Zaziuma

Zaziuma's Archetype Threads Part 2

Jan 16th, 2019
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  1. Part 2 of my Archetypes, since Pastebin has a file size limit it seems. Part 1: https://pastebin.com/3tayz8mD
  2.  
  3. Had to do yet another post, so here's Part 3: https://pastebin.com/930KNCRp
  4.  
  5. PROMETHEUS - FORMING AN ARCHETYPE #31 (12/12):
  6.  
  7. Prometheus is an Archetype of Level 4 Fiend-Type/DARK monsters that contains two sub-Archetypes revolving around the card, Prometheus, King of the Shadows, the first being Servant of Prometheus for the monsters, and the second being Shadow of Prometheus for the Spell/Trap Cards. They focus on supporting Prometheus and its effect that banished DARK monsters from the Graveyard to boost up its ATK. Each monster has two effects, related to the banishing mostly.
  8.  
  9. Original Card:
  10. http://i.imgur.com/vihCf2l.png
  11. If this card is Normal Summoned: Banish any number of DARK monsters from your Graveyard, and if you do, this card gains 400 ATK for each, until the end of this turn.
  12.  
  13. New Cards:
  14.  
  15. Main Deck Monsters:
  16.  
  17. Fiendish Servant of Prometheus
  18. Fiend-Type/DARK
  19. Level 4
  20. During your Main Phase, if this card is banished: You can target 1 "Prometheus, King of the Shadows"; destroy that target, and if you do, Special Summon this banished card. When this card is destroyed by battle or card card effect and sent to the Graveyard: You can target 1 "Prometheus, King of the Shadows" in your Graveyard; add that target to your hand. You can only use each effect of "Fiendish Servant of Prometheus" once per turn.
  21. 1000/2000
  22.  
  23. Demonic Servant of Prometheus
  24. Fiend-Type/DARK
  25. Level 4
  26. When this card is Normal Summoned or Special Summoned: You can take 1 "Servant of Prometheus" monster in your Deck and either add it to your hand or send it to your Graveyard. If this card is banished from your Graveyard: You can target 1 "Servant of Prometheus" monster in your Graveyard; Special Summon that target in Defense Position. You can only use each effect of "Demonic Servant of Prometheus" once per turn.
  27. 1600/0
  28.  
  29. Hellish Servant of Prometheus
  30. Fiend-Type/DARK
  31. Level 4
  32. You can discard this card; add 1 "Prometheus, King of the Shadows" from your Deck to your hand. If this card is banished from your Graveyard: You can add 1 "Shadow of Prometheus" Spell/Trap Card from your Deck to your hand. You can only use each effect of "Hellish Servant of Prometheus" once per turn.
  33. 1500/1200
  34.  
  35. Devilish Servant of Prometheus
  36. Fiend-Type/DARK
  37. Level 4
  38. During your Main Phase, if this card was Normal or Special Summoned this turn: You can Special Summon 1 "Servant of Prometheus" monster from your hand, then destroy this card. During your Main Phase, if this card is banished: You can discard 1 DARK monster; this turn, you can Normal Summon 1 DARK monster in addition to your Normal Summon/Set (you can only gain this effect once per turn.) You can only use each effect of "Devilish Servant of Prometheus" once per turn.
  39. 1400/1600
  40.  
  41. Impish Servant of Prometheus
  42. Fiend-Type/DARK
  43. Level 4
  44. During either player's turn: You can banish 1 DARK monster from your Graveyard, then target 1 other DARK monster you control; it gains ATK equal to half that banished monster's ATK, until the end of this turn. If this card is banished from your Graveyard: You can target 1 of your banished "Servant of Prometheus" monsters, except "Impish Servant of Prometheus"; add that target to your hand. You can only use each effect of "Impish Servant of Prometheus" once per turn.
  45. 1800/0
  46.  
  47. Extra Deck Monsters:
  48.  
  49. Prometheus, Master of Shadows
  50. Fiend-Type/DARK/Xyz
  51. Rank 4
  52. 2 Level 4 DARK monsters
  53. This card's name becomes "Prometheus, King of the Shadows" while face-up on the field. Once per turn: You can detach 1 Xyz Material from this card; send up to 2 DARK monsters from your Deck to the Graveyard, then if you sent "Prometheus, King of the Shadows", this card can make a second attack during each Battle Phase this turn. If this card would be destroyed by battle or card effect, you can banish 2 DARK monsters from your Graveyard instead.
  54. 2500/1200
  55.  
  56. Spell/Trap Cards:
  57.  
  58. Dominating Shadow of Prometheus
  59. Field Spell Card
  60. When this card is activated while you control "Prometheus, King of the Shadows": Negate the effects of all face-up cards your opponent currently controls. Once per turn, if a "Servant of Prometheus" monster is banished from your Graveyard: You can target 1 Spell/Trap Card your opponent controls; destroy it. Face-up monsters your opponent control lose 100 ATK and DEF for each of your banished DARK monsters with different names.
  61.  
  62. Mysterious Shadow of Prometheus
  63. Continuous Spell Card
  64. Once per turn: You can target 1 DARK monster you control, then pay 1000 LP; that target's name becomes "Prometheus, King of the Shadows". While you control "Prometheus, King of the Shadows", your opponent cannot target monsters you control for attacks or effects, except the monster with the highest ATK.
  65.  
  66. Striking Shadow of Prometheus
  67. Quick-Play Spell Card
  68. Target 1 "Prometheus, King of the Shadows" you control and 1 face-up monster your opponent controls; the first target's ATK becomes equal to the second target's ATK, also the first target cannot be destroyed by battle for the rest of this turn. You can banish this card from your Graveyard, then target 1 "Servant of Prometheus" monster you control; double its ATK until the end of this turn, but any damage your opponent takes for the rest of the turn is halved.
  69.  
  70. Darkest Shadow of Prometheus
  71. Normal Trap Card
  72. If you control no monsters: Special Summon 1 "Prometheus, King of the Shadows" from your hand or Deck, then you can banish any number of DARK monsters from your Graveyard, and if you do, it gains 300 ATK for each. You can banish this card from your Graveyard, then target 1 "Shadow of Prometheus" Spell/Trap Card in your Graveyard; add that target to your hand.
  73.  
  74. Dormant Shadow of Prometheus
  75. Normal Trap Card
  76. Target 1 "Prometheus, King of the Shadows" you control; banish it. During your next Standby Phase, return it, and if you do, its ATK becomes 3000 until the end of this turn. You can banish this card from your Graveyard, then target 1 of your banished "Prometheus" cards, except "Dormant Shadow of Prometheus"; return it to the Graveyard.
  77.  
  78. Hidden Shadow of Prometheus
  79. Continous Trap Card
  80. You can target 1 "Prometheus, King of the Shadows" you control and 1 of your banished "Servant of Prometheus" monsters; the first target gains 500 ATK until the end of this turn, and if it does, return the second target to the Graveyard. You can banish 1 DARK monster from your Graveyard, then target 1 "Prometheus, King of the Shadows" you control; that target gains 500 ATK until the end of this turn. You can only use 1 effect of "Hidden Shadow of Prometheus" per turn, and only once that turn.
  81.  
  82. GLADIATRIX ARCHETYPE (13/13):
  83.  
  84. Gladiatrix is an Archetype of Level 4, 6 and 8 Beast-Warrior-Type/DARK Gemini monsters. They focus on Equip Spell Cards and Gemini monsters in general. Each monster has an effect that increases their ATK if they have a specific Equip Spell Card equipped to them, and some other effect. Each Equip Spell Card turns the monsters in Effect Monsters and gives them their effect, increases their ATK and protects them if they should be destroyed, and they have some other effect as well. Each Level 4 monster will increase to 2500 ATK should they have their Equip Spell Card equipped to them, and the Level 6 increases to 3000 ATK. Their name is the female version of gladiator, and they each have a weapon, hence the "wielder" suffix.
  85.  
  86. Monsters:
  87.  
  88. Gladiatrix Swordwielder
  89. Beast-Warrior-Type/DARK/Gemini
  90. Level 4
  91. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
  92. ● If this card is equipped with "Gladiatrix Beastsword", it gains 400 ATK. Once per turn: You can target 1 "Gladiatrix" monster in your Graveyard, except "Gladiatrix Swordwielder"; add that target to your hand.
  93. 1600/1000
  94.  
  95. Gladiatrix Spearwielder
  96. Beast-Warrior-Type/DARK/Gemini
  97. Level 4
  98. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
  99. ● If this card is equipped with "Gladiatrix Sharpspear", it gains 200 ATK. Once per turn: You can Special Summon 1 Gemini monster from your hand, then if that monster is a "Gladiatrix" monster, it becomes an Effect Monster and gains its effects.
  100. 1800/1400
  101.  
  102. Gladiatrix Macewielder
  103. Beast-Warrior-Type/DARK/Gemini
  104. Level 4
  105. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
  106. ● If this card is equipped with "Gladiatrix Megamace", it gains 500 ATK. Once per turn: You can excavate the top 3 cards of your Deck, add excavated 1 Gemini monster to your hand, also shuffle the rest into the Deck.
  107. 1500/1500
  108.  
  109. Gladiatrix Axewielder
  110. Beast-Warrior-Type/DARK/Gemini
  111. Level 6
  112. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
  113. ● If this card is equipped with "Gladiatrix Clawaxe", it gains 300 ATK. Once per turn: You can target 1 "Gladiatrix" Equip Spell Card in your Graveyard and 1 "Gladiatrix" monster you control; equip the first target to the second target.
  114. 2200/1700
  115.  
  116. Gladiatrix Halberdwielder
  117. Beast-Warrior-Type/DARK/Gemini
  118. Level 6
  119. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
  120. ● If this card is equipped with "Gladiatrix Hurtinghalberd", it gains 100 ATK. Once per turn: You can send any number of Equip Spell Cards from your hand or side of the field to the Graveyard, then target the same number of cards your opponent control; return them to the hand.
  121. 2400/1200
  122.  
  123. Gladiatrix Scythewielder
  124. Beast-Warrior-Type/DARK/Gemini
  125. Level 8
  126. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
  127. ● If this card is equipped with "Gladiatrix Slashscythe", it gains 500 ATK. Once per turn: You can inflict 500 damage to your opponent for each Equip Spell Card equipped to this card, and if you do, gain LP equal to the damage inflicted.
  128. 2500/2000
  129.  
  130.  
  131. Spell/Trap Cards:
  132.  
  133. Gladiatrix Beastsword
  134. Equip Spell Card
  135. Equip only to a "Gladiatrix" monster. It becomes an Effect Monster, and gains its effects, also it gains 500 ATK. If it attacks an opponent's monster, negate that monster's effects until the end of the Damage Step. If the equipped monster would be destroyed, destroy this card instead.
  136.  
  137. Gladiatrix Sharpspear
  138. Equip Spell Card
  139. Equip only to a "Gladiatrix" monster. It becomes an Effect Monster, and gains its effects, also it gains 500 ATK. If it targets an opponent's Attack Position monster for an attack: You can change the attack target to Defense Position, and if you do, halve its DEF until the end of this turn, also the equipped monster inflicts piercing battle damage to your opponent until the end of the Damage Step. If the equipped monster would be destroyed, destroy this card instead.
  140.  
  141. Gladiatrix Megamace
  142. Equip Spell Card
  143. Equip only to a "Gladiatrix" monster. It becomes an Effect Monster, and gains its effects, also it gains 500 ATK. If it battles an opponent's monster, it cannot be destroyed by card effects and your opponent cannot activate cards or effects that target the equipped monster until the end of the Damage Step. If the equipped monster would be destroyed, destroy this card instead.
  144.  
  145. Gladiatrix Clawaxe
  146. Equip Spell Card
  147. Equip only to a "Gladiatrix" monster. It becomes an Effect Monster, and gains its effects, also it gains 500 ATK. Once per turn, if the equipped monster destroys an opponent's monster by battle, after damage calculation: It can make a second attack in a row. If the equipped monster would be destroyed, destroy this card instead.
  148.  
  149. Gladiatrix Hurtinghalberd
  150. Equip Spell Card
  151. Equip only to a "Gladiatrix" monster. It becomes an Effect Monster, and gains its effects, also it gains 500 ATK. Once per turn, during either player's turn: You can banish 1 Equip Spell Card from your Graveyard; this card gains that target's effects until the end of this turn. If the equipped monster would be destroyed, destroy this card instead.
  152.  
  153. Gladiatrix Slashscythe
  154. Equip Spell Card
  155. Equip only to a "Gladiatrix" monster. It becomes an Effect Monster, and gains its effects, also it gains 500 ATK. Up to twice per turn, if your opponent takes damage: Draw 1 card. If the equipped monster would be destroyed, destroy this card instead.
  156.  
  157. Gladiatrix Arsenal
  158. Continuous Trap Card
  159. You can discard 1 "Gladiatrix" card; Special Summon 1 "Gladiatrix" monster from your hand, then you can equip 1 "Gladiatrix" Equip Spell Card that is listed in that monster's text from your hand or Deck. You can target 1 "Gladiatrix" Equip Spell Card and 1 "Gladiatrix" monster you control, except the equipped monster; equip the first target to the second target. You can only activate each effect of "Gladiatrix Arsenal" once per turn. You cannot activate these effects in the same Chain.
  160.  
  161. ARCHAIC ARCHETYPE (15/15):
  162.  
  163. Archaic is an Archetype of Level 4, 6 and 7 monsters with various Types and Attributes. They focus on reducing their own ATK to activate their effects and Xyz Monsters. Each monster has two effects, one that allows them to Special Summon themselves from your hand if reduce the ATK of one of your Archaic monsters and another that reduces its own ATK for an effect. They are grouped into two sub-Archetypes, Archaic Beast and Archaic Deity, the first of which are Level 4 monsters with various Types and Attributes, the second which are Level 6 and higher Fairy-Type monsters with various Attributes. They are based on ancient Mesopotamian culture, religion and creatures and the name Archaic is both in reference to this, as well as them being so archaic that they are breaking down, represented by them reducing their ATK.
  164.  
  165. Main Deck Monsters:
  166.  
  167. Basmu the Archaic Beast
  168. Reptile-Type/EARTH
  169. Level 4
  170. If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can add 1 "Archaic" card from your Deck to your hand, except "Basmu the Archaic Beast", and if you do, this card loses 1000 ATK and DEF. You can only use each effect of "Basmu the Archaic Beast" once per turn.
  171. 1500/2000
  172.  
  173. Rabisu the Archaic Beast
  174. Zombie-Type/DARK
  175. Level 4
  176. If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. You can target 1 other face-up "Archaic" monster you control; that target gains 600 ATK and DEF, and if it does, this card loses 600 ATK and DEF. You can only use each effect of "Rabisu the Archaic Beast" once per turn.
  177. 1600/1400
  178.  
  179. Anzu the Archaic Beast
  180. Winged Beast-Type/WATER
  181. Level 4
  182. If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. You can target 1 "Archaic" Spell/Trap Card in your Graveyard; this card loses 800 ATK and if it does, add that target to your hand. You can only use each effect of "Anzu the Archaic Beast" once per turn.
  183. 1800/1000
  184.  
  185. Kulullu the Archaic Beast
  186. Fish-Type/WATER
  187. Level 4
  188. If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. During your Main Phase you can: Immediately after this effect resolves, Normal Summon 1 "Archaic" monster from your hand, also this card loses 700 ATK. You can only use each effect of "Kulullu the Archaic Beast" once per turn.
  189. 1700/700
  190.  
  191. Ninazu the Archaic Deity
  192. Fairy-Type/DARK
  193. Level 6
  194. If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can Special Summon 1 "Archaic Deity" monster from your hand, and if you do, this card loses 1000 ATK and DEF. You can only use each effect of "Ninazu the Archaic Deity" once per turn.
  195. 2000/2000
  196.  
  197. Lehar the Archaic Deity
  198. Fairy-Type/EARTH
  199. Level 6
  200. If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. If you Normal or Special Summon exactly 1 "Archaic" monster: You can Special Summon this card from your hand, and if you do, its Level becomes equal to that Special Summoned monster's Level/Rank, and if you do, this card loses 500 ATK and DEF. You can only use each effect of "Lehar the Archaic Deity" once per turn.
  201. 2200/1800
  202.  
  203. Enlil the Archaic Deity
  204. Fairy-Type/WIND
  205. Level 7
  206. If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. During either player's turn: You can target 1 face-up Spell/Trap Card your opponent controls; return it to the hand, also if you control another "Archaic Deity" monster, your opponent cannot activate cards with the same name for the rest of this turn, also this card loses 500 ATK and DEF. During the End Phase, if this card was Special Summoned by its own effect, it loses 500 ATK. You can only use each effect of "Enlil the Archaic Deity" once per turn.
  207. 2500/2000
  208.  
  209. Ninlil the Archaic Deity
  210. Fairy-Type/WIND
  211. Level 7
  212. If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. During either player's turn: You can target 1 face-up monster your opponent controls; return it to the hand, also if you control another "Archaic Deity" monster, your opponent cannot Special Summon monsters with the same name for the rest of this turn, also this card loses 500 ATK and DEF. During the End Phase, if this card was Special Summoned by its own effect, it loses 500 ATK. You can only use each effect of "Ninil the Archaic Deity" once per turn.
  213. 2000/2500
  214.  
  215. Enki the Archaic Deity
  216. Fairy-Type/WATER
  217. Level 7
  218. If an "Archaic" monster you control loses ATK: You can Special Summon this card from your hand. During either player's turn: You can have this card lose 500 ATK and DEF, also your opponent cannot activate monster effects until the end of this phase. During the End Phase, if this card was Special Summoned by its own effect, it loses 500 ATK. You can only use each effect of "Enki the Archaic Deity" once per turn.
  219. 2300/2300
  220.  
  221. Extra Deck Monsters:
  222.  
  223. Kusarikku the Archaic Beast
  224. Beast-Warrior-Type/EARTH/Xyz
  225. Rank 4
  226. 2 Level 4 "Archaic" monsters
  227. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 other "Archaic" monster you control; that target gains 1500 ATK, also this card loses 1500 ATK. These changes last until the end of the next turn. While this card's ATK is 0, your opponent cannot target this card for attacks or effects.
  228. 1500/2300
  229.  
  230. Anu the Archaic Deity
  231. Fairy-Type/LIGHT/Xyz
  232. Rank 7
  233. 2 Level 7 "Archaic" monsters
  234. Must be Xyz Summoned, and cannot be Special Summoned by other ways. Once per turn, during either player's turn, when your opponent activates a card or effect: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy it, then this card loses 500 ATK. While this card has no Xyz Material, it can attack your opponent directly.
  235. 3000/3000
  236.  
  237. Spell/Trap Cards:
  238.  
  239. Archaic Ruins
  240. Field Spell Card
  241. Each time an "Archaic" monster you control loses ATK, place 1 Archaic Counter on this card for each monster that lost ATK. All "Archaic" monsters you control gain 100 ATK and DEF for each Archaic Counter on this card. During the Standby Phase, if there are Archaic Counters on this card: Draw 1 card and reveal it, then remove all Archaic Counter from this card, then unless the revealed card is an "Archaic" card, discard it.
  242.  
  243. Archaic Amulet
  244. Equip Spell Card
  245. Target 1 "Archaic" monster in your Graveyard; Special Summon that target and equip this card to it. It cannot be destroyed by battle or your opponent's card effects. During the Standby Phase, the equipped monster loses 500 ATK. If its ATK becomes 0 because of this effect, destroy this card and that monster.
  246.  
  247. Archaic Statue
  248. Quick-Play Spell Card
  249. Target 1 "Archaic" monster you control, then declare ATK in multiple of 300 (max. 1200); that target loses ATK equal to the ATK declared, then Special Summon "Statue Tokens" (Rock-Type/EARTH/Level 1/ATK 300/DEF 300) equal to the number of multiples of 300 ATK lost. These Tokens cannot be Tributed, except for the Tribute Summon of an "Archaic" monster, also your opponent cannot target other monsters you control for attacks while you control a "Statue Token".
  250.  
  251. Archaic Scripture
  252. Normal Trap Card
  253. If you control no monsters: Special Summon 1 "Archaic Beast" monster from your hand or Deck, but it is returned to your hand during the End Phase. You can banish this card from your Graveyard, then target 1 "Archaic" monster in your Graveyard; add it to your hand. You can only use 1 effect of "Archaic Scripture" per turn, and only once that turn.
  254.  
  255. MAGNUM OPUS ARCHETYPE (12/12):
  256.  
  257. Magnum Opus is an Archetype of Level 12 Machine-Type/FIRE Special Summon-only monsters. They focus on having less cards in your hand than your opponent. Each monster is Special Summoned from your hand by sending all cards in your hand to the Graveyard, and they each have an effect that prevents your opponent from negating that Special Summon as long as Magnum Opus cards were sent as well.
  258.  
  259. They have two other effects as well, one which requires you to have less cards in your hand than your opponent to activate. Thematically they are giant machines, the "magnum opus" meaning one's greatest work, as seen in them being the highest Level in the game, and their names are also in Latin.
  260.  
  261. Lastly, happy new year everyone, as this is my last Archetype this year, I thought that it would be appropriate to make my own magnum opus, so to speak, but don't worry, I of course plan to make more Archetypes in the future.
  262.  
  263. Main Deck Monsters:
  264.  
  265. Magnum Opus - Initium
  266. Machine-Type/FIRE
  267. Level 12
  268. Cannot be Normal Summoned Set. Must be Special Summoned (from your hand) by sending all cards in your hand to the Graveyard (min. 2) and cannot be Special Summoned by other ways. If you sent any "Magnum Opus" cards, this card's Special Summon cannot be negated. When this card is Special Summoned: You can add 1 "Magnum Opus" Spell/Trap Card from your Deck or Graveyard to your hand. During either players turn: You can return this card to your hand, and if you do, Special Summon 1 "Magnum Opus" monster from your hand ignoring its Summoning conditions, except "Magnum Opus - Initium". You must have less cards in your hand then your opponent to activate and to resolve this effect.
  269. 2000/2000
  270.  
  271. Magnum Opus - Invisus
  272. Machine-Type/FIRE
  273. Level 12
  274. Cannot be Normal Summoned Set. Must be Special Summoned (from your hand) by sending all cards in your hand to the Graveyard (min. 2) and cannot be Special Summoned by other ways. If you sent any "Magnum Opus" cards, this card's Special Summon cannot be negated. When this card is destroyed by battle or your opponent's card effect and sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Magnum Opus" monster in your Graveyard; Special Summon that target, ignoring its Summoning conditions. Once per turn: You can target 1 card your opponent controls; banish that target. You must have less cards in your hand then your opponent to activate and to resolve this effect.
  275. 2500/2500
  276.  
  277. Magnum Opus - Gravitas
  278. Machine-Type/FIRE
  279. Level 12
  280. Cannot be Normal Summoned Set. Must be Special Summoned (from your hand) by sending all cards in your hand to the Graveyard (min. 2) and cannot be Special Summoned by other ways. If you sent any "Magnum Opus" cards, this card's Special Summon cannot be negated. Your opponent must attack this card, if able. Once per turn, during either player's turn: You can target 1 monster your opponent controls; change that target's battle position, and if you do, it cannot change its battle position until the end of this turn. You must have less cards in your hand then your opponent to activate and to resolve this effect.
  281. 0/4000
  282.  
  283. Magnum Opus - Facultas
  284. Machine-Type/FIRE
  285. Level 12
  286. Cannot be Normal Summoned Set. Must be Special Summoned (from your hand) by sending all cards in your hand to the Graveyard (min. 2) and cannot be Special Summoned by other ways. If you sent any "Magnum Opus" cards, this card's Special Summon cannot be negated. When this card is Special Summoned: You can return all Spell/Trap Cards you control to the hand, and if you do, this card's original ATK become equal to the number of cards returned x 1000. When this card inflicts battle damage to your opponent: You can draw 2 cards, then discard 1 card. You must have less cards in your hand then your opponent to activate and to resolve this effect.
  287. ?/0
  288.  
  289. Magnum Opus - Periculum
  290. Machine-Type/FIRE
  291. Level 12
  292. Cannot be Normal Summoned Set. Must be Special Summoned (from your hand) by sending all cards in your hand to the Graveyard (min. 2) and cannot be Special Summoned by other ways. If you sent any "Magnum Opus" cards, this card's Special Summon cannot be negated. If you control no other monsters, this card gains 2000 ATK and DEF. Once per turn: You can Tribute 1 monster; excavate the top 5 cards of your Deck, add 1 "Magnum Opus" card to your hand, also place the rest on top of your Deck in any order. You must have less cards in your hand then your opponent to activate and to resolve this effect.
  293. 1500/1500
  294.  
  295. Magnum Opus - Exitus
  296. Machine-Type/FIRE
  297. Level 12
  298. Cannot be Normal Summoned Set. Must be Special Summoned (from your hand) by sending all cards in your hand to the Graveyard (min. 2) and cannot be Special Summoned by other ways. If you sent any "Magnum Opus" cards, this card's Special Summon cannot be negated. When your opponent Special Summons a monster(s): You can Special Summon 1 "Cog Token" (Machine-Type/FIRE/Level 1/ATK 0/DEF 0) on each field. Once per turn: You can destroy all monsters on the field, and if you do, both players draw cards equal to the number of their monsters that was destroyed. You must have less cards in your hand then your opponent to activate and to resolve this effect.
  299. 3000/1500
  300.  
  301. Extra Deck Monsters:
  302.  
  303. Magnum Opus - Dissimulo
  304. Machine-Type/FIRE/Xyz
  305. Rank 12
  306. 3 Level 12 monsters
  307. You can also Xyz Summon this card by sending all cards in your hand to the Graveyard (min. 2), then using 1 Level 12 "Magnum Opus" monster you control as Xyz Material When this card is Xyz Summoned: You can draw 1 card for each Xyz Material attached to this card. You must have less cards in your hand than your opponent to activate and to resolve this effect. During either player's turn: You can detach 1 Xyz Material from this card, then target 1 card in either player's Graveyard; banish that target, and if you do, until the end of this turn, negate the effects of all other cards in both players' possession with that type of card (Monster, Spell or Trap).
  308. 4500/3500
  309.  
  310. Spell/Trap Cards:
  311.  
  312. Magnum Opus - The Giant Machine
  313. Field Spell Card
  314. When this card is activated: You add 1 "Magnum Opus" monster from your Deck to your hand. You can only Special Summon exactly 1 monster per turn. While you have less cards in your hand than your opponent, "Magnum Opus" monsters you control cannot be targeted or destroyed by your opponent's card effects. You can only activate 1 "Magnum Opus - The Giant Machine" per turn.
  315.  
  316. Magnum Opus - The Great Plan
  317. Continuous Spell Card
  318. When this card is activated, if you have no cards in your hand and you control a "Magnum Opus" monster: You can draw 2 cards. When a "Magnum Opus" monster(s) you control is destroyed by battle or card effect: You can target 1 "Magnum Opus" Spell/Trap Card in your Graveyard; add that target to your hand. You can only use each effect "Magnum Opus - The Great Plan" once per turn.
  319.  
