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TeddySlasher

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Everything posted by TeddySlasher

  1. Hardwired This is a Cyberse Archetype with varying levels and attributes focused on changing effects that target them. They only have 1 Spell,a Field Spell, that forces the opponent to target Hardwired monsters for effects. Hardwired Circutgate *** Light/Cyberse/Effect If a monster your opponent controls targets this card for an effect,you can change the effect to this:Destroy all monsters you control with a higher level than the targeted monster. ATK:1500/DEF:300 Impact
  2. Main Deck Kaleidospie Angel Lv.3 Light/Rock/Effect Once per turn,(Quick Effect): You can tribute this card and target 1 "Kaleidospie" monster you control;Special Summon 2 monsters from the deck with the same name. Gains this effect while you control 3 "Kaleidospie Angel". - Add 1 "Kaleidoscope" from your GY to the hand.You can only use each effect of "Kaleidospie Angel" once per turn. ATK:1500/DEF:0 Kaleidospie Fae Lv.3 Light/Rock/Effect When this card is summoned:You can target 1 "Kaleidospie" monster you control;Special Summon 1 "Kaleidospie" monster from your deck with the same name. Gains this effect while you control 3 "Kaleidospie Fae". -Banish 1 card your opponent controls.You can only use each effect of "Kaleidospie Fae" once per turn. ATK:1000/DEF:0 Kaleidospie Familiar Lv.3 Light/Rock/Effect When this card is summoned:You can add 1 "Kaleidospie" Spell/Trap from the deck to your hand. Gains this effect when you control 3 "Kaleidospie Familiar". - You can Target 1 monster your opponent controls;Negate its effects.You can only use each effect of "Kaleidospie Familiar" once per turn. ATK:1200/DEF:0 Kaleidospie Jester Lv.3 Light/Rock/Effect When this card is summoned:You can send 1 "Kaleidospie" Monster from your deck to the GY. Gains the following effect while you control 3 "Kaleidospie Jester". - Your opponent sends 2 cards from the top of their deck to the GY.You can only use each effect of "Kaleidospie Jester" once per turn. ATK:1700/DEF:0 Kaleidospie Knight Lv.3 Light/Rock/Effect When this card is summoned:You can Normal Summon 1 "Kaleidospie" monster from your hand. Gains this effect while you control 3 "Kaleidospie Knight". - Return 1 face-up monster your opponent controls to the deck.You can only use each effect of "Kaleidospie Knight" once per turn. ATK:1700/DEF:0 Kaleidospie Princess Lv.3 Light/Rock/Effect You can target 1 "Kaleidospie" monster on the field; Double its attack. Gains this effect while you control 3 "Kaleidospie Princess". -Shuffle 1 card in your hand back into your deck,then add 1 "Kaleidoscope" from your deck to your hand.You can only use each effect of "Kaleidospie Princess" once per turn. ATK:1300/DEF:0 Spells/Traps Kaleidoscope Normal Spell Target 1 "Kaleidospie" monster on the field;Special Summon 2 monsters with the same name from your hand and/or deck. Kaleidospie Blessings Quick-Play Spell If you have 3 monsters with the same name on the field:Monsters you control cannot be destroyed this turn. If you have 3 "Kaleidospie Blessings" in your GY:You can add 1 "Kaleidoscope" or "Kaleidospie" Spell/Traps from your deck or GY to the hand.You can only activate this effect of "Kaleidospie Blessings" once per turn. Kaleidospie Enhanced Counter Trap When your opponent would activate an effect that targets your monsters while you have 3 monsters with the same name on the field:Negate that effect and destroy the card that activated it. Kaleidospie Light Cloning Normal Trap If you control 3 "Kaleidospie" monsters with the same name:Any battle damage inflicted by "Kaleidospie" monster this turn is doubled. If there are 3 "Kaleidospie Light Cloning" in your GY:All "Kaleidospie" monster you control cannot be destroyed by card effects this turn. You can only activate this effect of "Kaleidospie Light Cloning" once per turn. Kaleidospie Revelations Normal Trap Target 1 "Kaleidospie" monster in your GY;Special Summon it, then you can Special Summon as many monsters with that same name as possible from your GY. Those monsters have their effects negated and are banished during the end phase. Kaleidospie Trap Add 1 "Kaleidoscope" or "Kaleidospie" Spell/Trap from your deck to the hand. Kaleidospie World If you have 3 "Kaleidospie" monsters with the same name on the field:This card cannot be destroyed. Once per turn:You can return 1 "Kaleidospie" monster from your GY to the Deck. If there are 3 "Kaleidospie World" in your GY: Target 1 "Kaleidospie" monster you control;Special Summon 1 "Kaleidospie" monster from your deck with the same name.You can only activate this effect of "Kaleidospie World" once per turn. Extra Deck David,Creator of Kaleidospie Link-3 Arrows:SW,S,SE Light/Psychic/Link/Effect 3 monsters with the same name "Kaleidospie" Spells/Traps cards and "Kaleidoscope"cannot be negated while this card is on the field.If this card points to 3 monsters with the same name:Those monsters gain 2000 ATK/DEF. ATK:2700 Kaleidospie Shadow R.3 Light/Rock/Link/Effect 3 Level 3 "Kaleidospie" monsters If you control 3 monsters with the same name while this card is on the field:Your opponent can only target this card for attacks. Once per turn:you can detach 1 Xyz Material from this card to target 1 face-up monster your opponent controls;Its effects are negated. ATK:2200/DEF:2200
