Max Darkness Posted October 2, 2009 Report Share Posted October 2, 2009 [spoiler=Important Note]This was originally going to be a one-thread set. However, it's too big for YCM to handle, so I had to split it. This parts starts with Era 1 and ends with Era 3. I'd like to thank those who have helped craft this mega-set. .:JBM:., Darkstar_316, Mechking, and Chizuru Otohime: For ideas, advice and support.Ragnarok1945: For faultlessly commenting on my threads.~Fallen Soul~ and Raiden600: For what became the "Cimmerian" and "Arcane Evil" monsters.Succubus Queen: For images.Sne Pales and Gefhx: For the holos and Dark Synchros.All Members of the N.D.L.: For making me come up with unique effects on their member cards, which inspired some of cards here.Everyone who felt it worthwhile to comment on my threads. Those All Those Who Saw My Original Thread: There Are New Cards In This SetThose All Those Who Saw My Original Thread: There Are New Cards In This Set This is the story of a conflict that scarred mankind for millennia. It influenced events in the distant past and even in the far-off future. A clash of good and evil, started by humans themselves.This is the Ancient Feud. [spoiler= "The History of Man" ]Era 1 : Ancient Feud The Forgotten and the Malevolent; two ancient races that existed millennia ago. The Forgotten were a race of wizards and alchemists, and relied on arcane magic and animated stone golems to defend themselves from the more barbaric races. The Malevolent were a race of necromancers; students of the dark arts. They found their strength in black forces and demonic soldiers. Any barbarians captured by the Malevolent were sacrificed to please their gods. They lived in ignorance of each other for centuries, and thus lived in peace. However, peace is never eternal, and a brief encounter changed history. When the two races met, their arrogance and fear led them to war. Arcan, ruler of the Forgotten, saw the Malevolent as a dangerous and twisted force and ordered his army into battle, with the intention of wiping them out. The Malevolent’s rulers, Necros and Lilith; saw the Forgotten as nothing more than fodder for their dark powers. The fear of the Forgotten and the Malevolent’s arrogance began a conflict like no other. Neither side was prepared for the war that was to come. The Forgotten had only fought ignorant men and were unprepared for the devastating power of the Malevolent’s armies. Likewise, the Malevolent did not suspect the Forgotten’s prowess with magic. Thus either side blitzed the other, with huge loses of life for both races. The Malevolent turned to more destructive tactics, creating creatures with darker power than themselves to do their bidding, while the Forgotten applied their alchemy to war and created warriors with inhuman strength and abilities. But still the two sides stayed balanced.Arcan ordered the creation of powerful beasts that would be enough to stop the Malevolent’s advances. The Forgotten Creatures were the result. And stop the Malevolent they did. Their prowess in battle forced a retreat by the Malevolent. Necros and Lilith commanded the creation of similar creatures of war and the Malevolent Beasts were born. The Forgotten did not expect this and were forced backwards. With both sides equal in strength again, the Forgotten used their arcane power to synchronise their monsters and formed Qinglong, a beast unmatched in power until the Malevolent created Valkyre, a creature hewn from the darkest energies. These two monsters feuded in the skies above the warring races. Both sides looked for a way to increase the strength of their armies. The Forgotten created powerful spells in order to summon the Forgotten Dragon, a powerful beasts that would continue to be re-born. The Malevolent created Dullahan, the spirit of a Malevolent hero brought back from the spirit world in order to fight the Forgotten. Eventually, the rulers of each side decided to use their own powers to end the conflict. Lilith was the first. A thousand Forgotten soldiers fell at her blade before Arcan slew her in a legendary battle. Necros’ anger at Lilith’s death drew him to fight with the ruler of the Forgotten; but he was downed as well. The Forgotten thought they were victorious.However, Necros was reborn as a hideous beast of dark energies that would not fall by blade, arrow or spell. In his new form, he sought out Arcan and cut him down. Necros swept through the Forgotten’s armies, immortal and ruthless. However, the necromancy sustaining him eventually ran dry and he collapsed, his soul lost forever. With the rulers dead, both sides looked to their divinities for assistance. The Angel of The Forgotten, written in legend as father of the Forgotten, was summoned to help their struggle. The Malevolent used all their dark powers to summon their ancient god, the Transcend Malevolent. In the two transcend monsters’ first attacks; the damage inflicted on both sides was incredible. As the Transcend Malevolent struck, Qinglong was the only creature to survive the blow. It was quickly finished off by the dark monstrosity. Elsewhere, all but Valkyrie were finished when the Angel of The Forgotten attacked; but the dark creature was wiped out moments later. However, the damage caused was nothing to what would be. When the Transcend and the Angel met; they begin a conflict of even greater proportions. Blazing light and consuming darkness struck again and again; destroying all beneath them. But the two creatures had long stopped caring about those who had summoned them, and used the very earth itself to craft minions for themselves. These minions were Anzu, Gilgamesh, Tiamat, Hellbourne, Naka and Typhoon. The eight creatures fought in the sky, sea and on the land, decimating everything. The world burned as these beasts clashed. In a showdown, the Angel and the Transcend struck each other with equal force at the same time. The resulting shockwave critically wounded both monsters. With the last gasps of strength, they fused their minions together to form two creations even stronger than themselves. And thus, Marduk was formed, and so was Apollion. The former a glowing angel born from glorious light, the latter a demonic dragon created from a vortex of darkness. Yet more destruction was wreaked upon the two fallen races. The Malevolent’s dark fortresses were obliterated. The Forgotten’s great palaces and temples were razed to the ground. But the conflict did not stop. Although both creatures were equally matched, Marduk had something Apollion did not. Cunning. Apollion was powerful, but was also a mindless beast of destruction. Marduk gained the upper hand and lanced through Apollion. As the dark dragon fell, the Forgotten were victorious.It was a costly victory. The Forgotten lost everything; and so faded out of history along with the Malevolent. The remains of their empire became the legendary societies of Agartha, Atlantis and Lemuria. *** Era 2 : The Darkness Returns And Marduk slew Apollion, ending the most destructive war in the history of man. But it was just the beginning. The Forgotten’s power was exhausted, they could no longer sustain