Zaziuma

Zaziuma's Archetype Threads Part 3

Jan 18th, 2019
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  1. Part 3 of my archetypes. Part 1: https://pastebin.com/3tayz8mD Part 2: https://pastebin.com/zJxeYJan
  2.  
  3. I-DOL ARCHETYPE (12/12):
  4.  
  5. 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.
  6.  
  7. Main Deck Monsters:
  8.  
  9. I-Dol - Hathor
  10.  
  11. Fairy-Type/LIGHT/Tuner
  12. Level 2
  13. 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.
  14. 1200/1000
  15.  
  16. I-Dol - Shu
  17. Fairy-Type/WIND/Tuner
  18. Level 3
  19. 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.
  20. 900/1600
  21.  
  22. I-Dol - Seth
  23. Fairy-Type/EARTH
  24. Level 4
  25. 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.
  26. 1700/500
  27.  
  28. I-Dol - Tefnut
  29. Fairy-Type/WATER
  30. Level 4
  31. 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.
  32. 1800/100
  33.  
  34. I-Dol - Ra
  35. Fairy-Type/FIRE
  36. Level 5
  37. 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.
  38. 1900/2300
  39.  
  40. I-Dol - Geb
  41. Fairy-Type/EARTH
  42. Level 6
  43. 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.
  44. 2200/2100
  45.  
  46. Extra Deck Monsters:
  47.  
  48. I-Dol - Mafdet
  49. Fairy-Type/DARK/Xyz
  50. Rank 4
  51. 2 or more Level 4 monsters
  52. 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.
  53. 2200/1700
  54.  
  55. I-Dol - Sehkmet
  56. Fairy-Type/DARK/Synchro
  57. Level 7
  58. 1 Tuner + 1 or more non-Tuner "I-Dol" monsters
  59. 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.
  60. 2400/2000
  61.  
  62. I-Dol - Ptah
  63. Fairy-Type/LIGHT/Synchro
  64. Level 8
  65. 1 Tuner + 1 or more non-Tuner "I-Dol" monsters
  66. 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.
  67. 2600/1000
  68.  
  69. Spell/Trap Cards:
  70.  
  71. I-Dol - Divine Pyramid
  72. Field Spell Card
  73. 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.
  74.  
  75. I-Dol - Mighty Khopesh
  76. Equip Spell Card
  77. 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.
  78.  
  79. I-Dol - Hieroglyphic Altercations
  80. Continuous Trap Card
  81. 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.
  82.  
  83. REGALIAN ARCHETYPE (13/13):
  84.  
  85. 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.
  86.  
  87.  
  88.  
  89. Main Deck Monsters:
  90.  
  91.  
  92.  
  93. Regalian Ring of Power
  94. Spellcaster-Type/LIGHT/Tuner
  95. Level 1
  96. 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.
  97. 0/0
  98.  
  99. Regalian Tiara of Beauty
  100. Spellcaster-Type/LIGHT
  101. Level 2
  102. 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).
  103. 1000/1000
  104.  
  105. Regalian Jewel of Valor
  106. Spellcaster-Type/LIGHT
  107. Level 3
  108. 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.
  109. 1500/1000
  110.  
  111. Regalian Scepter of Might
  112. Spellcaster-Type/LIGHT
  113. Level 4
  114. 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.
  115. 1700/1000
  116.  
  117.  
  118.  
  119. Regalian Mace of Hope
  120.  
  121. Spellcaster-Type/LIGHT
  122. Level 5
  123.  
  124. 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.
  125.  
  126. 1900/1200
  127.  
  128.  
  129.  
  130. Regalian Sword of Strength
  131.  
  132. Spellcaster-Type/LIGHT
  133. Level 6
  134.  
  135. 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.
  136.  
  137. 2200/1800
  138.  
  139.  
  140.  
  141. Extra Deck Monsters:
  142.  
  143.  
  144. Regalian Crown of the Queen
  145. Spellcaster-Type/LIGHT/Synchro
  146. Level 5
  147. 1 Tuner + 1 or more non-Tuner monsters
  148. 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.
  149. 2000/0
  150.  
  151.  
  152.  
  153. Regalian Crown of the King
  154. Spellcaster-Type/LIGHT/Synchro
  155. Level 7
  156. 1 Tuner + 1 or more non-Tuner monsters
  157.  
  158. 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.
  159. 2500/2000
  160.  
  161. Spell/Trap Cards:
  162.  
  163. Regalian Dual Display
  164. Continuous Spell Card
  165. 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.
  166.  
  167. Regalian Mistreatment
  168. Quick-Play Spell Card
  169. 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.
  170.  
  171. Regalian Museum
  172. Field Spell Card
  173. 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.
  174.  
  175. Regalian Rule of the Sovereignty
  176. Normal Trap Card
  177. 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.
  178.  
  179. Regalian Golden Theft
  180. Normal Trap Card
  181. 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.
  182.  
  183. ELIMIN8TOR ARCHETYPE (12/12):
  184.  
  185. 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.
  186.  
  187. Monsters:
  188.  
  189. Elimin8tor - Torn Wolf
  190. Beast-Type/DARK
  191. Level 4
  192. 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.
  193. 1600/800
  194.  
  195. Elimin8tor - Killer Marksman
  196. Warrior-Type/DARK
  197. Level 4
  198. 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.
  199. 1800/900
  200.  
  201. Elimin8tor - Silent Serpent
  202. Reptile-Type/DARK
  203. Level 4
  204. 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.
  205. 1500/750
  206.  
  207. Elimin8tor - Trash Smasher
  208. Machine-Type/DARK
  209. Level 6
  210. 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.
  211. 2300/1150
  212.  
  213. Elimin8tor - Spirit Smoker
  214. Zombie-Type/DARK
  215. Level 6
  216. 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.
  217. 2200/1100
  218.  
  219. Elimin8tor - Mystery Demon
  220. Fiend-Type/DARK
  221. Level 7
  222. 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.
  223. 2600/1300
  224.  
  225. Elimin8tor - Giant Ogre
  226. Beast-Warrior-Type/DARK
  227. Level 7
  228. 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.
  229. 2500/1250
  230.  
  231. Elimin8tor - Hellish Hound
  232. Fiend-Type/DARK
  233. Level 9
  234. 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.
  235. 2700/1350
  236.  
  237. Spell/Trap Cards:
  238.  
  239. Elimin8tor - Dark Mist
  240. Quick-Play Spell Card
  241. 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.
  242.  
  243. Elimin8tor - Spike Pit
  244. Normal Trap Card
  245. 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.
  246.  
  247. Elimin8tor - Eradicating Fists
  248. Equip Spell Card
  249. 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.
  250.  
  251. Elimin8tor - Suspicious Entry
  252. Continuous Trap Card
  253. 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.
  254.  
  255. CALAMITY ARCHETYPE (10/10):
  256.  
  257. 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.
  258.  
  259. Monsters:
  260.  
  261. Calamity Chaos Observer
  262. Zombie-Type/DARK
  263. Level 4
  264. This card gains these effects, depending on the number of monsters you control that your opponent owns.
  265. ● 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.
  266. ● 1 or more: Switch this card's ATK and DEF.
  267. ● 2 or more: Once per turn: You can Special Summon 1 "Calamity" monster from your hand, except "Calamity Chaos Observer".
  268. 0/2100
  269.  
  270. Calamity Night Crawler
  271. Zombie-Type/DARK
  272. Level 4
  273. This card gains these effects, depending on the number of monsters you control that your opponent owns.
  274. ● 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.
  275. ● 1 or more: All "Calamity" monsters you control gain 300 ATK and DEF for each monster you control that your opponent owns.
  276. ● 2 or more: Once per turn: You can add 1 "Calamity" monster from your Deck to your hand, except "Calamity Night Crawler".
  277. 1700/1000
  278.  
  279. Calamity Dark Destroyer
  280. Zombie-Type/DARK
  281. Level 4
  282. This card gains these effects, depending on the number of monsters you control that your opponent owns.
  283. ● 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.
  284. ● 1 or more: When this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
  285. ● 2 or more: Once per turn: You can target 1 "Calamity" Spell/Trap Card in your Graveyard; add that target to your hand.
  286. 1900/0
  287.  
  288. Calamity Rotting Creeper
  289. Zombie-Type/DARK
  290. Level 4
  291. This card gains these effects, depending on the number of monsters you control that your opponent owns.
  292. ● 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.
  293. ● 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.
  294. ● 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.
  295. 1600/1500
  296.  
  297. Calamity Devastating Slugger
  298. Zombie-Type/DARK
  299. Level 4
  300. This card gains these effects, depending on the number of monsters you control that your opponent owns.
  301. ● 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.
  302. ● 1 or more: The activation and effects of "Calmity" Spell/Trap Card cannot be negated.
  303. ● 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.
  304. 1800/1200
  305.  
  306. Calamity Rising Slaughterer
  307. Zombie-Type/DARK/
  308. Level 4
  309. This card gains these effects, depending on the number of monsters you control that your opponent owns.
  310. ● 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.
  311. ● 1 or more: When you Normal or Special Summon a "Calamity" monster(s), your opponent cannot activate cards or effects.
  312. ● 2 or more: Once per turn: You can draw 1 card.
  313. 1300/1600
  314.  
  315. Spell/Trap Cards:
  316.  
  317. Calamity, Disorder, Oblivion
  318. Normal Spell Card
  319. 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.
  320.  
  321. Feast, Resurrection, Calamity
  322. Normal Spell Card
  323. 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.
  324.  
  325. Ascension, Calamity, Perish
  326. Normal Trap Card
  327. 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.
  328.  
  329. Retaliation, Calamity, Betrayal
  330. Quick-Play Spell Card
  331. 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.
  332.  
  333. DEEP JUNGLE ARCHETYPE (11/11):
  334.  
  335. 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.
  336.  
  337.  
  338.  
  339. Main Deck Monsters:
  340.  
  341.  
  342.  
  343. Deep Jungle Chameleon
  344. Reptile-Type/EARTH
  345. Level 2
  346. 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.
  347. 200/1600
  348.  
  349. Deep Jungle Python
  350. Reptile-Type/EARTH
  351. Level 3
  352. 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.
  353. 1300/300
  354.  
  355. Deep Jungle Jaguar
  356. Beast-Type/EARTH
  357. Level 4
  358. 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.
  359. 1800/1000
  360.  
  361. Deep Jungle Tiger
  362. Beast-Type/EARTH
  363. Level 5
  364. 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.
  365. 2000/1100
  366.  
  367. Deep Jungle Orangutan
  368. Beast-Type/EARTH
  369. Level 6
  370. 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.
  371. 2300/2100
  372.  
  373. Deep Jungle Gorilla
  374. Beast-Type/EARTH
  375. Level 7
  376. 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.
  377. 2500/2500
  378.  
  379. Extra Deck Monster:
  380.  
  381. Deep Jungle Lion
  382. Beast-Type/EARTH/Fusion
  383. Level 8
  384. 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.
  385. 2600/2400
  386.  
  387. Spell/Trap Cards:
  388.  
  389. Deep Jungle Landscape
  390. Field Spell Card
  391. 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.
  392.  
  393. Deep Jungle Darkness
  394. Quick-Play Spell Card
  395. 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.
  396.  
  397. Deep Jungle Attack
  398. Quick-Play Spell card
  399. 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.
  400.  
  401. Deep Jungle Pray
  402. Normal Trap Card
  403. 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.
  404.  
  405. HAZMATE ARCHETYPE (12/12):
  406.  
  407. 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).
  408.  
  409.  
  410.  
  411. Main Deck Monsters:
  412.  
  413.  
  414. Hazmate Wildstriker
  415. Aqua-Type/WIND
  416. Level 2
  417. 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.
  418. 100/100
  419.  
  420. Hazmate Assaulter
  421. Aqua-Type/WIND
  422. Level 2
  423. 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.
  424. ● When this card is Xyz Summoned: You can target 1 face-up monster your opponent controls; place 1 Hazardous Counter on that target.
  425. 200/200
  426.  
  427. Hazmate Warfighter
  428. Aqua-Type/WIND
  429. Level 2
  430. 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.
  431. 300/300
  432.  
  433. Hazmate Barrager
  434. Aqua-Type/WIND
  435. Level 2
  436. 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.
  437. ● This card gains 500 ATK and DEF.
  438. 400/400
  439.  
  440. Hazmate Slasher
  441. Aqua-Type/WIND
  442. Level 2
  443. 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.
  444. 500/500
  445.  
  446. Extra Deck Monsters:
  447.  
  448. Hazmate Smasher
  449. Aqua-Type/WIND/Xyz
  450. Rank 2
  451. 2 Level 2 "Hazmate" monsters
  452. 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.
  453. 1500/1500
  454.  
  455. Hazmate Berserker
  456. Aqua-Type/WIND/Xyz
  457. Rank 3
  458. 3 Level 4 WIND monsters
  459. 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".
  460. 2000/2000
  461.  
  462. Spell/Trap Cards:
  463.  
  464. Hazardous Mutation
  465. Normal Spell Card
  466. 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.
  467.  
  468. Hazardous Area
  469. Quick-Play Spell Card
  470. 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.
  471.  
  472. Hazardous Fighting Grounds
  473. Field Spell Card
  474. 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.
  475.  
  476. Hazardous Waste Spill
  477. Normal Trap Card
  478. 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.
  479.  
  480. Hazardous Toxins
  481. Counter Trap Card
  482. 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.
