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Found 10 results

  1. Hey there. I'm kinda new to this kind of things, but after seeing lots of people posting their own cards and the reviews that others gave them, I decided to give it a try. This is new kind of Fusion Archetype that I've been working on. It focuses more on fusing monsters by their Types only. Not to mention that the Fusion monsters of this Archetype, have different effects depending on the Type of monsters that are on the Field, excluding them. Also these monsters are considered as "multi-types" (monsters that can be considered more than 1 single Type). So far I only have made these 2 cards, but before doing more I wanted to see your opinion about them. "DNA Fusion" Special Summon 1 "Hybrid" Fusion Monster from the Extra Deck, by using monsters of different types from either side of the Field as Fusion Materials. "Hybrid 3: Cyber Lux Arcadian Dragon" 1 Machine-Type monster + 1 Spellcaster-Type monster + 1 Dragon-Type monster This card can only be Fusion Summoned by the effects of a "DNA" card and can't be Special Summon nor Fusion Summoned by other means. This card becomes a Machine-Type, a Spellcaster-Type and a Dragon-Type monster. Once per turn, you can only activate one this card's effects depending on the monters' types on the Field, excluding this card. MACHINE: Select 1 Machine-Type monster on the Field: Equip that monster to this card as an Equip Spell Card. This card gains ATK equal to half of the equiped monster's ATK. If a card's effect target this card to destroy it: Send 1 of the equiped monsters to the Graveyard and negate the activation. SPELLCASTER: Select 1 Spellcaster-Type monster on the Field and send it to the Graveyard, then select 1 Spell Card in the Graveyard and add it to your hand. By the end of the turn that this effect was activated: If the selected Spell Card wasn't used, send it back to the Graveyard and Special Summon back to the Field the selected monster. DRAGON: When this card battle's againts a Dragon-Type monster: If that monster's ATK are bigger than this card's: Reduce that monster's ATK by half. If that monster's ATK are lower than this card's: Destroy that monster without dealing Battle Damage, then this card can do one more attack.
  2. So, I'm back once more, and this time, I've got the focus of Valentine's Day on the mind. Turns out, errybody wants new stuff in Rocks, if the winner of the last Archetype Poll, Nemesys' Block Dragon's new B.F.F. and Problemsolver McPortalface over here is any predictor. So here's the Prank-Kids' last members in the Extra Deck, bringing each member of the Fusion/Link/Main Deck sets to 4.
  3. For my second Topic, I have a new game based on the Legendary Dragons! If you haven't seen Season 4 of Yu-Gi-Oh, here's a quick recap on what those are. The Legendary Dragons are three powerful spell cards, and each one's effect fuses itself with another card: The Eye of Timaeus: Fuses with a monster to create a new monster. The Claw of Hermos: Fuses with a monster to create an equip spell. The Fang of Critias: Fuses with a trap to create a monster. Now that we've got that straight, let me explain the rules. Create a new fusion between the Legendary Dragon and the card selected by the previous player. Once that's done, leave the prompt for the next player to continue. The first prompt is shown below: Hermos + "Dark Magician"
  4. A Machine type deck that dabbles in Ritual & Fusion summoning. (It also likes discarding cards and is very active in the GY) Extra Deck monsters: Mightymetal Warwolf Soldier Level: 6 DARK Machine/Fusion/Effect ATK: 2300/ DEF/1000 Mightymetal Werewolf + Mightymetal Tank When this card destroys an opponents monster by battle, inflict 500 damage to your opponent. Once per turn, when the opponent activates a Spell or Trap, you can discard 1 card from your hand, negate the activation, and if you do, destroy it. Mightymetal Spearwing Level: 6 WIND Machine/Fusion/Effect ATK: 2500/ DEF: 0 Mightymetal Spearer + Mightymetal Gemwing This card inflicts double piercing damage to defense position monsters. Mightymetal Brute Enforcer Level: 6 EARTH Machine/Fusion/Effect ATK: 2000/ DEF: 2000 Mightymetal Brute + Mightymetal Reflector This monster cannot be destroyed by battle. Once per turn, you can discard 1 card, then banish a card from your GY, other than the one discarded, then, draw 1 card and add 1 card in your GY to your hand that was not discarded this turn. This card cannot attack the turn you activate this effect. Mightymetal Seraphim Slasher Level: 6 LIGHT Machine/Fusion/Effect ATK: 2000/ DEF: 0 Mightymetal Slasher + Mightymetal Angel When this card is summoned you can target 1 level 4 or lower Mightymetal monster in your GY, add that target to your hand, and if you do, this card gains ATK equal to half of the targeted monsters. When this card destroys an opponents monster in battle, after damage calculation, inflict damage to your opponent equal to half of the destroyed monsters original ATK. Mightymetal Corrupted Machinery Level: 8 DARK Machine/Fusion/Effect ATK: 2500/ DEF: 1500 Description: 1 level 5 or higher Mightymetal monster + 1 level 4 or lower Mightymetal monster Cannot be destroyed by card effects. Once per turn, you can target any number of Mightymetal monsters, spells, or traps in your GY, return those targeted cards to the bottom of your deck, then for every 3 cards returned to the bottom of the deck by this effect, you can return one card on the opponents field to their hand. This monster cannot battle the turn you activate this effect. Mightymetal Rare Falcon Level: 8 WIND Machine/Fusion/Effect ATK: 1000/ DEF: 2000 Description: 1 Mightymetal Ritual monster + 1 Mightymetal monster Cannot be destroyed by battle once per turn. Once per turn, if there are no cards in your hand, you can guess what type of card the top card of your deck is. Draw 1 card, if the card is the type you guessed, inflict 500 damage to your opponent, then this card gains 500 ATK and DEF. Once per turn, you can send one Mightymetal card in your hand to the GY, then add 1 Mightymetal card from your GY to your hand, other than the one that was discarded. Mightymetal Chaos Leviathan Level: 8 DARK Machine/Fusion/Effect ATK: 2800/ DEF: 0 Description: 1 Mightymetal Ritual monster + 1 Mightymetal monster Once per turn when this card destroys an opponents monster by battle, you can discard every card in your hand, then draw 2 cards. This card can attack 2 times each battle phase. This card can inflict piercing damage. Mightymetal Prominent Phoenix Level 10: FIRE Machine/Fusion/Effect ATK: 3000/ DEF: 3000 Description: 2 Mightymetal Fusion monsters Cannot be destroyed by card effects. When this card battles an opponents monster, negate the effects of that monster, then neither players monster is destroyed, and neither player takes any battle damage. After damage calculation, destroy the opponents monster, and inflict damage equal to its original ATK. If this card attack or was attacked, at the end of the battle phase, banish it. If banished by its own effect, special summon it during your next standby phase. If special summoned by its own effect, destroy all cards on the opponents field. Mightymetal Fused Apostle Level 10: LIGHT Machine/Fusion/Effect ATK: 0/ DEF: 0 Description: 3 level 5 or higher Mightymetal monsters This card cannot be selected as the target for an attack. Once per turn, during either players turn, when the opponent activates a card effect, you can banish this card, then negate the effect activation, and banish that card. If this card was banished by its own effect, you can special summon it from the banish zone during the next players standby phase. If special summoned by its own effect you can banish one card on the opponents field. Mightymetal Industrial Chimera Level 12: EARTH Machine/Fusion/Effect ATK; ?