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HELESTIO; Lord of the House (21 Decks)


Clertex

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HELESTIO: THE LORD OF THE HOUSE

Finally! After 2 weeks of redoing and remastering this stuff.

So, I have 21 Decks in this thread but first, you ask, “Why 21? That’s a lot, why so many?” This deck is a deck made out of a devotion (obsession, lewl). This deck is based on one of my novels, so there, nothing more nothing less. (If you want more of the background reference feel free to ask or just PM.) I just fancied on the idea of combining two things I am of interest. I would like to put the two of them together, so, why not?

 

Now, as stated, I have 21 Decks the first (which actually the totality of all of it by concept and reference) is the MAIN HOUSE. The rest are just branches of it divided to have their own identity. Since I would be creating A LOT of decks, it won’t be surprising if I ever crash to deck with the exact or nearly exact same build (maybe even names an artworks, since none of the artworks are mine), so I apologize in advance. I want to apply all (if possible, welp) general play builds I know in these decks, from Exodia deck, Burn Deck, Reverse OTK Deck, to just Brute Force Deck. This thread is basically an application of all I’ve learned in all those 3-7 years I’ve been playing YGO.

With all the introduction done, just a little note:

  • This is my first post. Please be gentle with me. I accept all criticisms but I plead for it to at least have some honey.
  • English is not my mother tongue.
  •  This is still incomplete (very far from completion); therefore, I would be updating this a lot of times and you guys will be annoyed, seeing this thread a million times. Sorry.
  • ALL HOUSES IN CAPS ARE AVAILABLE DECKS. Houses is small letters are still non-existent.

 

[spoiler HELESTIO: THE CRADLE OF HOUSES]

Specialty: Banishing cards to activate effects.

Advantage: Field focused effects. High Attacks. Diversity = A LOT of effects (Continue reading and you’ll see)

Disadvantage: High Level monsters = Rarely Normal summon = early game vulnerability

Final Boss monster: “Render Reveral” (Fusion)

[spoiler Monsters]

Base:

  • Domain Name: “Ruler of the House"
  • Level Range: Level 9, Level 1
  • Type Range: All except Rock, Thunder, Dinosaur, Wyrm
  • ATK Range: ? – 2800
  • DEF Range: ? - 2900
  • Attribute Range: All
  • With Tuner

Extra:

  • Domain Names: “Reveral”, “Tower”
  • Rank/Level Range: Rank 1, Rank 9, Level 10, Level 12
  • Type Range: Warrior, Spellcaster, Fiend
  • ATK Range: 0 – 4000
  • DEF Range: 0 – 4000
  • Attribute Range: All
  • Synchro, Xyz, Fusion

[spoiler Base]

1st House Ruler

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Trance, Ruler of the House of Beginnings

Aqua | Tuner | LV 1 | Water

[ ATK: ? ] [ DEF: 500 ]

You can only control 1 "Trance, Ruler of the House of Beginnings". While you control "Helestio": This card's ATK is the same with the monster with the highest ATK on your field. If this card is banished: you can add 1 "Ruler of the House" monster from your Deck to hand. (You can only gain this effect once per turn.)

 

2nd House Ruler

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Zoroa, Ruler of the House of the Dead

Zombie | LV 9 | Dark

[ ATK: 2000 ] [ DEF: 2000 ]

You can only control 1 "Zoroa, Ruler of the House of the Dead". If you control "Helestio": you can discard this card to banish the top card of your opponent's Deck. If this card is Banished: Banish the top 2 cards of your opponent's Deck. (You can only gain of these effects once per turn.)

 

3rd House Ruler

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Link, Ruler of the House of Peace

Fairy | Tuner | LV 1 | Wind

[ ATK: 800 ] [ DEF: 1900 ]

You can only control 1 "Link, Ruler of the House of Peace". If you control "Helestio": During either player's turn: You can discard this card; target 1 monster on the field; it cannot be destroyed by battle until the end of this turn. If this card is banished: You can target 1 of your banished "Ruler of the House" or "House Rulings" card; add it to your hand.(You can only gain each of these effect once per turn.)

 

4th House Rulers

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Calipha, Ruler of the House of Rage

Warrior | LV 9 | Earth

[ ATK: 2500 ] [ DEF: 1500 ]

You can only control 1 "Calipha, Ruler of the House of Rage". If you control "Helestio": You can destroy 1 Spell card on the field. If this card is banished: Until your next Standby Phase, all monsters you control gains 800 ATK. (You can only gain each of these effects once per turn.)

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Ratipha, Ruler of the House of Rage

Warrior | LV 9 | Earth

[ ATK: 2500 ] [ DEF: 1500 ]

You can only control 1 "Ratipha, Ruler of the House of Rage". If you control "Helestio": You can destroy 1 Trap card on the field. If this card is banished: All monsters your opponent controls loses 800 ATK until your next Standby Phase. (You can only gain each of these effects once per turn.)

 

5th House Ruler

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Neko, Ruler of the House of Neko

Beast-Warrior | LV 9 | Light

[ ATK: 2400 ] [ DEF: 1000 ]

You can only control 1 "Neko, Ruler of the House of Neko". While you control "Helestio": “Helestil Giant Tiger Tokens” will not be destroyed because of this card’s effect (Even if this card is not on the field). If this card is banished: You can Special Summon 2 “Helestil Giant Tiger Tokens” (Beast-Type/Dark/Level 5/ATK 2000/ DEF 1000) but destroy them during the End Phase. ((You can only gain this effect once per turn.)

 

6th House Ruler

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Hoaraph, Ruler of the House of Pharaoh

Zombie | LV 9 | Earth

[ ATK: 500 ] [ DEF: 2800 ]

You can only control 1 "Hoaraph, Ruler of the House of Pharaoh". If you control "Helestio": You can destroy 1 face-down monster on the field. You can discard this card; add "Helestio" from your Deck to hand. If this card is banished: You can destroy up to 2 face-down monsters your opponent controls. (You can only gain each of these effects once per turn.)

 

7th House Ruler

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Kaleidoscope, Ruler of the House of Attributes

Fairy | Tuner | LV 1 | Light

[ ATK: ? ] [ DEF: ? ]

You can only control 1 "Kaleidoscope, Ruler of the House of Attributes". This card gains 100 ATK and DEF of the total Levels of monsters you control . While you control "Helestio": This card can only be destroyed by battle with LIGHT monsters. If this card is banished: Banish up to 2 LIGHT monster your opponent controls. (You can only gain this effect once per turn.)

 

8th House Ruler

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Olê, Ruler of the House of the Beast

Beast-Warrior | LV 9 | Earth

[ ATK: 2700 ] [ DEF: 500 ]

You can only control 1 "Olè, Ruler of the House of the Beast". While you control "Helestio": This card cannot be destroyed by battle with monsters with Level/Rank below this card's Level. If this card is banished: You can Special Summon 1 "Ruler of the House" monster from your Deck. (You can only gain this effect once per turn.)

 

9th House Rulers

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Aconite, Ruler of the House of Gaia

Plant | LV 9 | Earth

[ ATK: 1800 ] [ DEF: 2700 ]

You can only control 1 "Aconite, Ruler of the House of Gaia". During your Standby Phase; Tribute this card; Special Summon “Taxus, Ruler of the House of Gaia” from your hand or Deck. If this card is banished: If you have a banished “Taxus, Ruler of the House of Gaia” or in the Graveyard: You can shuffle it into the Deck.

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Taxus, Ruler of the House of Gaia

Plant | LV 9 | Earth

[ ATK: 2700 ] [ DEF: 1800 ]

You can only control 1 "Taxus, Ruler of the House of Gaia". During your Standby Phase: Tribute this card; Special Summon “Aconite, Ruler of the House of Gaia” from your hand or Deck. If this card is banished: If you have a banished “Aconite, Ruler of the House of Gaia” or in the Graveyard, you can shuffle it into the Deck.

 

10th House Ruler

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Astro, Ruler of the House of Curse

Fiend | LV 9 | Dark

[ ATK: ? ] [ DEF: ? ]

You can only control 1 "Astro, Ruler of the House of Curse". This card cannot be destroyed by battle. While you control "Helestio": This card gains 100 ATK and DEF for every banished cards. If this card is banished: You can Special Summon it. (You can only gain this effect once per turn.)

 

11th House Ruler

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Sera, Ruler of the House of Feathers

Winged Beast | LV 9 | Wind

[ ATK: 2800 ] [ DEF: 1900 ]

You can only control 1 "Sera, Ruler of the House of Feathers". If you control "Helestio": You can discard this card; Special Summon 1 of your banished "Ruler of the House" monster. If this card is banished: You can target 1 card your opponent controls; return it to hand. (You can only gain each of these effects once per turn.)

 

13th House Ruler

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Orazio, Ruler of the House of Blood

Fiend | Tuner | LV 1 | Dark

[ ATK: 500 ] [ DEF: 500 ]

You can only control 1 "Orazio, Ruler of the House of Blood". While you control "Helestio": This card gains ATK and DEF equal to the difference of you and your opponent's LP. If this card is banished: You can banish 1 "Ruler of the House" or "House Rulings" card from your Deck. (You can only gain this effect once per turn.)

 

12th House Ruler

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Cobartica, Ruler of the House of Gorgon

Reptile | LV 9 | Light

[ ATK: 2400 ] [ DEF: 2000 ]

You can only control 1 "Cobartica, Ruler of the House of Gorgon". While you control another monster: This card cannot be targeted for an attack. If you control "Helestio": You can target 1 monster on the field; it cannot attack until your next Standby Phase. If this card is banished: You can target 1 monster on the field, it has its effects negated until the end of the turn. (You can only gain each of these effects once per turn.)

 

14th House Ruler

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Atlanta, Ruler of the House of Atlantis

Sea Serpent | LV 9 | Water

[ ATK: 1000 ] [ DEF: 2800 ]

You can only control 1 "Atlanta, Ruler of the House of Atlantis". While you control "Helestio": Your opponent cannot target other monsters you control for an attack except this card. If this card is banished: You can Special Summon 1 "Ruler of the House" from your hand. (You can only gain this effect once per turn.)

 

15th House Ruler

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GHXA701, Ruler of the House of Mecha

Machine | Tuner | LV 1 | Light

[ ATK: ? ] [ DEF: ? ]

You can only control 1 "GXHA701, Ruler of the House of Mecha". This card gains 500 ATK and DEF for each card in your hand. If you control "Helestio": You can target up to 2 of your banished "Ruler of the House" monsters; shuffle it, then draw 1 card. If this card is banished: You can target 1 of your banished "House Rulings" card; add it to your hand. (You can only gain each of these effects once per turn.)

 

16th House Ruler

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Nephilia, Ruler of the House of Strings

Spellcaster | LV 9 | Dark

[ ATK: 2300 ] [ DEF: 2000 ]

You can only control 1 "Nephilia, Ruler of the House of Strings". If you control "Helestio": You can target 1 monster you control: Equip it to this card; this card gains ATK half of its original ATK. If this card is banished: Target 1 monster your opponent controls; take control of it until the End Phase. (You can only gain each of these effect once per turn.)

 

17th House Ruler

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Bloom, Ruler of the House of Magic

Spellcaster | LV 9 | Light

[ ATK: 2700 ] [ DEF: 2200 ]

You can only control 1 "Bloom, Ruler of the House of Magic". While you control "Helestio": If this card is Summoned: Target up to 2 empty Spell/Trap Zone your opponent controls, your opponent cannot use them while this card remains face-up on the field. If this card is banished: You can shuffle Spell/Trap cards on the field up to the number of “House Rulings" card you control. (You can only gain this effect once per turn.)

