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Delibirb

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No, I just noticed that there is a restriction per month of cards, right?

1000PP per Template, (For which you can get at the Shop when Sakura opens it) which enables you to submit an archetype (You get 1 at the start) and a limit of 15 generics per month, which combined with other methods allow you to acquire PP
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The shop is technically open right now, so if you want a new template to submit Archetypes with, now's the time to purchase things.

(By submitting an Archetype, you'll get 3 copies of all the cards in there + everyone else can purchase them.)

 

Ah yes, and things regarding the generics I submitted earlier.

I'll PM you about this.

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1st Archtype Submission: "Zodiac Star"

 

[spoiler=Main Deck Monsters]

~~~~~~~~~~~~~~~~~~~

Aquarius, Water Carrier of the Zodiac Star

03 / WIND / Thunder / Effect Monster

1200 / 900

When this card is Summoned: You can excavate the top 3 cards from your deck, then target Spell/Trap cards less than or equal to the number of excavated "Zodiac Star" monster(s) and shuffle the excavated cards into the deck; Destroy the targets. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can return the target to the owner's hand instead. You can only gain the effect of "Aquarius, Water Carrier of the Zodiac Star" once per turn.

~~~~~~~~~~~~~~~~~~~

Aries, Sheep of the Zodiac Star

03 / FIRE / Pyro / Effect Monster

1500 / 600

When this card is Summoned: You can discard 1 card; Excavate the top 3 cards from your deck, then Special Summon 1 "Zodiac Star" monster among the cards and shuffle the rest into the deck. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can Special Summon 1 "Zodiac Star" monster from your deck instead. You can only gain the effect of "Aries, Sheep of the Zodiac Star" once per turn.

~~~~~~~~~~~~~~~~~~~

Cancer, Crab of the Zodiac Star

03 / WATER / Aqua / Effect Monster

700 / 1400

During the Battle Phase, if a "Zodiac Star" is targeted for an attack: You can declare 1 card type (Spell, Trap or Monster); Excavate the top card from your deck, then shuffle the excavated card into the deck and, if it was the declared card type, Negate the attack. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can also change the battle position of the attacking monster. You can only gain the effect of "Cancer, Crab of the Zodiac Star" up to twice per turn.

~~~~~~~~~~~~~~~~~~~

Capricorn, Goat of the Zodiac Star

03 / EARTH / Rock / Effect Monster

1000 / 1100

During your Main Phase: You can target 1 "Zodiac Star" monster you control; Excavate the top 3 cards from your deck, then shuffle the excavated cards into the deck, also the targeted monster can attack number of times equal to the number of excavated "Zodiac Stars" monster this turn. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, It can attack twice this turn instead. You can only gain the effect of "Capricorn, Goat of the Zodiac Star" once per turn.

~~~~~~~~~~~~~~~~~~~

Geminis, Twins of the Zodiac Star

03 / WIND / Thunder / Effect Monster

1200 / 900

When this card is Summoned: You can excavate the top 3 cards of your Deck, add 1 "Zodiac Star" card (if any) of them to your hand, also, after that, shuffle the rest back into your Deck. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can add 1 "Zodiac Star" card from your deck to your hand instead. You can only gain the effect of "Geminis, Twins of the Zodiac Star" once per turn.

~~~~~~~~~~~~~~~~~~~

Leo, Lion of the Zodiac Star

03 / FIRE / Pyro / Effect Monster

1500 / 600

During you Main Phase: You can discard 1 card; Excavate the top 3 cards from your deck, then shuffle them into the deck, then for the rest of this turn, "Zodiac Star" monsters you control gain 200 ATK and DEF for each excavated "Zodiac Star" monster. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, this turn, Level 3 "Zodiac Star" monsters can attack your opponent directly instead. You can only gain the effect of "Leo, Lion of the Zodiac Star" once per turn.

~~~~~~~~~~~~~~~~~~~

Piscis, Shark of the Zodiac Star

03 / WATER / Aqua / Effect Monster

700 / 1400

During the Battle Phase, if a "Zodiac Star" is destroyed by battle: You can declare 1 card type (Spell, Trap or Monster); Excavate the top card from your deck, then shuffle the excavated card into the deck and, If it was the declared card type, Add it to your hand instead of sending it to the Graveyard. If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, you can shuffle it into the deck and draw 1 card instead. You can only gain the effect of "Piscis, Shark of the Zodiac Star" once per turn.

~~~~~~~~~~~~~~~~~~~

Taurus, Bull of the Zodiac Star

03 / EARTH / Rock / Effect Monster

1000 / 1100

When this card is Summoned; You can excavate the top 3 cards from your deck, then shuffle the excavated cards into the deck, also target "Zodiac Stars" monster(s) you control less than or equal to the number of excavated "Zodiac Stars" monsters: Place "Taurus" conters on the targeted monsters. (if that card would ever be destroyed by battle, remove 1 "Taurus" Counter from it instead). If you control 3 or more "Zodiac Star" monsters with different names on your side of the field, monsters with "Taurus" Counters also cannot be destroyed by card effects. You can only gain the effect of "Taurus, Bull of the Zodiac Star" once per turn.

~~~~~~~~~~~~~~~~~~~~

 

 

 

[spoiler= Spell & Traps]

~~~~~~~~~~~~~~~~~~~~~~~~

Astrological Chart of the Zodiac Star

Trap / Counter

If you control 2 or more face-up "Zodiac Star" monsters, when a Monster Effect is activated; negate the activation, and if you do, destroy that card. If you control 3 or more "Zodiac Star" monsters with different names, you can shuffle the card into the owner's deck instead of destroying it.

~~~~~~~~~~~~~~~~~~~~~~~~

Firmament of the Zodiac Star

Spell / Field

Each time you excavate your deck by a "Zodiac Star" monster; Place 1 Astronomy counter on this card. You can remove any number of Astronomy Counters from this card; apply this effect, depending on the number of Astronomy Counters removed. You can only use this effect of "Firmament of the Zodiac Star" once per turn.
- 2 counters: Look at 3 cards from the top of your Deck, then place them on the top of the Deck in any order.
- 4 counters: Special Summon 1 "Zodiac Star" from your hand or Graveyard.
- 12 counters: Skip your opponent's next turn.

~~~~~~~~~~~~~~~~~~~~~~~~~

Ophiuchus of the Zodiac Star

Spell / Equip

If your opponent controls a monster and you control no monsters: Discard 1 card; Special Summon 1 "Zodiac Star" monster from your deck in face-up defense position and equip it with this card. The equipped monster cannot be Tributed, or be used as a Fusion, Synchro, or Xyz Material for a Summon. When this card is removed from the field, shuffle the equipped monster into the deck.

~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

 

[spoiler=Extra Deck]

~~~~~~~~~~~~~~~~~~~~

Libra, Wind Lord of the Zodiac Star

09 / WIND / Machine / Fusion / Effect Monster

2400 / 1800

1 "Zodiac Star" Thunder-type monster + 1 "Zodiac Star" non-Fusion monster
Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use Polymerization".). You can only control 1 "Lord of the Zodiac Star" monster face-up on your side of the field. Once per turn: You can declare 1 card type (Spell, Trap or Monster) and excavate the top card from your deck, then shuffle it into your deck; If you call it right, Special Summon 1 "Zodiac Star" monster from your Graveyard and/or hand but cannot be used as a Fusion material and is shuffled into the deck during then end of the turn. During your Standby Phase: Return this card into your Extra Deck (even if Set).

