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Perry Ellis.

Legendary Duelist Pack Game

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Renovylon Glome

LIGHT ****

Fairy/Tuner/Effect

When this card is Normal Summoned, you can Special Summon 1 "Vylon" monster from your hand.  This card can be treated as a non-tuner when used as Material for a Synchro Summon.

1700/600

 

Renovylon Pentatope

LIGHT **

Machine/Tuner/Effect

If this card is sent from the Monster Zone to the GY: You can pay 500 LP and target 1 face-up monster you control; equip this card to that target.  The target is unaffected by the effects of monsters except monsters with the same Level/Rank/Link Rating as it.

 

Renovylon Polytope

Quick-Play Spell

Target 1 LIGHT monster you control and any number of "Vylon" monsters in your GY that can be treated as Equip Spells.  Equip those targets to the first target.  If "Vylon Polytope" is in your GY when this card is sent to the GY: You can banish this card; add 1 "Vylon Polytope" from your GY to your hand.

 

Renovylon Hyperplane

Field Spell

When this card is activated: You can add 1 "Vylon" Spell card from your Deck to your hand.  Monsters you control gain 200 ATK for each Equip Spell on the field.  Once per turn: You can reveal any number of "Vylon" Equip Spells in your hand; draw cards equal to the number of cards revealed, then place those revealed cards on the bottom of your Deck in any order.

 

Renovylon Beta

LIGHT Links: SW SE

Fairy/Link/Effect

2 "Vylon" monsters

When this card is Special Summoned: Equip 1 Equip Spell from your GY to this card.  You can target up to 2 Equip Spells this card points to and an equal number of face-up monsters your opponent controls; destroy the first target(s), and if you do, equip the second target(s) to this card with effects that make it gain 300 ATK.  You can only use this effect of "Renovylon Beta" once per turn.

1900/LINK 2

 

 

Genex Ally/Ally of Justice (DARK)

Mist Valley (WIND)

Gem-Knights (EARTH)

Nekroz (WATER)

Infernoid (FIRE)

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This theme isn’t particularly appropriate for this thread, is it? Most of those decks weren’t used by any character. But oh well. I’ll do Gem-Knights because it ties with Masumi.

 

Gem-Knight Jasper

4/EARTH/Rock/1700/1000

You can reveal 1 Normal Monster in your hand; Special Summon this card from your hand. If this card is sent to the GY as Fusion Material for the Fusion Summon of a “Gem-Knight” Fusion Monster: You can Special Summon 1 Normal Monster from your hand. You can only use each effect of “Gem-Knight Jasper” once per turn.

 

Brilliant Rose

3/LIGHT/Rock/800/1500

You can banish 1 monster from your GY; this card’s Type and Attribute become the same as the banished monster’s until the end of this turn. If this card is in your GY: You can target 3 of your banished “Gem-Knight” monsters; shuffle them into the Deck, and if you do, Special Summon this card. You can only use each effect of “Brilliant Rose” once per turn.

 

Gem-Bond

Normal Spell

If you control a “Gem-Knight” monster: Activate a number of the following effects in sequence, based on the number of Normal Monsters with different names in your GY.

• 1+: Draw 1 card.

• 3+: Return Spells/Traps your opponent controls to the hand, up to the number of “Gem-Knight” monsters you control.

• 5+: All monsters your opponent controls lose ATK equal to the combined Levels of all “Gem-Knight” monsters you control x 100 until the end of this turn.

You can only activate 1 “Gem-Bond” per turn.

 

Gem-Spirit

Continuous Trap

When this card is activated: You can Set 1 “Particle Fusion”, “Pyroxene Fusion” or “Fragment Fusion” directly from your Deck. Once per turn, if this card is already face-up in your Spell & Trap Zone: You can banish 1 “Gem-Knight” monster from your GY; activate 1 of these effects, based on whose turn it is.

• Your turn: Negate the effects of 1 face-up monster your opponent controls, until the end of this turn.

• Your opponent’s turn: “Gem-Knight” monsters you currently control cannot be destroyed by card effects for the rest of this turn (even if this card leaves the field).

 

Gem-Knight Lady Rose Quartz

7/EARTH/Rock/Fusion/2500/2500

“Gem-Knight Jasper” + 1 LIGHT Rock monster

Must be Fusion Summoned. During damage calculation, if a “Gem-Knight” Normal Monster you control is battling an opponent’s monster: You can have your monster gain ATK equal to the ATK of the monster it is battling, during that damage calculation only. (Quick Effect): You can discard 1 Normal Monster, then target 1 “Gem-Knight” Fusion Monster you control; it gains ATK equal to the ATK of the discarded monster until the end of this turn. You can only use each effect of “Gem-Knight Lady Rose Quartz” once per turn.

 

-

 

Ally (Genex Ally/Ally of Justice)

Mist Valley

Nekroz

Infernoid

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Redeemed Witch of the Nekroz
WATER/Zombie/Spirit/Effect/Level 4/1700 ATK/1000 DEF
Cannot be Special Summoned. When this card is Normal Summoned: You can excavate the top 5 cards of your Deck, and if you do, add 1 excavated "Nekroz" card to your hand, also send the remaining cards to the GY. Otherwise, shuffle all excavated cards into the Deck. You cannot Special Summon monsters, except "Nekroz" monsters, during the turn you activate this effect. You can only use this effect of "Redeemed Witch of the Nekroz" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or Tributed this turn: Return it to the hand.

Nekroz Armor of Cyclone Creator
WATER/Zombie/Fusion/Effect/Level 3/1400 ATK/1200 DEF
Must be Special Summoned with "Nekroz Reflection". If this card is sent to the GY: You can target 1 Spell/Trap Card on the field; destroy it. You can only use this effect of "Nekroz Armor of Cyclone Creator" once per turn.

Nekroz Armor of Gallabas
WATER/Zombie/Fusion/Effect/Level 4/1500 ATK/800 DEF
Must be Special Summoned with "Nekroz Reflection". If this card is sent to the GY: You can target 1 monster on the field; destroy it. You can only use this effect of "Nekroz Armor of Gallabas" once per turn.

Nekroz Armor of Mantis
WATER/Zombie/Fusion/Effect/Level 5/2400 ATK/0 DEF
Must be Special Summoned with "Nekroz Reflection". If this card is sent to the GY: You can target 1 non-Ritual and non-Fusion "Nekroz" monster in your GY; Special Summon it. You can only use this effect of "Nekroz Armor of Mantis" once per turn.

Nekroz Armor of Uruquizas
WATER/Zombie/Fusion/Effect/Level 6/2100 ATK/400 DEF
Must be Special Summoned with "Nekroz Reflection". If this card is sent to the GY: You can target 1 face-up "Nekroz" monster you control; if it attacks a Defense Position monster, inflict piercing battle damage to your opponent, also it gains 300 ATK. You can only use this effect of "Nekroz Armor of Uruquizas" once per turn.

Nekroz Armor of Triforce
WATER/Zombie/Fusion/Effect/Level 7/2500 ATK/2100 DEF
Must be Special Summoned with "Nekroz Reflection". If this card is sent to the GY: You can target 1 face-up "Nekroz" monster you control; if it battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. You can only use this effect of "Nekroz Armor of Triforce" once per turn.

Nekroz Armor of Arma Leyvaten
WATER/Zombie/Fusion/Effect/Level 8/2600 ATK/1200 DEF
Must be Special Summoned with "Nekroz Reflection". If this card is sent to the GY: You can target 1 face-up "Nekroz" monster you control and 1 face-up card your opponent controls; equip the second target to the first target as an Equip Spell that makes it gain 500 ATK/DEF. You can only use this effect of "Nekroz Armor of Arma Leyvaten" once per turn.

Nekroz Armor of Titano
WATER/Zombie/Fusion/Effect/Level 9/3000 ATK/2800 DEF
Must be Special Summoned with "Nekroz Reflection". If this card is sent to the GY: You can target 1 face-up "Nekroz" monster you control; it is unaffected by your opponent's monster effects. You can only use this effect of "Nekroz Armor of Titano" once per turn.

Nekroz Armor of Omega
WATER/Zombie/Fusion/Effect/Level 10/3200 ATK/1900 DEF
Must be Special Summoned with "Nekroz Reflection". If this card is sent to the GY: You can destroy all monsters on the field that were Special Summoned from the Extra Deck. You can only use this effect of "Nekroz Armor of Omega" once per turn.

Nekroz Reflection
Spell/Continuous
When this card is activated: You can target up to 5 of your "Nekroz" cards that are banished and/or in your GY; shuffle them into your Deck. When you Ritual Summon a "Nekroz" Ritual Monster: You can Special Summon 1 "Nekroz" Fusion Monster from your Extra Deck whose Level is the Level of the Ritual Summoned monster. You can only use each effect of "Nekroz Reflection" once per turn.

Nekroz Refraction
Trap/Continuous
If your opponent controls a monster that was Special Summoned from the Extra Deck, and you do not, you can activate this card from your hand. You can activate "Nekroz" Ritual Spells as if they were Quick-Play Spells. You can only use each of these effects of "Nekroz Refraction" once per turn.
● When this card is activated: You can add 1 "Nekroz" Ritual Spell from your Deck or GY to your hand.
● When this card leaves the field because of your opponent's card: You can target 1 "Nekroz" monster in your GY; Special Summon it.