 

18th House Ruler

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Houou, Ruler of the House of Houou

Pyro | LV 9 | Fire

[ ATK: 2700 ] [ DEF: 2800 ]

You can only control 1 "Houou, Ruler of the House of the Houou". If this card is Summoned: You can return all monsters your opponent controls whose Level/Rank are below this card’s Level to hand. If you do not control "Helestio": Destroy this card. You can target 1 card on the field; shuffle it. If this card is banished: You can shuffle up to 5 "Ruler of the House" monsters from your Graveyard to your Deck. (You can only gain this effect once per turn.)

 

19th House Ruler

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Xertifact, Ruler of the House of Mystic

Psychic | LV 9 | Wind

[ ATK: 2700 ] [ DEF: 2700]

You can only control 1 "Xertifact, Ruler of the House of Mystic". If this card is Summoned: You can negate the effects of all monsters your opponent currently controls whose Level/Rank are below this card’s Level until your next Standby Phase. If you do not control "Helestio": Destroy this card. If this card is banished: You can target 1 of your banished "Helestio", add it to hand. (You can only gain each of these effects once per turn.)

 

20th House Ruler

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Dimegon, Ruler of the House of Scales

Dragon | LV 9 | Dark

[ ATK: 2800 ] [ DEF: 2900 ]

You can only control 1 "Dimegon, Ruler of the House of Scales". If this card is Summoned: You can target 1 card on the field; banish it. If you do not control "Helestio": Destroy this card. You can banish 1 card in your hand; draw 1 card. If this card is banished, you can draw 1 card. (You can only use each of these effects once per turn.)

[spoiler Extra]

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Demion Reveral

Warrior | Synchro | LV 10 | Light

[ ATK: 3000 ] [ DEF: 3000 ]

1 Level 1 tuner + 1 or more monsters

You can only control 1 "Demion Reveral". If this card is Synchro Summoned: Your opponent cannot activate Spell/Trap cards and effects until your next Standby Phase. If you control "Helestio": Once per turn: You can target 1 of your banished "House Rulings" cards; add it to hand. If this card is banished: You can directly set 1 "House Rulings" card from your Deck.

 

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Hazel Reveral

Warrior | Synchro | LV 10 | Light

[ ATK: 3000 ] [ DEF: 3000 ]

1 Level 1 Tuner + 1 or more non-Tuner monsters

You can only control 1 “Demion Reveral”. If this card is Synchro Summoned: Change all monsters your opponent controls to face-down Defense Position. If you control “Helestio”: Once per turn: You can make your opponent banish 1 XYZ/Synchro/Fusion monster from their Extra Deck. If this card is banished: You can Special Summon 1 Level 1 Tuner from your Deck or hand.

 

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Render Reveral

Warrior | Fusion | LV 10 | Light

[ ATK: 4000 ] [ DEF: 4000 ]

2 Level 10 Synchro monster + 1 Xyz monster + 1 Level 9 monster

You can Fusion Summon this card by banishing the above Fusion Material monsters in the field (You do not use “Polymerization”). If this card is summoned: Banish all cards from both player’s hand, Graveyard, Extra Deck, Face-up Extra Deck and field except “Helestio”, then both player draws 2 cards. (No card or effects can be activated in response to this effect.)

This card cannot attack while your opponent have no cards on their field.

 

North Tower: Report

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North Tower - Siphelon

Fiend | Xyz | Rank 1 | Wind

[ ATK: 1500 ] [ DEF: 1500 ]

3 Level 1 monsters with different Attributes

You can only control 1 “North Tower - Siphelon”. If this card is Summoned: You can add 1 “Helestio” from your Deck or Graveyard to hand. Once per turn: You can detach 1 XYZ Material from this card; take a look at your opponent’s hand, then discard 1 card from your opponent’s hand. If this card is banished: Reveal the top 4 cards of your opponent’s Deck, and arrange it back in any order.

 

East Tower: Offense

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East Tower - Omaz

Fiend | Xyz | Rank 9 | Fire

[ ATK: 3000 ] [ DEF: 0 ]

3 Level 9 monsters with different Attributes

You can only control 1 “East Tower - Omraz”. If this card is Summoned: You can add “Helestio” from your Deck or Graveyard to hand. Once per turn: If your opponent controls more monsters: You can detach 1 XYZ Material from this card; double this card’s ATK until the end of this turn. If this card is banished: Your opponent cannot conduct their next Battle Phase.

 

South Tower: Support

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North Tower – Uvinyl

Fiend | Xyz | Rank 1 | Water

[ ATK: 1500 ] [ DEF: 1500 ]

3 Level 1 monsters with different Attributes

You can only control 1 “South Tower - Uvinyl”. If this card is Summoned: You can add 1 “Helestio” from your Deck or Graveyard to your hand. During either player’s turn: You can detach 1 XYZ Material from this card; all cards you control are unaffected by your opponent’s card effect until the End Phase. If this card is banished: All monsters you control are unaffected by your opponent’s card effects until the end of this turn.

 

West Tower: Deffense

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West Tower - Lesha

Fiend | Xyz | Rank 9 | Earth

[ ATK: 0 ] [ DEF: 3000 ]

3 Level 9 monsters with different Attributes

You can only control 1 “West Tower - Lesha”. If this card is Summoned: you can add 1 “Helestio” from your Deck or Graveyard to hand. Once per turn, during either player's turn: You can detach 1 XYZ Material from this card, until the End Phase; monsters you control cannot be destroyed. If this card is banished: You can target 1 monster you control; it gains DEF equal to its ATK.

 

[spoiler Spell]

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All monsters sent to the Graveyard are banished instead. If this card is activated: Destroy your opponent’s Field Spell card (if any). Each time a "Ruler of the House" monster is Summoned: Banish 1 "Ruler of the House" or "House Rulings" card from your Deck. During your End Phase: You can shuffle 1 of your banished "House Rulings" card.

 

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While you do not control any monster: Half any damage you receive. You can banish 2 cards from your hand; draw 1 card. If this card is banished: Change all monsters your opponent currently controls to face-down Defense Position. (You can only gain each of these effects once per turn.)

 

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You can apply the following effects depending on the number of your banished “Ruler of the House” and “House Rulings” cards.

• 2: All Spell/Trap cards sent to your Graveyard are banished instead.

• 4: Once per turn: You can add 1 of your banished “Ruler of the House” card to hand.

• 10: Your opponent has to set Spell cards and can only activate it during their next turn.

• 13: Once per turn: you can draw 1 card.

• 21: You can Fusion Summon “Render Reveral” without any Fusion Materials.

 

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If “Helestio” is targeted by your opponent’s card effect: Negate it; banish it, then for the rest of this turn, “Helestio” is unaffected by your opponent’s card effects. If this card is banished: You can add “Helestio” from your Deck to hand. If “Helestio” was banished while this card is also banished: You can shuffle both this card and the banished “Helestio”.

[spoiler Trap]

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If your opponent activates an effect that would destroy 1 or more of your cards: You can banish 1 monster in your hand; negate its activation, then banish it. If this card is banished: You can excavate the top 2 cards from your Deck. (You can only gain this effect once per turn.)

 

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Target 1 monster you control: Banish it, then Special Summon 1 “Ruler of the House” from your Deck. If this card is banished: You can shuffle 1 of your banished “Ruler of the House" to the Deck; banish 1 “Ruler of the House” monster from your Deck. (You can only gain this effect once per turn.)

 

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Each time a “Ruler of the House” or “House Rulings" card is banished: put 1 “Helestima Counter" on this card. You can send this card to the Graveyard; Special Summon 1 “Ruler of the House” from your Deck or hand whose Level is lower than or equal to the number of "Helestima Counters" on this card. If this card is banished: You can target 1 of your banished “House Rulings” cards, set it in your field. (You can only gain this effect once per turn.)

 

[spoiler 1st House: House of Beginnings]

                Coming soon…

 

 

[spoiler 2nd House: House of the Dead]

                Coming soon…

 

 

[spoiler 3rd House: House of Peace]

                Coming soon…

 

 

[spoiler 4TH HOUSE: HOUSE OF RAGE]

Specialty: Gemini = a lot of normal summoning / resummoning

Advantage: Keeping all monsters normal monster types, High ATK

Disadvantage: Gemini Disadvantage + very vulnerably low level monsters, Monster focused = easily destroyed by “Deck Devastating Virus”

Final Boss monsters: “Calipha the Thymos Sorrow Shiva” (Fusion) + “Ratipha the Thymos Festive Shiva” (Fusion)

[spoiler Monsters]

Base:

  • Domain Name: “Thymos”
  • Level Range: Level 6, Level 3
  • Type Range: Warrior
  • ATK Range: 600 – 2800
  • DEF Range: 200 - 2900
  • Attribute Range: Earth
  • 1 Fusion Summoning Monster replacing Fusion Summoning Spell cards because this deck does not have any Fusion Summoning Spell cards

Extra:

  • Domain Names: “Thymos”
  • Level Range: Level 7, Level 9
  • Type Range: Warrior
  • ATK Range: 2800 - 3100
  • DEF Range: 1700 - 3100
  • Attribute Range: Earth
  • Fusion

[spoiler Base]

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Thymos Arkhitekton

Warrior | Gemini | LV 6 | Earth

[ ATK: 2500 ] [ DEF: 1800 ]

If you control no monster or all monsters you control are Normal monsters: You can Normal Summon this card without any tribute. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field: You can Normal Summon it to have it become an Effect Monster with this effect.

● Once per turn: You can Fusion Summon 1 monster by shuffling the listed materials to your Deck.

 

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Thymos Baalastar

Warrior | Gemini | LV 6 | Earth

[ ATK: 2400 ] [ DEF: 1500 ]

If you control no monster or all monsters you control are Normal monsters: You can Normal Summon this card without any tribute. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field: You can Normal Summon it to have it become an Effect Monster with this effect.

● Normal monsters cannot be targeted by your opponent's card effects.

 

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Thymos Bakasura

Warrior | Gemini | LV 6 | Earth

[ ATK: 2100 ] [ DEF: 1900 ]

If you control no monster or all monsters you control are Normal monsters: You can Normal Summon this card without any tribute. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field: You can Normal Summon it to have it become an Effect Monster with this effect.

● All Normal monsters you control gains 700 ATK during Battle Phase.

 

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Thymos Cabracan

Warrior | Gemini | LV 6 | Earth

[ ATK: 1900 ] [ DEF: 2400 ]

If you control no monster or all monsters you control are Normal monsters: You can Normal Summon this card without any tribute. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field: You can Normal Summon it to have it become an Effect Monster with this effect.

● Normal monsters cannot be destroyed by battle once per turn.

 

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Thymos Condemned Gnome

Warrior | Gemini | LV 3 | Earth

[ ATK: 1000 ] [ DEF: 600 ]

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

● Once per turn: You can add 1 "Thymos" Spell/Trap card from your Deck to hand.

 

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Thymos Drillman Gnome

Warrior | Gemini | LV 3 | Earth

[ ATK: 2500 ] [ DEF: 1800 ]

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

● Once per turn: You can add 1 Normal monster from your Graveyard to hand.

 

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Thymos Electrecutor Gnome

Warrior | Gemini | LV 3 | Earth

[ ATK: 1100 ] [ DEF: 500 ]

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

● Once per turn: You can add 1 "Thymos" monster from your Deck to hand.

 

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Thymos Taunting Goblin

Warrior | LV 3 | Earth

[ ATK: 600 ] [ DEF: 200 ]

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. If this card is sent to the Graveyard, during your opponent's next turn: Your opponent must conduct their Battle Phase and all monsters they controls must attack (if able). You can discard this card; Normal Summon 1 Gemini monster you control and it must attack this turn (if able).

 

 

 

[spoiler Extra]

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Thymos Ob Nixilus

Warrior | Fusion | LV 7 | Earth

[ ATK: 2800 ] [ DEF: 1700 ]

1 Gemini Monster + 1 Normal Monster

If this card is Fusion Summoned, it is also treated as a Normal Monster. All Normal monsters cannot be destroyed by card effects. If this card destroyed a monster by battle: Add 1 "Thymos" card from your Deck to hand. If this card leaves the field: You can Special Summon 1 "Thymos" Gemini Monster from your Graveyard and it gains its effect.

