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Mr Melon

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Everything posted by Mr Melon

  1. Mr Melon

    NECRO!

    NECRO! (Sorry, I had to. This was an intentional joke)
  2. Bloodlust Reaper DARK **** Fiend/Effect When this card inflicts damage to the opponent, you can target 1 set card and destroy it. If this card is destroyed and sent to the Graveyard, you can banish it to banish up to 2 cards from either player's Graveyard. 1700/1500 He LIVES!!!
  3. (sounds like a single card, not an Archetype name...) A series of level 1 and 2 WIND/Fiend monsters that activate effects when they are revealed from the hand. Each monster gets a temporary ATK/DEF boost for every one of its fellow monsters revealed. They have a couple rank 1s and 2s. Sedimentarium
  4. A ritual-based archetype that can use other ritual monsters as full tributes. Their effects revolve around sending monsters from both players' Extra Decks to the Graveyard. Their regular effect monsters float and trigger advantage-gaining effects when they are banished. Matrimonious
  5. Little Fairy Windsor LIGHT * Fairy/Effect If this card is added from your Deck to your Hand by a card effect, you may discard 1 card to Special Summon this card then draw 1 card. Once per turn: you can return up to 2 banished monsters to your Graveyard; this card gains 1000 ATK. 500/0 Entrope's Sis (Effect works in conjunction with the card "Entropis". See above. Must be generic though, ie. Entropis isn't mentioned)
  6. Fiery Joker FIRE **** Spellcaster/Effect Twice per turn: if a monster is detached from an XYZ Monster you control, you can take 500 damage to Special Summon one of them in Defense Position. Then, this card's ATK and DEF become 0 until the End Phase. 1300/1700 Arc of Defense - Kuriboh (scale 4 pendulum monster)
  7. (you leave me with a ton of creativity don't you, Nyx? Jk, but seriously though...) Kuroko, The Reaper of Order DARK 10* Warrior/Synchro/Effect Negate the effects of all monsters on the Field or in the Graveyard whose Rank is less than this card's Level. Once per turn, during either player's turn, if this card would be destroyed and sent to the Graveyard, it is not destroyed. Increase this card's ATK and DEF by 400 whenever this card's effect activates. 2800/3000 Entropis (Psychic monster)
  8. Since Sir Yamiegg's request was lost in the continued stream of posts, I'll do theirs first. Pothole Trap Activate this card by revealing a "Hole" trap card in your Hand. Inflict 800 damage to your opponent then this card's effect becomes the revealed card's effect. Next card: Cybele, the Electric Being WIND ***** Thunder/Tuner/Effect Once per turn: you can reduce this card's level by 2 to Special Summon 1 Thunder-type monster from your Graveyard in defense position. 2300/1850 ------------------------------- Tinkerer`s Toys
  9. Reading the Stars Continuous Spell Once per turn, if you control a face-up "Sibyl" monster, you can declare a card name. If that card is in your opponent's Hand, they must send a copy of it to the Graveyard. If called wrong, flip all your monsters into face-down defense position. Monsters cannot be flip-summoned the turn you activate this effect. Thundabolt of Enthusiasm
  10. Elven Paladin Cynthia WIND *** Warrior/Effect If this card is Special Summoned, you can Special Summon 1 level 5 or lower monster from your Hand. Once per turn, you can add 1 "Medicine" card from your Deck to your Hand. If you do, all changes to your LP is doubled this turn. 1500/100 Geodile Mudtooth (must be reptile & rock-type)
  11. Since Nyx didn't post a name: QWERTY
  12. Destiny HERO - Fate DARK *** When this card is Normal Summoned you can activate 1 of the following effects: -Discard 1 Effect monster. Special Summon 1 banished "Destiny HERO" monster, ignoring summoning conditions. -Send 1 "Destiny HERO" monster from your Deck to the Graveyard. You can Normal Summon 1 additional time this turn (Except Destiny HERO - Fate). 900/500 Candle of Mirrors
  13. A group of WATER Fairy-type monsters who have 2 effects. Their first effect is a LP gain effect while their second effect gets stronger the wider the gap is between LP (Whether winning or losing). SwagOre
  14. This group of WATER Rock-type monsters are very noble. They deal with destroying their own trap cards in order to kill off the opponent's Hand. Of course, their traps tend to work best when destroyed anyway as they activate powerful effects when destroyed like this. (all credit for this idea goes to my little bro) Chocolate Archetype
  15. A series of DARK monsters of differing types who specialize in utilizing ranks 5+ XYZ monsters. They also combo with Aliens as they have a continuous ability that every A-counter on the field increases their levels. Leviaterror
  16. Infamous Marksman WIND ***** Warrior/Effect Once per turn, you can pay 500 LP and declare a card name. If that card is in your opponent's Hand, remove it from play until their next End Phase. This card cannot attack monsters. 2000/1000 Battle Conductor
  17. A group of EARTH warriors and beasts who gain stats based on opponent's dragon-types and through their numbers. They have continuous abilities that allows you to Special Summon useless dragon tokens on your opponent's side of the field when certain conditions are met. Eis-
  18. A series of Psychic-type and Machine-type monsters. The Psychic monsters have effects of special summoning other machines from the deck or graveyard using the machines on the field or in hand. The machines have powerful defensive and offensive on-summon effects when summoned using the Psychic monsters. Goo Buddy
  19. An archetype of FIRE & EARTH Reptile-type monsters whose gimmick involves opponent hand control while gaining a powerful OPT trigger effect depending on the opponent's hand size. Duo Entendro
  20. An archetype of DARK Fairy-type monsters whose focus is to banish LIGHT or DARK monsters from the Graveyard for beneficial, often self-protective effects. Bone Beasts
  21. Pretty simple. Person says a name for the archetype and the next person explains how they work/their gimmick. (Enforced starting page 50) NO pigeonholing the next person. For example, you cannot say: "Must be based on X". You CAN give background information on the archetype name but the next person can decide whether or not to use that info. (Enforced starting page 55) 2 Sentence/40 word description minimum. It should be fairly simple to expound on a gimmick or flesh it out at least a little to give an idea of how it works. (Enforced starting page 106; post #2102): Archetypal prompts
  22. Bolo Girl LIGHT ** Warrior/Effect During either player's turn, when a Spell/Trap is activated: You can send this card from your Hand to the Graveyard; negate that card's effect and return it to the hand. 500/700 Iron Blacksmith Sen (Effect has to do with equips)
  23. Autarch of Snakes DARK 6* Reptile/Effect If this card is tribute summoned by tributing a Reptile-type monster, randomly discard 1 card from your opponent's Hand. If this card is destroyed by a card effect and sent to the Graveyard, you can Special Summon 1 "Vennominon the King of Poisonous Snakes" from your Hand or Graveyard, ignoring summoning conditions. 2400/1000 Bolo boy (a low level hand trap)
  24. Yamato Takeru, Hero of Kusanagi WIND 8* Winged-beast/Ritual/Effect You can Ritual Summon this card with "Yamato's Ritual Pyre". When this card is Ritual Summoned, you can destroy a number of plant-type monsters your opponent controls up to the number of monsters used to summon this card. Then you may Special Summon monsters used for this card's summon up to the number of cards destroyed with this effect. This card is unaffected by spell effects. 2900/2700 Yamato's Ritual Pyre Ritual Spell This card is used to Summon "Yamato Takeru, Hero of Kusanagi". You must also tribute monsters whose t
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