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TropayXion The i. one. from HEART Since: Jul, 2011 Relationship Status: Complex: I'm real, they are imaginary
The i. one.
#1851: May 18th 2016 at 2:12:08 PM

[up][up][up]Stout Fossil's second effect is supposed to work from the grave. It's a second layer of protection. Though I have realised I forgot to make that one OPT.

[up][up]Well, deck-thinning is deck-thinning. Plus I prefer to future-proof cards. Wouldn't want Konami to break fan-made cards with a sudden tier-0 Dinosaur deck or something.

NickTheSwing Since: Aug, 2009
#1852: May 18th 2016 at 6:02:39 PM

Based on some rather frigid customers.

  • Frigid Realm Priest's Knight
  • Level 4
  • Water / Warrior
  • When this card destroys a level 4 or lower monster by battle, it can attack once again in a row. This card cannot be destroyed by the effects of cards that do not target it. If you would Pendulum Summon a Frigid Realm monster, you can special summon this card from your graveyard.
  • 1900 / 1000

  • Frigid Realm Strider Knight
  • Level 5
  • Water / Warrior
  • When your opponent controls more monsters than you, you can special summon this card from your hand. This card gains 400 atk for each non-Water monster in play. If you would Pendulum Summon a Frigid Realm monster, you can special summon this card from your graveyard.
  • 2000 / 1600

  • Frigid Realm Scythe Knight
  • Level 5
  • Water / Warrior
  • When this card destroys a monster by battle, exile it instead of sending it to the graveyard. Once per turn, while your opponent controls a face up spell card; you can destroy two face down cards your opponent controls. This card cannot be destroyed in battle by monsters with equal atk.
  • 2400 / 1900

  • Frigid Realm Burnwitch Knight
  • Level 6
  • Water / Warrior
  • Pendulum Scale 2
  • Pendulum Effect: Once per turn you can target 1 Frigid Realm monster you control; it gains 1 level and 400 atk. Once per turn, one Frigid Realm monster you control cannot be destroyed by the effects of spell and traps or battle.
  • Monster Effect: When this card is Pendulum Summoned, special summon up to 3 Frigid Realm Servitors from your deck. This card gains 200 atk for each Frigid Realm monster you control.
  • 1900 / 1200

  • Frigid Realm Bellringer Knight
  • Level 4
  • Water / Warrior
  • Pendulum Scale 8
  • Pendulum Effect: You can only special summon Water Attribute monsters while this card is in your Pendulum Zone. Once per turn, during the end phase of a turn when a Frigid Realm monster was sent to the graveyard, add 1 Frigid Realm card from your deck to your hand.
  • Monster Effect: When this card is destroyed, add 1 Frigid Realm card from your deck to your hand. When this card is Pendulum Summoned, destroy 1 Non-Water monster on the field.
  • 1400 / 2000

  • Frigid Realm Servitor
  • Level 3
  • Water / Warrior
  • Pendulum Scale 1
  • No Pendulum Effect
  • You can special summon this card from your hand. This card cannot be attacked while you control monsters not named Frigid Realm Servitor. Once per turn you can deal 400 damage to your opponent's life points.
  • 1000 / 0

  • Frigid Realm Jailkeep
  • Level 4
  • Water / Warrior
  • When this card attacks a monster, reduce its atk and def to 100 before damage calculation.
  • 1700 / 1000

  • Frigid Realm - Combination
  • Spell
  • Fusion summon 1 Frigid Realm monster from your extra deck using monsters you control and in your hand. A monster summoned by this card's effect cannot be destroyed by battle or card effects until the end of the opponent's next turn. You can banish this card from your graveyard; add 1 Frigid Realm Field Spell to your hand.

  • Frigid Realm - Greatflame Witch
  • Level 7
  • Water / Warrior
  • Fusion: 1 Frigid Realm monster + 1 Frigid Realm Pendulum Monster
  • When this card is special summoned, destroy all non-Water monsters in play and then this card gains 400 atk for each monster destroyed by this effect. Once per turn during either player's turn, you can destroy 1 face up card on the field if this card is the only monster you control.
  • 2500 / 2500

  • Frigid Realm - Vodth the Hammer
  • Level 8
  • Water / Warrior
  • Fusion: 3 Water monsters on the field.
  • This card must attack all monsters your opponent controls, once each, during your battle phase. When this card declares an attack your opponent cannot activate monster spell or trap effects until the end of the battle phase. If this card is in your graveyard and you control Frigid Realm Gwyheva the Dancer, you can special summon this card from your graveyard.
  • 2800 / 2800

Sign on for this After The End Fantasy RP.
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1853: May 26th 2016 at 11:19:44 PM

  • Number S87: Queen of the New Year
    • Rank 8 FIRE Plant 4000 ATK / 2800 DEF
    • 4 Level 8 monsters
    • You can also Xyz Summon this card by using a Rank 8 Plant-type "Queen" monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.)
    • Once per turn, you can detach one Xyz material from this card to target a Level 8 Plant-type "Princess" monster in your grave, attach it as material to this card.
    • This monster gains the effect of every Plant-type "Princess" monster that is an Xyz material on this card.
    • If this card holds as Xyz material four Level 8 Plant-type "Princess" monsters with different names, you win the duel.

  • Queen of the Equinox
    • Rank 8 DARK Plant 2800 ATK / 2800 DEF
    • 2 Level 8 Plant-type monsters
    • Once per turn, you can detach 1 Xyz Material from this card, then activate 1 of these effects.
      • While this card is face-up on the field, your opponent activate Spell/Trap cards that are currently set on the field.
      • Change all other face up monsters on the field to face-down Defense Position.
      • Target 1 face-up monster on the field; that target gains 1000 ATK.

  • Queen of the Solstice
    • Rank 8 LIGHT Plant 2800 ATK / 2800 DEF
    • 2 Level 8 Plant-type monsters
    • Once per turn, you can detach 1 Xyz Material from this card, then activate 1 of these effects.
      • While this card is face-up on the field, your opponent cannot set Spell/Trap cards on the field.
      • Change all Set monsters on the field to face-up Defense Position.
      • Target 1 face-up monster on the field; that target gains 1000 DEF.

edited 27th May '16 10:22:27 AM by wanderlustwarrior

The sad, REAL American dichotomy
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1854: May 27th 2016 at 10:34:19 AM

So, all the cards I've suggested, in easier to read folder format:

    open/close all folders 

     Cosmoserpents/Helios 

  • Cosmoserpent Crommelin
    • WATER Rock, Level 1, 400 ATK / 400 DEF
    • When your opponent activates an effect that destroys a card(s) on the field, you can banish this card from the field to negate the effect. Return this card to the field on your next end phase after this effect is activated. While this card is banished by its own effect, your opponent must discard a card from their hand to the graveyard to activate an effect that destroys a card(s) on the field. Card effects cannot be activated in response to discarding the card, including the effects of the card itself.

  • Cosmoserpent Olbers
    • WATER Rock, Level 2, 800 ATK / 800 DEF
    • When your opponent declares an attack, you can banish this card from the field to negate the attack. Return this card to the field on your 2nd end phase after this effect is activated. While this card is banished by its own effect, your opponent cannot declare an attack with a level or rank 4 or higher monster.

  • Cosmoserpent Halley
    • WATER Rock, Level 3, 1200 ATK / 1200 DEF
    • When your opponent activates a Trap Card, you can banish this card from the field to negate the Trap Card effect. Return this card to the field on your 3rd end phase after this effect is activated. While this card is banished by its own effect, your opponent cannot activate a Continuous or Counter Trap Card and the effects of Continuous or Counter Trap Cards your opponent controls are negated.

  • Cosmoserpent Barnard
    • WATER Rock, Level 4, 1600 ATK / 1600 DEF
    • When your opponent activates a Spell Card, you can banish this card from the field to negate the Spell Card effect. Return this card to the field on your 4th end phase after this effect is activated. While this card is banished by its own effect, your opponent cannot activate an Equip, Continuous or Field Spell Card, and the effects of those cards your opponent controls are negated.

  • Twin Cosmoserpent Ikeya-Zhang
    • WATER Rock, Level 5, 2000 ATK / 2000 DEF
    • When your opponent Special Summons a Fusion, Synchro or XYZ, or activates the effect of a Fusion, Synchro, or XYZ monster, you can banish this card from the field to negate the summon or effect of that monster and destroy it. Return this card to the field on your 5th end phase after this effect is activated. While this card is banished by its own effect, your opponent cannot Special Summon a Fusion, Synchro or XYZ monster or activate the effect of a Fusion, Synchro or XYZ monster.

  • Aphelios
    • Counter Trap: While you control a Helios monster, Banish one Cosmoserpent monster from your deck. That monster counts as being banished by its own effect.

  • Perihelios
    • Quick-Play Spell: While you control a Helios monster, you can pay 1000 life points; special summon one banished Cosmoserpent monster.

  • No Va
    • Continuous Spell: You may only control one Helios Monster. Helios monsters cannot be affected by other card effects. Negate the effects of a monster that battles a Helios monster during the Battle Phase.

  • Helios Eclipsed
    • LIGHT Pyro Level 4 1000 ATK / 1000 DEF
    • When this monster is flipped face up, you can add one card with "Helios" in its name from your deck or that was banished to your hand. This face up monster can be used as two tributes for the tribute summon of a "Helios" monster.
    • A little kid sun, like in Tris Megistus, hiding behind a bandaged leg that presumably belongs to Helios the Primordial Sun.

     Gorgon Empresses 
Pro-tip: use Stumbling and Light of Intervention, or Gorgon's Eye at any time other than before your Battle Phase. Imagine the monsters linked to with grey skin, snake hair, and a snake tail.

  • Gorgon Empress Medusa
    • DARK/Sea Serpent Level 4, 1500 ATK / 2000 DEF
    • If this face down monster is selected as an attack target, it is destroyed immediately (without damage calculation). While this card is in defense position, it gains this effect:
      • Once per turn, during either player's turn, you can select one face-up Attack Position monster that is not Rock-type, its DEF becomes zero, it is changed to face-up defense position, and it cannot change its position. This effect continues even if this monster is no longer face up on the field.

  • Gorgon Empress Euryale
    • DARK/Sea Serpent Level 5, 1750 ATK / 2500 DEF
    • If this face down monster is selected as an attack target, it is destroyed immediately (without damage calculation). While this card is in defense position, it gains this effect:
      • Once per turn, during either player's turn, you can select one face-up Attack Position monster that is not Rock-type, its effect is negated. This effect continues even if this monster is no longer face up on the field.

  • Gorgon Empress Stheno
    • DARK/Sea Serpent Level 6, 2000 ATK / 3000 DEF
    • If this face down monster is selected as an attack target, it is destroyed immediately (without damage calculation). While this card is in defense position, it gains this effect:
      • Once per turn, you can select one face-up Attack position monster that is not Rock-type, destroy it.

  • Gorgon Empress Hydra
    • FUSION DARK/Sea Serpent Level 9, 2600 ATK / 3600 DEF
    • 3 "Gorgon Empress" monsters
    • You can only control Gorgon Empress monsters. Send all monsters you control that are not "Gorgon Empress" to the graveyard. If this face down monster is selected as an attack target, it is destroyed immediately (without damage calculation). While this card is in defense position, it gains this effect:
      • This monster can attack up to three defense position monsters. If this card attacks a monster that is not Rock-type, it inflicts piercing damage.

  • Gorgon Empress Gulch
    • Field Spell: Increase the ATK and DEF of all Sea Serpent monsters by 500. If a player controls a defense position monster that is not a "Gorgon Empress" monster, they cannot activate Spell or Trap effects during the battle phase.

  • The Beautiful Sorority
    • Quick-Play Spell: You can only activate this card when a face down "Gorgon Empress" monster is flipped face up. Special summon three "Gorgon Empress Sister" tokens (DARK/Sea Serpent Level 2, 0 ATK / 1000 DEF), each with the following effect: once per turn, you can increase your life points by 100 or decrease your opponent's life points by 100.

  • Hera's Vain Curse
    • Equip Spell: Target one Sea Serpent monster in your graveyard; special summon it. That monster is treated as a "Gorgon Empress" monster. You can only control Gorgon Empress monsters. Send all monsters you control that are not "Gorgon Empress" to the graveyard. Banish the equipped monster when this card is removed from the field.

