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Found 46 results

  1. Yggdrasil is an Archetype of Plant/EARTH monsters with various Levels. They focus on banishing, high Level monsters, equip and milling tactics. The have various ways to get themselves out on the field, either Tribute Summoning or banishing monsters from your GY to Special Summon them. They are friendly toward other Plants, and it is encouraged to use outside support, as they have few monsters on their own. Their main goal is to get out their Fusion Monster, Yggdrasil - Tree of Many Worlds, which can become quite powerful, as it banishes monsters from both players' GY to gain ATK/DEF for each monster banished, and has another powerful effect that can produce 3 outcomes. Yggdrasil is one of the most famous trees in mythology, and this is loosely based on the idea of the tree, but more so a tree of life and creation perhaps, but I liked the name enough, and it fits decently well with theming of using high Level monsters I thought. The idea of using a lot of banishing comes from the idea of being sent to another dimension, similar to how Yggdrasil is said to connect the different worlds. Main Deck Monsters: Yggdrasil's Roots Plant/EARTH Level 1 If you have no monsters in your GY, except this card: You can Special Summon this card from your GY, but banish it when it leaves the field. This card can be treated as 2 Tributes for the Tribute Summon of an Plant monster. You can Tribute this card; add 1 "Yggdrasil" card from your Deck to your hand, except "Yggdrasil's Roots". You can only use each effect of "Yggdrasil's Roots" once per turn. 0/2000 Yggdrasil's Bark Plant/EARTH Level 7 If this card is in your hand: You can banish 2 Plant monsters from your GY; Special Summon this card, but banish it when it leaves the field. If this card is Summoned: You can target 1 of your banished Plant monsters; return it to the GY. If it was Tribute Summoned, you can target 2 instead. If this card is banished: You can target 1 Plant monster you control; equip this card to that target. A monster equipped with this card cannot be destroyed by card effects. You can only use each effect of "Yggdrasil's Bark" once per turn. 2300/2500 Yggdrasil's Leaves Plant/EARTH Level 8 If this card is in your GY: You can banish 3 Plant monsters from your GY; Special Summon this card, but banish it when it leaves the field. If this card is Summoned: You can target 1 Plant monster in your GY; place on top of your Deck. If it was Tribute Summoned, you can add it to your hand instead. If this card is banished: You can target 1 Plant monster you control; equip this card to that target. A monster equipped with this card is unaffected by your opponent's Spell/Trap effects. You can only use each effect of "Yggdrasil's Leaves" once per turn. 2400/2400 Yggdrasil's Branches Plant/EARTH Level 9 If this card is in your hand or GY, or banished: You can banish 4 Plant monsters from your GY; Special Summon this card, but banish it when it leaves the field. If this card is Summoned: You can Special Summon 1 Plant monster from your hand, but it has its effects negated. If it was Tribute Summoned, you can Special Summon it from your Deck instead. If this card is banished: You can target 1 Plant monster you control; equip this card to that target. A monster equipped with this card cannot be destroyed by destroyed by battle. You can only use each effect of "Yggdrasil's Branches" once per turn. 2500/2300 Extra Deck Monsters: Yggdrasil - Tree of Many Worlds Plant/EARTH/Fusion Level 12 2 Level 7 or higher Plant monsters Must be Special Summoned (from your Extra Deck) by banishing the above monsters you control. (You do not use "Polymerization".) If this card is Special Summoned: You can banish as many monsters as possible from each GY, and if you do, this card gains 100 ATK/DEF for each monster banished this way. Once per turn (Quick Effect): You can send the top card of your Deck to the GY, and if you do, apply the appropriate effect based on the card type (Monster, Spell or Trap). * Monster: You can Special Summon the sent monster. * Spell: You can add 1 of your banished cards to your hand. * Trap: You can destroy all Spells/Traps your opponent controls. 2500/2500 Spells/Traps: Seed of Yggdrasil Normal Spell Send 1 "Yggdrasil" monster from your Deck to the GY, and if you do, draw 1 card. You can banish this card from your GY, then target 1 of your banished Plant monsters; place it on top of your Deck. You cannot Special Summon monsters the turn you use either of this card's effects, except Plant monsters. You can only use each effect of "Seed of Yggdrasil" once per turn. Life of Yggdrasil Quick-Play Spell Target 1 Plant monster you control, then activate 1 of these effects; * Equip 1 other Plant monster from your hand or field to that target. * Special Summon 1 Plant Monster Card that is equipped to that target. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 Plant monster in your GY and 1 Plant monster you control; equip the first target to the second target. You can only use each effect of "Life of Yggdrasil" once per turn. Soil of Yggdrasil Continuous Spell You can discard 1 Plant monster; place 1 Yggdrasil Counter on this card. You can remove 2 Life Counters from this card; Normal Summon 1 Plant monster. If you Tribute Summon a Level 7 or higher Plant monster: You can draw 2 cards. You can only use this effect of "Soil of Yggdrasil" once per turn. Fall of Yggdrasil Normal Trap Send the top 5 cards of your Deck to the GY, then if you sent any Plants monsters, you can destroy the same number of cards on the field. You can banish this card from your GY, then target 1 Yggdrasil - Tree of Many Worlds" in your GY; Special Summon it, ignoring its Summoning conditions. "You can only activate 1 "Fall of Yggdrasil" per turn. Growth of Yggdrasil Continuous Trap Activate this card by targeting 1 of your banished Plant monsters; Special Summon it. If you control a non-Plant monster, halve the ATK/DEF of the Special Summoned monster. Once per turn, during the End Phase: You can send this card and the monster Special Summoned to the GY, and if you do, Special Summon 1 "Yggdrasil - Tree of Many Worlds" from your Extra Deck by ignoring its Summoning conditions, but its ATK/DEF is halved and it is destroyed during End Phase of your next turn. Once per turn, during the Standby Phase, send the top 2 cards from the top of your Deck to the GY, or destroy this card. If this card leaves the field, destroy the Special Summoned monster.
  2. Westward is an Archetype consisting of mostly Spellcaster/EARTH Level 4 monsters. They focus on having face-up Spells/Traps for the monsters to get effects, protecting themselves and bouncing cards back to their hand, and Xyz Monsters. Each Main Deck monster has an effect that Normal Summons another one of their monsters, and an effect that works when they have a specific Spell/Trap up, or 2 Spell/Traps up with different names. Their Spells/Traps provide protection, searching and ATK/DEF modification. Their boss monster is Westward Black Hat, which is able to double any damage it inflicts, though at the cost of other monsters being unable to damage your opponent. Westward is a pun, both meaning "to the west", inspiring the western theme, and magical warding, giving them the Spellcaster type. The majority are EARTH, indicating the dirt and wildlands, the exception being the Link and Xyz Monsters being named after the white hats and black hats typically used to refer to the good guys and bad guys of the west, Main Deck Monsters: Westward Cowboy Spellcaster/EARTH Level 4 If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Cowboy", also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If you control "Westward Town" or 2 or more "Westward" Spell/Traps with different names: You can target 1 "Westward" card in your GY, except "Westward Cowboy"; add it to your hand. You can only use this effect of "Westward Cowboy" once per turn. 1500/1500 Westward Bartender Spellcaster/EARTH Level 4 If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Bartender", also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If you control "Westward Tavern" or 2 or more "Westward" Spell/Traps with different names: You can target 1 "Westward" monster in your GY; Special Summon it, and if you do, return this card to your hand. You can only use this effect of "Westward Bartender" once per turn. 1000/2000: Westward Bandit Spellcaster/EARTH Level 4 If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Bandit", also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If you control "Westward Bank" or 2 or more "Westward" Spell/Traps with different names: You can reveal the top card of your Deck, and if it is a "Westward" card, add it to your hand, otherwise, send it to the GY. You can only use this effect of "Westward Bandit" once per turn. 1600/1200 Westward Gunslinger Spellcaster/EARTH Level 4 If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Gunslinger", also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If this card is equipped with "Westward Store" or you control 2 or more "Westward" Spell/Traps with different names:, at the end of the Damage Step, if this card battles an opponent's monster: You can activate this effect; for the rest of this Battle Phase, all other monsters you control cannot attack, also this card can attack each monster your opponent controls, once each. You can only use this effect of "Westward Gunslinger" once per turn. 1800/1000 Westward Rancher Spellcaster/EARTH Level 4 If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Westward" monster from your hand, except "Westward Rancher, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Spellcaster monsters. If you control "Westward Farm" or 2 or more "Westward" Spell/Traps with different names: You can Tribute this card; Special Summon 2 "Westward Tokens" (Spellcaster/EARTH/Level 4/ATK 1000/DEF 1000). You can only use this effect of "Westward Rancher" once per turn. 1200/1800 Extra Deck Monsters: Westward Steed Spellcaster/WIND/Link Link Arrows: Bottom Left, Bottom Down 2 Level 4 Spellcaster monsters When this card is Link Summoned: You can banish your entire hand (min. 1), and if you do, draw 2 cards. If this card points to an Xyz Monster, your opponent cannot target monsters you control for attacks or effects, except this card. If you control "Westward Barn" or 2 or more "Westward" Spell/Traps with different names: You can banish 2 "Westward" monsters from your GY; Special Summon 1 "Westward" monster from your Deck. You can only use this effect of "Westward Steed" once per turn. 1900/LINK-2 Westward White Hat Spellcaster/LIGHT/Xyz Rank 4 2+ Level 4 Spellcaster monsters Once per turn: You can detach 2 materials from this card, then target 1 monster on the field; return that target to the hand, then if that target is a "Westward" monster, draw 1 card. If this card has no material: You can attach as many cards from your hand to this card as possible, then this card gains 100 ATK/DEF for each card attached this way. These effects are Quick Effect if you control 2 or more "Westward" Spells/Traps with different names. 2000/2000 Westward Black Hat Spellcaster/DARK/Xyz Rank 4 3+ Level 4 Spellcaster monsters Once per turn: You can detach 3 materials from this card; destroy all other monsters on the field, also for the rest of this turn, double any damage your opponent takes from battles involving this card, but take no other battle damage for the rest of this turn. If this card has no material: You can attach as many cards from your hand to this card as possible, then this card gains 100 ATK/DEF for each card attached this way. These are Quick Effect if you control 2 or more "Westward" Spells/Traps with different names. 2500/2500 Spells/Traps: Westward Town Field Spell All "Westward" monsters you control gain 200 ATK/DEF for each "Westward" Spell/Trap you control with a different name. If a monster(s) on the field leaves the field because of a card effect, place 1 Warding Counter on this card for each of those monsters. If your opponent activates a card or effect that targets a card(s) you control, when that effect resolves, you can remove 2 Warding Counters from this card to negate that effect. Westward Tavern Continuous Spell Each turn, the first time a "Westward" monster you control would be destroyed by battle, it is not destroyed. Once per turn: You can target 1 "Westward" monster you control; return it to your hand, and if you do, add 1 "Westward" monster with a different name from your Deck to your hand. If you have no cards in your hand: You can target 1 of your banished "Westward" cards; add it to your hand. You can only use this effect of "Westward Tavern" once per turn. Westward Bank Continuous Spell Each turn, the first time a "Westward" card(s) would be destroyed by a card effect, it is not destroyed. Once per turn: You can target 1 "Westward" monster you control; banish it until your next Standby Phase (even if this card leaves the field), and if you do, add 1 "Westward" Spell/Trap from your Deck to your hand, except "Westward Bank". If this card is in your GY and you have no cards in your hand: You can banish 1 other "Westward" card from your GY; add this card to your hand. You can only use this effect of "Westward Bank" once per turn. Westward Farm Continuous Spell When this card is activated: You can banish 1 "Westward" card from your Deck, and if you do, during your next Standby Phase, add it to your hand. Once per turn, if you have no cards in your hand: You can banish the top card of your Deck, then you can attach the top card of your Deck to an Xyz Monster you control. Your "Westward" Xyz Monsters with material are unaffected by the effects of monsters on your opponent's field. You can only activate 1 "Westward Farm" per turn. Westward Barn Continuous Trap All monsters on the field lose 100 ATK/DEF for each "Westward" Spell/Trap you control, except Spellcaster monsters. Once per turn: You can target 2 "Westward" cards in your GY and 1 Xyz Monster you control; banish the first target, and if you do, attach the second target to the third target. During your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add 1 "Westward" monster from your Deck to your hand. Westward Store Normal Trap Add 1 "Westward" card from your Deck to your hand, except "Westward Store". If this card is in your GY, during your Main Phase: You can target 1 "Westward" monster you control; equip this card to that target, but banish it when it leaves the field. If the equipped monster battles an opponent's monster, at the start of the Damage Step: You can destroy the opponent's monster, also the equipped monster loses 1000. If the equipped monster's ATK becomes 0, destroy this card.