 

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Thymos Varolz

Warrior | Fusion | LV 7 | Earth

[ ATK: 2800 ] [ DEF: 1700 ]

1 Gemini Monster + 1 Normal Monster

If this card is Fusion Summoned, it is also treated as a Normal Monster. All Normal monsters can attack up to twice per turn. If this card destroyed a monster by battle: You can reveal 2 "Thymos" cards in your hand; Special Summon 1 "Thymos" Gemini monster from your Deck and it gains its effect. If this card leaves the field: Destroy 1 card on the field.

 

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Calipha the Thymos Sorrow Shiva

Warrior | Fusion | LV 9 | Earth

[ ATK: 3100 ] [ DEF: 2900 ]

3 Normal monsters

Normal monsters cannot be destroyed by battle. Once per turn: You can half your LP; this card can attack directly this turn. If you control "House of Rage": This effect cannot be negated. If this card destroys a monster by battle: Draw 1 card.

 

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Ratipha the Thymos Festive Shiva

Warrior | Fusion | LV 9 | Earth

[ ATK: 2900 ] [ DEF: 3100 ]

3 Normal monsters

Normal monsters can attack twice per turn. Once per turn: You can half your LP; Effect monsters lose their effects except Gemini monsters until your opponent's End Phase. If you control "House of Rage", this effect cannot be negated. If this card destroys a monster by battle: Destroy 1 card on the field.

 

 

 

 

 

[spoiler Spell]

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All Gemini monsters you control who gained its effects are also treated as Normal monsters. Once per turn: You can Normal Summon/Set in addition to your Normal Summon. If this card leaves the field: Special Summon 1 Gemini monster from your Graveyard, and it gains its effect.

 

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If all monsters you control are Normal monsters: Draw 1 card. While this card is in your Graveyard and all monsters in your Graveyard are Normal monsters, except the turn this card was sent to the Graveyard: You can shuffle this card to your Deck; draw 1 card.

 

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Up to twice per turn, if a "Thymos" card is summoned: You can reveal 2 Gemini monsters in your hand; Normal Summon 1 "Thymos" monster in addition to your Normal Summon. While this card is in your Graveyard and you control no Spell/Trap Card: All monsters you control are also treated as Normal monsters.

 

 

[spoiler Trap]

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If your opponent declares an attack: Tribute 1 Level 6 Gemini monster you control; destroy all face-up monsters your opponent controls. While this card is in the Graveyard and all monsters you control are Normal monsters: You can banish this card to target 1 monster your opponent controls; destroy it.

 

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This card is treated as a Normal Monster while face-up on the field or in the Graveyard. If this card is sent to the Graveyard, during your opponent's next turn: Your opponent must conduct their Battle Phase and all monsters they controls must attack (if able). You can discard this card; Normal Summon 1 Gemini monster you control and it must attack this turn (if able).

 

 

 

 

[spoiler 5th House: House of Neko]

                Coming soon…

 

 

[spoiler 6th House: House of Pharaoh]

Specialty: Flip effects + Stacking Xyz Materials

Advantage: Setting cards + set card bonuses

Disadvantage: Field focused = no field is a genuine hardship, Keeping monsters alive not just flip it then die.

Final Boss monsters: “Hoaraph the Pharaonic Magister” (Xyz)

[spoiler Monsters]

Base:

  • Domain Name: “Pharaonic”
  • Level Range: Level 5, Level 4, Level 3
  • Type Range: Zombie
  • ATK Range: 500 – 2300
  • DEF Range: 600 - 2400
  • Attribute Range: Earth
  • Level 3 – Surprise attackers (if field is present)
  • Level 4 – Summoners + advantage exploiters
  • Level 5 – Protectors

Extra:

  • Domain Names: “Pharaonic”
  • Rank Range: Rank 4, Rank 5, Rank 9
  • Type Range: Zombie
  • ATK Range: 1800 - 3500
  • DEF Range: 1500 - 1800
  • Attribute Range: Earth
  • Xyz
  • Rank 4 – Hoarders
  • Rank 5 – Field Control
  • Rank 9 – Destroyer

[spoiler Base]

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Pharaonic Anubimus

Zombie | Flip | LV 4 | Earth

[ ATK: 1800 ] [ DEF: 600 ]

FLIP: You can Special Summon 1 "Pharaonic" monster from your Deck. During your End Phase: Change this card to face-down Defense Position. Once per turn: You can target 1 monster on the field; change it and this card to face-down Defense Position.

 

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Pharaonic Anubirus

Zombie | Flip | LV 4 | Earth

[ ATK: 1700 ] [ DEF: 1000 ]

FLIP: You can add 1 "Pharaonic" monster from your Deck to hand. During your End Phase: Change this card to face-down Defense Position. Once per turn: You can target 1 face-down monster on the field; change its Battle Position.

 

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Pharaonic Anubisal

Zombie | Flip | LV 4 | Earth

[ ATK: 1800 ] [ DEF: 900 ]

FLIP: You can Special Summon 1 Level 5 or lower "Pharaonic" monster from your Graveyard. During your End Phase: Change this card to face-down Defense Position. Once per turn: You can target 1 face-down monster on the field; change its Battle Position.

 

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Pharaonic Ramal

Zombie | Flip | LV 4 | Earth

[ ATK: 1800 ] [ DEF: 600 ]

FLIP: You can send 1 "Pharaonic" card from your Deck to the Graveyard. During your End Phase: Change this card to face-down Defense Position. Once per turn: You can target 1 monster on the field; change it and this card to face-down Defense Position.

 

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Pharaonic Quicksand Worm

Zombie | Flip | LV 4 | Earth

[ ATK: 500 ] [ DEF: 1000 ]

FLIP: You can target 1 set card on the field; destroy it. While you control "House of Pharaoh", if this card is flipped face-up: This card's ATK becomes 2000 until your End Phase. If this card attacked: Change it to face-down Defense Position.

 

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Pharaonic Desert Sun Worm

Zombie | Flip | LV 4 | Earth

[ ATK: 900 ] [ DEF: 600 ]

FLIP: You can target 1 set Spell/Trap card on the field; destroy it. While you control "House of Pharaoh", if this card is flipped face-up: This card's ATK becomes 2000 until your End Phase. If this card attacked: Change it to face-down Defense Position.

 

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Pharaonic Sand Dune Worm

Zombie | Flip | LV 4 | Earth

[ ATK: 600 ] [ DEF: 900 ]

FLIP: You can target 1 monster on the field; change it to face-down Defense Position. While you control "House of Pharaoh", if this card is flipped face-up: This card's ATK becomes 2000 until your End Phase. If this card attacked: Change it to face-down Defense Position.

 

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Pharaonic Cave Sphinx

Zombie | Flip | LV 5 | Earth

[ ATK: 1600 ] [ DEF: 2400 ]

FLIP: You can Special Summon 1 "Pharaonic" monster from your Graveyard.Your opponent cannot target set monsters you control for an attack. If this card is targeted for an attack: You can set this card to target 1 monster your opponent controls; change it to face-down Defense Position.

 

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Pharaonic Tomb Sphinx

Zombie | Flip | LV 5 | Earth

[ ATK: 1200 ] [ DEF: 2400 ]

FLIP: You can Special Summon 1 "Pharaonic" monster from your Deck. Your opponent cannot target set monsters you control for an attack. If this card is targeted by your opponent's card effect: You can set this card to negate the effect, and if you do, destroy it.

 

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Pharaonic Valley Sphinx

Zombie | Flip | LV 5 | Earth

[ ATK: 2300 ] [ DEF: 1300 ]

FLIP: You can Special Summon 1 "Pharaonic" monster from your hand.Your opponent cannot target set monsters you control for an attack. Once per turn, if another monster you control is targeted by your opponent's card effect: You can destroy 1 set monster your opponent controls.

 

 

[spoiler Extra]

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Pharaonic Devourer

Zombie | Xyz | Rank 4 | Earth

[ ATK: 1800 ] [ DEF: 2000 ]

2 or more Level 4 Zombie monsters

If this card destroys a monster by battle: It gains ATK equal to the destroyed monster's ATK. Once per turn: You can detach 1 Xyz Material from this card; target 1 face-down monster on the field; attach it to this card as an Xyz Material.

 

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Pharaonic Chariot

Zombie | Xyz | Rank 4 | Earth

[ ATK: 2100 ] [ DEF: 1500 ]

2 or more Level 4 Zombie monsters

If this card destroys a monster by battle: You can attach the destroyed monster to this card as an Xyz Material. Once per turn, During either player's turn: You can detach 1 Xyz Material from this card; this card gains 200 ATK.

 

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Pharaonic Death Chainer

Zombie | Xyz | Rank 5 | Earth

[ ATK: 2800 ] [ DEF: 2300 ]

2 or more Level 5 Zombie Monsters

You can also Xyz Summon this card by using a "Pharaonic" Xyz monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) While it has an Xyz Material: This card cannot be destroyed by card effects. Once per turn, During either player's turn: You can detach 1 Xyz Material from this card; monsters your opponent controls cannot change their Battle Position until the End Phase.

 

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Hoaraph the Pharaonic Magister

Zombie | Xyz | Rank 9 | Earth

[ ATK: 3500 ] [ DEF: 2800 ]

Can only be Summoned by using a "Pharaonic" Xyz monster with 6 Xyz Material you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) While there is at least 1 face-down monster on the field: This card cannot be destroyed by card effects. Once per turn: You can detach 1 Xyz material from this card, destroy 2 set cards on the field.

               

 

 

 

 

[spoiler Spell]

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If a "Pharaonic" Xyz monster destroys a monster by battle: You can target 1 "Pharaonic" monster in your Graveyard; attach it as an Xyz Material to 1 "Pharaonic" Xyz monster you control. Once per turn, During either player's turn: You can target 1 monster you control; change its Battle Position to either face-up Attack Position or face-down Defense Position. If this card leaves the field, change all face-up monsters to face-down Defense Position.

 

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All Zombie-Type monsters you control gains 300 ATK the turn they are flipped face-up. Once per turn: You can return 1 of your banished "Pharaonic" cards to the Graveyard. If this card is sent to the Graveyard: You can banish this card from the Graveyard; add 1 of your banished "Pharaonic" Spell/Trap card to hand.

 

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Set monsters can only be targeted by monster effects. If you control "House of Pharaoh", the effects of "Pharaonic" monsters cannot be negated. You can banish this card from the Graveyard: Either add "House of Pharaoh" from your Graveyard to hand or gain 500 LP equal to the number of face-down monsters on the field.

 

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If there are 6 or more monsters on the field, destroy all non-Zombie face-up monsters on the field. If there are exactly 6 Spell/Trap card on the field: You can banish this card from your Graveyard; destroy all Spell/Trap cards your opponent controls. If you control "House of Pharaoh": Your opponent cannot activate Spell/Trap cards or effects in response to this card's effect.

 

 

[spoiler Trap]

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Non-Zombie monsters changed from face-down Defense Positon to face-up Attack Position cannot attack the turn they are flipped face-up. If this card is sent to the Graveyard: You can banish this card from your Graveyard; Either send 1 "Pharaonic" card from your Deck to the Graveyard or banish 1 card in your opponent's Graveyard.

 

 

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Destroy 1 set card on the field. If you control "House of Pharaoh": This effect cannot be negated. If a monster on the field is changed to face-down Defense Position while this card is in your Graveyard: You can banish this card; Special Summon 1 "Pharaonic" monster from your Deck in face-up Defense Position or face-down Defense Position.

 

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Flip all face-down monsters on the field, then change a number of face-up monsters on the field to face-down Defense Position equal to the number of flipped face-down monsters. You can banish this card in your Graveyard: Either add "House of Pharaoh" from your Deck to hand or target 1 face-down monster your opponent controls; it cannot change its Battle Position while you control a face-up monster.

