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- Part 3 of my archetypes. Part 1: https://pastebin.com/3tayz8mD Part 2: https://pastebin.com/zJxeYJan
- I-DOL ARCHETYPE (12/12):
- I-Dol is an Archetype of Fairy-Type monsters with various Levels and Attributes. They have a very unique playstyle, in that they focus on boosting effects by the amount of times you use them. They have Synchro and Xyz Monsters and also a Field Spell Card that makes you able to use their effects more than once per turn, which is one of their greatest assets. They are based on Egyptian deities and culture.
- Main Deck Monsters:
- I-Dol - Hathor
- Fairy-Type/LIGHT/Tuner
- Level 2
- Once per turn: You can target 1 "I-Dol" monster you control, except "I-Dol - Hathor"; return it to the hand or Extra Deck, and if you do, Special Summon 1 "I-Dol" monster from your hand or Graveyard whose Level/Rank is less than or equal to that target's Level/Rank in the hand. The Level/Rank of the target is increased by the number of times you activated this effect of "I-Dol - Hathor" this Duel, after that effect resolves.
- 1200/1000
- I-Dol - Shu
- Fairy-Type/WIND/Tuner
- Level 3
- Once per turn: You can banish 1 "I-Dol" card in your Graveyard, then target 1 "I-Dol" monster you control; increase its Level by 1. You can increase the Level of this effect up to the number of times you activated this effect of "I-Dol - Shu" this Duel, after that effect resolves.
- 900/1600
- I-Dol - Seth
- Fairy-Type/EARTH
- Level 4
- Once per turn: You can Special Summon 1 Level 4 or lower "I-Dol" monster from your hand in Defense Position, except "I-Dol - Seth", also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except "I-Dol" monsters. The Level of the monsters you can Special Summon by this effect is increased by the number of times you activated this effect of "I-Dol - Seth" this Duel, after that effect resolves.
- 1700/500
- I-Dol - Tefnut
- Fairy-Type/WATER
- Level 4
- Once per turn, when this card destroys an opponent's monster by battle and sends it to the Graveyard: You can draw 1 card and reveal it, then if it is not an "I-Dol" card, discard it. The number of cards you draw (and reveal) for this effect is increased by the number of times you activated this effect of "I-Dol Tefnut" this Duel, after that effect resolves.
- 1800/100
- I-Dol - Ra
- Fairy-Type/FIRE
- Level 5
- Once per turn, during either player's turn, when your opponent activates a monster effect: You can reveal your hand (min. 1), then if there are more "I-Dol" cards in your hand then non-"I-Dol" cards, negate the activation, and if you do, destroy it. The number of "I-Dol" cards in your hand for this effect is increased by the number of times you activated this effect of "I-Dol Ra" this Duel, after that effect resolves.
- 1900/2300
- I-Dol - Geb
- Fairy-Type/EARTH
- Level 6
- Once per turn, during either player's turn: You can target 1 "I-Dol" monster you control; once this turn, it cannot be destroyed by battle or card effects. The number of "I-Dol" monsters you can target is increased by the number of times you activated this effect of "I-Dol - Geb" this Duel, after that effect resolves.
- 2200/2100
- Extra Deck Monsters:
- I-Dol - Mafdet
- Fairy-Type/DARK/Xyz
- Rank 4
- 2 or more Level 4 monsters
- Once per turn: You can detach 1 Xyz Material from this card; excavate the top 3 cards of your Deck, Special Summon 1 excavated "I-Dol" monster, also shuffle the rest into the Deck. The number of cards you excavate for this effect is increased by the number of times you activated this effect of "I-Dol - Mafdet" this Duel, after that effect resolves. If this Xyz Summoned monster is destroyed by battle: You can add 1 other "I-Dol" monster from your Deck or Graveyard to your hand.
- 2200/1700
- I-Dol - Sehkmet
- Fairy-Type/DARK/Synchro
- Level 7
- 1 Tuner + 1 or more non-Tuner "I-Dol" monsters
- Once per turn: You can discard 1 card, then target 1 face-up monster your opponent controls; destroy that target. The number of monsters you can target is increased by the number of times you activated this effect of "I-Dol - Sehkmet" this Duel, after that effect resolves. If this Synchro Summoned monster is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can add 1 other "I-Dol" card from your Deck or Graveyard to your hand.
- 2400/2000
- I-Dol - Ptah
- Fairy-Type/LIGHT/Synchro
- Level 8
- 1 Tuner + 1 or more non-Tuner "I-Dol" monsters
- Once per turn: You can target Spell/Trap Cards your opponent controls up to the number of "I-Dol" monsters you control that were Special Summoned from the Extra Deck; destroy them. The number of targets you target for this effect is increased by the number of times you activate this effect of "I-Dol Ptah" this Duel, after that effect resolves. If this Synchro Summoned monster is destroyed by your opponent's card effect: You can add 1 "I-Dol" Spell/Trap Card from your Deck or Graveyard to your hand.
- 2600/1000
- Spell/Trap Cards:
- I-Dol - Divine Pyramid
- Field Spell Card
- Once per turn during either player's turn, if the only face-up cards you control are "I-Dol" cards: You can target 1 "I-Dol" monster you control; this turn, it can activate its effect(s) that it can activate once per turn twice per turn. If this card is destroyed by a card effect: You can target 1 "I-Dol" card in your Graveyard, except "I-Dol - Divine Pyramid"; add that target to your hand.
- I-Dol - Mighty Khopesh
- Equip Spell Card
- Equip only to an "I-Dol" monster. It gains 800 ATK. The number of times it can attack is increased by the number of times you activated "I-Dol - Mighty Khopesh" this Duel. If the equipped monster would be destroyed, you can destroy this card instead.
- I-Dol - Hieroglyphic Altercations
- Continuous Trap Card
- You can pay 800 LP, then target 1 "I-Dol" monster you control; return it to the hand or Extra Deck, and if you do, Special Summon 1 "I-Dol" monster from your hand. When an "I-Dol" monster(s) you control is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can target 1 "I-Dol" card in your Graveyard, then discard 1 card; add that target to your hand. You can only use each effect of "I-Dol - Hieroglyphic Altercations" once per turn.
- REGALIAN ARCHETYPE (13/13):
- Regalian is an Archetype of Spellcaster-Type/LIGHT monsters with various Levels. The each have an effect that Tributes a "Regalian" to Special Summon another one from the hand and make the ATK and DEF become equal to the ATK and DEF of the monster you Tributed, and another effect which applies while you control a monster with the same ATK and DEF as themselves. Along with this, they have a Synchro and Spell/Trap support that make doing this easier. Their name comes from different regalia, such as crowns, scepters etc. and their reason for being Spellcaster is that the regalia is suppose to be magical, and that's the closest type I could think of that would support that, and LIGHT since regalia is typically bright and golden.
- Main Deck Monsters:
- Regalian Ring of Power
- Spellcaster-Type/LIGHT/Tuner
- Level 1
- You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Ring of Power", but its ATK and DEF become 0. If you control another monster with the same ATK and DEF as this card: You can discard 1 card; Special Summon 1 "Regalian" monster from your Deck, except "Regalian Ring of Power", and if you do, this card's ATK and DEF becomes equal to that monster's ATK and DEF until the end of the next turn. You can only use each effect of "Regalian Ring of Power" once per turn.
- 0/0
- Regalian Tiara of Beauty
- Spellcaster-Type/LIGHT
- Level 2
- You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Tiara of Beauty", but its ATK and DEF become 1000. You can only use this effect of "Regalian Tiara of Beauty" once per turn. Once per turn, if you control another monster with the same ATK and DEF as this card: You can Special Summon 2 "Regalian Tokens" (Spellcaster-Type/LIGHT/Level 2/ATK 0/DEF 0).
- 1000/1000
- Regalian Jewel of Valor
- Spellcaster-Type/LIGHT
- Level 3
- You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Jewel of Valor", but its ATK becomes 1500 and its DEF becomes 1000. You can only use this effect of "Regalian Jewel of Valor" once per turn. If you control another monster with the same ATK and DEF as this card, this card cannot be destroyed by battle or card effects.
- 1500/1000
- Regalian Scepter of Might
- Spellcaster-Type/LIGHT
- Level 4
- You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Scepter of Might", but its ATK becomes 1700 and its DEF becomes 1000. You can only use this effect of "Regalian Scepter of Might" once per turn. If you control another monster with the same ATK and DEF as this card, all "Regalian" monsters you control gain 300 ATK and DEF.
- 1700/1000
- Regalian Mace of Hope
- Spellcaster-Type/LIGHT
- Level 5
- You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Mace of Hope", but its ATK becomes 1900 and its DEF becomes 1200. You can only use this effect of "Regalian Mace of Hope" once per turn. Once per turn, if you control another monster with the same ATK and DEF as this card: You can target 1 "Regalian" card in your Graveyard; add it to your hand.
- 1900/1200
- Regalian Sword of Strength
- Spellcaster-Type/LIGHT
- Level 6
- You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Sword of Strength", but its ATK becomes 2200 and its DEF becomes 1800. You can only use this effect of "Regalian Sword of Strength" once per turn. Once per turn, during either player's turn, if you control another monster with the same ATK and DEF as this card: You can target 1 face-up monster your opponent controls; negate its effects.
- 2200/1800
- Extra Deck Monsters:
- Regalian Crown of the Queen
- Spellcaster-Type/LIGHT/Synchro
- Level 5
- 1 Tuner + 1 or more non-Tuner monsters
- When this card is Special Summoned: You can Special Summon 1 "Regalian" monster from your hand, and if you do, this card ATK and DEF becomes equal to that monster's ATK and DEF. If you control another monster with the same ATK and DEF as this card, this card can attack your opponent directly. If this card inflicts battle damage to your opponent: You can add 1 "Regalian" card from your Deck to your hand.
- 2000/0
- Regalian Crown of the King
- Spellcaster-Type/LIGHT/Synchro
- Level 7
- 1 Tuner + 1 or more non-Tuner monsters
- When this card is Special Summoned: You can Special Summon 1 "Regalian" monster from your hand, and if you do, this card ATK and DEF becomes equal to that monster's ATK and DEF. Once per turn, if you control another monster with the same ATK and DEF as this card: You can target 1 card your opponent controls; destroy it. If this card destroys an opponent's monster by battle: You can add 1 "Regalian" card from your Deck to your hand.
- 2500/2000
- Spell/Trap Cards:
- Regalian Dual Display
- Continuous Spell Card
- Activate this card only if you control no monsters: Special Summon 2 "Regalian" monsters from your hand with different names, but the ATK and DEF of the monster with the highest combined ATK and DEF become equal the ATK and DEF of the monster with the lowest ATK and DEF. You cannot Special Summon monsters during the turn you activate this card, except "Regalian" monsters. If this card leaves the field, destroy those monsters.
- Regalian Mistreatment
- Quick-Play Spell Card
- Tribute any number of "Regalian" monsters you control with the same ATK and DEF, then target cards your opponent controls equal to the number Tributed; destroy them. During your turn, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up monster you control and 1 "Regalian" monster in your Graveyard; the ATK and DEF of the first target becomes equal to the second target's ATK and DEF.
- Regalian Museum
- Field Spell Card
- During your Main Phase, you can Normal Summon 1 "Regalian" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 2 "Regalian" monsters you control with different ATK and/or DEF; the ATK and DEF of the first target becomes equal to the ATK and DEF of the second target. If you control a non-"Regalian" monster, other than monsters with the same ATK and DEF as a "Regalian" monster you control, destroy this card.
- Regalian Rule of the Sovereignty
- Normal Trap Card
- When a "Regalian" monster you control is targeted for an attack: Special Summon 1 "Regalian" monster from your Deck whose ATK is less than or equal to the attack target's ATK, and if you do, its ATK and DEF become equal to the attack target's ATK and DEF, then negate the attack. You can only activate 1 "Regalian Rule of the Sovereignty" per turn.
- Regalian Golden Theft
- Normal Trap Card
- Tribute 1 "Regalian" monster from your hand or side of the field, then target 1 "Regalian" monster in your Graveyard with a different name; Special Summon that target, and if you do, its ATK and DEF become equal to the Tributed monster's ATK and DEF.
- ELIMIN8TOR ARCHETYPE (12/12):
- Elimin8tor is an Archetype of DARK monsters with various Types. They focus on Tribute Summoning and banishing monsters from the Graveyard. Each monster has the same last effect that allows them to return one of your Elimin8tor monsters to the Graveyard again during your End Phase. Along with this, they also got some Spell/Trap Card support that does various things for them. Each monster also has half the DEF as their ATK is.
- Monsters:
- Elimin8tor - Torn Wolf
- Beast-Type/DARK
- Level 4
- During your Main Phase, you can Tribute Summon 1 "Elimin8tor" monster in face-up Attack Position, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can target 1 "Elimin8tor" monster you control, then banish this card from your Graveyard; add 1 "Elimin8tor" card from your Deck to your hand, then return that target to your hand. You can only use this effect of "Elimin8tor - Torn Wolf" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Torn Wolf"; return it to the Graveyard.
- 1600/800
- Elimin8tor - Killer Marksman
- Warrior-Type/DARK
- Level 4
- When this card destroys an opponent's monster by battle: You can target 1 of your banished "Elimin8tor" monsters; Special Summon it in Defense Position. You can only use this effect of "Elimin8tor - Killer Marksman" once per turn. This card gains 100 ATK for each of your banished "Elimin8tor" monsters with a different name. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Killer Marksman"; return it to the Graveyard.
- 1800/900
- Elimin8tor - Silent Serpent
- Reptile-Type/DARK
- Level 4
- You can Special Summon this card (from your hand) by banishing 1 "Elimin8tor" monster from your Graveyard. If Summoned this way, you cannot Special Summon monsters from your Extra Deck for the rest of the turn. If this card is banished from your Graveyard: You can target 1 "Elimin8tor" card in your Graveyard; shuffle it into the Deck, then draw 1 card. You can only use this effect of "Elimin8tor - Silent Serpent" per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Silent Serpent"; return it to the Graveyard.
- 1500/750
- Elimin8tor - Trash Smasher
- Machine-Type/DARK
- Level 6
- When this card is Tribute Summoned: You can target 1 of your banished "Elimin8tor" monsters; return it to your hand, then discard 1 card. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can target 1 "Elimin8tor" monster in your Graveyard and 1 Spell/Trap Card your opponent controls; banish the first target, and if you do, destroy the second target. You can only use this effect of "Elimin8tor - Trash Smasher" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Trash Smasher"; return it to the Graveyard.
- 2300/1150
- Elimin8tor - Spirit Smoker
- Zombie-Type/DARK
- Level 6
- When this card is Tribute Summoned: You can Special Summon 1 Level 6 or lower "Elimin8tor" monster from your hand, but is effects are negated. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can target 1 other "Elimin8tor" monster you control and 1 "Elimin8tor" monster in your Graveyard; send the first target to the Graveyard, then Special Summon the second target. You can only use this effect of "Elimin8tor - Spirit Smoker" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Spirit Smoker"; return it to the Graveyard.
- 2200/1100
- Elimin8tor - Mystery Demon
- Fiend-Type/DARK
- Level 7
- When this card is Tribute Summoned: You can target 1 monster your opponent controls; banish it until the end of this turn. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can target "Elimin8tor" monster in your Graveyard; banish it, and if you do, this card gains that target's effects until the end of this turn. You can only use this effect of "Elimin8tor - Mystery Demon" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Mystery Demon"; return it to the Graveyard.
- 2600/1300
- Elimin8tor - Giant Ogre
- Beast-Warrior-Type/DARK
- Level 7
- When this card is Tribute Summoned: You can excavate the top 5 cards of your Deck; send any "Elimin8tor" monsters to the Graveyard, and if you do, add 1 excavated Spell/Trap Card to your hand, also shuffle the rest into the Deck. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can target 1 monster your opponent controls; change its battle position, also negate its effects. You can only use this effect of "Elimin8tor - Giant Ogre" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Giant Ogre"; return it to the Graveyard.
- 2500/1250
- Elimin8tor - Hellish Hound
- Fiend-Type/DARK
- Level 9
- You can Tribute Summon this card by Tributing 3 monsters. If Summoned this way: Return all of your banished monsters to the Graveyard, then this card gains 100 ATK and DEF for each card returned by this effect until the end of the next turn. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can discard 1 card, then banish 1 "Elimin8tor" monster from your Graveyard; your opponent shuffles their hand into their Deck (min. 1), then they draw 2 cards. You can only use this effect of "Elimin8tor - Hellish Hound" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Hellish Hound"; return it to the Graveyard.
- 2700/1350
- Spell/Trap Cards:
- Elimin8tor - Dark Mist
- Quick-Play Spell Card
- Target 1 "Elimin8tor" monster in your Graveyard; banish that target, then Special Summon 1 "Elimin8tor - Dark Mist Token" (Aqua-Type/DARK/Level 1/200 ATK/100 DEF). During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard; this turn, you can Tribute Summon Level 7 or higher "Elimin8tor" monsters for 1 less Tribute. You can only use each effect of "Elimin8tor - Dark Mist" once per turn.
- Elimin8tor - Spike Pit
- Normal Trap Card
- When your opponent Normal Summons or Special Summons exactly 1 monster: Banish 2 "Elimin8tor" monsters from your Graveyard; destroy that monster, and if you do, banish it. During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard; this turn, you can Tribute Summon Level 7 or higher "Elimin8tor" monsters for 1 less Tribute. You can only use each effect of "Elimin8tor - Spike Pit" once per turn.
- Elimin8tor - Eradicating Fists
- Equip Spell Card
- Equip only to an "Elimin8tor" monster. You can banish 1 "Elimin8tor" monster from your Graveyard; the equipped monster gains ATK and DEF equal to the Level of the banished monster until the end of the next turn x 100. You can only use this effect of "Elimin8tor - Eradicating Fists" once per turn. If the equipped monster is Tributed for the Tribute Summon of an "Elimin8tor" monster, you can equip this card to the Tribute Summoned monster instead of sending it to the Graveyard. If the equipped monster would be destroyed, destroy this card instead.
- Elimin8tor - Suspicious Entry
- Continuous Trap Card
- Once per turn, during either player's turn: You can banish 1 "Elimin8tor" monster from your Graveyard; immediately after this effect resolves, Tribute Summon 1 "Elimin8tor" monster. Tribute Summoned "Elimin8tor" monsters are unaffected by your opponent's card effects during the Battle Phase.
- CALAMITY ARCHETYPE (10/10):
- Calamity is an Archetype of Level 4 Zombie-Type DARK monsters that gain effects depending on the number of monsters you control that your opponent owns. They also got Spell/Trap support, that have a unique naming pattern, as each word relates to a part of the effect in sequence. See the names and read the effects and you'll understand.
- Monsters:
- Calamity Chaos Observer
- Zombie-Type/DARK
- Level 4
- This card gains these effects, depending on the number of monsters you control that your opponent owns.
- ● 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
- ● 1 or more: Switch this card's ATK and DEF.
- ● 2 or more: Once per turn: You can Special Summon 1 "Calamity" monster from your hand, except "Calamity Chaos Observer".
- 0/2100
- Calamity Night Crawler
- Zombie-Type/DARK
- Level 4
- This card gains these effects, depending on the number of monsters you control that your opponent owns.
- ● 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
- ● 1 or more: All "Calamity" monsters you control gain 300 ATK and DEF for each monster you control that your opponent owns.
- ● 2 or more: Once per turn: You can add 1 "Calamity" monster from your Deck to your hand, except "Calamity Night Crawler".
- 1700/1000
- Calamity Dark Destroyer
- Zombie-Type/DARK
- Level 4
- This card gains these effects, depending on the number of monsters you control that your opponent owns.
- ● 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
- ● 1 or more: When this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
- ● 2 or more: Once per turn: You can target 1 "Calamity" Spell/Trap Card in your Graveyard; add that target to your hand.
- 1900/0
- Calamity Rotting Creeper
- Zombie-Type/DARK
- Level 4
- This card gains these effects, depending on the number of monsters you control that your opponent owns.
- ● 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
- ● 1 or more: If this card would be destroyed by battle or a card effect, you can instead another monster you control that your opponent owns instead.
- ● 2 or more: Once per turn: You can target 1 monster your opponent controls and 1 monster you control that your opponent owns; switch control of those targets.
- 1600/1500
- Calamity Devastating Slugger
- Zombie-Type/DARK
- Level 4
- This card gains these effects, depending on the number of monsters you control that your opponent owns.
- ● 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
- ● 1 or more: The activation and effects of "Calmity" Spell/Trap Card cannot be negated.
- ● 2 or more: Once per turn: You can target 1 monster you control that your opponent owns and 1 card your opponent controls; give control of the first target to your opponent and destroy the second target.
- 1800/1200
- Calamity Rising Slaughterer
- Zombie-Type/DARK/
- Level 4
- This card gains these effects, depending on the number of monsters you control that your opponent owns.
- ● 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
- ● 1 or more: When you Normal or Special Summon a "Calamity" monster(s), your opponent cannot activate cards or effects.
- ● 2 or more: Once per turn: You can draw 1 card.
- 1300/1600
- Spell/Trap Cards:
- Calamity, Disorder, Oblivion
- Normal Spell Card
- Target 1 face-up monster your opponent controls and target 1 "Calamity" monster you control; take control of the first target and banish the second target until the end of your opponent's next turn. That target cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects. You can only activate 1 "Calamity, Disorder, Oblivion" per turn.
- Feast, Resurrection, Calamity
- Normal Spell Card
- Target any number of monsters you control that your opponent owns; destroy as many of the first targets as possible, then Special Summon "Calamity" monsters from your Graveyard equal to the number of monsters destroyed by this effect You can only activate 1 "Feast, Resurrection, Calamity" per turn.
- Ascension, Calamity, Perish
- Normal Trap Card
- When your opponent Normal Summons or Special Summons exactly 1 monster: Banish 1 other "Calamity" card from your hand or side of the field; take control of that monster, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects. You can only activate 1 "Ascension, Calamity, Perish" per turn.
- Retaliation, Calamity, Betrayal
- Quick-Play Spell Card
- Target cards your opponent controls up to the number of monsters you control that they own, but not more than the number of "Calamity" monsters you control (min 1.); return monsters that you control that your opponent owns to your opponent equal to the number of "Calamity" monsters you control, then destroy those those targets. You can only activate 1 "Retaliation, Calamity, Betrayal" per turn.
- DEEP JUNGLE ARCHETYPE (11/11):
- Deep Jungle is an Archetype of Reptile and Beast-Type EARTH monsters with Levels from 2-8 that each shares the line "Monster effects that activate on the field must be face-up on the field to resolve." Basically, it gives the "You must control this face-up card to activate and to resolve this effect." condition to all monster effects that activate on the field. To make use of this, some cards help getting rid of their monsters so that they will resolve without effect. Along with that, they also got two other effects, one which is about EARTH monsters, and another activated effect, which can be a little bit of everything.
- Main Deck Monsters:
- Deep Jungle Chameleon
- Reptile-Type/EARTH
- Level 2
- Your opponent cannot target EARTH monsters you control for attacks, except "Deep Jungle Chameleon". You can discard 1 card; add 1 "Deep Jungle" card from your Deck to your hand, except "Deep Jungle Chameleon". You can only use this effect of "Deep Jungle Chameleon" once per turn. Monster effects that activate on the field must be face-up on the field to resolve.
- 200/1600
- Deep Jungle Python
- Reptile-Type/EARTH
- Level 3
- Cannot be destroyed by battle by a non-EARTH monster. When you take battle damage from attacks involving this card: Draw 1 card. You can only use this effect of "Deep Jungle Python" once per turn. Monster effects that activate on the field must be face-up on the field to resolve.
- 1300/300
- Deep Jungle Jaguar
- Beast-Type/EARTH
- Level 4
- This card gains 100 ATK for each EARTH monster you control, other than "Deep Jungle Jaguar". When this card is Normal or Flip Summoned: You can pay 1000 LP; Special Summon 1 "Deep Jungle" monster from your hand, except "Deep Jungle Jaguar". You can only use this effect of "Deep Jungle Jaguar" once per turn. Monster effects that activate on the field must be face-up on the field to resolve.
- 1800/1000
- Deep Jungle Tiger
- Beast-Type/EARTH
- Level 5
- If your opponent controls a non-EARTH monster, and you control no monsters, you can Special Summon this card (from your hand), but it cannot attack this turn. You can discard 1 card, then target 1 "Deep Jungle" card in your Graveyard; add that target to your hand. Monster effects that activate on the field must be face-up on the field to resolve.
- 2000/1100
- Deep Jungle Orangutan
- Beast-Type/EARTH
- Level 6
- When this card is Tribute Summoned by Tributing a "Deep Jungle" monster: You can target 1 Spell/Trap Card your opponent controls; destroy that target. That target cannot be activated in response to this effect's activation. This card cannot be destroyed by card effects, other than the effects of EARTH monsters, while you control another "Deep Jungle" monster, except "Deep Jungle Orangutan". Monster effects that activate on the field must be face-up on the field to resolve.
- 2300/2100
- Deep Jungle Gorilla
- Beast-Type/EARTH
- Level 7
- This card can attack all non-EARTH monsters your opponent controls, once each. During either player's turn, when a monster your opponent controls activates an effect: You can return that monster to the hand, then change this card to Defense Position. You can only use this effect of "Deep Jungle Gorilla" once per turn. Monster effects that activate on the field must be face-up on the field to resolve.
- 2500/2500
- Extra Deck Monster:
- Deep Jungle Lion
- Beast-Type/EARTH/Fusion
- Level 8
- Must be Special Summoned (from your Extra Deck) by shuffling 2 "Deep Jungle" monsters you control into the Deck, and cannot be Special Summoned by other ways. All other EARTH monsters on the field gain 300 ATK and DEF. Once per turn, during either player's turn when a monster your opponent controls activates an effect: You can discard 1 card; shuffle that monster into the Deck. Monster effects that activate on the field must be face-up on the field to resolve.
- 2600/2400
- Spell/Trap Cards:
- Deep Jungle Landscape
- Field Spell Card
- During your Main Phase, you can Normal Summon 1 "Deep Jungle" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) During either player's turn when a monster your opponent controls activates an effect while you control a "Deep Jungle" monster: You can banish that monster until the next Standby Phase. You can only use this effect of "Deep Jungle Landscape" once per turn.
- Deep Jungle Darkness
- Quick-Play Spell Card
- Target 1 face-up monster your opponent controls, then reveal 1 "Deep Jungle" monster in your hand; change that target to face-down Defense Position. You can only activate 1 "Deep Jungle Darkness" per turn.
- Deep Jungle Attack
- Quick-Play Spell card
- If your opponent activates a monster effect on the field while you control a "Deep Jungle" monster: Target 1 face-up monster your opponent controls; destroy that target. You can only activate 1 "Deep Jungle Attack" per turn.
- Deep Jungle Pray
- Normal Trap Card
- Target 1 "Deep Jungle" monster you control; destroy that target, also after that, Special Summon 1 "Deep Jungle" monster from your hand or Deck those Level is 1 higher than that target. You can only activate 1 "Deep Jungle Pray" per turn.
- HAZMATE ARCHETYPE (12/12):
- Hazate is an Archetype of Level 2 Aqua-Type/WIND monsters that focus on counter usage. Their counters allow their effects to apply, which decreases ATK and DEF, and makes the monster unable to attack other monsters that don't have counters on them. They are also Xyz Monster based and have a sub-Archetype of Spell/Trap Cards called Hazardous. Their name comes from Hazmate and Mate, like Entermate (Performapal's name in the OCG).
- Main Deck Monsters:
- Hazmate Wildstriker
- Aqua-Type/WIND
- Level 2
- You can Special Summon this card (from your hand) by removing 1 Hazmate Counter from anywhere on the field. You can only Special Summon "Hazmate Wildstriker" this way once per turn. If this card is Summoned: You can target 1 face-up monster your opponent controls; place 1 Hazardous Counter on that target. You can only use this effect of "Hazmate Wildstriker" once per turn. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them.
- 100/100
- Hazmate Assaulter
- Aqua-Type/WIND
- Level 2
- When this card is Normal Summoned: You can add 1 "Hazmate" monster from your Deck to your hand, except "Hazmate Assaulter", and if you do, place 1 Hazardous Counter on this card. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them. An Xyz Monster that was Xyz Summoned using this card as an Xyz Material gains this effect.
- ● When this card is Xyz Summoned: You can target 1 face-up monster your opponent controls; place 1 Hazardous Counter on that target.
- 200/200
- Hazmate Warfighter
- Aqua-Type/WIND
- Level 2
- Once per turn, during either player's turn: You can reveal 1 "Hazmate" monster in your hand, then target 1 face-up monster your opponent controls; place 1 Hazardous Counter on it. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them.
- 300/300
- Hazmate Barrager
- Aqua-Type/WIND
- Level 2
- You can discard 1 card; add 1 "Hazardous" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Hazmate Barrager" once per turn. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them. An Xyz Monster that was Xyz Summoned using this card as Xyz Material gains this effect.
- ● This card gains 500 ATK and DEF.
- 400/400
- Hazmate Slasher
- Aqua-Type/WIND
- Level 2
- If you Special Summon a "Hazmate" monster(s) other than "Hazmate Slasher": You can Special Summon this card from your hand. You can target 1 face-up monster your opponent controls; return this face-up card to the hand, and if you do, place 1 Hazardous Counter on it. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them. You can only use each effect of "Hazmate Slasher" once per turn.
