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I think Dan let those go either due to not watching the thread or the other KoH werenʻt going to get new cards anytime soon (presumably). Also because Soulburner stuff still sucks. (Then again, you kinda need an ED, but at a certain point, the ED is going to be oversaturated and certain Decks do work better without needing an ED monster).

 

But letʻs try Reptillanne anyway.

 

Reptillanne Basilisk

Level 3 | DARK | Reptile | Effect

1400/1000

If this card is Normal or Special Summoned: You can Special Summon 1 "Reptilianne" monster from your hand or GY.

 

Reptilianne Cobra

Level 4 | DARK | Reptile | Effect

800/1400

If this card is Normal or Special Summoned: You can target 1 monster your opponent controls; its ATK/DEF become 0 until the end of this turn.

 

Reptilianne Ouroboros

Link 3 | DARK | Reptile | Link | Effect

2600

SW S SE

2+ Reptile monsters, including a "Reptilianne" monster

While this card is in the Extra Monster Zone, the ATK/DEF of all monsters your opponent controls become 0. If this card leaves the field: You can Special Summon 1 "Reptilianne Hydra" from your Extra Deck or GY. (This is treated as a Synchro Summon.) You can only use this effect of "Reptilianne Ouroboros" once per turn.

 

Reptilianne Emergence

Quick-Play

Special Summon any number of "Reptilianne" monsters from your hand or GY with different names, then lose 500 LP for each.

 


 

Letʻs try Cyber Angels or Lunalight.

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Cyber Tenderness Angel
LIGHT/Fairy/Effect/Level 3/500 ATK/500 DEF
During your Main Phase, if this card is in your hand or GY: You can reveal 1 "Cyber Angel" Ritual Monster in your hand; Special Summon this card. If this card is Normal or Special Summoned: You can Special Summon 1 Level 2 or lower LIGHT Fairy monster from your hand, Deck, or GY, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Cyber Angel" monsters. You can only use each effect of "Cyber Tenderness Angel" once per turn.
 
Cyber Bikuni
EARTH/Warrior/Effect/Level 7/800 ATK/2100 DEF
You can Special Summon this card (from your hand) by Tributing 1 Warrior or Fairy monster from your hand or field. If you control a "Cyber Angel" Ritual Monster, you can Normal Summon this card without Tribute. You can only use each of these effects of "Cyber Bikuni" once per turn.
● If this card is Normal or Special Summoned: You can target 1 banished "Machine Angel" Spell Card and 1 "Cyber Angel" Ritual Monster in your GY; add both targets to your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Cyber Angel" monsters. You can only use this effect of "Cyber Bikuni" once per turn.
● If this card is Tributed: You can add 1 "Cyber Angel" Ritual Monster from your Deck or GY to your hand.

Cyber Angel Kishouten
LIGHT/Fairy/Ritual/Effect/Level 6/1700 ATK/1800 DEF
You can Ritual Summon this card with "Machine Angel Ritual". If this card is Ritual Summoned: You can target 1 card on the field; destroy it. If this card is Tributed: You can target 1 card on the field; destroy it.
 
Cyber Angel Blader Ardanari
LIGHT/Warrior/Fusion/Effect/Level 8/2600 ATK/3100 DEF
1 "Cyber Angel" Ritual Monster + 1 Level 5 or higher Warrior monster
Must be either Fusion Summoned, or Special Summoned by Tributing the above cards you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. This card is treated as a Ritual Monster while in the Extra Deck or GY. Cannot be destroyed by battle or by card effects. Once per turn (Quick Effect): You can Tribute 1 Fairy monster from your hand or field; this card's ATK becomes double its original ATK until the end of the turn. When your opponent activates a card or effect: You can make this card lose exactly 1000 DEF, and if you do, negate the activation.
 
The Beautiful Machine Angel
Spell/Normal
Send 1 "Cyber Angel" Ritual Monster from your Deck to the GY; Special Summon "Machine Angel Tokens" (Fairy/LIGHT/Level 2/0 ATK/0 DEF) with combined Levels up to the Level of the "Cyber Angel" Ritual Monster sent to the GY by this effect. For the rest of the turn after this card resolves, you cannot Special Summon monsters, except Ritual Monsters. You can only activate 1 "The Beautiful Machine Angel" per turn.

Machine Angel Desperate Ritual
Spell/Quick-Play
This card is used to Ritual Summon any "Cyber Angel" Ritual Monster from your hand or Deck. You must also Tribute Ritual Monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can only activate 1 "Machine Angel Desperate Ritual" per turn.

Next:
Fortune Ladies (haven't gotten support since 5D's)
OR
Yubel (amazing on Duel Links, but crappy otherwise)

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Seed of Terror

DARK | Level 1 | Fiend | Effect

You can tribute this card, Special Summon 1 "Yubel" from your hand or GY, but destroy it during the End Phase. If "Yubel - The Ultimate Nightmare" is removed from the field while this card is in the GY, you can Special Summon this card from your GY. You can only activate each effect of "Seed of Terror" once per turn. 

0/0

 

Advancing Terror

Normal Spell

Destroy 1 card in your hand and if you do add 1 "Yubel" from your deck to your hand. During the Main Phase (except the turn this card was sent to the GY) if this card is in the GY, you can banish this card: destroy 1 "Yubel" or "Yubel-" card on the if field or in your hand. You can only activate this effect of "Advancing Terror" once per turn. 

 

Phobiatlas

Field Spell

You can only activate 1 of the following effects per turn:

-(Quick Effect) During your Opponent's turn, make all face up monsters Attack this turn. Your opponent cannot move past the Battle Phase until this effect is resolved. 

-Shuffle any "Yubel-" cards from your hand or GY back into the Deck, then draw the same amount of cards +1.

 

Born to Terror

Continuous Trap

Monsters you control are unaffected by the effects of "Yubel-" cards also "Yubel-" cards cannot be destroyed by card effects once per turn. You can send 1 DARK Fiend monster from your Deck to the GY, but you cannot activate effects of cards with the same name until the End Phase. If this card is sent to the GY, add 1 card that lists "Yubel" in its text. You can only use each effect of "Born to Terror" once per turn. 

 

 

Arcana Force

 

or 

 

Inca

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Arcana Force II - The Priestess
LIGHT/Fairy/Tuner/Effect/Level 4/1200 ATK/1200 DEF
When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: During your Main Phase, you can Normal Summon 1 "Arcana Force" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
● Tails: You can only Summon once per turn. You cannot Special Summon monsters from your Extra Deck.

Arcana Force V - The Hierophant
LIGHT/Fairy/Effect/Level 4/1500 ATK/1500 DEF
When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: When an "Arcana Force" monster is Summoned, you select which effect is applied instead of tossing a coin and applying the effect.
● Tails: When an "Arcana Force" monster is Summoned, your opponent selects which effect is applied instead of tossing a coin and applying the effect.

Arcana Force IX - The Hermit
LIGHT/Fairy/Effect/Level 5/1900 ATK/1900 DEF
If your opponent controls a monster, and all the monsters (if any) on your side of the field and in your GY are "Arcana Force" monsters (and only "Arcana Force" monsters), you can Special Summon this card (from your hand). When this card is Summoned: Toss a coin and gain the appropriate effect
● Heads: Banish this card. If this card was banished by its own effect: During each Standby Phase, toss a coin and if the result is Heads; Special Summon this card to the field, but do not toss a coin, and it is unaffected by card effects.
● Tails: Banish this card.

Arcana Force X - Wheel of Fortune
LIGHT/Fairy/Effect/Level 5/2000 ATK/2000 DEF
During your Main Phase: You can send this card from your hand to the GY, then target 1 "Arcana Force" monster you control; its effect is now treated as the opposite coin toss result. You can only use this effect of "Arcana Force X - Wheel of Fortune" once per turn. If your opponent controls more monsters than you do, you can Normal Summon this card without Tributing. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: Once per turn: You can add 1 "Arcana Force" monster from your Deck to your hand. You can only control 1 "Arcana Force X - Wheel of Fortune".
● Tails: Whenever a player adds a card to their hand: Return all cards you control to your hand.

Arcana Force XI - Justice
LIGHT/Fairy/Effect/Level 6/2100 ATK/2100 DEF
During damage calculation (in either player's turn), if an "Arcana Force" monster you control battles an opponent's monster: You can send this card from your hand to the GY; the ATK of your monster becomes its Level x 300, during that damage calculation only. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: Whenever a player Special Summons a monster(s): Toss a coin and call it. If you call it right: Destroy the monster(s).
● Tails: Whenever you Special Summon a monster(s): Your opponent tosses a coin and calls it. If they call it wrong: Destroy the monster(s).

Arcana Force XIII - Death
LIGHT/Fairy/Effect/Level 6/2300 ATK/2300 DEF
Cannot be Special Summoned, except by an effect that targets an "Arcana Force" monster(s). If you control an "Arcana Force" monster: You can Normal Summon this card without Tributing. If your opponent has more cards in their GY while this card is in your hand or GY: You can Special Summon this card. You can only use this effect of "Arcana Force XIII - Death" once per turn. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: Once per turn: You can target 1 "Arcana Force" monster in your GY and 1 monster in either player's GY; banish the first target, then Special Summon the second target. This card cannot attack during the turn you use this effect.
● Tails: When this card leaves the field: Banish all cards you control and in your GY.

Arcana Force XVI - The Tower
LIGHT/Fairy/Effect/Level 7/2600 ATK/2600 DEF
Cannot be Special Summoned, except by an effect that targets an "Arcana Force" monster(s). Must be Tribute Summoned by Tributing 2 "Arcana Force" monsters. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: Once per turn, when you first activate a card or Summon/Set a monster (Quick Effect): Negate the Summon or activation and if you do, destroy the card.
● Tails: Once per turn, when your opponent activates a card or Summons/Sets a monster (Quick Effect): Negate the Summon or activation and if you do, destroy the card.

Arcana Force XVII - The Star
LIGHT/Fairy/Effect/Level 7/2700 ATK/2700 DEF
You can Tribute Summon this card in face-up Attack Position by Tributing 1 "Arcana Force" monster. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: This card can attack all monsters your opponent controls, once each.
● Tails: This card cannot attack.

Arcana Force XIX - The Sun
LIGHT/Fairy/Effect/Level 8/2900 ATK/2900 DEF
During your Main Phase: You can send this card from your hand to the GY; add 1 "Arcana Force" monster from your Deck to your hand. You can only use this effect of "Arcana Force XIX - The Sun" once per turn. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: "Arcana Force" monsters you control cannot be destroyed by battle, also they cannot be targeted or destroyed by your opponent's card effects.
● Tails: All cards your opponent controls are unaffected by your card effects.