Nekroz Secret Technique
Trap/Counter
When a Spell/Trap Card, or monster effect, is activated while you control a "Nekroz" Ritual Monster: Negate the activation, and if you do, destroy that card. While this card is in the GY, if a "Nekroz" Ritual Monster is Ritual Summoned to your field using a "Nekroz" Ritual Spell, and you only have "Nekroz" monsters in your GY: You can Set this card, but banish it when it leaves the field. You can only use 1 "Nekroz Secret Technique" effect per turn, and only once that turn.

Next:
Ally (Genex Ally and/or Ally of Justice)
OR
Infernoid
OR
Mist Valley

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This time, I've decided to elaborate on the story left in the wake of El Shaddoll Anoyatyllis' defeat. So here's the amalgamation of the Infernoids after Dekatron took their tubes - first, the lower four in Piramis, Antra, Harmadik and Patrulea...

Infernoid Endekatos by BDSceptyr

Infernoid Endekatos/FIRE/Fiend-Type Ritual Effect Monster/Level 11/3200 ATK/3800 DEF 

Lore: You can Ritual Summon this card with "Void Nightmare". If the effect of a card in the hand or Pendulum Zone is activated (Quick Effect): You can Tribute this card from your hand or field; apply these effects and resolve them in sequence, depending on the number of different names among the Fiend monsters you control or in your GY (but you cannot apply those effects for the rest of the turn).
● 3+: Negate the activation.
● 5+: Banish 1 card on the field.
● 8+: Special Summon 1 Level 8 or lower "Infernoid" monster from your GY, ignoring its Summoning conditions.
● 10+: Set 1 banished card to your field.

 

Then the upper echelon in Infernoids' Piaty, Sjette, Seitsemas and Attondel...

Infernoid Anita by BDSceptyr

Infernoid Anita/FIRE/Fiend-Type Synchro Effect Monster/Level 11/3000 ATK/4000 DEF 

Lore: "Infernoid Decatron" + 1+ non-Tuner Fiend monsters
When this card is Synchro Summoned: You can add 1 Level 8 or lower Fiend monster from your Deck to your hand, and if you do, this card's Level becomes that monster's Level. (Quick Effect): You can Tribute 1 monster; Set 1 "Void" Spell/Trap directly from your Deck. You can banish 3 cards with different types (Monster, Spell, and Trap) from your GY, including a "Infernoid" monster and a "Void Spell/Trap: Special Summon this card from your GY. You can only use each effect of "Infernoid Anita" once per turn.

 

Now, for a different take on a disembodied Infernoid, here's Onuncu's body ready to break more.

Infernoid Harwail by BDSceptyr

Infernoid Harwail/FIRE/Fiend-Type Xyz Effect Monster/Rank 11/2500 ATK/2800 DEF 

Lore: 2 Level 11 monsters, including an "Infernoid" monster
You can also Xyz Summon this card by using a Level 8 or higher Fiend monster you control that was Special Summoned by a "Void" Spell/Trap effect as the material. If this card is Special Summoned: You can take 1 Fiend monster from your Deck, and either send it to the GY or attach it to this card as material. You can detach 1 material from this card; draw 2 cards. You can banish 3 "Void" Spell/Trap Cards from your GY: Special Summon this card from your GY. You can only use each effect of "Infernoid Harwail" once per turn.

 

And finally, the confrontation of the Infernoids against the Nekroz, from the first monster to emerge from the mist to the full gang.

Null and Void by BDSceptyr

Null and Void/Normal Trap Card

Lore: Target 1 of your banished "Infernoid" monsters; activate 1 of these effects. You can only activate 1 "Null and Void" per turn. 
● Add it to the hand, and if you do, draw 1 card.
● Return it to the GY, then each player discards 1 monster from their hand.
● Shuffle it into the Deck, and if you do, send 2 "Infernoid" monsters from your Deck to the GY whose Levels exactly equal that returned monster's Level.
You can only activate 1 "Null and Void" per turn. 

 

Void Nightmare by BDSceptyr

Void Nightmare/Field Spell Card

Lore: During your Standby Phase: You can Special Summon 1 of your banished "Infernoid" monsters with 0 DEF, ignoring its Summoning conditions. To Special Summon an "Infernoid" monster using its own procedure, you can banish "Infernoid" monster(s) you control instead of those in the GY (or any combination of both). Once per turn: You can Tribute monsters from your hand or field, and or shuffle 1 monster banished by an "Infernoid" monster's effect into the Deck, whose total original Levels equal 11 or more, then Ritual Summon 1 "Infernoid Endekatos" from your hand or GY.

 

NEXT UP: Card-Slinging Shipwrights (Duelist who used seaships, starships and satellites in thiier Decks)

DM: Leichter (Satellite series)

GX: Lorenzo (B.E.S.)

5Ds: Greiger (Reactors)

ZeXal: Brooke Walker (Supermassive Airships)

Arc-V: Shay Obsidian (Raidraptors)

VRAINS: Windy (Stormrider)

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Attack Reactor - DE

Level 2/DARK/Machine/tuner/800/800

When this card is normal summoned, special summon 1 level 5 or lower “Reactor” monster from your hand or GY. Each turn, the first time your opponent special summons a monster in attack position, destroy that monster and inflict 800 damage to your opponent.

Defense Reactor - US

Level 2/DARK/Machine/tuner/800/800

When this card is Normal summoned, send 1 “Reactor” monster from your deck top the GY, draw 1 card. Each turn, the first time your opponent special summons a monster in defense position, destroy that monster and inflict 800 damage to your opponent.

Draw Reactor - EX

Level 1/DARK/Machine/tuner/600/600

If your opponent draws a card outside of their Draw phase, destroy those cards and inflict 800 damage to your opponent. If you control a level 4 or lower “Reactor” Monster you can special summon this card from your hand or GY.

Reactor Cannon

CONTINUOUS SPELL

During your main phase, if your opponent controls more cards than you, you can special summon 1 level 5 “Reactor” monster from your hand or GY, in defense position. You can only use the effect of "Reactor Cannon" once per turn.

Reactor Airstrip

FIELD SPELL

When this card is activated add 1 “Reactor” monster from your deck to your hand. When you normal summon a “Reactor” monster, you can send 1 “Reactor” monster with a different name from your deck to the GY. If your “Reactor” monster inflicts effect damage to your opponent, gain LP equal to half the damage they took. You can only use each effect of “Reactor Airstrip” once per turn

Reactor Launch

CONTINUOUS TRAP

When this card is activated special summon 2 “Reactor” monsters with different names from your hand in defense position. Once per turn you can tribute 1 “Reactor” monster special summon 1 “Reactor” monster with a lower level from your deck.

Reactor Blast

NORMAL TRAP

When an opponent’s monster declares an attack, “Reactor” monsters cannot be destroyed this turn, then add 1 Level 8 Or higher monster from your deck to your hand.

 

Extra Reactor - MA

Level 5/DARK/Machine/Synchro/2800/2000

1 Tuner + 1+ non-tuners

The first time each turn that your opponent special summons a monster from the extra deck, destroy that monster, and inflict 1600 damage to your opponent. (Quick effect): you can tribute this card, special summon 2 “Reactor” monsters with different levels from your deck, but they cannot activate their effects this turn. If you special summon a Level 8 or higher “Fortress” monster you can special summon this card from your GY, but you cannot activates its other effects this turn.

Grave Reactor - CH

Level 6/DARK/Machine/Synchro/2600/1800

1 tuner + 1+ non-tuners

The first time each turn that your opponent special summons a monster from the GY, destroy that monster, and inflict 1600 damage to your opponent. (Quick effect): you can tribute this card, special summon 2 “Reactor” monsters with different levels from your deck, but they cannot activate their effects this turn. If you special summon a Level 8 or higher “Fortress” monster you can special summon this card from your GY, but you cannot activates its other effects this turn.

Level Reactor - INA

Level 5/DARK/Machine/Synchro/2400/1600

1 tuner + 1+ non-tuners

The first time each turn that your opponent special summons a level 7 or higher monster, destroy that monster, and inflict 1600 damage to your opponent. (Quick effect): you can tribute this card, special summon 2 “Reactor” monsters with different levels from your deck, but they cannot activate their effects this turn. If you special summon a Level 8 or higher “Fortress” monster you can special summon this card from your GY, but you cannot activates its other effects this turn.

 

Satellite Fortress - DEUS EX MACHINA

Level 10/DARK/Machine/Fusion/3600/2600

“Extra Reactor - MA” + “Grave Reactor - CH” +”Level Reactor - INA”

If you have 3 “Reactor” tuner monsters with different names among the cards banished or in your GY, you can also fusion summon this card by tributing the above fusion materials from your field or banishing them from your GY (in which case you do not use “Polymerization”.)

You can pay 1500 LP, destroy all cards your opponent controls, you cannot declare a direct attack the turn you activate this effect. During your standby phase, you can special summon 1 “Reactor” monster from your GY or banished zone in defense position. If a card(s) you control would be destroyed, you can shuffle “Reactor” monsters from your GY or banished into the Deck up to the number of cards that would be destroyed, negate their destruction.

 

DM: Leichter (Satellite series)

GX: Lorenzo (B.E.S.)

ZeXal: Brooke Walker (Supermassive Airships)

Arc-V: Shay Obsidian (Raidraptors)

VRAINS: Windy (Stormrider)

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B.E.S. Beta Core
WATER/Machine/Effect/Level 4/1100 ATK/1900 DEF
If this card is Normal or Special Summoned: Place 3 counters on this card, then, if you control a face-up "Boss Rush", you can Special Summon 1 "B.E.S." monster from your Deck. You can only use this effect of "B.E.S. Beta Core" once per turn. Cannot be destroyed by battle. At the end of the Damage Step, if this card battled: Remove 1 counter from this card. If you cannot, destroy it.

