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  1. I made a Celtic Guardian Deck recently, well tried to anyway, they got so few members it isn't exactly easy to make something work, but anyway, that is why we're here, isn't it? So, this card is able to Special Summon a CG from the GY, which IMO is gonna make it easier to KO. Abbreviations, gotta love them. Anyway...next effect let's it make a 1200 DEF or less monster able to direct attack, but with that monster gotta be in Defense Position, ain't that something? Reason why I did it this way is due to Celtic Guardian of Noble Arms being a monster with a lot of ATK, but not so much DEF, so to balance it out, I made it require the DEF stat of these monsters, which is always 1200 or lower, so there you go. Lastly it can add itself back to your hand when your opponent takes damage, which is handy (pun intended) since Noble Arms is gonna draw anyway, making it unable to attack regardless, so might as well just bring this one back for some hand advantage. Oh and the Otherworld is a celtic concept relating to the realm of deities and afterlife, so that's what that's all about, fits with the reviving based stuff I thought. Also, I have been uploading cards to Dueling Book because Duel Portal has been down often, I may choose to not upload to Duel Portal if it decides to go down for days at a time, but for now, my cards are on both services.
  2. Leviafish is an Archetype of Fish-Type/WATER monsters which are also also Sea Serpent with various Levels. They are able to Special Summon themselves if you control a Leviafish with a Level other than the one they have themselves, but destroy themselves if you control a monster with the same Level as them though. They each have an effect that they can activate if 2 or more monsters battled this turn. Their playstyle revolves around getting many monsters on the field, battling, and then activating their effects in Main Phase 2. Additionally the new support gives them Link Summoning options, which can provide another playstyle. Their name is a portmanteau of Leviathan and Fish. The main change is their effect that they gain a bonus provided you control a monster of a certain Level now on top of the effect that normally happens when 2 or more attacked, a few changes to the Spells/Traps and some new ones, two new Main Deck Monsters and got three Link Monsters now. This is the first Reviving an Archetype I have done since 2019, the main reason being that I started doing these because of Link Monsters, since many of the Archetypes I made used Extra Deck strategies, and became more difficult to play due to Link Monsters, but as that's now not a thing, I felt no need to continue doing them, but well, why not continue anyway? So here we are, gonna starting doing these again, I have so many older Archetypes that need a reboot, this one was definitely not thought out as well as I originally thought, so there were a lot more changes I had to do than I first imagined, and after doing plenty of testing, I think they now work quite well and consistently. Sample Deck: https://www.duelingbook.com/deck?id=8295518 Original Version (12/12):
  3. Matchless is an Archetype of Level 4 and 5 Warrior monsters with various Attributes. They focus on using Level 4 and 5 Warrior in combination, using various Attributes Normal Spells, not having a normal draw and Fusion Monsters. Their general playstyle revolves around sacrificing the normal draw for various effects, and many effects unlock if you didn't conduct a normal draw. Their Field Spell, Camp of the Matchless Army, also provides various bonuses for them, and protect Warriors from being targeted, and their Fusion Monsters provide the strongest monsters, combining Flame of Unity with Freed the Matchless Liberator provides a powerful double attacker that will be hard to get rid of, especially if you got Camp on the field. They are based on an army, and as there are other Freed monsters with other Attributes, I wanted to make that into the theme for the Deck, rather than Warrior/EARTH as the original card was, so that enforced the Attribute based decisions in the design, the Fusion Monsters were made since I recently made a few Decks that used Warrior Fusion based tactics, I came into the Normal Spells idea due to many Warrior support cards being Normal Spells. Deck Sample: https://www.duelingbook.com/deck?id=8279084 Original Card: Negate any Spell effects that target this card, and if you do, destroy that Spell Card. During your Draw Phase, instead of conducting your normal draw: You can add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand. This card must be face-up on the field to activate and to resolve this effect. New Cards: Main Deck Monsters. Matchless Soldier of Light Warrior/LIGHT Level 4 If this card is added from your Deck or GY to your hand by a card effect, except during the Main Phase: You can Special Summon this card. When this card is Normal or Special Summoned from your hand: You can Special Summon 1 Level 4 or 5 Warrior monster from your hand with a different Attribute from this card. You can only use each effect of "Matchless Soldier of Light" once per turn. 1700/1200 Matchless Knight of Freedom Warrior/EARTH Level 4 If this card is Special Summoned from your hand: You can target 1 "Matchless" monster in your GY, except "Matchless Soldier of Freedom"; Special Summon that target. If this card is in your GY, during your Draw Phase, if you if you did not conduct your normal draw this turn: You can place this card on top of your Deck. If you control "Camp of the Matchless Army", you can add it to your hand instead. You can only use each "Matchless Knight of Freedom" once per turn. 1800/1500 Matchless Rusher of Revolution Warrior/WIND Level 4 If your opponent takes battle damage: You can Special Summon this card from your hand. If this card leaves the field because it was used as a Fusion Material and is now in the GY or banished: You can draw 2 cards, then place 1 card from your hand on top of your Deck. If this card is banished, during your Draw Phase, instead of conducting your normal draw: You can add this card to your hand. You can only use each effect of "Matchless Rusher of Revolution" once per turn. 1600/1200 Matchless Flame of Unity Warrior/FIRE/Union Level 4 Once per turn, you can either: Target 1 face-up Warrior monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. It gains 500 ATK/DEF and can make a second attack during each Battle Phase. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is in your GY, if you did not conduct your normal draw this turn: You can target 1 Warrior monster you control; equip this card to that target. You can only use this effect of "Matchless Flame of Unity". 1000/2000 Freed the Matchless Commander Warrior/DARK Level 5 If this card is in your hand or GY, during your Draw Phase, instead of conducting your normal draw: You can Special Summon this card, but place it on the top of your Deck when it leaves the field. Negate any Trap effects that target this card, and if you do, destroy that Trap. During your Draw Phase, instead of conducting your normal draw: You can add 1 Level 5 or higher Warrior-Type monster from your Deck to your hand. This card must be face-up on the field to activate and to resolve this effect. 1700/2300 Extra Deck Monsters: Freed the Matchless Captain Warrior/WATER/Fusion Level 8 2 "Matchless" monsters with different Attributes If this card is Fusion Summoned: You can discard 1 card; Special Summon 1 Warrior monster from your hand or Deck. Negate any monster effects that target this card, and if you do, destroy that monster. During your Draw Phase, instead of conducting your normal draw: You can add Normal Spell from your Deck to your hand. This card must be face-up on the field to activate and to resolve this effect. 2000/2000 Freed the Matchless Liberator Warrior/LIGHT/Fusion Level 9 1 Level 4 or lower Warrior monster + 1 Level 5 or higher Warrior monster Must be either Fusion Summoned, or Special Summoned by banishing the above cards you control with different Attributes (in which case you do not use "Polymerization"). Your opponent cannot target Warrior monsters you control for attacks or effects, except this card. Once per turn, when this card is targeted for an attack or your opponent's effect (Quick Effect): You can discard 1 card; negate the activation, effect or attack, and if you do, destroy that card. 2500/2500 Freed the Matchless Lord Warrior/EARTH/Fusion Level 9 3 Warriors with different Attributes, including a "Freed" monster If this card is Fusion Summoned: You can destroy cards your opponent control, up to the number of Warrior monsters with different Attributes in your GY, but if you destroy 3 or more, do not conduct your normal draw during your next Draw Phase. Unaffected by your opponent's effects that do not target it. During your Draw Phase, instead of conducting your normal draw: You can Special Summon 1 "Freed" monster from your Deck or GY. This card must be face-up on the field to activate and to resolve this effect. 2800/2200 Spells/Traps: Camp of the Matchless Army Field Spell When this card is activated: You can excavate the top 3 cards of your Deck, add 1 "Matchless" card to your hand, also send the remaining cards to the GY. While you control a Level 5 or higher Warrior monster, negate your opponent's effects that target Warrior monsters you control, and if you do, destroy that card. You can only activate 1 "Camp of the Matchless Army" once per turn. Charge of the Matchless Army Normal Spell Special Summon 2 monsters from your hand, 1 Level 4 Warrior or lower monster and 1 Level 5 or higher Warrior monster. If this card is in your GY, during your Draw Phase, if you did not conduct your normal draw this turn: You can place this card on top of your Deck, or if you control "Camp of the Matchless Army", you can add it to your hand instead. You can only use each effect of "Charge of the Matchless Army" once per turn. Bravery of the Matchless Army Normal Spell Add 1 "Matchless" card from your Deck or GY to your hand, except "Bravery of the Matchless Army", also do not conduct your normal draw during your next Draw Phase. If this card is in your GY: You can banish this card, then target 1 "Matchless" card in your GY; place it on top of your Deck. You can only use each effect of "Bravery of the Matchless Army" once per turn. Strategy of the Matchless Army Normal Spell If you control both a Level 4 or lower and a Level 5 or higher Warrior monster(s): Draw 2 cards. If this card is in your GY, during your Draw Phase, instead of conducting your normal draw: You can add this card from your GY to your hand. You can only use each effect of "Strategy of the Matchless Army" once per turn. Call of the Matchless Army Normal Spell Fusion Summon 1 Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you did not conduct your normal draw this turn, you can also send monsters from your Deck to the GY as material. If this card is in your GY: You can send 1 Warrior monster from your hand or field to the GY; place this card on top of your Deck, or if you control "Camp of the Matchless Army", you can add it to your hand instead. You can only use each effect of "Call of the Matchless Army" once per turn. March of the Matchless Army Normal Trap Special Summon any number of "Matchless" monsters from your hand with different Attributes, but if you Special Summon 3 or more, do not conduct your normal draw during your next Draw Phase. If you control "Camp of the Matchless Army", you can activate this card from your hand. You can only activate 1 "March of the Matchless Army" per turn. Retreat of the Matchless Army Continuous Trap Once per turn, during the Battle Phase: You can Fusion Summon 1 Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you control "Camp of the Matchless Army", monsters on your field can be returned to your hand instead of sending them to the GY. If this card is in your GY, during your Draw Phase, if you did not conduct your normal draw this turn: You can activate this card from your GY, but banish it when it leaves the field. Flank of the Matchless Army Counter Trap 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) while you control a Level 5 or higher Warrior monster: Negate the activation, and if you do, destroy that card, then if you control "Camp of the Matchless Army", Set this card instead of sending it to the GY, also do not conduct your normal draw during your next Draw Phase. You can only activate 1 "Flank of the Matchless Army" per turn.
  4. I don't usually make cards mainly designed for my Archetypes, but this one is made for my Ice Slicer Archetype, so read about that Archetype here. This card is designed to quickly get a Field Spell, and is able to add monsters back from your GY, which can be handy since they quickly can fill it up, and also Special Summon one of those monsters, but it destroys itself when it does, however this may be useful, as freeing up the Extra Monster Zone can be important for them in certain situations.
