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Deadborder
15th September 2015, 01:43 AM
Howdy forumgoers!

This (and only this) is the thread to post all of your own ideas for Yu-Gi-Oh cards, as well as posting feedback for other people's cards posted here!

There aren't really any rules as to what you can and can't make, but some things to keep in mind with regards to feedback:

- Don't get impatient for people to look at your cards - it's understandable that you want people to acknowledge your work, but lashing out isn't the way to go! It also makes people less likely to want to look at your stuff at all.

- Know the difference between constructive criticism and plain old dickery. This goes both ways! Don't assume people are mindlessly hating your input when they may simply be trying to tell you ways to make it better, and be careful to criticize properly and meaningfully when you're evaluating someone else's work.

- This is less of an issue, but do try to make your cards clear: try sticking to psct or ocg numbering style (or a mixture of the two), and if you're worried an effect is unclear, add notes so that you can still get the desired intent across.


Well, that's pretty much all I can think of at the moment. Have fun, you goofballs!

Dread Kaiser
15th September 2015, 01:46 AM
And now we wait for Hope to make some awesome shit

Eva
15th September 2015, 01:58 AM
To add to this, this is the only place where you're allowed to post CACs, this includes unofficial erratas.

Deadborder
15th September 2015, 02:09 AM
Time to christen this thread with cards I found lying in a word doc I made years ago

Rage Tentacle
レイジ・テンタクル
Continuous Trap
When a non-WATER monster(s) is summoned: Its controller chooses 1 of these effects.
- The monster(s)' controller sends cards from the top of their Deck to the Graveyard equal to the Summoned monster(s)' Levels.
- The monster(s)' controller takes 300 damage x the Summoned monster(s)' Levels.

Ink Shot
インク・シュート
Spell
If you control a face-up WATER monster: Your opponent discards any number of cards in his or her hand, then, they take 500 damage for each card in their hand.


ah, the days when WATER mons were terrible

Dread Kaiser
15th September 2015, 02:11 AM
To add to this, this is the only place where you're allowed to post CACs, this includes unofficial erratas.

Aaaaaand Subscribed. I'll have to dig up a bunch of what I made before.
Now I just hope this doesn't end up getting deleted for someone starting a shitstorm over something stupid.

Hope in the Interstice
15th September 2015, 02:20 AM
From the Interstice: A New Beginning!

A single thread, hm... Well, this'll get cluttered pretty fast. But whatever!
I'll introduce you all to my philosophy in card design; I prefer to make cards that are universally useful and can be splashed into any deck, like Juragedo and Archfiend Eccentrick. If I do make an archetype, it better be damn special in its gimmicks. I'll get to an archetype or two later but, for now, let's start things off nice and simple!

I had a character in mind for these cards. She's a hypothetical protagonist for another Yu-Gi-Oh! spin-off. Dunno what her name is but she's a Duel Tutor (basically a hired teacher for duelling). Most of her clients are parents who either want to help their kids learn how to duel or they're learning to duel themselves so they can play with their kids. Her left arm's actually a cybernetic limb with a built-in Duel Disk projector and deck holder. What you see now are her ace, her trump card, and her engine.


Starchaser
LIGHT
Psychic-type/Effect
2500 / 2000
Level 7
'You can banish 2 Spell Cards from your hand or Graveyard, then Special Summon this card (from your hand or your banished zone). Once per turn, you can target 1 of your banished Spell Cards; add it to your hand. If this card is sent to the Graveyard, banish it instead.'


Eternal Overworld Cannon
Normal Spell
'Target 1 monster your opponent controls: its effects are negated until the End Phase. If this card is sent to the Graveyard, banish it instead. While this card is banished, it gains the following effect:
● During your Main Phase, except during the turn this card is banished: You can target any number of your banished monsters; inflict damage to your opponent equal to half the combined original ATK of the targeted monsters, and if you do, flip them and this card face-down. You can only activate this effect of "Eternal Overworld Cannon" once per duel.'


Trail in the Overworld
Normal Spell
'Send 1 Spell or Trap card from your deck to the Graveyard; inflict 300 damage to your opponent.'

Archfiend
15th September 2015, 02:48 AM
http://i.imgur.com/Thw47V7.jpg
FIRE
Psychic/Synchro/Effect
2800/1500
9
1 tuner + 2 or more non-Tuner Psychic-Type monsters
Once per turn: You can banish 1 Psychic-Type monster from your Graveyard; destroy 1 face-up card on the field. If this card is sent to the Graveyard: Special Summon as many banished Psychic-Type monsters as possible in face-up defense position. You can only activate this effect of "Exalted Lord Daij" once per turn.

Michelle
15th September 2015, 03:26 AM
Welp, I was honestly looking up for more liberties.

I guess I'll eventually use this thread as a place to badvertise my stuff on Pojo.

CaC's are too stigmatized for their own good.

Hope in the Interstice
15th September 2015, 04:03 AM
Time to christen this thread with cards I found lying in a word doc I made years ago

Rage Tentacle
レイジ・テンタクル
Continuous Trap
When a non-WATER monster(s) is summoned: Its controller chooses 1 of these effects.
- The monster(s)' controller sends cards from the top of their Deck to the Graveyard equal to the Summoned monster(s)' Levels.
- The monster(s)' controller takes 300 damage x the Summoned monster(s)' Levels.

Ink Shot
インク・シュート
Spell
If you control a face-up WATER monster: Your opponent discards any number of cards in his or her hand, then, they take 500 damage for each card in their hand.


ah, the days when WATER mons were terrible
That first one is going to hurt like hell when you're facing Infernoids, Lightsworn, Shaddolls, or Burning Abyss. That second one... It has a unique risk-reward factor going on there.

Thanako
15th September 2015, 04:37 AM
Happy for a section like this. I know this is generally something people aren't fond of, but at this point some of what Konami actually releases far exceed some of the fanmades. I have a couple of old ones to share.


Mind Fracture
Spell/Quickplay
Declare 1 card name; if that card is in your opponent's hand, they shuffle all copies of it from their hand into their deck, otherwise your opponent selects 1 card from your hand (min. 1) to shuffle into your deck.


Magical Refpanel
Spell/Quickplay
Activate only when a Trap Card that targets 1 player is activated. Pay half your Life Points; The effect of that Trap Card is applied to the other player instead.


Privatization
Trap/Counter
Pay 1500 Life Points. Negate the activation and the effect of a Trap Card and destroy it. Then, if you have a Trap Card with that name in your Main Deck, you can set it.

Gusto Pingwen
WIND
Aqua/Tuner/Effect
1600/1500
5
You can send this card and 1 other "Gusto" monster from your hand to the Graveyard to negate the activation of an effect targeting a "Gusto" monsters you control, and if you do, destroy it. When this card is Special Summoned from the Graveyard, draw 1 card, but you can not Special Summon any monsters for the rest of the turn, except for WIND monsters.


Daigusto Pirikamenokos
WIND
Psychic/Synchro/Effect
2900/2000
8
1 WIND Tuner + "Pilica, Descendant of Gusto"
When this card is Synchro Summoned, you can select 1 "Daigusto" card in either player's Graveyard and Special Summon it to your side of the field in face-up Defense Position. During the turn that you activate this effect, you can not declare any attacks, except with "Gusto" monsters. If this card you control is destroyed by your opponent (either by battle or card effect), you can Special Summon 1 "Gusto" Tuner monster from your Graveyard to your side of the field. You can only activate 1 effect of "Daigusto Pirikamenokos" per turn, and only once that turn. You can only control 1 face-up "Daigusto Pirikamenokos".

Archfiend
15th September 2015, 04:42 AM
Happy for a section like this. I know this is generally something people aren't fond of, but at this point some of what Konami actually releases far exceed some of the fanmades. I have a couple of old ones to share.


Mind Fracture
Spell/Quickplay
Declare 1 card name; if that card is in your opponent's hand, they shuffle all copies of it from their hand into their deck, otherwise your opponent selects 1 card from your hand (min. 1) to shuffle into your deck.


Magical Refpanel
Spell/Quickplay
Activate only when a Trap Card that targets 1 player is activated. Pay half your Life Points; The effect of that Trap Card is applied to the other player instead.


Privatization
Trap/Counter
Pay 1500 Life Points. Negate the activation and the effect of a Trap Card and destroy it. Then, if you have a Trap Card with that name in your Main Deck, you can set it.

Gusto Pingwen
WIND
Aqua/Tuner/Effect
1600/1500
5
You can send this card and 1 other "Gusto" monster from your hand to the Graveyard to negate the activation of an effect targeting a "Gusto" monsters you control, and if you do, destroy it. When this card is Special Summoned from the Graveyard, draw 1 card, but you can not Special Summon any monsters for the rest of the turn, except for WIND monsters.


Daigusto Pirikamenokos
WIND
Psychic/Synchro/Effect
2900/2000
8
1 WIND Tuner + "Pilica, Descendant of Gusto"
When this card is Synchro Summoned, you can select 1 "Daigusto" card in either player's Graveyard and Special Summon it to your side of the field in face-up Defense Position. During the turn that you activate this effect, you can not declare any attacks, except with "Gusto" monsters. If this card you control is destroyed by your opponent (either by battle or card effect), you can Special Summon 1 "Gusto" Tuner monster from your Graveyard to your side of the field. You can only activate 1 effect of "Daigusto Pirikamenokos" per turn, and only once that turn. You can only control 1 face-up "Daigusto Pirikamenokos".

I wish Pirikamenokos was an actual thing.

Sakuya
15th September 2015, 04:48 AM
U.A. Playbook
Continuous Spell Card

You can only use 1 of these effects of "U.A. Playbook" per turn, and only once that turn.


You can reduce the Level of 1 "U.A." monster in your hand by 2 (even after they are Summoned/Set or if this card leaves the field), until the end of this turn.
Tribute 1 "U.A." monster from your hand or field and target 1 "U.A." monster you control; until the end of this turn, it gains the effects of the tributed monster. Monsters other than the targeted monster cannot attack during the turn you activate this effect.



--------------------------------

U.A. Rookie

Level 4 Warrior
1000/1000
"He has no idea why teams are so rabid to sign him on despite his complete ineptitude at sports. Even when he does agree to one he gets called back as soon as he gets on the field."

Thanako
15th September 2015, 04:49 AM
My mindset was that a theoretical (read as: Ritual Beasts all but confirming it will never happen) new Daigusto monster would have to avoid being a direct boost to Sphreez and act as its own thing. In keeping with Pilica's overall theme, I figured that reworking it as such would be beneficial without coming off as winmore for the OTK.

kahunyu
15th September 2015, 04:56 AM
Neo Space NEXT
Field Spell
(This card is always treated as "Neo Space".)
1. Once per turn, during your Main Phase: You can discard 1 "Neo-Spacian" monster; Add 1 "Neo-Spacian" monster from your deck to your hand, then send 1 "Neo-Spacian" monster from your deck to the graveyard.
2. Once per turn, when a "Neo-Spacian" monster is Normal Summoned or Special Summoned: You can Special Summon 1 "Elemental Hero Neos" from your Hand, Deck, or Graveyard.
3. When a "Neos" Fusion monster is removed from the field: Special Summon 1 "Elemental Hero Neos" from your Hand, Deck, or Graveyard. If you have 6 or more "Neo-Spacian" monsters with different names in your Graveyard, you can Special Summon 1 "Elemental Hero Divine Neos" from your Extra Deck, ignoring the summoning conditions, instead.

Rainbow Dragon Arc
EARTH/Level 8/Dragon/Fusion/Effect/3000/2500
2 or more "Crystal Beast" monsters.
1. Once per turn, during your Main Phase: You can place two "Crystal Beast" monsters from your Hand or Graveyard Face-up into your Spell/Trap Zone, and if you do, return one card your opponent controls to its owner's hand, then draw 1 card.
2. You can banish this card in your Graveyard and 1 "Rainbow Dragon" or "Rainbow Dark Dragon" you control; Special Summon 1 "Rainbow Neos" from your Extra Deck, ignoring the Summoning Conditions, and if you do, its name becomes "Rainbow Dragon."

D-Fusion
Normal Spell
1. Fusion Summon 1 Fusion Monster from your Extra Deck, using 2 "Destiny Hero" monsters from your Hand, Deck, or your side of the field as Fusion Materials. You cannot Special Summon other monsters the turn you activate this effect.

Jama Sentai Ojamanger
Continuous Spell
1. When this card is activated: You can discard 1 card; Add 2 "Ojama" cards from your Deck to your Hand.
2. During your Main Phase: You can send this face-up card to the Graveyard; Fusion Summon 1 Fusion Monster from your Extra Deck, using "Ojama" monsters from your Hand or your side of the field as Fusion Materials.
3. If you control 5 Level 2 "Ojama" monsters with different names: You can banish this card in your Graveyard; send all cards on the field to the graveyard, then Special Summon 1 "VWXYZ Dragon Catapult Cannon" from your Extra Deck, ignoring the Summoning Condiitons.

Hope in the Interstice
15th September 2015, 05:01 AM
U.A. Rookie

Level 4 Warrior
1000/1000
"He has no idea why teams are so rabid to sign him on despite his complete ineptitude at sports. Even when he does agree to one he gets called back as soon as he gets on the field."
http://media.giphy.com/media/dC9DTdqPmRnlS/giphy.gif

ThePandamanEXE
15th September 2015, 08:06 AM
Cognitive Dissonance
Normal Spell
Description: Reveal 2 random cards in your opponent's hand, then if they were both monsters with different Types, your opponent shuffles 1 of them back into the Deck.

I made a card based on Cognitive Dissonance (the uncomfortable feeling when you hold two conflicting beliefs as represented here as different Types). Eventually, you'll have to abandon one.

Tamaru
15th September 2015, 08:14 AM
LV support. The Masked Knights were cards used by Yugi, that I touched up a bit. I admit that some of these cards are powerful, I was going for making LVs more meta relevant when I thought of them. My other cards are more tame.

Mad Gardna LV1
マッド ・ガードナー LV1 Maddo Gādonā Reberu Wan
ATK/0 DEF/2000
Warrior - DARK - ✩
① During your opponent's Battle Phase: You can banish this card from your Graveyard; Special Summon 1 "Mad Gardna LV3" from your hand or Deck, and if you do, end the Battle Phase (this is a Quick Effect).

Mad Gardna LV3
マッド ・ガードナー LV3 Maddo Gādonā Reberu Surī
ATK/0 DEF/2500
Warrior - DARK - ✩✩✩
Cannot be Normal Summoned/Set. Must be Special Summoned by "Mad Gardna LV1" and cannot be Special Summoned by other ways.
① During your Standby Phase: You can send this face-up card to the Graveyard; Special Summon 1 "Mad Gardna LV5" from your hand or Deck.
② If a "LV" monster you control would be destroyed by battle or by a card effect, you can banish this card from your Graveyard instead.

Mad Gardna LV5
マッド ・ガードナー LV5 Maddo Gādonā Reberu Faibu
ATK/0 DEF/3000
Warrior - DARK - ✩✩✩✩✩
Cannot be Normal Summoned/Set. Must be Special Summoned by "Mad Gardna LV3" and cannot be Special Summoned by other ways.
① Your opponent cannot target other "LV" monsters (anywhere) for attacks or with card effects.

Masked Knight LV3
マスクド・ナイト LV3 Masukudo Naito Reberu Surī
ATK/1500 DEF/800
Warrior - EARTH - ✩✩✩
① During the End Phase, if this card destroyed a monster by battle this turn: You can send this face-up card to the Graveyard; Special Summon 1 "Masked Knight LV5" from your hand, Deck or Graveyard.
② If this card destroys a monster by battle and sends it to the Graveyard: Your opponent takes 500 damage.

Masked Knight LV5
マスクド・ナイト LV5 Masukudo Naito Reberu Faibu
ATK/2300 DEF/1300
Warrior - EARTH - ✩✩✩✩✩
① During the End Phase, if this card destroyed a monster by battle this turn: You can send this face-up card to the Graveyard; Special Summon 1 "Masked Knight LV7" from your hand, Deck or Graveyard.
② If this card destroys a monster by battle and sends it to the Graveyard: Your opponent takes 1000 damage.

Masked Knight LV7
マスクド・ナイト LV7 Masukudo Naito Reberu Sebun
ATK/2900 DEF/1800
Warrior - EARTH - ✩✩✩✩✩✩✩
Cannot be Normal Summoned/Set. Must be Special Summoned by "Masked Knight LV5" and cannot be Special Summoned by other ways.
① Once per turn, during either player's turn: You can activate this effect; this card cannot attack for the rest of this turn, also inflict 1500 damage to your opponent.

LV Grind
LV・グラインド Reberu Guraindo
Normal Spell Card
You can only activate 1 "Level Grind" per turn.
① Target up to 2 "LV" monsters in your Graveyard; add all of those targets to your hand, also, after that, if you added 2 monsters to your hand with this effect and they had different "LVs", you can apply 1 of these additional effects.
● Draw 1 card.
● You can send 1 "LV" monster from your Deck to the Graveyard.

MAX LV
LV MAX Reberu Makkusu LV MAX
Normal Spell Card
You can only activate 1 "MAX LV" per turn.
① Target 1 face-up "LV" monster you control; send it to the Graveyard, also, after that, if it left the field by this effect, Special Summon 1 monster from your hand or Deck with the same name as that monster and the same "LV" + 4, ignoring its Summoning conditions, but it cannot attack this turn. (It is treated as being Special Summoned by the effect of the "LV" monster in its card text with the lowest "LV".)

Game Over!
ゲームオーバー! Gēmuōbā!
Counter Trap Card
You can only activate 1 "Game Over!" per turn.
① When your opponent activates a Spell/Trap Card, or a card effect: You can discard 1 "LV" card; negate the activation, and if you do, destroy it.

LV Shift
LV・シフト Reberu Shifuto
Continuous Trap Card
You can only activate the ① effect of "LV Shift" once per turn.
① Once per turn, you can: Shuffle 1 "LV" card from your hand or face-up from your side of the field into the Main Deck, and if you do, add 1 "LV" monster or "Level Up!" from your Deck to your hand.

LeTourGuide
15th September 2015, 10:37 AM
Finally, I can show everyone the different sets we have here in the Underworld! <3

Structure Deck: Vengeance of the Black Chaos

Release Date: 49 A.D.M.
Card Count: 40 cards

"After losing the battle with the Dark Master, the Dark Magician now suffers with the loss of his trusted apprentice, the Dark Magician Girl. Consumed and driven-mad by his anger, he now seeks vengeance against his enemies. He vows to use all the power he has including the Forbidden Black Magic."


Black Magic Apprentice
LV 1 DARK Spellcaster-type Effect Monster
ATK 500 DEF 100
(1) This card is always treated as a "Dark Magician" card.
(2) When this card is Normal or Special Summoned, you can add 1 "Dark Magician" or "Black Chaos" monster from your Deck to your Hand.


Follower of the Black Magic
LV4 DARK Spellcaster-type Effect Monster
ATK 1500 DEF 1100
(1) This card is always treated as a "Dark Magician" card.
(2) This card gains 300 ATK for every "Dark Magician", "Magician of Black Chaos" or "Vengeful Magician of Black Chaos" in either player's Graveyard.


Vengeful Magician of Black Chaos
LV 8 DARK Spellcaster-type Ritual Effect Monster
ATK 2800 DEF 2600
(1) When this card is Ritual Summoned, you can Special Summon 1 "Dark Magician" from your Hand, Deck or Graveyard.
(2) You can banish 1 Spell Card in your Graveyard, then target 1 card on the field: Banish that target.
You can only use (2) effect of "Vengeful Magician of Black Chaos" once per turn.


Call of the Black Magic
Normal Spell Card
You can only activate "Call of the Black Magic" while you control a face-up "Dark Magician" monster.
(1) Add 1 "Dark Magic" or "Black Magic" card from your Deck to your Hand.
(2) During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Dark Magic" or "Black Magic" card in your Graveyard except "Call of the Black Magic"; add it to your hand.


Dedication through Forbidden Black Magic
Quick-Play Spell Card
You can only activate 1 "Dedication through Forbidden Black Magic" per turn.
(1) Target 1 DARK Spellcaster-type monster on your side of the field, send it to the Graveyard: Special Summon 1 "Dark Magician" from your Hand, Deck or Graveyard.


Forbidden Black Magic Ritual
Ritual Spell Card
You can only activate 1 "Forbidden Black Magic Ritual" per turn.
(1) This card is used to Ritual Summon any 1 DARK Spellcaster-type Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal to the Level of that Ritual Monster.
(2) Cards and effects cannot be activated in response to this card's activation.


Library of the Forbidden Black Magic
Field Spell Card
(1) "Dark Magician" and "Black Chaos" monsters you control gain 500 ATK.
(2) During your Standby Phase, you can target 1 "Dark Magician" or "Black Chaos" monster in your Graveyard: Shuffle the target into your Deck then Draw 1 card.
(3) When this card is destroyed by your opponent and sent to the Graveyard, you can Special Summon 1 "Dark Magician" monster from your Hand or Graveyard.


REPRINTS:
Allure of Darkness
Black Illusion
Black Magic Ritual
Book of Moon
Breaker the Magical Warrior
Call of the Haunted
Card Destruction
Dark Magic Attack
Dark Magic Curtain
Dark Magician
Dark Magician of Chaos
Dark Renewal
Dedication through Light and Darkness
Eternal Soul
Gemini Elf
Harpie's Feather Duster
Magic Cylinder
Magical Dimension
Magical Hats
Magician of Black Chaos
Magicians Unite
Magician's Valkyria
Mirror Force
Monster Reborn
Mystical Elf
Mystical Space Typhoon
Old Vindictive Magician
Skilled Dark Magician
Solemn Judgement
Sorcerer of Dark Magic
Thousand Knives
Upstart Goblin
Waboku

Hope in the Interstice
15th September 2015, 10:48 AM
LV support.
I thought the Masked Knights were used by that 5Ds knight guy.
Mad Gardna... While protection from targeting is awesome, he seems like you need to dedicate a bit too much deck space to bring him out fully. However, I like LV 1's summoning effect; that's a cool spin on things.

That colouring... A great idea. I'm definitely using that.

From the Interstice: Herobots descend!

Alrighty, so here's the first of my extremely unorthodox archetypes! These Herobots are a team of Machine-type Xyz monsters that have arrived from another dimension to save ours from evil! But they ask for no sacrifice, no offering of any sort; rather than Xyz Summoning them, Herobots are Normal Summoned straight from the Extra Deck! What does this mean? It means that, no matter your hand, you always have a reliable team of heroes at your beck and call! They're not the fastest lot but they're resilient beyond a doubt. Now let's take a look at a few of their members!


Herobot Redanger
FIRE
Machine-type/Xyz/Effect
Rank 4
2100 / 1200
'You can Normal Summon this card from your Extra Deck. If this card is Summoned: you can attach any number of 'Herobot Part' cards from your hand, deck, or Graveyard to this card as Xyz Material equal to or less than the total Level/Ranks of all monsters your opponent controls +1. Your opponent cannot activate cards or effects in response to this effect's activation. This card cannot declare an attack unless you detach 1 Xyz Material from this card. If this card destroys an opponent's monster by battle; inflict 700 damage to your opponent.'

Herobot Yellowall
EARTH
Machine-type/Xyz/Effect
Rank 4
1700 / 2400
'You can Normal Summon this card from your Extra Deck. If this card is Summoned: you can attach any number of 'Herobot Part' cards from your hand, deck, or Graveyard to this card as Xyz Material equal to or less than the total Level/Ranks of all monsters your opponent controls +1. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, if your opponent targets a "Herobot" monster(s) you control for an attack, or with a card effect: you can change the battle position of this card, and if you do, this card becomes the new target(s). Control of this card cannot switch.'

Herobot Silveright
LIGHT
Machine-type/Xyz/Effect
Rank 5
2500 / 1500
'You can Tribute Summon this card from your Extra Deck by Tributing 1 monster. If this card is Summoned: you can attach any number of 'Herobot Part' cards from your hand, deck, or Graveyard to this card as Xyz Material equal to or less than the total Level/Ranks of all monsters your opponent controls +1. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, if your opponent activates the effect of a monster that was Special Summoned from the Extra Deck; you can negate it, and if you do, you gain Life Points equal to the ATK of that monster.'

Herobot Part — Braver's Blade
Quick-Play Spell
'Target 1 'Herobot' monster you control; it gains 700 ATK until the End Phase. If this card is attached to a monster as Xyz Material, it gains the following effect (a "Herobot" monster can only use the effect of "Herobot Part Ť— Braver's Blade" once per turn):
● Once per turn, if this monster attacks or is attacked; it gains 400 ATK until the End Phase.'

Herobot Part — Survivor's Shield
Normal Spell
'Target 1 'Herobot' monster you control; place 1 Herobot Resolve counter on it. If that monster would be destroyed, remove 1 Herobot Resolve counter from it instead. If this card is attached to a monster as Xyz Material, it gains the following effect (a "Herobot" monster can only use the effect of "Herobot Part Ť— Survivor's Shield" once per turn):
● Once per turn, this card cannot be destroyed by battle or by card effects.'

Zarafkiel
15th September 2015, 10:55 AM
Ah yes, this thread. I might make some more out of boredom, but here's some Ojama support that I crafted out of fun.

Also Konamey, pls errate Blue's search effect to affect all destruction to graveyard, not battle destruction pls


Ojama Minister

Rank 2, 2 level 2 monsters, Beast, Light

0/2200

When this card is Special Summoned, switch the Atk and Defense of all monsters on the field (including this card). Up to twice per turn, you can detach one material from this card to target a card zone (either Monster or Spell/Trap) on the field. That space may not be used by either player, until this card leaves the field.


Ojaparty

Normal Spell

When this card is activated, you may use one of two effects. If you have three or more Ojama monsters in your graveyard, you may resolve them in sequence.

* Add an Ojama monster to your hand, then shuffle your deck and discard a card afterwards.
* Send an Ojama monster from your deck to your Graveyard, and draw one card.


Ojama Purple

Level 2, Beast, Light, Tuner.
0/1000
You may reduce the level of this card by one to special summon one Ojama token (Level 2, Beast, Light, 0/1000). During this turn after you resolve this effect, you may not summon any monsters, other than Beast type.

Mystic TimeKeeper
15th September 2015, 11:01 AM
Well, the thread is here, why not try my hand at it? Not guaranteeing the result though.

- Dominion over Light and Darkness
Quick-Play Spell
You can activate only one effect of "Dominion over Light and Darkness" per turn, and only once that turn, all the damage your opponent takes during the turn you activate one of this card's effects is halved.
(1) Tribute 1 DARK Warrior-Type monster; Special Summon a LIGHT Warrior-Type monster from your deck with the same level as the tributed monster.
(2) Tribute 1 LIGHT Warrior-Type monster; Special Summon a DARK Warrior-Type monster from your deck with the same level as the tributed monster.
(3) Banish this card from your graveyard and target 1 LIGHT or DARK monster on your side of the field; This turn the targeted monster is immune to your opponent's card effect that do not target it.

Tamaru
15th September 2015, 11:12 AM
I thought the Masked Knights were used by that 5Ds knight guy.
Mad Gardna... While protection from targeting is awesome, he seems like you need to dedicate a bit too much deck space to bring him out fully. However, I like LV 1's summoning effect; that's a cool spin on things.
Ah, yes, you're right. I haven't actually seen 5D's, so assumed Yugi used them at some point when I saw them on the Wiki.

Yeah, Mad Gardna LV1 is balanced out by the fact that it can't end the Battle Phase unless you also run LV3, but on the other hand, if you use its effect, you can summon LV5 within 1 turn.

Not a big fan of unorthodox archetypes, TBH, but Herobots are definitely thinking outside the box.

Here's some Fish support.

Ascending Mambo
昇順マンボウ Shōjun Manbo
ATK/2000 DEF/2500
Fish - WATER - ✩✩✩✩✩
① During the turn this card was Normal or Special Summoned, you can treat Fish-Type monsters you control as Level 5 when Xyz Summoning using only Fish-Type monsters as Xyz Materials.

Dunkleosteus
ダンクルオステウス Dankuruosuteusu
ATK/2300 DEF/800
Fish - WATER - ✩✩✩✩✩
① At the start of the Damage Step, if this card battles an opponent's monster: That monster loses 500 ATK and DEF (even if this card leaves the field).
② If this card destroys a monster by battle: You can add 1 Level 5 or higher Fish-Type monster from your Deck to your hand.

Seeker Fish
追求魚 Tsuikyūgyo Pursuit Fish
ATK/500 DEF/500
Fish - WATER - ✩
You can only use the ① effect of "Seeker Fish" once per turn.
① If this card is sent to the Graveyard: You can send 1 Fish-Type monster from your Deck to the Graveyard, then target 1 card on the field; return it to the hand. You must control a Fish-Type monster to activate and to resolve this effect.

Rocketfish
ロケットフィッシュ Rokettofisshu
ATK/500 DEF/500
Fish/Synchro - WATER - ✩✩
1 Tuner + 1 Fish-Type monster
You can only use the ① and ② effect of "Rocketfish" once per turn.
① You can send 1 Fish-Type monster from your hand or your side of the field to the Graveyard, then target 1 monster on the field; destroy it.
② You can banish 1 Fish-Type monster from your Graveyard, then target 1 Spell/Trap Card on the field; destroy it.

Pressurized Watercourse
プレッシャ・シー Puressha Shī Pressure Sea
Field Spell Card
① Both players can Normal Summon Fish-Type monsters for 1 less Tribute.
② Once per turn, if a Fish-Type monster(s) is sent to the Graveyard: You can draw 1 card.
③ If this card is destroyed by your opponent's card effect and sent from the field to the Graveyard: You can add 1 Fish-Type monster from your Deck to your hand.

Upstream Fishtival
魚の上流集会 Sakana no Jōryū Shūkai An Upstream Gathering of Fish
Normal Spell Card
You can only activate 1 "Upstream Fishtival" per turn.
① Pay 1000 Life Points, then roll 1 six-sided die; excavate cards from the top of your Deck equal to the result + 1, Special Summon as many excavated Level 5 or higher Fish-Type monsters as possible, in Defense Position, also send the remaining cards to the Graveyard. You cannot Summon monsters during the turn you activate this card, except Fish-Type monsters.

And some Penguin support! (some from the anime)

Penguin Swordsmaster
ペンギン剣豪 Pengin Kengō
ATK/900 DEF/800
Aqua - WATER - ✩✩
① If this card destroys a monster by battle: You can target up to 2 cards on the field (min. 1); shuffle them into the Deck.

Penguin Torpedo
ペンギン魚雷 Pengin Gyorai
ATK/550 DEF/300
Aqua - WATER - ✩
You can only use the ① effect of "Penguin Torpedo" once per turn.
① During either player's turn: You can Tribute this card; inflict damage to your opponent equal to the ATK this card had on the field.

Penguin Sword
ペンギン・ソード Pengin Sōdo
Equip Spell Card
① Equip only to a "Penguin" monster. It gains 1200 ATK.
② If this card is sent to the Graveyard: Add 1 "Penguin" monster from your Deck to your hand.

Tamaru
15th September 2015, 11:17 AM
Well, the thread is here, why not try my hand at it? Not guaranteeing the result though.

- Dominion over Light and Darkness
Quick-Play Spell
You can activate only one effect of "Dominion over Light and Darkness" per turn, and only once that turn, all the damage your opponent takes during the turn you activate one of this card's effects is halved.
(1) Tribute 1 DARK monster; Special Summon a LIGHT monster from your deck with the same level as the tributed monster.
(2) Tribute 1 LIGHT monster; Special Summon a DARK monster from your deck with the same level as the tributed monster.
(3) Banish this card from your graveyard and target 1 LIGHT or DARK monster on your side of the field; This turn the targeted monster is immune to your opponent's card effect that do not target it.
I can see a lot of utility coming from that card, but the search pool is huge (any DARK/LIGHT monster, essentially). I could see that card being pretty broken.


Finally, I can show everyone the different sets we have here in the Underworld! <3

Structure Deck: Vengeance of the Black Chaos
Don't like the fact that you turned "Dark Magic," "Black Magic," and "Black Chaos" into archetypes. Not really sure how Dark Magic would work, considering the Japanese names of cards like Sorcerer of Dark Magic (Majikku Haierofanto Obu Burakku), Breaker the Dark Magical Warrior (Kuro Madō), and Dark Magic Curtain (Kuromajutsu) (just 3 examples) have different words for "Dark Magic."

Mystic TimeKeeper
15th September 2015, 11:19 AM
I can see a lot of utility coming from that card, but the search pool is huge (any DARK/LIGHT monster, essentially). I could see that card being pretty broken.
I wanted that to support the new Gaia monsters, but give it as much utility as possible but it might be better to restrict it a little.

EDIT : Restricted to Warrior support to keep it generic but not too much.

Tamaru
15th September 2015, 11:26 AM
I wanted that to support the new Gaia monsters, but give it as much utility as possible but it might be better to restrict it a little.

EDIT : Restricted to Warrior support to keep it generic but not too much.
Better. Seems like a potentially better version of Exchange of Night and Day.

Hope in the Interstice
15th September 2015, 11:37 AM
Not a big fan of unorthodox archetypes, TBH, but Herobots are definitely thinking outside the box.
Sorry and thanks. I wanted to make an archetype that would slowly but surely accumulate advantage. Since the Herobot Part attaching is dependant on the face-up monsters your opponent controls, it's about resisting your opponent's plays. Having unstoppable set-up outside of Counter Traps also helps them overcome your opponent's plays. Also, my friend's a fan of Super Robots and I wanted to make something that appeals to him.

Also, I am DIGGING your Fish-type support. I'd love to make a Shark deck with it.

Tamaru
15th September 2015, 11:40 AM
Also, I am DIGGING your Fish-type support. I'd love to make a Shark deck with it.

Thank you. :) I've always had a soft spot for the Fish-Type since way back when they were one of the most under-supported Types in Yu-Gi-Oh!

TenseiPatu
15th September 2015, 01:09 PM
Return of the Forbidden One
Spell/Ritual
This card can be used to Ritual Summon any DARK Spellcaster-Type Ritual Monster. Tribute monsters from your hand or field, and/or "Forbidden One" monsters from your deck, then Ritual Summon 1 DARK Spellcaster-Type Ritual Monster from your hand whose Level exactly equals the levels of the tributed monster(s). If a monster that was Ritual Summoned using this card destroys a monster by battle, you can add 1 "Forbidden One" card from your graveyard to your hand. You can banish this card from your graveyard, then target 1 Ritual monster in your graveyard; add that target to your hand.

Embodiment of the Forbidden One
DARK/Spellcaster/Ritual/Level 7/2200/1800
You can Ritual Summon this card with "Return of the Forbidden One".
This card cannot be destroyed by battle or be targeted by your opponent's card effects. Once per turn, you can reveal 1 "Forbidden One" card in your hand, then apply an appropriate effect depending on the card that was revealed.
Effect Monster: Reveal your opponent's hand, the choose 1 card in their hand and shuffle it into the deck.
Normal Monster: Target 1 card your opponent controls; banish it.
Spell: Draw 2 cards, then return 1 card to the bottom of your deck.
Trap: Return up to 2 banished cards to their owners' graveyards.

There will be more to follow. I wanted to give Exodia some support without making too many stupid FTKs. I'd like to see Exodia used as a non-solitaire deck some day.

LeTourGuide
15th September 2015, 01:51 PM
Don't like the fact that you turned "Dark Magic," "Black Magic," and "Black Chaos" into archetypes. Not really sure how Dark Magic would work, considering the Japanese names of cards like Sorcerer of Dark Magic (Majikku Haierofanto Obu Burakku), Breaker the Dark Magical Warrior (Kuro Madō), and Dark Magic Curtain (Kuromajutsu) (just 3 examples) have different words for "Dark Magic."

It is just for fun, I don't care if it's wrong.

Hope in the Interstice
15th September 2015, 02:00 PM
From the Interstice: the Ritual Dimension's Dragon!

So I had a few issues with this one:

1) How can I give it the same sort of generic effects Odd-Eyes, Dark Rebellion, and Clear Wing have?
2) How can I make it so that decks would be willing to splash it and its Ritual Spell in?

As usual, being me, I took on these challenges and then some. Ladies and gentlemen, allow me to introduce...


Sapphire Comet Ritual Dragon
FIRE
Dragon-type/Ritual/Effect
Level 7
2500 / 2000
'Must first be Ritual Summoned. Once per turn: you can reduce the ATK of 1 Level 5 or higher monster on the field to 0 until the End Phase, then target 1 card on the field; banish that target until your opponent's next End Phase.'

Relinquished Pyre
Ritual Spell Card
'This card can be used to Ritual Summon any FIRE Ritual Monster from your hand or Graveyard. You must also Tribute monsters from your hand or field whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.'

Thanako
15th September 2015, 02:08 PM
Props for not making it work using monsters from the deck.

Hope in the Interstice
15th September 2015, 02:10 PM
Props for not making it work using monsters from the deck.
You can always use Advanced Ritual Art, if that hits your fancy.

Mystic TimeKeeper
15th September 2015, 02:11 PM
From the Interstice: the Ritual Dimension's Dragon!

So I had a few issues with this one:

1) How can I give it the same sort of generic effects Odd-Eyes, Dark Rebellion, and Clear Wing have?
2) How can I make it so that decks would be willing to splash it and its Ritual Spell in?

As usual, being me, I took on these challenges and then some. Ladies and gentlemen, allow me to introduce...


Sapphire Comet Ritual Dragon
FIRE
Dragon-type/Ritual/Effect
Level 7
2500 / 2000
'Must first be Ritual Summoned. Once per turn: you can reduce the ATK of 1 Level 5 or higher monster on the field to 0 until the End Phase, then target 1 card on the field; banish that target until your opponent's next End Phase.'

Relinquished Pyre
Ritual Spell Card
'This card can be used to Ritual Summon any FIRE Ritual Monster from your hand or Graveyard. You must also Tribute monsters from your hand or field whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.'

I hope you like Fire Kings because I'll make them use your ritual:

Shaman of the Blazing Valley
FIRE
Spellcaster/Tuner/Effect
Level 3
1250/1000
If this card is Summoned: During the End Phase of this turn, you can send a Ritual monster from your Deck to the Graveyard. If this card is destroyed by a card effect: destroy 1 card in your hand or on your side of the field; add 1 Ritual Spell card from your deck or graveyard to your hand.

Hope in the Interstice
15th September 2015, 02:16 PM
I hope you like Fire Kings because I'll make them use your ritual:

Shaman of the Blazing Valley
FIRE
Spellcaster/Tuner/Effect
Level 3
1250/1000
If this card is Summoned: During the End Phase of this turn, you can send a Ritual monster from your Deck to the Graveyard. If this card is destroyed by a card effect: destroy 1 card in your hand or on your side of the field; add 1 Ritual Spell card from your deck or graveyard to your hand.
Wow, I became popular all of a sudden. Enniwei... I like how the first effect requires a delay and the second one requires more investment, never mind that the destruction and the cost is not an effect.

Anyway, I love Fire Kings. I'd like to do a tag duel on DevPro sometime with an Atlantean deck (doesn't matter who uses what, so long as the Atlantean player avoids Mermail Abyssmegalo).

Mystic TimeKeeper
15th September 2015, 02:23 PM
Wow, I became popular all of a sudden. Enniwei... I like how the first effect requires a delay and the second one requires more investment, never mind that the destruction and the cost is not an effect.

Anyway, I love Fire Kings. I'd like to do a tag duel on DevPro sometime with an Atlantean deck (doesn't matter who uses what, so long as the Atlantean player avoids Mermail Abyssmegalo).

Glad to see you liked it, your cards striked me so supporting it was a natural thing to do, anyway, I'm pretty archetype oriented so It's easier for me to make something if I have a theme to work on already, so I may drop some tie-in support if you leave cards around.

Archfiend
15th September 2015, 02:32 PM
Finally, I can show everyone the different sets we have here in the Underworld! <3

Structure Deck: Vengeance of the Black Chaos

Release Date: 49 A.D.M.
Card Count: 40 cards

"After losing the battle with the Dark Master, the Dark Magician now suffers with the loss of his trusted apprentice, the Dark Magician Girl. Consumed and driven-mad by his anger, he now seeks vengeance against his enemies. He vows to use all the power he has including the Forbidden Black Magic."


Black Magic Apprentice
LV 1 DARK Spellcaster-type Effect Monster
ATK 500 DEF 100
(1) This card is always treated as a "Dark Magician" card.
(2) When this card is Normal or Special Summoned, you can add 1 "Dark Magician" or "Black Chaos" monster from your Deck to your Hand.


Follower of the Black Magic
LV4 DARK Spellcaster-type Effect Monster
ATK 1500 DEF 1100
(1) This card is always treated as a "Dark Magician" card.
(2) This card gains 300 ATK for every "Dark Magician", "Magician of Black Chaos" or "Vengeful Magician of Black Chaos" in either player's Graveyard.


Vengeful Magician of Black Chaos
LV 8 DARK Spellcaster-type Ritual Effect Monster
ATK 2800 DEF 2600
(1) When this card is Ritual Summoned, you can Special Summon 1 "Dark Magician" from your Hand, Deck or Graveyard.
(2) You can banish 1 Spell Card in your Graveyard, then target 1 card on the field: Banish that target.
You can only use (2) effect of "Vengeful Magician of Black Chaos" once per turn.


Call of the Black Magic
Normal Spell Card
You can only activate "Call of the Black Magic" while you control a face-up "Dark Magician" monster.
(1) Add 1 "Dark Magic" or "Black Magic" card from your Deck to your Hand.
(2) During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Dark Magic" or "Black Magic" card in your Graveyard except "Call of the Black Magic"; add it to your hand.


Dedication through Forbidden Black Magic
Quick-Play Spell Card
You can only activate 1 "Dedication through Forbidden Black Magic" per turn.
(1) Target 1 DARK Spellcaster-type monster on your side of the field, send it to the Graveyard: Special Summon 1 "Dark Magician" from your Hand, Deck or Graveyard.


Forbidden Black Magic Ritual
Ritual Spell Card
You can only activate 1 "Forbidden Black Magic Ritual" per turn.
(1) This card is used to Ritual Summon any 1 DARK Spellcaster-type Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal to the Level of that Ritual Monster.
(2) Cards and effects cannot be activated in response to this card's activation.


Library of the Forbidden Black Magic
Field Spell Card
(1) "Dark Magician" and "Black Chaos" monsters you control gain 500 ATK.
(2) During your Standby Phase, you can target 1 "Dark Magician" or "Black Chaos" monster in your Graveyard: Shuffle the target into your Deck then Draw 1 card.
(3) When this card is destroyed by your opponent and sent to the Graveyard, you can Special Summon 1 "Dark Magician" monster from your Hand or Graveyard.


REPRINTS:
Allure of Darkness
Black Illusion
Black Magic Ritual
Book of Moon
Breaker the Magical Warrior
Call of the Haunted
Card Destruction
Dark Magic Attack
Dark Magic Curtain
Dark Magician
Dark Magician of Chaos
Dark Renewal
Dedication through Light and Darkness
Eternal Soul
Gemini Elf
Harpie's Feather Duster
Magic Cylinder
Magical Dimension
Magical Hats
Magician of Black Chaos
Magicians Unite
Magician's Valkyria
Mirror Force
Monster Reborn
Mystical Elf
Mystical Space Typhoon
Old Vindictive Magician
Skilled Dark Magician
Solemn Judgement
Sorcerer of Dark Magic
Thousand Knives
Upstart Goblin
Waboku

Man, this is great Dark Magician support. The ritual monster is actually quite good and will be live when summoned. Follower combos well with Dark Magic Attack :D

Deadborder
15th September 2015, 02:36 PM
some of my favorite cards I've made mostly because they're annoying as fuck

on an unrelated note, props to Tamaru for all dat bilingual naming

Treatrick Blood Puddingcess
トリートリック・ブラッド・プディンセス
EARTH Fairy/Pendulum/Effect
PS4 LV5 2300/2300
Pendulum Effect: You can only use the (1) Pendulum Effect of “Treatrick Blood Puddingcess” once per turn.
(1): If a “Treatrick” monster(s) you control or "Treatrick" card(s) in your Pendulum Zone is returned to your hand: You can add 1 “Treatrick” monster with a different name than the returned monster’s from your Deck to your hand.
Monster Effect: (1): Once per turn: You can target 1 other “Treatrick” monster you control and 1 other card on the field; return them to the hand.
(2): Once per turn, if there is a face-up "Treatrick" monster in your Extra Deck: You can add 1 “Treatrick” Pendulum Monster from your hand to your Extra Deck face-up, and if you do, add 1 face-up “Treatrick” monster from your Extra Deck to your hand.

Treatrick Montblantern
トリートリック・モンブランタン
DARK Fiend/Pendulum/Effect
PS2 LV3 meh/eh
Pendulum Effect: (1): Once per turn, at attack declaration, when a “Treatrick” monster you control battles: You can negate the attack, and if you do, return the battling “Treatrick” monster to your hand.
Monster Effect: (1): When an opponent's monster declares a direct attack, or when a "Treatrick" monster you control is targeted for an attack: You can negate the attack, and if you do, Special Summon this card from your hand.
(2): If this card is returned from the field to your hand: You can add 1 “Treatrick” card in your Graveyard to your hand.

Treatrick Sweetspecter
トリートリック・スイーツペクター
DARK Fiend/Pendulum/Effect
PS6 LV3 shrug/dunno
Pendulum Effect: (1): Once per turn, when a “Treatrick” monster(s) you control or card(s) in your Pendulum Zone is returned to your hand: Draw 1 card for each card returned.
Monster Effect: (1): If a “Treatrick” monster you control is targeted by a card effect: You can return that card to your hand, and if you do, Special Summon this card from your hand.
(2): If this card is returned from the field to your hand: You can Special Summon 1 “Treatrick” monster from your hand, and if you do, draw 1 card.

Zarafkiel
15th September 2015, 03:02 PM
Anyway, I love Fire Kings. I'd like to do a tag duel on DevPro sometime with an Atlantean deck (doesn't matter who uses what, so long as the Atlantean player avoids Mermail Abyssmegalo).

I play Mermails though :(


Somehow I was bored again, and thought up these babies up.


Ojama Cavalry

Lv3/Light/Beast/Synchro/Effect
One Tuner + One or more Non-Tuner(s)
0/2000
Must first be Synchro Summoned. When this card is Synchro Summoned, you may reduce this card's level by one to swap the attack and defense of all monsters on the field. You must control an Ojama card other than this card to resolve this effect. Once per turn, you may discard one card, all set cards cannot be activated this turn (Flip effects are not included).

I think it's broken in a way >.> I'd love some comments on this tbh


And also some Pendulums because wynaut? :D


Ojama Brown

Lv2, Beast, Light, Normal, Pendulum
Scale 1/1
0/1000
Pendulum Effect: You cannot Pendulum Summon monsters except for Ojama monsters. This effect cannot be negated. Once per turn, you can destroy this card in your pendulum zone, add one Ojama monster to your hand from your deck. This monster may not be Normal or Special Summoned, or be able to use it's effect for this turn, if any.


And it's pair,


Ojama Violet

Lv2, Beast, Light, Normal, Pendulum
Scale 3/3
0/1000
Pendulum Effect: You cannot Pendulum Summon monsters except for Ojama monsters. This effect cannot be negated. Once per turn, you can destroy this card in your pendulum zone, add one Ojama Spell or Trap to your hand from your deck. The Spell/Trap that is added may not be used for this turn (However you can still set.).



I'm really tempted to make a Ritual Ojama but I think I'm running out of ideas D: Lockdown is something rarely seen nowadays especially

Archfiend
15th September 2015, 03:32 PM
The Phantom Knights of Worn Boots
DARK
Warrior/Effect
Level 3
1200/300
You can only use each effect of "The Phantom Knights of Worn Boots" once per turn.
A DARK Xyz Summoned monster using this card as Xyz Material gains the following effect.
-If the Xyz monster is Xyz Summoned: Draw 2 cards, then discard 1.
You can banish this card from your Graveyard to target 1 banished "Phantom Knights" card or "Phantom" Spell/Trap card; add that target to your hand.

Tamaru
15th September 2015, 03:34 PM
on an unrelated note, props to Tamaru for all dat bilingual naming

Thank you. :)

Love your punny cards.

Zarafkiel
15th September 2015, 03:35 PM
The Phantom Knights of Worn Boots
DARK
Warrior/Effect
1200/300
You can only use each effect of "The Phantom Knights of Worn Boots" once per turn.
A DARK Xyz Summoned monster using this card as Xyz Material gains the following effect.
-If the Xyz monster is Xyz Summoned: Draw 2 cards, then discard 1.
You can banish this card from your Graveyard to target 1 banished "Phantom Knights" card or "Phantom" Spell/Trap card; add that target to your hand.

What's the level of this monster though?

Archfiend
15th September 2015, 03:37 PM
Thank you. :)

Love your punny cards.


What's the level of this monster though?

Level 3. Thanks, didn't even notice I forgot to add it.
Edited.

Tamaru
15th September 2015, 04:39 PM
Some Spell Counter support.

Samsara Magician
サムサラ・マジシャン Samusara Majishan
ATK/1200 DEF/1000
Spellcaster/Tuner - LIGHT - ✩✩✩
Cannot be used as a Synchro Material, except for the Synchro Summon of a Spellcaster-Type monster.
You can only activate the ① effect of "Samara Magician" once per turn.
① If this card is in your hand or Graveyard, you can: Remove 3 Spell Counters from your side of the field, and if you do, Special Summon this card. The only monsters you control (if any) must be Spellcaster-Type monsters to activate and to resolve this effect.

Secretary of the Arcane Arts
秘儀芸術の高長官 Higi Geijutsu no Kōchōkan High Minister of the Arcane Arts
ATK/2000 DEF/3000
Spellcaster/Synchro - LIGHT - ✩✩✩✩✩✩✩✩✩✩
1 Spellcaster-Type Tuner + 1 or more non-Tuner Spellcaster-Type monsters
① All Spellcaster-Type monsters you control gain 100 ATK for each Spell Counter on the field.
② Spell/Trap Cards you control cannot be destroyed by card effects.
③ Once per turn, if a Spell Counter(s) is added to a face-up card you control by a card effect: You can target 1 card your opponent controls; if it is a monster, shuffle it into the Deck, or if it is a Spell/Trap Card, destroy it.

Vault of Spells
魔力金庫 Maryoku Kinko Magic-Power Safe
Continuous Trap Card
You can only control 1 "Vault of Spells".
① When a Spell Counter(s) is placed on a face-up card you control by a card effect other than "Vault of Spells", place 1 Spell Counter on that card.
② Up to twice per turn: You can target 1 Spellcaster-Type monster you control; remove 1 Spell Counter from your side of the field, and if you do, increase that target's Level by 1.
③ If this card is destroyed and sent to the Graveyard: You can banish any number of Spell Cards from your Graveyard; place Spell Counters on cards you control that you can place Spell Counters on, equal to the number of Spell Cards you banished.

Spell-Power Shield
魔力障壁 Maryoku Shōheki Magic-Power Barrier
Normal Trap Card
You can only use the ② effect of "Spell-Power Shield" once per turn.
① When your opponent declares an attack: Remove 1 Spell Counter from your side of the field; draw 1 card, also you take no battle damage this turn.
② During your Standby Phase, if this card is in your Graveyard while you have 3 or more Spell Counters on your side of the field: You can Set this card directly from your Graveyard, but banish it when it leaves the field.

JemGryphonkin
15th September 2015, 06:40 PM
As one can probably tell by my user name, I'm a fan of Gryphons. I'm also a fan of banishing cards, my favorite IRL card is Gren Maju Da Eiza. So, I decided to make a Gryphon archetype with a banishing component. It's a complete archetype in and of itself, and created in a vacuum at this point; it might be rediculous when combined with other cards, but I've tried to mitigate that as much I can.

