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Delibirb

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To you and to others, note that me and Kano are both people on pretty tight work schedules outside of this place, alongside other duties we have outside of YCM. Sometimes the reviews we drop by here are simply on our breaks aside from anything else. We will attempt to get to everybody. If it's only been a day or two, just wait. If it's longer, than I'd suggest that's when you PM one of us rather than post down here. Keeps it cleaner and we got notified of it a lot easier.

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Unless I figured out a way to make the spells work differently/the judges ask me to nerf them, this is the final change for now. Mainly for flavor reasons.

 

Changed Synchro Angela's vayu effect into something else and changed Synchro Morii vayu effect to work from banished instead. Also, added can't SS for the rest of the turn to Synchro Morii and Synchro Miare. Also changed Rachel's discard to SS into banish self and discard 1 to draw 2/

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Okay, this is my first archetype: "Spirit Outbreak" (S. Outbreak).

 

Thematically speaking "Spirit Outbreak" consists of different types of folk-mythical spirits based not only on eastern mythology but also from the west.

 

In terms of gameplay these Spirit Monsters are mainly based on Normal Monsters to activate their effects, so you need to balance the deck between different types of monsters (Normal and Effect) to have success.

 

If these cards receive a positive evaluation I will present the rest of the archetype and other Normal Monster created especially for this (and believe me I have great images for this).

 

---Spirit Outbreak---

 

S. Outbreak: Profane Arirat

***/DARK/Spellcaster/Spirit/Effect

500/2000

This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summone or flipped face-up: You can Tribute 1 Normal Monster you control; inflict 750 of Damage to your opponent's LP.

 

S. Outbreak: Avatar of Darkness

***/DARK/Fiend/Spirit/Effect

750/750

This card cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: You can equip this card to an Normal Monster you control (this card becomes an Equip Spell Card). The equipped monster gain 1000 ATK. If you cannot do, returns it to your hand at the End Phase of this turn.

 

S. Outbreak: Ogun Warrior

****/EARTH/Warrior/Spirit/Effect

1600/1600

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. While this card is face-up on the field all "Spirit Outbreak" monsters gain 400 ATK.

 

S. Outbreak: Legendary Taowu

****/WIND/Fairy/Spirit/Effect

1900/1400

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summone or flipped face-up: You can discard 1 Normal Monster from your hand. If you do, this card remaining on the field after the End Phase of this turn.

 

S. Outbreak: Seigyuukai

*****/WIND/Wyrm/Spirit/Effect

0/2200

This card cannot be Special Summoned. When this card is Normal Summone or flipped face-up: "Spirit Outbreak" monsters may remaining on the field intested of returning to the owner's hand at the End Phase.

 

S. Outbreak: Smoke Python

*****/DARK/Fiend/Spirit/Effect

2200/1800

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summone or flipped face-up: You can target 1 card on the field; destroy those target.

 

S. Outbreak: Azuriel, The Keeper of the End

******/LIGHT/Fairy/Spirit/Effect

2500/1900

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summone or flipped face-up: All "Spirit Outbreak" monsters on the field cannot be destroyed by card's effects. When this card leaves the field, you can Special Summon (from your hand) 1 Level 6 or lower Normal Monster, in face-up Attack Position.

 

---Generics---

 

Spirit Nourisher

Normal Spell

All Spirit Monsters you control remaining on the field at the End Phase of this turn.

 

Seems the archetype is very dependent on normal summoning and having normal monsters on the field. So how do you get a normal monster on the field as well as a spirit monster if they both need a normal summon. Possibly include a card that helps your normal summon spirit monsters again. 

 

Also a lot of the effects use the word remaining where it should say remain.

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Seems the archetype is very dependent on normal summoning and having normal monsters on the field. So how do you get a normal monster on the field as well as a spirit monster if they both need a normal summon. Possibly include a card that helps your normal summon spirit monsters again. 

 

Also a lot of the effects use the word remaining where it should say remain.

Yes, the archetype really depends on normal monsters to be efficient, then you should have powerful normal monsters in order to maintain presence in the field. The "S. Outbreak: Seigyuukai" and "Spirit Nourisher" also help to maintain the Spirit Monsters on the field.

 

Note that the monsters of the archetype has powerful points and effects to compensate the fact that they are Spirit Monsters.

 

Thanks for the correction, I will fix it.

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No i get that you have cards to keep them on the field, the thing im saying is, that you can only play one monster per turn. And some of the effects require normal monsters dont they, the deck wont do well unless theres a way to play more than one monster per turn, though correct me if im wrong i may have missed a card effect that lets you.

 

For example, a card like this http://yugioh.wikia.com/wiki/Nikitama

 

something like this would help for the higher level ones

http://yugioh.wikia.com/wiki/The_Monarchs_Stormforth

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[spoiler=War Hawk]

War Hawkes

 

War Hawk Caribou

****/Machine/WIND/Pendulum

Scale 1

ATK: 1900 DEF: 1700

 

Pendulum- Pendulum Summoned monsters you control gain 500 ATK during that turn.

 

Monster- During either player's Battle Phase: You can tribute this card; Special Summon 1 "War Hawk" monster from your Hand. You can only use this effect of "War Hawk Caribou" once per turn. If this card inflicts battle damage to your opponent: You can pay 600 LP; Add 1 "War Hawk" monster from your Deck to Hand, except "War Hawk Caribou".

----

War Hawk Mohawk

****/Machine/WIND/Pendulum

Scale 5

ATK: 1900 DEF: 1700

 

Pendulum- If you Pendulum Summon a "War Hawk" monster(s): You can destroy Spell/Trap cards on the field, up to the number of monsters summoned.

 

Monster- During either player's Battle Phase: You can tribute this monster; Special Summon 1 "War Hawk" monster from hand. You can only use this effect of "War Hawk Mohawk" once per turn. During the End Phase, if this effect was activated: You can add 1 "War Hawk" card in your Graveyard to Hand.

----

War Hawk Buffalo

****/Machine/WIND/Pendulum

Scale 1

ATK: 1800 DEF: 1500

 

Pendulum-Once per turn: You can discard 1 card; Destroy 1 Spell/Trap card on the field.(this is a quick effect)

 

Monster-During either player's Battle Phase: You can tribute this card; Special Summon 1 "War Hawk" monster from your hand, except "War Hawk Buffalo". You can only use this effect of "War Hawk Buffalo" once per turn. All monsters your opponent controls lose 300 ATK and DEF.

