Jump to content

Recommended Posts

Lyrilusc - Crimson Lark
DARK | ✪  Winged Beast/Effect | 200/0

If you Normal or Special Summon a Level 1 monster(s): You can Special Summon this card from your hand. If this card is Special Summoned from the hand: You can Special Summon 1 "Lyrilusc" monster from your Deck, but its effects are negated. You can only use each effect of "Lyrilusc - Crimson Lark" once per turn.

B.E.S.

Share this post


Link to post
Share on other sites

Uh, Dova, you have to make at least 4 cards before you can request another Legacy Support. Secondly, you have to request 2. Still though...

 

Lyrilusc - Garnet Cardinal

Level 1 WIND Winged-Beast

If you control a "Lyrilusc" Monster, you can Special Summon this card from your hand. You can only use this effect of "Lyrilusc - Garnet Cardinal" once per turn. A Rank 1 Xyz Monster with this card attached as Xyz Material gains this effect:

• Each time this card inflicts Battle Damage, you can negate the effects of 1 card on the field and destroy that card.

ATK/0 DEF/0

 

Lyrilusc - Ruby Robin

Level 1 WIND Winged-Beast

If you control a WIND Winged-Beast Monster, you can Special Summon this card from your hand or GY. You can only use this effect of "Lyrilusc - Ruby Robin" once per turn. If this card is attached as Xyz Material to a Rank 1 Xyz Monster, that monster gains the following effect. You can only use each of the preceding effects of "Lyrilusc - Ruby Robin" once per turn:

• You can target 1 Xyz Monster you control; this turn, double any battle damage that monster inflicts to your opponent, and you gain LP equal to the damage inflicted, but only that monster can attack during each Battle Phase.

ATK/100 DEF/0

 

Lyrilusc - Topaz Canary

Level 1 WIND Winged-Beast

If this card is Summoned, you can add 1 Level 1 Winged-Beast to your Hand. You can only use this effect of “Lyrilusc - Topaz Canary” once per turn. If this card is attached as Xyz Material to a Rank 1 Xyz Monster you control, it gains this effect:

• Each time this card declares an attack, you can banish 1 face-down card on the field. Your opponent’s Set Spell/Trap Cards cannot activate their effects in response to this card’s effect.

ATK/100 DEF/100

 

Lyrilusc - Emerald Finch

Level 1 WIND Winged-Beast

If you control only Level 1 Monsters, you can Special Summon this Monster from your hand. You can only use this effect of “Lyrilusc - Emerald Finch” once per turn. (Quick-Effect) Once per turn, you can attach this card as Xyz Material to one Rank 1 Monster you control. A Rank 1 Monster that has this card attached as Xyz Material gains this effect:

• If this card battles an opponent’s Monster, that Monster has its effects negated until the End Phase.

ATK/0 DEF/0

 

Lyrilusc - Amethyst Raven

Level 1 WIND Winged-Beast

If the only cards you control are WIND Monsters, you can Special Summon this card from your hand or GY. You can only use this effect of “Lyrilusc - Amethyst Raven”. A Rank 1 Xyz Monster that has this card as Xyz Material gains this effect:

If this card battles an opponent’s Monster, after damage calculation, you can take control of that Monster until your opponent’s next turn, but they can only be used as Xyz Material while you control them.

 

Lyrilusc - Round Robin

LINK-2 WIND Winged Beast (Bottom Left, Bottom)

2 Level 4 or lower monsters

If this card is Link Summoned, you can target up to 2 Level 1 Monsters from your GY and Special Summon them, also you can only Special Summon Xyz Monsters for the rest of the turn. This card gains ATK equal to half the total combined ATK of all WIND monsters you control. Once per turn, you can target 1 Winged-Beast Xyz Monster you control; attach 1 Winged-Beast Monster from your Deck as Xyz Material to that target.

 

Lyrilusc - Formation Hummingbird

Rank 1 WIND Winged-Beast

2+ Level 1 Monsters

This card gains 500 ATK each time this card battles after damage calculation. While this card has Xyz Material, this card gains an additional attack for each card in your hand during each Battle Phase. Once per chain, if your opponent activates a card effect, you can detach 1 Xyz Material from this card; Special Summon 1 Rank 1 WIND Xyz Monster from your Extra Deck by using this face-up card as Xyz Material (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.)

ATK/100 DEF/100

 

Lyrilusc - Esper Arrow

Rank 1 Xyz WIND Winged-Beast

2+ Level 1 Monsters

This card can attack directly. While this card has Xyz Material, it cannot be destroyed by Battle and you take no Battle Damage from involving this card. Once per turn, you can detach 1 Xyz Material; make your opponent discard all monsters from their hand, and if you do, this card gains ATK equal to the total combined ATK of the monsters discarded until the End Phase but only this card can attack. During your opponent’s next Draw Phase, they draw additional cards equal to the number of cards discarded by this card’s effect.

ATK/100 DEF/0

 

Lyrilusc - Elusive Mockingbird

Rank 1 WIND Winged-Beast.

2+ Level 1 Monsters

This card's Rank is increased by the number of Xyz Material attached to this card. This card gains ATK equal to its Rank x 500. If this card battles, your opponent cannot activate monster effects until the end of the Damage Step. At the end of the Battle Phase, if this card battles, inflict 500 damage to your opponent for each Xyz Material attached to this card. (Quick-Effect): During the turn this card leaves the field while it has Xyz Material attached to this card, you can Special Summon this card from the GY. You can only activate this effect of "Lyrilusc - Elusive Mockingbird" once per turn.

ATK/100 DEF/100

 

Rank-Up Magic - Lyrical Force

Quick-Play Spell

Target 1 Winged Beast Xyz Monster you control; Special Summon from your Extra Deck, 1 Winged Beast Xyz Monster from your Extra Deck that is that is the same Rank or 1 higher than that monster you control, but with a different name, by using it as material, also after that, destroy all Set cards on the field. (This Special Summon is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can banish this card from your GY, then target 1 Winged Beast monster you control; Special Summon 1 Winged-Beast Monster from your Deck with the same level, also it can only be used as Xyz material this turn. You can only use each effect of “Rank-Up Magic - Lyrical Force” once per turn.

 

Next:

B.E.S.

 

Or

 

Nekroz

  • Like 1

Share this post


Link to post
Share on other sites

To be fair to Dova, he might've gotten this thread confused with the Support an Archetype one as both of them quite literally do the same thing, except this caters to multiples as opposed to singular cards. 

 

May need to make that obvious in the thread title.

 

====

Anyway, let's do Nekroz (albeit Rituals shouldn't need too much help in MR4). 

 

Nekroz of Meteor

Level 10 | WATER | Dragon | Ritual | Effect

2800/2000

You can Ritual Summon this card with any "Nekroz" Ritual Spell. Must be Ritual Summoned without using any Level 10 monsters.  You can only use each of these effects of "Nekroz of Meteor" once per turn.

● You can discard this card and 1 other "Nekroz" monster; destroy all cards on the field, except "Nekroz" monsters.

● You can target 1 monster your opponent controls; destroy it, then your opponent takes 1000 damage. 

 

Necromancer of the Nekroz

Level 4 | WATER | Spellcaster | Effect

0/2000

You can target 1 "Nekroz" Ritual Monster in your GY; Special Summon it, ignoring Summoning conditions, then lose LP equal to half that monster's ATK. You can only use the effect of "Necromancer of the Nekroz" once per turn.

 

Shurit, Great Caster of the Nekroz

Link 3 | WATER | Warrior | Link | Effect

2100

N W E

2+ "Nekroz" monsters

Once per turn: You can, immediately after this effect resolves, Ritual Summon 1 "Nekroz" monster from your hand or GY by using 1 monster this card points to as the entire Tribute. "Nekroz" monsters that a Link Monster points to cannot be targeted by your opponent's effects.

 

Nekroz Invocation Mirror

Ritual Spell

This card can be used to Ritual Summon any "Nekroz" Ritual Monster. You must send monsters from your hand or Deck to the GY whose total Levels exactly equal the Level of that monster. You can only use this effect of "Nekroz Invocation Mirror" once per turn. If you control no monsters: You can banish this card and 1 "Nekroz" monster from your Graveyard; add 1 "Nekroz" Spell Card from your Deck to your hand.