Main Deck Monsters
http://i.imgur.com/wvAAdEi.jpg
Cyclone Gryphon
Level 4, 1700/1000, WIND, Winged Beast/Effect
You can Special Summon this card (from your hand) by banishing 1 "Gryphon" monster from your Graveyard. If you do, you cannot Special Summon "Gryphon" monsters from your hand for the rest of the turn. If this card is banished by the effect of an opponent's card, or one of your "Gryphon" cards: Target 1 Spell or Trap Card on your opponent's side of the field; Destroy it. The effect of "Cyclone Gryphon" can only be activated once per turn.

http://i.imgur.com/EviEONZ.jpg
Golden Gryphon
Level 4, 1400/1400, FIRE, Winged Beast/Effect
You can Special Summon this card (from your hand) by banishing 1 "Gryphon" monster from your Graveyard. If you do, you cannot Special Summon "Gryphon" monsters from your hand for the rest of the turn. If this card is banished by the effect of an opponent's card, or one of your "Gryphon" cards: Add 1 "Gryphon" monster from your deck to your hand (except "Golden Gryphon"). The effect of "Golden Gryphon" can only be activated once per turn.

http://i.imgur.com/w74eNkM.jpg
Hunting Gryphon
Level 4, 1800/1200, EARTH, Winged Beast/Effect
You can Special Summon this card (from your hand) by banishing 1 "Gryphon" monster from your Graveyard. If you do, you cannot Special Summon "Gryphon" monsters from your hand for the rest of the turn. If this card is banished by the effect of an opponent's card, or one of your "Gryphon" cards: Target 1 monster on your opponent's side of the field; Destroy it. The effect of "Hunting Gryphon" can only be activated once per turn.

http://i.imgur.com/8d3ezuk.jpg
Silver Gryphon
Level 4, 900/2100, WATER, Winged Beast/Effect
You can Special Summon this card (from your hand) by banishing 1 "Gryphon" Spell Card from your Graveyard. If you do, you cannot Special Summon "Gryphon" monsters from your hand for the rest of the turn. If this card is banished by the effect of an opponent's card, or one of your "Gryphon" cards: Add 1 "Gryphon" Spell or Trap Card from your deck to your hand. The effect of "Silver Gryphon" can only be activated once per turn.

http://i.imgur.com/7sw5N4z.jpg
Thunder Gryphon
Level 5, 2400/1500, LIGHT, Winged Beast/Effect
You can Special Summon this card (from your hand) by banishing 2 "Gryphon" Spell Cards from your Graveyard. If you do, you cannot Special Summon "Gryphon" monsters from your hand for the rest of the turn. You can treat this card as Level 4 for the Xyz Summon of a "Gryphon" Xyz Monster. If this card is banished by the effect of an opponent's card, or one of your "Gryphon" cards: Select 2 of your banished "Gryphon" cards, other than "Thunder Gryphon"; return 1 to your Hand, and 1 to your Deck.

http://i.imgur.com/PVuilEg.jpg
Darkness Gryphon
Level 8, 2900/400, DARK, Winged Beast/Effect
You can Special Summon this card (from your hand) by banishing 2 "Gryphon" Trap Cards from your Graveyard. If you do, you cannot Special Summon "Gryphon" monsters from your hand for the rest of the turn. This card cannot be Special Summoned from the Graveyard. If this card is banished by the effect of an opponent's card, or one of your "Gryphon" cards: Choose Monster, Spell, or Trap cards; this turn, all your opponent's cards of the selected type are negated until the End Phase.

As you can see, the Gryphon monsters are intended to be somewhat swarmy, but limited by the "1 special summon from hand per turn" clause on them. They all support the player or hinder opponent when banished as well.

There's 2 more Main Deck monsters to look at, before we see the Extra Deck Monsters, however.

http://i.imgur.com/zKyScfy.jpg
Gryphon Mage - Azure
Level 1, 700/600, WATER, Spellcaster/Tuner
When this card is Normal Summoned: You may select 1 of your banished "Gryphon" monsters; Special Summon it (You cannot Special Summon other cards, except from your Extra Deck, the turn you use this effect.) When this card is used as Synchro Material for a "Gryphonkin" monster, you can treat its level as 2. If this card is banished by the effect of an opponent's card, or one of your "Gryphon" cards: Target 1 "Gryphon" monster on your field; that card is uneffected by the effects of other cards until your opponent's End Phase.

http://i.imgur.com/mEknq3D.jpg
Gryphon Mage - Jem
Level 1, 500/500, LIGHT, Spellcaster/Tuner
If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). If this card is used as Synchro Material for a "Gryphonkin" monster: You can banish 1 "Gryphon" card from your Graveyard. If this card is banished by the effect of an opponent's card, or one of your "Gryphon" cards: Target 1 "Gryphon" monster on your field; That monster gains 500 ATK.

Tuners; a herald of things to come, as the evolution of Gryphon-kind... the kin of Gryphons (Gryphonkin for short) as well as the strongest combination of Gryphon power arrive from the extra deck!

Extra Deck Monsters

First, since I just showed off those Tuners, might as well show the Synchros; Descend, Gryphonkins!

http://i.imgur.com/mGFEpiU.jpg
Gryphonkin Knight - Jem
Level 5, 2400/1200, DARK, Warrior/Synchro/Effect
1 tuner + 1 or more non-tuner "Gryphon" monsters
This card inflicts Piercing Battle damage. Negate the effects of monsters destroyed by this card. If this card is destroyed and sent to the Graveyard: Select 1 "Gryphon" monster in your Graveyard; Return that card to your hand.

http://i.imgur.com/scU73rK.jpg
Gryphonkin Mage - Azure
Level 6, 2300/2500, WIND, Spellcaster/Synchro/Effect
1 tuner + 1 or more non-tuner "Gryphon" monsters
When this card is Synchro Summoned: target 2 "Gryphon" monsters in your Graveyard: Banish them, and negate their effects that would activate when banished, and if you do, draw 1 card. When this card is destroyed and sent to the Graveyard; select 1 "Gryphon" Spell Card in your Graveyard; Return it to your Deck.

-- Note, I wanted a way to get a bit of draw power in the deck, but i realized that drawing and triggering monsters would probably be OP, hence the negating the banished monster's effect clause. This clause shows up later in a spell as well.

http://i.imgur.com/l8dciNf.jpg
Gryphonkin Lord - Vanith
Level 9, 2400/1800, EARTH, Warrior/Synchro/Effect
1 tuner + 1 or more non-tuner "Gryphon" monsters
When this card is Synchro Summoned: Target 1 "Gryphon" monster in your Graveyard; equip it to this card as an Equip Spell Card. Any time you would banish a "Gryphon" monster(s) in your Graveyard, you may equip 1 of those cards to this card instead. This card gains 500 ATK for each card equipped to this card by its effects.

The Gryphonkin aren't the only way power is progressed, though. The Gryphons themselves can band together to forge stronger incarnations of themselves as well!

http://i.imgur.com/D8HajfS.jpg
Sunfire Gryphon
Rank 4, 2500/2000, FIRE, Winged Beast/Xyz/Effect
2 level 4 "Gryphon" monsters
Once per turn, during your Main Phase, you can select one of your banished monsters, and target one face-up monster on the opponent's field: Detach 1 Xyz Material; shuffle the banished monster back into your deck, and if you do, deal damage to your opponent's Life Points equal to the ATK of the targeted monster.

http://i.imgur.com/PIfNhbC.jpg
Permafrost Gryphon
Rank 4, 2300/2600, WATER, Winged Beast/Xyz/Effect
2 level 4 "Gryphon" monsters
Once per turn, during your Main Phase, you can select one of your banished Spell Cards, and target one face-up monster on the opponent's field: Detach 1 Xyz Material; shuffle the banished card back into your deck, and if you do, negate the effect of that monster as long as it remains on the field.

--Note this next card i made a while back as part of a Zexal Era story. It can just as easily not be a Number card, but I felt it was fitting at the time. Of course I had to change its Number as well due to IRL #86, which is a pity because #86 had an amusing double meaning with Banishing...

http://i.imgur.com/Djo4RuL.jpg
Number 75: Dimensional Gryphon
Rank 4, 1500/1500, LIGHT, Winged Beast/Xyz/Effect
2 level 4 monsters
This card gains 300 ATK for each Xyz Material. Once per turn, you can attach one of your banished monsters to this card as Xyz Material. When this card is destroyed and sent to the Graveyard: For every 2 Xyz Material attached to this card when it was destroyed, banish 1 "Gryphon" monster in your Graveyard.

http://i.imgur.com/PRyqYHi.jpg
Gryphon Mage - Aurynian Lord
Rank 1, 1200/1400, LIGHT, Spellcaster/Xyz/Effect
2 level 1 "Gryphon Mage" monsters
Once per turn, during your Main Phase or Battle Phase: You can detach 1 Xyz Material from this card and send 1 "Gryphon" monster from your field or Hand to the Graveyard; Perform a Synchro Summon, using those 2 monsters (only) as Synchro Material. This card cannot be destroyed in battle if you control a "Gryphonkin" monster.

(Really, i just wanted an Xyz Monster that could trigger a Synchro Summon. lol)



(post is too long, splitting it.)

JemGryphonkin
15th September 2015, 06:42 PM
Extra Deck Monsters: Evolutions

First, the evolution of Xyz! More Gryphonkins descend, to defend their Gryphon allies.

http://i.imgur.com/GmP0Pk0.jpg
Rank-Up-Magic - Gryphon's Force
Spell Card
Target 1 face-up Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" or "CXyz" monster with the same Attribute as that monster you control but 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, you can attach 1 "Number" monster from either players graveyard to the Summoned monster as Xyz Material.

Pretty Standard fair for a RUM spell, but the main aspect it has going for it is that it ranks up by matching Attribute, not by matching Type; the Gryphonkins aren't winged beasts, they are the allies of the Gryphons. I have 2 Chaos Monsters for RUM.

http://i.imgur.com/fORg2pj.jpg
CXyz: Chilling Flame Gryphonkin
Rank 5, 2800/2000, FIRE, Dragon/Xyz/Effect
3 level 5 Monsters
(This card's Attribute is always treated as FIRE and WATER.)
Once per turn, during your Main Phase, you can select one of your banished cards, and target two face-up monsters on the opponent's field: Detach 1 Xyz Material; shuffle the banished card back into your deck, and if you do, deal damage to your opponent's Life Points equal to the ATK of one targeted monster, and negate the effect of the other as long as it is on the field.

(Paranthesis effect is a card condition, like summoned skull is always an archfiend, or Cyber Harpie is always Harpie Lady. Makes it allowable to rank-up from Sunfire or Permafrost.)

http://i.imgur.com/3qUMTfG.jpg
Number C75: Dimensional Gryphonkin
Rank 5, 1500/1500, LIGHT, Spellcaster/Xyz/Effect
3 level 5 LIGHT monsters
This card gains 300 ATK for each Xyz Material. Once per turn, you can attach one of either player's banished monsters to this card as Xyz Material. When this card leaves the field, banish cards in your opponent's Graveyard equal to the number of Xyz Material on this card. If this card has "Number 75: Dimensional Gryphon" attached to it as Xyz Material, it gains the following effect: Once per turn, you can detach one Xyz Material monster that was originally an Xyz Monster; This card's name, effect, and original attack become the same as the detached monster's, until the end of the turn.

Now, I made special care to make sure that the Synchros contained 3 attributes, and the Xyz contained 3 attributes. This leads to the final Gryphonkins... what happens when the power of Synchro monsters combine with the power of Xyz. But first, the catalyst to that combination!

http://i.imgur.com/YvlHWfi.jpg
Gryphonkin Ascension
Spell Card
Fusion Summon 1 "Gryphonkin" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your side of the field or your Graveyard.

And the final evolutions...

http://i.imgur.com/KA1VovB.jpg
Shadow Gryphonkin - Corruption
Level 10, 3000/1000, DARK, Spellcaster/Fusion/Effect
1 "Gryphonkin" Synchro Monster + 1 "Gryphon" Xyz Monster
This card gains corresponding effects based on the Attributes of its Fusion Material:
FIRE: When this card destroys an opponent's monster in battle, inflict damage to your opponent's Life Points equal to that monster's original ATK.
DARK: "Gryphon" monsters on your field inflict Piercing Battle Damage, and cannot be destroyed by opponent's card effects during the Battle Phase.

http://i.imgur.com/RsHc8Ux.jpg
Alluring Gryphonkin - Enticement
Level 10, 2800/2100, WIND, Winged Beast/Fusion/Effect
1 "Gryphonkin" Synchro Monster + 1 "Gryphon" Xyz Monster
This card gains corresponding effects based on the Attributes of its Fusion Material:
WIND: During your Main Phase, you may return 2 "Gryphon" Spell or Trap cards from your Graveyard to your deck: Draw 1 card.
WATER: Negate the effects of all cards on your opponent's field, until your opponent's next End Phase.

http://i.imgur.com/W6bmsL4.jpg
Devestating Gryphonkin - Force
Level 10, 2700/2600, EARTH, Winged Beast/Fusion/Effect
1 "Gryphonkin" Synchro Monster + 1 "Gryphon" Xyz Monster
This card 500 ATK for each card equipped to it by its effects. This card gains corresponding effects based on the Attributes of its Fusion Material:
EARTH: When this card destroys an opponent's monster in battle: Equip it to this card.
LIGHT: When this card is summoned: You can equip one of either player's banished monsters to this card.

Spell and Trap Support
-- Note, the two cards I view as strongest are specifically not named "Gryphon" cards, so as to not be recyclable and searchable by the effects of the monsters.

http://i.imgur.com/2ComTRt.jpg
Aerial Warfare
Counter Trap Card
When a monster(s) would be Summoned, OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): Tribute 1 "Gryphon" monster; negate the Summon or activation, and if you do, destroy that card. Each player can only use the effect of "Aerial Warfare" once per duel.

- In ways a better Solemn Warning, I felt justified in "once-per-duel"ing it. Also, it's not a Gryphon card, so not searchable.

http://i.imgur.com/9a9rudf.jpg
Gryphon's Feather Storm
Trap Card
When your opponent activates a Spell or Trap card, or the effect of a monster card: Send the top card of your deck to the Graveyard; If the card sent was a "Gryphon" monster, negate the opponent's card effect, and destroy it. The effect of "Gryphon's Feather Storm" can only be activated once per turn.

Traps are designed with a bit of LS-style mill, to help fuel the graveyard for other effects.

http://i.imgur.com/8Opw3dC.jpg
Gryphon's Feathered Barrier
Trap Card
When your opponent's monster declares an attack; Send the top 3 cards of your deck to the graveyard, and activate the following effects based on the number of "Gryphon" monsters sent to the Graveyard:
1: Negate the attack.
2: Target 1 Monster on your opponent's field; Destroy it, and end the Battle Phase.
3: Target 1 Spell or Trap card on your opponent's field; Destroy it, then draw 1 card.

http://i.imgur.com/UgGDmcR.jpg
Gryphon's Final Strike
Quick-Play Spell Card
Tribute 1 "Gryphon" monster on your field, then activate the following effect based on its Attribute:
EARTH: Destroy 1 face-down card on the field.
WATER: Draw 1 card.
AIR: Return 1 monster on the field to its owner's Hand.
FIRE: Inflict 1000 Damage to your opponent's Life Points.
LIGHT: Look at your opponent's hand and all of their Set cards.
DARK: Banish 1 card on the field.

--Note: discounting the Tuners, the main deck Gryphons also span all 6 attributes. This is a gemini spark inspired sort of thing, with effects in many cases loosely built off the elemental Monarchs.

http://i.imgur.com/0aQi6HG.jpg
Gryphon's Wind Blade
Spell Card
Target 1 face-down Spell or Trap card on your opponent's field; Destroy it, and if you do, you can send 1 "Gryphon" monster from your Deck to the Graveyard.

-- Tried to balance compared to things like Galaxy Cyclone/MST, while supporting the theme.

http://i.imgur.com/aUFb5H7.jpg
Scarlet Gryphon's Pride
Spell Card
Discard 1 "Gryphon" monster from your hand, and banish 1 "Gryphon" Spell or Trap Card from your Graveyard; Draw 2 cards. You can only activate 1 "Scarlet Gryphon's Pride" per turn.

--All good Archtypes need a draw card, and banishing spells or traps don't help the theme much so it's not a double advantage like something like Solar Recharge.

http://i.imgur.com/0gCkKxn.jpg
Wind Beneath Thy Wings
Spell Card
Target 3 "Gryphon" cards in your Graveyard; Banish them, and if you do, Special Summon 1 "Gryphon" monster from your Graveyard.

--My reborn, can banish spells/traps/or monsters, but no monster effects. Not a "Gryphon" card to try to balance it.


Hope you enjoy reading as much as I enjoyed designing.

Hope in the Interstice
15th September 2015, 10:07 PM
Thank you. :)

Love your punny cards.
Both of you keep showing me up with your fancy naming schemes and symbols on demand. QnQ

Caineghest
15th September 2015, 10:51 PM
I'll share some of my old stuff, I think this was made before I was more aware of PSCT and as such isn't updated for that. But without further ado, enjoy the Steam Force

Steam Force Ice

Level 3/ Wind/ Aqua/ Tuner/ 1000 attack/ 700 Defence
This card can only be used for the synchro summon of a “Steam Force” monster. This card can not be used for a Xyz summon. When this card is normal summoned, you can target one set spell or trap your opponent controls, destroy that card. You must control another “Steam Force” monster with a different level to activate and resolve this effect.

Steam Force Rain

Level 3/ Wind/ Aqua/ Tuner/ 900 attack/ 1800 Defence
This card can only be used for the synchro summon of a “Steam Force” monster. This card can not be used for a Xyz summon. When this card is flipped face-up you can add one level 4 “Steam Force” monster from your deck to your hand.

Steam Force Water

Level 3/ Wind/ Aqua/ Tuner/ 500 attack/ 500 Defence
This card can only be used for the synchro summon of a “Steam Force” monster. This card can not be used for a Xyz summon. When this card is special summoned from the grave: add one “Steam” spell or trap from your deck to your hand.You must control another “Steam Force” monster with a different level to activate and resolve this effect.

Steam Force Fire

Level 4/ Wind/ Pyro/ 1500 attack/ 1400 defence
This card can only be used for the synchro summon of a “Steam Force” monster. This card can not be used for a Xyz summon. When this card is normal summoned: you can special summon one level 3 “Steam Force” monster from the grave.

Steam Force Sunshine

Level 4/ Wind/ Pyro/ 1600 attack/ 1300 defence
This card can only be used for the synchro summon of a “Steam Force” monster. This card can not be used for a Xyz summon. If you control 3 or more “Steam Force” monsters you can special summon this card (from your hand). You can only active the effect of “Steam Force Sunshine” once per turn.

Steam Force Magma

Level 4/ Wind/ Pyro/ 1850 attack/ 1200 defence
This card can only be used for the synchro summon of a “Steam Force” monster. This card can not be used for a Xyz summon. When this card is normal summoned, you can target one monster your opponent controls, destroy that card. You must control another “Steam Force” monster with a different level to activate and resolve this effect.

Steam Call

Normal spell card
Add one “Steam Force” monster from your deck to your hand. You can only active one “Steam Call” per turn.

Steam Force #6 - Grand Supporter Of Unlimited Hot Bloodedness

Continuous spell card
When a “Steam Force” monster is normal summoned, you can special summon another “Steam Force” monster from your hand with a different level. You can only use the effect of “Steam Force #6 - Grand Supporter Of Unlimited Hot Bloodedness” once per turn.

Steam Rebirth

Quick Play Spell Card
When a face up “Steam Force Mecha” monster you control is destroyed and sent to the graveyard, You can special summon Two level four or lower “Steam Force” Monsters with different levels from your graveyard.


Steam Wall

normal Trap card
when you opponent declares an attack while you control two or more “Steam Force” monsters with different levels, take damage equal to that monster’s attack and end the battle phase.

Steam Forming

Normal Trap card
special summon 2 “Steam Force” monsters with different levels from your graveyard. You can only active one “Steam Forming” per turn.


Steam Rebound

Normal trap card
Active only when you have two or more “Steam Force” monsters with different levels, target one monster your opponent controls and return it to the hand.

Steam Force Mecha #1 - Super Express Convoy of the Southern Mountains

Level 7/ wind / Machine/ Synchro/ 2500 attack/ 2000 defence
1 “Steam Force” tuner + 1 or more non-Tuner "Steam Force" monsters
When this card is synchro summoned you can add one “Steam Force” monster from your deck to your hand. Once per turn, you can normal summon in addition to your normal summon/set (you can only gain this effect once per turn). You can only control one face-up “Steam Force Mecha #1 - Super Express Convoy of the Southern Mountains”.

Steam Force Mecha #2 - Massive Airship of the Northern Lights

Level 7/ Wind / Machine/ Synchro/ 1900 Attack/ 2350 Defence
1 “Steam Force” tuner + 1 or more non-Tuner "Steam Force" monsters
Once per turn, you can discard one “Steam Force” monster to target a face-up card your opponent controls shuffle it back it to the deck.You can only control one face-up “Steam Force Mecha #2 - Massive Airship of the Northern Lights”.

Steam Force Mecha #3 - Mother Battleship of the Eastern Seas

Level 7/ Wind / Machine/ Synchro/ 1500 Attack/ 3200 Defence
1 “Steam Force” tuner + 1 or more non-Tuner "Steam Force" monsters
once per turn when exactly one “Steam Force” monster is targeted by an attack or card effect you change the target to this card.You can only control one face-up “Steam Force Mecha #3 - Mother Battleship of the Eastern Seas”.

Steam Force Mecha #4 - Pinnacle Tank of the Western Plains

Level 7/ Wind / Machine/ Synchro/ 2600 Attack/ 1000 Defence
1 “Steam Force” tuner + 1 or more non-Tuner "Steam Force" monsters
Once per turn, you can discard one “Steam Force” monster to target a face-up card your opponent controls and destroy it.You can only control one face-up “Steam Force Mecha #4 - Pinnacle Tank of the Western Plains”.

Steam Force Mecha #5 - Glorious Union Of All Directions That Point To the Stars

Level 11/ Wind / Machine/ Synchro/ 2800 Attack/ 2500 Defence
1 “Steam Force” tuner + 2 non-Tuner "Steam Force" monsters
This card can only be synchro summoned when you have 1000 or less life points. You can lower this card’s level by one to special summon one level 7 “Steam Force Mecha” from your extra deck, its effects are negated and cannot attack. This effect can only be activated four times and can not be negated. Banish all monster summoned by this effect during your end phase. You can only control one face-up “Steam Force Mecha #5 - Glorious Union Of All Directions That Point To the Stars”.

Steam Force Master Mecha - Lord Plasma Of The Grand Steam Force Union

Rank 7/ Wind / Machine/ Synchro/ 3500 Attack/ 3000 Defence
4 level 7 “Steam Force” monsters
Once per turn you can detach two Xyz material from this card to send all spells and traps your opponent controls to the graveyard. This cards total number of attacks is equal to the number of Xyz material attached to it. This card cannot attack your opponent directly


Steam Force Omega Master Mecha - Fire and Water Create Steamy Glory, Fumo Exaloma

Rank 7/ Wind/ Machine/ Synchro/ 4000 Attack/ 3000 Defence
5 level 7 “Steam Force” monsters
The Xyz summoning of this card can not be negated. You can detach four xyz material from this card to destroy all cards your opponent controls. When this card declares an attack you can detach one xyz material from this card, your opponent can not active card effects in response to this card’s attack. If this card is destroyed, your opponent wins the duel.

TheycallmeBrick
15th September 2015, 11:11 PM
Custom cards, huh? Alright, might as well throw my hat in.

Meteor Flare Dragon
EARTH / Level 6 / Dragon / Gemini / Effect
ATK 1800 / DEF 2000
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● This card gains 300 ATK for every other Dragon-Type monster on the field. Once per turn: You can target 1 "Red-Eyes" Gemini Monster you control; Normal Summon it, and if you do, you can add 1 "Red-Eyes" Spell/Trap Card from your Deck to your hand.

The Toon Winged Dragon of Ra
DIVINE / Level 10 / Divine-Beast / Toon / Effect
ATK 4000 / DEF 4000
Cannot be Normal Summoned/Set. Must be Special Summoned by its own procedure, while you control "Toon World", and cannot be Special Summoned by other ways. Tribute 3 monsters from a single side of the field, then Special Summon this card (from your hand) to that side of the field. Cannot attack during the turn it is Special Summoned. Control of this card returns to its owner during the End Phase of the turn it is Special Summoned. Once while this card is face-up on the field, except during the turn it is Special Summoned: You can pay 1000 LP; destroy all monsters your opponent controls.

Meteor Flare Black Dragon
FIRE / Level 8 / Dragon / Fusion / Effect
ATK 3500 / DEF 2000
1 Level 7 "Red-Eyes" Normal Monster + 1 Level 6 Dragon-Type Normal Monster
You can only Special Summon "Meteor Flare Black Dragon(s)" once per turn. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn: You can destroy all monsters your opponent controls whose original ATK is less than this Fusion Summoned card's current ATK, and if you do, inflict 800 damage to your opponent for each destroyed monster. You cannot conduct your Battle Phase the turn you activate this effect.

Nihon Shoki
Normal Spell Card
Return 1 Spirit monster in your hand and 2 Spirit monsters in your Graveyard to the Deck; draw 2 cards. You can only activate 1 "Nihon Shoki" per turn.

SynjoDeonecros
16th September 2015, 02:07 AM
Paper King Tiger Zhilaohu
Earth/Level 4/Beast/Effect
2700/2000
Effect: This card cannot attack the opponent directly. As long as this card remains face-up on the field: all monsters with an ATK equal to or less than this card's current ATK that are Normal Summoned or Special Summoned are automatically destroyed. Each time this effect is activated: this card loses 700 ATK.

Mechanical King Tiger Tipu
Earth/Level 4/Beast/Gemini/Effect
2000/500
Effect: This card is treated as a Normal Monster while face-up on the field and in the Graveyard. During your Main Phase: you can Normal Summon this card again to make it become an Effect Monster with the following effect:

* As long as this card remains face-up on the field: All monsters with an ATK of 2400 or less that are Normal Summoned or Special Summoned are automatically destroyed.

Half/Stripe
Continuous Spell
Effect: Activate only when you control a face-up "King Tiger" monster. All monsters the opponent controls that are Normal or Special Summoned have their original ATK halved. If you do not control a face-up "King Tiger" monster, destroy this card.

Allegiance of the Selection
Normal Spell
Effect: You can Normal Summon/Set 1 Beast-Type monster in addition to your regular Normal Summon. The monster Normal Summoned by this effect gains 500 ATK for each Beast-Type monster you control, until the end of the turn.

Beast Tamer's Training
Continuous Trap
Effect: Activate only when all monster(s) you control are Beast-Type. Monsters the opponent control have their effects on the field negated. If you control no Beast-Type monsters: Destroy this card, also you cannot attack or activate the effects of all monsters you control, and the effects of all monsters you control are negated, until the end of your opponent's next turn.

xeroplazm
16th September 2015, 10:46 AM
Chaos Empress Paladin - Bringer of the End

Light/Level 8/Warrior/Synchro/Effect
2500 atk/3000 def

1 tuner + 1 non-tuner monster

If this card was synchro summoned using a light tuner and a dark non-tuner, it gains the following effect:
During your main phase, you can send all cards on the field, except this card, to the graveyard. This effect can only be used once while this card is face-up on the field.
If this card was synchro summoned using a dark tuner and a light non-tuner, it gains the following effect:
During your main phase, you can send all cards in both players' hands to the graveyard. This effect can only be used once while this card is face-up on the field.

Hope in the Interstice
16th September 2015, 12:38 PM
Steam Force
I hate to be so forward about these sorts of things but I don't really like your Steam Force cards. Their effects are extremely generic and I cannot get a trace of their personality at all. They feel the same way as tellarknights or Majespecters except they don't look frustrating.

Caineghest
16th September 2015, 01:00 PM
Fair enough, I'd made them a few years back before everything became more generic, it was before we had stuff like Dracosack and the D-Rulers. The basic idea is I wanted to capture a Sentai team kinda like what Igknights are, it worked from the time, but it's rather outdated now.

Deadborder
16th September 2015, 08:47 PM
GRYPHONS

This seems like kind of a glut of cards - I assume it was made over a while, adding cards as you went? I've done the same thing in the past, where I had like 40 different individual cards for a deck.

But there's gotta be a way to streamline these guys instead of making infinite gryphons for every situation.

Meanwhile, a random idea

Grand Gravity
岩強の栄光(グランド・グラビティ)
Field Spell
(1): If a Rock-Type monster you control destroys a monster by battle: Your opponent sends cards equal to the number of face-up cards in both players' Extra Decks from the top of their Deck to the Graveyard.
(2): While you control a Rock-Type monster, the effects of cards in the Graveyard cannot activate.

Mystic TimeKeeper
16th September 2015, 10:05 PM
Meanwhile, a random idea

Grand Gravity
岩強の栄光(グランド・グラビティ)
Field Spell
(1): If a Rock-Type monster you control destroys a monster by battle: Your opponent sends cards equal to the number of face-up cards in both players' Extra Decks from the top of their Deck to the Graveyard.
(2): While you control a Rock-Type monster, the effects of cards in the Graveyard cannot activate.

And random support incoming

- Stone Mining
Continuous Spell
(1): Once per turn: If one of more cards are sent from the top of your opponent's deck to the graveyard; you can add 1 Rock-Type monster from your deck or Graveyard to your hand whose level is equal or lower than the number of cards sent to your opponent's graveyard.
(2): Once per turn: Target 1 card on the field; your opponent chooses up to 2 cards from his graveyard and returns them to the bottom of his deck, then destroy that target.

Hope in the Interstice
16th September 2015, 10:55 PM
Shimmer the Aurora Tracer
LIGHT
Winged-Beast-type/Synchro/Effect
Level 8
2800 / 2000
1 Winged-Beast-type Tuner + 1 or more non-Tuner monsters
'If this card is Synchro Summoned: You can add 1 Winged-Beast-type monster from your deck to your hand. If a Winged-Beast-type monster is added to your hand: You can Special Summon it. This effect can only be used once while this Synchro Summoned card is face-up on the field. Once per turn, you can target 1 other Winged-Beast-type monster you control; it can attack your opponent directly this turn and it is unaffected by your opponent's Spell Cards.'

Turbulent Down
Counter Trap
'Activate one of the following effects:
● When a Winged-Beast-type monster is targeted by a card effect: negate that effect, and if you do, your opponent returns 1 monster they control to the owner's hand.
● When a Winged-Beast-type monster is targeted for an attack: negate that attack, and if you do, return the attacking monster to the owner's hand.
During either player's turn, if you control a Winged-Beast-type monster: You can banish this card from your Graveyard; Special Summon 1 "Down Token" (Winged-Beast-type/Tuner/WIND/Level 4/ATK 300/DEF 1000).'

JemGryphonkin
16th September 2015, 10:56 PM
This seems like kind of a glut of cards - I assume it was made over a while, adding cards as you went? I've done the same thing in the past, where I had like 40 different individual cards for a deck.

But there's gotta be a way to streamline these guys instead of making infinite gryphons for every situation.



To a point there was, but I had a focused idea from the beginning, and i just gave them different effects to work in different situations.

The Main Deck Gryphons number exactly 6 (4 level 4, 1 5, 1 8) - one of each attribute. Two Tuners for different situations/aligned with the Synchros.

3 Synchros and 3 Xyz, each one having 1 attribute. Fusions that were ideal to use a particular synchro and xyz with, but able to be used with any of them, and RUMs. The only card that i came up with before the rest of them was the Number monster.

Then I made a few themed spells/traps, and boom; an entire deck created in vaccuum. Note - The cards "Phantom Gryphon" "Gryphon Wing" and "Gryphon's Feather Duster" are logically part of the archetype, though I wouldn't really use any except maybe 1x Phantom.

(To be honest, the hardest part was finding that many pictures on google images I liked!)

TheycallmeBrick
16th September 2015, 11:08 PM
[Null Post]

xeroplazm
16th September 2015, 11:22 PM
Dark Alleyway

Normal spell card

Special summon as many copies of "Soul Tiger" from your hand, deck or graveyard as possible.

Doombringer
17th September 2015, 01:32 AM
More of a joke card, but i think r4nk 4 haters will love this. Im basing this off of Mofiz (Not making fun of Mofiz, just using his name cuz he is the established broken r4nk 4 hater):

Mofiz
Rank -4
Dark/Poster/Xyz/effect
0 atk 0 def

Cards cannot be chained to the summon of this card. Can only be special summoned by banishing 1 or more r4nk 4 xyz on ur opponents field. If your opponent plays a r4nk 4 spam deck, slap him in the face and win the game.

SynjoDeonecros
17th September 2015, 01:52 AM
Dark Alleyway

Normal spell card

Special summon as many copies of "Soul Tiger" from your hand, deck or graveyard as possible.

Interesting, considering Soul Tiger was one of the cards I used in my Wanghu deck in the past to troll people with.

LeTourGuide
17th September 2015, 10:37 AM
UNDERWORLD BOOSTER SET: DESCENT TO THE FORBIDDEN REALM (DFR)

PART 1

DFR-UW001
Insangan
LV3 DARK Fiend-Type Normal Monster
1000/600
"Its uses a hyptonizing gaze to lure out it's enemies."

DFR-UW002
Witch of the Underworld
LV4 DARK Spellcaster-Type Normal Monster
1100/1200
"She uses her third eye to see into the future. Her beauty captivates anyone who sees it."

DFR-UW003
The Vengeful Sentry
LV4 Earth Warrior-Type Normal Monster
1300/1500
"A soldier exiled from his home for doing his duty. He now seeks revenge to those who has wronged him."

DFR-UW004
The Second Imp
LV4 DARK Fiend-Type Normal Monster
1000/1000
"A powerful fiend on it's own, it becomes unstoppable when paired with his brother."

DFR-UW005
Caged Yata-Garasu
LV2 WIND Fiend-Type Normal Monster
200/100
"Once a feared being in the mortal realm, it now resides in a cage, exiled in the Underworld."

DFR-UW006
Defeated Dragon
LV8 DARK Dragon-Type Normal Monster
2400/3000
"A former symbol of glory, it rests in a cave hidden from hunters looking to get their hands on its golden scales."

DFR-UW007
Angel of Charity
LV 3 LIGHT Fairy-Type Effect Monster
(1)When this card is Normal Summoned, excavate the top 3 cards of your Deck; Add 1 of them to your hand, then put the rest into your Graveyard.

DFR-UW008
The First Imp
LV4 DARK Fiend-Type Tuner Effect Monster
1000/1000
(1) When this card is Normal Summoned: Special Summon 1 "The Second Imp" from your Deck in Defense Position.
(2) Cannot Special Summon Fusion, Synchro or Xyz Monsters using this card as a Material, except "Imp" monsters.

DFR-UW009
Frightened Hare
LV4 EARTH Beast Warrior-Type Effect Monster
2300/0
(1) When a monster you control is destroyed, while this card is face-up on the field; Shuffle this card to its owner's Deck.

DFR-UW010
Unsuccessful Scientist
LV2 DARK Spellcaster-Type Effect Monster
600/600
(1) Pay 1000 LP: Special Summon 1 Level 6 or lower Fusion Monster from your Extra Deck. It's effects are negated, it cannot attack your opponent directly and it is destroyed during the End Phase.
You can only activate the effect of "Unsuccessful Scientist" once per turn.

Hope in the Interstice
17th September 2015, 12:20 PM
Remember that Yu girl I mentioned a while back, who used Starchaser, Eternal Overworld Cannon, and Trail in the Overworld? Well, allow me to introduce her rival and his Ritual Monster, Deus Est Makinae.


All-Force
FIRE
Beast-type/Effect
Level 4
1400 / 200
'If you control no other monsters: You can increase this card's Level by 1 and increase its ATK and DEF by 500; Special Summon 1 "All-Force" from your deck. If this card is sent to the Graveyard; inflict damage to your opponent equal to the Level that this monster had on the field x 100, then 1 face-up monster your opponent controls loses ATK and DEF equal to the damage they took. You can only activate each effect of "All-Force" once per turn.'

Phantom Pain
DARK
Zombie-type/Effect
Level 5
2000 / 500
'When you take damage: You can discard this card; inflict damage to your opponent equal to half the damage you took, then Special Summon 1 "Lingering Token" (Pyro-Type/DARK/Level 4/ATK 1000/DEF 200). If this card is in the Graveyard: You can return 1 monster you control to the deck; Special Summon this card, then you lose Life Points equal to the ATK of the monster you shuffled into the deck. You can only activate this effect of "Phantom Pain" once per duel.'

Collecting Consciousness
Ritual Spell Card
'This card can be used to Ritual Summon "Deus Est Makinae". You must also Tribute monsters from your hand or field whose total Levels equal 9 or more. You can reveal this card in your hand; add 1 "Deus Est Makinae" from your deck or Graveyard to your hand, and if you do, you can return 1 monster from your Graveyard to your deck. You can only activate this effect of "Collecting Consciousness" once per turn.'

Deus Est Makinae
DARK
Machine-type/Ritual/Effect
Level 9
3000 / 2500
'Must first be Ritual Summoned. Cannot be destroyed by card effects. Once per turn, during either player's turn: You can target 1 card in your opponent's graveyard; equip it to this card. All monsters you control gain 300 ATK and DEF for each card equipped to this monster by this effect. If your opponent activates the effect of a Special Summoned monster; you can sent 2 cards equipped to this card to the Graveyard; negate the activation, and if you do, destroy it.'

... This effect feels very unfitting for some reason. I'll need to revise it.

Hm... While I'm at it, I'll make another card for Yugogirl:


Wishful Bird of Twinkling Down
WATER
Winged-Beast-type/Effect
Level 2
1000 / 300
'When an opponent's monster declares an attack, or when your opponent activates a card effect that would inflict damage to you: You can reveal this card in your hand, then target 1 monster in your Graveyard; banish this revealed card and the targeted monster, and if you do, gain Life Points equal to the combined ATK of all monsters banished by this effect.'

Podo
17th September 2015, 02:51 PM
I came up with my own idea for a new card. I'm gonna post the idea here and I would like some of you guys to critique it and give suggestions to make it more balanced or just better while still keeping the same basic idea

Light at the End
Trap Card
This card can only be activated when your opponent declares a direct attack with a monster that has higher ATK than your current LP. Pay half of your life points: special summon from your deck, graveyard or extra deck 1 LIGHT monster with 2500 or more ATK or DEF, ignoring it's summoning conditions. It cannot be destroyed by battle or card effects and you take no battle damage from attacks involving this monster. The monster is banished at the end of your opponent's turn.

Deadborder
17th September 2015, 04:44 PM
the use of "Extra Deck" is setting off alarms in my head

You've essentially made a card that lets you steal wins by summoning huge bosses for free.

Remember, Quasar is a LIGHT monster with 4000 ATK, and that's only the most obvious example

I'm also hesitant about the "2500 or higher" part, meaning everything you can summon will be huge

Podo
17th September 2015, 04:53 PM
The purpose of specifying that attack power minimum and allowing Extra deck is to make sure you can save yourself when you are facing an OP opponent or when they have royally screwed you in some way. Besides, the monster is banished at the end phase. Notice how I did not say "Destroyed" at all? That was on purpose. So monsters who save themselves from being "destroyed" can't use their effect. And it's not for free, you pay half of your life points. Re-looking at Quazar's wording, maybe I should add that "When this card leaves the field" effects of the summoned monsters are negated

JemGryphonkin
17th September 2015, 07:19 PM
Quasar has to be summoned by Synchro Summon anyway, so isn't a valid target.

Podo
17th September 2015, 07:27 PM
Quasar has to be summoned by Synchro Summon anyway, so isn't a valid target.

Um, "Ignore summoning conditions" remember? That means ignore his "only by synchro summon" condition

Hope in the Interstice
18th September 2015, 12:11 AM
the use of "Extra Deck" is setting off alarms in my head

You've essentially made a card that lets you steal wins by summoning huge bosses for free.

Remember, Quasar is a LIGHT monster with 4000 ATK, and that's only the most obvious example

I'm also hesitant about the "2500 or higher" part, meaning everything you can summon will be huge
Isn't this essentially a Stardust Re-Spark with more targets, though?

Mofiz
18th September 2015, 05:44 AM
Oh this thing you meant. Welp, since I'm not busy at the moment

Light Armored Magician
Level 9 LIGHT Spellcaster-Type Synchro Monster
2500 ATK/2100 DEF
"Dark Magician" + 1 LIGHT Tuner + 1 Tuner

Cannot be Special Summoned except by Synchro Summon. While face-up on the field, this cards name is also treated as "Dark Magician". If this card is Synchro Summoned: Target any number of your Spell Cards with different card types in your Graveyard or that are banished; Shuffle them into the Deck, then draw cards equal to the number of cards shuffled by this effect. This card gains 300 ATK and DEF for every card in either Graveyard that has "Dark Magician" in its card text. The activations and effects of your opponents Spell Cards are negated and destroyed. If this card would leave your side of the field because of an opponents card (by battle or card effect), shuffle this card back into the Extra Deck instead and if you do, you can activate the following effect: Special Summon 1 "Dark Magician" from your Graveyard. Its ATK and DEF become equal to the ATK and DEF of this card when it left the field.


Apprentice of the Light Magician
Level 8 LIGHT Spellcaster-Type Synchro Monster
2000 ATK/1700 DEF
"Dark Magician Girl" + 1 LIGHT Tuner Monster + 1 Tuner Monster

Cannot be Special Summoned except by Synchro Summon. While face-up on the field, this cards name is also treated as "Dark Magician Girl". Once per turn: You can add 1 Spell Card from your Deck or your Graveyard to your hand but skip your next Draw Phase. This card gains 500 ATK and DEF for each Spellcaster-Type Monster in either Graveyard. Cards you control are unaffected by your opponents Spell and Trap effects. If this card would leave your side of the field because of an opponents card (by battle or card effect), shuffle this card back into the Extra Deck instead and if you do, you can activate the following effect: Special Summon 1 "Dark Magician Girl" from your Graveyard. Its ATK and DEF become equal to the ATK and DEF of this card when it left the field.

Hope in the Interstice
18th September 2015, 02:44 PM
If this card is Synchro Summoned: Target any number of your Spell Cards with different card types in your Graveyard or that are banished; Shuffle them into the Deck, then draw cards equal to the number of cards shuffled by this effect.
Um


The activations and effects of your opponents Spell Cards are negated and destroyed.
UM


Cards you control are unaffected by your opponents Spell and Trap effects.
UMMMMMMMMMMMMM

Duuuuuude those are quite the powerful Synchro Monsters there. I'd say a bit TOO powerful. The second quoted effect seems quite lock-down-y.

Mofiz
18th September 2015, 02:52 PM
Regarding the Summoning Conditions... You need a somewhat usable Vanilla or his not usable at all Waifu and two Level 1 Tuners, one of them being Attribute Specific.

The first quote works only if you run diverse Spells. Field, Normal, Quick-Play, Ritual. Anything that provides diversity.
The second quote is just a Horus Clone without activating. Compared to Naturia Beast which has a advantage "cost", this is REALLY tame.
And to the third quote: Most effects today are Monster effects. The only way Spell/Traps affect your cards are by mass nuking them which is quite a bitchy way of playing anyway.

Alone because of the Summoning Conditions, they are not easy to splash. And even if, any Castel can get rid of them.

SynjoDeonecros
18th September 2015, 04:11 PM
Recruitment of the Dragoons
Normal Spell
Effect: Activate only if you control no Pendulum cards in your Pendulum Zones, and all of the monsters you control (if any) are Normal Monsters. Target 2 Normal Pendulum monsters with different Pendulum Scales in your deck; Place them in your Pendulum Zones, but you cannot Pendulum Summon or use their effects during that turn.

Subterranean Dragoons of Draconia
Earth/Level 6/Reptile/Normal/Pendulum
200/2400
Pendulum Scale 2
Pendulum Effect: Once per turn, when a Normal Monster destroys a monster by battle: target 3 Normal Monsters in your graveyard or that were banished; Shuffle them into your deck, then draw 1 card.

Flavor Text: Scouring the depths of the labyrinthine tunnels underneath Draconia, these elite dragon-riding troops are ready to strike against any sneak attackers, especially from their dreaded enemies, the subterranean city of Wyvyrnia

Podo
18th September 2015, 05:02 PM
No, it has different conditions and cost, and targets completely different kinds of monsters and ignores summoning conditions, then banishes the summoned monster at the end of that turn.
Stardust Re-spark only targets all "Stardust" monsters

kahunyu
18th September 2015, 05:05 PM
Red-Eyes Meteorflare Dragon
DARK/Level 8/Dragon/Fusion/Effect/3500/2000
1 "Red-Eyes" Monster + 1 Dragon-Type Monster
1. When this card is Special Summoned: You can target 1 Dragon-Type monster in your Graveyard: Add that card to your hand.
2. During either player's turn: You can Banish this card in your Graveyard; Special Summon 1 "Red-Eyes" Monster from your hand or Graveyard.

Chaos Gaia, the Fierce Knight
EARTH/Level 7/Warrior/Effect/2300/2100
1. If you control no monsters, you can Normal Summon this card without Tribute, and if you do, this card's name is treated as "Gaia the Fierce Knight" while it remains face-up on the field.
2. If you Ritual Summon exactly 1 "Black Luster Soldier" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement.
3. Once per turn: You can Banish 1 LIGHT or DARK monster in your Graveyard; Add 1 "Black Luster Soldier" Ritual Monster or 1 Ritual Spell Card in your Graveyard to your hand.

I fixed some of the kinks in Red-Eyes.dek and Black Luster Soldier.dek. :V

Hope in the Interstice
19th September 2015, 01:06 AM
Unstoppable Charge
Normal Spell
'Pay half your Life Points; this turn, your opponent cannot activate cards or effects when you Summon a monster(s) or when an attack is declared involving a monster you control.'

Shooting Soul
Normal Spell
'Inflict 600 damage to your opponent. During your Main Phase: You can banish this card from your Graveyard; add 1 "Shooting Soul" from your Graveyard to your hand. If this card is banished; inflict 400 damage to your opponent.'

Drakylon
19th September 2015, 05:59 AM
Starshine Twinkle
Level 1 | LIGHT
[Fairy / Effect / Tuner]
100 ATK / 100 DEF
If this card is Tributed or used as Synchro Material for the Special Summon of a "Starshine" monster: Add a level 5 or higher "Starshine" monster from your Deck to your hand. You can only activate this effect of "Starshine Twinkle" once per turn.

Starshine Shimmer
Level 2 | LIGHT
[Fairy / Effect / Tuner]
400 ATK / 400 DEF
If this card is Tributed or used as Synchro Material for the Special Summon of a "Starshine" monster: During the End Phase of this turn, Special Summon this card (even if it had been banished), but its effect is negated and its level becomes 0. You can only activate the effect of "Starshine Shimmer" once per turn.

Starshine Sparkle
Level 3 | LIGHT
[Fairy / Effect / Tuner]
900 ATK / 900 DEF
Cannot be used as a Synchro Material Monster, except for the Synchro Summon of a "Starshine" Synchro Monster. While this card is face-up on the field: You can Special Summon one "Starshine" monster from your hand or Deck in face-up Defense Position, but its effects are negated and its original level becomes 0, also, for the rest of this turn, you cannot Special Summon monsters, except for the Synchro Summon of a "Starshine" Synchro Monster using this card as a Synchro Material Monster. You can only activate the effect of "Starshine Sparkle" once per turn.

Starshine Stella
Level 4 | LIGHT
[Fairy / Effect]
1600 ATK / 1600 DEF
Once per turn: You can Tribute a "Starshine" monster you control to add one "Starshine" Tuner monster from your Deck to your hand, and if you do, you can also return one "Starshine" Synchro Monster from your Graveyard to your Extra Deck. You can only activate the effect of "Starshine Stella" once per turn.

Starshine Constella
Level 5 | LIGHT
[Fairy / Effect]
1900 ATK / 1600 DEF
Cannot be Normal Summoned or Set. You can Special Summon this monster (from your hand) by Tributing one "Starshine Stella" you control. When this card is Special Summoned by its own effect: You can banish the "Starshine Stella" that was Tributed for this effect, and if you do, Special Summon one "Starshine" Tuner monster from your hand. You can only Special Summon "Starshine Constella" once per turn.

Starshine Cluster
Level 6 | LIGHT
[Fairy / Effect]
2200 ATK / 1900 DEF
Cannot be Normal Summoned or Set. You can Special Summon this card (from your hand) by Tributing one "Starshine" monster you control. When this card is Special Summoned by its own effect: You can banish the "Starshine" monster that was Tributed for this effect, and if you do, add a "Starshine" Tuner monster from your Graveyard to your hand. You can only Special Summon "Starshine Cluster" once per turn.

Starshine Nagareboshi (Shooting Star)
Level 7 | LIGHT
[Fairy / Effect]
2500 ATK / 2200 DEF
Cannot be Normal Summoned or Set. You can Special Summon this card (from your hand) by Tributing two "Starshine" monsters you control. When this card is Special Summoned by its own effect: You can banish one or two of the "Starshine" monsters that were Tributed for this effect, and if you do, destroy cards on the field equal to the amount of monsters banished. You can only Special Summon "Starshine Nagareboshi" once per turn.

Starshine System
Level 8 | LIGHT
[Fairy / Effect]
2800 ATK / 2500 DEF
Cannot be Normal Summoned or Set. You can Special Summon this card (from your hand) by Tributing two "Starshine" monsters you control. When this card is Special Summoned by its own effect: You can banish one or two of the "Starshine" monsters that were Tributed for this effect, and if you do, return as many cards from either Graveyard to the Deck as were banished by this effect. You can only Special Summon "Starshine System" once per turn.

Starshine Celestia
Level 9 | LIGHT
[Fairy / Effect]
2600 ATK / 3000 DEF
Cannot be Normal Summoned or Set. Must first be Special Summoned by Tributing three "Starshine" monsters in your hand or on your side of the field while you do not control a level 9 or higher monster. You can only control one level 9 or above "Starshine" monster. "Starshine" monsters you control are unaffected by the effects of your opponent's Spell and Trap cards.

Starshine Orbitar
Level 10 | LIGHT
[Fairy / Effect]
2600 ATK / 3000 DEF
Cannot be Normal Summoned or Set. Must first be Special Summoned by Tributing three "Starshine" monsters in your hand or on your side of the field while you do not control a level 9 or higher monster. You can only control one level 9 or above "Starshine" monster. "Starshine" monsters you control are unaffected by your opponent's monster effects.

Starshine Galaxy
Level 11 | LIGHT
[Fairy / Effect]
3000 ATK / 2800 DEF
Cannot be Normal Summoned or Set. Must first be Special Summoned by Tributing three "Starshine" monsters in your hand or on your side of the field while you do not control a level 9 or higher monster. You can only control one level 9 or higher "Starshine" monster. Once per turn, you can target one monster your opponent controls: Its effects are negated, its level becomes 0, and you can Xyz or Synchro Summon using that monster as a Material. During the turn you activate this effect, monsters you control cannot attack directly, and you cannot Special Summon monsters, except "Starshine" Xyz or Synchro monsters.

Starshine Universe
Level 12 | LIGHT
[Fairy / Effect]
3000 ATK / 3000 DEF
Cannot be Normal Summoned or Set. Must first be Special Summoned by Tributing all (min. 3) "Starshine" monsters in your hand and on your side of the field while you do not control a level 9 or higher monster. You can only control one level 9 or above "Starshine" monster. Draw one additional card during each of your Draw Phases. Immediately Special Summon any "Starshine" monsters that are added to your hand (drawing counts as adding to the hand). The level of any monster Summoned by this effect becomes 0.


Starshine Nova
Level 3 | LIGHT
[Fairy / Synchro / Effect / Tuner]
1400 ATK / 1900 DEF
1 "Starshine" Tuner + 1 or more LIGHT non-Tuner monster
When this monster is Synchro Summoned: You can shuffle one "Starshine" monster from your hand into your Deck, and this card's level becomes the same as that monster's. Once per turn, during either player's turn: Immediately after this effect resolves, Synchro Summon a "Starshine" monster from your Extra Deck using this monster and "Starshine" monster(s) in your hand as Synchro Material. You can only Special Summon "Starshine Nova" once per turn. You can only use 1 effect of "Starshine Nova" per turn, and only once that turn.

Starshine Supernova
Level 8 | LIGHT
[Fairy / Synchro / Effect]
2800 ATK / 2500 DEF
1 "Starshine" Tuner + 1 or more LIGHT non-Tuner monster
Once per turn: Special Summon, in face-up Defense Position, one of your banished "Starshine" monsters whose level is lower than this card's current level, then decrease the level of this card by 3 (min. 0). Once per turn, during either player's turn, you can Tribute one "Starshine" monster you control to target one card on the field; destroy it. You can only Special Summon "Starshine Supernova" once per turn. You can only use 1 effect of "Starshine Supernova" per turn, and only once that turn.


Starshine Nebula
Rank 0 | LIGHT
[Fairy / Xyz / Effect]
0 ATK / 0 DEF
2 or more Level 0 monsters
(This monster's rank is always treated as 0.)
While this card has Xyz Material, it is cannot be destroyed by battle, and any Battle Damage involving it becomes 0. While this card has no Xyz Material: Return it to the Extra Deck. You can only use 1 effect of "Starshine Nebula" per turn, and only once that turn. Detach 1 Xyz Material from this card to activate one of the following effects:

Add one of your banished "Starshine" monster to your hand.
Special Summon one "Starshine" monster from your hand.



Not the easiest archetype to set up, but once it gets going, it really gets going. Note that levels 5-8 in the Main Deck monsters only have the restriction of not being able to be Normal Summoned/Set; they can still be Special Summoned by outside means.

Michelle
19th September 2015, 06:21 AM
So much white dominance in this thread.

Hope in the Interstice
19th September 2015, 08:22 AM
So much white dominance in this thread.
Let's vary that a bit, shall we? I shall present the start of a new age!


End of Entropy
Continous Spell Card
'Once per turn, during the End Phase of any turn in which you tributed a FIRE Thunder-type monster(s): You can Special Summon 1 FIRE Thunder-type monster from your Graveyard.'

Mystic TimeKeeper
19th September 2015, 08:28 AM
Unstoppable Charge
Normal Spell
'Pay half your Life Points; this turn, your opponent cannot activate cards or effects when you Summon a monster(s) or when an attack is declared involving a monster you control.'

