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Found 48 results

  1. I made a Megalith Deck recently, so I wanted to make some Ritual support, and while this card can be used in any Deck, it becomes even better for Ritual Decks. It's able to return monsters from the GY to your hand, and also draw and search cards, a little bit of everything.
  2. Extrematter is an Archetype of Level 4 Wyrm monsters with various Attributes, the Extra Deck monsters having Level 8 and 12 monsters. They focus on Extra Deck manipulation, primarily banishing your opponent's Extra Deck. They have all 4 Extra Deck monster card types, Fusion, Synchro, Xyz and Link and their playstyle revolves around getting all of them on your field and/or GY which will boost or activate various effects. All the Main Deck monsters focus on the various Extra Deck monsters, such as Extrematter Sundragon for Link Monsters or Extrematter Orbitdragon for Synchro Monsters, however they also each cannot be use for one of the various kinds Extra Deck monsters Extrematter is a portmanteau of Extreme, Extra, as in Extra Deck, and Matter, as in Dark Matter, and they reference various spacial concepts, mainly dark matter related, but also other space related terms. Main Deck Monsters: Extrematter Freezedragon Wyrm/WATER Level 4 When this card is Normal Summoned while you control no monsters Special Summoned from your Extra Deck: You can Special Summon 1 "Extrematter Freezedragon", then banish 1 random monster from your Extra Deck. If this card is sent to the GY: You can target 1 of your banished Wyrm monsters, then banish this card from your GY; place that target on top of your Deck. Cannot be used as material for a Link Summon. You can only use each effect of "Extrematter Freezedragon" once per turn. 800/1800 Extrematter Blazedragon Wyrm/FIRE Level 4 When this card is Normal Summoned while you control no monsters Special Summoned from your Extra Deck: You can Special Summon 1 "Extrematter Blazedragon", then banish 1 random monster from your Extra Deck. If this card is sent to the GY: You can banish this card; draw 1 card, then discard 1 card. Cannot be used as material for a Link Summon. You can only use each effect of "Extrematter Blazedragon" once per turn. 1800/800 Extrematter Sundragon Wyrm/LIGHT Level 4 If you control no monsters Special Summoned from your Extra Deck: You can banish this card from your field and any number of different Extra Deck monster card types you control or are in your GY (Fusion, Synchro, Xyz or Link), then Link Summon 1 appropriate Link Monster from your Extra Deck. You can target 1 other Wyrm monster you control and declare an Attribute; that target becomes the declared Attribute. Cannot be used as material for an Xyz Summon. You can only use each effect of "Extrematter Sundragon" once per turn. 1500/1500 Extrematter Fusiondragon Wyrm/DARK Level 4 If this card is Summoned while you control no monsters Special Summoned from your Extra Deck: You can add 1 "Extrematter" card from your Deck to your hand, also you cannot Summon monsters, except Wyrm monsters for the rest of this turn. If this card is sent to the GY: You can banish this card from your GY; Fusion Summon 1 "Extrematter" Fusion Monster from your Extra Deck using monsters from your hand or field as materials. Cannot be used as material for a Synchro Summon. You can only use each effect of "Extrematter Fusiondragon" once per turn. 100/1900 Extrematter Orbitdragon Wyrm/WIND/Tuner Level 4 When you Normal Summon a Wyrm monster while you control no monsters Special Summoned from your Extra Deck: You can Special Summon this card from your hand. You can target 1 other Wyrm monster you control with a Level and declare a Level; that target's Level becomes the declared Level. Cannot be used as material for a Fusion Summon. You can only use each effect of "Extrematter Orbitdragon" once per turn. 1900/100 Extra Deck Monsters: Extrematter Vacuumdragon Wyrm/WIND/Link Link Arrows: Bottom Left, Bottom Right 2 Wyrm monsters with different Attributes If this card was Link Summoned using only "Extrematter" monsters, it gains ATK equal to the number of Wyrm monsters with different Extra Deck monster card types you control or are in your GY (Fusion, Synchro, Xyz or Link) x 500. If exactly 1 Fusion, Synchro or Xyz Monster is Special Summoned from your Extra Deck to your zone this card points to: You can banish 1 random card from your opponent's Extra Deck, then if that banished card is the same Extra Deck monster card types as that Summoned monster, banish 1 random card from your opponent's hand. 1000/LINK-2 Extrematter Gravitydragon Wyrm/EARTH/Link Link Arrows: Bottom Left, Bottom, Bottom Right, Up 2+ Wyrm monsters with different Attributes If this card was Link Summoned using only "Extrematter" monsters, Wyrm monsters you control are unaffected by the effects of monsters Special Summoned from your opponent's Extra Deck. You can banish 1 Wyrm monster this card points to; take control of 1 monster your opponent controls this card points to. During the End Phase, if you control no other monsters that were Special Summoned from the Extra Deck: You can target 1 of your banished Wyrm monsters; Special Summon it to your zone this card points to. You can only use each effect of "Extrematter Gravitydragon" once per turn. 2500/LINK-4 Extrematter Clusterdragon Wyrm/EARTH/Xyz Rank 4 2+ Level 4 Wyrm monsters with different Attributes When this card is Xyz Summoned: You can target 1 banished monster; attach that target to this card as material. Up to twice per turn: You can detach 2 materials from this card; attach 1 random card from your opponent's Extra Deck to this card as material. This card gains effects depending on Extra Deck monster card types attached to it as material. ● Fusion or Synchro: Once per turn: You can discard 1 Wyrm monster; Special Summon 1 Level 4 Wyrm monster from your hand or Deck. ● Xyz or Link: This card gains 200 ATK/DEF for each material attached to it. 2000/2000 Extrematter Neutrondragon Wyrm/LIGHT/Xyz Rank 8 2+ Level 8 Wyrm monsters with different Attributes You can also Xyz Summon this card by using 1 "Extrematter Clusterdragon" with 3 or more materials attached to it as material. (Transfer its materials to this card.) Up to twice per turn: You can detach 3 materials from this card; attach 1 random card from your opponent's hand and/or 1 random card from your opponent's Extra Deck to this card as material. This card gains effects depending on Extra Deck monster card types attached to it as material (Fusion, Synchro, Xyz or Link). ● Fusion or Synchro: Wyrm monsters Special Summoned from the Extra Deck cannot be targeted or destroyed by your opponent's card effects. ● Xyz or Link: All monsters your opponent control lose 500 ATK/DEF for each Wyrm monsters with different Extra Deck monster card types you control or are in your GY. 2500/3000 Extrematter Darkdragon Wyrm/DARK/Fusion Level 4 2+ Wyrm monsters with different Attributes When this card is Fusion Summoned: You can target 1 of your banished Level 4 Wyrm monsters; Special Summon that target. Gains 500 ATK/DEF for each material with a different Attribute used for its Fusion Summon. During your Main Phase: You can double the Level of all Level 4 Wyrm monsters you control until the end of this turn. You can only use each effect of "Extrematter Darkdragon" once per turn. 1000/1000 Extrematter Cosmicdragon Wyrm/FIRE/Fusion Level 8 3+ Wyrm monsters with different Attributes When this card is Fusion Summoned: You can declare 1 Extra Deck monster card type you control (Fusion, Synchro, Xyz or Link); look at your opponent's Extra Deck, then banish 1 monster with the declared card type. If a Wyrm monster you control that was Special Summoned from your Extra Deck battles an opponent's monster that was Special Summoned from the Extra Deck, at the start of the Damage Step: You can shuffle 1 of your Wyrm monsters in your GY or that is banished with the same Extra Deck monster card types as that monster into your Extra Deck, and if you do, banish the opponent's monster. You can only use each effect of "Extrematter Cosmicdragon" once per turn. 2800/2400 Extrematter Novadragon Wyrm/LIGHT/Synchro/Tuner Level 8 1 Wyrm Tuner + 1+ non-Tuner Wyrm monsters Must first be Synchro Summoned using monsters with different Attributes. When this card is Synchro Summoned: You can banish random cards from your opponent's Extra Deck equal to the number of different monsters used for this card's Synchro Summon. You can banish any number of monsters with different Extra Deck monster card types you control or are in your GY (Fusion, Synchro, Xyz or Link), then target the same number of cards your opponent control; destroy them. You can only use each effect of "Extrematter Novadragon" once per turn. 2400/2800 Extrematter Supermassivedragon Wyrm/WATER/Synchro Level 12 1 Synchro Tuner + 1+ non-Tuner Wyrm monsters Must first be Synchro Summoned using monsters with different Attributes. If this card is Synchro Summoned using a Wyrm Tuner: Destroy all cards your opponent control. If you have 4 different Extra Deck monster card types in your GY (Fusion, Synchro, Xyz or Link): You can banish up to 4 random monsters from your Extra