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Red-Eyes V2 Support (42 Cards)

Apr 25th, 2018
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  1. Reasoning Red-Eyes/Use Summon Dice as mills enough and varied in levels
  2. Combos with Meteor Black Comet Dragon/Title of the Knight with Red-Eyes & Jinzo, also equipping it to Flame Swordsman
  3. Legendary Fisherman into Volcasaurus for burn builds
  4. Share with Illuminavi
  5.  
  6. Update image for Rocket Warrior & Panther Warrior & Garoozis on + Jinzo
  7. Effect: Giltia, alternative black, Rocket Warrior, Panther Warrior, Jinzo, Gilford, Flame Swordsman, Dark Flare Knight?, spider roulette, thousand dragon, graverobber, metalmorph
  8.  
  9. Change possibly: Time Wizard? Giltia (search Metalmorph/equip effect w/ magic), Gilford Float (do opponent's card effect), Gilti-Gearfried (no summon negation), Released Red-Eyes Restraint
  10. Alligator's Sword/Jinzo/Fisherman/Insect Queen (4 effects too many, remove the third of each), Link monster effects/materials
  11.  
  12. *Someone on PSCT
  13. Gearfried the Red-Eyes Iron Knight for trigger effects when equipped
  14.  
  15. Landstar could instead Normal Summon 1 from hand
  16.  
  17.  
  18. Red-Eyes Time Wizard
  19. Red-Eyes Thousand Dragon
  20. Red-Eyes Fossil Dragon
  21. Red-Eyes Swordsman of Landstar
  22. Red-Eyes Rocket Warrior
  23.  
  24. Red-Eyes Battle Warrior
  25. Red-Eyes Alligator's Sword
  26. Red-Eyes Axe Raider
  27. Red-Eyes Panther Warrior
  28. Red-Eyes Garoozis
  29.  
  30. Red-Eyes Lightning Blade
  31. Red-Eyes Salamandra
  32. Released Red-Eyes Restraint
  33. Red-Eyes Claw Shield
  34. Red-Eyes Shield with Sword
  35.  
  36. Red-Eyes Legendary Fisherman
  37. Red-Eyes Jinzo
  38. Red-Eyes Insect Queen
  39. Gearfried the Red-Eyes Swordmaster
  40. Gilford the Red-Eyes Lightning
  41.  
  42. Red-Eyes Star Blaster
  43. Red-Eyes Graceful Dice
  44. Red-Eyes Scapegoat
  45. Red-Eyes Graverobber
  46. Red-Eyes Skull Dice
  47.  
  48. Big Bang Dragon Blow
  49. Red-Eyes Alligator's Sword Dragon
  50. Red-Eyes Hermos Knight
  51. Red-Eyes Knight of Dark Dragon
  52. Red-Eyes Darkness Metal Plus Dragon
  53.  
  54. Red-Eyes Re-Fusion
  55. Title of the Knight with Red-Eyes
  56. Gamble of the Red-Eyes
  57. Red-Eyes Metalmorph
  58. Red-Eyes Spider Roulette
  59.  
  60. Red-Eyes Lava Battleguard
  61. Red-Eyes Swamp Battleguard
  62. Giltia the Red-Eyes D. Knight
  63. Red-Eyes Dark Flare Knight
  64. Gilti-Gearfried the Red-Eyes Magical Steel Knight
  65.  
  66.  
  67. Monsters (18 Cards)
  68.  
  69. Red-Eyes Time Wizard
  70. Spellcaster/DARK/Level 2/ATK 500/DEF 400 (Tuner)
  71. If this card is Normal Summoned: You can target 1 "Red-Eyes" monster in your GY; toss a coin and call it. If you call it right, Special Summon that target, then you can destroy 1 monster on the field. If you call it wrong, shuffle that target into the Deck. When using "Red-Eyes B. Dragon" as non-Tuner Synchro Material, you can treat it as a Level 5 monster. If this card is Special Summoned (except during the Damage Step): You can activate 1 of these effects;
  72. ● Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.
  73. ● Immediately after this effect resolves, Synchro Summon using this card you control.
  74.  
  75. If this card is sent from the field to the GY for the Fusion or Synchro Summon of a Dragon or Spellcaster monster: Halve the ATK of all monsters your opponent controls.
  76.  
  77. ********************************************************************************************************
  78.  
  79. Red-Eyes Swordsman of Landstar
  80. Warrior/DARK/Level 3/ATK 500/DEF 1200 (Tuner)
  81. If this card is Normal Summoned: You can Special Summon 1 "Red-Eyes" monster from your hand. All "Red-Eyes" monsters you control gain 400 ATK.
  82.  
  83. ********************************************************************************************************
  84.  
  85. Red-Eyes Battle Warrior
  86. Warrior/DARK/Level 3/ATK 700/DEF 1000
  87. If this card is Normal or Special Summoned: You can add 1 "Red-Eyes Shield & Sword" from your Deck or GY to your hand. You can only use this effect of "Red-Eyes Battle Warrior" once per turn. While equipped with an Equip Card, this card can make 3 attacks during each Battle Phase.
  88.  
  89. ********************************************************************************************************
  90.  
  91. Red-Eyes Alligator’s Sword
  92. Beast/DARK/Level 4/ATK 1500/DEF 1200
  93. If this card is Normal or Special Summoned: You can add 1 “Red-Eyes Fang with Chain” from your Deck or GY to your hand. You can only use this effect of "Red-Eyes Alligator's Sword" once per turn. Once per turn, if an Equip Card(s) is equipped to this card: You can target 1 card your opponent controls; negate its effects until the end of this turn.
  94.  
  95. ********************************************************************************************************
  96.  
  97. Red-Eyes Rocket Warrior
  98. Warrior/DARK/Level 4/ATK 1500/DEF 1300
  99. You can target 1 "Red-Eyes" monster you control; equip this card from your hand or field to that target. During your Battle Phase, the equipped monster gains 500 ATK, also it cannot be destroyed by battle. If the equipped monster attacks a monster, after damage calculation: The ATK of the attacked monster becomes 0. While this card is equipped to a monster: You can Special Summon this equipped card. You can only use this effect of "Red-Eyes Rocket Warrior" once per turn.