  3. Bizarre Better is an Archetype consisting of monsters with various Types and Attributes that focus on gambling tactics, returning their own cards to the hand and Synchro Summoning. Each monster is able to roll a six-sided die to activate an effect, as well as being able to attack while in Defense Position. The Main Deck monsters each share an effect that returns them to the hand in exchange for a monster that is 1 higher Level than itself from your hand or Deck, and also have another effect that is arguably better, depending on the situation, so to take the random roll into your own hands, they can use their Field Spell called Casino Zone, which let's you once per turn choose if you want to result to become 6 instead. Casino Zone is itself able to increase the Levels of your monsters as well, which helps not only that first die effect, but also Synchro Summoning, and if you are willing to take the chance, you can roll a die, and if you get a 6, you return Casino Zone to your hand, which let's you re-activate the card to take advantage of the Level increase effect and the die result change effect once again, though there is a risk of having it send itself to the GY on a 1-to-5 roll. Their goal is mainly to Synchro Summon their boss monster Casino Cyclone Cyclops, but all their Synchro Monsters can provide various ways to disrupt your opponent's field, from destroying all monsters or returning them to the hand, to simply attacking all of them with a powerful monster. Bizarre Better refers to their strange Type and Attribute combinations, and the strange monsters that have come from these unusual combinations that are not seen much, if at all, in the game, and their gambling tactics, which can been in their names, I especially like how Burning Blackjack Beauty worked out, I think that was a fun idea. Lastly, I want to say that it has indeed been a while since I last made an Archetype, and in fact, this idea first came to me in January, but I couldn't quite find the motivation to make it until now, and with the new rule-set being officially out since the beginning of April, these are of course built around that, meaning that as a Synchro Monster based Archetype, they can take advantage of once again being allowed to Synchro Summon to the Main Monster Zones without the use of Link Monsters. Main Deck Monsters: Bizarre Better - Cremated Cocoon Coin Insect/FIRE/Tuner Level 1 This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result. ● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field. ● 6: Once per turn: You can add 1 "Bizarre Better" Spell/Trap from your Deck to your hand. You can only use this effect of "Bizarre Better - Cremated Cocoon Coin" once per turn. 0/1000 Bizarre Better - Floating Fish Filler Fish/WIND Level 2 This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result. ● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field. ● 6: Your opponent cannot target other "Bizarre Better" cards you control for attacks or effects, also they cannot be destroyed by card effects. You can only use this effect of "Bizarre Better - Floating Fish Filler" once per turn. 500/2000 Bizarre Better - Sneaky Scorching Shark Pyro/DARK Level 3 This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result. ● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field. ● 6: Once per turn: You can target 1 monster your opponent controls; destroy it, and if you do, inflict 1000 damage to your opponent. You can only use this effect of "Bizarre Better - Sneaky Scorching Shark" once per turn. 1000/1500 Bizarre Better - Cold Card Caller Psychic/WATER Level 4 This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result. ● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field. ● 6: Once per turn: You can declare 1 card type (Monster, Spell or Trap); reveal the top card of your Deck, and if it is the declared card type, send it to the GY, and if you do, draw 2 cards. You can only use this effect of "Bizarre Better - Cold Card Caller" once per turn. 900/1900 Bizarre Better - Glowing Golem Gambler Rock/LIGHT Level 5 If you control no monsters, you can Special Summon this card (from your hand) in Attack Position, but its Level becomes 1. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result. ● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field. ● 6: Once per turn: You can target 1 card on each field; return them to the hand, or if you control "Casino Zone", you can place either of them on top of the Deck. 0/2500 Extra Deck Monsters: Bizarre Better - Pool Poker Parrot Winged Beast/WATER/Synchro/Tuner Level 4 1 Tuner + 1+ non-Tuner "Bizarre Better" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn: You can roll a six-sided die; this card gains the appropriate effect depending on the result. ● 1-to-5: Once per turn, if a "Bizarre Better" monster(s) is returned from the field to the hand: You can target 1 "Bizarre Better" monster in your GY; Special Summon it. ● 6: Once per turn: You can target 1 "Bizarre Better" monster you control; return it to the hand, and if you do, draw 2 cards. 1000/2000 Bizarre Better - Burning Blackjack Beauty Fairy/FIRE/Synchro Level 5 1 Tuner + 1+ non-Tuner "Bizarre Better" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this card's ATK becomes higher than 2100: Destroy this card, and if you do, destroy all monsters on the field, then both players can Special Summon monsters from their hand with different Types up to the number destroyed. Once per turn (Quick Effect): You can roll a six-sided die; apply the appropriate effect, depending on the result. ● 1-to-5: This card gains ATK equal to the result x 400. ● 6: This card gains 1000 DEF until the end of this turn. 100/2100 Bizarre Better - Crazy Craps Crab Aqua/DARK/Synchro Level 7 1 Tuner + 1+ non-Tuner "Bizarre Better" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this card attacks a Defense Position monster, inflict piercing battle damage. Once per turn (Quick Effect): You can roll a six-sided die; apply the appropriate effect, depending on the result. ● 1-to-5: Change all monsters on the field to Defense Position. ● 6: Return all Attack Position monsters on the field to the hand. 600/2600 Bizarre Better - Casino Cyclone Cyclops Fiend/WIND/Synchro Level 9 1 Tuner + 1+ non-Tuner "Bizarre Better" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn: You can roll a six-sided die; this card gains the appropriate effect depending on the result. ● 1-to-5: Once per turn, if your opponent takes battle damage: You can draw 2 cards, then place 1 card from your hand on top of your Deck. ● 6: This card can attack each monster your opponent controls, once each. 2500/3000 Spells/Traps: Casino Zone Field Spell (This card is always treated as a "Bizarre Better" card.) Once per turn: You can increase the Levels of all "Bizarre Better" monsters by 1 (even if this card leaves the field.) Once per turn, if you activate a "Bizarre Better" card effect by rolling a six-sided die, other than this card's effect, you can treat the result as 6. You can roll a six-sided die; apply the appropriate effect, depending on the roll. ● 1-to-5: Send this card to the GY. ● 6: Return this card to your hand. Bizarre Better - Treasure Token Normal Spell Roll a six-sided die; excavate the top cards of your Deck equal to the result, if you excavated any "Bizarre Better" cards, add 1 of them to your hand, also, after that, shuffle the remaining cards into your Deck. If this card is in your GY and you control "Casino Zone": You can place it on top of your Deck. You can only activate 1 "Bizarre Better - Treasure Token" per turn. Bizarre Better - Slot Machine Mix-up Continuous Spell When this card is activated: You can place 2 "Bizarre Better" monsters with different Types from your hand in your Spell & Trap Zone as Continuous Spells adjacent to this card, or if you control "Casino Zone", you can place them from your Deck instead. Once per turn, if there is a "Bizarre Better" Monster Card placed by this card's effect adjacent to this card: You can roll a six-sided die; apply the appropriate effect, depending on the roll. ● 1-to-5: Your opponent picks a card that is adjacent to this card, if it is "Bizarre Better" Monster Card placed by this card's effect, Special Summon it in Attack Position, also, after that, send any cards adjacent to this card to the GY. ● 6: Special Summon 1 "Bizarre Better" Monster Card placed by this card's effect that is adjacent to this card. You can only activate 1 "Bizarre Better - Slot Machine Mix-up" per turn. Bizarre Better - Table Flipper Continuous Trap Once per turn: You can target 1 "Bizarre Better" monster you control; return it to the hand, and if you do, you can Special Summon 1 "Bizarre Better" monster with a different Type from your Deck. Once per turn: You can roll a six-sided die; apply the appropriate effect, depending on the roll. ● 1-to-5: Return all Spells/Traps you control to your hand. ● 6: Return all Spells/Traps your opponent control to their hand, or if you control "Casino Zone", you can place them on top of the Deck in any order instead. Bizarre Better - The House Always Wins Counter Trap When your opponent activates a card or effect in response to your card activation or effect while the only monsters you control (min. 1) are "Bizarre Better" monsters: Negate the activation, and if you do, destroy it. If you control "Casino Zone", you can activate this card from your hand. If this card is in your GY, during your Main Phase: You can roll a six-sided die; apply the appropriate effect, depending on the roll. ● 1-to-5: Banish this card from your GY. ● 6: Add this card from your GY to your hand.
