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Single to Archetype Game

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B-Team: Spell Disposal Unit

Level 2/FIRE/Machine/Effect

300/400

During either player's turn, when your opponent activates a Spell: Tribute this card to negate the activation of the Spell and destroy it.

 

C-Team: Monster Disposal Unit

Level 2/FIRE/Machine/Fusion/Effect

300/400

"A-Team: Trap Disposal Unit" + "B-Team: Spell Disposal Unit"

During either player's turn, when your opponent activates a Monster Effect: You can tribute 1 card you control to negate the activation of the monster effect and destroy it.

 

Disposal Unit's Teamwork

Quick-Play Spell

Banish from your hand, field, or GY "A-Team: Trap Disposal Unit" and "B-Team: Spell Disposal Unit", then Special Summon "C-Team: Monster Disposal Unit" from your Extra Deck. ( This is treated as a Fusion Summon.)

 

Disposal Unit Headquarters

Field Spell

When this card is activated: Add 1 "Disposal Unit" card from your Deck to your hand, except "Disposal Unit Headquarters". Once per turn, if you Tribute a "Disposal Unit" monster: You take no battle damage and monsters you control cannot be destroyed by battle or card effects, until the End Phase.

 

Disposal Unit's Hard Work

Continuous Trap

All "Disposal Unit" monsters you control gain 1000 ATK and are unaffected by your opponent's monster effects during the Main Phase.

 

Disposal Unit's Paid Time Off

Continuous Trap

All "Disposal Unit" monsters you control gain 1000 DEF and are unaffected by your opponent's Spell/Trap effects during the Battle Phase.

 

Return Soul

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Repatriate Soul Ternion
DARK/Fiend-Type Effect Monster/Level 8/3000 ATK/0 DEF
Must be Special Summoned by its effect. The activated effects of all Spells/Traps that would resolve at activation now resolve during the End Phase instead, except "Rebound Soul" and "Reorient Soul". You can only use each of these following effects of "Repatriate Soul Ternion" once per turn. 
• If exactly 3 cards are shuffled into the Deck by a Spell/Trap effect: You can Special Summon this card from your hand or GY.
• If this card is destroyed by battle, or discarded by "Reorient Soul": You can draw cards until you have 3 cards in your hand, and if you do, you cannot Summon monsters or Set cards from your hand for the rest of this turn.
 
Rebound Soul
Field Spell Card
When there are exactly 3 face-up cards on the field with the same card type (Monster, Spell or Trap), all damage you take becomes 0, also this card is unaffected by other card effects. If exactly 3 cards with the same card type (and no other cards) is returned to the Deck by a card effect: You can add 1 "Repatriate Soul Ternion" from your Deck to your hand. You can only use this effect of "Rebound Soul" once per turn.
 
Reorient Soul
Normal Spell Card
When you control no other cards in your Spell & Trap Zone: Discard 2 cards, and if you do, Set 1 "Return Soul", 1 "Reroute Soul", and 1 "Replace Soul" from your hand and/or Deck.
 
Reroute Soul
Normal Trap Card
During the End Phase: Return up to 3 Spell/Trap Cards that are face-up on the field or in the GY that were activated this turn to the Deck.
 
Replace Soul
Normal Trap Card
When a Spell/Trap or monster effect is activated, while there are exactly 3 face-up cards on the field with the same card type (Monster, Spell or Trap), or exactly 3 Set cards on the field: negate the effects of up to 3 face-up cards on the field until the End Phase. Monsters whose effects are negated by this effect cannot attack.
 


Alright, think I'm good with this part. Next up...

 

Cloak and Dagger

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Shroud and Dagger

Continuous Trap

Declare 1 Monster card name. If your opponent activates the effect of that monster, negate that effect and remove it and this card from play.

 

Hood and Dagger

Continuous Trap

Declare 1 Spell/Trap card name. If your opponent activates that Spell/Trap card, negate its effect and remove it and this card from play.

 

Robe and Dagger

Continuous Trap

Declare 1 Monster card type (Ritual, Fusion, Synchro, Xyz, Pendulum, Link). If your opponent would Special Summon a monster of the declared type, remove it, this card and all monsters on your opponent's field with the declared type from play.

 

Concealed Dagger

Normal Trap

Discard 1 card; Set 2 "Dagger" Trap cards from your GY. The set cards cannot be activated this turn.

 

next: Castle of Dark Illusions

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Castle of Blinding Mirages 

Level 7/DARK/Fiend/1920 ATK/2930 DEF

Lore: If a monster effect is activated while there are the same number of Effect Monsters on each side of the field (Quick Effect): You can change any monsters on the field to face-down Defense Position, also Special Summon this card from your hand in Attack Position. If this card is Summoned: You can change the battle position of 1 monster on the field. If a face-down monster(s) on the field is flipped face-up: You can make all DARK monsters on the field gain 200 ATK/DEF, and if you do, those flipped face-up monsters become Zombie monsters, also those cannot activate its effects while on the field unless they are originally Fiend monsters. You can only use each effect of "Castle of Blinding Mirages" once per turn.

 

Construction of Dark Illusions 

Normal Spell Card

Add from your Deck to your hand, 1 DARK Flip monster or 1 "Castle of Blinding Mirages", then you can change the battle position of 1 monster on the field. You can banish this card from your GY, then target 1 card on the field; until the end of the next turn, all Set monsters you control cannot be targeted by card effects, also this turn, you can Normal Set 1 monster in addition to your Normal Summon/Set.  (You can only gain this effect once per turn.)

 

Collection of Dark Illusions

Quick-Play Spell Card

Reveal all Set monsters you control, count the number of DARK Flip monsters among them, and destroy cards on the field equal to the number of those revealed monsters. If you control "Castle of Dark Illusions" or "Castle of Brilliant Mirages": You can discard this card; add 1 "Shield of Dark Illusions" from your Deck or GY to your hand.

 

Shield of Dark Illusions

Field Spell Card

All monsters your opponent controls lose 500 ATK and must attack during each Battle Phase, if any. You cannot Special Summon monsters during the turn you activate either of these effects, except DARK monsters. 

*When this card is activated, if you control no monsters: You can Special Summon 1 Level 6 or lower DARK Flip monster from your Deck.

*Once per turn, if a monster your opponent controls attacks a DARK Flip monster you control, or "Castle of Blinding Mirages", and they take battle damage: You can return that opponent's monster to the bottom of the Deck, then draw 1 card.

 

Next up, gents: 

 

D-Boyz

 

[spoiler=here be more trivia to help you on your D-Boyz Archetype quest]The "D" in "D-Boyz" is slang for "the", effectively making the name "The Boyz." "D-Boyz" may also be a reference to "D Boys", which is slang for "dope dealers."
This card's name may also allude to B-boying, slang for breakdancing, evidenced by the clothes worn by the "D-Boyz" and their poses.
The D might also stand for their type (Demon, or Fiend in English).

 

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D-Gang
DARK | Fiend / Flip / Effect
Level 1 | ATK 100 / def 1000
Flip: Add 1 "D-Boyz" from your Deck or GY to your hand.
You can banish this card from your GY: Target up to 2 "D-Boyz" in your hand and/or GY; shuffle them into the Deck, and if you do, draw 1 card. You can only use this effect of "D-Gang" once per turn.
 
D-Broz
DARK | Fiend / Flip / Effect
Level 1 | ATK 100 / def 1000
When this card is Summoned: You can add 1 "B-Boying" from your Deck to your hand. (Quick Effect): You can Tribute this card; Special Summon 1 "D-Boyz" from your Deck or GY in face-up or face-down Defense Position. You can only use each effect of "D-Broz" once per turn.
 
D-Alpha
DARK | Fiend / Link / Effect
Link - 3 | ↓↘ | ATK 1500
3 Level 1 monsters
Gains 500 ATK for each Level 1 Fiend monster in your GY. If this face-up card would leave the field by an opponent's card: You can banish 1 "D-Boyz" from your GY instead, and if you do, take 2000 damage. You can Normal Summon or Set 1 Fiend monster to a zone this card points to in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

B-Boying
Field Spell
When this card is activated: You can add 1 Level 1 Fiend monster from your Deck to your hand. Level 1 Fiend monsters you control cannot be destroyed by battle. Once per turn: You can change 1 face-down Level 1 Fiend monster you control to face-up Defense Position, and if you do, you take 500 damage.
 
