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Showing content with the highest reputation since 11/11/2019 in all areas

  1. 2 points
    Lunar Queen Forene 1/LIGHT/Fairy/Link/600 (Up) 1 Normal Monster If this card is Link Summoned using a "Lunar Queen" monster as Link Material: You can Set 1 "Lunar Veil" Trap directly from your Deck. It can be activated this turn. If a Trap in your GY returns to your Deck: You can target 1 Normal Monster in your GY; Special Summon it in Defence Position. You can only use each effect of "Lunar Queen Forene" once per turn. Lunar Queen Lustria 2/LIGHT/Fairy/Link/1200 (Up/Right) 2 monsters, including a Normal Monster If this card was Link Summoned using a "Lunar Queen" monster as Link Material, it can attack directly. You can only use each of the following effects of "Lunar Queen Lustria" once per turn. * You can activate a "Lunar Veil" Trap the turn it is Set. * If a Trap in your GY returns to your Deck: You can target 1 Normal Monster in your GY; Special Summon it in Defence Position. Lunar Queen Rheyon 3/LIGHT/Fairy/Link/1800 (Up/Right/Down) 2+ monsters, including a Normal Monster After damage calculation, if this card that was Link Summoned using a "Lunar Queen" monster as Link Material battled an opponent's monster: You can shuffle that monster into the Deck. You can activate a "Lunar Veil" Trap the turn it is Set. You can only use this effect of "Lunar Queen Rheyon" up to twice per turn. Once per turn, if a Trap in your GY returns to your Deck: You can target 1 Normal Monster in your GY; Special Summon it in Defence Position. Lunar Queen Xelori 4/LIGHT/Fairy/Link/2400 (Up/Right/Down/Left) 2+ monsters, including a Normal Monster If this card is Link Summoned using a "Lunar Queen" monster as Link Material: Return to the hand all monsters your opponent controls with more ATK than this card. You can activate a "Lunar Veil" Trap the turn it is Set. You can only use this effect of "Lunar Queen Xelori" up to thrice per turn. Your opponent cannot activate cards or effects in response to the activation of your "Lunar Veil" Traps. Lunar Veil - Waxing Ward Normal Trap Target 1 "Lunar Queen" monster you control; this turn, it is unaffected by your opponent's monster effects, also Set 1 "Lunar Veil" Trap directly from your Deck, except "Lunar Veil - Waxing Ward". You can only activate 1 "Lunar Veil - Waxing Ward" per turn. Lunar Veil - Full Blessing Normal Trap Target 1 "Lunar Queen" monster you control; this turn, it cannot be destroyed by battle, and you take no battle damage from attacks involving it, also Set 1 "Lunar Veil" Trap directly from your Deck, except "Lunar Veil - Full Blessing". You can only activate 1 "Lunar Veil - Full Blessing" per turn. Lunar Veil - Lightwane Normal Trap Target 1 "Lunar Queen" monster you control; this turn, it is unaffected by your opponent's Spell/Trap effects, also Set 1 "Lunar Veil" Trap directly from your Deck, except "Lunar Veil - Lightwane". You can only activate 1 "Lunar Veil - Lightwane" per turn. Lunar Veil - Earthshine Normal Trap Target up to 3 "Lunar Veil" Traps in your GY; shuffle them into the Deck, then Set 1 "Lunar Veil" Trap directly from your Deck, except "Lunar Veil - Earthshine". You can only activate 1 "Lunar Veil - Earthshine" per turn. Next: Primineral Kongreat
  2. 2 points
    Crystron Halqifibrax WATER Links: SW SE Machine/Link/Effect 2 monsters, including a Tuner If this card is Link Summoned: You can Special Summon 1 Level 3 or lower Tuner from your hand or Deck in Defense Position, but it cannot activate its effects this turn. During your opponent's Main or Battle Phase (Quick Effect): You can banish this card; Special Summon 1 Tuner Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.) You can only use each effect of "Crystron Halqifibrax" once per turn. 1500/LINK 2 Needlefiber is finally coming to the TCG! It will definitely make a splash, but anyone have any ideas how it'll be used?
