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Found 16 results

  1. Gonna be my last Mario themed archetype. The gimmick of this archetype is to line up Bowser's minions, then get the big guy himself to the field, and from there Summon 1 of his many forms. If you control another "Minion" monster except "Minion - Private Goomp" you can Special Summon this card from your hand. If this card is used as Synchro material for a Beast type Synchro monster; you can increase this card's level by 1, and you do, Special Summon 1 "Goomba Tokens" (Beast/EARTH/Level 1/ ATK 0/ DEF 0). You can only use the effect of "Minion - Private Goomp" once per turn. When this card is Normal Summoned or Special Summoned, you can target 1 Level 2 or lower "Minion" monster in your GY except "Minion - Corporal Paraplonk"; Special Summon that target. If this card is destroyed by a card effect; you can target 1 Level 2 or lower "Minion" monster in your GY except "Minion - Corporal Paraplonk"; Add that target to your hand. You can use each effect of "Minion - Corporal Paraplonk" once per turn. When this card is Normal Summoned or Special Summoned, you can Special Summon 1 Level 2 or lower Beast or Winged-Beast monster from your hand except "Minion - Sergaent Guy". If this card was used as Synchro material for a Beast type Synchro monster; you can target 1 Level 2 or lower Beast or Winged-Beast monster in your GY except "Minion - Sergaent Guy"; Special Summon that target in face-up Defense Position. You can only use each effect of "Minion - Sergaent Guy" once per turn. If you control another "Minion" monster with a different name than this card, you can Special Summon this card from your hand. If this card is in your GY while you control a "Minion" monster except "Minion - Agile Paragoomba" you can Special Summon this card from your GY; but banish it when it leaves the field. You can only activate the effect of "Minion - Agile Paragoomba" once per turn. When this card is Normal Summoned, you can target 1 Level 3 "Minion" monster in your GY except "Minion - Bobby Bomb-Omb"; Special Summon that target but, its effects are negated. If this card is destroyed by battle, you can banish 1 "Minion" monster from your GY; destroy the monster that attacked this card. You can only activate the effect of "Minion - Bobby Bomb-Omb" once per turn. You can discard this card from your hand; then, target 1 "Minion" monster you control, and if you do; Add 1 "Minion" monster from your GY with the same level but a different name than the selected monster except "Minion - Mischievious" Boo". If this card is in your GY (except the turn it was sent there), you can banish this card; target 1 Level 3 or lower "Minion" monster in your GY except "Minion - Mischievious Boo" Special Summon that target but its effects are negated. You can only activate the effect of "Minion - Mischievious Boo" once per turn. When a Level 6 or higher Beast monster(s) would be destroyed by battle or card effect; you can discard this card from your hand; it is not destroyed. If this card is in your GY (except the turn it was sent there), while you control a Level 8 Beast monster; You can Special Summon this card from your GY, but banish it when it leaves the field. You can only activate the effect of "Minion - Skull Goomba" once per turn. If you control a Level 8 Beast monster; You can Special Summon this card from your hand or GY. When this card is sent from your hand or Deck to the GY; you can target 1 Level 1 Zombie monster in your GY except "Minion - Dead-Dry Bones", Special Summon that target. You can only activate the effects of "Minion - Dead-Dry Bones" once per turn. When this card is Normal Summoned, you can target 1 Set Spell/Trap your opponent controls; destroy it, however, this card loses 300 ATK until the end of this turn. Once per turn, if this card destroyed an opponent's monster by battle; you can excavate the top card of your Deck; and if its a monster card; Add that card to your card OR; send it to the GY, otherwise shuffle it back into your Deck. You can only activate the effect of "Minion - Obnoxious HammerBros." once per turn. When this card is Normal Summoned, you can Add 1 Level 6 or Higher Beast monster from your Deck to your hand, however, this card's ATK is halved. You can target 1 Level 3 or lower "Minion" monster you control; equip this card to it OR; Unequip this card; Special Summon it. While this card is equipped to a "Minion" monster that monster gains 300 ATK. If the monster equipped with this card would be destroyed by battle or card effect; destroy this card instead. You can only activate the effect of "Minion - Speedy Bullet Bill" once per turn. You can only control 1 "Mid-Tier Minion - King Boo". When 2 or more Level 6 or lower "Minion" monsters you control are destroyed by a card effect; You can reveal this card from your hand; then, Special Summon this card in face-up Defense Position, and if you do, target 1 Level 2 or lower "Minion" monster in your GY; Special Summon that target, but its effects are negated. You can only activate the effect of "Mid-Tier Minion - King Boo" once per turn. If you control 1 "The Great Koopa King! - Bowser!", you can Special Summon this card from hand, and if you do, increase this card's level by 2. Once per turn, you can discard 1 card; then, target 1 Level 6 "Mid- Tier Minion" monster in your GY; Special Summon that target, but its effects are negated. If this card is used as material for the Xyz Summon of a Beast monster; apply the following effect: ● That Xyz monster cannot be destroyed by card effects until the end of your opponent's next turn. You can only activate the effect of "Prodigy of King Koopa! - Bowser Jr!" once per turn. Cannot be Normal Summoned or Set. Must be Special Summoned by banishing 2 Level 6 or higher monsters you control with "Minion" in their names, and if you do, inflict 1000 damage to your opponent directly. This card cannot attack your opponent directly. Once during either Battle Phase, this card cannot be destroyed by battle. Once per turn, when this card destroys an opponent's monster by battle; this card can make a second attack this turn. You can only activate the effect of "The Great Koopa King - Bowser" once per turn. If you control no monsters you can Special Summon 3, Level 3 or lower "Minion" monsters with different names from your Deck in face-up Defense Position, with their effects are negated.. Those monsters are destroyed during the End Phase. For the rest of this turn after this card resolves you cannot Special Summon monsters except Beast monsters. If you control a Level 6 "Mid-Tier Minion" monster; you can tribute that monster, and if you do, Special Summon 1 "Prodigy of King Koopa! - Bowser Jr!" from your Deck. If this card is in your GY (except the turn it was sent there), you can Special Summon 1 "Mid-Tier Minion" or "High- Tier Minion" monster from your GY in face-up Defense Position, but its effects are negated. You can only activate 1 "Dynasty of King Koopa" per turn. Activate 1 of these effects: ● Return 6 Level 4 or lower "Minion" monsters with different names from your GY to your Deck; Shuffle your Deck, and if you do, draw 2 cards. If you had no cards in your hand, draw 1 more card. You cannot Special Summon Xyz Beast or Level 7 or higher "Minion" monsters from your Extra Deck for the rest of this turn. ● Return up to 4 banished monsters with "Minion" in their names to your Deck; Shuffle your Deck, and if you do, draw 1 card. If you returned 4 "Minion" monsters with different names; draw 1 more card. You can only activate 1 "Legacy of the Koopa King" per turn. If you control only 1 Level 2 or lower"Minion" monster or no monsters, you can target 2 Level 3 or lower "Minion" monsters in your GY; Special Summon those targets in face-up Defense Position. You can only activate 1 "Minions, Fall Back!" per turn. If you control no monsters, you can reveal 1 "The Great Koopa King! - Bowser!" in your hand; target 2 "Mid-Tier Minion" monsters in your GY, and if you do, Special Summon those targets to the field in face-up Defense Position, but their ATK and DEF are reduced to 0, also, their effects are negated. After this effect resloves you cannot Special Summon monsters except Beast monsters for the rest of this turn. You can only activate 1 "Make way for the King!" per turn. You can only activate this set card if you control 1 "The Great Koopa King! - Bowser!". If you would Xyz Summon 1 Rank 8 Beast monster; target 1 "The Great Koopa King! - Bowser!" you control; it is treated as 2 Xyz material until the end of this turn. Once per turn, you can pay 1000 LP; target 1 Rank 8 Beast monster with "Bowser" in its name, in your GY; Special Summon that target, and if you do, attach this card to it as Xyz material. You can only activate the effect of "This Kingdom is All MINE!!" once per turn. 1 "Minion" Tuner + 2 "Minion" non-tuner monsters. When this card is Synchro Summoned, you can target 1 monster your opponent controls; it loses 800 ATK until the end of this turn. Once per turn, you can discard 1 "Minion" monster card; then, target 1 Set Spell/Trap your opponent controls; destroy it, and if you do, this card gains 200 ATK until the end of this turn. If this card was Synchro Summoned using "Minion - Private Goomp", "Minion - Corporal Paraplonk" and "Minion - Sergeant Guy" as its material; apply this effect: ● Once only, if this card would be destroyed by battle, it is not destroyed. You can only activate the effect of "Mid-Tier Minion - The Elite Trio" once per turn. 1 "Minion" Tuner + 1 or more non-Tuner "Minion" monsters. Once only, during your opponent's Battle Phase, this card cannot be destroyed by battle. Once per turn, you can discard 1 card; target 1 monster your opponent controls with ATK equal or less than this card; destroy that target, and if you do, this card cannot declare an attack for the rest of this turn. You can only activate the effect of "Mid-Tier Minion - Boom Boom & Pom Pom" once per turn. 1 "Minion" Tuner + 2 non-Tuner "Minion" monsters. Must first be Synchro Summoned. When this card is Synchro Summoned, you can target 1 Level 4 or lower monster in your opponents GY; Special Summon that target in face-up Attack Position to your side of the field, and if you do, that monsters effects (if any) are negated also, its ATK and DEF are reduced to 0. After this effect resolves, during the End Phase destroy that monster. When this card leaves the field and is sent to the GY (except the turn it was sent there); you can banish this card along with 1 Level 2 "Minion" Tuner monster; Add 1 "The Great Koopa King! - Bowser!" from your Deck to your hand. You can only activate the effect of "The King Never Dies! - Dry-Bowser!" once per turn. 1 "Minion" Tuner + 1 or more non-Tuner "Minion monsters. Must first be Synchro Summoned. Cannot be Special Summoned by other ways. This card cannot be targeted by your opponent's card effects. When this card is Synchro Summoned, you can banish 2 Level 4 or lower "Minion" monsters from your GY, and if you do, Special Summon 1 Level 6 or lower "Mid-Tier Minion" monster from your GY, but its effects are negated. Once per turn, you can half the ATK of another "Minion" monster you control except "High-Tier Minion - Petey Piranha", and if you do, this card gains that amount of ATK until the End Phase. If this card is destroyed by battle or your opponent's card effect; you can Special Summon 1 "Mid-Tier Minion" monster from your GY, but its effects are negated and ATK is reduced to 0. You can only activate the effect of "High-Tier Minion - Petey Piranha" once per turn. 1 "Minion" Tuner + 2 or more non-Tuner "Minion" monsters. Must be Synchro Summoned. Cannot be Special Summoned by other ways. This card cannot be targeted by opponent's card card effects. When this card is Synchro Summoned, you can target 1 Level 5 "Mid-Tier Minion" monster from your Deck; Special Summon that target in face-up Defense Position, but its effects are negated. Once per turn, you can banish 1 Level 4 or lower "Minion" monster from your GY; then, target 1 Level 5 or higher monster your opponent controls, and if you do, lower its ATK equal to the banished monster's ATK until the end of this turn. When this card leaves the field; you can Add 1 "Prodigy of King Koopa! - Bowser Jr!" from your Deck or GY to your hand. You can only activate each effect of "High Tier Minion - The Koopalings!" once per turn. 2 "Minion" Tuners + 1 "The Great Koopa King! - Bowser!". Must be Synchro Summoned using the above materials. Cannot be Special Summoned by other ways. Once per battle, if this card would be destroyed by battle, it is not destroyed. When this card is Synchro Summoned, you can target 1 monster your opponent controls with equal or less ATK than this card; banish that target, and if you do, inflict damage to your opponent equal to half that monster's ATK. Once per turn, you can banish 1 Level 3 or lower "Minion" monster from your GY, and if you do, this card gains half that monster's ATK until the end of this turn. If this card is destroyed by battle or your opponent's card effect; You can target 1 "The Great Koopa King! - Bowser!" in your GY; Special Summon that target ignoring its Summoning Conditions. You can only activate the effect of "The Fierce Koopa King! - Giga Bowser!" once per turn. 2 Level 6 Beast-type monsters. When this card is Xyz Summoned, you can Add 1 Level 6 or lower Beast or Beast-Warrior monster from your