 

Nekroz Forbidden Mirror

Ritual Spell

This card can be used to Ritual Summon any "Nekroz" Ritual Monster. You must also pay Life Points equal to the Level of the Ritual Summoned monster x 600 (when this card resolves). You can only use this effect of "Nekroz Forbidden Mirror" once per turn. If you control no monsters: You can banish this card and 1 "Nekroz" monster from your Graveyard; add 1 "Nekroz" Spell Card from your Deck to your hand.

====

 

Your boy Shurit is back, somewhat...

 

Next archetypes:

 

Ice Barrier or Mecha Phantom Beasts

  • Like 1

Share this post


Link to post
Share on other sites

Yup, I had both this and the other one open and got them confused >.




Mecha Phantom Beast Grooseman
WIND | ✪✪✪✪ | Machine/Tuner/Effect | 1400/1900

If you control no Tokens: You can Special Summon this card from your hand, and if you do, Special Summon 1 "Mecha Phantom Beast Token" (Machine/WIND/Level 3/ATK 0/DEF 0). You can only use this effect of "Mecha Phantom Beast Grooseman" once per turn. This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects.

Mecha Phantom Beast Airacobra
WIND | ✪✪✪ | Machine/Effect | 1700/0

Once per turn, if you control a Token: You can declare a Level from 1 to 4; the Levels of all Tokens you currently control become that LeveI until the end of this turn, also you cannot Special Summon monsters, except WIND monsters, for the rest of the turn. Cannot be used as a Material, except for the Summon of a Machine monster. This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. If this card is used as a Link or Synchro Material: You can target 1 "Mecha Phantom Beast" monster in your GY, except "Mecha Phantom Beast Aircobra" add it to your hand.

Aerial Refueling
Continuous Spell

Face-up Level 4 or lower "Mecha Phantom Beast" monsters you control can activate their effects during either player's turn. During each End Phase, Tribute 1 Token or destroy this card. If this face-up card on the field is destroyed: You can send 1 "Mecha Phantom Beast" monster from your Deck to the GY. You can only use this effect of "Aerial Refueling" once per turn.

Mecha Phantom Beast Rockheed
WIND | Link 2 | Machine/Link/Effect | 1500

SW - SE
2 WIND Machine monsters
During your End Phase: Draw cards equal to the number of Tokens you control. While you control a Token, this card cannot be destroyed by battle or card effects.This card gains 1 effect based on the number of Tokens used for its Link Summon.
● 0: During your Main Phase: You can Special Summon 1 "Mecha Phantom Beast Token" (Machine/WIND/Level 3/ATK 0/DEF 0).
● 1: Monsters you control gain ATK equal to their Level x100.
● 2: You can target 1 Level 4 or lower WIND Machine monster in your GY; Special Summon it.
You can only use each effect of "Mecha Phantom Beast Rockheed" once per turn. 

 

Rockheed was annoying, because I wanted to do Lockheed + the mythological Roc, but...it didn't go as planned (Rocheed, anyone?), and I ended up with that name. Might be a bit strong, but they needed a Link.

Next Archetype:
Venom OR Chronomaly

Share this post


Link to post
Share on other sites

Chronomaly Atlantis Warrior

WATER | Lv. 4

Rock/Effect

1600/800

When this card is Summoned: you can send 1 "Chronomaly" monster from your deck to the GY. If an EARTH "Chronomaly" monster is on the field, this card gains 400 ATK.

 

Chronomaly Island Head

EARTH | Lv 6

Rock/Effect

2000/ 2500

When this card is Tribute Summoned: All "Chronomaly" monster you control become 6 level until the End Phase. You can banish this card from the GY; you can add 1 "Chronomaly" Spell/Trap from your deck to your hand. You can only use this effect of "Chronomaly Island Head" once per turn.

 

Chronomaly Aztec Warrior

EARTH | Rank 4

Rock/Xyz/Effect

2 level 4 "Chronomaly" monster

Once per turn: you can detach 1 Xyz Material, shuffle 1 "Chronomaly" monster from your GY into your deck. Then target 1 monster your opponent controls, half its ATK.

 

Chronomaly Olympus

EARTH | Rank 6

Machine/Xyz/Effect

2 level 6 "Chronomaly" monster

When this card is Xyz Summoned: you can Special Summon 1 "Chronomaly" monster from your hand or GY. During either player turn, you can detach 1 Xyz Material; target 1 Monster your opponent controls. Make its ATK 0 and negate its effect. You can only use this effect of "Chronomaly Olympus" once per turn.

 

Chronomaly Value

Normal Spell

You can discard 1 "Chronomaly" monster, then draw 2 cards. You can only activate 1 "Chronomaly Value" per turn.

 

Chronomaly Curse

Counter Trap

When an effect is activated that would destroy or negate the effect of a "Chronomaly" Xyz monster. Negate that effect and destroy that card. Also, all of your opponent's monster loses 1000 ATK until the End Phase. You can only activate 1 "Chronomaly Curse" per turn.

 

Next: Gouki or Evil HEROs?

Share this post


Link to post
Share on other sites

Evil HERO Crazed Explorer

Level 4/DARK/Fiend/Effect

If this card is Summoned: You can add 1 "Dark Fusion" or "Dark Calling" from your Deck to your hand. You can banish this card from your GY: Add 1 "Dark Fusion" or "Dark Calling" from your GY to your hand. If you activate an effect of "Evil HERO Crazed Explorer", you cannot Special Summon monsters, except Fiend monsters, for the rest of the turn.

1400/1400

 

Evil HERO Manipulation Master

Level 1/EARTH/Fiend/Effect

Once per turn: You can send 3 "Evil HERO" and/or Normal "HERO" monsters with different names from your Deck to your GY: Add 1 "Dark Fusion" or "Dark Calling" from your Deck to your hand.

0/900

 

Evil HERO Hardened Storm

Level 6/WIND/Fiend/Fusion/Effect

"Elemental HERO Avian" + "Elemental HERO Clayman"

Must be Special Summoned by "Dark Fusion", and cannot be Summoned by other ways. When this card is Fusion Summoned: Banish 1 card your opponent controls, or if your opponent controls no cards, banish their entire GY. During either player's turn, you can banish this card you control (Quick Effect): Special Summon 1 banished monster to your side of the field, except "Evil HERO Hardened Storm". You can only use each effect of "Evil HERO Hardened Storm" once per turn.

2900/1450

 

Evil HERO Beyonder

Level 10/DARK/Fiend/Fusion/Effect

1 "Evil HERO" Fusion monster + 2 "HERO" monsters

Must be Special Summoned by "Dark Fusion", and cannot be Summoned by other ways. While you have at least 1 banished card, this card is unaffected by your opponent's card effects. You can Special Summon 1 of your banished "HERO" monsters, then banish 1 card your opponent controls, or if your opponent controls no cards, banish cards from the top of their Deck equal to the number of your banished "HERO" monsters. You can only use this effect of "Evil HERO Beyonder" once per turn.

3500/2100

 

Shadows of a Bygone Savior

SPELL

Banish 1 "HERO" monster from your Deck. If you control an "Evil HERO" monster, you can banish this card from your GY: Special Summon 1 of your banished "HERO" monsters, ignoring Summoning conditions.

 

An Evil Call

SPELL/Quick-Play

Reveal 1 "Evil HERO" Fusion monster in your Extra Deck: Special Summon, from your Deck or that is banished, 1 of the Fusion Materials whose name is specifically listed on that card. If that monster has no specific names listed, you can Special Summon 1 "Evil HERO" monster instead.

 

Evil Cityscape

SPELL/Field

When this card is activated: You can send 1 Level 6 or higher Fiend monster from your Deck or Extra Deck to the GY. If a Fiend monster you control destroys an opponent's monster by battle, banish it instead of sending it to the GY. Once per turn, if a card is banished, draw 1 card.