their existence. Their cities fell to ruins and they eventually disappeared. The Malevolent were obliterated, and all thought they were destroyed. It was 10 millennia later that these two ancient races again manipulated the future of mankind. The remnants of the Forgotten had been settled and their advanced technology had led to the birth of three new races; all as advanced as each other. Atlantis was a peaceful kingdom in the Atlantic, isolated from other lands; they were pacifists and did not see it fit to wage war on others. On the other side of the world, the other two resided. Agartha was a land of machines. They had lost the magic of their ancestors and relied on machines to win their wars. Lemuria had retained the magical prowess of the Forgotten and thus commanded vast numbers of sorcerers and sea monsters. These two traded and communicated, but also realised the other’s relative strength rendered a war pointless, as it would lead to the destruction of both peoples. It was then that the Arcane Evil descended onto the Forgotten’s children. In Atlantis, the darkness formed itself into the Orichalcos; a twisted stone that unleashed the inner darkness of man and beast. Eventually, enough souls were corrupted and the Great Leviathan was born. Atlantis sank under the waves as it slipped into the darkness. In Agartha, the evil crafted the Infernals. Creatures of fire and darkness; they infiltrated Agartha and wreaked havoc. In Lemuria, men and monster were possessed by the all-consuming shadows, creating the Possessed monsters. Agartha struck back with planes and weapons of war, while Lemuria unleashed its magic and sea creatures.However, the darkness had the upper hand. The Agarthans’ firepower was resisted by the Infernals and the Lemurians’ sorcery had little effect on the possessed beasts. And as such, the two cities were taken by the forces of darkness. It was not until the two sides agreed to switch their forces that the advantage befell the defenders. Agarthan warships launched an assault on Lemuria, while Lemurian mages infiltrated Agartha. The Infernals could not withstand the Lemurians’ aquatic magic; and the Possessed monsters were destroyed by Agarthan weaponry. However, the evil was not to fall so easily. With one last effort, the Arcane Evil showed its true form and engulfed Lemuria. As the Malevolent’s successor’s power grew, the two races knew what had to be done to contain the evil. The two peoples united and razed Lemuria to the ground. The great city’s great palaces were swallowed by flames as the evil’s power weakened. With one final strike, the very ground Lemuria stood upon was reduced to molten rock; and the settlement fell into the earth, never to re-surface. Because of Lemuria’s sacrifice, Agartha remained; and retreated underground, to watch over humanity as it matured. And the world was peaceful for a time. But soon, once again, the Malevolent’s evil was to show itself. *** Era 3 : The On-Going Battle Agartha, after the fierce battle with the Arcane Evil, retreated underground to watch over mankind as it developed from primitive men to complex civilisations capable of logical thought. However, the fight with the Malevolent was far from over. Over the centuries after the destruction of Lemuria, the darkness re-appeared in several forms, attempting to corrupt humanity and return the Malevolent to existence. Each time, the dark forces targeted ignorant peoples, and launched malicious assaults on them. And every time, Agartha crafted beings to combat the darkness. In Ancient Egypt, the Malevolent formed the Shadow Realm and Zorc Necrophades. From that, the Millennium Items were forged and spread the dark power. To combat this, Agartha created the White Dragon, in the form of a young woman. It was hoped that it would be enough to stop the shadows from spreading. Unfortunately, the White Dragon fell to Zorc and the Agarthans had to form a new strategy. The Agarthans focussed their power, and with the catalyst of Pharaoh Atem, they fused the Egyptian Gods into an incarnation of Marduk: The Creator God of Light, Horakhty. This glorious being of light banished the darkness from Egypt forevermore. On the other side of the globe, the Malevolent created beings that were to lay waste to the fledgling cultures and consume them in shadows. The Earthbound Immortals rose and attacked. Agartha responded by forming the Crimson Dragon, who in turn bore the Five Dragons. These dragonic beasts sealed the Earthbounds, but not without the lost of the Ancient Fairy Dragon, who was sealed with them. It was long after these ancient events that the Malevolent’s remnants were to re-appear again. It was during the Crusades, were the inherent darkness of the wars allowed the evil to become strong enough to fight the Forgotten’s descendants. In the Middle East, the Knights Templar discovered a mysterious building which contained one room coated in demonic runes and markings. When the humans entered, the runes illuminated and a dimensional portal was opened. From the darkness emerged the Cimmerians. Beasts formed from the earth and shadows, these demons took the form of monsters envisioned by humans, taking on their names as well. Agartha saw the events and damned man’s foolishness. The Agarthans realised that to combat the demon hordes, they would need a being that could resurrect itself. They formed the Phoenixes to defeat the Cimmerians. Winged beasts of fire and light, they were sent to incinerate and seal the Cimmerians. When they appeared, the crusaders saw them as angels, the way they glowed in night sky. And thus began a battle between light and darkness, with humanity’s future in the balance. The war raged on for years, and both sides steadily became stronger and more deadly. The Cimmerian Leviathan came forth from the alternate world and attacked with water and darkness to counter the Phoenixes’ fire and light. As the Phoenixes grew stronger, they passed their power onto mortals, creating the Flame Angels, Blaze Sorceress and Phoenix Maidens to augment their forces. Eventually, almost ten years after the seal was broken, the ultimate shadow creature stepped into the human world. Calling itself Abaddon, it preyed on the fear of its enemies; human and phoenix. To this end, the Agarthans called upon the remaining Lemurians who had taken sanctuary in Agartha to use their magic to call upon the most powerful phoenix monster. The ritual was carried out and a being of purest light and fire rose from the ashes of war; the Ancient Phoenix - Kinkaku. This beast had the power to resurrect any monster or man who fell to the Cimmerians; creating an unending stream of righteous soldiers. Abaddon was felled by Kinkaku; his physical form swallowed by the golden light of the firebird. The Knights Templar saw this as a divine event, and documented it as such. Later historians would come to dismiss this event as an explainable meteor shower or similar cosmic happening. Meanwhile, on the other side of the world, the Malevolent continued to work. In Japan, samurai were seen as the most honourable warriors, incapable of unprovoked violence. Despite