Leaderboard
Popular Content
Showing content with the highest reputation since 04/25/2025 in Posts
-
3 points
-
Hundred Eyes Chaos Dragon DARK Rank 8 Dragon/Xyz/Effect Must be Xyz Summoned using 2 DARK monsters with a Level difference of 8 as Xyz material. Gains 100 ATK/DEF for each card in your hand, field, GY and banishment. You can only use the following effects of "Hundred Eyes Chaos Dragon" once per turn. * When your opponent activates a card or effect (Quick Effect): You can send 1 Xyz material thats attached to this card to the bottom of your Deck; negate the activation and destroy it. * If this card is destroyed by an opponents card: You can Special Summon 1 Level 10 monster from your hand, Deck, Extra Deck, GY or banishment ignoring its summoning conditions. ATK/3000 DEF/25003 points
-
3 points
-
2 points
-
2 points
-
2 points
-
2 points
-
2 points
-
Hey I know how bad things are for the site and this club but can we not spam it? It's like my remaining special place here, if only to preserve what friends posted in previous pages and where I show people I'm still around. Keep that meme but hopefully I don't wake up to a bigger flood of it.... ------ Here's a painting I did the other day with those dollar store water color kits. It's based on a real place in my city called "La casa de la cultura". It is one of the oldest buildings in the city, enough to have a collection of ghost stories of its own. It is still an active building for teaching in like, music and theater.2 points
-
2 points
-
2 points
-
2 points
-
Here's 2 animations I did these past couple weeks. Both still kind of incomplete but I think good practice nonetheless xD2 points
-
2 points
-
So I've been going to a workshop of sorts on Saturdays since a week or so ago. This is one of the exercises we started with. 4 emotions, 3 variations of each, and to draw the faces that'd coincide with the emotion. Also, a quick line of context but having the lines shuffled around a bit so other people guess which is the correct one. It is meant to see how easy for readers/viewers is to understand our interpretations of them. Time is somewhat limited to finish them but it wasn't too bad of an outcome. I've done a few more like this ever since.2 points
-
Ghostrick Room Continuous Spell Card After activation: You can add 1 "Ghostrick" Field Spell Card from your Deck or GY to your hand. All Zombie, Fiend and Fairy monsters in Defense Position cannot be destroyed by battle or by card effects. Each time a Zombie, Fiend or Fairy monster is flipped face-up: Inflict 300 points of damage to your opponents LP. You can only activate 1 "Ghostrick Room" per turn.2 points
-
2 points
-
I'm on a little personal mission to TCG-ify Rush decks that I find interesting. I made a bunch on Duelingbook, but the site's servers are really in decline at the moment. Here's my take on a few of the Dark Matter monsters from Go Rush. More to come as this is very much WIP. Dark Matter Hazardoll Galaxy/DARK/Level 5/ATK 1800/DEF 1300 This card's name becomes "Dark Matter Mist" while on the field. You can only use the following effects of "Dark Matter Hazardoll" once per turn. If you control no monsters, or all monsters you control are "Dark Matter" monsters: You can Special Summon this card from your hand in face-up Attack Position or face-down Defense Position. If another "Dark Matter" monster you control is sent to the GY or shuffled into the Deck as Fusion Material: You can target 1 monster your opponent controls; change it to face-down Defense Position. Dark Matter Craydoll Galaxy/DARK/Level 4/ATK 1400/DEF 1300 This card's name becomes "Dark Matter Mist" while on the field. You can only use the following effects of "Dark Matter Craydoll" once per turn. If this card is Normal or Special Summoned: You can add 1 "Dark Matter" monster from your Deck to your hand, then you can change this card to face-down Defense Position. If another "Dark Matter" monster you control is sent to the GY or shuffled into the Deck as Fusion Material: You can