  320. Magnum Opus - The Giant Cog
  321. Equip Spell Card
  322. Equip only to a "Magnum Opus" monster. While you have less cards in your hand than your opponent, the equipped monster gains ATK and DEF equal to the difference x 300. If it battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step. If the equipped monster would be destroyed, you can destroy this card instead. If this card is sent from your hand to the Graveyard: You can target 1 "Magnum Opus" monster you control; equip this card to that target.
  323.  
  324. Magnum Opus - The Burning Core
  325. Counter Trap Card
  326. If you control a "Magnum Opus" monster and you have less cards in your hand then your opponent, when your opponent activates a card or effect: Negate the activation, and if you do, destroy it and if you do, inflict 1000 damage to your opponent. During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand.
  327.  
  328. Magnum Opus - The Amazing Factory
  329. Continuous Trap Card
  330. Once per turn, during the End Phase, if you have less cards in your hand than your opponent: You can target 1 "Magnum Opus" monster in your Graveyard; add that target to your hand. While you control no monsters, you can Special Summon "Magnum Opus" monsters by sending 2 cards from your hand to the Graveyard instead of your entire hand.
  331.  
  332. ADAMANTAL ARCHETYPE (11/11):
  333.  
  334. Adamantal is an Archetype of Level 2, 5 and 8 Rock-Type Pendulum Monsters, with one monster with each Attribute, excluding DIVINE. They focus on Tribute Summoning. Each monster has an effect that activates if it's Tributed for the Tribute Summon of a Pendulum Monster, and each Level 5 and 8 gains 2 effects if Tribute Summoned using a Pendulum Monster. Also, the Pendulum Effects of each monster shares similarities with their Level partner, so to speak, and they each have a negative effect that makes it so you cannot Pendulum Summon, except Pendulum Monsters.
  335.  
  336. They encourage the use of other Pendulum Monsters, and I especially focused around Dark Doriado, as seen with Carving, which also has an additional gimmick effect meant to take advantage of Dark Doriado. The Archetype's name is a portmanteau of Adamant and Elemental, the first meaning a hard substance, in reference to them being based around gemstones, which is also seen in their Spell/Trap Card support, the second being a reference to them having a card from each Attribute.
  337.  
  338. Monsters:
  339.  
  340. Adamantal Jasper
  341. Rock-Type/EARTH/Pendulum
  342. Level 2
  343. Scale 1
  344. Pendulum Effect:
  345. You cannot Pendulum Summon monsters, except Pendulum Monsters. This effect cannot be negated. If you control no monsters: You can add 1 "Adamantal" monster from your Deck to your hand, except "Adamantal Jasper", also you cannot Special Summon monsters for the rest of the turn, except Pendulum Monsters. You can only use this effect of "Adamantal Jasper" once per turn.
  346.  
  347. Monster Effect:
  348. This card can be treated as 2 Tributes for the Tribute Summon of a Rock-Type monster. If this card is Tributed for the Tribute Summon of a Pendulum Monster: You can add 1 face-up Pendulum Monster from your Extra Deck to your hand, except "Adamantal Jasper". You can only use this effect of "Adamantal Jasper" once per turn.
  349. 1200/400
  350.  
  351. Adamantal Sapphire
  352. Rock-Type/WATER/Pendulum
  353. Level 2
  354. Scale 9
  355. Pendulum Effect:
  356. You cannot Pendulum Summon monsters, except Pendulum Monsters. This effect cannot be negated. If you control no monsters: You can add 1 "Adamantal" Spell/Trap Card from your Deck to your hand, also you cannot Special Summon monsters for rest of the turn, except Pendulum Monsters. You can only use this effect of "Adamantal Sapphire" once per turn.
  357.  
  358. Monster Effect:
  359. After you Special Summon this card, you can Normal Summon 1 Rock-Type monster during your Main Phase this turn monster, in addition to your Normal Summon/Set (you can only gain this effect once per turn). If this card is Tributed for the Tribute Summon of a Pendulum Monster: You can target 1 Pendulum Monster in your Graveyard, except "Adamantal Sapphire"; add it to your hand. You can only use this effect of "Adamantal Sapphire" once per turn.
  360. 100/2000
  361.  
  362. Adamantal Amethyst
  363. Rock-Type/DARK/Pendulum
  364. Level 5
  365. Scale 1
  366. Pendulum Effect:
  367. You cannot Pendulum Summon monsters, except Pendulum Monsters. This effect cannot be negated. During either player's turn, when your opponent activates a Spell/Trap Card while you control a Tribute Summoned Pendulum Monster: You can negate the activation, and if you do, destroy that card and this card.
  368.  
  369. Monster Effect:
  370. If this card is Tributed for the Tribute Summon of a Pendulum Monster: You can Special Summon 1 face-up Pendulum Monster in your Extra Deck, except "Adamantal Amethyst", but it cannot attack this turn. You can only use this effect of "Adamantal Amethyst" once per turn. If this card is Tribute Summoned by Tributing a Pendulum Monster, it gains these effects.
  371. ● If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
  372. ● If this card destroys an opponent's monster by battle: Banish that monster and inflict 800 damage to your opponent.
  373. 2200/1400
  374.  
  375. Adamantal Garnet
  376. Rock-Type/FIRE/Pendulum
  377. Level 5
  378. Scale 9
  379. Pendulum Effect:
  380. You cannot Pendulum Summon monsters, except Pendulum Monsters. This effect cannot be negated. During either player's turn, when your opponent activates a card or effect that targets a Tribute Summoned Pendulum Monster you control: You can negate the activation, and if you do, destroy that card and this card.
  381.  
  382. Monster Effect:
  383. If this card is Tributed for the Tribute Summon of a Pendulum Monster: You can Special Summon 1 Pendulum Monster from your hand or Graveyard, except "Adamantal Garnet", but it cannot attack this turn. You can only use this effect of "Adamantal Garnet" once per turn. If this card is Tribute Summoned by Tributing a Pendulum Monster, it gains these effects.
  384. ● Once per turn: You can change the battle positions of all monsters your opponent control, and if you do, halve their ATK and DEF until the end of this turn, also other monsters you control cannot attack for the rest of this turn.
  385. ● If damage calculation is performed involving this card, at the end of the Battle Phase: You can change this card's battle position, and if you do, it gains 500 DEF.
  386. 2000/2500
  387.  
  388. Adamantal Emerald
  389. Rock-Type/WIND/Pendulum
  390. Level 8
  391. Scale 1
  392. Pendulum Effect:
  393. You cannot Pendulum Summon monsters, except Pendulum Monsters. This effect cannot be negated. All Pendulum Monsters you control gain 300 ATK and DEF, also all Tribute Summoned Pendulum Monsters you control cannot be destroyed by your opponent's monster effects.
  394.  
  395. Monster Effect:
  396. If this card is Tributed for the Tribute Summon of a Pendulum Monster: You can target 1 Spell/Trap Card your opponent controls; banish that target. You can only use this effect of "Adamantal Emerald" once per turn. If this card is Tribute Summoned by Tributing a Pendulum Monster, it gains these effects.
  397. ● Once per turn, during either player's turn: You can send any number of face-up Pendulum Monsters in your Extra Deck to the Graveyard; this card gains 200 ATK and DEF for each monster sent until the end of this turn.
  398. ● When this card destroys an opponent's monster by battle: You can Special Summon that monster to your side of the field in Defense Position, but its effects are negated.
  399. 2500/2500
  400.  
  401. Adamantal Diamond
  402. Rock-Type/LIGHT/Pendulum
  403. Level 8
  404. Scale 9
  405. Pendulum Effect:
  406. You cannot Pendulum Summon monsters, except Pendulum Monsters. This effect cannot be negated. All Pendulum Monsters you control gain 300 ATK and DEF, also all Tribute Summoned Pendulum Monsters you control cannot be targeted by your opponent's monster effects.
  407.  
  408. Monster Effect:
  409. If this card is Tributed for the Tribute Summon of a Pendulum Monster: You can target 1 face-up monster your opponent controls; banish that target. You can only use this effect of "Adamantal Diamond" once per turn. If this card is Tribute Summoned by Tributing a Pendulum Monster, it gains these effects.
  410. ● Once per turn: You can target 1 card in your Pendulum Zone; Special Summon that target, but it cannot attack this turn.
  411. ● Your opponent cannot target other Pendulum Monsters you control for attacks or effects, except this card.
  412. 2700/2200
  413.  
  414. Spell/Trap Cards:
  415.  
  416. Adamantal Cavern
  417. Field Spell Card
  418. When this card is activated, if you have no cards in your Pendulum Zones: You can add up to 2 face-up Pendulum Monsters in your Extra Deck to your hand, including at least 1 "Adamantal" Pendulum Monster. Once per turn, if you Tribute Summon an "Adamantal" monster: You can draw 1 card. If this card would be destroyed, you can destroy 1 card in your Pendulum Zone instead.
  419.  
  420. Adamantal Carving
  421. Normal Spell Card
  422. Pay 1000 LP; excavate the top 6 cards of your Deck, if you excavated 6 "Adamantal" monsters with different Attributes, halve your opponent's LP, also if you excavated any "Adamantal" monsters, add 1 of them to your hand, then if you excavated a Pendulum Monster, you can place it face-up in your Extra Deck, also after that, shuffle the rest into the Deck. You can only activate 1 "Adamantal Carving" once per turn.
  423.  
  424. Adamantal Gemstones
  425. Quick-Play Spell Card
  426. Target 1 Pendulum Monster you control; excavate the top 3 cards of your Deck, that target gains 500 ATK and DEF for each excavated "Adamantal" monster with different Attributes until the end of this turn, also place the excavated cards on top or bottom of your Deck in any order. During either player's turn: You can banish this card from your Graveyard, then target 1 card in your Pendulum Zone; place that target on the top or bottom of your Deck.
  427.  
  428. Adamantal Perfection
  429. Normal Trap Card
  430. Target 1 "Adamantal" monster you control; this turn, if that target is Tributed for the Tribute Summon of a Pendulum Monster, the Tribute Summoned monster can attack twice during each Battle Phase, also your opponent cannot activate cards or effect when it attacks, until the end of the Damage Step. If an "Adamantal" monster(s) you control would be destroyed by battle or your opponent's card effect, you can banish this card from your Graveyard instead.
  431.  
  432. Adamantal Purity
  433. Continuous Trap Card
  434. Once per turn: You can place 1 face-up Pendulum Monster in your Extra Deck on top of your Deck. If you control a Tribute Summoned Pendulum Monster, you can place 2 instead, also if you control an "Adamantal" monster, you can also place Pendulum Monsters from your Graveyard on top of your Deck. During the End Phase, unless you control an "Adamantal" card in your Pendulum Zone, destroy this card.
  435.  
  436. PERISCORCH ARCHETYPE (14/14):
  437.  
  438. Periscorch is an Archetype of Pyro-Type/DARK monsters with various Levels. They focus on self destruction, effect damage to your opponent and Fusion Summoning. Each monster has an effect similar to Yang Zings that work when it's destroyed by battle or effect, and they have various ways to destroy themselves, and they also each have another effect that activates on Normal and Special Summons. Their name is a portmanteau of Perish and Scorch, which is why they are DARK, and their names comes form various fire based things, mostly in the vein of burning things.
  439.  
  440. Main Deck Monsters:
  441.  
  442. Periscorch Emberling
  443. Pyro-Type/DARK
  444. Level 1
  445. When this card is Normal or Special Summoned: You can inflict 500 damage to your opponent. When this card is destroyed by battle or card effect and sent to the Graveyard: You can Special Summon 2 "Periscorch Tokens" (Pyro-Type/DARK/Level 1/ATK 0/DEF 0). You can only use each effect of "Periscorch Emberling" once per turn.
  446. 500/500
  447.  
  448. Periscorch Firestarter
  449. Pyro-Type/DARK
  450. Level 2
  451. When this card is Normal or Special Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Periscorch" monster, also you cannot Special Summon monsters for the rest of this turn, except "Periscorch" monsters. When this card is destroyed by battle or card effect and sent to the Graveyard: You can add 1 "Periscorch" Spell/Trap Card from your Deck to your hand. You can only use each effect of "Periscorch Firestarter" once per turn.
  452. 800/1000
  453.  
  454. Periscorch Coalmaker
  455. Pyro-Type/DARK
  456. Level 3
  457. When this card is Normal or Special Summoned: You can Special Summon 1 "Periscorch" monster from your hand, except "Periscorch Coalmaker". When this card is destroyed by battle or card effect and sent to the Graveyard: You can add 1 "Periscorch" monster from your Deck to your hand, except "Perioscorch Coalmaker". You can only use each effect of "Periscorch Coalmaker" once per turn.
  458. 400/1400
  459.  
  460. Periscorch Ignitier
  461. Pyro-Type/DARK
  462. Level 4
  463. When this card is Normal or Special Summoned: You can target 1 "Periscorch" monster you control, except this card; destroy that target, and if you do, draw 1 card. When this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 "Periscorch" monster in your Graveyard, except "Periscorch Igniter"; Special Summon that target, but its effects are negated, also it is destroyed during the End Phase. You can only use each effect of "Periscorch Igniter" once per turn.
  464. 1500/1500
  465.  
  466. Periscorch Flamefuel
  467. Pyro-Type/DARK
  468. Level 4
  469. When this card is Normal or Special Summoned: You can target 1 "Periscorch" monster you control, except this card; destroy that target, and if you do, Special Summon 1 "Periscorch" monster with a lower Level than that target in the Graveyard from your Deck, also it is destroyed during the End Phase. When this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 "Periscorch" Spell/Trap Card in your Graveyard; add that target to your hand. You can only use each effect of "Periscorch Flamefuel" once per turn.
  470. 1800/1100
  471.  
  472.  
  473. Extra Deck Monsters:
  474.  
  475. Periscorch Burstblaze
  476. Pyro-Type/DARK/Fusion
  477. Level 5
  478. 2 "Periscorch" monsters
  479. When this card is Fusion Summoned: You can target 1 "Periscorch Inferno" you control; place 2 Periscorch Counters on that target. When this card is destroyed by battle or card effect and sent to the Graveyard: You can Special Summon 1 "Periscorch" Fusion Monster from your Extra Deck, except "Periscorch Burstblaze", but it is destroyed during the End Phase. You can only use each effect of "Periscorch Burstblaze" once per turn.
  480. 2000/2000
  481.  
  482. Periscorch Overheater
  483. Pyro-Type/DARK/Fusion
  484. Level 6
  485. 2 or more "Periscorch" monsters
  486. When this card is Fusion Summoned: You can inflict 500 damage to your opponent for each Fusion Material used for this card's Fusion Summon. When this card is destroyed by battle or card effect and sent to the Graveyard: You can destroy all monsters on the field. You can only use each effect of "Periscorch Overheater" once per turn.
  487. 2400/2200
  488.  
  489. Periscorch Infernace
  490. Pyro-Type/DARK/Fusion
  491. Level 7
  492. 2 "Periscorch" monsters
  493. When this card is Fusion Summoned: You can banish any number of "Periscorch" monsters in your Graveyard, then inflict 100 damage to your opponent for each of those monsters. When this card is destroyed by battle or card effect and sent to the Graveyard: You can Special Summon as many "Periscorch Tokens" (Pyro-Type/DARK/Level 1/ATK 0/DEF 0) as possible. You can only use each effect of "Periscorch Infernace" once per turn.
  494. 2100/2600
  495.  
  496. Periscorch Doompyre
  497. Pyro-Type/DARK/Fusion
  498. Level 8
  499. 2 "Periscorch" monsters
  500. When this card is Fusion Summoned: You can target 1 of your banished "Periscorch" monsters; Special Summon that target. When this card is destroyed by battle or card effect and sent to the Graveyard: You can inflict 1000 damage to your opponent. You can only use each effect of "Periscorch Doompyre" once per turn.
  501. 2500/2100
  502.  
  503.  
  504. Spell/Trap Cards:
  505.  
  506. Periscorch Inferno
  507. Field Spell Card
  508. When a "Periscorch" monster(s) you control is destroyed by battle or card effect: You can inflict 500 damage to your opponent, and if you do, place 1 Periscorch Counter on this card for each of those monsters. All "Periscorch" monsters you control gain 200 ATK and DEF for each Periscorch Counter on this card. Once per turn: You can remove 1 Periscorch Counter from this card, then target 1 "Periscorch" monster you control and 1 card your opponent control; destroy them.
  509.  
  510. Periscorch Soldering Fusion
  511. Normal Spell Card
  512. Fusion Summon 1 "Periscorch" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. During your turn, except the turn this card was sent to the Graveyard: You can target 1 "Periscorch" monster you control; destroy that target, and if you do, add this card from your Graveyard to your hand.
  513.  
  514. Periscorch Firestorm Fusion
  515. Continuous Spell Card
  516. When this card is activated: You can destroy as many "Periscorch" monsters you control as possible, and if you do, inflict 300 damage to your opponent for each monster destroyed. During your Main Phase 2: You can Fusion Summon 1 "Periscorch" Fusion Monster from your Extra Deck by banishing monsters from your Graveyard as Fusion Material. You cannot Special Summon other monsters during the turn you activate this effect.
  517.  
  518. Periscorch Furnace
  519. Continuous Trap Card
  520. Once per turn: You can target 1 "Periscorch" monster you control; destroy that target, and if you do, Special Summon 1 "Periscorch Token" (Pyro-Type/DARK/Level 1/ATK 0/DEF 0). If exactly 1 "Periscorch Token" you control would be destroyed by battle or card effect, you can destroy 1 other "Periscorch" monster you control or in your hand instead.
  521.  
  522. Periscorch Ignition Fusion
  523. Normal Trap Card
  524. Target 2 "Periscorch" monsters you control; destroy them, and if you do, Special Summon 1 "Periscorch" Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon). If a "Periscorch" Spell/Trap Card(s) you control would be destroyed by your opponent's card effect, you can banish this card from your Graveyard instead.
  525.  
  526. AKEDIAN ARCHETYPE (11/11):
  527.  
  528. Akedian is an Archetype of Warrior and Fairy-Type LIGHT Level 4, 8 and 12 Pendulum Monsters and Ritual Monsters. They focus on Pendulum and Ritual Summoning, and in general combining them. Their Ritual Monsters are all Pendulum Monsters as well. To clarify, you cannot Pendulum Summon them from your hand, but if you Ritual Summon them first, then they go to the Extra Deck you can, plus they have an effect that allows you to Pendulum Summon them if there is an Akedian in your Pendulum Zone.
  529.  
  530. They have two sub-Archetypes, Akedian Paladin for the Warrior-Types and Akedian Lord for the Fairy-Types. Akedian comes from the word Akedah, which is a Hebrew term, coming from the Binding of Isaac, hence the Tributing for the Ritual Summon, however the cards themselves are not based on that.
  531.  
  532. Pendulum Monsters:
  533.  
  534. Akedian Paladin of Faith
  535. Warrior-Type/LIGHT/Pendulum
  536. Level 4
  537. Scale 3
  538. Pendulum Effect:
  539. When this card this card is activated, if you control an "Akedian" card in your other Pendulum Zone: You can add 1 "Akedian" monster from your Deck to your hand, except "Akedian Paladin of Faith". If you control an "Akedian" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 9 until the end of this turn, but you cannot Special Summon monsters, except "Akedian" monsters for the rest of the turn. You can only use each effect of "Akedian Paladin of Faith" once per turn.
  540.  
  541. Monster Effect:
  542. When this card is Pendulum Summoned: You can add 1 face-up "Akedian" Pendulum Monster from your Extra Deck to your hand, except "Akedian Paladin of Faith". You can only use this effect of "Akedian Paladin of Faith" once per turn. If you control a Ritual monster, all "Akedian Paladin" monsters you control gain 500 ATK and DEF.
  543. 1800/1500
  544.  
  545. Akedian Paladin of Spirituality
  546. Warrior-Type/LIGHT/Pendulum
  547. Level 4
  548. Scale 5
  549. Pendulum Effect:
  550. When this card this card is activated, if you control an "Akedian" card in your other Pendulum Zone: You can add 1 "Akedian" Ritual Spell Card from your Deck to your hand. If you control an "Akedian" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 9 until the end of this turn, but you cannot Special Summon monsters, except "Akedian" monsters for the rest of the turn. You can only use each effect of "Akedian Paladin of Spirituality" once per turn.
  551.  
  552. Monster Effect:
  553. When this card is Pendulum Summoned: You can target 1 "Akedian" card in your Graveyard, except "Akedian Paladin of Spirituality"; add that target to your hand. You can only use this effect of "Akedian Paladin of Spirituality" once per turn. If you control a Ritual Monster, all "Akedian Paladin" monsters you control can attack your opponent directly, but any battle damage they inflict to your opponent is halved.
  554. 1500/1800
  555.  
  556. Akedian Paladin of Determination
  557. Warrior-Type/LIGHT/Pendulum
  558. Level 4
  559. Scale 3
  560. Pendulum Effect:
  561. During either player's turn: You can target 1 other "Akedian" card you control; return that target to your hand, and if you do, "Akedian" cards in your Pendulum Zones cannot be targeted or destroyed by your opponent's card effects until the end of this turn. If you control an "Akedian" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 9 until the end of this turn, but you cannot Special Summon monsters, except "Akedian" monsters for the rest of the turn. You can only use each effect of "Akedian Paladin of Determination" once per turn.
  562.  
  563. Monster Effect:
  564. When this card is Pendulum Summoned: You can target 1 Spell/Trap Card on the field; return that target to the hand. You can only use this effect of "Akedian Paladin of Determination" once per turn. If you control a Ritual Monster, your opponent cannot activate cards or effects in response to the effect of an "Akedian Paladin" monster you control.
  565. 1700/1600
  566.  
  567. Akedian Paladin of Hopefulness
  568. Warrior-Type/LIGHT/Pendulum
  569. Level 4
  570. Scale 5
  571. Pendulum Effect:
  572. During either player's turn: You can target 1 Pendulum Monster you control; until the end of this turn, switch its ATK and DEF. If you control an "Akedian" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 9 until the end of this turn, but you cannot Special Summon monsters, except "Akedian" monsters for the rest of the turn. You can only use each effect of "Akedian Paladin of Hopefulness" once per turn.
  573.  
  574. Monster Effects:
  575. When this card is Pendulum Summoned: You can Special Summon 1 "Akedian Paladin Token" (Warrior-Type/LIGHT/Level 4/1000 ATK/1000 DEF). That Token cannot be Tributed, except for the Ritual Summon of a Ritual Monster. You can only use this effect fo "Akedian Paladin of Hopefulness" once per turn. If you control a Ritual Monster, all "Akedian Paladin" monsters you control cannot be targeted for an attack.
  576. 1300/2000
  577.  
  578. Ritual Monsters:
  579.  
  580. Akedian Lord of Enforcement
  581. Fairy-Type/LIGHT/Ritual/Pendulum
  582. Level 8
  583. Scale 3
  584. Pendulum Effect:
  585. When this card is activated, if there are no cards in your other Pendulum Zone: You can destroy this card, and if you do, place 1 "Akedian" Pendulum Monster from your Deck in this card's Pendulum Zone. If you control an "Akedian" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 9 until the end of this turn, but you cannot Special Summon monsters, except "Akedian" monsters for the rest of the turn. You can only use each effect of "Akedian Lord of Enforcement" once per turn.
  586.  
  587. Monster Effect:
  588. You can Ritual Summon this card with any "Akedian" Ritual Spell Card. If you control an "Akedian" card in your Pendulum Zone, this card can be Pendulum Summoned from your Extra Deck, ignoring its Summoning conditions. When this card is Ritual Summoned: You can banish up to 5 cards in your opponent's Graveyard, and if you do, all monsters your opponent control lose 200 ATK and DEF for each card you banished. You can target 1 Ritual Spell Card in your Graveyard and 1 card your opponent control; shuffle the first target into the Deck, and if you do, return the second target to the hand. You can only use each effect of "Akedian Lord of Enforcement" once per turn.
  589. 2700/1500
  590.  
  591. Akedian Lord of Holiness
  592. Fairy-Type/LIGHT/Ritual/Pendulum
  593. Level 8
  594. Scale 5
  595. Pendulum Effect:
  596. If you control a Ritual Monster: You can Special Summon this card from your Pendulum Zone, ignoring its Summoning conditions, but it is destroyed during the End Phase. If you control an "Akedian" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 9 until the end of this turn, but you cannot Special Summon monsters, except "Akedian" monsters for the rest of the turn. You can only use each effect of "Akedian Lord of Holiness" once per turn.
  597.  
  598. Monster Effect:
  599. You can Ritual Summon this card with any "Akedian" Ritual Spell Card. If you control an "Akedian" card in your Pendulum Zone, this card can be Pendulum Summoned from your Extra Deck, ignoring its Summoning conditions. When this card is Ritual Summoned: You can excavate the top 3 cards of your Deck, add 1 excavated "Akedian" monster to your hand, also, after that, send the rest to the Graveyard. During either player's turn, when an "Akedian" monster(s) you control is targeted by your opponent's card effect: You can negate the activation, and if you do, destroy that card. You can only use each effect of "Akedian Lord of Holiness" once per turn.
  600. 1500/2700
  601.  
  602. Akedian Lord of Divinity
  603. Fairy-Type/LIGHT/Ritual/Pendulum
  604. Level 12
  605. Scale 3
  606. Pendulum Effect:
  607. When this card is activated: You can make the Pendulum Scale in your other Pendulum Zone become 9 until the end of this turn, but you cannot Special Summon monsters, except "Akedian" monsters for the rest of this turn. During your Main Phase, if you Ritual Summoned an "Akedian Lord" Ritual Monster this turn: You can make this card's Pendulum Scale become 13 until the end of this turn. You can only use each effect of "Akedian Lord of Divinity" once per turn.
  608.  
  609. Monster Effect:
  610. You can Ritual Summon this card with any "Akedian" Ritual Spell Card. If you control an "Akedian" card in your Pendulum Zone, this card can be Pendulum Summoned from your Extra Deck, ignoring its Summoning conditions. When this card is Ritual Summoned: You can destroy all non-Ritual Monsters on the field, also other monsters you control cannot attack for the rest of the turn. During either player's turn: You can inflict 1000 damage to your opponent, and if you do, return this card to your hand. You can only use each effect of "Akedian Lord of Divinity" once per turn.
  611. 3000/2500
  612.  
  613. Akedian Lord of Creation
  614. Fairy-Type/LIGHT/Ritual/Pendulum
  615. Level 12
  616. Scale 5
  617. Pendulum Effect:
  618. When you Pendulum Summon an "Akedian" monster(s): You can return this card to your hand, and if you do, draw 1 card. During your Main Phase, if you Ritual Summoned an "Akedian Lord" Ritual Monster this turn: You can make this card's Pendulum Scale become 13 until the end of this turn. You can only use each effect of "Akedian Lord of Creation" once per turn.
  619.  
  620. Monster Effect:
  621. You can Ritual Summon this card with any "Akedian" Ritual Spell Card. If you control an "Akedian" card in your Pendulum Zone, this card can be Pendulum Summoned from your Extra Deck, ignoring its Summoning conditions. When this card is Ritual Summoned: You can gain LP equal to the number of face-up Pendulum Monsters in your Extra Deck x 500. During your Main Phase, if you control no other monsters: You can Special Summon 1 "Akedian" monster from your hand or Graveyard. You can only use each effect of "Akedian Lord of Creation" once per turn.
  622. 2500/3000
  623.  
  624. Ritual Spell Cards:
  625.  