  4. This may be my longest break from making cards in a long time, but there are various reasons why I haven't. Firstly, I don't know where the game is going, and in some ways I still don't, but at least I know one thing, the new rules have started now, so that means that I can at least focus my time on making cards that deal with those rules, even if the game seems to be splitting in two, with Rush Duels and the new Master Rules coming out. There is also a lot going on in the world, so I haven't felt like spending my time on this, should the demise of humanity come (okay that's perhaps over dramatic, but you get the point). Then there is just me not playing the game recently, and I don't really have any creative things I want to do, while there are some new cards coming out that look neat, I have not felt like playing much, I enjoy YGO and always will, but man, every time I make a Deck and play against someone, it feels like the game just isn't what I like anymore, I get that the game has felt like that for a while, yet now, I don't know the first thing about the meta, I am destroyed the moment I go into the game I feel, so yeah, I haven't wanted to play much. That being said, here is a new card, this card is nothing too special, it's a turn count based card, I thought that would be fun with the moon theme, it could be powerful in the right Deck I suppose, if you have the Spells to afford it, or just want a low Level monster easily. You can even move the turn count forward, ain't that something?
  5. Blood Moon is an Archetype of DARK monsters with various Types, whom focus around Zombie, though they only have 2 Zombie monsters, with the others only becoming Zombie under certain conditions. They focus on a lot of things, though mainly their Continuous Spells/Traps and their Field Spell that produce Blood Counters which they use for various effects, though they also pay HP to perform various effects, the monsters being able to pay LP to boost their ATK/DEF, another effects typically relating to Blood Counters, and they also have Atlantean-like effects that activate when sent to GY as a cost to activate a Blood Moon effect, they have Link Monsters that make the monsters into Zombie monsters, as well as Rise of the Blood Moon, and they gain bonuses from being Zombie from their Continuous Spells/Traps, and the Link Monsters can Tribute Zombies from either field to boost their ATK. Their name and theming is around the blood moon, a concept typically related to the occult, such as zombie and vampires etc. and general supernatural stories, so they have ghosts hunters and werewolfs and what not as well as bats, and also the concept of infection from Virus, which is a also a pun due to it being Cyberse, just for fun, and their Spells/Traps refer to the moon. Main Deck Monsters: Phantom of the Blood Moon Zombie/DARK Level 1 Once per turn: You can pay LP in multiples of 500 (max. 2000); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can discard 1 card, then target 1 face-up card on the field you can place a Blood Counter on; place 2 Blood Counters on it. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned it to your opponent's field, Special Summon 1 "Blood Moon Token" (Zombie/DARK/Level 1/500 ATK/500 DEF). You can only Special Summon "Phantom of the Blood Moon(s)" once per turn. 500/500 Spider of the Blood Moon Insect/DARK Level 2 Once per turn: You can pay up LP in multiples of 500 (max. 2000); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can target 1 Zombie monster on the field; destroy it, and if you do, gain HP equal to its ATK. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can pay 500 LP; Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned this card to your opponent's field, you can place 1 Blood Counter on a face-up card you can place a Blood Counter on. You can only Special Summon "Spider of the Blood Moon(s)" once per turn. 200/800 Shaman of the Blood Moon Spellcaster/DARK Level 3 Once per turn: You can pay LP in multiples of 500 (max. 1500); this card that much ATK/DEF until the end of this turn. Once per turn, if you activate a "Blood Moon" Spell/Trap Card: You can Special Summon 1 "Blood Moon Token" (Zombie/DARK/Level 1/500 ATK/500 DEF). If this card is sent to the GY to activate a "Blood Moon" card's effect: You can pay 1000 LP; add 1 "Blood Moon" card from your Deck to your hand, except "Shaman of of the Blood Moon". You can only use this effect of "Shaman of the Blood Moon" once per turn. You can only Special Summon "Shaman of the Blood Moon(s)" once per turn. 800/1500 Werewolf of the Blood Moon Beast/DARK Level 3 Once per turn: You can pay LP in multiples of 500 (max. 1000); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can pay LP in multiples of 500 (max. 1500), then target 1 face-up card on the field you can place a Blood Counter on; place Blood Counters on it equal to the number of multiples of 500 you paid. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can remove 2 Blood Counters from anywhere on the field; Special Summon this card from your GY to either field in Defense Position. You can only Special Summon "Werewolf of the Blood Moon(s)" once per turn 1500/1000 Imp of the Blood Moon Fiend/DARK Level 4 Once per turn: You can pay LP in multiples of 500 (max. 1500); this card that much ATK/DEF This is a Quick Effect while you control "Rise of the Blood Moon". You can Tribute this card, then target 1 face-up card on the field you can place a Blood Counter on; place 2 Blood Counters on it. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can send 1 "Blood Moon" card from your hand or field to the GY; Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned it to your opponent's field, draw 1 card. You can only Special Summon "Imp of the Blood Moon(s)" once per turn. 1200/1800 Hunter of the Blood Moon Warrior/DARK Level 4 Once per turn: You can pay LP in multiples of 500 (max. 1500); this card that much ATK/DEF until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". Once per turn: You can remove Blood Counters in multiples of 2 from anywhere on the field; gain 1200 LP for each multiple of 2 you removed. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can discard 1 card, then target 1 other "Blood Moon" monster in your GY; Special Summon it. You can only use this effect of "Hunter of the Blood Moon" once per turn. You can only Special Summon 1 "Hunter of the Blood Moon(s)" once per turn. 1500/1200 Wendigo of the Blood Moon Fairy/DARK Level 5 Once per turn: You can pay LP in multiples of 500 (max. 1000); this card that much ATK/DEF until the end of this turn. Once per turn: You can remove 2 Blood Counters from anywhere on the field, then target 1 monster your opponent controls; take control of it. If this card is sent to the GY to activate a "Blood Moon" card's effect: You can pay 1000 LP; Special Summon this card from your GY to either field in Defense Position, then if you Special Summoned it to your opponent's field, you can take control of 1 other monster they control. You can only Special Summon "Wendigo of the Blood Moon(s)" once per turn. 2000/1600 Extra Deck Monsters: Virus of the Blood Moon Cyberse/DARK/Link Link Arrows: Top, Bottom 2 "Blood Moon" monsters with different names Monsters this card is linked with become Zombie. Once per turn: You can discard 1 card; Set 1 Field Spell directly from your Deck. Once per turn: You can Tribute 1 Zombie monster this card points to on either field; this card gains ATK equal to the Tributed monster's original ATK until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". You can only Special Summon "Virus of the Blood Moon(s)" once per turn. 1500/LINK-2 Bat of the Blood Moon Winged Beast/DARK/Link Link Arrows: Bottom Left, Bottom Right, Top 2+ "Blood Moon" monsters with different names Monsters this card is linked with become Zombie. Once per turn: You can remove Blood Counters in multiples of 2 from anywhere on the field, then target cards your opponent controls equal to the multiples of 2 removed; destroy them, and if you do, gain 500 HP for each card destroyed. Once per turn: You can Tribute 1 Zombie monster this card points to on either field; this card gains ATK equal the Tributed monster's original ATK until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". You can only Special Summon "Bat of the Blood Moon(s)" once per turn. 2000/LINK-3 Zombie of the Blood Moon Zombie/DARK/Link Link Arrows: Bottom Left, Bottom, Top Left, Top 2+ "Blood Moon" monsters A monster this card points to becomes Zombie. If this card is in the Extra Monster Zone: You can target Zombie monsters in your GY, up to the number of unoccupied zones this card points; Special Summon those targets to those zones on each field, and if you do, banish this card. Once per turn: You can Tribute 1 Zombie monster this card points to on either field; this card gains ATK equal to its original ATK until the end of this turn. This is a Quick Effect while you control "Rise of the Blood Moon". You can only Special Summon "Zombie of the Blood Moon(s)" once per turn. 2500/LINK-4 Spells/Traps: Rise of the Blood Moon Field Spell When this card is activated: Place 1 Blood Counter on it for each "Blood Moon" monster you control with a different name. All "Blood Moon" monsters you control become Zombie while there is a Blood Counter on this card. Once per turn: You can remove any number of Blood Counters from anywhere on the field; gain 500 LP for each removed. If a "Blood Moon" Spell/Trap(s) you control would be destroyed by your opponent's card effect, you can remove 2 Blood Counters from anywhere on the field instead. You can only activate 1 "Rise of the Blood Moon" per turn. Return of the Blood Moon Continuous Spell Once per turn: You can discard 1 "Blood Moon" card; place 2 Blood Counters on this card. Once per turn: You can remove 3 Blood Counters from anywhere on the field; Special Summon 1 "Blood Moon" monster from your Deck, or if you control "Rise of the Blood Moon", you can Special Summon 1 Zombie monster instead. If a Zombie monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. Phases of the Blood Moon Continuous Spell Once per turn: You can send 1 other "Blood Moon" card you control to the GY; place 2 Blood Counters on this card. Once per turn: You can remove 3 Blood Counters from anywhere on the field; Set 1 "Blood Moon" Continuous Spell/Trap directly from your Deck, and if you control "Rise of the Blood Moon", you can activate a Set Trap this turn. If a Zombie monster(s) is Special Summoned: You can draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use this effect of "Phases of the Blood Moon" once per turn. Eclipse of the Blood Moon Continuous Spell You can send 1 Zombie monster from your hand or field to the GY; place 1 Blood Counter on this card. If you control "Rise of the Blood Moon", you can send 1 Zombie monster your opponent controls to the GY instead. You can only use this effect of "Eclipse of the Blood Moon" up to twice per turn. If you would pay to activate a "Blood Moon" card effect, you can remove 1 Blood Counter from anywhere on the field for each 500 LP you would pay instead. When a Zombie monster you control inflicts battle damage to your opponent: Gain LP equal to the damage inflicted. Fall of the Blood Moon Continuous Trap When this card is activated: You can remove 2 Blood Counters from anywhere on the field, then target target 2 "Blood Moon" monsters in your GY; Special Summon them in Defense Position to either field, but banish them when they leave the field. Once per turn: You can send other 2 "Blood Moon" cards from your hand and/or field to the GY; place 4 Blood Counters on this card. Once per turn: You can target 1 Zombie monster on the field; change its battle position. Unless you control a Zombie monster, destroy this card. If this card leaves the field, destroy those Summoned monsters. Night of the Blood Moon Continuous Trap Once per turn: You can send 1 "Blood Moon" card from your Deck to the GY; place 2 Blood Counters on this card. While there is a Zombie monster on the field, monsters your opponent control lose 200 ATK/DEF for each Zombie monster on the field, also they have their effects negated while you control "Rise of the Blood Moon". Once per Chain: You can remove 1 Blood Counter from anywhere on the field, then target then activate 1 of these effect (but you cannot activate that same effect of "Night of the Blood Moon" again this turn). ● Target 1 face-up monster on the field; If it not a Zombie monster, it becomes Zombie. ● Target 1 face-up monster on the field; If it is a Zombie monster, this turn, it cannot be destroyed by battle or your opponent's card effects. ● Target 1 "Blood Moon" card in your GY; add it to your hand.