  • Medusa Magic
    • Continuous Trap: If you control two or more "Gorgon Empress" monsters, and all monsters you control are in defense position, your opponent cannot activate spell cards unless they control a face-up attack position monster.

  • Euryale Wail
    • Continuous Spell: If you control a "Gorgon Empress" monster, after you take damage from a card effect, not as a cost, increase your life points by double that amount.
      It's designed to work with Dark Snake Syndrome.

  • Stheno Spell
    • Continuous Trap: Once per turn, during either player's turn, you can change the battle position of one "Gorgon Empress" monster you control. If the "Gorgon Empress" monster was face down, flip it face up.

     Another Planet 

  • Toryokutai
    • FIRE / Pyro / Level 3 / 900 ATK / 900 DEF
    • You can only activate this card's effect during your opponent's turn. When your opponent activates a Trap Card, Tribute this face-up card to negate the activation of the Trap Card and destroy it.

  • Monryokutai
    • WIND / Thunder / Level 3 / 900 ATK / 900 DEF
    • You can only activate this card's effect during your opponent's turn. When your opponent activates a Monster Card, Tribute this face-up card to negate the activation of the Monster Card and destroy it.

  • The Last Spellcaster From Another Planet
    • Fusion / EARTH / Spellcaster / Level 7 / 2250 ATK / 2200 DEF
    • "Zombyra the Dark" + "Monryokutai"
    • When this card is Special Summoned, destroy all face down spells and traps on your side of the field. As long as this card remains face-up on the field, neither player can Activate a Spell card or the effect of one (except field spells). This monster cannot be destroyed by card effects.

  • The Last Psychic From Another Planet
    • Fusion / EARTH / Psychic / Level 7 / 2150 ATK / 2100 DEF
    • "Zombyra the Dark" + "Toryokutai"
    • When this card is Special Summoned, destroy all face down spells and traps on your side of the field. As long as this card remains face-up on the field, neither player can Activate a Trap card or the effect of one. This monster cannot be destroyed by card effects.

  • Casualty of Another Planet
    • Fusion / EARTH / Zombie / Level 7 / 2050 ATK / 2000 DEF
    • "Maryokutai" + "Monryokutai" + "Toryokutai"
    • When this card is Fusion Summoned, destroy it. As long as this card remains in your graveyard, once per turn, you may pay 950 Life Points to use banished monsters as material for a fusion summon of an "Another Planet" monster. The material must be the monsters listed on the fusion monster.

  • Penultimate
    • Continuous Spell
    • If "Maryokutai", "Monryokutai", or "Toryokutai" activate their effect while on the field, that monster sent to the graveyard is special summoned in face-up attack position during the End Phase of that turn. Casualty of Another Planet must be in the graveyard when this effect is activated and resolved for this special summon to occur.

     Alchemists 
Work well with Gozen Match, Rivalry of Warlords, Fuh-Rin-Ka-Zan, Homunculus the Alchemic Being and especially Clear World. Protip: make your own monsters Divine, Divine-Beast.

  • Alchemist Engineer
    • WIND / Psychic / Level 3 / 1500 ATK / 1000 DEF
    • Once per turn, you can change the Attribute of one face-up monster on the field.

  • Alchemist Artist
    • EARTH / Psychic / Level 3 / 1000 ATK / 1500 DEF
    • Once per turn, you can change the Attribute of one face-up monster on the field.

  • Alchemist Engineer - Reconfigured
    • Ritual / WIND / Psychic / Level 6 / 2500 ATK / 2000 DEF
    • This monster must first be Ritual Summoned using Catalyst Transmutation and one "Alchemist Engineer" monster. Once per turn, during either player's turn, you can change the Attribute of one face-up monster on the field. Once per turn, during your opponent's turn, you can change the Type of one monster on the field.

  • Alchemist Artist - Reconfigured
    • Ritual / EARTH / Psychic / Level 6 / 2000 ATK / 2500 DEF
    • This monster must first be Ritual Summoned using Catalyst Transmutation and one "Alchemist Artist" monster. Once per turn, during either player's turn, you can change the Attribute of one face-up monster on the field. Once per turn, during you opponent's turn, you can change the Level or Rank of one monster on the field.

  • Catalyst Transmutation
    • Ritual Spell: This card is used to Ritual Summon "Alchemist Artist - Reconfigured" or "Alchemist Engineer - Reconfigured". You must also Tribute monsters whose total Level Stars equal 6 or more, including one "Alchemist" monster from your side of the field, and one or more other monsters. You may Tribute one monster your opponent controls.

  • Brotherhood - Magnum Opus
    • Quick-Play Spell: Activate this card when you control one Alchemist monster and no other monsters, you can special summon one Alchemist monster of a different name from your deck or hand.

  • Brotherhood - Grand Arcanum
    • Continuous Trap: While you control two or more Alchemist monsters with different names, and no other monsters, Alchemist monsters you control cannot be destroyed by battle or by card effects.


     Gryphon 

  • Specter Gryphon
    • EARTH, Winged Beast, Level 4, 1000 ATK / 2000 DEF
    • a normal monster, just to have an Earth sibling of the original Gryphon

  • Vulpigryphon the Clever
    • EARTH, Winged Beast, Level 4, 1600 ATK / 1600 DEF
    • Once per turn, during either player's turn, you can choose to have this monster treated as a WIND monster, or restore it to being treated as an EARTH monster. While you control another Gryphon card, during either player's turn when a card effect is activated that would destroy two or more Spell or Trap cards you control, you can negate that destruction, then send to the graveyard Spell or Trap cards you opponent controls, up to the number of your cards that would have been destroyed.

  • Bovigryphon the Mighty
    • EARTH, Winged Beast, Level 4, 1600 ATK / 1600 DEF
    • Once per turn, during either player's turn, you can choose to have this monster treated as a WIND monster, or restore it to being treated as an EARTH monster. While you control another Gryphon card, during either player's turn when a card effect is activated that would destroy two or more monsters you control, you can negate that destruction, then send to the graveyard monster cards you opponent controls, up to the number of your cards that would have been destroyed.

  • Leogryphon the Brave
    • EARTH, Winged Beast, Level 5, 2100 ATK / 1600 DEF
    • Once per turn, during either player's turn, you can choose to have this monster treated as a WIND monster, or restore it to being treated as an EARTH monster. While you control another Gryphon card, once per turn during either player's turn when a card effect is activated that would destroy a monster you control, you can negate that destruction, then you can send to the graveyard a monster your opponent controls.

  • Hippogryphon the Quick
    • EARTH, Winged Beast, Level 5, 2100 ATK / 1600 DEF
    • Once per turn, during either player's turn, you can choose to have this monster treated as a WIND monster, or restore it to being treated as an EARTH monster. While you control another Gryphon card, once per turn during either player's turn when a card effect is activated that would destroy a Spell or Trap card you control, you can negate that destruction, then you can send to the graveyard a Spell or Trap card your opponent controls.

  • King Gryphon, Lord of the Lands and Skies
    • EARTH, RITUAL, Winged Beast, Level 7, 2700 ATK / 2000 DEF
    • This monster can only be Ritual Summoned with the Ritual Spell Card, "Rite of Flight". Once per turn, during either player's turn, you can choose to have this monster treated as a WIND monster, or restore it to being treated as an EARTH monster. During either player's turn, when a card effect is activated that would destroy a card(s) you control, you can negate that destruction, then send to the graveyard cards you opponent controls, up to the number of your cards that would have been destroyed.

  • Rite of Flight
    • Ritual Spell
    • This card is used to Ritual Summon "King Gryphon, Lord of the Land and Skies". You must also Tribute monsters whose total Level Stars equal 7 or more from your hand or your side of the field.

  • Missing Gryphon Formation
    • Continuous Spell
    • When a face up Gryphon monster you control is removed from the field by your opponent's card effect, you can special summon one Level 4 Gryphon monster from your deck or hand.

  • Gryphon Takeoff
    • Continuous Spell
    • Once per turn, during either player's Standby Phase, when a face up Gryphon monster you control activates its effect to be treated as a WIND monster, return one card on the field to its owner's hand.

  • Gryphon Touchdown
    • Continuous Spell
    • Once per turn, during either player's Standby Phase, when a face up Gryphon monster you control activates its effect to be treated as an EARTH monster, return one card on the field to the bottom of its owner's deck.

  • Gryphon Wingbeat
    • Quick-Play Spell
    • When a face up Gryphon monster you control activates its effect to change its Attribute, return one card on the field to the top of its owner's deck.

  • Gryphon Storming Grounds
    • Field Spell
    • Increase the ATK and DEF of all Winged Beast monsters by 200. Once per turn, when a Gryphon card you control would be sent to the graveyard, return it to the hand.


     Chemical Series 

  • Nitrogeddon
    • Level 2 WIND Dinosaur Tuner 1400 ATK / 700 DEF
    • If this monster is the first to attack during the battle phase, it can attack twice. This monster cannot attack directly.

  • Phosphoreddon
    • Level 3 EARTH Dinosaur Tuner 1500 ATK / 1500 DEF
    • When a "Phosphoreddon" monster is summoned, including when this monster is summoned, summon one "White Phosphorus Token" (Level 1 FIRE Dinosaur 400 ATK 400 DEF), and decrease your life points by 400.

  • Sulfureddon
    • Level 4 EARTH Dinosaur 1600 ATK / 2000 DEF
    • When this monster is normal summoned and during each of your standby phases, select one set card on the field, or one one card in either player's hand. Reveal that card to both players. Its effects are not activated at that time.

  • Bonding - TNT
    • Quick-Play Spell: If your graveyard contains three "Nitrogeddon" and one or more "Carboneddon", your opponent takes 3000 damage. Only one Bonding - TNT can be activated per turn.

  • Bonding - P4
    • Trap: Tribute four total "Phosphoreddon" or "White Phosphorus Token", special summon one "Fire Dragon" from your hand, Deck or Graveyard.

  • Fire Dragon
    • Level 7 FIRE Wyrm 3000 ATK / 0 DEF
    • This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Bonding - P4". While this card is face-up on the field, the DEF of all monsters becomes 0. During the end phase of either player's turn, both players take 4000 Life Points damage.

  • Homunculusaurus
    • Level 12 LIGHT Dinosaur 5000 ATK / 5000 DEF
    • FUSION: Carboneddon + Hydrogeddon + Oxygeddon + Nitrogeddon + Phosphoreddon + Sulfureddon
    • Once per turn, you can special summon one Dinosaur monster from your hand or deck, from either player's graveyard, or that has been banished. Once per turn, during your opponent's turn, you can banish one Dinosaur monster from the field or either player's graveyard for the remainder of the duel; increase your life points by that monster's total ATK and DEF.

  • Essential Elements
    • Spell: Add one Dinosaur monster with "-eddon" in its name from your deck to your hand. You can banish this card from the graveyard to fusion summon one "Homunculusaurus" by sending the monsters listed on "Homunculusaurus" from your hand or either side of the field to the graveyard.

  • Breath of Life
    • Trap: Send one "Oxygeddon" from your deck to your graveyard, then special summon one Dinosaur monster from your graveyard, except "Oxygeddon".


     Plant Princess 
  • A Woman for All Seasons
    • Counter Trap Card
    • When your opponent Summons a monster, and you control no monsters, you can summon one Plant-type Princess monster from your hand, deck or Graveyard.

  • Number S87: Queen of the New Year
    • Rank 8 FIRE Plant 4000 ATK / 2800 DEF
    • 4 Level 8 monsters
    • You can also Xyz Summon this card by using a Rank 8 Plant-type "Queen" monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.)
    • Once per turn, you can detach one Xyz material from this card to target a Level 8 Plant-type "Princess" monster in your grave, attach it as material to this card.
    • This monster gains the effect of every Plant-type "Princess" monster that is an Xyz material on this card.
    • If this card holds as Xyz material four Level 8 Plant-type "Princess" monsters with different names, you win the duel.

  • Queen of the Equinox
    • Rank 8 DARK Plant 2800 ATK / 2800 DEF
    • 2 Level 8 Plant-type monsters
    • Once per turn, you can detach 1 Xyz Material from this card, then activate 1 of these effects.
      • While this card is face-up on the field, your opponent activate Spell/Trap cards that are currently set on the field.
      • Change all other face up monsters on the field to face-down Defense Position.
      • Target 1 face-up monster on the field; that target gains 1000 ATK.