  626. Akedian Pendulum Ceremony
  627. Ritual Spell Card
  628. This card can be used to Ritual Summon any "Akedian Lord" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can also treat the Levels of Pendulum Summoned monsters you control as double.
  629.  
  630. Akedian Perpetual Ceremony
  631. Ritual Spell Card
  632. This card can be used to Ritual Summon any "Akedian Lord" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you Pendulum Summon an "Akedian" monster: You can add this card from your Graveyard to your hand. You can only use this effect of "Akedian Perpetual Ceremony" once per turn.
  633.  
  634. Akedian Divine Ceremony
  635. Ritual Spell Card
  636. This card can be used to Ritual Summon any "Akedian Lord" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you Tributed a Ritual Monster, the Ritual Summoned monster cannot be destroyed by battle or your opponent's card effects.
  637.  
  638. SILHOUETTE ARCHETYPE (12/12):
  639.  
  640. Silhouette is an Archetype of Continuous Trap Cards "Trap monsters" that treat themselves as DARK monsters with various Types. They focus on Special Summoning themselves, then doing your Standby Phase, you can place them in their Spell & Trap Zone where they provide an effect the same way a normal Continuous Trap Card, but also allow you to Special Summon some of the more powerful Silhouette monsters. Along with this, they have a single Main Deck Monster, called Light Conjurer, which is a LIGHT monster, not DARK, who can add them from your Deck to your hand and Special Summon itself, and a Field Spell Card called Light World, which allows you to Special Summon them OR place them in their Spell & Trap Zone during either player's turn. The name Silhouette can be seen as a double entendre, as they are both the "silhouettes" of different Types, but they also hide in the Spell & Trap Zone as silhouettes for your other Silhouette monsters.
  641.  
  642. Main Deck Monsters:
  643.  
  644. Light Conjurer
  645. Spellcaster-Type/LIGHT
  646. Level 4
  647. You can shuffle 1 "Silhouette" Continuous Trap Card from your hand into your Deck; add 1 "Light World" or "Silhouette" Continuous Trap Card with a different name from your Deck to your hand. If this card is in your Graveyard and you control a "Silhouette" Continuous Trap Card in your Spell & Trap Zone: You can Special Summon this card from your Graveyard, but banish it when it leaves the field. You can only use each effect of "Light Conjurer" once per turn.
  648. 1500/1500
  649.  
  650. Extra Deck Monsters:
  651.  
  652. Shadow Conjurer
  653. Spellcaster-Type/DARK/Xyz
  654. Rank 4
  655. 2 or more Level 4 Trap Cards that are monsters
  656. You can also use "Silhouette" Continuous Trap Card in your Spell & Trap Zone as Xyz Material by treating them as Level 4 monsters for this card's Xyz Summon. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; halve its ATK and DEF until the end of this turn. Once per turn, if you Special Summon a "Silhouette" monster: Draw 1 card.
  657. 2400/2200
  658.  
  659.  
  660. Spell/Trap Cards:
  661.  
  662. Light World
  663. Field Spell Card
  664. All monsters you control gain 300 ATK and DEF for each "Silhouette" Continuous Trap Card in your Spell & Trap Zone. During either player's turn: You can target 1 "Silhouette" Continuous Trap Card that is treated as a monster you control; place it face-up in its Spell & Trap Zone. During either player's turn: You can target 1 "Silhouette" Continuous Trap Card in your Spell & Trap Zone; Special Summon that target as an Effect Monster that is still treated as a Trap Card (its Type, Attribute, Level, ATK and DEF become the same as is written in its card text.) You can only activate 1 effect of "Light World" per turn, and only once that turn.
  665.  
  666. Light Enchantment
  667. Continuous Spell Card
  668. Once per turn: You can send 1 face-up "Silhouette" Continuous Trap Card in your Spell & Trap Zone to the Graveyard; place 1 "Silhouette" Continuous Trap Card from your hand or Deck in your Spell & Trap Zone face-up with a different name. "Silhouette" Continuous Trap Card in your Spell & Trap Zone cannot be targeted or destroyed by your opponent's card effects. If this card is sent to the Graveyard: You can target 1 "Light World" in your Graveyard; add it to your hand.
  669.  
  670. Knight Silhouette
  671. Continuous Trap Card
  672. Special Summon this card as an Effect Monster (Warrior-Type/DARK/Level 4/ATK 1800/DEF 1300). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). While this card is face-up in your Spell & Trap Zone, your opponent cannot target monsters you control for attacks or effects, except the monster you control with the highest ATK.
  673.  
  674. Crow Silhouette
  675. Continuous Trap Card
  676. Special Summon this card as an Effect Monster (Winged Beast-Type/DARK/Level 4/ATK 1600/DEF 1600). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). While this card is face-up in your Spell & Trap Zone, if "Light Conjurer" or a "Silhouette" monster(s) you control would be destroyed by battle or your opponent's card effect, you can discard 1 card instead.
  677.  
  678. Robot Silhouette
  679. Continuous Trap Card
  680. Special Summon this card as an Effect Monster (Machine-Type/DARK/Level 4/ATK 1200/DEF 2000). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). Once per turn, during your Main Phase, if this card is face-up in your Spell & Trap Zone: You can target 1 "Silhouette" Continuous Trap Card in your Graveyard, except "Robot Silhouette"; Set that target, also if you control "Light World", you can activate that target the turn it was Set.
  681.  
  682. Magician Silhouette
  683. Continuous Trap Card
  684. Special Summon this card as an Effect Monster (Spellcaster-Type/DARK/Level 4/ATK 1500/DEF 1700). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). Once per turn, during your Main Phase, if this card is face-up in your Spell & Trap Zone: You can discard 1 card; add 1 "Light Conjurer" or "Light Enchantment" from your Deck to your hand.
  685.  
  686. Wolf Silhouette
  687. Continuous Trap Card
  688. Special Summon this card as an Effect Monster (Beast-Type/DARK/Level 4/ATK 1700/DEF 1400). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster.) While this card is face-up in your Spell & Trap Zone, if "Shadow Conjurer" or a "Silhouette" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
  689.  
  690. Angel Silhouette
  691. Continuous Trap Card
  692. If you control 1 or more "Silhouette" Continuous Trap Cards in your Spell & Trap Zone: Special Summon this card as an Effect Monster (Fairy-Type/DARK/Level 7/ATK 2300/DEF 2500). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). Once per turn, during your Main Phase, if this card is face-up in your Spell & Trap Zone: You can target 1 Spell/Trap Card your opponent controls; destroy it.
  693.  
  694. Demon Silhouette
  695. Continuous Trap Card
  696. If you control 1 or more "Silhouette" Continuous Trap Cards in your Spell & Trap Zone: Special Summon this card as an Effect Monster (Fiend-Type/DARK/Level 7/ATK 2500/DEF 2300). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place it face-up in its Spell & Trap Zone (this card is not treated as a monster). Once per turn, during your Main Phase, if this card is face-up in your Spell & Trap Zone: You can target 1 monster your opponent controls; destroy it.
  697.  
  698. Dragon Silhouette
  699. Continuous Trap Card
  700. If you control 2 or more "Silhouette" Continuous Trap Cards in your Spell & Trap Zone: Special Summon this card as an Effect Monster (Dragon-Type/DARK/Level 8/ATK 3000/2500). (This is also still a Trap Card). During your Standby Phase, while it is treated as a monster: You can place in face-up in its Spell & Trap Zone (this card is not treated as a monster). While this card is face-up in your Spell & Trap Zone, any card sent to your opponent's Graveyard is banished instead, except Trap Cards.
  701.  
  702. DARETAKER ARCHETYPE (14/14):
  703.  
  704. Daretaker is an Archetype of EARTH, WATER and WIND Warrior and Machine-Type monsters with various Levels. They focus on coin toss and Synchro Summoning. They have Level 4 Warrior-Types and Machine-Type Tuners with various Levels as well as Warrior-Type Synchro Monsters. The Tuners have effects that activate when you take effect damage and one that equips them to a specific Synchro Monster. The non-Tuners have effects that activate upon Normal or Special Summon which gives them various effects, though you also toss a coin, and if it's Tails, you take 1000 damage, though you still get the other effect, hence the name, Daretaker. They are based around extreme sports and the Tuners are the machines used by the Synchros, which is seen in their name and effects.
  705.  
  706. Main Deck Monsters:
  707.  
  708. Daretaker - Jet Ski Scooter
  709. Machine-Type/WATER/Tuner
  710. Level 2
  711. If you take effect damage by the effect of a "Daretaker" card: You can discard this card; gain 1000 LP. If this card is sent to the Graveyard for the Synchro Summon of "Daretaker - Jet Ski Master": You can equip this card to that monster. It cannot be targeted by your opponent's card effects.
  712. 1000/1000
  713.  
  714. Daretaker - Motocross Bike
  715. Machine-Type/EARTH/Tuner
  716. Level 3
  717. If you take effect damage by the effect of a "Daretaker" card: You can Special Summon this card from your hand. If this card is sent to the Graveyard for the Synchro Summon of "Daretaker - Motocross Master": You can equip this card to that monster. It cannot be destroyed by your opponent's card effects.
  718. 1400/1400
  719.  
  720. Daretaker - Aerobatics Plane
  721. Machine-Type/WIND/Tuner
  722. Level 4
  723. If you take effect damage by the effect of a "Daretaker" card: You can decrease this card's Level by 1. If this card is sent to the Graveyard for the Synchro Summon of "Daretaker - Aerobatics Master": You can equip this card to that monster. It is unaffected by your opponent's monster effects.
  724. 1000/2000
  725.  
  726. Daretaker - Parkour Master
  727. Warrior-Type/EARTH
  728. Level 4
  729. When this card is Normal or Special Summoned: You can toss a coin, and if the result is Tails, take 1000 damage, also Special Summon 1 "Daretaker" monster from your hand, except "Daretaker - Parkour Master". You can only use this effect of "Daretaker - Parkour Master" once per turn.
  730. 1700/1100
  731.  
  732. Daretaker - Surfing Master
  733. Warrior-Type/WATER
  734. Level 4
  735. When this card is Normal or Special Summoned: You can toss a coin, and if the result is Tails, take 1000 damage, also add 1 "Daretaker" card from your Deck to your hand, except "Daretaker - Surfing Master You can only use this effect of "Daretaker - Parkour Master" once per turn.
  736. 1800/200
  737.  
  738. Daretaker - Hanggliding Master
  739. Warrior-Type/WIND
  740. Level 4
  741. When this card is Normal or Special Summoned: You can target 1 Level 4 or lower "Daretaker" monster in your Graveyard, except "Daretaker - Hanggliding Master"; toss a coin, and if the result is Tails, take 1000 damage, also Special Summon that target. You can only use this effect of "Daretaker - Hanggliding Master" once per turn.
  742. 1200/1900
  743.  
  744. Extra Deck Monsters:
  745.  
  746. Daretaker - Jet Ski Master
  747. Warrior-Type/WATER/Synchro
  748. Level 6
  749. 1 "Daretaker" Tuner + 1 or more non-Tuner monsters
  750. When this card is Special Summoned: You can target 1 Spell/Trap Card your opponent controls; toss a coin, and if the result is Tails, take 1000 damage, also banish that target. Once per turn, if your opponent declares an attack: You can toss a coin, and if the result is Tails, take 1000 damage, also negate that attack.
  751. 2200/2000
  752.  
  753. Daretaker - Motocross Master
  754. Warrior-Type/EARTH/Synchro
  755. Level 7
  756. 1 "Daretaker" Tuner + 1 or more non-Tuner monsters
  757. When this card is Special Summoned: You can target 1 monster your opponent controls; toss a coin, and if the result is Tails, take 1000 damage, also banish that target. Once per turn, during either player's turn: You can target 1 face-up card your opponent controls; toss a coin, and if the result is Tails, take 1000 damage, also negate that target's effects.
  758. 2500/2400
  759.  
  760. Daretaker - Aerobatics Master
  761. Warrior-Type/WIND/Synchro
  762. Level 8
  763. 1 "Daretaker" Tuner + 1 or more non-Tuner monsters
  764. When this card is Special Summoned: You can toss a coin, and if the result is Tails, take 1000 damage, also banish 1 random card from your opponent's hand. Once per turn: You can toss 1 coin, if the result is Tails, take 1000 damage, also this card can attack twice during each Battle Phase this turn.
  765. 2600/2600
  766.  
  767. Spell/Trap Cards:
  768.  
  769. Daretaker - Big Event
  770. Field Spell Card
  771. All "Daretaker" monsters you control gain 200 ATK and DEF for each monster you control with a different Attribute. Once per turn, if a Synchro Monster is Synchro Summoned: You can add 1 "Daretaker" monster with a different Attribute than that monster from your Deck to your hand.
  772.  
  773. Daretaker - Wild Ride
  774. Continuous Spell Card
  775. Once per turn, if exactly 1 "Daretaker" monster in your possession is destroyed by battle or card effect and sent to the Graveyard: You can toss a coin, and if the result is Tails, take 1000 damage, also Special Summon 1 "Daretaker" monster from your hand or Deck. You can Normal Summon 1 "Daretaker" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  776.  
  777. Daretaker - Risky Shortcut
  778. Quick-Play Spell Card
  779. Toss a coin 3 times, take damage equal to the number of Tails x 500, also Special Summon 1 "Daretaker" monster from your hand. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Daretaker" card in your Graveyard; toss 1 coin, if the result is Tails, take 1000 damage, also add that target to your hand.
  780.  
  781. Daretaker - Epic Crash
  782. Normal Trap Card
  783. During the End Phase of the turn this card is activated, draw 1 card for every 1000 damage you took from "Daretaker" cards this turn. You can only activate 1 "Daretaker - Epic Crash" per turn.
  784.  
  785. Daretaker - Safety Gear
  786. Continuous Trap Card
  787. Activate only if you control a "Daretaker" monster. When this card activated: Gain 1000 HP. During each of your Standby Phases: Toss 1 coin, then apply the appropriate effect based on the result until the end of your opponent's next turn.
  788. ● Heads: The first time you would take battle or effect damage each turn, you take no damage.
  789. ● Tails: Any battle and effect damage you take is halved.
  790.  
  791. MUDTANT ARCHETYPE (11/11):
  792.  
  793. Mudtant is an Archetype of Level 6, and 1 Level 4, Aqua-Type EARTH monsters with 0 DEF. They focus on shuffling cards from your hand into the Deck and Xyz Summoning. Each Level 6 monster has an effect that shuffles a card from your hand into your Deck to Special Summon them and one effect that activates if card in your hand is shuffled into the Deck. The Level 4 can Special Summon other Mudtants from your hand make itself Level 6 to then Xyz Summon with and has an effect that can add it from your Graveyard to your hand. The name is a portmanteau of Mud and Mutant and they are based on creatures from fantasy and mythology.
  794.  
  795. Main Deck Monsters:
  796.  
  797. Mudtant Goblin
  798. Aqua-Type/EARTH
  799. Level 4
  800. When this card is Normal Summoned: You can Special Summon 1 "Mudtant" monster from your hand, and if you do, this card's Level becomes 6. Immediately after this effect resolves, Xyz Summon 1 EARTH Xyz Monster, using only this card and that monster you control. If this card is sent to the Graveyard: You can shuffle 1 card from your hand into the Deck; add this card from your Graveyard to your hand. You can only use each effect of "Mudtant Goblin" once per turn.
  801. 1900/0
  802.  
  803. Mudtant Golem
  804. Aqua-Type/EARTH
  805. Level 6
  806. You can shuffle 1 other card from your hand into your Deck; Special Summon this card from your hand. If a card(s) in your hand is shuffled into your Deck: You can target 1 "Mudtant" monster in your Graveyard, except "Mudtant Golem"; Special Summon that target, but its effects are negated. You can only use each effect of "Mudtant Golem" once per turn.
  807. 2000/0
  808.  
  809. Mudtant Troll
  810. Aqua-Type/EARTH
  811. Level 6
  812. You can shuffle 1 other card from your hand into your Deck; Special Summon this card from your hand. If a card(s) in your hand is shuffled into your Deck: You can add 1 "Mudtant" card from your Deck to your hand, except "Mudtant Troll", then shuffle 1 card from your hand into your Deck. You can only use each effect of "Mudtant Troll" once per turn.
  813. 2100/0
  814.  
  815. Mudtant Ghoul
  816. Aqua-Type/EARTH
  817. Level 6
  818. You can shuffle 1 other card from your hand into your Deck; Special Summon this card from your hand. If a card(s) in your hand is shuffled into your Deck: You can Special Summon this card from your Graveyard in Defense Position, but it is shuffled into the Deck when it leaves the field. You can only use each effect of "Mudtant Ghoul" once per turn.
  819. 2200/0
  820.  
  821. Mudtant Minotaur
  822. Aqua-Type/EARTH
  823. Level 6
  824. You can shuffle 1 other card from your hand into your Deck; Special Summon this card from your hand. If a card(s) in your hand is shuffled into your Deck: You can draw 2 cards, then shuffle 1 card from your hand into your Deck. You can only use each effect of "Mudtant Minotaur" once per turn.
  825. 2300/0
  826.  
  827. Mudtant Ogre
  828. Aqua-Type/EARTH
  829. Level 6
  830. You can shuffle 1 other card from your hand into your Deck; Special Summon this card from your hand. If a card(s) in your hand is shuffled into your Deck: You can Special Summon this card from your hand. You can only use each effect of "Mudtant Ogre" once per turn.
  831. 2400/0
  832.  
  833. Extra Deck Monsters:
  834.  
  835. Mudtant Cyclops
  836. Aqua-Type/EARTH
  837. Rank 6
  838. 2 Level 6 EARTH monsters
  839. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; both players shuffle 1 card from their hand into their Deck. While this card has Xyz Material, it cannot be targeted by or destroyed by your opponent's card effects.
  840. 2500/0
  841.  
  842. Mudtant Hydra
  843. Aqua-Type/EARTH
  844. Rank 6
  845. 3 Level 6 EARTH monsters
  846. IF you have no cards in your hand, you can also Xyz Summon this card by using a Rank 6 EARTH Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Cannot be used as an Xyz Material for an Xyz Summon. When this card is Xyz Summoned: You can target "Mudtant" cards in your Graveyard with different names equal to the number of Xyz Materials attached to this card; shuffle them into the Deck, and if you do, draw cards equal to the number of cards shuffled into the Deck. During either player's turn: You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; shuffle that target into the Deck. You can only use each effect of "Mudtant Hydra" once per turn.
  847. 2600/0
  848.  
  849. Spell/Trap Cards:
  850.  
  851. Mudtant Swamplands
  852. Field Spell Card
  853. Each time a card(s) is shuffled into the Deck, except by this card's effect, place 1 Mudtant Counter on this card for each of those cards. All "Mudtant" monsters on the field gain 100 ATK for each Mudtant Counter on this card. Once per turn: You can remove 3 Mudtant Counters from this card; each player with a hand shuffles their entire hand into the Deck, then each player draws the same number of cards they shuffled into the Deck +2. If this card would be destroyed, you can remove 1 Mudtant Counter from this card instead.
  854.  
  855. Mudtant Advancement
  856. Continuous Spell Card
  857. When this card is activated, if there are no cards in your hand: You can Special Summon 1 "Mudtant" monster from your Deck in Defense Position. Once per turn: You can target 1 EARTH monster with 0 DEF in your Graveyard; banish that target. During your next Standby Phase after this effect's activation, if this card is still face-up: Add that target to your hand.
  858.  
  859. Mudtant Deformation
  860. Counter Trap Card
  861. When your opponent activates a card or effect while you control a "Mudtant" monster: Shuffle 1 card from your hand into your Deck; negate the activation, and if you do, shuffle that card into the Deck.
  862.  
  863. SEABORN ARCHETYPE (10/10):
  864.  
  865. Seaborn is an Archetype of Warrior-Type/WATER monsters with various Levels. Along with those, they have a support Archetype called Seaworthy, which are Continuous Trap Cards that are Trap monsters, which are Aqua-Type/WATER with 0 ATK and various Levels. They focus on Trap monsters and having your own monsters in Defense Position for various purposes, and also are designed to take advantage of other WATER monsters, as many of their effects work with them, and the boss monster is able to take control of an opponent's monster and make it WATER.
  866.  
  867. The monsters all work a differently, though all Level 5 and higher are able to be Normal Summoned without Tributing as long as you control a Seaworthy card in your Monster Zone. The Trap monsters have various effects as well, some are even able to attack while in Defense Position, but all will be destroyed during your End Phase if you don't control any Seaborn monsters, and you can only control 1 of each. The monsters are themed after pirates and the Trap Cards are themed around ships and boats.
  868.  
  869. Monsters:
  870.  
  871. Seaborn Matey
  872. Warrior-Type/WATER
  873. Level 4
  874. If you control no "Seaworthy" cards in your Monster Zone: You can discard this card; add 1 "Seaworthy" card from your Deck to your hand. During your End Phase, if this card was sent to the Graveyard this turn and the only monsters you control (if any) are WATER monsters: You can Special Summon it in Defense Position, but banish it when it leaves the field. You can only use each effect of "Seaborn Matey" once per turn.
  875. 1000/2000
  876.  
  877. Seaborn Scallywag
  878. Warrior-Type/WATER
  879. Level 4
  880. During either player's turn: You can discard this card, then target 1 WATER monster you control; it gains 1000 DEF until the end of this turn. If a "Seaworthy" Trap Card is Special Summoned to your Monster Zone as a monster by its own effect: You can Special Summon this card from your hand or Graveyard in Defense Position, but banish it when it leaves the field. You can only use each effect of "Seaborn Scallywag" once per turn.
  881. 1500/1500
  882.  
  883. Seaborn Buccaneer
  884. Warrior-Type/WATER
  885. Level 5
  886. If you control a "Seaworthy" card in your Monster Zone, you can Normal Summon this card without Tributing. When this card is Normal Summoned: You can Special Summon 1 "Seaborn" monster from your hand in Defense Position, also you cannot Special Summon other monsters for the rest of the turn, except WATER monsters. All "Seaborn" monsters you control gain 200 ATK for each WATER monster you control in Defense Position.
  887. 2000/1500
  888.  
  889. Seaborn Rapscallion
  890. Warrior-Type/WATER
  891. Level 6
  892. If you control a "Seaworthy" card in your Monster Zone, you can Normal Summon this card without Tributing. Once per turn, if you Special Summon a WATER monster(s) in Defense Position: You can draw 1 card. This card must be face-up on the field to activate and to resolve this effect. If the only monsters you control are WATER monsters, during your Main Phase, you can Normal Summon 1 WATER monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  893. 2200/1800
  894.  
  895. Seaborn Cap'n
  896. Warrior-Type/WATER
  897. Level 8
  898. If you control a "Seaworthy" card in your Monster Zone, you can Normal Summon this card without Tributing, but its original ATK becomes halved. Once per turn: You can target 1 Trap Card you control that is a monster and 1 monster your opponent controls in Attack Position; Set the first target in your Spell & Trap Zone, and if you do, take control of the second target, it becomes a WATER monster and change it to Defense Position, but its destroyed if this card leaves the field. Each turn, you can activate 1 "Seaworthy" Continuous Trap Card from your hand.
  899. 3000/2500
  900.  
  901. Trap Cards:
  902.  
  903. Seaworthy Jolly
  904. Continuous Trap Card
  905. Special Summon this card as an Effect Monster (Aqua-Type/WATER/Level 4/ATK 0/DEF 2000). (This card is also still a Trap Card). While this card is an Effect Monster, all other WATER monsters you control gain 500 DEF, also your opponent cannot target other monster for attacks. When this card is destroyed by your opponent's card (by battle or card effect): You can add 1 "Seaborn" monster from your Deck to your hand. During your End Phase, unless you control a "Seaborn" monster, destroy this card. You can only control 1 "Seaworthy Jolly".
  906.  
  907. Seaworthy Yawl
  908. Continuous Trap Card
  909. Special Summon this card as an Effect Monster (Aqua-Type/WATER/Level 4/ATK 0/DEF 1800). (This card is also still a Trap Card). While this card is an Effect Monster, all WATER monsters you control can attack while in Defense Position. If they do, apply its DEF for damage calculation. If a WATER monster you control battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step. During your End Phase, unless you control a "Seaborn" monster, destroy this card. You can only control 1 "Seaworthy Yawl".
  910.  
  911. Seaworthy Schooner
  912. Continous Trap Card
  913. Special Summon this card as an Effect Monster (Aqua-Type/WATER/Level 5/ATK 0/DEF 2300). (This card is also still a Trap Card). Once per turn, while this card is an Effect Monster, during your Main Phase: You can target 1 "Seaborn" or "Seaworthy" card in your Graveyard; add it to your hand, also you cannot Special Summon monsters, except WATER monsters for the rest of the turn. While this card is an Effect Monster, your opponent cannot target "Seaborn" monsters you control with card effects. During your End Phase, unless you control a "Seaborn" monster, destroy this card. You can only control 1 "Seaworthy Schooner".
  914.  
  915. Seaworthy Galleon
  916. Continuous Trap Card
  917. Special Summon this card as an Effect Monster (Aqua-Type/WATER/Level 6/ATK 0/DEF 2500). (This card is also still a Trap Card). While this card is an Effect Monster and you control a "Seaborn" monster, this card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. While this card is an Effect Monster, if this card inflicts battle damage to your opponent: You can Special Summon 1 WATER monster from your hand or Graveyard in Defense Position. During your End Phase, unless you control a "Seaborn" monster, destroy this card. You can only control 1 "Seaworthy Galleon".
  918.  
  919. Seaworthy Man-o'-War
  920. Continuous Trap Card
  921. Special Summon this card as an Effect Monster (Aqua-Type/WATER/Level 8/ATK 0/DEF 3000). (This card is also still a Trap Card). While this card is an Effect Monster and you control a "Seaborn" monster, this card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. While this card is an Effect Monster, if this card destroys an opponent's monster by battle: You can destroy all Spell and Trap Cards your opponent controls. During your End Phase, unless you control a "Seaborn" monster, destroy this card. You can only control 1 "Seaworthy Man-o'-War".
  922.  
  923. DIABLO ARCHETYPE (13/13):
  924.  
  925. Diablo is an Archetype of Level 4 Fiend-Type monsters and 1 Level 10 monster with 1 monster from each Attribute (excluding DIVINE). They focus on the before mentioned Level 10 monster, El Diablo, in a similar manner to Bujin and SPYRAL. The Level 4s are in the sub-Archetype, Servant of Diablo and have two effects, one that activates when it's banished, the other that applies as long as you control El Diablo. They also have a sub-Archetype for their Spell/Trap Cards called Sin of Diablo.
  926.  
  927. El Diablo itself is Special Summoned by banishing 2 Servants of Diablo monsters from your hand or Graveyard and has 2 effects, one that negates the effects of the opponent's Extra Deck monsters and one that prevents your opponent from targeting Servant of Diablo monsters as long as you control a Sin of Diablo Spell/Trap Card.
  928.  
  929. El Diablo means The Devil in Spanish, and the other monsters are based around various demons, the Spell/Trap Cards are based around the seven deadly sins.
  930.  
  931. Monsters:
  932.  
