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8bit Moonside

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About 8bit Moonside

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  • Birthday 07/20/1996

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    8bit Moonside#8526

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  1. Batteryman Graphene LIGHT | Thunder/Link/Effect 0 ATK / LINK-3 W E S 2+ Thunder monsters Once per turn: You can target 1 "Batteryman" monster in your GY; Special Summon it to your zone this card points to, and if you do, this card's name and original ATK become those of the Special Summoned monster's, also replace this effect with the effects of that monster. These changes last until the End Phase of this turn. If this card is sent from the field to the GY: You can Special Summon 1 "Batteryman Industrial Strength" from your hand or GY, ignoring its Summoning conditions. Next: Keeping with the previous prompt, a Link-3 or higher Pyro, Aqua or Rock.
  2. Performage Sword Swallower Level 4 | LIGHT | Spellcaster/Effect 0 ATK / 1800 DEF When an opponent's monster declares an attack: You can Special Summon this card (from your hand) in face-up Attack Position, and if you do, change the attack target to this card. Neither player takes damage from battles involving this card. During either player's turn, except the turn this card was sent to the GY: You can banish this card from the GY, then target 1 face-up monster your opponent controls; change its ATK to 0 until the end of the turn. You must control a face-up "Performage" card to activate and to resolve this effect. You can only activate 1 "Performage Sword Swallower" effect per turn, and only once that turn. Performage Shuffler Level 4 | DARK | Spellcaster/Pendulum/Effect 6 <> 6 1800 ATK / 1200 DEF Pendulum: Once per turn, during either player's turn, if a card or effect is activated that would inflict damage to a player: You can target 1 card on the field; shuffle it into the Deck, then take 1000 damage. Monster: If this card is Normal or Special Summoned: You can send 1 "Performage" monster from your Deck to the GY, except "Performage Shuffler". If this card is sent to the GY: You can target 1 "Performage" monster in your GY and 1 card your opponent controls; shuffle both into the Decks, then take 1000 damage. You can only activate this effect of "Performage Shuffler" once per turn. Performage Ringleader DARK | Spellcaster/Link/Effect 1900 ATK / LINK-2 D R 2 "Performage" monsters While you control this Link Summoned monster, you take no effect damage, also any effect damage you would take from the effect of a "Performage" card is inflicted to your opponent instead. If a "Performage" monster you control is targeted by a card effect (Quick Effect): You can pay LP equal to that monster's Level, Rank, or Link Rating x 500; negate the activation, and if you do, destroy that card, and if you do that, inflict damage to your opponent equal to half the LP you paid. You can only activate this effect of "Performage Ringleader" once per turn. Prop Misfire Quick-Play Spell Tribute 1 "Performage" monster you control; Special Summon from your Deck, 1 "Performage" monster with the same Level but a different name than the Tributed monster, and if you do, take damage equal to half its original DEF. You can only activate 1 "Prop Misfire" per turn. Next: The Agents OR Darklords
  3. Protection of the Ancestors Continuous Spell Target 1 face-up Normal Monster you control; each turn, while there is at least 1 card with that target's original name in your GY, the first time the targeted monster would be destroyed by battle or card effect, it is not destroyed. If the targeted monster is destroyed, destroy this card. You can only control 1 "Protection of the Ancestors". Next: A card that interacts with your face-down banished cards in some way
  4. I've never laughed this hard at a card name. Well played. Earthbound Prisoner of Shadow Level 2 | DARK | Fiend/Tuner/Effect 500 ATK / 500 DEF Cannot be used as material for a Fusion or Synchro Summon, except by its own effects. During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 "Earthbound Servant" monster from your Extra Deck, using this card you control. If this card is in your GY: You can Fusion Summon 1 "Earthbound Servant" monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY, including this card. You can only activate 1 "Earthbound Prisoner of Shadow" effect per turn, and only once that turn. Earthbound Servant Geo Giant Level 6 | DARK | Fiend/Fusion/Tuner/Effect 2400 ATK / 0 DEF 2 "Earthbound" monsters If an opponent's monster