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Found 19 results

  1. 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.
  2. So, our newest Melody of Awakening Dragon bait came out for the Crystal Beasts, and I figured now was a good a time as any to count my tidings, prepare for the Christmas scene, and bring you a new Link. Really, though, its mostly the... So here you go, a Crystal Beast Summoner that the Sky Striker engine would love, and that can also work in conjunction (junction) with Union Carrier to put up some utterly jank combos too. Have fun with this though, considering it can also make stuff like "Crystal Abundance" Quick effect-happy. Until the next card: reviews, revelry, you know the drill. BD'S, singing off.
  3. This new card is a hefty addition to the Lost World, as Miracle Jurassic Egg was to Jurassic World. So yeah, odd arrows, benefitting from Miscellaneousaurs/hardcasted U.C.T., laddering into other Dinos, and, of course, GY retrieval. Which will probably go to Miscellaneousaurus. Just bone-dino love that's gonna ever result from Dino Links, isn't it. If it's not Link laddering, its somehow this to get Deng or Ib Justiciar. I mean besides the return of Litho. Anyways, until the next card: reviews, revelry, you know the drill. BD'S, signing off.
  4. Card #6 of the 10 Nights of Fright, and believe me, it only looks like a simple rag as much as Green Lantern's weapon looks like a simple piece of jewelry. Though, in this card's lore's case, it may well be Atrocitus'... This new monster is based on yet another of Ifunny user Creepy_Pasta_Reader, and his Scary Stories to Tell compliation - this one of a cape that crashes down to a planet and gives phenomenal powers to one of the scientists who happens upon it. However, this newly minted scientific Man of Steel has less of a command over his powers - or the oft-tragic results of such a union with a supernatural item - than the world may yet live to realize. The full story is below. This Helene Alonso-created pic betrays an incredibly powerful Link of mine. It, weirdly enough, is not the first Union Link I've made, but it may be the most chilling one. And the other literally features two girls in the vaccum of space. But besides being a slightly more co-link-happy Relinquished Anima in reverse, allows you a chance to make some crucial plays off of what would otherwise be the worst two types of Summons in the game. From them, however, comes the most powerful Union monster in the game that's not a Machine, allowing the power of possession, and in a slight variation, it can redirect targets of otherwise discriminating card effects towards itself. Only downside is the lack of direct attacks, but given its power is only held in stock by what else you can total with other card effects in the turn, shouldn't be a problem. And with something as troubling as this now growing ill of the very race it's supposed to protect, I'll end my 10 Nights of Fright diatribes here. Until the next card - tricks, treats, you know the drill. BD'S, signing off.
  5. Omega Ojama Dragon LIGHT Link: L, DL, D, DR, R Beast/Link/Effect 5 "Ojama" MonsterThis monster cannot be targeted by an opponent's monster effect. If an effect is applied that switches the original ATK and DEF of this card: This card gains 5000 ATK as long as the effect is active. If you activate "Polimerisation", you can use "Ojama" monsters in your GY as Fusion Materials by banishing them from your GY.ATK/0 LINK-5 https://i.imgur.com/fpIDBgo.png I would appreciate feedback. <3
  6. 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".
  7. Specter is, by far, my favorite character from Vrains and his deck is one of my absolute favorites from the entire franchise. The fact that NONE of his cards have been printed yet makes me want to die inside. So i did Konami's job for them and compiled all his cards here. I edited most of them to make their effects a bit less restrictive, and added a few of my own editions to the mix. Other cards were already good so very little editing was needed on some of them but i included them here to make it easier to picture how the deck would function as a whole. As always feedback is welcome and appreciated, I LOVE this archetype do death so i would love feedback to make it better. <3 First is the Main Deck monsters the Sunseed archetype which are all baby versions of the Extra Deck Sunavalon monsters (Genius Loci = Dryas, Shadow = Drades, Blossom = Dryanome, Maiden = Dryatrentiay, Twins = Daphne & Meliae, and Core = Ceres. Excluding Genius Loci they each have 2 effects relating to Special Summoning or resource recovery and effects that activate from the hand or Graveyard. As for the 2 new cards i added Sunseed Blossom is based on a flower blooming from the stem on Sunseed Shadow and Core is based on a flower blooming from the stem on Sunseed Shadow and Core is a pun on the Name Kore which is the roman equivalent to the Greek Goddess of life, Spring time, and blooming flowers Persephone who was the daughter of the Greek Goddess Demeter who this card's Sunavalon equivalent is named after. Sunseed Genius Loci ☆x1 EARTH/Plant/Normal 0/600 A seed that can be harvested from the Sunavalon once every 1000 years. It's said it will become the guardian spirit of its land after 1000 years. Sunseed Shadow ☆x1 EARTH/Plant/Effect 0/400 If you control a Plant-Type Normal Monster, you can Special Summon this card (from your hand), and if you do, you can treat this card as a Normal Monster while it is Face-up on the field. You can banish this card from the Graveyard, then target 1 Extra Linked Link-2 or lower Plant-Type Link Monster you control; Special Summon 1 Plant-Type Link Monster with the same name from your Extra Deck so that it is co-linked. You can only use each effect of "Sunseed Shadow" once per turn. Sunseed Blossom ☆x1 EARTH/Plant/Effect 0/200 If this card is sent to the Graveyard as a Link Material for the Link Summon of a "Sunavalon" Link Monster: You can target up to 2 of your banished Plant-Type monsters; return them to the Graveyard. If this card is in your Graveyard while you control a "Sunavalon" Link Monster: You can