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Found 30 results

  1. Blood Moon is an Archetype of DARK monsters with various Types, whom focus around Zombie, though only one of them is actually a Zombie, with the others only becoming Zombie under certain conditions. They focus on a lot of things, though mainly their Continuous Spells/Traps and their Field Spell that produce Blood Counters which they use for various effects, though they also pay HP to perform various effects, the monsters being able to pay LP to boost their ATK/DEF, another effects typically relating to Blood Counters, and they also have Atlantean-like effects that activate when sent to GY as a cost to activate a Blood Moon effect, they have Link Monsters that make the monsters into Zombie monsters, as well as Rise of the Blood Moon, and they gain bonuses from being Zombie from their Continuous Spells/Traps, and the Link Monsters can Tribute Zombies from either field to boost their ATK. Their name and theming is around the blood moon, a concept typically related to the occult, such as zombie and vampires etc. and general supernatural stories, so they have ghosts hunters and werewolfs and what not as well as bats, and also the concept of infection from Virus, which is a also a pun due to it being Cyberse, just for fun, and their Spells/Traps refer to the moon. Main Deck Monsters: Phantom of the Blood Moon Zombie/DARK Level 1 Once per turn: You can pay up LP in multiples of 500 (max. 2000); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can discard 1 card, then target 1 face-up card on the field you can place a Blood Counter on; place 2 Blood Counters on it. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned it to your opponent's field, Special Summon 1 "Blood Moon Token" (Zombie/DARK/Level 1/500 ATK/500 DEF). You can only Special Summon "Phantom of the Blood Moon(s)" once per turn. 500/500 Werewolf of the Blood Moon Beast/DARK Level 3 Once per turn: You can pay up LP in multiples of 500 (max. 1000); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can pay LP in multiples of 500 (max. 1500), then target 1 face-up card on the field you can place a Blood Counter on; place Blood Counters on it equal to the number of multiples of 500 you paid. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can remove 2 Blood Counters from anywhere on the field; Special Summon this card from your GY to either field in Defense Position. You can only Special Summon "Werewolf of the Blood Moon(s)" once per turn 1500/1000 Imp of the Blood Moon Fiend/DARK Level 4 Once per turn: You can pay up LP in multiples of 500 (max. 1500); this card that much ATK/DEF This is a Quick Effect while you control "Rise of the Blood Moon". You can Tribute this card, then target 1 face-up card on the field you can place a Blood Counter on; place 2 Blood Counters on it. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can send 1 "Blood Moon" card from your hand or field to the GY; Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned it to your opponent's field, draw 1 card. You can only Special Summon "Imp of the Blood Moon(s)" once per turn. 1200/1800 Hunter of the Blood Moon Warrior/DARK Level 4 Once per turn: You can pay up LP in multiples of 500 (max. 1500); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can remove Blood Counters in multiples of 2 from anywhere on the field; gain 1200 LP for each multiple of 2 you removed. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can discard 1 card, then target 1 other "Blood Moon" monster in your GY; Special Summon it. You can only use this effect of "Hunter of the Blood Moon" once per turn. You can only Special Summon 1 "Hunter of the Blood Moon(s)" once per turn. 1500/1200 Extra Deck Monsters: Virus of the Blood Moon Cyberse/DARK/Link Link Arrows: Top, Bottom 2 "Blood Moon" monsters with different names Monsters this card is linked with become Zombie. Once per turn: You can discard 1 card; Set 1 Field Spell directly from your Deck. Once per turn: You can Tribute 1 Zombie monster this card points to on either field; this card gains ATK equal to the Tributed monster's original ATK until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". You can only Special Summon "Virus of the Blood Moon(s)" once per turn. 1500/LINK-2 Bat of the Blood Moon Winged Beast/DARK/Link Link Arrows: Bottom Left, Bottom Right, Top 2+ "Blood Moon" monsters with different names Monsters this card is linked with become Zombie. Once per turn: You can remove Blood Counters in multiples of 2 from anywhere on the field, then target cards your opponent controls equal to the multiples of 2 removed; destroy them, and if you do, gain 500 HP for each card destroyed. Once per turn: You can Tribute 1 Zombie monster this card points to on either field; this card gains ATK equal the Tributed monster's original ATK until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". You can only Special Summon "Bat of the Blood Moon(s)" once per turn. 2000/LINK-3 Spells/Traps: Rise of the Blood Moon Field Spell When this card is activated: Place 1 Blood Counter on it for each "Blood Moon" monster you control with a different name. All "Blood Moon" monsters you control become Zombie while there is a Blood Counter on this card. Once per turn: You can remove any number of Blood Counters from anywhere on the field; gain 500 LP for each removed. If a "Blood Moon" Spell/Trap(s) you control would be destroyed by your opponent's card effect, you can remove 2 Blood Counters from anywhere on the field instead. You can only activate 1 "Rise of the Blood Moon" per turn. Return of the Blood Moon Continuous Spell Once per turn: You can discard 1 "Blood Moon" card; place 2 Blood Counters on this card. Once per turn: You can remove 3 Blood Counters from anywhere on the field; Special Summon 1 "Blood Moon" monster from your Deck, or if you control "Rise of the Blood Moon", you can Special Summon 1 Zombie monster instead. If a Zombie monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. Phases of the Blood Moon Continuous Spell Once per turn: You can send 1 other "Blood Moon" card you control to the GY; place 2 Blood Counters on this card. Once per turn: You can remove 3 Blood Counters from anywhere on the field; Set 1 "Blood Moon" Continuous Spell/Trap directly from your Deck, and if you control "Rise of the Blood Moon", you can activate a Set Trap this turn. If a Zombie monster(s) is Special Summoned: You can draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use this effect of "Phases of the Blood Moon" once per turn. Night of the Blood Moon Continuous Trap Once per turn: You can send 1 "Blood Moon" card from your Deck to the GY; place 2 Blood Counters on this card. While there is a Zombie monster on the field, monsters your opponent control lose 200 ATK/DEF for each Zombie monster on the field, also they have their effects negated while you control "Rise of the Blood Moon". Once per Chain: You can remove 1 Blood Counter from anywhere on the field, then target then activate 1 of these effect (but you cannot activate that same effect of "Night of the Blood Moon" again this turn). ● Target 1 face-up monster on the field; If it not a Zombie monster, it becomes Zombie. ● Target 1 face-up monster on the field; If it is a Zombie monster, this turn, it cannot be destroyed by battle or your opponent's card effects. ● Target 1 "Blood Moon" card in your GY; add it to your hand.
  2. A simple Quick-Play Spell that is able to Special Summon a monster from your GY, but you can't control any monsters, and if you Special Summon a monster, it will be destroyed, so great for getting a boss monster back, or for Normal and Tribute Summoning Decks.
  3. Video Villain is an Archetype consisting of mostly Pendulum Monsters, with one Effect Monster. They focus on various things, though mostly their gimmick of having Master Planner banished for various effects and to get out their Xyz Monsters more easily, that are also Pendulum Xyz Monsters BTW, as well as Tribute Summoning. As said, you want Master Planner banished at all times for their effects, however it effect will either banish itself if in the GY or return itself to your GY during the End Phase without your input, so while they have various ways of banishing it before its effect activates during your End Phase. The reason to do this is mainly to get out their boss monster, Ultimate Evil, a powerful Rank 6 which normally requires 3 monsters, but can be put out once per turn with only 1 monster instead. They also have ways of using Tribute Summoning a lot with Tape, or performing an additional Pendulum Summon with Cult Leader. Video Villain monsters are based on various TV and movie villain tropes and general character traits, while the Spells/Traps are based on things related to VHS and VCR, and they are Cyberse due to them feeling weird to me as Machine or anything else, even if Cyberse may not be the most accurate for this theme, and since we currently have no Pendulum Cyberse monsters, I figured it would be fun. Like my Sinistar Archetype, these use the new format, which is mostly the same due to these being Pendulum Monsters, however they have Xyz Monsters as well, which can be put in the Main Monster Zone. Read more about the new rules here: https://ygorganization.com/extra-deck-rules-update-also-arriving-to-the-tcg-04-01-2020/ Main Deck Monsters: Video Villain - Master Planner Cyberse/DARK Level 4 Once per turn, during your End Phase: If this card is in your GY, banish it OR if this card is banished, return it to the GY (this is not optional). You can only use each of the following effects of "Video Villain - Master Planner" once per turn. ● When this card is Normal or Pendulum Summoned: You can add 1 "Video Villain" Spell/Trap from your Deck to your hand. ● If this card is Tributed: You can add 1 Cyberse from your Deck to your hand, except "Video Villain - Master Planner". 