 

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While you control no face-up monster: All monsters Special Summoned on your opponent's side of the field are changed to face-down Defense Position the turn they are summoned. Once per turn: If a face-down monster(s) is sent to the Graveyard because of a card effect; draw 1 card for each monster(s) sent to the Graveyard. If a face-down monster is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from the Graveyard; draw 1 card.

 

 

 

 

[spoiler 7th House: House of Attributes]

                Coming soon…

 

 

[spoiler 8th House: House of the Beast]

                Coming soon…

 

 

[spoiler 9TH HOUSE: HOUSE OF GAIA]

This deck does not exist yet here in YGOCM because 1.) This is the very first deck I created (even before the Mother Deck, which I got the whole idea of creating the whole 20 Houses and also why the Field Spell is not named “House of Gaia” but “Sporage Fungal Sanctuary”) 2.) This is a Pendulum Deck. 3.) I have no idea how to create Pendulums here in YGOCM. 4.) I created this manually in real life so it’s hard to adapt quickly. It would help me a lot if someone can help me create these Pendulums.

This deck is a supporting deck to “Naturia”. (I even created a whole new lore of the story.) That is why there are no Tuners in this deck even though it has Synchro monsters. This is designed in hopes that “Naturia” cards will be integrated into the deck, and for a starter, the Tuner monsters.

Specialty: Pendulum Summoning + Negations

Advantage: Swarming + LV Monsters + ATK Degradation

Disadvantage: Relies heavily on supports + Low ATK + slow starter

Final Boss monsters: “Aconite the Sporague Ultimatum” (Fusion) + “Taxus the Sporague Ultimatum” (Fusion)

[spoiler Monsters]

Base:

  • Domain Name: “Sporague” (Spore + Plague)
  • Level Range: Level 3, Level 2, Level 1
  • Type Range: Plant
  • ATK Range: 350 – 1050
  • DEF Range: 550 – 1250 
  • Attribute Range: Earth
  • Pendulum effects: Focuses on both “Naturia” and “Sporague” monsters
  • Monster effects: Evolutions + Negations
  • Unorthodox LV monster mechanics (Inverted Leveling so that the final evolutions cannot be Pendulum Summoned, still while containing the “Naturia” vibe {you know, small and weak but deadly})

Extra:

  • Domain Name: “Sporague”
  • Level Range: Level 9, Level 6, Level 5, Rank 2, Rank 1
  • Type Range: Fairy, Dragon
  • ATK Range: 1000 – 3300
  • DEF Range: 2000 – 3300

Attribute Range: Earth

[spoiler Base]

Morning Plague:

LV1 Sporague Dawnbotryst

Plant | Pendulum | LV 3 | Earth

[ ATK: 350 ] [ DEF: 550 ] [scale: 5]

                Spell Effect: If the other card on your Pendulum Zone is not a “Sporague” card: Destroy this card. “Sporague” and “Naturia” monsters you control cannot be targeted by your opponent’s card effects.

                Monster Effect: During your Standby Phase: You can tribute this card; Special Summon 1 “LV2 Sporague Mourning” from your Deck or face-up Extra Deck. If your opponent activates a Trap card: You can tribute this card; negate it, and if you do, destroy it.

LV2 Sporague Dawnbotryst

Plant | Pendulum | LV 2 | Earth

[ ATK: 750 ] [ DEF: 950 ] [scale: 5]

Spell Effect: If the other card on your Pendulum Zone is not a “Sporague” card: Destroy this card. The effects of “Sporague” and “Naturia” monsters you control cannot be negated.

                Monster Effect: During your Standby Phase: You can tribute this card; Special Summon 1 “LV3 Sporague Mourning” from your Deck or face-up Extra Deck. If your opponent would Special Summon a monster(s): You can tribute this card; negate the summon, and if you do, destroy it.

 

LV3 Sporague Dawnbotryst

Plant | Pendulum | LV 1 | Earth

[ ATK: 1050 ] [ DEF: 1250 ] [scale: 5]

Spell Effect: If the other card on your Pendulum Zone is not a “Sporague” card: Destroy this card. ”Sporague” and “Naturia” monsters cannot be destroyed by battle once per turn.

                Monster Effect: Cannot be Normal Summoned/Set. Must first be Special Summoned by another monster’s effect. If your opponent activates an effect that would add a card(s) to their hand (except during the Draw Phase): You can tribute 1 monster you control; negate it, and if you do, destroy it, then draw the same number of card(s) they were to add to their hand. Once per turn: You can destroy 1 monster whose DEF is lower than this card’s DEF.

 

Night Plague:

LV1 Sporague Fumishade

Plant | Pendulum | LV 3 | Earth

[ ATK: 350 ] [ DEF: 550 ] [scale: 1]

Spell Effect: If the other card on your Pendulum Zone is not a “Sporague” card: Destroy this card. “Sporague” and “Naturia” monsters you control cannot be targeted by your opponent’s card effects.

                Monster Effect: During your Standby Phase: You can tribute this card; Special Summon 1 “LV2 Sporague Mourning” from your Deck or face-up Extra Deck. If your opponent activates a Trap card: You can tribute this card; negate it, and if you do, destroy it.

 

LV2 Sporague Fumishade

Plant | Pendulum | LV 2 | Earth

[ ATK: 750 ] [ DEF: 950 ] [scale: 1]

Spell Effect: If the other card on your Pendulum Zone is not a “Sporague” card: Destroy this card. The summon of “Sporague” and “Naturia” monsters you control cannot be negated.

                Monster Effect: During your Standby Phase: You can tribute this card; Special Summon 1 “LV3 Sporague Weepnight” from your Deck or face-up Extra Deck. If your opponent would Special Summon a monster(s): You can tribute this card; negate the summon, and if you do, destroy it.

 

LV3 Sporague Fumishade

Plant | Pendulum | LV 1 | Earth

[ ATK: 1050 ] [ DEF: 1250 ] [scale: 1]

Spell Effect: If the other card on your Pendulum Zone is not a “Sporague” card: Destroy this card. ”Sporague” and “Naturia” monsters cannot be destroyed by battle once per turn.

                Monster Effect: Cannot be Normal Summoned/Set. Must first be Special Summoned by another monster’s effect. If your opponent activates an effect that would add a card(s) to their hand (except during the Draw Phase): You can tribute 1 monster you control; negate it, and if you do, destroy it, then draw the same number of card(s) they were to add to their hand. Once per turn: You can target 1 monster whose DEF is lower than this card’s DEF; take control of it.

 

 

 

 

[spoiler Extra]

Oleander the Embodiment of Sporague

Fairy | Synchro | LV 5 | Earth

[ ATK: 2500 ] [ DEF: 2000 ]

1 Tuner + 1 or more Non-Tuner EARTH monsters

If this card is Summoned: Add 1 “Sporag” card from your Deck to hand. If this card attacks: Your opponent cannot activate cards or effects until the end of the Damage Step. If this card leaves the field: Increase the attack of all monsters your control by 750.

 

Azalea the Embodiment of Sporague

Fairy | Synchro | LV 6 | Earth

[ ATK: 2000 ] [ DEF: 2500 ]

1 Tuner + 1 or more Non-Tuner EARTH monsters

If this card is Summoned: Add 1 “Sporag” card from your Deck to hand. If this card attacks or is attacked, after damage calculation: You can banish both this card and the monster it was battling. During your Standby Phase, if this card was banished during your opponent’s turn: You can Special Summon this card.

 

Boneset the Embodiment of Sporague

Dragon | Xyz | Rank 1 | Earth

[ ATK: 1000 ] [ DEF: 2200 ]

3 Level 1 EARTH monsters

If this card is Summoned: Add 1 “Sporag” card from your Deck to hand. Your opponent cannot target other monsters you control for an attack except this card. Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card; until the end of this turn, all monsters you control are unaffected by your opponent’s card effects, except this card.

 

Atropa the Embodiment of Sporague

Dragon | Xyz | Rank 2 | Earth

[ ATK: 1000 ] [ DEF: 2000 ]

3 Level 2 EARTH monsters

If this card is Summoned: Add 1 “Sporag” card from your Deck to hand. Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card; Special Summon as many “Sporague” and/or “Naturia” monsters from your Deck or face-up Extra Deck until both players control the same number of monsters, but their effects are negated until the end of this turn.

 

Taxus the Sporague Ultimatum

Fairy | Fusion | LV 9 | Earth

[ ATK: 3300 ] [ DEF: 2800 ]

1 “Sporague” or “Naturia” Synchro monster + 1 “Sporague” Xyz monster

You can Fusion Summon this card by banishing the above Fusion Materials (You do not use “Polymerization”.) This card’s summon cannot be negated. Once per turn: You can banish 1 “Sporag” card you control or face-up Extra Deck; shuffle all set cards your opponent controls. If this card attacks: You can destroy 1 card on the field.

 

Aconite the Sporague Ultimatum

Fairy | Fusion | LV 9 | Earth

[ ATK: 2800 ] [ DEF: 3300 ]

2 “Sporague” or “Naturia” Synchro monsters

the above Fusion Materials (You do not use “Polymerization”.) This card’s summon cannot be negated. Once per turn: You can banish 1 “Sporag” card you control or face-up Extra Deck; return all face-up card your opponent controls. If this card attacks: You can shuffle 1 card on the field.

 

 

 

[spoiler Spell]

  • Domain Name: “Sporage”

Sporage Fungal Sanctuary

[Field Spell card]

All “Sporague” monsters sent to the Graveyard are sent to the face-up Extra Deck instead. Decrease the ATK of all monsters on the field by 100 x their Level or Rank except “Sporague” and “Naturia” monters. If this card is activated: Destroy your opponent’s Field Spell card (if any). Your opponent cannot activate Field Spell cards.

 

Sporage Encroachment [Limit: 2]

[Continuous Spell card]

The ATK and DEF of all monsters are decreased by 150 x their Level or Rank except “Sporague” and “Naturia” monsters. When you would Synchro Summon: You can use your opponent’s Tuner and treat it as your own Tuner for the Summon.

 

Sporage Sporangium

[Continuous Spell card]

Each time a “Sporague” monster is summoned: Put 2 Sporangia Counter on this card. During you second Standby Phase after this card’s activation: You can send this card to the Graveyard; Special Summon as many “Sporague” and/or “Natuira” monsters as you can from your Graveyard or Deck whose total Levels are equal to the number of Sporangia Counters on this card.

 

Sporage Sporicide

[Normal Spell card]

Send 2 “Sporag” cards from your Deck to the Graveyard; draw 2 cards. During either player’s turn, if your opponent would activate a card or effect that would destroy a card: You can banish this card in your Graveyard; send 1 “Sporag” card from your Deck to the Graveyard, then negate the activation, and if you do, destroy it.

 

Sporage Fungal Sanctuary

[Normal Spell card]

Add 1 “Sporag” card from your Deck or Graveyard to hand, then shuffle 1 card from your hand to the Deck. You can banish this card in your Graveyard; this turn, you can Pendulum Summon “Sporague” and “Naturia” monsters from your Graveyard.

 

 

[spoiler Trap]

Sporage Sudden Burst

[Normal Trap card]

Until the end of this turn: Target 1 Special Summoned “Sporague” monster you control; it cannot be destroyed by battle and card effects. You can banish this card from your Graveyard; add 1 “Sporague” monster from your face-up Extra Deck to hand.

 

Sporage Mutation

[Continuous Trap card]

Once per turn, during either player’s turn, if you control at least 2 “Sporague” monsters: You can declare a Level from 1 to 3; all monsters’ Level becomes the declared Level. This effect lasts until the end of the turn and while you control at least 2 “Sporague” monsters. You can banish this card in your Graveyard; add 1 “Sporag” or “Naturia” card from your Graveyard to hand.