I think you missed the bolded part, great cards nonetheless.

Hope in the Interstice
19th September 2015, 08:30 AM
I think you missed the bolded part, great cards nonetheless.
Thank you kindly. This'll stop those pesky Rafflesias.

Mystic TimeKeeper
19th September 2015, 08:34 AM
Thank you kindly. This'll stop those pesky Rafflesias.

First thing I thought was "WHERE IS YOUR MENKOTO NOW?!?"

LeTourGuide
19th September 2015, 12:25 PM
Presenting, LeTourGuide's Archetype!

Le Fallen - Uriel ☆☆☆☆
DARK Fairy 2000/100
"He shall obtain for us the grace to use the sword of truth to pare away all that is not in conformity to the Will the Divine in our lives, so that we may fully participate in the army of the Sanctuary."

Le Fallen - Raguel ☆☆☆
DARK Fairy 1600/800
(1) This card cannot be banished.
(2) When a Monster is Summoned to your opponent's side of the field, return this card to its owner's hand.
(3) When this card leaves the field, you can target 1 card on the field: Destroy that target.

Le Fallen - Remiel ☆☆
DARK Fairy Tuner 900/600
(1) This card cannot be banished.
(2) When a Monster is Summoned to your opponent's side of the field, return this card to its owner's hand.
(3) When this card leaves the field, you can target 1 "Le Fallen" card in your Graveyard: Add it to your hand.

Le Fallen - Saraqael ☆
DARK Fairy Tuner 0/500
(1) This card cannot be banished.
(2) When a Monster is Summoned to your opponent's side of the field, return this card to its owner's hand.
(3) When this card leaves the field: You can add 1 "Le Fallen" card from your Deck to your Hand.

Ark Le Fallen - Gabriel ☆☆☆☆☆☆☆☆☆☆☆
LIGHT Fairy 0/0
1 "Le Fallen" Tuner Synchro Monster + 1 "Le Fallen" Non-Tuner Synchro Monster
You can only activate (4) effect of "Ark Le Fallen - Gabriel" once per turn.
(1) This card cannot be banished.
(2) The Synchro Summon of this card cannot be negated.
(3) This card gains 500 ATK and DEF for each "Le Fallen" Monster in your Hand or Graveyard.
(4) During either player's turn, you can target 1 "Le Fallen" Monster in your Graveyard, shuffle it into its owner's Deck: Negate the activation of a Spell, Trap, or Monster effect and destroy it.

Ark Le Fallen - Michael ☆☆☆☆☆☆
LIGHT Fairy 2400/1000
1 "Le Fallen" Tuner + 1 or more Non-Tuner Monster
You can only activate (3) effect of "Ark Le Fallen - Michael" once per turn.
(1) This card cannot be banished.
(2) The Synchro Summon of this card cannot be negated.
(3) You can target 1 Level 4 or lower "Le Fallen" Monster in your Graveyard: Special Summon that target.

Ark Le Fallen - Raphael ☆☆☆☆☆
LIGHT Fairy Tuner 2100/1800
1 "Le Fallen" Tuner + 1 or more Non-Tuner Monster
You can only activate (3) effect of "Ark Le Fallen - Raphael" once per turn.
(1) This card cannot be banished.
(2) The Synchro Summon of this card cannot be negated
(3) During your Main Phase, you can Normal Summon 1 "Le Fallen" monster in addition to your Normal Summon/Set.

Ark Le Fallen - Lucifer ☆☆☆☆
DARK Fiend 2500/2000
2 Level 4 DARK Fairy-Type Monsters
(1) This card cannot be banished.
(2) This card is unaffected by card effects during the turn it was Xyz Summoned.
(3) When this card attacks or is attacked, you can detach 2 Xyz Materials from this card: Shuffle all monsters on the field to their owner's Deck.

Divine Descent of Le Fallen
Quick Play Spell
You can only activate 1 "Holy Descent of Le Fallen" once per turn.
(1) Special Summon 1 Level 4 or lower "Le Fallen" monster from your Deck. Its effects are negated, and destroy it during the End Phase.

The Divine Sanctuary of Le Fallen
Field Spell
(1) Any monster sent to the Graveyard is banished instead.
(2) During your Standby Phase, destroy this card unless you reveal 1 "Le Fallen" Monster from your Hand.
(3) When this card is destroyed; destroy all monsters you control.

Mofiz
19th September 2015, 02:03 PM
This'll stop those pesky Rafflesias.
Traptrix Nightmare

Hope in the Interstice
19th September 2015, 02:04 PM
Traptrix Nightmare
Only if you activate an effect that doesn't activate on summon.

TheycallmeBrick
19th September 2015, 04:43 PM
Number C34: Ptero-Byte
DARK / Rank 4 / Machine / Xyz / Effect
ATK 2000 / DEF 3600
4 Level 4 monsters
If this card has a "Number 34: Terror-Byte" as an Xyz Material, it gains this effect.
● Once per turn, during your opponent's Main Phase 1: You can detach 1 Xyz Material from this card, then target 1 Attack Position monster your opponent controls; until the End Phase, this card gains DEF equal to half that monster's original ATK, and if it does, that targeted monster cannot change its battle position this turn, also it must attack this card this turn's Battle Phase, if able.

Number C50: Dreadnought of Corn
DARK / Rank 5 / Plant / Xyz / Effect
ATK 2600 / DEF 2200
3 Level 5 monsters
Once per turn, during your Main Phase 1: You can detach 2 Xyz Materials from this card to target 1 monster your opponent controls whose ATK is equal to or lower than this card's ATK; destroy it, then inflict 2000 damage to your opponent. Your opponent takes no further damage during the turn you activate this effect. If this card has a "Number 50: Blackship of Corn" as an Xyz Material, it gains this effect.
● This card gains 1000 ATK, but loses 1000 DEF.

Number C53: Chaos Heart-eartH
DARK / Rank 6 / Fiend / Xyz / Effect
ATK 100 / DEF 100
4 Level 6 monsters
If this card would leave the field by an opponent's card effect: You can detach 1 Xyz Material from this card; negate that effect, and if you do, destroy that card, then you can banish 1 card your opponent controls. If this card has a "Number 53: Heart-eartH" as an Xyz Material, it gains this effect.
● When this card battles an opponent's monster: You can have it gain ATK equal to that monster's ATK, then that monster loses 1000 ATK. These changes last until the End Phase.

Number C55: Gogogo Titan
EARTH / Rank 5 / Rock / Xyz / Effect
ATK 2800 / DEF 3000
3 Level 5 monsters
Once per turn: You can detach 1 Xyz Material from this card and target 1 Level 4 or lower Rock-Type monster in your Graveyard; Special Summon that target. While you control another Defense Position, and while this card has "Number 55: Gogogo Goliath" as an Xyz Material, it gains this effect.
● This card gains 1000 DEF, but loses 1000 ATK. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.

Number C94: Crystalfinity
WATER / Rank 6 / Warrior / Xyz / Effect
ATK 2800 / DEF 2400
3 Level 6 monsters
Once per turn: You can detach 2 Xyz Materials from this card and target 1 monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK. These changes last until the End Phase. Your opponent takes no further battle damage during the turn you activate this effect. If this card has a "Number 94: Crystalzero" as an Xyz Material, it gains this effect.
● When any monster's ATK changes, inflict damage to your opponent equal to that change in ATK.

Mystic TimeKeeper
19th September 2015, 09:13 PM
So, decided to write down some custom cards and share because I felt like it, and because people didn't like Dynamist not being dinosaurs, so here we go:

- Mechasaurus - Tyrannoblaster
Level 9 EARTH Dinosaur-Type Effect Monster
3200/800
You can Normal Summon/Set this card without Tributes. No player takes damage from battles involving this card. This card cannot declare an attack unless you tribute 1 monster.
(1) If this card declares an attack: Destroy it at the end of the Battle Phase.
(2) If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: Draw 1 card.

- Mechasaurus - Brachiosupplier
Level 9 EARTH Dinosaur-Type Effect Monster
1800/2200
You can Normal Summon/Set this card without Tributes. You can use the (1) effect of "Mechasaurus - Brachiosupplier" only once per turn.
(1) Discard 2 card; Add 1 Level 9 EARTH Dinosaur-Type monster from your deck to your hand, then you can Normal Summon 1 Dinosaur-Type monster in addition to your Normal Summon/Set. You cannot special summon monsters, except "Mechasaurus" Xyz monsters during the turn you use this effect.

- Mechasaurus - Pterocarrier
Level 9 EARTH Dinosaur-Type Effect Monster
2000/2000
You can Normal Summon/Set this card without Tributes. You can use each effect of "Mechasaurus - Pterocarrier" only once per turn.
(1) When this card is Normal Summoned: Add 1 "Mechasaurus" card from your deck to your hand.
(2) If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can destroy 1 card on the field.

- Mechasaurus - Destroyer Rex
RANK 9 EARTH Dinosaur-Type Xyz/Effect Monster
3800/3200
3 LV 9 Dinosaur-Type monsters
You can use the (2) effect of "Mechasaurus - Destroyer Rex" only once per turn.
(1) This card with Xyz Materials is unaffected by your opponent Spell/Trap cards.
(2) If this Xyz-summoned card is sent to the Graveyard: Add 1 Dinosaur-Type monster from your graveyard to your hand.
(3) During your Main Phase 1, if none of the monsters attached to this card as Xyz materials were Special Summoned: Detach 2 Xyz material from this card; Destroy 2 other cards on your side of the field and if you do, destroy all face-up cards on your opponent's side of the field and if you do, banish them and inflict 300 damage to your opponent for each card banished, then it becomes the End Phase of this turn.

- Mechasaurus - Ankylofortress
RANK 9 EARTH Dinosaur-Type Xyz/Effect Monster
3000/4000
2 LV 9 Dinosaur-Type monsters
The Summon of Dinosaur-Type monsters cannot be negated while this card has Xyz materials. You can use the (2) effect of "Mechasaurus - Ankylofortress" only once per turn.
(1) If this card attacks, it is changed to Defense Position at the end of the Damage Step.
(2) If none of the monsters attached to this card as Xyz materials were Special Summoned: Detach 1 Xyz material from this card; Add 1 Dinosaur-Type monster from your Deck or Graveyard to your hand.

- Mechasaurus - Frontline Stronghold
Field Spell
You can use each effect of "Mechasaurus - Frontline Stronghold" once per turn.
(1) If you control a Level 9 EARTH Dinosaur-Type monster: you can Normal Summon 1 "Mechasaur" monster in addition to your Normal Summon/Set.
(2) During either players' End Phase: You can discard 1 card; Add 1 "Mechasaurus" monster from your deck to your hand.
(3) If this card is destroyed: Add 1 "Mechasaurus" Spell/Trap card from your graveyard to your hand, except "Mechasaurus - Frontline Stronghold".

- Mechasaurus - Advanced Supply Base
Continuous Spell
You can use each effect of "Mechasaurus - Advanced Supply Base" once per turn.
(1) If a "Mechasaurus" monster is Normal Summoned: Draw 1 card.
(2) You can discard 1 monster from your hand: Add 1 EARTH Dinosaur-Type Effect Monster from your graveyard to your hand
(3) If this card is destroyed by your opponent's card effect: Draw 1 card.

- Mechasaurus - Covering Fire
Continuous Trap
You can use each effect of "Mechasaurus - Covering Fire" only once per turn
(1) When you Normal Summon a "Mechasaurus" monster: You can destroy 1 face-up Spell/Trap card on the field.
(2) Target 2 face-up Attack position Mechasaurus monsters; switch the first target into defense position, the second target gains ATK equal to the first target's ATK until the end of this turn.
(3) If a Mechasaurus Xyz monster would be targeted by your opponent's card effect: This card becomes the target instead (this card must be a valid target to activate and resolve this effect).

Boring stuff: I decided to go with a 8-card format because it seems what Konami is using lately to print new archetypes in sets (like Greydles and Aroma), if you liked them and want more support, find some flaws or find them unbalanced, say it in the comments and I shall do my utmost to provide assistance, any kind of feedback is appreciated. In any case, thanks for reading through.

EDIT: Updated some cards.
EDIT2: Nerfed Tyrannoblastert for majority vote.

Michelle
19th September 2015, 11:59 PM
Sure, a total field wipe/erase out of a pair of normal summons isn't borked in the slightest, still it's got its own charm.

I have something under the ropes, will deliver some of my goodies in a while.

Thanako
20th September 2015, 02:14 AM
Cleansing the Winds
Spell/Continuous
The Summon of WIND a monster(s) that would be Special Summoned by the effect a WIND monster cannot be negated.

Resilient "C"
Earth/Insect 6
1400/2600
When your opponent Sets a monster: You can Special Summon this card from your hand to their side of the field in face-up Defense Position. The controller of this card cannot Flip Summon.

Cxyz Blazing Coal Dire Wolf
Fire/Rock 5
2500/1900
3 level 5 monsters
During your Main Phase 1, you can activate this effect by discarding 1 card: This card can attack twice during each Battle Phase this turn. You can only use this effect once of "Cxyz Blazing Coal Dire Wolf" per duel.
If this card has "Diamond Dire Wolf" as an Xyz Material, it gains this effect.
You can detach 1 Xyz Material from this card, target 1 Beast, Beast-Warrior, or Winged-Beast type monster you control and 2 other cards on the field: destroy them, and if you do, your opponent takes 500 damage.

Michelle
20th September 2015, 02:43 AM
As I promised, here's one of my newest batch of themes from my big series, find this and more on my Thread (http://www.pojo.biz/board/showthread.php?t=1085872) at Pojo.

Claudia Herald Maiden - Eudiyh
WIND
******
<8[Fairy/Pendulum/Effect]8>
[You cannot Pendulum Summon Monsters, except WIND Monsters. Once per turn, you can Reveal 1 ''Claudia'' Monster from your Hand until the next turn's End Phase. If any card's in your Pendulum Zone would be destroyed, you can send 1 revealed ''Claudia'' Monster in your hand to the Extra Deck or Graveyard instead.]
Cannot be Pendulum Summoned unless you have a ''Claudia'' Monster(s) in your Pendulum Scale(s). When this card is Pendulum Summoned, Add 1 level 5 or lower ''Claudia'' Monster from your Deck to your Hand. Opponent's Monsters lose 100 ATK for each WIND Monster revealed in your Hand and Face-up in your Extra Deck.
ATK/1600 DEF/2000

Claudia Herald Liege - Estere
WIND
******
<1[Fairy/Pendulum/Effect]1>
[You cannot Pendulum Summon Monsters, except WIND Monsters. Once per turn, you can Reveal 1 ''Claudia'' Monster from your Hand until the next turn's End Phase. If any card's in your Pendulum Zone would be destroyed, you can send 1 revealed ''Claudia'' Monster in your hand to the Extra Deck or Graveyard instead.]
Cannot be Pendulum Summoned unless you have a ''Claudia'' Monster(s) in your Pendulum Scale(s). When this card is Pendulum Summoned, return 1 level 5 or lower WIND Monster from your Graveyard to your Hand. ''Claudia'' Monsters you control cannot be targeted for attacks or effects, except ''Claudia Herald Liege - Estere''.
ATK/1800 DEF/1400

Claudia Sylph - Gath
WIND
****
<7[Fairy/Pendulum/Effect]7>
[You must summon at least 1 ''Claudia'' Monster per Pendulum Summon, this effect cannot be negated. When a Monster declares an attack, you can send 1 revealed ''Claudia'' Monster from your Hand into the Extra deck or Graveyard; Negate the attack.]
When this card is Pendulum Summoned, you can Return it to your hand and reveal it until the End Phase. if a Monster targets a WIND Monster
you control for an attack or effect, you can send this revealed card in your Hand to the Extra Deck; Negate the Attack or the activation of
that effect.
ATK/1500 DEF/1400

Claudia Virage - Neptha
WIND
*****
<2[Fairy/Pendulum/Effect]2>
[You must summon at least 1 ''Claudia'' Monster per Pendulum Summon, this effect cannot be negated. While you have a ''Claudia'' Monster(s) revealed in your Hand, WIND Monsters you control cannot be targeted by Monster effects.]
When this card is Pendulum Summoned, you can Return it to your hand and reveal it until the End Phase. When a Trap card is activated, you can return this revealed card in your Hand to the Extra Deck; Negate the activation of that card, and if you do, Return it to the Hand.
ATK/2100 DEF/1400

Claudia Lias - Reuphe
WIND
****
[Fairy/Effect]
If this card is Pendulum Summoned, you can Return it to the Hand and reveal it until the next turn's End Phase. During either player's turn, You can discard this card in your hand; Reveal 1 ''Claudia'' Monster in your Hand until the End Phase, and if you do, Add 1 ''Claudia'' card from your Deck to your Hand, you can only use this effect of ''Claudia Lias - Reuphe'' once per turn.
ATK/1000 DEF/1700

Claudia Lias - Issa
WIND
***
[Fairy/Effect]
If this card is Pendulum Summoned, you can Return it to the Hand and reveal it until the next turn's End Phase. During either player's turn, You can discard this card in your hand; Reveal 1 ''Claudia'' Monster in your Hand until the End Phase, and if you do, Return 1 ''Claudia'' card in your Graveyard to your Hand, you can only use this effect of ''Claudia Lias - Issa'' once per turn.
ATK/900 DEF/1600


Ancient Claudia, Paradise of the Third Plane
Spell Card/Field
During your Standby Phase, you can reveal 1 ''Claudia'' Monster from your Hand until the End Phase; Add 1 ''Claudia'' Monster from your Deck to your Hand. Once per turn, during your Main Phase you can Discard 1 WIND Monster from your Hand, then Shuffle 2 ''Claudia'' cards in your Graveyard or Extra Deck into the deck; Add 1 ''Claudia'' Spell card from your Deck to your Hand. While you have 2 ''Claudia'' cards in your Pendulum Zones, ''Claudia'' Spell cards you control cannot be targeted or destroyed by opponent's card effects.

Bountiful Gift from the Ancient Sky
Spell Card/Normal
Target up to 2 ''Claudia'' cards in your Graveyard and/or face-up in your Extra Deck; Return them to your Hand.

Feathers of Claudia
Spell Card/Normal
If you have a Revealed ''Claudia'' Monster(s) in your Hand, place ''Claudia'' Pendulum Monsters from your Deck, Extra Deck or Graveyard in your Pendulum Scale up to the number of revealed ''Claudia'' Monsters in your Hand. You cannot Pendulum Summon Monster from the Extra Deck for the rest of this turn, except WIND Monsters.

Claudia's Galeforce - Rahkel
Spell Card/Quick-play
Immediately after this card resolves; Pendulum Summon WIND Monsters in addition to your normal Pendulum Summon.

Claudia's Breezeforce - Liah
Spell Card/Equip
Equip to a WIND Monster, it cannot be targeted by card effects. Once per turn, during either player's turn: you can Reveal 1 ''Claudia'' Monster in your Hand until the End Phase, and if you do, return 1 card on the field, except a Face-up Monster to the Hand.


EDIT: Hmm, just as I assumed, the entire card format looks nicer in here

Drakylon
20th September 2015, 03:42 AM
Some support for my previous post.

Wish upon a Falling Star
Spell Card / Quick-Play
When one or more of "Starshine" monsters you control are removed from the field by your opponent's card (by battle or card effect): Special Summon, from your Deck or hand, one "Starshine" monster, but negate its effects and lower its Level to 0. During the End Phase of the turn you activated this card, return that Summoned monster to your hand (even if it leaves the field).

Twinkle Twinkle Little Star
Spell Card
When you control no monsters and your opponent controls at least one: Special Summon, from your deck in face-up Defense Position, "Starshine" monsters whose combined printed levels are exactly equal to the total level of all monsters your opponent controls, but reduce those Summoned monsters' ATK, DEF and Level to 0, and negate their effects. During the End Phase of this turn, all "Starshine" monsters in your hand and on your side of the field are returned to the Deck. You can only activate "Wish upon a Falling Star" once per turn.

Mystic TimeKeeper
20th September 2015, 06:56 AM
Sure, a total field wipe/erase out of a pair of normal summons isn't borked in the slightest, still it's got its own charm.

I have something under the ropes, will deliver some of my goodies in a while.

Well, the destruction clause makes so that quite a lot of things doesn't die from that (like Beelze or Flare Metal), and Veiler weakness is strong in this archetype. I admit that at the start I thought about only destroying the field, or only banishing monsters, but the whole point of the archetype was to have big terrifying walking fortress-shaped dinosaurs so I went full retard and said "NOBODY FLOATS ON REX!!!". Want to keep the effect though, so I may add some side-effects to it later.

Michelle
20th September 2015, 07:05 AM
Eh, the fact that it banishes kinda pushes it too far, even if it's completely designed to go off only when used in their own theme, you could change the banish clause to negate the effects in grave a la Ha-Des, or only affect face-ups, probably the most bothersome thing is that, how they're virtually worthless outside their own deck, you could take Rex's conditions and banish effect while making it generic, a R9nk meganuke is really no biggie, not in a game where Dora is a thing.

I still think it looks like a solid and well constructed theme, with a point and shtick going for it...

EDIT: I would also like to add that Bracchio is doing too much for too little.

Now, what would you say about my own?

Mystic TimeKeeper
20th September 2015, 04:44 PM
Eh, the fact that it banishes kinda pushes it too far, even if it's completely designed to go off only when used in their own theme, you could change the banish clause to negate the effects in grave a la Ha-Des, or only affect face-ups, probably the most bothersome thing is that, how they're virtually worthless outside their own deck, you could take Rex's conditions and banish effect while making it generic, a R9nk meganuke is really no biggie, not in a game where Dora is a thing.

I still think it looks like a solid and well constructed theme, with a point and shtick going for it...

EDIT: I would also like to add that Bracchio is doing too much for too little.

Now, what would you say about my own?

Tried to fix some cards but I'm keeping Rex type-locked because you may never know. About your cards, It seems to me that they generate too much advantage, you are basically negating cards for free on top of all the searching and recycling. I feel it would be more balanced if the revealed cards are sent to the grave instead of the Extra Deck to pay for costs.

Michelle
21st September 2015, 01:04 AM
Tried to fix some cards but I'm keeping Rex type-locked because you may never know. About your cards, It seems to me that they generate too much advantage, you are basically negating cards for free on top of all the searching and recycling. I feel it would be more balanced if the revealed cards are sent to the grave instead of the Extra Deck to pay for costs.
I still think Rex is pretty dumb, but if it's only used in one deck I'll let it go.

Yes, that's a conclusion one could come up with, keep in mind however that so far the cards have no virtual way to actually remove opponent's card advantage, the card negators stop the threats for a turn, in which they can still be used on the next one, provided they're not negated again. Also the deck so far has no literal answers to unrelenting forces like Armades/C39Lightning, and can't control swarming as much as they wished to.

I should probably give them OPT clauses, yes.

Hope in the Interstice
21st September 2015, 11:42 AM
So, decided to write down some custom cards and share because I felt like it, and because people didn't like Dynamist not being dinosaurs, so here we go:

Mechasaurus
I think being able to Normal Summon a 3200 beatstick at all with such a little drawback as no battle damage is a bit much, if you ask me.


Claudia
I love the ingenuity of your ideas as well as your formatting but, on the other hand, you're showing off a hell of a lot and you're making me feel inadequate and I am indeed being petty. Great job.


Alright, so the "In a flash of light" theme is gonna have to wait a bit since I need to verify a few things with my friend. In the meantime, have a new Ritual Monster!


Sure, the Just Punisher
LIGHT
Warrior-type/Ritual/Effect
Level 8
2700 / 2600
'This card can be Ritual Summoned with "Call for Justice". When this monster is Special Summoned: negate the effects of all monsters your opponent controls until the End Phase. If a monster is Summoned to your opponent's field: negate its effects until the End Phase. Cannot be destroyed by card effects.'

Call for Justice
'This card is used to Ritual Summon "Sure, the Just Punisher". You must also Tribute monsters from your hand or field whose total Levels equal 8 or more. At the start of either player's Battle Phase, if your opponent controls more monsters than you: you can banish this card from your Graveyard; all monsters you control gain 500 ATK. All monsters that gained ATK by this effect can attack two monsters during this Battle Phase.'

Mystic TimeKeeper
21st September 2015, 11:56 AM
I still think Rex is pretty dumb, but if it's only used in one deck I'll let it go.
I let Rex be pretty dumb since the archetype is extremely weak to summon/effect negation, they rely a lot on the first normal summon, and a Veiler can waste a turn unless you got a good hand, and we can take some dumb monsters once in a while I think


I think being able to Normal Summon a 3200 beatstick at all with such a little drawback as no battle damage is a bit much, if you ask me.

Well, considering now monsters dies as easily as they gets summoned, having that much of a beater wasn't that surprising for me, even considering that Skill Drain decks got me used to see people normal summon 3000 ATK beaters (granted, you need skill drain for that but in that case the problem is not the beater), also fuck Towers.



Sure, the Just Punisher
LIGHT
Warrior-type/Ritual/Effect
Level 8
2700 / 2600
'This card can be Ritual Summoned with "Call for Justice". When this monster is Special Summoned: negate the effects of all monsters your opponent controls until the End Phase. If a monster is Summoned to your opponent's field: negate its effects until the End Phase. Cannot be destroyed by card effects.'

Call for Justice
'This card is used to Ritual Summon "Sure, the Just Punisher". You must also Tribute monsters from your hand or field whose total Levels equal 8 or more. At the start of either player's Battle Phase, if your opponent controls more monsters than you: you can banish this card from your Graveyard; all monsters you control gain 500 ATK. All monsters that gained ATK by this effect can attack two monsters during this Battle Phase.'

Rituals need you! Join the blue army!
For some reason your cards seems always perfectly balanced.

Hope in the Interstice
21st September 2015, 12:04 PM
Well, considering now monsters dies as easily as they gets summoned, having that much of a beater wasn't that surprising for me, even considering that Skill Drain decks got me used to see people normal summon 3000 ATK beaters (granted, you need skill drain for that but in that case the problem is not the beater), also fuck Towers.
C'mon, now; not even Towers deserves such an effortless beatdown. At least Deskbot 004 is dependant on other cards (I also have no problem with 004).



Rituals need you! Join the blue army!
For some reason your cards seems always perfectly balanced.
Thanks. :D I wonder if it would still be fair to upgrade her negation to make her more than a Re-Qliate that also works on Xyz Monsters? I think Re-qliate is a damn fair card, unlike Skill Drain, but it is rather underpowered in many circumstances.

Michelle
21st September 2015, 12:10 PM
I love the ingenuity of your ideas as well as your formatting but, on the other hand, you're showing off a hell of a lot and you're making me feel inadequate and I am indeed being petty. Great job.
Curious choice of words, but whatever do you mean by showing off, you say it because I already got 25 threads out of original themes elsewhere...


Oh, yes, I think that qualifies for showing off... nevertheless, I'll take the compliment as usual, thank you.


I let Rex be pretty dumb since the archetype is extremely weak to summon/effect negation, they rely a lot on the first normal summon, and a Veiler can waste a turn unless you got a good hand, and we can take some dumb monsters once in a while I think

I have to agree with him tho, no good will come out of a +3K normal summon that doesn't restrict or hamper you in any physical way, there are monsters with steeper conditions for less than that, and people don't condone those.

Mystic TimeKeeper
21st September 2015, 12:54 PM
C'mon, now; not even Towers deserves such an effortless beatdown. At least Deskbot 004 is dependant on other cards (I also have no problem with 004).

I yield to the majority vote, Tyrannoblaster gets a fix.


Thanks. :D I wonder if it would still be fair to upgrade her negation to make her more than a Re-Qliate that also works on Xyz Monsters? I think Re-qliate is a damn fair card, unlike Skill Drain, but it is rather underpowered in many circumstances.

Don't know, but I'm not a fan of mass negation. Unless it only works on summon, I'd rather avoid.

Hope in the Interstice
22nd September 2015, 12:31 AM
So this idea just popped into my head recently.


Dragon of the Ancient Deception
WATER
Wyrm-type/Ritual/Effect
Level 8
2500 / 2500
'This card can be Ritual Summoned with "Dire Night Ritual". Unaffected by your opponent's Trap effects. You can only use each of these effects of "Dragon of the Ancient Deception" once per turn:
● During either player's turn, when your opponent activates a card or effect that targets exactly 1 card you control (and no other cards), or when your opponent targets a monster you control for an attack: You can reveal this card in your hand, then target 1 other card you control that would be an appropriate target; that card/effect/attack now targets the new target.
● During either player's End Phase: You can set 1 Trap Card from your graveyard to your side of the field.'

Dire Night Ritual
Ritual Spell
'This card can be used to Ritual Summon "Dragon of the Ancient Deception". You must also tribute monsters from your hand or field whose total Levels equal 8 or more. During your opponent's turn, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 monster your opponent controls; change that target to face-down Defense Position.'

Forbidden Ninjitsu Art of Relinquished Summoning
Ritual Spell
'This card can be used to Ritual Summon any monster. You must also tribute "Ninja" monsters from your hand or field whose total Levels equal the Level of that Ritual Monster or more. During your Main Phase, you can send 1 "Ninjitsu Art" card you control or in your hand to the Graveyard; add this card from your graveyard to your hand. You can only activate this effect of "Forbidden Ninjitsu Art of Relinquished Summoning" once per turn.'

Archfiend
22nd September 2015, 03:41 AM
Showing some love for my beloved Archfiends~
Might seem like I'm going a little overboard, but they need all the help they can get :D

Archfiend's Rescue
Continuous Trap Card
During either player's Main Phase: You can destroy 1 "Archfiend" card in your hand or that you control, except "Archfiend's Rescue", and if you do, draw 1 card. "You can only use this effect of "Archfiend's Rescue" once per turn. If this card is destroyed: You can target 1 "Archfiend" card in your Graveyard, except "Archfiend's Rescue"; add it to your hand.

Archfiend Overlord, the True Lord of Horror
DARK
Fiend/Effect
Level 10
3500/1500
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by destroying 1 "Archfiend" card you control and cannot be summoned by other ways. When this card is Special Summoned: Destroy all other cards on the field. You cannot conduct your Battle Phase the turn you activate this effect. You can only Special Summon "Archfiend Overlord, the True Lord of Horror" once per turn.

TheycallmeBrick
22nd September 2015, 03:56 AM
Hey all, I'm trying to make the "Crystal Beasts" a bit more playable, but I've hit a snag. Could anyone help me with a Synchro and Xyz version of "Rainbow Dragon"?

Archfiend
22nd September 2015, 04:47 AM
Hey all, I'm trying to make the "Crystal Beasts" a bit more playable, but I've hit a snag. Could anyone help me with a Synchro and Xyz version of "Rainbow Dragon"?

Not sure if you wanted the same effect of "Rainbow Dragon" so I made a new one.
You can think of a name if you like my suggestion. Couldn't think of one.
Please tell me what you think and don't be shy to be harsh :D

Rainbow Dragon Xyz
LIGHT
Dragon/Xyz/Effect
Rank 10
2500/0
2 Level 10 Dragon-Type monsters
You can also Xyz Summon this card by sending 1 "Crystal Beast" card from your Spell & Trap Card Zone to the Graveyard and using 1 "Rainbow Dragon" you control as Xyz Material. Cannot be targeted by card effects. Once per turn, during either player's turn: You can detach 2 Xyz Materials from this card to send 2 face-up "Crystal Beast" cards from your Spell & Trap Card Zone to the Graveyard; shuffle up to 2 cards on the field into the deck. This card gains 500 ATK for each "Crystal Beast" card in your Spell & Trap Card Zone. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can Special Summon 1 "Rainbow Dragon" from your Graveyard, ignoring its Summoning conditions.

Hope in the Interstice
22nd September 2015, 05:40 AM
Not sure if you wanted the same effect of "Rainbow Dragon" so I made a new one.
You can think of a name if you like my suggestion. Couldn't think of one.
Please tell me what you think and don't be shy to be harsh :D

Rainbow Dragon Xyz
LIGHT
Dragon/Xyz/Effect
Rank 10
2500/0
2 Level 10 Dragon-Type monsters
You can also Xyz Summon this card by sending 1 "Crystal Beast" card from your Spell & Trap Card Zone to the Graveyard and using 1 "Rainbow Dragon" you control as Xyz Material. Cannot be targeted by card effects. Once per turn, during either player's turn: You can detach 2 Xyz Materials from this card to send 2 face-up "Crystal Beast" cards from your Spell & Trap Card Zone to the Graveyard; shuffle up to 2 cards on the field into the deck. This card gains 500 ATK for each "Crystal Beast" card in your Spell & Trap Card Zone. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can Special Summon 1 "Rainbow Dragon" from your Graveyard, ignoring its Summoning conditions.
I think he's trying to make it so that Rainbow Dragon is easier to use in Crystal Beasts, while your Xyz only works if they're able to summon Rainbow Dragon in the first place.

As an aside: I once managed to summon Rainbow Dragon and activate Crystal Abundance in the same duel. I will never be able to do that again but it was awesome.


Anyway, have something else: a couple of Pendulum Union monsters!


Light Glider
LIGHT
Machine-type/Union/Pendulum/Effect
Level 3
Scale 1
1000 / 1200
'Pendulum Effect: During either player's turn, when a card or effect is activated that would inflict damage to you: You can activate this effect; all effect damage inflicted to you in this chain is halved. When your opponent's monster declares an attack: You can activate this effect; all battle damage you take from this battle is halved. You can only activate each effect of "Light Glider" once per turn.
Monster Effect: Once per turn, you can either: Target 1 monster you control; equip this card you control or from your hand to that target, OR: Unequip this card and Special Summon it in Attack Position. While equipped by this effect, the equipped monster can attack your opponent directly. Your opponent can negate an attack from the equipped monster by paying 1100 Life Points. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)'

Light Cycle
LIGHT
Machine-type/Union/Pendulum/Effect
Level 3
Scale 8
1500 / 800
'Pendulum Effect: Once per turn, during either player's turn, when your opponent chains a card effect in response to a card effect you activated: You can pay 600 Life Points; negate that effect.
Monster Effect: Once per turn, you can either: Target 1 monster you control; equip this card you control or from your hand to that target, OR: Unequip this card and Special Summon it in Attack Position. While equipped by this effect, the equipped monster gains 600 ATK. During the Battle Phase, the equipped monster is unaffected by your opponent's Spell and Trap effects. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)'

TheycallmeBrick
22nd September 2015, 02:24 PM
Rainbow Crystal Dragon
EARTH / Level 10 / Dragon / Fusion / Effect
ATK 4000 / DEF 0
1 "Rainbow Dragon" monster + 2 or more (max. 4) "Crystal Beast" cards
This card is always treated as a "Rainbow Dragon" card. When this card is Fusion Summoned: You can select a number of "Crystal Beast" monsters from your hand or Deck, up to the number of this card's "Crystal Beast" Fusion Materials, and place them in your Spell & Trap Card Zone as Continuous Spell Cards. Once per turn: You can return 2 "Crystal Beast" cards you control to the Deck; return 1 monster your opponent controls to the hand, then draw 1 card.

Rainbow Vapor Dragon
WATER / Level 10 / Dragon / Synchro / Effect
ATK 4000 / DEF 0
"Crystal Monolith" + 1 or more non-Tuner monsters
This card is always treated as a "Rainbow Dragon" card. If this card is Synchro Summoned using exactly 1 "Rainbow Dragon" monster as the non-Tuner monster: You can Special Summon up to 2 "Crystal Beast" monsters from your Graveyard. Once per turn: You can Tribute 2 other monsters you control; add 1 "Rainbow Dragon" monster and 1 "Crystal Beast" monster from your Deck to your hand.

Rainbow Comet Dragon
FIRE / Rank 10 / Dragon / Xyz / Effect
ATK 4000 / DEF 0
3 Level 10 monsters
This card is always treated as a "Rainbow Dragon" card. Once per turn, during either player's turn: You can send up to 2 "Crystal Beast" cards in your Spell & Trap Card Zone to the Graveyard to target an equal number of cards on the field; return those targets to the Deck. If a "Rainbow Dragon" monster you control would be destroyed (by battle or by card effect), you can detach 1 Xyz Material from this card instead.

Rainbow Fusion
Normal Spell Card
Fusion Summon 1 Fusion Monster that lists a "Rainbow Dragon" monster as a Fusion Material, by using cards from your hand or field as the Fusion Materials.

Crystal Monolith
EARTH / Level 2 / Rock / Tuner / Effect
ATK 0 / DEF 0
Once per turn, if this card is in your hand: You can target 1 "Crystal Beast" monster, 1 "Crystal Defender", 1 "Crystal Vanguard", or 1 "Rainbow Dragon" monster you control; reduce its Level by 2, then Special Summon this card. For a Synchro Summon, "Crystal Beast" Continuous Spell Cards you control can be treated as monsters.

Crystal Mirror
EARTH / Level 1 / Rock / Effect
ATK 0 / DEF 0
If you control a "Rainbow Dragon" monster, you can Special Summon this card (from your hand). Once per turn: You can target 1 Dragon-Type monster with a Level you control or reveal 1 Dragon-Type monster in your hand; until the End Phase, the Level of this card and every "Crystal Beast" monster, "Crystal Defender", and "Crystal Vanguard" you control becomes equal to that monster's Level.

Tamaru
22nd September 2015, 07:22 PM
Archfiend's Rescue
Continuous Trap Card
During either player's Main Phase: You can destroy 1 "Archfiend" card in your hand or that you control, and if you do, draw 1 card. "You can only use this effect of "Archfiend's Rescue" once per turn. If this card is destroyed: You can target 1 "Archfiend" card in your Graveyard; add it to your hand.

Are you aware that this effect allows this card to destroy itself, draw 1 card, and then return it from your Graveyard to your hand, all in one go? It's basically infinitely recurring draw power that can be splashed into any Deck.


Archfiend Overlord, the True Lord of Horror
DARK
Fiend/Effect
Level 10
3500/1500
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by destroying 1 "Archfiend" card you control and cannot be summoned by other ways. When this card is Special Summoned: Destroy all other cards on the field. You cannot conduct your Battle Phase the turn you activate this effect. You can only Special Summon "Archfiend Overlord, the True Lord of Horror" once per turn.
Also pretty overpowered. A recurring field wipe with a 3500 body that can be easily summoned from the Graveyard and triggers "Archfiend" card effects.

Archfiend
22nd September 2015, 07:25 PM
Also pretty overpowered. A recurring field wipe with a 3500 body that can be summoned from the Graveyard and triggers "Archfiend" card effects.

Clearly, but the Archfiend deck doesn't have much to go on other than Emperor in terms of getting rid of your opponent's cards. I think it's fine, but that probably because I play the deck and I just want something crazy good for the deck lol
I guess I can make it only summon from hand.

Tamaru
22nd September 2015, 07:32 PM
Clearly, but the Archfiend deck doesn't have much to go on other than Emperor in terms of getting rid of your opponent's cards. I think it's fine, but that probably because I play the deck and I just want something crazy good for the deck lol
I guess I can make it only summon from hand.

I think changing it from "hand or Graveyard" to just "hand" would make it more tame, although still powerful.

Also, sorry, if you look at my last post, I also added critique for Archfiend's Rescue. It somehow wasn't in the initial post.

SynjoDeonecros
22nd September 2015, 07:53 PM
Phantom Beast Massive-Breaker
**********
Earth/Beast-Warrior - Effect
500/500
Effect: This card cannot be Special Summoned. This card can be Normal Summoned by tributing 1 "Phantom Beast" monster. This card gains ATK and DEF equal to the combined ATK and DEF of the monsters tributed to Normal Summon it. When this card destroys a monster and sends it to the graveyard as a result of battle, by discarding a "Phantom Beast" monster, deal half the destroyed monster's ATK or DEF to the opponent as damage (whichever is higher), and change the position of all face-up monsters the opponent controls of the same level as the destroyed monster. This card can only attack once per turn.

Phantom Beast - Dream-Saber
***
Dark/Beast-Warrior - Effect
1300/800
Effect: If this face-up card you control is the target of an attack or card effect, banish it, then select 1 "Phantom Beast" monster in your deck and send it to the graveyard. During your next Standby Phase after this card is banished with its own effect, return it to the field in the same Battle Position it was in before it was banished.

Archfiend
22nd September 2015, 07:58 PM
I think changing it from "hand or Graveyard" to just "hand" would make it more tame, although still powerful.

Also, sorry, if you look at my last post, I also added critique for Archfiend's Rescue. It somehow wasn't in the initial post.

Wasn't my intention :/
Going to change it to that it can't target itself now.

HelixReactor
23rd September 2015, 04:26 AM
I hope you guys like silly cards, because that's pretty much all I'm capable of doing:

Angarde, the Blazing Fencer
FIRE/Lv 9/Warrior/Fusion/Effect
2600/2900

2 Warrior-type monsters
You can only control 1 "Angarde, the Blazing Fencer". This card can attack all monsters your opponent controls, once each. This card can attack while in Face-up Defense position. If it does, apply its DEF for damage calculation. If this card attacks an opponent's monster, change its battle position at the end of the Damage Step.
●While in Attack Position: If this card attacks a Defense position monster, inflict piercing damage to your opponent.
●While in Defense Position: This card cannot be destroyed by battle or card effects.

Hope in the Interstice
23rd September 2015, 06:46 AM
I hope you guys like silly cards, because that's pretty much all I'm capable of doing:

Angarde, the Blazing Fencer
FIRE/Lv 9/Warrior/Fusion/Effect
2600/2900

3 Warrior-type monsters
You can only control 1 "Angarde, the Blazing Fencer". This card can attack all monsters your opponent controls, once each. This card can attack while in Face-up Defense position. If it does, apply its DEF for damage calculation. If this card attacks an opponent's monster, change its battle position at the end of the Damage Step. If this card in Attack position attacks a Defense position monster, inflict piercing damage to your opponent. This card in Defense position cannot be destroyed by battle or card effects.
Love the idea. I think two Warrior-type monsters is perfectly fair, though. Also, I think the effect needs a bit of cleaning up; maybe divide the effects sort of like what Morphtronics do?

LeTourGuide
23rd September 2015, 09:24 AM
A few fetchers. Enjoy! :)

Portal to the Underworld
Continuous Spell
(1) When this card is activated; you can add 1 Level 6 or lower Fiend-Type monster from your Deck to your hand.
(2) When this card leaves the field; destroy all face-up Fiend-Type monsters you control.

Angelic Convocation
Normal Spell
(1) Add 1 Level 4 or lower Fairy-Type monster from your Deck to your hand.
(2) You cannot Special Summon monsters during the turn you activate this card.

Forbidden Knowledge of Spells
Normal Spell
(1) Send 1 monster you control to the Graveyard; add 1 Spellcaster-Type monster from your Deck to your hand.

Release the Beasts!
Normal Trap
(1) When an opponent's monster declares an attack: Negate the attack, then add 1 Level 4 or lower Beast-Type monster from your Deck to your hand.

Hope in the Interstice
23rd September 2015, 09:39 AM
A few fetchers. Enjoy! :)

Portal to the Underworld
Continuous Spell
(1) When this card is activated; you can add 1 Level 6 or lower Fiend-Type monster from your Deck to your hand.
(2) When this card leaves the field; destroy all face-up Fiend-Type monsters you control.

Angelic Convocation
Normal Spell
(1) Add 1 Level 4 or lower Fairy-Type monster from your Deck to your hand.
(2) You cannot Special Summon monsters during the turn you activate this card.

Forbidden Knowledge of Spells
Normal Spell
(1) Send 1 monster you control to the Graveyard; add 1 Spellcaster-Type monster from your Deck to your hand.

Release the Beasts!
Normal Trap
(1) When an opponent's monster declares an attack: Negate the attack, then add 1 Level 4 or lower Beast-Type monster from your Deck to your hand.
I've had an idea for one, myself:


Blazing Cycle
Normal Spell
'Add 1 FIRE monster from your deck to your hand, then take damage equal to the Level of the added monster x 300. When this card is sent to the graveyard: You can shuffle 1 FIRE monster from your hand into the deck: draw 1 card and reveal it.'

LeTourGuide
23rd September 2015, 09:59 AM
I've had an idea for one, myself:


Blazing Cycle
Normal Spell
'Add 1 FIRE monster from your deck to your hand, then take damage equal to the Level of the added monster x 300. When this card is sent to the graveyard: You can shuffle 1 FIRE monster from your hand into the deck: draw 1 card and reveal it.'

I like it. But what's the flavor behind the 2nd effect?

Hope in the Interstice
23rd September 2015, 10:07 AM
I like it. But what's the flavor behind the 2nd effect?
I was thinking like a phoenix sorta deal.

LeTourGuide
23rd September 2015, 11:13 AM
I was thinking like a phoenix sorta deal.

Why not make it like Galaxy Cyclone's (2) eff?

(2) During your Main Phase, except for the turn that this card was sent to the Graveyard; banish this card from your Graveyard...effect.

Hope in the Interstice
23rd September 2015, 11:16 AM
Why not make it like Galaxy Cyclone's (2) eff?

(2) During your Main Phase, except for the turn that this card was sent to the Graveyard; banish this card from your Graveyard...effect.
Because no.

HelixReactor
23rd September 2015, 01:21 PM
Love the idea. I think two Warrior-type monsters is perfectly fair, though. Also, I think the effect needs a bit of cleaning up; maybe divide the effects sort of like what Morphtronics do?

Okay, I changed the number of materials, and fixed the way the effect is written. I hope it's better now.



In the meantime, here's another card. I've made this one a little while ago. I've made a couple of changes to it, but I believe it still might need some further toning down:

D/D/D Revengeful King Hannibal
DARK/Rank 7/Fiend/Xyz/Pendulum/Effect
Scale 3
2000/2000

Pendulum Effect: Once per turn, during either player's turn, when an effect that would destroy exactly 1 Face-up Spell/Trap is activated: you can negate the activation.

Monster Effect: 2 Level 7 monsters
If you can Pendulum Summon Level 7 monsters, you can Pendulum Summon this face-up card from your Extra Deck. This card gains 300 ATK and DEF for each Face-up Spell/Trap card you control. If you would take damage from a card effect (except during the Damage Step): you can detach 1 Xyz Material from this card: your opponent takes the damage instead. When this card leaves the field: you can destroy as many cards in your Pendulum Zones as possible (min. 1), OR pay 1000 Life Points; place this card in your Pendulum Zone.

TheycallmeBrick
23rd September 2015, 05:12 PM
B.E.S. Part I

DEE-01 Artillery Cannon
EARTH / Level 3 / Machine / Effect
ATK 200 / DEF 2200
If you control no monsters, you can Special Summon this card (from your hand). If you do, you can Special Summon 1 "DEE-01 Artillery Cannon" from your hand or Deck.

DAGUMU Ground Hangar
WATER / Level 1 / Machine / Effect
ATK 200 / DEF 200
When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower Machine-Type monster from your hand. Once per turn, except the turn this card is Summoned: You can add 1 Level 4 or lower Machine-Type monster or 1 "B.E.S." monster from your Deck to your hand.

B.E.S. Laser Tetran
FIRE / Level 6 / Machine / Effect
ATK 2000 / DEF 2500
When this card is Special Summoned, place 4 Counters on it. Cannot be destroyed by battle. If damage calculation is performed involving this card, after the Damage Step: Remove 2 Counters from this card. If you cannot, destroy this card. Each time a Counter(s) is removed from this card, it gains 500 ATK for each Counter removed.

B.E.S. Big Core MK-S
LIGHT / Level 6 / Machine / Effect
ATK 2500 / DEF 2000
Cannot be Normal Summoned/Set. When this card is Special Summoned, place 6 Counters on it. Cannot be destroyed by battle. If damage calculation is performed involving this card, after the Damage Step: Remove 1 Counter from this card. If you cannot, destroy this card. If another "B.E.S." monster you control would remove exactly 1 Counter by its own effect, you can remove 1 Counter from this card instead.

B.E.S. Big Core MK-2K
WATER / Level 6 / Machine / Effect
ATK 2400 / DEF 1100
If you control no monsters, you can Normal Summon this card without Tributing. When this card is Special Summoned, place 3 Counters on it. Cannot be destroyed by battle. If damage calculation is performed involving this card, after the Damage Step: Remove 1 Counter from this card. If you cannot, destroy this card. Once per turn: You can pay 600 LP to target 1 Spell/Trap Card your opponent controls; destroy it. If it is Set, your opponent cannot activate the targeted card in response to this effect's activation.

B.E.S. Big Core MK-3
WATER / Level 7 / Machine / Effect
ATK 2700 / DEF 1600
You can Special Summon this card (from your hand) by Tributing 1 "B.E.S" monster you control. When this card is Special Summoned, place 3 Counters on it. Cannot be destroyed by battle. If damage calculation is performed involving this card, after the Damage Step: Remove 1 Counter from this card. If you cannot, destroy this card. Once per turn: You can Tribute 1 other Machine-Type monster you control; this card gains ATK equal to half that Tributed monster's ATK on the field, until the End Phase.

Bacterian Reinforcements
Normal Spell Card
Tribute 1 Level 4 or lower Machine-Type monster; Special Summon 1 Level 6 or lower "B.E.S." monster from your hand or Deck. You can only activate 1 "Bacterian Reinforcements" per turn.

Bacterian Replenishment
Normal Spell Card
Target 1 "B.E.S." monster you control; place 1 Counter on that card. If a "B.E.S." monster you control would remove exactly 1 Counter by its own effect, you can banish this card from your Graveyard instead. You can only use 1 effect of "Bacterian Replenishment" per turn, and only once that turn.

TheycallmeBrick
23rd September 2015, 06:46 PM
B.E.S. Part II

GARUN Strike Craft
WIND / Level 4 / Machine / Effect
ATK 1800 / DEF 1400
If this card is in your hand when a Machine-Type monster you control is destroyed (by battle or by card effect) and sent to the Graveyard: You can Special Summon this card. You can only Summon "GARUN Strike Craft" once per turn this way. This card can attack your opponent directly, but if it does, it loses 600 ATK during damage calculation only.

RUGAL Attack Craft
FIRE / Level 4 / Machine / Effect
ATK 2200 / DEF 600
If you control a "B.E.S." monster, a "GARUN Strike Craft", or a "BEAN Defense Craft", you can Special Summon this card (from your hand). If this card is Normal Summoned, its original ATK becomes 1700.

BEAN Defense Craft
DARK / Level 4 / Machine / Effect
ATK 800 / DEF 1800
When this card is Special Summoned: Gain 800 LP. If the only monsters you control are Machine-Type monsters, this card gains 800 DEF.

B.E.S. Covered Core MK-2
WIND / Rank 7 / Machine / Xyz / Effect
ATK 2800 / DEF 1800
2 Level 7 "B.E.S." monsters
You can also use exactly 1 Level 6 "B.E.S." monster you control as 1 of the Xyz Materials for this card's Xyz Summon. When this card is Special Summoned, place 4 Counters on this card. If damage calculation is performed involving this card, after the Damage Step: Remove 1 Counter from this card. If you cannot, destroy this card. Once per turn: You can detach 1 Xyz Material from this card and discard 1 Machine-Type monster; Special Summon 1 "B.E.S." monster from your Deck or Graveyard.

B.E.S. Big Core MK-4
DARK / Rank 8 / Machine / Xyz / Effect
ATK 3000 / DEF 2000
2 Level 8 Machine-Type monsters
You can also Xyz Summon this card by using a Rank 7 Machine-Type Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) When this card is Special Summoned, place 4 Counters on this card. If damage calculation is performed involving this card, after the Damage Step: Remove 1 Counter from this card. If you cannot, destroy this card. During either player's turn: You can detach every Xyz Material from this card; this card's number of Counters becomes 4, also increase this card's original ATK and DEF by 1000. You can only use this effect once per Duel.

Bacterian Empire Shipyard
Field Spell Card
Each time you Special Summon a "B.E.S." monster, place 1 Counter on this card (max. 3). Once per turn: You can target 1 "B.E.S." monster you control and remove every Counter from this card; place Counters on that monster equal to the number of removed Counters. Once per turn, when a "B.E.S." monster you control is destroyed and sent to the Graveyard: You can add 1 "B.E.S." monster from your Deck to your hand with the same Level as that monster but with a different name.

Energy Shield Optimization
Equip Spell Card
Equip only to a "B.E.S." monster. If the equipped monster would be destroyed by a card effect: You can remove 1 Counter from it instead. If the equipped monster is destroyed, you can pay 1000 LP to equip this card to another "B.E.S." monster you control, instead of sending this card to the Graveyard.

Bacterian Mutual Destruction
Normal Trap Card
When an opponent's monster attacks a "B.E.S." monster with no Counters you control, after the Damage Step: Destroy that attacking monster.

Hope in the Interstice
24th September 2015, 05:59 AM
Hey everybody!

So I had a stroke of inspiration with my FIRE Thunder-type monsters thanks to a very dear friend of mine. This may make End of Entropy obsolete and in dire need of a revision but, in the words of Dennis, "the show must go on". My friend recommended me to use, in regards to the name, maybe Neil Degrasse Tyson, Nikola Tesla, Bill Nye, or someone. I didn't particularly agree but the idea had some merit so I did some digging and came up with "Anaxagoras". I liked the name and figured out that "anax" meant "lord" (to some capacity) and tried to come up with a name. "Luxanax" came to mind but I didn't like it too much. A bit more and I came across some Greek words: "kafteros", meaning the adjective for "burning", an "aeras", meaning "wind". Apparently, Anaxagoras "thought that the Sun and stars were fiery stones" and that was a good start but I needed to modernise the idea, hence using "wind" instead of "stone". And now I have...