add 1 "Dark Matter" Spell from your Deck to your hand. Dark Matter Lockdoll Galaxy/DARK/Level 3/ATK 800/DEF 1300 This card's name becomes "Dark Matter Mist" while on the field. You can only use the following effects of "Dark Matter Lockdoll" once per turn. If you Normal or Special Summon a "Dark Matter" monster, except "Dark Matter Lockdoll": You can Special Summon this card from your hand in face-up Attack Position or face-down Defense Position, If another "Dark Matter" monster you control is sent to the GY or shuffled into the Deck as Fusion Material; draw 1 card, then send 1 "Dark Matter" monster from your hand to the GY. Dark Matter Enigmata Galaxy/Fusion/DARK/Level 9/ATK 0/DEF 0 "Dark Matter Mist" + 1 "Dark Matter" monster You can Special Summon this card (from your Extra Deck) by shuffling the above monsters you control into the Deck. (This is treated as a Fusion Summon.) Gains ATK equal to the combined original ATK of the monsters used as Fusion Material for this card's Summon. If there is a face-down monster on the field, this card can attack directly.2 points
-
2 points
-
Nifindell, The Last of Thunder Thunder-DARK-Level 9-ATK 3100-DEF 2300-Effect You can Special Summon this card from your hand by banishing 3 Thunder monsters from your GY. You can only use the following effects of "Nifindell, The Last of Thunder" once per turn. If you activated a Thunder monster effect from the Banishment: You can Special Summon it to your field. If this card is sent to the GY: You can add 1 card from your deck that mentions a Thunder monster in its text except "Nifindell, The Last of Thunder". Up next:2 points
-
2 points
-
It's that time of the month again xD The time in which I post whatever doodles I have at hand to avoid getting the club archived. Got other works undergoing but yeah, this will do for now xD2 points
-
2 points
-
Requests from Discord friends that I've been getting piled up and am finally getting around to kinda free myself from xD2 points
-
This is an experiment following up from this thread. Basically, this is a club for drawing. It doesn't matter what your preferred style or your skill level is. Let us just have a good time. If you wanna improve, we can try to give our two cents. If you wanna push for a group project, collaboration, or a challenge of some kind, you can pitch the idea and something could come out of it. If you just feel like sharing something you are proud of, that too. Even if you have absolutely no previous experience drawing but are interested. What is it? You ask why this has to exist when you can already post at the Showcase section? Well, look at this as a sort of base, for more interaction and more of a "homie" feel.... *shrugs*1 point
-
1 point
-
When signing up, after filling the form and clicking on the submit button, nothing happens. I've tried this on my browser (i.e. with my usual extensions and settings) as well as on a freshly installed one. Upon inspecting the network tab of the browser's devtools, I've found that it's caused by the ReCaptcha's configuration being currently expired/invalid. PS: Obviously this account is a result of using OAuth, otherwise I still couldn't be making this post1 point
-
Shimon, Master of The Forbidden One LIGHT ☆☆☆☆☆ 1500/1900 Effect: While this monster is face-up on the field, each time your opponent activates a card or effect that would affect this card, send one monster card with "Forbidden One" in its card name from your Deck to the GY: Negate and banish that card. This card gains 500 ATK&DEF per "Forbidden One" card in both players' GY. If there are 5 "Forbidden One" monsters in your GY, you win the duel. If your opponent has 5 "Forbidden One" monsters in their GY, they win the duel. Next:1 point
-
1 point
-
1 point
-
1 point
-
Elemental HERO Whiplash ☆☆☆☆☆☆ LIGHT Warrior/Effect 2300/1800 Effect: If "Elemenal HERO Bubbleman" or "Elemental HERO Sparkman" is in your GY, you can banish one of them to Special Summon this card. If this card destroys a monster in battle, inflict damage equal to half of this monster's ATK. If this monster is returned to your hand, add one "Polymerization", "Fusion" spell card, "Elemental HERO Bubbleman" or "Elemental HERO Sparkman" from your GY to your hand, then take 600 damage. Next1 point
