Jump to content
BatMed

Single to Archetype Game

Recommended Posts

Festive Frost

Level 3 WATER Aqua

ATK:700/DEF:600

If a "Festive" monster is sent from your Deck to the GY: You can Special Summon this card from your hand.  If this card is Special Summoned: You can activate 1 of the following effects:

* Add 1 "Festive" card from your Deck to your hand.

* Send the top 2 cards of both players' Decks to the GY.

You can only use each effect of "Festive Frost" once per turn.

 

Festive Flyer
Level 3 WIND Winged Beast

ATK:1000/DEF:0

If this card is sent from your Deck to your GY: You can Special Summon this card.  If a card is sent from your opponent's Deck to the GY: Send the top 3 cards of your Deck to the GY.  You can only use each effect of "Festive Flyer" once per turn.
 

Festive Fairy

Level 3 LIGHT Fairy
ATK:400/DEF:500
If a "Festive" card(s) would be banished from your GY by a card effect (Quick Effect): You can discard this card; negate that effect, then send the top 2 cards from your Deck to the GY.  If this card is destroyed by battle and sent to the GY: Send the top 3 cards of your opponent's Deck to the GY.  You can only use each effect of "Festive Fairy" once per turn.
 

Festive Flower

Rank 3 EARTH Plant/Xyz

ATK:2000/DEF:1000

2 Level 3 "Festive" monsters

Cards sent from your opponent's Deck to the GY have their effects negated while they are in the GY.  You can detach 1 material from this card; send the top 4 cards of your Deck to the GY, and if you do, your opponent sends 2 cards from the top of their Deck to the GY for every "Festive" monster sent to the GY this way.  You can only use this effect of "Festive Flower" once per turn.

 

Fruitful Festive Feast
Field Spell Card
"Festive" monsters gain 100 ATK for each card sent from either player's Deck to the GY.  You can target shuffle 5 "Festive" cards in your GY; shuffle them into the Deck, then Special Summon 1 "Festive" monster from your Deck.  You can only use this effect of "Fruitful Festive Feast" once per turn.

 

Festive Favors
Normal Spell Card
If there are 5 or more "Festive" monsters in your GY: Draw 2 cards, then send the top 5 cards of your Deck to the GY.  You can only activate "Festive Favors" once per turn.

 

I couldn't think of any Traps for them.

 

Next Card: Totem Five

Share this post


Link to post
Share on other sites

Totem Top

FIRE Level 3

100/50

Rock/Effect

If this card is Special Summoned: Add 1 FIRE Rock-type monster from your Deck to your Hand.

 

Totem Trickster

FIRE Level 3

100/50

Rock/Effect

If this card is Special Summoned: Shuffle 1 card you control and 1 card your opponent controls into their owner's Decks.

 

Totem Tongue

FIRE Level 3

100/50

Rock/Effect

If this card is Special Summoned: Banish 1 Spell or Trap card on the Field.

 

Totem Topple

FIRE Level 3

100/50

Rock/Effect

If this card is Special Summoned: Your Opponent Discards 1 card.

 

Next Card: Goblindbergh

Edited by Libracor

Share this post


Link to post
Share on other sites

@@Libracor "Raging Flame Sprite" was already chosen. You have until tomorrow to change your prompt.

EDIT: "Goblindbergh" is a member of the "Goblin" archetype. But since Draconus already made its post I guess it's too late.

Share this post


Link to post
Share on other sites

Goblindogfighter

EARTH - Level 4 - Warrior/Effect - 1600/0

If this card is Normal Summoned: You can Special Summon 1 "Goblind" monster from your Graveyard, then change this card to Defense Position. If this card is Special Summoned in Defense Position: You can add 1 "Goblind" monster from your Deck to your hand, then change this card to Attack Position. You can only activate this effect of "Goblindogfighter" once per turn.

 

Goblindelivery

EARTH - Level 4 - Warrior/Effect - 1100/0

If this card is Normal Summoned: You can add 1 "Goblind" Spell/Trap Card from your Deck to your hand, then change this card to Defense Position. If this card is Special Summoned: You can Normal Summon 1 "Goblind" monster this turn, in addition to your Normal Summon/Set. You can only apply this effect of "Goblindelivery" once per turn.

 

Goblindiver

EARTH - Level 4 - Warrior/Effect - 1000/0

If this card is Normal Summoned: You can Special Summon 1 "Goblind" monster from your Deck, except "Goblindiver", then change this card to Defense Position. If this card is Special Summoned, you can target 1 "Goblind" monster you control, except "Goblindiver": Activate the effect of that target that activates when that monster is Normal Summoned. You can only activate this effect of "Goblindiver" once per turn.

 

Goblindestroyer

EARTH - Rank 4 - Warrior/Xyz/Effect - 2100/1900

2 or more Level 4 monsters

While you control a Normal Summoned monster and your opponent does not, this card cannot be destroyed or targeted by your opponent's card effects. If this card is Xyz Summoned using 1 or more Defense Position monsters as Material: You can destroy a number of cards your opponent controls up to the number of this card's Materials that were in Defense Position. If your opponent Normal Summons a monster, you can detach 1 Xyz Material from this card to target 1 Level 4 or lower EARTH Warrior monster in your Graveyard: Normal Summon that target. You can only activate this effect of "Goblindestroyer" once per turn.

 

Goblindalliance

Continuous Spell

If you Normal Summon a "Goblind" monster, you can target 1 card your opponent controls: Banish it. If opponent adds a card(s) to their hand by an effect: You can add 1 "Goblind" monster from your Graveyard to your hand, then, discard 1 random card from your opponent's hand. You can only activate this effect of "Goblindalliance" once per turn.

