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RAlexa21th Brenner's Wolves Fight Again from California Since: Oct, 2016 Relationship Status: I <3 love!
Brenner's Wolves Fight Again
#2051: Dec 21st 2018 at 2:57:00 PM

Edited by RAlexa21th on Dec 21st 2018 at 2:58:32 AM

Where there's life, there's hope.
Karxrida The Unknown from Eureka, the Forbidden Land Since: May, 2012 Relationship Status: I LOVE THIS DOCTOR!
The Unknown
#2052: Dec 21st 2018 at 2:59:09 PM

It already requires 3 materials and Blue-Eyes occasionally runs non-archetypal Dragons.

If a tree falls in the forest and nobody remembers it, who else will you have ice cream with?
NickTheSwing Since: Aug, 2009
#2053: Jan 17th 2019 at 8:45:20 PM

  • KAGE TO KAGE
  • Level 4
  • Dark / Reptile
  • Cannot be normal summoned or set. This card can only be special summoned from your hand when you normal summon a monster. When this card is special summoned, special summon from anywhere including outside the game any card created by the Troper "Kagescorpionakki".
  • 1100 / 1500

Plumbum The Plum and Only from Chichester, United Kingdom Since: Jan, 2001 Relationship Status: And here's to you, Mrs. Robinson
The Plum and Only
#2054: Apr 14th 2019 at 8:42:15 PM

Alright lads, I've been playing six sams as new, why not? Noticed an odd disparity between the deck and its bosses; all the bosses seem to be control based whereas that isn't the focus of the deck, so lets seek to rectify that.

Shien's Tanegashima Soldier
Level 4 [Effect/Warrior/FIRE]
1100/1000
When you Special Summon a "Shien" monster, you can Special Summon this card from your hand. When your opponent Special Summons a monster: Place 1 Bushido Counter on this card. This card gains 500ATK for each Bushido Counter on it. You can Tribute a "Six Samurai" or "Shien" monster you control and target 1 monster your opponent controls with less ATK than the Tributed monster had on the field; banish that target. You can only use this effect of "Shien's Tanegashima Soldier" once per turn. This card cannot be used as Material for a Summon.

Shien, Daimyo of the Six Realms
Level 9 [Ritual/Warrior/EARTH]
2400/1400
This card must be Ritual Summoned and cannot be Special Summoned by other ways. You can Tribute a "Six Samurai" monster from your hand or field; distribute Bushido Counters among cards you control equal to the Level of that Tributed monster. You can only use this effect of "Shien, Daimyo of the Six Realms" once per turn. When your opponent activates a monster effect: You can remove a number of Bushido Counters from your side of the field equal to the Level of that monster; negate the activation and if you do, banish that card.

Shien's Shiro
Spell [Field]
When your opponent Special Summons a monster while you control a "Six Samurai" or "Shien" monster: Place 2 Bushido Counters on this card. Your opponent cannot Special Summon monsters with a Level equal to or lower than the number of Bushido Counters on this card. Once per turn, you can remove any number of Bushido Counters from a card you control and place the same number of counters on a different card you control, except this card.

Rites of the Six
Spell [Ritual]
This card can be used to Ritual Summon "Shien, Daimyo of the Six Realms" from your hand or Graveyard. You must also Tribute or banish from your Graveyard Warrior-type monsters whose total levels equal or exceed 9 or a "Six Samurai" Synchro, Xyz or Fusion monster. You can banish this card from your Graveyard and Tribute any number of "Six Samurai" monsters you control; Special Summon a "Shien" monster or "Legendary Six Samurai - Shi En" from your Deck or GY whose Level is less than or equal to the total level of the Tributed monsters. You can only use this effect of "Rites of the Six" once per turn.

Six Style - Vulture Blade
Trap
If you control a Level 5 or higher "Shien" or "Six Samurai" monster, target 1 monster your opponent controls; send it to the GY and if you do, distribute Bushido Counters amongst cards you control equal to the Level or Rank of the sent monster.

Edited by Plumbum on Apr 14th 2019 at 4:47:34 PM

Curse the ill fortune that led you to me.
RAlexa21th Brenner's Wolves Fight Again from California Since: Oct, 2016 Relationship Status: I <3 love!
Brenner's Wolves Fight Again
#2055: Apr 14th 2019 at 8:49:29 PM

I don't know what you mean when you say the main deck monsters and the Extra Deck monsters have different playstyles. What do you think is the main deck monsters' playstyle?

The Ritual Monster is not worth using. Too high level and no way to search out the Ritual Spell without using Impcantation, which doesn't synergize well with Six Samurai.

What with the tribute as cost requirements? I thought I walked into Lair of Darkness here. The deck relies on spamming monsters for Link/Synchro/XYZ. I guess you can rack up Shihai, but Shihai-Mizuho loop is mainly used to FTK or rack up Bushido counters.

Distributing Bushido Counters is not necessary because Gateway can use any Bushido Counter on the field.

I think Six Samurai would appreciate protection from negation more. Maybe a better way to search Great Shogun Shien. An XYZ monster that negates monster effects would work wonders in tandem with Shi En.

Edited by RAlexa21th on Apr 14th 2019 at 9:33:39 AM

Where there's life, there's hope.
NickTheSwing Since: Aug, 2009
#2056: May 4th 2019 at 6:03:08 PM

  • Blue Spring Okami Warrior
  • Level 4
  • Water / Psychic
  • When you control an Okami card, you can special summon this card from your hand. Activate this effect only once per turn. When you do, add 1 Blue Medicine from your deck or graveyard to your hand. When you have gained life points this turn, this card gains 500 atk.
  • 1900 / 1000

  • Kemari-Strike Okami Warrior
  • Level 6
  • Water / Psychic
  • You may reveal 1 Blue Medicine in your hand; special summon this card from your hand. You may activate this effect only once per turn. When this card battles a monster, you may destroy that monster before damage calculation. When this card inflicts battle damage to your opponent, you may add 1 Okami card from your deck to your hand.
  • 2300 / 1900