----

War Hawk Apache

****/Machine/WIND/Pendulum

Scale 5

ATK: 1700 DEF: 1500

 

Pendulum-If a " War Hawk" monster you control would be destroyed: You can target that monster; Destroy this card instead.(this is a quick effect)

 

Monster-During either player's Battle Phase: You can tribute this card; Special Summon 1 "War Hawk" monster from your hand, except "War Hawk Apache". You can only use this effect of "War Hawk Apache" once per turn. Once per turn: You can discard 1 card; Special Summon 1 "War Hawk" monster from your Deck.

----

War Hawk Hummingbird

****/Machine/WIND/Pendulum

Scale 1

ATK: 1700 DEF: 1300

 

Pendulum-During your Standby Phases: Add 1 "War Hawk" monster in your Graveyard to Hand.

 

Monster-During either player's Battle Phase: You can tribute this card; Special Summon 1 "War Hawk" monster from your hand, except "War Hawk Hummingbird". You can only use this effect of "War Hawk Hummingbird" once per turn. Once per turn: You can place 1 "War Hawk" card in your graveyard on top of your deck, then add 1 "War Hawk" monster face-up in your extra deck to hand.

----

War Hawk Banshee

****/Machine/WIND/Pendulum

Scale 1

ATK: 1700 DEF: 1400

 

Pendulum-Once per turn: You can pay 1000 LP; Special Summon 1 "War Hawk" monster from your Graveyard.

 

Monster-During either player's Battle Phase: You can tribute this card; Special Summon 1 "War Hawk" from your Hand. You can only use this effect of "War Hawk Banshee" once per turn. Once per turn: You can pay 1000 LP; Special Summon 1 "War Hawk" monster from your Graveyard or Hand.

----

Super War Hawk Titan

****/Machine/WIND/Pendulum/XYZ

Scale 6

ATK: 2300 DEF: 1900

 

2 or more "War Hawk" monsters

 

Pendulum- Once per turn: You can shuffle 2 face-up "War Hawk" monsters in your Extra Deck or graveyard into your Deck, then draw 1 card.

 

Monster-This card gains 200 ATK for each material attached to all XYZ monsters on the field. This card cannot be targeted by your opponent's card effects. Once Per turn: You can detach 1 material from this card and target 1 "War Hawk" monster you control; It can attack directly this turn, but all other monsters you control cannot attack this turn. If this card is destroyed: You can activate it in your Pendulum Zone instead of sending it to the Graveyard.

----

Super War Hawk Valkyrie

****/Machine/WINDPendulum/XYZ

Scale 1

ATK: 2100 DEF: 1400

 

2 level 4 monsters

 

Pendulum-Once per turn, during either player's turn, if a card if a card effect is activated: You can discard 1 card; Negate the activation and, if you do, destroy the card.

 

Monster-Cannot be destroyed by battle. If you would detach an XYZ material from a "War Hawk" monster, you can detach 1 material from this card instead. If this card has no XYZ materials attached to it: You can attach it as material to 1 "War Hawk" XYZ monster you control, except "War Hawk Valkyrie".

----

Super War Hawk Blackbird

******/Machine/WIND/Pendulum/XYZ

ATK: 2700 DEF: 2300

 

2 Level 6 monsters

 

Pendulum-Your opponent may not activate Trap cards in response to the Pendulum summon of "War Hawk" monsters.

 

Monster- If you control a "War Hawk" XYZ monster, you can special summon this card using that monster as material.(This is considered an XYZ summon. Materials attached to that card also become materials of this card.) "War Hawk" monsters you control gain 200 ATK for every XYZ material attached to an XYZ monster on the field. Once per turn: You can detach 2 materials from this card then target 2 cards on the field; Negate their effects as long as this card is face-up on the field and, if those cards are monsters, reduce their ATK to 0. If this card would be sent to the graveyard, you can activate it in your pendulum zone instead.

----

Super War Hawk Neptune

****/Machine/WIND/Pendulum/XYZ

ATK: 2200 DEF: 1900

 

2 level 4 monsters

 

Pendulum-If a "War Hawk" monster is targeted by an opponent's card effect: You can return it to hand hand, and if you do, special summon 1 "War Hawk" monster from your hand with a different name.(this is a quick effect)

 

Monster-Any monster this card destroys is banished instead of being sent to the Graveyard. You can detach 1 XYZ material from this card; Negate the effects of all other face-up cards this turn. Monster effects cannot be activated in response to this effect.

----

War Hawk Tactics

Quickplay Spell

 

Return 1 "War Hawk" monster you control to Hand; Special Summon 1 face-up "War Hawk" monster from your Extra Deck.

----

War Hawk Battle Cry

Spell

 

All "War Hawk" monsters on the field gain 200 ATK for every card your opponent controls this turn. If there are "War Hawk" XYZ monsters in your Pendulum Zones, this amount becomes 1000.

----

War Hawk Battlefront

Continuous Spell

 

During your Draw Phase, if you draw a "War Hawk" card: You can reveal it, then shuffle it into your Deck; Add 1 "War Hawk" card from your Deck to Hand. When a "War Hawk" monster you control is destroyed by your opponent(battle or by card effect): You can inflict 200 damage to your opponent times that monster's level.

----

War Hawk Aerial Ace

Trap

 

Target 1 "War Hawk" monster you control; Return it to Hand, then Special Summon 1 "War Hawk" monster from your deck with the same name as that monster.

----

War Hawk Surprise Attack

Trap

 

Discard 1 card; Special Summon 2 "War Hawk" monsters face-up in your Extra Deck or in your Graveyard.

----

War Hawk Dominance

Counter Trap

 

If your opponent activates a card effect while you have "War Hawk" pendulum monsters in your pendulum zones: Negate the effect, and if the card is a monster, change it to face-down defense position. It may not be flipped face-up until your next turn. If not, destroy it.

