jlsonicduelist001

YGO - Crystal Ward Archetype

Oct 7th, 2020 (edited)
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  1. Crystal Ward Alvraz
  2. Level 3/WATER/Spellcaster/Ritual/Pendulum/Effect
  3. 500/500
  4. Pendulum Scale: 4 | 4
  5. Once this turn, during your Main Phase, if this card was activated because it was destroyed in the Monster Zone: You can send 1 Pendulum Monster from your face-up Extra Deck to the GY. Once, while this card is in your Pendulum Zone: You can send 1 Ritual Monster or 1 Ritual Spell from your hand to the GY; draw 2 cards. You can only use this Pendulum Effect of "Crystal Alvraz" once per turn.
  6. Monster Effect:
  7. You must Ritual Summon this card using any "Crystal Ward" card. When this card is Ritual Summoned: You can destroy all monsters on the field that were Special Summoned from the Extra Deck. If this card is in your GY: You can shuffle it and 4 other cards from the GY into the Deck, and if you do, add 1 Ritual Monster and 1 Ritual Spell from your Deck or GY to your hand. If this card is destroyed by a card effect: You can place it in your Pendulum Zone. You can only use each effect of "Crystal Alvraz" once per turn.
  8.  
  9. Crystal Ward Ritual
  10. Spell/Ritual
  11. This card is used to Ritual Summon any "Crystal Ward" Ritual Monster. You must also Tribute Ritual Monsters from your hand and/or field whose total Levels equals or exceeds the Level of the Ritual Monster you Ritual Summon. If a Pendulum Monster is in your GY, you can also shuffle Pendulum Monsters with a Level from your GY into the Deck for the Ritual Summon. If this card is in your GY, except the turn it was sent there, and a Ritual Monster(s) is Pendulum Summoned (except during the Damage Step): You can add this card to your hand.
  12.  
  13. Crystal Ward Phlindé
  14. Level 5/WATER/Spellcaster/Ritual/Pendulum/Effect
  15. 1900/1200
  16. Pendulum Scale: 12 | 12
  17. If you Pendulum Summon a non-Ritual Monster(s), banish them instead of sending them to the GY or face-up Extra Deck. This effect cannot be negated. Once this turn, if this card was activated because it was destroyed in the Monster Zone (except during the Damage Step): You can return up to 3 cards your opponent controls to the hand. Once per turn: You can target 1 face-up Ritual, or 1 Pendulum Monster you control; double its original ATK/DEF until the end of this turn.
  18. Monster Effect:
  19. You must Ritual Summon this card using any "Crystal Ward" card. If this card destroys an opponent's monster by battle and send it to the GY; You can add 1 "Crystal Ward" card from your GY to your hand. You can only use each of the following effects of "Crystal Ward Phlinde" once per turn.
  20. • During your Main or Battle Phase (Quick Effect): You can banish 2 Ritual, and/or Pendulum Monsters from your GY or face-up Extra Deck; Special Summon 1 Ritual (that is treated as a Ritual Summon), or 1 Pendulum Monster from your Deck whose Level is equal to the total Levels of those banished monsters, ignoring its summoning conditions, but destroy it during the End Phase.
  21. • If this card is destroyed by a card effect: You can place it in your Pendulum Zone.
  22.  
  23. Crystal Ward Vapor Chains
  24. Trap/Normal
  25. If you control a "Crystal Ward" monster, have a "Crystal Ward" card in your GY and a "Crystal Ward" Pendulum Monster in your face-up Extra Deck: You can halve the ATK/DEF of 1 face-up monster your opponent controls, also negate its effects until the end of this turn and it cannot attack that turn. If this card is in your GY, and a "Crystal Ward" monster you control is destroyed: You can target 1 face-up Ritual Monster you control; equip that destroyed monster to it as an Equip Card with these effects.
  26. • This card gains 1000 ATK/DEF for each Ritual Monster you control.
  27. • At the start of the Damage Step, if this card battles: You can negate the effects of the monster its battling (even in the GY).
