Jump to content

The Old Charlelot

Members
  • Content Count

    38
  • Joined

  • Last visited

  • Days Won

    1

The Old Charlelot last won the day on March 20 2019

The Old Charlelot had the most liked content!

Community Reputation

12 Neutral

About The Old Charlelot

  • Rank
    Member

Profile Information

  • Gender
    Male

Recent Profile Visitors

814 profile views
  1. Hey everyone, So, I really don’t think I am exaggerating much when I say that the “Charmers” and “Familiar-Possessed” are almost universally loved by the entire Yu-Gi-Oh community. Some of us who have been here for a while remember when they first came out in the GX era and have been watching their painfully slow evolution over the years; patiently waiting for the time we would be able to use them in a real duel. Needless to say that, when Konami FINALLY decided to give us what we all wanted, an entire Structure Deck complimenting the “Charmers”, I was ecstatic to say the least. Now that I have seen the entire list, I regret ever getting exited for this. I mean, only 5 new card to compliment this old and very slow archetype? With only a handful of them being actually useful in a modern duel? Really Konami ? The Sacred Beast Deck got 8 new cards, all of them excellent. Sure, they may have made new artworks for the “Familiar-Possessed” and a few exquisitely designed Tokens, but those things don’t make the deck playable against newer archetypes do they? So I began to work on ideas on what this deck needs to work somewhat against things like “Shaddolls”, “Salamangreat” and the like. This is what I came up with for now. I tried to keep a little of the Toolbox-ish / klunky aspect of the original “Charmers” while providing more field control for an archetype that relies so heavily on Normal Summoning. So that the end of my rant. Have a look and tell me what you guys think. Also, I'd love suggestions for this. Monster Cards: Unielle, the Familiar-Possessed Charmer Level 6 LIGHT Spellcaster/Effect ATK 1850 DEF 1500 (You can always substitute this card for any 1 “Charmer” monster for the Special Summon of a “Familiar-Possessed” monster.) When this card is Normal or Special Summoned: Target 1 monster your opponent controls; take control of that target while this card is face-up, also, during the turn you use this effect, you cannot use monsters on your field as Materials for Summons, except “Possessed”, “Charmer” and/or Level 4 monsters with 1500 original ATK/200 original DEF. If you control a face-up “Possessed” or “Charmer” card: You can Special Summon this card from your hand or GY, but its effect is negated, also, banish it when it leaves the field, except if you control a “Charmer” or “Possessed” monster. You can only use each effect of “Unielle, the Familiar-Possessed Charmer” once per turn. Mantighern Level 4 LIGHT Insect/Effect ATK 1500 DEF 200 You can only control 1 “Mantighern”. If you control a Spellcaster monster, you can Special Summon this card (from your hand). If you control a face-up Spellcaster monster with 1500 DEF: You can make your opponent chose 1 monster they control; switch control of that monster and this card with each other. You can only use this effect of “Mantighern” once per turn. If this card leaves the field and is sent to the GY: You can Special Summon 1 Spellcaster monster with 1500 DEF from your hand or Deck in Attack Position or face-down Defense Position. Spell Cards: Boundaries of the Possessed Quick-Play Spell Card Activate while you control monsters with 2 or more different Attributes, including a “Charmer” or “Possessed” monster. Each player can only control 1 monster of each Attribute until the end of the turn. If a player controls 2 or more monsters with the same Attribute, they must send some to the GY so they control no more than 1 monster of that Attribute. During the turn you activate this effect, the effects of cards in the GY cannot be activated, except “Possessed” cards and/or Level 4 monsters with 1500 ATK/200 DEF. If this card is destroyed by a card effect and is sent from the field to the GY: You can add up to 2 “Charmer” and/or “Possessed” cards from your GY to your hand, except “Boundaries of the Possessed”. Trap Cards: Release of the Possessed Counter Trap Card You can only activate 1 “Release of the Possessed” per turn. If you control monsters with 2 or more different Attributes, including a “Charmer” or “Possessed” monster, you can activate this card from your hand. This turn, each time your opponent Special Summons a monster: You can Special Summon 1 “Possessed” monster with the same Attribute from your hand, Deck or GY, but its effect is negated, also, your opponent cannot Special Summon any other monsters with the same Attribute until the end of the turn. You can banish this card from your GY: This turn, the effects of “Possessed” cards in your possession that could only be used once per turn can be used up to twice per turn. Extra Deck: Unielle, First of the Familiar-Possessed Level 8 DARK Spellcaster/Fusion/Effect ATK 1850 DEF 1500 1 Spellcaster monster + 1 monster your opponent owns Must be Special Summoned (from your Extra Deck) by sending the above cards your control to the GY. (You do not use “Polymerization”.) This card gains 300 ATK/DEF for each different Attribute you control. Once per turn: You can target 1 other monster from your field or GY with either 1500 ATK or DEF, then, depending on that monster’s Type, activate 1 of these effects: Spellcaster: Special Summon either 1 Level 4 monster with 1500 ATK/200 DEF or 1 “Awakened-Possessed” monster from your hand, Deck or GY with the same Attribute as the target (it is treated as having been Special Summoned by its own effect). Non-Spellcaster: Special Summon 1 “Familiar-Possessed” monster from your hand, Deck or GY with the same Attribute as the target.
  2. Love this. Such interesting effects. I would have prefered for the Link to be an original monster instead of a retrained Mystical Beast Serket since I usually associate that monster with Odion, but thats really more of a personal preference. Other than that, really nice work.
  3. Alright, the archetype is finished. It is now possible for someone to make a full main Deck using only the cards I created. Have a look and tell me what you think.
  4. Hey everyone, I think quarantine may have chipped away at my sanity. I mean, why else would I try to create an archetype that almost entirely relies on a few Ritual Monsters and a couple Spell Cards to do everything a functional Deck should be able to do to win games? Nevertheless, I decided to embrace the madness and go ahead with the idea. It’s not quite complete yet, I’ll try to make it so you could build an entire 40 cards Deck using only my archetype, but for now, this is what I got. Tell me what you think, I need suggestions! Monster Cards: Sonea, the Forlorn Maiden Level 4 LIGHT Fairy/Tuner/Effect ATK 1900 DEF 2000 You can Ritual Summon this card with “Pool of Forlorn Visions”. If a Spell Card or a Spell effect is activated (Quick Effect): You can send this card from your hand or field to the GY; add 1 “Forlorn” Spell Card from your Deck to your hand, then, if you control no monsters or if the only monsters on your field are “Forlorn” monsters; you can add 1 Ritual Monster from your Deck to your hand, except “Sonea, the Forlorn Maiden”. If all other cards in your GY are Spell Cards (Quick Effect): You can banish this card from GY; Special Summon 1 “Forlorn Token” (Fairy/LIGHT/Level 