Jump to content

Welcome to Yugioh Card Maker Forum
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. This message will be removed once you have signed in.
Login to Account Create an Account

Ultimagamer

Ultimagamer

Member Since 06 Jul 2017
Member ID: 874,614
Currently Viewing Forum: Yu-Gi-Oh! TCG/OCG Card Discussion
Offline Last Active 55 minutes ago
-----

Cheetahmen Archetype ( Action 52 )

11 October 2018 - 04:33 PM

This was an archetype I thought of based around the Cheetahmen game on Action 52. If you have never heard of Action 52, it's one of the worst games on the NES. Cheetahmen is the 52nd game in that game, based around the plot that the "Action Gamemaster" got sucked into his tv by a robot arm and that the cheetahmen are going to rescue him and get him back to the real world. The game wasn't very good, but hopefully, this archetype will be interestingly fun :). 

 

I'll be updating based on feedback, so please leave your thoughts below :D 

 

Action Gamemaster

Level 1 / Earth / Warrior / Effect

0 attack / 0 defense

 

During the standby phase, If this card is in your GY or banished cards and you don’t control an “Action Gamemaster”: you can Special Summon this card to your field in face-up defense position. This card cannot be destroyed by battle or card effects while you control a “Cheetahman” Monster. During either players turn: you can tribute this card; Special Summon 1 “Cheetahman” Monster from your Deck or GY. You can only use this effect of “Action Gamemaster” once per turn.

 

Apollo the Cheetahman

Level 7 / Earth / Beast Warrior / Effect

2500 attack / 2500 defense

 

If this card is Special Summoned by the effect of an “Action Gamemaster”: send 1 random card from your opponent’s hand to their GY. Once per turn: you can add 1 “Arrow of Apollo” from your Deck or GY to your hand. Your opponent cannot activate cards or effects in response to this effect. If this card you control would leave the field ( either by battle or card effect ), you can banish 1 “Action Gamemaster” from your hand or GY instead.

 

Arrow of Apollo

Spell - Equip

 

Equip only to an “Apollo the Cheetahman”. The Equipped Monster gains 500 ATK and DEF, also when it battles, your opponent cannot activate cards or effects until the end of the damage step. If this card is sent to the GY while you have an “Action Gamemaster” either banished or in your GY: you can add this card from your GY to your hand. You can only use this effect of “Arrow of Apollo” once per turn.

 

Aries the Cheetahman

Level 8 / Earth / Beast Warrior / Effect

2500 attack / 2500 defense

 

If this card is Special Summoned by the effect of an “Action Gamemaster”: send up to 2 Spell/Trap cards your opponent controls to their GY. Once per turn: you can add 1 “Club of Aries” from your Deck or GY to your hand. Your opponent cannot activate cards or effects in response to this effect. If this card you control would leave the field ( either by battle or card effect ), you can banish 1 “Action Gamemaster” from your hand or GY instead.

 

Club of Aries

Spell - Equip

 

Equip only to an “Aries the Cheetahman”. The Equipped Monster gains 500 ATK and DEF, also if it inflicts damage to your opponent by battle: destroy 1 card your opponent controls. If this card is sent to the GY while you have an “Action Gamemaster” either banished or in your GY: you can add this card from your GY to your hand. You can only use this effect of “Club of Aries” once per turn.

 

Hercules the Cheetahman

Level 9 / Earth / Beast Warrior / Effect

2500 attack / 2500 defense

 

If this card is Special Summoned by the effect of an “Action Gamemaster”: send 1 Monster your opponent controls to the GY. Once per turn: you can add 1 “Hand of Hercules” from your Deck or GY to your hand. Your opponent cannot activate cards or effects in response to this effect. If this card you control would leave the field ( either by battle or card effect ), you can banish 1 “Action Gamemaster” from your hand or GY instead.

 

Hand of Hercules

Spell - Equip

 

Equip only to a “Hercules the Cheetahman”. The Equipped Monster gains 500 ATK and DEF, also it can attack all Monsters your opponent controls once each. If this card is sent to the GY while you have an “Action Gamemaster” either banished or in your GY: you can add this card from your GY to your hand. You can only use this effect of “Hand of Hercules” once per turn.

 

Robotic Arm From the T.V.!

Spell - Normal

 

Apply one of the following effects

  • Add 1 “Action Gamemaster” from your Deck or GY to your hand.