  3. 1 point
    At least we know their Types. A picture for one member of each of the new themes has been revealed: First we have a Rock-Type theme: A Plant-Type theme: And a Zombie-Type theme: Right now we have no further information about names, effects or anything, so stay tuned for more info. Source: https://ygorganization.com/blingzombie/
  4. 1 point
    This thread is strictly for the 20XX Submission/Approval. Anyone involved in this project can submit cards at their leisure and they will be reviewed here. I will post approvals accordingly to the the 20XX starter decks. Right now, the project dips into the Xyz Era so anything later than that likely won't make it onto the list until a later time. Have fun and enjoy the blessings of Mega Ultra Chicken. https://imgur.com/a/UvlKmbU The link above shows the current cardpool as pertaining to the four starter decks that a player can choose from. *Approved but to be released at a later time. Approved Monsters: *Armored Mermaid Nerinie Baby Phoenix Dancer Mermaid Arurue Innocence Mermaid Opeline *Sorcery Mermaid Irithet Approved Spells: *Bountiful Quartzbloom *Fiery Rubybllom My Neighbor, A Bear *Serrene Sapphirebloom *Untamed Emeraldbloom Approved Traps: Quicksand Approved Exta Deck Monsters:
  5. 1 point
    Just a bit of polishing, Okada-san. Eclipse Activate 1 of these effects. Discard 1 LIGHT monster; add 1 DARK monster from your GY to your hand. Discard 1 DARK monster; add 1 LIGHT monster from your GY to your hand. Hope this helps
  6. 1 point
    The Maker is currently down for updates. Saving cards is currently not available. One can generate and save the created images and upload them, however.
  7. 1 point
    Sounds a lot like the trap card "Exchange of Night and Day" except more general and instant. Should be interesting. Also I'm just going to place this here for safe keeping. It may be too powerful now, but I can wait for it's approval if it fits with what people want later on.
  8. 1 point
    As far as I know, you should be able to activate the on summon effect of a monster that is no longer on the field by the time they start the activation. I remember something about differences between OCG and TCG about that specific rule and in TCG, they do activate. As for the last sentence, you are correct for the most part. Unless the card says that needs to be face up to activate and resolve, getting out of the field wont prevent from activating the effect. As for being returned to the deck, felgrand (to give it more context) will still activate because effects resolve were they activate, it will activate on the field and resolve on the field (even if felgrand is gone), you are confusing things here with cards that activate their effects when leave the field, those kind of effects activate on the place they end when leaving (hand, GY, banish, or extra deck). As a final note, being returned to the deck is considered leaviing the field, it just that effects cannot be activated from the main deck.
  9. 1 point
    YCMaker hasn't given a time frame. It'll get done when it gets done; that's the best I can say.
  10. 1 point
  11. 1 point
  12. 1 point
    Temple Guardian of Serket EARTH - Level 7 - Fairy/Synchro/Effect - 2500/2000 1 Tuner + "Mystical Beast of Serket" This card on the field is treated as "Mystical Beast of Serket". If this card is Synchro Summoned: You can activate 1 "Temple of the Kings" directly from your Deck or Graveyard. You can only activate this effect of "Temple Guardian of Serket" once per turn. While you control "Temple of the Kings", this card cannot be destroyed or targeted by your opponent's card effects, nor can monsters you control with less ATK than this card be targeted for attacks. If this card destroys your opponent's monster by battle: Banish the destroyed monster, then Special Summon 1 "Shabti Token" (Fairy-Type/EARTH/Level 1) with ATK and DEF equal to the number of your opponent's banished cards x200, and if you do, this card gains ATK equal to the ATK of that Token when it was Summoned. Create a Synchro that, along the lines of Ib, grants greater access to a Spell/Trap lineup that was already good, but would definitely see more use if it was more accessible.