4/ATK 0/DEF 0), and if you do, it gains ATK/DEF equal to the highest ATK currently on the field. You can only use each effect of “Sonea, the Forlorn Maiden” once per turn. Nevu, the Forlorn Fury Level 4 LIGHT Wyrm/Pendulum/Ritual/Effect Pendulum Scale: 5 ATK 2400 DEF 0 Pendulum Effect: You can Pendulum Summon face-up “Forlorn” Ritual Monsters in your Extra Deck ignoring their Summoning conditions. This effect cannot be negated. If a Spell Card or a Spell effect is activated: You can return this card from your Pendulum Zone to your hand, then Special Summon 1 Level 4 or lower Ritual Monster from your Deck. (This is treated as a Ritual Summon.) You can only use this effect of “Nevu, the Forlorn Fury” once per turn. Monster Effect: You can Ritual Summon this card with “Pool of Forlorn Visions”. If you Ritual Summon a monster (Quick Effect): You can Special Summon this card from your hand. (This is treated as a Ritual Summon.) Once per turn (Quick Effect): You can Tribute 1 “Forlorn” monster you control, and if you do, you can target 1 card your opponent controls; destroy it, then, if all cards in your GY are Spell Cards, halve the ATK/DEF of all monsters your opponent controls until the end of the turn. You can only use each effect of “Nevu, the Forlorn Fury” once per turn. Imme, the Forlorn Edacity Level 4 DARK Wyrm/Pendulum/Ritual/Effect Pendulum Scale 1 ATK 0 DEF 2400 Pendulum Effect: You can Pendulum Summon face-up “Forlorn” Ritual Monsters in your Extra Deck ignoring their Summoning conditions. This effect cannot be negated. If a Spell Card or a Spell effect is activated: You can return this card from your Pendulum Zone to your hand; this turn, the first time each “Forlorn” card you control would be destroyed, it is not destroyed. You can only use this effect of “Imme, the Forlorn Edacity” once per turn. Monster Effect: You can Ritual Summon this card with “Pool of Forlorn Visions”. If you Special Summon a “Forlorn” monster (Quick Effect): You can Special Summon this card from your hand. (This is treated as a Ritual Summon.) Once per turn (Quick Effect): You can Tribute 1 “Forlorn” monster you control, and if you do, target 1 face-up card your opponent controls; negate its effect until the end of the turn, then, if all cards in your GY are Spell Cards, you can add 1 of your “Forlorn” Spell Card from your GY or that is banished to your hand. You can only use each effect of “Imme, the Forlorn Edacity” once per turn. Spell Cards: Ancient Forlorn Domain Field Spell Card When this card is activated: You can send 1 “Forlorn” card from your hand or Deck to the GY. You must have this many Spell Cards in your GY to activate and resolve the following effects, also, if the only card in your GY are Spell Cards, this card’s activation and/or effects cannot be negated. 3+: Once per turn: You can Special Summon 1 of your Level 4 “Forlorn” Ritual Monster from your GY or that is banished. (This is treated as a Ritual Summon.) 5+: Once per turn: You can Tribute 1 face-up “Forlorn” card; shuffle 1 card on the field into the Deck. 10+: Once per turn: You can add 1 of your “Forlorn” card from your GY or that is banished to your hand. Altar of Forlorn Whispers Continuous Spell Card While the only cards in your GY are Spell Cards, you can activate “Forlorn” Spell Cards from your hand during your opponent’s turn, except during the Damage Step. When either player Special Summon a monster, except Tokens: You can Special Summon 1 “Forlorn Token” (Fairy/LIGHT/Level 4/ATK ?/DEF ?) with the same ATK/DEF as that Special Summoned monster. During each of your turn, you can only Special Summon 1 “Forlorn Token” this way. “Forlorn Tokens” cannot be Tributed for a Tribute Summon or be used as Material for a Special Summon, also, each time 1 leaves the field, its original controller takes damage equal to the ATK or DEF (whichever is higher) it had while on the field, except if all cards in that player’s GY are Spell Cards. Pool of Forlorn Visions Ritual Spell Card This card can be used to Ritual Summon “Sonea, the Forlorn Maiden”, “Nevu, the Forlorn Fury” or “Imme, the Forlorn Edacity”. You must also Tribute monsters from your hand or field whose total Level equal or exceed the Level of the Ritual Monster you Ritual Summon. If the only cards in your GY are Spell Cards, you can also banish Spell Cards from your hand and/or GY (each banished Spell Cards count as a Level 4 monster). You can banish any number of cards from your field and/or GY, including this card; Special Summon 1 “Forlorn” Ritual Monster from your hand or GY whose Level is equal or lower than the number of cards banished with this effect. (This is treated as a Ritual Summon.) You can only use this effect of “Pool of Forlorn Visions” once per turn. Fangs of Forlorn Justice Quick-Play Spell Card You can only activate 1 “Fangs of Forlorn Justice” per turn. If there are no cards in your GY or if all cards in your GY are Spell Cards, your opponent cannot activate any cards or effects in response to this card’s activation. During the Main Phase, depending on the number of Special Summoned monsters your opponent controls, activate each of the following effects, in sequence: 1+: Special Summon 1 “Forlorn” Ritual Monster from your hand or Extra Deck. (This is treated as a Ritual Summon.) 3+: Tribute all Special Summoned monster your opponent controls, then for each Tributed monster, Special Summon 1 “Forlorn Tokens” (Fairy/LIGHT/Level 4/ATK ?/DEF ?) to your opponent’s field with the same original ATK/DEF as that monster. 5+: Add 1 “Fangs of Forlorn Justice” from your Deck to your hand. Repository of Forlorn Oaths Normal Spell Card If this card’s activation/effect was negated or if this card was sent to the GY because of a card effect; you can add this card from your GY to your hand, and if you do, you cannot activate it until your next turn, except if all card in your GY are Spell Cards, also, this effect cannot be negated. This turn, each time you Ritual Summon a “Forlorn” Ritual Monster(s), you can draw 1 card. You can only draw up to 3 cards per turn with this effect of “Repository of Forlorn Oaths”. Forlorn Spell Weaving Normal Spell Card Tribute any number of Tokens on either player’s fields: Special that same number of your “Forlorn” Ritual Monsters from your hand or that are banished (this is treated as a Ritual Summon), and if you do, their effects are negated, except if all cards in your GY are Spell Cards. During either player’s turn, when a “Forlorn” monster you control is destroyed by battle or card effect: You can banish this card from your hand or GY; Special Summon as many “Forlorn Tokens” (Fairy/LIGHT/Level 4/ATK 0/DEF 0) as possible in Defense Position, and if you do, they cannot be Tributed or be used as Materials for Summons, except if all cards in your GY are Spell Cards. You can only use each effect of “Forlorn Spell Weaving” once per turn. Forlorn Secrets Normal Spell Card You can activate each of the following effects of “Forlorn Secrets” once per turn: Fusion Summon 1 “Forlorn” monster from your Extra Deck by shuffling Fusion Materials in your possession from your hand and/or field into the Deck, also, if all cards in your GY are Spell Cards, you can also shuffle monsters that are banished into the Deck. Special Summon 1 of your “Sonea, the Forlorn Maiden” from your GY or that is banished, but banish it during the End Phase of this turn. (This is treated as a Ritual Summon.) Tribute 2 “Forlorn” monsters you control; Special Summon 1 “Forlorn” Xyz Monster from your Extra Deck, then attach up to 2 Spell Cards from your GY to the Special Summoned monster as Xyz Material. (This is treated as an Xyz Summon.) Trap Cards: Extra Deck: Forlorn Composite Level 8 LIGHT Dragon/Fusion/Effect ATK 2500 DEF 2500 1 “Forlorn” monster + 1 LIGHT or DARK monster Must be either Fusion Summoned, or Special Summoned by Tributing 3 “Forlorn” monsters you control with different names to each other (in which case you do not use “Polymerization”). If all cards in your GY are Spell Cards, neither player can activate the effects of face-up non-“Forlorn” monsters. You can banish this card from your field or GY (Quick Effect); banish all monsters in your GY, and if you do, gain 300 LP for each Spell Cards in your GY and inflict 300 damage to your opponent’s LP for each monster banished with this effect. You can only use this effect of “Forlorn Composite” once per turn. Forlorn Impermanence Level 8 LIGHT Psychic/Synchro/Effect ATK 2800 DEF 2200 1 “Forlorn” Tuner + 1+ non-Tuner monsters If this card attacks, your opponent cannot activate any cards or effects until the end of the Damage Step. If all cards in your GY are Spell Cards, once per turn (Quick Effect): You can target 1 monster on the field; it cannot be targeted by your opponent’s card effects until the end of the turn, also, during this turn’s Battle Phase(s), when it battles an opponent monster with more ATK, it gains 2800 ATK, during damage calculation only. You can banish this card from your field or GY (Quick Effect); banish all monsters in your GY, then you can Special Summon 1 monster in your opponent’s GY, but it cannot attack this turn. You can only use each effect of “Forlorn Impermanence” once per turn. Revered Patron of Forlorn Souls Rank 8 LIGHT Fairy/Xyz/Effect ATK 3000 DEF 3100 2 Level 8 monsters Control of this card cannot switch. If the only cards in your GY are Spell Cards, once per turn (Quick Effect): You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; take control of that monster until the End Phase, but its effects are negated and your opponent takes no damage from a battle involving that target. You can banish this card from your field or GY (Quick Effect); banish all monsters in your GY, then you can target 1 Spell/Trap Card in your opponent’s GY or that is face-up on their field, and if you do, Set it on your side of the field, but banish it when it leaves the field. You can only use each effect of “Revered Patron of Forlorn Souls” once per turn. Ascended Ritual Raven Link – 2 LIGHT Fairy/Link/Effect Link Arrows: Bottom-Right, Bottom-Left ATK 600 DEF – 2 Effect Monsters You can only use the following effect of “Ascended Ritual Raven” once per turn. You can pay 2000 LP and send 1 Ritual Monster or Ritual Spell Card from your hand or Deck to the GY, then depending on that card, activate 1 of the following effects: Ritual Monster: Add 1 Ritual Spell Card from your Deck or GY to your hand whose name is listed in that Ritual Monster’s text, and if you do, your opponent cannot activate any cards or effects in response to the activation/effect of Ritual Spell Cards in your possession until the end of the turn. Ritual Spell Card: Send this card to the GY, then Special Summon 1 Ritual Monster whose name is listed in that Ritual Spell’s text from your hand or Deck. (This is treated as a Ritual Summon.) Cards to finish up the Archetype: Sonea, the Exalted Maiden Level 8 LIGHT Fairy/Pendulum/Ritual/Effect Pendulum Scale: 9 ATK 2400 DEF 2000 Pendulum Effect: You can Pendulum Summon face-up “Forlorn” Ritual Monsters in your Extra Deck ignoring their Summoning conditions. This effect cannot be negated. If a Spell Card or a Spell effect is activated: You can return this card from your Pendulum Zone to your hand, then Special Summon 1 “Forlorn Token” (Fairy/LIGHT/Level 4/ATK 0/DEF 0). You can only use this effect of “Sonea, the Exalted Maiden” once per turn. Monster Effect: You can Ritual Summon this card with “Forlorn Fascination”. If a Spell Card or a Spell effect is activated (Quick Effect): You can add 1 Spell Card that is a different type (Normal, Quick-Play, Continuous, Ritual, Equip or Field) from your Deck to your hand, but you cannot activate the added card, or a card with the same name until your next turn, except if all cards in your GY are Spell Cards. While this card is face-up on your field or in your GY (Quick Effect): You can banish it, then you can take 1 “Sonea, the Forlorn Maiden” from your Deck, and either add it to your hand or Special Summon it. (This treated as a Ritual Summon.) You can only use each effect of “Sonea, the Exalted Maiden” once per turn. Forlorn Fascination Ritual Spell Card This card can be used to Ritual Summon any LIGHT or DARK Ritual Monster. You must also Tribute monsters from your hand or field with the same Attribute and whose total Level equal or exceed the Level of the Ritual Monster you Ritual Summon. You can only use the following effect of “Forlorn Fascination” once per turn. You can banish this card from your GY, then target 1 “Forlorn” monster you control that was Special Summoned from the Extra Deck, and if you do, activate 1 of these effects depending on the monster card type of the target: Fusion: The target can make up to 2 attacks on monsters during this turn’s Battle Phase(s). Synchro: Destroy 1 face-up card on the field. Xyz: Select 1 card on either player’s field or GY; attach it to the target as Xyz Materials. Forlorn Judgment Normal Spell Card Add 1 “Forlorn” card from your Deck to your hand, except “Forlorn Judgment”, and send 1 “Forlorn” card that is the same type (Monster, Spell or Trap) from your Deck to the GY, except “Forlorn Judgment”, and if you do, skip your next Draw Phase, except if all cards in your GY are Spell Cards. During either player’s turn: You can banish this card from your GY; negate the effects of all cards in both player’s Pendulum Zones, and if you do, destroy those cards, then, you can add a number of Ritual Pendulum Monster from your GY and/or from your Extra Deck to your hand up to the number of cards that were destroyed with this effect. You can only use each effect of “Forlorn Judgment” once per turn. Spreading Forlorn Equip Spell Card Must either be equipped to a Ritual or “Forlorn” Monster. The equipped monster gains 500 ATK/DEF. You can only use the following effects of “Spreading Forlorn” once per turn. While all cards in your GY are Spell Cards, if this face-up card is sent to the GY: You can target 1 Ritual Monster you control; equip this card to that target. During either player’s turn, when your opponent activates a card or effect: You can Tribute either this face-up card or 1 Ritual Monster from your hand or field; negate that activation, then, if all cards in your GY are Spell Cards, banish it. Forlorn Schemer Link – 2 DARK Fairy/Link/Effect Link Arrows: Up, Down. ATK 1600 DEF – 2 “Forlorn” monsters (Quick Effect): You can banish 1 card from your field or GY; any monster sent to the GY is banished instead until the end of the turn, also, if all cards in your GY are Spell Cards, until the End Phase, each time a monster in your opponent’s possession is banished, you gain LP equal to its original ATK. During either player’s turn: You can banish this card from your field or GY; change the Battle Position of all monsters on the field, then, during the End Phase, if all cards in your GY are Spell Cards, inflict 800 damage to your opponent’s LP for each monster they control whose Battle Position did not change this turn. You can only use each effect of “Forlorn Schemer” once per turn.