Deck, then your opponent banishes the same number of random monsters from their Extra Deck. If both players no cards in their Extra Deck, double this card's original ATK/DEF. 3000/2500 Spells/Traps: Extrematter Deepspace Field Spell You cannot Special Summon monsters from your Extra Deck, except Wyrm monsters. During your Main Phase, you can Normal Summon 1 Level 4 Wyrm monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When this face-up card on the field is destroyed by your opponent's card effect: You can banish this card from your GY; both players can return their banished monsters to the GY equal to the number of monsters with different Extra Deck monster card types they control (Fusion, Synchro, Xyz or Link), then they can Special Summon 1 monster with the same type but a different Attribute from their returned monster(s) from their Extra Deck, ignoring the Summoning conditions. Extrematter Wyrmhole Normal Spell Discard 1 card; Special Summon 1 Level 4 Wyrm monster from your Deck. You must control no monsters Special Summoned from the Extra Deck to activate and to resolve this effect. If you control "Extrematter Deepspace": You can banish this card from your GY, then target 1 Level 4 Wyrm monster in your GY; Special Summon that target. You can only use 1 "Extrematter Wyrmhole" effect per turn, and only once that turn. Extrematter Creation Normal Spell Fusion Summon 1 Wyrm Fusion Monster from your Extra Deck by using Wyrm monsters with different Attributes from your hand or field as materials. If you control "Extrematter Deepspace, you can also return your banished Wyrm monsters with different Attributes to your GY as materials. You can banish this card and 2 Wyrm monsters from your GY; add 1 Level 4 Wyrm monster from your Deck to your hand, or if you control "Extrematter Deepspace", you can Special Summon it instead. You can only use 1 "Extrematter Creation" effect per turn, and only once that turn. Extrematter Properties Continuous Spell Gains effects depending on the number of Wyrm monsters with different Extra Deck monster card types you control (Fusion, Synchro, Xyz or Link), also reduce the number required by 1 while you control "Extrematter Deepspace". ● 2+: Your opponent cannot Special Summon monsters from their Extra Deck with the same Extra Deck monster card types as monsters you control. ● 3+: Negate the effects of all cards your opponent controls and in their GY, except monsters with the same Extra Deck monster card types as monsters you control. ● 4: Your opponent cannot activate monster effects as Quick Effects or Quick-Play Spell Cards. Extrematterial Normal Trap Target 1 Xyz Monster you control; attach 1 Wyrm monster from your hand or field to that target. If that Xyz Monster is a Wyrm monster, you can attach 1 of your banished Wyrm monsters to it instead. If you control "Extrematter Space", you can activate this card from your hand. Extrematter Constellation Continuous Trap When this card is activated: You can make the Levels of all monsters on the field 4 or 8. This card gains effects depending on Extra Deck monster card types you control. ● Fusion or Synchro: Your opponent cannot Special Summon monsters from the Extra Deck with a lower Level than the highest Level Wyrm monster you control. ● Xyz or Link: Monsters with no Levels your opponent control cannot attack or activate their effects.
  3. Annihilaterror is an Archetype of Pyro/DARK and Rock/FIRE monsters with various Levels, though mainly focusing on Level 5. They focus on banishing, non-Effect Monster and Xyz Summoning, using Rank-Up-Magic. Many of their effects have an additional effect you can activate by banishing a Rock or Pyro monster from your hand. The Xyz Monsters all have effects that are boosted by having a non-Effect Monster attached to them. Their main boss is Annihilaterror - Ultramafic Colossus, which is a Rank 11 monster that is able to attack multiple times and destroys cards in your opponent's hand. They also have some Link Monsters that allow you to more easily get out Xyz Monsters, and some cards support the Link Monster combos as well, like Annihilaterror - Lava Dome and Annihilaterror - Mafic Devastator Their name is a portmanteau of Annihilate and Terror, and they are based on volcano, lava and magma in general. The Normal Monsters give a bit more about the lore of these cards as well, and how they have destroyed an entire island nation, hence the DARK part of their Archetype. It's also quite a big Archetype compared to my other ones, though this is mainly due to the non-Effect Monsters taking up quite a lot of space, since I wanted as many options as possible, and since there are 6 non-Effect Monsters, that does increase the numbers a fair amount. Main Deck Monsters: Annihilaterror - Pillow Lava Pyro/DARK Level 2 While face-up on the field, this card is also Rock and FIRE-Attribute. You can target 1 Rock or Pyro monster on the field and declare a Level, then you can also banish 1 Rock or Pyro monster from your hand; that target's Level becomes that Level, then if you banished a Rock or Pyro monster when you activated this effect, add 1 "Annihilaterror" card from your Deck to your hand. You can only use this effect of "Annihilaterror - Pillow Lava" once per turn. 500/1500 Annihilaterror - First Eruptor Pyro/DARK/Normal Level 2 The island of Yeh'nid should have learned from their past, as hundred of years ago they had a volcanic eruption that could have ended all life on their island home, but it was a smaller, yet still destructive eruption, so it was soon just a distant memory. 1000/2000 Annihilaterror - Island Creator Rock/FIRE Level 4 You can target 1 other Rock or Pyro monster on the field; the Level of all monsters you control become equal to that target's Level. When you activate this effect, you can also banish 1 Rock or Pyro monster from your hand; if you banished a Rock or Pyro monster when you activated this effect, this turn you can Normal Summon Rock and Pyro monsters without Tributing, also immediately after this effect resolves, Normal Summon 1 "Annihilaterror" monster. You can only use each effect of "Annihilaterror - Island Creator" once per turn. 1500/1500 Annihilaterror - Molten Rock Rock/FIRE/Normal Level 4 The devastation and eruptive force that ruined the landscape of the peaceful island nation of Yeh'nid can still be felt to this day, as the molten rocks can still sometimes be found at the now ruined mountainsides. 2000/0 Annihilaterror - Still Volcano Rock/FIRE/Normal Level 5 We should have seen the signs earlier on, say the Yeh'nid people who try to make a new home on their island, though the nation may never be the same again, and the poverty and despair caused by this catastrophe has reset our progression as a developing nation. 0/3000 Annihilaterror - Lava Dome Rock/FIRE Level 5 If this card is currently banished: You can target 1 non-Effect Monster or monster that is both Rock and Pyro on the field; destroy that target, and if you do, Special Summon this card. If this card is Summoned to a zone a Link Monster points to, you can also banish 1 Rock or Pyro monster from your hand: You can Special Summon 1 "Annihilaterror" monster from your hand, or if you banished a Rock or Pyro monster when you activated this effect, Special Summon it from your Deck instead. You can only use each effect of "Annihilaterror - Lava Dome" once per turn. 2200/1800 Annihilaterror - Magma Pourer Pyro/DARK Level 5 If you control no monsters in your Main Monster Zone and this card is in your hand, or if this card is in your GY, regardless of controlling no monsters, you can banish 1 Rock or Pyro monster from your hand instead; Special Summon this card from your hand, or if you banished a Rock or Pyro monster when you activated this effect, Special Summon it from your GY. If this card is sent from the field to the GY for the Link Summon of a Rock or Pyro monster: You can add 1 "Annihilaterror" monster from your Deck to your hand, except "Annihilaterror - Magma Pourer". You can only use each effect of "Annihilaterror - Magma Pourer" once per turn. 1500/2400 Annihilaterror - Lava Lake Pyro/DARK Level 5 If this card is in your hand: You can banish 1 non-Effect Monster from your hand, field or GY, then you can banish 1 other Rock or Pyro monster from your hand; Special Summon this card, then if you banished a Rock or Pyro monster when you activated this effect, you can Special Summon 1 Rock or Pyro non-Effect Monster from your hand or GY. If this card is banished: You can target 1 non-Effect Monster in your GY or that is banished; add that target to your hand. You can only use each effect of "Annihilaterror - Lava Lake" once per turn. 2300/1600 Annihilaterror - Magma Coating Pyro/DARK Level 5 When this card is Summoned: You can target 1 of your banished Rock or Pyro monsters; add that target to your hand. When you activate this effect, you can also banish 1 Rock or Pyro monster from your hand; excavate the top 3 cards of your Deck, banish any monsters, also if you excavated an "Annihilaterror" Spell/Trap, add 1 of them to your hand, or if banished a Rock or Pyro monster when you activated this card, you can add any number to your hand, also send the remaining cards to the GY. You can