Next: Light of Redemption

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Light, Warrior of Redemption

Level 4 | LIGHT/Warrior/Effect

1700/1200

You can pay 800 LP: Banish 1 LIGHT monster from your hand or GY; replace this card's effects with that monster's original effects, until the End Phase. You can only activate this effect of "Light, Warrior of Redemption" once per duel. If this card is banished from the hand, field, or GY: Add 1 "of Redemption" card from your Deck to your hand.

 

Light, Angel of Redemption

Level 8 | LIGHT/Fairy/Effect

2700/2200

If this card is in your hand: You can pay 800 LP; Banish 1 LIGHT monster you control, then Special Summon this card from your hand. When this card is Special Summoned: You can send 1 LIGHT monster from your Deck to the GY. If this card is banished from the hand, field, or GY: Draw 2 cards, then shuffle 1 card from your hand into the Deck.

 

Light, Divinity of Redemption

Level 12 | LIGHT/Wyrm/Effect

3700/3200

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 LIGHT monster from your hand or field. Once per turn, you can pay 800 LP: Special Summon as many of your banished LIGHT monsters as possible, but destroy them during the End Phase. This card cannot attack the turn you activate this effect. If your opponent activates a card or effect that targets a monster you control and/or removes a card you control from the field: Banish 1 LIGHT monster you control; negate that effect, and if you do, destroy 1 card your opponent controls.

 

Providence of Redemption

Field Spell

All "of Redemption" monsters you control gain 300 ATK and DEF. You can pay 800 LP: Banish 1 LIGHT monster from your hand or GY; add 1 Spell from your Deck that specifically lists a LIGHT monster in its effect from your Deck to your hand, except "Providence of Redemption". If this card you control is sent to the GY by a card effect OR banished from the field: Special Summon 1 LIGHT monster from your hand. You can only use each effect of "Providence of Redemption" once per turn. 

 

Twilight of Redemption

Normal Spell

Pay 800 LP: Target 1 of your banished LIGHT monsters; Special Summon it. You can only activate "Twilight of Redemption" once per turn

 

Lightning of Redemption

Normal Spell

Pay 800 LP: Banish 1 LIGHT monster from your GY, then target 1 card your opponent controls; banish it.

 

Moonlight of Redemption

Normal Spell

Gain 800 LP, then target 1 LIGHT monster you control and 1 monster your opponent controls: Your monster gains 800 ATK/DEF and the opponent's monster loses 800 ATK/DEF.

 

-----------

 

Ameba

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[spoiler=Ameba Lore (PSCT)]When control of this face-up card on the field shifts to your opponent: take 2000 damage. This effect can only be used once while this card is face-up on the field.

 

Need to make newer card text so who refers to who is internally consistent.

Ameba Red
WATER *
Aqua/Effect
If this card is sent to the GY: you can target 1 monster your opponent controls; Special Summon 1 "Ameba" monster from your hand, and if you do, switch control of the Summoned monster and the target.  When control of this face-up card shifts to your opponent: your opponent draws 1 card. This effect can only be used once while this card is face-up on the field.

200/550

 

Ameba Green

WATER *
Aqua/Effect

If this card is destroyed and sent to the GY: you can Special Summon up to 2 "Ameba" monsters from your Deck except "Ameba Green", but give control of those monsters to your opponent during the End Phase.  When control of this face-up card shifts to your opponent: discard 1 card. This effect can only be used once while this card is face-up on the field.

550/0

 

Ameba Orange

WATER *

Aqua/Effect

If an "Ameba" monster would be destroyed by battle: give control of it to your opponent instead.  If this card is sent from your field to the GY: add 1 "Ameba" Spell/Trap from your Deck to your hand.  When control of this face-up card shifts to your opponent: send 3 cards from your Extra Deck to the GY (or their entire Extra Deck if less than 3). This effect can only be used once while this card is face-up on the field.

250/400

 

Ameba Mitosis

Continuous Spell

When you Normal Summon 1 "Ameba" monster: you can Special Summon 1 "Ameba" monster from your Deck.  If an "Ameba" monster you control is destroyed and sent to the GY: you can add 1 "Ameba" monster with the same name as that monster from your Deck to your hand.

 

Ameba Cellf-Destruction

Quick-Play Spell

Destroy all "Ameba" monsters on the field.  Draw 1 card for each "Ameba" monster destroyed by this effect.  During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; shuffle any number of "Ameba" monsters from your GY into your Deck, and if you do, destroy 1 card on the field.

 

Amebatown

Field Spell

Monsters your opponent controls that are owned by you lose 300 ATK.  Monsters you control that are owned by the opponent gain 300 ATK.  When you Summon an "Ameba" monster: you can target 1 monster your opponent controls; switch control of those 2 monsters.  Once per turn: if an "Ameba" monster is used as Material for the Summon of an Extra Deck monster: you can shuffle 1 "Ameba" monster from your GY into your Deck; add 1 "Ameba" monster from your Deck to your hand.

 

Yes, it misses timing.  That was on purpose.

 

Amebanisher

WATER Link: S

Aqua/Link/Effect

1 Aqua monster

Once per turn: You can target 1 monster your opponent controls; switch control of that target and 1 Aqua Monster this card points to.  If an Aqua monster you control is targeted by your opponent's card (attack or card effect): you can give control of that target to your opponent, and if you do, draw 1 card.  When control of this face-up card shifts to your opponent: skip your next Battle Phase. This effect can only be used once while this card is face-up on the field.

750/LINK 1

 

Amebanker

WATER Link: W

Aqua/Link/Effect

1 Aqua monster

Once per turn: If a monster on the field switches control: you can add 1 "Ameba" monster from your GY to your hand.  If a monster this card points to is owned by the opponent: this card and the card this card points to cannot be destroyed by battle.  When control of this face-up card shifts to your opponent: your opponent can conduct their next Battle Phase twice. This effect can only be used once while this card is face-up on the field.

750/LINK 1

 

 

Hourglass of Courage

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Hourglass of Patience

LIGHT - Level 4 - Fairy/Effect - 1200/1000

If you control a face-up "Hourglass of" monster, you can Special Summon this card from your hand. Until your 2nd End Phase of the turn this card is Summoned, all monsters you would Special Summon are immediately destroyed. After that, your opponent must banish 1 card from their hand each time they would Special Summon a monster(s), otherwise that Summon is negated. If an "Hourglass of" monster inflicts battle damage, draw 1 card.

 

Hourglass of Trust

LIGHT - Level 4 - Fairy/Effect - 1000/1500

If this card is Normal or Flip Summoned, you can add 1 "Hourglass of" monster from your Deck to your hand. During the first Standby Phase after this card was sent from the field to the Graveyard, you can Special Summon this card from your Graveyard. Until your second End Phase of the turn this card is Summoned, all monsters you control lose 500 ATK and DEF. After that, all monsters your opponent controls lose 500 ATK and DEF, and all "Hourglass of" monsters gain ATK and DEF equal to that combined lost ATK and DEF, respectively.

 

Hourglass of Silence

LIGHT - Level 4 - Fairy/Effect - 0/2000

Until your 2nd End Phase of the turn this card was Summoned, you cannot activate Spell/Trap Cards or effects, except " Turning of the Hourglass". After that, your opponent cannot activate Spell/Trap Cards or effects, or add cards from their Deck to their hand by a card's effect. Your opponent cannot target "Hourglass of" monsters you control with attacks or effects, except this one.