  • Add 1 “Cheetahman” Monster from your Deck or GY to your hand.

  • Send 1 “Action Gamemaster” or 1 “Cheetahman” Monster from your Deck to your GY.

You can only activate 1 “Robotic Arm From the T.V.!” per turn.

 

Cheetahmen, Swap Out!

Spell - Normal

 

Shuffle up to 3 “Cheetahman” Monsters from your hand, face-up from your field, and/or from your GY into your Deck to draw an equal number of cards. You can only activate 1 “Cheetahmen, Swap Out!” per turn.

 

Hidden 1-Up!

Spell - Normal

 

Target 1 “Cheetahman” Monster in your GY; Special Summon that Monster to your field. This is treated as a Summon done by “Action Gamemaster”. If an “Action Gamemaster” or a “Cheetahman” Monster(s) you control would be destroyed ( by battle or card effects ) while this card is in your GY, you can banish this card from your GY instead.

 

Jumping While Airborne!

Spell - Continuous

 

Once per turn: you can Special Summon 1 “Cheetahman” Monster from your hand. Once per turn, if your opponent activates a card or effect ( quick effect ): you can return 1 “Cheetahman” Monster you control to your hand, and if you do, draw 1 card. If this effect was activated during your opponent’s turn, negate the next 2 attacks done by your opponent during this turn.

 

Lights, Camera, Action 52!

Spell - Normal

 

Add 1 “Action 52” from your Deck, GY, or banished cards to your hand. During your Main Phase, if this card is in your GY: you can banish this card from your GY; Special Summon 1 “Action Gamemaster” from your hand, GY, or banished cards

 

Action 52

Spell - Field

 

“Cheetahman” Monsters you control that are Equipped with Equip cards cannot be targeted by your opponent’s card effects, also your opponent cannot destroy them with card effects. Once per turn: you can Special Summon 1 “Cheetahman” Monster from your hand or GY. This is treated as a Summon done by the effect of an “Action Gamemaster”.


Magical Beast and Great Sorcerer Archetype ( New and Improved! )

10 October 2018 - 10:57 AM

This is an archetype that I had created a while back inspired from book 2 of Bookworm Adventures, focusing around Great Sorcerer monsters that pay life points in order to special summon Magical Beast monsters from various places, and then get bonus effects and protection from those monsters. Originally when I created the archetype, I had the idea, but I don't feel like I really made the archetype correctly ( this was back before I had PSCT knowledge, so it gets somewhat tricky to read ). This is the new and improved version of this archetype, in an attempt to balance out the Great Sorcerers and to improve the Magical Beast monsters ( and to also get better PSCT ). 

 

I'll be updating based on feedback, so please leave your thoughts below :D 

 

Old Version of this Archetype

 

and now onto the new version! 

 

New Monsters
New Spells and Traps

Lyrilusc Support

10 October 2018 - 10:14 AM

This was some support I thought of for the lyrilusc archetype, making them more consistent and giving them a lot of swarm potential with interruption. 

 

Please leave your thoughts below :D 

 

Lyrilusc - Ruby Robin

Level 1 / Wind / Winged Beast / Effect

100 attack / 0 defense

 

If this card is Special Summoned: you can Special Summon 1 “Lyrilusc” Monster from your Deck, except “Lyrilusc - Ruby Robin”. You can only use this effect of “Lyrilusc - Ruby Robin” once per turn. A WIND Xyz Monster that was Summoned using this card on the field as Xyz Material gains this effect.

  • Once per turn, during either players turn: you can target 1 Monster your opponent controls; destroy it.

 

Lyrilusc - Emerald Green Jay

Level 1 / Wind / Winged Beast / Effect

0 attack / 0 defense

 

If this card is in your hand: you can reveal this card in your hand and target 1 “Lyrilusc” Monster in your GY; add that target to your hand, then Special Summon this card from your hand. You can only use this effect of “Lyrilusc - Emerald Green Jay” once per turn. Once per turn: you can Special Summon 1 “Lyrilusc” Monster from your hand.

 

Lyrilusc - Amber Oriole

Level 1 / Wind / Winged Beast / Effect

0 attack / 100 defense

 

If a “Lyrilusc” Monster(s) is Normal or Special Summoned while this card is in your hand or GY: You can Special Summon this card from your hand or GY. If this card is Special Summoned: You can add 1 “Lyrilusc” Spell/Trap card from your Deck to your hand. You can only use each effect of “Lyrilusc - Amber Oriole” once per turn. A WIND Xyz Monster that was Summoned using this card on the field as Xyz Material gains this effect.

