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Zaziuma

Zaziuma

Member Since 29 Aug 2014
Online Last Active A minute ago
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Metamorphosmachine

22 February 2018 - 02:51 PM

I'm not sure where I was really going with this card, I just put some ideas into a card and here's what came out, so yeah, basically it's a card that encourages you to use multiple Types in your Deck, throwing in Machines and Fiends for maximum potential, as it allows you to easily activates its effect that blows up all monsters on the field with other Types than it, which it change. You can't use it as a material, unless you use the same Types and you can only control 1.

 

metamorphosmachine_by_zaziuma-dc3zah2.pn

2 monsters with different Types
If this card is Link Summoned by using a Machine or Fiend monster: You can Special Summon 1 monster from your hand. Once per turn: You can target 1 monster this card points to; this card’s Type becomes that monster’s Type, then destroy all other monsters on the field with different Types from this card. If you Link Summon using this card, all the other monsters must be the same Type as this card. You can only control 1 “Metamorphosmachine”.

Kaizoku Archetype (10/?)

21 February 2018 - 01:35 PM

Kaizoku is an Archetype of Fiend/WATER monsters with 0 DEF and various Levels. They focus on stealing your opponent's Set Spells/Traps and using them for your own purposes, either activating them or ditching them for other effects, and also have Link Monster bosses. Each monster has an effect that activates when they inflict battle damage, allowing them take control of an opponent's Set Spell/Trap, but there are other ways to steal them as well.

 

To make sure you always have targets to steal, they effects that Set them from the opponent's hand and GY (Bonny and the Link Monsters), effects that prevent them from being activated during your turn or when you battle (Flagship) and when you get them, protect them from being targeted or destroyed (Treasure Chest).

 

The name is the Japanese word for pirate, as translated by Google, and they are based on famous pirates and pirate related themes. This is not my first time doing a pirate Archetype, but this one is quite a bit different from my other, which is called Seaborn, I don't rarely do this, but I really am missing a proper pirate Archetype in the game, and this one is also thematic quite different I feel, being based around real pirates and being Fiend instead of Warriors.

 

Main Deck Monsters:

 

Kaizoku - Kidd
Fiend/WATER
Level 3
When this card is Special Summoned: You can target 1 "Kaizoku" monster in your GY, except "Kaizoku - Kidd"; Special Summon that target in Defense Position. You can only use this effect of "Kaizoku - Kidd" once per turn. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target.
1500/0

Kaizoku - Bonny
Fiend/WATER
Level 4
When this card is Summoned: You can look at your opponent's hand, then Set up to 2 Spells/Traps from their hand to their field. Your opponent must control no Set Spells/Traps to activate and to resolve this effect. You can only use this effect of "Kaizoku - Bonny" once per turn. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target.
1600/0

Kaizoku - Calico
Fiend/WATER
Level 4
When this card is Normal Summoned: You can Special Summon 1 Kaizoku" monster from your hand, except "Kaizoku - Calico". "Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target.
1700/0

Kaizoku - Bonnet
Fiend/WATER
Level 5
If your opponent controls a Set Spell/Trap, you can Special Summon this card (from your hand). You can only Special Summon "Kaizoku - Bonnet" once per turn this way. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target.
2000/0

 

Extra Deck Monsters:


Kaizoku - Roberts
Fiend/WATER/Link
Link Arrows: Bottom Left, Bottom Right
2 "Kaizoku" monsters
When this card is Link Summoned: You can target up to 2 Spells/Traps in your opponent's GY; Set them on your opponent's field. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target. Once per turn, if you activate a Set Spell/Trap Card you control that your opponent owns: You can inflict 1000 damage to your opponent. If this card is sent from the field to the GY: You can add 1 "Kaizoku" card from your Deck to your hand. You can only use this effect of "Kaizoku - Roberts" once per turn.
1900/LINK-2

Kaizoku - Blackbeard
Fiend/WATER/Link
Link Arrows: Bottom, Left, Right
2+ "Kaizoku" monsters
When this card is Link Summoned: You can target 1 Spell/Trap in your opponent's GY and 1 "Kaizoku" Spell/Trap in your GY; Set the first target on your opponent's field and the second target on your field. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target. Once per turn (Quick Effect): You can send any number of Set Spells/Traps you control that your opponent owns to the GY; destroy cards your opponent control up to the number sent.
2500/LINK-3

Spells/Traps:

Kaizoku - Flagship
Field Spell
All "Kaizoku" monsters you control gain 700 ATK. While you control a "Kaizoku" Link Monster, your opponent cannot activate Set Spell/Trap Cards during your turn. If a "Kaizoku" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn: You can send up to 2 Set Spells/Traps you control that your opponent owns to the GY; draw cards equal to the number of cards sent +1.