  6. A simple Quick-Play Spell that is able to Special Summon a monster from your GY, but you can't control any monsters, and if you Special Summon a monster, it will be destroyed, so great for getting a boss monster back, or for Normal and Tribute Summoning Decks.
  7. (I couldn't find the picture that I modified for the image of this card. Still, all the credits go to the original artist(s).) Incarnation of Darkness Continuous Spell Card This card's name becomes "Dark Magician" while in the Deck. During each player's turn, when you activate a Continuous Spell/Trap card, Special Summon this card from your Spell & Trap Zone as a Normal Monster (Spellcaster-Type/DARK/Level 7/ATK 2500/DEF 2100). (This card is still a Spell Card.) During the End Phase: If this card is in your Main Monster Zone, place this card in your Spell & Trap Zone as a Continuous Spell. With this Dark Magician support card I wanted to explore a concept for Spells that would mirror that of Trap monsters, as well as a name clause that's limited to the Deck, and therefore applies when selecting cards in it.
  8. (Original picture: https://wall.alphacoders.com/big.php?i=366344) Crystal Beast Jasper Manticore (FIRE) Beast/Ritual/Effect You can summon this card with "Crystal Regalia". You can return another "Crystal" card you control to the hand: you cannot activate Continuous Spells/Traps with that card's name this turn, also choose 1 monster on the field; until the end of this turn that monster has its effects negated. If this face-up card is destroyed in a Monster Card Zone, you can place it face-up in a Spell & Trap Zone, instead of sending it to the Graveyard. ATK 1900/DEF 400 Crystal Regalia Ritual Spell Card This card is used to summon "Crystal Beast Jasper Manticore" from your hand or Spell & Trap Zone. You must also tribute "Crystal" monsters whose total levels equal 3 or more from the field or your hand, or send 1 "Crystal Beast" Continuous Spell Card from the field to the Graveyard. With these cards I wanted to explore a possibility for the Crystal Beast archetype to have a different endgame than Rainbow Dragon. I know that a new version of Rainbow Dragon has recently been revealed, that of course I didn't know of, and the effect of which probably ends up making my cards unnecessary, but I wanted to know what do you think of them regardless. Edit: Added source for Jasper Manticore's original picture.
  9. A Trap monster that negates attacks, prevents your opponent for attacking your other monsters, and protects them from effect destruction. What a great guy!
  10. Elemental HERO Moonlight (LIGHT) LVL 4 Warrior/Effect When this card is sent to the GY: you can Normal Summon 1 "Elemental HERO" monster from your Hand in addition to your Normal Summon/Set (You can gain this effect only once per turn.) Once per turn, during the End Phase, if this card is in the Graveyard and you Fusion Summoned an Elemental HERO Fusion monster this turn: you can add this card to your hand. ATK 600/DEF 1400 Even though Elemental HEROes are getting a lot of Special Summon effects, they haven't yet got an additional Normal Summon effect (as far as I'm aware), which seems important to me because it activates Solid Soldier, and now even more because of Liquidman. I've also created this card to maximize the effect of both Elemental HERO Sunriser and Xtra HERO Wonder Driver. Edit: Tag updated, image uploaded.
  11. A crazy LINK-6 monster, this card is able to switch a targeting effect to another monster, and banish a monster on the field, which produces a Token. While it points to a Token, neither player can Special Summon monsters with the same name as banished monsters. It's a weird monster, but a LINK-6 should be a little out there.
  12. A little Rank 3 Pendulum Xyz, since I haven't made one of those in a while. It focuses on attaching cards to itself and messing with your opponent's Extra Deck, is able to send Pendulums from your Deck or Extra Deck to the GY to change its Pendulum Scale and boosts Xyz Monsters' ATK/DEF. It changes its effect depending on the zone it's Special Summoned to, either attaching a monster from your opponent's Extra Deck or your GY.
  13. A Level 10 Fusion Monster that uses Link Monsters, is able to blow up the whole field, gain massive amounts of DEF, which you can than switch to it's ATK, also protects itself from battle/effects by banishing Link Monsters from your GY.
  14. I recently made a Mathmech Deck, and well, it should be pretty obvious what I am supporting today, yeah, I normally don't make direct support, however this card is designed directly for them, though with some general Cyberse support options as well. So, this is a Pendulum Monster, which seems perhaps a little random, but I figured since they already use Synchros and Xyzs, they aren't shy about this sort of thing, and I was not sure if I should go with a monster or a Spell/Trap, so I did both! Anyway, this card is able to change its Pendulum Scale to 5 instead of 3, making you easily able to use multiple of this card to Pendulum Summon with, or if you want, use its effect to SS a Cyberse from your hand instead, along with that, it's a Tuner, and you can SS itself from the hand or Extra Deck by Tributing a Cyberse monster, and lastly, if it's sent to the GY, you get to add a Mathmech card from your GY to your hand, other than itself that is.
  15. Amphipteres is an Archetype consisting of Reptile and Wyrm EARTH, WATER and DARK monsters with various Levels. They focus on type changing, self milling and Link/Fusion Monster tactics. The Main Deck monsters are all Reptile, and are also in the Aura of the Amphipteres sub-Archetype, with the Link/Fusion Monsters being Wyrm. The Link Monsters are all able to make a monster they point to become Wyrm, which is how you get out Amphipteres Serpentine and Amphipteres Lindwyrm, as support from other effects. All Aura of the Amphipteres have an effect that banishes it and 2 other Amphipteres cards from your GY to add an Amphipteres card from your Deck to your hand, thus a lot of their effects are able to mill cards to the GY for this purpose, and they have various Special Summoning techniques in the hand to Link Summon fast and easily. Amphipteres are mythical snake-like dragons, and the theming around this Archetype is a parallel from our own where the reptile population are these mythical dragons instead, hence the "aura" being the Reptile monsters, and you can see more of this in the Spell/Trap support. The Extra Deck monsters are also based on reptile and dragon related things. So unlike my previous archetype Sinistar, this is intended for the current format, though as they mainly use Link Monsters, they would probably play mostly the same, the most significant difference being Lindwyrm, which would be able to be put into the Main Monster Zone more easily, hence why that effect is not as powerful (to me anyway) as the Extra Monster Zone effect it gains, so in some regard I did take the new format into consideration, but I still don't think it changes much. Also, happy new year! Last year, I was going to post an Archetype on the 1st as well, but well, YCM went down around this time, so I never got that chance, but at least I get to this time around. Main Deck Monsters: Aura of the Amphipteres - Gecko Reptile/EARTH Level 2 You can Special Summon this card (from your hand) to your zone on either field a Wyrm Link Monster points to. You can only Special Summon "Aura of the Amphipteres - Gecko" this way once per turn. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Gecko" once per turn. 500/500 Aura of the Amphipteres - Skink Reptile/DARK Level 2 You can Special Summon this card (from your hand) by discarding 1 "Amphipteres" card. You can only Special Summon "Aura of the Amphipteres - Skink" this way once per turn. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Skink" once per turn. 1000/0 Aura of the Amphipteres - Snake Reptile/DARK Level 3 When this card is Summoned: You can Special Summon 1 "Aura of the Amphipteres" monster from your hand or GY, except "Aura of the Amphipteres - Snake", but it is banished when it leaves the field, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Wyrm monsters. You can banish this card and 2 other "Amphipteres" cards from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use each effect of "Aura of the Amphipteres - Snake" once per turn. 1200/700 Aura of the Amphipteres - Turtle Reptile/WATER Level 3 If you control no monsters in your Extra Monster Zone, you can Special Summon this card (from your hand). You can only Special Summon "Aura of the Amphipteres - Turtle" this way once per turn. You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Turtle" once per turn. 700/1900 Aura of the Amphipteres - Iguana Reptile/EARTH Level 4 Once per turn: You can send the top 3 cards of your Deck to your GY, then if you sent any "Aura of the Amphipteres" monsters, you can Special Summon 1 of them from your GY. You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use this effect of "Aura of the Amphipteres - Iguana" once per turn. 1500/1500 Aura of the Amphipteres - Crocodile Reptile/WATER Level 4 You can discard 1 "Aura of the Amphipteres" monster; Special Summon 1 "Aura of the Amphipteres" monster from your Deck in Defense Position, except "Aura of the Amphipteres - Crocodile". You can banish this card and 2 other "Amphipteres" monsters from your GY; add 1 "Amphipteres" card from your Deck to your hand. You can only use each effect of "Aura of the Amphipteres - Crocodile" once per turn. 1800/900 Extra Deck Monsters: Amphipteres Shell Wyrm/WATER/Link Link Arrows: Down 1 Reptile Effect Monster with a Level A monster this card points to becomes Wyrm. When this card is targeted for an attack, or with a Spell/Trap effect that targets only this card (Quick Effect): You can target another monster you control that would be an appropriate target; that attack/Spell/Trap now targets the new target, also send the top 3 cards of your Deck to the GY. 0/LINK-1 Amphipteres Reptilian Wyrm/DARK/Link Link Arrows: Bottom, Right 2 Reptile Effect Monsters with a Level A monster this card points to becomes Wyrm. You can discard 1 Reptile monster; Special Summon 1 Reptile monster from your hand or Deck to your zone this card points to. (Quick Effect): You can Tribute 1 Reptile monster and 1 other Wyrm monster from your hand or field; send the top 3 cards of your Deck to the GY, also until the