 

 

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[spoiler=War Hawk]

War Hawkes

 

War Hawk Caribou

****/Machine/WIND/Pendulum

Scale 1

ATK: 1900 DEF: 1700

 

Pendulum- Pendulum Summoned monsters you control gain 500 ATK during that turn.

 

Monster- During either player's Battle Phase: You can tribute this card; Special Summon 1 "War Hawk" monster from your Hand. You can only use this effect of "War Hawk Caribou" once per turn. If this card inflicts battle damage to your opponent: You can pay 600 LP; Add 1 "War Hawk" monster from your Deck to Hand, except "War Hawk Caribou".

----

War Hawk Mohawk

****/Machine/WIND/Pendulum

Scale 5

ATK: 1900 DEF: 1700

 

Pendulum- If you Pendulum Summon a "War Hawk" monster(s): You can destroy Spell/Trap cards on the field, up to the number of monsters summoned.

 

Monster- During either player's Battle Phase: You can tribute this monster; Special Summon 1 "War Hawk" monster from hand. You can only use this effect of "War Hawk Mohawk" once per turn. During the End Phase, if this effect was activated: You can add 1 "War Hawk" card in your Graveyard to Hand.

----

War Hawk Buffalo

****/Machine/WIND/Pendulum

Scale 1

ATK: 1800 DEF: 1500

 

Pendulum-Once per turn: You can discard 1 card; Destroy 1 Spell/Trap card on the field.(this is a quick effect)

 

Monster-During either player's Battle Phase: You can tribute this card; Special Summon 1 "War Hawk" monster from your hand, except "War Hawk Buffalo". You can only use this effect of "War Hawk Buffalo" once per turn. All monsters your opponent controls lose 300 ATK and DEF.

----

War Hawk Apache

****/Machine/WIND/Pendulum

Scale 5

ATK: 1700 DEF: 1500

 

Pendulum-If a " War Hawk" monster you control would be destroyed: You can target that monster; Destroy this card instead.(this is a quick effect)

 

Monster-During either player's Battle Phase: You can tribute this card; Special Summon 1 "War Hawk" monster from your hand, except "War Hawk Apache". You can only use this effect of "War Hawk Apache" once per turn. Once per turn: You can discard 1 card; Special Summon 1 "War Hawk" monster from your Deck.

----

War Hawk Hummingbird

****/Machine/WIND/Pendulum

Scale 1

ATK: 1700 DEF: 1300

 

Pendulum-During your Standby Phases: Add 1 "War Hawk" monster in your Graveyard to Hand.

 

Monster-During either player's Battle Phase: You can tribute this card; Special Summon 1 "War Hawk" monster from your hand, except "War Hawk Hummingbird". You can only use this effect of "War Hawk Hummingbird" once per turn. Once per turn: You can place 1 "War Hawk" card in your graveyard on top of your deck, then add 1 "War Hawk" monster face-up in your extra deck to hand.

----

War Hawk Banshee

****/Machine/WIND/Pendulum

Scale 1

ATK: 1700 DEF: 1400

 

Pendulum-Once per turn: You can pay 1000 LP; Special Summon 1 "War Hawk" monster from your Graveyard.

 

Monster-During either player's Battle Phase: You can tribute this card; Special Summon 1 "War Hawk" from your Hand. You can only use this effect of "War Hawk Banshee" once per turn. Once per turn: You can pay 1000 LP; Special Summon 1 "War Hawk" monster from your Graveyard or Hand.

----

Super War Hawk Titan

****/Machine/WIND/Pendulum/XYZ

Scale 6

ATK: 2300 DEF: 1900

 

2 or more "War Hawk" monsters

 

Pendulum- Once per turn: You can shuffle 2 face-up "War Hawk" monsters in your Extra Deck or graveyard into your Deck, then draw 1 card.

 

Monster-This card gains 200 ATK for each material attached to all XYZ monsters on the field. This card cannot be targeted by your opponent's card effects. Once Per turn: You can detach 1 material from this card and target 1 "War Hawk" monster you control; It can attack directly this turn, but all other monsters you control cannot attack this turn. If this card is destroyed: You can activate it in your Pendulum Zone instead of sending it to the Graveyard.

----

Super War Hawk Valkyrie

****/Machine/WINDPendulum/XYZ

Scale 1

ATK: 2100 DEF: 1400

 

2 level 4 monsters

 

Pendulum-Once per turn, during either player's turn, if a card if a card effect is activated: You can discard 1 card; Negate the activation and, if you do, destroy the card.

 

Monster-Cannot be destroyed by battle. If you would detach an XYZ material from a "War Hawk" monster, you can detach 1 material from this card instead. If this card has no XYZ materials attached to it: You can attach it as material to 1 "War Hawk" XYZ monster you control, except "War Hawk Valkyrie".

----

Super War Hawk Blackbird

******/Machine/WIND/Pendulum/XYZ

ATK: 2700 DEF: 2300

 

2 Level 6 monsters

 

Pendulum-Your opponent may not activate Trap cards in response to the Pendulum summon of "War Hawk" monsters.

 

Monster- If you control a "War Hawk" XYZ monster, you can special summon this card using that monster as material.(This is considered an XYZ summon. Materials attached to that card also become materials of this card.) "War Hawk" monsters you control gain 200 ATK for every XYZ material attached to an XYZ monster on the field. Once per turn: You can detach 2 materials from this card then target 2 cards on the field; Negate their effects as long as this card is face-up on the field and, if those cards are monsters, reduce their ATK to 0. If this card would be sent to the graveyard, you can activate it in your pendulum zone instead.

----

Super War Hawk Neptune

****/Machine/WIND/Pendulum/XYZ

ATK: 2200 DEF: 1900

 

2 level 4 monsters

 

Pendulum-If a "War Hawk" monster is targeted by an opponent's card effect: You can return it to hand hand, and if you do, special summon 1 "War Hawk" monster from your hand with a different name.(this is a quick effect)

 

Monster-Any monster this card destroys is banished instead of being sent to the Graveyard. You can detach 1 XYZ material from this card; Negate the effects of all other face-up cards this turn. Monster effects cannot be activated in response to this effect.

----

War Hawk Tactics

Quickplay Spell

 

Return 1 "War Hawk" monster you control to Hand; Special Summon 1 face-up "War Hawk" monster from your Extra Deck.