  483.  
  484. THOUGHT RULER - FORMING AN ARCHETYPE #24 (10/10):
  485.  
  486. 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.
  487.  
  488. Original Card:
  489. http://img2.wikia.nocookie.net/__cb20141028214736/yugioh/images/thumb/3/33/ThoughtRulerArchfiend-LC5D-EN-ScR-1E.png/300px-ThoughtRulerArchfiend-LC5D-EN-ScR-1E.png
  490. 1 Tuner + 1 or more non-Tuner monsters
  491. 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.
  492.  
  493. New Cards:
  494.  
  495. Main Deck Monsters:
  496.  
  497. Thought Ruler Perception
  498. Psychic-Type/LIGHT/Tuner
  499. Level 3
  500. 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.
  501. 100/1800
  502.  
  503. Thought Ruler Intellect
  504. Psychic-Type/DARK
  505. Level 3
  506. 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.
  507. 1500/1500
  508.  
  509. Thought Ruler Mind
  510. Psychic-Type/LIGHT/Tuner
  511. Level 4
  512. 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.
  513. 1400/0
  514.  
  515. Thought Ruler Thinker
  516. Psychic-Type/DARK
  517. Level 4
  518. 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.
  519. 1700/1200
  520.  
  521. Thought Ruler Decider
  522. Psychic-Type/DARK
  523. Level 5
  524. 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.
  525. 1900/2100
  526.  
  527. Extra Deck Monsters:
  528.  
  529. Thought Ruler Lost Memory
  530. Psychic-Type/DARK/Synchro
  531. Level 7
  532. 1 Psychic-Type Tuner or LIGHT Tuner + 1 or more non-Tuner Psychic-Type monsters and/or DARK monsters
  533. 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.
  534. 2600/2400
  535.  
  536. Thought Ruler Found Memory
  537. Psychic-Type/LIGHT/Fusion
  538. Level 11
  539. 3 Psychic-Type monsters with different names
  540. 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.
  541. 2800/2800
  542.  
  543. Spell Cards:
  544.  
  545. Thought Ruler - Mind Switch
  546. Continuous Spell Card
  547. 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.
  548.  
  549. Thought Ruler - Mind Meld
  550. Continuous Spell Card
  551. 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.
  552.  
  553. Thought Ruler - Mind Control
  554. Continuous Spell Card
  555. 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.
  556.  
  557. MECHANISM ARCHETYPE (15/15):
  558.  
  559. 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.
  560.  
  561.  
  562.  
  563. Main Deck Monsters:
  564.  
  565.  
  566.  
  567. Mechanism Magnet Minus
  568. Machine-Type/EARTH/Union/Tuner
  569. Level 3
  570. 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.)
  571. 1200/1500
  572.  
  573. Mechanism Magnet Plus
  574. Machine-Type/EARTH/Union/Tuner
  575. Level 3
  576. 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.)
  577. 1500/1200
  578.  
  579. Mechanism Attach Warrior
  580. Machine-Type/EARTH/Union
  581. Level 4
  582. 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.)
  583. 1800/1300
  584.  
  585. Mechanism Attach Defender
  586. Machine-Type/EARTH/Union
  587. Level 4
  588. 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.)
  589. 1300/1800
  590.  
  591.  
  592. Mechanism Construction Builder
  593. Machine-Type/EARTH/Union
  594. Level 4
  595. 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.)
  596. 1600/1600
  597.  
  598. Mechanism Part Replacer
  599. Machine-Type/EARTH/Union
  600. Level 4
  601. 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.)
  602. 1600/1600
  603.  
  604. Mechanism Protective Coating
  605. Machine-Type/EARTH/Union
  606. Level 4
  607. 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.)
  608.  
  609. 1600/1600
  610.  
  611.  
  612.  
  613. Extra Deck Monsters:
  614.  
  615.  
  616. Mechanism Mark 1
  617. Machine-Type/EARTH/Synchro/Union
  618. Level 7
  619. 1 Tuner monster + 1 or more non-Tuner Union monsters
  620. 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.)
  621. 2500/2000
  622.  
  623. Mechanism Mark 2
  624. Machine-Type/EARTH/Synchro/Union
  625. Level 7
  626. 1 Tuner + 1 or more non-Tuner Union monsters
  627. 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.)
  628. 2700/1500
  629.  
  630. Mechanism Mark 3
  631. Machine-Type/EARTH/Xyz/Union
  632. Rank 4
  633. 2 or more Level 4 Union monsters
  634. 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.)
  635.  
  636. 2400/2000
  637.  
  638.  
  639.  
  640. Spell/Trap Cards:
  641.  
  642.  
  643. Mechanism Recycling Plan
  644. Normal Spell Card
  645. 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.
  646.  
  647.  
  648. Mechanism Construction
  649. Quick-Play Spell Card
  650. 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.
  651.  
  652. Mechanism Bolt Barrage
  653. Quick-Play Spell Card
  654. 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.
  655.  
  656. Mechanism New Features
  657. Normal Trap Card
  658. 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.
  659.  
  660. Mechanism System Breaker
  661. Counter Trap Card
  662. 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.
  663.  
  664. DWARF ARCHETYPE (13/13):
  665.  
  666. 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.
  667.  
  668.  
  669.  
  670. Main Deck Monsters:
  671.  
  672.  
  673.  
  674. Dwarf Miner
  675. Warrior-Type/EARTH/Tuner
  676. Level 2
  677. 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.
  678. 600/1000
  679.  
  680. Dwarf Builder
  681. Warrior-Type/EARTH
  682. Level 3
  683. 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.
  684. 1300/1000
  685.  
  686. Dwarf Knight
  687. Warrior-Type/EARTH
  688. Level 3
  689. 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;
  690. ● Special Summon 1 "Dwarf" monster from your hand or Graveyard.
  691. ● All "Dwarf" monsters you control gain 1000 ATK until the end of the turn.
  692. 1500/1000
  693.  
  694. Dwarf Farmer
  695. Warrior-Type/EARTH
  696. Level 3
  697. 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.
  698. 1100/1000
  699.  
  700. Dwarf Hunter
  701. Warrior-Type/EARTH
  702. Level 3
  703. 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.
  704. 1400/1000
  705.  
  706.  
  707.  
  708. Extra Deck Monsters:
  709.  
  710.  
  711. Dwarf Priest
  712. Warrior-Type/EARTH/Synchro
  713. Level 5
  714. 1 Tuner + 1 or more non-Tuner "Dwarf" monsters
  715. 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.
  716. 2300/1000
  717.  
  718.  
  719.  
  720. Dwarf Outcast
  721.  
  722. Warrior-Type/EARTH/Xyz
  723.  
  724. Rank 3
  725.  
  726. 2 Level 3 "Dwarf" monsters
  727.  
  728. 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.
  729.  
  730. 2000/1000
  731.  
  732.  
  733.  
  734. Spell/Trap Cards:
  735.  
  736.  
  737. Dwarf Mine
  738. Continuous Spell Card
  739. 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.
  740.  
  741. Dwarf House
  742. Continuous Spell Card
  743. 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.
  744.  
  745. Dwarf Castle
  746. Continuous Spell Card
  747. "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.
  748.  
  749. Dwarf Barn
  750. Continuous Trap Card
  751. 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.
  752.  
  753. Dwarf Hut
  754. Continuous Trap Card
  755. 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.
  756.  
  757. Dwarf Church
  758. Field Spell Card
  759. 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.
  760.  
  761. POP-UP ARCHETYPE (11/11):
  762.  
  763. 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.
  764.  
  765. Monsters:
  766.  
  767. Pop-Up-Hero
  768. Warrior-Type/EARTH
  769. Level 4
  770. 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.
  771. 1800/0
  772.  
  773. Pop-Up-Wizard
  774. Spellcaster-Type/DARK
  775. Level 4
  776. 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.
  777. 1600/0
  778.  
  779. Pop-Up-Princess
  780. Spellcaster-Type/LIGHT
  781. Level 4
  782. 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.
  783. 1500/0
  784.  
  785. Pop-Up-Wolf
  786. Beast-Type/DARK
  787. Level 6
  788. 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.
  789. 2200/0
  790.  
  791. Pop-Up-Dragon
  792. Dragon-Type/FIRE
  793. Level 6
  794. 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.
  795. 2400/0
  796.  
  797. Pop-Up-Giant
  798. Rock-Type/EARTH
  799. Level 8
  800. 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.
  801. 2600/0
  802.  
  803. Pop-Up-Devil
  804. Fiend-Type/DARK
  805. Level 10
  806. 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.
  807. 2700/0
  808.  
  809. Spell/Trap Cards:
  810.  
  811. Pop-Up-Book
  812. Quick-Play Spell Card
  813. 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.
  814.  
  815. Pop-Up-Castle
  816. Field Spell Card
  817. 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.
  818.  
  819. Pop-Up-Satchel
  820. Normal Trap Card
  821. 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.
  822.  
  823. Pop-Up-Forest
  824. Continuous Trap Card
  825. 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".
  826.  
  827. POKERCHIP ARCHETYPE (13/13):
  828.  
  829. 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.
  830.  
  831.  
  832.  
  833. Main Deck Monsters:
  834.  
  835.  
  836.  
  837. Pokerchip Raiser
  838. Machine-Type/DARK
  839. Level 4
  840. 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.
  841. 1700/100
  842.  
  843. Pokerchip Cutter
  844. Machine-Type/DARK
  845. Level 4
  846. 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.
  847. 1500/1200
  848.  
  849. Pokerchip Dealer
  850. Machine-Type/DARK
  851. Level 4
  852. 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.
  853. 500/1700
  854.  
  855. Pokerchip Caller
  856. Machine-Type/DARK
  857. Level 4
  858. 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
  859. 1600/1600
  860.  
  861. Pokerchip Limper
  862. Machine-Type/DARK
  863. Level 4
  864. 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
  865. 0/2000
  866.  
  867.  
  868.  
  869. Pokerchip Folder
  870.  
  871. Machine-Type/DARK
  872. Level 4
  873.  
  874. 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.
  875.  
  876. 1800/700
  877.  
  878.  
  879.  
  880. Extra Deck Monsters:
  881.  
  882.  
  883. Pokerchip Rocker
  884. Machine-Type/DARK/Xyz
  885. Rank 4
  886. 2 Level 4 "Pokerchip" monsters
  887. 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.
  888. 2300/2100
  889.  
  890.  
  891.  
  892. Pokerchip Shark
  893.  
  894. Machine-Type/DARK/Xyz
  895.  
  896. Rank 5
  897.  
  898. 3 Level 5 DARK monsters
  899.  
  900. 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.
  901. 2600/2500
  902.  
  903. Spell/Trap Cards:
  904.  
  905. Pokerchip Dead Draw
  906. Normal Spell Card
  907. 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.
  908.  
  909. Pokerchip Royal Flush
  910. Normal Spell Card
  911. Place 1 Pokerchip Counter on each face-up "Pokerchip" card you control.
  912.  
  913. Pokerchip Jackpot
  914. Continuous Spell Card
  915. 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.
  916.  
  917. Pokerchip Check Out
  918. Normal Trap Card
  919. 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.
  920.  
  921. Pokerchip Insurance
  922. Normal Trap Card
  923. 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.
  924.  
  925. DRAGONSWORDS ARCHETYPE #23 (12/12):
  926.  
  927. 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.
  928.  
  929. Original Card:
  930.  
  931. http://duellinks.gamea.co/file/imgbank/umi92hxs/l37oeruu/081ea208be93ceaef451daaa79471bb6471bf232_600.jpg
  932. 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.
  933.  
  934. New Cards:
  935.  
  936. Main Deck Monsters:
  937.  
  938. Master of the Freezing Dragonswords
  939. Warrior-Type/WATER
  940. Level 4
  941. 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.
  942. 1500/1500
  943.  
  944. Master of the Shattering Dragonswords
  945.  
  946. Warrior-Type/EARTH
  947.  
  948. Level 4
  949.  
  950. 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.
  951.  
  952. 1700/1400
  953.  
  954.  
  955.  
  956. Master of the Storming Dragonswords
  957.  
  958. Warrior-Type/WIND
  959.  
  960. Level 4
  961.  
  962. 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.
  963.  
  964. 1600/1300
  965.  
  966.  
  967.  
  968. Master of the Brightening Dragonswords
  969.  
  970. Warrior-Type/LIGHT
  971.  
  972. Level 4
  973.  
  974. 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.
  975.  
  976. 1900/0
  977.  
  978.  
  979.  
  980. Master of the Darkening Dragonswords
  981.  
  982. Warrior-Type/DARK
  983.  
  984. Level 4
  985.  
  986. 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.
  987.  
  988. 1400/1800
  989.  
  990.  
  991.  
  992. Extra Deck Monsters:
  993.  
  994. Legendary Dragonswords Master of Nature
  995. Dragon-Type/EARTH/Xyz
  996. Rank 4
  997. 2 Level 4 monsters
  998. 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.
  999. 2100/1700
  1000.  
  1001. Legendary Dragonswords Master of Elements
  1002. Dragon-Type/WATER/Xyz
  1003. Rank 5
  1004. 2 Level 5 monsters
  1005. 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.
  1006. 2400/2100
  1007.  
  1008. Legendary Dragonswords Master of Chaos
  1009. Dragon-Type/DARK/Xyz
  1010. Rank 6
  1011. 2 Level 6 "Dragonswords" monsters
  1012. 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.