- 500/500
- Extra Deck Monsters:
- Hazmate Smasher
- Aqua-Type/WIND/Xyz
- Rank 2
- 2 Level 2 "Hazmate" monsters
- Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; place 1 Hazardous Counter on that target. This card cannot be destroyed by card effects that do not target it. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them.
- 1500/1500
- Hazmate Berserker
- Aqua-Type/WIND/Xyz
- Rank 3
- 3 Level 4 WIND monsters
- You can also Xyz Summon this card by using a Rank 2 WIND monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) When this card is Xyz Summoned: You can place 1 Hazardous Counter on face-up monsters on the field, up to the number of "Hazmate" monsters on the field. While this card has Xyz Material, it is unaffected by card effects that target it. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them. You can only control 1 "Hazmate Berserker".
- 2000/2000
- Spell/Trap Cards:
- Hazardous Mutation
- Normal Spell Card
- Target 1 Level 2 Aqua-Type monster you control with the same ATK and DEF; send that target to the Graveyard, and if you do, Special Summon 1 Level 2 Aqua-Type monster with a different name from your hand or Deck, and if you do, place 1 Hazardous Counter on it. You can only activate 1 "Hazardous Mutation" per turn.
- Hazardous Area
- Quick-Play Spell Card
- Until the end of this turn, all face-up monsters currently on the field are treated as having Hazardous Counters on them. You must control a "Hazmate" monster to activate and to resolve this effect.
- Hazardous Fighting Grounds
- Field Spell Card
- Monsters with Hazardous Counters cannot activate their effects. When a "Hazmate" monster you control battles an opponent's monster, during the Damage Step of either player's turn: You can send this card from your Field Zone to the Graveyard; halve the ATK of your opponent's monster until the end of the Damage Step. During each of your End Phases: You can target 1 face-up monster your opponent controls; place 1 Hazardous Counter on that target.
- Hazardous Waste Spill
- Normal Trap Card
- Place 1 Hazardous Counter on all face-up monsters your opponent controls. During your turn, except during the turn this card was sent to the Graveyard: You can banish 1 "Hazmate" monster from your Graveyard; add this card from your Graveyard to your hand. You can only use each effect of "Hazardous Waste Spill" once per turn.
- Hazardous Toxins
- Counter Trap Card
- When your opponent activates a Spell/Trap Card: Remove 1 Hazardous Counter from anywhere on the field; negate the activation, and if you do, destroy it, then you can place 1 Hazardous Counter on 1 face-up monster on the field.
- THOUGHT RULER - FORMING AN ARCHETYPE #24 (10/10):
- Thought Ruler is an Archetype that focuses on what Psychics are mostly known for, paying Life Points. You can think of them as the reverse Aromas, as their effects activate when you pay LP, instead of when you gain LP. They focus on both Synchro and Fusion Summoning, as Psychics have access to both. They also got 3 Continuous Spell Cards with effects that work when you have a Synchro or Fusion Psychic-Type monster. You are meant to use existing Psychic-Type support with these guys as well.
- Original Card:
- http://img2.wikia.nocookie.net/__cb20141028214736/yugioh/images/thumb/3/33/ThoughtRulerArchfiend-LC5D-EN-ScR-1E.png/300px-ThoughtRulerArchfiend-LC5D-EN-ScR-1E.png
- 1 Tuner + 1 or more non-Tuner monsters
- If this card destroys a monster by battle and sends it to the Graveyard: Gain LP equal to that monster's original ATK in the Graveyard. During either player's turn, when a Spell/Trap Card is activated that targets exactly 1 Psychic-Type monster (and no other cards): You can pay 1000 LP; negate the activation, and if you do, destroy it.
- New Cards:
- Main Deck Monsters:
- Thought Ruler Perception
- Psychic-Type/LIGHT/Tuner
- Level 3
- If a Psychic-Type monster(s) you control, except "Thought Ruler Perception", is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can pay 600 LP; Special Summon this card from your hand, and if you do, return 1 of the destroyed monsters from your Graveyard to your hand. If you pay LP: You can target 1 Psychic-Type monster you control: Increase or decrease its Level by 1. You can only use each effect of "Thought Ruler Perception" once per turn.
- 100/1800
- Thought Ruler Intellect
- Psychic-Type/DARK
- Level 3
- If this card is sent to the Graveyard for the Synchro or Fusion Summon of a Psychic-Type monster: You can gain LP equal to the number of Psychic-Type monsters you control x 500. If you pay LP: You can target 1 Psychic-Type monster you control; until the end of the next turn, it cannot be destroyed by battle or card effects. You can only use each effect of "Thought Ruler Intellect" once per turn.
- 1500/1500
- Thought Ruler Mind
- Psychic-Type/LIGHT/Tuner
- Level 4
- If you control a Psychic-Type monster: You can pay 800 LP; Special Summon this card from your hand, but you cannot Special Summon other monsters for the rest of the turn, except Psychic-Type monsters If you pay LP: You can add 1 "Thought Ruler" card from your Deck to your hand, except "Thought Ruler Mind". You can only use each effect of "Thought Ruler Mind" once per turn.
- 1400/0
- Thought Ruler Thinker
- Psychic-Type/DARK
- Level 4
- When this card is Normal Summoned or flipped face-up: You can pay 1000 LP, then target 1 Psychic-Type monster in your Graveyard, except "Thought Ruler Thinker"; Special Summon that target, but it cannot attack this turn, also it is banished during the End Phase. If you pay LP: You can draw 2 cards, then discard 1 card. You can only use each effect of "Thought Ruler Thinker" once per turn.
- 1700/1200
- Thought Ruler Decider
- Psychic-Type/DARK
- Level 5
- If your opponent controls a monster, and you control no monsters: You can pay 500 LP; Special Summoned this card, but its Level becomes 4. If you pay LP: You can activate this effect; until the end of this turn, this card becomes a Tuner monster and LIGHT. You can only use each effect of "Thought Ruler Decider" once per turn.
- 1900/2100
- Extra Deck Monsters:
- Thought Ruler Lost Memory
- Psychic-Type/DARK/Synchro
- Level 7
- 1 Psychic-Type Tuner or LIGHT Tuner + 1 or more non-Tuner Psychic-Type monsters and/or DARK monsters
- Must be Synchro Summoned, and cannot be Special Summoned by other ways. If this card was Synchro Summoned by using only "Thought Ruler" monsters: You can activate 1 "Thought Ruler" Continuous Spell Card directly from your Deck. Once per turn, if the only monsters you control are Psychic-Type monsters: You can banish 1 other card from your hand or side of the field, then target 1 monster your opponent controls; banish that target, and if you do, gain 1000 LP. Once per turn, if a Psychic-Type monster you control is targeted by a monster effect: You can pay 1000 LP; negate the activation, and if you do, destroy it.
- 2600/2400
- Thought Ruler Found Memory
- Psychic-Type/LIGHT/Fusion
- Level 11
- 3 Psychic-Type monsters with different names
- Must be Fusion Summoned, and cannot be Special Summoned by other ways. When this card is Fusion Summoned: You can target 2 of your banished Psychic-Type monsters, then pay 600 LP; shuffle those targets into the Deck, and if you do, draw 1 card. If this card was Fusion Summoned by using only "Thought Ruler" monsters, it cannot be destroyed by battle. If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
- 2800/2800
- Spell Cards:
- Thought Ruler - Mind Switch
- Continuous Spell Card
- All Psychic-Type monsters you control gain 700 ATK and DEF for each Psychic-Type Synchro and Fusion Monster you control. Once per turn: You can target 1 of your banished Psychic-Type monsters and 1 Psychic-Type monster in your Graveyard; return the first target to the Graveyard, also banish the second target. During each of your End Phases, pay 300 LP or destroy this card.
- Thought Ruler - Mind Meld
- Continuous Spell Card
- Psychic-Type Synchro and Fusion Monsters you control are unaffected by your opponent's Spell/Trap effects. Once per turn: You can banish 1 card from your hand or side of the field; Fusion Summon 1 Psychic-Type Fusion Monster by using monsters from your hand or side of the field as Fusion Materials. If the card banished to activate this effect is a Psychic-Type monsters, you can also banish monsters from your Graveyard as Fusion Materials. During each of your End Phases, pay 300 LP or destroy this card.
- Thought Ruler - Mind Control
- Continuous Spell Card
- When this card is activated: You can target 1 Psychic-Type monster you control and 1 face-up monster your opponent controls; banish the first target, and if you do, take control of the second target while this card is on the field. While you control a Psychic-Type Synchro or Fusion Monster, all monsters you control and in your hand and Graveyard become Psychic-Type. During each of your End Phases, pay 300 LP or destroy this card.
- MECHANISM ARCHETYPE (15/15):
- Mechanism is an Archetype of Level 3-4 Machine-Type EARTH Union monsters. They are based around equipping to each other easily, as well as limiting the amount of Special Summons that can be done in one turn. They also got Union Tuners as well, similar to how there are now Flip Tuners as well, and their Synchros are ALSO Union monsters. Many of their effects are also supporting Union monsters by themselves, allowing you to use other Union monsters in the Deck as well. They also got some Spell/Trap support, which also helps them a lot. I think this may be my first Union Archetype, or at least one of the first. I have made Archetypes with monster equips before, but not Union monsters, so this should be interesting for me.
- Main Deck Monsters:
- Mechanism Magnet Minus
- Machine-Type/EARTH/Union/Tuner
- Level 3
- During your Main Phase: You can equip 1 other "Mechanism" monster from your hand or side of the field this card (this is treated as being equipped by its own effect). You can only use this effect of "Mechanism Magnet Minus" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
- 1200/1500
- Mechanism Magnet Plus
- Machine-Type/EARTH/Union/Tuner
- Level 3
- During your Main Phase: You can Special Summon 1 "Mechanism" Union monster equipped to this card. You can only use this effect of "Mechanism Magnet Plus" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
- 1500/1200
- Mechanism Attach Warrior
- Machine-Type/EARTH/Union
- Level 4
- This card gains 200 ATK for each Union monster equipped to a monster you control. If this card destroys an opponent's monster by battle: You can equip 1 Level 4 or lower Union monster from your Deck to this card, except "Mechanism Attach Warrior" (this is treated as being equipped by its own effect). You can only use this effect of "Mechanism Attach Warrior" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
- 1800/1300
- Mechanism Attach Defender
- Machine-Type/EARTH/Union
- Level 4
- This card gains 200 DEF for each Union monster equipped to a monster you control. During either player's turn, when another Union monster(s) you control is targeted for an attack or opponent's card effect: You can activate this effect; that attack or effect now targets this card instead. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
- 1300/1800
- Mechanism Construction Builder
- Machine-Type/EARTH/Union
- Level 4
- You can send 1 Union monster equipped to this card to the Graveyard; add 1 "Mechanism" card from your Deck to your hand, except "Mechanism Construction Builder". You can only use this effect of "Mechanism Construction Builder" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
- 1600/1600
- Mechanism Part Replacer
- Machine-Type/EARTH/Union
- Level 4
- You can target 1 Level 4 or lower Union monster in your Graveyard, except "Mechanism Part Replacer", then Tribute this card; Special Summon that target. You can only use this effect of "Mechanism Part Replacer" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
- 1600/1600
- Mechanism Protective Coating
- Machine-Type/EARTH/Union
- Level 4
- During either player's turn, when a Union monster you control that is equipped with a Union monster is targeted for an attack or by your opponent's card effect: You can discard this card; negate the attack or effect, and if you do, destroy that card. You can only use this effect of "Mechanism Protective Coating" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
- 1600/1600
- Extra Deck Monsters:
- Mechanism Mark 1
- Machine-Type/EARTH/Synchro/Union
- Level 7
- 1 Tuner monster + 1 or more non-Tuner Union monsters
- When this card is Synchro Summoned: You can target 1 Union monster in your Graveyard, then discard 1 card; equip that target to this card (this is treated as being equipped by its own effect). If this card is equipped with a Union monster, it can a make a second attack during each Battle Phase. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
- 2500/2000
- Mechanism Mark 2
- Machine-Type/EARTH/Synchro/Union
- Level 7
- 1 Tuner + 1 or more non-Tuner Union monsters
- When this card is Synchro Summoned: You can equip 1 Union monster from your hand to this card (this is treated as being equipped by its own effect). Union monsters equipped to Union monsters you control cannot be destroyed by your opponent's card effects. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
- 2700/1500
- Mechanism Mark 3
- Machine-Type/EARTH/Xyz/Union
- Rank 4
- 2 or more Level 4 Union monsters
- Once per turn: You can detach 2 Xyz Materials from this card, then target 1 face-up monster you control that is not equipped with a Union monster; equip 1 Union monster from your Deck to that target (this is treated as being equipped by its own effect). While this card is equipped with a "Mechanism" Union monster, all Union monsters you control cannot be targeted by your opponent's card effects. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
- 2400/2000
- Spell/Trap Cards:
- Mechanism Recycling Plan
- Normal Spell Card
- Target 1 Level 4 or lower Union monster in your Graveyard and 1 "Mechanism" monster you control; equip the first target to the second target (this is treated as being equipped by its own effect). You can banish this card from your Graveyard, then target 1 "Mechanism" card in your Graveyard; shuffle that target into the Deck, then draw 1 card. You can only use 1 effect of "Mechanism Recycling Plan" per turn, and only once that turn.
- Mechanism Construction
- Quick-Play Spell Card
- If you control no monsters and your opponent controls a monster: Special Summon 1 "Mechanism" monster from your hand, then you can Equip 1 Union monster from your hand to that monster (this is treated as being equipped by its own effect). You cannot Special Summon monsters during the turn you activate this card, except "Mechanism" monsters. You can only activate 1 "Mechanism Construction" per turn.
- Mechanism Bolt Barrage
- Quick-Play Spell Card
- Target 1 card your opponent controls; destroy that target. You must control only Union monsters equipped with Union monsters to activate and to resolve this effect. You can only activate 1 "Mechanism Bolt Barrage" per turn.
- Mechanism New Features
- Normal Trap Card
- Target 1 Union monster equipped with a Union monster you control; Special Summon the equipped monster in Defense Position, and if you do, equip 1 Union monster with a different name than the Special Summoned monster from your hand or Deck to that target (this is treated as being equipped by its own effect). You can only activate 1 "Mechanism New Features" per turn.
- Mechanism System Breaker
- Counter Trap Card
- When your opponent activates a Spell/Trap Card or monster effect: Send 1 Union monster equipped to a Union monster you control to the Graveyard; negate the activation, and if you do, destroy that card.
- DWARF ARCHETYPE (13/13):
- Dwarf is an Archetype of Warrior-Type/EARTH Level 2-3 monsters that focus on using Spell/Trap Cards, similar to that of Fire Fist. Each monster has a Spell/Trap that is tied to that monster, and generally supports that monster the most, though all cards can be used with the monsters. They also have a Synchro Monster as well, which is their boss monster.
- Main Deck Monsters:
- Dwarf Miner
- Warrior-Type/EARTH/Tuner
- Level 2
- If you control a "Dwarf" Spell/Trap Card, you can Special Summon this card (from your hand). You can only Special Summon "Dwarf Miner" once per turn this way. If Summoned this way: Shuffle 1 "Dwarf" Spell/Trap Card you control into the Deck.
- 600/1000
- Dwarf Builder
- Warrior-Type/EARTH
- Level 3
- When this card is Normal Summoned, if you control no "Dwarf" Spell/Trap Cards: You can activate 1 "Dwarf" Spell/Trap Card directly from your Deck. Once per turn, if you Special Summon 1 "Dwarf" monster: You can target 1 "Dwarf" Spell/Trap Card in your Graveyard; shuffle that target into your Deck, then draw 1 card. This card must be face-up up the field to activate and to resolve this effect.
- 1300/1000
- Dwarf Knight
- Warrior-Type/EARTH
- Level 3
- You can only activate this effect of "Dwarf Knight" once per turn. You can send 1 "Dwarf" Spell/Trap Card you control to the Graveyard, then activate 1 of these effects;
- ● Special Summon 1 "Dwarf" monster from your hand or Graveyard.
- ● All "Dwarf" monsters you control gain 1000 ATK until the end of the turn.
- 1500/1000
- Dwarf Farmer
- Warrior-Type/EARTH
- Level 3
- You can send 1 "Dwarf" Spell/Trap Card you control to the Graveyard, then target 1 "Dwarf" Spell/Trap Card in your Graveyard; add that target to your hand. You can discard 1 "Dwarf" monster; add 1 "Dwarf" Spell/Trap Card from your Deck to your hand. You can only each effect of "Dwarf Farmer" once per turn.
- 1100/1000
- Dwarf Hunter
- Warrior-Type/EARTH
- Level 3
- If this card is destroyed by battle and sent to the Graveyard: You can activate 1 "Dwarf" Spell/Trap Card from your hand or Graveyard. If this card leaves the field by a card effect or because it was used as a Synchro Material: You can activate 1 "Dwarf" Spell/Trap Card directly from your Deck. You can only use 1 effect of "Dwarf Farmer" per turn, and only once that turn.
- 1400/1000
- Extra Deck Monsters:
- Dwarf Priest
- Warrior-Type/EARTH/Synchro
- Level 5
- 1 Tuner + 1 or more non-Tuner "Dwarf" monsters
- If this card is Synchro Summoned: Activate 1 "Dwarf Church" from your hand or Deck. If this card inflicts battle damage to your opponent: You can Special Summon 1 "Dwarf" monster from your Deck whose ATK is less than or equal to the damage this card inflicted. You must control a "Dwarf" Spell/Trap Card to activate and to resolve this effect. You can only use this effect of "Dwarf Priest" once per turn.
- 2300/1000
- Dwarf Outcast
- Warrior-Type/EARTH/Xyz
- Rank 3
- 2 Level 3 "Dwarf" monsters
- Your opponent cannot target "Dwarf" Spell/Trap Cards with effects while this card has Xyz Material. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 other "Dwarf" monster you control; it gains ATK equal to the ATK of the detached monster in the Graveyard until the end of this turn.
- 2000/1000
- Spell/Trap Cards:
- Dwarf Mine
- Continuous Spell Card
- When you Special Summon 1 "Dwarf" monster: You can target 1 "Dwarf" monster in your Graveyard; add that target to your hand. You can only use this effect of "Dwarf Mine" once per turn.
- Dwarf House
- Continuous Spell Card
- When this card is activated: You can target 1 "Dwarf" monster you control; add 1 "Dwarf" monster with a different name than that target from your Deck to your hand. "Dwarf" monsters you control cannot be targeted by your opponent's Spell/Trap effects. You can only activate 1 "Dwarf House" per turn.
- Dwarf Castle
- Continuous Spell Card
- "Dwarf" monsters you control gain 200 ATK and DEF for each "Dwarf" Spell/Trap Card you control with a different name. If a "Dwarf" monster(s) you control would be destroyed by battle or card effect, you can destroy this card instead.
- Dwarf Barn
- Continuous Trap Card
- Once per turn: You can banish 1 "Dwarf" monster from your hand or Graveyard, then target 1 "Dwarf" monster you control; until the end of this turn, that target gains the banished monster's effects. While you control a "Dwarf" monster, other "Dwarf" Spell/Trap Cards cannot be destroyed by your opponent's card effects.
- Dwarf Hut
- Continuous Trap Card
- Once per turn: You can target 1 "Dwarf" monster you control and 1 monster your opponent controls; return both those targets to the hand. The effects of "Dwarf" cards you control cannot be negated by your opponent's card effects. You can only activate 1 "Dwarf Hut" per turn.
- Dwarf Church
- Field Spell Card
- When this card is activated: You can destroy all other "Dwarf" Spell/Trap Cards you control, then inflict 500 damage to your opponent for each card destroyed, and if you do, you can destroy Spell/Trap Cards your opponent controls up to the number of cards destroyed. When a "Dwarf" monster attacks, your opponent cannot activate cards or effects until the end of the Damage Step. While you control "Dwarf Priest", this card cannot be targeted by your opponent's card effects.
- POP-UP ARCHETYPE (11/11):
- Pop-Up is an Archetype of monsters with various Levels, Types and Attributes all with 0 DEF. Each monster can Special Summon themselves from your hand when an opponent's monster is destroyed by a card effect. A lot of the cards have effects that destroy the opponent's monsters. Remember that you can only activate one of them in your hand each time a monster is destroyed, so you can't mass Special Summon them. Another thing is that they can only be Special Summoned once per turn, similar to Ritual Beast monsters. They only have Main Deck monsters as well, but have Spell/Trap Cards too. They are based on classic fairy tales of the hero versus the villain, something you may see in a pop-up book.
- Monsters:
- Pop-Up-Hero
- Warrior-Type/EARTH
- Level 4
- You can target 1 face-up monster your opponent controls; destroy that target. You cannot conduct your Battle Phase during the turn you use this effect. You can only use this effect of "Pop-Up-Hero" once per turn. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Hero(es)" once per turn.
- 1800/0
- Pop-Up-Wizard
- Spellcaster-Type/DARK
- Level 4
- During either player's turn, when a monster your opponent controls activates a monster effect: You can send 1 "Pop-Up" card from your hand to the Graveyard; negate the activation, and if you do, destroy it. You can only use this effect of "Pop-Up-Wizard" once per turn. When a monster your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Wizard(s)" once per turn.
- 1600/0
- Pop-Up-Princess
- Spellcaster-Type/LIGHT
- Level 4
- When this card is destroyed by battle or a card effect and sent to the Graveyard: You can target 1 "Pop-Up" card in your Graveyard, except "Pop-Up-Princess"; add that target to your hand. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Princess(es)" once per turn.
- 1500/0
- Pop-Up-Wolf
- Beast-Type/DARK
- Level 6
- During your Main Phase 1: You can target 1 Spell/Trap Card your opponent controls; destroy that target. You can only use this effect "Pop-Up-Wolf" once per turn. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Wolf(s)" once per turn.
- 2200/0
- Pop-Up-Dragon
- Dragon-Type/FIRE
- Level 6
- You can target 1 "Pop-Up" monster in your Graveyard, except "Pop-Up-Dragon"; banish that target, and if you do, inflict damage to your opponent equal to that target's ATK. This card cannot declare an attack during the turn you activate this effect. You can only use this effect of "Pop-Up-Dragon" once per turn. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Dragon(s)" once per turn.
- 2400/0
- Pop-Up-Giant
- Rock-Type/EARTH
- Level 8
- You can Tribute 1 other "Pop-Up" monster, then target 1 face-up monster your opponent controls; destroy that target, and if you do, inflict damage to your opponent equal to half that target's ATK on the field. This card cannot declare an attack during the turn you activate this effect. You can only use this effect of "Pop-Up-Giant" once per turn. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Giant(s)" once per turn.
- 2600/0
- Pop-Up-Devil
- Fiend-Type/DARK
- Level 10
- When this card is Special Summoned from the hand: You can destroy all other face-up monsters on the field, and if you do, both players take damage equal to the number of monsters destroyed x 200. You cannot conduct your Battle Phase during the turn you use this effect. You can only use this effect of "Pop-Up-Devil" once per turn. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Devil(s)" once per turn.
- 2700/0
- Spell/Trap Cards:
- Pop-Up-Book
- Quick-Play Spell Card
- If you control no monsters, and your opponent controls a face-up monster: Discard 1 card; Special Summon 1 "Pop-Up" monster from your hand, but it cannot declare an attack this turn. While the monster Special Summoned by this effect is face-up on the field, you cannot Special Summon monsters, except "Pop-Up" monsters by their own effects. You can only activate 1 "Pop-Up-Book" per turn.
- Pop-Up-Castle
- Field Spell Card
- Once per turn: You can send 1 "Pop-Up" card from your hand to the Graveyard, then target 1 face-up monster your opponent controls; destroy that target. During the turn a monster your opponent controls was destroyed by a card effect, you can Normal Summon "Pop-Up" monsters without Tributing.
- Pop-Up-Satchel
- Normal Trap Card
- During the turn a monster your opponent controls was destroyed by a card effect: Add 1 "Pop-Up" card from your Deck or Graveyard to your hand, except "Pop-Up-Satchel". You can only activate 1 "Pop-Up-Satchel" per turn.
- Pop-Up-Forest
- Continuous Trap Card
- Activate this card by targeting 1 "Pop-Up" monster you control in Attack Position and 1 face-up monster your opponent controls; give control of the first target to your opponent, and if you do, destroy the second target. If this card card leaves the field, destroy the first target. You can only control 1 "Pop-Up-Forest".
- POKERCHIP ARCHETYPE (13/13):
- Pokerchip is an Archetype I have wanted to build for a while now, but was not sure what direction I should take them. All I knew was that they were Counter based, and they were themed around poker. Though now here we are, and think that their playstyle turned out pretty fun. They are Level 4 Machine-Type/DARK monsters, each with 2 effects, one that places counters and one that removes them. They work best as long as your opponent has more cards in their hand than you do, though can work without that. They also have Spell/Trap Cards that also support placing counters.
- Main Deck Monsters:
- Pokerchip Raiser
- Machine-Type/DARK
- Level 4
- When this card is Normal Summoned or Special Summoned: You can place 1 Pokerchip Counter on it. If your opponent has more cards in their hand than you do, you can place 2 Pokerchip Counters instead. You can remove any number of Pokerchip Counters from this card; all "Pokerchip" monsters you control gain 200 ATK and DEF for each Pokerchip Counter removed until the end of the next turn. You can only activate each effect of "Pokerchip Raiser" once per turn.
- 1700/100
- Pokerchip Cutter
- Machine-Type/DARK
- Level 4
- You can discard 1 card; excavate the top 5 cards of your Deck, then you can add 1 excavated "Pokerchip" card to your hand, otherwise sent the excavated cards to the Graveyard, also after that, if your opponent has more cards in their hand than you do, you can place 1 Pokerchip Counter on this card for each excavated "Pokerchip" card with a different name. You can remove 2 Pokerchip Counter from this card, then target 1 "Pokerchip" monster in your Graveyard, except "Pokerchip Cutter"; Special Summon that target, but its effects are negated. You can only activate each effect of "Pokerchip Cutter" once per turn.
- 1500/1200
- Pokerchip Dealer
- Machine-Type/DARK
- Level 4
- You can target 1 other "Pokerchip" card you control, then discard 1 card; place 2 Pokerchip Counters on that target. You can remove 2 or more Pokerchip Counters from cards you control; draw 1 card. If your opponent has more cards in their hand than you do, you can draw 1 more card for each 2 Pokerchip Counters removed. You can only use each effect of "Pokerchip Dealer" once per turn.
- 500/1700
- Pokerchip Caller
- Machine-Type/DARK
- Level 4
- If you activate a "Pokerchip" Spell/Trap Cards: You can place 1 Pokerchip Counter on this card. If your opponent has more cards in their hand than you do, you can activate this effect when you activate a "Pokerchip" monster effect, except by the effect of "Pokerchip Caller". You can remove 1 Pokerchip Counter from this card; immediately after this effect resolves, Normal Summon 1 "Pokerchip" monster from your hand. You can only use each effect of "Pokerchip Caller" once per turn
- 1600/1600
- Pokerchip Limper
- Machine-Type/DARK
- Level 4
- You can remove 2 or more Pokerchip Counters from cards you control; Special Summon this card from your hand, then if your opponent has more cards in their hand than you do, you can draw 1 card. If this card is destroyed by battle or a card effect and sent to the Graveyard: You can place 1 Pokerchip Counter on each "Pokerchip" card you control. You can only use each effect of "Pokerchip Limper" once per turn
- 0/2000
- Pokerchip Folder
- Machine-Type/DARK
- Level 4
- When the battle position of a monster(s) is changed, except by the effect of "Pokerchip Folder": You can place 1 Pokechip Counters on this card. If your opponent has more cards in their hand than you do, you can place 2 Pokerchip Counters instead. You can remove 1 or more Pokerchip Counters from cards you control, then target 1 face-up monster your opponent controls; change that target to face-down Defense Position. You can target additional targets for each 2 Pokerchip Counters removed.
- 1800/700
- Extra Deck Monsters:
- Pokerchip Rocker
- Machine-Type/DARK/Xyz
- Rank 4
- 2 Level 4 "Pokerchip" monsters
- When this card is Xyz Summoned: You can target 1 "Pokerchip" card you control; place 2 Pokerchip Counters on that target. You can remove 2 Pokerchip Counters from this card, then target 1 card your opponent controls; destroy it. If your opponent has more cards in their hand than you do, you can target 1 additional card. If this would be destroyed by battle, you can detach 1 Xyz Material from it instead. You can only use each effect of "Pokerchip Rocker" once per turn.
- 2300/2100
- Pokerchip Shark
- Machine-Type/DARK/Xyz
- Rank 5
- 3 Level 5 DARK monsters
- You can only Xyz Summon this card by using a Rank 4 DARK Machine-Type Xyz Monster you control as Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) When this card is Xyz Summoned: You can place Pokerchip Counters on "Pokerchip" cards you control equal to the number of Xyz Materials this card has. When this card destroys an opponent's monster by battle: You can remove all Pokerchip Counters from 1 "Pokerchip" card you control; your opponent discards 2 cards (or their entire hand if less than 2), then they draws 3 cards. If your opponent has more cards in their hand than you do, you can make your opponent discard exactly 3 cards instead, then they draw 4 cards. You can only use each effect of "Pokerchip Shark" once per turn.
- 2600/2500
- Spell/Trap Cards:
- Pokerchip Dead Draw
- Normal Spell Card
- Discard 1 card; add 1 "Pokerchip" card from your Deck to your hand, except "Pokerchip Dead Draw", then you can place 1 Pokerchip Counter on 1 "Pokerchip" card you control. You can only activate 1 "Pokerchip Dead Draw" per turn.