  3. Idk when your going to see this but thank you for the tips. I'm definatley going to edit these cards and maybe repost with the new effects and possibly an attachment to this story.
  4. Kaleidospie an Archetype based on having multiple copies of 1 monster on the field. Concept wise they are based on Kaleidoscopes an optical instrument that produces patterns that mirror each other, and the german word "Spiegel" meaning mirror. Inspiration of this Archetype came from the Manga Card "Kaleidoscope" which is also known as "Elegant Egotist" in real life. Another thing which I originally wanted to base this Archetype off of was the concept of cloning and I mean it technically still does have the idea of it intact just under a different name. This is a but weird for me but I actually made lore....Basically The story is about a princess who had her underlings steal supplies from David,A mage, because David didn't just give her what she wanted. David seeing his house raided,decides to take revenge. He used his magic to create a magical Kaleidoscope that traps people within a mirror world. He went to the princess castle and looked through it and whoever was in its direction got transported to that world. He now controls wether her and her underlings return to the real world and has the entire Kingdom in his grasp. Monsters Kaleidospie Princess ** Light/Rock/Effect If there are 3"Kaleidospie Princess" cards on your side of the field:Double this cards ATK.If there are 3 "Kaleidospie Princess"cards on your side of the field;Shuffle 1 card in your hand back into your deck,then add 1 "Kaleidoscope" from your deck to your hand.You can only use the effect of "Kaleidospie Princess" once per turn. ATK:700/DEF:0 Kaleidospie Angel ** Light/Rock/Effect If there are 3"Kaleidospie Angel" cards on your side of the field:Double this cards ATK.If there are 3 "Kaleidospie Angel"cards on your side of the field:Add 1 "Kaleidoscope" from your GY to the hand.You can only use the effect of "Kaleidospie Angel" once per turn. ATK:800/DEF:0 Kaleidospie Knight ** Light/Rock/Effect If there are 3"Kaleidospie Knight" cards on your side of the field:Double this cards ATK.If there are 3 "Kaleidospie Knights"cards on your side of the field:Return 1 face-up monster your opponent controls to the deck.You can only use the effect of "Kaleidospie Knight" once per turn. ATK:1000/DEF:0 Kaleidospie Fae ** Light/Rock/Effect If there are 3"Kaleidospie Fae" cards on your side of the field:Double this cards ATK.If there are 3 "Kaleidospie Fae"cards on your side of the field:Banish 3 cards from your opponents GY.You can only use the effect of "Kaleidospie Fae" once per turn. ATK:400/DEF:0 Kaleidospie Jester ** Light/Rock/Effect If there are 3"Kaleidospie Jester" cards on your side of the field:Double this cards ATK.If there are 3 "Kaleidospie Jester"cards on your side of the field:Discard 2 random cards from your opponents hand.You can only use the effect of "Kaleidospie Jester" once per turn. ATK:900/DEF:0 Kaleidospie Familiar ** Light/Rock/Effect If there are 3"Kaleidospie Familiar" cards on your side of the field:Double this cards ATK.If there are 3 "Kaleidospie Familiar"cards on your side of the field:Target 1 monster your opponent controls and negate its effects.You can only use the effect of "Kaleidospie Familiar" once per turn. ATK:500/DEF:0 Spells/Trap Kaleidoscope Normal Spell Target 1 "Kaleidospie" monster is on the field;Special Summon 2 monsters with the same name from your hand or deck. Kaleidospie World Field Spell If you have 3 "Kaleidospie" monsters with the same name on the field:This card cannot be destroyed. Once per turn:You can return 1 "Kaleidospie" monster from your GY to the Deck. Kaleidospie Revelations Trap Target 1 "Kaleidospie" monster in your GY;Special Summon it, then you can Special Summon as many monsters with that same name as possible from your GY. Those monsters have their effects negated and are banished during the end phase. Kaleidospie Blessings Quick-Play Spell If you have 3 monsters with the same name on the field:Monsters you control cannot be destroyed this turn. Kaleidospie Enhanced Counter Trap When your opponent would activate an effect that targets your monsters while you have 3 monsters with the same name on the field:Negate that effect and destroy the card that activated it. Kaleidospie Trap Normal Spell Add 1 "Kaleidoscope" or "Kaleidospie" Spell/Trap from your deck to your hand. Kaleidospie Light Cloning Normal Trap If you control 3 "Kaleidospie" monsters:Any battle damage inflicted by a "Kaleidospie" monster this turn is doubled. Extra Deck Kaleidospie Shadow R** Light/Rock/Xyz/Effect 3 Level 2 "Kaleidospie" monsters If you control 3 monsters with the same name while this card is on the field:Your opponent can only target this card for attacks. Once per turn:you can detach 1 Xyz Material from this card to target 1 face-up monster your opponent controls;Its effects are negated. ATK:2000/DEF:2200 David,Creator of Kaleidospie Link -3 Light/Psychic/Link/Effect Arrows:SE,S,SN 3 monsters with the same name "Kaleidospie" Spells/Traps cards and "Kaleidoscope"cannot be negated while this card is on the field.If this card points to 3 monsters with the same name:Those monsters gain 2000 ATK/DEF. ATK:2700
  5. 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...... 