send 1 Plant-Type Normal Monster from your hand or field to the Graveyard; Special Summon this card. You can only activate 1 effect of “Sunseed Blossom” per turn, and only once that turn. Sunseed Maiden ☆x1 EARTH/Plant/Effect 0/0 When your opponent activates a card or effect that targets a Plant-Type monster(s) you control (Quick Effect): You can Special Summon this card from your hand, negate the activation, and if you do, destroy that card. When your opponent's monster declares a direct attack, while you control a "Sunavalon" Link Monster: You can banish this card and 1 other Plant-Type monster from your Graveyard to target the attacking monster; negate that attack, and if you do end the Battle Phase. You can only activate each effect of “Sunseed Maiden” once per turn. Sunseed Twins ☆x1 EARTH/Plant/Effect 0/800 If this card is Normal or Special Summoned, and you control a "Sunavalon" Link Monster: You can target 1 “Sunseed Genius Loci” in your Graveyard; Special Summon it. If you have 2 or more Plant-Type Link Monsters in your Graveyard with the same name: You can banish this card and 1 other Plant-Type monster from your Graveyard, then target 1 of those Plant-Type Link Monsters in your Graveyard with the same name; Special Summon it. You can only activate each effect of “Sunseed Twins” once per turn. Sunseed Core ☆x1 EARTH/Plant/Effect 0/1000 If this card is Normal or Special Summoned, and you control a "Sunavalon" Link Monster: You can target 1 “Sunseed Genius Loci” in your Graveyard; banish it, and if you do, target 1 Plant-Type Link Monster you control; Special Summon a number of “Sunseed Tokens” (Plant/EARTH/Level 1/ATK 0/DEF 0) up to the Link Rating of the targeted monster. During the Damage Step, when a Plant-Type Link Monster you control battles (Quick Effect): You can banish this card from your Graveyard; that monster gains ATK equal to it's Link Rating x 800, until the end of the Damage Step. You can only activate each effect of “Sunseed Core” once per turn. Next up are the 3 Sunvine Link monsters which all revolve around supporting the Sunavalon monsters and making up for their weaknesses. Your meant to Special Summon these monsters by using the effects of the Sunavalon Boss monsters' effects but you can also Link Summon them using either Genius Loci or the Sunseed Tokens that are Special Summoned by the effects of some of your cards. Slasher was already perfect so i didn't edit him at all, Gardna was all right but i tweaked his effect a bit to make it a little more powerful, and Healer required heavy editing due to her primary ability being underpowered and her completely lacking a secondary ability, it took me a few tries to come up with one for her but i think i like how it turned out. Also i changed the amounts in Gardna and Healers effects to match their attack points (700 ATK reduces damage by 700 and 600 ATK Gain 600 Life Points) to make them similar in design to Slasher (800 ATK Gains 800 ATK) the amounts not matching up just kind of bothered me (OCD). Sunvine Slasher EARTH/Plant/Link/Effect 800/Link - 1 Link Arrows: Down 1 Plant-Type Normal Monster If no "Sunavalon" Link Monster points to this card, destroy this card. If this card is Special Summoned: Target 1 "Sunavalon" Link Monster Linked to this card; this card gains ATK equal to that monster's Link Rating x 800. At the start of the Damage Step, when this card battles an opponent's monster: You can activate this effect; if that opponent's monster is destroyed by this battle and sent to the Graveyard, you can Special Summon that opponent's monster to one of your Main Monster Zones a "Sunavalon" Link Monster you control points to. Sunvine Gardna EARTH/Plant/Link/Effect 700/Link - 1 Link Arrows: Up 1 Plant-Type Normal Monster If no "Sunavalon" Link Monster points to this card, destroy this card. When you would take battle or effect damage: You can target 1 "Sunavalon" Link Monster Linked to this card; reduce any battle damage you would take from that battle by that monster's Link Rating x 700. If this card is destroyed by battle: You can end the Battle Phase. Sunvine Healer EARTH/Plant/Link/Effect 600/Link - 1 Link Arrows: Up 1 Plant-Type Normal Monster If no "Sunavalon" Link Monster points to this card, destroy this card. If this card is Special Summoned: Target 1 "Sunavalon" Link Monster Linked to this card; gain Life Points equal to its Link Rating x 600. When a Plant-Type Link monster you control destroys a monster by battle and sends it to the Graveyard: Gain Life Points equal to the original ATK of that destroyed monster in the Graveyard. Next are the Supporting Sunavalon monsters. They serve the purpose of expanding the Links of the Primary Sunavalon Boss monsters, Supporting the Sunvine Links, and recovering your resources. There were already a Link 2 monster and a Link 3 monster and i added a new link 4 monster to give them the same number of link monsters as the archetypes central boss monsters. Also the new monster i added is named after Ceres the roman equivalent to the greek goddess Demeter. She is the goddess of agriculture, grain, and the love a mother has for her children which i found fit in very well with the greek naming convention of the archetype as well as the themes of motherhood and child birth in it's design and effects. Sunavalon Daphne EARTH/Plant/Link 0/Link - 2 Link Arrows: Left & Right 2 Plant-Type monsters Cannot be used as Link Material the turn it is Link Summoned. Cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. Once per turn: You can Tribute 1 monster, then target up to 2 Plant-Type Link Monsters in your Graveyard; return them to the Extra Deck. If a Plant-Type Link Monster(s) you control except would be destroyed by battle or an opponent's card effect, you can destroy this card instead. Sunavalon Meliae EARTH/Plant/Link 0/Link - 3 Link Arrows: Left, Up, & Right 2 or more Plant-Type monsters, including a Link Monster Cannot be used as Link Material the turn it is Link Summoned. If this card is Link Summoned: You can target 1 Plant-Type monster in your Graveyard; Special Summon it to 1 of your Main Monster Zones a "Sunavalon" Link Monster you control