only use each effect of "Annihilaterror - Magma Coating" once per turn. 2100/2100 Annihilaterror - Volcanic Ending Pyro/DARK/Normal Level 8 The island of Yeh'nid once thought it could keep on going after the first impact of the volcanic eruption that once had devastated their home, but it was not meant to be. The powerful sonic blast could be heard for miles, though there were soon nobody were left to hear it. 2500/2500 Annihilaterror - Lava Fountain Rock/FIRE Level 8 If this card is in your hand or GY: You can banish 2 non-Effect Monsters from your hand, field or GY, then you can also banish 1 Rock or Pyro monster from your hand; Special Summon this card, then if you banished a Rock or Pyro monster when you activated this effect, you can Special Summon 1 non-Effect Monster from your hand or Deck in Defense Position. If this card is banished: You can 1 target Rock or Pyro monster in your GY; Special Summon that target, but it cannot attack this turn. You can only use each effect of "Annihilaterror - Lava Fountain" once per turn. 2000/3000 Extra Deck Monsters: Annihilaterror - Rock Formation Rock/FIRE/Link Link Arrows: Bottom, Top 2 Rock and/or Pyro monsters Monsters this card points to are treated as non-Effect Monsters, also this card is always treated as a non-Effect Monster while in its owner's possession. If a monster(s) is Xyz Summoned to a monster to a zone this card points to: You can target 1 of those monsters, then you can banish 1 other Rock or Pyro monster from your hand; attach this card to that target, then if you banished a Rock or Pyro monster when you activated this effect, Special Summon 1 Rock or Pyro Xyz Monster that is 3 Ranks higher than it, using that target as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) 1500/LINK-2 Annihilaterror - High Heater Pyro/DARK/Link Link Arrows: Bottom Left, Bottom Right, Top 3 Rock and/or Pyro monsters When this card is Link Summoned using a non-Effect Monster: You can target 1 of your banished Rock or Pyro monsters; Special Summon that target to your zone this card points to. When you activate effect, you can also banish 1 Rock or Pyro monster from your hand; if you banished a Rock or Pyro monster when you activated this effect, add 1 "Rank-Up-Magic" Spell from your Deck to your hand, also immediately after this effect resolves, Xyz Summon 1 Rank 5 or lower Rock or Pyro Xyz Monster from your Extra Deck using exactly 1 Level 5 Rock or Pyro monster this card points to as material. You can only use each effect of "Annihilaterror - High Heater" once per turn. 2000/LINK-3 Annihilaterror - Underground Boiler Rock/FIRE/Xyz Rank 2 2+ Level 2 Rock and/or Pyro monsters While a non-Effect Monster is attached to this card, all Rock and Pyro monsters you control can attack while in face-up Defense Position. Apply their DEF during damage calculation. You can detach any number of materials from this card, then target the same number of monsters on the field, then you can also banish 1 Rock or Pyro monster from your hand; change them to face-up Defense Position, then if you banished a Rock or Pyro monster when you activated this effect, the DEF of all monsters your opponent control become 0. If this card has a non-Effect Monster attached as material, this is a Quick Effect. 0/2500 Annihilaterror - Xenolith Crusher Rock/FIRE/Xyz Rank 5 2+ Level 5 Rock and/or Pyro monsters N/A 3000/2500 Annihilaterror - Felsic Ravager Pyro/DARK/Xyz Rank 5 3 Level 5 Rock and/or Pyro monsters If this card is Xyz Summoned: You can target 1 of your banished "Annihilaterror" cards; add that target to your hand or attach it to this card as material. Once per turn: You can detach any number of materials from this card, then target the same number of cards on the field, then you can also banish 1 Rock or Pyro monster from your hand; destroy those targets or if you banished a Rock or Pyro monster when you activated this effect, attach them to this card instead. If this card has a non-Effect Monster attached as material, this is a Quick Effect. 2800/3000 Annihilaterror - Volcanic Brute Pyro/DARK/Xyz Rank 8 2 Level 8 Rock and/or Pyro monster N/A 3000/3000 Annihilaterror - Mafic Devastator Pyro/DARK/Xyz Rank 8 4 Level 8 Rock and/or Pyro monsters If this card is Xyz Summoned using a "Rank-Up-Magic" Spell: Inflict damage to your opponent's HP equal to the number of banished Rock and Pyro monsters x 300. While this card is linked, Xyz Monsters you control cannot be targeted by your opponent's effects. Once per turn: You can detach any number of materials from this card, then you can also banish 1 Rock or Pyro monster from your hand; destroy all Spells/Traps your opponent control. If you banished a Rock or Pyro monster when you activated this effect, your opponent cannot activate cards or effects in response to this effect. If this card has a non-Effect Monster attached as material, this is a Quick Effect. 3000/3500 Annihilaterror - Ultramafic Colossus Rock/FIRE/Xyz Rank 11 5 Level 11 Rock and/or Pyro monsters All Rock and Pyro monsters on the field are treated as non-Effect Monsters. This card can attack an additional number of times each Battle Phase equal to the number of non-Effect Monsters attached to it as material. Once per turn: You can detach any number of materials from this card up to the number of non-Effect Monsters on the field, then you can also banish 1 Rock or Pyro monster from your hand; destroy random cards in your opponent's hand up to the numbed of materials detached, then if you banished a Rock or Pyro monster when you activated this effect, you can destroy face-up cards your opponent control and in their Deck with the same name as those destroyed cards. If this card has a non-Effect Monster attached as material, this is a Quick Effect. 3500/4000 Spells/Traps: Annihilaterror - Active Volcano Field Spell When this card is activated: You can make all face-up monsters currently on the field become both Rock and Pyro. All Rock and Pyro monsters you control gain 500 ATK/DEF, and if they are both Pyro and Rock, they cannot be destroyed by battle or card effects. Once per turn, if you would banish a Rock or Pyro monster to activate an "Annihilaterror" effect, you can banish 1 Rock or Pyro non-Effect Monster from your GY instead. If this face-up card on the field is destroyed by a card effect: You can banish this card from your GY, also you can banish 1 Rock or Pyro monster from your hand; add 1 non-Effect Monster from your Deck to your hand, or if you banished a Rock or Pyro monster when you activated this effect, you can Special Summon it instead. Annihilaterror - Lava Balloons Normal Spell When you activate this card, you can also banish 1 Rock or Pyro monster from your hand; Special Summon 1 "Annihilaterror Token" (Pyro/DARK/Level 1/ATK 500/DEF 500), or if you banished a Rock or Pyro monster when you activated this card, you can Special Summon 3 instead. These Tokens cannot be Tributed or used as material for a Summon, except the Tribute or Link Summon of a FIRE Rock or DARK Pyro monster. You can only activate 1 "Annihilaterror - Lava Balloons" per turn. Annihilaterror - Rank-Up-Magic Devastating Force Quick-Play Spell Target 1 Rock or Pyro Xyz Monster you control, then you can banish 1 Rock or Pyro monster from your hand; Special Summon from your Extra Deck, 1 "Annihilaterror" Xyz Monster whose Rank is 3 higher than it, by using it as material, or if you banished a Rock or Pyro monster when you activated this card, you can Summon any Rock or Pyro monster whose Rank that is higher than that target. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) Annihilaterror - Lava Flow Quick-Play Spell Target 1 Rock or Pyro monster on the field or in either player's GY and 1 Xyz Monster you control, then you can also banish 1 Rock or Pyro monster from your hand; attach the first target to the second target, then if you banished a Rock or Pyro monster when you activated this card, you can Set this card face-down instead of sending it to the GY. If you control a Link Monster that points to that Xyz Monster, you can target 1 banished Rock or Pyro monster instead. Annihilaterror - Reforming Landscape Continuous Spell You can place 1 card from your hand on top of your Deck, then target 1 of your banished Rock or Pyro monsters, then you can banish 1 Rock or Pyro monster from your hand to target 1 Rock or Pyro monster in your GY; Special Summon the first target, then if you banished a Rock or Pyro monster when you activated this card, add the second target to your hand. You can banish this card from your GY, then target 3 of your banished Rock and/or Pyro monsters; place them on top of your Deck. You can only use each effect of "Annihilaterror - Reforming Landscape" once per turn. Annihilaterror - Sudden Eruption Normal Trap When you activate this card, you can also banish 1 Pyro monster from your hand; Special Summon 1 DARK Pyro monster from your Deck, then if you banished a Pyro monster to activate this effect, Special Summon 1 FIRE Rock monster from your Deck. You can banish this card and 1 Rock or Pyro non-Effect Monster from your GY; draw 2 cards, then banish 1 card from your hand. You can only use each effect of "Annihilaterror - Sudden Eruption" once per turn.