end of this turn, double this card's current ATK, also if this card battles, your opponent cannot activate cards or effects until the end of this turn. Your opponent cannot activate cards or effects in response to this effect's activation. You can only use each effect of "Amphipteres Reptilian" once per turn. 1500/LINK-2 Amphipteres Serpentine Wyrm/EARTH/Link Link Arrows: Bottom Left, Bottom Right, Top 2+ Effect Monsters, including a Wyrm monster with a Level A monster this card points to becomes Wyrm. If this card is in your Extra Monster Zone: You can switch control of 1 Wyrm monster this card points to on each field. When your opponent activates a monster effect: You can Tribute 1 "Aura of the Amphipteres" monster from your hand or field; negate the activation, and if you do, destroy that card, then send the top 3 cards from your Deck to the GY. You can only use each effect of "Amphipteres Serpentine" once per turn. 2500/LINK-3 Amphipteres Lindwyrm Wyrm/EARTH/Fusion Level 10 "Amphipteres Serpentine" + 2+ Wyrm Effect Monsters with a Level Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Polymerization".) When this card is Special Summoned: You can destroy cards your opponent control up to the number of Wyrm monsters banished to Special Summon this card, then send cards from the top of your Deck to the GY equal to the number of cards destroyed. Once per turn (Quick Effect): You can activate 1 of these effects, depending on the zone it is in. ● Extra Monster Zone: Halve the ATK/DEF of all monsters your opponent control until the end of this turn. ● Main Monster Zone: All Wyrm monsters you control gain 500 ATK/DEF until the end of this turn. 3000/3000 Spells/Traps: Amphipteres Dimensions Field Spell When this card is activated: You can send the top 3 cards of your Deck to the GY, then if you sent any "Aura of the Amphipteres" monsters to the GY, draw 1 card. During your Main Phase, you can Normal Summon 1 Reptile monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Wyrm monsters in your Extra Monster Zone cannot be targeted by or destroyed by your opponent´s card effects. Wyrm monsters in your Main Monster Zones cannot be be destroyed by battle. You can only activate 1 "Amphipteres Dimensions" per turn. Amphipteres Conception Normal Spell Excavate the top 5 cards of your Deck, add 1 excavated "Amphipteres" card to your hand, also, after that, send the remaining cards to the GY, unless you excavated no "Amphipteres" cards, in which case, shuffle the excavated cards into your Deck. If this card is in your GY: You can banish this card, then target 5 of your banished "Amphipteres" cards with different names, except "Amphipteres Conception"; shuffle them into your Deck, then draw 2 cards. You can only use 1 effect of "Amphipteres Conception" per turn, and only once that turn. Amphipteres Metamorphosis Quick-Play Spell Target 1 Reptile monster you control; it becomes Wyrm. If this card is in your GY, during either player's turn: You can target 1 "Amphipteres" Wyrm monster you control; return it to the hand, also add this card to your hand. You can only use each effect of "Amphipteres Metamorphosis" once per turn. Amphipteres Creation Normal Trap Special Summon 1 "Aura of the Amphipteres" monster from your hand or Deck. If you control "Amphipteres Dimensions" and this card is in your GY, during your opponent's End Phase: You can Set this card from your GY. You can only activate 1 "Amphipteres Creation" per turn. Amphipteres Parallels Continuous Trap Once per turn: You can target 1 Reptile or Wyrm "Amphipteres" monster you control; if its Type is Reptile, it becomes Wyrm OR if its Type is Wyrm, it becomes Reptile. If you control both a Reptile and a Wyrm monster that was Special Summoned from the Extra Deck, your opponent cannot Special Summon monsters from their Extra Deck, except Reptile and Wyrm monsters. If this card is sent from your Deck to the GY: You can Set this card from your GY, or activate it if you control "Amphipteres Dimensions".
  16. Happy New Year everybody, there's about 5 hours until the year changes in Denmark, so to celebrate, I made holiday themed card, and it got some interesting things to it! Firstly, while it has Festival Counters, nobody take battle damage, this is no time for attacking each other, and you can remove 1 of them for an effect similar to that of the card "Question", which picks the bottom-most monster in both GYs and Special Summons them, like a parade! Lastly, during the End Phase, you remove a Festival Counter from the card and both players take 1000, remember to be safe out there!
  17. Hello! This is is the first cards I post in the forum. I hope you like them! (Original artwork: https://www.zerochan.net/2056225) Neo Space Wanderer (LIGHT) Warrior/Link/Effect 1 "Neo-Spacian" monster This card's name becaomes "Elemental HERO Neos" while on the field. If this card returns from the field to your Extra Deck, you can activate 1 "Neos" or "Neo Space" Spell/Trap from your Deck. During the End Phase: Shuffle this card into your Extra Deck. ATK 1700/LINK-1 (Original artwork: https://infinitealchemist.wordpress.com/2013/09/30/the-lotus-flower/) Neo Space Flowering Normal Spell Card Special Summon 1 "Neo-Spacian" monster from your Deck. When you shuffle your Deck, except by the effect of "Neo Space Flowering", if this card is in your GY: you can shuffle this card into your Deck. My objective was to create something that could solve the constistency problems of the Neos achetype. I wonder, though, if these two cards don't make for somewhat too good of an engine, especially when splashed in other decks.
  18. I recently made a Generaider Deck, so I figured I would make a card that supports them a bit, and that card is a LINK-1 monster. So simply, it is a DARK monster on the field, it gains the ATK of the monster used for its Link Summon, and you can Tribute a monster it points to and destroy a card in its column, then move it to the Main Monster Zone, also it becomes a Quick Effect if the monster is a Level/Rank 9 or higher. I tried to make it so it also works for Trains, though that isn't the main focus here, but since they are Level 10s usually, I figured I would throw that in there as well. BTW, you may have seen I have made some cards and Archetypes using the new Master Rules, however I plan to avoid doing that until we have more information and/or they are implemented into the actual game, so this card still follows the current rules, as noted by the "standard" in the tags.
  19. I made a Valkyrie Deck recently, so I was in the mood for some Fairy monster making, and here we got a pretty simple Tuner, which is able to bring itself out after a battle, and is able to Synchro Summon during the Battle Phase, it's completely generic, making it not only useful in Valkyrie, but pretty much in any Deck that can or wants to Synchro Summon, and makes it a great tool for getting in a new monster to attack with in the Battle Phase.
  20. Here's a Pendulum Monster that also is a Union monster! A concept I am surprised we have yet to see explored, as they could easily make something cool with it, but here we are. So, this card is able to Special Summon itself from the Pendulum Zone by dropping an Equip Card. Along with that, it allows any monster to attack up to the number of cards in the Pendulum Zones on the field, meaning a potential of 4 attacks. Lastly, it boosts its on ATK on Special Summon by an effect, so either its own Pendulum Effect, Union Special Summon or whatever else, just not Pendulum Summon of course.
  21. Stalagsect is an Archetype of Insect/WATER monsters with various Levels. They focus on Setting themselves from your hand in your Spell & Trap Zone as Traps, similar to Artifacts, Synchro Summoning and disrupting your opponent with effect destruction. Each Main Deck monster can be Set as a Trap from your hand, and can be discarded for an effect that reveals your Set Spells/Traps, and then Special Summon a Stalagsect, and sometimes other things. Stalagsect Cave let's you draw a card when you reveal 2 or more Traps as well, and their Synchro Monsters provide spam and beatstick potential. Cricket is a card to keep an eye on in regard to Mantis, as you eliminate the discard cost of Mantis if you play Cricket in a Chain. Their name is a portmanteau of Stalactite and Insect, and they are based on various insects and ice and stalactite concepts in general. Of course we don't have ICE as an Attribute, so had to go with WATER, so hopefully that isn't confusing to anyone. Main Deck Monsters: Stalagsect Mite Insect/WATER Level 1 You can Set this card from your hand to your Spell & Trap Zone as a Trap. You can discard this card; reveal all Set Spells/Traps you control, then you can Special Summon 1 revealed "Stalagsect" Monster Card in Defense Position. If this card is Summoned: You can reveal any number of Set Spells/Traps you control, and if you do, increase this card's Level by the number of Traps revealed. 400/100 Stalagsect Ant Insect/WATER/Tuner Level 2 You can Set this card from your hand to your Spell & Trap Zone as a Trap. When your opponent activates a monster effect (Quick Effect): You can discard this card; reveal all Set Spells/Traps you control, then you can Special Summon 1 revealed "Stalagsect" Monster Card, also, after that, if you revealed 3 or more Traps, negate the activation, and if you do, destroy that card. When this card is Special Summoned from your Spell & Trap Zone: You can reveal 1 Spell/Trap you control that was adjacent to this card in your Spell & Trap Zone, and if it is a "Stalagsect" Monster Card, you can Special Summon it. 700/200 Stalagsect Stag-beetle Insect/WATER Level 2 You can Set this card from your hand to your Spell & Trap Zone as a Trap. If your opponent declares a direct attack: You can discard this card; reveal all Set Spells/Traps you control, then you can Special Summon 1 revealed "Stalagsect" Monster Card, and if you do, destroy the attacking monster. If a monster your opponent controls in the same column as this Set Trap declares an attack: You can reveal this Set card, then Special Summon this card, and if you do, destroy that monster. 