  • Fine Blade Okami Lord
  • Level 8
  • Water / Psychic
  • During a turn when you gained LP due to the effect of a Blue Medicine card; this card is unaffected by your opponent's card effects. Once per turn, during either player's turn, you can exile the top 3 cards of your opponent's deck. If those three cards are the same type of card (monster, spell or trap), your opponent cannot activate cards or effects during the turn this effect is activated.
  • 2800 / 2000

  • Assuaging Flute Okami
  • Level 2
  • Water / Psychic
  • Once per turn, during either player's turn, you may reveal 1 Blue Medicine spell from your hand; one target monster gains 800 atk. While this card is in play, other Okami monsters you control cannot be destroyed by card effects.
  • 0 / 2000

  • Jarring Flute Okami
  • Level 2
  • Water / Psychic
  • Once per turn, during either player's turn, you may reveal 1 Blue Medicine spell from your hand; one target monster loses 1500 atk. While this card is in play, other Okami monsters you control cannot be destroyed by battle.
  • 0 / 2000

  • Beauteous Okami Spearwoman
  • Level 4
  • Water / Psychic
  • When this card is normal or special summoned, you can special summon 1 Okami monster from your hand. If you have gained LP from the effect of a Blue Medicine spell this turn, your opponent cannot discard or tribute cards to activate the effects of cards or effects.
  • 1800 / 1200

  • Shikinome, the Wise Okami Priestess
  • LINK-3
  • Water / Psychic
  • 2 or more Okami monsters. (down, down-left, down-right)
  • Once per turn, when a monster you control would be destroyed by battle or by card effect, you can move it to a different zone, and then deal 500 damage to your opponent for each Okami monster you control. While this card points to an Okami monster, this card is the only card your opponent's card effects can target. When this card declares an attack, halve the attack target's atk and def.
  • 2500

  • Fountainhead of Blue Medicine
  • Field Spell
  • All Okami monsters you control gain 400 atk, and then they gain 200 atk for each Blue Medicine spell in your graveyard. Once per turn, during either player's turn, you can gain 400 LP. When an Okami monster you control would be destroyed, you can return it to your hand instead and then special summon 1 Okami monster from your deck that is 2 levels higher or lower.

  • Rites of the Blue Medicine
  • Continuous Spell
  • Whenever you activate the effect of a Blue Medicine spell, put 1 Blue Medicine counter on this card. During either player's draw phase, gain 400 LP for each Blue Medicine counter on this card. This card with 4 or more Blue Medicine counters is unaffected by the effects of other cards.

  • Resuscitating Blue Medicine
  • Spell
  • Gain 400 LP, then special summon 1 Okami monster from your graveyard. That monster cannot be targeted by card effects this turn. You can exile this card from your graveyard; gain 400 LP.

Edited by NickTheSwing on May 12th 2019 at 10:21:06 AM

kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#2057: May 4th 2019 at 8:13:14 PM

An Old Forgotten Greed
Normal Spell
Activate this card only if you control no special summoned monsters and have no cards in your Extra Deck. Draw 2 cards. You cannot special summon monsters for the rest of this turn.

An Old Forgotten Change
Normal Spell
Activate this card only if you control no special summoned monsters and have no cards in your Extra Deck. Target 1 monster your opponent controls; take control of it until the End Phase. You cannot special summon monsters for the rest of this turn.

An Old Forgotten Trunade
Normal Spell
Activate this card only if you control no special summoned monsters and have no cards in your Extra Deck. Return all Spell and Trap Cards on the field to the hand. You cannot special summon monsters for the rest of this turn.

An Old Forgotten Mirage
Continuous Spell
Activate this card only if you control no special summoned monsters and have no cards in your Extra Deck. You cannot special summon monsters. Once per turn, during your opponent's Standby Phase: Draw cards until you have 4 cards in your hand. If you do, during your next Standby Phase after that: Randomly discard the same number of cards you drew (or your entire hand, if you do not have enough cards).

An Old Forgotten Seal
Normal Trap
Activate this card only if you control no special summoned monsters and have no cards in your Extra Deck. Skip the Draw Phase of your opponent's next turn. You cannot special summon monsters for the rest of this turn.

An Old Forgotten Bird
Level 2/WIND
Fiend/Spirit
This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. You cannot special summon monsters. If you control a special summoned monster, or if there is a card in your Extra Deck: banish this card. When this card inflicts Battle Damage to your opponent, they skip their next Draw Phase.
200/100

Remembrance of the Old Forgotten
Normal Spell
Activate this card only if you control no special summoned monsters and have no cards in your Extra Deck. Choose 1 "Old Forgotten" card from your Deck, except "Remembrance of the Old Forgotten", and place it on top of your Deck. You cannot special summon monsters for the rest of this turn.

What is so amusing about this? Why do you take lives? How can you forget?
NickTheSwing Since: Aug, 2009
#2058: May 5th 2019 at 12:40:23 AM

Ehh a few more wouldn't hurt;

  • Mist-Conjuring Okami
  • Level 2
  • Water / Psychic
  • Once per turn, you can change this atk position card to defense position. If you do, special summon 1 Okami monster from your hand or graveyard, then all non-Okami monsters lose 400 atk. If this card is destroyed by battle or card effect, put it on the bottom of your deck.
  • 1000 / 1400

  • Watchdog of the Okami
  • Level 4
  • Water / Beast
  • While this card is in play, your opponent cannot attack Okami monsters other than this one. During your end phase, if this card that battled is on the field, you can add 1 Blue Medicine spell from your deck to your hand.
  • 1700 / 1600

  • Wellspring of Blue Medicine
  • Continuous Trap
  • This card also counts as a spell while it is face up on the field. All non-Okami monsters lose 500 atk, and must attack each turn if able. If a non-Okami monster attacks, negate its effects until the end of the turn, and you gain 400 life points. When your Okami monster destroys an opponent's monster by battle, you can special summon that monster to your opponent's side of the field with 0 atk and if that monster is destroyed a second time, deal damage equal to that monster's atk to your opponent's LP.