-
apologize to it by saying "im sorry ai daddy, i know i can be better. please let me use you again, ill do anything"1 point
-
I simply waited. My goals was to screenshot the number 11037 for an inside joke but now that I’ve come this far I don’t see any reason to undo all that progress now.1 point
-
which one, this one? the admin has returned to his natural state of fuckedoffedness so there is nobody with access to the backend to resolve the various problems cropping up, @The Nyx Avatar has stood alone against the bot hoardes to prevent every section from being completely filled with temu scam posts and that's about as much as we are capable of doing in terms of papering over the cracks with no ability to meaningfully fix anything if you mean the other website that's not my fault! go ask them! but i presume you mean this one and i fear we will end up losing everything eventually yeah unfortunately that's just the direction it's going, so if you have stuff on here that you particularly wish to preserve i'd just recommend porting it somewhere else because there unfortunately is no hope of this place doing anything other than gradually falling into nothingness1 point
-
Art by me. Any and all criticism/feedback is welcome. Sol, Eclipsed of the Ghoti Level 6 WATER Fish/Synchro/Effect 1800 ATK / 2600 DEF 1 Fish Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned or banished: You can banish cards from your hand and/or field up to the number of cards in your Banishment, including exactly 1 tuner; Special Summon from your Extra Deck 1 Fish Synchro monster that could have been Synchro Summoned using the banished cards. (This is treated as a Synchro) While "Ghoti of the Deep Beyond" is in your Field or Banishment and you have not used a Fish monster as material this turn (Quick Effect): You can Special Summon this card from your GY or Banishment. You can only use each effect of "Sol, Eclipsed of the Ghoti" once per turn.1 point
-
No one has noticed that the site is bugged and the magic and trap icons are in the right place, doesn't this site have an owner to fix this silly error?1 point
-
June 14th on 2025, and its still persisting, which is a bummer, since this is the best card maker i could find when it comes tô the resolution of the cards.1 point
-
I wishing too My draw skill is like a Doodle Archetype art.1 point
-
The "Autismech" archetype is a Cyberse/WATER-based deck with a focus on generating Tokens, utilizing unique Link and Synchro monsters, and maintaining board presence through resilient recycling effects. The archetype promotes a balanced mix of control, resource management, and aggression, while emphasizing synergy within the archetype. Autismech Programmer [WATER] LV 2/Cyberse/Effect (200/1350) If this card is Special Summoned: You can Special Summon 1 "Program Token" (Machine/WATER/Level 6/ATK 1350/DEF 1350) These Token cannot be used for Link or Synchro material, except for "Autismech" Monster. If a "Program Token" or "Autismech" card you control is destroyed by battle or card effect; you can Special Summon this card (from your hand or GY,) but banish it when leaves the field. You can only use each effect of "Autismech Programmer" once per turn. Autismech Syncronator [WATER] LV 2/Cyberse/Effect (1350/0) If this card is Normal or Special Summoned: You can Special Summon 1 "Program Token" (Machine/WATER/Level 6/ATK 1350/DEF 1350) These Token cannot be used for Link or Synchro material, except for "Autismech" Monster. You can destroy 1 "Program Token" you control; Special Summon this card from your GY, but banish it when leaves the field. You can only use each effect of "Autismech Syncronator" once per turn. Autismech Overmind [WATER] Cyberse/Link/Effect (2300/-) Link-3 2+ monsters, (including "Program Token" and "Autismech" monsters) During the Main Phase, you can pay 500 LP to activate 1 of the following effects based on how many "Program Token" you control. 