  • Once per turn, during either players turn: you can target 1 Spell/Trap card your opponent controls; banish it.

 

Lyrilusc - Bright Bird of Beauty

Link 2 / Wind / Winged Beast / Link / Effect

Link Materials: 2 Level 1 Monsters and/or Rank 1 Monsters

Link Markers: Bottom Left, Bottom Right

1000 attack

 

Your opponent cannot target this card for attacks while this card points to a Monster. If this card is Link Summoned using an Xyz Monster: you can Special Summon 1 “Lyrilusc” Xyz Monster from your GY or banished cards, then attach any number of “lyrilusc” Monsters from hand, GY, and/or banished cards to that Xyz Monster. “Lyrilusc” Monsters attached to that Monster that would give an Xyz Monster an effect when used on the field as Xyz Material give the Monster Summoned by this card’s effect their effects. Once per turn: you can target 1 other “Lyrilusc” Monster you control; double that card’s ATK until the end of the next turn.

 

Lyrilusc - Independent Starling

Level 1 / Wind / Winged Beast / Fusion / Effect

1000 attack / 0 defense

“Lyrilusc - Recital Starling” + 1 “Lyrilusc” Monster

 

If this card is Fusion Summoned using an Xyz Monster on the field as Fusion Material whose original name includes “Lyrilusc”: You can increase this card’s Level by the number of Xyz Materials that Monster(s) had. This card gains ATK equal to it’s Level x 500. Unaffected by other cards effects. This card can attack all Monsters your opponent controls once each.

 

Lyrilusc Environment

Spell - Field

 

When this card is activated, you can add 1 “Lyrilusc” card from your Deck to your hand, except “Lyrilusc Environment”. Once per turn: you can Special Summon 1 “Lyrilusic” Monster from your hand. Once per turn, if you control a “Lyrilusc” Xyz Monster: you can attach 1 “Lyrilusc” Monster from your hand, GY, or Deck to that Monster as an Xyz Material. If that attached Monster would give that Monster an effect when Xyz Summoned, the Monster gains that effect of the attached “Lyrilusc” Monster. You can only activate 1 “Lyrilusc Environment” per turn.

 

Lyrilusc Swarm Tactics

Spell - Quickplay

 

Target 1 “Lyrilusc” Monster you control; You cannot Special Summon Monsters from your Extra Deck for the rest of this turn, except WIND Monsters, also Special Summon 1 “Lyrilusc” Monster from your hand, GY, or Deck with a different name than that Monster. If this card is in your GY: You can target 1 “Lyrilusc” Xyz Monster you control; attach this card from your GY to that Monster as an Xyz Material. If this card is an Xyz Material and would be sent to the GY, banish it instead. You can only activate 1 “Lyrilusic Swarm Tactics” per turn.

 

Lyrilusc Talons

Spell - Equip

 

Equip only to a “Lyrilusc” Monster. If the Equipped Monster is an Xyz Monster, it gains an additional attack for each Xyz Material it has. If this card is sent to the GY while Equipped to a “Lyrilusc” Monster because that Monster was used as an Xyz, Fusion, or Link Material: you can target 1 “Lyrilusc” Monster you control; Equip this card from your GY to that card or attach it to that card as an Xyz Material if it is an Xyz Monster.

 

Lyrilusc Fusion

Spell - Quickplay

 

Fusion Summon 1 “Lyrilusc” Fusion Monster by banishing the required Fusion Materials from your hand, field, or GY. If your opponent controls a Monster, you can also banish 1 Monster from your Deck or Extra Deck for the Fusion Summon. The Fusion Summoned Monster has it’s Level increased by 5. If any of the Fusion Materials used for the Fusion Summon would give an effect to an Xyz Monster when it’s Xyz Summoned, the Summoned Fusion Monster gains those effects when it’s Fusion Summoned. You can only activate 1 “Lyrilusc Fusion” per turn.

 

Lyrilusc Wind Strike

Trap - Normal

 

Target 1 “Lyrilusc” Xyz Monster you control and 2 cards your opponent controls; destroy the opponent’s cards, then detach 1 Xyz Material from the targeted Xyz Monster. If all of the Monsters you control are WIND Winged Beast Type Monsters, you can activate this card from your hand. If a “Lyrilusc” Monster you control leaves your field while this card is in your GY: you can either set this card from your GY to your field or add it from your GY to your hand. You can only use each effect of “Lyrilusc Wind Strike” once per turn.