 

Turning of the Hourglass

Quick-Play Spell

During the turn an "Hourglass of" monster is Summoned: Immediately apply the effect directly following "after that" in its card text, then draw 1 card for each "Hourglass of" monster you control. If you Normal Summon an "Hourglass of" monster while this card is in your Graveyard: You can banish this card from your Graveyard. After the second End Phase after this card was banished this way, your opponent's monsters lose ATK equal to the number of turns this card has been banished x100, and your opponent cannot activate the effects of monsters with less ATK than a face-up "Hourglass of" monster you control.

 

Mosaic Manticore

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Material Bat

EARTH | Winged Beast | Level 4 | Effect

When this card is Tributed for the Tribute Summon of a "Mosaic" monster: Draw 1 card. While this card is in your GY, "Mosaic" monsters you control gain 500 ATK/DEF. 

1200/1700

 

Material Lion

EARTH | Beast | Level 4 | Effect

When this card is Tributed for the Tribute Summon of a "Mosaic" monster, you can Special Summon 1 "Material" monster from your hand. All EARTH monsters you control can attack twice per Battle Phase.

1800/1500

 

Material Scorpion

EARTH | Insect | Level 4 | Effect

When this card is Tributed for the Tribute Summon of a "Mosaic" monster, you can add 1 EARTH monster from your GY to your hand. When this card is Special Summoned: Target 1 monster your opponent controls; its effects are negated until the End Phase, also its ATK becomes 0.

1500/1600

 

Mosaic Chimera

EARTH | Beast | Level 6 | Effect

During the Standby Phase of your next turn after you Tribute Summoned this face-up card on the field: Special Summon the monster used for its Tribute Summon from the GY. Tribute Summoned monsters you control cannot be destroyed by card effects. If this card is destroyed, Special Summon 1 "Material" monster from your GY.

2400/2100

 

Mosaic Gryphon

EARTH | Winged Beast | Level 6 | Effect

During the Standby Phase of your next turn after you Tribute Summoned this face-up card on the field: Special Summon the monster used for its Tribute Summon from the GY. Each time a monster is Tribute Summoned, you can draw 1 card. If this card is Tributed for the Tribute Summon of "Mosaic Manticore", you can draw 2 cards.

2100/2400

 

Mosaic Hydra

EARTH | Reptile | Link 1 | Link | Effect

Links S

1 Tribute Summoned monster

During the Standby Phase of your next turn after you Link Summoned this face-up card on the field: Special Summon the monster used for its Link Summon from the GY. Once per turn, you can Special Summon 1 "Material" monster from your hand to a zone this monster points to.

ATK 2000

 

Mosaic Gathering

Normal Spell

If you control an EARTH monster: Add 1 "Mosaic" or "Material" monster from your Deck to your hand.

 

Mosaic Shuffle

Quick-Play Spell

Tribute 1 "Mosaic" or "Material" monster; Special Summon 1 "Mosaic" or "Material" monster with a different name, but the same Level, from your GY.

 

Mosaic Molding

Continuous Spell

Once per turn, when a "Mosaic" monster is Tribute Summoned by using at least 1 "Material" monster as a Tribute: You can Special Summon 1 "Material" monster from your Deck with a different name than the monster(s) that were Tributed.

 

Mosaic Burst

Normal Trap

Target 1 Tribute Summoned monster you control; destroy cards on the field equal to the number of Tributes that were used for its Tribute Summon.

 

De-Fused Mosaic

Normal Trap

Tribute 1 "Mosaic Manticore" you control; Special Summon 1 "Material Bat", "Material Lion" and "Material Scorpion" from your GY.

 

next: Metal Dragon

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Metal Ogre

EARTH

Level 4

Machine/Effect

ATK: 2000 DEF: 0

 

If this card is Summoned: You can add 1 “Metal” monster from your Deck to Hand. You can discard 2 “Metal” monsters in your Hand; Special Summon 1 “Metal Dragon” Fusion monster from your Extra Deck(This is treated as a Fusion Summon). You can only use this effect of “Metal Ogre” once per turn.

 

Metal Snake

EARTH

Level 3

Machine/Effect

ATK: 1200 DEF: 0

 

Once per turn: You can banish this card from your GY; Special Summon 1 “Metal” monster from your Hand or GY.

 

Metal Ape

EARTH

level 4

Machine/Effect

ATK: 1600 DEF: 1200

 

If this card is Normal Summoned: You can Special Summon 1 “Metal” monster from your Hand. You can send this card to the GY; Add 1 “Metal” Spell/Trap card from your Deck to Hand.

-

Metallurgy

Spell

 

Banish 2 “Metal” monsters from your Deck; Special Summon 1 “Metal Dragon” monster from your Extra Deck(This is treated as the appropriate Summon method). (Quick Effect)You can banish this card from your GY; Special Summon 1 “Metal Dragon” monster from your GY. You can only use 1 effect of “Metallurgy” once per turn.

 

Metal Madness

Continuous Trap

 

If you do not control a “Metal Dragon” monster, destroy this card. Negate the effects of all monsters on the field, except “Metal” monsters.

-

Shiny Metal Dragon

EARTH

Level 6

Machine/Fusion/Effect

ATK 2700 DEF: 2000

 

2 “Metal” monsters

This card can attack twice. If this card is Fusion Summoned: Target 1 monster your opponent controls; Destroy it.

 

Sentient Metal Dragon

EARTH

Machine/Link/Effect

ATK: 1900 LINK-2

Compass: 1 bottom left, 1 bottom right

 

2 “Metal” monsters

Once per turn: You can Special Summon 1 banished “Metal” monster to a zone this card points to. You can send 2 monsters this card points to to the GY; This card is unaffected by card effects this turn and can attack directly.

 

Underclock Taker

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Cuckooclock Taker

DARK/Cyberse-Type Effect Monster/Level 2/0 ATK/0 DEF

You can Special Summon this card (from your hand or GY) by banishing 1 DARK Link-2 or lower Link Monster from your field or GY. When Summoned this way: This card gains ATK equal to that banished monster's ATK also banish this card when it leaves the field. This card is treated as all original (printed) Types while on the field the turn it was Summoned. When the effect of a DARK Link Monster that points to this card is activated: You can Special Summon 1 "Clock Taker Token" (Cyberse/DARK/Level 2/ATK 0/DEF 0). Immediately after this effect resolves, Link Summon 1 DARK Link Monster using DARK monsters you control, including this card and all "Clock Taker Tokens" you control. You can only Summon "Cuckooclock Taker(s)" once per turn.

 

Punchclock Taker

Cyberse-Type Link Effect Monster/Link-2/1500 ATK

Link Markers: Bottom Left, Bottom

2 DARK monsters, except Link Monsters

When this card is Link Summoned while you control no other cards: You can make this card lose 500 ATK; Special Summon 1 "Clock Taker Token" (Cyberse/DARK/Level 2/500 ATK/500 DEF). If this card points to a DARK Link Monster: Activate these effects and resolve them in sequence, depending on the number of those monsters this card points to

• 1+: Return 1 Spell/Trap on the field to its owner's hand, and if you do, each time a card with that returned card's type (Spell or Trap) activates its effect this turn, inflict 500 damage to your opponent and make this card gain 500 ATK when it resolves. 

• 2: Set 1 Spell/Trap from your hand. It can be activated this turn.

You can only use each effect of "Punchclock Taker" once per turn.

 

Alarmclock Taker

DARK/Cyberse-Type Link Effect Monster/Link-2/500 ATK

Link Markers: Upper Right, Right

2 Cyberse monsters

Must be Link Summoned to a Main Monster Zone that a DARK Link Monster points to. DARK Link Monsters this card points to cannot be destroyed by battle or card effects. You can only use each of these effects of "Alarmclock Taker" once per turn.

• When this card is Link Summoned: You can add 1 "Underclock Triangulation" from your Deck to your hand, then each player discards 1 monster in their hand (if any). 

• If a DARK Link Monster(s) points to this card: You can pay LP in multiples of 500 (max. 1500); banish 1 monster from the GYs for every 500 LP you paid, then if there are 2 or more Link Monsters pointing to this card and you control no "Underclock Taker", you can Special Summon 1 "Underclock Taker" from your Extra Deck or GY.