~~~~~~~~~~~~~~~~~~~~

Sagittarius, Fire Lord of the Zodiac Star

09 / FIRE / Machine / Fusion / Effect Monster

3000 / 1200

1 "Zodiac Star" Pyro-type monster + 1 "Zodiac Star" non-fusion monster
Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use Polymerization".). You can only control 1 "Lord of the Zodiac Star" monster face-up on your side of the field. Once per turn: You can Excavate the top 3 cards from your deck, then shuffle them into your deck; Reduce the ATK and DEF of the face-up monsters your opponent control up to the number of excavated "Zodiac Star" monsters x 400. During your Standby Phase: Return this card into your Extra Deck (even if Set).

~~~~~~~~~~~~~~~~~~~~~

Scorpio, Water Lord of the Zodiac Star

09 / WATER / Machine / Fusion / Effect

1400 / 2800

1 "Zodiac Star" Aqua-type monster + 1 "Zodiac Star" non-Fusion monster
Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use Polymerization".). You can only control 1 "Lord of the Zodiac Star" monster face-up on your side of the field. Once per turn: You can declare 1 card type (Spell, Trap or Monster) and excavate the top card from your deck, then shuffle it into your deck; If you call it right, take the control of 1 monster in your opponent side of the field until the end of the next turn. During your Standby Phase: Return this card into your Extra Deck (even if Set).

