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Single to Archetype Game

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Secret Guard of the Fire Princess

FIRE - Level 4 - Pyro/Effect - 1700/200

When this card is Normal Summoned: You can Special Summon 1 "Fire Princess" monster from your hand, Deck, or Graveyard, except "Secret Guard of the Fire Princess". If the monster Summoned this way was "Fire Princess", you can banish up to 1 each of a Monster and Spell/Trap Card your opponent controls, and if you do; gain 300 LP for each card banished this way. "Fire Princess" monsters you control cannot be destroyed or targeted by your opponent's card effects.

 

Handmaiden to the Fire Princess

FIRE - Level 4 - Pyro/Effect - 1200/1400

If you Normal or Special Summon a "Fire Princess" monster: You can Special Summon this card from your hand or Graveyard (you can only Summon this card from your Graveyard once per turn this way), and if you control "Fire Princess" when you do; you can add 1 "Fire Princess" card from your Deck to your hand. If a FIRE monster you control inflicts battle damage to your opponent: Gain LP equal to the amount of damage inflicted, and all "Fire Princess" monsters you control gain ATK equal to the amount of LP you gained. While you control this card, "Fire Princess" you control can attack your opponent directly.

 

Maid to the Fire Princess

FIRE - Level 2 - Pyro/Effect - 500/700

Once per turn, during either player's turn, you can reveal this card in your hand until the End Phase: Gain 500 LP. If you inflict damage to your opponent with a card effect while this card is revealed in your hand by its own effect: You can target 1 card your opponent controls and destroy it; also, if the effect that inflicted damage was the effect of "Fire Princess"; you can increase the ATK and DEF of "Fire Princess" by 500. Once per turn: You can return this face-up monster you control and own to your hand.

 

Body Double to the Fire Princess

FIRE - Level 4 - Pyro/Tuner/Effect - 1500/1300

You can Special Summon this card (from your hand) by returning 1 "Fire Princess" monster from your field or Graveyard to your hand. You can only activate this effect of this card's name once per turn. This card's name is treated as "Fire Princess" on the field and in the Graveyard. If you gain LP: Inflict 800 damage to your opponent, then draw 1 card. You can only activate this effect of this card's name once per turn.

 

Order of the Fire Princess

Quick-Play Spell

Target 1 monster your opponent controls: That target cannot attack or be used as Material for a Summon this turn. If you control a "Fire Princess" monster when this card is activated, that target's effects are negated. If you control "Fire Princess" when this effect is activated, gain 200 LP for each monster on the field, and discard 1 random card from your opponent's hand.

 

Nobility of the Fire Princess

Continuous Spell

If your opponent Summons a monster(s) from their Extra Deck: Gain LP equal to half the ATK of the Summoned monster. If your opponent takes damage from the effect of "Fire Princess", all monsters your opponent controls lose ATK equal to the amount of damage inflicted. If you control "Fire Princess", your opponent cannot activate cards or effects that add a card(s) from their Deck to their hand unless they control the monster on the field with the highest ATK, and that monster has successfully attacked while on the field.

 

Coronation of the Fire Princess

Continuous Trap

When this card is activated: You can Special Summon 1 "Fire Princess" monster from your Graveyard, then gain LP equal to its ATK. A monster Summoned this way cannot be destroyed by battle. During the End Phase, if you control "Fire Princess" and the opponent of the turn player took damage this turn: Gain 500 LP, then draw 1 card.

 

There. Anti-meta heal/burn Deck.

 

Life-Absorbing Machine

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Alright, let's see how this turns out. 

 

Life Absorbing Wolf

Level 5 | DARK | Beast | Effect

2100/1200

You can Special Summon this card from your hand, but you lose 1000 LP. You can only Special Summon "Life Absorbing Wolf" once per turn this way. You can Normal Summon 1 "Life Absorbing" monster from your hand in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

 

Life Absorbing Warrior

Level 4 | DARK | Warrior | Effect

1600/1400

If you would take battle damage: Reduce it to 0. During your Standby Phase: Gain LP equal to the amount of battle damage reduced by this card's effect to 0 during your last turn.

 

Life Absorbing Core

Level 3 | DARK | Aqua | Effect

800/1800

If you would take effect damage: Reduce it to 0. During your Standby Phase: Gain LP equal to the amount of effect damage reduced by this card's effect to 0 during your last turn.

 

Life Absorbing Parasite

Level 2 | DARK | Insect | Effect

500/500

If your opponent controls a monster, you can equip this card from your hand or GY to that monster. You can only use this effect of "Life-Absorbing Parasite" once per turn. During your opponent's Main Phase: Your opponent loses LP equal to half the equipped monster's ATK, then you gain that lost LP. 

 

Life Absorbing Ghost

Level 1 | DARK | Fiend | Effect

0/0

If a card is sent to the GY: You can discard this card; gain 100 LP for each card in the GY. You can only use the effect of "Life-Absorbing Ghost" once per turn.

 

Life Absorbing Essence

Field Spell

When this card is activated: Place 1 "Life Absorbing Machine" from your Deck face-down in your Spell/Trap Zone. It can be activated this turn. The first time a "Life Absorbing" monster you control would be destroyed by battle, it is not. Once per turn: You can banish 1 monster from your hand or GY; Special Summon any number of "Life Absorbing" monsters whose total ATK equals or is less than the banished monster's ATK from your Deck. 

 

Life Absorbing Aura

Continuous Spell

If you gain LP from a "Life Absorbing" card in your possession: Gain twice that amount instead.

 

Life Absorbing Grasp

Normal Spell

Add 1 "Life Absorbing" card from your Deck or GY to your hand.

 

Life Absorbing Transfer

Quick-Play Spell

Pay any amount of LP in multiples of 100, then target 1 monster you control; it gains ATK and DEF equal to the amount you paid.

 


 

Entire purpose of the archetype; turn damage of all forms into LP and not being slow to work like Life Absorbing Machine, but it does chain off Transfer. I don't know; Life Absorbing Machine is literally too slow now b/c its purpose is a bit outdated by now. 

 


 

Next card:

 

Sunlight Unicorn

(Let's go make Ruka/Luna an actual Deck for her instead of some random mix of monster spirits)

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Sunlight Fenriss

LIGHT ****

Beast/Effect

Once per turn: you can excavate the top card of your Deck. If it is a "Sunlight" card, add it to your hand. Otherwise, place it on the bottom of your Deck.

1900/700

 

Sunlight Pegasus

LIGHT ***

Winged Beast/Tuner/Effect

Once per turn: you can declare the name of the bottom card of your Deck and reveal it. If you call it correctly, add it to your hand. Otherwise, send it to the GY. If this card in your Deck is placed on the bottom of your Deck by a card effect: you can target 1 "Sunlight" card in your GY; add it to your hand.

800/1700

 

Sunlight Phoenix

LIGHT ***

Winged Beast/Tuner/Effect

If this card is added to your hand by a card effect: you can Special Summon it. If this card in your Deck is placed on the bottom of your Deck by a card effect: you can target 1 "Sunlight" monster in your GY; Special Summon it.

1500/400

 

Sunlight Sphynx

LIGHT ****

Beast-Warrior/Effect

Once per turn: You can excavate the top card of your Deck. If it is a Continuous Spell, add it to your hand. Otherwise, place it on the bottom of your Deck.

1400/2000

 

Sunlight Hippogriff

LIGHT ****

Winged Beast/Effect

If you excavate exactly 1 card: you can Special Summon this card from your hand. When this card is Summoned: excavate the top card of your Deck. If it is a "Sunlight" Monster, Special Summon it. Otherwise, place it on the top or bottom of your Deck.

1600/1200

 

Sunlight Manticore

LIGHT 7*

Beast/Tuner/Effect

If you control a "Sunlight" non-Tuner Monster: you can Special Summon this card from your hand, and if you do, reduce its level by 4 and it's ATK by 1000. Once per turn, if you excavate a card: you can banish the bottom card from your Deck face-down. If this card destroys an opponent's monster by battle or is used for the Synchro Summon of a Synchro Monster: you can add 1 card banished by this card to your hand. You can only control 1 "Sunlight Manticore"

2800/1000

 

 

Sunlight Starbeam

Continuous Spell

If a "Sunlight" card is excavated by a card effect: when the effect resolves, draw 1 card. You can pay 800 LP; Normal Summon 1 "Sunlight" Monster. You can only gain each effect of "Sunlight Starbeam" once per turn.

 

Sunlight Straight Sword

Equip Spell

Equip only to a "Sunlight" Monster, "Ancient Fairy Dragon" or "Power Tool Dragon". The equipped monster gains 800 ATK. If the equipped monster destroys an opponent's monster by battle, you can draw 2 cards, then place 1 card from your hand on the bottom of your Deck. If this card in your Deck is placed on the bottom of your Deck by a card effect: you can excavate the top card of your Deck. Add it to your hand or send it to the bottom of the Deck. If this card is sent from the field to the GY: place it on the bottom of your Deck. You can only use each effect of this card's name once per turn.

 

Mare Mare

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I'm probably going to screw over the double pun thing KoA decided to do, and just go for straight transliterated stuff. Also because Mare Mare's JP name is Tatsunootoshioya (タツノオトシオヤ). 

 

Mare Mare Brother (Tatsunootoshi-ani / brother)

Level 4 | WATER | Wyrm | Effect

1200/800

You can decrease this card's Level by 3; Special Summon 1 "Mare Mare" monster from your Deck. You can banish this card you control or from your GY, then target 1 other "Tatsunootoshi" monster or "Mare Mare" you control; increase its Level by 3. 

 

Mare Mare Sister (Tatsunootoshi-ane / sister)

Level 3 | WATER | Wyrm | Effect

900/600

You can decrease this card's Level by 2; Special Summon 1 "Mare Mare" monster from your hand. You can banish this card you control or from your GY, then target 1 other "Tatsunootoshi" monster or "Mare Mare" you control; increase its Level by 2. 

 

Mare Mare Baby (Tatsunootoshi-aka / baby)

Level 2 | WATER | Wyrm | Effect

600/400

You can discard this card from your hand or banish this card from your GY, then target 1 "Mare Mare" monster you control; increase its Level by up to 3. You can only use this effect of "Mare Mare Baby" once per turn. 

 

Mare Mare Elder (Tatsunootoshi-chōrō / elder)

Level 9 | WATER | Wyrm | Effect

2700/1800

Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by Tributing 3 "Mare Mare" monsters you control. Once per turn: You can activate 1 of these effects;

● Special Summon up to 2 "Mare Mare" monsters with different names from your GY.

● Reduce this card's Level by up to 4; Special Summon a number of "Mini Mare Mare Tokens" (Wyrm/WATER/Level 1/ATK 300/DEF 200) equal to the reduction in this card's Level by its effect.   

 

Mare Mare First Son (Tatsunootoshi-chōnan / firstborn son)

Link 2 | WATER | Wyrm | Link | Effect

1500

W E

2 "Mare Mare" monsters

Once per turn: You can Special Summon 1 "Mare Mare" monster from your Deck or GY to a zone this card points to. (Quick Effect) You can banish this card you control or from your GY; this turn, any battle damage you would take from battles involving "Mare Mare" monsters you control becomes 0, also those monsters cannot be destroyed by battle or card effects. 