GY to your hand, and if you do, you cannot activate monster effects with the same name as the added card until the end of this turn. Once during your Battle Phase, you can detach 1 Xyz material from this card; this card gains 400 ATK until the end of the Damage Step. You can only activate the effect of "The Block Guy's Dog - Broggy" once per turn. 3 Level 6 monsters. Must be Xyz Summoned. Cannot be Special Sumnoned by other ways. This card cannot be targeted by your opponents card effects. When this card is Xyz Summoned, Flip a coin, and if you do, apply one of these effects based on the result. ● Heads: Add 1 Spell card that specifically lists "Minion" or "Koopa King" in its text from your Deck to your hand. ● Tails: Add 1 Trap card that specifically lists "Minion" or "The Great Koopa King! - Bowser!" in its text from Deck to your hand. If this card would be destroyed by your opponent's card (battle or card effect); you can detach 1 Xyz material from this card; negate the activation, and if you do, destroy that card. You can only use the effect of "Bowser Jr. - Leader of the Koopalings" once per turn. 2 Level 8 Beast-type monsters. Must first be Xyz Summoned. This card cannot be destroyed by battle. If this card destroys an opponent's monster by battle, this card can make a second attack during your Battle Phase. When this card is Xyz summoned you can target 1 banished "Mid-Tier Minion" or "High-Tier Minion" monster; this card gains half the ATK of that banished monster until the end of this turn. When this card would be destroyed by your opponent's card effect; you can detach 1 Xyz material from this card; negate the activation, and if you do, banish that card. When this card is destroyed by your opponent's card effect; You can target 1 "The Great Koopa King! - Bowser!" in your GY; Special Summon that target ignoring its Summoning Conditions. You can only activate the effect of "The Beast Awoken - Fury Bowser!!!" once per turn. 2 Level 8 Beast-type monsters. Must first be Xyz Summoned. This card cannot be destroyed by your opponent's card effects. During your Battle Phase, when this card declares an attack, your opponent cannot activate set Spell/Traps they control, until the end of the Battle Phase. When this card is Xyz Summoned, you can target 1 banished Level 2 or lower "Minion" monster; this card gains ATK equal to that banished monster's ATK until the end of your opponent's next turn. If this card would be destroyed by battle; you can detach 1 Xyz material, and if you do, this card is not destroyed by battle. When this card is destroyed by battle; You can target 1 "The Great Koopa King! - Bowser!" in your GY; Special Summon that target ignoring its Summoning Conditons. You can only activate the effect of "Two Worlds Collide - Shiny RoboBowser!!!" once per turn. 3 Level 9 monsters. You can only Xyz Summon this card by using 1 "The Beast Awoken - Fury Bowser!!!" you control as material. (Transfer its materials to this card.). Cannot be used as material for an Xyz Summon. Cannot be Special Summoned by other ways. Once per turn, you can detach 1 Xyz material from this card; destroy all monsters your opponent controls with equal or less ATK than this card. If this Xyz Summoned card leaves the field by battle or your opponent's card effect; Banish this card then, target 1 "The Beast Awoken - Fury Bowser!!!" in your GY; Special Summon that target. You can only activate the effect of "Digital Wyrm's Vessel - MegaDragonBowser!!!" once per Duel. 3 Level 9 monsters. You can only Xyz Summon this card by using 1 "Two Worlds Collide - Shiny RoboBowser!!!" you control as material. (Transfer its materials to this card.) Cannot be used as Material for an Xyz Summon. Cannot be Special Summoned by other ways. This card must attack if able. Once per turn, you can detach 1 Xyz material from this card; destroy all Spell/Traps your opponent controls, and if you do, inflct 500 damage to your opponent for each. During the End Phase if this card declared an attack; banish this card. When this card is banished; you can target 1 "Two Worlds Collide - Shiny RoboBowser!!!" in your GY; Special Summon that target. You can only activate the effect of "The Power of a God! - Dreamy Bowser!!!" once per Duel.
  2. NOTE: All Zodiac Dragons, except Ophiuchus, have been UPDATED. Pendulum Effect: When an opponent's card effect is activated that would target a "Zodiac Dragon" you control: You can negate that card's effect until the End Phase. You can only use this card's Pendulum effect once per turn. Normal Effect: When an opponent's card effect is activated, while this card is face-up on the field, you can negate that card's effect until the End Phase. You can only use this card's effect once per turn. If this card is sent from the field to the Extra Deck, you can activate 1 of these effects: * Add 1 "Zodiac" card from your Deck to your hand. * Target 1 "Zodiac" card in your Graveyard, shuffle it into the Deck. Pendulum Effect: When an opponent's monster attacks a "Zodiac Dragon" monster you control, you can negate that monster's attack. You can only use this card's Pendulum effect once per turn. Normal Effect: While this card you control is in Face-Up Defense Position, your opponent cannot battle other "Zodiac Dragon" monsters you control, except this card. If this card is sent from the field to the Extra Deck, you can activate 1 of these effects: * Add 1 "Zodiac" card from your Deck to your hand. * Target 1 "Zodiac" card in your Graveyard, shuffle it into the Deck. Pendulum Effect: During each player's turn (Quick Effect): You can target 1 "Zodiac Dragon" you control, that monster cannot be targeted by Spell/Trap card effects until the end of this turn. You can only use this card's Pendulum effect once per turn. Normal Effect: This Face-Up card cannot be targeted by Spell/Trap card effects. If this card is sent from the field to the Extra Deck, you can activate 1 of these effects: * Add 1 "Zodiac" card from your Deck to your hand. * Target 1 "Zodiac" card in your Graveyard, shuffle it into the Deck. Pendulum Effect: Once per turn, during each of your Standy Phases: Gain 200 Life poitns or inflict 200 damage to the opponent x each "Zodiac" or "Mythological" monster you control in the Monster Zones and in the Pendulum Zones. Normal Effect: During either player's turn, you can target 1 monster your opponent controls, and if you do, use 1 of the following effects: * Gain Life Points equal to that monster's ATK/DEF. * Reduce it's ATK/DEF by half. * Inflict damage to the opponent equal to that monster's ATK/DEF. You can only use each "Zodiac Dragon - Scorpius" effect per turn, and only once that turn. This card cannot attack the turn 1 of these effects was activated. If this card is sent from the field to the Extra Deck, you can activate 1 of these effects: * Add 1 "Zodiac" card from your Deck to your hand. * Target 1 "Zodiac" card in your Graveyard, shuffle it into the Deck. Pendulum Effect: Once per turn: You can target 1 "Mythological" monster in your Graveyard; add it to your hand. Normal Effect: If this card is Special Summoned, you can Special Summon (from your hand) 1 "Mythological" monster. If this card is Pendulum Summoned, you can Special Summon 1 "Mythological" monster from the Graveyard. You can only use each "Zodiac Dragon - Capricorn" per turn, and only once that turn. If this card is sent from the field to the Extra Deck, you can activate 1 of these effects: * Add 1 "Zodiac" card from your Deck to your hand. * Target 1 "Zodiac" card in your Graveyard, shuffle it into the Deck. Pendulum Effect: During each of your Standy Phases, place 1 Aurora Counter on this card. During your Main Phase: Remove 3 Aurora Counters from this card, and if you do, Special Summon it to the Main Monster Zone. You can only use this card's Pendulum Effect once per turn. Normal Effect: When this card is Special Summoned, place 2 Aurora Counters on it. If this card is Pendulum Summoned, place 3 Aurora Counters on it. During either player's turn, each time a "Zodiac" card effect is activated: Place 1 Aurora Counter on this card. Once per turn: You can remove as many Aurora Counters as posible from this card, then target 1 "Zodiac Dragon" in the Graveyard or Face-Up on the Extra Deck whose Level is equal to the number of Aurora Counters removed, and if you do, Special Summon it to the Field, but it has it's effects negated. If this card is sent from the field to the Extra Deck, you can activate 1 of these effects: * Add 1 "Zodiac" card from your Deck to your hand. * Target 1 "Zodiac" card in your Graveyard, shuffle it into the Deck. 1 "Zodiac Dragon" + 1 LIGHT monster Pendulum Effect: Once per turn: You can destroy 1 Spell/Trap card or monster your opponent controls. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: Must be Fusion Summoned first, then it can be Pendulum Summoned. When a card's effect is activated: You can destroy 1 Spell/Trap card on the field, and if you do, add 1 Spell/Trap from your Deck to your hand. When a card's effect is activated: You can destroy 1 monster on the field, and if you do, inflict damage to the owner equal to the monster's ATK. You can only use each "Zodiac Dragon - Gemini" effect per turn, and only once that turn. If this card is destroyed by battle or by card effects: You can target 1 "Zodiac" in your Graveyard, shuffle it into the Deck, and then place this card im your Pendulum Zone. 1 "Zodiac Dragon" + 1 WATER monster Pendulum Effect: During each of your Standy Phases, place 1 Aurora Counter on this card. Once per turn: You can remove a number of Arcadian Counters from this card, then target 1 monster you control, and if you do, reduce or increase it's Level equal to the number of Aurora Counters removed. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: Must be Fusion Summoned first, then it can be Pendulum Summoned. When this card is Fusion Summoned: You can add 1 "Zodiac" card form the Graveyard to your hand. During each of your Standy Phases, you can place 1 Aurora Counter on this card. If this Face-Up card would be destroyed, remove 1 Aurora Counter from this card instead. This card gains 200 ATK and DEF x each Aurora Counter on this card. If this card is destroyed by battle or by card effects: You can target 1 "Zodiac" in your Graveyard, shuffle it into the Deck, and then place this card im your Pendulum Zone. 1 "Mythological" Tuner monster + 1 or more non-Tuner monsters Pendulum Effect: Once per turn: You can target 1 monster your opponent controls: It loses 1000 ATK/DEF depending it's Face-Up position. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: Must be Synchro Summoned first, then it can be Pendulum Summoned. When this card is Special Summoned, all monsters your opponent controls lose 1000 ATK/DEF depending their Face-Up positions. Once per turn: When this card destroy a monster by battle, it can make a second attack on another monster. If this card is destroyed by battle or by card effects: You can target 1 "Zodiac" in your Graveyard, shuffle it into the Deck, and then place this card im your Pendulum Zone. 1 "Mythological" Tuner monster + 1 or more non-Tuner monsters Pendulum Effect: During your Main Phase: You can target 1 card your opponent controls, destroy it and it cannot activate it's effect. You can only use this card's Pendulum Effect once per turn. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: Once per turn, when a card's effect is activated: Negate the activation, and if you do, destroy that card. This card cannot attack the turn this effect was activated. If this card is destroyed by battle or by card effects: You can target 1 "Zodiac" in your Graveyard, shuffle it into the Deck, and then place this card im your Pendulum Zone. 2 Level 6 "Zodiac Dragon" or "Mythological" monsters Pendulum Effect: Once per turn: You can target 1 "Zodiac" or "Mythological" card in the Graveyard, and add it to your hand. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: If you can Pendulum Summon Level 6, you can Pendulum Summon this Face-Up card in your Extra Deck. Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of the following effects: * Target 1 "Zodiac Dragon" or "Mythological" monster in your Graveyard, add it to your hand or place it Face-Up in your Extra Deck. * Special Summon 1 Face-Up "Zodiac Dragon" in your Extra Deck. If this card is destroyed by battle or by card effects: You can target 1 "Zodiac" in your Graveyard, shuffle it into the Deck, and then place this card im your Pendulum Zone. 2 Level 4 "Zodiac Dragon" or "Mythological" monsters Pendulum Effect: Once per turn: You can target 1 Face-Up monster your opponent controls; reduce it's ATK by half, and if you do, target 1 monster you control, increase it's ATK by the same amount. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: If you can Pendulum Summon Level 4, you can Pendulum Summon this Face-Up card in your Extra Deck. Once per turn: You can detach 1 Xyz Material from this card, then target 1 Face-Up monster your oppoent controls, reduce it's ATK by half, and if you do, increase this card's ATK by the same amount. If this card is destroyed by battle or by card effects: You can target 1 "Zodiac" in your Graveyard, shuffle it into the Deck, and then place this card im your Pendulum Zone. "Zodiac Dragon - Ophiuchus" Effect: Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 12 "Zodiac Dragon" Pendulum Monsters (each one with different names) from the field (including the Pendulum Zones) and/or Face-Up on the Extra Deck. This card cannot be targeted by card effects. If this card leaves the field: Destroy all cards on the field; and if you do, Special Summon 5 "Zodiac Dragon" Pendulum Monsters (except Fusion, Synchro, and Xyz) that were banished, but their original ATK become 1000, and shuffle the rest to the Deck. (HINT: "O'sofos" means "The Wise" in Greek; and it's not an actual constellation, but I wished it was.) Effect: Once per turn, apply 1 of the following effects: * You can declare a Level from 1 to 6: this card becomes that Level until the End Phase. * You can reveal 1 monster in your Deck or hand, send it to the Graveyard; and if you do, this card's Attribute and Type becomes that monster's original Attribute and Type until the End Phase. Effect: If you control a "Mythological" or "Zodiac Dragon" monster, you can Special Summon this card (from your hand) in Face-Up Defense Position; and if you do, place 2 Aurora Counters on this card. This card gains 500 DEF x each Aurora Counter on it. You can only Special Summon "Mythological Tarandus Rangifer" once per turn this way. Effect: You can Special Summon this card (from your hand) if there's at least 1 "Mythological" monster in your Graveyard, except "Mythological Pavo". You can only Special Summon "Mythological Pavo" once per turn this way. Once per turn: You can shuffle between 1 to 3 cards from the Graveyard to the Deck, then draw the same amount of cards. Effect: If this card is in the Graveyard, you can send 1 "Zodiac Dragon" from yor Deck to the Graveyard, and if you do, Special Summon this card. Once per turn: You can select 1 Attribute; this card's Attribute becomes the declared Attribute until the End Phase. Effect: This card cannot be targeted by card effects. Once per turn: You can pay 1000 LP; during your Main Phase this turn, you can Normal Summon 1 "Mythological" monster, in addition to your Normal Summon/Set. Effect: If you control a "Mythological" monster, you can Special Summon this card (from your hand), but reduce it's original ATK by 500. If this card would be destroyed by an opponent's card effect: Negate that card's effect and return it to the hand. This card cannot attack the turn this effect was activated. Effect: When this card is Normal or Special Summoned: You can add 1 Level 4 or lower "Mythological" monster from your Deck to your hand. If you control a "Mythological" monster, while this card is in the Graveyard: You can Special Summon this card. You can only use 1 "Mythological Pegasus" effect per turn, and only once that turn. Effect: During your Main Phase: You can send this card from the field to the Graveyard, then target 1 monster your opponent controls; and if you do, destroy it. If you control a "Mythological" Tuner monster, while this card is in the Graveyard: You can Special Summon this card. You can only use 1 "Mythological Phoenix" per turn, and only once that turn. Effect: Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while you control a "Mythological" or "Zodiac Dragon" monster with Aurora Counters on it. During each of your Standy Phases: Place 1 Aurora Counter on this card. This card gains 100 ATK and DEF x each Aurora Counter on it. Once per turn, if this card is used as a Material for a "Zodiac Dragon" monster's summon: You can place Aurora Counters on that card equal to the same number this card had. Effect: You can Normal Summon this card without Tributing, but it's original ATK becomes 1800 and it's original Level becomes 4. When this card battles a monster your opponent controls, whose ATK are higher than this card: You can change that monster's to Defense Position. When this card battles a monster your opponent controls, whose ATK are lower than this card: You can destroy that monster, and if you do, inflict damage equal to that monster's ATK. You can only use 1 "Mythological Ursa Major" per turn, and only once that turn. "The Star Realigner" Effect: Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 10 "Mythological" monsters (each one with different names) from the Graveyard. This card cannot be destroyed by card effects. Each time an opponent's card effect is activated that would target 1 or more monsters you control: You can send 1 "Zodiac Dragon" monster from the Extra Deck to the Graveyard, then negate that card's effect and destroy it. If this card leaves the field: Banish it instead; and if you do, shuffle all banished "Mythological" monster to the Deck, then draw 3 cards. *NEW CARD* Pendulum Effect: During your Standy Phase: Declare a Pendulum Scale from 1 to 10; this card becomes that Pendulum Scale until the end of this turn. Once per turn: You can reveal 1 "Zodiac Dragon" monster in your Extra Deck that requires a "Zodiac Dragon" or "Myhtological" monster as material; and if you do, add from your Deck to your hand a "Zodiac Dragon" or "Mythological" monster that follows the requiered specifications for the revealed monster. Normal Effect: Cannot be Normal Summoned/Set. Must be Pendulum Summoned (from your hand), or be Special Summoned (from your hand) by Tributing 2 "Zodiac Dragon" monsters you control. While this card is face-up onthe field, your opponent cannot target "Zodiac Dragon" monsters you control with card effects, except this card. You can target 1 "Zodiac Dragon" Pendulum monster in your Pendulum Zone, Special Summon it to the field. You can target 1 "Zodiac Dragon" Pendulum monster in your Graveyard or face-up in the Extra Deck, add it to your hand. You can only use 1 "Zodiac Magician" effect per turn, and only once that turn. "Mythological Pegasus" + 1 "Zodiac Dragon" monster Effect: Once per turn: You can target 1 "Mythological" or "Zodiac Dragon" monster in your Deck, send it to the Graveyard; and if you do, target 1 monster your opponent controls, it loses ATK equal to the monster's ATK that was sent to the Graveyard. If this card is destroyed by battle or by card effects: Add to your hand 1 "Mythological Pegasus" in your Graveyard. "Mythological Phoenix" + 1 "Zodiac Dragon" monster Effect: When this card is Fusion Summoned, return all Spell/Trap cards your opponent controls to their hand. Once per turn, during your End Phase: Inflict 500 damage to your opponent x each card in their hand. If this card is destroyed by battle or by card effects: You can target 1 "Mythological Phoenix" in your Graveyard, Special Summon it to the field; and if you do, it's original ATK and DEF are doubled. 1 WATER Tuner monster + 1 "Zodiac Dragon" monster Effect: When this card is Synchro Summoned: Place 2 Aurora Counters on it. This card gains 100 ATK and DEF x each Aurora Counter on it. During either player's turn, when this card would be destroyed by battle: Remove 1 Aurora Counter from this card; and if you do, this card can avoid being destroyed until the End Phase. If this card is destroyed by battle or by card effects: Target 1 WATER monster in your Graveyard, Special Summon it to the field; and if you do, place on it the same amount of Aurora Counters this card had. 2 Level 3 FIRE monsters Effect: You can also Xyz Summon this card by using a "Zodiac Dragon" FIRE monster as one of the Xyz Materials, but the other must be the correct one. Once per turn: You can detach 1 Xyz Material from this card; reveal the top card of your Deck, then if it was a monster, this card gains half of that monster's ATK; and if it was a Spell/Trap card, you can Set it, and you can activate it this turn. If this cars is destroyed by battle or by card effects, while having Xyz Materials: You can shuffle the cards used as Xyz Materials to the Deck; and if you do, destroy cards on the field equal to the number of cards shuffled. 2 Level 4 EARTH monsters Effect: You can also Xyz Summon this card by using a "Zodiac Dragon" EARTH monster as one of the Xyz Materials, but the other must be the correct one. Once per turn, during the Battle Phase: You can detach 1 Xyz Material from this card; this card gains 1000 ATK during damage calculation only. If this card is destroyed by battle or by card effects, while having Xyz Materials: You can target 1 of the cards used as Xyz Materials, Special Summon it to the field; and if you do, that card's ATK and DEF are doubled until the End Phase. Fusion Summon 1 "Zodiac Dragon" Fusion Monster from your Extra Deck, using monsters from your hand or side of the field as Fusion Materials. If Pendulum Monsters would be used as Fusion Materials: They are sent Face-Up to the Extra Deck instead the Graveyard. You can only activate 1 "Zodiac Dragon Fusion" per turn. -UPDATED- Look at the top 3 cards on your Deck, then add to your hand any "Zodiac Dragon" or "Mythological" monsters among them. If this card is in the Graveyard, except the turn it was sent there: You can target 1 "Zodiac Dragon" Pendulum Monster you control, destroy it, and if you do, add this card to your hand. You can only use each "Zodiac Gazer" effect per turn, and only once that turn. -UPDATED- Reveal 3 "Zodiac Dragon" monsters in your Deck, your opponent randomly picks 1 for you to add to your hand, and then shuffle the rest back into the Deck. If this card is in your Graveyard, except the turn it was sent there: You can target up to 3 "Zodiac" or "Mythological" cards in your Graveyard, shuffle them into the Deck; and if you do, add this card to your hand. Once per turn, during either player's turn: You can target 1 monster you control or Face-Up in your Pendulum Zone, shuffle it to the Deck; and if you do, Special Summon 1 "Zodiac Dragon" with the same Level from your Deck or Graveyard, or place it Face-Up in the Pendulum Zone. If you control at least 1 monster card type (Fusion, Synchro, Xyz): Apply the following effect based on that type: * Fusion: Return, from the Graveyard, the Fusion Materials used for the Fusion Summon of a "Zodiac Dragon" you control to the Deck. * Synchro: Return, from the Graveyard, 1 Tuner monster used for the Synchro Summone of a "Zodiac Dragon" you control to the Deck. * Xyz: Target 1 Xyz "Zodiac Dragon" you control, then target 1 monster in your Graveyard whose Level equals to the Xyz Monster's Rank; and if you do, attach it as a Xyz Material. You can only use each effect once per turn. Each time a "Zodiac Dragon" monster would be sent to the Graveyard (from your hand, field or Deck), they are sent Face-Up on the Extra Deck instead. All "Zodiac Dragon" monsters gain ATK and DEF equal to their Level/Rank x 100. Once per turn, during either player's turn: You can send this card from the Field Zone to the Graveyard; all "Zodiac Dragon" monsters you control cannot be destroyed by battle or by card effects until the end of the next turn. All Face-Up monsters you control become WATER monsters. During your Standy Phase: Place 1 Aurora Counter on all WATER monsters on the field. Each time a WATER monster on the field is destroyed by card effects: Place 1 Aurora Counter on this card x each one destroyed. Once per turn: You can remove a number of Aurora Counters from this card, and if you do. target 1 "Mythological" or "Zodiac Dragon" monster in your Graveyard whose Level/Rank is equal to the number of Aurora Counters removed, and Special Summon it, but it has it's effects negated and cannot attack this turn. *NEW CARD* Send the top 5 cards of your Deck to the Graveyard, and apply the following effects: * Special Summon any "Mythological" monster sent to the Graveyard to the field, but they cannot attack this turn. * Add to your hand any "Zodiac Dragon" monster sent to the Graveyard, but you cannot summon them nor place them in your Pendulum Zones this turn. * Any Spell/Trap sent to the Graveyard are shuffled back into the Deck. Activate only when you have 6 or more "Zodiac Dragon" Pendulum Monsters Face-Up on the Extra Deck. You can Special Summon as many Face-Up "Zodiac Dragon" Pendulum Monsters asposible from the Extra Deck, but they cannot attack this turn and they have their effects negated (if any); also destroy them at the end of this turn. When 1 or more "Zodiac Dragon" monsters you control would be destroyed by an opponent's card effect, while this card is in the Graveyard: Banish this card, and if you do, all "Zodiac Dragon" monsters you control cannot be destroyed until the end of this turn. You can only use 1 "The Path Maker" effect per turn, and only once that turn. When a "Zodiac Dragon" or "Mythological monster you control is destroyed by battle or by card effects: You can Special Summon it back to the field, and if you do, that monster cannot be destroyed nor it cannot change battle position. When this card leaves the field, destroy the targeted monster. When the monster leaves the field, destroy this card. When the opponent activates a card effect, apply one of these effects depending of the card type: * SPELL/TRAP: Negate that card's effect and destroy it. * MONSTER: Negate that card's effect; and if you do, it cannot attack this turn. If another card effect is activated as Chain Link to this card: You can use this card's effects one more time in response to that card's effect activation. You can only activate 1 "Cosmic Order" per turn. *NEW CARD* Target 1 "Zodiac Dragon" monster you control; equip this card to it. It gains 500 ATK/DEF, and the following effect (if already has an effect, replace it with this one): While you control another "Zodiac Dragon" monster, this card cannot be attacked by an opponent's monster; and it can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved.