- Pokerchip Royal Flush
- Normal Spell Card
- Place 1 Pokerchip Counter on each face-up "Pokerchip" card you control.
- Pokerchip Jackpot
- Continuous Spell Card
- If a "Pokerchip" monster you control inflicts battle damage to your opponent: You can place 1 Pokerchip Counter on this card. You can send this card with 2 or more Pokerchip Counters on it to the Graveyard; inflict 200 damage to your opponent for each Pokerchip Counter that was on this card, and if you do, your opponent takes no further damage for the rest of the turn.
- Pokerchip Check Out
- Normal Trap Card
- Target 1 "Pokerchip" monster you control with a Level; return that target to the hand, and if you do, Special Summon 1 "Pokerchip" monster from your hand or Graveyard, except a monster with the same name as that target, and if you do, you can place all Pokerchip Counters that was on that target on that Summoned monster. You can only activate 1 "Pokerchip Check Out" per turn.
- Pokerchip Insurance
- Normal Trap Card
- If you control a card(s) with a Pokerchip Counter on it, activate this card by targeting 1 "Pokerchip" monster you control; equip this card to that target. While your opponent has more cards in their hand than you do, the equipped monster cannot be targeted or destroyed by your opponent's card effects.
- DRAGONSWORDS ARCHETYPE #23 (12/12):
- Hello, it has been quite a long time since I last posted one of these, the reason being that I have wanted to create more original concepts, though now here's a card which doesn't have much of a use, so I figured I would give it one. This Archetype focuses on Normal Summoning and Level changing, to keep in theme with the original card, and Xyz Monsters. They are Warriors of various Attributes, and the Xyz Monsters are Dragon-Type who are a combination of the Attributes of the Main Deck monsters.
- Original Card:
- http://duellinks.gamea.co/file/imgbank/umi92hxs/l37oeruu/081ea208be93ceaef451daaa79471bb6471bf232_600.jpg
- When a monster is Normal Summoned to your side of the field, except "Master of the Flaming Dragonswords": You can increase that monster's Level by 1, and this card gains 300 ATK until the End Phase.
- New Cards:
- Main Deck Monsters:
- Master of the Freezing Dragonswords
- Warrior-Type/WATER
- Level 4
- When this card is Normal Summoned: You can target 1 "Dragonswords" card in your Graveyard; add that target to your hand. You must control 2 or more "Dragonswords" monsters with different names to activate and to resolve this effect. You can target 1 other "Dragonswords" monster you control; this card's Level becomes that target's Level. You can only use each effect of "Master of the Freezing Dragonswords" once per turn.
- 1500/1500
- Master of the Shattering Dragonswords
- Warrior-Type/EARTH
- Level 4
- You can discard 1 card; add 1 "Dragonswords" card from your Deck to your hand, except "Master of the Shattering Dragonswords". You can only use this effect of "Master of the Shattering Dragonswords" once per turn. This card's Level on the field becomes equal to the highest Level of another "Dragonswords" monster you control.
- 1700/1400
- Master of the Storming Dragonswords
- Warrior-Type/WIND
- Level 4
- When this card is Normal Summoned, if you control no other monsters you can: Immediately after this effect resolves, Normal Summon 1 "Dragonswords" monster from your hand. Once per turn: You can increase the Level of all "Dragonswords" monsters you control by 1.
- 1600/1300
- Master of the Brightening Dragonswords
- Warrior-Type/LIGHT
- Level 4
- You can target 1 other "Dragonswords" monster you control; return that target to the hand, and if you do, Normal Summon 1 "Dragonswords" monster from your hand from your hand, and if you do, it gains 300 ATK and increase its Level by 1. You can only use this effect of "Master of the Brightening Dragonswords" once per turn.
- 1900/0
- Master of the Darkening Dragonswords
- Warrior-Type/DARK
- Level 4
- If your opponent controls a monster, and you control no monsters, you can Special Summon this card (from your hand). When a monster is Normal Summoned to your side of the field, except "Master of the Darkening Dragonswords": You can activate this effect; that monster gains 300 ATK and increase its Level by 1.
- 1400/1800
- Extra Deck Monsters:
- Legendary Dragonswords Master of Nature
- Dragon-Type/EARTH/Xyz
- Rank 4
- 2 Level 4 monsters
- While face-up on the field, this card is also WIND-Attribute. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on each side of the field; switch the Level/Rank of those targets until the end of this turn. If this card's Rank is 8 or higher, this card cannot be destroyed by battle or card effects.
- 2100/1700
- Legendary Dragonswords Master of Elements
- Dragon-Type/WATER/Xyz
- Rank 5
- 2 Level 5 monsters
- While face-up on the field, this card is also FIRE-Attribute. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls and 1 Normal Summoned monster you control; switch control of those targets until the end of this turn. Once per turn: You can banish 1 "Dragonswords" card from your Graveyard; increase the Level/Rank of all monsters on the field by 1.
- 2400/2100
- Legendary Dragonswords Master of Chaos
- Dragon-Type/DARK/Xyz
- Rank 6
- 2 Level 6 "Dragonswords" monsters
- While face-up on the field, this card is also LIGHT-Attribute. If this card is Xyz Summoned: Destroy all other face-up monsters on the field, except monsters whose Level/Rank is different from its original Level/Rank. Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; double its Level/Rank. All monsters your opponent controls lose ATK and DEF equal to their Level/Rank x 100.
- 2500/2300
- Spell/Trap Cards:
- Dance of the Dragonswords
- Continuous Spell Card
- During your Main Phase, you can Normal Summon 1 "Dragonswords" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When a "Dragonswords" monster is Normal Summoned, your opponent cannot activate cards or effects. During your End Phase, if you did not Normal Summon this turn, send this card to the Graveyard.
- Collection of Dragonswords
- Normal Spell Card
- Target 3 or more "Dragonswords" monsters in your Graveyard with different Attributes; shuffle all those targets into the Deck, then draw 2 cards. You can only activate 1 "Collection of Dragonswords" once per turn.
- The Legendary Dragonswords
- Equip Spell Card
- Equip only to a "Dragonswords: monster. It gains ATK/DEF equal to its Level/Rank x 200. If this card is sent to the Graveyard because the equipped monster was used as an Xyz Material: You can return this card from your Graveyard to your hand. You can only activate 1 "The Legendary Dragonswords" per turn.
- Counter of the Dragonswords
- Counter Trap Card
- If you control a "Dragonswords" monster whose Level/Rank is different from its original Level/Rank, when your opponent activates a Spell/Trap Card or monster effect: Negate the activation, and if you do, destroy it.
- SUPERNATURAL ARCHETYPE (13/13):
- Supernatural is an Archetype of Pendulum Monsters with various Types, Attributes and Levels. They focus on Fusion Summoning and also have Fusion Pendulum Monsters!
- Their playstyle may be hard to figure out, but the idea is to Pendulum Summon 2 or more Supernatural monsters, then use the Pendulum Effects to Fusion Summon a Supernatural Fusion Monster, then forming a Chain so that the Fusion Monster destroys itself and places itself in the Extra Deck and that the Fusion Material's effect return a card in the Pendulum Zone to the hand and places a card from the Extra Deck in the Pendulum Zone, that being the Fusion Monster, then you can use Supernatural World to Pendulum Summon once again and Fusion Summon another monster.
- You can also simply keep your Fusion Monsters and use their monster effects if you wish, or simply use your Pendulum Monsters' other effect to beat your opponent down, so as you can see, these can have a lot of different playstyles.
- Main Deck Monsters:
- Demon, the Supernatural Beast
- Fiend-Type/DARK/Pendulum
- Level 4
- Scale 3
- Pendulum Effect:
- Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
- Monster Effect:
- Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Demon, the Supernatural Beast" per turn, and only once that turn.
- ● When this card is Pendulum Summoned from your hand: You can add 1 face-up "Supernatural" Pendulum Monster from your Extra Deck to your hand.
- ● If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
- 1600/1500
- Dragon, the Supernatural Beast
- Dragon-Type/FIRE/Pendulum
- Level 7
- Scale 9
- Pendulum Effect:
- Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
- Monster Effect:
- Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Dragon, the Supernatural Beast" per turn, and only once that turn.
- ● When this card is Pendulum Summoned from your hand: You can add 1 "Supernatural" card from your Deck to your hand, except "Dragon, the Supernatural Beast".
- ● If this card is place face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
- 2300/2500
- Banshee, the Supernatural Beast
- Zombie-Type/DARK/Pendulum
- Level 5
- Scale 3
- Pendulum Effect:
- Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
- Monster Effect:
- Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Banshee, the Supernatural Beast" per turn, and only once that turn.
- ● When this card is Pendulum Summoned from your hand: You can Fusion Summon 1 "Supernatural" Fusion Monster using monsters from your hand or side of the field as Fusion Materials.
- ● If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
- 1000/2300
- Kraken, the Supernatural Beast
- Sea Serpent-Type/WATER/Pendulum
- Level 5
- Scale 9
- Pendulum Effect:
- Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
- Monster Effect:
- Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Kraken, the Supernatural Beast" per turn, and only once that turn.
- ● When this card is Pendulum Summoned from your hand: You can target 1 "Supernatural" card in your Pendulum Zone; Special Summon that target.
- ● If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
- 1800/2000
- Werewolf, the Supernatural Beast
- Beast-Warrior-Type/DARK/Pendulum
- Level 6
- Scale 3
- Pendulum Effect:
- Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
- Monster Effect:
- Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Werewolf, the Supernatural Beast" per turn, and only once that turn.
- ● When this card is Pendulum Summoned from your hand: You can target 1 "Supernatural" monster in your Graveyard, except "Werewolf, the Supernatural Beast"; Special Summon that target, but its ATK and DEF become 0 and it is destroyed during the End Phase.
- ● If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
- 2200/1500
- Zombie, the Supernatural Beast
- Zombie-Type/DARK/Pendulum
- Level 4
- Scale 9
- Pendulum Effect:
- Pendulum Effect:
- Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
- Monster Effect:
- Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Werewolf, the Supernatural Beast" per turn, and only once that turn.
- ● When this card is Pendulum Summoned from your hand: You can discard 1 "Supernatural" card; Special Summon 1 "Supernatural" monster from your Deck except "Zombie, the Supernatural Beast", but it cannot declare an attack this turn.
- ● If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
- 1700/200
- Fusion Monsters:
- Chimera, the Supernatural Beast
- Beast-Type/EARTH/Fusion/Pendulum
- Level 8
- Scale 3
- Pendulum Effect:
- Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn: You can discard 1 "Supernatural" card, then target up to 2 cards your opponent controls; return them to the hand.
- Monster Effect:
- 2 "Supernatural" monsters
- When this card is Fusion Summoned: You can destroy this card, and if you do, negate the effects of all face-up monsters your opponent controls (if any) until the end of this turn. Once per turn: You can send up to 2 face-up "Supernatural" monsters from your Extra Deck to your Graveyard; draw 1 card for each card sent to the Graveyard to activate this effect.
- 2600/2100
- Bigfoot, the Supernatural Beast
- Beast-Type/EARTH/Fusion/Pendulum
- Level 6
- Scale 9
- Pendulum Effect:
- Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn: You can target 1 "Supernatural" monster in your Graveyard; Special Summon that target.
- Monster Effect:
- 2 "Supernatural" monsters
- When this card is Fusion Summoned: You can destroy this card, and if you do, negate the effects of all face-up Spell/Trap Cards your opponent controls (if any) until the end of this turn. Once per turn: You can target 1 "Supernatural" card in your Graveyard; add that target to your hand, then discard 1 card.
- 2400/2400
- Wendigo, the Supernatural Beast
- Fiend-Type/DARK/Fusion/Pendulum
- Level 7
- Scale 3
- Pendulum Effect:
- Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn: You can target 1 "Supernatural" monster you control; it gains 1000f ATK and DEF.
- Monster Effect:
- 2 "Supernatural" monsters
- When this card is Fusion Summoned: You can destroy this card, and if you do, add 1 "Supernatural" monster from your Deck to your hand. After damage calculation, if this card battled an opponent's monster: Banish that monster. You can only use each effect of "Wendigo, the Supernatural Beast" once per turn.
- 2500/2300
- Cyclops, the Supernatural Beast
- Beast-Warrior-Type/EARTH/Fusion/Pendulum
- Level 7
- Scale 9
- Pendulum Effect:
- Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, during either player's turn: You can target 1 "Supernatural" monster you control; this turn, it cannot be destroyed by battle or card effects.
- Monster Effect:
- 2 "Supernatural" monsters
- When this card is Fusion Summoned: You can destroy this card, and if you do, add 1 "Supernatural" Spell/Trap Card from your Deck to your hand. During either player's turn, when exactly 1 face-up "Supernatural" card you control is targeted by card effect that could have targeted this card: You can activate this effect; that Spell/Trap/effect now targets this face-up card on the field, instead. You can only use each effect of "Cyclops, the Supernatural Beast" once per turn.
- 2000/3000
- Spell/Trap Cards:
- Supernatural Fusion
- Normal Spell Card
- Fusion Summon any number of "Supernatural" Fusion Monsters using monsters from your hand or side of the field as Fusion Materials OR if you control no monsters and no other cards in your Spell & Trap Zone, you can send monsters from your Extra Deck to the Graveyard as Fusion Materials instead. You can only activate 1 "Supernatural Fusion" per turn.
- Supernatural Transformation
- Normal Spell Card
- Target up to 2 "Supernatural" cards in your Pendulum Zones; destroy those targets, and if you do, place "Supernatural" cards in those Pendulum Zones from your hand or Deck. You can only activate 1 "Supernatural Transformation" per turn.
- Supernatural World
- Field Spell Card
- If you have a "Supernatural" card in Pendulum Zone that is a Fusion Monster, you can Pendulum Summon twice per turn. You cannot activate cards and effects, except "Supernatural" cards and effects. During each of your End Phases, destroy this card unless you control a "Supernatural" monster.
- Supernatural Selection
- Normal Trap Card
- If you control a "Supernatural" card in both your Pendulum Zone: Fusion Summon 1 "Supernatural" Fusion Monster by using monsters from your hand, side of the field or by sending monsters from Main Deck to the Graveyard as Fusion Materials. You cannot Special Summon duirng the turn you activate this card, except "Supernatural" monsters. You can only activate 1 "Supernatural Selection" per turn.
- DECAY DRAGON ARCHETYPE (13/13):
- Decay Dragon is an Archetype of Dragon-Type/DARK Level 6 monsters which become Zombie-Type monsters when Special Summoned. They focus on Special Summoning, having no cards in your hand, and using effects when you have Zombie-Type monsters on the field.
- Main Deck Monsters:
- Decay Dragon - Albarith
- Dragon-Type/DARK
- Level 6
- If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. You can discard this card and 1 other monster; Special Summon 1 "Decay Dragon" monster from your Deck, except "Decay Dragon - Albarith". You can only use this effect of "Decay Dragon - Albarith" once per turn. If there are no cards in your hand, this card can attack your opponent directly.
- 1900/1900
- Decay Dragon - Delora
- Dragon-Type/DARK
- Level 6
- If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. If there are no cards in your hand: You can banish this card and 1 other monster from your Graveyard, then target 1 "Decay Dragon" monster in your Graveyard; Special Summon that target. You can only use this effect of "Decay Dragon - Delora" once per turn. Once per turn, if this card inflicts battle damage to your opponent: You can add 1 "Decay" Spell/Trap Card from your Deck to your hand.
- 2300/700
- Decay Dragon - Kassural
- Dragon-Type/DARK
- Level 6
- If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. If you have no other cards in your hand, you can Normal Summon it without Tributing. When this card is Special Summoned (except during the Damage Step), if you have no cards in your hand: You can target 1 monster your opponent controls; destroy that target. You can only use this effect of "Decay Dragon - Kassural" once per turn.
- 1800/2100
- Decay Dragon - Olldran
- Dragon-Type/DARK
- Level 6
- If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. If you Special Summon a Zombie-Type monster(s) (except during the Damage Step), if you have no other cards in your hand: You can Special Summon this card from your hand. You can only use this effect of "Decay Dragon - Olldran" once per turn. Once per turn, when this card destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 "Decay Dragon" monster in your Graveyard, except "Decay Dragon - Olldran"; Special Summon that target.
- 2400/0
- Decay Dragon - Talgul
- Dragon-Type/DARK
- Level 6
- If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. You can discard 1 card, then target 1 Spell/Trap Card your opponent controls; destroy that target. If you control another Zombie-Type monster, you can target 1 additional Spell/Trap Card. If there are no cards in your hand: You can target 1 "Decay" Spell/Trap Card in your Graveyard; add that target to your hand. You can only use 1 effect of "Decay Dragon - Talgul" per turn, and only once that turn.
- 2200/1400
- Decay Dragon - Bestora
- Dragon-Type/DARK
- Level 6
- If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. If your opponent controls a monster, and you control no monsters: You can Special Summon this card from your hand. If there are no cards in your hand: You can target 1 of your banished "Decay Dragon" monsters, except "Decay Dragon - Bestora"; add that target to your hand. You can only use each effect of "Decay Dragon - Bestora" once per turn.
- 1600/1700
- Decay Dragon - Kandulin
- Dragon-Type/DARK
- Level 6
- Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. When a Zombie-Type monster is destroyed by your opponent's card (either by battle or card effect), and sent to the Graveyard, except "Decay Dragon - Kandulin", while you have no cards in your hand: You can Special Summon this card from your Graveyard in Defense Position. You can only use this effect of "Decay Dragon - Kandulin" once per turn. If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. Your opponent cannot target other Zombie-Type monsters you control with effects, except this one.
- 1500/2500
- Extra Deck Monsters:
- Decay Dragon - Bludblir
- Dragon-Type/DARK/Xyz
- Rank 6
- 2 Level 6 Zombie-Type monsters
- If this card was Xyz Summoned, it becomes Zombie-Type while face-up on the field. If you control no other monsters: You can detach 1 Xyz Material from this card; excavate the top 5 cards of your Deck, Special Summon 1 excavated Dragon or Zombie-Type monster, ignoring its Summoning conditions, also place the other cards on top of your Deck in any order. You can only use this effect of "Decay Dragon - Bludblir" once per turn. If there are no cards in your hand, all battle damage your opponent takes from battles involving Zombie-Type monsters is doubled.
- 2600/2300
- Decay Dragon - Salmian
- Dragon-Type/DARK/Xyz
- Rank 6
- 2 Level 6 Zombie-Type monsters
- If this card was Xyz Summoned, it becomes Zombie-Type while face-up on the field. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 Zombie-Type monster you control; this turn, it is unaffected by other monster effects, except Zombie-Type monster effects. If there are no cards in your hand, Zombie-Type monsters you control gain 300 ATK and DEF.
- 2500/2400
- Spell/Trap Cards:
- Mountain of Decay
- Field Spell Card
- Once per turn, if the only card in your hand is a "Decay Dragon" monster and the only monsters you control (if any) are Zombie-Type monsters: You can Special Summon 1 "Decay Dragon" monster from your hand. If you have no cards in your hand and you control a "Decay Dragon" monster, neither player can Special Summon monsters from their Extra Deck, except Xyz Monsters.
- Building Decay
- Normal Spell Card
- Discard 1 card, then if you control a Zombie-Type monster, you can add 1 "Decay Dragon" monster from your Deck to your hand. You can only activate 1 "Building Decay" per turn.
- Decay Burning
- Quick-Play Spell Card
- If there are no other cards in your hand: Target 1 Zombie-Type monster you control; you cannot Special Summon other monsters during the turn, except "Decay Dragon" monsters, also destroy that target, and if you do, Special Summon 1 "Decay Dragon" monster from your Deck. You can only activate 1 "Decay Burning" per turn.
- Decay Rising
- Continuous Trap Card
- If there are no cards in your hand: You can target 1 "Decay Dragon" monster in your Graveyard; Special Summon that target in Defense Position, but you cannot Special Summon monsters for the rest of the turn, except "Decay Dragon" monsters. You can only use this effect of "Decay Rising" once per turn. If this card leaves the field: Banish all monsters Special Summoned by this effect. If you control a monster that is not a Zombie-Type monster, destroy this card.
- LEVIAFISH ARCHETYPE (12/12):
- Leviafish is an Archetype of Fish-Type/WATER monsters which are also also Sea Serpent-Type. They are able to Special Summon themselves if you control a Leviafish with a Level other than the one they have themselves. They destroy themselves if you control a monster with the same Level as them though. They each have an effect that they can activate if 2 or more monsters battled this turn. Their playstyle can be pretty strange as they both encourage you to destroy themselves with their effects as well as keeping multiple monsters on the field at the same time. Their name is a portmanteau of Leviathan and Fish.
- Monsters:
- Leviafish Assassin
- Fish-Type/WATER
- Level 3
- This card is also Sea Serpent-Type monster. If you control a non-Level 3 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Assassin" this way once per turn. If you control a Level 3 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can inflict 1000 damage to your opponent.
- 1300/400
- Leviafish Patroller
- Fish-Type/WATER
- Level 4
- This card is also Sea Serpent-Type monster. If you control a non-Level 4 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Patroller" this way once per turn. If you control a Level 4 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can add 1 "Leviafish" card from your Deck to your hand, except "Leviafish Patroller".
- 1600/1400
- Leviafish Raider
- Fish-Type/WATER
- Level 4
- This card is also Sea Serpent-Type monster. If you control a non-Level 4 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Raider" this way once per turn. If you control a Level 4 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can target 1 other "Leviafish" monster you control; it gains 1000 ATK until the end of your next turn.
- 1800/0
- Leviafish Wrecker
- Fish-Type/WATER
- Level 5
- This card is also Sea Serpent-Type monster. If you control a non-Level 5 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Wrecker" this way once per turn. If you control a Level 5 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can target 1 Spell/Trap Card your opponent controls; destroy that target.
- 2200/1500
- Leviafish Avenger
- Fish-Type/WATER
- Level 5
- This card is also Sea Serpent-Type monster. If you control a non-Level 5 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Avenger" this way once per turn. If you control a Level 5 monster, other than this card, destroy this card. If 2 or more monsters you control declared an attack this turn: You can Tribute this card; Special Summon 1 "Leviafish" monster from your Deck, except "Leviafish Avenger". You can only use this effect of "Leviafish Avenger" once per turn.
- 2300/600
- Leviafish Swimmer
- Fish-Type/WATER
- Level 6
- This card is also Sea Serpent-Type monster. If you control a non-Level 6 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Swimmer" this way once per turn. If you control a Level 6 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can target 1 monster your opponent controls; return that target to the hand.
- 2400/0
- Leviafish Retriever
- Fish-Type/WATER
- Level 7
- Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 2 "Leviafish" monsters with different Levels, and cannot be Special Summoned by other ways. This card is also Sea Serpent-Type monster. If you control a Level 7 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can target 1 "Leviafish" monster in your Graveyard; Special Summon that target.
- 2600/2400
- Leviafish Veteran
- Fish-Type/WATER
- Level 8
- Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 2 "Leviafish" monsters with different Levels, and cannot be Special Summoned by other ways. This card is also Sea Serpent-Type monster. If you control a Level 8 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can banish 1 random card from your opponent's hand.
- 2700/2100
- Spell/Trap Cards:
- Leviafish Sneaking Slash
- Continuous Spell Card
- Once per turn: You can target 1 "Leviafish" monster you control; this turn, it can attack your opponent directly, but all damage your opponent takes from battles involving it is halved.
- Leviafish Armor
- Equip Spell Card
- Equip only to a "Leviafish" monster. It gains 300 ATK and if it attacks, it cannot be destroyed by battle. The equipped monster cannot be destroyed by monster effects.
- Leviafish Harsh Ocean
- Field Spell Card
- Once per turn: You can target 1 "Leviafish" monster you control, then declare a Level; that target's Level becomes the declared Level. Once per turn, if a "Leviafish" monster you control is sent to the Graveyard: You can Special Summon 1 "Leviafish Token" (Fish-Type/WATER/Level 1/500 ATK/500 DEF) in Attack Position. While you control 2 or more "Leviafish" monsters, "Leviafish Tokens" you control are also Sea Serpent-Type monsters.
- Leviafish Berserk
- Continuous Trap Card
- When this card is activated: You can target 1 "Leviafish" monster in your Graveyard; Special Summon that target, but its effects cannot be activated. All "Leviafish" monsters you control gain 500 ATK and DEF. All monsters you control must attack, if able. You can only control 1 "Leviafish Berserk".
- GLOWING SKIES ARCHETYPE (13/13):
- Glowing Skies is an Archetype of Thunder-Type/LIGHT monsters based around swapping your cards in your Deck with cards in your Graveyard. This is mainly done by excavating cards through their effects. When they are swapped by a card effect, they get to activate their effects, similarly to Sylvans.
- Main Deck Monsters:
- Janai of the Glowing Skies
- Thunder-Type/LIGHT
- Level 4
- If all face-up monsters you control (if any) are "Glowing Skies" monsters: You can discard this card; excavate the top 3 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can Special Summon this card from your Graveyard. You can only use each effect of "Janai of the Glowing Skies" once per turn.
- 700/1900
- Galmin of the Glowing Skies
- Thunder-Type/LIGHT
- Level 4
- You can Tribute this card, then target 1 face-up card your opponent controls; excavate the top 3 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, then destroy that target, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can Special Summon 1 "Glowing Skies" monster from your hand in Defense Position, ignoring the Summoning conditions. You can only use each effect of "Galmin of the Glowing Skies" once per turn.
- 1500/1500
- Kara of the Glowing Skies
- Thunder-Type/LIGHT
- Level 4
- You can target 1 Spell/Trap Card on the field; change this card's battle position, and if you do, excavate the top 3 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, then destroy that target, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can target 1 "Glowing Skies" monster you control; return that target to your hand, then excavate the top 5 cards of your Deck, then you can Special Summon 1 excavated "Glowing Skies" monster, ignoring the Summoning conditions, also place the rest on top of of your Deck in any order. You can only use each effect of "Kara of the Glowing Skies" once per turn.
- 1600/1200
- Aldis of the Glowing Skies
- Thunder-Type/LIGHT
- Level 4
- If this card is sent to the Graveyard as a Synchro Material: You can excavate cards from the top of your Deck equal to the Level of that Synchro Monster, swap any number of excavated cards with an equal number of "Glowing Skies" cards in your Graveyard, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use each effect of "Aldis of the Glowing Skies" once per turn.
- 1700/300
- Harun of the Glowing Skies
- Thunder-Type/LIGHT
- Level 4
- Cannot be Normal Summoned/Set. Must first Special Summoned by its own effect. If you control no monsters: You can excavate the top 5 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, then Special Summon this card from your hand, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can target 1 "Glowing Skies" card in your Graveyard, except "Harun of the Glowing Skies"; shuffle that target into your Deck, then draw 1 card. You can only use each effect of "Harun of the Glowing Skies" once per turn.
- 1800/0
- Hasus of the Glowing Skies
- Thunder-Type/LIGHT/Tuner
- Level 4
- When using this card as Synchro Material, the other Synchro Material(s) must be "Glowing Skies" monsters. If this card is the only monster you control: You can excavate the top 3 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, then add 1 "Glowing Skies" card from your Deck to your hand, except "Hasus of the Glowing Skies", then shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can swap 1 "Glowing Skies" card in your Deck with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck. You can only use each effect of "Hasus of the Glowing Skies" once per turn.
- 1300/1600
- Kudo of the Glowing Skies
- Thunder-Type/LIGHT/Tuner
- Level 3
- When using this card as Synchro Material, the other Synchro Material(s) must be "Glowing Skies" monsters. If this card is Normal or Special Summoned: You can excavate the top 5 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can target "Glowing Skies" card in your Graveyard, except "Kudo of the Glowing Skies"; place that target on the top of your Deck. You can only use each effect of "Kudo of the Glowing Skies" once per turn.
- 1400/1200
- Extra Deck Monsters:
- Railin of the Glowing Skies
- Thunder-Type/LIGHT/Synchro
- Level 7
- 1 LIGHT Tuner + 1 or more non-Tuner monsters
- When this card is Synchro Summoned: You can swap 1 card in your Deck with 1 card in your Graveyard, also after that, shuffle your Deck. When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 Thunder-Type monster in your Graveyard, except "Railin of the Glowing Skies"; Special Summon that target, but it cannot attack this turn. You can only use each effect of "Railin of the Glowing Skies" once per turn.
- 2400/2200
- Cintra of the Glowing Skies
- Thunder-Type/LIGHT/Synchro
- Level 8
- 1 LIGHT Tuner + 1 or more non-Tuner monsters
- Must be Synchro Summoned, and cannot be Special Summoned by other ways. Once per turn: You can excavate the top 5 cards of your Deck, swap as many excavated cards with as many "Glowing Skies" cards in your Graveyard as possible, also after that, shuffle your Deck. Each time a "Glowing Skies" card(s) in your Deck is swapped with a "Glowing Skies" card(s) in your Graveyard, place 1 Glow Counter on this card for each of those cards. This card gains these effects, based on the number of Glow Counters on it.
- ● 3 or more: If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
- ● 5 or more: This card is unaffected by your opponent's card effects that do not target it.
- ● 10 or more: You can Tribute this card; each player swaps the cards in their Graveyard (min. 5) with the cards in their Deck (min. 5).
- 2600/2300
- Spell/Trap Cards:
- Opening in the Glowing Skies
- Normal Spell Card
- Discard 1 card; swap 1 "Glowing Skies" card in your Deck with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck. You can only activate 1 "Opening the Glowing Skies" per turn.