  5. Ice Slicer is an Archetype of Aqua/WIND monsters with various Levels. They focus on self destruction, zone based plays that deal with adjacent zones, and Synchro Pendulum Monsters. Their playstyle revolves around having multiple Ice Slicer monsters adjacent to each other, and many cards move them, and when they get close to each other, they typically destroy one of those monsters, however you can keep your monster alive with Rink that can send 3 cards from your Deck instead of having your monster destroyed. Their main goal is to get out Death Spiral, which requires as Synchro Tuner, and is quite powerful, but they have many different kinds of plays. They are based on figure skating and related concepts, and the reason for Aqua/WIND instead of having them be Aqua/WATER is due to wind "slicing the ice", in an abstract way. Also, this is the first time I release on Dueling Book rather than Duel Portal, because Duel Portal keeps having issues with connecting, plus it has less audience. I still plan to upload to Duel Portal, but in the future, I will also be uploading to Dueling Book. Oh and I made a little test Deck you can try out on Duelingbook: https://www.duelingbook.com/deck?id=8256189 Main Deck Monsters: Ice Slicer - Jumper Aqua/WIND Level 1 If this card is Normal or Special Summoned: You can send up to 3 cards from the top of your Deck to the GY, and if you do, increase this card's Level by the number sent. If this card is moved to another Main Monster Zone: You can add 1 "Ice Slicer" Spell/Trap from your Deck to your hand. You can only use each effect of "Ice Slicer - Jumper" once per turn. 500/100 Ice Slicer - Skater Aqua/WIND/Tuner Level 2 If you control no monsters, you can Special Summon this card (from your hand). If Summoned this way: You can Special Summon 1 "Ice Slicer" monster from your hand to your zone adjacent (horizontal) to this card, then destroy 1 monster adjacent (horizontal) to this card. 300/900 Ice Slicer - Lutz Aqua/WIND Level 3 During the Main Phase (Quick Effect): You can move this card to another of your Main Monster Zones, then destroy 1 monster adjacent (horizontal) to this card, if any. If this card is destroyed by card effect: You can Special Summon 1 "Ice Slicer - Flutz" from your Deck. You can only use each effect of "Ice Slicer - Lutz" once per turn. 1300/700 Ice Slicer - Flutz Aqua/WIND Level 3 If this card is in your hand or GY: You can target 1 "Ice Slicer" monster in your Main Monster Zones; Special Summon this card to your zone adjacent (horizontal) to that target, but banish it when it leaves the field, then destroy 1 monster adjacent (horizontal) to this card. If this card is destroyed by card effect: You can Special Summon 1 "Ice Slicer - Lutz" from your Deck. You can only use each effect of "Ice Slicer - Flutz" once per turn. 1000/1400 Ice Slicer - Salchow Aqua/WIND Level 4 (Quick Effect): You can target 1 other "Ice Slicer" monster you control; move it another of your Main Monster Zones. If this card is in your GY, if an "Ice Slicer" monster(s) you control is destroyed by card effect: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Ice Slicer - Salchow" once per turn. 400/1800 Ice Slicer - Axel Aqua/WIND/Tuner Level 5 If you have no monsters in your Extra Monster Zones, you can Normal Summon this card without Tributing, but its Level becomes 3 and its ATK becomes 1500. If this card is sent from the field to the GY: You can add this card to your hand. You must have no monsters in your Extra Monster Zones to activate and to resolve this effect. You can only use this effect of "Ice Slicer - Axel" once per turn. 1900/300 Extra Deck Monsters: Ice Slicer - Bunny Hopper Aqua/WIND/Synchro/Pendulum/Tuner Level 5 Scale 4 Pendulum Effect: You can target 1 "Ice Slicer" monster in your Main Monster Zone; Special Summon this card to your zone adjacent (horizontal) to that target, then destroy as many monsters adjacent (horizontal) to this card as possible. While you have an "Ice Slicer" monster in your Extra Monster Zone, the first time an "Ice Slicer" card(s) you control would be destroyed each turn, you can send the top 3 cards from your Deck to the GY instead. Monster Effect: "Ice Slicer - Skater" + 1+ non-Tuner monsters If this card is moved to another Main Monster Zone: You can Special Summon 1 "Ice Slicer" monster from your hand or Deck to your zone adjacent (horizontal) to this card, then destroy 1 monster adjacent (horizontal) to that monster. You can only use this effect of "Ice Slicer - Bunny Hopper" once per turn. If this card is used as a Synchro Material, you can place it in your Pendulum Zone, otherwise it is banished. 2000/1000 Ice Slicer - Cross Over Aqua/WIND/Synchro/Pendulum/Tuner Level 7 Scale 9 Pendulum Effect: Once per turn: You can target 1 other "Ice Slicer" card you control; until the end of the next turn, that target cannot be destroyed by card effects. While you have an "Ice Slicer" monster in your Extra Monster Zone, your opponent cannot target "Ice Slicer" cards you control with card effects. 1 "Ice Slicer" Tuner + 1+ non-Tuner monsters If this card is Special Summoned to your Extra Monster Zone: You can destroy this card, also you can destroy 1 other card on the field. If another "Ice Slicer" monster(s) is moved to your zone(s) adjacent (horizontal) to this card: You can Special Summon 1 "Ice Slicer" monster from your GY or face-up in your Extra Deck. If this card is destroyed by a card effect: You can place it in your Pendulum Zone. You can only use each effect of "Ice Slicer - Cross Over" once per turn. 2400/2200 Ice Slicer - Camel Spinner Aqua/WIND/Synchro/Pendulum Level 8 Scale 1 Pendulum Effect: Each monster you control gain 500 ATK/DEF for each monster adjacent (horizontal) to them. While you have an "Ice Slicer" monster in your Extra Monster Zone, "Ice Slicer" monsters you control cannot be destroyed by card effects, except that monster. Monster Effect: 1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned to your Extra Monster Zone: You can destroy as many other cards in this card's column as possible. If your opponent Special Summons exactly 1 monster from their Extra Deck: You can place this card in your Pendulum Zone, then you can place that opponent's monster in your other Pendulum Zone as a Pendulum Monster Card with a Scale of 9. You can only use each effect of "Ice Slicer - Camel Spinner" once per turn. 2100/2600 Ice Slicer - Death Spiral Aqua/WIND/Synchro/Pendulum Level 11 Scale 12 Pendulum Effect: If an "Ice Slicer" monster(s) on your field is destroyed, your opponent cannot Special Summon monsters to their Main Monster Zones in the same column that monster(s) were in while this card is in your Pendulum Zone. While you have an "Ice Slicer" monster in your Extra Monster Zone, your "Ice Slicer" monsters can attack twice during each Battle Phase. Monster Effect: 1 Synchro Tuner + 1+ non-Tuner "Ice Slicer" monsters If this card is Special Summoned to your Extra Monster Zone: You can destroy as many cards your opponent control as possible, then destroy monsters in your Main Monster Zones up to the number of cards destroyed. Negate the effects of cards your opponent control in the same column as this card and in the columns "Ice Slicer" monsters adjacent (horizontal) to this card are in. If this card is moved to another Main Monster Zone: You can target 1 other card on the field; destroy that target, also you can place this card in your Pendulum Zone. You can only use each effect of "Ice Slicer - Death Spiral" once per turn. 3000/3000 Spells/Traps: Ice Slicer Rink Field Spell Up to thrice per turn, if an "Ice Slicer" monster(s) would be destroyed, you can send the top 3 cards from your Deck to the GY instead. You can only use the following effects of "Ice Slicer Rink" once per turn. ● If an "Ice Slicer" monster is moved to another Main Monster Zone that is adjacent (horizontal) to an "Ice Slicer" monster: You can draw 3 cards, then discard 2 cards. ● If this card is sent from the field to the GY: You can target 3 to 5 other "Ice Slicer" cards in your GY and/or among your banished cards; shuffle them into your Deck, then draw 1 card if you shuffled 3, or 2 cards if you shuffled 5. Ice Slicer Dance Normal Spell Special Summon up to 2 "Ice Slicer" monsters from your hand to zones that are adjacent (horizontal) to each other, then destroy 1 monster adjacent (horizontal) to 1 of those monsters. If this card is in your hand or GY: You can banish this card; add 1 "Ice Slicer" monster from your Deck to your hand, then discard 1 card. You can only use each "Ice Slicer Dance" effect once per turn. Ice Slicer Competition Continuous Spell When this card is activated: You can target 2 monsters in the same column on each field; destroy those targets, then each player can Special Summon 1 monster from their Deck with the same Type and Attribute as their destroyed monster, but with a different Level. Once per turn, during the End Phase: You can Special Summon 1 "Ice Slicer" monster from your GY or face-up in your Extra Deck that was destroyed by card effect this turn. You can only use each effect of "Ice Slicer Competition" once per turn. Ice Slicer Maneuver Quick-Play Spell Target 1 "Ice Slicer" monster you control; move it another of your Main Monster Zones, then destroy 1 monster adjacent (horizontal) to that target, if any, also add 1 "Ice Slicer" card from your Deck to your hand, except "Ice Slicer Maneuver". During the Standby Phase, if this card is in your GY: You can add this card to your hand. You must control "Ice Slicer Rink" to activate and to resolve this effect. You can only use each effect of "Ice Slicer Maneuver" once per turn. Ice Slicer Performance Normal Trap Move 2 "Ice Slicer" monsters you control to zones that are adjacent (horizontal) to each other, then destroy 1 of those monsters, also Special Summon as many "Ice Slicer Performer Tokens" (Aqua/WIND/Level 2/ATK 500/DEF 500) as possible. You can banish this card from your GY, then target 1 of your other "Ice Slicer" cards that is banished or in your GY; add that target to your hand, then discard 1 card. You can only use each effect of "Ice Slicer Performance" once per turn. Ice Slicer Zambomi Continuous Trap Special Summon this card as an Effect Monster (Machine/WATER/Level 6/ATK 1500/DEF 2000). (This card is also still a Trap.) Once, while this card is a monster: You can target 1 "Ice Slicer" monster you control; that target becomes a Tuner. Once per Chain, if this card is a monster, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. If this card is sent to the GY: You can banish it; activate 1 "Ice Slicer Rink" directly from your Deck or GY.
  6. I made a Starry Knight Deck recently, so figured I would make some support for them in form of a Level 7 LIGHT Dragon, which is what they love to use, and so here is a card that's able to boost its stats and discard cards to return monsters to the hand and create some lockdown plays.
  7. Some random Union monster that can destroy cards + adjacent cards and produce Defense Position attackers, don't really know what I was doing when I designed it, just thought it was neat and don't make Union monsters often, so here we are.
