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jlsonicduelist001

YGO - New Concept: Buddy Mechanic

Dec 7th, 2019 (edited)
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  1. Buddy Monsters -
  2. Buddy Zone -
  3. Other Rulings -
  4. Anime Visuals -
  5. Detail - As an animated series, these monsters become miniature to the partner that chose them. Some have only one of them and others have more. They can communicate with everyone. They can help you in and out Dueling. Most characters bonded with them while others have issues and could end up one dominating the other. In Dueling, they disappear in the miniature form and become normal sized monsters when Summoned. They can die for their partner or choose not to depending on the bonds they share, but when they do die, their partner can save them, and they continue to help on the sidelines. However, they can be brought back and become stronger then they were before, becoming the ultimate boss ace monsters.
  6.  
  7. Mechanically, these are what I called Buddy Monsters. They can be in the form of any other monsters like Pendulum. You can only have one copy of them with each card name in your Deck. Their abilities have it so your opponent has to attack into them and cannot bypass them before attacking directly. You normally bring them out, but when they die, you can transfer them to a new zone above the leftmost and rightmost Main Monster Zones outside of the Extra Monster Zone called the Buddy Zone. While a Buddy Monster is in it, it can still activate its effects and your opponent cannot respond to it, and you can stack as many of them on that Zone, however only the top card is remain active. Also to make this interesting with that line, your opponent can steal your active spots, and have it to be their Buddy Zone which is nuts, right. Your Buddy Monster may be in that Zone, but what would you say if I told you they can be brought back? Well each of them have requirements for them to be brought back in working arms and gain effects. This is called Buddy Summoning. Once Buddy Summoned, it gets sent to the Graveyard but that doesn't mean you can't repeat the process over and over.
  8.  
  9.  
  10. Single Cards
  11.  
  12. Astrocalyic Bonero
  13. FIRE/Level 10/Zombie/Buddy/Effect
  14. ATK - 3400 DEF - 2500
  15. Cannot be Normal Summoned/Set. Must first be Special Summoned by having 10 or more FIRE Zombie monsters in the GYs, and can then be Buddy Summoned. You can only Special Summon 1 "Astrocalyic Bonero" once per turn this way. Your opponent's monsters cannot attack directly while you control this card in the Monster Zone. Once per turn, during either player's Main Phase: You can target 1 Level 7 or higher Zombie monster on the field; send cards from the top of both player's Decks to the GY equal to the Level of the that monster's original Level, then destroy cards your opponent controls up to the number of Zombie monsters sent to your GY this way. If there is a card in a Field Zone: You can Buddy Summon this card and have it gain this effect.
  16. · During your End Phase: You can gain LP equal to the number of Zombie monsters on the field x 1000.
  17.  
  18. King Plow Rocket Blast
  19. FIRE/Level 8/Machine/Buddy/Effect
  20. ATK - 2600 DEF - 2400
  21. If this card is Tribute Summoned: You can target up to 5 cards in your GY; add them to your hand, and if you do, send this card to the GY. You can only use this effect of "King Plow Rocket Blast" once per turn. Your opponent's monsters cannot attack directly while you control this card in the Monster Zone. During the End Phase: Either discard 2 cards; or send this face-up card you control to the GY. If your opponent controls a Machine monster(s): You can Buddy Summon this card and have it gain these effects.
  22. · All Machine monsters you control gain 500 ATK/DEF.
  23. · Once per turn: You can discard 1 Level 5 or higher Machine monster; draw 2 cards.
  24.  
  25. Corally Striser
  26. WATER/Rank 5/Sea Serpent/Buddy/Xyz/Effect
  27. ATK - 2000 DEF - 1600
  28. 2 Level 5 monsters
  29. You can also Xyz Summon this card by using 1 Rank 3 or 4 WATER Xyz Monster as material. (Transfer its materials to this card). Your opponent's monsters cannot attack directly while you control this card in the Monster Zone. You can only use these following effects of "Corally Strider" once per turn. You can detach 1 material from this card; Special Summon 1 Level 7 or higher WATER monster from your Deck, but it cannot be used as Link Material, also you cannot Link Summon for the rest of this turn. While a Level 7 or higher WATER monster you control attacks: You can Buddy Summon this card and have it gain these effects.
  30. · Have that attacking monster unable to be destroyed in that battle.
  31. · Once per turn, during the End Phase; You can return the materials of this card to your hand, also place this card into the Buddy Zone.
  32.  