  100.  
  101. Currently: Fused Thorn of Malice and Reptialianne Gorgon, also Inzektor for second effect
  102. Considering: That attack target's ATK becomes 0 (VWXYZ)
  103.  
  104. Unequip and re-equip if needed
  105.  
  106. ********************************************************************************************************
  107.  
  108. Red-Eyes Axe Raider
  109. Warrior/DARK/Level 4/ATK 1700/DEF 1150
  110. If this card is Special Summoned by the effect of a "Red-Eyes" card: You can Special Summon 1 Level 4 "Red-Eyes" monster from your Deck, except "Red-Eyes Axe Raider". You can only use this effect of "Red-Eyes Axe Raider" once per turn. Once per turn, if an Equip Card(s) is equipped to this card: You can target 1 monster your opponent controls; banish it until the End Phase.
  111.  
  112. ********************************************************************************************************
  113.  
  114. Red-Eyes Panther Warrior
  115. Beast-Warrior/DARK/Level 4/ATK 2000/DEF 1600
  116. If this card is Normal or Special Summoned: You can add 1 "Red-Eyes Claw Shield" from your Deck or GY to your hand. You can only use this effect of "Red-Eyes Panther Warrior" once per turn. Cannot attack directly. Once per turn, during the Battle Phase (Quick Effect): You can send 1 Equip Card you control to the GY; this card gains 800 ATK until the end of this turn.
  117.  
  118. ********************************************************************************************************
  119.  
  120. Red-Eyes Lava Battleguard
  121. Warrior/DARK/Level 5/ATK 1550/DEF 1800
  122. If you control a "Red-Eyes" monster, you can Special Summon this card (from your hand). Gains 500 ATK for every other "Red-Eyes" monster you control. Once per turn: You can banish 1 "Red-Eyes" Trap from your GY; Special Summon 1 "Red-Eyes Swamp Battleguard" from your hand, Deck, or GY. You can only Special Summon "Red-Eyes Lava Battleguard(s)" once per turn.
  123.  
  124. ********************************************************************************************************
  125.  
  126. Red-Eyes Swamp Battleguard
  127. Warrior/DARK/Level 5/ATK 1800/DEF 1500
  128. If you control no monsters, you can Special Summon this card (from your hand). Gains 500 ATK for every other "Red-Eyes" monster you control. Once per turn: You can banish 1 "Red-Eyes" Spell from your GY; Special Summon 1 "Red-Eyes Lava Battleguard" from your hand, Deck, or GY. You can only Special Summon "Red-Eyes Swamp Battleguard(s)" once per turn.
  129.  
  130. ********************************************************************************************************
  131.  
  132. Red-Eyes Garoozis
  133. Beast-Warrior/DARK/Level 5/ATK 1800/DEF 1500
  134. When a "Red-Eyes monster you control is targeted for an attack while this card is in your hand: You can Special Summon this card, and if you do, negate the attack, then you can change 1 Attack Position monster your opponent controls to Defense Position. If your “Red-Eyes” monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if an Equip Card(s) is equipped to this card: You can change all monsters your opponent controls to Defense Position.
  135.  
  136. ********************************************************************************************************
  137.  
  138. Red-Eyes Black Flame Swordsman
  139. Warrior/DARK/Level 5/ATK 1800/DEF 1600
  140. Gain 600 ATK for each Equip Card equipped to it. Once per turn, if a "Red-Eyes" monster(s) is sent to your GY, except by the effect of "Red-Eyes Black Flame Swordsman": You can target 1 of those monsters; equip it to this card. Once per turn (Quick Effect): You can target 1 other monster on the field; destroy 1 Equip Card equipped to this card, and if you do, that monster gains 600 ATK.
  141.  
  142. ********************************************************************************************************
  143.  
  144. Giltia the Red-Eyes Magical Knight
  145. Warrior/DARK/Level 5/ATK 1850/DEF 1500
  146. You can Normal Summon this card without Tributing. If Summoned this way: Banish this card until the End Phase. Once per turn, when your opponent Normal or Special Summons a Level 5 or higher monster(s): You can target 1 of those monsters; banish both it and this card from the field, but return them in your next Standby Phase.
  147.  
  148. ********************************************************************************************************
  149.  
  150. Red-Eyes Legendary Fisherman
  151. Warrior/DARK/Level 5/ATK 1850/DEF 1600
  152. While you control another "Red-Eyes" monster, your opponent cannot target this card for attacks. "Red-Eyes" monsters you control are unaffected by your opponent's Spell effects. Once per turn: You can reveal any number of "Red-Eyes" cards in your hand; increase or reduce the Level of 1 "Red-Eyes" monster you control or that is in your hand by the number of revealed cards until the end of this turn (even after they are Summoned/Set). If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can add 1 Level 7 or lower "Red-Eyes" monster from your Deck to your hand, except "Red-Eyes Legendary Fisherman".
  153.  
  154. ********************************************************************************************************
  155.  
  156. Red-Eyes Jinzo
  157. Machine/DARK/Level 6/ATK 2400/DEF 1500
  158. While you control another "Red-Eyes" monster, this card can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. "Red-Eyes" monsters you control are unaffected by your opponent's Trap effects. Once per turn: You can shuffle 1 "Red-Eyes" monster from your GY into the Deck; look at all Spells/Traps your opponent controls and destroy as many Traps among them as possible, and if you do, inflict 300 damage to your opponent for each card destroyed. When this card is sent to the GY: You can Special Summon 1 "Red-Eyes" monster from your GY, except "Red-Eyes Jinzo", but destroy it during your End Phase.
  159.  
  160. ********************************************************************************************************
  161.  