/ DEF: 5000 1 Mightmetal Ritual monster + 1+ Mightymetal monsters Unaffected by card effects. When this card is Fusion summoned, its original ATK becomes equal to half of the combined total ATK of all monster used to summon it. When this card Attacks, All card effects on the opponents field, and in their GY are negated. When this card destroys the opponents monster by battle, you can equip that monster to this card. This card gains ATK equal to half of the original ATK of all monsters equipped onto it by this effect. This card can attack one additional time for each monster equipped to it. When this card would leave the field by any means, you can send 1 card equipped to this card instead. This card cannot attack directly. That's the Extra deck, next we have all the Ritual monsters/spells of the Archetype. Ritual Monsters: Mightymetal Flying Fortress Level 10: WIND Machine/Ritual/Effect ATK: 3000/ DEF: 2500 Description: Can be Ritual summoned using any Mightymetal Ritual Spell. Cannot be destroyed by battle. Once per turn, when the opponent activates a Spell/Trap card or effect that would destroy a card on the field or inflict damage (Quick Effect): You can negate the destruction and/or make all damage 0, then inflict 1000 damage to your opponent. You can only use each of the following effects of this Ritual Summoned monster once per turn, but it cannot attack the turn it uses either of them: - If there are no cards in your hand: You can draw one card and reveal it. If it is a Mightymetal Spell/Trap, you can add 1 Machine monster from your Deck or GY to your hand. - You can send 1 Machine monster from your hand to the GY: Inflict 1000 damage to your opponent. Mightymetal Glorious Bismarck Ritual Level 10 WATER Machine/Ritual/Effect ATK; 3000/ DEF: 1000 Description: Can be Ritual summoned using any Mightymetal Ritual Spell. Cannot be destroyed by the opponents card effects. Once per turn, you can force the opponent to send one monster they control to the GY. When this card attacks, the opponent cannot activate monster effects, spells, or traps. Negate the effects of monster destroyed in battle by this card. This card can inflict piercing damage. If this card destroys an opponents monster in battle, after damage calculation, deal 1000 damage to your opponent, then if you did, this card can make a second attack this turn. Mightymetal Manica Gladiator Ritual level 10 EARTH ATK: 3500/ DEF: 0 Machine/Ritual/Effect Description: Can be Ritual Summoned using any Mightymetal Ritual Spell. When this card battles, your opponent cannot activate spells, or traps. Negate the effect(s) of a Effect monster(s) this card battles with. This card inflicts Piercing Damage. when this card destroys a Defense Position monster by battle: Inflict damage to your opponent equal to the destroyed monster's original ATK. When this card destroys an Attack Position monster by battle: Inflict damage to your opponent equal to the destroyed monster's original DEF. Mightymetal Imperial Juggernaut Ritual Level 8 EARTH ATK: 500/ DEF: 3500 Description Can be Ritual Summoned using any Mightymetal Ritual Spell. when this card battles an opponents monster it gains ATK equal to opponents monsters ATK. If this card destroys an opponents monster by battle, switch it to defense position after damage calculation. While this card is in defense position, it is the only monster the opponents monsters can attack. Once per turn, when the opponent declares an attack with a special summoned monster against this card, you can negate that attack, then inflict 1000 damage to your opponent. Mightymetal Doomsday Gear Ritual Level 6 EARTH ATK: 0/ DEF/ 0 Description Can be Ritual Summoned using any Mightymetal Ritual Spell. This card is not treated as being on the field. This card cannot be selected as the target for battle or effect. this card cannot be destroyed by Effects that don't target. During each players Standby phase, all face up cards on the opponents field gain one Doomsday Counter. Once per turn, you can deal 100 points of damage to your opponent for every Doomsday counter on their field. When a card with a Doomsday Counter on it leaves the field, inflict 100 damage to your opponent for each counter that card had on it. Mightymetal Light Artillery Dragon Ritual Level 4 Wind ATK: 0/ DEF: 2600 Description: Can be Ritual Summoned using any Mightymetal Ritual Spell. Once per turn, while in attack position, you can tribute 1 Mightymetal Monster on the field, inflict damage to your opponent equal to half of its original ATK. If you do, switch this card into Defense position. Once per turn, while in Defense position, this card cannot be destroyed by Battle. Ritual Spells: Combustible Ritual Ritual Spell This card is always treated as a Mightymetal card. Can be used to Ritual summon any Machine type Monster. Once per duel. while their is a Machine type Ritual monster on the field, if the opponent takes effect damage, you can banish this card from your GY, along with 1 Machine type monster. Draw 2 cards. You can only activate 1 Combustible Ritual per turn. Reinstate Ritual Ritual Spell This card is always treated as a Mightymetal card. Can be used to Ritual summon any Machine type Monster. Once per turn, when a Machine type Ritual monster is destroyed, you can add this card and 1 level for or lower Machine type monster from your GY to your hand. Machina Ritual Ritual Spell This card is always treated as a Mightymetal card. Can be used to Ritual summon any Machine type Monster. When a Machine type monster would leave the field by any means, you can banish this card instead. If banished by its own effect, draw 1 card. You can only activate this effect of Machina Ritual once per turn. You can only activate one Machina Ritual per turn. Alright, next, (in no particular order) The rest of the cards in the deck. Mightymetal Brute Monster EARTH/Machine/Effect Level: 4 ATK; 1400 DEF: 1500 During either players Battle phase, you can discard this card from your hand, then 1 monster on your side of the field gains 1000 ATK until the end of the Battle phase. Once per turn, while this card is in the GY, you can discard 1 card from you hand, then, draw one card. Mightymetal Spearer Monster WIND/Machine/Effect Level:4 ATK: 2000 DEF: 0 This card can inflict piercing damage to defense position monsters. Once per turn, when this card destroys an opponents monster in battle, you can switch this monster to defense position, then, add 1 spell or trap from your Deck to your Hand. Mightymetal Angel Monster LIGHT/Machine/Effect Level: 4 ATK 800 DEF: 2000 During either players turn, you can discard this card from your hand, then special summon 1 level 4 or lower Mightymetal monster from your GY. That monster has its effect negated, but it cannot be destroyed by battle or by effect for the rest of the turn. Mightymetal Gemwing Monster WIND/Machine/Union/Effect Level: 4 ATK: 1000 DEF: 1000 You can discard one card from your hand, then special summon this card from your hand. Once per turn, you can target 1 Mightymetal monster on your field, equip this card to it as an equip spell. Or un-equip it, and special summon it. The Mightymetal monster equipped with this card gains 500 ATK, and can attack every monster the opponent controls once. If the equipped monster were to be destroyed, you can return this card to your Hand, prevent it's destruction. Mightymetal Princess Monster WIND/Machine/Effect Level: 3 ATK; 900 DEF; 700 Once per turn, you can discard one card from your hand, ten, add one banished card to your hand. Mightymetal Arsenal Continuous Spell Once per turn. You can discard one card, then, Banish 1 card from your GY, other than the one that was discarded, then add 1 Mightymetal card from your deck to your Hand. Once per turn, you can send this card to the GY, then draw 1 card. Mightymetal Chain Normal Trap Equip this onto one monster on the field,that monster has all of its effect negated, and loses half of its ATK, and if it is destroyed, inflict damage to its original controller equal to half of its original ATK. Then, return this card to your hand. Mightymetal Genie Monster DARK/Machine/Effect Level: 4 ATK: 950 DEF: 1650 Once per turn, during either players turn, when this card is discarded from your hand by a card effect, you can banish 1 card from your GY. Then return this card to your hand, and draw 1 card. This card cannot be normal summoned/set the turn this effect activates. Mightymetal Booster Quick-Play Spell Discard 1 card from your hand, or banish 1 card from your GY, then increase the ATK and DEF of one Mightymetal monster by 1000, also for the rest of this turn, the selected monster cannot be destroyed by battle. Mightymetal Slasher LIGHT/Machine/Effect Level: 4 ATK: 2100 DEF: 0 When there are no monsters on your side of the field, you can special summon this card from your hand. Once per turn, you can discard 1 card in your hand, then add 1 card in your GY to your hand. When this card destroys a monster in battle, it is changed to Defense mode at the end of the turn. Mightymetal Heavy Freight EARTH/Machine/Effect Level: 10 ATK: 2800 DEF: 2000 When this card is sent to the GY, inflict 800 damage to the opponent. Once per turn, while this card is in the GY, you can tribute 1 card on your side of the field, then special summon this card from the GY. This card can attack the opponent directly, but when it does so while there are monster on the opponents field, the damage dealt to the opponent is halved. Mightymetal Mage LIGHT/Machine/Effect Level: 1 ATK; 0 DEF: 0 When this card is sent to the GY, you can add 1 spell or trap from