  28. You can only use this effect "Crystal Ward Vapor Chains" once per turn.
  29.  
  30. Crystal Ward Zuteria
  31. Level 3/WATER/Spellcaster/Ritual/Pendulum/Effect
  32. 700/1500
  33. Pendulum Scale: 2 | 2
  34. Once this turn, during the Main Phase, if this card was activated because it was destroyed in the Monster Zone: You can add 1 "Crystal Ward" card from your Deck to your hand. If your opponent activates a card or effect that targets a face-up Ritual Monster(s) you control: You can destroy 1 face-up Ritual Monster you control, and if you do, negate the activation, and if you do that, destroy it, then you can Special Summon 1 "Crystal Ward" monster from your Deck in Defense Position with a different name than your destroyed Ritual Monster (This is treated as a Ritual Summon.). You can only use this Pendulum Effect of "Crystal Ward Zuteria" once per turn.
  35. Monster Effect:
  36. You must Ritual Summon this card using any "Crystal Ward" card. When this card is Ritual Summoned: You can Special Summon 1 Ritual Monster (that is treated as a Ritual Summon) or 1 Pendulum Monster from your hand. If another Ritual Monster is Pendulum Summoned while you control this face-up card: You can send up to 2 "Crystal Ward" cards from your Deck to the GY. If this card is destroyed by a card effect: You can place it in your Pendulum Zone. You can only use each effect of "Crystal Ward Zuteria" once per turn.
  37.  
  38. Crystal Ward Vaporization Seal
  39. Trap/Continuous
  40. If you control a Ritual Monster, you can activate this card from your hand. Activate this card if a monster(s) your opponent controls is destroyed by your card(s) (by battle or card effect) and sent to the GY this turn: Discard 1 card; Special Summon as many of those monsters to your opponent's side of the field as possible, and if you do, halve their ATK/DEF, also negate their effects, and they cannot attack while this face-up card is on the field. When the last of these monsters leaves the field, destroy this card. If this card is in your GY, and a "Crystal Ward" monster you control is destroyed: You can banish 1 Ritual, or 1 Pendulum Monster from your hand, GY, or face-up Extra Deck, then target 1 face-up monster your opponent controls; destroy that target.
  41.  
  42. Crystal Ward Cell Growth
  43. Spell/Continuous
  44. When this card is activated: You can send the top 3 cards of your Deck to the GY, and if a Ritual Monster(s) is among them, inflict damage to your opponent equal to the lowest ATK of one of those monsters. Once per turn: You can discard 1 card; for the rest of this turn after this effect resolves, you cannot Special Summon non-Extra Deck monsters, except Spellcaster monsters, also destroy 1 monster you control, and if you do, you can place 1 Pendulum Monster from your Deck to your Pendulum Zone. If this card is in your GY, and a Ritual Monster(s) is Pendulum Summoned (except during the Damage Step): You can shuffle your opponent's hand into the Deck, then they draw cards equal to the number of Ritual Monsters you control. You can only activate 1 "Crystal Ward Cell Growth" per turn.
  45.  
  46. Crystal Ward Spell Tree
  47. Spell/Field
  48. When this card is activated: Add 2 "Crystal Ward" cards (1 Ritual Monster and 1 Ritual Spell) from your Deck to your hand. Up to twice per turn, if a "Crystal Ward" Spell is sent to your GY: You can return 1 card in your Pendulum Zone to your hand; add 1 "Crystal Ward" card from your GY to your hand, except that sent card. If this card leaves the field: You can banish cards from your opponent's GY equal to the number of cards you control. If this card is in your GY and a Ritual Monster is Pendulum Summoned: You can Special Summon 1 monster from your Pendulum Zone. You can only activate 1 "Crystal Ward Spell Tree" per turn.
  49.  