 

Goblindrive

Continuous Trap

If an Xyz monster with a "Goblind" monster(s) attached as Material is sent to the Graveyard: You can Special Summon 1 "Goblind" monster from your Graveyard. You can only activate this effect of "Goblindrive" once per turn. If a "Goblind" monster is Normal Summoned, you can target 1 card on your opponent's field or in their Graveyard: Attach that target to a face-up EARTH Warrior Xyz monster you control.

 

D. D. Scout Plane

Share this post


Link to post
Share on other sites

D.D. Attack Plane

6/DARK/Machine/1600/2400

During the Main Phase (Quick Effect): You can banish 1 other “D.D.” Machine monster you control; this card gains ATK equal to the banished monster’s original ATK until the end of this turn. During the End Phase, if this card is currently banished, and was banished this turn: You can banish 2 cards from your hand or field, and if you do, Special Summon this card in Attack Position. You can only use each effect of “D.D. Attack Plane” once per turn.

 

D.D. Conquest Plane

8/DARK/Machine/2400/1600

During your opponent’s turn (Quick Effect): You can target 1 other “D.D.” Machine monster you control, 1 monster your opponent controls, and 1 monster in either GY; banish them. During the End Phase, if this card is currently banished, and was banished this turn: You can banish 3 cards you control, and if you do, Special Summon this card in Attack Position. You can only use each effect of “D.D. Conquest Plane” once per turn.

 

Different Dimension Voyage

Quick-Play Spell

Banish 1 “D.D.” Machine monster from your Deck. During your Main Phase, except the turn this card was sent to the GY: You can banish both this card and 1 monster from your GY; add 1 “Different Dimension Invasion” from your Deck to your hand.

 

Different Dimension Invasion

Normal Trap

Banish 2 Machine monsters you control; Special Summon 1 “D.D.” Machine monster from your Deck, ignoring the Summoning conditions. During the End Phase, if this card is currently banished, and was banished this turn: You can banish 1 card from your hand, field or GY, and if you do, Set this card to your field. You can only use 1 “Different Dimension Invasion” effect per turn, and only once that turn.

 

D.D. Plane Launcher

2/DARK/Machine/Link/1400/⬅️➡️

2 Machine monsters

(Quick Effect): You can activate this effect; banish as many monsters this card points to as possible, and if you do, gain LP equal to their combined original ATK. During the End Phase, if this card is currently banished, and was banished this turn: Special Summon this card in Attack Position. You can only use each effect of “D.D. Plane Launcher” once per turn.

 

Next: Roulette Spider

Share this post


Link to post
Share on other sites

Fiery Armored Hephast

FIRE | Level 4 | Pyro / Effect
When this card is Normal or Special Summoned: You can add 1 Level 2 or 4 Pyro monster from your Deck to your hand. Each time the effect of a Pyro monster is activated, this card gains 200 ATK. If this card is in your GY (Quick Effect): You can banish this card; add 1 Pyro monster with 200 DEF from your GY to your hand. You can only use this effect of "Fiery Armored Hephast" once per turn.
ATK 1700 / DEF 200
 
Fiery Armored Burkan
FIRE | Level 4 | Pyro / Effect
Each time the effect of a Pyro monster is activated, you can banish 1 card from the GY. You can only use each of these effects of "Fiery Armored Burkan" once per turn.
● If "Molten Destruction" is on the field: You can discard 1 Pyro monster, except "Fiery Armored Burkan"; Special Summon this card from your hand or GY.
● If this card is sent from the field to the GY (Quick Effect): You can add 1 "Molten Destruction" from your Deck to your hand. 
ATK 1500 / DEF 200
 

Master Craftsman Ganos

FIRE | Level 2 | Pyro / Effect
During the Damage Step, when a face-up monster you control battles (Quick Effect): You can send this card from your hand to the GY; until the End Phase, Level 4 Pyro monsters you control cannot be targeted or be destroyed by card effects.
ATK 200 / DEF 200
 
Master Craftsman Demiurg
FIRE | Level 2 | Pyro / Effect
During the Damage Step, when a face-up monster you control battles (Quick Effect): You can send this card from your hand to the GY; until the End Phase, any monster that battles a Pyro monster is destroyed at the start of the Damage Step.
ATK 200 / DEF 200
 
Craftsman Lair - Vulcan
Field Spell

(This card is always treated as "Molten Destruction".)

FIRE Pyro monsters you control gain 400 ATK. Once per turn (Quick Effect): You can discard 1 "Master Craftsman" monster; apply that monster effects. If a FIRE Pyro monster is destroyed by battle or card effect: Destroy 1 card your opponent controls.

 

Next: Yami

Share this post


Link to post
Share on other sites
Beast of Darkness

DARK ****

Fiend/Effect

You can discard this card; add 1 "Yami" from your Deck or GY to your hand.  If this card's ATK is different from its original ATK, you can target 1 monster in your GY whose DEF is less than the difference between this card's current ATK and original ATK; Special Summon it in defense position but its effects are negated.  You can only use this effect of "Beast of Darkness" once per turn.

1800/0

 

Mage of the Stoic Symphony

DARK ****

Spellcaster/Effect

If this card's ATK is different from its original ATK, you can tribute this card; Special Summon 1 Level 4 or higher DARK monster from your Deck whose ATK is equal to this card's ATK on the field, but its ATK becomes 1000.  If you control "Yami", you can banish this card from your GY; inflict damage to your opponent equal to the total difference in all your monster's original ATK from their current ATK.  You can only use each effect of "Mage of the Stoic Symphony" once per turn.