  • Divine Dragon's Waterfall
  • Continuous Spell
  • When this card is activated; add 1 Blue Medicine and 1 Okami monster from your deck to your hand. Once per turn during the end phase, if you have 7 or more Okami and or Blue Medicine cards in your graveyard with different names, special summon 1 Divine Dragon token to your side of the field. (Level 12 / Light / Dragon / 4000 / 4000 / this token is treated as an Okami card. This card is unaffected by the effects of other cards). You cannot activate this effect if you control a Divine Dragon token.

Edited by NickTheSwing on May 5th 2019 at 11:47:19 AM

NickTheSwing Since: Aug, 2009
#2059: May 30th 2019 at 1:37:16 AM

  • Insect Evolution Path
  • Continuous Spell
  • Once per turn, you may add 1 Ultimate Insect monster from your deck to your hand, then; special summon 1 Ultimate Insect monster from your hand or graveyard. Once per turn, you may send 1 Ultimate Insect monster from your field to the graveyard to special summon 1 Ultimate Insect from your deck listed on that card's text. Treat that special summoned monster as if it was special summoned by the effect of the Ultimate Insect listed on its card text.

  • Release Insectoid
  • Spell
  • Send 1 Ultimate Insect monster from your hand to the graveyard, special summon 2 Ultimate Insect monsters from your deck with different levels. You cannot special summon during the turn you activate this effect, except Insect monsters. If an Ultimate Insect monster you control would be destroyed, you may shuffle this card from your graveyard into your deck instead.

  • Debilitating Spores
  • Continuous Trap
  • Negate the activated effects of monsters your opponents control with 2000 or less ATK while you control an Ultimate Insect monster. Monsters your opponent controls with ATK lower than their original ATK must attack during each battlephase if able.

  • Intensity Swarm
  • Continuous Trap
  • If an Ultimate Insect Link Monster points to an Ultimate Insect monster Level 5 or higher, your opponent cannot target or destroy Insect monsters you control with cards or effects, and you may choose the targets of your opponent's monsters' attacks. All Ultimate Insect monsters you control gain 500 atk, and all monsters your opponent controls lose 500 atk.

  • Complete Ultimate Insect
  • Wind / Insect
  • Link 3 (bottom, bottom-right, bottom-left)
  • (2 or more Insect monsters)
  • While this Link Summoned card is on the field, all monsters your opponent controls lose 1500 atk. This card cannot be destroyed by battle. If this card destroys an opponent's monster by battle, put that card in your opponent's spell and trap card zone as an equip spell equipped to this card. This card gains 200 atk for each card equipped to this card.
  • 3000

TropayXion The i. one. from HEART Since: Jul, 2011 Relationship Status: Complex: I'm real, they are imaginary
The i. one.
#2060: Jun 6th 2019 at 5:45:14 PM

  • Dark Miracle
  • Spell Card
    • Banish, from your side of the field or GY, materials listed on an "Evil Hero" Fusion monster, then special summon that Fusion Monster (this is treated as a Fusion Summon with "Dark Fusion".) If any of the listed materials are "Elemental HERO" monsters, you can banish them from the deck instead.
    • While this card is in the GY, except the turn it was sent there, you can banish this card; add one banished "Evil HERO" monster to your hand, then you can add 1 " Dark Fusion" or spell card that specifically lists "Dark Fusion" in its text from your GY to your hand.

kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#2061: Jun 6th 2019 at 5:58:49 PM

This Game Has Become Too Silly
Continuous Spell
When this card is activated: each player declares 1 card name. During each player's Standby Phase, that player declares 1 card name. Whenever a player declares a card name by this card's effect: reveal all face down cards and all cards in both players' hands, and banish all cards with the declared name on the field or in either players' hand, then banish all cards with the declared name from both players' decks. There can only be 1 "This Game Has Become Too Silly" on the field.

What is so amusing about this? Why do you take lives? How can you forget?
NickTheSwing Since: Aug, 2009
#2062: Jun 6th 2019 at 6:12:10 PM

  • Blessed Mail of Kagescorpionakki
  • Equip Spell
  • The equipped monster cannot be destroyed by card effects, and gains 1000 atk for each card you control that is a custom card made by Kagescorpionakki. You can only control 1 "Blessed Mail of Kagescorpionakki".

NickTheSwing Since: Aug, 2009
#2063: Jul 22nd 2019 at 11:56:06 PM

Relevant to custom cards.

My Siegrahd deck got a 2 - 1 result against the "Radia" archetype made by a lovely fellow over on Dueling-book.

I'm still tinkering with the cards.

ShiningStardust Since: Jun, 2017
#2064: Apr 23rd 2020 at 11:12:11 PM

Summoner's Meditation
Quick-Play Spell
.
You can activate only 1 "Summoner's Meditation" per turn.
(1) Add 1 "Fusion" / "Synchro" / "Xyz" / "Pendulum" / "Link" card from your Deck to your hand. If you add a Trap card to your hand with this effect, you can Set it to your side of the field instead, also, it can be activated on the same turn it is Set.


Ancient Shining Guardian Dragon
Level 9/Light/Dragon/Synchro/Effect
ATK 4300/DEF 5000
.
2 LIGHT Tuner monsters + "Ancient Fairy Dragon"
Must first be Synchro Summoned.
(1) This card cannot be destroyed or targeted by your opponent's card effects (even while face-down).
(2) Your opponent can only target this card for attacks.
(3) Once per turn, during either player's turn, if your opponent activates a card or effect, you can target 1 Field Spell card in your Graveyard, or select 1 Field Spell card from your Deck, and activate it.
(4) If this card battles, you can switch this card's ATK & DEF until the end of the Damage Step, also, your opponent cannot activate cards and effects until the end of the Damage Step.
(5) During each of your End Phase, if your LP is lower than your opponent, you can gain 2000 LP.


Synchro Up Replacement
Trap
.
Activate only if your opponent control more cards than you do.
(1) Discard 1 Tuner monster and banish a face-up Synchro monster you control to Special Summon to your side of the field, 1 Synchro monster from your Extra Deck, whose Level is equal to the banished Synchro monster's Level + 2. This Special Summon is treated as Synchro Summon.