Arcana Force XX - Judgment
LIGHT/Fairy/Synchro/Effect/Level 8/3000 ATK/3000 DEF
1 LIGHT Fairy Tuner + 1 or more non-Tuner "Arcana Force" monsters
Must be Synchro Summoned. When this monster destroys a monster by battle: Draw 1 card. When this card is Synchro Summoned: Toss a coin and gain the appropriate effect.
● Heads: This monster is unaffected by the effects of your opponent's Special Summoned monsters. During either player's Battle Step, when this card battles a Special Summoned monster: Negate the effects of that monster. At the start of the Damage Step, if this card battles a Special Summoned monster: Banish that monster immediately (without damage calculation).
● Tails: While your opponent controls a face-up Special Summoned monster(s), this monster's ATK and DEF becomes 0. Double any battle damage from a battle involving this card and an opponent's Special Summoned monster.

Arcana Reading
Spell/Continuous
When this card is activated: Add 1 "Arcana Force" card from your Deck to your hand. During your Main Phase, if you only control "Arcana Force" monsters: You can target any number of face-up "Arcana Force" monster you control; return the target(s) to your hand, and if you do, Special Summon a number of "Arcana Force" monsters from your hand, equal to the number of "Arcana Force" monsters you returned to your hand +1. During each player's End Phase, if you control 3 "Arcana Force" monsters: You can target 1 "Arcana Force" monster in your GY; add it to your hand. You can only activate each effect of "Arcana Reading" once per turn. You can only control 1 "Arcana Reading".

Next:
Supreme Kings (the cards of a memorable villain)
OR
Water Dragon/Chemicals (the cards of a forgettable hero)

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I honestly think ZARC is actually super forgettable when he finally appears, but 'pinions

 

Nitrogeddon

WATER

Dinosaur/Effect

3/300/900

If this card is Normal/Special Summoned: You can Special Summon 1 Dinosaur "-eddon" monster, or "Duoterion", from your hand. You can only use this effect of "Nitrogeddon" once per turn. Once per turn, if this card is on your field or GY: You can target 1 Dinosaur "-geddon" monster you control or in your GY; this card's name is also treated as that card's, and gains its effects.

 

Fire Dragon

FIRE
Pyro/Effect

8/2800/2600

Cannot be Normal Summoned/Set. Must first be Special Summoned with "Combustion CO2". The ATK and DEF of WATER, Fish, Sea Serpent, and Aqua monsters your opponent controls becomes 0. If a "Water Dragon" monster(s), a Dinosaur "geddon" monster(s), or "Fire Dragon" are sent to the GY, except this card: This card gains 200 ATK. If this card is sent from the field to the GY: Your opponent takes damage equal to the total ATK gained this way. If this card leaves the field by an opponent's card (battle or card effect): Special Summon 2 "Carboneddon" and 1 "Oxygeddon" from your hand, Deck, GY, or among your banished monsters.

 

Hydroxide Dragon

WATER

Dragon/Effect

4/1800/1600

Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of "Bonding - HO-" Halve the ATK of FIRE and Pyro monsters your opponent controls. You can Tribute this card, and 1 Dinosaur "-eddon" or Deuterion from your hand or field; Special Summon 1 "Water Dragon" from your hand, Deck, or GY, or if you tributed "Duoterion", Special Summon 1 "Water Dragon Cluster" instead. (This is treated as a Summon by the effect of "Bonding H2O".)

 

Combustion CO2

Normal Spell

(This card is always treated as a "Bonding" card)

Shuffle 1 "Carboneddon" and 2 "Oxygeddon" from your hand/field/GY/banished monsters into the Deck and Special Summon 1 "Fire Dragon" from your hand/Deck/GY. You can banish this card from your GY; send 1 Dinosaur "-eddon" monster from your Deck to your GY. You can only use each effect of "Combustion CO2" once per turn.

 

Bonding - OH-

Quick-Play Spell

Send 1 "Hydrogeddon" and 1 "Oxygeddon" from your hand, field or Deck to your GY; Special Summon 1 "Hydroxide Dragon" from your hand/Deck/GY. You can only activate 1 "Bonding - OH-" per turn.

 

Brilliant Diamond Dragon

LIGHT

Dragon/Fusion/Effect

9/3000/4000

"Fire Dragon" + "Hyozanryu"

Must first be Fusion Summoned, or Special Summoned by Tributing the above monsters. Also always treated as FIRE. If either player takes effect damage, this card gains ATK equal to the difference. Once per turn, if this card would be destroyed, it is not, also your opponent takes 1000 damage when this happens. If this card is sent from the field to the GY by your opponent: Add 1 "Combustion - " and 1 "Bonding" Spell/Trap from your Deck/GY to your hand.

 

It's element time!

 

Chemicritter

vs

Doriado

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Alright, I'm back from Christmas Break, everyone, and back to the Workshop-been having this page buffering on my lineup for days on end. I hope I'm not too late.

 

dcvhuwn-079e5074-5208-448c-88bb-8b9afb1f

 

DARK/Spellcaster-Type Ritual Effect Monster/Level 3/0 ATK/2600 DEF
 

 

Lore: You can Ritual Summon this card with "Doriado's Judgment". Each time your opponent Summons a LIGHT or DARK monster(s), or activates a monster effect when they control a LIGHT or DARK monster(s), inflict 200 damage to your opponent. This card can attack while in face-up Defense Position. IF it does, apply its DEF for damage calculation. Any battle damage a Ritual Monster inflicts to either player is treated as effect damage instead.
 
 
 
dcvhtu9-2267f879-2a55-47ff-8700-00f53ac3
 
LIGHT/Spellcaster-Type Fusion Effect Monster/Level 3/1100 ATK/1600 DEF
 
Lore: 2 Level 4 or higher monsters with 1200 or 1400 DEF
When this card is Fusion Summoned with the above Fusion Materials: You can discard 1 card; Special Summon 1 monster with 1500 ATK and 1200 DEF "Elemental" Spellcaster monster from your Deck, ignoring its Summoning conditions. Once per turn, during the Standby Phase, if this card is in the GY because it was sent there last turn: You can add 1 Level 3 or 4 Ritual Monster from your Deck and 1 "Doriado" card in your GY to your hand. The Attribute of all monsters on the field and in the GYs are also treated as DARK.
 
 
 
dcvhpsn-357417ad-49e1-4dfb-be02-4f6e7ada

 

DARK/Spellcaster-Type Fusion Effect Monster/Level 9/0 ATK/0 DEF
 
Lore: 1 Spellcaster Ritual Monster + 1 LIGHT or DARK monster
Must be either Fusion Summoned, or Special Summoned by Tributing the above monsters you control with different Attributes while you control "Homunculi's Haven" (in which case, you do not use "Polymerization".) Gains 1000 ATK for each different Attribute among the monsters on the field. The Attributes of all Level 3 LIGHT Fusion or Ritual Monsters in your GY are also treated as FIRE, WATER, WIND and EARTH. Once per turn: You can Fusion Summon 1 Level 3 or lower Fusion Monster from your Extra Deck, by shuffling Fusion Materials listed on it from your field or GY into the Deck, including that target.
 
 
 
dcvhvlf-6ec20bbd-0660-4569-a80e-f81d2f5b
 
Field Spell Card 
 
Lore: If your opponent controls more monsters than you: You can target 1 "Element" monster in your GY with 1500 ATK and 1200 DEF: Special Summon it. During your Main Phase 1: You can declare either LIGHT or DARK; until the end of the next turn, all "Element" monsters you control with 1200 ATK or DEF and the declared Attribute will gain 500 ATK for each different Attribute (WIND, WATER, FIRE and EARTH) among the monsters your opponent currently controls, also they are unaffected by the effects of monsters with the declared Attribute, but your opponent takes no battle damage for the rest of the turn. You can only use each effect of "Homunculi's Haven" once per turn.
 
 
 
dcvhu8n-fa259e35-95c5-48ac-988d-e49fcaa6
 
Normal Spell Card
 
Lore: Discard 1 card; add 1 LIGHT or DARK "Element" monster with 1500 ATK and 1200 DEF and 1 "Doriado" card from your Deck to your hand. During your turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 monster your opponent controls: destroy it, and if you do, Special Summon 1 LIGHT or DARK "Element" monster that has the target's original Attribute listed on it from your hand or GY to the field, and if you do that, all Ritual Monsters you currently control gain 1000 ATK/DEF.
 
 
 
dcvhvcf-4cddce5d-ae3d-411f-9979-6793903a
 
Ritual Spell Card

 

Lore: This card can be used to Ritual Summon any Level 3 or 4 Ritual Monster. You must also Tribute monsters from your hand or field, and/or banish 1 WIND, WATER, FIRE or EARTH monster from your opponent's GY, whose total Levels exactly equals the Ritual Monster's Level. During your turn, if you control "Elemental Guardian Doriadove" or "Elemental Apprentice Novox": You can banish this card from your GY; add 1 "Elemental Grace Doriado" from your Deck to your hand, and if you do, inflict 500 damage to your opponent for each different Attribute among the monsters currently on the field.

 

 

 

dcvhuee-b2df4b06-c878-4d24-93cc-a610511a

 

Normal Trap Card

 

Lore: When a monster(s) is Special Summoned to the field whose Attribute is specifically listed on a Level 3 or 4 "Element" monster you control: Destroy those monsters, and if you do, all monsters with the same Attribute as those monsters cannot activate their effects for the rest of this turn. You can banish this card from your GY; add 1 "Homunculi's Haven" or 1 "Beacon of the Elemental Mistress" from your Deck to your hand, then you can activate 1 Ritual Spell from your hand. You can only use this effect of "Conflux of Doriado" once per turn.

 

 

NEXT UP, BATTLE OF THE FIELD SPELL-RELIANT: 

 

Triamids or Earthbound Immortals

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Triamid Scout
EARTH/Rock/Effect/Level 3/1200 ATK/1300 DEF
If this card is Normal or Special Summoned: You can Set 1 "Triamid" Spell/Trap Card directly from your hand or Deck, also it can be activated this turn. You can only use this effect of "Triamid Scout" once per turn. Once per turn, during your opponent's turn (Quick Effect): You can target 1 "Triamid" Field Spell Card in your Field Zone; send it to the GY, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name.
 
Triamid Guardian
EARTH/Rock/Effect/Level 4/400 ATK/2100 DEF
If you control a "Triamid" Field Spell Card, you can Special Summon this card (from your hand). You can Special Summon "Triamid Guardian" once per turn this way. Once per turn, during your opponent's turn (Quick Effect): You can target 1 "Triamid" Field Spell Card in your Field Zone; send it to the GY, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name.