 

Overcoming the Evil!

TRAP

Banish 1 "Evil HERO" monster you control: Special Summon 1 "HERO" monster, except an "Evil HERO" monster, from your Deck or that is banished, then draw 2 cards.

 

Next: Lunalights or Over-Hundred Numbers

Share this post


Link to post
Share on other sites



Barian ARK
WATER | ✪✪✪✪ | Fish/Effect | 1500/1200

You can send the top 3 cards of your Deck to the GY; if a Level 3 or Level 5 monster was sent to the GY this way, add 1 Level 5 or lower Fish monster from your Deck to your hand, otherwise, immediately after this effect resolves, Normal Summon 1 Level 4 monster from your hand. If 2 or more Xyz Materials are detached from an Xyz Monster and sent to the GY, including this card: You can add 1 "Rank-Up-Magic" Spell Card from your Deck to your hand, also you cannot activate Spell Cards for the rest of the turn, except "Rank-Up-Magic" Spell Cards. You can only use each effect of "Barian ARK" once per turn.

Star Seraph Barian Plate
LIGHT | ✪✪✪✪ | Fairy/Effect | 1700/1800

If this card is in your hand: You can target 1 Level 4 monster you control; return it to the hand, and if you do, Special Summon this card from your hand, then, if the returned monster was a "Star Seraph" monster, you can place 1 LIGHT monster from your GY on top of your Deck. If this monster is used as material for the Summon of an Xyz Monster with 3 or more materials: You can add 1 "Rank-Up-Magic" Spell Card from your Deck to your hand, also you cannot activate Spell Cards for the rest of the turn, except "Rank-Up-Magic" Spell Cards. You can only use each effect of "Star Seraph Barian Plate" once per turn.

Crystal Barian Eagle
WATER | ✪✪✪✪ | Winged Beast/Effect | 2000/200

If this card is Normal Summoned: Tribute this card; Special Summon 1 Level 4 monster from your hand, then, if it was a Winged Beast monster, draw 1 card. If this card is sent to the GY to activate a card or effect: You can target 1 face-up monster on the field; increase its ATK by 500. You can banish 3 monsters with different Attributes from your GY, including this card; add 1 "Rank-Up-Magic" Spell Card from your Deck to your hand, also you cannot activate Spell Cards for the rest of the turn, except "Rank-Up-Magic" Spell Cards. You can only use each effect of "Crystal Barian Eagle" once per turn.

 

Umbral Horror Barian Soul
DARK | ✪ | Fiend/Effect | 0/2100

If this card is Normal or Special Summoned: You can target 1 Level 4 monster in your GY; add it to your hand, and if you do, this card's Level becomes 4, also you can Special Summon 1 "Umbral Horror" monster from your hand. (Quick Effect): You can banish 3 monsters with different Levels from your GY, including this card, then target 1 "Rank-Up-Magic" Spell Card in your GY; place it on top of your Deck. You can only use each effect of "Umbral Horror Barian Soul" once per turn.

 

Battlin' Boxer Barian Barrier
FIRE | ✪✪✪✪ | Warrior/Effect | 1600/700

If this card is in your hand: You can discard Level 4 monster, and if you do, Special Summon this card in face-up Attack Position, then, if the discarded monster was a FIRE monster, inflict 800 damage to your opponent. If an Xyz Monster you control destroys an opponent's monster by battle while this card is in your GY: You can banish this card from your GY; Add 1 "Rank-Up-Magic" Spell Card from your Deck to your hand. You can only use each effect of "Barian Battlin' Boxer" once per turn.

 

Barian Boulder Hand
EARTH | ✪✪✪✪ | Rock/Effect | 1600/700

If a card(s) your opponent controls leaves the field because of your card effect: You can Special Summon this card from your hand, and if you do, you can Special Summon 1 Level 4 monster with a different Type and Attribute to this monster from your GY. If an Xyz Monster you control is destroyed while this card is in your GY: You can banish this card from your GY; add 1 "Rank-Up-Magic" Spell Card from your Deck to your hand, also you cannot activate Spell Cards for the rest of the turn, except "Rank-Up-Magic" Spell Cards. You can only use each effect of "Barian Boulder Hand" once per turn.

Barian Photonic Lord
LIGHT | ✪✪✪✪ | Thunder/Effect | 2200/500

Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. If this card is in your hand: You can target 1 monster you control with a Level; Special Summon this card from your hand, and if you do, this card and that card's Level becomes the total sum of their Levels, also, if that monster has 2000 or more ATK, you can add 1 "Photon" or "Galaxy" monster from your GY to your hand. If this monster is used as a material for the Summon of a Rank 8 Xyz Monster: You can add 1 "Rank-Up-Magic" Spell Card from your Deck to your hand, also you cannot activate Spell Cards for the rest of the turn, except "Rank-Up-Magic" Spell Cards. You can only use each effect of "Barian Tachyon Overlord" once per turn.

Barian Influence
Normal Spell

Reveal 3 "Barian" monsters from your Deck with different names, then your opponent chooses 2 for you to Special Summon to your side of the field, but they cannot be Tributed or used as a Fusion, Synchro or Link Material for a Summon. You can only activate 1 "Barian Influence" per turn.

 

Barian Miasma
WIND | 
✪✪✪✪ | Fiend/Xyz/Effect | 1100/2800
3 Level 4 monsters

If this card is Xyz Summoned using 3 monsters with different names: Draw 1 card. You can only use this effect of this card's name once per turn. Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Barian" monster in your GY; Special Summon it. Once per turn: You can discard 1 card; attach 1 "Number 101" through "Number 107" Xyz Monster from your Extra Deck to this card as a material, and if you do, this card's Type is treated as that monster's Type until the end of this turn.

 



I think this set could be a bit strong at the moment, but for Master Rule 4, I don't think its anything major to worry about. Instead of directly supporting any of the over-hundreds save for the last monster I made generic Rank-Up-Magic support for each of the individual Numbers' users' archetypes or series', while trying to make them functional in both their home archetype/series and in the "Barian" Deck. Also tried to keep support for this sub-archetype to a minimum, and NOT make a Link, just to add a little variety to my support.

...man, I dunno what came over me. I had the idea as soon as I saw Muddy's post, and I just had to do it. Anyway...

 

Next Archetype:
Mist Valley
OR
Slime
  • Like 1

Share this post


Link to post
Share on other sites

>slime

uhh ok more strings stuff is nice i guess

 

Protective Slime

WATER | Aqua | Level 1 | Effect

If a "Slime" monster you control is destroyed by battle: You can Special Summon this card (from your hand) in Defense Position. Neither player can activate effects that would discard a card from the hand. 

0/2000

 

Radioactive Slime

WATER | Aqua | Level 3 | Effect

Each time you draw a card outside of your Draw Phase, your opponent must send cards from the top of their Deck to the GY equal to the amount of cards you drew.

1400/1200

 

Ressurection Slime

WATER | Aqua | Level 4 | Effect

(This card's name is always treated as "Revival Jam", and this monster is always treated as a "Slime" monster.)

If this card is destroyed by battle: Special Summon this card in face-up Defense Position.

1500/500

 

Slime Drake

WATER | Aqua | Level 4 | Effect

If you Normal or Special Summon an Aqua monster: You can Special Summon this card from your hand. "Slime" monsters you control gain 100 ATK for each card in your hand, and monsters your opponent controls lose 100 ATK for each card in your hand.

1400/1500

 

Recycler Slime

WATER | Aqua | Level 4 | Effect

You can Tribute any number of WATER Aqua monsters you control; draw cards equal to the amount of cards you drew. You can only activate this effect of "Recycler Slime" once per turn.

1800/1800

 

Bursting Slime

WATER | Aqua | Level 6 | Effect

You can Special Summon this card (from your hand) by Tributing 1 WATER monster you control. When this card is destroyed: Special Summon 2 "Slime Tokens" (WATER | Aqua | Level 1 | ATK 500/DEF 500) in Defense Position.