  4. Fuhai is an Archetype of monsters with various Levels, Types and Attributes. They focus on manipulating your opponent's monsters by Summoning or changing sides to your opponent's field, as well as Ritual Summoning. Each Non-Ritual Monster has an effect that is negative towards the monster adjacent to it, such as losing ATK/DEF or preventing it from activating its effects. The goal is to fill up your opponent's field with monsters, as their Ritual Spell Fuhai Merger can use your opponent's monsters as Tributes, with their boss monster being Fuhai Ikuchi. Also they use their Field Spell Yokai Manor of Fuhai for bonuses to their effects. Fuhai loosely means corrupt or corruption in Japanese and these are all based on yokai, monsters and spirits in Japanese folklore, and this is reflected in their playstyle and the Spells/Traps which reference various political and general corruption related terms. Non-Ritual Monsters: Fuhai Basan Winged Beast/LIGHT Level 1 Non-"Fuhai" monsters adjacent to this card are unaffected by your Spells/Traps and your non-"Fuhai" monster effects. If you control "Yokai Manor of Fuhai", if you Ritual Summon exactly 1 Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement. 0/500 Fuhai Amikiri Reptile/WIND Level 2 When this card is Summoned: You can discard 1 card; Special Summon 1 "Fuhai" monster from your Deck to your opponent's field, then if you control "Yokai Manor of Fuhai", you can Summon 1 "Fuhai" monster to your field as well. You can only use this effect of "Fuhai Amikiri" once per turn. Non-"Fuhai" monsters adjacent to this card lose 500 ATK/DEF for each "Fuhai" monster you control. 500/1000 Fuhai Sankai Aqua/DARK Level 2 Non-"Fuhai" monsters adjacent to this card cannot be used for material for a Summon or be Tributed, except for a Ritual Summon. If this card this card is sent from the field to the GY: You can add 1 "Fuhai" card from Deck or GY to your hand, except "Fuhai Sankai". You can only use this effect of "Fuhai Sankai" once per turn. 1000/500 Fuhai Kyonshi Zombie/EARTH Level 3 Non-"Fuhai" monsters adjacent to this card attack or change their battle positions. If this card this card is sent from the field to the GY: You can Special Summon 1 "Fuhai" monster from your hand to your opponent's field, or if you control "Yokai Manor of Fuhai", you can Special Summon it from your Deck to either field instead. You can only use this effect of "Fuhai Kyonshi" once per turn. 1000/1000 Fuhai Kasha Beast/FIRE Level 4 Non-"Fuhai" monsters adjacent to this card cannot activate their effects. (Quick Effect): You can discard 1 "Fuhai" card; activate or Set 1 "Fuhai" Spell/Trap from your Deck. You can only use this effect of "Fuhai Kasha" once per turn. 1500/1000 Ritual Monsters: Fuhai Hyosube Beast-Warrior/EARTH/Ritual Level 4 You can Ritual Summon this card with "Fuhai Merger". All monsters in your opponent's Main Monster Zones lose ATK/DEF for each "Fuhai" monster on the field x 500. While you control "Yokai Manor of Fuhai", Ritual Monsters on the field cannot be destroyed by card effects, also the ATK/DEF of monsters in your opponent's Extra Monster Zones become 0. 1500/2000 Fuhai Oni Fiend/DARK/Ritual Level 5 You can Ritual Summon this card with "Fuhai Merger". When this card is Ritual Summoned: You can change all monsters on the field to face-up Attack Position, also until the end of your opponent's turn, all monsters your opponent control must attack this card, if able. If your opponent controls a "Fuhai" monster, this card can attack your opponent directly, but any battle damage it inflicts is halved, unless you control "Yokai Manor of Fuhai". 2000/2000 Fuhai Ikuchi Sea Serpent/WATER/Ritual Level 8 You can Ritual Summon this card with "Fuhai Merger". When this card is Ritual Summoned: You can Special Summon 1 "Fuhai" monster to your opponent's field, or if you control "Yokai Manor of Fuhai", you can Special Summon it to your field instead. Negate the effects of all non-"Fuhai" monsters your opponent control. This card can make additional attacks each Battle Phase on monsters your opponent control with a "Fuhai" monster adjacent to them. 2500/2500 Spells/Traps: Yokai Manor of Fuhai Field Spell Once per turn: You can Special Summon 1 "Fuhai" from your hand to either field. "Fuhai" monsters and monsters adjacent to them cannot be used as material for a Summon while you control a Ritual Monster. "Fuhai" monsters you control cannot be targeted for an attack while your opponent controls a "Fuhai" monster. Fuhai Embezzlement Continuous Spell When this card is activated: You can change any number of "Fuhai" monsters on the field to face-down Defense Position. Each time a "Fuhai" monster(s) is Summoned, place 1 Embezzlement Counter on this card for each of those monsters. Once per turn: You can remove 2 Embezzlement Counters from this card; draw 1 card. If a "Fuhai" Spell/Trap(s) you control would be destroyed, you can remove 1 Embezzlement Counter from this card instead for each of those cards. Fuhai Merger Ritual Spell This card can be used to Ritual Summon any "Fuhai" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you control "Yokai Manor of Fuhai", you can also Tribute monsters your opponent control adjacent to "Fuhai" monsters. Fuhai Infiltration Quick-Play Target 1 "Fuhai" monster you control; switch control of it to your opponent, then draw 1 card and reveal it, if is is a "Fuhai" monster, you can Special Summon it. If you control "Yokai Manor of Fuhai", you can Special Summon it it to either field. Fuhai Bailout Normal Trap Target 1 "Fuhai" monster your opponent controls; take control of that target. If you control "Yokai Manor of Fuhai", you can activate this card from your GY, but banish it after this effect resolves. Fuhai Kickback Continuous Trap Once per turn: You can target 1 "Fuhai" monster your opponent controls; return that target to the hand, then you can Special Summon 1 "Fuhai" monster from your hand with a different name to your opponent's field, or if you control "Yokai Manor of Fuhai", you can Special Summon it to your field instead. While you control a Ritual Monster, your opponent cannot target "Fuhai" cards you control with effects.
  5. Except not really, only in the RAND series, which does include 400 image cards, but I have a lot more, including my Archetypes and cards I made before sticking to this RAND series. If you are interested, you can see the cards I made on Duel Portal: https://duel-portal.com/wiki/index.php/Category:Cards_made_by_zaziuma As for the card itself, it is a Fairy/DARK monster that support DARK decks, and was inspired by Darklord, though the card itself is quite different from them. It's a card that makes your opponent unable forced to target this card, it even works for cards in your GY and your banished cards, and also prevents your opponent from doing anything to your monsters when you Summon them. It got a lot of ATK/DEF too, so it can take care of a lot of monsters.
  6. I recently made a Nemeses Deck, and I felt like they were lacking a fast way to get going, so this card just straight up banishing from your hand to get itself out, plus it banishing a card from the GY or Deck to search under quite specific conditions, but work for how nemeses have a mix-match of Types, Attributes and Levels, so I think this is a decently fair search that also provides a variety of options. It's a Tuner as well because why not?
  7. A simple little trap that flips your opponent's monsters upside down, well they change them to face-down Defense Position, but you get me! Oh, also works on Link Monsters by banishing them temporarily instead, so hey nice right? Oh, and you can activate it from your hand or GY if you control less monsters than they do.
  8. A Spirit monster that is able to be Tribute Summoned using any number of monsters, from 1 to 6 if you so desire, though the most powerful effect is gains from this is from 3 monsters, or you can get it out with 1 less monster than normal for a single Tribute. Also just the normal two Tributes makes it unaffected by your opponent's Spell/Trap effects.
  9. Seawave, coming soon to your local Soundcloud. No but really, this card is a LINK-4 that focuses on negating effects, which will boost itself and return monsters to the hand and inflict damage. It also can't have its own effects negated, because why not?
  10. I recently made a Fossil and Adamancipator Deck, and I was in the mood for some Rock support, so here's a Fusion Monster that support Rock Decks! So, simply it is able to send a Rock monster from your Deck to your GY, which is very helpful for Fossil, and it boosts its ATK and changes its Level based on what you send. It's mainly meant to be used with Instant Fusion, but if you want to keep it around, it can be used to lock down your opponent's monster, and it has some protection effects as well. EDIT: Dang it, posted it in the wrong section. Please move to single cards!
  11. I recently made an @Ignister Deck, so I figured I would make some support for Extra Deck swirly Decks (I dunno what to call what Ignister and such are). Anyway, this card is able to give you various effects based on what kind of Summon you perform, either Fusion, Synchro or Link (I was gonna do more, but well, the card is already pretty lengthy). With Fusion Summons you get to draw 1 to 2 cards, with Synchro, you get to add a monster from your Deck to your hand, with Link you get to add a monster from your GY to your hand, however in all cases it must be a monster with a different Attribute from the material, and in the case of Link, what monsters you control.