  5. Hey everyone, Here are some additions to the “Golden Castle of Stromberg” archetype. Some of the cards here come from the anime and have been slightly modified to fit better with the existing support, others are my own creation, inspired by their respective stories in Grimm’s Fairy Tales and Fables comics. Have a read and tell me what you all think. (P.S. is it not possible to do Spoilers on here anymore ???) Monster Cards: Forest Wolf Level 3 EARTH Beast/Effect ATK 1800 DEF 300 If this card destroys a monster by battle, equip that monster to this card. If “Golden Castle of Stromberg” is in a Field Zone, this card gains ATK equal to the combined original ATK of every monsters that are equipped to this card. When this card is destroyed by battle or by a card effect: Special Summon 1 monster that was equipped to this card on your opponent’s field (ignoring its Summoning conditions), also, if “Golden Castle of Stromberg” is in a Field Zone, you can Special Summon that monster on your field instead. Little Red Riding Hood Level 3 EARTH Fairy/Effect ATK 800 DEF 1200 If you control a Beast or Warrior monster that specifically lists the card “Golden Castle of Stromberg” in its text, you can Special Summon this card from your hand. If this card in your possession is send to the GY: You can Special Summon 1 Level 4 or lower Warrior monster from your hand or Deck, also, if “Golden Castle of Stromberg” is in a Field Zone, you can Special Summon 1 monster that specifically lists the card “Golden Castle of Stromberg” in its text from your Deck or GY instead, except” Little Red Riding Hood”. Forest Hunter Level 3 EARTH Warrior/Effect ATK 1200 DEF 800 If “Golden Castle of Stromberg” is in a Field Zone, you can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can banish 1 Beast, Beast-Warrior or Winged Beast monster on either player’s field or from your Deck, then, if “Golden Castle of Stromberg” is in a Field Zone, you can Special Summon 1 Level 4 or lower Fairy monster from your Deck or GY. You can only use each effects of “Forest Hunter” once per turn. Snow White & Rose Red Level 4 LIGHT Fairy/Effect ATK 1600 DEF 1000 When this card is Normal or Special Summoned: You can select 1 Level 4 or lower Beast or Beast-Warrior from your Deck; add it your hand, also, if “Golden Castle of Stromberg” is in a Field Zone, you can Special Summon that monster instead. If your opponent activates a card or effect (Quick Effect): You can target 1 face-up monster you control that’s specifically lists the card “Golden Castle of Stromberg” in its text; return that monster to your hand, then, if “Golden Castle of Stromberg” in in a Field Zone, you can Special Summon 1 monster from your hand whose Level is equal or lower than that target (even if this card leaves the field). You can only use each effect of “Snow White & Rose Red” once per turn. Savage Prince Level 4 EARTH Beast-Warrior/Effect ATK 2100 DEF 1200 If you do not control another monster that specifically lists the card “Golden Castle of Stromberg” in its text, this card cannot attack. You can only use the following effects of “Savage Prince” once per turn. If this card was Special Summoned by a card effect in your possession: This card becomes a Warrior-Type monster, then, if “Golden Castle of Stromberg” in in a Field Zone, you can destroy 1 card on the field. If this card leaves the field, either by battle or by a card effect: You can look at your face-down banished cards; add 1 “Golden Castle of Stromberg” or 1 Level 4 or lower Fairy monster among them or from your GY to your hand. Dwarven Warlock Level 7 DARK Spellcaster/Effect ATK 2450 DEF 2450 You can Tribute 2 monsters you control that specifically lists the card “Golden Castle of Stromberg” in its text; Special Summon this card from your hand, also, if “Golden Castle of Stromberg” is in a Field Zone, you can Tribute 1 face-up card you control that specifically lists the card “Golden Castle of Stromberg” in its text to activate this effect instead. Once per turn (Quick Effect): You can target 1 face-up card on both player’s fields, except this card; negate their effects until the end of the turn, also, if “Golden Castle of Stromberg” is in a Field Zone, the effects of cards on your field that are targeted with this effect are not negated and they cannot be targeted or destroyed by your opponent’s card effects until the end of the turn. Spell Cards: Grimm Reality Continuous Spell Card Activate by adding 1 card that specifically lists the card “Golden Castle of Stromberg” in its text from your Deck to your hand, except “Grimm Reality”. If you banish 5 or more cards from your Deck because of a card effect while you control another face-up card that lists “Golden Castle of Stromberg” in its text: You can reveal up to 5 of your cards that are banished face-down; add 1 card among them to your hand, then, if “Golden Castle of Stromberg” is in a Field Zone, you can also add 1 monster among them that specifically lists the card “Golden Castle of Stromberg” in its text to your hand, also, after that, shuffle the rest into the Deck. You can only use each effect of “Grimm Reality” once per turn. Snicker-Snack Blade Equip Spell Card If “Golden Castle of Stromberg” in in a Field Zone: You can reveal this card from your hand, then Special Summon 1 Level 4 or lower monster from hand or Deck that specifically lists the card “Golden Castle of Stromberg” in its text, and if you do, equip this card to it. You can only use this effect of “Snicker-Snack Blade” once per turn. Must be equipped to a monster that specifically lists the card “Golden Castle of Stromberg” in its text. At the start of the Damage Step, if a monster that is equipped with this card battles an opponent monster; banish that monster face-down. If neither player controls a face-up “Golden Castle of Stromberg”, monsters your opponent controls cannot be destroyed by battle. Trap Cards: Cloak of Infinite Darkness Normal Trap Card Activate by Tributing 1 monster you control; Special Summon 1 monster with a different Type and that specifically lists the card “Golden Castle of Stromberg” in its text from your Deck or GY, and if you do, equip it with this card. During your opponent’s turn: You can Tribute the equipped monster; Special Summon 1 monster with a different Type and that specifically lists the card “Golden Castle of Stromberg” in its text from your Deck or GY, and if you do, equip it with this card. You can only use this effect of “Cloak of Infinite Darkness” once per turn. The equipped monster cannot be destroyed by battle or by your opponent’s cards and effects. If this equipped card leaves the field, destroy the equipped monster, except if “Golden Castle of Stromberg” in in a Field Zone. Extra Deck: Ravenform Dragon Level 8 DARK Dragon/Fusion/Effect ATK 2800 DEF 2500 1 DARK Spellcaster monster + 1 monster that specifically lists the card “Golden Castle of Stromberg” in its text Once per turn: You can Special Summon 1 Level 4 or lower Fairy monster from your hand or GY. At the start of the Damage Step, if a Fairy monster you control battles a monster on your opponent’s field, destroy that monster. If a monster you control that specifically lists the card “Golden Castle of Stromberg” attacks or is attacked and “Golden Castle of Stromberg” is in a Field Zone, your opponent cannot activate any cards or effects until the end of the