that was Special Summoned from the Extra Deck declares an attack: You can change the attack target to this card, also your opponent takes any battle damage you would have taken from that battle. During your opponent's End Phase, if this Fusion Summoned monster was destroyed by battle this turn: You can Special Summon this card from the GY. There must be a face-up card in the Field Zone to activate and to resolve this effect. Earthbound Servant Geo Destroyer Level 10 | DARK | Fiend/Synchro/Effect 3500 ATK / 2500 DEF 1 "Earthbound" Tuner + 1 or more non-Tuner DARK monsters Must be Synchro Summoned and cannot be Special Summoned by other ways. If this card is Synchro Summoned: You can destroy all Spell/Trap cards on the field, except face-up cards in the Field Zone. Once per turn: You can send all other monsters you control to the GY; during your next Battle Phase, this card can make attacks on monsters up to the number of monsters sent to the GY by this effect +1. If this card was Synchro Summoned using a monster Special Summoned from the Extra Deck as material, it gains the following effect. Cannot be targeted by, or destroyed by, the effects of monsters Special Summoned from the Extra Deck. Earthbound Sanctuary Field Spell When this card is activated: You can add 1 "Earthbound Prisoner" monster from your Deck to your hand. If your opponent would activate a card or effect that would change the ATK of a monster(s) on the field: You can send this card to the GY; negate the activation, and if you do, destroy that card. You can only activate 1 "Earthbound Sanctuary" per turn. Earthbound Servant Uprising Normal Trap If you control a face-up "Earthbound Servant" monster, and no other monsters: Banish that monster, and if you do, destroy all cards on the field, then Special Summon 1 "Earthbound Prisoner" or "Earthbound Servant" monster from your GY, ignoring its summoning conditions. You cannot conduct your Battle Phase, nor Special Summon monsters, except "Earthbound" monsters, the turn you activate this effect. Next: Big and Heavy DM: Gansley (Deepsea Warrior / WATER Reptiles) GX: Chumley Huffington ("Des" beasts/Koalas) 5D's: [i genuinely do not remember if 5D's had any "big" characters] Zexal: Bronk Stone (Gearspring) ARC-V: Gong Strong (Superheavy Samurai) Vrains: Earth (G Golem)
  5. Infernity Siren Level 4 | DARK | Fiend/Tuner/Effect 1400 ATK / 200 DEF When this card is Summoned: You can send 1 "Infernity" monster from your hand or Deck to the GY. Then, if you have no cards in your hand, you can target 1 face-up monster your opponent controls; reduce the ATK and DEF of that target by those of the sent monster, until the End Phase of this turn. Infernity Gatekeeper Level 6 | DARK | Fiend/Synchro/Effect 1200 ATK / 2400 DEF 1 DARK Tuner + 1 or more non-Tuner monsters This Synchro Summoned monster cannot be targeted by your opponent's card effects. Gains 1200 ATK if you have no cards in your hand. Once per turn, during either player's turn: You can excavate the top 5 cards of your Deck; send any "Infernity" cards among them to the GY, and if 3 or more cards were sent to the GY by this effect, all "Infernity" monsters you control cannot be destroyed by card effects until your opponent's next End Phase. Nightmare Infernity Horseman DARK | Fiend/Link/Effect 1000 ATK / LINK-2 ↓ ↘ 2 DARK monsters You can only Special Summon "Nightmare Infernity Horseman(s)" once per turn. If this card is Link Summoned: You can discard your entire hand; add 1 "Infernity" Spell/Trap card from your Deck to your hand. This card, and any "Infernity" monsters this card points to, gains 100 ATK for each "Infernity" monster in your GY. If this card is sent to the GY: You can place 1 "Infernity" monster from your GY on top of your Deck. Infernal Synchro Preparations Normal Spell Reveal 1 "Infernity" Synchro Monster or "Hundred Eyes Dragon" from your Extra Deck: Special Summon 2 "Infernity" monsters from your Deck, 1 Tuner and 1 non-Tuner, whose levels exactly equal the revealed monster's, but their effects are negated. You can only activate 1 "Infernal Synchro Preparations" per turn. You cannot Special Summon monsters from the Extra Deck, except Synchro Monsters, the turn you activate this card. Secrets of the Infernity Normal Spell Reveal any number of "Infernity" monsters in your hand; shuffle them into the Deck, then Set "Infernity" Spell/Trap cards from your Deck, up to the number of monsters you revealed, except "Secrets of the Infernity". You can only activate 1 "Secrets of the Infernity" per Duel. Next: GX: Evil HEROZEXAL: MaliceverousARC-V: FrightfurVRAINS: @Ignister
