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Zaziuma's Archetype Threads Part 1

Zaziuma Jan 11th, 2019 (edited) 365 Never
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  1. This is all my Archetypes I have on YCM, in case the site goes down again. They are in order of newest to oldest, and I just copied the whole threads, in case I want to post that elsewhere at some point. In case you want to check their threads, if YCM is still up, here's the full list (updated 29/01/19): https://pastelink.net/ntzf
  2.  
  3. Reached file size limit so check out part 2: https://pastebin.com/zJxeYJan Part 3: https://pastebin.com/930KNCRp
  4.  
  5. SOLARIS ARCHETYPE (18/18):
  6.  
  7. Hi there, so this Archetype was actually made quite a while ago, and was intended to get up on New Year's Eve, but as we all know, the site went down and so I couldn't post this before now. It's already been finished for a while and posted elsewhere, like Neo Card Maker, but now it's also back here, where it belonged all along, so enjoy.
  8.  
  9. Solaris is an Archetype of LIGHT monsters with various Levels and Types. They focus on using Link and Ritual Monsters in combination, Tokens and self destruction strategies. Each Link and Ritual Monster Special Summon Solaris Tokens when destroyed on the field. While these cannot be used as Link Material, they are Level 4 and thus make good Tributes for their Ritual Monsters.
  10.  
  11. Their main playstyle revolves around Link Summoning first, mostly into Satellite, which enables them to go for more plays and make use of the combination effects of their Ritual Monsters. Their boss monsters are their Level 7 and 11 Ritual Monsters, Stormbringer and Sunslayer respectively, which are able to destroy large amount of monsters on the field, making Tokens or taking care of your opponent's monsters, as well as having Summon and effect negation effects that utilize Tokens.
  12.  
  13. Solaris means "of the sun" and they are all related to the sun, stars and space in general, which also plays into their naming gimmick of all cards starting with an s-word.
  14.  
  15. Main Deck Monsters:
  16.  
  17. Solaris Sun Searcher
  18. Pyro/LIGHT
  19. Level 1
  20. If this card is in your hand: You can target 1 "Solaris" monster you control, except a Token; destroy that target, and if you do, Special Summon this card. If this card is sent from the field to the GY, except by being destroyed by battle: You can add 1 "Solaris" Spell/Trap from your Deck to your hand. You can only use each effect of "Solaris Sun Searcher" once per turn.
  21. 500/500
  22.  
  23. Solaris Star Searcher
  24. Thunder/LIGHT
  25. Level 2
  26. If this card is in your hand: You can target 1 Token you control; destroy that target, and if you do, Special Summon this card. If this card is sent from the field to the GY, except by being destroyed by battle: You can add 1 "Solaris" monster from your Deck to your hand, except "Solaris Star Searcher". You can only use this effect of "Solaris Star Searcher" once per turn.
  27. 1000/100
  28.  
  29. Solaris Space Searcher
  30. Psychic/LIGHT
  31. Level 3
  32. If this card is in your hand: You can Special Summon this card to your zone a "Solaris" Link Monster points to, then destroy 1 card you control. If this card is sent from the field to the GY, except by being destroyed by battle: You can reveal 3 "Solaris" cards in your Deck with different names, your opponent randomly picks 1 for you to add to your hand, and you send the rest to the GY. You can only use each effect of "Solaris Space Searcher" once per turn.
  33. 1500/1000
  34.  
  35. Solaris Space Sorcerer
  36. Spellcaster/LIGHT
  37. Level 4
  38. You can reveal 1 "Solaris" Ritual Spell in your hand; Special Summon 1 "Solaris Token" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). It cannot be used as material for a Link Summon. You can reveal 1 "Solaris" Ritual Monster in your hand; Special Summon 1 "Solaris" monster from your hand. You can only use each effect of "Solaris Space Sorcerer" once per turn
  39. 1000/2000
  40.  
  41. Solaris Sun Summoner
  42. Spellcaster/LIGHT
  43. Level 5
  44. When this card is Normal or Special Summoned: You can Special Summon 1 "Solaris Token" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). It cannot be used as material for a Link Summon. If this card is sent from the field to the GY, except by being destroyed by battle: You can Special Summon 1 "Solaris Token" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). It cannot be used as material for a Link Summon. You only use each effect of "Solaris Sun Summoner" once per turn.
  45. 2000/1500
  46.  
  47. Ritual Monsters:
  48.  
  49. Solaris Starshielder
  50. Psychic/LIGHT/Ritual
  51. Level 4
  52. You can Ritual Summon this card with any "Solaris" Ritual Spell. This card can attack while in Defense Position. If it does, apply its DEF during damage calculation. While you control a Token, "Solaris" Link and Ritual Monsters you control cannot be destroyed by battle or targeted by your opponent's card effects. When this card on the field is destroyed and sent to the GY: You can Special Summon 2 "Solaris Tokens" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). They cannot be used as material for a Link Summon. You can only use this effect of "Solaris Starshielder" once per turn.
  53. 1000/2200
  54.  
  55. Solaris Stormbringer
  56. Thunder/LIGHT/Ritual
  57. Level 7
  58. You can Ritual Summon this card with any "Solaris" Ritual Spell. When this card is Ritual Summoned: You can destroy cards on the field up to the number of "Solaris" Link Monsters this card is linked to. When your opponent activates a card or effect (Quick Effect): You can Tribute 1 Token; negate the activation, and if you do, destroy that card. When this card on the field is destroyed and sent to the GY: You can Special Summon 3 "Solaris Tokens" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). They cannot be used as material for a Link Summon. You can only use each effect of "Solaris Stormbringer" once per turn.
  59. 2600/2300
  60.  
  61. Solaris Sunslayer
  62. Warrior/LIGHT/Ritual
  63. Level 11
  64. You can Ritual Summon this card with any "Solaris" Ritual Spell. When this inflicts battle damage to your opponent: You can destroy as many other monsters on the field as possible, and if you do, inflict damage 300 damage to your opponent for each monster destroyed. When your opponent would Special Summon a monster(s) (Quick Effect): You can Tribute 1 Token; negate that Summon, and if you do, destroy that monster(s). When this card on the field is destroyed and sent to the GY: You can Special Summon 4 "Solaris Tokens" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). They cannot be used as material for a Link Summon. You can only use each effect of "Solaris Sunslayer" once per turn.
  65. 3300/2800
  66.  
  67. Extra Deck Monsters:
  68.  
  69. Solaris Satellite
  70. Machine/LIGHT/Link
  71. Link Arrows: Down
  72. 1 "Solaris" monster
  73. When this card is Link Summoned: You can Special Summon 1 "Solaris" monster from your Deck in Defense Position to your zone this card points to, then destroy 1 card you control. When this card on the field is destroyed and sent to the GY: You can Special Summon 1 "Solaris Token" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). It cannot be used as material for a Link Summon. You can only use each effect of "Solaris Satellite" per turn.
  74. 800/LINK-1
  75.  
  76. Solaris Sunseraph
  77. Fairy/LIGHT/Link
  78. Link Arrows: Down, Right
  79. 2 "Solaris" monsters
  80. When this card is Link Summoned: You can target 1 "Solaris" Spell/Trap in your GY; add it to your hand. If a Ritual Monster is Ritual Summoned to your zone this card points to: You can target 1 "Solaris" monster in your GY; add it to your hand. When this card on the field is destroyed and sent to the GY: You can Special Summon 2 "Solaris Tokens" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). They cannot be used as material for a Link Summon. You can only use each effect of "Solaris Sunseraph" once per turn.
  81. 1800/LINK-2
  82.  
  83. Solaris Stargazer
  84. Pyro/LIGHT/Link
  85. Link Arrows: Down, Left, Right
  86. 2+ "Solaris" monsters, including a Link or Ritual Monster
  87. If a Ritual Monster is Ritual Summoned to your zone this card points to: You can draw 1 card. You can target 1 Ritual Monster this card points to; that target can make a second attack during each Battle Phase this turn, but this card cannot attack this turn. When this card on the field is destroyed and sent to the GY: You can Special Summon 3 "Solaris Tokens" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). They cannot be used as material for a Link Summon. You can only use each effect of "Solaris Stargazer" per turn.
  88. 2100/LINK-3
  89.  
  90. Spells/Traps:
  91.  
  92. Solaris Star System
  93. Field Spell
  94. During your Main Phase, you can Normal Summon 1 "Solaris" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) All "Solaris" monsters you control gain 200 ATK and DEF for each Token on the field. When this card on the field is destroyed and sent to the GY: You can Special Summon 1 "Solaris Token" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). It cannot be used as material for a Link Summon.
  95.  
  96. Solaris Sunshine
  97. Quick-Play Spell
  98. Target 1 "Solaris" monster you control; destroy that target, and if you do, Special Summon up to 2 "Solaris Tokens" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). They cannot be used as material for a Link Summon. If this card is in your GY, during your Main Phase: You can target 1 "Solaris" monster you control; destroy that target, and if you do, add this card from your GY to your hand. You can only use each effect of "Solaris Sunshine" once per turn.
  99.  
  100. Solaris Sun Sacrifice
  101. Ritual Spell
  102. This card is used to Ritual Summon any "Solaris" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Ritual Monster you Ritual Summon. If this card is in your GY: You can banish 1 LIGHT Link Monster from your GY; add this card to your hand.
  103.  
  104. Solaris Self Sacrifice
  105. Ritual Spell
  106. This card is used to Ritual Summon any "Solaris" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Ritual Monster you Ritual Summon. You can also treat any LIGHT Link Monster's Link Rating you control as a Level x 3.
  107.  
  108. Solaris Soul Sacrifice
  109. Ritual Spell
  110. This card is used to Ritual Summon any "Solaris" Ritual Monster from your hand or GY. You must also Tribute monsters from your field whose total Levels equal or exceed the Ritual Monster you Ritual Summon.
  111.  
  112. Solaris Starlight
  113. Normal Trap
  114. If you control a "Solaris" Link Monster: Excavate 5 cards from the top of your Deck, add 1 excavated "Solaris" card, also send the remaining cards to the GY. If this card on the field is destroyed and sent to the GY: You can Special Summon 1 "Solaris" monster from your Deck. You can only use each effect of "Solaris Starlight" once per turn.
  115.  
  116. Solaris Space Storm
  117. Continuous Trap
  118. When this card is activated: You can Special Summon 1 "Solaris Token" (Pyro/LIGHT/Level 4/1000 ATK/1000 DEF). It cannot be used as material for a Link Summon. You can target 1 "Solaris" monster you control; destroy that target, and if you do, destroy 1 other card on the field. If you control a "Solaris" Link or Ritual Monster, you can activate this card from your hand. You can only use each effect of "Solaris Space Storm" once per turn.
  119.  
  120. ARACHNOID ARCHETYPE (21/21):
  121.  
  122. Arachnoid is an Archetype of Cyberse Level 4 monsters with various Attributes. They focus on giving themselves to your opponent and having various negative effects associated with that or some that boost your own plays, and co-linking/Extra Link. Their general playstyle resolves around using Webworld in combination with your Links to get as many monsters on the field as possible, by giving up your Link Monster. A general play is to use Webworld in combination with Virus Webber and Code Stringer to get them both out and use their search effects, and eventually co-link when Virus Webber returns to your field when you Link Summon Code Stringer. Their name is a portmanteau of Arachnid and Android, and they are based around spiders, the internet and viruses.
  123.  
  124. Main Deck Monsters:
  125.  
  126. Arachnoid Spring Webmaster
  127. Cyberse/WIND
  128. Level 4
  129. If this card is in your hand or GY and your opponent controls a Link Monster and you do not: You can Special Summon this card, but banish it when it leaves the field. If this card is Special Summoned by the effect of an "Arachnoid" card: You can give control of this card to your opponent, then Special Summon 1 "Arachnoid" monster from your Deck, except "Arachnoid Spring Webmaster". You can only use each effect of "Arachnoid Spring Webmaster" once per turn.
  130. 0/2000
  131.  
  132. Arachnoid Upstarter
  133. Cyberse/LIGHT
  134. Level 4
  135. When this card is Normal or Special Summoned Summoned: You can Special Summon 1 "Arachnoid Token" (Cyberse/LIGHT/Level 1/0 ATK/0 DEF) in Attack Position, but it cannot be Tributed or used as material, except for the Link Summon of an "Arachnoid" monster. If this card is sent from the field to the GY: You can target 1 "Arachnoid" card in your GY, except "Arachnoid Upstarter"; add it to your hand. You can only use each effect of "Arachnoid Upstarter" once per turn.
  136. 1500/1500
  137.  
  138. Arachnoid Code Cruncher
  139. Cyberse/DARK
  140. Level 4
  141. If this card is Normal Summoned: You can Special Summon 1 "Arachnoid" monster from your hand to your opponent's field, then draw 1 card. If this card is Special Summoned: Return 1 Spell/Trap you control to the hand. You can only use each effect of "Arachnoid Code Cruncher" once per turn.
  142. 1800/0
  143.  
  144. Arachnoid Debug Spider
  145. Cyberse/EARTH
  146. Level 4
  147. If your opponent controls an "Arachnoid" monster: You can Special Summon this card from your hand. If this card is sent from your hand or field to the GY: You can banish this card from your GY; Special Summon 1 "Arachnoid" monster from your hand or GY in Defense Position. You can only use each effect of "Arachnoid Debug Spider" once per turn.
  148. 1300/1600
  149.  
  150. Arachnoid Venom Linker
  151. Cyberse/DARK
  152. Level 4
  153. Once per turn: You can move 1 monster you control to your Main Monster Zone a Link Monster points. If this card is sent from the field to the GY: You can move 1 monster your opponent controls to their zone your monster in the Extra Monster Zone points.
  154. 1200/1800
  155.  
  156. Arachnoid Overheater
  157. Cyberse/FIRE
  158. Level 4
  159. When you Normal Summon an "Arachnoid" monster: You can Special Summon this from your hand to either field. If this card is Special Summoned: Destroy 1 other monster you control or return 1 "Arachnoid" monster you control to the hand. You can only use each effect of "Arachnoid Overheater" once per turn.
  160. 1700/400
  161.  
  162. Extra Deck Monsters:
  163.  
  164. Arachnoid Prey Snatcher
  165. Cyberse/DARK/Xyz
  166. Rank 4
  167. 2+ Level 4 Cyberse monsters
  168. When this card is Xyz Summoned: You can target 1 "Arachnoid" Link Monster in your GY; Special Summon it to your field so it points to this card. You can detach 2 materials from this card, then target 1 Link Monster your opponent controls; take control of that target. You can only use each effect of "Arachnoid Prey Snatcher" once per turn.
  169. 2000/2500
  170.  
  171. Arachnoid Virus Webber
  172. Cyberse/EARTH/Link
  173. Link Arrows: Up
  174. 1 "Arachnoid" monster
  175. Cannot be used as material for a Link Summon, except an "Arachnoid" monster. When this card is Link Summoned: You can add 1 "Arachnoid" Spell/Trap from your Deck to your hand. If a monster is Special Summoned to a zone this card points to: Give control of this card to your opponent. You can only Link Summon "Arachnoid Virus Webber(s)" once per turn.
  176. 500/LINK-1
  177.  
  178. Arachnoid Code Stringer
  179. Cyberse/EARTH/Link
  180. Link Arrows: Down
  181. 1 "Arachnoid" monster
  182. Cannot be used as material for a Link Summon, except an "Arachnoid" monster. When this card is Link Summoned: You can add 1 "Arachnoid" monster from your Deck to your hand. All co-linked monsters you control gain 500 ATK for each co-linked monster on the field. You can only Link Summon "Arachnoid Code Stringer(s)" once per turn.
  183. 500/LINK-1
  184.  
  185. Arachnoid System Upgrader
  186. Cyberse/WIND/Link
  187. Link Arrows: Left, Up
  188. 2 "Arachnoid" monsters
  189. Cannot be used as material for a Link Summon, except an "Arachnoid" monster. When this card is Link Summoned: You can Special Summon 1 "Arachnoid" monster from your Deck your zone this card points to on either field. If this card is destroyed: You can Special Summon 1 "Arachnoid" monster from your Deck. You can only Link Summon "Arachnoid System Upgrader(s)" once per turn.
  190. 1000/LINK-2
  191.  
  192. Arachnoid Address Flooder
  193. Cyberse/WATER/Link
  194. Link Arrows: Right, Up
  195. 2 "Arachnoid" monsters
  196. Cannot be used as material for a Link Summon, except an "Arachnoid" monster. When this card is Link Summoned: You can draw 2 cards, then discard 1 card.    Once per turn, if a monster is Special Summoned to your zone(s) this card points to: Draw 2 cards, then discard 1 card. You can only Link Summon "Arachnoid Address Flooder(s)" once per turn.
  197. 1000/LINK-2
  198.  
  199. Arachnoid Firewall Piercer
  200. Cyberse/FIRE/Link
  201. Link Arrows: Left, Right
  202. 2 "Arachnoid" monsters
  203. Cannot be used as material for a Link Summon, except an "Arachnoid" monster. Once per turn: You can target cards your opponent controls up to the number of co-linked monsters you control; return them to the hand. The first time a co-linked monster you control would be destroyed by battle or card effect each turn, it is not destroyed. You can only Link Summon "Arachnoid Firewall Piercer(s)" once per turn.
  204. 1500/LINK-2
  205.  
  206. Arachnoid Web Eater
  207. Cyberse/DARK/Link
  208. Link Arrows: Down, Up
  209. 2 "Arachnoid" monsters
  210. Cannot be used as material for a Link Summon, except an "Arachnoid" monster. Once per turn: You can discard 1 "Arachnoid" card, then target 1 "Arachnoid" monster in your GY; Special Summon it to your opponent's field. During the End Phase: Send all non-co-linked monsters on the field to the GY. Once per turn, during your Standby Phase, if this card is in your GY: You can Special Summon this card from your GY to your opponent's field, but banish it when it leaves the field. You can only Link Summon "Arachnoid Web Eater(s)" once per turn.
  211. 1500/LINK-2
  212.  
  213. Arachnoid Virus Hacker
  214. Cyberse/DARK/Link
  215. Link Arrows: Up, Left, Right
  216. 2+ "Arachnoid" monsters
  217. Cannot be used as material for a Link Summon, except an "Arachnoid" monster. If a non-"Arachnoid" monster(s) is Summoned to a zone this card points to: Destroy that monster(s). All non-"Arachnoid" monsters your opponent control lose 500 ATK/DEF for each "Arachnoid" monster on the field. This co-linked card cannot be destroyed by battle or your opponent's card effects. You can only Link Summon "Arachnoid Virus Hacker(s)" once per turn.
  218. 2000/LINK-3
  219.  
  220. Spells/Traps:
  221.  
  222. Arachnoid Webworld
  223. Field Spell
  224. Once per turn, when you Link Summon an "Arachnoid" Link Monster: You can give control of it to your opponent, then you can Special Summon "Arachnoid" monsters from your hand equal to its Link Rating in Defense Position. While you control a co-linked "Arachnoid" monster, your opponent cannot target "Arachnoid" monsters you control for attacks or effects.
  225.  
  226. Arachnoid Injection
  227. Normal Spell
  228. Target 1 co-linked "Arachnoid" monster you control; this turn, it can attack directly, also other monsters you control cannot attack directly this turn. If that target inflicts battle damage to your opponent this turn, you can take control of 1 monster your opponent controls at the end of the Battle Phase.
  229.  
  230. Arachnoid Malware
  231. Quick-Play Spell
  232. Target 1 "Arachnoid" monster you control; give control of that target to your opponent, then inflict damage to your opponent for each "Arachnoid" monster they control x 500. During the End Phase of the turn you activate this card, return control that target to your field.
  233.  
  234. Arachnoid Virus
  235. Normal Trap
  236. Special Summon 1 "Arachnoid" monster from your GY to your opponent's field, then you can Special Summon 1 "Arachnoid" monster from your GY to your field. If you control "Arachnoid Webworld", you can activate this card from your hand. You can only activate 1 "Arachnoid Malware" per turn.
  237.  
  238. Arachnoid Takeover
  239. Normal Trap
  240. If you control a co-linked monster(s): Target 1 monster your opponent controls; take control of that target. If this card is in the GY: You can banish 1 "Arachnoid" Link Monster from your GY; Set this card from your GY. If you control "Arachnoid Webworld", you can activate this card from your hand. You can only activate 1 "Arachnoid Takeover" per turn.
  241.  
  242. Arachnoid Alert
  243. Continuous Trap
  244. If your opponent controls a Link Monster: You can Special Summon 1 "Arachnoid" Link Monster from your Extra Deck whose Link Rating is less than or equal to combined Link Ratings of all Link Monsters your opponent controls. You can only use this effect of "Arachnoid Alert" once per turn. While you have an Extra Link, the ATK/DEF of all Special Summoned monsters your opponent control become 0, also if a monster you control attacks a Defense Position monster, inflict piercing battle damage. If this card is sent to the GY: Destroy all monsters Special Summoned by this card's effect.
  245.  
  246. Arachnoidphobia
  247. Counter Trap
  248. When your opponent declares an attack while there is an "Arachnoid" Link Monster on the field: Negate that attack, then end of the Battle Phase and change the battle position of as many monsters your opponent control as possible, also they cannot change their battle position for the rest of this turn. If you control "Arachnoid Webworld", you can activate this card from your hand.
  249.  
  250. MASTER GIG - FORMING AN ARCHETYPE #38 (15/15):
  251.  
  252. Master Gig is an Archetype consisting Psychic/EARTH monsters with various Levels that focus on Tribute Summoning. They also have support Archetypes, called Gigling and Psydrive, the first being Level 4 and lower monsters, and the second being Spells/Traps. Each of the Giglings are based around easy Special Summons, searching and recovery, as well as a Yang Zing-like boost to any Psychic monster you Tribute Summoned with them. Psydrive are general support for both Psychics and Master Gig in general, and Master Gig monsters that allow you to Tribute Summon more, getting monsters out for Master Gig's effect, as well as getting out Master Gig itself more easily.
  253.  
  254. I wasn't quite sure what to theme these guys around, since Master Gig doesn't really seem to have much of a theme, but as it's Psychic and has Gig in the name, I figured that it may have to do with computers, so that's the route I went in, which is weird now that Cyberse exists, but don't think too much about that.
  255.  
  256. Original Card:
  257. http://duellinks.gamea.co/file/content_top/umi92hxs/4bf2xujy/0ae10555987917613100b941d9a7fe466bcccce2_600.png
  258. Once per turn, you can pay 1000 Life Points to destroy monsters your opponent controls equal to the number of face-up Psychic-Type monsters you control.
  259.  
  260. New Cards:
  261.  
  262. Main Deck Monsters:
  263.  
  264. Gigling Bit
  265. Psychic/EARTH
  266. Level 1
  267. If this card is in your hand and you control no monsters: You can pay 500 LP; Special Summon this card from your hand. If this card is Tributed for the Tribute Summon of a Psychic monster: You can pay 500 LP; add this card from your GY to your hand. A Psychic monster that was Tribute Summoned face-up using by Tributing this card gains 500 ATK and DEF. You can only use each effect of "Gigling Bit" once per turn.
  268. 100/0
  269.  
  270. Gigling Byte
  271. Psychic/EARTH
  272. Level 2
  273. If this card is in your hand and you control a "Gigling" or "Master Gig" monster: You can pay 500 LP; Special Summon this card from your hand. If this card is sent to the GY: You can pay 1000 LP; add 1 "Gigling" monster from your Deck to your hand, except "Gigling Byte". A Psychic monster that was Tribute Summoned face-up using by Tributing this card cannot be destroyed by battle or your opponent's monster effects. You can only use each effect of "Gigling Byte" once per turn.
  274. 800/0
  275.  
  276. Gigling Kilobyte
  277. Psychic/EARTH
  278. Level 3
  279. During your Main Phase: You can pay 1000 LP; Special Summon 1 Level 4 or lower Psychic monster from your hand in Defense Position. If this card is sent to the GY: You can pay 1000 LP; add 1 "Psydrive" Spell/Trap from your Deck to your hand. A Psychic monster that was Tribute Summoned face-up using by Tributing this card is unaffected by your opponent's Spell/Trap effects. You can only use each effect of "Gigling Kilobyte" once per turn.
  280. 1000/0
  281.  
  282. Gigling Megabyte
  283. Psychic/EARTH
  284. Level 4
  285. When this card is Normal or Flip Summoned: You can pay 1000 LP, then target 1 Level 4 or lower Psychic monster in your GY; Special Summon that target in Defense Position, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Psychic monsters. If this card is sent to the GY: You can pay 1000 LP; add 1 "Master Gig" monster from your Deck to your hand. A Psychic monster that was Tribute Summoned face-up using by Tributing this card cannot targeted by your opponent's card effects. You can only use each effect of "Gigling Megabyte" once per turn.
  286. 1800/0
  287.    
  288. Alpha Master Gig
  289. Psychic/EARTH
  290. Level 5
  291. You can pay 2000 LP; Special Summon this card from your hand or GY, but banish it when it leaves the field. You must control no monsters, other than Psychic monsters, to activate and to resolve this effect. If this card is Tribute Summoned: You can pay 1000 LP; Special Summon 1 "Beta Master Gig" from your hand or Deck. You can only use each effect of "Alpha Master Gig" once per turn.
  292. 1500/0
  293.  
  294. Beta Master Gig
  295. Psychic/EARTH
  296. Level 6
  297. If this card is Tribute Summoned by Tributing a Psychic monster: You can gain 2000 LP. You can Tribute this Tribute Summoned card and pay 1000 LP; Special Summon "Master Gig" from your hand or Deck. You can only use 1 "Beta Master Gig" effect per turn, and only once that turn.
  298. 2000/0
  299.  
  300. Gamma Master Gig
  301. Psychic/EARTH
  302. Level 7
  303. When this card is Tribute Summoned: You can pay 1000 LP; add 1 Psychic monster from your Deck to your hand. (Quick Effect): You can target face-up cards your opponent controls up to the number of Psychic monsters you control; negate their effects. If this Tribute Summoned card leaves the field: You can Special Summon 1 "Master Gig" from your Deck, but it cannot attack this turn. You can only use each effect of "Gamma Master Gig" once per turn.
  304. 2500/0
  305.  
  306. Extra Deck Monsters:
  307.  
  308. Master Gigling
  309. Psychic/EARTH/Link
  310. Link Arrows: Bottom Right, Top Left
  311. 2 Psychic monsters
  312. When this card is Link Summoned: You can pay 1000 LP; Special Summon 1 "Gigling" monster from your hand or Deck both your zone this card points to and to your opponent's zone this card points to, also monsters you control cannot attack for the rest of this turn, except this card and Tribute Summoned Psychic monsters. If a monster your opponent controls is Tributed: This card gains 1000 ATK. If this card is Tributed for the Tribute Summon of a Psychic monster: You can Special Summon this card from your GY. You can only use each effect of "Master Gigling" once per turn.
  313. 1500/LINK-2.
  314.  
  315. Spells/Traps:
  316.  
  317. Psydrive Desk
  318. Field Spell
  319. Once per turn: You can pay 1000 LP; during this turn, if you would Tribute a monster for a Tribute Summon of a Psychic monster, you can Tribute 1 monster your opponent controls even though you do not control it. You cannot Special Summon monsters, except Psychic monsters during the turn you activate this effect. If you would pay LP to activate the effect of a Psychic monster's effect, you can discard 1 card instead for each time you need to pay LP.
  320.  
  321. Psydrive Memory
  322. Continuous Spell
  323. Once per turn: You can pay 800 LP; banish 1 Level 4 or lower Psychic monster from your hand, field or GY. During your next Standby Phase, Special Summon that monster. During your Main Phase, you can Normal Summon 1 "Gigling" or "Master Gig" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  324.  
  325. Psydrive Copy
  326. Quick-Play Spell
  327. If you control a "Master Gig" monster: Special Summon 2 "Gigling Tokens" (Psychic/EARTH/Level 1/ATK 0/DEF 0). While you control a "Master Gig" monster, these Tokens cannot be Tributed or destroyed by battle. You can only activate 1 "Psydrive Copy" per turn.
  328.  
  329. Psydrive Update
  330. Quick-Play Spell
  331. Tribute 1 Tribute Summoned Psychic monster you control; Special Summon 1 Level 5 or higher Psychic monster from your hand or Deck. You can banish this card from your GY; this turn, "Psydrive" Spells/Traps you control cannot be destroyed by your opponent's card effects. You can only activate 1 "Psydrive Update" per turn.
  332.  
  333. Psydrive Expansion
  334. Equip Spell
  335. Equip only to a Level 5 or higher Psychic monster. If it battles, your opponent's cards and effects cannot be activated until the end of the Damage Step, also if was Tribute Summoned, it can make a second attack during each Battle Phase. If this card is sent to the GY: You can discard 1 card; add this card from your GY to your hand.
  336.  
  337. Psydrive Recovery
  338. Normal Trap
  339. Send 1 Psychic monster from your hand or field to the GY; gain 1000 LP, or if you sent "Master Gig", gain 2000 LP instead. If you control a "Master Gig" monster, you can activate this card from your hand. If this card is in your GY: You can send 1 Psychic monster from your hand or field the GY; add this card from your GY to your hand.
  340.  
  341. Psydrive Firewall
  342. Continuous Trap
  343. While you control a "Master Gig" monster, your opponent cannot draw cards, except during the Draw Phase, and any monsters that would be sent to their GY are banished instead. If you would take battle damage from a battle involving a Psychic monster, gain that much LP instead. During your third Standby Phase after this card's activation, destroy this card.
  344.  
  345. LAVATHAN ARCHETYPE (12/12):
  346.  
  347. Lavathan is an Archetype consisting of mostly Sea Serpent/FIRE monsters, and 1 Fairy/LIGHT monsters. They focus on Ritual Monsters and Summoning themselves to the opponent's field, which allows you to use Journey to the Lavathan for an alternate win conditions that relies on destroying all three of their different Ritual Monsters with Yahweh, Chaostamer of the Lavathan.
  348.  
  349. Their name is a portmanteau of Lava and Leviathan, and they are based loosely on the "chaoskampf" of Yahweh and the Leviathan, which I studied mildly when I made this Archetype, learning that there are two originally, before they were slain by Yahweh, a male and a female, hence Sovereign and Empress having Offspring with Eggs that turn into the Serpent. I never knew that the Leviathan had more to it than simply being a giant sea serpent, so wanted to incorporate that a little bit.
  350.  
  351. Non-Ritual Monsters:
  352.  
  353. Lavathan Serpent
  354. Sea Serpent/FIRE
  355. Level 4
  356. When this card is Normal Summoned or Special Summoned: You can discard 1 card; add 1 "Lavathan" card from your Deck to your hand. If this card is Tributed: You can add 1 "Lavathan" Ritual Monster or Ritual Spell from your Deck to your hand. You can only use each effect of "Lavathan Serpent" once per turn.
  357. 1500/1500
  358.  
  359. Yahweh, Chaostamer of the Lavathan
  360. Fairy/LIGHT
  361. Level 8
  362. If you control no monsters, and your opponent controls a Ritual Monster, you can Normal Summon this card without Tributing. Once per turn, at the start of the Damage Step, if this card battles a Ritual Monster: You can can take control of that monster. Ritual Monsters your opponent control cannot attack monsters you control, except this card, also they cannot be used as material for a Summon.
  363. 2500/2000
  364.  
  365. Ritual Monsters:
  366.  
  367. Lavathan Offspring
  368. Sea Serpent/FIRE/Ritual
  369. Level 4
  370. You can Ritual Summon this card with any "Lavathan" Ritual Spell. Gains 1000 ATK and DEF for each other "Lavathan" monster on the field. If this card is Tributed: You can target 1 "Lavathan" card in your GY, except "Lavathan Offspring"; add it to your hand. You can only use this effect of "Lavathan Offspring" once per turn.
  371. 500/500
  372.  
  373. Lavathan Sovereign
  374. Sea Serpent/FIRE/Ritual
  375. Level 8
  376. You can Ritual Summon this card with any "Lavathan" Ritual Spell. When your opponent activates a card or effect on the field: You can reveal 1 Ritual Monster or Ritual Spell in your hand; negate the activation, and if you do, return that card to the hand. If this card is Tributed: You can add 1 "Lavathan" Spell/Trap from your Deck to your hand. You can only use each effect of "Lavathan Sovereign" once per turn.
  377. 3000/0
  378.  
  379. Lavathan Empress
  380. Sea Serpent/FIRE/Ritual
  381. Level 8
  382. You can Ritual Summon this card with any "Lavathan" Ritual Spell. You can reveal up to 2 different Ritual Monsters and/or Ritual Spells in your hand, then target the same number of cards on the field; return them to the hand. If this card is Tributed: You can add 1 "Lavathan" monster from your Deck to your hand, except "Lavathan Empress" You can only use each effect of "Lavathan Empress" once per turn.
  383. 2000/2000
  384.  
  385. Spells/Traps:
  386.  
  387. Creation of the Lavathan
  388. Ritual Spell
  389. This card is used to Ritual Summon any "Lavathan" Ritual Monster to your opponent's field. You must also monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can also Tribute 1 Ritual Monster your opponent controls for this Ritual Summon.
  390.  
  391. Taming the Lavathan
  392. Ritual Spell
  393. This card is used to Ritual Summon any "Lavathan" Ritual Monster. You must also monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can also Tribute 1 Ritual Monster your opponent controls for this Ritual Summon.
  394.  
  395. Rise of the Lavathan
  396. Ritual Spell
  397. This card is used to Ritual Summon any "Lavathan" Ritual Monster from your hand or GY to either field. You must also monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon.
  398.  
  399. Journey to the Lavathan
  400. Continuous Spell
  401. When this card is activated: You can add 1 "Yahweh, Chaostamer of the Lavathan" from your Deck or GY to your hand, also you cannot Special Summon monsters for the rest of this turn, except Ritual Monsters. All Ritual Monsters your opponent control lose 1000 ATK/DEF. At the end of the Battle Phase, if your "Yahweh, Chaostamer of the Lavathan" destroyed "Lavathan Offspring", "Lavathan Empress" and "Lavathan Offspring" by battle while both this card and it was face-up on the field, you win the Duel. You can only activate 1 "Journey to the Lavathan" per turn.
  402.  
  403. Lavathan Chaoskampf
  404. Equip Spell
  405. Equip only to a "Lavathan" monster. It gains 700 ATK, but loses 700 DEF, also it can make a second attack during each Battle Phase. If it attacks a monster in Defense Position, inflict piercing battle damage. If the equipped monster destroys an opponent's monster by battle: You can target 1 "Lavathan" monster in your GY; Special Summon it to your opponent's field in Defense Position.
  406.  
  407. Eruption of the Lavathan
  408. Normal Trap
  409. Special Summon 1 "Lavathan" monster from your hand to your opponent's field, ignoring the Summoning conditions, then you can Special Summon 1 "Yahweh, Chaostamer of the Lavathan" from your hand, Deck or GY, but in either case, neither monster can attack this turn. You can only activate 1 "Eruption of the Lavathan" per turn.
  410.  
  411. Lavathan Eggs
  412. Continuous Trap
  413.  
  414. Special Summon this card as an Effect Monster (Sea Serpent/FIRE/Level 1/ATK 0/DEF 0). While this card is a monster, if you Ritual Summon exactly 1 "Lavathan" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement. If this card is sent to the GY: You can banish 1 Ritual Monster or Ritual Spell from your GY; Set this card from your GY.
  415.  
  416. RINGHOST ARCHETYPE (12/12):
  417.  
  418. Ringhost is an Archetype of Zombie/EARTH Union/Spirit monsters with various Levels. They focus on returning themselves from the field to the hand and equipping mechanics. As they are both Spirit and Union monsters, they play into this combination of mechanics, so they can still be Special Summoned by their own effect. Each of them has the same effects, a normal Union effect and protection, as well as the End Phase return to the hand of Spirit monsters, then an effect that allows you to equip them when they return during the End Phase, and some unique effect to them.
  419.  
  420. They have other ways of returning to the hand too, like Chapel of Eternity, which allows you to reset a Union monster or make a Normal Summoned monster into an Equip and then Special Summoning it with its effect. Chapel of Eternity also is able to boost them quite a lot, as it gains Ringhost Counters when using that effect, which boosts all your monsters by 500 ATK/DEF for each on it.
  421.  
  422. Reaper is their offensive card, which is able to take out 1 card your opponent controls and in their hand by giving up an Equip Card equipped to it, and as a Level 5, has the most ATK/DEF of them all, but while they may not seem fast due to their nature, under the right circumstances, you can easily make a decent field that has both protection and offensive capabilities.
  423.  
  424. Their name is a portmanteau of Ring and Ghost, relating to the fact that they equip themselves to each other like putting on a ring, and of course them being Zombies, but also that they are based around marriage, as the custom of giving your partner a ring is common. I'll admit that finding a theme wasn't too easy at first, I knew that I wanted a Union Archetype based around rings, so I had tried not only Ringhost, but also Ringlory that was going to be Fairy based, but I wasn't sure what else to do with that, but landed on the marriage theme because the idea of a Zombie Archetype based around rings and marriage was too weird not to do.
  425.  
  426. Main Deck Monsters:
  427.  
  428. Ringhost Apparition
  429. Zombie/EARTH/Spirit/Union
  430. Level 1
  431. Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Apparition" once per turn
  432. ● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
  433. ● When this card is Normal or Special Summoned: You can return this card to your hand, and if you do, draw 1 card, then discard 1 card.
  434. 0/0
  435.  
  436. Ringhost Spirit
  437. Zombie/EARTH/Spirit/Union
  438. Level 4
  439. Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Spirit" once per turn
  440. ● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
  441. ● You can discard this card; add 1 "Ringhost" card from your Deck to your hand, except "Ringhost Spirit", also you cannot cards from your Deck to your hand for the rest of the turn, except by drawing them.
  442. 1500/1500
  443.  
  444. Ringhost Zombie
  445. Zombie/EARTH/Spirit/Union
  446. Level 4
  447. Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Zombie" once per turn
  448. ● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
  449. ● If this card is in your hand or GY: You can target 1 "Ringhost" monster you control; Special Summon this card and return that target to the hand.
  450. 1000/2000
  451.  
  452. Ringhost Geist
  453. Zombie/EARTH/Spirit/Union
  454. Level 4
  455. Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Geist" once per turn
  456. ● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
  457. ● If this card is in your hand: You can target 1 "Ringhost" card in your Spell & Trap Zone; return it to your hand, then Special Summon this card from your hand.
  458. 1400/1900
  459.  
  460. Ringhost Reborn
  461. Zombie/EARTH/Spirit/Union
  462. Level 4
  463. Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Reborn" once per turn
  464. ● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
  465. ● If this card is in your hand or GY: You can send 1 "Ringhost" Equip Card you control to the GY; Special Summon this card.
  466. 1800/500
  467.  
  468. Ringhost Ghoul
  469. Zombie/EARTH/Spirit/Union
  470. Level 4
  471. Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Ghoul" once per turn
  472. ● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
  473. ● You can send this Equip Card to the GY, then target 1 "Ringhost" card in your GY or you control, except "Ringhost Ghoul"; return it to your hand.
  474. 1600/1200
  475.  
  476. Ringhost Reaper
  477. Zombie/EARTH/Spirit/Union
  478. Level 5
  479. Cannot be Special Summoned, except by its own effect. Once per turn, you can either: Target 1 "Ringhost" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand. You can only use each of these effects of "Ringhost Apparition" once per turn
  480. ● If this card is returned from the field to the hand: You can target 1 "Ringhost" monster you control; equip this card to that target.
  481. ● You can send 1 Equip Card equipped to this card to the GY; destroy 1 card your opponent controls and/or 1 random card in their hand.
  482. 2000/2000
  483.  
  484. Extra Deck Monsters:
  485.  
  486. Ringhost Necrofather
  487. Spellcaster/DARK/Link
  488. Link Arrows: Bottom Left, Left, Right
  489. 3 Union, Spirit, Gemini, Flip, Toon and/or Tuner monsters
  490. When this card is Link Summoned: You can draw cards, equal to the number of different kinds of monsters (Union, Spirit, Gemini, Flip, Toon or Tuner) used for this card's Link Summon, also you cannot add cards from your Deck to your hand for the rest of this turn by drawing them. You can only use each of these effects of "Ringhost Necrofather" once per turn depending on the kind of monster it points to.
  491. ● Union monster: You can target 1 appropriate Union monster in your GY or among your banished monsters; equip it to this card, also, after that, discard 1 card.
  492. ● Spirit monster: During the End Phase: You can target 1 Spirit monster in your GY; place it on top of your Deck OR add it to your hand,  also, after that, discard 1 card.
  493. ● Gemini, Flip, Toon or Tuner: During your Main Phase: You can Special Summon 1 Gemini, Flip, Toon or Tuner monster from your hand or GY, but it has its effects negated, also, after that, discard 1 card.
  494. 2500/LINK-3
  495.  
  496. Spells/Traps:
  497.  
  498. Ringhost Chapel of Eternity
  499. Field Spell
  500. Once per turn: You can target 1 "Ringhost" monster or Equip Card you control; return it to the hand, then place 1 Ringhost Counter on this card. All "Ringhost" monsters you control gain 500 ATK/DEF for each Ringhost Counter on this card. During the End Phase, if exactly 1 "Ringhost" monster would be returned to your hand, you can remove 1 Ringhost Counter from this card instead.
  501.  
  502. Ringhost Marital Unity
  503. Continuous Spell
  504. When this card is activated: You can target 1 "Ringhost" monster in your GY and 1 "Ringhost" monster you control; equip the first target to the second target. During your Main Phase, you can Normal Summon 1 "Ringhost" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn). While a "Ringhost" monster is equipped with an Equip Card, it cannot be targeted by or destroyed by your opponent's card effects. You can only activate 1 "Ringhost Marital Unity" per turn.
  505.  
  506. Ringhost Monstrous Proposal
  507. Quick-Play Spell
  508. Target 2 "Ringhost" monsters you control; equip the first target to the second target, and if you do, those targets cannot be destroyed by card effects, banished or returned to the hand, Deck or Extra Deck until the end of this turn. If this card is in your GY: You can banish 2 "Ringhost" monsters from your GY, then target 1 "Ringhost" Spell/Trap in your GY; Set it to your field, also it can be activated this turn. You can only use each effect of "Ringhost Monstrous Proposal" once per turn.
  509.  
  510. Ringhost Resurrected Marriage
  511. Equip Spell
  512. Activate by targeting 1 "Ringhost" monster in your GY; Special Summon it from your GY, ignoring its Summoning conditions, and equip it with this card. Once per turn, at the start of the Damage Step, if it battles an opponent's face-up monster: You can return both battling monsters to the hand. During the End Phase, unless the equipped card is equipped with another "Ringhost" Equip Card, return it to your hand. You can only activate 1 "Ringhost Resurrected Marriage" per turn.
  513.  
  514. Ringhost Wedding Deathbed
  515. Normal Spell
  516. Target 1 "Ringhost" monster you control that is not equipped with an Equip Card; equip 1 appropriate Zombie Union monster from your Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. While that card is equipped to that target, it cannot be equipped with other Equip Cards. You can only activate 1 "Ringhost Wedding Deathbed" per turn.
  517.  
  518. Ringhost Bond of Attachment
  519. Normal Trap
  520. Target 1 "Ringhost" monster you control; equip this card to that target. It cannot be destroyed by battle or card effects. While this card is equipped to a monster, if that monster would be returned to the hand by an effect, you can return this card instead. If this card is sent from the field to the GY: You can target 1 "Ringhost" card in your GY, except "Ringhost Bond of Attachment"; add it to your hand.
  521.  
  522. NANOBREAKER - FORMING AN ARCHETYPE #37 (17/17):
  523.  
  524. Nanobreaker is an Archetype of Machine/Cyberse EARTH monsters with various Levels. They focus on destroying monsters at the start of the Damage Step rather than by battle, and have various ways of doing so, as well as their monsters being similar to Harpie Lady in that they tend to share the same name, which they also use in their gimmick, like with their Field Spell Nanotech Tri-Field, but some are not actually Nanobreaker. They also have some Fusion Monsters, a single Xyz, Synchro and Link Monster as well. They have a support Archetype called Nanotech for their Spells/Traps.
  525.  
  526. Their theme of supporting both Machine and Cyberse comes from the name, which deals with nanotechnology, so having it be died to both types makes sense to me, and it is more fun too, the Nanotech support Archetype also plays into nanotechnology as well.
  527.  
  528. Original Card:
  529. https://i.imgur.com/Oi8Upcv.png
  530. If this card attacks a face-up Level 3 or lower monster, destroy that monster immediately with this cards effect without applying damage calculation.
  531.  
  532. New Cards:
  533.  
  534. Main Deck Monsters:
  535.  
  536. Nanobreaker Supporter
  537. Machine/EARTH
  538. Level 1
  539. If you control "Nanobreaker", you can Special Summon this card (from your hand). (Quick Effect): You can Tribute this card, then target 1 face-up monster your opponent controls; that target's Level/Rank or Link Rating becomes 1 until the end of this turn. You can only use this effect of "Nanobreaker Supporter" once per turn.
  540. 0/0
  541.  
  542. Nanobreaker Engineer
  543. Machine/EARTH/Tuner
  544. Level 4
  545. When you Special Summon "Nanobreaker"(s): You can Special Summon this card from your hand or GY, but banish it when it leaves the field, also you cannot Special Summon monsters, except "Nanobreaker" monsters, for the rest of this turn. You can discard this card, then target 1 face-up monster on the field; its Level becomes 4 until the end of this turn. You can only use each effect of "Nanobreaker Engineer" once per turn.
  546. 1200/1800
  547.  
  548. Nanobreaker 2.0
  549. Machine/EARTH
  550. Level 4
  551. (This card's name is always treated as "Nanobreaker".)
  552. When this card is Summoned: You can Special Summon 1 "Nanobreaker" monster from your hand. You can discard this card, then target 1 face-up monster your opponent controls and activate the appropriate effect.
  553. * Level/Rank: Decrease its Level/Rank by the number of "Nanobreaker" in your GY.
  554. * Link Rating: Decrease its Link Rating by the number of "Nanobreaker" you control.
  555. You can only use each effect of "Nanobreaker 2.0" once per turn.
  556. 1600/1800
  557.  
  558. Nanobreaker Neo
  559. Cyberse/EARTH
  560. Level 4
  561. This card's name becomes "Nanobreaker" on the field or in the GY. At the start of the Damage Step, if this card attacks an opponent's monster whose Level is lower than this card's Level: Destroy that monster. You can discard this card; add 1 "Nanobreaker" from your Deck to your hand. You can only use this effect of "Nanobreaker Neo" once per turn.
  562. 1500/1500
  563.  
  564. Nanobreaker Tech
  565. Cyberse/EARTH
  566. Level 4
  567. This card's name becomes "Nanobreaker" on the field or in the GY. At the start of the Damage Step, if this card attacks an opponent's monster whose Rank/Link Rating is less than or equal to this card's Level: Destroy that monster. You can discard this card; add 1 "Nanotech" Spell/Trap from your Deck to your hand. You can only use this effect of "Nanobreaker Tech" once per turn.
  568. 1800/1000
  569.  
  570. Extra Deck Monsters:
  571.  
  572. Nanobreaker Connector
  573. Cyberse/EARTH/Link
  574. Link Arrows: Bottom, Bottom Right
  575. 2 "Nanobreaker" monsters
  576. When this card is Link Summoned: You can take 1 "Nanobreaker" monster from your Deck and either add it to your hand, send it to your GY or Special Summon it to your zone this card points to in Defense Position, also you cannot Special Summon monsters for the rest of this turn, except "Nanobreaker" monsters. You can only use this effect of "Nanobreaker Connector" once per turn. While this card points to "Nanobreaker", each time your opponent activates a card or effect while this, inflict 500 damage to your opponent immediately after it resolves.
  577. 1700/LINK-2
  578.  
  579. Nanobreaker Copier
  580. Machine/EARTH/Xyz
  581. Rank 4
  582. 2+ Level 4 "Nanobreaker" monsters
  583. This card's name becomes "Nanobreaker" on the field or in the GY. While this card has "Nanobreaker" as material, it can make a second attack in a row during each Battle Phase. At the start of the Damage Step, if this card attacks an opponent's monster whose Level/Rank or Link Rating is 3 or lower: You can detach 1 material from this card; destroy that monster, then you can destroy any monsters adjacent to that monster.
  584.  
  585. 2000/2000
  586.  
  587. Nanobreaker Combiner
  588. Cyberse/EARTH/Fusion
  589. Level 5
  590. 1 Machine monster + 1 Cyberse monster
  591. If this card is Fusion Summoned: The Level/Rank and Link Rating of all face-up monsters your opponent currently controls become 1 until the end of this turn. Once per turn, if your opponent controls an equal or more monsters than you: You can Tribute this card; Special Summon "Nanobreaker" monsters from your hand up the deficit between your monsters and your opponent's monsters on the field.
  592. 2000/2000
  593.  
  594. Nanobreaker Sampler
  595. Cyberse/EARTH/Synchro
  596. Level 8
  597. 1 Tuner + 1+ non-Tuner Machine or Cyberse monsters
  598. This card's name becomes "Nanobreaker" on the field or in the GY. At the start of the Damage Step, if this card attacks an opponent's monster whose Level is less than or equal to this card's Level: You can take control of that monster until the end of this turn. Once per turn: You can Tribute 1 "Nanobreaker" monster that attacked this turn; inflict damage to your opponent equal to its Level in the GY x 100.
  599. 2600/2100
  600.  
  601. Nanobreaker X
  602. Cyberse/EARTH/Fusion
  603. Level 8
  604. 1 "Nanobreaker" + 1 Machine or Cyberse monster that was Special Summoned from the Extra Deck
  605. Must first be Fusion Summoned. This card's name becomes "Nanobreaker" on the field or in the GY. At the start of the Damage Step, if this card attacks an opponent's monster: You can destroy that monster, and if you do, inflict 1000 damage to your opponent. If you control no other monsters: You can Tribute this card; You can Special Summon 3 "Nanobreaker" monsters with different names from your Deck. You can only use this effect of "Nanobreaker X" once per turn.
  606. 2800/2400
  607.  
  608. Nanobreaker 3.0
  609. Machine/EARTH/Fusion
  610. Level 12
  611. "Nanobreaker" + "Nanobreaker" + "Nanobreaker"
  612. This card's name becomes "Nanobreaker" on the field or in the GY. At the start of the Damage Step, if this card attacks an opponent's monster: Destroy that monster, then inflict damage to your opponent equal to this card's Level x 100. You can banish this card from your GY, then target 1 of your banished "Nanobreaker" monsters, except "Nanobreaker 3.0"; Special Summon it. You can only use this effect of "Nanobreaker 3.0" once per turn.
  613. 2500/2500
  614.  
  615. Spells/Traps:
  616.  
  617. Nanotech Tri-Field
  618. Field Spell
  619. When this card is activated: You can add 1 "Nanobreaker" monster from your Deck to your hand. Increase the Levels of all "Nanobreaker" by the original Levels of all "Nanobreaker" monsters you control with different names. While you control 3 or more "Nanobreaker", double the original ATK and DEF of all "Nanobreaker" you control during your turn only. You can only activate 1 "Nanotech Tri-Field" per turn.
  620.  
  621. Nanotech Regeneration
  622. Equip Spell
  623. Activate by targeting 1 "Nanobreaker" monster in your GY; Special Summon that target and equip this card to it. It becomes Machine and Cyberse, also if it battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this card is in your GY and "Nanotech Tri-Field" is on the field: You can banish 1 "Nanobreaker" from your GY; add this card to your hand.
  624.  
  625. Nanotech Combination
  626. Normal Spell
  627. Fusion Summon 1 Fusion Monster from your Extra Deck using Machine or Cyberse monsters from your hand or field. If you control "Nanotech Fri-Field", you can also banish Machine or Cyberse monsters from your GY as material (max. 5). You can only activate 1 "Nanotech Combination" per turn.
  628.  
  629. Nanotech Upgrade
  630. Quick-Play Spell
  631. Target 1 "Nanobreaker" monster you control and 1 "Nanobreaker" monster in your GY; the first target gains the second target's name in the GY and  and replace its effects with that target's original effects. If you control "Nanotech Tri-Field": You can banish this card from your GY, then target 1 of your banished "Nanobreaker" monsters; add it to your hand. You can only use each effect of "Nanotech Upgrade" once per turn.
  632.  
  633. Nanotech Force-Field
  634. Continuous Trap
  635. Once per turn, when a "Nanobreaker" monster(s) is targeted by your opponent's card effect: You can banish 1 "Nanotech" card from your GY; negate the activation, and if you do, destroy that card. Each turn, the first time "Nanobreaker"(s) you control would be destroyed by battle or card effect, that monster(s) not destroyed. While you control 3 or more "Nanobreaker" monsters, "Nanotech" cards you control targeted or destroyed by card effects.
  636.  
  637. Nanotech Microscope
  638. Normal Trap
  639. Double the Levels of all "Nanobreaker" monsters you currently control until the end of the next turn. If this card is in your GY, except the turn it was sent there: You can banish this card and 1 "Nanobreaker" monster from your GY; Special Summon 2 "Nanobreaker Tokens" (Machine/EARTH/Level 2/ATK 1000/DEF 1000). If you control "Nanotech Tri-Field", you can activate this card from your hand.
  640.  
  641. ASTRAL BEAST ARCHETYPE (18/18):
  642.  