Surging Hope Dragon
Level 7/Water/Dragon/Synchro/Effect
ATK 2400/DEF 2100
.
1 Tuner monster + 1 or more non-Tuner monster(s)
(1) Once per turn, during either player's turn, you can select and activate one of the following effects:
* Draw 1 card.
* Draw 2 cards, then discard 1 card from your hand.
* Discard 1 card. Until the End Phase, this card cannot be destroyed or targeted by your opponent's card effects.

SkyHavenPath13 Half Hope and Half Des-bear from Original Eden Since: Mar, 2015 Relationship Status: Chocolate!
Half Hope and Half Des-bear
#2065: Jun 17th 2020 at 12:02:28 PM

Mutual Graceful Charity

Normal Spell Card

Both Players draws 3 cards, reveal them to their opponent, then send 2 cards from their Hand to the GY. Cards with the same name as the cards drawn and the cards sent to the GY by this effect cannot activate their effects the turn this card is activated. You can only activate 1 “Mutual Graceful Charity” per turn.

Edited by SkyHavenPath13 on Jun 17th 2020 at 2:02:40 PM

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#2066: Aug 10th 2020 at 4:07:48 AM

A NEX-style evolution for all of the Neo-Spacians as well as fusions between them and Neos. First: Air Hummingbird/Air Neos.

  • Neo-Spacian Sky Hummingbird
    • Level 4 | WIND | Winged Beast/Fusion/Effect
    • ATK: 1100, DEF: 900
    • This card's name is also treated as "Neo-Spacian Air Hummingbird". This card cannot be Special Summoned except with "NEX". Once per turn: You can gain 500 LP for each card in the opponent's hand or on the opponent's side of the field.

  • Elemental HERO Sky Neos
    • Level 8 | WIND | Warrior/Fusion/Effect
    • ATK: 2800, DEF: 2300
    • "Elemental HERO Neos" + "Neo-Spacian Sky Hummingbird" Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) This card gains ATK equal to the difference between your Life Points and your opponent's.

Edited by PushoverMediaCritic on Aug 10th 2020 at 4:09:37 AM

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#2067: Aug 10th 2020 at 7:53:00 PM

Next, a NEX evolution for Dark Panther and Dark Neos:

  • Neo-Spacian Shadow Panther
    • Level 4 | DARK | Beast/Fusion/Effect
    • ATK: 1200, DEF: 700
    • This card's name is also treated as "Neo-Spacian Dark Panther". This card cannot be Special Summoned except with "NEX". Once per turn: You can target 1 face-up monster your opponent controls; this card's name is also treated as that monster's original name, also this card gains that monster's original effects (if any).

  • Elemental HERO Shadow Neos
    • Level 8 | Dark | Warrior/Fusion/Effect
    • ATK: 2700, DEF: 2200
    • "Elemental HERO Neos" + "Neo-Spacian Shadow Panther" Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) Once per turn: You can target 1 face-up monster on the field; while you control this face-up card, that target's effect on the field is negated and its name is treated like it is blank.

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#2068: Aug 11th 2020 at 12:50:02 AM

Next, a NEX evolution for Flare Scarab and Flare Neos:

  • Neo-Spacian Inferno Scarab
    • Level 4 | FIRE | Insect/Fusion/Effect
    • ATK: 700, DEF: 700
    • This card's name is also treated as "Neo-Spacian Flare Scarab". This card cannot be Special Summoned except with "NEX". Gains 400 ATK for every card on the opponent's side of the field.

  • Elemental HERO Inferno Neos
    • Level 8 | FIRE | Warrior/Fusion/Effect
    • ATK: 2700, DEF: 2200
    • "Elemental HERO Neos" + "Neo-Spacian Inferno Scarab" Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) Gains 400 ATK for every card on the field.

Anyone got any ideas for what I should do for Twinkle Neos? The change in effect from Glow Moss to Twinkle Moss is that it goes from your opponent drawing a card to you drawing a card. Unfortunately, that sort of thing wouldn't work with Glow Neos since its effect already destroys one of the opponent's cards, and destroying one of your own would be a downgrade. Maybe resurrecting one of your own Monsters/playing a Spell or Trap from the Graveyard?

Yumil Mad Archivist Since: Mar, 2016
Mad Archivist
#2069: Aug 11th 2020 at 7:28:31 AM

maybe you could change who the effect that resolves after destroying the card applies to instead ?

so instead of "this card cannot attack", your opponnent can't attack you for the next turn, "change this card to defense position" would be "change one (all ?) monsters your opponent controls to defense position", "this card can attack your opponnent directly this turn" would be "one monster your opponnent controls can attack directly this turn".

"when you stare too long into the abyss, Xehanort takes advantage of the distraction to break into your house and steal all your shit."
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#2070: Sep 26th 2020 at 1:11:17 PM

The last time I compiled all my card ideas, the Pendulum era had just started. In this post, I'll repost or redesign all the good ideas, and post the good ideas I've designed since.

     Ice Barrier 

  • Accumulation of the Ice Barrier
    • Continuous Trap
    • Up to twice per turn, you can return one "Ice Barrier" monster from your GY to your Deck; Special Summon from your Deck, in Defense Position, one "Ice Barrier" monster with a different name from any monster returned to your deck.

  • Foundation of the Ice Barrier
    • Field Spell
    • "Ice Barrier" monsters can be summoned without a tribute. The summon and effects of "Ice Barrier" monsters cannot be negated. While you control an "Ice Barrier" monster, this card cannot be destroyed.

  • Recidivism to the Ice Barrier
    • Quick-Play Spell
    • Return one Synchro monster on the field to the Extra Deck; Special Summon "Ice Barrier" monsters (including one Tuner Monster) from your Deck or GY whose total levels equal the original level of that Synchro Monster. You cannot Synchro Summon for the remainder of the turn.

  • Sealer of the Ice Barrier
    • Level 3, WATER, Aqua, Tuner, 1600 ATK / 200 DEF
    • Once per turn, if you control another "Ice Barrier" monster: (Quick Effect) When an opponent's card effect activates, you can banish one "Ice Barrier" card from your graveyard, negate that effect. Cards and their effects cannot be activated in response to this effect's activation.