 

Mare Mare Ancestor (Tatsunootoshi-sosen / ancestor)

Link 3 | WATER | Wyrm | Link | Effect

2400

W E S

2+ "Mare Mare" monsters, including at least 1 non-Token monster

You can activate each of the following effects once per turn;

● Add up to 2 "Mare Mare" monsters with different names from your Deck to your hand, then send 1 card from your hand to the GY.

● Return up to 3 of your banished "Mare Mare" monsters to the GY. 

● Special Summon as many "Ancestral Mare Mare Tokens" (Wyrm/Tuner/WATER/Level 1/ATK 300/DEF 200) as possible to zones this card points to.

 


 

Flavor thing: Main Deck follow the 300/200 thing for every Level they have, similar to original Mare Mare. Link follow the pattern somewhat in ATK. But yeah, idea is to generally cycle Mare Mare or its "kids" and just make Synchros (or Link if you have to). Elder makes it really easy to do for the most part. 

 


 

I'll give the next guy an option (if permissible; otherwise, do the former):

 

Seiyaryu or Nine-Tailed Fox

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"Sacred Night" - "Holy Knight" in OCG (ホーリー・ナイト Hōrī naito)


[spoiler=Errata]Seiyaryu
LIGHT | Dragon / Normal
Level 7 | 2500 / 2300
A mystical dragon that burns away the unworthy with its mystic flames.
(This card is always treated as a "Sacred Night" card.)



Sacred Night's Worshiper
LIGHT | Spellcaster / Effect
Level 3 | 400 / 2000
When this card is Normal or Special Summoned: You can add 1 "Sacred Night" Spell from your Deck to your hand. Once per turn: You can Tribute 1 LIGHT monster you control, then target 1 "Sacred Knight" Spell in your GY; add that target to your hand. If this card is Tributed: You can Special Summon 1 "Sacred Night's Token of Worship" (Fairy/LIGHT/Level 1/ATK 2000/DEF 0).

Sacred Night's Paladin
LIGHT | Warrior / Effect
Level 4 | 1800 / 1500
If this card is Normal or Special Summoned: You can target 1 "Sacred Night" card in your GY; add that target to your hand. If you control another "Sacred Night" card or if the targeted monster was a Normal Monster, you can also Special Summon 1 "Sacred Knight" monster from your hand. If this card is Tributed: You can Special Summon 1 "Sacred Night's Token of Loyalty" (Fairy/LIGHT/Level 1/ATK 0/DEF 1800).

Sacred Night's Noble
LIGHT | Warrior / Effect
Level 5 | 2000 / 1800
If you control no monsters, you can Special Summon this card (from your hand). Once per turn: You can add 1 "Sacred Night" monster from your Deck to your hand, then, if you added a Normal Monster, you can draw 1 card. If this card is Tributed: You can Special Summon 1 "Sacred Night's Token of Devotion" (Fairy/LIGHT/Level 1/ATK 2500/DEF 2300), also, if you control a non-Effect monster other than the Summoned Token, you can target 1 monster your opponent controls; destroy that target.

Sacred Night's Tyrant
LIGHT | Fiend / Effect
Level 7 | 2700 / 1000
You can Tribute Summon this card in face-up Attack Position by Tributing 1 "Sacred Night" monster. This Tribute Summoned card cannot be Tributed, and is unaffected by your opponent's Spell effects. If this card is Tribute Summoned: You can Special Summon 1 "Sacred Night" monster from your hand or Deck. If you Special Summon "Seiyaryu" by this effect, you can add 1 "Sacred Night Ordeal" from your Deck or GY to your hand.

Sacred Night in the Sky
LIGHT | Warrior / Fusion
Level 7 | 2500 / 2300
2 "Sacred Night" monsters

Sacred Night Wyrm
LIGHT | Wyrm / Xyz
Rank 7 | 3000 / 2800
+2 Level 7 LIGHT monsters

Alohim, the Sacred Night on High
LIGHT | Fairy / Fusion
Level 9 | 4000 / 2500
"Seiyaryu" + "Sacred Night's Monarch"

Sacred Night Prayer
Normal Spell
You can target 1 LIGHT monster in your GY; Special Summon that target in face-up Defense Position. It cannot be destroyed by battle, also if you Special Summoned a LIGHT monster by this effect, Effect monsters your opponent currently controls lose 800 ATK. You can only activate 1 "Sacred Night Prayer" per turn.

Ascent of the Sacred Knights
Continuous Spell
During your Main Phase: You can Fusion Summon 1 LIGHT Fusion Monster from your Extra Deck, using monsters from your hand or field as materials. You can only use this effect of "Ascent of the Sacred Knights" once per turn. If Summoning a "Sacred Knight" Fusion Monster this way, you can also banish monsters from your GY as material. Level 7 or higher LIGHT Non-Effect Monsters you control gain the following effect.
● At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster.

 

Sacred Night Temple
Field Spell
You can Normal Summon 1 "Sacred Night" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Level 7 or higher LIGHT Non-Effect Monsters you control cannot be targeted by card effects, also they gain the following effect.
● You can Tribute 1 LIGHT monster you control; this turn, if this card attacks a monster, it can make a second attack in a row.

Sacred Nights Ordeal
Continous Trap
If a monster(s) on the field is Tributed; inflict damage to your opponent equal to half the total original ATK of that monster(s). You cannot attack the turn this effect is applied. Level 7 or higher LIGHT Non-Effect Monsters you control cannot be destroyed by card effects, also they gain the following effect.
● (Quick Effect): You can Tribute 1 LIGHT monster you control; Tribute up to 2 face-up Effect monsters on the field (for no effect). This effect can only be used once while this card is face-up on the field.




Next: Zera the Mant

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Ally of Zera, Ryu-Kishin

EARTH | Fiend | Level 4 

A gargoyle that appears alongside the Warrior of Zera. It seeks the mystical throne, where it and Zera will gain the power of the god of the land.

1900/1500

 

Apostle of Zera

EARTH | Fiend | Level 4 | Effect

When this card is Normal or Special Summoned: You can add 1 "Zera" Spell/Trap card from your Deck to your hand. You can Tribute this card; Special Summon 1 Level 4 "Zera" monster from your hand, then, if you Special Summoned a Normal Monster, draw 1 card. You can only use each effect of "Apostle of Zera" once per turn.

1600/1600

 

Powered Gargoyle of Zera

EARTH | Fiend | Level 4 | Effect

When this card is Normal or Special Summoned: Target 1 "Zera" monster in your GY; add that target to your hand. You can Tribute this card, then excavate the top card of your Deck. If the excavated card is a "Zera" card, add it to your hand. Otherwise, send it to the GY.

1600/1200

 

Zeradias, Fallen Herald

EARTH | Fiend | Level 4 | Effect

You can discard this card; add 1 "Zera" Ritual Monster and "Ritual of Zera" from your Deck to your hand. If you do not control another "Zera" monster, destroy this card. If a monster you control is Tributed while this card is in your GY: You can Special Summon this card. You can only use this effect of "Zeradias, Fallen Herald" once per turn.

2000/800

 

Fallen Archlord Zerato

EARTH | Fiend | Level 8 | Effect

Cannot be Normal Summoned/Set. Must first be Special Summoned by Tributing 1 "Zera" monster. If this card is Summoned while you control "Throne of Zera", or if the Tributed monster was a non-Effect monster: You can discard 1 "Zera" card; destroy all monsters your opponent controls. This card cannot attack the turn you activate this effect. If this card is Tributed for the Ritual Summon of a "Zera" monster: Discard 1 "Zera" card; destroy 2 Spell/Trap cards your opponent controls.

2800/2300

 

Warrior of Mazera

EARTH | Fiend | Level 8 | Effect

Cannot be Normal Summoned/Set. Must first be Special Summoned by Tributing 1 "Zera" monster. If this card is Summoned while you control "Throne of Zera", or if the Tributed monster was a non-Effect monster: Your opponent randomly discards 2 cards. You can only use this effect of "Warrior of Mazera" once per turn. If this card is Tributed for the Ritual Summon of a "Zera" monster: You can Tribute 1 non-Ritual "Zera" monster you control; Special Summon this card.

2800/2300

 

Zera Powered

DARK | Fiend | Level 4 | Ritual

Can be Ritual Summoned with "Zera Ritual".

2100/1700

 

Zera, God of the Land

DARK | Fiend | Level 12 | Ritual | Effect

Can be Ritual Summoned with "Zera Ritual". Once per turn, you can Special Summon 1 "Zera" monster from your hand, then, if you Special Summoned a non-Effect monster by this effect, you can Special Summon 1 non-Effect "Zera" monster from your Deck or GY. When a non-Effect monster you control inflicts battle damage: You can discard 1 "Zera" card; that card can attack once again in a row. 

3400/2900

 

Throne of Zera

Field Spell

All "Zera" monsters gain 500 ATK. Once per turn: You can Tribute 1 monster you control; draw 1 card, and if that card is a "Zera" monster, you can Special Summon it. If a non-Effect monster is Summoned: Its controller can destroy 1 card their opponent controls.

 

Rite of the Mant

Ritual Spell

This card's name is always treated as "Zera Ritual". This card is used to Ritual Summon any "Zera" Ritual Monster. You must also Tribute monsters from your field or hand whose total Levels equal or exceed the Ritual Monster you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 non-Effect "Zera" monster from your Deck to your hand.

 

Zera Ascendance

Quick-Play Spell

When a monster is Tributed: Destroy 1 card on the field, then draw 1 card.

 

Zera Corruption

Normal Trap

Target 1 "Zera" monster you control; its ATK is doubled until the End Phase. If that monster is not a Ritual Monster, destroy it during the End Phase.

 

Zera Journey

Continuous Trap

Once per turn, if you control a non-Effect monster: You can activate one of these effects.

* Tribute 1 monster you control; add 1 "Zera" Spell/Trap card from your GY to your hand.

* If a monster you control is Tributed: Special Summon 1 monster from your Deck with the same name as that Tributed monster.

 

next: Nobleman of Crossout

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For archetypal reasons, 抹殺 (Massatsu); translates to "Crossout" in TCG.

 

Warrior of Crossout

Level 4 | EARTH | Warrior | Effect

1800/1000

You can target 1 monster on the field; banish that monster, then each player reveals their Main Deck, then banish all monsters from it with that monster's name. You can only use this card name's effect once per turn.

 

Valkyrie of Crossout

Level 4 | LIGHT | Fairy | Effect

1200/2000

You can target 1 monster in the GY; banish that monster, then each player reveals their Main Deck, then banish all monsters from it with that monster's name. You can only use this card name's effect once per turn.

 

Wizard of Crossout

Level 4 | DARK | Spellcaster | Effect

1600/1600

You can target 1 monster that was Special Summoned from the Extra Deck; banish that monster, then each player reveals their Extra Deck, then banish all monsters from it with that monster's name. You can only use this card name's effect once per turn.