1500/1500 Video Villain - Crazy Clone Cyberse/DARK/Pendulum Level 4 Scale 5 Pendulum Effect: Once per turn: You can banish any number of copies of "Video Villain - Master Planner" from your hand or GY, then target 1 card in your Pendulum Zone; increase or reduce that target's Pendulum Scale by the number banished. All Cyberse monsters you control gain 100 ATK/DEF for each banished copy of "Video Villain - Master Planner". Monster Effect: While this card is in your GY or banished, its name becomes "Video Villain - Master Planner". Once per turn, during your opponent's End Phase: If this card is in your GY, banish it OR if this card is banished, return it to the GY (this is not optional). You can Tribute 1 Cyberse monster from your hand or field; banish 1 "Video Villain" card from your Deck, and if you do, you can add card with the same name from your Deck to your hand. You can only use this effect of "Video Villain - Crazy Clone" once per turn. 1500/1500 Video Villain - Bad Beginning Cyberse/DARK/Pendulum Level 5 Scale 3 Pendulum Effect: When this card is activated: You can banish 1 "Video Villain - Master Planner" from your hand or GY, and if you do, place 1 "Video Villain - Evil Ending" from your Deck, GY or that face-up in your Extra Deck in your other Pendulum Zone. If a Cyberse monster(s) in your Monster Zone would be destroyed, you can attach that monster(s) to an Xyz Monster(s) you control as a material instead. Monster Effect: If this card is Tribute Summoned: You can add 1 "Video Villain" card from your Deck to your hand, except "Video Villain - Bad Beginning". Once per turn (Quick Effect): You can target 1 card in your Pendulum Zone; return it to your hand, then place this your Pendulum Zone, if "Video Villain - Master Planner" is banished, you can place 1 "Video Villain" Pendulum Monster from your Deck instead. 2000/2000 Video Villain - Evil Ending Cyberse/DARK/Pendulum Level 6 Scale 7 Pendulum Effect: When this card is activated: You can banish 1 "Video Villain - Master Planner" from your hand or GY, and if you do, place 1 "Video Villain - Bad Beginning" from your Deck, GY or that face-up in your Extra Deck in your other Pendulum Zone. If exactly 1 "Video Villain" Pendulum Monster you control would be destroyed, you can place it in your other Pendulum Zone instead. Monster Effect: If this card is Tribute Summoned: You can target 1 card your opponent controls; destroy it OR if "Video Villain - Master Planner" is banished, you can place it on top of your opponent's Deck instead. Once per turn: You can send any number of "Video Villain" cards from your hand or Pendulum Monsters that are face-up in your Extra Deck to your GY, then if you sent 3 or more cards, draw 2 cards. 2000/2000 Video Villain - Mad Scientist Cyberse/DARK/Pendulum Level 5 Scale 3 Pendulum Effect: If "Video Villain - Master Planner" is banished, you can Tribute Summon "Video Villain" Pendulum Monsters that are face-up in your Extra Deck to your Main Monster Zones. Once per turn, if you Tribute Summon a "Video Villain" monster: You can draw 2 cards, then banish 1 card from your hand. Monster Effect: If this card is Tribute Summoned: You can Special Summon 1 "Video Villain" Pendulum Monster from your hand or that is face-up in your Extra Deck. Once per turn, when your opponent activates a card or effect (Quick Effect): You can return 1 of your banished "Video Villain - Master Planner" to the GY; negate the activation, and if you do, place that card on top of your opponent's Deck. 2000/2000 Video Villain - Cult Leader Cyberse/DARK/Pendulum Level 6 Scale 7 Pendulum Effect: If you have 3 copies of "Video Villain - Master Planner" banished, you can conduct 1 Pendulum Summon of a Cyberse monster(s) during your Main Phase, in addition to your Pendulum Summon. (You can only gain this effect once per turn.) Once per turn: You can send 1 "Video Villain" card from your Deck to the GY. Monster Effect: If this card is Tribute Summoned: You can target 1 "Video Villain" monster in your GY; add it to your hand OR if "Video Villain - Master Planner" is banished, you can Special Summon it instead. Once per turn (Quick Effect): You can target 1 other Cyberse monster you control or in your GY and 1 Xyz Monster you control; attach the first target to the second target. 2000/2000 Extra Deck Monsters: Video Villain - Sidekick Spy Cyberse/DARK/Pendulum/Xyz Rank 5 Scale 0 Pendulum Effect: Your opponent cannot target other "Video Villain" cards you control with card effects. Once per turn: You can look at 1 random card in your opponent's hand, then either place it on top of their Deck, or place it in your Pendulum Zone and treat it as a Pendulum Monster Card with the Pendulum Scale of 13. Once per turn, during the End Phase: You can Special Summon this card from your Pendulum Zone, and if you do, attach the top card of your opponent's Deck to this card as material. Monster Effect: 2+ Level 5 Cyberse monsters Once per turn, if "Video Villain - Master Planner" is banished, you can also Xyz Summon "Video Villain - Sidekick Spy" by using 1 Level 5 or higher Cyberse monster you control as material. If you can Pendulum Summon Level 5, you can Pendulum Summon this face-up card in your Extra Deck. Once per turn (Quick Effect): You can detach any number of materials from this card; excavate the same number of cards on the top of your opponent's Deck, then send any excavated Spells/Traps to the GY and any monsters to this card as material OR place them on top or bottom of your opponent's Deck in any order and draw 1 card. Once per turn (Quick Effect): You can target 1 card in your Pendulum Zone; return it to your hand, and if you do, place this card in your Pendulum Zone. 2500/2500 Video Villain - Ultimate Evil Cyberse/DARK/Pendulum/Xyz Rank 6 Scale 13 Pendulum Effect: If a "Video Villain" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn: You can target 1 card your opponent controls; either place it on top of their Deck, or place it in your Pendulum Zone and treat it as a Pendulum Monster Card with the Pendulum Scale of 0. If your opponent Special Summons a monster(s): You can Special Summon this card from your Pendulum Zone, and if you do, you can attach 1 card in your Pendulum Zone to this card as material. Monster Effect: 3+ Level 6 Cyberse monsters Once per turn, if "Video Villain - Master Planner" is banished, you can also Xyz Summon "Video Villain - Ultimate Evil" by using 1 Level 6 or higher Cyberse monster you control as material. If you can Pendulum Summon Level 6, you can Pendulum Summon this face-up card in your Extra Deck. Once per turn (Quick Effect): You can detach any number of materials from this card, then target the same number of Spells/Traps your opponent controls or is in their GY; banish them. Once per turn, during the Battle Phase (Quick Effect): You can return all cards in your Pendulum Zones to your hand (if any), then place this card in your Pendulum Zone, and if you do, destroy destroy all monsters on the field, also end the Battle Phase. 3000/3000 Spells/Traps: Video Villain - Recording Normal Spell Declare a Level; this turn, any Cyberse monster you Normal or Special Summon become the declared Level. You can banish this card from your GY, then target 1 Cyberse monster you control with a Level and declare a Level; it becomes the declared Level. Video Villain - Insert Quick-Play Spell Place 1 "Video Villain" Pendulum Monster from your Deck in your Pendulum Zone, also you cannot Special Summon monsters, except Cyberse and Xyz Monsters, for the rest of this turn. You can banish this card from your GY; attach 1 "Video Villain" Pendulum Monster from your hand or that is face-up in your Extra Deck to an Xyz Monster you control. You can only activate 1 "Video Villain - Insert" per turn. Video Villain - Tape Continuous Spell During your Main Phase, you can Normal Summon 1 Cyberse monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 1 card in your Pendulum Zone and 1 Xyz Monster you control; attach the first target to the second target. If a card(s) in your Pendulum Zone(s) would be destroyed, you can attach that card(s) to an Xyz Monster(s) you control instead. Video Villain - Cassette Normal Trap Return 1 "Video Villain" card in your Pendulum Zone to your hand, and if you do, draw 1 card. If you control no monsters in your Main Monster Zones, you can activate this card from your hand. If this card is in your GY: You can banish this card from your GY, then target 1 "Video Villain" card in your Pendulum Zone; add it to your Extra Deck face-up. Video Villain - Rewind Continuous Trap When your opponent declares an attack while you control a "Video Villain" card in your Pendulum Zone: You can negate the attack, and if you do, return 1 card in your Pendulum Zone to your hand. Once per opponent's Main Phase: You can place 1 "Video Villain" Pendulum Monster from your hand or face-up in your Extra Deck in your Pendulum Zone.
  4. My first test of the Rush Duel Template, which was made by this lovely person: https://www.deviantart.com/slackermagician/art/Rush-Duel-psd-824309915 I had to work around some things, mainly the fact that there are of course no fonts for English text yet, so I experimented a bit with some that I found to my liking, but yeah, this is obviously not how they will look, just my version of it. The card here is intended for Rush Duels, while we know little, we know that you draw 5 cards each turn, which influenced the design of this card's need for high hand count and drawing effect.
  5. A Trap monster that negates attacks, prevents your opponent for attacking your other monsters, and protects them from effect destruction. What a great guy!
  6. A crazy LINK-6 monster, this card is able to switch a targeting effect to another monster, and banish a monster on the field, which produces a Token. While it points to a Token, neither player can Special Summon monsters with the same name as banished monsters. It's a weird monster, but a LINK-6 should be a little out there.
  7. A little Rank 3 Pendulum Xyz, since I haven't made one of those in a while. It focuses on attaching cards to itself and messing with your opponent's Extra Deck, is able to send Pendulums from your Deck or Extra Deck to the GY to change its Pendulum Scale and boosts Xyz Monsters' ATK/DEF. It changes its effect depending on the zone it's Special Summoned to, either attaching a monster from your opponent's Extra Deck or your GY.
  8. A Level 10 Fusion Monster that uses Link Monsters, is able to blow up the whole field, gain massive amounts of DEF, which you can than switch to it's ATK, also protects itself from battle/effects by banishing Link Monsters from your GY.
  9. I recently made a Mathmech Deck, and well, it should be pretty obvious what I am supporting today, yeah, I normally don't make direct support, however this card is designed directly for them, though with some general Cyberse support options as well. So, this is a Pendulum Monster, which seems perhaps a little random, but I figured since they already use Synchros and Xyzs, they aren't shy about this sort of thing, and I was not sure if I should go with a monster or a Spell/Trap, so I did both! Anyway, this card is able to change its Pendulum Scale to 5 instead of 3, making you easily able to use multiple of this card to Pendulum Summon with, or if you want, use its effect to SS a Cyberse from your hand instead, along with that, it's a Tuner, and you can SS itself from the hand or Extra Deck by Tributing a Cyberse monster, and lastly, if it's sent to the GY, you get to add a Mathmech card from your GY to your hand, other than itself that is.