1600/0

 

 

Yami Gorge

Continuous Spell

This card's name is treated as "Yami" while face-up on your side of the field or in the GY.  All DARK monsters gain 200 ATK.  Your opponent cannot target monsters whose ATK is different from their original ATK with Spell/Trap cards or effects.

 

 

Shackles of Solomon

DARK R****

Spellcaster/Xyz/Effect

2 Level 4 Fiend or Spellcaster monsters

If this card's ATK is different from its original ATK, this card cannot be destroyed by battle or card effects.  Once per turn, you can detach 1 Xyz Material and target 1 monster you control whose ATK is different from its original ATK; all monsters you control gain ATK equal to the difference between that monster's current ATK and original ATK.  If this monster destroys a monster by battle: You can send 1 "Yami" or 1 card with "Yami" in its card text from your hand, Deck, or Extra Deck to the GY; add 1 Spellcaster from your Deck or GY to your hand.  You can only add 1 Effect monster to your hand by this effect per duel.

2500/2000

 

 

Satellite Cannon

Share this post


Link to post
Share on other sites

Satellite Cannon Improved Charging Accelerator

Equip Spell

Equip only to a "Satellite Cannon" monster. A monster equipped with this card gains 500 ATK whenever it gains ATK by its own effect.

 

Satellite Cannon Battery Transport Launcher

Trap

When a "Satellite Cannon" monster you control deals damage to your opponent: It gains 1500 ATK during the End Phase of this turn.

 

Satellite Cannon Supplementary Capacitation Unit

Continuous Spell

When a "Sattelite Cannon" monster you control gains ATK by its own effect, place 1 Supply Counter on this card. Once per turn, during your turn, you can remove all Supply Counters from your side of the Field: "Satellite Cannon" monsters you control gain 400 ATK for each counter removed this way.

 

Prototype Satellite Cannon

LIGHT Level 3

Machine/Effect

0/0

Whenever a monster(s) is summoned: This monster gains 200 ATK. You can Tribute this monster with 2000 or more ATK: Special Summon 1 "Satellite Cannon" from your Hand, Deck, or GY. When this monster successfully attacks: Its ATK becomes 0.

 

Slacker Magician

Share this post


Link to post
Share on other sites

Akashic Assistant

1/DARK/Spellcaster/100/100

If this card is Normal Summoned: You can Special Summon 1 "Akashic Assistant" from your hand, Deck or GY, then if it is the Battle Phase, end the Battle Phase. If this card is in your GY: You can target 1 Spellcaster Xyz Monster you control that an "Akashic Magician" you control points to; attach this card to that target as material. You can only use this effect of "Akashic Assistant" up to twice per turn.

 

Slicker Magician

1/DARK/Spellcaster/200/2100

If you control a Spellcaster monster: You can Special Summon this card from your hand. When your opponent activates a Spell/Trap Card (Quick Effect): You can target 1 face-up "Power Potion" Equip Spell you control and 1 face-up Spell/Trap your opponent controls; negate those targets' effects until the end of this turn. You can only use each effect of "Slicker Magician" once per turn.

 

Alchemic Arriviste

4/DARK/Spellcaster/1500/1500

If this card is Normal Summoned: You can add 1 "Power Potion" card from your Deck to your hand. When your opponent activates a monster effect (Quick Effect): You can target 1 face-up "Power Potion" Equip Spell you control and 1 face-up monster your opponent controls; negate those targets' effects until the end of this turn. You can only use each effect of "Alchemic Arriviste" once per turn.

 

Pretty Prodigies of Amazing Alchemy

4/DARK/Spellcaster/Xyz/2500/2100

2 Level 4 Spellcaster monsters

When a card or effect is activated that targets this face-up card (Quick Effect): You can detach 1 material from this card, then target 1 other card on the field; destroy it. When this card is destroyed by battle and sent to the GY: You can target 1 other Spellcaster monster in your GY; shuffle it into the Deck, and if you do, add 1 Spellcaster monster with less DEF than that monster from your GY to your hand.

 

Lacker Magician

1/DARK/Spellcaster/Link/100/Up

1 Spellcaster Xyz Monster

If this card is Link Summoned: If it was Link Summoned using a Spellcaster Xyz Monster with 3 or more materials as material, draw 1 card, then regardless, choose 1 Spell in your Deck and place it on top of your Deck. When a card or effect is activated that targets this card (Quick Effect): You can Xyz Summon 1 Rank 4 Spellcaster Xyz Monster from your Extra Deck, using this card you control as material. You can only use each effect of "Lacker Magician" once per turn.

 

Slacking Up

Normal Spell

Add a number of the following cards from your Deck to your hand, up to the number of Spellcaster Xyz Monsters on the field (but not more than 1 of each).

* "Xyz Tribalrivals"

* "Arrivalrivals"

* "Staring Contest"

* "Get Out!"

You can only activate 1 "Slacking Up" per turn.

 

Trouble Brewing

Quick-Play Spell

Target 1 "Akashic Magician" in the Extra Monster Zone; Special Summon from your Extra Deck, both 1 "Slacker Magician" to your zone that target points to, and 1 "Alchemic Magician" to your opponent's zone that target points to, then attach this card to that "Slacker Magician" as material, also you cannot Special Summon monsters for the rest of this turn, except Spellcaster monsters.

