Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- [Custom Cards] "Crystal Beast" Support | Anime GEMs Burst Forth (4 Cards)
- The anime has had a bunch of gimmicky little subset of cards for certain archetypes that are meant to work towards some weird strategy. One of the more notorious ones was HEROs. There was Hero Kid for swarming the field and using their Traps to search "HERO" monsters or reduce your opponent monster's ATK. The weird signature attack cards for the main deck Elemental HEROs like Spark Blaster, Bubble Blaster, Feather Shoot, & Burst Return. Along with the HERO Flash series, which was a set of 5 cards with a weird strategy. The 4 main cards were generic hero support, and for support at the time they were pretty decent. Yeah, O Oversoul would've been a lot better if it worked on any Elemental HERO monster, not just the normals, but free revival is free revival. R Righteous Justice was an effect that people still miss from the unfortunately banned Stratos. And if you're not running 3 E Emergency Call, well you're not playing HEROs.
- Anyway, despite most of these weird subset strategies that deviated from the Fusion based nature of HEROs being printed, despite most being pack filler garbage. A weird subset of cards that weren't printed were the Crystal Beasts counterpart to Hero Flash, GEM Burst. All the cards were situational and awful with the exception of E-Force, but it's not like that's stopped Konami before. So I decided I'd try adapting them.
- First off, I knew that it would probably be best to make them focused on disruption. While Crystal Beasts have a lot of search and swarm power, they do basically nothing during the opponent's turn unless you summon Number 41 or have Ancient Ruins up to negate Spell/Traps. Thus I made the three primary ones Quick-Play and Trap Cards, with the condition that they can be activated from the hand if you control 2 or more Crystal Beast cards in your Spell & Trap Zones. Next, one of the big issues with Hero Flash (other than it only working with Normal monsters) was that it and the 4 pieces for it were unsearchable. So here, I decided not only to make them all Crystal Cards so they're searchable by Rainbow Bridge and Crystal Vanguard, but they also search each other out from the Deck.
- First up was G-Force, which refers to severe amount of gravitational force you feel when you fall from fantasy of winning with Crystal Beasts, to the reality that you're never winning with Crystal Beasts. It was a Trap in the anime for some reason, so I decided to keep that just for flavor. It's effect Special Summoned a Crystal Beast monster from your hand when your opponent attacked, and redirected the attack. Obviously, this was meant to be "disruption" that helped you "swarm", so I decided to change it to work as a Starlight Road type card for the archetype, since it has a similar idea. Crystal Beasts have a big issue with being blown up, or god forbid getting their one-off's Cosmic Cyclone'd, so this helps with that issue.
- Second up was E-Force. It was just a Quick-Play Crystal Promise, and sure, Crystal Promise is good, but we don't need a second one. Since it's just a copy, I decided to change it into Crystal Beast Gemini Spark. Except instead of drawing a card, you place a Crystal Beast in your Spell & Trap Card Zone. This interruption can be very beneficial for the archetype to get rid of problem cards before they're able to do a lot of damage.
- Third up was M-Force. It was Crystal Beast H Heated Heart. The only one I didn't mention earlier when talking about the Hero Flash cards, because it sucks the most if we disregard the insane activation condition for Hero Flash. Anyway, I just decided to make this Crystal Beast Honest. Crystal Beast ATK values are pitiful because they're all Level 3 and 4 monsters. This actually one place a Level 5 or higher monster would've been beneficial to a GX archetype, since you have easy access to Special Summoning with Ruby Carbuncle. But alas, we don't, so M-Force is here to allow you to beat over some troublesome monsters so you don't always have to rely on Lightning Chidori or Utopia the Lightning for removal.
- Finally, we have Gem Burst. Its activation condition was to banish the 3 cards mentioned above, similar to Hero Flash. It's effect was to place as many Crystal Beast monsters from your hand as possible in the Spell & Trap Zone, and then inflict 500 for each Crystal Beast card in your Spell & Trap Zone. So it was their second out of place burn card. Anyway, while I think it was a neat idea to help fill the Spell & Trap Zones, it was way too situational. So I decided to have it banish all those cards to add a "Ultimate Crystal God" monster from your Deck or GY to your hand. Then, when it's sent to the GY, you can shuffle those cards you just banished with the effect into the Deck to get a Heavy Storm effect, place any number of Crystal Beast monsters in your Spell & Trap Zones from your hand, Deck, or GY, to inflict up to 2500 damage to your opponent, and assure you that you won't have your Rainbow Dragon Solemn Strike'd on Summon.
- Overall I think these cards do address many of the issues plaguing Crystal Beasts, besides the fact that only 2 of their 7 monsters are good, and I hope you like them. As always, be sure to tell me any problems you might notice in terms of balance or PSCT. Without further ado, here they are.
- Crystal GEM Burst
- Normal Spell
- Banish "Crystal G-Force", "Crystal E-Force", and "Crystal M-Force" from your GY; add 1 "Ultimate Crystal God" monster from your Deck or GY to your hand. If this card is sent to the GY: You can shuffle your banished "Crystal G-Force", "Crystal E-Force", and "Crystal M-Force" into the Deck, and if you do, destroy all cards in the Spell & Trap Zones, also, after that, place any number of "Crystal Beast" monsters with different names from your hand, Deck, or GY, face-up, in your Spell & Trap Card Zone as Continuous Spells, then inflict 500 damage to your opponent for each "Crystal Beast" card in your Spell & Trap Card Zone.