  933. El Diablo
  934. Fiend-Type/DARK
  935. Level 10
  936. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 2 "Servant of Diablo" monsters from your hand and/or Graveyard, and cannot be Special Summoned by other ways. Once per turn, when your opponent Special Summons a monster(s) from their Extra Deck: You can negate their effects. While you control a "Sin of Diablo" Spell/Trap Card, your opponent cannot target "Servant of Diablo" monsters you control for attacks or effects. You can only control 1 "El Diablo".
  937. 2500/2500
  938.  
  939. Vepar, Servant of Diablo
  940. Fiend-Type/WATER
  941. Level 4
  942. If this card is banished while in your possession: You can target 1 of your other banished "Servant of Diablo" monster; Special Summon that target, but its effects are negated until the end of this turn. You can only use this effect of "Vepar, Servant of Diablo" once per turn. While you control "El Diablo", this card can attack your opponent directly.
  943. 1700/1300
  944.  
  945. Bifrons, Servant of Diablo
  946. Fiend-Type/LIGHT
  947. Level 4
  948. If this card is banished while in your possession: You can add 1 "Diablo" monster from your Deck to your hand, except "Bifrons, Servant of Diablo". You can only use this effect of "Bifrons, Servant of Diablo" once per turn. While you control "El Diablo", all Fiend-Type monsters you control gain 500 ATK and DEF.
  949. 1500/1500
  950.  
  951. Ageres, Servant of Diablo
  952. Fiend-Type/EARTH
  953. Level 4
  954. If this card is banished while in your possession: You can add 1 "Sin of Diablo" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Ageres, Servant of Diablo" once per turn. While you control "El Diablo", if a Fiend-Type monster attacks a Defense Position monster, inflict piercing battle damage to your opponent, also all battle damage your opponent takes attacks on monsters is doubled.
  955. 1800/1100
  956.  
  957. Sitri, Servant of Diablo
  958. Fiend-Type/WIND
  959. Level 4
  960. If this card is banished while in your possession: You can Special Summon 1 "Servant of Diablo" monster from your hand or Graveyard, except "Sitri, Servant of Diablo". You can only use this effect of "Sitri, Servant of Diablo" once per turn. While you control "El Diablo", if a Fiend-Type monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step, also negate the effects of the opponent's battling monster.
  961. 1600/1400
  962.  
  963. Phenix, Servant of Diablo
  964. Fiend-Type/FIRE
  965. Level 4
  966. If this card is banished while in your possession: You can target 1 "Diablo" card in your Graveyard, except "Phenix, Servant of Diablo"; add that target to your hand. You can only use this effect of "Phenix, Servant of Diablo" once per turn. While you control "El Diablo", you can Normal Summon 1 Fiend-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  967. 1000/2000
  968.  
  969. Spell/Trap Cards:
  970.  
  971. Sloth, Sin of Diablo
  972. Normal Spell Card
  973. Send 2 "Servant of Diablo" monsters from your Deck to your hand, then discard 1 card. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "El Diablo" from your Deck to your hand. You can only activate 1 "Sloth, Sin of Diablo" per turn.
  974.  
  975. Lust, Sin of Diablo
  976. Equip Spell Card
  977. If you control "El Diablo", equip to an opponent's monster. Take control of it. It's treated as a "Servant of Diablo" monster, but cannot attack. Once per turn, during the Standby Phase: Both players take 1000 damage. You can only control 1 "Lust, Sin of Diablo".
  978.  
  979. Wrath, Sin of Diablo
  980. Quick-Play Spell Card
  981. Target 1 face-up card on the field; banish that target, and if you do, all Fiend-Type monsters you control gain 1000 ATK and DEF until the end of this turn. You must control "El Diablo" to activate and to resolve this effect. You can only activate 1 "Wrath, Sin of Diablo" per turn.
  982.  
  983. Pride, Sin of Diablo
  984. Continous Spell Card
  985. If you control a "Servant of Diablo" monster, "El Diablo" you control cannot be destroyed by your opponent's card effects. When exactly 1 "Servant of Diablo" monster in your possession is destroyed by your opponent's card (by battle or card effect): You can send 1 monster with the same name that monster from your Deck to your Graveyard.
  986.  
  987. Envy, Sin of Diablo
  988. Normal Trap Card
  989.  
  990. If your opponent controls a monster, and you control no monsters, other than "El Diablo": Special Summon 1 "Servant of Diablo" monster from your hand or Deck, and if you do, equip this to that monster. The equipped monster cannot be destroyed by battle. If this card leaves the field, banish the equipped monster.
  991.  
  992. Gluttony, Sin of Diablo
  993. Continuous Trap Card
  994. Once per turn: You can banish 1 "Servant of Diablo" monster from your hand or face-up on your field; place 1 Sin Counter on this card, also if you control "El Diablo", place 1 more Sin Counter on this card. During your Standby Phase: You can remove any number of Sin Counters from this card; draw cards equal to the number removed. If this card would be destroyed, you can remove 1 Sin Counter from it instead.
  995.  
  996. Greed, Sin of Diablo
  997. Continuous Trap Card
  998. Once per turn, if a "Diablo" card(s) in your possession is banished: You can banish 1 "Diablo" card from your hand or Deck with a different name from any of those cards. During the next Standby Phase after this effect's activation, if you control "El Diablo", you can add that banished card to your hand.
  999.  
  1000. FRACTASTIC ARCHETYPE (13/13):
  1001.  
  1002. Fractastic is an Archetype of Level 4 LIGHT monsters with various Types. Each monster has an effect that makes any battle damage they would inflict become effect damage instead, as long as you don't control non-"Fractastic" monsters that is. They use this gimmick for various effects, mostly the Spell/Trap Cards though.
  1003.  
  1004. Their name is a portmanteau of fractal and fantastic. This is also an Archetype of mine that has art, which is something I rarely do these days. I have actually had these images for a LONG time, but I have never gotten around to them before now, since I have had so many other ideas that I wanted to do first.
  1005.  
  1006. Main Deck Monsters:
  1007.  
  1008. http://i.imgur.com/izK6Uft.png
  1009. When this card is Normal or Flip Summoned: You can change this card to Defense Position, and if you do, it gains 500 DEF. While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead. All monsters your opponent control must attack this card, if able.
  1010.  
  1011. http://i.imgur.com/YvvRWOS.png
  1012. Once per turn: You can discard 1 "Fractastic" card, then target 1 face-up monster your opponent controls; its ATK becomes halved until the end of the next turn. While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead. You can Tribute this card, then target 1 "Fractastic" card in your Graveyard, except "Fractastic Bird"; add it to your hand.
  1013.  
  1014. http://i.imgur.com/CtLv2UI.png
  1015. If this card is Normal or Special Summoned: You can send the top 3 cards of your Deck to the Graveyard, then this card gains 500 ATK for each "Fractastic" monster sent until the end of the next turn. This card can attack your opponent directly, but all damage your opponent takes from that attack is halved. While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead.
  1016.  
  1017. http://i.imgur.com/mWukiAT.png
  1018. While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead. Each time your opponent takes effect damage, place 1 Fractastic Counter on this card. All "Fractastic" monsters you control gain 300 ATK and DEF for each Fractastic Counter on this card.
  1019.  
  1020. http://i.imgur.com/8nvI19a.png
  1021. Cannot attack your opponent directly, unless you control another "Fractastic" monster. While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead. Once per turn, if this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Special Summon 1 "Fractastic" monster from your Deck, except "Fractastic Bear".
  1022.  
  1023. http://i.imgur.com/cEJn4hG.png
  1024. While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead. Once per turn, when your opponent takes effect damage during the Damage Step: You can target 1 "Fractastic" monster in your Graveyard, except "Fractastic Serpent"; Special Summon that target. Your opponent cannot target other "Fractastic" monsters by card effects.
  1025.  
  1026. Extra Deck Monsters:
  1027.  
  1028. http://i.imgur.com/q8ZNycK.png
  1029. 2 Level 4 "Fractastic" monster
  1030. While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead. During damage calculation, if this card is battling an opponent's monster, once per battle: You can detach 1 Xyz Material from this card; switch the ATK and DEF of this card until the end of the Damage Step, and if you do, change this card and/or the opponent's battling monster to Attack Position (if able), then the opponent's monster's ATK is halved.
  1031.  
  1032. http://i.imgur.com/mryFylj.png
  1033. 3 Level 4 "Fractastic" monsters
  1034. While the only monsters you control are "Fractastic" monsters, any battle damage this card inflicts to your opponent is treated as effect damage instead. During either player's Battle Phase or Damage Step, when your opponent activates a card or effect: You can detach 1 Xyz Material from this card; that activated effect becomes "Both players take 500 damage". When your opponent takes effect damage during the Damage Step: You can draw 1 card. You can only use each effect of "Fractastic Wolf" once per turn.
  1035.  
  1036. Spell/Trap Cards:
  1037.  
  1038. http://i.imgur.com/ZSSTDIN.png
  1039. Target 1 "Fractastic" monster you control; Special Summon 1 "Fractastic" monster from your hand with a different name, and that Special Summoned monster gains 700 ATK and DEF, then all monsters your opponent control (if any) are changed to Attack Position. Also, until the end of this turn, each time it destroys an opponent's monster by battle: Draw 1 card. You can only activate 1 "Fractastic Shining Star" per turn.
  1040.  
  1041. http://i.imgur.com/eqfptTo.png
  1042. When your opponent takes effect damage during the Damage Step: Target 2 "Fractastic" monsters in your Graveyard with different names; Special Summon them in Defense Position, but they cannot be used as Xyz Material for an Xyz Summon, except for the Xyz Summon of a "Fractastic" monster. You can only activate 1 "Fractastic Spiral Summon" per turn.
  1043.  
  1044. http://i.imgur.com/jiCYqfA.png
  1045. All "Fractastic" monsters you control gain 600 ATK and DEF until the end of the next turn. During either player's turn, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; all "Fractastic" monsters you control gain 300 ATK and DEF until the end of this turn. You can only use each effect of "Fractastic Rainbow Pulse" once per turn.
  1046.  
  1047. http://i.imgur.com/WQokTFc.png
  1048. When your opponent takes effect damage during the Damage Step: Target 1 face-up card your opponent controls; destroy it, and if you do, add 1 "Fractastic" card from your Deck to your hand, except "Fractastic Atom Blast". During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Fractastic" monster you control and 1 Set card your opponent controls; destroy them. You can only use each effect of "Fractastic Atom Blast" once per turn.
  1049.  
  1050. http://i.imgur.com/pVXjG3i.png
  1051. When your opponent takes effect damage during the Damage Step: Make your opponent banish 1 monster from their hand or their side of the field (their choice). When your opponent takes effect damage during the Damage Step while this card is in the Graveyard: You can banish this card from your Graveyard: Make your opponent banish 1 Spell/Trap Card from their hand or their side of the field (their choice). You can only use 1 effect of "Fractastic Mystic Storm" per turn, and only once that turn.
  1052.  
  1053. MIRACLERIC ARCHETYPE (13/13):
  1054.  
  1055. Miracleric is an Archetype of Spellcaster-Type/EARTH monsters with various Levels. They focus on Ritual Summoning and LP gaining. Each non-Ritual Monster can discard a Ritual Spell Card to gain LP, and have another effect that you pay 500 LP for. The Ritual Monsters have effects that activate on Ritual Summon and effects that apply while your LP are higher than your opponent's LP, and a discard effect that adds their non-Ritual Monster counterpart from your Deck your hand. As just mentioned, each monster has a counterpart, which ties into the sub-Archetypes of Miracleric Apprentice and Mentor, for the non-Ritual and the Ritual Monsters respectively. Also, the Ritual Spell Cards are called Miracleric Chant. The name is a portmanteau of Miracle and Cleric and its themed around a magic academy and various concepts related to healing.
  1056.  
  1057.  
  1058. Non-Ritual Monsters:
  1059.  
  1060.  
  1061. Miracleric Apprentice of Rejuvenation
  1062. Spellcaster-Type/EARTH
  1063. Level 2
  1064. Once per turn: You can discard 1 Ritual Spell Card; gain 1000 LP, then if the discarded card is a "Miracleric Chant" card, draw 1 card. When this card is Normal or Flip Summoned: You can pay 500 LP, then target 1 "Miracleric" monster in your Graveyard, except "Miracleric Apprentice of Rejuvenation"; add that target to your hand. You can only use this effect of "Miracleric Apprentice of Rejuvenation" once per turn.
  1065. 500/1500
  1066.  
  1067. Miracleric Apprentice of Healing
  1068. Spellcaster-Type/EARTH
  1069. Level 4
  1070. Once per turn: You can discard 1 Ritual Spell Card; gain 1000 LP, then if the discarded card is a "Miracleric Chant" card, draw 1 card. You can Tribute this card and pay 500 LP; Special Summon 1 "Miracleric Apprentice" monster from your hand or Deck in Defense Position, except "Miracleric Apprentice of Healing". You can only use this effect of "Miracleric Apprentice of Healing" once per turn.
  1071. 1000/2000
  1072.  
  1073. Miracleric Apprentice of Resurrection
  1074. Spellcaster-Type/EARTH
  1075. Level 6
  1076. Once per turn: You can discard 1 Ritual Spell Card; gain 1000 LP, then if the discarded card is a "Miracleric Chant" card, draw 1 card. If this card is Tributed for a Ritual Summon of a "Miracleric Mentor" Ritual Monster: You can pay 500 LP; Special Summon this card from your Graveyard, but banish it when it leaves the field. You can only use this effect of "Miracleric Apprentice of Resurrection" once per turn.
  1077. 1500/2500
  1078.  
  1079.  
  1080.  
  1081. Miracleric Apprentice of Restoration
  1082.  
  1083. Spellcaster-Type/EARTH
  1084. Level 8
  1085.  
  1086. Once per turn: You can discard 1 Ritual Spell Card; gain 1000 LP, then if the discarded card is a "Miracleric Chant" card, draw 1 card. During your turn, except the turn this card was sent to the Graveyard: You can banish it from your Graveyard and pay 500 LP; add 1 "Miracleric" card from your Deck to your hand, except "Miracleric Apprentice of Restoration". You can only use this effect of "Miracleric Apprentice of Restoration" once per turn.
  1087.  
  1088. 2000/3000
  1089.  
  1090.  
  1091.  
  1092. Ritual Monsters:
  1093.  
  1094.  
  1095. Miracleric Mentor of Rejuvenation
  1096. Spellcaster-Type/EARTH/Ritual
  1097. Level 2
  1098. You can Ritual Summon this card with any "Miracleric Chant" Ritual Spell Card. If this card is Ritual Summoned: You can target 1 Set card on the field; destroy it, and if you do, gain 1000 LP. While your LP are higher than your opponent's LP, this card gains 1000 ATK and it cannot be destroyed by your opponent's card effects. You can discard this card; add 1 "Miracleric Apprentice of Rejuvenation" from your Deck to your hand, also you cannot Special Summon monsters, except "Miracleric" monsters for the rest of the turn. You can only use this effect of "Miracleric Mentor of Rejuvenation" once per turn.
  1099. 1500/500
  1100.  
  1101. Miracleric Mentor of Healing
  1102. Spellcaster-Type/EARTH/Ritual
  1103. Level 4
  1104. You can Ritual Summon this card with any "Miracleric Chant" Ritual Spell Card. If this card is Ritual Summoned: You can target 1 other face-up card on the field; destroy it, and if you do, gain 1000 LP. While your LP are higher than your opponent's LP, this card cannot be targeted by your opponent's card effects and if it battles, your opponent cannot activate cards or effects until the end of the Damage Step. You can discard this card; add 1 "Miracleric Apprentice of Healing" from your Deck to your hand, also you cannot Special Summon monsters, except "Miracleric" monsters, for the rest of the turn. You can only use this effect of "Miracleric Mentor of Healing" once per turn.
  1105. 2000/1500
  1106.  
  1107. Miracleric Mentor of Resurrection
  1108. Spellcaster-Type/EARTH/Ritual
  1109. Level 6
  1110. You can Ritual Summon this card with any "Miracleric Chant" Ritual Spell Card. If this card is Ritual Summoned: You can target 1 other card on the field; return it to the hand, and if you do, gain 1000 LP. While your LP are higher than your opponent's, you take no effect damage and "Miracleric" monsters you control cannot be destroyed by battle, except "Miracleric Mentor of Resurrection". You can discard this card; add 1 "Miracleric Apprentice of Rejuvenation" from your Deck to your hand, also you cannot Special Summon monsters, except "Miracleric" monsters, for the rest of the turn. You can only use this effect of "Miracleric Mentor of Resurrection" once per turn.
  1111. 2500/1500
  1112.  
  1113.  
  1114.  
  1115. Miracleric Mentor of Restoration
  1116. Spellcaster-Type/EARTH/Ritual
  1117. Level 8
  1118. You can Ritual Summon this card with any "Miracleric Chant" Ritual Spell Card. If this card is Ritual Summoned: You can discard 1 random card from your opponent's hand, and if you do, gain 1000 LP. While your LP are higher than your opponent's, this card can attack twice per turn, also any card sent to your opponent's Graveyard from their hand or field is banished instead. You can discard this card; add 1 "Miracleric Apprentice of Restoration" from your Deck to your hand, also you cannot Special Summon monsters, except "Miracleric" monsters, for the rest of the turn. You can only use this effect of "Miracleric Mentor of Restoration once per turn.
  1119.  
  1120. 3000/2000
  1121.  
  1122.  
  1123.  
  1124. Spell/Trap Cards
  1125.  
  1126.  
  1127. Miracleric Chant of Mastery
  1128. Ritual Spell Card
  1129. This card can be used to Ritual Summon any "Miracleric Mentor" Ritual Monster from your hand. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand.
  1130.  
  1131. Miracleric Chant of Revival
  1132. Ritual Spell Card
  1133. This card can be used to Ritual Summon any "Miracleric Mentor" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Miracleric Mentor" Ritual Monster from your Graveyard whose Level exactly equals the total Levels of those monsters, and if you do, gain LP equal to its current ATK on the field. During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand.
  1134.  
  1135. Miracleric Chant of Spirit
  1136. Ritual Spell Card
  1137. This card can be used to Ritual Summon any "Miracleric Mentor" Ritual Monster. Shuffle monsters from your Graveyard into your Deck, then Ritual Summon 1 "Miracleric Mentor" monster from your hand whose Level exactly equals the total Levels of those monsters. During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand.
  1138.  
  1139. Miracleric Academy
  1140. Field Spell Card
  1141. When this card is activated: You can add 1 "Miracleric Mentor" Ritual Monster from your Deck to your hand, then discard 1 card. If a "Miracleric Apprentice" monster is Normal or Flip Summoned: You can add 1 "Miracleric Chant" Ritual Spell Card from your Deck to your hand. You can only use each effect of "Miracleric Academy" once per turn.
  1142.  
  1143. Miracleric Finals
  1144. Normal Trap Card
  1145. Activate 1 of these effects.
  1146. ● Target 1 "Miracleric Apprentice" monster you control and pay 1000 LP; return that target to your hand, and if you do, add 1 "Miracleric Chant" Ritual Spell Card and 1 "Miracleric Mentor" Ritual Monster with the same Level as that target from your Deck to your hand.
  1147. ● Target 1 "Miracleric Mentor" Ritual Monster you control; return that target to your hand, and if you do, add 1 "Miracleric Chant" Ritual Spell Card and 1 "Miracleric Apprentice" monster with the same Level as that target from your Deck to your hand.
  1148.  
  1149. WOIDTEX ARCHETYPE (13/13):
  1150.  
  1151. Woidtex is an Archetype of Fiend-Type/WIND monsters with various Levels. They focus on Fusion and Special Summoning, with the unique gimmick of being able to Special Summon monsters already on the field. The idea is that you can re-Special Summon their monsters for their effects. As I don't believe there are real cards that do this, assume that they would get their effects here, and that you could also negate these effects with cards like Solemn Warning. They are also able to be Special Summoned again, even if they already are. Each Main Deck monster has an effect that works when Special Summoned and an effect that allows you to banish them to Special Summon a monster already on the field. The card Transmodify is also highly recommend in here, due to their Levels and play-style. Their name is a portmanteau of void and vortex, however I had to use W instead as Void is already and Archetype in this game.
  1152.  
  1153. Main Deck Monsters:
  1154.  
  1155. Maker of the Woidtex
  1156. Fiend-Type/WIND/Tuner
  1157. Level 1
  1158. When this card is Special Summon: You can Fusion Summon 1 "Woidtex" Fusion Monsters from your Extra Deck by using monsters from your hand or field as Fusion Materials. You can banish this card from your Graveyard, then target 1 "Woidtex" monster you control; Special Summon that target. You can only use 1 effect of "Maker of the Woidtex" per turn, and only once that turn.
  1159.  
  1160. 500/500
  1161.  
  1162. Bringer of the Woidtex
  1163. Fiend-Type/WIND
  1164. Level 2
  1165. When this card is Special Summoned: You can add 1 "Woidtex" monster from your Deck to your hand, except "Bringer of the Woidtex". You can banish this card from your Graveyard, then target 1 "Woidtex" monster you control; Special Summon that target. You can only use 1 effect of "Bringer of the Woidtex" per turn, and only once that turn.
  1166. 800/700
  1167.  
  1168. Provider of the Woidtex
  1169. Fiend-Type/WIND
  1170. Level 3
  1171. When this card is Special Summoned: You can add 1 "Woidtex" Spell/Trap Card from your Deck to your hand. You can banish this card from your Graveyard, then target 1 "Woidtex" monster you control; Special Summon that target. You can only use 1 effect of "Provider of the Woidtex" per turn, and only once that turn.
  1172. 1100/1600
  1173.  
  1174. Summoner of the Woidtex
  1175. Fiend-Type/WIND
  1176. Level 4
  1177. When this card is Special Summoned: You can Special Summon 1 "Woidtex" monster from your hand, except "Summoner of the Woidtex". You can banish this card from your Graveyard, then target 1 "Woidtex" monster you control; Special Summon that target. You can only use 1 effect of "Summoner of the Woidtex" per turn, and only once that turn.
  1178. 1800/1300
  1179.  
  1180. Reviver of the Woidtex
  1181. Fiend-Type/WIND
  1182. Level 5
  1183. When this card is Special Summoned: You can target 1 "Woidtex" monster in your Graveyard, except "Reviver of the Woidtex"; Special Summon that target. You can banish this card from your Graveyard, then target 1 "Woidtex" monster you control; Special Summon that target. You can only use 1 effect of "Reviver of the Woidtex" per turn, and only once that turn.
  1184. 2000/1600
  1185.  
  1186. Returner of the Woidtex
  1187. Fiend-Type/WIND
  1188. Level 6
  1189. When this card is Special Summoned: You can target 1 "Woidtex" card in your Graveyard or 1 of your banished "Woidtex" cards, except "Returner of the Woidtex"; add that target to your hand. You can banish this card from your Graveyard, then target 1 "Woidtex" monster you control; Special Summon that target. You can only use 1 effect of "Returner of the Woidtex" per turn, and only once that turn.
  1190. 2100/2200
  1191.  
  1192. Extra Deck Monsters:
  1193.  
  1194. Berserker of the Woidtex
  1195. Fiend-Type/WIND/Fusion
  1196. Level 7
  1197. 2 "Woidtex" monsters
  1198. When this card is Special Summoned: You can target 1 of your banished "Woidtex" monsters, except "Berserker of the Woidtex"; Special Summon that target, but it cannot be used as a Fusion Material for the Fusion Summon of "Berserker of the Woidtex". You can Tribute any number of other Special Summoned "Woidtex" monsters; until the end of this turn, this card can attack an additional monster for each monster Tributed. You can only use each effect of "Berserker of the Woidtex" once per turn.
  1199. 2400/1700
  1200.  
  1201. Scavenger of the Woidtex
  1202. Fiend-Type/WIND/Fusion
  1203. Level 8
  1204. 2 "Woidtex" monsters
  1205. When this card is Special Summoned: You can target 1 "Woidtex" card in your Graveyard; banish that target, and if you do, add 1 card with the same name as that target from your Deck to your hand. During either player's turn, when your opponent activates a Spell/Trap Card or effect: You can banish 1 "Woidtex" card from your hand or Graveyard; negate the activation, and if you do, destroy that card. You can only use each effect of "Scavenger of the Woidtex" once per turn.
  1206. 2500/2000
  1207.  
  1208. Commander of the Woidtex
  1209. Fiend-Type/WIND/Fusion
  1210. Level 9
  1211. 1 "Woidtex" Fusion Monster + 1 WIND monster
  1212. When this card is Special Summoned: You can return all other monsters on the field to the hand, also you cannot Special Summon monsters for the rest of the turn. If this card inflicts battle damage to your opponent: You can banish 1 card from your opponent's hand, field or Graveyard (the card in the hand is chosen at random). You can only use each effect of "Commander of the Woidtex" once per turn.
  1213. 3000/2500
  1214.  
  1215. Spell/Trap Cards:
  1216.  
  1217. Through the Woidtex
  1218. Normal Spell Card
  1219. Fusion Summon 1 "Woidtex" Fusion Monster from your Extra Deck by using monsters from your hand or field as Fusion Materials. You can shuffle this card from your Graveyard into your Deck, then target up to 2 of your banished "Woidtex" monsters; return them to your Graveyard. You can only activate 1 "Through the Woidtex" per turn.
  1220.  
  1221. Forming the Woidtex
  1222. Normal Spell Card
  1223. Fusion Summon 1 "Woidtex" Fusion Monster from your Extra Deck by banishing Special Summoned monsters you control or monsters from your Graveyard as Fusion Materials. You can shuffle this card from your Graveyard into your Deck, then target 1 "Woidtex" monster you control; Special Summon that target. You can only activate 1 "Forming the Woidtex" per turn.
  1224.  
  1225. Building the Woidtex
  1226. Continuous Spell Card
  1227. If you control no Special Summoned "Woidtex" monsters, during your Main Phase you can Normal Summon 1 "Woidtex" monster in additional to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can discard 1 "Woidtex" card; Special Summon 1 Level 4 or lower "Woidtex" monster from your hand or Deck, also you cannot Special Summon monsters for the rest of the turn, except "Woidtex" monsters. If a "Woidtex" monster you control would be destroyed by battle, you can destroy this card instead.
  1228.  
  1229. Maintaining the Woidtex
  1230. Continuous Trap Card
  1231. While you control a "Woidtex" Fusion Monster and your opponent controls no monsters Special Summoned from the Extra Deck, negate the effects of all monsters your opponent control. All "Woidtex" monsters you control you control gain 200 ATK and DEF for each of your banished "Woidtex" cards with different names. If a "Woidtex" monster(s) you control would be destroyed by a card effect, you can destroy this card instead.
  1232.  
  1233. TUNDRAGON ARCHETYPE (14/14):
  1234.  
  1235. Tundragon is an Archetype of Dragon-Type/WATER Level 3, 8 and 11 monsters. They focus on Synchro Summoning and excavating cards, along with top Deck manipulation. The Level 3 monsters have three effects, one that allows you to change the order of the top 5 cards of your Deck when they are sent from your Deck to the Graveyard, one that allows you to excavate the top 3 cards of your Deck, then Special Summon 1 Level 8 Tundragon monster, which you then Synchro Summon with, and lastly one that returns themselves from your hand to the top of your Deck for various effects. The Level 8s are able to send themselves and another Tundragon card in your hand or side of the field to the Graveyard for various effects, and banish themselves from your Graveyard to return a Tundragon from your Graveyard to the top of your Deck. Along with that, thy have Level 11 Synchro Monsters, which act as the boss monsters, and Spell/Trap Card support. The name is a portmanteau of Tundra and Dragon, also I just noticed and unintentional pun in "Tun", since it's similar to "Tuner".