2400/2100

 

Sky Slime Dragon

WATER | Aqua | Level 8 | Effect

You can Special Summon this card (from your hand) by Tributing 3 WATER monsters. If you do: Draw 1 card. Once per turn, you can Special Summon 1 "Slime" monster from your hand. This card gains 1000 ATK for each card in your hand, and monsters your opponent controls lose 1000 ATK for each card in your hand.

0/0

 

Sky Slime's Decree

Normal Spell

Add 1 "Slime" Spell/Trap or "Infinite Cards" from your Deck to your hand, except "Sky Slime's Decree".

 

Slime Spitter

Normal Spell

Send the top card of your Deck to the GY. If that monster is a "Slime" monster, Special Summon it, then both players must send cards from the top of their Deck to the GY equal to the Level of the Summoned monster.

 

Slime Strings

Quick-Play Spell

If a "Slime" monster is Special Summoned: Target 1 monster your opponent controls; it loses ATK equal to its Level x 300.

 

Card of Slimy Return

Continuous Spell

Once per turn, if a "Slime" monster is Special Summoned from the GY: You can draw 1 card.

 

Slime Absorption

Normal Trap

Target 1 monster your opponent controls; destroy it, then draw cards equal to that monster's Level, but if you drew 2 or more cards by this effect, those cards cannot be used until the 2nd End Phase after this card's activation.

 

Slime Loop

Continuous Spell

You can only control 1 "Slime Loop". If "Revival Jam" is Special Summoned: Draw 1 card, then, if you control a Level 8 or higher WATER monster, draw 2 more cards. You can only activate this effect once per turn.

 

tl;dr draw cards, lower atk, beat stuff up

 

next: 

Trap monsters

OR
Egyptian gods

Share this post


Link to post
Share on other sites

(Do you mean traps as monsters or just trap monsters? If it is the former, I'm making Paleozoics)

Paleozoics are Pseudo-Trap Monsters. They summon themselves as monsters while not being Traps at the same time.

There isn't really any Trap Monster archetype, but there are plenty of Trap Monsters that support Trap Monsters.

Share this post


Link to post
Share on other sites

 

Velvet Cocoon

Continuous Trap

Tribute 1 Beast Velvet monster, special summon this card as an effect monster (Beast/Fire/Level 2/ 0 Atk/ 100 Def). While summoned this way, this card cannot be destroyed by card effects. In two turns, destroy this card, special summon 1 Level 4 or higher Fire Velvet monster.

 

Velvet Pupa

Continuous Trap

Tribute 1 Beast Velvet monster, special summon this card as an effect monster (Beast/Earth/Level 2/ 0 Atk/ 100 Def). While summoned this way, this card cannot be destroyed by card effects. In two turns, destroy this card, special summon 1 Level 4 or higher Earth Velvet monster.

 

Velvet Chrysalis

Continuous Trap

Tribute 1 Beast Velvet monster, special summon this card as an effect monster (Beast/Wind/Level 2/ 0 Atk/ 100 Def). While summoned this way, this card cannot be destroyed by card effects. In two turns, destroy this card, special summon 1 Level 4 or higher Wind Velvet monster.

 

Velvet Tumbler

Continuous Trap

Tribute 1 Beast Velvet monster, special summon this card as an effect monster (Beast/Water/Level 2/ 0 Atk/ 100 Def). While summoned this way, this card cannot be destroyed by card effects. In two turns, destroy this card, special summon 1 Level 4 or higher Water Velvet monster.

(These are part of a custom archetype I came up with)

 

Next:

Sylvans

 

Or

 

Evols

Share this post


Link to post
Share on other sites

Evolsaur Pleis

Level 4 FIRE Dinosaur/Effect

If this card is Special Summoned by the effect of an "Evoltile" monster, you can add 1 "Evol" Spell/Trap from your deck to your hand. An Dragon Xyz Monster that was Summoned using this card as an Xyz Material gains the following effects:

•Cannot be targeted by your opponent's Card Effects.

ATK/1800 DEF/1400

 

Evoltile Sando

Level 3 FIRE Reptile/Effect

If this card is added to your hand except during your Draw Phase, you can reveal 1 other "Evol" Monster in your hand: Special Summon 1 "Evolsaur" Monster from your Hand or GY.

ATK/1100 DEF/100

 

Evolzar Solgga

Rank 4 FIRE Dragon/Effect

3 Level 4 FIRE Dinosaur Monsters

You can also Xyz Summon this card by using an "Evolzar" monster you control as Xyz Material (Transfer that card's Xyz Materials to this card). Cannot be destroyed by battle or card effects. Once per turn, during either player's turn: You can reveal 1 "Evolzar" Xyz Monster from your Extra Deck, except "Evolzar Gaigga"; this card's name becomes that monster's, and replace this effect with that monster's original effects, until the end of this turn.

ATK/2800 DEF/2000

 

Evo-Repair

Quick-Play Spell

Banish 1 "Evoltile" or "Evolsaur" monster in your hand or GY; Special Summon 1 "Evolsaur" monster from your hand, Deck, or GY, and it is treated as being Summoned by the effect of an "Evoltile" monster.

 

Evo-Brutality

Continous Trap Card

If an "Evolsaur" monster is Special Summoned by the effect of an "Evoltile" monster: You can target 1 face-up monster your opponent controls; destroy it. You can detach 1 Xyz Material from an "Evolzar" Xyz Monster you control, then target 1 face-up card on the field; negate its effects, and if you do, destroy it. You can only use each effect of "Evo-Brutality" once per turn.

 

Next:

Dracoslayers

 

Or

 

Exodia

Share this post


Link to post
Share on other sites

Guard of the Forbidden one

DARK | Level 2 | Spellcaster | Effect

This card's name is also treated as "Left Arm of the Forbidden One" while in the Deck or GY. When this card is Normal Summoned, you can add 1 "Forbidden One" Spell/Trap from your Deck to your hand. If this card is sent to the GY, you can send 1 Normal "Forbidden One" monster from your deck to your GY.

200/200

 

Priest of the Forbidden One

DARK | Level 2 | Spellcaster | Effect

This card's name is also treated as "Right Arm of the Forbidden One" while in the Deck or GY. When this card is Normal Summoned, You can Reveal 1 "Forbidden One" card; add 1 "Exodi-" card from your deck to your hand except "Exodia the Forbidden One". If this card is sent to the GY, you can send 1 Normal "Forbidden One" monster from your deck to your GY.

500/500

 

Exodion The Forbidden Pharaoh

DARK | Level 10 | Spellcaster | Effect

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by having 4 "Forbidden One" monsters in your GY with different names and by banishing 1 "Exodi-" card from your hand or GY. This card is cannot be destroyed or targeted by card effects. If this card would be destroyed you can banish 1 "Forbidden One" card from your GY instead. if your opponent activates a card effect, you can send 1 "Forbidden One" monster from your Deck to your GY, then activate the following effect if applicable:

"Left Arm of the Forbidden One": Shuffle 1 card on the field except this card into the deck.

"Right Arm of the Forbidden One": Banish the Top card of your opponent's Deck face down.

"Left Leg of the Forbidden One": Place 1 card from your opponent's hand on the Top of their Deck.

"Right Leg of the Forbidden One": Set 1 card from your opponent's GY to your Field.

"Exodia the Forbidden One": Shuffle both player's hands into the Deck then both players draw cards equal to the number of "Forbidden One" cards in the GY. 

3500/2800

 

Tomb of the Forbidden One

Quick Effect

Tribute 1 DARK Spellcaster monster you control. Add 1 "Exodia the Forbidden One" and 1 other "Forbidden One" effect monster from your Deck to your hand. You can only activate this effect of "Tomb of the Forbidden One" once per duel. You can shuffle this and 1 Normal "Forbidden One" monster from your GY into the Deck; all "Exodi-" cards are unaffected by your opponent's card effects until the end of their next turn. You can only use this effect of "Tomb of the Forbidden One" once per turn. 

 

 

Sharks

 

or 

 

Gimmick Puppets

Share this post


Link to post
Share on other sites

Let's do Gimmick Puppets then.