- Crystal E-Force
- Quick-Play Spell
- Target 1 "Crystal Beast" card you control and 1 card your opponent controls; destroy them, and if you do, place 1 "Crystal Beast" monster from your Deck, face-up in your Spell & Trap Card Zone as a Continuous Spell. During your opponent's turn, if there are 2 or more face-up "Crystal Beast" cards in your Spell & Trap Card Zone, you can activate this card from your hand. During the next Standby Phase after this card was sent to the GY: You can add 1 "Crystal M-Force" or "Crystal GEM Burst" from your Deck to your hand.
- Crystal M-Force
- Quick-Play Spell
- If a "Crystal Beast" monster you control battles, during the Damage Step: Your battling monster gains ATK equal to the ATK of the opponent's monster it is battling, until the end of this turn. During your opponent's turn, if there are 2 or more face-up "Crystal Beast" cards in your Spell & Trap Card Zone, you can activate this card from your hand. During the Standby Phase after this card was sent to the GY: You can add 1 "Crystal G-Force" or "Crystal GEM Burst" from your Deck to your hand.
- Crystal G-Force
- Normal Trap
- When your opponent activates a card or effect that targets a "Crystal Beast" card(s) you control: Negate the activation, and if you do, destroy that card, then you can Special Summon 1 "Crystal Beast" monster from your Deck. If there are 2 or more face-up "Crystal Beast" cards in your Spell & Trap Card Zone, you can activate this card from your hand. During the Standby Phase after this card was sent to the GY: You can add 1 "Crystal E-Force" or "Crystal GEM Burst" from your Deck to your hand.
- Alternatively it could search G-Force, and banish this from GY along with others to proc main effect
- Effects that make it so you can activate these from hand if you control two or more Crystal Beast Continuous Spell cards
- Ruby Fusion can Special Summon a card from Spell and Trap Zone once per turn.
- Reworks
- Support for Dark Crystal Beasts? Maybe that plays field spell and adds Rainbow Dragon or Rainbow Dark Dragon to hand depending on which one?
- Crystal Prisma
- Aqua/WATER/Level 2/ATK 0/DEF 0
- 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.
- * 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 destroyed by battle or card effect: You can place 1 “Crystal Beast” monster from your Deck face-up in your Spell & Trap Zone.
- Crystal Calling
- Normal Spell
- 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.
- GEM Burst
- Normal Spell
- (This card is always treated as a “Crystal” card.)
- 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.
- G-Force
- Quick-Play Spell
- (This card is always treated as a “Crystal” card.)
- 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.
- Alternatively, it’ll SS a “Crystal Beast” monster with a different name from the “Crystal Beast” cards you control and in your GY.
- E-Force
- Quick-Play Spell
- (This card is always treated as a “Crystal” card.)
- 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.
- M-Force
- Quick-Play Spell
- (This card is always treated as a “Crystal” card.)
- 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.
- Crystal Hall
- Continuous Spell
- When this card is activated: You can activate 1 of the following effects;
- * 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.
- * 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.
- “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. 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.
- Amber Crystal Circle
- Normal Trap
- 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 you opponent controls must attack, if able.
- Instad have it end the Main Phase?
- If this card was activated during your opponent’s MP1, while you control “Amber Mammoth”, end that Main Phase 1.
- Golden Rule
- Cards for each of the crystal beasts
- Amethyst something: opt, when a crystal beast inflicts battle damage: draw 1 card, then if you control Amethyst Cat, can force your opponent to send 1 card of your choice from the hand (at random) or field to the GY
- Eagle: continuous spell: opt, excavate top card of your deck, if Crystal Beast, you can add to hand or SS, then if you control Cobalt Eagle, spins card to top of the deck.
- Emerald Tortoise: Protection + waboku
- Sapphire: Mutual Monster reborn for Crystal Beasts (only revives 1 with different name from ones you control), then if control Pegasus, you can target 2 instead
- Topaz (cut jewel): Mill a Crystal Beast to halve the atk of 1 monster your opponent controls, then if you control Topaz Tiger, reduce atk of all monster they control by 2000 until the end of this turn.
- Ruby: If a Crystal Beast monster is Special Summoned, you can banish cards from your opponent’s Deck or gy up to the number of Crystal Beast monsters you control, then if you control Ruby, you can banish 1 card from your opponent’s Extra Deck of your choice
- Field Spell poly for Triamid
- Sapphire
- If a "Crystal Beast" monster you control battles, during the Damage Step: Your battling monster gains ATK equal to the ATK of the opponent's monster it is battling, until the end of this turn. During your opponent's turn, if there are 2 or more face-up "Crystal Beast" cards in your Spell & Trap Card Zone, you can activate this card from your hand. During the Standby Phase after this card was sent to the GY: You can add 1 "Crystal G-Force" or "Crystal GEM Burst" from your Deck to your hand.
- Hall of Crystals
- While in spell and trap zone treated as a crystal beast card
- On activation will play ancient city or advanced darkness, then you can add appropriate one from Deck to hand
Add Comment
Please, Sign In to add comment