  643. Astral Beast is an Archetype of Pyro/LIGHT and DARK monsters with various Levels. They focus on Chaos-based banishing from the GY, and sometimes other places too, as well as a little bit of top Deck manipulation, they have a Link and a Synchro Monster as well, though their main gimmick is that they are both LIGHT and DARK at the same time while on the field and in the GY, and that you want to give them as many other Attributes as possible, the main Level 7 and higher bosses being your best targets for this as they doubles their ATK and DEF while there are 6 or more Attributes on the field.
  644.  
  645. Along with that, using their Trap monster, Astral Beast Constellation, a card that Special Summons itself with any 2 Attributes, you can give that card to your opponent and ram right into it, along with its effect triggering, making for great damage as well as recovery options.
  646.  
  647. They are based on the astrological signs, and concepts related to astrology and stargazing in general, the reason for them being Pyro has a few reasons, one being that I asked for ideas and was requested to make them Pyro, and because stars are basically giant balls of fire, so Pyro makes some kind of sense, and you don't see Chaos Pyro Decks being much of a thing.
  648.  
  649. Main Deck Monsters:
  650.  
  651. Astral Beast Pisces
  652. Pyro/LIGHT
  653. Level 2
  654. While face-up on the field or in the GY, this card is also DARK-Attribute. Your opponent's monsters on the field and in the GY with the same Attribute as this card cannot target "Astral Beast" monsters you control for attacks or effects. If this card is banished: You can target 1 "Astral Beast" monster you control, then declare 1 Attribute; it gains the declared Attribute.
  655. 500/500
  656.  
  657. Astral Beast Cancer
  658. Pyro/LIGHT
  659. Level 2
  660. While face-up on the field or in the GY, this card is also DARK-Attribute. You can banish 1 LIGHT or DARK monster from your GY with a Level; this card's Level becomes that monster's Level until the end of this turn. If this card is banished: You can target 1 of your other banished "Astral Beast" cards: add it to your hand or place it on top of your Deck. You can only use each effect of "Astral Beast Cancer" once per turn.
  661. 800/0
  662.  
  663. Astral Beast Aries
  664. Pyro/LIGHT/Tuner
  665. Level 3
  666. While face-up on the field or in the GY, this card is also DARK-Attribute. When this card is Summoned: You can target 1 of your banished "Astral Beast" cards; draw 1 card, then place that target on top of your Deck. If this card is banished: You can draw 1 card, then place 1 card from your hand on top of your Deck. You can only use each effect of "Astral Beast Aries" once per turn.
  667. 1400/600
  668.  
  669. Astral Beast Scorpio
  670. Pyro/LIGHT
  671. Level 3
  672. While face-up on the field or in the GY, this card is also DARK-Attribute. You can Tribute 1 other "Astral Beast" monster, then target 1 monster in either player's GY with the same Attribute as this card, except the Tributed monster; Special Summon it to your field in face-up Defense Position. You can banish this card and 1 other "Astral Beast" monster from your GY, then declare 1 Attribute; all face-up monsters on the field gain the declared Attribute. You can only use each effect of "Astral Beast Scorpio" once per turn.
  673. 1000/800
  674.  
  675. Astral Beast Capricorn
  676. Pyro/LIGHT
  677. Level 4
  678. While face-up on the field or in the GY, this card is also DARK-Attribute. You can banish this card from your GY; add 1 "Astral Beast" Spell/Trap from your Deck to your hand. If this card is banished: You can add 1 "Astral Beast" monster from your Deck to your hand, except "Astral Beast Capricorn". You can only use 1 "Astral Beast Capricorn" effect per turn, and only once that turn.
  679. 1500/1500
  680.  
  681. Astral Beast Taurus
  682. Pyro/LIGHT
  683. Level 4
  684. While face-up on the field or in the GY, this card is also DARK-Attribute. You can banish this card and 1 other LIGHT or DARK monster from your GY; Special Summon 1 "Astral Beast" monster from your hand. If this card is in your hand, GY or banished: You can banish 1 other "Astral Beast" monster from your GY and other 1 LIGHT or DARK monster from your hand or field; Special Summon this card. You can only use each effect of "Astral Beast Taurus" once per turn.
  685. 1800/1000
  686.  
  687. Astral Beast Sagittarius
  688. Pyro/LIGHT
  689. Level 5
  690. You can Special Summon this card (from your hand) by banishing 1 LIGHT monster and 1 DARK monster from your GY OR 1 "Astral Beast" monster other than "Astral Beast Sagittarius" from your GY. While face-up on the field or in the GY, this card is also DARK-Attribute. If this card is banished: You can place it on top of your Deck. If this card is sent to your GY: You can place it on top of your Deck. You can only use each effect of "Astral Beast Sagittarius" once per turn.
  691. 2000/1500
  692.  
  693. Astral Beast Leo
  694. Pyro/LIGHT
  695. Level 6
  696. You can Special Summon this card (from your hand) by discarding 1 "Astral Beast" monster. While face-up on the field or in the GY, this card is also DARK-Attribute. Up to twice per turn: You can banish 1 LIGHT or DARK monster from your GY, then target 1 face-up monster you control; increase its Level by 1. If this card is in your GY: You can banish 1 other "Astral Beast" monster from your GY; add this card from your GY to your hand. You can only use this effect of "Astral Beast Leo" once per turn.
  697. 2200/1100
  698.  
  699. Keeper of the Astral Beasts, Libra
  700. Pyro/DARK
  701. Level 7
  702. Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 2 "Astral Beast" monsters with different Levels from your hand, field or GY. If this card is Special Summoned: You can declare 1 Attribute; all face-up monsters on the field gain the declared Attribute. While face-up on the field or in the GY, this card is also LIGHT-Attribute. Once per turn: You can target 1 face-up monster your opponent controls with the same Attribute as this card; return that target to the hand. This card must be face-up on the field to activate and to resolve this effect. Your opponent's monsters on the field and in the GY with the same Attribute as "Astral Beast" monsters on the field, cannot activate their effects. While there are 6 or more Attributes on the field, double this card's ATK/DEF.
  703. 2500/2500
  704.  
  705. Watcher of the Astral Beasts, Virgo
  706. Pyro/DARK
  707. Level 8
  708. Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT monster, 1 DARK monster and 1 "Astral Beast" monster from your hand, field or GY. If this card is Special Summoned: You can declare Attributes up to the number of "Astral Beast" monsters banished to Special Summon this card; this card gains the declared Attributes. While face-up on the field or in the GY, this card is also LIGHT-Attribute. Once per turn: You can target 1 face-up monster your opponent controls; this card gains that target's Attribute. When your opponent's monster on the field with the same Attribute as this card activates its effect (Quick Effect): You can banish 1 "Astral Beast" monster from your GY; negate that activation, and if you do, banish that card. While there are 6 or more Attributes on the field, double this card's ATK/DEF.
  709. 3000/3000
  710.  
  711. Extra Deck Monsters:
  712.  
  713. Protector of the Astral Beasts, Gemini
  714. Pyro/DARK/Link
  715. Link Arrows: Bottom Left, Bottom Right
  716. 2 LIGHT or DARK monsters with different Levels, including 1 "Astral Beast" monster
  717. While face-up on the field or in the GY, this card is also LIGHT-Attribute. Linked LIGHT and DARK monsters you control cannot be targeted by your opponent's card effects. If an "Astral Beast" monster(s) with a Level is Summoned to your zone(s) this card points to: You can banish cards from the GYs up to the combined Levels of those monsters. If this card is banished: You can target 1 of your other banished "Astral Beast" monsters; Special Summon it. You can only use each effect of "Protector of the Astral Beasts, Gemini" once per turn.
  718. 1700/LINK-2
  719.  
  720. Seeker of the Astral Beasts, Aquarius
  721. Pyro/DARK/Synchro
  722. Level 7
  723. 1 Tuner + 1+ non-Tuner monsters
  724. If this card is Synchro Summoned: You can declare Attributes up to the number of materials used for its Synchro Summon; this card gains the declares Attributes. While face-up on the field or in the GY, this card is also LIGHT-Attribute. Monsters your opponent control with the same Attribute as this card lose 1000 ATK and DEF. Once per turn: You can banish 1 LIGHT monster and 1 DARK monster from your GY; destroy up to 2 Spells/Traps your opponent controls. While there are 6 or more Attributes on the field, double this card's ATK/DEF.
  725. 2300/2300
  726.  
  727. Spells/Traps:
  728.  
  729. Celestial Forces of the Astral Beasts
  730. Normal Spell
  731. Discard 1 "Astral Beast" monster; send cards from the top of your Deck to the GY equal to that monster's Level. During your Main Phase, if you did not activate "Celestial Forces of the Astral Beasts" this turn: You can banish this card from your GY, then target 2 of your banished LIGHT or DARK monsters, including at least 1 "Astral Beast" monster; place them on top of your Deck in any order. You can only activate 1 "Celestial Forces of the Astral Beasts" per turn.
  732.  
  733. Divine Movements of the Astral Beasts
  734. Normal Spell
  735. Add 1 "Astral Beast" card from your Deck to your hand, except "Divine Movements of the Astral Beasts", then place 1 card from your hand on top of your Deck. If this card is in your GY: You can banish 1 Level 7 or higher "Astral Beast" monster from your hand, field or GY; add this card to your hand. You can only activate 1 "Divine Movements of the Astral Beasts" per turn.
  736.  
  737. Zodiac Signs of the Astral Beasts
  738. Continuous Spell
  739. Once per turn: You can target 1 of your banished "Astral Beast" cards; return it to the GY. Once per turn, if an "Astral Beast" card(s) is banished: You can look at cards from the top of your Deck up to the number of cards banished, then place them on the top or bottom of your Deck in any order. During your Main Phase, you can Normal Summon 1 "Astral Beast" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  740.  
  741. Light and Darkness of the Astral Beasts
  742. Continuous Spell
  743. When this card is activated: You can target 1 "Astral Beast" monster in your GY and 1 of your banished "Astral Beast" monsters; draw 1 card, then place both those targets on top of your Deck in any order. All "Astral Beast" monsters you control gain 100 ATK/DEF for each of your banished LIGHT and DARK monsters with different names. If an "Astral Beast" monster(s) you control would be destroyed by battle or card effect, you can banish 1 LIGHT monster and 1 DARK monster from your GY instead. You can only activate 1 "Light and Darkness of the Astral Beasts" per turn.
  744.  
  745. Star Drawings of the Astral Beasts
  746. Normal Trap
  747. Excavate the top 3 cards of your Deck, if you excavated a "Astral Beast" monster, you can either add 1 of them to your hand, or Special Summon it, also, after that, send the remaining cards to the GY. If you control no LIGHT or DARK monsters in your GY, you can activate this card from your hand. You can only activate 1 "Star Drawings of the Astral Beasts" per turn.
  748.  
  749. Astral Beast Constellation
  750. Continuous Trap
  751. Declare 2 Attributes; Special Summon this card as an Effect Monster (Pyro/Level 4/0 ATK/2000 DEF) with the declared Attributes. If this card is a monster and you control a Level 7 or higher "Astral Beast" monster: You can banish 1 LIGHT or DARK monster from your GY, then target 1 face-up monster your opponent control; switch control of this card and that target. If this card is destroyed: You can target 1 of your "Astral Beast" cards in your GY or that is banished, except "Astral Beast Constellation"; add it to your hand or place it on top of your Deck.
  752.  
  753. CALENDARK ARCHETYPE (20/20):
  754. Calendark is an Archetype of Psychic/DARK Pendulum Monsters, there are 12 Pendulum Monsters that all represent a Level between 1 and 12. They also have ATK and DEF that represents their Level somewhat, like their level 1 having 100 ATK and 1100 DEF. They also have 4 Link Monsters which range from LINK-2 to LINK-4.
  755.  
  756. Each Pendulum Monster is able to be Special Summoned from your Pendulum Zone should you control a DARK monster whose Level is 1 less than what itself is, except for January Jaywalker, which requires a Level 12, which is of course to represent that you are changing the calendar. Each monster also is able to search should they be destroyed while in your Pendulum Zone, though you can't search other cards that turn, but you can still draw, so they are designed around that, letting you draw and search out cards from the Deck in other ways. Along with that, they focus a lot on Level changing, due to gimmick, Link Summoning and recycling their cards.
  757.  
  758. Their Link Monsters each has an effect that activates on Summon, as well as an effect that requires the monster to be linked to 2 or more monsters, in case you don't know what that means, they either have to point to something, or be pointed to by something, and the more you have, the better the effects tend to become.
  759.  
  760. Their name is a portmanteau of calendar and dark, and they each represent a month of the year, as other things related to the year and calendars. The monsters also each are based around crime and things typically related to the insane or criminally insane.
  761.  
  762. I kind of took a bit time off from making a new Archetype, but that's mostly because these required a lot of work due to them being Pendulum Monsters, as well as needing to make 12 cards right away, so I figured that I would simply do all of them at once instead. Also it's kind of my first Pendulum Archetype that also focuses on Link Monsters, so I wanted to make that work as well, which took some time to figure out how to do. It's kind of a lot of things going on here, but I think the generally idea worked, without being either under or overpowered, Pendulum Archetypes tend to be harder to make, especially now that you have to think about the Extra Monster Zone as well.
  763.  
  764. Main Deck Monsters:
  765.  
  766. Calendark January Jaywalker
  767. Psychic/DARK/Pendulum
  768. Level 1
  769. Scale 0
  770. Pendulum Effect:
  771. You cannot Pendulum Summon monsters, except "Calendark" monsters. If you control a "Calendark" Link Monster: You can Special Summon this card from your Pendulum Zone to your zone a Link Monster points to. If you control a Level 12 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark January Jaywalker" once per turn.
  772.  
  773. Monster Effect:
  774. Once per turn: You can send any number of DARK Pendulum Monsters from your hand and/or face-up in your Extra Deck to the GY; increase this card's Level by the number of cards sent. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark January Jaywalker", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use this effect of "Calendark January Jaywalker" once per turn.
  775. 100/1100
  776.  
  777. Calendark February Felon
  778. Psychic/DARK/Pendulum
  779. Level 2
  780. Scale 13
  781. Pendulum Effect:
  782. You cannot Pendulum Summon monsters, except "Calendark" monsters. You can target 3 "Calendark" cards in your GY; destroy this card, and if you do, shuffle those targets into your Deck, then draw 1 card. If you control a Level 1 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark February Felon" once per turn.
  783.  
  784. Monster Effect:
  785. You can send 1 DARK Pendulum Monster from your hand or face-up in your Extra Deck to the GY; this card's Level becomes that monster's Level. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark February Felon", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use this effect of "Calendark February Felon" once per turn.
  786. 200/1200
  787.  
  788. Calendark March Marauder
  789. Psychic/DARK/Pendulum
  790. Level 3
  791. Scale 0
  792. Pendulum Effect:
  793. You cannot Pendulum Summon monsters, except "Calendark" monsters. Once per turn: You can target 1 "Calendark" Pendulum Monster in your GY; add it to your Extra Deck face-up. If you control a Level 2 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark March Marauder" once per turn.
  794.  
  795. Monster Effect:
  796. If this card is used as a material for the Link Summon of a DARK Link Monster: You can add this face-up card in your Extra Deck to your hand. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark March Marauder", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark March Marauder" once per turn.
  797. 1300/300
  798.  
  799. Calendark April Assassin
  800. Psychic/DARK/Pendulum
  801. Level 4
  802. Scale 13
  803. Pendulum Effect:
  804. You cannot Pendulum Summon monsters, except "Calendark" monsters. You can send any number of "Calendark" Pendulum Monsters from your hand and/or face-up in your Extra Deck to the GY; all "Calendark" monsters you control gain 200 ATK and DEF for each sent until the end of this turn (even if this card leaves the field). If you control a Level 3 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark April Assassin" once per turn.
  805.  
  806. Monster Effect:
  807. If this card is Summoned: All "Calendark" monsters gain 100 ATK and DEF for each "Calendark" monster you control. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark April Assassin", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use this effect of "Calendark April Assassin" once per turn.
  808. 1400/400
  809.  
  810. Calendark May Maniac
  811. Psychic/DARK/Pendulum
  812. Level 5
  813. Scale 0
  814. Pendulum Effect:
  815. You cannot Pendulum Summon monsters, except "Calendark" monsters. Once per turn: You can destroy this card, and if you do, place 1 face-up "Calendark" Pendulum Monster in your Extra Deck in this card's Pendulum Zone, except "Calendark May Maniac". If you control a Level 4 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark May Maniac" once per turn.
  816.  
  817. Monster Effect:
  818. If this card is Special Summoned: You can declare a Level between 1 and 12; this card's Level becomes the declared Level. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark May Maniac", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use this effect of "Calendark May Maniac" once per turn.
  819. 1500/500
  820.  
  821. Calendark June Jailbreaker
  822. Psychic/DARK/Pendulum
  823. Level 6
  824. Scale 13
  825. Pendulum Effect:
  826. You cannot Pendulum Summon monsters, except "Calendark" monsters. You can discard 1 DARK monster, then target 1 "Calendark" monster in your other Pendulum Zone; Special Summon that target. If you control a Level 5 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark June Jailbreaker" once per turn.
  827.  
  828. Monster Effect:
  829. You can discard 1 DARK monster; Special Summon this card from your hand or face-up in your Extra Deck. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark June Jailbreaker", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark June Jailbreakre" once per turn.
  830. 600/1600
  831.  
  832. Calendark July Joker
  833. Psychic/DARK/Pendulum
  834. Level 7
  835. Scale 0
  836. Pendulum Effect:
  837. You cannot Pendulum Summon monsters, except "Calendark" monsters. You can target 1 "Calendark" card in your GY; destroy this card, and if you do, add it to your hand. If you control a Level 6 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark July Joker" once per turn.
  838.  
  839. Monster Effect:
  840. If this card is Summoned to your zone a DARK Link Monster points to: You can draw 3 cards, then place 2 cards from your hand on top of your Deck in any order. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark July Joker", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark July Joker" once per turn.
  841. 1700/700
  842.  
  843. Calendark August Arsonist
  844. Psychic/DARK/Pendulum
  845. Level 8
  846. Scale 13
  847. Pendulum Effect:
  848. You cannot Pendulum Summon monsters, except "Calendark" monsters. You can target 1 "Calendark" Pendulum Monster you control; inflict damage to your opponent equal to its Level x 100, then destroy it. If you control a Level 7 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark August Arsonist" once per turn.
  849.  
  850. Monster Effect:
  851. You can target 1 card in your Pendulum Zone; destroy it, and if you do, inflict damage to your opponent equal to its Level x 100. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark August Arsonist", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark August Arsonist" once per turn.
  852. 1800/800
  853.  
  854. Calendark September Slayer
  855. Psychic/DARK/Pendulum
  856. Level 9
  857. Scale 0
  858. Pendulum Effect:
  859. You cannot Pendulum Summon monsters, except "Calendark" monsters. You can target 2 "Calendark" monsters you control; the first target gains ATK equal to the ATK of the second target, then halve the second target's ATK. If you control a Level 8 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark September Slayer" once per turn.
  860.  
  861. Monster Effect:
  862. You can target 1 other "Calendark" Pendulum Monster you control; this card gains ATK equal to its Level x 100 until the end of this turn. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark September Slayer", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark September Slayer" once per turn.
  863. 1900/900
  864.  
  865. Calendark October Offender
  866. Psychic/DARK/Pendulum
  867. Level 10
  868. Scale 13
  869. Pendulum Effect:
  870. You cannot Pendulum Summon monsters, except "Calendark" monsters. You can target 1 "Calendark" Pendulum Monster in your GY; destroy this card, and if you do, place that target this card's Pendulum Zone. If you control a Level 9 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark October Offender" once per turn.
  871.  
  872. Monster Effect:
  873. If this card is Special Summoned: You can destroy as many cards in your Pendulum Zones as possible, then place the same number of "Calendark" Pendulum Monsters from your Deck in your Pendulum Zones. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark October Offender", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark October Offender" once per turn.
  874. 2000/1000
  875.  
  876. Calendark November Nemesis
  877. Psychic/DARK/Pendulum
  878. Level 11
  879. Scale 0
  880. Pendulum Effect:
  881. You cannot Pendulum Summon monsters, except "Calendark" monsters. If you Link Summon a "Calendark" monster: You can target 1 "Calendark" monster in your GY; Special Summon it. If you control a Level 10 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use each effect of "Calendark November Nemesis" once per turn.
  882.  
  883. Monster Effect:
  884. If this card is Pendulum Summoned: You can target 1 "Calendark" monster in your GY; Special Summon it. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark November Nemesis", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark November Nemesis" once per turn.
  885. 1100/2100
  886.  
  887. Calendark December Deviant
  888. Psychic/DARK/Pendulum
  889. Level 12
  890. Scale 13
  891. Pendulum Effect:
  892. You cannot Pendulum Summon monsters, except "Calendark" monsters. If you control a Level 11 DARK monster: You can Special Summon this card from your Pendulum Zone. You can only use this effect of "Calendark December Deviant" once per turn. Once per turn: You can target 1 "Calendark" Pendulum Monster you control, then declare a Level between 1 and 12; its becomes the declared Level until the end of this turn.
  893.  
  894. Monster Effect:
  895. If you control a "Calendark" Link Monster: You can move it to your zone it points to, and if you do, Special Summon this card from your hand or face-up in your Extra Deck. If this card in your Pendulum Zone is destroyed: You can add 1 "Calendark" card from your Deck to your hand, except "Calendark December Deviant", also you cannot add other cards from your Deck to your hand this turn, except by drawing them. You can only use each effect of "Calendark December Deviant" once per turn.
  896. 2200/1200
  897.  
  898. Extra Deck Monsters:
  899.  
  900. Calendark Day Degenerate
  901. Psychic/DARK/Link
  902. Link Arrows: Bottom, Right
  903. 2 DARK Effect Monsters
  904. If this card is Link Summoned using a Pendulum Monster: You can Special Summon 1 face-up "Calendark" Pendulum Monster from your hand or Extra Deck to your zone this card points to, but it has its effects negated, also banish it when it leaves the field. If this card is linked to 2 or more "Calendark" monsters: You can target 1 Spell/Trap on both fields; destroy them, then both players draws 1 card and shows it. You can only use each effect of "Calendark Day Degenerate" once per turn.
  905. 1700/LINK-2
  906.  
  907. Calendark Season Sociopath
  908. Psychic/DARK/Link
  909. Link Arrows: Bottom Left, Bottom Right
  910. 2 DARK Effect Monsters
  911. If this card is Link Summoned using a Pendulum Monster: You can Special Summon 1 DARK monster from your Pendulum Zone to your zone this card points to in Defense Position. If this card is linked to 2 or more "Calendark" monsters: You can inflict damage to your opponent equal to the combined Levels of all monsters you control x 100. You cannot declare an attack the turn you use this effect. You can only use each effect of "Calendark Season Sociopath" once per turn.
  912. 1400/LINK-2
  913.  
  914. Calendark Month Madman
  915. Psychic/DARK/Link
  916. Link Arrows: Bottom, Bottom Left, Bottom Right
  917. 2+ DARK Effect Monsters
  918. If this card is Link Summoned using a Link Monster: You can destroy as many cards in the Pendulum Zones as possible, then both players draws cards equal to the number destroyed and shows them. If this card is linked to 2 or more "Calendark" monsters: You can add a number of face-up "Calendark" Pendulum Monsters in your Extra Deck and/or GY to your hand up to the number of linked monsters you control. You can only use each effect of "Calendark Month Madman" once per turn.
  919. 2200/LINK-3
  920.  
  921. Calendark Year Yeller
  922. Psychic/DARK/Link
  923. Link Arrows: Top, Left, Right, Bottom
  924. 2+ DARK Effect Monsters
  925. If this card is Link Summoned using a Link Monster: You can move it to your zone it points to. You can discard any number of Pendulum Monsters; look at your opponent's hand, then discard the same number of monsters whose Levels are less than or equal to the combined Levels of the discarded monsters. If this card is linked to 2 or more "Calendark" monsters: You can destroy monsters your opponent control whose Levels are less than or equal to the combined Levels of your linked monsters, also monsters you currently control cannot directly for the rest of this turn. You can only use each effect of "Calendark Year Yeller" once per turn.
  926. 2500/LINK-4
  927.  
  928. Spells/Traps:
  929.  
  930. Calendark Holiday Spot
  931. Field Spell
  932. Once per turn: You can target 1 "Calendark" card in your Pendulum Zone; destroy that target, and if you do, draw 1 card. Linked "Calendark" monsters cannot be destroyed by battle or your opponent's card effects. If a "Calendark" Link Monster you control battles, your opponent's cards and effects cannot be activated until the end of the Damage Step.
  933.  
  934. Calendark Leap Year
  935. Normal Spell
  936. Special Summon 1 "Calendark" monster from your Deck to your zone a Link Monster points to. You can banish this card from your GY, then target 1 "Calendark" Pendulum Monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use 1 effect of "Calendark Leap Year" per turn, and only once that turn.
  937.  
  938. Calendark Month Flipper
  939. Quick-Play Spell
  940. Target 1 "Calendark" Pendulum Monster you control, then declare a Level between 1 and 12; its Level becomes the declared Level, then you can add 1 face-up "Calendark" Pendulum Monster from your Extra Deck to your hand. You can only activate 1 "Calendark Month Flipper" per turn.
  941.  
  942. Calendark Marked Date
  943. Continuous Trap
  944. Once per turn: You can banish 1 "Calendark" Pendulum Monster from your Deck or GY. If you Link Summon a "Calendark" Link Monster: You can send this face-up card you control to the GY; Special Summon as many monsters banished by this effect to your zones that Link Monster points to and/or add them to your Extra Deck face-up. You can only control 1 "Calendark Marked Date".
  945.  
  946. ZIEGE ARCHETYPE (12/12):
  947.  
  948. Ziege is an Archetype consisting of mainly Trap monsters that become Level 7 Machines with various Attributes and each with 2000 ATK and DEF, but has 2 Main Deck monsters and 1 Xyz Monster as well. Each of these Trap monsters have an on Summon effect that is quite a powerful offensive strike against your opponent, destroying, negating or making their monsters lose their ATK and DEF.
  949.  
  950. Along with that, they support each other if adjacent to each other, allowing you to additionally destroy a card whenever an on Summon effect is activated. To reduce this powerful effect combination, they must be Special Summoned in Defense Position, if you use their effect, you are locked down to only Special Summoning Ziege monsters, and unless you control their Field Spell, Ziege Castle, you can't change their battle positions.
  951.  
  952. Don't worry though, their Xyz Monster allows them to attack while in Defense Position, as well as itself, though it also has that clause, due to its powerful effect, though it can only be used while in Attack Position.
  953.  
  954. They also have two Main Deck monsters, which are Warriors, and they allow for some searching, recycling and making Xyz Monsters much faster, and their other support cards, Ammunition, Assault and Counterfire also add speed, more tactical plays and counter attacks.
  955.  
  956. Their name is a corruption of Siege, as that word exists already in YGO, and they are based on various siege weapons. My starting off point was to make something based around catapults only, but I figured it would be more interesting to have them be various kinds of weapons, allowing me to use FIRE for Cannon and Mortar since they are firepower, EARTH for Battering Ram since that's powered by man, and WIND for the Ballista, Catapult and Trebuchet, as they don't use firepower, but rather the pull-back and gravity instead, which I figured made more sense here.
  957.  
  958. Main Deck Monsters:
  959.  
  960. Ziege Soldier
  961. Warrior/EARTH
  962. Level 4
  963. When this card is Normal or Special Summoned: You can add 1 "Ziege" card from your Deck to your hand, except "Ziege Soldier". If this card is sent to the GY: You can discard 1 card; Special Summon this card from your GY in Defense Position, and if you do, its Level becomes 7. During the turn you activate either of this card's effect, you cannot Special Summon monsters, except "Ziege" monsters. You can only use 1 "Ziege Soldier" effect per turn, and only once that turn.
  964. 1300/1800
  965.  
  966. Ziege King
  967. Warrior/LIGHT
  968. Level 7
  969. If you control a "Ziege" monster in your Main Monster Zone that was Special Summoned by its own effect: You can Special Summon this card from your hand in Defense Position. You can discard this card, then target 1 "Ziege" card in your GY, except "Ziege King"; add it to your hand. You can only use each effect of "Ziege King" once per turn.
  970. 1000/2300
  971.  
  972. Extra Deck Monsters:
  973.  
  974. Ziege Trebuchet
  975. Machine/WIND/Xyz
  976. Rank 7
  977. 2+ Level 7 monsters
  978. If this card is Xyz Summoned using a Trap that is a monster as material: You can look at your opponent's hand, then discard any non-Traps from their hand. (Quick Effect): You can detach 1 material from this card; destroy as many cards your opponent control as possible, up to the number of "Ziege" cards in your GY with different names, then change this card to Defense Position. All "Ziege" monsters you control can attack while in Defense Position. If they do, apply their DEF during damage calculation. Unless you control "Ziege Castle", this card cannot change its battle position.
  979. 2800/2800
  980.  
  981. Spells/Traps:
  982.  
  983. Ziege Castle
  984. Field Spell
  985. All "Ziege" monsters you control gain 200 ATK and DEF for each "Ziege" monster you and in your GY with different names. Both players can activate 1 Trap Card from their hand during their Main Phase. If a "Ziege" monster(s) you control would be destroyed by battle or card effect, you can take 500 damage instead for each of those monsters. Once per turn, during your End Phase, if you control no "Ziege" monsters, take 2000 damage or destroy this card.
  986.  
  987. Ziege Ammunition
  988. Quick-Play Spell
  989. Discard 1 card; Set 1 "Ziege" Continuous Trap directly from your Deck. If you control no monsters in your Main Monster Zone, it can be activated this turn. During your Draw Phase, before you draw: You can banish this card from your GY; give up your normal draw this turn, and if you do, add 1 "Ziege Castle" from your Deck to your hand. You can only activate 1 "Ziege Ammunition" per turn.
  990.  
  991. Ziege Assault
  992. Normal Trap
  993. Target 2 or more "Ziege" monsters you control with the same Level; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those monsters as material, then you can destroy any monsters in your opponent's Extra Monster Zone(s). If you would take damage by the effect of "Ziege Castle", you can banish this card from your GY instead.
  994.  
  995. Ziege Catapult
  996. Continuous Trap
  997. During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/WIND/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 face-up monster your opponent controls; destroy that target, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
  998.  
  999. Ziege Cannon
  1000. Continuous Trap
  1001. During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/FIRE/Level 7/ATK 2000/DEF 2000). (This card is also still a Trap.) If Summoned this way: You can target up to 2 Set Spells/Traps your opponent controls; destroy them, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
  1002.  
  1003. Ziege Mortar
  1004. Continuous Trap
  1005. During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/FIRE/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target up to 2 face-up cards your opponent controls; negate their effects, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
  1006.  
  1007. Ziege Battering Ram
  1008. Continuous Trap
  1009. During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/EARTH/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 Set card your your opponent controls; destroy that target, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
  1010.  
  1011. Ziege Ballista
  1012. Continuous Trap
  1013. During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/WIND/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 face-up monster your opponent controls; its ATK and DEF become 0, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
  1014.  
  1015. Ziege Counterfire
  1016. Counter Trap
  1017. When your opponent activates a card or effect while the only monsters you control are "Ziege" monsters (min. 1): Negate the activation, and if you do, destroy that card, then you can destroy 1 card your opponent controls in this card's column. If you control a Trap that is a monster, you can Set this card instead of sending it to the GY.
  1018.  
  1019. ALGORRHYTHM ARCHETYPE (14/14):
  1020.  
  1021. Algorhythm is an Archetype of Cyberse monsters with various Attributes and Levels. They focus on Rhythm Counters, which allow them to be treated as multiple monsters for a Link Summon, meaning that you can use a single monster for a LINK-2 monster should it have 1 Rhythm Counter on them, or a LINK-4 should it have 3 Rhythm Counters on it.
  1022.  
  1023. Each monster are quite different from each other, though each have a clause allowing them to be used as stated above, though not all can gain Rhythm Counters on their own, and their support cards Upbeat and Playlist help making many Rhythm Counters. They don't have a lot of ATK and DEF, though Flowchart can help with that, and with their boss monster Null Failure, they can easily take care of the most powerful monsters.
  1024.  
  1025. Their name is a portmanteau of Algorithm and Rhythm, and they are based on various concepts regarding to computing and algorithms, as well as concepts relating to rhythm and music.
  1026.  
  1027. Main Deck Monsters:
  1028.  
  1029. Algorhythm Beat Starter
  1030. Cyberse/LIGHT
  1031. Level 1
  1032. If you control no monsters: You can Special Summon this card from your hand and place 1 Rhythm Counter on this card. If this card is sent from your field to the GY: You can add 1 "Algorhythm" card from your Deck to your hand, except "Algorhythm Beat Starter". For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Beat Starter" once per turn.
  1033. 300/0
  1034.  
  1035. Algorhythm Pulse Module
  1036. Cyberse/WATER/Union
  1037. Level 2
  1038. You can Special Summoned this card (from your hand) by sending 1 "Algorhythm" card from your hand to the GY. Once per turn, you can either: Target 1 "Algorhythm" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. You can send this equipped card to the GY; place 2 Rhythm Counters on the monster this card was equipped to. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster.
  1039. 200/2000
  1040.  
  1041. Algorhythm Album Searcher
  1042. Cyberse/EARTH
  1043. Level 3
  1044. You can remove 1 Rhythm Counter from anywhere on your field; excavate the top 3 cards of your Deck, add 1 excavated "Algorhythm" card to your hand, also banish the remaining cards. If this card is banished: You can target 1 "Algorhythm" card you control; place 3 Rhythm Counters on that target. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Album Searcher" once per turn.
  1045. 1200/1000
  1046.  
  1047. Algorhythm Tempo Finder
  1048. Cyberse/WIND
  1049. Level 4
  1050. You can Tribute this card; Special Summon 1 "Algorhythm" monster from your Deck in Defense Position, except "Algorhythm Tempo Finder", and if you do, place 1 Rhythm Counter on that monster, but banish it when it leaves the field. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can banish this card from your GY, then target 2 "Algorhythm" cards you control with Rhythm Counters on them; remove all Rhythm Counters from the first target, and if you do, place the same number of Rhythm Counters on the second target. You can only use each effect of "Algorhythm Tempo Finder" once per turn.
  1051. 1800/900
  1052.  
  1053. Algorhythm Pattern Looper
  1054. Cyberse/EARTH
  1055. Level 4
  1056. You can remove 1 Rhythm Counter from anywhere on your field; Special Summon this card from your hand. You can remove 2 Rhythm Counters from anywhere on your field; Special Summon this card from your GY. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Pattern Looper" once per turn.
  1057. 1500/1500
  1058.  
  1059. Algorhythm Fading State
  1060. Cyberse/DARK
  1061. Level 6
  1062. You can discard this card, then target 1 "Algorhythm" monster in your GY, except "Algorhythm Fading State"; Special Summon it in Defense Position, but it is banished when it leaves the field. If this card is Normal or Special Summoned: Place 1 Rhythm Counter on this card, or if this card was Tribute Summoned, place 2 Rhythm Counters on it instead. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only use each effect of "Algorhythm Fading State" once per turn.
  1063. 2000/1100
  1064.  
  1065. Extra Deck Monsters:
  1066.  
  1067. Algorhythm Verse Reverser
  1068. Cyberse/WIND/Link
  1069. Link Arrows: Top Right, Right
  1070. 2 monsters, except Tokens
  1071. If this card is Link Summoned using only 1 monster: You can banish 1 card on each field and/or each GY. Once per turn, if this card is co-linked: You can place Rhythm Counters on this card equal to the Link Rating of that co-linked monster(s). At the end of the Battle Phase: You can place 1 Algorhythm Counter on each "Algorhythm" monster you control that battle this turn. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Verse Reverser".
  1072. 1300/LINK-2
  1073.  
  1074. Algorhythm Node Noter
  1075. Cyberse/LIGHT/Link
  1076. Link Arrows: Bottom Left, Bottom
  1077. 2 monsters, except Tokens
  1078. If this card is Link Summoned using only 1 monster: You can banish cards from the top of both players' Decks equal to the Level/Link Rating of the monster used to Link Summon this card. Once per turn: You can remove any number of Rhythm Counters from anywhere on your field, then target the same number of "Algorhythm" cards in your GY and/or among your banished cards; place them on top of your Deck in any order. Unless this card is co-linked, it loses 1000 ATK. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Node Noter".
  1079. 1700/LINK-2
  1080.  
  1081. Algorhythm Metric Sorter
  1082. Cyberse/EARTH/Link
  1083. Link Arrows: Top, Bottom Left, Left
  1084. 2+ monsters, except Tokens
  1085. If this card is Link Summoned using only 1 monster: You can draw 2 cards, then banish 1 card from your hand. At the start of your Battle Phase, if this card is linked: You can halve this card's ATK, and if you do, all your linked monsters can attack directly, but any battle damage they inflict is halved. These effects last until the end of the Battle Phase. If this card inflicts battle damage to your opponent: You can place 2 Rhythm Counters on this card. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Metric Sorter".
  1086. 2200/LINK-3
  1087.  
  1088. Algorhythm Null Failure
  1089. Cyberse/FIRE/Link
  1090. Link Arrows: Bottom Left, Bottom Right, Left, Right
  1091. 2+ monsters, except Tokens
  1092. If this card is Link Summoned using only 1 monster: You can target 1 of your banished cards; add it to your hand. Once per turn, if this card battles an opponent's monster, during damage calculation You can make that monster's ATK and DEF 0. When a card or effect that target a linked monster(s) is activated (Quick Effect): You can remove 2 Rhythm Counters from anywhere on your field; negate the activation, and if you do, return that card to the hand. For each Rhythm Counter on this card, it can be treated as an additional monster for the Link Summon of an "Algorhythm" monster. You can only control 1 "Algorhythm Null Failure".
  1093. 2300/LINK-4
  1094.  
  1095. Spells/Traps:
  1096.  
  1097. Algorhythm Upbeat
  1098. Quick-Play Spell
  1099. Target 1 "Algorhythm" monster you control; place 1 Rhythm Counter on that target, or if that target has no Rhythm Counters on it, place 2 instead. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Algorhythm" monster you control; place 1 Rhythm Counter on that target. You can only use each effect of "Algorhythm Upbeat" once per turn.
  1100.  
  1101. Algorhythm Downbeat
  1102. Normal Spell
  1103. Target 1 "Algorhythm" monster in your GY and 1 "Algorhythm" monster you control with a Rhythm Counter on it; Special Summon the first target, and if you do, remove all Rhythm Counters on the second target. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Algorhythm" card in your GY; add it to your hand. You can only use each effect of "Algorhythm Downbeat" once per turn.
  1104.  
  1105. Algorhythm Flowchart
  1106. Field Spell
  1107. All "Algorhythm" monsters you control gain 300 ATK and DEF for each Rhythm Counter on them. Once per turn: You can remove 2 Rhythm Counters from anywhere on your field; draw 1 card. Once per turn, during the End Phase: Place 1 Rhythm Counter on each "Algorhythm" monster you control. If this card would be destroyed, you can remove 1 Rhythm Counter from anywhere on your field instead.
  1108.  
  1109. Algorhythm Playlist
  1110. Continuous Trap
  1111. When this card is activated: Place 5 Rhythm Counters on this card. Once per turn: You can target 1 "Algorhythm" monster you control; remove 1 Rhythm Counter from this card, then place 1 Rhythm Counter on that target. During your Draw Phase, before you draw, if there is a Rhythm Counter on this card: You can give up your normal draw this turn, and if you do, excavate cards from the top of your Deck equal to the number of Rhythm Counter on this card, you can add 1 "Algorhythm" card to your hand, also send the remaining cards to the GY.
  1112.  
  1113. VOODOOZE ARCHETYPE (14/14):
  1114.  
  1115. Voodooze is an Archetype of Fiend/DARK monsters with various Levels. They focus on Ritual Summoning, banishing from the field and making monsters into Continuous Spells.Their playstyle revolves around Ritual Summoning to banish them from the field, which triggers their effects that turn them into Continuous Spells, which you can then use for various purposes, either to boost your monsters in various ways, or to use the Ritual Monsters' effect that allows you to take control of an opponent's monster in a Ritual Monster's column by sending a Continuous Spell to the GY.
  1116.  
  1117. Additionally, if sent from the Spell & Trap Zone to the GY, they trigger another effect, most of which place cards on top of the Deck, which is used for the excavation effect of the Ritual Spells, which are able to get you any Spell, Trap or monster which can be quite powerful, though you need to banish a Ritual or Synchro Monster from your field or GY to do so.
  1118.  
  1119. Yes I said Synchro Monster before, which is because Dollmaker is a Ritual Tuner monster, and allows you to make Gasgod, their Level 12 Synchro Monster, which is able to take control of a lot of your opponent's monsters should you use a Ritual Monster for its Synchro Summon, as well as being able to banish cards from your opponent's hand when they add cards from their Deck to their hand.
  1120.  
  1121. The idea of having them trigger when banished from the field came from me wanting to use The Puppet Magic of Dark Ruler for something, and this was the result, notice that the Ritual Monsters' on Summon effects are not only on Ritual Summon, but any kind of Special Summon. Their name is a portmanteau of voodoo and ooze, and the cards are related to voodoo of course, and gas, smoke etc. which relates back to them not fully disappearing if they are banished, and the voodoo relates to them stealing your opponent's monsters.
  1122.  
  1123. Main Deck Monsters:
  1124.  
  1125. Voodooze Chantling
  1126. Fiend/DARK
  1127. Level 4
  1128. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. While this card is a Continuous Spell, all monsters you control cannot be destroyed by battle, also they gain 500 DEF. If this card is sent from your Spell & Trap Zone to the GY: You can target 1 of your banished "Voodooze" cards; place it on top of your Deck. You can only use each effect of "Voodooze Chantling" once per turn.
  1129. 1000/2000
  1130.  
  1131. Voodooze Gasling
  1132. Fiend/DARK
  1133. Level 4
  1134. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. While this card is a Continuous Spell, your opponent cannot target face-up monsters you control with card effects also they gain 500 DEF. If this card is sent from your Spell & Trap Zone to the GY: You can target 1 other "Voodooze" card in your GY; place it on top of your Deck. You can only use each effect of "Voodooze Gasling" once per turn.
  1135. 1500/1500
  1136.  
  1137. Voodooze Dolldancer
  1138. Fiend/DARK
  1139. Level 4
  1140. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. While this card is a Continuous Spell, face-up monsters you control cannot be destroyed by your opponent's card effects, also they gain 300 ATK and DEF. If this card is sent from your Spell & Trap Zone to the GY: You can place it on top of your Deck. You can only use each effect of "Voodooze Dolldancer" once per turn.
  1141. 1800/800
  1142.  
  1143. Voodooze Dollmaker
  1144. Fiend/DARK/Ritual/Tuner
  1145. Level 4
  1146. You can Ritual Summon this card with any "Voodooze" Ritual Spell. When this card is Special Summoned: You can place 1 "Voodooze" monster from your Deck in your Spell & Trap Zone as a Continuous Spell. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. You can send 1 Continuous Spell you control to the GY, then target 1 face-up monster your opponent controls in a Ritual Monster's column you control; take control of that target. If this card is sent from your Spell & Trap Zone to the GY: You can target 1 other "Voodooze" monster among your banished monsters or in your GY; place it in your Spell & Trap Zone as a Continuous Spell. You can only use each effect of "Voodooze Dollmaker" once per turn.
  1147. 1500/2000
  1148.  
  1149. Voodooze Gaseater
  1150. Fiend/DARK/Ritual
  1151. Level 4
  1152. You can Ritual Summon this card with any "Voodooze" Ritual Spell. When this card is Special Summoned: You can target 1 "Voodooze" card in your GY or among your banished cards, except "Voodooze Gaseater"; add it to your hand. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. You can send 1 Continuous Spell you control to the GY, then target 1 face-up monster your opponent controls in a Ritual Monster's column you control; take control of that target. If this card is sent from your Spell & Trap Zone to the GY: You can add 1 "Voodooze" card from your Deck to your hand, except "Voodooze Gaseater". You can only use each effect of "Voodooze Gaseater" once per turn.
  1153. 2000/1500
  1154.  
  1155. Voodooze Smokelord
  1156. Fiend/DARK/Ritual
  1157. Level 8
  1158. You can Ritual Summon this card with any "Voodooze" Ritual Spell. When this card is Special Summoned: You can target 1 other card on the field; place it on top of the Deck. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. You can send 1 Continuous Spell you control to the GY, then target 1 face-up monster your opponent controls in a Ritual Monster's column you control; take control of that target. If this card is sent from your Spell & Trap Zone to the GY: You can draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use each effect of "Voodooze Smokelord" once per turn.
  1159. 2500/2500
  1160.  
  1161. Extra Deck Monsters:
  1162.  
  1163. Voodooze Gaslord
  1164. Fiend/DARK/Synchro
  1165. Level 8
  1166. 1 Tuner + 1+ non-Tuner monsters
  1167. If this card was Synchro Summoned using a Ritual Monster as material: You can target 1 monster in your opponent's GY or among their banished monsters; Special Summon it to your field. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. (Quick Effect): You can banish 1 other monster you control; banish 1 card your opponent controls. If this card is sent from your Spell & Trap Zone to the GY: You can add 1 Ritual Monster and 1 Ritual Spell from your Deck, GY and/or among your banished cards to your hand. You can only use each effect of "Voodooze Gaslord" once per turn.
  1168. 2500/2500
  1169.  
  1170. Voodooze Gasgod
  1171. Fiend/DARK/Synchro
  1172. Level 12
  1173. 1 Tuner + 1+ non-Tuner monsters
  1174. If this card was Synchro Summoned using a Ritual Monster as material: You can take control of monsters your opponent control up to the number of Continuous Spells with different names you control. If this card is banished while in your Monster Zone: You can place it in your Spell & Trap Zone as a Continuous Spell. If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase: You can send 1 Continuous Spell you control to the GY; banish random cards from your opponent's hand up to the number of cards they added to their hand. If this card is sent from your Spell & Trap Zone to the GY: You can Special Summon 1 Ritual Monster from your hand, Deck or GY, ignoring its Summoning conditions. You can only use each effect of "Voodooze Gasgod" once per turn.
  1175. 3000/3000
  1176.  
  1177. Spells/Traps:
  1178.  
  1179. Voodooze Chant Ritual
  1180. Ritual Spell
  1181. This card is used to Ritual Summon any "Voodooze" Ritual Monster from your hand. You must also banish monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 Ritual or Synchro Monster from your Monster Zone or GY; excavate cards from the top of your Deck equal to that monster's Level, then add 1 excavated monster to your hand, also, after that, send the remaining cards to the GY. You can only use this effect of "Voodooze Chant Ritual" once per turn.
  1182.  
  1183. Voodooze Smoke Ritual
  1184. Ritual Spell
  1185. This card is used to Ritual Summon any "Voodooze" Ritual Monster from your GY or among your banished monsters. You must also banish monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 Ritual or Synchro Monster from your Monster Zone or GY; excavate cards from the top of your Deck equal to that monster's Level, then add 1 excavated Spell to your hand, also, after that, send the remaining cards to the GY. You can only use this effect of "Voodooze Smoke Ritual" once per turn.
  1186.  
  1187. Voodooze Doll Ritual
  1188. Ritual Spell
  1189. This card is used to Ritual Summon any "Voodooze" Ritual Monster from your hand. You must also banish monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you banish a monster that is owned by your opponent, you can Ritual Summon it from your Deck instead. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 Ritual or Synchro Monster from your Monster Zone or GY; excavate cards from the top of your Deck equal to that monster's Level, then add 1 excavated Trap to your hand, also, after that, send the remaining cards to the GY. You can only use this effect of "Voodooze Doll Ritual" once per turn.
  1190.  
  1191. Voodooze Dance
  1192. Normal Spell
  1193. If you control no "Voodooze" cards in your Monster Zones: Add 1 "Voodooze" card from your Deck to your hand, except "Voodooze Dance", also until the end of the next turn, you cannot Special Summon monsters from your hand, except Ritual Monsters. You can only activate 1 "Voodooze Dance" once per turn.
  1194.  
  1195. Voodooze Smokescreen
  1196. Continuous Spell
  1197. If your opponent Summons a monster(s): You can target 1 "Voodooze" monster you control; place it in your Spell & Trap Zone as a Continuous Spell. Once per turn, if you control a Ritual Monster: You can Special Summon 1 "Voodooze" Monster Card from your Spell & Trap Zone. Other "Voodooze" Continuous Spells you control cannot be targeted or destroyed by your opponent's card effects.
  1198.  
  1199. Voodooze Smoke Signal
  1200. Normal Trap
  1201. Special Summon 1 "Voodooze" monster from your hand, Deck or GY, but it has its effects negated, also it is banished during the End Phase. During either player's turn, except the turn this card was sent to the GY: You can send 1 "Voodooze" Continuous Spell you control to the GY; Set this card from your GY. You can only use 1 effect of "Voodooze Smoke Signal" per turn, and only once that turn.
  1202.  
  1203. LIGHTFORCE - FORMING AN ARCHETYPE #36 (12/12):
  1204.  
  1205. Lightforce is an Archetype of Level 4 Thunder/LIGHT monsters with 0 DEF. They focus on Link and Xyz Summoning and banishing cards face-down from the hand. Each monster has two effects, with the last one giving an effect to a Thunder Link or Xyz Monster if it's used as a material for its Summon. Their playstyle involves using these effects to quickly put out more monsters or their Spells/Traps, which can then banish cards from the hand face-down, and as all the Extra Deck monsters have an effect that boosts their ATK for each face-down banished card, this helps that too.
  1206.  
  1207. For drawpower, using Crown along side Thunder Queen works well, as you can put your banished cards on top of your Deck easily with her effect. Along with that, Gloves has two effects that make both players draw, as well as banishing an opponent's card from their hand, so using Thunder Queen here too works well.
  1208.  
  1209. I chose to make them Thunder, as I thought that Warriors would be too boring, I could have made them multiple Types, but as there has just been new Thunder support cards, I figured I would jump into that with a new Archetype. They are based on a fantasy kingdom, having servants and advisers to the king and queen, along with their tools and weapons. The monsters and the Spells/Traps are also all related to each other, for example Mage and Wand are connected, and the original Sword is connected to Knight of course.
  1210.  
  1211. Original Card:
  1212. https://i.imgur.com/sESA2Gz.png
  1213. Banish 1 random card from your opponent's hand face-down. During your opponent's 4th Standby Phase after this card's activation, return that card to their hand.
  1214.  
  1215. New Cards:
  1216.  
  1217. Main Deck Monsters:
  1218.  
  1219. Lightforce Thunder Knight
  1220. Thunder/LIGHT
  1221. Level 4
  1222. When this card is Normal or Special Summoned: You can add 1 "Lightforce" card from your Deck to your hand, except "Lightforce Thunder Knight", then return this card to your hand. A Thunder Link or Xyz Monster that was Link or Xyz Summoned using this card as material gains this effect.
  1223. ● When this card is Link or Xyz Summoned: You can Set 1 "Lightforce" Spell/Trap directly from your Deck. If this card is a "Lightforce" monster, it can be activated the turn it was Set.
  1224. You can only use each effect of "Lightforce Thunder Knight" once per turn.
  1225. 1600/0
  1226.  
  1227. Lightforce Thunder Mage
  1228. Thunder/LIGHT
  1229. Level 4
  1230. If you control no monsters: You can Special Summon this card and 1 other Thunder monster from your hand, also you cannot Special Summon monsters, except "Lightforce" monsters for the rest of this turn. A Thunder Link or Xyz Monster that was Link or Xyz Summoned using this card as material gains this effect.
  1231. ● When this card is Xyz Summoned: You can target 1 "Lightforce" Spell/Trap in your GY; Set it in your Spell & Trap Zone. If this card is a "Lightforce" monster, it can be activated the turn it was Set.
  1232. You can only use each effect of "Lightforce Thunder Mage" once per turn.
  1233. 1200/0
  1234.  
  1235. Lightforce Thunder Jester
  1236. Thunder/LIGHT
  1237. Level 4
  1238. During your Main Phase: You can Special Summon this card from your hand, then banish 1 random card from your hand face-down. During your opponent's 4th Standby Phase after this card's activation, return that card to their hand. A Thunder Link or Xyz Monster that was Link or  Xyz Summoned using this card as material gains this effect.
  1239. ● When this card is Link or Xyz Summoned: You can Special Summon 1 "Lightforce" monster from your hand or Deck in Defense Position. If this card is a "Lightforce" monster, you can Special Summon it in Attack Position instead.
  1240. You can only use each effect of "Lightforce Thunder Jester" once per turn.
  1241. 1400/0
  1242.  
  1243. Lightforce Thunder Servant
  1244. Thunder/LIGHT
  1245. Level 4
  1246. If you activate a "Lightforce" Spell/Trap Card: You can Special Summon this card from your hand. A Thunder Link or Xyz Monster that was Link or Xyz Summoned using this card as material gains this effect.
  1247. ● When this card is Link or Xyz Summoned: You can target 1 "Lightforce" monster in your GY, except "Lightforce Thunder Servant"; Special Summon in in Defense Position. If this card is a "Lightforce" monster, you can Special Summon it in Attack Position instead.
  1248. You can only use each effect of "Lightforce Thunder Servant" once per turn.
  1249. 1500/0
  1250.  
  1251. Extra Deck Monsters:
  1252.  