 

Savage of Crossout

Level 4 | FIRE | Beast | Effect

1900/0

You can banish 1 card from either player's hand, then if it was a monster, each player reveals their Main Deck, then banish all monsters from it with that monster's name. You can only use this card name's effect once per turn.

 

Strategic Assassin of Crossout

Level 5 | WATER | Warrior | Effect

1200/2500

You can send 1 other "Crossout" card from your hand to the GY; Special Summon this card from your hand. If you would banish a card from the Deck with a "Crossout" monster's effect, you can also banish cards from the field or GY. You can only control 1 monster with this card's name.

 

Dragon Hero of Crossout

Level 6 | WIND | Dragon | Effect

2400/1900

You can send 2 other "Crossout" cards with different names from your hand to the GY; Special Summon this card from your hand. Cards banished by a "Crossout" monster's effect are banished face-down. You can only control 1 monster with this card's name.

 

Crossout Kingdom

Field Spell

"Crossout" monsters you control gain 300 ATK/DEF. You do not have to banish cards from your Deck by a "Crossout" card's effect. Once per turn: You can Special Summon 1 "Crossout" monster from your hand or GY.

 

Crossout Mission

Continuous Spell

Once per turn: You can activate 1 of these effects.

● Add 1 "Crossout" card from your Deck to your hand.

● Add 1 "Crossout" card from your GY to your hand.

 


 

I'm not sure what to say about this one; mostly adaptation of Nobleman of Crossout to hit everything else (and I guess Dragon just makes those banishes hurt a lot more by going face-down). As far as Kingdom goes, it somewhat protects you in mirror matches or opponent runs same techs as you, but...that's about it. 

 

¯\_(ツ)_/¯

 


 

Thunder Unicorn

(You can go expand the other two instead, but Lightning is somewhat useless otherwise. Nothing stopping you though.)

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Terracorn Auroch
EARTH/Beast/Effect/Level 4/1700 ATK/1300 DEF
If this card is Normal or Special Summoned: You can send 1 Beast "corn" monster from your Deck to the GY; Special Summon 1 Beast "corn" monster from your Deck in face-up Defense Position with a different Level than the monster sent to the GY by this effect. If this card is sent from the field to the GY: You can add 1 Level 4 or lower Beast "corn" monster from your Deck to your hand, except "Terracorn Auroch". During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 other Beast "corn" monster from your GY, then target 1 Beast monster in your GY; Special Summon it. You can only use each effect of "Terracorn Auroch" once per turn.

Aerocorn Cerastes
WIND/Beast/Effect/Level 5/1600 ATK/2000 DEF
If your opponent controls a monster, and all the monsters (if any) on your side of the field and in your GY are Beast monsters (and only Beast monster), you can Special Summon this card (from your hand). You can only Special Summon "Aerocorn Cerastes" once per turn this way. If this card is sent from the field to the GY: You can target 1 Beast "corn" monster in your GY, except "Aerocorn Cerastes"; add it to your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 other Beast "corn" monster from your GY, then target 1 of your banished Beast monsters; Special Summon it. You can only use each effect of "Aerocorn Cerastes" once per turn.

Pyrocorn Bonnacon
FIRE/Beast/Effect/Level 3/1800 ATK/100 DEF
If this card is in your hand: You can send 1 other Beast "corn" monster from your hand to the GY, then target 1 Beast "corn" monster you control; Special Summon this card in Defense Position, and if you do, the targeted monster gains 1000 ATK until the end of this turn. If this card is sent from the field to the GY: You can send 2 Beast monsters with different names from your Deck to the GY. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 other Beast "corn" monster from your GY, then target 1 card your opponent controls; destroy it. You can only use each effect of "Pyrocorn Bonnacon" once per turn.

Cryocorn Ogopogo
WATER/Beast/Effect/Level 6/1400 ATK/2500 DEF
If you control a Beast monster in your Extra Monster Zone, you can Special Summon this card from your hand. You can only Special Summon "Cryocorn Ogopogo" once per turn this way. Beast "corn" monsters you control cannot be targeted by your opponent's card effects, also you take no battle damage from battles involving Beast "corn" monsters. You can only use each of these effects of "Cryocorn Ogopogo" once per turn.
● If this card is sent from the field to the GY: Until the end of the turn, your opponent cannot activate cards or effects when you Normal or Special Summon a Beast "corn" monster(s).
● When your opponent declares an attack (Quick Effect): You can banish this card and 1 other Beast "corn" monster from your GY, then target the attacking monster; negate the attack, and if you do, halve that monster's ATK until your next End Phase.

Photocorn Wolpertinger
LIGHT/Beast/Tuner/Effect/Level 1/700 ATK/200 DEF
If you control a Beast "corn" monster: You can Special Summon this card from your hand. You can only Special Summon "Photocorn Wolpertinger" once per turn this way. Once per turn: You can target any number of Beast monsters in your GY; shuffle them into your Deck, and if you do, increase this monster's Level by the number of cards shuffled by this effect. If this card is banished: You can Special Summon it. You can only use this effect of "Photocorn Wolpertinger" once per turn.

Umbracorn Kirin
DARK/Beast/Tuner/Effect/Level 2/1300 ATK/0 DEF
If this card is Normal or Special Summoned: You can target up to 3 of your banished Beast monsters; shuffle them into the Deck, and if you do, you can send an equal number of Beast "corn" monsters with different names from your Deck to the GY. You can only use this effect of "Umbracorn Kirin" once per turn. Once per turn: You can target 1 Beast "corn" monster in your GY; this card's Level becomes the Level of that monster. If this card is banished: You can target 1 of your other banished Beast monsters; return it to the GY.

Electrocorn Plasmatherium
LIGHT/Beast/Fusion/Effect/Level 6/2400 ATK/2200 DEF
1 Beast "corn" monster + 1+ Beast monsters
Must either be Fusion Summoned, or Special Summoned by banishing Beast "corn" monsters from your field or GY (in which case you do not use “Polymerization”) If this card was Fusion Summoned by using a Synchro Monster as material, or by banishing a Synchro Monster to Special Summon itself, its Level becomes 9, and its original ATK and DEF become 3000. Each turn, this card can attack your opponent's monsters a number of times equal to the number of Fusion Materials used for its Fusion Summon, or that were banished for the Special Summon of this card. During your Standby Phase: You can target 1 Beast "corn" Synchro Monster in your GY or that is banished: Special Summon it. You can only use this effect of "Electrocorn Plasmatherium" once per turn.

Astrocorn Aetherpikos
DARK/Beast/Link/Effect/1500 ATK/LINK-2
SW, SE
2 Beast monsters
If this card is Link Summoned: You can target 1 of your banished Beast "corn" monsters; Special Summon it to a zone this card points to, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except Beast monsters. You can only use this effect of "Astrocorn Aetherpikos" once per turn. All Beast monsters you control gain 100 ATK for each Beast monster in your GY. If a Beast "corn" monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent.

Realm of the Horned Ones
Spell/Field
When this card is activated: You can send 2 Beast "corn" monsters with different names from your Deck to the GY. If a Beast "corn" monster attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If a "Thunder Unicorn" you control activates its effect, your opponent cannot activate cards or effects in response to this effect's activation, also other monsters you control can attack during the turn you activate that effect. While you control a "Voltic Bicorn", your opponent cannot activate the effects of cards in their GY. During your Main Phase, if you control a "Lightning Tricorn": You can declare a number of card names, up to the number of Beast Synchro Monsters with different names that you control; your opponent must send cards with the declared names that they control to the GY. You can only activate this effect of "Realm of the Horned Ones" once per turn. You can only activate 1 "Realm of the Horned Ones" per turn.

Horn of Plenty
Spell/Continuous
When this card is activated: Return all banished Beast monsters to your GY. During your Main Phase, you can Normal Summon 1 Beast monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If a Beast "corn" monster is Special Summoned from your Extra Deck: Draw 1 card. This card must be face-up on the field to activate and to resolve this effect. You can only control 1 "Horn of Plenty".

Grab Life By The Horns
Trap/Counter
When a Spell/Trap Card, or monster effect, is activated while you control a Beast "corn" monster: Negate the activation, and if you do, destroy that card, then, if you control a Beast "corn" monster that was Special Summoned from the Extra Deck, you can destroy 1 other card your opponent controls. If a Beast monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.

Next Card: Castel, the Skyblaster Musketeer

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Harper, the Skyblast Musket
WIND/Machine/Effect
Level: 4
1200/1800
You can Tribute 1 WIND monster on your field or in your hand, then target 1 Level 4 WIND monster in your GY, except "Harper, the Skyblast Musket"; Special Summon it. You can only use this effect of "Harper, the Skyblast Musket" once per turn. If this card is sent to the GY to activate a WIND monster's effect: Excavate the top 2 cards of your Deck, add 1 of them to your hand, also shuffle the rest back into the Deck.

Bess, the Skyblast Musket
WIND/Machine/Effect
Level: 4
1300/1750
You can Tribute 1 WIND monster on your field or in your hand; Special Summon 1 "Skyblast Musket" from your Deck, except "Bess, the Skyblast Musket". You can only use this effect of "Bess, the Skyblast Musket" once per turn. If this card is sent to the GY to activate a WIND monster's effect: Draw 1 card.

Charleville, the Skyblast Musket
WIND/Machine/Effect
Level: 4
1200/1800
You can Tribute 1 WIND monster on your field or in your hand; take 1 "Musket-at-arms" Spell/Trap from your Deck or GY, and either Set it, or activate it if it meets its activation conditions. You can only use this effect of "Charleville, the Skyblast Musket" once per turn. If this card is sent to the GY to activate a WIND monster's effect: Draw 2 cards, then shuffle 1 card from your hand into the Deck.

Etiene, the Skyblast Musket
WIND/Machine/Effect
Level: 4
1300/1750
You can Tribute 1 WIND monster on your field or in your hand; add 1 Level 4 WIND monster from your Deck to your hand, except "Etiene, the Skyblast Musket". You can only use this effect of "Etiene, the Skyblast Musket" once per turn. If this card is sent to the GY to activate a WIND monster's effect: Add the bottom card of your Deck to your hand.

 

Musket-at-arms - Retaliation
Continuous Spell
The effects of monsters with "Skyblast Musket" in their original names can be activated while they are in your GY. If this card is sent to the GY: You can target 2 "Skyblast Musket" monsters in your GY with different names; Special Summon them. You can only use this effect of "Musket-at-arms - Retaliation" once per turn.

 

Musket-at-arms - Restoration
Normal Trap
Target 1 Rank 4 WIND monster in your GY; Special Summon it, and if you do, you can attach up to 2 "Skyblast Musket" monsters with different names in your GY to it. You can only activate 1 "Musket-at-Arms - Restoration" per turn. If a "Skyblast Musket" or "Musket-at-arms" card, or a Rank 4 WIND monster was sent to your GY to activate a WIND monster's effect this turn, you can activate this card from your hand.