B.E.S. Vanishing Core
LIGHT/Machine/Effect/Level 6/2000 ATK/2200 DEF
If this card is Normal or Special Summoned: Place 3 counters on this card. Cannot be destroyed by battle. At the end of the Damage Step, if this card battled: Remove 1 counter from this card. If you cannot, destroy it. Negate the effects of Effect Monsters this card battled. You choose the attack targets for your opponent's attacks, and the effect targets for your opponent's effects.

B.E.S. Dellinger Core
FIRE/Machine/Effect/Level 7/2700 ATK/200 DEF
During your Main Phase, if this card is in your hand or GY: You can reveal 1 “B.E.S.” monster in your hand; shuffle it into your Deck, and if you do, Special Summon this card in face-up Defense Position. You can only Special Summon “B.E.S. Dellinger Core” once per turn this way. If this card is Normal or Special Summoned: Place 3 counters on this card. Cannot be destroyed by battle. At the end of the Damage Step, if this card battled: Remove 1 counter from this card. If you cannot, destroy it. During the End Phase, if a counter was removed from a “B.E.S.” card you control: You can target 1 card on the field; destroy it. You can only use this effect of “B.E.S. Dellinger Core” once per turn.

B.E.S. Covered Tetran
WIND/Machine/Effect/Level 8/2600 ATK/2800 DEF
If this card is Normal or Special Summoned: Place 3 counters on this card. Cannot be destroyed by battle or card effects, also cannot be targeted by your opponent's card effects. At the end of the Damage Step, if this card battled: Roll a six-sided die, then apply the result.
●1 or 6: Remove 1 counter from this card. If you cannot, destroy it.
●2, 3, 4, or 5: Target 1 card on the field; destroy it.

B.E.S. Big Core Rev.2
DARK/Machine/Link/Effect/3000 ATK/LINK-2
SW, SE
2 "B.E.S." monsters
If this card is Special Summoned: Place 3 counters on this card. Cannot be destroyed by battle. At the end of the Damage Step, if this card battled: Remove 1 counter from this card. If you cannot, destroy it. During your Main Phase: You can target 1 "B.E.S." monster with a Level in your GY; Special Summon it to a zone this card points to, and if you do, place 1 counter on each "B.E.S." monster you control. You can only use this effect of "B.E.S. Big Core Rev.2" once per turn.

Out Of The Greediness Of Mankind
Trap/Counter
When a Spell/Trap Card, or monster effect, is activated while you control a "B.E.S." monster: Negate the activation, and if you do, destroy that card, then, if you control a face-up "B.E.F. Zelos", place 1 counter on each "B.E.S." monster you control. You can only activate 1 "Out Of The Greediness Of Mankind" per turn.

Next:
DM: Leichter (Satellite series)
ZeXal: Brooke Walker (Supermassive Airships)
Arc-V: Shay Obsidian (Raidraptors)
VRAINS: Windy (Stormrider)

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ALL WIND CYBERSE DUDE

Stormrider Pixielord

LV4/ATK 1000/DEF 1000

If you have no cards in your spell and trap card zones and your opponent controls a field spell, you can special summon this card from your hand. If a spell or trap card is destroyed while you control this card, it is banished instead of being sent to the GY.

Stormrider Elferen

LV2/ATK 700/DEF 900

If you have no cards in your spell and trap zone, you can special summon this card from your hand. If a spell or trap card is set to the field, you can declare either spell or trap, then reveal the set card, if you declared right shuffle that card into the deck and draw 2 cards. you can only use each effect of "Stormrider Elferen" once per turn.

Stormrider Galesprite

LV3/ATK 1500/DEF 1300

If you have no cards in your spell and trap zone, you can special summon this card from your hand. When this card is summoned, add 1 "Stormrider" Field spell from your deck to your hand. You can only use each effect of "Stormrider Galesprite" once per turn.

Stormrider Gargrind

LV1/ATK 0/DEF 0

If you have no cards in your spell and trap zone, you can special summon this card from your hand. When your opponent declares an attack on a "Stormrider" link monster, you can banish this card from your GY, your opponent takes any battle damage you would have taken from that battle.

 

Stormrider Tailwind

NORMAL SPELL

While you control no cards in your main monster, spell and trap zones, special summon "Stormrider" monsters from your deck up to the number of monsters your opponent controls with their effects negated. You can only activate 1 "Stormrider Tailwind" per turn.

Stormrider Hurricane

NORMAL SPELL

If you control a "Stormrider" link monster, destroy all  cards in both players spell and trap zones, then inflict 300 damage to your opponent for each.

Stormrider Cyclone

NORMAL SPELL

When this card is activated, all "Stormrider" monsters you control gain 1000 ATK until the end phase. During your standby phase if you control no cards in your spell and trap zones, you can add this card from your GY to your hand. You can only use each effect of "Stormrider Cyclone" once per turn.

Stormrider Back Draft

COUNTER TRAP (yes i know just go with it)

When your opponent activates a card or effect, negate that effect or activation then set that card in your opponents spell and trap zone, it cannot be activated this turn. If you control no cards in your spell and trap zone, you can activate this card from  your hand.

 

Stormrider Dragoslasher

LNK 2/ATK 2000/S/SW

2 WIND Monsters

When a "Stormrider" monster is summoned to your zone this card points to while you control no cards in your spell and trap zone, return all spell and trap cards your opponent controls to their hand.

 

NEW PACK TIME:

Coruption of Darkness: characters who have been evil but either started good and got corrupted, or got redeemed

DM: (im totally blanking if you want to think of one)
GX: Evil HERO
5DS: Infernity or Fortune Lady
ZEXAL: Maliceverous (96 started as the corrupted astral)
ARC-V: Frightfur
VRAINS: @ignister 

 

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I can think of someone for Duel Monsters.

Harpie Tamer
WIND/Winged Beast/Effect/Level 4/1600 ATK/1500 DEF
You can target 1 "Harpie Lady" you control; return the target to your hand, and if you do, Special Summon 1 "Harpie's Pet" monster from your hand or GY in face-up Defense Position, but it has its effects negated. You can only use this effect of "Harpie Tamer" once per turn. While you control a "Harpie's Pet" monster, this card's Level becomes 7. This card's name becomes "Harpie Lady" while it is on the field or in the GY.

Harpie's Pet Wyvern
WIND/Dragon/Effect/Level 7/1500 ATK/2000 DEF
If you control a "Harpie Lady", you can Special Summon this card (from your hand). You can only Special Summon "Harpie's Pet Wyvern" once per turn this way. During your Main Phase, if you control another Level 7 "Harpie" monster: You can target 1 face-up card on the field; destroy it. You can only use this effect of "Harpie's Pet Wyvern" once per turn. A WIND Xyz Monster that has this card as material gains this effect.
● This card is treated as a "Harpie" monster while face-up on the field. Your opponent cannot target "Harpie" monsters for attacks or with card effects, except this card.

Harpie's Pet Gryphon
WIND/Winged Beast/Effect/Level 7/2700 ATK/700 DEF
(Quick Effect): You can reveal this card in your hand, then target 1 "Harpie Lady" you control; Special Summon this card, and if you do, return that monster to the hand. You can only use this effect of "Harpie's Pet Gryphon" once per turn. A WIND Xyz Monster that has this card as material gains this effect.
● Once per turn, during your opponent’s turn (Quick Effect): You can take 1 "Harpie" card from your Deck, and either add it to your hand or attach it to this card as material.

Harpie's Pet Elder Dragon
WIND/Dragon/Xyz/Effect/Rank 7/2500 ATK/3000 DEF
2 Level 7 WIND monsters
If this card was Xyz Summoned using only "Harpie" monsters as material, it is unaffected by your opponent's card effects while you control a "Harpie Lady". (Quick Effect): You can detach 1 material from this card, then target 1 face-up WIND monster you control, except this card; until the end of this turn, the target gains 500 ATK/DEF for each WIND monster you control, also all of your opponent's monsters lose 500 ATK/DEF for each "Harpie Lady" you control. You can only use this effect of "Harpie's Pet Elder Dragon" once per turn.

Harpie Lady Dragon Formation
Spell/Quick-Play
If you control 3 or more "Harpie Lady" and/or "Harpie Lady Sisters": Target as many monsters your opponent controls as possible, but not more than the total number of "Harpie Lady" and "Harpie Lady Sisters" you control; negate their effects, and if you do, you can Special Summon 1 "Harpie's Pet" monster from your hand, Deck, or GY, then inflict damage to your opponent equal to the Special Summoned monster's original ATK. You cannot Normal or Special Summon monsters, except WIND monsters, during the turn you activate this effect. You can only activate 1 "Harpie Lady Dragon Formation" once per turn.

Next:
GX: Evil HERO
5Ds: Infernity
ZEXAL: Maliceverous
ARC-V: Frightfur
VRAINS: @Ignister

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Infernity Siren

Level 4 | DARK | Fiend/Tuner/Effect

1400 ATK / 200 DEF

When this card is Summoned: You can send 1 "Infernity" monster from your hand or Deck to the GY. Then, if you have no cards in your hand, you can target 1 face-up monster your opponent controls; reduce the ATK and DEF of that target by those of the sent monster, until the End Phase of this turn.