  12. So these two cards were inspired by the new Archetype called Draitron, which have an interesting Ritual Summoning method, so I figured I would try something out, and as such, the Ritual Spell I made requires you to use a single monster, but its Level is doubled for the purposes of the Ritual Summon, also you can banish 2 Machines to get it back to your hand. The Ritual Monster that is tied with it is a Level 10 Machine/LIGHT monster, so you can probably guess that I intended for Cyber Dragon to be used with these. It gets to be DARK on the field because Chaos, and you get two effects that can be Quick Effects while it is the only monster on the field. The first is able to return banished monsters and destroy cards on the field, the other is able to boost its own ATK/DEF by banishing monsters from your GY.
  13. Marinemech is an Archetype of Aqua/WATER monsters with various Levels. They focus on revealing themselves in your hand and keeping themselves revealed, similar to how Golden Ladybug works, excavating the opponent's Deck, and Link Summoning. They have a sub-Archetype as well called Underknight, which includes all their Link Monsters, as well as a few Main Deck monsters. The non-Underknight Marinemech monsters all share the same effect that reveals themselves in your hand to excavate the top card of your opponent's Deck, and if it's a monster, you get to Special Summon the revealed monster. The Underknight monsters have another effect that is similar, but reveals 2 other Underknights to Special Summon them. Their main playstyle revolves around Link Summoning, and getting to their boss monster, Harbinger, which can be done easily with the help of support cards like Underverse and Surfacing. Marinemech was inspired by the Men of War armor from the Aqua Man movie, so to get an idea of what these monsters would look like, you can click here. The moment I saw them in the movie, I thought they looked pretty cool, and wondered why I hadn't seen something like that before, so I wanted to turn them into a theme in YGO why not!? Okay, but really, these guys are only loosely based on them, and I also had in mind that these were not human, but aquatic animals, though not sure how that would really work, just go with whatever you want, that's the beauty of having written cards. Main Deck Monsters: Marinemech Searcher Aqua/WATER Level 1 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. If this card is sent from the field to the GY: You can add 1 "Marinemech" card from your Deck to your hand, except "Marinemech Searcher". You can only use this effect of "Marinemech Searcher" once per turn. 700/300 Marinemech Diver Aqua/WATER Level 2 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. You can banish this card from your GY, then target 1 "Underknight" monster in your GY; Special Summon it. If you control "Marinemech Underverse", you can target 1 Aqua monster instead. You can only use this effect of "Marinemech Diver" once per turn. 900/1100 Marinemech Underknight Sentry Aqua/WATER Level 3 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. If this card is used as material for a Link Summoned: That Link Monster cannot be destroyed by battle or card effects. You can only use each effect of "Marinemech Underknight Sentry" once per turn. 1000/1500 Marinemech Catcher Aqua/WATER Level 4 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. You can target 1 "Marinemech" card in your GY; place it on top of your Deck, or if you control "Marinemech Underverse", you can add it to your hand instead. You can only use this effect of "Marinemech Catcher" once per turn. 1800/1100 Marinemech Underknight Warden Aqua/WATER Level 5 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Marinemech Underknight Warden" once per turn. While this card is linked to an Aqua monster, all Aqua monsters you control gain 500 ATK/DEF. While you control "Marinemech Underverse", Aqua monsters in your possession are unaffected your opponent's by Spell/Trap effects. 1600/2000 Marinemech Explorer Aqua/WATER Level 6 If this card is in your hand: You can reveal this card in your hand, and it will remain revealed until the end of the next turn; your opponent can discard 1 card to negate this effect, otherwise excavate the top card of their Deck, if it is a monster, Special Summon this card, also, after that, send the excavated card to the GY. During your Main Phase: You can excavate the top 3 cards of your Deck, add 1 excavated "Marinemech" card to your hand, also, after that, send the remaining cards to the GY. If you control "Marinemech Underverse", you excavate 5 cards instead. You can only use this effect of "Marinemech Explorer" once per turn. 1900/1900 Marinemech Underknight Troop-leader Aqua/WATER Level 7 If this card is in your hand or GY: You can reveal 2 other Aqua monsters in your hand, and they will remain revealed until the end of the next turn; Special Summon this card, but banish it when it leaves the field. (Quick Effect): You can discard 1 revealed card in your hand, then target 1 card your opponent controls or in their GY; place it on top of the Deck. You can only use each effect of "Marinemech Underknight Troop-leader" once per turn. 1700/2400 Extra Deck Monsters: Marinemech Underknight Apprentice Aqua/WATER/Link Link Arrows: Bottom 1 Aqua monster, except a Link Monster Once per turn: You can discard 1 card; add 1 "Marinemech" card from your Deck to your hand. You can banish this card until the end of this turn; all revealed cards in your hand become unrevealed. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 800/LINK-1 Marinemech Underknight Crusader Aqua/WATER/Link Link Arrows: Bottom Left, Bottom Right 2 Aqua monsters When this card is Link Summoned: You can excavate cards from the top of your opponent's Deck equal to the number of cards revealed in your hand +1, then place them on top or bottom of your opponent's Deck in any order. Once per turn: You can unreveal any number of cards in your hand, then target the same number of cards in your opponent's GY or that are banished; place them on top of their Deck. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 1500/LINK-2 Marinemech Underknight Treasure-keeper Aqua/WATER/Link Link Arrows: Left, Right, Bottom 2+ Aqua monsters Once per turn: You can Special Summon 1 monster that is revealed in your hand to your zone this card points to. Once per turn: You can target Spells/Traps in your opponent's GY up to the number of Aqua monsters you control; banish them, and if you do, all monsters you control gain 200 ATK for each. If you have 2 or more Aqua monsters revealed in your hand, this is a Quick Effect. 2200/LINK-3 Marinemech Underknight Harbinger Aqua/WATER/Link Link Arrows: Top, Top Left, Top Right, Bottom Left, Bottom Right 3+ Aqua monsters If a monster(s) is Summoned to a zone this card points to, except an "Underknight" monster: Excavate the top card of your opponent's Deck, if the excavated card is not a monster, place the Summoned monster on top of the Deck, also, after that, send the excavated card to the GY, then repeat this effect for each monster Summoned (the monster's controller chooses the order). Once per turn: You can target 1 Spell/Trap and 1 monster your opponent controls or that is in their GY; banish the first target and place the second on top of their Deck. If you have 2 or more "Marinemech" monsters revealed in your hand, this is a Quick Effect. 3000/LINK-5 Spells/Traps: Marinemech Underverse Field Spell Your opponent cannot negate the effects of Aqua monsters in your possession. Aqua monsters you control that are linked cannot be targeted by your opponent's monster effects. If a "Marinemech" monster activates an effect that excavates a card(s) from your opponent's Deck: You can discard 1 card; Special Summon 1 "Marinemech" Token (Aqua/WATER/Level 1/ATK 0/DEF 0). If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead. Marinemech Turbosuit Equip Spell Equip only to an Aqua monster. If it attacks a monster in Defense Position, at the start of the Damage Step: Place that monster on top of the Deck. If this card is equipped to an "Underknight" monster, you can place that monster on top of the Deck, regardless of battle position. Once per turn: You can discard 1 revealed Aqua monster in your hand; draw 2 cards, then place 1 card from your hand on top of your Deck. If you control "Marinemech Underverse", you do not place it on top of your Deck. If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead. Marinemech Surfacing Quick-Play Shuffle any number of "Marinemech" monsters in your hand into your Deck, then your opponent excavates cards from their Deck equal to the number shuffled, then you can Special Summon "Marinemech" monsters from your Deck with different names equal to the number of monsters revealed, also you cannot Special Summon monsters, except Aqua monsters for the rest of this turn. You can only activate 1 "Marinemech Surfacing" per turn. Marinemech Catch Normal Trap Target 1 card in your opponent's GY, then you can reveal any number of Aqua monsters in your hand, and keep them revealed until the end of this turn to target additional cards for each revealed; place that target(s) on top of their Deck. You can banish this card from your GY, then target 1 of your opponent's banished cards; place it on top of their Deck. If you control "Marinemech Underverse", you can activate this card from your hand. Marinemech Repairs Continuous Trap Once per turn: You can return 1 Aqua monster you control to your hand, and if you do, Special Summon 1 revealed Aqua monster from your hand, then if the returned monster is an "Underknight" monster, you can draw 1 card. Once per turn: You can target 1 monster in each GY; place them on top of the Deck. You cannot activate these effects in the same Chain. If this card would be destroyed, you can place 1 card from your hand on top of your Deck instead.
  14. So there's a new Archetype in town called Tribrigade, and they focus on the three "beast" types, so here's a card that supports not just them, but Beast, Beast-Warrior and Winged Beast, so this one supports them in being able to boost its ATK by quite a bit, as well as protecting them, and is able to bring back banished monsters, which plays into their playstyle of banishing monsters.