  10. Amphipteres is an Archetype consisting of Reptile and Wyrm EARTH, WATER and DARK monsters with various Levels. They focus on type changing, self milling and Link/Fusion Monster tactics. The Main Deck monsters are all Reptile, and are also in the Aura of the Amphipteres sub-Archetype, with the Link/Fusion Monsters being Wyrm. The Link Monsters are all able to make a monster they point to become Wyrm, which is how you get out Amphipteres Serpentine and Amphipteres Lindwyrm, as support from other effects. All Aura of the Amphipteres have an effect that banishes it and 2 other Amphipteres cards from your GY to add an Amphipteres card from your Deck to your hand, thus a lot of their effects are able to mill cards to the GY for this purpose, and they have various Special Summoning techniques in the hand to Link Summon fast and easily. Amphipteres are mythical snake-like dragons, and the theming around this Archetype is a parallel from our own where the reptile population are these mythical dragons instead, hence the "aura" being the Reptile monsters, and you can see more of this in the Spell/Trap support. The Extra Deck monsters are also based on reptile and dragon related things. So unlike my previous archetype Sinistar, this is intended for the current format, though as they mainly use Link Monsters, they would probably play mostly the same, the most significant difference being Lindwyrm, which would be able to be put into the Main Monster Zone more easily, hence why that effect is not as powerful (to me anyway) as the Extra Monster Zone effect it gains, so in some regard I did take the new format into consideration, but I still don't think it changes much. Also, happy new year! Last year, I was going to post an Archetype on the 1st as well, but well, YCM went down around this time, so I never got that chance, but at least I get to this time around. Main Deck Monsters: Aura of the Amphipteres - Gecko Reptile/EARTH Level 2 You can Special Summon this card (from your hand) to your zone on either field a Wyrm Link Monster points to. You can only Special Summon "Aura of the Amphipteres - Gecko" this way once per turn. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Gecko" once per turn. 500/500 Aura of the Amphipteres - Skink Reptile/DARK Level 2 You can Special Summon this card (from your hand) by discarding 1 "Amphipteres" card. You can only Special Summon "Aura of the Amphipteres - Skink" this way once per turn. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Skink" once per turn. 1000/0 Aura of the Amphipteres - Snake Reptile/DARK Level 3 When this card is Summoned: You can Special Summon 1 "Aura of the Amphipteres" monster from your hand or GY, except "Aura of the Amphipteres - Snake", but it is banished when it leaves the field, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Wyrm monsters. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use each effect of "Aura of the Amphipteres - Snake" once per turn. 1200/700 Aura of the Amphipteres - Turtle Reptile/WATER Level 3 If you control no monsters in your Extra Monster Zone, you can Special Summon this card (from your hand). You can only Special Summon "Aura of the Amphipteres - Turtle" this way once per turn. You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Turtle" once per turn. 700/1900 Aura of the Amphipteres - Iguana Reptile/EARTH Level 4 Once per turn: You can send the top 3 cards of your Deck to your GY, then if you sent any "Aura of the Amphipteres" monsters, you can Special Summon 1 of them from your GY. You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Iguana" once per turn. 1500/1500 Aura of the Amphipteres - Crocodile Reptile/WATER Level 4 You can discard 1 "Aura of the Amphipteres" monster; Special Summon 1 "Aura of the Amphipteres" monster from your Deck in Defense Position, except "Aura of the Amphipteres - Crocodile". You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use each effect of "Aura of the Amphipteres - Crocodile" once per turn. 1800/900 Extra Deck Monsters: Amphipteres Shell Wyrm/WATER/Link Link Arrows: Down 1 Reptile Effect Monster with a Level A monster this card points to becomes Wyrm. When this card is targeted for an attack, or with a Spell/Trap effect that targets only this card (Quick Effect): You can target another monster you control that would be an appropriate target; that attack/Spell/Trap now targets the new target, also send the top 3 cards of your Deck to the GY. 0/LINK-1 Amphipteres Reptilian Wyrm/DARK/Link Link Arrows: Bottom, Right 2 Reptile Effect Monsters with a Level A monster this card points to becomes Wyrm. You can discard 1 Reptile monster; Special Summon 1 Reptile monster from your hand or Deck to your zone this card points to. (Quick Effect): You can Tribute 1 Reptile monster and 1 other Wyrm monster from your hand or field; send the top 3 cards of your Deck to the GY, also until the end of this turn, double this card's current ATK, also if this card battles, your opponent cannot activate cards or effects until the end of this turn. Your opponent cannot activate cards or effects in response to this effect's activation. You can only use each effect of "Amphipteres Reptilian" once per turn. 1500/LINK-2 Amphipteres Serpentine Wyrm/EARTH/Link Link Arrows: Bottom Left, Bottom Right, Top 2+ Effect Monsters, including a Wyrm monster with a Level A monster this card points to becomes Wyrm. If this card is in your Extra Monster Zone: You can switch control of 1 Wyrm monster this card points to on each field. When your opponent activates a monster effect: You can Tribute 1 "Aura of the Amphipteres" monster from your hand or field; negate the activation, and if you do, destroy that card, then send the top 3 cards from your Deck to the GY. You can only use each effect of "Amphipteres Serpentine" once per turn. 2500/LINK-3 Amphipteres Lindwyrm Wyrm/EARTH/Fusion Level 10 "Amphipteres Serpentine" + 2+ Wyrm Effect Monsters with a Level Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Polymerization".) When this card is Special Summoned: You can destroy cards your opponent control up to the number of Wyrm monsters banished to Special Summon this card, then send cards from the top of your Deck to the GY equal to the number of cards destroyed. Once per turn (Quick Effect): You can activate 1 of these effects, depending on the zone it is in. ● Extra Monster Zone: Halve the ATK/DEF of all monsters your opponent control until the end of this turn. ● Main Monster Zone: All Wyrm monsters you control gain 500 ATK/DEF until the end of this turn. 3000/3000 Spells/Traps: Amphipteres Dimensions Field Spell When this card is activated: You can send the top 3 cards of your Deck to the GY, then if you sent any "Aura of the Amphipteres" monsters to the GY, draw 1 card. During your Main Phase, you can Normal Summon 1 Reptile monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Wyrm monsters in your Extra Monster Zone cannot be targeted by or destroyed by your opponent´s card effects. Wyrm monsters in your Main Monster Zones cannot be be destroyed by battle. You can only activate 1 "Amphipteres Dimensions" per turn. Amphipteres Conception Normal Spell Excavate the top 5 cards of your Deck, add 1 excavated "Amphipteres" card to your hand, also, after that, send the remaining cards to the GY, unless you excavated no "Amphipteres" cards, in which case, shuffle the excavated cards into your Deck. If this card is in your GY: You can banish this card, then target 5 of your banished "Amphipteres" cards with different names, except "Amphipteres Conception"; shuffle them into your Deck, then draw 2 cards. You can only use 1 effect of "Amphipteres Conception" per turn, and only once that turn. Amphipteres Metamorphosis Quick-Play Spell Target 1 Reptile monster you control; it becomes Wyrm. If this card is in your GY, during either player's turn: You can target 1 "Amphipteres" Wyrm monster you control; return it to the hand, also add this card to your hand. You can only use each effect of "Amphipteres Metamorphosis" once per turn. Amphipteres Creation Normal Trap Special Summon 1 "Aura of the Amphipteres" monster from your hand or Deck. If you control "Amphipteres Dimensions" and this card is in your GY, during your opponent's End Phase: You can Set this card from your GY. You can only activate 1 "Amphipteres Creation" per turn. Amphipteres Parallels Continuous Trap Once per turn: You can target 1 Reptile or Wyrm "Amphipteres" monster you control; if its Type is Reptile, it becomes Wyrm OR if its Type is Wyrm, it becomes Reptile. If you control both a Reptile and a Wyrm monster that was Special Summoned from the Extra Deck, your opponent cannot Special Summon monsters from their Extra Deck, except Reptile and Wyrm monsters. If this card is sent from your Deck to the GY: You can Set this card from your GY, or activate it if you control "Amphipteres Dimensions".
  11. Happy New Year everybody, there's about 5 hours until the year changes in Denmark, so to celebrate, I made holiday themed card, and it got some interesting things to it! Firstly, while it has Festival Counters, nobody take battle damage, this is no time for attacking each other, and you can remove 1 of them for an effect similar to that of the card "Question", which picks the bottom-most monster in both GYs and Special Summons them, like a parade! Lastly, during the End Phase, you remove a Festival Counter from the card and both players take 1000, remember to be safe out there!
  12. Sinistar is an Archetype of Level 4 Fairy/DARK monsters. They focus on Xyz Summoning, using effects in your opponent's turn and negating effects. Each Main Deck Monster has a Quick Effect that can only be activated in the opponent's turn, which is boosted if you control one of their Xyz Monsters in your Extra Monster Zone, and another Quick Effect that discards itself and another Sinistar card to Specials Summon a copy of itself from the Deck. The Xyz Monsters all have an effect that state "While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zone", which doesn't mean much to you for the most part, as most effects only work in the opponent's turn, and Sinistar Tegmine is even supported by having its effects negated, as it normally has an effect that halves its ATK while you control more monsters than your opponent, with it becoming a 3000 ATK powerhouse while negated, and playing the Xyz Monsters together provides a powerful force. Along with that, they have powerful Spells/Traps, the primary support card being the Continuous Trap called Sinistar Sloth, which let's you Xyz Summon in the opponent's turn and can end the Battle Phase as well, and also Sinistar Wrath, which boosts the ATK of your Xyz Monsters by 1000 for each monster your opponent controls, but locks down attacks from any of your other monsters, unless you use the build in effect that switches the equipped card to another Xyz Monster. Their name is a portmanteau and pun on a few things, Sinister, referencing the DARK Attribute, Sin, referencing the Spells/Traps being based on the seven deadly sins, and Star, referencing the monsters, which of course are based on the proper name of stars. As the title says, this Archetype uses the new Master Rules that will become the standard on April 1st 2020, which in short means that you no longer need Link Monsters to Special Summon Extra Deck monsters to the Main Monster Zone, so this Archetype plays around with that concept, by utilizing both the Extra Monster Zone and the Main Monster Zones in a way that would be significantly harder previously. Read more about the new rules here: https://ygorganization.com/extra-deck-rules-update-also-arriving-to-the-tcg-04-01-2020/ Main Deck Monsters: Sinistar Saiph Fairy/DARK Level 4 Once per opponent's turn (Quick Effect): You can target 1 "Sinistar" card in your GY or among your banished cards; place it on top of your Deck, or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, you can add it to your hand instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Saiph" from your Deck. You can only use this effect of "Sinistar Saiph" once per turn. 1900/0 Sinistar Malmok Fairy/DARK Level 4 Once per opponent's turn (Quick Effect): You can target 1 "Sinistar" monster in your GY, except "Sinistar Malmok"; add it to your hand, or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, Special Summon it instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Malmok" from your Deck. You can only use this effect of "Sinistar Malmok" once per turn. 1200/1600 Sinistar Elnath Fairy/DARK Level 4 Once per opponent's turn (Quick Effect): You can add 1 "Sinistar" Spell/Trap from your Deck to your hand, or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, you can activate it directly from your Deck instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Elnath" from your Deck. You can only use this effect of "Sinistar Elnath" once per turn. 1500/1500 Sinistar Citala Fairy/DARK Level 4 Once per opponent's turn (Quick Effect): You can Special Summon 1 "Sinistar" monster from your hand, except "Sinistar Citala", or if you control a "Sinistar" Xyz Monster in your Extra Monster Zone, you can Special Summon it from your Deck instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Citala" from your Deck. You can only use this effect of "Sinistar Citala" once per turn. 1000/2000 Sinistar Karaka Fairy/DARK Level 4 Once per opponent's turn (Quick Effect): You can discard 1 "Sinistar" card; draw 2 cards, then place 1 of the drawn cards on top of your Deck, or if you control a "Sinistar" Xyz Monster, you can reveal it to your opponent instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Karaka" from your Deck. You can only use this effect of "Sinistar Karaka" once per turn. 1800/1100 Sinistar Izar Fairy/DARK Level 4 Once per opponent's turn (Quick Effect): You can Special Summon 1 "Sinistar" monster from your hand or GY, except "Sinistar Izar", then return this card to your hand, or if you control a "Sinistar" Xyz Monster, you can attach this card to 1 of those monsters instead. (Quick Effect): You can discard this card and 1 other "Sinistar" card; Special Summon 1 "Sinistar Izar" from your Deck. You can only use this effect of "Sinistar Izar" once per turn. 1600/1200 Extra Deck Monsters: Sinistar Bellatrix Fairy/DARK/Xyz Rank 4 2 Level 4 "Sinistar" monsters While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. While you control a "Sinistar" Xyz Monster in both your Extra Monster Zone and in your Main Monster Zone, your opponent cannot target other monsters you control with effects. Once per turn: You can detach 1 material from this card, then target monsters your opponent control up to the number of "Sinistar" Xyz Monsters you control; destroy them. This is a Quick Effect if this card is in the Extra Monster Zone. 2000/2000 Sinistar Tegmine Fairy/DARK/Xyz Rank 4 2 Level 4 "Sinistar" monsters While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. While you control more monsters than your opponent, halve this card's ATK, but it cannot be destroyed by card effects. Once per turn: You can detach 1 material from this card, then target 1 Spell/Trap your opponent control; destroy that target, then if they activated the card in response to this effect's activation, draw 1 card. This is a Quick Effect if this card is in the Extra Monster Zone. 3000/0 Sinistar Revati Fairy/DARK/Xyz Rank 4 2+ Level 4 "Sinistar" monsters While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. If this card Xyz Summoned: You can move 1 face-up monster in your opponent's Extra Monster Zone to their Main Monster Zone, and if you do, halve its ATK/DEF. Once per turn: You can detach any number of materials from this card, then target the same number of face-up cards your opponent control whose effects are negated; destroy them, and if you do, inflict 500 damage to your opponent for each card destroyed this way. This is a Quick Effect if this card is in the Extra Monster Zone. 2000/2500 Sinistar Nosaxa Fairy/DARK/Xyz Rank 4 3 Level 4 "Sinistar" monsters While this card is in your Extra Monster Zone, negate the effects of the turn player's monsters in their Main Monster Zones. While you control "Sinistar Pride", negate the effects of cards that are already face-up cards in your opponent's Spell & Trap Zones. Once per turn: You can detach 1 material from this card; your opponent discards 1 random card from their hand, then if the discarded card is a monster, you can Special Summon it to your opponent's field in Attack Position. This is a Quick Effect if this card is in the Extra Monster Zone. 2500/2500 Spells/Traps: Sinistar Lust Normal Spell Reveal your hand, then if you revealed any cards with the same name, shuffle 1 copy of each into your Deck, and if you do, add 2 "Sinistar" cards from your Deck to your hand with different names. You can only activate 1 "Sinistar Lust" per turn. Sinistar Wrath Equip Spell Equip only to a "Sinistar" Xyz Monster you control. It gains 1000 ATK for each monster in your opponent's Main Monster Zones, also other monsters you control cannot attack. If the equipped monster destroys an opponent's monster by battle: You can target 1 other "Sinistar" Xyz Monster you control; equip this card to that target. You can only use this effect of "Sinistar Wrath" once per turn. You can only control 1 "Sinistar Wrath". Sinistar Pride Field Spell When this card is activated: You can place 2 Pride Counters on this card, also you cannot Special Summon monsters, other than "Sinistar" monsters for the rest of this turn. While this has a Pride Counter on it, negate the effects monsters in both players' Main Monster Zones, except "Sinistar" monsters'. Once per turn: You can remove 1 Pride Counter from this card; excavate the top 5 cards of your Deck, add 1 excavated "Sinistar" card to your hand, also send the remaining cards to the GY. Once per turn, during your opponent's End Phase, remove 1 Pride Counter from this card, or destroy this card. Sinistar Gluttony Quick-Play Spell Target 1 "Sinistar" Xyz Monster you control; detach as many material from that target as possible, and if you do, draw the same number of cards +1, then place cards from your hand on top or bottom of your Deck up to the number of materials detached, also that target is unaffected by other cards' effects until the end of this turn. If a "Sinistar" monster(s) would be destroyed by battle or card effect, you can banish this card from your GY instead. Sinistar Greed Normal Trap Draw 1 card for each "Sinistar" Xyz Monster you control. During your opponent's Standby Phase: You can banish this card and 1 "Sinistar" Xyz Monster from your GY; draw 2 cards. You can only use each effect of "Sinistar Greed" once per turn. Sinistar Envy Normal Trap When your opponent Special Summons a monster(s) to their Main Monster Zone(s): Special Summon the same number of "Sinistar" monsters with different names from your Deck. You can banish this card from your GY, then target 1 "Sinistar" Xyz Monster you control: detach 1 material from that target that was originally a "Sinistar" Monster Card that began the Duel in the Main Deck, and if you do, Special Summon 1 monster with the same name as that card from your hand or Deck. You can only 1 effect of "Sinistar Envy" per turn, and only once that turn. Sinistar Sloth Continuous Trap Once per Chain, during your opponent's turn, you can: Immediately after this effect resolves, Xyz Summon 1 "Sinistar" Xyz Monster using monsters you control as materials. If you Xyz Summon a "Sinistar" monster during your opponent's Battle Phase: End the Battle Phase. Once per turn, during your Standby Phase: You can target 1 "Sinistar" Xyz Monster you control; return it to the Extra Deck, and if you do, Special Summon the materials that were attached to it from your GY. You can only control 1 "Sinistar Sloth".