 

Musket-at-arms - Repression

Counter Trap
When a Spell/Trap Card, or monster effect, is activated, and you control a WIND monster: Send 1 "Skyblast Musket" monster from your hand, Deck or field to the GY, and if you do, negate the activation of that card, and if you do that, destroy it. If you control a Rank 4 WIND monster, you can activate this card from your hand.

Castel, the Skyblaster Revolutionary
WIND/Winged Beast/Xyz/Effect
Rank: 5
2000/1500
3 Level 5 WIND monsters
During your Main Phase 2, you can also Xyz Summon this card by using a Rank 4 WIND monster you control with no Xyz materials as material. You can only Summon "Castel, the Skyblaster Revolutionary" this way once per turn. If this card is Xyz Summoned: Target as many "Skyblast Musket" monsters with different names in your GY as possible; attach them to this card as Xyz Material. Once per turn (Quick Effect): You can detach 1 Xyz Material from this card to target 1 face-up card on the field; shuffle it into the Deck. This card gains effects based on the number of Xyz Materials attached to it.
● 1 or more: This card gains 200 ATK/DEF for each Xyz Material attached to it.
● 3 or more: If this card would be destroyed, you can detach 1 Xyz Material from this card instead.
● 5 or more: Unaffected by your opponent's card effects.

 

 

Fun times with Castel, Tornado Dragon, Chidori, etc. :v

 

 

Next:

Exarion Universe

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This archetype shall be named "Exarion" (イグザリオン) and focus on stat reductions in order to do stuff.

 

Exarion Cyclone

Level 4 | DARK | Beast-Warrior | Effect

1400/2000

Once per turn: You can have this card lose exactly 500 ATK and DEF, then return 1 monster on the field to the hand. 

 

Exarion Lancer

Level 4 | DARK | Beast-Warrior | Effect

1900/1000

Once per turn: You can have this card lose exactly 600 ATK and DEF, then destroy 1 monster on the field. 

 

Exarion Mystic

Level 4 | DARK | Beast-Warrior | Effect

1500/1500

Once per turn: You can have this card lose exactly 500 ATK and DEF, then return 1 Spell/Trap on the field to the hand. 

 

Exarion Knight

Level 4 | DARK | Beast-Warrior | Effect

1600/1300

Once per turn: You can have this card lose exactly 400 ATK and DEF, then destroy 1 Spell/Trap on the field.

 

Exarion Arms Bearer

Level 4 | DARK | Beast-Warrior | Effect

1800/1800

Once per turn: You can have this card lose exactly 600 ATK and DEF; add 1 "Exarion" card from your Deck or GY to your hand. 

 

Exarion Spirit Caller

Level 4 | DARK | Beast-Warrior | Effect

1400/2100

Once per turn: You can have this card lose exactly 700 ATK and DEF; Special Summon 1 "Exarion" monster from your GY.

 

Exarion Ruler

Level 8 | DARK | Beast-Warrior | Effect

2800/2000

Cannot be Normal Summoned/Set. Must be Special Summoned from your hand by sending 3 "Exarion" cards you control with different names to the GY. Once per turn, if a monster would be Summoned or a card or effect is activated (Quick Effect): You can have this card lose 800 ATK/DEF; negate that Summon or effect and if you do, send that card to the GY.

 

Exarion Heavens

Field Spell

"Exarion" monsters you control gain 500 ATK/DEF. You can activate the effect of "Exarion" monsters you control during your opponent's turn. If this card is sent to the GY: You can banish 1 other "Exarion" card from your GY; activate this card in your Field Card Zone. You can only use this effect of "Exarion Heavens" once per turn.

 

Exarion Refresh

Quick-Play

Target 1 "Exarion" monster you control with 1000 or less ATK and DEF; that monster gains 1500 ATK/DEF.

 


 

You can't chain Universe's effect during the opponent's turn, so he got the short end of Heaven's stick, but...I suppose it doesn't take a power cut when it wants to pierce for stuff. Ruler already has a Quick Effect, so no need. Most you get for it is a base 33/25 monster that can negate once per turn.

 


 

Clock Wyvern

(As far as it's concerned, being a Fusion Material for Clock Dragon does not give it any support cards to play with; nor is being a Cyberse)

 

But, if the card must be on its own...

 

Hungry Burger

(Yeah, go make an archetype around this card. Also, I know some of you already made support for this guy, so please don't cheat and c/p your old stuff; thanks)

Edited by Flash Flyer - Sakura
Correcting one of the "Lancers" to a different name

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Clock Cloud

WIND | Cyberse | Level 1 | Effect

You can Tribute this card; Special Summon 1 "Clock" monster from your Deck. If this card is in your GY: You can shuffle 1 Cyberse monster in your GY into the Deck, and if you do, add this card to your hand. You can only use each effect of "Clock Cloud" once per turn.

0/0

 

Clock Dragon

WIND | Cyberse | Level 4 | Effect

If you control a "Clock Token", you can Special Summon this card (from your hand). You can only use this effect of "Clock Dragon" once per turn. You can banish this card from your GY; Special Summon 1 "Clock Token" (WIND | Cyberse | Level 1 | 0/0).

1800/1200

 

Clock Flyer

WIND | Cyberse | Level 4 | Effect

Once per turn: You can Tribute any number of "Clock Tokens" you control, then target monsters in your GY, up to the number of "Clock Tokens" Tributed for this effect; return them to the Deck. During either player's turn: You can Tribute this card; Special Summon 1 "Clock" Fusion Monster from your GY, but destroy it during the End Phase of this turn.

1600/1700

 

Clock Serpent

WIND | Cyberse | Level 4 | Effect

When this card is Normal Summoned: You can Special Summon 1 "Clock" monster from your GY. Once per turn, when a Token is Summoned: You can Special Summon 1 "Clock Token" (WIND | Cyberse | Level 1 | 0/0). 

1900/100

 

Clock Trooper

WIND | Cyberse | Level 4 | Effect

You can Tribute this card; Special Summon 2 "Clock Tokens" (WIND | Cyberse | Level 1 | 0/0).

1200/1200

 

Clock Leviathan

WIND | Cyberse | Link 3 | Effect

Links E S W

2+ Cyberse monsters

When this card is Link Summoned: Special Summon 1 "Clock Token" (WIND | Cyberse | Level 1 | 0/0). Once per turn, if a Fusion Monster is Fusion Summoned to a zone this card points to: You can Special Summon 1 "Clock" monster from your GY, but destroy it during the End Phase of this turn. If this card leaves the field because of a card effect: You can Special Summon it. You can only use this effect of "Clock Leviathan" once per Duel.

ATK 2300

 

Cyberse Clock Spartoi

DARK | Cyberse | Level 5 | Fusion | Effect

2 Link Monsters

When this card is Fusion Summoned: Return cards from your GY to the Deck, equal to the combined Link Ratings of this card's materials. Until the End Phase, this card gains ATK equal to the number of cards returned by this effect x 500. If this card leaves the field: Special Summon 1 "Clock Wyvern" from your hand, Deck or GY.

 

Overclock

Normal Spell

Tribute any number of monsters you control; Special Summon an equal number of "Clock Tokens" (WIND | Cyberse | Level 1 | 0/0). You can only activate 1 "Overclock" per turn.

 

Clock Climb

Normal Spell

If you control a Token: Special Summon 1 "Clock" monster from your GY.

 

Clock Connection

Quick-Play Spell

Pay 800 LP; Special Summon 1 WIND monster from your hand, then, if you Special Summoned a "Clock" monster with this effect, you can add 1 "Cynet Fusion" from your Deck to your hand.

 

Pulse Pressure

Normal Trap

If you control a "Clock" Fusion Monster: Target 1 monster on the field; destroy it, and if you do, Special Summon 2 "Clock Tokens" (WIND | Cyberse | Level 1 | 0/0), and if you do, they gain ATK equal to that monster's ATK.

 

next: Worm Drake (as far as it's concerned it doesn't really have anything to do with the reptile worm playstyle)

 

if it doesn't count, do Mirage Dragon

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To be fair to it, Worm Drake was developed before the advent of archetypes and whatever. So...let's just give it a sub-archetype to play around with. 

 

Worm Drake Spawn

Level 4 | EARTH | Reptile | Effect

800/2000

When this card is Normal or Special Summoned: You can change its battle position. Once per turn: You can Special Summon 1 "Worm Drake" monster from your hand or GY, except "Worm Drake Spawn". 

 

Worm Drake Tunneler

Level 4 | EARTH | Reptile | Effect

1400/1500

Once per turn: You can add 1 "Worm Drake" card from your Deck to your hand, except "Worm Drake Tunneler". 

 

Worm Drake Burrower

Level 4 | EARTH | Reptile | Effect

1300/1800

Once per turn: You can send 1 "Worm Drake" monster from your hand or Deck to the GY. 

 

Worm Drake Parasite

Level 3 | EARTH | Reptile | Effect

1200/800

You can attach this card you control to 1 monster your opponent controls. A monster equipped with this card cannot attack or activate its effects. During the Standby Phase, if this card is equipped to a monster: Gain LP equal to the equipped monster's ATK. If you control another "Worm Drake" monster at resolution, you can take control of the equipped monster. You can only control 1 monster equipped with "Worm Drake Parasite".

 

Worm Drake Constrictor

Level 4 | EARTH | Reptile | Effect

1600/1400

Gains 200 ATK for each monster in your opponent's GY. Once per turn: You can target 1 monster your opponent controls; destroy it. You must control another "Worm Drake" monster to activate this effect.

 

Worm Drake Superior Strike

Level 7 | EARTH | Reptile | Fusion | Effect

2200/2000

2 "Worm Drake" monsters with different names

You can inflict damage to your opponent equal to half this card's ATK. This card cannot attack the turn you activate this effect. You can only use the effect of 'Worm Drake Superior Strike" once per turn. 

 

Ultimate Worm Drake

Level 10 | EARTH | Reptile | Fusion | Effect

3000/0

3+ "Worm Drake" monsters

Must first be Fusion Summoned. If this card was Fusion Summoned card using the following number of monsters, it gains these effects;

● 3+: This card can attack all monsters your opponent controls once each.

● 4+: Cannot be targeted or destroyed by card effects.

● 5: Once per turn: You can banish up to 3 other "Worm Drake" monsters you control and/or from your GY; banish an equal number of cards on the field, then your opponent takes 800 damage for each.

 

Worm Drake Fusion

Quick-Play Spell

Fusion Summon 1 "Worm Drake" monster from your Extra Deck by sending "Worm Drake" monsters you control and/or from your hand to the GY, and/or banishing "Worm Drake" monsters from your GY as material. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY; shuffle all banished "Worm Drake" monsters in your possession into the Deck (min. 1), then draw 2 cards. You can only activate 1 "Worm Drake Fusion" per turn. 

 


 

The Level 7 Fusion is a bit of homage to when Humanoid Worm Drake appeared in the anime/manga coupled with stuff to allow for attacking on summoning turn. Same could probably be said about Spawn being a Worm Drake counterpart of Humanoid Slime / Jam Breeding Machine. IDK, this isn't going to be topping any tournaments anytime soon, but it's something for casual players to toy around with, I guess. 