  33. Jockstension
  34. Level 7/LIGHT/Thunder/Buddy/Effect
  35. 2500/2000
  36. If this card was Tribute Summoned using a Level 7 or higher monster, its original ATK becomes 5000. Monsters your opponent controls cannot attack directly. All monsters you control gain 700 ATK/DEF. If this card attacks, double its original ATK until the end of the Damage Step. (Quick Effect): You can target 1 Tribute Summoned Level 7 or higher monster on the field with an ATK of 2500 or higher; it loses 2500 ATK, and if you do, Buddy Summon this card with these effects. This card can make up to 2 attacks on monsters during each Battle Phase, also your opponent cannot activate cards or effects during the Damage Step.
  37.  
  38. Moshi Moshi
  39. Level 3/EARTH/Plant/Buddy/Effect
  40. 500/1100
  41. Each time your opponent Special Summons a monster(s), gain 500 LP. (Quick Effect): You can send 2 Spell/Traps you control the the GY; Buddy Summon this card. You can only use each of the following effects of"Moshi Moshi" once per turn. During your Main Phase: You can pay 1000 LP, then target 1 face-up Continuous Spell/Trap you control; send 1 card with that target's name from your Deck to the GY. During the Battle Phase, If your LP are 3000 or higher than your opponent's and you control this Buddy Summoned card (Quick Effect): You can target 1 Continuous Spell/Trap in your GY; place it in your Spell & Trap Zone.
  42.  
  43. Stranogophus
  44. Level 6/WIND/Beast/Buddy/Pendulum/Effect
  45. 2300/1700
  46. Pendulum Scale: 10 | 10
  47. Pendulum Effect:
  48. If you do not control a Buddy Summoned Buddy Monster in your Monster Zone, destroy this card. Buddy Monsters cannot be targeted by card effects. If a Buddy Monster(s) you control is destroyed by battle or is sent ot the GY because of an opponent's card effect (except during the Damage Step): You can banish 3 monsters from your hand, field, and/or GY with the same Type as one of those Buddy Monsters, and if you do, have all monsters you control gain 600 ATK/DEF.
  49. Monster Effect:
  50. During your Battle Phase, if you activated a Trap this turn, you can Buddy Summon this card. You can only use each of the following effects of "Stranogophus" once per turn. If this card is Special Summoned while you control a Buddy Summoned monster (except during the Damage Step): You can make this card lose 600 ATK, and if you do, make all monsters your opponent currently control lose 600 ATK/DEF for each card in your hand. During the Battle Phase, if an opponent monster's ATK is different from it's original ATK, and you control this Buddy Summoned card (Quick Effect): You can destroy those monsters. If this card in the Pendulum Zone is destroyed by an opponent's card effect: You can Special Summon 1 Buddy Monster from your Deck, except "Stranogophus".
  51.  
  52. Delagarae Bun Koshoi
  53. Level 10/LIGHT/Warrior/Fusion/Buddy/Effect
  54. 4500/4300
  55. 2 Level 10 or higher LIGHT Warrior monsters + 3 LIGHT Warrior Fusion Monsters
  56. Must first be Fusion Summoned, or Special Summoned (from the Extra Deck) by banishing from your hand, field, and/or GY 10 Warrior monsters, including a Buddy Monster, also except Tokens (You do not use Polymerization.). If this card is Special Summoned: You can activate this effect; your opponent cannot activate cards or effects that can involve your Buddy Monsters that are either banished, in the GY, or that you control in the Monster Zone. (Quick Effect): You can shuffle 10 of your Warrior monsters that are either banished and/or from your GY into the Deck; Buddy Summon this card and have it gain these effects.
  57. • Once per turn, during your Main Phase: You can Special Summon 1 Warrior monster from your Extra Deck, ignoring its summoning conditions, but have its effects negated until the end of this turn.
  58. • If this face-up card leaves the field because of an opponent's card effect: You can destroy all cards on the field, then inflict 1000 damage to your opponent for each destroyed by this effect.
  59.  
  60. Llagehzme Bun Koshoi
  61. Level 6/LIGHT/Warrior/Fusion/Buddy/Effect
  62. 2500/2300
  63. 1 Level 6 or lower LIGHT Warrior monster + 1 Buddy Monster
  64. Gains 600 ATK/DEF for each card in your Buddy Zone. Can make up to 3 attacks on monsters each Battle Phase, also it can attack directly. Once per turn: You can Tribute 2 Warrior monsters in your hand and/or you control, and if you do, draw 2 cards.