 

Infernity Gatekeeper

Level 6 | DARK | Fiend/Synchro/Effect

1200 ATK / 2400 DEF

1 DARK Tuner + 1 or more non-Tuner monsters

This Synchro Summoned monster cannot be targeted by your opponent's card effects. Gains 1200 ATK if you have no cards in your hand. Once per turn, during either player's turn: You can excavate the top 5 cards of your Deck; send any "Infernity" cards among them to the GY, and if 3 or more cards were sent to the GY by this effect, all "Infernity" monsters you control cannot be destroyed by card effects until your opponent's next End Phase.

 

Nightmare Infernity Horseman

DARK | Fiend/Link/Effect

1000 ATK / LINK-2 ↓ ↘

2 DARK monsters

You can only Special Summon "Nightmare Infernity Horseman(s)" once per turn. If this card is Link Summoned: You can discard your entire hand; add 1 "Infernity" Spell/Trap card from your Deck to your hand. This card, and any "Infernity" monsters this card points to, gains 100 ATK for each "Infernity" monster in your GY. If this card is sent to the GY: You can place 1 "Infernity" monster from your GY on top of your Deck.

 

Infernal Synchro Preparations

Normal Spell

Reveal 1 "Infernity" Synchro Monster or "Hundred Eyes Dragon" from your Extra Deck: Special Summon 2 "Infernity" monsters from your Deck, 1 Tuner and 1 non-Tuner, whose levels exactly equal the revealed monster's, but their effects are negated. You can only activate 1 "Infernal Synchro Preparations" per turn. You cannot Special Summon monsters from the Extra Deck, except Synchro Monsters, the turn you activate this card.

 

Secrets of the Infernity

Normal Spell

Reveal any number of "Infernity" monsters in your hand; shuffle them into the Deck, then Set "Infernity" Spell/Trap cards from your Deck, up to the number of monsters you revealed, except "Secrets of the Infernity". You can only activate 1 "Secrets of the Infernity" per Duel.


Next:

GX: Evil HERO
ZEXAL: Maliceverous
ARC-V: Frightfur
VRAINS: @Ignister

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Malicevorous Chopsticks
2/DARK/Fiend/900/0
If you control a Level 2 monster: You can Special Summon this card from your hand. If this card is sent to the GY to activate the effect of a Fiend monster: You can add 1 "Malicevorous" card from your Deck to your hand, except "Malicevorous Chopsticks". You can only use each effect of "Malicevorous Chopsticks" once per turn.

Malicevorous Set
Normal Spell
Target 3 "Malicevorous" monsters in your GY with different names; Special Summon all of them. You can only activate 1 "Malicevorous Set" per turn.

Chaos Evolution
Quick-Play Spell
Target 1 DARK Xyz Monster you control; Xyz Summon 1 DARK "Number C" monster from your Extra Deck with the same Type as that monster, but 1 Rank higher, by using it as the material. (Transfer its material.) Then, you can look at your opponent's Extra Deck and attach 1 monster in it to the Summoned monster as material.

Malicevorous Manners
Continuous Trap
While you control a Fiend Xyz Monster, monsters must attack, if able. Your opponent cannot target Xyz Monsters you control that have a "Malicevorous" monster as material with card effects, also those monsters cannot be destroyed by your opponent's card effects. If this face-up card in your Spell & Trap Zone is destroyed by an opponent's card effect and sent to the GY: Skip your opponent's next Battle Phase.

Malicevorous Master
2/DARK/Fiend/Xyz/1000/0
2 Level 2 DARK monsters
If this card is Special Summoned: You can attach 1 Fiend monster from your Extra Deck or GY to this card as material. You can detach 1 material from this card, then target cards on the field, up to the number of "Malicevorous" monsters you control with different names; destroy them. If this card you control with material is destroyed and sent to the GY: You can Special Summon "Malicevorous" monsters from your Deck with different names, up to the number of materials this card had. You can only use each effect of "Malicevorous Master" once per turn.

Next pack: Legend Duelist: The Wrath of Scud
(bully-tier characters)

DM: Scud - Flip/Burn Fiends (he has voice lines for Abaki, Humpty Grumpty, and D-Boyz in DL)
GX: Obelisk Blue Chazz  - Chthonian/Infernal Incinerator
5Ds: Armstrong - Iron Chain
Zexal: WDC Officiator Nistro - Bounzer
Arc-V: Iggy - Star Warriors 

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Iron Chain Quartermaster

EARTH ***

Warrior/Tuner/Effect

You can send this card from your hand to the GY; activate 1 "Poison Chain", "Paralyzing Chain", "Freezing Chain", or "Burning Chain" from your Deck or GY. During your End Phase, if you did not attack this turn, you can Special Summon this card from your GY, and if you do, send cards from the top of your opponent's Deck to the GY equal to the number of Continuous Spells you control. You can only Special Summon 1 "Iron Chain Quartermaster" per turn this way.

400/1600

 

Iron Chain Scorpion

EARTH *

Insect/Effect

If an "Iron Chain" monster is targeted by a monster (by battle or card effect), you can send this card from your hand to the GY; negate that attack or effect, then send that monster to the GY. Your opponent can send 5 cards from the top of their Deck to the GY and pay 800 LP instead of sending that monster to the GY. If this card is destroyed by battle: You can Special Summon 1 "Iron Chain" monster from your Deck.

300/200

 

Iron Chain Tassel

EARTH ****

Machine/Effect

When this card is Summoned, you can change its battle position. Once per turn: You can target 1 face-up Spell you control; Special Summon 1 "Iron Chain" monster from your Deck, and if you do, destroy the target. You cannot conduct your Battle Phase the turn you activate this effect.

500/2100

 

 

 

Freezing Chain

Continuous Spell

Your opponent cannot target "Iron Chain" monsters you control for attacks. If your opponent does not declare an attack, send cards from the top of their Deck to the GY equal to the number of monsters they control.

 

Burning Chain

Continuous Spell

If an "Iron Chain" monster is destroyed by your opponent's card (by battle or card effect), inflict 500 damage to your opponent. Cards that are sent from the opponent's Deck to the GY cannot activate their effects in the GY and they cannot be targeted.

 

Dual Bindings

Spell

Target any number of "Poison Chain", "Paralyzing Chain", "Freezing Chain", or "Burning Chain" you control; activate a number of "Poison Chain", "Paralyzing Chain", "Freezing Chain", or "Burning Chain" from your Deck or GY up to the number targeted. You cannot conduct your Battle Phase during the turn you activate this effect. If an "Iron Chain" monster(s) would be destroyed, you can banish this card from your GY instead.

 

 

Heavy Iron Chain Dragon

EARTH 7*

Dragon/Effect

1 Tuner + 1+ non-Tuner monsters

When this card is Summoned: Banish 1 "Iron Chain" monster from your GY; send the top 7 cards from your opponent's Deck to the GY, and if you do, inflict 700 damage to your opponent. During the End Phase, if this card did not battle this turn, you can target cards on the field up to the number of "Poison Chain", "Paralyzing Chain", "Freezing Chain", or "Burning Chain" you control; destroy them, and if you do, send the top card from your opponent's Deck to the GY for each card destroyed by this effect.

2700/1500

 

DM: Scud - Flip/Burn Fiends (he has voice lines for Abaki, Humpty Grumpty, and D-Boyz in DL)

GX: Obelisk Blue Chazz - Chthonian/Infernal Incinerator

Zexal: WDC Officiator Nistro - Bounzer

Arc-V: Iggy - Star Warriors 

 

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Arashi the Storm Sky Star

Level 5/ LIGHT/ Warrior/ 2100/ 1000

If only your opponent controls a monster, or if you control an EARTH monster, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned: You can Special Summon 1 Level 5 EARTH Warrior monster from your hand. You can only use this effect of "Arashi the Sky Star" once per turn.  Once per turn, when your opponent activates a card or effect that targets a Warrior monster you control, you can make this card lose exactly 500, and if you do, negate the activation and destroy that card.

Senko the Storm Earth Star

Level 5/ EARTH/ Warrior/ 2100/ 1000

If only your opponent controls a monster, or if you control an LIGHT monster, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned: You can Special Summon 1 Level 5 LIGHT Warrior monster from your hand. You can only use this effect of "Tenma the Sky Star" once per turn. When this card is sent to the GY by a spell card effect, you can pay 500 LP, add 1 equip spell card from your deck to your hand.

Todoroki the Bolt Earth Star

Level 5/ EARTH/ Warrior/ 2100/ 1000

If only your opponent controls a monster, or if you control an LIGHT monster, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned: You can Special Summon 1 Level 5 LIGHT Warrior monster from your hand. You can only use this effect of "Tenma the Sky Star" once per turn. If a fusion monster you control destroys an opponetnts monster by battle, you can banish this card from your GY, that fusion monster can attack again.

Tsumuji the Bolt Sky Star

Level 5/ LIGHT/ Warrior/ 2100/ 1000

If only your opponent controls a monster, or if you control an EARTH monster, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned: You can Special Summon 1 Level 5 EARTH Warrior monster from your hand. You can only use this effect of "Tenma the Sky Star" once per turn. If a Warrior Fusion monster you control would be destroyed, you can banish this card from your GY instead.