Kaftaeras! LV3 is the Protostar, LV5 is the Yellow Dwarf, LV7 is the Red Giant, and LV2 is the White Dwarf. It's like a star cycle I spent way too much time thinking about.


Charging Kaftaeras LV3
FIRE
Thunder-type/Effect
Level 3
1500 / 900
'Once per turn: You can activate this effect; this card gains 500 ATK until the End Phase. During the End Phase of a turn you activated this effect: You can tribute this face-up card; Special Summon 1 "Charging Kaftaeras LV5" from your hand, Deck or Graveyard, and if you do, all monsters your opponent controls lose 300 ATK and DEF.'

Charging Kaftaeras LV5
FIRE
Thunder-type/Effect
Level 5
2100 / 1400
'If this card was Special Summoned by the effect of "Charging Kaftaeras LV3", it gains the following effects:
● Cannot be destroyed by other card effects.
● Your opponent must pay 500 Life Points to Summon monsters or activate monster effects.
● Once per turn: You can activate this effect; this card gains 1000 ATK until the End Phase. During the End Phase of the turn you activated this effect: You can destroy this face-up card; Special Summon 1 "Charging Kaftaeras LV7" from your hand, Deck or Graveyard, and if you do, all monsters your opponent controls lose 500 ATK and DEF.'

Charging Kaftaeras LV7
FIRE
Thunder-type/Effect
Level 7
2400 / 1600
'If this card was Special Summoned by the effect of "Charging Kaftaeras LV5", it gains the following effects:
● Cannot be targeted or destroyed by other card effects.
● Your opponent must pay 700 Life Points to Summon monsters or activate monster effects.
● Once per turn: You can make this card's ATK become double its original ATK, and if you do, destroy this card during your End Phase.'

Expiring Kaftaeras LV2
FIRE
Thunder-type/Effect
Level 2
1000 / 200
'When a "Charging Kaftaeras" monster you control leaves the field: You can Special Summon this card from your hand or Graveyard, and if you do, target 1 "Charging Kaftaeras" monster in your Graveyard; all monsters your opponent controls lose ATK and DEF equal to the Level of the targeted monster x 100. During your End Phase after this card was Summoned: this card's Level becomes 1 and its effects are negated.'

Also, these are meant to be used by that guy who uses Sapphire Comet Ritual Dragon.

HelixReactor
24th September 2015, 07:19 AM
Hey everybody!

So I had a stroke of inspiration with my FIRE Thunder-type monsters thanks to a very dear friend of mine. This may make End of Entropy obsolete and in dire need of a revision but, in the words of Dennis, "the show must go on". My friend recommended me to use, in regards to the name, maybe Neil Degrasse Tyson, Nikola Tesla, Bill Nye, or someone. I didn't particularly agree but the idea had some merit so I did some digging and came up with "Anaxagoras". I liked the name and figured out that "anax" meant "lord" (to some capacity) and tried to come up with a name. "Luxanax" came to mind but I didn't like it too much. A bit more and I came across some Greek words: "kafteros", meaning the adjective for "burning", an "aeras", meaning "wind". Apparently, Anaxagoras "thought that the Sun and stars were fiery stones" and that was a good start but I needed to modernise the idea, hence using "wind" instead of "stone". And now I have...

Kaftaeras! LV3 is the Protostar, LV5 is the Yellow Dwarf, LV7 is the Red Giant, and LV2 is the White Dwarf. It's like a star cycle I spent way too much time thinking about.


A Space/Star theme, a well-crafted name, LV monsters, and Thunder-type! You got me, Hope; this is admirable.
So yeah, I like the concept of your cards; it makes me want to see the Blue Giant ->Neutron Star/Black Hole cycle from your part too, now :3



---



Another silly day, another silly card. It might need a few more revisions, but for now, I'll put it as-is:

Mystical Sword Arts Mercenary
DARK/Level 6/Warrior/Fusion/Effect
2400/900

1 Warrior-type monster + 1 Spellcaster-type monster
Monsters you control (except "Mystical Sword Arts Mercenary") with a Level equal or lower than this card cannot be targeted for attacks or by opponent's card effects. During either player's turn, you can return this Fusion Summoned card to the Extra Deck, and if you do, you can Special Summon from your Graveyard both of the Fusion Material Monsters used for its Fusion Summon. You can only activate this effect of "Mystical Sword Arts Mercenary" once per Duel. Once per turn, you can banish 1 Spell or Trap card from your Graveyard; activate one of the following effects depending on the banished card's type (These effects last until the end of the opponent's turn):
●Spell: Your opponent cannot activate cards or effects during the Battle Phase.
●Trap: Negate the effects of all monsters your opponent currently controls.

Hope in the Interstice
24th September 2015, 07:36 AM
A Space/Star theme, a well-crafted name, LV monsters, and Thunder-type! You got me, Hope; this is admirable.
So yeah, I like the concept of your cards; it makes me want to see the Blue Giant ->Neutron Star/Black Hole cycle from your part too, now :3
... Hm. I was indeed wondering how I could expand the Yuritual's monster lineup beyond his Kaftaeras LV monsters and, initially, I just thought of other FIRE Thunder-type monsters to supplement his strategy, or "Stellevel-Upper" cards that would support the LV strategy, or about two more FIRE Ritual monsters. That blue giant idea could work... but I don't know what to do for effects. Also, I don't want to overshadow Sapphire Comet.


Another silly day, another silly card. It might need a few more revisions, but for now, I'll put it as-is:

Mystical Sword Arts Mercenary
I think I see where this is going: with this guy, you can banish a Spell (or maybe a Trap) and attack with this guy, then de-fuse into the Fusion Materials, and then go for game. It has more utility, sure, but it's a good idea. I love it! It's a versatile and effective Fusion Monster that isn't archetype-locked. Definitely better than Dark Flare Knight.

LeTourGuide
24th September 2015, 07:36 AM
With all these great card ideas, I wonder if there's someone out there who'd want to make a fan-made YGO series with us being the characters? :/

Mystic TimeKeeper
24th September 2015, 12:01 PM
With all these great card ideas, I wonder if there's someone out there who'd want to make a fan-made YGO series with us being the characters? :/

Rather than that it seems more feasible to assemble a team out of us people that make those cards (included myself even if I'm not giving much content) and write that ourselves.

So, just to not waste another post with unrelated matters:

Origin Fusion
Normal Spell
(This card's name is always considered Polymerization) Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters whose names are listed on that Fusion Monster as Fusion Materials from your hand or your side of the field as Fusion Materials. If your opponent has more total cards in their hand and their side of the field than you do: you can also banish monsters whose names are listed on that Fusion Monster from your graveyard.

Hope in the Interstice
24th September 2015, 12:06 PM
Rather than that it seems more feasible to assemble a team out of us people that make those cards (included myself even if I'm not giving much content) and write that ourselves.

So, just to not waste another post with unrelated matters:

Origin Fusion
Normal Spell
(This card's name is always considered Polymerization) Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters whose name is listed on that Fusion Monster as Fusion Materials from your hand or your side of the field as Fusion Materials. If your opponent has more total cards in their hand and their side of the field than you do: you can also banish monsters whose name is listed on that Fusion Monster from your graveyard.
So basically a complete buff over Polymerization? Can't say I completely agree with the idea of completely replacing Poly.

Also, a general removal card:


Turn Undesirable
Normal Spell Card
'Target 1 face-up card your opponent controls; return it to the hand. Cards and effects cannot be activated in response to this card's activation.'

Mystic TimeKeeper
24th September 2015, 12:08 PM
So basically a complete buff over Polymerization? Can't say I completely agree with the idea of completely replacing Poly.

Also, a general removal card:


Turn Undesirable
Normal Spell Card
'Target 1 face-up card your opponent controls; return it to the hand. Cards and effects cannot be activated in response to this card's activation.'

Unless I did mistakes in writing, you can fuse only monsters that lists ALL the materals on the card, so like Dark Paladin but not Death-Toys for example.
The spell is nice, kinda like a Night Beam for monsters.

Hope in the Interstice
24th September 2015, 12:11 PM
Unless I did mistakes in writing, you can fuse only monsters that lists ALL the materals on the card, so like Dark Paladin but not Death-Toys for example.
Ah, I see now.


The spell is nice, kinda like a Night Beam for monsters.
It also works on Vanity's Emptiness and other flood gates. Fun fact: the name was inspired by "Turn Undead".

Mystic TimeKeeper
24th September 2015, 12:15 PM
It also works on Vanity's Emptiness and other flood gates. Fun fact: the name was inspired by "Turn Undead".
That's good but I'd rather kill those things than bounce (unless EmEm but that needs a Napalm treatment too) so I see the general utility of that in bouncing problematic monsters. Still a good thing that you can get rid of floodgates for a turn, it can save the day.

JemGryphonkin
24th September 2015, 02:55 PM
I created this before the newer Lightsworn cards came out, specifically Raiden and Felis, when Lightsworn didn't have a Tuner. This duelist was part of a story where he started off using Silent Magician/Swordsman, and took one of his cards with him when he deck changed, retraining Silent Magician LV4... And then descending the Lightsworn into the Darkness~

The Silent Lightsworn (Light)
Level 4, Spellcaster/Tuner/Effect
1000/1000
If this card is sent from your Deck to the Graveyard, you may Special Summon it.

Avatar of Silence (Dark)
Level 8, Fairy/Synchro/Dark Tuner
1500/1500
1 "Silent" Tuner + 1 or more non-Tuner monsters
During your opponent's Main Phase: you can Synchro Summon if you use this face-up card as a Synchro Material Monster. Once per turn: if this card would be destroyed; it isn't.
"The balance is upset, and darkness engulfs all; Bringer of Shadow, come to the Light! Synchro Summon; The Dark Tuner, Avatar of Silence!"

The Silence (Light)
Level -4, Fairy/Dark Synchro/Effect
2800/2000
1 non-Tuner Monsters - 1 Synchro Dark Tuner
This card can only be Synchro Summoned if the Level of the non-Tuner Synchro Material Monster minus the Level of the Synchro Dark Tuner equals -4. When an opponent's monster declares an attack, you can remove from play this card to negate the attack. If you negate an attack this way, Special Summon this card during the End Phase. This card cannot be destroyed by your opponent's card effects.
"When the forces of good and evil collide, the end of the world draws near. Dark Accell Synchro! All that Remains - The Silence!"

Archlord of Silence, Oblivia (Light)
Level -12, Fairy/Dark Synchro/Effect
4500/4000
1 Dark Synchro Monster - 1 Synchro Dark Tuner
This card can only be Synchro Summoned if the Level of the non-Tuner Synchro Material Monster minus the Level of the Synchro Dark Tuner equals -12. This card cannot be destroyed by your opponent's card effects. During each Standby Phase, select one card on the field. Until your next Standby Phase, that card's effect is negated, and it cannot be activated. Either player must pay 1000 Life Points to Special Summon a Monster.
"After armageddon, the souls of light ascend and become the embodiment of Silence! Pushing light through darkness to create a transcendant force! Chaos Dark Synchro! The Brightest Light in the Deepest Dark; Archlord of Silence, Oblivia!"

Hope in the Interstice
25th September 2015, 01:13 AM
I created this before the newer Lightsworn cards came out, specifically Raiden and Felis, when Lightsworn didn't have a Tuner. This duelist was part of a story where he started off using Silent Magician/Swordsman, and took one of his cards with him when he deck changed, retraining Silent Magician LV4... And then descending the Lightsworn into the Darkness~
I like the context but the Dark Synchro idea has never really rubbed well with me. Your Synchros' effects are decent but they seem to require a hell of a lot of investment.


And now for something new I've thought of: a Ritual Monster of the greatest possible battle capacity!


Tyrant the Eternal Warrior
EARTH
Warrior-type/Ritual/Effect
Level 11
4000 / 3000
'Must be Ritual Summoned and cannot be Special Summoned by other ways. During the Battle Phase, this card is unaffected by your opponent's card effects. If this card attacks or is attacked: Your opponent cannot activate cards or effects until the end of the Damage Step. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. When this card destroys an opponent's monster by battle: You can target 1 card your opponent controls; destroy it. '

The Warrior's Path
Ritual Spell
'This card is used to Ritual Summon "Tyrant the Eternal Warrior". You must also tribute monsters from your hand or field whose total Levels equal 11 or higher. If a monster whose original name is "Tyrant the Eternal Warrior" you control is removed from the field: You can banish this card from your Graveyard; Special Summon 1 "Tyrant the Eternal Warrior" from your hand, Deck, or Graveyard, ignoring the summoning conditions.'

I may have gone overboard.

HelixReactor
25th September 2015, 03:19 AM
And now for something new I've thought of: a Ritual Monster of the greatest possible battle capacity!


Tyrant the Eternal Warrior
EARTH
Warrior-type/Ritual/Effect
Level 11
4000 / 3000
'Must be Ritual Summoned and cannot be Special Summoned by other ways. During the Battle Phase, this card is unaffected by your opponent's card effects. If this card attacks or is attacked: Your opponent cannot activate cards or effects until the end of the Damage Step. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. When this card destroys an opponent's monster by battle: You can target 1 card your opponent controls; destroy it. '

The Warrior's Path
Ritual Spell
'This card is used to Ritual Summon "Tyrant the Eternal Warrior". You must also tribute monsters from your hand or field whose total Levels equal 11 or higher. If a monster whose original name is "Tyrant the Eternal Warrior" you control is removed from the field: You can banish this card from your Graveyard; Special Summon 1 "Tyrant the Eternal Warrior" from your hand, Deck, or Graveyard, ignoring the summoning conditions.'

I may have gone overboard.

I'm not sure which card is scarier: the monster itself, or its Ritual Spell?


And now, for my next trick: Man, I should really start thinking of better names to give to my cards.. >.>
Also, wording the final part of its effect has been a bit tricky - hopefully, it does make sense:

Revengeful Wandering Soul
DARK/Lv 8/Fairy/Effect
2800/0

You can only control 1 "Revengeful Wandering Soul". When a Level 7 or higher monster you control is destroyed and sent to the Graveyard: you can Special Summon this card (from your hand or Graveyard), but banish it when it leaves the field. While you control a monster owned by your opponent, this card cannot attack, cannot be targeted for an attack, and is unaffected by other card effects. Once, during either player's turn, you can target 1 monster your opponent controls; take control of that target. Monsters you control that are owned by your opponent gain the following effects:
●This card's name becomes "Revengeful Wandering Puppet". You can return control of this card to its original owner, and if you do, you can target 1 other monster your opponent controls; take control of that target. This effect of "Revengeful Wandering Puppet" can only be activated once per turn.

LeTourGuide
25th September 2015, 07:59 AM
Alright, I'm not sure if creating a whole new card type fits in the "Create-a-Card" thread, but here it is anyway.

Lord of the Underworld
ZERO EFFECT MONSTER
DARK Fiend-Type 2500/2000
(1) Cannot be used as Tribute or as a material for a Special Summon.
(2) You can Tribute Summon this card from your Extra Deck by using any number of monsters as tribute.
(3) This card gains effects based on the number of monsters used for its Tribute Summon.
●1 or more: Fiend-Type monsters you control gain 500 ATK.
●2 or more: Fiend-Type monsters you control cannot be destroyed by battle.
●3 or more: Fiend-Type monsters you control cannot be targeted or destroyed by card effects.

As you can see, the new card type's name is ZERO, mainly because it lacks a Rank or a Level.
Zero Monster Rules:
1. A player can only have 1 kind of Zero Monster in his Main Deck, Extra Deck or Side Deck.
2. A player can only have 1 copy of a Zero Monster in his Main Deck, Extra Deck or Side Deck.
3. A Zero Monster starts the game face-up on the Extra Deck.
4. A Zero Monster is EXCLUDED in the Extra Deck's 15-card count.
5. Whenever a Zero Monster would be sent to the deck, hand, graveyard or banish zone, return it face-up on the Extra Deck instead.

P.S. Yes, it's basically a Commander.

Hope in the Interstice
25th September 2015, 11:03 AM
Alright, I'm not sure if creating a whole new card type fits in the "Create-a-Card" thread, but here it is anyway.

ZERO EFFECT MONSTER
I've thought for a very long time, how exactly can this game include "boss" monsters in a way that mirrors the show? The closest we've come is the Apoqliphorts but I like this idea. Sort of. Your guy is virtually indestructible and three tributes isn't even that hard these days.


For the same guy that uses both Sapphire Comet Ritual Dragon and the Kaftaeras LV monsters, I give to you FIRE Ritual monsters!


Magnificent Phoenix
FIRE
Winged-Beast-type/Ritual/Effect
Level 2
1800 / 200
'Must first be Ritual Summoned. When this card is Special Summoned: All monsters you currently control gain 500 ATK until the End Phase. During the next Standby Phase after this card was sent from the field to the Graveyard: You can Special Summon it. If your opponent's monster declares an attack: You can reveal this card in your hand; the attacking monster loses ATK equal to its Level/Rank x 200. You can only activate each effect of "Magnificent Phoenix" once per turn.'

Call for Splendor
Ritual Spell
'This card is used to Ritual Summon "Magnificent Phoenix". You must also tribute monsters you control or in your hand whose total Levels equal 2 or more. During the Battle Phase, if this card is in your Graveyard: You can banish this card; all monsters you currently control gain ATK equal to their Level/Rank x 100 and all monsters your opponent controls lose ATK equal to their Level/Rank x 100. These changes last until the end of the Battle Phase. You can only activate this effect of "Call for Splendor" once per turn.'

Vengeful Ice Golem
FIRE
Aqua-type/Ritual/Effect
Level 5
2200 / 2400
'When this card declares an attack: Inflict 600 damage to your opponent. Twice per turn, this card cannot be destroyed battle or by card effects. When your opponent activates a card effect: You can reveal this card in your hand; inflict 400 damage to your opponent. You can only activate this effect of "Vengeful Ice Golem" up to twice per turn.'

Fires of Vengeance
Ritual Spell
'This card is used to Ritual Summon "Turned Ice Golem". You must also tribute monsters you control or in your hand whose total Levels equal 5 or more. At the start of your Main Phase, if you control no monsters: You can target 1 monster in either player's Graveyard that was sent to the Graveyard by your opponent's card; banish this card and 2 FIRE or Pyro-type monsters from your Graveyard, and if you do, Special Summon the targeted monster and equip it with this card. If this card leaves the field while equipped to a monster, banish it. You can only activate this effect of "Fires of Vengeance" once per duel.'

LeTourGuide
25th September 2015, 11:24 AM
I've thought for a very long time, how exactly can this game include "boss" monsters in a way that mirrors the show? The closest we've come is the Apoqliphorts but I like this idea. Sort of. Your guy is virtually indestructible and three tributes isn't even that hard these days.

I agree with it being virtually indestructible and having access to 3 tributes with ease. That's why I meant for it to consume the 1 Normal Summon we get per turn, and the effect shouldn't be that OP. It still has a lot of room for improvement, and it's just an idea so...

LeTourGuide
25th September 2015, 12:58 PM
So I've decided to rename the Type of Monster from "Zero Monster" to "Zone Monster" but it would retain its original state of not having any Rank or Level.

Here are more Zone Monsters! Enjoy. :)

Barbaros, Great King of the Beasts
Zone Effect Monster
EARTH Beast Warrior 2000/1200
(1) Cannot be used as Tribute or as a material for a Special Summon.
(2) You can Tribute Summon this card from your Extra Deck by using any number of monsters as tribute.
(3) This card gains effects based on the number of monsters used for its Tribute Summon.
●1 or more: This card gains 1000 ATK.
●2 or more: This card gains 800 ATK.
●3 or more: When this card is Tribute Summoned; destroy all other cards on the field.

Trishula, Reincarnated
Zone Effect Monster
WATER Dragon 2900/2000
When this card is Tribute Summoned, target 1 card on the field; banish that target
(1) Cannot be used as Tribute or as a material for a Special Summon.
(2) You can Tribute Summon this card from your Extra Deck by using any number of monsters as tribute.
(3) This card gains effects based on the number of monsters used for its Tribute Summon.
●1 or more: When this card is Tribute Summoned, target 1 card in your opponent's Graveyard; banish that target.
●2 or more: When this card is Tribute Summoned, target 1 card your opponent controls; banish that target
●3 or more: When this card is Tribute Summoned; you can banish 1 random card in your opponent's hand.

Zone Monster Rules:
1. A player can only have 1 kind of Zone Monster in his Main Deck, Extra Deck or Side Deck.
2. A player can only have 1 copy of a Zone Monster in his Main Deck, Extra Deck or Side Deck.
3. A Zone Monster starts the game face-up on the Extra Deck.
4. A Zone Monster is EXCLUDED in the Extra Deck's 15-card count.
5. Whenever a Zone Monster would be sent to the deck, hand, graveyard or banish zone, return it face-up on the Extra Deck instead.

Dan
26th September 2015, 12:13 AM
http://i.imgur.com/tmi4jOQ.jpg

This is one I made a few years ago

Hope in the Interstice
26th September 2015, 12:32 AM
<Wavve, Mermaid of Dark World>

This is one I made a few years ago
So you discard as a cost to discard as an effect... I suppose, as far as things go, it's the only monster-based discard outlet Dark Worlds would have. What inspired you to make this?

Deadborder
26th September 2015, 12:43 AM
dan pls

Dan
26th September 2015, 03:08 AM
triggers atlantean effects too. A water that discards as cost.

Hope in the Interstice
26th September 2015, 03:13 AM
triggers atlantean effects too. A water that discards as cost.
OH

Now how on Earth did I miss that?

HelixReactor
26th September 2015, 03:54 AM
I'm too tired to properly think today, so here's a joke card. And a lame one at that - although I guess nothing will beat Smile World in that category today:

Make a Dark Contract with me /人◕ ‿‿ ◕人\
Trap Card

Apply these effects in sequence:
● Add 1 card of your choice from your Deck to the hand.
● Target 1 "D/D/D" monster in your Deck or Extra Deck; Special Summon that target.
● Target 1 "Dark Contract" Continuous Spell/Trap card from in your Deck or Graveyard; place that target face-up on your Spell/Trap Zone. If that target leaves the field, your opponent wins the Duel.

Starlight Magician
26th September 2015, 04:42 PM
Ancient Fusion
Normal Spell
Fusion Summon 1 Fusion Monster from your Extra Deck using monsters who's names are listed as fusion materials for the monster from your hand or deck. A Fusion Monster Fusion summoned this way gains the effects of the fusion materials used. You can only activate 1 "Ancient Fusion" per turn.


Spent a good long while discussing this card with my brother. This was the end result :)

TheycallmeBrick
27th September 2015, 02:43 AM
[Null Post]

Hope in the Interstice
27th September 2015, 04:56 AM
Paladin of Pendulum Dragon
DARK / Level 4 / Dragon / Ritual / Effect
ATK 1800 / DEF 1600
You can Ritual Summon this card with "Dragon Paladin Ritual". You can Tribute this card; Special Summon 1 "Odd-Eyes" Pendulum Monster from your hand or Deck. When this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

Dragon Paladin Ritual
Ritual Spell Card
This card can be used to Ritual Summon any "Paladin" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal 4 or more. Once per turn: You can banish this card and 1 "Paladin" Ritual Monster from your Graveyard; Special Summon 1 monster that can be Summoned by that banished monster's effect from your hand or Graveyard.
Both rather underpowered. They should also be able to summon a monster that's also face-up in the Extra Deck since that's where your Odd-Eyes tends to go. However, the Paladin's wide range is fine, thanks to its second effect.

I had a thought about Alit's final duel in ZeXal and how he managed to summon a certain monster. So I thought about this!


The Will to Change
Quick-Play Spell Card
'Target up to 2 face-up monsters on the field, then declare 1 attribute and 1 type; the targeted monsters become the declared attribute and type until the end of this turn.'

HelixReactor
27th September 2015, 05:44 AM
I had a thought about Alit's final duel in ZeXal and how he managed to summon a certain monster. So I thought about this!


The Will to Change
Quick-Play Spell Card
'Target up to 2 face-up monsters on the field, then declare 1 attribute and 1 type; the targeted monsters become the declared attribute and type until the end of this turn.'

Meanwhile, wherever the show is made:
"Sir, we really need to explain some of our plotholes."
"Nah, it's fine; the fans will take care of that."




Meanwhile, wherever I live:


Nobutsuna, the Sword Arts Pioneer
EARTH/Lv 9/Warrior/Synchro/Effect
3000/2700

1 Tuner + 2 or more non-Tuner monsters
When you take damage (either by battle or a card effect), toss a coin and call it. If you call it right: infict Damage to your opponent equal to twice the amount of Damage you took. If this card is targeted for an attack, toss a coin and call it. If you call it right: double this card's original ATK until the end of the Damage Step. If this card attacks: at the end of the Damage Step, toss a coin and call it. If you call it right, this card can make 1 additional attack.


Ise-no-kami
Equip Spell Card

Equip only to a Warrior-type Synchro monster. You can only activate one effect of "Ise-no-kami" per turn, and only once that turn.
When the equipped monster declares an attack, increase the ATK of all monsters you control by 300. If the equipped monster is targeted by a card effect: you can destroy this card; negate the activation, and if you do, destroy it. If this card is sent to the graveyard: you can target 2 Warrior-type monsters in your Graveyard; return them to the hand.

TenseiPatu
27th September 2015, 05:59 AM
Here's some Exodia support, I wanted to make the deck interact with the opponent more, so let's see if this would be enough to make it relevant.

Temple of Stone Tablets
Spell/Field

If a "Forbidden One" monster is destroyed, you can return it to your hand. You can only use 1 of the following effects per turn and only once that turn.
● Add 1 "Forbidden One" Spell/Trap card or 1 "Exodia" card from your deck to your hand
● Target 1 "Forbidden One" monster on the field; you take no battle damage from battles involving that monster, also destroy any monster it battles with at the end of the Damage Step. Negate the effects of monsters destroyed by this effect.

The Key of the Forbidden One
Spell/Normal

Target 1 monster in either player's graveyard; Special Summon it to your side of the field. You must control a Forbidden One monster to activate and to resolve this effect.

Exodia Flame
Spell/Quick-Play
Banish all monsters your opponent controls. You must control at least 3 "Forbidden One" monsters to activate and to resolve this effect.

Miraculous Tablet of the Forbidden One
Once per turn, you can discard 1 card; Special Summon 1 "Forbidden One" monster from your graveyard. Cards in any graveyards cannot be banished.

TheycallmeBrick
27th September 2015, 05:59 AM
D/D/D Metaphys King Pendragon
DARK / Level 7 / Scale 1 / Wyrm / Pendulum
ATK 2600 / DEF 2400
Pendulum Effect: When this card is activated: You can add 1 "D/D" monster from your Deck to your hand. Once per turn, if you have a Normal Pendulum Monster in your other Pendulum Zone: You can target 1 Pendulum Monster that is in your Graveyard or face-up in your Extra Deck; add it to your hand.
Flavor Text: A phantom that haunts the night, waiting for the day until it can reclaim its physical form and take revenge on its sworn enemy.

Odd-Eyes Metaphys Dragon
LIGHT / Level 7 / Scale 8 / Wyrm / Pendulum
ATK 2800 / DEF 2000
Pendulum Effect: When this card is activated: You can add 1 "Odd-Eyes" monster from your Deck to your hand. Once per turn, if you have a Normal Pendulum Monster in your other Pendulum Zone: You can target 1 Pendulum Monster that is in your Graveyard or face-up in your Extra Deck; add it to your hand.
Flavor Text: A phantom that gave up its physical form to destroy the Dragon King of the Dark Legion.

----

Geogazer Magician
EARTH / Level 4 / Scale 1 / Spellcaster / Pendulum / Effect
ATK 1500 / DEF 1200
Pendulum Effect: When this card is activated: You can add 1 Ritual Monster or 1 Ritual Spell Card from your Deck to your hand. If you do not have another "Magician" card in your other Pendulum Zone, this card's Pendulum Scale becomes 5.
Monster Effect: If you Ritual Summon a Dragon-Type Ritual Monster, this face-up card you control can be used as the entire Tribute. Ritual Monsters Summoned this way cannot be destroyed by card effects during the turn they are Ritual Summoned.

Airgazer Magician
WIND / Level 2 / Scale 6 / Spellcaster / Pendulum / Effect
ATK 500 / DEF 1200
Pendulum Effect: Once per turn: You can banish 1 Ritual Spell Card from your Graveyard; this card's effect becomes the Ritual Summon effect of that Ritual Spell Card.
Monster Effect: Once per turn: You can target 1 Ritual Monster you control; that target gains 800 ATK, until the End Phase.

Hope in the Interstice
27th September 2015, 06:20 AM
Meanwhile, wherever the show is made:
"Sir, we really need to explain some of our plotholes."
"Nah, it's fine; the fans will take care of that."
http://media.tumblr.com/tumblr_m1tn85dsYS1qfsey0.gif

HelixReactor
27th September 2015, 06:27 AM
http://media.tumblr.com/tumblr_m1tn85dsYS1qfsey0.gif

Must... resist...

Must... not... shout...

FAAAAANSERVIIIIIIIIIIIIIIIIIIIIIIIIICE!

TenseiPatu
27th September 2015, 06:33 AM
Since Yuugi has gotten almost all of his iconic monsters upgraded, let's see what we can give for Kaiba. I might need to balance them later

Saggi the Infected Dark Clown
DARK / Spellcaster / Effect / Level 3 / 600 ATK/ 1500 DEF
You can banish this card and 1 "Virus" Trap card from your graveyard; activate the effect of that Trap card (this is a Quick Effect). If this card is tributed to activate a Trap card: Draw 1 card.

Peten the Infected Dark Clown.
DARK / Spellcaster / Effect / Level 3 / 500 ATK/ 1200 DEF
When this card is Normal Summoned: Add 1 "Virus" Trap card or "The Fang of Critias" from your deck to your hand. If this card is destroyed by battle or by an opponent's card effect: You can Special Summon 1 "Dark Clown" monster from your deck and if you do, banish this card.

Director of the Dark Clowns
DARK / Spellcaster / Effect / Level 9 / 2500 ATK/ 3600 DEF
This card cannot be Normal Summoned/Set. Must first be Special Summoned by having 4 or more banished "Dark Clown" monsters. Once per turn, you can tribute 1 monster, activate an appropriate "Virus" Trap card from your deck and banish it. This card cannot be targeted by card effects.

Fatal Future Virus
Trap/Normal
If a Dark Clown monster is destroyed by your opponent's card: your opponent sends the top 2 cards of their deck to the graveyard. This effect is applied until your opponent's 3rd End Phase after activation.

HelixReactor
27th September 2015, 07:25 AM
To keep up with Tensei's Kaiba support, tricky wording once more:

Nightmare Hole Dragon
EARTH/Lv 5/Dragon/Fusion/Effect
?/1500

Must be Special Summoned with "The Fang of Critias", using a "Hole" Trap card, and cannot be Special Summoned by other ways.
When this card is Summoned: target one other monster on the field with the lowest ATK (your choice, if tied); banish it, and if you do, this card's ATK becomes the banished monster's ATK. When your opponent Special Summons a monster(s) with an ATK lower than this card's ATK: Destroy it. Monsters except this card cannot attack or activate their effects during the turn they are Special Summoned.

Mystic TimeKeeper
27th September 2015, 07:42 AM
Since Yuugi has gotten almost all of his iconic monsters upgraded, let's see what we can give for Kaiba. I might need to balance them later

Saggi the Infected Dark Clown
DARK / Spellcaster / Effect / Level 3 / 600 ATK/ 1500 DEF
You can banish this card and 1 "Virus" Trap card from your graveyard; activate the effect of that Trap card (this is a Quick Effect). If this card is tributed to activate a Trap card: Draw 1 card.

Peten the Infected Dark Clown.
DARK / Spellcaster / Effect / Level 3 / 500 ATK/ 1200 DEF
When this card is Normal Summoned: Add 1 "Virus" Trap card or "The Fang of Critias" from your deck to your hand. If this card is destroyed by battle or by an opponent's card effect: You can Special Summon 1 "Dark Clown" monster from your deck and if you do, banish this card.

Director of the Dark Clowns
DARK / Spellcaster / Effect / Level 9 / 2500 ATK/ 3600 DEF
This card cannot be Normal Summoned/Set. Must first be Special Summoned by having 4 or more banished "Dark Clown" monsters. Once per turn, you can tribute 1 monster, activate an appropriate "Virus" Trap card from your deck and banish it. This card cannot be targeted by card effects.

Fatal Future Virus
Trap/Normal
If a Dark Clown monster is destroyed by your opponent's card: your opponent sends the top 2 cards of their deck to the graveyard. This effect is applied until your opponent's 3rd End Phase after activation.

Happy to see you, Tensei, and Legacy support for Kaiba is cool, Virus support it's so "Yu-Gi-Oh! R", But with all the iconic monsters Kaiba has why in the heaven's name are you giving us more clowns?!?

Also, the cards are cool but I don't exactly like having Virus cards so accessible.

Site is actung up for me today.

HelixReactor
27th September 2015, 02:35 PM
Another card for the day. This one's a bit... unconventional, I'd say:

Bloodthirsty Exorcist
DARK/Rank 7/Spellcaster/Xyz/Effect
2800/1200

2 or more Level 7 monsters
When this card is destroyed by battle and sent to the Graveyard: you can Special Summon 1 "Revengeful Wandering Soul (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=1877#post1877)" from your Deck. Once per turn, during either player's turn, you can detach 1 Xyz Material from this card; activate one of the following effects:
● Change both players' Life Points to what they were at the beginning of the previous turn.
● Target 1 card that was on the field during the previous turn; if it is a monster, Special Summon it in Attack position on its owner's side of the field. If it is a Spell/Trap card, set it on its owner's side of the field (if it is a Trap card, it can be activated this turn).
● Target 1 card on the field; it is no longer affected by any card effets activated prior to this effect's activation.

TenseiPatu
28th September 2015, 05:43 AM
For me, Saggi has always been one of the things I first associate with Kaiba. And yes, I realize Director might be a bit too good with the power to use any Virus

supergamer1313
28th September 2015, 07:03 AM
Some cards for supporting the main Archetypes of the 2014 mega-tins
http://i.imgur.com/bKDHH5V.jpg
Fire Formation - Hirigana
Field Spell
Once per turn, during either players turn, when a Spell/Trap Card is activated: You can send 1 face-up Spell/Trap "Fire Formation" Card except "Fire Formation - Hiragana" from your side of the field to the graveyard; negate the activation, and if you do, destroy it. All Beast-Warrior-Type monsters you control gain 100 ATK.

One of the biggest problems with Fire Fist decks is spell/trap protection.
http://i.imgur.com/2vEXK72.jpg
(Sorry it looks like a normal monster, didn't see an option to make it a pendulum monster)
Bujin Daiko
Normal Pendulum Monster
Pendulum Scale:7
Pendulum Effect: "Bujin" Pendulum Monsters in your Pendulum Zone's effects are always spell speed 2 and can be used during either players turn. Once per turn, you can discard 1 "Bujin" card and then target 1 monster on the field; this turn, it cannot be destroyed by battle or by card effects. During the next standby phase: Send that monster to the graveyard.
Monster flavor text: The brother of Bujin Hiruko, Bujin Daiko is just as evil as his counterpart. After his brother was defeated by Bujin Yamato, he brainwashed Bujin Yamato and planned to use him to complete Bujin Hiruko's plan. Bujin Yamato defeated nearly all his allies, but was finally stopped by Amaterasu, who had joined Bujin Yamato's allies.

A counterpart to the horrible Bujin Pendulum
Suggestions?

SynjoDeonecros
28th September 2015, 05:36 PM
Cestus of Predation - Schrawl
Equip Spell
Effect: When the equipped monster inflicts Battle Damage to the opponent by battle with a monster, it gains ATK and DEF equal to the amount of Battle Damage inflicted until the end of the opponent's next turn.

Guardian Schrawl
***
Dark/Beast-Warrior/Effect
1300/1300
Effect: This card can only be Normal Summoned, Flip Summoned, or Special Summoned if you control a "Cestus of Predation - Schrawl" on your field. When this card attacks, pay 1000 life points and remove 1 Equip Spell card in your hand or in your graveyard from play. This card gains the effect of the removed Equip Spell until the end of the Battle Phase.

Shield of the Steadfast - Kaine
Equip Spell
Effect: The equipped monster cannot be destroyed in battle or by card effects that target it. If the equipped monster would be destroyed by a card effect that does not target, by paying 1000 life points and removing this card from play, it is not destroyed.

Guardian Kaine
*******
Earth/Reptile/Effect
1200/3500
Effect: This card can only be Normal Summoned, Flip Summoned, or Special Summoned if you control a "Shield of the Steadfast - Kaine" on your field. This card cannot be destroyed by battle or card effects. Once per turn, you may reduce the original DEF of this card by any multiple of 500 (the reduction is permanent as long as it remains face-up on the field). Until the end of the turn this effect is used, monsters you control with a DEF equal to or less than the amount of DEF reduced are not destroyed in battle or by card effects.

Guardian's Armory
Continuous Spell
Effect: While this card is on the field, if you Normal Summon, Flip Summon, or Special Summon a "Guardian" monster that can only be Normal Summoned, Flip Summoned, or Special Summoned if you control the Equip Spell listed on it on your field, by paying 1000 life points and discarding 1 Equip Spell from your hand, this card's name is treated as the Equip Spell written on the Summoned monster only during its Summoning.

Cybertech Wyvern MK-2
*****
Wind/Machine/Effect
2400/1600
Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by offering 1 "Cybertech Wyvern" on the field as a Tribute. This card's name is treated as "Cybertech Wyvern" for effect purposes only. If there is another "tech" monster, or a "Cyber Falcon" on the field, you may halve this card's ATK to attack the opponent directly.

Giga-Tech Wolf MK-2
****
Fire/Machine/Effect
1200/1400
Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by offering 1 "Giga-Tech Wolf" on the field as a Tribute. This card's name is treated as "Giga-Tech Wolf" for the purpose of card effects. When this card is successfully Special Summoned, select 1 "Cyber Falcon" in your hand or your deck and place it on the field as an Equip card on this card, and increase this card's ATK/DEF by the base ATK/DEF of the "Cyber Falcon". If this card would be destroyed while equipped with "Cyber Falcon", you may remove this card from play to Special Summon the "Cyber Falcon" equipped to it on the field as a Monster in face-up ATK position (if this effect is activated by an attack, damage calculation is still applied).

Cyber Falcon MK-2
****
Wind/Machine/Effect
1400/1200
Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by offering 1 "Cyber Falcon" on your side of the field as a Tribute, or by the effect of "Giga-Tech Wolf MK-2". This card's name is treated as "Cyber Falcon" for the purpose of card effects. If this card is equipped to "Giga-Tech Wolf MK-2", and the equipped "Giga-Tech Wolf MK-2" attacks with an ATK that is higher than the DEF of the defending monster, the difference is inflicted to the opponent as Battle Damage. If this card is placed on the field as a Monster by the effect of "Giga-Tech Wolf MK-2", search your deck for a "Giga-Tech Wolf" and add it to your hand. Shuffle your deck, afterwards.

Ultimate Mechanical Menace - Supreme Cybertech Wyvern MK-3
**********
Dark/Machine/Fusion/Effect
5000/3200
"Cybertech Wyvern"+"Giga-Tech Wolf"+"Cyber Falcon"
Effect: This card cannot be Special Summoned except by Fusion Summon with the above Monsters. This card cannot attack during the turn it was Special Summoned. If this card is destroyed or removed from the field, it is removed from play and cannot return to play for the rest of the current duel. Once per turn, you may remove one of the following monsters on your side of the field from play to activate the appropriate effect:

*"Cybertech Wyvern": Halve this card's ATK points. This card can attack your opponent directly, this turn.
*"Giga-Tech Wolf": Special Summon 1 "Cybertech" or "Giga-Tech" monster, or 1 "Cyber Falcon" from your graveyard. The summoned monster cannot attack that turn.
*"Cyber Falcon": Select 1 Machine-type monster on your side of the field and equip it to this card. If this card would be destroyed while equipped with a monster by this effect, remove the monster equipped to it from play, instead.

Mechanical Mayhem - Giga-Winged Warwolf
********
Dark/Machine/Fusion/Effect
2600/2600
"Giga-Tech Wolf" + "Cyber Falcon"
Effect: A Fusion Summon of this monster can only be performed with the above monsters. If there are other "tech" monsters or "Cyber Falcon" on your side of the field, you may pay half your life points to allow this card to attack your opponent directly. If this card is destroyed, Special Summon 1 "Giga-Tech Wolf" from your graveyard to your side of the field, and equip it with 1 "Cyber Falcon" from your graveyard. If the monsters brought out to the field by this card's effect are not "Giga-Tech Wolf MK-2" and "Cyber Falcon MK-2", they are treated as if they are, and gain the appropriate effects.

Amy Liad
29th September 2015, 11:44 PM
So, this is an idea that has been swirling through my head for a looong while. Years, actually. I've repeatedly edited them to make them able to stand against the game. Sooooo...here they are.

And if you think you've seen this on a different forum, you probably have.

Magiknight Stellta
Level 4/EARTH/Warrior/Tuner/Effect
1200 ATK/1100 DEF
When this card is Summoned: Place 1 Spell Counter on it. If this card is sent to the Graveyard: You can remove 2 Spell Counters from your field; Special Summon this card.

Magiknight Hayate
Level 2/DARK/Spellcaster/Effect
0 ATK/0 DEF
During your turn, if this card has 1 or more Spell Counters on it and you control no other monsters: You can tribute this card; Special Summon "Magiknight" monsters from your Deck (except "Magiknight Hayate") equal to the number of Spell Counters that were on this card. You can only use the effect of "Magiknight Hayate" once per turn. You cannot Special Summon monsters during the turn you activate this effect, except "Magiknight" monsters, also you cannot Synchro Summon more than 1 “Magiknight” monster this turn.

Magiknight Shini
Level 3/EARTH/Warrior/Tuner/Effect
1000 ATK/1000 DEF
When your opponent declares an attack: You can remove 1 Spell Counter from your field; negate that attack. When this card is destroyed by battle: Special Summon 1 "Magiknight" monster from your Deck (except "Magiknight Shini"), and if you do, place 1 Spell Counter on it.

Magiknight Kimo
Level 4/DARK/Spellcaster/Effect
2300 ATK/700 DEF
Cannot declare an attack unless you remove 1 Spell Counter from this card. When this card destroys a monster by battle: Place 1 Spell Counter on 1 "Magiknight" monster you control.

Magiknight Zeno
Level 2/EARTH/Warrior/Tuner/Effect
500 ATK/800 DEF
If this card is used for the Synchro Summon of a "Magiknight" monster: Place 3 Spell Counters on the Summoned monster.

Magiknight Patne
Level 4/DARK/Spellcaster/Effect
0 ATK/2200 DEF
Cannot be destroyed by battle if this card has a Spell Counter(s) on it. If a "Magiknight" monster is Synchro Summoned: If its Synchro Materials had any Spell Counters on them, place the same number of Spell Counters on the Summoned Synchro Monster.

Imagiknight Seti
Level 4/DARK/Spellcaster/Effect
1600 ATK/1000 DEF
You can pay 500 Life Points: Place 1 Spell Counter on 1 "Magiknight" Monster you control. You can only use this effect of "Imagiknight Seti" twice per turn.

Imagiknight Chetya
Level 1/EARTH/Warrior/Tuner/Effect
100 ATK/50 DEF
Increase this card's level by 1 for each Spell Counter on it. Cannot be destroyed if it has 3 or more Spell Counters on it. If this card is Summoned: You can target 1 non-Synchro “Magiknight” monster in your Graveyard; Special Summon that target. You can only use this effect of “Imagiknight Chetya” once per turn.

Imagiknight Noriko
Level 2/DARK/Spellcaster/Effect
300 ATK/1400 DEF
When a "Magiknight" monster (anywhere) is targeted by a card effect: You can remove 1 Spell Counter from your field; negate that effect. During either player’s turn: You can banish this card from your Hand; Place 1 Spell Counter on all “Magiknight” monsters you control. You can only use this effect of "Imagiknight Noriko" once per turn.

Imagiknight Chirino
Level 5/EARTH/Warrior/Tuner/Effect
1300 ATK/900 DEF
During either player's turn: You can remove 2 Spell Counters from your field; Special Summon this card (from your Hand). When you do: Place Spell Counters on "Magiknight" monsters you control equal to the number of Special Summoned monsters your opponent controls.

Magiknight Fyira
Level 7/DARK/Spellcaster/Synchro/Effect
1900 ATK/2700 DEF
[1 Warrior-type Tuner + 1 or more Spellcaster-type non-Tuners]
Cannot be destroyed by battle. Once per turn, during either player’s turn: You can remove 2 Spell Counters from this card; look at 1 random card in your opponent's hand, then shuffle it into the Deck.

Magiknight Serena
Level 6/DARK/Spellcaster/Synchro/Effect
2600 ATK/900 DEF
[1 Warrior-type Tuner + 1 or more Spellcaster-type non-Tuners]
Once per turn: You can remove 2 Spell Counters from your field; destroy 1 card on the field. If this card with at least 1 Spell Counter on it would be destroyed, you can move those Spell Counters to 1 "Magiknight" monster you control before destroying this card.

Imagiknight Youki
Level 5/EARTH/Warrior/Synchro/Tuner/Effect
2400 ATK/0 DEF
[1 Warrior-type Tuner + 1 or more Spellcaster-type non-Tuners]
When this card is destroyed and sent to the Graveyard: Banish it, then if possible, Special Summon this card's Synchro Material Monsters (if they are in your Graveyard) and place 1 Spell Counter on each of them.

Magiknight Omegatha
Level 10/DARK/Spellcaster/Synchro/Effect
3000 ATK/600 DEF
[1 Warrior-type Tuner + 1 or more Spellcaster-type non-Tuners]
When a card effect resolves, except the effect of “Magiknight Omegatha”, immediately place 1 Spell Counter on this card. Once per turn: You can remove 6 Spell Counters from this card (and no other cards); banish every other card on the field. Cards and card effects cannot be activated in response to this effect.

Forest of Magic
Field Spell
You can activate only 1 "Forest of Magic" per turn. When you activate this card: Place 1 Spell Counter on it. Once per turn: You can move up to 2 Spell Counters from cards you control to this card. If this card is in your Graveyard: You can remove 3 Spell Counters from your field; add this card to your Hand. During either player's turn: You can send this face-up card to the Graveyard; Special Summon 1 "Magiknight" monster from your Deck with a Level equal to or less than the number of Spell Counters that were on this card, then activate 1 of these effects.

Place 1 Spell Counter on it.
Draw 1 card.


Dark Book of Sorceric Secrets
Equip Spell
Equip only to a "Magiknight" monster. It gains 400 ATK for each Spell Counter on it. When this face-up card is destroyed: You can banish it, and if you do, add 1 “Dark Book of Sorceric Secrets” from your Deck or Graveyard to your Hand.

Maginfused Spellstone
Normal Spell
Cannot be activated. When you Summon a "Magiknight" monster(s): You can reveal this card in your Hand; place 1 Spell Counter on each of those monsters.

Maginterception
Counter Trap
When a card effect is activated: Remove 3 or 5 Spell Counters from cards you control; negate that effect, then if you removed 5 Spell Counters, you can use that negated effect (if possible).

Magical Oath of the Knight
Normal Trap
Add 1 Warrior-Type “Magiknight” monster from your Deck to your Hand. You can activate only 1 “Magical Oath” card per turn.

Magical Oath of the Sorcerer
Normal Trap Card
Add 1 Spellcaster-Type “Magiknight” monster from your Deck to your Hand. You can activate only 1 “Magical Oath” card per turn.

Archfiend
30th September 2015, 01:35 AM
Some Dark Magician support. Hope someone likes it.

Ebon Illusion Devotee
DARK
Spellcaster/Tuner/Effect
1
500/0
When this card is Normal Summoned: You can add 1 "Dark Magician" or "Ebon" card from your Deck to your hand, except "Ebon Illusion Devotee". You can banish this card from your Graveyard, then target 1 Level 7 or higher DARK Spellcaster-Type monster in your Graveyard; Special Summon that target. This card's name becomes "Dark Magician" while it is on the field or in the Graveyard.

Ebon Illusion Apprentice
DARK
Spellcaster/Effect
4
1400/0
Once per turn: You can target 1 Level 7 or higher DARK Spellcaster-Type monster in your Graveyard; add that target to your hand, and if you do, this card's Level becomes 7. This card gains 300 ATK for each Spellcaster-Type monster you control. This card's name becomes "Dark Magician" while it is on the field or in the Graveyard.

Ebon Art of Replenishment
Normal Spell Card
Send 1 "Dark Magician" or "Ebon" card from your hand to the Graveyard; draw 2 cards, and if you do, gain 1000 LP. You can banish this from your Graveyard, then target 1 Level 7 or higher DARK Spellcaster-Type monster you control; this turn, it is unaffected by other card effects (this is a Quick Effect).

Ebon Art of Destruction
Continuous Trap Card
Once per turn, during either player's Main Phase: You can tribute 1 DARK Spellcaster-Type monster, then target 1 card on the field; destroy that target, and if you do, gain 1000 LP. You can only use this effect of "Ebon Art of Destruction" once per turn. You can banish this card from your Graveyard, then target 1 Level 7 or higher DARK Spellcaster-Type monster you control; this turn, it cannot be destroyer by battle (this is a Quick Effect).

Wizard of the Ebon Illusion
DARK
Spellcaster/Synchro/Effect
8
2500/2100
1 DARK Spellcaster-Type Tuner + "Dark Magician"
While this card is face-up on the field, Spellcaster-Type monsters you control cannot be targeted by your opponent's card effects. When this card is Synchro Summoned: You can target 1 card on the field; banish that target, and if you do, gain 1000 LP. This card gains 300 ATK for each Spellcaster-Type monster on the field. You can only control 1 "Wizard of the Ebon Illusion".

Hope in the Interstice
30th September 2015, 01:47 PM
You've seen Sapphire Comet Ritual Dragon (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=740&viewfull=1#post740). You've seen Sure, the Just Punisher (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=1640&viewfull=1#post1640). You've seen Dragon of the Ancient Deception (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=1676&viewfull=1#post1676). You've seen Tyrant the Eternal Warrior (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=1857&viewfull=1#post1857). Now two more allies accompany them, as well as a faithful servant of their own.


Carry-on Carrion
EARTH
Zombie-type/Ritual/Effect
Level 4
1900 / 2300
'During either player's End Phase, if this card is in the Graveyard because it was sent there from the field: You can target 1 monster on the field; send it to the Graveyard, and if you do, Special Summon this card. Before resolving a card effect that targets this card, you can send this card to the Graveyard. You can only use this effect of "Carry-on Carrion" once per turn.'

Determination Incorruptible
Ritual Spell
'This card is used to Ritual Summon "Carry-on Carrion". You must also Tribute monsters from your hand or field whose total Levels equal 4 or more. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card and 1 "Carry-on Carrion" from your Graveyard, then target 1 monster in your Graveyard; Special Summon that target, and if you do, its original ATK becomes 0. You can only activate this effect of "Determination Incorruptible" once per turn.'

The Horror Deep Below
DARK
Sea Serpent-type/Ritual/Effect
Level 9
3100 / 2600
'Your opponent's monsters cannot declare attacks and are unaffected by your opponent's card effects. Banish any monster destroyed by battle with this card, and if you do, this card gains 200 ATK. During each player's End Phase, if this card is in your Graveyard: All monsters your opponent controls lose 300 ATK.'

Ritual of Torrential Madness
Ritual Spell
'This card is used to Ritual Summon "The Horror Deep Below". You must also Tribute monsters from your hand or field whose total Levels equal 9 or or more. If your opponent activates a Spell/Trap Card or effect while you control a Ritual Summoned "The Horror Deep Below": You can banish this card from your Graveyard; negate the activation, and if you do, banish that card.'

Serpent Golem of Binding
DARK
Rock-type/Union/Effect
Level 4
1000 / 2000
'Once per turn, you can either: Target 1 monster your opponent controls; equip this card you control or from your hand to that target, OR: Unequip this card and Special Summon it. While equipped by this effect, the equipped monster cannot attack, also its effects are negated. If you would Tribute a monster(s) for a Ritual Summon, you can Tribute the equipped monster as if you controlled it. If the equipped monster is an Xyz Monster, you can Tribute it for a Ritual Summon using its Rank as if it were a Level. (A monster can only be equipped with 1 Union monster at a time. If this card would be destroyed, destroy the equipped monster instead and Special Summon this card.)'

I'd like to see Tamaru or Eva or someone make a Japanese pun from Carry-on Carrion.

Joenen
30th September 2015, 03:54 PM
Alright, might as well throw out some Spellbooks I've been wanting.