  6. 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:?
  7. 😭 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....

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

    1. Redro

      Redro

      Alchemy Beasts!

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

  10. 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
  11. Holy I'm scared I made that deck over powered to compensate for Genex being bad....

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

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

  14. 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.
  15. 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.
  16. I had fun doing the archetype game again.

    1. Redro

      Redro

      Glad to hear it! 🙂

  17. 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
  18. 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.
  19. Cool I actually got some stuff done while this was getting inspected.

  20. Misplaced Jar of Greed Counter Trap If your opponent activates a "Jar of Greed"; negate its effects and draw 1 card. Material Dealer
  21. Locked Monsters Locked Heart Level 3/Dark/Machine/Union Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 1000 ATK and gains this effect: When the equipped monster inflicts battle damage to your opponent's LP; gain LP equal to the damage inflicted,also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. ATK:500/DEF:1000 Locked Star Level 3/Light/Machine/Union Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains this effect: If the equipped monster destroys a monster by battle,draw one card; If you draw a "Locked" monster you can special summon it to the field,also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. ATK:1000/DEF:1000 Locked Moon Level 4/Dark/Machine/Union Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains this effect: The equipped monster is uneffected by opponent card effects , also if the equipped monster would be destroyed by battle, destroy this card instead. ATK:1200/DEF:500 Locked Sun Level 4/Light/Machine/Union Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 1000 ATK and gains this effect: You can't target any other monster for battle other than the equipped monster, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. ATK:1200/DEF:1000 Spell Card Treasury Unlocked Continuous Spell During your Draw Phase, if you draw a Union monster; you can Special Summon that monster onto the field. This is what my first post ended up being and I actually like them. That and I almost thought about making fusion monsters based on the original four cards but idk.
  22. Skull Seraph ******* Light/Warrior/Ritual/Effect This card can only be Ritual Summoned by the Ritual Spell, "Novox's Savior". Any monster destroyed by this card is banished instead is going to the GY. Once per turn, you can deal your opponent 300 damage for each of their banished cards. ATK:2500/DEF:2300 Novox's Savior Ritual Spell This card is used to Ritual Summon 1 "Skull Guardian" or "Skull Seraph" You must tribute monsters whose levels equal 7 or more. If you Ritual Summon "Skull Guardian"with this card; send 1 "Skull Seraph" from your hand or deck to the GY, "Skull Guardian" gains its effects. You can banish this card from the GY; Banish cards in your opponents GY equal to the amount of monsters on your side of the field. Protector of Silent Dreams + Lucid Transition Ritual Spell
  23. Mescramality They say big things come in small packages. This decks focus is summoning a special little guy called a Mescramal Token, then they beef that little guy up to the point of where it becomes a legitimate problem. Most of the monsters have a simple effect when summoned to get one of these tokens on the field as well as having effects that give said token effects to essentially make it anything you want. The token can also choose its type and attribute giving it a ton a versatility in terms of support. The main deck monsters themselves are of scattered attributes but are all spellcaster type. Think of them as wizards and witches experimenting in buffing spells and needing a dummy. Also the backrow is near non-existent except for an archetypal Jam Breeding Machine. Ex:Mescramality Ivory Ilex *** Light/Spellcaster/Effect When this card is summoned you can choose 1 type and attribute and special summon 1 "Mescramal Token" (*/?/?ATK:500/DEF:500)to the field, that token becomes that type amd attribute. Once per turn, you can target 1 "Mescramal Token" on the field and give it 500 ATK/DEF. ATK:1400/DEF:1400 Spriggan