 

(And yes, original Worm Drake is a valid target for searching effects and whatever else in here.)

 


 

Nin-Ken Dog

https://yugioh.wikia.com/wiki/Nin-Ken_Dog

Edited by Flash Flyer - Sakura
I forgot to mention where Fusion sent to; this is what happens when you design stuff while half asleep

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Nin-Kemono Cat
WIND / Level 4 / Beast-Warrior / Effect

If this card is Summoned or flipped face-up: add 1 "Nin-Ke" Card from your Deck. You can only use this effect of "Nin-Kemono Cat" that activated when that Monster is Summoned once per turn. If you either control 2 "Nin-Ke" Monster or 1 "Nin-Ken Dog", all other "Nin-Ke" Monster you control gain 100 ATK. this amount is doubled for each "Nin-Ken Dog" you control and/or attached on Xyz Monster on the field

ATK 1400 / DEF 1400

Nin-Kemono Mouse
WIND / Level 4 / Beast-Warrior / Effect

If this card is Summoned or flipped face-up: Special Summon 1 "Nin-Ke" Monster from your GY. You can only use this effect of "Nin-Kemono Rat" that activated when that Monster is Summoned once per turn. If a monster or, a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can Reveal this card from your hand; Destroy that card. when this effect resolved, Discard this card or 1 "Nin-Ken Dog" from your hand.

ATK 900 / DEF 1900

Nin-Kemono Rabbit
WIND / Level 4 / Beast-Warrior / Effect

If this card is Summoned or flipped face-up: Immediately after this effect resolve, Normal Summon 1 "Nin-Ke" Monster face up. You can only use this effect of "Nin-Kemono Rabbit" that activated when that Monster is Summoned once per turn. During the turn that either a "Nin-Ken Dog" is summoned or a "Nin-Ke" Monster is Normal Summoned: That Monster can attack opponent directly during the Battle Phase(s) this turn.

ATK 1000 / DEF 1800

Nin-Kemono Outpost
Field Spell

Once per turn: You can Shuffled 2 "Nin-Ke" Card from your hand and/or GY; Draw cards equal to number "Nin-Ken Dog" Shuffled from your hand +1. Based on the Number of "Nin-Ken Dog" you control and/or attached on Xyz Monster you control, "Nin-Ken cards in the following Place(s) is also treated as either "Ninja" and/or "Ninjitsu Art" Cards
● 1 or more: On the field
● 2 or more: In your hand and Banished
● 3: In your Deck and GY

Swordstalker

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Nin-Kemono Cat

WIND / Level 4 / Beast-Warrior / Effect

 

If this card is Summoned or flipped face-up: add 1 "Nin-Ke" Card from your Deck. You can only use this effect of "Nin-Kemono Cat" that activate when this card is Summoned once per turn. If you either control 2 "Nin-Ke" Monster or 1 "Nin-Ken Dog", all other "Nin-Ke" Monster you control gain 100 ATK. this amount is doubled for each "Nin-Ken Dog" you control

 

ATK 1400 / DEF 1400

 

Nin-Kemono Mouse

WIND / Level 4 / Beast-Warrior / Effect

 

If this card is Summoned or flipped face-up: . You can only use this effect of "Nin-Kemono Rat" that activate when this card is Summoned once per turn. If a monster or, a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can Reveal this card; Destroy that card. when this effect resolved, Discard this card or 1 "Nin-Ken Dog" from your hand.

 

ATK 900 / DEF 1900

 

Nin-Kemono Rabbit

WIND / Level 4 / Beast-Warrior / Effect

 

If this card is Summoned or flipped face-up: Immediately after this effect resolve, Normal Summon 1 "Nin-Ke" Monster face up. You can only use this effect of "Nin-Kemono Rabbit" that activate when this card is Summoned once per turn. During the turn that either a "Nin-Ken Dog" is summoned or a "Nin-Ke" Monster is Normal Summoned: That Monster can attack opponent directly during the Battle Phase(s) this turn.

 

ATK  1000 / DEF 1800

 

Nin-Kemono Outpost

Field Spell

 

Once per turn: You can Shuffled 2 "Nin-Ken" Card from your hand and/or GY; Draw cards equal to number "Nin-Ken Dog" Shuffled from your hand +1. Based on the Number of "Nin-Ken Dog" you control and/or attached on Xyz Monster you control, "Nin-Ken cards in the following Place(s) is also treated as either "Ninja" and/or "Ninjitsu Art" Cards

● 1 or more: On the field

● 2 or more: In your hand and Banished

● 3: In your Deck and GY

 

Don't forget to provide the next card someone needs to design around. 

 

(I'll edit this post with stuff later once fixed)

 

EDIT: I'll pull this out on short notice. 

 

Swordstalker Soul

Level 1 | DARK | Warrior | Effect

200/0

You can Tribute this card; Special Summon 1 "Swordstalker" monster from your hand or GY, except "Swordstalker Soul". During the Standby Phase, if this card is in the GY: You can return it to the hand.

 

Swordstalker Soul Blade

Level 2 | DARK | Warrior | Effect

1000/0

Once per turn (Quick Effect): You can equip this card you control or from your hand to a Level 6 or higher "Swordstalker" monster you control. The equipped monster gains ATK equal to its Level x 100. If the equipped monster destroys an opponent's monster by battle: Inflict damage to your opponent equal to that monster's ATK. 

 

Swordstalker Soul Armor

Level 2 | DARK | Warrior | Effect

0/1600

Once per turn (Quick Effect): You can equip this card you control or from your hand to a Level 6 or higher "Swordstalker" monster you control. The equipped monster cannot be targeted or destroyed by an opponent's effects. You take no battle damage from battles involving the equipped monster.

 

Swordstalker Blacksmith

Level 4 | DARK | Warrior | Effect

1300/1000

Once per turn: You can add 1 "Swordstalker" monster from your Deck or GY to your hand. 

 

Swordstalker Undertaker

Level 4 | DARK | Warrior | Effect

1200/1800

If a Warrior monster you control is destroyed by battle: You can discard this card from your hand; Special Summon 1 "Swordstalker" monster with equal or lesser ATK than that destroyed monster from your Deck. You can only use this effect of "Swordstalker Undertaker" once per turn. 

 

Swordstalker Absorber

Level 6 | DARK | Warrior | Effect

2000/1600

Once per turn: You can target 1 monster in your GY; this card gains ATK equal to half that monster's ATK until the End Phase. If this card would be destroyed by battle: You can send 1 "Swordstalker" monster from your Deck to the GY instead. You can only use this effect of "Swordstalker Absorber" once per turn.

 

Swordstalker Dark Avenger

Level 8 | DARK | Warrior | Effect

2500/2000

Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by banishing 3 "Swordstalker" monsters with different names from your GY. Gains ATK equal to half the combined ATK of all monsters in your GY. Once per turn: You can banish 1 monster from your GY; destroy all monsters your opponent controls with equal or lesser ATK than that banished monster, then inflict 500 damage to your opponent for each.

 


 

No backrow this time, but you can fill in the rest of the slots with other stuff as you see fit. 

 


 

Bellcat Fighter

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

 

(Let's figure out a way to actually make it a Deck to play with, because I'm saying right now that MPBs don't want this guy)

Edited by Flash Flyer - Sakura

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Challenge accepted.

Bellcat Scoutten
WIND/Machine/Effect/Level 1/500 ATK/0 DEF
If you control no Tokens, you can Special Summon this card from your hand. You can only Special Summon "Bellcat Scoutten" once per turn this way. (Quick Effect): You can Tribute this card; Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position. You can only use this effect of "Bellcat Scoutten" once per turn.

Bellcat Tomgun
WIND/Machine/Union/Effect/Level 2/500 ATK/1000 DEF
If you control no monsters, you can Special Summon this card from your hand, then you can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position, and if you do, equip this card to it. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except WIND monsters. You can only use this effect of "Bellcat Tomgun" once per turn. Once per turn, you can either: Target 1 "Bellcat" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. It gains 500 ATK for each "Bellcat Token" you control, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.

Bellcat Wingmao
WIND/Machine/Effect/Level 3/1500 ATK/1000 DEF
If this card is Normal or Special Summoned: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position. You can only use this effect of "Bellcat Wingmao" once per turn. If this card is sent to the GY as Link Material for the Link Summon of a "Bellcat" monster: That Link Monster gains 500 ATK until the end of the turn, can attack twice per Battle Phase this turn, and inflicts piercing battle damage.

Bellcat Blackopstray
WIND/Machine/Effect/Level 4/1000 ATK/2000 DEF
If this card in your possession is sent to your GY by your opponent's card (by battle or card effect): You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position. You can only use this effect of "Bellcat Blackopstray" once per turn. If this card is sent to the GY as Link Material for the Link Summon of a "Bellcat" monster: That Link Monster gains 500 ATK until the end of the turn, and if it attacks during a Battle Phase this turn, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.

Bellcat Alley Ace
WIND/Machine/Effect/Level 5/2000 ATK/2000 DEF
If this card is in your hand or GY (Quick Effect): You can Tribute 1 "Bellcat Token"; Special Summon this card. You can only use this effect of "Bellcat Alley Ace" once per turn. This card gains 500 ATK if in a zone a "Bellcat" Link Monster points to, also "Bellcat" Link Monsters that point to this card gain 500 ATK. If this card leaves the field: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position.

Bellcat Clawgo Transpawt
WIND/Machine/Effect/Level 6/0 ATK/2000 DEF
If you control a "Bellcat" monster, you can Normal Summon this card without Tributing. If this card is Normal Summoned: You can add 1 "Bellcat" card from your Deck to your hand. You can only activate this effect of "Bellcat Clawgo Transpawt" once per turn. If this card is sent to the GY as Link Material for the Link Summon of a "Bellcat" monster: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position to a zone that Link Monster points to. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except WIND monsters.

Bellcat Nyavy Support Carrier
WATER/Machine/Effect/Level 7/0 ATK/2500 DEF
If you control 2 or more "Bellcat" monsters, including a "Bellcat Token", you can Normal Summon this card without Tribute. When this card is Normal or Special Summoned: You can change its battle position. "Bellcat" monsters you control cannot be targeted by your opponent's card effects. When you Special Summon a "Bellcat" Link Monster: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position to a zone that Link Monster points to. You can only use this effect of "Bellcat Nyavy Support Carrier" once per turn.

Bellcat Nyavy Fleet Carrier
WATER/Machine/Effect/Level 8/0 ATK/3000 DEF
You can Tribute Summon this card by Tributing 1 "Bellcat Token" you control. When this card is Normal or Special Summoned: You can change its battle position. "Bellcat" monsters you control cannot be destroyed by battle or by card effects. You can only use each of the following effects of "Bellcat Nyavy Fleet Carrier" once per turn.
● During your Main Phase: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position.
● When you Special Summon a "Bellcat" Link Monster: You can target 1 "Bellcat" monster in your GY; Special Summon that target to a zone that Link Monster points to.

Bellcat Fighter Purrototype
WIND/Machine/Link/Effect/2000 ATK/LINK-2
SW, SE
2 monsters, including at least 1 Token
If this card is Link Summoned: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position.