 

Power Potion - Allure Aid

Equip Spell

Equip only to a Spellcaster monster. It gains 1000 DEF, and your opponent's monsters must attack it, if able. If this card is destroyed by a card effect and sent to the GY: You can add 1 Level 1 or 4 Spellcaster Effect Monster from your Deck to your hand. You can only use this effect of "Power Potion - Allure Aid" once per turn.

 

Power Potion - Slim-Pack

Equip Spell

Equip only to a Spellcaster monster. It is unaffected by your opponent's activated card effects that do not target it. If this card is destroyed by a card effect and sent to the GY: You can add 1 Equip Spell from your Deck to your hand, except "Power Potion - Slim-Pack". You can only use this effect of "Power Potion - Slim-Pack" once per turn.

 

Power Potion - Strength Serum

Equip Spell

Equip only to a Spellcaster monster. It gains 1000 ATK, and cannot be destroyed by card effects. If this card is destroyed by a card effect and sent to the GY: You can target 1 Spellcaster monster in your GY; Special Summon it. It cannot be destroyed by battle or card effects this turn. You can only use this effect of "Power Potion - Strength Serum" once per turn.

 

Laboratory of the Amazing Alchemists

Field Spell

Monsters you control gain 200 ATK for each "Power Potion" Equip Spell you control. Once per turn: You can target 2 Spellcaster monsters you control with different Levels; make the Level of 1 of those monsters the same as the Level of the other until the end of this turn. Once per turn: You can target 1 Spellcaster Xyz Monster you control; equip 1 "Power Potion" Equip Spell from your Deck to that target.

 

Power Potion Pals Reformed!

Normal Spell

If "Slacker Magician" is in your GY: Target 1 Spellcaster monster you control; add 1 non-Normal Spell from your Deck to your hand, then banish that target. If you control a Spellcaster monster: You can banish this card from the GY, then target 1 Spellcaster monster your opponent controls; take control of that target. You can only activate 1 "Power Potion Pals Reformed!" per turn.

 

Power Potion - Miracle Maker

Equip Spell

Equip only to a Spellcaster monster. Its maximum number of attacks per Battle Phase is equal to the number of Extra Deck monster card types (Fusion, Synchro, Xyz and Link) among the Spellcaster monsters you control + 1. If this card is destroyed by a card effect and sent to the GY: You can add up to 2 "Power Potion" Equip Spells with different names from your Deck to your hand, except "Power Potion - Miracle Maker". You can only use this effect of "Power Potion - Miracle Maker" once per turn.

 

Next: Enemy Controller

  • Like 1

Share this post


Link to post
Share on other sites

This entry is considered as support for all the following cards instead of just "Slacker Magician":

  • Alchemic Magician
  • Downerd Magician
  • Slacker Magician
  • Akashic Magician

Keep that in mind for future prompts. 

Share this post


Link to post
Share on other sites

Cheat Code - Extra Life
Level 1 | DARK | Cyberse/Effect
0 ATK / 0 DEF
If this monster is Tributed by the effect of an "Enemy Controller" card: You can Special Summon it from the GY, but banish it when it leaves the field. You can only Special Summon "Cheat Code - Extra Life(s)" this way once per turn.

Cheat Code - Control Hacker
Level 1 | DARK | Cyberse/Effect
1200 ATK / 0 DEF
If this card is Normal Summoned: You can add 1 "Enemy Controller" Spell Card from your Deck to your hand. You can target 1 face-up monster your opponent controls; pay LP equal to double its ATK, and if you do, until the End Phase of this turn, you can Tribute that monster as if you controlled it for the activation of an "Enemy Controller" Spell Card (even if this card leaves the field). You can only activate this effect of "Cheat Code - Control Hacker" once per Duel.

Cheat Coder
Rank 1 | DARK | Cyberse/Xyz/Effect
2000 ATK / 1900 DEF
2 Level 1 Cyberse monsters
If this card is Xyz Summoned: You can Set 1 "Enemy Controller" Spell Card directly from your Deck. You can detach 2 Xyz Material from this card; switch control of all other monsters the field until the End Phase of this turn, but negate the effects of monsters you control. You cannot activate other monsters' effects the turn you activate this effect.

Enemy Controller Two Player
Quick-Play Spell
Tribute 2 monsters you control, then target 1 face-up monster your opponent controls; apply the appropriate effect, based on whether the target's ATK is higher or lower than the combined total ATK of the Tributed monsters.
* Higher: Take control of that target. until the End Phase of this turn.
* Lower or equal: Take control of that target.

Enemy Controller Next Gen
Quick-Play Spell
Pay half your LP, then target 1 face-up monster your opponent controls in a Main Monster Zone; take control of it until the End Phase of this turn, but it cannot attack. If you control a "Cheat Code" monster, cards and effects cannot be activated in response to this effect's activation. You can only activate one "Enemy Controller Next Gen" per turn.

 

Next: Five Brothers Explosion

  • Like 1

Share this post


Link to post
Share on other sites

Crimson Senator

FIRE 7*

Warrior/Effect

If this card is in your hand, you can reveal this card and declare a card name; reveal the bottom card of your Deck. If it has the declared name, add it to your hand then Special Summon this card. Otherwise, banish that bottom card from your Deck face-down. You can only use this effect of "Crimson Senator" once per turn. If this card is Normal or Special Summoned, you can destroy a number of cards on the field equal to the number of "Crimson Sen" monsters you control. Those destroyed cards are treated as being destroyed by battle.