points to. Cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. At the start of your Battle Phase: You can target 1 "Sunvine" Link Monster Linked to this card; during this Battle Phase, it can attack an additional number of times up to the Link Rating of the "Sunavalon" Link Monster you control with the highest Link Rating. You can only activate this effect of “Sunavalon Meliae” once per turn. Sunavalon Ceres EARTH/Plant/Link 0/Link - 4 Link Arrows: Left, Up, Down, & Right 2 or more Plant-Type monsters, including a Link Monster Cannot be used as Link Material the turn it is Link Summoned. If this card is Link Summoned: You can target up to 2 of your Banished Plant-Type monsters; return them to the Graveyard. Cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. All monsters your opponent controls must attack, if able. Once per turn when a “Sunvine” Link Monster is Special Summoned from the Extra Deck by the effect of a “Sunavalon” Link Monster you control: you can draw 1 card. If that card is a "Sunseed" monster, you can reveal that card to Special Summon 1 “Sunseed Token” (Plant/EARTH/Level 1/ATK 0/DEF 0) to 1 of your Main Monster Zones a "Sunavalon" Link Monster you control points to, and if you do, immediately after this effect resolves, You can Link Summon 1 “Sunavalon” Link Monster from your Extra Deck, using monsters from your field as Link Materials. and Finally we have the primary boss monsters of the deck the Sunavalon Mother tree. I left Dryas' effects the same, but i did alter the evolutions effects to relate more to each other. The largest change is that Dryatrentiay did not have the related effects of the previous evolutions so i added them while retaining it's own unique effect. Sunavalon Dryas EARTH/Plant/Link/Effect 0/Link - 1 Link Arrows: Down “Sunseed Genius Loci”. Cannot be used as Link Material the turn it is Link Summoned. Cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. Once per turn, if you take battle or effect damage: You can Special Summon 1 "Sunvine" Link Monster from your Extra Deck to one of your Main Monster Zones a "Sunavalon" Link Monster you control points to, and if you do, gain Life Points equal to the damage you took. Sunavalon Dryades EARTH/Plant/Link/Effect 0/Link - 2 Link Arrows: Bottom Left & Down 2 Plant-Type monsters, including a “Sunavalon” Link Monster. Cannot be used as Link Material the turn it is Link Summoned. Cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. Once per turn, if a monster you control that a "Sunavalon" Link Monster you control points to is targeted for an attack: You can move that monster to another Main Monster Zone; negate the attack. Up to twice per turn, if you take battle or effect damage: You can Special Summon 1 "Sunvine" Link Monster from your Extra Deck to one of your Main Monster Zones a "Sunavalon" Link Monster you control points to, and if you do, gain Life Points equal to the damage you took. Sunavalon Dryanome EARTH/Plant/Link/Effect 0/Link - 3 Link Arrows: Bottom Left, Down, & Bottom Right 2 or more Plant-Type monsters, including a “Sunavalon” Link Monster. Cannot be used as Link Material the turn it is Link Summoned. Cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. Once per turn: You can Tribute 1 Plant-Type Link Monster you control that this card points to, then target Spells/Trap Cards your opponent controls, up to the Tributed monster's Link Rating; destroy them. Your opponent cannot activate Spell/Trap Card effects in response to this effects activation and monsters in your Main Monster Zones cannot attack the turn you activate this effect. Up to twice per turn, if a monster you control that a "Sunavalon" Link Monster you control points to is targeted for an attack: You can move that monster to another Main Monster Zone; negate the attack. Up to thrice per turn, if you take battle or effect damage: You can Special Summon 1 "Sunvine" Link Monster from your Extra Deck to one of your Main Monster Zones a "Sunavalon" Link Monster you control points to, and if you do, gain Life Points equal to the damage you took. Sunavalon Dryatrentiay EARTH/Plant/Link/Effect 0/Link - 4 Link Arrows: Bottom Left, Up, Down, & Bottom Right 2 or more Plant-Type Link Monsters, including a “Sunavalon” monster. Cannot be destroyed by your opponent's card effects. Cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. This card's ATK becomes equal to the total ATK of all monsters it points to, during damage calculation only. Once per turn: You can Tribute 1 Plant-Type Link Monster you control that this card points to, then target Spells/Trap Cards your opponent controls, up to the Tributed monster's Link Rating; destroy them. Your opponent cannot activate Spell/Trap Card effects in response to this effects activation and monsters in your Main Monster Zones cannot attack the turn you activate this effect. Up to thrice per turn, if a monster you control that a "Sunavalon" Link Monster you control points to is targeted for an attack: You can move that monster to another Main Monster Zone; negate the attack. If you take battle or effect damage: You can Special Summon 1 "Sunvine" Link Monster from your Extra Deck to one of your Main Monster Zones a "Sunavalon" Link Monster you control points to, and if you do, gain Life Points equal to the damage you took. For the Spell and Trap cards i tweaked them a bit and made a few of them equip cards rather than continuous ones to better translate their intended effects. I also made Sunvine Burial Into a continuous card to better balance it's effect. Sunvine Plunder Continuous - Spell Card If you control a "Sunavalon" monster: Activate this card by paying 800 Life Points; Target 1 face-up card your opponent controls: Take control of that card, and if you do, your opponent cannot target that card or this card with card effects. If you do not control a "Sunavalon" monster, destroy this card. You can only control 1 “Sunvine Plunder”. You can only activate 1 “Sunvine Plunder” per turn. Sunvine Shrine Continuous - Spell Card If you control a "Sunavalon" monster: Activate this card by discarding 1 card. If you do not control a "Sunavalon" monster, destroy this