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Thomas★Zero

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Thomas★Zero last won the day on January 5

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About Thomas★Zero

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    The HERO of YCM
  • Birthday 09/14/1991

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    HERO World

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    kingdom.neos
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    Thomas Zero

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  1. Escapism Trap Card If you control exactly 1 monster, you can activate this card from your hand. Target 1 monster you control; return the targeted card to your hand, and if you do, increase your LP equal to that cards ATK. During the turn you activated this card, If you were dealt Battle damage from a direct attack: End the Battle Phase. You can only activate 1 "Escapism" per turn.
  2. I have a feeling with the name some candidates could be Bonz, Panic, Vector and Yubel.
  3. Des Noise is a DARK theme made of monsters that are Duel typed Cyberse/Fiend monsters which focus on battling to destroy cards on the field. Des Noise DO lv 1 DARK Cyberse/Effect This card is also treated as a Fiend monster. If you control no monsters, you can Special Summon this card from your hand. At the start of the Damage Step, if this card battles an opponents monster: Destroy 1 card your opponent controls. ATK/0 DEF/0 Des Noise RE lv 1 DARK Cyberse/Effect This card is also treated as a Fiend monster. If this card is Normal Summoned: Add 1 "Des Noise" Spell/Trap card from your Deck to your hand. At the start of the Damage Step, if this card battles an opponents monster: Destroy 1 card your opponent controls. ATK/0 DEF/0 Des Noise MI lv 1 DARK Cyberse/Effect This card is also treated as a Fiend monster. If this card is Normal Summoned: Special Summon 1 "Des Noise" monster from your Deck. At the start of the Damage Step, if this card battles an opponents monster: Destroy 1 card your opponent controls. ATK/0 DEF/0 Des Noise FA lv 1 DARK Cyberse/Effect This card is also treated as a Fiend monster. Each time a card your opponent controls is destroyed by a card effect: Inflict 500 points of damage to your opponents LP. At the start of the Damage Step, if this card battles an opponents monster: Destroy 1 card your opponent controls. ATK/0 DEF/0 Des Noise SO lv 1 DARK Cyberse/Effect This card is also treated as a Fiend monster. During your Main Phase: You can Normal Summon 1 "Des Noise" monster in addition to your Normal Summon/Set (You only gain this effect once per turn.) At the start of the Damage Step, if this card battles an opponents monster: Destroy 1 card your opponent controls. ATK/0 DEF/0 Des Noise LA lv 1 DARK Cyberse/Effect This card is also treated as a Fiend monster. When this card is Normal or Special Summoned: Target 1 monster your opponent controls; negate the targeted cards effects. At the start of the Damage Step, if this card battles an opponents monster: Destroy 1 card your opponent controls. ATK/0 DEF/0 Des Noise TI lv 1 DARK Cyberse/Effect This card is also treated as a Fiend monster. Each time a card is your opponent controls is destroyed by a card effect: Gain 500 LP. At the start of the Damage Step, if this card battles an opponents monster: Destroy 1 card your opponent controls. ATK/0 DEF/0 Des Nosie Doremi Fasolati lv 10 DARK Cyberse/Fusion/Effect 2+ "Des Noise" monsters with different names Must be Fusion Summoned. This card is also treated as a Fiend monster. Unaffected by the effects of your opponents Spell/Trap cards. Gains 1000 ATK and DEF for each monster used as Fusion Material for its Fusion Summon. At the start of the Damage Step, if this card battles an opponents monster: Destroy 2 card your opponent controls. ATK/0 DEF/0 Des Noise Soundwave Field Spell Card "Des Noise" monsters you control cannot be destroyed by battle. All Battle damage you take involve a "Des Noise" monster becomes 0. During your Main Phase: You can destroy this card; Inflict damage to your opponent equal to the number of "Des Noise" monsters you control x 300, then, add 1 "Des Noise Soundwave" from your Deck to your hand. You can only activate this effect of "Des Noise Soundwave" once per turn. Des Noise Echo Spell Card Target 1 "Des Noise" monster