 

 

 

 

[spoiler 10TH HOUSE: HOUSE OF CURSE]

Specialty: Forced Suicide

Advantage: Equipping cards to your opponents and make them attack your monsters.

Disadvantage: Quickly exhaust resources and hard to replenish. No drawing power.

Final Boss monsters: “Astro the Desolated Outer Dimensional Fiend” (Fusion)

[spoiler Monsters]

Base:

  • Domain Name: “Desolated”
  • Level Range: Level 4, Level 1
  • Type Range: Fiend
  • ATK Range: 0 - 2100
  • DEF Range: 0
  • Attribute Range: Dark
  • Level 4 (2100 ATK) – (Immobile Guillotine)
  • Level 4 (0 ATK) – Equips / Battle Wall
  • Level 1 – Battle Wall (*Main concept origin)

Extra:

  • Domain Names: “Desolated”
  • Level Range – Level 8, Level 9
  • Type Range: Fiend
  • ATK Range: 0 - ?
  • DEF Range: 0 - ?
  • Attribute Range: Dark
  • Fusion

 [spoiler Base]

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Desolated Acolyte

Fiend | Union | LV 4 | Dark

[ ATK: 0 ] [ DEF: 0 ]

This card cannot be targeted for an attack while your opponent controls a monster equipped with a "Desolated" card. If this card is destroyed by battle: Equip it to the monster that destroyed this card. While this card is equipped to a monster: The equipped monster cannot be destroyed by battle and your opponent loses LP equal to the monster's DEF during their Standby Phase.

 

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Desolated Druid

Fiend | Union | LV 4 | Dark

[ ATK: 0 ] [ DEF: 0 ]

This card cannot be destroyed by your opponent’s card effects. Once per turn: You can Special Summon 1 "Desolated" monster from your hand. If this card is destroyed: You can target 1 monster your opponent controls; equip this card to that card. Half the ATK of the equipped monster. You can discard this card; add "House of Curse" from your Deck to hand.

 

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Desolated Priestess

Fiend | Union | LV 4 | Dark

[ ATK: 0 ] [ DEF: 0 ]

If this card is Summoned: You can add "House of Curse" from your Deck to hand. This card cannot be targeted for an attack while your opponent controls a monster equipped with a "Desolated" card. If this card is destroyed by battle: Equip it to the monster that destroyed this card. While this card is equipped to a monster: the equipped monster cannot be destroyed by battle and has its effects negated.

 

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Desolated Sage

Fiend | Union | LV 4 | Dark

[ ATK: 0 ] [ DEF: 0 ]

This card cannot be targeted for an attack while your opponent controls a monster equipped with a "Desolated" card. If this card is destroyed by battle: Equip it to the monster that destroyed this card. While this card is equipped to a monster: The equipped monster cannot be destroyed by battle and each time it attacks, your opponent must destroy 1 Spell/Trap card they control except "Desolated" cards.

 

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Desolated Summoner

Fiend | Union | LV 4 | Dark

[ ATK: 0 ] [ DEF: 0 ]

This card cannot be targeted for an attack while your opponent controls a monster equipped with a "Desolated" card. If this card is destroyed by battle: Equip it to the monster that destroyed this card. While this card is equipped to a monster: The equipped monster cannot be destroyed by battle and each time it attacks, you can Special Summon 1 Level 4 or lower "Desolated" monster from your Graveyard.

 

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Desolated Sorcerer

Fiend | Union | LV 4 | Dark

[ ATK: 2100 ] [ DEF: 0 ]

This card cannot attack. If this card is targeted for an attack: Your opponent cannot activate card effects until the end of Damage Step. If this card is destroyed by battle: You can target 1 monster your opponent controls; equip this card to that card. Each time the equipped monster attacks: You can Special Summon 1 "Desolated" monster from your Deck.

 

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Desolated Sword Master

Fiend | Union | LV 4 | Dark

[ ATK: 2300 ] [ DEF: 0 ]

This card cannot attack. If this card is targeted for an attack: You can Special Summon 1 "Desolated" monster equipped to 1 of your opponent's monsters. If this card is destroyed: You can target 1 monster your opponent controls; equip this card to that card. The equipped monster has to make a second attack per Battle Phase.

 

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Desolated Rogue Master

Fiend | Union | LV 4 | Dark

[ ATK: 2200 ] [ DEF: 0 ]

This card cannot attack. If this card is targeted for an attack: The attacking monster loses 500 ATK for each card equipped to it. If this card is destroyed by battle: You can target 1 monster your opponent controls; equip this card to that card. The equipped monster loses ATK equals to its DEF.

 

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Desolated Soul

Fiend | Union | LV 4 | Dark

[ ATK: 0 ] [ DEF: 0 ]

This card cannot be destroyed by battle. If this card is destroyed: You can target 1 monster your opponent controls; equip this card to that card. While this card is equipped to a monster: The equipped monster cannot be destroyed by battle and must attack (if able).

 

 

 

[spoiler Extra]

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Desolated Bishop

Fiend | Fusion | LV 8 | Dark

[ ATK: 0 ] [ DEF: 0 ]

2 "Desolated" monster you control + 1 Equipped "Desolated" monster

This card cannot be destroyed by battle. All "Desolated" monsters gain 1000 ATK during Battle Phase. If this card is targeted by a card effect: You can destroy 1 "Desolated" card on your opponent's side of the field to negate it, and if you do, destroy it. Once per turn: You can add 1 "Desolated" Spell/Trap card from your Deck to hand.

 

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Desolated Elder

Fiend | Fusion | LV 8 | Dark

[ ATK: 2000 ] [ DEF: 0 ]

2 "Desolated" monster you control + 1 Equipped "Desolated" monster

This card cannot be destroyed by battle. All "Desolated" monsters gain 1000 ATK during Battle Phase. After damage calculation, when this card battles an opponent's monster: You can target 1 card your opponent controls; return it to hand. Once per turn: You can destroy 1 monster on the field equipped with a "Desolated" card.

   

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Astro the Desolated Outer Dimensional Fiend

Fiend | Fusion | LV 9 | Dark

[ ATK: ? ] [ DEF: ? ]

1 Fusion monster + 1 Desolated Soul

This card cannot be destroyed by battle. If this card attacks or is attacked: Your opponent either discard 1 card or take 700 damage. This card gains 1000 ATK equal to the number of equipped "Desolated" card on the field. All battle damage involving this card are doubled.

                                               

 

 

 

 

[spoiler Spell]

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If this card is activated: Flip all face-down monsters on the field. Both players cannot set monsters. While this card is on the field: All monsters are changed to Attack Position except monsters with 0 ATK. Monsters you control with 0 ATK cannot be destroyed by your opponent's card effects. During your opponent's End Phase: You can add 1 "Desolated" card on the field to your hand.

 

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Fusion Summon 1 "Desolated" monster from your Extra Deck using monsters from your field or your opponent's Spell/Trap card Zone as Fusion Materials. If a monster you control is targeted for an attack: You can banish this card from your Graveyard; that monster you control gains ATK equal to the attacking monster's ATK until your End Phase.

 

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Add "House of Curse" from your Deck to hand. You can discard this card; target 1 monster with 0 ATK in your Graveyard; banish it, then Special Summon 1 monster from your Deck with the same name as the banished card. You can banish this card from your Graveyard; shuffle "House of Curse" from your Graveyard to the Deck.

 

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You can equip this card to a monster your opponent controls. During the owner of the monster's Standby Phase: The monster loses 200 ATK. The equipped monster must attack (if able). The owner of the equipped monster can destroy this card and the monster it is equipped to; draw 1 card.

 

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You can equip this card to a monster your opponent controls. During the owner of the monster's Standby Phase: The monster gains 200 ATK. Negate the monster's effect. The owner of the equipped monster can destroy this card and the monster it is equipped to and must Special Summon 2 Dark Fiend-Type monsters from their Deck, if they do not, they lose 1000 Life Points.

 

 

[spoiler Trap]

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Once per turn, during either player's turn: You can Special Summon 1 equipped "Desolated" monster on the field to your side of the field. All monsters equipped with "Desolated" card must attack (if able). If a monster you control is destroyed: You can banish this card in your Graveyard; add 1 "Desolated" card from your Deck to hand.

 

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Once per turn, during either player's turn: You can target 1 monster with 0 ATK on the field; destroy it. Your opponent cannot tribute monsters or use monsters as Fusion/Synchro/Fusion Materials with an equipped "Desolated" card. If a monster(s) you control is destroyed: You can banish this card from your Graveyard; Special Summon 1 of those destroyed monster, then take Damage equal to its ATK.

 

 

 

 

[spoiler 11th House: House of Feathers]

                Coming soon…

 

 

[spoiler 12th House: House of Blood]

                Coming soon…

 

 

[spoiler 13th House: House of Gorgon]

                Coming soon…

 

 

[spoiler 14TH HOUSE: HOUSE OF ATLANTIS]

Specialty: Distributing counters on monsters

Advantage: Flooding the field with counters + Effects based on counters (ATK bonuses and Special Summons)

Disadvantage: Supports (Field + “Atlantic Drowning”) are a must, or else the Deck will suffer.

Boss monsters: “Atlanta the Atlantic Crystal Siren” (Ritual) + “Delevus the Altlantic Overseer” (Ritual)

[spoiler Monsters]

Base:

  • Domain Name: “Atlantic”
  • Level Range: Level 9, Level 6, Level 4, Level 3
  • Type Range: Sea Serpent, Aqua, Fish, Rock
  • ATK Range: 1000 – 3000
  • DEF Range: 800 – 3000 
  • Attribute Range: Water
  • 2 Ritual Monsters

Extra:

  • None

[spoiler Base]

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Atlantic Biolumi Naga

Sea Serpent | LV 4 | Water

[ ATK: 1400 ] [ DEF: 1800 ]

If this card is Summoned: Put 1 Atlantic Counter on this card. Once per turn: You can remove 2 Atlantic Counters on the field; Special Summon 1 Level 6 or lower "Atlantic" monster from your hand.

 

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Atlantic Squamal Naga

Sea Serpent | LV 4 | Water

[ ATK: 1800 ] [ DEF: 1200 ]

If this card is Summoned: Put 1 Atlantic Counter on this card. Once per turn: You can remove 2 Atlantic Counters on the field; add 1 "Atlantic" monster from your Graveyard to hand.

 

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Atlantic Storm Rock

Sea Rock | LV 4 | Water

[ ATK: 1600 ] [ DEF: 1900 ]

If this card is summoned, put 1 Atlantic Counter on this card. Once per turn, you can remove 3 Atlantic Counters on the field to add 1 "Atlantic" Ritual Monster from your Deck to hand.

 

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Atlantic Limulus

Fish | LV 4 | Water

[ ATK: 1900 ] [ DEF: 1600 ]

If this card is Summoned: Put 1 Atlantic Counter on this card, then you can add "House of Atlantis" from your Deck to hand. Once per turn: You can remove 3 Atlantic Counters on the field; add 1 "Atlantic" Ritual Spell card from your Deck to hand.

 

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Atlantic Nautilus

Fish | LV 4 | Water

[ ATK: 1000 ] [ DEF: 1500 ]

If this card is Summoned: Put 1 Atlantic Counter on this card. Once per turn: You can remove 2 Atlantic Counter on the field; target 1 monster you control; it can attack directly this turn. When this card inflicts Battle Damage to your opponent: you can distribute 2 Atlantic Counters on the field.

 

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Atlantic Anemos

Aqua | LV 6 | Water

[ ATK: 2200 ] [ DEF: 1800 ]

If this card is Summoned: Put 2 Atlantic Counters on this card. You can remove 5 Atlantic Counters on the field; Special Summon this card from your hand. Once per turn: You can remove 3 Atlantic Counters anywhere on the field; add 1 "Atlantic" Spell/Trap card from your Deck to hand.

