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Spyre of the Wolves

Spyre of the Wolves

Member Since 10 Aug 2017
Offline Last Active Yesterday, 06:15 PM
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Dracostorm [LEGACY]

06 February 2018 - 10:06 PM

Pendulum Dragons!

 

Monsters

 

Dracostorm Vyle

Lv. 4 LIGHT

1400/1700

Scale: 9

 

Pendulum Effect

You cannot Special Summon monsters, except Dragon-Type monsters. This effect cannot be negated. All non Dragon-Type monsters lose 200 ATK for each non Dragon-Type monster on the field.

 

Monster Effect:

If this card is Pendulum Summoned, you can add 1 Dragon-Type monster from your Deck to your hand. If this card is destroyed by battle or card effect, add 1 "Dracostrom" Spell/Trap card from your Deck to your hand.

 

 

Dracostorm Hyrale

Lv. 4 LIGHT

1500/1600

Scale: 9

 

Pendulum Effect

You cannot Special Summon monsters, except Dragon-Type monsters. This effect cannot be negated. All non Dragon-Type monsters lose 200 ATK for each non Dragon-Type monster on the field.

 

Monster Effect:

If this card is Pendulum Summoned, Special Summon 1 Dragon-Type monster from your Extra Deck whose Level is outside your Pendulum Scale. If this card is destroyed by battle, Special Summon 1 Pendulum monster from your hand.

 

Dracostorm Hyrale

Lv. 4 LIGHT

1800/1300

Scale: 9

 

Pendulum Effect

You cannot Special Summon monsters, except Dragon-Type monsters. This effect cannot be negated. All non Dragon-Type monsters lose 200 ATK for each non Dragon-Type monster on the field.

 

Monster Effect:

If this card is Pendulum Summoned, you can add 1 "Dracostorm" card from your Deck to your hand. If this card is destroyed by battle, Special Summon 1 Pendulum monster from your hand.

 

Dracostorm Slaay

Lv. 8 LIGHT

2800/1500

Scale: 1

 

Pendulum Effect

You cannot Special Summon monsters, except Dragon-Type monsters. This effect cannot be negated. All Dragon-Type monsters gain 200 ATK for each Dragon-Type monster on the field.

 

Monster Effect:

If this card is Pendulum Summoned, you can target 1 monster your opponent controls; destroy it. If this card is destroyed by battle or card effect, you can Special Summon this card, but it is sent to the GY if it leaves the field.

 

 

Dracostorm Swaard

Lv. 8 LIGHT

2800/1500

Scale: 1

 

Pendulum Effect

You cannot Special Summon monsters, except Dragon-Type monsters. This effect cannot be negated. All Dragon-Type monsters gain 200 ATK for each Dragon-Type monster on the field.

 

Monster Effect:

If this card is Pendulum Summoned, you can target 1 Spell/Trap card your opponent controls; destroy it. If this card is destroyed by battle or card effect, you can Special Summon this card, but it is sent to the GY if it leaves the field.

 

 

Dracostorm Sheeld

Lv. 8 LIGHT

2800/1500

Scale: 1

 

Pendulum Effect

You cannot Special Summon monsters, except Dragon-Type monsters. This effect cannot be negated. All Dragon-Type monsters gain 200 ATK for each Dragon-Type monster on the field.

 

Monster Effect:

If this card is Pendulum Summoned, you can target 1 monster your opponent controls; return it to the hand. If this card is destroyed by battle or card effect, you can Special Summon this card, but it is sent to the GY if it leaves the field.

 

Spells:

 

Dracostorm Downfire

Field

"Dracostorm" monsters you control gain 100 ATK fro each Pendulum Dragon-Type monster on the field. Once per turn, you can destroy 1 "Dracostorm" monster you control; target 1 monster your opponent controls, and if you do, it loses ATK equal to the number of Dragon-Type monsters on the field x200.

 

Dracostorm Dragon Surge

Quick play

Target 1 "Dracostorm" monster you control; it gains 1000 ATK until the end of this turn.

 

Trap:

Dracostorm Fireforce

If a "Dracostorm" monster you control is destroyed by battle; inflict Damage equal to the destroyed monster's ATK. You can banish this card from your GY; Special Summon 1 "Dracostorm" monster from your Pendulum Zone or your hand.

 

Tell me what you think. I'll add more later.


Warcats, the enemy of the Warrior Wings

18 December 2017 - 09:49 PM

I will post the Warrior Wing archetype within the next few days, but here are the enemies. Kind of going for a World Legacy lore but idk what I'll get. 