  162. Red-Eyes Insect Queen
  163. Insect/DARK/Level 7/ATK 2200/DEF 2400
  164. Gains 200 ATK for each "Red-Eyes" monster on the field. "Red-Eyes" monsters you control are unaffected by your opponent's Insect monster effects. Once per turn (Quick Effect): You can Tribute 1 other "Red-Eyes" monster; this turn, all face-up monsters your opponent controls become Insect. Once per turn, during the End Phase: You can Special Summon any number of "Red-Eyes Insect Tokens" (Insect/DARK/Level 1/ATK 100/DEF 100), up to the number of your opponent's monsters that were destroyed by battle this turn.
  165.  
  166. ********************************************************************************************************
  167.  
  168. Red-Eyes Alternative Black Dragon
  169. Dragon/DARK/Level 7/ATK 2400/DEF 2000
  170. Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by shuffling 1 monster whose original name is "Red-Eyes B. Dragon" from your GY into the Deck. You can only Special Summon "Red-Eyes Alternative Black Dragon" once per turn this way. This card's name becomes "Red-Eyes B. Dragon" while on the field or in the GY. During your Main Phase: You can inflict 1200 damage to your opponent. This card cannot attack the turn you activate this effect. You can only use this effect of "Red-Eyes Alternative Black Dragon" once per turn.
  171.  
  172. ********************************************************************************************************
  173.  
  174. Gearfried the Red-Eyes Swordmaster
  175. Warrior/DARK/Level 7/ATK 2600/DEF 2200
  176. Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Red-Eyes" card. If this card is Special Summoned: You can add 1 "Red-Eyes" Equip Spell from your Deck or GY to your hand. You can only use this effect of "Gearfried the Red-Eyes Swordmaster" once per turn. Once per turn, if an Equip Card(s) is equipped to this card: You can target 1 monster your opponent controls; destroy it.
  177.  
  178. ********************************************************************************************************
  179.  
  180. Gilford the Red-Eyes Lightning
  181. Warrior/DARK/Level 8/ATK 2800/DEF 1400
  182. Requires 3 “Red-Eyes” Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated. When Normal Summoned, other cards and effects cannot be activated. If this card is Normal Summoned: Destroy as many monsters your opponent controls as possible, then you can equip “Red-Eyes” monsters in your GY to this card, up to the number of monsters destroyed by this effect. When this card leaves the field: You can Special Summon as many monsters from your GY as possible, that were equipped to this card.
  183.  
  184. ********************************************************************************************************
  185.  
  186. Extra Deck (9 Cards)
  187.  
  188. Big Bang Dragon Blow
  189. Machine/EARTH/Level 4/ATK 0/DEF 0 (Fusion)
  190. Must be Special Summoned with "The Claw of Hermos", using a Machine monster. If this card is Special Summoned: Target 1 other face-up monster on the field; equip this card to it. At the start of the Damage Step, if it battles: You can Tribute 1 Dragon monster you control or in your hand; destroy as many monsters your opponent your opponent controls as possible, and if you do, inflict damage to your opponent equal to the combined original ATK of those destroyed monsters.
  191.  
  192. ********************************************************************************************************
  193.  
  194. Red-Eyes Alligator’s Sword Dragon
  195. Dragon/DARK/Level 5/ATK 1700/DEF 1500 (Fusion)
  196. “Red-Eyes Baby Dragon” + 1 Beast or Beast-Warrior monster
  197. This card can attack directly. Once per turn: You can target Beast and/or Beast-Warrior monsters in your GY, up to the number of "Red-Eyes" cards you control; equip them to this card. Once per turn, when this card inflicts battle damage to your opponent: You can send 1 Equip Card you control to the GY; Special Summon 1 Beast or Beast-Warrior monster from your GY in Defense Position, also this card can attack again in a row. If this card is destroyed by battle or card effect: You can Special Summon 1 "Red-Eyes Baby Dragon" from your hand, Deck, or GY.
  198.  
  199. ********************************************************************************************************
  200.  
  201. Red-Eyes Dark Flare Knight
  202. Warrior/DARK/Level 6/ATK 2200/DEF 900 (Fusion)
  203. "Red-Eyes Black Flame Swordsman" + 1 Level 7 Spellcaster monster
  204. Unaffected by other cards' effects. At the start of the Damage Step, if this card attacks a monster: Destroy that monster, and if you do, inflict damage to your opponent equal to this card's ATK. If this card is destroyed by battle and sent to the GY: You can Special Summon 1 "Red-Eyes" monster from your hand or Deck, ignoring it Summoning conditions.
  205.  
  206. ********************************************************************************************************
  207.  
  208. Red-Eyes Thousand Dragon
  209. Dragon/DARK/Level 7/ATK 2400/DEF 2000 (Fusion)
  210. “Red-Eyes Baby Dragon” + 1 Spellcaster monster
  211. Treated as a Normal Monster while in the GY. All "Red-Eyes” Gemini monsters on the field are treated as Effect Monsters, and gain their effects. If this Fusion Summoned card is sent to the GY: You can target 1 “Red-Eyes” Spell/Trap in your GY; based on its type apply this effect.
  212. ● Spell: If that target is a Normal Spell, apply its effect, then shuffle it into the Deck. Otherwise, add it to your hand.
  213. ● Trap: Set that target. It can be activated this turn.
  214.  
  215. ********************************************************************************************************
  216.  
  217. Gilti-Gearfried the Red-Eyes Magical Iron Knight
  218. Warrior/DARK/Level 7/ATK 2700/DEF 1600 (Fusion)
  219. "Giltia the Red-Eyes Magical Knight" + "Gearfried the Red-Eyes Iron Knight"
  220. When your opponent would Special Summon a monster(s): You can banish this card until the End Phase; negate the Summon, and if you do, destroy that monster(s). When this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half this card's current DEF, and if it does, that monster loses the same ATK. If this attacking card destroys an opponent's monster by battle, after damage calculation: It can make a second attack in a row.
  221.  
  222. ********************************************************************************************************
  223.  