 

Grandfatherclock Taker

DARK/Cyberse-Type Link Effect Monster/Link-3/2000 ATK

Link Markers: Top, Left, Bottom

2+ monsters, including a DARK Link-2 Link Monster

The effects of all DARK Link-2 or lower Link Monsters can be activated during either player's turn. This card gains these effects, depending on the number of DARK monsters this card points to. 

• 1+: Your opponent cannot target cards (anywhere) with their monsters' effects, also if those monsters on the field have less ATK than their current ATK, their effects cannot be activated.

• 2+: Once per turn: You can target 1 DARK monster you control; it can make a second attack on monsters during each Battle Phase this turn, also if a monster is co-linked to this card, its first attack becomes a direct attack.

 

Underclock Triangulation

Continuous Spell Card

If this card is added to your hand by a card effect: You can activate 1 Continuous Spell/Trap from your hand, then if it is this card, you can send 1 monster on the field to the GY. You can reveal DARK monsters from your Deck with different names, up to the number of co-linked DARK Link Monsters you control; your opponent chooses 1 of those cards to Special Summon to your field, and you Special Summon the other monsters to your opponent's field. You cannot Summon monsters the turn you activate this effect, except DARK monsters. During your opponent's turn, if this card leaves the field by a card effect: You can Special Summon 1 "Cuckooclock Taker" that is either in your GY or banished. You can only use each effect of "Underclock Triangulation" once per turn.

 

 

NEXT UP: 

 

Lightserpent

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Darkserpent

DARK | Reptile | Level 3 | Effect

Once per turn: You can discard 1 card; draw 1 card.

800/1200

 

Fireserpent

FIRE | Reptile | Level 3 | Effect

If this card is in your GY: You can banish this card; Special Summon 1 "serpent" monster from your hand or Deck.

1500/200

 

Waterserpent

WATER | Reptile | Level 3 | Effect

If this card is in your GY (Quick Effect): You can banish this card; this turn, Reptile monsters you control cannot be destroyed by battle or by card effect.

500/1200

 

Earthserpent

EARTH | Reptile | Level 3 | Effect

When this card is Normal or Special Summoned, you can discard 1 "serpent" monster, and if you do, this card gains 500 ATK.

1300/1100

 

Windserpent

WIND | Reptile | Level 3 | Effect

If this card is sent to the GY: Special Summon 1 "serpent" monster from your hand.

1100/1300

 

Breezeserpent

LIGHT | Reptile | Rank 3 | Xyz | Effect

2 Level 3 monsters

Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster you control and 1 monster your opponent controls; return those targets to the hand. If this card leaves the field, both players discard 1 card. If this card has "Lightserpent" or "Windserpent" attached as Xyz Material, it gains the following effect:

* The effects of cards in the GY cannot be negated. 

1900/1200

 

Mudserpent

EARTH | Reptile | Rank 3 | Xyz | Effect

2 Level 3 monsters

If a Reptile monster(s) is sent to the GY: You can detach 1 Xyz Material from this card; Special Summon 1 of those monsters. If this card has "Earthserpent" or "Waterserpent" attached as Xyz Material, it gains this following effect:
* Once per turn: You can discard 1 card, then target 1 monster your opponent controls; its ATK becomes 0.

1700/1700

 

Infernalserpent

DARK | Reptile | Rank 3 | Xyz | Effect

2 Level 3 monsters

This card gains 300 ATK and DEF for every Reptile monster you control. Once per turn: You can discard 1 card and detach 1 Xyz Material from this card, then target 2 cards in your opponent's hand or on their field; destroy them. If this card has "Darkserpent" or "Fireserpent" attached as Xyz Material, it gains the following effect:
* Each time a "serpent" monster is discarded, draw 1 card.

2100/800

 

Serpent's Gaze

Normal Spell

Discard 1 card, then target 1 card on the field; negate that card's effects until the End Phase.

 

Snake Temptation

Normal Spell

Both players discard 1 card.

 

Venom of the Serpents

Quick-Play Spell

Target 1 "serpent" monster in your hand, GY or Banished Zone; attach that target to a "serpent" Xyz Monster as Xyz Material.

 

Infinity End

Quick-Play Spell

Send the top 10 cards of your Deck to the GY. Add any "serpent" monsters sent this way to your hand, and banish all other sent cards face-down. During the End Phase, banish those cards if they are still in your hand. Your opponent takes no further battle damage this turn.

 

Serpent's Nest

Field Spell

Activate this card by discarding 1 card. Once per turn, you can discard 1 card; add 1 "serpent" card from your GY to your hand.

 

Intimidation Factor

Normal Trap

Discard any number of cards, then destroy cards on the field, but not more than the amount of cards discarded this way. You can banish this card from your GY; Special Summon 1 "serpent" monster from your hand or GY.

 

Serpent's Revival

Continuous Spell

Once per turn, when a "serpent" monster is sent from the field to the GY: You can Special Summon that target.

 

next: Dokurorider

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Going to retrain some old Normal Zombies, as well as add in a certain gimmick used by a recent TCG import.

 

Bone Citadel of the Skullriders
EARTH/Zombie/Effect/Level 4/900 ATK/1300 DEF
If this card is Normal or Special Summoned: You can send 1 monster "of the Skullriders" from your Deck to your GY; add 1 card "of the Skullriders" from your Deck or GY to your hand. You can only activate this effect of "Bone Citadel of the Skullriders" once per turn. Once per turn: You can reveal 1 Ritual Monster "of the Skullriders" in your hand; this card's Level becomes the Level of the revealed Ritual Monster until the end of the turn.

Cockroach Mechanic of the Skullriders
DARK/Insect/Effect/Level 3/800 ATK/900 DEF
When this card is sent to the GY to activate the effect of a card "of the Skullriders", or is Tributed: You can add this card to your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon 1 "Cockroach Husk Token" (Zombie/DARK/Level 3/0 ATK/0 DEF) to your side of the field. You can only activate each effect of "Cockroach Mechanic of the Skullriders" once per turn.

Grim Herald of the Skullriders
DARK/Zombie/Effect/Level 3/900 ATK/1200 DEF
You can discard 1 monster "of the Skullriders", then target 1 monster "of the Skullriders" in your GY; Special Summon it. You can only activate this effect of "Grim Herald of the Skullriders" once per turn. All Zombie monsters you control gain ATK equal to the combined Levels of all Ritual Monsters you control x 100. Your opponent cannot target monsters "of the Skullriders" you control for an attack or with card effects, except this one.

Flame Charger of the Skullriders
FIRE/Zombie/Effect/Level 2/700 ATK/500 DEF
When this card is sent to the GY to activate the effect of a monster "of the Skullriders", or is Tributed: You can target 1 card on the field; destroy it, and if you do, inflict 500 damage to your opponent. During your Main Phase, if you control a Ritual Monster "of the Skullriders": You can Tribute this card to target 1 card on the field; destroy it, and if you do, inflict 500 damage to your opponent. You can only activate each effect of "Flame Charger of the Skullriders" once per turn.

Smoke Phantasm of the Skullriders
WIND/Zombie/Effect/Level 1/500 ATK/200 DEF
During the Damage Step, when your monster "of the Skullriders" battles an opponent's monster (Quick Effect): You can send this card from your hand to the GY; that monster's ATK becomes the ATK of the opponent's monster it is battling + 100, until the end of this turn. During the Battle Phase, if you control a Ritual Monster "of the Skullriders" (Quick Effect): You can banish this card from your GY; until the end of the Battle Phase, your opponent's cards and effects cannot be activated. You can only activate each effect of "Smoke Phantasm of the Skullriders" once per turn.

Marrotorcycle of the Skullriders
DARK/Zombie/Ritual/Effect/Level 4/1900 ATK/1850 DEF
You can Ritual Summon this card with "Revival of the Skullriders". If this card is Ritual Summoned: You can target cards your opponent controls, up to the number of monsters with different Levels Tributed for the Ritual Summon this card; destroy them. During your Main Phase: You can banish 1 monster "of the Skullriders" from your GY; then target 1 of your banished Zombie monsters; Special Summon it. You can only activate this effect of "Marrotorcycle of the Skullriders" once per turn.