  • Queen of the Solstice
    • Rank 8 LIGHT Plant 2800 ATK / 2800 DEF
    • 2 Level 8 Plant-type monsters
    • Once per turn, you can detach 1 Xyz Material from this card, then activate 1 of these effects.
      • While this card is face-up on the field, your opponent cannot set Spell/Trap cards on the field.
      • Change all Set monsters on the field to face-up Defense Position.
      • Target 1 face-up monster on the field; that target gains 1000 DEF.

     (Non-effect) Ritual Support 

  • Ritual Sacrifice
    • Continuous Spell: When you successfully Tribute summon a monster, you can add one non-effect Ritual Monster from your deck to your hand.

  • Graceful Ritual
    • Normal Spell: Banish one Ritual Spell card from your hand and draw two cards.

  • Ceremonial Burial Ground
    • Field Spell: Once per turn, during your Main Phase, you can banish one Ritual Spell card from your graveyard to add from your deck to your hand the monster written on that card. Once per turn, during your Standby Phase, select one banished Ritual Spell Card. That Ritual Spell card's name becomes this card's name, and you can use that card's summoning effect as this card's effect.

  • Over Rite
    • Ritual Spell
    • Target one Ritual Monster you control, send it to the graveyard and Ritual Summon one non-effect Ritual Monster from your hand. The Ritual Summoned monster cannot be targeted or destroyed by card effects.

  • Revival Ritual
    • Ritual Spell
    • Ritual summon one non-effect Ritual Monster from your graveyard that was not properly Ritual Summoned. You must tribute monsters from your hand or side of the field whose total levels are equal to or greater than that of the Ritual monster.
    • Dokurorider's hand and bike keys emerging from the ground, while a glowing spellbinding circle illiminates the dirt.

Support for some cards Tachi came up with
     Misc. and Other Support 

Harpie's Down Duster

  • Normal Spell
  • This card's name is always treated as "Harpie's Feather Duster". Send to the graveyard all opponent's Monster Cards in the same column as Harpie Lady monsters you control.

Harpie's Contour Duster

  • Normal Spell
  • This card's name is always treated as "Harpie's Feather Duster". Send to the graveyard all opponent's Spell and Trap Cards in the same column as Harpie Lady monsters you control.

  • D.D. Des
    • LIGHT Fiend Tuner Lvl 3 0/1600
    • While this monster is banished or on the field, it can be treated as having the same level as a "D.D." monster that is banished or on the field.

  • D.D. Savior
    • LIGHT Fairy Tuner Lvl 4 200/1800
    • When this monster is banished, return one of your banished cards to the bottom of your deck.

  • Dimensional Fracture
    • Continuous Spell
    • Any Spell or Trap card sent to the Graveyard or destroyed is banished instead.

  • Yari of the Ice Barrier
    • Synchro, Level 3, WATER, Aqua, Tuner, 1500 ATK / 2000 DEF
    • One "Ice Barrier" Tuner + 1 non-tuner monster
    • Once per turn, you can decrease this monster's level by 1 to special summon one Level 2 or lower Ice Barrier Monster from your graveyard. This effect cannot be used if this monster's level is 1. Other face up level 2 or lower Ice Barrier monsters you control cannot be affected by your opponent's spell, trap or monster effects that do not target.

  • Lamia
    • DARK/Sea Serpent Level 4, 1400 ATK / 1400 DEF
    • If this monster attacks a monster that is Level 4 or below, that monster is destroyed immediately (without damage calculation), and your opponent takes 500 points of damage.

  • Biodiversity
    • Field Spell
    • While you control more than one face up monster:
      • If all face-up monsters you control have a different Attribute from each other, your opponent cannot summon a monster with any of the same Attributes.
      • If all face-up monsters you control have a different Type from each other, your opponent cannot summon a monster with any of the same Types.
    • Cards your opponent controls before the activation of this card are unaffected.

  • Tune Toon
    • level 1 WIND Winged Beast, toon, tuner, 500/500
    • Cannot attack the turn it is summoned. Cannot sync the turn it is summoned. Must sync with other Toon monsters, and no other monsters. As long as this card remains in the graveyard, a Syncro monster synced using it is considered a Toon monster, can attack directly if your opponent does not control a Toon monster, and is destroyed if Toon World is not on the field.
      Looks like Woody Woodpecker with a tuning fork shaped swallowtail.

  • Toon Tune
    • Continuous Spell: If you control two or more Toon monsters, you can treat one of those monsters as a tuner monster.
      Manga Ryu Ran playing a xylophone with dynamite strapped under it.

  • The Merchant Of Menace
    • Continuous Spell
    • Once per turn, you may flip a coin. If you call it right, decrease your life points by 500 and decrease your opponent's life points by 1000. If you call it wrong, decrease your life points by 1500.
    • That Greed monster shaking hands with Ha Des, while each has one hand behind their back. We see that the Greed monster has his fingers crossed.

  • Vanity's Bonfire
    • Normal Trap
    • If you control a "Vanity" monster, destroy all special summoned monsters on the field and inflict 500 damage to the controller of those monsters for each monster destroyed.

  • Peach Treaty
    • Counter Trap Card
    • You can only activate this card at the start of your opponent's Battle Phase. Tribute one Plant type monster. It becomes the End Phase of their turn.

  • Days of Peach
    • Continuous Spell
    • During your Standby Phase, tribute one Plant monster or send this card to the Graveyard. Neither player takes damage until the End Phase of the opponent's next turn.

  • Traptrix Drose
    • EARTH Plant Level 4 1400 ATK / 1400 DEF
    • This card is unaffected by the effects of "Hole" Normal Trap Cards. When this card is Normal Summoned, increase the ATK and DEF of Traptrix monsters you control by 400 for each "Hole" Normal Trap card in your graveyard as long as it remains on the field. If this card is special summoned, you can add one "Hole" Normal Trap Card from your graveyard to your hand.
    • A pink colored girl with open arms. Behind her, there's another set of outstretched "arms": green, pointed tentacles.

  • Black Tylos
    • Level 3 WATER Dinosaur 2100 ATK / 0 DEF
    • When this monster is Normal or Special Summoned, send one Spell/Trap card from the field to the graveyard. This monster cannot be destroyed by battle.
    • A Tylosaurus with dark skin and spikes, matching the rest of the Black Dinosaur series.

  • Night Club Ankyl
    • Level 6 WATER Dinosaur 1550 ATK / 2450 DEF
    • This monster can attack while in defense position. When this monster attacks or is attacked, destroy one Spell or Trap card your opponent controls.

  • Bronto Thunder
    • Level 5 LIGHT Dinosaur 2000 ATK / 2000 DEF
    • When a Dinosaur or Thunder monster is flip summoned, you can special summon this card from your hand or graveyard. Once per turn, you can change one Dinosaur or Thunder monster on the field to face down defense position. You can only control one face up Bronto Thunder.

  • Ally-Saurus
    • Level 4 FIRE Dinosaur 1500 ATK / 2000 DEF
    • While this monster is on the field, your opponent cannot target another Dinosaur monster for an attack. When your opponent declares an attack against a Dinosaur monster, except "Ally-Saurus", you can special summon this card from your graveyard if it was not sent to the graveyard this turn.

  • Zig Esper
    • WIND Psychic Level 2 525/1525
    • Once per turn, you can pay 1000 life points to declare one card name and look at one set card your opponent controls. If the card's name matches that you designated, you can destroy one card your opponent controls. Card effects cannot be activated in response to, or as a result of, the card destruction. Then, gain 500 life points.

  • Zag Esper
    • WIND Psychic Level 2 525/1525
    • Once per turn, you can pay 1000 life points to declare one card name and look at one card in your opponent's hand. If the card's name matches that you designated, you can discard one card from your opponent's hand. Card effects cannot be activated in response to, or as a result of, the discarding. Then, gain 500 life points.

  • Take Off Every Zig
    • Continuous Spell: When a single Psychic type monster is tributed for the normal summon of "Jinzo", "Mind On Air" or "Mutant Mindmaster", you can pay 1000 life points to special summon one Psychic type monster of the same name as the tributed monster from your hand or deck.

  • Dire Dove
    • Level 5 DARK Winged Beast 2100 ATK / 1600 DEF
    • Each time your life points increase, increase the ATK of this card by the same amount.
      A 6ft large dove, with mottled legs and ruffled feathers all over, with "teeth" and posed like the last picture of the Greylag Goose here, and with red lit eyes.

  • Maplecopter
    • Level 3 WIND Plant Tuner 1500 ATK / 1500 DEF
    • This monster on the field is treated as both a Plant and a Machine type monster. Increase the ATK and DEF of this card by 100 for all other Plant or Machine type monsters on the field.
      A rotating maple seed with a gun turret at the seed pod, divebombing. Behind it are several others.

  • Archeo Trix
    • Level 3 WIND Dinosaur Tuner 1500 ATK / 1500 DEF
    • This monster on the field is treated as both a Dinosaur and a Winged Beast type monster. Increase the ATK and DEF of this card by 100 for all other Dinosaur or Winged Beast type monsters on the field.
      An archeoptryx standing on the ground with arms spread, being seen from behind and above. In front of it is the silhouette of a majestic bird.

  • Walrush
    • WATER Aqua, Level 4, 1500 ATK / 2000 DEF
    • If your opponent declares a direct attack, you can special summon this card from your hand. When this monster is summoned or destroyed, it becomes the End Phase of that turn.
      A roaring walrus divebombing from the sky, with visible speed lines.

     DECKMASTERS 
  • Deckmasters are Normal monsters and Dark Red "Deckmaster Support" cards, and one of each is placed in the Pendulum/Deckmaster zone. Only one or the other of Pendulum or Deckmaster can be used in a duel.
  • "CALLING"
    During either duelist's turn, as the highest spell speed and unable to be chained to,:
    • Level 4 and below monsters can be called to the field, recalled to the Deckmaster Zone, and called out a second time normally.
    • Level 5-6 monsters can only be called to the field or recalled once each normally.
    • Level 7+ monsters can only be called once per duel and cannot be recalled normally.
    • Unless stated otherwise by the Deckmaster Support card, when a Deckmaster is called to or is on the field, the Deckmaster Support cannot be used.
    • A monster can only be called once per turn, unless a card effect changes that.
    • "Calling" a Deckmaster is not considered a Summon.
    • A Deckmaster is not considered on the field unless it is Called.
  • If a Deckmaster Called to the field is destroyed or removed from the field by battle or a card effect, except by Tribute to summon a Normal monster or by being recalled, that Deckmaster's owner loses the duel.
    • If a Deckmaster is Tributed for the summon of another of its owner's Normal monsters, that monster is considered its owner's new Deckmaster. It can only be recalled by card effect. It must also meet all other Deckmaster criteria.
  • You cannot have any monster that shares the name of your Deckmaster, including sharing that name by effect, in either your Deck, Side Deck or Extra Deck.
  • Deckmasters and Deckmaster Support cards are placed in the Field Spell Zone after turn order is decided, before the start of the duel.
    • You cannot play a Field Spell while you have a Deckmaster or Deckmaster Support card.

  • Master Boost
    • Deckmaster Support
    • All monsters you control with the same Attribute as your Deckmaster gain 400 ATK and DEF.

  • Master Stroke
    • Deckmaster Support
    • Once each per duel, when a monster you control battles that has either the same Attribute or the same Type as your Deckmaster, you can change the battle position of one of the battling monsters.

  • Master Strength
    • Deckmaster Support
    • Once during each of your turns, you can target one monster you control; If your Deckmaster has higher ATK than the target, the target gains ATK equal to 100 times your Deckmaster's level.

  • Master Medic
    • Deckmaster Support
    • Once per turn, during your Standby Phase, you regain Life Points equal to 100 times your Deckmaster's level.

  • Master Bait
    • Deckmaster Support
    • If your Deckmaster's ATK, DEF, and Level are all lower than your opponent's Deckmaster's ATK, DEF, and Level (respectively), Negate the effects of your opponent's Deckmaster Support. If your opponent's Deckmaster is Called, this card is negated.

  • The Old Ways
    • Deckmaster Support
    • Any monster with "when this card is flipped face up" in its effect is considered a Flip Effect monster. Once per turn, during either player's turn, you can negate the effect of a Flip Effect monster.

  • Conductor
    • Deckmaster Support
    • This card can only be used with a Tuner monster. All Normal monsters on the field are considered Tuners. No Synchro Summon can be performed with more than one Tuner.