  1236.  
  1237. Main Deck Monsters:
  1238.  
  1239. Darrid the Truthful Tundragon
  1240. Dragon-Type/WATER/Tuner
  1241. Level 3
  1242. If this card is sent from your Deck to the Graveyard: You can excavate the top 5 cards in your Deck, then place them on top of your Deck in any order. You can only use 1 of the these effects of "Darrid the Truthful Tundragon" per turn, and only once that turn.
  1243. ● When this card is Normal Summoned or Special Summoned: You can excavate the top 3 cards of your Deck, Special Summon 1 excavated Level 8 "Tundragon" monster, also send the rest of the cards to the Graveyard. Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using this card and that monster only.
  1244. ● If this card is in your hand: You can Special Summon 1 "Tundragon" monster from your hand, except "Darrid the Truthful Tundragon", and if you do, place this card on top of your Deck.
  1245. 1300/1300
  1246.  
  1247. Vano the Spirited Tundragon
  1248. Dragon-Type/WATER/Tuner
  1249. Level 3
  1250. If this card is sent from your Deck to the Graveyard: You can excavate the top 5 cards in your Deck, then place them on top of your Deck in any order. You can only use 1 of the these effects of "Vano the Spirited Tundragon" per turn, and only once that turn.
  1251. ● When this card is Normal Summoned or Special Summoned: You can excavate the top 3 cards of your Deck, Special Summon 1 excavated Level 8 "Tundragon" monster, also send the rest of the cards to the Graveyard. Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using this card and that monster only.
  1252. ● If this card is in your hand: You can excavate the top 5 cards of your Deck, add 1 excavated "Tundragon" card to your hand, also send the rest to the Graveyard, and if you do, place this card on top of your Deck.
  1253. 1500/1100
  1254.  
  1255. Yunaku the Ambitious Tundragon
  1256. Dragon-Type/WATER/Tuner
  1257. Level 3
  1258. If this card is sent from your Deck to the Graveyard: You can excavate the top 5 cards in your Deck, then place them on top of your Deck in any order. You can only use 1 of the these effects of "Yunaku the Ambitious Tundragon" per turn, and only once that turn.
  1259. ● When this card is Normal Summoned or Special Summoned: You can excavate the top 3 cards of your Deck, Special Summon 1 excavated Level 8 "Tundragon" monster, also send the rest of the cards to the Graveyard. Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using this card and that monster only.
  1260. ● If this card is in your hand: You can target 1 "Tundragon" card in your Graveyard, except "Yunaku the Ambitious Tundragon"; add that target to your hand, and if you do, place this card on top of your Deck.
  1261. 1000/1600
  1262.  
  1263. Kutai the Believer Tundragon
  1264. Dragon-Type/WATER/Tuner
  1265. Level 3
  1266. If this card is sent from your Deck to the Graveyard: You can excavate the top 5 cards in your Deck, then place them on top of your Deck in any order. You can only use 1 of the these effects of "Kutai the Believer Tundragon" per turn, and only once that turn.
  1267. ● When this card is Normal Summoned or Special Summoned: You can excavate the top 3 cards of your Deck, Special Summon 1 excavated Level 8 "Tundragon" monster, also send the rest of the cards to the Graveyard. Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using this card and that monster only.
  1268.  
  1269. ● If this card is in your hand: You can target 1 "Tundragon" monster in your Graveyard; banish that target, and if you do, place this card on top of your Deck. During your next Standby Phase after this effect's activation, Special Summon that target.
  1270.  
  1271. 1400/1200
  1272.  
  1273. Duragan the Fierce Tundragon
  1274. Dragon-Type/WATER
  1275. Level 8
  1276. You can send this card and 1 other "Tundragon" card from your hand and/or side of the field to the Graveyard, then target 1 Level 3 "Tundragon" monster in your Graveyard; Special Summon that target. You can banish this card from your Graveyard, then target 1 "Tundragon" card in your Graveyard; place it on top your Deck. You can only use 1 effect of "Duragan the Fierce Tundragon" per turn, and only once that turn.
  1277. 2500/2300
  1278.  
  1279. Tatari the Relentless Tundragon
  1280. Dragon-Type/WATER
  1281. Level 8
  1282. You can send this card and 1 other "Tundragon" card from your hand and/or side of the field to the Graveyard; draw 3 cards, then place 2 cards from your hand on top of your Deck. You can banish this card from your Graveyard, then target 1 "Tundragon" card in your Graveyard; place it on top your Deck. You can only use 1 effect of "Tatari the Relentless Tundragon" per turn, and only once that turn.
  1283. 2600/2100
  1284.  
  1285. Harlan the Bold Tundragon
  1286. Dragon-Type/WATER
  1287. Level 8
  1288. You can send this card and 1 other "Tundragon" card from your hand or side of the field to the Graveyard; Special Summon 2 "Tundragon Tokens" (Dragon-Type/WATER/Level 4/ATK 1000/DEF 1000). You can banish this card from your Graveyard, then target 1 "Tundragon" card in your Graveyard; place it on top your Deck. You can only use 1 effect of "Tatari the Relentless Tundragon" per turn, and only once that turn.
  1289. 2300/2800
  1290.  
  1291. Dukan the Defender Tundragon
  1292. Dragon-Type/WATER
  1293. Level 8
  1294.  
  1295. During either player's turn, when your opponent activates a card or effect: You can send this card and 1 other "Tundragon" card from your hand or side of the field to the Graveyard; negate the activation, and if you do, banish that card. You can banish this card from your Graveyard, then target 1 "Tundragon" card in your Graveyard; place it on top your Deck. You can only use 1 effect of "Dukan the Defender Tundragon" per turn, and only once that turn.
  1296.  
  1297. 2700/1700
  1298.  
  1299.  
  1300. Extra Deck Monsters:
  1301.  
  1302. Tanabar the Powerful Tundragon
  1303. Dragon-Type/WATER/Synchro
  1304. Level 11
  1305. 1 Tuner + 1 non-Tuner Level 8 Dragon-Type monster
  1306. When this card is Synchro Summoned: You can destroy 1 face-up card your opponent controls. Your opponent cannot banish monsters you control or in your Graveyard. If this card destroys an opponent's monster by battle: You can excavate the top 3 cards of your Deck, Special Summon 1 excavated "Tundragon" monster, also send the rest to the Graveyard.
  1307. 3200/2400
  1308.  
  1309. Olam the Fearless Tundragon
  1310. Dragon-Type/WATER/Synchro
  1311. Level 11
  1312. 1 Tuner + 1 non-Tuner Level 8 Dragon-Type monster
  1313. When this card is Synchro Summoned: You can destroy 1 face-down card your opponent controls. Once per turn, if a card(s) is sent from your Deck to the Graveyard: This card gains 500 ATK and DEF until the end of this turn. Once per turn: You can excavate the top card of your Deck, if is a "Tundragon" card, add it to your hand. Otherwise, send it to the Graveyard.
  1314. 3000/2500
  1315.  
  1316. Mikara the Master Tundragon
  1317. Dragon-Type/WATER/Synchro
  1318. Level 11
  1319. 1 Tuner + 1 non-Tuner Level 8 Dragon-Type monster
  1320. When this card is Synchro Summoned: You can discard 1 random card from your opponent's hand. If a "Tundragon" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn: You can target 1 of your banished "Tundragon" cards; return that target to your hand.
  1321. 3100/2200
  1322.  
  1323. Spell/Trap Cards:
  1324.  
  1325. Plains of the Tundragon
  1326. Field Spell Card
  1327. When this card is activated: You can excavate the top 3 cards of your Deck, Special Summon 1 excavated Level 3 "Tundragon" monster, also send the rest to the Graveyard. While you control a Dragon-Type Synchro Monster, your opponent cannot target the "Tundragon" monster you control with the lowest ATK for an attack or effects. You can only activate 1 "Plains of the Tundragon" per turn.
  1328.  
  1329. Blizzard of the Tundragon
  1330. Normal Trap Card
  1331. If you control a Dragon-Type Synchro Monster; excavate the top 3 cards of your Deck, return cards your opponent control to the hand up the number of excavated "Tundragon" cards, also send the cards to the Graveyard. During your turn, except the turn this card was sent to the Graveyard: You can banish it from your Graveyard, then target 1 of your banished "Tundragon" Level 8 monsters; Special Summon that target.
  1332.  
  1333. Sculpture of the Tundragon
  1334. Normal Trap Card
  1335. Target 1 Dragon-Type Synchro Monster you control; return that target into the Extra Deck, and if you do, Special Summon 1 Dragon-Type Synchro Monster with the same Level as that target from your Extra Deck, but with a different name (this Special Summon is treated as a Synchro Summon). During either player's turn, except the turn this card was sent to the Graveyard: You can banish 1 other "Tundragon" card from your Graveyard; Special Summon this card from your Graveyard as a Normal Monster (Dragon-Type/WATER/Level 8/ATK 2000/DEF 2000). During your End Phase, unless you control a Dragon-Type Synchro Monster, destroy this card.
  1336.  
  1337. BURSTBEAST ARCHETYPE (10/10):
  1338.  
  1339. Burstbeast is an Archetype of Level 4-6 LIGHT and FIRE Beast-Warrior and Winged Beast-Type Pendulum Monsters. They focus on Pendulum Summoning, battling and changing their position during Main Phase 2 after they attack to use their effects. Each monster has a Pendulum Effect that prevents a Pendulum Summoned Burstbeast monster from being destroyed by battle that turn, so you can ram into the opponent's monster to change position, if that's ever needed, or just for some unexpected surprises.
  1340.  
  1341. Along with that, they have another unrelated Pendulum Effect. They each also have a monster effect that allows them to change their battle position during Main Phase 2 after they have attacked that turn. The reason for this being that they have another effect that works if you control 2 or more Burstbeast monsters.
  1342.  
  1343. They also have sub-Archetypes, those being Great, Mighty and Amazing Burstbeast, for Level 4, Level 5 and Level 6 respectively, and each Pendulum Scale has 2 monsters from each Level. The Winged Beast-Type monsters are all Scale 3, while the Beast-Warrior-Types are all Scale 7. Lastly, they have images this time!
  1344.  
  1345. Monsters:
  1346.  
  1347. http://i.imgur.com/LaYYe6b.png
  1348. Pendulum Effect:
  1349. "Burstbeast" monsters you control cannot be destroyed by battle during the turn they are Pendulum Summoned. Once per turn, if a "Burstbeast" monster(s) you control would be destroyed by your opponent's card effect, that card(s) is not destroyed.
  1350.  
  1351. Monster Effect:
  1352. Once per turn, if damage calculation is performed involving this attacking card, during your Main Phase 2: During your Main Phase 2, if you control 2 or more "Burstbeast" monsters in Defense Position: You can Special Summon 1 "Burstbeast" Pendulum Monster from your hand or face-up in your Extra Deck, but its effects cannot be activated this turn. You can only use this effect of "Farco, the Great Burstbeast" once per turn.
  1353.  
  1354. http://i.imgur.com/GhNhmVi.png
  1355. Pendulum Effect:
  1356. "Burstbeast" monsters you control cannot be destroyed by battle during the turn they are Pendulum Summoned. If a "Burstbeast" monster you controls battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step.
  1357.  
  1358. Monster Effect:
  1359. Once per turn, if damage calculation is performed involving this attacking card, during your Main Phase 2: During your Main Phase 2, if you control 2 or more "Burstbeast" monsters in Defense Position: You can add 1 "Burstbeast" card from your Deck to your hand, except "Naru, the Great Burstbeast". You can only use this effect of "Naru, the Great Burstbeast" once per turn.
  1360.  
  1361. http://i.imgur.com/Yv3IgQv.png
  1362. Pendulum Effect:
  1363. "Burstbeast" monsters you control cannot be destroyed by battle during the turn they are Pendulum Summoned. Once per turn, during each End Phase: You can add 1 face-up "Burstbeast" Pendulum Monster from your Extra Deck to your hand, except "Suku, the Mighty Burstbeast".
  1364.  
  1365. Monster Effect:
  1366. Once per turn, if damage calculation is performed involving this attacking card, during your Main Phase 2: You can change its battle position. During your Main Phase 2, if you control 2 or more "Burstbeast" monsters in Defense Position: You can target 1 Spell/Trap Card on the field; destroy it. You can only use this effect of "Suku, the Mighty Burstbeast" once per turn.
  1367.  
  1368. http://i.imgur.com/mt0IwMI.png
  1369. Pendulum Effect:
  1370. "Burstbeast" monsters you control cannot be destroyed by battle during the turn they are Pendulum Summoned. Once per turn, during either player's turn, when your opponent activates a card or effect: You can send 1 "Burstbeast" Pendulum Monster from your hand or face-up in your Extra Deck to the Graveyard; negate the activation, and if you do, destroy it.
  1371.  
  1372. Monster Effect:
  1373. Once per turn, if damage calculation is performed involving this attacking card, during your Main Phase 2: During your Main Phase 2, if you control 2 or more "Burstbeast" monsters in Defense Position: You can draw 1 card. You can only use this effect of "Takka, the Mighty Burstbeast" once per turn.
  1374.  
  1375. http://i.imgur.com/dxqA82q.png
  1376. Pendulum Effect:
  1377. "Burstbeast" monsters you control cannot be destroyed by battle during the turn they are Pendulum Summoned. All "Burstbeast" monsters you control gain 200 ATK and DEF for each "Burstbeast" Pendulum Monster face-up in your Extra Deck.
  1378.  
  1379. Monster Effect:
  1380. Once per turn, if damage calculation is performed involving this attacking card, during your Main Phase 2: You can change its battle position. During your Main Phase 2, if you control 2 or more "Burstbeast" monsters in Defense Position: You can target 1 "Burstbeast" card in your Graveyard, except "Yakko, the Amazing Burstbeast"; add it to your hand. You can only use this effect of "Yakko, the Amazing Burstbeast" once per turn.
  1381.  
  1382. http://i.imgur.com/mIgbhfn.png
  1383. Pendulum Effect:
  1384. "Burstbeast" monsters you control cannot be destroyed by battle during the turn they are Pendulum Summoned. Once per turn, when a "Burstbeast" monster you control destroys an opponent's monster by battle: You can Special Summon 1 "Burstbeast" monster from your hand or Deck, except "Tazaki, the Amazing Burstbeast", but its effects are negated and it is destroyed during the End Phase.
  1385.  
  1386. Monster Effect:
  1387. Once per turn, if damage calculation is performed involving this attacking card, during your Main Phase 2: During your Main Phase 2, if you control 2 or more "Burstbeast" monsters in Defense Position: You can negate the effects of all face-up cards your opponent controls. You can only use this effect of "Tazaki, the Amazing Burstbeast" once per turn.
  1388.  
  1389. Spell/Trap Cards:
  1390.  
  1391. http://i.imgur.com/ELSWq1s.png
  1392. If you control no Pendulum Monsters: Excavate the top 5 cards of your Deck, if you excavated any "Burstbeast" cards, your opponent chooses 3 of the excavated cards, including at least 1 "Burstbeast" card, then you (the activator of this card) adds 1 of those cards to your hand, also, after that, shuffle the rest into the Deck. Otherwise, shuffle all the excavated cards into the Deck. You can only activate 1 "Burstbeast Inauguration" per turn.
  1393.  
  1394. http://i.imgur.com/o4HBRi4.png
  1395. When this card is activated: You can add 1 "Burstbeast" monster from your Deck to your hand. You cannot Special Summon, nor attack with monsters, except "Burstbeast" monsters during the turn you activate this effect. During your Main Phase 2, if you control both a "Great Burstbeast", "Mighty Burstbeast" and "Amazing Burstbeast" Pendulum Monster: You can send this face-up card you control to the Graveyard; conduct a second Battle Phase this turn, also change all "Burstbeast" Pendulum Monsters you control to Attack Position, but they are changed to Defense Position at the end of the Battle Phase. You can only activate 1 "Burstbeast Prime" per turn
  1396.  
  1397. http://i.imgur.com/DY27ygV.png
  1398. Target 1 "Burstbeast" Pendulum Monster you control; equip this card to that target. It gains 1000 DEF and cannot be targeted by your opponent's card effects while in Defense Position. If this card is in your Graveyard while you control 2 "Burstbeast" cards in your Pendulum Zones: You can Special Summon this card from your Graveyard as a Normal Monster (Machine-Type/LIGHT/Level 4/ATK 0/DEF 2500), but banish it when it leaves the field. (This card is NOT treated as a Trap Card.) If Summoned this way, your opponent cannot target "Burstbeast" Pendulum Monsters for attacks.
  1399.  
  1400. http://i.imgur.com/bUocqj5.png
  1401. If you control both a "Great Burstbeast", "Mighty Burstbeast" and "Amazing Burstbeast" Pendulum Monster: Destroy as many "Burstbeast" Pendulum Monsters you control as possible, then destroy cards your opponent control up to the number destroyed, and if you do, inflict 1000 damage to your opponent for each of their cards you destroyed.
  1402.  
  1403. ACOLIGHT ARCHETYPE (11/11):
  1404.  
  1405. Acolight is an Archetype of Spellcaster-Type/LIGHT Level 3 Special Summon only monsters with 1000 ATK and DEF. They focus on Tokens and Xyz Summoning. Each monster can Special Summon itself and a Token based on it, which cannot be Tributed or used as Synchro Material. Along with that, they gain an effect while you control that kind of Token, and also have an effect that benefits the Token, e.g. they cannot be destroyed by card effects. Lastly, they are destroyed if you don't control a Token. The name is a pun on "acolyte" with "light", hence their Attribute and their theme is based around religion and the themes typically associated with religion.
  1406.  
  1407. Main Deck Monsters:
  1408.  
  1409. Acolight of Peace
  1410. Spellcaster-Type/LIGHT
  1411. Level 3
  1412. Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of an "Acolight" card. If you control no monsters, and your opponent controls a monster(s): You can Special Summon this card from your hand and 1 "Peace Token" (Fairy-Type/LIGHT/Level 4/ATK 1500/DEF 1500). That Token cannot be Tributed or used as Synchro Material. While you control a "Peace Token", this card cannot be targeted for an attack. Tokens you control cannot be destroyed by your opponent's card effects. Unless you control a Token, destroy this card.
  1413. 1000/1000
  1414.  
  1415. Acolight of Dreams
  1416. Spellcaster-Type/LIGHT
  1417. Level 3
  1418. Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of an "Acolight" card. If you control no monsters, and your opponent controls a monster(s): You can Special Summon this card from your hand and 1 "Dreams Token" (Fairy-Type/LIGHT/Level 4/ATK 1500/DEF 1500). That Token cannot be Tributed or used as Synchro Material. While you control a "Dreams Token", this card can attack your opponent directly. Once per turn, if a Token you control inflicts battle damage to your opponent: You can add 1 "Acolight" card from your Deck to your hand. Unless you control a Token, destroy this card.
  1419. 1000/1000
  1420.  
  1421. Acolight of Hope
  1422. Spellcaster-Type/LIGHT
  1423. Level 3
  1424. Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of an "Acolight" card. If you control no monsters, and your opponent controls a monster(s): You can Special Summon this card from your hand and 1 "Hope Token" (Fairy-Type/LIGHT/Level 4/ATK 1500/DEF 1500). That Token cannot be Tributed or used as Synchro Material. While you control a "Hope Token", the activation and effects of "Acolight" cards in your possession cannot be negated. Tokens you control gain 500 ATK and DEF for each "Acolight" monster you control. Unless you control a Token, destroy this card.
  1425. 1000/1000
  1426.  
  1427. Acolight of Life
  1428. Spellcaster-Type/LIGHT
  1429. Level 3
  1430. Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of an "Acolight" card. If you control no monsters, and your opponent controls a monster(s): You can Special Summon this card from your hand and 1 "Life Token" (Fairy-Type/LIGHT/Level 4/ATK 1500/DEF 1500). That Token cannot be Tributed or used as Synchro Material. Once per turn, if you control a "Life Token": You can target 1 "Acolight" monster in your Graveyard; Special Summon it and 1 Token written in its text, but that target's effects are negated, also you cannot Special Summon monsters for the rest of the turn, except "Acolight" monsters. That Token cannot be Tributed or used as Synchro Material. Unless you control a Token, destroy this card.
  1431. 1000/1000
  1432.  
  1433. Acolight of Trust
  1434. Spellcaster-Type/LIGHT
  1435. Level 3
  1436. Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of an "Acolight" card. If you control no monsters, and your opponent controls a monster(s): You can Special Summon this card from your hand and 1 "Trust Token" (Fairy-Type/LIGHT/Level 4/ATK 1500/DEF 1500). That Token cannot be Tributed or used as Synchro Material. If you control a "Trust Token", your opponent cannot target "Acolight" monsters with effects. Your opponent cannot target Tokens you control for attacks. Unless you control a Token, destroy this card.
  1437.  
  1438. 1000/1000
  1439.  
  1440.  
  1441. Extra Deck Monsters:
  1442.  
  1443. Acolight of Love
  1444. Spellcaster-Type/LIGHT/Xyz
  1445. Rank 3
  1446. 2 Level 3 "Acolight" monsters
  1447. When this card is Xyz Summoned: You can Special Summon 2 "Love Tokens" (Fairy-Type/LIGHT/Level 4/2000 ATK/2000 DEF). Those Tokens cannot be Tributed or used as Synchro Material. While you control 2 "Love Tokens", this card is unaffected by your opponent's card effects. If a Token(s) you control would be destroyed by battle or your opponent's card effect, you can destroy this card instead. Once per turn: You can detach 1 Xyz Material from this card; excavate the top 2 cards of your Deck, add 1 of them to your hand, also shuffle the rest into the Deck. Unless you control a Token, destroy this card.
  1448. 1500/1500
  1449.  
  1450. Acolight of Faith
  1451. Spellcaster-Type/LIGHT/Xyz
  1452. Rank 4
  1453. 3 Level 4 LIGHT monsters
  1454. You can also Xyz Summon this card by using a Rank 3 LIGHT Xyz Monster you control with no Xyz Materials, then using that Xyz Monster as the Xyz Material. When this card is Xyz Summoned: You can Special Summon 2 "Faith Tokens" (Fairy-Type/LIGHT/Level 4/2000 ATK/2000 DEF). Those Tokens cannot be Tributed or used as Synchro Material. While you control 2 "Faith Tokens", this card gains 1000 ATK and DEF and is unaffected by your opponent's card effects. If a Token you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; negate all your opponent's Spell/Trap effects this turn. Unless you control a Token, destroy this card.
  1455. 1500/1500
  1456.  
  1457. Spell/Trap Cards:
  1458.  
  1459. Acolight Church
  1460. Field Spell Card
  1461. Once per turn: You can target 1 "Acolight" monster you control; shuffle it into the Deck, then Special Summon 1 "Acolight" monster with a different name from your Deck and 1 Token written in its text. That Token cannot be Tributed or used as Synchro Material. All "Acolight" monsters you control gain 500 ATK and DEF for each Token you control.
  1462.  
  1463. Acolight Prayer
  1464. Quick-Play Spell Card
  1465. Special Summon 1 "Acolight" monster from your hand and 1 Token written in its text. That Token cannot be Tributed or used as Synchro Material. During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand.
  1466.  
  1467. Acolight Blasphemy
  1468. Normal Trap Card
  1469. Special Summon 2 "Blasphemy Tokens" (Fairy-Type/DARK/Level 1/ATK 500/DEF 500) to your opponent's side of the field, then draw 1 card. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Acolight" card in your Graveyard; add it to your hand.
  1470.  
  1471. Acolight Alter
  1472. Continuous Trap Card
  1473. Once per turn: You can target 2 Tokens you control; destroy them, then Special Summon 1 "Acolight" monster from your hand, Deck or Graveyard and 1 Token listed in its text. That Token cannot be Tributed or used as Synchro Material. You can treat "Acolight" monsters you control as Level 4 when Xyz Summoning a LIGHT Rank 4 Xyz Monster.
  1474.  
  1475. FRUITOPIA ARCHETYPE (10/10):
  1476.  
  1477. Fruitopia is an Archetype of Plant-Type/LIGHT Level 3 to 5 Pendulum Monsters as well as a boss Effect Monster. They focus on placing their monsters in the Spell & Trap Zone as Continuous Spell Cards, where they gain other effects and can be supported in various other ways. All their Pendulum Effects are the same, where they can place Fruitopia monsters from the Extra Deck as Continuous Spell Cards. Their name comes from Fruit and Utopia, and they are based on various fruits, with a focus on tropical fruits.
  1478.  
  1479.  
  1480.  
  1481. Monsters:
  1482.  
  1483.  
  1484.  
  1485. Fruitopia Banana
  1486. Plant-Type/LIGHT/Pendulum
  1487. Level 3
  1488. Scale 2
  1489. Pendulum Effect:
  1490. During your Main Phase: You can place 1 face-up "Fruitopia" Pendulum Monster in your Extra Deck in your Spell & Trap Zone as a Continuous Spell Card. You can only use this effect once while this card is face-up on your field.
  1491.  
  1492. Monster Effect:
  1493. All "Fruitopia" monsters you control gain 300 ATK and DEF for each "Fruitopia" monster in your Spell & Trap Zone that is treated as a Continuous Spell Card. While this card is in your Spell & Trap Zone as a Continuous Spell Card, "Fruitopia" cards in your Field and Pendulum Zones are unaffected by your opponent's card effects.
  1494. 1200/1500
  1495.  
  1496. Fruitopia Lemon
  1497. Plant-Type/LIGHT/Pendulum
  1498. Level 3
  1499. Scale 6
  1500. Pendulum Effect:
  1501. During your Main Phase: You can place 1 face-up "Fruitopia" Pendulum Monster in your Extra Deck in your Spell & Trap Zone as a Continuous Spell Card. You can only use this effect once while this card is face-up on your field.
  1502.  
  1503. Monster Effect:
  1504. Once per turn: You can discard 1 "Fruitopia" card; place 1 "Fruitopia" monster from your hand or Deck in your Spell & Trap Zone as a Continuous Spell Card. While this card is in your Spell & Trap Zone as a Continuous Spell Card, "Fruitopia" monsters you control cannot be destroyed by your opponent's card effects.
  1505. 1400/1000
  1506.  
  1507.  
  1508.  
  1509. Fruitopia Orange
  1510.  
  1511. Plant-Type/LIGHT/Pendulum
  1512. Level 4
  1513. Scale 2
  1514. Pendulum Effect:
  1515. During your Main Phase: You can place 1 face-up "Fruitopia" Pendulum Monster in your Extra Deck in your Spell & Trap Zone as a Continuous Spell Card. You can only use this effect once while this card is face-up on your field.
  1516.  
  1517.  
  1518.  
  1519. Monster Effect:
  1520.  
  1521. When this card is Normal or Special Summoned: You can target 1 "Fruitopia" card in your Pendulum Zone; place it in your Spell & Trap Zone as a Continuous Spell Card. While this card is in your Spell & Trap Zone as a Continuous Spell Card, if a Plant-Type monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
  1522.  