Bellcat Fighter Kustom Special
WIND/Machine/Link/Effect/2000 ATK/LINK-4
N, E, W, S
2+ monsters, including a Token
If a monster this card points to is destroyed and/or sent to the GY: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position. If this card would leave the field, you can Tribute 1 "Bellcat Token" you control instead. This card gains 500 ATK for each monster this card points to, and if this card is co-linked, its co-linked monsters gain 500 ATK for each monster they point to.

Bellcatcall For Support
Spell/Normal
If you control a "Bellcat" monster: You can Special Summon 1 "Bellcat" monster from your Deck with less ATK and a different Level in face-up Attack Position. 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 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position. You can only use each effect of "Bellcat Call For Support" once per turn.

Bellcat Mirror Imeowge
Spell/Normal
Target 1 "Bellcat" monster with 500 or less ATK; Special Summon 1 "Bellcat" monster with the same name from your hand, Deck, or GY in Defense Position. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except WIND monsters. You can only activate 1 "Bellcat Mirror Imeowge" once per turn.

Bellcat Reinfurcements
Spell/Continuous
Once per turn, if a "Bellcat" monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 "Bellcat Token" (Machine/WIND/Level 4/ATK 2000/DEF 2000) in Defense Position, and if you do, draw 1 card.

Bellcat Nine Livevasive Action
Trap/Counter
When a Spell Card, Trap Card, or monster effect is activated: Tribute 1 "Bellcat" monster you control; negate the activation, and if you do, destroy it, then, if you Tributed a "Bellcat Token", until the end of next turn, your opponent cannot activate a card or effect with the same original name as the card banished by this effect. You can only activate 1 "Bellcat Nine Livevasive Action" per turn.

Well, here you go. A MPB archetype on bath salts.

Next Archetype: Zirdras, the Magicrystal Dragon

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Crowleus, Eternal Alchemist

LIGHT | Spellcaster / Effect

Level 4 | 1000 / 1800

If a Spell/Trap(s) you control leaves the field because of an opponent's card effect and is sent to the GY or banished: You can Special Summon this card from the GY (if it was there when that Spell/Trap left the field) or hand (even if not). If Summoned this way, banish it when it leaves the field. If this card is Normal or Special Summoned: You can send 1 Level 6 Dragon monster or 1 Level 8 Spellcaster monster from your Deck to your GY; Set 1 "Eternal Seal" Spell/Trap directly from your Deck. You can only use this effect of "Crowleus, Eternal Alchemist" once per turn.

 

Aleisdias, Summoner of Beyond

DARK | Spellcaster / Effect

Level 4 | 1800 / 1000

If a Spell/Trap(s) you control leaves the field because of an opponent's card effect and is sent to the GY or banished: You can Special Summon this card from the GY (if it was there when that Spell/Trap left the field) or hand (even if not). If Summoned this way, banish it when it leaves the field. If this card is Normal or Special Summoned: You can target 1 of your Level 6 Dragon monsters, that is banished or in your GY; Special Summon that target. You can only use this effect of "Aleisdias, Summoner of Beyond" once per turn.

 

Therrium, Dark Aether

LIGHT | Spellcaster / Effect 

Level 4 | 1400 / 1400

If a Spell/Trap(s) you control leaves the field because of an opponent's card effect and is sent to the GY or banished: You can Special Summon this card from the GY (if it was there when that Spell/Trap left the field) or hand (even if not). If Summoned this way, banish it when it leaves the field. You can Tribute this card (Quick Effect): Special Summon 1 Level 4 DARK or LIGHT Spellcaster monster from Deck, but you cannot Special Summon monsters for the rest of this turn, except Spellcaster and Dragon monsters. You can only use this effect of "Therrium, Dark Aether" once per turn.

 

Mana Behemoth Belphemus

LIGHT | Dragon / Effect

Level 6 | 2400 / 1000

If a Spell/Trap(s) you control leaves the field because of an opponent's card effect and is sent to the GY or banished: You can Special Summon this card from the GY (if it was there when that Spell/Trap left the field) or hand (even if not), then you can Special Summon 1 Level 4 DARK or LIGHT Spellcaster monster from your hand, GY, or that is bansihed. If Summoned this way, banish it when it leaves the field. You can only use this effect of "Mana Behemoth Belphemus" once per turn.

 

Aleister Corwley, Dragonic Master of All Magic

DARK | Spellcaster / Effect

Level 8 | 2800 / 1000

Your opponent must discard 1 random card to activate a Spell card or effect. You can only use each of these effects of "Aleister Corwley, Dragonic Master of All Magic" once per turn.

● If this card is in your hand or GY: You can discard 1 Spellcaster monster, except "Aleister Corwley, Dragonic Master of All Magic", and Tribute 1 monster you control that is not a Spellcaster monster; Special Summon this card.

● If this card is sent from the field to the GY: You can target 1 "Crowl" or "Aleis" monster from your GY; add that target to your hand, then add 1 "Spellbook" Spell or 1 card that Specifically lists the name of the added card from your Deck to your hand.

 

Paladin of the Prophecy Dragon

LIGHT | Dragon / Link / Effect

Link - 2 | DL - DR | 2000

2 monsters with different Types

If this card is Link Summoned using a Dragon and a Spellcaster monster: You can activate 1 "Eternal Seal" Spell/Trap Directly from your Deck. You can only use each of these effects of "Paladin of the Prophecy Dragon" once per turn. 

● Send 1 face-up Continuous Spell/Trap you control to the GY; Special Summon 1 Level 4 DARK or LIGHT Spellcaster monster from your hand or Deck.

● If a Spell/Trap(s) you control leaves the field because of an opponent's card effect and is sent to the GY or banished: You can Tribute this card, then target 1 Level 4 Spellcaster monster in your GY and 1 of your banished Dragon monsters; Special Summon those targets.

 

Eternal Seal - Secrets of the Spellbook

Continuous Spell

If this card is activated, if there is a face-up Spellcaster monster on the field: You can draw 1 card, then draw 1 card if you control a Level 6 Dragon monster. Monsters your opponent controls lose 200 ATK for each Dragon and Spellcaster monster you control. When your opponent activates a card effect that would destroy or target a Spellcaster or Dragon monster you control: You can pay 1000 LP; the activated effect becomes "Destroy 1 "Eternal Seal - Secrets of the Spellbook" on the field". You can only activate 1 "Eternal Seal - Secrets of the Spellbook" per turn.

 

Eternal Seal - Potential of the Spellbook

Continuous Spell

If this card is activated, if there is a face-up Spellcaster monster on the field: You can destroy 1 monster your opponent controls, then banish 1 random card from your opponent's hand if you control a Level 6 Dragon monster. Dragon and Spellcaster monsters you control gain 500 ATK and DEF. When your opponent activates a card effect that would destroy or target a Spellcaster or Dragon monster you control: You can pay 1000 LP; the activated effect becomes "Destroy 1 "Eternal Seal - Potential of the Spellbook" on the field". You can only activate 1 "Eternal Seal - Potential of the Spellbook" per turn.

 

Eternal Seal - Mastery of the Spellbook

Continuous Trap

If this card is activated, if there is a face-up Spellcaster monster on the field: You can target 1 of your Spell/Trap cards, that is banished or in your GY; apply that target's effect, then add that target to your hand if you control a Level 6 Dragon monster, otherwise shuffle it into the Deck. Dragon and Spellcaster monsters you control cannot be destroyed by battle. When your opponent activates a card effect that would destroy or target a Spellcaster or Dragon monster you control: You can pay 1000 LP; the activated effect becomes "Destroy 1 "Eternal Seal - Mastery of the Spellbook" on the field". You can only activate 1 "Eternal Seal - Mastery of the Spellbook" per turn.

 

Eternal Seal - Perpetuity of the Spellbook

Continuous Trap

If this card is activated, if there is a face-up Spellcaster monster on the field: You can target 1 of your banished monsters; add that target to your hand, then you can Special Summon 1 Spellcaster or Dragon monster form your hand if you control a Level 6 Dragon monster. Dragon and Spellcaster monsters in your possession cannot be banished. When your opponent activates a card effect that would destroy or target a Spellcaster or Dragon monster you control: You can pay 1000 LP; the activated effect becomes "Destroy 1 "Eternal Seal - Perpetuity of the Spellbook" on the field". You can only activate 1 "Eternal Seal - Perpetuity of the Spellbook" per turn.


Next: Koalo-Koala

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sly dogs! I was planning on giving ol' Chumley new support this week anyways! Ah well, I can make do with a Gimmick Puppet show, anyways. 

 

Even went the distance and provided pics for this post too. Have fun. 

 

koalo_wendigo_by_bdsceptyr-dchjimz.png

 

Koalo-Wendigo

EARTH/Beast-Type Fusion Effect Monster/Level 8/2100 ATK/3100 DEF

Lore: "Vampiric Koala" + "Des Wombat"

Once per turn, you can also Special Summon "Koalo-Wendigo" (from your Extra Deck) by Tributing 1 Beast monster you control that was Special Summoned from the Extra Deck and activated its effect this turn, except "Koalo-Wendigo". Once per turn, if you would take damage: You can discard 1 monster; that damage becomes 0, also your opponent takes 1000 damage and you gain 1000 LP. If this card is sent from the field to the GY: You can destroy all Spell/Trap Cards on the field.
 
Same as Koalo-Koala behind it, Wendi's ATK is a sum of Vampiric's ATK and Des Wombat's DEF, while its DEF is Vampiric's DEF mixed with Des Wombat's ATK.

 

bazoo_reincarnate_by_bdsceptyr-dchjir1.p

 

Bazoo Reincarnate

EARTH/Beast-Type Fusion Effect Monster/Level 7/2700 ATK/2700 DEF

Lore: "Bazoo the Soul-Eater" + "Des Koala"

Once per turn, you can also Special Summon "Bazoo Reincarnate" (from your Extra Deck) by Tributing 1 Beast monster you control and returning 2 banished monsters to the GY. When this card is Fusion Summoned: You can target 3 cards in your opponent's GY, your opponent chooses 1 of those cards to add to their hand, and they banish 1 card each from their hand and field with a different card type (Monster, Spell or Trap) from that added card and each other. All Beast monsters you control cannot be destroyed by card effects.
 
Straight ATK/DEF add-ups of the Fusion Materials this time, like Master of Oz. 
 
call_o__koalo_by_bdsceptyr-dchjjwq.png
 
Call o' Koalo
Quick-Play Spell Card
Lore: Activate 1 of these effects. If your opponent controls a monster and you control no Effect Monsters, you can activate both of these effects and resolve in sequence. You can only activate 1 "Call o' Koalo" per turn. 
• Special Summon 1 "Koala" monster from your hand or GY.
• Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your hand or field whose original Types are Beast and whose total Levels are equal to or up to 2 higher than the Level of the monster you Summon.
 