  1253. Lightforce Thunder Adviser
  1254. Thunder/LIGHT/Link
  1255. Link Arrows: Bottom, Bottom Right
  1256. 2 Thunder Effect Monsters
  1257. Gains 100 ATK for each face-down banished card. Once per turn, if you activate a "Lightforce" Spell/Trap Card: You can Special Summon 1 "Lightforce" monster from your Deck to your zone this card points to. While this card points to a Thunder Xyz Monster, your opponent cannot activate cards or effects in response to the activation of "Lightforce" cards or effects.
  1258. 1500/LINK-2
  1259.  
  1260. Lightforce Thunder Queen
  1261. Thunder/LIGHT/Xyz
  1262. Rank 4
  1263. 2+ Level 4 Thunder monsters
  1264. Gains 100 ATK for each face-down banished card. Up to twice per turn: You can detach 1 material from this card, then target 1 banished card; place it on top of the Deck. If this card leaves the field: You can place any cards that are currently banished by the effects of "Lightforce" Spell/Trap effects to the top of the Deck in any order.
  1265. 2000/0
  1266.  
  1267. Lightforce Thunder King
  1268. Thunder/LIGHT/Xyz
  1269. Rank 4
  1270. 3+ Level 4 Thunder monsters
  1271. Gains 100 ATK for each face-down banished card. Up to twice per turn: You can detach 1 material from this card; banish 1 random card from your opponent's hand face-down. During your opponent's 4th Standby Phase after this effect's activation, return that card to their hand. If this card leaves the field: Increase the number of turns "Lightforce" Spell/Trap effects in effect last for by the number of material attached to this card when it left the field.
  1272. 2500/0
  1273.  
  1274. Spells/Traps:
  1275.  
  1276. Lightforce Gloves
  1277. Equip Spell
  1278. Equip only to a "Lightforce" monster. It cannot be targeted or destroyed by your opponent's card effects, also it can make a second attack during each Battle Phase. Once per turn, if the equipped monster inflicts battle damage to your opponent: Both players draw 1 card. Once per turn, if the equipped monster destroys an opponent's monster by battle: Banish 1 random card from your opponent's hand face-down. During your opponent's 4th Standby Phase after this card's activation, return that card to their hand.
  1279.  
  1280. Lightforce Crown
  1281. Normal Spell
  1282. Banish 1 random card from your hand face-down, then draw 2 cards and show them, if neither cards are "Lightforce" cards, banish them face-down. During your opponent's 4th Standby Phase after this card's activation, return them to the hand.
  1283.  
  1284. Lightforce Wand
  1285. Quick-Play Spell
  1286. Banish 1 random card from your hand face-down, then banish 1 random card from your opponent's hand face-down. During your opponent's 4th Standby Phase after this card's activation, return them to the hand.
  1287.  
  1288. Lightforce Scepter
  1289. Quick-Play Spell
  1290. Special Summon 1 "Lightforce" monster from your hand or GY, then banish 1 random card from your hand face-down. During your opponent's 4th Standby Phase after this card's activation, return that card to the hand.
  1291.  
  1292. Lightforce Pen
  1293. Normal Trap
  1294. Detach any number of materials from a Thunder Xyz Monster and/or send 1 Thunder Link Monster you control to the GY, then banish cards from your opponent's hand face-down equal to the number of materials detached and/or that Link Monster's Link Rating. During your opponent's 4th Standby Phase after this card's activation, return them to the hand.
  1295.  
  1296. NOCTERMINAL ARCHETYPE (15/15):
  1297.  
  1298. Nocterminal is an Archetype of Cyberse/DARK Flip monsters with various Levels. They focus on flipping themselves face-up during your opponent's turn, counters and Synchro Summoning. Each monster has a Flip Effect, which has an additional effect if it was flipped face-up during your opponent's turn, and another effect that removes Nocturnal Counters for an effect, more on that later. Along with that, they have some Flip Tuners as well, and Synchro Summon powerful monsters with them.
  1299.  
  1300. The main playstyle revolves around using a combination of Nocterminal Station, Bootup and Shutdown. Station is their Field Spell, and allows for all your Traps to be activated from your hand, as well as producing Nocturnal Counters, which are used for the monster effects, as well as having its own little effect as well. To do this, Bootup and Shutdown change face-downs to face-up and face-up to face-down, respectively, and should you change 3 this way, you get to replace Bootup with Shutdown and vice-versa. Station gains counters each time your monsters are flipped face-up during your opponent's turn, and while you can use them in your turn due to the Traps conditions, it's best to do so in the opponent's turn due to the counters only being put on Station there.
  1301.  
  1302. The name is a portmanteau of nocturnal, which are animals that are awake during the night, and terminal, which refers to a type of computer. The monsters are each named after computing and internet terms combined with these animals.
  1303.  
  1304. Main Deck Monsters:
  1305.  
  1306. Nocterminal Formatting Firefly
  1307. Cyberse/DARK/Flip/Tuner
  1308. Level 1
  1309. FLIP: You can target 1 "Nocterminal" monster in your GY, except "Formatting Firefly"; Special Summon it in face-down Defense Position, also, after that, if this card is flipped face-up during your opponent's turn, you can Special Summon 1 "Nocturnal Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0).
  1310. You can remove 2 Nocturnal Counters from anywhere on the field; Special Summon 1 "Nocterminal" monster from your Deck, except "Formatting Firefly". You can only use each effect of "Nocterminal Formatting Firefly" once per turn.
  1311. 200/200
  1312.  
  1313. Nocterminal Booting Bat
  1314. Cyberse/DARK/Flip/Tuner
  1315. Level 2
  1316. FLIP: You can Special Summon 1 "Nocterminal" monster from your hand in either face-up or face-down Defense Position, also, after that, if this card is flipped face-up during your opponent's turn, immediately after this effect resolves, you can Synchro Summon using this card you control.
  1317. You can remove 2 Nocturnal Counters from anywhere on your field, then target 1 "Nocterminal" card in your GY, except "Nocterminal Booting Bat"; add it to your hand. You can only use each effect of "Nocterminal Booting Bat once per turn.
  1318. 500/1000
  1319.  
  1320. Nocterminal Programming Possum
  1321. Cyberse/DARK/Flip
  1322. Level 3
  1323. FLIP: You can target 1 "Nocterminal" card in your GY, except "Programming Possum"; place it on top of your Deck, also, after that, if this card is flipped face-up during your opponent's turn, you can add 1 "Nocterminal" card from your GY to your hand.
  1324. You can remove 2 Nocturnal Counters from anywhere on the field, then target 1 "Nocterminal" monster in your GY; Special Summon it in either face-up or face-down Defense Position. You can only use each effect of "Nocterminal Programming Possum" once per turn.
  1325. 800/1400
  1326.  
  1327. Nocterminal RAM Raccoon
  1328. Cyberse/DARK/Flip
  1329. Level 4
  1330. FLIP: You can change the battle position of 1 face-down Defense Position monster you control, also after that, if this card was flipped face-up during your opponent's turn, you can change the battle position of 1 monster on the field.
  1331. You can remove any number of Nocturnal Counters from anywhere on the field, then target 1 "Nocterminal" monster you control; increase that target's Level by the number removed. You can only use each effect of "Nocterminal RAM Raccoon" once per turn.
  1332. 1000/2000
  1333.  
  1334. Nocterminal Online Owl
  1335. Cyberse/DARK/Flip
  1336. Level 4
  1337. FLIP: You can add 1 "Nocterminal" card from your Deck to your hand, except "Nocterminal Online Owl", also after that, if this card is flipped face-up during your opponent's turn, you can draw 1 card.
  1338. You can remove 2 Nocturnal Counters from anywhere on the field; draw 2 cards, then shuffle 1 card from your hand into your Deck. You can only use each effect of "Nocterminal Online Owl" once per turn.
  1339. 1500/1200
  1340.  
  1341. Nocterminal Hardware Hyena
  1342. Cyberse/DARK/Flip
  1343. Level 6
  1344. FLIP: You can Special Summon 1 "Nocterminal" monster from your Deck in face-up Defense Position, except "Nocterminal Hardware Hyena", also after that, if this card was flipped face-up during your opponent's turn, immediately after this effect resolves, you can Normal Summon 1 "Nocterminal" monster.
  1345. You can remove any number of Nocturnal Counters from anywhere on the field, then target the same number of face-up monsters on the field; change them to face-down Defense Position. You can only use each effect of "Nocterminal Hardware Hyena" once per turn.
  1346. 2000/1900
  1347.  
  1348. Extra Deck Monsters:
  1349.  
  1350. Nocterminal Offline Ocelot
  1351. Cyberse/DARK/Synchro
  1352. Level 5
  1353. 1 "Nocterminal" Tuner + 1+ non-Tuner DARK monsters
  1354. When this card is Synchro Summoned: You can destroy all as many other monsters on the field as possible, equal to the number of face-down Defense Position monsters on the field. Gains 100 ATK and DEF for each Nocturnal Counter on the field, this card's battle position cannot be changed by card effects, also your opponent cannot target face-down Defense Position monsters you control for attacks. Once per turn, if you activate a Normal Trap Card: You can Special Summon 1 "Nocterminal" monster from your Deck in either face-up or face-down Defense Position
  1355. 2100/2100
  1356.  
  1357. Nocterminal Gateway Greywolf
  1358. Cyberse/DARK/Synchro
  1359. Level 6
  1360. 1 "Nocterminal" Tuner + 1+ non-Tuner DARK monsters
  1361. When this card is Synchro Summoned: You can place 2 Nocturnal Counters on "Nocterminal Station". Gains 100 ATK and DEF for each Nocturnal Counter on the field, this card's battle position cannot be changed by card effects, also your opponent cannot target face-down Defense Position monsters you control for attacks. (Quick Effect): You can discard 1 card, then activate 1 of these effects;
  1362. * Change the battle position of all face-up monsters on the field to face-down Defense Position.
  1363. * Change the battle position of all face-down Defense Position monsters you control.
  1364. 2200/2200
  1365.  
  1366. Nocterminal Loading Leopard
  1367. Cyberse/DARK/Synchro
  1368. Level 8
  1369. 1 "Nocterminal" Tuner + 1+ non-Tuner DARK monsters
  1370. Gains 100 ATK and DEF for each Nocturnal Counter on the field, this card's battle position cannot be changed by card effects, also your opponent cannot target face-down Defense Position monsters you control for attacks. While you control "Nocterminal Station", all other Spell effects on the field are negated. Once per turn, when your opponent activates a monster effect on the field (Quick Effect): You can negate that effect, and if you do, change that monster to face-down Defense Position, if able.
  1371. 2500/2500
  1372.  
  1373. Spells/Traps:
  1374.  
  1375. Nocterminal Station
  1376. Field Spell
  1377. If you Normal Summon a "Nocterminal" monster: You can change it to face-down Defense Position, then draw 1 card. Each time a "Nocterminal" monster is flipped face-up during your opponent's turn, place 1 Nocturnal Counter on this card for each of those monsters. While there are 3 or more Nocturnal Counters on this card, your opponent cannot target "Nocterminal" monsters and face-down Defense Position monsters for effects, also they cannot be destroyed by card effects. If this card would be destroyed, you can remove 2 Nocturnal Counters from this card instead.
  1378.  
  1379. Nocterminal Connection
  1380. Normal Trap
  1381. If the only monsters you control are in face-down Defense Position (min. 1): Special Summon 1 "Nocturnal" monster from your hand or Deck in face-down Defense Position. If you control "Nocterminal Station", you can activate this card from your hand. You can only activate 1 "Nocturnal Connection" per turn.
  1382.  
  1383. Nocterminal Bootup
  1384. Normal Trap
  1385. Target 1 face-down Defense Position monster you control; change it to face-up Defense Position, then you can change any number of face-down Defense Position monsters adjacent to it to face-up Defense Position, then if you changed 3 "Nocterminal" monsters this way, you can Set 1 "Nocterminal Shutdown" directly from your Deck or GY in your Spell & Trap Zone. If you control "Nocterminal Station", you can activate this card from your hand.
  1386.  
  1387. Nocterminal Shutdown
  1388. Normal Trap
  1389. Change all face-up "Nocterminal" monsters you control to face-down Defense Position, then if you changed 3 or more monsters this way, you can Set 1 "Nocterminal Bootup" directly from your Deck or GY in your Spell & Trap Zone. If you control "Nocterminal Station", you can activate this card from your hand.
  1390.  
  1391. Nocterminal Moderator
  1392. Normal Trap
  1393. Until the end of this turn, your opponent must attack, if able, all "Nocterminal" monsters you will control cannot be destroyed by battle, also double their DEF. If this card is in your GY: You can return 1 face-down Defense Position monster you control to the hand; Special Summon this card from your GY (Cyberse/DARK/Level 4/ATK 0/DEF 2100), then you can place 2 Nocturnal Counters on "Nocterminal Station". If you control "Nocterminal Station", you can activate this card from your hand. You can only use each effect of "Nocterminal Moderator" once per turn.
  1394.  
  1395. Nocterminal Reconnect
  1396. Normal Trap
  1397. Target 1 "Nocterminal" monster in your GY; Special Summon it in either face-up or face-down Defense Position, then if you Special Summoned it in face-down Defense Position, you can place 2 Nocturnal Counters on "Nocterminal Station". If you control "Nocterminal Station", you can activate this card from your hand. You can only activate 1 "Nocterminal Reconnect" per turn.
  1398.  
  1399. ELEMENTLING ARCHETYPE (11/11):
  1400.  
  1401. Elementling is an Archetype of Level 4 monsters with various Types and Attributes and 0 ATK and DEF. They focus on banishing and Level 4 Special Summon-only monsters. Each monster has two effects, one that activates on Normal Summon and one that activates when banished from the GY, which adds a Level 4 Special Summon-only monster of a different Attribute than them.
  1402.  
  1403. They are inspired by Elementsaber as being support for Elemental Lords, but rather these are support for old school monsters that banished 1 monster from your GY of a specific Attribute to Special Summon themselves from your hand, here are the ones which I was able to find for each Attribute: The Rock Spirit (EARTH) Geruda the Wind Spirit, Silpheed (WIND) Spirit of Flames, Inferno (FIRE), Aqua Spirit (WATER), Black Dragon Collapserpent (DARK), White Dragon Wyrmling (LIGHT). The last two actually banish the opposite Attribute from themselves, but that's all we have as far as I am aware. EDIT: So a new card called Diana the Light Spirit was just revealed just a few days after I release this that is a LIGHT version that works for this. While there isn't a DARK one yet, just wanted to let you know, because it's crazy how coincidental this is. To view the card, click here.
  1404.  
  1405. While you can choose others to use in your Deck, these are the ones that are able to make their Deck work the simplest, as you only need one monster to banish to trigger their effects, which adds of the other Attribute monsters, so you can easily spam the field this way. Along with that, their card Kindergarten is able to fill the GY with Elementling quite easily, as it has a Monster Gate-like effect that adds a Special Summon only to your hand and sends all Elementling monsters to the GY when it is activated. Along with that, it also allows you to Tribute an Elementling to Normal Summon another Elementling from your hand, but here's the catch, you can do this as many times as you like per turn, but don't worry, it locks down the Attribute, so it's maxed at 6, and you'll of course also be Tributing a monster, but this is intentional, as this way you can put 6 in your GY, after having used their on Normal Summon effects of course, which allows you to pull out their boss monster, Tall Teacher, which can get 3000 ATK and DEF, plus a bonus protection, can kill cards on the field, and add back your banished Elementling to your hand.
  1406.  
  1407. The Archetype name is a portmanteau of elemental and youngling, and their names and support reference names related to young kids and kindergardens. While not intentional, some of the monsters have the same Type and Attribute as the Special Summon-only monsters mentioned previously, though that was only because other Types didn't make much sense for their Attribute. This was an Archetype idea that I was excited to come up with, because it would not surprise me if they actually make something similar to support old school Special Summon-only monsters like this, since a few of them have "spirit" in their name, so they were clearly thinking that their similar Summoning method was worth them being related.
  1408.  
  1409. Monsters:
  1410.  
  1411. Elementling - Kindle Kid
  1412. Pyro/FIRE
  1413. Level 4
  1414. If this card is Normal Summoned: You can send 1 "Elementling" monster from your Deck to your GY, then you can send 1 monster with a different Attribute from that monster from your Deck to the GY. If this card is banished from your GY: You can add 1 Level 4 non-FIRE monster that cannot be Normal Summoned/Set from your Deck to your hand. You can only use each effect of "Elementling - Kindle Kid" once per turn.
  1415. 0/0
  1416.  
  1417. Elementling - Lake Lad
  1418. Aqua/WATER
  1419. Level 4
  1420. If this card is Normal Summoned: You can target 1 "Elementling" card in your GY, except "Elementling - Lake Lad"; add it to your hand. If this card is banished from your GY: You can add 1 Level 4 non-WATER monster that cannot be Normal Summoned/Set from your Deck to your hand. You can only use each effect of "Elementling - Lake Lad" once per turn.
  1421. 0/0
  1422.  
  1423. Elementling - Bedrock Baby
  1424. Rock/EARTH
  1425. Level 4
  1426. If this card is Normal Summoned: You can discard 1 card; add 1 Level 4 monster that cannot be Normal Summoned/Set from your Deck to your hand. If this card is banished from your GY: You can add 1 Level 4 non-EARTH monster that cannot be Normal Summoned/Set from your Deck to your hand. You can only use each effect of "Elementling - Bedrock Baby" once per turn.
  1427. 0/0
  1428.  
  1429. Elementling - Tornado Tot
  1430. Fairy/WIND
  1431. Level 4
  1432. If this card is Normal Summoned: You can discard 1 "Elementling" monster, then target 1 of your banished monsters with a different Attribute from the discarded monster; add it to your hand. If this card is banished from your GY: You can add 1 Level 4 non-WIND monster that cannot be Normal Summoned/Set from your Deck to your hand. You can only use each effect of "Elementling - Tornado Tot" once per turn.
  1433. 0/0
  1434.  
  1435. Elementling - Sun Son
  1436. Warrior/LIGHT
  1437. Level 4
  1438. If this card is Normal Summoned: You can add 1 "Elementling" monster from your Deck to your hand, except "Elementling - Sun Son". If this card is banished from your GY: You can add 1 Level 4 non-LIGHT monster that cannot be Normal Summoned/Set from your Deck to your hand. You can only use each effect of "Elementling - Sun Son" once per turn.
  1439. 0/0
  1440.  
  1441. Elementling - Dusk Daughter
  1442. Spellcaster/DARK
  1443. Level 4
  1444. If this card is Normal Summoned: You can add 1 "Elementling" Spell/Trap from your Deck to your hand. If this card is banished from your GY: You can add 1 Level 4 non-DARK monster that cannot be Normal Summoned/Set from your Deck to your hand. You can only use each effect of "Elementling - Dusk Daughter" once per turn.
  1445. 0/0
  1446.  
  1447. Elementling - Tall Teacher
  1448. Psychic/DARK
  1449. Level 12
  1450. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing up to 6 monsters from your GY with different Attributes. If Summoned this way, it gains the Attributes of the Attributes of the monsters it banished, its original ATK and DEF become equal to the number of monsters banished x 500, also if it has 6 Attributes, it cannot be targeted by your opponent's effects or Tributed by your opponent. Once per turn: You can discard any number of "Elementling" monsters with different Attributes, then target the same number of cards your opponent controls; destroy those targets. Once, while this card is face-up on the field: You can target up to 3 of your banished "Elementling" monsters with the same Attribute as this card; add them to your hand.
  1451. ?/?
  1452.  
  1453. Spells/Traps:
  1454.  
  1455. Elementling - Kindergarten
  1456. Field Spell
  1457. When this card is activated: You can excavate cards from the top of your Deck until you excavate a monster that cannot be Normal Summoned/Set, add it to your hand, also send all excavated "Elementling" monsters to the GY, also, after that, shuffle the remaining cards into your Deck. You can Tribute 1 "Elementling" monster; Normal Summon 1 "Elementling" monster with a different Attribute from the Tributed monster, also you cannot Normal Summon monsters with the same Attribute as that Normal Summoned monster for the rest of this turn. If you use either of this card's effects, you cannot Special Summon monsters, except from your hand, for the rest of this turn. You can only activate 1 "Elementling - Kindergarten" per turn.
  1458.  
  1459. Elementling - Recess
  1460. Normal Spell
  1461. Shuffle any number of "Elementling" cards in your hand and/or field into your Deck, then add the same number of "Elementling" cards from your Deck to your hand, except "Elementling - Recess". You can only activate 1 "Elementling - Recess" per turn.
  1462.  
  1463. Elementling - Nap
  1464. Quick-Play Spell
  1465. Target up to 2 of your banished monsters, including 1 "Elementling" monster; return them to the GY, then if you returned 2 monsters with the same Attribute, you can Set this card instead of sending it to the GY. You can only activate 1 "Elementling - Nap" per turn.
  1466.  
  1467. Elementling - Playtime
  1468. Continuous Trap
  1469. When this card is activated: You can target up 3 "Elementling" monsters in your GY; banish them, then draw 1 card and show it, if it is an "Elementling" monster, you can send it to the GY to draw 1 more card. Each time an "Elementling" monster(s) in your GY is banished, place 1 Playtime Counter on this card for each of those monsters. All monsters you control gain 100 ATK and DEF for each Playtime Counter on this card. If a monster(s) that cannot be Normal Summoned/Set would be destroyed by battle or card effect, you can remove 1 Playtime Counter from this card instead for each of those monsters.
  1470.  
  1471. PSYCHEAT ARCHETYPE (14/14):
  1472.  
  1473. Psycheat is an Archetype of Psychic/DARK Level 4 monsters with 1500 ATK and 0 DEF. They focus on gambling effects, Link Monsters, drawing, columns, and zone disruption. Each Main Deck Monster can be Special Summoned to the same column as one of their Spells/Traps, and all monsters have an effect that rolls a die, and if the result is 3 or less, you get an effect. However, you can decrease the result by the number of their Spells/Traps you control as well.
  1474.  
  1475. Their Spells/Traps each boost the ATK of monsters in their column by 500 ATK, and has an effect that gambles, which is boosted in some way by having one of their Link Monsters on the field, however you can only control 1 of each, more on that later.
  1476.  
  1477. The Link Monsters focus on messing with your opponent's cards, and making sure your opponent has nothing in their Extra Monster Zone. Casino Champion also returns Spells/Traps to the hand and also your own monsters, which is intentional, as that allows you to change the zones of those cards, which not only resets their effects, but Withhold is able to lock down an entire column, so you may be limited in the monsters self Summon effects if you do so.
  1478.  
  1479. Their name is a portmanteau of Psychic and Cheat, which their theme is also around, gambling, casino and cheating in gaming in general.
  1480.  
  1481. In case you haven't heard, Duel Portal is now out of beta, and therefore this Archetype is playable on their regular version, so do check that out here: http://duel-portal.com/
  1482.  
  1483. Main Deck Monsters:
  1484.  
  1485. Psycheat - Rounding Gambler
  1486. Psychic/DARK
  1487. Level 4
  1488. You can Special Summon this card (from your hand) in a "Psycheat" Spell/Trap's column you control. You can only Special Summon "Psycheat - Rounding Gambler" this way once per turn. During your Main Phase: You can roll a six-sided die, if the result is 3 or less, add 1 "Psycheat" monster from your Deck to your hand, except "Psycheat - Rounding Gambler". You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use this effect of "Psycheat - Rounding Gambler" once per turn.
  1489. 1500/0
  1490.  
  1491. Psycheat - Casino Regular
  1492. Psychic/DARK
  1493. Level 4
  1494. You can Special Summon this card (from your hand) in a "Psycheat" Spell/Trap's column you control. You can only Special Summon "Psycheat - Casino Regular" this way once per turn. During your Main Phase: You can roll a six-sided die, if the result is 3 or less, add 1 "Psycheat" Spell/Trap from your Deck to your hand. You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use this effect of "Psycheat - Casino Regular" once per turn.
  1495. 1500/0
  1496.  
  1497. Psycheat - Card Pocketer
  1498. Psychic/DARK
  1499. Level 4
  1500. You can Special Summon this card (from your hand) in a "Psycheat" Spell/Trap's column you control. You can only Special Summon "Psycheat - Card Pocketer" this way once per turn. You can target 1 "Psycheat" card in your GY; roll a six-sided die, if the result is 3 or less, add that target to your hand. You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use this effect of "Psycheat - Card Pocketer" once per turn.
  1501. 1500/0
  1502.  
  1503. Psycheat - Top Decker
  1504. Psychic/DARK
  1505. Level 4
  1506. You can Special Summon this card (from your hand) in a "Psycheat" Spell/Trap's column you control. You can only Special Summon "Psycheat - Card Pocketer" this way once per turn. During your Main Phase: You can roll a six-sided die, if the result is 3 or less, draw 1 card. You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use this effect of "Psycheat - Top Decker" once per turn.
  1507. 1500/0
  1508.  
  1509. Psycheat - Shuffle Fellow
  1510. Psychic/DARK
  1511. Level 4
  1512. You can Special Summon this card (from your hand) in a "Psycheat" Spell/Trap's column you control. You can only Special Summon "Psycheat - Shuffle Fellow" this way once per turn. During your Main Phase: You can target 1 "Psycheat" Spell/Trap you control; roll a six-sided die, return that target to the hand, then if the result is 3 or less, you can place 1 "Psycheat" Continuous Spell/Trap from your Deck face-up in your Spell & Trap Zone. You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use this effect of "Psycheat - Shuffle Fellow" once per turn.
  1513. 1500/0
  1514.  
  1515. Extra Deck Monsters:
  1516.  
  1517. Psycheat - Rookie Mole
  1518. Psychic/DARK/Link
  1519. Link Arrows: Bottom Left, Right
  1520. 2 "Psycheat" monsters
  1521. If your opponent controls a monster in the Extra Monster Zone, this card can attack your opponent directly, also it cannot be targeted for an attack or effects by that monster. During your Main Phase: You can roll a six-sided die, then if the result is 3 or less, you can look at 1 random card in your opponent's hand, then add 1 "Psycheat" card from your Deck to the hand that is the same type of card (Monster, Spell or Trap) as that card. You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use this effect of "Psycheat - Rookie Mole" once per turn.
  1522. 1500/LINK-2
  1523.  
  1524. Psycheat - Poker Pro
  1525. Psychic/DARK/Link
  1526. Link Arrows: Left, Bottom, Bottom Right
  1527. 2+ "Psycheat" monsters
  1528. When this card is Link Summoned: You can shuffle 1 random card from your opponent's hand into their Deck, or if your opponent controls a monster in the Extra Monster Zone, they can return that monster to the Extra Deck, otherwise shuffle 2 random cards from their hand into their Deck instead. During your Main Phase: You can roll a six-sided die, if the result is 3 or less, Special Summon 1 "Psycheat" monster from your Deck to your zone this card points to. You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use each effect of "Psycheat - Poker Pro" once per turn.
  1529. 2000/LINK-3
  1530.  
  1531. Psycheat - Casino Champion
  1532. Psychic/DARK/Link
  1533. Link Arrows: Top Right, Top, Bottom Left, Bottom
  1534. 2+ "Psycheat" monsters
  1535. If your opponent would Summon a monster(s) (Quick Effect): You can negate the Summon, and if you do, destroy that monster, then return 1 "Psycheat" Spell/Trap you control to the hand, unless that monster would be Special Summoned to the Extra Monster Zone. (Quick Effect): You can roll a six-sided die, if the result is 3 or less, return all monsters this card points to, and all Spells/Traps in the same column as those monsters, to the hand. You can decrease the result of this effect's die roll by the number of "Psycheat" Spells/Traps you control. You can only use each effect of "Psycheat - Casino Champion" once per turn.
  1536. 2500/LINK-4
  1537.  
  1538. Spells/Traps:
  1539.  
  1540. Psycheat - Backup Card
  1541. Equip Spell
  1542. Activate this card by targeting 1 "Psycheat" monster in your GY; roll a six-sided die, Special Summon that target and equip this card to it, also it gains ATK equal to the result x 200. The equipped monster is unaffected by your opponent's card effects in this card's column Once per turn: You can target 1 other face-up "Psycheat" Spell/Trap; switch the location of this card and that target, then you can move the equipped card to 1 of your unoccupied Main Monster Zones. If this card leaves the field, return the equipped monster to the hand. You can only activate 1 "Psycheat - Backup Card" per turn.
  1543.  
  1544. Psycheat - Roulette
  1545. Continuous Spell
  1546. All "Psycheat" monsters in this card's column gain 500 ATK. Once per turn: You can roll a die, if the result is 1, 3 or 6, Special Summon 1 "Psycheat Token" (Psychic/DARK/Level 1/ATK 0/DEF 0) in Defense Position, or if the result is 2, 4 or 5, Special Summon 1 "Psycheat Token" in Defense Position to your opponent's field. If you control a "Psycheat" Link Monster, you Special Summon to your field on any result. You can only control 1 "Psycheat - Roulette".
  1547.  
  1548. Psycheat - Slot Machine
  1549. Continuous Spell
  1550. All "Psycheat" monsters in this card's column gain 500 ATK. Once per turn: You can roll a die, shuffle "Psycheat" cards in your GY into your Deck up to the result, then draw 1 card. If you control a "Psycheat" Link Monster, draw 2 cards instead. You can only control 1 "Psycheat - Slot Machine".
  1551.  
  1552. Psycheat - Craps
  1553. Continuous Trap
  1554. All "Psycheat" monsters in this card's column gain 500 ATK. Once per turn, when your opponent activates a card or effect: You can roll a die, then if the result is 1 or 6, negate the activation, and if you do, destroy that card. If you control a "Psycheat" Link Monster, negate the activation on any result. You can only control 1 "Psycheat - Craps".
  1555.  
  1556. Psycheat - Poker
  1557. Continuous Trap
  1558. All "Psycheat" monsters in this card's column gain 500 ATK. Once per turn: You can roll a six-sided die, and if you do, this turn, you can treat the result of all "Psycheat" dice rolls as the rolled number. If you control a "Psycheat" Link Monster, you can roll the die twice, and this turn, you can treat the result as either result. You can only control 1 "Psycheat - Poker".
  1559.  
  1560. Psycheat - Withhold
  1561. Normal Trap
  1562. Target 1 other "Psycheat" Spell/Trap you control; draw 1 card and banish that target until the next Standby Phase, and if you do, its zone cannot be used, all unused zones in that card's column cannot be used while it is banished by this effect. If you control a "Psycheat" Link Monster, you can activate this card from your hand.
  1563.  
  1564. ASTEROIDIAN ARCHETYPE (17/17):
  1565.  
  1566. Asteroidian is an Archetype of Rock/DARK Spirit monsters with various Levels. They focus on returning banished monsters to the GY, Fusion Summoning and Spirit monster related activities. Also, later development have made be able to have a slight ability to Deck out your opponent by banishing their cards. Each Main Deck monster are similar, they each activate on Normal or Flip Summons, doing various things, and if they are returned from being banished to the GY. Also, notice that their Spirit monster effect that returns them to the hand also allows you to banish it instead.
  1567.  
  1568. They have a Link Monster that allows them to get plays going and prevent losing too many resources, though their focus is on Fusion Summoning boss monsters, which allows you to use their powerful effects to banish your opponent's cards, as well as using Burnout for a field wipe.
  1569.  
  1570. The Extra Deck monsters also are Spirit monsters, and like the Main Deck monsters, they can also banish themselves instead, but they also gain an additional effect as well, and the Fusion Monsters also have an effect that activates when they are returned to the GY, so try to banish them if you can, as they can become quite powerful when using Belt to continuously banish and return them, which allows you to bring back Ceres with Pallas.
  1571.  
  1572. Their name of course comes from asteroid, and their names are based on real asteroids. I originally had them focus on using Tramid Pulse and being EARTH like Tramid, though I liked the Spirit monster idea to add some extra flavor to them, and them being DARK makes sens with them being in space.
  1573.  
  1574. Main Deck Monsters:
  1575.  
  1576. Asteroidian Juno
  1577. Rock/DARK/Spirit
  1578. Level 1
  1579. Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can target 1 of your banished Rock monsters; return it to the GY. If this banished card is returned to the GY: You can add 1 "Asteroidian" monster from your Deck to your hand, except "Asteroidian Juno". You can only use this effect of "Asteroidian Juno" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
  1580. 300/500
  1581.  
  1582. Asteroidian Cybele
  1583. Rock/DARK/Spirit
  1584. Level 1
  1585. Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can target 1 of your banished Rock monsters; return it to the GY. If this banished card is returned to the GY: You can add 1 "Asteroidian" Spell/Trap from your Deck to your hand. You can only use this effect of "Asteroidian Cybele" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
  1586. 600/200
  1587.  
  1588. Asteroidian Sylvia
  1589. Rock/DARK/Spirit
  1590. Level 2
  1591. Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can banish 1 "Asterodian" monster from your Deck. If this banished card is returned to the GY: You can target 1 other "Asteroidian" card in your GY; add it to your hand. You can only use this effect of "Asteroidian Sylvia" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
  1592. 800/400
  1593.  
  1594. Asteroidian Eunomia
  1595. Rock/DARK/Spirit
  1596. Level 2
  1597. Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can send 1 Rock monster from your Deck to the GY. If this banished card is returned to the GY: You can draw 2 cards, then shuffle 1 "Asteroidian" card from your hand into your Deck, or, if you do not have any in your hand, shuffle your entire hand into the Deck. You can only use this effect of "Asteroidian Eunomia" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
  1598. 700/1000
  1599.  
  1600. Asteroidian Davida
  1601. Rock/DARK/Spirit
  1602. Level 3
  1603. Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can discard 1 card; add 1 "Asteroidian" card from your Deck to your hand. If this banished card is returned to the GY: You can target 1 of your banished "Asteroidian" cards; place it to the top of your Deck. You can only use this effect of "Asteroidian Davida" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
  1604. 1000/1500
  1605.  
  1606. Asteroidian Interamnia
  1607. Rock/DARK/Spirit
  1608. Level 4
  1609. Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can banish 1 "Asteroidian" monster from your hand or GY, and if you do, draw 1 card. If this banished card is returned to the GY: You can target 1 of your banished Rock monsters; return it to the GY. You can only use this effect of "Asteroidian Interamnia" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
  1610. 1800/1200
  1611.  
  1612. Asteroidian Hygiea
  1613. Rock/DARK/Spirit
  1614. Level 4
  1615. Cannot be Special Summoned. If this card is Normal or Flip Summoned: You can banish the top 3 cards from both players' Decks. If this banished card is returned to the GY: You can Fusion Summon 1 "Asteroidian" Fusion Monster from your Extra Deck by using monsters from your hand or field as Fusion Material. You can only use this effect of "Asteroidian Hygiea" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand or banish it.
  1616. 700/2000
  1617.  
  1618. Extra Deck Monsters:
  1619.  
  1620. Asteroidian Europa
  1621. Rock/DARK/Link/Spirit
  1622. Link Arrows: Down
  1623. 1 Spirit monster
  1624. Must be Link Summoned. Once per turn: You can banish 1 Spirit monster from your hand; add 1 Spirit monster from your Deck to your hand with the same Type as that monster. Once per turn, if a monster if Fusion Summoned to your zone this card points to: You can target Spirit monsters in your GY up to the number of materials used for its Fusion Summon; add them to your hand. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck or banish it, then you can return 1 of your other banished monsters to the GY.
  1625. 1000/LINK-1
  1626.  
  1627. Asteroidian Pallas
  1628. Rock/DARK/Fusion/Spirit
  1629. Level 6
  1630. 2 "Asteroidian" monsters
  1631. Must be Fusion Summoned. When this card is Fusion Summoned: You can banish cards from the top of both players' Decks equal to the number of cards that player controls, then this card gain ATK equal to each monster banished by this effect x 100. If this banished card is returned to the GY: You can target 1 other Spirit monster in your GY; Special Summon it, ignoring its Summoning conditions. You can only use this effect of "Asteroidian Pallas" once per turn. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck or banish it, then you can return your up to 2 of other banished monsters to the GY.
  1632. 2000/0
  1633.  
  1634. Asteroidian Vesta
  1635. Rock/DARK/Fusion/Spirit
  1636. Level 8
  1637. "Asteroidian Europa" + 1 Spirit monster
  1638. Must be Fusion Summoned. When this card is Fusion Summoned: You can place 1 card your opponent controls on top of their Deck. If this banished card is returned to the GY: You can target 1 of your banished "Asteroidian" cards; add it to your hand. You can only use this effect of "Asteroidian Vesta" once per turn. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck or banish it, then you can return up to 3 of your other banished monsters to the GY, then your opponent can shuffle up to 5 of their banished cards into their Deck.
  1639. 2500/0
  1640.  
  1641. Asteroidian Ceres
  1642. Rock/DARK/Fusion/Spirit
  1643. Level 10
  1644. 3+ "Asteroidian" monsters
  1645. Must be Fusion Summoned. When this card is Fusion Summoned: You can banish Spells/Traps your opponent control up to the number of your banished "Asteroidian" monsters. If this banished card is returned to the GY: You can make your opponent banish 1 card from their hand. You can only use this effect of "Asteroidian Ceres" once per turn. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck or banish it, then you can return your other banished monsters up to the number of Fusion Materials used for its Fusion Summon.
  1646. 3000/0
  1647.  
  1648. Spells/Traps:
  1649.  
  1650. Asteroidian Fusion
  1651. Normal Spell
  1652. Fusion Summon 1 "Asteroidian" Fusion Monster from your Extra Deck by using monsters from your hand or field as Fusion Material. If have no banished monsters, you can also banish monsters from your GY as Fusion Materials. You can only activate 1 "Asteroidian Fusion" per turn.
  1653.  
  1654. Asteroidian Collision
  1655. Quick-Play Spell
  1656. Fusion Summon 1 "Asteroidian" Fusion Monster from your Extra Deck by banishing monsters from your hand or field as Fusion Material. You can only activate 1 "Asteroidian Collision" per turn.
  1657.  
  1658. Asteroidian Universe
  1659. Field Spell
  1660. When this card is activated: You can roll a six-sided die, banish cards from the top of both players' Decks equal to the result, then all face-up monsters on the field lose ATK and DEF equal to the number banished x 100. If a Spirit monster(s) is returned to the hand or Extra Deck, you can: Immediately after this effect resolves, Normal Summon 1 Asteroidian" monster with a different name from that monster(s). You can only activate 1 "Asteroidian Universe" per turn.
  1661.  
  1662. Asteroidian Belt
  1663. Continuous Spell
  1664. Once per turn: You can target 1 "Asteroidian" monster you control; return it to the hand or banish it, then immediately after this effect resolves, you can Normal Summon 1 "Asteroidian" monster with a different name from that target. Once per turn: You can target 1 "Asteroidian" monster in your GY and 1 of your banished "Asteroidian" monsters; banish the first target, and if you do, return the second target to the GY.
  1665.  
  1666. Asteroidian Burnout
  1667. Normal Trap
  1668. Target 1 "Asteroidian" monster you control; banish that target, then, if your opponent controls a face-up monster whose ATK is less than or equal to that target's ATK, banish monsters your opponent control whose ATK is less than or equal to that target's ATK, also, after that, inflict damage to your opponent equal to the number of monsters banished by this effect x 1000. If you control "Asteroidian Europa", you can activate this card from your hand.
  1669.  
  1670. Asteroidian Orbit
  1671. Normal Trap
  1672. Fusion Summon 1 "Asteroidian" Fusion Monster from your Extra Deck by using monsters from your hand or field as Fusion Material and equip this card to that monster. A monster equipped with this card does not have to activate its effect that activates during the End Phase. If you control "Asteroidian Universe", you can activate this card from your hand. You can only activate 1 "Asteroidian Orbit" per turn.
  1673.  
  1674. WAVEWEB ARCHETYPE (16/16):
  1675.  
  1676. Waveweb is an Archetype of Insect/WATER monsters with various Levels. They focus on negating their own activation and effects, as the monsters all have effects that Special Summon them from the hand when your effects are negated, using Counter Traps, as well as Synchro Summoning.
  1677.  
  1678. Their main playstyle revolves around simply using Seabed along with Sting to negate one of your own monster's effects, which is most easily done with the Tuners, and then Special Summoning a monster from your hand, or using Capture to take control of one of your opponent's monsters. While the Tuners have conditions that make it harder to get the Synchro Monster you want, but with Sting, you don't destroy the monster, so if you choose to negate your monster's effect, you gain the ability to use Capture or Special Summon from your hand, so you can gain access to Link and Synchro Summons easily.
  1679.  
  1680. They are based on sea spiders, which I figured would be interesting, as Insect/WATER has so few members, while I know that they aren't like normal spiders, it feels odd for them not to be Insect to me.
  1681.  
  1682. Main Deck Monsters:
  1683.  
  1684. Waveweb Tanystylum
  1685. Insect/WATER/Tuner
  1686. Level 1
  1687. If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Tanystylum". You can discard 1 card, then target 1 face-up monster you control and declare a Level between 1 and 7; that target becomes that Level, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Synchro Monsters. You can only use each effect of "Waveweb Tanystylum" once per turn.
  1688. 200/300
  1689.  
  1690. Waveweb Achelia
  1691. Insect/WATER/Tuner
  1692. Level 2
  1693. If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Achelia". During your Main Phase: You can Special Summon 1 "Waveweb" monster from your hand, except "Waveweb Achelia", and if you do, you cannot Special Summon monsters, except "Waveweb" monsters for the rest of this turn. You can only use each effect of "Waveweb Achelia" once per turn.
  1694. 500/500
  1695.  
  1696. Waveweb Nymphon
  1697. Insect/WATER
  1698. Level 3
  1699. If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Nymphon". When a card or effect is activated (Quick Effect): You can discard 1 "Waveweb" card; negate the activation, and if you do, destroy that card. You can only use each effect of "Waveweb Nymphon" once per turn.
  1700. 1000/200
  1701.  
  1702. Waveweb Cilunculus
  1703. Insect/WATER
  1704. Level 3
  1705. If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Cilunculus". If this card is destroyed by battle or card effect and sent to the GY: You can target 1 "Waveweb" monster in your GY, except "Waveweb Cilunculus"; Special Summon that target. You can only use each effect of "Waveweb Cilunculus" once per turn.
  1706. 400/1400
  1707.  
  1708. Waveweb Elassorhis
  1709. Insect/WATER
  1710. Level 3
  1711. If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Elassorhis". If this card is sent to your GY, except from your Deck: You can target 1 other "Waveweb" card in your GY; add it to your hand. You can only use each effect of "Waveweb Elassorhis" once per turn.
  1712. 600/1200
  1713.  
  1714. Waveweb Pariboea
  1715. Insect/WATER
  1716. Level 4
  1717. If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon this card from your hand, then if that activation was negated by the effect of a Counter Trap, you can add 1 "Waveweb" card from your Deck to your hand, except "Waveweb Perioboea". (Quick Effect): You can discard this card, then target 1 "Waveweb" monster you control; the first time it would it cannot be destroyed by cards or effects this turn, it is not destroyed.
  1718. 1800/0
  1719.  
  1720. Extra Deck Monsters:
  1721.  
  1722. Waveweb Pycnogonum
  1723. Insect/WATER/Synchro
  1724. Level 5
  1725. 1 "Waveweb" Tuner + 1+ non-Tuner monsters
  1726. Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, this card loses 500 ATK and DEF. Each time a Counter Trap Card is activated, this card gains 500 ATK and DEF immediately after it resolves. The first time each "Waveweb" monster you control would be destroyed by battle or card effect each turn, it is not destroyed.
  1727. 2000/2000
  1728.  
  1729. Waveweb Hemichela
  1730. Insect/WATER/Synchro
  1731. Level 6
  1732. 1 "Waveweb" Tuner + 1+ non-Tuner monsters
  1733. Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, this card loses 500 DEF. Each time a Counter Trap Card is activated, this card gains 500 DEF immediately after it resolves. Once per turn, during your End Phase: You can target 1 Counter Trap in your GY; Set it on your field. If this card leaves the field, banish all cards Set by this card's effect.
  1734. 1500/3000
  1735.  
  1736. Waveweb Scipiolus
  1737. Insect/WATER/Synchro
  1738. Level 8
  1739. 1 "Waveweb" Tuner + 1+ non-Tuner monsters
  1740. Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, this card loses 500 ATK, and if it does, return that card to the hand. Each time a Counter Trap Card is activated, this card gains 1000 ATK immediately after it resolves. The activation of "Waveweb" monster effects that negate the activation of a card or effect can be activated at any time a Counter Trap Card can be activated.
  1741. 2500/2500
  1742.  
  1743. Spell/Traps:
  1744.  
  1745. Waveweb Seabed
  1746. Field Spell
  1747. When this card is activated: You can reveal 3 Counter Traps from your Deck, including 1 "Waveweb" Counter Trap, your opponent randomly chooses 1 for you to Set on your field, and you shuffle the rest into your Deck. If the activation of a "Waveweb" card or effect in your possession is negated: You can Special Summon 1 "Waveweb" monster from your Deck. You can only use each effect of "Waveweb Seabed" once per turn.
  1748.  
  1749. Waveweb Capture
  1750. Quick-Play Spell
  1751. If the activation of a "Waveweb" card or effect in your possession is negated: Target 1 face-up monster your opponent controls; take control of it until the end of your next turn. If you activate a Counter Trap while this card is in your GY: You can shuffle this card into your Deck, then draw 1 card. You can only use each effect of "Waveweb Capture" once per turn.
  1752.  
  1753. Waveweb Struggle
  1754. Continuous Spell
  1755. Once per turn: You can reveal 1 "Waveweb" card in your hand, your opponent can reveal 1 card in their hand with the same type of card (Monster, Spell or Trap), otherwise, your opponent cannot activate cards or effects with same type of card as the revealed card until the end of this turn (even if this card leaves the field). Once per turn, if you control a "Waveweb" Synchro Monster: You can target 1 face-up card your opponent controls; your opponent can send that target to the GY, otherwise, gain control of that target. You can only control 1 "Waveweb Struggle".
  1756.  
  1757. Waveweb Sting
  1758. Counter Trap
  1759. If you control a "Waveweb" monster, when a card or effect is activated: Negate the activation, also your opponent cannot activate cards or effects with the same name as that card for the rest this turn. If you control "Waveweb Seabed", you can activate this card the turn it was Set.
  1760.  
  1761. Waveweb Meal
  1762. Counter Trap
  1763. If you control a "Waveweb" monster, when a monster effect is activated: Negate the activation, and if you do, destroy that monster, also if you negated the activation of your opponent's card effect, you can Set this card instead of sending it to the GY.
  1764.  
  1765. Waveweb Flush
  1766. Counter Trap
  1767. If you control a "Waveweb" monsters, when a card or effect is activated: Negate the activation, and if you do, if you control "Waveweb Seabed", you can return 1 face-up card on the field to the hand.
  1768.  
  1769. Waveweb Kill
  1770. Counter Trap
  1771. If you control a "Waveweb" Synchro Monster, when a card or effect is activated: Negate the activation, and if you do, destroy that card, then you can banish 1 card your opponent controls. If you control "Waveweb Seabed", you can activate this card the turn it was Set.
  1772.  
  1773. MALICIOUSEA ARCHETYPE (16/16):
  1774.  
  1775. Maliciousea is an Archetype of Level 4 Aqua, Fish and Sea Serpent/DARK monsters, as well as a single Level 1 monster. They focus on Xyz Summoning and Special Summoning from the Deck. Each Main Deck monster, except Amphipod, has an effect that can Tribute another Maliciousea monster to Special Summon another Maliciousea monster from the Deck with a different Type, where Amphipod does this when it itself is Tributed.
  1776.  
  1777. You use this playstyle to perform Xyz Summons with the special method their Xyz Monsters have that make you able to use only a single monster for the Xyz Summon if it was Special Summoned from the Deck, also their offensive effects are about banishing cards face-down.
  1778.  
  1779. Along with that, their Field Spell, The Deep Maliciousea, provides the ability to use monsters from your hand or field as though they were materials when you activate their effects, so you don't even need to have a lot of materials attached! That being said, you are also benefited by having at least 3 materials attached to them as well, by providing a protection effect on them.
  1780.  
  1781. Their name is a portmanteau of Malicious and Sea, and they are all based around deep sea creatures, particularly the weird and scary ones. I realize that the Sea Serpent monsters aren't really serpents, but it's the closest I was able to come to them.
  1782.  
  1783. Main Deck Monsters:
  1784.  
  1785. Maliciousea Amphipod
  1786. Aqua/DARK
  1787. Level 1
  1788. If you control a "Maliciousea" monster: You can Special Summon this card from your hand, but banish it when it leaves the field. If this card is Tributed: You can Special Summon 1 "Maliciousea" monster from your Deck, except "Maliciousea Amphipod". You can only use each effect of "Maliciousea Amphipod" once per turn.
  1789. 0/0
  1790.  
  1791. Maliciousea Gulper
  1792. Aqua/DARK
  1793. Level 4
  1794. You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. If this card is sent to the GY to activate the effect of a "Maliciousea" Xyz Monster: You can Special Summon this card from your GY.  You can only use each effect of "Maliciousea Gulper" once per turn.
  1795. 1000/1500
  1796.  
  1797. Maliciousea Stargazer
  1798. Aqua/DARK
  1799. Level 4
  1800. You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. If this card is Special Summoned from your Deck: You can target 1 "Maliciousea" monster in your GY, except "Maliciousea Stargazer"; Special Summon that target. This card must be face-up on the field to activate and to resolve this effect. You can only use each effect of "Maliciousea Stargazer" once per turn.
  1801. 1300/1600
  1802.  
  1803. Maliciousea Anglerfish
  1804. Fish/DARK
  1805. Level 4
  1806. You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. If another "Maliciousea" monster(s) is Tributed: You can add 1 "Maliciousea" card from your Deck to your hand, except "Maliciousea Anglerfish". This card must be face-up on the field to activate and to resolve this effect. You can only use each effect of "Maliciousea Anglerfish" once per turn.
  1807. 1600/1000
  1808.  
  1809. Maliciousea Fangfish
  1810. Fish/DARK
  1811. Level 4
  1812. If this card is Normal or Special Summoned: You can Special Summon 1 "Maliciousea" monster from your hand, except "Maliciousea Fangfish", but it cannot be used as material for an Xyz Summon. You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. You can only use each effect of "Maliciousea Fangfish" once per turn.
  1813. 1800/500
  1814.  
  1815. Maliciousea Blackdragon
  1816. Sea Serpent/DARK
  1817. Level 4
  1818. You can Tribute 1 "Maliciousea" monster; Special Summon this card from your hand or GY, but banish it when it leaves the field. You can Tribute 1 other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. You can only use each effect of "Maliciousea Blackdragon" once per turn.
  1819. 500/2000
  1820.  
  1821. Maliciousea Grenadier
  1822. Sea Serpent/DARK
  1823. Level 4
  1824. You can Tribute other "Maliciousea" monster; Special Summon "Maliciousea" monster from your Deck with a different Type. You can only use this effect of "Maliciousea" once per turn. An Xyz Monster that was Xyz Summoned using this card as material gains this effect.
  1825. ● Once per turn: You can Tribute 1 other "Maliciousea" monster; take 1 "Maliciousea" monster from your Deck and either attach it to this card as a face-up material or Special Summon it.
  1826. 1700/1200
  1827.  
  1828. Extra Deck Monsters:
  1829.  
  1830. Maliciousea Coffinfish
  1831. Fish/DARK
  1832. Link Arrows: Down, Left
  1833. 2 DARK monsters with different Types
  1834. When this card is Link Summoned by using a "Maliciousea" monster as material: You can move it to your Main Monster Zone it points to. Once per turn: You can Tribute 1 monster this card points to; banish 1 random card from your opponent's hand face-down, also this card cannot attack for the rest of this turn. If a monster is Special Summoned from your Deck to your zone this card points to: Draw 2 cards, then discard 1 card. You can only use this effect of "Maliciousea Coffinfish" once per turn.
  1835. 1700/LINK-2
  1836.  
  1837. Maliciousea Viperfish
  1838. Fish/DARK/Xyz
  1839. Rank 4
  1840. 2+ Level 4 DARK monsters with different Types
  1841. You can also Xyz Summon "Maliciousea Viperfish" once per turn by using 1 Level 4 or lower "Maliciousea" monster you control as material that was Special Summoned from your Deck. Once per turn: You can detach 1 material from this, then target 1 face-up monster your opponent controls whose ATK is less than or equal to this card's ATK; banish that target face-down. While this card has 3 or more materials attached, it cannot be targeted or destroyed by your opponent's card effects.
  1842. 2200/1700
  1843.  
  1844. Maliciousea Blobfish
  1845. Aqua/DARK
  1846. Rank 4
  1847. 2+ Level 4 DARK monsters with different Types
  1848. You can also Xyz Summon "Maliciousea Blobfish" once per turn by using 1 Level 4 "Maliciousea" monster you control as material that was Special Summoned from your Deck. Once per turn: You can detach 1 material from this card, then target 1 face-up Spell/Trap your opponent controls; banish that target target face-down, then look at your opponent's hand and Deck as banish as many cards face-down with the same name as possible. While this card has 3 or more materials attached, it cannot be targeted or destroyed by your opponent's card effects.
  1849. 2000/2500
  1850.  
