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About TeddySlasher

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  1. So while I have a bunch of prompts I want to do,the two I will most likely do first are the Chronoroid Archetype(the roids I was talkin about) or....*big gulps* Dryle...... 

  2. The Rebirth of Alchemy Beasts:Alchenemies Based off of direct attacks and banishment. They each have an effect to attack directly and have additional effects when banished. There spells amd traps stack extra effects when they successfully inflict battle damage. Lore wise another type of foe for the HERO monsters to go against. With their bodies merged with animals and elements normally found in Alchemy, they attempt to awaken the carrier of the immortal elixir. Alchenemy - Tin Angel *** Wind/Rock/Effect This card can attack directly. If this card is banished:Target 1"Alchenemy" monster you control,it cannot be destroyed by battle and card effects this turn. ATK:500/DEF:500 Alchenemy - Quicksilver Triton *** Water/Rock/Effect This card can attack directly. If this card is banished:Target 1 Banished "Alchenemy" monster,Special Summon it and increase its ATK by 1000. ATK:500/DEF:500 Alchenemy - Lead Leon *** Earth/Rock/Effect This card can attack directly. If this card is banished:Target 1 Spell/Trap on the field,banish it. ATK:500/DEF:500 Alchenemy - Silver Laluna *** Dark/Rock/Effect This card can attack directly. If this card is banished:Flip all opponent monsters face-down. ATK:500/DEF:500 Alchenemy - Copper Levia *** Light/Rock/Effect This card can attack directly.If this card is banished: Add 1 "Alchemical Process" Spell/Trap from the deck to the hand. ATK:500/DEF:500 Alchenemy - Iron Salaman *** Fire/Rock/Effect This card can attack directly. If this card is banished:Your opponent takes damage equal to the total number of cards banished × 200. ATK:500/DEF:500 Spells/Traps Alchemical Process - Negrido Continuous Spell Any card sent to the GY is banished instead. If this card is destroyed:Add 1 "Alchemical Process - D.Distillation" from your deck to your hand. Alchemical Process - Albido Trap If an "Alchenemy" monster is targeted for an attack:Half the battle damage and banish the attacking monster. Alchemical Process - Xantho Spell Fusion Summon 1 "Alchenemy" Fusion Monster by banishing materials from your Hand,Field,and/or GY.During your next Standby Phase,you can banish this card:Shuffle 2 banished "Alchenemy" monsters into your deck. Alchemical Process - Rubido Continuous Spell If an "Alchenemy" monster attacks directly:Banish 1 card from your opponents GY. Alchemical Process - C.Calcina Quick-Play Spell If your opponent attacks directly or activates an effect that would deal damage:Banish 1 "Alchenemy" monster from you GY,Negate the attack/effect. Alchemical Process - Magnum Opus Spell Return all banished "Alchenemy" monsters to the GY:Fusion Summon 1 "Alchenemy" Fusion monster. On your next standby phase,you can banish this card:Add 1 banished "Alchemical Process" Spell/Trap to your hand. Fusion Monsters Alchenemy - Magne Phoenix ******* Fire/Rock/Fusion/Effect 2 "Alchenemy" monsters The ATK and DEF are each equal to the number of banished monsters x 300.If this card is banished:Special Summon. ATK:?/DEF:? Alchenemy - Arsenic Ostri **** Earth/Rock/Fusion/Effect 2 "Alchenemy" monsters The ATK and DEF are each equal to the number of banished monsters x 200. This card can attack directly. Once Per Turn,during you main phase,banish up to three cards in your GY:This card can attack for each card banished this turn. ATK:?/DEF:? Alchenemy - Gilded Leon ******* Light/Rock/Fusion/Effect 3 "Alchenemy" monsters Must be Fusion Summoned by "Alchemical Process - Magnum Opus"The ATK and DEF are each equal to the number of banished monsters x 500. Once per turn this card cannot be destroyed. If this card is in your GY you can banish this card:Banish up to two "Alchenemy" monsters from your deck. ATK:?/DEF:?
  3. 😭 I did it!! Redoing the Alchemy Beasts:Alchenemies is a go and I'm legit gonna be out due to not sleeping. So lemme just post....

  4. Ok I'm actually torn between making another roid archetype,doing another Archetype prompt,or remaking the Alchemy Beasts. 

    1. Redro


      Alchemy Beasts!