Mokoto the Regeneration Star

Level 5/ EARTH/ Warrior/ 0/ 2100

If this card is special summoned, gain 500 LP: then immediately after this effect resolves, fusion summon 1 Warrior Fusion monster, by shuffling materials from your field or GY into the deck. During your opponents turn if you control a Warrior monster with higher ATK than its original ATK (Quick Effect); you can special summon this card from your GY. You can only use each effect of "Mokoto the Regeneration Star" once per turn.

 

Raijin the Breakbolt Star

Level 10/Warrior/LIGHT/ 3000/ 3000

2 Level 5 or higher Warrior monsters

Monsters your opponent controls lose ATK and DEF equal to their level x200. If a Warrior monster you control attacks a defense position monster, inflict double piercing damage to your opponent. if this card is sent to the GY, target 1 Fusion monster in your GY, except "Raijin the Breakbolt Star" special summon that monster. you can only use this effect of "Raijin the Breakbolt Star" once per turn.

Fujin the Breakstorm Star

Level 10/Warrior/WIND/ 3000/ 3000

2 Level 5 or higher Warrior monsters

When this card is fusion summoned, halve the ATK of all monsters your opponent controls. When a Warrior monster you control attacks, it gains 1000 ATK during damage calculation only. If this card is sent to the GY, target 1 equip spell in your GY, add it to your hand. you can only use this effect of "Fujin the Breakstorm Star" once per turn.

 

Tornado Blade

EQUIP SPELL

Equip only to a Warrior monster, it gains 1000 ATK. If the monster equipped with this card destroys an opponents monster, by battle or card effect, shuffle 5 cards from your opponents GY into the deck.

Voltic Blade

Equip only to a Warrior monster, it gains 300 ATK for each monster on the field. If the equipped monster destroys an opponents monster by battle, inflict damage to your opponent equal to half the equipped monsters ATK.

Icicle Blade

Equip only to a Warrior monster, it gains 800 ATK. Negate the effects of any monster on the field with an ATK lower than the original ATK of the equipped monster.

 

DM: Scud - Flip/Burn Fiends (he has voice lines for Abaki, Humpty Grumpty, and D-Boyz in DL)

GX: Obelisk Blue Chazz - Chthonian/Infernal Incinerator

Zexal: WDC Officiator Nistro - Bounzer

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Scud it is then: Prepare for a D-Boyz Concert like none you've seen before!

D-Leopardz by BDSceptyr

D-Leopardz/EARTH/Fiend-Type Flip Effect Monster/Level 1/600 ATK/400 DEF

Lore: FLIP: Draw 1 card for each "D-Leopardz" you control +1, also once this turn, if this card is sent to the GY, you take 1500 damage and you can Set 1 "D-B" Spell/Trap from your GY.
If this card is Summoned: You can Special Summon 2 Fiend Flip monsters from your hand or GY whose total Levels equal 6 or less to the field (1 on each side), but shuffle them into the Deck when they leave the field. If this card leaves the field by a card effect: All monsters your opponent controls lose 100 ATK/DEF for each different Attribute among the Flip monsters in your GY. You can only use each effect of "D-Leopardz" once per turn.

 

D-Sisterz by BDSceptyr

D-Sisterz/WATER/Fiend-Type Flip Effect Monster/Level 1/800 ATK/200 DEF

Lore: FLIP: Send 2 Flip monster with different names from your hand or Deck to the GY, and if you do, you gain LP equal to their combined ATK.
If you control 2 monsters with the same name (Quick Effect): You can target 1 of those monsters: Special Summon this card from the GY, and if you do, return that target to the hand. You can only use this effect of "D-Sisterz" once per turn. This card can attack directly while in Defense Position if its ATK is 3000 or less. If it does, apply its ATK for damage calculation.

 

D-Scendentz by BDSceptyr

D-Scendentz/FIRE/Fiend-Type Flip Effect Monster/Level 2/1000 ATK/0 DEF

Lore: FLIP: Destroy cards on the field, up to the number of "D-Scendentz" you control, then you take 500 damage for each monster destroyed this way.
During the Main Phase: You can reveal this card in your hand, then target 1 Fiend Flip monster on the field; apply its Flip effect, then Special Summon this card and any monsters with the same name as that target from your hand. You can only use this effect of "D-Scendentz" once per turn. Gains 300 ATK for each different Attribute among the Flip monsters in your GY. All Flip monsters you control cannot be destroyed by card effects.

 

D-Emceez by BDSceptyr

D-Emceez/WIND/Fiend-Type Flip Effect Monster/Level 2/0 ATK/1000 DEF

Lore: FLIP: Target monsters on the field, up to the number of Flip monsters you control; you choose 1 of those targets to change to face-up Defense Position, and the others are changed to face-down Defense Position.
If this card is sent to the GY while your LP are lower than your opponent's: You can reveal 1 Fiend Flip monster in your hand, except "D-Emceez"; apply its Flip effect, then discard it, and if you do, you can add 1 "D-B" Spell/Trap from your Deck to your hand. Gains 300 DEF for each different Attribute among the Flip monsters in your GY.

 

D-Prodigiez by BDSceptyr

D-Progidiez/LIGHT/Fiend-Type Flip Effect Monster/Level 3/500 ATK/500 DEF

Lore: FLIP: Special Summon 1 Level 2 Flip monster from your Deck.
Once per turn: You can target 1 Level 2 or lower Flip monster in your GY; apply its Flip effect, then add it to your hand. If a Flip monster(s) is Summoned: You can target 1 face-up Flip monster you control; it is unaffected by monster effects this turn, except this card's effects, also it gains ATK/DEF, until the End Phase. This ATK/DEF gain begins at 200 and is doubled each following time this effect is activated this turn. You can only use this effect of "D-Prodigiez" up to four times per turn. You can only control 1 "D-Prodigiez".

 

D-Boyz Are Back in Town by BDSceptyr

D-Boyz Are Back in Town/Normal Trap Card

Lore: Apply these effects in sequence, depending on the number of different Attributes the Fiend Flip monsters you control and/or in your GY have. You can only activate 1 "D-Boyz Are Back in Town" per turn.
• 1+ Your opponent takes all battle damage this turn that is 500 or higher.
• 2+: Special Summon 1 Fiend monster from your hand or GY with 1000 or less ATK.
• 3+: The effect of the next activated Spell this turn becomes "You gain 1500 LP.".
• 4+: Banish all monsters your opponent controls with 2000 or more ATK.
• 5+: Your opponent cannot Summon monsters with 2500 or more ATK this turn.
• 6: Your opponent takes 3000 damage, also they cannot gain LP this turn.

 

Battle of D-Bandz by BDSceptyr

Battle of D-Bandz/Continuous Trap Card

Lore: If this card is added from your Deck to your hand by a monster effect: You can activate it, and if you do, you gain 1000 LP. Once per turn, if a monster on the field activates its effect: You can send 1 other Fiend Flip monster from your hand or field to the GY; change that monster's battle position, also the activated effect becomes "Change 1 other monster you control to face-down Defense Position, or if you control no other monsters, discard 1 random card from your hand." You never take effect damage by a monster effect if its ATK is 1000 or less. You can only control 1 "Battle of D-Bandz".

 

D-Bandz Encore by BDSceptyr

D-Bandz Encore/Counter Trap Card

Lore: When your opponent activates a Spell/Trap effect while you control a Fiend Flip monster: Banish 1 Fiend Flip monster from your Deck with a different name from the monsters you control or in your GY; negate that activation, plus the effects all all cards in your opponent's possession in that Chain if you have 3 or more Fiend Flip monsters with different names in your GY, and if you do, apply that banished monster's Flip effect. If you control 3 or more Fiend Flip monsters with different names, this effect cannot be negated. You can only activate 1 "D-Bandz Encore" per turn.

 

NEXT UP: Fiendish Fury!

DM: PaniK (Yamimakai/Vanilla Fiends)

GX: Sarina (Mirror/Silver Spirit)

5DS: Commander Koda (Profile Burn) 

ZEXAL: Dr. Faker (Garbage)

ARC-V: Sergey Volkov (Thorn Prisoner or Earthbound Fusion/Synchro, your choice)

VRAINS: Akira Zaizen (Tindangle)

 

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Chronohedron Realm

Field Spell

(This card always treated as "Tindangle" card)

While you have a face-up "Tindangle" card in your posssession other than "Chronohedron Realm" this card and face-down monster you control cannot be targeted or be destroyed by card effect. During your Main Phase: You can pay 1200 LP;  Banish any number of face-up "Tindangle" Monster you control until your next Standby Phase and then You can either Special Summon in face-down defense position OR add to your hand card(s) whose its name or text include and/or list "Tindangle" category from your Deck until the total number of card you Summon or add is equal to your Banished monster. Link Monster Banished this way can be returned to the same Extra Monster zone. You can banish this card from your GY and discard 1 "Tindangle" card; either Draw 2 cards OR add 1 "Chronohedron Realm" from your Deck to your hand. You can only use each effect of "Chronohedron Realm" once per turn.