  • Doorway to the Ice Barrier
    • Link 1, down arrow - Material is any Tuner
    • WATER, Rock, 1000 ATK
    • When this monster is summoned, you can add one "Ice Barrier" Spell or Trap to your hand. You can Synchro Summon during your opponent's turn.

  • Yari of the Ice Barrier
    • Synchro, Level 4, WATER, Sea Serpent, Tuner, 1500 ATK / 2000 DEF
    • One "Ice Barrier" Tuner + 1 non-tuner monster
    • Once per turn, you can special summon this monster from your Extra Deck by sending any two "Ice Barrier" monsters from your field to the Graveyard. One of those monsters must be a Tuner. This monster can only activate one of the following effects per turn, and only once per turn.
      • You can decrease this monster's level to special summon one "Ice Barrier" Monster from your graveyard with a level equal to or lower than the level this monster decreased by. This effect cannot be used if this monster's level is 1.
      • You can increase this monster's level by up to 4, add one "Ice Barrier" monster with a level equal to this monster's new level from your deck to your hand.

     Guardian 
Retrains of the base monsters "Baou", "Kay'Est", "Elma", "Ceal", "Tryce", and "Grarl":
  • All of them would be named "Arsenal [base form guardian name]"
  • All of them would have all the same stats as their originals
  • All of them would have the following effect:
    • You can only use each of "[this monster]"'s effects once per turn.
      • If [corresponding equip] is on the field, you can special summon this monster from your hand, then you can double this monster's original attack.
      • If [corresponding equip] is on the field, you can special summon [base form guardian] from your hand, deck, or graveyard.
      • You can equip one [corresponding equip] on the field to this monster or to [base form guardian].

  • Arsenal Armorer
    • Normal Spell
    • Effect:
      • You can only activate one "Arsenal Armorer" per turn, and only one effect of "Arsenal Armorer" per turn.
        • Add one "Arsenal Guardian" or "Arsenal Summoner" monster from your deck to your hand.
        • Reveal one "Guardian" monster in your hand, add one card listed on that card from your deck to your hand.

  • Arsenal Smelting
    • Continuous Spell
    • Effect:
      • Once per turn, you can return one equip spell from your graveyard to your deck, and if you do, draw one card.

Butterfly Effect - Elma

  • Equip Spell
  • (This card's name is always treated as "Butterfly Dagger - Elma") The equipped monster gains 300 attack. On your fifth end phase after this equipped card is on the field, if it is equipped to "Guardian Elma" or "Arsenal Guardian Elma", you win the duel.

     Plant Princess 
  • Woman for All Seasons
    • Continuous Spell Card
    • Once per turn, during Main Phase 2 of either player's turn, you can special 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 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 for 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 cannot activate set Spell/Trap cards.
      • Change all monsters your opponent controls to face-down Defense Position.

  • 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 must Set Spell Cards before activating them, and cannot activate them until their next turn after Setting them.
      • Your opponent's Defense Position monsters cannot change to attack position or activate their effects.

     Chemical 

  • 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.

  • Phosphoreddon
    • Level 3 EARTH Dinosaur Tuner 1500 ATK / 1500 DEF
    • Once per turn, you can activate this effect to special summon this monster on the field. When this monster is summoned, special 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 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", your opponent takes 3000 damage. Only one Bonding - TNT can be activated per turn.

  • Bonding - P4
    • Normal 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. Bust be special summoned by the effect of "Bonding - P4". Once per turn, you can target one monster, destroy that monster, all adjacent monsters, and any monster linked to any monster that would be destroyed.

  • Homunculusaurus
    • Level 12 LIGHT Dinosaur 5000 ATK / 5000 DEF
    • FUSION: Carboneddon + Hydrogeddon + Oxygeddon + Nitrogeddon + Phosphoreddon + Sulfureddon
    • Once per turn, during either player's turn, you can special summon one "-eddon" Dinosaur monster from your hand or that is banished. That monster can attack directly.

  • Bonding - Breath of Life
    • Normal Spell
    • Send one "Oxygeddon" from your deck to your graveyard, then 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 banishing monsters from your hand, field, or graveyard.

     Sea of Space 

  • Cosmoserpent Crommelin
    • EARTH Sea Serpent, Level 1, 400 ATK / 400 DEF
    • Once per turn, when your opponent activates an effect that destroys or negates a card(s) on the field: (Quick Effect) you can banish this card from your hand, deck, or graveyard to negate the effect. You can only use this effect of "Cosmoserpent ___" once per turn. Return this card to the Deck on your next end phase after this card was banished. While this card is banished, your opponent must banish a card from their hand to activate an effect that destroys or negates a card(s) on the field. Card effects cannot be activated in response to discarding the card, including the effects of the card discarded.

  • Cosmoserpent Olbers
    • EARTH Sea Serpent, Level 2, 800 ATK / 800 DEF
    • When your opponent declares an attack: (Quick Effect) you can banish this card from your hand, deck, or graveyard to negate the . You attackcan only use this effect of "Cosmoserpent ___" once per turn. Return this card to the Deck on your 2nd end phase after this card was banished. While this card is banished, your opponent cannot declare an attack with a monster with a Level, Rank, or Link Rating of 4 or higher.

  • Cosmoserpent Halley
    • EARTH Sea Serpent, Level 3, 1200 ATK / 1200 DEF
    • When your opponent activates a Trap Card: (Quick Effect) you can banish this card from your hand, deck, or graveyard to negate the effect. You can only use this effect of "Cosmoserpent ___" once per turn. Return this card to the Deck on your 3rd end phase after this card was banished. While this card is banished, 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
    • EARTH Sea Serpent, Level 4, 1600 ATK / 1600 DEF
    • When your opponent activates a Spell Card: (Quick Effect) you can banish this card from your hand, deck, or graveyard to negate the effect. You can only use this effect of "Cosmoserpent ___" once per turn. Return this card to the Deck on your 4th end phase after this card was banished. While this card is banished, your opponent cannot activate an Equip, Continuous or Field Spell Card, and the effects of those cards your opponent controls are negated.