  8. Puzzlizard is an Archetype of Reptile/EARTH monsters with various Levels. They focus on milling your own cards, revealing cards in your hand, and using combination of Link, Synchro and Xyz monsters. Their general playstyle revolves around milling as many cards as possible for Opus Magnum, which you can do easily by Link Summoning, then Xyz Summoning with Synchro Summons being more optional but providing additional support. Their Spells/Traps all are able to be activated from the GY if sent from the Deck along with a Reptile monster. Their name is a portmanteau of "puzzle" and "lizard", and they are based on lizards and puzzle video games specifically, as I have previous made an Archetype based on regular puzzles called Criptic so was originally going to make them based on those kinds of puzzles, but oops, made that already. Main Deck Monsters: Puzzlizard Tegu Fez Reptile/EARTH/Tuner Level 2 Once per turn: You can reveal any number of "Puzzlizard" cards in your hand with different names; increase this card's Level by that amount. If this card is in your hand or GY, if 3 or more Reptile monsters are sent from your Deck to the GY: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Puzzlizard Tegu Fez" once per turn. 700/900 Puzzlizard Zuma Chuckwalla Reptile/EARTH Level 3 Once per turn: You can reveal any number of "Puzzlizard" cards in your hand with different names; increase this card's Level by that amount. You can discard 1 Reptile monster; send cards from the top of your Deck to the GY equal to that monster's Level in the GY, also you cannot send cards from your Deck to the GY for the rest of this turn, except by the effects of "Puzzlizard" cards. You can only use this effect of "Puzzlizard Zuma Chuckwalla" once per turn. 200/1500 Puzzlizard Braid Sundazer Reptile/EARTH Level 3 Once per turn: You can reveal any number of "Puzzlizard" cards in your hand with different names; increase this card's Level by that amount. If this card is sent from your Deck to the GY: You can target up to 3 Reptile monsters in your GY, except "Puzzlizard Braid Sundazer"; place them on top of your Deck in any order. You can only use this effect of "Puzzlizard Braid Sundazer" once per turn. 1000/1000 Puzzlizard Sokoban Skink Reptile/EARTH Level 4 Once per turn: You can reveal any number of "Puzzlizard" cards in your hand with different names; increase this card's Level by that amount. If this card is sent from the Deck to the GY: You can target 1 Reptile Xyz Monster you control; attach this card to that target, and if you do, it gains this effect. ● Once per turn, if this card or a linked Reptile monster would be destroyed, you can detach 1 material from this card instead. 1800/1100 Puzzlizard Myst Tuatara Reptile/EARTH Level 5 Once per turn: You can reveal any number of "Puzzlizard" cards in your hand with different names; reduce this card's Level by that amount. If this card in your hand is revealed: You can Special Summon this card, then you can send the top 3 cards from your Deck to the GY. You can only use this effect of "Puzzlizard Myst Tuatara" once per turn. 400/2200 Puzzlizard Peggle Moloch Reptile/EARTH/Tuner Level 5 Once per turn: You can reveal any number of "Puzzlizard" cards in your hand with different names; reduce this card's Level by that amount. If this card and at least 2 other Reptile monsters are sent from your Deck to the GY: You can Special Summon this card. You can only use this effect of "Puzzlizard Peggle Moloch" once per turn. 2000/800 Extra Deck Monsters: Puzzlizard Portal Monitor Reptile/EARTH/Link Link Arrows: Bottom, Top 2 Reptile monsters with different Levels/Ranks/Link Ratings If this card is Link Summoned: You can send the top 2 cards from the top of your Deck to the GY, then if you sent any Reptile monsters, you can Special Summon any of those monsters to zones this card points to on either field. If this card is in your Extra Monster Zone and it points to only 1 monster: You can switch control of that monster, and of you do, it becomes a Reptile monster. You can only use each effect of "Puzzlizard Portal Monitor" once per turn. 1200/LINK-2 Puzzlizard Iguana Columns Reptile/EARTH/Link Left, Right, Top 2+ Reptile monsters with different Levels/Ranks/Link Ratings If this card is Link Summoned: You can send the top 3 cards from your Deck to the GY, then if it was Link Summoned using a Synchro or Xyz Monster, you can place the Spells/Traps on the field on top of the Deck(s) in any order up to the number of Reptile monsters sent. Once per turn, if an Xyz Monster this card points to would activate its effect by detaching exactly 1 material, you can send the top 3 cards from your Deck to the GY instead. 2200/LINK-3 Puzzlizard Tetris Basilisk Reptile/EARTH/Link Link Arrows: Bottom, Top, Left, Right 2+ Reptile monsters with different Levels/Ranks/Link Ratings If this card is Link Summoned: You can send the top 4 cards from your Deck to the GY, then if it was Link Summoned using a Synchro or Xyz Monster, you can place the monsters on the field on top of the Deck(s) in any order up to the number of Reptile monsters sent. When this card or a Reptile monster(s) this card points to is targeted by your opponent's card effect or for an attack (Quick Effect): You can reveal "Puzzlizard" card in your hand; negate the activation or attack, and if you do, destroy that card, then place 1 card from your hand on top of your Deck. 2500/LINK-4 Puzzlizard Bejeweled Gecko Reptile/EARTH/Xyz Rank 3 2+ Level 3 Reptile monsters Once per turn, if you Link Summoned a LINK-2 or higher Reptile monster this turn, you can also Xyz Summon "Puzzlizard Bejeweled Gecko" by using 1 Reptile Synchro, Xyz or Link Monster you control. Each time a "Puzzlizard" card(s) is revealed in your hand, this card gains 100 ATK/DEF for each of those cards. Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 Reptile monster you control; this turn, that target cannot be destroyed by your opponent's effects. 1500/1500 Puzzlizard Puyo Puyo Komodo Reptile/EARTH/Xyz Rank 5 2+ Level 5 Reptile monsters Once per turn, if you Link Summoned a LINK-3 or higher Reptile monster this turn, you can also Xyz Summon "Puzzlizard Puyo Puyo Komodo" by using 1 Reptile Synchro, Xyz or Link Monster you control. Once per turn, if a Reptile monster is sent from your Deck to the GY: You can send 5 cards from the top of your Deck to the GY, then this card gains 200 ATK for each monster sent. Once per turn: You can detach 1 material from this card, then target 1 linked Reptile monster you control; this turn, that target can make a second attack during each Battle Phase. 2000/3000 Puzzlizard Limbo Chameleon Reptile/EARTH/Synchro/Tuner Level 5 1 Reptile Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can send the top 3 cards from your Deck to the GY, and if you do, this card's Level becomes equal to the number of Reptile monsters sent. Once per turn, if both a Reptile monster(s) and a Spell/Trap(s) is sent from your Deck to the GY: You can draw 2 cards, then place 1 card from your hand on top of your Deck. If this card was Synchro Summoned using "Puzzlizard Limbo Chameleon": You can Tribute this card; Special Summon 1 "Puzzlizard" Link Monster from your Extra Deck (this is treated as a Link Summon). An Xyz Monster that was Xyz Summoned using this card gains this effect. ● Once per turn: You can detach 1 material from this card; send the top 3 cards from the top of your Deck to the GY, then you can destroy cards your opponent control up to number of Reptile monsters sent. 2100/0 Puzzlizard Antichamber Crocodile Reptile/EARTH/Synchro Level 8 1 Reptile Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned, if you control both a Link and Xyz Monster: You can send cards from the top of your Deck to the GY equal to the number of monsters Special Summoned from the Extra Deck you control, then your opponent sends the same number of cards from their hand to the GY. Once per turn (Quick Effect): You can reveal 1 Reptile monster in your hand; send 1 Reptile monster from your Deck to your GY with a different name from the revealed monster, then repeat this process until you cannot send monsters with different names from the cards you sent. 2800/2100 Spells/Traps: Puzzlizard's Oddworld Field Spell During your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add 1 "Puzzlizard" monster from your Deck or GY to your hand. If a Reptile monster(s) you control is sent from the field to the GY: You can target 1 Reptile monster in your GY with a different Level than that monster had on the field; add that target to your hand. If this card is sent from your Deck to the GY along with a Reptile monster: You can activate this card from your GY. You can only use each effect of "Puzzlizard's Oddworld" once per turn. Puzzlizard's Talos Principle Continuous Spell You can reveal any number of "Puzzlizard" cards in your hand; send the same number of cards from the top of your Deck to the GY. During your Main Phase, you can Normal Summon 1 "Puzzlizard" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is sent from your Deck to the GY along with a Reptile monster: You can activate this card from your GY. You can only use each effect of "Puzzlizard's Talos Principle" once per turn. Puzzlizard's Brain Age Normal Spell Target 1 Reptile monster you control, also you can detach 1 material from an Xyz Monster you control; send up to 3 Reptile monsters from your Deck to the GY with different names and Levels than that target, also if you detached a materiel to activate this effect, send the top 3 cards from your Deck to the GY. If this card is sent from your Deck to the GY along with a Reptile monster: You can activate this card from your GY. You can only use each effect of "Puzzlizard's Brain Age" once per turn. Puzzlizard's Witness Normal Trap Target 1 "Puzzlizard" monster in your GY, also you can detach 1 material from an Xyz Monster you control; add that target to your hand, or if you detached a material to activate this effect, you can Special Summon it instead. If this card is sent from your Deck to the GY along with a Reptile monster: You can activate this card from your GY. You can only use each effect of "Puzzlizard's Witness" once per turn. Puzzlizard's Puzzle Bobble Continuous Trap You can target up to 5 Reptile monsters in your GY, also you can detach 1 material from an Xyz Monster you control; shuffle them into your Deck, or if you detached a material to activate this effect, you can place them on top of your Deck in any order. If 3 or more Reptile monsters are sent from your Deck to your GY: You can target 1 of those monsters; Special Summon it. If this card is sent from your Deck to the GY along with a Reptile monster: You can activate this card from your GY. You can only use each effect of "Puzzlizard's Puzzle Bobble" once per turn. Puzzlizard's Opus Magnum Continuous Trap All monsters your opponent control lose 100 ATK/DEF for each Reptile monster in your GY with a different name. If you control "Puzzlizard" monster that is linked to a Reptile Synchro/Xyz Monster or co-linked to a Reptile Link Monster while you have more cards in your GY than in your Deck: You can destroy all cards your opponent controls. If this card is sent from your Deck to the GY along with a Reptile monster: You can activate this card from your GY. You can only use each effect of "Puzzlizard's Opus Magnum" once per turn.
  9. I made an Unchained Deck recently, so here's a Trap monster that can support them, and other non-LIGHT Decks, like Archfiends and what not. Prevents response to DARK monsters' effects, and is able to Special Summon itself by destroying a DARK monster you control.
  10. I made a Martial Arts Spirit Deck (those strange Spirit Pendulum Monsters), so here's a card that support them. It's a Level 5 WIND Warrior that has a Scale of 1, which they only had one of before, and it support Normal/Tribute Summons and can boost their stats and destroy monsters.