 

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Atlantic Elder Serpent

Sea Serpent | LV 6 | Water

[ ATK: 2400 ] [ DEF: 1600 ]

If this card is Summoned: Put 2 Atlantic Counters on this card. You can remove 6 Atlantic Counters on the field; Special Summon this card from your hand. This card cannot be destroyed by battle with monsters with an Atlantic Counter. Once per turn: You can tribute 1 monster you control; distribute Atlantic Counters on the field equal to the tributed monster's Level.

 

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Atlantic Irroratus

Fish | LV 4 | Water

[ ATK: 2300 ] [ DEF: 2000 ]

If this card is Summoned: Put 2 Atlantic Counters on this card. You can remove 4 Atlantic Counters on the field; Special Summon this card from your hand. If this card destroys a monster: Put 1 Atlantic Counter on this card. You can discard this card; add "House of Atlantis" from your Deck to hand.

 

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Delevus the Atlantic Overseer

Fish | Ritual | LV 9 | Water

[ ATK: 3000 ] [ DEF: 2200 ]

This card can be summoned with any "Atlantic" Ritual Spell Card. Your opponent cannot target monsters with 3 or more Atlantic Counters with card effects. Once per turn: You can distribute 3 Atlantic Counter on the field. During either player's turn: You can discard this card; distribute 3 Atlantic Counters on the field.

 

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Atlanta the Atlantic Crystal Siren

Sea Serpent | Ritual | LV 9 | Water

[ ATK: 1900 ] [ DEF: 3000 ]

This card can be summoned with any "Atlantic" Ritual Spell Card. Your opponent cannot target other monsters you control for an attack except this card. Once per turn: You can distribute 3 Atlantic Counters on the field. During either player's turn: You can discard this card; target 1 monster you control; it cannot be destroyed by battle until the end of this turn.

 

 

 

 

[spoiler Spell]

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If this card is activated: Add 1 "Atlantic" Ritual Monster from your Deck to hand. "Atlantic" monsters you control requires 2 less Atlantic Counters in activating their effects. During your Standby Phase: Put 2 Atlantic Counter on all face-up monsters on the field.

 

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Destroy all monsters with 7 or more Atlantic Counters on the field except WATER monsters. During your End Phase: Put 2 Atlantic Counter on all face-up monsters on the field. If this card is sent to the Graveyard; destroy the card with the most Atlantic Counters on your opponent's side of the field (your choice, if tied).

 

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All "Atlantic" monsters gains 100 ATK and DEF for every Atlantic Counters on it. Up to thrice per turn, if an "Atlantic" monster is summoned: You can put 2 Atlantic Counter on 1 monster your opponent controls.

 

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You can remove 9 Atlantic Counters on the field; Ritual Summon 1 "Atlantic" Ritual Monster from your hand. If this card is in your Graveyard and you do not control any monster: You can banish this card; add 1 "Atlantic" Ritual Monster and Ritual Spell Card from your Graveyard to hand.

 

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You can remove 9 Atlantic Counters on the field; Ritual Summon 1 "Atlantic" Ritual Monster from your hand. If this card is in your Graveyard and you do not control any monster: You can banish this card; distribute 9 Atlantic Counters on the field.

 

 

[spoiler Trap]

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Double the ATK and DEF of all "Atlantic" monster you control with no Atlantic Counters until the end of this turn. If this card is in your Graveyard and your opponent controls more monsters: You can banish this card; Special Summon 1 Level 6 or lower "Atlantic" monster from your Deck.

 

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Negate the effects of all monsters your opponent controls with 4 or more Atlantic Counters until the end of this turn. If this card is in your Graveyard, except the turn this card was sent to the Graveyard: You can remove 2 Atlantic Counters on the field; set this card on your Spell/Trap Zone.

 

 

 

 

[spoiler 15TH HOUSE: HOUSE OF MECHA]

Specialty: Equip monsters + Equip Spell Card

Advantage: Easy equipping power + Versatility + Battle Effects

Disadvantage: Only focuses on battle. No real power outside the Battle Phase.

Final Boss monster: “Automaton GHXA701(Arson)” (Synchro)

[spoiler Monsters]

Base:

  • Domain Name: “Automaton”
  • Level Range: Level 7, Level 5, Level 4, Level 3
  • Type Range: Machine
  • ATK Range: 500 – 2300
  • DEF Range: 600 - 2400
  • Attribute Range: Wind
  • Level 3 – General Support Equip
  • Level 4 – Primary Force – Equips from Grave
  • Level 5 – Battle Support Equip
  • Level 7 – Tank Swarmer

Extra:

  • Domain Names: “Automaton”
  • Rank Range: Rank 9, Rank 7
  • Type Range: Machine
  • ATK Range: 1800 - 3500
  • DEF Range: 1500 - 1800
  • Attribute Range: Wind
  • Synchro

 [spoiler Base]

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Automaton Parasite

Machine | Union | LV 3 | Wind

[ ATK: 900 ] [ DEF: 500 ]

If this card is in your hand: You can target 1 "Automaton" monster you control; equip this card to that target. If the equipped monster destroys a monster: Gain LP equal to the destroyed monster's ATK, also if the equipped monster would be destroyed by battle or card effect: Destroy this card instead. This card cannot be targeted for an attack while you control another monster.

 

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Automaton Skringe

Machine | Union | LV 3 | Wind

[ ATK: 1100 ] [ DEF: 200 ]

If this card is in your hand: You can target 1 "Automaton" monster you control; equip this card to that target. If the equipped monster attacks: Your opponent cannot activate card effects, also if the equipped monster would be destroyed by battle or card effect: Destroy this card instead. Once per turn: You can target 1 monster on the field; change it's battle position.

 

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Automaton Thought Gouger

Machine | Union | LV 3 | Wind

[ ATK: 300 ] [ DEF: 1000 ]

If this card is in your hand: You can target 1 "Automaton" monster you control; equip this card to that target. The equipped monster cannot be targeted by your opponent's card effects, also if the equipped monster would be destroyed by battle or card effect: Destroy this card instead. You can tribute this card: Add 1 "Automaton" monster from your Deck to hand.

 

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Automaton Alter

Machine | Union | LV 5 | Wind

[ ATK: 2300 ] [ DEF: 1400 ]

If this card is in your hand: You can target 1 "Automaton" monster you control; equip this card to that target. A monster equipped with this card can attack directly if your opponent controls more monster, also if the equipped monster would be destroyed by battle or card effect: Destroy this card instead. This card cannot be destroyed by battle once per turn.

 

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Automaton Versus

Machine | Union | LV 5 | Wind

[ ATK: 2200 ] [ DEF: 1500 ]

If this card is in your hand: You can target 1 "Automaton" monster you control; equip this card to that target. A monster equipped with this card cannot be destroyed by battle once per turn, also if the equipped monster would be destroyed by battle or card effect: Destroy this card instead. This card can attack directly if your opponent control more monsters.

 

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Automaton Hunter

Machine | Union | LV 4 | Wind

[ ATK: 1600 ] [ DEF: 1500 ]

Once per turn: You can target 1 "Automaton" monster in your Graveyard; equip it to this card. While this card has a card equipped to it: It can attack directly. If this card is destroyed by battle: You can send 1 "Automaton" card from your Deck to the Graveyard.

 

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Automaton Powerblade

Machine | Union | LV 4 | Wind

[ ATK: 1800 ] [ DEF: 1200 ]

Once per turn: You can target 1 "Automaton" monster in your Graveyard; equip it to this card. While this card has a card equipped to it; it gains 400 ATK. If this card is destroyed by battle: You can add 1 "Automaton" Equip Spell card from your Deck to hand.

 

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Automaton Ronin

Machine | Union | LV 4 | Wind

[ ATK: 1400 ] [ DEF: 1500 ]

Once per turn: You can target 1 "Automaton" monster in your Graveyard; equip it to this card. While this card has a card equipped to it: it gains 700 ATK. If this card is destroyed by battle, you can destroy 1 monster on the field.

 

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Automaton Steelform

Machine | Union | LV 4 | Wind

[ ATK: 1700 ] [ DEF: 900 ]

Once per turn: You can target 1 "Automaton" monster in your Graveyard; equip it to this card. While this card has a card equipped to it: it can attack up to twice per turn. If this card is destroyed by battle: You can add 1 "Automaton" Equip Spell card from your Graveyard to hand.

 

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Automaton Titanfall

Machine | Union | LV 4 | Wind

[ ATK: 1900 ] [ DEF: 1100 ]

Once per turn: You can target 1 "Automaton" monster in your Graveyard; equip it to this card. While this card has a card equipped to it: If it attacks a Defense Position monster, before damage calculation: Destroy it. If this card is destroyed by battle: You can destroy 1 Spell/Trap card on the field.

 

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Automaton Fenrir

Machine | Union | LV 7 | Wind

[ ATK: 2500 ] [ DEF: 2200 ]

If this card is Summoned: Add 1 "Automaton" Equip Spell Card from your Deck to hand. Once per turn: You can destroy 1 equipped card to this card; Special Summon 1 "Automaton" monster from your hand. If this card with an equipped card is destroyed: Add 1 "Automaton" card from your Deck to hand.

 

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Automaton Perses

Machine | Union | LV 7 | Wind

[ ATK: 2600 ] [ DEF: 2200 ]

If this card is Summoned: Add 1 "Automaton" Equip Spell Card from your Deck to hand. Once per turn: You can destroy 1 equipped card to this card; Special Summon 1 "Automaton" from your Deck. If this card with an equipped card is destroyed: Add 1 "Automaton" card from your Graveyard to hand, except this card.

 

 

[spoiler Extra]

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Automaton Queen of Swords

Machine | Synchro | LV 7 | Wind

[ ATK: 2600 ] [ DEF: 2200 ]

1 Machine Tuner + 1 Machine Non-Tuner

When this card is Summoned: Add 1 "Automaton" card from your Deck to hand. Once per turn: You can add 1 "Automaton" monster from your Graveyard to hand. This card can attack a number of times up to the number of "Automaton" cards equipped to it.

 

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Automaton GHXA701(Arson)

Machine | Synchro | LV 9 | Wind

[ ATK: 2000 ] [ DEF: 2800 ]

1 Machine Tuner + 1 Machine Non-Tuner

When this card is summoned: Add 1 "Automaton" card from your Deck to hand. This card gains 300 ATK and DEF for each "Automaton" card equipped to this card. Once per turn: You can target 1 card on your opponent's side of the field; banish it, then destroy 1 "Automaton" card your control.

 

 

 

[spoiler Spell]

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Once per turn: You can Special Summon 1 Level 7 or lower equipped "Automaton" monster. Up to twice per turn: If an "Automaton" card is destroyed: You can add 1 "Automaton" Equip Spell card from your Deck to hand. If an "Automaton" monster you control with equipped card to it leaves the field: You can add up to 2 of the equipped card(s) to it to your hand.

 

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Each time an "Automaton" card is destroyed: Put 3 "Automaton Counter" on this card. You can send this card to the Graveyard; Special Summon 1 Synchro Monster from your Extra Deck whose Level is equal to the number of "Automaton Counters" on this card. If this card is in your hand: You can discard this card; shuffle 1 "Automaton" Synchro Monster in your Graveyard.

 

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If you do not have any monsters in your hand: Reveal your hand to your opponent; add 2 "Automaton" monsters from your Deck to hand. If this card is in your hand: You can discard this card to Special Summon 1 "Automaton" from your Graveyard.

 

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Target 1 "Automaton" Equip Spell card you control: Destroy it, and if you do, add 2 "Automaton" Equip Spell card from your Graveyard to hand. You can discard this card and 1 "Automaton" card; add "House of Mecha" from your Graveyard to hand.

 

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Target 1 "Automaton" Equip Spell card you control: Destroy it, and if you do, add 2 "Automaton" Equip Spell card from your Deck to hand. You can discard this card and 1 "Automaton" card; add "House of Mecha" from your Deck to hand.