Cuphead Archetype

08 October 2018 - 09:48 PM

This was an archetype concept I thought of based around all of the bosses from Cuphead the video game. This archetype is based around swarming the field with giant monsters who gain pretty good advantage, and is also based around fusion summoning your giant bosses who control and dominate the field! 

 

I'll be updating based on feedback, so please leave your thoughts below :D 

 

A quick note on my PSCT

 

Main Deck Monsters

Extra Deck Monsters

Spells and Traps


Dream Archetype ( New and Improved! )

05 October 2018 - 08:56 AM

This was an archetype I thought of a while ago based around counter spreading and level modulation similar to that of Mecha Phantom Beasts. 

The first time around, I didn't make it so great. I wasn't as knowledgable when it comes to card design and PSCT 

 

I'll be updating based on feedback so please leave your thoughts down below :D 

 

Old Version of this Archetype
 

 

Enjoy some music while you read!

 

and now onto the new version! 

 

Dream Mouse

Level 1 / Light / Beast / Tuner / Effect

100 attack / 100 defense

 

Every Dream Counter on this card increases this card’s level by 1. If this card is Summoned: place 1 Dream Counter on this card. During your main phase, if this card is in your GY: you can remove 1 Dream Counter from anywhere on the field; Special Summon this card from your GY. You can only use this effect of “Dream Mouse” up to twice per turn.

 

Dream Spider

Level 2 / Light / Beast / Tuner / Effect

200 attack / 200 defense

 

Every Dream counter on this card increases this card’s level by 1. If you control no Monsters, or if all of the Monsters you control a “Dream” Monsters: you can Special Summon this card from your hand, then place 1 Dream counter on a face-up card you control. If this card is in your GY: you can remove 1 Dream counter from anywhere on the field; add this card from your GY to your hand. You can only use each effect of “Dream Spider” up to twice per turn.

 

Dream Citizen

Level 3 / Light / Warrior / Effect

1200 attack / 1200 defense

 

Every Dream counter on this card increases this card’s level by 1. Once per turn, if a “Dream” card or effect is activated, except “Dream Citizen”: you can place 1 Dream counter on this card. If this card is Normal or Special Summoned: you can add 1 “Dream” Spell/Trap card from your Deck to your hand. Once per turn, during either players turn (quick effect): you can remove 2 Dream counters from anywhere on the field; “Dream” Monsters you control cannot be destroyed by battle or card effects until your next standby phase.

 

Dream Guard

Level 4 / Light / Warrior / Effect

1600 attack / 1000 defense

 

Every Dream counter on this card increases this card’s level by 1. Once per turn, if a “Dream” Monster you control, except “Dream Guard” has it's level increased: you can place 1 Dream counter on this card. If this card is Normal or Special Summoned: you can send 1 “Dream” card from your Deck to your GY. Once per turn: You can remove 2 Dream counters from anywhere on the field; add 1 “Dream” Monster from your Deck to your hand.

 

Dream Warrior

Level 5 / Light / Warrior / Effect

2000 attack / 1000 defense

 

If there are 2 or more Dream counters on the field: you can Special Summon this card from your hand. You can only use this effect of “Dream Warrior” once per turn. If this card is Summoned: place 2 Dream counters on this card. Once per turn, during either players turn (quick effect): you can remove 3 Dream counters from anywhere on the field, then target 1 Monster your opponent controls; destroy that target.

 

Dream Knight

Level 6 / Light / Warrior / Effect

2200 attack / 2200 defense

 

If there are 3 or more Dream counters on the field: you can Special Summon this card from your hand. You can only use this effect of “Dream Knight” once per turn. If this card is Summoned: place 2 Dream counters on this card. If this card battles an opponent’s Monster either without a Dream counter, or with less Dream counters than this card before damage calculation: you can take control of that Monster, then place 1 Dream counter on that Monster.

 

Dream Magician

Level 7 / Light / Warrior / Effect

2400 attack / 2400 defense

 

Every Dream Counter on this card decreases this card’s level by 1. Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If you control 2 or more “Dream” Monsters: you can Special Summon this card from your hand or GY. You can only use this effect of “Dream Magician” once per turn. If this card is Summoned: place 2 Dream counters on this card. During your Main Phase: You can remove 3 Dream counters from anywhere on the field then target 1 “Dream” Monster in your GY, except “Dream Magician”; Special Summon that Monster.