in your GY; Special Summon the targeted monster. During your Main Phase, except the turn this card was sent to the GY: You can banish this card; Special Summon 1 "Des Noise" monster from your Deck. You can only activate 1 "Des Noise Echo" effect per turn and only once that turn. Des Noise Fusion Spell Card Fusion Summon 1 "Des Noise" Fusion monster from your Extra Deck by banishing Fusion Materials listed on it from your hand, feild and/or GY. Your opponent cannot activate cards or effects in response to the activation of this card. You can only activate "Des Noise Fusion" once per turn. Des Noise Sharp Sound Continuous Spell Card At the start of the Damage Step, if a "Des Noise" monster you control attacks directly: Increase that monsters ATK by 300 during damage calculation only. During your Main Phase: You can destroy this card; Banish 1 card your opponent controls. You can only activate this effect of "Des Noise Sharp Sound" once per turn. Des Noise Sound Barrier Counter Trap Card Activate this card when your opponent activates a card or effect while you control a "Des Noise" monster. Negate that cards effects and destroy it. If you control 3 or more "Des Noise" monsters, you can activate this card from your hand. You can only activate 1 "Des Noise Sound Barrier" per turn.
  4. Scrap-Iron Junk Warrior lv 5 DARK Warrior/Synchro/Effect "Junk Synchron" + 1+ non-Tuner monster(s) This card's name becomes "Junk Warrior" while it is on the field or in your GY. Gains ATK equal to the combined ATK of all Level 2 or lower monsters you control. If this card destroys a monster by battle: Add 1 "Scarp-Iron" Trap card from your Deck or GY to your hand. You can only use this effect of "Scrap-Iron Junk Warrior" once per turn. If this card is sent from the field to the GY: return this card to the Extra Deck instead. ATK/2300 DEF/1200
  5. Bloom Symphony the Melodious Maestra lv 8 LIGHT Fairy/Fusion/Effect 3 "Melodious" monsters Must be Fusion Summoned. All monsters you control gain 200 ATK and DEF for each "Melodious" monsters you control. Each time a "Melodious" monster is Special Summoned: Increase your LP by 200. During your Main Phase: You can Special Summon up to 2 Level 5 or lower "Melodious" monster from your hand and/or GY. During the turn you activated this effect, you cannot Special Summon monsters except "Melodious" monsters. You can only use this effect of "Bloom Symphony the Melodious Maestra" once per turn. ATK/2600 DEF/2000 So a Melodious triple fusion that grants mass attack to your Melodious, gives you life when you summon a Melodious and also lets you summon up to 2 Melodious from hand or grave where if you summon Aria and Elegy you get 3 decently power boosted monsters along with a layer of defense added to it.
  6. Odd-Eyes Ultimate Dragon lv 12 DARK Scale: 0 Pendulum: Ritual, Fusion, Synchro, Xyz and Pendulum monsters you control cannot be destroyed by battle or by card effects. During your Main Phase: You can target 1 Ritual, Fusion, Synchro Xyz or Pendulum monster in your GY or face-up in your Extra Deck; Special Summon the targeted monster ignoring its summoning conditions. You can only use this effect of "Odd-Eyes Ultimate Dragon" once per turn. Dragon/Fusion/Pendulum/Effect 1 Ritual Dragon monster + 1 Fusion Dragon monster + Synchro Dragon monster + 1 Xyz Dragon monster + 1 Pendulum Dragon monster Must be Fusion Summoned by banishing the listed Fusion Materials from your hand, field or GY. Unaffected by your opponents card effects. If this card battles an opponents monster, any battle damage this card inflicts to the opponent is doubled. If this card in the Monster Zone leaves the field, apply 1 or both of the following effects: * Special Summon 1 monster from your Pendulum Zone. * Place this card in your Pendulum Zone. ATK/5000 DEF/4500 So Ultimate is meant to be a mix of Odd-Eyes Gravity Dragon, Odd-Eyes Vortex Dragon, Odd-Eyes Meteorburst Dragon, Odd-Eyes Absolute Dragon and Odd-Eyes Pendulum Dragon where it goes beyond what Zarc requires to Fusion summon where this becomes a bigger indestructible Odd-Eyes Pendulum Dragon that can if removed from the field both place itself in a Pendulum Zone while summoning a monster from your Pendulum Zone to the feild. Also with its Pendulum effect it can bring back any Ritual, Fusion, Synchro, Xyz or Pendulum monsters while ignoring its conditions.