Spinechaser of the Skullriders
DARK/Zombie/Ritual/Effect/Level 6/2400 ATK/2250 DEF
You can Ritual Summon this card with "Revival of the Skullriders". This Ritual Summoned card can attack a number of times each Battle Phase, up to the number of monsters with different Levels Tributed for the Ritual Summon this card. At the start of the Damage Step, if this card battles a monster that was Special Summoned from the Extra Deck: Destroy that monster.

Corpsecrusher of the Skullriders
DARK/Zombie/Ritual/Effect/Level 8/3000 ATK/2750 DEF
You can Ritual Summon this card with "Revival of the Skullriders". If this card is Special Summoned: You can place a number of Rev Counters on this card, equal to the number of monsters "of the Skullriders" you control. During each player's Standby Phase, if this card was Ritual Summoned: You can place a number of Rev Counters on this card, equal to the number of monsters with different Levels Tributed for the Ritual Summon of this card. If this face-up card would be destroyed, you can remove 1 Rev Counter from this card instead. If a Ritual Monster you control attacks a Defense Position monster, inflict double piercing damage to your opponent.

Epocharig Mothertruck of the Skullriders
DARK/Zombie/Ritual/Effect/Level 10/3200 ATK/2850 DEF
You can Ritual Summon this card with "Revival of the Skullriders". If this card is Ritual Summoned: You can target a number of monsters in your GY, up to the number of monsters with different Levels Tributed for the Ritual Summon of this card; Special Summon them, and if you do, add 1 "Revival of the Skullriders" and 1 Level 8 or lower Ritual Monster "of the Skullriders" from your Deck and/or GY to your hand. When your opponent activates a card or effect (Quick Effect): You can send 1 card "of the Skullriders" from your hand to the GY; negate the activation, and if you do, send it to the GY, and if you do that, until the end of next turn, your opponent cannot activate a card or effect with the same original name as the card sent to the GY by this effect. You can only activate each effect of "Epocharig Mothertruck of the Skullriders" once per turn.

Darkened Wasteland of the Skullriders
Spell/Field
When this card is activated: You can add 1 monster "of the Skullriders" from your Deck to your hand. You can only use this effect of "Darkened Wasteland of the Skullriders" once per turn. If a Ritual Monster "of the Skullriders" is Ritual Summoned: You can draw 1 card. Zombie monsters you control gain 300 ATK and DEF. While you control no monsters in the Extra Monster Zone, your DARK and/or Zombie monsters cannot be destroyed by battle, also you take no damage.

Revival of the Skullriders
Spell/Ritual
This card can be used to Ritual Summon any Ritual Monster "of the Skullriders". This card can also be used to Ritual Summon "Dokurorider", and is treated as "Revival of Dokurorider" for the Ritual Summon of "Dokurorider". You must also Tribute monsters from the field or your hand whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: You can shuffle this card from your GY into the Deck; Special Summon 1 Level 3 or lower monster "of the Skullriders" from your Deck. You can only activate this effect of "Revival of the Skullriders" once per turn. A "Dokurorider" that was Ritual Summoned using this card gains this effect.
● It is unaffected by your opponent's card effects.

Ominous Thunder of the Skullriders
Trap/Normal
Target up to 2 monsters "of the Skullriders" in your GY with different Levels; Special Summon them in face-up Defense Position, then, if any of the monsters Special Summoned by this effect were Ritual Monsters, you can change them to Attack Position. You cannot Special Summon monsters from the Extra Deck during the turn you activate this card. You can only activate 1 "Ominous Thunder of the Skullriders" per turn.


Next Card: Iron Dragon Tiamaton

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Iron Warlock Szasstamon

DARK/Level 4/Spellcaster/Effect

2000/0

Cannot be Normal Summoned/Set. Must be Special Summoned by the following effect. When 2 or more cards in the same column are sent to the GY: You can Special Summon this card from your hand in a different column. You can only Summon 1 "Iron Warlock Szasstamon" once per turn this way. When this card is Summoned: If you control another "Iron" monster with 2000 ATK and 0 DEF; You can add 1 "Iron" monster with 2000 ATK and 0 DEF from your deck to your hand.

 

Iron Destroyer Demogorgonon

DARK/Level 4/Beast-Warrior/Effect

2000/0

Cannot be Normal Summoned/Set. Must be Special Summoned by the following effect. If both players control cards that they own: You can Special Summon this card from your hand to a column that no cards occupy. You can only Summon 1 "Iron Beast Demogorgonon" once per turn this way. Once per turn: You can banish cards from the top of your opponent's deck face-down, equal to the number of cards in this cards' column.

 

Iron Witch Lolth

DARK/Level 4/Insect/Effect

2000/0

Cannot be Normal Summoned/Set. Must be Special Summoned by the following effect. If you control no monsters in either the left-most or right-most columns: You can Special Summon this card from your hand to that column. You can only Summon 1 "Iron Witch Lolth" once per turn this way. Your opponent must activate and set Spell/Trap cards to their middle column, as well as Summon monsters to the middle column, if able. Once per turn: You can send 1 "Iron" monster with 2000 ATK and 0 DEF from your deck to the GY.

 

Iron Destroyer Orcuson

DARK/Level 4/Insect/Effect

2000/0

Cannot be Normal Summoned/Set. Must be Special Summoned by the following effect. While your opponent controls cards that they own: You can Special Summon this card from your hand to the column with the most cards in it.  You can only Summon 1 "Iron Destroyer Orcuson" once per turn this way. Once per turn: You can add 1 "Iron" monster with 2000 ATK and 0 DEF from your GY to your hand, Then you may shuffle 1 "Iron" monster with 2000 ATK and 0 DEF from your GY into your deck.

 

Iron Lich Acererakon

DARK/Level 4/Zombie/Effect

2000/0

Cannot be Normal Summoned/Set. Must be Special Summoned by the following effect.You can Special Summon this card from your hand to a column with a monster Special Summoned from the Extra Deck. You can only Summon 1 "Iron Lich Acererakon" once per turn this way. When this card is Summoned: you can set 1 Spell/Trap card that specifically says ""Iron" monster with 2000 ATK and 0 DEF" from your deck to your hand.

 

Dungeon Master's Trick Book

Continuous Spell

If a monster battle a monster in an adjacent column: it gains 1000 ATK. Once per turn: you can add 1 "Iron" monster with 2000 ATK and 0 DEF from your deck to your hand. For the rest of the turn after you activated this effect, monsters with the same name as that card cannot be Summoned, except by their own effect. Once per turn: you can Special Summon 1 "Iron" monster with 2000 ATK and 0 Def from your hand, ignoring Summoning Conditions. When an "Iron" monster with 2000 ATK and 0 DEF is sent to the GY by battle or by an opponent's cards' effect: you can Destroy 1 other card that was in the column of that card. When this card is sent to the GY by an opponent's cards' effect: shuffle it into the deck.

 

Next: Hayabusa Knight

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 Hayabusa Janissary

WIND ***

Warrior/Effect

During the Battle Phase: you can Special Summon this card from your hand.  When this card is Normal or Special Summoned: increase the ATK of 1 monster you control by 800.

1100/300

 

Hayabusa Halberdier

WATER ***

Warrior/Effect

The original ATK and DEF of all your opponent's monsters is halved.

700/1500

 

Haybusa Artilerist

FIRE ***

Warrior/Effect

If a monster you control destroys a monster your opponent controls by battle: your opponent takes damage equal to the ATK of the destroyed monster.

500/1900

 

Hayabusa Flock-Flank Training

Spell

You can add 1 or 2 "Hayabusa's Devotion" cards from your Deck to your hand.  If you add 2, you cannot declare an attack this turn.  You can only activate 1 "Hayabusa Flock-Flank Training" per turn.