 

Monsters:

 

Warcat Pantar

Level 4 Beast

1000/1000

 

When this card is Normal Summoned; you can add 1 Level 4 or lower "Warcat" monster from your Deck to your hand. If this card  leaves the field by card effect; Special Summon 2 Level 4 or lower "Warcat" monsters from your hand or Deck in Defense Position.

 

Warcat Lopard

Level 4 Beast

100/1900

 

When this card is Special Summoned by the effect of a "Warcat" monster; target 1 card your opponent controls; destroy it. If this card leaves the field by card effect; Special Summon 2 Level 4 or lower "Warcat" monsters from your hand or Deck in Defense Position.

 

Warcat Cheetta

Leve 4 Beast

400/1600

 

When this card is Special Summoned by the effect of a "Warcat" monster; return 1 monster your opponent controls to their hand. If this card leaves the field by card effect; Special Summon 2 Level 4 or lower "Warcat" monsters from your hand or Deck in Defense Position.

 

Warcat Leio

Level 6 Beast

0/3000

 

Cannot be Normal Summoned/Set. You can Special Summon this card by banishing 2 "Warcat" monsters you control. You can banish 2 "Warcat" monsters you control; banish all face-up Spell/Trap cards your opponent controls.If this card leaves the field by card effect; Special Summon it in Defense Position. You can only use each effect of "Warcat Leio" once per turn.

 

Spells:

 

Warcat's Calw

Quick-Play

 

Tribute 2 "Warcat" monsters you control; banish 1 monster from your opponent's GY and inflict Damage equal to that monster's Level/Rank x300.

 

Warcat's Plain

Field

 

All "Warcat" monsters on the field gain 500 Defense Points. If a "Warcat" monster is destroyed by battle, you can Special Summon it from the GY, but its effects are negated. You can only use this effect of "Warcat's Plain" once per turn.

 

Traps:

 

Warcat's Hunting

Normal

 

Tribute 2 "Warcat" monster you control; banish 1 card your opponent controls, and if it was a monster, inflict Damage equal to that monster's Level/Rank x300.

 

Warcat's Resurrection

Normal

 

If there are 8 or more "Warcat" monsters in your GY; Shuffle half of those monsters into your Deck, then draw 2 cards. If you draw a "Warcat" monster, Special Summon it in Defense Position.

 

I'll make an ED later, but that's all for now.


Suneku (Written)

03 December 2017 - 12:51 AM

This is an archetype of Lv. 8 Sea Serpents that work by banishing themselves to search and meet summon requirements. Hopefully it's not too broken or op.

Monsters:

Suneku Shi
2600/1400

If you control no monsters and your opponent controls at least 1 monster, you can Special Summon this card (from your hand.) (Quick Effect): You can banish this card (until the End Phase); add 1 Level 8 "Suneku" monster from your Deck to your hand, except "Suneku Shi" You can only use each effect of "Suneku Shi" once per turn.

Suneku Uu
2400/1600

If you control no monsters and your opponent controls at least 1 monster, you can Special Summon this card (from your hand.) (Quick Effect): You can banish this card (until the End Phase); add 1 "Suneku" Spell/Trap card from your Deck to your hand. You can only use each effect of "Suneku Uu" once per turn.

Suneku Yumi
2500/1500

If you control no monsters and your opponent controls at least 1 monster, you can Special Summon this card (from your hand.) (Quick Effect): You can banish this card (until the End Phase); destroy one Spell/Trap card our opponent controls. You can only use each effect of "Suneku Yumi" once per turn.

Suneku Hebi
2900/1100

If you control no monsters and your opponent controls at least 1 monster, you can Special Summon this card (from your hand.) (Quick Effect): You can banish this card (until the End Phase); target one effect monster on the field and if you do, it has its effects negated until the End Phase. You can only use each effect of "Suneku Hebi" once per turn.

Suneku Bagu
2800/1200

If you control no monsters and your opponent controls at least 1 monster, you can Special Summon this card (from your hand.) (Quick Effect): You can banish this card (until the End Phase); Target 1 "Suneku" monster you control; it cannot be destroyed by battle or card effects this turn. You can only use each effect of "Sunkeu Bagu" once per turn.

Suneku Tsumaeru
2200/1800

If you control no monsters and your opponent controls at least 1 monster, you can Special Summon this card (from your hand.) (Quick Effect): You can banish this card (until the End Phase); Target 1 "Suneku" monster you control; any Battle Damage done with that card is doubled until your opponent's End Phase. You can only use each effect of "Sunkeu Tsumaeru" once per turn.