  3. Hello again. Once again I updated this archetype. I had included more cards to this archetype, along with re-making the ones already made through the new Card Maker (the Beta one). I also took the oportunity to fix a little grammar mistake I made. ENJOY! "Arcadian Dragun Child" When this card is Normal or Special Summoned: Place 2 Arcadian Counters on it. Once per turn: You can remove 1 or more Arcadian Counters from this card, then increase it's Level x each Arcadian Counter removed. "Arcadian Kobold Thief" If this card is in your Graveyard: You can target 1 "Arcadian Kobold" monster you control, and if you do, Special Summon this card to the Field; this card's Level becomes the same as the targeted monster's Level. *NEW* "Rune Portal Fragment" When this card is destroyed by battle, and sent to the Graveyard: You can Special Summon 1 "Rune Portal Fragment" from the Deck or your hand; and if you do, increase it's Level by 1 x each time this effect was activated this turn. "Arcadian Kobold Hunter" Cannot be Normal/Special Summoned if you don't control an "Arcadian" monster. If this card is Special Summoned by an "Arcadian Kobold" monster's effects: Target 1 cards on your opponent's hand and send it to the Graveyard; if it was a monster, this card gains 300 ATK. "Arcadian Kobold Mage" If this card is sent from your hand to the Graveyard: Draw 1 card. If this card is on the Graveyard and you control 1 "Arcadian Kobold" Tuner monster: You can Special Summon this card to your side of the field. "Arcadian Kobold Inventor" This card cannot be destroyed by battle. When this card is Normal Summoned: Place 2 Arcadian Counters on it. If this card is Special Summoned: Place 3 Arcadian Counters on it. During either player's turn, when a Spell/Trap or monster's effect is activated that destroyes a card(s) you control: Remove 1 Arcadian Counter from this card; negate the activation of that card's effect, and if you do, destroy that card. "Arcadian Kobold Pyrokinetic Dancer" When this card is Normal Summoned: Place 1 Arcadian Counter on it. If this card is Special Summoned: Place 2 Arcadian Counters on it. If this card is Special Summoned by an "Arcadian Kobold" monster's effects: Place 3 Arcadian Counters on it. This card gains 300 ATK/DEF x each Arcadian Counter on it. *NEW* "Arcadian Kobold Assassin" If you control an "Arcadian" monster with Arcadian Counters on it, you can Special Summon this card (from your hand); and if you do, target 1 "Arcadian" monster with Arcadian Counters on it you control, place Arcadian Counters on this card equal to the same amount as the targetted monster. You can only Special Summon "Arcadian Kobold Assassin" once per turn this way. Once per turn: You can remove 1 Arcadian Counter from this card, during this turn, this card can attack your opponent directly. "Arcadian Kobold Apprentice" When this card is Nomal Summoned: You can Special Summon 1 Level 3 or lower "Arcadian Kobold" monster from your hand. Once per turn: Target 1 "Arcadian" Spell in your Graveyard and add it to your hand. "Arcadian Kobold Knight" If this card is destroyed by battle or by card's effects: You can Special Summon 1 "Arcadian Kobold Soldier" from your hand or Deck. "Arcadian Kobold Paladin" If the opponent declares an attack on 1 "Arcadian Kobold" monster you control and this card is in your hand: You can Special Summon this card form your hand in Defense Position, but it loses 500 ATK; and if you do, switch the attack to this card. If this card is in face-up Defense Position: Level 3 or lower monsters you control cannot be targeted for attacks. "Arcadian Kobold Fighter" When an "Arcadian" monster you control is destroyed by battle or by card's effect: You can Special Summon this card from your hand or from the Graveyard, but it's ATK/DEF are swapped. If this card is destroyed by battle or by card's effects: You can Special Summon 1 "Warrior Spirit Token" (Warrior/LIGHT/Level 4/ATK 0/DEF 2100). You can only use these effects of "Arcadian Kobold Fighter" once per turn. "Arcadian Dragun Mage" Cannot be Normal Summoned/Set. This card can only be Special Summoned (from your hand) by Tributing 1 Level 4 or lower "Arcadian" monsters you control. Once per turn: You can reduce this card's Level by 2 and it's ATK/DEF by 300, then target 1 "Arcadian" monster in your Graveyard and Special Summon it. "Arcadian Dragun Guardian Oru" Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Arcadian" Synchro monster from your field. This card is treated as a Normal monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect: Target 1 "Arcadian" monster in your Graveyard: Send it to the Deck, and if you do, this card gains that monster's effect until it leaves the field. *NEW* "Arcadian Dragun Guardian Uro" Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Arcadian" Synchro monster from your field. This card is treated as a Normal monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect: Once per turn: Target 1 "Arcadian" Tuner monster in your Graveyard, Special Summon it to the field. You must perform an inmediate Synchro Summon with the targeted card for an "Arcadian" Synchro monster. If you cannot, banish the targeted monster, and this card loses 1000 ATK/DEF. "Arcadian Kobold Master Mage" 1 "Arcadian Kobold" Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: Place 1 Arcadian Counter on all "Arcadian" monsters on your side of the field. Once per turn: You can remove 1 Arcadian Counter on the field and place it on this card. This card gains 200 ATK/DEF x each Arcadian Counter on it. Once per turn: You can remove from 1 to 3 Arcadian Counters from this card, then decrease this card's Level equal to the number of Arcadian Counters removed. "Arcadian Dragun Commander" 1 "Arcadian Kobold" Tuner + 1 or more non Tuner monsters This card gains 100 ATK/DEF x each "Arcadian" monster in your Graveyard. Once per turn, if this card has Arcadian Counters on it: Remove 1 Arcadian Counters from this card, then target 1 "Arcadian Kobold" non-Tuner monster in your Graveyard, and if you do, Special Summon it to the Field. "Arcadian Dragun Witch" 1 "Arcadian Dragun Mage" + 1 or more non-Tuner monsters When this card is Synchro Summoned, you can target 1 "Arcadian" monster in your Graveyard: Place Arcadian Counters on this card equal to that monster's Level. Once per turn, you can remove a number of Arcadian Counters form this card: Target 1 monster your opponent controls, reduce that monster's ATK by 200 x each Arcadian Counter removed. As long as this card has Arcadian Counters on it, this card cannot be targeted by card's effects. *NEW* "Arcadian Dragun Guardian Vyronnid" 1 Tuner + 1 "Arcadian Dragun Guardian" monster When this card is Synchro Summoned: Target 1 1 Gemini monster in your Graveyard, shuffle it into the Deck; and if you do, draw 1 card. Once per turn, during your Main Phase: You can remove 1 Arcadian Counter from this card, then target 1 card on the field, destroy it. This card cannot attack the turn this effect was activated. If this card attacks a Defense Position monster, inflict piercing damage. "Kundamur Master of the Arcadian Arts" "Arcadian Dragun Child" + 1 "Arcadian" non-Tuner Synchro monster Cannot be targeted by monster's effects. When this card is Synchro Summoned by using monsters with Arcadian Counters on them: Place a number of Arcadian Counters on this card equal to the total of Arcadian Counters that were on those monsters. Once per turn: You can romve 2 Arcadian Counters from this card, then negate the activation of Spell/Trap Cards' effects until the end of this turn. Once per turn, when a Spell/Trap Cards's effect is activated: Remove 1 Arcadian Counter from this card, negate that card's effect and destroy it. "Dunkamur Shadow of the Arcadian Master" "Arcadian Dragun Child" + 1 "Arcadian" non-Tuner Synchro monster Cannot be targeted by Spell or Trap Card's effects. When this card is Synchro Summoned, by using monsters with Arcadian Counters on them: This card gains 500 ATK/DEF x each Arcadian Counter that were on those monsters. Once per turn, when this card is targeted by a monster's effect: Reduce this card's ATK by 200 and negate that card's effect. Once per turn, you can target 1 Effect monster your opponent controls: Reduce this card's DEF by 200 and negate that monster's effect until the end of this turn. *NEW* "Ancient Arcadian Dragon" (This card's original Level is always treated as 12) Cannot be Synchro Summoned. Must be Special Summoned (from your Extra Deck) by sending 1 or more "Arcadian Dragun" Synchro monster(s) you control to the Graveyard with a total of 12 Arcadian Counters on them, and cannot be Special Summoned by other ways. If Summoned this way, place 12 Arcadian Counters on this card. Once per turn: You can Remove 1 Arcadian Counter from this card, then target 1 "Arcadian Dragun" Synchro monster in the Graveyard, Special Summon it to the field; and if you do, place 1 Arcadian Counter on it. During the End Phase of every turn: Remove 1 Arcadian Counter from this card. This card cannot be destroyed by battle or by card effects while it has Arcadian Counters on it. *NEW* "Arcadian Kobold Forest Shamanist" 2 Level 2 "Arcadian Kobold" monsters Cannot be destroyed by battle while it has Xyz Materials. If this card is Xyz Summoned, place 2 Arcadian Counters on it. This card gains 500 ATK/DEF x each Xyz Material attached to it. Once per turn: You can detach 1 material from this card, Special Summon 1 "Arcadian Kobold Spirit Token" (Fairy/WIND/Level 2/ATK 0/DEF 0). You can also activate this card's effect by removing 1 Arcadian Counter (if any) from it. *NEW* "Arcadian Kobold Pirate" 2 Level 4 "Arcadian Kobold" monsters Cannot be targetted by card effects while it has Xyz Materials. If this card is Xyz Summoned, place 2 Arcadian Counters on it. This card gains 200 ATK/DEF x each Xyz Material attached to it. Once per turn: You can detach 1 material from this card, look at the top card of your opponent's Deck; and if you do, based on that card's type (Monster, Spell or Trap), you can add 1 card of the same type from your Deck to your hand. You can also activate this card's effect by removing 1 Arcadian Counter (if any) from it. *NEW* "Arcadian Dragun Guardian Sephinoth" 2 Level 8 Dragon monsters If this card is Xyz Summoned, place 2 Arcadian Counters on it. This card gains 400 ATK/DEF x each Xyz Material attached to it. If this card would be destroyed by card effects (Quick Effect): You can detach 1 material from this card instead; and if you do, this card cannot attack this turn. You can also activate this card's effect by removing 1 Arcadian Counter (if any) from it. "Arcadian Archives" Discard 1 card from your hand: Add 1 "Arcadian" monster from your Deck to your hand. "Arcadian Return Spell" Target 1 "Arcadian" Tuner monster and 1 "Arcadian" non-Tuner monster in the Graveyard: * Send the Tuner monster to the Deck and Special Summon the non-Tuner monster. * Send the non-Tuner monster to the Deck and Special Summon the Tuner monster. *NEW* "Strength Absortion Spell" Target 1 "Arcadian" monster you control; this turn, if that monster battles or is attacked by an opponent's monster, reduce that monster ATK by half, and increase the "Arcadian" monster you control by the same amount during the damage calculation only. "Arcadian Dark Magic" Once per turn, during your Main Phase 1: Target 1 "Arcadian" monster you control and place 1 Arcadian Counter on it. If an "Arcadian" monster has 4 or more Arcadian Counters, you cannot use this card's effect on it. This card cannot be targeted by other Spell Card's effects. *NEW* "Arcadian Rune Portal" Banish 3 "Rune Portal Fragment" from the Graveyard, then target 1 "Arcadian" Synchro Monster in your Extra Deck, Special Summon it to the field; and if you do, equip this card to that monster. The equipped monster cannot be destroyed by battle or by card effects, and cannot attack your opponent directly. If this card is in the Graveyard, you can banish this card: Shuffle 3 banished "Rune Portal Fragment" into the Deck. "Arcadia" During each of your Standy Phases: Place 1 Arcadian Counter on each monster you control. Each time a card on the field is destroyed: Place 1 Arcadian Counter on this card. Once per turn: Target 1 "Arcadian" monster you control, then remove a number of Arcadian Counters from this card; and if you do, increase that monster's Level x each Arcadian Counter removed. If this face-up card in the Field Zone is sent to the Graveyard while it has Arcadian Counters on it. Target 1 "Arcadian" monster you control, then place on it the same amount of Arcadian Counters this card had. "Arcadian Shrine" If "Arcadia" is on the field while it has Arcadian Counters on it: You can activate this card to send 1 "Arcadia" from the Field Zone to the Graveyard, and if you do, place Arcadian Counters on this card equal to the same amount that the "Arcadia" card had. During each of your Standy Phases: Place 1 Arcadian Counter on this card. Once per turn: Target 1 "Arcadian" Synchro monster in your Graveyard, then remove Arcadian Counters from this card equal to that monster's Level, and if you do, Special Summon it to the Field, but it cannot attack this turn. If this face-up card in the Field Zone is targeted to be destroyed by a card's effect: Remove from play 1 "Arcadia" in your hand or in the Graveyard to negate the activation of that card's effect. *NEW* "Dive out of Danger" When an "Arcadian Kobold" monster(s) would be destroyed by battle or by card effect, until the end of this turn they cannot be destroyed, and all damage received is halved. "Dragun Exitium" Select 1 "Arcadian Dragun" monster or 1 "Kundamur Master of the Arcadian Arts" you control that has Arcadian Counters on it: Remove all Arcadian Counters form it, then destroy cards on the field x each Arcadian Counter removed. The selected monster cannot attack the turn this card was activated. *NEW* "Eternal Battle" Once per duel, until the end of this turn: * If you control 1 "Kundamur Master of the Arcadian Arts", target 1 "Dunkamur Shadow of the Arcadian Master" in the Extra Deck, Special Summon it to the field; and if you do, increase it's ATK/DEF by 500 x each Arcadian Counter placed on the "Kundamur Master of the Arcadian Arts" you control. * If you control 1 "Dunkamur Shadow of the Arcadian Master", target 1 "Kundamur Master of the Arcadian Arts" in the Extra Deck, Special Summon it to the field; and if you do, place Arcadian Counters on that card x each 500 ATK or DEF based on the "Dunkamur Shadow of the Arcadian Master" ATK or DEF you control. "Arcadian Kobold Alchemist" When an "Arcadian Kobold" monster you control is sent from the field to the Graveyard: You can target 1 "Arcadian Kobold" monster in your Graveyard and send it to your Deck: If this card has Arcadian Counters on it: Remove 3 Arcadian Counters from this card and Special Summon it as an Effect Monster (Spellcaster/DARK/Level 2/ATK 200/DEF 100). (This card is also still a Trap). You can only use 1 "Arcadian Kobld Alchemist" effect per turn, and only once that turn. "Arcadian Kobold Blacksmith" When an "Arcadian Kobold" monster is sent from the Graveyard to your Deck: You can add 1 "Arcadian Kobold" monster from your Deck to your hand. If this card has Arcadian Counters on it: Remove 3 Arcadian Counters from this card and Special Summon it as an Effect Monster (Warrior/FIRE/Level 4/ATK 1000/DEF 1700). (This card is also still a Trap). You can only use 1 "Arcadian Kobold Backsmith" effect per turn, and only once that turn.