  • Binary Cosmoserpent Ikeya and Zhang
    • Earth Sea Serpent, Level 5, 2000 ATK / 2000 DEF
    • When your opponent Special Summons a monster from the Extra Deck, or activates the effect of a monster Special Summoned from the Extra Deck: (Quick Effect) you can banish this card from your hand, deck, or graveyard to negate the summon or effect. You can only use this effect of "Cosmoserpent ___" once per turn. Return this card to the Deck on your 5th end phase after this card was banished. While this card is banished, your opponent cannot Special Summon a monster from the Extra Deck, or activate the effect of a monster Special Summoned from the Extra Deck.

  • Heliostarburst
    • Normal Spell
    • Add one "Helios" card from your deck to your hand, except "Heliostarburst".

  • Aphelios
    • Counter Trap: While you control a "Helios" monster, Banish one Cosmoserpent monster from your deck to negate one summon, effect, or attack that this card was chained to.

  • 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: "Helios" monsters cannot be affected by other card effects. Negate the effects of your opponent's monster that battles a "Helios" monster, while their monster is face up on the field.

  • Helios Eclipsed
    • LIGHT Pyro Level 4 1000 ATK / 1000 DEF
    • You can tribute this monster to Special Summon one "Helios" monster, except "Helios Eclipsed", from your hand. (Quick Effect): Once per turn, if this card is in your graveyard, you can banish it to special summon one banished "Helios" monster.
    • A little kid sun, like in Tris Megistus, hiding behind a bandaged leg that presumably belongs to Helios the Primordial Sun.

  • Cosmosea of Space
    • Field Spell
    • When this card is activated, you can add one "Macro Cosmos", or one "Cosmoserpent" monster, from your deck to your hand. Once per turn, during either player's turn, you can activate this card's effect, multiply the attack of one "Helios" monster by the number of banished "Cosmoserpent" monsters with different names.

     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

  • Gryphon the Clever
    • EARTH, Winged Beast, Level 4, 1600 ATK / 1600 DEF
    • Once per turn, during your opponent's turn, you can activate this effect: this monster's attribute become WIND, and if it does, shuffle one random card in your opponent's hand into the deck. During your turn, you can activate this effect: this monster's attribute becomes EARTH, and if it does, gain 1000 Life Points. During either player's turn, when a card effect is activated that would destroy Spell or Trap cards you control, you can activate this effect: negate the destruction of your cards, then banish face down Spell or Trap cards you opponent controls, up to the number of your cards that would have been destroyed.

  • Gryphon the Mighty
    • EARTH, Winged Beast, Level 4, 1600 ATK / 1600 DEF
    • Once per turn, during your opponent's turn, you can activate this effect: this monster's attribute become WIND, and if it does, return one monster on the field to the hand. During your turn, you can activate this effect: this monster's attribute becomes EARTH, and if it does, gain 1000 Life Points. During either player's turn, when a card effect is activated that would destroy Spell or Trap cards you control, you can activate this effect: negate the destruction of your cards, then banish face down Spell or Trap cards you opponent controls, up to the number of your cards that would have been destroyed.

  • Gryphon the Brave
    • EARTH, Winged Beast, Level 4, 1600 ATK / 1600 DEF
    • Once per turn, during your opponent's turn, you can activate this effect: this monster's attribute become WIND, and if it does, banish up to 2 cards in the graveyard. During your turn, you can activate this effect: this monster's attribute becomes EARTH, and if it does, gain 1000 Life Points. During either player's turn, when a card effect is activated that would destroy Spell or Trap cards you control, you can activate this effect: negate the destruction of your cards, then banish face down Spell or Trap cards you opponent controls, up to the number of your cards that would have been destroyed.

  • Gryphon the Quick
    • EARTH, Winged Beast, Level 4, 1600 ATK / 1600 DEF
    • Once per turn, during your opponent's turn, you can activate this effect: this monster's attribute become WIND, and if it does, add one Gryphon monster from your deck to your hand. During your turn, you can activate this effect: this monster's attribute becomes EARTH, and if it does, gain 1000 Life Points. During either player's turn, when a card effect is activated that would destroy Spell or Trap cards you control, you can activate this effect: negate the destruction of your cards, then banish face down Spell or Trap cards you opponent controls, up to the number of your cards that would have been destroyed.

  • 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 your opponent's turn, you can activate this effect: this monster's attribute become WIND, and if it does, return all other cards on the field to the hand. During your turn, you can activate this effect: this monster's attribute becomes EARTH, and if it does, special summon a Gryphon monster from your hand. During either player's turn, when a card effect is activated that would destroy Spell or Trap cards you control, you can activate this effect: negate the destruction, then banish face down 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 battle or 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, if 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, if 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 Storming Grounds
    • Field Spell
    • Increase the ATK and DEF of all Winged Beast monsters by 200. Once per turn, when a Gryphon card would be destroyed, or the summon or activation of a Gryphon card would be negated, return it to the hand.

     Misc. and Other Support 

  • Great Seal of Orichalcos
    • Field Spell
    • This card cannot be targeted or destroyed by card effects. Return to the Extra Deck all of your monsters that can be special summoned from the Extra Deck. All monsters you control gain 500 ATK. Monsters in your hand (i.e. main deck monsters) can be summoned to Extra Monster Zones. You can move a monster from your Extra Monster Zone to your Main Monster Zone, then move a monster from your Main Monster Zone to your Extra Monster Zone. Your opponent cannot attack or target your monsters in a Main Monster Zone if you control a monster in an extra monster zone.

  • Biodiversity
    • Field Spell
    • Destroy this card if you do not control more than one face up monster. 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 special 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 special summon a monster with any of the same Types.
    • Cards your opponent controls before the activation of this card are unaffected.

  • Down Duster
    • Normal Spell
    • Send to the graveyard all opponent's Monster Cards in the same column as "Harpie", "Harpie Lady Sisters", or "Gryphon" monsters you control.

  • Contour Duster
    • Normal Spell
    • Send to the graveyard all Spell and Trap Cards in the same column as "Harpie", "Harpie Lady Sisters", or "Gryphon" monsters you control.