  11. Shadow Piercer is an Archetype consisting of Fiend LIGHT and DARK Pendulum Normal Monsters with various Levels and 0 DEF, as well as pseudo-Trap monsters in the same manner. They focus on piercing battle damage, giving up their Pendulum Summon for effects, Trap monsters and Normal Monster strategies. Their playstyle revolves around not having a Pendulum Summon, rather giving it up for effects, the pseudo-Trap monsters being able to Special Summon themselves from the GY this way. Additionally, they want to do piercing battle damage as much as possible, which they have various ways of doing, and it triggers their Field Spell, Hellrealm. They are not based on anything, rather I made up a short story for them myself, which you can read through the four Pendulum Normal Monsters, however their names come from the latin words for first, second, third and finale, and in general they have references to a novel or play, marriage, love and eternity in the afterlife, which will make sense should you choose to read the short story, though keep in mind that I'm not a professional writer, I just wanted to do something different than I normally do. Monsters: Shadow Piercer Primis Fiend/LIGHT/Pendulum/Normal Level 4 Scale 3 Pendulum Effect: During your Main Phase: You can give up your Pendulum Summon this turn (if you have not already), also add 1 Pendulum Normal Monster from your GY or face-up in your Extra Deck to your hand. You can only use this effect of "Shadow Piercer Primis" once per turn. Flavor Text: There was once were a happy couple named Jack and Irene, so average and plain, yet their love for each other knew no bounds; they would do anything for each other, but just how much how much they never knew before it was too late. It began as any other day, Ethan woke up, drank his morning coffee, went to work, but on his way home, there was a terrible accident and his convertible went off the road, crashing into a tree. He survived with many broken bones, but fell into a coma. His wife, mourning her husband's state, tried desperately to find any cure, but alas, nothing seemed to work. 1900/0 Shadow Piercer Secundus Fiend/LIGHT/Pendulum/Normal Level 5 Scale 3 Pendulum Effect: During your Main Phase: You can give up your Pendulum Summon this turn (if you have not already), also if a Normal Monsters you control attacks a Defense Position monster this turn, your opponent cannot activates cards or effects until the end of the Damage Step, also it inflicts piercing battle damage to your opponent. You can only use this effect of "Shadow Piercer Secundus" once per turn. Flavor Text: Irene was desperate, fearing her marriage had to come an end, so she took to more desperate measures, and sought out a spiritual woman, who claimed to possess the ability to make demonic deals, but with a catch, to save someone's life, you had to sell not only your own soul, but the soul of the person you wished to save. She didn't know what to do, on one hand spending the rest of her life with her husband and saving his life would make them both happy, but it was also a selfish act, as Ethan would never know his soul had been damned along his wife. Looking at her wedding ring, remember her vows, in the end, she chose to save Ethan's life. Soon her husband woke up, and they spent the rest of their days together, but little did she know, selling your soul comes with a cost far greater than she would ever know. 2100/0 Shadow Piercer Tertium Fiend/DARK/Pendulum/Normal Level 6 Scale 8 Pendulum Effect: During your Main Phase: You can give up your Pendulum Summon this turn (if you have not already), also all Normal Monsters you control gain 1000 ATK until the end of the next turn. You can only use this effect of "Shadow Piercer Tertium" once per turn Flavor Text: Irene woke up, a headache like none she had felt since her college days. Everything felt warm, no, hot, very very hot. Her eyes adjusted, and she realized she was inside a cave, the only light flowing magma, a faint scarlet red. Standing up, she looked around, nothing but cave walls as far as the eye could see. She walked and walked and walked, she had no shoes, and her clothes were ragged, unrecognizable, only her wedding ring on her finger the last remnant of her husband, but he was all she could think about, so she continued, and eventually found her way out, only to recognize where she was. Hell. She was in hell. It was impossible to call it anything but, great rocky mountains and magma flowing above and below covered the place, every path leading nowhere, despite the red glow of the magma, darkness was everywhere, making the cave feel cozy in comparison. Unnatural screams in the distance, creatures of unspeakable flesh and bones flew by, larger than Ethan's college convertible he refused to sell, they seemed impossible to slay, but Irene knew that no matter what stood in her path, she would make her way to Ethan, she knew he had to be here somewhere. 2300/0 Shadow Piercer Ultimo Fiend/DARK/Pendulum/Normal Level 7 Scale 8 Pendulum Effect: During your Main Phase: You can give up your Pendulum Summon this turn (if you have not already), also change monsters your opponent control to face-up Defense Position, up the number of Normal Monsters you control. You can only use this effect of "Shadow Piercer Ultimo" once per turn Flavor Text: She quickly managed to steal a demon's spear, but was forced to kill it, yet the spear felt natural in her hands; did the time here already change her mind, she wondered, but there was no time, she did not know where Ethan was, did not know what state he was in, but knew that she would do anything to be reunited with her husband. Weeks and weeks went by, and Irene felt different, her mind was rotting away, nothing but the thought of Ethan was left, that was all she needed, if only one last embrace. Then one day, sneaking about, she slipped up, putting up a fierce fight, a highdemon managed to capture her, and forced her into a battle arena, low and high demons, fighting for the entertainment of the dark lord himself. Thinking only of Ethan, she battled every foe, fury and rage filled her mind, knowing that one day, she would find her way out, but then something unexpected happened: She was forced to fight her husband, but her mind was cluttered, knowing not what she did, beating her husband's face into pulp, his face became unrecognizable, but then, holding his hands to avoid the strikes, she noticed his wedding ring and she stopped the strikes. The boos and yells of the demons became overwhelming, and as they flooded them, all they could do was hold each other, as their flesh ripped apart, bones breaking, finally their consciousness lost, the hellish cycle began again, knowing not how long until they might meet again, but that no matter what, even for all eternity, they would spend together, if even for just a moment. 2500/0 Spells/Traps: Hellrealm Field Spell (This card is always treated as a "Shadow Piercer" card.) When this card is activated: You can Special Summon 1 Pendulum Normal Monster from your hand or face-up in your Extra Deck, also you cannot Special Summon monsters, other than Normal Monsters, for the rest of this turn. During your Main Phase: You can give up Pendulum Summon (if you have not already), also this turn, you can Normal Summon 1 Pendulum Normal Monster in addition to your Normal Summon/Set (You can only gain this effect once per turn.) Once per turn, if your opponent takes battle damage from a battle involving a Defense Position monster they control: You can target 1 card your opponent controls; destroy that target. Shadow Piercer's Ring Equip Spell Equip only to a Normal Monster. It gains 500 ATK, also if it attacks a Defense Position monster, inflict piercing battle damage. If you control another monster with "Shadow Piercer's Ring" equipped, your opponent cannot target the equipped monster with effects, also it cannot be destroyed by your opponent's effects. If you have a card in each Pendulum Zone, if this card is in your GY, except the turn it was sent there: You can give up your Pendulum Summon this turn (if you have not already), also add this card to your hand. You can only use this effect of "Shadow Piercer's Ring" once per turn. Shadow Piercer's Union Normal Spell Target 1 Normal Monster you control; Special Summon 1 Pendulum Normal Monster from your hand or Deck whose Level is equal to that target's Level, but only those 2 monsters can attack for the rest of this turn. If this card is in your GY and you gave up your Pendulum Summon for the effect of a "Shadow Piercer" card this turn: You can banish this card and 1 other "Shadow Piercer" Spell/Trap from your GY; you can Pendulum Summon this turn (but only once this turn). You can only activate 1 "Shadow Piercer's Union" per turn. Shadow Piercer's Matrimony Normal Trap Target 2 "Shadow Piercer" cards in your Pendulum Zones; Special Summon them to either field. If this card is in your GY, during your Main Phase: You can banish this card and give up your Pendulum Summon this turn (if you have not already), and if you do, return up to 2 of your banished "Shadow Piercer" cards to your GY, except "Shadow Piercer's Matrimony". You can only use each effect of "Shadow Piercer's Matrimony" once per turn. Shadow Piercer's Prologue Continuous Trap You can discard 1 card; add 1 "Shadow Piercer" card from your Deck to your hand. If you have a card in each Pendulum Zone, you can activate this card from your hand. During your Main Phase, if this card is in your GY and you have a card in each Pendulum Zone: You can give up your Pendulum Summon this turn (if you have not already), also Special Summon this card as a Normal Monster (Fiend/LIGHT/Level 4/ATK 1800/DEF 0), but banish when it leaves the field. (This card is NOT treated as a Trap.) You can only use each effect of "Shadow Piercer's Prologue" once per turn. Shadow Piercer's Separation Continuous Trap You can target 2 Normal Monsters on the field; return the first target to the hand, and if you do, the second target's ATK/DEF become equal to the first target's. If you have a card in each Pendulum Zone, you can activate this card from your hand. During your Main Phase, if this card is in your GY and you have a card in each Pendulum Zone: You can give up your Pendulum Summon this turn (if you have not already), also Special Summon this card as a Normal Monster (Fiend/DARK/Level 5/ATK 2000/DEF 0), but banish when it leaves the field. (This card is NOT treated as a Trap.) You can only use each effect of "Shadow Piercer's Separation" once per turn. Shadow Piercer's Soul Continuous Trap During the Main or Battle Phase: You can Tribute Summon 1 Pendulum Normal Monster using a Normal Monster on either field, and if you do, if it attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent. If you have a card in each Pendulum Zone, you can activate this card from your hand. During your Main Phase, if this card is in your GY and you have a card in each Pendulum Zone: You can give up your Pendulum Summon this turn (if you have not already), also Special Summon this card as a Normal Monster (Fiend/LIGHT/Level 6/ATK 2200/DEF 0), but banish when it leaves the field. (This card is NOT treated as a Trap.) You can only use each effect of "Shadow Piercer's Soul" once per turn. Shadow Piercer's Epilogue Continuous Trap You can target 1 face-up monster on each field; this turn, if either of those targets leave the field, switch control of the other target. If you have a card in each Pendulum Zone, you can activate this card from your hand. During your Main Phase, if this card is in your GY and you have a card in each Pendulum Zone: You can give up your Pendulum Summon this turn (if you have not already), also Special Summon this card as a Normal Monster (Fiend/DARK/Level 7/ATK 2400/DEF 0), but banish when it leaves the field. (This card is NOT treated as a Trap.) You can only use each effect of "Shadow Piercer's Epilogue" once per turn.
  12. I made a Dual Avatar Deck recently, so figured I would make a card that uses Effect Monsters and non-Effect Monsters. So this card is able to make a Token with the same name as a card it banishes to help further Fusion Summons, and also it boosts its own stats based on the number of non-Effect Monsters you control, and you can Tribute a Token to destroy a card.
  13. I don't typically make single cards like this that are designed more so for my own Archetypes, I tend to make support for actual cards, but to see what I am trying to do with this, I suggest you go them out: https://www.cardmaker.net/forums/topic/404357-street-surfer-archetype-1010-mad-max-inspired-union-monsters-but-make-them-skateboarders/ So, this card is able to boost a monster's ATK, even doubling it by sending an Equip Card to the GY, also if another Equip Card is sent to the GY, you get to destroy a card. As said previously, this supports my Archetype that is very battle focused and use Union monsters heavily, so Equip Cards are easy to get, and they don't have any ATK boost on their own.