Spellbook of Illusion
Quick-Play Spell
Target 1 Level 5, 6, or 7 Spellcaster-Type monster you control; Special Summon 1 non-Number, non-CXyz Spellcaster-Type Xyz monster whose Rank is equal to the Target's Level using that Target as Xyz Material (This Special Summon is treated as an Xyz Summon).

Spellbook of Dark Magic
Normal Spell
Special Summon 1 Level 7 or lower Spellcaster-Type monster from your hand. A non-DARK monster summoned this way has its effect(s) negated.
If this card is banished to activate the effect of a Spellcaster-Type monster; Draw 1 Card.

Spellbook of Infinity
Quick-Play Spell
Return up to 5 Banished Spellbook cards to your graveyard and apply the following effect(s) based on the number of Spellbooks returned in order
1 or more - Face-up Spell Cards you control are unnaffected by card effects this turn.
2 or more - Send up to 2 Spellbook Spell Cards from your deck to the graveyard.
3 or more - Send 1 Spellcaster-Type Monster from your deck to the Graveyard
4 or more - Place up to 2 Spellbook Cards from your deck to the top of your Deck
5 - you can Special Summon 1 Spellcaster-Type Monster from your hand.

The last one was tricky since I wasn't sure how to go about it without breaking it, hard to tell if I balanced it too much or not. Similarly Spellbook of Dark Magic may or may not be too good. I think Spellbook of Illusion turned out just right.

Hope in the Interstice
1st October 2015, 02:46 AM
Alright, might as well throw out some Spellbooks I've been wanting.

Spellbook of Illusion
Quick-Play Spell
Target 1 Level 5, 6, or 7 Spellcaster-Type monster you control; Special Summon 1 non-Number, non-CXyz Spellcaster-Type Xyz monster whose Rank is equal to the Target's Level using that Target as Xyz Material (This Special Summon is treated as an Xyz Summon).
Finally. I've always wanted to see Spellbooks that actually went into their Xyz monsters. Of course, we all know they'd only go into Ebon Illusion Magician.


Spellbook of Dark Magic
Normal Spell
Special Summon 1 Level 7 or lower Spellcaster-Type monster from your hand. A non-DARK monster summoned this way has its effect(s) negated.
If this card is banished to activate the effect of a Spellcaster-Type monster; Draw 1 Card.
Hm... I think it's not too good as to be broken. I think it's very good, in fact. Mind you, it can't summon Wheel of Prophecy but oh well; it's not like anyone used that.


Spellbook of Infinity
Quick-Play Spell
Return up to 5 Banished Spellbook cards to your graveyard and apply the following effect(s) based on the number of Spellbooks returned in order
1 or more - Face-up Spell Cards you control are unnaffected by card effects this turn.
2 or more - Send up to 2 Spellbook Spell Cards from your deck to the graveyard.
3 or more - Send 1 Spellcaster-Type Monster from your deck to the Graveyard
4 or more - Place up to 2 Spellbook Cards from your deck to the top of your Deck
5 - you can Special Summon 1 Spellcaster-Type Monster from your hand.
Hm... First effect's very situational. It'd be good against Naturia Beast if it too wouldn't just be negated like all the rest. What combos do you see this card pulling off?

ChaseLumsden
1st October 2015, 04:08 AM
So..Uh, here goes. http://orig02.deviantart.net/3a3c/f/2015/273/2/3/number_110_card___just_for_posting_purposes_only_b y_chaselumsden-d9bicq0.jpg


I have no bloody clue if it's loaded, but here's my little fanmade card.
Sorry for the lack of small writing on the font, but down below here is the effect and such.

Number 110: Overdrive Dragoon
Dragon/Xyz/Effect
LIGHT
ATK:3000
DEF:3000
"3 Level 4 monsters
Once per turn, When this card destroys an opponent's monster by battle and sends it to the Graveyard: you can detach 1 Xyz Material from this card; during this turn's Battle Phase, this card can declare up to 2 more attacks, but if it does, it loses 1000 ATK and DEF (permanently, even after this card leaves the field or becomes unaffected by card effects.), but in return, it gains 2000 ATK until the end of the Battle Phase, and it becomes unaffected by your opponent's card effects until the End Phase of this turn. Any Battle Damage this card inflicts to your opponent is halved."

Let me know how it is.

Hope in the Interstice
1st October 2015, 04:29 AM
So..Uh, here goes. http://orig02.deviantart.net/3a3c/f/2015/273/2/3/number_110_card___just_for_posting_purposes_only_b y_chaselumsden-d9bicq0.jpg

I have no bloody clue if it's loaded, but here's my little fanmade card.
It's loaded, alright.


Sorry for the lack of small writing on the font, but down below here is the effect and such.

Number 110: Overdrive Dragoon
Dragon/Xyz/Effect
LIGHT
ATK:3000
DEF:3000
"3 Level 4 monsters
Once per turn, When this card destroys an opponent's monster by battle and sends it to the Graveyard: you can detach 1 Xyz Material from this card; during this turn's Battle Phase, this card can declare up to 2 more attacks, but if it does, it loses 1000 ATK and DEF (permanently, even after this card leaves the field or becomes unaffected by card effects.), but in return, it gains 2000 ATK until the end of the Battle Phase, and it becomes unaffected by your opponent's card effects until the End Phase of this turn. Any Battle Damage this card inflicts to your opponent is halved."

Let me know how it is.
I think the wording's a bit weird but, if I'm reading it right, it's a hell of a field-clearing beatstick worthy of a protagonist's ace's evolution. I suppose it's balanced enough; you need an attack to go through first, after all.

ChaseLumsden
1st October 2015, 04:45 AM
Yeah, it's a bit weird, but you pretty much nailed it on the head. I can try to fix the wording, only since the effect is a bit odd to begin with. Essentially, it needs to attack and destroy a monster by battle, in addition to sending it to Graveyard, just to activate it's effect, which, in short, gives the thing a nice 1000 ATK boost until the end of the Battle Phase, two more attacks, Immunity to card effects, but at the cost of forever losing ATK and DEF, as well as the downside of only inflicting half damage, no matter what.

Honesty, this is one of those cards I made I needed to test out in public to work, rather than describing it.

Joenen
1st October 2015, 06:03 AM
Finally. I've always wanted to see Spellbooks that actually went into their Xyz monsters. Of course, we all know they'd only go into Ebon Illusion Magician.


Hm... I think it's not too good as to be broken. I think it's very good, in fact. Mind you, it can't summon Wheel of Prophecy but oh well; it's not like anyone used that.

Hm... First effect's very situational. It'd be good against Naturia Beast if it too wouldn't just be negated like all the rest. What combos do you see this card pulling off?


Wheel of Prophecy doesn't trigger when Summoned by a Spellbook Spell for some reason, so even if it could summon wheel, it's kinda moot to do so, since it's terrible.

Spellbook of Infinity is mostly a tool for Reaper of Prophecy decks, since Fate and Destroyer conflict a lot with reaper. First effect is probably too situational though, but I wasn't sure what one to give it for only 1 book.

2 or more fills the grave for destroyer, 3 or more sends destroyer, four or more is for Heliosphere, 5 is for Reaper / World.

Alternatively I was considering a monster counterpart to wisdom. Targeted Spellcaster either can't be destroyed by battle (once?) this turn / cannot be affected by opponent's monster effect(s) this turn, but I do think I want a counterpart to Spellboook of Fate.

I do think as is though, Infinity caters too much to Reaper / destroyer. it might do well to just shorten itto three effects, though I'm not sure how I feel about returning 3 spellbooks for a World Drop.

Maybe instead "return the spellbooks to the deck" instead of graveyard in the case of a 1-3 effect?

Return 1 SB for battle immuninty (Once?)
return 2 SBs for Effect immunity until EP
Return 3 SBs to SS a Spellcaster from the hand.

Definitely more simple.

Sorey
1st October 2015, 06:11 AM
Ritual Beast Ulti-Rampengu
Level 6 Beast-Type WIND Fusion
1900 ATK / 1100 DEF
1 "Ritual Beast Tamer" monster + "Spiritual Beast Rampengu"
Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) If this card is Special Summoned: You can banish 2 "Ritual Beast" cards from your Graveyard to target 1 card on the field or in either player's Graveyard; banish it. During either player's turn: You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position.

Ritual Beast Call
Normal Spell Card
Banish 1 "Spiritual Beast" monster from your Deck, then add 1 "Ritual Beast Tamer" monster from your Deck to your hand. You can only activate 1 "Ritual Beast Call" per turn.

Micro Cosmos
Continuous Trap Card
While this card is face-up on the field, any Pendulum Monster or card in a Pendulum Zone sent to the Extra Deck is banished instead. Monsters in your Graveyard cannot activate their effects (that start a Chain). Once per turn, when a card or effect is activated that would send a card(s) to the Graveyard: That card(s) is banished instead.


First one requires Rampengu to make it a bit less easy to spam and its cost to activate its effect also works together with Ulti-Cannahawk and Rampengu's Graveyard loading effects. Working off Special Summon might also entice some people to play more than 1 Ritual Beast Bond as a way to disrupt the opponent during their turn with banish removal. Its stats are crap so as to not take Ulti-Apelio's spot as the main beater, but still be useful after 2 Apelio boosts.

Second card is simply there to make the deck more consistent, as it's generally known that Ritual Beasts brick quite often. Considering making it a non-Ritual Beast card so that Ulti-Cannahawk doesn't get to add it, that way it doesn't become a searchable power card of sorts rather than just a way to boost consistency. Otherwise instead of simply adding an RB monster you would instead be able to get an RB name in Grave when Ritual Beast Call resolves, banish an RB from Deck, and still add an RB monster from Deck to hand.

Third card is basically Macro vs only Pendulums, but the second effect prevents Graveyard reliant decks from using it. Micro Cosmos's third effect is there to work with what it's supposed to work: banish reliant decks, though admittedly the Ritual Beast bias is there. The third effect also gives the card some purpose against Graveyard reliant decks, though the trigger is harder to pull off than you'd probably think and not too hard for an opponent to play around. (Assuming that with my current wording you can't activate it in response to say a Shaddoll Fusion, which was not the intention. More of triggering off Foolish Burial and cards like Armageddon Knight) Also good for making Rampengu's effect better once a turn.

Passerby
2nd October 2015, 12:53 AM
Uh... Hi? Just something I came up with while eating ice cream just now. I apologize in advance if it's ridiculous or not so great. I don't do this too often. >.>

Dance Princess of the Lost World

General appearance: Think Dance Princess of the Ice Barrier wearing Dewloren's coat over her clothes. The Mirror of the Ice Barrier has been retooled into a magic staff with the mirror sitting on top.

Synchro Monster
Level 7
Spellcaster/Synchro/Effect
1 Tuner + 1 or more WATER non-tuner monsters
2500 ATK / 1900 DEF
When you control another face up WATER monster, monsters your opponent controls may not declare an attack if their ATK is greater than or equal to this card's DEF. You may only use each additional effect of Dance Princess of the Lost World once per turn.
* You may reveal up to up to 3 spell cards to select an equal number of spell/trap cards your opponent controls. Return the selected spell/trap cards to their owners' hands. For each card returned to the owner's hand by this effect, this card gains 300 ATK.
* You can send 1 card from your hand to the graveyard to draw 1 card.
* When this card is destroyed, you may special summon 1 tuner monster from your graveyard.

Brightshine Stardust
2nd October 2015, 03:37 AM
Since it seems no one did any unofficial errata yet, here's one:



Blue-Eyes Shining Dragon
**********/Light/Dragon/Effect
ATK 3000/DEF 2500

Cannot be Normal Summoned or Set. Must first be Special Summoned by Tributing a face-up Level 7 or higher LIGHT Dragon-Type monster you control. This card gains 300 ATK for each Dragon-Type monster in your Graveyard (or 500 ATK for each instead, if this card was Special Summoned from your hand by Tributing "Blue-Eyes Ultimate Dragon"). You can negate the effects of your opponent's cards that target a face-up LIGHT Dragon-Type monster you control. If this card is destroyed and sent to the Graveyard: You can Special Summon 1 LIGHT Dragon-Type monster, except "Blue-Eyes Shining Dragon", from your Graveyard to your side of the field.

Noir
2nd October 2015, 04:26 AM
Brionac, Dragon of the Ice Barrier
Level 6
WATER/Sea Serpent/Synchro/Effect
2300/1400
1 WATER Tuner + 1 or more non-Tuner monsters
Once per turn: You can discard up to 2 cards from your hand, then target cards your opponent controls up to the number of cards discarded; return them to their owner's hand.

Archfiend
2nd October 2015, 04:34 AM
I just want my Sharks to have a decent searcher seeing as how almost everything nowadays has a searcher.

Cascading Wave
Normal Spell Card
Send 1 WATER Fish-Type monster from your hand or your side of the field to the Graveyard; add 1 WATER Fish-Type monster from your Deck to your hand. You can only activate this effect of "Cascading Wave" once per turn.

HelixReactor
2nd October 2015, 05:15 AM
And now, for a new segment:


Book of the Arcanist - What if Duel Monsters could get status ailments?

Chapter I - Virus sampling

Because these are fun, right? It's fun to have your monsters poisoned and lose their strenght at the end of each turn, fall into the enemy's control, thrown into the future, or frozen in time. It's even more fun when your monsters find themselves in these weakened states for far too long, when your opponent's get cured during the same turn they get inflicted by them (I'm looking at you, Pokémon's Freeze condition; I hate you so much...).

Introducing today the Arcanist's Imps. Shall these little minions get destroyed or sent to the Graveyard, a curse will be inflicted upon a monster on a monster on the field. These demons can also banish themselves from the grave or look at the field from above in the Pendulum Zone's pillars of light to decide the curse's effects and descend the opponents into darkness. A certain scientist will also be monitoring the battle from behind the scenes, preparing new ways to spread the diseases even faster.

But enough talking for now. Here are a few cards from this theme I thought of. I'm really not good with making archetypes from scratch, but for once, I feel somewhat confident in what I'm doing. I hope you'll enjoy it :3

Arcanist's Imp of Plague
DARK/Lv 6/Fiend/Pendulum/Effect
Scale 2
1800/1500

Pendulum Effect: During each of your opponent's End Phases: All monsters on the field with a Curse Counter(s) lose 300ATK for each Curse Counter on the field. If a monster's ATK become 0 due to this effect, destroy that monster.

Monster Effect: If this card is destroyed or sent to the Graveyard: Place 1 Curse Counter on a face-up monster on the field. During either player's turn, you can banish this card from your Graveyard, then target 1 monster on the field with a Curse Counter(s): that target loses 1000ATK for each Curse Counter placed on it, and if its ATK becomes 0, destroy it.


Arcanist's Imp of Lust
FIRE/Lv 4/Fiend/Pendulum/Effect
Scale 2
1400/1400

Pendulum Effect: Once per turn, you can target 1 monster on the field with a Curse Counter(s); switch control of that target for a number of turns equal to the number of Curse Counters placed on it. Monsters you control that are owned by the opponent are not affected by the effects of "Arcanist Imp's" cards.

Monster Effect: If this card is destroyed or sent to the Graveyard: Place 1 Curse Counter on a face-up monster on the field. During either player's turn, you can banish this card from your Graveyard, then target 1 monster on the field with a Curse Counter(s): switch control of that target.


Arcanist's Imp of Wrath
FIRE/Lv 5/Fiend/Pendulum/Effect
Scale 7
2300/1400

Pendulum Effect: Monsters with a Curse Counter(s) are changed to Attack Position and gain 500ATK, but they cannot activate their effects, cannot be destroyed by battle, and must attack if able.

Monster Effect: If this card is destroyed or sent to the Graveyard: Place 1 Curse Counter on a face-up monster on the field.


Virus Incubator
Continuous Spell Card

You can only control 1 "Virus Incubator". Activate this card by banishing 1 monster on the field with 2 or more Curse Counters. Once per turn, during your Draw Phase, when you draw a "Arcanist's Imp" monster: You can reveal it; remove 1 Curse Counter from the field, and if you do, draw 1 card, then send the top card of your Deck to the Graveyard. If this card is destroyed: Place 1 Curse Counter on every monster on the field, then target 1 "Arcanist" monster in your Banished Zone; return it to the hand.

Mystic TimeKeeper
2nd October 2015, 07:52 AM
And now, for a new segment:


Book of the Arcanist - What if Duel Monsters could get status ailments?

Chapter I - Virus sampling

Because these are fun, right? It's fun to have your monsters poisoned and lose their strenght at the end of each turn, fall into the enemy's control, thrown into the future, or frozen in time. It's even more fun when your monsters find themselves in these weakened states for far too long, when your opponent's get cured during the same turn they get inflicted by them (I'm looking at you, Pokémon's Freeze condition; I hate you so much...).

Introducing today the Arcanist's Imps. Shall these little minions get destroyed or sent to the Graveyard, a curse will be inflicted upon a monster on a monster on the field. These demons can also banish themselves from the grave or look at the field from above in the Pendulum Zone's pillars of light to decide the curse's effects and descend the opponents into darkness. A certain scientist will also be monitoring the battle from behind the scenes, preparing new ways to spread the diseases even faster.

But enough talking for now. Here are a few cards from this theme I thought of. I'm really not good with making archetypes from scratch, but for once, I feel somewhat confident in what I'm doing. I hope you'll enjoy it :3

Arcanist's Imp of Plague
DARK/Lv 6/Fiend/Pendulum/Effect
Scale 2
1800/1500

Pendulum Effect: During each of your opponent's End Phases: All monsters on the field with a Curse Counter(s) lose 300ATK for each Curse Counter on the field. If a monster's ATK become 0 due to this effect, destroy that monster.

Monster Effect: If this card is destroyed or sent to the Graveyard: Place 1 Curse Counter on a face-up monster on the field. During either player's turn, you can banish this card from your Graveyard, then target 1 monster on the field with a Curse Counter(s): that target loses 1000ATK for each Curse Counter placed on it, and if its ATK becomes 0, destroy it.


Arcanist's Imp of Lust
FIRE/Lv 4/Fiend/Pendulum/Effect
Scale 2
1400/1400

Pendulum Effect: Once per turn, you can target 1 monster on the field with a Curse Counter(s); switch control of that target for a number of turns equal to the number of Curse Counters placed on it. Monsters you control that are owned by the opponent are not affected by the effects of "Arcanist Imp's" cards.

Monster Effect: If this card is destroyed or sent to the Graveyard: Place 1 Curse Counter on a face-up monster on the field. During either player's turn, you can banish this card from your Graveyard, then target 1 monster on the field with a Curse Counter(s): switch control of that target.


Arcanist's Imp of Wrath
FIRE/Lv 5/Fiend/Pendulum/Effect
Scale 7
2300/1400

Pendulum Effect: Monsters with a Curse Counter(s) are changed to Attack Position and gain 500ATK, but they cannot activate their effects, cannot be destroyed by battle, and must attack if able.

Monster Effect: If this card is destroyed or sent to the Graveyard: Place 1 Curse Counter on a face-up monster on the field.


Virus Incubator
Continuous Spell Card

You can only control 1 "Virus Incubator". Activate this card by banishing 1 monster on the field with 2 or more Curse Counters. Once per turn, during your Draw Phase, when you draw a "Arcanist's Imp" monster: You can reveal it; remove 1 Curse Counter from the field, and if you do, draw 1 card, then send the top card of your Deck to the Graveyard. If this card is destroyed: Place 1 Curse Counter on every monster on the field, then target 1 "Arcanist" monster in your Banished Zone; return it to the hand.

I like the cards but I feel the names are quite all over the places, reading the effects and the names I thought you should have gone with a "seven deadly sins" theme, for example:

- Lust is fine, I imagine it as something akin to a succubus that uses his charm to curse his target into submission;
- Wrath, with that effect I'd feel that Pride would feel better, like "In my presence, you can't even die without my permission.";
- Plague, at first I thought about Envy, that curses others for being more powerful than him, but for that to work having 0 ATK (or 100, that would be nice lore-wise) would be the best.

So, I don't say you have to take this approach, the archetype is yours, but it's the Image that I got by reading this, so I'm sharing it.

White Hollow
2nd October 2015, 12:29 PM
Madolche Sucrefille
Monster - Effect
Level 2/EARTH/Fairy
ATK: 1300 DEF: 1000
When this card you control is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. Cannot be Normal Summoned/Set. If you control a face-up "Madolche" Spell Card you can Special Summon this card(from your hand). You can only Special Summon "Madolche Sucrefille" once per turn. Once per turn: You can target 1 face-up "Madolche" monster you control that has a Level; this card's Level becomes the Level of that monster until the End Phase.
http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Madolche+Sucrefille&cardtype=Monster&subtype=effect&attribute=Earth&level=2&rarity=Secret+Rare&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F 162437%2F312435768.jpg&circulation=LIMITED+EDITION&set1=GNRLS&set2=EN001&inset=on&type=Fairy&carddescription=When+this+card+you+control+is+dest royed+by+your+opponent%27s+card+%28either+by+battl e+or+by+card+effect%29+and+sent+to+your+Graveyard% 3A+Shuffle+this+card+into+your+Deck.+Cannot+be+Nor mal+Summoned%2FSet.+If+you+control+a+face-up+%22Madolche%22+Spell+Card+you+can+Special+Summo n+this+card%28from+your+hand%29.+You+can+only+Spec ial+Summon+%22Madolche+Sucrefille%22+once+per+turn .+Once+per+turn%3A+You+can+target+1+face-up+%22Madolche%22+monster+you+control+that+has+a+L evel%3B+this+card%27s+Level+becomes+the+Level+of+t hat+monster+until+the+End+Phase.+&atk=1300&def=1000&creator=KAZUKI+TAKAHASHI&year=1996&serial=78070670

HelixReactor
2nd October 2015, 09:28 PM
I like the cards but I feel the names are quite all over the places, reading the effects and the names I thought you should have gone with a "seven deadly sins" theme, for example:

- Lust is fine, I imagine it as something akin to a succubus that uses his charm to curse his target into submission;
- Wrath, with that effect I'd feel that Pride would feel better, like "In my presence, you can't even die without my permission.";
- Plague, at first I thought about Envy, that curses others for being more powerful than him, but for that to work having 0 ATK (or 100, that would be nice lore-wise) would be the best.

So, I don't say you have to take this approach, the archetype is yours, but it's the Image that I got by reading this, so I'm sharing it.

Hmm.. I see what you mean. But this wasn't the approach I was willing to take for this theme, but it does give me a few ideas for an upcoming one. Besides, at this point, this archetype is pretty much already complete. There is one more Imp named after a Sin ready, and I've got a bit of an idea for another one at the moment, but I highly doubt I'll be making other cards for the remaining three Sins.

I do have to admit though: my naming skills are pretty underwhelming.. But trust me when I tell you that this theme's initial name was much, much worse

In any case, I'm glad you like them. Chapter II is coming tonight, and maybe I'll place the 4th Sin in it, so stay tuned ^_^

TheycallmeBrick
2nd October 2015, 11:09 PM
Hey, guys, I need some more help. I need ideas for a new "U.A." Field Spell named "U.A. Titan Games".

In return, I'll give you a "U.A." Trap Card.

U.A. Break Point
Normal Trap Card
Target 1 "U.A." monster you control or up to 2 "U.A." cards in your Pendulum Zones; destroy those targets, and if you do, destroy an equal number of cards your opponent controls, then inflict 500 damage to your opponent for each of their destroyed cards.

Hope in the Interstice
2nd October 2015, 11:11 PM
Hey, guys, I need some more help. I need ideas for a new "U.A." Field Spell named "U.A. Titan Games".

In return, I'll give you a "U.A." Trap Card.

U.A. Break Point
Normal Trap Card
Target 1 "U.A." monster you control or up to 2 "U.A." cards in your Pendulum Zones; destroy them, and if you do, destroy an equal number of cards your opponent controls, then inflict 500 damage to your opponent for each of their destroyed cards.
I don't really see why you'd want another Field Spell other than U.A. Stadium. It's pretty much their best engine imaginable.

Megamaw
2nd October 2015, 11:19 PM
Hey, guys, I need some more help. I need ideas for a new "U.A." Field Spell named "U.A. Titan Games".

In return, I'll give you a "U.A." Trap Card.

U.A. Break Point
Normal Trap Card
Target 1 "U.A." monster you control or up to 2 "U.A." cards in your Pendulum Zones; destroy those targets, and if you do, destroy an equal number of cards your opponent controls, then inflict 500 damage to your opponent for each of their destroyed cards.

U.A. Stadium is perfect. It fits the theme well, and it's one of the best things the deck could have been given. It's how UAs retain/accrue so much advantage, and it boosts up the monsters to make them more threatening.

It would either be strictly worse, too similar, or outright broken. I do not know how you'd create an alternative.

TheycallmeBrick
2nd October 2015, 11:26 PM
I don't really see why you'd want another Field Spell other than U.A. Stadium. It's pretty much their best engine imaginable.

Oh, whoops. I meant Continuous Spell Card, not Field. My bad.

Hope in the Interstice
3rd October 2015, 12:52 AM
Well, I got tremendously bored in a hurry!


Toona
WIND
Fish-type/Tuner/Toon/Effect
Level 4
100 / 700
'Cannot be Normal Summoned/Set. If you control "Toon World", you can Special Summon this card from your hand. A Synchro Monster that used this card as a Synchro Material can attack your opponent directly while you control "Toon World" and your opponent controls no "Toon" monsters.'

HelixReactor
3rd October 2015, 03:07 AM
Well, I got tremendously bored in a hurry!


Toona
WIND
Fish-type/Tuner/Toon/Effect
Level 4
100 / 700
'Cannot be Normal Summoned/Set. If you control "Toon World", you can Special Summon this card from your hand. A Synchro Monster that used this card as a Synchro Material can attack your opponent directly while you control "Toon World" and your opponent controls no "Toon" monsters.'



http://i.imgur.com/3pNmKkf.png


------




Book of the Arcanist

Chapter II - Such a pain... Can I eat him?



Arcanist's Imp of Gluttony
EARTH/Lv 5/Fiend/Pendulum/Effect
Scale 2
2000/1600

Pendulum Effect: During each End Phase: the turn player sends a number of cards from the top of his Deck to the Graveyard equal to the number of monsters with a Curse Counter(s) on their opponent's side of the field.

Monster Effect: If this card is destroyed or sent to the Graveyard: Place 1 Curse Counter on a face-up monster on the field. During either player's turn: you can banish this card from your Graveyard, then target 1 monster on the field with a Curse Counter(s); it gains the following effects (these effects cannot be negated):
●This card gains 1000ATK for each Curse Counter placed on it. If this card destroys an opponent's monster by battle, place 1 Curse Counter on this card. If this card's ATK is higher than twice its original ATK, destroy it, then take damage equal to the number of Curse Counters that were placed on it x 1000.


Arcanist's Imp of Sloth
WATER/Lv 3/Fiend/Pendulum/Effect
Scale 7
700/2100

Pendulum Effect: -none-

Monster Effect: If this card is destroyed or sent to the Graveyard: Place 1 Curse Counter on a face-up monster on the field. During either player's turn: you can banish this card from your Graveyard, and target 1 monster on the field with a Curse Counter(s); all monsters currently controlled by the same player as the target's have their effects negated and cannot attack for a number of turns equal to the current number of Curse Counters on that target.


Virus Culture
Spell Card

You can only activate 1 "Virus Culture" per turn. Destroy 1 monster on the field with 2 or more Curse Counters, and if you do, draw 2 cards, then apply 1 of the following effects:
●Discard 1 card.
●If you control "Virus Incubator (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=2737&viewfull=1#post2737)", send one "Arcanist" monster from your Deck to the Graveyard.


Virus Mutation
Trap Card

You can only activate 1 "Virus Mutation" per turn. Destroy 1 "Arcanist's Imp" card in your Pendulum Zone, and if you do, place 1 "Arcanist's Imp" Pendulum monster from your Deck to your Pendulum Zone, then, if you control "Virus Incubator", you can send 1 "Arcanist" monster from your Deck to your Graveyard.

Mystic TimeKeeper
3rd October 2015, 07:28 PM
I'm really liking the cards so far, they really give the feeling of crippling enemies trough statuses.
By the way...



Chapter II - Such a pain... Can I eat him?

It's me or that looks like a Full Metal Alchemist reference?

HelixReactor
3rd October 2015, 09:39 PM
I'm really liking the cards so far, they really give the feeling of crippling enemies trough statuses.
By the way...



It's me or that looks like a Full Metal Alchemist reference?

Yes. Yes it is o3o

I'm glad you like them ^_^
Chapter III should be coming tonight.. probably.. maybe It's going to be somewhat different from the rest of the theme, though. But hopefully, you'll like it as well ^_^

Sotavento
4th October 2015, 12:38 AM
I'm liking this thread so far, most of the cards are neither too strong or ridiculous at all. I also like that some of you posted Gusto Support <3

So well, here I am, wondering why is there no love for WIND archetypes :(

And I present you: The Monsoon.

Monsoon (モンスーン monsūn) is a WIND-based archetype that gives support to other WIND archetypes. I wanted to make their artwork based on DJs (the disc is to support the "Monsoon" fact, with tornados and storms -- similar to Majespecters, but not as much -- summoning whirlwinds with their techniques and equipment), but I couldn't find any appropiate anime-stylish artwork for their cards, and I'm bad at drawing, so I'll just show you their card lores and effects.

Sorry for using your idea of card descriptions, Tamaru!


Monsoon - Shifter Ananke
モンスーン - シフターアナンケ | Monsūn - Shifutā Ananke
ATK/200 DEF/0
Thunder/Tuner/Effect - WIND - ✩1
You can only activate the ② effect of "Monsoon - Shifter Ananke" once per turn.
① Once per turn, you can increase this card's level by up to 3 until the End Phase. If you activated this effect, you cannot summon any monsters for the rest of this turn, except WIND monsters.
② If this card is destroyed by your opponent's card (either battle or card effect): You can Special Summon 1 level 4 or lower non-tuner "Monsoon" monster from your Deck.

Monsoon - Matcher Daiya
モンスーン - マッチャダイヤ | Monsūn - Matchadaiya
ATK/400 DEF/1500
Warrior/Pendulum/Effect - WIND - ✩2 - ◄7►
[Pendulum Effect]
① You cannot Special Summon monsters, except WIND monsters. (This effect cannot be negated.)
② Once per turn, you can pay 700 LP, then target 1 non-Pendulum WIND monster in your Graveyard; add it to your hand.

[Monster Effect]
You can only activate the ① and ② monster effects of "Monsoon - Matcher Daiya" once per turn.
① If there is a face-up monster on the field that was Summoned from the Extra Deck: You can Special Summon this card (from your hand).
② During either player's turn: You can send this card from your hand to the Graveyard or face-up on your Monster Zone to the Extra Deck, then target 1 monster you control; once during this turn, it cannot be destroyed by battle or card effects.

Monsoon - Slipcue Gaiko
モンスーン - スリップキューテーマ | Monsūn - Surippukyūtēma
ATK/1000 DEF/1300
Psychic/Tuner/Effect - WIND - ✩3
Cannot be used as a Synchro Material, except for the Synchro Summon of a WIND monster.
You can only activate the ① effect of "Monsoon - Slipcue Gaiko" once per turn.
① When this card is Normal or Special Summoned: You can add 1 level 4 or lower "Monsoon" monster from your Deck to your hand, except "Monsoon - Slipcue Gaiko".
② If this banished card is sent to the Graveyard: You can target 1 "Monsoon" Spell/Trap Card in your Graveyard; add it to your hand.

Monsoon - Beat Juggler Veyron
モンスーン - ジャグラーヴェイロンビート | Monsūn - Jagurāvu~eironbīto
ATK/1200 DEF/1600
Psychic/Effect - WIND - ✩3
Cannot be used as a Synchro or Xyz Material for a summon, except for the Summon of a WIND monster.
You can only activate the ① effect of "Monsoon - Beat Juggler Veyron" once per turn.
① During the End Phase, if this card is in the Graveyard because it was sent there this turn: You can banish this card from your Graveyard; add 1 non-Pendulum WIND monster with 1500 or less DEF from your Deck to your hand.

Monsoon - Showgirl Sati
モンスーン - ショーガールサティ | Monsūn - Shōgārusati
ATK/1800 DEF/800
Fairy/Pendulum/Effect - WIND - ✩4 - ◄5►
You can only activate 1 of the following effects of "Monsoon - Showgirl Sati" once per turn, and only once that turn.
① If this card is Summoned: You can target 1 level 4 or lower "Monsoon" monster in your Graveyard, except "Monsoon - Showgirl Sati"; Special Summon it.
② If this card is used as a Synchro Material for the Synchro Summon of a WIND monster and sent to your Extra Deck: You can add 1 "Monsoon" Spell/Trap card from your Deck to your hand.

Monsoon - Gloomy Crossfader
モンスーン - グルーミークロスフェーダー | Monsūn - Gurūmī Kurosufēdā
ATK/1850 DEF/0
Warrior/Tuner/Effect - WIND - ✩4
You can only activate the ① effect of "Monsoon - Gloomy Crossfader" once per turn.
① If this card is Normal or Special Summoned: You can add 1 face-up WIND Pendulum Monster from your Deck to your hand.
② If this banished card is sent to the Graveyard: You can draw 1 card, then discard 1 card.

Monsoon - Synchronizer Lorelei
モンスーン - シンクロナイザーローレライ | Monsūn - Shinkuronaizā Rōrerai
ATK/1600 DEF/1400
Spellcaster/Spirit/Effect - WIND - ✩4
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 1 WIND monster from your Graveyard. This card returns to its owner's hand during the End Phase of the turn it is Special Summoned.
You can only use the ① and ② effects of "Monsoon - Synchronizer Lorelei" once per turn.
① When this card is Special Summoned: You can target 1 monster your opponent controls; change its battle position.
② During the End Phase of the turn this card was detached from a Xyz Monster and sent to the Graveyard to activate that monster's effect: You can add 1 level 4 or lower "Monsoon" monster from your Deck to your hand, except "Monsoon - Synchronizer Lorelei".

Monsoon - Mixer Issi
モンスーン - ミキサー一子 | Monsūn - Mikisā Isshi
ATK/2100 DEF/1800
Psychic/Pendulum/Effect - WIND - ✩5 - ◄8►
[Pendulum Effect]
① If a "Monsoon" monster(s) is Pendulum Summoned to your side of the field: All face-up monsters your opponent currently controls lose 300 ATK.
② Unless you have a "Monsoon" card in your other Pendulum Zone, this card's Pendulum Scales become 4.

[Monster Effect]
An Xyz Monster that was Summoned using this card as an Xyz Material gains this effect:
-If this card attacks a defense position monster, inflict piercing Battle Damage to your opponent.
① Once per turn, you can target 1 other "Monsoon" monster you control; the Levels of that monster and this card become the combined current Levels of those 2 monsters, until the End Phase.

Monsoon - Remixing Eris
モンスーン - エリスをリミックス | Monsūn - Erisu o Rimikkusu
ATK/2400 DEF/1600
Spellcaster/Pendulum/Effect - WIND - ✩6 - ◄1►
[Pendulum Effect]
You can only activate the ② Pendulum Effect of "Monsoon - Remixing Eris" once per turn.
① Unless you control a "Monsoon" card in your other Pendulum Zone, this card's Pendulum Scales become 4.
② You can target 1 card your opponent controls, destroy both this card and that target.

[Monster Effect]
You can only activate the ① Monster Effect of "Monsoon - Remixing Eris" once per turn.
① You can banish this face-up card, then target 2 of your banished WIND monsters (1 Tuner and 1 non-Tuner), except "Monsoon - Remixing Eris"; return them to the Graveyard, then Special Summon 1 WIND Synchro Monster from your Extra Deck in face-up Defense Position, whose Level equals the total levels of the returned monsters. (This Special Summon is treated as a Synchro Summon.)

Monsoon - Cutter Norell
モンスーン - カッターノレル | Monsūn - Kattānoreru
ATK/2600 DEF/1900
Spellcaster/Pendulum/Effect - WIND - ✩7 -◄3►
[Pendulum Effect]
① If a face-up "Monsoon(s)" monster you control would be destroyed by battle or card effect: You can destroy this card instead, and if you do, any Battle Damage you would take this turn is halved

[Monster Effect]
Cannot be used as an Xyz Material, except for the Xyz Summon of a WIND monster.
You can only activate 1 of the following "Monsoon - Cutter Norell" effects per turn, and only once that turn.
① When this card is Pendulum Summoned: You can target 1 card your opponent controls; shuffle it to the Deck.
② If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target up to 2 banished monsters; return them to the Graveyard.


Monsoon - Scratcher Boreas
モンスーン - スクラッボレアス | Monsūn - Sukurabboreasu
ATK/2200 DEF/1500
Spellcaster/Xyz/Effect - WIND ✩4
2 level 4 WIND monsters
You can only activate 1 of the following effects of "Monsoon - Scratcher Boreas" once per turn, and only once that turn.
① During either player's turn: You can detach 1 Xyz Material, then target 1 face-up monster your opponent controls; as long as this card remains face-up on the field, that target's effects are negated, also it cannot attack.
② If this card is sent from the field to the Graveyard: You can target 1 level 4 or lower "Monsoon" monster in your Graveyard; Special Summon it.

Monsoon - Beat Matcher Omen
モンスーン - マッチャオーメンビート | Monsūn - Matchaōmenbīto
ATK/2700 DEF/2300
Psychic/Xyz/Effect - WIND - ✩7
2 level 7 WIND monsters
You can only activate the ② effect of "Monsoon - Beat Matcher Omen" once per turn.
① While this card has Xyz Material, cards in your Pendulum Zones cannot be destroyed by your opponent's card effects.
② During either player's turn: You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; place that target on bottom of the Deck.
③ If this card is sent from the field to the Graveyard: You can Special Summon 1 face-up WIND Pendulum Monster from your Extra Deck.



Monsoon - Drooping Mishelle
モンスーン - ミッシェル垂下 | Monsūn - Missheru Suika
ATK/2500 DEF/2400
Fairy/Synchro/Effect - WIND - ✩6
1 WIND Tuner + 1 or more non-Tuner WIND monsters
During the turn you Synchro Summon this card, you cannot Special Summon monsters, except "Monsoon" monsters.
① If this card is Synchro Summoned: You can target 3 WIND monsters in your Graveyard and 2 cards your opponent controls; shuffle the first targets to your Deck, then destroy the second targets.
② Once per turn, you can add 1 level 5 or lower Psychic-Type monster from your Deck to your hand, then banish 1 Psychic-Type monster from your hand.

Monsoon - Turntable Magician
モンスーン - ターンテーブルの魔術師 | Monsūn - Tāntēburu no Majutsushi
ATK/2600 DEF/2900
Spellcaster/Synchro/Effect - WIND - ✩9
1 WIND Tuner + 2 or more non-Tuner WIND monsters.
You can only activate the ② effect of "Monsoon - Turntable Magician" once per turn.
① If this card is Synchro Summoned by using 4 or more monsters as Synchro Materials, it gains the following effects:
- All monsters your opponent controls lose 800 ATK.
- This card cannot be destroyed by battle.
② During either player's turn, when a card or effect that would destroy a card(s) on the field is activated: You can send 1 WIND monster from your hand to the Graveyard; negate the activation, and if you do, destroy it.
③ This card cannot be targeted by your opponent's card effects.



Monsoon - Delay
モンスーン - ディレイ | Monsūn - direi
Normal Spell Card
You can only activate 1 of the following effects of "Monsoon - Delay" once per turn, and only once that turn.
① Reveal any number of "Monsoon" monsters in your hand; shuffle them into the Deck, then draw cards equal to the number of cards you shuffled into the Deck +1.
② During your Main Phase, if this card is in your Graveyard: You can banish 1 "Monsoon" monster from your Graveyard; add this card to your hand.

Monsoon - Equalizer
モンスーン - イコライザー | Monsūn - ikoraizā
Quick-Play Spell Card
① Pay 500 LP, then target 1 face-up "Monsoon" monster you control; this turn, it is unaffected by other card effects.
② If exactly 1 "Monsoon" monster you control would be destroyed by a card effect: You can banish this card and 1 "Monsoon" monster from your Graveyard instead.


Monsoon - Reverberation
モンスーン - リバーブ | Monsūn - Ribābu
Normal Trap Card
You can only use the ① effect of "Monsoon - Reverberation" once per turn.
① Target 1 face-up "Monsoon" monster you control, note its ATK; destroy all face-up monsters your opponent controls with ATK lower than that target's original ATK.
② After resolving this card's effect, banish it instead of sending it to the Graveyard.

Monsoon - Chorus
モンスーン - コーラス | Monsūn - kōrasu
Continuous Trap Card
① All face-up "Monsoon" monsters you control gain 200 ATK.
② Once per turn: You can target 2 "Monsoon" cards in your Graveyard; shuffle them to the Deck, then draw 1 card.
③ If this face-up card is sent from the field to the Graveyard: You can target 1 of your banished "Monsoon" cards, except "Monsoon - Chorus"; add it to your hand, then banish this card from your Graveyard.





Tell me what do you think about this theme :)

Megamaw
4th October 2015, 12:47 AM
Well, I got tremendously bored in a hurry!


Toona
WIND
Fish-type/Tuner/Toon/Effect
Level 4
100 / 700
'Cannot be Normal Summoned/Set. If you control "Toon World", you can Special Summon this card from your hand. A Synchro Monster that used this card as a Synchro Material can attack your opponent directly while you control "Toon World" and your opponent controls no "Toon" monsters.'

Oh, hey, I remember that YCM meme. Good times.


Oh, whoops. I meant Continuous Spell Card, not Field. My bad.

Hhhhuh. I feel like, to fully complete UAs, what they really need are the level 4 and 8 hockey-themed monsters they were hinting at, before, well, they dropped the archetype.

If we were to see those, we'd have a better idea of what they'd need.

TheycallmeBrick
4th October 2015, 02:33 AM
Hhhhuh. I feel like, to fully complete UAs, what they really need are the level 4 and 8 hockey-themed monsters they were hinting at, before, well, they dropped the archetype.

If we were to see those, we'd have a better idea of what they'd need.

You know what? This is as good a time as any to write down what I already have.

U.A. Brave Baseliner (Tennis)
EARTH / Level 3 / Scale 2 / Warrior / Pendulum / Effect
ATK 1000 / DEF 2000
Pendulum Effect: You can only Pendulum Summon "U.A." monsters. This effect cannot be negated. Once per turn, when your opponent activates a card or effect in response to the Summon of exactly 1 "U.A." monster you control: You can send this card from your Pendulum Zone to the Graveyard; negate the activation, and if you do, destroy that card.
Monster Effect: You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Brave Baseliner". You can only Special Summon "U.A. Brave Baseliner" once per turn this way. Once per turn, when your opponent activates a card or effect that targets a "U.A." monster(s) you control: You can send this card from your hand to the Graveyard; negate the activation, and if you do, destroy that card.

U.A. Swift Server (Tennis)
EARTH / Level 6 / Scale 7 / Warrior / Pendulum / Effect
ATK 2000 / DEF 1000
Pendulum Effect: You can only Pendulum Summon "U.A." monsters. This effect cannot be negated. Once per turn, during either player's turn, if a "U.A." monster you control would be destroyed by battle: You can activate this effect; that monster is not destroyed by this battle. If you do not have another "U.A." card in your other Pendulum Zone, destroy this card.
Monster Effect: You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Swift Server". You can only Special Summon "U.A. Swift Server" once per turn this way. During your opponent's turn: You can Tribute this card; Special Summon 1 "U.A." monster from your hand. You can only activate this effect of "U.A. Swift Server" once per turn, and only once that turn.

U.A. Wild Winger (Hockey)
EARTH / Level 4 / Warrior / Effect
ATK 1900 / DEF 1000
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Wild Winger". You can only Special Summon "U.A. Wild Winger" once per turn this way. During the End Phase of either player's turn, if this card is in your Graveyard because it was sent there from your hand or field this turn: You can add 1 "U.A." card from your Deck to your hand. You can only activate this effect of "U.A. Wild Winger" once per turn, and only once that turn.

U.A. Elite Enforcer (Hockey)
EARTH / Level 8 / Warrior / Effect
ATK 2600 / DEF 2000
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Elite Enforcer". You can only Special Summon "U.A. Elite Enforcer" once per turn this way. Once per turn: You can send 1 "U.A." card from your hand to the Graveyard; banish 1 card your opponent controls, until the End Phase. If this card inflicts battle damage to your opponent, inflict 800 damage to your opponent. If this card leaves the field by an opponent's card effect: You can target 1 "U.A." card in your Graveyard, except "U.A. Elite Enforcer"; add it to your hand.

U.A. Golden Goal
Continuous Spell Card
Each time a "U.A." monster you control destroys a monster by battle and sends it to the Graveyard, place 1 Goal Counter on this card. You can send this card with 3 or more Goal Counters on it to the Graveyard; draw 2 cards. If this card is destroyed by an opponent's card effect and sent to the Graveyard: Your opponent selects 1 card in their hand and returns it to the Deck.

U.A. Timeout
Continuous Spell Card
You must control a "U.A." monster to activate this card. This card remains on the field for 2 of your opponent's turns. While this card is face-up on the field, neither player can declare an attack. If this card is destroyed by an opponent's card effect and sent to the Graveyard: You can add 1 "U.A." Spell/Trap Card from your Deck to your hand, except "U.A. Timeout".

U.A. Foul Shot
Counter Trap Card
When a "U.A." monster you control is destroyed by an opponent's card effect: Inflict damage to your opponent equal to half the destroyed monster's ATK or DEF (whichever is higher).

U.A. Yellow Flag
Counter Trap Card
When your opponent Special Summons a monster(s) from the Extra Deck while you control a "U.A." monster: Pay 1500 LP; negate the Summon, then return that monster(s) to the Extra Deck.

HelixReactor
4th October 2015, 07:57 PM
Book of the Arcanist

Chapter III - Let's make some Noise!

Okay, I'm done with the Deadly Sins for this theme, so now, back to the lame names!

As I said yesterday, this part is going to be different from the rest of the theme. I was initially planning something completely different for this monster, but considering how its effects were very similar to pretty much everything else in the archetype, I decided to try another thing.
Just like his comrades, this Imp places a Curse Counter on a face-up monster on the field when destroyed or sent to the Graveyard. However, Curses aren't the only type of counters he is capable of managing. And from there, I decided to expand this particular portion of the theme:

Arcanist's Imp of Noise
LIGHT/Lv 3/Fiend/Pendulum/Effect
Scale 7
1200/900

Pendulum Effect: Monsters on the field with a Curse Counter(s) are treated as Tuner Monsters. When a monster is Summoned using a monster(s) with a Curse Counter(s) and/or a Noise Counter(s) as a tribute or a material: Place 1 Noise Counter on that monster. When this card in your Pendulum Zone leaves the field: Destroy all monsters on the field with a Noise Counter(s).

Monster Effect: If this card is destroyed or sent to the Graveyard: Place 1 Curse Counter on a face-up monster on the field. During either player's turn, you can banish this card from your Graveyard: Place 1 Curse Counter and 1 Noise Counter on every face-up monster on the field that was Special Summoned from the Extra Deck.


Noise Change
Quick-play Spell card

When a monster on the field with a Noise Counter activates an effect: the activated effect becomes: "Place 1 Noise Counter on 1 other face-up monster you control, then, if there is a "Arcanist's Imp of Noise" on the field, your opponent can place 1 Noise Counter on 1 face-up monster on the field.".


Noise Control
Trap Card

Target 1 monster on the field with a Noise Counter(s): Equip this card to that target. Switch its control. If a monster your opponent controls with a Noise Counter(s) attacks and activates its effects during the same turn: Destroy it during the End Phase. If this card is sent to the Graveyard: you can discard 1 card; return this card to the hand.


Strident Noise Virus
Trap card

Activate by sending the 3 top cards of your Deck to the Graveyard. Until their third End Phase after this card's activation, when your opponent Special Summons a monster(s), place 1 Noise Counter on it. At the third End Phase of the opponent after this card's activation, if you control 1 "Virus Incubator (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=2737#post2737)" or "Noise Control", you can banish 1 monster on the field with a Noise Counter(s), and if you do, target up to 2 cards in either player's Banished Zones; return them to the hand.


---
Previous chapters: Chapter I (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=2737#post2737), Chapter II (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=3073#post3073).

Mystic TimeKeeper
4th October 2015, 08:04 PM
Neat, the Noise counter is really interesting. The group seems pretty messy to play though.

Managing Curse and Noise counters is rewarding at least.

HelixReactor
4th October 2015, 08:35 PM
Neat, the Noise counter is really interesting. The group seems pretty messy to play though.

Managing Curse and Noise counters is rewarding at least.

Yeah, they are a bit over the place, I'm afraid.

The Noise Counters were a bit of a last-minute idea, but I tried to make them as usable as possible despite the limited number of cards supporting them.

So basically, these will be the only cards of the theme making use of the Noise Counters.

Hope in the Interstice
5th October 2015, 11:41 AM
Idol Gardna
LIGHT
Rock-type/Effect
Level 3
0 / 1700
'Cannot be destroyed by battle. When a card or effect is activated that targets this face-up card: You can banish 1 Spell Card in your Graveyard; negate that effect, and if you do, destroy it.'

SynjoDeonecros
5th October 2015, 04:35 PM
Talisman of Monster-Sealing
**
Dark/Spellcaster - Union
0/0
Effect: Once per turn, you can pay 1000 life points to equip this card to a "Sealmaster Meisei" you control, OR unequip it to Special Summon this card in face-up Attack Position. When equipped to a monster by this card's effect, the effects of all other Effect Monsters on the field are negated. This card cannot be Summoned if you do not control a "Sealmaster Meisei" on the field, and if a "Sealmaster Meisei" you control leaves the field while you control this monster, it is destroyed. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)


Seal Grandmaster Meisei
*******
Dark/Spellcaster - Effect
2200/1450
Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by tributing 1 "Sealmaster Meisei" you control. This card's name is treated as "Sealmaster Meisei" while face-up on the field. Also, while this card is face-up on the field, the effects of all "Talisman" cards you control are applied only to the opponent and their side of the field.


Soldier of the Storm Deities
****
Dark/Warrior - Effect
1500/1000
Effect: You can discard this card from your hand to add 1 "Sanga of the Thunder", "Suijin", "Kazejin" or "Gate Guardian" from your deck to your hand. The added monster cannot be Summoned during that same turn. Also, when Tribute Summoning "Sanga of the Thunder", "Suijin", or "Kazejin", you can treat this 1 monster as 2 Tributes.


Cocoon Barrier
Continuous Trap
Effect: Pay 1000 life points. Select 1 "Petite Moth" and 1 "Cocoon of Evolution" from your hand or deck. Special Summon the selected "Petite Moth" and equip it with the selected "Cocoon of Evolution" While this card is on the field, neither "Petite Moth" nor the "Cocoon of Evolution" equipped to it can be destroyed by battle or by card effects that target. If this card is not on the field, destroy the selected "Petite Moth" and "Cocoon of Evolution" and remove them from play.

SynjoDeonecros
5th October 2015, 07:02 PM
Millennium Puzzle - Pharaoh's Destiny
************
Light/Spellcaster/Effect
?/?
Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Yu-Gi-Oh - Completion of the Puzzle". The control of this card cannot switch. The original ATK/DEF of this card is equal to the current life points of this card's controller. If this card's controller's life points increase/decrease for any reason, adjust this card's ATK/DEF accordingly. As long as this card remains face-up on the field, you do not have to pay life points to activate the cost of a card with "Millennium" in its name.

Yu-Gi-Oh - Completion of the Puzzle
Quick-Play Spell
Effect: Remove your entire hand and all cards on your side of the field from play to activate this card. Special Summon 1 "Millennium Puzzle - Pharaoh's Destiny" from your deck, graveyard, or removed from play to the field. If "Millennium Puzzle - Pharaoh's Destiny" is successfully summoned by this card's effect, double your current life points.

Millennium Ring - Grave Robber's Deceit
Field Spell
Effect: As long as this card remains on the field, all cards with "Millennium" in their name (except this card) cannot be destroyed by a card effect. Once per turn, pay 2000 life points to add 1 card with "Millennium" in its name from your deck, graveyard, or removed from play to your hand.

Millennium Rod - Corruption of the Line
Continuous Spell
Effect: As long as this card remains on the field, once per turn, pay 2000 life points to select 1 monster on the opponent's side of the field and take control of it until the end phase of that turn. Destroy the selected card and remove it from play, afterwards.

Millennium Eye - Visions of Obsessive Madness
Continuous Spell
Effect: As long as this card remains on the field, pay 2000 life points at the start of your opponent's Draw Phase. During the turn you do this, until the end of your next turn, your opponent must show you their hand and all cards they draw and/or pick up.

Millennium Necklace - Eyes of the Future
Continuous Spell
Effect: As long as this card remains on the field, once per turn, pay 2000 life points to see the top 10 cards on your opponent's deck, rearrange them in any order you like, and return them to the top of their deck. Your opponent cannot see the cards.

Millennium Key - Dedicative Insight of the Priest
Continuous Trap
Effect: As long as this card remains on the field, once per turn, pay 2000 life points to see the top 10 cards on your deck, rearrange them in any order you like, and return them to the top of your deck. Your opponent cannot see the cards.