 

Tindangle Genesis Orthrus

DARK / Rating 2 /  Fiend / Link / Effect

Arrow: Bottom Left, Bottom Right

2 Effect monsters with different names

If this card is Link Summoned, names of all "Tindangle" Monster in your possession is also treated as "Tindangle Base Gardna" for the rest of the Duel. During either player Main Phase or Battle Phase: You can send the top card from your Deck to GY and pay 500 LP; Banish This card until your next Standby Phase and then immediately after this effect resolved, You can either Flip Summon on your field OR Normal Summon or Set from your hand 1 Level 5 or higher "Tindangle" Monster without tribute. this card that Banished this way can be returned to the same Extra Monster zone

ATK 2000

 

Hexakis Twist

Continuous Trap

You can Activate this card from your hand if You control a "Tindangle" monster that either cannot be Normal Summon or Set OR its Level is 5 or higher. When You opponent activates a card or effect: You can flip a face-down "Tindangle" monster face-up; Negate the activation and destroy that card. You can only negate 1 of each card type (Monster, Spell, Trap) per turn with this effect. You can banish this card from your GY and discard 1 "Tindangle" card; add 1 "Hexakis Twist" from your Deck to your hand. You can only use this effect of "Hexakis Twist" once per turn.

 

Next:

DM: PaniK (Yamimakai/Vanilla Fiends)

GX: Sarina (Mirror/Silver Spirit)

5DS: Commander Koda (Profile Burn) 

ZEXAL: Dr. Faker (Garbage)

ARC-V: Sergey Volkov (Thorn Prisoner or Earthbound Fusion/Synchro, your choice)

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Citadel of Dark Illusions
6/DARK/Rock/1200/2500
If this card is in your hand: You can send 1 Flip monster from your Deck to the GY; Special Summon this card, and if you do, its name becomes the same as the monster sent to the GY to activate this effect while it is face-up. While this card is in your Monster Zone, your opponent cannot target Fiend monsters you control with card effects, also you choose the targets for your opponent's attacks.

Supreme King of Yamimakai
7/DARK/Fiend/2600/2000
If you control "Castle of Dark Illusions", you can Normal Summon this card without Tributing. You can Normal Summon Fiend monsters for 1 less Tribute. Once per turn: You can add 1 Level 5 or 6 Fiend monster or 1 "Reaper from the Shadows" from your Deck to your hand.

Pitch-Dark Chimera
6/DARK/Fiend/2100/1600
You can discard this card; add 1 "Citadel of Dark Illusions" from your Deck to your hand. If a Fiend monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. While you control "Castle of Dark Illusions", your opponent cannot activate cards or effects in response to the activation of your Fiend monsters' effects.

Black Luster Shield
Continuous Spell
Once while this card is on the field: You can Special Summon 1 "Castle of Dark Illusions" from your hand or GY. While you control "Castle of Dark Illusions", Fiend monsters you control cannot be destroyed by card effects. Once per turn, when a Fiend monster you control is targeted for an attack: You can have that monster gain 500 DEF for each monster you control until the end of this turn, also if it is in Attack Position, change it to Defence Position.  

Reaper from the Shadows
Normal Trap
Target 1 Set card your opponent controls; destroy it. If you control "Castle of Dark Illusions", you can target a face-up card your opponent controls, instead. If this Set card you control is destroyed by an opponent's card effect and sent to the GY: You can Special Summon 1 Level 5 or higher Fiend monster from your Deck.

-


Sarina (Mirror/Silver Spirit)
Commander Koda (Profile Burn)
Dr. Faker (Garbage)
Sergey Volkov (Thorn Prisoner or Earthbound Fusion/Synchro)

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On 10/22/2019 at 7:22 PM, Black D'Sceptyr said:

D-Boyz Are Back in Town/Normal Trap Card

I've never laughed this hard at a card name. Well played.

 

Earthbound Prisoner of Shadow

Level 2 | DARK | Fiend/Tuner/Effect

500 ATK / 500 DEF

Cannot be used as material for a Fusion or Synchro Summon, except by its own effects. During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 "Earthbound Servant" monster from your Extra Deck, using this card you control. If this card is in your GY: You can Fusion Summon 1 "Earthbound Servant" monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY, including this card. You can only activate 1 "Earthbound Prisoner of Shadow" effect per turn, and only once that turn.

 

Earthbound Servant Geo Giant

Level 6 | DARK | Fiend/Fusion/Tuner/Effect

2400 ATK / 0 DEF

2 "Earthbound" monsters

If an opponent's monster that was Special Summoned from the Extra Deck declares an attack: You can change the attack target to this card, also your opponent takes any battle damage you would have taken from that battle. During your opponent's End Phase, if this Fusion Summoned monster was destroyed by battle this turn: You can Special Summon this card from the GY. There must be a face-up card in the Field Zone to activate and to resolve this effect.

 

Earthbound Servant Geo Destroyer

Level 10 | DARK | Fiend/Synchro/Effect

3500 ATK / 2500 DEF

1 "Earthbound" Tuner + 1 or more non-Tuner DARK monsters

Must be Synchro Summoned and cannot be Special Summoned by other ways. If this card is Synchro Summoned: You can destroy all Spell/Trap cards on the field, except face-up cards in the Field Zone. Once per turn: You can send all other monsters you control to the GY; during your next Battle Phase, this card can make attacks on monsters up to the number of monsters sent to the GY by this effect +1. If this card was Synchro Summoned using a monster Special Summoned from the Extra Deck as material, it gains the following effect.

  • Cannot be targeted by, or destroyed by, the effects of monsters Special Summoned from the Extra Deck.

 

Earthbound Sanctuary

Field Spell

When this card is activated: You can add 1 "Earthbound Prisoner" monster from your Deck to your hand. If your opponent would activate a card or effect that would change the ATK of a monster(s) on the field: You can send this card to the GY; negate the activation, and if you do, destroy that card. You can only activate 1 "Earthbound Sanctuary" per turn.

 

Earthbound Servant Uprising

Normal Trap

If you control a face-up "Earthbound Servant" monster, and no other monsters: Banish that monster, and if you do, destroy all cards on the field, then Special Summon 1 "Earthbound Prisoner" or "Earthbound Servant" monster from your GY, ignoring its summoning conditions. You cannot conduct your Battle Phase, nor Special Summon monsters, except "Earthbound" monsters, the turn you activate this effect.

 

Next: Big and Heavy

DM: Gansley (Deepsea Warrior / WATER Reptiles)

GX: Chumley Huffington ("Des" beasts/Koalas)

5D's: [i genuinely do not remember if 5D's had any "big" characters]

Zexal: Bronk Stone (Gearspring)

ARC-V: Gong Strong (Superheavy Samurai)

Vrains: Earth (G Golem)

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Des Dingo
DARK ***
Scale: 2<>2
Beast/Pendulum/Effect
PE: If you Summon a Beast "Des" Monster(s), you can target 1 monster on the field; it's ATK/DEF is halved.  You cannot target the same monster more than once by this effect.  If a Beast "Des" monster destroys an opponent's monster by battle, you can Special Summon this card, then place 1 Beast "Des" Pendulum Monster from your Deck or Extra Deck into an empty Pendulum Zone on either player's side of the field.
ME: When this card is Summoned: Inflict 800 damage to both players.
1400/500

Des Numbat
EARTH ***
Scale: 8<>8
Beast/Pendulum/Effect
PE: You take no damage while you control a Beast "Des" monster.  If a Beast "Des" monster you control is destroyed by your opponent's card (by battle or card effect): You can Special Summon this card, then place 1 Beast "Des" Pendulum Monster from your Deck or Extra Deck into an empty Pendulum Zone on either player's side of the field.
ME: If this card is destroyed by battle: Inflict 600 damage to both players, then, you can Special Summon up to 2 "Des Numbat" from your hand or Deck.
200/1500

Des Bandicoot
DARK ****
Scale: 2<>2
Beast/Pendulum/Effect
PE: If you take effect damage, inflict 300 damage to your opponent.  If you take battle damage from a battle involving a Beast "Des" monster: You can Special Summon this card, then place 1 Beast "Des" Pendulum Monster from your Deck or Extra Deck into an empty Pendulum Zone on either player's side of the field.
ME: If this card battles a monster, Special Summon 1 Beast "Des" Monster from your Deck in face-down defense position after damage calculation.
1900/700

B.I.G. Koala
EARTH 7*
Scale: 8<>8
Beast/Pendulum/Effect
PE: If a Beast "Des" monster is Summoned: Take 1000 damage.  If you control 2+ Beast "Des" monsters, you can return all of them to your hand; Special Summon this card, then place 1 Beast "Des" Pendulum Monster from your Deck or Extra Deck into an empty Pendulum Zone on either player's side of the field.
ME: This card is always treated as a "Des" monster.  When this card is Summoned from the Pendulum Zone: Send all other cards on the field to the GY.
2700/2000

Land Des Under
Field Spell
If your opponent has more Beast "Des" monsters in their Pendulum Zones than you: You can place 1 Beast "Des" Pendulum monster from your Deck or Extra Deck into an empty Pendulum Zone on your side of the field, then take 600 damage.  If you have more Beast "Des" monsters in your Pendulum Zones than your opponent: You can place 1 Beast "Des" Pendulum monster from your Deck or Extra Deck into an empty Pendulum Zone on your opponent's side of the field, then inflict 600 damage to your opponent.  You can only use each effect of "Land Des Under" once per turn.

 

DM: Gansley (Deepsea Warrior / WATER Reptiles)

5D's: Greiger (Reactor)

Zexal: Bronk Stone (Gearspring)

ARC-V: Chojiro Tokumatsu (Cardian)

Vrains: Earth (G Golem)

 

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Gonna see if I can tie up all the threads that Gansley used here. 