500/1500 Stalagsect Cricket Insect/WATER Level 3 You can Set this card from your hand to your Spell & Trap Zone as a Trap. During your opponent's turn, if you have no monsters in your Main Monster Zones (Quick Effect): You can discard this card; reveal all Set Spells/Traps you control, then you can send 1 revealed Tuner and 1 or more non-Tuner Monster Cards to the GY, and if you do, Special Summon 1 Synchro Monster from your Extra Deck whose Level is equal to the combined Levels of the sent monsters in the GY (this Special Summon is treated as a Synchro Summon). If a "Stalagsect" monster(s) is discarded to activate a card effect (Quick Effect): You can banish this card from your GY; Set the sent monster(s) in your Spell & Trap Zone as a Trap. 1300/700 Stalagsect Antlion Insect/WATER/Tuner Level 3 You can Set this card from your hand to your Spell & Trap Zone as a Trap. When your opponent activates a Spell/Trap Card (Quick Effect): You can discard this card; reveal all Set Spells/Traps you control, then you can Special Summon 1 revealed "Stalagsect" Monster Card, also, after that, if you revealed 3 or more Traps, negate the activation, and if you do, destroy that card. When this card is Special Summoned from your Spell & Trap Zone: You can target 1 Insect non-Tuner in your GY; Special Summon it, and if you do, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using this card as material, but banish the materials used for this Synchro Summon. 1200/800 Stalagsect Cockroach Insect/WATER Level 4 You can Set this card from your hand to your Spell & Trap Zone as a Trap. You can discard this card; reveal all Set Spells/Traps you control, then you can send 1 revealed "Stalagsect" Trap to your GY, and if you do, Special Summon 1 of your banished "Stalagsect" monster or that is in your GY with a different name from the sent card, but banish it when it leaves the field. Your opponent cannot target "Stalagsect" monsters you control for attacks, except this card. 1000/2000 Extra Deck Monsters: Stalagsect Mantis Insect/WATER/Synchro Level 4 1 Tuner + 1+ non-Tuner Insect WATER monsters Once per turn: You can discard any number of "Stalagsect" cards; your opponent sends the same number of cards from the top of their Deck to the GY, then you can reveal all Set Spells/Traps you control, then you can Special Summon revealed "Stalagsect" monsters up the number of monsters your opponent sent to the GY. A Synchro Monster that was Synchro Summoned using this card as material cannot be destroyed by battle or card effects. 1500/1500 Stalagsect Butterfly Insect/WATER/Synchro/Tuner Level 5 1 Tuner + 1 + non-Tuner Insect WATER monsters When this card is Synchro Summoned: You can target 1 "Stalagsect" monster in your GY; banish that target, and if you do, this card's Level becomes equal to that target's Level, also it gains the ATK/DEF of that target. You can discard any number of "Stalagsect" monsters; Special Summon the same number of "Caterpillar Tokens" (Insect/WATER/Level 1/ATK 500/DEF 500). 1200/1200 Stalagsect Wasp Insect/WATER/Synchro Level 6 1 Tuner + 1+ non-Tuner Insect WATER monsters Once per turn (Quick Effect): You can banish any number of other cards from your field; all "Stalagsect" monsters you control gain 200 ATK/DEF for each banished this way. Once per turn (Quick Effect): You can discard any number of "Stalagsect" monsters, then target the same number of cards your opponent control; destroy them. 1800/1800 Stalagsect Millipede Insect/WATER/Synchro Level 7 1 Tuner + 1+ non-Tuner Insect WATER monsters If this card is Synchro Summoned using a Synchro Monster as material, it gains 1000 ATK/DEF. Once per turn, when a monster(s) would be Summoned, OR when a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster(s) (Quick Effect): You can reveal all Set Spells/Traps you control, then you can send 1 revealed "Stalagsect" Trap to the GY, and if you do, negate the Summon or activation, and if you do, destroy that card. If this card is Set in your Spell & Trap Zone: You can discard 1 "Stalagsect" monster, then reveal this Set Trap; Special Summon this card from your Spell & Trap Zone. 2000/2000 Spells/Traps: Stalagsect Cave Field Spell When this card is activated: You can Set 1 "Stalagsect" monster from your Deck in your Spell & Trap Zone as a Trap. While you control no monsters in your Main Monster Zone, your Set Spells/Traps cannot be targeted by or destroyed by your opponent's card effects. Once per turn, if 2 or more Traps you control are revealed by a card effect: Draw 1 card. If this card would be destroyed, you can Set 1 "Stalagsect" monster you control in your Spell & Trap Zone as a Trap. You can only activate 1 "Stalagsect Cave" per turn. Stalagsect Freeze Quick-Play Spell Target 1 "Stalagsect" monster you control; Set that target in your Spell & Trap Zone as a Trap, then add 1 "Stalagsect" card from your Deck to your hand, except "Stalagsect Freeze". Except the turn this card is sent to the GY: You can banish this card from your GY, then target 1 "Stalagsect" monster in your GY; Set it in your Spell & Trap Zone as a Trap. Stalagsect Fall Normal Trap Reveal 1 Set Spell/Trap you control, then if it is a "Stalagsect" Monster Card, you can Special Summon it OR send it to the GY, and if you do that, destroy 1 card your opponent controls. If you control "Stalagsect Cave", you can activate this card from your hand. If this card is in your GY: You can target 1 "Stalagsect" Synchro Monster you control; Set that target in your Spell & Trap Zone as a Trap, and if you do, add this card to your hand. You can only activate 1 "Stalagsect Fall" per turn. Stalagsect Frostbite Normal Trap This turn, any "Stalagsect" monsters that were Special Summoned from your Spell & Trap Zone can attack your opponent directly, but any damage they inflict is halved. If you control "Stalagsect Cave", you can activate this card from your hand. Except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 of your banished "Stalagsect" cards, except "Stalagsect Frostbite"; Set it in your Spell & Trap Zone, and if it is a monster, it is Set as a Trap.
  22. .null is an Archetype of Level 1 Cyberse/DARK monsters with 0 ATK/DEF. They focus on removing their gimmick of removing the cost to activate their effect and Xyz Monsters. Each monster has an effect with a cost, which is also referenced in their name, and you can remove this cost once while they are on the field, as long as you control no Spells/Traps. They have no Spells/Traps of their own, so unless you intend to use support, this shouldn't be a problem. The goal is to get out one of their Rank 0 monsters, which I of course had to do since they are named .null after all, though technically they are Rank 1 due to how YGO works, but anyway, these are able to be brought out with use of any combination of Cyberse Xyz or Link Monsters, which they have two of, and can become quite powerful with their LINK-1 monster's ATK boosting effect. Their name references file names in computing, and each name related to the cost which they are able to remove, and long with that, the Xyzs are named .nullvoid referencing the Xyz Monster's empty space theme, and computing once again, and the Links are named .nullpoint which reference the pointing of Link Monsters, and the computing aspect again. Main Deck Monsters: Discard.null Cyberse/DARK Level 1 You can discard 1 card; Special Summon 1 Level 1 monster from your hand, also you cannot Special Summon monsters, other than ".null" monsters, for the rest of this turn. You can only use this effect of "Discard.null" once per turn. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. 0/0 Banish.null Cyberse/DARK Level 1 When this card is Normal Summoned: You can banish 1 ".null" monster from your hand; Special Summon 1 "."null" monster from your Deck, also you cannot Special Summon monsters, other than ".null" monsters, for the rest of this turn. You can only use this effect of "Banish.null" once per turn. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. 0/0 Tribute.null Cyberse/DARK Level 1 You can Tribute 1 other ".null" monster; Special Summon 2 ".null Tokens" (Cyberse/DARK/Level 1/0 ATK/0 DEF), also you cannot Special Summon monsters, other than ".null" monsters, for the rest of this turn. You can only use this effect of "Tribute.null" once per turn. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. 0/0 Pay.null Cyberse/DARK Level 1 You can pay 1000 LP; add 1 ".null" monster from your Deck to your hand, except "Pay.null", also you cannot Special Summon monsters, other than ".null" monsters, for the rest of this turn. You can only use this effect of "Pay.null" once per turn. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. 0/0 Shuffle.null Cyberse/DARK Level 1 You can shuffle 1 card from your hand into your Deck; draw 2 cards, then reveal your hand and shuffle any Spells/Traps into your Deck, also you cannot Special Summon monsters, other than ".null" monsters, for the rest of this turn. You can only use this effect of "Shuffle.null" once per turn. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. 0/0 Extra Deck Monsters: Xyz.detach.nullvoid Cyberse/DARK/Xyz Rank 1 2+ Level 1 Cyberse monsters This card's original ATK becomes equal to the number of materials attached to it x 500. Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster on the field; change it to face-down Defense Position, or if its a Link Monster, return it to the Extra Deck. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. ?/? Xyz.pay.nullvoid Cyberse/DARK/Xyz Rank 0 2+ Xyz Monsters with the same Rank (This card's original Rank is always treated as 1.) You can also Xyz Summon this using 2 monsters you control as material (any combination of Cyberse Xyz Monsters or Cyberse Link Monsters). (Transfer their materials to this card.) Once per turn (Quick Effect): You can pay 1000 LP; this card gains 1000 ATK until the end of this turn. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. While this material, it cannot be targeted by your opponent's card effects. 1500/1500 Xyz.tribute.nullvoid Cyberse/DARK/Xyz Rank 0 3+ Xyz Monsters with the same Rank (This card's original Rank is always treated as 1.) You can also Xyz Summon this using 3 monsters you control as material (any combination of Cyberse Xyz Monsters or Cyberse Link Monsters). (Transfer their materials to this card.) Once per turn, when your opponent activates a monster effect (Quick Effect): You can Tribute other 1 monster from your hand or field; negate the activation, then you can attach it to this card as material. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. While this material, it is unaffected by your opponent's Spell/Trap effects. 2400/2400 Link.banish.nullpoint Cyberse/DARK/Link Link Arrows: Bottom 1 Level 1 Cyberse monster Once per turn: You can banish 1 card this card point to, then target 1 ".null" monster in your GY; Special Summon it in Defense Position to your zone this card points to. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. While this card points to a monster, this card and that monster gains ATK equal to the number of ".null" monsters in your GY with different names x 300. 0/LINK-1 Link.discard.nullpoint Cyberse/DARK/Link Link Arrows: Bottom Left, Bottom Right 2 Level 1 Cyberse monsters Once per turn, when your opponent activates a Spell/Trap Card or effect (Quick Effect): You can discard 1 card; negate the activation, then you can attach it to an Xyz Monster this card points to as material. Once, while this card is face-up on the field and you control no Spells/Traps, you can ignore the cost to activate this card's effect. Monsters this card point to cannot be destroyed by battle or card effects. 1500/LINK-2