  13. 1 point
    Hello BlackCatter. Seeing your Deck reminded me of those terryfing old times when I had a WATER Deck and everyone else had a LIGHT/DARK Deck with Chaos Sorcerers, Black-Luster Soldier -Envoy of the Beginning and Chaos Emperor Dragon-Envoy of the End. Ah! the nostalgia. Anyway, here's a few card grammar help for your mobs, if you don't mind. Technomancer Once per turn, during your Main Phase 1: You can send 1 LIGHT and 1 DARK monsters you control to the GY; Fusion Summon 1 Machine Fusion Monster from your Extra Deck, ignoring its Summoning conditions, and if you do, change this card to Defense Position. <<<--You don't specify from where you can send the LIGHT/DARK monsters to the GY to perform the Fusion, so I wrote "you control" in case it's from the field. If it's from your hand or field, it should go like this "You can send 1 LIGHT and 1 DARK monsters from your hand and/or field to the GY..... Dark Matter Magician You can send 1 monster from your hand or field to the GY, then target 1 monster your opponent controls; destroy that target. <<<-- you might want to add a once per turn limitation, I don't know. Anti-Matter Magician You can banish 1 monster in your GY, then target 1 monster your opponent controls; destroy that target. <<<-- same as above, I'd say the effect is too strong if you can banish indiscriminately to clean your opponent's field. Black Luster Machina "Black Luster Soldier" + 1 Machine monster Once per turn, at the end of the Damage Step, If this card destroyed an opponent's monster by battle: You can banish 1 LiGHT and 1 DARK monster in your GY; this card can make a second attack in a row. Chaos Mech When you activate a card effect that involves banishing a LIGHT monster from your GY, you can also treat this card as LIGHT-Attribute. <<<-- With the previous wording, this card is mandatorily changed to LIGHT when you activate the banishing effect. This way, it is treated as both DARK and LIGHT, so you can use it in a more versatile way. BTW, you only use XXXXX-Attribute when you talk about a thing having multiple attributes, otherwise is fine with only writing the actual Attribute. Chaos Engine All LIGHT and DARK Machine monsters on the field gain 500 ATK <<<-- you can omit the "while this card is on the field", that is not used anymore for these kind of effects. Hope this helps!
  14. 1 point
    Edited the post with the text underneath! Hopefully that makes it easier
  15. 1 point
    Haha! Admittedly, there is something to that visual, even if the names don't really have anything to do with it. That reminds me... I should post that other weird mechanic of mine... Anyways, if I'm remembering correctly, that grammar bit is something that I picked up from hard translations of leaked Japanese cards. This page gives an example (under "Common phrases in card text"). In a sense, it is official grammar, but it isn't used in the TCG. Either way, it's a real time saver for custom cards!
  16. 1 point
    art for another pikeru card note to self thought polka was the actually name suppose pikeru i just thought name was polka for some reason
  17. 1 point
    Blind Magicians' Illusion Continuous Spell When this card is activated: You can Special Summon 1 "Blind Magician" monster from your hand or GY, but it cannot attack this turn. While you control 2 or more "Blind Magician" monsters, you choose the attack targets for your opponent's attacks. You can only activate 1 "Blind Magicians' Illusion" per turn. Swarming is essential for the archetype to function Searchable with Radara Attack restriction incentivises you to take advantage of D'Lux's hand destruction Turning the blindness onto the opponent gives the theme of the shared effect advantageous purpose
  18. 1 point
    I've had over 40 pizzas in the last 30 days. Stay tuned. The day of reckoning will come. The record will be straight. Stay tuned.
  19. 1 point
    Yeah, alright. I understand. Thank you for telling me.
  20. 1 point
    The 0 DEF thing is because this is essentially a blind version of Dark Magician so pretty much, he's generally defenseless after launching an attack.
  21. 1 point
    Nah it will be too experimental and not completely address the cards problem. How about this: "Activate by tributing any number of your monster, Destroy that equal number of opponent monster. When this effect resolved, all monster that currently face-up cannot be used as tribute or material to summon a monster until your next Standby Phase" Its basically function the same but much more fair Not gonna comment of second card. Please post it on new topic first
  22. 1 point
    A final (ish) Xyz monster for the archetype DK Arch-nemesis- Joker Rank 4 Dark Spellcaster Xyz monster 2000 ATK/2000 DEF Effect: Thrice per turn, This card cannot be destroyed by card effects (once for each card type, monster, spell, and trap.) Immediately after the effect of a "DK" monster you control that involves declaring a card type (monster, spell, or trap) is called correctly and resolved, you can detach one Xyz material from this card, roll a six sided die, and activate one of these these effects, depending on the number rolled: 1-2: Reveal your opponent's hand. they take damage equal to the number of cards of the declared type in their hand and on their field x400. 3-4: Look at the top three cards of their deck. Any cards of the declared type are banished, face down 5-6: Look at the top five cards of your opponent's deck. If each of them match the card type called, banish the revealed cards and all cards your opponent controls, face down. (Effect in progress.)