your Deck to your Hand Mightymetal Zombie DARK/Machine/Effect Level: 4 ATK: 1000 DEF: 1500 You can discard 1 card from your hand, then special summon this card from your hand. While this card is on the field, The opponents Spell and Trap effects cannot target Mightymetal Monsters on the field. When this card is sent to the GY, draw 1 card. Mightymetal Counter Counter Trap You can activate this card when the opponent declares a direct attack, banish 1 Mightymetal monster from your GY. Then destroy the attacking monster, and deal damage to your opponent equal to half of its original ATK. For the rest of the turn after this card activates, all monster with an attack equal to or lower than the destroyed monster cannot attack. Mightymetal Draw Quick Play Spell Discard 1 Mightymetal monster, then draw 2 cards. Mightymetal Master Mage Level: 7 DARK/Machine/Effect ATK: 2200 DEF: 3000 If there is a "Mightymetal Mage" in your GY, you can special summon this card from your hand. Once per turn, when the opponent activates a spell or Trap, you can negate the activation of that card. Once per turn, you can force your opponent to discard 1 card from their hand, and draw a new one. Mightymetal Engine Equip Spell Can only be equipped to a Machine type monster, the equipped monster cannot be destroyed by battle, and during your battle phase, can attack 1 additional time for every 3 levels it has. Mightymetal Dispel Continuous Trap Activate only while there is a Mightymetal monster in your GY. Your opponent cannot activate card effects that would target a card in either players GY. Your opponent cannot activate card effects that originate in their GY. Mightymetal Ryu Level: 10 LIGHT/Machine/Effect ATK: 3000 DEF: 1200 When this card is sent to the GY, you can destroy all Spells and Traps on the opponents field. While this card is in your GY, cards and effects that would prevent a Machine type monster from activating its effects, or battling are negated. Mightymetal Dunker Level: 4 DARK/Machine/Effect ATK: 1500 DEF: 1200 You can discard 1 Mightymetal monster from your hand, inflict 500 damage to your opponent. Mightymetal Tank Level: 2 EARTH/Machine/Effect ATK: 200 DEF; 2000 When this card is sent to the GY, you can deal the opponent 500 damage. Once per turn, when your opponent declares an attack, you can special summon this card from your GY, but it is banished when it next leaves the field. If this card is destroyed in battle, after damage calculation, destroy the monster that destroyed this card. Mightymetal Revolution Continuous Spell Once per turn, you can discard your entire hand, then until the end of the turn, all Machine type monsters gain 300 ATK/DEF for each card discarded. While this card card is on the field, Machine type monsters you control cannot direct attack. During your end phase, you must tribute 1 Machine type monster or destroy this card. During your Draw phase, you can draw 1 additional card for every Machine type monster on your side of the filed. Mightymetal Interceptor Level: 4 EARTH/Machine/Effect ATK: 0 DEF: 2000 When your opponent declares a direct attack, you can special summon this card from your Hand or GY. When this card that has been special summoned by its own effect leaves the field it is banished. Mightymetal Reflector Level: 4 EARTH/Machine/Effect ATK: 1100 DEF: 1800 When this card is sent to the GY, you can banish 1 card from the opponents GY. Once per turn, while this card is in the GY, if a level 4 or lower Mightymetal monster were to be sent to the GY by a card effect other than its own, you can banish 1 other MIghtymetal Monster from your GY, then special summon that monster. Mightymetal Werewolf DARK/Machine/Effect Level: 4 ATK: 2000 DEF: 0 When this card is normal summoned, you can add 1 level 4 or lower Mightymetal monster from your Deck to your Hand. When this card is banished from the GY by a card effect, you can add it to your hand. Mightymetal Emeralder Level: 6 WIND/Machine/Effect ATK: 2400 DEF: 1400 When Fusion summoning a Machine type Fusion monster, you can substitute this card for any fusion material. If this effect is used, the other fusion material(s) must be correct. When this card is Used for a Fusion Summon of a Machine type monster, you can fuse the required materials together without a Fusion card. Mightymetal Blader Level: 4 DARK/Machine/Effect ATK: 1800 DEF: 1500 You can discard this card from your hand, one Machine type monster gains a permanent 800 ATK boost. Mightymetal Fusion Quick-Play Spell You can use this card to Fusion summon any Machine type Fusion monster using Fusion material monsters from your Hand, Field, or GY, by shuffling this card and those Fusion material into the deck. You must discard 1 card to activate this card. No cards or effects can be chained onto the activation of this card. The Machine type Fusion monster Fusion summoned by this cards effect gains ATK equal to half of the combined total ATK of all Monsters that were used as Fusion material. Mightymetal Soul-Sharer LIGHT/Machine/Effect Level: 1 ATK: 0 DEF: 0 This card cannot be destroyed by battle, once per duel, you can tribute this face-up, Defense position monster, take control of one special summoned monster the opponent controls. Once per turn, while this card is in the GY, if there are no cards in your Hand, you can banish this card, then draw 1 card. Mightymetal Fortress Normal trap When the opponent declares a direct attack, you can reduce all battle damage to 0. If this face-down card is sent to the GY, you can add 1 Mightymetal monster from your GY to your Hand. Once per turn, while this card is in the GY. When a Mightymetal monster is destroyed, you can make all damage 0, then special summon 1 level 4 or lower Mightymetal monster from your GY, other than the one that was destroyed. Mightymetal Launcher Normal trap Return 1 Mightymetal monster from your GY to your hand, then return 1 card on the opponents field to their hand. Well, there's the Archetype, please tell me what y'all think it!
  5. I was watching the episode in Zexal where we first see Anna duel, ad I got to thinking. I've spent nearly a month making Machine-type monster of various types, changing ideas and strategies of said deck until I finally came up with the idea I have now. I also came up with a name for the deck that wasn't a near copy of someone else's work. So here it is, the finally finished Mightymetal Deck. Extra Deck monsters: Mightymetal Corrupted Machinery Level: 8 DARK Machine/Fusion/Effect ATK: 2500/ DEF: 1500 Description: 1 level 5 or higher Mightymetal monster + 1 level 4 or lower Mightymetal monster Cannot be destroyed by card effects. Once per turn, you can target any number of Mightymetal monsters, spells, or traps in your GY, return those targeted cards to the bottom of your deck, then for every 3 cards returned to the bottom of the deck by this effect, you can return one card on the opponents field to their hand. This monster cannot battle the turn you activate this effect. Mightymetal Rare Falcon Level: 8 WIND Machine/Fusion/Effect ATK: 1000/ DEF: 2000 Description: 1 Mightymetal Ritual monster + 1 Mightymetal monster Cannot be destroyed by battle once per turn. Once per turn, if there are no cards in your hand, you can guess what type of card the top card of your deck is. Draw 1 card, if the card is the type you guessed, inflict 500 damage to your opponent, then this card gains 500 ATK and DEF. Once per turn, you can send one Mightymetal card in your hand to the GY, then add 1 Mightymetal card from your GY to your hand, other than the one that was discarded. Mightymetal Chaos Leviathan Level: 8 DARK Machine/Fusion/Effect ATK: 2800/ DEF: 0 Description: 1 Mightymetal Ritual monster + 1 Mightymetal monster Once per turn when this card destroys an opponents monster by battle, you can discard every card in your hand, then draw 2 cards. This card can attack 2 times each battle phase. This card can inflict piercing damage. Mightymetal Prominent Phoenix Level 10: FIRE Machine/Fusion/Effect ATK: 3000/ DEF: 3000 Description: 2 Mightymetal Fusion monsters Cannot be destroyed by card effects. When this card battles an opponents monster, negate the effects of that monster, then neither players monster is destroyed, and neither player takes any battle damage. After damage calculation, destroy the opponents monster, and inflict damage equal to its original ATK. If this card attack or was attacked, at the end of the battle phase, banish it. If banished by its own effect, special summon it during your next standby phase. If special summoned by its own effect, destroy all cards on the opponents field. Mightymetal Fused Apostle Level 10: LIGHT Machine/Fusion/Effect ATK: 0/ DEF: 0 Description: 3 level 5 or higher Mightymetal monsters This card cannot be selected as the target for an attack. Once per turn, during either players turn, when the opponent activates a card effect, you can banish this card, then negate the effect activation, and banish that card. If this card was banished by its own effect, you can special summon it from the banish zone during the next players standby phase. If special summoned by its own effect you can banish one card on the opponents field. Mightymetal Industrial Chimera Level 12: EARTH Machine/Fusion/Effect ATK; ?