  23. Pyromid is an Archetype of Pyro/EARTH monster with various Levels, and have 2 Link Monsters, but focuses mainly on the Main Deck. Their playstyle revolves around their gimmick that both players take any battle damage they inflict. When both players take damage, it activates various effects, but mainly allowing you to Special Summon their monsters from the hand, with various differences for each monster, though two of their monsters activate when they specifically inflict the damage instead. Additionally, many have a Quick Effect that can be activated as long as the only monsters you control are Pyromid monsters. As both only take damage when they inflict to your opponent, you can also use Pyromid Necropolis makes it so both players take any battle damage Pyromids inflict, so you can either ram into a monster, or play defensively, which becomes even more viable with their card Tomb of the Pyromids. Their main playstyle is to get as many different Pyromids out at once, which allows you to get out their LINK-6 Sphinx that can become very powerful, though you can also just use your Main Deck monsters if you wish, which include Khufu that is a powerful Level 11 monsters. Many of their cards play into each other well, for example you can use Menkaure and Khufu in combination to get you 2500 LP, Snefrou can work well with Red, Djoser works well Tomb of the Pyromids, Khufu, Pharaoh and Rebuilding the Pyromids allow you to gain LP back quickly, due to the self damage you will inflict, which allows you to bring Sphinx out for a powerful finish, they can adapt to many different playstyles and situations. Pyromid is a portmanteau of Pyro and Pyramid, and they are based on Egyptian pyramids, mostly focused around Giza, though had to include some non-Giza ones since there weren't quite enough to fit here, and concepts related to pyramids and Giza in general, such as Necropolis being a name for the area, Sphinx and Pharaohs obviously being related to Egypt and Giza as a whole, and limestone, tombs and pyramid related things. Main Deck Monsters: Pyromid of Snefrou Pyro/EARTH Level 4 Both players take any battle damage this card inflicts. If both players took battle damage from a battle involving a "Pyromid" monster you control: You can Special Summon this card from your hand. Once per turn, if the only monsters you control are "Pyromid" monsters (Quick Effect): You can target 1 face-up monster your opponent controls; halve its ATK/DEF until the end of this turn. 1500/1500 Pyromid of Djoser Pyro/EARTH Level 4 Both players take any battle damage this card inflicts. If both players took battle damage from a battle involving a "Pyromid" monster you control: You can Special Summon this card from your hand or GY in Defense Position, but banish it when it leaves the field. This card can attack while in face-up Defense Position. If it does, apply its ATK for damage calculation. Once per turn, if the only monsters you control are "Pyromid" monsters (Quick Effect): You can target 1 face-up monster on the field; change its battle position, also if it attacks this turn, it inflicts piercing battle damage. 1000/2000 Pyromid of Red Pyro/EARTH Level 4 Both players take any battle damage this card inflicts. Once per turn, if both players took battle damage from a battle involving this card: You can target 1 "Pyromid" monster in your GY; Special Summon it. Once per turn, if the only monsters you control are "Pyromid" monsters (Quick Effect): You can target 1 face-up monster on the field; negate its other effects, also for the rest of this turn, it cannot be destroyed by battle. 1800/1000 Pyromid of Menkaure Pyro/EARTH Level 9 Both players take any battle damage this card inflicts. If the only monsters you control are "Pyromid" monsters (Quick Effect): You can target 1 monster in either GY; Special Summon it to your opponent's field, but its ATK/DEF are halved. If both players took battle damage from a battle involving this card: You can Special Summon 1 "Pyromid" monster from your Deck, except "Pyromid of Menkaure". If this card is sent to the GY: You can add 1 "Pyromid" Spell/Trap from your Deck to your hand, then discard 1 card. You can only use each effect of "Pyromid of Menkaure" once per turn. 2500/1500 Pyromid of Khafre Pyro/EARTH Level 9 Both players take any battle damage this card inflicts. If both players took battle damage from a battle involving a "Pyromid" monster you control: You can Special Summon this card from your hand in Attack Position. This card's original ATK becomes equal to the combined damage both players took from that battle. Once per turn, if the only monsters you control are "Pyromid" monsters (Quick Effect): You can target 1 face-up monster on the field; switch its current ATK/DEF, and if you do, draw 2 cards, then discard 1 card. ?/2000 Khufu, Great Pyromid of Giza Pyro/EARTH Level 11 Both players take any battle damage this card inflicts. If both players took battle damage from a battle involving a "Pyromid" monster you control: You can Special Summon this card from your hand in Defense Position. If this card is Special Summoned: You gain 1500 LP, also your opponent gains 2500 LP. While "Pyromid Necropolis" is on the field, this card can make a second attack during each Battle Phase. Up to twice per turn, if both players took battle damage from a battle involving this card: You can target 1 card on the field; return it to the hand. 2000/3000 Extra Deck Monsters: Pharaoh, Pyromid Leader of Egypt Pyro/EARTH/Link Link Arrows: Left, Right, Bottom 2+ Pyro and/or EARTH monsters with different names When this card is Link Summoned: You can discard 1 card; Special Summon 1 Pyro monster from your Deck to your zone this card points to in Defense Position, also you cannot Special Summon monsters, except Pyro monsters for the rest of this turn. Both players take any battle damage this card inflicts. You can Tribute 1 monster this card points to; gain LP equal to its ATK or DEF (whichever is highest). You can target 3 "Pyromid" cards in your GY with different names; shuffle them into the Deck, and if you do, draw 1 card. You can only use each effect of "Pharaoh, Pyromid Leader of Egypt" once per turn. 2300/LINK-3 Sphinx, Pyromid Protector of Necropolis Pyro/EARTH/Link Link Arrows: Left, Right, Up, Bottom Left, Bottom, Bottom Right 3+ Pyro and/or EARTH monsters with different names Must first be Link Summoned. This card’s original ATK becomes your current LP. While you control "Pyromid Necropolis," any battle and effect damage you take is halved, if a Pyro or EARTH monsters you control attacks, inflict piercing damage, also they cannot be destroyed by battle or card effects. Once per turn, if this card destroys an opponent's monster by battle: Destroy all cards your opponent control. Once per turn, if a "Pyromid" monster(s) is Special Summoned to your zone this card points to: You can add 1 "Pyromid" card from your Deck to your hand. ?/LINK-6 Spells/Traps: Pyromid Necropolis Field Spell When this card is activated: You can add 1 "Pyromid" monster from your Deck to your hand, then discard 1 card. All Pyro and EARTH monsters on the field gain 500 ATK/DEF. Both players take any battle damage involving "Pyromid" monsters you control. During your Main Phase, you can Normal Summon 1 "Pyromid" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can only activate 1 "Pyromid Necropolis" per turn. Rebuilding the Pyromids Normal Spell Gain 1000 LP for each "Pyromid" monster you control with a different name, also you cannot gain LP with your card effects for the rest of the turn. If this card is in your GY: You can banish it from your GY, then target 1 "Pyromid" card in your GY; add it to your hand. You can only use 1 effect of "Rebuilding of Pyromids" per turn, and only once that turn. Pyromids of Limestone Quick-Play Spell Target 1 EARTH monster you control; return it to the hand, and if you do, Special Summon 1 "Pyromid" monster from your hand with a different name, also, after that, if you control "Pyromid Necropolis", Set this card instead of sending it to the GY. You can only activate 1 "Pyromids of Limestone" per turn. Secret Chamber of the Pyromids Continuous Spell When this card is activated: You can excavate the top 3 cards of your Deck, add 1 excavated "Pyromid" card to your hand, also send the remaining cards to the GY. Once per turn, if both players took battle damage from a battle involving a "Pyromid" monster you control: You can activate 1 of these effects; ● Draw 1 card, or 2 cards if you control "Pyromid Necropolis". ● Special Summon 1 "Pyromid Token" (Pyro/EARTH/Level 4/ATK 1000/ATK 1000), or 2 if you control "Pyromid Necropolis". You can only control 1 "Secret Chamber of the Pyromids". Tomb of the Pyromids Continuous Trap All Pyro and EARTH monsters you control gain 500 DEF. While the only monsters you control are "Pyromid" monsters, your opponent must attack, if able and you choose the attack targets for your opponent's attacks. Your opponent cannot target other "Pyromid" cards you control with card effects. Once per turn: You can change the battle positions of all "Pyromid" monsters you control. Trap of the Pyromids Counter Trap When a "Pyromid" monster you control is targeted for an attack: The ATK of your opponent's monster battling monster becomes 0, also your opponent cannot activate cards or effects until the end of the Damage Step, also, after that, if you control "Pyromid Necropolis", Set this card instead of sending it to the GY.