- Hole in the Glowing Skies
- Normal Spell Card
- Excavate the top 3 cards of your Deck, swap as many excavated "Glowing Skies" cards with as many "Glowing Skies" cards in your Graveyard as possible, also after that, shuffle your Deck. You can only activate 1 "Hole in the Glowing Skies" per turn.
- Clouds of the Glowing Skies
- Field Spell Card
- "Glowing Skies" monsters gain 100 ATK and DEF for each "Glowing Skies" card in your Graveyard with a different name. During your Draw Phase: Instead of conduction your normal draw for your Draw Phase: You can excavate the top 5 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck.
- Smoke of the Glowing Skies
- Continuous Trap Card
- Once per turn, when another "Glowing Skies" card(s) is targeted for an attack or opponent's card effect: You can excavate the top card of your Deck, and if it is a "Glowing Skies" card, swap it with a "Glowing Skies" card in your Graveyard, then negate that attack or effect, and if you do, destroy that card, also after that, shuffle your Deck. If you control a monster that is not a "Glowing Skies" monster, destroy this card.
- CLOCKWORK ARCHETYPE (10/10):
- Clockwork is a Machine-Type/EARTH Pendulum Archetype of Level 3 and 4 monsters. They focus on making replays happen to trigger the Pendulum Effects. They make this happen whenever they attack or by using their Spell/Trap Cards. They also have Pendulum Xyz Monsters, the first Archetype of mine to use those.
- Main Deck Monsters:
- Clockwork Gear
- Machine-Type/EARTH/Pendulum
- Level 4
- Scale 2
- Pendulum Effect:
- You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 5: You can target 1 "Clockwork" card in your Graveyard; shuffle that target into the Deck, then draw 1 card.
- Monster Effect:
- Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's monster for an attack: You can target 1 other "Clockwork" card you control; destroy that target, and if you do, return the attack target to the hand.
- 1700/1200
- Clockwork Dial
- Machine-Type/EARTH/Pendulum
- Level 4
- Scale 5
- Pendulum Effect:
- You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 2: You can add 1 face-up "Clockwork" non-Xyz Pendulum Monster from your Extra Deck to your hand.
- Monster Effect:
- Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's face-up monster for an attack: You can return the attack target to the hand, then your opponent can Special Summon 1 monster from their hand whose Level is less than or equal to the returned monster's Level on the field.
- 1600/1600
- Clockwork Spring
- Machine-Type/EARTH/Pendulum
- Level 3
- Scale 2
- Pendulum Effect:
- You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 5: You can target 1 "Clockwork" monster you control; it gains 1000 ATK until the end of the Battle Phase.
- Monster Effect:
- Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's face-up monster for an attack: You can target 1 monster in either player's Graveyard; Special Summon that target to your opponent's side of the field in Attack Position, but its effects are negated.
- 1400/1200
- Clockwork Repeater
- Machine-Type/EARTH/Pendulum
- Level 3
- Scale 5
- Pendulum Effect:
- You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 2: You can target 1 "Clockwork" monster you control; it is unaffected by your opponent's card effects until the end of this turn.
- Monster Effect:
- Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's face-up monster for an attack: You can discard 1 card; destroy the attack target.
- 1500/1100
- Extra Deck Monsters:
- Clockwork Pendulum
- Machine-Type/EARTH/Pendulum/Xyz
- Rank 4
- Scale 2
- Pendulum Effect:
- You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 5: You can destroy all face-up Spell/Trap Cards your opponent controls.
- Monster Effect:
- 2 Level 4 "Clockwork" monsters
- If you can Pendulum Summon Level 4 monsters, you can Pendulum Summon this face-up card from your Extra Deck. Once per turn, when this card targets an opponent's monster for attack: You can detach 1 Xyz Material from this card; destroy the attack target. When this card leaves the Monster Zone: You can target "Clockwork" card in your Pendulum Zone; destroy that target, and if you do, place this card in that Pendulum Zone.
- 2500/1900
- Clockwork Oscillator
- Machine-Type/EARTH/Pendulum/Xyz
- Rank 3
- Scale 5
- Pendulum Effect:
- You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 2: You can destroy all Set Spell/Trap Cards your opponent controls.
- Monster Effect:
- 2 Level 3 "Clockwork" monsters
- If you can Pendulum Summon Level 3 monsters, you can Pendulum Summon this face-up card from your Extra Deck. Once per turn, when this card targets an opponent's monster for attack: You can detach 1 Xyz Material from this card; return the attack target to the hand. When this card leaves the Monster Zone: You can target "Clockwork" card in your Pendulum Zone; destroy that target, and if you do, place this card in that Pendulum Zone.
- 2000/1600
- Spell/Trap Cards:
- Clockwork Timescale
- Quick-Play Spell Card
- Target 1 "Clockwork" monster in your Graveyard or side of the field; place that target in 1 of your Pendulum Zones. After you activate this card, you cannot Special Summon monsters for the rest of the turn, except "Clockwork" monsters. You can only activate 1 "Clockwork Timescale" per turn.
- Clockwork Timespace
- Field Spell Card
- Activate only if the only monsters you control are "Clockwork" monsters. All "Clockwork" monsters you control gain 300 ATK and DEF. If a replay occurs: You can add 1 "Clockwork" card from your Deck to your hand, except "Clockwork Timespace". You can only use this effect of "Clockwork Timespace" once per turn.
- Clockwork Timeout
- Normal Trap Card
- When a "Clockwork" monster you control is targeted for an attack: Return the attack target to the hand or face-up in the Extra Deck, and if you do, you can Special Summon 1 "Clockwork" monster from your hand with a different name. You can only activate 1 "Clockwork Timeout" per turn.
- Clockwork Timesaver
- Counter Trap Card
- When a "Clockwork" card(s) you control is targeted by your opponent's card effect: Negate the activation, and if you do, destroy it. You must control 2 "Clockwork" cards in your Pendulum Zones, with Pendulum Scales of 2 and 5 to activate and to resolve this effect. You can only activate 1 "Clockwork Timesaver" per turn.
- GAMBLERUPTION ARCHETYPE (10/10):
- Gambleruption is an Archetype of Pyro-Type/FIRE monsters that focus on coin tosses. "Volcano Casino" is an important card so that they do not have to rely on luck as much. They both have Synchro and Xyz options.
- Main Deck Monsters:
- Gambleruption Pit Boss
- Pyro-Type/FIRE
- Level 4
- If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn: You can target up to 3 face-up monsters your opponent controls; toss coins equal to the number of targets, then assign each result to different targets. Each target with a result of Heads lose 500 ATK and DEF.
- 1600/1500
- Gambleruption Floorman
- Pyro-Type/FIRE
- Level 4
- If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn, during either player's turn: You can target 1 monster your opponent controls; toss 1 coin. If the result is Heads, change that target's battle position. If the result is Tails, your opponent can change the battle position of 1 monster they control.
- 1800/1000
- Gambleruption Bookie
- Pyro-Type/FIRE
- Level 4
- If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn, during either player's turn, if your opponent controls a face-up monster: You can toss a coin. If the result is Heads, switch the ATK and DEF of a monster your opponent controls. If the result is Tails, your opponent can switch the ATK and DEF of 1 monster you control.
- 1400/1700
- Gambleruption Low Roller
- Pyro-Type/FIRE/Tuner
- Level 1
- If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn: You can toss a coin. If the result is Heads, add 1 "Gambleruption" card from your Deck to your hand, except "Gambleruption Grabber". If the result is Tails, Special Summon 1 "Gambleruption Token" (Pyro-Type/FIRE/Level 1/ATK 300/DEF 300) to your opponent's side of the field in Defense Position.
- 500/0
- Gambleruption Croupier
- Pyro-Type/FIRE/Tuner
- Level 1
- If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn: You can toss a coin. If the result is Heads, draw 1 card. If the result is Tails, Special Summon 1 "Gambleruption Token" (Pyro-Type/FIRE/Level 1/ATK 300/DEF 300) to your opponent's side of the field in Defense Position.
- 1000/500
- Extra Deck Monsters:
- Gambleruption Shuffler
- Pyro-Type/FIRE/Synchro
- Level 5
- 1 "Gambleruption" Tuner + 1 or more non-Tuner Pyro-Type monsters
- When Synchro Summoned, if you control "Volcano Casino", cards and effects cannot be activated. This card is unaffected by effects that do no target it. Once per turn: You can target up to 3 monsters your opponent controls; toss coins equal to the number of targets. If all of the results are Heads, destroy those targets, then if you destroyed all the targeted monsters by this effect, inflict 1000 damage to your opponent. After you activate this effect, this card cannot attack for the rest of the turn.
- 2400/2000
- Gambleruption High Roller
- Pyro-Type/FIRE/Xyz
- Level 4
- 2 or more Level 4 Pyro-Type monsters
- If this card is Xyz Summoned: You can activate 1 "Volcano Casino" directly from your Deck. Once per turn: You can detach any number of Xyz Materials from this card, then target 1 "Volcano Casino" on the field; place Casino Counters on that target equal to the number of Xyz Materials detached. Once per turn: You can toss a coin. If the result is Heads, this card is unaffected by your opponent's card effects until the end of your opponent's next turn. If the result is Tails, halve this card's ATK and DEF until the end of your opponent's next turn.
- 2100/1500
- Spell/Trap Cards:
- Volcano Casino
- Field Spell Card
- (This card is always treated as a "Gambleruption" card.)
- If you toss a coin(s) because of a "Gambleruption" card effect: Place 1 Casino Counter on this card for each of those coin tosses. All "Gambleruption" monsters gain 100 ATK and DEF for each Casino Counter on this card. If you would toss a coin(s) because of a "Gambleruption" card effect, you can remove 1 Casino Counter from this card instead for each coin toss, then choose the result.
- Risk Versus Reward
- Normal Spell Card
- (This card is always treated as a "Gambleruption" card.)
- If you control "Volcano Casino": Toss up to 3 coins. If all of the results are Heads, draw 1 card for each coin toss, then place 1 card from your hand on top of your Deck. If all the results are Tails, discard 1 card. You can only activate 1 "Risk Versus Reward" per turn.
- The House Always Wins
- Normal Trap Card
- (This card is always treated as a "Gambleruption" card.)
- Activate this card during a Chain where you activated a "Gambleruption" card effect that would toss a coin(s) when it resolves: When you would toss the first coin, you choose the result instead of tossing that coin (you must still toss the other coins). During your turn, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Volcano Casino" on the field; place 2 Casino Counters on that target.
- TRANSLUCENT DRAGON ARCHETYPE (14/14):
- Translucent Dragon is an Archetype of Wyrm-Type/LIGHT monsters which all share this line: "Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly." Their playstyle focuses on making your opponent attack you directly for their various effects. More to come.
- Main Deck Monsters:
- Baldarr, the Translucent Dragon
- Wyrm-Type/LIGHT
- Level 3
- When your opponent declares a direct attack: You can Special Summon this card from your hand. You must control a "Translucent" monster to activate and to resolve this effect. You can only use this effect of "Baldarr, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
- 1000/1500
- Rollam, the Translucent Dragon
- Wyrm-Type/LIGHT
- Level 3
- If a "Translucent Dragon" monster you control is destroyed by your opponent's card (either by battle or card effect): You can Special Summon this card from your hand, and if you do, this card gains 500 ATK until the end of this turn. You can only use this effect of "Rollam, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
- 1500/1000
- Kalwin, the Translucent Dragon
- Wyrm-Type/LIGHT
- Level 4
- If you take battle damage: You can discard this card, then target 1 "Translucent Dragon" monster in your Graveyard, except "Kalwin, the Translucent Dragon"; add that target to your hand. You can only use this effect of "Kalwin, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
- 1400/1800
- Bingol, the Translucent Dragon
- Wyrm-Type/LIGHT
- Level 4
- When this card inflicts battle damage to your opponent: You can draw 1 card and reveal it, then if it is a "Translucent Dragon" monster, you can Special Summon it in Defense Position. After you activate this effect, you cannot Special Summon other monsters for the rest of the turn, except Wyrm-Type monsters. You can only use this effect of "Bingol, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
- 1800/1400
- Hamus, the Translucent Dragon
- Wyrm-Type/LIGHT
- Level 5
- When your opponent declares a direct attack: You can Special Summon this card from your hand, and if you do, change the attack target to this card and proceed to damage calculation. During the End Phase of the turn this effect is activated, if you control a monster that is not a "Translucent Dragon" monster, banish this card. You can only use this effect of "Hamus, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
- 2000/2200
- Ilrad, the Translucent Dragon
- Wyrm-Type/LIGHT
- Level 5
- You can Tribute 1 "Translucent Dragon" monster; Special Summon this card from your hand. After you activate this effect, you cannot Special Summon other monsters for the rest of the turn, except Wyrm-Type monsters. You can only use this effect of "Ilrad, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
- 2200/2000
- Extra Deck Monsters:
- Lorem, the Translucent Dragon
- Wyrm-Type/LIGHT
- Rank 3
- 2 Level 3 Wyrm-Type monsters
- Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Translucent Dragon" monster you control; it can attack your opponent directly this turn, but other monsters you control cannot declare an attack this turn, except "Translucent Dragon" monsters. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
- 2000/0
- Almiran, the Translucent Dragon
- Wyrm-Type/LIGHT
- Rank 4
- 2 Level 4 Wyrm-Type monsters
- Once per turn, if this card is targeted by your opponent's card effect during your turn: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy it (this is a Quick Effect). Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
- 2400/1500
- Drafnor, the Translucent Dragon
- Wyrm-Type/LIGHT
- Rank 5
- 2 Level 5 Wyrm-Type monsters
- Once per turn, when this card destroys an opponent's monster by battle: You can detach 1 Xyz Material from this card; Special Summon 1 Wyrm-Type monster from your Deck in Defense Position. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
- 2600/2000
- Spell/Trap Cards:
- Light Scattering Surface
- Field Spell Card
- If you control a "Translucent Dragon" monster, your opponent must attack you, if able. Once per turn, if you take battle damage from a direct attack: You can target 1 "Translucent Dragon" monster in your Graveyard; discard 1 card, and if you do, Special Summon that target.
- Camouflage
- Quick-Play Spell Card
- When a "Translucent Dragon" monster(s) you control is targeted by an opponent's card effect: Negate the activation, and if you do, destroy it, then banish the targeted monster(s) until the next Standby Phase. You can only activate 1 "Camouflage" per turn.
- Frosted Glass
- Normal Trap Card
- When your opponent declares a direct attack: Special Summon 1 "Translucent Dragon" monster from your Deck with a different name than a "Translucent Dragon" monster you control in Defense Position, but its effects are negated until the end of this turn. You must control a "Translucent Dragon" monster to activate and to resolve this effect. You can only activate 1 "Frosted Glass" per turn.
- Turbidity
- Normal Trap Card
- Target 1 "Translucent Dragon" monster you control; return it to the hand, and if you do, Special Summon 1 "Translucent Dragon" monster from your hand with a different name. You can only activate 1 "Turbidity" per turn.
- CRIPTIC ARCHETYPE (15/15):
- Criptic is an Archetype based around having the opponent control a monster with the same Attribute as your own monster. Doing so unlocks other effects of the cards. They are all Psychic-Type of various Levels and Attributes, and have Fusion Monstes which are Level 8. Each Main Deck monster has an effect that changes the Attribute of the opponet's monster if you control a Criptic Spel/Trap Card, which are an important part of the Archetype. They are based on various puzzles and games, hence their name.
- Main Deck Monsters:
- Criptic Rebusius
- Psychic-Type/EARTH
- Level 4
- When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. If your opponent controls an EARTH monster, when this card battles a monster your opponent controls, it gains 500 ATK and DEF during damage calculation only. If this card is sent to the Graveyard as a Fusion Material for the Fusion Summon of a "Criptic" monster: You can discard 1 card; add 1 "Criptic" card from your Deck to your hand, except "Criptic Rebusius".
- 1800/1400
- Criptic Tangrammo
- Psychic-Type/FIRE
- Level 5
- You can send 1 "Criptic" card you control to the Graveyard; Special Summon this card from your hand. When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. You can target 1 FIRE monster your opponent controls; return that target to the top of the Deck. You can only use each effect of "Criptic Tangrammo" once per turn.
- 2200/1600
- Criptic Mazekka
- Psychic-Type/DARK
- Level 3
- If you control no monsters, and your opponent controls a monster, you can Special Summon this card (from your hand) by sending 1 other "Criptic" card from your hand to the Graveyard. When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. Once per turn, if your opponent controls a DARK monster: You can target 1 Spell/Trap Card your opponent controls; destroy that target. Your opponent cannot activate Spell/Trap Cards in response to this effect's activation.
- 600/1800
- Criptic Jigsawzu
- Psychic-Type/WATER
- Level 4
- If a "Criptic" monster(s) you control is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: You can Special Summon this card from your hand. When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. Once per turn, during either player's turn, if your opponent controls a WATER monster: You can Fusion Summon 1 "Criptic" Fusion Monster using monsters you control as Fusion Material.
- 1500/1500
- Criptic Sokobanner
- Psychic-Type/WIND
- Level 4
- When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. When this card destroys an opponent's monster by battle: You can target 1 "Criptic" monster in your Graveyard with a different Attribute than the destroyed monster's Attribute on the field; Special Summon that target in Defense Position. If your opponent controls a WIND monster, "Criptic" Spell/Trap Cards cannot be destroyed by your opponent's card effects.
- 1900/0
- Criptic Nurikabela
- Psychic-Type/LIGHT
- Level 2
- During the turn this card is Normal Summoned, you can Normal Summon 1 "Criptic" monster in addition to your Normal Summon/Set this turn (you can only gain effect once per turn). When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. Once per turn: You can target 1 LIGHT monster your opponent controls; change both this card and that target's battle position.
- 1000/1000
- Fusion Monsters:
- Criptic Sodokura
- Psychic-Type/EARTH/Fusion
- Level 8
- 2 "Criptic" monsters with different Attributes
- If your opponent controls a monster with the same Attribute(s) as the Attribute of at least 1 of the Fusion Materials used for this card's Fusion Summon, this card cannot be destroyed by card effects. Once per turn, if your opponent controls an EARTH monster: You can target 1 "Criptic" Spell/Trap Card in your Graveyard; add that target to your hand. You cannot declare an attack during the turn you use this effect, except with "Criptic" monsters.
- 2600/2500
- Criptic Rubikzar
- Psychic-Type/FIRE/Fusion
- Level 8
- 2 "Criptic" monsters with different Attributes
- This card can attack all monsters your opponent controls with the same Attribute(s) as the Fusion Materials used for this card's Fusion Summon, once each. Once per turn, if your opponent controls a FIRE monster: You can target 2 "Criptic" cards in your Graveyard; shuffle those targets into the Deck, then draw 1 card.
- 2600/2200
- Criptic Pentominora
- Psychic-Type/DARK/Fusion
- Level 8
- 2 "Criptic" monsters with different Attributes
- When this card is Fusion Summoned: You can target up to 2 monsters your opponent control with the same Attribute(s) as the Fusion Materials used for this card's Fusion Summon; negate their effects. If your opponent controls a DARK monster, you take no battle or effect damage and any damage you would have taken from battles involving "Criptic" monsters is inflicted to your opponent.
- 2600/2400
- Criptic Kakurola
- Psychic-Type/WATER/Fusion
- Level 8
- 2 "Criptic" monsters with different Attributes
- If your opponent controls a monster with the same Attribute(s) as the Attribute of at least 1 of the Fusion Materials used for this card's Fusion Summon, this card cannot be destroyed by battle. Once per turn: You can target 1 WATER monster your opponent controls; destroy that target. This card cannot declare a direct attack during the turn you use this effect.
- 2600/2100
- Criptic Anagramma
- Psychic-Type/WIND/Fusion
- Level 8
- 2 "Criptic" monsters with different Attributes
- When this card is Fusion Summoned: You can target Spell/Trap Cards your opponent controls up to number of monsters your opponent controls with the same Attributes as the Fusion Materials used for this card's Fusion Summon; destroy those targets. If your opponent contols a WIND monster, any battle damage this card inflicts to your opponent is doubled.
- 2600/2300
- Criptic Yajilinju
- Psychic-Type/LIGHT/Fusion
- Level 8
- 2 "Criptic" monsters with different Attributes
- If your opponent controls a monster with the same Attribute(s) as the Attribute of at least 1 of the Fusion Materials used for this card's Fusion Summon, this card cannot be targeted by your opponent's Spell/Trap effects. If your opponent controls a LIGHT monster, they cannot add cards from their Deck or Graveyard to their hand, except by drawing them.
- 2600/2000
- Spell/Trap Cards:
- The Criptic Puzzle: Easy
- Continuous Spell Card
- Activate only if you control no other "Criptic" Spell/Trap Cards. During your Main Phase 1: You can Fusion Summon 1 "Criptic" Fusion Monster from your Extra Deck, using "Criptic" monsters from your hand or side of the field as Fusion Materials. If your opponent controls a monster with the same Attribute as a "Criptic" monster you control, you can also shuffle monsters from your Graveyard into the Deck as Fusion Materials. You can only use this effect of "The Criptic Puzzle: Easy" once per turn. At the start of your Standby Phase: You can send this face-up card in your Spell & Trap Zone to the Graveyard; activate 1 "The Criptic Puzzle: Medium" directly from your hand or Deck.
- The Criptic Puzzle: Medium
- Continuous Spell Card
- Activate only if you control no other "Criptic" Spell/Trap Cards. All "Criptic" monsters you control cannot be targeted for attacks or effects with monsters with the same Attribute as them, also they gain 300 ATK and DEF. At the start of your Standby Phase: You can send this face-up card in your Spell & Trap Zone to the Graveyard; activate 1 "The Criptic Puzzle: Hard" directly from your hand or Deck.
- The Criptic Puzzle: Hard
- Continuous Trap Card
- Activate only if you control no other "Criptic" Spell/Trap Cards. If a "Criptic" monster is destroyed by battle with an opponent's monster: You can Special Summon 1 "Criptic" monster from your Deck with the same Attribute as the monster that destroyed it from your Deck, but it cannot be used as a Synchro or Xyz Material. You can only use this effect of "The Criptic Puzzle: Hard" once per turn. At the start of your Standby Phase: You can send this face-up card in your Spell & Trap Zone to the Graveyard; activate 1 "The Criptic Puzzle: Easy" directly from your hand or Deck.
- ENOCHIAN ARCHETYPE (15/15):
- Enochian is an Archetype that focuses on Ritual Summons and sending cards from the top of your opponent's Deck to the Graveyard.
- The non-Ritual Monsters, are Spellcaster-Type monsters with various Attributes, and all have the same last effect that mills cards from your opponent's Deck.
- The Ritual Monsters are all Fairy-Type/LIGHT monsters going from Level 4-6 and with with one Level 10 monster. The Level 4-6 share the same kind of effect of gaining 200 ATK/DEF for each other Enochian monster you control, an effect that activates when a card is sent from the top of the opponent's Deck to the Graveyard, and a Continuous Effect that protects it against opponent's cards in various ways.
- They are based on Enochian, an angelic language, which is where the monster's names come from, and the Spell Cards are related to Enochian magic in various ways.
- Non-Ritual Monsters:
- Drux, the Enochian Magician
- Spellcaster-Type/WIND
- Level 4
- When this card is Normal or Flip Summoned: You can add 1 "Enochian" Spell Card from your Deck to your hand, then change this card to Defense Position. You cannot Special Summon monsters during the turn you use this effect, except "Enochian" monsters. If this card is sent to the Graveyard for the Ritual Summon of an "Enochian" Ritual Monster: Your opponent sends the top 3 cards of their Deck to the Graveyard. You can only use this effect of "Drux, the Enochian Magician" once per turn.
- 1000/1900
- Don, the Enochian Magician
- Spellcaster-Type/FIRE
- Level 4
- If you Ritual Summon exactly 1 "Enochian" 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 Graveyard for the Ritual Summon of an "Enochian" Ritual Monster: Your opponent sends the top 3 cards of their Deck to the Graveyard. You can only use this effect of "Don, the Enochian Magician" once per turn.
- 1700/800
- Ged, the Enochian Magician
- Spellcaster-Type/WATER
- Level 5
- If you control an "Enochian" monster, you can Normal Summon this card without Tributing. Once per turn, if a card(s) is sent from the top of your opponent's Deck to the Graveyard: You can target 1 "Enochian" card in your Graveyard, except "Mals, the Enochian Magician"; add that target to your hand. If this card is sent to the Graveyard for the Ritual Summon of an "Enochian" Ritual Monster: Your opponent sends the top 3 cards of their Deck to the Graveyard. You can only use this effect of "Ged, the Enochian Magician" once per turn.
- 1900/1300
- Ur, the Enochian Magician
- Spellcaster-Type/EARTH
- Level 6
- If you control an "Enochian" monster, you can Normal Summon this card without Tributing. Once per turn: You can discard 1 card; add 1 "Enochian" monster from your Deck to your hand, except "Ur, the Enochian". If this card is sent to the Graveyard for the Ritual Summon of an "Enochian" Ritual Monster: Your opponent sends the top 3 cards of their Deck to the Graveyard. You can only use this effect of "Ur, the Enochian Magician" once per turn.
- 2000/1100
- Ritual Monsters:
- Mals, the Enochian Angel
- Fairy-Type/LIGHT/Ritual
- Level 4
- You can Ritual Summon this card with any "Enochian" Ritual Spell Card. This card gains 200 ATK and DEF for each "Enochian" monster you control, except this card. Once per turn, if a card(s) is sent from the top of your opponent's Deck to the Graveyard: You can target 1 face-up monster your opponent controls; negate its effects until the end of this turn. Cannot be destroyed by your opponent's card effects.
- 2100/2100
- Gisg, the Enochian Angel
- Fairy-Type/LIGHT/Ritual
- Level 5
- You can Ritual Summon this card with any "Enochian" Ritual Spell Card. This card gains 200 ATK and DEF for each "Enochian" monster you control, except this card. Once per turn, if a card(s) is sent from the top of your opponent's Deck to the Graveyard: You can draw 2 cards, then place 1 card from your hand on the top or bottom of your Deck. Cannot be banished by your opponent's card effects.
- 2300/2300
- Ceph, the Enochian Angel
- Fairy-Type/LIGHT/Ritual
- Level 6
- You can Ritual Summon this card with any "Enochian" Ritual Spell Card. This card gains 200 ATK and DEF for each "Enochian" monster you control, except this card. Once per turn, if a card(s) is sent from the top of your opponent's Deck to the Graveyard: Discard 1 random card from your opponent's hand. Cannot be targeted by your opponent's card effects.
- 2500/2500
- Graph, the Enochian Deity
- Fairy-Type/LIGHT/Ritual
- Level 10
- You can Ritual Summon this card with any "Enochian" Ritual Spell Card. Must be Ritual Summoned, and cannot be Special Summoned by other ways. If this card destroys an opponent's monster by battle and sends it to the Graveyard: You can activate this effect; your opponent sends cards from the top of their Deck to the Graveyard equal to Level/Rank of the destroyed monster in the Graveyard. If a card(s) is sent from the top of your opponent's Deck to the Graveyard: You can destroy all Spell/Trap Cards your opponent controls. You can only use 1 effect of "Graph, the Enochian Deity" per turn, and only once that turn.
- 3000/3000
- Ritual Spell Cards:
- Enochian Angelic Communication
- Ritual Spell Card
- This card can be used to Ritual Summon any "Enochian" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Enochian" Ritual Monster from your hand whose Level equal the total Levels of those monsters or more. During your turn, except during the turn it was sent to the Graveyard, if you control a "Enochian" monster: You can banish it from the Graveyard; send the top 3 cards of your opponent's Deck to the Graveyard.
- Enochian Book of Loagaeth
- Ritual Spell Card
- This card can be used to Ritual Summon any "Enochian" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Enochian" Ritual Monster from your Graveyard whose Level exactly equals the total Levels of those monsters. You can only activate 1 "Enochian Book of Loagaeth" per turn.
- Enochian Seal of Aemaeth
- Ritual Spell Card
- This card can be used to Ritual Summon any "Enochian" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Enochian" Ritual Monster from your hand whose Level exactly equals the total Levels of those monsters. If your opponent controls a monster Special Summoned from the hand or Graveyard, you can also Tribute 1 "Enochian" monster from your Deck. You can only activate 1 "Enochian Seal of Aemaeth"
- Non-Ritual Spell Cards:
- Enochian Cipher
- Normal Spell Card
- Target 1 "Enochian" monster you control; your opponent sends cards from the top of their Deck equal half to that target's Level (rounded up if needed). That target cannot attack during the turn you activate this card. You can only activate 1 "Enochian Cipher" per turn.
- Enochian Talisman of the Planets
- Equip Spell Card
- Equip only to an "Enochian" monster. It gains 300 ATK and DEF and if it attacks, your opponent cannot activate cards or effects until the end of the Damage Step. During either player's turn: You send this equipped card to the Graveyard; your opponent sends the top 3 cards of their Deck to the Graveyard.
- Enochian Holy Table
- Field Spell Card
- Each time a card(s) is send from the top of your opponent's Deck to the Graveyard by a card effect, place 1 Enochian Counter on this card. While there is an Enochian Counter on this card, cards sent from the top of the Deck to the Graveyard cannot activate their effects in the Graveyard. Once per turn, during your Standby Phase: You can remove any number of Enochian Counters from this card; Special Summon "Enochian Tokens" (Fairy-Type/LIGHT/Level 2/500 ATK/500 DEF) in Defense Position, up to the number of Enochian Counters removed.