  • Masters' Front 9
    • Deckmaster Support
    • When you Call your Deckmaster, increase your life points by the total ATK and DEF of your opponent's Deckmaster.

  • Masters' Back 9
    • Deckmaster Support
    • When you Recall your Deckmaster, decrease your opponent's life points by the total ATK and DEF of your opponent's Deckmaster.

  • Hot Meal
    • Deckmaster Support
    • This card can only be used with "Giant Turtle Who Feeds On Flames". For each FIRE or Pyro monster your opponent summons, you can increase the ATK and DEF of one Aqua type monster you control, or your deckmaster, by 500.

  • Take Shape
    • Deckmaster Support
    • This card can only be used with "Shapesnatch". When a card or effect would be activated that specifies a Type of monster on the field, you can select two original Types of monster on the field. All monsters of one Type are treated as the other Type.

  • Dark Magic Calling
    • Deckmaster Support
    • This card can only be used with "Dark Magician". When you call your Deckmaster, you can add one "Dark Magic Attack" to from your deck to your hand.

  • Blue Eyes Calling
    • Deckmaster Support
    • This card can only be used with "Blue Eyes White Dragon". When you call your Deckmaster, you can add one "Burst Stream of Destruction" to from your deck to your hand.

  • Red Eyes Calling
    • Deckmaster Support
    • This card can only be used with "Red Eyes B. Dragon". When you call your Deckmaster, you can add one "Inferno Fire Blast" to from your deck to your hand.

  • Crimson Meteor Jewel
    • Deckmaster Support
    • This card can only be used with "Red Eyes B. Dragon". You can Fusion summon "Meteor B. Dragon" using only a "Meteor Dragon" on the field or in your hand (you do not use "Polymerization" or "Red Eyes B. Dragon").

  • Onyx Skull Jewel
    • Deckmaster Support
    • This card can only be used with "Red Eyes B. Dragon". You can Fusion summon "B. Skull Dragon" using only a "Summoned Skull" on the field or in your hand (you do not use "Polymerization" or "Red Eyes B. Dragon").

  • Regina's Rule
    • Deckmaster Support
    • This card can only be used with "Cosmo Queen". All XYZ monsters you would summon that require 3 or more material can be summoned with one less material.

  • Millennium Set
    • Deckmaster Support
    • This card can only be used with "Sengenjin". Once per turn, during your End Phase, you can send one equip spell card from your deck to the graveyard. If seven equip spells with different names have been sent to the graveyard by this effect, when your called Deckmaster declares an attack, you win the duel.

  • Century Sentry
    • Deckmaster Support
    • This card can only be used with "Millennium Shield". If the only monsters you control are defense position monsters, all monsters you control have 0 ATK and 3000 DEF.

  • Decade Defense
    • Deckmaster Support
    • This card can only be used with "Millennium Shield". If the only monsters you control are face-up defense position Normal monsters, your opponent cannot declare an attack with a monster with less than 3000 ATK.

  • Call of the Skull Archfiend
    • Deckmaster Support
    • This card can only be used with "Summoned Skull". When your Deckmaster is called, you can special summon one Archfiend monster from your deck, ignoring any summoning restrictions.

  • Cascade Crush
    • Deckmaster Support
    • This card can only be used with "Aqua Madoor" or "Neo Aqua Madoor". If an Aqua monster you control has a higher total ATK and DEF than the ATK of the monster it battles with, after damage calculation, destroy the monster it battled with.

  • Snapback
    • Deckmaster Support
    • This card can only be used with "Whiptail Crow". Once per turn, during your opponent's Standby Phase, you can return one monster they control to the hand.

  • On Angel's Wings
    • Deckmaster Support
    • This card can only be used with "Wingweaver". If your opponent controls two or more monsters, one Fairy or Winged Beast monster you control can attack directly each turn.

  • Twin Magic
    • Deckmaster Support
    • This card can only be used with "Mystical Sheep #2". Once per turn, one Normal monster you control can be treated as a Fusion Substitute monster. The other monster(s) used for a fusion must be the correct one(s).

  • Emergency Recall
    • Counter Trap
    • This card's activation and effect cannot be negated. Target your Deckmaster that has been Called to the field and pay half your Life Points; Recall it. You can only activate "Emergency Recall" once per duel.

  • Total Recall
    • Counter Trap
    • This card's activation and effect cannot be negated. Target one Deckmaster that has been Called to the field and pay half your Life Points; Recall it. You can only activate "Total Recall" once per duel.

  • Cold Call
    • Counter Trap
    • This card's activation and effect cannot be negated. Call your Deckmaster to the field. You can only activate "Cold Call" once per duel.

  • Remastered
    • Normal Spell
    • Return your Deckmaster Support to your Side Deck. That Deckmaster Support cannot be used for the remainder of the Match. Overlay one different Deckmaster Support in your Side Deck with your Deckmaster.

  • Last Ditch
    • Deckmaster Support
    • Effect: Once per match, when your life points would decrease to 0, they decrease to 100 instead. This effect cannot be negated, and can be used at any time during the match.

  • Call Back Callback
    • Deckmaster Support
    • Effect: When your Deckmaster is Recalled, your life points become equal to the amount they were the most recent time the Deckmaster was Called.

  • Snatch and Release
    • Deckmaster Support
    • Effect: This card can only be used with "Shapesnatch". During either player's turn, while your opponent controls a face up monster and you do not, special summon one token. The Token's name, Level/Rank, Attribute, ATK and DEF are always the same as one face up monster your opponent controls. The Token's Type is "Aqua". The Token cannot be destroyed or removed from the field.

  • Incomprehensible
    • Deckmaster Support
    • Effect: This card can only be used with "Maiden of the Moonlight". Once per turn, during your opponent's standby phase, roll a six-sided die and flip a coin. Your opponent takes damage equal to the result of the die roll x100. If the coin lands on heads and the die roll resulted in a 1, 2 or 3, your opponent cannot conduct their battle phase that turn. If the coin landed on tails and the die roll resulted in a 4, 5, or 6, select one random card in your opponent's hand and banish it face-down. if over the course of a duel, six successive die rolls result in "1, 2, 3, 4, 5, 6" or "6, 5, 4, 3, 2, 1", your opponent loses the duel.

  • Redemption Victorious
    • Deckmaster Support
    • Effect: This card can only be used with "Gogiga Gagagigo". If at any time your graveyard contains the cards "Gigobyte" "Gagagigo", "Giga Gagagigo" and "Gagagigo the Risen" in sequence, you win the duel.

  • Three Wishes
    • Deckmaster Support
    • Effect: This card can only be used with "La Jinn the Mystical Genie of the Lamp". Once per turn, you can select one of the following effects. Each effect can only be selected once per match, and during each Duel, immediately after the third effect is selected, Call your Deckmaster to the field. Once this monster is called to the field, it can no longer activate any effect during that Duel, even if it is recalled.
      • Destroy all monsters your opponent controls.
      • Destroy all Spell and Trap Cards your opponent controls.
      • Discard 2 random cards from your opponent's hand.
      • Draw 2 cards.
      • Special summon one monster from your graveyard.
      • Return all Spell and Trap cards on the field to the hand.
      • Take control of one monster your opponent controls.
      • Look at your opponent's hand. Select 1 card among them and return it to his/her Deck. The Deck is then shuffled.
      • Skip the Draw Phase of your opponent's next turn.

  • Soul Supper
    • Deckmaster Support
    • Effect: This card can only be used with "Souleater". Monster cards that would be sent to the graveyard cannot be removed from the graveyard or sent anywhere else.

edited 15th Sep '17 5:51:46 AM by wanderlustwarrior

The sad, REAL American dichotomy
HydraGem Swashbuckler Since: Jan, 2015
Swashbuckler
#1855: May 31st 2016 at 1:00:48 AM

You know what Yugioh Needs? A legit Gamble Archetype. I loved Joey Wheeler's duels in the original yugioh because of his Luck-Based cards, so here's an archetype built purely around luck-or, rather, manipulating luck into your favor. ;)

  • Casino Shark-Croupier Bunny
    • Level 3
    • DARK/Fish,
    • Pendulum Scale 7
    • Pendulum Effect: When you activate an effect that requires a roll of dice, you can pay 500 life points to roll again.
    • Monster Effect: When this card is summoned onto the field, you roll a dice. If it lands on an odd number, all monsters on your opponent's side of the field lose 700 attack points.If it lands on an even number, your opponent's monsters gain 700 attack points.
    • ATK 1200/DEF 700

  • Casino Shark-Club Jack
    • Level 4
    • DARK/Fish
    • Pendulum Scale 5
    • Pendulum Effect: While this card is in your Pendulum Zone, roll a dice. If it lands on an Odd number, draw a card. If it lands on an Even number, your opponent draws a card.
    • Monster Effect: Once per turn, if this card is in face-up attack position, draw a card. If it's a monster card, special summon it. If it's a spell card, double this monster's attack points. If it's a trap, cut this monster's attack in half.
    • ATK 1400/DEF 0

  • Casino Shark-Spade Roller
    • Level 4
    • DARK/Fish
    • Pendulum Scale 6
    • Pendulum Effect: When a Casino Shark monster is destroyed by battle, you can roll a dice. If it lands on an even number, special summon that monster. If it lands on an odd number, shuffle it into your deck.
    • Monster Effect: While this card is face up on the field, you can pay 500 lifepoints to roll a dice. If it lands on an even number, destroy this card. If it lands on an odd number, destroy one monster on your opponent's side of the field.
    • ATK 500/DEF 2100

    • Casino Shark-Broken Hearts
    • Level 6
    • DARK/Fish
    • Pendulum Scale 4
    • Pendulum Effect: Once per turn, flip a coin. If it lands on Heads, you cannot special summon this turn. If it lands on Tails, add one 'Casino Shark' from your deck to your hand.
    • Monster Effect: Once per turn, while this card is on the field: you flip 3 coins. If you get 3 tails, destroy all cards on your opponent's side of the field. If you get 2 tails, destroy one card on your opponent's side of the field. If you get a 1 tail, send one card from your hand to the graveyard. If you land 3 Heads, destroy all cards on your field.
    • ATK 2100/DEF 700

  • Casino Shark-Ace O' Clubs
    • Level 3
    • DARK/Fish
    • Pendulum Scale 6
    • Pendulum Effect: Once per turn, you can roll a dice. You can then choose to increase or decrease this scale's amount by the decided amount.
    • Monster Effect: Once per turn, during either player's turn, you can roll a dice. Depending on the amount, you can increase or decrease any face-up monster's level.
    • ATK 700/DEF 1900

  • Casino Shark-Queen Luck
    • Level 8
    • DARK/Fish
    • Pendulum Scale 8
    • Pendulum Effect: While this card is in your Pendulum Zone: flip a coin. If it lands on Heads, destroy all 'Casino Shark' monsters. If it lands on Tails, all 'Casino Shark' monsters gain 1000 attack points.
    • Monster Effect: While this card is on the field, when you activate a 'Casino Shark' monster's effect, you can decide which effect to activate, regardless of the results.
    • ATK 2800/DEF 2000

  • Casino Shark-Pit King
    • Level 8
    • DARK/Fish
    • Pendulum Scale 1
    • Pendulum Effect: While this card is in your Pendulum Zone, when you activate a 'Casino Shark' monster's effect, you can decide which effect to activate, regardless of the results.
    • Monster Effect: When this card is Pendulum Summoned onto the field, flip a coin. If it lands on heads, destroy this monster. If it lands on tails, destroy a monster on your opponent's field and deduct it's attack points from their life points.
    • ATK 3500/DEF 500

  • Casino Shark-Slot Buster
    • Level 4
    • DARK/Fish
    • Pendulum Scale 7
    • Pendulum Effect: While this card is in your Pendulum Zone: pay 1000 life points flip three coins. If all 3 results are Tails, destroy all cards in your opponent's pendulum zone. If all three results are Heads, destroy all monsters on your side of the field.
    • Monster Effect: While this card is in your field: pay 1000 life points flip three coins. If all 3 results are Tails, draw three cards If all three results are Heads, your opponent draws three cards.
    • ATK 1800/DEF 1400

  • Casino Shark-Pachinko Wizard
    • Level 5
    • DARK/Fish
    • Pendulum Scale 3
    • Pendulum Effect: While this card is in your Pendulum Zone and you activate the effect of a 'Casino Shark' monster, you can negate the effect and destroy this card.
    • Monster Effect: While this card is in your hand and you activate a spell card requiring a coin flip or dice roll: send this card from your hand to the graveyard, negate the effect and return the card to your hand. You cannot activate the selected card this turn.
    • ATK 900/1400

  • Casino Shark-Roulette Madman
    • Level 6
    • DARK/Fish
    • Pendulum Scale 3
    • Pendulum Effect: While this card is in your pendulum zone: roll a dice If it lands on a number from 2-6: you gain 1000 life points. If it lands on a 1, you lose 1000 life points.
    • Monster Effect: While this card is on your field: roll a dice If it lands on a number from 2-6: your opponent loses 1000 life points.. If it lands on a 1, your opponent gains 1000 life points.
    • ATK 2400/DEF 2100

  • House Rules
    • Continuous Trap
    • While this card is on the field, when you activate a 'Casino Shark' effect, you can have the resulting effect happen to the opponent as oppose to yourself. You must pay 1000 life points in order to activate this effect.