1: Draw 1 card. 2: Monster's your opponent control lose 1000 ATK until the end of this turn. 3+: Send all monsters your opponent control to the GY. You can only use this effect of "Autismech Overmind" once per turn. Autismech Hellbreaker [WATER] LV 8/Cyberse/Synchro/Effect (2500/3000) 1 WATER Tuner + 1+ non-Tuner "Autismech" Monsters For this card's Synchro Summon, you can treat 1 "Program Token" you control as a Tuner. This face-up card on the field is also treated as "Program Token". While you control a "Program Token" your opponent cannot activate cards or effects in the same column as that Token. Autismech Of Greed (Normal Spell) Destroy as many "Program Tokens" you control, then Draw that many cards from your Deck, but also any Damage your opponent takes becomes halved for the rest of this turn. You can banish this card in your GY; add 1 of your banished "Autismech" monster to your hand. You can only activate 1 "Autismech of Greed" per turn. Next: "Watchghoul"1 point
-
1 point
-
The naming effects for of the cards are lifted partially or directly from the official card "Gunkan Suship Shari"… The following effect reads as follows: This card's name becomes "Gunkan Suship Shari" while in the hand, Deck, GY, or on the field. Thus, there is precedent for what I am trying to do… The above effect slows the card to basically be named another card from just about anywhere, WITHOUT running into deck building problems like what “Umi” or “Harpie Lady” cards often run into (This card is always treated as "Umi".). Also, I see where I messed up… “Arch-Malefic World” IS meant to be a field spell, not a continuous one. I was just tired of all the typing I was doing when I was writing this… APPARENTLY in my haste I skipped out on some important details. THERE, made tha adjustments on the Field Spell.1 point
-
I see it's been a while since you’ve posted, but I just want to ask—have you considered how this kind of gimmick deck could mesh with Dice Jar support or other luck-based cards? There’s some fun potential to lean harder into the random effects and push that theme even further. Curious to know if you've tested any combos since then or thought about reworking the effect balance.1 point
-
More cards! This time it's some of the monsters that pair with Dark Matter Mist that were used by the Darkmen. Dark Matter Deep Badger Galaxy/DARK/Level 5/ATK 1000/DEF 1300 If you control "Dark Matter Mist": You can Special Summon this card from your hand in face-up Attack Position or face-down Defense Position. You can only Special Summon "Dark Matter Deep Badger" once per turn this way. Once per turn, you can apply the following effect: ● For the rest of this turn, all "Dark Matter" monsters you control gain 300 ATK for each card in your hand, also they cannot be destroyed by card effects. Dark Matter Knight Galaxy/DARK/Level 5/ATK 1800/1300 If you control "Dark Matter Mist": You can Special Summon this card from your hand in face-up Attack Position or face-down Defense Position. You can only Special Summon "Dark Matter Knight" once per turn this way. Once per turn, you can apply the following effect: ● For the rest of this turn, all "Dark Matter" monsters you control gain 500 ATK for each "Dark Matter" Fusion Monster & each face-down monster on the field. Dark Matter Enigmight Geodiver Galaxy/Fusion/DARK/Level 9/ATK 2700/DEF 1300 "Dark Matter Mist" + "Dark Matter Deep Badger" You can Special Summon this card (from your Extra Deck) by shuffling the above cards you control into the Deck. (This is treated as a Fusion Summon.) This card gains an additional attack during each Battle Phase for each face-down monster you control. If this card destroys an opponent's face-down Defense Position monster by battle; inflict 1300 damage to your opponent. Dark Matter Enigknight Sieger Galaxy/Fusion/DARK/Level 9/ATK 2800/DEF 1300 "Dark Matter Mist" + "Dark Matter Knight" You can Special Summon this card (from your Extra Deck) by shuffling the above cards you control into the Deck. (This is treated as a Fusion Summon.) While you control this face-up card, all Level 9 or lower monsters your opponent controls lose 1000 ATK for each face-down monster on the field. If this card attacks a face-down Defense Position monster, inflict piercing damage.1 point