  65.  
  66. Voul Manjeus
  67. Rank 3/DARK/Spellcaster/Xyz/Buddy/Pendulum/Effect
  68. 2850/2550
  69. Pendulum Scale: 3 | 3
  70. Pendulum Effect:
  71. If a monster you control is destroyed by battle or a Spell/Trap you control is sent to the GY or banished by an opponent's card effect: You can send 1 card you control to the GY; add 1 of your banished cards or 1 card in your GY to your hand, except a card with the same name as the destroyed monster or sent Spell/Trap. You can only activate this Pendulum Effect of 1 "Voul Manjeus" per turn.
  72. Monster Effect
  73. 3 Level 3 monsters
  74. If you can Pendulum Summon Level 3 monsters, you can Pendulum Summon this card from your face-up Extra Deck. During your opponent's Battle Phase (Quick Effect): You can detach 1 material from this card and pay 300 LP, then reveal 1 monster from your hand; switch all Defense Position monsters your opponent controls to face-up Attack Position, and if you do, they must attack monsters you control with the same Type and Attribute as the revealed card this turn. During the Main Phase (Quick Effect): You can detach 2 materials from face-up Spellcaster Xyz Monster you control; Buddy Summon this card, and of you do, you do not have to detach materials to activate the effects of this card. If this Buddy Summoned card leaves the field by an opponent's card: You can destroy any number of cards in your Pendulum Zones, also place this card in your Pendulum Zone.
  75.  
  76. Support Decks
  77.  
  78. Infinity Stardust Creator
  79. LIGHT/Level 10/Psychic/Buddy/Synchro/Effect
  80. ATK - 2500 DEF - 2500
  81. 1 Tuner + 1+ non-Tuner monsters
  82. This card can be Special Summoned by a card or effect that Special Summons "Stardust Dragon" or "Stardust Warrior". If this card is Synchro Summoned using only Synchro Monsters as materials, this card's original ATK/DEF becomes 5000 (This gain remains even if it's sent to the Buddy Zone and then Buddy Summoned. Neither player can activate cards or effects in reponse to the effects of your "Stardust" and "Warrior" Synchro Monsters. This card can attack directly. Your opponent's monsters cannot attack directly while you control this card in the Monster Zone. You can only use this following effect of "Infinity Stardust Creator" once per turn. If a Synchro Monster you control attacks (Quick Effect): You can Buddy Summon this card and have it gain this effect.
  83. · If a Synchro Monster battles, your opponent cannot activate cards or effects during the Damage Step. During the End Phase, after this card's Special Summon, you can Special Summon up to 2 Level 10 or higher Synchro Monsters from your Extra Deck ignoring their summoning conditions, but their effects are negated until the end of your opponent's turn.
  84.  
  85. Infernity Riser
  86. DARK/Level 5/Psychic/Buddy/Tuner/Effect
  87. ATK - 1400 DEF - 2100
  88. You can only control 1 "Infernity Riser". Your opponent's monsters cannot attack directly while you control this card in the Monster Zone. If this card is sent to the GY: You can target up to 3 "Infernity" cards in your GY, except "Infernity Riser"; shuffle those targets into the Deck, then draw cards equal to the number shuffled. While have no cards in your hand, you can Buddy Summon this card and have it gain these effects.
  89. · If this card is Special Summoned: You can discard your entire hand.
  90. · While you have no cards in your hand, negate all cards your opponent controls
  91. · If a face-up "Infernity" card would be destroyed, you can discard 1 card instead.
  92.  
  93. Infernity King of Nightmares
  94. DARK/Level 10/Zombie/Buddy/Synchro/Effect
  95. ATK - 3500 DEF - 3000
  96. 1 "Infernity" Tuner + 1+ non-Tuner monsters
  97. Must first be Synchro Summoned. If you Synchro Summon this card, all materials must be with different Types. Your opponent's monsters cannot attack directly while you control this card in the Monster Zone. Once per turn, if your opponent activates a card or effect while you have no cards in your hand (Quick Effect): You can negate the activation or effect, and if you do, shuffle it into the Deck, then Special Summon 1 "Infernity" monster from your Deck or GY. If you discarded a card by a card or effect: You can Buddy Summon this card and have it gain this effect.
  98. ·All "Infernity" monsters you control gain 300 ATK/DEF for each Monster Type you control.
  99.  
  100. Custom Decks
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