  5. The next cards I post might be inspired by the Alchemy Beasts. I've been working on that after seeing GX again.

  6. Yeah....I'm not sure how I found these two things endearing enough to do this for (The Artwork Sucked me in.) but I guess I'm gonna try and make this work. Cyphi is a Synchro Based archetype full of monsters with different attributes but mainly centered around "Cyphi Technomacer" A Normal Level 3 Tuner. The Synchros all have different attributes which require Cyphi Technomancer and a Monster of that attribute. The Spell and Trap Support (because yes this needs actual support in the form of spells and traps and not more monsters) help with changing the attributes of the Cyphi monsters as well as helping them out of the GY. Cyphi Technomancer *** Dark/Cyberse/Tuner Warning! Subject Dangerous! Seems to have the ability to control Technology even advanced forms of it. Must proceed with Cauti- I re- Cau- ATK:1400/DEF:1200 Cyphi Xeroxic *** Dark/Machine/Tuner Once per turn,You can send 1 "Cyphi" monster from your deck to the GY:Until the End Phase,this cards name is treated as the selected monsters name. ATK:1000/DEF:1500 Cyphi Nano * Light/Cyberse/Effect You can discard this card:Add 1 Level 3 "Cyphi" monster from your deck to your hand. ATK:300/DEF:200 Cyphi Terra Model *** Earth/Machine/Effect If "Cyphi Technomancer" would be destroyed,you can destroy this card instead. ATK:1000/DEF:1900 Cyphi Sea Model *** Water/Aqua/Effect When this card is Normal Summoned:You can discard 1 "Cyphi Monster" and add 1 "Cyphi Technomancer" from your deck to the hand. ATK:1200/DEF:600 Cyphi Wing Model *** Wind/Winged-Beast/Effect You can return this card to the hand to Special Summon 1 "Cyphi" monster from your hand,except "Cyphi Wing Model" ATK:1200/DEF:1200 Cyphi Burn Model *** Fire/Pyro/Effect If this card is summoned while "Cyphi Technomancer" is on the field,you can destroy 1 card your opponent controls. ATK:1400/DEF:1000 Cyphi Sol Model *** Light/Machine/Effect If this card is sent to the GY as Synchro Material for a "Cyphi" Synchro monster, That monster is unaffected by Card Effects until the End Phase. ATK:1500/DEF:1000 Cyphi Lune Model *** Dark/Machine/Effect If this card is sent to the GY as Synchro Material for a "Cyphi" Synchro Monster, that monster can attack directly but the damage is halved. ATK:1000/DEF:1500 Spells/Traps Cyphi Recovery Bot Normal Spell Target 1 "Cyphi Technomancer" in your GY:Special Summon it. Cyphi Nano Shuffler Quick-Play Spell Target 2 "Cyphi" monsters in your GY:Shuffle them into the deck. Cyphi Powerplant Continuous Spell All "Cyphi" monsters gain 500 ATK. Once per turn you can send this face-up card to the GY:Special Summon 1 "Cyphi" Tuner monster from you deck or GY. Cyphi Assimilation Continuous Trap Once per turn, you can declare one Attribute,send 1 "Cyphi" monster of that attribute from the deck to the GY and target 1 "Cyphi" monster on the field:That monster becomes that Attribute. You can send this face up card to the GY and Target 1 "Cyphi" monster in your GY and Special summon it. Cyphi Android Continuous Trap Special Summon this card as a Effect Monster(Cyberse/Light/Level 3/ATK:0/DEF:0)(This card is not treated as a Trap Card) Once per turn,you can declare 1 Attribute:This cards Attribute becomes the declared Attribute. Cyphi Blast Normal Trap If you control 2 or more "Cyphi"monsters with different Attributes, you can target 1 Spell/Trap on the field:Destroy it. Extra Deck Cyphi Teebeem ****** Earth/Cyberse/Synchro/Effect "Cyphi Technomancer" + 1 or more non tuner Earth Monsters. If this card is targeted for an attack, you can lose 200 ATK:Negate the attack. ATK:2600/DEF:2500 Cyphi Sonar ****** Water/Cyberse/Synchro/Effect "Cyphi Technomancer" + 1 or more non-tuner Water monsters. Once per turn,you can add 1 "Cyphi" monster from your GY to the Deck:Select 1 monster on the field and Negate its effects. ATK:2300/DEF:1800 Cyphi Aircraft ****** Wind/Cyberse/Synchro/Effect "Cyphi Technomancer" + 1 or more non-tuner Wind monsters. When this card is Syncrho Summoned,you can target 1 Special Summoned monster your Opponent controls and return it to the hand. ATK:2400/DEF:1600 Cyphi Seebeck ****** Fire/Cyberse/Synchro/Effect "Cyphi Technomancer" + 1 or more non-tuner Fire monsters. This card gains 200 ATK for each non-tuner monster used to Synchro Summon it. If this card is sent to the GY by Card Effect, you can target 1 monster your opponent controls:Destroy it and your opponent takes damage equal to the monsters level x 100. ATK:2600/DEF:1000 Cyphi Rover ****** Dark/Cyberse/Synchro/Effect "Cyphi Technomancer" + 1 or more non-tuner Dark monsters. If this card is in your GY, you can banish it and add 1 Spell/Trap in your GY to your hand. ATK:2400/DEF:1200 Cyphi Panel ****** Light/Cyberse/Synchro/Effect "Cyphi Technomancer" + 1 or more non-tuner Light monsters. Target 1 monster your opponent controls with less ATK than this card,it is unable to attack as long as this card is on the field. ATK:2500/DEF:2000 Cyphi Cyborg ********* Dark/Cyberse/Synchro/Effect "Cyphi Technomancer" + 1 or more non-tuner "Cyphi" monsters. You can banish the Synchro materials used to Synchro summon this monster: Double the ATK of this monster until the end phase,but it cannot attack directly,banish this card during the end phase. ATK:2000/DEF:2800
  7. Holy I'm scared I made that deck over powered to compensate for Genex being bad....