  24. Diamond Paladin Prompt: This group of WATER Rock-type monsters are very noble. They deal with destroying their own trap cards in order to kill off the opponent's Hand. Of course, their traps tend to work best when destroyed anyway as they activate powerful effects when destroyed like this. I like the idea but being limited to just hand destruction is a bit boring to me....so I decided to give them more than one effect. The general premise of destorying trap cards to activate an effect is still there though. Monsters Diamond Paladin - Princess Cut *** Water/Rock/Effect Once per turn, you can destroy 1 set trap card on your side of the field;Special summon a level 4 or lower "Diamond Paladin" monster from your hand. ATK:300/DEF:1800 Diamond Paladin - Radiant Cut **** Water/Rock/Effect Once per turn, you can destroy 1 set trap card on your side of the field; Your opponent cannot activate effects targeting "Diamond Paladin" monsters until the end phase. ATK:1600/DEF:1000 Diamond Paladin - Tri Cut *** Water/Rock/Effect Once per turn, you can destroy 1 set trap card on your side of the field; Target 1 face-up monster your opponent controls:negates its effects. ATK:1200/DEF:1400 Diamond Paladin - Pear Cut **** Water/Rock/Effect Once per turn,you can destroy 1 set trap card on your side of the field; This card can inflict piercing damage until the end phase. ATK:1700/DEF:1400 Diamond Paladin - Heart Cut ** Water/Rock/Effect Once per turn,you can destroy 1 set trap card on your side of the field; Your opponent cannot activate cards in their hand until the end phase. ATK:300/DEF:1700 Diamond Paladin - Calf Cut **** Water/Rock/Effect Once per turn, you can destroy 1 set trap card on your side of the field; Decrease an opponents monster ATK and DEF by 700 until the end phase. ATK:1600/DEF:1100 Diamond Paladin - Half Moon Cut ** Water/Rock/Effect Once per turn, you can destroy 1 set trap card on your side of the field; switch the postion 1 monster your opponent controls. ATK:800/DEF:1600 Diamond Paladin - Marquise Cut ***** Water/Rock/Effect When this card is summoned, target trap cards in your GY up to the amount of "Diamond Paladin" monsters on the field; add them to your hand. You cannot set any trap cards this turn. ATK:2400/DEF:2000 Diamond Paladin - Trillion Cutter ******* Water/Rock/Effect Once per turn, you can destroy all set traps on your side of the field; This card can attack each monster your opponent controls. ATK:2700/DEF:2100 Diamond Paladin - Cushion Cutter ********* Water/Rock/Effect Once per turn, you can destroy all set traps on your side of the field; your opponent takes all battle damage you would take until the end phase. ATK:1000/DEF:2800 The Trap Cards Diamond Excavation Normal Trap If this set card is destroyed by the effect of a "Diamond Paladin" monster, you can add 1 "Diamond Paladin" monster from your deck to your hand. Diamond Cutter -Type 1 Normal Trap If this set card is destroyed by the effect of a "Diamond Paladin" monster, target 1 "Diamond Paladin" monster in your GY: Special Summon it. Diamond Cutter - Type 2 Normally Trap If this set card is destroyed by the effect of a "Diamond Paladin" monster, Target 1 "Diamond Paladin" monster you control; special summon a monster from your hand or deck with the same level.It cannot attack or activate its effect this turn. Diamond Recutting Normal Trap If this set card is destroyed by the effect of a "Diamond Paladin" monster, Target 1 "Diamond Paladin" monster on your field; send it back to the deck, then special summon 1 "Diamond Paladin" monster with a lower level from your deck. Diamond Cleaving Normal Trap If this set card is destroyed by the effect of a "Diamond Paladin" monster, Target 1 "Diamond Paladin" monster you control, it gains 700 ATK. Diamond Polishing Normal Trap If this set card is destroyed by the effect of a "Diamond Paladin" monster, Target 1 "Diamond Paladin" monster on the field, it can attack directly this turn. No other monster you control can attack this turn. I kinda winged it for a bunch of these, and I tried to stay true to the original premise but idk. This probably isn't that well.
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