-
Scarlet Mefist lv 8 DARK Fiend/Synchro/Effect 1 Tuner + 1+ non-Tuner monsters Your opponent cannot activate cards or effects from the hand. You can only use the following effects of "Scarlet Mefist" once per turn. * If this card is Synchro Summoned: Inflict damage to your opponents LP equal to the number of the cards on both players fields x 200, then, gain LP equal to the damage dealt to your opponent by this effect. * If your opponent Special Summons a monster from the Extra Deck (Quick Effect): You can send that card to the GY, then, inflict damage equal to its Level/Rank/Link Rating x 200, then, gain LP equal to the damage dealt to your opponent by this effect. ATK/1300 DEF/28001 point
-
Orichalcos Próta Normal Spell Can only be activated while “The Seal of Orichalcos” is in on the field. For the rest of the Duel, The field is treated as “The Seal of Orichalcos“, and the following effects are applied. ● Monsters cannot Special Summoned from your Extra Deck. ● All monsters you control gain 500 ATK/DEF. While you control 2 or more face-up Attack Position monsters, your opponent cannot target your monster(s) with the lowest ATK for an attack. ● If you would Summon/Set a monster(s) to your field; You can place any of them in your Spell/Trap Zones as face-up Continuous Spell/Traps instead. You cannot be Directly Attacked while you control a Face-up Continuous Spell/Trap. Orichalcos Deuteros Normal Spell Can only be activated after you have activated “Orichalcos Próta“ and applied its effects. The following effects are applied for the rest of the Duel. ● To Tribute Summon monsters face-up, you can Tribute Continuous Spells/Traps you control, as well as monsters. ● Once per turn, during either player’s turn, you can gain 500 LP for each card you control. ● If an opponent's monster declares an attack, you can Tribute 1 monster or Continuous Spell/Trap you control to destroy that attacking monster. ● Once per turn, during either player’s turn, you can Banish 1 “Orichalcos” card from your hand, field or GY Facedown to Draw 1 card. Orichalcos Tritos Normal Spell Can only be activated after you have activated “Orichalcos Deuteros“ and applied its effects. The following effects are applied for the rest of the Duel. ● Once per turn, during either player’s turn, you can Negate the Activation of 1 Spell/Trap card or effect. ● If an opponent’s monster Targets a monster you control for an attack, you can add 1 “Divine Serpent Geh” from your hand, Deck, GY or Banishment to your hand. ● While you control a Face-up “Divine Serpent Geh”, all Damage you would take becomes 0. Orichalcos Malevolance (DARK) Level 4 Fiend/EffectThis card is always also FIRE-Attribute. If your opponent controls more monsters than you, you can Normal Summon this card in addition to your Normal Summon/Set. While “The Seal of Orichalcos“ is on the field (Quick Effect), you can Special Summon this card from your hand. If this card is Summoned or Flipped Face-up: You can add 1 “Orichalcos” card from your Deck to your hand. Once per turn (Quick Effect), you can change the Battle Position of 1 monster on the field. ATK/1500 DEF/1000 Orichalcos Gigas (DARK) Level 4 Fiend/Effect If this card is Summoned or Flipped Face-up, you can add 1 “Orichalcos” card from your Deck to your hand. If this card leaves the field, you can Special Summon it. “The Seal of Orichalcos” must be on the field to activate and to resolve this effect. You cannot Draw cards for the rest of the turn after you’ve resolved this effect. Gains 500 ATK x the number of times it was Special Summoned by this effect during this Duel. ATK/400 