Kaizoku - Plunder
Normal Spell
If you control 3 or more "Kaizoku" monsters or 1 "Kaizoku" Link Monster: Target 1 Set Spell/Trap your opponent controls; take control of that target. You can only activate 1 "Kaizoku - Plunder" per turn.

Kaizoku - Lookout
Quick-Play Spell
If you control a "Kaizoku" monster: Look at all Set Spells/Traps your opponent controls, then if you control "Kaizoku - Flagship", you can Set this card instead of sending it to the GY. If a "Kaizoku" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Kaizoku - Lookout" per turn.

Kaizoku - Treasure Chest
Continuous Trap
When this card is activated: You can target 1 Spell/Trap in your opponent's GY; Set that target on your opponent's field. Set Spells/Traps you control that your opponent own cannot be targeted or destroyed by your opponent's card effects. Once per turn, if you activate a Set Spell/Trap that you control that your opponent owns: You can add 1 "Kaizoku" card from your Deck to your hand, except "Kaizoku - Treasure Chest".


Neogun - Retrain School #4

20 February 2018 - 04:39 AM

In case you missed how this works, check the first card I made: https://forum.yugioh...train-school-1/

 

I asked in a Discord chat what card to retrain, as I haven't done that in a while, and I got Leogun of all things. A troll response, but hey, I will take the challenge. So, this card is a random Normal Monster, one of those old cards barely anyone remembers and is almost completely useless, so I had to be a bit more original on how to upgrade it, so what I did was make it a Tuner, make it easy to Special Summon any make it search monsters. It is able to change its Level to make itself useful for Xyz Summoning with low Level Beast Decks, as well as Synchro Summoning with Decks that use various Levels as well, can be useful to get out the Naturia Synchros. It's written this time because I can't be bothered to find an image with a card like Leogun.

 

Original Card:

HSaSc7L.png

Huge monster with a lion's mane similar to the King of Beasts.

 

New Card:

Neogun

Beast/EARTH/Tuner
Level 5

You can send 1 Beast monster from your hand or field to the GY; Special Summon this card from your hand, and if you do, its Level becomes equal to that monster's Level. If this card is sent from the field to the GY: You can add 1 Level 5 or higher Beast monster from your Deck to your hand. You can only use each effect of "Neogun" once per turn.

1750/1550


Enfeeble Slaughterer

17 February 2018 - 03:32 PM

So, this card is a maybe just a tad big over the top, but hey, fuck it right? The card is able to negate the effects of monsters it points to when it attacks, then it gains ATK based on how many were negated. If it's ATK is over 3000, any damage your opponent takes is doubled, including from other monsters you control as well. Lastly, if it destroys an opponent's monster by battle, it brings out all monsters with the same name as that monster to zones it points to and let's it attack once again. You only get to do this once while it's face-up though, so make it count when you get that 3000+ ATK and double damage. As its name suggests, its enfeeble, but then becomes an unbound slaughtering force!

 

enfeeble_slaughterer_by_zaziuma-dc3h6e3.

3+ monsters with different names
When this card declares an attack: You can negate the effects of as many monsters this card points to as possible (until the end of the Damage Step), then this card gains 100 ATK for each of those cards. While this card’s ATK is 3000 or higher, double any battle damage your opponent takes. Once while this card is face-up on the field, if this card destroys an opponent’s monster by battle: You can Special Summon as many monsters with the same name as that monster from your opponent’s hand, Deck and GY to zones this card points to on your opponent’s field, then this card can make a second attack in a row.

Taboom Archetype (14/14)

14 February 2018 - 10:34 AM

Taboom is an Archetype of Zombie monsters with various Levels and Attributes. They focus on having as many copies of the same card in your GY and destroying themselves to Special Summon another monster from your Deck, Yang Zing-style, but with 1 Level higher than that monster had. Their main playstyle resolves around using Taboom Church, which increases the Level of the monster in the GY for each copy there is in the GY, so you can more easily get the higher Level monsters out, and ultimately get out Manticore. Also have Wendigo, a Synchro Monster, but that is not their main strategy. Many of their cards also get bonuses from having Taboom Church out as well, and having 3 copies of the same card in the GY.
 
Their name is a portmanteau of Taboo and Kaboom, referring to the occult theme and them focusing around destroying themselves. Originally I meant for them to be named Taboo only, having the pun of "boo" being that they were based around scaring, though Taboo is a common word, so to make it stand out, and due to the theme of the Archetype, it makes more sense with Taboom.
 