~~~~~~~~~~~~~~~~~~~~~~

Virgo, Earth Lord of the Zodiac Star

09 / EARTH / Machine / Fusion / Effect

2000 / 2200

Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use Polymerization".). You can only control 1 "Lord of the Zodiac Star" monster face-up on your side of the field. Once per turn: You can excavate the top 3 cards from the top of your deck, shuffle them into your deck, then target number of face-up monsters your opponent control up to the number of excavated "Zodiac Star" monsters; Destroy the targets, but all effect damage and battle damage inflicted to your opponent(s) this turn is halved. During your Standby Phase: Return this card into your Extra Deck (even if Set).

~~~~~~~~~~~~~~~~~~~~~~

 

 

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I just want to repeat this^

 

Me and nee chan still ignored while the next poster got reviewed, just wow.

I think I said it already that not everybody is reached for one reason or another. Sometimes we just go over one or two while on break at work and we get through 1 arch, etc. Idk where Kano is but I'm getting to reviewing everybody's cards today that hasn't gotten such
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I think I said it already that not everybody is reached for one reason or another. Sometimes we just go over one or two while on break at work and we get through 1 arch, etc. Idk where Kano is but I'm getting to reviewing everybody's cards today that hasn't gotten such

I'm right here. Indeed, sometimes I don't see one or two over the several that sometimes come in all in one checking in of mine. PMing me or Darkness is another way to get us to see your submissions if it's been a day or two.

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[spoiler=Generic Submission]

Specter of the Winter Footsteps

*4 Aqua/Effect WATER 1700/1000

You can discard 1 card; this turn, you can Normal Summon this card from your graveyard. When a non-WATER monster is summoned, you can pay 500 Life Points; negate its effect until the End Phase. Each effects of "Specter of the Winter Footsteps" can only be activated once per turn.

 

Rabbits of the Moon, Rabbits of the Earth

Spell Card
Return 1 monster you control to the hand. Reveal 1 monster with 1 higher level than the returned monster and 1 monster with 1 lower level from the returned monster, then your opponent choose one of them and add it to your hand. Then, send the other to the graveyard. You cannot Special Summon monsters for the rest of the turn after this effect is activated. You can only activate 1 "Rabbit of the Moons, Rabbits of the Earth" per turn.

 

Celestial of the World's Summit

*9 Fairy/Synchro/Effect EARTH 2900/2200

1 Tuner + 1 or more non-tuner monsters

If this card is the only monster you control, negate the effect of all other cards on the field during the Battle Phase. Once per turn, you can send 1 face-up Field Spell Card you control to the graveyard and target 2 face-up cards on the field; negate their effects, and if you do, destroy them. You cannot conduct your Battle Phase the turn this effect is activated.

 

Eye of the Enlightened One

*8 Fiend/Synchro/Effect LIGHT 0/2200

1 LIGHT tuner + 1 or more non-tuner monsters
When this card battles a monster, this card gains ATK equal to the opposing monster's ATK +100 until the end of the Damage Step. Once when this card is face-up on the field, if this card is summoned with the effect of "Rose of the Forgotten One": you can banish 1 monster in your opponent's Graveyard; this card gains its effect. When this card is removed from the field by your opponent's card effect and you have no other monsters, you can banish 1 card from your hand; Special Summon 1 "Rose of the Forgotten One" from your Extra Deck, then attach the top 2 cards of your deck to it as Xyz Materials.

 

Rose of the Forgotten One

Rank 4 Fiend/Xyz/Effect DARK 2200/0

2 level 4 DARK monsters
You can detach 2 Xyz Materials from this card; negate the effect of all other face-up cards on the field, and if you negate 3 or more, this card gains 500 ATK. If this card is Special Summoned with the effect of "Eye of the Enlightened One": this card cannot be targeted by card effects as long as you control no other monsters. During either player's turn, you can banish this card and discard 1 card from your hand; Special Summon 1 "Eye of the Enlightened One" from your Extra Deck.

 

Yata of the Subterranean Sun

*11 Winged-Beast/Synchro/Effect FIRE 2800/2500

1 tuner + 1 or more non-tuner monsters
Cards and effects cannot be activated in response to this card's summon. When this card is Synchro Summoned if you control less cards than your opponent: destroy all other cards on the field, but you cannot declare an attack this turn. If this card is the only monster you control: During either player's turn, you can discard 1 card; destroy 1 face-up monster on the field. This effect of "Yata of the Subterranean Sun" can only be activated once per turn.

 

 

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[spoiler=Generic Submission]

Specter of the Winter Footsteps

*4 Aqua/Effect WATER 1700/1000

You can discard 1 card; this turn, you can Normal Summon this card from your graveyard. When a non-WATER monster is summoned, you can pay 500 Life Points; negate its effect until the End Phase. Each effects of "Specter of the Winter Footsteps" can only be activated once per turn.

 

Rabbits of the Moon, Rabbits of the Earth

Spell Card

Return 1 monster you control to the hand. Reveal 1 monster with 1 higher level than the tributed monster and 1 monster with 1 lower level from the tributed monster, then your opponent choose one of them and add it to your hand. Then, send the other to the graveyard. You cannot Special Summon monsters for the rest of the turn after this effect is activated. You can only activate 1 "Rabbit of the Moons, Rabbits of the Earth" per turn.

 

Celestial of the World's Summit

*9 Fairy/Synchro/Effect EARTH 2900/2200

1 Tuner + 1 or more non-tuner monsters

If this card is the only monster you control, negate the effect of all other cards on the field during the Battle Phase. Once per turn, you can send 1 face-up Field Spell Card you control to the graveyard and target 2 face-up cards on the field; negate their effects, and if you do, destroy them. You cannot conduct your Battle Phase the turn this effect is activated.

 

Eye of the Enlightened One

*8 Fiend/Synchro/Effect LIGHT 0/2200

1 LIGHT tuner + 1 or more non-tuner monsters

When this card battles a monster, this card gains ATK equal to the opposing monster's ATK +100 until the end of the Damage Step. Once when this card is face-up on the field, if this card is summoned with the effect of "Rose of the Forgotten One": you can banish 1 monster in your opponent's Graveyard; this card gains its effect. When this card is removed from the field by your opponent's card effect and you have no other monsters, you can banish 1 card from your hand; Special Summon 1 "Rose of the Forgotten One" from your Extra Deck, then attach the top 2 cards of your deck to it as Xyz Materials.

 

Rose of the Forgotten One

Rank 4 Fiend/Xyz/Effect DARK 2200/0

2 level 4 DARK monsters

You can detach 2 Xyz Materials from this card; negate the effect of all other face-up cards on the field, and if you negate 3 or more, this card gains 500 ATK. If this card is Special Summoned with the effect of "Eye of the Enlightened One": this card cannot be targeted by card effects as long as you control no other monsters. During either player's turn, you can banish this card and discard 1 card from your hand; Special Summon 1 "Eye of the Enlightened One" from your Extra Deck.

 

Yata of the Subterranean Sun

*11 Winged-Beast/Synchro/Effect FIRE 2800/2500

1 tuner + 1 or more non-tuner monsters

Cards and effects cannot be activated in response to this card's summon. When this card is Synchro Summoned if you control less cards than your opponent; destroy all other cards on the field, but you cannot declare an attack this turn. If this card is the only monster you control: During either player's turn, you can discard 1 card destroy 1 face-up monster on the field. This effect of "Yata of the Subterranean Sun" can only be activated once per turn.

 

 

Specter is fine.

 

Rabbit doesn't make sense. It doesnt tribute any monsters.

 

Celestial is good, I like it.

 

Eye and Rose are fine and unique.

 

Yata has a little PSCT error but it's no big deal. It's fine for me as well.

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[spoiler=Some Of My Generic Spell/Traps]Solemn Order
Counter Trap Card
When your opponent Special Summon(s) a monster(s): Pay 1000 Life Points; Negate the Summon, and if you do, destroy it, then, draw 2 cards.

Gateway of Destruction
Normal Trap Card
Tribute 1 face-up Synchro monster you control; Special Summon aSynchro monster from your Extra Deck with the same type as thatmonster but 1 Level higher. If a Synchro monster would be destroyed by a card effect; You can Banish this card from your Graveyard instead.

Celestial Massacre
Continuous Trap Card