  13. I recently made a Generaider Deck, so I figured I would make a card that supports them a bit, and that card is a LINK-1 monster. So simply, it is a DARK monster on the field, it gains the ATK of the monster used for its Link Summon, and you can Tribute a monster it points to and destroy a card in its column, then move it to the Main Monster Zone, also it becomes a Quick Effect if the monster is a Level/Rank 9 or higher. I tried to make it so it also works for Trains, though that isn't the main focus here, but since they are Level 10s usually, I figured I would throw that in there as well. BTW, you may have seen I have made some cards and Archetypes using the new Master Rules, however I plan to avoid doing that until we have more information and/or they are implemented into the actual game, so this card still follows the current rules, as noted by the "standard" in the tags.
  14. I made a Valkyrie Deck recently, so I was in the mood for some Fairy monster making, and here we got a pretty simple Tuner, which is able to bring itself out after a battle, and is able to Synchro Summon during the Battle Phase, it's completely generic, making it not only useful in Valkyrie, but pretty much in any Deck that can or wants to Synchro Summon, and makes it a great tool for getting in a new monster to attack with in the Battle Phase.
  15. Here's a Pendulum Monster that also is a Union monster! A concept I am surprised we have yet to see explored, as they could easily make something cool with it, but here we are. So, this card is able to Special Summon itself from the Pendulum Zone by dropping an Equip Card. Along with that, it allows any monster to attack up to the number of cards in the Pendulum Zones on the field, meaning a potential of 4 attacks. Lastly, it boosts its on ATK on Special Summon by an effect, so either its own Pendulum Effect, Union Special Summon or whatever else, just not Pendulum Summon of course.
  16. Stalagsect is an Archetype of Insect/WATER monsters with various Levels. They focus on Setting themselves from your hand in your Spell & Trap Zone as Traps, similar to Artifacts, Synchro Summoning and disrupting your opponent with effect destruction. Each Main Deck monster can be Set as a Trap from your hand, and can be discarded for an effect that reveals your Set Spells/Traps, and then Special Summon a Stalagsect, and sometimes other things. Stalagsect Cave let's you draw a card when you reveal 2 or more Traps as well, and their Synchro Monsters provide spam and beatstick potential. Cricket is a card to keep an eye on in regard to Mantis, as you eliminate the discard cost of Mantis if you play Cricket in a Chain. Their name is a portmanteau of Stalactite and Insect, and they are based on various insects and ice and stalactite concepts in general. Of course we don't have ICE as an Attribute, so had to go with WATER, so hopefully that isn't confusing to anyone. Main Deck Monsters: Stalagsect Mite Insect/WATER Level 1 You can Set this card from your hand to your Spell & Trap Zone as a Trap. You can discard this card; reveal all Set Spells/Traps you control, then you can Special Summon 1 revealed "Stalagsect" Monster Card in Defense Position. If this card is Summoned: You can reveal any number of Set Spells/Traps you control, and if you do, increase this card's Level by the number of Traps revealed. 400/100 Stalagsect Ant Insect/WATER/Tuner Level 2 You can Set this card from your hand to your Spell & Trap Zone as a Trap. When your opponent activates a monster effect (Quick Effect): You can discard this card; reveal all Set Spells/Traps you control, then you can Special Summon 1 revealed "Stalagsect" Monster Card, also, after that, if you revealed 3 or more Traps, negate the activation, and if you do, destroy that card. When this card is Special Summoned from your Spell & Trap Zone: You can reveal 1 Spell/Trap you control that was adjacent to this card in your Spell & Trap Zone, and if it is a "Stalagsect" Monster Card, you can Special Summon it. 700/200 Stalagsect Stag-beetle Insect/WATER Level 2 You can Set this card from your hand to your Spell & Trap Zone as a Trap. If your opponent declares a direct attack: You can discard this card; reveal all Set Spells/Traps you control, then you can Special Summon 1 revealed "Stalagsect" Monster Card, and if you do, destroy the attacking monster. If a monster your opponent controls in the same column as this Set Trap declares an attack: You can reveal this Set card, then Special Summon this card, and if you do, destroy that monster. 500/1500 Stalagsect Cricket Insect/WATER Level 3 You can Set this card from your hand to your Spell & Trap Zone as a Trap. During your opponent's turn, if you have no monsters in your Main Monster Zones (Quick Effect): You can discard this card; reveal all Set Spells/Traps you control, then you can send 1 revealed Tuner and 1 or more non-Tuner Monster Cards to the GY, and if you do, Special Summon 1 Synchro Monster from your Extra Deck whose Level is equal to the combined Levels of the sent monsters in the GY (this Special Summon is treated as a Synchro Summon). If a "Stalagsect" monster(s) is discarded to activate a card effect (Quick Effect): You can banish this card from your GY; Set the sent monster(s) in your Spell & Trap Zone as a Trap. 1300/700 Stalagsect Antlion Insect/WATER/Tuner Level 3 You can Set this card from your hand to your Spell & Trap Zone as a Trap. When your opponent activates a Spell/Trap Card (Quick Effect): You can discard this card; reveal all Set Spells/Traps you control, then you can Special Summon 1 revealed "Stalagsect" Monster Card, also, after that, if you revealed 3 or more Traps, negate the activation, and if you do, destroy that card. When this card is Special Summoned from your Spell & Trap Zone: You can target 1 Insect non-Tuner in your GY; Special Summon it, and if you do, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using this card as material, but banish the materials used for this Synchro Summon. 1200/800 Stalagsect Cockroach Insect/WATER Level 4 You can Set this card from your hand to your Spell & Trap Zone as a Trap. You can discard this card; reveal all Set Spells/Traps you control, then you can send 1 revealed "Stalagsect" Trap to your GY, and if you do, Special Summon 1 of your banished "Stalagsect" monster or that is in your GY with a different name from the sent card, but banish it when it leaves the field. Your opponent cannot target "Stalagsect" monsters you control for attacks, except this card. 1000/2000 Extra Deck Monsters: Stalagsect Mantis Insect/WATER/Synchro Level 4 1 Tuner + 1+ non-Tuner Insect WATER monsters Once per turn: You can discard any number of "Stalagsect" cards; your opponent sends the same number of cards from the top of their Deck to the GY, then you can reveal all Set Spells/Traps you control, then you can Special Summon revealed "Stalagsect" monsters up the number of monsters your opponent sent to the GY. A Synchro Monster that was Synchro Summoned using this card as material cannot be destroyed by battle or card effects. 1500/1500 Stalagsect Butterfly Insect/WATER/Synchro/Tuner Level 5 1 Tuner + 1 + non-Tuner Insect WATER monsters When this card is Synchro Summoned: You can target 1 "Stalagsect" monster in your GY; banish that target, and if you do, this card's Level becomes equal to that target's Level, also it gains the ATK/DEF of that target. You can discard any number of "Stalagsect" monsters; Special Summon the same number of "Caterpillar Tokens" (Insect/WATER/Level 1/ATK 500/DEF 500). 1200/1200 Stalagsect Wasp Insect/WATER/Synchro Level 6 1 Tuner + 1+ non-Tuner Insect WATER monsters Once per turn (Quick Effect): You can banish any number of other cards from your field; all "Stalagsect" monsters you control gain 200 ATK/DEF for each banished this way. Once per turn (Quick Effect): You can discard any number of "Stalagsect" monsters, then target the same number of cards your opponent control; destroy them. 1800/1800 Stalagsect Millipede Insect/WATER/Synchro Level 7 1 Tuner + 1+ non-Tuner Insect WATER monsters If this card is Synchro Summoned using a Synchro Monster as material, it gains 1000 ATK/DEF. Once per turn, when a monster(s) would be Summoned, OR when a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster(s) (Quick Effect): You can reveal all Set Spells/Traps you control, then you can send 1 revealed "Stalagsect" Trap to the GY, and if you do, negate the Summon or activation, and if you do, destroy that card. If this card is Set in your Spell & Trap Zone: You can discard 1 "Stalagsect" monster, then reveal this Set Trap; Special Summon this card from your Spell & Trap Zone. 2000/2000 Spells/Traps: Stalagsect Cave Field Spell When this card is activated: You can Set 1 "Stalagsect" monster from your Deck in your Spell & Trap Zone as a Trap. While you control no monsters in your Main Monster Zone, your Set Spells/Traps cannot be targeted by or destroyed by your opponent's card effects. Once per turn, if 2 or more Traps you control are revealed by a card effect: Draw 1 card. If this card would be destroyed, you can Set 1 "Stalagsect" monster you control in your Spell & Trap Zone as a Trap. You can only activate 1 "Stalagsect Cave" per turn. Stalagsect Freeze Quick-Play Spell Target 1 "Stalagsect" monster you control; Set that target in your Spell & Trap Zone as a Trap, then add 1 "Stalagsect" card from your Deck to your hand, except "Stalagsect Freeze". Except the turn this card is sent to the GY: You can banish this card from your GY, then target 1 "Stalagsect" monster in your GY; Set it in your Spell & Trap Zone as a Trap. Stalagsect Fall Normal Trap Reveal 1 Set Spell/Trap you control, then if it is a "Stalagsect" Monster Card, you can Special Summon it OR send it to the GY, and if you do that, destroy 1 card your opponent controls. If you control "Stalagsect Cave", you can activate this card from your hand. If this card is in your GY: You can target 1 "Stalagsect" Synchro Monster you control; Set that target in your Spell & Trap Zone as a Trap, and if you do, add this card to your hand. You can only activate 1 "Stalagsect Fall" per turn. Stalagsect Frostbite Normal Trap This turn, any "Stalagsect" monsters that were Special Summoned from your Spell & Trap Zone can attack your opponent directly, but any damage they inflict is halved. If you control "Stalagsect Cave", you can activate this card from your hand. Except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 of your banished "Stalagsect" cards, except "Stalagsect Frostbite"; Set it in your Spell & Trap Zone, and if it is a monster, it is Set as a Trap.
