely to happen, but I would rather want to be careful, but maybe it's not a big deal, I don't know.

 

unity_blast_by_zaziuma-dcbrfy7.jpg

For each monster you control with the same Type that are adjacent to each other in your Main Monster Zone (min. 2), inflict 500 damage to your opponent, then if you inflicted 1500 or more damage, you can destroy monsters your opponent control with different Types, up to the number of monsters you control with the same Type. You can only activate 1 “Unity Blast” per turn.