  4. ________________________________________________________ CLICK HERE TO GET FULL RES. ARTWORK(sta.sh link - 1580 x 2016 dimensions) ________________________________________________________ If you want to get the artwork in full resolution, follow these steps: 1) Click the "CLICK HERE TO GET FULL RES. ARTWORK" right above these steps. It will take you to a DeviantArt sta.sh page. 2) Click on the "Download PNG 1580 x 2016" button on the right. The full-res. download will begin. ________________________________________________________ > This is my stylized version of Ray-V-Xyz 's artwork, "Star Shield Magician". < I want to give you a huge thank you to Ray for giving me permission to use/edit his wonderful artwork, throw my own spin on it, and share it with you all. Credits are not necessary, but very much appreciated (please include Ray-V-Xyz, too, if you do!). ________________________________________________________ TRIVIA: > While Magician of Hope is a collaboration mix between the protagonists' archetypes: Yuma Tsukumo's "Utopias" and Yuya Sakaki's "Magicians", this card is a collaboration mix between Yusei Fudo's "Stardust Dragon" and Yuya Sakaki's "Magicians". > Its armor, weapon, wings, and color scheme are based on "Stardust Dragon". Its cloak is based on Yuya's cloak that he wears in the ARC-V manga. CREDITS/ELEMENTS GATHERED: Konami, Ray-V-Xyz , Google Images Series 10 Proxy Template Creds: 9558able (on DeviantArt) _______________________________________________________
  5. Hey guys, it's me again with a new Archetype. I always wanted to do one that included pendulum cards, but I couldn't think of a proper theme for it. That is until a came across the Zodiac Dragon images. I find these pictures very well drawn and fantastic, I couldn't think of a better theme for a Pendulum Archetype other than this. But of course, if I wanted this Archetype to be versatile, I had to include a sub-Archetype that would work along with this one, hence the Mythological Archetype in the title. Each Zodiac Dragons represent each Zodiac Sign, while the Mythological monster are actual constellations. I hope you guys like these cards and feel free to leave your opinion about any of these cards or the Archetype itself. P.S: I would like to know what each of you think of the Zodiac Dragon from your corresponding Zodiac Sign. Just so you know, I made each of these cards leaving aside my own personal opinion (I still think that each Zodiac Sign are both cool and amazing in their own way) and forgeting about my Zodiac Sign, which is Leo. Lets start with the Zodiac Dragon cards: Pendulum Effect: When an opponent's card effect is activated that would target a "Zodiac Dragon" you control: You can negate that card's effect until the End Phase. You can only use this card's Pendulum effect once per turn. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: When an opponent's card effect is activated, while this card is face-up on the field, you can negate that card's effect until the End Phase. You can only use this card's effect once per turn. If this card is sent from the field to the Extra Deck, you can add 1 "Zodiac" card from your Deck to your hand. Pendulum Effect: When an opponent's monster attacks a "Zodiac Dragon" monster you control, you can negate that monster's attack. You can only use this card's Pendulum effect once per turn. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: While this card you control is in Face-Up Defense Position, your opponent cannot battle other "Zodiac Dragon" monsters you control, except this card. If this card is sent from the field to the Extra Deck, you can add 1 "Zodiac" card from your Deck to your hand. Pendulum Effect: During each player's turn (Quick Effect): You can target 1 "Zodiac Dragon" you control, that monster cannot be targeted by Spell/Trap card effects until the end of this turn. You can only use this card's Pendulum effect once per turn. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: This Face-Up card cannot be targeted by Spell/Trap card effects. If this card is sent from the field to the Extra Deck, you can add 1 "Zodiac" card from your Deck to your hand. Pendulum Effect: Once per turn, during each of your Standy Phases: Gain 200 Life poitns or inflict 200 damage to the opponent x each "Zodiac" or "Mythological" monster you control in the Monster Zones and in the Pendulum Zones. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: During either player's turn, you can target 1 monster your opponent controls, and if you do, use 1 of the following effects: * Gain Life Points equal to that monster's ATK/DEF. * Reduce it's ATK/DEF by half. * Inflict damage to the opponent equal to that monster's ATK/DEF. You can only use each "Zodiac Dragon - Scorpius" effect per turn, and only once that turn. This card cannot attack the turn 1 of these effects was activated. If this card is sent from the field to the Extra Deck, you can add 1 "Zodiac" card from your Deck to your hand. Pendulum Effect: Once per turn: You can target 1 "Mythological" monster in your Graveyard; add it to your hand. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: If this card is Special Summoned, you can Special Summon (from your hand) 1 "Mythological" monster. If this card is Pendulum Summoned, you can Special Summon 1 "Mythological" monster from the Graveyard. You can only use each "Zodiac Dragon - Capricorn" per turn, and only once that turn. If this card is sent from the field to the Extra Deck, you can add 1 "Zodiac" card from your Deck to your hand. Pendulum Effect: During each of your Standy Phases, place 1 Aurora Counter on this card. During your Main Phase: Remove 3 Aurora Counters from this card, and if you do, Special Summon it to the Main Monster Zone. You can only use this card's Pendulum Effect once per turn. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: When this card is Normal Summoned, place 1 Aurora Counter on it. When this card is Special Summoned, place 2 Aurora Counters on it. If this card is Pendulum Summoned, place 3 Aurora Counters on it. Once per turn: You can remove as many Aurora Counters as posible, then target 1 "Zodiac Dragon" in the Graveyard or Face-Up on the Extra Deck whose Level is equal to the number of Aurora Counters removed, and if you do, Special Summon it to the Field, but it has it's effects negated. If this card is sent from the field to the Extra Deck, you can add 1 "Zodiac" card from your Deck to your hand. 1 "Zodiac Dragon" + 1 LIGHT monster Pendulum Effect: Once per turn: You can destroy 1 Spell/Trap card or monster your opponent controls. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: Must be Fusion Summoned first, then it can be Pendulum Summoned. When a card's effect is activated: You can destroy 1 Spell/Trao card on the field, and if you do, add 1 Spell/Trap from your Deck to your hand. When a card's effect is activated: You can destroy 1 monster on the field, and if you do, inflict damage to the owner equal to the monster's ATK. You can only use each "Zodiac Dragon - Gemini" effect per turn, and only once that turn. If this card in the Monster Zone is destroyed by battle or by card effects: You can add 1 "Zodiac" card from your Deck to your hand, and then place this card in your Pendulum Zone. 1 "Zodiac Dragon" + 1 WATER monster Pendulum Effect: During each of your Standy Phases, place 1 Aurora Counter on this card. Once per turn: You can remove a number of Arcadian Counters from this card, then target 1 monster you control, and if you do, reduce or increase it's Level equal to the number of Aurora Counters removed. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: Must be Fusion Summoned first, then it can be Pendulum Summoned. When this card is Fusion Summoned: You can add 1 "Zodiac" card form the Graveyard to your hand. During each of your Standy Phases, you can place 1 Aurora Counter on this card. If this Face-Up card would be destroyed, remove 1 Aurora Counter from this card instead. This card gains 200 ATK and DEF x each Aurora Counter on this card. If this card in the Monster Zone is destroyed by battle or by card effects: You can add 1 "Zodiac" card from your Deck to your hand, and then place this card in your Pendulum Zone. 1 "Mythological" Tuner monster + 1 or more non-Tuner monsters Pendulum Effect: Once per turn: You can target 1 monster your opponent controls: It loses 1000 ATK/DEF depending it's Face-Up position. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: Must be Synchro Summoned first, then it can be Pendulum Summoned. When this card is Special Summoned, all monsters your opponent controls lose 1000 ATK/DEF depending their Face-Up positions. Once per turn: When this card destroy a monster by battle, it can make a second attack on another monster. If this card in the Monster Zone is destroyed by battle or by card effects: You can add 1 "Zodiac" card from your Deck to your hand, and then place this card in your Pendulum Zone. 1 "Mythological" Tuner monster + 1 or more non-Tuner monsters Pendulum Effect: During your Main Phase: You can target 1 card your opponent controls, destroy it and it cannot activate it's effect. You can only use this card's Pendulum Effect once per turn. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: Once per turn, when a card's effect is activated: Negate the activation, and if you do, destroy that card. This card cannot attack the turn this effect was activated. If this card in the Monster Zone is destroyed by battle or by card effects: You can add 1 "Zodiac" card from your Deck to your hand, and then place this card in your Pendulum Zone. 2 Level 6 "Zodiac Dragon" or "Mythological" monsters Pendulum Effect: Once per turn: You can target 1 "Zodiac" or "Mythological" card in the Graveyard, and add it to your hand. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: If you can Pendulum Summon Level 6, you can Pendulum Summon this Face-Up card in your Extra Deck. Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of the following effects: * Target 1 "Zodiac Dragon" or "Mythological" monster in your Graveyard, add it to your hand or place it Face-Up in your Extra Deck. * Special Summon 1 Face-Up "Zodiac Dragon" in your Extra Deck. If this card in the Monster Zone is destroyed by battle or by card effects: You can add 1 "Zodiac" card from your Deck to your hand, and then place this card in your Pendulum Zone. 2 Level 4 "Zodiac" or "Mythological" monsters Pendulum Effect: Once per turn: You can target 1 Face-Up monster your opponent controls; reduce it's ATK by half, and if you do, target 1 monster you control, increase it's ATK by the same amount. If this card is sent from the Pendulum Zone to the Extra Deck: You can add 1 "Zodiac" card from your Deck to your hand. Normal Effect: If you can Pendulum Summon Level 4, you can Pendulum Summon this Face-Up card in your Extra Deck. Once per turn: You can detach 1 Xyz Material from this card, then target 1 Face-Up monster your oppoent controls, reduce it's ATK by half, and if you do, increase this card's ATK by the same amount. If this card in the Monster Zone is destroyed by battle or by card effects: You can add 1 "Zodiac" card from your Deck to your hand, and then place this card in your Pendulum Zone. "Zodiac Dragon - Ophiuchus" Effect: Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 12 "Zodiac Dragon" Pendulum Monsters (each one with different names) from the field (including the Pendulum Zones) and/or Face-Up on the Extra Deck. This card cannot be targeted by card effects. If this card leaves the field: Destroy all cards on the field; and if you do, Special Summon 5 "Zodiac Dragon" Pendulum Monsters (except Fusion, Synchro, and Xyz) that were banished, but their original ATK become 1000, and shuffle the rest to the Deck. And now the Mythological cards along with the rest: (HINT: "O'sofos" means "The Wise" in Greek; and it's not an actual constellation, but I wished it was.) Effect: Once per turn, apply 1 of the following effects: * You can declare a Level from 1 to 6: this card becomes that Level until the End Phase. * You can reveal 1 monster in your Deck or hand, send it to the Graveyard; and if you do, this card's Attribute and Type becomes that monster's original Attribute and Type until the End Phase. Effect: If you control a "Mythological" or "Zodiac Dragon" monster, you can Special Summon this card (from your hand) in Face-Up Defense Position; and if you do, place 2 Aurora Counters on this card. This card gains 500 DEF x each Aurora Counter on it. You can only Special Summon "Mythological Tarandus Rangifer" once per turn this way. Effect: You can Special Summon this card (from your hand) if there's at least 1 "Mythological" monster in your Graveyard, except "Mythological Pavo". You can only Special Summon "Mythological Pavo" once per turn this way. Once per turn: You can shuffle between 1 to 3 cards from the Graveyard to the Deck, then draw the same amount of cards. Effect: If this card is in the Graveyard, you can send 1 "Zodiac Dragon" from yor Deck to the Graveyard, and if you do, Special Summon this card. Once per turn: You can select 1 Attribute; this card's Attribute becomes the declared Attribute until the End Phase. Effect: This card cannot be targeted by card effects. Once per turn: You can pay 1000 LP; during your Main Phase this turn, you can Normal Summon 1 "Mythological" monster, in addition to your Normal Summon/Set. Effect: If you control a "Mythological" monster, you can Special Summon this card (from your hand), but reduce it's original ATK by 500. If this card would be destroyed by an opponent's card effect: Negate that card's effect and return it to the hand. This card cannot attack the turn this effect was activated. Effect: When this card is Normal or Special Summoned: You can add 1 Level 4 or lower "Mythological" monster from your Deck to your hand. If you control a "Mythological" monster, while this card is in the Graveyard: You can Special Summon this card. You can only use 1 "Mythological Pegasus" effect per turn, and only once that turn. Effect: During your Main Phase: You can send this card from the field to the Graveyard, then target 1 monster your opponent controls; and if you do, destroy it. If you control a "Mythological" Tuner monster, while this card is in the Graveyard: You can Special Summon this card. You can only use 1 "Mythological Phoenix" per turn, and only once that turn. Effect: Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while you control a "Mythological" or "Zodiac Dragon" monster with Aurora Counters on it. During each of your Standy Phases: Place 1 Aurora Counter on this card. This card gains 100 ATK and DEF x each Aurora Counter on it. Once per turn, if this card is used as a Material for a "Zodiac Dragon" monster's summon: You can place Aurora Counters on that card equal to the same number this card had. Effect: You can Normal Summon this card without Tributing, but it's original ATK becomes 1800 and it's original Level becomes 4. When this card battles a monster your opponent controls, whose ATK are higher than this card: You can change that monster's to Defense Position. When this card battles a monster your opponent controls, whose ATK are lower than this card: You can destroy that monster, and if you do, inflict damage equal to that monster's ATK. You can only use 1 "Mythological Ursa Major" per turn, and only once that turn. "The Star Realigner" Effect: Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 10 "Mythological" monsters (each one with different names) from the Graveyard. This card cannot be destroyed by card effects. Each time an opponent's card effect is activated that would target 1 or more monsters you control: You can send 1 "Zodiac Dragon" monster from the Extra Deck to the Graveyard, then negate that card's effect and destroy it. If this card leaves the field: Banish it instead; and if you do, shuffle all banished "Mythological" monster to the Deck, then draw 3 cards. "Mythological Pegasus" + 1 "Zodiac Dragon" monster Effect: Once per turn: You can target 1 "Mythological" or "Zodiac Dragon" monster in your Deck, send it to the Graveyard; and if you do, target 1 monster your opponent controls, it loses ATK equal to the monster's ATK that was sent to the Graveyard. If this card is destroyed by battle or by card effects: Add to your hand 1 "Mythological Pegasus" in your Graveyard. "Mythological Phoenix" + 1 "Zodiac Dragon" monster Effect: When this card is Fusion Summoned, return all Spell/Trap cards your opponent controls to their hand. Once per turn, during your End Phase: Inflict 500 damage to your opponent x each card in their hand. If this card is destroyed by battle or by card effects: You can target 1 "Mythological Phoenix" in your Graveyard, Special Summon it to the field; and if you do, it's original ATK and DEF are doubled. 1 WATER Tuner monster + 1 "Zodiac Dragon" monster Effect: When this card is Synchro Summoned: Place 2 Aurora Counters on it. This card gains 100 ATK and DEF x each Aurora Counter on it. During either player's turn, when this card would be destroyed by battle: Remove 1 Aurora Counter from this card; and if you do, this card can avoid being destroyed until the End Phase. If this card is destroyed by battle or by card effects: Target 1 WATER monster in your Graveyard, Special Summon it to the field; and if you do, place on it the same amount of Aurora Counters this card had. 2 Level 3 FIRE monsters Effect: You can also Xyz Summon this card by using a "Zodiac Dragon" FIRE monster as one of the Xyz Materials, but the other must be the correct one. Once per turn: You can detach 1 Xyz Material from this card; reveal the top card of your Deck, then if it was a monster, this card gains half of that monster's ATK; and if it was a Spell/Trap card, you can Set it, and you can activate it this turn. If this cars is destroyed by battle or by card effects, while having Xyz Materials: You can shuffle the cards used as Xyz Materials to the Deck; and if you do, destroy cards on the field equal to the number of cards shuffled. 2 Level 4 EARTH monsters Effect: You can also Xyz Summon this card by using a "Zodiac Dragon" EARTH monster as one of the Xyz Materials, but the other must be the correct one. Once per turn, during the Battle Phase: You can detach 1 Xyz Material from this card; this card gains 1000 ATK during damage calculation only. If this card is destroyed by battle or by card effects, while having Xyz Materials: You can target 1 of the cards used as Xyz Materials, Special Summon it to the field; and if you do, that card's ATK and DEF are doubled until the End Phase. Fusion Summon 1 "Zodiac Dragon" Fusion Monster from your Extra Deck, using monsters from your hand or side of the field as Fusion Materials. If Pendulum Monsters would be used as Fusion Materials: They are sent Face-Up to the Extra Deck instead the Graveyard. You can only activate 1 "Zodiac Dragon Fusion" per turn. Look at the top 3 cards on your Deck, then add to your hand any "Zodiac Dragon" or "Mythological" monsters among them. If this card is in the Graveyard: You can target 1 "Zodiac Dragon" Pendulum Monster you control, destroy it, and if you do, add this card to your hand. You can only use each "Zodiac Gazer" effect per turn, and only once that turn. Reveal 3 "Zodiac Dragon" monsters in your Deck, your opponent randomly picks 1 for you to add to your hand, and then place the rest Face-Up in the Extra Deck. Once per turn, during either player's turn: You can target 1 monster you control or Face-Up in your Pendulum Zone, shuffle it to the Deck; and if you do, Special Summon 1 "Zodiac Dragon" with the same Level from your Deck or Graveyard, or place it Face-Up in the Pendulum Zone. If you control at least 1 monster card type (Fusion, Synchro, Xyz): Apply the following effect based on that type: * Fusion: Return, from the Graveyard, the Fusion Materials used for the Fusion Summon of a "Zodiac Dragon" you control to the Deck. * Synchro: Return, from the Graveyard, 1 Tuner monster used for the Synchro Summone of a "Zodiac Dragon" you control to the Deck. * Xyz: Target 1 Xyz "Zodiac Dragon" you control, then target 1 monster in your Graveyard whose Level equals to the Xyz Monster's Rank; and if you do, attach it as a Xyz Material. You can only use each effect once per turn. Each time a "Zodiac Dragon" monster would be sent to the Graveyard (from your hand, field or Deck), they are sent Face-Up on the Extra Deck instead. All "Zodiac Dragon" monsters gain ATK and DEF equal to their Level/Rank x 100. Once per turn, during either player's turn: You can send this card from the Field Zone to the Graveyard; all "Zodiac Dragon" monsters you control cannot be destroyed by battle or by card effects until the end of the next turn. All Face-Up monsters you control become WATER monsters. During your Standy Phase: Place 1 Aurora Counter on all WATER monsters on the field. Each time a WATER monster on the field is destroyed by card effects: Place 1 Aurora Counter on this card x each one destroyed. Once per turn: You can remove a number of Aurora Counters from this card, and if you do. target 1 "Mythological" or "Zodiac Dragon" monster in your Graveyard whose Level/Rank is equal to the number of Aurora Counters removed, and Special Summon it, but it has it's effects negated and cannot attack this turn. Activate only when you have 6 or more "Zodiac Dragon" Pendulum Monsters Face-Up on the Extra Deck. You can Special Summon as many Face-Up "Zodiac Dragon" Pendulum Monsters asposible from the Extra Deck, but they cannot attack this turn and they have their effects negated (if any); also destroy them at the end of this turn. When 1 or more "Zodiac Dragon" monsters you control would be destroyed by an opponent's card effect, while this card is in the Graveyard: Banish this card, and if you do, all "Zodiac Dragon" monsters you control cannot be destroyed until the end of this turn. You can only use 1 "The Path Maker" effect per turn, and only once that turn. When a "Zodiac Dragon" or "Mythological monster you control is destroyed by battle or by card effects: You can Special Summon it back to the field, and if you do, that monster cannot be destroyed nor it cannot change battle position. When this card leaves the field, destroy the targeted monster. When the monster leaves the field, destroy this card. I know this Archetype doesn't have that many Spells and Traps, but it's still a work in progress. So far these are all I have done until now. I am planing to do more in the future (preferable more Spells and Traps, rather than monsters).
  6. I don't particularly know what playstyle I was going for with this art. I thought maybe anti-Graveyard, but I've done that to death. I'll save that for a future card. So I figured anti-DARK! Haven't done that one as often. If you feel this card should be a little more fair or strong, leave a friendly suggestion. Ariel, Vanquisher of Evils LIGHT Level 7 Warrior/ Synchro/ Effect ATK: 2400 DEF: 1700 1 Tuner + 1+ non-Tuner monsters Negate the activated effects of DARK monsters your opponent controls. Once per turn (Quick Effect): You can banish 1 Tuner monster from your GY; banish 1 DARK monster on the field.