this, they were still human. The Malevolent tempted the samurai and crafted them into beings of darkness: vicious, ruthless and cruel. Their leader took the title of Yamino or Darkness, and his close friend Akuma (Demon) quickly followed. They, along with others, called themselves the Dark Paladins and laid waste to the empire. Agartha had to act. They called forth samurai who were pure of heart, their souls free of malice. They were given powers that some would say bordered on the divine. Their leader gave himself the name Tenshi; or Angel and formed the Light Paladins. To assist their warriors, both Agartha and the Malevolent forged creatures that would augment the paladins on both sides. The deepest rivalry between the groups was undoubtedly that between Yamino and Tenshi. Both were equally matched, Yamino appealed for more power to destroy Tenshi; Tenshi asked for more power to turn Yamino back to the light. The Malevolent’s darkness enveloped Yamino and let the shadows flow through his body unimpeded. And thus Yamino Unleashed was born. Tenshi was bestowed with purest light and was transformed into Tenshi Ascended. When these two demi-gods met, the future of man was once again in the balance. Yamino was convinced he would have to slay Tenshi to gain true power, but Tenshi evaded or blocked every blow, while pleading with Yamino to renounce his chosen path. However, by this time, the darkness in Yamino was so far-gone, there was no hope of redemption. With a heavy heart, Tenshi slew Yamino. Tenshi continued to wipe out the Dark Paladins, realising they had given too much of their being to the Malevolent to be returned to normal men. They fell easily and the Malevolent was once again banished to the shadows. After these events, Agartha’s power rapidly declined. Without the ability to appear to the outside world, the ancient kingdom faded out of existence, like its ancestors. By the year 2000, Agartha was presumed lost and the Forgotten’s legacy finally ended. Mankind was on its own. Would it follow the path of light, or would it topple into the darkness? *** Era 4 : Light and Darkness in Balance After the conflicts of the 20th and 21st centuries, man settled into relative peace. Despite several threats of war over resources, mankind never fell over the brink as it had before. As such, humanity began a new age of co-operation; one of the products being space travel. Man explored the stars, documenting and, unfortunately, claiming. Mankind, when presented with such an opportunity, had reverted to his ancient, dark desire; the desire to control; the desire to command and be above others. This began a slow descent into the shadows. As man spread out, first contact was inevitable. The first alien race encountered was the Andromas, a race hailing from the Andromeda Galaxy, reaching this galaxy via a wormhole between the two. Their ships were powerful and outperformed humanity’s, but their lack of a permanent base meant they regularly had to return to their own galaxy to re-supply. As such, the war became a stalemate, with the Andromas unable to combat the vast number of human starships; and humanity unable to out-gun the Androman ships. As humanity moved outwards, they encountered other races. One was the Plasmans; a mysterious energy-based people who existed in another dimension to humanity, a realm known as ‘Plasmic Space’. Their ships were near-immune to energy-based weaponry and their ability to pass through Plasmic Space meant they could travel through space at unmatched speeds. However, their dependence on energy was their weakness. The more time they spent in this universe, the weaker their ships became; and eventually, they would dissipate in an energy discharge. The Plasman’s main threat came in the form of a starship adapted from looted human vessels. This ‘Plasman-Human Starship’ proved to be a formidable foe; and human starships had to be upgraded to combat it. It was a scout ship that encountered the fourth race in this part of the galaxy. While traversing a near-empty part of space known as ‘The Void’, an unknown spaceship emerged from the darkness and destroyed the ship. Warships were sent to investigate. They ran into the force that had destroyed their ship. Calling themselves the Nihloids, they engaged the human ships. In the battle, the humans were victorious, but the ships were already doomed. As they tried to escape, they lost power and slowly became engulfed by the shadows of The Void. After that, their fate is unknown; and as such, human leaders declared a stand-off between humanity and the Nihloids. It was not necessary, as the Nihloids stated that they do not leave their realm; as outside of it, they are powerless. With the Andromeda Wormhole, Plasmic Space entries and The Void surrounding Earth on three sides, human ships ploughed forward, towards the centre of the galaxy. As the ships pressed forward, one by one, contact was lost as they entered the Galactic Core. When warships were sent, the fifth race was discovered. Announcing that they were the Valeans, they possessed starships as large as twenty human ships, with devastating firepower. The Valeans claimed that as the galaxy’s oldest race, it was their sworn duty to keep the balance. Mankind’s destructive actions meant they had to be destroyed. Valean ships were sent to raze Earth to ash. These great starships eliminated all resistance. Human weapons were useless and even suicide attacks did little to damage the behemoths. However, fate decided that humanity would continue to exist. Near Earth, a tear in space-time formed; its origins unknown. From this rend three starships emerged. Identifying themselves as the “Daemon”, “Fafnir” and “Invincible”, they claimed they were from 300 years in the future, where a human civil war was destroying Earth. It was then that the Valean ships, undefeated, entered the Solar System. Despite being from a different conflict, the warships were still manned by humans and they moved to defend their home planet. The warships attacked with lasers, torpedoes and spatial charges. Their advanced weaponry lanced through the ancients’ ships, destroying them with little effort. Human leaders wished to gain access to the warships’ potent weapons; but before that was possible, the space-time rift re-opened and dragged the future ships back to their correct time. Earth had been saved, but the descent of humanity had already begun. Already, conflicts had broken out between the cities on Earth, and a war was starting. No longer would the starships have to fight alien marauders; they would fight each other above the Earth. The future prophecy was coming true. This was the beginning of the fall. *** Era 5 : The Fall of Humanity 2600. First Hypercities appear. Population soars.2642-2667. Skirmishes between major cities lead to worsening relations between the largest cities.2669-2718. As the cities become more independent, individual countries are destroyed and each city becomes its own state.2750-2850. Rise of the Megalopises, cities with populations in excess of 1000 Million.2860-2940. Continued war between the city-states over resources