  23. 1 point
    Frontline Warbear 5/EARTH/Beast/2300/2200 If you control no monsters: You can Special Summon this card from your hand, also you cannot Normal or Special Summon monsters for the rest of this turn, except Warrior monsters. Your opponent cannot activate cards or effects in response to the activation of your Warrior monsters' effects. Next: Border Lion
  24. 1 point
    Serpent's Burrow Field Spell When this card is activated: You can add 1 EARTH Reptile monster from your Deck to your hand. Non-Reptile monsters on the field lose 200 ATK for each Reptile monster in your Graveyard, also the effects of monsters with 1000 or less ATK cannot be activated, except the effects of Reptile monsters. If you Normal or Special Summon a DARK Reptile monster: You can destroy 1 card on the field. If a Reptile monster you control destroys your opponent's monster by battle, you can discard 1 card: Special Summon 1 Reptile monster from your Deck whose ATK is less than or equal to the original ATK of that destroyed monster. You can only activate each effect of "Serpent's Burrow" once per turn. NEXT: "Five-Finger Gamble" OR A card that provides some benefit to multi-attacking monsters.
  25. 1 point
    Twin Laser Lancer/LIGHT/Reptile-Type Xyz Effect Monster/Rank 3/1500 ATK/1500 DEF Lore: 2+ Level 3 monsters, including a Reptile monster If a player controls exactly 2 monsters, this card cannot be destroyed by card effects, and neither player can target it with card effects. Once per turn (Quick Effect): You can target 1 Spell/Trap in your GY or 1 monster in your opponent's GY; Set that card to your opponent's field. Once per turn, if a player controls the same number of monsters and Spell/Trap Cards: You can detach 1 material from this card; destroy 1 monster and 1 Spell/Trap on the field. This is a Quick Effect, if this card has exactly 1 material. NEXT UP: To The Fairest
  26. 1 point
    Side Decking Normal Spell If your LP are greater than or equal to your opponent's, pay LP until your LP are half of your opponent's: Declare 1 card name. Both players are permitted to check each other's hand and Deck for any cards with the declared name, and banish any cards with that original name, face-down. Then, each player that had a card(s) banished this way draws 1 card. If you would take damage from your opponent's card effect while this card is in your Graveyard, your opponent can discard 2 cards to add this card from your Graveyard to their hand. You can only activate 1 "Side Decking" per turn. The riskiest, goofiest, gimmickiest piece of nonsense I think I've ever designed. NEXT: Repeat Replay OR Five-Finger Gamble
  27. 1 point
    Another Xyz incoming! Last one for today! DK Nemesis-Poison Ivy Rank 4 EARTH Plant Xyz monster 2000 ATK/2000 DEF Effect: Immediately after the effect of a "DK" monster you control that involves declaring a card type (Monster, Spell, or Trap) is called correctly and resolved: You can detach 1 material from this card, then target 1 monster your opponent controls; negate it's effects, also it becomes Plant-type, its ATK becomes 0, it cannot attack, it cannot change battle position, it cannot be destroyed by battle and it cannot be used as material for a Summon. You can only activate this effect of "DK-Nemesis - Poison Ivy" once per turn, and only twice per Duel.
  28. 1 point
    You're very welcome! By the way, I just looked at the Xyz, that dude is hard to take down. You might want to add the classic detach material stuff Once per turn: You can detach 1 material from this card, then declare 1 card type (Monster, Spell, or Trap); look at the top card of your opponent's Deck, and if it is of the declared type, for the rest of this turn, the effects of "DK" monsters become Quick Effects, also your opponent pays 500 LP each time they Summon a monster or activate a card or effect. Hey, I'm looking forward to a DK Nemesis-Poison Ivy, Wildprince, you can't just leave her out! She might be able to take control of your opponent's monsters after the declare card type stuff. Not to mention a DK Nemesis - Joker. His effects have to be wild! What do you think?
  29. 1 point
    It looks like we're getting Needlefibre in March:
  30. 1 point
    Only have three words for this new monster I made today... Not a single activated effect on it, not even modest ATK stats, but anybody who makes this can be well assured they're sitting on a gamechanger. Even 500 ATK can be threatening when your monster's ATK isn't moving an iota past zippety-doo-dah, something Apollousa, Borrelsword, and definitely Gren Maju will sit up and take notice of. You've only got three turns to make the most of it, but, we've made work of far less oppressive Beast Xyzes than this. Regardless, an Xyz that doesn't extend like crazy or negate effects is apparently worth what comes out of the other end of a dog's body these days, so expect this to pop on in the second people realize Heraldic Beasts still exist and not a second sooner. Until that time: reviews, revelry, you know the drill. BD'S, signing off.