Main Deck Monsters:
 
Taboom Puca
Zombie/DARK/Tuner
Level 1
You can discard this card; add 1 "Taboom Church" from your Deck or GY to your hand. When this card is Normal or Special Summoned: You can target 1 "Taboom" monster in your GY; this card's Attribute and Level becomes target's Attribute and Level. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Puca" once per turn.
0/0
 
Taboom Zombie
Zombie/DARK
Level 2
When this card is Normal or Special Summoned: You can target 1 "Taboom" card in your GY; shuffle it into your Deck, and if you do, send 1 "Taboom" card with a different name from your Deck to your GY. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Zombie" once per turn.
400/1900
 
Taboom Kappa
Zombie/WATER
Level 3
When this card is Normal or Special Summoned: You can send 1 "Taboom" card from your Deck to the GY, then if there are 3 copies of that card your GY, you can draw 1 card. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Kappa" once per turn.
1500/1500
 
Taboom Garuda
Zombie/FIRE
Level 4
You can discard 1 card; add 1 "Taboom" Spell/Trap from your Deck to your hand, or if you control "Taboom Church", you can add 1 "Taboom" monster instead. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Garuda" once per turn.
1800/0
 
Taboom Basilisk
Zombie/WIND
Level 5
You can shuffle 1 other "Taboom Basilisk" from your GY into your Deck; Special Summon this card from your GY. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Basilisk" per turn.
2000/0
 
Taboom Kelpie
Zombie/LIGHT
Level 6
You can target 1 "Taboom" card you control; destroy that target, and if you do, Special Summon this card from your hand. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Kelpie" per turn.
1400/2200
 
Taboom Manticore
Zombie/EARTH
Level 7
Gains 200 ATK and DEF for each 3 copies of a "Taboom" card in your GY. The activation and effects of "Taboom" Spell/Trap Cards you control cannot be negated, also they cannot be targeted by your opponent's card effects. Once per turn: You can target any number of "Taboom" cards in your GY with the same name (min. 2); shuffle them into the Deck, then send "Taboom" cards from your Deck to your GY with with a different name from that target equal to the number of cards shuffled into your Deck.
2500/2500
 
Extra Deck Monsters:
 
Taboom Wendigo
Zombie/DARK/Synchro
Level 8
1 Tuner + 1+ non-Tuner Zombie monsters with different Attributes
When this card is Synchro Summoned: You can send any number of copies of monsters from your hand or Deck to the GY with the same names as the Synchro Material used for this card's Synchro Summon. (Quick Effect): You can banish 3 copies of the same "Taboom" card from your GY; destroy all monsters your opponent control. When this Synchro Summoned card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your hand or Deck, then if there are 2 copies of that monster in your GY, you can Special Summon those from your GY, but they have their effects negated, also they cannot attack. You can only use each effect of "Taboom Wendigo" per turn.
2600/2100
 
Spells/Traps:
 
Taboom Church
Field Spell
Increase the Level of all "Taboom" monsters in your GY by the number of cards in the GY with the same name as it. Once per turn, if there are 3 copies of the same "Taboom" card in your GY: You can target 1 of those cards; add it to your hand. If this card is sent from the field to the GY: You can add 1 "Taboom" card from your Deck to your hand, except "Taboom Church". You can only use this effect of "Taboom Church" once per turn.
 
Taboom Seance
Normal Spell
Target 3 "Taboom" cards in your GY, except "Taboom Seance"; shuffle them into your Deck, then draw 1 card, or if you shuffled 3 cards with the same name into the Deck, you can add 1 "Taboom" card from your Deck to your hand instead. If you control "Taboom Church", you draw 2 cards instead. You can only activate 1 "Taboom Seance" per turn.
 
Taboom Resurrection
Equip Spell
Activate this card by targeting 1 "Taboom" monster in your GY with the lowest Level (your choice if tied); Special Summon that target and equip it with this card. It cannot be targeted by your opponent's card effects, also your must attack it, if able. If you control "Taboom Church", you can target any "Taboom" monster, regardless of Level. If this card leaves the field, destroy the equipped monster. You can only activate 1 "Taboom Resurrection" per turn.
 
Taboom Apparition
Quick-Play Spell
Special Summon 1 "Taboom" monster from your hand, but it is destroyed during the End Phase. If you control "Taboom Church", you can Special Summon from your Deck instead. You can only activate 1 "Taboom Apparition" per turn.
 
Taboom Exorcism
Normal Trap
Target 1 "Taboom" monster you control; this turn, if it is destroyed by battle or card effect, you can Special Summon 1 "Taboom" monster from your Deck whose Level is less than that target's Level in the GY. If you control "Taboom Church", you can activate this card from your hand. You can only activate 1 "Taboom Exorcism" per turn.
 
Taboom Ritual
Continuous Trap

Once per turn: You can target 1 "Taboom" card you control; send 1 "Taboom" card from your hand or Deck with the same name as that target, and if you do, destroy that target. If you control "Taboom Church", you can send 1 additional copy to the GY. If "Taboom Church" is in your GY, during your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add 1 "Taboom Church" from your GY to your hand.