begin to destroy and pollute the atmosphere.2950-3120. As resources run scarce, the city-states become desperate and find more ways to produce power to sustain themselves. However, the inefficiency of these methods renders the atmosphere un-breathable.3120-3125. City-states unable to shield themselves from the toxic air quickly collapse. Death toll rises into the billions.3125-3130. The remaining city-states become increasingly hostile towards each other.3130. The final war breaks out between the city-states. With the destruction of the Valean obliteration force, Earth had been saved from alien forces. However, its greatest threat came not from hostile races, but from itself. People feared death, and as resources on Earth grew scarce, and populations grew ever larger, hostilities were bound to start. The destruction of the idea of countries in the late 2600s led to fewer co-operations between the states and thus conflict was even harder to avoid. As resources became even harder to find, conquest seemed to be the only feasible option. And so, after decades of threats, war returned to humanity. The larger city-states were capable of fielding large, powerful armies made up of men and machines, while the smaller states had to resort to guerrilla tactics to survive. As the war continued, it became more and more complex. The conflict mutated into a number of smaller battles. It was reduced to a personal level. The starships in orbit faced mutinies as various groups of the crew tried to secure the ships for their own city-state. The war destroyed both man and animals. As the cities and armies burnt, the atmosphere became more and more toxic. As panic gripped the city-states, desperation grew. They continued to sustain their own existence, at the cost of the planet. As more toxins were released in the air, a dark-green haze slowly enveloped the Earth. This removed all sunlight and plants and animals were forced into extinction. It was not just non-human life that suffered. Cities badly damaged by the war could not protect themselves or their population from the poisonous air. They died and the death toll rocketed. By now, only a handful of city-states and humans remained. Also, natural resources were completely used up. In a final act of aggression, the last city-states used all their remaining power and energy to destroy as many of the others as possible. The nature of these advanced weapons created a spatial tear above Earth, through which three warships, the “Daemon”, “Fafnir” and “Invincible” were briefly lost; but were returned shortly. Eventually, only one city remained; the city of D.C. Over time, many theorised of the true name of D.C. It was later believed to be an abbreviation of ‘DarkCity’. And through all this death and destruction, one force remained, and smiled. The Malevolent. Their ancient war with the Forgotten was ending. They had almost won; humanity was rotting in the darkness; consumed by their own fear and arrogance. As the creatures of DarkCity formed, this arcane darkness grew in power and descended on the remnants of humanity, enveloping them in the shadows. *** Era 6 : Darkcity DarkCity, the very name strikes fear into those who hear it. For it is a place of utter darkness; total despair and complete malevolence. The beings living within are the legacy of a disgraced people: the descendants, machines and genetic experiments that some dismiss as myths. The once-proud capital of a fallen race, it is forever covered in a toxic fog that clouds your vision and plays tricks on your mind. If you are to explore it, you will find twisted life-forms and wrecked buildings that tell of a glorious past. These creatures are as depraved as their creators; they prey on a person’s emotions and doubts, you are consumed by your own fear before they even advance on you. They manipulate the environment, changing it to suit their own goals. The more superstitious will claim an ancient dark force hangs over the city, forcing it to remain in the shadows. The logical will attribute it to the destructive force of the former inhabitants. If you were to investigate its planet, you would find remains of similar cities like it, only reduced to rubble. Everywhere, there are signs of a war, but no evidence of outside influence. The people who once lived on this planet destroyed themselves. It was their arrogance and fear that sealed their fate. Perhaps it was destiny; that they were fated to end their existence deep in the shadows, swallowed by their own darkness. Perhaps though, salvation may yet come to their aid. Only the divine could know such things... *** Era 7 : Denique Many thought that after the birth of DarkCity, the ancient war was over. The Forgotten had been defeated by the Malevolent; and man languished in the darkness. However, this conflict was not over yet. Millennia after the birth of DarkCity, a new force appeared in the universe. Great beings of light, they slowly formed themselves and entered the galaxy. Any aggressive force that intercepted these beings found themselves unable to attack, or worse, destroyed. These gaseous beings glided through the stars, intent on reaching Earth. The Valeans christened these beings the ‘Denique’; an ancient word for ‘last’, in a hope that this would end the war that had manipulated humanity for its entire existence. As the beings reached Earth, the Malevolent’s darkness reached out, in the form of Caliga. Caliga was the ultimate being of darkness, formed from both the remaining evil of the Malevolent and the shadows of humnanity. It was then realised: these ‘Denique’ were the last burst of power from the Forgotten, who had relinquished a physical existence and ascended to a higher plane of existence. In a last act, they were to take humanity with them to this realm of light. As the battle around Earth grew stronger, both the light and darkness conjured beings from the ancient past to assist them in their struggle. Once again, the Forgotten, the Agarthans and Lemurians, and the Phoenixes rose to take the mantle of the fight against the Malevolent. Caliga brought forth the Malevolent, the Infernals, the Cimmerians and monsters of DarkCity to combat this luminescence. And so, above Earth, the final battle of this ancient feud was carried out. Light verses darkness. As it had been since the beginning of time. It ended with the birth of what was later called the ‘Ianus Denique Spes’ or ‘Final Hope of the Ancients’. It, a creation of boundless light, finally silenced the darkness that was Caliga and removed it from existence. With that, the darkness in humanity’s souls and minds vanished, forever eradicated. The Denique enveloped Earth and in a brilliant burst of light, humanity ascended to the Denique’s plane of existence. Finally, after generations in the darkness, humanity had been saved. The Forgotten had won. Light had conquered the darkness. The Ancient Feud had ended. [spoiler=[b]Ancient Feud[/b]][spoiler=The Forgotten][spoiler=Effect Monsters] Effect: If your opponent controls either "Lilith-Malevolent Queen" or "Necros-Malevolent Tyrant", you can Special Summon this card from your hand. When