And finally....
 
eucalyptus_enclosure_by_bdsceptyr-dchjiq
 
Eucalyptus Enclosure
Continuous Spell Card
Lore: During your Main Phase: You can add 1 "Call o' Koalo" from your Deck to your hand. If a monster you control is destroyed by battle: You can Special Summon 1 "Koala" monster from your hand or GY, except that destroyed monster, but banish it when it leaves the field. You can only use 1 "Eucalyptus Enclosure" effect per turn, and only once that turn.
 
TA-DA!
 
NEXT CARD UP: 
 

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Alright, let's do this.

 

Raging Flame Conjurer

Level 3 | FIRE | Pyro | Effect

800/200

This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can add 1 "Raging Flame" card from your Deck or GY to your hand. You can only use the effect of "Raging Flame Conjurer" once per turn.

 

Raging Flame Invoker

Level 3 | FIRE | Pyro | Effect

600/200

This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can Special Summon 1 "Raging Flame" monster from your hand or GY, except "Raging Flame Invoker". You can only use the effect of "Raging Flame Conjurer" once per turn.

 

Raging Flame Witch

Level 3 | FIRE | Pyro | Effect

700/200

This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can destroy 1 other card on the field. You can only use the effect of "Raging Flame Witch" once per turn.

 
Raging Flame Trickster
Level 3 | FIRE | Pyro | Effect
500/200
This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can banish the top 3 cards of your opponent's Deck, face-down. You can only use the effect of "Raging Flame Trickster" once per turn.
 
Raging Flame Healer
Level 3 | FIRE | Pyro | Effect
400/200
This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can gain LP equal to that damage. You can only use the effect of "Raging Flame Advanced Sprite" once per turn.
 
Raging Flame Advanced Sprite
Level 4 | FIRE | Pyro | Effect
1100/200
This card can attack your opponent directly. If a "Raging Flame" monster you control inflicts damage to your opponent by a direct attack: You can have all "Raging Flame" monsters you control gain 600 ATK. You can only use the effect of "Raging Flame Advanced Sprite" once per turn.
 
Raging Flame Lair
Field Spell
"Raging Flame" monsters you control gain 300 ATK/DEF. If a "Raging Flame" monster you control would be destroyed by battle or card effect: You can lose 500 LP instead for each.
 
Raging Flame Power Transfer
Quick-Play
Target 1 "Raging Flame" monster you control; this turn, it gains the ATK of all other "Raging Flame" monsters you control until the End Phase. Monsters you control, except the targeted monster, cannot declare an attack the turn you activate this card. 
 
Raging Flame Mayhem
Normal Spell
Special Summon as many "Raging Flame" monsters from your hand with different names as possible from your hand or GY, then take 600 damage for each. You can only activate 1 "Raging Flame Mayhem" per turn.
 

 
Small Pyro monsters that end up pricking your LP even harder than Trickstars and such. IDK, you can't use the old stall tactics that you would for Sprite back in the day due to Xyz/Links and whatever, but...you get to do a ton of things. (And yes, Sprite got a retrain here that works for everyone; not just her.)
 

 
Hallohallo
 
EDIT: If this one is too hard, then make one based on Hungry Burger. (I'll use one of the previous dual options I gave last time; should probably do this in the future for more options.)
Edited by Flash Flyer - Sakura

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HalloHallo, huh... let's give it a try (their name would all be modifications on the original)

 

HalloHollow

****

DARK/Fiend/Pendulum/Tuner/Effect

<7-7>

P.E: Once per turn: you can target 1 face-up "Hallo" monster on the field, then flip a coin; until the End Phase, if it's heads, halve it's level (round up), if it's tails, double it's level (max 12, round up if higher).

M.E: When this card level is changed by card effects, destroy one card for every level this card has gained or lost except this card. If this card is used for the Synchro Summoning of a DARK monster, place one "Hallo" monster in one of your pendulum zones from your hand or GY, if able.

1800 ATK/1300 DEF

 

HalloHowler

*****

DARK/Fiend/Pendulum/Effect

<7-7>

P.E: Once per turn: you can target 1 face-up "Hallo" monster on the field, then roll a dice and subtract the result to its level (min 1)

M.E: Once per turn, when this card's level changes: add one "Hallo" monster from your GY to your hand. If this card is used for the Synchro Summoning of a DARK monster, place one "Hallo" monster in one of your pendulum zones from your hand or GY, if able.

2200 ATK/ 900 DEF

 

HalloHell-o

******

DARK/Fiend/Pendulum/Effect

<2-2>

P.E: Once per turn: you can target 1 face-up "Hallo" monster on the field, then roll a dice and add the result to its level (max 8)

M.E: Once per turn, when this card's level changes: draw 1 card, then, if it's a "Hallo" monster, special summon it. If this card is used for the Synchro Summoning of a DARK monster, place one "Hallo" monster in one of your pendulum zones from your hand or GY, if able.

1100 ATK/2000 DEF

 

HalloHallow

Continuous spell

All "Hallo" monsters gain ATK and DEF equal to their level x200. Once per turn, when a monster's level is changed, apply one of the following effects:

-If it's lowered: discard one card, then destroy one card on the field;

-If it's raised: draw one card. When this card is destroyed: place one "Hallo" monster in one of your pendulum zones from your hand or GY, if able.

 

HalloHall

Field Spell

All "Hallo" cards can't be targeted by card effects. When a monster's level is changed, all "Hallo" monsters gain ATK equal to the difference x100 until the End Phase. If an "Hallo" monster leaves the field, add it to your hand, then discard one card. When you synchro summon one DARK monster, you can use "Hallo" monsters in your pendulum zones as material. When this card is destroyed: place one "Hallo" monster in one of your pendulum zones from your hand or GY, if able.

 

HalloHallucination

*********

DARK/Fiend/Synchro/Effect

1 Fiend Pendulum tuner+ 1+ Pendulum Non-Tuners

When this card is summoned, place up to 2 "Hallo" monsters in your pendulum zones. When the total of your pendulum scales' value is 9, this card is unaffected by card effects that don't target. This card gains ATK equal to half it's level x300. When this card would leave the field, you can subtract the number of "Hallo" monsters on your field to the level of this card instead (Min 1) (Cards in pendulum zones count as monsters for this effect). When this card leaves the field: place one "Hallo" monster in one of your pendulum zones from your hand or GY, if able.

2700 ATK/ 400 DEF

 

They all mess around with levels, the only thing that HalloHallo did.

 

Next: the meme himself, ABAKI

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HalloHallo, huh... let's give it a try (their name would all be modifications on the original)

 

HalloHollow

****

DARK/Fiend/Pendulum/Tuner/Effect

<7-7>

P.E: Once per turn: you can target 1 face-up "Hallo" monster on the field, then flip a coin; until the End Phase, if it's heads, halve it's level (round up), if it's tails, double it's level (max 12, round up if higher).

M.E: When this card level is changed by card effects, destroy one card for every level this card has gained or lost except this card. If this card is used for the Synchro Summoning of a DARK monster, place one "Hallo" monster in one of your pendulum zones from your hand or GY, if able.

 

HalloHowler

*****

DARK/Fiend/Pendulum/Effect

<7-7>

P.E: Once per turn: you can target 1 face-up "Hallo" monster on the field, then roll a dice and subtract the result to its level (min 1)

M.E: Once per turn, when this card's level changes: add one "Hallo" monster from your GY to your hand. If this card is used for the Synchro Summoning of a DARK monster, place one "Hallo" monster in one of your pendulum zones from your hand or GY, if able.

 

HalloHell-o

******

DARK/Fiend/Pendulum/Effect

<2-2>

P.E: Once per turn: you can target 1 face-up "Hallo" monster on the field, then roll a dice and add the result to its level (max 8)

M.E: Once per turn, when this card's level changes: draw 1 card, then, if it's a "Hallo" monster, special summon it. If this card is used for the Synchro Summoning of a DARK monster, place one "Hallo" monster in one of your pendulum zones from your hand or GY, if able.

 

HalloHallow

Continuous spell

All "Hallo" monsters gain ATK and DEF equal to their level x200. Once per turn, when a monster's level is changed, apply one of the following effects:

-If it's lowered: discard one card, then destroy one card on the field;

-If it's raised: draw one card. When this card is destroyed: place one "Hallo" monster in one of your pendulum zones from your hand or GY, if able.

 

HalloHall

Field Spell

All "Hallo" cards can't be targeted by card effects. When a monster's level is changed, all "Hallo" monsters gain ATK equal to the difference x100 until the End Phase. If an "Hallo" monster leaves the field, add it to your hand, then discard one card. When you synchro summon one DARK monster, you can use "Hallo" monsters in your pendulum zones as material. When this card is destroyed: place one "Hallo" monster in one of your pendulum zones from your hand or GY, if able.

 

HalloHallucination

*********

DARK/Fiend/Synchro/Effect

1 Fiend Pendulum tuner+ 1+ Pendulum Non-Tuners

When this card is summoned, place up to 2 "Hallo" monsters in your pendulum zones. When the total of your pendulum scales' value is 9, this card is unaffected by card effects that don't target. This card gains ATK equal to half it's level x300. When this card would leave the field, you can subtract the number of "Hallo" monsters on your field to the level of this card instead (Min 1) (Cards in pendulum zones count as monsters for this effect). When this card leaves the field: place one "Hallo" monster in one of your pendulum zones from your hand or GY, if able.

2700 ATK/ 400 DEF

 

They all mess around with levels, the only thing that HalloHallo did.

 

Next: the meme himself, ABAKI

The 3 pendulums are missing their ATK/DEF values, also Abaki was already made into an archetype (check the op thread to review the cards that were already picked up)

//I'll pass

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I'm still trying to figure out what the meme is, outside some damage thing. 

 

Abaki Inferno

Level 4 | FIRE | Fiend | Effect

1700/1100

If this card is destroyed by battle or card effect: Both players take 500 damage. Then, if you took damage by this card's effect, you can Special Summon 1 "Abaki" monster from your GY, except "Abaki Inferno". You can only use this effect of "Abaki Inferno" once per turn. 

 

Abaki Rampager

Level 4 | FIRE | Fiend | Effect

1700/1100

If this card is destroyed by battle or card effect: Both players take 500 damage. Then, if you took damage by this card's effect, you can Special Summon 1 "Abaki" monster from your hand, except "Abaki Rampager". You can only use this effect of "Abaki Rampager" once per turn.

 

Abaki Spawn

Level 4 | FIRE | Fiend | Effect

1700/1100

If this card is destroyed by battle or card effect: Both players take 500 damage. Then, if you took damage by this card's effect, you can add 1 "Abaki" monster from your Deck to your hand, except "Abaki Spawn". You can only use this effect of "Abaki Spawn" once per turn.

 

Abaki Prankster

Level 4 | FIRE | Fiend | Effect

1700/1100

If this card is destroyed by battle or card effect: Both players take 500 damage. Then, if you took damage by this card's effect, you can destroy 1 card on the field. You can only use this effect of "Abaki Spawn" once per turn.

 


 

Uh yeah, and I also realize that BatMed already did this, so...pick another single card that isn't archetype/series-related and I'll do it. 

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Well, I found that out (and yeah, forgot to add next card). New one is doable. 