Once per turn, during either player's turn ,when your Opponent Special Summon(s) a monster: You can Discard 1 card; Draw 2 cards. When this set card is destroyed and sent to the Graveyard; Target and destroy 1 card on the field.

Ceremony Of Cataclysm
Normal Spell Card
Half the ATK of all Special Summoned monster(s) your opponent controls until the end of the turn. Once per turn, if this card is in yourGraveyard: You can discard 1 card; Add this card to your hand.

Bolt Needle
Quickplay Spell Card
Target and destroy 1 spell/trap card on the field, then you can set 1 spell/trap from your hand on the field. As long as this card is in your Graveyard: Activation of your Spell/Trap cards cannot be negated.

 

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[spoiler=Some Of My Generic Spell/Traps]Solemn Order

Counter Trap Card

When your opponent Special Summon(s) a monster(s): Pay 1000 Life Points; Negate the Summon, and if you do, destroy it, then, draw 2 cards.

 

Gateway of Destruction

Normal Trap Card

Tribute 1 face-up Synchro monster you control; Special Summon aSynchro monster from your Extra Deck with the same type as thatmonster but 1 Level higher. If a Synchro monster would be destroyed by a card effect; You can Banish this card from your Graveyard instead.

 

Celestial Massacre

Continuous Trap Card

Once per turn, during either player's turn ,when your Opponent Special Summon(s) a monster: You can Discard 1 card; Draw 2 cards. When this set card is destroyed and sent to the Graveyard; Target and destroy 1 card on the field.

 

Ceremony Of Cataclysm

Normal Spell Card

Half the ATK of all Special Summoned monster(s) your opponent controls until the end of the turn. Once per turn, if this card is in yourGraveyard: You can discard 1 card; Add this card to your hand.

 

Bolt Needle

Quickplay Spell Card

Target and destroy 1 spell/trap card on the field, then you can set 1 spell/trap from your hand on the field. As long as this card is in your Graveyard: Activation of your Spell/Trap cards cannot be negated.

 

Solemn Order gets a big juicy never gonna happen.

 

Gateway is cool, probably fine for the time being.

 

Massacre is oddly named but seems ok.

 

Cataclysm isnt going to happen with that re-add clause.

 

Bolt needle isnt going to happen with the graveyard continuous effect.

 

 

Fixed rabbit's effect.

Doesn't say where it reveals from.

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meh, this is basically gen 1 stupid nerfing of cards..........

call me when you guys reach gen 6

Tbh some of them were more powerful than actual TCG cards. Order is a Black Horn + Pot of Greed, Needle literally takes several levels of interaction out of the game and is a much better Dust Tornado, and Cataclysm might as well say 1/4 the ATK for a discard cause you can use it twice in a turn. Needle would be crazy even in TCG and Cat would be a great assistance to Pendulum OTKs applying it to modern time. The rest I approve though, although I would say Type and Attribute rather than just Type to futureproof Gateway, but I don't see it being super problematic due to it being a Trap, mostly just want to prevent problems on down the line.

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[spoiler=Generics 8/10]

Shamutan, Dragon of the Shadows

Level 7/Scale 3/DARK/Dragon/Synchro/Pendulum/Effect

2500/200

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 discard 1 card, then target a number of cards on the field up to the number of Synchro Material Monsters used for its Synchro Summon; destroy them. Once per turn, during either player's Main Phase: You can discard 1 card, then target a number of monsters, up to the number of Synchro Material Monsters used for this card's Synchro Summon; negate those target's effects, until the end of the 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

2500/2000

Pendulum: Once per turn, during either player's turn: You can target cards on the field, up to the number of cards in your hand; those targets cannot be destroyed by card effects, until the end of the turn.

Monster: 1 Tuner + 1 or more LIGHT non-Tuner monsters

When this card is Synchro Summoned: You can discard 1 card, then target a number of cards on the field, up to the number of Synchro Material Monsters used for its Synchro Summon; return them to their owner's hand, and if you do, gain 500 LP for each target. Once per turn: You can discard 1 card, then 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

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".

 

 

 

Will submit more as I look through my collection.

Will wait on Kano to confirm but accepted on my end, we already went through these

 

[spoiler=Archetype: MAELSTROM]

[spoiler=Maindeck Monsters]

Maelstrom Marine Captain, David

***/WATER/Aqua/Effect

1100/1200

If you control a face-up "Maelstrom" card: You can Special Summon this card from your hand, and if you do, negate the first attack of this turn's battle phase. You can only summon "Maelstrom Marine Captain, David" this way once per turn. If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone. MVP: If this card is in your Spell/Trap zone, during your turn: You can send the top card of your deck to the graveyard; Switch this card's position with another "Maelstrom" card in your monster zone. (MVP: You can only activate 1 effect with MVP per turn)

 

Maelstrom Marine Rear Admiral, Eleanor

***/WATER/Aqua/Tuner

1200/1100

When this card is Normal Summoned: You can add 1 "Maelstrom" monster from your deck to your hand. If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone. MVP: If this card is in your Spell/Trap zone, during your turn: You can send the top card of your deck to the graveyard; Switch this card's position with another "Maelstrom" card in your monster zone. (MVP: You can only activate 1 effect with MVP per turn)

 

Maelstrom Marine Liutentant, Miller

**/WATER/Aqua/Tuner

500/500

When this card is placed on your Spell/Trap zone by the effect of a "Maelstrom" card: You can Special Summon 1 "Maelstrom" monster from your deck. If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone. MVP: If this card is in your Spell/Trap zone, you can activate this effect; Normal Summon 1 "Maelstrom" monster from your hand as an additional Normal Summon.  (MVP: You can only activate 1 effect with MVP per turn)

 

Maelstrom Marine Officer, Methys

****/WATER/Aqua/Effect

1400/1500

MVP: Once per turn, while this card is in your Spell/Trap zone: You can destroy 1 monster you control; Special Summon 1 "Maelstrom" monster from your graveyard, but its effects are negated and it cannot attack directly this turn. If you have 1 or more "Maelstrom" card face-up in your Spell/Trap zone, you can Special Summon this card. (From your hand) If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone you control.

 

Maelstrom Sweep Officer, Claris

****/WATER/Aqua/Effect

1700/1600

If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone you control. Once per turn, while this card is face-up on the field when a Maelstrom card is placed on your monster or spell/trap zone: Look at the top 5 cards of your deck, choose up to 1 "Maelstrom" monster from among them and add it to your hand. Shuffle the rest of the revealed cards to your deck.

 

Maelstrom Marine General, Claude

****/WATER/Aqua/Tuner

1900/1800

MVP: During either player's turn, when a player's monster declares an attack involving this face-up card: You can negate that attack, and if you do, target and destroy 1 card on the field. If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone. If this card is in your Spell/Trap zone, during your Main Phase 1: you can discard 1 card; Special Summon this card to your monster zone, but banish it when it leaves the field. "Maelstrom" card in your monster zone. (MVP: You can only activate 1 effect with MVP per turn)

 

 

 

[spoiler=Spell/Traps]

Blue Storm Torpedo

Quick-Play Spell

Destroy face-up 1 Aqua-type monster you control, then target 1 card on the field; destroy it, and if you do, draw 1 card.

 

Call of the Blue Storm Dragon

Continuous Spell

When this card is activated: Add 1 "Maelstrom" monster from your deck to your hand. During either player's Battle Phase: You can send this face-up card to the graveyard; Synchro Summon, 1 WATER Synchro monster from your Extra Deck using "Maelstrom" monsters you control. That monster's effects becomes: *"When this card is Synchro Summoned: You can banish 1 monster in your hand and target 1 card on the field; Destroy that target, and if you do, draw 1 card." You can only use 1 effect of "Call of the Blue Storm Dragon" per turn and only once that turn.

 

Wrath of the Blue Storm Waves

Quick-Play Spell

When this card is activated: Add 1 "Maelstrom" monster from your deck to your hand. During either player's Battle Phase: You can send this face-up card to the graveyard; Synchro Summon, 1 WATER Synchro monster from your Extra Deck using "Maelstrom" monsters you control. That monster's effects becomes: "When this card is Synchro Summoned: You can banish 1 monster in your hand and target 1 card on the field; Destroy that target, and if you do, draw 1 card." You can only use 1 effect of "Call of the Blue Storm Dragon" per turn and only once that turn.

 

 

 