DEF/1500 Orichalcos Kyutora (DARK) Level 3 Machine/Effect Cannot be Normal Summoned/Set. (Quick Effect) Must be Special Summoned (from your hand, GY or Banishment) by paying 500 LP. “The Seal of Orichalcos” must be on the field to activate and to resolve this effect. While you control this face-up card, all Damage you take becomes 0. If this card is Tributed, used as Material, or leaves the field by an opponent’s card or effect, you can Special Summon 1 "Orichalcos Shunoros" from your hand, Deck or GY, ignoring its Summoning Conditions. ATK/500 DEF/500 Orichalcos Mirror Knight Calling (DARK) Level 6 Rock/Effect Must be Ritual Summoned using "Orichalcos Mirror". Once per turn (Quick Effect), you can Special Summon 1 or more "Mirror Knight Tokens" (Warrior/DARK/Level 1/ATK 0/DEF 0), then place 1 Shield Counter on each of them. If a "Mirror Knight Token" with a Shield Counter battles an opponent's monster, its ATK/DEF becomes equal to that monster's own (during Damage Calculation only). If a "Mirror Knight Token" you control would be leave the field, remove 1 Shield Counter from it instead. Once per Phase (Quick Effect), place 1 Shield Counter on each "Mirror Knight Token" you control. ATK/0 DEF/0 Orichalcos Mirror Ritual Spell This card can be used to Ritual Summon 1 “Orichalcos Mirror Knight Calling” from your hand, Deck or GY. You must also Tribute monsters from your hand and/or field whose total Levels equal or exceed 6 while “The Seal of Orichalcos” is on the field. Monsters Summoned by this effect gain this effect. ●Cannot be Tributed, used as Material, or Destroyed (by battle or card effects) while you control a Face-up “Mirror Knight Token”. If an “Orichalcos” card you control would leave the field: You can Banish this card from your hand, field or GY instead. Mirror Knight Token Level 1 Warrior/Effect This card can be used as a "Mirror Knight Token". *If used for another Token, apply that Token's Type/Attribute/Level/ATK/DEF. ATK/0 DEF/0 General Ideas for this: ️Imitate the anime effects of the cards as best as possible. ️Expand and/or alter them as needed to help them compete with the modern game. Add new effects as needed as well. ️Base the Normal Spells off of the “Morganite” cards to better expand the Seal’s power and have them be permanent in the duel (like the field spell was in the Anime, with the additional benefit of allowing you to use other field spells after the fact. ️Provide some support/interplay with existing “Orichalcos” cards that are already in-game (most of the cards revolve around the Seal itself, Tritos is “Divine Serpent Geh” support, and Kyutora can fish out “"Orichalcos Shunoros" like in the anime.) …If all this sounds overly powerful, keep in mind that you’d be needing to lock yourself out of the extra deck from the moment you use the Seal and it’s Morganite-style “layers”, which is a BIG ask in this day and age.1 point
-
Evil★Twin Heist Continuous Trap While you control a Face-up “Evil★Twin” Monster: You can Activate this card from your hand. You gain LP equal to any damage inflicted on your Opponent. If a "Ki-sikil" or "Lil-la" Monster you control inflicts Battle Damage to your opponent; You can apply 1 of the following effects (Each of the following effects of “Evil★Twins Heist” can only be used once per turn). ● You can Target 1 Spell/Trap from your Opponent’s GY: Either Add it to your hand, or Set it in your Spell/Trap Zones. ● Declare 1 card name; look at your opponent's hand, and if you do, add all cards with that name in their hand to your hand. "𝗬𝗼𝘂 𝘁𝘄𝗼 𝗹𝗼𝗼𝗸 𝗹𝗶𝗸𝗲 𝗰𝗵𝗮𝗿𝗺𝗶𝗻𝗴 𝗹𝗼𝘃𝗲𝗿𝘀 𝗼𝗿 𝘀𝗶𝘀𝘁𝗲𝗿𝘀 𝗼𝗿 𝗯𝗼𝘁𝗵, 𝗜 𝗱𝗼𝗻'𝘁 𝗷𝘂𝗱𝗴𝗲" (Mr. Perfect Cell on seeing the “Evil★Twin“ cards for the first time) ANYWAY, none of the currently released cards of the Evil★Twin‘s really have anything to do with stealing in-game, despite the fact that that’s their whole thing in-universe… So I made THIS. At its bare minimum, the card syphons off your opponent’s LP losses for your own gain, but grows stronger as more in-archetype cards are played. Controlling an “Evil★Twin” monster lets you activate the card from your hand, while inflicting battle damage with a "Ki-sikil" or "Lil-la" Monster allows for the REAL effects to kick in, allowing you to either (on a HOPT for each option) guess at the cards in your opponent’s hand, look at said hand and snag any correct guesses for yourself, or letting you pilfer 1 Spell/Trap from their GY to either add to your hand or Set in your own Spell/Trap Zones.1 point