  31. 1 point
    I though most competitive games didn't even have Final Smash. There is the FS option without the Smash Balls, but even so, I go back to what I said of Final Smash. If it's for future characters, sure. But not for current characters. I liked it when Yoshi changed form.
  32. 1 point
    Knight of Sacrifice Level 3 EARTH Warrior/Effect ATK 500 DEF 1000 When your opponent's monster declares an attack: (Quick Effect) you can Special Summon this card from your hand, and if you do, change the attack target to this card. If this card is destroyed by battle and sent to the graveyard; Draw 1 card.
  33. 1 point
    Okay, I genuinely love everything about this archetype. It's a good adaptation of the theme of the show, while still being it's own thing and very focused and well thought out. The cards are balanced and the mechanic is wonderful. It also makes me want to do the number one thing on my mind when I see a lot of continuous stuff: create a duel territory. All my continuous stuff out on field gaining me amazing advantage. And that's a good way to describe this archetype. It's a snowball. Slow at first, but deadly over time. The only problems I can see are the constant shuffling of your own cards. Sure you can prevent the shuffling and still get your effects off, and this deck has amazing resource management, but you can't really get your plays rolling well without those counters being present which is why you need the Scale spell early or you won't be getting anything done. You could also run the risk of shuffling away your hand to keep your monsters on field, or shuffling away your monsters on field and leaving yourself wide open. You can search out the cards you need with no problem, and pendulum summoning makes it so much easier to get tons of stuff on board, but those counters are still a bit of a hinderance. Or maybe i'm overthinking things. This is wonderful and I want it to be as good as it can be.
  34. 1 point
    I see. Gren Maju or Cosmo Queen
  35. 1 point
    Would be a good side after learning what you're up against. It's too conditional to use up one of the main 40-60 slots.
  36. 1 point
    Currently, this archetype doesn't do much. I have to agree though, this concept is super neat! I'd really love to see you expand on it more. I also like the idea that you can recycle Liberation with Alteration, making this deck able to consistently search the cards it needs (if it gets more, of course.) Again, definitely would love to see more support for this archetype!
  37. 1 point
    serqet: make it higher levels (along with appropiate stat) should be good. The first effect is fine. My main concern is more on the 2nd effect that lack of HOPT like Anubis does and easily triggered (hence can bw abuse to unfairly remove opponent hand just by being part of combo) Heck, i just notice that its practically infinite loop by its own which is a big no no. If you want to keep the effect because you want it tied to smite's lore, you need to nerf it hard or replace the effect with something that can result with the same goal with different ways. Anubis should have same treatment, although for the draw-search effect can be limited to only activated on summon. Especially specific type of of summon correspond to it (like Fusion have effects that only triggered by fusion summon)
  38. 1 point
    Serqet: there a bit of wording problem with Serqet's monster destruction effect since its vague on which monster on battle that should destroyed. of course implying that it meant the destroy the one owned by opponent its should be ( Destroy the battling opponent monster). another problem is discarding cards from deck can actually translated to "send" wording which apply to both hand or deck better than discard. there fore this is the rough fix: "Before the Damage Calculation, if a Monster you control battles: You can shuffle 1 Monster from your GY to your Deck; Destroy the battling opponent monster. Whenever a monster card is sent to GY: Your opponent must send 1 card from either his/her hand OR top of the Deck to GY. Opponent cannot send cards from their top of the deck this way unless he/she has no cards in his/her hand. as for the card design, im not really agree with Serqet being potentially OP. destruction effect is ok but on a bit harder to summon monster. not a normal summoned Level 4. last effect is practically begging for unfair abuses, its trigger on any instances a monster is sent to GY from anywhere and anytime. i can see this summoned as part of opening a combo and then you do your shenanigans which responded by this card effect that clear opponent hand with no chances whatsoever to play Anubis: "When this card destroy a monster by battle: Gain LP equal to differences between this card ATK and the ATK or DEF of the destroyed monster (whichever apply for damage calculation on that battle). You can pay LP in multiples of 500: Discard a card from your hand for each multiple of 500 LP paid; draw that many cards. additionally if you discard any "Egyptian God" card(s) for this effect, reduce the amount of card you would draw for each of those cards and then add 1" Egyptian God" card from your Deck to your hand" last effect is not really experimental but its quite hard to find its equivalent. that being said, the draw effect is too good. its a 3+ hand fixer that combo as a super-searcher. Dangers! and GY dependable effects are still in the game and this card can provide even more power to it
  39. 1 point
    Not too bad actually.