  1523. 1600/1600
  1524.  
  1525.  
  1526.  
  1527. Fruitopia Papaya
  1528.  
  1529. Plant-Type/LIGHT/Pendulum
  1530. Level 4
  1531. Scale 6
  1532. Pendulum Effect:
  1533. During your Main Phase: You can place 1 face-up "Fruitopia" Pendulum Monster in your Extra Deck in your Spell & Trap Zone as a Continuous Spell Card. You can only use this effect once while this card is face-up on your field.
  1534.  
  1535.  
  1536.  
  1537. Monster Effect:
  1538.  
  1539. Once per turn: You can place 1 Fruitopia Counter on "Fruitopian Island" for each "Fruitopia" monster that is treated as a Continuous Spell Card you control with a different name. While this card is in your Spell & Trap Zone as a Continuous Spell Card, your opponent can only Special Summon equal to the number of "Fruitopia" monsters you control.
  1540.  
  1541. 1800/1300
  1542.  
  1543.  
  1544. Fruitopia Pineapple
  1545. Plant-Type/LIGHT/Pendulum
  1546. Level 5
  1547. Scale 2
  1548. Pendulum Effect:
  1549. During your Main Phase: You can place 1 face-up "Fruitopia" Pendulum Monster in your Extra Deck in your Spell & Trap Zone as a Continuous Spell Card. You can only use this effect once while this card is face-up on your field.
  1550.  
  1551. Monster Effect:
  1552. When this card is Pendulum Summoned: You can Special Summon 1 "Fruitopia" monster from your Spell & Trap Zone that is treated as a Continuous Spell Card. Once per turn, if this card is in your Spell & Trap Zone as a Continuous Spell Card: You can target 1 Spell/Trap Card your opponent controls; destroy it.
  1553. 2200/1500
  1554.  
  1555. Fruitopia Coconut
  1556. Plant-Type/LIGHT/Pendulum
  1557. Level 5
  1558. Scale 6
  1559. Pendulum Effect:
  1560. During your Main Phase: You can place 1 face-up "Fruitopia" Pendulum Monster in your Extra Deck in your Spell & Trap Zone as a Continuous Spell Card. You can only use this effect once while this card is face-up on your field.
  1561.  
  1562. Monster Effect:
  1563. Once per turn: You can target 1 "Fruitopia" Pendulum Monster in your Spell & Trap Zone that is treated as a Continuous Spell Card; add it face-up in your Extra Deck, then draw 1 card. While this card is in your Spell & Trap Zone as a Continuous Spell Card, you can Normal Summon 1 Plant-Type monster in addition to your Normal Summon/Set (you can only gain this effect once per turn).
  1564. 1800/2400
  1565.  
  1566. Fruitopia Avocado
  1567. Plant-Type/LIGHT
  1568. Level 7
  1569. You can target 2 or more "Fruitopia" Spell Cards you control; return them to your hand, and if you do, Special Summon this card from your hand. This card can make an additional attack on monsters your opponent control for each Fruitopia Counter on the field. Once per turn, if this card inflicts battle damage to your opponent: You can inflict 1000 damage to your opponent.
  1570. 2500/2000
  1571.  
  1572. Spell/Trap Cards:
  1573.  
  1574. Fruitopian Salad
  1575. Normal Spell Card
  1576. Activate 1 of these effects.
  1577. * Place up to 2 "Fruitopia" Pendulum Monsters from your Extra Deck in your Pendulum Zones.
  1578. * Place up to 2 "Fruitopia" Pendulum Monsters that are treated as Continuous Spell Cards in your Spell & Trap Zone in your Pendulum Zones.
  1579.  
  1580. Fruitopian Island
  1581. Field Spell Card
  1582. When you Pendulum Summon a "Fruitopia" Pendulum Monster(s): You can place any number of those monsters in your Spell & Trap Zone as a Continuous Spell Card, then place 1 Fruitopia Counter on this card for each of those cards. You can remove 3 Fruitopia Counters from this card, then target up to 2 monsters your opponent control; destroy them, and if you do, you can place them in your opponent's Spell & Trap Zone as Continuous Spell Cards. If a "Fruitopia" monster(s) that is treated as Continuous Spell Card in your Spell & Trap Zone would be destroyed by your opponent's card effect, you can remove 1 Fruitopia Counter from this card instead for each of those cards.
  1583.  
  1584. Fruitopian Seeds
  1585. Normal Trap Card
  1586. Add 1 "Fruitopia" Pendulum Monster from your hand or side of the field to your Extra Deck face-up, then add 1 "Fruitopia" card from your Deck to your hand, except "Fruitopian Seeds". During your turn, except the turn this card was sent to your Graveyard: You can banish this card from your Graveyard, then target 1 "Fruitopia" card in your Graveyard; add it to your hand.
  1587.  
  1588. ANTISHPERE ARCHETYPE (11/11):
  1589.  
  1590. Antisphere is an Archetype of Aqua-Type/WIND monsters with 0 DEF and are Level 1 Tuners with 0 ATK and Level 5 non-Tuners with 2000 ATK. They focus on Synchro Summoning, and the hand size limit, and all the Tuners have effects that Special Summon them if they are discarded for the hand size limit. Along with that, they have Spell/Trap Cards as well, which are quite powerful, but you can only control 1 at a time. Their name is a portmanteau of Anti and Atmosphere. The monsters are related to various gasses found in the atmosphere, their strange typing is to show this, and the Spell/Trap Cards are based on concept related to the Atmosphere.
  1591.  
  1592. Main Deck Monsters:
  1593.  
  1594. Antisphere Heli
  1595. Aqua-Type/WIND/Tuner
  1596. Level 1
  1597. Your hand size limit is decreased by 1. During your opponent's turn, if you have no cards in your hand: You can add 1 "Antisphere" monster from your Deck to your hand, except "Antisphere Heli" (this is a Quick Effect). If this card is discarded because you had more cards in your hand than your hand size limit: You can Special Summon this card. You can only use each effect of "Antisphere Heli" once per turn.
  1598. 0/0
  1599.  
  1600. Antisphere Carbo
  1601. Aqua-Type/WIND/Tuner
  1602. Level 1
  1603. Your hand size limit is decreased by 1. During your opponent's turn, if you have no cards in your hand: You can add 1 "Antisphere" Spell/Trap Card from your Deck to your hand (this is a Quick Effect). If this card is discarded because you had more cards in your hand than your hand size limit: You can Special Summon this card. You can only use each effect of "Antisphere Carbo" once per turn.
  1604. 0/0
  1605.  
  1606. Antisphere Metha
  1607. Aqua-Type/WIND/Tuner
  1608. Level 1
  1609. Your hand size limit is decreased by 1. During either player's turn: You can Tribute this card; Special Summon 1 "Antisphere" monster from your hand. If this card is discarded because you had more cards in your hand than your hand size limit: You can Special Summon this card. You can only each effect of "Antisphere Metha" once per turn.
  1610. 0/0
  1611.  
  1612. Antisphere Neo
  1613. Aqua-Type/WIND/Tuner
  1614. Level 1
  1615. Your hand size limit is decreased by 1. If this card is discarded because you had more cards in your hand than your hand size limit: You can Special Summon this card. During either player's turn: You can Tribute this card; draw 2 cards and reveal them, then shuffle any non-"Antisphere" cards into the Deck. You can only use each effect of "Antisphere Neo" once per turn.
  1616. 0/0
  1617.  
  1618. Antisphere Oxy
  1619. Aqua-Type/WIND
  1620. Level 5
  1621. You can Normal Summon this card without Tributing, but its ATK becomes 1500. When this card is Tribute Summoned: You can draw 1 card. Your hand size limit is decreased by 2. During your opponents turn: You can send 1 face-up "Antisphere" Spell/Trap Card you control to the Graveyard; activate 1 "Antisphere" Spell/Trap Card directly from your Deck with a different name. You can only use this effect of "Antisphere Oxy" once per turn.
  1622. 2000/0
  1623.  
  1624. Antisphere Argo
  1625. Aqua-Type/WIND
  1626. Level 5
  1627. You can Normal Summon this card without Tributing, but its ATK becomes 1500. When this card is Tribute Summoned: You can draw 1 card. Your hand size limit is decreased by 2. During your opponent's turn: You can target 3 "Antisphere" cards in your Graveyard with different names; shuffle them into your Deck, then draw 2 cards (this is a Quick Effect). You can only use this effect of "Antisphere Argo" once per turn.
  1628. 2000/0
  1629.  
  1630. Extra Deck Monsters:
  1631.  
  1632. Antisphere Nitro
  1633. Aqua-Type/WIND/Synchro
  1634. Level 6
  1635. 1 "Antisphere" Tuner + 1 or more non-Tuner monsters
  1636. Both players' hand size limit is decreased by 2. Once per turn, during either player's turn: You can target 1 face-up card your opponent controls; shuffle it into the Deck, also you cannot activate cards or effects for the rest of the turn. If this card is destroyed by your opponent's card (by battle or effect) and sent to the Graveyard: You can target 2 other "Antisphere" monsters in your Graveyard; add them to your hand, then banish this card.
  1637. 2500/0
  1638.  
  1639. Spell/Trap Cards:
  1640.  
  1641. Antisphere Aurora
  1642. Continuous Spell Card
  1643. Both players' hand size limit is decreased by 1. If you discard a "Antisphere" card(s) to the Graveyard because you had more cards than your hand size limit, place 1 Antisphere Counter on this card for each of those cards. All "Antisphere" monsters you control gain 100 ATK and DEF for each Antisphere Counter on this card. Once per turn, during your opponent's turn: You can activate this effect; immediately after this effect resolves, Synchro Summon 1 Synchro Monster using only "Antisphere" monsters you control as Synchro Material (this is a Quick Effect). You can only control 1 "Antisphere Aurora".
  1644.  
  1645. Antisphere Vapors
  1646. Continuous Spell Card
  1647. Both players' hand size limit is decreased by 1. Once per turn, if you discard a "Antisphere" card(s) to the Graveyard because you had more cards than your hand size limit: Draw 1 card. Once per turn: You can target 1 "Antisphere" card in your Graveyard; place it on top of your Deck. You can Normal Summon 1 "Antisphere" monster in addition to your Normal Summon/Set (you can only gain this effect once per turn). You can only control 1 "Antisphere Vapors".
  1648.  
  1649. Antisphere Ozone
  1650. Continuous Trap Card
  1651. When this card is activated, if you control an "Antisphere" monster and you have no cards in your hand: Draw 2 cards. Both players' hand size limit is decreased by 1. The "Antisphere" monster(s) you control with the lowest Level cannot be destroyed by battle. While you control more "Antisphere" monsters than monsters your opponent controls, "Antisphere" monsters you control cannot be targeted or destroyed by your opponent's card effects. You can only control 1 "Antisphere Ozone".
  1652.  
  1653. Antisphere Scattering
  1654. Continuous Trap Card
  1655. Both players' hand size limit is decreased by 1. All face-up monsters your opponent control lose 200 ATK and DEF for each "Antisphere" monster you control. Other "Antisphere" Spell/Trap Cards you control cannot destroyed by your opponent's card effects. Once per turn, if you control 3 or more "Antisphere" cards: You can target 1 "Antisphere" monster in your Graveyard; Special Summon it. You can only control 1 "Antisphere Scattering".
  1656.  
  1657. TWIKNIGHT ARCHETYPE (12/12):
  1658.  
  1659. Twiknight is an Archetype of Level 4 and 5 Warrior-Type DARK monsters. They are also LIGHT monsters while on the field and in the Graveyard and focus on Rank 5 Xyz Monsters as well as using outside LIGHT and DARK monsters for their support. The Archetype name is a portmanteau of Twilight and Knight, and they are based around sleep, morning and other things related twilight and light in general.
  1660.  
  1661. Main Deck Monsters:
  1662.  
  1663. Twiknight Shadow
  1664. Warrior-Type/DARK
  1665. Level 4
  1666. While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. If this card is Normal Summoned or Special Summoned by the effect of a LIGHT or DARK monster or "Twiknight" card: You can increase its Level by 1. You can Tribute this card; add 1 "Twiknight" card from your Deck to your hand, except "Twiknight Shadow". You can only use this effect of "Twiknight Shadow" once per turn.
  1667. 1700/1600
  1668.  
  1669. Twiknight Waker
  1670. Warrior-Type/DARK
  1671. Level 4
  1672. While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. If this card is used for an Xyz Summon of a "Twiknight" monster, you can treat it as a Level 5 monster. If you control a "Twiknight" monster: You can discard this card, then target 1 Level 4 or 5 LIGHT or DARK monster in your Graveyard, except "Twiknight Waker"; Special Summon that target in Defense Position. You can only use this effect of "Twiknight Waker" once per turn.
  1673. 1400/1400
  1674.  
  1675. Twiknight Riser
  1676. Warrior-Type/DARK
  1677. Level 5
  1678. If you control a LIGHT or DARK monster, you can Normal Summon this card without Tributing, but its ATK becomes 1800. While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. You can target 1 "Twiknight" monster in your Graveyard or 1 of your banished "Twiknight" monsters, except "Twiknight Riser", then Tribute this card; Special Summon that target. You can only use this effect of "Twiknight Riser" once per turn.
  1679. 2000/1000
  1680.  
  1681. Twiknight Mist
  1682. Warrior-Type/DARK
  1683. Level 5
  1684. You can Special Summon this card (from your hand) by discarding 1 LIGHT or DARK monster. While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. You can target 1 LIGHT or DARK monster in your Graveyard; Special Summon 1 Level 4 or 5 monster from your hand with the same Attribute as that target, then banish that target. You can only use this effect of "Twiknight Mist" once per turn.
  1685. 2300/0
  1686.  
  1687. Twiknight Sleeper
  1688. Warrior-Type/DARK
  1689. Level 5
  1690. While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. During either player's turn when your opponent activates a monster effect while you control both LIGHT and DARK monster(s): You can discard this card; negate the activation, and if you do, destroy that monster. You can only use this effect of "Twiknight Sleeper" once per turn. Once, while this card is in the Graveyard, 1 Level 5 LIGHT or DARK monster you Normal Summon can be Summoned without Tributing.
  1691. 2100/2400
  1692.  
  1693. Twiknight Dreamer
  1694. Warrior-Type/DARK
  1695. Level 5
  1696. If your opponent controls a Special Summoned monster, and you control no monsters, you can Special Summon this card (from your hand). While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. During your Main Phase: You can send 1 LIGHT monster and 1 DARK monster from your Deck to your Graveyard, then if you sent a "Twiknight" monster, draw 1 card. You can only use this effect of "Twiknight Dreamer" once per turn.
  1697. 1900/1900
  1698.  
  1699. Extra Deck Monsters:
  1700.  
  1701. Twiknight Morning
  1702. Warrior-Type/DARK/Xyz
  1703. Rank 5
  1704. 2 Level 5 LIGHT and/or DARK monsters
  1705. While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. If this card is Xyz Summoned by using only "Twiknight" monsters, it cannot be targeted by your opponent's card effects while it has Xyz Material. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; all monsters your opponent control will lose 500 ATK and DEF while this card is face-up on the field.
  1706. 2500/2300
  1707.  
  1708. Twiknight Shiner
  1709. Warrior-Type/DARK/Xyz
  1710. Rank 5
  1711. 3 Level 5 LIGHT and/or DARK monsters OR 2 Level 5 "Twiknight" monsters
  1712. While face-up on the field and in your Graveyard, this card is also LIGHT-Attribute. Once per turn: You can detach all Xyz Materials form this card; double this card's current ATK. When this card destroys an opponent's monster by battle: You can target 1 LIGHT or DARK monster in your Graveyard; Special Summon that target. When this card leaves the field, destroy all those targets.
  1713. 2500/2500
  1714.  
  1715.  
  1716. Spell/Trap Cards:
  1717.  
  1718. Twiknight Dreams
  1719. Field Spell Card
  1720. All LIGHT monsters in your possession are also DARK-Attribute. All DARK monsters in your possession are also LIGHT-Attribute. All "Twiknight" monsters you control gain 500 ATK and DEF. Once per turn: You can banish 2 LIGHT and/or DARK monsters from your Graveyard; destroy 1 card your opponent controls.
  1721.  
  1722. Twiknight Hours
  1723. Normal Spell Card
  1724. Target 1 DARK monster and 1 LIGHT monster in your Graveyard, including at least 1 "Twiknight" monster; banish both those targets. During your Standby Phase after this card's activation, Special Summon 1 the DARK monster monster banished by this effect. During your opponent's next Standby Phase after this card's activation, Special Summon 1 the LIGHT monster banished by this effect. You can only activate 1 "Twiknight Hours" per turn.
  1725.  
  1726. Twiknight Waves
  1727. Continuous Trap Card
  1728. Once per turn: You can target 1 "Twiknight" monster you control; the Level of all other LIGHT and DARK monsters you control become that target's Level (even if this card leaves the field). Once per turn: You can target 1 LIGHT monster and 1 DARK monster you control with the same Level; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those targets only. You cannot activate both this card's effect in a Chain. You cannot activate these effects in the same Chain.
  1729.  
  1730.  
  1731. Twiknight Snooze
  1732. Normal Tarp Card
  1733. When your opponent Normal or Special Summons a monster(s) in Attack Position while you control both LIGHT and DARK monster(s): Banish that monster(s) face-down until the end of the next turn. When that monster(s) returns to the field, its effects are negated and it cannot attack. If this card is destroyed by your opponent's card effect while in your possession: You can add 1 LIGHT or DARK monster from your Deck to your hand during the End Phase of this turn.
  1734.  
  1735. QUICK- - FORMING AN ARCHETYPE #30 (12/12):
  1736.  
  1737. Quick- is an Archetype if Machine-Type monsters with various Levels. They focus on Synchro Summoning and quick Summoning. The Main Deck Tuners have effects that activate when they're used for a Synchro Summon, the non-Tuners can return Machine-Types you control to Special Summon themselves from the Graveyard. They also have a Synchro Tuner and Spell/Trap Card support, and a sub-Archetype named Multi-Tool for their Synchros. The reason I chose this card is not because of its effect, it's quite boring, but because of its strange name, as it's not actually a spanner, but a wrench.
  1738.  
  1739. Original Card:
  1740.  
  1741. http://i.imgur.com/3cGL8mm.png
  1742. If this card is sent to the Graveyard for a Synchro Summon: Target 1 face-up monster your opponent controls; that target loses 500 ATK.
  1743.  
  1744. New Cards:
  1745.  
  1746. Main Deck Monsters:
  1747.  
  1748. Quick-Hammer Knight
  1749. Machine-Type/EARTH
  1750. Level 3
  1751. You can target 1 Machine-Type monster you control; decrease its Level by up to 2. If this card is in your Graveyard: You can target 1 Machine-Type monster you control; return that target to the and, also Special Summon this card from your Graveyard, but banish it when it leaves the field. You can only use each effect of "Quick-Hammer Knight" once per turn.
  1752. 1400/600
  1753.  
  1754.  
  1755. Quick-Plier Knight
  1756. Machine-Type/EARTH/Tuner
  1757. Level 3
  1758. When this card is Normal Summoned: You can Special Summon 1 "Quick-" monster from your hand, except "Quick-Plier Knight", but its effects are negated and it cannot be used as a Synchro Material, except for the Synchro Summon of a Machine-Type monster. If this card is sent to the Graveyard for a Synchro Summon: Target 1 face-up monster your opponent controls; change that target's battle position.
  1759. 1100/300
  1760.  
  1761. Quick-Saw Knight
  1762. Machine-Type/EARTH/Tuner
  1763. Level 2
  1764. If your opponent controls a monster, and you control no monsters, you can Special Summon this card (from your hand). If this card is sent to the Graveyard for a Synchro Summon: Target 1 face-up monster your opponent controls; destroy that target during the End Phase of this turn.
  1765. 500/500
  1766.  
  1767. Quick-Drill Knight
  1768. Machine-Type/EARTH
  1769. Level 2
  1770. When this card is Normal or Special Summoned: You can add 1 "Quick-" card from your hand to your Deck, except "Quick-Drill Knight", then discard 1 card. If this card is in your Graveyard: You can target 1 Machine-Type monster you control; return that target to the and, also Special Summon this card from your Graveyard, but banish it when it leaves the field. You can only use each effect of "Quick-Drill Knight" once per turn.
  1771. 700/200
  1772.  
  1773. Quick-Chisel Knight
  1774. Machine-Type/EARTH
  1775. Level 1
  1776. During either player's turn, you can Tribute this card; Special Summon up to 2 "Quick-" monsters from your hand. Immediately after this effect resolves, you can Synchro Summon 1 Machine-Type monster using monsters you control. If this card is in your Graveyard: You can target 1 Machine-Type monster you control; return that target to the and, also Special Summon this card from your Graveyard, but banish it when it leaves the field. You can only use each effect of "Quick-Chisel Knight" once per turn.
  1777. 400/0
  1778.  
  1779. Quick-Rasp Knight
  1780. Machine-Type/EARTH/Tuner
  1781. Level 1
  1782. You can target 1 "Quick-" monster you control; Special Summon this card from your hand, and if you do, this card's Level becomes equal to that target's Level. If this card is sent to the Graveyard for a Synchro Summon: Target 1 face-up monster your opponent controls; that target loses 500 DEF.
  1783. 0/1500
  1784.  
  1785. Extra Deck Monsters:
  1786.  
  1787. Multi-Tool Knight
  1788. Machine-Type/EARTH/Synchro/Tuner
  1789. Level 4
  1790. 1 Tuner + 1 or more non-Tuner monsters
  1791. When this card is Synchro Summoned using only "Quick-" monsters as Synchro Material: You can target 1 Spell/Trap Card your opponent controls; destroy it. Once per turn: You can Special Summon 1 "Quick-" monster from your hand. Cannot be destroyed by your opponent's card effects while you control a "Quick-" monster.
  1792. 1500/2500
  1793.  
  1794. Multi-Tool Guardian
  1795. Machine-Type/EARTH/Synchro
  1796. Level 6
  1797. 1 Machine-Type Tuner + 1 or more non-Tuner Machine-Type monsters
  1798. If this card is Synchro Summoned using "Multi-Tool Knight" as Synchro Material: It gains 1000 ATK. If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step. When this card is destroyed by battle or card effect: You can Special Summon the Synchro Materials used to Synchro Summon this card, but banish them when they leave the field.
  1799. 2500/1500
  1800.  
  1801. Multi-Tool Paladin
  1802. Machine-Type/EARTH/Synchro
  1803. Level 10
  1804. 1 Synchro Tuner + 1 or more non-Tuner Machine-Type monsters
  1805. If this card is Synchro Summoned using "Multi-Tool Guardian" as Synchro Material: negate the effects of all face-up cards your opponent currently controls, also the ATK and DEF all monsters your opponent controls become halved. Once per turn, if this card destroys an opponent's monster by battle: It gains 1000 ATK until the end of the Battle Phase, also it can attack another monster your opponent controls in a row. This card cannot be targeted by your opponent's card effects.
  1806. 3000/3000
  1807.  
  1808. Spell/Trap Cards:
  1809.  
  1810. Quick-Pegboard
  1811. Field Spell Card
  1812. During your Main Phase, you can Normal Summon 1 "Quick-" monster in addition to your Normal Summon/Set (you can only gain this effect once per turn). Your opponent cannot activate cards or effects when you Normal or Special Summon a Machine-Type monster(s), also your opponent cannot negate the Synchro Summon of Machine-Type Synchro Monsters.
  1813.  
  1814. Quick-Supertool
  1815. Equip Spell Card
  1816. Equip only to a Machine-Type monster. It gains 800 ATK and DEF, also if it attacks a monster in Defense Position, inflict piercing battle damage to your opponent. If this card is equipped to a Synchro Monster, your opponent cannot target other monsters you control for attacks. If that monster would be destroyed, destroy this card instead.
  1817.  
  1818. Quick-Toolbox
  1819. Normal Trap Card
  1820. Special Summon 1 "Quick-" monster from your Deck, but it cannot be used as a Synchro Material, except for the Synchro Summon of a "Multi-Tool" Synchro Monster. You can only activate 1 "Quick-Toolbox" per turn.
  1821.  
  1822. MIRROR|MASTER ARCHETYPE (12/12):
  1823.  
  1824. Mirror|Master is an Archetype of LIGHT and DARK Level 1 Spellcaster-Type Special Summon only monsters with ? ATK and DEF. They Special Summon themselves whenever your opponent Normal or Special Summons a monster(s) and targets 1 of those monsters, which it gains ATK/DEF from and changes its Level to that monster's Level/Rank. Along with that, they cannot be destroyed by battle with that monster, and also have an additional effect as well. They are based on fictional magicians and witches from movies, games etc. Due to Duel Portal not allowing the | in card text, its written as Mirror/Master instead.
  1825.  
  1826. Monsters:
  1827.  
  1828. Mirror|Master Merlin
  1829. Spellcaster-Type/LIGHT
  1830. Level 1
  1831. Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. Cannot be destroyed by battle with that target. During either player's turn: You can discard 1 card; send the monster targeted by this card's effect to the Graveyard.
  1832. ?/?
  1833.  
  1834. Mirror|Master Willow
  1835. Spellcaster-Type/LIGHT
  1836. Level 1
  1837. Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. If this card is Special Summoned: You can add 1 "Mirror|Master" card from your Deck to your hand, except "Mirror|Master". Cannot be destroyed by battle with that target.
  1838. ?/?
  1839.  
  1840. Mirror|Master Sabrina
  1841. Spellcaster-Type/LIGHT
  1842. Level 1
  1843. Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. Cannot be destroyed by battle with that target. Once per turn, during either player's turn, when the monster targeted by this card's effect activates a card effect: You can negate the activation, and if you do, destroy it.
  1844. ?/?
  1845.  
  1846. Mirror|Master Hermione
  1847. Spellcaster-Type/LIGHT
  1848. Level 1
  1849. Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. Cannot be destroyed by battle with that target. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can target 1 "Mirror|Master" Spell/Trap Card in your Graveyard; add it to your hand.
  1850. ?/?
  1851.  
  1852. Mirror|Master Gangalf
  1853. Spellcaster-Type/DARK
  1854. Level 1
  1855. Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. Cannot be destroyed by battle with that target. The monster targeted by this card's effect loses ATK and DEF equal to its Level/Rank x 100.
  1856. ?/?
  1857.  
  1858. Mirror|Master Jafar
  1859. Spellcaster-Type/DARK
  1860. Level 1
  1861. Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. Cannot be destroyed by battle with that target. Once per turn: You can target 1 other "Mirror|Master" monster you control and the monster targeted by this card's effect; switch control of those targets.
  1862. ?/?
  1863.  
  1864. Mirror|Master Morrigan
  1865. Spellcaster-Type/DARK
  1866. Level 1
  1867. Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. Cannot be destroyed by battle with that target. Once per turn: You can target 1 other "Mirror|Master" monster you control; its Level becomes equal to this card's Level.
  1868. ?/?
  1869.  
  1870. Mirror|Master Saruman
  1871. Spellcaster-Type/DARK
  1872. Level 1
  1873. Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s): You can 1 of those face-up monsters; Special Summon this card from your hand in the opposite battle position as that target, and if you do, this card's Level, ATK and DEF become equal to that monster's Level/Rank, ATK and DEF. Cannot be destroyed by battle with that target. All "Mirror|Master" monsters you control gain 500 ATK and DEF for each monster you control, other than this card.