Damage Step. When this card is destroyed by battle or card effect: You can add 1 “Polymerization” or “Golden Castle of Stromberg” from your GY to your hand. Frostheart Tykes Level 7 WIND Fairy/Fusion/Effect ATK 2450 DEF 2450 2 monsters with different Types that specifically lists the card “Golden Castle of Stromberg” in their text (Quick Effect): You can Tribute this card; Special Summon 1 Level 3 EARTH Beast monster from your Deck or GY, but negated its effect (if any), and if you do, it gains 2450 ATK/DEF. While this card is in your GY, if “Golden Castle of Stromberg” is in a Field Zone, Level 3 Beast monsters you control can make 2 attacks on monsters during each Battle Phase. If a Level 3 Beast monster you control is destroyed by battle or card effect: You can Special Summon this card from your GY, then you can add 1 “Polymerization” or “Golden Castle of Stromberg” from your GY to your hand. You can only use each effect of “Frostheart Tykes” once per turn. Enchanted Grove Artisan Level 6 EARTH Plant/Fusion/Effect ATK 1900 DEF 2000 2 monsters that specifically lists the card “Golden Castle of Stromberg” in their text Once per turn: You can send 1 monster on the field or from your hand to the GY; Special Summon 1 “Woodman Token” (Plant-Type/LIGHT/Level 3/ATK ?/DEF ?) (If “Golden Castle of Stromberg” is in a Field Zone, when Summoned, that Token’s ATK/DEF becomes equal to the original ATK of the monster you sent to the GY with this effect) “Woodman Tokens” cannot be used as Materials for Summons, also, while you control a “Woodman Token”, this card cannot be destroyed by battle. If this card would be destroyed by a card or effect, you can send 1 DARK Spellcaster monster from your hand or field to the GY instead, then you can add 1 “Polymerization” or “Golden Castle of Stromberg” from your GY to your hand. The Golden Goose Link – 1 LIGHT Winged Beats/Link/Effect Link Arrows: Down ATK 100 DEF – 1 Effect monster You can either (Quick Effect): Place this card face-up in your Field Zone, and if you do, this card’s name becomes “Golden Castle of Stromberg” while in the Field Zone, OR Special Summon this card from your Field Zone. While this card is in your Field Zone: You can shuffle a number of banished cards into their owner’s Deck up to the number of monsters you control that specifically list the card “Golden Castle of Stromberg” in their text , then draw 1 card for each 2 cards shuffled into the Deck with this effect. If this card leaves the field: You can add 1 Spell/Trap Card that specifically lists the card “Golden Castle of Stromberg” in its text from your GY to your hand. You can only use each effect of “The Golden Goose” once per turn.
  6. Hey everyone, A short idea that was hanging at the back of my head. Nobody seems to like (or even remember) the old Unit Cyber cards nowadays. Rightfully so in my opinion, they're pretty terrible. But I like their design, and so, I need to make them at least playable. So here it is. Have a read and tell me what you think. Spell Cards: Dynamic Alternator Unit Quick-Play Spell Card You can only activate 1 “Dynamic Alternator Unit” per turn. When you take damage, activate the appropriate effect, based on the type of damage you took: Battle damage: Special Summon 1 “Cyber” Machine monster from your hand or Deck, whose ATK is equal or lower than the damage you took, also, you can ignore the Summoning conditions of “Cyber Laser” and “Cyber Barrier” monsters. If you Special Summon a “Cyber Laser” or “Cyber Barrier” monster with this effect, gain LP equal to that monster’s ATK or DEF, then you can destroy 1 card on the field. Effect damage: Gain LP equal to half of the damage you took, then you can Special Summon 1 “Cyber Carrier” from your Extra Deck, ignoring its Summoning conditions. Trap Cards: Adaptive Augmentation Unit Continuous Trap Card Once per turn, you can activate 1 of the following effects: Send 1 “Cyber Dragon” monster from your hand or field to the GY; Special Summon 1 “Cyber Barrier Dragon” from your hand, Deck or GY, also, it gains the following effects: Once per turn (Quick Effect): You can change this card’s Battle Position, then you can shuffle 1 card on the field into the Deck. Send 2 “Cyber Dragon” monsters (1 from your field and 1 from your Deck) to the GY; Special Summon 1 “Cyber Laser Dragon” from your hand, Deck or GY, and if you do, you can activate its effect as a Quick Effect, also, it gains the following effect: If this card destroys a monster either by battle or with its effect, you can draw 1 card. Extra Deck: Cyber Carrier Dragon Level 8 LIGHT Machine/Fusion/Effect ATK 2000 DEF 2000 Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. (Quick Effect) You can send both 1 LIGHT “Cyber” monster and 1 “Unit” card that specifically lists “Cyber Dragon” in its card text from your hand and/or field to the GY; Special Summon this card from your Extra Deck. Damage you take from card effects is halved. While you control this face-up card, if either player takes damage by battle or by a card effect, this card can attack directly during that turn. You can only Special Summon 1 “Cyber Carrier Dragon” per turn.
  7. I know it doesn't, it was more of a suggestion for making Instant Fusion more alive in this deck. Sorry for the confusion.
  8. I really like the archetype so far. After all, the creator of Duel Monster's ace deserves good support. One thing for the Field Spell card. I don't think Spell Cards can have Quick Effects in this game, so you should simply write "during either player's turn" or something instead. Also, if the effect gained by Manifested Shell could protect the monster its equipped to from destruction effects in general, that would make Instant Fusion a very powerful card in this deck and a good option to summon several Eyes Restrict monsters in a single turn (although that might be a bit strong). All and all, really nice.
  9. I like it so far. One thing though. I think you should add a clause in Distortionist's effect that prevents it from adding itself back into the hand. Could make for a nasty loop imo.
  10. Hey everyone, Crystal Beast just had a bit more support come out for them in the OCG but in my opinion, it was pretty underwhelming so such an old and weak deck. Here are somes cards I believe should give a bit more bite to the archetype. Have a read and tell me what you think. Spell Cards: Crystal Retrieval Continuous Spell Card You can only control 1 “Crystal Retrieval”. If you Normal or Special Summon a “Crystal Beast” monster(s) or when a “Crystal Beast” card(s) is placed into your Spell & Trap Zone by another card effect: You can place 1 “Crystal Beast” monster from your Deck or GY into your Spell & Trap Zone as a Continuous Spell, and if you do, you can draw 1 card. You can only draw up to 2 cards per turn with this effect of “Crystal Retrieval”. While you control a “Crystal Beast” card; you can send this card from your hand or field to the GY, and if you do, during their next turn, your opponent can only Special Summon monsters a number of times up to the number of “Crystal Beast” cards you currently control in your Spell & Trap Zone. Trap Cards: Crystal Separation Continuous Trap Card You can only control 1 “Crystal Separation”. While your opponent controls more monsters than you do, if you place a “Crystal Beast” card(s) in your Spell & Trap Zone as a Continuous Spell; you can send 1 card on the field to the GY. You can only use the following effects of “Crystal Separation” once per