  • Fiendish Dice
    • Normal Trap
    • When you activate this card, roll a dice. Your opponent's monster loses 300 attack points depending on the number of the roll. All 'Casino Shark' monsters on your field gain the same amount.

  • Two of a Kind
    • Normal Trap
    • During your turn, you can flip two coins. If both results match, you can select one monster on your opponent's field: deduct their life points by their monster's attack points. If they do not, select a monster on your side of the field and reduce your life points by that monster's attack. If you have a 'Casino Shark' monster in your hand, you can reveal it: your coin flips are treated as if they match.

  • Sleeve Card
    • Counter Trap
    • If your opponent special summons a monster, you can reveal a 'Casino Shark' monster from your hand: destroy the monster and draw two cards.

  • High Roller's Ultimate Gamble
    • Normal Trap
    • If you have no cards in your hand, you can flip a coin and call it. Call it right, and you can draw six cards. Call it wrong, you lose half your life points. If you call the coin wrong while you have a 'Casino Shark' monster on your field: send that monster to the graveyard, treat your result as though you were right.

edited 31st May '16 6:05:26 PM by HydraGem

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1856: May 31st 2016 at 4:48:00 AM

Here's a thought: maybe make them Fish? Keeping up with the imagery of card sharks, game sharks, etc., have them be anthropomorphic sharks?

The sad, REAL American dichotomy
HydraGem Swashbuckler Since: Jan, 2015
Swashbuckler
#1857: May 31st 2016 at 3:39:09 PM

[up] .....I like you. That's a great idea!

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1858: May 31st 2016 at 5:24:26 PM

Oh gosh, thanks for listening! I didn't want to dictate your idea, but as you can see with some of my archetypes, and previous discussion in this thread, I like to build up underutilized types. It'd be fun to see some DARK/Fish. Like some sort of man-shark.

edited 31st May '16 5:27:14 PM by wanderlustwarrior

The sad, REAL American dichotomy
HydraGem Swashbuckler Since: Jan, 2015
Swashbuckler
#1859: May 31st 2016 at 6:11:15 PM

Hm....would you say that they'd look like Sharks that walk the Streets? :v

And yeah, I do agree that some types-Fish, Reptiles, Beast-Warriors kind of get the shaft while Dragons, Magicians, and Machines are all the rage, so giving some new members to under developed Types is something I approve of.

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1860: May 31st 2016 at 6:14:11 PM

That's why I tried making my Cosmoserpent archetype Sea Serpents (sea of space), but it was more logical to make them WATER/Rock, since they're spectral asteroid serpents. I did make my Gorgon Empresses Sea Serpents (though reptiles could also fit).

On that note, a typo in another tab just gave me an idea:

  • Walrush
    • WATER Aqua, Level 4, 1500 ATK / 2000 DEF
    • If your opponent declares a direct attack, you can special summon this card from your hand. When this monster is summoned or destroyed, it becomes the End Phase of that turn.
      A roaring walrus divebombing from the sky, with visible speed lines.

The fact that surprise walrus combos so well with Destiny Board and Dark Sanctuary was not intentional, but is not lost on me.

edited 31st May '16 6:28:47 PM by wanderlustwarrior

The sad, REAL American dichotomy
HydraGem Swashbuckler Since: Jan, 2015
Swashbuckler
#1861: May 31st 2016 at 7:10:13 PM

I don't care what the deck is, I'd run Walrush. XD But I think it'd be a card that be limited if it was real.

And I think the Cosmoserpents are a pretty cool idea with an interesting theme. I love space in general, so the idea of snake comets is really cool! And their effects are pretty interesting, like the next evolution of hand traps. Speaking of Traps, would this be a useful support for your archetype?

  • Cosmic Snake Rain
    • Continuous Trap
    • When a 'Cosmoserpent' Monster returns to the field after being banished, destroy one card on your opponent's side of the field.

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1862: May 31st 2016 at 7:23:47 PM

It would present an alternative to the main way I'd use Cosmoserpents, for lockdown by keeping them from returning to the field. I do like decks to have options besides one intended play pattern. However, it might be more fitting of the theme to give it a slightly different effect (also, giving it a name change to stick with the Asteroid theme):

  • Cosmic Reentry
    • Continuous Trap
    • When a 'Cosmoserpent' Monster returns to the field after being banished, return one card on your opponent's side of the field to the bottom of their deck.

Cosmoserpents and Helios benefit tremendously from Macro Cosmos not being limited. "No Va" is intended to not only buff Helios monsters, but ensure they go to the grave if destroyed, to activate their revival effects. Ironically, my Banish deck, which I was running as a main deck before coming up with this archetype, works just fine with Macro Cosmos limited.

I'm going to have to consider the wording of it, but I think I should make a field to support Cosmoserpents and the Banfish.

Walrush is intended to be a slight double-edged sword to prevent it from being too powerful. You can't summon it yourself at all, or be careless with it and let it get destroyed on your turn, otherwise you're screwed.

edited 31st May '16 7:38:49 PM by wanderlustwarrior

The sad, REAL American dichotomy
HydraGem Swashbuckler Since: Jan, 2015
Swashbuckler
#1863: May 31st 2016 at 7:49:12 PM

Variety is the spice of life~ And it just kind of seems like Cosmoserpents' low-to-average stats would make them sitting ducks when they get to the field and you don't have any serpents to stun your opponent. And it kind of works with the theme, since they're giant rock snakes, imagine them falling through the air like meteors. ((Of course, that's just my opinion/analysis and probably why I'm not a good competitive duelist))

EDIT

Well, now that I've read your posts again and seen the edit-I'm just really slow it seems-I think I get the idea of the Cosmoserpents and I can see how they get along with Helios. ((Also, I like the new name and the effect fits better with what the deck does, since a lot of decks can benefit from cards going to the graveyard. Guess I didn't think that through, sorry))

edited 4th Jun '16 11:37:36 PM by HydraGem

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1864: Jun 20th 2016 at 11:22:30 AM

No need to apologize, you're just being creative here!

A couple more thoughts, since I read your archetype's support cards) - Maybe Fiendish Dice should be Loaded Dice? Loaded dice favor certain outcomes, and they make your monsters "loaded", as in wealthier here.

Club Jack, Queen Luck, and your last three trap are really strong, especially for a pendulum deck with that Normal Trap. Nerf pls?

  • How about with Club Jack, make it triggered by the draw of that turn, instead of being a +1 every turn. Destroy and banish it if you draw a trap.
  • Queen Luck needs some sort of further summoning restriction (I think? I forget how Pendulums work)
  • Maybe with Two of a Kind, discard a monster to change one of the flip results, instead of revealing?
  • Sleeve Card shouldn't have a draw effect.
  • I don't know what to do with Ultimate Gamble yet, but it's basically a +6 all on its own.

edited 20th Jun '16 11:36:05 AM by wanderlustwarrior

The sad, REAL American dichotomy
NickTheSwing Since: Aug, 2009
#1865: Jun 25th 2016 at 10:21:21 PM

  • Satellite Base
  • Level 4
  • Light / Machine
  • This card cannot be destroyed in battle except with a monster level / rank 6 or higher. During the end phase; this card gains 1000 defence. When this card battles, decrease this increased defence to 0 after damage calculation. When this card is sent to the graveyard; add 1 Satellite card from your deck to your hand.
  • 0 / 0

  • Satellite Cannon Deep Orbit
  • Level 6
  • Light / Machine
  • This card cannot be normal summoned / set. This card must be special summoned first by revealing 1 Satellite Cannon from your hand. This card cannot be destroyed in battle except with Rank 8 or higher monsters. When this card attacks a defence position monster, inflict doubled piercing damage. During the end phase, increase this card's atk by 2000. When this card attacks, this increased atk decreases to 0 after damage calculation.
  • 1000 / 0

  • Satellite Strike Station
  • Level 3
  • Light / Machine
  • When this card is normal summoned or special summoned, special summon 1 Satellite monster from your hand. This card's level then becomes equal to that card's level. This card cannot be destroyed in battle except with Level 4 monsters. During the end phase; this card gains 500 atk.
  • 0 / 0

  • Satellite Cannon Near Orbit
  • Level 7
  • Light / Machine
  • When this card is in your hand, you can send it and 2 Satellite monsters from your hand or field including Satellite Cannon to the graveyard to special summon Satellite Laser Balsam from your extra deck. This special summoned monster cannot be affected by the effects of spells, traps and the effects of monsters level / rank 9 or lower. This card cannot be destroyed by the effects of monsters, spells or traps.
  • 0 / 2500

  • Satellite Charging Station
  • Continuous Trap
  • Increase the amount of atk / def each Satellite monster gains from a card effect by 2000. During the end phase, except during the turn this card was sent to the graveyard; you can banish this card. Then, special summon 1 Satellite monster from your deck or graveyard; it gains 3000 atk.

  • Satellite Research Station
  • Continuous Spell
  • If you control no monsters, then once per turn you may add 1 Satellite monster from your deck to your hand. Once per turn, you may reveal 1 Satellite monster with a different name from a Satellite monster in your hand; special summon 1 Satellite monster from your hand. During the end phase; each Satellite monster you control gains 500 atk.

  • Counter-Strike from Deep Space
  • Trap
  • Activate only if your opponent attacks a Satellite monster; banish all face up cards your opponent controls and deal 400 damage to them for each card banished in this way. If you control Satellite Laser Balsam when you activate this card; banish all cards in your opponent's hand during the end phase.

  • Solar Force Recharge
  • Spell
  • Add 1 Level 4 or lower Satellite monster from your deck to your hand. Then all Satellite monsters you control gain 1000 atk.

  • Satellite Superweapon - Ultima
  • Rank 5
  • Light / Machine
  • 2 Level 5 Light Machine monsters
  • If this card is special summoned and only has Satellite monsters as XYZ material, it gains 1000 for each Satellite monster attached to it as XYZ material and in the graveyard. This card cannot be destroyed in battle. When this card destroys a monster in battle, deal damage to your opponent equal to that monster's atk. When this card battles a defence position monster, inflict doubled piercing battle damage. When this card battles, decrease its atk to 0 after damage calculation unless you detach an XYZ material from it. During the end phase, if this card has XYZ material; it gains 3500 atk.
  • 0 / 0

edited 25th Jun '16 10:31:48 PM by NickTheSwing

Sign on for this After The End Fantasy RP.
VampireBuddha Calendar enthusiast from Ireland (Wise, aged troper) Relationship Status: Complex: I'm real, they are imaginary
Calendar enthusiast
#1866: Jul 22nd 2016 at 12:34:04 PM

Hope you don't mind me necroing this thread, but I've had this idea knocking around in my head for a while and I figured I'd get it onto the Internet.

Cyborg Frog

  • WATER
  • [Aqua/Effect]
  • ATK: 400 / DEF: 400
  • Level 1
  • This monster's Type is also treated as Machine. If this card inflicts battle damage to your opponent, draw one card from the bottom of your deck. If this face-up card is destroyed as a result of battle, send two cards from your Graveyard to the bottom of your deck.

Cyborg Lion

  • EARTH
  • [Beast/Effect]
  • ATK: 2300 / DEF: 1900
  • Level 6
  • This monster's Type is also treated as Machine. If this monster is Normal Summoned successfully, select and activate one of the following effects without first looking at your Deck.
    • Add one card from the bottom of your Deck to your Hand.
    • Reveal one card on the bottom of your Deck. If it is a Monster Card, Special Summon it. Otherwise, send it to the Graveyard.