/ DEF: 5000 1 Mightmetal Ritual monster + 1+ Mightymetal monsters Unaffected by card effects. When this card is Fusion summoned, its original ATK becomes equal to half of the combined total ATK of all monster used to summon it. When this card Attacks, All card effects on the opponents field, and in their GY are negated. When this card destroys the opponents monster by battle, you can equip that monster to this card. This card gains ATK equal to half of the original ATK of all monsters equipped onto it by this effect. This card can attack one additional time for each monster equipped to it. When this card would leave the field by any means, you can send 1 card equipped to this card instead. This card cannot attack directly. That's the Extra deck, next we have all the Ritual monsters/spells of the Archetype. Ritual Monsters: Mightymetal Flying Fortress Level 10: WIND Machine/Ritual/Effect ATK: 3000/ DEF: 2500 Description: Can be Ritual summoned using any Mightymetal Ritual Spell. Cannot be destroyed by battle. Once per turn, when the opponent activates a Spell/Trap card or effect that would destroy a card on the field or inflict damage (Quick Effect): You can negate the destruction and/or make all damage 0, then inflict 1000 damage to your opponent. You can only use each of the following effects of this Ritual Summoned monster once per turn, but it cannot attack the turn it uses either of them: - If there are no cards in your hand: You can draw one card and reveal it. If it is a Mightymetal Spell/Trap, you can add 1 Machine monster from your Deck or GY to your hand. - You can send 1 Machine monster from your hand to the GY: Inflict 1000 damage to your opponent. Mightymetal Glorious Bismarck Ritual Level 10 WATER Machine/Ritual/Effect ATK; 3000/ DEF: 1000 Description: Can be Ritual summoned using any Mightymetal Ritual Spell. Cannot be destroyed by the opponents card effects. Once per turn, you can force the opponent to send one monster they control to the GY. When this card attacks, the opponent cannot activate monster effects, spells, or traps. Negate the effects of monster destroyed in battle by this card. This card can inflict piercing damage. If this card destroys an opponents monster in battle, after damage calculation, deal 1000 damage to your opponent, then if you did, this card can make a second attack this turn. Mightymetal Manica Gladiator Ritual level 10 EARTH ATK: 3500/ DEF: 0 Machine/Ritual/Effect Description: Can be Ritual Summoned using any Mightymetal Ritual Spell. When this card battles, your opponent cannot activate spells, or traps. Negate the effect(s) of a Effect monster(s) this card battles with. This card inflicts Piercing Damage. when this card destroys a Defense Position monster by battle: Inflict damage to your opponent equal to the destroyed monster's original ATK. When this card destroys an Attack Position monster by battle: Inflict damage to your opponent equal to the destroyed monster's original DEF. Mightymetal Imperial Juggernaut Ritual Level 8 EARTH ATK: 500/ DEF: 3500 Description Can be Ritual Summoned using any Mightymetal Ritual Spell. when this card battles an opponents monster it gains ATK equal to opponents monsters ATK. If this card destroys an opponents monster by battle, switch it to defense position after damage calculation. While this card is in defense position, it is the only monster the opponents monsters can attack. Once per turn, when the opponent declares an attack with a special summoned monster against this card, you can negate that attack, then inflict 1000 damage to your opponent. Mightymetal Doomsday Gear Ritual Level 6 EARTH ATK: 0/ DEF/ 0 Description Can be Ritual Summoned using any Mightymetal Ritual Spell. This card is not treated as being on the field. This card cannot be selected as the target for battle or effect. this card cannot be destroyed by Effects that don't target. During each players Standby phase, all face up cards on the opponents field gain one Doomsday Counter. Once per turn, you can deal 100 points of damage to your opponent for every Doomsday counter on their field. When a card with a Doomsday Counter on it leaves the field, inflict 100 damage to your opponent for each counter that card had on it. Mightymetal Light Artillery Dragon Ritual Level 4 Wind ATK: 0/ DEF: 2600 Description: Can be Ritual Summoned using any Mightymetal Ritual Spell. Once per turn, while in attack position, you can tribute 1 Mightymetal Monster on the field, inflict damage to your opponent equal to half of its original ATK. If you do, switch this card into Defense position. Once per turn, while in Defense position, this card cannot be destroyed by Battle. Ritual Spells: Combustible Ritual Ritual Spell This card is always treated as a Mightymetal card. Can be used to Ritual summon any Machine type Monster. Once per duel. while their is a Machine type Ritual monster on the field, if the opponent takes effect damage, you can banish this card from your GY, along with 1 Machine type monster. Draw 2 cards. You can only activate 1 Combustible Ritual per turn. Reinstate Ritual Ritual Spell This card is always treated as a Mightymetal card. Can be used to Ritual summon any Machine type Monster. Once per turn, when a Machine type Ritual monster is destroyed, you can add this card and 1 level for or lower Machine type monster from your GY to your hand. Machina Ritual Ritual Spell This card is always treated as a Mightymetal card. Can be used to Ritual summon any Machine type Monster. When a Machine type monster would leave the field by any means, you can banish this card instead. If banished by its own effect, draw 1 card. You can only activate this effect of Machina Ritual once per turn. You can only activate one Machina Ritual per turn. Alright, next, (in no particular order) The rest of the cards in the deck. Mightymetal Brute Monster EARTH/Machine/Effect Level: 4 ATK; 1400 DEF: 1500 During either players Battle phase, you can discard this card from your hand, then 1 monster on your side of the field gains 1000 ATK until the end of the Battle phase. Once per turn, while this card is in the GY, you can discard 1 card from you hand, then, draw one card. Mightymetal Spearer Monster WIND/Machine/Effect Level:4 ATK: 2000 DEF: 0 This card can inflict piercing damage to defense position monsters. Once per turn, when this card destroys an opponents monster in battle, you can switch this monster to defense position, then, add 1 spell or trap from your Deck to your Hand. Mightymetal Maiden Monster LIGHT/Machine/Effect Level: 4 ATK 800 DEF: 2000 During either players turn, you can discard this card from your hand, then special summon 1 level 4 or lower Mightymetal monster from your GY. That monster has its effect negated, but it cannot be destroyed by battle or by effect for the rest of the turn. Mightymetal Gemwing Monster WIND/Machine/Union/Effect Level: 4 ATK: 1000 DEF: 1000 You can discard one card from your hand, then special summon this card from your hand. Once per turn, you can target 1 Mightymetal monster on your field, equip this card to it as an equip spell. Or un-equip it, and special summon it. The Mightymetal monster equipped with this card gains 500 ATK, and can attack every monster the opponent controls once. If the equipped monster were to be destroyed, you can return this card to your Hand, prevent it's destruction. Mightymetal Princess Monster WIND/Machine/Effect Level: 3 ATK; 900 DEF; 700 Once per turn, you can discard one card from your hand, ten, add one banished card to your hand. Mightymetal Arsenal Continuous Spell Once per turn. You can discard one card, then, Banish 1 card from your GY, other than the one that was discarded, then Add 1 Mightymetal card from your deck to your Hand. Once per turn, you can send this card to the GY, then draw 1 card. Mightymetal Chain Normal Trap Equip this onto one monster on the field,that monster has all of its effect negated, and loses half of its ATK, and if it is destroyed, inflict damage to its original controller equal to half of its original ATK. Then, return this card to your hand. Mightymetal Genie Monster DARK/Machine/Effect Level: 4 ATK: 950 DEF: 1650 Once per turn, during either