----

War Hawk Battle Cry

Spell

 

All "War Hawk" monsters on the field gain 200 ATK for every card your opponent controls this turn. If there are "War Hawk" XYZ monsters in your Pendulum Zones, this amount becomes 1000.

----

War Hawk Battlefront

Continuous Spell

 

During your Draw Phase, if you draw a "War Hawk" card: You can reveal it, then shuffle it into your Deck; Add 1 "War Hawk" card from your Deck to Hand. When a "War Hawk" monster you control is destroyed by your opponent(battle or by card effect): You can inflict 200 damage to your opponent times that monster's level.

----

War Hawk Aerial Ace

Trap

 

Target 1 "War Hawk" monster you control; Return it to Hand, then Special Summon 1 "War Hawk" monster from your deck with the same name as that monster.

----

War Hawk Surprise Attack

Trap

 

Discard 1 card; Special Summon 2 "War Hawk" monsters face-up in your Extra Deck or in your Graveyard.

----

War Hawk Dominance

Counter Trap

 

If your opponent activates a card effect while you have "War Hawk" pendulum monsters in your pendulum zones: Negate the effect, and if the card is a monster, change it to face-down defense position. If not, destroy it.

 

 

Be sure to register before submitting! Otherwise, I feel like there is a bit much in the OTK sector with these. While it definitely is much less so than say Kozmo, (Which this feels a lot of where it originates from) I can't help but feel rather concerned by cards like Aerial Ace, Tactics, and Surprise Attack that can stack 3000+ damage easily with their effects combined. I would be more than willing to test to prove otherwise, but I feel like the overall spam level should possibly be toned down.

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Okay, this is my first archetype: "Spirit Outbreak" (S. Outbreak).

 

Thematically speaking "Spirit Outbreak" consists of different types of folk-mythical spirits based not only on eastern mythology but also from the west.

 

In terms of gameplay these Spirit Monsters are mainly based on Normal Monsters to activate their effects, so you need to balance the deck between different types of monsters (Normal and Effect) to have success.

 

If these cards receive a positive evaluation I will present the rest of the archetype and other Normal Monster created especially for this (and believe me I have great images for this).

 

---Spirit Outbreak---

 

S. Outbreak: Profane Arirat

***/DARK/Spellcaster/Spirit/Effect

500/2000

This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summone or flipped face-up: You can Tribute 1 Normal Monster you control; inflict 750 of Damage to your opponent's LP.

 

S. Outbreak: Avatar of Darkness

***/DARK/Fiend/Spirit/Effect

750/750

This card cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: You can equip this card to an Normal Monster you control (this card becomes an Equip Spell Card). The equipped monster gain 1000 ATK. If you cannot do, returns it to your hand at the End Phase of this turn.

 

S. Outbreak: Ogun Warrior

****/EARTH/Warrior/Spirit/Effect

1600/1600

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. While this card is face-up on the field all "Spirit Outbreak" monsters gain 400 ATK.

 

S. Outbreak: Legendary Taowu

****/WIND/Fairy/Spirit/Effect

1900/1400

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summone or flipped face-up: You can discard 1 Normal Monster from your hand. If you do, this card remain on the field after the End Phase of this turn.

 

S. Outbreak: Seigyuukai

*****/WIND/Wyrm/Spirit/Effect

0/2200

This card cannot be Special Summoned. When this card is Normal Summone or flipped face-up: "Spirit Outbreak" monsters may remain on the field intested of returning to the owner's hand at the End Phase.

 

S. Outbreak: Smoke Python

*****/DARK/Fiend/Spirit/Effect

2200/1800

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summone or flipped face-up: You can target 1 card on the field; destroy those target.

 

S. Outbreak: Azuriel, The Keeper of the End

******/LIGHT/Fairy/Spirit/Effect

2500/1900

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summone or flipped face-up: All "Spirit Outbreak" monsters on the field cannot be destroyed by card's effects. When this card leaves the field, you can Special Summon (from your hand) 1 Level 6 or lower Normal Monster, in face-up Attack Position.

 

---Generics---

 

Spirit Nourisher

Normal Spell

All Spirit Monsters you control remain on the field at the End Phase of this turn.

While on paper the concept for these sound somewhat decent, I feel as though it will end up rather underwhelming in practice the way they are rn. Unless said Normal Monsters are Pendulums with worthwhile effects, these don't really look worth it cause if you draw the Normals you brick, but then you have to run a good amount of Normals to make it work. It also is rather Normal Summon reliant and has almost no good Turn 1 I can see. While I would accept some of these and I certainly think Nourisher is a decent support to Spirits in general, I do think I will wait to accept these not because they are overpowered, but for their underwhelming nature. Feel free to PM me and I would be happy to discuss such.

More Generics! Yay!

 

Neo, the Silver Knight

**** LIGHT/Warrior/Effect 1400/1600

All Warrior-type monsters gain 400 ATK. If this card is destroyed by battle; you can reveal 3 Warrior-type monsters from your Deck. Have your opponent add 1 of them to your Hand, also shuffle the rest back into your Deck.

 

Hollow Idol Magician

**** EARTH Spellcaster/Effect 1200/2000

When this card is Summoned, you can change its battle position. If this card is targeted by a card effect, you can change its battle position; add 1 level 2 or lower Spellcaster-type monster from your Deck to your Hand. You can only use this effect of "Hollow Idol Magician" once per turn.

 

Diamond-Toothed Lizard

**** EARTH Dinosaur/Tuner/Effect 1700/1000

You can discard 1 card; this card gains 200 ATK and piercing until the End Phase. Once per turn, if this card inflicts battle damage to your opponent, you can reduce this card's level by 1 (min. 1); Special Summon 1 level 5 or lower Dinosaur-type monster from your Hand or Graveyard (except "Diamond-toothed Lizard".

 

Gelatinous Mass

* WATER Aqua/Effect 0/0

You can tribute 1 WATER monster you control to Special Summon this card from your Hand. If you do, this card's original ATK, DEF, and Level become the same as the tributed monster's. This card cannot be targeted for an attack or card effect as long as you control another Aqua-type monster.

 

...Will probably submit more generic type-assisting cards later. Maybe some generic field spells or draw power.

All approved. Send em on over

what about starships ? they good to go ?