Triamid Chimera
EARTH/Rock/Effect/Level 5/2500 ATK/0 DEF
The first time a "Triamid" card(s) would be destroyed (by battle or by card effect), it is not destroyed. You can only use each of these effects of “Triamid Chimera” once per turn.
● During your Main Phase, if this card is in your hand or GY: You can Tribute 1 "Triamid" monster you control; Special Summon this card in face-up Defense Position.
● During your Main Phase, if you control a face-up Field Spell Card: You can target 1 Level 4 or lower Rock monster in your GY; Special Summon it.

Triamid Immortal
EARTH/Rock/Link/Effect/2500 ATK/LINK-3
SW, S, SE
2+ Rock monsters, including a "Triamid" monster
For this card's Link Summon, you can use a "Triamid" Field Spell you control as well as monsters. While you control a "Triamid" Field Spell Card, this card, and Rock monsters you control, cannot be targeted by your opponent's card effects. If a "Triamid" monster would be added to your hand by the effect of a "Triamid" Field Spell Card, you can Special Summon it instead to a zone this card points to.
 
Triamid Cartouche
Spell/Normal
Add 1 Level 3 or 4 EARTH Rock monster from your Deck to your hand, then, if you control a "Triamid" Field Spell Card, you can send 1 EARTH Rock monster from your Deck to the GY. You can only activate 1 "Triamid Cartouche" per turn.

Triamid Carrier
Spell/Field
Once per turn: You can Special Summon 1 Level 3 or 4 EARTH Rock monster from your hand. Your opponent cannot activate cards or effects when you Normal or Special Summon a "Triamid" monster(s). If this face-up card in the Field Zone is sent to the GY: You can target 1 of your banished "Triamid" monsters; add it to your hand. You can only use this effect of "Triamid Carrier" once per turn.

Triamid Fleet Yard
Trap/Continuous
You can only control 1 "Triamid Fleet Yard". Once per turn: You can target up to 3 of your banished cards (any combination of Rock-Type monsters or Field Spell Cards); return them to your GY, then activate 1 of the following effects, based on the number of cards returned to the GY by this effect.
●1: Special Summon 1 "Triamid Corvette Token" (Rock/EARTH/Level 3/ATK 1250/DEF 1250) to your side of the field.

●2: Special Summon 1 "Triamid Destroyer Token" (Rock/EARTH/Level 5/ATK 2000/DEF 500) to your side of the field.
●3: Special Summon 1 "Triamid Battleship Token" (Rock/EARTH/Level 7/ATK 2500/DEF 2500) to your side of the field.

 

Next Cards:
Assault Modes
OR
Flamvells

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db5t84d-9cdc98f1-386a-4d1e-b351-539138ba

 

Mist Wurm/Assault Mode

WIND/Thunder-Type Effect Monster/Level 11/3000 ATK/2000 DEF
 
Lore: Cannot be Normal Summoned/Set. Must be Special Summoned with "Assault Mode Activate". When this card is Special Summoned, you can return 2 cards on the field to your hand. While this card is face-up on the field or in your hand; You can reveal and shuffle 1 "Assault" monster from your hand into the Deck, or this card if it is in your hand; return 2 monsters in your GY that specifically list the card "Assault Mode Activate" in their text to the hand. You can only use this effect of "Mist Wurm/Assault Mode" once per turn. If this card on the field is destroy: You can target 1 "Mist Wurm" in your GY: Special Summon it.
 
 
db5tb1e-2c36df35-24bd-4621-bcad-8dd66cba
 
Frozen Fitzgerald/Assault Mode
WATER/Fiend-Type Effect Monster/Level 7/3000 ATK/3000 DEF
 
Lore: Cannot be Normal Summoned/Set. Must be Special Summoned with "Assault Mode Activate". Once per turn, when an opponent's monster declares an attack on an "/Assault Mode" monster you control while this card is face-up on the field or in your hand; You can reveal and shuffle 1 monster from your hand into the Deck, or this card if it is in your hand; destroy that attacking monster. While this card is in face-up Defense Position, your opponent takes all battle damage you would take. If this card on the field is destroyed: You can target 1 "Frozen Fitzgerald" in your GY; Special Summon it.
 
 
dcvlwdm-cbdec9dd-f277-44b8-812e-eebc85b6
 
Assault Dragon
LIGHT/Dragon-Type Effect Monster/Level 3/1100 ATK/2200 DEF
 
Lore: You can discard this card; Set 1 "Assault Teleport" 1 "Assault Overload" or 1 "Assault Counter" from your Deck. That Set card can be activated this turn. If this card is in your GY: You can return 1 "Assault Mode Activate" or 1 card that specifically lists "Assault Mode Activate", that is either face-up on your field or banished to the hand; Special Summon this card from your GY. You can only use each effect of "Assault Dragon" once per turn.
 
 
db5uvfr-4b8b8956-40cd-4fae-8587-9dc2e55d
 
Night Wing Eternal
WIND/Zombie-Type Tuner Effect Monster/Level 3/1300 ATK/1200 DEF
 
Lore: When the effect of a card that returned an "/Assault Mode" card(s) and or "Assault Mode Activate" to the Deck resolves, while this card is in your hand or GY (Quick Effect): You can Special Summon this card, but banish it when it leaves the field. Once per turn: You can send 1 card that specifically lists the card "Assault Mode Activate" in its text from your Deck to the GY, then declared 1 Tuner's name; until the End Phase, this card's name becomes the declared name. You can only Summon "Night Wing Eternal(s)" once per turn.
 
 
db5uv2t-e542062f-c28a-4f39-b8f7-a24e5410
 
Assault Avenger
FIRE/Warrior-Type Tuner Effect Monster/Level 4/1400 ATK/800 DEF
 
Lore: You can reveal this card in your hand, then discard 1 "/Assault Mode" monster; draw 2 cards and reveal them, and if you revealed a card(s) that specifically lists the card "Assault Mode Activate", Special Summon this card from your hand. Otherwise, send those revealed cards to the GY. You can only use this effect of "Assault Avenger" once per turn. If this card leaves the field, all monsters your opponent controls lose 300 ATK.
 
 

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Enlightened Aqua Madoor

WATER/Spellcaster-Type Effect Monster/Level 4/1200 ATK/2000 DEF

 
Lore: Cannot be Normal Summoned/Set. You can reveal this card from your hand, then target up to 3 cards in your GY with different names, including "Assault Mode Activate"; shuffle them into the Deck, and if you do, Special Summon this card in Attack Position, and if you do that, it loses Levels equal to the number of cards returned by this effect, until the End Phase. You can only use this effect of "Enlightened Aqua Madoor" once per turn. While you control a Tuner, this card is treated as all original monster Types.
 
 
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Assault Avatar
WATER/Machine-Type Synchro Tuner Effect Monster/Level 5/2500 ATK/0 DEF
 
Lore: 1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can send 1 Level 6 or higher monster from your Extra Deck to the GY; this card's name becomes that sent monster's name, until the end of the next turn. (Quick Effect): You can banish 1 Synchro Monster from your field or GY; Special Summon 1 "/Assault Mode" monster from your hand or GY that is 2 Levels higher than that banished monster, but with the same Attribute, ignoring its Summoning conditions. You can only use each effect of "Assault Avatar" once per turn.

 

 

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Assault Mode Infinity

Field Spell Card
 
Lore: Once per turn: You can Tribute 1 Synchro Monster you control; Special Summon from your GY 1 "/Assault Mode" monster whose name includes the Tributed monster's. (This Special Summon is treated as a Special Summon with "Assault Mode Activate"). Once per turn, if an "Assault Mode Activate" and/or an "/Assault Mode" card(s) is returned from your hand or GY to the Deck by a card effect: You can Special Summon 1 monster from your Deck that specifically lists the card "Assault Mode Activate" in its text.
 
 
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Assault Advance
Normal Spell Card
 
Lore: When you have 1 or fewer cards in your hand: Add 1 Tuner and 1 "/Assault Mode" monster from your Deck to your hand. You can only activate 1 "Assault Advance" per turn.

 

 

NEXT UP, THE BATTLE OF THE LIGHT:

 

Twilightsworn or Lightray?

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Lightsworns don't need any more support.
Ever.
Period.

Lightray Captain
LIGHT/Warrior/Effect/Level 3/1200 ATK/400 DEF
If this card is Normal Summoned: You can send 1 LIGHT monster from your Deck to the GY, then banish 1 LIGHT monster from your Deck, face-up; add 1 "Lightray" monster with a different Level than the LIGHT monsters sent to the GY or banished from your Deck to your hand. You can only use this effect of "Lightray Captain" once per turn. Your opponent cannot target LIGHT monsters for attacks, except this one.

Lightray Volstgalph
LIGHT/Dragon/Effect/Level 6/2200 ATK/1500 DEF
Cannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. During your Main Phase, if you have 3 or more LIGHT monsters in your GY, and this card is in your hand or GY: You can banish 2 LIGHT monsters from your GY; Special Summon this card. You can only use this effect of "Lightray Volstgalph" once per turn. Each time your opponent activates a card or effect, this card gains 200 ATK immediately after it resolves, until the end of the turn.
 
Lightray Gilfer
LIGHT/Fiend/Effect/Level 6/2200 ATK/2500 DEF
Cannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. During your Main Phase, if you have 3 or more banished LIGHT monsters, and this card is in your hand or GY: You can return 2 of your banished LIGHT monsters to your GY; Special Summon this card. You can only use this effect of "Lightray Gilfer" once per turn. All monsters your opponent controls lose 500 ATK/DEF.

Lightray Allure Queen
LIGHT/Spellcaster/Effect/Level 7/1500 ATK/1500 DEF
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while 4 or more of your LIGHT monsters are banished. During your Main Phase, if this card does not have an Allure Counter on it: You can target 1 of your banished LIGHT monsters and 1 face-up monster your opponent controls; return the first target to your GY, and if you do, take control of the second target, then place an Allure Counter on this card (max. 1). You can only use this effect of "Lightray Allure Queen" once per turn. If this card would be destroyed, you can remove an Allure Counter instead.

Lightray Invader
LIGHT/Fiend/Effect/Level 8/2900 ATK/2500 DEF
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 "Lightray" monster you control while you have 4 or more LIGHT monsters in your GY. Your opponent's Spell Card effects on the field and in their GY cannot be activated, also negate all Spell effects on your opponent's side the field. Your opponent cannot activate Spell Cards.

Lightray Enchanter
LIGHT/Spellcaster/Link/Effect/1700 ATK/LINK-2
SE, SW
2 LIGHT monsters with different Types
Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. This card gains 300 ATK for each Spell Counter on it.  You can only use each of these effects of “Lightray Enchanter” once per turn.
● If this card was Link Summoned using a Level 5 or higher monster as Link Material: Place 2 Spell Counters on this card.
● During your Main Phase: You can remove 2 Spell Counters from this card, then target 1 card on the field; destroy it, and if you do, send 1 LIGHT monster from your Deck to the GY.