card. Once per turn: You can target 1 “Sunseed Genius Loci” in your Graveyard; Special Summon it. During the End Phase: You can send this Face-up card to the Graveyard, then target 1 “Sunavalon” Spell/Trap Card or 1 “Sunvine” Spell/Trap Card except “Sunvine Shrine” in your Graveyard; Set it in your Spell & Trap Zone. You can only activate each effect of “Sunvine Shrine” once per turn. Sunvine Crossbreed Continuous - Spell Card If you do not control a "Sunavalon" monster, destroy this card. Once per turn, you can Tribute 1 Link Monster you control, Special Summon 1 Plant-Type monster from your Graveyard, but it has its effects negated. If a Face-up Spell/Trap Card(s) you control would be destroyed by an opponents card effect, you can send this Face-Up card to the Graveyard instead. You can only activate each effect of “Sunvine Crossbreed” once per turn. Sunavalon Cursed Reborn Equip - Spell Card Activate this card by targeting 1 Plant-Type Link Monster in your Graveyard; Special Summon that target and equip it with this card. The equipped monster gains ATK equal to its Link Rating x 1000, but it has its effects negated, also for the rest of this turn, it cannot be used as Link Material, nor attack. When this card leaves the field, destroy that monster. When that monster leaves the field, destroy this card. If you take battle or effect damage: You can send this card to the Graveyard; inflict damage to your opponent equal to the damage you took. You can only activate 1 “Sunavalon Cursed Reborn” per turn. Sunavalon Bloom Continuous - Trap Card Target 1 Plant-Type Link Monster you control; equip this card to that target. Its ATK becomes equal to the total ATK of all monsters it points to, during damage calculation only. When that monster leaves the field, destroy this card. You can only control 1 “Sunavalon Bloom”. Sunvine Growth Continuous - Trap Card If you do not control a "Sunavalon" monster, destroy this card. When you gain Life Points from the effect of a “Sunavalon” Link Monster you control: Inflict that much damage to your opponent, then you can Special Summon 1 "Sunseed Token" (Plant/EARTH/Level 1/ATK 0/DEF 0), and if you do, immediately after this effect resolves, you can Link Summon 1 Plant-Type Link Monster from your Extra Deck, using monsters from your side of the field as Link Materials. Once per turn, when an opponent's monster declares a direct attack: You can target the attacking monster; negate the attack. You can only control 1 “Sunvine Growth”. Sunavalon Force Continuous - Trap Card Activate this card while you control a "Sunavalon" monster. If you do not control a "Sunavalon" monster, destroy this card. Your opponent cannot target "Sunavalon" Link Monsters you control with card effects. If a monster your opponent controls is destroyed by battle, after damage calculation: Inflict damage to your opponent equal to the Link Rating of the “Sunavalon” Link Monster you control with the highest Link Rating (your choice, if tied) x 300. You can only control 1 “Sunavalon Force”. Sunvine Burial Continuous - Trap Card Activate this card while you control a "Sunavalon" monster by paying 800 Life Points. You can only control 1 ”Sunvine Burial”. If you control no "Sunavalon" monsters, destroy this card. Target 1 Set card in your opponent's Spell & Trap Zone; Reveal it, banish it, then banish all cards from your opponent's hand, Deck, and Graveyard with the same name as that banished card. If this card is destroyed; Shuffle all cards banished by this effect into the deck. You can only activate 1 ”Sunvine Burial” per turn. To any who actually read through all that thank you and i hope you liked reading it as much as i loved making it. <3
  8. [spoiler=Keres, the Cruel and Unusual: Info] LIGHT/Zombie-Type Link Effect Monster/Link-1/900 ATK Link Arrows: Bottom Lore: 1 Zombie monster with 1000 or more ATK, except "Keres, the Cruel and Unusual" If this card is Link Summoned: You can activate these effects, based on its Link Material.● Normal, Fusion or Ritual: Banish 1 Zombie monster from your Deck.● Tuner, Flip or Gemini: Send 1 Zombie monster from your Deck to the GY.● Synchro, Xyz or Link: Add 1 Zombie monster from your Deck to your hand.Once per turn, if exactly 1 Zombie monster is moved from your Deck to a different place: Target 1 card on the field; move it to the same place that Zombie monster was moved to. "But BD'S," sayeth thee, "Keres' ATK is at 900 and the Link requirement demands a monster with 1000 or more ATK. Isn't Keres disqualified from its own Link requirements already?" Well, see, my sharp-eyed critic, ATK-increasing effects are far more prominent than name-changing effects, especially on monsters that aren't themselves, and being that this card has a Zombie moving and field-moving effect that are soft OPTs, making sure a simple Hip Hoshingen doesn't do for Keres what Mega Zaborg did for Herald of the Arc Light is crucial. So yes, no matter how high Keres' ATK is moved on up, no Reincarnation Linking will be happening with this grey girl. So now to what this card actually does. Upon Link Summon, it does the Metaphys Horus thing, but with moving a Zombie monster to anywhere but the field. Then, once a turn, it can move any other card on the field to the same place a Zombie monster was moved to from the Deck. Keep in mind the effect's mandatory, so the first-turn usability with this card is quite limited without cutting into the very field you're trying to build. Plus, the various effects often demand more complex monsters to get the Zombies where you want to go. Vanillas, Fusions and Rituals get you the banish, Tuners/Flips/Geminis get you the mill, and Synchro/Xyz/Link gets you the search. Only missing out on the Pendulums, but considering there's a grand total of one of those... But yeah, this should help the Zombies up themselves a tier. Anything I'm missing? Oh yeah-the name credit comes from the malevolent Greek spirit of the same name that's considering the daughters of Nyx (watch out for that), and Gif credit's from Hocus Pocus (go and watch that). Until the next card (set a watch on that), reviews, revelry, you know the drill. BD'S, signing off.