Millennium Scales - Judgment of the Guardian Priests
Continuous Trap
Effect: As long as this card remains on the field, once per turn, pay 2000 life points to select 1 card at random from your opponent's hand and ask them what type of card it is (Monster, Spell, or Trap). The opponent can lie if they want to, but if they do, they remove their entire hand from play.

In the Name of the Pharaoh - Atem
Normal Spell
Effect: This card can only be activated if there is a "Millennium Puzzle", "Millennium Ring", "Millennium Rod", "Millennium Eye", "Millennium Necklace", "Millennium Key", and "Millennium Scales" all on your side of the field. Send this card in your hand and the above cards on the field to the graveyard to Special Summon "Millennium Pharaoh - King of Games" to the field from your hand, deck, graveyard, or removed from play.

Millennium Pharaoh - King of Games
************
Light/Spellcaster/Effect
?/?
Effect: This card cannot be normal summoned or set. This card cannot be special summoned except by the effect of "In the Name of the Pharaoh - Atem". When this card is successfully summoned, you win the match automatically. This card's activation and effect cannot be negated.

Deadborder
5th October 2015, 08:32 PM
Tell me what do you think about this theme :)

From briefly glancing at them, they seem pretty neat

Effects aside, I think some of the Japanese names you gave might need a little work

モンスーン - エリスをリミックス isn't the translation you're looking for for "Remixing Eris", for example. Rather than being a title, the Japanese is literally "remixing Eris" - as in, "to remix Eris". Not to be rude, but it kinda feels like a machine translation mistake.

Additionally, just out of curiosity, is there any reason for the specific names and titles of the Monsoon monsters? I can't say I know much storm OR DJ terminology, so I was wondering if you based them off anything or just went with stuff that sounds cool (not that there's anything wrong with that either).

HelixReactor
5th October 2015, 09:01 PM
Book of the Arcanist

Chapter IV - Not the final chapter


Arcanist's Imp of Dread
DARK/Lv 3/Fiend/Pendulum/Effect
Scale 2
400/1100

Pendulum Effect: Monsters on the field with a Curse Counter(s) cannot attack during the turn they activate their effects.

Monster Effect: If this card is destroyed or sent to the Graveyard: Place 1 Curse Counter on 1 face-up monster on the field.


Arcanist's Imp of Blindness
WIND/Lv 4/Fiend/Effect
Scale 7
900/2000

Pendulum Effect: If a monster on a the field with a Curse Counter(s) targets another card on the field for an attack or by an effect: that monster's controller tosses a coin and calls it. If called wrong, negate the attack or activation.

Monster Effect: If this card is destroyed or sent to the Graveyard: Place 1 Curse Counter on 1 face-up monster on the field.


End of Quarantine
Spell card

Remove up to 4 Curse Counters from the field, then target a number of your banished "Arcanist" monsters equal to the number of removed Curse Counters; return them to the deck. During your next End Phase, send the top 4 cards of your deck to the Graveyard.


Contamination
Counter Trap Card

When a monster on the field declares an attack or activates an effect: Destroy 1 monster you control OR discard 1 monster from your hand; negate the attack or activation, and if you do, place 1 Curse Counter on that monster, then, if you control "Virus Incubator (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=2737#post2737)", you can send 1 "Arcanist" monster from your Deck to the Graveyard.


---
Previous chapters: Chapter I (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=2737#post2737), Chapter II (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=3073#post3073), Chapter III (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=3395&viewfull=1#post3395).

White Hollow
5th October 2015, 09:18 PM
I should mention that: I HATE LIGHTSWORNS. I would never want my thing to be mixed with them. And I AM AWARE that images are taken from Vanguard. I love their art. The rest, I made using GIMP.
Also sorry for the long post =D and for any Official Card Grammar mistakes

http://i.imgur.com/wXVtqpL.jpg
http://i.imgur.com/lDISK7y.jpg
http://i.imgur.com/IydSdds.jpg
http://i.imgur.com/iyqi0Pa.jpg
http://i.imgur.com/B0g5g9u.jpg
http://i.imgur.com/Nh1q1N7.jpg
http://i.imgur.com/XoO6gfG.jpg
http://i.imgur.com/CEUOwe3.jpg
http://i.imgur.com/hXDCHgF.jpg
http://i.imgur.com/8KUdyDe.jpg
http://i.imgur.com/apCvfHh.jpg
http://i.imgur.com/ifmZVWr.jpg
http://i.imgur.com/6AQPndE.jpg
http://i.imgur.com/H9NQBuh.jpg
http://i.imgur.com/UPmTR5m.jpg
http://i.imgur.com/7XxJBDy.jpg
http://i.imgur.com/ENnmzKy.jpg
http://i.imgur.com/FTsucor.jpg
http://i.imgur.com/WUAcgFd.jpg
http://i.imgur.com/hx30lve.jpg
http://i.imgur.com/Psq7x37.jpg
http://i.imgur.com/43IdSrM.jpg
http://i.imgur.com/wwhBXeN.jpg
http://i.imgur.com/lun1lEJ.jpg
http://i.imgur.com/qNo82Ha.jpg
http://i.imgur.com/SNk191R.jpg
http://i.imgur.com/wxd1cTJ.jpg
http://i.imgur.com/bUrCrcM.jpg

Mystic TimeKeeper
5th October 2015, 09:25 PM
So:
Point 1: I really like Lightsworns so I would definitely mix those in it (since I refuse to play JD.dek they would help)

Point 2: The cards are great but the names seems pretty lazy to me (Blue Flame Liberator on top of the list).

Point 3: I can't really envision Gold paladins as Pyro monsters, no matter how much the are burning, but that's just my quirk.

White Hollow
5th October 2015, 09:27 PM
So:
Point 1: I really like Lightsworns so I would definitely mix those in it (since I refuse to play JD.dek they would help)

Point 2: The cards are great but the names seems pretty lazy to me (Blue Flame Liberator on top of the list).

Point 3: I can't really envision Gold paladins as Pyro monsters, no matter how much the are burning, but that's just my quirk.

I really had to name at least one Liberator =) Glad you like them.

King
5th October 2015, 09:36 PM
planing to make a vile and savage rank 4 spam archetype

Mystic TimeKeeper
5th October 2015, 09:48 PM
planing to make a vile and savage rank 4 spam archetype

Do you really think you can best Konami in that? Good luck.

TheycallmeBrick
5th October 2015, 10:01 PM
U.A. World Cup
Continuous Spell Card
You must pay half your LP, while you control "U.A. Stadium", to activate this card. This card remains on the field for 4 of your opponent's turns. Spell/Trap Cards, except "U.A." cards, cannot be activated, and their effects on the field are negated. Once per turn, during either player's turn, when a "U.A." monster you control is destroyed (by battle or by card effect) and sent to the Graveyard: You can Special Summon 1 "U.A." monster with a different name from your hand or Deck, then return that destroyed monster to the bottom of your Deck. You can only activate 1 "U.A. World Cup" per Duel.

King
5th October 2015, 10:22 PM
Do you really think you can best Konami in that? Good luck.

me and Konami we both are Addicted to the Wild Rank 4 Spamming art

Mystic TimeKeeper
5th October 2015, 10:24 PM
me and Konami we both are Addicted to the Wild Rank 4 Spamming art

I'm looking forward to it.

ScionStorm
6th October 2015, 03:09 AM
FORTUNE LADIES CONTINUE

So, a while ago on the main site in one of the comment sections I created an idea for continuing the Fortune Lady series. Specifically, printing Carly's original Fortune Fairies as support for the series. They could make them Spellcaster/Tuner/Pendulum Normal monsters. And they could introduce new Synchros like Fortune Lady Queen, Fortune Lady Oracle, and Fortune Lady Goddess.

Maybe all Fortune Fairies have the Pendulum effect: Pendulum Summoned Fortune Lady monsters are treated as having been summoned by the effect of a Fortune Lady card.

Pendulum Effects:

Fortune Fairy Hu: Once per turn you can return upto 2 Fortune Fairy Pendulum cards in the Pendulum Zone to your hand to return the same number of "Fortune" Spellcaster monsters you control to the top of your deck.
http://vignette3.wikia.nocookie.net/yugioh/images/6/6e/FortuneFairyHu-JP-Anime-5D.png

Fortune Fairy En: Once Per turn you can increase the Atk. of a monster your opponent controls by 100X the monster's level or rank.
http://vignette3.wikia.nocookie.net/yugioh/images/2/2d/FortuneFairyEn-JP-Anime-5D.png

Fortune Fairy Chee: Once per turn, you can reduce the Level of a "Fortune" Spellcaster monster you control by upto 2 and increase the level of another "Fortune" Spellcaster monster you control by the same amount.
http://vignette4.wikia.nocookie.net/yugioh/images/6/60/FortuneFairyChee-JP-Anime-5D.png

Fortune Fairy Swee: Once per turn, you may special summon a "Fortune" Spellcaster monster you would draw outside of your Draw Phase. Treat it as being special summoned by the effect of a Fortune Lady card.
http://vignette1.wikia.nocookie.net/yugioh/images/d/d3/FortuneFairySwee-JP-Anime-5D.png

Fortune Fairy Ann: When a Fortune Lady monster is special summoned from the Graveyard by the effect of a Fortune Lady card, you may target one Fortune Fairy monster in your Extra Deck and place it in your hand.
http://vignette1.wikia.nocookie.net/yugioh/images/0/09/FortuneFairyAnn-JP-Anime-5D.png

Fortune Fairy Hikari: Reduce the level of a "Fortune" Spellcaster monster you control by 2 to negate the effect of a card that would destroy a "Fortune" Spellcaster monster being special summoned and banish it.
http://vignette1.wikia.nocookie.net/yugioh/images/2/20/FortuneFairyHikari-JP-Anime-5D.png

Hope in the Interstice
6th October 2015, 11:31 AM
Two words, everybody: Pendulum. Geminis. Also magical girls.

Basically, the Spellcasters are your usual magical girls who fight evil by transforming into forms that can actually fight. Nekokoro is the cat guide and Kageto is your Tuxedo Mask. The Vancard Companion, though? Well, the support for this archetype actually relies on paying LP and acts as if you are joining the fray alongside the girls, much like many a male main protagonist in anime these days.


Koyami, Vancard of Evil's Bane
DARK
Spellcaster-type/Pendulum/Gemini/Effect
Level 4
Scale 7
0 / 0
'Pendulum effect: You take no damage from battles involving Spellcaster-type "Vancard" monsters you control. Each Spellcaster-type "Vancard" monster you control cannot be destroyed by battle or card effect once per turn.
Monster effect: This card is treated as a Normal Monster. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● This card's original ATK and DEF become 1100 and 1000. This card gains 800 ATK for each other Spellcaster-type "Vancard" monster you control. Once per turn: You can add 1 face-up "Vancard" monster from your Extra Deck to your hand.'

Utana, Vancard of Spirit's Freedom
WIND
Spellcaster-type/Pendulum/Gemini/Effect
Level 4
Scale 2
0 / 0
'Pendulum effect: During your Main Phase: You can activate this effect; Spellcaster-type "Vancard" monsters you control are unaffected by your opponent's Spell/Trap effects until the End Phase.
Monster effect: This card is treated as a Normal Monster. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● This card's original ATK and DEF become 1600 and 1700. All Spellcaster-type "Vancard" monsters you control gain 400 ATK and DEF. The activation and effects of "Vancard" cards you control cannot be negated.'

Ai, Vancard of Love's Power
FIRE
Spellcaster-type/Pendulum/Gemini/Effect
Level 4
Scale 7
0 / 0
'Pendulum effect: If a Spellcaster-type "Vancard" monster you control battles with an opponent's monster, that opponent's monster loses ATK equal to the Level of the "Vancard" monster it battles x 100 until the end of the Damage Step.
Monster effect: This card is treated as a Normal Monster. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● This card's original ATK and DEF become 1800 and 200. If this card attacks or is attacked: You can inflict 500 damage to your opponent at the start of the Damage Step. If another "Vancard" monster you control attacks an opponent's monster: You can increase the attacking monster's ATK by 500 until the end of the Damage Step.'

Nekokoro, Guide of the Vancard
DARK
Beast-type/Pendulum/Effect
Level 3
Scale 6
500 / 900
'Pendulum effect: All Special Summoned Gemini Monsters you control are treated as Effect Monsters, and gain their effect(s). Once, during your Main Phase, if this card was activated this turn and you control a face-up Spellcaster-type "Vancard" monster: You can add 1 Spellcaster-type "Vancard" monster from your Deck to your hand.
Monster effect: Cannot be destroyed by battle twice per turn. During your Main Phase: You can return this face-up card you control to your hand.'

Kageto, Shadow of the Vancard
DARK
Warrior-type/Pendulum/Gemini/Effect
Level 6
Scale 3
0 / 0
'Pendulum effect: When a Spellcaster-type "Vancard" monster(s) you control is targeted by your opponent's card effect or for an attack: You can negate that effect or attack, and if you do, Special Summon this card from your Pendulum Zone but return it to your hand during the End Phase.
Monster effect: This card is treated as a Normal Monster. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● This card's original ATK and DEF become 2600 and 2000.'

Vancard Companion — The Power to Protect
Normal Spell
'If you control a face-up Spellcaster-type "Vancard" monster: Pay LP in multiples of 100 (max. 2000); Special Summon 1 "Vancard Companion" Token (Warrior-Type/LIGHT/Level 1/ATK ?/DEF ?). Its ATK is equal to the LP you paid to activate this card. You can only control 1 "Vancard Companion" Token.'

HelixReactor
6th October 2015, 05:12 PM
Book of the Arcanist

Chapter V - Sick update, and conclusion


Bloodthirsty Arcanist
DARK/Lv 6/Spellcaster/Pendulum/Effect
Scale 2
2400/1700

Pendulum Effect: -none-

Monster Effect: If this card is sent from your hand or Deck to the Graveyard: Place 1 Curse Counter on all face-up monsters on the field. If this card is Pendulum Summoned from your hand: you can add 1 "Arcanist", "Noise", or "Virus" card (except "Bloodthirsty Arcanist") from your Deck or Graveyard to the hand, then send the top card of your Deck to the Graveyard. You can only activate this effect of "Bloodthirsty Arcanist" once per turn. If this card is targeted by a monster on the field for an attack or a card effect: Place 1 Curse Counter on that monster, then, if you control "Virus Incubator (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=2737#post2737)", you can send the top card of your Deck to the Graveyard. If this card leaves the field: Destroy all monsters on the field with a Curse Counter(s), and if you do, both players take damage equal to the number of monsters destroyed by this effect x 1000.


Arcanist's Brother
LIGHT/Lv 9/Spellcaster/Pendulum
Scale 7
900/2900

Pendulum Effect: If you control "Bloodthirsty Arcanist", this card's Pendulum Scale becomes 10. Once per turn, you can target 1 monster on the field with a Curse Counter(s): remove all Curse Counters from that target, and if you do, for the rest of the Duel, Curse Counters cannot be placed on monsters with the same name as the target. During either player's turn, if you control "Virus Incubator": you can banish this card from your Pendulum Zone; add 1 "Bloodthirsty Arcanist" from your Deck or Graveyard to the hand, also, until the end of the opponent's next turn, neither player takes damage, and monsters on the field cannot be destroyed by battle.

Flavor Text: An aspiring scientist who discovered his healing magic abilities the moment his younger sister's dark powers started backfiring on her, progressively turning her mad. He devoted his life to find a cure for her, but in vain. Soon, his own persona started developping a far more vicious side.


Welp, this concludes the Book of Arcanist. And now I'm feeling a bit sad because it's over... This is the first time I manage to make an archetype from scratch and complete it, and I hope it won't be the last. I hope you enjoyed it :3


---
Previous chapters: Chapter I (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=2737#post2737), Chapter II (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=3073#post3073), Chapter III (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=3395&viewfull=1#post3395), Chapter IV (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=3663&viewfull=1#post3663).

ScionStorm
6th October 2015, 10:27 PM
FLAME SWORDSMEN

Official cards
http://vignette4.wikia.nocookie.net/yugioh/images/1/15/FlameSwordsman-LCJW-EN-C-1E.png http://vignette4.wikia.nocookie.net/yugioh/images/a/ac/BlueFlameSwordsman-LC04-EN-UR-LE.png
These are meant to work with in addition to the two official "Flame Swordsman" monsters


Green Flame Swordsman
Lv. 4 FIRE Warrior-type ATK 1800/ DEF 1600
Effect: Once per turn, during either player's Battle Phase, You can reduce the ATK or DEF of this card by 600 to target 1 Spell card in your deck and place it on the top of your deck. When this card you control is destroyed by you opponent's card and sent to the Graveyard, you can banish this card in your Graveyard to target one Spell/Trap card in your Graveyard and set in on your field.

Yellow Flame Swordsman
Lv. 4 FIRE Warrior-type ATK 1800/ DEF 1600
Effect: Once pert turn, during either player's Battle Phase, you can reduce the DEF of this card by 600 to reduce the DEF of one monster your opppponent controls that you target. When this card is destroyed and sent to the Graveyard by a card your opponent controls, you can banish this card in the Graveyard to return all of your other banished FIRE Warrior-type monsters to your Deck/ Extra Deck.

White Flame Swordman
Lv. 5 FIRE Warrior-type ATK ???/ DEF ???
Effect: (Cannot be Normal Summoned. Must be Special Summoned by banishing 2 "Flame Swordsman" monsters you control.) The ATK/ DEF of this card is equal to the total ATK and total DEF of the monsters banished. Each time a monster you control is banished from the Graveyard, you can banish one card in your Opponent's Graveyard.

Kindle Flame Swordsman
Lv. 2 FIRE Warrior-type ATK 900/ DEF 800
Effect: When this card is sent from the field to the Graveyard during either player's Battle Phase, all other FIRE monster you control gain 300 ATK. You can banish this card in your Graveyard to place a non-Fusion "Flame Swordsman" monster from your Deck/ Graveyard into your hand.

GrandNova Flame Swordsman
Lv. 6 FIRE Warrior-type ATK 2700/ DEF 2400
Fusion-Effect: [3 x "Flame Swordsman" monsters]
Once per turn, during either player's Battle Phase you can activate the first effect of one of the "Flame Swordsman" Fusion Material monsters used to Fusion Summon this card. When this card is destroyed by an Opponent's card and sent to the Graveyard, you can banish this card in the Graveyard to Special Summon 1 Flame Swordsman from your Extra Deck. That monster gains 600 ATK. This counts as a Fusion Summon.

Slayer-Spy of the Flame Swordsman
TRAP
Effect: Activate this card during the Battle Phase. When this card is activated, Special Summon this card as a Monster (Lv. 5 FIRE Warrior-type ATK 2250/ DEF 2000) to your Opponent's side of the field. This card cannot be tributed and must attack during its controller's Battle Phase if possible.

TheycallmeBrick
7th October 2015, 12:09 AM
So, a while ago on the main site in one of the comment sections I created an idea for continuing the Fortune Lady series. Specifically, printing Carly's original Fortune Fairies as support for the series. They could make them Spellcaster/Tuner/Pendulum Normal monsters. And they could introduce new Synchros like Fortune Lady Queen, Fortune Lady Oracle, and Fortune Lady Goddess.

I don't really know about making the "Fortune Fairies" into Tuners, but I like the overall concept.

Fortune Magician
DARK / Level 1 / Spellcaster / Tuner / Effect
ATK 400 / DEF 400
Once per turn: You can reduce the Level of 1 "Fortune Fairy" or "Fortune Lady" monster you control by 2; Special Summon this card from your Graveyard.

Fortune Lady Oracle
LIGHT / Level 7 / Spellcaster / Synchro / Effect
ATK 2400 / DEF 1200
1 Tuner + 1 or more non-Tuner "Fortune Lady" monsters
When this card is Synchro Summoned: You can banish 1 monster your opponent controls until their next Standby Phase. Once per turn: You can reduce the Level of every other monster you control by 1; this card gains 300 ATK and DEF for each Level lost, until the End Phase.

Fortune's Call
Normal Spell Card
Tribute 1 "Fortune Fairy" or "Fortune Lady" monster; add 1 Spellcaster-Type monster from your Deck to your hand with a Level less than or equal to the Level of the Tributed monster.


FLAME SWORDSMAN

Yes.

Blue Flame Manipulator
FIRE / Level 3 / Spellcaster / Effect
ATK 900 / DEF 1000
(This card's name is always treated as "Flame Manipulator".)
Once per turn: You can inflict 200 damage to your opponent for each FIRE monster you control. Once per turn, if you Fusion Summon a "Flame Swordsman" monster: You can banish this card from your Graveyard as 1 of the Fusion Materials. If you do, its name is treated as "Flame Swordsman".

Masaki the Legendary Swordmaster
EARTH / Level 4 / Warrior / Effect
ATK 1100 / DEF 1100
(This card's name is always treated as "Masaki the Legendary Swordsman".)
If you control a Warrior-Type monster, you can Special Summon this card (from your hand). You can only Special Summon "Masaki the Legendary Swordmaster" once per turn this way. This card gains 300 ATK for each Warrior-Type monster you control.

Master Flame Swordsman
FIRE / Level 5 / Warrior / Fusion / Effect
ATK 1800 / DEF 1600
1 FIRE monster + 1 EARTH monster
When this card is Fusion Summoned: You can send 1 "Flame Swordsman" from your Extra Deck to the Graveyard, and if you do, increase this card's original ATK and DEF by 1000. If this card would be destroyed by battle and sent to the Graveyard, you can banish 1 "Flame Swordsman" monster from your Graveyard instead.

Legendary Salamandra
Equip Spell Card
Equip only to a "Flame Swordsman" Fusion Monster. The equipped monster gains 700 ATK. If the equipped monster would be destroyed (by battle or by card effect) and sent to the Graveyard, you can destroy this card instead, and if you do, the equipped monster gains 1500 ATK, until the End Phase.

Michelle
7th October 2015, 02:39 PM
Monsoon - Drooping Mishelle
モンスーン - ミッシェル垂下 | Monsūn - Missheru Suika
ATK/2500 DEF/2400
Fairy/Synchro/Effect - WIND - ✩6
1 WIND Tuner + 1 or more non-Tuner WIND monsters
During the turn you Synchro Summon this card, you cannot Special Summon monsters, except "Monsoon" monsters.
① If this card is Synchro Summoned: You can target 3 WIND monsters in your Graveyard and 2 cards your opponent controls; shuffle the first targets to your Deck, then destroy the second targets.
② Once per turn, you can add 1 level 5 or lower Psychic-Type monster from your Deck to your hand, then banish 1 Psychic-Type monster from your hand.

I can't help but feel this speaks to me directly.

planing to make a vile and savage rank 4 spam archetype
I'll accept your challenge.

I'm looking forward to it.

Stay on your toes, I'll go get a disgusting R4nk theme after a while.

HelixReactor
7th October 2015, 08:34 PM
And now, for a new story:


Tales of the Demon Kings

Chapter I - [Insert some elevator music from Hell here]


Since, as already mentionned, my previous theme could've had the potential to be fully resolving around the Seven Deadly Sins, naturally the next one will be just about that. At first I was just thinking of making a small series of boss cards with little to no connection with each other other than the fact that each one would represent a Sin, but in the end, I decided to remodel the idea into a full archetype, having a small clan of Devil Summoners performing forbidden rites to call the embodiment of each vice to our world. And what would be more fitting in such an omnious context that Ritual Summons?

Well then, I hope you'll enjoy this small ride :3

Demon Fox Taleteller
EARTH/Lv 10/Fiend
1000/2700

This long retired Devil Summoner is more than glad to see that the newest generation is interested in learning one of the most rudimentary methods of summoning the creatures of the Underworld.

Demon Fox Aurora
WATER/Lv 4/Fiend/Effect
400/1600

When this card is Normal Summoned OR Special Summoned by the effect of a "Demon" card: You can add 1 Fiend-type Ritual monster from your Deck to your hand. If this card is tributed for the Ritual Summon of an "Embodiment" monster: negate the effects of all face-up monsters your opponent currently controls until their End Phase. Each effect of "Demon Fox Aurora" can only be activated once per turn.

Embodiment of Lust - Asmodeus
LIGHT/Lv 7/Fiend/Ritual/Effect
2800/2100

You can Ritual Summon this card using any "Demon King" Ritual Spell Card.
Once per turn, you can target 1 monster your opponent controls; banish it, and if you do, during your next Standby Phase, Special Summon that target on your side of the field. This cards gains 1 additional attack for every monster you control that is owned by the opponent.

Summoning Circle of the Demon Kings
Ritual Spell Card

This card can be used to Ritual Summon any Fiend-type Ritual Monster from your hand or Graveyard.
Tribute monsters from your hand or side of the field, whose total levels is equal to the Level of the Ritual Monster or higher. If you would Ritual Summon an "Embodiment" monster, you can also tribute 1 monster your opponent controls. If this card is in your Graveyard, and you control no monsters: You can banish 1 "Demon Fox" monster in your Graveyard; return this card to the hand.

Mystic TimeKeeper
7th October 2015, 09:23 PM
Nice cards! I just think that the "Demon" archetype may have quite a lot of extra members to it since it is a common name.

HelixReactor
7th October 2015, 09:40 PM
Nice cards! I just think that the "Demon" archetype may have quite a lot of extra members to it since it is a common name.

Really not as much as I thought at first, since they kinda get Archfiend'd most of the time.

In any case, glad you like them ^_^

ScionStorm
8th October 2015, 03:43 AM
Alright, storytime: Back when I was looking for potential duelists for a possible fanfiction DM series that would cover the BATTLE CITY 2 tournament that was previously only mentioned in GX (I have always imagined that tournament happened at some point between KCGPX and the Millenium World arcs) I learned about a girl from Yugi's High School in the old Season 0 who played a goddess/witch deck. The character was also listed in GX as one of Trueman's victims. Risa Kageyama is one of a Triplet of identical sisters. They are secretly witches and in the first series, they obsess over collecting the three "Hecate" monsters to summon "Gorgon". This is where I started my decklist for Risa, who I decided would play a large General-level villain role in Battle City 2. I decided to expand her deck, since she'd be dueling multiple times, to become a full chaotic deck featuring a variety of Greek Goddesses that function in the way decks often did during the DM era-not as a singular archetype, but as a collection that could be used together, or within their own themes. I included a handful of real official cards and the rest was completely made up. So here we go. I never quite finished building her crazy deck, but I got pretty far.


Risa Kageyama and her sisters
http://vignette2.wikia.nocookie.net/yugioh/images/b/b8/Risa_kageyama.png
http://vignette3.wikia.nocookie.net/yugioh/images/d/df/Kageyama_sisters_1.png


Risa's GREEK GODDESS DECK
21 Monsters/ 17 Spells/ 7 Traps = 45 total


First up are Risa's original Hecate and Gorgon cards. Now there are actually two different versions of them. There are no official card versions for the game and were never seen past season 0, so I have decided that not only would I rewrite them, but I'd resolving both versions of the cards into one- so that in a way, both versions could be correct.


http://vignette2.wikia.nocookie.net/yugioh/images/5/5d/Hecate.jpg

Violet Hecate
Now here you can see what I'm talking about. The Toei animation showed the card with Lv.7 2500 ATK/ 2300 DEF, while the Bandai print made it Lv.4 1500/1500. I tried to resolve this with the first effect I created for them you can see under the pictures.


http://vignette3.wikia.nocookie.net/yugioh/images/6/6e/VioletHecate-JP-Anime-Toei.jpg http://vignette4.wikia.nocookie.net/yugioh/images/1/17/VioletHecateBAN1-JP-C.jpg
Spellcaster-Type/ DARK/ Lv. 7/ ATK 2500/ DEF 2300/ Effect Monster
Effect: (1) You can Normal summon this Monster without using Tributes. If you do, this card becomes (Lv.4/ ATK 1500/ DEF 1500) and cannot be Banished. (2) Once per turn, you may shuffle 1 Spell card from your Hand into the Deck to move 1 Spell card from your Deck to your Hand.

Red Hecate

http://vignette3.wikia.nocookie.net/yugioh/images/f/f5/RedHecate-JP-Anime-Toei.jpg http://vignette2.wikia.nocookie.net/yugioh/images/f/f5/RedHecateBAN1-JP-C.jpg
Spellcaster-Type/ DARK/ Lv. 7/ ATK 2500/ DEF 2300/ Effect Monster
Effect: (1) You can Normal summon this Monster without using Tributes. If you do, this card becomes (Lv.4/ ATK 1500/ DEF 1500) and cannot be Banished. (2) Once per turn, you can send 1 Spell card from your Hand to the Graveyard to return 1 Spell card from your Graveyard to your Deck.

Yellow Hecate

http://vignette4.wikia.nocookie.net/yugioh/images/c/cd/YellowHecate-JP-Anime-Toei.jpg http://vignette4.wikia.nocookie.net/yugioh/images/b/b3/YellowHecateBAN1-JP-C.jpg
Spellcaster-Type/ DARK/ Lv. 7/ ATK 2500/ DEF 2300/ Effect Monster
Effect: (1) You can Normal summon this Monster without using Tributes. If you do, this card becomes (Lv.4/ ATK 1500/ DEF 1500) and cannot be Banished. (2) Once per turn you can return 1 Spell card you control from you Spell/Trap Zone to your Hand to set 1 Spell card from your Hand in your Spell/Trap zone.

The Gorgon

http://vignette2.wikia.nocookie.net/yugioh/images/1/1b/Gorgon-JP-Anime-Toei-NC.jpg http://vignette2.wikia.nocookie.net/yugioh/images/2/29/GorgonBAN1-JP-C.jpg
Spellcaster-Type/ DARK/ Lv. 9/ ATK 3000/ DEF 3500/ Effect Monster
Effect: This card cannot be Normal Summoned. This card cannot be Special Summoned except by Banishing 3 "Hecate" monsters, with different names, you control face-up. This card cannot be destroyed by the effect of Spell/Trap cards. Twice per turn, you can reduce the ATK of this card by 1000 until the End Phase to attack once again. If this card is removed from the Field, return 3 Banished "Hecate" monsters to your Deck.

So, anyway, that is what I started with for Risa's deck. Re-imagining the only 4 cards she was ever seen playing. From there though, I took off, researching different major goddesses of Greek myth and trying to resolve their powers into cards that Risa could use. One thing was going to be clear from here on. Banishing and to a lesser extent, Spell cycling would be a recurring theme for Risa's dueling style.

Is there any Goddess more memorable to the heart than Aphrodite, the goddess who was born from the semen-seafoam of her father's severed nuts? Is she really about love or just attraction? Does her son cause romance or lust with his shooting arrow?

Goddess of Allure, Aphrodite
Spellcaster-Type/ WATER/ Lv. 6/ ATK 1800/ DEF 2300/ Effect Monster
Effect: You may only control 1 "Goddess of Allure, Aphrodite". This card cannot be destroyed by battle. When this card is Summoned: You can return up to 4 cards in your Hand to your Deck and place one "Allure-counter" on this card for each card returned. Once during each Player's Main Phase 1, you may move 1 "Allure-counter" from this card to another face-up monster on the field. Once per turn: You may change the target of an attack or monster effect to another appropriate monster with an "Allure-counter" on it by returning the "Allure-counter" to this card.

And of course, where would we be without a Spell for Aphrodite to cast. And look, it works with her son as well! Eros, I mean. God of Desire. Not her son Phobos, god of Fear or her son Deimos, god of Dread

Exquisite Pheramones
Spell-Quickplay
Effect: Activate 1 of the following effects by discarding aone card in your hand: (1) Add 1 "Allure-counter" to "Goddess of Aphrodite" or 1 "Desire-counter" to "Eros, Son of Desire". (2) Move 1 "Allure-counter" or "Desire-counter" on a face-up monster on the field to another face-up monster on the field.

But wait! While we are looking into family ties, why don't we next go with Aphrodite's daughter-Harmonia, goddess of order and a certain Discord goddess's polar rival.

The Goddess, Harmonia
Fairy-Type/ LIGHT/ Lv. 5/ ATK 1600/ DEF 1800/ Effect Monster
Effect: This card cannot be destroyed by battle. This card also counts as a DARK monster. When this card is Summoned successfully: You may set 1 "Doomed Necklace of Concord" from you Deck to your Spell/Trap Zone. Monsters Special Summoned by sending more than 1 monster to the Graveyard cannot be Banished from the Field. When a face-up card on the Field would be Banished: You may discard 1 card in your Hand to negate the Banishment and send the card to the Graveyard instead.

Songspell of Harmonia
Spell-Quickplay
Effect: Target 2 monsters on the Field. Their Levels are now half the total of their original Levels combined. If you control a face-up "The Goddess, Harmonia": After this card is activated, you may send a Banished card to the Graveyard to return this card to the Deck instead of sending it to the Graveyard.

Doomed Necklace of Concord
Trap
Effect: Target 1 face-up monster on the field; equip this card to that target. The equipped monster cannot be Banished. If the equipped monster is Tributed for a Special Summon or used as a material monster for a Special Summon the controlled of the equipped monster takes 600 damage and you may equip this card to another face-up monster on the field if possible instead of sending it to the Graveyard. If a monster is Banished while this card is in the Graveyard, return this card to your Deck.

Well, with Harmonia in the deck, it would only be fair if her opposite found a place here as well. Onward, to Chaos and it's lovely goddess!


The Goddess, Eris
Fairy-Type/ DARK/ Lv. 5/ ATK 1800/ DEF 1600/ Effect Monster
Effect: This card also counts as a LIGHT monster. When this card is summoned successfully: You may set 1 "Golden Apple of Discord" from you Deck to your Spell/Trap Zone. Once per turn you can activate 1 of the following effect: (1) Banish 1 card in your Graveyard to banish the top card on your Opponent's Deck. (2) Banish 1 card in your Hand to return 1 other Banished card to your hand. (3) Banish 1 "Golden Apple of Discord" in your Graveyard to Banish 1 card in your Opponent's hand.

Golden Apple of Discord
Spell-Quickplay
Effect: Monsters that were targeted by card effects this turn cannot be targeted for attacks. When this card is removed from Banishment: Banish 1 card in your Opponent's Graveyard.

So what next? Well Aphrodite wasn't the only Water child in this deck. Let's look at Poseidon's own wife.

Queen of the Sea, Amphitrite
Fairy-Type/ WATER/ Lv. 7/ ATK 2200/ DEF 2400/ Effect Monster
Effect: This card's name is also treated as "Umi" while it is face-up on the Field. WATER monsters gain 400 ATK. When this card is Normal Summoned, switch the positions of all other face-up monsters on the Field. Twice, the turn this card was Summoned, you may reduce the ATK/ DEF of this card by 100/100 to Special summon 1 "Sea Nymph" token (Aqua/ WATER/ Lv. 2/ ATK 100/ DEF 100) to the Field. "Sea Nymph" monsters can attack directly while "Umi" is on the Field.

But while Amphitrite might rule the sea, there's more than one Queen to inhabit this deck. Take our crop goddess and her seasonal daughter for instance.

Demeter, Queen of the Harvest
Fairy-Type/ EARTH/ Lv. 6/ ATK 2200/ DEF 2400/ Effect Monster
Effect: If "Summerland" is on the field: Once per turn you may increase your Opponent's Life Points by 600 to Special Summon up to 2 "Crop" tokens (Plant/ EARTH/ Lv. 2/ ATK 200/ DEF 200) to your Field. When a Token monster is removed from the Field, you may set a Spell card from your Graveyard in you Spell/Trap Zone.

Now you all know the story of her daughter, right? Kidnapped child of the summer by the underworld king, Hades. In eating his fruit offering(pomegranate seeds you dirty minds!) she was cursed to be his bride and queen 4 months out of every year-those months became winter.

Persephone, Queen of the Underworld
Fairy-Type/ EARTH/ Lv. 5/ ATK 1600/ DEF 2400/ Effect Monster
Effect: There can only be 1 "Persephone, Queen of the Underworld" on either Player's Field/ Graveyard at a time. When this card is summoned: Destroy any "Winterland" Spell card on the Field and activate the Spell card "Summerland" from your Deck or Graveyard. When this card is sent from the Field to the Graveyard: Destroy any "Summerland" card on the Field and activate the Spell card "Winterland" from your Deck or Graveyard. Any "Winterlad" Spell card you control cannot be destroyed while this card is in the Graveyard.

Now lets take a look at those seasonal cards.

Summerland
Spell-Field
Effect: All Players must reveal their Hand during their Standby Phase. Once per turn, by paying 500 Life Points, a Player can set 1 Spell/Trap card from their Deck to their Spell/Trap Zone during their turn. The set card cannot be activated until the Controller's next turn.

Winterland
Spell-Field
Effect: Cards that are set for two or more turns cannot be activated or flipped face-up except by other card effects (or if they are attacked). Once per turn, you may place 1 "Ice-counter" on a card on the Field. Cards with "Ice-counters" cannot be returned to the Hand or Deck.

And let us not forget those dastardly pomegranates.

Seeds of Persephone
Spell-Normal
Effect: Send this card from your Hand or Deck to the Graveyard when "Persephone, Queen of the Underworld" is sent from the Field to the Graveyard. While this card is in the Graveyard, neither Player can Special Summon monsters from the Graveyard.

Well this is fun. Who else can we Queen?

Hestia, Queen of the Hearth
Fairy-Type/ FIRE/ Lv. 4/ ATK 1500/ DEF 2000/ Effect Monster
Effect: You may control only one "Hestia, Queen of the Hearth" at a time. Every time a card(s) is returned to your Deck, deal 400 damage to your Opponent. If a face-up "The Hearth-Home Temple" would be destroyed by an Opponent's card effect, you may return 1 card from you Hand to your Deck to negate that card's effect; you may return 1 more card from your hand to your Deck to destroy the card after negation.

Now lets take a closer look into that hearth has to offer, or maybe, it's the offering you give to the hearth?

The Hearth-Home Temple
Spell-Continuous
Effect: During your Draw Phase, before drawing, return at least 1 card from your Hand to your Deck or destroy this card. Deal 200 damage to your Opponent for each card you return to your Deck by this card's effect. "Hestia, Queen of the Hearth" cannot be destroyed as long as this card remains face-up on the Field.

Let us not forget who wears the big boss dress on Olympus. But is she the matron goddess of family or just her idealistic delusion of family? After all, she threw her own infant son out on his ass when he popped out the ugliest baby she'd ever seen.

Hera, Queen of Queens
Fairy-Type/ LIGHT/ Lv. 8/ ATK 2800/ DEF 2400/ Effect Monster
Effect: This card can only be Normal Summoned, and only by Tributing two monsters. Once per turn, you may return this card from your Hand to your Deck to Normal Summon another Fairy-type or Spellcaster-type monster except "Hera, Queen of Queens" in addition to your regular Normal Summon, with 1 less Tribute than they would normally need.

A Prayer to Hera
Spell-Normal
Effect: Discard 1 card in your hand to add 1 "Hera, Queen of Queens" from your Deck to your Hand.

There's one more Queen I should mention from this deck. But she is tied to an official card in the deck that exists in the OCG. Legend has it, that Athena was outraged by Arachne's boasts to be superior in weaving than even the gods. To put the stitch in her place, Athena contested her skill and ultimately transformed her into an immortal Spider and cursed her to spin thread and weave for eternity.

Athena
http://vignette3.wikia.nocookie.net/yugioh/images/1/1f/AthenaSDLS-EN-C-1E.png
Effect:[/B] Each time a Fairy-Type monster(s) is Summoned: Inflict 600 damage to your opponent. Once per turn: You can send 1 face-up Fairy-Type monster you control to the Graveyard, except "Athena", then target 1 Fairy-Type monster in your Graveyard, except "Athena"; Special Summon that target.

Arachne, Weaver Queen of Spiders
Spellcaster-Type/ EARTH/ Lv. 5/ ATK 2200/ DEF 2000/ Gemini-Effect Monster
Effect: This card is treated as a Normal Monster while face-up on the Field and in the Graveyard. While this card is face-up on the Field, you can Normal Summon it (you may Normal Summon it again as soon as it is summoned to the Field or flipped face-up if you control a face-up "Athena") to have it become an Effect Monster and gain the following effects: This card also counts as an Insect-type monster. When this card is Normal Summoned you can set 1 "Spider" Spell/Trap card from your Deck to your Spell/Trap Zone. "Spider" monsters gain ATK 300/ DEF 300 while this card is face-up on the Field. Once per turn, you may change the position of a "Spider" monster you control (including flipping face-down).

Obviously, Arachne could command her own army in a Spider themed deck. Especially with some of these nifty support


Guidance Thread of the Spider
Spell-Equip
Effect: Equip to a "Spider" monster you control. That monster deals Piercing damage this turn. It is destroyed during your End Phase.

Transmigration to the Spider's Nest
Spell-Quickplay
Effect: Return a "Spider" monster in you Graveyard to your Deck.

D.D. Spider Thread
Spell-Normal
Effect: If you control a face-up "Spider" monster: target 1 Banished card (from either Player) and add it to your Hand.

Of course there is also an anime Spells to work with
http://vignette2.wikia.nocookie.net/yugioh/images/9/9e/SpiderWeb-JP-Anime-GX.png
Spider Web
Spell-Normal
Effect: Select 1 card in your opponent's Graveyard that was sent there the previous turn, and add it to your hand.

Oh, lets not forget that wrath-winning gorgeous weave.

Glorious Tapestry of the Spider Queen
Trap
Effect: If you control 1 face-up "Arachne, Weaver Queen of Spiders" Normal monster: Tribute 1 monster to Special Summon "Athena" from your Hand or Deck. For the rest of the turn, the effects of the Special Summoned monster are negated and it cannot attack.


Lots of support for just one card... hmm. How about we take a dip into Dark Magic next with a Goddess most remember from the Odyssey who felt men were like wild beasts anyways, so why not make them look that on the outside.

Circe
Spellcaster-Type/ DARK/ Lv. 4/ ATK 1600/ DEF 1600/ Effect Monster
Effect: While this card is face-up on the Field: All your Opponent's Warrior-type monsters on the Field become Beast-Warrior-type monsters. Beast-type and Beast-Warrior-type monsters cannot target "Circe" for attacks or effects. Once per turn: You can send a set Spell card you control to the Graveyard to activate a Spell card from your Deck.

Simple enough. But while we are discussing the Dark side, it seems only right to include the night goddess, herself.

Nyx- the Night
Fairy-Type/ DARK/ Lv. 7/ ATK 2500/ DEF 1200/ Effect Monster
Effect: Once per turn, by paying 500 Life Points, you can target 1 face-up card on the field and flip it face-down. You may flip this card face-down once per turn.

Opposite the concealing night is the light of revelation, isn't it?

Altheia- the Light of Truth
Fairy-Type/ DARK/ Lv. 4/ ATK 0/ DEF 2400/ Effect Monster
Effect: When this card is summoned, you may switch it to Defense position. Once per turn you may activate one of these effects: (1) You can force the activation of a set Spell/Trap card as long as activation is appropriate. (2) Target 1 face-down monster and flip it face-up. The monster's effect is not activated.

I think there's no better association with the night than the stars and the moon. And there's no one more associated with the moon than the serious hunting goddess twin of Apollo, patron of all Doctors and Med students who are songwriting rock gods in their spare time.

Artemis, Huntress of the Moon
Fairy-Type/ DARK/ Lv. 4/ ATK 1700/ DEF 1500/ Effect Monster
Effect: When this card is successfully Summoned: You may select 1 "Moon" Spell/Trap card from your Deck and set it in your Spell/Trap Zone. Negate the effects of monsters this card battles. Card effects cannot be activated in response to this card targeting a monster for an attack.

Oh my. When this virgin goddess is on the hunt, not much can stand in her way.

Moonbow of Artemis
Spell-Equip
Effect: A monster equipped with this card gains 300 ATK. A "Moon" monster or Lv. 3 or less Warrior-type monster equipped with this card deals Piercing damage. If the monster equipped with this card is destroyed, flip this card face-down.

Heh, let's throw an official Moon Spell card in there as well. You'll
http://vignette3.wikia.nocookie.net/yugioh/images/c/c0/AttacktheMoon-ABYR-EN-SR-1E.png

Let's look at the Artemis's traps now.

Mystical Moon Rocks
Trap-Continuous
Effect: When this card is activated: You may dicard up to 3 cards from your hand to Special Summon an equal amount of "Moonrock" tokens (Rock/LIGHT/ Lv. 1/ ATK 300/ DEF 300) to your Field. Once per turn you can switch the Battle Position of one "Moon" monster on the Field. You can select 1 "Moonrock" token during each of your End Phases and switch control of it. "Artemis, Huntress of the Moon" gains 300 ATK for each "Moonrock" token on the field.

Moon Gravity
Trap
Effect: When an Opponent's monster attacks, switch it to Defense Position after the Damage Step.

With not much more to go, let's check out everyone's favorite spirit of retribution.

Nemesis
Fairy-Type/ EARTH/ Lv. 4/ ATK 1900/ DEF 1600/ Effect Monster
Effect: When a Lv. 5 or higher monster you control is destroyed by battle, you can Special Summon this monster from your Deck. A monster battling this card is destroyed at the end of the damage step. This card cannot be Tributed or used as material for a Special Summon. Return this face-up card to your Deck after your next Battle Phase.

Speaking of Spirits, how about that egotistic virgin fresh-air goddess that told everyone Artemis was too "womanly" to be virgin. Artemis asked Nemesis for retribution to this insult. Nemesis obliged by getting her knocked up with Dionysus-an easy task considering he's the god of wine. No longer the proud virgin, she went mad, became violent towards everyone and when she gave birth, she actually ate one of her twin sons and Demeter had to wrestle the other one away from her. Zeus finally had to transform her into a stream to keep her from causing anymore trouble. But let's not focus on the negatives.

Aura
Fairy-Type/ WIND/ Lv. 3/ ATK 700/ DEF 1600/ Spirit-Effect Monster
Effect: This card cannot be Special Summoned. This face-up card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is returned to your hand: You can target 1 card on the field and return it to the Owner's Hand. The Controller of the targeted card gains 600 ATK.

Last thing we have is not a goddess, but rather one who communicates with them.

Oracle of Delphi
Psychic-Type/ LIGHT/ Lv. 3/ ATK 800/ DEF 1800/ Effect Monster
Effect: One per turn, you may look at the top card of your Deck or your Opponent's Deck. Return the card face-down afterward. When this card is removed from the Field, you may search your Deck for 1 Fairy-type or Spellcaster-type monster and place it on the top of your Deck.

Miscellaneous cards in the deck:

(Spell)
Card Advance
Night Beam
Monster Reincarnation

(Trap)
Aegis of Gaia
The Spell Absorbing Life
Compulsory Evacuation Device

So let's review:

Risa's deck--

(Monsters)
Violet Hecate
Red Hecate
Yellow Hecate
The Gorgon
Goddess of Allure, Aphrodite
The Goddess, Harmonia
The Goddess, Eris
Queen of the Sea, Amphitrite
Demeter, Queen of the Harvest
Persephone, Queen of the Underworld
Hestia, Queen of the Hearth
Hera, Queen of Queens
Arachne, Weaver Queen of Spiders
Athena
Circe
Nyx- The Night
Altheia- The Light of Truth
Artemis, Huntress of the Moon
Nemesis
Aura
Oracle of Delphi


(Spells)
Exquisite Pheramones
Songspell of Harmonia
Golden Apple of Discord
Summerland
Winterland
Seeds of Persephone
The Hearth-Home Temple
A Prayer to Hera
Guidance Thread of the Spider
Transmigration to the Spider's Nest
D.D. Spider Thread
Spider Web
Moonbow of Artemis
Attack the Moon!
Card Advance
Night Beam
Monster Reincarnation

(Traps)
Doomed Necklace of Concord
Glorious Tapestry of the Spider Queen
Mystical Moon Rocks
Moon Gravity
Aegis of Gaia
The Spell Absorbing Life
Compulsory Evacuation Device

Drakylon
8th October 2015, 06:04 AM
So I heard Pendulums can be played as Spell Cards.


Arcantek - Where Monster Truly Meets Spell
(and where Pendulums actually have some cost to use)

Arcantek Engine
Level 3 | <4> | WIND | [Machine/Effect/Pendulum]
0 ATK / 1500 DEF

Pendulum Effect: You can discard one "Arcantek" card: Draw 2 cards, then destroy this card, also, you cannot activate either effect of other Pendulum Monsters for the rest of this turn.

Monster Effect: Cannot be Normal Summoned/Set. Must be Special Summoned by Pendulum Summon, and cannot be Special Summoned by other ways. You can activate this card (from your hand) in your Spell/Trap Card Zone as a Normal Spell Card: Apply this card's Pendulum Effect as this card's effect. You can only activate the monster effect of an "Arcantek" Pendulum Monster once per turn.


Arcantek Frame
Level 3 | <4> | EARTH | [Machine/Effect/Pendulum]
0 ATK / 1900 DEF

Pendulum Effect: Once per turn, you can send an "Arcantek" Pendulum Monster from your Extra Deck to your Main Deck to target one "Arcantek" card in the Graveyard: Add it to your hand, but you cannot play it this turn, then destroy this card.

Monster Effect: Cannot be Normal Summoned/Set. Must be Special Summoned by Pendulum Summon, and cannot be Special Summoned by other ways. You can activate this card (from your hand) in your Spell/Trap Card Zone as a Normal Spell Card: Apply this card's Pendulum Effect as this card's effect. You can only activate the monster effect of an "Arcantek" Pendulum Monster once per turn.


Arcantek Core
Level 3 | <2> | LIGHT | [Machine/Effect/Pendulum]
0 ATK / 600 DEF

Pendulum Effect: Once per turn, when an "Arcantek" Pendulum Monster is destroyed by its own effect: If your other Pendulum Zone is empty, you can place that monster on that Pendulum Zone instead, but its effects are negated and both it and this card are destroyed during the End Phase.

Monster Effect: Cannot be Normal Summoned/Set. Must be Special Summoned by Pendulum Summon, and cannot be Special Summoned by other ways. An "Arcantek" Fusion Monster summoned using this card as one of its Fusion Materials gains the following effect:

When this card is destroyed and sent to the Graveyard: You can return this card to your Extra Deck.



Arcantek Gear
Level 3 | <2> | EARTH | [Machine/Effect/Pendulum]
0 ATK / 900 DEF

Pendulum Effect: You can return up to 3 "Arcantek" monsters from your Graveyard to your Main Deck: Draw 1 card, then destroy this card.

Monster Effect: Cannot be Normal Summoned/Set. Must be Special Summoned by Pendulum Summon, and cannot be Special Summoned by other ways. You can activate this card (from your hand) in your Spell/Trap Card Zone as a Normal Spell Card: Apply this card's Pendulum Effect as this card's effect. You can only activate the monster effect of an "Arcantek" Pendulum Monster once per turn.


Arcanteknician
Level 4 | LIGHT | [Spellcaster/Effect]
1600 ATK / 900 DEF

When this card is Normal Summoned: You can add 1 "Arcantek" Spell from your Deck to your hand. When another "Arcantek" monster(s) is sent to the Graveyard: You can destroy this card, and if you do, return 1 of those monster(s) to your Extra Deck instead.


Arcangineer
Level 4 | LIGHT | [Spellcaster/Effect]
1400 ATK / 1100 DEF

(This card is always considered an "Arcantek" monster.)
When this card is Normal Summoned: You can add 1 "Arcantek" monster from your Deck to your hand, but its effect is negated until the Standby Phase of your next turn. When another "Arcantek" monster(s) in your hand or on your side of the field is returned to your Main Deck: You can destroy this card, and if you do, return 1 of those monster(s) to the Extra Deck instead.


Arcantek Assembly
Normal Spell

Fusion Summon 1 "Arcantek" Fusion Monster from your Extra Deck, by returning Fusion Materials listed on it from your side of the field to your Main Deck. All Fusion Materials used for this Fusion Summon must be Pendulum Monsters, and all must be correct. If this card is in your Graveyard during your Standby Phase: You can send 1 face-up "Arcantek" Pendulum Monster from your Extra Deck to your Graveyard; shuffle this card into your Main Deck, then draw 1 card. You can only activate effect of an "Arcantek Assembly" in your Graveyard once per turn.


Arcantek Assemblage - Accelerator
Level 6 | WIND | [Machine/Effect]
1900 ATK / 1600 DEF

Arcantek Engine + 1 other "Arcantek" Pendulum Monster
During either player's turn: You can return this card you control to your Extra Deck; send 2 face-up "Arcantek" Pendulum Monsters from your Extra Deck to your Main Deck, then draw 2 cards. When this card attacks, your opponent cannot activate effects until the end of the Damage Step.


Arcantek Assemblage - Interface
Level 8 | LIGHT | [Machine/Fusion/Effect]
2700 ATK / 2400 DEF

Arcantek Frame + Arcantek Core
When this card is Fusion Summoned: Reveal the top 3 cards of your Main Deck; send any "Arcantek" Pendulum Monsters to the Extra Deck, and send the rest to the Graveyard. Once per turn: Reveal the top card of your deck; if it is an "Arcantek" monster, send it to your Extra Deck, otherwise, discard it.