Spells:

Suneku Hidden Lair
Continuous

If there are at least 3 banished "Suneku" monsters in your Banished Zone when you activate this card, place 1 "Suneku" Spell/Trap card from your Deck into one of your empty Spell/Trap Card Zones face up. Once per turn, you can banish this card (until the End Phase) to target 1 Spell/Trap card your opponent controls; banish it.

Suneku Hidden Ocean
Field
All "Suneku" monsters you control gain 300 ATK and DEF. If this card were to be destroyed by card effect, you can banish 1 "Suneku" Spell/Trap card you control (except this card) until the End Phase instead. Once per turn, when your opponent Normal or Special Summons a monster, you can Special Summon 1 "Suneku Token" (Sea Serpent-Type/WATER/Level 1/ATK 0/DEF 0) to your opponent's side of the field in Defense Position. These Tokens cannot be used as Link, Tribute, or Synchro Summons.

Suneku Hidden Sea Swords
Continuous

If there are at least 3 banished "Suneku" monsters in your Banished Zone when you activate this card, place 1 "Suneku" Spell/Trap card from your Deck into one of your empty Spell/Trap Card Zones face up. Flip all of your opponents Spell/Trap Cards face-up (no effects are activated at this time.) Destroy this card during your opponents 2nd End Phase after this cards activation. Spell/Trap Cards your opponent currently controls cannot activate their effects.

Traps:

Suneku Hidden Hunting Ground
Continuous

If there are at least 3 banished "Suneku" monsters in your Banished Zone when you activate this card, place 1 "Suneku" Spell/Trap card from your Deck into one of your empty Spell/Trap Card Zones face up. Once per turn, you can banish this card (until the End Phase) to target 1 monster your opponent controls; banish it.

Suneku Stormsurge
Continuous

If there are at least 3 banished "Suneku" monsters in your Banished Zone when you activate this card, place 1 "Suneku" Spell/Trap card from your Deck into one of your empty Spell/Trap Card Zones face up. Once per turn, if a "Suneku" monster you control were to be destroyed by battle or card effect, you can target that monster; it is not destroyed, also inflict damage equal to half that monsters original ATK as Battle Damage to your opponent.

Suneku Typhoon
Continuous

If there are at least 3 banished "Suneku" monsters in your Banished Zone when you activate this card, place 1 "Suneku" Spell/Trap card from your Deck into one of your empty Spell/Trap Card Zones face up. Once per turn, when a "Suneku" monster you control is targeted for an attack, you can banish this card (until the End Phase); change the attack target to another Sunkeu monster you control.

Extra Deck

Suneki Torappu
Sea Serpent Rank 8
3200/1800
4 Level 8 WATER monsters
Once per turn, you can detach 2 Xyz Material from this card; negate all other card effects on the field (until the End Phase).

Suneki Ōkami
Sea Serpent Rank 8
3000/2000
4 Level 8 WATER monsters
Once per turn, you can detach 4 Xyz Material from this card; destroy all Spell/Trap cards on the field. This card cannot attack the turn you activate this effect.

Suneki Hakai
4000/0
5 Level 8 WATER monsters
Once per turn, you can detach 5 Xyz Material from this card; destroy all monsters your opponent controls. If this card attacks your opponent directy, any Battle Damage is halved.

Djinn Ninjas (Written)

29 November 2017 - 06:36 PM

It's an Xyz deck made up of Lv. 2 DARK monsters. I intend to make the Link Monster soon.

 

Monsters:

 

Djinn Ninja Wolf

Warrior, Lv. 2 DARK

400/400

 

When this card is Normal or Special Summoned, Special Summon 1 "Djinn Ninja" monster from your hand or Deck, except "Djinn Ninja Wolf." If this card is detatched to activate a Xyz monster's effect and sent to the GY; shuffle this card back into your Deck. You can only use each effect of "Djinn Ninja Wolf" once per turn.

 

 

Djinn Ninja Frost

Warrior, Lv. 2 DARK

400/400

 

When this card is Special Summoned, add 1 "Djinn Ninja" monster from your Deck to your hand, except "Djinn Ninja Frost." If this card is detected to activate a Xyz monster's effect and sent to the GY; shuffle this card back into your Deck. You can only use each effect of "Djinn Ninja Frost" once per turn.

 

 
 
Djinn Ninja Inferno
Warrior, Lv. 2 DARK
400/400
 
When this card is Special Summoned, you can Special Summon 1 "Djinn Ninja" monster from your Deck, except "Djinn Ninja Inferno." If this card is detected to activate a Xyz monster's effect and sent to the GY; shuffle this card back into your Deck. You can only use each effect of "Djinn Ninja Inferno" once per turn.
 