[spoiler=Extra Deck]

Maelstrom Marine Marshal, Rayleigh

*****/WATER/Aqua/Synchro

2000/1900

1 Tuner + 1 non-Tuner WATER Monster

MVP: During the Battle Phase, if this card attacked a monster this turn: It can make a second attack in a row. This card gains 300 ATK for every attack declared during the Battle Phase, until your next Main Phase 1. If this card is sent to the graveyard by an opponent's card, if all this card's Synchro Materials are in the Graveyard: You can target 1 of them; place it in an open Spell/Trap zone you control.

 

Maelstrom Blue Storm Dragon, Tetrawave

******/WATER/Aqua/Synchro

2000/1200

1 WATER Tuner + 1 or more non-Tuner "Maelstrom" Monsters

When this card is Synchro Summoned: You can target 1 level 4 or lower "Maelstrom" monster from your graveyard; This card gains ATK equal to half the ATK of that target, and if you do, add that target to your hand during the end phase of this turn. If this card destroys a monster by battle: You can target 1 card on the field; Destroy it, and if you do, draw 1 card.

 

Maelstrom Marine Admiral, Newgate

********/WATER/Aqua/Synchro

3000/2900

1 Tuner + 1 non-Tuner WATER monsters

When this card is Synchro Summoned: You can target 1 monster your opponent controls; Destroy that target, and if you do, place it on an open Spell/Trap zone your opponent controls instead of sending it to the graveyard. Once per turn, during either player's turn when a level 5 or higher monster activates its effects, or when a "Maelstrom" monster you control is targeted by a monster effect: You can negate that effect, and if you do, destroy that monster. If this card is sent to the graveyard by an opponent's card, if all this card's Synchro Materials are in the Graveyard: You can target 1 of them; place it in an open Spell/Trap zone you control.

 

Maelstrom Blue Storm Dragon, Glorymaker Rainfall

***********/WATER/Aqua/Synchro

3500/3500

1 Tuner + 1 or more non-Tuner WATER monsters

At the end of a battle this card attacks: You can target 1 card on the field; Destroy it, and if you do, draw 1 card. Once per Battle Phase: You can send 1 "Maelstrom" card you control to the graveyard; This card can make a second attack during this Battle Phase. During either player's turn: You can banish 1 "Maelstrom" Synchro Monster from your graveyard; This turn, this card cannot be targeted by card effects or destroyed.

 

 

 

 

 

updated my generics, too

In the future, please make sure to have your generics ready if maxed out or if not just have like a few open spaces. That being said, ok with these albeit might want to do a test or two to be sure of a few things

 

[spoiler=Ayakashi'']

[spoiler=Main Deck Monsters'']

Ayakashi Ohinahime

EARTH/Level 3

2<>2

Spellcaster/Pendulum/Effect

Pendulum Effects: Once per turn: Fusion Summon 1 Fusion Monster from your Extra Deck, using cards from your side of the field or in your Pendulum Zone as Fusion Materials. When you do this, 1 of the Fusion Material Monster(s) must be "Ayakashi" cards.

Monster Effects: A Fusion Monster that was Summoned using this card as a Fusion Material gains this effect.

● Cannot be targeted by your opponent's card effects until your next Standby Phase.

1000/1400

 

Ayakashi Sakuyahime

EARTH/Level 3

6<>6

Spellcaster/Pendulum/Effect

Pendulum Effects: Once per turn: Fusion Summon 1 Fusion Monster from your Extra Deck, using cards from your side of the field or in your Pendulum Zone as Fusion Materials. When you do this, 1 of the Fusion Material Monster(s) must be "Ayakashi" cards.

Monster Effects: A Fusion Monster that was Summoned using this card as a Fusion Material gains this effect.

● Cannot be destroyed by your opponent's card effects until your next Standby Phase.

900/1500

 

Ayakashi Kaguyahime

EARTH/Level 3

2<>2

Spellcaster/Pendulum/Effect

Pendulum Effects: Once per turn: Fusion Summon 1 Fusion Monster from your Extra Deck, using cards from your side of the field or in your Pendulum Zone as Fusion Materials. When you do this, 1 of the Fusion Material Monster(s) must be "Ayakashi" cards.

Monster Effects: A Fusion Monster that was Summoned using this card as a Fusion Material gains this effect.

● If it attacks, negate all other card or effects until the end of the Damage Step. This effect applies until the end of your next turn.

 

Ayakashi Sukuna Hikona

EARTH/Level 4

6<>6

Beast-Warrior/Pendulum/Effect

Pendulum Effects: If you would Fusion Summon a Fusion Monster, you can also shuffle "Ayakashi" monsters face-up in your Extra Deck to the Main Deck as Fusion Materials.

Monster Effects: A Fusion Monster that was Summoned using this card as a Fusion Material gains this effect.

● When it is Fusion Summoned: Target 1 card on the field; banish it.

1400/1600

 

Ayakashi Konoha Tengu

EARTH/Level 4

2<>2

Winged Beast/Pendulum/Effect

Pendulum Effects: If you would Fusion Summon a Fusion Monster, you can also shuffle "Ayakashi" monsters face-up in your Extra Deck to the Main Deck as Fusion Materials.

Monster Effects: A Fusion Monster that was Summoned using this card as a Fusion Material gains this effect.

● When it is Fusion Summoned: Target 1 card on the field; return it to its owner's hand.

1800/1200

 

Ayakashi Witching Hour

EARTH/Level 4

6<>6

Zombie/Pendulum/Effect

Pendulum Effects: If you would Fusion Summon a Fusion Monster, you can also shuffle "Ayakashi" monsters face-up in your Extra Deck to the Main Deck as Fusion Materials.

Monster Effects: A Fusion Monster that was Summoned using this card as a Fusion Material gains this effect.

● When it is Fusion Summoned: Target 1 card on the field; shuffle it to the Deck.

1000/1900

 

Ayakashi Oyamatsumi

EARTH/Level 5

2<>2

Warrior/Pendulum/Effect

Pendulum Effects: If you would Fusion Summon a Fusion Monster, you can also place any "Ayakashi" monsters from your hand face-up to your Extra Deck or Pendulum Zone as Fusion Materials.

Monster Effects: ● If it destroys a monster by battle: Draw 1 card.

1700/1900

 

Ayakashi Futsunushi

EARTH/Level 5

6<>6

Warrior/Pendulum/Effect

Pendulum Effects: If you would Fusion Summon a Fusion Monster, you can also place any "Ayakashi" monsters from your hand face-up to your Extra Deck or Pendulum Zone as Fusion Materials.

Monster Effects: ● If it destroy a monster by battle: Your opponent discard 1 random card from their hand.

2000/1600

 

Ayakashi Take Mikazuchi

EARTH/Level 5

2<>2

Warrior/Pendulum/Effect

Pendulum Effects: If you would Fusion Summon a Fusion Monster, you can also place any "Ayakashi" monsters from your hand face-up to your Extra Deck or Pendulum Zone as Fusion Materials.

Monster Effects: ● If it destroy a monster by battle: Your opponent cannot Special Summon any monster from the Extra Deck during their next turn.

2300/1300

 

 

 

[spoiler=Main Deck Spell/Trap'']

Yokai Shrine

Spell/Field

If this card is activated: You can add 1 "Ayakashi" card from your Deck to your hand. Once per turn, during either player's turn: You can destroy 1 "Ayakashi" card in your Monster Zone; draw 1 card. If you would Fusion Summon a Fusion Monster, you can also use this card as Fusion Materials. When it does, treat this card as "Ayakashi" cards.

 

Ayakashi Night

Spell/Continuous

Once per turn: You can target 1 "Ayakashi" card face-up in your Extra Deck; place it into your Pendulum Zone. A Fusion Monster that was Summoned using this card as a Fusion Material gains this effect.

● If it destroys an opponent monster by battle: Add 1 "Ayakashi" Spell/Trap Card from your Deck to your hand.

 

Blessings from Tsukuyomi

Trap/Counter

(This card is always treated as "Ayakashi" card")

When a Spell/Trap Card, or monster effect, is activated while you control "Ayakashi" Fusion Monster: Negate the activation, and if you do, banish that card. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Ayakashi" monster you control; it can attack twice during this turn Battle Phase.

 

 

 

[spoiler=Extra Deck Monsters'']

Ayakashi Miyatsuko

EARTH/Level 6

7<>2

Warrior/Fusion/Pendulum/Effect

Pendulum Effects: Once per turn: You can target 1 face-up "Ayakashi" monster from your Extra Deck; this card gains that Pendulum effects until the end of this turn.

Monster Effects: 2 "Ayakashi" cards

If this card is Fusion Summoned: Target 1 face-up "Ayakashi" monster from your Extra Deck; add it to your hand. If this card attacks an opponent monster: It gains ATK equal to the original DEF of a monster it is battling. If this card is destroyed: You can destroy as many cards in your Pendulum Zone as possible (min.1); then place this card in your Pendulum Zone.

2500/1900

 

Ayakashi Yoshitsune

EARTH/Level 7

2<>8

Warrior/Fusion/Pendulum/Effect

Pendulum Effects: Once per turn: You can target 1 face-up "Ayakashi" monster from your Extra Deck; this card gains that Pendulum effects until the end of this turn.

Monster Effects: 3 "Ayakashi" cards