2500/2000

 

Crimson Sentencer

FIRE 6*

Warrior/Effect

If you control a FIRE monster, you can Special Summon this card from your hand then place 1 monster you control on the bottom of your Deck. Once per turn: You can declare 1 card name; reveal the bottom card of your Deck. If it has the declared name, double this card's ATK until the End Phase. Otherwise, banish that card face-down, then halve this card's ATK until the End Phase.

2400/1000

 

Crimson Seneschal

FIRE *****

Warrior/Effect

If you control a FIRE monster, you can Special Summon this card from your hand then destroy 1 monster you control. A monster destroyed by this effect is treated as though it were destroyed by battle. If this card is destroyed by battle, you can add 1 "Crimson Sen" card from your Deck to your hand, then place this card on the bottom of your Deck.

2100/200

 

Crimson Sentinel

FIRE ***

Warrior/Effect

If a monster you control was destroyed by battle this Phase (Quick Effect): You can target that monster in your GY; Special Summon this card from your hand, then place the target on the bottom of your Deck, and if you do, all monsters your opponent controls lose ATK equal to the target's ATK.

1000/2000

 

Crimson Sensei

FIRE **

Warrior/Effect

If a monster is placed on the bottom of your Deck, you can reveal it and reveal this card from your hand: Special Summon the monster on the bottom of your Deck, and if you do, place this card on the bottom of your Deck. You can only use this effect of "Crimson Sensei" once per turn.

800/1000

 

Crimson Senior

FIRE *

Warrior/Effect

If this card is Normal or Special Summoned, you can excavate cards from the top of your Deck until you excavate a "Crimson Sen" card; add the excavated "Crimson Sen" card to your hand then place the remaining excavated cards on the bottom of your Deck in any order. If this card is destroyed by battle: You can place it on the bottom of your Deck; Special Summon 1 "Crimson Sen" monster from your hand.

100/1600

 

 

Crimson Sentiments

Spell

Declare 1 card name, then reveal the bottom card of your Deck. If the revealed card the one declared, add it to your hand. Otherwise, send it to the GY. Regardless, add 1 "Crimson Sen" monster from your Deck to your hand, then place 1 card from your hand onto the bottom of your Deck. You can only activate 1 "Crimson Sentiments" per turn.

 

Crimson Sendals

Continuous Trap

"Crimson Sen" monsters cannot be destroyed, except by battle. Once per turn, if you control a "Crimson Sen" monster, you can target 1 monster you control and 1 monster your opponent controls; immediately after this effect resolves, conduct battle between those monsters, then, the controller of the monster(s) that remain on the field must place a card from their hand on the bottom of their Deck.

 

Crimson Senescence

Continuous Spell

During each Standby Phase, increase the Levels of all "Crimson Sen" monsters by 1. "Crimson Sen" monsters are unaffected by the effects of monsters with a lower Level than them, or the effects of monsters without a Level. If a monster you control is destroyed, it is always treated as though it were destroyed by battle. During your End Phase, place 1 monster from your side of the field or GY onto the bottom of your Deck or destroy this card.

 

Crimson Sensorium

Field Spell

While you control a "Crimson Sen" monster, face-up Spells/Traps you control cannot be destroyed. If a "Crimson Sen" monster is destroyed by battle, you can target 1 face-up card your opponent controls; negate its effects until the End Phase of the next turn. Once per turn: You can send 1 Continuous Spell/Trap or Field Spell from your hand to the GY, then declare 1 card name; reveal the bottom card of your Deck. If it has the declared name, add it to your hand, otherwise, banish it face-down.

 

 

Spell Canceller (Jinzo has an "archetype", why not one for its Spell-stopping counterpart?)

  • Like 1

Share this post


Link to post
Share on other sites

Rapid Spell Canceller
Level 5 | WIND | Machine/Effect
1600 ATK / 1800 DEF

During either player's turn, when your opponent activates a Spell Card (Quick Effect): You can reveal this card in your hand; negate the activation, and if you do, destroy it, and if you do that, Special Summon this card in face-up Defense Position, also for the rest of the turn you cannot Special Summon monsters from the Extra Deck, except Machine-Type monsters. You can only Special Summon "Rapid Spell Canceller" once per turn this way. If this card is sent from the field to the GY: You can add 1 "Spell Canceller" monster from your Deck to your hand, except "Rapid Spell Canceller".

 

Shutdown Spell Canceller
Level 5 | WIND | Machine/Effect
0 ATK / 2400 DEF

If your opponent controls more Spell/Trap Cards than you do, you can Special Summon this card from your hand. If Special Summoned this way: You can target 1 Spell Card your opponent controls; as long as this card is face-up on the field, negate that Spell's effects. (If the target is Set, reveal it, and negate its effects if it is a Spell Card. Otherwise, return it to its original position.) You can only control 1 "Shutdown Spell Canceller".

 

Spell Canceller Mk II
Level 5 | WIND | Machine/Effect
2200 ATK / 2000 DEF

Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by sending 1 face-up "Spell Canceller" monster you control to the GY. Spell Cards, and their effects on the field, cannot be activated. Negate all Spell effects on the field. You can target 1 Spell Card your opponent controls; destroy it, or, if there is a Spell Card with the same name in their GY, banish it. You can only activate this effect of "Spell Canceller Mk II" once per turn.

 

Omni Spell Canceller
Rank 5 | WIND | Machine/Xyz/Effect
2600 ATK / 1600 DEF

2 Level 5 Machine-Type Monsters

If this card is Xyz Summoned: You can destroy as many Spell/Trap Cards on the field as possible. This card cannot attack the turn you activate this effect. Your opponent cannot activate Spell Cards on the field, also negate the effects of all Spell Cards they control. Once per turn: You can detach 1 Xyz Material from this card, then declare 1 type of Spell Card (Normal, Equip, Continuous, Quick-Play, Field, Ritual); look at your opponent's hand and send all Spell Cards of that type to the GY, and if you do, inflict 600 damage to your opponent for each card sent.