 

Hayabusa's Devotion to Ares

Continuous Spell

If a "Hayabusa" monster you control declares an attack: you can Special Summon 1 "Hayabusa" monster from your Deck whose Attribute is different from the Attributes of all monsters you control, but it cannot declare an attack this turn.  You can only gain this effect of this card's name once per turn.  If a monster you control destroys a monster by battle and/or inflicts damage to your opponent: you can target 1 "Hayabusa" monster you control; your opponent's monsters lose ATK equal to that target's ATK until the End Phase.

 

Hayabusa's Devotion to Osiris

Continuous Trap

If a "Hayabusa" monster you control is destroyed: you can target 1 "Hayabusa" monster with a different Attribute in your GY; Special Summon that target.  You can only use this effect of this card's name once per turn.  If a "Hayabusa" monster destroys an opponent's monster by battle: you can banish that monster, and if you do, inflict 300 damage to the opponent.

 

Hayabusa's Devotion to Huitzilopochtli

Normal Spell

Your opponent cannot Special Summon monsters in attack position.  Your opponent cannot activate the effects of monsters whose printed ATK is higher than the original ATK of any "Hayabusa" monster you control.  This card remains face up on the field for 2 of your opponent's turns.

 

 

Hecatrice ~OR~ Valhalla, Hall of the Fallen

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Asgard

Field Spell

Once per turn, during your Draw Phase, instead of conducting your normal draw: You can add 1 Fairy monster from your Deck to your hand. You cannot Normal Summon/Set during the turn you activate this effect.

 

Yggdrasil, the World Tree

Continuous Spell

You can pay 1000 LP: Special Summon 1 Fairy monster from your hand or GY. You can only use this effect of "Yggdrasil, the World Tree" once per turn. Each time a Fairy monster inflicts battle damage to your opponent: Gain LP equal to the amount you inflicted.

 

Niflheim, the Realm of Ice

Normal Trap

Your opponent cannot declare an attack this turn, also Fairy monsters you control cannot be destroyed by card effects until the End Phase.

 

Muspelheim, the Realm of Fire

Quick-Play Spell

Special Summon 1 Level 4 Fairy monster from your hand, then inflict damage to your opponent equal to half its original ATK. You can only activate "Muspelheim, the Realm of Fire" once per turn.

 

Bifrost, the Rainbow Bridge

Normal Spell

Send 1 Level 7 or 8 Fairy Monster from your hand to the GY: Draw 2 cards.

 

Audmula, the Divine Cow

Level 7 LIGHT/Fairy/Effect

1600/2600

If a Fairy Monster is Special Summoned by a card effect to your side of the field: You can Special Summon this card from your hand. You can Tribute 1 Fairy monster you control: Your opponent must Tribute 1 monster they control. If this card is Tributed: You can reveal the top 3 cards of your Deck, then add 1 of the revealed cards to your hand, and the rest are shuffled back into your Deck. You can only use each effect of "Audmula, the Divine Cow" once per turn.

 

Heimdall, the Watchman

Level 4 LIGHT/Fairy/Effect

1500/1300

If this card is Special Summoned: You can add "Yggdrasil, the World Tree", "Niflheim, the Realm of Ice", or "Muspelheim, the Realm of Fire" from your Deck to your hand. You can only use the effect of "Heimdall, the Watchman" once per turn.

 

Buri, the Ancestor

Level 8 LIGHT/Fairy/Effect

2700/2100

You can declare a card name: This card's name becomes the declared name until the End Phase. You can declare an attribute: This card's attribute becomes the declared attribute until the End Phase. You can declare a Monster type: This card's type becomes the declared type until the End Phase. You can only use each effect of "Buri, the Ancestor" once per turn.