  1013. 2500/2300
  1014.  
  1015. Spell/Trap Cards:
  1016.  
  1017. Dance of the Dragonswords
  1018. Continuous Spell Card
  1019. 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.
  1020.  
  1021. Collection of Dragonswords
  1022. Normal Spell Card
  1023. 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.
  1024.  
  1025. The Legendary Dragonswords
  1026. Equip Spell Card
  1027. 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.
  1028.  
  1029. Counter of the Dragonswords
  1030. Counter Trap Card
  1031. 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.
  1032.  
  1033. SUPERNATURAL ARCHETYPE (13/13):
  1034.  
  1035. Supernatural is an Archetype of Pendulum Monsters with various Types, Attributes and Levels. They focus on Fusion Summoning and also have Fusion Pendulum Monsters!
  1036.  
  1037.  
  1038.  
  1039. 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.
  1040.  
  1041.  
  1042.  
  1043. 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.
  1044.  
  1045.  
  1046.  
  1047. Main Deck Monsters:
  1048.  
  1049.  
  1050.  
  1051. Demon, the Supernatural Beast
  1052. Fiend-Type/DARK/Pendulum
  1053. Level 4
  1054. Scale 3
  1055. Pendulum Effect:
  1056. 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.
  1057.  
  1058. Monster Effect:
  1059. 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.
  1060. ● 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.
  1061. ● 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.
  1062. 1600/1500
  1063.  
  1064. Dragon, the Supernatural Beast
  1065. Dragon-Type/FIRE/Pendulum
  1066. Level 7
  1067. Scale 9
  1068. Pendulum Effect:
  1069. 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.
  1070.  
  1071. Monster Effect:
  1072. 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.
  1073. ● 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".
  1074. ● 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.
  1075. 2300/2500
  1076.  
  1077. Banshee, the Supernatural Beast
  1078. Zombie-Type/DARK/Pendulum
  1079. Level 5
  1080. Scale 3
  1081. Pendulum Effect:
  1082. 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.
  1083.  
  1084. Monster Effect:
  1085. 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.
  1086. ● 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.
  1087. ● 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.
  1088. 1000/2300
  1089.  
  1090. Kraken, the Supernatural Beast
  1091. Sea Serpent-Type/WATER/Pendulum
  1092. Level 5
  1093. Scale 9
  1094. Pendulum Effect:
  1095. 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.
  1096.  
  1097. Monster Effect:
  1098. 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.
  1099. ● When this card is Pendulum Summoned from your hand: You can target 1 "Supernatural" card in your Pendulum Zone; Special Summon that target.
  1100. ● 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.
  1101. 1800/2000
  1102.  
  1103.  
  1104. Werewolf, the Supernatural Beast
  1105. Beast-Warrior-Type/DARK/Pendulum
  1106. Level 6
  1107. Scale 3
  1108. Pendulum Effect:
  1109. 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.
  1110.  
  1111. Monster Effect:
  1112. 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.
  1113. ● 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.
  1114. ● 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.
  1115. 2200/1500
  1116.  
  1117. Zombie, the Supernatural Beast
  1118. Zombie-Type/DARK/Pendulum
  1119. Level 4
  1120. Scale 9
  1121. Pendulum Effect:
  1122. Pendulum Effect:
  1123. 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.
  1124.  
  1125. Monster Effect:
  1126. 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.
  1127. ● 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.
  1128. ● 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.
  1129.  
  1130. 1700/200
  1131.  
  1132.  
  1133.  
  1134. Fusion Monsters:
  1135.  
  1136.  
  1137.  
  1138. Chimera, the Supernatural Beast
  1139. Beast-Type/EARTH/Fusion/Pendulum
  1140. Level 8
  1141. Scale 3
  1142. Pendulum Effect:
  1143. 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.
  1144.  
  1145. Monster Effect:
  1146. 2 "Supernatural" monsters
  1147. 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.
  1148. 2600/2100
  1149.  
  1150. Bigfoot, the Supernatural Beast
  1151. Beast-Type/EARTH/Fusion/Pendulum
  1152. Level 6
  1153. Scale 9
  1154. Pendulum Effect:
  1155. 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.
  1156.  
  1157. Monster Effect:
  1158. 2 "Supernatural" monsters
  1159. 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.
  1160. 2400/2400
  1161.  
  1162.  
  1163. Wendigo, the Supernatural Beast
  1164. Fiend-Type/DARK/Fusion/Pendulum
  1165. Level 7
  1166. Scale 3
  1167. Pendulum Effect:
  1168. 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.
  1169.  
  1170. Monster Effect:
  1171. 2 "Supernatural" monsters
  1172. 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.
  1173. 2500/2300
  1174.  
  1175. Cyclops, the Supernatural Beast
  1176. Beast-Warrior-Type/EARTH/Fusion/Pendulum
  1177.  
  1178. Level 7
  1179.  
  1180. Scale 9
  1181.  
  1182. Pendulum Effect:
  1183. 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.
  1184.  
  1185. Monster Effect:
  1186. 2 "Supernatural" monsters
  1187.  
  1188. 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.
  1189. 2000/3000
  1190.  
  1191. Spell/Trap Cards:
  1192.  
  1193. Supernatural Fusion
  1194. Normal Spell Card
  1195. 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.
  1196.  
  1197. Supernatural Transformation
  1198. Normal Spell Card
  1199. 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.
  1200.  
  1201. Supernatural World
  1202. Field Spell Card
  1203. 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.
  1204.  
  1205. Supernatural Selection
  1206. Normal Trap Card
  1207. 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.
  1208.  
  1209. DECAY DRAGON ARCHETYPE (13/13):
  1210.  
  1211. 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.
  1212.  
  1213. Main Deck Monsters:
  1214.  
  1215. Decay Dragon - Albarith
  1216. Dragon-Type/DARK
  1217. Level 6
  1218. 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.
  1219. 1900/1900
  1220.  
  1221. Decay Dragon - Delora
  1222. Dragon-Type/DARK
  1223. Level 6
  1224. 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.
  1225. 2300/700
  1226.  
  1227. Decay Dragon - Kassural
  1228. Dragon-Type/DARK
  1229. Level 6
  1230. 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.
  1231. 1800/2100
  1232.  
  1233. Decay Dragon - Olldran
  1234. Dragon-Type/DARK
  1235. Level 6
  1236. 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.
  1237. 2400/0
  1238.  
  1239.  
  1240. Decay Dragon - Talgul
  1241. Dragon-Type/DARK
  1242. Level 6
  1243. 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.
  1244. 2200/1400
  1245.  
  1246.  
  1247.  
  1248. Decay Dragon - Bestora
  1249.  
  1250. Dragon-Type/DARK
  1251.  
  1252. Level 6
  1253.  
  1254. 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.
  1255.  
  1256. 1600/1700
  1257.  
  1258.  
  1259.  
  1260. Decay Dragon - Kandulin
  1261. Dragon-Type/DARK
  1262. Level 6
  1263. 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.
  1264. 1500/2500
  1265.  
  1266. Extra Deck Monsters:
  1267.  
  1268. Decay Dragon - Bludblir
  1269. Dragon-Type/DARK/Xyz
  1270. Rank 6
  1271. 2 Level 6 Zombie-Type monsters
  1272. 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.
  1273. 2600/2300
  1274.  
  1275. Decay Dragon - Salmian
  1276. Dragon-Type/DARK/Xyz
  1277. Rank 6
  1278. 2 Level 6 Zombie-Type monsters
  1279. 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.
  1280. 2500/2400
  1281.  
  1282. Spell/Trap Cards:
  1283.  
  1284. Mountain of Decay
  1285. Field Spell Card
  1286. 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.
  1287.  
  1288. Building Decay
  1289. Normal Spell Card
  1290. 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.
  1291.  
  1292. Decay Burning
  1293. Quick-Play Spell Card
  1294. 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.
  1295.  
  1296. Decay Rising
  1297. Continuous Trap Card
  1298. 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.
  1299.  
  1300. LEVIAFISH ARCHETYPE (12/12):
  1301.  
  1302. 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.
  1303.  
  1304.  
  1305.  
  1306. Monsters:
  1307.  
  1308.  
  1309.  
  1310. Leviafish Assassin
  1311.  
  1312. Fish-Type/WATER
  1313. Level 3
  1314.  
  1315. 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.
  1316.  
  1317. 1300/400
  1318.  
  1319.  
  1320.  
  1321. Leviafish Patroller
  1322. Fish-Type/WATER
  1323. Level 4
  1324. 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".
  1325. 1600/1400
  1326.  
  1327. Leviafish Raider
  1328. Fish-Type/WATER
  1329. Level 4
  1330. 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.
  1331. 1800/0
  1332.  
  1333. Leviafish Wrecker
  1334. Fish-Type/WATER
  1335. Level 5
  1336. 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.
  1337. 2200/1500
  1338.  
  1339. Leviafish Avenger
  1340. Fish-Type/WATER
  1341. Level 5
  1342. 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.
  1343. 2300/600
  1344.  
  1345.  
  1346.  
  1347. Leviafish Swimmer
  1348.  
  1349. Fish-Type/WATER
  1350.  
  1351. Level 6
  1352. 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.
  1353.  
  1354. 2400/0
  1355.  
  1356.  
  1357.  
  1358. Leviafish Retriever
  1359.  
  1360. Fish-Type/WATER
  1361. Level 7
  1362.  
  1363. 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.
  1364.  
  1365. 2600/2400
  1366.  
  1367.  
  1368. Leviafish Veteran
  1369. Fish-Type/WATER
  1370. Level 8
  1371. 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.
  1372. 2700/2100
  1373.  
  1374. Spell/Trap Cards:
  1375.  
  1376. Leviafish Sneaking Slash
  1377. Continuous Spell Card
  1378. 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.
  1379.  
  1380. Leviafish Armor
  1381. Equip Spell Card
  1382. 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.
  1383.  
  1384. Leviafish Harsh Ocean
  1385. Field Spell Card
  1386. 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.
  1387.  
  1388. Leviafish Berserk
  1389. Continuous Trap Card
  1390. 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".
  1391.  
  1392. GLOWING SKIES ARCHETYPE (13/13):
  1393.  
  1394. 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.
  1395.  
  1396. Main Deck Monsters:
  1397.  
  1398. Janai of the Glowing Skies
  1399. Thunder-Type/LIGHT
  1400. Level 4
  1401. 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.
  1402. 700/1900
  1403.  
  1404. Galmin of the Glowing Skies
  1405. Thunder-Type/LIGHT
  1406. Level 4
  1407. 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.
  1408. 1500/1500
  1409.  
  1410. Kara of the Glowing Skies
  1411. Thunder-Type/LIGHT
  1412. Level 4
  1413. 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.
  1414. 1600/1200
  1415.  
  1416. Aldis of the Glowing Skies
  1417. Thunder-Type/LIGHT
  1418. Level 4
  1419. 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.
  1420. 1700/300
  1421.  
  1422. Harun of the Glowing Skies
  1423. Thunder-Type/LIGHT
  1424. Level 4
  1425. 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.
  1426. 1800/0
  1427.  
  1428. Hasus of the Glowing Skies
  1429. Thunder-Type/LIGHT/Tuner
  1430. Level 4
  1431. 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.
  1432. 1300/1600
  1433.  
  1434. Kudo of the Glowing Skies
  1435. Thunder-Type/LIGHT/Tuner
  1436. Level 3
  1437. 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.
  1438. 1400/1200
  1439.  
  1440. Extra Deck Monsters:
  1441.  
  1442. Railin of the Glowing Skies
  1443. Thunder-Type/LIGHT/Synchro
  1444. Level 7
  1445. 1 LIGHT Tuner + 1 or more non-Tuner monsters
  1446. 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.
  1447. 2400/2200
  1448.  
  1449. Cintra of the Glowing Skies
  1450. Thunder-Type/LIGHT/Synchro
  1451. Level 8
  1452. 1 LIGHT Tuner + 1 or more non-Tuner monsters
  1453. 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.
  1454. ● 3 or more: If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
  1455. ● 5 or more: This card is unaffected by your opponent's card effects that do not target it.
  1456. ● 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).
  1457. 2600/2300
  1458.  
  1459. Spell/Trap Cards:
  1460.  
  1461. Opening in the Glowing Skies
  1462. Normal Spell Card
  1463. 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.
  1464.  
  1465. Hole in the Glowing Skies
  1466. Normal Spell Card
  1467. 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.
  1468.  
  1469. Clouds of the Glowing Skies
  1470. Field Spell Card
  1471. "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.
  1472.  
  1473. Smoke of the Glowing Skies
  1474. Continuous Trap Card
  1475. 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.
  1476.  
  1477. CLOCKWORK ARCHETYPE (10/10):
  1478.  
  1479. 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.
  1480.  
  1481.  
  1482.  
  1483. Main Deck Monsters:
  1484.  
  1485.  
  1486.  
  1487. Clockwork Gear
  1488. Machine-Type/EARTH/Pendulum
  1489. Level 4
  1490. Scale 2
  1491. Pendulum Effect:
  1492. 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.
  1493.  
  1494. Monster Effect:
  1495. 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.
  1496. 1700/1200
  1497.  
  1498. Clockwork Dial
  1499. Machine-Type/EARTH/Pendulum
  1500. Level 4
  1501. Scale 5
  1502. Pendulum Effect:
  1503. 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.
  1504.  