  1851. Maliciousea Chimaera
  1852. Sea Serpent/DARK/Xyz
  1853. Rank 4
  1854. 3+ Level 4 DARK monsters with different Types
  1855. You can also Xyz Summon "Maliciousea" once per turn by using 1-to-2 Level 4 or lower "Maliciousea" monsters you control as material that was Special Summoned from your Deck. Once per turn (Quick Effect): You can detach any number of material from this card; all face-up monsters your opponent control lose ATK equal to the number of materials detached x 1000, then banish any monsters face-down whose ATK was reduced to 0 as a result. While this card has 3 or more materials attached, it cannot be targeted or destroyed by your opponent's card effects.
  1856. 2500/1500
  1857.  
  1858. Spells/Traps:
  1859.  
  1860. The Deep Maliciousea
  1861. Field Spell
  1862. All "Maliciousea" monsters you control gain 300 ATK and DEF. Once per turn, if a "Maliciousea" Xyz Monster you control would detach its material(s) to activate its effect, you can also treat other "Maliciousea" monsters in your hand or field as materials by sending them to the GY. If you Xyz Summon a "Maliciousea" Xyz Monster: You can add 1 "Maliciousea" card from your Deck to your hand, except "The Deep Maliciousea". You can only use this effect of "The Deep Maliciousea" once per turn.
  1863.  
  1864. Surfacing the Maliciousea
  1865. Normal Spell
  1866. If you control no monsters in your Extra Monster Zone: Target 1 "Malicious" monster in your GY; Special Summon it in Defense Position, also for the rest of this turn, you cannot Xyz Summon, except "Maliciousea" monsters. You can only activate 1 "Surfacing the Maliciousea" per turn.
  1867.  
  1868. School of the Maliciousea
  1869. Quick-Play Spell
  1870. Target 1 "Maliciousea" Xyz Monster you control with no materials; attach 1 "Maliciousea" monster from your hand or Deck to it as a material, also if you control "The Deep Maliciousea", attach up to 2 other "Maliciousea" monsters from your hand or field to it as material. If a "Maliciousea" monster you control would be destroyed by battle, you can banish this card from your GY instead.
  1871.  
  1872. Darkness of the Maliciousea
  1873. Normal Trap
  1874. You can target "Maliciousea" monsters in your GY with different Types up to the number of materials attached to "Maliciousea" Xyz Monsters you control; detach materials from "Maliciousea" Xyz Monsters you control equal to the number of targets, then add those targets to your hand. If you control "The Deep Maliciousea", you can activate this card from your hand. You can only activate 1 "Darkness of the Maliciousea" per turn
  1875.  
  1876. Maliciousea Species
  1877. Continuous Trap
  1878. Once per turn: You can Tribute 1 DARK monster; Special Summon 1 "Maliciousea" monster from your Deck with a different Type from that monster. If you control 3 "Maliciousea" monsters with different Types, once per turn, if DARK Xyz Monster you control would detach exactly 1 material to activate its card effect, you can banish 1 face-up monster your opponent control face-down instead.
  1879.  
  1880. CHROMATOPHORIC ARCHETYPE (15/15):
  1881.  
  1882. Chromatophoric is an Archetype of monsters with different Types, Attributes and Levels. They focusing on monster equip and Link Monster mechanics. Each monster is able to equip themselves from your hand or field, with the Link Monsters only field of course, and they make all monsters in the same column as them become the same Type as themselves, including the opponent's monsters.
  1883.  
  1884. They do this so they can Link Summon their monsters, which require different Types to do so, as well as disrupting the opponent, for example by destroying their monsters or stealing them by equipping them, which is what their most powerful monster does. They also want to build out their Link Monster capability, and their Link Monsters have Link Arrows that support putting them in the Main Monster Zone, and the card Environmental Conditions is made so you can take the most advantage of these peculiar Link Arrows.
  1885.  
  1886. The name Chromatophoric means the ability to change color, which is seen in various kinds of animals, most famous is probably a chameleon. Now, some of these are not necessarily using Chromatophores to do this, but I realized that it was quite hard to find a good selection of animals that actually used Chromatophores, so I compromised by using some that change appearance in other ways, or over their lifetime instead.
  1887.  
  1888. Main Deck Monsters:
  1889.  
  1890. Chromatophoric Poison Dart Frog
  1891. Aqua/DARK
  1892. Level 1
  1893. You can target 1 "Chromatophoric" monster you control; equip this card from your hand or field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Aqua. Once per turn, if a monster this card is equipped to battles an opponent's monster, after damage calculation: You can destroy all monsters your opponent controls with the same Type as equipped card. If this card is sent to the GY, except by a card effect: You can add 1 "Chromatophoric" Spell/Trap from your Deck to your hand. You can only use this effect of "Chromatophoric Poison Dart Frog" once per turn.
  1894. 200/500
  1895.  
  1896. Chromatophoric Stout
  1897. Beast/EARTH
  1898. Level 2
  1899. You can target 1 "Chromatophoric" monster you control; equip this card from your hand or field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Beast. Once per turn, if this card is equipped to a monster: You can target 1 monster your opponent controls in their Main Monster Zone; move that target to another 1 of their Main Monster Zones. Once per turn: You can target 1 "Chromatophoric" monster in your Main Monster Zone OR 1 Equip Card you control; if that target is in your Main Monster Zone, move it to another 1 of your Main Monster Zones or if it is in your Spell & Trap Zone, move it to another 1 of your Spell & Trap Zones.
  1900. 700/1400
  1901.  
  1902. Chromatophoric Goldenrod Spider
  1903. Insect/LIGHT
  1904. Level 3
  1905. You can target 1 "Chromatophoric" monster you control; equip this card from your hand or field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Insect. If this card is equipped to a monster: You can discard 1 card; Special Summon this card. If this card is sent to the GY, except by a card effect: You can add 1 "Chromatophoric" monster from your Deck to your hand, except "Chromatophoric Goldenrod Spider". You can only use this effect of "Chromatophoric Goldenrod Spider" once per turn.
  1906. 1000/900
  1907.  
  1908. Chromatophoric Ptarmigan
  1909. Winged Beast/WIND
  1910. Level 3
  1911.  
  1912. You can target 1 "Chromatophoric" monster you control; equip this card from your hand or field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Winged Beast. Once per turn, if a monster this card is equipped to is targeted for an attack: You can Special Summon this equipped card, and if you do, negate the attack. You can send 1 Equip Card equipped to this card to the GY, then target 1 "Chromatophoric" monster in your GY with a different name; Special Summon that target. You can only use this effect of "Chromatophoric Ptarmigan" once per turn.
  1913.  
  1914. 200/2000
  1915.  
  1916. Chromatophoric Tuatara
  1917. Reptile/DARK
  1918. Level 4
  1919. You can target 1 "Chromatophoric" monster you control; equip this card from your hand or field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Reptile. While this card is equipped to a monster, during your Main Phase, you can Normal Summon 1 "Chromatophoric" monster in addition to your Normal Summon/Set (you can only gain this effect once per turn.) You can discard 1 card, then target 1 "Chromatophoric" monster in your GY; equip that target to this card. You can only use this effect of "Chromatophoric Tuatara" once per turn.
  1920. 1500/1500
  1921.  
  1922. Chromatophoric Cuttlefish
  1923. Fish/WATER
  1924. Level 4
  1925. You can target 1 "Chromatophoric" monster you control; equip this card from your hand or field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Fish. A monster equipped with this card gains 300 ATK for each card equipped to it. During your Main Phase: You can Special Summon 1 "Chromatophoric" Monster Card equipped to this card, but it has its effects negated. You can only use this effect of "Chromatophoric Cuttlefish" once per turn.
  1926. 1800/1000
  1927.  
  1928. Extra Deck Monsters:
  1929.  
  1930. Chromatophoric Chameleon
  1931. Reptile/EARTH/Link
  1932. Link Arrows: Bottom Left, Right
  1933. 2 monsters with different Types
  1934. When this card is Link Summoned: You can equip 1 "Chromatophoric" monster from your Deck to this card. You can discard 1 card; Special Summon 1 Monster Card this card is equipped to with the same Type as a monster your opponent controls. You can target 1 "Chromatophoric" monster you control; equip this card from your field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Reptile. If this card is sent from the field to the GY while equipped to a monster: Draw 1 card. You can only use this effect of "Chromatophoric Chameleon" once per turn.
  1935. 1500/LINK-2
  1936.  
  1937. Chromatophoric Acanthuridae
  1938. Fish/WATER/Link
  1939. Link Arrows: Right, Up
  1940. 2 monsters with different Types
  1941.  
  1942. When this card is Link Summoned: You can equip 1 "Chromatophoric" monster from your Deck to this card. While this card is co-linked, monsters your opponent control cannot target co-linked monsters you control for attacks or effects, also if you have an Extra Link, the ATK and DEF of all monsters your opponent control whose Type is the same as monsters you control become 0 and their effects are negated. You can target 1 "Chromatophoric" monster you control; equip this card from your field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Fish. If this card is sent from the field to the GY while equipped to a monster: Draw 1 card. You can only use this effect of "Chromatophoric Acanthuridae" once per turn.
  1943.  
  1944. 1300/LINK-2
  1945.  
  1946. Chromatophoric Chrysso
  1947. Insect/DARK/Link
  1948. Up, Left
  1949. 2 monsters with different Types
  1950. When this card is Link Summoned: You can equip 1 "Chromatophoric" monster from your Deck to this card. Monsters this card point to become the same Type as this card. While this card is co-linked to a monster, it can attack your opponent directly, also co-linked monsters you control gain 500 ATK. You can target 1 "Chromatophoric" monster you control; equip this card from your field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Insect. If this card is sent from the field to the GY while equipped to a monster: Draw 1 card. You can only use this effect of "Chromatophoric Chrysso" once per turn.
  1951. 1000/LINK-2
  1952.  
  1953. Chromatophoric Squid
  1954. Aqua/WATER/Link
  1955. Bottom Right, Left, Right
  1956. 2+ monsters with different Types
  1957. When this card is Link Summoned: You can equip 1 "Chromatophoric" monster from your Deck to this card. Once per turn: You can discard 1 card, then target 1 monster your opponent controls with the same Type as this card; equip that target to this card. You can target 1 "Chromatophoric" monster you control; equip this card from your field to that target. While this card is equipped to a monster, the Type of all monsters in this card's column become Aqua. If this card is sent from the field to the GY while equipped to a monster: Draw 1 card. You can only use this effect of "Chromatophoric Squid" once per turn.
  1958. 2200/LINK-3
  1959.  
  1960. Spells/Traps:
  1961.  
  1962. Chromatophoric Discoloration
  1963. Quick-Play Spell
  1964. During the Main Phase: Special Summon as many Monster Cards that are equipped to monsters you control as possible, but they have their effects negated until the end of this turn. During your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add this card from your GY to your hand. You can only activate 1 "Chromatophoric Discoloration" per turn.
  1965.  
  1966. Chromatophoric Adaption
  1967. Quick-Play Spell
  1968. Target 1 face-up monster you control and 1 face-up monster your opponent controls; the first target becomes the Type of the second target, then if the first target is equipped with a "Chromatophoric" Equip Card, draw 1 card. You can only activate 1 "Chromatophoric Adaption" per turn.
  1969.  
  1970. Chromatophoric Camouflage
  1971. Equip Spell
  1972. Activate this card by targeting 1 "Chromatophoric" monster you control and declaring 1 Monster Type; equip this card to that target. The Type of all monsters in this card's column become the declared Type. While your opponent controls a monster with the same Type as the equipped monster, this card, and Equip Cards adjacent to this card cannot be targeted or destroyed by your opponent's card effects.
  1973.  
  1974. Chromatophoric Environmental Conditions
  1975. Continuous Trap
  1976. When this card is activated: You can target 1 "Chromatophoric" monster in your GY and 1 "Chromatophoric" monster you control; equip the first target to the second target.
  1977. "Chromatophoric" monsters of this card's column and the zones your Link Monsters point to gain this effect.
  1978. ● While this card is equipped with a "Chromatophoric" card, it cannot cannot be targeted or destroyed by your opponent's card effects, also if it would be destroyed by battle, you can destroy 1 card equipped to it instead.
  1979.  
  1980. Chromatophoric Appearance
  1981. Normal Trap
  1982. Target 1 "Chromatophoric" monster you control; all monsters on the field become that target's Type until the end of this turn. If this card is in your GY: You can discard 1 card; Special Summon this card as a Normal Monster (Rock/EARTH/Level 1/ATK 0/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, your opponent cannot target other "Chromatophoric" monsters you control for attacks, also banish it when it leaves the field. If you control a Link Monster, you can activate this card from your hand.
  1983.  
  1984. JURASSIC WORLD - FORMING AN ARCHETYPE #35:
  1985.  
  1986. Jurassic World is an Archetype of EARTH, FIRE and WATER Dinosaur monster with various Levels. The Level 4s have 1500 ATK and DEF while the Levels 5 have 2000 ATK and DEF. They focus around using Field Spells, and have 3 Field Spells that treat themselves like Jurassic World, boost the ATK and DEF of all Dinosaurs by 200, and all Dinosaurs of either the EARTH, FIRE or WATER Attribute by 500 ATK and DEF, and have an effect that discards a Jurassic World card for various effects and an effect that activates when it's destroyed by a card effect that searches either a Jurassic World monster or depending on the card, Destroyersaurus, Volcanic Eruption or any Jurassic World Spells/Traps.
  1987.  
  1988. Each monster, excluding Brachiosaurus, can be Special Summoned from your hand when you activate the Field Spell that is appropriate to that Attribute, for example: Allosaurus is EARTH, so it has Jungle. They have various other effects as well. Their main strategy is focused around getting out Brachiosaurus, that treats itself as all the three Attributes, and becomes a powerful 4000 ATK monster with one of the Field Spells out. You bring it out if 3 or more Dinosaurs with the three different Attributes were destroyed that turn, which is mainly done by using Volcanic Eruption, but you don't necessarily have to use that card to do so, as it counts up other ways it was done that turn.
  1989.  
  1990. Again, I chose a card which has cards already for it, but as I can easily see Konami giving this an upgrade themselves at some point, I don't mind it already having support. These are of course based around dinosaurs from the Jurassic period, and the Field Spells are based around the locations you see in the original Field Spell
  1991.  
  1992. Original Card:
  1993. https://i.imgur.com/SUDWxrz.png
  1994. All Dinosaur-Type monsters gain 300 ATK and DEF.
  1995.  
  1996. New Cards:
  1997.  
  1998. Monsters:
  1999.  
  2000. Jurassic World Allosaurus
  2001. Dinosaur/EARTH
  2002. Level 4
  2003. If you activate "Jurassic World Jungle": You can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can target 1 "Jurassic World" Spell/Trap in your GY; add it to your hand. You can only use each effect of "Jurassic World Allosaurus" once per turn.
  2004. 1500/1500
  2005.  
  2006. Jurassic World Anchisaurus
  2007. Dinosaur/EARTH
  2008. Level 4
  2009. If you activate "Jurassic World Jungle": You can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can activate 1 "Jurassic World" from your Deck, and if you do, if you control no other monsters, you can Special Summon 1 "Jurassic World" monster from your hand, but you cannot Special Summon monsters, except "Jurassic World" monsters for the rest of this turn. "Jurassic World Anchisaurus" once per turn.
  2010. 1500/1500
  2011.  
  2012. Jurassic World Archaeopteryx
  2013. Dinosaur/FIRE
  2014. Level 4
  2015. If you activate "Jurassic World Volcano": You can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can activate 1 "Jurassic World" from your hand, Deck or GY. You can only use each effect of "Jurassic World Archaeopteryx" once per turn.
  2016. 1500/1500
  2017.  
  2018. Jurassic World Dakosaurus
  2019. Dinosaur/WATER
  2020. Level 4
  2021. If you activate "Jurassic World Lake": You can Special Summon this card from your hand. You can target 1 "Jurassic World" Field Spell in your GY and 1 "Jurassic World" monster you control; shuffle the first target into your Deck, and if you do, until the end of this turn, the second target's name becomes the first target's name. You can only use each effect of "Jurassic World Dakosaurus" once per turn.
  2022. 1500/1500
  2023.  
  2024. Jurassic World Stegosaurus
  2025. Dinosaur/EARTH
  2026. Level 5
  2027. If you activate "Jurassic World Jungle": You can Special Summon this card from your hand. If this card is destroyed by battle or card effect: You can target 1 "Jurassic World" monster in your GY, except "Jurassic World Stegosaurus"; Special Summon it. You can only use each effect of "Jurassic World Stegosaurus" once per turn.
  2028. 2000/2000
  2029.  
  2030. Jurassic World Pterodactyl
  2031. Dinosaur/FIRE
  2032. Level 5
  2033. If you activate "Jurassic World Volcano": You can Special Summon this card from your hand. You can target 1 "Jurassic World" you control; destroy that target, then Special Summon this card from your hand or GY. You can only use each effect of "Jurassic World Pterodactyl" once per turn.
  2034. 2000/2000
  2035.  
  2036. Jurassic World Dimorphodon
  2037. Dinosaur/FIRE
  2038. Level 5
  2039. If you activate "Jurassic World Volcano": You can Special Summon this card from your hand. If this card is sent to the GY: You can target 1 "Jurassic World" in your GY OR 1 of your banished "Jurassic World" cards; add that target to your hand. You can only use each effect of "Jurassic World Dimorphodon" once per turn.
  2040. 2000/2000
  2041.  
  2042. Jurassic World Liopleurodon
  2043. Dinosaur/WATER
  2044. Level 5
  2045. If you activate "Jurassic World Lake": You can Special Summon this card from your hand. If you control "Jurassic World": You can banish this card and 1 EARTH or FIRE Dinosaur monster from your GY; Special Summon 1 Level 6 or lower Dinosaur monster from your Deck with 1 of the same Attributes as the banished monsters, except "Jurassic World Liopleurodon". You can only use each effect of "Jurassic World Liopleurodon" once per turn.
  2046. 2000/2000
  2047.  
  2048. Jurassic World Metriorhynchus
  2049. Dinosaur/WATER
  2050. Level 6
  2051. If you activate "Jurassic World Lake": You can Special Summon this card from your hand. You can target 1 "Jurassic World" you control; return that target to your hand, and if you do, Special Summon this card from your hand. You can only use each effect of "Metriorhynchus" once per turn.
  2052.  
  2053. 2300/2300
  2054.  
  2055.  
  2056. Jurassic World Brachiosaurus
  2057. Dinosaur/EARTH
  2058. Level 11
  2059. Must first be Special Summoned by its own effect. During the turn 3 Dinosaur or more monsters in your possession with different Attributes (EARTH, FIRE and WATER) are destroyed by a battle or card effects (Quick Effect): You can Special Summon this card from your hand. While this card is face-up on the field, it also FIRE and WATER-Attribute. While you control "Jurassic World" this card can make a second attack during each Battle Phase, also your opponent's cards and effects cannot be activated during the Battle Phase.
  2060. 3300/3300
  2061.  
  2062.  
  2063.  
  2064. Spells/Traps:
  2065.  
  2066. Jurassic World Journey
  2067. Normal Spell
  2068. Target 1 "Jurassic World" you control; destroy it, and if you do, add 1 "Jurassic World" card from your Deck to your hand, except "Jurassic World Journey". You can only activate 1 "Jurassic World Journey" per turn.
  2069.  
  2070. Jurassic World Theory
  2071. Continuous Spell
  2072. You can target 1 "Jurassic World" in your GY; destroy 1 "Jurassic World" you control, and if you do, add that target to your hand. If you activated 3 or more "Jurassic World" Field Spell Cards with different names this turn: You can send this face-up card you control to the GY; Special Summon 1 "Jurassic World Brachiosaurus" from your hand or Deck, ignoring its Summoning conditions, but it is destroyed during the End Phase of your next turn. You can only use each effect of "Jurassic World Theory" once per turn.
  2073.  
  2074. Jurassic World Jungle
  2075. Field Spell
  2076. This card's name becomes "Jurassic World" while in the Field Zone. All Dinosaurs monsters gain 200 ATK and DEF, also all EARTH Dinosaur monsters gain 500 ATK and DEF. (Quick Effect): You can send 1 "Jurassic World" card from your hand to the GY; until the end of this turn, the name of all "Jurassic World" Field Spells in your hand, GY and Deck become "Jurassic World", also the activation of and effects of "Jurassic World" cannot be negated (even if this card leaves the field). If this card is destroyed by a card effect and sent to the GY: You can add 1 "Jurassic World" monster or "Destroyersaurus" from your Deck to your hand. You can only use each effect of "Jurassic World Jungle" once per turn.
  2077.  
  2078. Jurassic World Volcano
  2079. Field Spell
  2080. This card's name becomes "Jurassic World" while in the Field Zone. All Dinosaurs monsters gain 200 ATK and DEF, also all FIRE Dinosaur monsters gain 200 ATK and DEF. (Quick Effect): You can send 1 "Jurassic World" card from your hand to the GY; activate 1 "Jurassic World" Spell/Trap Card or "Volcanic Eruption" from your hand, ignoring its activation condition. If this card is destroyed by a card effect and sent to the GY: You can add 1 "Jurassic World" monster or "Volcanic Eruption" from your Deck to your hand. You can only use each effect of "Jurassic World Volcano" once per turn.
  2081.    
  2082. Jurassic World Lake
  2083. Field Spell
  2084. This card's name becomes "Jurassic World" while in the Field Zone. All Dinosaurs monsters gain 200 ATK and DEF, also all WATER Dinosaur monsters gain 500 ATK and DEF. (Quick Effect): You can send 1 "Jurassic World" card from your hand to the GY; Special Summon 1 "Jurassic World" monster from your hand. If this card is destroyed by a card effect and sent to the GY: You can add 1 "Jurassic World" card from your Deck to your hand, except "Jurassic World Lake". You can only use each effect of "Jurassic World Lake" once per turn.
  2085.  
  2086. Jurassic World Discovery
  2087. Continuous Trap
  2088. If you control "Jurassic World": Special Summon 1 "Jurassic World" monster from your hand, Deck or GY. If this card leaves the field, destroy the Special Summoned monster. Apply the appropriate effect based the card(s) you control.
  2089. ● "Jurassic World Jungle": The Special Summoned monster cannot be targeted by your opponent's card effects.
  2090. ● "Jurassic World Volcano": The Special Summoned monster cannot be destroyed by battle or card effects.
  2091. ● "Jurassic World Lake": The Special Summoned monster cannot be Tributed, banished or returned to the hand or Deck by your opponent's card effects.
  2092. You can only activate 1 "Jurassic World Discovery" per turn.
  2093.  
  2094.  
  2095. Jurassic World Extinction
  2096. Normal Trap
  2097.  
  2098. Destroy as many Dinosaur monsters you control as possible, and if you do, add the same number of "Jurassic World" monsters with different names from your Deck to your hand up to the number of monsters with different Attributes destroyed (max. 3). If you control "Jurassic World", you can activate this card from your hand. You can only activate 1 "Jurassic World Extinction" per turn.
  2099.  
  2100. PLATUNER ARCHETYPE (15/15):
  2101.  
  2102. Platuner is an Archetype of Level 1 Tuners with 500 ATK and DEF and various types and Attributes. They focus on Synchro Summoning using ONLY Tuners, rather than using non-Tuners as well, and also deal a bit with top Deck mechanics. The Synchro Monsters have other Levels and ATK and DEF, and are all Synchro Tuners.
  2103.  
  2104. Their main strategy is to use Army of the Platuners to Special Summon as many Tuners from your hand as possible to get out their Synchro Monsters fastly, and activate the various effects your monsters have when Special Summoned from the hand. A lot their monsters have various kinds of effects, but a few of their Main Deck monsters also have equip based effects that are meant to boost your Synchro Monsters, which are fairly low Level and have low stats with extra ATK and DEF, as well as protection and other forms of effects as well, though the Deck is also meant to be a starting off point for higher Level Tuner Synchros, and as they require generic Tuners, the card Yokotuner, which was my inspiration for these, works very well with them.
  2105.  
  2106. Platuner is a portmanteau of Platoon and Tuner, and their names, well, I gotta say, I had their Archetype name in mind for a long time, I had it sitting around ready to use when a random number generator got around to choosing it, finally it did, and I was kind of stumped on what to do with their card names. I have done army based Archetypes before, so I didn't want to do that, so instead, I thought, a platoon is a group of two or more people, so why not make the Archetype based around things that are typically considered two or more of, for example wings and gloves, as well as things that are typically considered to be two, like scissor blades and pants. It's odd, and honestly I wish I could change it, but I had no other ideas, and I committed to it after a while, so it's some very odd things I had to make into cards here, but hope you get what I'm going for anyway.
  2107.  
  2108. Main Deck Monsters:
  2109.  
  2110. Platuner Loudspeakers
  2111. Machine/EARTH/Tuner
  2112. Level 1
  2113. When this card is Normal Summoned or Special Summoned from your hand: You can Specials Summon 1 "Platuner" monster from your hand, also you cannot Special Summon monsters for the rest of this turn, except Tuners. If this card is sent from the field to the GY: You can target up to 4 other "Platuner" monsters in your GY; place them on top of your Deck in any order. You can only use this effect of "Platuner Loudspeakers" once per turn.
  2114. 500/500
  2115.  
  2116. Platuner Long Wings
  2117. Winged Beast/WIND/Tuner
  2118. Level 1
  2119. When this card is Normal Summoned or Special Summoned from your hand: You can add 1 "Platuner" Spell/Trap from your Deck to your hand, also you cannot Special Summon monsters for the rest of this turn, except Tuners. If this card is sent from the field to the GY: You can add 1 "Platuner" monster from your Deck to your hand. You can only use each effect of "Platuner Long Wings" once per turn.
  2120. 500/500
  2121.  
  2122. Platuner Tree Roots
  2123. Plant/EARTH/Tuner
  2124. Level 1
  2125. When this card is Normal Summoned or Special Summoned from your hand: You can excavate the top 3 cards of your Deck, send any excavated "Platuner" cards to the GY, then Special Summon the same number of "Platuner Tree Roots" from your hand and/or Deck, also, after that, place the remaining cards on the top or bottom of your Deck in any order, also you cannot Special Summon monsters for the rest of this turn, except Tuners. You can send any number of "Platuner" monsters you control to the GY, then target the same number of "Platuner" cards in your GY with different names; add them to your hand. You can only use this effect of "Platuner Tree Roots" once per turn.
  2126. 500/500
  2127.  
  2128. Platuner Woolen Pants
  2129. Beast/EARTH/Tuner
  2130. Level 1
  2131. (Quick Effect): You can target 1 Tuner Synchro Monster you control; equip this card from your hand or field to that target. A monster equipped with this card cannot be targeted or destroyed by your opponent's card effects, also it gains 500 ATK and DEF. If this card is sent from the field to the GY: You can target 1 other "Platuner" monster in your GY; place that target on top of your Deck, then add this card to your hand. You can only use each effect of "Platuner Woolen Pants" once per turn.
  2132. 500/500
  2133.  
  2134. Platuner Spiked Gloves
  2135. Rock/DARK/Tuner
  2136. Level 1
  2137. (Quick Effect): You can target 1 Tuner Synchro Monster you control; equip this card from your hand or field to that target. A monster equipped with this card cannot be destroyed by battle, also it gains 500 ATK and DEF. If this card is equipped to a Synchro Monster: You can send both this card and that equipped monster to the GY; destroy monsters your opponent control up to that monster's Level in the GY. You can only use each effect of "Platuner Spiked Gloves" once per turn.
  2138. 500/500
  2139.  
  2140. Platuner Snow Shoes
  2141. Aqua/WATER/Tuner
  2142. Level 1
  2143. (Quick Effect): You can target 1 Tuner Synchro Monster you control; equip this card from your hand or field to that target. A monster equipped with this card cannot be banished or Tributed, also it gains 500 ATK and DEF. If this card is sent to the GY while equipped to a Synchro Monster: You can Special Summon this card from your GY. You can only use each effect of "Platuner Snow Shoes" once per turn.
  2144. 500/500
  2145.  
  2146. Extra Deck Monsters:
  2147.  
  2148. Platuner Scissor Blades
  2149. Machine/DARK/Synchro/Tuner
  2150. Level 2
  2151. 2 Tuners
  2152. If this card is Synchro Summoned by using a "Platuner" Tuner as material: You can send the top 2 cards of your Deck to the GY, then destroy Spells/Traps your opponent control up to the number of Tuners sent. If this card is sent to the GY: You can target 1 other "Platuner" Tuner in your GY; Special Summon that target in Defense Position, also you cannot Special Summon monsters, except Tuners for the rest of this turn. You can only use each effect of "Platuner Scissor Blades" once per turn.
  2153. 1000/1000
  2154.  
  2155. Platuner Firelogs
  2156. Pyro/FIRE/Synchro/Tuner
  2157. Level 3
  2158. 2+ Tuners
  2159. If this card is Synchro Summoned by using a "Platuner" Tuner as material: You can look at the top 3 cards of your Deck, you can show 1 of them to your opponent and add it to your hand, also, after that, place the remaining cards on top or bottom of your Deck. You can only use this effect of "Platuner Firelogs" once per turn. Once per Chain, during your opponent's Main or Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using materials including this card you control.
  2160. 1500/1500
  2161.  
  2162. Platuner Swimming Trunks
  2163. Aqua/WATER/Synchro/Tuner
  2164. Level 4
  2165. 2+ Tuners
  2166. If this card is Synchro Summoned by using a monster that was equipped with a "Platuner" monster: You can equip 1 "Platuner" monster from your hand or Deck to this card. You can send 1 Equip Card equipped to this card to the GY; draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use each effect of "Platuner Swimming Trunks" once per turn.
  2167. 1800/1800
  2168.  
  2169. Platuner Dragon Eyes
  2170. Dragon/LIGHT/Synchro/Tuner
  2171. Level 5
  2172. 2+ Tuners
  2173. If this card is Synchro Summoned by using only Synchro Monsters as material: You can make your opponent send 2 cards from their hand to the GY (or their entire hand, if less than 2). You can only use this effect of "Platuner Dragon Eyes" once per turn. While this card is equipped with a card that was originally a Tuner, it gains 500 ATK and DEF, also if Synchro Summoning using this card, you can treat it as a non-Tuner.
  2174. 2000/2000
  2175.  
  2176. Spells/Traps:
  2177.  
  2178. Platuner Camp Stations
  2179. Field Spell
  2180. Once per turn: You can add 1 "Platuner" monster from your Deck to your hand, then place 1 "Platuner" monster from your hand on top of your Deck. During your Main Phase, you can Normal Summon 1 "Platuner" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You cannot Special Summon monsters, except Tuners the turn this card is activated.
  2181.  
  2182. Army of the Platuners
  2183. Normal Spell
  2184. Excavate the top 5 cards of your Deck, Special Summon Tuners from your hand up to the number of "Platuner" monsters excavated, then place the cards excavated on the bottom of your Deck. You cannot Special Summon monsters, except Tuners the turn you activate this card. You can only activate 1 "Army of the Platuners" per turn.
  2185.  
  2186. Platuner Double Training
  2187. Quick-Play Spell
  2188. Target 1 "Platuner" monster you control; it becomes Level 2, then you can reveal any number of "Platuner" monsters in your hand to increase its Level by that amount. During either player's turn, except the turn this card was sent to the GY: You can banish it from your GY, then target 1 "Platuner" monster in your GY; banish it, and if you do, during the next Standby Phase, Special Summon that monster.
  2189.  
  2190. Platuner Heterochromia
  2191. Normal Trap
  2192. Target 2 Tuner monsters in your GY with different names; Special Summon them, but they are destroyed during the next Standby Phase, then if you control no other monsters, you can immediately after this effect resolves, Synchro Summon 1 "Platuner" Synchro Monster using those monsters as material. You cannot Special Summon monsters, except Tuners the turn you activate this card. You can only activate 1 "Platuner Heterochromia" per turn.
  2193.  
  2194. Platuner Armory
  2195. Continuous Trap
  2196. When this card is activated: You can target 1 "Platuner" monster in your GY and 1 Tuner Synchro Monster you control; equip the first target to the second target. Once per turn: You can target 1 Tuner Synchro Monster you control, then activate 1 of these effects;
  2197. ● Equip 1 other "Platuner" monster from your hand or field to that target.
  2198. ● Special Summon 1 equipped "Platuner" monster that is equipped to that monster.
  2199.  
  2200. KAIZOKU ARCHETYPE (15/15):
  2201.  
  2202. Kaizoku is an Archetype of Fiend/WATER monsters with 0 DEF and various Levels. They focus on stealing your opponent's Set Spells/Traps and using them for your own purposes, either activating them or ditching them for other effects, and also have Link Monster bosses. Each monster has an effect that activates when they inflict battle damage, allowing them take control of an opponent's Set Spell/Trap, but there are other ways to steal them as well.
  2203.  
  2204.  
  2205.  
  2206. To make sure you always have targets to steal, they effects that Set them from the opponent's hand and GY (Bonny and the Link Monsters), effects that prevent them from being activated during your turn or when you battle (Flagship) and when you get them, protect them from being targeted or destroyed (Treasure Chest).
  2207.  
  2208.  
  2209.  
  2210. The name is the Japanese word for pirate, as translated by Google, and they are based on famous pirates and pirate related themes. This is not my first time doing a pirate Archetype, but this one is quite a bit different from my other, which is called Seaborn, I don't rarely do this, but I really am missing a proper pirate Archetype in the game, and this one is also thematic quite different I feel, being based around real pirates and being Fiend instead of Warriors.
  2211.  
  2212.  
  2213.  
  2214. Main Deck Monsters:
  2215.  
  2216.  
  2217. Kaizoku - Low
  2218. Fiend/WATER
  2219. Level 2
  2220. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target. (Quick Effect): You can discard this card, then target 1 "Kaizoku" monster you control, and activate 1 of these effects;
  2221. ● Until the end of this turn, double its current ATK, but all battle damage it inflicts is halved.
  2222. ● Until the end of this turn, it can attack directly, but all battle damage it inflicts is halved.
  2223. You can only use this effect of "Kaizoku - Low" once per turn.
  2224.  
  2225. 1000/0
  2226.  
  2227.  
  2228.  
  2229. Kaizoku - Kidd
  2230. Fiend/WATER
  2231. Level 3
  2232. When this card is Special Summoned: You can target 1 "Kaizoku" monster in your GY, except "Kaizoku - Kidd"; Special Summon that target in Defense Position. You can only use this effect of "Kaizoku - Kidd" once per turn. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target.
  2233. 1500/0
  2234.  
  2235. Kaizoku - Bonny
  2236. Fiend/WATER
  2237. Level 4
  2238. When this card is Summoned: You can look at your opponent's hand, then Set up to 2 Spells/Traps from their hand to their field. Your opponent must control no Set Spells/Traps to activate and to resolve this effect. You can only use this effect of "Kaizoku - Bonny" once per turn. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target.
  2239. 1600/0
  2240.  
  2241. Kaizoku - Calico
  2242. Fiend/WATER
  2243. Level 4
  2244. When this card is Normal Summoned: You can Special Summon 1 Kaizoku" monster from your hand, except "Kaizoku - Calico". "Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target.
  2245. 1700/0
  2246.  
  2247.  
  2248. Kaizoku - Read
  2249. Fiend/WATER
  2250. Level 4
  2251. When you Normal or Special Summon a "Kaizoku" monster(s): You can Special Summon this card from your hand or GY, but if it was Special Summoned from the GY, banish it when it leaves the field. You can only use this effect of "Kaizoku - Read" once per turn. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target.
  2252.  
  2253. 1800/0
  2254.  
  2255. Kaizoku - Bonnet
  2256. Fiend/WATER
  2257. Level 5
  2258. If your opponent controls a Set Spell/Trap, you can Special Summon this card (from your hand). You can only Special Summon "Kaizoku - Bonnet" once per turn this way. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target.
  2259. 2000/0
  2260.  
  2261.  
  2262.  
  2263. Extra Deck Monsters:
  2264.  
  2265.  
  2266. Kaizoku - Roberts
  2267. Fiend/WATER/Link
  2268. Link Arrows: Bottom Left, Bottom Right
  2269. 2 "Kaizoku" monsters
  2270. When this card is Link Summoned: You can target up to 2 Spells/Traps in your opponent's GY; Set them on your opponent's field. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target. Once per turn, if you activate a Set Spell/Trap Card you control that your opponent owns: You can inflict 1000 damage to your opponent. If this card is sent from the field to the GY: You can add 1 "Kaizoku" card from your Deck to your hand. You can only use this effect of "Kaizoku - Roberts" once per turn.
  2271. 1900/LINK-2
  2272.  
  2273.  
  2274. Kaizoku - Moody
  2275. Fiend/WATER/Link
  2276. Link Arrows: Bottom, Top
  2277. 2 "Kaizoku" monsters
  2278. When this card is Link Summoned: You can look at your opponent's hand, then you can Set 1 Spell/Trap on their field, and if you do, draw 1 card. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target. If a "Kaizoku" monster is Special Summoned to your zone this card points: You can target 1 Set Spell/Trap your opponent controls; take control of that target. You can only use this effect of "Kaizoku - Moody" once per turn.
  2279.  
  2280. 2100/LINK-2
  2281.  
  2282.  
  2283. Kaizoku - Blackbeard
  2284. Fiend/WATER/Link
  2285. Link Arrows: Bottom, Left, Right
  2286. 2+ "Kaizoku" monsters
  2287. When this card is Link Summoned: You can target 1 Spell/Trap in your opponent's GY and 1 "Kaizoku" Spell/Trap in your GY; Set the first target on your opponent's field and the second target on your field. Once per turn, when this card inflicts battle damage to your opponent: You can target 1 Set Spell/Trap your opponent controls; take control of that target. Once per turn (Quick Effect): You can send any number of Set Spells/Traps you control that your opponent owns to the GY; destroy cards your opponent control up to the number sent.
  2288. 2500/LINK-3
  2289.  
  2290. Spells/Traps:
  2291.  
  2292. Kaizoku - Flagship
  2293. Field Spell
  2294. All "Kaizoku" monsters you control gain 700 ATK. While you control a "Kaizoku" Link Monster, your opponent cannot activate Set Spell/Trap Cards during your turn. If a "Kaizoku" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn: You can send up to 2 Set Spells/Traps you control that your opponent owns to the GY; draw cards equal to the number of cards sent +1.
  2295.  
  2296. Kaizoku - Plunder
  2297. Normal Spell
  2298. If you control 3 or more "Kaizoku" monsters or 1 "Kaizoku" Link Monster: Target 1 Set Spell/Trap your opponent controls; take control of that target. You can only activate 1 "Kaizoku - Plunder" per turn.
  2299.  
  2300. Kaizoku - Treasure Map
  2301. Normal Spell
  2302. Add 1 "Kaizoku" card from your Deck to your hand, except "Kaizoku - Treasure Map", then your opponent can Set 1 Spell/Trap directly from their Deck. You can only activate 1 "Kaizoku - Treasure Map" per turn.
  2303.  
  2304. Kaizoku - Lookout
  2305. Quick-Play Spell
  2306. If you control a "Kaizoku" monster: Look at all Set Spells/Traps your opponent controls, then if you control "Kaizoku - Flagship", you can Set this card instead of sending it to the GY. If a "Kaizoku" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Kaizoku - Lookout" per turn.
  2307.  
  2308. Kaizoku - Treasure Chest
  2309. Continuous Trap
  2310. When this card is activated: You can target 1 Spell/Trap in your opponent's GY; Set that target on your opponent's field. Set Spells/Traps you control that your opponent own cannot be targeted or destroyed by your opponent's card effects. Once per turn, if you activate a Set Spell/Trap that you control that your opponent owns: You can add 1 "Kaizoku" card from your Deck to your hand, except "Kaizoku - Treasure Chest".
  2311.  
  2312. Kaizoku - Sinking
  2313. Normal Trap
  2314. If you control a "Kaizoku" monster, activate 1 of these effects.
  2315. ● Destroy 1 Spell/Trap your opponent controls.
  2316. ● Change all face-up Spells/Traps your opponent control face-down, also they cannot be activated for the rest of this turn.
  2317. If you control a Set Spell/Trap that your opponent owns, you can activate this card from your hand.
  2318.  
  2319. DUALMIND ARCHETYPE (17/17):
  2320.  
  2321. Dualmind is an Archetype of Level 4 and 5 Psychic WIND Gemini monsters with 1500 ATK and DEF for the Level 4s, and 2000 ATK and DEF for the Level 5s, and also some Link Monsters. Each monster has two effects you can choose from when you make them become an Effect Monster, which are similar, but have different uses for the situation you need them in. Along with that, they have ways of getting multiple effects at once, for example with their Link Monsters, and use Dualmindfield to push their monster spam plays to boost up their ATK and DEF. They are based around psychological concepts and the brain and mind as a whole, hence their name and Psychic typing. There is no real reason to have them be WIND though, only to be original.
  2322.  
  2323. Main Deck Monsters:
  2324.  
  2325. Dualmind Perceptive Thinker
  2326. Psychic/WIND/Gemini
  2327. Level 4
  2328. This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
  2329. ● Once per turn: You can Special Summon 1 "Dualmind" monster from your hand, and if you do, it becomes an Effect Monster and gains 1 of its effects.
  2330. ● Once per turn: You can Special Summon 1 "Dualmind" monster from your hand, and if you do, it it gains 500 ATK and DEF and cannot be targeted or destroyed by your opponent's card effects.
  2331. 1500/1500
  2332.  
  2333. Dualmind Kinetic Memory
  2334. Psychic/WIND/Gemini
  2335. Level 4
  2336. This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
  2337. ● Once per turn: You can add 1 "Dualmind" monster from your Deck to your hand, then discard 1 card unless you control "Dualmindfield".
  2338. ● Once per turn: You can add 1 "Dualmind" Spell/Trap from your Deck to your hand, then discard 1 card unless you control "Dualmindfield".
  2339. 1500/1500
  2340.  
  2341. Dualmind Hereditary Angst
  2342. Psychic/WIND/Gemini
  2343. Level 4
  2344. This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
  2345. ● Once per turn: You can target 1 "Dualmind" card in your GY; discard 1 card, then add that target to your hand.
  2346. ● Once per turn: You can target 1 "Dualmind" Gemini monster in your GY; replace this effect with 1 of that target's originals effects until the end of this turn.
  2347. 1500/1500
  2348.  
  2349. Dualmind Jealous Insanity
  2350. Psychic/WIND/Gemini
  2351. Level 4
  2352. This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
  2353. ● Once per turn: You can banish 3 "Dualmind" cards from your GY; draw 1 card.
  2354. ● Once per turn: You can target up to 3 of your banished "Dualmind" cards; return them to the GY.
  2355. 1500/1500
  2356.  
  2357. Dualmind Cognitive Unity
  2358. Psychic/WIND/Gemini
  2359. Level 5
  2360. This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
  2361. ● Once per turn: You can target 1 "Dualmind" monster in your GY; Special Summon it in Attack Position.
  2362. ● Once per turn: You can target 1 "Dualmind" monster in your GY; Special Summon it in Defense Position, and if you do, it becomes an Effect Monster and gains 1 of its effects.
  2363. 2000/2000
  2364.  
  2365. Dualmind Hypnotic Amnesiac
  2366. Psychic/WIND/Gemini
  2367. Level 5
  2368. This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
  2369. ● Once per turn (Quick Effect): You can target 1 face-up monster on the field; negate that target's effects.
  2370. ● Once per turn (Quick Effect): You can target 1 face-up monster on the field; change that target to face-down Defense Position.
  2371. 2000/2000
  2372.  
  2373. Dualmind Bypass Conditioner
  2374. Psychic/WIND/Gemini
  2375. Level 5
  2376. This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
  2377. ● Once per turn (Quick Effect): You can target 1 other "Dualmind" monster you control; it can make a second attack during each Battle Phase, and it gains 1000 ATK, but it cannot attack directly. These changes last until the end of this turn.
  2378. ● Once per turn (Quick Effect): You can target 1 other "Dualmind" monster you control; if it battles, your opponent cannot activate cards or effects until the end of the Damage Step, also it can attack your opponent directly, but all battle damage it inflicts is halved. These changes last until the end of this turn.
  2379. 2000/2000
  2380.  
  2381. Dualmind Pain Repressor
  2382. Psychic/WIND/Gemini
  2383. Level 5
  2384. This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with 1 of these effects.
  2385. ● Once per turn, when this card inflicts battle damage to your opponent: You can destroy monsters your opponent control up to the number of "Dualmind" monsters you control.
  2386. ● Once per turn, when this card destroys an opponent's monster by battle: You can banish 1 monster your opponent controls or in their GY.
  2387. 2000/2000
  2388.  
  2389. Extra Deck Monsters:
  2390.  
  2391. Dualmind Stereotypical Development
  2392. Psychic/WIND/Link
  2393. Link Arrows: Bottom
  2394. 1 Normal Monster
  2395. Once per turn, if a Gemini monster is Summoned to your zone this card points to: You can activate this effect; it becomes an Effect Monster and gains its effects. All "Dualmind" Gemini monsters this card points to that are treated as Effect Monsters are treated as having both their effects. If this card is sent from the field to the GY: You can add 1 "Dualmind" card from your Deck to your hand. You can only use this effect of "Dualmind Stereotypical Development" once per turn.
  2396. 1000/LINK-1
  2397.  
  2398. Dualmind Memetic Transcender
  2399. Psychic/WIND/Link
  2400. Link Arrows: Bottom Left, Bottom Right
  2401. 2 Gemini monsters
  2402. Once per turn: You can banish 1 Gemini monster from your hand or field; Special Summon 1 Gemini monster with a different name whose Level is less than or equal to that monster from your hand or Deck, also if it is a "Dualmind" monster, it becomes an Effect Monster and gains 1 of its effects. All "Dualmind" Gemini monsters this card points to that are treated as Effect Monsters are treated as having both their effects.
  2403. 1500/LINK-2
  2404.  
  2405. Dualmind Therapeutic Judgment
  2406. Psychic/WIND/Link
  2407. Link Arrows: Bottom, Left, Right
  2408. 2+ "Dualmind" monsters
  2409. If this card is Link Summoned by using only Gemini monsters: You can Special Summon 1 "Dualmind" monster from your hand or Deck, and if you do, it becomes an Effect Monster and gains 1 of its effects. Once per turn (Quick Effect): You can return 1 monster this card points to the hand, and if you do, Special Summon 1 "Dualmind" monster from your hand to your zone this card points to. All "Dualmind" Gemini monsters this card points to that are treated as Effect Monsters are treated as having both their effects.
  2410. 2500/LINK-3
  2411.  
  2412. Spells/Traps:
  2413.  
  2414. Dualmindfield
  2415. Field Spell
  2416. All "Dualmind" monsters you control gain 300 ATK and DEF for each "Dualmind" monster you control. Once per turn: You can target 1 "Dualmind" Gemini monster you control; it is treated as an Effect Monster and gains 1 of its effects. Once per turn, during your Standby Phase: You can Special Summon 2 "Dualmind Tokens" (Psychic/WIND/Level 3/ATK 900/DEF 900).
  2417.  
  2418. Dualmind Psychoanalysis
  2419. Normal Spell
  2420. Target 1 "Dualmind" Gemini monster that is an Effect Monster and has 1 of its effects; it gains its other effect until the end of the next turn. You can banish 1 other "Dualmind" card from your GY; add this card from your GY to your hand. You can only use this effect of "Dualmind Psychoanalysis" once per turn.
  2421.  
  2422. Dualmind Activity
  2423. Continuous Spell
  2424. During your Main Phase, you can Normal Summon 1 "Dualmind" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn). Once per turn, during your End Phase, if you control "Dualmindfield": You can draw 1 card for each Link Monster you control (max. 3). You can only control 1 "Dualmind Activity".
  2425.  
  2426. Dualmind Memories
  2427. Normal Trap
  2428. Target 1 "Dualmind" Gemini monster that is banished or in your GY; Special Summon it, then it becomes an Effect Monster and gains 1 of its effects. If you control "Dualmindfield", you can activate this card from your hand. You can only activate 1 "Dualmind Memories" per turn.
  2429.  
  2430. Dualmind Soulmates
  2431. Continuous Trap
  2432. When this card is activated: Special Summon 1 "Dualmind" monster from your hand and 1 "Dualmind" monster from your Deck with different Levels. If either monster leaves the field, banish both monsters If this card leaves the field, banish both monsters. You can only control 1 "Dualmind Soulmates".
  2433.  
  2434. Dualmind Breakdown
  2435. Counter Trap
  2436. When your opponent activates a card or effect while you control a "Dualmind" Gemini monster with at least 1 of its effects: Negate the activation, and if you do, destroy that card, then make 1 "Dualmind" Gemini monster you control become a Normal Monster. If you control "Dualmindfield", you can activate this card from your hand.
  2437.  
  2438. DEVOURER - FORMING AN ARCHETYPE #34 (10/10):
  2439.  
  2440. Devourer is an Archetype of Level 4 Fiend/DARK monsters, along with 1 Level 8 and Level 12 Fusion Monster. They focus on anti-support for various kinds of monsters, each monster reducing a specific kind of monster's ATK to 0 when they battle, and in the case of the Fusion Monsters, either Main Deck monsters or Extra Deck monsters. The new monsters are also able to discard themselves to search another specifically name monster, so you always have an out to whatever is troubling you.
  2441.  
  2442. They work well along with a Predaplant engine as well, due to them having their own Polymerization clone, and being DARK as well, and many cards allow them to spam the field with monsters as well, though their main strategy is to get one of their own Fusion Monsters on the field by using either all monsters with the same name, or monsters with different names to get a bonus that blows up all monsters that aren't a specific kind of monster, which will make you able to get a lot of Feast Counters on Devourer Feast.
  2443.  
  2444. Original Card:
  2445. https://i.imgur.com/plfGFbX.jpg
  2446. When this card battles a Fusion Monster, the ATK of the Fusion Monster becomes 0 during the Damage Step only.
  2447.  
  2448. New Cards:
  2449.  
  2450. Main Deck Monsters:
  2451.  
  2452. Synchro Devourer
  2453. Fiend/DARK
  2454. Level 4
  2455. If this card battles a Synchro Monster, that monster's ATK becomes 0 during the Damage Step only. You can discard this card; add 1 "Fusion Devourer" from your Deck to your hand. You can only use this effect of "Synchro Devourer" once per turn.
  2456. 1400/1200
  2457.  
  2458. Xyz Devourer
  2459. Fiend/DARK
  2460. Level 4
  2461. If this card battles an Xyz Monster, that monster's ATK becomes 0 during the Damage Step only. You can discard this card; add 1 "Synchro Devourer" from your Deck to your hand. You can only use this effect of "Xyz Devourer" once per turn.
  2462. 1400/1200
  2463.  
  2464. Link Devourer
  2465. Fiend/DARK
  2466. Level 4
  2467. If this card battles a Link Monster, that monster's ATK becomes 0 during the Damage Step only. You can discard this card; add 1 "Xyz Devourer" from your Deck to your hand. You can only use this effect of "Link Devourer" once per turn.
  2468. 1400/1200
  2469.  
  2470. Extra Deck Monsters:
  2471.  
  2472. Deck Devourer
  2473. Fiend/DARK/Fusion
  2474. Level 8
  2475. 2 "Devourer" monsters
  2476. If this card is Fusion Summoned using "Devourer" monsters with the same name: Destroy all monsters on the field Special Summoned from the hand or Main Deck. If this card battles a monster that was Special Summoned from the hand or Main Deck, that monster's ATK becomes 0 during the Damage Step only. When this Fusion Summoned card is destroyed by your opponent's card (by battle or card effect) and sent to the GY: You can add 1 "Devourer" Spell/Trap from your Deck to your hand.
  2477. 2000/2000
  2478.  
  2479. Extra Devourer
  2480. Fiend/DARK/Fusion
  2481. Level 12
  2482. 3 "Devourer" monsters
  2483. If this card is Fusion Summoned using "Devourer" monsters with different names: Destroy other monsters on the field Special Summoned from the Extra Deck. If this card battles a monster that was Special Summoned from the Extra Deck, that monster's ATK becomes 0 during the Damage Step only. When this Fusion Summoned card is destroyed by your opponent's card (by battle or card effect) and sent to the GY: You can add 3 "Devourer" monsters with different names from your Deck to your hand.
  2484. 2500/2500
  2485.  
  2486. Spells/Traps:
  2487.  
  2488. Redevourer
  2489. Normal Spell
  2490. Target 2 "Devourer" monsters in your GY; add them to your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 3 "Redevourer" cards in your GY; shuffle them into your Deck, then draw 1 card. You can only activate 1 "Redevourer" per turn.
  2491.  
  2492. Devourer Polymerization
  2493. Normal Spell
  2494. Fusion Summon 1 "Devourer" Fusion Monster from your Extra Deck using monsters from your hand or field as Fusion Materials. If you control no monsters, and your opponent controls a Special Summoned monster, you can also send monsters from your Deck as Fusion Material. You can only activate 1 "Devourer Polymerization" per turn.
  2495.  
  2496. Devourer Emergence
  2497. Quick-Play Spell
  2498. Declare 1 Extra Deck monster card type (Fusion, Synchro, Xyz or Link); this turn, each time your opponent Special Summons a monster(s) with the declared card type, you can Special Summon 1 "Devourer" monster from your Deck. You can only activate 1 "Devourer Emergence" per turn.
  2499.  
  2500. Devourer Contamination
  2501. Normal Trap
  2502. Special Summon any number of "Devourer" monsters from your hand with different names in Defense Position. If you control no monsters, you can activate this card from your hand. You can only activate 1 "Devourer Contamination" per turn.
  2503.  