 

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Each time the monster equipped with this card destroys a monster: Destroy 1 Spell/Trap card on the field. If this card is destroyed while equipped to an "Automaton" monster: You can send 1 "Automaton" card from your Deck to the Graveyard. You can discard this card; target 1 monster you control, treat it as a tuner until the end of the turn.

 

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Each time the monster equipped with this card destroys a monster: Special Summon 1 "Orb Tokens" (Machine-Type/EARTH/Level 1/ATK 0/DEF 0) in your opponent's side of the field in Attack Position. If this card is destroyed while equipped to an "Automaton" monster: You can add 1 "Automaton" card from your Graveyard to the hand. You can discard this card; target 1 monster you control, treat it as a tuner until the end of the turn.

 

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Each time the monster equipped with this card destroys a monster: Draw 1 card. If this card is destroyed while equipped to an "Automaton" monster: You can draw 1 card. You can discard this card; target 1 monster you control: Treat it as a tuner until the end of the turn.

 

 

[spoiler Trap]

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You can only activate this card if your opponent controls XYZ/Fusion/Synchro/Ritual monsters. Your opponent can only destroy monsters you control by battle and cannot target Spell/Trap cards you control with card effects. During your opponent's Battle Phase: You can discard this card; your opponent cannot target monsters without an equipped card to it for an attack until the end of the Battle Phase.

 

 

 

 

[spoiler 16TH HOUSE: HOUSE OF STRINGS]

: I am in need of clarifications with my Spell cards. I’ll just explain my confusion if asked in comments or PM.

Specialty: Destruction of own cards

Advantage: Swarming + Destruction effects + Cannot be destroyed by battle for 1 turn

Disadvantage: In need of triggers + Low level vulnerable monsters. No Trap cards? All Spell cards? (They’re not completely invulnerable to “Anti-Spell Fragrance” since they are all Quick Spell cards

Final Boss monster: “Nephilia the Pain Marioneta” (Fusion)

[spoiler Monsters]

Base:

  • Domain Name: “Marioneta”
  • Level Range: Level 2
  • Type Range: Spellcaster
  • ATK Range: 200
  • DEF Range: 200
  • Attribute Range: Dark

Extra:

  • Domain Names: “Marioneta”
  • Level Range: Level 9, Level 7, Level 5
  • Type Range: Spellcaster
  • ATK Range: 2000 - 3200
  • DEF Range: 2000 - 3200
  • Attribute Range: Dark
  • Fusion

 [spoiler Base]

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Marioneta Dream Doll

Spellcaster | Flip | LV 2 | Dark

[ ATK: 200 ] [ DEF: 200 ]

FLIP: You can Special Summon 1 "Marioneta" monster from your Deck. If this card is destroyed by a card effect: You can add 1 "Marioneta" monster from your Deck to hand. This card cannot be destroyed by battle the turn it is flipped face-up.

 

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Marioneta Eye Doll

Spellcaster | Flip | LV 2 | Dark

[ ATK: 200 ] [ DEF: 200 ]

This card cannot be destroyed by battle the turn it is Special Summoned. If this card is Special Summoned during your opponent's turn: Your opponent has to conduct their Battle Phase and all their monsters have to attack this card (if able). If this card is destroyed by a card effect: You can Special Summon 1 "Marioneta" from your hand.

 

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Marioneta Gas Doll

Spellcaster | Flip | LV 2 | Dark

[ ATK: 200 ] [ DEF: 200 ]

FLIP: You can destroy 1 card you control. If this card is destroyed by a card effect: You can add 1 "Marioneta" Spell card from your Graveyard to hand. This card cannot be destroyed by battle the turn it is flipped face-up.

 

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Marioneta Hair Doll

Spellcaster | Flip | LV 2 | Dark

[ ATK: 200 ] [ DEF: 200 ]

This card cannot be destroyed by battle the turn it is Special Summoned. If this card is Special Summoned: You can destroy 1 card you control. If this card is destroyed: You can add "House of Magic" from your Deck to hand.

 

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Marioneta Note Doll

Spellcaster | Flip | LV 2 | Dark

[ ATK: 200 ] [ DEF: 200 ]

FLIP: You can destroy 1 card you control. If this card is destroyed by a card effect: You can destroy 1 card your opponent controls. This card cannot be destroyed by battle the turn it is flipped face-up.

 

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Marioneta Tone Doll

Spellcaster | Flip | LV 2 | Dark

[ ATK: 200 ] [ DEF: 200 ]

FLIP: You can destroy 1 card you control. If this card is destroyed by a card effect: You can add 1 "Marioneta" Spell card from your Deck to hand. This card cannot be destroyed by battle the turn it is flipped face-up.

 

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Marioneta Clown Doll

Spellcaster | Flip | LV 2 | Dark

[ ATK: 200 ] [ DEF: 200 ]

If this card is Summoned: You can add "House of Strings" from your Deck to hand. This card cannot be destroyed by battle while you control no other monsters. This card gains 200 ATK for every "Marioneta" monster in your Graveyard. If this card is destroyed by a card effect: You can shuffle up to 3 "Marioneta" cards in your Graveyard to your Deck.

 

 

[spoiler Extra]

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Marioneta Black Marioneta Lili

Spellcaster | Fusion | LV 5 | Dark

[ ATK: 2000 ] [ DEF: 2000 ]

2 or more Dark Spellcaster-Type monsters

If this card is Fusion Summoned: You can Special Summon 1 Level 7 or lower "Marioneta" Fusion monster from your Graveyard. Once per turn, During either player's Battle Phase, if this card attacks or is targeted for an attack: You can destroy a number of cards you control, and if you do, this card gains 300 ATK for each card you destroyed.

 

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Marioneta Black Marioneta Lulu

Spellcaster | Fusion | LV 5 | Dark

[ ATK: 2000 ] [ DEF: 2000 ]

2 or more Dark Spellcaster-Type monsters

If this card is Fusion Summoned: You can discard 1 random card in your opponent's hand. Once per turn: You can destroy any number of cards you control, and if you do, you can discard random cards from your opponent's hands equal to the number of cards you destroyed.

 

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Marioneta Black Marioneta Roro

Spellcaster | Fusion | LV 5 | Dark

[ ATK: 2000 ] [ DEF: 2000 ]

2 or more Dark Spellcaster-Type monsters

If this card is Fusion Summoned: You can destroy 1 card on the field. Once per turn: You can destroy a number of cards you control, and if you do, destroy cards your opponent controls equals to the number of cards you destroyed.

 

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Marioneta White Marioneta Lala

Spellcaster | Fusion | LV 7 | Dark

[ ATK: 2700 ] [ DEF: 2700 ]

4 or more Dark Spellcaster-Type monsters

If this card is Fusion Summoned: You can Special Summon up to 2 of your banished Level 2 "Marioneta" monsters. Once per turn: You can destroy any number of cards you control; This turn, this card can attack a number of times equal to the number of cards you destroyed.

 

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Marioneta White Marioneta Roro

Spellcaster | Fusion | LV 7 | Dark

[ ATK: 2600 ] [ DEF: 2600 ]

4 or more Dark Spellcaster-Type monster

If this card is Fusion Summoned: Your opponent has to conduct their next Battle Phase and all monster they control must attack this card (if able). During your End Phase: You can destroy any number of cards you control, and if you do, draw a number of cards equal to the number of cards you destroyed.

 

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Nephilia the Pain Marioneta

Spellcaster | Fusion | LV 9 | Dark

[ ATK: 3200 ] [ DEF: 3200 ]

2 Fusion Spellcaster monsters

If this card is Fusion Summoned: Destroy all other monsters on the field. Once per turn: You can Special Summon 1 Level 2 "Marioneta" monster from your Graveyard or hand. If this card destroys a monster by battle: You can Special Summon the destroyed monster on your side of the field. If this card is destroyed: Destroy 1 card you control and 1 card your opponent controls.

 

 

 

 

[spoiler Spell]

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Monsters cannot be targeted by card effects that would not destroy it. Once per turn: You can destroy 1 monster you control; draw 1 card. If you would Fusion Summon 1 "Marioneta" monster: Instead of banishing the Fusion Materials, you can shuffle them to your Deck instead. If a monster that attacked did not destroy the monster they targeted for an attack: destroy it.

 

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Fusion Summon 1 "Marioneta" monster from your Extra Deck by destroying the monsters on your field listed as Fusion Materials. If this set card is destroyed: You can target 2 of your banished "Marioneta" monsters; add it to your hand.

 

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You can target 1 Level 7 or lower "Marioneta" Fusion monster in your Graveyard: Destroy all monsters you control; Special Summon that monster.(This Special Summon is treated as a Fusion Summon.) If this set card is destroyed: You can draw 1 card.

 

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Target 1 "Marioneta" Fusion monster you control: Destroy it; Special Summon 1 Level 7 or lower "Marioneta" Fusion monster from your Extra-Deck. (This Special Summon is treated as a Fusion Summon.) If this set card is destroyed: You can Special Summon 1 Level 7 or lower "Marioneta" Fusion monster from you Graveyard.

 

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Fusion Summon 1 "Marioneta" monster from your Extra Deck by banishing monsters from your Graveyard as Fusion Materials. If this set card is destroyed: You can return up to 3 of your banished "Marioneta" monsters to the Graveyard.

 

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While you have no Trap cards in your Graveyard: All non-Fusion monsters on the field cannot activate their effects. If they would: the owner of the monster has to destroy 1 card they control to activate its effect. If this card is destroyed: You can Special Summon 1 "Marioneta" monster from your Deck.

 

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If this card is activated: You can add "House of Strings" from your Graveyard to hand. Each time a "Marioneta" card is destroyed: Put 1 "Marionette Counter" on this card. All "Marioneta" monsters you control gain 200 ATK for each "Marionette Counters" on this card. If this card with "Marionette Counters" is destroyed: Special Summon "Marioneta" monsters from your Graveyard up to the number of "Marioneta Counters" on this card.

 

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Target 1 "Marioneta" monster you control: Destroy it; target 1 monster your opponent controls: Negate its effect. If this set card is destroyed: You can add 1 "Marioneta" Spell card from your Graveyard to hand except this card.

 

 

 

 

[spoiler 17TH HOUSE: HOUSE OF MAGIC]

Specialty: Pseudo-Trap monsters + Partnership effects

Advantage: Swarming + Partner Buffs + Can never run out of monsters on field

Disadvantage: Low level vulnerable monsters. Mismatches or All Trap card accidents (since they cannot summon their partners)

Final Boss monster: “Bloom the Salamanka Blood Sage” (Fusion)

[spoiler Monsters]

Base:

  • Domain Name: “Salamanka”
  • Level Range: Level 5, Level 4, Level 3
  • Type Range: Spellcaster, Fiend
  • ATK Range: 900 – 1900, 0 – 2100
  • DEF Range: 300 – 1900, 700 – 2400
  • Attribute Range: Dark and Light + Earth, Fire, Wind, Water

Extra:

  • Domain Names: “Salamanka”
  • Rank Range: Rank 9, Rank 6, Rank 5, Rank 4, Rank 3, Level 5
  • Type Range: Spellcaster, Fiend
  • ATK Range: 500 – 3200, 0 - 2400
  • DEF Range: 2000 – 2600, 0 - 1200
  • Attribute Range: Light and Dark + Earth, Fire, Wind, Water
  • Fusion

 [spoiler Base]

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Salamanka Allure Witch

Spellcaster | LV 3 | Dark

[ ATK: 1400 ] [ DEF: 900 ]

If this card is Summoned: You can directly set 1 "Salamanka" Trap card from your Deck. While you control a "Salamanka Allure Familiar": This card cannot be targeted for an attack. Once per turn: You can increase the ATK of 1 "Salamanka Allure Familiar" you control by 800 until the end of this turn.