  1505. Monster Effect:
  1506. 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.
  1507. 1600/1600
  1508.  
  1509. Clockwork Spring
  1510. Machine-Type/EARTH/Pendulum
  1511. Level 3
  1512. Scale 2
  1513. Pendulum Effect:
  1514. 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.
  1515.  
  1516. Monster Effect:
  1517. 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.
  1518. 1400/1200
  1519.  
  1520. Clockwork Repeater
  1521. Machine-Type/EARTH/Pendulum
  1522. Level 3
  1523. Scale 5
  1524. Pendulum Effect:
  1525. 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.
  1526.  
  1527. Monster Effect:
  1528. 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.
  1529. 1500/1100
  1530.  
  1531.  
  1532.  
  1533. Extra Deck Monsters:
  1534.  
  1535.  
  1536. Clockwork Pendulum
  1537. Machine-Type/EARTH/Pendulum/Xyz
  1538. Rank 4
  1539. Scale 2
  1540. Pendulum Effect:
  1541. 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.
  1542.  
  1543. Monster Effect:
  1544. 2 Level 4 "Clockwork" monsters
  1545. 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.
  1546. 2500/1900
  1547.  
  1548.  
  1549. Clockwork Oscillator
  1550. Machine-Type/EARTH/Pendulum/Xyz
  1551. Rank 3
  1552. Scale 5
  1553. Pendulum Effect:
  1554. 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.
  1555.  
  1556. Monster Effect:
  1557. 2 Level 3 "Clockwork" monsters
  1558. 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.
  1559. 2000/1600
  1560.  
  1561. Spell/Trap Cards:
  1562.  
  1563. Clockwork Timescale
  1564. Quick-Play Spell Card
  1565. 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.
  1566.  
  1567. Clockwork Timespace
  1568. Field Spell Card
  1569. 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.
  1570.  
  1571. Clockwork Timeout
  1572. Normal Trap Card
  1573. 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.
  1574.  
  1575. Clockwork Timesaver
  1576. Counter Trap Card
  1577. 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.
  1578.  
  1579. GAMBLERUPTION ARCHETYPE (10/10):
  1580.  
  1581. 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.
  1582.  
  1583.  
  1584.  
  1585.  
  1586.  
  1587. Main Deck Monsters:
  1588.  
  1589.  
  1590.  
  1591. Gambleruption Pit Boss
  1592. Pyro-Type/FIRE
  1593. Level 4
  1594. 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.
  1595. 1600/1500
  1596.  
  1597. Gambleruption Floorman
  1598. Pyro-Type/FIRE
  1599. Level 4
  1600. 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.
  1601. 1800/1000
  1602.  
  1603. Gambleruption Bookie
  1604. Pyro-Type/FIRE
  1605. Level 4
  1606. 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.
  1607. 1400/1700
  1608.  
  1609. Gambleruption Low Roller
  1610. Pyro-Type/FIRE/Tuner
  1611. Level 1
  1612. 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.
  1613. 500/0
  1614.  
  1615. Gambleruption Croupier
  1616. Pyro-Type/FIRE/Tuner
  1617. Level 1
  1618. 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.
  1619. 1000/500
  1620.  
  1621.  
  1622. Extra Deck Monsters:
  1623.  
  1624.  
  1625. Gambleruption Shuffler
  1626. Pyro-Type/FIRE/Synchro
  1627. Level 5
  1628. 1 "Gambleruption" Tuner + 1 or more non-Tuner Pyro-Type monsters
  1629. 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.
  1630. 2400/2000
  1631.  
  1632. Gambleruption High Roller
  1633. Pyro-Type/FIRE/Xyz
  1634. Level 4
  1635. 2 or more Level 4 Pyro-Type monsters
  1636. 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.
  1637. 2100/1500
  1638.  
  1639. Spell/Trap Cards:
  1640.  
  1641. Volcano Casino
  1642. Field Spell Card
  1643. (This card is always treated as a "Gambleruption" card.)
  1644. 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.
  1645.  
  1646. Risk Versus Reward
  1647. Normal Spell Card
  1648. (This card is always treated as a "Gambleruption" card.)
  1649. 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.
  1650.  
  1651. The House Always Wins
  1652. Normal Trap Card
  1653. (This card is always treated as a "Gambleruption" card.)
  1654. 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.
  1655.  
  1656. TRANSLUCENT DRAGON ARCHETYPE (14/14):
  1657.  
  1658. 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.
  1659.  
  1660. Main Deck Monsters:
  1661.  
  1662. Baldarr, the Translucent Dragon
  1663. Wyrm-Type/LIGHT
  1664. Level 3
  1665. 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.
  1666. 1000/1500
  1667.  
  1668.  
  1669. Rollam, the Translucent Dragon
  1670.  
  1671. Wyrm-Type/LIGHT
  1672.  
  1673. Level 3
  1674.  
  1675. 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.
  1676.  
  1677. 1500/1000
  1678.  
  1679.  
  1680.  
  1681. Kalwin, the Translucent Dragon
  1682.  
  1683. Wyrm-Type/LIGHT
  1684. Level 4
  1685.  
  1686. 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.
  1687.  
  1688. 1400/1800
  1689.  
  1690.  
  1691.  
  1692. Bingol, the Translucent Dragon
  1693.  
  1694. Wyrm-Type/LIGHT
  1695. Level 4
  1696.  
  1697. 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.
  1698.  
  1699. 1800/1400
  1700.  
  1701.  
  1702.  
  1703. Hamus, the Translucent Dragon
  1704.  
  1705. Wyrm-Type/LIGHT
  1706. Level 5
  1707.  
  1708. 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.
  1709.  
  1710. 2000/2200
  1711.  
  1712.  
  1713.  
  1714. Ilrad, the Translucent Dragon
  1715.  
  1716. Wyrm-Type/LIGHT
  1717. Level 5
  1718.  
  1719. 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.
  1720.  
  1721. 2200/2000
  1722.  
  1723.  
  1724.  
  1725. Extra Deck Monsters:
  1726.  
  1727.  
  1728.  
  1729. Lorem, the Translucent Dragon
  1730.  
  1731. Wyrm-Type/LIGHT
  1732. Rank 3
  1733.  
  1734. 2 Level 3 Wyrm-Type monsters
  1735.  
  1736. 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.
  1737.  
  1738. 2000/0
  1739.  
  1740.  
  1741.  
  1742. Almiran, the Translucent Dragon
  1743.  
  1744. Wyrm-Type/LIGHT
  1745.  
  1746. Rank 4
  1747.  
  1748. 2 Level 4 Wyrm-Type monsters
  1749.  
  1750. 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.
  1751.  
  1752. 2400/1500
  1753.  
  1754.  
  1755.  
  1756. Drafnor, the Translucent Dragon
  1757.  
  1758. Wyrm-Type/LIGHT
  1759. Rank 5
  1760. 2 Level 5 Wyrm-Type monsters
  1761. 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.
  1762. 2600/2000
  1763.  
  1764. Spell/Trap Cards:
  1765.  
  1766. Light Scattering Surface
  1767. Field Spell Card
  1768. 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.
  1769.  
  1770. Camouflage
  1771. Quick-Play Spell Card
  1772. 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.
  1773.  
  1774. Frosted Glass
  1775. Normal Trap Card
  1776. 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.
  1777.  
  1778. Turbidity
  1779. Normal Trap Card
  1780. 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.
  1781.  
  1782. CRIPTIC ARCHETYPE (15/15):
  1783.  
  1784. 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.
  1785.  
  1786.  
  1787.  
  1788. Main Deck Monsters:
  1789.  
  1790.  
  1791.  
  1792. Criptic Rebusius
  1793. Psychic-Type/EARTH
  1794. Level 4
  1795. 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".
  1796. 1800/1400
  1797.  
  1798. Criptic Tangrammo
  1799. Psychic-Type/FIRE
  1800. Level 5
  1801. 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.
  1802. 2200/1600
  1803.  
  1804. Criptic Mazekka
  1805. Psychic-Type/DARK
  1806. Level 3
  1807. 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.
  1808. 600/1800
  1809.  
  1810.  
  1811.  
  1812. Criptic Jigsawzu
  1813. Psychic-Type/WATER
  1814. Level 4
  1815. 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.
  1816. 1500/1500
  1817.  
  1818. Criptic Sokobanner
  1819. Psychic-Type/WIND
  1820. Level 4
  1821. 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.
  1822. 1900/0
  1823.  
  1824. Criptic Nurikabela
  1825. Psychic-Type/LIGHT
  1826. Level 2
  1827. 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.
  1828. 1000/1000
  1829.  
  1830.  
  1831.  
  1832. Fusion Monsters:
  1833.  
  1834.  
  1835. Criptic Sodokura
  1836. Psychic-Type/EARTH/Fusion
  1837. Level 8
  1838. 2 "Criptic" monsters with different Attributes
  1839. 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.
  1840. 2600/2500
  1841.  
  1842. Criptic Rubikzar
  1843. Psychic-Type/FIRE/Fusion
  1844. Level 8
  1845. 2 "Criptic" monsters with different Attributes
  1846. 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.
  1847. 2600/2200
  1848.  
  1849. Criptic Pentominora
  1850. Psychic-Type/DARK/Fusion
  1851. Level 8
  1852. 2 "Criptic" monsters with different Attributes
  1853. 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.
  1854. 2600/2400
  1855.  
  1856.  
  1857.  
  1858. Criptic Kakurola
  1859. Psychic-Type/WATER/Fusion
  1860. Level 8
  1861. 2 "Criptic" monsters with different Attributes
  1862. 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.
  1863. 2600/2100
  1864.  
  1865. Criptic Anagramma
  1866. Psychic-Type/WIND/Fusion
  1867. Level 8
  1868. 2 "Criptic" monsters with different Attributes
  1869. 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.
  1870. 2600/2300
  1871.  
  1872. Criptic Yajilinju
  1873. Psychic-Type/LIGHT/Fusion
  1874. Level 8
  1875. 2 "Criptic" monsters with different Attributes
  1876. 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.
  1877. 2600/2000
  1878.  
  1879. Spell/Trap Cards:
  1880.  
  1881. The Criptic Puzzle: Easy
  1882. Continuous Spell Card
  1883. 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.
  1884.  
  1885. The Criptic Puzzle: Medium
  1886. Continuous Spell Card
  1887. 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.
  1888.  
  1889. The Criptic Puzzle: Hard
  1890. Continuous Trap Card
  1891. 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.
  1892.  
  1893. ENOCHIAN ARCHETYPE (15/15):
  1894.  
  1895. Enochian is an Archetype that focuses on Ritual Summons and sending cards from the top of your opponent's Deck to the Graveyard.
  1896.  
  1897. 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.
  1898.  
  1899. 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.
  1900.  
  1901. 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.
  1902.  
  1903. Non-Ritual Monsters:
  1904.  
  1905. Drux, the Enochian Magician
  1906. Spellcaster-Type/WIND
  1907. Level 4
  1908. 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.
  1909. 1000/1900
  1910.  
  1911. Don, the Enochian Magician
  1912. Spellcaster-Type/FIRE
  1913. Level 4
  1914. 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.
  1915. 1700/800
  1916.  
  1917. Ged, the Enochian Magician
  1918. Spellcaster-Type/WATER
  1919. Level 5
  1920. 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.
  1921. 1900/1300
  1922.  
  1923. Ur, the Enochian Magician
  1924. Spellcaster-Type/EARTH
  1925. Level 6
  1926. 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.
  1927. 2000/1100
  1928.  
  1929. Ritual Monsters:
  1930.  
  1931. Mals, the Enochian Angel
  1932. Fairy-Type/LIGHT/Ritual
  1933. Level 4
  1934. 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.
  1935. 2100/2100
  1936.  
  1937. Gisg, the Enochian Angel
  1938. Fairy-Type/LIGHT/Ritual
  1939. Level 5
  1940. 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.
  1941. 2300/2300
  1942.  
  1943. Ceph, the Enochian Angel
  1944. Fairy-Type/LIGHT/Ritual
  1945. Level 6
  1946. 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.
  1947. 2500/2500
  1948.  
  1949. Graph, the Enochian Deity
  1950. Fairy-Type/LIGHT/Ritual
  1951. Level 10
  1952. 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.
  1953. 3000/3000
  1954.  
  1955. Ritual Spell Cards:
  1956.  
  1957. Enochian Angelic Communication
  1958. Ritual Spell Card
  1959. 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.
  1960.  
  1961. Enochian Book of Loagaeth
  1962. Ritual Spell Card
  1963. 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.
  1964.  
  1965. Enochian Seal of Aemaeth
  1966. Ritual Spell Card
  1967. 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"
  1968.  
  1969. Non-Ritual Spell Cards:
  1970.  
  1971. Enochian Cipher
  1972. Normal Spell Card
  1973. 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.
  1974.  
  1975. Enochian Talisman of the Planets
  1976. Equip Spell Card
  1977. 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.
  1978.  
  1979. Enochian Holy Table
  1980. Field Spell Card
  1981. 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.
  1982.  
  1983. PURGATILE ARCHETYPE (13/13):
  1984.  
  1985. 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.
  1986.  
  1987.  
  1988.  
  1989. Main Deck Monsters:
  1990.  
  1991.  
  1992.  
  1993. Purgatile Cyclura
  1994. Reptile-Type/FIRE
  1995. Level 11
  1996. 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.
  1997. 2600/1600
  1998.  