  2504. Devourer Feast
  2505. Continuous Trap
  2506. When this card is activated, if you control no monsters: You can target up to 2 Level 4 "Devourer" monsters in your GY; Special Summon them. Each time a monster(s) on the field is destroyed, place 1 Feast Counter on this card for each of those monsters. If a "Devourer" monster you control battles an opponent's monster, at the start of the Damage Step: You can remove any number of Feast Counter from this card; your attacking monster gains 500 ATK and DEF for each Feast Counter removed.
  2507.  
  2508. PMM ARCHETYPE (12/?):
  2509.  
  2510. PMM is an Archetype of Level 4 and 5 Machine monsters with various Attributes. They focus on Xyz Summoning and recycling and creating combo plays in general. Each monster is different, but generally work together well with each other, like Gravity Master and Whirling Wheel, and Water Screw can trigger those monsters as well as the Xyz Monsters. PMM stands for perpetual motion machines, and they are based around the concept in general.
  2511.  
  2512. I normally don't post Archetypes on Saturdays, but this is an Archetype I made for an upcoming fan fiction that I am working on. It is the Deck that the main character uses in the first chapter, and I figured I would give people a sneak peak. As I am still writing it, some of these cards may change and I am not sure how many are going in the story, as I made some of these before finishing the chapter. Their appearance is suppose to be steampunk and quite strange, I describe them in the fan fiction.
  2513.  
  2514. Main Deck Monsters:
  2515.  
  2516. PMM - True Motioner
  2517.  
  2518. Machine/LIGHT
  2519. Level 4
  2520.  
  2521. Perpetual motion machines have been around for ages, though none of them work as intended, never fulfilling its promise, they move seemingly forever, but eventually they all fail, though that doesn’t stop people from trying to make them, and eventually they discovered ways to perfect the craft.
  2522.  
  2523. 2000/0
  2524.  
  2525.  
  2526.  
  2527. PMM - Cox Clock
  2528.  
  2529. Machine/EARTH
  2530.  
  2531. Level 4
  2532.  
  2533. When this card is Normal or Special Summoned: You can Special Summon 1 “PMM” monster from your hand, but it cannot attack this turn. If this card is sent to your GY while you control a “PMM” monster: Draw 1 card. You can only use each effect of “PMM - Cox Clock” once per turn.
  2534.  
  2535. 1600/1200
  2536.  
  2537.  
  2538.  
  2539. PMM - Gravity Master
  2540.  
  2541. Machine/WATER
  2542. Level 4
  2543.  
  2544. When this card is Normal Summoned: You can discard 1 Machine monster; draw 1 card and reveal it, then if that card is a Machine monster, you can discard it and draw 1 more card. If this card is destroyed by battle or card effect: You can add 1 “PMM” Spell/Trap from your Deck to your hand. You can only use this effect of “PMM - Gravity Master” once per turn.
  2545.  
  2546. 1500/1500
  2547.  
  2548.  
  2549.  
  2550. PMM - Whirling Wheel
  2551.  
  2552. Machine/WATER
  2553. Level 4
  2554.  
  2555. If you drew 2 or more cards during this turn (except during the Draw Phase), you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon “PMM - Whirling Wheel” once per turn this way. If this card is destroyed by battle or card effect: You can add 1 “PMM” monster from your Deck to your hand, except “PMM - Whirling Wheel”. You can only use this effect of “PMM - Whirling Wheel” once per turn.
  2556.  
  2557. 1200/1800
  2558.  
  2559.  
  2560.  
  2561. PMM - Movement Interferer
  2562.  
  2563. Machine/DARK
  2564. Level 5
  2565.  
  2566. At the end of the Battle Phase, if you added a card from your Deck to your hand during this Battle Phase: You can Special Summon this card from your hand. You can target 1 other “PMM” monster you control; return it to your hand, then draw 1 card. You can only use each effect of “PMM - Movement Interferer” once per turn.
  2567.  
  2568. 800/2100
  2569.  
  2570.  
  2571.  
  2572. PMM - Water Screw
  2573.  
  2574. Machine/WATER
  2575. Level 5
  2576.  
  2577. (Quick Effect): You can target 1 “PMM” monster you control; destroy it, and if you do, Special Summon this card form your hand. If a “PMM” monster you control battles an opponent’s monster, at the start of the Damage Step: You can return both those battling monsters to the hand. You can only use each effect of “PMM - Water Screw” once per turn.
  2578.  
  2579. 1800/2000
  2580.  
  2581.  
  2582.  
  2583. Extra Deck Monster
  2584.  
  2585. PMM - Drinking Bird
  2586. Machine/WATER/Xyz
  2587. Rank 4
  2588. 2 Level 4 Machine monsters
  2589. (Quick Effect): You can detach 1 material from this card; this card gains 100 ATK and DEF for each card in the GYs until the end of the next turn. You take no battle damage from battles involving this card while it has no material. If this card is destroyed by battle or card effect: You can add 1 “PMM” card from your Deck to your hand. You can only use this effect of “PMM - Drinking Bird” once per turn.
  2590. 0/0
  2591.  
  2592. PMM - Capillary Bowl
  2593. Machine/WATER/Xyz
  2594. Rank 5
  2595. 2 Level 5 Machine monsters
  2596. When this card is Xyz Summoned: You can target 1 “PMM” card in your GY; add it to your hand. Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster your opponent controls and 1 Machine monster you control; switch the ATK and DEF of the first target with the second target until the end of this turn. If this card is destroyed by battle or card effect: You can target 1 Machine monster in your GY, except “PMM - Capillary Bowl”; Special Summon that target. You can only use this effect of “PMM - Capillary Bowl” once per turn.
  2597. 2000/1500
  2598.  
  2599. Spells/Traps:
  2600.  
  2601. PMM - Flow
  2602. Normal Spell
  2603. Special Summon 1 “PMM” monster from your hand and increase its Level 1. Once per turn, during the End Phase, if this card was sent to your GY this turn: You can target 1 other “PMM” card in your GY; place it on top of your Deck, then place this card on top of your Deck.
  2604.  
  2605. PMM - Waterworks
  2606. Continuous Spell
  2607. Once per turn, if a “PMM” monster you control inflicts battle damage to your opponent: You can draw 1 card. Once per turn, if a “PMM” monster(s) you control is destroyed by battle or card effect and sent to the GY: You can target 1 of those monsters in your GY; add it to your hand.
  2608.  
  2609. PMM - Fuel
  2610. Normal Trap
  2611. Target 1 Machine Xyz Monster you control; attach this card to that target as a material, then if that target had no materials when this card was activated, you can destroy 1 Spell/Trap on the field.
  2612.  
  2613. PMM - Infinite Cycle
  2614. Continuous Trap
  2615. When this card is activated: You can target 1 “PMM” monster in your GY; Special Summon it in Defense Position. If a “PMM” monster(s) you control would be destroyed by battle or card effect, you can destroy the same number of “PMM” monsters in your hand instead.
  2616.  
  2617. TABOOM ARCHETYPE (14/14):
  2618.  
  2619. Taboom is an Archetype of Zombie monsters with various Levels and Attributes. They focus on having as many copies of the same card in your GY and destroying themselves to Special Summon another monster from your Deck, Yang Zing-style, but with 1 Level higher than that monster had. Their main playstyle resolves around using Taboom Church, which increases the Level of the monster in the GY for each copy there is in the GY, so you can more easily get the higher Level monsters out, and ultimately get out Manticore. Also have Wendigo, a Synchro Monster, but that is not their main strategy. Many of their cards also get bonuses from having Taboom Church out as well, and having 3 copies of the same card in the GY.
  2620.  
  2621. Their name is a portmanteau of Taboo and Kaboom, referring to the occult theme and them focusing around destroying themselves. Originally I meant for them to be named Taboo only, having the pun of "boo" being that they were based around scaring, though Taboo is a common word, so to make it stand out, and due to the theme of the Archetype, it makes more sense with Taboom.
  2622.  
  2623. Main Deck Monsters:
  2624.  
  2625. Taboom Puca
  2626. Zombie/DARK/Tuner
  2627. Level 1
  2628. You can discard this card; add 1 "Taboom Church" from your Deck or GY to your hand. When this card is Normal or Special Summoned: You can target 1 "Taboom" monster in your GY; this card's Attribute and Level becomes target's Attribute and Level. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Puca" once per turn.
  2629. 0/0
  2630.  
  2631. Taboom Zombie
  2632. Zombie/DARK
  2633. Level 2
  2634. When this card is Normal or Special Summoned: You can target 1 "Taboom" card in your GY; shuffle it into your Deck, and if you do, send 1 "Taboom" card with a different name from your Deck to your GY. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Zombie" once per turn.
  2635. 400/1900
  2636.  
  2637. Taboom Kappa
  2638. Zombie/WATER
  2639. Level 3
  2640. When this card is Normal or Special Summoned: You can send 1 "Taboom" card from your Deck to the GY, then if there are 3 copies of that card your GY, you can draw 1 card. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Kappa" once per turn.
  2641. 1500/1500
  2642.  
  2643. Taboom Garuda
  2644. Zombie/FIRE
  2645. Level 4
  2646. You can discard 1 card; add 1 "Taboom" Spell/Trap from your Deck to your hand, or if you control "Taboom Church", you can add 1 "Taboom" monster instead. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Garuda" once per turn.
  2647. 1800/0
  2648.  
  2649. Taboom Basilisk
  2650. Zombie/WIND
  2651. Level 5
  2652. You can shuffle 1 other "Taboom Basilisk" from your GY into your Deck; Special Summon this card from your GY. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Basilisk" per turn.
  2653. 2000/0
  2654.  
  2655. Taboom Kelpie
  2656. Zombie/LIGHT
  2657. Level 6
  2658. You can target 1 "Taboom" card you control; destroy that target, and if you do, Special Summon this card from your hand. When this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your Deck whose Level is 1 higher than this card in the GY. You can only use each effect of "Taboom Kelpie" per turn.
  2659. 1400/2200
  2660.  
  2661. Taboom Manticore
  2662. Zombie/EARTH
  2663. Level 7
  2664. Gains 200 ATK and DEF for each 3 copies of a "Taboom" card in your GY. The activation and effects of "Taboom" Spell/Trap Cards you control cannot be negated, also they cannot be targeted by your opponent's card effects. Once per turn: You can target any number of "Taboom" cards in your GY with the same name (min. 2); shuffle them into the Deck, then send "Taboom" cards from your Deck to your GY with with a different name from that target equal to the number of cards shuffled into your Deck.
  2665. 2500/2500
  2666.  
  2667. Extra Deck Monsters:
  2668.  
  2669. Taboom Wendigo
  2670. Zombie/DARK/Synchro
  2671. Level 8
  2672. 1 Tuner + 1+ non-Tuner Zombie monsters with different Attributes
  2673. When this card is Synchro Summoned: You can send any number of copies of monsters from your hand or Deck to the GY with the same names as the Synchro Material used for this card's Synchro Summon. (Quick Effect): You can banish 3 copies of the same "Taboom" card from your GY; destroy all monsters your opponent control. When this Synchro Summoned card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Taboom" monster from your hand or Deck, then if there are 2 copies of that monster in your GY, you can Special Summon those from your GY, but they have their effects negated, also they cannot attack. You can only use each effect of "Taboom Wendigo" per turn.
  2674. 2600/2100
  2675.  
  2676. Spells/Traps:
  2677.  
  2678. Taboom Church
  2679. Field Spell
  2680. Increase the Level of all "Taboom" monsters in your GY by the number of cards in the GY with the same name as it. Once per turn, if there are 3 copies of the same "Taboom" card in your GY: You can target 1 of those cards; add it to your hand. If this card is sent from the field to the GY: You can add 1 "Taboom" card from your Deck to your hand, except "Taboom Church". You can only use this effect of "Taboom Church" once per turn.
  2681.  
  2682. Taboom Seance
  2683. Normal Spell
  2684. Target 3 "Taboom" cards in your GY, except "Taboom Seance"; shuffle them into your Deck, then draw 1 card, or if you shuffled 3 cards with the same name into the Deck, you can add 1 "Taboom" card from your Deck to your hand instead. If you control "Taboom Church", you draw 2 cards instead. You can only activate 1 "Taboom Seance" per turn.
  2685.  
  2686. Taboom Resurrection
  2687. Equip Spell
  2688. Activate this card by targeting 1 "Taboom" monster in your GY with the lowest Level (your choice if tied); Special Summon that target and equip it with this card. It cannot be targeted by your opponent's card effects, also your must attack it, if able. If you control "Taboom Church", you can target any "Taboom" monster, regardless of Level. If this card leaves the field, destroy the equipped monster. You can only activate 1 "Taboom Resurrection" per turn.
  2689.  
  2690. Taboom Apparition
  2691. Quick-Play Spell
  2692. Special Summon 1 "Taboom" monster from your hand, but it is destroyed during the End Phase. If you control "Taboom Church", you can Special Summon from your Deck instead. You can only activate 1 "Taboom Apparition" per turn.
  2693.  
  2694. Taboom Exorcism
  2695. Normal Trap
  2696. Target 1 "Taboom" monster you control; this turn, if it is destroyed by battle or card effect, you can Special Summon 1 "Taboom" monster from your Deck whose Level is less than that target's Level in the GY. If you control "Taboom Church", you can activate this card from your hand. You can only activate 1 "Taboom Exorcism" per turn.
  2697.  
  2698. Taboom Ritual
  2699. Continuous Trap
  2700. Once per turn: You can target 1 "Taboom" card you control; send 1 "Taboom" card from your hand or Deck with the same name as that target, and if you do, destroy that target. If you control "Taboom Church", you can send 1 additional copy to the GY. If "Taboom Church" is in your GY, during your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add 1 "Taboom Church" from your GY to your hand.
  2701.  
  2702. CYMURAI ARCHETYPE (16/16):
  2703.  
  2704. Cymurai is an Archetype of Cyberse/DARK monsters with various Levels. They focus on gaining ATK or DEF to "unlock" various effects. They also have a focus on battling, and most having an effect that activates at the end of the Damage Step, and also have Xyz Monsters. Their playstyle revolves around battling, then Xyz Summoning using their Field Spell. They are designed to work both with and without Link Monsters, as seen in their Level 4s, which have effects that is supported by using Link Monsters, or simply Tribute Summoning or using effects to send them to the GY. Their name is a portmanteau of Cyberse and Samurai, and they are based on real life samurai as well as their tools and techniques etc. and computer relating things as well.
  2705.  
  2706. Main Deck Monsters:
  2707.  
  2708. Cymurai Takahisa
  2709. Cyberse/DARK
  2710. Level 4
  2711. If this card gained ATK or DEF this turn, until the end of this turn, it cannot be destroyed by battle. At the end of the Damage Step, if this card battled: You can target 1 "Cymurai" monster you control; until the end of the next turn, increase its Level by 1, also it gains 500 ATK and DEF. If this card is sent from the field to the GY: You can add 1 "Cymurai" monster from your Deck to your hand, except "Cymurai Takahisa". You can only use this effect of "Cymurai Takahisa" once per turn.
  2712. 1500/1500
  2713.  
  2714. Cymurai Hajime
  2715. Cyberse/DARK
  2716. Level 4
  2717. Once per turn, if this card gains ATK or DEF: You can target 1 other "Cymurai" monster you control; it gains 500 ATK and DEF until the end of this turn. Can attack directly, but any battle damage your opponent takes is halved. If this card is sent from the field to the GY: You can add 1 "Cymurai" Spell/Trap from your Deck to your hand. You can only use this effect of "Cymurai Hajime" once per turn.
  2718. 1800/500
  2719.  
  2720. Cymurai Yukimura
  2721. Cyberse/DARK
  2722. Level 4
  2723. Once per turn, at the end of the Damage Step, if this card battled: You can target 1 "Cymurai" monster in your GY, except "Cymurai Yukimura"; Special Summon that target. If this card gains ATK or DEF: Increase its Level by 1 until the end of the next turn. If this card is sent from the field to the GY: You can excavate the top 3 cards of your Deck, add any excavated "Cymurai" cards to your hand, also after that, place the rest on top of your Deck in any order. You can only use this effect of "Cymurai Yukimura" once per turn.
  2724. 1600/1000
  2725.  
  2726. Cymurai Gozen
  2727. Cyberse/DARK
  2728. Level 5
  2729. During your opponent's Battle Phase, if you control a "Cymurai" monster: You can Special Summon this card from your hand in Defense Position. You can only use this effect of "Cymurai Gozen" once per turn. If this card gained ATK or DEF this turn, until the end of this turn, if a "Cymurai" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
  2730. 1300/2500
  2731.  
  2732. Cymurai Musashi
  2733. Cyberse/DARK
  2734. Level 5
  2735. You can Special Summon this card (from your hand) by sending 1 "Cymurai" card from your hand or field to the GY, except "Cymurai Musashi". If this card gained ATK or DEF this turn, it can make a second attack during each Battle Phase this this turn. Once per turn, at the end of the Damage Step, if this card battled: You can draw 1 card.
  2736. 2000/1900
  2737.  
  2738. Cymurai Yoshitsune
  2739. Cyberse/DARK
  2740. Level 6
  2741. You can Normal Summon this card without Tributing, but its ATK becomes 1700 and its Level becomes 5. Once per turn, if this card gained ATK or DEF this turn, if this card battled, at the end of the Damage Step: You can Special Summon 1 "Cymurai" monster from your Deck, except "Cymurai Yoshitsune".
  2742. 2300/1600
  2743.  
  2744. Cymurai Nobunaga
  2745. Cyberse/DARK
  2746. Level 6
  2747. If you control a "Cymurai" monster, you can Special Summon this card (from your hand), but its ATK and DEF become halved. You can only Special Summon "Cymurai Nobunaga" once per turn this way. At the end of the Damage Step, if this card gained ATK or DEF this turn, if this card battled: You can declare a Level between 4 to 6; the Levels of all "Cymurai" monsters you currently control become the declared Level until the end of the next turn.
  2748. 2200/2200
  2749.  
  2750. Extra Deck Monsters:
  2751.  
  2752. Cymurai Hanzo
  2753. Cyberse/DARK
  2754. Rank 5
  2755. 2 Level 5 "Cymurai" monsters
  2756. When this card is Xyz Summoned: You can Set 1 "Cymurai" Spell/Trap directly from your Deck. While this card is on the field, that card can be activated the turn it was Set. Once per turn, if this card gain ATK or DEF this turn, if this card battled, at the end of the Damage Step: You can attach 1 other monster on the field to this card as material. If this card would be destroyed by battle or card effect, you can detach 1 material instead.
  2757. 2400/2000
  2758.  
  2759. Cymurai Kenshin
  2760. Cyberse/DARK
  2761. Rank 6
  2762. 2 Level 6 "Cymurai" monsters
  2763. If this card gained ATK or DEF this turn, when your opponent activates a card or effect (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card. During your End Phase: You can inflict damage to your opponent equal to the number of attacks "Cymurai" monsters you controlled performed this turn x 300. If this card would be destroyed by battle or card effect, you can detach 1 material instead.
  2764. 2700/2300
  2765.  
  2766. Spells/Traps:
  2767.  
  2768. Virtual Training Ground of the Cymurai
  2769. Field Spell
  2770. If a "Cymurai" monster(s) is Normal or Special Summoned: That monster(s) gains 500 ATK and DEF until the end of this turn. Once per turn, at the end of the Damage Step, if a "Cymurai" monster you control battled: You can Special Summon 1 "Cymurai" monster from your hand. Once per turn, during the Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Xyz Summon 1 Xyz Monster, using only "Cymurai" monsters you control as materials.
  2771.  
  2772. Cymurai Horo Firewall
  2773. Quick-Play Spell
  2774. Target 1 "Cymurai" monster you control; it gains 1000 DEF, also the first time an opponent's card effect targets it resolves, negate that effect, also if you control "Virtual Training Ground of the Cymurai", you can Set this card instead of sending it to the GY. You can only activate 1 "Cymurai Horo Firewall" per turn.
  2775.  
  2776. Cymurai Katana Deletion
  2777. Continuous Spell
  2778. Once per turn: You can Tribute 1 "Cymurai" monster; Special Summon 1 "Cymurai" monster from your hand or Deck with a different name. If a "Cymurai" monster you control battles, at the start of the Damage Step, once per battle: You can pay 800 LP; until the end of the Damage Step, make it lose DEF equal to its ATK, and if it does, it gains ATK equal to the DEF lost.
  2779.  
  2780. Cymurai Tessen Folder
  2781. Equip Spell
  2782. Equip only to a "Cymurai" monster. It gains 500 ATK and DEF, also once per turn, if it would be destroyed by battle or card effect, it is not destroyed. Once per turn, at the end of the Damage Step, if the equipped monster battled: You can draw 2 cards, then discard 1 card. If this card is sent to the GY: You can target 1 "Cymurai" Xyz Monster you control; attach this card to that target as material. You can only use this effect of "Cymurai Tessen Folder" once per turn.
  2783.  
  2784. Cymurai Nukitsuke Bypass
  2785. Normal Spell
  2786. Special Summon 1 "Cymurai" from your hand, and if you do, it gains 700 ATK until the end of this turn. If this card is in your GY: You can send 1 "Cymurai" card from your hand or field to the GY, except "Cymurai Nukitsuke Bypass"; add this card from your GY to your hand. You can only activate 1 "Cymurai Nukitsuke Bypass" per turn.
  2787.  
  2788. Cymurai Kasa Incognito
  2789. Continuous Trap
  2790. When this card is activated: All "Cymurai" monsters you control gain 300 ATK and DEF, also increase their Level by 1. Once per turn: You can send 1 other "Cymurai" card from your hand or field to the GY; this turn, you can Normal Summon "Cymurai" monsters without Tributing. During your Main Phase, you can Normal Summon 1 "Cymurai" monster in addition to your Normal Summon/Set (You can only gain this effect once per turn.)
  2791.  
  2792. Cymurai Shogun Administrator
  2793. Normal Trap
  2794. Target 1 "Cymurai" monster you control; that target gains 800 ATK and change its battle position, and if it attacks a Defense Position monster this turn, inflict piercing battle damage. If this card is in your GY: You can banish 1 other "Cymurai" card from your hand or GY; Special Summon this card from your GY as an Effect Monster (Cyberse/DARK/Level 5/ATK 1900/DEF 2100). (This card is NOT a Trap.) If Summoned this way (Quick Effect): You can target 1 other "Cymurai" monster you control; until the end of this turn, it gains 800 ATK and DEF, also your opponent must attack that target, if able, and cannot target other monsters you control for attacks, except that target. You can only use each effect of "Cymurai Shogun Administrator" once per turn.
  2795.  
  2796. ORIGAMI ARCHETYPE (19/19):
  2797.  
  2798. Origami is an Archetype of Spellcaster monsters with different Attributes and Levels. They focus on making their monsters into Continuous Spells for various purposes, and also have monsters for each Extra Deck monster type. Each monster has an effect that places an Origami monster from your hand into your Spell & Trap Zone as a Continuous Spell in the same column as them, one that activates when sent to the GY and one that allows them to be Special Summoned from your Spell & Trap Zone, if they are Continuous Spells. The Extra Deck monsters also focus on effects relating to columns they are NOT in. They are all based on real cards, and have vaguely similar effects, as reference to making Origami out of them, with the Level, Attribute and ATK/DEF being the same, but the type being changed to Spellcaster for all monsters.
  2799.  
  2800. Main Deck Monsters:
  2801.  
  2802. Veiler Origami
  2803. Spellcaster/LIGHT/Tuner
  2804. Level 1
  2805. When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can target 1 face-up card on the field; it has its effects until the end of this turn. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Veiler Origami" once per turn.
  2806. 0/0
  2807.  
  2808. Sangan Origami
  2809. Spellcaster/DARK
  2810. Level 3
  2811. When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can add 1 "Origami" card from your Deck to your hand, except "Sangan Origami". If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Sangan Origami" once per turn.
  2812. 1000/600
  2813.  
  2814. Mezuki Origami
  2815. Spellcaster/EARTH
  2816. Level 4
  2817. When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can target 1 Level 4 or lower "Origami" monster in your GY, except "Mezuki Origami"; Special Summon that target, but banish it when it leaves the field. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Mezuki Origami" once per turn.
  2818. 1700/600
  2819.  
  2820. Shark Origami
  2821. Spellcaster/WATER
  2822. Level 4
  2823. When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can target 1 "Origami" monster in your Spell & Trap Zone that is treated as a Continuous Spell; Special Summon it, and if you do, its Level becomes 4 (if any). If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Shark Origami" once per turn.
  2824. 1500/1300
  2825.  
  2826. Honest Origami
  2827. Spellcaster/LIGHT
  2828. Level 4
  2829. When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can target 1 face-up monster on the field; halve its ATK and DEF until the end of this turn. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Honest Origami" once per turn.
  2830. 1000/1900
  2831.  
  2832. Monk Origami
  2833. Spellcaster/DARK
  2834. Level 4
  2835. When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can place 1 "Origami" monster from your Deck in your Spell & Trap Zone as a Continuous Spell, except "Monk Origami". If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Monk Origami" once per turn.
  2836. 800/1600
  2837.  
  2838. Dragon Origami
  2839. Spellcaster/LIGHT
  2840. Level 5
  2841. If you control no monsters in your Main Monster Zone, you can Special Summon this card (from your hand), but its Level becomes 4 and its ATK becomes 1600. When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can Special Summon 1 "Origami" monster from your hand, except "Dragon Origami". If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Dragon Origami" once per turn.
  2842. 2100/1600
  2843.  
  2844. Simorgh Origami
  2845. Spellcaster/DARK
  2846. Level 7
  2847. You can Special Summon this card (from your hand) by sending 2 "Origami" cards you control to the GY, and if you do, it becomes a WIND monster. When this card is Normal or Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. If this card is sent to the GY: You can send 2 "Origami" cards you control to the GY; Special Summon this card from your GY, and if you do, it becomes a WIND monster. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Simorgh Origami" once per turn.
  2848. 2700/1000
  2849.  
  2850. Extra Deck Monsters:
  2851.  
  2852. Spider Origami
  2853. Spellcaster/EARTH/Link
  2854. Link Arrows: Bottom
  2855. 1 "Origami" monster, except "Spider Origami"
  2856. When this card is Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. During your Main Phase: You can Special Summon 1 "Origami" monster from your hand, except in this card's column. If this card is sent to the GY: You can place this card in your Spell & Trap Zone as a Continuous Spell. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Spider Origami" once per turn.
  2857. 1000/LINK-1
  2858.  
  2859. Chidori Origami
  2860. Spellcaster/WIND/Xyz
  2861. Rank 4
  2862. 2 Level 4 "Origami" monsters
  2863. When this card is Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. You can detach 1 material from this card, then target 1 card on the field that is not in this card's column; destroy that target. If this card is sent to the GY: You can target up to 2 "Origami" cards in your Spell & Trap Zone; Special Summon this card from your GY, and if you do, attach that target(s) to this card as material. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Chidori Origami" once per turn.
  2864. 1900/1600
  2865.  
  2866. Master Origami
  2867. Spellcaster/LIGHT/Xyz
  2868. Rank 4
  2869. 3 Level 4 "Origami" monsters
  2870. When this card is Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. (Quick Effect): You can detach 1 material from this card, then choose 1 column, except for this card's column; until the end of your opponent's next turn, cards your opponent control in that column cannot be activated, also negate their effects. If this card is sent to the GY: You can target up to 3 "Origami" cards in your Spell & Trap Zone; Special Summon this card from your GY, and if you do, attach that target(s) to this card as material. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Master Origami" once per turn.
  2871. 2300/1600
  2872.  
  2873. Catastor Origami
  2874. Spellcaster/DARK/Synchro
  2875. Level 5
  2876. 1 Tuner + 1+ non-Tuner "Origami" monsters
  2877. When this card is Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. At the start of the Damage Step, if this card battles a monster that is not in this card's column: Destroy that monster. If this card is sent to the GY: You can target up to 2 other "Origami" monster in your GY; place them in your Spell & Trap Zone as Continuous Spells. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Catastor Origami" once per turn.
  2878. 2200/1200
  2879.  
  2880. Crimson Origami
  2881. Spellcaster/FIRE/Synchro
  2882. Level 8
  2883. 1 Tuner + 1+ non-Tuner "Origami" monsters
  2884. When this card is Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. When this card destroys an opponent's monster by battle that is not in this card's column: You can Special Summon 1 "Origami" monster from your hand or Deck, but it is placed in the Spell & Trap Zone as a Continuous Spell during the End Phase. If this card is sent to the GY: You can send 2 "Origami" cards you control to the GY; Special Summon this card from your GY. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Crimson Origami" once per turn.
  2885. 2800/2600
  2886.  
  2887. Warrior Origami
  2888. Spellcaster/EARTH/Fusion
  2889. Level 7
  2890. 3 "Origami" monsters with different Attributes OR 2 "Origami" monsters with different Attributes, including 1 "Origami" Fusion, Synchro, Xyz or Link Monster
  2891. Must first be Special Summoned (from your Extra Deck) by sending the above monsters you control to the GY. When this card is Special Summoned: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell in this card's column. When your opponent Summons a monster(s) in a column that is not this card's column: You can destroy that monster(s), and if you do, your opponent cannot Summon monsters to that column for the rest of this turn. If this card is sent to the GY: You can destroy all cards in both players' Spell & Trap Zone. If you control no monsters and this card is treated as a Continuous Spell: You can Special Summon this card from your Spell & Trap Zone. You can only use each effect of "Warrior Origami" once per turn.
  2892. 2350/2300
  2893.  
  2894. Spells/Traps:
  2895.  
  2896. The Grand Origami Tower
  2897. Field Spell
  2898. Once per turn, during the Standby Phase: You can target 1 "Origami" monster in your GY; place it in your Spell & Trap Zone as a Continuous Spell, but it is sent to the GY during the End Phase. Once per turn: You can place 1 "Origami" monster from your hand in your Spell & Trap Zone as a Continuous Spell. Once per turn, if a "Origami" monster is sent from your Spell & Trap Zone to the GY: You can draw 1 card.
  2899.  
  2900. Origami Pot
  2901. Normal Spell
  2902. Send 1 "Origami" card from your hand or field to the GY; send 1 "Origami" monster from your Deck to your GY, then draw 2 cards. You can only activate 1 "Origami Pot" per turn.
  2903.  
  2904. Origami Castle
  2905. Continuous Spell
  2906. All "Origami" monsters you control gain 300 ATK and DEF for each "Origami" card in your Spell & Trap Zone. Once per turn: You can target 1 "Origami" monster in your Extra Monster Zone; place it in your Spell & Trap Zone as a Continuous Spell. Once per turn: You can send 1 other "Origami" card you control to the GY; this turn, you can Normal Summon 1 "Origami" monster in addition to your Normal Summon/Set (you can only gain this effect once per turn)
  2907.  
  2908. Origami Typhoon
  2909. Quick-Play Spell
  2910. Target 1 face-up Spell/Trap on the field; destroy it, then place 1 "Origami" monster from your hand or Deck in your Spell & Trap Zone as a Continuous Spell. If you control an "Origami" Fusion, Synchro, Xyz or Link Monster, you can Set this card instead of sending it to the GY. You can only activate 1 "Origami Typhoon" per turn.
  2911.  
  2912. Origami Ring
  2913. Normal Trap
  2914. Target 1 "Origami" monster you control; place it in your Spell & Trap Zone in that card's column as a Continuous Spell, then you can destroy 1 monster on the field that is not in the same column as this card, and if you do, both players take damage equal to half its ATK. You can only activate 1 "Origami Ring" per turn.
  2915.  
  2916. TALON ARCHETYPE (15/15):
  2917.  
  2918. Talon is an Archetype of Winged Beast/EARTH monsters with various Levels. They focus on Link Summoning and always having a monster Special Summoned, which they do by refreshing their Link Monsters Special Summon status by returning it to the Extra Deck and Special Summoning back their monsters in the GY, which you can then use during your next turn for a Link Summon. Each monster can be Special Summoned if the only monsters you control were monsters that were Special Summoned this turn, though you can't use it as a material for other than Talon Link Monsters. They are based on birds, and Talon is a word for the claw of a bird, the reason for them being EARTH is that they are meant to be regular birds, rather than fantasy-like.
  2919.  
  2920. Main Deck Monsters:
  2921.  
  2922. Talon Starling
  2923. Winged Beast/EARTH
  2924. Level 3
  2925. If you control no monsters in your Main Monster Zone, you can Special Summon this card (from your hand). You can Special Summon this card (from your hand) if the only monsters you control were monsters that were Special Summoned this turn, but it cannot be used as material for a Summon, except for the Link Summon of a "Talon" monster. You can only Special Summon "Talon Starling" once per turn this way.
  2926. 1000/1500
  2927.  
  2928. Talon Sparrow
  2929. Winged Beast/EARTH
  2930. Level 3
  2931. You can Special Summon this card (from your hand) if the only monsters you control were monsters that were Special Summoned this turn, but it cannot be used as material for a Summon, except for the Link Summon of a "Talon" monster. You can only Special Summon "Talon Sparrow" once per turn this way. When this card is Normal Summoned, destroyed by battle or sent from the hand to the GY: You can Special Summon 1 Level 4 or lower "Talon" monster from your hand in Defense Position. You can only use this effect of "Talon Sparrow" once per turn.
  2932. 1400/1100
  2933.  
  2934. Talon Hawk
  2935. Winged Beast/EARTH
  2936. Level 4
  2937. You can Special Summon this card (from your hand) if the only monsters you control were monsters that were Special Summoned this turn, but it cannot be used as material for a Summon, except for the Link Summon of a "Talon" monster. You can only Special Summon "Talon Hawk" once per turn this way. If this card is sent to the GY: You can add 1 "Talon" Spell/Trap from your Deck to your hand. You can only use this effect of "Talon Hawk" once per turn.
  2938. 1800/500
  2939.  
  2940. Talon Strix
  2941. Winged Beast/EARTH
  2942. Level 4
  2943. You can Special Summon this card (from your hand) if the only monsters you control were monsters that were Special Summoned this turn, but it cannot be used as material for a Summon, except for the Link Summon of a "Talon" monster. You can only Special Summon "Talon Strix" once per turn this way. You can target 1 "Talon" monster you control, except "Talon Strix"; return it to the hand, and if you do, Special Summon this card from your hand. You can only use this effect of "Talon Strix" once per turn.
  2944. 1600/1300
  2945.  
  2946. Talon Harrier
  2947. Winged Beast/EARTH
  2948. Level 5
  2949. You can Special Summon this card (from your hand) if the only monsters you control were monsters that were Special Summoned this turn, but it cannot be used as material for a Summon, except for the Link Summon of a "Talon" monster. You can only Special Summon "Talon Harrier" once per turn this way. When this card is Normal Summoned: You can target 1 "Talon" card in your GY, except "Talon Harrier"; add it to your hand. If this card is in your GY: You can banish this card from your GY; this turn, all "Talon" monsters you currently control are treated as being Special Summoned during the turn player's turn.
  2950. 1900/1500
  2951.  
  2952. Talon Vulture
  2953. Winged Beast/EARTH
  2954. Level 6
  2955. You can Special Summon this card (from your hand) by discarding 1 other "Talon" card. You can Special Summon this card (from your hand) if the only monsters you control were monsters that were Special Summoned this turn, but it cannot be used as material for a Summon, except for the Link Summon of a "Talon" monster. You can only Special Summon "Talon Vulture" once per turn this way. If this card is sent from the field to the GY for the Link Summon of a "Talon" monster: You can add 1 Winged Beast monster from your Deck or GY to your hand, except "Talon Vulture". You can only use this effect of "Talon Vulture" once per turn.
  2956. 1700/2000
  2957.  
  2958. Extra Deck Monsters:
  2959.  
  2960. Talon Falcon
  2961. Winged Beast/EARTH/Link
  2962. Link Arrows: Bottom Left, Bottom Right
  2963. 2 Winged Beast monsters with different names
  2964. Once per opponent's turn (Quick Effect): You can return this Link Summoned card you control to the Extra Deck, then target up to 2 Winged Beast monsters in your GY with different names; Special Summon them in Defense Positions, but they have their effects negated, also their ATK and DEF become 0. Gains 200 ATK for each monster it points to, also if it points to 2 monsters, it can make up to two attacks on monsters your opponent controls during each Battle Phase.
  2965. 2000/LINK-2
  2966.  
  2967. Talon Eagle
  2968. Winged Beast/EARTH/Link
  2969. Link Arrows: Bottom, Bottom Left, Bottom Right
  2970. 2+ "Talon" monsters
  2971. Once per opponent's turn (Quick Effect): You can return this Link Summoned card you control to the Extra Deck, then target up to 3 Winged Beast monsters in your GY with different names; Special Summon them in Defense Positions, but they have their effects negated, also their ATK and DEF become 0. Gains 200 ATK for each monster it points to, also if this card points to 3 monsters, it can make up to three attacks on monsters your opponent controls during each Battle Phase.
  2972. 2400/LINK-3
  2973.  
  2974. Talon Condor
  2975. Winged Beast/EARTH/Link
  2976. Link Arrows: Bottom Left, Bottom Right, Left, Right
  2977. 2+ "Talon" monsters
  2978. Once per opponent's turn (Quick Effect): You can return this Link Summoned card you control to the Extra Deck, then target up to 4 Winged Beast monsters in your GY with different names; Special Summon them in Defense Positions, but they have their effects negated, also their ATK and DEF become 0. Monsters this card points to cannot be targeted or destroyed by your opponent's card effects or be destroyed by battle with an opponent's attacking monster, also while this card points to 2 monsters, it is unaffected by your opponent's card effects.
  2979. 3000/LINK-4
  2980.  
  2981. Spells/Traps:
  2982.  
  2983. Talon Airspace
  2984. Field Spell
  2985. When this card is activated, if you control no monsters in your Main Monster Zone: You can add 1 "Talon" monster from your Deck to your hand. Once per turn (Quick Effect): You can target 1 "Talon" monster in your GY; Special Summon that target, then discard 1 card. While the only monsters you control were monsters that were Special Summoned this turn Summoned this turn, your opponent cannot activate cards or effects during the Battle Phase.
  2986.  
  2987. Talon Riseup
  2988. Normal Spell
  2989. Target 1 "Talon" Link Monster in your GY; Special Summon it, then you can Special Summon up to 2 "Talon" monsters from your GY with different names, and if you do, immediately after this effect resolves, Link Summon 1 "Talon" Link Monster using those targets only as Link Material. You can only activate 1 "Talon Riseup" per turn.
  2990.  
  2991. Talon Sharpening
  2992. Equip Spell
  2993. Equip only to a Winged Beast monster. It gains 500 ATK and DEF, also it is always treated as being Special Summoned during the turn player's turn, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent from the field to the GY: You can discard 1 "Talon" card, then target 1 "Talon" monster you control; equip this card to that target.
  2994.  
  2995. Talon Breaking Point
  2996. Quick-Play Spell  
  2997. Target 1 "Talon" Link Monster you control; destroy that target, then Special Summon "Talon" monsters with different names from your hand or Deck equal to that target's Link Rating. If a "Talon" monster(s) you control would be destroyed, you can banish this card from your GY instead.
  2998.  
  2999. Talon Flock
  3000. Normal Trap Card
  3001. Special Summon 1 "Talon" monster from your Deck or GY to your zone a Link Monster points to, then if that Special Summoned monster is linked to a "Talon" Link Monster, you can Set this card instead of sending it to the GY. You can only activate 1 "Talon Flock" per turn.
  3002.  
  3003. Talon Eggnest
  3004. Continuous Trap
  3005. Once per turn, during the Standby Phase: You can Special Summon 1 "Talon Egg Token" (Winged Beast/EARTH/Level 1/ATK 0/DEF 0). If you control a "Talon" Link Monster, you can Special Summon 2 instead. If a "Talon" Link Monster(s) would be destroyed, you can destroy 1 "Talon Egg Token" instead.
  3006.  
  3007. AEONBREAKER ARCHETYPE (17/17):
  3008.  
  3009. Aeonbreaker is an Archetype of Psychic/EARTH monsters with various Levels. They focus on Ritual Summoning and using Equip Spells. The cards have various different kinds of effects, though most go hand in hand with other cards, and are focused around getting both Swordwielder and Shieldwielder on the board, as their effects combo with each other, and they can also create an attack lock using Mindsword and Mindshield.
  3010.  
  3011. This can be done by equipping both Mindpolisher and Mindsharpener, after discarding Mindforger, as they can be treated as an entire requirement, as the equips can re-equip themselves to the relevant monster, then using Projection's last effect to re-add Mindforger and itself back to the hand.
  3012.  
  3013. The name comes from the term Aeon, which means something roughly like an age or lifetime, and they are also based around smith and forging terms, which is in reference to them being Psychic, as them making their minds better. I wanted to make a Psychic Ritual Archetype, as they don't have one at the moment of writing this.
  3014.  
  3015. Non-Ritual Monsters:
  3016.  
  3017. Aeonbreaker Mindreinforcer
  3018. Psychic/EARTH/Tuner
  3019. Level 1
  3020. When this card is Normal Summoned: You can send 1 "Aeonbreaker" monster from your hand or Deck to your hand, and if you do, this card's Level becomes equal to that monster's Level. You can return 1 "Aeonbreaker" monster you control to the hand; add this card from your GY to your hand. You can only use this effect of "Aeonbreaker Mindreinforcer" once per turn.
  3021. 500/500
  3022.  
  3023. Aeonbreaker Mindpolisher
  3024. Psychic/EARTH
  3025. Level 2
  3026. When this card is Normal Summoned: You can add 1 "Aeonbreaker" Spell from your Deck to your hand. While this card is equipped with an "Aeonbreaker" Equip Spell, if you Ritual Summon exactly 1 "Aeonbreaker" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement.
  3027. 1000/500
  3028.  
  3029. Aeonbreaker Mindsharpener
  3030. Psychic/EARTH
  3031. Level 2
  3032. When this card is Normal Summoned: You can add 1 "Aeonbreaker" monster from your Deck to your hand, except "Aeonbreaker Mindsharpener". While this card is equipped with an "Aeonbreaker" Equip Spell, if you Ritual Summon exactly 1 "Aeonbreaker" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement.
  3033. 500/1000
  3034.  
  3035. Aeonbreaker Mindsmith
  3036. Psychic/EARTH
  3037. Level 3
  3038. When this card is Normal Summoned: You can add 1 "Aeonbreaker" Equip Spell or non-Ritual Monster from your Deck to your hand, except "Aeonbreaker Mindsmith". If this card is Tributed by a card effect: You can add 1 "Aeonbreaker" Spell or Ritual Monster from your Deck to your hand. You can only use this effect of "Aeonbreaker Mindsmith" once per turn.
  3039. 1200/1200
  3040.  
  3041. Aeonbreaker Mindbinder
  3042. Psychic/EARTH
  3043. Level 3
  3044. When this card is Normal Summoned: You can target 1 Level 4 or lower "Aeonbreaker" monster in your GY, except "Aeonbreaker Mindbinder"; Special Summon it. If this card is Tributed by a card effect: You can target 1 "Aeonbreaker" card in your GY, except "Aeonbreaker Mindbinder"; add it to your hand. You can only use this effect of "Aeonbreaker Mindbinder" once per turn.
  3045. 1000/1300
  3046.  
  3047. Aeonbreaker Mindforger
  3048. Psychic/EARTH
  3049. Level 4
  3050. When this card is Normal Summoned: You can target 1 "Aeonbreaker" card in your GY, except "Aeonbreaker Mindforger"; add it to your hand. You can discard this card; you can Normal Summon 1 "Aeonbreaker" monster in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.)
  3051. 1500/1500
  3052.  
  3053. Aeonbreaker Mindworker
  3054. Psychic/EARTH
  3055. Level 4
  3056. When this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 Level 4 or lower "Aeonbreaker" monster from your hand, except "Aeonbreaker Mindworker". You can discard this card; increase the Levels of all "Aeonbreaker" monsters you control by 1. When you Ritual Summon an "Aeonbreaker" monster, you can banish this card from your GY as 1 of the monsters required for the Ritual Summon.
  3057. 1800/1400
  3058.  
  3059. Ritual Monsters:
  3060.  
  3061. Aeonbreaker Swordwielder
  3062. Psychic/EARTH/Ritual
  3063. Level 5
  3064. You can Ritual Summon this card with any "Aeonbreaker" Ritual Spell. If you control another "Aeonbreaker" Ritual Monster, this card can make a second attack during each Battle Phase. Once per turn, if this card is equipped with an "Aeonbreaker" Equip Spell, if this card inflicts battle damage to your opponent: You can draw 2 cards. If this card is equipped with "Aeonbreaker Mindsword", it is unaffected by your opponent's Spell/Trap effects.
  3065. 2000/1000
  3066.  
  3067. Aeonbreaker Shieldwielder
  3068. Psychic/EARTH/Ritual
  3069. Level 5
  3070. You can Ritual Summon this card with any "Aeonbreaker" Ritual Spell. Up to twice per turn, if you control another "Aeonbreaker" Ritual Monster, at the end of the Damage Step, if a Ritual Monster you control battled: You can target 1 card your opponent controls; destroy it. Once per turn, if this card is equipped with an "Aeonbreaker" Equip Spell (Quick Effect): You can target 1 monster on the field; change its battle position, then if it was flipped face-up, negate its effects. If this card is equipped with "Aeonbreaker Mindshield", it is unaffected by your opponent's monster effects.
  3071. 1000/2000
  3072.  
  3073. Aeonbreaker Armorwielder
  3074. Psychic/EARTH/Ritual
  3075. Level 7
  3076. You can Ritual Summon this card with any "Aeonbreaker" Ritual Spell. Once, while this card is face-up on the field, if you control no other monsters: You can target 1 "Aeonbreaker" monster in your GY; Special Summon it in Defense Position. Once per turn: You can target Set cards your opponent controls up the number of "Aeonbreaker" Equip Spells you control; destroy them. If this card is equipped with "Aeonbreaker Mindarmor", it is unaffected by your opponent's card effects that activate on the field and in the GY.
  3077. 2500/2500
  3078.  
  3079. Spells:
  3080.  
  3081. Aeonbreaker Mindfield
  3082. Field Spell
  3083. When this card is activated: You can excavate the top 5 cards of your Deck, add 1 excavated "Aeonbreaker" card to your hand, also shuffled the rest into the Deck. Increase the Levels of all monsters equipped with "Aeonbreaker" Equip Spells by 1 for each Equip Spell they are equipped with. While the combined Levels of all "Aeonbreaker" Ritual Monsters you control is 10 or higher, your opponent cannot Special Summon monsters for their hand, except Ritual Monsters, also all monsters they Special Summoned from the Extra Deck have their effects negated.
  3084.  
  3085. Aeonbreaker Mindsword
  3086. Equip Spell
  3087. Equip only to an "Aeonbreaker" monster. It gains ATK equal to its Level x 200, also if it attacks a Defense Position monster, inflict piercing battle damage. If this card is equipped to "Aeonbreaker Swordwielder", your opponent cannot target other monsters you control for attacks or effects, also this card cannot be destroyed by card effects. If this card is sent from the field to the GY because you Ritual Summoned "Aeonbreaker Swordwielder" using the equipped monster: You can target that Ritual Monster; equip this card from your GY to that target.
  3088.  
  3089. Aeonbreaker Mindshield
  3090. Equip Spell
  3091. Equip only to an "Aeonbreaker" monster. It gains DEF equal to its Level x 200, also the first time it would be destroyed by battle each turn, it is not. If this card is equipped to "Aeonbreaker Shieldwielder", your opponent cannot target other monsters you control for attacks or effects, also this card cannot be destroyed by card effects. If this card is sent from the field to the GY because you Ritual Summoned "Aeonbreaker Shieldwielder" using the equipped monster: You can target that Ritual Monster; equip this card from your GY to that target.
  3092.  
  3093. Aeonbreaker Mindarmor
  3094. Equip Spell
  3095. Equip only to an "Aeonbreaker" monster. It gains 500 ATK and DEF, also increase its Level by 2. If this card is equipped to "Aeonbreaker Armorwielder", your opponent cannot target other monsters you control for attacks or effects, also this card cannot be destroyed by card effects. If this card is sent from the field to the GY because you Ritual Summoned "Aeonbreaker Armorwielder" using the equipped monster: You can target that Ritual Monster; equip this card from your GY to that target.
  3096.  
  3097. Aeonbreaker Projection
  3098. Ritual Spell
  3099.  
  3100. This card can be used to Ritual Summon any "Aeonbreaker" Ritual Monster from your hand. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If this card and "Aeonbreaker Mindforger" is in your GY and the only monster(s) you control is a Ritual Monster(s) (min. 1): You can add this card and 1 "Aeonbreaker Mindforger" from your GY to your hand, also you cannot Summon monsters, except by Ritual Summon for the rest of this turn. You can only use this effect of "Aeonbreaker Projection" once per turn.
  3101.  
  3102. Aeonbreaker Mindmelting
  3103. Ritual Spell
  3104. This card can be used to Ritual Summon any "Aeonbreaker" Ritual Monster from your hand. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you control an "Aeonbreaker" Ritual Monster equipped with an "Aeonbreaker" Equip Spell, you can also send monsters from your Deck to your GY. You can only activate 1 "Aeonbreaker Mindmelting" per turn.
  3105.  
  3106. Aeonbreaker Reinforcement
  3107. Ritual Spell
  3108. This card can be used to Ritual Summon any "Aeonbreaker" Ritual Monster from your hand or GY. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. The Ritual Summoned monster gains 500 ATK and DEF.
  3109.  
  3110. KYORYU ARCHETYPE (13/13):
  3111.  
  3112. Kyoryu is an Archetype of Dinosaur monsters with different Levels and Attributes. They focus on Tribute Summoning and Counters, and also have a Synchro Monster. Each Level 5 and higher monsters has an effect that allows them to Tribute monsters in the hand for its Tribute Summon, which is one extra than normal for balance reasons, and all monsters have an effect that triggers if Tributed while in the hand. Along with that, they focus on Counters, and by using Land of the Kyoryu, you can get two monsters out without Tributing at all, and with Age of the Kyoryu you can Normal Summon them during the opponent's turn, so you can get a lot of monsters on the board. Kyoryu is the Japanese word for Dinosaur (according to Google)
  3113.  
  3114. Main Deck Monsters:
  3115.  
  3116. Mountain Kyoryu, Earth Berserker
  3117. Dinosaur/EARTH/Tuner
  3118. Level 4
  3119. Can be treated as 2 Tributes for the Tribute Summon of a Dinosaur monster while face-up on the field. If this card is Tributes while in the hand: You can Special Summon this card from your GY in Defense Position. You can only use this effect of "Mountain Kyoryu, Earth Berserker" once per turn.
  3120. 1500/2000
  3121.  
  3122. Flaming Kyoryu, Lava Walker
  3123. Dinosaur/FIRE
  3124. Level 5
  3125. You can Tribute Summon this card by Tributing 2 "Kyoryu" monsters in your hand or field with different Attributes. Once per turn: You can target 1 other "Kyoryu" card you control you can place a Kyoryu Counter on; place 1 Kyoryu Counter on that target. If this card is Tributed while in the hand: You can add 1 "Kyoryu" monster from your Deck to your hand, except "Flaming Kyoryu, Lava Walker". You can only use this effect of "Flaming Kyoryu, Lava Walker" once per turn.
  3126. 2000/1800
  3127.  
  3128. Thundering Kyoryu, Loud Lightning
  3129. Dinosaur/LIGHT
  3130. Level 5
  3131. You can Tribute Summon this card by Tributing 2 "Kyoryu" monsters in your hand or field with different Attributes. Once per turn: You can remove 1 Kyoryu Counter from your field, then target 1 "Kyoryu" card in your GY; add it to your hand. If this card is Tributed while in the hand: You can add 1 "Kyoryu" Spell/Trap from your Deck to your hand. You can only use this effect of "Thundering Kyoryu, Loud Lightning" once per turn.
  3132. 2200/1500
  3133.  
  3134. Tornado Kyoryu, Storm Starter
  3135. Dinosaur/WIND
  3136. Level 6
  3137. You can Tribute Summon this card by Tributing 2 "Kyoryu" monsters in your hand or field with different Attributes. If this card is Tribute Summoned: You can Special Summon 1 Dinosaur monster from your hand. If this card is Tributed while in the hand: You can Special Summon 1 "Kyoryu" monster from your hand. You can only use this effect of "Tornado Kyoryu, Storm Starter" once per turn.
  3138. 2400/1000
  3139.  
  3140. Tsunami Kyoryu, Wave Breaker
  3141. Dinosaur/WATER
  3142. Level 7
  3143. You can Tribute Summon this card by Tributing 3 "Kyoryu" monsters in your hand or field with different Attributes. If this card is Tribute Summoned: You can destroy all monsters your opponent controls. If this card was Tributed by using 3 "Kyoryu" monsters, your opponent cannot activate cards or effects in response to this effect's activation. If this card is Tributed while in the hand: You can target 1 "Kyoryu" card you control you can place a Kyoryu Counter on; place 2 Kyoryu Counters on that target. You can only use this effect of "Tsunami Kyoryu, Wave Breaker" once per turn.
  3144. 2500/2500
  3145.  
  3146. Doom Kyoryu, Devastation Crusher
  3147. Dinosaur/DARK
  3148. Level 8
  3149. You can Tribute Summon this card by Tributing 3 "Kyoryu" monsters in your hand or field with different Attributes. If this card is Tribute Summoned: You can destroy all Spells/Traps your opponent controls. If this card was Tributed by using 3 "Kyoryu" monsters, your opponent cannot activate cards or effects in response to this effect's activation. If this card is Tributed while in the hand: You can draw 2 cards, then discard 1 card. You can only use this effect of "Doom Kyoryu, Devastation Crusher" once per turn.