  9. And each word in the sub-header a letter long than the next. Praise be to B! ....D'S. [spoiler=Cyber Angel Nike: Info] LIGHT/Fairy-Type Link Effect Monster/Link-1/500 ATK Link Arrow: Bottom Right Lore: 1 Level 2 or higher monster that specifically lists the card "Machine Angel Ritual" in its text If this card is Link Summoned: You can Special Summon 1 "Cyber Angel" monster from your Deck, ignoring its Summoning conditions. If you control a Ritual Monster, you can Special Summon 1 "Cyber Blader" from your Extra Deck instead. Your opponent must pay 1000 LP to Special Summon a non-Fairy monster(s) from their hand. You can banish this card from your GY, then reveal 1 Ritual Spell in your hand; add 1 Level 2 Fairy monster from your Deck to your hand. You can only Special Summon "Cyber Angel Nike(s)" once pr turn. Now to this card-yes, I'm aware that Merciful Machine Angel runs in the path of this. But. Playing it after is the goal-especially since this turns every "Cyber Petit Angel" you've got-and no other non-Rituals in the Main Deck, so you know- into combo-extension city. Yes, it offers combo opportunities untold to any player who sides in Cyber Petit in any old thing and Benten's a horrifyingly accurate Vanity's Ruler/Kristya enabler with the right stuff-which happens so often I've seen that fan-wielding femme in NEKROZ Decks to do this-but have you considered this alternative: The closest any Ritual Deck has come to sniffing Worlds came when every member of one such Archetype searched every other one, and everyone gathered to curbstomp it into the dirt. Making sure a Tier 30 Deck can actually put together a board on turn two without tripping over its own brick-laden driveway is something Magical Musketeer Max is currently being vaunted for, doing the same thing for Cyber Angels on a far weaker body is literally the least you could do for Alexis Freakin' Rhodes. Now that my mini-rant is over, until the next card: reviews, revelry, you know the drill. BD'S, signing off.
  10. And now its stuck in your head too. God I miss this sloshed comedian. [spoiler=Ryu Manba: Info] DARK/Reptile-Type Link Effect Monster/Link-4/2900 ATK Link Arrows: Up/Left/Bottom/Right Lore: 2+ monsters, including a Reptile monster Unaffected by monster effects. You can only use each of these effects of "Ryu Manba" per turn.● When your opponent activates a monster effect (Quick Effect): That monster effect becomes "your opponent can Special Summon 1 Reptile monster from their Deck, also Special Summon 1 monster from your Extra Deck, but neither monster can attack, also negate your monster's effects." ● When a monster(s) is Special Summoned: Neither player can Special Summon monsters from the Extra Deck with the same Type as that monster for the rest of the turn, except Reptile monsters. So this really overdone counterpart to Ryu Okami can bring you Reptiles, and your opponent Extra Deck monsters, but not attacking monsters. And their monster comes with negated effects. Also it's the last time a monster like that comes out that turn, so its basically Reptile-exempt There Can Be Only One. So it messes with the Extra Deck in a somewhat similar way to its LIGHT counterpart. In conclusion? I mean repressive. Repressive, actually. And were it for a Type less handicapped than Reptile's it'd be outright broken. But since it is... AYYYYYY MAMBO, MAMBO ITALIANO Until the next card: reviews, revelry, you know the drill. BD'S, signing off.
  11. WORM GORGOMPRESS LIGHT | [▲ BL, B, BR] [Reptile / Link / Effect] 2+ Reptile monsters, except TokensWhen this card is Link Summoned, you can target up to 3 Reptile “Worm” monsters in your GY that were used as Link Material(s) to Link Summon this card: Special Summon those targets in face-down Defense Position to a Monster Zone this card points to. This card gains 300 ATK for each face-down monster this card points to. Once per turn, when a Reptile monster you control is destroyed by battle and sent to the GY, you can target 1 Reptile monster in your GY with the same level as that monster but with a different name: Special Summon that target in face-down Defense Position to the same Monster Zone as the destroyed monster. ATK/ 2400 LINK - 3 ___________________________________________________________________________________ Card Notes: I thought the Worm Archetype is really interesting and thought they could use some Link support. ________________________________________________________________________ All/any feedback is welcomed. While you're here, you can check out 3 other cards I created recently: Frankofied, Summoned Onikotsu & Raiotcha, the Observer. * If you want to see an HD version of this card, check out my DeviantArt (link in my signature)
  12. Ok the Idea behind these sets of cards was kind of similar to that of a Structure deck, giving a good few new cards and reprint others. The Idea for this "Structure Deck" is that it would be packed with these new cards which are focused on banishing Zombie Monsters, Recovering Banished Zombie Monsters and Banishing your Opponent's Cards Face-down for one of the Synchros to affect the Opponent worse, while being Reprinted with Yokai-Turned-Zombie cards like Shutendoji, Mezuki, Gozuki, and such. I hope you can judge these cards fairly and keep in mind the idea of these cards are to be used with Shutendoji, Mezuki, Gozuki and such. NOTE I don't own any artwork in these cards, all rights of said artworks belongs to their owners [spoiler=Main Deck Cards]Daiyokai Lord - Aragawa No ArujiWATER|Level 7|Zombie/Effect|2600 ATK|2100 DEF|Rarity: Ultra RareWhen you control only Zombie monsters: You can return 2 banished Zombie monsters to your GY; Special Summon this card from your hand. You can only Special Summon "Daiyokai Lord - Aragawa no Aruji" once per turn. When a Zombie monster(s) is banished from your GY: Banish the same number of monsters from your opponent's GY face-down. You can only use this effect of "Daiyokai Lord - Aragawa no Aruji" once per turn. Daiyokai Assassin - KamaitachiEARTH|Level 5|Zombie/Effect|2300 ATK|1000 DEF|Rarity: Ultra