  1999. Purgatile Phrynosoma
  2000. Reptile-Type/FIRE
  2001. Level 11
  2002. 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.
  2003. 2900/1600
  2004.  
  2005. Purgatile Pogona
  2006. Reptile-Type/FIRE
  2007. Level 11
  2008. 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.
  2009. 2500/1600
  2010.  
  2011. Purgatile Horridus
  2012. Reptile-Type/FIRE
  2013. Level 11
  2014. 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.
  2015. 2800/1600
  2016.  
  2017. Purgatile Nigrolutea
  2018. Reptile-Type/FIRE
  2019. Level 11
  2020. 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.
  2021. 2700/1600
  2022.  
  2023. Purgatile Sauromalus
  2024. Reptile-Type/FIRE
  2025. Level 11
  2026. 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.
  2027. 2400/1600
  2028.  
  2029.  
  2030.  
  2031. Extra Deck Monsters:
  2032.  
  2033.  
  2034. Purgatile Indicus
  2035. Reptile-Type/FIRE
  2036. Rank 11
  2037. 2 or more Level 11 FIRE monsters
  2038. 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".
  2039. 3500/3000
  2040.  
  2041. Purgatile Salvator
  2042. Reptile-Type/FIRE
  2043. Rank 12
  2044. 3 or more Level 12 FIRE monsters
  2045. 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.
  2046. ● 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.
  2047. 4000/3000
  2048.  
  2049. Spell/Trap Cards:
  2050.  
  2051. Purgatile Soul Upgrade
  2052. Normal Spell Card
  2053. 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.
  2054.  
  2055. Purgatile Soul Scouring
  2056. Quick-Play Spell Card
  2057. 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.
  2058.  
  2059. Purgatile Soul Devourer
  2060. Continuous Spell Card
  2061. 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.
  2062.  
  2063. Purgatile Soul Lace
  2064. Continuous Trap Card
  2065. 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.
  2066.  
  2067. Purgatile Soul Stronghold
  2068. Field Spell Card
  2069. "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.
  2070.  
  2071. STEREO-BOT ARCHETYPE (14/14):
  2072.  
  2073. 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!
  2074.  
  2075. Main Deck Monsters:
  2076.  
  2077. http://i.imgur.com/LMQaCYm.png
  2078. 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.
  2079.  
  2080. http://i.imgur.com/EuBOD6N.png
  2081. 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.
  2082.  
  2083. http://i.imgur.com/Tz2M2E7.png
  2084. 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.
  2085.  
  2086. http://i.imgur.com/oyrO2b2.png
  2087. 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.
  2088.  
  2089. http://i.imgur.com/wbNO14t.png
  2090. 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.
  2091.  
  2092. http://i.imgur.com/yBavjSe.png
  2093. 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.
  2094.  
  2095. http://i.imgur.com/7sf6zv1.png
  2096. 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.
  2097.  
  2098. Extra Deck Monsters:
  2099.  
  2100. http://i.imgur.com/E5r2xuQ.png
  2101. 2 or more (max. 5) Level 3 "Stereo-BOT" monsters
  2102. 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.
  2103.  
  2104. http://i.imgur.com/a7Ab2Hc.png
  2105. 2 or more (max. 5) Level 4 "Stereo-BOT" monsters
  2106. 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.
  2107.  
  2108. http://i.imgur.com/eB3zBRg.png
  2109. 2 or more Level 5 "Stereo-BOT" monsters
  2110. 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.
  2111.  
  2112. Spell/Trap Cards:
  2113.  
  2114. http://i.imgur.com/k11MWtN.png
  2115. 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.
  2116.  
  2117. http://i.imgur.com/0cDltnt.png
  2118. 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).
  2119.  
  2120. http://i.imgur.com/NznbcKF.png
  2121. 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.
  2122.  
  2123. http://i.imgur.com/3B4dFus.png
  2124. 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.
  2125.  
  2126. WINTERLAND ARCHETYPE (11/11):
  2127.  
  2128. 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.
  2129.  
  2130.  
  2131.  
  2132. Main Deck Monsters:
  2133.  
  2134.  
  2135.  
  2136. Yeti, Abomination of Winterland
  2137.  
  2138. Beast-Type/WATER
  2139.  
  2140. Level 4
  2141.  
  2142. 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.
  2143.  
  2144. 1600/500
  2145.  
  2146.  
  2147.  
  2148. Akhlut, Hunter of Winterland
  2149.  
  2150. Beast-Type/WATER
  2151.  
  2152. Level 4
  2153.  
  2154. 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.
  2155.  
  2156. 1800/500
  2157.  
  2158.  
  2159.  
  2160. Jotunn, Brute of Winterland
  2161.  
  2162. Beast-Type/WATER
  2163.  
  2164. Level 4
  2165.  
  2166. 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.
  2167.  
  2168. 1900/500
  2169.  
  2170.  
  2171.  
  2172. Tizheruk, Grabber of Winterland
  2173.  
  2174. Beast-Type/WATER
  2175.  
  2176. Level 4
  2177.  
  2178. 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.
  2179.  
  2180. 1700/500
  2181.  
  2182.  
  2183.  
  2184. Extra Deck Monsters:
  2185.  
  2186.  
  2187.  
  2188. Ijiraq, Shapeshifter of Winterland
  2189.  
  2190. Beast-Type/WATER
  2191.  
  2192. Rank 4
  2193.  
  2194. 2 Level 4 "Winterland" monsters
  2195.  
  2196. 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.
  2197.  
  2198. 2400/500
  2199.  
  2200.  
  2201.  
  2202. Ymir, Decimator of Winterland
  2203.  
  2204. Beast-Type/WATER
  2205.  
  2206. Rank 4
  2207.  
  2208. 3 Level 4 monsters
  2209.  
  2210. 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.
  2211.  
  2212. 2700/500
  2213.  
  2214.  
  2215.  
  2216. Spell/Trap Cards:
  2217.  
  2218. Winterland
  2219. Field Spell Card
  2220. 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.
  2221.  
  2222. Snowfort of Winterland
  2223. Continuous Spell Card
  2224. 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".
  2225.  
  2226. Snowfall of Winterland
  2227. Continuous Trap Card
  2228. 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.
  2229.  
  2230. Snowstorm of Winterland
  2231. Quick-Play Spell Card
  2232. 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.
  2233.  
  2234. Snowballs of Winterland
  2235. Quick-Play Spell Card
  2236. 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.
  2237.  
  2238. PRIMAL PREDATOR ARCHETYPE (15/15):
  2239.  
  2240. 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.
  2241.  
  2242. Main Deck Monsters:
  2243.  
  2244. Primal Predator - Troodon
  2245. Dinosaur-Type/EARTH/Tuner
  2246. Level 3
  2247. 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.
  2248. 1300/1200
  2249.  
  2250.  
  2251. Primal Predator - Kritosaurus
  2252. Dinosaur-Type/EARTH/Tuner
  2253. Level 3
  2254. 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.
  2255. 1500/900
  2256.  
  2257.  
  2258.  
  2259. Primal Predator - Labocania
  2260. Dinosaur-Type/EARTH
  2261. Level 3
  2262. 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.
  2263. 1600/1000
  2264.  
  2265.  
  2266.  
  2267. Primal Predator - Hadrosaurus
  2268. Dinosaur-Type/EARTH
  2269. Level 3
  2270. 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.
  2271. 1400/1600
  2272.  
  2273.  
  2274. Primal Predator - Ozraptor
  2275. Dinosaur-Type/EARTH
  2276. Level 3
  2277. 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.
  2278. 1600/500
  2279.  
  2280. Primal Predator - Brachiosaurus
  2281. Dinosaur-Type/EARTH
  2282. Level 3
  2283. 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.
  2284. 0/2000
  2285.  
  2286. Primal Predator - Duriatitan
  2287. Dinosaur-Type/EARTH
  2288. Level 3
  2289. 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.
  2290. 1700/100
  2291.  
  2292. Extra Deck Monsters:
  2293.  
  2294. Primal Predator - Vulcanodon
  2295. Dinosaur-Type/FIRE/Synchro
  2296. Level 6
  2297. 1 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
  2298. 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".
  2299. 2600/2100
  2300.  
  2301. Primal Predator - Sarcosaurus
  2302. Dinosaur-Type/FIRE/Synchro
  2303. Level 6
  2304. 1 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
  2305. 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".
  2306. 2400/2400
  2307.  
  2308. Primal Predator - Cetiosaurus
  2309. Dinosaur-Type/FIRE
  2310. Level 6
  2311. 1 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
  2312. 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".
  2313. 2500/1700
  2314.  
  2315. Spell/Trap Cards:
  2316.  
  2317. Primal Predator - Scavenging Herd
  2318. Normal Trap Card
  2319. 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"
  2320.  
  2321. Primal Predator - Scurried Herd
  2322. Quick-Play Spell Card
  2323. 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.
  2324.  
  2325. Primal Predator - Reunited Herd
  2326. Normal Spell Card
  2327. 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.
  2328.  
  2329. Primal Predator - Aggressive Herd
  2330. Continuous Spell Card
  2331. 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.
  2332.  
  2333. Primal Predator - Ultimate Herd
  2334. Continuous Spell Card
  2335. 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".
  2336.  
  2337. INDIGO ARCHETYPE (10/10):
  2338.  
  2339. 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.
  2340.  
  2341.  
  2342.  
  2343. 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.
  2344.  
  2345.  
  2346.  
  2347. Monsters:
  2348.  
  2349.  
  2350.  
  2351. Indigo Hidden Shadow
  2352.  
  2353. Psychic-Type/DARK/FLIP
  2354.  
  2355. Level 1
  2356.  
  2357. 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.
  2358.  
  2359. 200/1200
  2360.  
  2361.  
  2362.  
  2363. Indigo Darkness Fear
  2364.  
  2365. Psychic-Type/DARK/FLIP
  2366. Level 4
  2367.  
  2368. 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.
  2369.  
  2370. 1300/1800
  2371.  
  2372.  
  2373.  
  2374. Indigo Crazy Slasher
  2375.  
  2376. Psychic-Type/DARK/FLIP
  2377.  
  2378. Level 4
  2379.  
  2380. 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.
  2381.  
  2382. 1700/1500
  2383.  
  2384.  
  2385.  
  2386. Indigo Mind Creeper
  2387.  
  2388. Psychic-Type/DARK/FLIP
  2389. Level 6
  2390.  
  2391. 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.
  2392.  
  2393. 2300/5600
  2394.  
  2395.  
  2396.  
  2397. Indigo Scare Inducer
  2398.  
  2399. Psychic-Type/DARK/FLIP
  2400.  
  2401. Level 8
  2402.  
  2403. 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.
  2404.  
  2405. 2400/2700
  2406.  
  2407.  
  2408.  
  2409. Indigo Heart Attacker
  2410.  
  2411. Psychic-Type/DARK/FLIP
  2412.  
  2413. Level 8
  2414. 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.
  2415. 2700/2400
  2416.  
  2417. Spell/Trap Cards:
  2418.  
  2419. Indigo Home
  2420. Fiend Spell Card
  2421. 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.
  2422.  
  2423. Indigo Away
  2424. Quick-Play Spell Card
  2425. 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.
  2426.  
  2427. Indigo On
  2428. Continuous Trap Card
  2429. 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.
  2430.  
  2431. Indigo Now
  2432. Normal Trap Card
  2433. 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.
  2434.  
  2435. DARK HALO ARCHETYPE (6/6):
  2436.  
  2437. 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.
  2438.  
  2439. Monsters:
  2440. http://i.imgur.com/mgCSX2U.png
  2441.  
  2442. Pendulum Effect:
  2443. 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.
  2444.  
  2445. Monster Effect:
  2446. 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
  2447.  
  2448. http://i.imgur.com/GexYBs4.png
  2449.  
  2450. Pendulum Effect:
  2451. 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.
  2452.  
  2453. Monster Effect:
  2454. 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.
  2455.  
  2456. http://i.imgur.com/DpEVsGe.png
  2457.  
  2458. 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.
  2459.  
  2460. http://i.imgur.com/vGbSYlA.png
  2461. 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.
  2462.  
  2463. http://i.imgur.com/pMicJ5x.png
  2464. Pendulum Effect:
  2465. 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.
  2466.  
  2467. Monster Effect:
  2468. 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".
  2469.  
  2470. http://i.imgur.com/Ac29BWv.png
  2471. Pendulum Effect
  2472. 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.
  2473.  
  2474. Monster Effect:
  2475. 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.
  2476.  
  2477. TASK FORCE ARCHETYPE (13/13):
  2478.  
  2479. 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.
  2480.  
  2481. Task Force:
  2482.  
  2483. Task Force - Officer
  2484. Warrior-Type/EARTH
  2485. Level 4
  2486. 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.
  2487. 1600/1300
  2488.  
  2489. Task Force - Doctor
  2490. Spellcaster-Type/EARTH
  2491. Level 4
  2492. 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.
  2493. 1400/1600
  2494.  
  2495. Task Force - Firefighter
  2496. Warrior-Type/EARTH
  2497. Level 4
  2498. 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.
  2499. 1700/1000
  2500.  
  2501. Task Force - Soldier
  2502. Warrior-Type/EARTH
  2503. Level 4
  2504. 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.
  2505. 1800/1200
  2506.  
  2507. Task Force Vehicle:
  2508.  
  2509. Task Force Vehicle - Motorcycle
  2510. Machine-Type/EARTH
  2511. Level 6
  2512. 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.