I already gave you my feedback on them before. I suppose we could test to make sure they are on par with what I expect, but otherwise good to go, yah

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Enjoy some generic cards while I struggle to make my archetype. I will try and get artwork for them tomorrow.

 

Morphine Jar

Level 2/WATER/Rock-Type/Effect/Flip 800 ATK/500 DEF

FLIP: You take no further effect damage this turn, also, for the rest of the turn, each time you take battle damage, each player draws 1 card, then discards 1 card.

 

(It's a pun. Could be an interesting card for slower decks, although maybe it's just pack filler.)

 

Triple-Headed Behemoth

Level 5/WIND/Dragon-Type/Effect 2250 ATK/1800 DEF

If a monster you control is destroyed by battle or by card effect: You can have this card lose 500 ATK, and if it does, Special Summon that monster. You can only use this effect of "Triple-Headed Behemoth" once per Duel. During the End Phase, if this card is in the Graveyard because it was destroyed on the field and sent there this turn: You can Special Summon this card, but its ATK and DEF become 1500. You can only use this effect of "Triple-Headed Behemoth" once per turn.

 

(Twin-Headed Behemoth retrain. Average stats for a 1-tribute monster, and will keep recurring each turn if gets destroyed. Has a bonus ability to resurrect a fallen comrade.)

 

Interdimensional Diffusion

Spell Card

Target 4 of your banished cards with different names; your opponent chooses 1 of them to shuffle into the Deck, 1 of them to return to the Graveyard, 1 of them to add to your hand and 1 of them to remain banished, but you cannot activate the effects of cards with any of those names for the rest of the turn. You can only activate 1 "Interdimensional Diffusion" per turn.

 

(Hopefully this will be an interesting tech for banish-focused decks. It's a 1-for-1 that also recovers stuff to the Deck and Graveyard. However it requires setup and is reliant on your opponent's choices. Maybe the limitations on it are too harsh, just wanted to be safe.)

 

That's all for now. I will try and get my archetype done soon; I have a solid theme and lots of ideas for it, but I've just reached a bit of a 'cardmaker's block'. I hope there is no rush.

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Enjoy some generic cards while I struggle to make my archetype. I will try and get artwork for them tomorrow.

 

Morphine Jar

Level 2/WATER/Rock-Type/Effect/Flip 800 ATK/500 DEF

FLIP: You take no further effect damage this turn, also, for the rest of the turn, each time you take battle damage, each player draws 1 card, then discards 1 card.

 

(It's a pun. Could be an interesting card for slower decks, although maybe it's just pack filler.)

 

Triple-Headed Behemoth

Level 5/WIND/Dragon-Type/Effect 2250 ATK/1800 DEF

If a monster you control is destroyed by battle or by card effect: You can have this card lose 500 ATK, and if it does, Special Summon that monster. You can only use this effect of "Triple-Headed Behemoth" once per Duel. During the End Phase, if this card is in the Graveyard because it was destroyed on the field and sent there this turn: You can Special Summon this card, but its ATK and DEF become 1500. You can only use this effect of "Triple-Headed Behemoth" once per turn.

 

(Twin-Headed Behemoth retrain. Average stats for a 1-tribute monster, and will keep recurring each turn if gets destroyed. Has a bonus ability to resurrect a fallen comrade.)

 

Interdimensional Diffusion

Spell Card

Target 4 of your banished cards with different names; your opponent chooses 1 of them to shuffle into the Deck, 1 of them to return to the Graveyard, 1 of them to add to your hand and 1 of them to remain banished, but you cannot activate the effects of cards with any of those names for the rest of the turn. You can only activate 1 "Interdimensional Diffusion" per turn.

 

(Hopefully this will be an interesting tech for banish-focused decks. It's a 1-for-1 that also recovers stuff to the Deck and Graveyard. However it requires setup and is reliant on your opponent's choices. Maybe the limitations on it are too harsh, just wanted to be safe.)

 

That's all for now. I will try and get my archetype done soon; I have a solid theme and lots of ideas for it, but I've just reached a bit of a 'cardmaker's block'. I hope there is no rush.

Morphine and Interdimensional are definitely approved, Twin I will wait on Kano's reply on. I am thinking it should be ok since it is a Lv5 and no self summoning method, but the first effect is potentially nutty, so will wait for Kano doubles

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IDK if my generics ever got approved, nobody said anything, so i was just gonna repost them here in case they were missed earlier.

 

[spoiler=Generics]

Starlight Warrior

 

6/Warrior/Light/Synchro

2600/1600

 

1 Tuner + 1 or more non-Tuner monsters
Once per turn: You can banish 1 LIGHT monster from your Graveyard, then target 1 face-up card on the field; destroy that target.
 
 
Pitch Night Dragon
 
4/Dragon/Dark/Xyz
1800/1500
 
2 Level 4 monsters
If your opponent controls more cards than you: You can detach 2; then flip all cards your opponent controls face-down.
 

Starward Paladin

 

4/Warrior/Light/Xyz

2100/1200

 

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 card you control and one other card of the field; destroy them
 
 
Thunder Rampart
 
4/Thunder/Light/Xyz
2300/1000
 
2 Level 4 LIGHT monsters
If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn: Detach 1 Xyz material from this card to activate 1 of these effects. These effects can only be activated once each.
• Send 1 LIGHT monster from your Deck to the Graveyard
• If this card destroys a monster by battle: You can Special Summon 1 Level 4 or lower LIGHT monster from your Deck.
 
Galactic Void
 
Spell/Quick-Play
 
You can activate this card when your opponent declares an attack: Destroy all set Spell/Trap cards, then you can banish 1 face-up Spell/Trap card.
 
 
Flash Charge
 
Spell/Normal
 
Target 3 LIGHT Monsters in your Graveyard; shuffle all 3 into the Deck, then draw 2 cards; reveal 1 LIGHT card from your hand; if you cannot: discard 1 card. You can only activate 1 "Flash Charge" per turn.
 
Temporal Dragon
 
4/Dragon/Dark/Xyz
2200/1000
 
2 Level 4 monsters
You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; reduce its attack by 1000. You can detach 2 Xyz Materials from this card, then target 1 other face-up card on the field; return it to the hand. You can only use 1 "Temporal Dragon" effect per turn, and only once that turn.