  17. The new era of YGO is upon us! Yes, the seventh anime series, called Yu-Gi-Oh! Sevens (very creative) has recently been revealed, and while we know little about it, we do know that Master Rules are changing once again. Simply, Fusion, Synchro and Xyz Monsters can once again be Special Summoned to the Main Monster Zone without the need of a Link Monster, in other words, it's like it used to be, though Link and Pendulums face-up in the Extra Deck still need to be put in the Extra Monster Zone or zones Link Monsters point to. You can read more about it here: ygorganization.com/master-rule… So I was wondering, what will this change for card making? Well, this is the first thing I thought about, a card that gains a bonus for being Summoned to the Extra Monster Zone rather than the Main Monster Zone, which is kind of funny to think about, since it previously would be harder to put them in the Main Monster Zone, but now we can design cards that sacrifice the Extra Monster Zone for Link Monster use to make a card become more powerful, so that's what this card does. Simply, it's able to Equip a monster from the Deck if Xyz Summoned to the Extra Monster Zone, and equip from the hand if Xyz Summoned to the Main Monster Zone. You are also able to detach materials from the card to Special Summon that monster, though you won't be able to attack with monsters other than this card and that Summoned monster for the rest of the turn, which I have done since it has again become easier to mass Xyz Summon and what not, so I feel the need to limit what you can do more so than previously with Link Monsters being such a huge part of the game, while now it may not be any longer.
  18. .null is an Archetype of Level 1 Cyberse/DARK monsters with 0 ATK/DEF. They focus on removing their gimmick of removing the cost to activate their effect and Xyz Monsters. Each monster has an effect with a cost, which is also referenced in their name, and you can remove this cost once while they are on the field, as long as you control no Spells/Traps. They have no Spells/Traps of their own, so unless you intend to use support, this shouldn't be a problem. The goal is to get out one of their Rank 0 monsters, which I of course had to do since they are named .null after all, though technically they are Rank 1 due to how YGO works, but anyway, these are able to be brought out with use of any combination of Cyberse Xyz or Link Monsters, which they have two of, and can become quite powerful with their LINK-1 monster's ATK boosting effect. Their name references file names in computing, and each name related to the cost which they are able to remove, and long with that, the Xyzs are named .nullvoid referencing the Xyz Monster's empty space theme, and computing once again, and the Links are named .nullpoint which reference the pointing of Link Monsters, and the computing aspect again. Main Deck Monsters: Discard.null Cyberse/DARK Level 1 You can discard 1 card; Special Summon 1 Level 1 monster from your hand, also you cannot Special Summon monsters, other than ".null" monsters, for the rest of this turn. You can only use this effect of "Discard.null" once per turn. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. 0/0 Banish.null Cyberse/DARK Level 1 When this card is Normal Summoned: You can banish 1 ".null" monster from your hand; Special Summon 1 "."null" monster from your Deck, also you cannot Special Summon monsters, other than ".null" monsters, for the rest of this turn. You can only use this effect of "Banish.null" once per turn. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. 0/0 Tribute.null Cyberse/DARK Level 1 You can Tribute 1 other ".null" monster; Special Summon 2 ".null Tokens" (Cyberse/DARK/Level 1/0 ATK/0 DEF), also you cannot Special Summon monsters, other than ".null" monsters, for the rest of this turn. You can only use this effect of "Tribute.null" once per turn. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. 0/0 Pay.null Cyberse/DARK Level 1 You can pay 1000 LP; add 1 ".null" monster from your Deck to your hand, except "Pay.null", also you cannot Special Summon monsters, other than ".null" monsters, for the rest of this turn. You can only use this effect of "Pay.null" once per turn. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. 0/0 Shuffle.null Cyberse/DARK Level 1 You can shuffle 1 card from your hand into your Deck; draw 2 cards, then reveal your hand and shuffle any Spells/Traps into your Deck, also you cannot Special Summon monsters, other than ".null" monsters, for the rest of this turn. You can only use this effect of "Shuffle.null" once per turn. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. 0/0 Extra Deck Monsters: Xyz.detach.nullvoid Cyberse/DARK/Xyz Rank 1 2+ Level 1 Cyberse monsters This card's original ATK becomes equal to the number of materials attached to it x 500. Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster on the field; change it to face-down Defense Position, or if its a Link Monster, return it to the Extra Deck. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. ?/? Xyz.pay.nullvoid Cyberse/DARK/Xyz Rank 0 2+ Xyz Monsters with the same Rank (This card's original Rank is always treated as 1.) You can also Xyz Summon this using 2 monsters you control as material (any combination of Cyberse Xyz Monsters or Cyberse Link Monsters). (Transfer their materials to this card.) Once per turn (Quick Effect): You can pay 1000 LP; this card gains 1000 ATK until the end of this turn. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. While this material, it cannot be targeted by your opponent's card effects. 1500/1500 Xyz.tribute.nullvoid Cyberse/DARK/Xyz Rank 0 3+ Xyz Monsters with the same Rank (This card's original Rank is always treated as 1.) You can also Xyz Summon this using 3 monsters you control as material (any combination of Cyberse Xyz Monsters or Cyberse Link Monsters). (Transfer their materials to this card.) Once per turn, when your opponent activates a monster effect (Quick Effect): You can Tribute other 1 monster from your hand or field; negate the activation, then you can attach it to this card as material. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. While this material, it is unaffected by your opponent's Spell/Trap effects. 2400/2400 Link.banish.nullpoint Cyberse/DARK/Link Link Arrows: Bottom 1 Level 1 Cyberse monster Once per turn: You can banish 1 card this card point to, then target 1 ".null" monster in your GY; Special Summon it in Defense Position to your zone this card points to. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. While this card points to a monster, this card and that monster gains ATK equal to the number of ".null" monsters in your GY with different names x 300. 0/LINK-1 Link.discard.nullpoint Cyberse/DARK/Link Link Arrows: Bottom Left, Bottom Right 2 Level 1 Cyberse monsters Once per turn, when your opponent activates a Spell/Trap Card or effect (Quick Effect): You can discard 1 card; negate the activation, then you can attach it to an Xyz Monster this card points to as material. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. Monsters this card point to cannot be destroyed by battle or card effects. 1500/LINK-2
  19. Pyromid is an Archetype of Pyro/EARTH monster with various Levels, and have 2 Link Monsters, but focuses mainly on the Main Deck. Their playstyle revolves around their gimmick that both players take any battle damage they inflict. When both players take damage, it activates various effects, but mainly allowing you to Special Summon their monsters from the hand, with various differences for each monster, though two of their monsters activate when they specifically inflict the damage instead. Additionally, many have a Quick Effect that can be activated as long as the only monsters you control are Pyromid monsters. As both only take damage when they inflict to your opponent, you can also use Pyromid Necropolis makes it so both players take any battle damage Pyromids inflict, so you can either ram into a monster, or play defensively, which becomes even more viable with their card Tomb of the Pyromids. Their main playstyle is to get as many different Pyromids out at once, which allows you to get out their LINK-6 Sphinx that can become very powerful, though you can also just use your Main Deck monsters if you wish, which include Khufu that is a powerful Level 11 monsters. Many of their cards play into each other well, for example you can use Menkaure and Khufu in combination to get you 2500 LP, Snefrou can work well with Red, Djoser works well Tomb of the Pyromids, Khufu, Pharaoh and Rebuilding the Pyromids allow you to gain LP back quickly, due to the self damage you will inflict, which allows you to bring Sphinx out for a powerful finish, they can adapt to many different playstyles and situations. Pyromid is a portmanteau of Pyro and Pyramid, and they are based on Egyptian pyramids, mostly focused around Giza, though had to include some non-Giza ones since there weren't quite enough to fit here, and concepts related to pyramids and Giza in general, such as Necropolis being a name for the area, Sphinx and Pharaohs obviously being related to Egypt and Giza as a whole, and limestone, tombs and pyramid related things. Main Deck Monsters: Pyromid of Snefrou Pyro/EARTH Level 4 Both players take any battle damage this card inflicts. If both players took battle damage from a battle involving a "Pyromid" monster you control: You can Special Summon this card from your hand. Once per turn, if the only monsters you control are "Pyromid" monsters (Quick Effect): You can target 1 face-up monster your opponent controls; halve its ATK/DEF until the end of this turn. 1500/1500 Pyromid of Djoser Pyro/EARTH Level 4 Both players take any battle damage this card inflicts. If both players took battle damage from a battle involving a "Pyromid" monster you control: You can Special Summon this card from your hand or GY in Defense Position, but banish it when it leaves the field. This card can attack while in face-up Defense Position. If it does, apply its ATK for damage calculation. Once per turn, if the only monsters you control are "Pyromid" monsters (Quick Effect): You can target 1 face-up monster on the field; change its battle position, also if it attacks this turn, it inflicts piercing battle damage. 1000/2000 Pyromid of Red Pyro/EARTH Level 4 Both players take any battle damage this card inflicts. Once per turn, if both players took battle damage from a battle involving this card: You can target 1 "Pyromid" monster in your GY; Special Summon it. Once per turn, if the only monsters you control are "Pyromid" monsters (Quick Effect): You can target 1 face-up monster on the field; negate its other effects, also for the rest of this turn, it cannot be destroyed by battle. 1800/1000 Pyromid of Menkaure Pyro/EARTH Level 9 Both players take any battle damage this card inflicts. If the only monsters you control are "Pyromid" monsters (Quick Effect): You can target 1 monster in either GY; Special Summon it to your opponent's field, but its ATK/DEF are halved. If both players took battle damage from a battle involving this card: You can Special Summon 1 "Pyromid" monster from your Deck, except "Pyromid of Menkaure". If this card is sent to the GY: You can add 1 "Pyromid" Spell/Trap from your Deck to your hand, then discard 1 card. You can only use each effect of "Pyromid of Menkaure" once per turn. 2500/1500 Pyromid of Khafre Pyro/EARTH Level 9 Both players take any battle damage this card inflicts. If both players took battle damage from a battle involving a "Pyromid" monster you control: You can Special Summon this card from your hand in Attack Position. This card's original ATK becomes equal to the combined damage both players took from that battle. Once per turn, if the only monsters you control are "Pyromid" monsters (Quick Effect): You can target 1 face-up monster on the field; switch its current ATK/DEF, and if you do, draw 2 cards, then discard 1 card. ?