 

~~~~~~~~~

 

The 13th Grave

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The 13th Warrior

DARK/Level 3/Warrior/Effect

1200/900

When this card is Summoned: Discard 1 card. If you do, Special Summon up to 2 "The 13th Warrior" from your deck. When this card is sent to the GY: add 1 "The 13th" card from your deck to your hand. You can only activate this effect of "The 13th Warrior" once per turn. You can banish this card from your GY: Special Summon 1 "The 13th Grave" from your GY, and if you do, it gains 1200 ATK and 900 DEF.

 

The 13th Graveyard

Field Spell

All "The 13th Grave"s you control gain 1200 ATK and 900 DEF. When this card is activated, you can add 1 "The 13th Warrior" from your deck to your hand, or destroy all "The 13th Warrior"s you control. While there are 3 "The 13th Warrior"s in your GY, "The 13th Grave"s cannot be destroyed be card effects. Once per turn: You can tribute 1 "The 13th Grave", then add 1 "The 13th" card from your deck to your hand.

 

The 13th Plot

Continuous Spell

When this card is activated, if you there is a "The 13th Warrior" in your GY: Special Summon a number of "The 13th Grave"s from your deck, up to the number of "The 13th Warrior"s in your GY, and if you do, they gain 1200 ATK and 900 DEF. When "The 13th Grave" is sent to the GY: Special Summon 1 "The 13th Grave" from your deck, and if you do, it gains 1200 ATK and 900 DEF. While "The 13th Graveyard" is on the field, "The 13th" cards you control cannot be targeted by your opponent's cards' effects.

 

The 13th Burial

Normal Spell

Send 1 "The 13th Warrior" from your deck to the GY: Special Summon 1 "The 13th Grave" from your deck, and if you do, it gains 1200 ATK and 900 DEF. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY: Special Summon 1 "The 13th Grave" from your GY, and if you do, it gains 1200 ATK and 900 DEF. During your Main Phase, except the turn this card was banished: You can shuffle all of your banished "The 13th" cards, and all of your "The 13th" cards in your GY into your deck, then draw 1 card.

 

The 13th War

Normal Trap

During this turn, all "The 13th" monsters you control gain 1200 ATK and 900 DEF, and when they destroy a monster by battle, you can send 1 card from your deck to the GY.

 

Next: Stone Statue of the Aztecs

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If "Fur Hire" can mess with the wording, so can I Goddiddlydarnit!

 

Stone Pyramid of the Aztecs

EARTH / level 3 / Rock / Flip / Effect

FLIP: Add 1 Spell/Trap card "of the Aztecs" from your deck to your hand.

Double any battle damage your opponent takes when they attack this monster.

200 ATK / 1600 DEF 

 

Stone Shrine of the Aztecs

EARTH / level 4 / Rock / Effect

Double any battle damage your opponent takes when they attack this monster. Cannot be destroyed by card effects.

0 ATK / 1800 DEF

 

Stone Temple of the Aztecs

EARTH / level 6 / Rock / Effect

You can special summon this card (from your hand) by tributing 1 card "of the Aztecs" you control. Double any battle damage your opponent takes when they attack this monster. Cannot be destroyed by card effects. During each End-Phace: deal 700 damage to your opponent.

400 ATK / 2700 DEF

 

City of the Aztecs

Field Spell

If a monster "of the Aztecs" is normal or flip summoned: change it to face-up defence position. Monsters "of the Aztecs" you control gain 700 DEF. All monsters your opponent controls must attack each monster you control once each, if able. If a monster attacks a monster "of the Aztecs" with more DEF than the attacking monster's ATK: destroy the attacking monster.

 

Stoneworker of the Aztecs

Normal Spell

Shuffle 1 card from your hand into your deck, then add 2 monsters "of the Aztecs", from your deck to your hand.

 

Sacrifice of the Aztecs

Normal Trap

Tribute 1 monster "of the Aztecs" you control; Special Summon, from your deck, 1 monster "of the Aztecs" in face-up or face-down defence position, then, destroy 1 card on the field. If a monster "of the Aztecs" is attacked while this card in your GY: You can banish this card from your GY; that monster gains 1000 DEF, during that battle phace only.

 

Next: Beaver Warrior 

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Beaver Guardian

EARTH ****

Beast-Warrior

600/2000

 

Beaver Lancer

EARTH ****

Beast-Warrior/Effect

This card inflicts piercing damage. If you control a Normal Monster with more DEF than ATK when this card is Summoned: you can Special Summon 1 “Beaver” monster from your hand or Deck except “Beaver Lancer”.

1600/1700

 

Beaver Magician

EARTH ****

Beast-Warrior/Effect

Once per turn: you can discard 1 Spell/Trap card; Special Summon 1 Normal Monster with more DEF than ATK from your hand or Deck. If you control a Normal Monster with more DEF than ATK when this card is Summoned: you can target 1 card on the field; destroy it.

1100/1600

 

Beaver Scout

EARTH ****

Beast-Warrior/Effect

This card is treated as a Normal Monster on the field. If you control no monsters, or all the monsters you control are Normal Monsters with more DEF than ATK, you can Special Summon this card from your hand. If you control another Normal Monster with more DEF than ATK when this card is Summoned: you can add 1 “Beaver” monster from your Deck to your hand except “Beaver Scout”

800/1000

 

Lord of Beavers

EARTH ****

Beast-Warrior/Effect

Cannot be Normal Summoned. If you control a Normal Monster with more DEF than ATK, you can Special Summon this card from your hand. When a “Beaver” monster(s) is used as Material for the Summon of a monster from the Extra Deck, you can activate 1 of the following effects:

- Draw 1 card, then you can Special Summon 1 “Beaver” monster from your hand.

- Destroy 1 card on the field, then you can send 1 “Beaver” card from your Deck to the GY.

You can only control 1 “Lord of Beavers”.

2000/2050

 

Den of Beavers

Trap

Special Summon 2 “Beaver” monsters from your hand or Deck (except “Lord of Beavers”). 1 of those monsters must be a Normal monster. You can only Special Summon 1 type of monster from your Extra Deck the turn you activate this effect (Fusion, Synchro, Xyz, Pendulum, Link). You can banish this card from your GY; Special Summon 1 Normal Monster with more DEF than ATK from your GY. You can only activate one effect of this card’s name once per turn.

 

Beaver Buster

Trap

Destroy all monsters your opponent controls whose DEF is less than the total DEF of all Normal monsters you control. You can banish this card from your GY; Special Summon 1 “Beaver” monster from your hand. If you Special Summoned a Normal Monster using this effect: draw 1 card. You can only activate one effect of this card’s name once per turn.

 

Appropriate

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Appropriate Punishment

Continuous Spell

Lore: Set 1 Continuous Trap from your Deck with an effect that draws a card(s), but it cannot be activated unless you control "Appropriate Punishment", you must pay 1500 LP to activate it if it is not "Appropriate", also destroy it when this card leaves the field. An "Appropriate that was Set by this effect can be activated during your turn. You can only use this effect of "Appropriate Punishment" once per turn. You can banish this card from your GY; Special Summon 1 "Soldiers of Appropriated Fortune" from your Deck, but it cannot attack if its ATK is 3000 or more.

 

Appropriate Recompensation

Continuous Trap

Lore: When this card is activated: Each player draws 1 card and discards any monsters they drew during this Phase by card effects also after that, you gain LP equal to the ATK of the discarded monster with the highest ATK (if any.) If you control "Appropriate Punishment" or "Appropriate", your opponent cannot activate the effects of cards with the same name as a card(s) sent to the GY by this effect, until the end of the next turn. Your opponent cannot draw cards by their card effects. You can banish this card from your GY; add 1 "Appropriate Punishment" from your Deck to your hand.

 

Appropriate Restitution

Continuous Trap

Lore: Once per turn, if you control "Appropriate Punishment" or "Appropriate": You can Special Summon "Appropriator Tokens" (Warrior/DARK/Level 4/ATK 0/DEF 0), up to the number of Continuous Traps you control, and if you do, your opponent draws cards equal to the number of Tokens you Summoned this way. "Appropriator Tokens" you control gain 500 ATK for each card in both player's hands, but they cannot attack directly. While you control an "Appropriator Token", all monsters you control are unaffected by the effects of your opponent's monsters during the same Phase a card(s) was drawn. You can banish this card from your GY: add 1 "Appropriate Punishment" from your Deck to your hand.

 

Soldiers of Appropriated Fortune

DARK/Warrior-Type Effect Monster/Level 4/? ATK/? DEF

Lore: If this card is Normal Summoned: You can add 1 "Appropriate Recompensation" or 1 "Appropriate Restitution" from your Deck to your hand. Gains 500 ATK for each card in your opponent's hand. Your opponent's Effect Monsters lose 200 ATK for each card in your hand. If a Continuous Trap is activated that makes a player draw a card(s): You can discard 1 random card from your opponent's hand. You can only use this effect of "Soldiers of Appropriated Fortune" once per turn.

 

 

NEXT UP: Water Omotics

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Omotics Water
WATER/Dragon/Link/Effect
Rating: 1
Link Markers: bottom-left
ATK: 400
1 WATER Normal monster
If you control "Water Omotics", you can Special Summon this card (from your Extra Deck), but it is returned to the Extra Deck during the End Phase. You can only Special Summon "Omotics Water" this way once per turn. This card must attack if able. (Quick Effect): You can target 1 "Water Omotics" you control, then banish this card and any number of WATER Dragon monsters from your field or GY; this turn, that target is unaffected by your opponent's Spell/Trap effects, also it gains 600 ATK for each banished monster, and it can attack twice during the Battle Phase of this turn.


Omotics Leviathan
WATER/Dragon/Link/Effect
Rating: 3
Link Markers: bottom-left, middle-left, bottom-middle
ATK: 2400

2+ WATER monsters
If you used "Water Omotics" as material for this card's Link Summon, this card's name becomes "Water Omotics" while on the field or in the GY. Unaffected by the effects of monsters whose original ATK is equal or lower than this card's current ATK. This card must attack if able. Once per turn, during your opponent's Main Phase or Battle Phase, you can (Quick Effect): Immediately after this effect resolves, declare an attack with this monster (the battle is conducted normally).

 