-
Illusion King of Yamimakai lv 5 DARK Fiend/Effect If you control no monsters, you can Normal Summon this card without tributing. While you control "Kingdom of Dark Illusion", this card gains 500 ATK/DEF for each DARK Fiend monster you control. You can only use the following effects of "Illusion King of Yamimakai" once per turn. * If this card is Normal or Special Summoned: You can add 1 "Kingdom of Dark Illusion" or 1 card that mentions it from your Deck to your hand. * If your opponent activates a card or effect (Quick Effect): You can tribute 1 other DARK Fiend monster you control; negate the activation and destroy it, then, inflict 500 points of damage to your opponents LP. ATK/2000 DEF/1550 Archfiend Chimera lv 5 DARK Fiend/Effect If you control no monsters, you can Normal Summon this card without tributing. While you control "Kingdom of Dark Illusion", Level 5 DARK Fiend monsters you control can attack twice during each of your Battle Phases. If this card is sent from the field to the GY while you control "Kingdom of Dark Illusion": You can Special Summon 1 Level 5 DARK Fiend monster except "Archfiend Chimera" from your hand, Deck, GY or banishment. You can only use this effect of "Archfiend Chimera" once per turn. ATK/1650 DEF/1450 Battle Barox lv 5 DARK Fiend/Effect If you control no monsters, you can Normal Summon this card without tributing. At the start of the damage step, if this card battles an opponents monster while you control "Kingdom of Dark Illusion": This card gains ATK/DEF equal to your opponents battling monsters original ATK during damage calculation only. If your opponents monster attacks a DARK Fiend monster except "Battle Barox": You can tribute this card; banish the attacking monster, then, inflict damage to your opponent equal to the banished cards original ATK. You can only use this effect of "Battle Barox" once per turn. ATK/1350 DEF/1550 Kingdom of Dark Illusion Field Spell Card After activation: You can Special Summon 1 Level 5 DARK Fiend monster that mentions "Kingdom of Dark Illusion" from your Deck or GY. You can Normal Summon Level 5 DARK Fiend monster without tributing. Level 5 or lower DARK Fiend monsters gain 500 ATK/DEF and cannot be targeted by your opponents card effects. If your opponents monster attacks: You can choose the attack target for that card. You can only activate 1 "Kingdom of Dark Illusion" once per turn. Panic Shield Continuous Spell Card After activation: You can Special Summon 1 Level 5 DARK Fiend monster from your GY. "Kingdom of Dark Illusion" and All Level 5 or lower DARK Fiend monsters you control cannot be targeted by your opponents card effects. If a DARK Fiend monster you control is sent to the GY: You can Special Summon 1 Level 5 or lower DARK Fiend monster with a different name to the sent card from your GY. You can only use this effect of "Panic Shield" once per turn. You can only activate 1 "Panic Shield" per turn. Reaper of Dark Illusion Continuous Trap Card Special Summon this card as an Effect Monster (Fiend/DARK/Level 5/ATK 1350/DEF 1950). (This card is also still a Trap.) This card can attack your opponent directly. During the Main Phase while you control "Kingdom of Dark Illusion": You can pay 500 LP and target 1 card your opponent controls; destroy that card. You can only use this effect of "Reaper of Dark Illusion" once per turn. If this card is destroyed by an opponents card: You can Special Summon 1 Level 5 DARK Fiend monster from your hand or GY. You can only activate 1 "Reaper of Dark Illusion" once per turn.1 point
-
1 point