  7. Nemesis Tower lv 1 EARTH Rock/Effect You can only use each effect of "Nemesis Tower" once per turn. * You can target 1 of your banished monsters, except "Nemesis Tower"; Special Summon this card from your hand, and if you do, shuffle the target into the Deck. * You can target 1 of your banished monsters; send it to the GY, and if you do, increase your LP equal to the targets ATK. ATK/0 DEF/2100 So with Nemesis, Tower grants LP recovery while returning a banished monster to the grave which in Nemesis can work with Umbrella as that can then return that monster from the grave to the hand if it is a Nemesis monster.
  8. So Codebreaker Virus Swordsman is currently are strongest generic Link 2 having 2300 ATK and being able to revive itself if destroyed at the end of the turn. In addition if used with Zero Day can provide resources from the Deck.
  9. Theirs also the fact that both Sunrise and Liquid Solider are both Ultra as well with Favourite HERO being a odd pick as Generation Next seems like a more better card in comparison.
  10. So it looks like some cards got a bit of a rarity bump in this set. Ultra: 9/9 Magicians Souls The Dark Magicians Faithful Servant Magicians’ Combination Elemental HERO Sunriser Elemental HERO Liquid Soldier Favorite Hero Satellite Warrior Synchro Chase Super: 8/8 Generation Next Magistery Alchemist Junk Converter Satelite Synchron Gagagaga Magician Performapal Celestial Magician Smile Action Pendulum Dimension Rare: 8/10 Secrets of Dark Magic Scrap Iron Signal Zubababancho Gagagacoat Dodododwarf Gogogogloce Onomatopickup Future Drive Odd-eyes Wizard Dragon Performapal Popperup LED6-EN000 Dark Magician Girl LED6-EN001 The Dark Magicians LED6-EN002 Magicians’ Souls LED6-EN003 Soul Servant LED6-EN004 Secrets of Dark Magic LED6-EN005 Magicians’ Combination LED6-EN006 Magician of Dark Illusion LED6-EN007 Apprentice Illusion Magician LED6-EN008 Magician’s Rod LED6-EN009 Dark Magical Circle LED6-EN010 Illusion Magic LED6-EN011 Magician Navigation LED6-EN012 Elemental HERO Sunrise LED6-EN013 Elemental HERO Liquid Soldier LED6-EN014 Generation Next LED6-EN015 Favorite Hero LED6-EN016 Magistery Alchemist LED6-EN017 Winged Kuriboh LED6-EN018 Neo-Spacian Aqua Dolphin LED6-EN019 Elemental HERO Honest Neos LED6-EN020 Miracle Fusion LED6-EN021 Skyscraper LED6-EN022 A Hero Lives LED6-EN023 Satellite Warrior LED6-EN024 Junk Converter LED6-EN025 Satellite Synchron LED6-EN026 Synchro Chase LED6-EN027 Scrap-Iron Signal LED6-EN028 Accel Synchron LED6-EN029 Cosmic Blazar Dragon LED6-EN030 Jet Synchron LED6-EN031 Doppelwarrior LED6-EN032 Quickdraw Synchron LED6-EN033 Tuning LED6-EN034 Gagagaga Magician LED6-EN035 Zubababancho Gagagacoat LED6-EN036 Dodododwarf Gogogoglove LED6-EN037 Onomatopickup LED6-EN038 Future Drive LED6-EN039 Number F0: Utopic Future LED6-EN040 Gagaga Samurai LED6-EN041 Gogogo Giant LED6-EN042 Dododo Buster LED6-EN043 Onomatopaira LED6-EN044 Halfway to Forever LED6-EN045 Performapal Celestial Magician LED6-EN046 Odd-Eyes Wizard Dragon LED6-EN047 Performapal Popperup LED6-EN048 Smile Action LED6-EN049 Pendulum DImension LED6-EN050 Timegazer Magician LED6-EN051 Performapal Pendulum Sorcerer LED6-EN052 Chornograph Sorcerer LED6-EN053 Harmonizing Magician LED6-EN054 Supreme King Z-ARC LED6-EN055 Spiral Flame Strike