/2000 Khufu, Great Pyromid of Giza Pyro/EARTH Level 11 Both players take any battle damage this card inflicts. If both players took battle damage from a battle involving a "Pyromid" monster you control: You can Special Summon this card from your hand in Defense Position. If this card is Special Summoned: You gain 1500 LP, also your opponent gains 2500 LP. While "Pyromid Necropolis" is on the field, this card can make a second attack during each Battle Phase. Up to twice per turn, if both players took battle damage from a battle involving this card: You can target 1 card on the field; return it to the hand. 2000/3000 Extra Deck Monsters: Pharaoh, Pyromid Leader of Egypt Pyro/EARTH/Link Link Arrows: Left, Right, Bottom 2+ Pyro and/or EARTH monsters with different names When this card is Link Summoned: You can discard 1 card; Special Summon 1 Pyro monster from your Deck to your zone this card points to in Defense Position, also you cannot Special Summon monsters, except Pyro monsters for the rest of this turn. Both players take any battle damage this card inflicts. You can Tribute 1 monster this card points to; gain LP equal to its ATK or DEF (whichever is highest). You can target 3 "Pyromid" cards in your GY with different names; shuffle them into the Deck, and if you do, draw 1 card. You can only use each effect of "Pharaoh, Pyromid Leader of Egypt" once per turn. 2300/LINK-3 Sphinx, Pyromid Protector of Necropolis Pyro/EARTH/Link Link Arrows: Left, Right, Up, Bottom Left, Bottom, Bottom Right 3+ Pyro and/or EARTH monsters with different names Must first be Link Summoned. This card’s original ATK becomes your current LP. While you control "Pyromid Necropolis," any battle and effect damage you take is halved, if a Pyro or EARTH monsters you control attacks, inflict piercing damage, also they cannot be destroyed by battle or card effects. Once per turn, if this card destroys an opponent's monster by battle: Destroy all cards your opponent control. Once per turn, if a "Pyromid" monster(s) is Special Summoned to your zone this card points to: You can add 1 "Pyromid" card from your Deck to your hand. ?/LINK-6 Spells/Traps: Pyromid Necropolis Field Spell When this card is activated: You can add 1 "Pyromid" monster from your Deck to your hand, then discard 1 card. All Pyro and EARTH monsters on the field gain 500 ATK/DEF. Both players take any battle damage involving "Pyromid" monsters you control. During your Main Phase, you can Normal Summon 1 "Pyromid" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can only activate 1 "Pyromid Necropolis" per turn. Rebuilding the Pyromids Normal Spell Gain 1000 LP for each "Pyromid" monster you control with a different name, also you cannot gain LP with your card effects for the rest of the turn. If this card is in your GY: You can banish it from your GY, then target 1 "Pyromid" card in your GY; add it to your hand. You can only use 1 effect of "Rebuilding of Pyromids" per turn, and only once that turn. Pyromids of Limestone Quick-Play Spell Target 1 EARTH monster you control; return it to the hand, and if you do, Special Summon 1 "Pyromid" monster from your hand with a different name, also, after that, if you control "Pyromid Necropolis", Set this card instead of sending it to the GY. You can only activate 1 "Pyromids of Limestone" per turn. Secret Chamber of the Pyromids Continuous Spell When this card is activated: You can excavate the top 3 cards of your Deck, add 1 excavated "Pyromid" card to your hand, also send the remaining cards to the GY. Once per turn, if both players took battle damage from a battle involving a "Pyromid" monster you control: You can activate 1 of these effects; ● Draw 1 card, or 2 cards if you control "Pyromid Necropolis". ● Special Summon 1 "Pyromid Token" (Pyro/EARTH/Level 4/ATK 1000/ATK 1000), or 2 if you control "Pyromid Necropolis". You can only control 1 "Secret Chamber of the Pyromids". Tomb of the Pyromids Continuous Trap All Pyro and EARTH monsters you control gain 500 DEF. While the only monsters you control are "Pyromid" monsters, your opponent must attack, if able and you choose the attack targets for your opponent's attacks. Your opponent cannot target other "Pyromid" cards you control with card effects. Once per turn: You can change the battle positions of all "Pyromid" monsters you control. Trap of the Pyromids Counter Trap When a "Pyromid" monster you control is targeted for an attack: The ATK of your opponent's monster battling monster becomes 0, also your opponent cannot activate cards or effects until the end of the Damage Step, also, after that, if you control "Pyromid Necropolis", Set this card instead of sending it to the GY.
  20. Xyzword is an Archetype of Level 4 Cyberse monsters with various Attributes. They focus on using the Xyz Archetype of Spells/Traps that were previously supported the card Generation Force, which features many support cards for Xyz Monsters, and this Archetype supports Xyz Monsters as well, and many cards support the use of any Xyz Monsters, with Xyzword Canvas being a Field Spell that allows you to grab Xyz Spells/Traps from your Deck, as well as making Xyz Traps easier to use. They got 2 Xyz Monsters of their own, Magenta and Indigo, which can have as many materials attached as you want, with them getting powerful effect should they have 4 or more materials attached, and their Main Deck monsters all give Xyz Monsters special effects while attached. Along with that, they have various effects that can steal your opponent's cards to attach them to them. The Main Deck monsters also are able to increase their Levels by revealing Xyz Spells/Traps in your hand, allowing you to use a huge variety of Xyz Monsters. The name is a portmanteau of Xyz and Sword. They are themed around colors and painting, because I don't know really, that's just what I wanted to do with these, as Xyz is not really a theme Archetype to begin with, but just general support, so yeah. Main Deck Monsters: Xyzword Red Cyberse/FIRE Level 4 You can Special Summon this card (from your hand) by discarding 1 "Xyz" Spell/Trap. Once per turn: You can reveal any number of "Xyz" Spells/Traps in your hand with different names; increase this card's Level by the number of cards revealed. While this card is attached to an Xyz Monster, it gains this effect. ● Cannot be targeted by your opponent's monster effects 1500/1500 Xyzword Blue Cyberse/WATER Level 4 If you activate an "Xyz" Spell/Trap Card: You can Special Summon this card from your hand. Once per turn: You can reveal any number of "Xyz" Spells/Traps in your hand with different names; increase this card's Level by the number of cards revealed. While this card is attached to an Xyz Monster, it gains this effect. ● Cannot be targeted by your opponent's Spell effects. 1500/1500 Xyzword Green Cyberse/WIND Level 4 When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or 6 monster from your hand, also you cannot activate Spells/Trap Cards for the rest of this turn, except "Xyz" Spells/Traps. You can only use this effect of "Xyzword Green" once per turn. Once per turn: You can reveal any number of "Xyz" Spells/Traps in your hand with different names; increase this card's Level by the number of cards revealed. While this card is attached to an Xyz Monster, it gains this effect. ● Cannot be targeted by your opponent's Trap effects 1500/1500 Xyzword Brown Cyberse/EARTH Level 4 If this card is in your hand or GY: You can shuffle 2 of your "Xyz" Spells/Traps there are banished or in your GY into the Deck, and if you do, Special Summon this card. You can only use this effect of "Xyzword Brown" once per turn. Once per turn: You can reveal any number of "Xyz" Spells/Traps in your hand with different names; increase this card's Level by the number of cards revealed. While this card is attached to an Xyz Monster, it gains this effect. ● Cannot be destroyed by battle. 1500/1500 Extra Deck Monsters: Xyzword Magenta Cyberse/LIGHT/Xyz Rank 4 2+ Level 4 monsters When this card is Xyz Summoned: You can add 1 "Xyzword Canvas" from your Deck to your hand. Once per turn (Quick Effect): You can reveal any number of "Xyz" Spells/Traps in your hand with different names, then detach the same number of materials from this card, then target 1 face-up cards your opponent controls; negate their effects. Once, while this card is face-up on the field, if this card has 4 or more materials attached with different names: You can destroy all Spells/Traps your opponent control. If "Xyzword Canvas" is on the field, your opponent cannot activate cards or effects in response to this effect's activation. 2000/2000 Xyzword Indigo Cyberse/DARK/Xyz Rank 6 2+ Level 6 monsters When this card is Xyz Summoned: You can target 1 face-up monster your opponent controls; attach it to this card as material. Once per turn (Quick Effect): You can reveal any number of "Xyz" Spells/Traps in your hand with different names, then detach the same number of materials from this card,; your opponent shuffles the same number of cards from their hand into their Deck, then draw the same number of cards. Once, while this card is face-up on the field, if this card has 4 or more materials attached with different names: You can destroy all monsters your opponent controls. If "Xyzword Canvas" is on the field, your opponent cannot activate cards or effects in response to this effect's activation. 2500/2500 Spells/Traps: Xyzword Canvas Field Spell All Xyz Monsters you control gain 500 ATK/DEF. Once per turn: You can shuffle 1 "Xyz" Spell/Trap from your hand into your Deck, then add 1 "Xyz" Spell/Trap from your Deck to your hand with a different name. You can activate "Xyz" Trap Cards directly from your hand. If this card would be destroyed, you can discard 1 "Xyz" Spell/Trap instead. Xyzword Paintbrush Equip Spell Equip only to a "Xyzword" monster or Xyz Monster. It cannot be destroyed by your opponent's card effects. If the equipped monster battles an opponent's monster, your opponent's monster loses ATK/DEF equal to the number of "Xyz" cards in your GY with different names x 500 during damage calculation only. If this card is sent to the GY: You can add 1 "Xyzword" monster from your Deck to your hand. You can only use this effect of "Xyzword Paintbrush" once per turn. Xyzword Stroke Normal Trap Target 1 Xyz Monster you control; attach 1 "Xyz" Spell/Trap from your hand or GY to that target, or if "Xyzword Canvas" is on the field, you can attach 1 Spell/Trap your opponent controls to it instead. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Xyzword" monster you control; Special Summon 1 "Xyzword" monster from your hand or Deck with a different Attribute. You can only use each effect of "Xyzword Stroke" once per turn. Xyzword Bucket Normal Trap Target 1 "Xyzword" monster in your GY; Special Summon it. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Xyzword" card in your GY; add it to your hand. You can only use each effect of "Xyzword Bucket" once per turn.