  2513. 500/500
  2514.  
  2515. Task Force Vehicle - Patrol Car
  2516. Machine-Type/LIGHT
  2517. Level 7
  2518. 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.
  2519. 600/200
  2520.  
  2521. Task Force Vehicle - Ambulance
  2522. Machine-Type/LIGHT
  2523. Level 8
  2524. 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.
  2525. 2000/1000
  2526.  
  2527. Task Force Vehicle - Fire Truck
  2528. Machine-Type/WATER
  2529. Level 9
  2530. 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.
  2531. 0/1000
  2532.  
  2533. Task Force Vehicle - Tank
  2534. Machine-Type/EARTH
  2535. Level 10
  2536. 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.
  2537. 800/0
  2538.  
  2539. Task Force Building:
  2540.  
  2541. Task Force Building - Police Station
  2542. Field Spell Card
  2543. 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".
  2544.  
  2545. Task Force Building - Hospital
  2546. Field Spell Card
  2547. "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".
  2548.  
  2549. Task Force Building - Fire Department
  2550. Field Spell Card
  2551. 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".
  2552.  
  2553. Task Force Building - Military Base
  2554. Field Spell Card
  2555. "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".
  2556.  
  2557. DEATH MARK ARCHETYPE (10/10):
  2558.  
  2559. 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.
  2560.  
  2561.  
  2562.  
  2563. 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.
  2564.  
  2565.  
  2566.  
  2567. Main Deck Monsters:
  2568.  
  2569.  
  2570.  
  2571. Death Mark Peacoxx
  2572.  
  2573. Winged Beast-Type/DARK
  2574.  
  2575. Level 4
  2576.  
  2577. 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.
  2578.  
  2579. 1500/1700
  2580.  
  2581.  
  2582.  
  2583. Death Mark Vulturr
  2584.  
  2585. Winged Beast-Type/DARK
  2586. Level 4
  2587.  
  2588. 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.
  2589.  
  2590. 1200/2000
  2591.  
  2592.  
  2593.  
  2594. Death Mark Croww
  2595.  
  2596. Winged Beast-Type/DARK
  2597. Level 4
  2598.  
  2599. 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.
  2600.  
  2601. 1300/1900
  2602.  
  2603.  
  2604.  
  2605. Death Mark Owll
  2606.  
  2607. Winged Beast-Type/DARK
  2608.  
  2609. Level 5
  2610.  
  2611. 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.
  2612.  
  2613. 1700/2400
  2614.  
  2615.  
  2616.  
  2617. Death Mark Hawkk
  2618.  
  2619. Winged Beast-Type/DARK
  2620.  
  2621. Level 5
  2622.  
  2623. 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.
  2624.  
  2625. ● 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.
  2626.  
  2627. 2000/2200
  2628.  
  2629.  
  2630.  
  2631. Extra Deck Monsters:
  2632.  
  2633.  
  2634.  
  2635. Death Mark Albatrozz
  2636.  
  2637. Winged Beast-Type/DARK
  2638.  
  2639. Rank 5
  2640.  
  2641. 2 or more Level 5 DARK monsters
  2642.  
  2643. 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.
  2644. 2600/2400
  2645.  
  2646. Trap Cards:
  2647.  
  2648. Death Mark From Above
  2649. Normal Trap Card
  2650. 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.
  2651.  
  2652. Death Mark Deep Dive
  2653. Normal Trap Card
  2654. 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.
  2655.  
  2656. Death Mark Mysterious Eggs
  2657. Normal Trap Card
  2658. 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.
  2659.  
  2660. Death Mark - The Mark
  2661. Normal Trap Card
  2662. 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.
  2663.  
  2664. STEADFAST ARCHETYPE (11/11):
  2665.  
  2666. 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.
  2667.  
  2668. 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.
  2669.  
  2670.  
  2671.  
  2672. Main Deck Monsters:
  2673.  
  2674.  
  2675.  
  2676. The Steadfast Moai
  2677.  
  2678. Rock-Type/EARTH
  2679.  
  2680. Level 3
  2681.  
  2682. 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.
  2683.  
  2684. 1200/1700
  2685.  
  2686. The Steadfast Thrower
  2687.  
  2688. Rock-Type/EARTH
  2689.  
  2690. Level 4
  2691.  
  2692. 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.
  2693.  
  2694. 1600/1500
  2695.  
  2696. The Steadfast Redeemer
  2697.  
  2698. Rock-Type/EARTH
  2699.  
  2700. Level 3
  2701.  
  2702. 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.
  2703.  
  2704. 1300/1500
  2705.  
  2706. The Steadfast Lion
  2707.  
  2708. Rock-Type/EARTH
  2709.  
  2710. Level 4
  2711.  
  2712. 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.
  2713.  
  2714. 1800/0
  2715.  
  2716. The Steadfast Thinker
  2717.  
  2718. Rock-Type/EARTH
  2719.  
  2720. Level 3
  2721.  
  2722. 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.
  2723. 900/1800
  2724.  
  2725. Extra Deck Monsters:
  2726.  
  2727. The Steadfast Liberty
  2728. Rock-Type/EARTH
  2729. Rank 3
  2730. 2 Level 3 Rock-Type monsters
  2731. 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.
  2732. 2100/1500
  2733.  
  2734. The Steadfast Presidents
  2735. Rock-Type/EARTH
  2736. Rank 4
  2737. 2 Level 4 Rock-Type monsters
  2738. 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.
  2739. 2600/1550
  2740.  
  2741. Spell/Trap Cards:
  2742.  
  2743. Steadfast Rock and Roll
  2744. Quick-Play Spell Card
  2745. 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.
  2746.  
  2747. Between a Steadfast Rock and a Hard Place
  2748. Quick-Play Spell Card
  2749. 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.
  2750.  
  2751. Set In Steadfast and Stone
  2752. Normal Trap Card
  2753. 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".
  2754.  
  2755. Don't Throw Steadfast Stones in a Glass House
  2756. Counter Trap Card
  2757. 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.
  2758.  
  2759. DEFENSE CORPS ARCHETYPE (12/12):
  2760.  
  2761. 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".
  2762.  
  2763.  
  2764.  
  2765. Monsters:
  2766.  
  2767.  
  2768. Marquess of the Defense Corps
  2769. Level 4
  2770. Warrior-Type/EARTH
  2771. 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.
  2772. 1800/1200
  2773.  
  2774. Nobleman of the Defense Corps
  2775. Level 4
  2776. Warrior-Type/EARTH
  2777. 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.
  2778. 1600/1400
  2779.  
  2780. Duke of the Defense Corps
  2781. Warrior-Type/EARTH
  2782. Level 3
  2783. 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.
  2784. 700/1800
  2785.  
  2786. Baron of the Defense Corps
  2787. Warrior-Type/EARTH
  2788. Level 6
  2789. 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.
  2790. 2000/2200
  2791.  
  2792. Earl of the Defense Corps
  2793. Warrior-Type/EARTH
  2794. Level 6
  2795. 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.
  2796. 1900/2300
  2797.  
  2798. Esquire of the Defense Corps
  2799. Warrior-Type/EARTH
  2800. Level 8
  2801. 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.
  2802. 2300/2500
  2803.  
  2804.  
  2805.  
  2806. Count of the Defense Corps
  2807. Warrior-Type/EARTH
  2808. Level 10
  2809. 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.
  2810. 2700/2900
  2811.  
  2812.  
  2813.  
  2814. Spell/Trap Cards:
  2815.  
  2816.  
  2817. Meeting of the Defense Corps
  2818. Normal Trap Card
  2819. 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.
  2820.  
  2821.  
  2822.  
  2823. Retreat of the Defense Corps
  2824.  
  2825. Counter Trap Card
  2826.  
  2827. 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.
  2828.  
  2829. Schedule Swift of the Defense Corps
  2830. Quick-Play Spell Card
  2831. 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.
  2832.  
  2833.  
  2834.  
  2835. Gathering of the Defense Corps
  2836. Continuous Trap Card
  2837. 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".
  2838.  
  2839.  
  2840. Strategy of the Defense Corps
  2841. Continuous Trap Card
  2842. 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:
  2843. ● 1 or more: All "Defense Corps" monsters gain 500 DEF.
  2844. ● 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.
  2845. ● 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.
  2846.  
  2847. KAMITAN ARCHETYPE (13/13):
  2848.  
  2849. 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.
  2850.  
  2851. Monsters:
  2852.  
  2853. Raijin-no-Kamitan
  2854. Fairy-Type/LIGHT
  2855. Level 9
  2856. 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.
  2857. 2700/2000
  2858.  
  2859. Suijin-no-Kamitan
  2860. Fairy-Type/WATER
  2861. Level 9
  2862. 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.
  2863. 2500/2000
  2864.  
  2865. Susanoo-no-Kamitan
  2866. Fairy-Type/WIND
  2867. Level 9
  2868. 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.
  2869. 2600/2000
  2870.  
  2871. Amaterasu-no-Kamitan
  2872. Fairy-Type/FIRE
  2873. Level 9
  2874. 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.
  2875. 2700/2000
  2876.  
  2877. Tsukoyomi-no-Kamitan
  2878. Fairy-Type/DARK
  2879. Level 9
  2880. 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.
  2881. 2800/2000
  2882.  
  2883. Izanagi-no-Kamitan
  2884. Fairy-Type/EARTH
  2885. Level 12
  2886. 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.
  2887. 3000/3000
  2888.  
  2889. Spell/Trap Cards:
  2890.  
  2891. Sanctuary-no-Kamitan
  2892. Field Spell Card
  2893. 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.
  2894.  
  2895. Sacrifice-no-Kamitan
  2896. Continuous Spell Card
  2897. 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.
  2898.  
  2899. Worship-no-Kamitan
  2900. Continuous Trap Card
  2901. 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.
  2902.  
  2903. Destiny-no-Kamitan
  2904. Quick-Play Spell Card
  2905. 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.
  2906.  
  2907. Arrival-no-Kamitan
  2908. Normal Spell Card
  2909. 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.
  2910.  
  2911. Appearance-no-Kamitan
  2912. Normal Trap Card
  2913. 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.
  2914.  
  2915. Departure-no-Kamitan
  2916. Quick-Play Spell Card
  2917. 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.
  2918.  
  2919. TRANZIZTOR ARCHETYPE (11/11):
  2920.  
  2921. 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.
  2922.  
  2923. Monsters:
  2924.  
  2925. TranZiZtor ComponentZ
  2926. Thunder-Type/EARTH
  2927. Level 2
  2928. 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.
  2929. 1300/800
  2930.  
  2931. TranZiZtor PowerZ
  2932. Thunder-Type/EARTH
  2933. Level 3
  2934. 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.
  2935. 1600/200
  2936.  
  2937. TranZiZtor ZwitchZ
  2938. Thunder-Type/EARTH
  2939. Level 4
  2940. 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.
  2941. 1700/1300
  2942.  
  2943. TranZiZtor TriggerZ
  2944. Thunder-Type/EARTH
  2945. Level 5
  2946. 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.
  2947. 2200/1500
  2948.  
  2949. TranZiZtor AmplifierZ
  2950. Thunder-Type/EARTH
  2951. Level 6
  2952. 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.
  2953. 2400/0
  2954.  
  2955. TranZiZtor EmitterZ
  2956. Thunder-Type/EARTH
  2957. Level 7
  2958. 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.
  2959. 800/2200
  2960.  
  2961. TranZiZtor ConductorZ
  2962. Thunder-Type/EARTH
  2963. Level 8
  2964. 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.
  2965. 2700/2400
  2966.  
  2967. Spell/Trap Cards:
  2968.  
  2969. TranZiZtor RoomZ
  2970. Field Spell Card
  2971. "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.
  2972.  
  2973. TranZiZtor VacuumZ
  2974. Equip Spell Card
  2975. 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.
  2976.  
  2977. TranZiZtor ControlZ
  2978. Norma Trap Card
  2979. 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.
  2980.  
  2981. TranZiZtor LightZ
  2982. Counter Trap Card
  2983. 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.
  2984.  
  2985. WATA - FORMING AN ARCHETYPE #22 (9/9):
  2986.  
  2987. 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.
  2988.  
  2989. http://img4.wikia.nocookie.net/__cb20121006011604/yugioh/images/thumb/5/5b/Watapon-LCYW-EN-C-1E.png/300px-Watapon-LCYW-EN-C-1E.png
  2990. If this card is added from your Deck to your hand by a card effect: You can Special Summon this card.
  2991.  
  2992. Main Deck Monsters:
  2993.  
  2994. Wata Wata Wata!
  2995. Fairy-Type/LIGHT/Tuner
  2996. Level 1
  2997. 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.
  2998. 100/0
  2999.  
  3000. Watadon
  3001. Fairy-Type/LIGHT
  3002. Level 1
  3003. 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.
  3004. 0/0
  3005.  
  3006. Wataup
  3007. Fairy-Type/LIGHT
  3008. Level 1
  3009. 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.
  3010. 300/100
  3011.  
  3012. Watasay?
  3013. Fairy-Type/LIGHT
  3014. Level 1
  3015. 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.
  3016. 700/0
  3017.  
  3018. Extra Deck Monsters:
  3019.  
  3020. Watabang
  3021. Fairy-Type/LIGHT
  3022. Level 2
  3023. 1 Fairy-Type Tuner + 1 non-Tuner Fairy-Type monster
  3024. 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.