  15. Yggdrasil is an Archetype of Plant/EARTH monsters with various Levels. They focus on banishing, high Level monsters, equip and milling tactics. The have various ways to get themselves out on the field, either Tribute Summoning or banishing monsters from your GY to Special Summon them. They are friendly toward other Plants, and it is encouraged to use outside support, as they have few monsters on their own. Their main goal is to get out their Fusion Monster, Yggdrasil - Tree of Many Worlds, which can become quite powerful, as it banishes monsters from both players' GY to gain ATK/DEF for each monster banished, and has another powerful effect that can produce 3 outcomes. Yggdrasil is one of the most famous trees in mythology, and this is loosely based on the idea of the tree, but more so a tree of life and creation perhaps, but I liked the name enough, and it fits decently well with theming of using high Level monsters I thought. The idea of using a lot of banishing comes from the idea of being sent to another dimension, similar to how Yggdrasil is said to connect the different worlds. Main Deck Monsters: Yggdrasil's Roots Plant/EARTH Level 1 If you have no monsters in your GY, except this card: You can Special Summon this card from your GY, but banish it when it leaves the field. This card can be treated as 2 Tributes for the Tribute Summon of an Plant monster. You can Tribute this card; add 1 "Yggdrasil" card from your Deck to your hand, except "Yggdrasil's Roots". You can only use each effect of "Yggdrasil's Roots" once per turn. 0/2000 Yggdrasil's Bark Plant/EARTH Level 7 If this card is in your hand: You can banish 2 Plant monsters from your GY; Special Summon this card, but banish it when it leaves the field. If this card is Summoned: You can target 1 of your banished Plant monsters; return it to the GY. If it was Tribute Summoned, you can target 2 instead. If this card is banished: You can target 1 Plant monster you control; equip this card to that target. A monster equipped with this card cannot be destroyed by card effects. You can only use each effect of "Yggdrasil's Bark" once per turn. 2300/2500 Yggdrasil's Leaves Plant/EARTH Level 8 If this card is in your GY: You can banish 3 Plant monsters from your GY; Special Summon this card, but banish it when it leaves the field. If this card is Summoned: You can target 1 Plant monster in your GY; place on top of your Deck. If it was Tribute Summoned, you can add it to your hand instead. If this card is banished: You can target 1 Plant monster you control; equip this card to that target. A monster equipped with this card is unaffected by your opponent's Spell/Trap effects. You can only use each effect of "Yggdrasil's Leaves" once per turn. 2400/2400 Yggdrasil's Branches Plant/EARTH Level 9 If this card is in your hand or GY, or banished: You can banish 4 Plant monsters from your GY; Special Summon this card, but banish it when it leaves the field. If this card is Summoned: You can Special Summon 1 Plant monster from your hand, but it has its effects negated. If it was Tribute Summoned, you can Special Summon it from your Deck instead. If this card is banished: You can target 1 Plant monster you control; equip this card to that target. A monster equipped with this card cannot be destroyed by destroyed by battle. You can only use each effect of "Yggdrasil's Branches" once per turn. 2500/2300 Extra Deck Monsters: Yggdrasil - Tree of Many Worlds Plant/EARTH/Fusion Level 12 2 Level 7 or higher Plant monsters Must be Special Summoned (from your Extra Deck) by banishing the above monsters you control. (You do not use "Polymerization".) If this card is Special Summoned: You can banish as many monsters as possible from each GY, and if you do, this card gains 100 ATK/DEF for each monster banished this way. Once per turn (Quick Effect): You can send the top card of your Deck to the GY, and if you do, apply the appropriate effect based on the card type (Monster, Spell or Trap). * Monster: You can Special Summon the sent monster. * Spell: You can add 1 of your banished cards to your hand. * Trap: You can destroy all Spells/Traps your opponent controls. 2500/2500 Spells/Traps: Seed of Yggdrasil Normal Spell Send 1 "Yggdrasil" monster from your Deck to the GY, and if you do, draw 1 card. You can banish this card from your GY, then target 1 of your banished Plant monsters; place it on top of your Deck. You cannot Special Summon monsters the turn you use either of this card's effects, except Plant monsters. You can only use each effect of "Seed of Yggdrasil" once per turn. Life of Yggdrasil Quick-Play Spell Target 1 Plant monster you control, then activate 1 of these effects; * Equip 1 other Plant monster from your hand or field to that target. * Special Summon 1 Plant Monster Card that is equipped to that target. 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 Plant monster in your GY and 1 Plant monster you control; equip the first target to the second target. You can only use each effect of "Life of Yggdrasil" once per turn. Soil of Yggdrasil Continuous Spell You can discard 1 Plant monster; place 1 Yggdrasil Counter on this card. You can remove 2 Life Counters from this card; Normal Summon 1 Plant monster. If you Tribute Summon a Level 7 or higher Plant monster: You can draw 2 cards. You can only use this effect of "Soil of Yggdrasil" once per turn. Fall of Yggdrasil Normal Trap Send the top 5 cards of your Deck to the GY, then if you sent any Plants monsters, you can destroy the same number of cards on the field. You can banish this card from your GY, then target 1 Yggdrasil - Tree of Many Worlds" in your GY; Special Summon it, ignoring its Summoning conditions. "You can only activate 1 "Fall of Yggdrasil" per turn. Growth of Yggdrasil Continuous Trap Activate this card by targeting 1 of your banished Plant monsters; Special Summon it. If you control a non-Plant monster, halve the ATK/DEF of the Special Summoned monster. Once per turn, during the End Phase: You can send this card and the monster Special Summoned to the GY, and if you do, Special Summon 1 "Yggdrasil - Tree of Many Worlds" from your Extra Deck by ignoring its Summoning conditions, but its ATK/DEF is halved and it is destroyed during End Phase of your next turn. Once per turn, during the Standby Phase, send the top 2 cards from the top of your Deck to the GY, or destroy this card. If this card leaves the field, destroy the Special Summoned monster.
  16. Westward is an Archetype consisting of mostly Spellcaster/EARTH Level 4 monsters. They focus on having face-up Spells/Traps for the monsters to get effects, protecting themselves and bouncing cards back to their hand, and Xyz Monsters. Each Main Deck monster has an effect that Normal Summons another one of their monsters, and an effect that works when they have a specific Spell/Trap up, or 2 Spell/Traps up with different names. Their Spells/Traps provide protection, searching and ATK/DEF modification. Their boss monster is Westward Black Hat, which is able to double any damage it inflicts, though at the cost of other monsters being unable to damage your opponent. Westward is a pun, both meaning "to the west", inspiring the western theme, and magical warding, giving them the Spellcaster type. The majority are EARTH, indicating the dirt and wildlands, the exception being the Link and Xyz Monsters being named after the white hats and black hats typically used to refer to the good guys and bad guys of the west, Main Deck Monsters: Westward Cowboy Spellcaster/EARTH Level 4 If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Cowboy", also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If you control "Westward Town" or 2 or more "Westward" Spell/Traps with different names: You can target 1 "Westward" card in your GY, except "Westward Cowboy"; add it to your hand. You can only use this effect of "Westward Cowboy" once per turn. 1500/1500 Westward Bartender Spellcaster/EARTH Level 4 If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Bartender", also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If you control "Westward Tavern" or 2 or more "Westward" Spell/Traps with different names: You can target 1 "Westward" monster in your GY; Special Summon it, and if you do, return this card to your hand. You can only use this effect of "Westward Bartender" once per turn. 1000/2000: Westward Bandit Spellcaster/EARTH Level 4 If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Bandit", also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If you control "Westward Bank" or 2 or more "Westward" Spell/Traps with different names: You can reveal the top card of your Deck, and if it is a "Westward" card, add it to your hand, otherwise, send it to the GY. You can only use this effect of "Westward Bandit" once per turn. 1600/1200 Westward Gunslinger Spellcaster/EARTH Level 4 If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Gunslinger", also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If this card is equipped with "Westward Store" or you control 2 or more "Westward" Spell/Traps with different names:, at the end of the Damage Step, if this card battles an opponent's monster: You can activate this effect; for the rest of this Battle Phase, all other monsters you control cannot attack, also this card can attack each monster your opponent controls, once each. You can only use this effect of "Westward Gunslinger" once per turn. 1800/1000 Westward Rancher Spellcaster/EARTH Level 4 If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Rancher, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If you control "Westward Farm" or 2 or more "Westward" Spell/Traps with different names: You can Tribute this card; Special Summon 2 "Westward Tokens" (Spellcaster/EARTH/Level 4/ATK 1000/DEF 1000). You can only use this effect of "Westward Rancher" once per turn. 1200/1800 Extra Deck Monsters: Westward Steed Spellcaster/WIND/Link Link Arrows: Bottom Left, Bottom Down 2 Level 4 Spellcaster monsters When this card is Link Summoned: You can banish your entire hand (min. 1), and if you do, draw 2 cards. If this card points to an Xyz Monster, your opponent cannot target monsters you control for attacks or effects, except this card. If you control "Westward Barn" or 2 or more "Westward" Spell/Traps with different names: You can banish 2 "Westward" monsters from your GY; Special Summon 1 "Westward" monster from your Deck. You can only use this effect of "Westward Steed" once per turn. 1900/LINK-2 Westward White Hat Spellcaster/LIGHT/Xyz Rank 4 2+ Level 4 Spellcaster monsters Once per turn: You can detach 2 materials from this card, then target 1 monster on the field; return that target to the hand, then if that target is a "Westward" monster, draw 1 card. If this card has no material: You can attach as many cards from your hand to this card as possible, then this card gains 100 ATK/DEF for each card attached this way. These effects are Quick Effect if you control 2 or more "Westward" Spells/Traps with different names. 