players turn, when this card is discarded from your hand by a card effect, you can banish 1 card from your GY. Then return this card to your hand, and draw 1 card. This card cannot be normal summoned/set the turn this effect activates. Mightymetal Booster Quick-Play Spell Discard 1 card from your hand, or banish 1 card from your GY, then increase the ATK and DEF of one Mightymetal monster by 1000, also for the rest of this turn, the selected monster cannot be destroyed by battle. Mightymetal Slasher LIGHT/Machine/Effect Level: 4 ATK: 2100 DEF: 0 When there are no monsters on your side of the field, you can special summon this card from your hand. Once per turn, you can discard 1 card in your hand, then add 1 card in your GY to your hand. When this card destroys a monster in battle, it is changed to Defense mode at the end of the turn. Mightymetal Heavy Freight EARTH/Machine/Effect Level: 10 ATK: 2800 DEF: 2000 When this card is sent to the GY, inflict 800 damage to the opponent. Once per turn, while this card is in the GY, you can tribute 1 card on your side of the field, then special summon this card from the GY. This card can attack the opponent directly, but when it does so while there are monster on the opponents field, the damage dealt to the opponent is halved. Mightymetal Mage LIGHT/Machine/Effect Level: 1 ATK; 0 DEF: 0 When this card is sent to the GY, you can add 1 spell or trap from your Deck to your Hand Mightymetal Zombie DARK/Machine/Effect Level: 4 ATK: 1000 DEF: 1500 You can discard 1 card from your hand, then special summon this card from your hand. While this card is on the field, The opponents Spell and Trap effects cannot target Mightymetal Monsters on the field. When this card is sent to the GY, draw 1 card. Mightymetal Counter Counter Trap You can activate this card when the opponent declares a direct attack, banish 1 Mightymetal monster from your GY. Then destroy the attacking monster, and deal damage to your opponent equal to half of its original ATK. For the rest of the turn after this card activates, all monster with an attack equal to or lower than the destroyed monster cannot attack. Mightymetal Draw Quick Play Spell Discard 1 Mightymetal monster, then draw 2 cards. Mightymetal Master Mage Level: 7 DARK/Machine/Effect ATK: 2200 DEF: 3000 If there is a "Mightymetal Mage" in your GY, you can special summon this card from your hand. Once per turn, when the opponent activates a spell or Trap, you can negate the activation of that card. Once per turn, you can force your opponent to discard 1 card from their hand, and draw a new one. Mightymetal Engine Equip Spell Can only be equipped to a Machine type monster, the equipped monster cannot be destroyed by battle, and during your battle phase, can attack 1 additional time for every 3 levels it has. Mightymetal Dispel Continuous Trap Activate only while there is a Mightymetal monster in your GY. Your opponent cannot activate card effects that would target a card in either players GY. Your opponent cannot activate card effects that originate in their GY. Mightymetal Ryu Level: 10 LIGHT/Machine/Effect ATK: 3000 DEF: 1200 When this card is sent to the GY, you can destroy all Spells and Traps on the opponents field. While this card is in your GY, cards and effects that would prevent a Machine type monster from activating its effects, or battling are negated. Mightymetal Dunker Level: 4 DARK/Machine/Effect ATK: 1500 DEF: 1200 You can discard 1 Mightymetal monster from your hand, inflict 500 damage to your opponent. Mightymetal Tank Level: 2 EARTH/Machine/Effect ATK: 200 DEF; 2000 When this card is sent to the GY, you can deal the opponent 500 damage. Once per turn, when your opponent declares an attack, you can special summon this card from your GY, but it is banished when it next leaves the field. If this card is destroyed in battle, after damage calculation, destroy the monster that destroyed this card. Mightymetal Interceptor Level: 4 EARTH/Machine/Effect ATK: 0 DEF: 2000 When your opponent declares a direct attack, you can special summon this card from your Hand or GY. When this card that has been special summoned by its own effect leaves the field it is banished. Mightymetal Reflector Level: 4 EARTH/Machine/Effect ATK: 1100 DEF: 1800 When this card is sent to the GY, you can banish 1 card from the opponents GY. Once per turn, while this card is in the GY, if a level 4 or lower Mightymetal monster were to be sent to the GY by a card effect other than its own, you can banish 1 other MIghtymetal Monster from your GY, then special summon that monster. Mightymetal Werewolf DARK/Machine/Effect Level: 4 ATK: 2000 DEF: 0 When this card is normal summoned, you can add 1 level 4 or lower Mightymetal monster from your Deck to your Hand. When this card is banished from the GY by a card effect, you can add it to your hand. Mightymetal Emeralder Level: 6 WIND/Machine/Effect ATK: 2400 DEF: 1400 When Fusion summoning a Machine type Fusion monster, you can substitute this card for any fusion material. If this effect is used, the other fusion material(s) must be correct. When this card is Used for a Fusion Summon of a Machine type monster, you can fuse the required materials together without a Fusion card. Mightymetal Blader Level: 4 DARK/Machine/Effect ATK: 1800 DEF: 1500 You can discard this card from your hand, one Machine type monster gains a permanent 800 ATK boost. Mightymetal Fusion Quick-Play Spell You can use this card to Fusion summon any Machine type Fusion monster using Fusion material monsters from your Hand, Field, or GY, by shuffling this card and those Fusion material into the deck. You must discard 1 card to activate this card. No cards or effects can be chained onto the activation of this card. The Machine type Fusion monster Fusion summoned by this cards effect gains ATK equal to half of the combined total ATK of all Monsters that were used as Fusion material. Mightymetal Soul-Sharer LIGHT/Machine/Effect Level: 1 ATK: 0 DEF: 0 This card cannot be destroyed by battle, once per duel, you can tribute this face-up, Defense position monster, take control of one special summoned monster the opponent controls. Once per turn, while this card is in the GY, if there are no cards in your Hand, you can banish this card, then draw 1 card. Mightymetal Fortress Normal trap When the opponent declares a direct attack, you can reduce all battle damage to 0. If this face-down card is sent to the GY, you can add 1 Mightymetal monster from your GY to your Hand. Once per turn, while this card is in the GY. When a Mightymetal monster is destroyed, you can make all damage 0, then special summon 1 level 4 or lower Mightymetal monster from your GY, other than the one that was destroyed. Mightymetal Launcher Normal trap Return 1 Mightymetal monster from your GY to your hand, then return 1 card on the opponents field to their hand. Well, there's the Archetype, please tell me what y'all think it!
  6. (me on phone to other co-creators) no see the joke here is that she's a solid snake, as in the support she offers to the archetype and in how she references the spy-clone who's in that Kojima-led franchise, especially considering how they're both good at extracting cost out of those who would seek their eradication, yes I know that she is an actual snake and that it's literally a codename in the clone's case stop being such a Karen oh no we're actually on the post now cut the convo CUT IT CUT IT CUT IT Power of tactfulness, ladies and mentalgen. Now to this new Fusion here. Basically, Thunder Dragon Colossus But For Reptiles actually has a solid booty, which is weird considering its all tail, but is balanced considering it won't start out in Defense Mode by its Contact Fusion method. Which, by the way, not only echoes its predecessor in Serpentine Princess, BUT TRIGGERS IT TO SUMMON ANY LEVEL 3 OR LOWER MONSTER FROM YOUR DECK. Thank goodness for that limitation on its Summon, amirite? But yeah, Red-Eyes Flare Metal Dragon stipulations on every non-Reptile monster's effect can and will build up for combo Decks, and Linkslayer But From the Pool Of Cards That Would Be Used For Linkslayer's Effect In The Place Where They Went is certainly a new thing. A welcome one too, considering Reptiles'... less than stellar presence in the Extra Deck, King of the Feral Imps notwithstanding. In closing, yeah, it isn't a patch-all for the entire Type, but few things are in isolation. It takes continuous effort, and something like this is a good first step. Like Reptillanne Hydraling was. Like more after should be. I even encourage you all to excel me in this regard. Let's make this year the year of the Snake. Until the next card: reviews, revelry, you know the drill. BD'S, signing off.