turn. You can activate 1 of these effects: Destroy 1 “Crystal Beast” card you control; activate this card from your hand. Send this card from your hand or field to the GY; either Special Summon 1 Level 4 or lower “Crystal Beast” monster from your Deck OR add 1 “Ancient City – Rainbow Ruins” from your Deck to your hand. Extra Deck: Crystal Core LINK – 2 LIGHT Rock/Link/Effect Link Arrows: Top, Bottom ATK 1900 DEF – 1+ “Crystal Beast” monster (This card is always treated as a “Crystal Beast” card.) You can also use “Crystal Beast” cards that are face-up in your Spell & Trap Zone as Materials to Link Summon this card from your Extra Deck. (Quick Effect): You can place 1 “Crystal Beast” monster from your Deck face-up in your Spell & Trap Zone as a Continuous Spell; shuffle 1 card on the field to its owner’s Deck, also, if you control “Ancient City – Rainbow Ruins” this effect cannot be negated. When a “Crystal” monster is Normal or Special Summoned on a zone this card points to: You can target 1 “Crystal Beast” card in your Spell & Trap Zone; Special Summon that target. You can only use each effect of “Crystal Core” once per turn.
  11. Hey everyone, So, I have been reminiscing about the ARC-V anime lately and I was inspired by the idea of using every Summoning techniques in the game in a single deck. And here is the result (so far). If I were to compare it to other existing decks in the game, I would say it is a mix of D/D/D and Thunder Dragons with a bit of other stuff mixed in. The name of the archetype, “Eltheric” is not really final (I think it’s the name of a sea in Elder Scrolls lore) but it seemed cool enough while I think of something better. Anyway, have a look and tell me what you think. (Also, on another note, is it not possible to use Spoiler Tags on here anymore ?) Monster Cards: Garaneal, the Eltheric Prodigy Level 4 DARK Spellcaster/Pendulum/Tuner/Effect Pendulum Scale: 1 ATK 1500 DEF 1500 Pendulum Effect: If a card(s) in your possession is banished: You can destroy this card; either add 1 “Eltheric” monster from your Deck to your hand OR banish 1 “Eltheric” card from your Deck. You can only use this effect of “Garaneal, the Eltheric Prodigy” once per turn. Monster Effect: Once per turn (Quick Effect): You can banish 3 cards from the top of your Deck and/or cards in your possession that are banished face-down, then you can target either 1 other monster on the field or 1 card in your hand; banish it until your next Standby Phase. If this card in your possession is banished: You can Special Summon this card, and if you do, you cannot Special Summon any other monsters from your Extra Deck this turn, except “Eltheric” monsters. You can only use each effect of “Garaneal, the Eltheric Prodigy” once per turn. Eltheric Construct, Cetacea Level 4 DARK Aqua/Pendulum/Effect Pendulum Scale: 5 ATK 100 DEF 2100 Pendulum Effect: If a card(s) in your possession is banished: You can destroy this card; add 1 of your “Eltheric” card from the GY or that is banished to your hand, except “Eltheric Construct, Cetacea”. You can only use this effect of “Eltheric Construct, Cetacea” once per turn. Monster Effect: When this card is Normal or Special Summoned: You can banish 3 cards from the top of your Deck and/or cards in your possession that are banished face-down, then you can Special Summon 1 Level 4 “Eltheric” monster from your hand or that is face-up in your Extra Deck, except “Eltheric Construct, Cetacea”. If this card in your possession is banished: You can draw 1 card, then, if this card was banished because of an “Eltheric” card effect in your possession, you can draw 1 more card. You can only use each effect of “Eltheric Construct, Cetacea” once per turn. Eltheric Swarm, Rataskr Level 4 DARK Beast/Pendulum/Effect Pendulum Scale: 1 ATK 600 DEF 1200 Pendulum Effect: If a card(s) in your possession is banished: You can destroy this card; Special Summon 1 Level 4 “Eltheric” monster from your Deck or from your Pendulum Zone, except “Eltheric Swarm, Rataskr”, and if you do, banish it when it leaves the field. You can only use this effect of “Eltheric Swarm, Rataskr” once per turn. Monster Effect: If you control an “Eltheric” card (Quick Effect): You can banish 3 cards from the top of your Deck and/or cards in your possession that are banished face-down; Special Summon this card from your hand, and if you do, halve the ATK and DEF of every monsters your opponent currently controls that were Special Summoned from the Extra Deck, also, those monsters cannot attack “Eltheric” monsters you control until the end of the turn. If this card in your possession is banished: You can add 1 of your “Eltheric” Spell/Trap Card from your Deck to your hand. You can only use each effect of “Eltheric Swarm, Rataskr” once per turn. Eltheric Thrall, Nihiliuum Level 4 DARK Fiend/Pendulum/Effect Pendulum Scale: 5 ATK 1200 DEF 1600 Pendulum Effect: If a card(s) in your possession is banished: You can destroy this card; Special Summon 1 of your Level 4 “Eltheric” monster from your GY or that is banished, except “Eltheric Thrall, Nihiliuum”. You can only use this effect of “Eltheric Thrall, Nihiliuum” once per turn. Monster Effect: While you control no monsters or the only monsters on your field are “Eltheric” monsters, if this card is currently banished: You can banish 3 cards from the top of your Deck and/or cards in your possession that are banished face-down; Special Summon this card, and if you do, it cannot be used as Material for a Summon, except for an “Eltheric” monster. If this card was banished because of an “Eltheric” card effect in your possession; you can destroy 1 card on the field, also, until the end of the turn, each time you take damage from your opponent’s card effect or their monster’s attack, you can destroy 1 card on the field. You can only use each effect of “Eltheric Thrall, Nihiliuum” once per turn. Spell Cards: Eltheric Ruins of Siathar Continuous Spell Card If there is an “Eltheric” card in your Pendulum Zone, Continuous Spell Cards you control cannot be targeted by your opponent’s card effects. You can banish 3 cards from the top of your Deck and/or that are face-up in your Extra Deck, then, if you banished an “Eltheric” card with this effect; you can take 1 “Eltheric” monster from your Deck, and either add it to your hand or banish it. If this card in your possession is banished: You can target 1 of your “Eltheric” monsters in the GY and/or that is banished; add that targets to your hand. You can only use each effect of “Eltheric Ruins of Siathar” once per turn. Eltheric Journey Quick-Play Spell Card Banish up to 2 “Eltheric” monsters from your hand and/or Deck (Min. 1), then you can target 1 “Eltheric” monster you control; it gains 500 ATK/DEF for each cards banished with this effect until the end of the turn. If this card in your possession is banished: You can add this card to your hand, and if you do, you cannot activate “Eltheric Journey” from your hand until your next turn. You can only use each effect of “Eltheric Journey” once per turn. Trap Cards: Eltheric Summit Continuous Trap Card While this card is in your hand, if your opponent controls more cards than you do, you can banish this card. You can banish up to 3 other “Eltheric” cards from your hand, field and/or GY, then target that same amount of cards on the field; banish those targets until the next Standby Phase. If this card in your possession is banished: You can banish 1 “Eltheric” monster from your Deck or Extra Deck, and