this card is Special Summoned, all "Malevolent" monsters lose 500 ATK. When this card is Tribute Summoned, all "Malevolent" monsters lose 500 ATK and DEF and as long as this card remains face-up on the field, "Malevolent" monsters with Malevolent Counters on them cannot attack. During the End Phase of your turn, you can Tribute this card to Special Summon up to 3 "Forgotten" monsters. Effect: This card can only be Normal Summoned or Set when your opponent controls a Level 8 or higher "Malevolent" monster. When this card is summoned, remove all Malevolent Counters from all monsters on the field. When this card is summoned, Special Summon 2 "Forgotten Swordmaster" cards in Attack Position. As long as this card remains face-up on the field, all effects of Malevolent Counters are negated. Effect: During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. During your End Phase, discard 2 cards from your hand. If you do not, this card is destroyed. Effect: This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent, your opponent discards 1 DARK monster from their hand. If this card is destroyed in the turn it is Summoned, destroy all "Malevolent" monsters your opponent controls. Effect: If this card is destroyed by battle, or by your opponent's card effect while it is a Monster Card, equip it to a monster your opponent controls during the End Phase of this turn. During each of your opponent's Standby Phases, this card inflicts an amount of damage to your opponent equal to the number of "Forgotten" monsters in your Graveyard x 200. When the equipped monster is removed from the field, this card is removed from play. Effect: Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a "Forgotten" monster as an Equip Spell Card OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, the equipped monster cannot be destroyed by battle. (Damage calculation is applied normally.) (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.) Effect: If this card attacks a DARK monster, this card gains 300 ATK during the Damage Step only. When this card destroys a "Malevolent" monster by battle, gain Life Points equal to the destroyed monster's Level x 100. Effect: FLIP: This card is also treated as a LIGHT monster. Destroy all Level 5 or lower DARK monsters on the field. During the End Phase of the turn this effect was activated, discard 1 Level 3 or lower "Forgotten" monster from your hand. If you do not, this card is destroyed. Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Castle of The Forgotten" or "Enigma Dragon". When this card destroys a monster by battle, destroy all Attack Position monsters your opponent controls. Effect: This card is also treated as a LIGHT monster. By sending this face-up card from the field to the Graveyard, Special Summon 1 Level 5 or 6 "Forgotten" monster from your hand. Effect: This card can only be Summoned in Defense Position. During your End Phase, if this card is in Attack Position, switch it to Defense Position. As long as this card remains in Defense Position, this card cannot be destroyed by battle. (Damage calculation is applied normally.) Effect: If this card attacks an opponent's monster, this card gains 600 ATK during the Damage Step only. If this card is attacked by an opponent's monster, this card loses 600 ATK during the Damage Step only. Effect: This card cannot be Normal Summoned or Set. This card cannot be Normal Summoned except by Tributing 1 face-up "Forgotten Messenger" you control. When this card is Summoned, pick up a number of cards from your Deck equal to the number of "Forgotten" monsters on the field. For each "Forgotten" monster picked up, destroy 1 monster on the field with 1 or more Malevolent Counters on it. Place all picked up cards on the bottom of your Deck. Effect: Once per turn, during your Standby Phase, you can Tribute 1 "Forgotten" monster you control. If you do, this card can attack your opponent directly during your Battle Phase. Once per turn, during your End Phase, you can pay 1000 Life Points. If you do, Special Summon the Tributed monster from your Graveyard in Attack Position. Effect: When this card is Normal Summoned or Set, Special Summon 1 Level 5 or lower "Forgotten" monster in face-up Defense Position. When this card is Special Summoned, destroy 1 Level 5 or lower face-up "Malevolent" monster your opponent controls. Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Champion of The Forgotten". As long as this card remains face-up on the field, all "Malevolent" monsters lose 400 ATK. Effect: During each of your Standby Phases, you can change the battle position of 1 monster your opponent controls. Once per turn, if this card would be destroyed by battle, it is not destroyed. (Damage calculation is applied normally). Effect: This card gains 300 ATK for every "Forgotten" monster on the field. During your Battle Phase, if your opponent controls a monster after this card's first attack, this card can attack once again. Effect: If this card is used as a Synchro Material Monster for the Synchro Summon of a "Forgotten" Synchro Monster, this card is treated as a Level 4 Monster Card. Effect: This card is treated as a "Forgotten" monster. If this card does not attack whenever possible, the controller of this card pays 500 Life Points during the End Phase. [spoiler=Fusion Monsters] Effect: "Forgotten Beast" + "Forgotten Idol" + "Guardian of The Forgotten"When this card is Summoned, Special Summon up to 3 Level 4 or lower "Forgotten" monsters from your hand in face-up Defense Position. As long as you control a different face-up Level 7 or higher "Forgotten" monster, this card cannot be destroyed by battle and any Battle Damage this card's controller takes is reduced to 0. When this card is removed from the field, destroy all monsters Summoned by this card's effect. Effect: "Earth-Shaker" + "Victor's Sword"This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a "Forgotten" monster as an Equip Spell Card OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, the equipped monster is treated as LIGHT monster. Also monsters this card destroys by battle are removed from play instead of going to the Graveyard. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.) [spoiler=Ritual Monsters] Effect: This card is used to Ritual Summon "Enigma Dragon". You must offer 1 "Forgotten Dragon" as a Tribute from the field. Effect: This card can only be Ritual Summoned with the Ritual Spell Card "Aeons Past". During each of your Main Phases, put 1 Forgotten Counter on this card (Max. 5). Once per turn, you can remove any number of Forgotten Counters from this card. Destroy a number of face-up Level 9 or lower non-"Forgotten" monsters your opponent controls equal to the number of removed counters. If this card is removed from the field, Special Summon 1 "Forgotten Dragon" from your Graveyard. Effect: This card is used to Ritual Summon "Forgotten Spellcaster". You must also offer Spellcaster-Type monsters as a Tribute whose total Levels equal 5 or more from the field or your hand. Effect: This card can only be Ritual Summoned with the Ritual Spell Card "Millennia Ago". When this card is summoned, add 2 Spell or Trap Cards from your Deck to your hand. Once per turn, you can remove up to 4 Malevolent Counters from monsters on your side of the field. If you do, pay Life Points equal to the number of removed counters x 200. Effect: This card is used to Ritual Summon "Divine Dragon". You must offer 1 "Forgotten Dragon" as a Tribute from the field. Effect: This card can only be Ritual Summoned with the Ritual Spell Card "Rise Into The Light". When this card is Summoned, Special Summon up to 3 LIGHT monsters from your opponent's Graveyard. As long as this card remains face-up on the field, monsters Summoned by this card's effect cannot be destroyed. (Damage Calculation is applied normally.) Once per turn, you can discard any number of cards from your hand. If you do, destroy an equal number of Spell or Trap Cards your opponent controls. [spoiler=Synchro Monsters] Effect: "Mage of The Forgotten" + 1 or more non-Tuner monstersWhen this card is Synchro Summoned add a number of "Forgotten" monsters to your Deck from your Graveyard equal to the number of monsters used to Synchro Summon this card. Once per turn, during your Standby Phase, you may pay 1000 Life Points. If you do, this card can attack twice during your Battle Phase. Effect: 1 Tuner + 1 "Forgotten Creature" monsterWhen this card is Summoned, you can pay 500 Life Points. If you do, switch all monsters your opponent controls to Defense Position. As long as this card remains face-up on the field, Level 6 or lower "Malevolent" monsters cannot attack. During each of your End Phases, Special Summon 1 Level 4 or lower "Forgotten" monster in face-up Defense Position from your hand or Deck. If you do not, this card loses 500 ATK and DEF. [spoiler=Spell Cards] Effect: Send 1 each of "Forgotten Gate", "Forgotten Temple" and "Forgotten Tower" you control to the Graveyard to Special Summon 1 "Forgotten Dragon" from your hand or Deck. If "Forgotten Dragon" is destroyed and sent to the Graveyard, you can Special Summon it during the End Phase of the turn. Effect: Equip only to a Warrior-Type monster. The equipped monster is treated as an EARTH monster. The equipped monster gains 250 ATK for each EARTH monster on the field. Effect: This card can only be placed on the field if "Forgotten Temple" or "Forgotten Tower" is on the field. When this card is activated, you can Special Summon 2 "Guardian of The Forgotten" cards from your hand or Deck in Attack Position. Effect: Discard 3 cards from your hand. Add 1 "Magic of The Forgotten" from your Deck to your hand. Effect: Each time a "Forgotten" monster is Normal Summoned or Set, put 1 Forgotten Counter on this card (Max. 3). If you Tribute Summon a "Forgotten" monster, you can remove a number of counters from this card equal to the number of required Tribute(s). If you do, substitute the removed counter(s) for Tribute(s). Effect: When this card is activated, add up to 3 "Forgotten" cards from your Graveyard to your Deck. Discard a number of cards from your hand equal to the number of cards added by this card's effect. When this card is activated, you can Special Summon 1 "Forgotten Idol" from your hand or Deck in Attack Position. Effect: Once per turn, during your Draw Phase, you may swap 1 card from your hand with 1 card from your Graveyard. When this card is activated, you can Special Summon 1 "Forgotten Beast" from your hand or Deck in Attack Position. Effect: This card gets these effects, based on the number of "Forgotten" monsters you control. - 1+: This card cannot be destroyed by a card effect. - 2+: Once per turn, you can halve the Battle Damage you take. - 3+: You can discard 1 "Forgotten" monster from your hand to negate the activation of a Spell or Trap Card and destroy it - 4+: Once per turn, during your End Phase, you can Special Summon 1 Level 4 or lower "Forgotten" monster from your Deck. - 5+: Once per turn, look at the top 5 cards of your Deck and rearrange them. Effect: Tribute 1 "Forgotten" monster you control. Special Summon 1 "Agarthan", "Denique", "Lemurian" or "Phoenix" monster from your Deck whose Level is equal to the Tributed monster's, ignoring the Summoning conditions. The Summoned monster is destroyed during your second End Phase after this effect was activated. Effect: While this card remains on the field, during your Draw Phase, add 1 of "Forgotten Castle", "Forgotten Temple", "Forgotten Tower", "Forgotten Beast", "Forgotten Idol", "Guardian of The Forgotten" or "Forgotten Ruins" from your Deck to your hand. If this card would be destroyed by a card effect, you can pay 500 Life Points to negate the effect. Effect: Send up to 5 monsters you control to the Graveyard. Gain 500 Life Points for every monster sent to the Graveyard by this card's effect. Effect: Equip only to a "Forgotten" monster. Each time the equipped monster destroys a monster by battle, the equipped monster gains 300 ATK. [spoiler=Trap Cards] Effect: Activate only when you control a face-up "Forgotten" monster. As long as this card remains face-up on the field, your opponent may not Tribute any monster under any conditions. Pay 1000 Life Points during each of your End Phases. If you do not, this card is destroyed. Effect: Activate only when a "Forgotten" monster is destroyed. Special Summon the destroyed monster ignoring the Summoning conditions. While this card remains face-up on the field, all "Forgotten" monsters gain 500 ATK and DEF. Pay 500 Life Points during your End Phase. If you do not, this card is destroyed. [spoiler=Saviors of The Forgotten] Effect: This card can only be Normal Summoned or Set by Tributing 2 Level 5 or higher "Forgotten" monsters you control. When this card is Summoned, you can Special Summon as many Level 7 or lower "Forgotten" monsters as possible, ignoring the Summoning Conditions. If you do this, pay Life Points equal to the number of monsters summoned x 500. Effect: This card can only be Normal Summoned or Set by Tributing 2 "Forgotten" monsters you control. Each time this card destroys a monster by battle, Special Summon 1 "Savoir Token" (Warrior-Type/LIGHT/Level 1/ATK 1000/DEF 0). This token cannot declare an attack or be Tributed, except by this card's effect. When this card is removed from the field, Tribute all "Savoir Token" cards to Special Summon 1 "Forgotten" monster whose Level equals twice the number of Tributed tokens. Effect: This card can only be Normal Summoned or Set by Tributing 2 "Forgotten" monsters you control. As long as this card remains face-up on the field, "Forgotten" monsters cannot be destroyed by battle. (Damage calculation is applied normally.) Once per turn, during your Standby Phase, roll 1 six-sided die. If the number shown on the die is higher than the number of monsters your opponent controls, this card can attack twice during your Battle Phase. Effect: "Forgotten Savior-Anzu" + "Forgotten Savior-Gilgamesh" + "Forgotten Savior-Tiamat"This card is treated as a "Forgotten Savoir" monster. This card cannot be removed from the field, except by its own effect. You can negate the effect of Spell, Trap and Monster Cards that designate this card. As long as this card remains face-up on