  224. Red-Eyes Fossil Dragon
  225. Dragon/DARK/Level 7/ATK 2800/DEF 2400 (Synchro)
  226. 1 Tuner + 1+ non-Tuner "Red-Eyes" monsters
  227. If this card is Synchro Summoned: You can target 1 Level 7 or lower "Red-Eyes" monster in your GY; Special Summon it. If this card would be destroyed by battle, you can shuffle 1 "Red-Eyes" monster from your GY into the Deck instead. Once per turn: You can target 1 card your opponent controls; destroy it. Then, if it was a Monster Card, inflict damage to your opponent equal to half its original ATK.
  228.  
  229. ********************************************************************************************************
  230.  
  231. Hermos the Red-Eyes Knight
  232. Warrior/LIGHT/Link 2/ATK 1800 Arrows: D, DR
  233. 2 monsters, including at least 1 "Red-Eyes B. Dragon"
  234. If this card is Link Summoned: You can discard 1 card; add 1 "The Claw of Hermos" and 1 "Red-Eyes" monster from your Deck or GY to your hand. You can only use this effect of "Hermos the Red-Eyes Knight" once per turn. Once per turn, when an attack is declared involving this card in the Extra Monster Zone: You can target 1 Effect Monster in your GY; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that monster's original effects.
  235.  
  236. ********************************************************************************************************
  237.  
  238. Red-Eyes Knight of Dark Dragon
  239. Warrior/DARK/Link 2/ATK 1900 Arrows: DL, D
  240. 2 "Red-Eyes" monsters
  241. During your Main Phase: You can send "Red-Eyes" monsters from your Deck to the GY, then Ritual Summon 1 Dragon Ritual Monster with less than 3000 ATK from your hand or GY whose Level exactly equals the total Levels of the sent monsters. You can only use this effect of "Red-Eyes Knight of Dark Dragon" once per turn. Once per turn, at the start of the Damage Step, if this card attacks a monster: You can inflict damage to your opponent equal to half the combined original ATK of "Red-Eyes" monsters this card points to.
  242.  
  243. ********************************************************************************************************
  244.  
  245. Red-Eyes Darkness Metal Plus Dragon
  246. Dragon/DARK/Link 3/ATK 2800 Arrows: DL, D, DR
  247. 2+ "Red-Eyes" monsters
  248. Once per turn, you can also Link Summon this card by sending 1 Level/Rank 7 or higher "Red-Eyes" Dragon monster you control equipped with an Equip Card to the GY. Gains 400 ATK for each Dragon monster in your GY. Unaffected by your opponent's Spells effects. Once per turn, when a Spell Card or effect is activated (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy that card, then you can Special Summon 1 Dragon monster from your GY to a zone this card points to.
  249.  
  250. ********************************************************************************************************
  251.  
  252. Spells (8 Cards)
  253.  
  254. Red-Eyes Re-Fusion
  255. Normal Spell
  256. Activate 1 or both of these effects, in sequence. You can only activate 1 "Red-Eyes Re-Fusion" per turn.
  257. ● Return 1 Fusion Monster from your GY to the Extra Deck.
  258. ● Fusion Summon 1 Fusion Monster that lists a "Red-Eyes" monster as material from your Extra Deck, by shuffling Fusion Materials from your hand, field, or GY into the Deck, and if you do, its name becomes “Red-Eyes B. Dragon”.
  259.  
  260. ********************************************************************************************************
  261.  
  262. Red-Eyes Star Blaster
  263. Normal Spell
  264. Roll a six-sided die. Send 1 monster from your Deck to the GY so that the result plus the monster's Level equals 7, and if you do, Special Summon 1 "Red-Eyes B. Dragon" from your hand, Deck, or GY. If you cannot, you take 2400 damage. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 Level/Rank 7 "Red-Eyes" monster in your GY that cannot be Normal Summoned/Set; Special Summon it, ignoring its Summoning conditions, then if it was an Xyz Monster, you can attach 1 "Red-Eyes" monster from your Deck to that Xyz Monster as material. You can only use this effect of "Red-Eyes Star Blaster" once per turn.
  265.  
  266. ********************************************************************************************************
  267.  
  268. Red-Eyes Graceful Dice
  269. Quick-Play Spell
  270. If you control a "Red-Eyes" monster: Roll a six-sided die. All monsters you currently control gain ATK/DEF equal to the result x 500, until the End Phase. If this card is sent to the GY: You can Set 1 "Red-Eyes Skull Dice" directly from your Deck. You can only use each effect of "Red-Eyes Graceful Dice" once per turn.
  271.  
  272. ********************************************************************************************************
  273.  
  274. Red-Eyes Scapegoat
  275. Quick-Play Spell
  276. Shuffle up to 4 "Red-Eyes" monsters that have different Levels from each other from your GY into the Deck, then Special Summon an equal number of "Red-Eyes Sheep Tokens" (Beast/DARK/Level 1/ATK 0/DEF 0), also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Red-Eyes" monsters. You can only activate 1 "Red-Eyes Scapegoat" per turn.
  277.  
  278. ********************************************************************************************************
  279.  
  280. Title of the Knight with Red-Eyes
  281. Quick-Play Spell
  282. Tribute 1 non-Warrior "Red-Eyes" monster; Special Summon 1 "Red-Eyes" Warrior monster from your hand, Deck, or GY, then you can destroy 1 card on the field.
  283.  
  284. ********************************************************************************************************
  285.  
  286. Red-Eyes Lightning Blade
  287. Equip Spell
  288. Equip only to a "Red-Eyes" monster. It gains 800 ATK. Your opponent's cards and effects cannot be activated during the Battle Phase. If this face-up card is sent from the field to the GY: You can target 1 face-up card on the field; negate its effects.
  289.  
  290. ********************************************************************************************************
  291.  