 

Dream Jack

Level 8 / Light / Warrior / Effect

2600 attack / 2600 defense

 

Every Dream Counter on this card decreases this card’s level by 1. Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. You can Special Summon this card from your hand by banishing 1 “Dream” Monster from your GY. If this card is Special Summoned: place 1 Dream counter on all face-up Monsters you control. Once per turn: you can target 1 Monster your opponent controls with a Dream counter on it; Return that target to the hand.

 

Dream Queen

Level 9 / Light / Warrior / Effect

2800 attack / 2800 defense

 

Every Dream Counter on this card decreases this card’s level by 1. Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. You can Special Summon this card from your hand by banishing 2 “Dream” Monsters from your GY. If this card is Special Summoned: place 2 Dream counters on all face-up Monsters you control. Once per turn: you can target 1 Monster your opponent controls with a Dream counter on it; take control of that target.

 

Dream King

Level 10 / Light / Warrior / Effect

3000 attack / 3000 defense

 

Every Dream Counter on this card decreases this card’s level by 1. Cannot be Normal Summoned or set. Must be Special Summoned by a card effect. You can Special Summon this card from your hand by banishing 3 “Dream” Monsters from your GY. If this card is Special Summoned: place 3 Dream counters on all face-up Monsters you control. Once per turn: you can target 1 Monster your opponent controls that has a Dream counter on it; banish it.

 

Dream Kingdom

Spell - Field

 

During your draw phase: you can give up your Normal Draw to add 1 “Dream” card from your GY to your hand, except “Dream Kingdom”. Once per turn: you can place 3 Dream Counters on a “Dream” Monster you control. If you would Synchro Summon a Synchro Monster using only “Dream” Monsters you control, you can treat those Monsters as any Level from their current Level to their original Level.

 

Dream Artillery

Spell - Continuous

 

“Dream” Monsters you control gain 100 ATK and DEF for every Dream counter on your field. During your Main Phase, you can Normal Summon 1 “Dream” Monster in addition to your Normal Summon. You can only Normal Summon a Monster with the effect of “Dream Artillery” once per turn.

 

Dream Production

Spell - Continuous

 

During your Main Phase: you can send 1 “Dream” Monster from your hand or Deck to your GY; place Dream counters on face-up cards on the field equal to the Level of the sent Monster. You can only use this effect of “Dream Production” twice per turn. If this card you control would be destroyed, you can remove 1 Dream counter from anywhere on your field instead.

 

Dream Management

Spell - Continuous

 

During your Main Phase: you can target 1 “Dream” Monster you control; declare a Level that is lower than that Monsters current Level. The Level of the targeted Monster becomes that Level until the end of the turn. You can only use this effect of “Dream Management” up to twice per turn. Each time the Level of a “Dream” Monster(s) is changed: place 1 Dream counter on this card. If this card you control would be destroyed, you can remove 1 Dream counter from anywhere on your field instead.

 

Dream Wealth

Spell - Normal

 

Remove any number of Dream counters from anywhere on the field. Draw 1 card for every 3 Dream counters removed by this effect. You can only activate 1 “Dream Wealth” per turn.

 

Dream-Splosion!

Spell - Quickplay

 

Activate by removing any number of Dream counters from anywhere on the field; Special Summon 1 “Dream” Synchro Monster from your Extra Deck whose Level is equal to the total number of Dream counters removed to activate this effect (This is treated as a Synchro Summon), then place Dream counters on that Monster equal to the number of Dream counters removed to activate this card. You cannot Special Summon Monsters from your Extra Deck during the turn you activate this card, except “Dream” Monsters. You can only activate 1 “Dream-Splosion!” per turn.

 

Dream Ambush

Trap - Normal

 

Activate by tributing 1 “Dream” Monster you control with Dream counters on it; destroy cards your opponent controls up to the number of Dream counters on the tributed Monster ( Maximum: 3). You can only activate 1 “Dream Ambush” per turn.

 

Dreamer’s Defenses

Trap - Continuous

 

While you control a “Dream” Monster with a Dream counter on it, halve all damage you take ( either from effect or from battles ). If a “Dream” Monster you control would be destroyed by battle, you can remove a Dream counter from anywhere on the field instead.