 

Three Trolling Trolls - Aokiro (the blue one)

Level 3 | WATER | Beast-Warrior | Tuner | Effect

1000/1300

If this card is Normal or Special Summoned: You can target 1 Beast-Warrior monster in your GY; Special Summon that monster, then this card's Attribute and Level become the same as that monster's, until the end of this turn. You can only use this effect of "Three Trolling Trolls - Aokiro" once per turn. 

 

Three Trolling Trolls - Ono (guy on left)

Level 3 | WATER | Beast-Warrior | Tuner | Effect

1000/1300

If this card is Normal or Special Summoned: You can target 1 Beast-Warrior monster in your GY; add 1 monster with the same Attribute to your hand, then this card's Attribute and Level become the same as that monster's, until the end of this turn. You can only use this effect of "Three Trolling Trolls - Aokiro" once per turn. 

 
Three Trolling Trolls - Kyoki (last one)

Level 3 | WATER | Beast-Warrior | Tuner | Effect

1000/1300

If this card is Normal or Special Summoned: You can target 1 Beast-Warrior monster in your GY; during your Main Phase: You can Normal Summon 1 Beast-Warrior monster with the same Level as this card in addition to your Normal Summon/Set, then this card's Attribute and Level become the same as that monster's, until the end of this turn. (You can only gain this effect of "Three Trolling Trolls - Kyoki" once per turn.) 

 

Trolling Trolls Unity

Normal Spell

Special Summon as many "Three Trolling Trolls" monsters with different names from your hand or GY. During the End Phase, shuffle all monsters Special Summoned by this effect into the Deck. You can only activate 1 "Trolling Trolls Unity" once per turn.

 

Otherworld Trolls Tuning

Quick-Play

Target 1 "Three Trolling Trolls" monster you control and 1 non-Tuner monster you control or in your GY; Synchro Summon 1 monster from your Extra Deck using only those 2 monsters as material.

 


 

I mean, it isn't too much to work with overall, considering the Main Deck is just the separate members on the original card, so this is more of an engine archetype to aid Beast-Warriors and stuff. At least you aren't Type locked, so...yay, I guess?

 


 

Next card:

 

Saffira, Queen of Dragons

(I should probably do this on the sidelines, but yeah, surprise us.)

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Sanctum of Holy-Euphonica
Field Spell

If this card or a Ritual Spell card(s) is activated: Add 1 card whose its name listed on this card texts from your Deck to your hand. You can use "Novox's Prayer", "Hymn of Light", and "Sprite's Blessing" to Ritual Summon any Level 7 or Lower LIGHT Ritual Monster from your hand or GY. While you control the following Ritual Summoned monster(s) you can apply 1 or more of the following effect(s):
● Sauravis, the Ancient and Ascended: Cards Sent to your opponent GY cannot activate or apply its effects until your 2nd Standby Phase
● Saffira, Queen of Dragons: If a Ritual Monster(s) you control would be Banished, You can Return 1 of your Banished Ritual Spell card to GY instead
● Skull Guardian: Your opponent cannot use Ritual Monster you control as Tribute or Material to Summon their Monster

Holy-Euphonica Guardian
LIGHT / Level 7 / Dragon / Ritual / Effect

This card names also treated as "Skull Guardian" while in your hand and GY. You can Ritual summon this card using any Ritual Spell card. If this card is Ritual summoned: Special Summon a number of "Skull Guardian" from your GY equal to 1 each of "Novox's Prayer", "Hymn of Light", and/or "Sprite's Blessing" Activated this turn +1. If you control a Monster whose original name is "Skull Guardian", Switch the ATK and DEF of all Attack Position LIGHT monster whose its DEF is higher than its ATK.

ATK 2550 / DEF 2050

Holy-Euphonica Hatchling
LIGHT / Level 1 / Dragon / Ritual / Tuner / Effect

You can Ritual summon this card using any Ritual Spell card. During you Main Phase: You can Discard this card. and if you do, You can only activated "Holy-Euphonic Hatchling" effects one more time for the rest of this turn. If this card Discarded: add 1 "Holy-Euphonica" card from your Deck to your hand. While you control this card that Ritual Summoned by "Novox's Prayer", "Hymn of Light", and/or "Sprite's Blessing", You can Activate "Novox's Prayer", "Hymn of Light", and/or "Sprite's Blessing" During your opponent Main Phase(s)

ATK 350 / DEF 2150

Storming Prayers to Holy-Euphonica
Counter Trap

When your opponent activates a Spell/Trap Card, or monster effect, while the attribute of all Monster you control is LIGHT including at least 1 Monster Ritual Summoned by "Novox's Prayer", "Hymn of Light", and/or "Sprite's Blessing": Negate the activation. and if you do, Sent it to GY

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the lore digging on wiki that lead to connecting these 3 of the OG rituals is really fascinating

NEXT: http://yugioh.wikia.com/wiki/Vishwar_Randi

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"Vishwar" - OCG (ヴィシュワ Vishuwa)



[spoiler=Design notes]

The word "Vishwar" is originated from Vishva (to pervade), a Hindu word that means – all, whole, entire, universal, every, everyone, all-pervading, omnipresent. Furthermore, it is another name for Vishnu.

"Vishwar Randi" in the other hand, in addition to her multiple hands and forehead's jewel which manifest the Hindu's part of her name, she has succubus features and kind of resembles to the infamous Succubus "Morrigan" from Darkstalkers. That's why I decided to go for the a DARK Warrior Ritual Deck of a hybrid of Hindus mythology (Vish-) and Darkstalkers (-war).

 

 

 

Vishwar Casidi

DARK | Warrior / Normal

Level 3 | 1000 / 600

A wondrous catgirl that travels around the world looking for a battle worth her skills.

 

Vishwar Frank

DARK | Warrior / Normal

Level 4 | 1500 / 100

He was the creation of a sinister scientist of Alucard. He uses his mighty fists to crush anyone who dare to interrupt his master's slumber.

 

Vishwar Alucard

DARK | Warrior / Normal

Level 4 | 1600 / 0

Deep within the mountains lies a castle that appears only on a crimson full moon. For 50 years, this undead entity stayed within his castle, dwelling in Darkness. It is only on a crimson full moon where he can unleash his true potentials.

 

Zeltzereich - Eternal Crimson Moon

Field Spell

If you control a monster that is not a "Vishwar" monster; banish this card face-down. "Vishwar" Normal Monsters you control cannot be destroyed by battle. "Vishwar" Ritual Monsters you control gain 200 ATK and DEF, also they cannot be destroyed by card effects. During the Main Phase, you can activate 1 of these effects. You can only use this effect of "Zeltzereich - Eternal Crimson Moon" once per turn.

● Banish 1 "Vishwar" monster you control or from your GY; Special Summon 1 "Vishwar" Ritual monster from your hand or Deck that specifically lists the name of that banished monster in its text.

● If you control no monsters: You can discard 1 card; Special Summon 1 "Vishwar" monster from your Deck.

 

Vishwar Tactics

Normal Spell

Activate 1 of these effects.

● If you control a "Vishwar" monster; activate 1 "Zeltzereich - Eternal Crimson Moon" from your Deck or GY.

● If "Zeltzereich - Eternal Crimson Moon" is face-up on the field: You can target 1 of your banished "Vishwar" monsters; add that target to your hand.

 

Vishwar Blood Moon Calamities

Ritual Spell

This card can be used to Ritual Summon any "Vishwar" Ritual Monster. Tribute monsters from your hand or field, and/or banish "Vishwar" monsters from your GY, then Ritual Summon 1 "Vishwar" Ritual Monster from your Deck whose Level exactly equals the total Levels of those monsters, and if you do, you take damage equal to the original ATK of that Ritual Summoned monster. If you control no monsters: You can banish this card and 1 "Vishwar" card from your GY; add 1 "Vishwar" Ritual Monster or Spell, except "Vishwar Blood Moon Calamities", from your Deck to your hand. You can only use each effect of "Vishwar Blood Moon Calamities" once per turn.

 

Vishwar Rite of Darkness

Ritual Spell

This card can be used to Ritual Summon any "Vishwar" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Vishwar" Ritual Monster from your hand or GY whose Level exactly equals the total Levels of those monsters. If your opponent controls a monster(s) that was Special Summoned from the Extra Deck, you can also Tribute up to 1 "Vishwar" Normal Monster from your Deck. If you control no monsters: You can banish this card and 1 "Vishwar" card from your GY; Special Summon 1 "Vishwar" monster from your Deck. You can only use each effect of "Vishwar Rite of Darkness" once per turn.

 

Vishwar Lady Succubi

DARK | Warrior / Ritual / Effect

Level 6 | 1900 / 1700

Must first be Ritual Summoned or Special Summon by "Zeltzereich - Eternal Crimson Moon". If this card is Ritual Summoned: You can target 1 "Vishwar" monster in your GY; Special Summon that target, but its effects are negated (if any) and it gains 700 ATK. You can only use this effect of "Vishwar Lady Succubi" once per turn. Monsters your opponent controls lose 500 ATK during your opponent's Battle Phase only. If this card you control is sent to your GY by an opponent's card (by battle or card effect): You can Special Summon 1 "Vishwar Randi" that is banished or in your GY.

 

Vishwar Wondrous Nekogal

DARK | Warrior / Ritual / Effect

Level 6 | 2000 / 1800

Must first be Ritual Summoned or Special Summon by "Zeltzereich - Eternal Crimson Moon". You can discard this card; add 1 "Vishwar" Spell from your Deck or GY to your hand. You can only use this effect of "Vishwar Wondrous Nekogal" once per turn. "Vishwar" monsters you control gain 200 ATK for each monster your opponent controls. If this card you control is sent to your GY by an opponent's card (by battle or card effect): You can Special Summon 1 "Vishwar Casidi" that is banished or in your GY.

 

Vishwar Malevolent Stein

DARK | Warrior / Ritual / Effect

Level 7 | 2500 / 1300

Must first be Ritual Summoned or Special Summon by "Zeltzereich - Eternal Crimson Moon". If this card is Ritual Summoned: You can discard 1 card, then draw 2 cards. You can only use this effect of "Vishwar Malevolent Stein" once per turn. When this card destroys an opponent's monster by battle: You can inflict damage to your opponent equal to that monster's original ATK. If this card you control is sent to your GY by an opponent's card (by battle or card effect): You can Special Summon 1 "Vishwar Frank" that is banished or in your GY.

 

Vishwar Crimson Dragula

DARK | Warrior / Ritual / Effect

Level 8 | 2800 / 1000

Must first be Ritual Summoned or Special Summon by "Zeltzereich - Eternal Crimson Moon". "Zeltzereich - Eternal Crimson Moon" cannot be targeted or destroyed by your opponent's card effects. Once per turn, when a card or effect is activated (Quick Effect): You can pay 1000 LP; negate the activation, and if you do, destroy that card. If this card you control is sent to your GY by an opponent's card (by battle or card effect): You can Special Summon 1 "Vishwar Alucard" that is banished or in your GY.


 

Next: Hungry Burger

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