- PURGATILE ARCHETYPE (13/13):
- Purgatile is an Archetype based around negating the effects of your own monsters, similar to the popular Skill Drain combo using cards like King Beast Barbaros. They are all Reptile-Type/FIRE Level 11 monsters with 1600 DEF and ATK ranging in the 2500-3000 area. Their Xyz Monsters are more powerful, with ATK over 3000 and DEF of 3000. Using their Spell/Traps are essential, Purgatile Soul Devourer being their biggest asset, along with other powerful cards. They are based on various reptiles and their name comes from Purgatory and Reptile, and their Spell/Traps all contain Soul in their name.
- Main Deck Monsters:
- Purgatile Cyclura
- Reptile-Type/FIRE
- Level 11
- If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn, if your opponent activates a Spell/Trap Card: You can Tribute this card; negate the activation, and if you do, destroy it. You can only use this effect of "Purgatile Cyclura" once per turn.
- 2600/1600
- Purgatile Phrynosoma
- Reptile-Type/FIRE
- Level 11
- If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn: You can target 1 other "Purgatile" monster you control with the same Level as this card; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using that target and this card only. You can only use this effect of "Purgatile Phrynosoma" once per turn.
- 2900/1600
- Purgatile Pogona
- Reptile-Type/FIRE
- Level 11
- If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn, would Special Summon a monster(s): You can target 1 other "Purgatile" card you control; return both that target and this card to the hand, and if you do, negate the Summon, and if you do, destroy it. You can only use this effect of "Purgatile Pogona" once per turn.
- 2500/1600
- Purgatile Horridus
- Reptile-Type/FIRE
- Level 11
- If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn: You can target 1 "Purgatile" card you control; destroy that target and add 1 "Purgatile" card from your Deck to your hand, except "Purgatile Horridus". You can only use this effect of "Purgatile Horridus" once per turn.
- 2800/1600
- Purgatile Nigrolutea
- Reptile-Type/FIRE
- Level 11
- If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn: You can target 1 "Purgatile" monster in your Graveyard, then discard 1 card; Special Summon that target. You can only use this effect of "Purgatile Nigrolutea" once per turn.
- 2700/1600
- Purgatile Sauromalus
- Reptile-Type/FIRE
- Level 11
- If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn, when your opponent activates a monster effect: You can return this face-up card to your hand; negate the activation, and if you do, destroy it, then both players take 1000 damage.
- 2400/1600
- Extra Deck Monsters:
- Purgatile Indicus
- Reptile-Type/FIRE
- Rank 11
- 2 or more Level 11 FIRE monsters
- Once per turn, during your opponent's turn: You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; destroy that target. While this card has Xyz Material, your opponent cannot target other monsters you control for attacks. This card loses 500 ATK for each Xyz Material attached to it. You can only control 1 "Purgatile Indicus".
- 3500/3000
- Purgatile Salvator
- Reptile-Type/FIRE
- Rank 12
- 3 or more Level 12 FIRE monsters
- When Xyz Summoned, cards and effects cannot be activated. While this card has Xyz Material, if this card attacks, it is unaffected by other card effects until the end of the Damage Step. If this card has "Purgatile Indicus" as an Xyz Material, it gains this effect.
- ● Once per turn, during your opponent's turn: You can detach 1 Xyz Material from this card; destroy all monsters your opponent controls, then both players take 1000 damage.
- 4000/3000
- Spell/Trap Cards:
- Purgatile Soul Upgrade
- Normal Spell Card
- Target 1 Rank 11 Xyz Monster; Special Summon from your Extra Deck, 1 Xyz Monster with the same Type but 1 Rank higher, using it as Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, negate the effects of all cards you control other than that monster, until the end of this turn.
- Purgatile Soul Scouring
- Quick-Play Spell Card
- Target any number of "Purgatile" monsters you control; until the end of this turn, negate their effects, then you can negate the effects of face-up monsters your opponent controls up to the number of "Purgatile" monsters negated by this effect. If a "Purgatile" monster(s) you control would be destroyed by battle or card effect, except during the turn this card was sent to the Graveyard, you can banish this card from your hand or Graveyard instead of destroying 1 of those monsters.
- Purgatile Soul Devourer
- Continuous Spell Card
- Negate the effects of all "Purgatile" monsters you control during your turn only. During your End Phase, if you control a "Purgatile" monster: You can return this card from the field to the hand, and if you do, gain 500 LP for each "Purgatile" monster you control.
- Purgatile Soul Lace
- Continuous Trap Card
- When this card is activated: Special Summon 1 "Purgatile" monster from your hand, but until the end of this turn, its effects are negated and it cannot attack. It cannot be used as Xyz Material, except for the Xyz Summon of a FIRE or Reptile-Type monster. If this card leaves the field, destroy that target. If that target leaves the field, destroy this card. You can only activate 1 "Purgatile Soul Lace" per turn.
- Purgatile Soul Stronghold
- Field Spell Card
- "Purgatile" monsters whose effects are negated cannot be targeted by your opponent's card effects. Once per turn, when a monster you control destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 "Purgatile" card in your Graveyard; add that target to your hand.
- STEREO-BOT ARCHETYPE (14/14):
- Stereo-BOT is a Machine-Type/LIGHT Archetype based around supporting other copies of the same monster with their effects. They also each have an effect that can negate a card that activates in response to their effects by discarding 1 card. This is also another rare case where I have images for my Archetype!
- Main Deck Monsters:
- http://i.imgur.com/LMQaCYm.png
- When this card is Normal or Special Summoned: You can discard up to 2 cards; Special Summon "Stereo-BOT: Fast Shooter"(s) from your hand up to the number of cards discarded this way, and if you do, you can increase the Level of all "Stereo-BOT: Fast Shooter"(s) you control by 1. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
- http://i.imgur.com/EuBOD6N.png
- If you control no other "Stereo-BOT" monsters: You can target 1 "Stereo-BOT: Tag Teamer" in your Graveyard, then banish 1 other "Stereo-BOT" card from your Graveyard; Special Summon that target in Defense Position, and if you do, you can increase this card's Level and that target's Level by up to 2. You cannot Special Summon other monsters during the turn you use this effect, except "Stereo-BOT" monsters. You can only use this effect of "Stereo-BOT: Tag Teamer" once per turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
- http://i.imgur.com/Tz2M2E7.png
- When this card inflicts battle damage to your opponent: You can add 1 "Stereo-BOT" card from your Deck or Graveyard to your hand, except "Stereo-BOT: Electric Jabber", then this is the only monster you control, you can Special Summon 1 "Stereo-BOT: Electric Jabber" from your hand, but it cannot declare an attack this turn. You can only use this effect of "Stereo-BOT: Electric Jabber" once per turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
- http://i.imgur.com/oyrO2b2.png
- When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Special Summon 1 "Stereo-BOT: Claw Slasher" from your Deck, but its ATK is halved until the end of this turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
- http://i.imgur.com/wbNO14t.png
- During either player's turn: You can target 1 other "Stereo-BOT" monster you control; this turn, it cannot be destroyed by battle or card effects, also if you targeted "Stereo-BOT: Armed Protector", your opponent cannot attack this card for attacks or effects. You can only use this effect of "Stereo-BOT: Armed Protector" once per turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
- http://i.imgur.com/yBavjSe.png
- If this card is sent from the hand to the Graveyard to activate a "Stereo-BOT" card effect: You can Special Summon this card from your Graveyard, but banish it when it leaves the field. After you activate this effect, cannot Special Summon other monsters for the rest of the turn, except "Stereo-BOT" monsters. If this card is Special Summoned: You can target 1 "Stereo-BOT: Bulky Ascender in your Graveyard; Special Summon that target, and if you do, decrease the Level of that monster and this card by 1. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it. You can only use each effect of "Stereo-BOT: Something" once per turn.
- http://i.imgur.com/7sf6zv1.png
- You can Normal Summon without Tributing, but its ATK becomes halved. When this card is Normal or Special Summoned: You can target 1 "Stereo-BOT" monster in your Graveyard; this card's name and Level become the same as that target, also it gains that target's effects. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
- Extra Deck Monsters:
- http://i.imgur.com/E5r2xuQ.png
- 2 or more (max. 5) Level 3 "Stereo-BOT" monsters
- When this card is Special Summoned: You can target 1 face-up monster your opponent controls; destroy that target. During each of your End Phase: Detach 2 Xyz Material from this card, or destroy this card. If this card is attached with 2 or more monsters with the same name, you can detach only 1 instead. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
- http://i.imgur.com/a7Ab2Hc.png
- 2 or more (max. 5) Level 4 "Stereo-BOT" monsters
- Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; negate its effects and halve its ATK until the end of this turn. If the detached Xyz Material's name in the Graveyard is the same as the name of an Xyz Material attached to this card, you can activate this effect twice per turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
- http://i.imgur.com/eB3zBRg.png
- 2 or more Level 5 "Stereo-BOT" monsters
- Once per turn, if this card battles an opponent's monster, during damage calculation: You can detach 1 Xyz Material from this card; the ATK and DEF of the opponent's monster becomes 0, but your opponent takes no battle damage from this battle. If the detached Xyz Material's name in the Graveyard is the same as the name of an Xyz Material attached to this card, your opponent takes the battle damage they would have taken from that battle. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
- Spell/Trap Cards:
- http://i.imgur.com/k11MWtN.png
- Equip only to a "Stereo-BOT" monster. It gains 700 ATK and 200 DEF. Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy that target. If the equipped monster would be destroyed, you can destroy this card instead.
- http://i.imgur.com/0cDltnt.png
- If a you send a card to the Graveyard activate a "Stereo-BOT" card effect: Place 1 Core Counter on this card. "Stereo-BOT" monsters you control gain 200 ATK and DEF for each Core Counter on this card. Once per turn: You can remove any number of Core Counters on this card, then target "Stereo-BOT" monsters you control with Levels equal to the number of Core Counters removed: Increase or decrease their Levels by up to 2 (each target can be increased or decreased by a different Level).
- http://i.imgur.com/NznbcKF.png
- Activate this card by targeting 1 "Stereo-BOT" monster in your Graveyard with the same name as a "Stereo-BOT" monster you control; Special Summon that target. During your Main Phase 1: You can send this face-up card to the Graveyard; this turn, you can Normal Summon 1 "Stereo-BOT" monster in additional to your Normal Summon/Set. (You can only gain this effect once per turn). If there are not 2 or more monsters with the same name as that target on the field, destroy this card and that target.
- http://i.imgur.com/3B4dFus.png
- Activate this card by discarding 1 "Stereo-BOT" monster; Special Summon this card as an Effect Monster with the same name, Level, Type, Attribute, ATK and DEF as the discarded monster. Once per turn, during your Main Phase, while this card is an Effect Monster: You can target 1 "Stereo-BOT" monster from your Graveyard; this card gains that target's effects until the end of this turn.
- WINTERLAND ARCHETYPE (11/11):
- Winterland is a Beast-Type/WATER Archetype which focuses on tagging out, similar to Gladiator Beast, but they return themselves to the hand instead of the Deck, and Special Summon from the hand instead. The monsters are based on various mythical winter related creatures.
- Main Deck Monsters:
- Yeti, Abomination of Winterland
- Beast-Type/WATER
- Level 4
- When this card is Normal Summoned or Special Summoned by the effect of a "Winterland" card: You can target 1 "Winterland" monster in your Graveyard, except "Yeti, Abomination of Winterland"; Special Summon that target, but it cannot be used as an Xyz Material. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the hand, and if you do, you can Special Summon 1 "Winterland" monster from your hand with a different name. You can only use each effect of "Yeti, Abomination of Winterland" once per turn.
- 1600/500
- Akhlut, Hunter of Winterland
- Beast-Type/WATER
- Level 4
- If this card destroys an opponent's monster by battle: You can add 1 "Winterland" card from your Deck to your hand, except "Akhlut, Hunter of Winterland". At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the hand, and if you do, you can Special Summon 1 "Winterland" monster from your hand with a different name. You can only use each effect of "Akhlut, Hunter of Winterland" once per turn.
- 1800/500
- Jotunn, Brute of Winterland
- Beast-Type/WATER
- Level 4
- If this card attacks or is attacked, your opponent cannot activate cards and effects until the end of the Damage Step. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the hand, and if you do, you can Special Summon 1 "Winterland" monster from your hand with a different name. You can only use each effect of "Jotunn, Brute of Winterland" once per turn.
- 1900/500
- Tizheruk, Grabber of Winterland
- Beast-Type/WATER
- Level 4
- When a "Winterland" monster targets a monster your opponent controls for an attack: You can target the attack target; change its battle position, and if you do, its effects are negated until the end of the Damage Step. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the hand, and if you do, you can Special Summon 1 "Winterland" monster from your hand with a different name. You can only use each effect of "Tizheruk, Grabber of Winterland" once per turn.
- 1700/500
- Extra Deck Monsters:
- Ijiraq, Shapeshifter of Winterland
- Beast-Type/WATER
- Rank 4
- 2 Level 4 "Winterland" monsters
- You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; return that target to the hand, then your opponent can Special Summon 1 monster from their hand with a different name from that monster. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the Extra Deck; Special Summon up to 2 "Winterland" monsters from your hand with different names. You can only use each effect of "Ijiraq, Shapeshifter of Winterland" once per turn.
- 2400/500
- Ymir, Decimator of Winterland
- Beast-Type/WATER
- Rank 4
- 3 Level 4 monsters
- You can detach 1 Xyz Material from this card, then target any number of monsters in your Graveyard; shuffle all of those targets into your Deck, and if you do, all monsters your opponent control lose ATK and DEF equal to the number of monsters shuffled into your Deck x 100 until the end of this turn. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the Extra Deck; Special Summon up to 3 "Winterland" monsters from your hand with different names. You can only use each effect of "Ymir, Decimator of Winterland" once per turn.
- 2700/500
- Spell/Trap Cards:
- Winterland
- Field Spell Card
- If you control a monster that is not a "Winterland" monster, destroy this card. All "Winterland" monsters you control gain 500 ATK during damage calculation only. Once per turn, during either player's turn: You can target 1 "Winterland" monster you control; this turn, it cannot be destroyed by battle, also your opponent takes all battle damage you would have taken from battles involving it.
- Snowfort of Winterland
- Continuous Spell Card
- If you control a monster that is not a "Winterland" monster, destroy this card. Each time a "Winterland" monster(s) returns to your hand or Extra Deck, place 1 Snow Counter on this card for each of those monsters. All "Winterland" monsters you control gain 100 ATK for each Snow Counter on this card. During your End Phase: You can send this face-up card with 3 or more Snow Counters on it to the Graveyard; draw 2 cards. You can only control 1 "Snowfort of Winterland".
- Snowfall of Winterland
- Continuous Trap Card
- Activate this card when an opponent's monster targets a "Winterland" monster you control for an attack: Negate the attack, and if you do, the attack target gains ATK equal to half the ATK of the attacking monster while this card is face-up on the field.
- Snowstorm of Winterland
- Quick-Play Spell Card
- Target 1 "Winterland" monster you control; return it to the hand or Extra Deck, and if you do, Special Summon 1 "Winterland" monster from your hand with a different name. You can only activate 1 "Snowstorm of Winterland" per turn.
- Snowballs of Winterland
- Quick-Play Spell Card
- Target 1 "Winterland" monster you control and 1 face-up card your opponent controls; until the end of this Phase, their effects are negated. During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Winterland" monster you control; it cannot be destroyed by battle or card effects this turn.
- PRIMAL PREDATOR ARCHETYPE (15/15):
- Primal Predator is an EARTH/FIRE Dinosaur-Type Archetype based around the opponent controlling monsters with 2000 or more combined ATK and DEF. In concept, they are pretty simple, and are meant to bring out Level 6 Synchros at a decently fast speed, but they have plenty of options with other Dinosaur-Type monsters since most of their cards work with other Dinosaur-Type monsters.
- Main Deck Monsters:
- Primal Predator - Troodon
- Dinosaur-Type/EARTH/Tuner
- Level 3
- If your opponent controls a monster whose combined ATK and DEF are 2000 or more, you can Special Summon this card (from your hand), but you cannot Special Summon other monsters for the rest of the turn from your Extra Deck, except Dinosaur-Type Synchro Monsters. If this card is sent to the Graveyard as a Synchro Material for the Synchro Summon of a Dinosaur-Type monster: You can banish this card from your Graveyard; draw 1 card.
- 1300/1200
- Primal Predator - Kritosaurus
- Dinosaur-Type/EARTH/Tuner
- Level 3
- You can send 1 "Primal Predator" monster from your hand to the Graveyard; Special Summon 1 "Primal Predator" monster with the same name as that monster from your hand or Deck. You can only use this effect of "Primal Predator - Kritosaurus" once per turn. If your opponent controls a monster whose combined ATK and DEF are 2000 or more, you can Special Summon any other "Primal Predator" monster instead.
- 1500/900
- Primal Predator - Labocania
- Dinosaur-Type/EARTH
- Level 3
- You can discard 1 card, then target 1 face-up monster your opponent controls; its ATK and DEF become 1500 until the end of this turn. Monsters you control cannot attack during the turn you use this effect, except Dinosaur-Type monsters. If this card destroys an opponent's monster by battle whose combined ATK and DEF were 2000 or more on the field, and sends it to the Graveyard: You can add 1 "Primal Predator" card from your Deck to your hand, except "Primal Predator - Labocania". You can only use each effect of "Primal Predator - Labocania" once per turn.
- 1600/1000
- Primal Predator - Hadrosaurus
- Dinosaur-Type/EARTH
- Level 3
- You can discard this card, then target 1 face-up monster your opponent controls; its ATK and DEF become 1500 until the end of this turn. You must control a Dinosaur-Type monster to activate and to resolve this effect. You can banish this card from your Graveyard, then target 1 Level 3 "Primal Predator" monster in your Graveyard; Special Summon that target, but it cannot declare an attack this turn. Your opponent must control a monster whose combined ATK and DEF are 2000 or more to activate and to resolve this effect. You can only use 1 effect of "Primal Predator - "Hadrosaurus" per turn, and only once that turn.
- 1400/1600
- Primal Predator - Ozraptor
- Dinosaur-Type/EARTH
- Level 3
- When this card is Normal Summoned or flipped face-up: You can Special Summon 1 "Primal Predator" monster from your hand, but its effects are negated, and it cannot be used as Synchro Material, except for the Synchro Summon of a Dinosaur-Type monster, and it cannot be used as an Xyz Material. Your opponent must control a monster whose combined ATK and DEF are 2000 or more to activate and to resolve this effect. While you control a monster Summoned by this effect, you can treat this card as a Tuner monster for the Synchro Summon of a Dinosaur-Type monster.
- 1600/500
- Primal Predator - Brachiosaurus
- Dinosaur-Type/EARTH
- Level 3
- When a monster your opponent controls whose combined ATK and DEF are 2000 or more declares an attack: You can Special Summon this card from your hand, and if you do, negate that attack. During your opponent's Battle Phase, if your opponent controls more monsters whose combined ATK and DEF are 2000 or higher than all other face-up monsters they control, you can: Immediately after this effect resolve, Synchro Summon 1 Synchro Monster using Dinosaur-Type monsters as Synchro Material only.
- 0/2000
- Primal Predator - Duriatitan
- Dinosaur-Type/EARTH
- Level 3
- If this card is sent to the Graveyard as a Synchro Material for the Synchro Summon of a Dinosaur-Type monster: You can target that monster; equip this card to that target. While this card is equipped by this effect, it is unaffected by the effects of monsters your opponent control whose combined ATK and DEF are 2000 or more.
- 1700/100
- Extra Deck Monsters:
- Primal Predator - Vulcanodon
- Dinosaur-Type/FIRE/Synchro
- Level 6
- 1 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
- When this card is Synchro Summoned: You can target 1 face-up monster your opponent control whose combined ATK and DEF are 2000 or more; destroy that target. If a Dinosaur-Type monster attacks or is attacked by a monster whose combined ATK and DEF are 2000 or more, your opponent cannot activate cards or effects until the end of the Damage Step. You can only control 1 "Primal Predator - Vulcanodon".
- 2600/2100
- Primal Predator - Sarcosaurus
- Dinosaur-Type/FIRE/Synchro
- Level 6
- 1 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
- When this card is Synchro Summoned: You can pay 500 LP; all monsters your opponent control whose combined ATK and DEF are 2000 or more lose ATK and DEF equal to the ATK of the non-Tuner Synchro Material used for this card's Synchro Summon in the Graveyard. Once per turn: You can banish up to 2 Dinosaur-Type monsters from your Graveyard, then target face-up monsters your opponent controls equal to the number of monsters banished to activate this effect; they lose 500 ATK and DEF. You can only control 1 "Primal Predator - Sarcosaurus".
- 2400/2400
- Primal Predator - Cetiosaurus
- Dinosaur-Type/FIRE
- Level 6
- 1 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
- Monsters your opponent control whose combined ATK and DEF cannot activate their effects in response to Dinosaur-Type monsters' effects. Once per turn, during either player's turn: You can banish 1 Dinosaur-Type monster from your Graveyard, then target 1 Dinosaur-Type monster you control; it gains 500 ATK until the end of this turn, but all further battle damage it does this turn is halved. You can only control 1 "Primal Predator - Cetiosaurus".
- 2500/1700
- Spell/Trap Cards:
- Primal Predator - Scavenging Herd
- Normal Trap Card
- Target 1 Dinosaur-Type monster you control; until the end of this turn, it gains 500 ATK and DEF for each monster your opponent controls whose combined ATK and DEF are 2000 or more. You can only activate 1 "Primal Predator - Scavenging Herd"
- Primal Predator - Scurried Herd
- Quick-Play Spell Card
- If a Dinosaur-Type monster(s) in your possession is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Target 1 Spell/Trap Card your opponent controls; banish it. During the End Phase, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Primal Predator" Spell/Trap Card in your Graveyard; add that target to your hand. Your opponent must control a monster whose combined ATK and DEF are 2000 or more to activate and to resolve this effect. You can only activate each effect of "Primal Predator - Scurried Herd" once per turn.
- Primal Predator - Reunited Herd
- Normal Spell Card
- Target 1 "Primal Predator" monster you control and 1 of your banished "Primal Predator" monsters; banish the first target, and if you do, add the second target to your hand, also during your next Standby Phase, return the first target to the field. You can only activate 1 "Primal Predator - Reunited Herd" per turn.
- Primal Predator - Aggressive Herd
- Continuous Spell Card
- Dinosaur-Type monsters you control gain 300 ATK and DEF for each monster your opponent controls whose combined ATK and DEF are 2000 or more. Once per turn: You can banish 1 Dinosaur-Type monster from your hand or side of the field, then target 1 "Primal Predator" monster in your Graveyard; Special Summon that target.
- Primal Predator - Ultimate Herd
- Continuous Spell Card
- Activate this card by targeting 1 Dinosaur-Type Synchro Monster you control; it gains 1000 ATK, also your opponent must attack it, if able. If your opponent controls a monster whose combined ATK and DEF are 2000 or more: You can send this face-up card you control to the Graveyard and this card's target to the Graveyard; Special Summon 1 Dinosaur-Type Synchro Monster from your Extra Deck with the same Level as that target in your Graveyard. You can only control 1 "Primal Predator - Ultimate Herd".
- INDIGO ARCHETYPE (10/10):
- I'm not too sure what this one was meant to be about, but it has to do with Flip Effect Monsters I suppose. They're Psychic-Type DARK monsters with various Levels. They have Spell/Trap Card support, their Field Spell Card is one of their best cards, since it allows them to Set multiple monsters and do it without Tributing, since they also have high Level monsters.
- I created this back in August last year, and I generally liked how it was, but they needed a little more support I felt, so I made 2 new cards, "Indigo Crazy Slasher" and "Indigo Now". I also changed a few of the cards a tiny bit.
- Monsters:
- Indigo Hidden Shadow
- Psychic-Type/DARK/FLIP
- Level 1
- FLIP: You can Special Summon 1 Level 6 or lower "Indigo" monster from your hand in face-down Defense Position. During the turn this card is flipped face-up, it cannot be destroyed by battle. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Hidden Shadow" once per turn.
- 200/1200
- Indigo Darkness Fear
- Psychic-Type/DARK/FLIP
- Level 4
- FLIP: You can target 1 "Indigo" or face-down monster you control; this turn, it is unaffected by card effects, except by the effects of "Indigo" cards. During the turn this card is flipped face-up, it cannot be destroyed by battle. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Darkness Fear" once per turn.
- 1300/1800
- Indigo Crazy Slasher
- Psychic-Type/DARK/FLIP
- Level 4
- FLIP: You can target monster on the field; change its battle position. During the turn this card is flipped face-up, it cannot be destroyed by battle. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Crazy Slasher" once per turn.
- 1700/1500
- Indigo Mind Creeper
- Psychic-Type/DARK/FLIP
- Level 6
- FLIP: You can add 1 "Indigo" card from your Deck or Graveyard to your hand, except "Indigo Mind Creeper". During the turn this card is flipped face-up, it cannot be destroyed by card effects. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Mind Creeper" once per turn.
- 2300/5600
- Indigo Scare Inducer
- Psychic-Type/DARK/FLIP
- Level 8
- FLIP: You can target 1 "Indigo" monster in your Graveyard, except "Indigo Scare Inducer"; Special Summon that target in face-down Defense Position. During the turn this card is flipped face-up, it cannot be destroyed by card effects. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Scare Inducer" once per turn.
- 2400/2700
- Indigo Heart Attacker
- Psychic-Type/DARK/FLIP
- Level 8
- FLIP: You can target 1 face-up monster your opponent controls; destroy that target. During the turn this card is flipped face-up, it cannot be destroyed by card effects During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Heart Attacker" once per turn.
- 2700/2400
- Spell/Trap Cards:
- Indigo Home
- Fiend Spell Card
- You can Set "Indigo" monsters without Tributing. Once per turn: You can discard 1 "Indigo" card; this turn, you can Set 1 monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) All "Indigo" monsters that were flipped face-up gain 300 ATK and DEF.
- Indigo Away
- Quick-Play Spell Card
- If an "Indigo" card other than this card is targeted by a card effect: This turn, all cards you control with the same name as that target are unaffected by the effects all cards with the same card type (Monster, Spell or Trap) as the targeting card.
- Indigo On
- Continuous Trap Card
- If all monsters you control are in face-down Defense Position during your opponent's Standby Phase, your opponent must attack all with all monsters they control this turn while this card is on the field, if able. When this card in your possession is destroyed by an opponent's card effect and sent to the Graveyard: You can Set 1 "Indigo" Spell/Trap Card directly from your Deck, and if you do, it can be activated this turn.
- Indigo Now
- Normal Trap Card
- If all monsters you control are in face-down Defense Position and/or "Indigo" monsters: Target 1 face-down Defense Position monster you control; change that target to face-up Defense Position, and if you do, Special Summon 1 "Indigo" monster from your hand with a different name than that target in face-down Defense Position. You can only activate 1 "Indigo Now" per turn.
- DARK HALO ARCHETYPE (6/6):
- Remember those Pendulum Monsters I posted a week ago? Well, I decided to make an Archetype out of them, so here they are. It's also my first image Archetype in a LONG time, and yes, it is Cardfight Vanguard art. The Archetype itself focuses on Pendulum Summoning and on having DARK monsters on the field for various effects. There are only 6 cards, since I couldn't find the images I wanted from this, a main reason I don't use images often, so no Spell/Trap Cards this time around.
- Monsters:
- http://i.imgur.com/mgCSX2U.png
- Pendulum Effect:
- Unless you have “Dark Halo β”in your other Pendulum Zone, this card’s Pendulum Scale becomes 4. While the only monsters you control are DARK monsters, this card cannot be targeted by your opponent’s card effects.
- Monster Effect:
- When this card is Pendulum Summoned, if you also Pendulum Summoned another DARK monster: You can target 1 face-up monster your opponent controls; destroy that target. You can only use this monster effect of “Dark Halo α” once per turn. If you control “Dark Halo β”, this card cannot be destroyed by your opponent’s card effects
- http://i.imgur.com/GexYBs4.png
- Pendulum Effect:
- Unless you have “Dark Halo α”in your other Pendulum Zone, this card’s Pendulum Scale becomes 4. DARK monsters you control gain 500 ATK and DEF.
- Monster Effect:
- During either player’s turn: You can send 1 card from your hand to the Graveyard, then target 1 face-up card your opponent controls; its effects are negated. You can only use this monster effect of “Dark Halo β” once per turn. If you control “Dark Halo α”, when a DARK monster attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step.
- http://i.imgur.com/DpEVsGe.png
- When this card is Special Summoned: You can add 1 "Dark Halo" card from your Deck to your hand, except "Dark Halo γ". You can only use this effect of "Dark Halo γ" once per turn. If this card was Pendulum Summoned, if you control another DARK monster, once per turn: You can target 1 "Dark Halo" card in your Graveyard and 1 other "Dark Halo" card or DARK monster you control; add the first target to your hand, and if you do, destroy the second target.
- http://i.imgur.com/vGbSYlA.png
- When this card is Pendulum Summoned: You can add 1 face-up DARK Pendulum Monster from your Extra Deck or Graveyard to your hand. You can Tribute 1 other DARK monster, then target 2 cards your opponent controls; destroy both those targets. You can only use each effect of "Dark Halo Δ" once per turn.
- http://i.imgur.com/pMicJ5x.png
- Pendulum Effect:
- Unless you have "Dark Halo Ζ" in your other Pendulum Zone, this card's Pendulum Scale becomes 4. DARK monsters you control cannot be targeted by your opponent's Spell/Trap effects.
