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Time-Warped Gods.


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[b]Synchro Clock Work[/b]
SPELL / Normal
You can discard this card from your hand to add 1 "Time-Warped" Tuner monster from your Graveyard to your hand.

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[b]Time-Warped Microsphere[/b]
LIGHT / Machine / Tuner
Level 1
0/0
When this card is Summoned, you can remove from play 1 Level 4 or lower Machine-Type monster in your Deck. Special Summon it during your next Standby Phase.

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[b]Time-Warped Proto-God - Astronomicon[/b]
DARK / Machine / Synchro
Level 10
3000/2500
1 "Time-Warped" Tuner + 2 or more non-Tuner monsters
This card cannot be Special Summoned, except by Synchro Summon or by its own effect. During your Main Phase, you can reveal 1 "Synchro Clock Work" in your hand to Special Summon this card from your Extra Deck. If you do, during your 2nd Main Phase after this effect was activated, you must send from your side of the field the correct Synchro Material Monsters for the Synchro Summon of this card. If you cannot, destroy this card. If this card is destroyed by this effect, or if this card is no longer on your side of the field at that time, Special Summon 1 "Time-Warped Proto-God - Astronomicon" that is removed from play, or from your Extra Deck or Graveyard, to your opponent's side of the field (your opponent chooses the Battle Position). You can only Special Summon 1 "Time-Warped" Synchro monster by its own effect each turn. Once per turn, you can remove from play the top 2 cards of your Deck. During your 2nd Standby Phase after this effect was activated, select 1 of those cards and add it to your hand.

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[b]Time-Warped Proto-God - Infinity Atmosphere[/b]
DARK / Machine / Synchro
Level 10
2500/4000
1 "Time-Warped" Tuner + 2 or more non-Tuner monsters
This card cannot be Special Summoned, except by Synchro Summon or by its own effect. During your Main Phase, you can reveal 1 "Synchro Clock Work" in your hand to Special Summon this card from your Extra Deck. If you do, during your 2nd Main Phase after this effect was activated, you must send from your side of the field the correct Synchro Material Monsters for the Synchro Summon of this card. If you cannot, destroy this card. If this card is destroyed by this effect, or if this card is no longer on your side of the field at that time, Special Summon 1 "Time-Warped Proto-God - Infinity Atmosphere" that is removed from play, or from your Extra Deck or Graveyard, to your opponent's side of the field (your opponent chooses the Battle Position). You can only Special Summon 1 "Time-Warped" Synchro monster by its own effect each turn. Once per turn, during either player's turn, you can negate the activation and effect of a Spell or Trap card and remove it from play. If you do, return that card to its owner's side of the field in face-down Defense Position during that player's next Standby Phase (it is treated as having been Set during the previous turn).

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[b]Time-Warped Proto-God - Yggdrassil[/b]
DARK / Machine / Synchro
Level 10
4000/1000
1 "Time-Warped" Tuner + 2 or more non-Tuner monsters
This card cannot be Special Summoned, except by Synchro Summon or by its own effect. During your Main Phase, you can reveal 1 "Synchro Clock Work" in your hand to Special Summon this card from your Extra Deck. If you do, during your 2nd Main Phase after this effect was activated, you must send from your side of the field the correct Synchro Material Monsters for the Synchro Summon of this card. If you cannot, destroy this card. If this card is destroyed by this effect, or if this card is no longer on your side of the field at that time, Special Summon 1 "Time-Warped Proto-God - Yggdrassil" that is removed from play, or from your Extra Deck or Graveyard, to your opponent's side of the field (your opponent chooses the Battle Position). You can only Special Summon 1 "Time-Warped" Synchro monster by its own effect each turn. When this card destroys another monster by battle, remove it from play and Special Summon it to your side of the field during the Standby Phase of your next turn. While you control this face-up card, destroy all other cards you control during your End Phase.

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So basically you can bring them out, just like that. They don't require anything else, barring having that one Spell card in your hand. And they have positive effects. But then if you fail to address their Synchro Summon two turns later, you lose them and they go to your opponent. This is basically the big risk - not so much that you have to actually do the Synchro, but if they die somehow before that, your opponent gets them anyway. And since they don't have any form of protection, except Infinity Atmosphere, you're likely to use them, so you have to make good use of those two turns.
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