 

Gimmick Puppet Emergency Performer

Level 8 | DARK | Machine | Effect

1500/2000

If you control no monsters: You can Special Summon this card from your hand, then you can Special Summon 1 Level 8 "Gimmick Puppet" monster with a different name from your hand or GY. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except by using only "Gimmick Puppet" monsters you control as material for a Summon.

 

Gimmick Puppet Discarded Doll

Level 8 | DARK | Machine | Effect

1000/1000

You can send 1 other "Gimmick Puppet" monster from your hand or Deck to the GY; Special Summon this card (from your hand). You can only Special Summon "Gimmick Puppet Abandoned Doll" this way once per turn. Once per turn: You can target 1 Xyz Monster you control; attach 1 "Gimmick Puppet" monster you control or in your GY to that monster as material.

 

Macabre Puppet Theater

Field Spell

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

● Add 1 "Gimmick Puppet" monster or a Spell/Trap that lists "Gimmick Puppet" monsters in its text to your hand.

● Special Summon 1 "Gimmick Puppet" monster from your hand or GY.

Each time a "Gimmick Puppet" monster destroys an opponent's monster by battle, your opponent takes damage equal to that monster's Level/Rank x 200 or its Link Rating x 400.

 

Gimmick Puppet Broken Marionetter
Link 2 | DARK | Machine | Link | Effect
1700
E S
2 "Gimmick Puppet" monsters
Once per turn: You can Special Summon 1 "Gimmick Puppet" monster from your GY to a zone a Link Monster points to, then if it was an Xyz Monster, you can attach 1 monster from your GY to it as material. If this card is sent to the GY: You can Special Summon 2 "Gimmick Puppet" monsters with different names from your hand or Deck, but their ATK/DEF are halved.

 

Gimmick Puppet Warden Marionetter

Link 3 | DARK | Machine | Link | Effect

2500

W SW SE

2+ monsters, including a "Gimmick Puppet" monster

If this card is Link Summoned: You can Special Summon 1 "Gimmick Puppet" monster each from your Deck or GY. You can only use this effect of "Gimmick Puppet Warden Marionetter" once per turn. Once per turn: You can activate 1 of these effects.

● Target 1 "Gimmick Puppet" monster you control; this turn, it can attack your opponent directly, but any battle damage your opponent takes from other monsters you control becomes 0.

● Target 1 "Gimmick Puppet" monster you control; this turn, that monster can attack all monsters your opponent controls once each.

If this card leaves the field by an opponent's card or effect: You can send 1 other "Gimmick Puppet" monster you control to the GY; Special Summon this card. You can only use this effect of "Gimmick Puppet Warden Marionetter" once per turn.

 

====

Uh yeah, both of the Links are "technically" named for Broken because he wrote the guide for them a good while back.

 

(Stuff in here probably isn't what the Deck needs to be competitive in 2018 and beyond, but I tried to address the brick problem if you can't get the Level 8s out faster via Humpty Dumpty or do Gear Changer things. Oh right, and I guess Discard Doll can go make friends with Dreary because this dumps her.)

====

 

Hmm, let's see...

 

Nordics or Genex

Share this post


Link to post
Share on other sites

Ratakostr of the Nordic Beasts
WIND/Beast/Tuner/Effect/Level 1/300 ATK/800 DEF
If your opponent controls a monster, and all the monsters (if any) on your side of the field and in your GY are "Nordic" or "Aesir" monsters (and only "Nordic" or "Aesir" monsters), you can Special Summon this card (from your hand). You can only Special Summon "Ratakostr of the Nordic Beasts" once per turn this way. If this card is sent to the GY: Add 1 "Nordic" card from your Deck to your hand. You can only use this effect of "Ratakostr of the Nordic Beasts" once per turn.

Saehrimnir of the Nordic Beasts
FIRE/Beast/Effect/Level 6/1900 ATK/2000 DEF
During your Main Phase, if this card is in your hand or GY: You can Tribute 1 "Nordic" monster you control; Special Summon this card in face-up Defense Position. During your Main Phase, if you control a "Nordic" Tuner monster: You can Special Summon 1 "Nordic Beast Token" (Beast-Type/EARTH/Level 3/ATK 0/DEF 0) in face-up Defense Position. You can only use each effect of "Saehrimnir of the Nordic Beasts" once per turn.
 
Husvaettir of the Nordic Alfar
EARTH/Psychic/Tuner/Effect/Level 3/1000 ATK/800 DEF
If you use this card you control for the Synchro Summon of an "Aesir" Synchro Monster, you can treat it as a non-Tuner monster. During your Main Phase, if this card was Normal or Special Summoned this turn, you can: Immediately after this effect resolves, Normal Summon 1 "Nordic" monster from your hand, except "Husvaettir of the Nordic Alfar", also, if it is a Level 5 or higher "Nordic" monster, you can Normal Summon it without Tribute. You can only use this effect of "Husvaettir of the Nordic Alfar" once per turn.
 
Huginn of the Nordic Ascendant
LIGHT/Winged Beast/Effect/Level 5/0 ATK/0 DEF
During your Main Phase, if you control no "Aesir" monsters: You can reveal 1 "Aesir" Synchro Monster in your Extra Deck; Special Summon this card from your hand, and 2 "Nordic" monsters (1 Tuner and 1 non-Tuner) from your Deck whose total Levels equal 9 or less, and if you do, reduce this card's Level so the combined Levels of the monsters Special Summoned by this card's effect equal 10. You cannot Special Summon monsters from the Extra Deck during the turn you activated this effect, except the "Aesir" Synchro Monster revealed by this card's effect. (Quick Effect): You can banish this card from your hand or GY; add 1 "Nordic" monster from your Deck to your hand. You can only use 1 "Huginn of the Nordic Ascendant" effect per turn, and only once that turn.

Muninn of the Nordic Ascendant
DARK/Winged Beast/Effect/Level 5/0 ATK/0 DEF
During your Main Phase, if you control no "Aesir" monsters: You can target 1 "Aesir" Synchro Monster in your GY, then target 2 "Nordic" monsters (1 Tuner and 1 non-Tuner) whose combined Levels equal 9 or less in your GY; shuffle the first target into your Extra Deck, then Special Summon this card from your hand and the other 2 targets from your GY, and if you do, reduce this card's Level so the combined Levels of the monsters Special Summoned by this card's effect equal 10. You cannot Special Summon monsters from the Extra Deck during the turn you activated this effect, except the "Aesir" Synchro Monster revealed by this card's effect. (Quick Effect): You can banish this card from your hand or GY, then target 1 "Nordic" monster in your GY; add it to your hand. You can only use 1 "Muninn of the Nordic Ascendant" effect per turn, and only once that turn.
 
Andhrimnir of the Nordic Ascendant
LIGHT/Spellcaster/Tuner/Effect/Level 7/2300 ATK/1600 DEF
You can Tribute Summon this card by Tributing 1 "Nordic" monster. If you control an "Aesir" monster, you can Normal Summon this card without Tributing. If this card is Normal Summoned: You can send any number of "Nordic" Tuner monsters with different names from your Deck to the GY; Special Summon "Einherjar Tokens" (Warrior-Type/EARTH/Level 4/ATK 1000/DEF 1000) up to the number of "Nordic" Tuner monsters sent to the GY by this effect, then, reduce this card's Level by the combined Levels of the "Nordic" Tuner monsters sent to the GY by this effect. You can only use this effect of "Andhrimnir of the Nordic Ascendant" once per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except “Aesir” monsters.
 
Hela, Usurper of the Aesir
FIRE/Zombie/Synchro/Effect/Level 10/3200 ATK/2900 DEF
1 "Nordic" Tuner + 2+ monsters
Up to twice per turn: You can target 1 card on the field; destroy it. During the End Phase, if this face-up card you controlled was destroyed by your opponent's card (by battle or card effect) and sent to your GY this turn: You can banish 1 "Nordic" Tuner monster from your GY; Special Summon this card. When Summoned this way: You can activate this effect; all monsters your opponent controls lose 1000 ATK/DEF.