  3150. 2700/2000
  3151.  
  3152. Extra Deck Monsters:
  3153.  
  3154. Elemental Kyoryu, Final Fossilizer
  3155. Dinosaur/DARK/Synchro
  3156. Level 9
  3157. 1 Dinosaur Tuner + 1+ non-Tuner Dinosaur monsters
  3158. This card gains Attributes based on the Synchro Materials used for its Synchro Summon. Cannot be targeted or destroyed by your opponent's card effects while you control a Tribute Summoned Dinosaur monster. Once per turn (Quick Effect): You can Tribute 1 other Dinosaur monster in your hand or field; this card gains that monster's Attribute and 300 ATK and DEF. If this Synchro Summoned card is sent to the GY: You can add other Dinosaur monsters from your GY to your hand with different Attributes up to the number of Attributes this card had on the field.
  3159. 2700/2700
  3160.  
  3161. Spells/Traps:
  3162.  
  3163. Land of the Kyoryu
  3164. Field Spell
  3165. During your Main Phase, you can Normal Summon 1 "Kyoryu" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn). Once per turn: You can Tribute 1 "Kyoryu" monster in your hand or field; place 1 Kyoryu Counter on this card. You can remove Kyoryu Counters from your field to activate these effects.
  3166. ● 1 Counter: All "Kyoryu" monsters you control gain 500 ATK and DEF until the end of the next turn.
  3167. ● 2 Counters: Draw 1 card. You can only use this effect of "Land of the Kyoryu" up to twice per turn.
  3168. ● 3 Counters: Until the end of your next turn, you can Normal Summon Dinosaur monsters without Tributing.
  3169.  
  3170. Walk the Kyoryu
  3171. Normal Spell
  3172. If you control no monsters: Tribute 1 "Kyoryu" monster in your hand; Special Summon 1 "Kyoryu" monster from your hand or Deck, but it is destroyed during the End Phase. During your turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Kyoryu" card you can place a Kyoryu Counter on; place 1 Kyoryu Counter on that target.
  3173.  
  3174. Kyoryu Fossil
  3175. Equip Spell
  3176. Activate this card by targeting 1 "Kyoryu" monster in your GY; Special Summon it and equip it with this card. Its Level is lowered by the number of monsters you control or in your GY with the same name as as it. Once per turn, during the End Phase, remove 1 Kyoryu Counter from your field or destroy this card. If this card leaves the field, destroy the equipped monster. If this card is sent to the GY: You can remove 2 Kyoryu Counter from your field; add this card to your hand. You can only activate 1 "Kyoryu Fossil" per turn.
  3177.  
  3178. Elements of Kyoryu
  3179. Continuous Spell
  3180. Once per turn: You can shuffle 1 Dinosaur monster from your hand into your Deck, then add 1 "Kyoryu" monster with a different Attribute from your Deck to your hand. Each time a "Kyoryu" monster in your hand is Tributed, place 1 Kyoryu Counter on this card for each. If a "Kyoryu" monster(s) would be destroyed, you can remove 1 Kyoryu Counter from this card for each monster instead.
  3181.  
  3182. Age of the Kyoryu
  3183. Continuous Trap
  3184. When this card is activated: You can target 1 "Kyoryu" monster in your GY; Special Summon that target, but its ATK and DEF are halved. Each time a "Kyoryu" monster on your field is Tributed, place 1 Kyoryu Counter on this card for each. Once per opponent's turn: You can remove 2 Kyoryu Counters from your field; immediately after this effect resolves, Normal Summon 1 Dinosaur monster.
  3185.  
  3186. The Kyoryu Period
  3187. Continuous Trap
  3188. You can use other "Kyoryu" Spells/Traps you control or in your hand as Tributes for the Tribute Summon of a "Kyoryo" monster. Each time a "Kyoryu" Spell/Trap is Tributed, place 1 Kyoryu Counter on this card for each. Once per turn: You can remove 2 Kyoryu Counter from your field; add 1 "Kyoryu" monster from your Deck to your hand.
  3189.  
  3190. TERRORMITE ARCHETYPE (13/13):
  3191.  
  3192. Terrormite is an Archetype of Insect/DARK Level 1 monsters. They focus on Xyz Summoning and monster spam. Each monster has an effect that Special Summons them from the hand if you control less Terrormite monsters than your opponent controls monsters. The main strategy involves using Acarapis's effect to Special Summon 3 Macropalpis, which you can then use to attach 3 more materials to Demodex, which makes you able to use its last effect for massive destruction and damage. The fastest you can do this is by using Eriophyes to Special Summon Acarapis, and Tribute both it and Acarapis to Special Summon Macropalpis, then Xyz Summoned Demodex and then attach Erophyes and Acarapis. They are based on various mites and ticks, and concepts related to mites and ticks.
  3193.  
  3194. Main Deck Monsters:
  3195.  
  3196. Terrormite Cyclamen
  3197. Insect/DARK
  3198. Level 1
  3199. If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Cyclamen" once per turn this way. You can Tribute 1 "Terrormite" monster; add 1 "Terrormite" card from your Deck to your hand, except "Terrormite Cyclamen". You can only use this effect of "Terrormite Cyclamen" once per turn.
  3200. 0/0
  3201.  
  3202. Terrormite Acarapis
  3203. Insect/DARK
  3204. Level 1
  3205. If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Acarapis" once per turn this way. You can Tribute 2 "Terrormite" monsters; Special Summon 1 "Terrormite" monster from your hand, then you can Special Summon as many monsters with the same name as that monster from your Deck as possible, but if you Special Summon from your Deck, they have their effects negated and cannot attack. You can only use this effect of "Terrormite Acarapis" once per turn.
  3206. 100/100
  3207.  
  3208. Terrormite Macropalpis
  3209. Insect/DARK
  3210. Level 1
  3211. If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Macropalpis" once per turn this way. A DARK Xyz Monster that was Xyz Summoned using this card as material gains this effect:
  3212. ● If this card is Xyz Summoned: You can target 1 "Terrormite" monster in your GY; either add it to your hand, or attach it to this card as material.
  3213. 200/200
  3214.  
  3215. Terrormite Tetranychus
  3216. Insect/DARK
  3217. Level 1
  3218. If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Tetranychus" once per turn this way. If this card is sent from the field to the GY: You can add 1 "Terrormite" card from your Deck to your hand, except "Terrormite Tetranychus". You can only use this effect of "Terrormite Tetranychus" once per turn.
  3219. 300/300
  3220.  
  3221. Terrormite Panonychus
  3222. Insect/DARK
  3223. Level 1
  3224. If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Panoychus" once per turn this way. You can Tribute this card, then target 1 "Terrormite" monster in your GY, except "Terrormite Panonychus"; Special Summon that target. You can only use this effect of "Terrormite Panonychus" once per turn.
  3225. 400/400
  3226.  
  3227. Terrormite Eriophyes
  3228. Insect/DARK
  3229. Level 1
  3230. If you control less "Terrormite" monsters than your opponent controls monsters (min. 1), you can Special Summon this card (from your hand), but you cannot Special Summon monsters, except DARK monsters for the rest of this turn. You can only Special Summon "Terrormite Eriophyes" once per turn this way. When this card is Normal or Special Summoned: You can Special Summon 1 "Terrormite" monster from your hand, except "Terrormite Eriophyes". You cannot Special Summon monsters, except DARK monsters the turn you activate this effect. You can only use this effect of "Terrormite Eriophyes" once per turn.
  3231. 500/500
  3232.  
  3233. Extra Deck Monsters:
  3234.  
  3235. Terrormite Demodex
  3236. Insect/DARK/Xyz
  3237. Rank 1
  3238. 3 Level 1 "Terrormite" monsters
  3239. Once per turn (Quick Effect): You can detach 1 material from this card; this turn, if this card battles an opponent's monster, during damage calculation only, that monster loses 1000 ATK and DEF for each material attached to this card. You can detach 5 materials from this card; destroy all cards your opponent controls, and if you do, inflict 500 damage to your opponent for each card destroyed, also for the rest of this turn, other monsters you control cannot attack and your opponent takes no effect damage.
  3240. 1000/1000
  3241.  
  3242. Terrormite Trombicula
  3243. Insect/DARK/Xyz
  3244. Rank 1
  3245. 4 Level 1 "Terrormite" monsters
  3246. Once per turn: You can detach 1 material from this card; this card can attack directly this turn. (Quick Effect): You can detach 6 materials from this card; shuffle all cards in your opponent's hand into the Deck, then your opponent takes damage equal to the number of cards x 500, also for the rest of this turn, other monsters you control cannot attack and your opponent takes no further effect damage.
  3247. 1500/1500
  3248.  
  3249. Spells/Traps:
  3250.  
  3251. Terrormite Underground
  3252. Field Spell
  3253. When this card is activated: You can Special Summon 1 "Terrormite Token" (Insect/DARK/Level 1/ATK 0/ DEF 0) to your opponent's field in Defense Position. Once per turn (Quick Effect): You can target 1 DARK Xyz Monster you control; attach 1 other "Terrormite" monster from your hand or field to that target as a material. If a DARK Xyz Monster detaches a material(s) to activate its effect: It gains 300 ATK and DEF for each material detached.
  3254.  
  3255.  
  3256. Terrormite Infection
  3257. Normal Spell
  3258. If only your opponent controls a face-up monster: Special Summon up to 2 "Terrormite" monsters from your hand with different names, then if your opponent controls a monster that was Special Summoned from the Extra Deck, you can Special Summon 1 "Terrormite" monster from your Deck with a different name, but it has its effects negated and cannot attack. You cannot Special Summon monsters, except DARK monsters the turn you activate this card. You can only activate 1 "Terrormite Infection" per turn.
  3259.  
  3260. Terrormite Growth
  3261. Quick-Play Spell
  3262. Target 1 DARK Xyz Monster you control; double its original ATK and DEF, also if it has 3 or more materials attached, it cannot be destroyed by battle or card effects. These changes last until the end of this turn. During your Main Phase, if this card is in your GY: You can Tribute 1 "Terrormite" monster from your hand or field; add this card from your GY to your hand. You can only activate 1 "Terrormite Growth" per turn.  
  3263.  
  3264. Terrormite Retreat
  3265. Normal Trap
  3266. Target "Terrormite" monsters you control or in your GY up the number of face-up cards your opponent controls; shuffle them into the Deck, then if you shuffled 5 or more into the Deck, draw 2 cards. You can banish this card from your GY, then target 1 "Terrormite" Spell/Trap in your GY; either add it to your hand, or attach it to a DARK Xyz Monster you control as a material. You can only use each effect of "Terrormite Retreat" once per turn.
  3267.  
  3268. Terrormite Removal
  3269. Counter Trap
  3270. If you control a DARK Xyz Monster monster, when your opponent would Special Summon a monster(s) or a card or effect is activated that includes an effect that Special Summons a monster(s): Negate the Summon or activation, and if you do, destroy that card, then you can detach 1 material from a "Terrormite" Xyz Monster you control to Set this card face-down instead of sending it to the Graveyard. You can only activate 1 "Terrormite Removal" per turn.
  3271.  
  3272. SHADOWBEAST ARCHETYPE (13/13):
  3273.  
  3274. These are based on my Mask Monster concept, if you have not read how they work, check this link out: https://forum.yugiohcardmaker.net/topic/367339-mask-monsters-new-card-type-concept/
  3275.  
  3276. Shadowbeast is an Archetype of DARK monsters with various Types and Levels. They focus on Mask Monsters, Spell/Traps and a bit of top Deck manipulation. Each monster has two effects, one that they can activate while unmasked, and one that activates when they are unmasked, and if they are unmasked by a Spell/Trap effect, they gain 500 ATK and DEF as well. Their main strategy is about masking and unmasking themselves continuously, and using a combo of Shadowbeast Realm and Shadowbeast Hideout to protect themselves with. Shadowbeast refers to the theme of them hiding in the shadows, ready to attack, and they are based on various animals.
  3277.  
  3278. Monsters:
  3279.  
  3280. Shadowbeast Scorpion
  3281. Insect/DARK/Mask
  3282. Level 2
  3283. Once per turn: You can target 1 masked monster you control; draw 1 card, then place that target on top of your Deck. When this card is unmasked: You can target 1 "Shadowbeast" card in your GY; draw 1 card, then place that target on top of your Deck. You can only use this effect of "Shadowbeast Scorpion" once per turn.
  3284. 500/1400
  3285.  
  3286. Shadowbeast Snake
  3287. Reptile/DARK/Mask
  3288. Level 3
  3289. Once per turn: You can target 1 masked monster you control; unmask it. When this card is unmasked: You can look at the top 3 cards of your Deck, place them on the top of your Deck in any order, then draw 1 card, also if this card was unmasked by a Spell/Trap effect, it gains 500 ATK and DEF. You can only use this effect of "Shadowbeast Snake" once per turn.
  3290. 1000/1500  
  3291.  
  3292. Shadowbeast Spider
  3293. Insect/DARK/Mask
  3294. Level 3
  3295. Once per turn: You can target 1 "Shadowbeast" card in your GY; place it on top of your Deck. When this card is unmasked: You can target 1 "Shadowbeast" Spell/Trap in your GY; add it to your hand, also if this card was unmasked by a Spell/Trap effect, it gains 500 ATK and DEF. You can only use this effect of "Shadowbeast Spider" once per turn.
  3296. 1400/1100
  3297.  
  3298. Shadowbeast Wolf
  3299. Beast/DARK/Mask
  3300. Level 4
  3301. Once per turn: You can Special Summon 1 Level 4 or lower "Shadowbeast" monster from your hand and mask it. When this card is unmasked: You can target 1 masked monster you control; unmask it, also if this card was unmasked by a Spell/Trap effect, it gains 500 ATK and DEF. You can only use this effect of "Shadowbeast Wolf" once per turn.
  3302. 1500/1300
  3303.  
  3304. Shadowbeast Shark
  3305. Fish/DARK/Mask
  3306. Level 4
  3307. Once per turn: You can target 1 other "Shadowbeast" monster you control; mask it. When this card is unmasked: You can Special Summon 1 "Shadowbeast" monster from your hand, except "Shadowbeast Shark", also if this card was unmasked by a Spell/Trap effect, it gains 500 ATK and DEF. You can only use this effect of "Shadowbeast Shark" once per turn.
  3308. 1800/1000
  3309.  
  3310. Shadowbeast Tiger
  3311. Beast/DARK/Mask
  3312. Level 5
  3313. Once per turn: You can look at the top 5 cards of your Deck, place them on top of your Deck in any order, then draw 1 card. When this card is unmasked: You can excavate the top 3 cards of your Deck, Special Summon 1 excavated "Shadowbeast" monster and mask it, also place the rest on top of your Deck in any order, also if this card was unmasked by a Spell/Trap effect, it gains 500 ATK and DEF. You can only use this effect of "Shadowbeast Tiger" once per turn.
  3314. 1900/1600
  3315.  
  3316. Shadowbeast Bear
  3317. Beast/DARK/Mask
  3318. Level 6
  3319. Once per turn: You can add 1 "Shadowbeast" card from your Deck to your hand, except "Shadowbeast Bear", then place 1 card from your hand on top of your Deck. When this card is unmasked: You can target 1 "Shadowbeast" monster in your GY, except "Shadowbeast Bear"; Special Summon it, also if this card was unmasked by a Spell/Trap effect, it gains 500 ATK and DEF. You can only use this effect of "Shadowbeast Bear" once per turn.
  3320. 2000/2000
  3321.  
  3322. Shadowbeast Elephant
  3323. Beast/DARK/Mask
  3324. Level 7
  3325. You can Special Summon this card (from your hand) by Tributing 2 masked monsters. Once per turn: You can draw 2 cards, then place 1 card from your hand on top of your Deck. When this card is unmasked: You can target 1 other card on the field or GY; place it on top of the Deck, also if this card was unmasked by a Spell/Trap effect, it gains 500 ATK and DEF. You can only use this effect of "Shadowbeast Elephant" once per turn. The activation and effects of "Shadowbeast" Spell/Trap Cards cannot be negated. If a Mask monster(s) you control would be destroyed, you can send 1 "Shadowbeast" Spell/Trap from your hand or field to the GY instead.
  3326. 2500/2500
  3327.  
  3328. Spells/Traps:
  3329.  
  3330. Shadowbeast Realm
  3331. Field Spell
  3332. During your Main Phase, you can Normal Summon 1 "Shadowbeast" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn, if a "Shadowbeast" monster is unmasked: You can target 1 masked monster you control; unmask it. If all monsters you control are masked, they cannot be targeted for attacks or effects, but does not prevent your opponent from attacking you directly.
  3333.  
  3334. Shadowbeast Strike
  3335. Quick-Play Spell
  3336. Target 1 masked monster you control and 1 face-up card your opponent controls; unmask the first target, and if you do, if the monster is a "Shadowbeast" monster destroy the second target. During your Draw Phase, before your draw: You can give up your normal draw this turn, and if you do, add this card from your GY to your hand.
  3337.  
  3338. Shadowbeast Hideout
  3339. Continuous Trap
  3340. Once per turn, if you Normal Summon or Special Summon 1 "Shadowbeast" monster: You can mask it, and if you do, it cannot be destroyed by card effects while masked. Once per turn, during the End Phase, if you control "Shadowbeast Realm": You can mask all "Shadowbeast" monsters you control. If this face-up card leaves the field: Unmask all monsters you control.
  3341.  
  3342. Shadowbeast Dusk
  3343. Normal Trap
  3344. Target 1 masked monster you control; unmask it, and if you do, Special Summon 1 "Shadowbeast" monster from your hand and mask it. (Quick Effect): Except the turn this card was sent to the GY: You can banish it from your GY, then target 1 "Shadowbeast" monster in your GY; add it to your hand. You can only use each effect of "Shadowbeast Dusk" once per turn.
  3345.  
  3346. Shadowbeast Surprise
  3347. Counter Trap Card
  3348. When your opponent activates a card or effect while the only monsters you control are "Shadowbeast" monsters and/or masked monsters (min. 1): Negate the activation, and if you do, destroy that card, then you can unmask 1 monster you control.
  3349.  
  3350. DATACLOUD ARCHETYPE (15/15):
  3351.  
  3352. Datacloud is an Archetype of Cyberse/WATER Tuner and Gemini monsters with various Levels. They focus on Synchro Summoning and Gemini monsters, and deal with copying names and effects. The main idea is to get out one of the Synchro Monsters and then use their effects to get out Gemini monsters, which powers them up. The name comes from the idea of cloud computing, and also actual clouds. The Main Deck Monsters are called Cumulus, which are the white looking clouds, and Nimbus are dark clouds, and the have various references to computing.
  3353.  
  3354. Main Deck Monsters:
  3355.  
  3356. Datacloud Uploader Cumulus
  3357. Cyberse/WATER/Tuner
  3358. Level 2
  3359. If you control no monsters, you can Special Summon this card (from your hand). If this card is sent to the GY for the Synchro Summon of a Cyberse Synchro Monster: You can Special Summon this card from your GY, but banish it when it leaves the field. You can only use this effect of "Datacloud Uploader Cumulus" once per turn.
  3360. 1000/1000
  3361.  
  3362. Datacloud Downloader Cumulus
  3363. Cyberse/WATER/Tuner
  3364. Level 3
  3365. You can target 1 "Datacloud" monster you control, except "Datacloud Downloader Cumulus"; return it to your hand, then Special Summon this card from your hand, and if you do, this card's name become that monster's, and replace this effect with that monster's original effects. You can only use this effect of "Datacloud Downloader Cumulus" once per turn.
  3366. 1300/1300
  3367.  
  3368.  
  3369.  
  3370. Datacloud Searcher Cumulus
  3371.  
  3372. Cyberse/WATER/Gemini
  3373. Level 4
  3374. This card is treated as a Normal Monster while face-up on the field or in the GY. 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.
  3375. ● Once per turn: You can discard 1 card; add 1 "Datacloud" card from your Deck to your hand, except "Datacloud Searcher Cumulus".
  3376.  
  3377. 1400/1400
  3378.  
  3379. Datacloud Server Cumulus
  3380. Cyberse/WATER/Gemini
  3381. Level 4
  3382. This card is treated as a Normal Monster while face-up on the field or in the GY. 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.
  3383. ● Once per turn: You can Special Summon 1 "Datacloud" monster from your hand or GY in Defense Position, except "Datacloud Server Cumulus".
  3384. 1500/1500
  3385.  
  3386. Datacloud Storer Cumulus
  3387. Cyberse/WATER/Gemini
  3388. Level 4
  3389. This card is treated as a Normal Monster while face-up on the field or in the GY. 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.
  3390. ● Once per turn: You can target 1 "Datacloud" Spell/Trap in your GY; add it to your hand.
  3391. 1600/1600
  3392.  
  3393. Datacloud Client Cumulus
  3394. Cyberse/WATER/Gemini
  3395. Level 4
  3396. This card is treated as a Normal Monster while face-up on the field or in the GY. 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.
  3397. ● During your Main Phase, you can Normal Summon 1 "Datacloud" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  3398. 1700/1700
  3399.  
  3400.  
  3401.  
  3402. Datacloud Recoding Cumulus
  3403.  
  3404. Cyberse/WATER/Gemini
  3405. Level 4
  3406. This card is treated as a Normal Monster while face-up on the field or in the GY. 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.
  3407. ● Once per turn: You can target 1 "Datacloud" monster in your GY and 1 "Datacloud" monster you control; banish the first target, and if you do, the second target's name become the first target's, and replace the second target's effects with the first target's original effects
  3408.  
  3409. 1800/1800
  3410.  
  3411.  
  3412.  
  3413. Extra Deck Monsters:
  3414.  
  3415. Datacloud Computing Nimbus
  3416. Cyberse/WATER/Synchro
  3417. Level 6
  3418. 1 Tuner + 1+ non-Tuner Cyberse monsters
  3419. If you control no other monsters: You can Special Summon 1 Gemini monster from your hand, and if you do, it becomes an Effect Monster, and gains its effects. While you control 2 or more Gemini monsters, all "Datacloud" monsters you control gain 500 ATK and DEF, also your opponent cannot target other monsters you control for attacks.
  3420. 2300/2300
  3421.  
  3422. Datacloud Terminal Nimbus
  3423. Cyberse/WATER/Synchro
  3424. Level 7
  3425. 1 Tuner + 1+ non-Tuner Cyberse monsters
  3426. When this card is Special Summoned: You can Special Summon 1 Level 4 or lower Gemini monster from your Deck. While you control 2 or more Gemini monsters, all "Datacloud" monsters you control gain 500 ATK and DEF, also this card cannot be destroyed by card effects.
  3427. 2500/2500
  3428.  
  3429.  
  3430.  
  3431. Datacloud Station Nimbus
  3432.  
  3433. Cyberse/WATER/Synchro
  3434. Level 9
  3435. 1 Tuner + 1+ non-Tuner Cyberse Synchro Monsters
  3436.  
  3437. Once per turn (Quick Effect): You can discard 1 card; Special Summon 1 Level 4 or lower Gemini monster from your hand or Deck, and if you do, it becomes an Effect Monster, and gains its effects. While you control 2 or more Gemini monsters, all "Datacloud" monsters you control gain 500 ATK and DEF, also this card is unaffected by your opponent's card effects that do not target it. If you control 5 Gemini monsters with different names, this card gains 3000 ATK and DEF.
  3438.  
  3439. 3000/3000
  3440.  
  3441.  
  3442.  
  3443. Spells/Traps:
  3444.  
  3445.  
  3446.  
  3447. Datacloud Center
  3448.  
  3449. Field Spell
  3450.  
  3451. All monsters you control gain 100 ATK and DEF for each monster you control with the same ATK and DEF. You can discard 1 Gemini monster, then target 1 "Datacloud" monster you control; that target's name become that monster's, and replace that target's effects with that monster's original effects, also if that monster is a Gemini monster, it becomes an Effect Monster and gains its effects. When this card is destroyed by a card effect and sent to the GY: You can add 1 "Datacloud Center" from your Deck to your hand. You can only use each effect of "Datacloud Center" once per turn.
  3452.  
  3453. Datacloud Booting
  3454. Normal Spell
  3455. If you control no monsters: Add 1 "Datacloud" monster from your Deck to your hand. During your turn, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Datacloud" Spell/Trap from your Deck to your hand, except "Datacloud Booting". You can only activate 1 "Datacloud Booting" per turn.
  3456.  
  3457. Datacloud Copy
  3458. Quick-Play Spell
  3459. Target 1 "Datacloud" monster you control; Special Summon 1 "Datacloud" monster from your hand with the same name as that target. If 2 or more "Datacloud" monsters would be destroyed by a card effect, you can banish this card from your GY instead.
  3460.  
  3461. Datacloud Recovery
  3462. Normal Trap Card
  3463. Target 1 "Datacloud" monster in your GY; Special Summon that target, then apply the appropriate effect, depending on the kind of monster it is.
  3464. ● Gemini: It becomes an Effect Monster, and gains its effects.
  3465. ● Tuner: You can Special Summon 1 "Datacloud Token" (Cyberse/WATER/Level 4/1000 ATK/1000 DEF).
  3466. ● Synchro: You can Special Summon 1 "Datacloud" monster from your hand.
  3467.  
  3468. Datacloud Backup
  3469. Continuous Trap
  3470. Once per turn, if exactly 1 "Datacloud" monster you control is destroyed by battle or card effect and sent to the GY: You can add 1 "Datacloud" monster with the same name as that monster from your Deck to your hand. Once per turn, if a "Datacloud" monster(s) you control is targeted by your opponent's card effect (Quick Effect): You can send 1 "Datacloud" card from your hand to the GY; negate the activation, and if you do, destroy that card.
  3471.  
  3472. ZOA - FORMING AN ARCHETYPE #33:
  3473.  
  3474. Zoa is an Archetype consisting of mostly of Fiend/DARK monsters, with various Levels. They focus on getting out Zoa, or one of their other boss monsters, and using their support cards called Metalmorph. They have a sub-Archetype called Zoaservant, which are Level 4 and lower monsters (and 1 Level 7 Fusion Monster) with 0 DEF, that each has an effect that discards them for various purposes (except the Fusion)
  3475.  
  3476. Along with that, they have a Zoa copy, called Neozoa which acts like the Harpie Ladies, in that you give up Zoa for it, then you have a Link Monster, called Technozoa, which is a Cyberse monster, which allows you to take more use of their new Fusion Monster, called Primezoa, which treats itself as Zoa, and also is able to negate Special Summons.
  3477.  
  3478. As previously stated, they also focus on using Metalmorph, which was used to bring out Metalzoa, though here it is in general used to boost Zoa, and they also have their own Polymerization clone, called Metalmorphation, with the others being upgrades to the original Metalmorph.
  3479.  
  3480. I wanted to make sure that you could still take advantage of the original Zoa and Metalzoa as much as possible in these, so the card are in general meant to support around this, with Metalmorph Coating even supporting Metalzoa directly, and being in reference to it with it making the monster that's equipped into a Machine monster, like that monster is. Zoa didn't exactly have a lot going to I could expand on other than Metalmorph being used, so I took this in a new direction, with Link and Fusion Monsters for fun.
  3481.  
  3482. Original Card:
  3483. https://i.imgur.com/2G3zjsU.png
  3484.  
  3485. New Cards:
  3486.  
  3487. Main Deck Monsters:
  3488.  
  3489. Zoaservant Prey
  3490. Fiend/DARK
  3491. Level 1
  3492. You can Tribute this card; Special Summon 1 "Zoa" monster from your Deck, but it has its effects negated. You can discard this card; Special Summon 2 "Zoa Tokens" (Fiend/DARK/Level 1/ATK 0/DEF 0). You cannot Normal or Special Summon monsters during the turn you activate this effect, except "Zoa" monsters. You can only use each effect of "Zoaservant Prey" once per turn.
  3493. 0/0
  3494.  
  3495. Zoaservant Hoard
  3496. Fiend/DARK
  3497. Level 2
  3498. When this card is Normal Summoned: You can Special Summon 1 "Zoaservant" monster from your hand. You can discard this card; add 1 "Zoa" monster from your Deck to your hand, except "Zoaservant Hoard". You can only use this effect of "Zoaservant Hoard" once per turn.
  3499. 1000/0
  3500.  
  3501. Zoaservant Former
  3502. Fiend/DARK
  3503. Level 3
  3504. When this card is Normal or Special Summoned: You can target 1 "Metalmorph" card in your GY; add it to your hand. You can discard this card; add 1 "Metalmorph" Spell/Trap from your Deck to your hand. You can only use this effect of "Zoaservant Former" once per turn.
  3505. 1300/0
  3506.  
  3507. Zoaservant Bringer
  3508. Fiend/DARK
  3509. Level 4
  3510. When this card is Normal Summoned: You can target 1 "Zoaservant" monster in your GY; Special Summon it in Defense Position. You can discard this card; Special Summon 1 "Zoa" from your hand or GY, but it cannot attack this turn. You can only use this effect of "Zoaservant Bringer" once per turn.
  3511. 1500/0
  3512.  
  3513. Zoaservant Protector
  3514. Fiend/DARK
  3515. Level 4
  3516. If you control a Level 7 or higher "Zoa" monster, you can Special Summon this card (from your hand). (Quick Effect): You can discard this card; until the end of this turn, all "Zoa" monsters cannot be destroyed by battle or card effects, also they gain 500 ATK and DEF. You can only use this effect of "Zoaservant Protector" once per turn.
  3517. 1800/0
  3518.  
  3519. Neozoa
  3520. Fiend/DARK
  3521. Level 9
  3522. (This card's name is always treated as "Zoa".)
  3523. You can Tribute Summon this card for 1 less Tribute by Tributing a "Zoaservant" monster. You can target 1 "Metalmorph" in your GY; equip that target to this card, but its destroyed during the End Phase. If this card is sent from the field to the GY: You can draw 1 card. You can only use each effect of "Neozoa" once per turn.
  3524. 2600/1900
  3525.  
  3526. Extra Deck Monsters:
  3527.  
  3528. Technozoa
  3529. Cyberse/DARK/Link
  3530. Link Arrows: Bottom Left, Bottom Right
  3531. 2 "Zoa" monsters
  3532. When this card is Link Summoned: You can Special Summon 1 "Zoaservant" monster from your hand to your zone this card points to. If you control a Level 7 or higher "Zoa" monster, you can Special Summon it from the Deck instead. Once per turn, if this card inflicts battle damage to your opponent: You can target 1 "Zoa" monster in your GY; Special Summon it to your zone this card points to.
  3533. 2000/LINK-2
  3534.  
  3535. Zoaservant General
  3536. Fiend/DARK/Fusion
  3537. Level 7
  3538. 2+ "Zoaservant" monsters (max. 5)
  3539. This card gains ATK equal to the number of Fusion Materials used for its Fusion Summon x 300. (Quick Effect): You can target 2 "Zoaservant" monsters in your GY, then Tribute this card; add them to your hand. You can Tribute 2 "Zoaservant" monsters; Special Summon this card from your GY. You can only use each effect of "Zoaservant General" once per turn.
  3540. 2000/0
  3541.  
  3542. Primezoa
  3543. Level 10
  3544. Fiend/DARK/Fusion
  3545. "Zoa" + 1 "Zoaservant" monster
  3546. This card's name becomes "Zoa" while on the field or in the GY. While this card is equipped with "Metalmorph", it cannot be destroyed by battle or targeted by your opponent's card effects. Once per turn, when your opponent would Special Summon a monster(s) (Quick Effect): You can negate the Special Summon, and if you do, destroy that monster(s).
  3547. 2700/2700
  3548.  
  3549. Spells/Traps:
  3550.  
  3551. Metalmorphation
  3552. Normal Spell
  3553. Fusion Summon 1 Fusion Monster from your Extra Deck using monsters from your hand or field as Fusion Material. If you a use a monster equipped with "Metalmorph" as Fusion Material, you can also send monsters from your Deck as Fusion Material. You can only activate 1 "Metalmorphation" per turn.
  3554.  
  3555. Metalmorph Alloy
  3556. Equip Spell
  3557. Send 1 "Metalmorph" from your hand or field to the GY; equip this card to a monster. It gains 1000 ATK, it cannot be destroyed by card effects, also if it attacks a Defense Position monster, inflict piecing battle damage. If the equipped monster battles an opponent's monster, after damage calculation: You can Special Summon 1 "Zoa Token" (Fiend/DARK/Level 1/ATK 0/DEF 0).
  3558.  
  3559. Metalmorph Coating
  3560. Normal Trap
  3561. Target 1 face-up monster on the field; equip this card to that target. It becomes a Machine monster and gains 300 ATK and DEF for each "Zoa" monster you control and in your GY with a different name, also if this card is equipped to "Metalzoa", it can make a second attack during each Battle Phase. This card's name becomes "Metalmorph" while on the field or in the GY.
  3562.  
  3563. Metalmorph Z
  3564. Normal Trap
  3565. Target 1 face-up monster on the field; equip this card to that target. If it battles an opponent's monster, it gains ATK equal to that monster's original DEF during damage calculation only. If this card is equipped to a Normal Monster, this card cannot be targeted or destroyed by your opponent's card effects, also the equipped monster is unaffected by your opponent's monster effects. If you control "Zoa", you can activate this card from your hand.
  3566.  
  3567. WYND ARCHETYPE (12/12):
  3568.  
  3569. Wynd is an Archetype of Level 4 and 7 Wyrm/WIND Pendulum Monsters, along with 1 Level 11 Fusion Pendulum Monster. They focus on decreasing the Level of monsters in the Extra Deck and to ultimately Summon the Fusion Pendulum Monster. Each Level 4 has an effect that decreases the Level of monsters in the Extra Deck, both as their Pendulum and monster effect, the two Level 7s have a Pendulum Effect each that are similar that changes their Pendulum Scale either by decreasing it or increasing it.
  3570.  
  3571. Their playstyle may seem contradictory at first, changing the Levels means you cannot Pendulum Summon the Level 4s as easily, since they are Scale 3-5 only, however their whole playstyle resolves around their Fusion Monster, which requires Tributing 3 Wynd monsters with different Pendulum Scales, and as they only have 3 different Pendulum Scales to work with (excluding the Fusion Monster's Scale 0 that is), you need one of the Level 7s to get it out.
  3572.  
  3573. So, the point is actually to only use the Extra Deck for one Pendulum Summon, since you normally cannot Pendulum Summon more from there anyway without using Link Monsters, and the rest of the monsters you get by other means, either from your hand or by using various effects that can bring them out otherwise. As each Pendulum Monster is able to lower them by one while in the Pendulum Zone, the easiest way you get the Level 7 out is to Normal Summon one of the monsters, activate its effect, then using the Pendulum Effect of both cards to make the monster in the Extra Deck 4 and boom, you got your Level 7 on the field. Of course, you can also use it to decrease the Levels of other WIND monsters to make it easier to Summon them, if you don't want to go the Fusion Monster route, and the Level 7s also support Tribute Summoning instead, so you have plenty of options until you can make the play to get the Fusion Monster out.
  3574.  
  3575. The name is a portmanteau of Wyrm and Wind, and the names are in reference to various types of winds as well as flying. The monsters are named Wynd Wyvern as it didn't sound right with just Wynd, though I am not calling them that as an Archetype, didn't feel needed, and it made playing around with the Spell/Traps more fun anyway, since I tend to be strict in my naming. I also decided to make this a full Archetype from the get-go, which I tend not to, though I had been working on it for a bit longer than usual and thought that I might as well just release everything now. Also, they are made for the new format, though nothing here actually uses the Extra Monster Zone, so it's on Duel Portal as well.
  3576.  
  3577. Main Deck Monsters:
  3578.  
  3579. Wynd Wyvern Squally
  3580. Wyrm/WIND/Pendulum
  3581. Level 4
  3582. Scale 3
  3583. Pendulum Effect:
  3584. Once per turn: You can decrease the Levels of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn (even after they are Summoned and even if this card leaves the field).
  3585.  
  3586. Monster Effect:
  3587. When this card is Normal or Special Summoned: You can decrease the Level of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn. If this card in your Main Monster Zone leaves the field: You can add 1 "Wynd" monster from your Deck to your hand, except "Wynd Wyvern Squally". You can only use this effect of "Wynd Wyvern Squally" once per turn.
  3588. 1000/2000
  3589.  
  3590. Wynd Wyvern Gustos
  3591. Wyrm/WIND/Pendulum
  3592. Level 4
  3593. Scale 5
  3594. Pendulum Effect:
  3595. Once per turn: You can decrease the Levels of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn (even after they are Summoned and even if this card leaves the field).
  3596.  
  3597. Monster Effect:
  3598. When this card is Normal or Special Summoned: You can decrease the Level of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn. If this card in your Main Monster Zone leaves the field: You can add 1 "Wynd" Spell/Trap from your Deck to your hand. You can only use this effect of "Wynd Wyvern Gustos" once per turn.
  3599. 1500/1500
  3600.  
  3601. Wynd Wyvern Galelia
  3602. Wyrm/WIND/Pendulum
  3603. Level 4
  3604. Scale 3
  3605. Pendulum Effect:
  3606. Once per turn: You can decrease the Levels of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn (even after they are Summoned and even if this card leaves the field).
  3607.  
  3608. Monster Effect:
  3609. When this card is Normal or Special Summoned: You can decrease the Level of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn. You can target 1 other "Wynd" card you control; destroy that target, and if you do, draw 1 card. You can only use this effect of "Wynd Wyvern Galelia" once per turn.
  3610. 1700/1300
  3611.  
  3612. Wynd Wyvern Hazekal
  3613. Wyrm/WIND/Pendulum
  3614. Level 4
  3615. Scale 5
  3616. Pendulum Effect:
  3617. Once per turn: You can decrease the Levels of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn (even after they are Summoned and even if this card leaves the field).
  3618.  
  3619. Monster Effect:
  3620. When this card is Normal or Special Summoned: You can decrease the Level of all WIND Pendulum Monsters face-up in your Extra Deck by 1 until the end of this turn. You can target 1 "Wynd" card in your Pendulum Zone; Special Summon that target, then place this card in that Pendulum Zone. You only use this effect of "Wynd Wyvern Hazekal" once per turn.
  3621. 1400/1800
  3622.  
  3623. Wynd Wyvern Typhoonan
  3624. Wyrm/WIND/Pendulum
  3625. Level 7
  3626. Scale 4
  3627. Pendulum Effect:
  3628. Once per turn: You can decrease this card's Pendulum Scale equal to the number of face-up WIND Pendulum Monsters in your Extra Deck until the end of this turn.
  3629.  
  3630. Monster Effect:
  3631. You can Tribute Summon this card for 1 less Tribute by Tributing 1 Pendulum Summoned "Wynd" monster. If this card is Tribute or Pendulum Summoned: Draw 1 card. If this card in your Main Monster Zone leaves the field: You can target 1 monster on the field; destroy it. You can only use each effect of "Wynd Wyvern Typhoonan" once per turn.
  3632. 2000/2300
  3633.  
  3634. Wynd Wyvern Tornadore
  3635. Wyrm/WIND/Pendulum
  3636. Level 7
  3637. Scale 4
  3638. Pendulum Effect:
  3639. Once per turn: You can increase this card's Pendulum Scale equal to the number of face-up WIND Pendulum Monsters in your Extra Deck until the end of this turn.
  3640.  
  3641. Monster Effect:
  3642. You can Tribute Summon this card for 1 less Tribute by Tributing 1 Pendulum Summoned "Wynd" monster. If this card is Tribute or Pendulum Summoned: Draw 1 card. If this card in your Main Monster Zone leaves the field: You can target 1 Spell/Trap on the field; destroy it. You can only use each effect of "Wynd Wyvern Tornadore" once per turn.
  3643. 2300/2000
  3644.  
  3645. Extra Deck Monsters:
  3646.  
  3647. Wynd Wyvern Hurricanera
  3648. Wyrm/WIND/Fusion/Pendulum
  3649. Level 11
  3650. Scale 0
  3651. Pendulum Effect:
  3652. If you control no monsters, the Pendulum Scale of the card in your other Pendulum Zone becomes doubled. You can send any number of WIND Pendulum Monster face-up in your Extra Deck or from your hand to the GY; inflict damage to your opponent equal to the number of cards sent x 500. You can only use this effect of "Wynd Wyvern Hurricanera" once per turn.
  3653.  
  3654. Monster Effect:
  3655. 3 "Wynd" monsters with different Pendulum Scales
  3656. Must first be Special Summoned (from your Extra Deck) by Tributing the above monsters you control, and can then can be Pendulum Summoned. Your opponent cannot target other "Wynd" cards you control with card effects. Once per Chain, when a monster your opponent controls that was Special Summoned from the Extra Deck activate its effect (Quick Effect): You can negate the activation, and if you do, destroy it. You must control no other monsters and have 2 "Wynd" cards in your Pendulum Zone to activate and to resolve this effect. If this card is destroyed by battle or card effect while in your Monster Zone: You can destroy all cards in your Pendulum Zones, then place this card in your Pendulum Zone.
  3657. 3200/2700
  3658.  
  3659. Spells/Traps:
  3660.  
  3661. Wyndy Mountains
  3662. Field Spell
  3663. When this card is activated: You can add up to 2 "Wynd" Pendulum Monsters face-up in your Extra Deck to your hand. Once per turn, if a "Wynd" monster(s) you control would be destroyed by battle or card effect, you can return it to your hand instead. All "Wynd" monsters gain 300 ATK and DEF during the Battle Phase only.
  3664.  
  3665. Heavy Wynds
  3666. Continuous Spell
  3667. If a "Wynd" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. If a "Wynd" monster inflicts battle damage to your opponent: You can add 1 "Wynd" Pendulum Monster from your hand or Deck to your Extra Deck face-up. Once per turn: You can send 2 "Wynd" Pendulum Monsters face-up in your Extra Deck and/or from your hand to the GY, then draw 1 card.
  3668.  
  3669. Flyby of the Wynd Wyverns
  3670. Quick-Play Spell
  3671. Target 1 "Wynd" card in your Pendulum Zone; Special Summon it, but return it to the hand during the End Phase. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Wynd" card in your Pendulum Zone; return it to your hand.
  3672.  
  3673. Drop of the Wynd Wyverns
  3674. Normal Trap
  3675. Target 1 "Wynd" monster in your GY; add it to your hand, then if you control "Wyndy Mountains", you can Set this card instead of sending it to the GY. You can only activate 1 "Drop of the Wynd Wyverns" per turn.
  3676.  
  3677. Wyndy Weather
  3678. Normal Trap
  3679. Special Summon 1 "Wynd" Pendulum Monster face-up in your Extra Deck, and if you do, the Level of all WIND Pendulum Monsters face-up in your Extra Deck become equal to the Level of that monster until the end of this turn. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target "Wynd" Spell/Trap in your GY; add it to your hand.
  3680.  
  3681. PYRUPTOR ARCHETYPE (12/12):
  3682.  
  3683. Pyruptor is an Archetype of Level 10 Pyro/FIRE Special Summon only monsters with 2500 ATK and DEF. They each have the same effect which Special Summons them when you take 1000 or more battle or effect damage from your opponent's card, then it destroys all other monsters you control and allows you to destroy cards your opponent control up to the number of other Pyruptor monsters destroyed that way. Along with that, each monster has an effect that activates when destroyed by battle or card effect. Their Spell/Traps are made to help them activate easier, allowing you to take a specific amount of damage, change battle position, force battles and more. Their name comes from Pyro and Eruption, and they are based around volcanoes found IRL as well as terms relating to them.
  3684.  
  3685.  
  3686.  
  3687. Monsters:
  3688.  
  3689.  
  3690. Pyruptor Fuji  
  3691. Pyro/FIRE
  3692. Level 10
  3693. Cannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. When you take 1000 or more battle or effect damage from your opponent's card: You can Special Summon this card from your hand, and if you do, destroy as many other monsters you control as possible, then destroy cards your opponent controls up to the number of "Pyruptor" monsters destroyed by this effect. If this card is destroyed by battle or card effect: You can add 1 "Pyruptor" monster from your Deck to your hand, except "Pyruptor Fuji". You can only use this effect of "Pyruptor Fuji" once per turn.
  3694. 2500/2500
  3695.  
  3696. Pyruptor Koryaksky
  3697. Pyro/FIRE
  3698. Level 10
  3699. Cannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. When you take 1000 or more battle or effect damage from your opponent's card: You can Special Summon this card from your hand, and if you do, destroy as many other monsters you control as possible, then destroy cards your opponent controls up to the number of "Pyruptor" monsters destroyed by this effect. If this card is destroyed by battle or card effect: You can add 1 "Pyruptor" Spell/Trap from your Deck to your hand. You can only use this effect of "Pyruptor Koryaksky" once per turn.
  3700. 2500/2500
  3701.  
  3702. Pyruptor Pissis    
  3703. Pyro/FIRE
  3704. Level 10
  3705. Cannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. When you take 1000 or more battle or effect damage from your opponent's card: You can Special Summon this card from your hand, and if you do, destroy as many other monsters you control as possible, then destroy cards your opponent controls up to the number of "Pyruptor" monsters destroyed by this effect. If this card is destroyed by battle or card effect: You can target 1 "Pyruptor" monster in your GY, except "Pyruptor Pissis"; Special Summon that target in Defense Position. You can only use this effect of "Pyruptor Pissis" once per turn.
  3706. 2500/2500
  3707.  
  3708. Pyruptor Tipas
  3709. Pyro/FIRE
  3710. Level 10
  3711. Cannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. When you take 1000 or more battle or effect damage from your opponent's card: You can Special Summon this card from your hand, and if you do, destroy as many other monsters you control as possible, then destroy cards your opponent controls up to the number of "Pyruptor" monsters destroyed by this effect. If this card is destroyed by battle or card effect: You can target 1 "Pyruptor" card in your GY, except "Pyruptor Tipas"; add it to your hand. You can only use this effect of "Pyruptor Tipas" once per turn.
  3712. 2500/2500  
  3713.  
  3714. Pyruptor Maipo
  3715. Pyro/FIRE
  3716. Level 10
  3717. Cannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. When you take 1000 or more battle or effect damage from your opponent's card: You can Special Summon this card from your hand, and if you do, destroy as many other monsters you control as possible, then destroy cards your opponent controls up to the number of "Pyruptor" monsters destroyed by this effect. If this card is destroyed by battle or card effect: You can Special Summon 2 "Pyruptor Tokens" (Pyro/FIRE/Level 1/ATK 0/DEF 0). You can only use this effect of "Pyruptor Maipo" once per turn.
  3718. 2500/2500  
  3719.  
  3720. Pyruptor Etna
  3721. Pyro/FIRE
  3722. Level 10
  3723. Cannot be Normal Summoned/Set. Must first be Special Summoned by a card effect. When you take 1000 or more battle or effect damage from your opponent's card: You can Special Summon this card from your hand, and if you do, destroy as many other monsters you control as possible, then destroy cards your opponent controls up to the number of "Pyruptor" monsters destroyed by this effect. If this card is destroyed by battle or card effect: You can Special Summon 1 "Pyruptor" monster from your hand. You can only use this effect of "Pyruptor Etna" once per turn.
  3724. 2500/2500
  3725.  
  3726. Pyruptor Salado
  3727. Pyro/FIRE
  3728. Level 12
  3729. Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. When you take 2000 or more battle or effect damage from your opponent's card: You can Special Summon this card from your hand, and if you do, destroy all other monsters on the field, and if you do, inflict 500 damage to your opponent for each monster destroyed. If this card is destroyed by battle or card effect: You can Special Summon 2 "Pyruptor" monsters from your Deck with different names, but they are destroyed during the End Phase. You can only use this effect of "Pyruptor Salado" once per turn.
  3730. 3000/3000
  3731.  
  3732. Spells/Traps:
  3733.  
  3734. Pyruptor Volcano
  3735. Field Spell
  3736. All "Pyruptor" monsters you control gain 500 ATK and DEF during your turn, but lose 500 ATK and DEF during your opponent's turn. Once per turn, if you would take battle or effect damage from your opponent's card, you can make that damage become 1000   instead. During the End Phase, if a "Pyruptor" monster you control was destroyed by a card effect this turn: Inflict damage to your opponent equal to the number of cards on the field destroyed by card effects this turn x 200.
  3737.  
  3738. Pyruptor Activity
  3739. Continuous Spell
  3740. While you control no monsters, all monsters your opponent controls must attack, if able. You can discard 1 "Pyruptor" card; gain 1000 LP, then if the discarded card is a monster, draw 1 card. (Quick Effect): You can target 1 face-up monster your opponent controls; reveal 1 "Pyruptor" monster in your hand, and if you do, change its battle position. You can only use each effect of "Pyruptor Activity" once per turn.
  3741.  
  3742. Pyruptor Lava
  3743. Quick-Play Spell Card
  3744. Target 1 "Pyruptor" monster you control; destroy that target, and if you do, all monsters your opponent control lose 1000 ATK and DEF,  then if a monster's ATK or DEF has been reduced to 0 as a result, destroy it. If a "Pyruptor" monster(s) would be destroyed by battle or card effect, you can banish this card from your GY instead of 1 of those monsters.
  3745.  
  3746. Pyruptor Magma
  3747. Normal Trap
  3748. Target 1 face-up monster you control; destroy that target, and if you do, Special Summon 1 "Pyruptor" monster from your hand. During your turn, except the turn this card was sent to the GY (Quick Effect): You target 1 "Pyruptor" monster you control; destroy that target, and if you do, Special Summon this card from your GY as an Effect Monster (Pyro/FIRE/Level 1/ATK 0/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, any battle damage you would take from battles involving this card become 1000. You can only control 1 "Pyruptor Magma".
  3749.  
  3750. Pyruptor Rise  
  3751. Normal Trap
  3752. Target 1 "Pyruptor" monster in your GY; Special Summon it and equip it with this card. Your opponent cannot target it for attacks, but does not prevent your opponent from attacking you directly. When this card leaves the field, destroy that target. If you control "Pyruptor Volcano", you can activate this card from your hand. You can only activate 1 "Pyruptor Rise" per turn.
  3753.  
  3754. WEBSTAR ARCHETYPE (18/18):
  3755.  
  3756. Webstar is an Archetype of Cyberse/LIGHT monsters with 0 DEF and with various Levels. They focus on Link Summoning and having monsters linked to each other. To clarify what being linked means, it means either a monster is pointing at another monster or it is being pointed to.
  3757.  
  3758. Each Main Deck monster has an effect that Special Summons itself or another monster in Defense Position and a Yang Zing-style effect that boosts a Cyberse Link Monster in various ways. The Link Monsters have an effect that Special Summons any Webstar from your hand to a zone they point to and another effect. Along with that, they have Spell/Trap support that all have to do with having 2 or more Link Monsters being linked for various extra bonuses. Their name refers to internet celebrities and internet video related things in general, and their fame is shown in their stats as well.
  3759.  
  3760. Main Deck Monsters:
  3761.  
  3762. Webstar Ashen
  3763. Cyberse/LIGHT
  3764. Level 2
  3765. When a "Webstar" monster(s) is Special Summoned in Defense Position: You can Special Summon this card from your hand or GY in Defense Position, but banish it when it leaves the field. You can only use this effect of "Webstar Ashen" once per turn. A Cyberse Link Monster that used this card as a Link Material cannot be destroyed by battle.
  3766. 1000/0
  3767.  
  3768. Webstar Yahtzee
  3769. Cyberse/LIGHT
  3770. Level 3
  3771. If there are no monsters on the field, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Webstar Yahtzee" once per turn this way. A Cyberse Link Monster that used this card as a Link Material gains 500 ATK, also if it attacks a Defense Position monster, inflict piercing battle damage.
  3772. 1500/0
  3773.  
  3774. Webstar Defranco
  3775. Cyberse/LIGHT
  3776. Level 4
  3777. When this card is Normal Summoned: You can target 1 "Webstar" monster in your GY, except "Webstar Defranco"; Special Summon it in Defense Position, also you cannot Special Summon monsters, except "Webstar" monsters for the rest of this turn. You can only use this effect of "Webstar Defranco" once per turn. A Cyberse Link Monster that used this card as a Link Material cannot be banished by your opponent's card effects and possession of it cannot be switched.
  3778. 1600/0
  3779.  
  3780. Webstar Burnham
  3781. Cyberse/LIGHT
  3782. Level 4
  3783. When this card is Normal or Special Summoned: You can Special Summon 1 "Webstar" monster from your hand in Defense Position, also you cannot Special Summon monsters, except "Webstar" monsters for the rest of this turn. You can only use this effect of "Webstar Burnham" once per turn. A Cyberse Link Monster that used this card as a Link Material cannot be targeted or destroyed by your opponent's Spell effects.
  3784. 1700/0
  3785.  
  3786. Webstar Critic
  3787. Cyberse/LIGHT
  3788. Level 4
  3789. You can Special Summon this card (from your hand) in Defense Position to your zone a "Webstar" Link Monster you control points to. You can only Special Summon "Webstar Critic" once per turn this way. A Cyberse Link Monster that used this card as a Link Material cannot be targeted or destroyed by your opponent's Trap effects.
  3790. 1800/0
  3791.  
  3792. Webstar Neistat
  3793. Cyberse/LIGHT
  3794. Level 6
  3795. If only your opponent controls a monster in the Extra Monster Zone, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Webstar Neistat" once per turn this way. A Cyberse Link Monster that used this card as a Link Material cannot be targeted or destroyed by your opponent's monster effects.
  3796. 2000/0
  3797.  