- Monster Effect:
- If you control no monsters: You can discard this card; add 1 "Dark Halo" card from your Deck to your hand, except "Dark Halo Ε". You cannot Special Summon during the turn you use this effect, except by Pendulum Summon. You can only use this effect of "Dark Halo E" once per turn. If you control another DARK monster, your opponent cannot target other monsters you control for attacks, except "Dark Halo Ε".
- http://i.imgur.com/Ac29BWv.png
- Pendulum Effect
- Unless you have "Dark Halo Ε" in your other Pendulum Zone, this card's Pendulum Scale becomes 4. Once per turn, if a DARK monster(s) you control would be destroyed by a card effect, it is not destroyed.
- Monster Effect:
- When this card is Pendulum Summoned: You can draw 1 card for each DARK monster you control, then return an equal number of cards from your hand to the top of the Deck. When your opponent activates a card or effect: You can Tribute 1 DARK monster; negate the activation, and if you do, destroy it.
- TASK FORCE ARCHETYPE (13/13):
- Task Force is an Archetype consisting of 2 sub-Archetypes called Task Force Vehicle and Task Force Building. They are monster equip based, similar to ZW. The names are based on various occupations that are meant to protect or save you in some way, such as the police.
- Task Force:
- Task Force - Officer
- Warrior-Type/EARTH
- Level 4
- Once per turn: You can send 1 "Task Force Vehicle" card equipped to this card to the Graveyard, then target 1 face-up monster your opponent controls; destroy that target. If another monster you control would be destroyed by your opponent's card effect, you can destroy 1 "Task Force Vehicle" card equipped to this card instead. During the End Phase: You can send this face-up card to the Graveyard, then target 1 "Task Force Vehicle" card in your Graveyard; add that target to your hand.
- 1600/1300
- Task Force - Doctor
- Spellcaster-Type/EARTH
- Level 4
- Once per turn, if another "Task Force" monster(s) you control is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: You can send 1 "Task Force Vehicle" card equipped to this card to the Graveyard, then target 1 of those monsters in your Graveyard: Special Summon that target. Once per turn, if "Task Force Vehicle" card(s) you control would be destroyed by an opponent's card effect, that card(s) not destroyed. During the End Phase: You can send this face-up card to the Graveyard, then target 1 "Task Force Vehicle" card in your Graveyard; add that target to your hand.
- 1400/1600
- Task Force - Firefighter
- Warrior-Type/EARTH
- Level 4
- While this card is equipped with a "Task Force Vehicle" card, if it attacks or is attacked, it is unaffected by your opponent's card effects until the end of the turn. Once per turn: You can send 1 "Task Force Vehicle" card you control to the Graveyard, then target 1 Level 4 "Task Force" monster in your Graveyard; Special Summon that target. During the End Phase: You can send this face-up card to the Graveyard, then target 1 "Task Force Vehicle" card in your Graveyard; add that target to your hand.
- 1700/1000
- Task Force - Soldier
- Warrior-Type/EARTH
- Level 4
- Once per turn, if a "Task Force Vehicle" is equipped to this card: You can target 1 Spell/Trap Card your opponent controls; destroy that target. When this card destroys an opponent's monster by battle: You can add 1 "Task Force" card from your Deck to your hand. During the End Phase: You can send this face-up card to the Graveyard, then target 1 "Task Force Vehicle" card in your Graveyard; add that target to your hand.
- 1800/1200
- Task Force Vehicle:
- Task Force Vehicle - Motorcycle
- Machine-Type/EARTH
- Level 6
- You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 500 ATK and DEF, and if it attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If the equipped monster destroys an opponent's monster by battle: Draw 1 card. You can only control 1 "Task Force Vehicle - Motorcycle" in your Spell & Trap Zone.
- 500/500
- Task Force Vehicle - Patrol Car
- Machine-Type/LIGHT
- Level 7
- You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 600 ATK and 200 DEF. If the equipped monster destroys an opponent's monster by battle: You can draw 1 card, also banish the destroyed monster from the Graveyard. You can only control 1 "Task Force Vehicle - Patrol Car" in your Spell & Trap Zone.
- 600/200
- Task Force Vehicle - Ambulance
- Machine-Type/LIGHT
- Level 8
- You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 200 ATK and 800 DEF. Your opponent cannot target it for attacks or effects, but can attack you directly if it is the only monster you control. You can only control 1 "Task Force Vehicle - Ambulance" in your Spell & Trap Zone.
- 2000/1000
- Task Force Vehicle - Fire Truck
- Machine-Type/WATER
- Level 9
- You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 1000 DEF. If the equipped monster attacks an opponent's monster, during damage calculation: You can switch the ATK and DEF of the equipped monster until the end of the Damage Step. You can only control 1 "Task Force Vehicle - Fire Truck" in your Spell & Trap Zone.
- 0/1000
- Task Force Vehicle - Tank
- Machine-Type/EARTH
- Level 10
- You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 800 ATK. If it attacks an opponent's Defense Position monster, at the start of the Damage Step: Destroy that monster. You can only control 1 "Task Force Vehicle - Tank" in your Spell & Trap Zone.
- 800/0
- Task Force Building:
- Task Force Building - Police Station
- Field Spell Card
- Once per turn: You can target 1 "Task Force" monster you control and 1 "Task Force Vehicle" card in your Spell & Trap Zone that is not equipped to the first target; equip the second target to the first target. During your End Phase: You can send this face-up card to the Graveyard: Activate 1 "Task Force Building" card directly from your Deck, except "Task Force Building - Police Station".
- Task Force Building - Hospital
- Field Spell Card
- "Task Force" monsters equipped with "Task Force Vehicle" cards cannot be destroyed by your opponent's card effects and gain 500 DEF. During your End Phase: You can send this face-up card to the Graveyard: Activate 1 "Task Force Building" card directly from your Deck, except "Task Force Building - Hospital".
- Task Force Building - Fire Department
- Field Spell Card
- You can banish 1 "Task Force" card from your Deck. During your second Standby Phase after activation, add that banished card to your hand. You can only use this effect of "Task Force Building - Fire Department" once per turn. During your End Phase: You can send this face-up card to the Graveyard: Activate 1 "Task Force Building" card directly from your Deck, except "Task Force Building - Fire Department".
- Task Force Building - Military Base
- Field Spell Card
- "Task Force" monsters gain 300 ATK and DEF for each "Task Force Vehicle" card you control. During your End Phase: You can send this face-up card to the Graveyard: Activate 1 "Task Force Building" card directly from your Deck, except "Task Force Building - Military Base".
- DEATH MARK ARCHETYPE (10/10):
- Death Mark is a Level 4-5 Winged Beast/DARK Archetype that is based around Defense Position. They do various things while in Defense Position or can do things to other monsters in Defense Position. They also have various Normal Trap Cards to support them.
- This is another Archetype I made a while ago, in fact, in July last year. I made some slight changes here and there to fix some outdates PSCT, and I added a new card, Croww, but other than that, I haven't changed too much about the.
- Main Deck Monsters:
- Death Mark Peacoxx
- Winged Beast-Type/DARK
- Level 4
- When this card is Normal Summoned, if your opponent controls a monster in Defense Position, or they control no monsters: You can target 1 "Death Mark" monster in your Graveyard, except "Death Mark Peacoxx"; change this card to Defense Position, and if you do, Special Summon that target in Defense Position, but its effects are negated, its DEF becomes 0. You can only use this effect of "Death Mark Peacoxx" once per turn. Once per turn: You can target 1 "Death Mark" monster you control in Defense Position; its Level becomes 5 and it gains 300 DEF.
- 1500/1700
- Death Mark Vulturr
- Winged Beast-Type/DARK
- Level 4
- If this card is Summoned: You can change it to Defense Position, and if you do, its Level becomes 5. While this card is in Defense Position, your opponent cannot target monsters you control for attacks, except if they control a monster(s) in Defense Position. When this card in your possession is destroyed and sent to the Graveyard by your opponent's card (either by battle or by card effect): You can add 1 "Death Mark" card from your Deck to your hand, except "Death Mark Vulturr". You can only use 1 effect of "Death Mark Vulturr" per turn, and only once that turn.
- 1200/2000
- Death Mark Croww
- Winged Beast-Type/DARK
- Level 4
- If a "Death Mark" monster you control is targeted for an attack or effect: You can discard 1 other card; Special Summon this card from your hand in Defense Position, and if you do, negate that attack or effect. You can banish this card from your Graveyard, then target 1 "Death Mark" Trap Card in your Graveyard; add that target to your hand. You can only use each effect of "Death Mark Croww" once per turn.
- 1300/1900
- Death Mark Owll
- Winged Beast-Type/DARK
- Level 5
- If you control 2 or more "Death Mark" monsters in Defense Position, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Death Mark Owll" this way once per turn. While this card is in Defense Position, all "Death Mark" monsters you control can attack while they are in Defense Position. If they do, apply their DEF for damage calculation. If this card inflicts battle damage to your opponent while in Defense Position: You can target 1 "Death Mark" Trap Card in your Graveyard; Set that target. You can only use this effect of "Death Mark Owll" once per turn.
- 1700/2400
- Death Mark Hawkk
- Winged Beast-Type/DARK
- Level 5
- If you control a "Death Mark" monster in Defense Position, you can Normal Summon this card without Tributing. When this card is Normal Summoned: You can change it to Defense Position, then target 1 "Death Mark" monster in your Graveyard, except "Death Mark Hawkk"; add that target to your hand. An Xyz Monster that was Summoned using this card as Xyz Material gains this effect.
- ● When it is Xyz Summoned: You can target 1 "Death Mark" card in your Graveyard; attach that target to this card as an Xyz Material.
- 2000/2200
- Extra Deck Monsters:
- Death Mark Albatrozz
- Winged Beast-Type/DARK
- Rank 5
- 2 or more Level 5 DARK monsters
- You can target 1 face-up Defense Position monster your opponent controls; attach that target to this card as an Xyz Material. You can only use this effect of "Death Mark Albatrozz" once per turn. During your opponent's End Phase: You can detach 2 Xyz Materials from this card, then target 1 monster your opponent controls; change that target to face-up Defense Position, also its effects are negated and its DEF becomes 0. If this card has an opponent's monster as Xyz Material, if it attacks a Defense Position monster, it inflicts piercing battle damage to your opponent.
- 2600/2400
- Trap Cards:
- Death Mark From Above
- Normal Trap Card
- Target 2 or more "Death Mark" monsters you control in Defense Position; immediately after this effect resolves, Xyz Summon 1 DARK Xyz Monster using those monsters only, then draw 1 card.
- Death Mark Deep Dive
- Normal Trap Card
- If your opponent controls a Defense Position monster and you control no monsters: Target 1 "Death Mark" monster in your Graveyard; Special Summon that target in Defense Position, and if you do, until the end of the turn, it cannot be destroyed by battle or by card effects. You can only activate 1 "Death Mark Deep Dive" per turn.
- Death Mark Mysterious Eggs
- Normal Trap Card
- Target 1 "Death Mark" monster you control; it gains DEF equal to half its ATK until the end of this turn. If this card in your possession is destroyed by your opponent's card effect: You can target 1 card your opponent controls; destroy it. You must control a "Death Mark" monster to activate and to resolve this effect. You can only activate 1 "Death Mark Mysterious Eggs" once per turn.
- Death Mark - The Mark
- Normal Trap Card
- Send 1 "Death Mark" card from your hand or side of the field to the Graveyard, except "Death Mark - The Mark"; change the battle position of all Attack Position monsters your opponent controls to Defense Position, and if you do, they cannot change their battle positions until your the end of your opponent's next turn, also they lose 500 DEF. You can only activate 1 "Death Mark - The Mark" per turn.
- STEADFAST ARCHETYPE (11/11):
- Steadfast is a Level 3-4 Rock-Type EARTH Archetype based around locking down the opponent's monsters battle position. They are named after different IRL statues and sculptures. The Spell/Trap Cards are based of sayings related to stones and rocks and stuff.
- This is an Archetype I made a while ago, but I felt like trying it out on Duel Portal. I realized that they were a bit too slow, and that they didn't have enough ways to utilize their battle position lockdown effects, so I boosted their speed and made them also change the position of the monster as well.
- Main Deck Monsters:
- The Steadfast Moai
- Rock-Type/EARTH
- Level 3
- When you Normal Summon a "Steadfast" monster: You can Special Summon this card from your hand, but it cannot be used as an Xyz Material, except for the Xyz Summon of a Rock-Type monster. You can only use this effect of "The Steadfast Moai" once per turn. If this card is used for the Xyz Summon of a Rock-Type monster: You can target 1 monster your opponent controls; change its battle position, and if you do, it cannot change its battle position.
- 1200/1700
- The Steadfast Thrower
- Rock-Type/EARTH
- Level 4
- Once per turn: You can discard 1 card, then target 1 monster your opponent controls; change its battle position, and if you do, it cannot change its battle position. If this card in your possession is destroyed by your opponent's card (either by battle or by card effect): You can Special Summon 1 "Steadfast" monster from your Deck, except "The Steadfast Thrower", but its effects are negated and it is banished when it leaves the field. You can only use this effect of "The Steadfast Thrower" once per turn.
- 1600/1500
- The Steadfast Redeemer
- Rock-Type/EARTH
- Level 3
- When your opponent Special Summons exactly 1 monster: You can Special Summon this card from your hand. When this card is Special Summoned: You can target 1 monster your opponent controls; change its battle position, and if you do, it cannot change its battle position.
- 1300/1500
- The Steadfast Lion
- Rock-Type/EARTH
- Level 4
- When this card is Normal Summoned: You can add 1 "Steadfast" monster from your Deck to your hand, except "The Steadfast Lion". You cannot Special Summon monsters during the turn you activate this effect, other than "Steadfast" monsters. If this card destroys an opponent's monster by battle: You can target 1 monster your opponent controls; change its battle position, and if you do, it cannot change its battle position.
- 1800/0
- The Steadfast Thinker
- Rock-Type/EARTH
- Level 3
- This card cannot be destroyed by battle with a monster whose battle position cannot be changed because of a card effect. Once per turn: You can target up to 2 Level 3 "Steadfast" monsters you control; their increase their Levels by 1.
- 900/1800
- Extra Deck Monsters:
- The Steadfast Liberty
- Rock-Type/EARTH
- Rank 3
- 2 Level 3 Rock-Type monsters
- Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; it cannot change its battle position while this card is on the field. If this card targets an opponent's monster for an attack: Change all Attack Position monsters your opponent controls to Defense Position.
- 2100/1500
- The Steadfast Presidents
- Rock-Type/EARTH
- Rank 4
- 2 Level 4 Rock-Type monsters
- During the Battle Step, if this card battles an opponent's Defense Position monster: You can detach 1 Xyz Material from this card; return that monster to the hand. You can only use this effect of "The Steadfast Presidents" once per turn. While this card has Xyz Material, it cannot be targeted by your opponent's card effects.
- 2600/1550
- Spell/Trap Cards:
- Steadfast Rock and Roll
- Quick-Play Spell Card
- Reveal 1 "Steadfast" card in your hand, then target 1 face-up monster your opponent controls; change its battle position, and if you do, it cannot change its battle position.
- Between a Steadfast Rock and a Hard Place
- Quick-Play Spell Card
- Target 1 monster your opponent controls that cannot change its battle position because of a card effect; its effects are negated, also it cannot attack, if a Rock-Type monster you control attacks it, inflict piercing battle damage to your opponent and all damage its controller takes from battles involving it and a Rock-Type monster is is doubled. You can only activate 1 "Between a Steadfast Rock and a Hard Place" per turn.
- Set In Steadfast and Stone
- Normal Trap Card
- When an opponent's monster targets a "Steadfast" monster you control for an attack; change the attacking monster to face-down Defense Position, and if you do, it cannot change its battle position, then both players draw 1 card. You can only activate 1 "Set In Steadfast and Stone".
- Don't Throw Steadfast Stones in a Glass House
- Counter Trap Card
- When your opponent activates a Spell/Trap Card or monster effect while they control a monster whose battle position cannot change because of a card effect: Negate the activation, and if you do, destroy that card.
- DEFENSE CORPS ARCHETYPE (12/12):
- Defense Corps is a Warrior-Type/EARTH Archetype based around protecting other monsters by destroying themselves instead. By utilizing the protections effects, you can easily create combos that can work in your favor! The names comes from various "noble ranks".
- Monsters:
- Marquess of the Defense Corps
- Level 4
- Warrior-Type/EARTH
- If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If destroyed this way: You can add 1 "Defense Corps" card from your Deck to your hand, except "Marquess of the Defense Corps". You can only use this effect of "Marquess of the Defense Corps" once per turn.
- 1800/1200
- Nobleman of the Defense Corps
- Level 4
- Warrior-Type/EARTH
- If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. You can target 1 other "Defense Corps" monster you control; destroy that target, also Special Summon 1 "Defense Corps" monster from your hand in Defense Position. You can only use this effect of "Nobleman of the Defense Corps" once per turn.
- 1600/1400
- Duke of the Defense Corps
- Warrior-Type/EARTH
- Level 3
- If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If destroyed this way: You can Special Summon 1 "Defense Corps" monster from your hand in Defense Position, but place it on the bottom of your Deck when it leaves the field. You can only use this effect of "Duke of the Defense Corps" once per turn.
- 700/1800
- Baron of the Defense Corps
- Warrior-Type/EARTH
- Level 6
- If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If your opponent controls a monster, and you control no monsters, other than "Defense Corps" monsters: You can Special Summon this card from your hand in Defense Position, and if you do, destroy 1 "Defense Corps" monster you control. You can only use this effect of "Baron of the Defense Corps" once per turn.
- 2000/2200
- Earl of the Defense Corps
- Warrior-Type/EARTH
- Level 6
- If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. When exactly 1 "Defense Corps" monster you control is destroyed, except "Earl of the Defense Corps", either by battle or by card effect: You can Special Summon this card from your hand in Defense Position. You can only use this effect of "Earl of the Defense Corps" once per turn.
- 1900/2300
- Esquire of the Defense Corps
- Warrior-Type/EARTH
- Level 8
- If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If another "Defense Corps" monster you control is destroyed by battle or by card effect: You can target 1 card your opponent controls; shuffle that target into the Deck. You can only use this effect of "Esquire of the Defense Corps" once per turn.
- 2300/2500
- Count of the Defense Corps
- Warrior-Type/EARTH
- Level 10
- Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect, and cannot be Special Summoned by other ways. During the End Phase of a turn a "Defense Corps" monster(s) you control was destroyed by battle or by card effect: You can discard 1 other card; Special Summon this card from your hand. If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If destroyed this way: Destroy all monsters your opponent controls, then you can destroy monsters you control up to the number of monsters destroyed this way. You can only use this effect of "Count of the Defense Corps" once per turn.
- 2700/2900
- Spell/Trap Cards:
- Meeting of the Defense Corps
- Normal Trap Card
- Target 1 "Defense Corpse" monster you control and 1 "Defense Corps" monster in your Graveyard; destroy that target, also add the second target to your hand. You can only activate 1 "Meeting of the Defense Corps" per turn.
- Retreat of the Defense Corps
- Counter Trap Card
- When exactly 1 "Defense Corps" monster you control is targeted for an attack or effect: Target 1 other "Defense Corps" monster you control; negate the attack or effect, and if you do, destroy that card, also destroy that target.
- Schedule Swift of the Defense Corps
- Quick-Play Spell Card
- Target 1 "Defense Corps" monster you control; destroy that target, also Special Summon 1 "Defense Corps" monster from your hand. You cannot Special Summon other monsters during the turn you activate this card, except "Defense Corps" monsters. You can only activate 1 "Schedule Swift of the Defense Corps" per turn.
- Gathering of the Defense Corps
- Continuous Trap Card
- Target 1 "Defense Corps" monster you control; destroy that target, also Special Summon 1 "Defense Corps" monster from your Deck with the same name as that target on the field. If this card leaves the field, destroy that monster. If that monster leaves the field, destroy this card. You can only control 1 "Gathering of the Defense Corps".
- Strategy of the Defense Corps
- Continuous Trap Card
- Once per turn: You can pay 800 LP; change all "Defense Corps" monsters you control to Defense Position. This card gains these effects effects based on the number of Defense Position "Defense Corps" monsters you control:
- ● 1 or more: All "Defense Corps" monsters gain 500 DEF.
- ● 2 or more: All "Defense Corps" monsters you control can attack while in face-up Defense Position. If they do, apply their DEF for damage calculation.
- ● 3 or more: During your Standby Phase: You can target 1 "Defense Corps" monster you control and 2 monsters your opponent controls; destroy them. You can only use this effect of "Strategy of the Defense Corps" once per turn.
- KAMITAN ARCHETYPE (13/13):
- Kamitan is an Archetype meant for Project Evolution in that is uses the type "Titan", which is where the name comes into place, however, you can pretend that they're Fairy-Type for this thread. The Archetype itself is Special Summon only that focus on Tributing. They are mainly Level 9 with different Attributes and mainly have 2000 DEF. Each monster has 2 similar effects, one where you can Tribute a "Kamitan" from your hand or side of the field for an effect and one that Tributes itself during your End Phase for an effect. As the name suggests, it's based on many Kami and Titans.
- Monsters:
- Raijin-no-Kamitan
- Fairy-Type/LIGHT
- Level 9
- Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute 1 other "Kamitan" monster from your hand or side of the field, then target 1 "Kamitan" monster in your Graveyard, except the Tributed monster; add that target to your hand. During your End Phase: You can Tribute this card; add 1 "Kamitan" monster from your Deck to your hand, except "Raijin-no-Kamitan". You can only use each effect of "Raijin-no-Kamitan" once per turn.
- 2700/2000
- Suijin-no-Kamitan
- Fairy-Type/WATER
- Level 9
- Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. During either player's turn, when exactly 1 "Kamitan" monster you control is targeted for an attack or opponent's card effect: You can Tribute 1 "Kamitan" monster from your hand or side of the field, except that target; negate the attack or activation, and if you do, destroy it. During your End Phase: You can Tribute this card; draw 2 card and reveal them, then discard any revealed non-"Kamitan" cards. You can only use each effect of "Suijin-no-Kamitan" once per turn.
- 2500/2000
- Susanoo-no-Kamitan
- Fairy-Type/WIND
- Level 9
- Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute 1 other "Kamitan" monster from your hand or side of the field, then target 1 monster your opponent controls; return that target to the hand. During your End Phase: You can Tribute this card, then target 1 "Kamitan" card in your Graveyard, except "Susanoo-no-Kamitan"; add that target to your hand. You can only use each effect of "Susanoo-no-Kamitan" once per turn.
- 2600/2000
- Amaterasu-no-Kamitan
- Fairy-Type/FIRE
- Level 9
- Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute 1 other "Kamitan" monster from your hand or side of the field, then target 1 monster your opponent controls; this turn, if a "Kamitan" monster destroys that target by battle, it can make a second attack in a row. During your End Phase: You can Tribute this card; inflict 1000 damage to your opponent. You can only use each effect of "Amaterasu-no-Kamitan" once per turn.
- 2700/2000
- Tsukoyomi-no-Kamitan
- Fairy-Type/DARK
- Level 9
- Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute 1 other "Kamitan" monster from your hand or side of the field; this turn, if a "Kamitan" monster you control attacks an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that monster inflicts piercing battle damage to your opponent. During your End Phase: You can Tribute this card; add 1 "Kamitan" Spell/Trap Card from your Deck to your hand. You can only use each effect of "Tsukoyomi-no-Kamitan" once per turn.
- 2800/2000
- Izanagi-no-Kamitan
- Fairy-Type/EARTH
- Level 12
- Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 3 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute any number of "Kamitan" monsters from your hand or side of the field, except this card, then target Spell/Trap Cards your opponent controls equal to the number of monsters Tributed; destroy those targets. If you Tributed 3 or more monsters, your opponent cannot activate the targeted cards in response to this effects activation. During your End Phase: You can Tribute this card; Special Summon 1 "Kamitan" monster from your hand or Graveyard, ignoring its Summoning conditions, except "Izanagi-no-Kamitan". You can only use each effect of "Izanagi-no-Kamitan" once per turn.
- 3000/3000
- Spell/Trap Cards:
- Sanctuary-no-Kamitan
- Field Spell Card
- If you control no monsters, when you Special Summon a "Kamitan" monster by its own effect, you can Summon it with 1 less Tribute. If a Fairy-Type monster(s) is Tributed, place 1 Kamitan Counter on this card for each of those Tributed monsters. All non-Fairy-Type monsters on the field lose 100 ATK and DEF for each Kamitan Counter on this card.
- Sacrifice-no-Kamitan
- Continuous Spell Card
- Once per turn, if a Fairy-Type monster(s) in your possession is Tributed: You can Special Summon 1 "Kamitan Token" (Fairy-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. That Token cannot be used as a Synchro Material. While this card is on the field, your opponent cannot target "Kamitan Tokens" you control for attacks or effects while you control a non-Token "Kamitan" monster.
- Worship-no-Kamitan
- Continuous Trap Card
- Once per turn, during the End Phase: You can Special Summon 1 "Kamitan Token" (Fairy-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. That Token cannot be used as a Synchro Material. While this card is on the field, if a "Kamitan" non-Token monster(s) you control would be destroyed by your opponent's card (either by battle or by card effect), you can Tribute 1 "Kamitan Token" instead for each of those monsters.
- Destiny-no-Kamitan
- Quick-Play Spell Card
- During the End Phase: Target 2 "Kamitan" monsters in your Graveyard with different names that were sent there this turn because they were Tributed; shuffle those targets into the Deck, then draw 1 card. You can only activate 1 "Destiny-no-Kamitan" per turn.
- Arrival-no-Kamitan
- Normal Spell Card
- Tribute 1 "Kamitan" monster from your hand or side of the field; add 1 "Kamitan" monster from your Deck to your hand with a different name than that monster on the field or hand. You can only activate 1 "Arrival-no-Kamitan" per turn.
- Appearance-no-Kamitan
- Normal Trap Card
- Tribute 1 face-up "Kamitan" monster; Special Summon 1 "Kamitan" monster from your hand, ignoring its Summoning conditions, but its ATK and DEF are halved until the end of this turn. You can only activate 1 "Appearance-no-Kamitan" per turn.
- Departure-no-Kamitan
- Quick-Play Spell Card
- During the End Phase of a turn in which a "Kamitan" monster in your possession is sent to the Graveyard because it was Tributed: Target 1 "Kamitan" monster in your Graveyard, then banish 1 other "Kamitan" card from your hand or Graveyard; Special Summon that target from your Graveyard, ignoring its Summoning conditions, but banish it when it leaves the field. You can only activate 1 "Departure-no-Kamitan" per turn.
- TRANZIZTOR ARCHETYPE (11/11):
- It's about giving control of your monsters to your opponent! Yeah, it's a bit silly of a gimmick, but hey, I like silly gimmicks, so that's right up my ally! Anyway, they're Thunder-Type/EARTH monsters with Levlels ranging from Level 2 to Level 8 and Spell/Trap support. Their naming comes from transistor, but the the s's are "Z" instead.
- Monsters:
- TranZiZtor ComponentZ
- Thunder-Type/EARTH
- Level 2
- If the only monsters you control are "TranZiZtor" monsters, when this card is Normal Summoned or flipped face-up: You can add 1 "TranZiZtor" monster from your Deck to your hand, except "TranZiZtor ComponentZ", and if you do, give control of this card to your opponent. If control of this card changes: The opponent of this card draws 1 card. You can only use each effect of "TranZiZtor ComponentZ" once per turn.
- 1300/800
- TranZiZtor PowerZ
- Thunder-Type/EARTH
- Level 3
- If this card is targeted for an attack or opponent's card effect: You can give control of this card to your opponent. If control of this card changes: Destroy 1 face-up non-"TranZiZtor" monster you control. You can only use each effect of "TranZiZtor PowerZ" once per turn.
- 1600/200
- TranZiZtor ZwitchZ
- Thunder-Type/EARTH
- Level 4
- You can target 1 other "TranZiZtor" monster you control; give control of that target, and if you do, Special Summon 1 "TranZiZtor" monster from your hand. You can only use this effect once while this is face-up on the field. If control of this card changes: give control of 1 non-"TranZiZtor" monster you control to your opponent. You can only use this effect of "TranZiZtor ZwitchZ" once per turn.
- 1700/1300
- TranZiZtor TriggerZ
- Thunder-Type/EARTH
- Level 5
- If your opponent controls a "TranZiZtor" monster, you can Normal Summon this card without Tributing. You can send 1 "TranZiZtor" card from your hand to the Graveyard; shuffle all "TranZiZtor" monsters your opponent controls into the Deck, then draw 1 card. You can only use this effect once while this card is face-up on the field. If control of this card changes: Discard 1 card.
- 2200/1500
- TranZiZtor AmplifierZ
- Thunder-Type/EARTH
- Level 6
- If control of a "TranZiZtor" monster changes: You can Special Summon this card from your hand. During either player's turn: You can target 1 "TranZiZtor" monster you control and 1 "TranZiZtor" monster your opponent controls; change control of the first target, and if you do, return the second target to the hand. You can use this effect once while this card is face-up on the field.
- 2400/0
- TranZiZtor EmitterZ
- Thunder-Type/EARTH
- Level 7
- You can Special Summon this card (from your hand) to your opponent's side of the field in Defense Position by Tributing 2 "TranZiZtor" monsters your opponent controls. If this card is Special Summoned: Destroy all non-"TranZiZtor" monsters you control. If control of this card changes: Discard 2 cards, then draw 2 cards. You can only use 1 effect of "TranZiZtor EmmiterZ" per turn, and only once that turn.