  50. Crystal Wardian Ritual
  51. Spell/Ritual
  52. This card can be used to Ritual Summon any Ritual Monster from your GY. You must also Tribute monsters from your hand, field, and/or banish other monsters from your GY and/or face-up Extra Deck whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you Tribute Ritual, or Pendulum Monsters for the Ritual Summon, have the Ritual Summoned monster gain 2000 ATK/DEF, also it cannot be targeted, nor destroyed by card effects. If this card is in your GY, and a Ritual Monster(s) is Pendulum Summoned: You can send the top 3 cards of your Deck to the GY. You can only activate 1 "Crystal Wardian Ritual" per turn.
  53.  
  54. Crystal Ward Eculides
  55. Level 7/WATER/Spellcaster/Ritual/Pendulum/Effect
  56. 2600/2300
  57. Pendulum Scale: 4 | 4
  58. Once this turn, during your Main Phase, if this card was activated because it was destroyed in the Monster Zone: You can target 1 monster in your face-up Extra Deck; Special Summon it. Once per turn, if an opponent's monster attacks while you control a Ritual, or a Pendulum Monster: You can destroy 1 monster you control, other than the monster that is being attacked, and if you do, destroy that monster.
  59. Monster Effect:
  60. You must Ritual Summon this card using any "Crystal Ward" card. All Spellcaster monsters you control gain 500 ATK. When a card(s) you control is destroyed (Quick Effect): You can target 1 Spell in your opponent's GY; add that target to your hand. You can only use each of the following effects of "Crystal Ward Eculides" once per turn.
  61. • If your opponent adds a card from their Deck to their hand (except during the Damage Step): You can destroy 1 card you control, and if you do, immediately after this effect resolves Ritual Summon 1 "Crystal Ward" Ritual Monster by Tributing other monsters you control as well as banishing monsters from your GY whose total Levels equal or exceed the Level of that Ritual Monster.
  62. • If this card is destroyed by a card effect: You can place it in your Pendulum Zone.
  63.  
  64. Crystal Ward Idwojak
  65. Level 11/WATER/Spellcaster/Ritual/Pendulum/Effect
  66. 3000/3000
  67. Pendulum Scale: 12 | 12
  68. If a non-Ritual Monster(s) is Pendulum Summoned, banish them instead of sending them to the GY or face-up Extra Deck. This effect cannot be negated. Once this turn, if this card was activated because it was destroyed in a Monster Zone (except during the Damage Step): You can reveal 1 Ritual Monster and 1 Ritual Spell from your hand, then target up to 2 monsters in your opponent's GY; Special Summon them to your side of the field in Defense Position, but their effects are negated, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except by a Pendulum Summon. Once per turn, if a "Crystal Ward" monster you control is destroyed in battle: You can place it in your Pendulum Zone.
  69. Monster Effect:
  70. You must Ritual Summon this using any "Crystal Ward" card. Must first be Ritual Summoned. When your opponent activates a Spell/Trap or effect (Quick Effect): You can destroy 1 card in your Pendulum Zone, and if you do, negate the activation or effect, and if you do that, destroy that card. During the Battle Phase (Quick Effect): You can pay half of your LP; destroy all face-down Spell/Traps your opponent controls. Your opponent cannot activate Spell/Traps or effects in response to this effect. If this card is destroyed by a card effect: You can place it in your Pendulum Zone. You can only use this effect of "Crystal Ward Idwojak" once per turn.
  71.  
  72. Crystal Ward Styfiguor
  73. Level 9/WATER/Spellcaster/Ritual/Pendulum/Effect
  74. 2500/3500
  75. Pendulum Scale: 2 | 2
  76. Once this turn, during your Main Phase, if this card was activated because it was destroyed in a Monster Zone: You can target 1 Ritual, or 1 Pendulum Monster in your GY; Special Summon it, but have its effects negated until the end of this turn. Ritual, or Pendulum Summoned Ritual Monsters cannot be targeted by card effects. If this card is destroyed in the Pendulum Zone (except during the Damage Step): You can make all Ritual Monsters you control gain 500 ATK/DEF.