  21. Neo Monsters are a form of monster exists in your Main Deck. They can be Normal Summoned or Special Summoned like other monsters, but also use their own way of Summoning, called Neo Summon, which can be done from both the hand, field and Extra Deck. To Neo Summon, you send Neo Material from the field to the GY that is listed in the Neo Monster's material requirements. This is not Tributing them, but sends them to the GY the same way a Synchro or Link Summon would. You cannot use a Neo Monster on the field to re-Neo Summon itself, but it can be used to Summon other copies from your hand, field or Extra Deck under the right circumstances. When Neo Summoning a Neo Monster that is already on the field, it re-enters the field essentially as a new monster, thus you can place it in a new Monster Zone, Equip Cards are destroyed with game mechanics, you can change its battle position and any effects that were affecting it vanish. A Neo Monster has no Type or Attribute normally, but gains the Type(s) and Attribute(s) of the monsters it used for its Neo Summon, but they now a Neo versions of them, for example using Dark Magician and Sangan as Neo Material would make the Neo Monster become Neo Spellcaster, Neo Fiend and Neo DARK. Having a Neo Type or Neo Attribute is not the same as having the regular Type or Attribute, and any effects and Summoning requirements regarding the old Types and Attributes are not considered, so you can't use Xyz Summon Bahamut Shark with a Neo WATER monster. If a Neo Monster is used for a Neo Summon, the new monster gains the Neo Type and Neo Attributes of that monster as well as the Types and Attributes should it have gained them with a card like Complete Form. If a Neo Monster leaves the field after being Neo Summoned, it is placed face-up in the Extra Deck. From here, you can Neo Summon it again, as well as Pendulum Summoned to the Extra Monster Zone (or a zone a Link Monster points to) under the same conditions it would have had from the hand. Note that it must be Neo Summoned again to be placed face-up in the Extra Deck, otherwise it's sent to the GY as any other monster. Similar to Pendulum Monsters, a Neo Summoned monster cannot be sent to the GY as a cost, but can be used as material and other purposes. A Neo Monster can have both Types and Neo Types under the right conditions, for example if Zombie World is on the field, it gains the Zombie Type, though it still retains any of its Neo Types, though it will lose Zombie should Zombie World leave the field. Neo Monsters lose their Neo Types if changed to face-down Defense Position, temporarily banished, place in the Spell & Trap Zone, and in other ways have left the field at any point. Neo Monsters can also be Normal Monsters, Pendulum Monsters, Tuners etc. Check out the Dragonform Archetype, which uses Neo Monsters, by clicking here. Monsters: Slime Amalgamation Neo/Normal Level 1 1 WATER monster 500/500 Upgradebot Neo/Effect Level 2 1 Neo Cyberse or Neo Machine monster This card's original ATK/DEF become equal to the ATK/DEF of the Neo Material used for this card's Neo Summon. During your Main Phase: You can have this lose 1 of its Neo Types, and if you do, it gains 500 ATK/DEF. You can only Special Summon "Upgradebot(s)" once per turn. ?/? Material Maniac Neo/Effect Level 3 2 Effect Monsters Once per turn: You can discard 1 non-Neo Monster; this card gains Neo Types and Neo Attributes based on that card's Types and Attributes in the GY. Once per turn, if this card has 2 different Neo Types and/or Neo Attributes: You can draw 2 cards, then discard 1 card. 1200/1000 Metalcoat Knight Neo/Effect Level 4 1 Warrior monster + 1 Machine monster When this card was Neo Summoned: You can discard 1 card; Special Summon 1 Warrior or Machine monster from your Deck. Once per turn (Quick Effect): You can Tribute 1 other Warrior or Machine monster; this card gains ATK equal to the ATK of that Tributed monster until the end of this turn. 1500/1500 Neotuner Neo/Tuner/Effect Level 5 1 Tuner When this card is Neo Summoned: You can Special Summon 1 Neo Monster from your hand. You can only Special Summon "Neotuner(s)" once per turn. 1000/2000 Blaze Riser Neo/Effect Level 6 2 FIRE monsters When this card is Neo Summoned from your hand or field: You can inflict 500 damage to your opponent. When this card is Neo Summoned from your Extra Deck: You can target 1 monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal to its ATK. You can only use each effect of "Blaze Riser" once per turn. 2200/1400 Dragonform Skypiercer Neo/Effect Level 7 1 Level 7 or higher Dragon monster + 1 Effect Monster Once per turn, if this card was Neo Summoned: You can target 1 Dragon monster in your GY; equip it to this card. This card gains 400 ATK/DEF for each monster equipped to it. While this card is Neo WIND, your opponent cannot target it with card effects. While this card is Neo DARK, it cannot be destroyed by your opponent's card effects. 2200/2400 Neoform Magician Neo/Effect Level 8 2 Neo Monsters with different Neo Types and/or Neo Attributes Cannot be Normal Summoned/Set. Must be Neo Summoned with the above materials. Once per turn: You can target 1 face-up non-Neo Monster your opponent controls; this card gains Neo Types and Neo Attributes based on that target's Types and Attributes. Once per turn: You can discard 1 card; destroy as many monsters your opponent control as possible with the Types and Attributes based on the Neo Types and Attributes this card possesses. While this card has 3 or more Neo Types and/or Neo Attributes, it is unaffected by your opponent's monster effects. 2500/2500 Spells/Traps: Neo Charge Normal Spell Target 1 Neo Monster you control without a Type or Attribute; it gains 1000 ATK/DEF. If this card is in your GY, except the turn it was sent to the GY: You can banish this card from your GY, then target 1 Neo Monster in your GY; Special Summon it in Defense Position. You can only use this effect of "Neo Charge" once per turn. Neolution Normal Spell Discard 1 card, then declare 1 Type and Attribute; Special Summon 1 Neo Monster from your hand, and if you do, its Neo Type and Neo Attribute become the declared Type and Attribute, but it is destroyed during the End Phase. You can only activate 1 "Neolution" per turn. Complete Form Quick-Play Spell Target 1 Neo Monster you control with a Neo Type and/or Neo Attribute; it gains non-Neo Types and Attributes it possesses in addition to its Neo Types and Attributes. If this card is in your GY: You can target 1 Neo Monster you control; destroy that target, and if you do, add this card to your hand. You can only use each effect of "Complete Form" once per turn. Neo Research Center Field Spell When this is activated: Place 2 Neo Counters on this card. If a Neo Monster(s) you control would be destroyed by battle or your opponent's card effect, you can remove 1 Neo Counter from this card instead. Once per turn, during your Standby Phase: You can remove 1 Neo Counter from this card; add 1 Neo Monster from your Deck to your hand. Neo Reset Counter Trap When your opponent activates a card or effect: Target 1 Neo Monster you control with a Neo Type and/or Neo Attribute; it loses its Neo Types and/or Neo Attributes, and if it does, negate the activation, and if you do, destroy that card.
  22. Dragonfrom is an Archetype of Dragon/DARK and WIND monsters with various Levels. They use the Neo Monsters mechanic, which you can read more about by clicking here. Their main focus is about equipping monsters to each other, and using DARK and WIND monsters to activate or boost their cards. The main goal is to get out Dragonform Skycaster, which is a very powerful boss monster that becomes almost immune to everything while both DARK and Neo DARK. They also have a Link Monster, which is also a Neo Monster called Dragonfrom Skyglider, which means you can also Neo Summon it after it has reached the field, and their Field Spell Dragonformed Wastelands supports their Link Monster and other cards as well, with Dragonforming Overcast being able to take out the opponent's field easily. This is my first Neo Monster Archetype, and also one that has card images, which is rare on both fronts, since I don't normally make experimental Archetypes, nor ones with card images, but now I have done both! It was quite fun to make, since the new mechanic changes how I make an Archetype quite a bit, but I think this turned out pretty interesting. There isn't a whole lot of theming going on here, the main thing being that they all have "Sky" in their name, and the Spells/Traps play around with the word "Dragonform", they also have a slight weather and natural disaster theme. Main Deck Monsters: Extra Deck Monsters: Spells/Traps:
  23. Millennium is an Archetype consisting of 3 sub-Archetypes, those being Millennium Archeologist, Millennium King and Millennium Treasure. All monsters are Pendulum Monsters, with Millennium King being Synchro Pendulums. Millennium Archeologist are Spellcaster/EARTH Level 5 Pendulum Monsters with no Pendulum Effects, the Level 4s have a Scale of 3, and the Level 5s have a Scale of 10, each monster has an effect that let's you remove a Treasure Counter to prevent them from being shuffled into the Deck. Millennium King are 2 Synchro Pendulums, they are both Spellcaster/DARK, and can be placed in the Pendulum Zone instead of being shuffled into the Deck. Millennium Treasure are the Spells/Traps, and each provide various kinds of effects, mainly revolving around shuffling your own cards into your Deck and Treasure Counters, which are used for various effects, mainly allowing Millennium Archeologist to not be shuffled into the Deck to lower the cost of their effects. Their main playstyle revolves around making Treasure Counters and taking control of your opponent's cards and manipulating their cards in general, and their boss monsters provide powerful beatsticks and also have manipulative powers, such as changing ATK/DEF and battle positions, search options and Treasure Counter generation. As you probably could guess, these are based on the Millennium Items from the Yu-Gi-Oh! series, as well as some of the characters, Bakura and Atem, the focus here being on their ancient Egyptian counterparts, as seen with the Millennium King name, and the archeologist theme plays into the series as well, with the monsters being based around archeologist related concepts, Millennium Treasure are of course the 7 Millennium Items from the series, and loosely play into their role in the series when I could see it working well. Main Deck Monsters: Millennium Archeologist - Trap Surveyor Spellcaster/EARTH/Pendulum Level 4 Scale 3 Pendulum Effect: N/A Monster Effect: When this card is Normal or Pendulum Summoned: You can shuffle 1 other card from your hand or field into the Deck, and if you do, draw 1 card. Once per turn: You can target 1 Set card your opponent controls; destroy that target, and if you do, draw 1 card. Your opponent cannot activate the Set card in response to this effect's activation. You must control a "Millennium Treasure" card to activate and to resolve this effect. If this card would be shuffled into the Deck, you can remove 1 Treasure Counter from it instead. 1800/400 Millennium Archeologist - Planner Spellcaster/EARTH/Pendulum Level 4 Scale 3 Pendulum Effect: N/A Monster Effect: If this card is Normal or Pendulum Summoned: You can target 1 "Millennium" card in your Pendulum Zone; Special Summon it. You must control a "Millennium Treasure" card to activate and to resolve this effect. You can discard 1 card; look at the top 5 cards of your Deck, you can place 1 excavated Pendulum Monster in your Pendulum Zone, also, after that, place the remaining cards on top or bottom of your Deck in any order. If this card would be shuffled into the Deck, you can remove 1 Treasure Counter from it instead. You can only use each effect of "Millennium Archeologist - Planner" once per turn. 1100/1900 Millennium Archeologist - Explorer Spellcaster/EARTH/Pendulum/Tuner Level 4 Scale 3 Pendulum Effect: N/A Monster Effect: When this card is Summoned: You can Special Summon 1 "Millennium Archeologist" monster from your hand, GY or that is face-up in your Extra Deck in Defense Position, except "Millennium Archeologist - Explorer". You must control a "Millennium Treasure" card to activate and to resolve this effect. You can only use this effect of "Millennium Archeologist - Explorer" once per turn. If this card is used as material for a Synchro Summon, place it on the bottom of your Deck. If this card would be shuffled into the Deck, you can remove 1 Treasure Counter from it instead. 