 

Backup Canceller

Normal Trap Card

If a face-up "Spell Canceller" monster you control is destroyed: Target 1 face-up Spell Card your opponent controls; negate its effects until the End Phase of this turn.

 

Next: Patrician of Darkness

  • Like 1

Share this post


Link to post
Share on other sites

Prodigy of Darkness by BDSceptyr

Prodigy of Darkness/DARK/Zombie-Type Effect Monster/Level 1/0 ATK/1900 DEF

Lore: If this card is targeted by a Spell/Trap or monster effect, while it is in the GY or banished (Quick Effect): You can Special Summon this card, and if you do, negate the effects of all other cards in this card's Chain. You can only use this effect of "Prodigy of Darkness" once per Duel. Once per turn, if a monster's ATK changes, you can make 1 face-up Zombie monster you control immediately gains ATK equal to half that ATK change, until the End Phase.

 

Princess of Darkness by BDSceptyr

Princess of Darkness/DARK/Zombie-Type Effect Monster/Level 2/500 ATK/1800 DEF

Lore: If you Normal Summon a Zombie monster: You can Special Summon this card from your hand. Once per turn: You can target 1 card on the field or in the GY; during the next turn, your opponent loses 1000 LP if it is moved to a different place. If your opponent activates a card or effect that would discard a card(s) to activate a card effect, or by a card effect, you look at your opponent's hand and choose which cards they discard.

 

Punisher of Darkness by BDSceptyr

Punisher of Darkness/DARK/Zombie-Type Effect Monster/Level 3/1000 ATK/1700 DEF

Lore: If you would Tribute Summon a Zombie monster face-up, you can Tribute this monster in your hand, instead of a monster on the field. Once per turn: You can banish 1 Zombie monster from your hand or GY, and if you do, add 1 Zombie monster from your Deck to your hand with exactly 500 more or less ATK than that banished monster. You select the targets of your opponent's card effects that targets a card(s) in the GY.  

 

Prefect of Darkness by BDSceptyr

Prefect of Darkness/DARK/Zombie-Type Effect Monster/Level 4/1500 ATK/1600 DEF

Lore: If this card is Special Summoned from the GY, returned from the GY to the hand, or banished from the GY: You can Set 1 "Patrician's Parlor" or "Patrician's Penance" directly from your Deck. If this card is Summoned: You can declare 1 card type (Monster, Spell or Trap): while there are only Zombie monsters on your side of the field, you select the targets of your opponent's cards and effects of the declared card type that targets a card(s) on the field. You can only use each effect of "Prefect of Darkness" once per turn. 

 

Patrician's Parlor by BDSceptyr

Patrician's Parlor/Continuous Spell Card

Lore: During the turn this card was activated, decrease the Levels of all Level 2 or higher Zombie monsters in your hand by 1 (even after being Summoned/Set.) If a Zombie monster you control is destroyed and sent to the GY: You can Special Summon 1 Zombie monster from your Deck or GY with exactly 500 less ATK than that monster, but banish it when it leaves the field. You can only use this effect of "Patrician's Parlor" once per turn. You can only control 1 "Patrician's Parlor".

 

Patrician's Penance by BDSceptyr

Patrician's Penance/Continuous Trap Card

Lore: Until the end of the next turn this card was activated, the effects of all Zombie monsters you control cannot be negated. Once per turn, if a Zombie monster you control battles: You can target 1 Zombie monster in your GY; banish it and if you do, 1 of those battling monster gains 1500 ATK, also destroy it during the End Phase. You can only use this effect of "Patrician's Penance" once per turn. You can only control 1 "Patrician's Penance".

 

Who needs a wincon when your opponent's play will give it to you?

NEXT UP:

Since its closing in on Halloween time, let's give the spotlight to a card as fitting in decision as kids are when they say "Trick or Treat!":

Ms. Judge

  • Like 2

Share this post


Link to post
Share on other sites

Ms. Judge's Bailiff

LIGHT / Level 4 / Fiend / Effect

During your Main Phase while You control "Ms. Judge", You can Special Summon this card from your hand or GY. You can only use this effect of "Ms. Judge's Bailiff" once per turn. "Ms. Judge" Monster you control cannot be destroyed by battle.

ATK 600 / DEF 1800

 

Ms. Judge's Prosecutor

LIGHT / Level 4 / Fiend / Effect

During your Main Phase while You control "Ms. Judge", You can Special Summon this card from your hand or GY . You can pay LP in multiple of 1000 (Quick effect): this turn you can toss 1 more additional coin for "Ms. Judge" coin tossing effect for each multiple of 1000 LP you paid. You can only use each effect of "Ms. Judge's Prosecutor" once per turn

ATK 600 / DEF 1800

 

Ms. Judge's Clerk

LIGHT / Level 4 / Fiend / Tuner / Effect

During your Main Phase while You control "Ms. Judge", You can Special Summon this card from your hand or GY. If this card is Summoned or flipped face-up: You can either add 1 "Ms. Judge" card from your Deck or GY to your hand OR special Summon 1 "Ms. Judge" from your hand or GY. You can only use each effect of "Ms. Judge's Clerk" once per turn

ATK 600 / DEF 1800

 