Lightray Phoenix Blade
Spell/Equip
Equip only to a LIGHT monster. It gains 300 ATK, also, if the equipped monster is a "Lightray" monster, it gains 300 ATK for each LIGHT monster you control. During your Main Phase, if this card is in your GY: You can banish 2 LIGHT monsters from your GY; add this card to your hand. You can only use this effect of "Lightray Phoenix Blade" once per turn.

Lightray Dimensional Escape
Trap/Normal
Target 1 of your banished LIGHT monsters; Special Summon it, then, if it was a "Lightray" monster, banish 1 card your opponent controls. During your Main Phase, if this card is in your GY: You can return 1 of your banished LIGHT monsters to the GY, and if you do, Set this card, but banish it when it leaves the field. You can only use 1 "Lightray Dimensional Escape" effect per turn, and only once that turn.

Notes: If you need a guide as to what these cards used to be, feel free to ask.

Next:
Let's deal with some villainous cards.
Earthbounds (You can do the 5D's ones, the ARC-V ones, or both)
OR
CXyz

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WjWWnLQ.jpg

 

Earthbound Immortal Crimson Devil Familiar
DARK/Pyro Tuner Monster/Level 2/0 ATK/0 Def

Lore: When this card is summoned: Special Summon 1 level 10 "Earthbound Immortal" monster from your hand or GY, but it cannot attack and its effects are negated. Also, it is destroyed during the end-phase. Once per turn, you can lower the level of an "Earthbound Immortal" monster you control by 4.

 

 

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Earthbound Immortal God Crimson Devil  
Dark/Divine-Beast Synchro Monster/Level 12/4000 ATK/4000 Def

Lore: "Earthbound Crimson Devil Familiar" + 1 or more "Earthbound Immortal" monsters
There can only be 1 "Earthbound Immortal" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. Your opponent cannot target this card for attacks. This card can attack your opponent directly. Cannot be targeted by Spells, Traps, or card effects. While this card is face-up on the field, it is unaffected by the effects of all Trap Cards. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

 

 

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Earthbound Immortal Tundra
Field Spell card

Lore: "Earthbound Immortal" monsters you control cannot be destroyed by card effects. Once per turn, Special Summon 1 "Ceremonial Token" (Rock-Type/EARTH/Level 1/ATK 0/DEF 0). You can Normal Summon 1 "Earthbound Immortal" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Summons of "Earthbound Immortal" monsters cannot be negated. Both players can Normal Summon "Earthbound Immortal" monsters for 1 less Tribute.

 

 

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Earthbound Prisoner Stone Sweeper
Dark/Fiend Effect Monster/Level 5/1600 ATK/1600 Def

Lore: You can discard this card to the GY; add 1 "Earthbound Tundra" from your Deck to your hand. If there is a card in the Field Zone, you can Special Summon this card (from your hand). Once per turn: Discard 1 card; double this card's level until the end-phase. This card cannot tributed or be used as Synchro Material, expect for the Tribute or Synchro summon of an "Earthbound Immortal" monster.

 

Cyber Angel
OR

Magician Girl

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Earthbound Skinwalker

Level 4 DARK Fiend/Effect

If this card is Normal Summoned or Special Summoned, you can reveal 3 Spells/Traps from your Deck that lists "Earthbound Immortal" in its card text, your opponent randomly chooses 1 for you to add to your hand, and you shuffle the rest back into your Deck. If this card is Tributed, you can target 1 monster in your opponent's GY; Special Summon it, but it cannot be used as Material for the Special Summon of an Extra Deck Monster. You can only use this effect of "Earthbound Skinwalker" once per turn. 

 

Earthbound Sacrifice

Level 4 DARK Fiend/Effect

If this card is Normal or Special Summoned, you can send 1 "Earthbound Immortal" monster from your Deck to the GY; add 1 "Earthbound Immortal" monster from your Deck to your hand, and if you do activate 1 Field Spell from your Deck, but you cannot Special Summon Monsters from your Extra Deck for the rest of the turn. If this card is Tributed, you can send 1 other card from your hand or field to the GY; draw 2 cards. You can only use this effect of "Earthbound Sacrifice" once per turn. 

 

Earthbound Avatar

Level 4 DARK Fiend/Effect

If there is a face-up card in either player's Field Zone, you can Special Summon this card from your hand, and if you do, you can reveal 1 "Earthbound Immortal" monster in your Hand and either have this card's name become the revealed monster's name or replace this card's effects with the revealed monster's effect while face-up on the field. If this card is Tributed, you can activate this effect; your opponent cannot activate cards or effects during the Battle Phase this turn. 

 

Earthbound Immortal Cuauhcoatl

Level 10 DARK Reptile/Effect

There can only be 1 "Earthbound Immortal" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. Your opponent cannot target this card for attacks. This card can attack your opponent directly. Once per turn, you can activate this effect: equip 1 face-up card on the field to this card as an Equip Card, and if you do, negate the effects of all face-up cards on the field with the same type as the Equip Card (Monster, Spell, Trap). 

ATK/3500 DEF/2500

 

Earthbound Consecration

Continuous Spell Card

The activation and effects of "Earthbound Immortal" monsters on the field cannot be negated. Once per turn, if you control no monsters, or if you control only DARK monsters: You can add 1 Level 4 "Earthbound" Monster from your Deck to your Hand. You can send this card to the GY, then target 1 "Earthbound Immortal" monster you control; it can make a second attack during each Battle Phase, but it can only attack directly once. 

 

Earthbound Plains

Field Spell

During the Main Phase, for the Tribute Summon of an "Earthbound Immortal" monster, you can Tribute Monsters from your Hand. 

While you control an "Earthbound Immortal," monster this card cannot be destroyed or targeted by your opponent's card effects. If an "Earthbound Immortal" is sent from the field to the GY: Special Summon 1 other "Earthbound Immortal" monster from your Hand or GY, but it cannot be used as Material for the Special Summon of an Extra Deck Monster. 

 

Earthbound Mask

Continuous Trap Card

"Earthbound Immortal" monsters cannot be destroyed by card effects, also they cannot be Tributed by your opponent. Once per turn, you can send 1 card from your hand or Field to the GY; activate 1 Field Spell from your GY, and if you do, Special Summon 1 Level 4 DARK Fiend Monster from your hand, but you cannot Special Summon monsters from your Extra Deck for the rest of the turn. If you control a "Earthbound Immortal" Monster, you can activate this card from your hand. 

 

Fun Fact: Cuauhcoatl is based on Red Nova who got a real world counterpart in 2014, which is a serpent.

 

Next:

 

Tellarknight

 

or 

 

Dracoslayer


 
Edit:
Ninja'd, holy sheet.
I'll pass then.

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This is to @@Arcadia warlick's suggestion.

 

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LIGHT/Fairy-Type Effect Monster/Level 3/1100 ATK/600 DEF

 

Lore: While this Special Summoned card is in its owner's control, double its ATK/DEF, also if it is Tributed, draw 1 card. You can only use each effect of "Captivating Cyber" once per turn. 

• You can discard this card; add 1 "Cyber" Warrior monster from your Deck to your hand, and if you do, you can Special Summon 1 "Cyber" Fairy monster from your hand. 
• If this card is sent to the GY, except from the hand: You can Tribute monsters from your hand or field, then Ritual Summon 1 "Cyber" Ritual Monster from your Deck whose Level is equal to the Levels of those Tributed monsters.

 

 

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Cyber Seamstress

LIGHT/Warrior-Type Effect Monster/Level 4/0 ATK/1900 DEF

 

Lore: If this card is Normal Summoned: You can Special Summon 1 "Cyber" Warrior or Fairy monster from your hand or Deck, but its ATK becomes 0, also this card's ATK becomes that same as that Summoned monster's original ATK. If this card is Tributed: You can add 1 "Machine Angel" Spell from your Deck to your hand, then you can add 1 "Cyber" Fairy monster from your GY to your hand. You can only use each effect of "Cyber Seamstress" once per turn.

 

 

 

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Cyber Angel Sanscre

LIGHT/Fairy-Type Ritual Effect Monster/Level 8/2900 ATK/2200 DEF

 

Lore: You can Ritual Summon this card with "Machine Angel Ritual". If this card is Tributed: You can target 1 LIGHT Ritual Monster with 2600 or less DEF in your GY; add it to your hand. If this card was Tributed for the Ritual Summon of a Level 8 or lower "Cyber Angel" Ritual Monster, Special Summon that monster instead, ignoring its Summoning conditions. Once per turn, if a monster effect is activated (Quick Effect): You can negate the activation, and if you do, your opponent discards 1 random card, then you can Set 1 Spell/Trap in your opponent's GY that was sent there since last turn, but banish it when it leaves the field. 

 

 

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Machine Angel Virtuose Ritual

Ritual Spell Card

 

Lore: This card can be used to Ritual Summon any "Cyber Angel" Ritual Monster during the Battle Phase. You must also Tribute 1 monster from your hand and/or field and 1 monster your opponent controls whose total Levels exactly equals the Level of the Ritual Monster you Ritual Summon. After this effect resolves, if you control a "Cyber Angel Dakini"  or "Cyber Angel Izana", apply 1 of these effects.

• Any damage either player takes for the rest of the turn becomes 1000.
• Your opponent takes no further damage this turn.

 

NEXT UP, A BATTLE OF THE CALAMITIES:
 

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True King Servant

Level 4 DARK Wyrm/Effect

If this card is Normal or Special Summoned, you can declare an Attribute; This card's attribute becomes the declared attribute, and if you do Special Summon 1 "Servant Token" (Wyrm/Level 4/ATK 0/DEF 0) with the declared attribute. If this card is destroyed, you can add 1 Level 4 or lower Wyrm monster from your Deck to your hand.

ATK/1500 DEF/1000

 

 

True King Mithrael, the Illuminator

Level 9 LIGHT Wyrm/Effect

If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including a LIGHT monster, and if you do, Special Summon this card, and if you do that, and both destroyed monsters were LIGHT, you can have both players banish their entire hand and draw 5 cards from their deck. If this card is destroyed by card effect: You can add 1 non-LIGHT Wyrm monster from your Deck. You can only use each effect of "True King Mithrael, the Illuminator" once per turn.

ATK/3200 DEF/1600

 

True King Aerabys, the Abyss

Level 9 DARK Wyrm/Effect

If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including a LIGHT monster, and if you do, Special Summon this card, and if you do that, and both destroyed monsters were LIGHT, you can Special Summon any number of banished monsters with their effects negated, also you cannot Special Summon other monsters for the rest of the turn.