  1874. ?/?
  1875.  
  1876. Spell/Trap Card:
  1877.  
  1878. Mirror|Master Inversion
  1879. Continuous Spell Card
  1880. Once per turn, if a "Mirror|Master" monster is Special Summoned by its own effect: You can change that monster's battle position, and if you do, it gains 500 ATK and DEF until the end of this turn. You can send this face-up card you control to the Graveyard, then target 1 "Mirror|Master" monster in your Graveyard; add it to your hand.
  1881.  
  1882. Mirror|Master Room
  1883. Field Spell Card
  1884. When this card is activated: You can excavate the top 5 cards of your Deck, add 1 excavated "Mirror|Master" monster to your hand, also, after that, place the other cards on top of your Deck in any order. Once per turn, if you Special Summon a "Mirror|Master" monster by its own effect: You can Special Summon "Mirror|Master Token" with the opposite ATK and DEF as that monster, but the same Type and Level and Attribute. While you control a "Mirror|Master Token", your opponent cannot target non-Token monsters you control for attacks or effect. You can only activate 1 "Mirror|Master Room" per turn.
  1885.  
  1886. Mirror|Master Shards
  1887. Quick-Play Spell Card
  1888. Destroy 1 monster you control, and if you do, destroy all card your opponent controls that are targeted by "Mirror|Master" monsters you control, then inflict 500 damage to your opponent for each monster destroyed that your opponent controlled. During either player's End Phase: You can banish 1 "Mirror|Master" monster from your Graveyard; add this card from your Graveyard to your hand.
  1889.  
  1890. Mirror|Master Reflection
  1891. Counter Trap Card
  1892. When your opponent activates a Spell/Trap Card while you control a "Mirror|Master" monster: Negate that activation, and if you do, destroy it, then you can return 1 monster your opponent controls that is targeted by the effect of a "Mirror|Master" monster to the hand.
  1893.  
  1894. EDM ARCHETYPE (15/15):
  1895.  
  1896. EDM is an Archetype of monsters with various Levels, Attributes and Types. They focus on LP gain, getting monsters out easily, as well as Fusion Monsters. Their Fusion Monsters are also able to Special Summon themselves by sending the monsters from your field to the Graveyard as long as you have more LP than your opponent. Their name comes from EDM, meaning Electronic Dance Music, which is also what they're based on, as their names come from various genres, the Fusion Monsters being sub-genres of the various monsters. Do note that these are like HERO in that it's only as long as it's capitalized that support works for them, hence why it's EDMonster and EDMagic.
  1897.  
  1898. Main Deck Monsters:
  1899.  
  1900. EDMonster - Future
  1901. Psychic-Type/LIGHT
  1902. Level 1
  1903. If you control an "EDM" monster, other than "EDMonster - Future": You can Special Summon this card from your hand. If your LP are higher than your opponent's: You can send 1 "EDM" monster from your Deck to your Graveyard; this card's name becomes that monster's until the end of this turn. If you activate an "EDM Spell/Trap Card: Gain 1000 LP. You can only use each effect of "EDMonster - Future" once per turn.
  1904. 500/0
  1905.  
  1906. EDMonster - Trap
  1907. Fiend-Type/DARK
  1908. Level 3
  1909. If this card is destroyed by your opponent's card (either by battle or card effect): You can Special Summon 1 "EDM" monster from your Deck, except "EDMonster - Trap". If your LP are higher than your opponent's: You can add 1 "EDM" Spell/Trap Card from your Deck to your hand, but you cannot Special Summon monsters for the rest of the turn, except Fusion Monsters. You can target 1 Fusion Monster you control; destroy it, then Special Summon this card from your hand or Graveyard in Defense Position. You can only use each effect of "EDMonster - Trap" once per turn.
  1910. 700/1500
  1911.  
  1912. EDMonster - Electro
  1913. Thunder-Type/LIGHT
  1914. Level 4
  1915. When this card is Normal Summoned, if your LP are higher than your opponent's: You can target 1 "EDM" card in your Graveyard; add it to your hand during your next Standby Phase. During either player's turn, when this card is targeted for an attack or by your opponent's card effect: You can return this card to your hand, then Special Summon 1 "EDM" monster from your hand, except "EDMonster - Electro". If this card is sent to the Graveyard as a Fusion Material: Gain 1000 LP. You can only use each effect of "EDMonster - Electro" once per turn.
  1916. 1700/1200
  1917.  
  1918. EDMonster - House
  1919. Rock-Type/EARTH
  1920. Level 4
  1921. When this card is Normal Summoned: You can gain 500 LP, then change this card to Defense Position. You can only use each of these effects of "EDMonster - House" once per turn.
  1922. ● If your LP are higher than your opponent's LP: You can target 1 "EDM" monster in your Graveyard, except "EDMonster - House"; Special Summon it, but its effects are negated and its destroyed during the End Phase.
  1923. ● During your End Phase, if this card was sent to the Graveyard this turn: You can add 1 "EDM" card from your Deck to your hand, except "EDMonster - House". You can only use each effect of "EDMonster - House" once per turn.
  1924. 1000/2000
  1925.  
  1926. EDMonster - Dubstep
  1927. Psychic-Type/FIRE
  1928. Level 4
  1929. You can target 1 other "EDM" monster you control; gain LP equal to its Level x 200. During your opponent's turn: You can Fusion Summon 1 "EDM" Fusion Monster using monsters you control as Fusion Materials (this is a Quick Effect). You can banish this card from your Graveyard, then target 3 "EDM" cards in your Graveyard; shuffle them into the Deck, then draw 2 cards. You can only use 1 effect of "EDMonster - Dubstep" per turn, and only once that turn.
  1930. 1600/1600
  1931.  
  1932. EDMonster - Drum & Bass
  1933. Machine-Type/WIND
  1934. Level 5
  1935. If you control no monsters: You can Special Summon this card from your hand, and if you do, its ATK becomes 1800. Once per turn, if your LP are higher than your opponent's: You can Special Summon 1 "EDM" monster from your hand, except "EDMonster - Drum & Bass". You can send 1 "EDM" card from your hand to the Graveyard; gain 1500 LP. You can only use this effect of "EDMonster - Drum & Bass".
  1936. 2300/1600
  1937.  
  1938. Extra Deck Monsters:
  1939.  
  1940. EDMonster - Future Bass
  1941. Psychic-Type/LIGHT/Fusion
  1942. Level 8
  1943. "EDMonster - Future" + 1 "EDM" monster
  1944. If your LP are higher than your opponent's, you can Special Summon this card (from your Extra Deck) by sending the above cards you control to the Graveyard. Once per turn: You can target 1 other "EDM" monster you control and 1 card your opponent controls; return them to your hand. If your LP are higher than your opponent's, any battle damage this card inflicts to your opponent is doubled. You take no effect damage.
  1945. 2300/2100
  1946.  
  1947. EDMonster - Future House
  1948. Psychic-Type/EARTH/Fusion
  1949. Level 8
  1950. "EDM Future" + "EDM House"
  1951. If your LP are higher than your opponent's, you can Special Summon this card (from your Extra Deck) by sending the above cards you control to the Graveyard. Once per turn, if your opponent Special Summons a monster(s): Negate that monster(s) effects until the end of the next turn. Once per turn, if your LP are higher than your opponent's: You can target monsters your opponent controls equal to the number of "EDM" Fusion Monsters you control; destroy them. This card cannot attack during the turn you activate this effect. Cannot be targeted by your opponent's card effects.
  1952. 2100/2200
  1953.  
  1954. EDMonster - Electro House
  1955. Thunder-Type/EARTH/Fusion
  1956. Level 8
  1957. "EDMonster - Electro" + "EDMonster - House"
  1958. If your LP are higher than your opponent's, you can Special Summon this card (from your Extra Deck) by sending the above cards you control to the Graveyard. If this card attacks, at the end of the Damage Step, if your LP are higher than your opponent's: Destroy all Spell/Trap Cards your opponent controls. If this card is sent to your Graveyard: Gain LP equal to the number of "EDM" cards you control x 300. This card is unaffected by your opponent's Spell/Trap effects.
  1959. 2400/1800
  1960.  
  1961. EDMonster - Drumstep
  1962. Machine-Type/FIRE/Fusion
  1963. Level 8
  1964. "EDMonster - Dubstep" + "EDMonster - Drum & Bass"
  1965. If your LP are higher than your opponent's, you can Special Summon this card (from your Extra Deck) by sending the above cards you control to the Graveyard. When an "EDM" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, during either player's turn, your LP are higher than your opponent's, when this card is targeted by your opponent's card effect: You can negate the activation, and if you do, destroy it. This card cannot be banished by your opponent's card effects.
  1966. 2600/1200
  1967.  
  1968. EDMonster - Trapstep
  1969. Fiend-Type/FIRE/Fusion
  1970. Level 8
  1971. "EDMonster - Trap" + "EDMonster - Dubstep"
  1972. If your LP are higher than your opponent's, you can Special Summon this card (from your Extra Deck) by sending the above cards you control to the Graveyard. Once per turn: You can target 1 face-up monster your opponent controls or 1 monster in their Graveyard; shuffle it into the Deck, but this card cannot attack for the rest of the turn. Once per turn, if your LP are higher than your opponent's: You can inflict 300 damage to your opponent for each "EDM" monster you control. Your opponent cannot target other monsters you control for attacks.
  1973. 2000/3000
  1974.  
  1975. Spell/Trap Cards:
  1976.  
  1977. EDMagic - Club
  1978. Field Spell Card
  1979. During your Main Phase, you can Normal Summon 1 "EDM" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can gain LP equal to the number of "EDM" monsters you control x 300. During the End Phase of the turn this card was destroyed by your opponent's card effect while in your possession: You can send 1 "EDM" monster from your hand or field to the Graveyard; add this card to your hand.
  1980.  
  1981. EDMagic - Genre Fusion
  1982. Normal Spell Card
  1983. Fusion Summon 1 "EDM" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If this card is in your Graveyard: You can pay 1000 LP; add this card from your Graveyard to your hand. You can only activate this effect of "EDMagic - Genre Fusion" once per turn.
  1984.  
  1985. EDMagic - Turntable
  1986. Quick-Play Spell Card
  1987. Target 1 "EDM" monster you control; shuffle it into the Deck, then Special Summon 1 "EDM" monster from your hand or Deck with a different name, and if you do, gain LP equal to its Level x 200. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 "EDM" monster from your hand. You can only use each effect of "EDMagic - Turntable" once per turn.
  1988.  
  1989. EDMagic - Mixtape
  1990. Normal Trap Card
  1991. If you control 2 or more "EDM" monsters and your LP is higher than your opponent's LP: Draw 1 card for each of those monsters with different names (max. 3). You can only activate 1 "EDMagic - Mixtape" per turn.
  1992.  
  1993. WYRMARCH ARCHETYPE (11/11):
  1994.  
  1995. Wyrmarch is an Archetype of Wyrm-Type monsters with various Levels and Attributes. They focus on Setting themselves as a Trap Card, then having an effect they can activate while Set, as well as Fusion Summoning. They have another effect that works when sent from the field to the Graveyard as Fusion Materials. Their Fusion Monsters have two ways to Summon them, the first being by sending 1 "Wyrmarch" monster from your hand or side of the field to Special Summon it, but you must send at least one from the field to do so. The second being by regular Fusion Summon. Their name comes form Wyrm and Monarch. Also, this Archetype has images as well!
  1996.  
  1997. Main Deck Monsters:
  1998. http://i.imgur.com/wXh5NAH.png
  1999. You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can activate this card; Special Summon this card, then you can Fusion Summon 1 "Wyrmarch" Fusion Monster using monsters from your hand or side of the field as Fusion Materials. If this card is sent from the field to the Graveyard as a Fusion Material: You can target 1 Spell/Trap Card your opponent controls; destroy it. You can only use this effect of "Truthful Uniter Wyrmarch" once per turn.
  2000.  
  2001. http://i.imgur.com/7r597h2.png
  2002. You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can activate this card; Special Summon this card. If this card is sent from the field to the Graveyard as a Fusion Material: You can target 1 other "Wyrmarch" monster in your Graveyard; add it to your hand. You can only use this effect of "Terror Breaker Wyrmarch" once per turn.
  2003.  
  2004. http://i.imgur.com/kFBq1VJ.png
  2005. You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. During either player's turn, if this card is Set in your Spell & Trap Zone as a Trap Card, when your opponent activates a card or effect: You can discard 1 “Wyrmarch” monster, then activate this card; Special Summon this card, also negate the activation, and if you do, destroy it. If this card is sent from the field to the Graveyard as a Fusion Material: You can add 1 "Wyrmarch" monster from your Deck to your hand, except "Assault Charging Wyrmarch". You can only use this effect of "Assault Charging Wyrmarch" once per turn.
  2006.  
  2007. http://i.imgur.com/kpAtdw4.png
  2008. You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can target 1 face-up monster your opponent controls, then activate this card; Special Summon this card, and if you do, that target loses 500 ATK and DEF for each "Wyrmarch" monster you control until the end of this turn. If this card is sent from the field to the Graveyard as a Fusion Material: You can add 1 "Polymerization" from your Deck or Graveyard to your hand. You can only use this effect of "Striking Paladin Wyrmarch" once per turn.
  2009.  
  2010. http://i.imgur.com/GrD3kKd.png
  2011. You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can activate this card; Special Summon 1 "Wyrmarch" monster from your hand, also it cannot be destroyed by battle or card effects until the end of the next turn. If this card is sent from the field to the Graveyard as a Fusion Material: You can target 1 Fusion Monster you control; it cannot be targeted by your opponent's card effects. You can only use this effect of "Awakened Clasher Wyrmarch" once per turn.
  2012.  
  2013. http://i.imgur.com/hlqmw7O.png
  2014. You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can discard 1 card, then activate this card; Special Summon this card, then draw 1 card. If this card is sent from the field to the Graveyard as a Fusion Material: You can target 1 Fusion Monster you control; it cannot be destroyed by your opponent's card effects. You can only use this effect of "Forward Justice Wyrmarch" once per turn.
  2015.  
  2016. http://i.imgur.com/TEC44oS.png
  2017. You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can discard 1 card, then activate this card; Special Summon this card, then Set 1 "Wyrmarch" monster from your Deck in your Spell & Trap Zone as a Trap Card, except "Powered Behemoth Wyrmarch". If this card is sent from the field to the Graveyard as a Fusion Material: You can target 3 "Wyrmarch" monsters in your Graveyard, except "Powered Behemoth Wyrmarch"; shuffle them into the Deck, then draw 2 cards. You can only use this effect of "Powered Behemoth Wyrmarch" once per turn.
  2018.  
  2019. Extra Deck Monsters:
  2020.  
  2021. http://i.imgur.com/2lgRotv.png
  2022. Must be either Fusion Summoned, or Special Summoned by sending the above cards from your hand or side of the field to the Graveyard, including at least 1 monster you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. At the start of your Battle Phase, if you control no other monsters: You can target 1 "Wyrmarch" monster in your Graveyard; Special Summon it. When this card is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can Special Summon 1 "Wyrmarch" monster from your hand or Deck, but it cannot be used for a Fusion Material for "Bending Blaze Wyrmarch".
  2023.  
  2024. [img=http://i.imgur.com/v9S4uYy.png
  2025. 2 "Wyrmarch" monsters
  2026. Must be either Fusion Summoned, or Special Summoned by sending the above cards from your hand or side of the field to the Graveyard, including at least 1 monster you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. You can Normal Summon "Wyrmarch" monsters for 1 less Tribute. When this attacking card destroys an opponent's monster by battle: You can activate this effect; this card can make a second attack during this Battle Phase, and if it does, it gains 500 ATK during that damage calculation only.
  2027.  
  2028. http://i.imgur.com/Y8uSUsH.png
  2029. 3 "Wyrmarch" monsters
  2030. Must be either Fusion Summoned, or Special Summoned by sending the above cards from your hand or side of the field to the Graveyard, including at least 1 monster you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. If this card attacks or is attacked, your opponent cannot activate cards until the end of the Damage Step. Your opponent must discard 1 card to activate monster effects.
  2031.  
  2032. http://i.imgur.com/ExriVHs.png
  2033. "Rising Shatterer Wyrmarch" + 2 "Wyrmarch" monsters OR 1 "Wyrmarch" Fusion Monster
  2034. Must be either Fusion Summoned, or Special Summoned by sending the above cards from your hand or side of the field to the Graveyard, including at least 1 monster you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. Your opponent cannot activate cards or effects when you Special Summon a "Wyrmarch" monster(s). Once per turn, during either player's turn: You can banish all monsters your opponent controls that were Special Summoned this turn.
  2035.  
  2036. VERDANIA ARCHETYPE (12/12):
  2037.  
  2038. Verdania is an Archetype of Plant-Type/EARTH Level 7 monsters with 0 ATK and 3000 DEF. They focus on revealing cards in the hand, Special Summoning and having your opponent attack them.
  2039.  
  2040. The Main Deck Monsters have two activated effects, one that Special Summons them and one that activate if they're revealed in the hand. You may notice that the one that activates in the hand can doesn't ever move that card, which is completely intention, as you may want some cards to always remain in your hand. Lastly they have a negative effect, that being that they cannot attack. The reason for this is their high DEF, which I made so that you cannot as easily abuse cards that switch the ATK and DEF. Don't fear, they have a way to still inflict damage, that being with their Field Spell Card, which forces your opponent to attack them, though I am planning on adding other ways too.
  2041.  
  2042. The Archetype's name comes from the word verdant, which means something close to green and full of life or vegetation, hence why the monsters are trees, which also ties into the theme of them not being able to attack, because, well, they're trees, can't really move you know.
  2043.  
  2044. Main Deck Monsters:
  2045.  
  2046. Hazel of Verdania
  2047. Plant-Type/EARTH
  2048. Level 7
  2049. If your opponent controls a monster, and you control no monsters: You can reveal 1 "Verdania" card in your hand, except "Hazel of Verdania", and if you do, Special Summon this card from your hand in Defense Position, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except "Verdania" monsters. If this card in your hand is revealed by a card effect: You can target 1 monster on the field; change its battle position. You can only use each effect of "Hazel of Verdania" once per turn. This card cannot attack, also if you control a non-"Verdania" monster, your opponent can attack you directly.
  2050. 0/3000
  2051.  
  2052. Beech of Verdania
  2053. Plant-Type/EARTH
  2054. Level 7
  2055. You can target 1 "Verdania" monster you control; reveal 1 "Verdania" card in your hand, except "Beech of Verdania", and if you do, Special Summon this card from your hand in Defense Position, then change that target's battle position, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except "Verdania" monsters. If this card in your hand is revealed by a card effect: You can discard 1 card from your hand; add 1 "Verdania" Spell/Trap Card from your Deck or Graveyard to your hand. You can only use each effect of "Beech of Verdania" once per turn. This card cannot attack, also if you control a non-"Verdania" monster, your opponent can attack you directly.
  2056. 0/3000
  2057.  
  2058. Elm of Verdania
  2059. Plant-Type/EARTH
  2060. Level 7
  2061. If you control a "Verdania" Spell/Trap Card: You can reveal 1 "Verdania" card in your hand, except "Elm of Verdania", and if you do, Special Summon this card from your hand in Defense Position, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except "Verdania" monsters. If this card in your hand is revealed by a card effect: You can discard 1 card; Special Summon 1 "Verdania" monster from your Deck. You can only use each effect of "Elm of Verdania" once per turn. This card cannot attack, also if you control a non-"Verdania" monster, your opponent can attack you directly.
  2062. 0/3000
  2063.  
  2064. Ash of Verdania
  2065. Plant-Type/EARTH
  2066. Level 7
  2067. During your Main Phase: You can reveal 2 "Verdania" cards in your hand, except "Ash of Verdania", and if you do, Special Summon this card from your hand in Defense Position, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except "Verdania" monsters. If this card in your hand is revealed by a card effect: You can Special Summon 1 "Verdania" monster from your hand in Attack Position. You can only use each effect of "Ash of Verdania" once per turn. This card cannot attack, also if you control a non-"Verdania" monster, your opponent can attack you directly.
  2068. 0/3000
  2069.  
  2070. Mahogany of Verdania
  2071. Plant-Type/EARTH
  2072. Level 7
  2073. If your opponent controls more cards than you: You can reveal 1 "Verdania" card in your hand, except "Mahogany of Verdania", and if you do, Special Summon this card from your hand, also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except "Verdania" monsters. If this card in your hand is revealed by a card effect: You can target 1 "Verdania" card you control or in your Graveyard; place it on top of your Deck. You can only use each effect of "Mahogany of Verdania" once per turn. This card cannot attack, also if you control a non-"Verdania" monster, your opponent can attack you directly.
  2074. 0/3000
  2075.  
  2076. Extra Deck Monsters:
  2077.  
  2078. Birch of Verdania
  2079. Plant-Type/EARTH/Xyz
  2080. Rank 7
  2081. 2 or more Level 7 Plant-Type monsters
  2082. If this card inflict battle damage to your opponent: You can detach 1 Xyz Material from this card; banish the opponent's monster that this card battled with. While this card has Xyz Material, your opponent cannot target "Verdania" cards you control for attacks or effects, except "Birch of Verdania". This card cannot attack, also if you control a non-"Verdania" monster, your opponent can attack you directly.
  2083. 0/3000
  2084.  
  2085. Oak of Verdania
  2086. Plant-Type/EARTH/Xyz
  2087. Rank 7
  2088. 3 or more Level 7 Plant-Type monsters
  2089. Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; its ATK becomes equal to the combined ATK of all monsters you control, also it cannot change its battle position. While this card has Xyz Material, this card's ATK and DEF and battle position cannot be changed by your opponent's card effects. This card gains DEF equal to the difference between the original ATK and the current ATK of all monsters your opponent controls. This card cannot attack, also if you control a non-"Verdania" monster, your opponent can attack you directly.
  2090. 0/3000
  2091.  
  2092. Spell/Trap Card:
  2093.  
  2094. Regrowth of Verdania
  2095. Normal Spell Card
  2096. Target 1 "Verdania" monster in your Graveyard; reveal 1 "Verdania" card in your hand, except a monster with the same name as that target, and if you do, Special Summon that target in Defense Position. You can only activate 1 "Regrowth of Verdania" per turn.
  2097.  
  2098. Forest of Verdania
  2099. Field Spell Card
  2100. When this card is activated: You can reveal 1 "Verdania" monster in your hand, and if you do, add 1 "Verdania" monster with a different name from your Deck to your hand. Each turn, 1 "Verdania" monster you Normal Summon can be Summoned without Tributing. If all monsters you control are "Verdania" monsters (min. 1), all monsters your opponent controls must attack, if able. You can only activate 1 "Forest of Verdania" per turn.
  2101.  
  2102. Roots of Verdania
  2103. Continuous Spell Card
  2104. Once per turn, during either player's turn: You can reveal 1 "Verdania" card in your hand, then target 1 Defense Position monster your opponent controls; change it to Attack Position, and if you do, it must attack, if able, also it cannot change its battle position and it must attack twice during each Battle Phase. These changes last until the end of the next turn. After you use this effect 3 times, destroy this card.
  2105.  
  2106. Nuts of Verdania
  2107. Continuous Trap Card
  2108. Once per turn: You can reveal 1 "Verdania" card in your hand, and if you do, excavate the top card of your Deck, and if it the same card type (Monster, Spell or Trap), add it to your hand. Otherwise send it to the Graveyard. After you use this effect 3 times, destroy this card.
  2109.  
  2110. Branches of Verdania
  2111. Continuous Trap Card
  2112. Once per turn, during either player's turn: You can reveal 1 "Verdania" card in your hand, except "Branches of Verdania", then target 1 Attack Position monster your opponent controls; it must attack, if able, also it cannot change its battle position and its ATK is halved. These changes last until the end of the next turn. After you use this effect 3 times, destroy this card.
  2113.  
  2114. SCATTERSECT ARCHETYPE (13/13):
  2115.  
  2116. Scattersect is an Archetype of Insect-Type/EARTH monsters with various Levels. They focus on Synchro Summoning, Defense Position and Tokens. All the non-Tuners can attack while in Defense Position and all the non-Synchros have an effect that banishes the monster when it's destroyed to Special Summon Tokens. Their name is a portmanteau of Scattering and Insect, which is in reference to how insects scatter around, and that they create Tokens when they're destroyed. They have a naming conversion consisting of alliteration and they are based on various insects.
  2117.  
  2118. Main Deck Monsters:
  2119.  
  2120. Scattersect Lanky Larva
  2121. Insect-Type/EARTH/Tuner
  2122. Level 1
  2123. When this card is Normal Summoned or Special Summoned: You can discard 1 card; Special Summon 1 "Scattersect" non-Tuner monster from your hand or Deck in Defense Position, and if you do, immediately after this effect resolves, Synchro Summon 1 Insect-Type Synchro Monster, using only "Scattersect" monsters you control. When this card is destroyed by your opponent's card effect (either by battle or card effect) and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. You can only use each effect of "Scattersect Lanky Larva" once per turn.
  2124. 100/800
  2125.  
  2126. Scattersect Lovely Ladybug
  2127. Insect-Type/EARTH/Tuner
  2128. Level 2
  2129. If all monsters you control are "Scattersect" monsters: You can Special Summon this card from your hand. When this card is destroyed by your opponent's card effect (either by battle or card effect) and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. You can only use each effect of "Scattersect Lovely Ladybug" once per turn.
  2130. 400/1100
  2131.  
  2132. Scattersect Brute Beetle
  2133. Insect-Type/EARTH
  2134. Level 4
  2135. If the only monsters your opponent controls (min. 1) are in Attack Position: You can Special Summon this card from your hand. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is destroyed by your opponent's card effect (either by battle or card effect) and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. You can only use each effect of "Scattersect Brute Beetle" once per turn.
  2136. 1000/2000
  2137.  
  2138. Scattersect Worthy Worm
  2139. Insect-Type/EARTH
  2140. Level 4
  2141. If the only monsters your opponent controls (min. 1) are in Defense Position: You can Special Summon this card from your hand. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is destroyed by your opponent's card effect (either by battle or card effect) and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. You can only use each effect of "Scattersect Worthy Worm" once per turn.
  2142. 1100/1800
  2143.  
  2144. Scattersect Chunky Cockroach
  2145. Insect-Type/EARTH
  2146. Level 4
  2147. If this card is in your hand or Graveyard: You can Tribute 2 "Scattersect" monsters; Special Summon this card. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is destroyed by your opponent's card effect (either by battle or card effect) and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. You can only use each effect of "Scattersect Chunky Cockroach" once per turn.
  2148. 800/1600
  2149.  
  2150. Scattersect Strong Stinkbug
  2151. Insect-Type/EARTH
  2152. Level 4
  2153. If you control no monsters, and your opponent controls a monster: You can Special Summon this card from your hand. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is destroyed by your opponent's card effect (either by battle or card effect) and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. You can only use each effect of "Scattersect Strong Stinkbug" once per turn.
  2154. 900/1700
  2155.  
  2156. Extra Deck Monsters:
  2157.  