  292. Red-Eyes Salamandra
  293. Equip Spell
  294. Equip only to a "Red-Eyes" monster. It gains 700 ATK. If it destroys an opponent's monster by battle: You can destroy all monsters your opponent controls with ATK less than or equal to the equipped monster's ATK. If this face-up card is sent from the field to the GY: You can target 1 "Red-Eyes" monster you control; if that monster is still face-up on the field, inflict damage to your opponent equal to half its ATK.
  295.  
  296. ********************************************************************************************************
  297.  
  298. Released Red-Eyes Restraint
  299. Equip Spell
  300. Equip only to a "Red-Eyes" monster. If it is a Gemini monster, it becomes an Effect Monster, and gains its effects. Otherwise, when an activated card or effect resolves that targets the equipped monster, negate that effect. If this face-up card is sent from the field to the GY: You can Special Summon 1 "Gearfried" monster from your hand, Deck, or GY, ignoring its Summoning conditions. If this card is in your GY: You can banish 2 other "Red-Eyes" cards from your GY; add this card to your hand. You can only use this effect of "Released Red-Eyes Restraint" once per turn.
  301.  
  302. ********************************************************************************************************
  303.  
  304. Traps (7 Cards)
  305.  
  306. Gamble of the Red-Eyes
  307. Normal Trap
  308. Send 1 "Red-Eyes" card from your hand or face-up field to the GY; roll a six-sided die a number of times equal to the number of "Red-Eyes" cards you control. Draw 3 cards, then discard cards from your hand equal to the smallest number rolled -1 (or your entire hand, if less than that number).
  309.  
  310. Send 1 "Red-Eyes" card from your hand or face-up field to the GY; roll a six-sided die a number of times equal to the number of "Red-Eyes" cards you control. Draw 5 cards, then discard cards from your hand equal to the smallest number rolled (or your entire hand, if less than that number).
  311.  
  312. If you control 1 "Red-Eyes" card: +2: 1/6 +1: 1/6 +0: 1/6 -1: 1/6 -2: 1/6 -3: 1/6
  313. If you control 2 "Red-Eyes" cards: +2: 11/36 +1: 9/36 +0: 7/36 -1: 5/36 -2: 3/36 -3: 1/36
  314. If you control 3 "Red-Eyes" cards: +2: 91/216 +1: 61/216 +0: 37/216 -1: 19/216 -2: 7/216 -3: 1/216
  315.  
  316. Send 1 "Red-Eyes" card from your hand or face-up field to the GY; roll a six-sided die a number of times equal to the number of "Red-Eyes" cards you control. Draw until you have 5 cards in your hand, then discard cards from your hand equal to the smallest number rolled -1 (or your entire hand, if less than that number).
  317.  
  318. ********************************************************************************************************
  319.  
  320. Red-Eyes Claw Shield
  321. Normal Trap
  322. During the Battle Phase: Target 1 "Red-Eyes" monster you control and 1 face-up monster your opponent controls; equip this card to the first target, and if you do, take control of the second target until your End Phase. Once per turn, when your opponent activates a card or effect that targets exactly 1 monster you control (and no other cards), or when a monster you control is targeted for an attack by an opponent's monster: You can target another monster you control that would be an appropriate target; that card/effect/attack now targets the new target.
  323.  
  324. ********************************************************************************************************
  325.  
  326. Red-Eyes Graverobber
  327. Normal Trap
  328. If you control a "Red-Eyes" monster: Pay 1500 LP, then target 1 card in your opponent's GY; based on its type apply this effect.
  329. ● Monster: Special Summon that target to your side of the field.
  330. ● Spell: Add that target to your hand.
  331. ● Trap: Set that target to your field. It can be activated this turn.
  332.  
  333. ********************************************************************************************************
  334.  
  335. Red-Eyes Metalmorph
  336. Normal Trap
  337. Target 1 "Red-Eyes" monster you control; equip this card to it. It gains 300 ATK/DEF, also it cannot be destroyed by card effects. If the equipped monster destroys an opponent's monster by battle: You can target 1 monster your opponent controls or in their GY; equip that target to the equipped monster. The equipped monster gains ATK equal to half the combined original ATK of monsters equipped to it by this effect.
  338.  
  339. ********************************************************************************************************
  340.  
  341. Red-Eyes Shield & Sword
  342. Normal Trap
  343. Activate 1 or both of these effects (simultaneously).
  344. ● Switch the ATK and DEF of all face-up monsters currently on the field, except "Red-Eyes" monsters.
  345. ● Target 1 face-up "Red-Eyes" monster you control; equip this card to that target. Its ATK/DEF become equal to its combined original ATK and DEF.
  346.  
  347. ********************************************************************************************************
  348.  
  349. Red-Eyes Skull Dice
  350. Normal Trap
  351. If you control a "Red-Eyes" monster: Roll a six-sided die. All monsters your opponent currently control lose ATK/DEF equal to the result x 500, until the End Phase. If this card is sent to the GY: You can Set 1 "Red-Eyes Graceful Dice" directly from your Deck. You can only use each effect of "Red-Eyes Skull Dice" once per turn.
  352.  
  353. ********************************************************************************************************
  354.  
  355. Red-Eyes Roulette Spider
  356. Normal Trap
  357. When a monster effect is activated on the field: Roll a six-sided die. That activated effect becomes 1 of these effects, based on the result. ● 1: Halve your opponent's LP. ● 2: Inflict damage to your opponent equal to this card's ATK. ● 3: Your opponent destroys 1 monster they control. ● 4: Destroy 1 other monster you control. ● 5: You take damage equal to this card's ATK. ● 6: Destroy this card.
  358. If this card is in your GY: You can discard 1 card, then target 1 "Red-Eyes" monster you control; Special Summon this card in Defense Position as a Normal Monster with the same original Level as that monster (Insect/DARK/ATK 0/DEF 0). (This card is NOT treated as a Trap). You can only use this effect of "Red-Eyes Roulette Spider" once per turn.
  359.  
  360.  
  361.  
  362.  
  363.  
  364.  
  365. Burning Soul Sword
  366.  