If this card is destroyed by card effect: You can add 1 non-LIGHT Wyrm monster from your Deck. You can only use each effect of "True King Aerabys, the Illuminator" once per turn.

ATK/3000 DEF/1800

 

 

Aura of the True Kings

Quick-Play Spell Card

Destroy 1 Level 9 monster in your hand, and if you do, draw 2 cards, and if you do that, Special Summon 1 Wyrm-Type monster with a different name from the destroyed monster from your hand or Deck in Defense Position, with its effects negated, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn. You can only activate 1 "Aura of the True Kings" per turn.

 

The Once and Future True King

Continuous Trap Card

Declare 1 Attribute; Special Summon this card as an Effect Monster (Wyrm/Level 9/ATK 2300/DEF 2500) with the declared Attribute. (This card is also still a Trap Card. If the only cards in your GY are Continous Spell Cards and Continous Trap cards, you can activate this card the turn it was Set. If this face-up card is destroyed, take control of 1 Monster your opponent controls until the End Phase.

 

Next:

Tellarknight

or

Cubic

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dcx434m-a580d635-c1e6-4d39-9b72-1452299d

 

Aum the Cubic Lotus

DARK/Plant-Type Effect Monster/Level 1/0 ATK/0 DEF

 

Lore: You can banish 1 "Cubic" card from your GY and send this card from your hand or field to the GY; place 1 Cubic Counter on a face-up monster on the field without a Cubic Counter, then you can return 1 "Cubic" card in your GY to the hand, except a Level 1 monster. (Monsters with a Cubic Counter cannot attack, also negate their effects.) You can target 1 monster on the field with a Cubic Counter; Special Summon this card from your GY, and if you do, destroy that target, also this card's name becomes "Vijam the Cubic Seed". You can only use each of these Quick Effects of "Aum the Cubic Lotus" once per turn. 

 

 

 

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Brahim the Cubic Root

LIGHT/FIend-Type Link Effect Monster/Link-1/0 ATK

 

Link Marker: Bottom

 

Lore: 1 DARK Fiend or LIGHT Machine monster

During your Battle Phase (Quick Effect): You can target 1 monster on the field that battled this turn: Special Summon 1 "Cubic" monster from your hand or Deck that is 1 Level higher than that target, ignoring its Summoning conditions, and if you do, it gains ATK equal to that monster's ATK +1100, then equip it with that target. Once per turn, if a card(s) is banished; You can apply this effect, depending on the number of banished cards with the same name. 
• 2: Draw 2 cards.
• 3: The names of all monsters currently on the field become "Crimson Nova the Dark Cubic Lord". 
 
 
 
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Cubic Stratification
Quick-Play Spell Card
 
Lore: Special Summon any number of "Vijam the Cubic Spawn(s)", but no more than 1 each from your hand, Spell & Trap Zone, GY, and/or among your banished cards, and if you do, place 1 Cubic Counter on any number of Special Summoned monsters on the field, up to the number of Level 1 "Cubic" monsters you control. (Monsters with a Cubic Counter cannot attack, also negate their effects.) You can banish this card from your GY; this turn, the names of all monsters on the field with Cubic Counters become "Crimson Nova the Dark Cubic Lord", also if you would Fusion Summon a monster, you can also use 1 "Cubic" monster your opponent controls as  Fusion Material.
 
 
 
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Cubic Soul
Normal Trap Card
 
Lore: Target 1 Level 10 or lower "Cubic" monster you control: Special Summon 1 "Cubic" monster from your Deck or GY with the same Type as that monster, but a different name, ignoring its Summoning conditions, and if you do, it cannot be targeted by card effects, also its ATK becomes that targeted monster's ATK. If you have activated a "Cubic" Spell Card or effect this turn, you can activate this card from your hand. You can banish this card, then target 1 "Cubic" monster in your GY; add it to your hand, then you can Special Summon 1 "Cubic" monster from your hand.
 
 
NEXT UP, IT'S THE LEGIONAIRES VERSUS THE LYRICAL, 6V6 EDITION:
 

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Heavy Dragoons of Draconia
EARTH/Dinosaur/Pendulum/Normal/Level 6/2400 ATK/2400 DEF
2 <-> 2
Pendulum Effect: Once per turn, if a Normal Monster you control destroys an opponent's monster by battle, after damage calculation: You can target 1 card on the field; destroy it.
Monster Effect: "After conquering their enemies, the Draconia Empire has integrated the technology and magic of their enemies to form a new elite unit. Given training by survivors of the Samurai of the Reptier Kingdom, equipped with new armor from the Principality of Dinon, and with gear enhanced by the magic of the Sky-State of Cxulub, they are a formidable force to be reckoned with."
 
Royal Dragoons of Draconia
LIGHT/Warrior/Pendulum/Normal/Level 4/1700 ATK/1900 DEF
7 <-> 7
Pendulum Effect: All monsters your opponent controls lose 200 ATK/DEF for each Normal Monster you control. All Normal Monsters you control gain 200 ATK/DEF for each monster your opponent controls.
Monster Effect: "Only the strongest and most powerful of the Draconia Empire's soldiers get the chance to become a part of the Emperor's Own, the personal battalion tasked with the Emperor's safety. Many a conquered enemy and vassalized power are used to these golden-armored soldiers showing up before the Emperor's arrival, and during his stay."

Shadow Dragoons of Draconia
DARK/Fiend/Pendulum/Normal/Level 4/2000 ATK/0 DEF
2 <-> 2
Pendulum Effect: If a Normal Monster you control battles, your opponent's cards and effects cannot be activated until the end of the Damage Step.
Monster Effect: "With the Reptier Kingdom, Principality of Dinon, and Sky-State of Cxulub finally subjugated and brought under the Draconia Empire's heel, the Emperor secretly decided to make sure that the border conflicts and brushfire wars of the past few years would never happen again. Thus, a special detachment was formed, and augmented using forbidden magics into creatures with eldritch powers, barely even disciplined soldiers any more."

Emperor Bahametz IV of Draconia
FIRE/Dragon/Link/Effect/3000 ATK/LINK-3
SW, S, SE
3 non-Effect Monsters, including a "Draconia" monster
While you control a Normal Monster in a zone this card points to, this card cannot be targeted by your opponent's card effects, also, while you control a "Draconia" monster in a zone this card points to, this card cannot be destroyed by your opponent's cards. Once per turn: You can target 1 other "Draconia" card you control; destroy it, then you can Special Summon 1 "Draconia" Pendulum Monster from your Deck or face-up from your Extra Deck to a zone this card points to.

Tiamopolis, Imperial Capital of Draconia
Spell/Field
All Normal Monsters you control gain 200 ATK/DEF for each "Draconia" monster you control with a different name. You can only use each of these effects of "Tiamopolis, Imperial Capital of Draconia" once per turn.
● When this card is activated: You can add 1 "Draconia" card from your Deck or GY to your hand.
● When this card is destroyed and sent to the GY while you control a "Emperor Bahametz IV of Draconia": During your next Main Phase 1, you can conduct 1 Pendulum Summon of a "Draconia" monster(s), in addition to your Pendulum Summon that turn. (You can only gain this effect once per turn.)

Dragoon Barracks of Draconia
Spell/Continuous
During your Main Phase, if you control only Normal Monsters: You can Special Summon 1 "Conscripts of Draconia Token" (Beast-Warrior/FIRE/Level 2/1400 ATK/100 DEF) to your side of the field. If this face-up card is destroyed: You can target 1 card on the field; destroy it, then, if you control an "Emperor Bahametz IV of Draconia", you can discard 1 card at random from your opponent's hand. You can only activate each effect of "Dragoon Barracks of Draconia" once per turn.

Strategic Planning of Draconia
Trap/Continuous
When this card is activated: You can Special Summon 1 "Draconia" Pendulum Monster from your Deck or face-up from your Extra Deck. You can only control 1 "Stragetic Planning of Draconia". "Draconia" Normal Monsters you control cannot be targeted by your opponent's card effects. If this face-up card is destroyed: You can draw 1 card, then, if you control an "Emperor Bahametz IV of Draconia", you can draw 1 additional card. You can only use this effect of "Strategic Planning of Draconia" once per turn.

Next:
Mecha Phantom Beasts
OR
Ice Barriers

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i0MALv3.png

[spoiler=Text form:]

Ice Barrier Fairy


Level 2 Water ATK/900 DEF/1800
Aqua/Tuner/Effect

Lore:

If you control an "Ice Barrier", "Ally of Justice", or "Genex" card, you can special summon this card (from your hand or GY). If this card is special summoned from the GY this way, banish it when it leaves the field. Once per turn: target 1 "Ice Barrier" monster: Increase or Decrease its level by any number, up to the number of "Ice Barrier" cards you control.





1vWRy7p.png

[spoiler=Text form:]
Ice Barrier Golem


Level 2 Water ATK/1500 DEF/600
Aqua/Effect

Lore:
If you control another face-up "Ice Barrier" card, your opponent cannot add cards from their Deck to their hand except by drawing them.





p3vcm99.png

[spoiler=Text form:]
Ice Barrier's Descendant

Level 4 Water ATK/2300 DEF/1000
Aqua/Synchro/Tuner

Lore:
1 "Ice Barrier" Tuner + 1 or more non-Tuner "Ice Barrier" monster(s)
Once per turn: if you control another face-up "Ice Barrier" monster; increase or decrease this card's level by 1. You can send 1 "Ice Barrier" monster from your hand or field to the GY: Special Summon 1 level 6 or higher "Ice Barrier" Synchro Monster from your Extra Deck to a main monster zone, but it is shuffled into the deck during the end-phase (This is treated as a Synchro Summon). You can only use this effect of "Ice Barrier's Descendant" once per turn. Your opponent can only special summon once per turn. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster. This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of an "Ice Barrier" monster.





wRse5Hs.png

[spoiler=Text form:]
Ice Barrier

Field Spell

Lore:
You can activate this card from your deck by negating the activation of "Medallion of the Ice Barrier". During each player's Main Phase 1, "Ice Barrier" monsters on the field cannot be destroyed by their opponent's card effects, also your opponent cannot target "Ice Barrier" monsters you control. Once per turn: special summon 1 "Ice Barrier" monster from your GY. This card cannot be destroyed by card effects. Negate the effects of "Ice Barrier" if you do not control an "Ice Barrier" monster.





UNTcZ6S.png

[spoiler=Text form:]
Ice Barrier Temple

Continuous Spell

Lore:
Once per turn: Send 1 "Ice Barrier" monster from your hand or deck to the GY; add 1 "Ice Barrier" spell/trap card from your deck to your hand, other than "Ice Barrier Temple".





5BSugn6.png

[spoiler=Text form:]
Ice Barrier Chain

Quick-play Spell

Lore:
Negate the effects of any number of cards on the field up to the number of "Ice Barrier" cards you control until the end-phase.