Cyborg Minotaur

  • EARTH
  • [Beast-Warrior/Effect]
  • ATK: 1700 / DEF: 1000
  • Level 4
  • This monster's Type is also treated as Machine. If this monster destroys an opponent's monster by battle, send one card from your Graveyard to the bottom of your Deck.

Cyborg Tyranno

  • WIND
  • [Dinosaur/Effect]
  • ATK: 3000 / DEF: 2000
  • Level 8
  • This monster's Type is also treated as Machine. If this monster attacks your opponent's Life Points directly, draw one card from the bottom of your Deck.

Cyborg Dragon

  • FIRE
  • [Dragon/Effect]
  • ATK: 2900 / DEF: 2600
  • Level 8
  • This monster's Type is also treated as Machine. This monster cannot be Special Summoned form your Hand or Deck. This monster cannot be Special Summoned from the Graveyard or Banish Zone unless it was sent there from the Field, Graveyard, or Banish Zone. This monster cannot attack your opponent's Life Points directly. When this monster finishes an attack, you can send one card from the bottom of your Deck to the Graveyard to give this monster one additional attack this turn.

Durga, Lightsworn Cyborg

  • LIGHT
  • [Fairy/Effect]
  • ATK: 1900 / DEF: 1800
  • Level 4
  • This monster's Type is also treated as Machine. When cards from your Deck are sent to the Graveyard, you can send cards from the bottom of your Deck instead of the top. Once per turn, during your End Phase: send the bottom two cards of your Deck to the Graveyard.

Gry, Cyborg of Dark World

  • DARK
  • [Fiend/Effect]
  • ATK: 1200 / DEF: 900
  • Level 4
  • This monster's Type is also treated as Machine. If this card is discarded from your Hand to the Graveyard, draw one card from the bottom of your Deck. If this was due to an opponent's card effect, draw an additional card from the bottom of your Deck.

Cyborg Shark

  • WATER
  • [Fish/Effect]
  • ATK: 1000 / DEF: 1000
  • Level 3
  • This monster's Type is also treated as Machine. Once per turn, you can send one Monster Card from your Hand to the bottom of your Deck. If you do so, this monster can attack your opponent's Life Points directly.

Cyborg Tarantula

  • EARTH
  • [Insect/Effect]
  • ATK: 900 / DEF: 900
  • Level 2
  • FLIP: Draw two cards from the bottom of your Deck. This monster's Type is also treated as Machine.

Cyborg Flytrap

  • WATER
  • [Plant/Effect]
  • ATK: 100 / DEF: 2100
  • Level 4
  • This monster's Type is also treated as Machine. If this defence-position monster is attacked by a monster whose ATK is lower than this monster's DEF, the attacking monster is destroyed at the end of the Damage Step. When your opponent's monster declares an attack, you can send one card from your Hand to the bottom of your Deck to redirect the attack to this card.

Cyborg Hacker

  • LIGHT
  • [Psychic/Tuner/Effect]
  • ATK: 900 / DEF: 1200
  • Level 3
  • This monster's Type is also treated as Machine. While this monster is on the field, when you draw cards, you can draw from the bottom of your Deck instead of the top. If this monster is destroyed by a card effect, draw one card from the bottom of your Deck. If this monster is used to Synchro Summon a Machine-Type Synchro Monster, each Machine-type monsters used in the summon can have its level increased or decreased by one for the purpose of the Summon.

Volcanic Cyborg

  • FIRE
  • [Pyro/Effect]
  • ATK: 1700 / DEF: 200
  • This monster's Type is also treated as Machine. Once per turn, you can excavate cards from the bottom of your Deck until you pick up a Monster Card; send all cards excavated by this effect to the Graveyard, and inflict damage to your opponent's Life Points equal to 500 times the Level of the monster sent to the Graveyard by this effect. You cannot declare an attack during the turn you activate this effect.

Alien Cyborg

  • WIND
  • [Reptile/Effect]
  • ATK: 1400 / DEF: 1300
  • Level 3
  • This monster's Type is also treated as Machine. Once per turn, you can send one Monster Card from your Hand to the bottom of your Deck and distribute A-Counters among your opponent's monsters equal to the level of the discarded monster. (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.) If this card is destroyed by a card effect, draw one card from the bottom of your deck for every three A-counters on the field.

Cyborg Sphinx

  • EARTH
  • [Rock/Effect]
  • ATK: 600 / DEF: 2200
  • Level 4
  • This monster's Type is also treated as Machine. Once per turn, you can flip this card into face-down defence position. When this card is flip summoned, draw one card from the bottom of your deck.

Cyborg Plesioaurus

  • WATER
  • [Sea Serpent/Effect]
  • ATK: 2600 / DEF: 2000
  • Level 7
  • This monster's Type is also treated as Machine. This monster cannot be Special Summoned from your Hand or Deck. Once per turn, you can draw one card from the bottom of your Deck. If it is a monster, send it to the Graveyard. If it is a Spell or Trap, set it in face-down position on the field.

Cyborg Sorceror

  • DARK
  • [Spellcaster/Effect]
  • ATK: 1700 / DEF: 1200
  • Level 4
  • This monster's Type is also treated as Machine. When this monster destroys an opponent's monster by battle, place one Spell Counter on it. Remove four Spell Counters from this card to draw one card from the bottom of your Deck.

Lightning Cyborg

  • LIGHT
  • [Thunder/Effect]
  • ATK: 2300 / DEF: 1900
  • Level 5
  • This monster's Type is also treated as Machine. Once per turn, you can banish one card from the bottom of your Deck. If you do so, this monster inflicts Piercing damage for that turn.

Cyborg Ninja

  • DARK
  • [Warrior/Effect]
  • ATK: 1400 / DEF: 800
  • Level 3
  • This monster's Type is also treated as Machine. If this card would be destroyed by battle, send one card from the bottom of your Deck to the Graveyard to negate its destruction. If this card is destroyed by a card effect, draw one card from the bottom of your Deck, and if it is a Monster Card, Special Summon it.

Cyborg Harpie

  • WIND
  • [Winged Beast/Effect]
  • ATK: 1300 / DEF: 1400
  • Level 4
  • This monster's Type is also treated as Machine. Send two cards from your hand to the bottom of your deck to return a Spell or Trap Card on your opponent's side of the field to their hand.

Cyborg Tatsu

  • WATER
  • [Wyrm/Effect]
  • ATK: 2500 / DEF: 1800
  • Level 8
  • This monster's Type is also treated as Machine. If this monster is Normal Summoned successfully, send all monsters on your opponent's side of the field to the bottom of their Deck.

Cyborg Vampire

  • DARK
  • [Zombie/Tuner/Effect]
  • ATK: 1600 / DEF: 1600
  • Level 4
  • This monster's Type is also treated as Machine. If this card is in your Graveyard, activate one of the following effects:
    • Send one card from the bottom of your Deck to the Graveyard to return this card to your Hand.
    • Discard one Level 4 or higher monster from you Hand to send this card to the bottom of your Deck.
    • Tribute one Zombie-type monster to Special Summon this card.

Prototype Cyborg

  • WIND
  • [Warrior/Tuner]
  • ATK: 1900 / DEF: 2000
  • Level 4
  • The result of an early experiment to infuse living creatures with ancient technology. She passed her tests with flying colours, paving the way for cyborgs with more advances abilities.

Radio Coordinator

  • LIGHT
  • [Machine/Effect]
  • ATK: 0 / DEF: 1800
  • Level 3
  • While this card is on the field, "Cyborg" monsters gain 200 ATK for every Machine-type monster on the field.

Crystal Cyborg

  • EARTH
  • [Rock/Synchro/Effect]
  • 1 Tuner monster + 1 or more non-Tuner monsters
  • ATK: 2400 / DEF: 2300
  • Level 6
  • This monster's Type is also treated as Machine. During your End Phase, if this monster did not engage in battle this turn, draw one card from the bottom of your Deck.

Revived Cyborg

  • DARK
  • [Zombie/Xyz/Effect]
  • 2 Level 4 "Cyborg" monsters + 1 or more other "Cyborg" monsters
  • ATK: ? / DEF: ?
  • Rank 4
  • This monster's Type is also treated as Machine. This monster's total ATK is the combined ATK of all attached Xyz Material monsters, and its DEF is the combined DEF of all attached Xyz Material monsters. If this monster would be destroyed, you can detach one Xyz-Material monster to negate its destruction.

Cybernetic Cyborg

  • FIRE
  • [Machine/Fusion/Effect]
  • 3 "Cyborg" monsters
  • ATK: 3000 / DEF: 2900
  • Level 8
  • Whenever you draw a card from the bottom of your Deck, except during your Draw Phase, gain 300 Life Points.

Sacred Cyborg

  • WATER
  • [Spellcaster/Ritual/Effect]
  • ATK: 2800 / DEF: 2200
  • Level 8
  • This monster's Type is also treated as Machine. This monster is Ritual Summoned by "Cyborg's Prayer". If this card is in your hand, you can add one "Cyborg's Prayer" from your Deck to your hand, shuffle your Deck, and then place this card on the bottom of your Deck. While this card is on the field, if a "Cyborg" monster would be sent to the bottom of your Deck from your Hand, Field, Graveyard, or Banish Zone, it is Special Summoned instead. If this card is in your Graveyard after having been Ritual Summoned, you can Special Summon it by banishing two "Cyborg" monsters from the field.

Cyborg's Prayer

  • Ritual Spell Card
  • This card is used to Ritual Summon "Sacred Cyborg". If this card is in your hand, you can add one "Sacred Cyborg" from your Deck to your hand, shuffle your Deck, and then place this card on the bottom of your Deck.

I hereby give to the holder of the Yu-Gi-Oh license full permission to use the ideas in this post and promise not to sue or complain if they do so (thought I would appreciate an acknowledgement).

edited 22nd Jul '16 12:34:36 PM by VampireBuddha

Ukrainian Red Cross
NickTheSwing Since: Aug, 2009
#1867: Aug 20th 2016 at 12:52:10 AM

Full form cards from a fanfic. Donated the idea for the particular villain using these. Lets just say I took some inspiration from The Legend Of Koizumi.

  • Schwarz Army Grenadier
  • Level 5
  • Dark / Warrior
  • If you control no monsters, you can special summon this card from your hand. Once per turn, you can deal 600 damage to your opponent. You can banish this card from your graveyard; add 1 Dark Miracle card and 1 Schwarz Army card from your deck to your hand. You cannot special summon during the turn you activate this card effect except DARK monsters.
  • 1400 / 1400

  • Schwarz Army Device Leibragon
  • Level 4
  • Dark / Machine
  • Once per turn, you can target 1 Warrior type Schwarz Army card; it can attack your opponent directly this turn and any damage it deals is doubled. You can banish this card from your graveyard; target 2 Schwarz Army monsters you control; their levels become 9 until the end of the turn.
  • 1000 / 1200

  • Dark Miracle Device Dunkel Befehl
  • Continuous Spell
  • Once per turn, you can target 2 monsters you control; their levels become equal to their total combined original level. If those monsters are Schwarz Army monsters, a monster XYZ summoned using them as XYZ material gains the following effect;
    • Destroy any monster that battles this card at the beginning of the damage step.

  • Schwarz Army LDO - IX
  • Rank 9
  • Dark / Psychic
  • 1 machine type Schwarz Army monster and 1 warrior type Schwarz Army monster
  • Once per turn, you can attach 1 monster from your opponent's graveyard to this card as an XYZ material. During the turn this card is XYZ summoned; this card is unaffected by the effects of your opponent's card effects. Once per turn, you can detach 1 XYZ material from this card and target 1 face up monster; destroy it and deal damage to your opponent equal to that monster's atk on the field.
  • 3200 / 3000

  • Overlay Raider
  • Trap
  • Activate only when your opponent summons a non-XYZ monster from their extra deck. Look at their extra deck and attach 2 non-XYZ monsters of your choice to an XYZ monster you control.

  • Manufactured War
  • Quickplay Spell
  • Activate only during your mainphase 2 if a monster you control did not declare an attack this turn. Banish all face up spells and traps your opponent controls and deal damage to them equal to half that monster's atk.