Arcantek Assemblage - Railgun
Level 9 | EARTH | [Machine/Fusion/Effect]
2700 ATK / 2800 DEF

3 "Arcantek" Pendulum Monsters with different names
You can only activate one effect of "Arcantek Assemblage - Railgun" per turn, and only once per turn. You can send a number of face-up "Arcantek" Pendulum Monsters from your Extra Deck to the Graveyard to activate one of these effects:

1 monster: Target 1 card on the field: Destroy it, and if you controlled that destroyed card, draw 1 card.
2 monsters: Target up to 2 cards in your opponent's hand (chosen randomly) and/or on the field: Destroy them.
5 monsters: Destroy all other monsters on the field. This card cannot attack on the turn you activate this effect.



Arcantek Assemblage - Ultima
Level 12 | LIGHT | [Machine/Fusion/Effect]
3000 ATK / 3000 DEF

Arcantek Engine + Arcantek Frame + Arcantek Core + Arcantek Gear
Must be Fusion Summoned using "Arcantek Assembly" using the monsters listed above as Fusion Material monsters, and cannot be Special Summoned by other ways. This card gains 300 ATK for every face-up "Arcantek" Pendulum Monster in your Extra Deck. If this card you control would be removed from the field: You can send 2 face-up "Arcantek" Pendulum Monsters from your Extra Deck to the Graveyard instead. If there are no face-up "Arcantek" Pendulum Monsters in your Extra Deck, this card cannot declare an attack.

King
8th October 2015, 01:28 PM
Here is my entry my vile and savage Rank 4 spam ( i may show a part 2 of this archetype)
http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Order+of+Shadows+Undauted+Hunt er&cardtype=Monster&subtype=effect&attribute=Dark&level=4&rarity=Rare&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F 807526%2F243163021.png&circulation=1st-Edition&set1=SPCL&set2=0003&inset=on&type=Warrior&carddescription=When+this+Card+is+Normal+Summoned+ you+can+Add+1+%22Order+of+Shadows%22+Monsters+from +your+Deck+to+your+Hand+(+you+can+only+use+this+ef fect+of+%22Order+of+Shadows+Undauted+Hunter%22+Onc e+per+Turn).+If+this+card+is+tributed+execept+for+ a+Tribute+Summon+you+can+choose+up+to+2+face-down+Cards+your+opponent+controls+then+return+it+t he+Deck&atk=1800&def=1000&creator=aqua+centauri&year=2015&serial=90080295
http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Order+of+Shadows+Shouting+Sent ry&cardtype=Monster&subtype=effect&attribute=Dark&level=4&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F 807526%2F989682357.png&circulation=1st-Edition&set1=SPCL&set2=0001&inset=on&type=Winged+Beast&carddescription=If+you+control+a+%22Order+of+Shado ws%22+Monster+you+can+Special+Summon+this+Card+fro m+your+hand+(+You+can+only+Special+Summon+this+car d+by+its+own+Effect+Once+per+Turn).+If+this+Card+i s+Tributed+Except+for+a+Tribute+Summon+Draw+1+Card&atk=1300&def=1000&creator=Aqua+Centauri&year=2015&serial=00856700
http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Order+of+Shadows+Unholy+Necrom ancer&cardtype=Monster&subtype=effect&attribute=Dark&level=4&rarity=Super+Rare&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F 807526%2F561568223.jpg&circulation=1st-Edition&set1=SPCL&set2=0007&inset=on&type=Spellcaster&carddescription=Once+per+Duel+pay+1000+LP+to+Speci al+Summon+this+card+from+your+hand+if+you+do+you+c an+Special+Summon+1+%22+Order+of+Shadows%22+Monste r+from+your+graveyard+you+can+only+use+each+Effect +of+%22Order+of+Shadows+Unholy+Necromancer%22+Once +per+turn&atk=1300&def=1000&creator=aqua+centauri&year=2015&serial=69039824
http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Order+of+Shadows+High+Knight+A byss+Blaster&cardtype=Xyz&subtype=effect&attribute=Dark&level=4&rarity=Rare&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F 807526%2F708007928.jpg&circulation=1st-Edition&set1=SPCL&set2=0009&inset=on&type=Warrior&carddescription=2+Level+4+Monsters%0D%0AWhen+you+X yz+Summon+this+card+using+1+at+least+1+%22Order+of +Shadows+monster+as+Xyz+Materials+you+can+destroy+ 1+Monster+your+opponents+controls.+Once+per+Turn+D uring+Either+Player+you+can+detach+1+Xyz+Material+ from+this+Card+then+reduce+to+0+the+ATK+of+a+monst er+your+opponent+controls.+If+this+card+would+be+d estroyed+either+by+battle+or+by+card+effect+you+ca n+Tribute+1+monster+you+control+instead&atk=2500&def=2000&creator=aqua+centauri&year=2015&serial=25281168
http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Order+of+Shadows+Phantom+Comma nder&cardtype=Xyz&subtype=effect&attribute=Dark&level=4&rarity=Ultra+Rare&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F 807526%2F170801772.jpg&circulation=1st-Edition&set1=SPCL&set2=0011&inset=on&type=Fiend&carddescription=3+Level+4+%22Order+of+Shadows%22+M onsters%0D%0AWhen+this+card+is+Xyz+Summoned+you+ca n+Special+Summon+1+%22Order+of+Shadows%22+Monster+ from+your+hand+or+Graveyard.+Once+per+turn+you+can +Tribute+1+monster+you+control+if+you+do+Negate+th e+effects+of+all+Face-up+cards+your+opponent+curently+controls+until+the +end+of+this+turn+&atk=2700&def=1000&creator=aqua+centauri&year=2015&serial=63837297
http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Shadow+Stream+Xyz+Change&cardtype=Spell&trapmagictype=Quick-Play&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F 807526%2F207821373.jpg&circulation=1st-Edition&set1=SPCL&set2=0015&inset=on&carddescription=Target+1+%22Order+of+Shadows%22+Xy z+Monster+you+control+return+it+to+the+Extra+Deck+ if+you+do+Special+Summon+1+Xyz+Monster+with+the+sa me+Type+and+Rank(This+Special+Summon+is+treated+as +Xyz+Summon)+then+attach+this+card+as+a+Xyz+Materi al+for+that+monster&creator=aqua+centauri&year=2015&serial=83823537

Mystic TimeKeeper
8th October 2015, 01:39 PM
Uhm... pretty tame I would say.

Also, Mordr-I mean Phantom Commander needs to have an effect that activates when you rank-up using it as a material.

Hope in the Interstice
8th October 2015, 01:46 PM
Uhm... pretty tame I would say.

Also, Mordr-I mean Phantom Commander needs to have an effect that activates when you rank-up using it as a material.
But there aren't any Rank 5s.

Mystic TimeKeeper
8th October 2015, 01:49 PM
But there aren't any Rank 5s.

It was a joke considering the image of Phantom Commander is from "Illusionary Revenger, Mordred Phantom", which is a Break Ride unit, meaning its skill activates when you play another Unit on top of him (kinda like a Rank-Up).

HelixReactor
8th October 2015, 02:25 PM
Tales of the Demon Kings

Chapter II - Hungry for survival


Demon Fox Elfida
WIND/Lv 4/Fiend/Effect
1100/1800

When this card is Normal Summoned OR Special Summoned by the effect of a "Demon" card: You can add 1 "Demon King" Spell Card or 1 Ritual Spell Card from your Deck to your hand. If this card is tributed for the Ritual Summon of an "Embodiment" monster: you can target 1 monster on the field; return it to the hand. Each effect of "Demon Fox Elfida" can only be activated once per turn.


Embodiment of Gluttony - Beelzebuth
EARTH/Lv 5/Fiend/Ritual/Effect
2400/1800

You can Ritual Summon this card using any "Demon King" Ritual Spell Card.
When this card would be destroyed by battle or by a card effect: You can banish 1 "Demon Fox" monster from your hand or Graveyard instead, and if you do, this card gains ATK equal to the banished monster's ATK. If this card with an ATK higher than its original ATK leaves the field: both players take damage equal to the difference between this card's ATK and original ATK.


Reverse Gate of the Demon Kings
Quick-play Spell Card

Target 1 Fiend-type Ritual Monster you control; return it to the hand, and if you do, Special Summon up to 2 "Demon Fox" monsters from your Graveyard whose total Levels is lower or equal to target's Level.


---
Chapter I (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=3954&viewfull=1#post3954)

MystikX
8th October 2015, 03:38 PM
Gonna copy/paste a bunch of stuff from NeoArkCradle over here.

King of Vampires - Alucard
Zombie/Dark/10*/3700/3000
Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of "Bloody Tears", and cannot be Special Summoned by other ways. Once per turn: Discard 1 card from your hand; Special Summon 1 DARK "Vampire" monster from your Graveyard, ignoring its summoning conditions. When a DARK "Vampire" monster you control inflicts Battle Damage to your opponent: Banish the top 2 cards of your opponent's Deck. You can only control 1 "King of Vampires - Alucard" at a time.

Vampire Butler
Zombie/Dark/5*/1900/1400
You can Normal Summon this card without Tribute. This card gains 200 ATK for every DARK "Vampire" monster you control.

Vampire Beast
Zombie/Dark/4*/1600/1400
Once per turn: You can change the Battle Position of a face-up monster your opponent controls. This card cannot attack this turn.

Blood Baron
Zombie - Xyz/Dark/*5/2000/1500
2 Level 5 DARK "Vampire" monsters
This card gains the effects of all Xyz Materials attached to it. When this card would be destroyed: Detach 1 Xyz Material from this card instead. When this card with no Xyz Materials is destroyed and sent from the field to the Graveyard; Special Summon the Xyz Materials used to Xyz Summon this card from your Graveyard. Monsters summoned by this effect cannot attack, have their effects negated, cannot be used as a Tribute for a Tribute Summon, and cannot be used as Fusion, Synchro, or Xyz Material.

Bloody Tears
Spell/Normal
Tribute 3 Level 5 or higher DARK "Vampire" monsters: Special Summon 1 "King of Vampires - Alucard" from your hand, Deck, or Graveyard.

Blood Curse
Trap/Normal
When a monster you control is destroyed by battle and sent to the Graveyard: Special Summon 1 Level 4 or lower DARK "Vampire" monster from your Deck.

First Blood
Trap/Normal
When a DARK "Vampire" monster you control destroys an opponent's monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster.

Curse of the Fang
Trap/Continuous
Whenever a DARK "Vampire" monster you control destroys a monster by battle; Special Summon 1 "Vampire Token" (Zombie-Type/DARK) with the same Level, ATK, and DEF of the destroyed monster. This Token cannot attack your opponent directly.

Calling of the Slave
Trap/Normal
When the effect of a Zombie-type monster you control sends a Monster Card from your opponent's Deck to the Graveyard: Special Summon that card to your side of the field.

Phantom Beast Strike-Tiger
Beast-Warrior/Earth/4*/1600/1200
This card can attack twice during the same Battle Phase. When this card is destroyed by a card effect: Add 1 "Gazelle the King of Mythical beasts" or "Phantom Beast" monster from your Deck to your hand.

Phantom Beast Necro-Gargoyle
Beast-Warrior/Dark/4*/1200/1600
While this card is face-up on the field and in the Graveyard: This card's name is treated as "Berfomet".

Phantom Beast Lightning-Lion
Beast-Warrior/Light/4*/1800/1300
When this card is Summoned: Add 1 "Gazelle the King of Mythical Beasts" or "Phantom Beast" monster from your Deck to your hand, except for "Phantom Beast Lightning-Lion". When this card destroys a monster by battle and sends it to the Graveyard: Activate 1 of the following effects: •Send 1 "Gazelle the King of Mythical Beasts" or "Phantom Beast" monster from your Deck to the Graveyard. •Select 1 of your banished "Gazelle the King of Mythical Beasts" or "Phantom Beast" monster and return it to the Graveyard.

Phantom Beast Crush-Rhino
Beast-Warrior/Earth/6*/2400/1000
If you Tribute Summon this card by Tributing "Gazelle the King of Mythical Beasts" or a "Phantom Beast" monster: Destroy 1 monster your opponent controls.

Phantom Beast Iron-Hawk
Beast-Warrior/Dark/8*/2600/1900
Cannot be Normal Summoned or Set. Can only be Special Summoned by Tributing 2 "Phantom Beast" monsters or "Gazelle the King of Mythical Beasts". When this card is Special Summoned: Add 1 "Gazelle the King of Mythical Beasts" or "Phantom Beast" monster from your Graveyard to your hand. Once per turn: Discard 1 "Gazelle the King of Mythical Beasts" or "Phantom Beast" monster: Banish 1 card on your opponent's side of the field. Banish 3 "Phantom Beast" monsters or "Gazelle the King of Mythical Beasts" in your Graveyard: Add this card from your Graveyard to your hand.

Phantom Beast Feral-Condor
Winged Beast - Fusion/Wind/5*/1800/1300
"Phantom Beast Cross-Wing" + 1 "Gazelle the King of Mythical Beasts" or "Phantom Beast" monster
Halve the ATK of this card until the End Phase: This card can attack your opponent directly this turn. When this card is destroyed: Special Summon 1 of the Fusion Material Monsters used to Fusion Summon this card from your Graveyard.

Phantom Beast Rampage-Buffalo
Beast - Fusion/Earth/6*/2500/800
"Phantom Beast Wild-Horn" + "Phantom Beast Strike-Tiger"
Cannot be Special Summoned except by Fusion Summon. This card can attack all monsters your opponent controls once each. When this card is destroyed: Special Summon either "Phantom Beast Wild-Horn" or "Phantom Beast Strike-Tiger" from your Graveyard.

Phantom Beast Illusion-Elephant
Beast - Fusion/Earth/8*/3000/2200
"Gazelle the King of Mythical Beasts" + "Berfomet" + "Phantom Beast Rock-Lizard"
Once per turn, during either player's turn: Banish this face-up card until the End Phase. Once per turn: Normal Summon 1 "Gazelle the King of Mythical Beasts" or "Phantom Beast" monster in addition to your Normal Summon for the turn. When this card is destroyed: Special Summon either "Gazelle the King of Mythical Beasts", "Berfomet", or "Phantom Beast Rock-Lizard" from your Graveyard.

Phantom Fusion
Spell/Normal
Special Summon 1 "Phantom Beast" Fusion Monster from your Extra Deck whose Fusion Materials Monsters are in your Graveyard. (This Special Summon is treated as a Fusion Summon.)

Roar of the Phantom Beasts
Spell/Normal
Add 1 "Gazelle the King of Mythical Beasts" or 1 Level 4 or lower "Phantom Beast" monster from your Deck to your hand.

Phantom Jungle
Spell/Field
"Gazelle the King of Mythical Beasts" and "Phantom Beast" monsters gain 300 ATK and DEF. When "Gazelle the King of Mythical Beasts" or a "Phantom Beast" monster is destroyed and sent to the Graveyard: Its controller can add 1 "Gazelle the King of Mythical Beasts" or 1 Level 4 or lower "Phantom Beast" monster from their Graveyard to their hand, except for the destroyed monster.

Phantasm Claw
Trap/Normal
This card becomes an Equip Card and equips to "Gazelle the King of Mythical Beasts" or a "Phantom Beast" monster you control. It gains 400 ATK and DEF. When it inflicts Battle Damage to your opponent: Draw 1 card.

Phantasm Fang
Trap/Normal
Tribute 1 "Gazelle the King of Mythical Beasts" or "Phantom Beast" monster you control: Destroy 2 cards on the field.

Phantoms of the Night
Trap/Normal
Tribute 1 "Berfomet" you control: Special Summon 1 "Gazelle the King of Mythical Beasts" or "Phantom Beast" monster from your Graveyard.

Kappa of Clairvoyance
Psychic - Tuner/Water/2*/400/1000
Once per turn: Pay 400 Life Points; Look at your opponent's hand.

Divine Augur
Psychic - Tuner/Light/3*/0/400
During your Draw Phase: You can look at the top card of your Deck before drawing it, then put it on the top or bottom of your Deck.

Subliminal Swordsman
Psychic - Synchro/Earth/6*/2400/1300
1 Psychic-type Tuner + 1 or more Psychic-type non-Tuner monsters
When this card is Synchro Summoned: Gain Life Points equal to half of the combined ATK of the Synchro Material Monsters used to Synchro Summon it. When this card inflicts Battle Damage to your opponent: You lose an equal amount Life Points. When this card is destroyed and sent to the Graveyard: Special Summon 1 Level 4 or lower Psychic-type monster from your Graveyard.

Psychogenic Cerebrum
Psychic - Synchro/Light/4*/2000/700
1 Tuner + 1 Psychic-type non-Tuner monster
During your Draw Phase: If you draw a Psychic-type monster, pay 300 Life Points and reveal it to your opponent; Draw another card.

Supreme Axon Kicker
Psychic - Synchro/Earth/12*/4200/3800
"Mind Master" + 1 "Axon Kicker" monster + 1 or more Psychic-type non-Tuner monsters
Cannot be Special Summoned except by Synchro Summon. This card is unaffected by your opponent's card effects. When this card destroys a monster by battle: Gain Life Points equal to its ATK or DEF, whichever is higher.

Psychic Gauntlet
Spell/Equip
Whenever you pay Life Points for the effect of a Psychic-type monster you control: The equipped monster gains an equal amount of ATK, until the End Phase.

Psychic Breakdown
Trap/Normal
Send 1 Psychic-type Synchro Monster to the Graveyard: Special Summon 1 Psychic-type non-Synchro monster from your Graveyard. The activation and effect of this card cannot be negated.

Nitro Panzer
Warrior - Synchro/Fire/10*/3300/2800
"Nitro Synchron" + 1 or more non-Tuner monsters
When this card is Synchro Summoned: Target 1 of the non-Tuner Synchro Material Monsters used to Synchro Summon this card in your Graveyard; inflict damage to your opponent equal to half of that monster's ATK. When this card is destroyed and sent to the Graveyard: You can target 1 "Synchron" Tuner Monster in your Graveyard; add it to your hand.

Nitro Crusher
Warrior - Synchro/Fire/9*/2900/1700
"Nitro Synchron" + 1 or more non-Tuner monsters
Once per turn: You can banish 1 "Nitro" monster in your Graveyard to target 2 cards your opponent controls; destroy those targets. This card cannot attack your opponent directly the turn this effect is used.

Nitro Rifleman
Warrior - Synchro/Fire/5*/2200/2000
"Nitro Synchron" + 1 or more non-Tuner monsters
If your opponent doesn't control a Synchro Monster, this card can attack your opponent's Life Points directly, but Battle Damage is halved.

Nitro Guard
Warrior - Synchro/Fire/3*/800/2300
"Nitro Synchron" + 1 or more non-Tuner monsters
When this card is Synchro Summoned: Draw 1 card. While this card is in face-up Defense Position: Your opponent cannot declare an attack on a "Nitro" monster you control, except for "Nitro Guard". When this card is destroyed by a card effect: Inflict 800 damage to both players.

Nitro Swordsman
Warrior/Fire/4*/1600/1400
Once per turn: You can banish 1 "Nitro" monster in your Graveyard; inflict damage to your opponent equal to the ATK of the banished monster.

Nitro Scavenger
Warrior/Fire/5*/1800/200
You can banish this face-up card you control and 1 "Nitro Synchron" in your Graveyard; Special Summon 1 "Nitro Warrior" from your Graveyard.

Nitro Exploder
Machine/Fire/1*/100/1000
If you control a "Nitro" monster, you can Special Summon this card (from your hand). When this card is sent to the Graveyard for the Synchro Summon of a "Nitro" Synchro Monster, inflict 1000 damage to your opponent.

Nitro Linebacker
Machine/Fire/4*/1000/2100
When you Synchro Summon a "Nitro" Synchro Monster: You can Special Summon this card from your Graveyard.

Nitro Commander
Pyro/Fire/3*/1400/1000
You can Special Summon this card (from your hand) when you have 5 or more "Nitro" monsters in your Graveyard.

Turbo Guerrilla
Warrior - Synchro/Wind/12*/3500/3300
"Turbo Synchron" + 2 or more non-Tuner "Turbo" monsters, except for "Turbo Booster" or "Turbo Cannon"
If this card was Synchro Summoned using a Synchro Monster as a Synchro Material Monster, your opponent cannot activate Spells, Traps, Spell/Trap effects, or Monster Card effects when this card is Synchro Summoned. Once per turn: You can target 1 Synchro Monster your opponent controls; until the End Phase, that target's ATK becomes 0.

Turbo Brawler
Warrior - Synchro/Wind/9*/3000/2000
"Turbo Synchron" + 1 or more non-Tuner Monsters
When this card destroys a Synchro Monster by battle and sends it to the Graveyard; this card can attack once again in a row. Once per turn: You can banish 1 "Turbo" monster in your Graveyard, except for "Turbo Booster", "Turbo Rocket", or "Turbo Cannon"; this turn, your opponent cannot activate Spells, Traps, or Spell/Trap effects during the Battle Phase.

Turbo Blaster
Warrior - Synchro/Wind/6*/2400/1700
"Turbo Synchron" + 1 or more non-Tuner Monsters
When this card is Synchro Summoned: Target 1 face-up Synchro Monster on the field; banish that target. Neither player can summon a monster with the same name as the monster banished with this effect.

Turbo Shieldbearer
Warrior - Synchro/Wind/5*/0/3000
"Turbo Synchron" + 1 or more non-Tuner Monsters
When this card is Synchro Summoned: Place 1 Turbo Counter on this card for each Synchro Material Monster not named "Turbo Synchron" used to summon it. When this card would be destroyed: Remove 1 Turbo Counter from this card instead. This card cannot be targeted by the effects of an opponent's Synchro Monster.

Turbo Knight
Warrior/Wind/4*/1900/1200
When this card would be destroyed: You can banish 1 "Turbo" monster in your Graveyard instead, except for "Turbo Booster", "Turbo Rocket", or "Turbo Cannon".

Turbo Salvager
Warrior/Wind/7*/0/0
If this card is Special Summoned by the effect of "Turbo Synchron", this card's ATK becomes 2500. When this card is Special Summoned: Target 1 "Turbo" monster in your Graveyard, except for "Turbo Salvager", "Turbo Booster", "Turbo Rocket", or "Turbo Cannon"; Special Summon that target.

Turbo Soldier
Machine/Wind/4*/1500/1300
When this card is Normal Summoned: You can add 1 "Turbo" monster from your Deck to your hand, except for "Turbo Booster" or "Turbo Rocket".

Turbo Pitcher
Machine/Wind/3*/1200/1600
Once per turn: You can Tribute 1 "Turbo" monster you control, except for "Turbo Booster", "Turbo Rocket", or "Turbo Cannon", and target 1 monster your opponent controls; destroy that target.

Turbo Blocker
Machine/Wind/2*/300/800
When you Special Summon a monster with the effect of "Turbo Synchron": You can Special Summon this card from your Graveyard.

Fire King Avatar Sati
Beast-Warrior/Fire/4*/1600/200
If a face-up "Fire King" monster you control is destroyed by a card effect (except during the Damage Step): You can Special Summon this card from your hand. Once per turn: You can destroy 1 card in your hand or that you control. During the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: Special Summon 1 "Fire King Avatar Parvati" from your hand, Deck, or Graveyard.

Fire King Avatar Parvati
Beast-Warrior/Fire/6*/2300/300
Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of "Fire King Avatar Sati". When this card is destroyed and sent to the Graveyard: You can target 1 "Fire King Avatar" monster in your Graveyard, except "Fire King Avatar Parvati": Special Summon that target.

Fire King High Avatar Shiva
Beast-Warrior/Fire/8*/2700/1800
This card can attack all monsters your opponent controls once each. When this card would be destroyed by a card effect, you can destroy 1 other "Fire King" monster in your hand or that you control instead.

Fire King High Avatar Vishnu
Beast-Warrior/Fire/8*/2700/2100
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by destroying 2 "Fire King" monsters you control. Once per turn: You can target 1 other "Fire King" monster you control; destroy it, and inflict damage to your opponent equal to the destroyed monster's ATK in the Graveyard. You must skip your Battle Phase the turn you activate this effect.

Fire King High Avatar Ardha
Beast-Warrior - Fusion/Fire/10*/3200/3000
"Fire King Avatar Parvati" + "Fire King High Avatar Shiva"
Must be Fusion Summoned by destroying the above monsters in your hand or that you control. This card cannot be destroyed by the effect of a "Fire King" card. When a FIRE monster in your possession is destroyed by a card effect and sent to the Graveyard: Draw 1 card.

Fire King High Avatar Harihara
Beast-Warrior - Fusion/Fire/10*/3500/3000
"Fire King High Avatar Shiva" + "Fire King High Avatar Vishnu"
Must be Fusion Summoned by destroying the above monsters in your hand or that you control, and cannot be Special Summoned by other ways. This card cannot be destroyed by card effects. When a FIRE monster in your possession is destroyed by a card effect and sent to the Graveyard: Target 1 card your opponent controls; destroy it.

Spiritual Blaze of the Fire Kings
Spell/Continuous
During your Draw Phase, when you draw a "Fire King" monster(s): You can reveal 1 of those monsters; destroy it, and if you do, draw 1 more card.

Plum Inmato
Plant/Dark/3*/1600/1200
If this card is Special Summoned from the Deck: You can increase this card's Level by 1. If this card is sent from the field to the Graveyard: Add 1 "Inmato" monster from your Deck or Graveyard to your hand, except this card.

Beefsteak Inmato
Plant/Dark/7*/2600/1700
Cannot be Special Summoned from the Deck. If this card is Tribute Summoned by Tributing "Inmato" monsters, it gains the following effect(s):
•1: When this card battles with a Defense Position monster, inflict Piercing battle damage to your opponent.
•2: This card can attack monsters up to 2 times each Battle Phase.

Rotten Inmato
Plant/Dark/3*/1300/0
This card is also always treated as a Zombie-type monster. If this card is Special Summoned from the Deck: Target up to 2 face-up cards on the field; destroy those targets.

Roma Inmato
Plant - Synchro/Dark/5*/2500/1000
"Cherry Inmato" + 1 or more non-Tuner Plant-type monsters
When this card is Synchro Summoned: You can target any number of "Inmato" monsters in your Graveyard; return those targets to the Deck, and if you do, this card can attack your opponent directly this turn.

Duos
Warrior/Dark/8*/3000/2500
Once per turn: You can send 1 Gemini Monster from your hand to the Graveyard; this card gains the effect(s) listed in that monster's text, until the end of the turn.

Galestgoras
Dragon/Earth/4*/2300/0
Cannot be Summoned, unless you control a face-up Gemini Monster that's not being treated as an Effect Monster. Cannot attack, unless you control a face-up Gemini Monster that's being treated as an Effect Monster.

Helimai
Beast/Wind/2*/700/700
During either player's Damage Step, when a Gemini Monster you control battles: You can send this card from your hand to the Graveyard; that monster gains 700 ATK and DEF, until the end of the this turn, and if it is being treated as an Effect Monster, destroy the monster it is battling at the end of the Damage Step.

Illusion Magician
Spellcaster - Gemini/Dark/4*/1500/1100
This card is treated as a Normal Monster while on the field and in the Graveyard. During your Main Phase, you can Normal Summon this face-up card to treat it as an Effect Monster with the following effect:
• When this card destroys a monster by battle; you can Tribute this card to Special Summon 1 DARK Spellcaster-type Normal Monster from your hand, Deck, or Graveyard.

Bastet
Beast/Dark/3*/1400/900
You can treat this card as 2 Tributes when you Tribute Summon a Gemini Monster. A Gemini Monster summoned by Tributing this card becomes an Effect Monster, and gains its effect.

Spiria
Fairy/Light/4*/1300/1200
When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 Level 4 or lower Gemini Monster from your Deck. A monster Summoned by this effect becomes an Effect Monster, and gains its effect.

Gadius
Warrior/Earth/4*/1800/1200
If this card is Summoned: You can add 1 Gemini Monster from your Deck to your hand.

Zelua
Winged Beast/Wind/1*/400/400
You can only use the effect of "Zelua" once per turn. Send this card from your hand to the Graveyard, and target 1 Gemini Monster you control, and activate the following effect, depending on whether the target is a Normal Monster or Effect Monster:
•Normal Monster: Treat it as an Effect Monster, and it gains its effect.
•Effect Monster: Special Summon (from your hand) 1 Gemini Monster with a lower ATK than the target.

Duos Dragon
Dragon - Fusion/Dark/10*/3400/2900
"Duos" + 1 Level 5 or higher DARK Dragon-type Normal Monster
Must be Fusion Summoned with the above Materials, and cannot be Special Summoned by other ways. Gemini Monsters cannot have their Summons negated, and your opponent cannot activate effects when a Gemini Monster is Summoned.

Gemini Rejuvenation
Spell/Normal
Tribute 1 face-up Gemini Monster: Draw 2 cards, and if the Tributed monster was treated as an Effect Monster, draw 1 additional card.

Lightning Hoverboard
Thunder/Light/4*/1400/1200
You can Tribute this face-up card to add 1 "Dart Striker" monster from your Deck to your hand. You can banish this card from your Graveyard; Special Summon 1 "Dart Striker" monster from your hand. You can only use 1 "Lightning Hoverboard" effect per turn, and only once that turn.

Power Dart Striker
Machine/Earth/5*/1800/300
If you control no other monsters, you can Normal Summon this card without Tribute. You can Tribute this face-up card, then target 1 face-up "Dart Striker" monster you control; until the end of the turn, it gains 600 ATK.

Rocket Dart Striker
Machine/Earth/6*/1900/300
If you control a "Dart Striker" monster, except "Rocket Dart Striker", you can Special Summon this card (from your hand). You can Tribute this face-up card, then target 1 face-up "Dart Striker" monster you control; this turn, if it attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.

Ultimate Dart Striker
Machine/Earth/7*/2400/300
While this card is face-up on the field, it cannot be Tributed. If you control 2 or more "Dart Striker" monsters, except "Ultimate Dart Striker", you can Special Summon this card (from your hand). During each player's End Phase: You can Special Summon all "Dart Striker" monsters that were Tributed while you controlled them.

Shadow Dart Striker
Machine/Earth/4*/1300/300
You can Tribute this face-up card, then target 1 face-up "Dart Striker" monster you control; this turn, it can attack your opponent directly.

Flare Dart Striker
Machine/Earth/4*/1500/300
You can Tribute this face-up card; during this turn's End Phase, inflict 300 damage to your opponent for every "Dart Striker" monster that was Triubted while you controlled it this turn.

Bullseye
Spell/Continuous
Every time you Tribute a "Dart Striker" monster; place 1 Dart Counter on this card. You can remove 3 Dart Counters from this card; draw 1 card. You can only use this effect of "Bullseye" once per turn.

Dirty Darts
Spell/Quick-Play
If you activate this card during your turn, you can only activate it during your Main Phase 1, also your turn immediately ends after resolution. If you activate this card during your opponent's turn, skip your next turn. Tribute all "Dart Striker" monsters you control; inflict damage to your opponent equal to half of the combined ATK of the monsters Tributed to activate this effect on the field.

Woody
Trap/Normal
If a "Dart Striker" monster you control is Tributed: Special Summon it from the Graveyard.

Premature Projection
Trap/Continuous
You can activate the effects of "Dart Striker" monsters you control during your opponent's turn, but banish them when they leave the field.

Pedestrian Frog
Aqua/Water/2*/1000/900
If you control a "Frog" monster, except for "Pedestrian Frog" or "Frog the Jam", you can Special Summon this card (from your hand). When this card is banished from your Graveyard: Target 1 of your other banished "Frog" monsters; return that card to the Graveyard.

Mystical Ninja Impact Machine
Machine/Wind/10*/3000/3000
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 each of "Goe Goe the Gallant Ninja", "Masked Ninja Ebisu", "Ninja Grandmaster Sasuke", and "Lady Ninja Yae", and cannot be Special Summoned by other ways. This card is unaffected by your opponent's card effects. Once per turn, during either player's turn: You can target 1 "Ninja" monster in your Graveyard; this card gains ATK equal to that target's ATK in the Graveyard, until the end of the turn.

Sparking Rocket Knight
Beast-Warrior/Wind/3*/1700/1400
This card can attack your opponent directly the turn this card was Summoned.

Invader Slayer - Rizer
Warrior/Fire/4*/2400/0
This card cannot attack the turn it was Summoned. When this card is targeted for an attack or card effect, or when a Continuous Trap Card is activated: Destroy it.

Emperor Bacterion
Fiend/Dark/10*/?/?
Cannot be Normal Summoned/Set. Must be Special Summoned by sending a face-up "Boss Rush" you control to the Graveyard. This card's ATK and DEF are each equal to the number of "B.E.S." monsters you control and in your Graveyard x500. You can only control 1 face-up "Emperor Bacterion". Once per turn, during either player's turn: You can target 1 "B.E.S." monster you control; place counters on that target until it has 3. Once per turn: You can target 1 "B.E.S." monster in your Graveyard; Special Summon it, also place 3 counters on it. You can Normal Summon "B.E.S." monsters without Tributing. During your Draw Phase, you can add 1 "B.E.S." monster from your Deck to your hand instead of drawing normally.

Espionage Camouflage Box
Spell/Equip
Equip only to "Tactical Espionage Expert". It cannot be targeted by your opponent's card effects, or attacked by your opponent's monsters. When this face-up card is removed from the field: Shuffle the equipped monster into your Deck.

Zombie Zapper Zeke
Warrior/Earth/4*/1700/1400
When this card battles a Zombie-type monster: Destroy that monster at the start of the Damage Step. Zombie-type monsters cannot attack other monsters you control.

Sinful Incarnate of the Quiet Mountains
Zombie/Dark/10*/3700/3300
Cannot be Normal Summoned/Set. If you have 10 or more DARK monsters in your Graveyard; you can banish all DARK monsters from your Graveyard to Special Summon this card (from your hand), and cannot be Special Summoned by other ways. When this card is removed from the field: Shuffle it back into your Deck, and if you do, return all of your banished DARK monsters to your Graveyard. When this card destroys a monster battle and sends it to the Graveyard: Inflict damage to your opponent equal to its ATK or DEF, whichever is higher (your choice, if tied).

E☆HERO Bridge Shuffler
Spellcaster/Light/3*/1600/1200
Once per turn: You can shuffle your Deck, and if you do, until the end of the turn, increase this card's Level by 3.

E☆HERO Card Shark
Fish/Light/6*/2300/1800
During either player's turn, if your Deck was shuffled; you can Special Summon this card (from your hand). You can only Special Summon 1 "E☆HERO Card Shark" per turn this way. If this card is Special Summoned: You can draw 1 card, and if that card is an "E☆HERO" monster, you can reveal it, and if you do, inflict damage to your opponent equal to its Level x200.

E☆HERO Snake Eyes
Reptile/Light/1*/0/0
When this card is Normal Summoned: Roll a six-sided die twice, and if the combined result is 2, skip your opponent's next turn. If this card is sent to the Graveyard: You can add 1 "E☆HERO" monster from your Deck to your hand, except "E☆HERO Snake Eyes".

E☆HERO Shadow Dealer
Spellcaster/Light/6*/1900/1300
You can Special Summon this card (from your hand) if you control a Level 6 or higher "E☆HERO" monster, except for "E☆HERO Shadow Dealer". You can only Special Summon 1 "E☆HERO Shadow Dealer" per turn this way. When this card is used as Xyz Material for an Xyz Summon, draw 1 card.

E☆HERO Bunny Server
Fairy - Tuner/Light/3*/1300/700
When this card is Normal Summoned: You can target 1 Level 6 or higher "E☆HERO" monster in your Graveyard; Special Summon it, but its effects are negated, also it's Level becomes 3.

E☆HERO Roulette Cannon
Machine/Light/4*/1000/2000
You can target 1 "E☆HERO" monster you control and roll a six-sided die; the target's Level becomes equal to the result. You can activate this effect a number of times each turn equal to the number of "E☆HERO" monsters you control, but you cannot target the same "E☆HERO" monster more than once per turn with this effect.

E☆HERO Slots Slinger
Machine/Light/7*/2000/2300
You can reveal this card from your hand, and if you do, roll a six-sided die twice; if the result is 7, Special Summon this card (from your hand). Once per turn, during either player's turn: You can target 1 "E☆HERO" monster you control; until the end of the turn, it gains 700 ATK and DEF.

E☆HERO Dazzle Magician
Spellcaster - Synchro/Light/6*/2600/2000
1 Tuner + 1 or more "E☆HERO" non-Tuner monsters
When this card is Synchro Summoned: Draw a number of cards until you have 4 cards in hand, and if you do, you lose 500 LP for each card drawn by this effect. When this card declares an attack: You can send 1 card from your hand to the Graveyard; until the end of the turn, this card gains 400 ATK, also if you sent an "E☆HERO" monster to the Graveyard with this effect, your opponent cannot activate cards or effects until the end of the Damage Step.

E☆HERO Kingpin
Spellcaster - Synchro/Light/9*/3500/3000
1 "E☆HERO" Tuner + 1 or more "E☆HERO" non-Tuner monsters
Must be Synchro Summoned, and cannot be Special Summoned by other ways. Cannot be destroyed by Spell/Trap effects. During your Draw Phase: You can add 1 "E☆HERO" monster from your Deck to your hand instead of drawing normally. When this card is removed from the field: Special Summon up to 3 non-Tuner "E☆HERO" monsters from your Graveyard in face-up Defense Position.

E☆HERO Dread Bouncer
Spellcaster - Xyz/Light/*6/2800/2000
3 Level 6 "E☆HERO" monsters
Cannot be targeted by card effects. When this card destroys an opponent's monster in battle; return that card to the bottom of your opponent's Deck instead of sending it to the Graveyard. When the effect of a monster on the field, or a face-up Spell/Trap Card is activated: You can detach 1 Xyz Material from this card; negate that effect, and return that card to the bottom of your opponent's Deck.

Entertainment Funhouse
Spell/Field
"E☆HERO" monsters gain 300 ATK and DEF. You can Normal Summon Level 6 or higher "E☆HERO" monsters without Tribute.

Sleight of Hand
Spell/Normal
Return 1 "E☆HERO" monster in your hand to the Deck, then add 1 "E☆HERO" monster in your Deck to your hand.

NOTE: All effects listed below go on the assumption of excluding "Guardian of the Labyrinth".

Mysterious Labyrinth
Rock - Pendulum/Earth/5*/0/3000
Scale 3 - When an opponent's monster declares an attack, if it is not a "Labyrinth" monster; your opponent flips a coin twice, and if both results are the same, negate the attack and end the Battle Phase.

Shadow Beast of the Labyrinth
Zombie - Pendulum/Dark/5*/1600/1300
Scale 8 - When you Pendulum Summon, you can also summon 1 "Labyrinth Tank" that is face-down in your Extra Deck or in your Graveyard, ignoring its summoning requirements.

If you control a "Labyrinth" card, you can Special Summon this card (from your hand). Gains 300 ATK and DEF for every "Labyrinth" card you control.

Labyrinth Wall Shadow Beast
Fiend - Fusion/Dark/7*/1600/3000
2 "Labyrinth" monsters
Must first be Fusion Summoned. When this card battles a monster: You can switch the original ATK and DEF of this card, until the end of the Damage Step.

Labyrinth Worm
Insect/Earth/5*/1800/1600
If you control a "Labyrinth" card, you can Special Summon this card (from your hand). When this card attacks a Defense Position monster: It gains 600 ATK during the Damage Step.

Labyrinth Spider
Insect/Earth/4*/2100/1000
You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. When an opponent's monster attacks a "Labyrinth" monster you control: You can activate this Set card as a Trap Card with the following effect:
• Special Summon this card in Attack Position, then it becomes the new attack target, also the attacking monster's ATK becomes its original ATK during damage calculation.

Labyrinth Ruler of Thunder
Thunder/Light/7*/2600/2200
You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. When an opponent's monster attacks a "Labyrinth" monster you control: You can activate this Set card as a Trap Card with the following effect:
• Negate that attack, also, after that, Set this card face-down instead of sending it to the Graveyard. You can only activate this effect of a "Labyrinth Ruler" card once per turn.

Labyrinth Ruler of Wind
Spellcaster/Wind/7*/2400/2200
You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. When an opponent's monster attacks a "Labyrinth" monster you control: You can activate this Set card as a Trap Card with the following effect:
• Negate that attack, also, after that, Set this card face-down instead of sending it to the Graveyard. You can only activate this effect of a "Labyrinth Ruler" card once per turn.

Labyrinth Ruler of Water
Aqua/Water/7*/2500/2400
You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. When an opponent's monster attacks a "Labyrinth" monster you control: You can activate this Set card as a Trap Card with the following effect:
• Negate that attack, also, after that, Set this card face-down instead of sending it to the Graveyard. You can only activate this effect of a "Labyrinth Ruler" card once per turn.

Labyrinth Gatekeeper
Warrior/Dark/11*/3750/3400
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 3 "Labyrinth" cards you control to the Graveyard, including at least 1 "Labyrinth Ruler" card, and cannot be Special Summoned by other ways. Once per turn, when an opponent's monster attacks; you can negate that attack. This card can attack monsters up to 3 times during each Battle Phase. Once per turn: You can target 1 "Labyrinth" card in your Graveyard; add that target to your hand.

Symphonic Warrior Tuuba
Machine/Wind/6*/2600/1400
Cannot be Special Summoned, except by Pendulum Summon. A monster destroyed by battle with this card cannot be Special Summoned from the Graveyard, also its effects in the Graveyard are negated.

Symphonic Warrior Triianglle
Machine/Wind/2*/0/0
When this card is Summoned: Target 1 of your banished "Symphonic Warrior" monsters; this card's ATK and DEF become equal to the target's ATK and DEF.

Symphonic Warrior Xylophonn
Machine - Pendulum/Wind/6*/2400/1500
Scale 7 - When this card is activated: You can send 1 "Symphonic Warrior" monster from your Deck to the Graveyard. Once per turn: You can reveal 1 "Symphonic Warrior" monster in your hand, except a Pendulum Monster; this turn, when you Pendulum Summon a "Symphonic Warrior" monster(s), your opponent cannot activate cards or effects.
Each time a Symphonic Counter is removed from your side of the field, except from "Symphonic Warrior Xylophonn", place that many Symphonic Counters on this card.

Symphonic Warrior Accorddion
Machine - Pendulum/Wind/4*/1800/1100
Scale 1 - Unless you have a "Symphonic Warrior" card in your other Pendulum Zone, this card's Pendulum Scale becomes 4. You can place 1 Symphonic Counter on this card. You can remove 3 Symphonic Counters from your side of the field to draw 1 card. You can only use each Pendulum Effect of "Symphonic Warrior Accorddion" once per turn.
When this card is Normal or Special Summoned: You can add 1 "Symphonic Warrior" monster from your Deck to your hand, except for "Symphonic Warrior Accorddion".

Symphonic Warrior Trummpett
Machine/Wind/4*/1700/300
This card gains 100 ATK for every "Symphonic Warrior" card you control.

Symphonic Warrior Clarinnett
Machine/Wind/3*/1200/1600
If you control 2 or more "Symphonic Warrior" monsters, you can Special Summon this card (from your hand), and if you do, add 1 "Symphonic Warrior" Pendulum Monster from your Deck to your hand.

Symphonic Warrior Saxxophonn
Machine/Wind/4*/1500/1500
This card gains 200 ATK for each of your banished "Symphonic Warrior" monsters.

Symphonic Warrior Trommbonn
Machine/Wind/5*/1900/1800
This card gains 300 ATK for every "Symphonic Warrior" card face-up in your Extra Deck.

Symphonic Warrior Occarinna
Machine - Pendulum - Tuner/Wind/2*/500/400
Scale 3 - Cannot be activated if you have a "Symphonic Warrior Occarinna" face-up in your Extra Deck. During your End Phase: You can destroy this card and remove 30 Symphonic Counters from your side of the field; skip your opponent's next turn, but all battle damage they take is halved.
Cannot be used as Synchro Material, except for a "Symphonic Warrior" Synchro Monster. You can remove 1 Symphonic Counter from your side of the field, then target 1 "Symphonic Warrior" monster you control, except a Tuner Monster; increase its Level by 1.

Symphonic Warrior Haarps
Machine - Pendulum/Wind/4*/800/2000
Scale 5 - Once each turn, "Symphonic Warrior" monsters you control cannot be destroyed by battle or by card effects.
When this card is Normal Summoned: You can target 1 "Symphonic Warrior" monster in your Graveyard; Special Summon it in face-down Defense Position, and if you do, change this card to face-up Defense Position.

Symphonic Warrior Celloo
Machine - Synchro - Tuner/Wind/3*/1000/800
1 Tuner + 1 "Symphonic Warrior" monster
This card gains the following effect(s), depending on the Level of the Tuner Monster(s) used to Synchro Summon this card:
•Level 1: Cannot be destroyed by battle.
•Level 2: This card gains 600 ATK.

Symphonic Warrion Viollin
Machine - Synchro/Wind/7*/2500/1800
1 Tuner + 1 or more "Symphonic Warrior" monsters
Cannot be destroyed by battle. Once per turn: You can target 1 of your banished "Symphonic Warrior" monsters; Special Summon it, but banish it at the end of the turn (even if it is no longer on the field).

Symphonic Warrior Piipe Orrgann
Machine - Synchro/Wind/10*/3500/3000
1 "Symphonic Warrior" Tuner + 1 or more "Symphonic Warrior" monsters
If this card is Synchro Summoned using more than 1 Tuner Monster as Synchro Material, it cannot be destroyed by your opponent's card effects. If this card is Synchro Summoned using 3 or more Synchro Material, it cannot be targeted by your opponent's card effects. If this card is Synchro Summoned used a Pendulum Monster as Synchro Material, it can attack all monsters your opponent controls once each.

Symphonic Orchestral Hall
Spell/Continuous
Every time you Summon a "Symphonic Warrior" monster(s), place 1 Symphonic Counter on this card for each of those monsters. Once per turn,, you can remove 4 or 6 Symphonic Counters from your side of the field, then activate the appropriate effect:
•4: Draw 2 cards, then discard 1 card.
•6: Destroy a number of cards your opponent controls, up to the number of face-up "Symphonic Warrior" monsters in your Extra Deck.

Trojan Crashbug
Fiend/Dark/3*/0/1900
You can Special Summon this card (from your hand) to your opponent's side of the field, and if you do, Special Summon 1 "Crashbug" monster from your hand. If this card is not controlled by its owner, it gains the following effects:
• Cannot be destroyed by battle.
• Cannot change its battle position.

Worm Crashbug
Fiend/Dark/3*/1000/1800
This card gains 200 ATK and DEF for every "Crashbug" monster you have banished.

Encrypted Crashbug
Fiend/Dark/3*/0/1400
FLIP: Banish 1 "Crashbug" monster from your Graveyard, then target up to 2 cards your opponent controls; banish those targets.

Rootkit Crashbug
Fiend/Dark/3*/0/2500
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 2 "Crashbug" monsters from your Graveyard.

Spyware Crashbug
Fiend/Dark/3*/1400/1700
If you control a "Crashbug" monster, you can Special Summon this card (from your hand). Once per turn, during either player's Main Phase: You can look at 1 random card in your opponent's hand.

Adware Crashbug
Fiend/Dark/3*/0/1000
When this card is Normal or Special Summoned: You can Special Summon 1 "Crashbug Token" (Fiend-type/DARK/Level 3/ATK 0/DEF 0) to your opponent's side of the field. This Token cannot be Tributed or used as a Synchro Material.

Keylogger Crashbug
Fiend/Dark/3*/1000/1600
Each time your opponent adds a card from their Deck to their hand, except during the Draw Phase: Place 1 Crashbug Counter on this card. This card gains 100 ATK and DEF for every Crashbug Counter on it. During your Main Phase: You can send this card with Crashbug Counters on it to the Graveyard; draw a card for every 3 Crashbug Counters that were on this card. You can only use this effect of "Keylogger Crashbug" once per turn.

Scamware Crashbug
Fiend/Dark/3*/0/0
When this card is Normal Summoned: Give control of this card to your opponent. Your opponent can pay 1000 LP to negate this effect, and if they do, banish this card. This card cannot be used as a Tribute or used as a Synchro or Xyz Material, except for the Xyz Summon of a "Crashbug" Xyz Monster.

Ransomware Crashbug
Fiend/Dark/3*/0/0
When your opponent would pay LP to negate the effect of a card(s) you control: You can reveal this card in your hand; negate that effect, and if you do, Special Summon this card to your opponent's side of the field. This card cannot be used as a Tribute or used as a Synchro or Xyz Material, except for the Xyz Summon of a "Crashbug" Xyz Monster.

Crashbug XYZ
Fiend - Xyz/Dark/*3/0/2800
3 Level 3 "Crashbug" monsters
During battle between your Attack Position "Crashbug" monster and an opponent's monster: You can detach 1 Xyz Material from this card; swap the ATK and DEF of your "Crashbug" monster, until the end of the Damage Step. If this card is sent from the field to the Graveyard: You can add 1 "Super Crashbug" monster from your Deck or Graveyard to your hand.

Crashbug Pirate
Fiend - Xyz/Dark/*3/2400/2400
2 or more (max. 5) Level 3 "Crashbug" monsters
During each of your Standby Phases, detach 1 Xyz Material from this card. This card gains the following effects, depending on the number of Xyz Material it has:
•1 or more: During your Draw Phase, you can add 1 "Crashbug" monster from your Deck to your hand instead of drawing normally.
•2 or more: Switch the ATK and DEF of all "Crashbug" monsters you control.
•3 or more: Once per turn: You can return up to 3 of your banished "Crashbug" monsters to the Graveyard.
•4 or more: All "Crashbug" monsters you control gain 600 ATK and DEF.
•5: "Crashbug" monsters you control cannot be destroyed by card effects.

Crashbugland
Spell/Field
"Crashbug" monsters can be Normal Summoned in face-up Defense Position. "Crashbug" mosnters gain 300 ATK and DEF. If this card would be destroyed, you can banish 1 "Crashbug" monster from your Graveyard instead.

Explosive Malware
Spell/Normal
Banish up to 3 "Crashbug" monsters in your Graveyard, then target an equal number of cards your opponent controls; bansih those targets, face-down, and if you do, inflict 400 damage for each of those targets.

Crashbug Festival
Spell/Normal
If you have no cards in your hand, or this is the only card in your hand: Draw a number of cards equal to the number of "Crashbug" monsters on the field.

Son Goku, the Wish-Giving Monkey King
Beast-Warrior/Light/7*/2500/2000
If this card is in your Graveyard: You can return 7 "Wish-Granting Orb" cards with different names from your Graveyard to your Deck; Special Summon this card. Once per turn: You can send 1 "Wish-Granting Orb" card from your Deck to your Graveyard. You can only activate 1 effect of "Son Goku, the Wish-Giving Monkey King" per turn, and only once that turn.

1-Starred Wish-Granting Orb
Rock/Light/1*/0/0
During your Main Phase: You can send this card from your hand to the Graveyard, and if you do, draw 1 card. You can only activate the effect of a "Wish-Granting Orb" card once per turn.

2-Starred Wish-Granting Orb
Rock/Light/2*/0/0
During your Main Phase: You can send this card from your hand to the Graveyard, and if you do, gain 1000 LP. You can only activate the effect of a "Wish-Granting Orb" card once per turn.

3-Starred Wish-Granting Orb
Rock/Light/3*/0/0
During your Main Phase: You can send this card from your hand to the Graveyard, and if you do, add 1 card in your Graveyard to your hand, except a "Wish-Granting Orb" card. You can only activate the effect of a "Wish-Granting Orb" card once per turn.

4-Starred Wish-Granting Orb
Rock/Light/4*/0/0
During your Main Phase: You can send this card from your hand to the Graveyard, and if you do, add 1 "Wish-" card from your Deck to your hand, except for a "Wish-Granting Orb" card. You can only activate the effect of a "Wish-Granting Orb" card once per turn.

5-Starred Wish-Granting Orb
Rock/Light/5*/0/0
During your Main Phase: You can send this card from your hand to the Graveyard, and if you do, all "Wish-" monsters you control gain 1000 ATK until the end of the turn. You can only activate the effect of a "Wish-Granting Orb" card once per turn.

6-Starred Wish-Granting Orb
Rock/Light/6*/0/0
During your Main Phase: You can send this card from your hand to the Graveyard, and if you do, inflict 1000 damage to your opponent. You can only activate the effect of a "Wish-Granting Orb" card once per turn.

7-Starred Wish-Granting Orb
Rock/Light/7*/0/0
During your Main Phase: You can send this card from your hand to the Graveyard, and if you do, Special Summon 1 "Wish-" monster from your hand, Deck, or Graveyard, except for a "Wish-Granting Orb" card. You can only activate the effect of a "Wish-Granting Orb" card once per turn.

Wish-Granting Dragon Deity
Dragon/Light/1*/0/0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) when you have 7 "Wish-Granting Orb" cards with different names in your Graveyard, and cannot be Summoned by other ways. You can only Special Summon 1 "Wish-Granting Dragon Deity" per turn. You can banish this face-up card, then send 7 "Wish-Granting Orb" cards with different names from your Graveyard to the Deck: Add 2 cards from your Deck to your hand.