If this card is Fusion Summoned: You can return all Spell/Trap Cards on the field to the hand. Once per turn: You can target 1 card you control and 1 card your opponent's control; return them to its owner's hand. If this card is destroyed: You can destroy as many cards in your Pendulum Zone as possible (min.1); then place this card in your Pendulum Zone.

2700/2300

 

Ayakashi Amakusa Shiro

EARTH/Level 8

9<>2

Warrior/Fusion/Pendulum/Effect

Pendulum Effects: Once per turn: You can target 1 face-up "Ayakashi" monster from your Extra Deck; this card gains that Pendulum effects until the end of this turn.

Monster Effects: 1 "Ayakashi" card + 1 Fusion Monster

If this card is Fusion Summoned: Target 1 "Ayakashi" monster face-up in your Extra Deck; Special Summon it (it is treated as Fusion Summon). Once per turn: The first time your opponent activates a monster effect: Negate the effect. If this card is destroyed: You can destroy as many cards in your Pendulum Zone as possible (min.1); then place this card in your Pendulum Zone.

2900/2700

 

 

 

 

The S/T also being Fusion Material feels rather frisky tbh, and Mika (The 2300 Lv5) seems kinda overdoing it, also Shiro counting it as a Fusion Summon is kind of ridic. I will give a second look to the rest but they looked fine

 

Looking over Zodiac Star rn, what else am I missing?

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I made Striker do that Latias card for the Summer Postseason, so that's why it's like that (although it would've been acceptable if he [or Sage] had decided to add extra stuff on the name). Then again, I'm submitting Hydreigon, Darkrai and Absol (with additional modifiers), but those are supposed to work on their own.

 

(DP probably still has the Psychic Dragon stuff I made with Latias in it, but I haven't checked for a while)

 

On that note, I would submit that Archetype at a later time provided I actually get pictures for it, but it's already massive so that's a no-no (unless I trim it down to the cards that actually work [which is less than 15] and tone them down).

 

---

As for Aman, Darkness already explained why some cards aren't being accepted (and I'd have to agree that a few of them are pushing it, even compared to the meta outside of this).

 

Needle might be fine if you strip the "no negation" part in the Graveyard, though it's still a better MST/Dust Tornado at that (b/c you get to set something), and MST already exists in here.

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I'do like to submit my created archetype.

Can't guarantee their balance, but the concept may interest you.

Xyz focused deck that capitalizes on high DEF.

 

[spoiler=Core Golem(s):]

CoreGolem - Bold Iron

Level 3 | EARTH | Rock | Effect

1300/1500

When this card is Normal Summoned: You can send 1 "Core Golem" monster from your deck to your Graveyard. While this card is attached to a "Core Golem" Xyz Monster: That monster gains 200 DEF for each "Core Golem" in your graveyard.

 

CoreGolem - Conducive Copper

Level 3 | EARTH | Rock | Effect

1300/1500

When this card is sent to the Graveyard: Add 1 "CoreGolem" monster from your Graveyard to your hand, except "CoreGolem - Conducive Copper". You can only use this effect of "CoreGolem - Conducive Copper" once per turn. While this card is attached to a "CoreGolem" Xyz Monster: That monster gains 300 DEF for each "CoreGolem" attached to it as Xyz Material.

 

CoreGolem - Lonesome Granite

Level 3 | EARTH | Rock | Effect

1000/1800

If this card is in your Graveyard, you can banish it to attach 1 "CoreGolem" from your Graveyard to a "CoreGolem" Xyz Monster you control. While this card is attached to a "CoreGolem" Xyz Monster: That monster gains 800 DEF as long as it is the only card you control.

 

CoreGolem - Loyal Silver

Level 3 | Earth | Rock | Effect

1400/1400

When a "CoreGolem" monster you control is destroyed: you can discard 1 card; Special Summon this card from your graveyard. You can only activate this effect of "CoreGolem - Loyal Silver" once per turn. While this card is attached to a "CoreGolem" Xyz Monster: that monster gains 400 DEF for each "CoreGolem" monster on your side of the field.

 

CoreGolem - Prideful Gold

Level 3 | EARTH | Rock | Effect

1400/1400

Target 1 “CoreGolem” monster you control; reduce it’s DEF by 1500 and Special Summon this card from your hand. You cannot target a monster with less than 1500 DEF with this effect. While this card is attached to a "CoreGolem" Xyz monster: That monster gains 200 DEF for each card on your opponent's side of the field.

 

CoreGolem - Resentful Cobalt

Level 3 | EARTH | Rock | Effect

1300/1500

While this card is in your Graveyard, when a "CoreGolem" Xyz Monster you control battles an opponent's monster, you can attach this card from your Graveyard to your monster. If you do, when this card as an Xyz material would be sent to the graveyard, banish it instead. You can only activate this effect of "Core Golem - Ferocious Cobalt" once per turn. While this card is attached to a "Core Golem" Xyz Monster: That monster gains 600 DEF for each Special Summoned monster your opponent controls.

 

CoreGolem - Astounding Determined Lord

Rank 3 | LIGHT | Rock | Xyz | Effect

1500/2000

2 Level 3 Rock-Type monsters

Once per turn, you can reduce this card's current DEF to 0 until your next Stanby Phase to target 1 monster your opponent controls whose current ATK is lower than the amount reduced; destroy it. When you activate this effect, you can detach 2 Xyz Materials from this card; destroy all monsters your opponent controls whose current ATK is lower than the amount reduced. If this Xyz Summoned card is sent to the Graveyard: send 1 "CoreGolem" from your Deck to the graveyard. While this card is attached to a "CoreGolem" Xyz monster, that monster gains the following effect: Once per turn, if this card attacks a monster with less ATK than this card's current DEF, you can destroy your opponent's monster before damage calculation. A monster can only have 1 "CoreGolem - Astounding Determined Lord" attached to it at a time.

 

CoreGolem - Brutal Unwavering Warrior

Rank 3 | EARTH | Rock | Xyz | Effect

1000/2000

2 Level 3 Rock-Type monsters

This card gains ATK equal to half of it's current DEF. Once per turn, if this card attacked this turn: You can detach 1 Xyz Material from this card; it can make a second attack during this battle phase. If this Xyz Summoned card is sent to the Graveyard: send 1 "CoreGolem" from your Deck to the graveyard. While this card is attached to a "CoreGolem" Xyz Monster, that monster gains the following effect: This card can make a second attack during each battle phase. A monster can only have 1 "CoreGolem - Brutal Unwavering Warrior" attached to it at a time.

 

CoreGolem - Forsaken Vengeful Soul

Rank 3 | DARK | Rock | Xyz | Effect

1500/1500

2 Level 3 monsters

If a monster you control battles an opponent's monster: You can reduce this card's DEF by 1000; then reduce the ATK of the opponent's monster by 1000. You cannot activate this effect if this card has less than 1000 DEF. Once per turn, if this card would be destroyed by battle or card effect, you can detach 1 Xyz Material from this card instead. If this Xyz Summoned card is sent to the Graveyard: send 1 "CoreGolem" from your Deck to the graveyard. While this card is attached to a "CoreGolem" Xyz monster, that monster gains the following effect: Once per turn, if this card would be destroyed by battle or card effect, it's not destroyed. A monster can only have 1 "CoreGolem - Forsaken Vengeful Soul" attached to it at a time.

 

CoreGolem - Unshakable Almighty Guardian

Rank 3 | EARTH | Rock | Xyz | Effect

1000/2500

3 Level 3 monsters

All monsters your opponent controls must attack this card, if able. At the end of the damage step, if this Defense Position card was attacked by an opponent's monster whose ATK is lower than this card’s current DEF: you can detach 2 Xyz materials from this card; Destroy the attacking monster, and if you do, inflict damage to your opponent equal to that monster’s original ATK. If this Xyz Summoned card is sent to the Graveyard: send 1 "CoreGolem" from your Deck to the graveyard. While this card is attached to a "CoreGolem" Xyz monster, that monster gains the following effects: Monsters your opponent controls must attack this card, if able, during the turn they are Special Summoned; If this Defense Position card is attacked by an opponent's monster whose ATK is lower than this card's current DEF: Destroy the attacking monster after the damage step.

 

Golems Natural Link

Quick-Play Spell Card

Target 1 "CoreGolem" Xyz Monster you control: Attach 1 "CoreGolem" monster from your graveyard to it as an Xyz Material, then draw 1 card.

 

Perfect Reconstruction

Normal Spell Card

Banish 1 "CoreGolem" Xyz Monster and 1 non-Xyz "CoreGolem" monster from your graveyard; Special Summon 1 "CoreGolem" monster from your Extra Deck and attach to it 1 non-Xyz "CoreGolem" monster from your Graveyard. Then you can also attach to it "CoreGolem"(s) from your Deck or Graveyard up to the number of Special Summoned monsters your opponent controls. You can only activate 1 "Perfect Reconstruction" per turn.

 