  3025. 1300/1000
  3026.  
  3027. Watacha!
  3028. Fairy-Type/LIGHT
  3029. Rank 1
  3030. 2 Level 1 Fairy-Type monsters
  3031. 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.
  3032. 1500/0
  3033.  
  3034. Spell/Trap Cards:
  3035.  
  3036. Court of Wata
  3037. Normal Spell Card
  3038. 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.
  3039.  
  3040. Court of Hope
  3041. Field Spell Card
  3042. 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.
  3043.  
  3044. Court of Death
  3045. Counter Trap Card
  3046. 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.
  3047.  
  3048. IMAGENARY BEAST ARCHETYPE (15/15):
  3049.  
  3050. 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.
  3051.  
  3052.  
  3053.  
  3054. Main Deck Monsters:
  3055.  
  3056.  
  3057.  
  3058. Imagenary Beast - Pictoraffe
  3059. Beast-Type/LIGHT
  3060. Level 4
  3061. 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.
  3062. 1800/1200
  3063.  
  3064. Imagenary Beast - Cameleon
  3065. Reptile-Type/DARK/Tuner
  3066. Level 2
  3067. 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".
  3068. 100/1400
  3069.  
  3070. Imagenary Beast - Butterframe
  3071. Insect-Type/WIND
  3072. Level 3
  3073. 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.
  3074. 1500/1500
  3075.  
  3076. Imagenary Beast - Graphig
  3077. Beast-Type/EARTH
  3078. Level 4
  3079. 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.
  3080. 1500/1700
  3081.  
  3082. Imagenary Beast - Tricod
  3083. Fish-Type/WATER/Tuner
  3084. Level 3
  3085. 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.
  3086. 400/1600
  3087.  
  3088.  
  3089.  
  3090.  
  3091.  
  3092. Imagenary Beast - Negatick
  3093. Insect-Type/DARK/Tuner
  3094. Level 4
  3095. 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.
  3096. 200/1700
  3097.  
  3098. Imagenary Beast - Octomatic
  3099. Aqua-Type/WATER/Tuner
  3100. Level 1
  3101. 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.
  3102. 0/1100
  3103.  
  3104. Imagenary Beast - Ibexposure
  3105. Beast-Type/EARTH
  3106. Level 4
  3107. 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:
  3108.  
  3109. ● Your opponent must Special Summon monsters in Defense Position.
  3110. 1700/1300
  3111.  
  3112.  
  3113.  
  3114. Extra Deck Monsters:
  3115.  
  3116.  
  3117. Imagenary Beast - Shotter
  3118. Aqua-Type/WATER
  3119. Level 6
  3120. 1 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
  3121. 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.
  3122. 2200/2400
  3123.  
  3124. Imagenary Beast - Bazoom
  3125. Beast-Warrior-Type/FIRE
  3126. Level 7
  3127. 1 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
  3128. 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.
  3129. 2000/2600
  3130.  
  3131.  
  3132.  
  3133. Imagenary Beast - Vulperture
  3134. Winged Beast-Type/WIND
  3135. Level 8
  3136. 1 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
  3137. 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.
  3138. 2300/2800
  3139.  
  3140. Spell/Trap Cards:
  3141.  
  3142. Imagenary Beast - The Big Picture
  3143. Field Spell Card
  3144. 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.
  3145.  
  3146. Imagenary Beast - Lens Capture
  3147. Normal Trap Card
  3148. 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".
  3149.  
  3150. Imagenary Beast - Darkroom
  3151. Continuous Trap Card
  3152. 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.
  3153.  
  3154. Imagenary Beast - Photoshooter
  3155. Equip Spell Card
  3156. 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.
  3157.  
  3158. TYPE-0 ARCHETYPE (12/12):
  3159.  
  3160. 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.
  3161.  
  3162.  
  3163.  
  3164. Pendulum Monsters:
  3165.  
  3166. Type-0 - Fier Blatser
  3167. Pyro-Type/FIRE
  3168. Level 4
  3169. Scale 3
  3170. Pendulum Effect:
  3171. 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.
  3172.  
  3173. Monster Effect:
  3174. 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.
  3175. 1500/500
  3176.  
  3177.  
  3178. Type-0 - Aqau Sprauer
  3179. Aqua-Type/WATER
  3180. Level 4
  3181. Scale 7
  3182. Pendulum Effect:
  3183. 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.
  3184.  
  3185. Monster Effect:
  3186. 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.
  3187. 1700/500
  3188.  
  3189.  
  3190.  
  3191. Typo-0 Drak Denom
  3192. Fiend-Type/DARK
  3193. Level 4
  3194. Scale 3
  3195. Pendulum Effect:
  3196. 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.
  3197.  
  3198. Monster Effect:
  3199. 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.
  3200. 1600/500
  3201.  
  3202. Typo-0 Lught Angle
  3203. Fairy-Type/LIGHT
  3204. Level 4
  3205. Scale 7
  3206. Pendulum Effect:
  3207. 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.
  3208.  
  3209. Monster Effect:
  3210. 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.
  3211. 1400/500
  3212.  
  3213.  
  3214. Non-Pendulum Main Deck Monsters:
  3215.  
  3216.  
  3217. Type-0 - Aerth Shatetrer
  3218. Rock-Type/EARTH
  3219. Level 6
  3220. 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.
  3221. 2300/500
  3222.  
  3223. Type-0 - Stirking Kngiht
  3224. Warrior-Type/EARTH
  3225. Level 6
  3226. 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.
  3227. 2200/500
  3228.  
  3229.  
  3230.  
  3231. Type-0 - Breut Samshre
  3232. Beast-Warrior-Type/DARK
  3233. Level 6
  3234. 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.
  3235. 2400/500
  3236.  
  3237.  
  3238.  
  3239. Type-0 - Frenyz Maigican
  3240. Spellcaster-Type/FIRE
  3241. Level 6
  3242. 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.
  3243. 2000/500
  3244.  
  3245.  
  3246.  
  3247. Extra Deck Monsters:
  3248.  
  3249.  
  3250.  
  3251. Type-0 - Utopai Hoep
  3252.  
  3253. Warrior-Type/LIGHT
  3254.  
  3255. 2 Level 6 monsters
  3256.  
  3257. 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.
  3258. 2500/500
  3259.  
  3260. Type-0 - Utopai Rya
  3261. Warrior-Type/LIGHT
  3262. Rank 6
  3263. 2 Level 6 "Type-0" monsters
  3264. 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.
  3265. 2700/500
  3266.  
  3267. Spell/Trap Cards:
  3268.  
  3269. Type-0 - Macig Barirer
  3270. Continuous Spell Card
  3271. 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.
  3272.  
  3273. Type-0 - Revvial Splel
  3274. Continuous Trap Card
  3275. 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"
  3276.  
  3277. Type-0 - Cuontre Mesuser
  3278. Counter Crap Card
  3279. 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.
  3280.  
  3281. HELLEPHANT ARCHETYPE (11/11):
  3282.  
  3283. 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.
  3284.  
  3285. Main Deck Monsters:
  3286.  
  3287. Hellephant Stegodo
  3288. Beast-Warrior-Type/DARK
  3289. Level 4
  3290. 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.
  3291. 1900/1400
  3292.  
  3293. Hellephant Elefas
  3294. Beast-Warrior-Type/DARK
  3295. Level 4
  3296. 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.
  3297. 1800/1500
  3298.  
  3299. Hellephant Loxodont
  3300. Beast-Warrior-Type/DARK
  3301. Level 3
  3302. 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.
  3303. 1600/1000
  3304.  
  3305. Hellephant Morrill
  3306. Beast-Warrior-Type/DARK
  3307. Level 2
  3308. 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).
  3309. 700/800
  3310.  
  3311. Hellephant Palaeo
  3312. Beast-Warrior-Type/DARK
  3313. Level 5
  3314. 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).
  3315. 2100/1600
  3316.  
  3317. Hellephant Anacus
  3318. Beast-Warrior-Type/DARK
  3319. Level 6
  3320. 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.
  3321. 2400/1500
  3322.  
  3323. Hellephant Tetra
  3324. Beast-Warrior-Type/DARK
  3325. Level 7
  3326. 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).
  3327. 2600/2000
  3328.  
  3329. Spell/Trap Cards:
  3330.  
  3331. Hellephant Tri-Tusk
  3332. Equip Spell Card
  3333. 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.
  3334.  
  3335. Hellephant Underworld Savanna
  3336. Field Spell Card
  3337. 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.
  3338.  
  3339. Hellephant Stomp & Ram
  3340. Continuous Trap Card
  3341. 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.
  3342.  
  3343. Hellephant's Stampeding Punishment
  3344. Normal Trap Card
  3345. 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.
  3346.  
  3347. MNEMONIC ARCHETYPE (10/10):
  3348.  
  3349. 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.
  3350.  
  3351.  
  3352.  
  3353. Again, the numbers represent the same effect shared across multiple cards.
  3354.  
  3355.  
  3356.  
  3357. Main Deck Monsters:
  3358.  
  3359.  
  3360. Mnemonic LUST
  3361. Fiend-Type/EARTH
  3362. Level 1
  3363. (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.
  3364. 0/0
  3365.  
  3366. Mnemonic GREED
  3367. Fiend-Type/EARTH
  3368. Level 1
  3369. (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.
  3370. 0/0
  3371.  
  3372. Mnemonic SLOTH
  3373. Fiend-Type/EARTH
  3374. Level 1
  3375. (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.
  3376. 0/0
  3377.  
  3378.  
  3379.  
  3380. Mnemonic GLUTTONY
  3381.  
  3382. Fiend-Type/EARTH
  3383.  
  3384. Level 1
  3385.  
  3386. (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.
  3387.  
  3388.  
  3389.  
  3390. Extra Deck Monsters:
  3391.  
  3392.  
  3393. Mnemonic ENVY
  3394. Fiend-Type/EARTH
  3395. Level 7
  3396. 2 "Mnemonic" monsters
  3397. 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.
  3398. 2600/0
  3399.  
  3400.  
  3401.  
  3402. Mnemonic PRIDE
  3403.  
  3404. Fiend-Type/EARTH
  3405.  
  3406. Level 7
  3407.  
  3408. 2 "Mnemonic" monsters
  3409.  
  3410. 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.
  3411. 2700/0
  3412.  
  3413. Mnemonic WRATH
  3414. Fiend-Type/EARTH
  3415. Level 7
  3416. 2 "Mnemonic" monsters
  3417. 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.
  3418. 2300/0
  3419.  
  3420. Spell/Trap Cards:
  3421.  
  3422. Mnemonic CHANT
  3423. Normal Spell Card
  3424. 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.
  3425.  
  3426. Mnemonic CONFUSION
  3427. Normal Trap Card
  3428. 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.
  3429.  
  3430. Mnemonic STOP
  3431. Counter Trap Card
  3432. 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.
  3433.  
  3434. SEMINAL ARCHETYPE (11/11):
  3435.  
  3436. 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.
  3437.  
  3438.  
  3439.  
  3440. Main Deck Monsters:
  3441.  
  3442.  
  3443.  
  3444. Seminal Unity - The Witch
  3445.  
  3446. Spellcaster-Type/EARTH
  3447.  
  3448. Level 4
  3449.  
  3450. 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.
  3451.  
  3452. ● Discard 1 card; add 1 "Seminal" Spell/Trap Card from your Deck to your hand.
  3453.  
  3454. ● During your next Standby Phase after activation, add 1 "Seminal" Spell/Trap Card from your Deck to your hand.
  3455.  
  3456. 1800/1000
  3457.  
  3458.  
  3459.  
  3460. Seminal Unity - The Telepath
  3461.  
  3462. Psychic-Type/LIGHT
  3463. Level 3
  3464.  
  3465. 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.
  3466.  
  3467. ● 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.
  3468.  
  3469. ● Target 1 "Seminal Unity" monster in your Graveyard, except "Seminal Unity - The Telepath"; during your next Standby Phase after activation, Special Summon that target.
  3470.  
  3471. 1000/1500
  3472.  
  3473.  
  3474.  
  3475. Seminal Unity - The Seer
  3476.  
  3477. Psychic-Type/WATER
  3478.  
  3479. Level 3
  3480.  
  3481. 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.
  3482.  
  3483. ● Target 1 "Seminal Unity" monster in your Graveyard, then discard 1 card; add that target to your hand.
  3484.  
  3485. ● Target 1 "Seminal Unity" monster in your Graveyard; during your next Standby Phase after activation, add that target to your hand.
  3486.  
  3487. 1600/1200
  3488.  
  3489.  
  3490.  
  3491. Seminal Unity - The Psychic
  3492.  
  3493. Psychic-Type/WIND
  3494.  
  3495. Level 2
  3496.  
  3497. 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.
  3498.  
  3499. ● Discard 1 card, then target 1 of your banished "Seminal" cards; shuffle that target into your Deck, then draw 1 card.
  3500.  
  3501. ● Target 1 of your banished "Seminal" cards; during your next Standby Phase after activation, shuffle that target into your Deck, then draw 1 card.
  3502.  
  3503. 500/900
  3504.  
  3505.  
  3506.  
  3507. Extra Deck Monsters:
  3508.  
  3509.  
  3510.  
  3511. Seminal Unity Master - The Shaman
  3512.  
  3513. Spellcaster-Type/DARK
  3514.  
  3515. Level 8
  3516.  
  3517. 2 "Seminal Unity" monsters
  3518.  