  367. Red-Eyes Armorizatuon
  368. Normal Trap
  369. Target 1 “Red-Eyes” monster you control; choose 1 Equip Spell from your Deck that can be equipped to that monster and equip it to that monster. You can banish this card from your GY, then target 1 "Red-Eyes" Trap in your GY; Set it to your field.
  370.  
  371. Red-Eyes Claw Shield
  372. Normal Trap
  373. When your opponent declares an attack: Target 1 "Red-Eyes" monster you control and 1 face-up monster your opponent controls, except the attacking monster; equip this card to the first target, and if you do, take control of the second target until the end of the Battle Phase, and if you do, it is attacked instead, and you proceed to damage calculation. You can send this Equip Card and 2 monsters you control to the GY, then target up to 2 monsters your opponent controls; take control of them until your End Phase.
  374.  
  375. Red-Eyes Claw Shield
  376. Normal Trap
  377. During the Battle Phase: Target 1 "Red-Eyes" monster you control and 1 face-up monster your opponent controls; equip this card to the first target, and if you do, take control of the second target while this card is face-up on the field, also your opponent cannot target other monsters you control with attacks or effects. You can send this Equip Card and 2 monsters you control to the GY, then target up to 2 monsters your opponent controls; take control of them until your End Phase.
  378.  
  379.  
  380.  
  381.  
  382.  
  383.  
  384. Scrapped:
  385.  
  386. Red-Eyes Time Wizard: If this card is Normal Summoned: You can target 1 "Red-Eyes" monster in your GY; toss a coin and call it. If you call it right, Special Summon that target, then you can destroy 1 monster on the field. If you call it wrong, shuffle that target into the Deck. If this card is Special Summoned (except during the Damage Step), you can: Immediately after this effect resolves, Synchro Summon using this card you control or Fusion Summon using monsters from your hand or field as Fusion Material.
  387.  
  388. Rocket Warrior: While this card is equipped to a monster, that monster cannot be destroyed by battle.
  389.  
  390. Panther Warrior: You can detsroy 1 Equip Card you control, and if you do, this card gains 1000 ATK until the end of this turn.
  391.  
  392. Once per turn (Quick Effect): You can send 1 Equip Card you control that is equipped to this card to the GY; this card gains 1000 ATK until the end of this turn.
  393.  
  394. Black Flame Swordsman: If do this, make it Level 4
  395. Once per turn, if a "Red-Eyes" monster(s) is sent to the GY: You can equip 1 of those monsters to this card as an Equip Spell with this effect. ● The equipped monster gains 700 ATK.
  396. Once per turn (Quick Effect): You can send 1 Equip Card equipped to this card to the GY, then target 1 other monster you control; until the end of this turn, that target gains 600 ATK, then, if that sent card is a "Red-Eyes" card, that target gains 600 more ATK.
  397.  
  398. Once per turn, if a "Red-Eyes" monster(s) is sent to your GY: You can target 1 of those monsters; equip it to this card as an Equip Spell with this effect. ● The equipped monster gains 600 ATK.
  399. Once per turn (Quick Effect): You can target 1 Equip Card you control and 1 appropriate monster on the field; equip that Equip Card to that appropriate monster. If this card is destroyed by battle or card effect and sent to the GY: You can banish this card from your GY, then target 1 "Red-Eyes" monster in your GY; Special Summon it.
  400.  
  401. (Quick Effect): You can target 1 other monster on the field; destroy 1 Equip Spell equipped to this card, and if you do, this card's ATK becomes 0, and if it does, that monster gains that lost ATK.
  402.  
  403. You can equip 1 of those monsters to this card as an Equip Spell with this effect.
  404.  
  405. Gains 700 ATK for each Equip Card equipped to it. Once per turn, if a "Red-Eyes" monster(s) is sent to the GY, except to activate this card's effect: You can equip 1 of those monsters to this card. Once per turn (Quick Effect): You can send 1 monster equipped to this card to the GY, then target 1 other monster you control; it gains ATK equal to half the original ATK of the sent monster.
  406.  
  407. except to activate the effect of "Red-Eyes Black Flame Swordsman":
  408. except by the effect of "Red-Eyes Black Flame Swordsman":
  409. Once oer turn (Quick Effect): You can target 1 other monster you control; send 1 monster equipped to this card to the GY, and if you do, it gains ATK equal to half the original ATK of the sent monster.
  410. Maybe change to 600 ATK gain, and it swaps equip spells?
  411.  
  412. Jinzo: Once per turn: You can shuffle 1 "Red-Eyes" monster from your GY into the Deck, then target 1 Trap on the field; destroy that target, and if you do, inflict 500 damage to your opponent. (If the target is Set, reveal it, and destroy it if it is a Trap. Otherwise, return it to its original position.)
  413.  
  414. Alligator's Sword Dragon: This card can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. Once per turn: You can target 1 “Red-Eyes” monster in your GY; equip it to this card. Gains 1 additional attack during each Battle Phase for each Equip Card equipped to it. If this card is sent from the Monster Zone to the GY: You can target 1 Level 4 or lower “Red-Eyes” monster in your GY; Special Summon it.
  415.  
  416. This card can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. Once per turn: You can target Beast and/or Beast-Warrior monsters in your GY, up to the number of "Red-Eyes" cards you control; equip them to this card as Equip Spells with this effect. ● The equipped monster gains 1 additional attack during each Battle Phase.
  417. Once per turn, if a "Red-Eyes" monster you control inflicts battle or effect damage to your opponent: You can target 1 Beast or Beast-Warrior monster equipped to this card; Special Summon it. If this card is destroyed by battle or card effect: You can Special Summon 1 "Red-Eyes Baby Dragon" from your hand, Deck, or GY.
  418.  
  419. This card can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. Once per turn: You can target Beast and/or Beast-Warrior monsters in your GY, up to the number of "Red-Eyes" cards you control; equip them to this card as Equip Spells with this effect. ● The equipped monster gains 1 additional attack during each Battle Phase.