  11. If you control a LIGHT Dragon monster, this card cannot be targeted for an attack. While you control this face-up card, all LIGHT Dragon monsters you control cannot be destroyed by battle or by card effects. (Quick Effect): You can discard this card; Special Summon 1 Level 8 "Blue-Eyes" monster from your hand, Deck or GY. For the rest of this turn after this effect resolves, you cannot Special Summon monsters except LIGHT Dragon monsters. You can only use this effect of "Origin of Blue-Eyes" once per turn. So Origin of Blue-Eyes acts as both support and lore of BEWD focusing on the original source that the BEWD came from as well as it being able to instantly summon any Level 8 BEWD excluding the rituals and also while on the field protect them from destruction.
  12. Madolche Promenade Trap Card Target 1 face-up card your opponent controls and 1 "Madolche" monster on your field or in your GY; negate the effects of the first target (for the rest of the turn), and if you do, return the second target to the hand. You can banish this card from your GY, ten target 1 "Madolche" Xyz monster you control; attach 1 "Madolche" monster from your hand, Deck or GY to that monster as material. You can only use 1 "Madolche Promenade" effect per turn and only once that turn.
  13. Dark Magician, BEWD, REBD, HERO, Frightfur & Invoked are some examples of what decks this card can help. Can even work in Yubel Decks using Neos Kreiger as the Fusion to reveal in order to get Yubel out easily.
  14. D - Deploy Unit lv 4 LIGHT Machine/Union/Effect If this card is Normal Summoned: Special Summon 1 LIGHT Machine Union monster from your Deck in Defense Position. Once per turn, you can either: Target 1 LIGHT Machine monster; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or by card effect, destroy this card instead. A monster equipped with this card gains the following effect: * Once per turn: Special Summon 1 Union Unit Token (Machine/LIGHT/Level 4/ATK 1000/DEF/1000) in Defense Position. This Token cannot be tributed or used as Link Material monster except for LIGHT Machine Link monster. If this card was sent from the field to the GY: Add 1 LIGHT Machine Union monster except "D - Deploy Unit" from your Deck or GY to your hand. You can only use this effect of "D - Deploy Unit" once per turn. ATK/1000 DEF/2000 So D - Deploy Unit is a Union support card acting along the lines of a ABC monster but supports Unions by Special Summoning any LIGHT Machine union like the newly revealed driver and can then equip itself onto it to generate a token which can be used to further link into Union Carrier or Platinum Gadget while also having Deploy Units other effect either Recycle your other Union monster or add a new one from your Deck to your hand.
  15. Archnemesis Eschatos lv 11 LIGHT Dragon/Effect Cannot be Normal Summoned/Set. Must first be Special Summoned by banishing 3 monsters with different types from among face-up monsters you control or in your GY. Cannot be destroyed by card effects. You can declare 1 monster type among monsters on the field; destroy all monsters on the field of that type, and if you do, neither player can Special Summon monsters of the declared type until the end of the next turn. You can only use this effect of "Archnemesis Eschatos" once per turn. ATK/3000 DEF/2500
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