  7. https://www.deviantart.com/primeacejohn/art/Galaxy-Eyes-Photon-Quark-Synchron-874359417 https://www.deviantart.com/primeacejohn/art/Galaxy-Eyes-Starmirage-Dragon-874379868 ________________________________________________________ These cards came from a submitted suggestion from my suggestion box. If you'd like to see certain cards/content on this page, drop it in the suggestion box. You can access the link to the suggestion box from this post. Please read rules/clarifications before submitting your suggestion. ________________________________________________________ Galaxy-Eyes Photon Quark Synchron LIGHT | [Level 1] [Dragon / Tuner / Effect] If you control no monsters, or all monsters you control are "Galaxy" and/or "Photon" monsters: You can Special Summon this card from your hand. If this card is Special Summoned: You can add 1 Level 4 or lower "Photon" or "Galaxy" monster from your Deck to your hand. If an Xyz monster(s) you control would be destroyed, you can banish this card from your GY instead. You can only use each effect of "Galaxy-Eyes Photon Quark Synchron" once per turn. ATK/ 300 DEF/ 250 _______________________ Galaxy-Eyes Starmirage Dragon LIGHT | [Level 9] [Dragon / Synchro / Effect] 1 LIGHT Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 "Galaxy" or "Photon" monster from your Deck, and if you do, this card's Level and Type becomes that monster's Level and Type on the field. You can only use this effect of "Galaxy-Eyes Starmirage Dragon'' once per turn. A "Galaxy-Eyes'' Xyz Monster that has this card as a material gains this effect: ● Once per turn: You can detach 1 material from this card; add 1 Spell/Trap from your Deck to your hand that specifically lists the card "Galaxy-Eyes Photon Dragon" in its text. ATK/ 3200 DEF/ 2500 ________________________________________________________ TRIVIA: - The name, "Galaxy-Eyes Photon Quark Synchron", is inspired by a type of elementary particle known as a quark. Artworks are formed/designed by me Edits are done by me CREDITS/ELEMENTS GATHERED: Konami, Bushiroad, DeNa, Google Images Card details inspired/taken from: BDSceptyr (on DeviantArt) --- the winner of the effect contest #3 Card details also inspired/taken from: BatMed (on DeviantArt) Helped judge the contest: BatMed (on DeviantArt) Series 10 Proxy Template Creds: 9558able (on DeviantArt)
  8. I am working on an archetype with gimmicks based around the turn counter with a few linking cards (dice, LP gain, and level 2 beast) Time sorcerer kari: level 3 Dark Spellcaster Tuner 500/800 Quick effect: if the turn counter is greater than the number of cards in your deck, special summon this card. If this card is successfully special summoned by it’s own effect send 2 cards on your opponents field to the top of the deck(they choose the order) and draw 2 cards. Lucky time: Field spell Once per standby phase, you can roll a die and add the result to the turn counter for the remainder of the turn. If this card is sent to the GY increase the turn counter by one. Once per a turn, except the turn this card was sent to the GY, you can banish this card to increase the turn counter by one and add a time card from your deck to your hand. Time sorcerer kanja: Level 2 Dark Spellcaster ?/? Once during each standby phase add 1 time counter to this card. This card's attack is equal to the number of counters on this card times the turn counter times 100 Father time: Level 7 light Spellcaster 2500/2000 This card is always treated as a time sorcerer. Apply the following effects based on the turn counter: 4 or less: you can special summon this card from your hand, if you do add one time sorcerer from your deck to your hand. 5 or more: (quick effect) you can synchro summon using cards you control. 10 or more: this card is unaffected by your opponent’s card effects and this card can be treated as level six for the synchro summon of a time sorcerer. Time limit: Continuous spell Each player can only activate a number of effects equal to the highest value of the turn counter on that turn. Players that controlled a time sorcerer at any part of the turn ignore this effect Time sorcerer barrage: Spell Excavate cards from the top of the deck equal to the turn counter apply these affects according to the number of revealed time sorcerer monsters 0: shuffle the deck and end the turn 1 or more: replace the excavated cards on top of the deck in any order 2 or more: add one revealed time card to your hand 7 or more: special summon 1 time sorcerer from your deck and hand “Time sorcerer barrage” can only be activated once per a turn. Chance time reload: Counter trap activate when your opponent activates an effect roll a die if the turn counter is a multiple of the result draw a number of cards equal to the result, if you do, negate the effect activated and destroy the source (Can be activated from the hand when the turn counter is 1-6). Level 4 time sorcerer shii: Light Spellcaster 1400/1800 Both players can only summon and control monsters whose combined total level is equal to the the turn counter. If a player controls monsters whose total level exceeds the turn counter. They must return the exceeding amount to the hand Time sorcerer SOH: Level 2 Spellcaster When the turn counter is less than 4, neither player can activate effects from the hand More than 5 both players play with their hands revealed More than 7 once during each players standby phase they add one card from another players hand to their own. Time strike spell Deal 100 damage x turn counter If the turn counter changes by card effect shuffle this card into the deck and draw a card. “Time strike” can only be activated once per a turn Time sorcerer tsundere: Level 2 Spellcaster 800/800 Quick effect: once per a turn when a monster is summoned; increase the turn counter by 1, increase this cards attack and defense by 800, increase one monsters level by 2 Chronos creator of time: level 10 Spellcaster Synchro Light 3000/3500 1 tuner and 1+non tuner This card is treated as father time while on the field or in the GY. If summoned with at least one spellcaster cannot be targeted by card effects If summoned with at least 2 time sorcerers control cannot change and this card cannot be tributed. If summoned with father time once per a turn increase the turn counter by one and if you do a one time card in your GY to your hand. Time sorcerer han kusari: level 4 Light 2000/2000 Quick effect as a chain 2 or higher special summon this card from your hand, if you do, negate all effects in the chain increase the turn counter by one(edited) Time sorcerer pacetinne: Level 5 synchro tuner Light sorcerer level 3 tuner & level 2 monster On the third turn after this card’s summon destroy this card. Neither player can add cards to the field or to the hand outside the draw phase.(quick effect) the turn this card leaves the field no matter where it is synchro summon using this card as material and send this card to the GY. Time sorcerer cat tacticry: Level 5 dark beast synchro When this card is summoned all monsters gain a beast counter. Monsters with a beast that were originally not spellcasters become level 2 beasts and can’t change their battle positions. If a player that controls a level 2 beast activates a card effect, they must tribute one level 2 beast and the effect is negated.(edited) Time sorcerer ennoble ceve: level 7 4000/4000 Light sorcerer 1 tuner & 1+ non tuner If you went first, this card can only be summoned on an even turn. If you went second, this card can only be summoned on an odd turn. Unaffected by opponent’s card effects. Whenever battle damage would be dealt the opponent gains life equal to the damage instead. When LP is gained or the turn counter changes. this card games a life time counter. When this card leaves the field you can either add one monster from your deck or GY to your hand whose level is less than or equal to the number of life counters on this card or add special summon a time sorcerer from your deck whose level is less than or equal to half the counters on this card (rounded down)(edited) Time sorcerer ungaii: Spellcaster light 1 tuner & 1+ non tuner ?/500 Can only be summoned on a turn a die was rolled or the turn counter changed by card effect. This card is treated as dark on even turns on the field and GY. On even turns the controller of this card can modify all dice rolls by+- 1. This cards attack is equal to the result of the last die rolled on the turn x the turn counter x 100.(quick effect) you can negate a card effect and if you do banish this card and summon up to 3 monsters from your GY whose total attack doesn’t exceed a die roll + the turn counter x 100. If this card is sent to the GY by an opponent’s card, add one trap from your deck to your hand(edited) (sorry for inconsistent format)
  9. Hello there my fellow Custom Card nerds, I've been doing Custom Cards for quite a while now and love playing them online via Duelingbook or against AI on Project Ignis. I have some friends who play competitive Yu-Gi-Oh with me and I'm looking forward to play with them using my selfmade cards. I'm currently working on artworks and final balance of my recent archetype Earthraiser, so I can finally print and create the cards. Before doing so, I'd like to share them with you guys and hear your thoughts about them. The theme of the archetype is ace monsters of favourite official archetypes being possessed by fiendish demons. By their names: Abysshilde, Lumina, Stratos and Kageki. These four are the effect monsters, which can swarm the field and banish themselves from the GY and Tribute a monster to interrupt the opponent's plays. The two malevolent demons possessing them are Synchro Monsters which trigger effects upon being Tributed and return during the Standby Phases. The Xyz Monster is the ultimate combination of these two demons and can turn the game around once it is Tributed, by setting the GY up and spinning cards on the field. It can also revive a monster from GY as Quick Effect by banishing itself from the GY. Furthermore there are two Spell Cards helping to bring the cards on the field and managing the ressources, aswell as a Trap which can Tribute an opponent's monster as cost to get rid of huge boss monsters for the prize of a -1 card balance. Here is a pure list of the cards for you guys to look at: Earthraiser (DB) I also scripted the cards for Project Ignis to test the rulings and balance against AI, so if you are interested in playing them against AI or via Lan: Go ahead and put the attached zip file into your [Project Ignis]/expansions folder (do not unzip) and copy the decklist into the [Project Ignis]/deck folder or just create your own decklist. To play Custom Cards online, both partners must have the expansion and play a Local Game (in the same network / via Hamachi). Earthraiser.ydk Earthraiser.zip I am a judge on Duelingbook and used to create scripts for the old YGOPro, so I think my cards shouldn't contain any errors, but if you find some, feel free to point them out. Thanks in advance for any possible feedback. Best regards, Messoras
  10. Iron Head level 5/Earth Warrior/Synchro/Effect 1 Tuner + 1 or more non tuners One time only, if this card attacks a monster you can destroy that monster before damage calculation and if you do inflict damage equal to half its ATK. ATK/2200 DEF/1200 This card would be based on Bulldozer of the Wrecking Crew from Marvel comics.
  11. Number 7, and it's far from heaven. DARK/Zombie-Type Synchro Effect Monster/Level 6/2200 ATK/1800 DEF Lore: "Plaguespreader Zombie" + 1+ non-Tuner Zombie monsters To Synchro Summon this card, you can also banish its Synchro Materials from your hand. Neither player can activate the effects of monsters in their hand, except Zombie monsters. ~~~ "Soul Hunter" has seen better days, let's be honest - being a non-effect Monster that not even Instant Fusion can help ferry out. However, in its interactions with the Zombie World, the continuing trend of all souls being brought up to new specs sees his ship rise as well. However, this may not be the only being getting upgraded in the war between the Dark King of the Abyss and the Dark Ruler Ha Des. And the continuation of this story - this war, really - is going to encompass more beings - and come far quicker - than any Dark King of the Abyss can fathom. And to this card - well, save for the Ghost Girls, the other handtraps get to suck a big loogey. I tried to go for a powerful Plaguespreader Synchro, something that could rock the socks off of the Decks Zombie World runs against. And this being powerful enough to repel a extinction level rock? Powerful. Until the next card: reviews, revelry, you know the drill. BD'S, signing off.