  6. Rapid Spell Canceller Level 5 | WIND | Machine/Effect 1600 ATK / 1800 DEF During either player's turn, when your opponent activates a Spell Card (Quick Effect): You can reveal this card in your hand; negate the activation, and if you do, destroy it, and if you do that, Special Summon this card in face-up Defense Position, also for the rest of the turn you cannot Special Summon monsters from the Extra Deck, except Machine-Type monsters. You can only Special Summon "Rapid Spell Canceller" once per turn this way. If this card is sent from the field to the GY: You can add 1 "Spell Canceller" monster from your Deck to your hand, except "Rapid Spell Canceller". Shutdown Spell Canceller Level 5 | WIND | Machine/Effect 0 ATK / 2400 DEF If your opponent controls more Spell/Trap Cards than you do, you can Special Summon this card from your hand. If Special Summoned this way: You can target 1 Spell Card your opponent controls; as long as this card is face-up on the field, negate that Spell's effects. (If the target is Set, reveal it, and negate its effects if it is a Spell Card. Otherwise, return it to its original position.) You can only control 1 "Shutdown Spell Canceller". Spell Canceller Mk II Level 5 | WIND | Machine/Effect 2200 ATK / 2000 DEF Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by sending 1 face-up "Spell Canceller" monster you control to the GY. Spell Cards, and their effects on the field, cannot be activated. Negate all Spell effects on the field. You can target 1 Spell Card your opponent controls; destroy it, or, if there is a Spell Card with the same name in their GY, banish it. You can only activate this effect of "Spell Canceller Mk II" once per turn. Omni Spell Canceller Rank 5 | WIND | Machine/Xyz/Effect 2600 ATK / 1600 DEF 2 Level 5 Machine-Type Monsters If this card is Xyz Summoned: You can destroy as many Spell/Trap Cards on the field as possible. This card cannot attack the turn you activate this effect. Your opponent cannot activate Spell Cards on the field, also negate the effects of all Spell Cards they control. Once per turn: You can detach 1 Xyz Material from this card, then declare 1 type of Spell Card (Normal, Equip, Continuous, Quick-Play, Field, Ritual); look at your opponent's hand and send all Spell Cards of that type to the GY, and if you do, inflict 600 damage to your opponent for each card sent. Backup Canceller Normal Trap Card If a face-up "Spell Canceller" monster you control is destroyed: Target 1 face-up Spell Card your opponent controls; negate its effects until the End Phase of this turn. Next: Patrician of Darkness
  7. Worm Host Level 2 | LIGHT | Reptile/Pendulum/Effect 7 <> 7 0 ATK / 2000 DEF Pendulum: During either player's turn, if your opponent controls a monster and you control no monsters: You can banish this card from the field; Special Summon 1 Reptile-Type "Worm" monster from your Deck in face-down Defense Position. This turn, that monster cannot be destroyed by card effects. Monster: If this card is destroyed: You can Special Summon 2 Worm Tokens (Reptile-Type/LIGHT/Level 2/ATK 0/DEF 1000) in Defense Position. You can only activate this effect of "Worm Host" once per turn. Worm Assimilator Level 6 | LIGHT | Reptile/Pendulum/Flip/Effect 1 <> 1 0 ATK / 2400 DEF Pendulum: You cannot Pendulum Summon monsters, except Reptile-type monsters. This effect cannot be negated. Once per turn: You can Fusion Summon 1 Reptile-Type Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY. Monster: FLIP: Reveal 3 Reptile-Type "Worm" monsters from your Deck. Your opponent randomly picks 1 to add to your hand, and you shuffle the rest into your Deck. If this monster was flipped face-up because it was attacked: You can switch the ATK and DEF of the attacking monster, until the end of the Battle Phase. Worm Hivemind Level 8 | LIGHT | Reptile/Fusion/Effect 1500 ATK / 2500 DEF 3 Reptile-Type "Worm" monsters Gains 100 ATK and DEF for each Reptile-Type "Worm" monster in your GY. This card can attack while in face-up Defense Position. If it does, apply its ATK for damage calculation. If this card is destroyed by battle or card effect: You can Special Summon 1 Reptile-Type "Worm" monster from your Deck in face-up Attack Position or face-down Defense Position, ignoring its summoning conditions. Corrupted City - Ground Zero Field Spell Reptile-Type "Worm" monsters can be Normal Summoned or Set for 1 less Tribute. Your opponent cannot target face-down monsters you control with effects. Once per turn, during either player's turn, if a Reptile-Type "Worm" monster(s) is Flip Summoned or Special Summoned: You can target 1 face-up card your opponent controls; destroy it. Inevitable Infestation Counter Trap If your opponent activates a Spell/Trap Card: You can reveal 1 Reptile-Type "Worm" monster in your hand; negate the activation, and if you do, destroy it, then if you control 3 or more face-down monsters, you can Set it to your field. You can only activate 1 "Inevitable Infestation" per turn. Did you know Worm Zero is the only reptile-type Fusion in the entire game? I didn't, until I started writing up this post. Next: Mathmech OR Crystron