Ms. Judge's Conjured-Court

Field Spell

LIGHT Fiend monster on the field gain 300 ATK/DEF. Whenever the effect of face-up "Ms. Judge" negate a card, make the player send his/her negated card to GY. You can Shuffle up to 3 "Ms. Judge" card from your hand, field, and GY, Draw cards equal to number of "Ms. Judge" card shuffled from your hand or field +2 you can only use this effect of "Ms. Judge Conjured-Court" once per turn

 

NEXT: Lunar Queen Elzaim

  • Like 1

Share this post


Link to post
Share on other sites

Lunar Queen Forene
1/LIGHT/Fairy/Link/600 (Up)
1 Normal Monster
If this card is Link Summoned using a "Lunar Queen" monster as Link Material: You can Set 1 "Lunar Veil" Trap directly from your Deck. It can be activated this turn. If a Trap in your GY returns to your Deck: You can target 1 Normal Monster in your GY; Special Summon it in Defence Position. You can only use each effect of "Lunar Queen Forene" once per turn.

Lunar Queen Lustria
2/LIGHT/Fairy/Link/1200 (Up/Right)
2 monsters, including a Normal Monster
If this card was Link Summoned using a "Lunar Queen" monster as Link Material, it can attack directly. You can only use each of the following effects of "Lunar Queen Lustria" once per turn.
* You can activate a "Lunar Veil" Trap the turn it is Set.
* If a Trap in your GY returns to your Deck: You can target 1 Normal Monster in your GY; Special Summon it in Defence Position.

Lunar Queen Rheyon
3/LIGHT/Fairy/Link/1800 (Up/Right/Down)
2+ monsters, including a Normal Monster
After damage calculation, if this card that was Link Summoned using a "Lunar Queen" monster as Link Material battled an opponent's monster: You can shuffle that monster into the Deck. You can activate a "Lunar Veil" Trap the turn it is Set. You can only use this effect of "Lunar Queen Rheyon" up to twice per turn. Once per turn, if a Trap in your GY returns to your Deck: You can target 1 Normal Monster in your GY; Special Summon it in Defence Position.

Lunar Queen Xelori
4/LIGHT/Fairy/Link/2400 (Up/Right/Down/Left)
2+ monsters, including a Normal Monster
If this card is Link Summoned using a "Lunar Queen" monster as Link Material: Return to the hand all monsters your opponent controls with more ATK than this card. You can activate a "Lunar Veil" Trap the turn it is Set. You can only use this effect of "Lunar Queen Xelori" up to thrice per turn. Your opponent cannot activate cards or effects in response to the activation of your "Lunar Veil" Traps.

Lunar Veil - Waxing Ward
Normal Trap
Target 1 "Lunar Queen" monster you control; this turn, it is unaffected by your opponent's monster effects, also Set 1 "Lunar Veil" Trap directly from your Deck, except "Lunar Veil - Waxing Ward". You can only activate 1 "Lunar Veil - Waxing Ward" per turn.

Lunar Veil - Full Blessing
Normal Trap
Target 1 "Lunar Queen" monster you control; this turn, it cannot be destroyed by battle, and you take no battle damage from attacks involving it, also Set 1 "Lunar Veil" Trap directly from your Deck, except "Lunar Veil - Full Blessing". You can only activate 1 "Lunar Veil - Full Blessing" per turn.

Lunar Veil - Lightwane
Normal Trap
Target 1 "Lunar Queen" monster you control; this turn, it is unaffected by your opponent's Spell/Trap effects, also Set 1 "Lunar Veil" Trap directly from your Deck, except "Lunar Veil - Lightwane". You can only activate 1 "Lunar Veil - Lightwane" per turn.

Lunar Veil - Earthshine
Normal Trap
Target up to 3 "Lunar Veil" Traps in your GY; shuffle them into the Deck, then Set 1 "Lunar Veil" Trap directly from your Deck, except "Lunar Veil - Earthshine". You can only activate 1 "Lunar Veil - Earthshine" per turn.

Next: Primineral Kongreat

  • Like 2

Share this post


Link to post
Share on other sites

Primineral Cliffanzee
EARTH/Rock/Effect/Level 4/1000 ATK/1000 DEF
If this card is Normal or Special Summoned: You can take 1 "Primineral" card from your Deck, except "Primineral Cliffanzee", and either add it to your hand or send it to the GY. If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can Special Summon 1 Rock monster from your Deck. You can only use each effect of "Primineral Cliffanzee" once per turn.

Primineral Orengaton
EARTH/Rock/Effect/Level 8/1500 ATK/2500 DEF
If your opponent has more total cards in their hand and field than you do, you can Special Summon this card (from your hand). You can only Special Summon "Primineral Orengaton" once per turn this way. If this card is Normal or Special Summoned: You can send 1 "Primineral" monster from your Deck to the GY, then declare 1 card name; if that card is in your opponent's hand, they must discard all copies of it, otherwise your opponent can send 1 card from their Deck to their GY. You can only use this effect of "Primineral Orengaton" once per turn.

Primineral Bouldboon
EARTH/Rock/Effect/Level 8/2500 ATK/1500 DEF
When your opponent activates a card or effect in response to the activation of a "Primineral" card or effect while this card is in your hand or GY: You can Special Summon this card, and if you do, negate that effect. When a card or effect is activated (Quick Effect): You can pay 1000 LP; that effect becomes "each player chooses 1 card they control and destroys it". You can only use 1 "Primineral Bouldboon" effect per turn, and only once that turn.