  • Schwarz Army Rifleman
  • Level 4
  • Dark / Warrior
  • When this card is used as XYZ material for a Dark Psychic monster, deal 800 damage to your opponent. When this card is summoned, add 1 machine type Schwarz Army monster from your deck or graveyard to your hand.
  • 1200 / 1200

  • Schwarz Army Device Geinheimr
  • Level 3
  • Dark / Machine
  • Once per turn, if you control a Dark Warrior monster, you can special summon this card from your hand. If this card is used as XYZ material for a Dark Psychic type, draw 1 card.
  • 800 / 1200

  • Dark Miracle Device Grahmhald
  • Continuous Spell
  • Once per turn, you can special summon 2 Schwarz Army monsters from your hand or graveyard and treat their levels as equal to their combined original level. Then, immediately XYZ summon an XYZ monster from your extra deck using those two monsters. If you summoned a Schwarz Army monster using this effect, you can discard 1 card and draw 2 cards.

  • Schwarz Army LDO - VIII
  • Rank 8
  • Dark / Psychic
  • 1 Schwarz Army machine type monster + 1 Schwarz Army warrior type monster
  • Once per turn, if this card was XYZ summoned during this turn, you can special summon 1 XYZ monster from your extra deck with the same Rank as this card, but negate its effects until the end of the next turn. Once per turn, this card can attack your opponent directly. When this card deals damage; it gains 400 atk.
  • 2500 / 2800

  • Schwarz Army LDO - VII
  • Rank 7
  • Dark / Psychic
  • 1 Schwarz Army machine type monster + 1 Schwarz Army warrior type monster
  • When this card attacks, negate the effects of monsters that it battles and halve the atk of all face up monsters with the same type as that monster. When this card would be destroyed, you can detach 1 XYZ material from this card instead. This card gains 500 atk whenever you detach an XYZ material from this card. If this card has no XYZ material, it gains 1000 atk.
  • 2300 / 2000

  • Circuitous Route to Victory
  • Trap
  • Activate only if your opponent has 3 or more monsters in play; until the end of your next turn, those monsters cannot attack, and all Schwarz Army monsters you control can attack your opponent directly.

  • Overlay Surge
  • Spell
  • Activate only if you control an XYZ monster; special summon 2 XYZ monsters from your extra deck with lower Ranks than that monster, and attach this card to one of the summoned monsters at random.

edited 20th Aug '16 12:53:10 AM by NickTheSwing

Sign on for this After The End Fantasy RP.
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1868: Aug 20th 2016 at 9:24:53 AM

[up][up]I like em! Great concept and integration with existing types, archetypes and series. I would say though that Revived Cyborg's summoning condition makes it potentially overly strong.

Idea for a series/archetype that I'll make eventually: Butterfly Effect. Flip effect insect monsters that have a minimal effect when flipped face up, but a game changing effect once the turn count has reached a certain point after they have been flipped face up, or destroyed by battle while face down, and are no longer on the field.

In fact... I may also make them fiery, to evoke Final Countdown and related cards.

edited 17th Sep '16 2:59:12 PM by wanderlustwarrior

The sad, REAL American dichotomy
NickTheSwing Since: Aug, 2009
#1869: Sep 16th 2016 at 12:09:39 AM

Idea for the Demon Duelist's Dimension Dragon aka "sort of a merger between the existing dimension dragons".

  • Blight-Eyes Totality Dragon
  • Fusion
  • Level 12
  • Dark / Dragon
  • Dark Rebellion XYZ Dragon + Starve Venom Fusion Dragon + Clear Wing Synchro Dragon + Odd Eyes Pendulum Dragon
  • You may special summon this card from your extra deck by banishing the fusion material listed on this card from your field or graveyard. This card cannot be affected by card effects, except the effects of monsters special summoned from the extra deck. Once per turn, during either player's turn, you may target 1 face up monster; decrease its atk to 100 and negate its effects, then this card gains atk equal to that monster's original atk +400. If a level 4 or higher monster activates its effect; once per turn during either player's turn you can negate that effect and banish that monster. All battle damage this card deals is tripled.
  • 4600 / 3700

edited 16th Sep '16 12:10:56 AM by NickTheSwing

Sign on for this After The End Fantasy RP.
Crizelda Poisonous Maiden ~ Unknown of Unending Toxicity from the World That Renounced Its Existence Since: Sep, 2016 Relationship Status: Mu
Poisonous Maiden ~ Unknown of Unending Toxicity
#1870: Sep 17th 2016 at 2:50:16 PM

I suppose this is as good a place as any…

  • Sunset Sorcerer
    FIRE / Level 3
    [Spellcaster / Effect]
    During your End Phase, place 1 Sunset Token on this card. If there are 3 Sunset Tokens on this card, you can Tribute this card and Special Summon 1 "Sunset Dragon" from your hand or Deck.
    ATK 1200 / DEF 1000
  • Sunset Dragon
    FIRE / Level 6
    [Dragon]
    A dragon said to be the herald of the sunset. Its Sunset Ray of Conflagration is said to have slain even an immortal.
    ATK 2200 / DEF 2000
  • Sunset Glow Dragon
    FIRE / Level 8
    [Dragon / Effect]
    This monster cannot be Normal Summoned or Set. This monster cannot be Special Summoned except through its own effect. Banish 3 "Sunset Dragon" monsters from the field or your hand to Special Summon this monster. This monster gains 200 ATK and DEF for each banished "Sunset" monster.
    ATK 2500 / DEF 2500
  • Sunset Mirror Force
    [Normal Trap Card]
    Activate only when your opponent declares an attack. Flip all Attack Position monsters your opponent controls to face-down Defense Position. Their Battle Positions cannot be changed this turn.
  • Sunset Fang Sword
    [Equip Spell Card]
    Equip only to a "Sunset" monster; increase its ATK by 300 for each "Sunset Dragon" monster on the field.

In regards to fanon monster types and/or card types and/or attributes, are those welcome in this thread?

Ilynne: "… Sidney… that gasmask of hers… why does she wear it…? And… why… why is there no… violet text color…?"
NickTheSwing Since: Aug, 2009
#1871: Oct 11th 2016 at 11:45:15 PM

Cards for a member of a set of villains in a new RP / Fanfic Idea;

These belong to Mot, who is a shark man-monster who is constantly hungry, I took visual inspiration for him from the card Morinphen.

  • Terrorshark Grimm
  • Level 4
  • Dark / Fish
  • When this card is summoned or sent to the graveyard, you can select 1 unused Spell or Trap zone on your field; that zone cannot be used while this card is on the field or in the graveyard. While this card is face up on the field or in the graveyard; for each unusable spell or trap zone on the field, each Terrorshark Monster you control gains 500 atk.
  • 1300 / 900

  • Terrorshark Goblinn
  • Level 4
  • Dark / Fish
  • When this card is summoned; select 1 unused spell or trap zone on your side of the field; while this card is on your side of the field or in your graveyard, that spell or trap zone is unusable. Once per turn, if you have 3 or more unusable spell or trap zones, you can draw 1 card.
  • 1800 / 1000

  • Terrorshark Hammar
  • Level 1
  • Dark / Fish
  • This card cannot be normal summoned or set. You can special summon this card from your hand if there are spell and trap zones on your field that are unusable. Once per turn, you can target another Terrorshark monster; this card's level becomes the same as that monster's level.
  • 2000 / 1000

  • Terrorshark Greawite
  • Level 6
  • Dark / Fish
  • During either player's turn; you can prevent this card's destruction by card effects or battle by making one of your spell or trap zones unusable while this card is on the field or in the graveyard. You can normal summon this card without tributing if you reveal 1 Terrorshark monster from your hand.
  • 2200 / 2000

  • Terrorshark Tigore
  • Rank 4
  • Dark / Fish
  • 2 Level 4 DARK Fish monsters
  • This card is unaffected by the effects of trap cards. You can detach 1 XYZ Material from this card to destroy 1 face up monster or spell card on the field; you can activate this effect during either player's turn.
  • 2300 / 2200

  • Terrorshark Boull
  • Rank 4
  • Dark / Fish
  • 2 Level 4 DARK Fish monsters
  • This card is unaffected by the effects of spell cards. When this card battles an opponent's monster, that monster's effects are negated. Once per turn during either player's turn, you can detach 1 XYZ Material from this card to target 1 face up trap or monster; negate that card's effects.
  • 2200 / 2300

  • Terrorshark Malgalodon
  • Rank 6
  • Dark / Fish
  • 2 Level 6 DARK Fish monsters
  • You can special summon this card by using 1 Rank 4 Fish monster as XYZ Material (all XYZ material attached to that card becomes XYZ material attached to this card). Unaffected by the effects of spell or trap cards. During either player's mainphase, you can detach 1 XYZ material; banish cards on the field or in the graveyard equal to the number of unusable spell or trap zones on the field. During the end phase if this card was sent to the graveyard, you can special summon up to 2 Rank 4 Fish monsters from your extra deck to your field and attach this card to one of them as XYZ material.
  • 2900 / 2800

  • Terrorshark Looming
  • Trap
  • This card can only be activated if you have unusable spell or trap zones. Destroy cards your opponent controls equal to the number of Terrorshark monsters you control and the number of unusable spell and trap zones on your field.

  • The Dreadwaters
  • Field Spell
  • All DARK Fish type monsters gain 500 atk during the damage step only and when those monsters battle; the opponents' monsters atk and def become their original atk and def. While this card is in play, for each unusable spell and trap zone on your field; your opponent cannot use 1 spell or trap zone. During your end phase, if there are no unusable spell or trap zones on your field; banish this card.

  • Underworld Water Pressure
  • Quickplay Spell
  • If you have 2 or more unusable spell or trap zones you can discard this card from your hand to activate its effect as if it was set, during either player's turn. Reduce the atk of up to 3 monsters your opponent controls to 0.

  • Terrorshark Strike!
  • Quickplay Spell
  • Special summon 3 Terrorshark monsters from your graveyard to your side of the field. You cannot special summon non-Fish monsters during the turn you activate this card.

edited 11th Oct '16 11:46:35 PM by NickTheSwing

Sign on for this After The End Fantasy RP.
EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#1872: Oct 25th 2016 at 5:19:45 PM

B.E.S. Galactic Emperor

  • Level 9 / DARK / Machine / Effect
  • Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 "B.E.S." monsters from your Graveyard. When this card is Special Summoned: Place 2 Counters on all face-up "B.E.S." cards you control. Cannot be destroyed by battle. Once per turn: You can remove 2 Counters from a face-up "B.E.S." card you control to target 1 card your opponent controls: Banish that target. If this card is destroyed while it has one or more Counters on it: Special Summon a "B.E.S." monster from your hand or Graveyard, except "B.E.S. Galactic Emperor", and, if you do, place Counter(s) on it equal to the number this monster had when destroyed.
  • 3200 / 3300

B.E.S. Spacebase

  • Field Spell
  • When a "B.E.S." monster is Summoned: Place 1 Counter on this card. Once per turn, when a "B.E.S." card would remove one or more Counters from itself: You can remove that number of Counters from this card instead. When this card is destroyed: Place 1 Counter on all face-up "B.E.S." cards you control.

B.E.S. Refueling Station

  • Continuous Trap
  • Once per turn: You can send a "B.E.S." monster from your hand to your Graveyard; Place 3 Counters on this card. Once per turn: You can remove 2 Counters from this card: Draw 1 card. You can only control 1 face-up "B.E.S. Refueling Station".

Boss Fountain

  • Normal Spell
  • Add 1 "B.E.S." Equip Spell Card from your Deck to your hand. You must control a face-up "B.E.S." monster to resolve this effect. If you control a face-up "Boss Rush": You can banish this card from your Graveyard; Special Summon a "B.E.S." monster from your hand and, if you do, place 2 Counters on it. You cannot Special Summon any other monsters the turn you activate this effect, except “B.E.S.” monsters.

B.E.S. Better Blaster

  • Equip Spell
  • Can only be equipped to a "B.E.S." monster. When this card is activated: Place 4 Counters on it. While this card has Counter(s) on it: It cannot be destroyed by card effects. The equipped monster gains 300 ATK and can attack twice per Battle Phase. Whenever the monster equipped with this card attacks: Remove 1 Counter from this card. If this face-up card you control has no Counters on it: Destroy this card.

B.E.S. Comet Cannon

  • Equip Spell
  • Can only be equipped to a "B.E.S." monster. When this card is activated: Place 2 Counters on it. While this card has Counter(s) on it: It cannot be destroyed by card effects. The equipped monster gains 500 ATK and if it attacks a Defense Position monster, inflict double piercing battle damage to your opponent. Whenever the monster equipped with this card attacks: Remove 1 Counter from this card. If this face-up card you control has no Counters on it: Destroy this card.