Brynhildr, Champion of the Aesir
WIND/Warrior/Synchro/Effect/Level 10/3700 ATK/2700 DEF
1 "Nordic" Tuner + 2+ monsters
Once per turn: You can target 1 face-up monster on the field; change its battle position, then, if it was a "Nordic" monster, it gains 500 ATK/DEF. During the End Phase, if this face-up card you controlled was destroyed by your opponent's card (by battle or card effect) and sent to your GY this turn: You can banish 1 "Nordic" Tuner monster from your GY; Special Summon this card. When Summoned this way: You can activate this effect; during your next turn, this card can attack twice during each Battle Phase.

Eikthyrnir of the Nordic Beasts
WATER/Beast/Link/Effect/2600 ATK/LINK-3
SW, S, SE
2+ "Nordic" monsters
Your opponent cannot activate cards or effects in response to the activation of the effects of "Aesir" monsters this card points to. You can only use each of these effects of "Eikthyrnir of the Nordic Beasts" once per turn.
● If this card is Link Summoned: You can target 1 "Aesir" monster in your GY or that was banished; Special Summon it to a zone this card points to.
● During your Main Phase: You can target 1 "Nordic" card you control and 1 card your opponent controls; banish those targets, also, any "Nordic" monsters banished to activate this card's effect are instead treated as being destroyed by battle and sent to the GY for the activation of their own effects.

Vatnavaettir of the Nordic Alfar
WATER/Psychic/Link/Effect/1500 ATK/LINK-2
SE, SW
2 "Nordic" monsters
All monsters this card points to gain 500 ATK/DEF for each "Aesir" monster you control with different names. While you control an "Aesir" monster, you take no damage. You can only use each of these effects of "Vatnanaettir of the Nordic Alfar" once per turn.
● If this card is Link Summoned: You can Set 1 Spell/Trap Card that specifically lists "Nordic" or "Aesir" in its card text from your Deck or GY.
● During your Main Phase: You can banish 1 "Nordic" card from your hand or GY, then target up to 3 of your banished "Nordic" cards; shuffle them into your Deck, and if you do, draw 1 card.

Asgard, Realm of the Aesir
Spell/Field
When this card is activated: Add 1 "Nordic" monster from your Deck to your hand. The activated effects of “Aesir” monsters you control can be activated during either player's turn. The Special Summon of "Aesir" monsters cannot be negated. Your opponent cannot activate cards or effects when you Special Summon a "Nordic" and/or "Aesir" monster(s). When an "Aesir" monster is Special Summoned: Draw 1 card. This card must be face-up on the field to activate and to resolve this effect. If this card in its owner's control is destroyed by an opponent's card effect: Shuffle all banished "Nordic" monsters into your Deck. You can only activate 1 "Asgard, Realm of the Aesir" per turn.

Nordic Relic - Gram
Spell/Equip
Equip only to a "Nordic" or "Aesir" monster. It gains ATK/DEF equal to its Level x 200. If the equipped monster battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. Once per turn, the equipped monster cannot be destroyed by battle or by card effects.

Punishment of Loki
Trap/Counter
When a Spell/Trap Card, or monster effect is activated while you control an “Aesir” monster: Negate the activation, and if you do, banish that card, and if you do that, until the end of next turn, your opponent cannot activate cards, or the effects of cards, with that original name. You can only activate 1 "Punishment of Loki" per turn.

Notes:
Ratakostr = The squirrel that runs across the branches and body of Yggdrasil delivering messages between the Nine Realms, and lord over all squirrels, who serve as his subordinates.
Saehrimnir = The beast (most figure a boar) whose flesh and body are used every day in Valhalla as the basis of that day's feast. He reincarnates every night to get fat again and be butchered the next day.
Eikthyrnir = A mighty and sacred stag that produces rivers from his horns that flow throughout Midgard.
Husvaettir = "House spirits". The Norse equivalent of brownies or tomtes. They are invisible household entities that help maintain a household.
Vatnavaettir = "Water spirits". They protect specific areas of water, and will bless those that please them, but punish those that insult them.

Huginn & Muninn = Odin's ravens, who serve as his personal messengers and informants. Huginn represents the future and creativity, while Muninn represents the past and memory.
Andhrimnir = The cook of Valhalla, and its Master of Ceremonies. He's the one that turns Saehrimnir into delicious meals for the Einherjar, the warriors of Valhalla.
Hela = One of the rulers of the dead in Norse mythology, specifically over those that were deemed evil, or dishonorable. She is usually depicted as some form of undead.

Brynhildr = THE Valkyrie, leader of the heavenly forces of Asgard. The ur-shieldmaiden.
Asgard = The realm at the top of Yggdrasil where the Aesir rule over all of creation.

Gram = The fabled sword that Sigurd used to slay the dragon Fafnir.
Punishment of Loki = For pissing off the other Aesir too much, Loki was condemned to be tied to a rock using the entrails of his sons, and forced to have a venomous snake constantly drip venom into his eyeballs. His wife would hold a bowl up to protect his face, but when she inevitably had to empty it, Loki writhed so much is shook Midgard, causing earthquakes.


Next:
Salamangreats (an anime archetype that's taking forever to get new cards for)
OR
Battlewasps (an anime archetype that's taking forever to get defictionalized)

Share this post


Link to post
Share on other sites

Salamangreat Giraf

FIRE | Level 5 | Cyberse | Effect

If you control no monster(s) or if all the monsters you control are FIRE and or "Salamangreat" monsters, you can Special Summon this card from your hand. You can only activate this effect of "Salamangreat Giraf" twice per turn. Once per turn, if a "Salamangreat" monster is Summoned (including this card's Summon), you can activate 1 Continuous "Salamangreat" Spell/Trap from your Deck. If this card is sent from the field to the GY by your opponent's card effect, add 1 FIRE monster from your GY to your hand execpt "Salamangreat Giraf".

2100/200

 

Salamangreat Babon

FIRE | Level 5 | Cyberse | Effect

You can shuffle 1 "Salamangreat" Spell/Trap card you control or in your GY into the Deck, and if you do, Special Summon this card from your hand. You can only activate this effect of "Salamangreat Babon" once per turn. If this card battles a non-FIRE monster, you can return this card and the other monster back to the hand. If this card is sent to the GY as Link Material, that monster gains the following effect:

- This card cannot be destroyed by card effects.

1900/200

 
 
Salamangreat Vipe

FIRE | Link 1 | D | Cyberse | Effect

1 FIRE monster
When this card is Link Summoned, you can Special Summon 1 "Salamangreat" monster with a lower Level/Link from you GY than the material used. once per turn, you can send 1 face up "Salamangreat" Spell/Trap card to the GY, and if you do, Draw cards equal to the number of Spell/Trap cards with the same name in your GY. If this card is used as material to Link Summon a " Salamangreat Vipe", then this card gains the following effect:
- when a FIRE monster is Summoned, inflict 800 Damage to your opponent.
800
 
Salamangreat Rising Rhino

FIRE | Rank 5 | XYZ | Cyberse | Effect

2+ Level 5 "Salamangreat" monsters

When this card is XYZ Summoned, you can Special Summon "Salamangreat Tokens" (FIRE | Level 4 | Cyberse | ATK 1000 | DEF 1000). Once per turn, you can detach 1 XYZ Material from this card, target 1 other "Salamangreat" monster  with a level you control and 1 "Salamangreat" Link monster in your GY; have the first monster's name and monster card type be treated as the second target's until the end of this turn. During your opponent's Main Phase while this card is linked, your opponent cannot target "Salamangreat" monster(s).
2400/2500
 
Salamangreat Fire Grounds
Continuous Spell
Once per turn, you can Discard 1 card; add 1 "Salamangreat" monster from your Deck to your hand. If a "Salamangreat" monster inflicts battle damage, inflict 500 damage. Once per turn while this card is in the GY and if you XYZ Summon a "Salamangreat" monster, you can attach this card to that monster. 
 