Wowie by BDSceptyr

Wowie/EARTH/Reptile-Type Effect Monster/Level 1/500 ATK/500 DEF

Lore: If this card is Normal Summoned: You can Special Summon 1 Level 2 or higher Reptile monster from your hand, or if you control a Level 7 or higher Reptile monster, you can skip your opponent's next Main Phase 1 instead. If this card is Special Summoned or banished: You can send 1 Reptile monster from your hand or Deck to the GY; add 1 "Wowie" from your Deck to your hand. You can only use each effect of "Wowie" once per turn.

 

Frozen Asset Goraha by BDSceptyr

Frozen Asset Goraha/WATER/Reptile-Type Effect Monster/Level 6/2500 ATK/1000 DEF

Lore: You can discard 1 non-WATER Reptile monster; Special Summon this card from your hand or GY. If this card is Summoned: You can take 1 Level 5 monster, 1 Level 7 monster and 1 Reptile monster from your Deck, except "Frozen Asset Goraha", your opponent randomly chooses 1 of those cards to add to your hand, and you send the other cards to the GY. If this card is banished or discarded: You can negate the effects of all non-Reptile monsters on the field with 2500 or more ATK, until the End Phase. You can only use each effect of "Frozen Asset Goraha" once per turn.

 

Ruklamba the Supernatural King by BDSceptyr

Ruklamba the Supernatural King/DARK/Reptile-Type Effect Monster/Level 9/2000 ATK/3000 DEF

Lore: (Quick Effect): You can banish 2 monsters from your hand, field and/or GY whose total Levels equal 9, including a Reptile monster; Special Summon this card. When you do: You can activate 1 "Umi" directly from your Deck. Once per turn, if your opponent activates a monster effect on the field (Quick Effect): You can Special Summon 1 Level 8 or lower Reptile monster from your GY with more ATK than that monster, and if you do, negate the activation, also banish that monster and your Summoned monster when they leave the field. You can only Special Summon "Ruklamba the Supernatural King(s)" once per turn.

Underwater Enterprise by BDSceptyr

Underwater Enterprise/Continuous Spell Card

Lore: (This card's name is always treated as "Umi".)
When this card is activated: You can add 1 monster that specifically lists the card "Umi" in its text from your Deck to your hand. Each turn, 1 Level 5 or higher WATER monster with 2000 or less ATK that you Normal Summon can be Summoned without Tributing, but if you do so using this effect, banish it during the end of the next turn. If a Reptile monster(s) in your possession is banished: You can target 1 card on the field; destroy it. You can only control 1 "Underwater Enterprise".

 

Deepsea Merger by BDSceptyr

Deepsea Merger/Normal Trap Card

Lore: Apply these effects (simultaneously), depending on the cards you currently control. 
● "Umi": Special Summon 1 Reptile monster from your Deck, but shuffle it into the Deck when it leaves the field. 
● Level 5 or higher WATER monster: Negate the next attack this turn, and if you do, inflict damage to your opponent equal to that monster's ATK. 
● Both or neither: Fusion Summon 1 WATER Fusion Monster from your Extra Deck, by shuffling Fusion Materials in your possession listed on it from your GY into the Deck, that are banished or in the GY.

 

Deepsea Avenger by BDSceptyr

Deepsea Avenger/WATER/Warrior-Type Fusion Effect Monster/Level 5/1800 ATK/1600 DEF

Lore: 2 WATER monsters, including a monster that specifically lists the card "Umi" in its text
If this card is Fusion Summoned, while you control "Umi": Draw 1 card for each monster with 1900 or more ATK that you control +1. Once per turn, if an attack is declared on a WATER monster, OR when a card or effect is activated that targets a monster you control (Quick Effect): You can discard 1 card; negate that attack OR activation, and if you do, inflict 900 damage to your opponent. You can banish this card from your GY; add 1 monster that specifically lists the card "Umi" in its text from your Deck to your hand.

 

NEXT UP: 

5D's: Greiger (Reactor)

Zexal: Bronk Stone (Gearsprings)

ARC-V: Chojiro Tokumatsu (Flower Cardians)

Vrains: Earth (G Golems)

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Rip Earth you truly got shafted by the mirror link vrains arc

G Golem Mineral Melter

EARTH/Cyberse/Level 4/ATK 1200/DEF 1800

if this card is special summon, you can destroy it, special summon as many "G Golem Tokens" (EARTH/Cyberse/Level 1/ATK 0/DEF 0) to both fields as possible. You can only use the effect of "G Golem Mineral Melter" once per turn.

G Golem Quartz Cracker

EARTH/Cyberse/Level 3/ATK 800/DEF 800

If you control no monsters and your opponent controls a special summoned monster, you can discard this card special summon 2 "G Golem Tokens" to your field. You can only use the effect of "G Golem Quartz Cracker" once per turn.

G Golem Slate Breaker

EARTH/Cyberse/Level 5/ATK 2100/DEF 1300

If you control no monsters, you can special summon this card from your hand. if this card destroys a monster by battle, special summon 2 "G Golem Tokens" to your field in defense position.

G Golem Stone Cutter

EARTH/Cyberse/Level 4/ATK 1400/DEF 1600

When this card is normal summoned, special summon 1 "G Golem Token" but you cannot special summon for the rest of the turn except EARTH monsters.

G Golem 

EARTH/Cyberse/Level /ATK /DEF 

 

G Golem Arrogent Totem

EARTH/Cyberse/Link 2/ATK 1200

U/R

2 EARTH Monsters

Co-Linked Cyberse monsters you control gain 800 ATK. When this card is sent to the GY for the link summon of an EARTH Link monster, special summon 1 "G Golem Token" to your field. You can only use the effect of "G Golem Arrogent Totem" once per turn.

G Golem Mica Idol

EARTH/Cyberse/Link 1/ATK 800

1 EARTH monster except a Link monster

U

When this card is Link summoned add 1 "Gravity" spell card from your deck to your hand. A "G Golem Crystal Heart" that used this card as link material is unnafected by your opponent's card effects.

 

Gravity Planar

Field Spell

If a Co-Linked monster is destroyed, special summon 1 "G Golem Token" in defense position. WATER monsters you control cannot be targed for attacks but does not prevent your opponent from attacking dirrectly. If you special summon an EARTH Link monster is special sumoned from the GY, draw 1 card. You can only use each effect of "Gravity Planar" once per turn.

Gravity Rupture

Cont Spell

Once per turn you can reveal 1 "G Golem" monster in your hand, special summon 1 "G Golem Token" to your field, but it cannot be used as link material. Monsters you control cannot be targeted for attacks, except EARTH monsters. You can only Control 1 "Gravity Rupture"

Gravity Pulse

Trap Card

Destroy all EARTH monsters on the field, gain 300 LP for each, then inflict the same ammount to your opponent.

Gravity Distortion

Destroy 1 EARTH Link monster you control, monsters cannot declare an attack during this turn.

 

brief rundown: extra monsters cos the had TWO, crystal heart protection as its the ace, field spell as he was the only ignis to not get a field spell with their deck

New pack time

Towering Tyrants (evil/moraly ambiguous characters with a boss monster that a really big boi)

Marik (torure fiends/RA)

Yubel (Sacred beasts/herself)

Any of the dark signers

Don thousand (Numeron)

Z-ARC (Supreme King)

AI (@ Ignister)

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Reptilianne Typhon
DARK 10*
Reptile/Effect
You can Special Summon this card from your hand by tributing 2 monsters with 0 ATK from anywhere on the field.  Once per turn (Quick Effect): You can target 1 monster your opponent controls; its ATK becomes 0, its effects are negated, and it cannot be Tributed or used as Material except for the Summon of a Reptile monster until the End Phase.  If this card is destroyed by a card effect: You can Special Summon 1 Level 9 or lower Reptile monster from your hand or GY ignoring its summoning conditions.  There can only be 1 face-up "Reptilianne Typhon" on the field.
3100/0

Reptilianne Savant
DARK ****
Reptile/Effect
If this card is sent to the GY, you can target 1 monster your opponent controls; its ATK becomes 0 until the End Phase.  If your opponent declares a direct attack: You can banish this card from your GY; draw 1 card and reveal it.  If it is a "Reptilianne" card, the monster's ATK becomes 0, and all monsters your opponent controls lose ATK equal to the difference between the attacking monster's original ATK and current ATK.
0/0

Reptilianne Venomous
DARK *
Reptile/Effect
If this card is Normal or Special Summoned: All monsters your opponent controls lose 500 ATK.  If their ATK is reduced to 0 by this effect, they cannot activate their effects.  You can banish 1 Reptile monster from your GY; Special Summon this monster from your hand or GY.  You can only use this effect of "Reptilianne Savant" once per turn.
0/0

Reptilianne Haven
Field Spell
When this card is activated, you can discard 1 card; if you discarded a card, add 1 "Earthbound Immortal Ccarayhua" from your Deck or GY to your hand, regardless, add 1 "Reptilianne" monster from your Deck to your hand.  Battle damage you take from battles involving Reptile monsters is halved.  You can Normal Summon 1 Reptile monster in addition to your Normal Summon/Set.  If you control a Level 10 or higher monster, this card cannot be targeted by your opponent's monster effects.  You can only activate 1 "Reptilianne Haven" per turn.

Reptilianne Rod
Equip Spell
Equip only to your opponent's monster.  The equipped monster's ATK becomes 0.  Before damage calculation, if a "Reptilianne" monster battles the equipped monster: Destroy this card, and if you do, take control of the equipped monster, but its ATK becomes 0.