B.E.S. Doomsday Device

  • Equip Spell
  • Can only be equipped to "B.E.S. Galactic Emperor". When this card is activated: Place 3 Counters on it. While this card has Counter(s) on it: It cannot be destroyed by card effects. Whenever the monster equipped with this card attacks: Your opponent cannot activate cards or card effects until the end of the Damage Step. If the monster equipped with this card destroys an opponent's monster by battle: Banish that monster and, if you do, inflict 1000 damage to your opponent. During your End Phase: Remove 1 Counter from this card. If this face-up card you control has no Counters on it: Banish this card.

Vengeful Explosion

  • Normal Trap
  • When a "B.E.S." monster you control is destroyed by their own card effect: Inflict damage to your opponent equal to their original ATK. You can only activate 1 "Vengeful Explosion" per turn.

I came up with these half asleep on the ride back from my class last night. Less than properly balanced probably. Also, the boss monster isn't based on any Gradius villain but the villain of my favourite video game who could pass for a Gradius boss.

edited 25th Oct '16 6:33:03 PM by EviIPaladin

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#1873: Nov 4th 2016 at 8:18:11 PM

Double post because I've been thinking about custom cards a lot.

Wielder Clay

  • Level 4 / EARTH / Warrior
  • One of the legendary ‘Wielders’. His incredible skill with massive blades is feared, for he has no concrete allegiances.
  • 1900 / 100

Wielder Bo

  • Level 3 / WIND / Warrior
  • One of the legendary ‘Wielders’. A more capable, and divisive, archer has yet to see the light of day.
  • 1300 / 1500

Wielder Axel

  • Level 2 / FIRE / Warrior
  • One of the legendary ‘Wielders’. His bloodsoaked axes have killed as many as they have saved.
  • 1200 / 600

Wielder Hammond

  • Level 1 / WATER / Warrior
  • One of the legendary ‘Wielders’. Others swing weapons to continue conflicts; she swings her hammer to end them, for good or ill.
  • 500 / 1000

Wielded - Lifebane

  • Level 1 / DARK / Winged Beast / Union / Effect
  • When this card is Summoned: Special Summon a ‘Wielder Clay’ from your deck. You cannot Special Summon for the rest of your turn, except for ‘Wielder’ Normal Monsters. Once per turn, you can either: Target 1 ‘Wielder Clay’ you control; equip this card to that target, OR: Unequip this card and Special Summon it. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) A monster equipped with this card gains 1000 ATK and can attack twice per turn.
  • 350 / 200

Wielded - Crueltybane

  • Level 1 / LIGHT / Aqua / Union / Effect
  • When this card is Summoned: Special Summon a ‘Wielder Clay’ from your deck. You cannot Special Summon for the rest of your turn, except for ‘Wielder’ Normal Monsters. Once per turn, you can either: Target 1 ‘Wielder Clay’ you control; equip this card to that target, OR: Unequip this card and Special Summon it. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) A monster equipped with this card gains 1000 ATK and cannot be targeted by other card effects.
  • 200 / 350

Wielded - Lifepiercer

  • Level 2 / DARK / Plant / Union / Effect
  • When this card is Summoned: Special Summon a ‘Wielder Bo’ from your deck. You cannot Special Summon for the rest of your turn, except for ‘Wielder’ Normal Monsters. Once per turn, you can either: Target 1 ‘Wielder Bo’ you control; equip this card to that target, OR: Unequip this card and Special Summon it. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) A monster equipped with this card gains 1000 ATK and can attack directly.
  • 1000 / 1200

Wielded - Crueltypiercer

  • Level 2 / LIGHT / Beast / Union / Effect
  • When this card is Summoned: Special Summon a ‘Wielder Bo’ from your deck. You cannot Special Summon for the rest of your turn, except for ‘Wielder’ Normal Monsters. Once per turn, you can either: Target 1 ‘Wielder Bo’ you control; equip this card to that target, OR: Unequip this card and Special Summon it. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) A monster equipped with this card gains 1000 ATK. If the equipped monster destroys an opponent’s monster by battle: Add a ‘Wielder’ or ‘Wielded’ monster from your deck to your hand.
  • 1200 / 1000

Wielded - Lifecutter

  • Level 3 / DARK / Rock / Union / Effect
  • When this card is Summoned: Special Summon a ‘Wielder Axel’ from your deck. You cannot Special Summon for the rest of your turn, except for ‘Wielder’ Normal Monsters. Once per turn, you can either: Target 1 ‘Wielder Axel’ you control; equip this card to that target, OR: Unequip this card and Special Summon it. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) A monster equipped with this card gains 1500 ATK and inflicts piercing damage.
  • 1500 / 100

Wielded - Crueltycutter

  • Level 3 / LIGHT / Pyro / Union / Effect
  • When this card is Summoned: Special Summon a ‘Wielder Axel’ from your deck. You cannot Special Summon for the rest of your turn, except for ‘Wielder’ Normal Monsters. Once per turn, you can either: Target 1 ‘Wielder Axel’ you control; equip this card to that target, OR: Unequip this card and Special Summon it. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) A monster equipped with this card gains 1500 ATK. Once per turn, while equipped to a monster you control: You can banish a ‘Wielder’ or ‘Wielded’ monster in your Graveyard; destroy the monster your opponent controls with the highest ATK. (Your choice, if tied.)
  • 100 / 1500

Wielded - Lifeender

  • Level 4 / DARK / Dragon / Union / Effect
  • When this card is Summoned: Special Summon a ‘Wielder Hammond’ from your deck. You cannot Special Summon for the rest of your turn, except for ‘Wielder’ Normal Monsters. Once per turn, you can either: Target 1 ‘Wielder Hammond’ you control; equip this card to that target, OR: Unequip this card and Special Summon it. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) A monster equipped with this card gains 2000 ATK and cannot be destroyed by card effects.
  • 1600 / 1800

Wielded - Crueltyender

  • Level 4 / LIGHT / Fairy / Union / Effect
  • When this card is Summoned: Special Summon a ‘Wielder Hammond’ from your deck. You cannot Special Summon for the rest of your turn, except for ‘Wielder’ Normal Monsters. Once per turn, you can either: Target 1 ‘Wielder Hammond’ you control; equip this card to that target, OR: Unequip this card and Special Summon it. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) A monster equipped with this card gains 2000 ATK. If the equipped monster destroys an opponent’s monster by battle: You can Special Summon a ‘Wielder’ Normal Monster from your Graveyard.
  • 1800 / 1600

Legendary Armory

  • Field Spell
  • All ‘Wielder’ Normal Monsters you control gain 300 ATK. Once per turn, during your Standby Phase: You can shuffle a ‘Wielder’ or ‘Wielded’ monster in your Graveyard into your deck; draw 1 card. When this card is destroyed: Add a ‘Wielded’ monster from your deck to your hand.

Weapon Against Life

  • Normal Spell
  • If you control a ‘Wielded - Life’ card equipped to a ‘Wielded’ Normal Monster: Shuffle a ‘Wielded - Cruelty’ card from your hand or your side of the field into your deck; inflict damage equal to half of the ATK of a ‘Wielder’ Normal Monster equipped with a ‘Wielded - Life’ card.

Weapon Against Cruelty

  • Normal Trap
  • When your opponent declares an attack on a ‘Wielder’ Normal Monster you control: Shuffle a ‘Wielded - Life’ card from your hand or your side of the field into your deck; equip a ‘Wielded - Cruelty’ card from your hand or Graveyard to a ‘Wielder’ Normal Monster you control.

Call to Arms

  • Normal Spell
  • Shuffle a ‘Wielder’ Normal Monster from your hand into your deck; add a ‘Wielded’ monster that has the shuffled monster’s name in its text. You can only activate one ‘Call to Arms’ per turn.

Sheath Your Weapon

  • Counter Trap
  • When your opponent activates a Spell or Trap card or effect while you control a ‘Wielder’ Normal Monster equipped with a ‘Wielded’ card: Shuffle an equipped ‘Wielded’ card you control into your deck; negate the effect and, if you do, destroy the card.

Duality of War

  • Normal Spell
  • Fusion Summon 1 ‘Wielded - Eterna’ Fusion Monster, using ‘Wielded’ cards in your hand or your side of the field as Fusion Materials. If a ‘Wielded - Eterna’ card is sent to the Graveyard while this card is in your Graveyard: Banish this card; Special Summon a ‘Wielded’ monster from your deck. You cannot activate this effect the turn this card is sent to the Graveyard.

Wielded - Eternabane

  • Level 4 / EARTH / Warrior / Fusion / Union / Effect
  • ‘Wielded - Lifebane’ + ‘Wielded - Crueltybane’
  • Must be Fusion Summoned using the above Fusion Materials and cannot be Special Summoned by other ways. When this card is Fusion Summoned: Special Summon a ‘Wielder Clay’ from your deck, hand, or Graveyard. You cannot Special Summon for the rest of your turn, except for ‘Wielder’ Normal Monsters. Once per turn, you can either: Target 1 ‘Wielder Clay’ you control; equip this card to that target, OR: Unequip this card and Special Summon it. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) A monster equipped with this card has its original ATK becomes 3500. If the equipped monster attacks, until the end of the Damage Step, your opponent cannot activate Spell/Trap Cards.
  • 1900 / 100

Wielded - Eternapiercer

  • Level 3 / WIND / Warrior / Fusion / Union / Effect
  • ‘Wielded - Lifepiercer’ + ‘Wielded - Crueltypiercer’
  • Must be Fusion Summoned using the above Fusion Materials and cannot be Special Summoned by other ways. When this card is Fusion Summoned: Special Summon a ‘Wielder Bo’ from your deck, hand, or Graveyard. You cannot Special Summon for the rest of your turn, except for ‘Wielder’ Normal Monsters. Once per turn, you can either: Target 1 ‘Wielder Bo’ you control; equip this card to that target, OR: Unequip this card and Special Summon it. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) A monster equipped with this card has its original ATK becomes 3000. If the equipped monster attacks: Target 1 card your opponent controls; place it on the top of their deck.
  • 1300 / 1500

Wielded - Eternacutter

  • Level 2 / FIRE / Warrior / Fusion / Union / Effect
  • ‘Wielded - Lifecutter’ + ‘Wielded - Crueltycutter’
  • Must be Fusion Summoned using the above Fusion Materials and cannot be Special Summoned by other ways. When this card is Fusion Summoned: Special Summon a ‘Wielder Axel’ from your deck, hand, or Graveyard. You cannot Special Summon for the rest of your turn, except for ‘Wielder’ Normal Monsters. Once per turn, you can either: Target 1 ‘Wielder Axel’ you control; equip this card to that target, OR: Unequip this card and Special Summon it. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) A monster equipped with this card has its original ATK becomes 3500. If the equipped monster attacks: Halve your opponent’s life points.
  • 1200 / 600

Wielded - Eternaender

  • Level 1 / WATER / Warrior / Fusion / Union / Effect
  • ‘Wielded - Lifeender’ + ‘Wielded - Crueltyender’
  • Must be Fusion Summoned using the above Fusion Materials and cannot be Special Summoned by other ways. When this card is Fusion Summoned: Special Summon a ‘Wielder Hammond’ from your deck, hand, or Graveyard. You cannot Special Summon for the rest of your turn, except for ‘Wielder’ Normal Monsters. Once per turn, you can either: Target 1 ‘Wielder Hammond’ you control; equip this card to that target, OR: Unequip this card and Special Summon it. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) A monster equipped with this card has its original ATK becomes 3000. If the equipped monster attacks: Your opponent banishes one random card from their hand, face-down.
  • 500 / 1000

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1874: Nov 4th 2016 at 10:45:45 PM

[up]I really like them!

[up][up]The fact that you didn't specify a type of Counter made me think of something: what about cards that could place and remove their own specific Counter, and/or could remove any counter on them (and/or other cards) to trigger their effect, meaning they could counter Aliens, Venom, and other Counter decks...

The sad, REAL American dichotomy
EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#1875: Nov 4th 2016 at 11:06:33 PM

[up]The lack of definitive counters is a hold over from the older B.E.S. cards. As for making a deck to counter Counter decks... They've suffered enough, don't you think?

That being said, an Alien card that turns all Counters into A-Counters is something that could work but would be weird for sure.

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val

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