Golems Unavoidable Takeover

Counter Trap Card

When a Spell/Trap card, or monster effect is activated: send 1 "CoreGolem" Xyz Monster you control to the graveyard; negate the activation, and if you do, destroy that card. During the end Phase of this turn, Special Summon non-Xyz "CoreGolem"(s) monsters from your graveyard up to the number of Xyz materials the card you controlled had when sent to the graveyard by this effect.

 

I wasn't sure if I was supposed to include their images here or just send after they were accepted, therefore I didn't included them.

If you want to see their images or anything, you can also check their main topic. http://forum.yugiohcardmaker.net/topic/344797-coregolems-levelrank-3-rocks-def-focused-archetype/

I really like the concept of these and where they go. Like a lot. Accepted!

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I'd like to submit another archetype instead of War Hawk.

 

[spoiler=Moltanic]

Tour Guide of Moltanic Isle

Level 3

FIRE/Fiend

ATK: 500 DEF: 1000

 

If this card is Summoned: You can Special Summon 1 level 4 or lower "Moltanic" monster from your Deck, except "Tour Guide of Moltanic Isle". Its effects are negated this turn and it cannot be used as XYZ material.

----

Moltanic Cerberus

Level 4

FIRE/Beast

ATK: 1500 DEF: 1100

 

When this card is Summoned: Target 1 Set Spell/Trap card your opponent controls; Return it to hand. You can only use this effect of "Moltanic Cerberus" once per turn.

----

Moltanic Dino

Level 4

FIRE/Dinosaur

ATK: 1500 DEF: 1100

 

When this card is Summoned: You can Special Summon 1 "Moltanic" monster from your Graveyard. You can only use this effect of "Moltanic Dino" once per turn.

----

Moltanic Hound

Level 4

FIRE/Beast

ATK: 1500 DEF: 1100

 

When this card is summoned: You can tribute this card; Special Summon 1 "Moltanic" monster from your Deck. You can only use this effect of "Moltanic Hound" once per turn.

----

Moltanic Wulf

Level 4

FIRE/Beast/Tuner

ATK: 1500 DEF: 1100

 

When this card is Summoned: Target 1 monster your opponent controls; This card gains ATK equal to halve of that target's ATK.

----

Moltanic Shark

Level 4

WATER/Fish/Tuner

ATK: 1500 DEF: 1100

 

You can discard this card and target 1 card your opponent controls; Negate that card's effects this turn. Your opponent cannot activate card effects in response to this effect. You can only use this effect of "Moltanic Shark" once per turn.

----

Moltanic Serpent

Level 4

WATER/Reptile

ATK: 1500 DEF: 1100

 

You can discard this card; Add 1 "Moltanic" Spell/Trap from your Deck to Hand. You can only use this effect of "Moltanic Sperpent" once per turn.

----

Moltanic Squid

Level 4

WATER/Sea Serpent

ATK: 1500 DEF: 1100

 

If a "Moltanic" monster you control battles an opponent's monster: You can discard this card; It gains 1000 ATK until the end of this turn.

----

Moltanic Falco

Level 4

WATER/Winged-Beast

ATK: 1500 DEF: 1100

 

You can discard this card; Add 1 "Moltanic" monster from your Deck to Hand. You can only use this effect of "Moltanic Falco" once per turn.

----

Moltanic Pegasus

Level 6

FIRE/Beast

ATK: 2500 DEF: 1900

 

Cannot be Normal Summoned/Set. You can Special Summon this card(from your Hand or Graveyard) by shuffling 1 WATER and 1 FIRE monster from your Graveyard into your Deck. You can only summon "Moltanic Pegasus" this way once per turn. If summoned this way: Destroy all Spell/Trap cards on the field. Your opponent may not activate card effects in response to this effect.

----

Moltanic Rhino

Level 6

FIRE/Beast

ATK: 2600 DEF: 2100

 

Cannot be Normal Summoned/Set. You can Special Summon this card(from your Hand or Graveyard) by shuffling 1 FIRE and 1 WATER monster in your Graveyard into your Deck. You can only summon "Moltanic Rhino" once per turn this way. If summoned this way: You can target 1 monster and 1 Spell/Trap your opponent controls; Banish 1 and destroy the other.

----

Moltanic Dragon

Level 7

FIRE/Dragon

ATK: 2700 DEF: 1900

 

(This card is also treated as a WATER monster.) Cannot be Normal Summoned/Set. You can Special Summon this card(from your hand or graveyard) by shuffling 1 FIRE and 1 WATER monster in your graveyard into your deck. You can only summon "Moltanic Dragon" once per turn this way. If summoned this way: Banish 1 card your opponent controls. You can discard 1 "Moltanic" monster; Special Summon 1 "Moltanic" monster from your graveyard, except "Moltanic Dragon." You can only use this effect of "Moltanic Dragon" once per turn.

----

Moltanic Erruption Dragon

Level 11

FIRE/Dragon/Synchro

ATK: 3500 DEF: 3000

 

1 FIRE Tuner monster + "Moltanic Dragon"

(This card is also treated as a WATER monster)

If this card is Synchro Summoned: Destroy all other cards on the field. You cannot summon other monsters the turn this effect is activated. If a "Moltanic" monster attacks: Negate all monster effects until the end of the Damage Step. If this card is in the Graveyard: You can shuffle 2 "Moltanic" monsters in your Graveyard into your Deck; Special Summon this card, and if you do, destroy all Spell/Trap cards on the field. You can only summon "Moltanic Erruption Dragon" once per turn.

----

Moltanic Mammoth

Level 7

FIRE/Beast/Synchro

ATK: 2600 DEF: 2300

 

1 "Moltanic" tuner monster+1 or more non-tuner monsters

While this card is face-up, neither player can summon banished monsters. Once per turn: You can target 1 monster your opponent controls; Banish it, then lose 1000 LP. If this card is destroyed: You can shuffle 3 "Moltanic" monsters in your graveyard into your deck, then add 1 "Moltanic" monster from your Deck to hand. You can only use this effect of "Moltanic Mammoth" once per turn.

----

Jones, Raider of Moltanic Isle

Rank 4

FIRE/Warrior/XYZ

ATK: 2000 DEF: 1400

 

2 level 4 FIRE monsters

You can also Xyz Summon this card using 2 level 4 "Moltanic" monsters. If this card is Xyz Summoned: You can send 1 "Moltanic" monster from your Deck to the Graveyard. Once per turn: You can detach 1 material from this card and add 1 FIRE monster in your Graveyard to Hand; This card gains 500 ATK and cannot be targeted by card effects this turn.

----

Edward, Explorer of Moltanic Isle

Rank 4

WATER/Warrior/XYZ

ATK: 2000 DEF: 1400

 

2 level 4 monsters

If this card has a WATER "Moltanic" monster attached to it as XYZ material, it cannot be targeted by monster effects. Once per turn: You can detach 1 material from this card; Special Summon 1 "Moltanic" monster in your Graveyard, but negate its effects this turn. If this card is destroyed: You can Special Summon 1 FIRE or WATER monster in your Graveyard.

----

Moltanic Flow

Continuous Spell

 

When a "Moltanic" card is sent to the Graveyard: Draw 1 card. You can only use this effect of "Moltanic Flow" twice per turn. If this card is destroyed and sent to the Graveyard: You can add 1 "Moltanic" monster in your Graveyard to Hand.

----

Moltanic Isle

Field Spell

 

"Moltanic" monsters you control gain 300 ATK and DEF. During either player's turn: You can return 1 "Moltanic" monster you control to Hand; Special Summon 1 "Moltanic" monster from your Hand with a different name. You can send 1 FIRE and 1 WATER monster from your Deck to the Graveyard; Add 1 "Moltanic" card from your Deck to Hand. If this card is destroyed by a card effect: Special Summon 1 "Moltanic" monster from your Graveyard. You can only use each effect of "Moltanic Isle" once per turn.

----

Moltanic River

Spell

 

Add 2 "Moltanic" monsters in your Graveyard to Hand. You can only activate 1 "Moltanic River" per turn.

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Moltanic Smog

Continuous Trap

 

Monsters your opponent controls lose 200 ATK for every "Moltanic" monster you control. If this face-up card is destroyed by an opponent's card effect: You can banish it from your Graveyard; Special Summon 1 "Moltanic Dragon" from your Deck, then activate its effect as if it was summoned by its own effect. You can only control 1 "Moltanic Smog" and you can only use this effect of "Moltanic Smog" once per turn.

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Moltanic Stream

Trap

 

Special Summon 1 FIRE "Moltanic" monster from your Graveyard, then send 1 WATER "Moltanic" monster from your Deck to the Graveyard.

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Moltanic Eruption

Trap

 

Send 1 FIRE and 1 WATER "Moltanic" monster from your Deck to the Graveyard; Destroy all cards on the field. Your opponent takes no battle damage the rest of this turn.

 

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I'd like to submit another archetype instead of War Hawk.

 

[spoiler=Moltanic]

Tour Guide of Moltanic Isle

Level 3

FIRE/Fiend

ATK: 500 DEF: 1000

 

If this card is Summoned: You can Special Summon 1 level 4 or lower "Moltanic" monster from your Deck, except "Tour Guide of Moltanic Isle". Its effects are negated this turn and it cannot be used as XYZ material.