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

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

  • Tune Toon
    • Continuous Spell
    • Any Toon monster used in a Synchro summon can be treated as a Tuner.

  • Vanity's Bonfire
    • Normal Spell
    • 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 the Battle Phase. Tribute one Plant type monster. It becomes the End Phase of the turn.

  • Black Archeo
    • 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 200 for all other Dinosaur or Winged Beast type monsters on the field or in either player's graveyard. When this monster is summoned from your hand, you can special summon one "Black" Dinosaur monster or one "Sauropod Brachion" from your hand or deck.
      An archeoptryx standing on the ground with arms spread. Behind it is the shadow of a majestic bird.

  • Black Tylos
    • Level 3 WATER Dinosaur 2100 ATK / 0 DEF
    • At the start of the Battle Phase, change all monsters your opponent controls to Defense Position. While a "Black" Dinosaur monster or a "Sauropod Brachion" is on the field, your opponent's defense position monsters have their effects negated.
      A Tylosaurus with dark skin and spikes, matching the rest of the "Black Dinosaur" series.

  • Ally-Saurus
    • Level 4 FIRE Dinosaur 1500 ATK / 2000 DEF
    • While this monster is on the field, your opponent cannot target a "Black" Dinosaur monster for an attack or a card effect. When your opponent declares an attack against a "Black" Dinosaur monster: You can Special Summon this card from the GY (if it was there when that monster was destroyed) or hand (even if not), but banish it when it leaves the field.

  • 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.

Edited by wanderlustwarrior on May 19th 2021 at 5:23:48 AM

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
#2071: Oct 16th 2020 at 1:59:52 PM

Following this post, I decided to turn Joey's Warrior monsters into an equip-based archetype. Equips were his strategy in the "Duelist Kingdom" and "Waking the Dragons" arc. Joey used Giltia throughout "Duelist Kingdom", and Gearfried and Gilford in "Battle City". I'd have those series be capable of powering up via equips based on his other Warrior monsters, see "Other Support". Due to this monster, the Archetype name is Gilti-Gear.

The Monsters:

  • Gilti-Gearfried the Magical Steel Knight
  • Gearfried:
  • Gilford:
  • Giltia:
    • Giltia the D. Knight
    • Giltia the Sword Hunter
      • Level 7 EARTH Warrior
      • 2450 ATK/1700 DEF
      • EFFECT: At the end of the Battle Phase, if this monster destroyed a monster(s) by battle this turn: You can equip the destroyed monster(s) to this card. This monster can make additional attacks on monsters equal to the number of cards equipped to this card. This monster gains 200 ATK for each card equipped to it.
    • Giltia the Seven Swords
      • Level 7 LIGHT Warrior
      • 2300 ATK/1800 DEF
      • EFFECT: Once per turn, when an Equip Card is equipped to this card: Inflict 700 damage to your opponent. Once per turn: You can target 1 Equip Card equipped to this card; send it to the Graveyard. Once per turn, when an Equip Card equipped to this card is sent to the Graveyard (except during the Damage Step): You can banish one card your opponent controls.
    • Giltia the Cloaked Knight
      • Level 4 DARK Warrior
      • 1800 ATK/1600 DEF
      • EFFECT: If you control no monsters, or you only control "Giltia", "Gilford", and/or "Gearfried" monsters, you can special summon this card from your hand. If you controlled no monsters when this monster is summoned, you can Special Summon one "Giltia the D. Knight" from your Extra Deck. (This is treated as a Fusion Summon.) You can add one "Gear" Continuous Spell Card or one "Gilti-Fusion" from your deck to your hand. You can only use each of the effects of "Giltia the Cloaked Knight" once per turn.
    • Giltia the Storied Knight
      • Level 4 FIRE Warrior
      • 1800 ATK/1600 DEF
      • EFFECT: If you control no monsters, or you only control "Giltia", "Gilford", and/or "Gearfried" monsters, you can special summon this card from your hand. If you controlled no monsters when this monster is summoned, you can Special Summon one "Giltia the D. Knight" from your Extra Deck. (This is treated as a Fusion Summon.) Quick effect: Tribute summon one Level 7 or higher "Giltia", "Gilford", or "Gearfried" monster from your hand, deck or GY, using monsters on the field as material, including this monster. This summon is treated as a Normal Summon. You can only use each of the effects of "Giltia the Legend Keeper" once per turn.

The Equips:

  • Shared base effect:
    • "This card can only be equipped to a "Giltia", "Gilford", or "Gearfried" monster. The monster equipped with this card cannot be destroyed by battle."
  • Gilti-Gear: Twin Flamberge
    • Once per battle, during damage calculation: You can pay LP in multiples of 100 (max. 1800); the monster equipped with this card gains that much ATK/DEF during that damage calculation only. Then, if it destroys a monster by that battle, your opponent takes damage equal to the amount of life points you paid.
  • Gilti-Gear: Raid Axe
  • Gilti-Gear: Winged Shield
    • Once per turn, during your opponent's turn: You can activate this effect; change all face-up monsters your opponent controls to face-down Defense Position.
  • Gilti-Gear: Rocket Dart
    • The monster equipped with this card can attack directly while your opponent controls a monster(s). If it does, inflict battle damage equal to half its ATK.
  • Gilti-Gear: Falcon Rapier
    • Once per turn, the monster equipped with this card can make one attack in addition to any other attack(s) it made during the Battle Phase this turn.
  • Gilti-Gear: Mirage Scythe
    • You take no battle damage from battles involving the monster equipped with this card. Once per turn, you can activate this effect: the monster equipped with this card gains ATK equal to the original ATK of the opponent's monster it is battling.

Other support:

  • Release Restraint
  • Gearbreed
  • Gearcreed
    • Continuous Spell
    • This card's name on the field is treated as "Release Restraint". Once per turn, you can tribute one "Giltia", "Gilford", or "Gearfried" monster you control, special summon one Level 7 or higher "Giltia", "Gilford", or "Gearfried" monster with a different name from your hand, deck, or GY.
  • Gearexceed
    • Continuous Spell
    • Up to twice per turn, when a "Gilti-Gear" Equip Spell(s) is destroyed, you can activate this effect: Draw 2 cards. If a monster(s) equipped with a "Gilti-Gear" card would be destroyed by a card effect, you can send two "Gilti-Gear" Equip Spells on the field or in your hand to the graveyard; negate that effect.
  • Gilti-Fusion
    • Normal Spell
    • Fusion summon one "Gilti-Gear" monster by banishing fusion materials from your hand, field, or graveyard. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add one "Giltia", "Gilford", or "Gearfried" monster, and/or one "Gilti-Gear" card, from your deck and/or GY to your hand.