  7. Ok so I decided for fun to make a Legendary "Blank" Style Deck but instead of a lots of reprints and few newer cards I reversed it, the deck would consist of newer cards with a few reprint cards, along with a ten card Extra Deck for them. The theme I chose was Evil heroes since With some new support coming out in Legendary Duelist 5, I thought to make some cards for them, Now I know not all of them will be good in the game state as it is, but I tried to make fun effects for them. The Design of the cards come from the "Another Riders" from the Tokusatsu show Kamen Rider Zi-O and thought they just looked like they fit the "Evil Hero" look so Enjoy the cards and I hope you judge fairly (NOTE I own NONE of the artwork used in the cards. Most of them either come from Shimpay from Tumblr who made the artworks for the Another Riders, and the other half are from the Official Yugioh card artworks.) [spoiler=NEW CARDS OF THE STRUCTURE DECK]SDEH-EN001 Evil HERO Another KuugaLevel 7|FIRE|Fiend/Effect|2500 ATK|2000 DEFIf you control 2 "Evil HERO" monsters with different names: You can Special Summon this card from your hand in Defense Position. When this card declares an attack: Your opponent cannot activate cards or effects during the Battle Phase. When this card is used as Fusion Material for a "HERO" monster: You can destroy 1 monster on the field with ATK equal to or lower than the original ATK of the Fusion Summoned Monster. SDEH-EN002 Evil HERO Another AgitoLevel 3|DARK|Fiend/Effect|1400 ATK|800 DEFWhen this card is Normal or Special Summoned: Add from your Deck 1 "Evil HERO" monster to your hand. When this card is sent to the GY as a Fusion Material for a "HERO" monster: You can destroy Spell/Trap cards on the field equal to the number of "Evil HERO" monsters you control. During your Main Phase while this card is in the GY: You can banish this card; Special Summon 1 "Evil HERO" monster from your hand in Attack Position. SDEH-EN003 Evil HERO Another RyukiLevel 4|FIRE|Fiend/Effect|1900 ATK|1600 DEFWhen this card declares an attack while you control another "Evil HERO" monster: Discard 1 card from your hand; inflict damage to your opponent equal to the combined level of all "Evil HERO" monsters you control x 100. You can only use this effect of "Evil HERO Another Ryuki" once per turn. When this card is used as Fusion Material for a "HERO" monster: Inflict 1000 points of damage to your opponent. SDEH-EN004 Evil HERO Another FaizLevel 5|FIRE|Fiend/Effect|2100 ATK|1600 DEFIf only your opponent controls a monster: You can Special Summon this card from your hand. When this card destroys a monster by battle: Banish it face-down. When an "Evil HERO" monster is Normal or Special Summoned: Draw 1 card. You can only use this effect of "Evil HERO Another Faiz" once per turn. When this card is sent to the GY as Fusion Material for a "HERO" monster: Banish from your opponent's GY 1 monster with ATK to or lower than the Fusion Summoned Monster's Original ATK. SDEH-EN005 Evil HERO Another BladeLevel 6|EARTH|Fiend/Effect|2400 ATK|1500 DEFYou can Special Summon this card from your hand by shuffling 1 "Evil HERO" monster from your GY into your deck. When this card attacks a Defense Position monster: Destroy it without applying Battle Calculation. If this card is sent to the GY as Fusion Material for a "HERO" monster: Increase the ATK of the Fusion Summoned Monster by 1000. SDEH-EN006 Evil HERO Another HibikiLevel 3|FIRE|Fiend/Effect|1000 ATK|1000 DEFWhen your opponent activates a Spell/Trap or monster effect while you control a face-up "Evil HERO" monster(Quick Effect): You can discard this card; negate the activation of the card and banish it. When this card is used as Fusion Material for a "HERO" monster: Increase the ATK of all "Evil HERO" monsters you control equal to the number of cards in your hand x 300 until the end of the turn. SDEH-EN007 Evil HERO Another KabutoLevel 4|EARTH|Fiend/Effect|1800 ATK|1500 DEFWhen this card is Normal or Special Summoned: Add from your deck 1 "Evil HERO" monster to your hand. When this card destroys a monster by battle: Discard 1 card; this card can attack again. When this card is used as Fusion Material for a "HERO" monster: Randomly send 1 card from your opponent's hand to the GY. SDEH-EN008 Evil HERO Another Den-OLevel 4|DARK|Fiend/Effect|1700 ATK|1900 DEFWhen this card declares an attack while you control a Level 5 or higher "Evil HERO" monster: This card is unaffected by card effects during the Battle Phase. When this card destroys a monster by battle: You can add from your GY 1 "Evil HERO" monster to your hand. When this card is used as Fusion Material for a "HERO" monster: You can send the top 3 cards from your opponent's deck to the GY. SDEH-EN009 Evil HERO Another KivaLevel 5|DARK|Fiend/Effect|2000 ATK|1400 DEFDurng your Main Phase, if you control a face-up "Evil HERO" monster: You can Special Summon this card from your hand. You can only Special Summon "Evil HERO Another Kiva" once per turn this way. When this card destroys a monster by battle while you control another "Evil HERO" monster: Increase your LP by 500 and reduce your opponent's LP by 500. When this card is used as Fusion Material of a "HERO" monster: Randonly send 1 card from your opponent's Extra Deck to the GY. You can only use this effect of "Evil HERO Another Kiva" once per turn. SDEH-EN010 Evil HERO Another DecadeLevel 4|DARK|Fiend/Effect|1900 ATK|1000 DEFOnce per turn: Declare the name of 1 "HERO" monster; for the rest of the turn, this card's name is treated as the name of the declared monster. When this card destroys a monster by battle: Place the destroyed monster at the bottom of the deck instead of sending it to the GY. When this card is used as Fusion Material for a "HERO" monster: Shuffle all "Evil HERO" monsters from your GY into your Deck; draw 3 cards and discard 2 cards from your hand. You can only use this effect of "Evil HERO Another Decade" once per turn. SDEH-EN011 Evil HERO Another WLevel 4|WIND|Fiend/Effect|1600 ATK|1800 DEFWhen this card is Normal or Special Summoned: Destroy Spell/Trap cards on the field equal to the number of "Evil HERO" monsters you control. You can only use this effect of "Evil HERO Another W" once per turn. This card can declare 2 attacks during each Battle Phase. When this card is used as Fusion Material for a "HERO" monster: The Fusion Summoned Monster is unaffected by card effects. SDEH-EN012 Evil HERO Another OOOsLevel 4|EARTH|Fiend/Effect|1800 ATK|1000 DEFWhen this card is Normal or Special Summoned: You can add 1 Banished "Evil HERO" monster to your hand. When this card declares an attack while you control another "Evil HERO" monster: Reduce the ATK of the attack target by 300 ATK for every "Evil HERO" monster you control during Battle Calculation. When this card is used as Fusion Material for a "HERO" monster: You can destroy up to 3 Spell/Trap cards on the field. SDEH-EN013 Evil HERO Another FourzeLevel 2|DARK|Fiend/Effect|800 ATK|600 DEFWhen an "Evil HERO" monster(s) would be destroyed by battle or card effect(Quick Effect): Discard this card from your hand; negate the destruction. When this card is used as Fusion Material for a "HERO" Monster: You can Special Summon 1 "Evil HERO" from your Deck with its ATK/DEF reduced to 0 and its effects negated until your next Standby Phase. SDEH-EN014 Evil HERO Another WizardLevel 7|FIRE|Fiend/Effect|2700 ATK|1900 DEFYou can Special Summon this card from your hand by banishing 2 Spell cards from your GY. You can only Special Summon "Evil HERO Another Wizard" once per turn. When this card destroys a monster by battle: Inflict damage to your opponent equal to half of the original ATK of the destroyed monster. When this card is used as Fusion Material for a "HERO" Monster: Return all banished cards to your GY and if you do, inflict damage to your opponent equal to the number of cards returned to your GY x 200. SDEH-EN015 Evil HERO Another GaimLevel 4|EARTH|Fiend/Effect|1500 ATK|1500 DEFAll "Evil HERO" monsters you control gain 200 ATK for every "Evil HERO" monster you control during the Battle Phase. When this card destroys a monster by battle: Banish the destroyed monster instead. When this card is used as Fusion Material for a "HERO" monster: Banish up to 2 card from your opponent's GY. SDEH-EN023 Malevolent BurnNormal Spell CardBanish 1 "Evil HERO" Fusion Monster from your GY: Inflict damage to your opponent equal to the original ATK of the banished monster. You can only activate 1 "Malevolent Burn" once