2000/2000 Westward Black Hat Spellcaster/DARK/Xyz Rank 4 3+ Level 4 Spellcaster monsters Once per turn: You can detach 3 materials from this card; destroy all other monsters on the field, also for the rest of this turn, double any damage your opponent takes from battles involving this card, but take no other battle damage for the rest of this turn. If this card has no material: You can attach as many cards from your hand to this card as possible, then this card gains 100 ATK/DEF for each card attached this way. These are Quick Effect if you control 2 or more "Westward" Spells/Traps with different names. 2500/2500 Spells/Traps: Westward Town Field Spell All "Westward" monsters you control gain 200 ATK/DEF for each "Westward" Spell/Trap you control with a different name. If a monster(s) on the field leaves the field because of a card effect, place 1 Warding Counter on this card for each of those monsters. If your opponent activates a card or effect that targets a card(s) you control, when that effect resolves, you can remove 2 Warding Counters from this card to negate that effect. Westward Tavern Continuous Spell Each turn, the first time a "Westward" monster you control would be destroyed by battle, it is not destroyed. Once per turn: You can target 1 "Westward" monster you control; return it to your hand, and if you do, add 1 "Westward" monster with a different name from your Deck to your hand. If you have no cards in your hand: You can target 1 of your banished "Westward" cards; add it to your hand. You can only use this effect of "Westward Tavern" once per turn. Westward Bank Continuous Spell Each turn, the first time a "Westward" card(s) would be destroyed by a card effect, it is not destroyed. Once per turn: You can target 1 "Westward" monster you control; banish it until your next Standby Phase (even if this card leaves the field), and if you do, add 1 "Westward" Spell/Trap from your Deck to your hand, except "Westward Bank". If this card is in your GY and you have no cards in your hand: You can banish 1 other "Westward" card from your GY; add this card to your hand. You can only use this effect of "Westward Bank" once per turn. Westward Farm Continuous Spell When this card is activated: You can banish 1 "Westward" card from your Deck, and if you do, during your next Standby Phase, add it to your hand. Once per turn, if you have no cards in your hand: You can banish the top card of your Deck, then you can attach the top card of your Deck to an Xyz Monster you control. Your "Westward" Xyz Monsters with material are unaffected by the effects of monsters on your opponent's field. You can only activate 1 "Westward Farm" per turn. Westward Barn Continuous Trap All monsters on the field lose 100 ATK/DEF for each "Westward" Spell/Trap you control, except Spellcaster monsters. Once per turn: You can target 2 "Westward" cards in your GY and 1 Xyz Monster you control; banish the first target, and if you do, attach the second target to the third target. During your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add 1 "Westward" monster from your Deck to your hand. Westward Store Normal Trap Add 1 "Westward" card from your Deck to your hand, except "Westward Store". If this card is in your GY, during your Main Phase: You can target 1 "Westward" monster you control; equip this card to that target, but banish it when it leaves the field. If the equipped monster battles an opponent's monster, at the start of the Damage Step: You can destroy the opponent's monster, also the equipped monster loses 1000. If the equipped monster's ATK becomes 0, destroy this card.
  17. Bizarre Better is an Archetype consisting of monsters with various Types and Attributes that focus on gambling tactics, returning their own cards to the hand and Synchro Summoning. Each monster is able to roll a six-sided die to activate an effect, as well as being able to attack while in Defense Position. The Main Deck monsters each share an effect that returns them to the hand in exchange for a monster that is 1 higher Level than itself from your hand or Deck, and also have another effect that is arguably better, depending on the situation, so to take the random roll into your own hands, they can use their Field Spell called Casino Zone, which let's you once per turn choose if you want to result to become 6 instead. Casino Zone is itself able to increase the Levels of your monsters as well, which helps not only that first die effect, but also Synchro Summoning, and if you are willing to take the chance, you can roll a die, and if you get a 6, you return Casino Zone to your hand, which let's you re-activate the card to take advantage of the Level increase effect and the die result change effect once again, though there is a risk of having it send itself to the GY on a 1-to-5 roll. Their goal is mainly to Synchro Summon their boss monster Casino Cyclone Cyclops, but all their Synchro Monsters can provide various ways to disrupt your opponent's field, from destroying all monsters or returning them to the hand, to simply attacking all of them with a powerful monster. Bizarre Better refers to their strange Type and Attribute combinations, and the strange monsters that have come from these unusual combinations that are not seen much, if at all, in the game, and their gambling tactics, which can been in their names, I especially like how Burning Blackjack Beauty worked out, I think that was a fun idea. Lastly, I want to say that it has indeed been a while since I last made an Archetype, and in fact, this idea first came to me in January, but I couldn't quite find the motivation to make it until now, and with the new rule-set being officially out since the beginning of April, these are of course built around that, meaning that as a Synchro Monster based Archetype, they can take advantage of once again being allowed to Synchro Summon to the Main Monster Zones without the use of Link Monsters. Main Deck Monsters: Bizarre Better - Cremated Cocoon Coin Insect/FIRE/Tuner Level 1 This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result. ● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field. ● 6: Once per turn: You can add 1 "Bizarre Better" Spell/Trap from your Deck to your hand. You can only use this effect of "Bizarre Better - Cremated Cocoon Coin" once per turn. 0/1000 Bizarre Better - Floating Fish Filler Fish/WIND Level 2 This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result. ● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field. ● 6: Your opponent cannot target other "Bizarre Better" cards you control for attacks or effects, also they cannot be destroyed by card effects. You can only use this effect of "Bizarre Better - Floating Fish Filler" once per turn. 500/2000 Bizarre Better - Sneaky Scorching Shark Pyro/DARK Level 3 This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result. ● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field. ● 6: Once per turn: You can target 1 monster your opponent controls; destroy it, and if you do, inflict 1000 damage to your opponent. You can only use this effect of "Bizarre Better - Sneaky Scorching Shark" once per turn. 1000/1500 Bizarre Better - Cold Card Caller Psychic/WATER Level 4 This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result. ● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field. ● 6: Once per turn: You can declare 1 card type (Monster, Spell or Trap); reveal the top card of your Deck, and if it is the declared card type, send it to the GY, and if you do, draw 2 cards. You can only use this effect of "Bizarre Better - Cold Card Caller" once per turn. 900/1900 Bizarre Better - Glowing Golem Gambler Rock/LIGHT Level 5 If you control no monsters, you can Special Summon this card (from your hand) in Attack Position, but its Level becomes 1. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result. ● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field. ● 6: Once per turn: You can target 1 card on each field; return them to the hand, or if you control "Casino Zone", you can place either of them on top of the Deck. 0/2500 Extra Deck Monsters: Bizarre Better - Pool Poker Parrot Winged Beast/WATER/Synchro/Tuner Level 4 1 Tuner + 1+ non-Tuner "Bizarre Better" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn: You can roll a six-sided die; this card gains the appropriate effect depending on the result. ● 1-to-5: Once per turn, if a "Bizarre Better" monster(s) is returned from the field to the hand: You can target 1 "Bizarre Better" monster in your GY; Special Summon it. ● 6: Once per turn: You can target 1 "Bizarre Better" monster you control; return it to the hand, and if you do, draw 2 cards. 