 
 
 
Next: Itsu or Watt

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Wattchameleon

Level 3 | LIGHT | Thunder/Tuner/Effect

1000 / 0

You can only control one "Wattchameleon". When this card is Normal Summoned: You can Special Summon 1 "Watt" monster from your hand, then this monster's name becomes the same as that monster's, also it gains its effects. During your End Phase: Destroy either this card, or the monster Special Summoned by its effect.

 

Wattoarfish

Level 4 | LIGHT | Thunder/Effect

1000 / 1000

Cannot be Normal Summoned or Set. Must be Special Summoned by a card effect.  If a "Watt" monster you control is targeted for an attack: You can Special Summon this card (from the hand) in Attack position, and if you do, change the attack target to this monster. You can only Special Summon "Wattoarfish" once per turn this way. Your opponent takes any battle damage you would have taken from battles involving this card instead.

 

 

 

Watterpillar

Rank 2 | LIGHT | Thunder/Xyz/Effect

0 / 1200

2 Level 2 Thunder monsters

Gains 600 ATK for each Xyz Material on it. Cannot be targeted for attacks while you control another "Watt" monster. Once per turn: You can detach 1 Xyz Material from this card; inflict 600 damage to your opponent. This card cannot attack during the turn you activate this effect. If this card is destroyed and sent to the GY: You can Special Summon up to 2 "Watt" monsters from your GY.

 

Wattseagull

LIGHT | Thunder/Link/Effect

800 / LINK-2 ↙ ↘

2 Thunder monsters with 1200 ATK or less

You take no battle damage from attacks involving this card or any Thunder monster this card points to. Once per turn, if a "Watt" monster you control inflicts battle damage to your opponent by a direct attack: You can discard 1 random card from your opponent's hand.

 

 

 

Wattoverload
Normal Spell Card

During your Main Phase 2: Target Spell/Trap cards your opponent controls, up to the number of "Watt" monsters that inflicted battle damage to your opponent this turn; destroy those targets. You can only activate one "Wattoverload" per turn.

 

 

Next: Reactor or Ancient Gear

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Booster Reactor・RKT
DARK/Machine/Union/Effect/Level 3/1500 ATK/0 DEF
If this card is Normal Summoned: You can Special Summon 1 "Summon Reactor・SK", "Trap Reactor・Y FI", or "Spell Reactor・FE" from your Deck, and if you do, equip this card to the Special Summoned monster. You can only use this effect of "Booster Reactor・RKT" once per turn. Once per turn, you can either: Target 1 face-up Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster gains 600 ATK/DEF, and any effect damage the equipped monster inflicts is doubled, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.

Substitute Reactor・OTR
DARK/Machine/Effect/Level 4/400 ATK/200 DEF
If you control a "Reactor" monster, you can Special Summon this card (from your hand). You can only Special Summon "Substitute Reactor・OTR" once per turn this way. Once per turn: You can send 1 DARK Machine monster from your Deck to the GY; this card's name becomes the name of the sent monster, until the End Phase, also you cannot Special Summon monsters for the rest of the turn, except Machine monsters.
 

Quick Reactor・FCT
DARK/Machine/Effect/Level 5/2100 ATK/1900 DEF
If your opponent activates a card or effect, and this card is in your hand or GY (Quick Effect): You can Special Summon this card, and if you do, negate the effect, then inflict 800 damage to your opponent. If this card is targeted for an attack, or by a card effect your opponent controls (Quick Effect): You can Tribute this card; Special Summon 1 "Reactor" monster from your Deck. You can only use each effect of "Quick Reactor・FCT" once per turn.

Fueling Reactor・SPT
DARK/Machine/Effect/Tuner/Level 8/600 ATK/2400 DEF
If all the monsters (if any) on your side of the field and in your GY are DARK Machine monsters (and only DARK Machine monsters), you can Special Summon this card (from your hand). You can only Special Summon 1 "Fueling Reactor・SPT" once per turn this way. During your Main Phase: You can Special Summon 1 "Reactor" monster from your Deck in face-up Defense Position, and if you do, reduce this card's Level by the Level of the Special Summoned monster, also you cannot Special Summon monsters for the rest of the turn, except Machine monsters. You can only use this effect of "Fueling Reactor・SPT" once per turn.

Dark Jump Fighter
DARK/Machine/Synchro/Effect/Level 6/2400 ATK/1400 DEF
1 Tuner + 1+ DARK Machine non-Tuner monsters
After damage calculation, if this card attacked an opponent's monster: Inflict damage to your opponent equal to that monster's original ATK. You can only use each of these effects of "Dark Jump Fighter" once per turn.
● If this card is Special Summoned: You can Special Summon 1 "Reactor" monster from your hand or Deck, also you cannot Special Summon monsters for the rest of the turn, except Machine monsters.
● If this card is sent to the GY: You can target 1 DARK Machine monster in your GY; Special Summon it, but it cannot attack during your next Battle Phase.

Dark Throughdeck
DARK/Machine/Link/Effect/2500 ATK/LINK-3
SW, S, SE
2+ DARK monsters, including a "Reactor" monster
DARK Machine monsters, and "Flying Fortress・SKY FIRE", this card points to cannot be destroyed by battle or by card effects. Each time a DARK Machine monster, or "Flying Fortress・SKY FIRE", you control inflicts battle or effect damage to your opponent, except "Dark Throughdeck". inflict 400 damage to them. During your Main Phase: You can Special Summon 1 Level 5 or lower DARK Machine monster from your hand or GY in Defense Position, also you cannot Special Summon monsters for the rest of the turn, except Machine monsters. You can only use this effect of "Dark Throughdeck" once per turn.

Dark Flag Bridge
Spell/Continuous
When this card is activated: You can send 1 "Reactor" monster from your Deck to the GY, and if you do, add 1 "Reactor" monster with a different name than the sent monster from your Deck to your hand. You can only use this effect of "Dark Flag Bridge" once per turn. The "once per turn" effects of "Trap Reactor・Y FI" and "Spell Reactor・RE" you control become "Up to three times per turn". The "The first time a monster(s) is Summoned to your opponent's side of the field each turn" effect of "Summon Reactor・SK" becomes "Whenever a monster(s) is Special Summoned from the Extra Deck to your opponent's side of the field". You can only control 1 "Dark Flag Bridge".

Dark Skunkworks
Trap/Continuous
When this card is activated: You can target up to 5 DARK Machine monsters that are banished and/or in your GY; shuffle them into your Deck, and if you do, add 1 "Reactor" monster from your Deck to your hand. You can only use this effect of "Dark Skunkworks" once per turn. You can only control 1 "Dark Skunkworks". If you control no "Flying Fortress・SKY FIRE": You can send 3 "Reactor" monsters you control to the GY, including a "Summon Reactor・SK", "Trap Reactor・Y FI", and/or "Spell Reactor・RE"; Special Summon 1 "Flying Fortress・SKY FIRE" from your hand, Deck, or GY, ignoring Summoning conditions. A "Flying Fortress・SKY FIRE" you control gains the following effects, based on the monsters used to Special Summon it by this card's effect or by the effect of "Summon Reactor・SK".
● "Summon Reactor・SK": It is unaffected by your opponent's cards and effects.
● "Trap Reactor・Y FI": Its effects can be activated as Quick Effects, and be activated during either player's turn.
● "Spell Reactor・RE": If it leaves the field: You can target 3 "Reactor" monsters in your GY with different names; Special Summon them in face-up Defense Position.

Next:
Bounzers
OR
Butterspies/Papilloperatives

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Rolling Bounzer

EARTH | Lv. 6

Warrior/Effect

2200/1900

If all the Monsters you control are "Bounzer" Monsters, you can Special Summon this card (from your hand.) You can Special Summon "Rolling Bounzer" once per turn this way. When this card is Summoned: you can add 1 "Bounzer" Spell/Trap from your deck to your hand.

 

Whirlwind Bounzer

WIND | Lv.6

Warrior/Effect

2100/1500

You can discard a card from your hand; Special Summon this card (from your hand). You can Special Summon "Whirlwind Bounzer" once per turn. When this card destroys another card by battle, you can Special Summon 1 "Bounzer" Monster from your hand or GY.

 

Raging Bounzer

FIRE | Lv. 4

Warrior/Effect

1500/1100

This card gains 400 ATK for every other "Bounzer" Monsters you control. When this card is Normal Summoned: You can Special Summon 1 "Bounzer" Monster from your hand.

 

Polar Bounzer

WATER | Rank 6

Warrior/Xyz/Effect

2600/2500

2 level 6 "Bounzer" Monster

When this card attacks, your opponent cannot activate Spell/Trap during the Battle Phase. When this card destroys an opponent's Monster by battle, you can detach 1 Xyz Material; This card can make a second attack. You can only use this effect of "Polar Bounzer" once per turn.

 

Bounzer Unity

Continuous Spell

All "Bounzer" Monster's levels becomes 6 and gain 300 ATK. When this card is destroyed by card effects and send to the GY; you can Special Summon 1 "Bounzer" Monster from your GY.

 

Bounzer Counterstrike

Counter Trap

When an opponent's Monster target a "Bounzer" Monster you control with a card effect; negate it and destroy that monster. You can banish this card from your GY (expect the turn it was sent there); you can add 1 "Bounzer" Monster from your deck to your hand.

 

Phantom Knights

or

Predaplants

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The Phantom Knights of Twisted Bangle
DARK/Warrior/Effect/Level 3/600 ATK/700 DEF
If this card is Normal or Special Summoned: You can target 1 of your banished DARK Warrior monsters; Special Summon it, also you cannot Special Summon monsters for the rest of the turn, except DARK monsters. You can banish this card from your GY; Special Summon 1 Level 4 "The Phantom Knights" monster from your Deck. You can only use each effect of "The Phantom Knights of Twisted Bangle" once per turn.

The Phantom Knights of Fractured Cleaver
DARK/Warrior/Effect/Level 4/1800 ATK/300 DEF
If this card inflicts battle damage to your opponent: You can Set 1 "The Phantom Knights" Spell/Trap Card directly from your Deck. You can banish this card from your GY, then target 1 DARK Xyz Monster you control and up to 2 of your banished DARK Warrior monsters with different names; attach the banished target(s) to the targeted Xyz Monster as material(s). You can only use each effect of "The Phantom Knights of Fractured Cleaver" once per turn.