  12. Hey it's me again. I've just updated some of these cards, plus I also added some new ones. Hope you guys like it. "Arcadian Dragun Child" When this card is Normal or Special Summoned: Place 2 Arcadian Counters on it. Once per turn: You can remove 1 or more Arcadian Counters from this card, then increase it's Level x each Arcadian Counter removed. "Arcadian Kobold Thief" If this card is in your Graveyard: You can target 1 "Arcadian Kobold" monster you control, and if you do, Special Summon this card to the Field; this card's Level becomes the same as the targeted monster's. "Arcadian Kobold Mage" If this card is sent from your hand to the Graveyard: Draw 1 card. If this card is on the Graveyard and you control 1 "Arcadian Kobold" Tuner monster: You can Special Summon this card to your side of the field. "Arcadian Kobold Hunter" Cannot be Normal/Special Summoned if you don't control an "Arcadian" monster. If this card is Special Summoned by an "Arcadian Kobold" monster's effects: Target 1 cards on your opponent's hand and send it to the Graveyard; if it was a monster, this card gains 300 ATK. "Arcadian Kobold Inventor" This card cannot be destroyed by battle. When this card is Normal Summoned: Place 2 Arcadian Counters on it. If this card is Special Summoned: Place 3 Arcadian Counters on it. During either player's turn, when a Spell/Trap or monster's effect is activated that destroyes a card(s) you control: Remove 1 Arcadian Counter from this card; negate the activation of that card's effect, and if you do, destroy that card. "Arcadian Kobold Pyrokinetic Dancer" When this card is Normal Summoned: Place 1 Arcadian Counter on it. If this card is Special Summoned: Place 2 Arcadian Counters on it. If this card is Special Summoned by an "Arcadian Kobold" monster's effects: Place 3 Arcadian Counters on it. This card gains 300 ATK and DEF x each Arcadian Counter on it. "Arcadian Kobold Apprentice" When this card is Nomal Summoned: You can Special Summon 1 Level 3 or lower "Arcadian Kobold" monster from your hand. Once per turn: Target 1 "Arcadian" Spell in your Graveyard and add it to your hand. "Arcadian Kobold Soldier" If this card is destroyed by battle or by card's effects: You can Special Summon 1 "Arcadian Kobold Soldier" from your hand or Deck. "Arcadian Kobold Paladin" If the opponent declares an attack on 1 "Arcadian Kobold" monster you control and this card is in your hand: You can Special Summon this card form your hand in Defense Position, but it loses 500 ATK; and if you do, switch the attack to this card. If this card is in face-up Defense Position: Level 3 or lower monsters you control cannot be targeted for attacks. "Arcadian Kobold Fighter" When an "Arcadian" monster you control is destroyed by battle or by card's effect: You can Special Summon this card from your hand or from the Graveyard, but it's ATK and DEF are swapped. If this card is destroyed by battle or by card's effects: You can Special Summon 1 "Warrior Spirit Token" (Warrior/LIGHT/Level 4/ATK 0/DEF 2100). You can only use these effects of "Arcadian Kobold Fighter" once per turn. "Arcadian Dragun Mage" Cannot be Normal Summoned/Set. This card can only be Special Summoned (from your hand) by Tributing 1 Level 4 or lower "Arcadian" monsters you control. Once per turn: You can reduce this card's Level by 2 and it's ATK and DEF by 300, then target 1 "Arcadian" monster in your Graveyard and Special Summon it. "Arcadian Dragun Guardian" Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Arcadian" Synchro monster from your field. This card is treated as a Normal monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect: Target 1 "Arcadian" monster in your Graveyard: Send it to the Deck, and if you do, this card gains that monster's effect until it leaves the field. "Arcadia" During each of your Standy Phases: Place 1 Arcadian Counter on each monster you control. Each time a card on the field is destroyed: Place 1 Arcadian Counter on this card. Once per turn: Target 1 "Arcadian" monster you control, then remove a number of Arcadian Counters from this card; and if you do, increase that monster's Level x each Arcadian Counter removed. If this face-up card in the Field Zone is sent to the Graveyard while it has Arcadian Counters on it. Target 1 "Arcadian" monster you control, then place on it the same amount of Arcadian Counters this card had. "Arcadian Shrine" If "Arcadia" is on the field while it has Arcadian Counters on it: You can activate this card to send 1 "Arcadia" from the Field Zone to the Graveyard, and if you do, place Arcadian Counters on this card equal to the same amount that the "Arcadia" card had. During each of your Standy Phases: Place 1 Arcadian Counter on this card. Once per turn: Target 1 "Arcadian" Synchro monster in your Graveyard, then remove Arcadian Counters from this card equal to that monster's Level, and if you do, Special Summon it to the Field, but it cannot attack this turn. If this face-up card in the Field Zone is targeted to be destroyed by a card's effect: Remove from play 1 "Arcadia" in your hand or in the Graveyard to negate the activation of that card's effect. "Arcadian Archives" Discard 1 card from your hand: Add 1 "Arcadian" monster from your Deck to your hand. "Arcadian Dark Magic" Once per turn, during your Main Phase 1: Select 1 "Arcadian" monster you control and place 1 Arcadian Counter on it. If an "Arcadian" monster has 4 or more Arcadian Counters, you cannot use this card's effect on it. This card cannot be targeted by other Spell Card's effects. "Arcadian Return Spell" Select 1 "Arcadian" Tuner monster and 1 "Arcadian" non-Tuner monster in the Graveyard: * Send the Tuner monster to the Deck and Special Summon the non-Tuner monster. * Send the non-Tuner monster to the Deck and Special Summon the Tuner monster. "Arcadian Kobold Blacksmith" When an "Arcadian Kobold" monster is sent from the Graveyard to your Deck: You can add 1 "Arcadian Kobold" monster from your Deck to your hand. If this card has Arcadian Counters on it: Remove 3 Arcadian Counters from this card and Special Summon it as an Effect Monster (Warrior/FIRE/Level 4/ATK 1000/DEF 1700). (This card is also still a Trap). You can only use 1 "Arcadian Kobold Backsmith" effect per turn, and only once that turn. "Arcadian Kobold Alchemist" When an "Arcadian Kobold" monster you control is sent from the field to the Graveyard: You can target 1 "Arcadian Kobold" monster in your Graveyard and send it to your Deck: If this card has Arcadian Counters on it: Remove 3 Arcadian Counters from this card and Special Summon it as an Effect Monster (Spellcaster/DARK/Level 2/ATK 200/DEF 100). (This card is also still a Trap). You can only use 1 "Arcadian Kobld Alchemist" effect per turn, and only once that turn. "Dragun Exitium" Select 1 "Arcadian Dragun" monster or 1 "Kundamur Master of the Arcadian Arts" you control that has Arcadian Counters on it: Remove all Arcadian Counters form it, then destroy cards on the field x each Arcadian Counter removed. The selected monster cannot attack the turn this card was activated. "Arcadian Kobold Master Mage" 1 "Arcadian Kobold" Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: Place 1 Arcadian Counter on all "Arcadian" monsters on your side of the field. Once per turn: You can remove 1 Arcadian Counter on the field and place it on this card. This card gains 200 ATK and DEF x each Arcadian Counter on it. Once per turn: You can remove from 1 to 3 Arcadian Counters from this card, then decrease this card's Level equal to the number of Arcadian Counters removed. "Arcadian Dragun Commander" 1 "Arcadian Kobold" Tuner + 1 or more non Tuner monsters This card gains 100 ATK and DEF x each "Arcadian" monster in your Graveyard. Once per turn, if this card has Arcadian Counters on it: Remove 1 Arcadian Counters from this card, then target 1 "Arcadian Kobold" non-Tuner monster in your Graveyard, and if you do, Special Summon it to the Field. "Arcadian Dragun Witch" 1 "Arcadian Dragun Mage" + 1 or more non-Tuner monsters When this card is Synchro Summoned, you can target 1 "Arcadian" monster in your Graveyard: Place Arcadian Counters on this card equal to that monster's Level. Once per turn, you can remove a number of Arcadian Counters form this card: Reduce the ATK of a monster your opponent controls, by 200 x each Arcadian Counter removed. As long as this card has Arcadian Counters on it, this card cannot be targeted by card's effects. "Kundamur Master of the Arcadian Arts" "Arcadian Dragun Child" + 1 "Arcadian" non-Tuner Synchro monster Cannot be targeted by monster's effects. When this card is Synchro Summoned by using monsters with Arcadian Counters on them: Place a number of Arcadian Counters on this card equal to the total of Arcadian Counters that were on those monsters. Once per turn: You can romve 2 Arcadian Counters from this card, then negate the activation of Spell/Trap Cards' effects until the end of this turn. Once per turn, when a Spell/Trap Cards's effect is activated: Remove 1 Arcadian Counter from this card, negate that card's effect and destroy it. "Dunkamur Shadow of the Arcadian Master" "Arcadian Dragun Child" + 1 "Arcadian" non-Tuner Synchro monster Cannot be targeted by Spell or Trap Card's effects. When this card is Synchro Summoned, by using monsters with Arcadian Counters on them: This card gains 500 ATK and DEF x each Arcadian Counter that were on those monsters. Once per turn, when this card is targeted by a monster's effect: Reduce this card's ATK by 200 and negate that card's effect. Once per turn, you can target 1 Effect monster your opponent controls: Reduce this card's DEF by 200 and negate that monster's effect until the end of this turn.
  13. "Arcadian Dragun Child" When this card is Normal or Special Summoned: Place 2 Arcadian Counters on it. Once per turn: You can remove 1 or more Arcadian Counters from this card, then increase it's Level x each Arcadian Counter removed. "Arcadian Kobold Mage" If this card is sent from your hand to the Graveyard: Draw 1 card. If this card is on the Graveyard and you control 1 "Arcadian Kobold" Tuner monster: You can Special Summon this card to your side of the field. "Arcadian Kobold Hunter" This card cannot be Normal or Special Summoned if you don't control "Arcadian" monsters. If this card is Special Summoned: Target 1 card on your opponent's hand and send it to the Graveyard. If this card is Special Summoned by an "Arcadian Kobold" monster's effects: Target 2 cards on your opponent's hand and send them to the Graveyard; if 1 or both cards were monsters, this card gains 300 ATK x each one. "Arcadian Kobold Pyrokinetic Dancer" When this card is Normal Summoned: Place 1 Arcadian Counter on it. If this card is Special Summoned: Place 2 Arcadian Counters on it. If this card is Special Summoned by an "Arcadian Kobold" monster's effects: Place 3 Arcadian Counters on it. This card gains 300 ATK and DEF x each Arcadian Counter on it. Once per turn: You can remove 1 Arcadian Counter form this card, then inflict 300 damage to your opponent. "Arcadian Kobold Apprentice" When this card is Nomal Summoned: You can Special Summon 1 Level 3 or lower "Arcadian Kobold" monster from your hand. Once per turn: Target 1 "Arcadian" Spell in your Graveyard and add it to your hand. "Arcadian Kobold Paladin" If the opponent declares an attack on 1 "Arcadian Kobold" monster you control and this card is in your hand: You can Special Summon this card form your hand in Defense Position, but it loses 500 ATK. If this card is in face-up Defense Position: Level 3 or lower monsters you control cannot be targeted for attacks. "Arcadian Dragun Mage" Cannot be Normal Summoned/Set. This card can only be Special Summoned (from your hand) by Tributing 2 Level 4 or lower "Arcadian" monsters you control. Once per turn: You can reduce this card's Level by 2 and it's ATK and DEF by 300, then target 1 "Arcadian" monster in your Graveyard and Special Summon it. "Arcadian Dragun Guardian" Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Arcadian" Synchro monster from your field. This card is treated as a Normal monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect: Target 1 "Arcadian" monster in your Graveyard: Send it to the Deck, and if you do, this card gains that monster's effect until it leaves the field.
  14. "Arcadian Kobold Master Mage" 1 "Arcadian Kobold" Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: Place 1 Arcadian Counter on all "Arcadian" monsters on your side of the field. Once per turn: You can remove 1 Arcadian Counter on the field and place it on this card. This card gains 200 ATK and DEF x each Arcadian Counter on it. Once per turn: You can remove from 1 to 3 Arcadian Counters from this card, then decrease this card's Level equal to the number of Arcadian Counters removed. "Arcadian Dragun Witch" "Arcadian Dragun Mage" + 1 or more non-Tuner monsters When this card is Synchro Summoned, you can target 1 "Arcadian" monster in your Graveyard: Place Arcadian Counters on this card equal to that monster's Level. Once per turn, you can remove a number of Arcadian Counters form this card: Reduce the ATK of a monster your opponent controls, by 200 x each Arcadian Counter removed. "Kundamur Master of the Arcadian Arts" "Arcadian Dragun Child" + 1 "Arcadian" non-Tuner Synchro monster Cannot be targeted by monster's effects. When this card is Synchro Summoned by using monsters with Arcadian Counters on them: Place a number of Arcadian Counters on this card equal to the total of Arcadian Counters that were on those monsters. Once per turn: You can romve 2 Arcadian Counters from this card, then negate the activation of Spell/Trap Cards' effects until the end of this turn. Once per turn, when a Spell/Trap Cards's effect is activated: Remove 1 Arcadian Counter from this card, negate that card's effect and destroy it. "Dunkamur Shadow of the Arcadian Master" "Arcadian Dragun Child" + 1 "Arcadian" non-Tuner Synchro monster Cannot be targeted by Spell or Trap Card's effects. When this card is Synchro Summoned, by using monsters with Arcadian Counters on them: This card gains 500 ATK and DEF x each Arcadian Counter that were on those monsters. Once per turn, when this card is targeted by a monster's effect: Reduce this card's ATK by 200 and negate that card's effect. Once per turn, you can target 1 Effect monster your opponent controls: Reduce this card's DEF by 200 and negate that monster's effect until the end of this turn.
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