  8. Poki, Awakened Flame Dragon Level 6 | FIRE | Dragon/Fusion/Effect 2600 ATK / 1400 DEF "Master of the Flaming Dragonswords" + "Poki Draco" This card gains the following effects based on the number of "Poki Draco" in your GY: 1+: Cannot be destroyed by battle with a Special Summoned monster. 2+: Each time you Normal Summon a monster: Both that monster and this card gain 400 ATK, until the End Phase of this turn. 3: During your Main Phase, you can Normal Summon 1 FIRE monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn). Next: "Mekanikal Arkfiend" + "Cyber Pharos"
  9. Nuclear Magician Level 8 | FIRE | Spellcaster/Synchro/Effect 3000 ATK / 0 DEF 1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned: Place 1 Meltdown Counter on all cards your opponent controls. If a card with a Meltdown Counter would be sent to the GY, it is banished instead. If this card leaves the field, unless it was destroyed by battle: Banish all cards with Meltdown Counters on them. Next: A Warrior counterpart to a Synchron monster that doesn't have one yet (Unknown Synchron, Cyberse Synchron, etc.)
  10. Cheat Code - Extra Life Level 1 | DARK | Cyberse/Effect 0 ATK / 0 DEF If this monster is Tributed by the effect of an "Enemy Controller" card: You can Special Summon it from the GY, but banish it when it leaves the field. You can only Special Summon "Cheat Code - Extra Life(s)" this way once per turn. Cheat Code - Control Hacker Level 1 | DARK | Cyberse/Effect 1200 ATK / 0 DEF If this card is Normal Summoned: You can add 1 "Enemy Controller" Spell Card from your Deck to your hand. You can target 1 face-up monster your opponent controls; pay LP equal to double its ATK, and if you do, until the End Phase of this turn, you can Tribute that monster as if you controlled it for the activation of an "Enemy Controller" Spell Card (even if this card leaves the field). You can only activate this effect of "Cheat Code - Control Hacker" once per Duel. Cheat Coder Rank 1 | DARK | Cyberse/Xyz/Effect 2000 ATK / 1900 DEF 2 Level 1 Cyberse monsters If this card is Xyz Summoned: You can Set 1 "Enemy Controller" Spell Card directly from your Deck. You can detach 2 Xyz Material from this card; switch control of all other monsters the field until the End Phase of this turn, but negate the effects of monsters you control. You cannot activate other monsters' effects the turn you activate this effect. Enemy Controller Two Player Quick-Play Spell Tribute 2 monsters you control, then target 1 face-up monster your opponent controls; apply the appropriate effect, based on whether the target's ATK is higher or lower than the combined total ATK of the Tributed monsters. * Higher: Take control of that target. until the End Phase of this turn. * Lower or equal: Take control of that target. Enemy Controller Next Gen Quick-Play Spell Pay half your LP, then target 1 face-up monster your opponent controls in a Main Monster Zone; take control of it until the End Phase of this turn, but it cannot attack. If you control a "Cheat Code" monster, cards and effects cannot be activated in response to this effect's activation. You can only activate one "Enemy Controller Next Gen" per turn. Next: Five Brothers Explosion
  11. Desert Locusts Level 6 | EARTH | Insect/Synchro/Effect 1500 ATK / 2400 DEF 1 Tuner + 1+ non-Tuner monsters During your opponent's turn, if this card is in the GY (Quick Effect): You can banish 1 Tuner and at least 1 non-Tuner monster from your GY, whose levels equal 6; Special Summon this card from the GY. You can only use this effect of "Desert Locusts" once per Duel. If this card is Synchro Summoned: Both players discard 1 card. You can only use this effect of "Desert Locusts" once per turn. Once per Chain, during your opponent's Main Phase: You can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. Now has a way to summon itself during the opponent's turn so that the discard effect can actually be of use. Speaking of which, the discard effect now affects both players, so if you want to summon it during your turn, it isn't a pointless minus. Next: Fragment Fusion
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