1600/1200 Millennium Archeologist - Grave Robber Spellcaster/EARTH/Pendulum Level 5 Scale 10 Pendulum Effect: N/A Monster Effect: When this card is Normal or Pendulum Summoned: You can target 1 monster in your opponent's GY; Special Summon it to your opponent's field in either face-up or face-down Defense Position. If you control no "Millennium Treasure" cards: You can target 1 "Millennium Treasure" card in your GY; add it to your hand. If this card would be shuffled into the Deck, you can remove 1 Treasure Counter from it instead. You can only use each effect of "Millennium Archeologist - Grave Robber" once per turn. 2000/2000 Millennium Archeologist - Treasure Hunter Spellcaster/EARTH/Pendulum Level 5 Scale 10 Pendulum Effect: N/A Monster Effect: When this card is Normal or Pendulum Summoned: You can target 1 Spell/Trap in your opponent's GY; Set it to your opponent's field, but they cannot activate it while this card is face-up on the field. You can only use this effect of "Millennium Archeologist - Treasure Hunter" once per turn. Once per turn, if you activate a "Millennium Treasure" Spell/Trap Card: You can draw 2 card, then place 1 card from your hand on top of your Deck. If this card would be shuffled into the Deck, you can remove 1 Treasure Counter from it instead. 2200/1700 Millennium Archeologist - Translator Spellcaster/EARTH/Pendulum Level 5 Scale 10 Pendulum Effect: N/A Monster Effect: If this card is Summoned: Place 1 Treasure Counter on this card. Once per turn: You can excavate the top 5 cards of your Deck, add 1 excavated "Millennium Archeologist" or "Millennium Treasure" card to your hand, also place the remaining cards on top or bottom of your Deck in any order. You must control a "Millennium Treasure" card to activate and to resolve this effect. If this card would be shuffled into the Deck, you can remove 1 Treasure Counter from it instead. 1500/2300 Extra Deck Monsters: Millennium King - Bakura Spellcaster/DARK/Pendulum/Synchro Level 8 Scale 3 Pendulum Effect: All monsters your opponent control lose 200 ATK/DEF for each "Millennium Treasure" card you control. Once per turn: You can add 1 "Millennium Archeologist" monster from your Deck, GY or that is face-up in your Extra Deck to your hand, then shuffle 1 card from your hand or field into the Deck. You can remove 2 Treasure Counters from anywhere on the field; Special Summon this card from your Pendulum Zone. Monster Effect: 1 Pendulum Tuner + 1+ non-Tuner monsters When this card is Synchro or Pendulum Summoned: You can place 2 Treasure Counters on any "Millennium Treasure" cards or "Millennium" Pendulum Monsters you control. Once per turn (Quick Effect): You can remove 2 Treasure Counters from anywhere on the field, then target 1 face-up card your opponent controls; if it is a Spell/Trap other than a card in the Pendulum Zone, Set it, if it is a card in the Pendulum Zone, return it to the hand, or if it is a monster, change it to face-down Defense Position. If this card would be shuffled into the Deck, you can place it in your Pendulum Zone instead. 2800/2000 Millennium King - Atem Spellcaster/DARK/Pendulum/Synchro Level 9 Scale 10 Pendulum Effect: All monsters you control 200 ATK/DEF for each "Millennium Treasure" card you control. Once per turn: You can add 1 "Millennium Treasure" card from your Deck or GY to your hand, then shuffle 1 card from your hand or field into the Deck. You can remove 2 Treasure Counters from anywhere on the field; Special Summon this card from your Pendulum Zone. Monster Effect: 1 Pendulum Tuner + 1+ non-Tuner monsters When this card is Synchro or Pendulum Summoned: You can place 2 Treasure Counters on any "Millennium Treasure" cards or "Millennium" Pendulum Monsters you control. Once per turn (Quick Effect): You can remove 2 Treasure Counters from anywhere on the field; this turn, this card can make a second attack during each Battle Phase, also halve the ATK/DEF of any monster it battles during damage calculation only. If this card would be shuffled into the Deck, you can place it in your Pendulum Zone instead. 2500/2500 Spells/Traps: Millennium Treasure - Key Normal Spell Add 1 "Millennium Archeologist" monster and 1 "Millennium Treasure" card, from your Deck to your hand, except "Millennium Treasure - Key", then shuffle 2 cards from your hand and/or field into your Deck. If this card is in your GY: You can shuffle 1 "Millennium King" monster you control into the Deck, and if you do, add this card to your hand. You can only use each effect of "Millennium Treasure - Key" once per turn. Millennium Treasure - Pendant Equip Spell The equipped monster gains 500 ATK/DEF. Once per turn: You can shuffle 1 other card from your hand or field into the Deck, then target 1 face-up card your opponent controls; shuffle it into the Deck. If this card is destroyed and sent to the GY: You can target 1 "Millennium" Pendulum Monster you control; equip this card to that target. You can only use this effect of "Millennium Treasure - Pendant" once per turn. Millennium Treasure - Eye Equip Spell If the equipped monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. At the end of the Damage Step, if the equipped monster battled: You can target 1 other "Millennium" Pendulum Monster you control; equip this card to that target. Once per turn: You can shuffle 1 other card from your hand or field into the Deck, then target 1 Set Spell/Trap your opponent controls and declare a card type (Spell or Trap); reveal that target, and if it is the declared card type, take control of that target. Millennium Treasure - Rod Equip Spell Activate this card by shuffling 1 card from your hand or field into your Deck, then targeting 1 face-up monster your opponent control; take control of that target and equip it with this card. Once per turn, during your Standby Phase, shuffle 1 card from your hand or field into your Deck or destroy this card. If this card leaves the field, destroy the equipped monster. You can only activate 1 "Millennium Treasure - Rod" per turn. Millennium Treasure - Scale Continuous Spell When this card is activated: Place 2 Treasure Counters on this card. While there are 2 or more Treasure Counters on this card, each time a "Millennium" Pendulum Monster(s) is Summoned, place 1 Treasure Counter on each of those monsters. Once per turn: You can remove 1 Treasure Counter this card, then target 1 other "Millennium Treasure" card or "Millennium" Pendulum Monster you control; place 1 Treasure Counter on that target. You can only control 1 "Millennium Treasure - Scale". Millennium Treasure - Necklace Normal Trap Excavate the top card of your Deck, if it is a monster Special Summon it an equip this card to it, otherwise place it on the bottom of your Deck. Once per turn, during your Standby Phase, shuffle 1 card from your hand or field into your Deck or destroy this card. If this card leaves the field, destroy the equipped monster. If you control a "Millennium King" monster, you can activate this card from your hand. Millennium Treasure - Ring Continuous Trap Once per turn: You can shuffle other 1 card from your hand or field into the Deck; place 1 Pendulum Monster that is in your hand, GY or that is face-up in your Extra Deck in your Pendulum Zone. Once per turn: You can remove 1 Treasure Counter from anywhere on the field, then target 1 card in your Pendulum Zone; it gains 1 of these effects ● Your opponent cannot target or destroy "Millennium Treasure" cards with card effects. ● Your "Millennium" Pendulum Monsters cannot be destroyed by battle or your opponent's card effects.
  24. A Pendulum Synchro Monster thing. It allows you to discard any number of cards to banish the top cards of your Deck, and then this card gains ATK/DEF for each monster banished. It places itself in the Pendulum Zone by returning the monster its battling to the hand. When in the Pendulum Zone, you get to return a card to the hand once per turn, and also you can discard a card to Special Summon it again. A general useful card for non-Pendulum Decks, as well as Pendulum Decks.
  25. Happy Halloween! In honor of Halloween, I figured I would make a mini-Archetype that I have had in my mind for a bit now. It's a Trap monster focused one, which has a similar gimmick to Ghostrick Mansion, but in a bit of another way, and they are also Trap monsters, making their playstyle already quite different. So they are normally Beast/DARK, but with the Field Spell, they turn every monster on the field into a Rock monster instead, which makes the Field Spell do all kinds of crazy things. Other than that, they are fairly simple attack and destruction focused, with Lion being their boss monster that can power them up considerably. The name is a portmanteau of Gargoyle and Ghoul, and they are of course based on Gargoyles myth of them coming alive, which is also a bit Halloweeny for the season. I just made this an hour ago, right before bedtime, so this is quite a tiny and rough one, but I wanted to get it out in time for Halloween. Spells: Garghoul Perch Field Spell If a "Garghoul" monster is Special Summoned: All monsters currently on the field become Rock (even if this card leaves the field). While both players control a Rock monster, Rock monsters they control cannot target Rock monsters the other player controls for an attack, but can attack directly with Rock monsters they control. Any battle damage a Rock monster inflicts to the opponent by a direct attack is halved, and any damage a Rock monster inflicts to a non-Rock monster is doubled. Once per turn, during your Standby Phase, Set 1 "Garghoul" monster you control in your Spell & Trap Zone, or destroy this card. Traps: Garghoul Wolf Continuous Trap Special Summon this card as an Effect Monster (Beast/DARK/Level 4/ATK 1600/DEF 1200). (This card is also still a Trap.) If Summoned this way: You can target 1 card on each field; destroy both those targets. If this card is destroyed and sent to the GY: You can add 1 "Garghoul" card from your Deck to your hand, except "Garghoul Wolf". You can only use this effect of "Garghoul Wolf" once per turn. Garghoul Hyena Continuous Trap Special Summon this card as an Effect Monster (Beast/DARK/Level 4/ATK 1500/DEF 1500). (This card is also still a Trap.) If Summoned this way: You can target 1 "Garghoul" Trap in your GY, except "Garghoul Hyena"; Set it in your Spell & Trap Zone, then if you control "Garghoul Perch", you can activate it this turn. If this card is destroyed and sent to the GY: You can add 1 "Garghoul" card from your Deck to your hand, except "Garghoul Hyena". You can only use each effect of "Garghoul Hyena" once per turn. Garghoul Fox Continuous Trap Special Summon this card as an Effect Monster (Beast/DARK/Level 4/ATK 0/DEF 0). (This card is also still a Trap.) If Summoned this way: Its ATK/DEF becomes equal to the monster with the highest ATK/DEF on the field. If this card is destroyed and sent to the GY: You can add 1 "Garghoul" card from your Deck to your hand, except "Garghoul Fox". You can only use this effect of "Garghoul Fox" once per turn. Garghoul Bear Continuous Trap Special Summon this card as an Effect Monster (Beast/DARK/Level 5/ATK 1900/DEF 1200). (This card is also still a Trap.) While this card is an Effect Monster, if you Special Summon a Trap that is a monster: Draw 1 card. If this card is destroyed and sent to the GY: You can add 1 "Garghoul" card from your Deck to your hand, except "Garghoul Bear". You can only use each effect of "Garghoul Bear" once per turn. Garghoul Rhino Continuous Trap Special Summon this card as an Effect Monster (Beast/DARK/Level 5/ATK 1800/DEF 2000). (This card is also still a Trap.) While this card is an Effect Monster, your opponent cannot target other "Garghoul" cards you control with card effects. If this card is destroyed and sent to the GY: You can add 1 "Garghoul" card from your Deck to your hand, except "Garghoul Rhino". You can only use each effect of "Garghoul Rhino" once per turn. Garghoul Lion Continuous Trap Discard 1 card; Special Summon this card as an Effect Monster (Beast/DARK/Level 7/ATK 2300/DEF 2300). If Summoned this way: You can activate 1 "Garghoul Perch" directly from your Deck or GY. While this card is an Effect Monster, all "Garghoul" monsters you control gain 200 ATK/DEF for each Rock monster on the field. If this card is destroyed and sent to the GY: You can add 1 "Garghoul" card from your Deck to your hand, except "Garghoul Lion". You can only use this effect of "Garghoul Lion" once per turn.
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