 

Marik (torure fiends/RA)

Yubel (Sacred beasts/herself)

Don thousand (Numeron)

Z-ARC (Supreme King)

AI (@ Ignister)
 

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Slime Golem
8/WATER/Fiend/3000/2500
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to either player's field by sending 1 monster on each field to the GY. You cannot conduct your Battle Phase the turn you Special Summon this card this way. Once per turn, during your Standby Phase: Send 1 DIVINE monster from your hand or Deck to the GY. If you cannot, skip your next Battle Phase.

Gravekeeper's Malice
1/DARK/Spellcaster/500/100
If this card is Normal Summoned or flipped face-up: You can add 1 DIVINE monster from your Deck to your hand. If this card is in your hand or GY: You can target 1 monster you control whose original name is "The Winged Dragon of Ra"; equip this card to that target, and if you do, gain LP equal to its ATK. If the equipped monster would be destroyed, destroy this card instead. You can only use this effect of "Gravekeeper's Malice" once per turn.

Deity Reborn
Normal Spell
Target 1 Divine Beast monster in your GY; Special Summon it, ignoring its Summoning conditions. You can banish this card from the GY, then target 1 DIVINE monster in your GY; place it on the bottom of your Deck, then draw 1 card. You can only use each effect of "Deity Reborn" once per turn.

Shadow Game
Field Spell
While you have a DIVINE monster in your GY, your opponent's monsters cannot attack directly. When a player loses LP: Banish the top card of that player's Deck, face-down. During the Standby Phase: The turn player takes 100 damage for each of their opponent's face-down banished cards.

Divine Metal Slime
Continuous Trap
Special Summon this card as an Effect Monster (Level 8/WATER/Aqua/ATK 1500/DEF 1500). (This card is also still a Trap.) While this card is an Effect Monster, it cannot be destroyed by battle with monsters that have 3000 or more ATK, and can be treated as 3 Tributes for the Tribute Summon of a DIVINE monster. If this card is sent from the field to the GY: Gain 1500 LP.

-

Yubel (Sacred beasts/herself)
Don thousand (Numeron)
Z-ARC (Supreme King)
AI (@ Ignister)

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Supreme King Dragon Shadrake
DARK/Dragon/Pendulum/Effect/Level 4/300 ATK/2000 DEF
5 <-> 5
Pendulum Effect: Once per turn, if you control no monsters: You can place 1 "Supreme King Dragon" Pendulum Monster from your Deck in your Pendulum Zone, also you cannot Pendulum Summon monsters for the rest of this turn, except "Supreme King" monsters.
Monster Effect: If this card is Normal or Special Summoned: You can Special Summon 1 "Supreme King" monster from your hand or GY, also you cannot Special Summon monsters for the rest of this turn, except "Supreme King" monsters. You can only use this effect of "Supreme King Dragon Shadrake" once per turn.

Supreme King Dragon Soul of Pendulum Dragon
DARK/Dragon/Pendulum/Effect/Level 4/500 ATK/0 DEF
5 <-> 5
Pendulum Effect: During your Main Phase: You can target 1 of your Pendulum Monsters that was banished or is in your GY; shuffle it into your Deck, and if you do, destroy this card. You can only use this effect of "Supreme King Dragon Soul of Pendulum Dragon" once per turn.
Monster Effect: If this card is Normal or Special Summoned: You can send 1 Pendulum Monster from your Deck to the GY, then target 1 "Supreme King" monster you control; until the end of this turn, double any battle damage the target inflicts to your opponent this turn if it battles an opponent's monster. If this card is destroyed or Tributed: You can add 1 "Supreme King" card from your Deck to your hand, also you cannot Special Summon monsters for the rest of this turn, except "Supreme King" monsters. You can only use 1 "Supreme King Dragon Soul of Pendulum Dragon" effect per turn, and only once that turn.

Supreme King Dragon Soul of Xyz Dragon
DARK/Dragon/Pendulum/Effect/Level 4/500 ATK/0 DEF
3 <-> 3
Pendulum Effect: During your Main Phase: You can target 1 of your Xyz Monsters that was banished or is in your GY; shuffle it into your Deck, and if you do, destroy this card. You can only use this effect of "Supreme King Dragon Soul of Xyz Dragon" once per turn.
Monster Effect: If this card is Normal or Special Summoned: You can send 1 Xyz Monster from your Extra Deck to the GY, then target 1 "Supreme King" monster you control and 1 face-up monster your opponent controls; until the end of this turn, the second target's ATK becomes half its current ATK, also the first target gains ATK equal to that lost ATK. If this card is destroyed or Tributed: You can Special Summon 1 "Supreme King" monster from your GY, also you cannot Special Summon monsters for the rest of this turn, except "Supreme King" monsters. You can only use 1 "Supreme King Dragon Soul of Xyz Dragon" effect per turn, and only once that turn.

Supreme King Dragon Soul of Synchro Dragon
DARK/Dragon/Pendulum/Tuner/Effect/Level 4/500 ATK/0 DEF
5 <-> 5
Pendulum Effect: During your Main Phase: You can target 1 of your Synchro Monsters that was banished or is in your GY; shuffle it into your Deck, and if you do, destroy this card. You can only use this effect of "Supreme King Dragon Soul of the Synchro Dragon" once per turn.
Monster Effect: If this card is Normal or Special Summoned: You can send 1 Synchro Monster from your Extra Deck to the GY, then target 1 face-up card your opponent controls; negate its effects. You can only use this effect of "Supreme King Dragon Soul of Synchro Dragon" once per turn. You cannot Special Summon monsters, except "Supreme King" monsters.

Supreme King Dragon Soul of Fusion Dragon
DARK/Dragon/Pendulum/Effect/Level 4/800 ATK/0 DEF
3 <-> 3
Pendulum Effect: During your Main Phase: You can target 1 of your Fusion Monsters that was banished or is in your GY; shuffle it into your Deck, and if you do, destroy this card. You can only use this effect of "Supreme King Dragon Soul of Fusion Dragon" once per turn.
Monster Effect: If this card is Normal or Special Summoned: You can send 1 Fusion Monster from your Extra Deck to the GY, then target 1 face-up monster your opponent controls; until the end of the turn, take control of it. If this card is destroyed or Tributed: You can target 1 card on the field; destroy it, also you cannot Special Summon monsters for the rest of this turn, except "Supreme King" monsters. You can only use 1 "Supreme King Dragon Soul of Fusion Dragon" effect per turn, and only once that turn.

Harmonious Supreme King Z-ARC
DARK/Dragon/Synchro/Pendulum/Effect/Level 12/4000 ATK/4000 DEF
13 <-> 13
Pendulum Effect: Monsters your opponent controls that were Normal Summoned, or Special Summoned from the hand or Deck, cannot activate their effects. Once per turn: You can target 1 of your "Supreme King" Pendulum Monsters in a Pendulum Zone, then Tribute 1 "Supreme King Dragon" monster you control; Special Summon it, ignoring Summoning conditions.
Monster Effect: 1 Pendulum Tuner + 1+ "Supreme King" monsters
(This card's name is always treated as "Supreme King Z-ARC".)
Must be Synchro Summoned and cannot be Special Summoned by other ways. Cannot be destroyed by your opponent's card effects. Your opponent cannot target this card with card effects. Other "Supreme King" monsters you control are unaffected by the effects of your opponent's monsters. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.

Unified Supreme King Z-ARC
DARK/Dragon/Xyz/Pendulum/Effect/Rank 12/4000 ATK/4000 DEF
0<-> 0
Pendulum Effect: Monsters your opponent controls that were Special Summoned from the Extra Deck, GY, or from being banished cannot activate their effects. Once per turn: You can target 1 of your "Supreme King" Pendulum Monsters in a Pendulum Zone; return it to your hand, and if you do, add 1 "Supreme King" card from your Deck or GY to your hand.
Monster Effect: 2+ Level 12 monsters
(This card's name is always treated as "Supreme King Z-ARC".)
Must be Xyz Summoned and cannot be Special Summoned by other ways. You can also Xyz Summon this card using 2 Level 7 or higher "Supreme King" monsters you control. Cannot be destroyed by your opponent's card effects. Your opponent cannot target this card with card effects. If a monster(s) your opponent controls are destroyed (by battle or by card effect) by a "Supreme King" monster: You can detach 1 material from this card; inflict damage to your opponent equal to the destroyed monster's ATK. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.

Supreme King's Integration of Space and Time
Spell/Field
If you control a "Supreme King Z-ARC", this card is unaffected by your opponent's card effects, also you can Special Summon "Supreme King" monsters from your Extra Deck to any Main Monster Zone as if they were Extra Monster Zones. If you only have "Supreme King Gate Zero" and "Supreme King Gate Infinity" in your Pendulum Zones, you can conduct 1 Pendulum Summon of a "Supreme King" monster(s) during your Main Phase this turn, in addition to your Pendulum Summon. (You can only gain this effect once per turn.) During your Main Phase: You can banish 4 monsters from your hand, field, and/or GY (1 each with "Pendulum Dragon", "Xyz Dragon", "Synchro Dragon", and "Fusion Dragon" in their names); Special Summon 1 "Supreme King Z-ARC" from your Extra Deck. (This is treated as a Fusion Summon, Synchro Summon, or Xyz Summon.) You can only use this effect of "Supreme King's Integration of Space and Time" once per turn.

Next:
Tag Duel Partners (make cards that unify two decks together)
Yugi & Kaiba
Jaden & Syrus
Yusei & Crow
Yuma & Kite
Yuya & Shay

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