Helixx (Dr. Genome's Archetype)
 
or 
 
Motor Worm (Faust's Archetype)

Share this post


Link to post
Share on other sites

Motor Worm Loader Drone
LIGHT/Insect/Effect/Level 1/400 ATK/200 DEF
If all monsters you control are Insect monsters (min. 1): You can Special Summon this card from your hand. You can only Special Summon "Motor Worm Loader Drone" once per turn this way. If this card is Normal or Special Summoned: You can Special Summon 1 "Motor Worm Token" (Insect/LIGHT/Level 1/0 ATK/0 DEF) in face-up Defense Position to either side of the field, also you cannot Normal or Special Summon Level 3 or higher monsters for the rest of this turn. You can only use this effect of "Motor Worm Loader Drone" once per turn. While this card is in your GY, if an Insect Link Monster would leave the field because of your opponent's card (either by battle or by card effect), you can destroy 1 "Motor Worm Token" instead.

Motor Worm Transport Drone
LIGHT/Insect/Effect/Level 1/300 ATK/2100 DEF
If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon “Motor Worm Transport Drone” once per turn this way. If this card is Normal or Special Summoned: You can add 1 "Motor Worm" card or a Spell/Trap that specifically lists the card "Motor Worm Token" in its card text from your Deck to your hand, also you cannot Normal or Special Summon Level 3 or higher monsters for the rest of this turn. You can only use this effect of "Motor Worm Transport Drone" once per turn. Once per turn, while this card is in your GY, and you control an Insect Link Monster (Quick Effect): You can banish 1 "Motor Worm" card from your GY; Special Summon 1 "Motor Worm Token" (Insect/LIGHT/Level 1/0 ATK/0 DEF) in face-up Defense Position to either side of the field.

Motor Worm Soldier Drone
LIGHT/Insect/Effect/Level 2/1300 ATK/500 DEF
Gains 200 ATK for each Insect monster on the field. Cannot declare an attack if you control a Level 3 or higher monster. If this card is sent to the GY as Link Material for the Link Summon of an Insect Link Monster: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Motor Worm Soldier Drone" once per turn.

Motor Worm Taskmaster
LIGHT/Insect/Link/Effect/400 ATK/LINK-2
E, SE
2 Insect monsters
Gains 400 ATK for each Insect monster on the field. Once per turn, if a "Motor Worm Token" is Special Summoned to either side of the field (Quick Effect): You can Special Summon 1 "Motor Worm Token" (Insect/LIGHT/Level 1/0 ATK/0 DEF) to a zone this card points to. Your opponent's monsters cannot target "Motor Worm Tokens" for attacks.
 
Motor Worm Swarm
Trap/Normal
If you control no Level 3 or higher monsters: Pay half of your LP; Special Summon the same number of "Motor Worm Tokens" (Insect/LIGHT/Level 1/0 ATK/0 DEF) on each player's field in Defense Position, so as to Summon as many as possible, then, you can banish a number of cards on your opponent's side of the field, up to the number of "Motor Worm Tokens" that were Special Summoned to zones your Insect Link Monsters point to. You cannot Special Summon monsters, except Insect monsters, during the turn you activate this effect. If you have a "Motor Worm" monster in your GY: You can banish this card from your GY; this turn, "Motor Worm" monsters you control cannot be destroyed by battle, also you take no damage this turn. You can only use 1 "Motor Worm Swam" effect per turn, and only once that turn.

Next Cards:
Harpies (Give them a new boss monster, preferably a Link and/or a LV5+)
OR
Aliens (They have a very potent new Link. Take advantage of it.)

  • Like 1

Share this post


Link to post
Share on other sites

Alien Scientist
LIGHT | ✪✪✪✪ | Reptile/Effect | 1100/1700

Once per turn, if another "Alien" monster you control is destroyed by a card effect, or you discard an "Alien" monster(s): You can target 1 of those monsters in the GY; add it to your hand. Once per turn, if you activate a Spell/Trap Card that specifics mentions A-Counters in its card text: You can target 1 face-up monster your opponent controls; place 1 A-Counter on it.

Alien Experiment
DARK | ✪ | Reptile/Effect | 300/300

If this card is sent from your hand or field to the GY: You can target 1 face-up card your opponent controls without an A-Counter; place 1 A-Counter on it. During your Main Phase: You can Tribute this face-up card, and if you do, Special Summon 1 "Alien Ammonite" from your Deck. You can only use this effect of "Alien Experiment" once per turn.

Cosmic Laboratory Siira'el

LIGHT | ✪✪✪✪✪✪ | Machine/Synchro/Effect | 2000/2800
"Alien Ammonite" + 1 or more non-Tuner monsters

If this card is Special Summoned: You can add 1 Spell/Trap Card that mentions A-Counters in its card text from your Deck to your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 "Flying Saucer Muusik'i" from your Deck. You can only use these effects of "Cosmic Laboratory Siira'el" once per turn. Once per turn: You can discard 1 monster: Special Summon 1 "Clone Token" (Reptile/LIGHT/Level 2/ATK 1000/DEF 1000) to each side of the field in Attack Position.

Code A Risen Civilization
Continuous Spell

All monsters you control with an A-Counter(s) on them are treated as "Alien" monsters. Each time you Special Summon an "Alien" monster(s), place 1 A-Counter on this card. Once per turn: You can remove 2 A-Counters from this card; destroy 1 face-up "Alien" monster you control, and if you do, draw 1 card.


B.E.S.
OR
Charmer/Familiar Possessed

Share this post


Link to post
Share on other sites

The name "Alien Scientist" is copyrighted tyvm (jk)

 

Note: Possessed Dark Soul has different kanji compared to the familiar-possessed monsters and Unpossessed, so it is never treated as a "Possessed" monster for the folloowing effects.

Element Familiar - Marmot

EARTH
Beast/Effect

2/400/600

If you control a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF, you can Special Summon this card from your hand. (Quick Effect): You can send this card from your hand or field to the GY and target 1 monster on the field; its Attribute is treated as EARTH (and no other Attributes) for the rest of the turn. If a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF battles (Quick Effect) while this card is in your GY: It is not destroyed by that battle, then add this card from your GY to your hand.

 

Element Familiar - Bat

DARK

Fiend/Effect

3/800/500

If you control a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF, you can Special Summon this card from your hand. (Quick Effect): You can send this card from your hand or field to the GY and target 1 monster on the field; its Attribute is treated as DARK (and no other Attributes) for the rest of the turn. If this card is sent to the GY: you can add 1 "Possess" card from your Deck to your hand. You can only use this effect of "Element Familiar - Bat" once per turn.

 

Element Familiar - Dragon

WIND

Dragon/Effect

2/500/700

If you control a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF, you can Special Summon this card from your hand. (Quick Effect): You can send this card from your hand or field to the GY and target 1 monster on the field; its Attribute is treated as WIND (and no other Attributes) for the rest of the turn. If a card or effect would destroy a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF you control while this card is in your GY, except the turn it was sent to the GY; negate that effect, then you can move that monster to a different Main Monster Zone, and if you do, add this card from your GY to your hand.

 

Element Familiar - Fox

Fire

Beast/Effect

2/500/700

If you control a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF, you can Special Summon this card from your hand. (Quick Effect): You can send this card from your hand or field to the GY and target 1 monster on the field; its Attribute is treated as FIRE (and no other Attributes) for the rest of the turn. If this card is in your GY, during the Battle Phase (Quick Effect); add it to your hand, then your Spellcaster monsters with exactly 1850 ATK and/or 1500 DEF and your monsters with exactly 1500 ATK and 200 DEF gain 1000 ATK for the rest of the turn. You can only use this effect of "Element Familiar - Fox" once per turn.

 

Element Familiar - Giga

WATER

1/350/300

If you control a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF, you can Special Summon this card from your hand. (Quick Effect): You can send this card from your hand or field to the GY and target 1 monster on the field; its Attribute is treated as WATER (and no other Attributes) for the rest of the turn. If that monster leaves the field, except the turn this card is sent to the GY: You can take this card and either add it to your hand or Special Summon it if you control a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF.