the field, neither player can Summon "Malevolent" monsters. The effects of all face-up "Malevolent" monsters are negated. As long as this card remains face-up on the field, "Forgotten" monsters cannot be destroyed by battle. (Damage calculation is applied normally.) Pay 1000 Life Points during each of your End Phases. If you do not this card is destroyed. [spoiler=The Malevolent][spoiler=Effect Monsters] Effect: This card is also treated as a Fiend-Type monster. You can Tribute Summon this monster by Tributing 3 "Malevolent" monsters you control. If you do, twice per turn, if this card would be destroyed by battle, you can Tribute 1 "Malevolent" monster from your hand or field. If you do, this card is not destroyed. (Damage calculation is applied normally.) This card gains 100 ATK for each "Malevolent" monster on the field. When this card is destroyed, Special Summon a number of "Malevolent" monsters equal to the number of monsters Tributed to Tribute Summon this card. Effect: The controller of this card pays 500 Life Points during each of their Standby Phases (this is not optional). Once per turn, during your Standby Phase, pick up 1 card from the top of your Deck. If it is a "Malevolent" monster, add it to your hand. If it is not a "Malevolent" monster, place the card on the bottom of your Deck. When this card is sent to the Graveyard, decrease the ATK of all face-up "Forgotten" monsters by 500. Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Malevolent Golem". This card's ATK and DEF are equal to the number of monsters on the field x 100. Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Dark Mutation". When this card is Summoned, all non-"Malevolent" monsters are switched to face-up Defense Position until your opponent's End Phase. Once per turn, during your Main Phase, you can Special Summon 1 "Malevolent" monster in Attack Position. If you do, this card loses ATK equal to the Summoned monster's Level x 200. Effect: When this card inflicts Battle Damage to your opponent, put 1 Malevolent Counter on each face-up non-FIRE monster on the field. ("Malevolent" monsters gain 200 ATK and DEF for each Malevolent Counter, during the Damage Step only. Non-"Malevolent" monsters lose 200 ATK and DEF for each Malevolent Counter, during the Damage Step only.) Effect: As long as this card remains face-up on the field, your opponent cannot activate Field Spell Cards. Once per turn, during your End Phase, put 1 Malevolent Counter on each EARTH monster on the field. ("Malevolent" monsters gain 200 ATK and DEF for each Malevolent Counter, during the Damage Step only. Non-"Malevolent" monsters lose 200 ATK and DEF for each Malevolent Counter, during the Damage Step only.) Effect: As long as this card remains face-up on the field, when your opponent activates a Spell or Trap Card, you can pay 500 Life Points to negate the effect and destroy the card. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. This card's battle position cannot be changed until the end of the next turn, except with a card effect. Effect: FLIP: Equip this card to a monster on your opponent's side of the field and treat it as an Equip Spell Card. Take control of the equipped monster. The equipped monster is treated as a "Malevolent" monster. During each of your End Phases, put 1 Malevolent Counter on the equipped monster. Your opponent gains 500 Life Points during each of their Standby Phases. Effect: Once per turn, during your Standby Phase, you can remove all Malevolent Counters from all face-up monsters on the field to Special Summon 1 "Malevolent" monster whose Level equals the number of removed Malevolent Counters. (Max. 8) ("Malevolent" monsters gain 200 ATK and DEF for each Malevolent Counter, during the Damage Step only. Non-"Malevolent" monsters lose 200 ATK and DEF for each Malevolent Counter, during the Damage Step only.) Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 DARK and 1 WATER monster in your Graveyard from play. This card is also treated as a DARK monster. If this card attacks an opponent's monster, this card gains ATK equal to the number of DARK and WATER monsters in your Graveyard x 200, until your End Phase. Effect: When this card is summoned, put 1 Malevolent Counter on each face-up monster on the field. Once per turn, during your Standby Phase, you can Tribute this monster to Special Summon 1 Level 8 "Malevolent" monster. If you do this, remove all Malevolent Counters from monsters on your side of the field. ("Malevolent" monsters gain 200 ATK and DEF for each Malevolent Counter, during the Damage Step only. Non-"Malevolent" monsters lose 200 ATK and DEF for each Malevolent Counter, during the Damage Step only.) Effect: When this card is Normal Summoned, Special Summon 2 "Malevolent Arm" cards from your Deck in Attack Position. When a "Malevolent Arm" card is destroyed by battle, this card gains ATK equal to the ATK of the destroyed monster. Effect: This card gains 200 ATK for each "Forgotten" monster on the field. Once per turn, during your Draw Phase, you can skip your Draw Phase and add 1 Equip Spell Card to your hand from your Deck. During your Main Phase, you must Equip the drawn card to this card. Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Mark of The Malevolent" and is Special Summoned to your opponent's side of the field. This card inflicts 500 points of damage to this card's controller during each of their Standby Phases. Once per turn, during your Standby Phase, Special Summon 1 "Malevolent Swarmer" to your opponent's side of the field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. Effect: This card cannot be Normal Summoned or Set except by Tributing 1 "Malevolent" monster and 1 DARK monster on your side of the field. During each of your End Phases, put 1 Malevolent Counter on this card. Once per turn, during your opponent's Standby Phase, you can remove any number of Malevolent Counters from this card. Your opponent discards a number of cards from their hand equal to the number of removed Malevolent Counters. ("Malevolent" monsters gain 200 ATK and DEF for each Malevolent Counter, during the Damage Step only. Non-"Malevolent" monsters lose 200 ATK and DEF for each Malevolent Counter, during the Damage Step only.) Effect: When this card is sent to the Graveyard, Special Summon 1 "Malvolent Souls" to your side of the field in face-down Defense Position. Effect: Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a "Malevolent" monster as an Equip Spell Card OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, each time the equipped monster destroys a monster by battle, put 1 Malevolent Counter on the equipped monster. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.) ("Malevolent" monsters gain 200 ATK and DEF for each Malevolent Counter, during the Damage Step only. Non-"Malevolent" monsters lose 200 ATK and DEF for each Malevolent Counter, during the Damage Step only.) Effect: FLIP: Your opponent discards 1 "Forgotten" monster from their hand. When this monster is destroyed by battle and sent to the Graveyard, you can Special Summon 1 "Malevolent Soldier" in face-down Defense Position from your hand or Deck. Effect: When this card destroys a monster by battle, Special Summon 1 "Malevolent" monster whose Level is equal to the total number of Malevolent Counters on face-up monsters on your side of the field. (Max. 5) ("Malevolent" monsters gain 200 ATK and DEF for each Malevolent Counter, during the Damage Step only. Non-"Malevolent" monsters lose 200 ATK and DEF for each Malevolent Counter, during the Damage Step only.) Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Malevolent Necromancer". If this card is attacked, activate the following effect:FLIP: Equip this card to the attacking monster. The equipped monster loses 300 ATK during each of your Standby Phases. When the equipped monster is removed from the field, this card is removed from play. Effect: When this card is Normal Summoned, put 2 Malevolent Counters in any combination on face-up monsters on the field. ("Malevolent" monsters gain 200 ATK and DEF for each Malevolent Counter, during the Damage Step only. Non-"Malevolent" monsters lose 200 ATK and DEF for each Malevolent Counter, during the Damage Step only.) Effect: This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. Monsters with Malevolent Counters this card destroys are removed from play instead of sent to the Graveyard. Once per turn, during your Main Phase 2, you can Tribute 1 "Malevolent" monster. If you do, this card does not have to have its effect that returns it to the hand activated. Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Malevolent Insect". This card inflicts 200 points of damage to this card's controller during each of their Standby Phases. Effect: When this card is Summoned, your opponent loses Life Points equal to the number of Malevolent Counters on the field x 100. Effect: This card loses 200 ATK for each face-up LIGHT monster on the field. If this card attacks a non-LIGHT monster, this card gains 400 ATK, during the Damage Step only. When this card is destroyed and your opponent controls 1 or more LIGHT monsters, you can Special Summon 1 "Malevolent" monster from your hand or Deck. Effect: If this card attacks, it is destroyed and sent to the Graveyard during the End Phase. If this card destroys a monster by battle, inflict Battle Damage to both players. When this card is destroyed and sent to the Graveyard, you can Tribute 1 monster. If you do, Special Summon this card during your End Phase. Effect: This card cannot be Normal Summoned or Set except by Tributing 2 "Malevolent" monsters you control. Once per turn, during your Main Phase, discard 1 DARK monster from your hand. If you do, this card gains ATK equal to the Level of the discarded monster x 200. If you do not, this card cannot declare an attack during your Battle Phase and is switched to Defense Position. (This effect cannot be negated.) During your End Phase, if this card is in Defense Position, switch it to Attack Position. Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Rise Again Necros!". This card cannot be removed from the field, except by its own effect. Any Battle Damage this card's controller takes is reduced to 0. Once per turn, during your Standby Phase, remove from play a number of the monsters discarded by the effect of "Rise Again Necros!" equal to the number of monsters on your opponent's side of the field. This card is destroyed when all the Tributed Monsters are removed from play. [spoiler=Fusion Monsters] Effect: "Malevolent Hunter" + Any EARTH monsterOnce per turn, during your Standby Phase, Special Summon 1 Level 4 or lower Warrior-Type monster from your Deck. During each of your End Phases, you can put 1 Malevolent Counter on every Warrior-Type monster on your side of the field, including this card. If you do, this card loses ATK equal to the number of Warrior-Type monsters on your side of the field x 300. Effect: "Malevolent Fiend" + 1 "Malevolent" monsterDuring each of your Draw Phases, put 1 Malevolent Counter on this card. Once per turn, during your Draw Phase, you can skip your Draw Phase to remove any number of Malevolent Counters from this card. Special Summon a number of "Malevolent" monsters equal to the number of removed Malevolent Counters. If you do this, you cannot Normal Summon or Set a monster this turn. ("Malevolent" monsters gain 200 ATK and DEF for each Malevolent Counter, during the Damage Step only. Non-"Malevolent" monsters lose 200 ATK and DEF for each Malevolent Counter, during the Damage Step only.) Effect: "Malevolent Warrior" + "Malevolent Wyvern"This card cannot be Special Summoned except by Fusion Summon. This card is also treated as a DARK Dragon-Type monster. Once per turn, you can skip your Battle Phase. If you do, Special Summon a number of Level 5 or lower "Malevolent" monsters equal to the number of monsters on your opponent's side of the field. Effect: The Fusion Materials for this card are any Level 3 or lower Beast-Type monster and any Level 3 or lower "Malevolent" monster. When this card is attacked, put 1 Malevolent Counter on the attacking monster. ("Malevolent" monsters gain 200 ATK and DEF for each Malevolent Counter, during the Damage Step only. Non-"Malevolent" monsters lose 200 ATK and DEF for each Malevolent Counter, during the Damage Step only.) [spoiler=Ritual Monsters] Effect: This card is used to Ritual Summon "Transcend Malevolent". You must offer "Malevolent" monsters whose total Levels equal 10 or more as a tribute from the field or your hand. During your End Phase, you can remove this card in your Graveyard from play. If you do, during your opponent's next Battle Phase, all "Transcend Malevolent" cards cannot be destroyed by battle. (Damage calculation is applied normally.) Effect: This card can only be Ritual Summoned with the Ritual Spell Card "Alter of The Malevolent". When this card is Summoned, put up to 10 Malevolent Counters on face-up monsters on the field. If you do, pay a number of Life Points equal to the number of Malevolent Counters placed x 300. As long as this card remains face-up on the field, all "Forgotten" monsters cannot be switched into Defense Position. ("Malevolent" monsters gain 200 ATK and DEF for each Malevolent Counter, during the Damage Step only. Non-"Malevolent" monsters lose 200 ATK and DEF for each Malevolent Counter, during the Damage Step only.) Effect: This card is used to Ritual Summon "Malevolent Dragon". You must offer 1 "Forgotten Dragon" as a Tribute from the field. Effect: This card can only be Ritual Summoned with the Ritual Spell Card "Descent into Darkness". When this card is Summoned, you can remove from play all Dragon-Type monsters in your Graveyard. If you do, this card cannot attack Link to comment Share on other sites More sharing options...
.Leo Posted October 2, 2009 Report Share Posted October 2, 2009 nothing. is this Spam?? cards please Link to comment Share on other sites More sharing options...
Max Darkness Posted October 2, 2009 Author Report Share Posted October 2, 2009 nothing. is this Spam?? cards please They're there. They're not showing. I'm not sure what's happened. Link to comment Share on other sites More sharing options...
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