 

Seaking Dragon

 

4/Dragon/Water/Xyz

1600/1900

 

2 Level 4 WATER monsters
Once per turn: You can detach 1 Xyz material from this card; then add 1 Level 4 or lower WATER monster from your Graveyard to your hand. This card cannot be targeted by your opponent's card effects.
 
 

Swift Lightray Bug

 

2/Insect/Light/Tuner

1300/700

 

If you have 3 or more LIGHT monsters in your Graveyard, you can Special Summon this card (from your hand).

 

 

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IDK if my generics ever got approved, nobody said anything, so i was just gonna repost them here in case they were missed earlier.

 

[spoiler=Generics]

Starlight Warrior

 

6/Warrior/Light/Synchro

2600/1600

 

1 Tuner + 1 or more non-Tuner monsters
Once per turn: You can banish 1 LIGHT monster from your Graveyard, then target 1 face-up card on the field; destroy that target.
 
 
Pitch Night Dragon
 
4/Dragon/Dark/Xyz
1800/1500
 
2 Level 4 monsters
If your opponent controls more cards than you: You can detach 2; then flip all cards your opponent controls face-down.
 

Starward Paladin

 

4/Warrior/Light/Xyz

2100/1200

 

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 card you control and one other card of the field; destroy them
 
 
Thunder Rampart
 
4/Thunder/Light/Xyz
2300/1000
 
2 Level 4 LIGHT monsters
If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn: Detach 1 Xyz material from this card to activate 1 of these effects. These effects can only be activated once each.
• Send 1 LIGHT monster from your Deck to the Graveyard
• If this card destroys a monster by battle: You can Special Summon 1 Level 4 or lower LIGHT monster from your Deck.
 
Galactic Void
 
Spell/Quick-Play
 
You can activate this card when your opponent declares an attack: Destroy all set Spell/Trap cards, then you can banish 1 face-up Spell/Trap card.
 
 
Flash Charge
 
Spell/Normal
 
Target 3 LIGHT Monsters in your Graveyard; shuffle all 3 into the Deck, then draw 2 cards; reveal 1 LIGHT card from your hand; if you cannot: discard 1 card. You can only activate 1 "Flash Charge" per turn.
 
Temporal Dragon
 
4/Dragon/Dark/Xyz
2200/1000
 
2 Level 4 monsters
You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; reduce its attack by 1000. You can detach 2 Xyz Materials from this card, then target 1 other face-up card on the field; return it to the hand. You can only use 1 "Temporal Dragon" effect per turn, and only once that turn.

 

Seaking Dragon

 

4/Dragon/Water/Xyz

1600/1900

 

2 Level 4 WATER monsters
Once per turn: You can detach 1 Xyz material from this card; then add 1 Level 4 or lower WATER monster from your Graveyard to your hand. This card cannot be targeted by your opponent's card effects.
 
 

Swift Lightray Bug

 

2/Insect/Light/Tuner

1300/700

 

If you have 3 or more LIGHT monsters in your Graveyard, you can Special Summon this card (from your hand).

 

 

With minor PSCT adjustments, these are all fine.

 

My latest archetype for the card pool:

 

[spoiler=Cornelius Archetype]

Lord Cornelius Winterglow I

7 / LIGHT / Warrior / Effect

2700 / 600

You can Special Summon this card from your hand by banishing 3 "Cornelius" monsters with different names from your Main Deck and/or Extra Deck. When this card leaves the field: Special Summon 1 of your banished"Cornelius" monsters, except "Lord Cornelius Winterglow I", ignoring its summoning conditions.

 

 

Lord Cornelius Winterglow II

7 / LIGHT / Warrior / Ritual

2700 / 600

Can be Ritual Summoned with "Cornelius Outcry". Cannot be destroyed by Spell Cards or effects. When this card is Special Summoned by the effect of a "Cornelius" monster: Destroy all Spell cards on the field. When this card leaves the field: Special Summon 1 of your banished"Cornelius" monsters, except "Lord Cornelius Winterglow II", ignoring its summoning conditions.

 

Lord Cornelius Winterglow III

7 / LIGHT / Warrior / Fusion

2700 / 600

2 "Cornelius" monsters with different names
Cannot be destroyed by monster effects. When this card is Special Summoned by the effect of a "Cornelius" monster: Destroy all monsters on the field that were not Special Summoned from the Extra Deck. When this card leaves the field: Special Summon 1 of your banished"Cornelius" monsters, except "Lord Cornelius Winterglow III", ignoring its summoning conditions.
 

Lord Cornelius Winterglow IV

7 / LIGHT / Warrior / Synchro

2700 / 600

1 Tuner monster + 1 or more non-Tuner "Cornelius" monsters
Cannot be destroyed by Trap cards or effects. When this card is Special Summoned by the effect of a "Cornelius" monster: Destroy all face-down cards in Spell/Trap card Zones, also destroy all Trap cards on the field. When this card leaves the field: Special Summon 1 of your banished"Cornelius" monsters, except "Lord Cornelius Winterglow IV", ignoring its summoning conditions.
 

Lord Cornelius Winterglow V

7 / LIGHT / Warrior / Xyz

2700 / 600

2 Level 7 "Cornelius" monsters with different names
Xyz Materials detached from this card are banished instead of being sent to the Graveyard. Cannot be destroyed by Pendulum monsters or effects. When this card is Special Summoned by the effect of a "Cornelius" monster: Destroy all face-up Pendulum cards on the field. When this card leaves the field: Special Summon 1 of your banished"Cornelius" monsters, except "Lord Cornelius Winterglow V", ignoring its summoning conditions.
 
Lady Marie Winterglow
2 / LIGHT / Spellcaster / Effect
600 / 600
You can banish this card you control; immediately after this effect resolves, Synchro Summon 1 "Cornelius" monster from your Extra Deck, using this card and 1 "Cornelius" monster in your hand or side of the field as Synchro Materials. You can treat this card as a Level 7 "Cornelius" monster for the Xyz Summon of a "Cornelius" monster.
 