  420. Once per turn, when this card inflicts battle damage to your opponent: You can send 1 Equip Card you control to the GY; Special Summon 1 Beast or Beast-Warrior monster from your GY. If this card is destroyed by battle or card effect: You can Special Summon 1 "Red-Eyes Baby Dragon" from your Deck or GY.
  421.  
  422. All the Beasts/Beast-Warriors: Treated as a Warrior monster in the GY.
  423.  
  424. Thousand Dragon: You can target 1 “Red-Eyes” Spell/Trap in your GY, then activate the appropriate effect based on its type;
  425. Spell: Shuffle that target into the Deck, then, if it was a Normal Spell, you can apply its effect.
  426.  
  427. Fossil Dragon: If this card is Synchro Summoned: You can target 1 "Red-Eyes" monster in your GY; Special Summon it, also you cannot Special Summon Level 7 or higher monsters from your Extra Deck for the rest of this turn. Cannot be destroyed by battle.
  428.  
  429. Red-Eyes Darkness Metal Plus Dragon: Gains 400 ATK for each "Red-Eyes" monster in your GY.
  430.  
  431. Released Red-Eyes Restraint: Otherwise, negate other card effects that target it, and if you do, destroy that card
  432.  
  433. Red-Eyes Re-Fusion: Fusion Summon 1 Fusion Monster that lists a "Red-Eyes" monster as material from your Extra Deck or GY, by shuffling Fusion Materials from your hand, field, or GY into your Deck, and if you do, its name becomes “Red-Eyes B. Dragon”. You cannot Normal or Special Summon other monsters the turn you activate this effect, except "Red-Eyes" monsters. You can only activate 1 "Red-Eyes Re-Fusion" per turn.
  434.  
  435. Red-Eyes Claw Shield: while this card is face-up on the field.
  436.  
  437. Red-Eyes Metalmorph: Target 1 "Red-Eyes" monster you control; equip this card to it. It gains 400 ATK/DEF. If it would be destroyed by a card effect, you can send 1 Equip Card equipped to it to the GY instead. If it destroys your opponent's monster by battle and sends it to the GY: Equip the destroyed monster to the equipped monster as an Equip Spell with this effect.
  438. ● The equipped monster gains ATK equal to half this card's original ATK.
  439.  
  440. equip that target to the equipped monster, and if you do, while a monster is equipped to it by this effect, it gains ATK equal to half the original ATK of that equipped monster.
  441.  
  442. Red-Eyes Spider Roulette: ● 3: Your opponent chooses 1 monster they control and destroys it, and if they do, they take damage equal to its original ATK. ● 4: You choose 1 other monster you control, destroy it, and if you do, you take damage equal to its original ATK.
  443. all monsters you control are "Red-Eyes" monsters while
  444.  
  445. Fisherman send equips to negate Spells, Jinzo shuffle Red-Eyes to negate Traps
  446.  
  447. Notes and stuff:
  448.  
  449. General: I wanted to incentivize running some of these cards as one-off tech options, as some sort of amalgamation, so HOPT effects are present alongside Graveyard retrieval.
  450.  
  451. Red-Eyes Time Magician: First effect is a reference to when it restored a ship in the first virtual world arc. Second is a reference to how after using its effect a nee monster is born
  452.  
  453. Red-Eyes Swordsman of Landstar: Used Comrade Swordsman of Landstar as reference for second effect and it being a Tuner. First effect just references how it always seems to be alongside another of Joey's monsters.
  454.  
  455. Red-Eyes Battle Warrior: First effect references when Joey used it in combination with Shield and Sword to beat Bonz, second references it attacking and destroying 3 zombies all at once.
  456.  
  457. Red-Eyes Alligator's Sword: First effect references its usage with Kunai with Chain, second references how it seemed to prevent Legendary Fisherman from hiding in the waves with that Kunai.
  458.  
  459. Red-Eyes Rocket Warrior: Another equip monster seemed fitting, and this became an equip with Hermos, so thought just modifying its battle protection and ATK reduction effects would be nice.
  460.  
  461. Red-Eyes Axe Raider: Must be Special Summoned with a Red-Eyes card so you can't cheat out two monsters with Black Stone of Legend, the effect is a reference to Flat Lv4. Second effect is just a nod to Kunai with Chain being used with this card, temporarily incapacitating a foe.
  462.  
  463. Red-Eyes Panther Warrior: First effect is referencing how this card was the most used card with Magical Arm Shield (in one instance its Shield became said Arm Shield). Second effect references battle with Mako Tsunami where he equipped it with two equip cards at once to increase it ATK to defeat it, but combined with the original's need to sacrifice stuff to attack.
  464.  
  465. Red-Eyes Lava Battleguard: Since he represents Tristan, he comes to the field to help his friends. Banishes a Trap because he's purple like a Trap Card.
  466.  
  467. Red-Eyes Swamp Battleguard: Since he represents Joey, he's a first responder who rushes in. Banishes a Spell because he's green like a Spell Card.
  468.  
  469. Red-Eyes Garoozis: Kunai with Chain reference through and through. Added piercing for fun.
  470.  
  471. Red-Eyes Flame Swordsman: First effect references Salamandra, third references its Deck Master effect. Second I just slapped on for fun and to make better use of Red-Eyes Baby Dragon.
  472.  
  473. Giltia the Red-Eyes Magical Knight: First effect is a reference to duel in battle city where he Normal Summoned it without Tributing and it was banished. Second effect is just something fun in reference to this.
  474.  
  475. Red-Eyes Fisherman: Attack immunity like original, and makes monsters unaffected by Spells in reference to original. The Level change effect matches Legendary Ocean effect and references how it was changed from a Level 4 monster to a Level 5 by the anime, and has it reveal resources from hand as cost. Float effect to match Legendary Fisherman II.
  476.  