 

Dream Core

Link 2 / Light / Fairy / Link / Effect

Link Materials: 2 LIGHT Monsters

Link Markers: Bottom Left, Bottom Right

0 attack

 

While this card points to a “Dream” Monster, this card cannot be destroyed by battle or card effects, also you take no damage from battles involving this card. Once per turn: you can remove any number of Dream counters from anywhere on the field; You cannot Special Summon Monsters from your Extra Deck for the rest of this turn, except “Dream” Monsters, also Special Summon 1 “Dream” Monster from your Deck whose Level is less than or equal to the total number of Dream counters removed. You can only use this effect of “Dream Core” once per turn.

 

Dream Ghost

Level 5 / Light / Fiend / Synchro / Tuner / Effect

2000 attack / 1500 defense

1 Tuner + 1+ non-Tuner Monsters

 

When this card is Synchro Summoned, place Dream counters on this card equal to the total amount of Dream counters on the Monsters used for this card’s Synchro Summon. If this card is Special Summoned: you can send 1 “Dream” Monster from your Deck to your GY to either increase or decrease this card’s Level by the Level of the sent Monster (Minimum Level: 1). When using this card as a Synchro Material for the Synchro Summon of a “Dream” Synchro Monster, You can also use 1 “Dream” Monster in your hand as Synchro Material. Any “Dream” Synchro Monster that uses this card as a Synchro Material gets 3 Dream counters placed on it when it’s Synchro Summoned.

 

Dream Serpent

Level 6 / Light / Sea-Serpent / Synchro / Effect

2300 attack / 2000 defense

1 LIGHT Tuner + 1+ non-Tuner Monsters

 

When this card is Synchro Summoned, place Dream counters on this card equal to the total amount of Dream counters on the Monsters used for this card’s Synchro Summon. Once per turn, during either players turn (quick effect): you can remove 3 Dream counters from anywhere on the field and target 1 card your opponent controls; place that target on the top of their Deck.

 

Dream Beast

Level 7 / Light / Beast / Synchro / Effect

2500 attack / 2000 defense

1 “Dream” Tuner + 1+ non-Tuner Monsters

 

When this card is Synchro Summoned, place Dream counters on this card equal to the total amount of Dream counters on the Monsters used for this card’s Synchro Summon. Once per turn, during either players turn (quick effect): you can target 1 Monster your opponent controls; destroy that target, then place Dream counters on face-up cards on the field equal to the Level, Rank, or Link Rating of that Monster. If you destroy a Link Monster, place Dream counters equal to the Link Rating of that Monster +2.

 

Dream Fiend

Level 8 / Light / Fiend / Synchro / Effect

2700 attack / 2000 defense

1 “Dream” Tuner + 1+ non-Tuner “Dream” Monsters

 

When this card is Synchro Summoned, place Dream counters on this card equal to the total amount of Dream counters on the Monsters used for this card’s Synchro Summon. Once per turn, during either players turn when your opponent would Normal or Special Summon a Monster(s) (quick effect): you can remove Dream counters from anywhere on the field equal to the amount of Monsters being Summoned x2; negate that Summon, then destroy those Monster(s).

 

Dream Dragon

Level 9 / Light / Dragon / Synchro / Effect

3000 attack / 2500 defense

1 “Dream” Tuner + 2+ non-Tuner “Dream” Monsters

 

When this card is Synchro Summoned, place Dream counters on this card equal to the total amount of Dream counters on the Monsters used for this card’s Synchro Summon. Up to twice per turn, during your turn (quick effect): you can remove 3 Dream counters from anywhere on the field; banish 1 card your opponent controls, then you can banish 1 card from your opponent’s hand or GY.

 

Dream Guardian

Level 10 / Light / Warrior / Synchro / Effect

3200 attack / 3000 defense

2 “Dream” Tuners + 1+ non-Tuner “Dream Monsters

 

Must first be Synchro Summoned. When this card is Synchro Summoned, place Dream counters on this card equal to the total amount of Dream counters on the Monsters used for this card’s Synchro Summon. During your standby phase, if this card’s Level is less than 10: it becomes 10. Unaffected by the effects of cards with Dream counters on them. Up to thrice per turn, during either players turn (quick effect): you can reduce this card’s Level by any amount to place an equal number of Dream counters on face-up cards on the field.