  14. Street Surfer is an Archetype of Warrrior/WATER monsters and Machine/WATER Union monsters that are Level 4, 6 and 8. They focus on equipping their Union monsters to their non-Union Warrior monsters, which provides them with battling strategies. Each Warrior monster can be Special Summoned while you have no cards in your Spell & Trap Zone, other than Equip Cards, and while equipped, your opponent must attack them if able, which combos well with their Union monsters and their only Spell Card, Gastown, which is a Field Spell so it won't mess with the "no cards in the Spell & Trap Zone" gimmick. The Union monsters, named Boards, can be Special Summoned while you control a Warrior Street Surfer, and has typical Union monster behavior combined with an effect triggering if the equipped monster battles, and is also able to Special Summon them to combo with Gastown. To balance things out, all monsters can only be Special Summoned once per turn. Based on the entire Mad Max franchise mixed with skate boarding, hence Street Surfer, and because surfing typically is water based, and Mad Max is a world where water is scarce, thought it was fun to make them WATER. I wanted to simply call them Road Warriors in reference to Mad Max, though of course the card Road Warrior already exists, so that would create confusion, also by changing their name, it made them from EARTH to WATER. Monsters: Street Surfer - Ollie Max Warrior/WATER Level 4 If the only cards in your Spell & Trap Zones are Equip Cards (min. 1): You can Special Summon this card from your hand. If this card is Special Summoned: You can add 1 "Gastown" from your Deck or GY to your hand, or if you control "Gastown", you can equip 1 "Street Surfer" monster from your Deck to this card instead. While this card is equipped with an Equip Card, monsters your opponent control must attack it, if able. You can only Special Summon "Street Surfer - Ollie Max(s)" once per turn. 1800/1100 Street Surfer - Furiosa Heelflipper Warrior/WATER Level 4 If the only cards in your Spell & Trap Zones are Equip Cards (min. 1): You can Special Summon this card from your hand. Once per turn (Quick Effect): You can send 1 other "Street Surfer" card from your hand or field to the GY; Special Summon 1 "Street Surfer" Monster Card that is equipped to a monster you control. While this card is equipped with an Equip Card, monsters your opponent control must attack it, if able. You can only Special Summon "Street Surfer - Furiosa Heelflipper(s)" once per turn. 1100/1800 Street Surfer - Doof Slider Warrior/WATER Level 6 If the only cards in your Spell & Trap Zones are Equip Cards (min. 1): You can Special Summon this card from your hand. Once per turn, if a monster is Special Summoned from the Spell & Trap Zone: You can target 1 face-up monster on the field; switch its ATK/DEF. While this card is equipped with an Equip Card, monsters your opponent control must attack it, if able. You can only Special Summon "Street Surfer - Doof Slider(s)" once per turn. 1900/2300 Street Surfer - Kickflip Toecutter Warrior/WATER Level 6 If the only cards in your Spell & Trap Zones are Equip Cards (min. 1): You can Special Summon this card from your hand. Once per turn: You can send 1 Equip Card equipped to this card to the GY; Special Summon 1 "Street Surfer" Warrior monster from your hand or GY. While this card is equipped with an Equip Card, monsters your opponent control must attack it, if able. You can only Special Summon "Street Surfer - Kickflip Toecutter(s)" once per turn. 2300/1900 Street Surfer - Humungus Grinder Warrior/WATER Level 8 If the only cards in your Spell & Trap Zones are Equip Cards (min. 1): You can Special Summon this card from your hand. Once per turn, at the start of the Battle Phase: You can equip 1 "Street Surfer" monster from your hand or GY to this card. While this card is equipped with an Equip Card, monsters your opponent control must attack it, if able. You can only Special Summon "Street Surfer - Humungus Grinder(s)" once per turn. 2500/2000 Street Surfer - Immortan Aerial Warrior/WATER Level 8 If the only cards in your Spell & Trap Zones are Equip Cards (min. 1): You can Special Summon this card from your hand. Once per turn: You can Tribute 1 other "Street Surfer" monster; Special Summon 1 "Street Surfer" monster from your Deck, except "Street Surfer - Immortan Aerial". This is a Quick Effect while equipped with an Equip Card. While this card is equipped with an Equip Card, monsters your opponent control must attack it, if able. You can only Special Summon "Street Surfer - Immortan Aerial(s)" once per turn. 2000/2500 Union Monsters: Street Surfer Board - Interceptor Machine/WATER/Union Level 4 If this card is in your hand: You can Special Summon this card in Attack Position. You must control a "Street Surfer" Warrior monster to activate and to resolve this effect. Once per turn, you can either: Target 1 face-up "Street Surfer" Warrior monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, if an attack is declared involving the equipped monster: You can negate the attack, then you can Special Summon this card. You can only Special Summon "Street Surfer Board - Interceptor(s)" once per turn. 0/2000 Street Surfer Board - Wagon Machine/WATER/Union Level 6 If this card is in your hand: You can Special Summon this card in Attack Position. You must control a "Street Surfer" Warrior monster to activate and to resolve this effect. Once per turn, you can either: Target 1 face-up "Street Surfer" Warrior monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, at the start of the Damage Step, if the equipped monster battles an opponent's monster: You can destroy the opponent's battling monster, then you can Special Summon this card. You can only Special Summon "Street Surfer Board - Wagon(s)" once per turn. 0/2500 Street Surfer Board - Limousine Machine/WATER/Union Level 8 If this card is in your hand: You can Special Summon this card in Attack Position. You must control a "Street Surfer" Warrior monster to activate and to resolve this effect. Once per turn, you can either: Target 1 face-up "Street Surfer" Warrior monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, at the end of the Battle Phase, if the equipped monster battled this turn: You can target 1 card your opponent controls; destroy that target, then you can Special Summon this card. You can only Special Summon "Street Surfer Board - Limousine(s)" once per turn. 0/3000 Spells/Traps: Gastown Field Spell When this card is activated, if you control no cards in your Spell & Trap Zone, other than Equip Cards: You can add 1 "Street Surfer" monster from your Deck to your hand. During your Main Phase, you can Normal Summon 1 "Street Surfer" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn, if a "Street Surfer" monster(s) is Special Summoned from your Spell & Trap Zone: You can target 1 card your opponent controls; destroy that target. You can only activate 1 "Gastown" per turn.
  15. I made an Appliancer Deck recently, so figured I would make a Link Monster for them, so here's one that is able to provide some ATK power for them, and switch its stats up with another monster.
  16. I was recently reminded that Prediction Princess exist, and thought it would be fun to make something for them, so here's a Flip monster that can Ritual Summon, switch its stats to become a battler, and protect your Ritual Monsters.
  17. Psychick is an Archetype of Psychic Pendulum Monsters with various Levels and Attributes, as well as a single non-Pendulum and Link Monster. They focus on having multiple copies of the same card on the field for various effects, Pendulum Summoning and shuffling themselves into the Deck. Each of the Pendulum Monsters have two Pendulum Effects, one that can only be used once while it's face-up, and one that shuffles the card into the Deck to replace it with another Pendulum Monster. They also have a monster effect that is based on how many of the same copies you control, cards with Dual in their name require 2 of the same card, where cards with Triple in their name require 3. It may sound hard to get a lot of monsters with the same name on the field, but don't worry, there are various ways to make it easier to do, either changing their names or using Mindfield, which enables them to count cards in the Pendulum Zone for their effects as well, and that card also provides various benefits, such as turning many of their secondary monster effects into Quick Effects. Their name should be pretty obvious this time around, they are Psychic and they are female, hence Psychick. They are based around the brain and mind, and other things related to psychics. Main Deck Monsters: Kiara, the Singular Psychick Psychic/DARK Level 1 When this card is Normal Summoned or flipped face-up: You can return all cards in your Pendulum Zone to your hand, then if you returned 2 "Psychick" Pendulum Monsters, draw 1 card. If you control no other monsters: You can Tribute this card; Special Summon 2 "Psychick" monsters with the same name from your hand and/or face-up in your Extra Deck, and if you Special Summoned from both your hand and your Extra Deck, return this card from your GY to the hand during the End Phase of this turn. This is a Quick Effect while you control "Psychick Mindfield". You can only use each effect of "Kiara, the Singular Psychick" once per turn. 0/2000 Ruby, the Dual Psychick Psychic/WIND/Pendulum Level 2 Scale 0 Pendulum Effect: Once, while this card is face-up in your Pendulum Zone: You can add 1 "Psychick" monster from your Deck or face-up in your Extra Deck to your hand, except "Ruby, the Dual Psychick", then discard 1 card. If you have a "Psychick" card in your other Pendulum Zone: You can shuffle this card into your Deck, then place 1 "Psychick" Pendulum Monster from your Deck in your Pendulum Zone, except "Ruby, the Dual Psychick", but it cannot be shuffled into the Deck for the rest of this turn. You can only use each Pendulum Effect of "Ruby, the Dual Psychick" once per turn. Monster Effect: While you control 2 or more "Ruby, the Dual Psychick" in your Monster Zones, this card can attack your opponent directly. You can target 1 other "Psychick" monster you control; shuffle that target into the Deck, and if you do, you can Special Summon 1 "Psychick" monster from your hand or GY. This is a Quick Effect while you control "Psychick Mindfield". You can only use this effect of "Ruby, the Dual Psychick" once per turn. 1000/200 Joyce, the Triple Psychick Psychic/WATER/Pendulum Level 3 Scale 8 Pendulum Effect: Once, while this card is face-up in your Pendulum Zone: You can add 1 "Psychick" Spell/Trap from your Deck to your hand, then discard 1 card. If you have a "Psychick" card in your other Pendulum Zone: You can shuffle this card into your Deck, then place 1 "Psychick" Pendulum Monster from your Deck in your Pendulum Zone, except "Joyce, the Triple Psychick", but it cannot be shuffled into the Deck for the rest of this turn. You can only use each Pendulum Effect of "Joyce, the Triple Psychick" once per turn. Monster Effect: While you control 3 "Joyce, the Triple Psychick" in your Monster Zones, "Psychick" cards you control cannot be destroyed by battle or your opponent's card effects. If this card is added from your face-up in your Extra Deck to your hand: You can reveal it; draw 1 card. You can only use this effect of "Joyce, the Triple Psychick" once per turn. 800/1800 Helga, the Triple Psychick Psychic/EARTH/Pendulum Level 4 Scale 0 Pendulum Effect: Once, while this card is face-up in your Pendulum Zone: You can target 1 "Psychick" card you control and 1 card in your other Pendulum Zone; the first target's name becomes the second target's name. If you have a "Psychick" card in your other Pendulum Zone: You can shuffle this card into your Deck, then place 1 "Psychick" Pendulum Monster from your Deck in your Pendulum Zone, except "Helga, the Triple Psychick", but it cannot be shuffled into the Deck for the rest of this turn. You can only use each Pendulum Effect of "Helga, the Triple Psychick" once per turn. Monster Effect: While you control 3 "Helga, the Triple Psychick" in your Monster Zones, this card can make a second attack during each Battle Phase. You can target 1 "Psychick" card in your Pendulum Zone; Special Summon that target, and if you do, place this card in your Pendulum Zone. This is a Quick Effect while you control "Psychick Mindfield". You can only use this effect of "Helga, the Triple Psychick" once per turn. 1600/1200 Natasha, the Dual Psychick Psychic/FIRE/Pendulum Level 5 Scale 8 Pendulum Effect: Once, while this card is face-up in your Pendulum Zone: You can target 1 "Psychick" card in your GY; place that target on top of your Deck, or if you control "Psychick Mindfield", you can add it to your hand instead. If you have a "Psychick" card in your other Pendulum Zone: You can shuffle this card into your Deck, then place 1 "Psychick" Pendulum Monster from your Deck in your Pendulum Zone, except "Natasha, the Dual Psychick", but it cannot be shuffled into the Deck for the rest of this turn. You can only use each Pendulum Effect of "Natasha, the Dual Psychick" once per turn. Monster Effect: While you control 2 or more "Natasha, the Dual Psychick" in your Monster Zones, all monsters your opponent control lose 500 ATK/DEF. When an attack is declaring involving a "Psychick" monster you control: You can destroy any number of cards you control with the same name as your battling monster, and if you do, destroy the same number of card your opponent controls. You can only use this effect of "Natasha, the Dual Psychick" once per turn. 1800/2300 Rosa, the Dual Psychick Psychic/LIGHT/Pendulum Level 6 Scale 0 Pendulum Effect: Once, while this card is face-up in your Pendulum Zone: You can send 1 "Psychick" Pendulum Monster that is face-up in your Extra Deck to the GY; Special Summon 1 monster from your Deck with the same name as that monster. If you have a "Psychick" card in your other Pendulum Zone: You can shuffle this card into your Deck, then place 1 "Psychick" Pendulum Monster from your Deck in your Pendulum Zone, except "Rosa, the Dual Psychick", but it cannot be shuffled into the Deck for the rest of this turn. You can only use each Pendulum Effect of "Rosa, the Dual Psychick" once per turn. Monster Effect: While you control 2 or more "Rosa, the Dual Psychick" in your Monster Zones, your opponent cannot target face-up cards you control with card effects, except cards with the same name as this card. If this card is in your