  40. 1 point
    Oh-Shinchou Simorgh (Simorgh, Bird of Kings) Link 3 WIND Winged Beast Effect Monsters ATK 2400 Link Arrows: Bottom-Left, Bottom-Center, Bottom-Right Link Materials: 2+ monsters, including a Winged Beast monster You can use the (3)rd effect with this card’s name only once per turn. Cannot be used as Link Material. (1) This card, also any Winged-Beast monsters it points to, cannot be targeted by your opponent’s card effects. (2) If this card would be destroyed by battle, you can destroy 1 “Simorgh” card you control instead. (3) During the End Phase: You can Special Summon, from your hand or Deck, 1 Winged Beast monster whose Level is equal to or lower than the number of unoccupied Spell & Trap Zones on the field.
  41. 1 point
    To answer the question, the card is based on a game I played called "Onmyoji", a Turn-Based RPG where Abe no Seimei, the Onmyoji, summon a spirit (or small ghost by the Wikipedia) by using a blank amulet. This is also the reason why I made "Black Emissary from the Underworld" and "White Emissary from the Underworld" (they were called "Kuro Mujou" and "Shiro Mujou"). Apparently Sealmaster Seimei is based on Abe no Seimei, since "Meisei" is an anagram of "Seimei"
  42. 1 point
    I love the fact that I can just rank up dark rebellion into this, but it does nothing else. This was a wasted opportunity.
  43. 1 point
    I forgot one... "The Tricky Madcap" Rank 5/Dark [Spellcaster / Xyz / Effect] 2 "The Tricky" Once per turn, you can romove 1 Xyz material from this card to Special Summon one "Tricky" monster from your deck. If this card has no XYZ material, you take 500 points of damage each time you Special Summon. ATK: 2300/DEF: 1800
  44. 1 point
    Thanks to an idea one of the YCM members gave me, here is my variation of a new "Tricky" Archetype
  45. 1 point
    I genuinely love what you've come up with here. It adapts the Ghostrick style nicely while still being its own thing, and it does a really good job at keeping your onslaught coming. The only problem is keeping spell/trap zones open to place your trap monsters in for the field spell. Also, even if your opponents monsters are all rock type monsters once the field spell hits the field, not only will it not get a chance to hit the field by the time your opponent is done with their turn if you go second, which is when your wanna play the field spell, or preferably on turn three when you've played a few monsters yourself, but also you have nothing to stop your opponent from killing you, while giving your opponent what is essentially a free turn to kill you thanks to the field spell's halving effect, even if you control fox on your turn. Your opponent does not have their damage cut in half, while you have your damage split down the middle, so unless you control 5 or 6 monsters with decent attack, you can't close the game.
  46. 1 point
    Just to note your missing this cards ATK and DEF values still its a nice retrain over the OG Rank-Up DRXD.
  47. 1 point
  48. 1 point
    Noble Knight Richtor Level 4/Light Warrior/Effect Once per turn, if this card is equipped with a "Noble Arms" spell card, draw 1 card for each "Noble Arms" card you control. Once per turn, you can destroy 1 card equipped to this card. All "Noble Knight" monsters you control gain 100 ATK for each "Noble Arms" card in either players GY.
  49. 1 point
    https://open.spotify.com/album/0pN7Pj0loPxU8pRcMXSHZq Etrian Odyssey II OST Just linked what I was listening to instead of fetching YT because when I saw they had these games' soundtracks I was like well, it'll give me less ads than YT (I'm not paying for either of them).