Edited by wanderlustwarrior on May 15th 2023 at 11:52:51 AM

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
#2072: Oct 16th 2020 at 2:02:57 PM

[Post contents edited into my last post]

Edited by wanderlustwarrior on Nov 6th 2020 at 1:39:19 PM

The sad, REAL American dichotomy
Kappaclystica 『  』 from The 'hood (of a pasty upper-middle class suburb) Since: Jan, 2019
『  』
#2073: Nov 6th 2020 at 9:28:44 PM

Who wants Earthbound Immortals support? I know I do.

Earthbound Heart

Dark/Rock/Normal Tuner Monster

Level 1

0 ATK/ 0 DEF

Ancient as the Nazca lines, this monster heralds the terrible summoning of an Earthbound Immortal.


Linewalker of Light and Dark

Dark/Fiend/Synchro Tuner Monster

1 DARK Tuner + 1 LIGHT non-Tuner monster

Level 2

0 ATK/ 0 DEF

This card is also a LIGHT Attribute monster while it is face up on the field. If this card is Synchro Summoned: you may activate one of the following effects:

  • Add 1 "Earthbound Immortal" monster from your Deck to your hand.
  • Special Summon 1 "Earthbound Immortal" monster from your hand.
You may only activate the effects of "Linewalker of Light and Dark" once per turn.
Immortal King of the Netherworld

Dark/Fiend/Synchro Monster

1 Synchro Tuner + 1 "Earthbound Immortal" non-Tuner monster.

Level 12

3500 ATK/ 3000 DEF

This monster is unaffected by other card effects, also it cannot be Tributed. If a card activates an effect while this Synchro Summoned monster is on the field (Quick Effect): banish 1 Dragon Synchro monster from your Extra Deck, and if you do, negate the effect, and if you do that, banish the card face-down. When this card destroys a monster by battle: you may banish 1 Dragon Synchro monster from your Extra Deck. If 5 Dragon Synchro monsters are banished by this card's effects, you win the duel. You may only activate each effect of "Immortal King of the Netherworld" once per turn.


Stairway to the Dragon Star

Field Spell

(This card is always treated as an "Earthbound Immortal" card.) You may only activate one of these effects of "Stairway to the Dragon Star" per turn, and only once per turn:

  • Special Summon 1 "Earthbound Heart" from your Deck, and if you do, Special Summon 1 Level 1 LIGHT monster from your Deck, but its effects are negated. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except Synchro monsters.
  • If an "Earthbound Immortal" monster is Normal Summoned to your field: send all monsters your opponent controls to the GY.

Lines of Earthbound Destiny

Normal Spell

Add 1 "Earthbound Immortal" monster, or 1 "Earthbound" or "Immortal" Spell/Trap, from your Deck to your hand, except "Lines of Earthbound Destiny". You may only activate 1 "Lines of Earthbound Destiny" per turn.

Edited by Kappaclystica on Nov 6th 2020 at 9:28:56 AM

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#2074: Nov 7th 2020 at 10:43:26 PM

Immortal King seems kind of busted, to be honest. You can literally just win on your next turn after playing it. Your turn, activate any card effect, and destroy a monster by battle. Your opponent's turn, they activate any card effect. Your next turn, activate any card effect then destroy a monster by battle. And that's 5 cards banished. Seems like it needs:

  • An "Only one effect, and only once per turn" clause
  • To banish an extra deck card at random.

Could I get any thoughts on my "Gilti-Gear" cards? Especially on the following questions:

  • I'm lacking a reason for why someone would want to play the original Gearfried. Maybe I should make Gearexceed's draw effect an up to twice per turn effect? While regular Gearfried isn't the only card in the archetype that can destroy an equip, it's the only one that can do it more than once per turn. It could help a deck that may struggle with holding on to resources or drawing enough equips. Done.
  • Is the effect currently on "Raid Axe" actually appropriate? Axe Raider is Joey's only Warrior monster referenced that's a Normal Monster. Maybe I should make Raid Axe's effect be that while it's equipped to a monster, the opponent can't activate any card effects during the battle phase? With or Without a flat 1700 ATK gain for whoever it's equipped to? Done.
  • Should "Winged Shield" not have its effect be on being sent to the grave, but instead just be a regular Once Per Turn?
    • Tentatively changed to: Once per turn, during your opponent's turn: You can activate this effect; change all face-up monsters your opponent controls to face-down Defense Position.

Edited by wanderlustwarrior on Nov 8th 2020 at 1:33:20 PM

The sad, REAL American dichotomy
Kappaclystica 『  』 from The 'hood (of a pasty upper-middle class suburb) Since: Jan, 2019
『  』
#2075: Nov 8th 2020 at 1:09:01 AM

Winged Shield is a Ultimate Conductor Tyranno effect, which itself is a very good boss monster, so having it not need a cost other than a once per turn seems like a bad idea (even though Gearfried decks aren't the best to begin with).

You are right in that my duel winner for Immortal King is a bit too easy to pull off; I intended it to be a lore effect more than anything else, pulling off what Godwin attempted to by combining Signer Dragons and Earthbound Immortals. Maybe change the destroyed by battle effect to "You may tribute 1 Normal Summoned "Earthbound Immortal" monster; banish 1 Dragon Synchro monster from your Extra Deck." The Earthbound Immortals are pretty terrible, though, so having a strong effect like an omni-negate and banish with great protection seems like a good way to make them viable. Also, the Synchro Summon requirement for the omni-negate is to stop it from being too good of a Waking the Dragon target, though this card would still powercreep Ultimate Falcon for that effect.

How does the rest of the support look?


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