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Moltanic Cerberus

Level 4

FIRE/Beast

ATK: 1500 DEF: 1100

 

When this card is Summoned: Target 1 Set Spell/Trap card your opponent controls; Return it to hand. You can only use this effect of "Moltanic Cerberus" once per turn.

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Moltanic Dino

Level 4

FIRE/Dinosaur

ATK: 1500 DEF: 1100

 

When this card is Summoned: You can Special Summon 1 "Moltanic" monster from your Graveyard. You can only use this effect of "Moltanic Dino" once per turn.

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Moltanic Hound

Level 4

FIRE/Beast

ATK: 1500 DEF: 1100

 

When this card is summoned: You can tribute this card; Special Summon 1 "Moltanic" monster from your Deck. You can only use this effect of "Moltanic Hound" once per turn.

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Moltanic Wulf

Level 4

FIRE/Beast/Tuner

ATK: 1500 DEF: 1100

 

When this card is Summoned: Target 1 monster your opponent controls; This card gains ATK equal to halve of that target's ATK.

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Moltanic Shark

Level 4

WATER/Fish/Tuner

ATK: 1500 DEF: 1100

 

You can discard this card and target 1 card your opponent controls; Negate that card's effects this turn. Your opponent cannot activate card effects in response to this effect. You can only use this effect of "Moltanic Shark" once per turn.

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Moltanic Serpent

Level 4

WATER/Reptile

ATK: 1500 DEF: 1100

 

You can discard this card; Add 1 "Moltanic" Spell/Trap from your Deck to Hand. You can only use this effect of "Moltanic Sperpent" once per turn.

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Moltanic Squid

Level 4

WATER/Sea Serpent

ATK: 1500 DEF: 1100

 

If a "Moltanic" monster you control battles an opponent's monster: You can discard this card; It gains 1000 ATK until the end of this turn.

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Moltanic Falco

Level 4

WATER/Winged-Beast

ATK: 1500 DEF: 1100

 

You can discard this card; Add 1 "Moltanic" monster from your Deck to Hand. You can only use this effect of "Moltanic Falco" once per turn.

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Moltanic Pegasus

Level 6

FIRE/Beast

ATK: 2500 DEF: 1900

 

Cannot be Normal Summoned/Set. You can Special Summon this card(from your Hand or Graveyard) by shuffling 1 WATER and 1 FIRE monster from your Graveyard into your Deck. You can only summon "Moltanic Pegasus" this way once per turn. If summoned this way: Destroy all Spell/Trap cards on the field. Your opponent may not activate card effects in response to this effect.

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Moltanic Rhino

Level 6

FIRE/Beast

ATK: 2600 DEF: 2100

 

Cannot be Normal Summoned/Set. You can Special Summon this card(from your Hand or Graveyard) by shuffling 1 FIRE and 1 WATER monster in your Graveyard into your Deck. You can only summon "Moltanic Rhino" once per turn this way. If summoned this way: You can target 1 monster and 1 Spell/Trap your opponent controls; Banish 1 and destroy the other.

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Moltanic Dragon

Level 7

FIRE/Dragon

ATK: 2700 DEF: 1900

 

(This card is also treated as a WATER monster.) Cannot be Normal Summoned/Set. You can Special Summon this card(from your hand or graveyard) by shuffling 1 FIRE and 1 WATER monster in your graveyard into your deck. You can only summon "Moltanic Dragon" once per turn this way. If summoned this way: Banish 1 card your opponent controls. You can discard 1 "Moltanic" monster; Special Summon 1 "Moltanic" monster from your graveyard, except "Moltanic Dragon." You can only use this effect of "Moltanic Dragon" once per turn.

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Moltanic Erruption Dragon

Level 11

FIRE/Dragon/Synchro

ATK: 3500 DEF: 3000

 

1 FIRE Tuner monster + "Moltanic Dragon"

(This card is also treated as a WATER monster)

If this card is Synchro Summoned: Destroy all other cards on the field. You cannot summon other monsters the turn this effect is activated. If a "Moltanic" monster attacks: Negate all monster effects until the end of the Damage Step. If this card is in the Graveyard: You can shuffle 2 "Moltanic" monsters in your Graveyard into your Deck; Special Summon this card, and if you do, destroy all Spell/Trap cards on the field. You can only summon "Moltanic Erruption Dragon" once per turn.

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Moltanic Mammoth

Level 7

FIRE/Beast/Synchro

ATK: 2600 DEF: 2300

 

1 "Moltanic" tuner monster+1 or more non-tuner monsters

While this card is face-up, neither player can summon banished monsters. Once per turn: You can target 1 monster your opponent controls; Banish it, then lose 1000 LP. If this card is destroyed: You can shuffle 3 "Moltanic" monsters in your graveyard into your deck, then add 1 "Moltanic" monster from your Deck to hand. You can only use this effect of "Moltanic Mammoth" once per turn.

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Jones, Raider of Moltanic Isle

Rank 4

FIRE/Warrior/XYZ

ATK: 2000 DEF: 1400

 

2 level 4 FIRE monsters

You can also Xyz Summon this card using 2 level 4 "Moltanic" monsters. If this card is Xyz Summoned: You can send 1 "Moltanic" monster from your Deck to the Graveyard. Once per turn: You can detach 1 material from this card and add 1 FIRE monster in your Graveyard to Hand; This card gains 500 ATK and cannot be targeted by card effects this turn.

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Edward, Explorer of Moltanic Isle

Rank 4

WATER/Warrior/XYZ

ATK: 2000 DEF: 1400

 

2 level 4 monsters

If this card has a WATER "Moltanic" monster attached to it as XYZ material, it cannot be targeted by monster effects. Once per turn: You can detach 1 material from this card; Special Summon 1 "Moltanic" monster in your Graveyard, but negate its effects this turn. If this card is destroyed: You can Special Summon 1 FIRE or WATER monster in your Graveyard.

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Moltanic Flow

Continuous Spell

 

When a "Moltanic" card is sent to the Graveyard: Draw 1 card. You can only use this effect of "Moltanic Flow" twice per turn. If this card is destroyed and sent to the Graveyard: You can add 1 "Moltanic" monster in your Graveyard to Hand.

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Moltanic Isle

Field Spell

 

"Moltanic" monsters you control gain 300 ATK and DEF. During either player's turn: You can return 1 "Moltanic" monster you control to Hand; Special Summon 1 "Moltanic" monster from your Hand with a different name. You can send 1 FIRE and 1 WATER monster from your Deck to the Graveyard; Add 1 "Moltanic" card from your Deck to Hand. If this card is destroyed by a card effect: Special Summon 1 "Moltanic" monster from your Graveyard. You can only use each effect of "Moltanic Isle" once per turn.

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Moltanic River

Spell

 

Add 2 "Moltanic" monsters in your Graveyard to Hand. You can only activate 1 "Moltanic River" per turn.

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Moltanic Smog

Continuous Trap

 

Monsters your opponent controls lose 200 ATK for every "Moltanic" monster you control. If this face-up card is destroyed by an opponent's card effect: You can banish it from your Graveyard; Special Summon 1 "Moltanic Dragon" from your Deck, then activate its effect as if it was summoned by its own effect. You can only control 1 "Moltanic Smog" and you can only use this effect of "Moltanic Smog" once per turn.

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Moltanic Stream

Trap

 

Special Summon 1 FIRE "Moltanic" monster from your Graveyard, then send 1 WATER "Moltanic" monster from your Deck to the Graveyard.

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Moltanic Eruption

Trap

 

Send 1 FIRE and 1 WATER "Moltanic" monster from your Deck to the Graveyard; Destroy all cards on the field. Your opponent takes no battle damage the rest of this turn.

 

Too many cards; limit for Archetypes is 15.

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Solemn Order gets a big juicy never gonna happen.

 

Gateway is cool, probably fine for the time being.

 

Massacre is oddly named but seems ok.

 

Cataclysm isnt going to happen with that re-add clause.

 

Bolt needle isnt going to happen with the graveyard continuous effect.

 

 

Doesn't say where it reveals from.

 

 

Massacre doesnt target, all that happens in the resolution of the effect, like Artifact Moraltatch, also is a +1 in a lots of decks, also in Fabled/DW decks is just nuts

 

Gateway is meh, but still there are some nasty plays out there with it~

 

Cataclysm is also OP, because is all your opponents SS monsters, even the one for Buster Blader ask for specific things to activate/discard

 

Bolt doesnt target as well, all happens at the same time, also the grave eff is broken as hell

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