[spoiler Familiar]

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Salamanka Allure Familiar

Fiend | LV 5 | Earth

[ ATK: 2000 ] [ DEF: 1500 ]

If this card destroys a monster: "Salamanka Allure Witch" can activate its effect during your opponent's next turn. If this card is destroyed by a card effect while you control "Salamanka Allure Witch": instead of sending this card to your Graveyard, you can shuffle this card to your Deck instead.

 

 

 

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Salamanka Charity Witch

Spellcaster | LV 3 | Light

[ ATK: 900 ] [ DEF: 1900 ]

If this card is Summoned: You can directly set 1 "Salamanka" Trap card from your Deck. While you control a "Salamanka Charity Familiar": This card cannot be targeted for an attack. Once per turn: You can negate the effect of 1 "Salamanka Allure Familiar" you control until the end of this turn.

[spoiler Familiar]

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Salamanka Charity Familiar

Fiend | LV 5 | Earth

[ ATK: 2100 ] [ DEF: 700 ]

If this card inflicts Battle Damage: "Salamanka Charity Witch" cannot be destroyed until your next Standby Phase. If this card is destroyed by a card effect while you control "Salamanka Charity Witch": Instead of sending this card to your Graveyard, you can shuffle this card to your Deck instead.

 

 

 

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Salamanka Mercy Witch

Spellcaster | LV 3 | Dark

[ ATK: 1200 ] [ DEF: 1200 ]

If this card is Summoned: You can set 1 "Salamanka" Trap card from your Deck. While you control a "Salamanka Mercy Familiar": This card cannot be targeted for an attack. Once per turn: You can target of 1 "Salamanka Mercy Familiar" you control; switch its ATK and DEF until the end of this turn.

[spoiler Familiar]

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Salamanka Mercy Familiar

Fiend | LV 5 | Fire

[ ATK: 0 ] [ DEF: 2400 ]

If this card is targeted for an attack: "Salamanka Mercy Witch" can activate its effect during your opponent's Battle Phase. If this card is destroyed by a card effect while you control "Salamanka Mercy Witch": Instead of sending this card to your Graveyard, you can shuffle this card to your Deck instead.

 

 

 

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Salamanka Praise Witch

Spellcaster | LV 3 | Light

[ ATK: 1400 ] [ DEF: 700 ]

If this card is Summoned: You can directly set 1 "Salamanka" Trap card from your Deck. While you control a "Salamanka Praise Familiar": This card cannot be targeted for an attack. Once per turn: You can target of 1 "Salamanka Praise Familiar" you control; it can activate its effect twice this turn.

[spoiler Familiar]

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Salamanka Praise Familiar

Fiend | LV 5 | Fire

[ ATK: 1900 ] [ DEF: 2000 ]

Once per turn: You can target 1 Spellcaster-type monster you control; increase its Level by 1. If this card is destroyed by a card effect while you control "Salamanka Praise Witch": Instead of sending this card to your Graveyard, you can shuffle this card to your Deck instead.

 

 

 

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Salamanka Prestige Witch

Spellcaster | LV 4 | Light

[ ATK: 1900 ] [ DEF: 100 ]

If this card is Summoned: You can set 1 "Salamanka" Trap card from your Deck. While you control a "Salamanka Prestige Familiar": This card cannot be targeted for an attack. Once per turn: You can target of 1 "Salamanka Prestige Familiar" you control; it can attack twice this turn.

[spoiler Familiar]

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Salamanka Prestige Familiar

Fiend | LV 4 | Fire

[ ATK: 1900 ] [ DEF: 1500 ]

If this card destroys a monster by battle: "Salamanka Prestige Witch" can attack directly this turn. If this card is destroyed by a card effect while you control "Salamanka Prestige Witch": Instead of sending this card to your Graveard, you can shuffle this card to your Deck instead.

 

 

 

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Salamanka Symphony Witch

Spellcaster | LV 4 | Dark

[ ATK: 1700 ] [ DEF: 300 ]

If this card is Summoned: You can directly set 1 "Salamanka" Trap card from your Deck. While you control a "Salamanka Symphony Familiar": This card cannot be targeted by your opponent's card effects. Once per turn: You can return 1 face-up "Salamanka" Trap card you control to hand; add 1 "Salamanka" monster from your Deck to hand.

[spoiler Familiar]

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Salamanka Symphony Familiar

Fiend | LV 4 | Earth

[ ATK: 1600 ] [ DEF: 1900 ]

If this card is Summoned: You can target 1 face-up card on the field; negate it's effect until the end of this turn. If this card is destroyed by a card effect while you control "Salamanka Symphony Witch": Instead of sending this card to your Graveyard, you can shuffle this card to your Deck instead.

 

 

 

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Salamanka Balance Mage

Spellcaster | LV 4 | Dark

[ ATK: 1800 ] [ DEF: 1800 ]

If this card is Summoned: You can directly set 1 "Salamanka" Trap card from your Deck. While you control a "Salamanka Balance Familiar": This card cannot be targeted by your opponent's card effects. Once per turn: You can return 1 face-up "Salamanka" Trap card you control to hand; add 1 "Salamanka" Spell card from your Deck to hand.

[spoiler Familiar]

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Salamanka Balance Familiar

Fiend | LV 4 | Wind

[ ATK: 1900 ] [ DEF: 1900 ]

If this card is Summoned: You can target 1 face-up card on the field; return it to its owner's hand. If this card is destroyed by a card effect while you control "Salamanka Balance Mage": Instead of sending this card to your Graveyard, you can shuffle this card to your Deck instead.

 

 

 

[spoiler Extra]

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Salamanka Fame Witch

Spellcaster | Rank 3 | Dark

[ ATK: 2000 ] [ DEF: 800 ]

2 Level 3 Spellcaster-Type monsters with different attributes

If this card is Summoned: You can directly set 1 "Salamanka" Trap card from your Deck. While you control a "Salamanka Fame Familiar": This card cannot be targeted for an attack. Once per turn: You can detach 1 Xyz Material from this card; add 1 of your banished Spell cards to your hand. If this card destroys a monster by battle: Shuffle 1 card on the field.

[spoiler Familiar]

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Salamanka Fame Familiar

Fiend | LV 5 | Fire

[ ATK: 2300 ] [ DEF: 1200 ]

If this card is Summoned: You can target 1 Level/Rank 3 monster on the field; it gains 800 ATK. During either player's turn: You can discard this card; target 2 Level 3 monsters you control; they gain 500 ATK.

 

 

 

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Salamanka Honor Witch

Spellcaster | Rank 4 | Dark

[ ATK: 2300 ] [ DEF: 500 ]

2 Level 4 monsters with different attributes

If this card is Summoned: You can directly set 1 "Salamanka" Trap card from your Deck. While you control a "Salamanka Honor Familiar": This card cannot be targeted by your opponent's card effects. Once per turn: You can detach 1 Xyz Material from this card to return 1 of your banished Spell cards to the Graveyard. If this card destroys a monster by battle: Destroy 1 card on the field.

[spoiler Familiar]

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Salamanka Honor Familiar

Fiend | LV 5 | Wind

[ ATK: 2400 ] [ DEF: 1200 ]

If this card is Summoned: You can target on the field, it becomes a Level 5 monster. You can discard this card; target 2 Spellcaster-Type monsters with different attributes you control, they gain 3 Levels.

 

 

 

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Salamanka Grace Witch

Spellcaster | Rank 5 | Dark

[ ATK: 1800 ] [ DEF: 1800 ]

2 Level 5 monsters with different attributes

If this card is Summoned: You can directly set 1 "Salamanka" Trap card from your Deck. While you control a "Salamanka Grace Familiar": This card cannot be targeted by your opponent's card effects. Once per turn: You can detach 1 Xyz Material from this card to destroy any number of Spell/Trap cards on the field equal to the number of Trap monsters you control. If this card destroys a monster by battle: Return 1 card on the field to its owner's hand.

[spoiler Familiar]

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Salamanka Grace Familiar

Fiend | LV 5 | Earth

[ ATK: 2400 ] [ DEF: 1100 ]

If this card is Summoned: You can target 1 Level 3 monster on the field; it cannot be destroyed while this card is face-up on the field. During either player's turn: You can discard this card to target 2 Level 3 monsters you control; they cannot be targeted by your opponent's card effects until the end of this turn.

 

 

 

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Salamanka Judgement Mage

Spellcaster | Rank 6 | Light

[ ATK: 1800 ] [ DEF: 1800 ]

2 Level 6 “Salamanka” monsters

If this card is Summoned: You can directly set 1 "Salamanka" Trap card from your Deck. While you control a "Salamanka Judgement Familiar": This card cannot be destroyed. Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 Xyz monster from your Graveyard, then attach 2 Trap monsters you control to it as Xyz Materials. If this card destroys a monster by battle: Draw 1 card.

 

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Bloom the Salamanka Blood Sage

Spellcaster | Rank 9 | Light

[ ATK: 3200 ] [ DEF: 2600 ]

2 Xyz monster with different Attributes

If this card is Summoned: You can directly set 1 "Salamanka" Trap card from your Deck. While you control a "Salamanka Blood Familiar": Cards you control cannot be destroyed. Once per turn, during either player's turn: If your opponent would activate a Trap/Spell card or effect, you can detach 1 Xyz Material from this card; negate it, and if you do, you can either return it to your opponent's hand or add it to your hand.

[spoiler Familiar]

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Salamanka Blood Familiar

Fiend | LV 5 | Water

[ ATK: 0 ] [ DEF: 0 ]

If this card is Summoned: You can target 1 monster on the field; destroy it, then this card gains ATK equal to the destroyed monster's ATK. During your opponent's Battle Phase: If a monster you control is targeted for an attack, you can discard this card; the attacking monster's ATK becomes 0.

 

 

 

 

 

 

[spoiler Spell]

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If this card is activated: Shuffle all Trap cards on both player's Graveyard to its owner's Deck. Trap monsters gains 500 ATK and DEF. All Trap cards sent to the Graveyard are shuffled instead (This effect cannot be negated). Once per turn: You can target 1 face-up "Salamanka" Trap card you control; Special Summon 1 "Salamanka" monster listed on its text from your Deck. During the End Phase: You can target 1 face-up Trap monster you control; set it in your Spell/Trap Zone.

 

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Add 1 "Salamanka" monster from your Deck to hand, then discard 1 Spell card. If this card is in your Graveyard and you control a Spell/Trap card: You can banish this card to Special Summon 1 Level 4 or lower Spellcaster-Type monster in your Graveyard.

 

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If you control at least 1 Spellcaster-Type monster and 1 Fiend-Type monster: Both players can Special Summon 1 Level 4 or lower Spellcaster-Type monster from their hand, and 1 Level 3 or lower Spellcaster-Type monster from their Deck. If this card is in your Graveyard and you control a Spellcaster-Type monster, a Fiend-Type monster and no Spell/Trap cards: You can banish this card to destroy up to 2 cards on the field.

 

 

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Target 1 Fiend-Type monster you control; return it to hand, then Special Summon 1 Level 4 or lower Spellcaster-Type monster from your hand. If this card is in your Graveyard: You can banish this card; return 3 of your banished "Salamanka" cards to the Graveyard. If you have no monsters in your hand: You can discard this card to reveal your hand to your opponent; Special Summon 1 "Salamanka" monster from your Deck.

 

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Add "House of Magic" from your Deck or Graveyard to hand, then discard 1 Spell/Trap card from your hand. If this card is in your Graveyard and you control no Spell/Trap cards: You can banish this card to add "House of Magic" from your Deck to hand. If you have no monster in your hand and field: You can discard this card to reveal your hand to your opponent; Special Summon 1 "Salamanka" monster from your Deck.

 

 

 

 

[spoiler 18th House: House of Houou]

                Coming soon…

 

 

[spoiler 19th House: House of Mystic]

                Coming soon…

 

 

[spoiler 20th House: House of Scales]

                Coming soon…

 

 

 

 

 

 

 

 

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