Omotics Disciple
WATER/Spellcaster/Tuner/Effect
Level: 3
1200/400
You can send 1 WATER monster from your Deck to the GY; Special Summon 1 "Water Omotics" from your hand, Deck or GY. You can only use this effect of "Omotics Disciple" once per turn. Monsters you control cannot attack the turn you activate this effect, except for WATER monsters.

Omotics Jar
Normal Spell
Target up to 5 WATER monsters in your GY (min. 3), including at least 1 "Omotics" monster; shuffle all of them into the Deck, then draw 2 cards. You can only activate 1 "Omotics Jar" per turn. If a WATER monster you control would be destroyed by battle, you can banish this card from your GY instead.

 

 

Next:

Nettles

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Pricking Nettles

Level 2 | EARTH | Plant | Effect

800/800

If you control a "Nettles" monster, except "Pricking Nettles", you can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can equip it to a monster your opponent controls. While this card is equipped to a monster, that monster cannot be used as material for a Summon.

 

Spawning Nettles

Level 2 | EARTH | Plant | Effect

1000/1000

If you control a "Nettles" monster, except "Spawning Nettles", you can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can add 1 "Nettles" card from your Deck to your hand. 

 

Sporing Nettles

Level 2 | EARTH | Plant | Effect

0/1200

If you control a "Nettles" monster, except "Sporing Nettles", you can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 "Nettles" monster from your GY.

 

Razor Nettles

Level 2 | EARTH | Plant | Effect

1400/0

If you control a "Nettles" monster, except "Razor Nettles", you can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can inflict 800 damage to your opponent.

 

Giant Tree Nettles

Link 2 | EARTH | Plant | Link | Effect

1600

SW SE

2 Level 2 Plant monsters

Cannot be targeted by an opponent's effects while it points to a monster. Once per turn (Quick Effect): You can target up to 2 Plant monsters you control, then target an equal number of cards your opponent controls; destroy both targets, then if you destroyed a "Nettles" monster(s), this gains 300 ATK for each.

 

Nettles Garden

Field Spell

During your Main Phase, you can Normal Summon 1 "Nettles" monster in addition to your Normal Summon/Set. Once per turn, if a "Nettles" monster(s) you control is destroyed, you can activate 1 of these effects;

● Special Summon an equal number of "Nettles" monsters from your Deck. 

● Draw 1 card for each monster destroyed by this effect.

 

Nettles Cycle

Quick-Play Spell

Target up to 4 "Nettles" cards in your GY (min. 2); shuffle all of those targets into the Deck, then draw the same number of cards you shuffled into the Deck.

 


 

Beast of Talwar

https://yugioh.wikia.com/wiki/Beast_of_Talwar

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(that's technically an archfiend but w/e)

 

Dark Sword Soul

DARK | Fiend | Level 1 | Effect

You can discard this card; Special Summon 1 "Talwar" monster from your hand.

200/200

 

Talwar Berserker

DARK | Fiend | Level 6 | Effect

If you control no monsters, or if all monsters you control are "Talwar" monsters, you can Special Summon this card (from your hand). Once per turn, if you control an Equip Spell: You can draw 1 card, and if the drawn card is an Equip Spell, equip it to 1 appropriate monster you control. Otherwise, send that card to the GY.

2150/2400

 

Corruptor of Talwar

DARK | Fiend | Level 6 | Effect

Equip Spells you control cannot be destroyed by card effects. Once per turn, if you control an Equip Spell: You can Special Summon 1 "Talwar" monster from your GY. If this card is destroyed while you control an Equip Spell, you can add 1 "Dark Sword Soul" from your Deck to your hand.

2500/1900

 

Talwar Swordmaster

DARK | Fiend | Rank 6 | Xyz | Effect

2 Level 6 monsters

"Talwar" monsters you control can attack twice per Battle Phase. Once per turn: You can detach 1 Xyz Material from this card; excavate the top 3 cards of your deck and add all Equip Spells excavated by this effect to your hand. Send the other cards to the GY. Each time an Equip Spell is activated, this card gains 500 ATK/DEF.

2600/2250

 

Talwar Soul

DARK | Fiend | Link 1 | Link | Effect

Links S

1 Fiend monster

When this card is Link Summoned, you can add 1 "Talwar" Equip Spell from your Deck to your hand. Once per turn, when an Equip Spell is activated: You can Special Summon 1 "Talwar" monster from your hand.

 

Dark Sword of Talwar

Equip Spell

Equip only to a Fiend monster. That monster gains 500 ATK/DEF. Each time a Fiend monster is Special Summoned, the equipped monster gains 500 ATK/DEF.

 

Treasured Sword of Talwar

Equip Spell

Equip only to a Fiend monster. That monster gains 300 ATK/DEF. Once per turn: You can send this card and 1 Equip Spell you control to the GY; draw 2 cards.

 

Twin Sword of Talwar

Equip Spell

Equip only to a Fiend monster. Twice per turn, that monster cannot be destroyed by battle. Once per turn, when a Fiend monster is targeted by a card effect: You can send this card to the GY; negate that effect.

 

Legendary Sword of Talwar

Equip Spell

Equip only to a "Talwar" monster. That monster gains 600 ATK/DEF for each Equip Spell you control. Once per turn: You can send 1 other Equip Spell to the GY; Special Summon 1 "Talwar" monster from your GY.

 

next: Sea Dragon Lord Gishilnodon

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"Gishilnodon" -  OCG (ギシルノドン Gishirunodon)

x393wz.jpg

Gishilnodon Avatar - Charybdis

WATER | Aqua / Effect
Level 7 | 2800 / 1000
Other WATER monsters you control gain 300 ATK and DEF. You can only use each of these effects of "Gishilnodon Avatar - Charybdis" once per turn, also you cannot Special Summon monsters the turn you activate this card's effect(s), except WATER monsters.
● You can discard this card; add 1 "Gishilnodon Legendary Temple" from your Deck to your hand.
● If you control no monsters in your Main Monster Zones: You can banish this card from your GY; Special Summon 1 "Gishilnodon Priestess" monster from your hand or Deck in face-up Defense Position.
 

Gishilnodon Avatar - Carcinus

WATER | Aqua / Effect
Level 7 | 1700 / 2900
"Gishilnodon Legendary Temple" cannot be targeted or destroyed by card effects. You can only use each of these effects of "Gishilnodon Avatar - Carcinus" once per turn, also you cannot Special Summon monsters the turn you activate this card's effect(s), except WATER monsters.
● (Quick Effect): You can discard this card; until the end of the turn, WATER monsters you control are unaffected by your opponent's Spell/Trap effects.
● If you control no monsters in your Main Monster Zones: You can banish this card from your GY; Special Summon 1 "Gishilnodon Priestess" monster from your hand or Deck in face-up Defense Position. 
 
Gishilnodon Avatar - Akheilos
WATER | Aqua / Effect
Level 7 | 2500 / 2100
All non-WATER monsters on the field lose 500 ATK and DEF. You can only use each of these effects of "Gishilnodon Avatar - Akheilos" once per turn, also you cannot Special Summon monsters the turn you activate this card's effect(s), except WATER monsters.
● If you control exactly 2 WATER monsters in your Main Monster Zones, and no other monsters, you can Special Summon this card from your hand.
● If you control no monsters in your Main Monster Zones: You can banish this card from your GY; Special Summon 1 "Gishilnodon Priestess" monster from your hand or Deck in face-up Defense Position. 
 
Gishilnodon Priestess - Naiades
WATER | Aqua / Tuner / Effect
Level 2 | 0 / 1000
If this card is Special Summoned by a "Gishilnodon" card effect: You can Special Summon 1 "Gishilnodon Chalice Token" (Aqua/WATER/Level 3/ATK 800/DEF 200) in face-up Defense Position. (Quick Effect): You can Tribute this card; destroy 1 face-up monster your opponent controls. You must control another WATER monster to activate and to resolve this effect. You can only use each effect of "Gishilnodon Priestess - Naiades" once per turn.
 
Gishilnodon Priestess - Nereides
WATER | Aqua / Tuner / Effect
Level 2 | 0 / 1000
If this card is Special Summoned by a "Gishilnodon" card effect: You can Special Summon 1 "Gishilnodon Chalice Token" (Aqua/WATER/Level 3/ATK 800/DEF 200) in face-up Defense Position. (Quick Effect): You can Tribute this card; banish 1 Set Spell/Trap your opponent controls. You must control another WATER monster to activate and to resolve this effect. You can only use each effect of "Gishilnodon Priestess - Nereides" once per turn.
 
Gishilnodon Priestess - Oceanides
WATER | Aqua / Tuner / Effect
Level 2 | 0 / 1000
If this card is Special Summoned by a "Gishilnodon" card effect: You can Special Summon 1 "Gishilnodon Chalice Token" (Aqua/WATER/Level 3/ATK 800/DEF 200) in face-up Defense Position. (Quick Effect): You can Tribute this card and discard 1 WATER monster; draw 2 cards. You must control another WATER monster to activate and to resolve this effect. You can only use each effect of "Gishilnodon Priestess - Oceanides" once per turn.
 
Gishilnodon Dragon Overlord of 7 Seas 
WATER | Sea Serpent / Synchro / Effect
Level 10 | 3000 / 1800
1 WATER Tuner + 1+ non-Tuner WATER monsters
If "Umi" is face-up on the field, this card is unaffected by your opponent's card effects. If a face-up Level 3 or lower monster on the field is sent to the GY, this card gains 500 ATK until the End Phase of this turn. Once per turn: You can target 1 "Gishilnodon Avatar" monster in your GY or that is banished; until the end of your opponent's turn, this card gains that target's effect, also shuffle that target into the Deck.
 
Gishilnodon Legendary Temple
Field Spell
(This card's name is always treated as "Umi".)
You can only use each effect of "Gishilnodon Legendary Temple" once per turn. When this card is activated: You can shuffle 1 card from your hand into the Deck; add 1 "Gishilnodon" monster from your Deck to your hand. If you control a WATER Synchro monster, you can activate 1 of these effects.
● You can discard 1 card; Special Summon 1 "Gishilnodon Priestess" monster from your GY.
● You can Tribute 1 WATER monster you control; Special Summon 1 of your banished "Gishilnodon Avatar" monsters.
x393wz.jpg

 

Next: Fire Princess

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