  3798. Extra Deck Monsters:
  3799.  
  3800. Webstar Pansino
  3801. Cyberse/LIGHT/Link
  3802. Link Arrows: Bottom Left, Bottom Right
  3803. 2 "Webstar" monsters
  3804. When this card is Link Summoned: You can Special Summon 1 "Webstar" monster from your hand to your zone this card points to in Defense Position, but it cannot be used as a material for a Link Summon, except for a "Webstar" monster. If this card is sent from your Extra Monster Zone to the GY: You can add 1 "Webstar" card from your Deck to your hand. You can only use each effect of "Webstar Pansino" once per turn.
  3805. 1500/LINK-2
  3806.  
  3807. Webstar Zonday
  3808. Cyberse/LIGHT/Link
  3809. Link Arrows: Left, Right
  3810. 2 "Webstar" monsters
  3811. When this card is Link Summoned: You can Special Summon 1 "Webstar" monster from your hand to your zone this card points to in Defense Position, but it cannot be used as a material for a Link Summon, except for a "Webstar" monster. (Quick Effect): You can target 1 Link Monster this card is linked with and 1 card your opponent controls; send them to the GY. You can only use each effect of "Webstar Zonday" once per turn.
  3812. 2000/LINK-2
  3813.  
  3814. Webstar Stirling
  3815. Cyberse/LIGHT/Link
  3816. Link Arrows: Up, Down
  3817. 2 "Webstar" monsters
  3818. When this card is Link Summoned: You can Special Summon 1 "Webstar" monster from your hand to your zone this card points to in Defense Position, but it cannot be used as a material for a Link Summon, except for a "Webstar" monster. (Quick Effect): You can target 1 monster this card points to; change its battle position, its DEF is halved, also negate it has its effects negated. You can only use each effect of "Webstar Stirling" once per turn.
  3819. 1800/LINK-2
  3820.  
  3821. Webstar Higa
  3822. Cyberse/LIGHT/Link
  3823. Link Arrows: Left, Right, Up
  3824. 2+ "Webstar" monsters
  3825. When this card is Link Summoned: You can Special Summon 1 "Webstar" monster from your hand to your zone this card points to in Defense Position, but it cannot be used as a material for a Link Summon, except for a "Webstar" monster. If a Link Monster(s) is Special Summoned to your zone this card points to: You can inflict damage to your opponent equal to half that monster's ATK. You can only use each effect of "Webstar Higa" once per turn.
  3826. 2400/LINK-3
  3827.  
  3828. Webstar Pewdie
  3829. Cyberse/LIGHT/Link
  3830. Link Arrows: Down, Bottom Left, Bottom Right
  3831. 2+ "Webstar" monsters  
  3832. When this card is Link Summoned: You can Special Summon 1 "Webstar" monster from your hand in Defense Position to your zone this card points to, but it cannot be used as a material for a Link Summon, except for a "Webstar" monster. You can only use this effect of "Webstar Pewdie" once per turn. Gains additional attacks on monsters your opponent control for each "Webstar" monster in Defense Position this card points to.
  3833. 2500/LINK-3
  3834.  
  3835. Spells/Traps:
  3836.  
  3837. Webstar Reupload    
  3838. Normal Spell
  3839. Target Cyberse 2 Link Monsters you control, in your GY or that are banished, then if you control 2 or more "Webstar" Link Monsters that are linked to each other, you can target 1 other "Webstar" card in your GY, except "Webstar Reupload"; return the first targets to the Extra Deck, then add the second target to your hand (if any). You can only activate 1 "Webstar Reupload" per turn.
  3840.  
  3841. Webstar Collab
  3842. Quick-Play Spell
  3843. Target 2 or more Cyberse Link Monsters you control that are linked to each other; those targets gains 1000 ATK until the end of this turn. If 3 or more Cyberse Link Monsters you control are linked to each other, your opponent cannot activate cards or effects in response to this card's activation. You can only activate 1 "Webstar Collab" per turn.
  3844.  
  3845. Webstar Jumpcut
  3846. Quick-Play Spell
  3847. Target 1 "Webstar" monster in Defense Position; Special Summon 1 "Webstar" monster from your hand with a different name, but banish it when it leaves the field. If you control 2 or more "Webstar" Link Monsters that are linked to each other, you can Special Summon 1 "Webstar" monster with a different name from your Deck instead, but banish it when it leaves the field. You can only activate 1 "Webstar Jumpcut" per turn.
  3848.  
  3849. Webstar Video
  3850. Continuous Spell
  3851. Once per turn, if you Link Summon exactly 1 "Webstar" monster: You can Set 1 "Webstar" Spell/Trap from your Deck in the same column as that Link Monster, except "Webstar Video". While you control 2 or more "Webstar" Link Monsters that are linked to each other, you can activate cards Set by this effect during the turn they were Set.
  3852.  
  3853. Webstar Highlight
  3854. Normal Trap
  3855. Target 1 Link Summoned "Webstar" Link Monster you control; Special Summon 1 monster from your GY used as Link Material for that target's Link Summon. If you control 2 or more "Webstar" Link Monsters that are linked to each other, you can Special Summon 2 monsters instead. You can only activate 1 "Webstar Highlight" per turn.
  3856.  
  3857. Webstar Hiatus
  3858. Continuous Trap
  3859. Once per turn: You can target 1 "Webstar" Link Monster you control and 1 "Webstar" card in your GY; banish the first target, and if you do, add the second target to your hand. During the next Standby Phase after this effect's activation, return that banished monster to your field. If you control 2 or more "Webstar" Link Monsters that are linked to each other, your opponent cannot target "Webstar" monsters for attacks, except the monster with the highest ATK.
  3860.  
  3861. Webstar Response
  3862. Counter Trap
  3863. When your opponent activate a monster effect while you control a "Webstar" Link Monster: Negate the activation, and if you do, destroy it. If you control 2 or more "Webstar" Link Monsters that are linked to each other, you can activate this card in response to Spell/Trap Card activations as well.
  3864.  
  3865. AETHER ANGEL ARCHETYPE (13/13):
  3866.  
  3867. Aether Angel is an Archetype of Fairy/WIND Level 4 and 6 monsters, and 1 Level 8 monster. They focus on having Set Spell/Traps and having their Spell/Traps and monsters in the same column as each other as well. Their main strategy is activate and Set their Continous Spell/Traps, both so you can activate them again for various effects, as well as supporting the monsters, which each has an effect that activates if they are destroyed in the same column as a Set Spell/Trap (including the opponent's cards). Aether is a concept relating to a part of the sky believed to be godly or mystical and appears in various religious beliefs.
  3868.  
  3869. Monsters:
  3870.  
  3871. Aether Angel Medeon
  3872. Fairy/WIND
  3873. Level 4
  3874. When this card is Normal or Special Summoned: You can Set 1 "Aether Angel" Spell/Trap from your Deck in the same column as this card, but it cannot be activated while this card is face-up on the field. If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 1 card. You can only use each effect of "Aether Angel Medeon" once per turn.
  3875. 1300/1500
  3876.  
  3877. Aether Angel Endriel
  3878. Fairy/WIND
  3879. Level 4
  3880. When this card is Normal or Special Summoned: You can Special Summon 1 "Aether Angel" monster from your hand in Defense Position in the same column as an "Aether Angel" Spell/Trap you control, except "Aether Angel Endriel". If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 1 card. You can only use each effect of "Aether Angel Endriel" once per turn.
  3881. 1600/1100
  3882.  
  3883. Aether Angel Nujiel
  3884. Fairy/WIND
  3885. Level 4
  3886. When this card is Normal or Special Summoned: You can target 1 "Aether Angel" Continuous Spell/Trap you control; destroy that target, and if you do, you can Set 1 Spell/Trap from your hand, also if that Spell/Trap is in the same column as this card, it can be activated this turn. If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 1 card. You can only use each effect of "Aether Angel Nujiel" once per turn.
  3887. 1400/1600
  3888.  
  3889. Aether Angel Nasit
  3890. Fairy/WIND
  3891. Level 4
  3892. When this card is Normal or Special Summoned: You can activate this effect; during the End Phase of this turn, 1 "Aether Angel" monster from your Deck, or if this card is in the same column as an "Aether Angel" Spell/Trap, you can add it to your hand immediately. If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 1 card. You can only use each effect of "Aether Angel Nasit" once per turn.
  3893. 1800/1000
  3894.  
  3895. Aether Angel Anumar
  3896. Fairy/WIND
  3897. Level 6
  3898. When this card is Normal Summoned: You can add 1 "Aether Angel" monster from your Deck to your hand, except "Aether Angel Anumar", then if this card was Tribute Summoned, you can add 1 "Aether Angel" Spell/Trap from your Deck to your hand. If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 1 card. You can only use each effect of "Aether Angel Anumar" once per turn.
  3899. 2000/2000
  3900.  
  3901. Aether Angel Samiel
  3902. Fairy/WIND
  3903. Level 6
  3904. If you activate an "Aether Angel" Spell/Trap in the same column as this card: You can Special Summon 1 "Aether Angel" monster from your hand or GY, except "Aether Angel Samiel", also you cannot Special Summon monsters, except "Aether Angel" monsters for the rest of this turn. If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 1 card. You can only use each effect of "Aether Angel Samiel" once per turn.
  3905. 2200/1800
  3906.  
  3907. Aether Angel Rodon
  3908. Fairy/WIND
  3909. Level 6
  3910. When this card is Normal Summoned: You can target 1 Spell/Trap you control; return it to the hand, then can Set 1 "Aether Angel" Spell/Trap from your Deck in the same zone as that target. If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 1 card. You can only use each effect of "Aether Angel Rodon" once per turn.
  3911.  
  3912. 2300/1300
  3913.  
  3914.  
  3915. Aether Angel Lodiel
  3916. Fairy/WIND
  3917. Level 8
  3918. You can Normal Summon this card with 1 less Tribute by Tributing an "Aether Angel" monster in the same column as an "Aether Angel" Spell/Trap you control. If you control 3 or more Set Spell/Traps, this card can make a second attack during each Battle Phase. (Quick Effect): You can target 1 Spell/Trap on the field; return it to the hand. If this card is destroyed by battle or card effect while in the same column as a Set Spell/Trap: You can draw 2 cards. You can only use each effect of "Aether Angel Lodiel" once per turn.
  3919. 2500/2500
  3920.  
  3921. Spell/Traps:
  3922.  
  3923. Aether Angel Energy
  3924. Quick-Play Spell
  3925. Target 1 "Aether Angel" Continuous Spell/Trap you control; Set that target, then if this card is in the same column as an "Aether Angel" monster you control, Set this card instead of sending it to the GY. If an "Aether Angel" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Aether Angel Energy" per turn.
  3926.  
  3927. Aether Angel Risen
  3928. Continuous Spell
  3929. During your Main Phase, you can Normal Summon 1 "Aether Angel" monster in addition to your Normal Summon/Set in the same column as this card (You can only gain this effect once per turn.) All "Aether Angel" monsters you control gain 200 ATK and DEF for each Set Spell/Trap you control. If this card would be destroyed, you can destroy 1 "Aether Angel" monster in the same column as this card instead.
  3930.  
  3931. Aether Angel Fallen
  3932. Continuous Spell
  3933. When this card is activated: Reduce the Level of all "Aether Angel" monsters you control and in your hand by 1 until the end of this turn. You can target 1 "Aether Angel" card in your GY; shuffle it into the Deck, or if this card is in the same column as an "Aether Angel" monster you control, you can add it to your hand instead. You can only use this effect of "Aether Angel Fallen" once per turn. If this card would be destroyed, you can destroy 1 "Aether Angel" monster in the same column as this card instead.
  3934.  
  3935. Aether Angel Skies
  3936. Continuous Trap
  3937. You can target 1 "Aether Angel" monster you control in the same column as this card (Quick Effect); return it to your hand, and if you do, Special Summon 1 "Aether Angel" monster from your hand whose Level is less than or equal to that target, but with a different name. You can only use this effect of "Aether Angel Skies" once per turn. All "Aether Angel" monsters you control are unaffected by cards and effects activated on your opponent's field in the same column as them. If this card would be destroyed, you can destroy 1 "Aether Angel" monster in the same column as this card instead.
  3938.  
  3939. Aether Angel Winds
  3940. Continuous Trap
  3941. Once per turn: You can target 1 "Aether Angel" monster you control; move it to an unoccupied zone in the same column as an "Aether Angel" Continuous Spell/Trap you control. You can activate "Aether Angel" Spell/Traps from your hand during your opponent's turn in the same column as "Aether Angel" monsters you control. If this card would be destroyed, you can destroy 1 "Aether Angel" monster in the same column as this card instead.
  3942.  
  3943. WITCH OF SALEM ARCHETYPE (12/12):
  3944.  
  3945. Witch of Salem is an Archetype of Level 4 Spellcaster/FIRE pseudo-Flip monsters and 1 Level 8 Ritual Monster. They focus on having each different kind of Spell in your GY. Each Level 4 monster has two effects, one that activates on Normal Summon and when they're flipped face-up and one that activates in your End Phase if you have more kinds of Spells in your GY than your opponent does, which is an upgraded version of their first effect. They have 1 of each kind of Spell, which is a sub-Archetype called Salem Spell, though you can use outside Spells as well, and the Ritual Monster gains effects depending on how many different kinds you have in your GY, as well as 500 ATK and DEF for each.
  3946.  
  3947. They are based on people who were accused and executed during the infamous Salem witch trails, hence the FIRE (I'm aware that Salem witches were not burned). Also, this is the first full Archetype I have made in a long time that I completed from the start rather than doing a few at the start, I simply felt that making them complete from the get-go was better this time around due to the nature of their playstyle, it probably won't be a regular thing.
  3948.  
  3949. Monsters:
  3950.  
  3951. Howe, Witch of Salem
  3952. Spellcaster/FIRE
  3953. Level 4
  3954. When this card is Normal Summoned or flipped face-up: You can target 1 "Salem Spell" card in your GY; add it to your hand. During your End Phase, if you have more different kinds of Spells in your GY than your opponent: You can add 1 "Salem Spell" card from your Deck to your hand. You can only use each effect of "Howe, Witch of Salem" once per turn.
  3955. 1200/2000
  3956.  
  3957. Good, Witch of Salem
  3958. Spellcaster/FIRE
  3959. Level 4
  3960. When this card is Normal Summoned or flipped face-up: You can target 1 "Witch of Salem" monster in your GY; add it to your hand. During your End Phase, if you have more different kinds of Spells in your GY than your opponent: You can add 1 "Witch of Salem" monster from your Deck to your hand. You can only use each effect of "Good, Witch of Salem" once per turn.
  3961. 1300/1900
  3962.  
  3963. Redd, Witch of Salem
  3964. Spellcaster/FIRE
  3965. Level 4
  3966. When this card is Normal Summoned or flipped face-up: You can Special Summon 1 "Witch of Salem" monster from your hand in Attack Position or face-down Defense Position. During your End Phase, if you have more different kinds of Spells in your GY than your opponent: You can Special Summon 1 "Witch of Salem" monster from your hand or Deck in   face-down Defense Position. You can only use each effect of "Redd, Witch of Salem" once per turn.
  3967. 1400/1800
  3968.  
  3969. Wildes, Witch of Salem
  3970. Spellcaster/FIRE
  3971. Level 4
  3972. When this card is Normal Summoned or flipped face-up: You can target 1 "Witch of Salem" monster in your GY; Special Summon it in face-down Defense Position. During your End Phase, if you have more different kinds of Spells in your GY than your opponent: You can target 1 "Witch of Salem" monster in your GY; Special Summon it in Attack Position or face-down Defense Position. You can only use each effect of "Wildes, Witch of Salem" once per turn.
  3973. 1500/1500
  3974.  
  3975. Eastey, Witch of Salem
  3976. Spellcaster/FIRE
  3977. Level 4
  3978. When this card is Normal Summoned or flipped face-up: You can send 1 "Salem Spell" card from your hand or Deck to the GY, and if you do, inflict 500 damage to your opponent. During your End Phase, if you have more different kinds of Spells in your GY than your opponent: You can send 1 "Salem" card from your Deck to the GY, and if you do, inflict 1000 damage to your opponent. You can only use each effect of "Eastey, Witch of Salem" once per turn.
  3979. 1800/1400
  3980.  
  3981. Bishop, First Witch of Salem
  3982. Spellcaster/FIRE/Ritual
  3983. Level 8
  3984. This card's original ATK and DEF are equal to the number of different kinds of Spells in your GY x 500. This card gains these effects, based on the number of different kinds of Spells in your GY.
  3985. ● 1 or more: If your opponent activates a Spell (Quick Effect): You can banish 1 Spell from your GY of the same kind as that Spell; negate the activation, and if you do, destroy that card.
  3986. ● 3 or more: Once per turn (Quick Effect): You can target 1 other monster on the field; change its battle position, and if you do, switch its ATK and DEF.
  3987. ● 5 or more: Once per turn: You can declare a kind of Spell that is in the GYs; banish as many Spells from the GYs as possible of the declare kind of Spell, then you can destroy cards your opponent control up to the number of Spells banished.
  3988. ?/?
  3989.  
  3990. Spells:
  3991.  
  3992. Salem Spell - Magic Book
  3993. Normal Spell
  3994. Discard 1 "Salem" card; send 1 "Salem Spell" card from your Deck to your GY, and if you do, add 1 "Salem Spell" card from your Deck to your hand. You can only activate 1 "Salem Spell - Magic Book" per turn.
  3995.  
  3996. Salem Spell - Page Burning
  3997. Quick-Play Spell
  3998. If you control a "Witch of Salem" monster: Target 1 card on both fields; destroy them. If you have more different kinds of Spells in your GY than your opponent, your opponent cannot activate cards or effect in response to this card's activation. You can only activate 1 "Salem Spell - Page Burning" per turn.
  3999.  
  4000. Salem Spell - Flame Ritual
  4001. Ritual Spell
  4002. This card is used to Ritual Summon "Bishop, First Witch of Salem". You must also Tribute monsters from your hand or field whose total Levels equal 8 or more. If you have 6 different kinds of Spells in your GY, you can Ritual Summon it from the Deck or GY instead.
  4003.  
  4004. Salem Spell - Blazing Broom
  4005. Equip Spell
  4006. Equip only to a "Witch of Salem" monster you control. It cannot be targeted by your opponent's card effects, also it can attack your opponent directly, but any battle damage it inflicts to your opponent is halved. If the equipped monster would be destroyed by battle or card effect, you can destroy this card instead.
  4007.  
  4008. Salem Spell - Flaming Cauldron
  4009. Continuous Spell
  4010. Once per turn, during the End Phase: You can place 1 Cauldron Counter on this card for each different kind of Spell activated this turn. Once per turn, during your Standby Phase: Remove all Cauldron Counters from this card, then draw 1 card for every 2 Cauldron Counters removed. You can only control 1 "Salem Spell - Flaming Cauldron".
  4011.  
  4012. Salem Spell - Coven House
  4013. Field Spell
  4014. All "Witch of Salem" monsters you control gain 200 ATK and DEF for each different kind of Spell in your GY. Once per turn, if a "Salem Spell" card is activated: You can draw 1 card, then discard 1 card. During your Main Phase, you can Normal Summon 1 "Witch of Salem" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  4015.  
  4016. SYNCTRICITY ARCHETYPE (14/14):
  4017.  
  4018. Synctricity is an Archetype of Thunder/LIGHT monsters with various Levels. They focus on Synchro Summoning, returning themselves to the hand and column and zone mechanics. Each Main Deck Monster has an effect that returns them to the hand if they are targeted by a card effect, and then Special Summons another monster from their hand in the same zone as that monster was in. Take note of this being a Quick Effect, meaning you must respond with it, so Synctricity Zone is an important card for them. The name is a portmanteau of Synchro and Electricity, and the monsters are based around various animals and all use alliteration.
  4019.  
  4020. Main Deck Monsters:
  4021.  
  4022. Synctricity Charge Crane
  4023. Thunder/LIGHT/Tuner
  4024. Level 2
  4025. If you Normal or Special Summon a "Synctricity" monster(s): You can Special Summon this card from your hand. If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card was in. You can only use each effect of "Synctricity Charge Crane" once per turn.
  4026. 500/1000
  4027.  
  4028. Synctricity Spark Sheep
  4029. Thunder/LIGHT/Tuner
  4030. Level 3
  4031. If your opponent controls a monster in their Extra Monster Zone, you can Special Summon this card (from your hand). If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card was in. You can only use this effect of "Synctricity Spark Sheep" once per turn.
  4032. 1200/600
  4033.  
  4034. Synctricity Bolt Beaver
  4035. Thunder/LIGHT
  4036. Level 3
  4037. When this card is Normal Summoned or flipped face-up: You can target 1 "Synctricity" monster in your GY; Special Summon that target in Defense Position, but return it to the hand during the End Phase. If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card. You can only use each effect of "Synctricity Bolt Beaver" once per turn.
  4038. 1100/1600
  4039.  
  4040. Synctricity Lightning Lizard
  4041. Thunder/LIGHT
  4042. Level 4
  4043. You can target 1 "Synctricity" monster you control; Special Summon this card from your hand, and if you do, return that target to the hand. If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card was in. You can only use each effect of "Synctricity Lightning Lizard" once per turn.
  4044. 1400/1800
  4045.  
  4046. Synctricity Shocking Skunk
  4047. Thunder/LIGHT
  4048. Level 4
  4049. If this card is sent from the field to the GY: You can add 1 "Synctricity" card from your Deck to your hand, except "Synctricity Shocking Skunk". If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card was in. You can only use each effect of "Synctricity Shocking Skunk" once per turn.
  4050. 1500/1500
  4051.  
  4052. Synctricity Zap Zebra
  4053. Thunder/LIGHT
  4054. Level 4
  4055. (Quick Effect): You can discard this card, then target 1 "Synctricity" monster you control; it gains 1000 ATK and DEF until the end of this turn. If this card is targeted by a card effect (Quick Effect): You can return this card to your hand, and if you do, Special Summon 1 "Synctricity" monster from your hand with a different name in the same zone as this card. You can only use each effect of "Synctricity Zap Zebra" once per turn.
  4056. 1800/1000
  4057.  
  4058. Extra Deck Monsters:
  4059.  
  4060. Synctricity Volt Viper
  4061. Thunder/LIGHT/Link
  4062. Link Arrows: Up
  4063. 1 LIGHT monster, except a Token
  4064. When this card is Link Summoned: You can give control of this card to your opponent in their Extra Monster Zone. Once per turn, if a monster is Normal or Special Summoned face-up to a zone this card points to: Target that monster; halve its ATK and DEF until the end of this turn.
  4065. 1000/LINK-1.
  4066.  
  4067. Synctricity Thunder Tiger
  4068. Thunder/LIGHT/Synchro
  4069. Level 6
  4070. 1 Tuner + 1+ non-Tuner "Synctricity" monsters
  4071. When this card is Synchro Summoned to the Extra Monster Zone: You can Special Summon 1 "Synctricity" monster from your hand in the same column as this card. Once per turn (Quick Effect): You can target 1 other "Synctricity" monster you control and 1 Spell/Trap your opponent controls; return them to the hand, also if they are in the same column, inflict 1000 damage to your opponent.
  4072. 2300/2000
  4073.  
  4074. Synctricity Pulse Panther
  4075. Thunder/LIGHT/Synchro
  4076. Level 6
  4077. 1 Tuner + 1+ non-Tuner "Synctricity" monsters
  4078. Gains 200 ATK and DEF for each monster in the same column and that are adjacent to this card. Once per turn: You can move this card from your Extra Monster Zone to your Main Monster Zone. If this card is in your GY: You can target 2 "Synctricity" monsters on the field; Special Summon this card from your GY, and if you do, return them to the hand.
  4079. 2400/1800
  4080.  
  4081. Synctricity Electric Elephant
  4082. Thunder/LIGHT/Synchro
  4083. Level 7
  4084. 1 Tuner + 1+ non-Tuner "Synctricity" monsters
  4085. Up to twice per turn: You can target 1 card your opponent controls; move it to the same column this card is in. While there there are 3 or more cards in the same column as this card, this card cannot be targeted by or destroyed by your opponent's card effects, also the first time this card would be destroyed by battle each turn, it is not destroyed.
  4086. 2500/2500
  4087.  
  4088. Spells/Traps:
  4089.  
  4090. Synctricity Zone
  4091. Field Spell
  4092. Once per turn, if a "Synctricity" monster(s) is returned from the field to your hand: You can draw 1 card. Your opponent cannot activate cards and effects in response to the activation of "Synctricity" cards and effects.
  4093.  
  4094. Synctricity Strike
  4095. Quick-Play Spell
  4096. Target 1 "Synctricity" monster on the field and 1 other card in the same column as the first target; destroy them. If this card is in your GY: You can banish 1 other "Synctricity" card from your GY; add this card to your hand. You can only use each effect of "Synctricity Strike" once per turn.
  4097.  
  4098. Synctricity Rebound
  4099. Normal Trap
  4100. Target 1 "Synctricity" monster in your GY or that is banished; Special Summon it. You can banish this card from your GY, then target 1 "Synctricity" monster you control; draw 1 card, and if you do, return that target to the hand. You can only use each effect of "Synctricity Rebound" once per turn.
  4101.  
  4102. Synctricity Voltage
  4103. Normal Trap Card
  4104. Target 1 Level 4 or lower "Synctricity" monster you control; Special Summon 1 "Synctricity" monster from your hand or Deck with a different name from that target in a different zone, and if you do, return that target to the hand. If a "Synctricity" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Synctricity Voltage" per turn.
  4105.  
  4106. ANTIQUILITY ARCHETYPE (7/7):
  4107.  
  4108. Antiquility is an Archetype Psychic/DARK Trap monsters with various Levels and 1 Link Monster. They focus on an alternate win condition that you achieve by having 5 Trap monsters on the field, then after 3 turns of placing counters on the boss monster, you win the duel. Each monster has an effect that makes them unaffected by card effects, except Trap effects.
  4109.  
  4110. The name is a portmanteau of anti and tranquility, and the Traps' names come from the 5 stages of joy in Theravada Buddhism and the Link Monster refers to Nirvana, which roughly means the end of rebirth and reincarnation, hence the Duel winning aspect and the re-use of the cards. The name is also meant to be an ironic subversion of the concept of joy and tranquility in general, as someone who does not have a full understanding of Buddhism, nor believes in it, but finds it interesting.
  4111.  
  4112. Extra Deck Monsters:
  4113.  
  4114. Antiquility Nirvana
  4115. Psychic/DARK/Link
  4116. Link Arrows: Bottom Left/Bottom/Bottom Right
  4117. 3 Traps that are monsters
  4118. Gains 500 ATK for each Trap that is a monster this card points to. Unaffected by card effects, except Trap effects. If you control 5 Traps that are monsters, including at least 1 "Antiquility" card, during each of your End Phases, place 1 Nirvana Counter on this card. When 3 Nirvana Counters are on this card, you win the Duel.  
  4119. 2000/LINK-3
  4120.  
  4121. Spell/Traps:
  4122.  
  4123. Antiquility Temple
  4124. Field Spell
  4125. When this card is activated: You can add 1 "Antiquility" Trap from your Deck to your hand. Once per turn (Quick Effect): You can send 1 face-up "Antiquility" Trap that is a monster to the GY, then target 1 "Antiquility" Trap in your GY with a different name; Set that target, also if you control "Antiquility Nirvana", you can activate that card this turn. You can only activate 1 "Antiquility Temple" per turn.
  4126.  
  4127. Antiquility Khuddaka
  4128. Continuous Trap
  4129. Special Summon this card as an Effect Monster (Psychic/DARK/Level 1/ATK 0/DEF 0). (This card is also still a Trap.) If Summoned this way, it is unaffected by card effects, except Trap effects, also each turn, the first time an "Antiquility" monster you control would be destroyed by battle, it is not destroyed.  
  4130.  
  4131. Antiquility Khanika
  4132. Continuous Trap
  4133. Special Summon this card as an Effect Monster (Psychic/DARK/Level 2/ATK 500/DEF 500). (This card is also still a Trap.) If Summoned this way, it is unaffected by card effects, except Trap effects. If Summoned this way, once per turn (Quick Effect): You can target 1 face-up monster your opponent controls; change it to face-down Defense Position.
  4134.  
  4135. Antiquility Okkantika
  4136. Continuous Trap
  4137. Special Summon this card as an Effect Monster (Psychic/DARK/Level 3/ATK 1000/DEF 1000). (This card is also still a Trap.) If Summoned this way, it is unaffected by card effects, except Trap effects. If Summoned this way, once per turn (Quick Effect): You can target 3 Traps in your GY with different names; shuffle them into the Deck, then draw 1 card.
  4138.  
  4139. Antiquility Ubbega
  4140. Continuous Trap
  4141. Special Summon this card as an Effect Monster (Psychic/DARK/Level 4/ATK 1500/DEF 1500). (This card is also still a Trap.) If Summoned this way, it is unaffected by card effects, except Trap effects. If Summoned this way, your opponent cannot activate cards or effects in response to the activation and effects of "Antiquility" cards.
  4142.  
  4143. Antiquility Pharana
  4144. Continuous Trap
  4145. Special Summon this card as an Effect Monster (Psychic/DARK/Level 5/ATK 2000/DEF 2000). (This card is also still a Trap.) If Summoned this way, it is unaffected by card effects, except Trap effects, also all other Traps that are monsters gain 300 ATK and DEF for each "Antiquility" monster you control.
  4146.  
  4147. T.V. ARCHETYPE (17/17):
  4148.  
  4149. T.V. is an Archetype of DARK monsters with various types and Levels. They focus on Fusion Summoning and the use of the card Polymerization for various effects. The Fusion Monsters are boosted various ways if you used Polymerization specifically rather than an alternative or in-Deck version like many other Archetypes use, and the Spell/Trap Cards also boost them if Fusion Summoned with Polymerization. Also, the Fusion Monsters have an effect that triggers if sent from the Extra Monster Zone to the Graveyard. Note that Duel Portal does not have the EMZ yet, so that effect is not usable there, but I had the idea to throw it in as an extra bonus effect to make Remote have multiple uses.
  4150.  
  4151.  
  4152.  
  4153. Their name stands for TeleVillain, and they are based on various TV genres, and the Spell/Trap Cards are based on various TV concepts. The Fusion Monsters' name the combination of the two Fusion Materials used to Fusion Summon them, which is meant to represent TV shows with multiple genres, and their types reflect the genre they are from, such as Horror being Zombie.
  4154.  
  4155.  
  4156.  
  4157. I have previously made Archetypes of Decks that use Extra Deck mechanics, who are meant for the new format, that were designed without the need for Link Monsters, with Noistorm for Synchro, Canis Carnivore for Xyzs and Compass Dragon for Pendulums, and now this one for Fusion Monsters to round them out. I will probably not try this in the future as much, but it is an interesting experiment to make something like the previous formats with the new limitations this format presents.
  4158.  
  4159.  
  4160.  
  4161. Main Deck Monsters:
  4162.  
  4163.  
  4164. T.V. Thriller
  4165. Psychic/DARK
  4166. Level 2
  4167. You can target 1 Level 4 or lower "T.V." monster you control; return it to the hand, and if you do, Special Summon this card from your hand, then until the end of this turn, this card's name becomes that monster's and replace this effect with that monster's original effects. If this card is sent the GY for the Fusion Summon of a "T.V." Fusion Monster: You can draw 1 card. You can only use each effect of "T.V. Thriller" once per turn.
  4168.  
  4169. 1100/700
  4170.  
  4171.  
  4172. T.V. Horror
  4173. Zombie/DARK
  4174. Level 3
  4175. This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on a "T.V." Fusion Monster Card, but the other Fusion Material(s) must be correct. During the End Phase, if this card is in the GY because it was sent there for a Fusion Summon this turn: You can Special Summon it. You can only use this effect of "T.V. Horror" once per turn.
  4176. 0/2000
  4177.  
  4178. T.V. Fantasy
  4179. Spellcaster/DARK
  4180. Level 3
  4181. You can Tribute 1 "T.V." monster; add 1 "T.V." Spell/Trap Card from your Deck to your hand. During your turn, except the turn this card was sent to the GY: You can banish this card from your GY then target 1 "T.V." card in your GY; add it to your hand. You can only use each effect of "T.V. Fantasy" once per turn.
  4182. 1500/1500
  4183.  
  4184.  
  4185. T.V. Sci-Fi
  4186. Cyberse/DARK
  4187. Level 4
  4188. You can only use 1 of these effects of "T.V. Sci-Fi" per turn, and only once this turn.
  4189. * You can discard this card; add 1 "Polymerization" or 1 "T.V." monster from your Deck to your hand, except "T.V. Sci-Fi".
  4190. * You can discard this card and 1 other "T.V." card; add 1 "Polymerization" and 1 "T.V." monster from your Deck to your hand, except "T.V. Sci-Fi".
  4191. 1600/1000
  4192.  
  4193. T.V. Western
  4194. Warrior/DARK
  4195. Level 4
  4196. When this card is Summoned: You can Special Summon 1 "T.V." monster from your hand, except "T.V. Western". You can send this card from your hand or field to the GY, then target 1 "T.V." monster you control (Quick Effect); it gains 1000 ATK and DEF until the end of this turn. You can only use each effect of "T.V. Western" once per turn.
  4197. 1800/600
  4198.  
  4199. T.V. Action
  4200. Beast-Warrior/DARK
  4201. Level 4
  4202. If this card is Special Summoned: You can target 1 Level 4 or lower "T.V." monster in your GY, except "T.V. Action"; Special Summon it, but its effects are negated. If this card is banished by a card effect: You can Special Summon it. You can only use each effect of "T.V. Action" once per turn.
  4203. 1700/900
  4204.  
  4205. Extra Deck Monsters:
  4206.  
  4207. T.V. Action/Thriller
  4208. Psychic/DARK/Fusion
  4209. Level 6
  4210. "T.V. Action" + "T.V. Thriller"
  4211. If this card is Fusion Summoned: All face-up monsters your opponent control lose 1000 ATK and DEF. Once per turn: You can target 1 monster your opponent controls; destroy it, then if this card was Fusion Summoned using "Polymerization", inflict 1000 damage to your opponent. If this card is sent from the Extra Monster Zone to the GY: You can target 1 "Polymerization" in your GY; add it to your hand.
  4212. 2200/2000
  4213.  
  4214. T.V. Western/Horror
  4215. Zombie/DARK/Fusion
  4216. Level 7
  4217. "T.V. Western" + "T.V. Horror"
  4218. If this card is Fusion Summoned using "Polymerization", this card can make a second attack during each Battle Phase. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If this card is sent from the Extra Monster Zone to the GY: You can target 1 "Polymerization" in your GY; add it to your hand.
  4219. 2500/2100
  4220.  
  4221. T.V. Sci-Fi/Fantasy
  4222. Spellcaster/DARK/Fusion
  4223. Level 7
  4224. "T.V. Sci-Fi" + "T.V. Fantasy"
  4225. Once per turn (Quick Effect): You can target 1 Spell/Trap Card your opponent controls; destroy it. If this card is Fusion Summoned using "Polymerization", your opponent cannot activate cards or effects in response to this effect. If this card is sent from the Extra Monster Zone to the GY: You can target 1 "Polymerization" in your GY; add it to your hand.
  4226. 2100/2700
  4227.  
  4228. T.V. Fantasy/Horror/Thriller
  4229. Psychic-Type/DARK/Fusion
  4230. Level 8
  4231. "T.V. Fantasy" + "T.V. Horror + "T.V. Thriller"
  4232. Your opponent must attack this card, if able. Once per turn, if this card was Fusion Summoned using "Polymerization" (Quick Effect): You can change the battle position of as many monsters your opponent control as possible to Attack Position, and if you do,    negate their effects. If this card is sent from the Extra Monster Zone to the GY: You can target 1 "Polymerization" in your GY; add it to your hand.
  4233.  
  4234. 2400/3000
  4235.  
  4236.  
  4237. T.V. Sci-Fi/Action/Western
  4238. Warrior/DARK/Fusion
  4239. Level 12
  4240. "T.V." Sci-Fi" + "T.V. Action" + "T.V. Western"
  4241. When this card is Fusion Summoned using "Polymerization": You can target 1 "T.V." monster in your GY; Special Summon it in Defense Position. Once per turn: You can declare 1 card type (Monster, Spell or Trap); your opponent sends 1 card of that type from their hand or field to the GY (their choice), or if they don't have any, they send 2 cards from their hand or field to the GY instead, also this card cannot attack for the rest of this turn. If this card is sent from the Extra Monster Zone to the GY: You can target 1 "Polymerization" in your GY; add it to your hand.
  4242. 3000/1500
  4243.  
  4244. Spell/Trap Cards:
  4245.  
  4246. T.V. Studio
  4247. Field Spell Card
  4248. When this card is activated: You can add 1 "Polymerization" from your Deck to your hand, but you cannot Fusion Summon monsters, except "T.V." monsters for the rest of this turn. All "T.V." Fusion Monsters that were Fusion Summoned using "Polymerization" cannot be destroyed by battle and gain 500 ATK and DEF. You can only activate 1 "T.V. Studio" per turn.
  4249.  
  4250. T.V. Broadcast
  4251. Continuous Spell Card
  4252. If you would Fusion Summon a "T.V." Fusion Monster using "Polymerization", you can banish monsters from your GY as Fusion Material. All "T.V." Fusion Monsters that were Fusion Summoned using "Polymerization" are unaffected by your opponent's card effects.
  4253.  
  4254. T.V. Liveshow
  4255. Quick-Play Spell Card
  4256. Fusion Summon 1 "T.V." Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If you only used monsters on your field, this Fusion Summon is treated as a Fusion Summon using "Polymerization". If you control no monsters: You can banish this card from your GY, then target 1 "T.V." Fusion Monster in your GY; Special Summon it, but it is destroyed during the End Phase. You can only use 1 effect of "T.V. Liveshow" per turn, and only once that turn.
  4257.  
  4258. T.V. Remote
  4259. Continuous Trap Card
  4260. You can target 1 "T.V." Fusion Monster you control (Quick Effect); move it to any unoccupied Monster Zone (Main or Extra Monster Zone). You can target 1 Fusion Summoned "T.V." Fusion Monster you control (Quick Effect); send it to the GY, and if you do, Special Summon as many of the Fusion Materials from your GY as possible. You can only use each effect of "T.V. Remote" once per turn. You cannot activate these effects in the same Chain.
  4261.  
  4262. T.V. Backlog
  4263. Continuous Trap Card
  4264. When this card is activated: Banish up to 3 "T.V." monsters from your Deck with different names. Once per turn, during your Standby Phase: You can add 1 of the monsters banished by this effect to your hand. You can send this face-up card you control to the GY, then target up to 2 of your banished "T.V." cards; return them to the GY. You cannot activate these effects in the same Chain.
  4265.  
  4266. T.V. Cancelled
  4267. Counter Trap Card
  4268. When your opponent activates a Spell/Trap Card or monster effect while you control Fusion Monster that was Fusion Summoned using "Polymerization": Negate the activation, and if you do, destroy it, then if you control a "T.V." Fusion Monster, you can Set this card instead of sending it to the GY. You can only activate 1 "T.V. Cancelled" per turn.
  4269.  
  4270. CANIS CARNIVORE ARCHETYPE (12/12):
  4271.  
  4272. Canis Carnivore is an Archetype of Beast/DARK Level 4 monsters. They focus on attacking their own monsters and Xyz Summoning. Each monster can attack other monsters you control and each Main Deck monster has an effect that triggers when they are destroyed by your own attack, and the Xyz Monsters have an effect that triggers when they destroy a monster you control by battle. They are based on various wolf species, hence Canis, and Carnivore means to eat meat. As you may notice, these use the new TCG wordings, I hope it is not too confusing for anyone, I had to get used to it myself at first, but it shouldn't be too complicated.
  4273.  
  4274. Main Deck Monsters:
  4275.  
  4276. Canis Carnivore - Dingo
  4277. Beast/DARK
  4278. Level 4
  4279. When this card is Normal Summoned: You can Special Summon 1 "Canis Carnivore" monster from your hand, except "Canis Carnivore - Dingo". This card attack your own monsters during your Battle Phase. If this card is destroyed by battle from the attack of your own monster: You can Special Summon 1 "Canis Carnivore - Dingo" from hand or Deck in Defense Position.
  4280. 1500/1200
  4281.  
  4282. Canis Carnivore - Arabs
  4283. Beast/DARK
  4284. Level 4
  4285. When this card is Summoned: You can target 1 "Canis Carnivore" Spell/Trap Card in your GY; add it to your hand. Can attack your own monsters during your Battle Phase. If this card is destroyed by battle from the attack of your own monster: You can add 1 "Canis Carnivore" Spell/Trap Card from your Deck to your hand. You can only use each effect of "Canis Carnivore - Arabs" once per turn.
  4286. 1800/900
  4287.  
  4288. Canis Carnivore - Lycaon
  4289. Beast/DARK
  4290. Level 4
  4291. Can attack your own monsters during your Battle Phase. Can make a second attack during each Battle Phase. If this card is destroyed by battle from the attack of your own monster: You can target 1 "Canis Carnivore" monster in your GY, except "Canis Carnivore - Lycaon"; Special Summon that target. You can only use this effect of "Canis Carnivore - Lycaon" once per turn.
  4292. 1600/1100
  4293.  
  4294. Canis Carnivore - Fuscus
  4295. Beast/DARK
  4296. Level 4
  4297. Can attack your own monsters during your Battle Phase. You can Tribute this card (Quick Effect); Special Summon 1 "Canis Carnivore" monster from your Deck in Attack Position, except "Canis Carnivore - Fuscus", also it must attack this turn, if able, and cannot be used as an Xyz Material until your Main Phase 2. If this card is destroyed by battle from the attack of your own monster: You can excavate the top 5 cards of your Deck, add 1 excavated "Canis Carnivore" card to your hand, also send the rest to the GY. You can only use each effect of "Canis Carnivore - Fuscus" once per turn.
  4298. 1700/1000
  4299.  
  4300. Canis Carnivore - Arctos
  4301. Beast-Type/DARK
  4302. Level 4
  4303. Can attack your own monsters during your Battle Phase. If a "Canis Carnivore" monster you control is destroyed by battle: You can Special Summon this card from your hand. If this card is destroyed by battle from the attack of your own monster: You can inflict 1000 damage to your opponent. You can only use this effect of "Canis Carnivore - Arctos" once per turn.
  4304. 1200/2000
  4305.  
  4306. Extra Deck Monsters:
  4307.  
  4308. Canis Carnivore - Lupus
  4309. Beast/DARK/Xyz
  4310. Rank 4
  4311. 2 Level 4 DARK Beast monsters
  4312. Can attack your own monsters during your Battle Phase. You can detach 1 Xyz Material from this card; Special Summon 1 "Canis Carnivore" monster from your hand or Deck in Defense Position, but until the end of this turn, its effects are negated and its DEF becomes 0. If this card destroys a monster you control by battle: You can inflict 1000 damage to your opponent. You can only use each effect of "Canis Carnivore - Lupus" once per turn.
  4313. 2200/1600
  4314.  
  4315. Canis Carnivore - Dirus
  4316. Beast/DARK/Xyz
  4317. Rank 4
  4318. 3 Level 4 "Canis Carnivore" monsters
  4319. Can attack your own monsters during your Battle Phase. You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; take control of that target, also this card cannot attack your opponent for the rest of this turn. If this card destroys a monster you control by battle: You can banish 1 card your opponent controls or from their GY. You can only use each effect of "Canis Carnivore - Dirus" once per turn.
  4320. 2500/1800
  4321.  
  4322. Spell/Trap Cards:
  4323.  
  4324. Canis Carnivore - Den  
  4325. Field Spell Card
  4326. You take no battle damage from battles involving "Canis Carnivore" monsters you control. If a "Canis Carnivore" monster you control is destroyed by battle from the attack of your own monster: You can add 1 "Canis Carnivore" monster from your Deck to your hand. You can only use this effect of "Canis Carnivore - Den" once per turn.
  4327.  
  4328. Canis Carnivore - Appetite
  4329. Quick-Play Spell Card
  4330. Target 1 "Canis Carnivore" monster you control; double its ATK until the end of this turn. You cannot activate this card during the turn you attacked a monster your opponent controls.
  4331.  
  4332. Canis Carnivore - Strike
  4333. Quick-Play Spell Card
  4334. Activate 1 of the following effects.
  4335. ● Target 1 "Canis Carnivore" monster you control; return it to the hand, and if you do, Special Summon 1 "Canis Carnivore" monster from your hand with a different name.
  4336. ● Target 2 or more "Canis Carnivore" monsters with the same Level; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those targets as Xyz Material.
  4337.  
  4338. Canis Carnivore - Prey
  4339. Normal Trap Card
  4340. This turn, each time a "Canis Carnivore" monster you control is destroyed by battle, draw 1 card. You cannot activate cards or effects the turn you activate this card, except "Canis Carnivore" cards. You can only activate 1 "Canis Carnivore - Prey" per turn.
  4341.  
  4342. Canis Carnivore - Remains
  4343. Continuous Trap Card
  4344. Activate this card by targeting 1 "Canis Carnivore" monster in your GY; Special Summon that target. It gains 500 ATK, also it cannot be destroyed by your opponent's card effects. You can target 1 DARK Xyz Monster you control (Quick Effect); attach this card to that target as an Xyz Material.
  4345.  
  4346. COMPASS DRAGON ARCHETYPE (13/13):
  4347.  
  4348. Compass Dragon is an Archetype of Level 5 and 8 Wyrm Union Pendulum Monsters with different Attributes. They focus on Union monsters and Pendulum Summoning. Each monster has the same Pendulum Effect that can place a monster from the Deck in the Pendulum Zone and protect itself from destruction, and the Level 5 monsters can be Normal Summoned without Tributing if you control no monsters.They are based on compass as the name implies and based on the different cardinal directions for the Level 5s and ordinal directions for the Level 8s
  4349.  
  4350. This is my first Pendulum Archetype that is designed with the new format in mind as well as my first Pendulum Archetype based around Union monsters, so they are made less restrictive and made so that getting them back to the hand is easier, rather than using Link Monsters, though you can choose to play with Link Monsters if you wish as well.
  4351.  
  4352. Monsters:
  4353.  
  4354. Compass Dragon - West
  4355. Wyrm/EARTH/Pendulum/Union
  4356. Level 5
  4357. Scale 3
  4358. Pendulum Effect:
  4359. If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
  4360.  
  4361. Monster Effect:
  4362. If you control no monsters, you can Normal Summon this card without Tributing. Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster gains 500 ATK and DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  4363. 2000/2000
  4364.  
  4365. Compass Dragon - East
  4366. Wyrm/WIND/Pendulum/Union
  4367. Level 5
  4368. Scale 7
  4369. Pendulum Effect:
  4370. If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
  4371.  
  4372. Monster Effect:
  4373. If you control no monsters, you can Normal Summon this card without Tributing. Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. During your Main Phase: You can destroy this equipped card, and if you do, add 1 "Compass Dragon" card from your Deck to your hand, except "Compass Dragon - East". You can only use this effect of "Compass Dragon - East" once per turn. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  4374. 2300/1800
  4375.  
  4376. Compass Dragon - South
  4377. Wyrm/WATER/Pendulum/Union
  4378. Level 5
  4379. Scale 1
  4380. Pendulum Effect:
  4381. If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
  4382.  
  4383. Monster Effect:
  4384. If you control no monsters, you can Normal Summon this card without Tributing. Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster cannot be destroyed by your opponent's monster effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  4385. 1800/2500
  4386.  
  4387. Compass Dragon - North
  4388. Wyrm/FIRE/Pendulum/Union  
  4389. Level 5
  4390. Scale 9
  4391. Pendulum Effect:
  4392. If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
  4393.  
  4394. Monster Effect:
  4395. If you control no monsters, you can Normal Summon this card without Tributing. Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster cannot be destroyed by your opponent's Spell/Trap effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  4396. 2200/1900
  4397.  
  4398. Compass Dragon - North West
  4399. Wyrm-Type/EARTH/Pendulum/Union
  4400. Level 8
  4401. Scale 3
  4402. Pendulum Effect:
  4403. If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
  4404.  
  4405. Monster Effect:
  4406. Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster can make a second attack during each Battle Phase, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  4407. 2500/2000
  4408.  
  4409. Compass Dragon - North East
  4410. Wyrm-Type/FIRE/Pendulum/Union
  4411. Level 8
  4412. Scale 7
  4413. Pendulum Effect:
  4414. If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
  4415.  
  4416. Monster Effect:
  4417. Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. You can target 1 card in your Pendulum Zone; return it to your hand, and if you do, place this card in your Pendulum Zone and this card's Pendulum Scale becomes 9. You can only use this effect of "Compass Dragon - North East" once per turn. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  4418. 2000/3000
  4419.  
  4420. Compass Dragon - South West
  4421. Wyrm-Type/WATER/Pendulum/Union
  4422. Level 8
  4423. Scale 1
  4424. Pendulum Effect:
  4425. If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
  4426.  
  4427. Monster Effect:
  4428. Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. During your Main Phase: You can destroy this card, and if you do, Special Summon 1 Wyrm monster from your hand or GY, but its effects are negated. You can only use this effect of "Compass Dragon - South West" once per turn. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  4429. 2800/1700
  4430.  
  4431. Compass Dragon - South East
  4432. Wyrm-Type/WIND/Pendulum/Union  
  4433. Level 8
  4434. Scale 9
  4435. Pendulum Effect:
  4436. If you have no cards your other Pendulum Zone: You can discard 1 card; place 1 "Compass Dragon" Pendulum Monster from your Deck in your other Pendulum Zone. If this card would be destroyed, you can destroy 1 Equip Card you control instead.
  4437.  
  4438. Monster Effect:
  4439. Once per turn, you can either: Target 1 Wyrm monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. Once per turn, if the equipped monster destroys an opponent's monster by battle: You can destroy 1 card your opponent controls. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  4440.  
  4441. 2400/2400
  4442.  
  4443. Spell/Trap Cards:
  4444.  
  4445.  
  4446.  
  4447. Compass Dragon - Pole
  4448. Field Spell Card
  4449.  
  4450. Once per turn: You can move 1 Pendulum Monster from your Extra Monster Zone to your Main Monster Zone. Once per turn: You can target 1 "Compass Dragon" Union Pendulum Monster equipped to a monster you control in your Spell & Trap Zone; place it in your Pendulum Zone or add to your Extra Deck face-up.
  4451.  
  4452. Compass Dragon - Cardinal
  4453. Normal Spell Card
  4454. Add up to 2 face-up "Compass Dragon" Pendulum Monsters from your Extra Deck to your hand, then discard 1 card. You can banish this card from your GY, then target 1 Level 5 or lower Union monster in your GY; add it to your hand. You can only use 1 effect of "Compass Dragon - Cardinal" per turn, and only once that turn.
  4455.  
  4456. Compass Dragon - Magnetism
  4457. Quick-Play Spell Card
  4458. Target 1 Wyrm monster you control; equip 1 "Compass Dragon" Union Pendulum Monster from your hand or face-up in your Extra Deck to that target, but the Union monster you equipped cannot be Special Summoned this turn.  
  4459.  
  4460. Compass Dragon - Dial
  4461. Normal Trap Card
  4462. Target 1 "Compass Dragon" monster your control; add 1 "Compass Dragon" monster from your Deck with a different Attribute from that target to your hand, then return that target to the hand. Except the turn this card was sent to the GY (Quick Effect): You can banish this card from your GY, then target 1 "Compass Dragon" Union monster in your GY and 1 Wyrm monster your control; equip the first target to the second target.
  4463.  
  4464. Compass Dragon - Ordinal
  4465. Normal Trap Card
  4466. Special Summon 1 "Compass Dragon" Pendulum Monster from your hand or that is face-up in your Extra Deck with a different Attribute from monsters you control (if any). You can banish this card from your GY; Special Summon 1 Level 8 or higher Union monster from your hand or GY, but its destroyed during the End Phase. You can only use 1 effect of "Compass Dragon - Ordinal" per turn, and only once that turn.
  4467.  
  4468. RETICULANT - FORMING AN ARCHETYPE #32 (10/10):
  4469.  
  4470. Reticulant is an Archetype of Fairy-Type/DARK monsters with various Levels. They focus on banishing opponent's monsters, as well as themselves sometimes, and Eva Tokens. Their playstyle focuses mostly on banishing the opponent's monsters for Zeta Reticulant to make it Special Summon Eva Tokens, which you can use for various purposes, such as Summoning more monsters.
  4471.  
  4472. Their names comes from Greek letters and they also loosely space based, as Eva Tokens were originally named EBE, meaning Extraterrestrial Biological Entity (which is why the Spell/Traps have the Bio prefix), and Eva is of course a reference to Adam and Eve, hence their Fairy-Type (Angel in Japan), and you should get what they were going for.
  4473.  
  4474. What the hell Reticulant means is anyone's guess, I don't think that's a real word even, but it sounds cool, which is probably why I chose it, since I have no idea why this was in my list to make Archetypes about, I just used a random number generator and got this after having it sit in my Pastebin file for a long time now.
  4475.  
  4476. Original Card:
  4477. http://i.imgur.com/Rklxeek.png
  4478. You can Tribute 1 "Eva Token" to Special Summon this card from your hand. While this card is in your Graveyard, each time a monster(s) your opponent controls is removed from play, Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500).
  4479.  
  4480. New Cards:
  4481.  
  4482. Monsters:
  4483.  