if you do, monsters your opponent controls whose original ATK is lower than the original ATK of the monster you’ve banished with this effect cannot attack until the end of the turn. You can only use each effect of “Eltheric Summit” once per turn. Eltheric Gateway Normal Trap Card Activate by targeting 1 of your “Eltheric” monster that is banished or that is face-up in your Extra Deck; Special Summon that target, also, if you’ve Special Summoned a Pendulum Monster with this effect, when that monster would be destroyed by battle or card effect, you can place it in your Pendulum Zone instead. When this card in your possession is banished: You can add 1 “Eltheric” card from your Deck to your hand, except “Eltheric Gateway”. You can only use each effect of “Eltheric Gateway” once per turn. Extra Deck: Caeltheric Daunting Shadowcloak Level 6 WIND Winged Beast/Fusion/Effect ATK 2000 DEF 2500 2 “Eltheric” monsters You can also Fusion Summon this card using 1 “Garaneal, the Eltheric Prodigy” you control and 1 “Eltheric” monster from your hand as Fusion Material (in which case you do not use “Polymerization”). Once per turn, (Quick Effect): You can banish 1 “Eltheric” card from your hand or Deck, then target 1 monster your opponent controls; negate its effect, also, that target cannot be used as Material for a Summon until the end of the turn. If this card in your possession is banished: You can target 1 “Eltheric” monster you control; equip it with this card. Monsters that are equipped with this card cannot be targeted or destroyed by card effects. Caeltheric Adamantine Nightstalker Rank 4 EARTH Beast/Xyz/Effect ATK 2500 DEF 2000 3 Level 4 monsters You can also Xyz Summon this card using 1 “Garaneal, the Eltheric Prodigy” you control and 2 Level 4 “Eltheric” monsters (1 from your hand or GY and 1 from your Deck) as Xyz Materials. Once per turn: You can detach 1 “Eltheric” Xyz Material from this card, and if you do, banish 1 card on the field on in the GY, then banish every cards your opponent controls with the same original name as the card you banished with this effect. If this card in your possession is banished: You can target 1 “Eltheric” monster you control; equip it with this card. When a monster equipped with this card battles an opponent monster, it gains ATK equal to half of the ATK of the monster it’s battling, during damage calculation only. Caeltheric High Abyssean Level 8 WATER Sea Serpent/Synchro/Effect ATK 3000 DEF 2800 1+ “Eltheric” Tuner + 1+ non-Tuner monsters You can Special Summon this card from your Extra Deck by shuffling 1 “Garaneal, the Eltheric Prodigy” you control and 2 Level 4 “Eltheric” non-Tuners from your GY into the Deck (this is treated as a Synchro Summon). Once per turn: You can shuffle up to 3 of your other “Eltheric” cards you control and/or that are banished into the Deck; destroy that same number of cards from the field. This effect cannot be negated. If this card in your possession is banished: You can target 1 “Eltheric” monster you control; equip it with this card. If a monster you control is equipped with this card, your opponent cannot activate monster effects during your turn. You can only Summon 1”Caeltheric High Abyssean” per turn. Caeltheric Triumvirate LINK – 3 LIGHT Psychic/Link/Effect Link Arrows: Up, Bottom-Left, Bottom-Right. ATK 1500 DEF – 2+ monsters including at least 1 “Eltheric” monster This card gains 100 ATK for each of your banished cards. Once per turn (Quick Effect): You can target 1 “Eltheric” monster from your GY or that is equipped to a monster you control, and if you do, banish a number of cards from the top of your Deck and/or cards in your possession that are banished face-down, equal to the Level or Rank of the target; Special Summon that target on a zone this card points to, ignoring its Summoning conditions, also, its effect is negated. If this card in your possession is banished: You can place up to 2 of your “Eltheric” Pendulum Monsters from your GY and/or that are banished in your Pendulum Zone. You can only use each effect of “Caeltheric Triumvirate” once per turn. Other: (These are some of the other ideas I was messing around. They are not technically necessary for the Archetype.) Einar, the Eltheric Traveler Level 4 WIND Warrior/Effect ATK 1800 DEF 1000 If an “Eltheric” card(s) in your possession is destroyed or banished by a card effect (Quick Effect): You can Special Summon this card from your hand, and if you do, you can equip 1 “Eltheric” monster from your Deck or GY to this card, except “Einar, the Eltheric Traveler”. If a card(s) on your field would be destroyed by battle or by a card effect, you can banish 1 monster that is equipped to this card instead. If this card in your possession is banished: You can target 1 monster on the field or in your GY; equip it to a face-up “Eltheric” monster you control. Monsters that are equipped because of this effect gain 100 ATK for each of their Level or Rank. You can only use each effect of “Einar, the Eltheric Traveler” once per turn. Alysanne, the Eltheric Firestorm Level 4 FIRE Psychic/Effect ATK 1000 DEF 1800 If an “Eltheric” card(s) in your possession is destroyed or banished by a card effect (Quick Effect): You can Special Summon this card from your hand, then you can Special Summon 1 of your banished Level 4 “Eltheric” monster in Defense Position, except “Alysanne, the Eltheric Firestorm”, and if you do, its effect is negated and its ATK/DEF become 0. If this card in your possession is banished: You do not take any battle damage this turn, also, your opponent takes any damage you would have taken from their card effects this turn, instead. You can only use each effect of “Alysanne, the Eltheric Firestorm” once per turn. Garaneal the Eltheric Voidwalker Level 8 DARK Spellcaster/Ritual/Effect ATK 3000 DEF 3000 You can Ritual Summon this card with “Eltheric Ascension”. If this card is equipped to an “Eltheric” monster: You can Special Summon this card ignoring its Summoning conditions. Once per turn (Quick Effect): You can banish 1 “Eltheric” card from your Deck or GY, then target 1 monster on the field; it cannot be destroyed by card effects until the end of the turn, also, if that target is a Level 4 monster, it gains 1500 ATK and DEF until the end of the turn. If this card in your possession is banished: You can target 1 monster your opponent controls; take control of that target until the End Phase, also, it cannot attack and its effect is negated until the end of the turn. You can only use each effect of “Garaneal the Eltheric Voidwalker” once per turn. Eltheric Ascension Ritual Spell Card This card is used to Ritual Summon “Garaneal the Eltheric Voidwalker”. You must also Tribute monsters from your hand or field and/or banish “Eltheric” monsters from your GY, whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon. If this card in your possession is banished: Your opponent cannot activate any cards or effects in response to the Special Summon of “Eltheric” monsters until the end of the turn.