 

Element Familiar - Lover

LIGHT
2/800/500

If you control a Spellcaster monster with exactly 1850 ATK and/or 1500 DEF, you can Special Summon this card from your hand. (Quick Effect): You can send this card from your hand or field to the GY and target 1 monster on the field; its Attribute is treated as LIGHT (and no other Attributes) for the rest of the turn. During the Main Phase, if this card is in your GY except if it was sent there this turn (Quick Effect): Target 1 Spellcaster monster with exactly 1850 ATK and/or 1500 DEF or a monster with exactly 1500 ATK and 200 DEF in your GY; Add this card and that target to the hand.

 

Possessed Potential

Normal Spell

Target 1 Spellcaster monster with exactly 1850 ATK and/or 1500 DEF or 1 "Element Familiar" monster you control; Apply the following effect, depending on the monster targetted:

~ Spellcaster monster with exactly 1850 ATK and/or 1500 DEF: Special Summon 1 Spellcaster monster from your hand, Deck, or GY with exactly 1850 ATK and/or 1500 DEF and the same Attribute, but a different name. if a "Possessed" monster is summoned this way, it is treated as having been summoned by its own effect.

~ "Element Familiar" monster: Special Summon 1 monster from your hand, Deck or GY with exactly 1500 ATK and 200 DEF, a higher Level and the same Attribute.

 

Dharc the Dark Void Charmer

DARK
Spellcaster/Xyz/Effect

3/1850/1500

2 Level 3 DARK monsters

(This card is always a "Familiar-Possessed" monster)

You can also Xyz Summon this card by using 1 "Dharc" monster that started the Duel in the Main Deck and 1 DARK "Element Familiar" monster (even if they have different Levels). (Quick Effect): You can detach 1 Xyz Material from this card and target 1 DARK monster in your opponent's GY: Special Summon it to your field. If this Xyz Summoned card is destroyed and sent to the GY: You can add 1 DARK monster with exactly 1500 DEF from your Deck to your hand. You can only use each effect of "Dharc, the Dark Void Charmer" once per turn.

 

Dharc as a Link monster would not sit well with me, so I think an Xyz is fine. Otherwise, the familiars themselves never felt like they fit in with the Charmer themes, so I decided to revamp the hell out of them, supporting various parts of the theme or just being a ROTA or something. As time goes on (I.E. if this game comes back around to charmers), the rest of the extra deck could be expanded on, but I'm really tired so one is all y'all get.

 

 

Plants!

 

Aroma(ge)

or

Sylvan

Share this post


Link to post
Share on other sites

Aromaseraphy Fennel

Level 2 DARK Plant/Tuner/Effect

If this card is Normal or Special Summoned: Special Summon 1 "Aroma" monster from your hand, then gain LP equal to their ATK or DEF, whichever is higher. This effect of "Aromage Fennel" can only be used once per turn. Once per turn, while you have more LP than your opponent: you can add 1 Spell/Trap from your Deck or GY that list "Aroma" inits card text to your hand.

ATK/1000 DEF/0

 

Aromage Clover

Level 5 WIND Plant/Effect

If your LP are higher than your opponent's (Quick Effect): You can reveal this card in your hand; Special Summon it. If you Gain LP: You can Set 1 Continous Spell/Trap Card directly from your Deck also you cannot activate other monster effects for the rest of the turn, except Plant Monster Effects. You can only use each effect of "Aromage Clover" once per turn.

ATK/2100 DEF/1500

 

Aromage Gardenia

Level 4 DARK Plant/Effect

While your LP is higher than your opponent's, the activation and effects of "Aroma" cards activated on your side of the field cannot be negated. Once per turn, if you gain LP; Return 1 Spell/Trap Card on the field to the Hand.

ATK/1700 DEF/1200

 

Aromaseraphy Dianthus

Level 6 EARTH Synchro Plant/Effect

1 Tuner + 1 or more non-Tuner Plant Monsters

Once per turn, while your LP is higher than your opponent’s: you can banish 1 face-up card on the field. After damage calculation, if this card battled an opponent's monster: Gain LP equal to that opponent's ATK and if you do Inflict damage to your opponent equal to the LP gained.

ATK/2100 DEF/1800

 

Aromaseraphy Lavandula

Level 7 LIGHT Synchro Plant / Effect

1 Tuner + 1 or more non-Tuner Plant monsters

While your LP is higher than your opponent's, "Aroma" monsters you control monsters cannot be targeted by your opponent’s card effect. If you gain LP: Target 1 Plant monster you control; it gains ATK equal to half the difference between your opponent's LP and your LP until the End of the turn, also your opponent takes half the Battle Damage involving that monster.

ATK/2500 DEF/1800

 

Aroma Fragrance

Quick-Play Spell Card

If your LP is higher than your opponent's; Special Summon 2 "Aroma Tokens" (Plant Type/WIND/Level 1/ATK 0/DEF 0) in Defense Position, also you can only Special Summon Plant Monsters from your Extra Deck for the rest of the turn. You can banish this card from your GY, then target 1 "Aroma" Monster in your GY or among your banished cards; add it to your Hand and gain LP equal to its ATK. You can only use each effect of "Aroma Fragrance" once per turn.

 

Hazy Winds

Continous Spell Card

During the Battle Phase only, while your LP is higher than your opponent's, your opponent cannot activate Monster Effects. The first time each turn you would take Battle or Effect Damage: Gain that much LP instead and if you do, Draw 1 card. You can pay LP in multiples of 100 (max. 3000); all Monsters your opponent controls loses that much ATK/DEF.

 

Scorching Winds

Continous Spell Card

If you gain LP: Target 1 Spell/Trap Card your opponent controls; destroy it. If you control an "Aroma" monster and your LP is at least 3000 higher than your opponent's: You can pay 1000 LP for each face-up "Aroma" monster on the field; destroy Spell/Trap Cards your opponent controls up to the number of "Aroma" monsters you control. You can only use each effect of "Scorching Winds" once per turn.

 

Next:

 

Inzektors

 

Or

 

Egyptian Gods

Share this post


Link to post
Share on other sites

Ardent Follower of Silfer

LIGHT | Level 3 | Dragon | Effect

When this card is Normal Summoned and if you have 3 or more card in your hand, Special Summon 2 "Ardent Follower of Silver" monster(s) from your hand, Deck, or GY. Once per turn, you can tribute this card and 2 other monsters, Normal Summon 1 "Silfer the Sky Dragon", "Obelisk the Tormentor", or "Winged Dragon of Ra" in addition to your Normal Summon/Set this turn. 

1000/1000

 

Obelisk Preist

LIGHT | Level 4 | Fiend | Effect 

If this card is Summoned, you can add 1 "Silfer the Sky Dragon", "Obelisk the Tormentor", or "Winged Dragon of Ra" from your Deck to your hand. if this card is sent to the GY as tribute for a Divine monster, you can make that monster unaffected by card effects. 

1000/1000

 

Atem's Call

Quick Play Spell

If you control no other cards, Special Summon 1 "Silfer the Sky Dragon", "Obelisk the Tormentor", or "Winged Dragon of Ra" from your hand, Deck or GY but shuffle it into the Deck during the End Phase, also it cannot be destroyed by battle or card effects. If this card is in your GY, you can banish this card, add 1 card  that Specifically Lists"Silfer the Sky Dragon", "Obelisk the Tormentor", or "Winged Dragon of Ra" in its text from your Deck to your hand. You can only activate 1 effect of "Atem's Call" per turn.

 

Praise the Gods

Quick Play Spell

If you control a "Silfer the Sky Dragon", "Obelisk the Tormentor", or "Winged Dragon of Ra" Pay 3000 life points, destroy all cards on the field except for the "Silfer the Sky Dragon", "Obelisk the Tormentor", or "Winged Dragon of Ra" you control and if you do both players must shuffle cards from their hands and GY into the Deck. You can only activate "Praise the Gods" once per duel.

 

Reptillianne

 

or 

 

Scrap

Share this post


Link to post
Share on other sites

This is supposed to be a Legacy Support thread from archetypes before VRAINS. Code Talkers are still going to get support because of the Animes. So you might want to change your prompts.

 

ok no problem, thought it was ok since salamangreats and motor worms were accepted before, but I went ahead and changed the prompts/skip

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...