Primineral Silvervein
EARTH/Rock/Xyz/Effect/Rank 8/3500 ATK/500 DEF
2+ Level 8 Rock monsters
While this card is in face-up Attack Position, your opponent cannot activate cards or effects in response to the activation of any "Primineral" cards or effects. While this card is in face-up Defense Position, switch the ATK and DEF of all face-up monsters on the field, also you choose the attack targets for your opponent's attacks and the effect targets for your opponent's cards and effects. When a card or effect is activated (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy it, then change this card's battle position. You can only use this effect of "Primineral Silvervein" once per turn.

Primineral Geo Jungle
Spell/Field
All Attack Position EARTH Rock monsters gain 500 ATK. All Defense Position EARTH Rock monsters gain 500 DEF. While your opponent controls more monsters than you do, your "Primineral" cards cannot be targeted by your opponent's card effects. While you control more monsters than your opponent, your opponent cannot activate cards during the Battle Phase.

Primineral Troop
Spell/Continuous
When this card is activated: You can add 1 Rock monster from your Deck to your hand. Once per turn: You can reveal 2 or more Level 5 or higher Rock monsters in your hand that can be Normal Summoned or Set, then your opponent chooses 1 for you; until the End Phase, you can Normal Summon or Set the chosen monster without Tribute. You can only activate 1 "Primineral Troop" per turn.

Primineral Mimicry
Trap/Normal
If your opponent activates a card or effect: You can Tribute 1 Rock monster you control; negate that effect, then, if the Tributed monster was a Level 7 or higher monster, this card's effect becomes that negated effect. If you control a "Primineral" monster, you can activate this card from your hand. You can only activate 1 "Primineral Mimicry" per turn.

Primineral Camouflage
Trap/Continuous
Once per turn: You can Special Summon 1 "Primineral" monster from your hand or GY in face-up Attack Position or face-down Defense Position. If this card in its owner's Spell & Trap Card Zone is destroyed by your opponent's card effect: You can Special Summon 1 Rock monster from your Deck. You can only use this effect of "Primineral Camouflage" once per turn.

Next:
Let's try a slightly different prompt. Choose a "Number" Xyz Monster that doesn't belong to an archetype, and make an archetype for it.

Share this post


Link to post
Share on other sites

Flame Chimera Dragon

FIRE/Level 5/Dragon/ATK 2000/DEF 1000

If you control no monsters you can special summon this card from your hand or GY. During your main phase if you control 3 or more "Chimera Dragon" monsters you can send 1 random card from your opponents hand to the GY. You can only use each effect of "Flame Chimera Dragon" once per turn.

Ice Chimera Dragon

WATER/Level 5/Dragon/ATK 2000/DEF 1000

If you control less monsters than your opponent you can normal summon this card withou tributing. A Rank 5 Xyz monster that has this card as Xyz material gain this effect:

- During your standby phase, gain 300 LP for each Xyz material attached to this card

Shine Chimera Dragon

LIGHT/Level 5/Dragon/ATK 2000/DEF 1000

If your opponent controls a spell or trap card and you control no spell or trap cards you can special summon this card from your GY. If a "Doom Chimera" Xyz monster you control is destroyed, you can banish this card from your GY, special summon that monster from your GY in defense position. You can only use each effect of "Shine Chimera Dragon" once per turn.

Smash Chimera Dragon

EARTH/Level 5/Dragon/ATK 2000/DEF 1000

You can send 1 Level 5 Dragon monster from your hand to the GY, special summon this card from your hand. During your main phase you can send a number of Rank 5 Xyz monsters from your extra deck to the GY up to the number of "Chimera Dragon" monsters you control. You can only use each effect of "Smash Chimera Dragon" once per turn.

Shadow Chimera Dragon

DARK/Level 5/Dragon/ATK 2000/DEF 1000

If you control 2 or more "Chimera Dragon" monsters, except "Shadow Chimera Dragon" you can special summon this card from your hand. You can banish this card from your GY, target 1 "Chimera Dragon" Xyz monster you control, and 2 "Chimera Dragon" monsters in your GY, attach the second targets to the first target as Xyz material, you can only use this effect of "Shadow Chimera Dragon once per turn.

 

Necro Chimera Dragon

DARK/Rank 5/Dragon/ATK 0/DEF 0

2+ Level 5 monsters

Gains 500 ATK for each Xyz material attached to this card. If a card is sent from your oppnents hand or deck to the GY, attach thay card to this monster as Xyz material. If this card would be destroyed by an opponents card, you can negate that destruction, then Xyz summon 1 Dragon Xyz monster from your GY or extra deck using this card as Xyz material (transfer its materials)

 

 

Chimera Dragon's Den

Field Spell

If a "Chimera Dragon" Xyz monster destroys a monster by battle, attach the destroyed monster to that monster as Xyz material. If this card is destroyed, special summon 1 Rank 5 Dragon monster from your extra deck. You can only use each effect of "Chimera Dragon's Den" once per turn.

 

Chimera Dragon Claw

Target 1 "Chimera Dragon" Xyz monster you control, attach all cards in your hand to it as Xyz material. You cannot draw cards for the remainder of the turn. 

Chimera Dragon Frenzy

If a "Chimera Dragon" Xyz monster is destroyed, special summon its Xyz materials, then return that destroyed monster to your extra deck. During your opponent's turn you can banish this card from your GY, "Chimera Dragon" monsters cannot be destroyed this turn. You can only use each effect of "CHimera Dron Frenzy" once per turn.


Next:
Do the same again. Choose a "Number" Xyz Monster that doesn't belong to an archetype, and make an archetype for it.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

×
×
  • Create New...