  77. Monster Effect:
  78. You must Ritual Summon this card using any "Crystal Ward" card. If a "Crystal Ward" card(s) is destroyed by a card effect: You can target 1 face-up Ritual Monster you control; increase its Level by 2 until the next Standby Phase. When a Ritual, or a Pendulum Monster you control activates its effect(s) (Quick Effect): You can shuffle any number of "Crystal Ward" cards from your GY (min. 3); Set 1 "Crystal Ward" Spell/Trap directly from your Deck, and if you do, and that Set card is a Trap, it can be activated this turn. If this card is destroyed by a card effect: You can place it in your Pendulum Zone. You can only use this effect of "Crystal Ward Styfiguor" once per turn.
  79.  
  80. Crystal Ward Zhupieor
  81. Level 5/WATER/Spellcaster/Ritual/Pendulum/Effect
  82. 2200/2400
  83. Pendulum Scale: 10 | 10
  84. You cannot Special Summon monsters from the Extra Deck, except by a Pendulum Summon. This effect cannot be negated. Once this turn, during your Main Phase, if this card was activated this because it was destroyed in the Monster Zone: You can place 1 "Crystal Ward" Pendulum Monster from your Deck to your face-up Extra Deck. Once per turn, during your Main Phase: You can target 1 of your banished Ritual, or Pendulum Monsters and 1 face-up Ritual Monster you control; shuffle the banished monster into the Deck, and if you do, have the second target's Level become the Level of that shuffled monster.
  85. Monster Effect:
  86. You must Ritual Summon this card using any "Crystal Ward" card. Once per turn, when another Ritual Monster(s) you control is destroyed (Quick Effect): You can inflict damage to your opponent equal to half if its original ATK. You can only use each of the following effects of "Crystal Ward Zhupieor" once per turn.
  87. • When this card is Ritual Summoned: You can target 1 Ritual Monster in your GY; Special Summon it, but have its effects negated, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn after this effect resolves, except by a Pendulum Summon.
  88. • If this card is destroyed by a card effect: You can place it in your Pendulum Zone.
  89.  
  90. The Ring Clad Used By The Wardians
  91. Trap/Continuous
  92. (This is always treated as a "Crystal Ward" card.)
  93. When you activate a Ritual Spell, you can activate this card from your hand. Once per Chain: You can target 1 face-up Ritual Monster you control; destroy it, and if you do, all Ritual Monsters you control gain 500 ATK/DEF until the end of this turn. If this card is in your GY, except the turn it was sent there, and a "Crystal Ward" monster you control is destroyed: You can add this card to your hand. You can only use this effect of "The Ring Clad Used By The Wardians" once per turn. You can only activate 1 "The Ring Clad Used By The Wardians" per turn.
  94.  
  95. Crystal Ward Robella
  96. Level 7/WATER/Spellcaster/Ritual/Pendulum/Effect
  97. 2300/2800
  98. Pendulum Scale: 10 | 10
  99. You cannot Special Summon monsters from the Extra Deck, except by a Pendulum Summon. This effect cannot be negated. Once this turn, if this card was activated because it was destroyed in the Monster Zone (except during the Damage Step): You can discard 2 random cards from your opponent's hand. Once per turn (except during the Damage Step): You can return up to 2 cards you control to your hand, except "Crystal Ward Robella", then target 1 face-up card on the field; destroy it, then draw 1 card.
  100. Monster Effect:
  101. You must Ritual Summon this card using any "Crystal Ward" card. When your opponent activates a Spell/Trap while you control another Ritual Monster(s) (Quick Effect): You can send 1 card from your hand to the GY; send the top 5 cards of your opponent's Deck to the GY. If this card is destroyed and sent to your face-up Extra Deck: You can place 1 "Crystal Ward" Pendulum Monster from your face-up Extra Deck or GY to your Pendulum Zone, also it is treated as it was destroyed in the Monster Zone by a card effect. If this card is destroyed by a card effect: You can place it in your Pendulum Zone. You can only use this effect of "Crystal Ward Robella" once per turn.
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