GY: You can target 1 card in your Pendulum Zone; add that target to your Extra Deck face-up, and if you do, place this card in your Pendulum Zone. This is a Quick Effect while you control "Psychick Mindfield". You can only use this effect of "Rosa, the Dual Psychick" once per turn. 2000/2100 Monika, the Triple Psychick Psychic/DARK/Pendulum Level 7 Scale 8 Pendulum Effect: Once, while this card is face-up in your Pendulum Zone: You can discard 1 "Psychick" monster; Special Summon this card, and if you do, its name becomes the same as that monster. If you have a "Psychick" card in your other Pendulum Zone: You can shuffle this card into your Deck, then place 1 "Psychick" Pendulum Monster from your Deck in your Pendulum Zone, except "Monika, the Triple Psychick", but it cannot be shuffled into the Deck for the rest of this turn. You can only use each Pendulum Effect of "Monika, the Triple Psychick" once per turn. Monster Effect: While you control 3 "Monika, the Triple Psychick" in your Monster Zones, negate the effects all face-up monsters your opponent control, except monsters with the same name as another card they control. When your opponent activates a card or effect that targets a card(s) you control with the same name as another card you control (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy that card, then if you control "Psychick Mindfield", you can add 1 Pendulum Monster from your GY to your Extra Deck face-up. You can only use this effect of "Monika, the Triple Psychick" once per turn. 2300/2500 Extra Deck Monsters: Psychick Brain Psychic/LIGHT/Link Link Arrows: Bottom Left, Bottom Right, Bottom 2+ monsters with the same name, except Tokens If you control "Psychick Mindfield", you can also Link Summon this card by using cards in your Pendulum Zones as materials. This card's original ATK becomes equal to each set of 2 or more cards you control with the same name x 1000. Once, while this card is face-up on the field: You can discard 1 Pendulum Monster; this card's name become that monster's name, also replace this effect with that monster's effects. This is a Quick Effect while you control "Psychick Mindfield". If this card leaves the field: You can return 1 Pendulum Monster in your GY or face-up in your Extra Deck to your hand. ?/LINK-3 Spells/Traps: Psychick Mindfield Field Spell When this card is activated: You can place 1 "Psychick" Pendulum Monster from your GY, face-up in your Extra Deck or in your Monster Zones in your Pendulum Zone. "Psychick" monsters you control gain 200 ATK/DEF for each card with the same name as them you control. "Psychick" cards in your Pendulum Zones are treated as being in your Monster Zones for the effects of "Psychick" cards. If this card is in your GY: You can shuffle 1 "Psychick" card you control into the Deck; add this card to your hand. You can only activate 1 "Psychick Mindfield" per turn. United Minds of the Psychicks Normal Spell If there are 2 or more "Psychick" monsters with the same name in your Monster Zones: Special Summon 1 "Psychick" monster from your Deck or face-up in your Extra Deck, but if you Special Summoned from the Deck, you can only attack with monsters with the same name as that monster for the rest of this turn. If this card is in your GY: You can target 1 "Psychick" Spell/Trap you control; destroy that target, and if you do, add this card to your hand. You can only use each effect of "United Minds of the Psychicks" once per turn. Psychick Mind Trick Quick-Play Spell Target 2 "Psychick" cards you control; the first target's name becomes the second target's name. If this card is in your GY, if you Pendulum Summon a "Psychick" monster(s): You can add this card to your hand. You can only use this effect of "Psychick Mind Trick" per turn. Intelligence Test of the Psychicks Continuous Spell When this card is activated: You can place 1 "Psychick" Pendulum Monster that is face-up in your Extra Deck in your Pendulum Zone. If a "Psychick" card(s) you control is shuffled into your Deck: You can add 1 "Psychick" card from your Deck to your hand with the same name as 1 of those cards, also you cannot add cards from your Deck to your hand for the rest of this turn, except by drawing. You can only activate 1 "Intelligence Test of the Psychicks" per turn. Psychick Cell Equip Spell Equip only to a "Psychick" monster. The name of all other "Psychick" monsters you control become the same name as the equipped monster. Once per turn, if you control "Psychick Mindfield", at the start of the Battle Phase: You can destroy up to 2 Spells/Traps on the field. Once per turn, at the start of the Damage Step, if the equipped monster battles an opponent's monster: You can return both battling monsters to the hand, then you can equip this card to another "Psychick" monster you control. You can only control 1 "Psychick Cell". Abnormal Thoughts of the Psychicks Normal Trap For each set of 2 or more cards in your Monster Zones with the same name, add up to that many Pendulum Monsters in your Extra Deck to your hand, then if you added 2 or more monsters with the same name, draw 1 card. If you control "Psychick Mindfield", you can activate this card from your hand. You can only activate 1 "Abnormal Thoughts of the Psychicks" per turn. Psychick Brain Tease Continuous Trap When this card is activated: You can target 1 card in your Pendulum Zone; return that target to your hand, and if you do, add 1 "Psychick" Pendulum Monster from your hand or Deck face-up in your Extra Deck. If 2 or more cards you control with the same name would leave the field because of your opponent's effect, you can place them on top of your Deck instead, in any order. During the End Phase, if you control "Psychick Mindfield": You can Set this card face-down. You can only activate 1 "Psychick Brain Tease" per turn.
  18. I made a Witchcrafter Deck recently, and I wanted a Rank 8 because reasons, and found out that no Spellcaster Rank 8s exist, so that's just totally unacceptable, so here's one! It's pretty easy to Summon, though its stats are based on the number of Spells in your GY, so it doesn't get strong unless you fill the GY up with Spells, though its main purpose is the burn effect that can deal 2000 damage, which is a Quick Effect meant to work with Witchcrafter Haine.
  19. Anarchist Monk is an Archetype of Spellcaster/EARTH Level 4 monsters. They focus on banishing monsters from your opponent's GY, Xyz Summoning and using Anarchist Monk Ranshin for various effects. Most of the monsters have an effect that banishes from your opponent's GY or gives an effect to an Xyz Monster. Their playstyle revolves around banishing from your opponent's GY and Xyz Summoning their boss monster Reborn Ranshin, which can be done in two ways, either 3 monsters or 1 monster depending on the right conditions, and if you used Ranshin for its Xyz Summon, you get to equip Khakkhara which is an Equip Spell that is able to boost its ATK by 2000, but reduces that amount for each monster in your opponent's GY, playing into their general playstyle. The Archetype itself is based on Buddhism, as Ranshin is based on a Buddhist monk, so figured that only made sense. Khakkhara is what the staff Ranshin holds is called, so wanted to make that important. So it's been 2 years since the last one of these, not because I didn't want to make one, but simply because the random number generator I use to generate a number never picked the option for making a new Forming an Archetype or Reviving an Archetype until this point, so I have actually wanted to make this one for a while. Original Card: When this card you control is sent to your Graveyard by your opponent's card (either by battle, by card effect, or by being destroyed): Target 1 monster in your opponent's Graveyard; banish that target. New Cards: Main Deck Monsters: Anarchist Monk Follower Spellcaster/EARTH Level 4 If you control "Anarchist Monk Ranshin", you can Special Summon this card (from your hand). If this card is Normal or Special Summoned: You can add 1 "Anarchist Monk" card from your Deck or GY to your hand, except "Anarchist Monk Follower", then you can discard 1 card, and if you do, you can banish up to 2 monsters from your opponent's GY. You can only use this effect of "Anarchist Monk Follower" once per turn. 1500/1300 Anarchist Monk Abstainer Spellcaster/EARTH Level 4 If this card is in your GY: You can banish this card and 1 "Anarchist Monk Ranshin" from your GY; draw 1 card. You can only use this effect of "Anarchist Mon Abstainer" An Xyz Monster that was Xyz Summoned using this card as material gains this effect. ● Once per turn: You can banish 1 other EARTH Spellcaster monster from your hand or field; Special Summon 1 EARTH Spellcaster monster from your hand or GY. 1300/1500 Anarchist Monk Worshiper Spellcaster/EARTH Level 4 If your opponent has less monsters in their GY than in yours, you can Special Summon this card (from your hand). Once per turn: You can target 1 monster in your opponent's GY; banish that target, then you can banish 1 monster from their GY with a different name than that target. An Xyz Monster that was Xyz Summoned using this card as material gains this effect. ● This card cannot be destroyed by your opponent's effects while your opponent has no monsters in their GY. 1600/1000 Anarchist Monk Mindful Spellcaster/EARTH Level 4 Once per turn: You can discard 1 "Anarchist Monk" card; look at your opponent's hand, discard 1 monster from their hand, then you can banish any number of monsters from your opponent's GY with the same name as that monster. An Xyz Monster that was Xyz Summoned using this card as material gains this effect. ● Once per turn: You can target 1 monster in your opponent's GY; attach that target to this card as material. 1000/1600 Anarchist Monk Reincarnate Spellcaster/EARTH Level 4 If this card is in your GY and your opponent has no monsters in their GY: You can Special Summon this card, also you cannot Special Summon monsters, other than EARTH Spellcaster monsters for the rest of this turn. When this card you control is sent to your Graveyard by your opponent's card (either by battle, by card effect, or by being destroyed): You can Special Summon 1 "Anarchist Monk" monster from your Deck or GY, except "Anarchist Monk Reincarnate". You can only use each effect of "Anarchist Monk Reincarnate" per turn. 100/1800 Extra Deck Monsters: Anarchist Monk Buddhist Spellcaster/EARTH/Xyz Rank 4 2+ Level 4 EARTH Spellcaster monsters When this card is Xyz Summoned: You can banish monsters from your opponent's GY up to the number of materials attached to this card, then if you banished 3 or more monsters, draw 1 card. While your opponent has no monsters in their GY, this card cannot be targeted by your opponent's effects. If this card would be destroyed by battle or card effect, you can detach 1 material from this card instead. 1500/1500 Anarchist Monk Reborn Ranshin Spellcaster/EARTH/Xyz Rank 4 3 Level 4 EARTH Spellcaster monsters Once per turn, if an "Anarchist Monk Ranshin" you control was destroyed this turn, you can also Xyz Summon "Anarchist Monk Reborn Ranshin" by using 1 Level 4 EARTH Spellcaster you control as material. When this card is Xyz Summoned using "Anarchist Monk Ranshin" as material: You can equip 1 "Anarchist Monk's Khakkhara" from your Deck or GY to this card. This card's name becomes "Anarchist Monk Ranshin" while on the field or GY. (Quick Effect): You can detach 1 material from this card; this turn; any monsters sent to your opponent's GY are banished instead. 2500/2500 Spells/Traps: Anarchist Monk's Monastery Field Spell Once per turn: You can take 1 "Anarchist Monk" card from your Deck and either place it on top of your Deck or send it to the GY. Gains effects depending on the number of monsters in your opponent's GY. ● 10 or less: Once per turn: You can target 1 monster in your opponent's GY; banish that target. ● 5 or less: All monsters your opponent control lose 500 ATK/DEF for each EARTH Spellcaster monster you control. ● 0: "Anarchist Monk Ranshin" can attack your opponent directly. Anarchist Monk's Realization Normal Spell Activate these effects in sequence, depending on the number of monsters in your opponent's GY. ● Less monsters than in your GY: Special Summon 1 EARTH Spellcaster monster from your hand. ● No monsters in their GY: Special Summon 1 "Anarchist Monk Ranshin" from your Deck or GY. You can only activate 1 "Anarchist Monk's Realization" per turn. Anarchist Monk's Theory Quick-Play Spell Banish monsters from your opponent's GY up to the number of EARTH Spellcaster monsters you control. If this card is in your GY: You can target 1 "Anarchist Monk" monster you control; destroy that target, and if you do, add this card to your hand. This is treated as your opponent's card effect while your opponent has and equal number or more monsters in their GY than in yours. You can only use each effect of "Anarchist Monk's Theory" once per turn. Anarchist Monk's Khakkhara Equip Spell Equip only to an EARTH Spellcaster monster. It gains 2000 ATK, but loses 100 ATK for each monster in your opponent's GY. Once per turn, if the equipped monster declares an attack: You can banish 1 monster from your GY and/or 1 monster from your opponent's GY, and if you do, you can destroy 1 monster your opponent controls, then you banished from both GYs, draw 1 card. You can only control 1 "Anarchist Monk's Khakkhara". Anarchist Monk's Meditation Normal Trap Target 1 EARTH Spellcaster monster you control; destroy that target, and if you do, excavate the top 5 cards of your Deck, you excavated any EARTH Spellcaster monsters, you can Special Summon 1 of them, also send the remaining card to the GY. This is treated as your opponent's card effect while your opponent has less cards in their GY than in yours. If you there is an "Anarchist Monk Ranshin" on your field or in your GY, you can activate this card from your hand. You can only activate 1 "Anarchist Monk's Meditation" per turn. Anarchist Monk's Karma Continuous Trap Once per turn: You can send cards from the top of your opponent's Deck to their GY up to the number of EARTH Spellcaster monsters you control, then send the same number of cards from the top of your Deck to the GY. Once per turn, if a card(s) is sent to your opponent's GY: You can banish the same number of monster from your opponent's GY. During the End Phase: You can target 1 "Anarchist Monk Ranshin" in your GY or among your banished cards; Special Summon it. You can only use this effect of "Anarchist Monk's Karma" once per turn.