  24. Xyzword is an Archetype of Level 4 Cyberse monsters with various Attributes. They focus on using the Xyz Archetype of Spells/Traps that were previously supported the card Generation Force, which features many support cards for Xyz Monsters, and this Archetype supports Xyz Monsters as well, and many cards support the use of any Xyz Monsters, with Xyzword Canvas being a Field Spell that allows you to grab Xyz Spells/Traps from your Deck, as well as making Xyz Traps easier to use. They got 2 Xyz Monsters of their own, Magenta and Indigo, which can have as many materials attached as you want, with them getting powerful effect should they have 4 or more materials attached, and their Main Deck monsters all give Xyz Monsters special effects while attached. Along with that, they have various effects that can steal your opponent's cards to attach them to them. The Main Deck monsters also are able to increase their Levels by revealing Xyz Spells/Traps in your hand, allowing you to use a huge variety of Xyz Monsters. The name is a portmanteau of Xyz and Sword. They are themed around colors and painting, because I don't know really, that's just what I wanted to do with these, as Xyz is not really a theme Archetype to begin with, but just general support, so yeah. Main Deck Monsters: Xyzword Red Cyberse/FIRE Level 4 You can Special Summon this card (from your hand) by discarding 1 "Xyz" Spell/Trap. Once per turn: You can reveal any number of "Xyz" Spells/Traps in your hand with different names; increase this card's Level by the number of cards revealed. While this card is attached to an Xyz Monster, it gains this effect. ● Cannot be targeted by your opponent's monster effects 1500/1500 Xyzword Blue Cyberse/WATER Level 4 If you activate an "Xyz" Spell/Trap Card: You can Special Summon this card from your hand. Once per turn: You can reveal any number of "Xyz" Spells/Traps in your hand with different names; increase this card's Level by the number of cards revealed. While this card is attached to an Xyz Monster, it gains this effect. ● Cannot be targeted by your opponent's Spell effects. 1500/1500 Xyzword Green Cyberse/WIND Level 4 When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or 6 monster from your hand, also you cannot activate Spells/Trap Cards for the rest of this turn, except "Xyz" Spells/Traps. You can only use this effect of "Xyzword Green" once per turn. Once per turn: You can reveal any number of "Xyz" Spells/Traps in your hand with different names; increase this card's Level by the number of cards revealed. While this card is attached to an Xyz Monster, it gains this effect. ● Cannot be targeted by your opponent's Trap effects 1500/1500 Xyzword Brown Cyberse/EARTH Level 4 If this card is in your hand or GY: You can shuffle 2 of your "Xyz" Spells/Traps there are banished or in your GY into the Deck, and if you do, Special Summon this card. You can only use this effect of "Xyzword Brown" once per turn. Once per turn: You can reveal any number of "Xyz" Spells/Traps in your hand with different names; increase this card's Level by the number of cards revealed. While this card is attached to an Xyz Monster, it gains this effect. ● Cannot be destroyed by battle. 1500/1500 Extra Deck Monsters: Xyzword Magenta Cyberse/LIGHT/Xyz Rank 4 2+ Level 4 monsters When this card is Xyz Summoned: You can add 1 "Xyzword Canvas" from your Deck to your hand. Once per turn (Quick Effect): You can reveal any number of "Xyz" Spells/Traps in your hand with different names, then detach the same number of materials from this card, then target 1 face-up cards your opponent controls; negate their effects. Once, while this card is face-up on the field, if this card has 4 or more materials attached with different names: You can destroy all Spells/Traps your opponent control. If "Xyzword Canvas" is on the field, your opponent cannot activate cards or effects in response to this effect's activation. 2000/2000 Xyzword Indigo Cyberse/DARK/Xyz Rank 6 2+ Level 6 monsters When this card is Xyz Summoned: You can target 1 face-up monster your opponent controls; attach it to this card as material. Once per turn (Quick Effect): You can reveal any number of "Xyz" Spells/Traps in your hand with different names, then detach the same number of materials from this card,; your opponent shuffles the same number of cards from their hand into their Deck, then draw the same number of cards. Once, while this card is face-up on the field, if this card has 4 or more materials attached with different names: You can destroy all monsters your opponent controls. If "Xyzword Canvas" is on the field, your opponent cannot activate cards or effects in response to this effect's activation. 2500/2500 Spells/Traps: Xyzword Canvas Field Spell All Xyz Monsters you control gain 500 ATK/DEF. Once per turn: You can shuffle 1 "Xyz" Spell/Trap from your hand into your Deck, then add 1 "Xyz" Spell/Trap from your Deck to your hand with a different name. You can activate "Xyz" Trap Cards directly from your hand. If this card would be destroyed, you can discard 1 "Xyz" Spell/Trap instead. Xyzword Paintbrush Equip Spell Equip only to a "Xyzword" monster or Xyz Monster. It cannot be destroyed by your opponent's card effects. If the equipped monster battles an opponent's monster, your opponent's monster loses ATK/DEF equal to the number of "Xyz" cards in your GY with different names x 500 during damage calculation only. If this card is sent to the GY: You can add 1 "Xyzword" monster from your Deck to your hand. You can only use this effect of "Xyzword Paintbrush" once per turn. Xyzword Stroke Normal Trap Target 1 Xyz Monster you control; attach 1 "Xyz" Spell/Trap from your hand or GY to that target, or if "Xyzword Canvas" is on the field, you can attach 1 Spell/Trap your opponent controls to it instead. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Xyzword" monster you control; Special Summon 1 "Xyzword" monster from your hand or Deck with a different Attribute. You can only use each effect of "Xyzword Stroke" once per turn. Xyzword Bucket Normal Trap Target 1 "Xyzword" monster in your GY; Special Summon it. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Xyzword" card in your GY; add it to your hand. You can only use each effect of "Xyzword Bucket" once per turn.
  25. Neo Monsters are a form of monster exists in your Main Deck. They can be Normal Summoned or Special Summoned like other monsters, but also use their own way of Summoning, called Neo Summon, which can be done from both the hand, field and Extra Deck. To Neo Summon, you send Neo Material from the field to the GY that is listed in the Neo Monster's material requirements. This is not Tributing them, but sends them to the GY the same way a Synchro or Link Summon would. You cannot use a Neo Monster on the field to re-Neo Summon itself, but it can be used to Summon other copies from your hand, field or Extra Deck under the right circumstances. When Neo Summoning a Neo Monster that is already on the field, it re-enters the field essentially as a new monster, thus you can place it in a new Monster Zone, Equip Cards are destroyed with game mechanics, you can change its battle position and any effects that were affecting it vanish. A Neo Monster has no Type or Attribute normally, but gains the Type(s) and Attribute(s) of the monsters it used for its Neo Summon, but they now a Neo versions of them, for example using Dark Magician and Sangan as Neo Material would make the Neo Monster become Neo Spellcaster, Neo Fiend and Neo DARK. Having a Neo Type or Neo Attribute is not the same as having the regular Type or Attribute, and any effects and Summoning requirements regarding the old Types and Attributes are not considered, so you can't use Xyz Summon Bahamut Shark with a Neo WATER monster. If a Neo Monster is used for a Neo Summon, the new monster gains the Neo Type and Neo Attributes of that monster as well as the Types and Attributes should it have gained them with a card like Complete Form. If a Neo Monster leaves the field after being Neo Summoned, it is placed face-up in the Extra Deck. From here, you can Neo Summon it again, as well as Pendulum Summoned to the Extra Monster Zone (or a zone a Link Monster points to) under the same conditions it would have had from the hand. Note that it must be Neo Summoned again to be placed face-up in the Extra Deck, otherwise it's sent to the GY as any other monster. Similar to Pendulum Monsters, a Neo Summoned monster cannot be sent to the GY as a cost, but can be used as material and other purposes. A Neo Monster can have both Types and Neo Types under the right conditions, for example if Zombie World is on the field, it gains the Zombie Type, though it still retains any of its Neo Types, though it will lose Zombie should Zombie World leave the field. Neo Monsters lose their Neo Types if changed to face-down Defense Position, temporarily banished, place in the Spell & Trap Zone, and in other ways have left the field at any point. Neo Monsters can also be Normal Monsters, Pendulum Monsters, Tuners etc. Check out the Dragonform Archetype, which uses Neo Monsters, by clicking here. Monsters: Slime Amalgamation Neo/Normal Level 1 1 WATER monster 500/500 Upgradebot Neo/Effect Level 2 1 Neo Cyberse or Neo Machine monster This card's original ATK/DEF become equal to the ATK/DEF of the Neo Material used for this card's Neo Summon. During your Main Phase: You can have this lose 1 of its Neo Types, and if you do, it gains 500 ATK/DEF. You can only Special Summon "Upgradebot(s)" once per turn. ?/? Material Maniac Neo/Effect Level 3 2 Effect Monsters Once per turn: You can discard 1 non-Neo Monster; this card gains Neo Types and Neo Attributes based on that card's Types and Attributes in the GY. Once per turn, if this card has 2 different Neo Types and/or Neo Attributes: You can draw 2 cards, then discard 1 card. 1200/1000 Metalcoat Knight Neo/Effect Level 4 1 Warrior monster + 1 Machine monster When this card was Neo Summoned: You can discard 1 card; Special Summon 1 Warrior or Machine monster from your Deck. Once per turn (Quick Effect): You can Tribute 1 other Warrior or Machine monster; this card gains ATK equal to the ATK of that Tributed monster until the end of this turn. 1500/1500 Neotuner Neo/Tuner/Effect Level 5 1 Tuner When this card is Neo Summoned: You can Special Summon 1 Neo Monster from your hand. You can only Special Summon "Neotuner(s)" once per turn. 1000/2000 Blaze Riser Neo/Effect Level 6 2 FIRE monsters When this card is Neo Summoned from your hand or field: You can inflict 500 damage to your opponent. When this card is Neo Summoned from your Extra Deck: You can target 1 monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal to its ATK. You can only use each effect of "Blaze Riser" once per turn. 2200/1400 Dragonform Skypiercer Neo/Effect Level 7 1 Level 7 or higher Dragon monster + 1 Effect Monster Once per turn, if this card was Neo Summoned: You can target 1 Dragon monster in your GY; equip it to this card. This card gains 400 ATK/DEF for each monster equipped to it. While this card is Neo WIND, your opponent cannot target it with card effects. While this card is Neo DARK, it cannot be destroyed by your opponent's card effects. 2200/2400 Neoform Magician Neo/Effect Level 8 2 Neo Monsters with different Neo Types and/or Neo Attributes Cannot be Normal Summoned/Set. Must be Neo Summoned with the above materials. Once per turn: You can target 1 face-up non-Neo Monster your opponent controls; this card gains Neo Types and Neo Attributes based on that target's Types and Attributes. Once per turn: You can discard 1 card; destroy as many monsters your opponent control as possible with the Types and Attributes based on the Neo Types and Attributes this card possesses. While this card has 3 or more Neo Types and/or Neo Attributes, it is unaffected by your opponent's monster effects. 2500/2500 Spells/Traps: Neo Charge Normal Spell Target 1 Neo Monster you control without a Type or Attribute; it gains 1000 ATK/DEF. If this card is in your GY, except the turn it was sent to the GY: You can banish this card from your GY, then target 1 Neo Monster in your GY; Special Summon it in Defense Position. You can only use this effect of "Neo Charge" once per turn. Neolution Normal Spell Discard 1 card, then declare 1 Type and Attribute; Special Summon 1 Neo Monster from your hand, and if you do, its Neo Type and Neo Attribute become the declared Type and Attribute, but it is destroyed during the End Phase. You can only activate 1 "Neolution" per turn. Complete Form Quick-Play Spell Target 1 Neo Monster you control with a Neo Type and/or Neo Attribute; it gains non-Neo Types and Attributes it possesses in addition to its Neo Types and Attributes. If this card is in your GY: You can target 1 Neo Monster you control; destroy that target, and if you do, add this card to your hand. You can only use each effect of "Complete Form" once per turn. Neo Research Center Field Spell When this is activated: Place 2 Neo Counters on this card. If a Neo Monster(s) you control would be destroyed by battle or your opponent's card effect, you can remove 1 Neo Counter from this card instead. Once per turn, during your Standby Phase: You can remove 1 Neo Counter from this card; add 1 Neo Monster from your Deck to your hand. Neo Reset Counter Trap When your opponent activates a card or effect: Target 1 Neo Monster you control with a Neo Type and/or Neo Attribute; it loses its Neo Types and/or Neo Attributes, and if it does, negate the activation, and if you do, destroy that card.
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