- 800/2200
- TranZiZtor ConductorZ
- Thunder-Type/EARTH
- Level 8
- If your opponent controls 2 or more "TranZiZtor" monsters and you control no monsters, you can Special Summon this card (from your hand). If this card is Special Summoned: You can give control of any number of "TranZiZtor" monsters to your opponent. If control of this card changes: Return 1 other face-up monster you control to your hand. You can only use each effect of "TranZiZtor ConductorZ" once per turn.
- 2700/2400
- Spell/Trap Cards:
- TranZiZtor RoomZ
- Field Spell Card
- "TranZiZtor" monsters your opponent control cannot attack and all non-"TranZiZtor" monsters your opponent control must attack, if able. All monsters you control gain 300 ATK and DEF for each "TranZiZtor" monster your opponent controls. If this card is destroyed by your opponent's card effect while in your possession: You can add 1 "TranZiZtor" Spell/Trap Card from your Deck to your hand, except "TranZiZtor RoomZ". Your opponent must control a "TranZiZtor" monster to activate and to resolve this effect.
- TranZiZtor VacuumZ
- Equip Spell Card
- Equip only to a "TranZiZtor" monster your opponent controls. Its effects are negated, it gains 500 ATK and DEF, also take control of it. During your opponent's End Phase: You can destroy this card.
- TranZiZtor ControlZ
- Norma Trap Card
- Target 1 "TranZiZtor" monster you control and 1 Spell/Trap Card your opponent controls; give control of it to your opponent, and if you do, destroy that second target. During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from the Graveyard, then target 1 "TranZiZtor" monster you control; give control of that target to your opponent.
- TranZiZtor LightZ
- Counter Trap Card
- If your opponent controls a "TranZiZtor" monster, when your opponent activates a card or effect on the field: Negate the activation, and if you do, return that card to the hand.
- WATA - FORMING AN ARCHETYPE #22 (9/9):
- So, this came out of the blue, but when I saw what I could do with these, I knew I had to do it. Watapon and Hanewata are 2 Level 1 Fairy-Type monsters, so I thought, why not make some general support for that as well as a Wata Archetype? I also decided to make it Court Of Justice support as well.
- http://img4.wikia.nocookie.net/__cb20121006011604/yugioh/images/thumb/5/5b/Watapon-LCYW-EN-C-1E.png/300px-Watapon-LCYW-EN-C-1E.png
- If this card is added from your Deck to your hand by a card effect: You can Special Summon this card.
- Main Deck Monsters:
- Wata Wata Wata!
- Fairy-Type/LIGHT/Tuner
- Level 1
- When this card is Normal Summoned: You can add 1 Level 1 Fairy-Type monster from your Deck to your hand, except "Wata Wata Wata!" or 1 "Court" card, and if you do, take 1000 damage. You cannot Special Summon monsters during the turn you use this effect, except Level/Rank 2 or lower Fairy-Type monsters.
- 100/0
- Watadon
- Fairy-Type/LIGHT
- Level 1
- If this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 Level 1 Fairy-Type monster from your hand or Deck, except "Watadon". If this card is destroyed by your opponent's card effect while in your possession: You can Special Summon 1 "Wata" monster from your hand or Deck, except "Watadon". You can only use 1 effect of "Watadon" per turn, and only once that turn.
- 0/0
- Wataup
- Fairy-Type/LIGHT
- Level 1
- If this card is Special Summoned by the effect of "Court of Justice": You can target 1 "Wata" monster in your Graveyard; take 1000 damage, and if you do, Special Summon that target. If you activate this effect, you can only Special Summon "Wata" monsters for the rest of the turn. You can only use this effect of "Wataup" once per turn.
- 300/100
- Watasay?
- Fairy-Type/LIGHT
- Level 1
- If a Fairy-Type Level/Rank 2 or lower monster you control is targeted by your opponent's card effect: You can send this card from your hand to the Graveyard; negate the activation, and if you do, destroy that card. You can only use this effect of "Watasay?" once per turn.
- 700/0
- Extra Deck Monsters:
- Watabang
- Fairy-Type/LIGHT
- Level 2
- 1 Fairy-Type Tuner + 1 non-Tuner Fairy-Type monster
- If this card is Synchro Summoned by using a "Wata" monster as Synchro Material, it is unaffected by your opponent's card effects until the end of the turn. During damage calculation (in either player's turn): You can send 1 Fairy-Type monster from your hand to the Graveyard once per battle; this card gains 1000 ATK until the end of the Damage Step.
- 1300/1000
- Watacha!
- Fairy-Type/LIGHT
- Rank 1
- 2 Level 1 Fairy-Type monsters
- When this card is Xyz Summoned: You can target 1 face-up monster your opponent controls whose Level/Rank is less than or equal to the combined Level and Ranks of all monsters you control; take control of that target. When this card leaves the field, return control of that monster. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; its effects are negated.
- 1500/0
- Spell/Trap Cards:
- Court of Wata
- Normal Spell Card
- Target 1 Level/Rank 2 Fairy-Type monster you control; Special Summon 1 "Wata Token" (Fairy-Type/LIGHT/Level ?/ATK 0/DEF 0). (When Summoned, its Level becomes equal to the original Level/Rank of that monster.) You can banish this card from your Graveyard: Add 1 "Wata" monster from your Deck to your hand. You cannot Special Summon during the turn you use either effect, except Fairy-Type monsters. You can only use 1 effect of "Court of Wata" per turn, and only once that turn.
- Court of Hope
- Field Spell Card
- Activate this card by sending 1 "Court of Justice" you control to the Graveyard. Level/Rank 2 or lower Fairy-Type monsters cannot be targeted or destroyed by your opponent's card effects. Once per turn: You can target 1 Level 1 Fairy-Type monster in your Graveyard and 1 Level/Rank 2 or lower Fairy-Type monster you control; equip the first target to the second target. The equipped monster gains ATK and DEF equal to the number of monsters equipped to its this way x 500.
- Court of Death
- Counter Trap Card
- When a monster your opponent controls activates a monster effect: Send 1 Level/Rank 2 or lower Fairy-Type monster from your hand or side of the field to the Graveyard; negate the activation, and if you do, return that monster to the hand.
- IMAGENARY BEAST ARCHETYPE (15/15):
- This is an Archetype based around forcing all Special Summoned monsters from the Extra Deck to be put in Defense Position when they are Summoned. They are based around photography and such. The name comes from Image and Imaginary, and the monster names from from animals and photographic terms as a portmanteau. They're Synchro based with Levels, Types and Attributes.
- Main Deck Monsters:
- Imagenary Beast - Pictoraffe
- Beast-Type/LIGHT
- Level 4
- Both players must Special Summon monsters from their Extra Deck in Defense Position. When this card is Normal Summoned: You can target 1 "Imagenary Beast" monster in your Graveyard, except "Imagenary Beast - Pictoraffe", then discard 1 card; Special Summon that target in Defense Position.
- 1800/1200
- Imagenary Beast - Cameleon
- Reptile-Type/DARK/Tuner
- Level 2
- Both players must Special Summon monsters from their Extra Deck in Defense Position. If this card is sent to the Graveyard for the Synchro Summon for a monster Summoned in Defense Position: You can add 1 "Imagenary Beast" card from your Deck to your hand, except "Imagenary Beast - Cameleon". You can only use this effect of "Imagenary Beast - Cameleon".
- 100/1400
- Imagenary Beast - Butterframe
- Insect-Type/WIND
- Level 3
- Both players must Special Summon monsters from their Extra Deck in Defense Position. You can Tribute this card; Special Summon 1 "Imagenary Beast" monster from your Deck, except "Imagenary Beast - Butterframe" in Defense Position, but its effects are negated until the end of this turn and it cannot be used as a Synchro or Xyz Material this turn. You can only use this effect of "Imagenary Beast - Butterframe" once per turn.
- 1500/1500
- Imagenary Beast - Graphig
- Beast-Type/EARTH
- Level 4
- Both players must Special Summon monsters from their Extra Deck in Defense Position. Once per turn, if you activate an "Imagenary Beast" Spell/Trap Card: You can Special Summon 1 "Imagenary Beast" monster from your hand, except "Imagenary Beast - Graphig" in Defense Position, but its effects are negated until the end of this turn and it cannot be used as a Synchro Material, except for the Synchro Summon of an "Imagenary Beast" monster.
- 1500/1700
- Imagenary Beast - Tricod
- Fish-Type/WATER/Tuner
- Level 3
- Both players must Special Summon monsters from their Extra Deck in Defense Position. If you control no monsters and your opponent controls a monster, you can Special Summon this card (from your hand) by sending 1 other card from your hand to the Graveyard.
- 400/1600
- Imagenary Beast - Negatick
- Insect-Type/DARK/Tuner
- Level 4
- Both players must Special Summon monsters from their Extra Deck in Defense Position. If you use this card you control for a Synchro Summon of an "Imagenary Beast" monster, you can treat it as a non-Tuner monster.
- 200/1700
- Imagenary Beast - Octomatic
- Aqua-Type/WATER/Tuner
- Level 1
- Both players must Special Summon monsters from their Extra Deck in Defense Position. During your turn, except during the turn this card is sent to your Graveyard: You can banish this card from your Graveyard, then target 1 "Imagenary Beast" card in your Graveyard; add that target to your hand. You can only use this effect of "Imagenary Beast - Octomatic" once per turn.
- 0/1100
- Imagenary Beast - Ibexposure
- Beast-Type/EARTH
- Level 4
- Both players must Special Summon monsters from their Extra Deck in Defense Position. A Synchro Monster that was Synchro Summoned in Defense Position using this card as Synchro Material gains this effect:
- ● Your opponent must Special Summon monsters in Defense Position.
- 1700/1300
- Extra Deck Monsters:
- Imagenary Beast - Shotter
- Aqua-Type/WATER
- Level 6
- 1 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
- When this card is Synchro Summoned in Defense Position: You can target 1 Spell/Trap Card your opponent controls; destroy that target. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
- 2200/2400
- Imagenary Beast - Bazoom
- Beast-Warrior-Type/FIRE
- Level 7
- 1 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
- When this card is Synchro Summoned in Defense Position: You can make your opponent discard 1 card. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
- 2000/2600
- Imagenary Beast - Vulperture
- Winged Beast-Type/WIND
- Level 8
- 1 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
- When this card is Synchro Summoned in Defense Position: You can target 1 face-up monster your opponent controls; destroy that target, and if you do, inflict damage to your opponent equal to half its DEF on the field. This card cannot attack your opponent directly during the turn you activate this effect. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
- 2300/2800
- Spell/Trap Cards:
- Imagenary Beast - The Big Picture
- Field Spell Card
- Activate only if you control another "Imagenary Beast" card. Both players must Special Summon monsters from their Extra Deck in Defense Position. If you control an "Imagenary Beast" monster, negate the effects of Attack Position monsters Special Summoned from the Extra Deck.
- Imagenary Beast - Lens Capture
- Normal Trap Card
- Send 1 "Imagenary Beast" card from your hand or side of the field to the Graveyard, then target 1 face-up Defense Position monster your opponent controls; take control of that target and equip it with this card. It cannot be used as a Synchro or Xyz Material. If this card leaves the field, switch control of that monster. You can only control 1 "Imagenary Beast - Lens Capture".
- Imagenary Beast - Darkroom
- Continuous Trap Card
- Both players must Special Summon monsters from their Extra Deck in Defense Position. Once per turn, during either player's turn, you can: Immediately after this effect resolves, Synchro Summon 1 "Imagenary Beast" Synchro Monster, using only "Imagenary Beast" monsters you control.
- Imagenary Beast - Photoshooter
- Equip Spell Card
- Equip only to an "Imagenary Beast" monster. It is gains 500 ATK and DEF and is unaffected by other Spell effects. If this card is sent to the Graveyard because the equipped monster was sent to the Graveyard for a Synchro Summon: You can banish 1 other "Imagenary Beast" card from your Graveyard; add this card from your Graveyard to your hand. You can only activate 1 "Imagenary Beast - Photoshooter" per turn.
- TYPE-0 ARCHETYPE (12/12):
- Type-0 is an Archetype based around having no cards in your hand, very much like Infernity, however, these are more modern in that they use Xyz and Pendulum Monsters as well. They are Level 4 and 6 monsters, all with 500 DEF, various Types and Attributes and focus on banishing, and as such, all Main Deck monsters have an effect that allows them to temporarily get rid of their hand by banishing it until the end of the turn, where they get those cards back in their hand.The name comes from the word "typographic error", or just simply "typo", meaning that you made a spelling mistake. As such, their names are of regular words, except all jumbled up.
- Pendulum Monsters:
- Type-0 - Fier Blatser
- Pyro-Type/FIRE
- Level 4
- Scale 3
- Pendulum Effect:
- If there are no cards in your hand and you have a banished "Type-0" card: You can add 1 "Type-0" card from your Deck to your hand, except "Type-0 - Fier Blatser". You can only use this Pendulum Effect of "Type-0 - Fier Blatser" once per turn.
- Monster Effect:
- When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. If there are no cards in your hand, except if you activated this card's other monster effect this turn: You can target 1 of your banished "Type-0" monsters, except "Type-0 - Fier Blatser"; Special Summon that target, and if you do, increase its Level/Rank by 2. You can only use this monster effect of "Type-0 - Fier Blatser" once per turn.
- 1500/500
- Type-0 - Aqau Sprauer
- Aqua-Type/WATER
- Level 4
- Scale 7
- Pendulum Effect:
- If there are no cards in your hand: You can target 1 of your banished "Type-0" cards or in your Graveyard; shuffle that target into your Deck, then draw 1 card. You can only use this Pendulum Effect of "Type-0 - Aqau Sprauer" once per turn.
- Monster Effect:
- When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. During either player's turn: You can banish 1 "Type-0" card from your hand or Graveyard, then target 1 "Type-0" monster you control; this turn, it cannot be destroyed by battle or card effects, but all damage you take from battles involving it is doubled. You can only use this monster effect of "Type-0 - Aqua Sparuer" once per turn.
- 1700/500
- Typo-0 Drak Denom
- Fiend-Type/DARK
- Level 4
- Scale 3
- Pendulum Effect:
- If you Pendulum Summon a monster(s) with 500 DEF: You can make the Levels of all the Pendulum Summoned monsters become 6, but if you do, you cannot Special Summon other monsters for the rest of the turn, except "Type-0" monsters.
- Monster Effect:
- When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. Once per turn, if there are no cards in your hand: You can target 1 face-up monster you control; its Level becomes 6.
- 1600/500
- Typo-0 Lught Angle
- Fairy-Type/LIGHT
- Level 4
- Scale 7
- Pendulum Effect:
- Once per turn: You can banish 1 "Type-0" card from your hand, then target 1 Spell/Trap Card your opponent controls; banish that target.
- Monster Effect:
- If there are no cards in your hand, except if you activated this card's other monster effect this turn: You can Tribute this card; Special Summon 1 "Type-0" monster from your Deck, except "Lught Angle", but its effects are negated and it is banished during the End Phase. You can only use this effect of "Typo-0 Lught Angle" once per turn.
- 1400/500
- Non-Pendulum Main Deck Monsters:
- Type-0 - Aerth Shatetrer
- Rock-Type/EARTH
- Level 6
- If this card is the only card in your hand, you can Normal Summon it without Tributing. When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. If there are no cards in your hand: You can banish 1 "Type-0" card from your Graveyard, then target 1 face-up monster your opponent controls; destroy that target. You can only use this monster effect of "Aerth Shatetrer" once per turn.
- 2300/500
- Type-0 - Stirking Kngiht
- Warrior-Type/EARTH
- Level 6
- If this card is the only card in your hand, you can Normal Summon it without Tributing. When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. If there are no cards in your hand, all "Type-0" monsters you control gain 400 ATK during damage calculation only.
- 2200/500
- Type-0 - Breut Samshre
- Beast-Warrior-Type/DARK
- Level 6
- If this card is the only card in your hand, you can Normal Summon it without Tributing. You can banish this card from your hand or side of the field, then target 1 "Type-0" card in your Graveyard, except "Type-0 - Breut Samshre"; add that target to your hand. You can only use this effect of "Type-0 - Breut Samshre" once per turn.
- 2400/500
- Type-0 - Frenyz Maigican
- Spellcaster-Type/FIRE
- Level 6
- If this card is the only card in your hand, you can Normal Summon it without Tributing. When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. If the only card in your hand is a "Type-0" monster: You can reveal that monster; Special Summon that monster, and if you do, increase its Level by 2. You can only use this effect of "Type-0 - Frenyz Maigican" once per turn.
- 2000/500
- Extra Deck Monsters:
- Type-0 - Utopai Hoep
- Warrior-Type/LIGHT
- 2 Level 6 monsters
- If there are no cards in your hand, this card's Xyz Summon cannot be negated, also your opponent cannot activate cards and effects cannot be activated when a "Typo-0" monster(s) is Special Summoned. Once per turn: You can detach 1 Xyz Material from this card, then target 1 of your banished "Type-0" cards, except "Type-0 - Utopai Hoep"; add that target to your hand.
- 2500/500
- Type-0 - Utopai Rya
- Warrior-Type/LIGHT
- Rank 6
- 2 Level 6 "Type-0" monsters
- If there are no cards in your hand, if a "Type-0" monster you control declares an attack, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, during either player's turn, if there are no cards in your hand, when your opponent activates a card or effect: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy that card.
- 2700/500
- Spell/Trap Cards:
- Type-0 - Macig Barirer
- Continuous Spell Card
- If there are no cards in your hand, "Type-0" cards in your Pendulum Zones cannot be targeted or be destroyed by your opponent's card effects. Once per turn: You can banish 1 "Type-0" card in your hand or Graveyard, then target 1 face-up monster you control with a Level; its Level becomes 6.
- Type-0 - Revvial Splel
- Continuous Trap Card
- Activate this card by targeting 1 of your banished "Type-0" monsters while there are no cards in your hand; Special Summon that target. During the End Phase, if there is a card in your hand, destroy this card. If that target is destroyed, destroy this card. If this card is destroyed, destroy that target. You can only control 1 "Type-0 - Revvial Splel"
- Type-0 - Cuontre Mesuser
- Counter Crap Card
- If a "Type-0" card(s) you control is targeted by your opponent's card effect while there are no cards in your hand: Banish 1 "Type-0" card from your Graveyard; negate the activation, and if you do, destroy that card.
- HELLEPHANT ARCHETYPE (11/11):
- Hellephant is a Beast-Warrior-Type/DARK Archetype with various Levels based around making the opponent's monsters ATK and DEF the same. They also have other effects that work when they're the same ATK and DEF. They are based around elephants, quite obviously, and their names are based on different elephant species as well as relating to hell. I don't believe I need more than 10 cards, but I might change my mind later on. I decided on a boss monster as well.
- Main Deck Monsters:
- Hellephant Stegodo
- Beast-Warrior-Type/DARK
- Level 4
- Once per turn, if the only monsters you control are "Hellephant" monsters: You can target 1 Attack Position monster your opponent controls; change that target to Defense Position, and if you do, its ATK and DEF become the equal to the lowest of the 2 (ATK or DEF). If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
- 1900/1400
- Hellephant Elefas
- Beast-Warrior-Type/DARK
- Level 4
- When this card is Normal Summoned or Special Summoned (except during the Damage Step): You can Special Summon 1 "Hellephant Token" (Beast-Warrior-Type/DARK/Level 2/1000/1000). The only monsters you control must be "Hellephant" monsters to activate and to resolve this effect. If a monster you control targets an opponent's monster for an attack: You can Tribute 1 "Hellephant" monster, except the attacking monster; the attack target's ATK and DEF become equal to the lowest of the 2 (ATK or DEF) of the Tributed monster's original ATK and DEF on the field until the end of the Damage Step. You can only use each effect of "Hellephant Elefas" once per turn.
- 1800/1500
- Hellephant Loxodont
- Beast-Warrior-Type/DARK
- Level 3
- You can Tribute 1 "Hellephant" monster; add 1 "Hellephant" card from your Deck to your hand, except "Hellephant Loxodont". You can only use this effect of "Hellephant Loxodont" once per turn. Once per turn, if this card destroys an opponent's monster whose ATK and DEF were the same on the field and sends it to the Graveyard: You can target 1 "Hellephant" monster in your Graveyard, except "Hellephant Loxodont"; Special Summon that target.
- 1600/1000
- Hellephant Morrill
- Beast-Warrior-Type/DARK
- Level 2
- During the turn this card is Normal Summoned, you can Tribute Summon 1 "Hellephant" monster in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.) If this card is Tributed: You can target 1 face-up monster your opponent controls; its ATK and DEF become equal to the lowest of the 2 (ATK or DEF).
- 700/800
- Hellephant Palaeo
- Beast-Warrior-Type/DARK
- Level 5
- If your opponent controls a monster whose ATK and DEF are the same and the only monsters you control (if any) are "Hellephant" monsters, you can Special Summon this card (from your hand). You can only Special Summon "Hellephant Palaeo" this way once per turn. Once per turn, if the only monsters you control are "Hellephant" monsters: You can target 1 monster your opponent controls whose ATK and DEF are different; its ATK and DEF become equal to the lowest of the 2 (ATK or DEF).
- 2100/1600
- Hellephant Anacus
- Beast-Warrior-Type/DARK
- Level 6
- When this card is Summoned: You can target 1 monster your opponent controls with the same ATK and DEF; destroy that target. During either player's turn: You can can Tribute 1 monster from your hand or side of the field, then target 1 monster your opponent controls whose ATK and DEF are different; its ATK and DEF become equal to the lowest of the 2 (ATK or DEF). You can only use each effect of "Hellephant Anacus" once per turn.
- 2400/1500
- Hellephant Tetra
- Beast-Warrior-Type/DARK
- Level 7
- If your opponent controls a monster with the same ATK and DEF, you can Tribute Summon this way with 1 less Tribute. If this card is Tribute Summoned: The ATK and DEF of all monsters your opponent controls become equal to the lowest of the 2 (ATK or DEF), also, if this card is Tribute Summoned by Tributing only "Hellephant" monsters, destroy Spell/Trap Cards your opponent controls up to the number of monsters' ATK and DEF changed this way (max. 2).
- 2600/2000
- Spell/Trap Cards:
- Hellephant Tri-Tusk
- Equip Spell Card
- Equip only to a "Hellephant" monster. If it attacks a monster with the same ATK and DEF, it gains 1000 ATK during damage calculation only. If the equipped monster would be destroyed by your your opponent's card (either by battle or card effect), you can destroy this card instead. You can only equip 1 "Hellephant Tri-Tusk" to each monster you control.
- Hellephant Underworld Savanna
- Field Spell Card
- All monsters your opponent control whose ATK and DEF are the same lose 300 ATK and DEF for each "Hellephant" monster you control. Once per turn, if you control no monsters: You can target 1 face-up monster your opponent controls whose ATK and DEF are the same; Special Summon 1 "Hellephant" monster from your hand whose DEF is less than or equal to that target's DEF. You cannot Special Summon other monsters during the turn you activate this effect, except "Hellephant" monsters.
- Hellephant Stomp & Ram
- Continuous Trap Card
- All "Hellephant" monsters you control gain 300 ATK and DEF. If a "Hellephant" monster you controls destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 face-up monster your opponent controls; its ATK and DEF become equal to the lowest of the 2 (ATK or DEF) of the destroyed monster in the Graveyard.
- Hellephant's Stampeding Punishment
- Normal Trap Card
- Target 1 "Hellephant" monster in your Graveyard and 1 face-up monster your opponent controls; banish the first target, and if you do, the second target's ATK and DEF become equal to the lowest of the 2 (ATK or DEF) of the second target. You can only activate 1 "Hellephant's Stampeding Punishment" per turn.
- MNEMONIC ARCHETYPE (10/10):
- So, I like the word Mnemonic, it's such a strange word, since it starts with "M", but it's completely silent for some reason, but anyway, here's an Archetype based around your Main Deck monsters pretty much never needing to touch the field, since you mainly want to use their effects from the hand, or if they're banished. They're Fusion Summon based as well, because that's fun I guess. Fiend-Type/EARTH, because that's fun I guess. Names are based around the seven deadly sins, because that's fun I guess.
- Again, the numbers represent the same effect shared across multiple cards.
- Main Deck Monsters:
- Mnemonic LUST
- Fiend-Type/EARTH
- Level 1
- (1) If you control no monsters, you can banish this card and another "Mnemonic" monster from your hand; Special Summon 1 "Mnemonic" Fusion Monster from your Extra Deck. During your next Draw Phase after this card was banished to activate a "Mnemonic" card effect: You can shuffle this banished card into your Deck, then target 1 "Mnemonic" monster in your Graveyard, except "Mnemonic LUST"; add that target to your hand. You can only use 1 effect of "Mnemonic LUST" per turn, and only once that turn.
- 0/0
- Mnemonic GREED
- Fiend-Type/EARTH
- Level 1
- (1) During your next Draw Phase after this card was banished to activate a "Mnemonic" card effect: You can shuffle this banished card into your Deck; add 1 "Mnemonic" card from your Deck to your hand, except "Mnemonic GREED", then discard 1 card. You can only use 1 effect of "Mnemonic GREED" per turn, and only once that turn.
- 0/0
- Mnemonic SLOTH
- Fiend-Type/EARTH
- Level 1
- (1) During your next Draw Phase after this card was banished to activate a "Mnemonic" card effect: You can shuffle this banished card into your Deck, then target 1 "Mnemonic" Fusion Monster you control; return that target to your Extra Deck, then Special Summon 1 "Mnemonic" Fusion Monster from your Extra Deck with a different name than that target. You can only use 1 effect of "Mnemonic SLOTH" per turn, and only once that turn.
- 0/0
- Mnemonic GLUTTONY
- Fiend-Type/EARTH
- Level 1
- (1) During your next Draw Phase after this card was banished to activate a "Mnemonic" card effect: You can shuffle this banished card into your Deck, then target 1 of your banished "Mnemonic" monsters, except "Mnemonic GLUTTONY"; Special Summon that target, but return it to your hand or Extra Deck during the End Phase. You can only use 1 effect of "Mnemonic GLUTTONY" per turn, and only once that turn.
- Extra Deck Monsters:
- Mnemonic ENVY
- Fiend-Type/EARTH
- Level 7
- 2 "Mnemonic" monsters
- When this card is Special Summoned by the effect of a "Mnemonic" card: You can banish 1 "Mnemonic" monster from your hand or Graveyard, then target 1 face-up monster your opponent controls; banish that target. When this card destroys an opponent's monster by battle: You can banish 1 card from your opponent's Graveyard. You can only use 1 effect of "Mnemonic ENVY" per turn, and only once that turn.
- 2600/0
- Mnemonic PRIDE
- Fiend-Type/EARTH
- Level 7
- 2 "Mnemonic" monsters
- When your opponent Special Summons a monster(s): You can banish 1 "Mnemonic" monster from your hand or Graveyard; negate the effects of those. You can discard 1 "Mnemonic" card; discard 1 random card from your opponent's hand, and if you do, negate the effects of that card in the Graveyard. You can only use 1 effect of "Mnemonic PRIDE" per turn, and only once that turn.
- 2700/0
- Mnemonic WRATH
- Fiend-Type/EARTH
- Level 7
- 2 "Mnemonic" monsters
- If your opponent controls a monster and you control no other monsters: You can return all Spell/Trap Cards your opponent controls to the hand, and if you do, this card gains 100 ATK for each of those cards until the end of this turn. You can banish 1 "Mnemonic" monster from your hand or Graveyard; change the battle positions of all monsters your opponent controls. You can only use 1 effect of "Mnemonic WARTH" per turn, and only once that turn.
- 2300/0
- Spell/Trap Cards:
- Mnemonic CHANT
- Normal Spell Card
- Banish 2 "Mnemonic" monsters from your Graveyard or side of the field; Fusion Summon 1 "Mnemonic" Fusion Monster. If you control no monsters: You can shuffle this card and 1 other "Mnemonic" card from your Graveyard into your Main Deck, then draw 1 card. You can use 1 effect of "Mnemonic CHANT" per turn, and only once that turn.
- Mnemonic CONFUSION
- Normal Trap Card
- Banish 1 "Mnemonic" monster you control; your opponent sends 1 card from their Extra Deck to their Graveyard for each banished "Mnemonic" monster with a different name (max. 5). You can only activate 1 "Mnemonic CONFUSION" per turn.
- Mnemonic STOP
- Counter Trap Card
- When your opponent would Summon a monster(s): Banish 1 "Mnemonic" monster from your hand or side of the field; negate that Summon(s), and if you do, place those monsters on top of your opponent's Deck in any order. You can activate 1 "Mnemonic STOP" per turn.
- SEMINAL ARCHETYPE (11/11):
- Seminal: Having a strong influence on ideas, works, events, etc., that come later. The idea behind this Archetype is that you can either have something happen right away, but at a cost/less good, or wait until your next Standby Phase to have them have no cost/be way better effects. They are Spellcaster and Psychic-Type monsters with various Attributes and Levels. They are also Fusion Summon based.
- Main Deck Monsters:
- Seminal Unity - The Witch
- Spellcaster-Type/EARTH
- Level 4
- You can only use each "Seminal Unity - The Witch" effect once per turn. When this card is Normal Summoned or Special Summoned by the effect of a "Seminal" card: You can activate 1 of these effects.
- ● Discard 1 card; add 1 "Seminal" Spell/Trap Card from your Deck to your hand.