  50. 1 point
    Mathmech Sine WATER/Cyberse/Effect/Level 4/500 ATK/1500 DEF You can target 1 face-up Attack Position monster on the field; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters, also Special Summon this card from your hand in face-up Attack Position, and if you do, change that monster to Defense Position. This card cannot attack during the turn it was Special Summoned by this effect. You can only use this effect of "Mathmech Sine" once per turn. Mathmech Secant WATER/Cyberse/Effect/Level 4/1500 ATK/500 DEF You can target 1 face-up Defense Position monster on the field; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters, also Special Summon this card from your hand in face-up Defense Position, and if you do, change that monster to Attack Position. This card cannot attack during the turn it was Special Summoned by this effect. You can only use this effect of "Mathmech Secant" once per turn. Mathmech Tangent WIND/Cyberse/Effect/Level 4/1000 ATK/1000 DEF When this card is Normal or Special Summoned: You can change its battle position. You can only use each of these effects of "Mathmech Tangent" once per turn. ● During your Main Phase: You can Tribute Cyberse monsters from your hand or field, including this card on the field; Ritual Summon 1 "Mathmech" Ritual Monster from your hand whose Level exactly equals the total Levels of the monsters Tributed by this effect. ● During your Main Phase: You can Fusion Summon 1 "Mathmech" Fusion Monster from your Extra Deck, using this card on the field and Cyberse monsters from your hand or field as Fusion Materials. Mathmech Logarithmer LIGHT/Cyberse/Ritual/Effect/Level 8/? ATK/? DEF You can Ritual Summon this card using any "Mathmech" card. This card's original ATK/DEF becomes the combined original ATK/DEF of the monsters Tributed to Ritual Summon it. You can only use each of these effects of "Mathmech Logarithmer" once per turn. ● You can discard this card; add 1 "Mathmech" card from your Deck to your hand. ● (Quick Effect): You can target 1 face-up card your opponent controls; negate its effects until the end of this turn, and if you do, this card loses 500 ATK/DEF. Mathmech Fractalizer Hausdorff LIGHT/Cyberse/Ritual/Effect/Level 12/1500 ATK/500 DEF You can Ritual Summon this card using any "Mathmech" card. Gains ATK/DEF equal to the combined ATK/DEF of the monsters Tributed to Ritual Summon it. You can only use each of these effects of "Mathmech Fractalizer Hausdorff" once per turn. ● You can discard this card, then banish 1 "Mathmech" monster from your GY with a Level; Special Summon a number "Mathmech Fractal Tokens" (Cyberse/EARTH/Level 4/500 ATK/500 DEF) whose combined Levels equal the Level of the banished monster. ● When a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy it, also this card loses 1000 ATK/DEF. Mathmech Exponentator DARK/Cyberse/Fusion/Effect/Level 8/? ATK/? DEF 2 Cyberse monsters, including a "Mathmech" monster Must first be Fusion Summoned using a "Mathmech" card. This card's original ATK/DEF becomes the combined original ATK/DEF of the materials used to Summon it. You can only use each of these effects of "Mathmech Exponentator" once per turn. ● (Quick Effect): You can target 1 card in your opponent's GY; banish it, and if you do, this card gains 500 ATK/DEF. ● When this Fusion Summoned card leaves the field because of your opponent's card: You can target 1 Level 4 Cyberse monster in your GY; Special Summon it. Mathmech Notator Kunth DARK/Cyberse/Fusion/Effect/Level 12/500 ATK/1500 DEF 2+ Cyberse monsters, including a "Mathmech" Ritual, Fusion, Synchro, or Xyz Monster Must first be Fusion Summoned using a "Mathmech" card. Gains ATK/DEF equal to the combined ATK/DEF of the materials used to Summon it. You can only use each of these effects of "Mathmech Notator Kunth" once per turn. ● (Quick Effect): You can target 1 card on your opponent's side of the field or in your opponent's GY; banish it, and if you do, this card gains 1000 ATK/DEF. ● When this Fusion Summoned card leaves the field because of your opponent's card: You can target 1 banished monster; Special Summon it. Mathmech Hyperoperation Spell/Quick-Play If you control a "Mathmech" monster: Activate 1 of these effects. ● Tribute Cyberse monsters from your hand or field, then Ritual Summon 1 "Mathmech" Ritual Monster from your hand whose Level exactly equals the total Levels of those monsters. ● Fusion Summon 1 "Mathmech" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY. You can only activate 1 "Mathmech Hyperoperation" per turn. Next: Let's give some more support to some of the cards from ZEXAL. Rio/Merag's Cards (WATER Winged Beast) OR Raccoons (LV2 EARTH Beasts)
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