RareWhen a Zombie monster is banished from your GY: You can Special Summon this card from your hand in Attack Position. When this card declares an attack: You can banish 1 Zombie monster from your GY; this card gains 500 ATK during the Battle Phase only. When this card is destroyed by battle or card effect: You can Special Summon 3 "Kamaitachi Tokens"(Zombie/EARTH/Level 1/300 ATK/300 DEF) in Defense Position. You can only use this effect of "Daiyokai Assassin - Kamaitachi" once per turn. Temple of the DaiyokaiField Spell Card|Rarity: Super RareWhen a Zombie monster is banished from your GY: Place 1 Yokai Counter on this card. All Zombie monsters you control gain 100 ATK for every Yokai Counter on this card. When a "Daiyokai" monster is Special Summoned from your GY: You can Special Summon 1 banished Zombie monster to your field in Defense Position. When a "Daiyokai" monster would be destroyed by battle or card effect: You can remove 3 Yokai Counters from this card; negate the destruction, and if you do, banish 1 card from your opponent's GY face-down. You can only use each effect of "Temple of the Daiyokai" once per turn. Daiyokai Shrine of the DaylightContinuous Spell Card|Rarity: Super RareWhen a "Daiyokai" monster is Normal or Special Summoned: Add from your Deck 1 "Daiyokai" monster whose Level is equal to or lower than the summoned monster to your hand. You can only use this effect of "Daiyokai Shrine of the Daylight" once per turn. Once per turn, when a "Daiyokai" monster would be destroyed by battle: You can return 1 banished Zombie monster to your GY; negate the destruction, and if you do, inflict 500 points of damage to your opponent. You can only control 1 "Daiyokai Shrine of the Daylight". Daiyokai Shrine of the MoonlightContinuous Trap Card|Rarity: Super RareWhen a "Daiyokai" monster is Normal or Special Summoned: Add from your GY 1 "Daiyokai" monster whose Level is equal to or lower than the summoned monster to your hand. You can only use this effect of "Daiyokai Shrine of the Moonlight" once per turn. Once per turn, when a "Daiyokai" monster would be destroyed by card effect: You can return 1 banished Zombie monster to your GY; negate the destruction and if you do, banish 1 Spell/Trap card in your opponent's GY face-down. You can only control 1 "Daiyokai Shrine of the Moonlight". Daiyokai Guard - HeiyoEARTH|Level 3|Zombie/Effect|500 ATK|1600 DEF|Rarity: CommonDuring either player's turn, when your opponent activates a card or effect that targets a "Daiyokai" monster you control(Quick Effect): Discard this card; negate the activation of the card, and if you do, banish it face-down. You can only use the effect of "Daiyokai Guard - Heiyo" once per turn. Daiyokai Messenger - KankoLIGHT|Level 2|Zombie/Tuner/Effect|800 ATK|800 DEF|Rarity: CommonWhen this card is Normal or Special Summoned: You can target 1 banished Zombie monster; Special Summon it to your field in Defense Position with its effects negated and its ATK/DEF reduced to 0. When this card is used as Synchro Material for the Synchro Summon of a Zombie monster: You can banish 1 monster in your opponent's GY with ATK equal to or lower than the Synchro Summoned Monster. While this card is in the GY except for the turn it was sent there: You can banish this card and 1 "Daiyokai" monster from your GY; Special Summon 1 "Daiyokai" Synchro Monster from your Extra Deck whose Level is equal to the banished cards by this effect(This Special Summon is treated as a Synchro Summon). You can only use each effect of "Daiyokai Messenger - Kanko" once per turn. Daiyokai Priestess - KaguyahimeWIND|Level 3|Zombie/Tuner/Effect|1200 ATK|1000 DEF|Rarity: CommonThis card can only be used as Synchro Material for the Synchro Summoning of a Zombie Synchro Monster. When this card is Special Summoned by the effect of a "Daiyokai" monster: Draw 3 cards and discard 2. You can only use this effect of "Daiyokai Priestess - Kaguyahime" once per turn. When this card is in your GY except the turn it was sent there: You can banish this card and 1 "Daiyokai" monster; Special Summon from your GY 1 Zombie Synchro Monster whose Level is equal to the combined Levels of the banished cards.(This Special Summon is treated as a Synchro Summon.) Daiyokai Assassin - KubinashiDARK|Level 4|Zombie/Effect|1800 ATK|1500 DEF|Rarity: CommonIf this card is Special Summoned by the effect of a "Daiyokai" card: You can banish 1 monster from your opponent's GY face-down. Once per turn, when a "Daiyokai" monster would be targeted by a card effect: Shuffle 2 banished Zombie monsters into your Deck; negate the card and banish it. When this card is banished: Special Summon 1 "Daiyokai" monster from your GY. You can only use this effect of "Daiyokai Assassin - Kubinashi" once per turn. Daiyokai Trickster - TanukiEARTH|Level 3|Zombie/Effect|1400 ATK|900 DEF|Rarity: CommonIf this card is Special Summoned from your GY while you control a "Daiyokai" monster: You can Special Summon from your hand 1 Level 3 or lower Zombie Tuner monster to your field. When this card is sent to the GY as Synchro Material for the Synchro Summon of a Zombie Synchro Monster: You can banish this card; banish up to 2 Spell/Trap cards from your opponent's GY face-down. You can only use this effect of "Daiyokai Trickster - Tanuki" once per turn. Daiyokai Swordsman - YukidojiWATER|Level 4|Zombie/Effect|1000 ATK|1900 DEF|Rarity: CommonThis card gains 200 ATK for each of your banished Zombie monsters. When a "Daiyokai" monster is Special Summoned to your field: You can banish 1 Zombie monster from your GY; reduce the ATK of 1 monster your opponent controls equal to the original ATK of the banished monster. When this card is Special Summoned from your GY: You can reduce the ATK of 1 monster your opponent controls to 0 until the end of the turn. Daiyokai Beast - YumekuiDARK|Level 4|Zombie/Effect|1700 ATK|1600 DEF|Rarity: CommonWhen a Zombie monster is banished from your GY: You can increase the ATK of all "Daiyokai" monsters you control by 500 and reduce the ATK of all monsters your opponent controls by 500 until the