Djinn Ninja Raven

Warrior, Lv. 2 DARK

400/400

 
When this card is Normal Summoned, you can Special Summon 1 "Djinn Ninja" monster from your Deck, except "Djinn Ninja Raven." If this card is detected to activate a Xyz monster's effect and sent to the GY; shuffle this card back into your Deck. You can only use each effect of "Djinn Ninja Raven" once per turn.
 
Djinn Ninja Cloud
Warrior, Lv. 2 DARK
400/400
 
If you control another "Djinn Ninja" monster, you can Special Summon this card (from your hand). If this card is detached as Xyz Material and sent to the GY; all "Djinn Ninja" monsters on the field gain 400 ATK, also shuffle this card back into the Deck. You can only use each effect of "Djinn Ninja Cloud" once per turn.
 
Spells
Legend of the Djinn Ninja
Continuous
 
Once per turn, you can add 1 "Djinn Ninja" monster from your Deck to your hand. If this card leaves the field because of your opponent's card effect, Special Summon 1 "Djinn Ninja" monster from your Deck in Defense Position, but it has its effects negated and cannot be used as Xyz Material until the End Phase of your next turn.
 
Palace of the Djinn Ninja
Field
 
Each time a "Djinn Ninja" monster is Normal or Special Summoned, place 1 Shadow Counter on this card (max 5). Once per turn, you can remove any number of Shadow Counters on this card to Special Summon the same number of "Djinn Ninja" monsters from your Deck or hand. There monsters have their effects negated and cannot be use as Xyz Material until the End Phase of your next turn. You cannot conduct your Battle Phase the turn you activate this effect.  
 
Trap
War of the Djinn Ninja
Continuous
 
If a "Djinn Ninja" monster you control is destroyed by battle, inflict damage equal to the amount you took. If this card leaves the field because of your opponent's card effect, Special Summon 1 "Djinn Ninja" monster from your GY.
 
Extra Deck
 
Kagei, The Grand Djinn Ninja
Warrior, Rank 2 DARK
1000/1000
 
This card can attack your opponent directly. Once per turn, you can detach 1 Xyz Material from this card to destroy 1 Spell/Trap card your opponent controls.
 
Maru, The Grand Djinn Ninja
Warrior, Rank 2 DARK
1000/1000
 
This card can attack your opponent directly. Once per turn, you can detach 1 Xyz Material from this card to destroy 1 monster your opponent controls.
 
Zonbi, The Demonic Djinn Ninja
Zombie, Rank 6, DARK
2600/1000
 
You can also Xyz Summon this using 1 Rank 2 "Grand Djinn" monster (transfer its Materials to this card). Oncer per turn, during either player's turn, when an effect is activated, you can detach 1 Xyz Material from this card; negate the activation and destroy that card. You can discard 1 "Djinn Ninja" card; attach the discarded card to this card as Xyz Material. You can only use this effect of "Zonbi, The Demonic Djinn Ninja" once per turn.
 
Konpyuta, The Cyber Djinn Ninja
2800 Link 4
Bottom left, Bottom, right, left

4 Djinn Ninja monsters

All Djinn Ninja monsters this card points to gain 400 ATK and DEF. Once per turn, if an Xyz monster this card points would be destroyed by battle or card effect, you can banish this card until your End Phase instead.


A little Vampire Support (Written)

25 September 2017 - 05:18 PM

Vampire Drac

Lv. 5 Zombie DARK

2400/2000

 

You can Normal Summon this card (without Tributing) but its ATK and DEF are halved and its Level becomes 4. Once per turn, if you control “Vampire Kingdom,” you can Special Summon 1 Level 5 “Vampire” Monster from your hand or GY, but only that monster can attack this turn. If this card inflicts Battle Damage to your Opponent, declare one card type (Monster, Spell, or Trap); your opponent sends 1 card of that type from their Deck to the GY.

 

Vampire Duchess

Lv. 5 Zombie DARK

2000/2000

 

If this card is sent to the GY by card effect, you can pay 500 LP to Special Summon this card. Once per turn, you can send 1 Level 5 “Vampire” monster from your Deck to the GY. You can Tribute this card; Special Summon 1 Level 5 or higher “Vampire” monster in your GY.

 

Vampire Fang

Spell

Normal

 

 

Have your opponent roll a die. Decrease their LP by the number rolled x100, then you gain that same amount.