Cornelius Outcry
Quick-Play Spell Card
Banish 1 "Cornelius" monster from your Main Deck or Extra Deck; Resolve 1 of the following effects.
• Ritual Summon 1 "Cornelius" monster from your hand or banished zone. You must also banish monsters from your hand or side of the field whose total levels equal 7.
• Fusion Summon 1 "Cornelius" monster from your Extra Deck, by banishing monsters from your Main Deck as Fusion Materials.

 

 

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With minor PSCT adjustments, these are all fine.

 

My latest archetype for the card pool:

 

[spoiler=Cornelius Archetype]

Lord Cornelius Winterglow I

7 / LIGHT / Warrior / Effect

2700 / 600

You can Special Summon this card from your hand by banishing 3 "Cornelius" monsters with different names from your Main Deck and/or Extra Deck. When this card leaves the field: Special Summon 1 of your banished"Cornelius" monsters, except "Lord Cornelius Winterglow I", ignoring its summoning conditions.

 

 

Lord Cornelius Winterglow II

7 / LIGHT / Warrior / Ritual

2700 / 600

Can be Ritual Summoned with "Cornelius Outcry". Cannot be destroyed by Spell Cards or effects. When this card is Special Summoned by the effect of a "Cornelius" monster: Destroy all Spell cards on the field. When this card leaves the field: Special Summon 1 of your banished"Cornelius" monsters, except "Lord Cornelius Winterglow II", ignoring its summoning conditions.

 

Lord Cornelius Winterglow III

7 / LIGHT / Warrior / Fusion

2700 / 600

2 "Cornelius" monsters with different names
Cannot be destroyed by monster effects. When this card is Special Summoned by the effect of a "Cornelius" monster: Destroy all monsters on the field that were not Special Summoned from the Extra Deck. When this card leaves the field: Special Summon 1 of your banished"Cornelius" monsters, except "Lord Cornelius Winterglow III", ignoring its summoning conditions.
 

Lord Cornelius Winterglow IV

7 / LIGHT / Warrior / Synchro

2700 / 600

1 Tuner monster + 1 or more non-Tuner "Cornelius" monsters
Cannot be destroyed by Trap cards or effects. When this card is Special Summoned by the effect of a "Cornelius" monster: Destroy all face-down cards in Spell/Trap card Zones, also destroy all Trap cards on the field. When this card leaves the field: Special Summon 1 of your banished"Cornelius" monsters, except "Lord Cornelius Winterglow IV", ignoring its summoning conditions.
 

Lord Cornelius Winterglow V

7 / LIGHT / Warrior / Xyz

2700 / 600

2 Level 7 "Cornelius" monsters with different names
Xyz Materials detached from this card are banished instead of being sent to the Graveyard. Cannot be destroyed by Pendulum monsters or effects. When this card is Special Summoned by the effect of a "Cornelius" monster: Destroy all face-up Pendulum cards on the field. When this card leaves the field: Special Summon 1 of your banished"Cornelius" monsters, except "Lord Cornelius Winterglow V", ignoring its summoning conditions.
 
Lady Marie Winterglow
2 / LIGHT / Spellcaster / Effect
600 / 600
You can banish this card you control; immediately after this effect resolves, Synchro Summon 1 "Cornelius" monster from your Extra Deck, using this card and 1 "Cornelius" monster in your hand or side of the field as Synchro Materials. You can treat this card as a Level 7 "Cornelius" monster for the Xyz Summon of a "Cornelius" monster.
 
Cornelius Outcry
Quick-Play Spell Card
Banish 1 "Cornelius" monster from your Main Deck or Extra Deck; Resolve 1 of the following effects.
• Ritual Summon 1 "Cornelius" monster from your hand or banished zone. You must also banish monsters from your hand or side of the field whose total levels equal 7.
• Fusion Summon 1 "Cornelius" monster from your Extra Deck, by banishing monsters from your Main Deck as Fusion Materials.

 

 

Are submitting these instead of Grand Quest? Cause there is a whole schit involving archs

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[spoiler=Generics 10/10]

Shamutan, Dragon of the Shadows
Level 7/Scale 3/DARK/Dragon/Synchro/Pendulum/Effect
2500/0
Pendulum: During either player's turn, when a card or effect is activated that would target a card(s) on the field: You can send this card to the Graveyard; negate the activation, and if you do, destroy it. During the End Phase, if this effect was activated this turn (and was not negated): You can place this card in one of your Pendulum Zones.
Monster: 1 Tuner + 1 or more DARK non-Tuner monsters
When this card is Synchro Summoned: You can target 1 card on the field; destroy that target. Once per turn, during either player's Main Phase: You can change this card to Defense Position, then target 1 monster your opponent controls; negate its effects until the end of the turn, and if you do, this card's battle position cannot be changed until the end of your next turn. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in an unoccupied Pendulum Zone OR destroy 1 card in your Pendulum Zones, and if you do, place this card in your Pendulum Zone.

Likuntam, Dragon of the Solstice
Level 7/Scale 9/LIGHT/Dragon/Synchro/Pendulum/Effect
2500/1400
Pendulum: Once per turn, during either player's turn: You can target 1 face-up card you control; once during this turn, it cannot be destroyed by battle or by card effects.
Monster: 1 Tuner + 1 or more LIGHT non-Tuner monsters
When this card is Synchro Summoned: You can target 1 monster your opponent controls; banish it until the end of the turn. Once per turn, during your End Phase: You can target 1 Tuner monster in your Graveyard; shuffle it into the Deck, and if you do, draw 1 card. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in an unoccupied Pendulum Zone OR destroy 1 card in your Pendulum Zones, and if you do, place this card in your Pendulum Zone.

Latias, Guardian of the Skies
Rank 4/WIND/Dragon/Xyz/Effect
2200/2000
2 Level 4 monsters
During the turn this card is Summoned, other monsters you control cannot be targeted by the effects of Spell/Trap cards. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card to target 1 other monster you control; this card gains ATK and DEF equal to half the target's ATK and DEF, until the End Phase. If this card is destroyed by an opponent's card effect: You can add 1 Level 4 or lower monster from your Graveyard to your hand.