1000/2000 Bizarre Better - Burning Blackjack Beauty Fairy/FIRE/Synchro Level 5 1 Tuner + 1+ non-Tuner "Bizarre Better" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this card's ATK becomes higher than 2100: Destroy this card, and if you do, destroy all monsters on the field, then both players can Special Summon monsters from their hand with different Types up to the number destroyed. Once per turn (Quick Effect): You can roll a six-sided die; apply the appropriate effect, depending on the result. ● 1-to-5: This card gains ATK equal to the result x 400. ● 6: This card gains 1000 DEF until the end of this turn. 100/2100 Bizarre Better - Crazy Craps Crab Aqua/DARK/Synchro Level 7 1 Tuner + 1+ non-Tuner "Bizarre Better" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this card attacks a Defense Position monster, inflict piercing battle damage. Once per turn (Quick Effect): You can roll a six-sided die; apply the appropriate effect, depending on the result. ● 1-to-5: Change all monsters on the field to Defense Position. ● 6: Return all Attack Position monsters on the field to the hand. 600/2600 Bizarre Better - Casino Cyclone Cyclops Fiend/WIND/Synchro Level 9 1 Tuner + 1+ non-Tuner "Bizarre Better" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn: You can roll a six-sided die; this card gains the appropriate effect depending on the result. ● 1-to-5: Once per turn, if your opponent takes battle damage: You can draw 2 cards, then place 1 card from your hand on top of your Deck. ● 6: This card can attack each monster your opponent controls, once each. 2500/3000 Spells/Traps: Casino Zone Field Spell (This card is always treated as a "Bizarre Better" card.) Once per turn: You can increase the Levels of all "Bizarre Better" monsters by 1 (even if this card leaves the field.) Once per turn, if you activate a "Bizarre Better" card effect by rolling a six-sided die, other than this card's effect, you can treat the result as 6. You can roll a six-sided die; apply the appropriate effect, depending on the roll. ● 1-to-5: Send this card to the GY. ● 6: Return this card to your hand. Bizarre Better - Treasure Token Normal Spell Roll a six-sided die; excavate the top cards of your Deck equal to the result, if you excavated any "Bizarre Better" cards, add 1 of them to your hand, also, after that, shuffle the remaining cards into your Deck. If this card is in your GY and you control "Casino Zone": You can place it on top of your Deck. You can only activate 1 "Bizarre Better - Treasure Token" per turn. Bizarre Better - Slot Machine Mix-up Continuous Spell When this card is activated: You can place 2 "Bizarre Better" monsters with different Types from your hand in your Spell & Trap Zone as Continuous Spells adjacent to this card, or if you control "Casino Zone", you can place them from your Deck instead. Once per turn, if there is a "Bizarre Better" Monster Card placed by this card's effect adjacent to this card: You can roll a six-sided die; apply the appropriate effect, depending on the roll. ● 1-to-5: Your opponent picks a card that is adjacent to this card, if it is "Bizarre Better" Monster Card placed by this card's effect, Special Summon it in Attack Position, also, after that, send any cards adjacent to this card to the GY. ● 6: Special Summon 1 "Bizarre Better" Monster Card placed by this card's effect that is adjacent to this card. You can only activate 1 "Bizarre Better - Slot Machine Mix-up" per turn. Bizarre Better - Table Flipper Continuous Trap Once per turn: You can target 1 "Bizarre Better" monster you control; return it to the hand, and if you do, you can Special Summon 1 "Bizarre Better" monster with a different Type from your Deck. Once per turn: You can roll a six-sided die; apply the appropriate effect, depending on the roll. ● 1-to-5: Return all Spells/Traps you control to your hand. ● 6: Return all Spells/Traps your opponent control to their hand, or if you control "Casino Zone", you can place them on top of the Deck in any order instead. Bizarre Better - The House Always Wins Counter Trap When your opponent activates a card or effect in response to your card activation or effect while the only monsters you control (min. 1) are "Bizarre Better" monsters: Negate the activation, and if you do, destroy it. If you control "Casino Zone", you can activate this card from your hand. If this card is in your GY, during your Main Phase: You can roll a six-sided die; apply the appropriate effect, depending on the roll. ● 1-to-5: Banish this card from your GY. ● 6: Add this card from your GY to your hand.
  18. This may be my longest break from making cards in a long time, but there are various reasons why I haven't. Firstly, I don't know where the game is going, and in some ways I still don't, but at least I know one thing, the new rules have started now, so that means that I can at least focus my time on making cards that deal with those rules, even if the game seems to be splitting in two, with Rush Duels and the new Master Rules coming out. There is also a lot going on in the world, so I haven't felt like spending my time on this, should the demise of humanity come (okay that's perhaps over dramatic, but you get the point). Then there is just me not playing the game recently, and I don't really have any creative things I want to do, while there are some new cards coming out that look neat, I have not felt like playing much, I enjoy YGO and always will, but man, every time I make a Deck and play against someone, it feels like the game just isn't what I like anymore, I get that the game has felt like that for a while, yet now, I don't know the first thing about the meta, I am destroyed the moment I go into the game I feel, so yeah, I haven't wanted to play much. That being said, here is a new card, this card is nothing too special, it's a turn count based card, I thought that would be fun with the moon theme, it could be powerful in the right Deck I suppose, if you have the Spells to afford it, or just want a low Level monster easily. You can even move the turn count forward, ain't that something?
  19. 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.
  20. Blood Moon is an Archetype of DARK monsters with various Types, whom focus around Zombie, though they only have 2 Zombie monsters, 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 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 Spider of the Blood Moon Insect/DARK Level 2 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 target 1 Zombie monster on the field; destroy it, and if you do, gain HP equal to its ATK. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can pay 500 LP; Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned this card to your opponent's field, you can place 1 Blood Counter on a face-up card you can place a Blood Counter on. You can only Special Summon "Spider of the Blood Moon(s)" once per turn. 200/800 Shaman of the Blood Moon Spellcaster/DARK Level 3 Once per turn: You can pay LP in multiples of 500 (max. 1500); this card that much ATK/DEF until the end of this turn. Once per turn, if you activate a "Blood Moon" Spell/Trap Card: You can Special Summon 1 "Blood Moon Token" (Zombie/DARK/Level 1/500 ATK/500 DEF). If this card is sent to the GY to activate a "Blood Moon" card's effect: You can pay 1000 LP; add 1 "Blood Moon" card from your Deck to your hand, except "Shaman of of the Blood Moon". You can only use this effect of "Shaman of the Blood Moon" once per turn. You can only Special Summon "Shaman of the Blood Moon(s)" once per turn. 800/1500 Werewolf of the Blood Moon Beast/DARK Level 3 Once per turn: You can pay 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 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 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 Wendigo of the Blood Moon Fairy/DARK Level 5 Once per turn: You can pay LP in multiples of 500 (max. 1000); this card that much ATK/DEF until the end of this turn. Once per turn: You can remove 2 Blood Counters from anywhere on the field, then target 1 monster your opponent controls; take control of it. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can pay 1000 LP; Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned it to your opponent's field, you can take control of 1 other monster they control. You can only Special Summon "Wendigo of the Blood Moon(s)" once per turn. 2000/1600 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 Zombie of the Blood Moon Zombie/DARK/Link Link Arrows: Bottom Left, Bottom, Top Left, Top 2+ "Blood Moon" monsters A monster this card points to becomes Zombie. If this card is in the Extra Monster Zone: You can target Zombie monsters in your GY, up to the number of unoccupied zones this card points; Special Summon those targets to those zones on each field, and if you do, banish this card. Once per turn: You can Tribute 1 Zombie monster this card points to on either field; this card gains ATK equal to its 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 "Zombie of the Blood Moon(s)" once per turn. 2500/LINK-4 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. Eclipse of the Blood Moon Continuous Spell You can send 1 Zombie monster from your hand or field to the GY; place 1 Blood Counter on this card. If you control "Rise of the Blood Moon", you can send 1 Zombie monster your opponent controls to the GY instead. You can only use this effect of "Eclipse of the Blood Moon" up to twice per turn. If you would pay to activate a "Blood Moon" card effect, you can remove 1 Blood Counter from anywhere on the field for each 500 LP you would pay instead. When a Zombie monster you control inflicts battle damage to your opponent: Gain LP equal to the damage inflicted. Fall of the Blood Moon Continuous Trap When this card is activated: You can remove 2 Blood Counters from anywhere on the field, then target target 2 "Blood Moon" monsters in your GY; Special Summon them in Defense Position to either field, but banish them when they leave the field. Once per turn: You can send other 2 "Blood Moon" cards from your hand and/or field to the GY; place 4 Blood Counters on this card. Once per turn: You can target 1 Zombie monster on the field; change its battle position. Unless you control a Zombie monster, destroy this card. If this card leaves the field, destroy those Summoned monsters. 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.
  21. 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.
  22. 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.
  23. A Trap monster that negates attacks, prevents your opponent for attacking your other monsters, and protects them from effect destruction. What a great guy!
  24. 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.
  25. 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.
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