Wish-Giving Progenitor
Beast-Warrior/Water/5*/2300/1000
If you have 2 or more "Wish-Granting Orb" cards with different names in your Graveyard, you can Normal Summon this card without Tributing. During your Main Phase: You can add 1 "Wish-Granting Orb" card from you Deck to your hand. You can only activate this effect of "Wish-Granting Progenitor" once per turn.

Wish-Giving Martial Artist
Warrior/Earth/4*/1800/1200
When this card is destroyed by battle and sent to the Graveyard: You can add 1 "Wish-Granting Orb" card from your Deck to your hand.

Wish-Giving Inventor
Spellcaster/Light/4*/1300/1900
When this card is Summoned: You can add 1 "Orb Radar" from your Deck to your hand.

Wish-Giving Hermit
Warrior/Earth/3*/1500/1300
Once per turn: You can have this card gain 1000 ATK and DEF, and if you do, this card's original ATK and DEF become 0 at the end of the turn.

Wish-Giving Interdimensional Advisor
Psychic/Light/6*/2300/1800
Other "Wish-Giving" monsters you control gain 500 ATK and DEF.

Wish-Giving Time Traveler
Warrior/Light/4*/1800/1000
If you control "Wish-Giving Monkey Tyrant" and "Wish-Giving Inventor", you can Special Summon this card (from your hand). This card can attack twice during each Battle Phase.

Wish-Giving Monkey Tyrant
Beast-Warrior/Dark/6*/2500/1500
If you control "Son Goku, the Wish-Giving Monkey King", you can Special Summon this card (from your hand). If this card would be destroyed by your opponent's card (by battle or by card effect), you can return 1 "Wish-Granting Orb" card in your Graveyard to your Deck instead.

Wish-Stealing Super Squadron
Fiend/Dark/4*/2400/100
Cannot be Summoned, unless you control "Wish-Stealing Galactic Overlord". If you do not control "Wish-Stealing Galactic Overlord", destroy this card. Battle damage this card inflicts to your opponent is halved.

Wish-Stealing Galactic Overlord
Fiend/Dark/7*/2700/2200
You can reveal 3 "Wish-Granting Orb" cards in your hand to Special Summon this card (from your hand). When this card destroys a monster by battle and sends it to the Graveyard: Place 1 counter on this card. This card gains the following effects, depending on the number of counters on it:
• 1 or more: This card gains 300 ATK and DEF.
• 2 or more: This card cannot be destroyed by Spell/Trap Cards that do not target it.
• 3 or more: This card can attack your opponent directly, but battle damage is halved.
• 4 or more: If this card would be destroyed, and it is not being treated as a Machine-type monster: You can remove all counters from this card instead, and if you do, this card is treated as a Machine-type monster.

Wish-Stealing Android
Machine/Dark/5*/2100/1000
You can Normal Summon this card without Tributing, but it cannot attack this turn. If you control "Wish-Stealing Cyborg", this card can attack all monsters your opponent controls once each

Wish-Stealing Cyborg
Machine/Dark/5*/2100/1000
You can Normal Summon this card without Tributing, but it cannot attack this turn. If you control "Wish-Stealing Android", you can add 1 "Wish-" card from your Deck to your hand. This effect of "Wish-Stealing Cyborg" can only be used once per turn.

Wish-Stealing Amalgamation Horror
Fiend/Dark/8*/2900/2600
Cannot be Normal Summoned/Set. If "Son Goku, the Wish-Giving Monkey King", "Wish-Giving Monkey Tyrant", "Wish-Giving Progenitor", and "Wish-Stealing Galactic Overlord" are all in your Graveyard, you can Special Summon this card (from your hand). During your Main Phase: You can target 1 "Wish-Stealing Android" or 1 "Wish-Stealing Cyborg" you control; equip that target to this card. This card gains 300 ATK and DEF for every card equipped to it by this effect. This card's name is always treated as "Son Goku, the Wish-Giving Monkey King", "Wish-Giving Monkey Tyrant", "Wish-Giving Progenitor", or "Wish-Stealing Galactic Overlord" while face-up on the field, but only one at a time per turn.

Wish-Stealing Planet Eradicator
Fiend/Dark/10*/3200/2800
When this card is Summoned: Destroy all other "Wish-" monsters you control. You cannot Summon "Wish-" monsters. This card can attack all monsters your opponent controls once each. If this card is destroyed by your opponent's card (by battle or by card effect) and sent to the Graveyard: Send 1 "Wish-" card in your hand to the Graveyard; Special Summon this card.

Orb Radar
Spell/Continuous
During your Main Phase: You can activate 1 of the following effects:
• Add 1 "Wish-Granting Orb" card from your Deck to your hand.
• Send 1 "Wish-Granting Orb" card from your Deck to your Graveyard.
You can only activate the effect of "Orb Radar" once per turn.

Turtle Destruction Wave
Spell/Normal
If you control "Son Goku, the Wish-Giving Monkey King": Target up to 2 cards your opponent controls; destroy them.

Spirit-Charge Explosion
Spell/Normal
During your Main Phase 1, if you control 5 "Wish-Giving" monsters, including "Son Goku, the Wish-Giving Monkey King": Tribute all monsters you control, except "Son Goku, the Wish-Giving Monkey King"; destroy all cards your opponent controls, then it becomes the End Phase.

Instantaneous Warp
Spell/Normal
If you control a Level 6 or lower "Wish-" monster: Special Summon 1 "Son Goku, the Wish-Giving Monkey King" from your Deck.

Miracle Healing Bean
Spell/Normal
Target 1 "Wish-" monster in your Graveyard; Special Summon it.

King
8th October 2015, 09:08 PM
But there aren't any Rank 5s.

like i said i may put a part 2 wich they have a rank 5 that work like Infinity and M7 so its basicly free rank-up so if he gets an Effect like a "Break Xyz Change" i thought it will become to overpowered

ScionStorm
8th October 2015, 09:24 PM
Spirit Flame Blade
Spell- Continuous
Effect: Only 1 "Spirit Flame Blade" can be active on the Field at a time. While you control this face-up card: When a "Flame Swordsman" monster you control destroys a monster in battle, inflict damage to your Opponent equal to half the destroyed monster's ATK. You can Banish this card in your Graveyard to negate the destruction of one "Flame Swordsman" monster you control and if you do, you can add 1 "Salamandra" Equip Spell card from your Deck or Graveyard to your Hand.

TheycallmeBrick
8th October 2015, 10:26 PM
Salamandra, Darkfire Spirit
DARK / Level 8 / Dragon / Fusion / Effect
ATK 3000 / DEF 2500
2 Fusion Summoned "Flame Swordsman" Fusion Monsters
Once per turn: You can banish 2 "Flame Swordsman" monsters from your Graveyard; increase this card’s original ATK and DEF by 1000, until the End Phase. If this card is destroyed (by battle or by card effect): You can target 1 of this card’s Fusion Materials in the Graveyard; Special Summon it, then equip this card to it instead of sending it to the Graveyard. The equipped monster gains 1500 ATK and DEF.

Salamandra Fusion
Normal Spell Card
Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Flame Swordsman" monster as a Fusion Material, using monsters from your hand or your side of the field as Fusion Materials. If all the Fusion Materials used for its Fusion Summon were "Flame Swordsman" monsters, the Summoned monster gains this effect.
● When this card is Fusion Summoned: Inflict damage to your opponent equal to half this card’s original ATK.

Mystic TimeKeeper
8th October 2015, 10:31 PM
like i said i may put a part 2 wich they have a rank 5 that work like Infinity and M7 so its basicly free rank-up so if he gets an Effect like a "Break Xyz Change" i thought it will become to overpowered

As long as you use "Dragruler Phantom" image you can do whatever you want with the effect.

King
8th October 2015, 11:15 PM
As long as you use "Dragruler Phantom" image you can do whatever you want with the effect.

do not worry

HelixReactor
9th October 2015, 11:06 AM
Tales of the Demon Kings

Chapter III - Have I made enough FMA references yet?


Demon Fox Celosia
FIRE/Lv 4/Fiend/Effect
1200/400

When this card is Normal Summoned OR Special Summoned by the effect of a "Demon" card: You can add 1 Level 4 or lower Fiend-type monster from your Deck to your hand. If this card is tributed for the Ritual Summon of an "Embodiment" monster: Target 1 monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal to half the destroyed monster's original ATK. Each effect of "Demon Fox Celosia" can only be activated once per turn.


Embodiment of Envy - Leviathan
WATER/Lv 8/Fiend/Ritual/Effect
3000/3000

You can Ritual Summon this card using any "Demon King" Ritual Spell Card.
Once per turn, you can target 1 face-up monster your opponent controls; negate its effects, and if you do, halve its ATK and DEF.
● While in Attack Position: This card cannot be targeted by card effects.
● While in Defense Position: This card cannot be destroyed by battle.


Transmutation of the Demon Kings
Quick-play Spell Card

Tribute 1 Fiend-Type Ritual Monster you control; Special Summon 1 "Embodiment" Ritual Monster from your hand, Deck, or Graveyard, but destroy it at the end of your opponent's next turn (This Special Summon is treated as a Ritual Summon).


---
Previous chapters: Chapter I (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=3954&viewfull=1#post3954), Chapter II (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4103&viewfull=1#post4103).

Sykosis
9th October 2015, 03:09 PM
Waking The Dragons
Field Spell

While this card is face up on the field, Fusion monsters you control that were summoned by the effect of a "Legendary Dragon" card cannot be targeted by your opponent's card effects.

Once per turn during your Main Phase, you can discard one card and activate one of the following effects
(1) Add 1 "Legend of Heart" or 1 "Legendary Dragon" card from your deck to your hand.
(2) Target 1 "Legend of Heart" or 1 "Legendary Dragon" card in your graveyard; shuffle it back into the deck and draw 1 card.
(3) Target 1 card in your graveyard that was sent there by the effect of a "Legendary Dragon" card; add it to your hand.
You can only activate 1 effect of "Waking the Dragons" and only once that turn.

Domain of the Red-Eyes
Field Spell

While this card is face up on the field, "Red-Eyes" monsters you control cannot be targeted by your opponent's card effects. "Red-Eyes" Gemini monsters you control are treated as Effect monsters and have their effects activated. Monsters whose original names are "Archfiend Black Skull Dragon", "Lord of the Red" or "Knight of Dark Dragons" are treated as "Red-Eyes" monsters while face up on your side of the field or in the graveyard.*

Once per turn, you can activate one of the following effects:
(1) Target 1 "Red-Eyes" monster you control; it gains 300 ATK for each "Red-Eyes" or Dragon-type monster in your graveyard, until the End Phase.
(2) Target up to 2 of your banished "Red-Eyes" or Dragon-type monsters; return them to the graveyard.

*I know there are cards that treat monsters (or themselves) as being of a different specific name (ie Cyber Dragon Core), type (ie DNA Surgery, Zombie World), attribute (DNA Transplant, some 'Chaos' monsters) or even sub-type (ie Toon or Tuner), so it should be theoretically possible for there to be cards that can treat certain other cards as being of a specific archetype.

TheycallmeBrick
9th October 2015, 04:48 PM
Waking The Dragons
Field Spell

While this card is face up on the field, Fusion monsters you control that were summoned by the effect of a "Legendary Dragon" card cannot be targeted by your opponent's card effects.

Once per turn during your Main Phase, you can discard one card and activate one of the following effects
(1) Add 1 "Legend of Heart" or 1 "Legendary Dragon" card from your deck to your hand.
(2) Target 1 "Legend of Heart" or 1 "Legendary Dragon" card in your graveyard; shuffle it back into the deck and draw 1 card.
(3) Target 1 card in your graveyard that was sent there by the effect of a "Legendary Dragon" card; add it to your hand.
You can only activate 1 effect of "Waking the Dragons" and only once that turn.

"Legendary Dragon" support? Well, okay.

Dragons of Legend
Normal Spell Card
Add 1 "Legendary Dragon" Spell Card from your Deck to your hand. You cannot activate that card this turn. You can only activate 1 "Dragons of Legend" per turn.

Knights of Legend
Normal Spell Card
Discard 1 "Legendary Dragon" Spell Card; add 1 Normal Spell Card to your hand. After this effect resolves, you can Special Summon 1 Level 4 or lower Warrior-Type monster from your Deck with its effects negated, and if you do, gain LP equal to its Level x 500. You can only activate 1 "Knights of Legend" per turn.

Cards of Atlantis
Normal Spell Card
If you have 3 or less cards in your hand: Draw 2 cards. Reveal 1 "Legendary Dragon" Spell Card or 1 "Legendary Knight" monster in your hand, otherwise discard those 2 drawn cards. You can only activate 1 "Cards of Atlantis" per turn.

SynjoDeonecros
9th October 2015, 04:57 PM
Pot of Last Will
Normal Spell
Effect: Each player can activate 1 of the following effects:
* Draw 2 cards
* Banish the top 2 cards from your deck face-down, then Special Summon 1 monster from your hand or deck in face-up Defense Position. That monster's effect(s) cannot be activated this turn.

TheycallmeBrick
9th October 2015, 09:31 PM
Quick, everyone write down some "HERO" support.

Masked HERO Flare
FIRE / Level 4 / Warrior / Effect
ATK 1600 / DEF 1000
Once per turn: You can inflict 200 damage to your opponent for each "Masked HERO" monster you control.

Masked HERO Bassols
EARTH / Level 3 / Warrior / Effect
ATK 1000 / DEF 700
This card gains 200 ATK and DEF for each "Masked HERO" monster you control.

Masked HERO Ray
LIGHT / Level 4 / Warrior / Effect
ATK 1800 / DEF 200
When you Special Summon a "Masked HERO" monster by the effect of a "Change" Quick-Play Spell Card: You can Special Summon this card (from your hand). You can only Special Summon "Masked HERO Ray" once per turn this way.

Masked HERO Fountain
WATER / Level 4 / Warrior / Effect
ATK 1000 / DEF 1400
If this card is sent to the Graveyard by a card effect: You can add 1 "Masked HERO" monster from your Deck to your hand. You can only use this effect of "Masked HERO Fountain" once per turn.

Masked HERO Gust
WIND / Level 4 / Warrior / Effect
ATK 1500 / DEF 1600
If this card is Normal Summoned while you control no other monsters: You can Special Summon 1 Level 4 or lower "Masked HERO" monster from your hand.

Masked HERO Dusk Crow
DARK / Level 4 / Warrior / Effect
ATK 1200 / DEF 1000
Once per turn: You can send 1 Spell/Trap Card from your hand or field to the Graveyard; add 1 "Change" Quick-Play Spell Card from your Deck or Graveyard to your hand.

Instant Mask Change
Quick-Play Spell Card
During either player's Battle Phase: Pay 1000 LP and send 1 "HERO" monster from your hand to the Graveyard; Special Summon 1 Level 8 "Masked HERO" monster from your Extra Deck with the same Attribute as that sent monster. (This Special Summon is treated as a Special Summon with "Mask Change"). Return the Summoned monster to the Extra Deck during the End Phase. You can only activate 1 "Instant Mask Change" per turn.

Mask Signal
Normal Trap Card
When a monster you control is destroyed by battle and sent to the Graveyard: Special Summon 1 Level 4 or lower "Masked HERO" monster from your hand or Deck.

Damaged Mask
Normal Trap Card
Target 1 "Masked HERO" monster in your Graveyard; Special Summon that target. Destroy it during the End Phase of this turn.

Mask Function 1
Counter Trap Card
When your opponent activates an Effect Monster's effect while you control a "Masked HERO" monster: Negate the activation, and if you do, return it to the hand.

Mask Function 2
Counter Trap Card
When your opponent activates a Spell/Trap Card while you control a "Masked HERO" monster: Negate the activation, and if you do, return it to the Deck.

ScionStorm
9th October 2015, 10:28 PM
How about more HERO fusions that are made from female HEROs.

E-Hero Shadowbloom (Poison Rose + Shadowmist)
E-Hero Lady Heatrix (Lady Heat + Burstinatrix)
E-Hero Flashburn (Voltic + Lady Heat)
E-Hero Shadowblaze (Lady Heat + Shadowmist)
E-Hero Grand Willow ( Poison Rose + Woodsman)
E-Hero Deep Murk (Ocean + Shadowmist)

Deadborder
10th October 2015, 01:09 AM
you want savage rank 4 support you'll get savage rank 4 support

Fourmation Quatre
騎四団(フォーメーション) カトル
DARK Level 4
Warrior/Effect
1500/0
You can only use the (1) and (2) effects of "Fourmation Quatre" once per turn.
(1): If this card is Summoned: You can add 1 "Fourmation" monster from your Deck to your hand, except "Fourmation Quatre".
(2): If this card is sent to the Graveyard: You can Special Summon 1 "Fourmation" monster from your Deck, except "Fourmation Quatre".

Fourmation Vier
騎四団(フォーメーション) フィーア
DARK Level 4
Warrior/Effect
1500/0
You can only use the (1) and (2) effects of "Fourmation Vier" once per turn.
(1): If a "Fourmation" monster is Summoned to your side of the field: You can discard this card; add 1 "Fourmation" monster from your Deck to your hand, except "Fourmation Vier".
(2): If this card is Summoned: You can send 1 "Fourmation" monster from your hand or Deck to the Graveyard.

Fourmation Tetra
騎四団(フォーメーション) テトラ
DARK Level 4
Warrior/Effect
1500/0
You can only use the (1) and (2) effects of "Fourmation Tetra" once per turn.
(1): If a "Fourmation" monster is sent to your Graveyard: You can return it to your hand, and if you do, Special Summon this card from your hand.
(2): You can return this card in the Graveyard to your Deck, and if you do, add 1 "Fourmation" monster from your Deck to your hand, except "Fourmation Tetra".

Fourmation Arba
騎四団(フォーメーション) アルバ
DARK Level 4
Warrior/Effect
1500/0
You can only use the (1) and (2) effects of "Fourmation Arba" once per turn.
(1): If this card is Summoned: You can Special Summon 1 "Fourmation" monster from your hand, except "Fourmation Arba".
(2): If this card is added to your hand by a card effect: You can discard 1 "Fourmation" monster; Special Summon this card from your hand.

Hope in the Interstice
10th October 2015, 01:26 AM
you want savage rank 4 support you'll get savage rank 4 support

Fourmation Quatre
騎四団(フォーメーション) カトル
DARK Level 4
Warrior/Effect
1500/0
You can only use the (1) and (2) effects of "Fourmation Quatre" once per turn.
(1): If this card is Summoned: You can add 1 "Fourmation" monster from your Deck to your hand, except "Fourmation Quatre".
(2): If this card is sent to the Graveyard: You can Special Summon 1 "Fourmation" monster from your Deck, except "Fourmation Quatre".

Fourmation Vier
騎四団(フォーメーション) フィーア
DARK Level 4
Warrior/Effect
1500/0
You can only use the (1) and (2) effects of "Fourmation Vier" once per turn.
(1): If a "Fourmation" monster is Summoned to your side of the field: You can discard this card; add 1 "Fourmation" monster from your Deck to your hand, except "Fourmation Vier".
(2): If this card is Summoned: You can send 1 "Fourmation" monster from your hand or Deck to the Graveyard.

Fourmation Tetra
騎四団(フォーメーション) テトラ
DARK Level 4
Warrior/Effect
1500/0
You can only use the (1) and (2) effects of "Fourmation Tetra" once per turn.
(1): If a "Fourmation" monster is sent to your Graveyard: You can return it to your hand, and if you do, Special Summon this card from your hand.
(2): You can return this card in the Graveyard to your Deck, and if you do, add 1 "Fourmation" monster from your Deck to your hand, except "Fourmation Tetra".

Fourmation Arba
騎四団(フォーメーション) アルバ
DARK Level 4
Warrior/Effect
1500/0
You can only use the (1) and (2) effects of "Fourmation Arba" once per turn.
(1): If this card is Summoned: You can Special Summon 1 "Fourmation" monster from your hand, except "Fourmation Arba".
(2): If this card is added to your hand by a card effect: You can discard 1 "Fourmation" monster; Special Summon this card from your hand.
Oh GOD! Be gentle, mod-senpai!

Hope in the Interstice
10th October 2015, 08:21 AM
So here's something I've been thinking about: a small series of cards that supports another archetype apart from its own. Here, encouraged by the five-card formula established by the Burgesstoma, I present to you Thunder-type monsters in aid of Machine-type monsters!


Buddybolt Ampere
LIGHT
Thunder-type/Tuner/Effect
Level 4
1500 / 1500
'If you control a face-up Machine-type monster, you can Special Summon this card from your hand. You can tribute this monster, then activate one of these effects:
● Target 1 Level 4 or lower Machine-type monster in your Graveyard; Special Summon it.
● Target 1 Machine-type monster in your Graveyard; add it to your hand.
You can only activate this effect of 'Buddybolt Ampere" once per turn.'

Buddybolt Siemens
LIGHT
Thunder-type/Tuner/Effect
Level 3
1200 / 1000
'If you control a face-up Machine-type monster, you can Special Summon this card from your hand. Your opponent cannot activate cards or effects when you Summon a Machine or Thunder-type monster.'

Buddybolt Coulomb
LIGHT
Thunder-type/Tuner/Effect
Level 4
1700 / 1000
'If you control a face-up Machine-type monster, you can Special Summon this card from your hand. Once per turn: You can target 1 Machine-type monster you control; Decrease the ATK of this monster by any multiple of 100, and if you do, the targeted monster gains ATK equal to the ATK this monster lost. These changes last until the End Phase.'

Buddybolt Farad
LIGHT
Thunder-type/Tuner/Effect
Level 3
900 / 1900
'If you control a face-up Machine-type monster, you can Special Summon this card from your hand. Each time a monster is Summoned, place 1 Farad Counter on this card (max. 10). All Machine-type monsters you control gain ATK equal to the number of Farad Counters on this card x 100.'

Charged Aura
LIGHT
Thunder-type/Fusion/Tuner/Effect
Level 4
2100 / 1600
'1 Machine-type monster + 1 Thunder-type monster
Once per turn, during either player's turn: You can target 1 Machine-type monster you control; it gains ATK equal to its Level x 300 until the End Phase, and if it attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If this card is targeted by your opponent's card effect: You can reduce this card's Level by 1 and its ATK by 400 until the End Phase; negate that effect, and if you do, destroy it. If this card is removed from the field: Shuffle the Fusion Material Monsters used to Fusion Summon this card into your deck, and draw 1 card. You can only activate this effect of "Charged Aura" once per turn.'

Yeah, I... kinda rushed with the Buddybolts. It's been a while since I learned electricity in high school and forgot everything and I didn't know how to make a cool mercenary archetype.

clairedestroyer!
10th October 2015, 08:29 AM
I was actually also working on savage Rank 4 support, and while its not identical to Fourmation, it ended up looking kinda similar oops. Great minds I guess?


Mausoleum Spirit of Blossoms

LIGHT Zombie-Type
Level 4
1200/300

If this card is in your hand or Graveyard and you control a Level 4 or Rank 4 monster: You can Special Summon this card. If this card is summoned: You can Special Summon 1 Level 4 Zombie-Type monster from your Deck, except “Mausoleum Spirit of Blossoms”, in face-up Defense Position. If this card as Xyz Material is detached and sent to the Graveyard: You can banish 1 card from your opponent's Graveyard. You can only use each effect of “Mausoleum Spirit of Blossoms” once per turn.


Mausoleum Spirit of Echoes

LIGHT Zombie-Type
Level 4
800/200

If this card is in your hand or Graveyard and you control a Level 4 or Rank 4 monster: You can Special Summon this card. If this card is summoned: You can target 1 of your banished Level 4 Zombie-Type monsters, except “Mausoleum Spirit of Echoes”; return it to your Graveyard. If this card as Xyz Material is detached and sent to the Graveyard: You can inflict 800 damage to your opponent. You can only use each effect of “Mausoleum Spirit of Echoes” once per turn.


Mausoleum Spirit of Clouds

LIGHT Zombie-Type
Level 4
1000/250

If this card is in your hand or Graveyard and you control a Level 4 or Rank 4 monster: You can Special Summon this card. If this card is summoned: You can send 1 Level 4 Zombie-Type Monster from your Deck to your Graveyard, except “Mausoleum Spirit of Clouds”. If this card as Xyz Material is detached and sent to the Graveyard: You can target 1 face-up card your opponent controls; Flip it face-down. You can only use each effect of “Mausoleum Spirit of Clouds” once per turn.


Mausoleum Spirit of Claws

LIGHT Zombie-Type
Level 4
1400/350

If this card is in your hand or Graveyard and you control a Level 4 or Rank 4 monster: You can Special Summon this card. If this card is summoned: You can add 1 Level 4 Zombie-Type Monster from your Deck to your hand, except “Mausoleum Spirit of Claws”. If this card as Xyz Material is detached and sent to the Graveyard: face-up monsters your opponent currently controls lose 500 ATK, until the End Phase. You can only use each effect of “Mausoleum Spirit of Claws” once per turn.


Mausoleum Spirit of Wicked Deeds

LIGHT Zombie-Type
Level 4
1600/400

If this card is in your hand or Graveyard and you control a Level 4 or Rank 4 monster: You can Special Summon this card. If this card is summoned: You can target 1 monster in your opponent's Graveyard; Special Summon it to your side of the field, and if you do, it's Level becomes 4 and it is treated as a Zombie-Type Monster. If this card as Xyz Material is detached and sent to the Graveyard: shuffle 1 random card in your opponent's hand into the Deck. You can only use each effect of “Mausoleum Spirit of Wicked Deeds” once per turn.


Mausoleum Spirit of Storms

LIGHT Zombie-Type
Level 4
1800/450

If this card is in your hand or Graveyard and you control a Level 4 or Rank 4 monster: You can Special Summon this card. If this card is summoned: You can target 2 Level 4 Zombie-Type Monsters you control; Immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only. If this card as Xyz Material is detached and sent to the Graveyard: You can target 1 card your opponent controls; Destroy it. You can only use each effect of “Mausoleum Spirit of Storms” once per turn.


Mausoleum Spirit of Blessings

LIGHT Zombie-Type
Level 4
1800/450

If this card is in your hand or Graveyard and you control a Level 4 or Rank 4 monster: You can Special Summon this card. If this card is summoned: You can gain 1000 LP. If this card as Xyz Material is detached and sent to the Graveyard: You can discard 1 Level 4 Zombie-Type Monster, and if you do, draw 2 cards. You can only use each effect of “Mausoleum Spirit of Blessings” once per turn.


Mausoleum Spirit of the Revived Saint

LIGHT Zombie-Type
Rank 4
2000/500

2 Level 4 Zombie-Type Monsters
While this card has Xyz Material, Zombie-Type Monsters you control gain 300 ATK, except “Mausoleum Spirit of the Revived Saint”. During either player's turn: You can detach 2 Xyz Materials from this card; Your opponent cannot activate cards or effects, except the effects of Zombie-Type Monsters, until the end of the current phase. You can only use the effect of “Mausoleum Spirit of the Revived Saint” once per turn.

Mystic TimeKeeper
10th October 2015, 08:54 AM
you want savage rank 4 support you'll get savage rank 4 support

Fourmation Quatre
騎四団(フォーメーション) カトル
DARK Level 4
Warrior/Effect
1500/0
You can only use the (1) and (2) effects of "Fourmation Quatre" once per turn.
(1): If this card is Summoned: You can add 1 "Fourmation" monster from your Deck to your hand, except "Fourmation Quatre".
(2): If this card is sent to the Graveyard: You can Special Summon 1 "Fourmation" monster from your Deck, except "Fourmation Quatre".

Fourmation Vier
騎四団(フォーメーション) フィーア
DARK Level 4
Warrior/Effect
1500/0
You can only use the (1) and (2) effects of "Fourmation Vier" once per turn.
(1): If a "Fourmation" monster is Summoned to your side of the field: You can discard this card; add 1 "Fourmation" monster from your Deck to your hand, except "Fourmation Vier".
(2): If this card is Summoned: You can send 1 "Fourmation" monster from your hand or Deck to the Graveyard.

Fourmation Tetra
騎四団(フォーメーション) テトラ
DARK Level 4
Warrior/Effect
1500/0
You can only use the (1) and (2) effects of "Fourmation Tetra" once per turn.
(1): If a "Fourmation" monster is sent to your Graveyard: You can return it to your hand, and if you do, Special Summon this card from your hand.
(2): You can return this card in the Graveyard to your Deck, and if you do, add 1 "Fourmation" monster from your Deck to your hand, except "Fourmation Tetra".

Fourmation Arba
騎四団(フォーメーション) アルバ
DARK Level 4
Warrior/Effect
1500/0
You can only use the (1) and (2) effects of "Fourmation Arba" once per turn.
(1): If this card is Summoned: You can Special Summon 1 "Fourmation" monster from your hand, except "Fourmation Arba".
(2): If this card is added to your hand by a card effect: You can discard 1 "Fourmation" monster; Special Summon this card from your hand.

And that's what I call savage rank 4 support!

HelixReactor
10th October 2015, 08:41 PM
Tales of the Demon Kings

Chapter IV - Stealing your moves


Demon Fox Tabitha
DARK/Lv 4/Fiend/Effect
1600/800

When this card is Normal Summoned OR Special Summoned by the effect of a "Demon" card: You can add 1 "Demon King" Trap Card from your Deck to the hand. If this card is tributed for the Ritual Summon of an "Embodiment" monster: Target 1 random card in your opponent's hand; banish it. Each effect of "Demon Fox Tabitha" can only be activated once per turn.

Embodiment of Greed - Mammon
DARK/Lv 4/Fiend/Ritual/Effect
2100/1200

You can Ritual Summon this card using any "Demon King" Ritual Spell Card.
Once per turn, during your Main Phase 1, you can banish 1 "Demon Fox" monster from your hand or Graveyard, then target all monsters your opponent controls: those targets cannot attack or activate their effects until the end of the opponent's turn, also, during each Battle Phase this turn, this card gains 1 additional attack for each target.

Whispers of the Demon Kings
Counter Trap Card

When a Spell/Trap Card, or monster effect, is activated while you control a Fiend-type Ritual Monster(s): You can banish 1 "Demon Fox" monster from your hand or Graveyard; negate the activation, and if you do, destroy it.


---
Previous chapters: Chapter I (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=3954&viewfull=1#post3954), Chapter II (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4103&viewfull=1#post4103), Chapter III (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4374&viewfull=1#post4374).

ScionStorm
10th October 2015, 09:01 PM
Quick, someone make Aqua Actress cards! ;P

The Sonic Duck
11th October 2015, 04:08 AM
With the Recent Red Dragon Archfiend stuff I've started to think of my own resonator cards. here's what I've come up with so far.

Shield Resonator
EARTH/lvl 3/fiend/tuner/effect
800/1000
A monster synchro summoned with this card as synchro material cannot be destroyed or targeted by your opponents cards effects. Once per turn, If a synchro monster you control would be destroyed, you may banish this card from your graveyard instead. You can only use this effect of "Shield Resonator" once per turn.

Tombstone Resonator
EARTH/lvl 2/Fiend/tuner/effect
400/600
When this card is normal summoned, you can special summon one "resonator" monster from your graveyard. If this card is used as synchro material for a DARK dragon type monster, you can target one monster your opponent controls. It's atk and def become 0 until the end of the turn

Flash Resonator
LIGHT/lvl 1/fiend/tuner/effect
500/500
During your battle phase immediately after this effect resolves: synchro summon one monster using monsters you control. This effect can only be used for the synchro summon of a DARK Dragon type synchro monster.

Resonator King
DARK/lvl 5/Fiend/tuner/effect
1500/1000
If you control a "Resonator" monster, you can special summon this card (from your hand).You can only special summon "Resonator King" once per turn this way. Once per turn, you can tribute one Resonator Monster you control; special summon one "Resonator" monster from your deck. If this card is used as synchro material, It can be treated as a non-tuner monster. You can banish this card from your graveyard; add one "resonator" card from your graveyard to your hand.

HelixReactor
11th October 2015, 04:42 AM
Quick, someone make Aqua Actress cards! ;P

Nope! Not today! Why?


Tales of the Demon Kings

Chapter V - For the glory of Satan, of course!


Embodiment of Wrath - Satan
FIRE/Lv 9/Fiend/Ritual/Effect
2000/1500

You can Ritual Summon this card using any "Demon King" Ritual Spell Card.
This card cannot be destroyed by battle. Monsters your opponent controls must attack this card, if able. If this card is targeted for an attack or by a card effect: you can toss a coin and call it. If called right, negate the attack or activation, then place 1 Wrath Counter on this card (max. 3). At the beginning of your Battle Phase: You can remove all Wrath Counters from this card; this card gains 1000ATK for each removed Wrath Counter until the end of the Battle Phase, also, it can make 1 additional attack for each removed Wrath Counter during each Battle Phase this turn.


Fate of the Demon Kings
Trap Card

Return 1 "Embodiment" Ritual Monster from your hand or side of the field to the Deck; draw 2 cards, then you can reveal 1 of them, and apply 1 of the following effects:
● If the revealed card is a "Demon Fox" monster: Special Summon it.
● If the revealed card is a Fiend-type Ritual Monster: Discard it, then draw 1 card.


---
Previous chapters: Chapter I (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=3954&viewfull=1#post3954), Chapter II (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4103&viewfull=1#post4103), Chapter III (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4374&viewfull=1#post4374), Chapter IV (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4558&viewfull=1#post4558).

Eva
11th October 2015, 05:11 AM
Legendary King’s Knight
レジェンド・キングス・ナイト
Light Warrior / Effect
LV4 1600/1400
(1) This card’s name becomes “King’s Knight” while face-up or in the Graveyard.
(2) Once per turn: You can target 1 other LIGHT Warrior-Type monster you control; return it to the hand, and if you do, Special Summon 1 “Queen’s Knight” monster or “Jack’s Knight” monster from your Deck in face-up Attack Position.
(3) During your Standby Phase, if this card is in your Graveyard: You can target 1 LIGHT Warrior-Type monster you control, except “King’s Knight”; return it to the hand, and if you do, add this card from your Graveyard to your hand.

Legendary Queen’s Knight
レジェンド・クイーンズ・ナイト
Light Warrior / Effect
LV4 1500/1600
(1) This card’s name becomes “Queen’s Knight” while face-up or in the Graveyard.
(2) Once per turn, during either player’s turn, while you control another LIGHT Warrior-Type monster: You can target 1 face-up monster your opponent controls; return 1 LIGHT Warrior-Type monster you control to the hand, except “Queen’s Knight’, and if you do, return that target to the hand.
(3) During your Standby Phase, if this card is in your Graveyard: You can target 1 LIGHT Warrior-Type monster you control, except “Queen’s Knight”; return it to the hand, and if you do, add this card from your Graveyard to your hand.

Legendary Jack’s Knight
レジェント・ジャックス・ナイト
Light Warrior / Effect
LV5 1900/1000
You can only us the (2) effect of “Legendary Jack’s Knight” once per turn.
(1) This card’s name becomes “Jack’s Knight” while face-up or in the Graveyard.
(2) If this card is in your hand: You can target 1 LIGHT Warrior-Type monster you control, except “Jack’s Knight”; return it to the hand, and if you do, Special Summon this card from your hand.
(3) During your Standby Phase, if this card is in your Graveyard: You can target 1 LIGHT Warrior-Type monster you control, except “Jack’s Knight”; return it to the hand, and if you do, add this card from your Graveyard to your hand.

Knight of Ace
ナイト・オブ・エース
Light Warrior / Effect
LV3 1000/1000
You can only use 1“Knight of Ace” effect per turn, and only once that turn.
(1) You can Tribute this face-up card; add 1 LIGHT Warrior-Type monster from your Deck to your hand.
(2) You can banish this card from your Graveyard; return 1 LIGHT Warrior-Type monster you control or have in your Graveyard to your hand.

Arcana Knight Straight Flush
アルカナ ナイトフラッシュ
Light Warrior / Fusion / Effect
LV9 3800/2500
“Queen’s Knight” + “Jack’s Knight” + “King’s Knight”
Must be Fusion Summoned with the above Fusion Materials, and cannot be Special Summoned by other ways. You can only use the effect of “Arcana Knight Straight Flush” once per turn.
(1) During either player’s turn: You can discard 1 card; return this face-up card to the Extra Deck, and if you do, Special Summon all of its Fusion Materials from your Graveyard. During your next Standby Phase after this effect is activated, if all of the Fusion Materials Special Summoned by this effect are still face-up on your side of the field, you can send all of them to the Graveyard, then Special Summon 1 “Arcana Knight Joker” from your Extra Deck.

Flush Fusion
天導融合 (フラッシュ・フュージョン)
Spell Normal
(1) Special Summon 1 “King’s Knight” monster, 1 “Queen’s Knight” monster, and 1 “Jack’s Knight” monster from your hand, then, Fusion Summon 1 Fusion Monster from your Extra Deck using only those 3 monsters as Fusion Materials.
(2) During your Main Phase, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; send 1 LIGHT Warrior-Type monster from your Deck to the Graveyard.

Final Gambit Hall
天導の聖域 (ファイナル・ギャンビット・ホール)
Spell Field
(1) During your Main Phase, you can Normal Summon 1 LIGHT Warrior-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
(2) All LIGHT Warrior-Type monsters gain 400 ATK.
(3) Each “King’s Knight”, “Queen’s Knight”, and “Jack’s Knight” you control cannot be destroyed by battle or effect once per turn.
(4) If this face-up card is destroyed by an opponent’s card effect: You can reveal 1 LIGHT Warrior-Type Fusion Monster in your Extra Deck; send the Fusion Materials listed on that monster from your Deck to the Graveyard.

HelixReactor
11th October 2015, 03:03 PM
Tales of the Demon Kings

Chapter VI - Mixing rustic with futuristic


Embodiment of Sloth - Belphegor
DARK/Lv 10/Fiend/Ritual/Effect
3000/3000

You can Ritual Summon this card using any "Demon King" Ritual Spell Card.
Monsters your opponent controls cannot target monsters you control with a different Attribute than theirs for an attack or by an effect. Up to thrice per turn, you can reduce this card's Level by 1 (min. 1), and if you do, Special Summon 1 "Sloth Token"(Fiend-type/Tuner/?/Level 1/ATK 1000/DEF 1000). Its Attribute is this card's Attribute. During each Standby Phase: roll a six-sided die and change this card's Attribute depending on the result: ●1: DARK ●2: LIGHT ●3: FIRE ●4: WIND ●5: EARTH ●6: WATER

Demon Fox Queen Rai
LIGHT/Lv 5/Fiend/Synchro/Effect
2300/1100

1 Tuner + 1 or more non-Tuner monsters
If this card is Synchro Summoned or Special Summoned by the effect of a "Demon" card: You can target 1 "Demon" card in your Graveyard or 1 that is banished; return it to your hand. Once per turn: you can Special Summon 1 "Demon Fox" monster in your Deck, but it cannot be used as a Material or be Tributed, except for a Ritual Summon. A Ritual Monster that was summoned using this card as a tribute gains this effect:
● If this Ritual Summoned monster leaves the field: You can add 1 "Demon" card or "Embodiment" Ritual Monster from your Deck to the hand.


---
Previous chapters: Chapter I (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=3954&viewfull=1#post3954), Chapter II (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4103&viewfull=1#post4103), Chapter III (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4374&viewfull=1#post4374), Chapter IV (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4558&viewfull=1#post4558), Chapter V (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4584&viewfull=1#post4584).

TheycallmeBrick
12th October 2015, 01:30 AM
You know what we need more of around here? Match winners.

Meteora Rex, the Final Tyrant
FIRE / Level 9 / Dinosaur / Effect
ATK 3200 / DEF 2800
Cannot be Special Summoned. Requires 3 Dinosaur-Type Tributes to Normal Summon/Set. If this card attacks your opponent directly and reduces their LP to 0, you win the Match.

Wenmuking the Fireshot
FIRE / Level 8 / Pyro / Effect
ATK 2700 / DEF 2200
Cannot be Special Summoned. Requires 3 Pyro-Type Tributes to Normal Summon/Set. If this card attacks your opponent directly and reduces their LP to 0, you win the Match.

Arch-Dragon, the Red Star
DARK / Level 10 / Fiend / Synchro / Effect
ATK 3500 / DEF 3000
1 DARK Tuner + 2 or more non-Tuner Fiend-Type monsters
Must be Synchro Summoned, and cannot be Special Summoned. If this card attacks your opponent directly and reduces their LP to 0, you win the Match.

Seraphim, the Perfection of Heaven
LIGHT / Level 12 / Fairy / Effect
ATK 5000 / DEF 5000
Cannot be Special Summoned. Requires 3 Tributes with different names whose original Types are Divine-Beast to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated. The player that Normal Summons this card wins the Match.

TheycallmeBrick
12th October 2015, 03:18 PM
Part I (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=1505#post1505)

Number C11: Sinister Eye
DARK / Rank 8 / Spellcaster / Xyz / Effect
ATK 2900 / DEF 2500
3 Level 8 monsters
Once per turn: You can detach 2 Xyz Materials from this card and target 1 monster your opponent controls; take control of that target, and if you do, its Attribute is treated as DARK while it is face-up on the field. Cannot attack during the turn you activate this effect. If this card has "Number 11: Big Eye" attached to it as an Xyz Material, it gains this effect.
● DARK monsters you control gain 600 ATK and cannot be destroyed (by battle or by card effect) once per turn.

Number C57: Ash Overdragon
FIRE / Rank 5 / Dragon / Xyz / Effect
ATK 200 / DEF 3000
4 Level 5 monsters
Once per turn: You can detach 2 Xyz Materials from this card to target 1 monster your opponent controls; this card gains ATK equal to that monster’s ATK, then that monster’s ATK is halved. These changes last until the End Phase. If this card has "Number 57: Tri-Head Dust Dragon" attached to it as an Xyz Material, it gains this effect.
● While this card is face-up on the field, your opponent can only use 3 of their Monster Card Zones.

Number C63: Shamoji General
LIGHT / Rank 2 / Fairy / Xyz / Effect
ATK 300 / DEF 2700
If this card has "Number 63: Shamoji Soldier" attached to it as an Xyz Material, it gains this effect.
● Once per turn: You can detach 1 Xyz Material from this card; both players draw 1 card and reveal them. If both the drawn cards are monsters, you can: Immediately after this effect resolves, Xyz Summon 1 Xyz Monster from your Extra Deck, using both of the drawn monsters as the Xyz Materials. (Their Levels become equal to the Level of the monster of this card's controller.) In any other case, return the drawn cards to the Deck.

Number C79: Battlin' Boxer Supernova Kaiser
FIRE / Rank 5 / Warrior / Xyz / Effect
ATK 2800 / DEF 2400
3 Level 5 monsters
If this card is Xyz Summoned using "Number 79: Battlin' Boxer Nova Kaiser" as an Xyz Material: You can attach up to 3 "Battlin' Boxer" monsters from your Graveyard to this card as Xyz Material. Once per turn: You can detach a number of Xyz Materials from this card, then apply an appropriate effect. ● 3: Halve the ATK of all monsters your opponent controls, until the End Phase. ● 5: Destroy all monsters your opponent controls, then this card's ATK becomes 4000, until the End Phase.

Number C85: Insanisphere
DARK / Rank 5 / Fiend / Xyz / Effect
ATK 300 / DEF 3000
4 Level 5 monsters
You can only control 1 "Number C85: Insanisphere". Once per turn, if this card has a "Number 85: Crazy Box" attached to it as Xyz Material: You can detach 2 Xyz Materials from this card to flip a coin.
● Heads: Destroy all monsters your opponent controls, then your opponent takes damage equal to the number of destroyed monsters x 1500.
● Tails: Destroy all monsters you control, then you take damage equal to the number of destroyed monsters x 1500.

HelixReactor
12th October 2015, 04:06 PM
Tales of the Demon Kings

Chapter VII - ZA SEBUNSU WAN! (Also, conclusion)


Embodiment of Pride - Lucifer
WIND/Lv 6/Fiend/Ritual/Effect
1500/2000

You can Ritual Summon this card using any "Demon King" Ritual Spell Card.
This card cannot be destroyed by battle. When you take damage (either from battle or by a card effect): You can inflict an equal amount of damage to your opponent, and if you do, double this card's original ATK until your End Phase. You can only activate this effect of "Embodiment of Pride - Lucifer" once per turn. Once per turn: You can target 1 monster your opponent controls; negate that target's effects, and if you do, this card gains ATK equal to the target's DEF until your the end of your opponent's turn.


Ethereal Gate of the Demon Kings
Ritual Spell Card

Return up to 2 "Demon Fox" monsters from your Banished Zone to the deck, and if you do, Special Summon 1 Fiend-type Ritual Monster from your Deck whose Level is equal or Lower to the total Levels of the returned monsters (This Special Summon is treated as a Ritual Summon). During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Demon Fox" monster in your Graveyard or 1 that is banished; Special Summon that target, but banish it when it leaves the field.


---
Previous chapters: Chapter I (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=3954&viewfull=1#post3954), Chapter II (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4103&viewfull=1#post4103), Chapter III (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4374&viewfull=1#post4374), Chapter IV (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4558&viewfull=1#post4558), Chapter V (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4584&viewfull=1#post4584), Chapter VI (http://ygorganization.com/forum/showthread.php/127-Official-Create-a-Card-Thread?p=4668&viewfull=1#post4668).

cypher32
12th October 2015, 06:10 PM
Wow, just read this thread from start to finish, and man, everyone's ideas seem so awesome! Makes me think that my ideas aren't so good.

Anyways, I have amassed a plethora of ideas, so I guess it's time for me to share. I'll start with the first archtype I ever created, and if it sticks, I'll see where to move from there. I'll start with some lore, of course, and maybe an image or two. Don't mind the name, though; I kinda suck at naming...

Without further ado:

"Watching from the clouds above, a group of angels were unhappy with the ways of the other races, especially when it came to brutality and crime, and as such decided to arm themselves to protect the innocent, and erase villainy. Thus, they called themselves the Angelexia, a group of mechanized (mechanical-armored) angels, and began descending to the realms of the other monsters to fight and protect those who can't!

I know, it sounds kinda shaky, but this was from a long time ago, so...
The idea of this archtype, was to control battle positions. That's not really an idea that Konami expanded upon, so I thought that I would try it. Controlling the way your opponent plays his monsters, can often dictate how a duel could turn out, so outside of the bosses, most of the monsters in this archtype can alter their own positions to activate effects, or control their opponents battle position.

Seraph of the Angelexia
LIGHT/Level 8/Fairy/Effect
ATK: 3000 / DEF: 1500
This card can be special summoned by tributing one face-up 'exia' monster you control. If you do, banish this card when it leaves the field. You can only summon one 'Seraph of the Angelexia' this way per turn. Once per turn, you can banish any number of 'exia' monsters; activate these effects in sequence based on the number of monsters banished:
-1: Target one monster on the field; change it's battle position (face-down monsters are flipped face-up)
-2: Target one card on the field; return it to the owner's deck
-3: Destroy all your opponents monsters on the field
-4: Draw 2 cards
Your opponent cannot activate cards in response to this effect


Avenger of the Angelexia
LIGHT / Level 8 / Fairy / Fusion / Effect
ATK: 3400 / DEF:1700
2 'Angelexia' monsters
Once per turn, during either players turn, you can discard 2 cards; negate the effect of a spell, trap or monster card that targets a face-up LIGHT monster on the field, and destroy it. When this card leaves the field; you can target 1 'exia' monster in your graveyard; add that target to your hand, then you can change the battle position of one of your opponent's monsters on the field.


Valkyrie of the Angelexia
LIGHT/ Level 7 / Fairy / Synchro / Effect
ATK: 2900 / DEF: 1400
"1 tuner" + "1 or more non-tuner LIGHT monsters"
When this card is synchro summoned successfully; target up to two monsters on your opponents side of the field; change their battle positions and negate their effects. These changes remain as long as this card remains face-up on the field. Cards and effects cannot be activated in response to this effect. This card can inflict piercing battle damage.


Spirit of the Angelexia
LIGHT / Rank 4 / Fairy / Xyz / Effect
3 Level 4 LIGHT monsters
ATK: 2500 / DEF: 2000
As long as this card has an overlay unit that was originally an 'exia' monster; your opponent cannot activate or set spell cards. Once per turn. you can detach one overlay unit; change the battle position of one monster on the field, and reduce its ATK and DEF to zero until the end of the battle phase. If this card is targeted for an attack, while it has no overlay units, destroy this card and the attacking monster.


Exia Skybase
Spell / Field
All LIGHT monsters on the field gain 300 ATK. If an 'exia' monster is attacked, change the battle position of the attacking monster, then end the battle phase, and place one 'Holy' counter on this card. You can remove 4 'Holy' counters on this card; you can add one 'exia' card from your deck to your hand. You can only activate that effect of 'Exia Skybase' once per turn.


Holy Arrows
Trap / Counter
Change the battle positions of all non-LIGHT monster on the field, then target and destroy spell or trap cards up to the number of 'exia' monsters you control. If you control a 'Seraph of the Angelexia'; you can activate this card from your hand.


So that's about it. A boss, a fusion, a synchro, an xyz, a spell and a trap. Hope you like them.

SynjoDeonecros
12th October 2015, 06:30 PM
Servant of the Pyramid of Light
**
Light/Beast/Effect
100/100
Effect: Send this face-up card on your field to the graveyard to select 1 "Pyramid of Light" in your hand or deck and activate it. Also, you may pay any multiple of 500 life points when you activate this effect. If you do so, for each 500 life points paid, select 1 Beast-Type "Sphinx" monster with a different name in your deck or graveyard and add it to your hand. You cannot Special Summon those monsters during the same turn this card's effect is used.

Dragoons
12th October 2015, 10:10 PM
Igknight Tamer

Attribute: FIRE
Types: Warrior/Effect
Level: 6
ATK: 2400, DEF: 1200

You can only control 1 "Igknight Tamer". While this card is in your hand: You can target 2 "Igknight" cards in your Pendulum Zones; destroy them, and if you do, Special Summon this card. If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step. When this card inflicts battle damage to your opponent: You can add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand, except "Igknight Tamer".

Ignition Storm
Normal Spell Card

Target 2 "Igknight" cards in your Pendulum Zones and 1 card your opponent controls; destroy them, then you can add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand.

HelixReactor
13th October 2015, 04:31 AM
So, these were supposed to be joke cards, but ended up being not so joke-y. I'll be keeping the awful names, though o3o


Plot Armor Magician
EARTH/Lv 6/Spellcaster/Pendulum/Effect
Scale 3
2000/1500

Pendulum Effect: During either player's turn, if you have a "Magician" or "Odd-Eyes" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zone, and if you do, Pendulum monsters you control cannot be destroyed by battle or by an opponent's card effect, until the end of their next turn.

Monster Effect: When this card is Pendulum Summoned: You can target other 1 Pendulum card on your side of the field; Special Summon 1 monster with the same name as the target from your Deck or Graveyard. You can only activate the effect of "Plot Armor Magician" once per turn.


Plot Device Magician
DARK/Lv 4/Spellcaster/Pendulum/Effect
Scale 9
1000/1000

Pendulum Effect: If you have a "Magician" or "Odd-Eyes" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 Tuner Monster, Ritual Spell Card, "Fusion" card or "Polymerization" from your Deck or Graveyard to the hand.

Monster Effect: When this card is Pendulum Summoned: You can target 1 other Pendulum card on your side of the field; add 1 card of the same name as the target from your Deck or Extra Deck to the hand. You can only activate the effect of "Plot Device Magician" once per turn.

TheycallmeBrick
13th October 2015, 06:51 PM
Morphtronic Printron
EARTH / Level 2 / Machine / Tuner / Effect
ATK 700 / DEF 500
● While in Attack Position: Once per turn: You can Special Summon 1 "Morphtronic" monster from your hand.
● While in Defense Position: Once per turn, during either player’s turn: You can target 1 "Morphtronic" monster you control; change its battle position.

Morphtronic Freezen
EARTH / Level 6 / Machine / Synchro / Effect
ATK 2200 / DEF 2300
1 Tuner + 1 or more non-Tuner monsters
● While in Attack Position: Once per turn: You can target 1 "Morphtronic" monster you control; equip it to this card as an Equip Card (max. 1). This card gains ATK equal to the equipped monster’s ATK. If this card leaves the field: Special Summon the equipped monster.
● While in Defense Position: Once per turn, during your opponent’s Stanby Phase: You can target 1 monster your opponent controls; it cannot declare an attack this turn.

Morphtronic Schematics
Continuous Spell Card
If you Normal Summon a "Morphtronic" monster: You can change the battle position of that monster. Once per turn, if you control a "Morphtronic" Equip Spell Card: You can add 1 "Morphtronic" monster from your Deck or Graveyard to your hand.

Morphtronic Toolbox
Continuous Spell Card
Once per turn, if you control a "Morphtronic" monster: You can add 1 Equip Spell Card from your Deck to your hand. If you control a "Power Tool" monster when you activate this effect, you can also add 1 Equip Spell Card from your Graveyard to your hand. You can only control 1 face-up "Morphtronic Toolbox"

Morphtronic Master Arm
Equip Spell Card
Equip only to a "Power Tool" monster or a Level 4 or higher Machine-Type "Morphtronic" monster you control. The equipped monster gains 300 ATK for each "Morphtronic" monster on the field. If the equipped monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.