River Guardian
Level 5/Scale 2/WIND/Sea Serpent/Synchro/Pendulum/Effect
2200/1400
Pendulum Effect: If a monster you control would be destroyed by a card effect: You can banish that monster and 1 card your opponent controls, until your next Standby Phase. You can only activate this effect of "River Guardian" once per turn.
Monster Effect: 1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can discard 1 card; banish up to 2 cards on the field, until your next Standby Phase. You can only activate this effect of "River Guardian" once per turn. If this card in the Monster Zone is destroyed (by battle or card effect): You can place this card in an unoccupied Pendulum Zone OR destroy 1 card in your Pendulum Zones, and if you do, place this card in your Pendulum Zone.

Ancient Beast of Stone
Level 6/EARTH/Rock/Effect
1800/2400
You can Special Summon this card (from your hand) by banishing 1 EARTH monster from your Graveyard. During either player's turn, if a monster's effect would be activated that targets a monster you control: You can change this card's battle position; negate that activation, and if you do, destroy that monster. You can only use the effect of "Ancient Beast of Stone" once per turn.

 

The Monastery in the Sky
Field Spell
(This card's name becomes "The Sanctuary in the Sky" while it is on the field.)
You can only activate the (3) effect of "The Monastery in the Sky" once per turn.
(1) You take no battle damage from battles involving Fairy-Type monsters. (2) When a Fairy-Type Monster is Normal Summoned, Trap Cards cannot be activated." (3) You can discard 1 card, then target 1 Fairy-Type monster in your Graveyard; shuffle that target into your Deck, and if you do, draw 1 card.

 

Performage Chaos Juggler
Level 1/LIGHT/Spellcaster/Effect
400/200
While you control no monsters, you can Special Summon this card (from your hand). During the turn this card is Summoned, you take no effect damage.

 

Anuku, Guardian of the Netherworld

Level 4/DARK/Spellcaster/Effect

1600/1200

If a monster you control is destroyed (by battle or by card effect); you can Special Summon this card (from your hand). You can only use this effect of "Anuku, Guardian of the Netherworld" once per turn. Once per turn: You can target 1 other Level 4 or lower monster you control; send that target to the Graveyard, and if you do, Special Summon 1 monster from your Graveyard with the same Level and Attribute as the target, except "Anuku, Guardian of the Netherworld".

 

Transcendental Magician

Level 6/LIGHT/Spellcaster/Effect

2200/1400

Cannot be Normal Summoned/Set. Must first be Special Summoned by banishing 2 LIGHT monsters from your Graveyard. Once per turn, during your Main Phase: You can target 1 monster your opponent controls; banish the targeted monster until your opponent's next End Phase. This card cannot attack the turn you use this effect.

 

Queen of Nightmares

Level 6/DARK/Spellcaster/Effect

2000/1600

You can Special Summon this card (from your hand) by banishing 2 DARK monsters from your Graveyard. During your Main Phase 1: You can banish 1 Level 4 or lower monster from your hand; add 1 DARK monster with a Level equal to the banished monster from your Deck to your hand. You can only activate this effect of "Queen of Nightmares" once per turn.

 

 

Will submit more as I look through my collection.

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Be sure to register before submitting! Otherwise, I feel like there is a bit much in the OTK sector with these. While it definitely is much less so than say Kozmo, (Which this feels a lot of where it originates from) I can't help but feel rather concerned by cards like Aerial Ace, Tactics, and Surprise Attack that can stack 3000+ damage easily with their effects combined. I would be more than willing to test to prove otherwise, but I feel like the overall spam level should possibly be toned down.

How would you suggest nerfing it? Also, I don't see where to register at in the OP. Where do I do that?

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What is the term PSCT, ive seen it used a lot and i just dont know what it represents.

PSCT is used to describe the OCG wording used in booster packs post 5D's.

Basically, simplify wording so you know when an effect can trigger, and if you do something, then another thing happens.

 

It is sort of difficult for a few people, which is understandable.

 

There's a guide to writing it in the Advanced section, or again, feel free to PM me for help.

 

Sometimes, you will see cards with circled/parenthesized numbers.

Those are used in the Japanese version, as to cut down on the amount of hard OPT/OPD clauses one would have to write in multiple cases.

 

I tend to use this one often.

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A new archetype for analysis: "Dualist"
 

This archetype is based on Gemini LIGHT and DARK monsters with powerful effects.
 

For now these are the cards (eventually I make more "Dualist" cards).

 

 

Gemini Dualist
****/DARK/Spellcaster/Gemini/Effect
1900/1150
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● This card is aldo treated as LIGHT-Type. If this card destroy a DARK or LIGHT-Type monster, make a second attack.

Dualist Magician Lady
*******/DARK/Spellcaster/Gemini/Effect
2600/1850
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● This card is also treated as LIGHT-Type. This card gain 250 ATK for each other DARK or LIGHT-Type monster on the field.

Dualist Chimera
**********/DARK/Spellcaster/Gemini/Effect
3200/2450
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● This card is also treated as LIGHT-Type. While this card remain face-up on the field EARTH, FIRE, WATER and WIND-Type monsters cannot be Special Summoned or Set. Once per turn, you can discard 1 DARK or LIGHT-Type monster from your hand. Destroy 1 Spell/Trap Card on the field.

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A new archetype for analysis: "Dualist"

 

This archetype is based on Gemini LIGHT and DARK monsters with powerful effects.

 

For now these are the cards (eventually I make more "Dualist" cards).

 

 

Gemini Dualist

****/DARK/Spellcaster/Gemini/Effect

1900/1150

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

● This card is aldo treated as LIGHT-Type. If this card destroy a DARK or LIGHT-Type monster, make a second attack.

 

Dualist Magician Lady

*******/DARK/Spellcaster/Gemini/Effect

2600/1850

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

● This card is also treated as LIGHT-Type. This card gain 250 ATK for each other DARK or LIGHT-Type monster on the field.

 

Dualist Chimera

**********/DARK/Spellcaster/Gemini/Effect

3200/2450

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

● This card is also treated as LIGHT-Type. While this card remain face-up on the field EARTH, FIRE, WATER and WIND-Type monsters cannot be Special Summoned or Set. Once per turn, you can discard 1 DARK or LIGHT-Type monster from your hand. Destroy 1

Spell/Trap Card

on the field.
You do realize there is a whole schtick and limitation to submitting archetypes correct?
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