  8. Just finished the Genex inspired archetype I'm naming it Cyphi and it'll be posted at somepoint today...

  9. ......I lowkey want to try something based on Genex.

  10. Thank You for reviewing. Tbh the reason why their isn't alot of members is because I ran out of inspiration. Thanks for your comment as well and your suggestions I might edit them later.
  11. Armageddon Rangers The rangers that fight like there's no tomorrow.. ..because for them there really is no tomorrow. These guys self destruct during your next turn after they were summoned. Luckily however their boss benefits from just how many monsters are in the graveyard at the time of it's summon. A huge downside is the lack of field presence since ya'know? Your monsters literally get sent to the graveyard not long after they get summoned. Their spell support help them search for their boss quickly and destroy the Armageddon Rangers to activate a variety of effects. Since their boss monster is the main focus of this Archetype if it isn't brought out it's really just a hard deck to play with. Monsters Armageddon Ranger Eni *** Dark/Warrior/Effect If this card is summoned,it must be sent to the GY at your next Standby Phase. When this card is Normal or Special summoned you can draw 1 card and activate this effect: If you draw a Monster card:send it to the Graveyard. If you draw a Spell/Trap card:Add it to your hand. You can only use this effect of "Armageddon Ranger Eni" once per turn. ATK:1000/DEF:400 Armageddon Ranger Con **** Dark/Warrior/Effect If this card is summoned,it must be sent to the GY at your next Standby Phase. When this card is Normal or Special summoned,you can special summon 1 "Armageddon Ranger" except "Armageddon Leader Pacol" from your hand. ATK:1600/DEF:1200 Armageddon Ranger Slat **** Dark/Warrior/Effect If this card is summoned,it must be sent to the GY at your next Standby Phase. When this card is Normal or Special summoned you can discard 1 "Armageddon Ranger" monster and target 1 Spell/Trap on the field: Destroy it. ATK:1700/DEF:1200 Armageddon Ranger Heta **** Dark/Warrior/Effect If this card is summoned,it must be sent to the GY at your next Standby Phase.When this card is Normal or Special summoned, you can target 1 card on the field: Destroy it. ATK:1900/DEF:1300 Armageddon Leader Pacol ******* Dark/Warrior/Effect This card is always treated as an "Armageddon Ranger" monster.When this card is summoned,it gains ATK and DEF equal to the amount of "Armageddon Ranger" monsters in the GY x 400.If this card would be destroyed you can banish 1 "Armageddon Ranger" monster from your GY instead. ATK:2400/DEF:2000 Spells Steeds of Armageddon Quick-Play Spell Target 1 "Armageddon Ranger" monster in your GY: Special Summon it. Start of End Times Normal Spell You can discard all "Armageddon Ranger" monsters from your hand (min.1) or destroy all "Armageddon Ranger" monsters on the field(min.1): Special Summon 1 "Armageddon Leader Pacol" from your hand or deck. Impending Dread Quick-Play Spell Destroy 1 "Armageddon Ranger" monster on the field: Target 1 monster your Opponent controls: It is unable to attack or activate its effects.
  12. I had fun doing the archetype game again.

    1. Redro


      Glad to hear it! 🙂

  13. Vantablack Translating "Vanta" and seeing it mean "it has" I decided to interpret this as "It Has Darkness." Vantablack monsters are based off of many Victorian Poets and their stories. Fundamentally they all Dark/Psychic normal monsters that use their continuous spells in order to be special summoned onto the field. Though they can be normal summoned,being special summoned through their continuous spells gives the monsters certain boosts similar to how poems can invoke certain emotion. Their boss? A synchro monster based on the concept of a muse someone or something that inspires these poems. Ex: Vantablack Liza **** Dark/Psychic *Someone who has felt cupids bow hit. She writes in hoped the one she fell for notices her affection.* ATK:1900/DEF:1200 Vantablack Poem: One Half of a Lovers Heart. Continuous Spell When this card is activated, you can special summoned 1 "Vantablack" monster from your hand. The monster summoned by this effect cannot be destroyed by card effects. You can only activate 1 "Vantablack Poem: One Half of A Lovers Heart" once per turn. Blessed Platinum
  14. Undersea Gigant A collection of Water Rock Monsters, Levels 6-9. Who act as extra protection to Water Monsters since they essentially giant underwater caves. They have high defense and all summon a "Gigant Token" when summoned through tribute summon. The goal for them is to protect said Gigant Token, which has high attack stats, and be their protectors, however since their effects work on water monsters in general, they could be splashed into different water decks as defense. Undersea Gigant:Sacred Rock ****** Water/Rock/Effect When this card is tribute summoned, special summon 1 "Gigant Token" (Water/Level 4/Beast-Warrior/ATK:2000/DEF:0). Once per turn,Water monsters on your side of the field cannot be destroyed by card effects. ATK:0/DEF:2700 -Model Mk.
  15. Cool I actually got some stuff done while this was getting inspected.

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