leafbladie

Crystal Beast

Sep 4th, 2021 (edited)
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  1. New Monster:
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  3. Crystal Prisma (made from same stuff as prisma, but shaped like him)
  4. Aqua/WATER/Level 2/ATK 0/DEF 0
  5. If this card is in your hand or GY (Quick Effect): You can send 1 “Crystal Beast” card in your hand or face-up field to the GY; Special Summon this card. If this card is Normal or Special Summoned: You can send 1 “Ultimate Crystal” monster or 1 “Crystal Beast” monster from your hand or Deck to the GY; this card’s name, Attribute, Type, Level, and original ATK/DEF become the sent monster’s until the end of your opponent’s turn. If this card is sent to the GY: You can place 1 “Crystal Beast” monster from your Deck face-up in your Spell & Trap Zone, with a different names from the cards you control and in your GY. You can only use each effect of “Crystal Prisma” once per turn, and only once that turn.
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  7. Pendulum Support:
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  9. Crystal Calling
  10. Normal Spell
  11. Place 1 “Crystal Beast” monster from your hand or face-up field face-up in your Spell & Trap Zone as a Continuous Spell, and if you do, add up to 1 each of “Crystal Master” and “Crystal Keeper” from your Deck and/or face-up Extra Deck to your hand. During your Main Phase, except the turn this card was sent to the GY: You banish this card from your GY, then target any number of “Crystal” Spells/Traps you control; return them to the hand, and if you do, return up to that many monsters your opponent controls to the hand.
  12.  
  13. Field Spell:
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  15. Crystal Hall
  16. Continuous Spell
  17. When this card is activated: You can activate 1 of the following effects;
  18. * Activate 1 “Ancient City - Rainbow Ruins” directly from your Deck, and if you do, you can add 1 “Rainbow Dragon” from your Deck to your hand.
  19. * Activate 1 “Advanced Darkness” directly from your Deck, and if you do, you can add 1 “Rainbow Dark Dragon” from your Deck to your hand.
  20. “Crystal” cards in your Spell & Trap Zones are treated as “Crystal Beast” cards. Once per turn, if “Rainbow Dragon(s)” is Special Summoned: You can target 1 of those “Rainbow Dragon”; it can activate its effects this turn (even if this card leaves the field). You can send this card to the GY; at the start of the next Battle Phase, you can take any number of your banished “Crystal Beast” monsters with different names, and either Special Summon them or place them face-up in your Spell & Trap Zone. You can only activate 1 “Crystal Hall” per turn.
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  22. Cards you control cannot be Shuffle into the deck?
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  24. GEM:
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  26. GEM Burst
  27. Normal Spell
  28. (This card is always treated as a “Crystal” card.)
  29. Banish “G-Force”, “E-Force”, and “M-Force” from your GY; add 1 “Ultimate Crystal” monster from your Deck or GY to your hand. If this card is sent to the GY: You can shuffle your banished “G-Force”, “E-Force”, and “M-Force” into the Deck, and if you do, destroy as many cards in the Spell & Trap Zones as possible, also, after that, place any number of “Crystal Beast” monsters with different names from your hand, Deck, and/or GY face-up in your Spell & Trap Card Zones as Continuous Spells, then inflict 500 damage to your opponent for each “Crystal Beast” card in your Spell & Trap Card Zone.
  30.  
  31. G-Force
  32. Quick-Play Spell
  33. (This card is always treated as a “Crystal” card.)
  34. If you control 2 or more “Crystal Beast” cards in your Spell & Trap Zone, you can activate this card the turn it was Set. When a monster effect is activated, and you control a “Crystal Beast” monster: Negate the activation, then destroy 1 “Crystal Beast” monster you control, and if you do, Special Summon 1 “Crystal Beast” monster from your Deck with a different name from the destroyed monster. If this card is sent to the GY: You can Set 1 “Crystal” Spell/Trap directly from your Deck, with a name different from the cards in your GY. You can only use each effect of “G-Force” once per turn.
  35.  
  36. Alternatively, it’ll SS a “Crystal Beast” monster with a different name from the “Crystal Beast” cards you control and in your GY.
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  38. E-Force
  39. Quick-Play Spell
  40. (This card is always treated as a “Crystal” card.)
  41. If you control 2 or more “Crystal Beast” cards in your Spell & Trap Zone, you can activate this card the turn it was Set. If you control a “Crystal Beast” monster: Target 1 card your opponent controls; destroy it, then destroy 1 “Crystal Beast” monster you control, and if you do, Special Summon 1 “Crystal Beast” monster with a different name from the destroyed monster. If this card is sent to the GY: You can Set 1 “Crystal” Spell/Trap directly from your Deck, with a name different from the cards in your GY. You can only use each effect of “E-Force” once per turn.
  42.  
  43. M-Force
  44. Quick-Play Spell
  45. (This card is always treated as a “Crystal” card.)