per turn. During your Main Phase(except the turn this card was sent to the GY): Banish this card from your GY; inflict damage to your opponent equal to the number of "Evil HERO" monsters in your GY x 200. SDEH-EN024 Evil HERO Awakening x 2Normal Spell CardFusion Summon 1 "Evil HERO" Fusion Monster from your Extra Deck, by shuffling your banished Fusion Materials listed on it into your Deck. You cannot Special Summon monsters except by this card's effect during the turn you activate this card. During your Main Phase(except the turn this card was sent to the GY): Banish this card from your GY; add 1 "Dark Fusion" or "Dark Calling" from your GY to your hand. You can only use this effect of "Evil HERO Awakening" once per turn. SDEH-EN025 HERO CorruptionContinuous Spell CardWhen you activate this card: Add from your Deck 1 "Evil HERO" monster to your hand. As long as this card remains face-up on the field: All "HERO" monsters on the field are treated as Fiend Monsters. When an "Evil HERO" Fusion Monster is Fusion Summoned: Banish 1 card from your opponent's GY face-down. When this card is destroyed: Special Summon 1 "Evil HERO" monster from your GY in Defense Position. SDEH-EN026 HERO PrisonContinuous Trap CardAll "Evil HERO" monsters gain 100 ATK for every "HERO" monster in your GY. As long as this card remains face-up on the field: All "HERO" monsters in the GY are treated as Fiend Monsters. When a "Evil HERO" monster destroys a monster by battle: Banish 1 card on your opponent's field face-down. You can only use this effect of "HERO Prison" once per turn. SDEH-EN027 Supreme King ProtectionCounter Trap CardWhen your opponent activates a Spell/Trap or monster effect, while you control a face-up Attack Position "Evil HERO" monster: Negate the activation and if you do, destroy that card, and if you control a face-up "Supreme King Castle"; banish the card face-down. You can only activate 1 "Supreme King Protection" once per turn. SDEH-EN030 Evil HERO Signal x 2Normal Trap CardWhen a monster you control is destroyed by battle and sent to the GY: Special Summon 1 Level 4 or lower "Evil HERO" monster from your hand or Deck. When a "Evil HERO" monster would be destroyed by battle or card effect while this card is in your GY: Banish this card; negate the destruction. SDEH-EN031 Evil Barrier x 2Normal Trap CardNegate 1 attack from an opponent's monster. You must control a face-up "Evil HERO" monster to resolve this effect. When an "Evil HERO" monster is targeted for an attack: Banish this card from the GY; negate the attack and end the Battle Phase. [spoiler=REPRINT CARDS OF THE STRUCTURE DECK]SDEH-EN016 Evil HERO Aduster Gold x 2Level 4|LIGHT|Fiend/Effect|2100 ATK|800 DEFYou can discard this card; add 1 "Dark Fusion", or 1 card that specifically lists "Dark Fusion" in its text, from your Deck to your hand, except "Evil HERO Aduster Gold". You can only use this effect of "Evil HERO Aduster Gold" once per turn. Cannot attack unless you control a Fusion Monster. SDEH-EN017 Evil HERO Sinister Necrom x 2Level 5|DARK|Fiend/Effect|1600 ATK|1800 DEFYou can banish this card from your GY; Special Summon 1 "Evil HERO" monster from your hand or Deck, except "Evil HERO Sinister Necrom". You can only use this effect of "Evil HERO Sinister Necrom" once per turn. SDEH-EN018 Evil HERO Infernal GainerLevel 4|EARTH|Fiend/Effect|1600 ATK|0 DEFDuring your Main Phase 1: You can banish this card, then target 1 Fiend-Type monster you control; that target can make a second attack during each Battle Phase. During your second Standby Phase after this effect was activated: Special Summon this banished card in Attack Position. SDEH-EN019 Dark Fusion x 2Normal Spell CardSend, from your hand or your side of the field to the Graveyard, the Fusion Material Monsters that are listed on a Fiend-Type Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon). The Special Summoned monster cannot be targeted by the opponent's Spells, Traps, or card effects this turn. SDEH-EN020 Dark Calling x 2Normal Spell CardBanish, from your hand or your Graveyard, the Fusion Material Monsters listed on a Fusion Monster Card that can only be Special Summoned with "Dark Fusion", then Special Summon that monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon with "Dark Fusion".) SDEH-EN021 Supreme King CastleField Spell CardYou can Fusion Summon Fusion Monsters that must be Special Summoned with "Dark Fusion" by card effects other than "Dark Fusion". Once per turn, during damage calculation, if your Fiend monster battles an opponent's monster: You can send 1 "Evil HERO" monster from your Deck or Extra Deck to the GY; your battling monster gains ATK equal to the sent monster's Level x 200, until the end of this turn (even if this card leaves the field). SDEH-EN022 Monster RebornNormal Spell CardTarget 1 monster in either player's GY; Special Summon it. SDEH-EN028 Storming Mirror Force x 2Trap CardWhen an opponent's monster declares an attack: Return all your opponent's Attack Position monsters to the hand. SDEH-EN029 Mirror Force x 2Trap CardWhen an opponent's monster declares an attack: Destroy all your opponent's Attack Position monsters. [spoiler=EXTRA DECK]SDEH-EN032 Evil HERO Another DriveLevel 5|WIND|Fiend/Fusion/Effect|2100 ATK|1200 DEF1 "Evil HERO" monster + 1 WIND MonsterThis card must be Fusion Summoned with Dark Fusion. When this card declares an attack: Discard 1 card from your hand; your opponent cannot activate Spell/Trap or card effects during the Battle Phase. When a card or effect activates targeting a "Evil HERO" monster you control: Discard 1 card from your hand; negate the activation or effect and destroy the card, then inflict 500 points of damage to your opponent. You can only use this effect of "Evil HERO Another Drive" once per turn. SDEH-EN033 Evil HERO Another GhostLevel 6|DARK|Fiend/Fusion/Effect|2000 ATK|2400 DEF1 "Evil HERO" monster + 1 DARK MonsterThis card must be Fusion Summoned with Dark Fusion. This card gains 200 ATK for every "Evil HERO" monster in your GY. When this card would be destroyed by battle or card effect: Banish 1 "Evil HERO" monster from your GY; negate the destruction. When this card destroys a monster by battle: Banish the monster face-down. When this card is destroyed: Shuffle all banished "Evil HERO" monsters into your deck then draw 1 card. You can only use each effect of "Evil HERO Another Ghost" once per turn. SDEH-EN034 Evil HERO Another Ex-AidLevel 7|DARK|Fiend/Fusion/Effect|2500 ATK|2000 DEF2 "Evil HERO" monstersThis card must be Fusion Summoned with Dark Fusion. Once per turn, during your Main Phase: Reduce the ATK of all monsters your opponent controls equal to the number of "Evil HERO" monsters in your GY x 200. When the ATK of your opponent's monsters reach 0 because of this effect: Destroy them, then inflict damage to your opponent equal to half of the destoryed monster's ATK. You can only the effect of "Evil HERO Another Ex-Aid" once per turn. SDEH-EN035 Evil HERO Another BuildLevel 8|DARK|Fiend/Fusion/Effect|2800 ATK|2000 DEF2 "Evil HERO" monstersThis card must be Fusion Summoned by "Dark Fusion". Once per turn: Banish 1 "Fusion" Spell card from your GY; Fusion Summon 1 "Evil HERO" monster using monsters on your side of the field or in your hand as Fusion Material listed on the card. This Fusion Summon is treated as if they were summoned by "Dark Fusion". This card cannot declare an attack the turn this effect was used. When this card is destroyed by battle: Special Summon 2 Level 4 or lower "Evil HERO" monsters from your GY in Defense Position. SDEH-EN036 Evil HERO Another Zi-OLevel 9|DARK|Fiend/Fusion/Effect|3000 ATK|3000 DEF1 "Evil HERO" Fusion Monster + 1 "HERO" MonsterThis card must be Fusion Summoned by "Dark Fusion". Once per turn: Reveal 1 "Evil HERO" Fusion Monster from your Extra Deck; for the rest of this turn, this card's effect becomes the effect of the revealed card. When this card destroys a monster by battle: Banish it face-down. When this card would be destroyed by battle or card effect: Banish 1 Spell/Trap card; negate the destruction, then destroy up to 2 cards your opponent controls. You can only use this effect of "Evil HERO Another Zi-O" once per turn. SDEH-EN037 Xtra HERO Another KikaiLink-1|EARTH|Fiend/Link/Effect|800 ATK|Down Arrow1 "Evil HERO" monster(This card is treated as an "Evil HERO" card)When an "Evil HERO" monster is summoned to the zone this card points to: Negate the effects of all Spell/Trap cards your opponent controls until the next Standby