  477. Red-Eyes Jinzo: Attack directly like Jinzo-Returner and #7. Trap immunity for Red-Eyes as a nod to the original, along with a Trap search effect that recycles Red Eyes from Grave as cost. Float effect to match Jinzo Returner, and coincidentally misses timing like Lightpulsar.
  478.  
  479. Red-Eyes Insect Queen: Gains ATK like Insect Queen. Grants monster protection from insect to match the Insect Barrier + Parasite Paracide combo Weevil used, and enacts this combo by using a resource from field as cost. Spawns token at End Phase to match the Insect Queens as well.
  480.  
  481. Red-Eyes Alternative Black Dragon: A way to recycle Red-Eyes B. Dragon, and has a neutered version of Inferno Fire Blast like Blue-Eyes Alternative does of Burst Stream of Destruction.
  482.  
  483. Gearfried the Red-Eyes Swordmaster: Restriction because Black Stone of Legend into this for an equip search seemed a bit too strong, especially given the equips I made. HOPT as well for that reason.
  484.  
  485. Gilford the Red-Eyes Lightning: The irresponsive summon references the Egyptian Gods, the other effect references Gilford the Legend.
  486.  
  487. Red-Eyes Alligator's Sword Dragon: Just punks off the original. Equip theming semed to fit since this was a fusion of a beast/beast-warrior and a baby dragon version of Red-Eyes. Floats into Baby Dragon this time instead because the warriors riding on it protect it.
  488.  
  489. Red-Eyes Dark Flare Knight: Towers effect since its original effect triggered when destroyed by battle, similar to Howitzer. Inflict burn when attacking so it has some use other than being blown up. Floats like original, and ignores summoning conditions since the original summoned a Nomi monster.
  490.  
  491. Red-Eyes Thousand Dragon: Like a Dark Magician the Dragon Knight for the archetype. Use with Return of the Red-Eyes in the Gemini build. Thought it fit since Thousand Dragon was a non-Effect monster. Second effect is just a means of recursion to further justify running it. Activate Red-Eyes Fusion during your opponent's turn is quite fun.
  492.  
  493. Gilti-Gearfried the Red-Eyes Magical Iron Knight: First effect upgrades Giltia's and also references how Joey prevented his opponent from summoning a monster to shield himself. Second effect references Extra Boost, while third references Relentless Attacks .
  494.  
  495. Red-Eyes Fossil Dragon: Reference to when Rex Raptor had this card turned to stone by Time Wizard. The revival effect and battle protection are meant match the revival and protection effects of Flare Metal Dragon and Slash Dragon. The second effect is a reference to Time Wizard and that during Battle City monster's destroyed by card effects inflict half their ATK as damage to their owner.
  496.  
  497. Red-Eyes Hermos Knight: References to Hermos, that's it really.
  498.  
  499. Red-Eyes Knight of Dark Dragon: Since none of the Red-Eyes monsters have float effect, except Wyvern (but he's shit), thought it'd be a bit fun to make one that mills your Red-Eyes monsters from deck to summon Ritual Dragons from hand or Grave. Luckily none are level 10, except Decisive Armor (who's also shit), so can't use it to mill Darkness Metal.
  500.  
  501. Red-Eyes Darkness Metal Plus Dragon: References the anime effect of Darkness Metal Dragon of having protection from spells, and negating spells through a discard. It also revives for some fun, so if you can afford the minus negate your own equip spell to revive.
  502.  
  503. Red-Eyes Re-Fusion: Basically the opposite of Red-Eyes Fusion in that it shuffle into Deck. Better late game, so it can be used to revive a Fusion monster to match that idea, and also so you can still get Archfiend Black Skull Dragon's massive burn effect.
  504.  
  505. Red-Eyes Star Blaster: This is a reference to Star Blaster, which tributed a monster you controlled and then rolled a dice and allowed you to Soecial Summon a monster with a Level equal to dice roll plus the tributed monsters Level. Joey used it to summon Red-Eyes B. Dragon, so I modified it appropriately to be a btter luck based card thaat can be weighted in your favor. It also has a Grave effect to revive the Level/Rank 7 Extra Deck Red-Eyes. 7 is the most common result of rolling two dice, so it seemed fitting.
  506.  
  507. Graceful Dice of the Red-Eyes: Joey card, sets Skull from Deck since they were used together.
  508.  
  509. Red-Eyes Scapegoat: Another Joey card, takes advantage of the wild level differences between Red-Eyes monster and helps soam the field for link plays.
  510.  
  511. Title of the Knight with Red-Eyes: Knight's Title reference, the destruction matches Dark Magician Knight's effect.
  512.  
  513. Red-Eyes Lightning Blade: The stun effect is to match its electric theming. It also helped Joey get around the negating damage done by Tornado Wall by using it during the opponent's battle ohase where the card wasn't active.
  514.  
  515. Red-Eyes Salamandra: Massive destruction to match what it appeared to do in the anime when it flushed out Dungeon Worm. Float effect is to match theming of Fire by burning opponent.
  516.  
  517. Released Red-Eyes Restraint: Gearfried had a Gemini counterpart (Supervise), this also reference the Divine Blade that came out with that Warrior Structure that featured Gearfried. Also gives the non-geminis targeting protection in a way akin to Gearfried.
  518.  
  519. Gamble of the Red-Eyes: Gamble reference that you can weigh in your favor.
  520.  
  521. Red-Eyes Claw Shield: References Magical Arm Shield and Double Magical Arm Bind
  522.  
  523. Red-Eyes Graverobber: Graverobber reference.
  524.  
  525. Red-Eyes Metalmorph: ATK boosting of Metalmorph and protection of Rare Metalmorph.
  526.  
  527. Red-Eyes Shield with Sword: Shield and Sword reference, and Magnum Shield 'cause why not?
  528.  
  529. Red-Eyes Spider Roulette: Roulette Spider you use on monster effects rather than. Since it sorta looks like a monster, thought it'd be fun if it could spring upnlike one for Xyz plays.
  530.  
  531. Skull Dice of the Red-Eyes: Skull Dice reference.
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