  20. Just a simple Pendulum Normal Monster, powerful but simple, it destroys, and guess what, it destroys some more (based on non-Effect Monsters you control). That's pretty much it, got some stats you can look at, check them stats! Oh and it's a Level 5 Warrior/WATER monster with a Pendulum Scale of 3, so that's something. Check out that lore I had to write, even though I had no idea what to write! Yeah!
  21. Act of Faith is an Archetype of Fairy/DIVINE Level 5 monsters with 0 ATK/DEF, along with a few Level 10 and Divine-Beast monsters. They focus on using Synchro and Ritual Monsters together, making monsters into Continuous Spells and coin toss flips. Each non-Ritual Main Deck monster is a Special Summon only monster that has an effect in your hand that tosses a coin, and depending on the result, either is Special Summoned, or placed in your Spell & Trap Zone as a Continuous Spell, and another effect that activates if Special Summoned. All monsters also can only be Special Summoned once per turn, including Ritual and Synchro Monsters. Their playstyle revolves around getting both Synchro and Ritual Monsters on the field, and depending on your luck, you may not be able to get Synchro Monsters out easily, but don't worry, because you can use Heavenly Ritual to Ritual Summon with, which is able to use Continuous Spells as Tributes, and there are plenty of other ways to get back your monsters if they become Continuous Spells, or perhaps you want them in there, as there are plenty of effects that take advantage of Continuous Spells. I made an Archetype called Raindancer recently, which was focused on Fusion and Ritual Monster crossover, so one that focused on Synchro and Ritual Monsters naturally had to be made. I also learned that Divine-Beast and DIVINE monsters were allowed in this section, which I didn't know for 3 years, so goes to show me paying attention, so I figured it would be interesting to make one that featured them. The name references the religious theme, which goes with the Fairy and DIVINE, and the fact they use random chance elements, and general religious and faith based things can be found throughout. Main Deck Monsters: Act of Faith - Divine Offer Fairy/DIVINE/Tuner Level 5 Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If this card is in your hand: You can toss a coin, if the result is heads, Special Summon this card, if the result is tails, place it face-up in your Spell & Trap Zone as Continuous Spell. If this card is Special Summoned: You can Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including this card on your field, whose total Levels equal or exceed the Level of the Ritual Monster. You can only Special Summon "Act of Faith - Divine Offer(s)" once per turn. 0/0 Act of Faith - Mass Gatherer Fairy/DIVINE Level 5 Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If this card is in your hand: You can toss a coin, if the result is heads, Special Summon this card, if the result is tails, place it face-up in your Spell & Trap Zone as Continuous Spell. If this card is Special Summoned: You can add 1 "Act of Faith" monster from your Deck to your hand, except "Act of Faith - Mass Gatherer. You can only Special Summon "Act of Faith - Mass Gatherer(s)" once per turn. 0/0 Act of Faith - Heavenly Watcher Fairy/DIVINE Level 5 Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If this card is in your hand: You can toss a coin, if the result is heads, Special Summon this card, if the result is tails, place it face-up in your Spell & Trap Zone as Continuous Spell. If this card is Special Summoned: You can add 1 "Act of Faith" Spell/Trap from your Deck to your hand. You can only Special Summon "Act of Faith - Heavenly Watcher(s)" once per turn. 0/0 Act of Faith - Divine Summoner Fairy/DIVINE Level 5 Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If this card is in your hand: You can toss a coin, if the result is heads, Special Summon this card, if the result is tails, place it face-up in your Spell & Trap Zone as Continuous Spell. If this card is Special Summoned: You can Special Summon 1 "Act of Faith" Monster Card in your Spell & Trap Zone. You can only Special Summon 1 "Act of Faith - Divine Summoner(s)" once per turn. 0/0 Act of Faith - Cosmic Protector Fairy/DIVINE Level 5 Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If this card is in your hand: You can toss a coin, if the result is heads, Special Summon this card, if the result is tails, place it face-up in your Spell & Trap Zone as Continuous Spell. If this card is Special Summoned: You can target 1 other DIVINE monster you control; that target's ATK/DEF become equal to the number of "Act of Faith" monsters you control x 1000, but other monsters you control cannot attack for the rest of this turn. You can only Special Summon "Act of Faith - Cosmic Protector(s)" once per turn. 0/0 Act of Faith - Cosmic Beast Divine-Beast/DIVINE/Ritual/Tuner Level 5 You can Ritual Summon this card with any "Act of Faith" Ritual Spell. If this card is Special Summoned: You can Special Summon 1 "Act of Faith" monster from your hand. When an attack is declared involving this card: You can toss a coin, if the result is heads this card gains 1000 ATK/DEF, if the result is tails, negate the attack. Once per turn, if you control a Synchro Monster, if you would toss a coin for the effect of an "Act of Faith" effect, you can choose the result. If you activate an "Act of Faith" card or effect that would toss a coin (Quick Effect): You can discard this card; choose the result when that effect resolves. You can only Special Summon "Act of Faith - Cosmic Beast(s)" once per turn 2000/2000 Act of Faith - Heavenly Demigod Fairy/DIVINE/Ritual Level 10 You can Ritual Summon this card with any "Act of Faith" Ritual Spell. If this card is Special Summoned: You can return all other cards on the field to the hand. Once per turn, when your opponent would Summon a monster(s): You can toss a coin, if the result is heads, negate the Summon, and if you do, banish that monster(s) if the result is tails, negate the Summon and return those monsters' to the hand. While you control a Synchro Monster, your opponent cannot target "Act of Faith" cards you control with effects. If you activate an "Act of Faith" card or effect that would toss a coin (Quick Effect): You can discard this card; choose the result when that effect resolves. You can only Special Summon "Act of Faith - Heavenly Demigod(s)" once per turn 3000/3000 Extra Deck Monsters: Act of Faith - Heavenly Beast Divine-Beast/DIVINE/Synchro Level 10 "Act of Faith - Divine Offer" + 1+ non-Tuner monsters If this card is Special Summoned: You can send 1 Continuous Spell you control to the GY; toss a coin, if the result is heads, draw 2 cards, if the result is tails, draw 1 card. During each Battle Phase, this card gains additional attacks on opponent's monsters up to the number of Continuous Spells you control. While you control a Ritual Monster, Continuous Spells you control cannot be destroyed by your opponent's effects. You can only Special Summon "Act of Faith - Heavenly Beast(s)" once per turn 2500/2500 Act of Faith - Cosmic God Fairy/DIVINE/Synchro Level 10 "Act of Faith - Cosmic Beast" + 1+ non-Tuner monsters If this card is Special Summoned: You can target 1 "Act of Faith" monster in your GY; toss a coin, if the result is heads, Special Summon it, if able, if the result is tails, during the next Standby Phase, Special Summon it from the GY, if able. Once per turn, when a card or effect is activated: You can send Continuous Spell you control to the GY; negate the effect, and if you do, return that card to the hand. While you control a Ritual Monster, DIVINE monsters you control cannot be destroyed by battle or effects. You can only Special Summon "Act of Faith - Cosmic God(s)" once per turn 3500/3500 Spells/Traps: Act of Faith - Cosmic Church Field Spell When this card is activated: You can place 1 "Act of Faith" monster in your hand or GY face-up in your Spell & Trap Zone as a Continuous Spell. Once per turn: You can target 1 Continuous Spell you control; return that target to your hand, then you can Special Summon 1 "Act of Faith" monster from your hand. If you control both a Synchro Monster and a Ritual Monster: You can negate the effects of all face-up cards your opponent currently controls. You can only activate 1 "Act of Faith - Cosmic Church" per turn. Act of Faith - Divine Consolation Normal Spell If you control no monsters in your Main Monster Zone: Target 2 "Act of Faith" monsters in your GY; toss a coin, if the result is heads, Special Summon those targets in Defense Position, then immediately after this effect resolves, you can Synchro Summon using those target OR Ritual Summon 1 Ritual Monster from your hand by Tributing those targets whose total equal the Level of the Ritual Monster, if the result is tails, place them in your Spell & Trap Zone as Continuous Spells instead, if able. You can only activate 1 "Act of Faith - Divine Consolation" per turn. Act of Faith - Cosmic Hymn Quick-Play Spell Toss a coin, if the result is tails, place 1 "Faith of Faith" monster from your Deck in your Spell & Trap Zone as a Continuous Spell, if the result is heads, you can place 2 instead, also you cannot Special Summon monsters, other than DIVINE monsters, for the rest of this turn. If this card is in your GY: You can send 1 Continuous Spell from your Spell & Trap Zone to the GY; add this card to your hand. You can only use each effect of "Act of Faith - Cosmic Hymn" once per turn. Act of Faith - Hopeful Sacrifice Continuous Spell When this card is activated: You can toss a coin, if the result is heads, excavate the top 5 cards of your Deck, add 1 excavated "Act of Faith" card to your hand, also send the remaining cards to the GY, if the result is tails, send this card to the GY. During your Main Phase: You can Special Summon 1 "Act of Faith" monster from your Deck. You must control a Synchro or Ritual Monster to activate and to resolve this effect. If this card is sent from the field to the GY: You can place 1 "Act of Faith" monster in your hand in your Spell & Trap Zone as a Continuous Spell. You can only use each effect of "Act of Faith - Hopeful Sacrifice" once per turn. Act of Faith - Heavenly Ritual Ritual Spell This card is used to Ritual Summon any "Act of Faith" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Ritual Monster you Ritual Summon. If you control a Synchro Monster, you can also use Continuous Spells in your Spell & Trap Zone as Tributes, treating them as Level 5 monsters. Act of Faith - Prayer Ritual Ritual Spell This card is used to Ritual Summon any "Act of Faith" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Ritual Monster you Ritual Summon. If this card is in your GY: You can toss a coin, if the result is heads, add this card to your hand, if the result is tails, banish this card from your GY. You can only use this effect of "Act of Faith - Prayer Ritual" once per turn. Act of Faith - Cosmic Chance Normal Trap Toss a coin, if the result is heads, Special Summon any number of "Act of Faith" Monster Cards in your Spell & Trap Zone, if the result is tails, return any of those cards to your hand instead. If this card is in your GY: You can banish this card from your GY; this turn, the first time you would toss a coin for the effect of an "Act of Faith" effect after this effect resolves, you can choose the result. Act of Faith - Divine Blessing Continuous Trap You can target 1 DIVINE monster you control and declare a card name; toss a coin, that target's name becomes the declared card name, and it becomes a Tuner, then if the result is heads, you can Synchro Summon 1 Synchro Monster using it as material, if the result is tails, you can Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including that target on your field, whose total Levels equal or exceed the Level of the Ritual Monster. While you control a Synchro Monster, this card is treated as a Continuous Spell. If this card is sent from the field to the GY: You can target 1 "Act of Faith" Spell/Trap in GY or among your banished cards, except "Act of Faith - Divine Blessing"; add that target to hand. You can only use each effect of "Act of Faith - Divine Blessing" once per turn.