The Phantom Knights of Disassembled Musket
DARK/Warrior/Xyz/Effect/Rank 4/2900 ATK/2900 DEF
2+ Level 4 DARK monsters
This card loses 300 ATK for each material attached to it. You can only use each of these effects of "The Phantom Knights of Disassembled Musket" once per turn.
● When your opponent activates a card or effect in response to the activation of a card or effect you control (Quick Effect): You can detach 1 material from this card; negate that effect.
● If this Xyz Summoned card is destroyed: You can target any number of "The Phantom Knights" monsters with the same Level in your GY; Special Summon them and increase their Levels by 1, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters.

Phantom Knights' Defiled Sepulchre
Spell/Field
During your Main Phase: You can target 1 "The Phantom Knights" Trap Card in your GY that has an effect that can Special Summon itself as a monster; immediately after this effect resolves, activate the effect of the target that would Special Summon itself as a monster, as if it had proper timing and activation conditions. You can only use this effect of "The Phantom Knights' Defiled Sepulchre" once per turn. If a DARK Xyz Monster is Special Summoned to your side of the field: You can target 1 of your banished "The Phantom Knights" cards; attach the target to the Special Summoned Xyz Monster.

The Phantom Knights of Rotted Trebuchet
Trap/Normal
Tribute 1 DARK monster; Special Summon this card as a Normal Monster (Warrior-Type/DARK/Level 4/ATK ?/DEF 2000) whose original ATK is equal to the original ATK of the Tributed monster +1200. (This card is NOT treated as a Trap Card.) If you control no monsters that were originally Special Summoned from the Extra Deck, you can activate this card from your hand. You can only activate 1 "The Phantom Knights of Rotted Trebuchet" once per turn.

Next Cards:
Let's go with a couple of my pet decks.
Rokkets (Have great S/T support and Extra Deck monsters, but few Main Deck monsters)
OR
Krawlers (Have great Main Deck monsters, but few Extra Deck monsters and adequate S/T support.)

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gonna go with rokkets cos bugs creep me out

 

also i have notice the rokket resource problem, as in long game theyre all in the GY sooo.......

but i ran out name for these things so the prefix to this first one is just a sounds my baby brother made while i was brain storming

 

Dakerokket dragon

DARK/Dragon/Effect/Level 1/ATK 0/DEF 2100

When a Link monsters effect targets this face up card on the field (quick effect); You can destroy this card, then shuffle any cards in the column this card was in that were originally spell or trap cards into the deck

During the end phase if this card is in your GY because it was destroyed on the field and sent there this turn, you can special summon 1 "rokket" monster from your deck, except "dakerokket Dragon". you can only use each effect of "dakerokket Dragon once per turn.

 

Hunterrokket dragon

DARK/Dragon/Effect/Level 3/ATK 1400/DEF 1700

When a Link monsters effect targets this face up card on the field (quick effect); You can destroy this card, then the ATK and DEF of all monsters in the column this card was in become 0.

During the end phase if this card is in your GY because it was destroyed on the field and sent there this turn, you can special summon 1 "rokket" monster from your deck, except "Hunterrokket Dragon". you can only use each effect of "Hunterrokket Dragon once per turn.

 

Sniperokket dragon

DARK/Dragon/Effect/Level 2/ATK 800/DEF 1900

When a Link monsters effect targets this face up card on the field (quick effect); You can destroy this card, then banish 1 card from your opponents GY.

During the end phase if this card is in your GY because it was destroyed on the field and sent there this turn, you can special summon 1 "rokket" monster from your deck, except "Sniperokket Dragon". you can only use each effect of "Sniperokket Dragon once per turn.

 

so those ones fill out the level 1-4 spaces of the current effects then i have an idea of the effect being more useful depending on the link rating of the trigger monster

 

Bazookarokket dragon

DARK/Dragon/Effect/Level 1/ATK 0/DEF 1900

When a Link monsters effect targets this face up card on the field (quick effect); You can destroy this card, thendraw cards equal to that monsters link rating.

During the end phase if this card is in your GY because it was destroyed on the field and sent there this turn, you can special summon 1 "rokket" monster from your deck, except "Bazookarokket Dragon". you can only use each effect of "Bazookarokket Dragon once per turn.

 

Cannonrokket dragon

DARK/Dragon/Effect/Level 3/ATK 1400/DEF 600

When a Link monsters effect targets this face up card on the field (quick effect); You can destroy this card, then banish cards from the top of your opponents deck face down equal to that monsters link rating

During the end phase if this card is in your GY because it was destroyed on the field and sent there this turn, you can special summon 1 "rokket" monster from your deck, except "Cannonrokket Dragon". you can only use each effect of "Cannonrokket Dragon once per turn.

 

Gatlerokket dragon

DARK/Dragon/Effect/Level 2/ATK 800/DEF 1600

When a Link monsters effect targets this face up card on the field (quick effect); You can destroy this card, then special summon a number of "rokket" monsters from your GY up to the link rating of that monster, but they cannot activate their effects for the remainder of this turn.

During the end phase if this card is in your GY because it was destroyed on the field and sent there this turn, you can special summon 1 "rokket" monster from your deck, except "Gatlerokket Dragon". you can only use each effect of "Gatlerokket Dragon once per turn.

 

Mortarokket dragon

DARK/Dragon/Effect/Level 4/ATK 1900/DEF 1000

When a Link monsters effect targets this face up card on the field (quick effect); You can destroy this card, then discard random cards from your opponents hand up to the link rating of that monster.

During the end phase if this card is in your GY because it was destroyed on the field and sent there this turn, you can special summon 1 "rokket" monster from your deck, except "Mortarokket Dragon". you can only use each effect of "Mortarokket Dragon once per turn.

 

Spell/Traps

Direct Misfire
Quickplay spell
Destroy 1 "rokket" monster you control, then inflict damage to both players equal to the destroyed monsters original ATK.
Quick Reloader
Continuous spell
Once per turn (quick effect); you can shuffle 2 "rokket" monsters from your GY into your deck, target 1 quick-play spell in your GY, set that target to your field, but it cannot be activated this turn.
 
Shock Showdown
Quick play spell
Destroy 1 "Rokket" monster you control, the destroy 1 card your opponent controls.
 
Target Practise
Trap card
During the end phase, if a "rokket" monster was destroyed this turn, draw cards equal to the number of "rokket" monsters that were destroyed this turn with different names.
 
Extra deck:
Catapult Dragon
DARK/Dragon/ATK 2000
UP/DOWN
2 "rokket" monsters
"Rokket" monster you control cannot be destroyed by battle. Once per turn if a "rokket" monster is destroyed by its own effect, draw 1 card. if this card is destroyed by battle or card effect, shuffle all banished "rokket" monsters into your deck.
 
Slingshot Dragon
DARK/Dragon/ATK 1100
UP
1
1 Level 4 or lower DARK Dragon monster
While this card does not point to a monster it cannot be destroyed by battle. Once per turn you can target 1 monster you control, increase its level by 1.
 
i also have borrel topologics and a bunch of other stuff but this is already long enough so
 
Next Cards:
Butterspy/Papillon
or
prediction princess
go nuts guys

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dd2yno5-f6ec8a34-9165-41a8-a8b9-3ff513d9

 

Stinging Butterspy

DARK/Warrior-Type Effect Monster/Level 4/1700 ATK/200 DEF

 

Lore: During your Main Phase, if you actvated a Continuous Spell/Trap this turn, you can Normal Summon 1 DARK Warrior monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can banish this card from your GY, discard 1 card, then target 1 monster on the field; it loses 1500 ATK, then if it was a Special Summoned monster, you can add 1 "Butterfly" or "Butterspy" Spell/Trap from your Deck to your hand.

 

dd2ynpm-a6e9d058-dc14-4dcd-8856-35c24d88

 

Monarch Papillon

LIGHT/Insect-Type Effect Monster/Level 5/2200 ATK/2600 DEF

 

Lore: If you control a face-up Continuous Spell/Trap: You can Special Summon this card from your hand, but its ATK/DEF becomes half its original ATK/DEF. You can discard 1 Spell/Trap; Special Summon 1 Rank 5 or lower LIGHT Insect or Warrior Xyz Monster from your Extra Deck, then you can activate 1 "Butterspy" Continuous Spell/Trap or 1 "Butterfly Bloom" from your Deck. You can only use each effect of "Monarch Papillon" once per turn.

 

dd2ynof-9bfb09e1-b0dc-44b7-b827-09250cad

 

Butterfly Blooming 

Continuous Spell Card

 

Lore: When this card is activated, if you control no monsters: You can Special Summon 1 "Butterspy" monster from your Deck, but it has its effects negated, also you cannot Special Summon monsters from the Extra Deck for the rest of the turn, except LIGHT monsters. Each turn, the first time each "Butterspy" or "Butterfly" Spell/Trap Card and/or LIGHT Xyz Monster you control would be destroyed by an opponent's card effect, they are not destroyed. Each player must pay 1000 LP to Special Summon a monster(s) in Defense Position.

 

 

dd2ynoq-128f9d81-d237-4460-99df-1b8e8e44

 

Butterspy Effect 

Continuous Trap Card

 

Lore: Activate this card by paying 500 LP for each card in your hand. Each turn, the first time each Level 4 "Butterspy" monster you control would be destroyed by battle or by an opponent's card effect, inflict 500 damage to your opponent instead. If LP was paid to activate a Spell/Trap Card: You can activate 1 of these effects. You can only use this effect of "Butterspy Effect" once per turn.

• Add from your Deck to your hand, 1 "Butterspy" monster or 1 LIGHT Insect monster with less ATK than the LP paid. 
• Switch the battle positions of all monsters your opponent controls.
 
 
dd2ynp2-cbb2bef6-5c5f-4d80-9ea4-4dc0f03c
 
Butterspy Lucid Dream
Continuous Trap Card
 
Lore: When this card is activated, or if this card is sent to the GY: You can Special Summon 1 Level 5 or lower LIGHT Insect monster from your hand or GY. You can only use this effect of "Butterspy Lucid Dream" once per turn. Once per turn, if a monster your opponent controls activates its effect: Inflict 500 damage to your opponent, then if you control 2 or more other "Butterspy" cards, negate the effects of all Defense Position monsters your opponent currently controls (if any).
 
 
dd2ynpa-05d8f410-7ef7-4463-89fe-ffea005f
 
Photon Butterspy Princess
LIGHT/Warrior-Type Xyz Effect Monster/Rank 4/1800 ATK/2400 DEF
 
Lore: 2+ Level 4 monsters, including a "Butterspy" monster
(Quick Effect): You can Special Summon 2 of this card's materials that are monsters, then draw 1 card. During your opponent's turn, if this card has no materials (Quick Effect): You can target 1 Special Summoned monster on the field with 1900 or more ATK; destroy it, and if you do, attach that monster in the GY to this card as Xyz Material during the End Phase. During the End Phase: Your opponent takes 600 damage for each monster you control, also gain 600 LP for each face-up Spell/Trap you control. You can only use each effect of "Photon Butterspy Princess" once per turn.
 