  4484. Alpha Reticulant
  4485. Fairy-Type/DARK
  4486. Level 4
  4487. You can Tribute 1 "Eva Token"; Special Summon this card from your hand. If this card is Normal or Special Summoned, except by its own effect: You can Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500). If this card is banished: You can add 1 "Reticulant" card from your Deck to your hand, except "Alpha Reticulant". You can only each effect of "Alpha Reticulant" once per turn.
  4488. 1400/1500
  4489.  
  4490. Beta Reticulant
  4491. Fairy-Type/DARK
  4492. Level 4
  4493. You can Tribute 1 "Eva Token"; Special Summon this card from your hand. If this card is Normal or Special Summoned, except by its own effect: You can Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500). You can banish this card and 1 other "Reticulant" card from your Graveyard, then target 1 monster your opponent controls; banish that target. You can only each effect of "Beta Reticulant" once per turn.
  4494. 1500/1400
  4495.  
  4496. Delta Reticulant
  4497. Fairy-Type/DARK
  4498. Level 4
  4499. If a monster(s) your opponent controls is banished: You can Special Summon this card from your hand, then Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500). You can Tribute 1 "Eva Token", then target 1 "Reticulant" monster in your Graveyard; Special Summon that target. You can only each effect of "Delta Reticulant" once per turn.
  4500.  
  4501. 1000/2000
  4502.  
  4503. Gamma Reticulant
  4504. Fairy-Type/DARK
  4505. Level 5
  4506. You can Special Summon this card (from your hand) by banishing 1 "Reticulant" monster from your field. You can Special Summon this card (from your Graveyard) by Tributing 2 "Eva Tokens". You can discard 1 "Reticulant" card, then target 1 of your banished "Reticulant" monsters; Special Summon that target. You can only use this effect of "Gamma Reticulant" once per turn. You can only Special Summon "Gamma Reticulant(s)" once per turn.
  4507. 1800/2200
  4508.  
  4509. Sigma Reticulant
  4510. Fairy-Type/DARK
  4511. Level 7
  4512. You can target 1 "Reticulant" monster you control and 1 monster your opponent controls; banish them, and if you do, Special Summon this card from your hand. You can only use this effect of "Sigma Reticulant" once per turn. If this card leaves the field: Special Summon those banished monsters. While this card is in the Graveyard, if a monster(s) your opponent controls is banished: Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500).
  4513.  
  4514. 2000/2500
  4515.  
  4516.  
  4517. Omega Reticulant
  4518. Fairy-Type/DARK
  4519. Level 7
  4520. You can target 1 monster your opponent controls; banish that target, and if you do, Special Summon this card from your hand. You must control 2 or more "Eva Tokens" to activate and to resolve this effect. While this card is banished, if a monster(s) your opponent controls is banished: Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500).
  4521.  
  4522. 2500/1900
  4523.  
  4524.  
  4525.  
  4526. Spell/Trap Cards:
  4527.  
  4528.  
  4529. Reticulant Biospace
  4530. Field Spell Card
  4531. If a monster(s) your opponent controls is banished, place 1 Bio Counter on this card for each of those monsters. All "Reticulant" monsters you control gain 300 ATK and DEF for each Bio Counter on this card. If an "Eva Token(s)" you control would be destroyed or Tributed, you can remove 1 Bio Counter from this card for each of those monsters instead. While you control an "Eva Token", all "Reticulant" cards you control cannot be targeted by or destroyed by your opponent's card effects.
  4532.  
  4533. Reticulant Bioblast
  4534. Quick-Play Spell Card
  4535. Discard 1 "Reticulant" card, then target 1 monster your opponent controls; banish it. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; excavate the top 3 cards of your Deck, banish any number of "Reticulant" cards, also, after that, if you banished 3 "Reticulant" cards, banish 1 monster your opponent controls, also send the rest to the Graveyard.
  4536.  
  4537. Reticulant Biozone
  4538. Continuous Spell Card
  4539. While you control an "Eva Token", you can Normal Summon 1 monster in addition to your Normal Summon/Set. (you can only gain this effect once per turn). If you Tribute Summon a "Reticulant" monster: You can target 1 monster your opponent controls; banish it. You can only use this effect of "Reticulant Biozone" once per turn.
  4540.  
  4541. Reticulant Bioship
  4542. Continuous Trap Card
  4543. Special Summon this card as an Effect Monster (Machine-Type/DARK/Level 7/ATK 2000/DEF 2000). (This card is also still a Trap Card.) While this card is a monster, once per turn, during your Standby Phase: Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500). If this card is banished: You can target 1 "Reticulant" card in your Graveyard, except "Reticulant Bioship"; add it to your hand. You can only use this effect of "Reticulant Bioship" once per turn.
  4544.  
  4545. NOISTORM ARCHETYPE (16/16):
  4546.  
  4547. Noistorm is an Archetype of Thunder-Type/DARK monsters with various Levels. They focus on Synchro Summoning, negating effects and Quick-Play Spell Cards. Each monster has an effect that Special Summons themselves from the hand when a Noistorm monster has its effects negated. The non-Tuners also have an effect that makes the Synchro Monster gain an effect if they're used to Synchro Summon them. Make note that this is intentionally made so it will not be negated. The Quick-Play Spell Cards also take part in negating their effects and you can banish it with another Noistorm card from your Graveyard to add a Quick-Play Spell Card from your Graveyard to your hand. The name is a portmanteau of Noise and Storm, and their names refer to sound and lightning-based words.
  4548.  
  4549. Main Deck Monsters:
  4550.  
  4551. Noistorm Amplifier
  4552. Thunder-Type/DARK/Tuner
  4553. Level 2
  4554. If the effects of a "Noistorm" monster(s) you control is negated: You can Special Summon this card from your hand. If this card is sent to the Graveyard for the Synchro Summon of a "Noistorm" Synchro Monster: You can add 1 Thunder-Type monster from your Deck to your hand, except "Noistorm Amplifier". You can only use each effect of "Noistorm Amplifier" once per turn.
  4555. 400/1800
  4556.  
  4557. Noistorm Frequency
  4558. Thunder-Type/DARK/Tuner
  4559. Level 3
  4560. If the effects of a "Noistorm" monster(s) you control is negated: You can Special Summon this card from your hand. If this card is sent to the Graveyard for the Synchro Summon of a "Noistorm" Synchro Monster: You can add 1 Quick-Play Spell Card from your Deck to your hand. You can only use each effect of "Noistorm Frequency" once per turn.
  4561. 500/2000
  4562.  
  4563. Noistorm Current
  4564. Thunder-Type/DARK
  4565. Level 3
  4566. If the effects of a "Noistorm" monster(s) you control is negated: You can Special Summon this card from your hand. When this card is Normal Summoned: You can target 1 "Noistorm" monster in your Graveyard; Special Summon it in Defense Position, also you cannot Special Summon monsters, except "Noistorm" monsters for the rest of this turn. You can only use each effect of "Noistorm Current" once per turn. A Synchro Monster that is Synchro Summoned using this card as Synchro Material cannot be destroyed by your opponent's Spell/Trap effects.
  4567. 1200/1200
  4568.  
  4569. Noistorm Mixer
  4570. Thunder-Type/DARK
  4571. Level 3
  4572. If the effects of a "Noistorm" monster(s) you control is negated: You can Special Summon this card from your hand. If you have no Trap Cards in your Graveyard at least 1 Quick-Play Spell Card in your Graveyard and/or that is banished: You can Special Summon this card from your hand or Graveyard, but banish it when it leaves the field. You can only use each effect of "Noistorm Mixer" once per turn. A Synchro Monster that is Synchro Summoned using this card as Synchro Material cannot be destroyed by battle.
  4573. 1400/1000
  4574.  
  4575. Noistorm Charger
  4576. Thunder-Type/DARK
  4577. Level 4
  4578. If the effects of a "Noistorm" monster(s) you control is negated: You can Special Summon this card from your hand. You can target 1 "Noistorm" monster you control; negate its effects until the end of this turn, and if you do, Special Summon this card from your hand. You can only use each effect of "Noistorm Charger" once per turn. A Synchro Monster that is Synchro Summoned using this card as Synchro Material gains 500 ATK and DEF.
  4579. 1800/1000
  4580.  
  4581. Noistorm Conductor
  4582. Thunder-Type/DARK
  4583. Level 4
  4584. If the effects of a "Noistorm" monster(s) you control is negated: You can Special Summon this card from your hand. If this card is Normal or Special Summoned, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using "Noistorm" monsters you control as Synchro Material. You can only use each effect of "Noistorm Conductor" once per turn. A Synchro Monster that is Synchro Summoned using this card as Synchro Material cannot be destroyed by your opponent's monster effects.
  4585. 1600/1400
  4586.  
  4587. Noistorm Filter
  4588. Thunder-Type/DARK/Tuner
  4589. Level 4
  4590. If the effects of a "Noistorm" monster(s) you control is negated: You can Special Summon this card from your hand. If you activate a "Noistorm" Quick-Play Spell Card while this card is in your Graveyard: You can Special Summon this card from your Graveyard in Defense Position, but banish it when it leaves the field, also you cannot Special Summon monsters, except "Noistorm" monsters, for the rest of this turn. You can only use each effect of "Noistorm Filter" once per turn.  
  4591. 1700/1100
  4592.  
  4593. Extra Deck Monsters:
  4594.  
  4595. Noistorm Loud Striker
  4596. Thunder-Type/DARK/Synchro
  4597. Level 6
  4598. 1 Tuner + 1 or more non-Tuner Thunder-Type monsters
  4599. Once per turn, during either player's turn: You can target other 1 face-up card on each side of the field; negate their effects until the end of this turn. Once per turn: You can discard 1 "Noistorm" card; add 1 Quick-Play Spell Card from your Deck to your hand. If this card is destroyed by your opponent's card (by battle or card effect) and sent to the Graveyard: You can Special Summon it in Defense Position, and if you do, it becomes a Tuner, but banish it when it leaves the field.
  4600. 2000/2300
  4601.  
  4602. Noistorm Thundering Speaker
  4603. Thunder-Type/DARK/Synchro
  4604. Level 7
  4605. 1 Tuner + 1 or more non-Tuner Thunder-Type monsters
  4606. When this card is Special Summoned: You can target 2 of your banished "Noistorm" cards; return to the Graveyard, and if you do, this card can make a second attack during each Battle Phase this turn. If this card inflicts battle damage to your opponent: You can target 1 "Noistorm" monster in your Graveyard; Special Summon that target. You can only use each effect of "Noistorm Thundering Speaker" once per turn.
  4607. 2300/2500
  4608.  
  4609. Noistorm Sonic Bolt
  4610. Thunder-Type/DARK/Synchro
  4611. Level 8
  4612. 1 Tuner + 1 or more non-Tuner Thunder-Type monsters
  4613. If this card is Synchro Summoned by using a Synchro Monster as Synchro Material: You can Special Summon 1 "Noistorm" monster from your hand, Deck or Graveyard. Once per turn: You can target 1 other face-up card on the field; negate its effects until the end of this turn, and if you do, all "Noistorm" monsters you control gain 300 ATK.
  4614. 2400/2700
  4615.  
  4616. Noistorm Decibel Lightning
  4617. Thunder-Type/DARK/Synchro
  4618. Level 10
  4619. 1 Tuner + 1 or more non-Tuner "Noistorm" monsters
  4620. When this card is Synchro Summoned: You can destroy all cards your opponent control whose effects are negated. Once per turn, if a Quick-Play Spell Card is activated: You can draw 1 card. If this card is sent to the Graveyard: You can shuffle all your banished "Noistorm" cards into the Deck, and if you do, draw 1 card.
  4621. 2500/2500
  4622.  
  4623. Spell Cards:
  4624.    
  4625. Noistorm Thunders
  4626. Quick-Play Spell Card
  4627. Target 1 "Noistorm" monster you control and 1 Spell/Trap Card your opponent controls; negate the first target's effects until the end of this turn, and if you do, destroy the second target. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card and 1 other "Noistorm" card from your Graveyard, then target 1 Quick-Play Spell Card in your Graveyard; add it to your hand. You can only use each effect of "Noistorm Thunders" once per turn.
  4628.  
  4629. Noistorm Lightflash
  4630. Quick-Play Spell Card
  4631. Target 1 "Noistorm" monster you control; negate its effects until the end of this turn, and if you do, Special Summon 1 "Noistorm" monster from your hand. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card and 1 other "Noistorm" card from your Graveyard, then target 1 Quick-Play Spell Card in your Graveyard; add it to your hand. You can only use each effect of "Noistorm Lightflash once per turn.
  4632.  
  4633. Noistorm Soundwaves
  4634. Quick-Play Spell Card
  4635. Negate the effects of face-up cards on the field until the end of this turn, up to the number of "Noistorm" monsters you control, then you can increase the Level of 1 face-up monster you control up the number of cards negated. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card and 1 other "Noistorm" card from your Graveyard, then target 1 Quick-Play Spell Card in your Graveyard; add it to your hand. You can only use each effect of "Noistorm Soundwaves" once per turn.
  4636.  
  4637. Noistorm Volume
  4638. Quick-Play Spell Card
  4639. Target 1 "Noistorm" monster you control; until the end of this turn, negate its effects, and if you do, double its ATK and DEF. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card and 1 other "Noistorm" card from your Graveyard, then target 1 Quick-Play Spell Card in your Graveyard; add it to your hand. You can only use each effect of "Noistorm Volume" once per turn.
  4640.  
  4641. Noistorm Raindrops
  4642. Quick-Play Spell Card
  4643. Target 1 "Noistorm" monster you control; negate its effects until the end of this turn, and if you do, Special Summon 2 "Noistorm Tokens" (Thunder-Type/DARK/Level 2/ATK 500/DEF 500). During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card and 1 other "Noistorm" card from your Graveyard, then target 1 Quick-Play Spell Card in your Graveyard; add it to your hand. You can only use each effect of "Noistorm Raindrops" once per turn.
  4644.  
  4645. MAGMATORIUM ARCHETYPE (16/16):  
  4646.  
  4647. Magmatorium is an Archetype of Psychic and Pyro/FIRE monsters with various Levels. They focus in Link Summoning, using Spell/Trap Cards and making an Extra Link, which means having monsters go all the way from one Extra Monster Zone to the other Extra Monster Zone with co-links to allow you to Link Summon to the other Extra Monster Zone as well, and use the effect of Magmatorium Experiment to destroy all your opponent's cards. The Main Deck Monsters are Psychic, and the Link Monsters are Pyro, with the exception of Master, which is Psychic. The name is a portmanteau of Magma and Laboratorium, which is the Latin word for Laboratory.
  4648.  
  4649. Main Deck Monsters:
  4650.  
  4651. Magmatorium Student
  4652. Psychic/FIRE
  4653. Level 2
  4654. If you activate a "Magmatorium" Spell/Trap Card: You can Special Summon this card from your hand. You can discard 1 "Magmatorium" Spell/Trap, then target 1 "Magmatorium" monster in your GY; Special Summon that target. You can only use each effect of "Magmatorium Student" once per turn.
  4655. 900/1400
  4656.  
  4657. Magmatorium Assistant
  4658. Psychic/FIRE
  4659. Level 3
  4660. If you control a "Magmatorium" monster, you can Special Summon this card (from your hand). You can only Special Summon "Magmatorium Assistant" this way once per turn. If this card is sent from the field to the GY: You can add 1 "Magmatorium" Spell/Trap from your Deck to your hand. You can only use this effect of "Magmatorium Assistant" once per turn.
  4661. 500/1700
  4662.  
  4663. Magmatorium Chemical Mixer
  4664. Psychic/FIRE
  4665. Level 3
  4666. If you control no monsters in your Extra Monster Zone, you can Special Summon this card (from your hand). You can only Special Summon "Magmatorium Assistant" this way once per turn. If this card is sent from the field to the GY: You can Special Summon 1 "Magmatorium" monster from your hand. You can only use this effect of "Magmatorium Chemical Mixer" once per turn.
  4667. 1200/1200
  4668.  
  4669. Magmatorium Scientist
  4670. Psychic/FIRE
  4671. Level 4
  4672. When this card is Normal or Special Summoned: You can discard 1 card; add 1 "Magmatorium" monster from your Deck to your hand, except "Magmatorium Scientist". You can Tribute this card, then target 1 "Magmatorium" monster in your GY, except "Magmatorium Scientist"; Special Summon that target. You can only use each effect of "Magmatorium Scientist" once per turn.
  4673. 1500/1500
  4674.  
  4675. Magmatorium Professor
  4676. Psychic/FIRE
  4677. Level 4
  4678. You can target 1 "Magmatorium" Link Monster you control; return it to the Extra Deck, then Special Summon this card from your hand or GY. (Quick Effect): You can return 1 "Magmatorium" Spell/Trap you control to the hand, then activate 1 "Magmatorium" Spell/Trap Card from your hand. You can only use each effect of "Magmatorium Professor" once per turn.
  4679. 1800/500
  4680.  
  4681. Extra Deck Monsters:
  4682.  
  4683. Magmatorium Byproduct
  4684. Pyro/FIRE/Link
  4685. Link Arrows: Down
  4686. 1 "Magmatorium" monser
  4687. Must first be Link Summoned by its own effect. If you activate a "Magmatorium" Spell/Trap Card, you can: Immediately after this effect resolves, Link Summon this card using 1 "Magmatorium" monster. Gains 500 ATK for each of your co-linked monsters also your opponent cannot target this card for an attack while this card is in a co-linked to a "Magmatorium" monster.
  4688. 0/LINK-1
  4689.  
  4690. Magmatorium Experiment #1
  4691. Pyro/FIRE/Link
  4692. Link Arrows: Up, Left  
  4693. 2 "Magmatorium" monsters
  4694. If this card is co-linked to a "Magmatorium" Link Monster: You can target 1 "Magmatorium" monster in your GY; add it to your hand. You can only use this effect of "Magmatorium Experiment #1" once per turn. If this card would be destroyed by battle or card effect, you can destroy 1 monster this card points to instead.
  4695. 2000/LINK-2
  4696.  
  4697. Magmatorium Experiment #2
  4698. Pyro/FIRE/Link
  4699. Link Arrows: Up, Right
  4700. 2 "Magmatorium" monsters
  4701. If this card is co-linked to a "Magmatorium" Link Monster: You can target 1 "Magmatorium" Spell/Trap in your GY; add it to your hand. You can only use this effect of "Magmatorium Experiment #2" once per turn. If this card would be destroyed by battle or card effect, you can destroy 1 monster this card points to instead.
  4702. 2000/LINK-2
  4703.  
  4704. Magmatorium Compound
  4705. Pyro/FIRE/Link
  4706. Link Arrows: Left, Right
  4707. 2 "Magmatorium" monsters
  4708. Once per turn: You can switch the locations of 2 "Magmatorium" Link Monsters you control. All "Magmatorium" monsters co-linked to this card cannot be targeted by your opponent's card effects, also if this card is co-linked to a "Magmatorium" monster, this card cannot be targeted by your opponent's card effects.
  4709. 2000/LINK-2
  4710.  
  4711. Magmatorium Master
  4712. Psychic/FIRE/Link
  4713. Link Arrows: Left, Right, Up, Down
  4714. 2+ "Magmatorium" monsters
  4715. When this card is Link Summoned, if you control no other cards, except "Magmatorium" Spells/Traps (min. 1): You can Special Summon 1 "Magmatorium" monster from your hand or Deck to your zone this card points to. If this card is in a co-linked to 2 or more "Magmatorium" Link Monsters, your opponent can only Special Summon 1 monster from their Extra Deck per turn.
  4716. 2700/LINK-4
  4717.  
  4718. Spell/Trap Cards:
  4719.  
  4720. Magmatorium Lab
  4721. Field Spell Card
  4722. If you activate a "Magmatorium" Spell/Trap Card: All monsters you control gain 300 ATK and DEF. Once per turn, if you Link Summon a "Magmatorium" Link Monster: You can draw 1 card. During your Main Phase, you can Normal Summon 1 "Magmatorium" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  4723.  
  4724. Magmatorium Experiment
  4725. Continuous Spell Card
  4726. Once per turn: You can Special Summon 1 "Magmatorium Token" (Pyro/FIRE/Level 1/500 ATK/500 DEF), but it cannot be Tributed or used as Link Material, except for the Link Summon of a "Magmatorium" Link Monster. If you have an Extra Link (Quick Effect): You can send this face-up card to the Graveyard; destroy all cards your opponent control, also you cannot attack for the rest of this turn. If all monsters you control are "Magmatorium" monsters, cards and effects cannot activated in response to this effect.
  4727.  
  4728. Magmatorium Bunsen Burner
  4729. Continuous Spell Card
  4730. When this card is activated: You can destroy any number of "Magmatorium" Link Monsters you control, and if you do, draw the same number of cards. Once per turn: You can target any number of "Magmatorium" Link Monster in your GY; banish them, then inflict damage to your opponent equal to the number of monsters banished x 500.
  4731.  
  4732. Magmatorium Analysis
  4733. Equip Spell Card
  4734. Activate this card by targeting 1 "Magmatorium" monster in your GY; Special Summon that target and equip this card to it, but it has its effects negated and its ATK and DEF are halved. If that target is a Link Monster, you can Special Summon it to your Extra Monster Zone instead. The equipped monster cannot be used as a Link Material, except for the Link Summon of a "Magmatorium" Link Monster. If this card is destroyed, destroy the equipped monster. You can only activate 1 "Magmatorium Analysis" per turn.
  4735.  
  4736. Magmatorium Expert Call
  4737. Normal Trap Card
  4738. Special Summon 1 "Magmatorium" monster from your hand. If you control a "Magmatorium" Spell/Trap, you can activate this card from your hand. During your turn, except the turn this card was sent to the GY: You can banish this card and 1 "Magmatorium" monster from your GY; add 1 "Magmatorium" monster from your Deck to your hand.
  4739.  
  4740. Magmatorium Element
  4741. Continuous Trap Card
  4742. Special Summon this card as an Effect Monster (Pyro/FIRE/Level 4/1000 ATK/1000 DEF). If Summoned this way, it can be treated as 2 different monsters for the Link Summon of a "Magmatorium" monster. If this card is in the Graveyard: You can shuffle this card and 2 other "Magmatorium" cards in your Graveyard and/or that are banished into the Deck; draw 1 card.
  4743.  
  4744. DREAMCATCHER ARCHETYPE (17/17):
  4745.  
  4746. Dreamcatcher is an Archetype of monsters with various Types, Attributes and Levels. They focus on LP gain as well as Special Summoning. They have 2 Pendulum Monsters, 1 Link Monster as well as 1 Synchro, Fusion and Xyz Monster, which you are meant to work with together, using them to Summon each other with their effects. Their main focus is to use the card Dreamscape to keep boosting LP, as it increases the LP for each monster you Summon and puts Dream Counters on itself, then you can remove those counters and boost the ATK and DEF of all your monsters later, though they always have an alternate win condition, requiring you to have 12000 or higher LP which is achieved by using the Extra Deck monsters along with Lucid Dreamer. The Archetype's name is a reference to dream catchers, and the cards are weird things you would see in a dream.
  4747.  
  4748.  
  4749.  
  4750. Main Deck Monsters:
  4751.  
  4752.  
  4753.  
  4754. Dreamcatcher - Tiny Elephant
  4755.  
  4756. Beast/EARTH/Tuner
  4757.  
  4758. Level 1
  4759.  
  4760. If your opponent controls a monster and you control no monsters: You can Special Summon this card from your hand, and if you do, take 800 damage. If this card is sent to the GY as a material for a Summon (Synchro, Fusion or Link): Gain 500 for each "Dreamcatcher" monster used as material. You can only use each effect of "Dreamcatcher - Tiny Elephant" once per turn.
  4761.  
  4762. 800/0
  4763.  
  4764.  
  4765.  
  4766. Dreamcatcher - Split Spirit
  4767.  
  4768. Fairy/LIGHT
  4769.  
  4770. Level 2
  4771.  
  4772. If this card is Special Summoned: You can pay LP in multiples of 500 (max. 1500); Special Summon "Dreamcatcher Tokens" (Fairy/DARK/Level 2/1000 ATK/1000 DEF) equal the number of multiples paid, also you cannot Special Summon monsters for the rest of this turn, except "Dreamcatcher" monsters. If this card's battle position is changed: It becomes DARK if its a LIGHT monster, or becomes LIGHT if its a DARK monster, also its Level becomes doubled. You can only use each effect of "Dreamcatcher - Split Spirit" once per turn.
  4773.  
  4774. 1000/1000
  4775.  
  4776.  
  4777.  
  4778. Dreamcatcher - Flying Tortoise
  4779.  
  4780. Winged Beast/WATER
  4781.  
  4782. Level 4
  4783.  
  4784. If you gain LP by the effect of a "Dreamcatcher" card: You can Special Summon this card from your hand in Defense Position, also you cannot Special Summon monsters for the rest of the turn, except "Dreamcatcher" monsters. You can pay 1000 LP; Special Summon 1 "Dreamcatcher" monster from your hand or Deck in Defense Position with a different Level from monsters you control but it has its effects negated, then return this card to your hand. You can only use each effect of "Dreamcatcher - Flying Tortoise" once per turn.
  4785.  
  4786. 1500/2000
  4787.  
  4788.  
  4789.  
  4790. Dreamcatcher - Bipedal Snake
  4791.  
  4792. Reptile/DARK
  4793.  
  4794. Level 4
  4795.  
  4796. When this card is Normal or Special Summoned from your hand: You can pay 1000 LP; add 1 "Dreamcatcher" card from your Deck to your hand, except "Dreamcatcher - Bipedal Snake". If this card is sent from the field to the GY, except by a card effect: You can target 1 "Dreamcatcher" monster in your GY, except "Dreamcatcher - Bipedal Snake"; Special Summon that target, but its ATK and DEF become halved. You can only use each effect of "Dreamcatcher - Bipedal Snake" once per turn.
  4797.  
  4798. 1800/1200
  4799.  
  4800.  
  4801.  
  4802. Dreamcatcher - Dancing Tree
  4803.  
  4804. Plant/EARTH
  4805.  
  4806. Level 6
  4807.  
  4808. If you control no monsters, except "Dreamcatcher" monsters, you can Normal Summon this card without Tributing, but it cannot attack this turn, also its Level becomes 4. (Quick Effect): You can change the battle position of as many monsters on the field as possible, then gain 300 HP for each "Dreamcatcher" monster you changed. If you gain LP by the effect of a "Dreamcatcher" card: You can Special Summon this card from your GY in Defense Position, but its effects are negated and its banished when it leaves the field. You can only use each effect of "Dreamcatcher - Dancing Tree" once per turn.
  4809.  
  4810. 2200/1900
  4811.  
  4812.  
  4813. Dreamcatcher - Lucid Dreamer
  4814. Psychic/LIGHT
  4815. Level 8
  4816. You can Special Summon this card (from your hand or GY) by sending 3 "Dreamcatcher" monsters you control with different names that were Special Summoned from the Extra Deck to the GY. If Summoned this way, it gains this effect.
  4817. * During your End Phase, if your LP are 12000 or higher, you win the Duel.
  4818.  
  4819. 2500/2500
  4820.  
  4821.  
  4822. Dreamcatcher - Demonic Gentleman
  4823. Fiend/LIGHT/Pendulum
  4824. Scale 0
  4825. Level 4
  4826. Pendulum Effect:
  4827. Once per turn, if your opponent Special Summons a monster(s) from the Extra Deck: You send 1 "Dreamcatcher" monster you control that was from the Extra Deck to the GY; Special Summon 1 "Dreamcatcher" monster from your Extra Deck with the same Extra Deck monster card type as 1 of those monsters, but it has its effects negated. Once per turn, if you gain LP by the effect of a "Dreamcatcher" card: You can add 1 face-up Pendulum Monster from your Extra Deck or GY to your hand. You cannot Pendulum Summon monsters, except "Dreamcatcher" monsters.
  4828.  
  4829. Flavor Text:
  4830. Sporting a fancy suit and monocle, this demonic chap goes to many dinner parties and always is polite and chivalrous to the ladies.
  4831. 1900/0
  4832.  
  4833. Dreamcatcher - Bodybuilder Witch
  4834. Spellcaster/WIND/Pendulum
  4835. Level 4
  4836. Scale 9
  4837. Pendulum Effect:
  4838. Once per turn: You can Fusion Summon 1 Fusion Monster from your Extra Deck using "Dreamcatcher" monsters from your hand or field as Fusion Material. If you Pendulum Summon only "Dreamcatcher" monster(s): Gain LP equal to the number of monsters you Pendulum Summoned x 500. You cannot Pendulum Summon monsters, except "Dreamcatcher" monsters.
  4839.  
  4840. Flavor Text:
  4841. Strong in witchcraft as well as bodybuilding, this young witch is a tough nut and always takes on a challenge.
  4842.  
  4843. 1700/1600
  4844.  
  4845.  
  4846.  
  4847. Extra Deck Monsters:
  4848.  
  4849.  
  4850.  
  4851. Dreamcatcher - Burning Knight
  4852.  
  4853. Warrior/FIRE/Link
  4854.  
  4855. Link Arrows: Bottom Left/Bottom/Bottom Right
  4856.  
  4857. 2+ "Dreamcatcher" monsters
  4858.  
  4859. When this card is Link Summoned: You can Special Summon 1 "Dreamcatcher" monster from hand or Deck to your zone this card points to, but it cannot attack this turn, also it cannot be used as a Link Material for a Summon. If this card destroys an opponent's monster by battle: Inflict damage to your opponent equal to the number of "Dreamcatcher" monsters this card points to x 500. If this card is sent from the field to the GY, except by a card effect: You can draw 1 card and gain 500 LP. You can only use each effect of "Dreamcatcher - Burning Knight" once per turn.
  4860.  
  4861. 2500/LINK-3
  4862.  
  4863.  
  4864.  
  4865. Dreamcatcher - Rock Balloon
  4866.  
  4867. Rock/WIND/Synchro
  4868.  
  4869. Level 5
  4870.  
  4871. 1 Tuner + 1+ non-Tuner "Dreamcatcher" monsters
  4872.  
  4873. You can target 1 "Dreamcatcher" card in your GY, then pay 1000 LP; add it to your hand. If you gain LP by the effect of a "Dreamcatcher" card: You can target 1 Spell/Trap Card your opponent controls; destroy it. If this card is sent from the field to the GY, except by a card effect: You can draw 1 card and gain 500 LP. You can only use each effect of "Dreamcatcher - Rock Balloon" once per turn.
  4874.  
  4875. 2000/2500
  4876.  
  4877.  
  4878. Dreamcatcher - Surfing Dinosaur
  4879. Dinosaur/WATER/Fusion
  4880. Level 8
  4881. 2 "Dreamcatcher" monsters with different Attributes
  4882. If your LP are higher than your opponent's LP, you can Special Summon this card (from your Extra Deck) by sending the above monsters you control to the GY. If you gain LP by the effect of a "Dreamcatcher" card: You can target 1 monster your opponent controls; destroy it. If this card is sent from the field to the GY, except by a card effect: You can draw 1 card. You can only use each effect of "Dreamcatcher - Surfing Dinosaur" once per turn.
  4883. 2300/1500
  4884.  
  4885. Dreamcatcher - Dragon Lawyer
  4886. Dragon/EARTH/Xyz
  4887. Rank 4
  4888. 2 Level 4 "Dreamcatcher" monsters
  4889. (Quick Effect): You can detach 1 Xyz Material from this card; Special Summon 1 "Dreamcatcher" monster from your hand. You can Tribute 1 other "Dreamcatcher" monster; gain 1000 LP. If this card is sent from the field to the GY, except by a card effect: You can draw 1 card. You can only use each effect of "Dreamcatcher - Dragon Lawyer" once per turn.
  4890.  
  4891. 2200/1800
  4892.  
  4893.  
  4894.  
  4895. Spell/Trap Cards:
  4896.  
  4897.  
  4898.  
  4899. Dreamscape
  4900.  
  4901. Field Spell Card
  4902.  
  4903. (This card is always treated as a "Dreamcatcher" card.)
  4904.  
  4905. If a "Dreamcatcher" monster(s) is Normal or Special Summoned to your field: Gain 100 LP, then place Dream Counters on this card equal to the number of monsters Summoned. The LP you gain from this effect is increased by 100 for each Dream Counter on this card. Once per turn (Quick Effect): You can remove any number of Dream Counters from this card; all "Dreamcatcher" monsters you control gain ATK and DEF equal to the number of counters removed x 100.
  4906.  
  4907.  
  4908.  
  4909. Dreamcatcher - Chocolate River
  4910.  
  4911. Continuous Spell Card
  4912.  
  4913. Once per turn: You can target any number of "Dreamcatcher" monster in your GY; shuffle those targets into the Deck, then gain LP equal to the number of monsters shuffled into the Deck x 500. If a "Dreamcatcher" monster(s) you control would be destroyed by battle or card effect, you can take 500 damage for each of those monsters instead.
  4914.  
  4915. Dreamcatcher - Falling Sideways
  4916. Quick-Play Spell Card
  4917. Special Summon 1 "Dreamcatcher" monster from your hand in Attack Position, then you can Special Summon 1 "Dreamcatcher" monster from your hand with different name in Defense Position, but if you do, destroy both monsters during the End Phase of this turn. You cannot Special Summon monsters from your Extra Deck during the turn you activate this card, except "Dreamcatcher" monsters. You can only activate 1 "Dreamcatcher - Falling Sideways" once per turn.
  4918.  
  4919. Dreamcatcher - Bottomless Pit
  4920. Normal Trap Card
  4921. Send 1 "Dreamcatcher" monster from your hand or field to the GY; gain LP equal to its ATK or DEF (whichever is higher), also you cannot gain LP, except by the effects of "Dreamcatcher" cards for the rest of this turn. If you control "Dreamscape", you can activate this card from your hand. You can send 1 "Dreamcatcher" monster from your hand or field to the GY; add this card from your GY to your hand. You can only activate 1 "Dreamcatcher  - Bottomless Pit" per turn.
  4922.  
  4923. Dreamcatcher - Syrup Clouds
  4924. Continuous Trap Card
  4925. When this is activated: You can gain 1000 LP, also you cannot gain LP, except by the effects of "Dreamcatcher" cards for the rest of this turn. When a "Dreamcatcher" monster(s) you control is targeted by your opponent's card effect (Quick Effect): You can pay 1000 LP; negate the activation, and if you do, destroy it.
  4926.  
  4927. RIP ARCHETYPE (10/10):
  4928.  
  4929. RIP is an Archetype of Zombie-Type/DARK monsters with 0 ATK/DEF with various Levels. They focus on Fusion Monsters and banishing, where they want to bring out their boss monster RIP Bloody Body. Each monster can be Special Summon from your hand if you control another specific monster and one that activates if banished from the field, with the exception of RIP Tormented Torso.
  4930.  
  4931.  
  4932.  
  4933. You are meant to be able to pull off all Fusion Monsters in a single turn, though this Archetype was prototyped before the new Extra Monster Zone was revealed, so I had to make some changes from the original version, but it should still be possible to use them without having to use Link Monsters as well.
  4934.  
  4935.  
  4936.  
  4937. The name is an acronym for "Remaining In Pieces" and the monsters are based on body parts, each of them using alliteration as well. This is my first Archetype to be fully complete in the first post, rather than making them from time to time instead, as these were specifically designed so that you could play them from the get-go. I may do more of this in the future, but I prefer the other way.
  4938.  
  4939.  
  4940.  
  4941. Main Deck Monsters:
  4942.  
  4943.  
  4944. RIP Tormented Torso
  4945. Zombie-Type/DARK
  4946. Level 4
  4947. If you control no monsters, you can Special Summon this card (from your hand). You can Tribute this card; Special Summon 1 "RIP" monster from your hand or Deck, except "RIP Tormented Torso". You can only use this effect of "RIP Tormented Torso" once per turn.
  4948. 0/0
  4949.  
  4950. RIP Haunted Head
  4951. Zombie-Type/DARK
  4952. Level 3
  4953. If you control "RIP Tormented Torso", you can Special Summon this card (from your hand). If this card is banished from your field: You can add 1 "RIP" monster from your Deck to your hand, except "RIP Haunted Head". You can only use this effect of "RIP Haunted Head" once per turn.
  4954. 0/0
  4955.  
  4956. RIP Awful Arms
  4957. Zombie-Type/DARK
  4958. Level 3
  4959. If you control "RIP Tormented Torso", you can Special Summon this card (from your hand). If this card is banished from your field: You can add 1 "Polymerization" from your Deck or Graveyard to your hand. You can only use this effect of "RIP Awful Arms" once per turn.
  4960. 0/0
  4961.  
  4962. RIP Loathsome Legs
  4963. Zombie-Type/DARK
  4964. Level 3
  4965. If you control "RIP Tormented Torso", you can Special Summon this card (from your hand). If this card is banished from your field: You can target 1 "RIP" monster in your Graveyard; add it to your hand. You can only use this effect of "RIP Loathsome Legs" once per turn.
  4966. 0/0
  4967.  
  4968. RIP Horrid Hands
  4969. Zombie-Type/DARK
  4970. Level 2
  4971. If you control "RIP Awful Arms", you can Special Summon this card (from your hand). If this card is banished from your field: You can target 1 of your banished "RIP" monsters, except "RIP Horrid Hands"; return it to your hand. You can only use this effect of "RIP Horrid Hands" once per turn.
  4972. 0/0
  4973.  
  4974. RIP Fragile Feet
  4975. Zombie-Type/DARK
  4976. Level 2
  4977. If you control "RIP Loathsome Legs", you can Special Summon this card (from your hand). If this card is banished from your field: You can Special Summon 1 "RIP" monster from your hand. You can only use this effect of "RIP Fragile Feet" once per turn.
  4978. 0/0
  4979.  
  4980.  
  4981.  
  4982. Extra Deck Monsters:
  4983.  
  4984. RIP Barely Breathing
  4985. Zombie-Type/DARK/Fusion
  4986. Level 4
  4987. "RIP Tormented Torso" + "RIP Haunted Head"
  4988. Must be either Fusion Summoned, or Special Summoned by banishing the above cards you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. This card gains 300 ATK for each other "RIP" Fusion Monster you control, in your Graveyard or is banished. Once per turn, during either player's turn: You can target 1 face-up monster your opponent controls; banish that target and this card until your next Standby Phase.
  4989. 2000/0    
  4990.  
  4991. RIP Broken Bones
  4992. Zombie-Type/DARK/Fusion
  4993. Level 4
  4994. "RIP Awful Arms" + "RIP Horrid Hands"
  4995. Must be either Fusion Summoned, or Special Summoned by banishing the above cards you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways.  This card gains 300 ATK for each other "RIP" Fusion Monster you control, in your Graveyard or is banished. Once per turn, during either player's turn: You can target 1 Spell/Trap Card your opponent controls; banish that target and this card until your next Standby Phase.
  4996. 2000/0    
  4997.  
  4998. RIP Shakily Standing
  4999. Zombie-Type/DARK/Fusion
  5000. Level 4
  5001. "RIP Loathsome Legs" + "RIP Fragile Feet"
  5002. Must be either Fusion Summoned, or Special Summoned by banishing the above cards you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. This card gains 300 ATK for each other "RIP" Fusion Monster you control, in your Graveyard or is banished. Once per turn, during either player's turn: You can target 1 Set card your opponent controls; banish that target and this card until your next Standby Phase.
  5003. 2000/0    
  5004.  
  5005. RIP Bloody Body
  5006. Zombie-Type/DARK/Fusion
  5007. Level 12
  5008. "RIP Barely Breathing" + "RIP Broken Bones" + "RIP Shakily Standing"
  5009. Must be either Fusion Summoned, or Special Summoned by banishing cards you control with the above original names and/or from your Graveyard (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. Once per turn: You can target 1 monster your opponent controls; change its battle position, and if you do, negate its effects, also if this card destroys that monster by battle this turn, it can make a second attack in a row. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent, also if it destroys that monster by battle, banish it instead of sending it to the Graveyard. The DEF of all Special Summon monsters on the field become 0.    
  5010. 3500/0
  5011.  
  5012. CHTHONIC ARCHETYPE (13/13):
  5013.  
  5014. Chthonic is an Archetype of Level 1, 4 and 8 Fiend-Type/FIRE Union monsters, as well as 1 Level 5 Synchro Monster. Each monster is like a normal Union monster, with the exception that they allow you to equip or unequip during either player's Main Phase instead of just your own, which supports their Field Spell Card Chthonic Flamerealm that lowers the ATK and DEF of all non-FIRE monsters on the field. Their name means something demonic and they are based on demons from Christian mythology.
  5015.  
  5016. Main Deck Monsters:
  5017.  
  5018. Chthonic Gamigin  
  5019. Fiend-Type/FIRE/Union/Tuner
  5020. Level 1
  5021. Once per turn, during either player's Main Phase, you can either: Target 1 "Chthonic" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it (this is a Quick Effect). If this equipped card is Special Summoned, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using this card you control as Synchro Material. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  5022.  
  5023. 500/0
  5024.  
  5025. Chthonic Pruflas
  5026. Fiend-Type/FIRE/Union
  5027. Level 4
  5028. Once per turn, during either player's Main Phase, you can either: Target 1 "Chthonic" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it (this is a Quick Effect). The equipped monster gains 1000 ATK, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  5029. 1000/2000
  5030.  
  5031. Chthonic Astaroth
  5032. Fiend-Type/FIRE/Union
  5033. Level 4
  5034. Once per turn, during either player's Main Phase, you can either: Target 1 "Chthonic" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it (this is a Quick Effect). The equipped monster gains 1000 DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  5035. 1500/1500
  5036.  
  5037. Chthonic Balam
  5038. Fiend-Type/FIRE/Union
  5039. Level 4
  5040. Once per turn, during either player's Main Phase, you can either: Target 1 "Chthonic" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it (this is a Quick Effect). The equipped monster gains 500 ATK and DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  5041. 1300/1700
  5042.  
  5043. Chthonic Phenex
  5044. Fiend-Type/FIRE/Union  
  5045. Level 4
  5046. Once per turn, during either player's Main Phase, you can either: Target 1 "Chthonic" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it (this is a Quick Effect). During either player's turn: You can send this equipped card to the Graveyard; add 1 "Chthonic" Spell/Trap Card from your Deck or Graveyard to your hand. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  5047. 1800/1100
  5048.  
  5049. Chthonic Paimon
  5050. Fiend-Type/FIRE/Union
  5051. Level 8
  5052. You can treat a "Chthonic" monster equipped with an "Chthonic" Union monster as 2 Tributes for this card's Tribute Summon. Once per turn, during either player's Main Phase, you can either: Target 1 "Chthonic" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it (this is a Quick Effect). During either player's turn: You can send this equipped card to the Graveyard, then target 2 Union monsters in your Graveyard, except "Chthonic Paimon"; Special Summon the first target, and if you do, equip the second target to the first target. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  5053. 2500/2500
  5054.  
  5055. Extra Deck Monsters:
  5056.  
  5057. Chthonic Gaap
  5058. Fiend-Type/FIRE/Synchro/Union
  5059. Level 5
  5060. 1 Tuner + 1 or more non-Tuner Union monsters
  5061. When this card is Synchro Summoned: You can equip 1 "Chthonic" Union monster from your hand or Deck to this card, also you cannot Special Summon monsters for the rest of the turn, except from your hand or Graveyard. Once per turn, during either player's Main Phase, you can either: Target 1 Union monster you control; equip this card to that target, OR: Unequip this card and Special Summon it (this is a Quick Effect). You can send this equipped card to the Graveyard; Special Summon 1 Union monster from your hand or Graveyard, except "Chthonic Gaap". If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  5062.  
  5063. 2000/2000
  5064.  
  5065. Spell/Trap Cards:
  5066.  
  5067. Chthonic Flamehoard
  5068. Normal Spell Card
  5069. Special Summon 1 Level 4 or lower "Chthonic" monster from your hand, then you can equip 1 "Chthonic" Union monster from your hand to that monster, also you cannot Special Summon monsters for the rest of the turn, except from your hand or Graveyard. You can only activate 1 "Chthonic Flamehoard" per turn.
  5070.    
  5071. Chthonic Flamestrike
  5072. Quick-Play Spell Card
  5073. Send any number of "Chthonic" Union monsters equipped to monsters you control to the Graveyard, then target the same number of cards your opponent control; destroy them, then if you control "Chthonic Flamerealm", draw 1 card.
  5074.  
  5075. Chthonic Flamerealm
  5076. Field Spell Card
  5077. When this card is activated: You can add 1 "Chthonic" monster from your Deck to your hand. Once per turn, if a "Chthonic" monster is Special Summoned to your field: All monsters on the field lose 500 ATK and DEF, except FIRE monsters. If you control a non-FIRE monster, destroy this card. You can only activate 1 "Chthonic Flamerealm" per turn.
  5078.  
  5079. Chthonic Flamefort
  5080. Continuous Trap Card
  5081. Your opponent cannot target "Chthonic" monsters you control with effects, also "Cthonic" Union monsters equipped to monsters you control cannot be destroyed by your opponent's card effects. If you control a non-FIRE monster, destroy this card. If you control "Chthonic Flamerealm", you can activate this card from your hand.
  5082.  
  5083. Chthonic Flamedash
  5084. Normal Trap Card
  5085. Target 1 "Chthonic" Union monster in your Graveyard and 1 "Chthonic" monster you control and; equip the first target to the second target. You can banish it from your Graveyard, then target 1 "Chthonic" Union monster equipped to a monster you control; Special Summon that target. If you control "Chthonic Flamerealm", you can activate this card from your hand. You can only use 1 effect of "Chthonic Flamedash" per turn, and only once that turn.
  5086.  
  5087. DIGISAUR ARCHETYPE (15/15):
  5088.  
  5089. Digisaur is an Archetype of Cyberse/EARTH monsters with various Levels. They focus on Link Summoning and Link Monsters in general by using "Digisaur Egg", and also incorporate banishing.
  5090.  
  5091. This is both my first Cyberse Archetype, but also my first Link Monster Archetype as well, so the design in this is more experimental than I normally do, so to be clear, I go by the assumption that you cannot use a Link Monster to Special Summon something from the Extra Deck to that monster's Link Zones, which can be an important difference when playing this Deck.
  5092.  
  5093. The name is a portmanteau of Digital and Dinosaur, and they are in general based around dinosaurs. Originally, I wanted them to be called Cybersaur as Cyberse was Cybers, though I realized that this wouldn't work due to Cyber being an Archetype already, with Cyber Dragon and such, but I think this works just the same.
  5094.  
  5095. Main Deck Monsters:
  5096.  
  5097. Digisaur Linheraptor
  5098. Cyberse/EARTH
  5099. Level 3
  5100. If you control no monsters, and your opponent controls a monster(s), you can Special Summon this card (from your hand), but you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except "Digisaur" monsters. If this is sent to the GY for a Link Summon of a "Digisaur" Link Monster: You can banish this card from your GY, then draw 1 card. You can only use this effect of "Digisaur Linheraptor" once per turn.
  5101. 1200/1100
  5102.  
  5103. Digisaur Stegosaurus
  5104. Cyberse/EARTH
  5105. Level 4
  5106. When this card is Normal or Flip Summoned: You can add 1 "Digisaur" card from your Deck to your hand, except "Digisaur Stegosaurus", then discard 1 card. Once per turn: You can target 1 "Digisaur" monster in your GY; banish that target, and if you do, all "Digisaur" monsters you control will gain 500 ATK and DEF until the end of the next turn.
  5107. 1500/1500
  5108.  
  5109. Digisaur Brontosaurus  
  5110. Cyberse/EARTH
  5111. Level 4
  5112. You can target 1 "Digisaur" monster in your GY, then Tribute this card; Special Summon that target, then if that target is "Digisaur Egg", gain 1000 LP. If this card is banished: You can target 1 "Digisaur" card in your GY; add it to your hand. You can only use each effect of "Digisaur Brontosaurus" once per turn.
  5113. 1800/1000
  5114.  
  5115. Digisaur Ceratosaurus
  5116. Cyberse/EARTH
  5117. Level 5
  5118. You can target 1 linked monster you control in your Main Monster Zone; return it to your hand, and if you do, Special Summon this card from your hand to that zone. If this card is banished: You can Special Summon 1 "Digisaur" monster from your hand. You can only use each effect of "Digisaur Ceratosaurus" once per turn.
  5119. 2000/1600
  5120.  
  5121. Digisaur Brachiosaurus
  5122. Cyberse/EARTH
  5123. Level 5
  5124. If you control no monsters in your Main Monster Zone and a "Digisaur" monster in your Extra Monster Zone, you can Special Summon this card (from your hand) in Defense Position. During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck by banishing "Digisaur" monsters from your hand or side of the field as Fusion Material. You can only use this effect of "Digisaur Brachiosaurus" once per turn.
  5125. 1600/2200
  5126.  
  5127. Extra Deck Monsters:
  5128.  
  5129. Digisaur Egg
  5130. Cyberse/EARTH/Link
  5131. Link Arrows: Down
  5132. 1 "Digisaur" monster
  5133. Once per turn: You can Special Summon 1 "Digisaur" monster from your hand to your zone this card points to, but it has its effects negated. You can only Link Summon "Digisaur Egg(s)" once per turn.
  5134. 0/LINK-1
  5135.  
  5136. Digisaur Allosaurus
  5137. Cyberse/EARTH/Link
  5138. Link Arrows: Bottom Left, Bottom Right
  5139. "Digisaur Egg" + 1 "Digisaur" monsters
  5140. When this card is Link Summoned: You can target 1 Spell/Trap your opponent controls; destroy it. Once per turn (Quick Effect): You can Tribute 1 "Digisaur" monsters this card points to; inflict 1000 damage to your opponent.
  5141. 2000/LINK-2
  5142.  
  5143. Digisaur Triceratops
  5144. Cyberse/EARTH/Link
  5145. Link Arrows: Left, Right
  5146. "Digisaur Egg" + 1 "Digisaur" monsters
  5147. When this card is Linked Summoned: You can target up to 2 of your banished "Digisaur" cards; return them to the GY. You can Tribute 1 "Digisaur" monster this card points to; this card can make an additional attack on an opponent's monster during each Battle Phase this turn.
  5148.  
  5149. 2300/LINK-2
  5150.  
  5151. Digisaur Shunosaurus
  5152. Cyberse/EARTH/Link
  5153. Link Arrows: Down, Left, Right
  5154. "Digisaur Egg" + 1+ "Digisaur" monsters
  5155. When this card is Link Summoned: You can target 1 monster your opponent controls; destroy it. Once per turn, if this card points to no monsters: You can target 1 of your banished "Digisaur" monsters; Special Summon that target to your zone this card points to, but it has its effects negated.
  5156. 2500/LINK-3
  5157.  
  5158. Digisaur Daxiatitan
  5159. Cyberse/EARTH/Fusion
  5160. Level 10
  5161. 3 "Digisaur" monsters
  5162. You can treat Link Monsters used as Fusion Material for this card's Fusion Summon as monsters equal to its Link Rating. When this card is Fusion Summoned: You banish as many monsters from both players GY as possible, and if you do, inflict 100 damage to your opponent for each monster banished. Once per turn, when this card is targeted by your opponent's card effect (Quick Effect): You can banish 1 other "Digisaur" monster from your hand or side of the field; negate the activation, and if you do, banish that card. Once per turn, during the End Phase: You can target 1 of your banished "Digisaur" monsters; add it to your hand.
  5163. 3000/3000
  5164.  
  5165. Spell/Trap Cards:
  5166.  
  5167. Digisaur Land
  5168. Field Spell Card
  5169. When this card is activated: You can target 1 "Digisaur" Link Monster in your Extra Monster Zone; move it to a zone it points to in the Main Monster Zone, and if you do, draw 1 card. All "Digisaur" monsters you control linked to "Digisaur" Link Monsters gain 300 ATK and DEF. If a "Digisaur" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
  5170.  
  5171. Digisaur Evolution
  5172. Normal Spell Card
  5173. Fusion Summon 1 Fusion Monster from your Extra Deck by using "Digisaur" monsters from your hand or side of the field as Fusion Material. If your opponent controls a monster in their Extra Monster Zone, you can also banish 1 "Digisaur" monster from your Deck or GY as Fusion Material. You can only activate 1 "Digisaur Evolution" per turn.
  5174.  
  5175. Digisaur Nest
  5176. Continous Spell Card
  5177. You can banish 1 "Digisaur" monster from your hand or GY; place 1 Egg Counter on this card. If this card has an Egg Counter on it, you can substitute this card for "Digisaur Egg" for the Link Summon of a "Digisaur" Link Monster. If a "Digisaur" Link Monster(s) would be destroyed by battle or your opponent's card effect, you can remove 1 Egg Counter from this card instead for each of those monsters.
  5178.  
  5179. Digisaur Roar
  5180. Normal Trap Card
  5181. When a "Digisaur" monster you control is targeted for an attack: Negate the attack, then end the Battle Phase, also until the end of this turn, your opponent cannot activate monster effects. If a "Digisaur" Link Monster is Special Summoned: You can Special Summon this card from your GY as a Normal Monster (Cyberse/EARTH/Level 1/ATK 0/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, banish it when it leaves the field.
  5182.  
  5183. Digisaur Strike
  5184. Continous Trap Card
  5185. When this card is activated: You can banish 1 "Digisaur" monster from your hand or side of the field; Special Summon 1 "Digisaur" monster from your hand, Deck or GY. If a "Digisaur" monster you control battles an opponent's monster, at the end of the Damage Step: Banish that opponent's monster.
RAW Paste Data