  22. I made a Fortune Fairy Deck recently, so wanted to make a support card for them, so here's a Pendulum Synchro Monster, because I haven't made on in a while, and figured why not, Spell Counters have a place in their Deck, so throw in some of those Pendulum Monsters and have a weird ass Deck. Anyway, this is able to easily get something on top of your Deck, destroy a card your opponent controls and draw a card, which let's you Special Summon a monster from the hand, and boosts Spellcaster monsters' stats
  23. I recently made a Melffy Deck, so got in the mood to make a little something for them, so here's a LINK-3 that boosts ATK, protects and even revives itself. Bring it out with some Tri-Brigades if you want, works great with that, though keep in mind you can't use the GY effect if you do.
  24. Straya is an Archetype of Beast-Warrior/WATER Link Monsters. They have no Main Deck monsters, rather focusing on using their Field Spells to get them out, co-linking and even being able to make an Extra Link. Each monster gains 500 ATK while co-linked, plus some other effect depending on various conditions of it being linked, and another effect, where controlling a Field Spell makes your opponent unable to respond to its activation. They are based on Australian animals, with an ice age twist, hence the WATER Attribute (which is closest to ice), and their name Straya, which is slang for well, Australia. I picture them as having survived during some sort of ice age type apocalypse, and having evolved, hence why Beast-Warrior instead of just Beast. Monsters: Straya Bilby Beast-Warrior/WATER/Link Link Arrows: Down 1 "Straya" monster, except a LINK-1 monster Gains 500 ATK while co-linked, also while co-linked to a LINK-2 or higher monster, it cannot be targeted for an attack. You can Tribute this card or a monster it points to; add 1 "Straya" card from your Deck to your hand. While you control a Field Spell, your opponent cannot activate cards or effects in response to this effect's activation. You can only use this effect of "Straya Bilby" once per turn. 500/LINK-1 Straya Echidna Beast-Warrior/WATER/Link Link Arrows: Up 1 "Straya" monster, except a LINK-1 monster Gains 500 ATK while co-linked, also while co-linked to a LINK-3 or higher monster, it can attack your opponent directly. If this card is in your GY: You can target 1 "Straya" Spell/Trap on the field; destroy that target, and if you do, Special Summon this card. While you control a Field Spell, your opponent cannot activate cards or effects in response to this effect's activation. You can only use this effect of "Straya Echidna" once per turn. 500/LINK-1 Straya Platypus Beast-Warrior/WATER Link Arrows: Left, Right 2 "Straya" monster Gains 500 ATK while co-linked, also while co-linked to 2 or more monsters with different Link Ratings, negate the effects of cards your opponent control in the same column as co-linked monsters you control. You can discard 1 "Straya" card, then target 1 "Straya" monster in your GY; Special Summon that target. While you control a Field Spell, your opponent cannot activate cards or effects in response to this effect's activation. You can only use this effect of "Straya Platypus" once per turn. 1000/LINK-2 Straya Wombat Beast-Warrior/WATER/Link Link Arrows: Top, Left 2 "Straya" monster Gains 500 ATK while co-linked, also while co-linked to 2 or more monsters, it cannot be destroyed battle or by your opponent's effects. If this card is in your GY: You can banish 2 Spells from your GY, including a "Straya" Spell; Special Summon this card. While you control a Field Spell, your opponent cannot activate cards or effects in response to this effect's activation. You can only use this effect of "Straya Wombat" once per turn. 1500/LINK-2 Straya Koala Beast-Warrior/WATER/Link Link Arrows: Top, Right 2 "Straya" monster Gains 500 ATK while co-linked, also while co-linked to 2 or more monsters, it cannot be destroyed by battle or targeted by your opponent's effects. If this card is in your GY: You can banish 2 Traps from your GY, including a "Straya" Trap; Special Summon this card. While you control a Field Spell, your opponent cannot activate cards or effects in response to this effect's activation. You can only use this effect of "Straya Koala" once per turn. 1500/LINK-2 Straya Wallaby Beast-Warrior/WATER/Link Link Arrows: Top, Left, Right 2+ "Straya" monster Gains 500 ATK while co-linked, also while co-linked to a monster in your Extra Monster Zone, it can make a second attack during each Battle Phase. If this card destroys an opponent's monster by battle: You can inflict damage to your opponent equal to the number of your co-linked monsters x 300. While you control a Field Spell, your opponent cannot activate cards or effects in response to this effect's activation. 2000/LINK-3 Straya Dingo Beast-Warrior/WATER/Link Link Arrows: Bottom, Bottom Left, Bottom Right 2+ "Straya" monster Gains 500 ATK while co-linked, also while linked to 2 or more monsters, this card and those monsters gain 500 ATK and if this card or those monsters attack a monster in Defense Position, inflict piercing battle damage. Once per turn, if this card inflicts battle damage to your opponent: You can add 1 "Straya" card from your GY or among your banished cards to your hand. While you control a Field Spell, your opponent cannot activate cards or effects in response to this effect's activation. 2000/LINK-3 Straya Kangaroo Beast-Warrior/WATER/Link Link Arrows: Bottom, Bottom Left, Bottom Right, Left 2+ "Straya" monster Gains 500 ATK while co-linked, also while Extra Linked and there is a Field Spell on the field, all co-linked monsters you control are unaffected by your opponent's effects. Once per turn (Quick Effect): You can send 1 monster co-linked to this card to the GY; destroy cards on the field up to the sent monster's Link Rating in the GY. While you control a Field Spell, your opponent cannot activate cards or effects in response to this effect's activation. 2500/LINK-4 Spells/Traps: Ice Age of the Straya Field Spell When this card is activated: You can Special Summon 1 "Straya" Link Monster from your Extra Deck to your zone a Link Monster points to so it becomes co-linked to a monster. (This is treated as a Link Summon). You cannot Special Summon monsters, other than "Straya" monsters. During your Main Phase: You can Special Summon 1 "Straya" Link Monster from your Extra Deck whose Link Rating is no higher than 1 from among Link Monsters you control, or if you control no Link Monsters, a LINK-1 monster instead. (This is treated as a Link Summon). You can only use 1 "Ice Age of the Straya" effect per turn, and only once that turn. Frozen Outback of the Straya Field Spell You cannot Special Summon monsters, other than "Straya" monsters. When this card is activated: You can excavate the top 3 cards of your Deck, add 1 excavated "Straya" card to your hand, also send the remaining cards to the GY. During your Main Phase: You can Special Summon 1 "Straya" Link Monster from your Extra Deck whose Link Rating is no higher than 1 from among Link Monsters you control, or if you control no Link Monsters, a LINK-1 monster instead. (This is treated as a Link Summon). You can only use each effect of "Frozen Outback of the Straya" once per turn. Snow Forest of the Straya Field Spell You cannot Special Summon monsters, other than "Straya" monsters. During your Main Phase: You can Special Summon 1 "Straya" Link Monster from your Extra Deck whose Link Rating is no higher than 1 from among Link Monsters you control, or if you control no Link Monsters, a LINK-1 monster instead. (This is treated as a Link Summon). You can target 1 "Straya" Link Monster you control; move it to an unoccupied Main Monster Zone, then it if becomes co-linked, draw 1 card. You can only use each effect of "Snow Forest of the Straya" once per turn. Environments of the Straya Normal Spell Reveal 3 Field Spells from your Deck with different names, including a "Straya" Field Spell, and your opponent randomly picks 1 for you to add to your hand, also send the remaining cards to the GY. You can banish this card from your GY, then target 1 Field Spell in your GY or among your banished cards; add it to your hand, but you cannot activate cards with the same name for the rest of this turn. You can only use 1 "Environments of the Straya" effect per turn, and only once that turn. Blizzard of the Straya Quick-Play Spell Discard 1 card; Set 1 "Straya" Spell/Trap directly from your Deck, and if you do, this turn, you cannot Normal Summon or Special Summon monsters, except "Straya" monsters, also it can be activated this turn. If a "Straya" Spell/Trap(s) you control would be destroyed by your opponent's effect, you can banish this card from your GY instead. You can only activate 1 "Blizzard of the Straya" per turn. Climate of the Straya Continuous Spell You can discard 1 "Straya" card; Special Summon 1 "Straya Token" (Beast-Warrior/WATER/Level 4/1500 ATK/0 DEF). If a "Straya" monster battles an opponent's monster, during damage calculation: You can banish 1 Field Spell from your hand or field; the opponent's battling monster's ATK/DEF becomes 0 until the end of the Damage Step. If this card leaves the field: You can target 1 of your banished "Straya" cards, except "Climate of the Straya" add it to your hand. You can only use each effect of "Climate of the Straya" once per turn. Fossil of the Straya Normal Trap Target up to 2 "Straya" cards in your GY with different card types (Monster, Spell, or Trap), except "Fossil of the Straya"; add them to your hand. If a Field Spell in your Field Zone leaves the field while this card is in your GY: You can Set this card from your GY. You can only use each effect of "Fossil of the Straya" once per turn. Animal Pack of the Straya Normal Trap Target 1 "Strya" Link Monster you control; return it to the Extra Deck, and if you do, Special Summon 1 "Staya" Link Monster from your Extra Deck with a Link Rating equal to or 1 higher than that target, but a different name. (This is treated as a Link Summon). You can banish this card and 1 other "Straya" card from your GY; add 1 Field Spell from your Deck to your hand. If there is a Field Spell on the field, you can activate this card from your hand. You can only use each effect of "Animal Pack of the Straya" once per turn. Genus of the Straya Continuous Trap When this card is activated: You can target 1 "Straya" monster in your GY; Special Summon it. You cannot Special Summon monsters, other than "Straya" monsters. During the Standby Phase: You can Special Summon 1 "Straya" Link Monster from your Extra Deck, but its effects are negated (This is treated as a Link Summon). If this card leaves the field, destroy any monsters Special Summoned with this card's effects. You can only use each effect of "Genus of the Straya" once per turn. Chilly Nights of the Straya Counter Trap When your opponent activates a card or effect while you control 2 or more co-linked "Straya" Link Monsters: Negate the activation, and if you do, destroy that card. If this card is banished: You can add 1 "Straya" card from your Deck to your hand. You can only use each effect of "Chilly Nights of the Straya" once per turn.
  25. I made a Dragonmaid Deck recently, so figured I would make some support for them. This card is able to Special Summon monsters from your hand and add stuff from your GY to your hand, based on the Levels of the monsters you use, and as Dragonmaid have both low Level monsters and high Level monsters, I made a little gimmick for that here.
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