Phase. When this card is sent to the GY as Material for the summoning of an "Evil HERO" monster: Randomly send 1 card from your opponent's hand to the GY then draw 1 card. You can only use this effect of "Xtra HERO Another Kikai" once per turn. SDEH-EN038 Xtra HERO Another RyugaLink-2|DARK|Fiend/Link/Effect|1800 ATK|Bottom Left arrow, Bottom Right Arrow2 "HERO" monsters including 1 "Evil HERO" monster(This card is treated as an "Evil HERO" card)When this card is Link Summoned: Destroy 1 monster your opponent controls with the lowest ATK. When this card is selected as an attack target while it points to a "Evil HERO" monster: Reduce the ATK of the attacking monster equal to half of the original ATK of 1 of the monster this card points to. When this card is destroyed: Add 1 Spell card from your GY to your hand. You can only use this effect of "Xtra HERO Another Ryuga" once per turn. SDEH-EN039 Xtra HERO Another QuizLink-2|DARK|Fiend/Link/Effect|1600 ATK|Right Arrow, Left Arrow2 "HERO" monsters including 1 "Evil HERO" monster(This card is treated as an "Evil HERO" card)When this card is Link Summoned: You can look at the top 5 cards of your Deck; place them back on top of your Deck in any order. When this card is or an "Evil HERO" Monster you control selected as an attack target: Declare 1 card type(Monster, Spell or Trap); reveal the top card and if its the declared card, negate the attack. You can only use this effect of "Xtra HERO Another Quiz" once per turn. SDEH-EN040 Xtra HERO Another ShinobiLink-3|DARK|Fiend/Link/Effect|2300 ATK|Bottom Left Arrow, Bottom Arrow, Bottom Right Arrow2+ "HERO" monsters including 1 "Evil HERO" monster(This card is treated as an "Evil HERO" card)When a "Evil HERO" Fusion Monster is summoned to a zone this card points to: Banish up to 2 cards from your opponent's GY face-down. When a "Evil HERO" monster this card points to is destroyed: Send the top 3 cards of your opponent's Deck to the GY. You can only use each effect of "Evil HERO Another Shinobi" once per turn. SDEH-EN041 Xtra HERO Another Zi-O IILink-4|DARK|Fiend/Link/Effect|3000 ATK|Bottom Left, Left, Bottom Right, Right2+ "HERO" monsters including 1 "Evil HERO" Fusion Monster(This card is treated as an "Evil HERO" card)When this card is Link Summoned: Shuffle all banished cards into the Deck, then draw 1 card. When an "Evil HERO" Fusion Monster is special summoned to a Zone this card points to: You can banish 1 monster your opponent controls, and if you do inflict damage equal to its original ATK to your opponent. Once per turn, if this card or an "Evil HERO" This card points to would be destroyed by battle or card effect: Banish 1 "Evil HERO" monster from your GY; negate the destruction then inflict 1000 points of damage to your opponent. You can only control 1 "Xtra HERO Another Zi-O II".
  8. Elemental HERO Mothman: https://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Elemental+HERO+Mothman&cardtype=Monster&subtype=effect&attribute=Earth&level=5&rarity=Common&picture=https%3A%2F%2Fi.imgur.com%2FeCWuwZ3.jpg&circulation=&set1=&set2=&type=Insect&carddescription=If+you+have+4+or+more+Insect-Type+Monsters+or+%22Elemental+HERO%22+Monsters+in+your+Graveyard%3A+You+can+banish+4+Insect-Type+or+%22Elemental+HERO%22+Monsters%3A+Add+2+%22Elemental+HERO%22+or+Polymerization+Cards+from+the+Deck+to+your+Hand.+%0D%0A&atk=2300&def=700&creator=Zeddle&year=2019&serial= Elemental HERO Flying Death Moth: https://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Elemental+HERO+Flying+Death+Moth&cardtype=Fusion&subtype=effect&attribute=Earth&level=9&rarity=Common&picture=https%3A%2F%2Fi.imgur.com%2FvxbN5Ft.png&circulation=&set1=&set2=&type=Insect&carddescription=Elemental+HERO+Mothman+%2B+Elemental+HERO+Flame+Wingman%0D%0AThis+card+is+unaffected+by+your+opponents+card+effects.+This+card+gets+150+ATK+for+each+banished+monster.+Once+per+turn+during+the+main+Phase%3A+You+can+banish+3+%22Elemental+Hero%22+Monsters+from+your+GY%3A+Special+Summon+a+banished+Monster.+When+this+card+destroys+a+monster+by+battle+and+sends+it+to+the+Graveyard%3A+Inflict+damage+to+your+opponent+equal+to+the+ATK+of+the+destroyed+monster+in+the+Graveyard.&atk=2800&def=1900&creator=Zeddle&year=2019&serial= Artworkes by KrysFun. https://www.deviantart.com/krysfun I would appreciate feedback. <3
  9. [spoiler=Ampitheatre - Cage of the Gladiator Beasts: Info] Field Spell Card Lore: Once per turn: You can shuffle 1 other "Gladiator Beast" card you control into the Deck; inflict 1000 damage to your opponent, then apply the returned card's effects that activate by returning itself to the Deck (if any). Once per turn: You can target 1 "Gladiator Beast" monster you control; your opponent takes no further damage this turn, also apply 1 of these Quick Effects.● It cannot be destroyed by card effects this turn. ● Banish it and either 1 Beast monster with 300 DEF or 1 "Colosseum - Cage of the Gladiator Beasts" from your GY, and if you do, Special Summon 1 Level 8 "Gladiator Beast" monster from your Deck or Extra Deck, ignoring its Summoning conditions. So how'd this convoluted Glad-Beast supporting Field Spell come into play? Well, I'm glad you asked little trooper. See... Gladiator Beast Great Fortress was a card used by Battle Beast in the Yu-Gi-Oh ARC-V anime, during its 122nd, 124th and 138th episodes of that titular show. Its ability allowed it to load up with Gladiator Beasts and negate the effects of everything else, as well as sack the fort-encased Beasts for a stack of damage each. During Jack Atlas and Yuya's Duel against him, this was his trump card that he used to protect himself and challenged Yuya and Jack to break through it. It's a perfect home for someone who'd been forced into a corner as he had, still able to strike at the opponent from a self-thought-impenetrable defense. Oh, you meant the Ampitheatre when you said "convoluted Glad-Beast Field Spell"? Well, first: And second, this was made to bring the relevant power that the Great Fortress (and through it, Assault Fort) gave to the Beasts into meatspace form, without sending people groping for their electron microscopes to suss it out. So the burn stayed, the destruction immunity (part of it) stayed, the sacking of other Gladiator Beast Field Spells to make something better for them stayed, and I added on the Test/Slave monsters (300 DEF covers them all, including my recently made Stag) for their sakes. And together, this Voltron of advantage for Gladiator Beasts will...ensure their placement in the meta. Hopefully. Or at least make them more than Tier 2 with benefits. That's fun, right? Until the next card: reviews, revelry, you know the drill. BD'S, signing off.
  10. [spoiler=Vision HERO Visitant: Info] DARK/Warrior-Type Fusion Effect Monster/Level 6/2000 ATK/2600 DEF Lore: 2 Warrior monsters, including a "HERO" monster Your opponent must reveal all cards they add to their hand from their Deck. Once per turn, if your opponent adds a monster(s) from the Deck to their hand: Your opponent can place those monsters into the Spell & Trap Zones face-up as Continuous Traps to negate this effect, otherwise they take damage equal to half of those added monsters' original ATK. If your opponent does not have a card that is originally a monster in their Spell & Trap Zone, they can only Special Summon 1 monster from their hand or Deck per turn. Wait. Why am I still doing this?! Glad Beasts just went up a tier overnight, I just dropped a new Field Spell and Test monster before I even realized this, I should be working on that right now! BUT... ...I promised you a finished Vision HERO set, and I'm delivering, whether or not my 2nd favorite Deck-and current meatspace Deck-dreams just came true overnight or not. Speaking of dreams, your opponent must be if they think they're getting searches done without pain after this card is through with them. And considering they'll need to pack their monsters into the south end of their board-or run Pendulums or ABCs, either-or-to get anything of use out of their hand, this card can end things for your opponent in a jiffy. Almost like busted Level 6 DARK HEROes are a growing breed, and this wants in on that. Who's the BlaDeS of Change Workshop to not deliver like FedEx? Anyways, you're getting the Glad Beast support over the incoming weekend, as a surprise from me over this Archetype finally getting the boost in the seat it needed. Until then, reviews, revelry, you know the drill. BD'S, signing off.
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