  12. Hey everyone, So, in the GX anime, chancellor Sheppard is revealed to be the master of the Cyber Art dojo, taking youngsters to a remote temple in the mountains and teach them to… use Machine-Type monsters I guess. While the exact significance of the Cyber training school is not really revealed in the show, it is implied that, being the place’s MASTER, Sheppard would be a very competent duelist with a Deck fit for his talent. Unfortunately, that is never really shown and there have not been any subsequent additions to the “Cyber Ogre” archetype since Cyberdark Impact. With all the support that Cyber Dragon Decks have been getting lately, I figured it was about time to help out another Machine series in need. So here it is. To be honest, I’m worried I went a little bit overboard with those cards, but in my defense, it is Cyber Ogres were talking about. Anyway, feel free to browse and tell me what you think. Monster Cards: Lilac, the Cyber Researcher Level 4 EARTH Spellcaster/Effect ATK 1600 DEF 200 The names of face-up Level 10 or lower “Cyber” monsters you control become “Cyber Ogre”. If a battle involving a monster you control is negated (Quick Effect): You can Special Summon 1 “Cyber Ogre” from your Deck or GY, then, “Cyber Ogre” monsters on your field gain 2000 ATK until the end of the turn. If another “Cyber” monster in your possession is sent to the GY; you can add 1 EARTH “Cyber” from your Deck or GY to your hand, except “Lilac, the Cyber Researcher”. You can only use each effect of “Lilac, the Cyber Researcher” once per turn. Obsolete Cyber Core Level 2 EARTH Machine/Effect ATK 200 DEF 1500 If a “Cyber Ogre” is sent from your hand or Deck to the GY (Quick Effect): You can Special Summon this card from your hand or GY, but banish it when it leaves the field, also, if this card is Special Summoned this way, you cannot Special Summon any other monsters this turn, except “Cyber” monsters. When this card is Special Summoned because of its own effect, you can draw 1 card for each “Cyber Ogre” that are on your field and GY (max. 3). If another “Cyber” monster in your possession is sent to the GY; you can Special Summon 1 Level 5 or lower EARTH “Cyber” monster from your Deck or GY, except “Obsolete Cyber Core”. You can only use each effect of “Obsolete Cyber Core” once per turn. Spell Cards: Ancient Sacrificial Site Field Spell Card While you control a “Cyber” monster, this card’s effect cannot be negated. If a “Cyber Ogre” is sent from your hand or field to the GY: You can Special Summon 1 “Cyber Ogre” from your hand or Deck. While the only monsters you control are “Cyber Ogre” monsters, if any player declares an attack: You can send 1 “Cyber Ogre” from your hand or Deck to the GY; negate the attack, also, if you activate this effect during your opponent’s turn, other monsters they control with the same Type as the monster whose attack was negated with this card’s effect cannot attack until the end of the turn. You can only use this effect of “Ancient Sacrificial Site” once per turn. Looming Sacrifice Continuous Spell Card You can only use the following effect of “Looming Sacrifice” once per turn. If the only monsters you control are “Cyber” monsters: You can add 1 “Cyber Ogre” from your Deck or GY to your hand, and if you do, Special Summon this card as an Effect Monster (Machine/EARTH/Level 5/ATK 1900/DEF 1200). (This card is NOT treated as a Spell.) Cannot be Tributed or be used as Material for a Summon, except for the Special Summon of a “Cyber” monster. This card’s name becomes “Cyber Ogre” while face-up. You cannot Normal or Special Summon any monsters, except “Cyber” monsters. Endogenous Sacrifice Quick-Play Spell Card If the only monsters you control are “Cyber” monsters: Target 1 “Cyber Ogre” monster you control, and if you do, the effects of monsters your opponent controls are negated, also, until the end of the turn, your opponent can only attack the targeted monster. During the End Phase, inflict damage to your opponent equal the half of the original ATK of every monsters they currently control that did not attack this turn. You can only activate 1 “Endogenous Sacrifice” per turn. Trap Cards: Unconscionable Sacrifice Continuous Trap Card While you control a “Cyber” monster, this card’s effect cannot be negated. If you Normal or Special Summon a “Cyber” monster: You can add 1 “Cyber Ogre” from your Deck or GY to your hand, and if you do, you cannot Special Summon any other monsters this turn, except “Cyber” monsters. While you control a “Cyber Ogre” monster, if the attack of a monster on the field is negated; you can destroy 1 monster on the field, then inflict damage to your opponent equal to half that monster’s original ATK. You can only use each effect of “Unconscionable Sacrifice” once per turn. Postponed Sacrifice Counter Trap Card If your opponent activates a card or effect that would destroy or banish a card on your field or GY: You can send 1 “Cyber Ogre” monster from your hand or field to the GY; negate that activation and destroy it, also, until the end of the turn, your opponent cannot activate the effects of cards with the same card type (Monster, Spell, and/or Trap) as the original card type of the card that was negated with this effect. If you control a “Cyber Ogre” monster, when any player declares an attack: You can banish this card from your GY; negate the attack, then you can add 1 of your banished “Cyber” monster to your hand. You can only use each effect of “Postponed Sacrifice” once per turn. Extra Deck: Cyber Ogre 3 Level 9 EARTH Machine/Effect ATK 3300 DEF 2600 Cyber Ogre + Cyber Ogre + Cyber Ogre A Fusion Summon of this monster can only be conducted with the above Fusion Material monsters. If this card attacks or is attacked, your opponent cannot activate any monster effects until the end of the Battle Step, also, if a “Cyber Ogre” monster destroys a monsters by battle and sends it to the GY, that monster’s effect is negated. If this card battles an opponent monster, halve that monster’s ATK, and if you do, this card gains ATK equal to that same amount, during damage calculation only. Lilac, the Cyber Specialist LINK – 3 LIGHT Spellcaster/Link/Effect Top, Bottom, Bottom-Right ATK 2400 DEF – 2 Machine-Type monsters You can also Special Summon this card from your Extra Deck by Tributing 1 EARTH “Cyber” Machine or Spellcaster monster you control (this is treated as a Link Summon), and if you do, while this card is face-up, monsters you control cannot be used as Link Material and the effects of non-“Cyber” monsters you control are negated. The names of Level 10 or lower Machine and Spellcaster monsters on your field become “Cyber Ogre”. Once per turn (Quick Effect), if you Fusion Summon a “Cyber Ogre” Fusion Monster this turn, you can add monsters to your hand from your field and/or GY as the Fusion Materials. You can only control 1 “Lilac, the Cyber Specialist”. Other Ideas: Chimeratech Ogre Dragon Level 6 DARK Machine/Effect ATK 2500 DEF 2100 1 “Cyber Ogre” monster + 1 “Cyber” LIGHT or DARK monster This card’s name becomes “Cyber Ogre” while face-up. When this card is Special Summoned, destroy every other monster you control. While you control this face-up card, neither player can Special Summon “Chimeratech” monsters from their Extra Deck. This card gains 1 additional attack during each Battle Phase for each of the different Attributes of “Cyber” monsters in your GY. Update from the Anime: Scrap Fusion Quick-Play Spell Card While you control no monsters: Fusion Summon 1 Machine Fusion Monster by shuffling Fusion Materials whose names are specifically listed on that card from either player’s GY into the Deck, then look at your opponent’s Extra Deck, if it does not contains the same monster you’ve Fusion Summoned with this card’s effect, that monster in your possession cannot attack and its effect is negated until your next turn. You can only activate 1 “Scrap Fusion” per turn.
×
×
  • Create New...