end of the turn. Once per turn, when a "Daiyokai" monster destroys a monster by battle: Shuffle 1 banished Zombie monster into your Deck; banish the destoyed monster face-down, and if you do, gain 500 LP. [spoiler=Extra Deck]Daiyokai Archer - HakuroWIND|Level 6|Zombie/Synchro/Effect|2300 ATK|1700 DEF|Rarity: Ultra Rare1 "Daiyokai" Tuner + 1+ non-Tuner monstersWhen this card is Synchro Summoned: You can randomly banish 1 card from your opponent's hand face-down. Once per turn: You can banish 1 Zombie monster from your GY; this card can attack all monsters your opponent controls once each. When a "Daiyokai" monster is Special Summoned while you control this card: You can inflict 800 points of damage to your opponent. You can only use this effect of "Daiyokai Archer - Hakuro" once per turn. Daiyokai Lord - YoukoLIGHT|Level 7|Zombie/Synchro/Effect|2500 ATK|2000 DEF|Rarity: Ultra Rare1 "Daiyokai" Tuner + 1+ non-Tuner monstersAll monsters your opponent controls loses 200 ATK for each of their face-down banished cards. When this card declares an attack on a monster with ATK lower than its original ATK: You can increase this card's ATK equal to the difference from the monster's original ATK and its current ATK during the damage step only. When this card would be destroyed by battle or card effect: Return 1 banished Zombie monster to your GY; negate this card's destruction and if you do, randomly banish 1 card in your opponent's Extra Deck face-down. You can only use this effect of "Daiyokai Lord - Youko" once per turn. Daiyokai Lord - Ibaraki DojiDARK|Level 8|Zombie/Synchro/Effect|1000 ATK|3000 DEF|Rarity: Ultra Rare1 "Daiyokai" Tuner + 1+ non-Tuner monstersWhen this card is Synchro Summoned: You can shuffle all of your banished Zombie monsters into your deck; this card gains 400 ATK for each monster shuffled into your deck by this effect. When this card destroys a monster by battle: Banish 1 Zombie monster from your GY; this card can declare another attack but cannot declare a direct attack. When this card is destroyed by battle or card effect: Banish this card; Special Summon 2 "Daiyokai" monsters from your Deck in Defense Position. Daiyokai Ronin - InugamiEARTH|Link-2|Zombie/Link/Effect|2000 ATK| Bottom Left, Bottom Right|Rarity: CommonDaiyokai Ronin - Inugami2 Zombie monstersWhen this card is Link Summoned: You can Special Summon from your hand 1 "Daiyokai" monster to your field in Defense Position. When a Zombie monster is banished from your GY: You can banish 1 monster from your Opponent's field face-down whose ATK is equal to or lower than a monster this card points to with the highest ATK. You can only use this effect of "Daiyokai Ronin - Inugami" once per turn. Daiyokai Lord - Tamamo no MaeDARK|Link-3|Zombie/Link/Effect|2400 ATK|Bottom Left, Bottom, Bottom Right|Rarity: Common2+ Zombie monstersWhen this card is Link Summoned using a "Daiyokai" Synchro Monster: Special Summon banished Zombie monsters whose combined Levels equal to the level of the Synchro Monster. When this card declares an attack: You can banish 1 Zombie monster from your hand or GY; negate the activation or effects of all cards your opponent controls until the end of the Battle Phase. When this card is destroyed: You can banish this card; Special Summon 1 "Daiyokai" monster from your GY to your field in Attack Position.
  13. RAIOTCHA, THE OBSERVER EARTH [beast / Link / Effect] 2+ monsters, except Tokens Each time your opponent Special Summons a monster: This card gains 400 ATK until the End Phase. If your opponent Special Summons a monster to a zone this card points to: This card gains 200 ATK. Special Summoned monsters your opponent controls cannot attack monsters you control except “Raiotcha, the Observer” the turn they are Summoned. ATK/ 2000 LINK - 3 TRIVIA: The name of this card comes from the Japanese words "Raion" (Lion) and "U~otchā" (Watcher). ________________________________________________________________________ Card Notes: This card was designed to combat, if not, defend yourself from your opponent overloading the field (particularly Link monsters). The 400 ATK boost per Special Summon was done so that it would intimidate your opponent from attacking during that turn, however, the ATK gain only lasts until the End Phase. The 200 ATK boost per Special Summon in it's zone was to provide a permanent (small) ATK boost that could eventually accumulates. ________________________________________________________________________ All/any feedback is welcomed.
  14. (oh no BlaDeS of Change Workshop, you coulda made this a card for the Fairy Tail Archetypes, but now its basically a nerfed Summon Sorceress whatever shall we do with this drink coaster masquerading as a Ladder Link-3?) Well first off, fair viewer, let me start off on that by saying.... [spoiler=Mother Goose, the Cat o'Nine Tales: Info] EARTH/Beast-Type Link Effect Monster/Link-3/2700 ATK Link Arrows: Up/Left/Bottom Lore: 3 monsters with different names Once per turn: You can Special Summon Level/Rank 3 EARTH monsters from your Deck and/or Extra Deck to any Monster Zones this card points to, but you lose 900 LP for each monster Summoned this way, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except EARTH monsters. Up to thrice per turn, if a Beast monster(s) you control would be destroyed, they are not destroyed. You can only Special Summon "Mother Goose, the Cat o'Nine Tales(s)" once per turn. And, fair viewer, let me continue on that by saying.... Now to this card. Brings you Fiendish Rhinos, Electromagnet Warriors, Madolche Hootcake, Gallis, those damn Goukis, and so much more. This time, the protection for Beast monsters is paramount in this card. Kinda like an Extra Deck Rescue Cat, if you think about it. The restriction-and on top of that, Summon limit- keeps it in check. It also allows you to initiate some other stuff. Test Tiger's retrievable by this too, lest we forget. Anyways, don't wanna waste too much time spinning this yarn, that's the Cat o'Nine Tales's job. Until the next card, reviews, revelry, you know the drill. BD'S, signing off.