  3519. 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.
  3520.  
  3521. 2700/2400
  3522.  
  3523.  
  3524.  
  3525. Seminal Unity Master - The Mystic
  3526.  
  3527. Spellcaster-Type/FIRE
  3528.  
  3529. Must first be Fusion Summoned
  3530.  
  3531. 2 "Seminal Unity" monsters
  3532.  
  3533. 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.
  3534.  
  3535. 2600/2500
  3536.  
  3537.  
  3538.  
  3539. Seminal Unity Master - The Clairvoyant
  3540.  
  3541. Psychic-Type/LIGHT
  3542.  
  3543. Level 8
  3544.  
  3545. 3 "Seminal Unity" monsters
  3546.  
  3547. 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.
  3548.  
  3549. 3000/2200
  3550.  
  3551.  
  3552.  
  3553. Spell/Trap Cards:
  3554.  
  3555.  
  3556.  
  3557. Seminal Fusion
  3558.  
  3559. Normal Spell Card
  3560.  
  3561. You can only use each "Seminal Fusion" effect once per turn. Activate 1 of these effects:
  3562.  
  3563. ● 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.
  3564.  
  3565. ● 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.
  3566.  
  3567.  
  3568.  
  3569. Seminal Switch Fusion
  3570.  
  3571. Normal Spell Card
  3572.  
  3573. You can only use each "Seminal Switch Fusion" effect once per turn. Activate 1 of these effects.
  3574.  
  3575. ● 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.
  3576.  
  3577. ● 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.
  3578.  
  3579.  
  3580.  
  3581. Seminal Envoy
  3582.  
  3583. Normal Trap Card
  3584.  
  3585. 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.
  3586.  
  3587. Seminal Forecast
  3588. Normal Trap Card
  3589. 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.
  3590.  
  3591. THORNS - FORMING AN ARCHETYPE #21 (11/11):
  3592.  
  3593. 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.
  3594. Today it's about Queen of Thorns, mainly the "pay LP to do stuff" is what I'm going for here.
  3595.  
  3596. http://img2.wikia.nocookie.net/__cb20140821170434/yugioh/images/thumb/9/92/QueenofThorns-AP05-EN-C-UE.png/300px-QueenofThorns-AP05-EN-C-UE.png
  3597. 1 Tuner + 1 or more non-Tuner Plant-Type monsters
  3598. Each player must pay 1000 LP for each monster Normal or Special Summoned from their hand, except for Plant-Type monsters.
  3599.  
  3600. Monsters:
  3601.  
  3602. Hunter of Thorns
  3603. Plant-Type/LIGHT
  3604. Level 4
  3605. 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.
  3606. 1800/1000
  3607.  
  3608. Knight of Thorns
  3609. Plant-Type/LIGHT
  3610. Level 4
  3611. 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.
  3612. 1900/500
  3613.  
  3614. Locker of Thorns
  3615. Plant-Type/LIGHT
  3616. Level 4
  3617. 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.
  3618. 1600/1500
  3619.  
  3620. Keeper of Thorns
  3621. Plant-Type/LIGHT
  3622. Level 4
  3623. 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.
  3624. 1700/1300
  3625.  
  3626. Sorcerer of Thorns
  3627. Plant-Type/LIGHT
  3628. Level 4
  3629. 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.
  3630. 1200/1800
  3631.  
  3632. Priest of Thorns
  3633. Plant-Type/LIGHT/Tuner
  3634. Level 2
  3635. 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.
  3636. 1000/1200
  3637.  
  3638. Priestess of Thorns
  3639. Plant-Type/LIGHT/Tuner
  3640. Level 2
  3641. 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.
  3642. 1200/1000
  3643.  
  3644. Spell/Trap Cards:
  3645.  
  3646. Field of Thorns
  3647. Field Spell Card
  3648. 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.
  3649.  
  3650. Sword of Thorns
  3651. Equip Spell Card
  3652. 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".
  3653.  
  3654. Prickly Thorns
  3655. Normal Trap Card
  3656. 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.
  3657.  
  3658. Deadly Thorns
  3659. Counter Trap Card
  3660. 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.
  3661.  
  3662. DEEP SLEEP ARCHETYPE (11/11):
  3663.  
  3664. 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.
  3665.  
  3666.  
  3667.  
  3668. Once again, these use the number system, where the number represents the same effect that they all share.
  3669.  
  3670.  
  3671.  
  3672. Monsters:
  3673.  
  3674.  
  3675.  
  3676. Deep Sleep - Shadow Demon
  3677.  
  3678. Fiend-Type/DARK
  3679.  
  3680. Level 3
  3681.  
  3682. (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.
  3683.  
  3684. 1300/1600
  3685.  
  3686.  
  3687.  
  3688. Deep Sleep - Shadow Creature
  3689.  
  3690. Beast-Type/DARK
  3691.  
  3692. Level 3
  3693.  
  3694. (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.
  3695.  
  3696. 900/1800
  3697.  
  3698.  
  3699.  
  3700. Deep Sleep - Shadow Ghost
  3701.  
  3702. Zombie-Type/DARK
  3703.  
  3704. Level 3
  3705.  
  3706. (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;
  3707.  
  3708. ● Level 3: Special Summon 1 Level 6 "Deep Sleep" monster from your hand.
  3709.  
  3710. ● Level 6: Special Summon 1 Level 3 "Deep Sleep" monster from your hand.
  3711.  
  3712. 1700/1400
  3713.  
  3714.  
  3715.  
  3716. Deep Sleep - Nightmare Demon
  3717.  
  3718. Fiend-Type/DARK
  3719.  
  3720. Level 6
  3721.  
  3722. (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.
  3723.  
  3724. ● Also, you can change 1 face-down monster on the field to face-up Attack or Defense Position after that.
  3725.  
  3726. 2400/2200
  3727.  
  3728.  
  3729.  
  3730. Deep Sleep - Nightmare Creature
  3731.  
  3732. Beast-Type/DARK
  3733.  
  3734. Level 6
  3735.  
  3736. (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.
  3737.  
  3738. ● Also, you can add 1 "Deep Sleep" card from your Deck or Graveyard to your hand after that, except "Deep Sleep - Nightmare Creature"
  3739.  
  3740. 2300/2300
  3741.  
  3742.  
  3743.  
  3744. Deep Sleep - Nightmare Ghost
  3745.  
  3746. Zombie-Type/DARK
  3747. Level 6
  3748. (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.
  3749. ● Also, you can Special Summon 1 "Deep Sleep" monster from your hand, except "Deep Sleep - Nightmare Ghost".
  3750. 2100/2500
  3751.  
  3752. Deep Sleep - Shadow Nightmare
  3753. Fiend-Type/DARK
  3754. Level 8
  3755. 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)
  3756. 3000/3000
  3757.  
  3758. Spell/Trap Cards:
  3759.  
  3760. Deep Sleep - Dream Abyss
  3761. Field Spell Card
  3762. 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.)
  3763.  
  3764. Deep Sleep - Goodnight Story
  3765. Quick-Play Spell Card
  3766. 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.
  3767.  
  3768. Deep Sleep - Night Terror
  3769. Normal Trap Card
  3770. 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.
  3771.  
  3772. Deep Sleep - Lucid Dreaming
  3773. Normal Trap Card
  3774. 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.
  3775.  
  3776. DARK LOTUS ARCHETYPE (14/14):
  3777.  
  3778. 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.
  3779.  
  3780. Monsters:
  3781.  
  3782. Heretic of the Dark Lotus
  3783. Plant-Type/DARK
  3784. Level 4
  3785. 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.
  3786. 1700/500
  3787.  
  3788. Oracle of the Dark Lotus
  3789. Plant-Type/DARK
  3790. Level 2
  3791. 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.
  3792. 200/1800
  3793.  
  3794. Priest of the Dark Lotus
  3795. Plant-Type/DARK
  3796. Level 6
  3797. 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.
  3798. 2300/1600
  3799.  
  3800.  
  3801.  
  3802. Prayer of the Dark Lotus
  3803.  
  3804. Plant-Type/DARK
  3805.  
  3806. Level 1
  3807.  
  3808. 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.
  3809.  
  3810. 0/0
  3811.  
  3812. Theologian of the Dark Lotus
  3813. Plant-Type/DARK
  3814. Level 3
  3815. 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.
  3816. 1500/1400
  3817.  
  3818. Guru of the Dark Lotus
  3819. Plant-Type/DARK
  3820. Level 6
  3821. 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.
  3822. 1800/2400
  3823.  
  3824. Ritual Monsters:
  3825.  
  3826. Lord of the Dark Lotus
  3827. Plant-Type/DARK
  3828. Level 6
  3829. 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.
  3830. 2400/2000
  3831.  
  3832.  
  3833. Master of the Dark Lotus
  3834.  
  3835. Plant-Type/DARK
  3836.  
  3837. Level 8
  3838.  
  3839. 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.
  3840.  
  3841. 2600/2300
  3842.  
  3843. Creator of the Dark Lotus
  3844. Plant-Type/DARK
  3845. Level 10
  3846. 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.
  3847. 2800/2400
  3848.  
  3849. Spell Cards:
  3850.  
  3851. Ceremony of the Dark Lotus
  3852. Ritual Spell Card
  3853. 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.
  3854.  
  3855. Rites of the Dark Lotus
  3856. Ritual Spell Card
  3857. 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.
  3858.  
  3859. Sacrifice of the Dark Lotus
  3860. Ritual Spell Card
  3861. 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.
  3862.  
  3863. Resurrection of the Dark Lotus
  3864. Normal Spell Card
  3865. 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.
  3866.  
  3867. Church of the Dark Lotus
  3868. Field Spell Card
  3869. 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.
  3870.  
  3871. CREEPY CRAWLER ARCHETYPE (9/9):
  3872.  
  3873. 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.
  3874.  
  3875.  
  3876.  
  3877. 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.
  3878.  
  3879.  
  3880.  
  3881. Creepy Crawler Attacking Ant
  3882.  
  3883. Insect-Type/EARTH
  3884.  
  3885. Level 4
  3886.  
  3887. (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.
  3888.  
  3889. 1700/1500
  3890.  
  3891.  
  3892.  
  3893. Creepy Crawler Boosting Beetle
  3894.  
  3895. Insect-Type/EARTH
  3896.  
  3897. Level 4
  3898.  
  3899. (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.
  3900.  
  3901. 1500/1500
  3902.  
  3903.  
  3904.  
  3905. Creepy Crawler Springing Spider
  3906.  
  3907. Insect-Type/EARTH
  3908.  
  3909. Level 4
  3910.  
  3911. (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.
  3912.  
  3913. 1800/1300
  3914.  
  3915.  
  3916.  
  3917. Creepy Crawler Launching Larva
  3918.  
  3919. Insect-Type/EARTH
  3920.  
  3921. Level 4
  3922.  
  3923. (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.
  3924.  
  3925. 1300/1800
  3926.  
  3927.  
  3928.  
  3929. Creepy Crawler Covering Cockroach
  3930. Insect-Type/EARTH
  3931. Level 4
  3932. (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.
  3933. 500/2000
  3934.  
  3935. Creep Crawler Ferocious Flea
  3936. Insect-Type/EARTH
  3937. Rank 4
  3938. 2 Insect-Type monsters
  3939. (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.
  3940. 2300/2200
  3941.  
  3942. Creepy Crawler Rock Remover
  3943. Normal Spell Card
  3944. 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.
  3945.  
  3946. Creepy Crawler Irritating Insects
  3947. Normal Trap Card
  3948. 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.
  3949.  
  3950. Creepy Crawler Crazy Critters
  3951. Continuous Spell Card
  3952. 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.
  3953.  
  3954. RETROSPECTER ARCHETYPE (9/9):
  3955.  
  3956. This is something I had over on DNF that I am currently working on, thought I would bring it here as well.
  3957.  
  3958. 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.
  3959.  
  3960. Retrospecter - Odysseys
  3961. Zombie-Type/LIGHT
  3962. Level 3
  3963. 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.
  3964. 1100/1800
  3965.  
  3966. Retrospecter - Visions
  3967. Zombie-Type/LIGHT/Tuner
  3968. Level 2
  3969. 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.
  3970. 1000/500
  3971.  
  3972. Retrospecter - Systems
  3973. Zombie-Type/LIGHT
  3974. Level 4
  3975. 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;
  3976. ● Increase its Level by 1.
  3977. ● Reduce its Level by 1.
  3978. 1700/1200
  3979.  
  3980. Retrospecter - Geneses
  3981. Zombie-Type/LIGHT
  3982. Level 5
  3983. 1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters
  3984. 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.
  3985. 2500/2000
  3986.  
  3987. Retrospecter - Stations
  3988. Zombie-Type/LIGHT/Tuner
  3989. Level 4
  3990. 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.
  3991. 1200/2000
  3992.  
  3993. Retrospecter - Cubes
  3994. Zombie-Type/LIGHT
  3995. Level 2
  3996. 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.
  3997. 400/1000
  3998.  
  3999. Retrospecter - Boxes
  4000. Zombie-Type/LIGHT
  4001. Level 6
  4002. 1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters.
  4003. 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.
  4004. 2700/2100
  4005.  
  4006. Retrospecter - 8-bit Blast
  4007. Normal Trap Card
  4008. 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.
  4009.  
  4010. Retrospecter - 16-bit Boom
  4011. Normal Trap Card
  4012. 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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