- ● During your next Standby Phase after activation, add 1 "Seminal" Spell/Trap Card from your Deck to your hand.
- 1800/1000
- Seminal Unity - The Telepath
- Psychic-Type/LIGHT
- Level 3
- You can only use each "Seminal Unity - The Telepath" effect once per turn. When this card is Normal Summoned or Special Summoned by the effect of a "Seminal" card: You can activate 1 of these effects.
- ● Shuffle 1 card from your hand into your Deck, then target 1 "Seminal Unity" monster in your Graveyard, except "Seminal Unity - The Telepath"; Special Summon that target.
- ● Target 1 "Seminal Unity" monster in your Graveyard, except "Seminal Unity - The Telepath"; during your next Standby Phase after activation, Special Summon that target.
- 1000/1500
- Seminal Unity - The Seer
- Psychic-Type/WATER
- Level 3
- You can only use each "Seminal Unity - The Seer" effect once per turn. When this card is Normal Summoned or Special Summoned by the effect of a "Seminal" card: You can activate 1 of these effects.
- ● Target 1 "Seminal Unity" monster in your Graveyard, then discard 1 card; add that target to your hand.
- ● Target 1 "Seminal Unity" monster in your Graveyard; during your next Standby Phase after activation, add that target to your hand.
- 1600/1200
- Seminal Unity - The Psychic
- Psychic-Type/WIND
- Level 2
- You can only use each "Seminal Unity - The Psychic" effect once per turn. When this card is Normal Summoned or Special Summoned by the effect of a "Seminal" card: You can activate 1 of these effects.
- ● Discard 1 card, then target 1 of your banished "Seminal" cards; shuffle that target into your Deck, then draw 1 card.
- ● Target 1 of your banished "Seminal" cards; during your next Standby Phase after activation, shuffle that target into your Deck, then draw 1 card.
- 500/900
- Extra Deck Monsters:
- Seminal Unity Master - The Shaman
- Spellcaster-Type/DARK
- Level 8
- 2 "Seminal Unity" monsters
- Must be first be Fusion Summoned. During either player's turn: You can target 1 other "Seminal Unity" monster you control; banish that target. During your next Standby Phase after activation, Special Summon that target. You can only use this effect of "Seminal Unity Master - The Shaman". "Seminal Unity Master" monsters you control cannot be destroyed by card effects that do not target them.
- 2700/2400
- Seminal Unity Master - The Mystic
- Spellcaster-Type/FIRE
- Must first be Fusion Summoned
- 2 "Seminal Unity" monsters
- When this card is Fusion Summoned: You can target 1 face-up monster your opponent controls; banish that target. Special Summon it to your opponent's side of the field during the next Standby Phase in Defense Position. You can banish 1 "Seminal" card from your hand; your opponent banishes 1 card from their hand. You can only use this effect of "Seminal Unity Master - The Mystic" once per turn.
- 2600/2500
- Seminal Unity Master - The Clairvoyant
- Psychic-Type/LIGHT
- Level 8
- 3 "Seminal Unity" monsters
- Must be first be Fusion Summoned. During your next Standby Phase after this card is Fusion Summoned: You can return this card to your Extra Deck, then target 2 of your banished "Seminal Unity" monsters with different names, except "Seminal Unity Master - The Clairvoyant"; Special Summon both those targets in Defense Position. You can only use this effect of "Seminal Unity Master - The Clairvoyant" once per turn. Once per turn, when this card destroys an opponent's monster by battle: You can shuffle 1 card from your hand into your Deck; this card can make a second attack in a row.
- 3000/2200
- Spell/Trap Cards:
- Seminal Fusion
- Normal Spell Card
- You can only use each "Seminal Fusion" effect once per turn. Activate 1 of these effects:
- ● Fusion Summon 1 "Seminal Unity Master" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
- ● During your next Standby Phase after activation, Fusion Summon 1 "Seminal Unity Master" Fusion Monster from your Extra Deck, using monsters from your Deck as Fusion Materials.
- Seminal Switch Fusion
- Normal Spell Card
- You can only use each "Seminal Switch Fusion" effect once per turn. Activate 1 of these effects.
- ● Target 1 "Seminal Unity Master" monster you control; return that target to the Extra Deck, and if you do, Fusion Summon 1 "Seminal Unity Master" monster from your Extra Deck with a different name than that target, but it cannot declare an attack this turn.
- ● Target 1 "Seminal Unity" monster you control; shuffle that target into your Deck, and if you do, during your next Standby Phase after activation, Fusion Summon 1 "Seminal Unity Master" from your Extra Deck with a different name than that target.
- Seminal Envoy
- Normal Trap Card
- Target 1 "Seminal Unity" monster you control; banish that target, and if you do, draw 1 card, also Special Summon it during your next Standby Phase after activation. During your Standby Phase, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Seminal" Spell/Trap Card in your Graveyard; add that target to your hand. You can only use each effect of "Seminal Envoy" once per turn.
- Seminal Forecast
- Normal Trap Card
- Excavate the top 3 cards of your Deck, and if any of them are "Seminal" monsters, you can banish 1 of them, and if you do, during your next Standby Phase after activation, add that banished card to your hand, but you cannot Normal Summon monsters, except monsters with the same name as that card during that turn. You can only activate 1 "Seminal Forecast" per turn.
- THORNS - FORMING AN ARCHETYPE #21 (11/11):
- This is a thing I have done on DNF for a while now, this is in fact the 21st Archetype that has done this, but since I haven't done it on here, let me explain it real quick: Basically, what I do is that I take a card that already exists but has no Archetype, and create an Archetype based around it, its name, effects etc. I include the card I'm using for reference. Most of the time, the card is not all too useful for the gimmick I want to create, though sometimes it is an important piece of the Archetype.
- Today it's about Queen of Thorns, mainly the "pay LP to do stuff" is what I'm going for here.
- http://img2.wikia.nocookie.net/__cb20140821170434/yugioh/images/thumb/9/92/QueenofThorns-AP05-EN-C-UE.png/300px-QueenofThorns-AP05-EN-C-UE.png
- 1 Tuner + 1 or more non-Tuner Plant-Type monsters
- Each player must pay 1000 LP for each monster Normal or Special Summoned from their hand, except for Plant-Type monsters.
- Monsters:
- Hunter of Thorns
- Plant-Type/LIGHT
- Level 4
- Each player must pay 1000 LP to declare an attack, except with Plant-Type monsters. When this card destroys an opponent's monster by battle: You can target 1 "Thorns" monster in your Graveyard; Special Summon that target in Defense Position. You cannot Synchro Summon during the turn you use this effect, except Plant-Type monsters. You can only use this effect of "Hunter of Thorns" once per turn.
- 1800/1000
- Knight of Thorns
- Plant-Type/LIGHT
- Level 4
- Each player must pay 1000 LP to change battle positions, except with Plant-Type monsters. If the battle position of a monster on the field changes: You can discard 1 other card; Special Summon this card from your hand. You cannot Synchro Summon during the turn you use this effect, except Plant-Type monsters. You can only use this effect of "Knight of Thorns" once per turn.
- 1900/500
- Locker of Thorns
- Plant-Type/LIGHT
- Level 4
- Each player must pay 1000 LP to add monsters from their Deck or Graveyard to their hand for each, except Plant-Type monsters. Once per turn, during your opponent's turn: You can Tribute 1 Plant-Type monster from your hand or side of the field, then target 1 face-up monster your opponent controls; this turn, negate its effects, and if you do, it cannot declare an attack.
- 1600/1500
- Keeper of Thorns
- Plant-Type/LIGHT
- Level 4
- Each player must pay 1000 LP to add Spell/Trap Cards from their Deck or Graveyard to their hand, except "Thorns" Spell/Trap Cards. Once per turn, during your opponent's turn, when your opponent activates monster effect: You can Tribute 1 Plant-Type monster from your hand or side of the field; negate the activation, and if you do, destroy it.
- 1700/1300
- Sorcerer of Thorns
- Plant-Type/LIGHT
- Level 4
- Each player must pay 1000 LP to activate monster effects that activate on the field, except with Plant-Type monsters. When you Normal Summon or Special Summon a "Thorns" monster(s): You can pay 1000 LP; Special Summon this card from your hand, then change all monsters you control to Defense Position. If you activate this effect, you cannot change the battle position of monsters you control for the rest of the turn. You can only use this effect of Sorcerer of Thorns" once per turn.
- 1200/1800
- Priest of Thorns
- Plant-Type/LIGHT/Tuner
- Level 2
- Each player must pay 1000 LP to activate Spell Cards except "Thorns" Spell Cards. You can Tribute this card; add 1 "Thorns" Spell/Trap Card from your Deck or Graveyard to your hand. You cannot activate Spell/Trap Cards during the turn you activate this effect, except "Thorns" Spell/Trap Cards. You can only use this effect of "Priest of Thorns" once per turn.
- 1000/1200
- Priestess of Thorns
- Plant-Type/LIGHT/Tuner
- Level 2
- Each player must pay 1000 LP to activate Trap Cards except "Thorns" Trap Cards. You can Tribute this card; add 1 "Thorns" monster from your Deck to your hand, except "Priestess of Thorns". You cannot Special Summon monsters during the turn you activate this effect, except Plant-Type monsters. You can only use this effect of "Priestess of Thorns" once per turn.
- 1200/1000
- Spell/Trap Cards:
- Field of Thorns
- Field Spell Card
- Each time you pay 1000 or more LP, place 1 Thorn Counter on this card for each multiple of 1000 you paid. "Thorns" monsters you control gain ATK and DEF equal to number of Thorn Counters on this card x 300. During your End Phase: You can remove all Thorn Counters from this card; both players gain 500 LP for each Thorn Counter removed.
- Sword of Thorns
- Equip Spell Card
- Equip only to a Plant-Type monster. It gains 700 ATK. Once per turn, if it would be destroyed by battle or by card effect, you can pay 1000 LP instead. You can only control 1 "Sword of Thorns".
- Prickly Thorns
- Normal Trap Card
- When your opponent Special Summons a monster(s) while you control another "Thorns" card: Pay 1000 LP for each of those monsters; shuffle that monster(s) into your opponent's Deck, then your opponent 1000 LP for each of those monsters. You can only activate 1 "Prickly Thorns" per turn.
- Deadly Thorns
- Counter Trap Card
- When your opponent would Summon a monster(s) while you control another "Thorns" card: Pay 1000 LP for each of those monsters; negate that Summon(s), and if you do, destroy those monsters, then your opponent gains 1000 LP for each of those monsters. You can only activate 1 "Deadly Thorns" per turn.
- DEEP SLEEP ARCHETYPE (11/11):
- Deep Sleep is an Archetype which focuses on changing the opponent's monsters to face-down Defense Position. When they do this, they also put themselves face-down as well. There are 3 Level 3 monsters and 3 Level 6 monsters. The Level 3s and Level 6s share the same types, which is why their names are similar, and the Level 6 gets boosted by Tributing their Level 3 counterpart. They also have a boss monster, as well as Spell and Trap Cards to support them.
- Once again, these use the number system, where the number represents the same effect that they all share.
- Monsters:
- Deep Sleep - Shadow Demon
- Fiend-Type/DARK
- Level 3
- (1) - You can target 1 Attack Position monster your opponent controls; change both this monster and that target to face-down Defense Position, and if you do, neither monster can change its battle position. You can target 1 face-down monster you control; change it to face-up Attack or Defense Position. You can only use this effect of "Deep Sleep - Shadow Demon" once per turn.
- 1300/1600
- Deep Sleep - Shadow Creature
- Beast-Type/DARK
- Level 3
- (1) If this card is flipped face-up: You can add 1 "Deep Sleep" card from your Deck to your hand, except "Deep Sleep - Shadow Creature". You can only use this effect of "Deep Sleep - Shadow Demon" once per turn.
- 900/1800
- Deep Sleep - Shadow Ghost
- Zombie-Type/DARK
- Level 3
- (1) When this card is Normal Summoned: You can discard 1 Level 3 or 6 "Deep Sleep" monster, then activate 1 of these effects, depending on the Level of the discarded monster;
- ● Level 3: Special Summon 1 Level 6 "Deep Sleep" monster from your hand.
- ● Level 6: Special Summon 1 Level 3 "Deep Sleep" monster from your hand.
- 1700/1400
- Deep Sleep - Nightmare Demon
- Fiend-Type/DARK
- Level 6
- (1) When this card is Tribute Summoned by Tributing a face-down or "Deep Sleep" monster: You can target 1 face-down monster your opponent controls; return that target to the hand. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Demon", add this additional effect.
- ● Also, you can change 1 face-down monster on the field to face-up Attack or Defense Position after that.
- 2400/2200
- Deep Sleep - Nightmare Creature
- Beast-Type/DARK
- Level 6
- (1) When this card is Tribute Summoned by Tributing a face-down or "Deep Sleep" monster: You can activate this effect; your opponent sends 1 of their face-down monsters to the Graveyard. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Creature", add this additional effect.
- ● Also, you can add 1 "Deep Sleep" card from your Deck or Graveyard to your hand after that, except "Deep Sleep - Nightmare Creature"
- 2300/2300
- Deep Sleep - Nightmare Ghost
- Zombie-Type/DARK
- Level 6
- (1) When this card is Tribute Summoned by Tributing a face-down or "Deep Sleep" monster: You can target 1 face-down monster your opponent controls; take control of that target. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Ghost", add this additional effect.
- ● Also, you can Special Summon 1 "Deep Sleep" monster from your hand, except "Deep Sleep - Nightmare Ghost".
- 2100/2500
- Deep Sleep - Shadow Nightmare
- Fiend-Type/DARK
- Level 8
- Cannot be Normal Summon/Set. Must be Special Summoned by Tributing 2 face-down monsters, and cannot be Special Summoned by other ways. If Summoned this way: You can target 1 face-up monster and 1 face-down monster on the field; destroy both those targets. (1)
- 3000/3000
- Spell/Trap Cards:
- Deep Sleep - Dream Abyss
- Field Spell Card
- Once per turn, if all monsters you control are in face-down Defense Position: You can target 1 face-down Defense Position monster you control; change it to face-up Attack or Defense Position. You can Tribute Summon 1 "Deep Sleep" monster in addition to your Normal Summon/Set by Tributing 1 face-down monster. (You can only gain this effect once per turn.)
- Deep Sleep - Goodnight Story
- Quick-Play Spell Card
- Target 1 "Deep Sleep" monster you control and 1 face-up monster your opponent controls; change both those targets to face-down Defense Position, and if you do, neither monster can change their battle position. During your turn, except during the turn this card is sent to your Graveyard: You can banish this card from your Graveyard, then target 1 face-down monster you control; change that target's battle position to face-up Attack or Defense Position.
- Deep Sleep - Night Terror
- Normal Trap Card
- If you control no face-up monsters and your opponent controls a face-up monster: Target 1 Level 3 and 1 Level 6 "Deep Sleep" monster in your Graveyard; Special Summon the first target in face-down Defense Position and banish the second target.
- Deep Sleep - Lucid Dreaming
- Normal Trap Card
- Reveal 1 "Deep Sleep" card in your hand, then target 1 face-down monster you control; change that target to face-up Attack or Defense Position, and if you do, it is unaffected by your opponent's card effects until the end of this turn.
- DARK LOTUS ARCHETYPE (14/14):
- Dark Lotus is an Archetype made for Project Evolution on DNF, but I thought that I would show it here as well. The Archetype is a Ritual Monster based one, that mainly focuses on increasing the Levels of the monsters for various effects, as well as making Ritual Summoning easier. They are themed as a religion or cult. They are Plant-Type/DARK with various Levels.
- Monsters:
- Heretic of the Dark Lotus
- Plant-Type/DARK
- Level 4
- Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). Once per turn, if this card's Level is 6 or higher: You can add 1 "Dark Lotus" Spell Card from your Deck to your hand. If this card is Tributed, either for a Tribute Summon or for the Ritual Summon of a "Dark Lotus" Ritual Monster: You can banish this card from your Graveyard, then target 1 other "Dark Lotus" monster in your Graveyard; add that target to your hand. You can only use this effect of "Heretic of the Dark Lotus" once per turn.
- 1700/500
- Oracle of the Dark Lotus
- Plant-Type/DARK
- Level 2
- If you control exactly 1 "Dark Lotus" monster and no other monsters, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Oracle of the Dark Lotus" this way once per turn. Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). Once per turn, if this card's Level is equal to the Level of another "Dark Lotus" monster you control, except "Oracle of the Dark Lotus": You can add 1 "Dark Lotus" Ritual Monster from your Deck to your hand.
- 200/1800
- Priest of the Dark Lotus
- Plant-Type/DARK
- Level 6
- If you control a "Dark Lotus" monster whose Level is higher than its original Level, you can Normal Summon this card in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.) Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). You can target 1 other "Dark Lotus" monster you control; its Level becomes equal to this card's original Level. You can only use this effect once while this card is face-up on the field.
- 2300/1600
- Prayer of the Dark Lotus
- Plant-Type/DARK
- Level 1
- Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). If this card's Level is 4 or higher, If you Ritual Summon a "Dark Lotus" Ritual Monster, this card can be used as an entire Tribute. If a "Dark Lotus" Ritual Monster(s) you control would be destroyed by your opponent's card effect, you can banish this card from your Graveyard instead.
- 0/0
- Theologian of the Dark Lotus
- Plant-Type/DARK
- Level 3
- When this card is Normal Summoned or Special Summoned: You can discard 1 card, then target 1 "Dark Lotus" Spell Card or "Dark Lotus" monster in your Graveyard whose Level is less than or equal to this card's Level; add that target to your hand. Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). If this card is Tributed, either for a Tribute Summon or for the Ritual Summon of a "Dark Lotus" Ritual Monster: You can Special Summon 1 "Dark Lotus" monster from your hand whose Level is less than or equal to this card's Level in your hand or field. You cannot Special Summon other monsters during the turn you activate this effect, except "Dark Lotus" monsters. You can only use each effect of "Theologian of the Dark Lotus" once per turn.
- 1500/1400
- Guru of the Dark Lotus
- Plant-Type/DARK
- Level 6
- You can Special Summon this card (from your hand) by discarding 1 "Dark Lotus" Spell Card. You can only Special Summon "Guru of the Dark Lotus" this way once per turn. Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). If this card's Level is 10 or higher: You can target 2 "Dark Lotus" Spell Cards in your Graveyard; place the first target on the top or bottom of your Deck, and if you do, add the second target to your hand. You can only use this effect of "Guru of the Dark Lotus" once while this card is face-up on the field.
- 1800/2400
- Ritual Monsters:
- Lord of the Dark Lotus
- Plant-Type/DARK
- Level 6
- You can Ritual Summon this card with any "Dark Lotus" Ritual Spell Card. When this card destroys an opponent's monster by battle: You can target 1 "Dark Lotus" monster in your Graveyard; Special Summon that target, and if you do, increase this card's Level by the original Level of that monster (max. 12). If this card's Level is 9 or higher: You can target up to 2 Spell/Trap Cards your opponent controls; destroy both those targets. You can only use each effect of "Lord of the Dark Lotus" once per turn.
- 2400/2000
- Master of the Dark Lotus
- Plant-Type/DARK
- Level 8
- You can Ritual Summon this card with any "Dark Lotus" Ritual Spell Card. When this card is Ritual Summoned: You can target Spell/Trap Cards your opponent controls up the number of "Dark Lotus" monsters Tributed for this card's Ritual Summon; destroy those targets, and if you do, increase this card's Level equal to the number of cards destroyed this way (max. 12). You can only use this effect of "Master of the Dark Lotus" once per turn. While you control another "Dark Lotus" monster whose Level is higher than its original Level, your opponent can only activate or Set 1 Spell/Trap Card per turn.
- 2600/2300
- Creator of the Dark Lotus
- Plant-Type/DARK
- Level 10
- You can Ritual Summon this card with any "Dark Lotus" Ritual Spell Card. At the start of your Battle Phase, if you control another "Dark Lotus" monster whose Level is equal or higher than this card's Level and your opponent controls no Spell/Trap Cards, this card can declare a second attack during each Battle Phase. If this card is targeted by an opponent's monster effect: You can send 1 other "Dark Lotus" monster from your hand or side of the field to the Graveyard whose Level in the hand or on the field is less than or equal to the Level of the opponent's monster; negate the activation, and if you do, destroy that card.
- 2800/2400
- Spell Cards:
- Ceremony of the Dark Lotus
- Ritual Spell Card
- This card is used to Ritual Summon any "Dark Lotus" Ritual Monster. You must also Tribute monsters from your hand or side of the field whose total Levels equal the Level of the monster you are Ritual Summoning or more. If the total Levels equal 12 or more: You can add this card from your Graveyard to your hand, but if you do, you cannot activate "Ceremony of the Dark Lotus" for the rest of the turn.
- Rites of the Dark Lotus
- Ritual Spell Card
- This card is used to Ritual Summon any number of "Dark Lotus" Ritual Monster. You must also Tribute exactly 1 "Dark Lotus" monster you control whose Level is double its original Level or higher for each Ritual Monster you Ritual Summon. You can only activate 1 "Rites of the Dark Lotus" per turn.
- Sacrifice of the Dark Lotus
- Ritual Spell Card
- This card is used to Ritual Summon any "Dark Lotus" Ritual Monster. You must also Tribute monsters from your hand or side of the field whose Level is equal to the monster you Ritual Summon or more. If 2 or more of the monsters Tributed for this Ritual Summon are "Dark Lotus" monsters whose Level is higher than its original Level: You can target 1 of those monsters in your Graveyard; add that target to your hand.
- Resurrection of the Dark Lotus
- Normal Spell Card
- Target 2 or 3 "Dark Lotus" monsters in your Graveyard whose combined Levels are less than or equal to the Levels of all "Dark Lotus" monsters you control; shuffle them into the Deck, then draw 1 card. You can only activate 1 "Resurrection of the Dark Lotus" per turn.
- Church of the Dark Lotus
- Field Spell Card
- Once per turn: You can Special Summon 1 "Dark Lotus Token" (Plant-Type/DARK/Level 2/ATK 500/DEF 1000). It cannot be Tributed, except for the Tribute or Ritual Summon of a "Dark Lotus" monster. While you control a "Dark Lotus Token" or "Dark Lotus" Ritual Monster, all "Dark Lotus" monsters you control whose Level is higher than its original Level gain ATK and DEF equal to the difference x 100.
- CREEPY CRAWLER ARCHETYPE (9/9):
- This is a Crystal Beast-like Archetype, aka, they put themselves in your Spell & Trap Card Zone. What's new about this is that you can also do it from your hand, though keep in mind, this is an activation, so cards like Dark Bribe can negate them. They're an Insect-Type/EARTH Level 4 Archetype. I love alliteration, so this was Archetype was fun to name.
- A new thing I'm doing is taking out the shared effects for cards and replacing them by numbers. This is due to the text being quite long, and since they're the same, there's really no reason to have them on all the cards. How that works is that the first card will have them, then the next will just have a number instead of the effect.
- Creepy Crawler Attacking Ant
- Insect-Type/EARTH
- Level 4
- (1) - You can activate this card from your hand as a Continuous Spell Card, but if you do, for the rest of the turn, you cannot activate "Creepy Crawler" monsters from your hand as Continuous Spell Cards. (2) - If this card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. If this card destroys an opponent's monster by battle: You can target 1 "Creepy Crawler" monster in your Graveyard; place that target in your Spell & Trap Card Zone as a Continuous Spell Card.
- 1700/1500
- Creepy Crawler Boosting Beetle
- Insect-Type/EARTH
- Level 4
- (1) (2) While this card is in your Spell & Trap Card Zone as a Continuous Spell Card, all "Creepy Crawler" monsters you control gain 300 ATK and DEF.
- 1500/1500
- Creepy Crawler Springing Spider
- Insect-Type/EARTH
- Level 4
- (1) (2) You can send this card treated as a Continuous Spell Card in your Spell & Trap Card Zone to the Graveyard; Special Summon 1 "Creepy Crawler" monster from your Spell & Trap Card Zone.
- 1800/1300
- Creepy Crawler Launching Larva
- Insect-Type/EARTH
- Level 4
- (1) (2) You can target 1 "Creepy Crawler" monster in your Spell & Trap Card Zone; send this card to the Graveyard, and if you do, Special Summon that target. You can only use this effect of "Creepy Crawler Launching Larva" once per turn.
- 1300/1800
- Creepy Crawler Covering Cockroach
- Insect-Type/EARTH
- Level 4
- (1) (2) While this card is in your Spell & Trap Card Zone as a Continuous Spell Card, each turn, first "Creepy Crawler" card you control cannot be destroyed by battle or card effects.
- 500/2000
- Creep Crawler Ferocious Flea
- Insect-Type/EARTH
- Rank 4
- 2 Insect-Type monsters
- (2) Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Creepy Crawler" monster in your Spell & Trap Card Zone; return that target to your hand, and if you do, destroy 1 Spell/Trap Card your opponent controls. If you control 2 or more "Creep Crawler" Continuous Spell Cards, this card cannot be targeted by your opponent's monster effects.
- 2300/2200
- Creepy Crawler Rock Remover
- Normal Spell Card
- Send 1 "Creepy Crawler" Continuous Spell Card from your Spell & Trap Card Zone to the Graveyard; draw 2 cards. You can only activate 1 "Creepy Crawler Rock Remover" per turn.
- Creepy Crawler Irritating Insects
- Normal Trap Card
- When a "Creepy Crawler" monster you control is destroyed your opponent's card (either by battle or by card effect): Special Summon 1 "Creepy Crawler" monster from your hand or Deck, but its effects cannot be activated.. You can only activate 1 "Creepy Crawler Irritating Insects" per turn.
- Creepy Crawler Crazy Critters
- Continuous Spell Card
- Once per turn, if you control no monsters: You can target 1 "Creepy Crawler" monster you control or that is treated as a Continuous Spell Card; destroy that target, and if you do, Special Summon 1 "Creepy Crawler" monster from your hand, but its effects are negated and it is banished during the end of this turn. You cannot Special Summon other monsters during the turn you activate this effect, except "Creepy Crawler" monsters.
- RETROSPECTER ARCHETYPE (9/9):
- This is something I had over on DNF that I am currently working on, thought I would bring it here as well.
- Retrospecter is a Zombie-Type/LIGHT Archetype that focuses on Synchro Summoning, and they can all Special Summon themselves from the Graveyard by discarding a Retrospecter monster. The name is a portmanteau of Retro and Specter, which is because the cards are based on old gaming consoles and other retro technology. The monsters are each based on the various generations of consoles.
- Retrospecter - Odysseys
- Zombie-Type/LIGHT
- Level 3
- You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. Once per turn, if this card was Special Summoned from your Graveyard by its own effect: You can target 1 "Retrospecter" card in your Graveyard; shuffle that target into your Deck, and if you do, add 1 "Retrospecter" card from your Deck to your hand with a different name than that target.
- 1100/1800
- Retrospecter - Visions
- Zombie-Type/LIGHT/Tuner
- Level 2
- You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. If this card is sent to the Graveyard for the Synchro Summon of a Zombie-Type Synchro Monster: You can shuffle this card from your Graveyard into your Deck, then target 1 Spell/Trap Card your opponent controls; destroy that target.
- 1000/500
- Retrospecter - Systems
- Zombie-Type/LIGHT
- Level 4
- You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. If this card is Special Summoned from the Graveyard by its own effect: You can target 1 "Retrospecter" monster you control, then activate 1 of these effects;
- ● Increase its Level by 1.
- ● Reduce its Level by 1.
- 1700/1200
- Retrospecter - Geneses
- Zombie-Type/LIGHT
- Level 5
- 1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters
- You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. Once per turn, when this card destroys an opponent's monster by battle: You can target 2 Zombie-Type monsters in your Graveyard; shuffle the first target into your Deck, and if you do, add the second target to your hand. If this card was Special Summoned from the Graveyard by its own effect, it is unaffected by the effects of your opponent's monsters whose ATK is higher than this card's original ATK.
- 2500/2000
- Retrospecter - Stations
- Zombie-Type/LIGHT/Tuner
- Level 4
- You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. Once per turn, If this card is Special Summoned from the Graveyard by its own effect, if a "Retrospecter" card(s) in your Graveyard is shuffled into your Deck: Draw 1 card.
- 1200/2000
- Retrospecter - Cubes
- Zombie-Type/LIGHT
- Level 2
- You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. If this card is Special Summoned from the Graveyard by its own effect: You can Special Summon 1 "Retrospecter" monster from your hand in Defense Position.
- 400/1000
- Retrospecter - Boxes
- Zombie-Type/LIGHT
- Level 6
- 1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters.
- You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. Once per turn, during either player's turn: You can target 1 "Retrospecter" monster in your Graveyard; shuffle that target into your Deck, and if you do, for the rest of the turn "Retrospecter" mosnters you control cannot be destroyed by card effects. If this card was Special Summoned from the Graveyard by its own effect, negate the effects of all monsters your opponent controls whose ATK is less than or equal to this card's original ATK.
- 2700/2100
- Retrospecter - 8-bit Blast
- Normal Trap Card
- When your opponent Normal Summons or Special Summons a monster(s) from their hand: Target 1 of those monsters; destroy that target. You must control a "Retrospecter" monster to activate and to resolve this effect.
- Retrospecter - 16-bit Boom
- Normal Trap Card
- When your opponent Special Summons a monster(s) from their Main or Extra Deck: Target 1 of those monsters; destroy that target. You must control a "Retrospecter" monster to activate and to resolve this effect.
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