  15. (explosion of the Equip Insect Meta ensues) [spoiler=Super Armored Robot Weapon - Black Iron "C": Info]EARTH/Insect-Type Link Effect Monster/Link-2/1600 ATK Link Arrows: Bottom/Right Lore: 2 Insect monsters, including a non-Effect MonsterWhen this card is Link Summoned: You can equip up to 2 Insect monsters in your GY with the same name to this card. Whlie this card has a monster(s) equipped to it, it gains 500 ATK for each equipped monster, also the effects of all monsters in those monsters' columns are negated, except Insect monsters. Each time a monster(s) is Special Summoned to your opponent's field, while this card has 2 Insect monsters equipped to it: Draw 1 card and reveal it, and if it is a Level 4 or lower Insect monster, you can Special Summon it. So this has..unwieldly arrows, yes? But regardless of it, it goes further than Picofalena in helping Insects to work against the opponent. Especially with how it can lock out the Extra Monster Zones to them. And considering that each Summon to an opponent's field triggers Black Pearl "C"'s draw-to-Summon effect, Kumongous and Garlandia become that much more useful. So to all those who think you're playing anything worthwhile after this hits the field with 2600 ATK and two lanes of negation, I say: Until the next card: reviews, revelry, you know the drill. BD'S, signing off.
  16. [spoiler=Intanetto-Inkyubasu: Info] FIRE/Machine-Type Link Spirit Effect Monster/Link-1/1000 ATK Link Arrows: Bottom Right Lore: 1 Normal Summoned monsterMust be Link Summoned. If this card is Link Summoned: You can Special Summon 1 Level 5 or higher Spirit Monster from your hand or Deck to a zone this card points to, ignoring its Summoning conditions, and if you do, switch its ATK with this card, then you take damage equal to half of this card's ATK. During your End Phase, if this card was Link Summoned this turn: Return it to the Extra Deck, then each player must discard 1 non-Spirit monster from their hand. You can only Special Summon "Intanetto - Inkyubasu(s)" once per turn. Its electric (boogie woogie woogie) See, Noah's support may already have been handled in the Legendary Duelist game a Design page over, but I wanted to cap it off with a proper final Extra Decker. Since most of the Spirits can't be Special Summoned, this condition can easily be fulfilled for Intanetto's summon. Then it continues the replacing with a high-Level Spirit, turning a significant part of that genus of Yugioh monsters online in one fell swoop. Pity it becomes 1000 ATK. And you take half of Intanetto's new ATK... Also it hits the hand, doing quite a bit for the Spirits in one go. Maybe too much, but for a Deck so allegic to Special Summoning-and that already has a hand-hitting card in Hino-Kagu-Tsuchi, this may be less of an issue than you'd think. Tis' an equal trade-off, though, since it returns to the Extra Deck too. Until the next card: reviews, revelry, you know the drill. BD'S, signing off.
  17. I have played Yu-Gi-Oh for a long while now.When I battling my friends in real life.(yes I have friends hard to believe) They have no link cards.I personally have a whole deck of link cards.Is link a generally good card type.If it is not then I am sad. I will add my deck list later on.But I have 1 x Transcoded 1 x Decoded 1 x Tri gate 1 x linkuriboh P.S what is a good Link3 or lower cyber space monster with a left or right arrow
  18. The Saladbois are about to get a new bestie. And unlike Flame, this one isn't so easy for the opponent to worm their way past. (too soon?) [spoiler=Salamangreat Titian Phoenix: Info]FIRE/Cyberse-Type Link Effect Monster/Link-4/2800 ATK Link Arrows: Up/Left/Bottom/Right Lore: 2+ FIRE Effect Monsters, including a Rank/Link-3 Cyberse monsterCannot be destroyed by battle. Once per turn, if your opponent loses LP (Quick Effect): You can target 1 "Salamangreat" monster you control; it gains ATK equal to the LP your opponent lost, then if it gained ATK equal to or higher than this card's original ATK, you can destroy all monsters OR all Spell/Trap Cards on the field. Once per turn, if this card was Link Summoned using "Salamangreat Titian Phoenix" as material: You can inflict 2800 damage to your opponent, but your opponent takes no further damage this turn. Not gonna say much for this one, because it's made to be the embodiment of seizing the Duel, and it shows in its effect: near 3K damage for Reincarnation Links, an effect that activates if your opponent Destrudos by tearing their field asunder, and ATK gain to top off the otherwise power-lacking Saladboi stratagem. In short: Take this, go forth, and Until the next card (and it should come when we see the conclusion of Soulburner's latest challenge): reviews, revelry, you know the drill. BD'S, signing off.
  19. DARK/Spellcaster-Type Link Effect Monster/Link-1/0 ATK Lore: 1 Level 2 or lower Spellcaster monster (Quick Effect): You can Tribute this card; apply these effects and resolve them in sequence, depending on the number of face-up cards in the Spell & Trap Zones.• 2+: Draw 1 card and reveal it, and if it is a Spellcaster monster, draw 1 more card.• 4+: The ATK of the monster(s) on the field with the highest ATK becomes 400.• 6+: Inflict 600 damage to both players for each face-up Spell/Trap on the field. So, Lazarr. Featured in 5D's and Arc-V, had a Jester Deck mainly known for helping fuel Rank-1 Decks the world over when people tired of the Kuribohs. Seemed to actually be fleshed out in the 2nd and 3rd sub season of 5Ds....and that's mostly it. Until this. It allows you to turn those measly Spellcasters of yours into a monster that's basically.....Lucky Piper on steroids. But you've gotta control backrow, and most Spellcaster Decks (outside of the Altergeists, but still) don't usually tend to leave backrow hanging. First effect's a super-Piper trigger, the second Linkuribohs monsters down to size permanently, and the last one hits both players for a whopping 3600+ points of damage. Pick your poison, folks, because the Gambit will do it for you if you're not able to. Till the next card, reviews, revelry, you (and Pennywise) know the drill. BD'S, signing off.
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