 
NEXT UP, MANGANTAGONIST'S MASH:
 
Eve's Mystic Factor (Level 10, facitiates Fusion/Syncho Xyz Summons of these three debuted Level/Rank 10 monsters, and have backup "Mystic" Spells to further the pressure.)
OR 
E'Rah's Anti/Strain (They're Level 1, they mimick the ATK of your opponent's monsters, they self destruct and then either overpower them or help bring in the big momma Dys, what's not to love?)

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Event Horizon

DARK/Fairy/Pendulum Level 10/ Scale 1

This cards name becomes “Nova Portal” while in the pendulum zone, if this card in the pendulum zone is destroyed, Draw until you have 6 cards in your hand.

0/0

 

Mystic Factor Ralphatar

Level 10/DARK/Fiend

0/0

If this card is pendulum summoned, special summon 2 "Mystic Factor" monsters from your deck, their effects are negated. Monsters summoned by this effect cannot be used as material for a summon except a link summon.

 

Mystic Factor Therator

Level 10/DARK/Fiend

0/0

If this card is sent to the GY as material for the summon of a monster from the extra deck, target 3 monsters in your GY with different names, special summon them in defence position, then banish this card and 1 other "Mystic Factor" monster from your GY, ritual summon 1 level 10 or higher ritual monster from your hand or deck.

 

Multi-headed Dragon

Level 10/LIGHT/Dragon/4000/4000

This card can be ritual summoned with "Dragonised Mystic Power" you must also tribute monsters whose total levels equal 10 or more. Monsters you control cannot be destroyed by monster effects, except by the effect of a monster with the same attribute as itself, when this card attacks, all monsters you control gain 500 ATK until the end of the battle phase.

 

Fallen Hydradrive Angel

Earth/Cyberse/LINK-5/4000

L/ R/ DL/ D/ DR

5 monsters with the same ATK and attribute

When this card is special summoned, roll a six-sided die until you get 5 different results then this cards attributes become the following results. ● 1: EARTH ● 2: WATER ● 3: FIRE ● 4: WIND ● 5: LIGHT ● 6: DARK

Monsters your opponent controls with the same attribute as this card lose 1000 ATK. If your monster battles an opponent's monster with the same attribute as this card, your monster cannot be destroyed by that battle. Once per turn, You can roll a six-sided dice, all monsters you control gain 500 ATK for each monster on your opponent's field with the corresponding attribute. ● 1: EARTH ● 2: WATER ● 3: FIRE ● 4: WIND ● 5: LIGHT ● 6: DARK

 

Mystic Throne

Continuous Spell

Once per turn, if you control a “Mystic” monster, or have a “Mystic” card in your pendulum zone, you can negate one instance of damage. During your main phase, if you control “Mystic Heaven Gate” and “Mystic Hell Gate”, you can destroy this card add 1 “Genesis Omega Dragon” from your deck or GY to your hand.

 

Mystic Draw

Banish 3 “Mystic Factor” monsters from your GY, Draw 3 cards.

 

Dragonised Mystic Ritual

Ritual summon 1 Dragon ritual monster from your hand, you must also send DARK Monsters from your deck to the GY as tribute for the summon. You can only Activate 1 "Dragonised Mystic Ritual" per turn.

 

So i gave Eve a Ritual and link, to bring her up to the level of the best, Mystic factors to do this, draw power from the effect of Nova Portal, and a way to search G.O.D.

 

Ok lets do this:

Pick number 1: NEO-NEW Sawatari (Yosenju)

number 2: NEO-NEW-ULTIMATE-FINAL Sawatari (Abyss Actors)

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Hope ya'll know I'm spoiling a VRAINS vs. The World booster exclusive for this. 

 

Ah who am I kidding, even I think Melodious deserves support more than these Spirit wannabes.

 

dd5ay1s-1b06334e-80b7-4adc-bf75-8e0c1dfa

 

Yosenju Ramid

WIND/Beast-Warrior-Type Effect Monster/Level 1/400 ATK/1300 DEF

 

Lore: (Quick Effect): You can reveal this card in your hand; Fusion Summon 1 WIND Fusion Monster from your Extra Deck, using monsters in your hand and/or Normal Summoned monsters either player controls as Fusion Materials. You can target 1 Spell/Trap on the field and 1 "Yosenju" card in your GY, except "Yosenju Ramidreju"; destroy the first target, and if you do, add the second target to the hand. You can only use each effect of "Yosenju Ramid" once per turn.

 

dd5aykt-fda207cb-bdb9-4275-9d5f-e2bc8bd3

 

Yosenju Tsura

WIND/Beast-Type Effect Monster/Level 6/2600 ATK/300 DEF

 

Lore: (Quick Effect): You can discard 1 other WIND monster; Special Summon this card from your hand. Cannot attack, unless it was Pendulum Summoned. Once per turn: You can banish 1 "Yosenju" card from your GY; inflict 1300 damage to your opponent, plus 500 more damage for each "Yosenju" card in your Pendulum Zones. During the End Phase, if this card was Summoned this turn; Return it to the hand. You can only control 1 "Yosenju Tsura".

 

 

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Yell of the Yosenju

Equip Spell Card

 

Lore: Equip only to a Normal or Pendulum Summoned WIND monster. It gains 1000 ATK. You can Tribute the equipped monster: Special Summon 1 Level 4 or lower "Yosenju" monster from your Deck. If this card is sent from the field to the GY, during the Standby Phase of the next turn: You can banish this card from your GY; immediately after this effect resolves, Normal Summon 1 WIND monster, without Tributing if it is Level 5 or higher, but it cannot attack or be Tributed, also return it to the hand during the End Phase. You can only use this effect of "Yell of the Yosenju" once per turn.

 

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Yosen Dizzying Dropzone

Continuous Trap Card

 

Lore: Each player must return 1 monster they control or in their Pendulum Zones to the hand to Fusion, Synchro, Xyz or Link Summon a monster(s). You can banish 2 "Yosenju" cards from your Pendulum Zones and/or GY; apply these effects (simultaneously), depending on the types of the cards you banished. You can only use this effect of "Yosen Dizzying Dropzone" once per turn.

• Pendulum Monster: You never take damage this turn that is 1000 or more.
• Spell/Trap Card: Banish the top 10 cards of your opponent's Deck, face-down.
• Other: All non-WIND monsters currently on the field lose 1000 ATK. 
 
 
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Mayosenju Furaibi
WIND/Beast-Type Fusion Effect Monster/Level 10/3150 ATK/3500 DEF
 
Lore: 2 Normal Summoned monsters, including a WIND monster you control
Must be either Fusion Summoned, or Special Summoned by Tributing a Level 10 Pendulum Monsters you control (in which case, you do not use "Polymerization"). Once per turn (Quick Effect): You can target 1 "Yosenju" card you control; it is unaffected by Spell/Trap effects this turn, return all other Set cards in its column to the hand, also each player shuffles monsters from their hand into the Deck, but not more than the number of face-up cards in its column. During the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck.
 
 
NEXT UP, THE TRUE UNDERWORLD: EVOLUTION!
 
Either: 
 
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Stygian Sentinel

1/DARK/Fiend/Tuner/200/400

If this card is Special Summoned by the effect of a “Stygian” card: You can target 1 “Stygian” monster in your GY, except “Stygian Sentinel”; Special Summon it in Defence Position. You can only use this effect of “Stygian Sentinel” once per turn. If this card is destroyed by battle and sent to the GY: Special Summon 1 Level 4 Fiend monster from your Deck.

 

Stygian Servant

1/DARK/Fiend/Tuner/500/300

If this card is Special Summoned by the effect of a “Stygian” card: You can send 1 Fiend monster from your Deck to the GY. You can only use this effect of “Stygian Servant” once per turn. If this card is destroyed by battle and sent to the GY: Add 1 “Stygian” Spell/Trap from your Deck to your hand.

 

Stygian Sweeper

4/DARK/Fiend/1400/1700

If this card is Special Summoned by the effect of a “Stygian” card: Target 1 Spell/Trap your opponent controls; destroy it. You can banish this card from the GY; add 1 Fiend monster with 2000 or less ATK from your Deck to your hand, also you cannot Special Summon monsters for the rest of this turn, except Fiend monsters. You can only use this effect of “Stygian Sweeper” once per turn.

 

Stygian Standby Officer

4/DARK/Fiend/1500/1500

If this card is Special Summoned by the effect of a “Stygian” card: All monsters your opponent controls lose 800 ATK/DEF. You can banish this card from the GY, then target 1 of your banished Fiend monsters with 2000 or less ATK, except “Stygian Standby Officer”; Special Summon it, but place it on the bottom of the Deck when it leaves the field. You can only use this effect of “Stygian Standby Officer” once per turn.

 

Stygian Supervisors

2/DARK/Fiend/Link/1800/↙️↘️

2 Fiend monsters with different Levels

If this card is Link Summoned: You can Special Summon 1 “Stygian” monster from your Deck, also you cannot Special Summon monsters for the rest of this turn, except Fiend monsters. You can only use this effect of “Stygian Supervisors” once per turn. If a monster this card points to attacks, it gains ATK equal to its Level x 100 during damage calculation only.

 

Stygian Superintendents

6/DARK/Fiend/Synchro/2500/1000

1 Fiend Tuner + 1+ non-Tuners

Once per turn, if a card effect is activated in your opponent’s hand or GY (Quick Effect): You can negate the activation, and if you do, banish it. If this Synchro Summoned card you control is destroyed by your opponent’s card and sent to the GY: You can banish it; Special Summon 1 Fiend monster with 2000 or less ATK from your Deck.

 

Stygian Speedway

Field Spell

If a “Stygian” monster you control attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. Once per turn, if a monster is destroyed by a battle involving a “Stygian” monster you control: You can activate 1 of the following effects, based on whose monster was destroyed. • Your monster: Special Summon 1 “Stygian” monster from your Deck. • Your opponent’s monster: Inflict 1000 damage to your opponent.

 

Stygian Sirens

Normal Trap

When an opponent’s monster declares an attack: Special Summon 1 “Stygian” monster from your Deck. If a “Stygian” monster you control is destroyed by battle and sent to the GY, while this card is in your GY: You can Set this card, but banish it when it leaves the field. You can only use this effect of “Stygian Sirens” once per turn.

 

Stygian Subjugation

Counter Trap

If your opponent activates a monster effect while you control a “Stygian” monster: Negate the activation, and if you do, banish it. If your opponent activates a card or effect that targets a “Stygian” card(s) you control: You can banish this card from the GY; negate the activation. You can only use 1 “Stygian Subjugation” effect per turn, and only once that turn.

 

Next:

 

Machina

OR

Sylvan

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