  46. If you control 2 or more “Crystal Beast” cards in your Spell & Trap Zone, you can activate this card the turn it was Set. Destroy 1 “Crystal Beast” monster you control, and if you do, Special Summon 1 “Crystal Beast” monster from your Deck with a different name from the destroyed monster, and if you do that, it gains ATK equal to the original ATK of the destroyed monster until the end of this turn. If this card is sent to the GY: You can Set 1 “Crystal” Spell/Trap directly from your Deck, with a name different from the cards in your GY. You can only use each effect of “M-Force” once per turn.
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  48. Signature Cards for Each Monster (should put treated as Crystal cards to remove from names)
  49.  
  50. Crystal Amethyst Nail
  51. Continuous Spell
  52. Once per turn, if a “Crystal Beast” monster you control battles, during damage calculation: You can activate this effect; negates its effects until the end of the Damage Step, also its original ATK/DEF is doubled during the damage calculation only. If a “Crystal Beast” monster you control inflicts battle damage to your opponent: You can add 1 “Crystal” Spell/Trap from your Deck to your hand, then, if you control “Crystal Beast Amethyst Cat”, you can destroy 1 card your opponent controls. You can only activate 1 “Crystal Amethyst Nail” per turn.
  53.  
  54. Crystal Cobalt Wing
  55. Continuous Spell
  56. “Crystal Beast Cobalt Eagle” can target your “Crystal Beast” monsters that are banished or are in your GY to activate its effect. During your Main Phase: You can excavate the top card of your Deck, and if it is a “Crystal Beast” monster, add it to your hand, then, you can Special Summon it, also for the rest of this turn, you cannot Special Summon monsters with the same name by this effect. Otherwise, send it to the GY, also this card’s effects are negated until the end of this turn. You can only activate 1 “Crystal Cobalt Wing” per turn.
  57.  
  58. Crystal Ruby Flash
  59. Continuous Spell
  60. Once per turn, if a "Crystal Beast" monster(s) is Special Summoned: You can banish random cards from your opponent's Deck or Extra Deck face-down, up to the number of "Crystal Beast" monsters you control with different names. Once per turn: You can target 1 "Crystal Beast Ruby Carbuncle" in your Spell & Trap Card Zone or GY; Special Summon it. You can only activate 1 "Crystal Ruby Flash" per turn.
  61.  
  62. Crystal Amber Stomp
  63. Normal Trap
  64. Target 1 “Crystal Beast” monster you control; until the end of this turn, its ATK becomes equal to the combined original ATK of all “Crystal Beast” monsters you currently control, but other monsters you control cannot attack. If you control “Crystal Beast Amber Mammoth”: You can banish this card from your GY; this turn, all monsters your opponent controls must attack, if able.
  65.  
  66. Instad have it end the Main Phase?
  67. If this card was activated during your opponent’s MP1, while you control “Amber Mammoth”, end that Main Phase 1.
  68.  
  69. Crystal Emerald Cutter
  70. Normal Trap
  71. This turn, “Crystal Beast” monsters and “Ultimate Crystal” monsters you control are unaffected by your opponent’s card effects, also, if you control “Crystal Beast Emerald Tortoise”, “Crystal Beast” monsters and “Ultimate Crystal” monsters cannot be destroyed by battle. If a “Crystal Beast” monster changes its battle position, while this card is in your GY: You can Set this card to your field.
  72.  
  73. Crystal Sapphire Revive
  74. Normal Trap
  75. Target 1 “Crystal Beast” monster in your GY with a different name from the “Crystal Beast” monsters you control, also, if you control “Crystal Beast Sapphire Pegasus”, you can target a second such monster, with a different name from the first; Special Summon it. You can banish this card from your GY, then target 1 monster in your opponent’s GY; Special Summon it to their field. You can only use each effect of “Crystal Sapphire Revive” once per turn.
  76.  
  77. Crystal Topaz Bite
  78. Normal Trap
  79. Send 1 "Crystal Beast" monster from your Deck to the GY, then target 1 monster your opponent controls; halve its original ATK, or, if you sent “Crystal Beast Topaz Tiger” to activate this effect, its ATK becomes 0. If the ATK of a “Crystal Beast” monster you control is different from its original ATK, even during the Damage Step, while this card is in your GY: You can Set this card to your field. You can only use each effect of “Crystal Topaz Bite” once per turn.
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  85. You can Special Summon this card (from your hand or GY) by sending 1 “Crystal Beast” card you control to the GY. You can only Special Summon “Crystal Prisma” once per turn this way. You can only use each of the following effects of “Crystal Prisma” once per turn.
  86. * You can send 1 “Ultimate Crystal” monster or 1 “Crystal Beast” monster from your hand or Deck to the GY; this card’s name, Attribute, Type, Level, and original ATK/DEF become the sent monster’s until the end of your opponent’s turn.
  87. * If this card is destroyed by battle or card effect: You can place 1 “Crystal Beast” monster from your Deck face-up in your Spell & Trap Zone.
  88. Alternatively QE to Special Summon by sending 1 to grave, it gains their attributes, then when sent to grave, it places 1 in Spell Trap Zone
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