  2158. Scattersect Beautiful Butterfly
  2159. Insect-Type/EARTH/Synchro
  2160. Level 5
  2161. 1 "Scattersect" Tuner + 1 or more non-Tuner monsters
  2162. When this card is Synchro Summoned: You can Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card destroys an opponent's Defense Position monster by battle: You can inflict target 1 monster your opponent controls; destroy it.
  2163. 2000/2400
  2164.  
  2165. Scattersect Striking Spider
  2166. Insect-Type/EARTH/Synchro
  2167. Level 6
  2168. 1 "Scattersect" Tuner + 1 or more non-Tuner monsters
  2169. When this card is Synchro Summoned: You can Special Summon 2 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card destroys an opponent's Defense Position monster by battle: You can target 1 Spell/Trap Card your opponent controls; destroy it.
  2170. 1700/2600
  2171.  
  2172. Scattersect Maniac Mantis
  2173. Insect-Type/EARTH/Synchro
  2174. Level 10
  2175. 1 "Scattersect" Tuner + 2 or more non-Tuner monsters
  2176. When this card is Synchro Summoned: You can Special Summon 3 "Scattersect Tokens" (Insect-Type/EARTH/Level 1/ATK 500/DEF 500) in Defense Position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. This card can attack all your opponent's Defense Position monsters, once each.
  2177. 2400/3000
  2178.  
  2179. Spell/Trap Cards:
  2180.  
  2181. Scattersect Shelter Stone
  2182. Field Spell Card
  2183. Both players must Normal Summon monsters in face-up Defense Position. Once per turn, if your opponent Special Summons a monster(s) in Attack Position: You can change that monster(s) to Defense Position, also if you control a "Scattersect" monster, negate that monster(s) effects. During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand.
  2184.  
  2185. Scattersect Magnification Madness
  2186. Normal Spell Card
  2187. Activate 1 of the these effects.
  2188. ● Tribute 1 "Scattersect" monster; add 1 "Scattersect" card from your Deck to your hand, except "Scattersect Magnification Madness"
  2189. ● Tribute 2 "Scattersect" monsters; Special Summon 1 "Scattersect" monster from your hand or Deck.
  2190. You can only activate 1 "Scattersect Magnification Madness" per turn.
  2191.  
  2192. Scattersect Deep Digging
  2193. Quick-Play Spell Card
  2194. Activate 1 of these effects.
  2195. ● Target 2 of your banished "Scattersect" monsters; shuffle them into the Deck, and if you do, draw 1 card.
  2196. ● Target 3 of your banished "Scattersect" monsters; shuffle them into the Deck, and if you do, draw 2 cards.
  2197. You can only activate 1 "Scattersect Deep Digging" per turn.
  2198.  
  2199. Scattersect Cozy Cocoon
  2200. Normal Trap Card
  2201. Target 1 "Scattersect" non-Token monster you control; equip this card to that target. It gains 1000 DEF, also while you control a "Scattersect Token", it cannot cannot be targeted for attacks or your opponent's card effects. You can only control 1 "Scattersect Cozy Cocoon".
  2202.  
  2203. FABRICATION ARCHETYPE (14/14):
  2204.  
  2205. Fabrication is an Archetype of Spellcaster-type/EARTH monsters with various Levels. They focus on using their Spell/Trap Cards for various effects and Tributing Summoning. Their name is a pun on Fabric and Fabrication, the last word meaning something made up, mysterious or magical, hence them being Spellcaster. You can also imagine the monsters having clothes that made of the different kinds of fabric. The Spell/Trap Cards are various techniques, such as sewing and knitting.
  2206.  
  2207.  
  2208.  
  2209. Monsters:
  2210.  
  2211.  
  2212.  
  2213. Nylon Fabrication
  2214. Spellcaster-Type/EARTH
  2215. Level 2
  2216. If you control no "Fabrication" Spell/Trap Cards: You can discard this card; add 1 "Fabrication" Spell/Trap Card from your Deck to your hand. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Fabrication" monster from your Deck to your hand, except "Nylon Fabrication". You can only use each effect of "Nylon Fabrication" once per turn.
  2217. 1000/500
  2218.  
  2219. Polyester Fabrication
  2220. Spellcaster-Type/EARTH
  2221. Level 3
  2222. You can only use each of these effects of "Polyester Fabrication" once per turn.
  2223. ● You can return this card to the hand; Special Summon 1 "Fabrication" monster from your hand, except "Polyester Fabrication".
  2224. ● You can Tribute this card; Special Summon 1 Level 4 or lower "Fabrication" monster from your Deck, except "Polyester Fabrication". The Level of the monster you can Special Summon is increased by the number of "Fabrication" Spell/Trap Cards you control.
  2225. 1200/1400
  2226.  
  2227. Satin Fabrication
  2228. Spellcaster-Type/EARTH
  2229. Level 3
  2230. If this card is Tributed: You can target 1 "Fabrication" Spell/Trap Card in your Graveyard; add it to your hand. You can only use this effect of "Satin Fabrication" once per turn. During your Main Phase, if you control a "Fabrication" Spell/Trap Card, you can Normal Summon 1 "Fabrication" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  2231. 1400/1100
  2232.  
  2233. Denim Fabrication
  2234. Spellcaster-Type/EARTH
  2235. Level 4
  2236. Once per turn, during either player's turn, when your opponent activates a card or effect: You can send 1 "Fabrication" Spell/Trap Card from your hand or side of the field to the Graveyard; negate the activation, and if you do, destroy it. Once per turn, if you activate a "Fabrication" Spell/Trap Card: All monsters you control will gain 500 ATK and DEF until the end of the next turn.
  2237.  
  2238. 1500/1500
  2239.  
  2240.  
  2241.  
  2242. Linen Fabrication
  2243. Spellcaster-Type/EARTH
  2244. Level 4
  2245. If you control a "Fabrication" monster, you can Special Summon this card (from your hand). If this card is Tributed while you control a "Fabrication" Spell/Trap Card: You can target 1 "Fabrication" monster in your Graveyard, except "Linen Fabrication"; Special Summon it, but its effects are negated and it cannot attack. You can only use this effect of "Linen Fabrication" once per turn. You can only Special Summon "Linen Fabrication(s)" once per turn.
  2246. 1700/0
  2247.  
  2248. Wool Fabrication
  2249. Spellcaster-Type/EARTH
  2250. Level 5
  2251. When this card is Tribute Summoned: You can target 1 card your opponent controls; destroy it. If you control a "Fabrication" Spell/Trap Card, you can target 2 cards instead. Each turn, the first "Fabrication" Spell/Trap Card(s) you control that would be destroyed by an opponent's card effect, is not destroyed.
  2252. 2100/1600
  2253.  
  2254. Silk Fabrication
  2255. Spellcaster-Type/EARTH
  2256. Level 6
  2257. If you control no monsters, and you control a "Fabrication" Spell/Trap Card, you can Special Summon this card (from your hand), but it cannot attack this turn. Once per turn: You can send 1 "Fabrication" Spell/Trap Card from your hand or side of the field to the Graveyard; draw 2 cards.
  2258. 2200/1200
  2259.  
  2260.  
  2261.  
  2262. Velvet Fabrication
  2263. Spellcaster-Type/EARTH
  2264. Level 7
  2265. If you control a "Fabrication" Spell/Trap Card, you can Normal Summon this card for 1 less Tribute. Once per turn, when your opponent Special Summons a monster(s) while you control a "Fabrication" Spell/Trap Card: You can return that monster(s) to the hand.
  2266. 2500/2000
  2267.  
  2268. Cotton Fabrication
  2269. Spellcaster-Type/EARTH
  2270. Level 8
  2271. When this card is Tribute Summoned: You can target 1 monster your opponent controls; gain control of while this card is face-up on the field. Once per turn: You can excavate the top 3 cards of your Deck, you can add 1 excavated "Fabrication" Spell/Trap Card, also send the remaining cards to the Graveyard.
  2272. 2800/2400
  2273.  
  2274. Spell/Trap Cards:
  2275.  
  2276. Fabrication Spell - Sewing
  2277. Continuous Spell Card
  2278. Once per turn, if you control less monsters than you do "Fabrication" Spell/Trap Cards: You can Special Summon 1 "Fabrication" monster from your hand, but until the end of this turn, its effects are negated and it cannot attack. Tribute Summoned "Fabrication" monsters cannot be destroyed by battle or card effects.
  2279.  
  2280. Fabrication Spell - Weaving
  2281. Continuous Spell Card
  2282. While you control 2 or more "Fabrication" monsters, your opponent cannot target the "Fabrication" monster with the lowest ATK for attacks (either, if tied). All "Fabrication" monsters you control gain 100 ATK and DEF for each "Fabrication" Spell/Trap Card you control.
  2283.  
  2284. Fabrication Spell - Embroidering
  2285. Equip Spell Card
  2286. Equip only to a "Fabrication" monster you control. It gains 500 ATK and DEF. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. It can be treated as 2 Tributes for the Tribute Summon of a "Fabrication" monster. If it would be destroyed, you can destroy 1 "Fabrication" Spell/Trap Card you control instead.
  2287.  
  2288. Fabrication Spell - Knitting
  2289. Continuous Trap Card
  2290. During your opponent's turn, you can: Immediately after this effect resolves, Tribute Summon 1 "Fabrication" monster (this is a Quick Effect). During either player's turn: You can target 1 "Fabrication" monster you control and 1 monster your opponent controls; change their battle position. You can only use each effect of "Fabrication Spell - Knitting once per turn. You cannot activate these effects in the same Chain.
  2291.  
  2292. Fabrication Spell - Crochet
  2293. Continuous Trap Card
  2294. Once per turn, if a "Fabrication" monster is Tribute Summoned to your side of the field: You can Set 1 "Fabrication" Spell/Trap Card directly from your hand or Deck. If this card is destroyed by your opponent's card effect: You can target 1 "Fabrication" Spell/Trap Card in your Graveyard, except "Fabrication Spell - Crochet"; place it on top of your Deck.
  2295.  
  2296. DIEHARD ARCHETYPE (15/15):
  2297.  
  2298. Diehard is an Archetype of Warrior-Type Pendulum Monsters with no Pendulum Effect, 1500 ATK and DEF and of all the 6 normal Attributes. Each monster has an effect that rolls a die, then if you Xyz Summon a Diehard Xyz Monster with the same number in their name as the result, they gain a bonus effect. The Archetype also has some quite powerful Spell/Trap Cards, the most interesting being "Diehard - Draft", which can add up to 6 monsters from your Deck to your hand if you're lucky enough, though that is very unlikely, and even still, you need to Summon at least 2 of them or you lose half of your LP.
  2299.  
  2300. As you can imagine, there are 12 monsters, 6 Main Deck monsters and 6 Xyz Monsters, with each of them having the same Attribute as the Xyz Monster with the same number.
  2301.  
  2302. Excuse the kind of awkward wording, but to get this Archetype right the way I wanted it to, it had to be like this. It also took me quite a long time to figure out their name, I was actually just gonna call them "Random Army", but I felt that was so weak and that I could do better, so I looked up some words until I found this pun. I have already done a military-based Archetype before, with Zombieland, which you can find by clicking here, though that is more suppose to be war-based, where this is kind of suppose to be military training, which you can see by the naming convention of Recruits becoming Soldiers, if that makes sense.
  2303.  
  2304. Main Deck Monsters:
  2305.  
  2306. Diehard - First Recruit
  2307. Warrior-Type/EARTH/Pendulum
  2308. Level 4
  2309. Scale 3
  2310. Pendulum Effect:
  2311. N/A
  2312.  
  2313. Monster Effect:
  2314. You can only use this effect of "Diehard - First Recruit" once per turn. If this card is Summoned: Roll a die, then this turn if it was used for an Xyz Summon of a "Diehard" Xyz Monster whose name contains that the result, it gains this effect.
  2315. ● Once per turn, when this card inflicts battle damage to your opponent: You can target 1 "Diehard" card in your Graveyard; add it to your hand.
  2316. 1500/1500
  2317.  
  2318. Diehard - Second Recruit
  2319. Warrior-Type/FIRE/Pendulum
  2320. Level 4
  2321. Scale 5
  2322. Pendulum Effect:
  2323. N/A
  2324.  
  2325. Monster Effect:
  2326. You can only use this effect of "Diehard - Second Recruit" once per turn. If this card is Summoned: Roll a die, then this turn if it was used for an Xyz Summon of a "Diehard" Xyz Monster whose name contains that the result, it gains this effect.
  2327. ● Once per turn, if this card battles an opponent's monster, during damage calculation: You can activate this effect; this card's ATK and DEF become equal to the ATK or DEF (whichever is higher) of the opponent's battling monster +500, during damage calculation only.
  2328. 1500/1500
  2329.  
  2330. Diehard - Third Recruit
  2331. Warrior-Type/LIGHT/Pendulum
  2332. Level 4
  2333. Scale 3
  2334. Pendulum Effect:
  2335. N/A
  2336.  
  2337. Monster Effect:
  2338. You can only use this effect of "Diehard - Third Recruit" once per turn. If this card is Summoned: Roll a die, then this turn if it was used for an Xyz Summon of a "Diehard" Xyz Monster whose name contains that the result, it gains this effect.
  2339. ● Once per turn, during either player's turn: You can target 1 monster your opponent controls whose ATK is less than or equal to this card's ATK; change its battle position, and if you do, until the end of this turn, negate its effects
  2340. 1500/1500
  2341.  
  2342. Diehard - Fourth Recruit
  2343. Warrior-Type/WATER/Pendulum
  2344. Level 4
  2345. Scale 5
  2346. Pendulum Effect:
  2347. N/A
  2348.  
  2349. Monster Effect:
  2350. You can only use this effect of "Diehard - Fourth Recruit" once per turn. If this card is Summoned: Roll a die, then this turn if it was used for an Xyz Summon of a "Diehard" Xyz Monster whose name contains that the result, it gains this effect.
  2351. ● Once per turn, if your opponent Special Summons a monster(s): You can activate this effect; that monster(s) loses ATK and DEF equal to the number of Xyz Materials attached to this card x 200.
  2352. 1500/1500
  2353.  
  2354. Diehard - Fifth Recruit
  2355. Warrior-Type/WIND/Pendulum
  2356. Level 4
  2357. Scale 3
  2358. Pendulum Effect:
  2359. N/A
  2360.  
  2361. Monster Effect:
  2362. You can only use this effect of "Diehard - Fifth Recruit" once per turn. If this card is Summoned: Roll a die, then this turn if it was used for an Xyz Summon of a "Diehard" Xyz Monster whose name contains that the result, it gains this effect.
  2363. ● Once per turn: You can discard 1 card; add 1 "Diehard" card from your Deck to your hand.
  2364. 1500/1500
  2365.  
  2366. Diehard - Sixth Recruit
  2367. Warrior-Type/DARK/Pendulum
  2368. Level 4
  2369.  
  2370. Scale 5
  2371. Pendulum Effect:
  2372. N/A
  2373.  
  2374. Monster Effect:
  2375. You can only use this effect of "Diehard - Sixth Recruit" once per turn. If this card is Summoned: Roll a die, then this turn if it was used for an Xyz Summon of a "Diehard" Xyz Monster whose name contains that the result, it gains this effect.
  2376. ● Once per turn, when this card destroys an opponent's monster by battle: You can activate this effect; this card can make a second attack on an opponent's monster in a row.
  2377. 1500/1500
  2378.  
  2379. Extra Deck Monsters:
  2380.  
  2381. Diehard - Super Soldier 1
  2382. Warrior-Type/EARTH/Xyz
  2383. Rank 4
  2384. 2 or more Level 4 "Diehard" monsters
  2385. N/A
  2386. 3000/0
  2387.  
  2388. Diehard - Super Soldier 2
  2389. Warrior-Type/FIRE/Xyz
  2390. Rank 4
  2391. 2 or more Level 4 "Diehard" monsters
  2392. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 Spell/Trap Card on the field; destroy it.
  2393. 2300/2200
  2394.  
  2395. Diehard - Super Soldier 3
  2396. Warrior-Type/LIGHT/Xyz
  2397. Rank 4
  2398. 2 or more Level 4 "Diehard" monsters
  2399. Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster on the field; destroy it.
  2400. 2100/2400
  2401.  
  2402. Diehard - Super Soldier 4
  2403. Warrior-Type/WATER/Xyz
  2404. Rank 4
  2405. 2 Level 4 "Diehard" monsters
  2406. Once per turn, if a "Diehard" card(s) you control would be destroyed, you can detach 1 Xyz Material from this card instead.
  2407. 2500/1500
  2408.  
  2409. Diehard - Super Soldier 5
  2410. Warrior-Type/WIND/Xyz
  2411. Rank 4
  2412. 3 or more Level 4 "Diehard" monsters
  2413. Once per turn, during either player's turn, when your opponent activates a card or effect that targets a "Diehard" card(s) you control: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy it. When this Xyz Summoned card is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can add 1 "Diehard" card from your Deck to your hand.
  2414. 2600/2600
  2415.  
  2416. Diehard - Super Soldier 6
  2417. Warrior-Type/DARK/Xyz
  2418. Rank 4
  2419. 3 or more Level 4 "Diehard" monsters
  2420. During your opponent's Main Phase: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; halve its ATK, and if you do, it must attack this card this turn, if able (this is a Quick Effect). When this is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can discard 1 card; Special Summon 2 "Diehard" monsters from your Deck with different names in Defense Position, also you cannot Special Summon monsters until the end of your next turn, except "Diehard" monsters.
  2421. 2800/2700
  2422.  
  2423. Spell/Trap Cards:
  2424.  
  2425. Diehard - Draft
  2426. Normal Spell Card
  2427. Discard 1 card; excavate the top 6 cards of your Deck, then apply 1 of these effects depending on the number of Warrior-Type monsters with different Attributes excavated.
  2428. ● 1 or less: Shuffle the excavated cards back into your Deck.
  2429. ● 2 to 5: Add up to 2 of them to your hand, also shuffle the remaining cards into your Deck.
  2430. ● 6: Add all of them to your hand, but unless you Summon 2 or more of them this turn, during the End Phase, halve your LP.
  2431. You can only activate 1 "Diehard - Draft" per turn.
  2432.  
  2433. Diehard - Camp
  2434. Field Spell Card
  2435. Once per turn, when you roll a die because of the effect of a "Diehard" monster, you can treat the result as another result. You can discard 1 card; the number of times you can use that effect is increased by 1. If you control no monsters, "Diehard" cards in your Pendulum Zone cannot be targeted or destroyed by your opponent's card effects.
  2436.  
  2437. Diehard - Training
  2438. Continuous Trap Card
  2439. Once per turn, during either player's Main Phase: You can banish 1 "Diehard" monster from your hand or side of the field. During the Standby Phase of the next turn after this effect's activation: You can Special Summon any number of monsters banished by this card's effect. During either player's turn: You can send this face-up card from the field to the Graveyard, then target 2 or more "Diehard" monsters you control; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those monsters only. You cannot activate this card's effects in the same Chain.
  2440.  
  2441. METROPOLIS ARCHETYPE (14/14):
  2442.  
  2443.  
  2444. Metropolis is an Archetype of Machine-Type LIGHT Pendulum Monsters ranging from Level 2-5. They focus on Pendulum Scale manipulation, as well as Synchro Summoning. They also have Pendulum Tuners, Synchro Pendulums and even a Synchro Pendulum Tuner. They are theme around a city environment, the Tuners are all based on public transportation, the non-Tuners on technology typically found in the city, and the non-Tuner Synchros on personal transportation.
  2445.  
  2446. Main Deck Monsters:
  2447.  
  2448. Metropolis Street Taxi
  2449. Machine-Type/LIGHT/Pendulum/Tuner
  2450. Level 2
  2451. Scale 1
  2452. Pendulum Effect:
  2453. You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
  2454.  
  2455. Monster Effect:
  2456. If this card is used as a Synchro Material, unless you control 2 cards in your Pendulum Zone with the same Pendulum Scale, shuffle it into the Deck. Once per turn: You can target 1 card in either player's Pendulum Zone; this card's Level becomes equal to that target's Level.
  2457. 700/1500
  2458.  
  2459. Metropolis Double-decker Bus
  2460. Machine-Type/LIGHT/Pendulum/Tuner
  2461. Level 3
  2462. Scale 9
  2463. Pendulum Effect:
  2464. You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
  2465.  
  2466. Monster Effect:
  2467. If this card is used as a Synchro Material, unless you control 2 cards in your Pendulum Zone with the same Pendulum Scale, shuffle it into the Deck. Up to twice per turn: You can target 1 card in either player's Pendulum Zone; destroy it, and if you do, inflict 500 damage your opponent.
  2468. 1200/1200
  2469.  
  2470. Metropolis Parking Meter
  2471. Machine-Type/LIGHT/Pendulum
  2472. Level 3
  2473. Scale 1
  2474. Pendulum Effect:
  2475. You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
  2476.  
  2477. Monster Effect:
  2478. If there are 2 or more cards in either player's Pendulum Zones with the same Pendulum Scale, you can Special Summon this card (from your hand). Once per turn, during either player's turn: You can target 1 "Metropolis" card in either player's Pendulum Zone; change its Pendulum Scale to 1 or 9.
  2479. 1500/600
  2480.  
  2481. Metropolis Security Camera
  2482. Machine-Type/LIGHT/Pendulum
  2483. Level 4
  2484. Scale 9
  2485. Pendulum Effect:
  2486. You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
  2487.  
  2488. Monster Effect:
  2489. If there are 2 or more Pendulum Monsters on the field with the same Pendulum Scale, you can Special Summon this card (from your hand). Your opponent cannot target cards in either player's Pendulum Zones with effects, also if you control a "Metropolis" card in your Pendulum Zone, your opponent cannot target monsters you control for attacks or effects, except "Metropolis Security Camera".
  2490. 500/2000
  2491.  
  2492. Metropolis Giant Billboard
  2493. Machine-Type/LIGHT/Pendulum
  2494. Level 5
  2495. Scale 1
  2496. Pendulum Effect:
  2497. You cannot Pendulum Summon, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
  2498.  
  2499. Monster Effect:
  2500. If the combined Pendulum Scales of all Pendulum Monsters on the field is 10 or higher, you can Special Summon this card (from your hand). Once per turn, during either player's turn, if your opponent activates a Spell/Trap Card: You can negate the activation, and if you do, destroy it. There must be 2 or more "Metropolis" cards in either player's Pendulum Zones to activate and to resolve this effect.
  2501. 2000/1000
  2502.  
  2503. Metropolis Traffic Lights
  2504. Machine-Type/LIGHT/Pendulum
  2505. Level 5
  2506. Scale 9
  2507. Pendulum Effect:
  2508. You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
  2509.  
  2510. Monster Effect:
  2511. If the combined Pendulum Scales of all Pendulum Monsters in both players Pendulum Zones are 10 or higher, you can Special Summon this card (from your hand). Once per turn, if the Pendulum Scale of a card(s) in either player's Pendulum Zone is changed: You can target 1 card your opponent controls; return it to the hand.
  2512. 0/2100
  2513.  
  2514. Extra Deck Monsters:
  2515.  
  2516. Metropolis Sky Train
  2517. Machine-Type/LIGHT/Synchro/Pendulum/Tuner
  2518. Level 5
  2519. Scale 1
  2520. Pendulum Effect:
  2521. You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
  2522.  
  2523. Monster Effect:
  2524. 1 "Metropolis" Tuner + 1 or more non-Tuner monsters
  2525. If this card is used as a Synchro Material, unless you control 2 cards in your Pendulum Zone with the same Pendulum Scale, shuffle it into the Deck. You can discard 1 card; once this turn, you can Synchro Summon using only this card and monsters your opponent control as Synchro Material. This effect can only be used once while this card is face-up on the field. When this Synchro Summoned card is destroyed by your opponent's card (either by battle or card effect): You can target 1 card in either player's Pendulum Zone; destroy it, and if you do, place it in that Pendulum Zone.
  2526. 1100/2500
  2527.  
  2528. Metropolis Fast Motorcycle
  2529. Machine-Type/LIGHT/Synchro/Pendulum
  2530. Level 6
  2531. Scale 1
  2532. Pendulum Effect:
  2533. You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
  2534.  
  2535. Monster Effect:
  2536. 1 "Metropolis" Tuner + 1 or more non-Tuner monsters
  2537. When this card is Synchro Summoned: You can draw 1 card or each "Metropolis" card in your opponent's Pendulum Zones. You can only use this effect of "Metropolis Fast Motorcycle" once per turn. This card can attack twice during each Battle Phase. When this Synchro Summoned card is destroyed by your opponent's card (either by battle or card effect): You can target 1 card in either player's Pendulum Zone; destroy it, and if you do, place it in that Pendulum Zone.
  2538.  
  2539. 2200/1700
  2540.  
  2541.  
  2542. Metropolis Flying Car
  2543. Machine-Type/LIGHT/Synchro/Pendulum
  2544. Level 7
  2545. Scale 9
  2546. Pendulum Effect:
  2547. You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
  2548.  
  2549. Monster Effect:
  2550.  
  2551. 1 "Metropolis" Tuner + 1 or more non-Tuner monsters
  2552.  
  2553. Once per turn: You can target 1 "Metropolis" card in either player's Pendulum Zone; Special Summon it to your side of the field, but its effects are negated until the end of this turn. If this card attacks an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step. When this Synchro Summoned card is destroyed by your opponent's card (either by battle or card effect): You can target 1 card in either player's Pendulum Zone; destroy it, and if you do, place it in that Pendulum Zone.
  2554.  
  2555. 2700/2300
  2556.  
  2557. Metropolis Big Truck
  2558. Machine-Type/LIGHT/Synchro/Pendulum
  2559. Level 8
  2560. Scale 9
  2561. Pendulum Effect:
  2562. You cannot Pendulum Summon monsters, except "Metropolis" monsters. Once per turn: You can reveal 1 "Metropolis" Pendulum Monster in your hand; the Pendulum Scale of all cards currently in both players Pendulum Zone become the revealed card's Pendulum Scale until the end of the next turn.
  2563.  
  2564. Monster Effect:
  2565. 1 "Metropolis" Tuner + 1 or more non-Tuner monsters
  2566. When this card is Synchro Summoned: You can target 1 Spell/Trap Card your opponent controls; destroy it, and if you do, you can destroy 1 card in your opponent's Pendulum Zone. You can only use this effect of "Metropolis Big Truck" once per turn. If this card destroys an opponent's Pendulum Monster by battle: You can place it in either player's Pendulum Zone. When this Synchro Summoned card is destroyed by your opponent's card (either by battle or card effect): You can target 1 card in either player's Pendulum Zone; destroy it, and if you do, place it in that Pendulum Zone.
  2567. 3000/2500
  2568.  
  2569. Spell/Trap Cards:
  2570.  
  2571. Metropolis
  2572. Field Spell Card
  2573. Once per turn, if you Synchro Summon using only Pendulum Monsters as Synchro Material: You can add 1 "Metropolis" card from your Deck to your hand. All Synchro Monsters you control gain 100 ATK and DEF for each Pendulum Monster used as Synchro Material for its Synchro Summon.
  2574.  
  2575. Metropolis Travel Cash
  2576. Normal Spell Card
  2577. Add up to 2 face-up "Metropolis" Pendulum Monsters from Extra Deck and/or Graveyard to your hand. You must control "Metropolis" to activate and to resolve this effect. You can only activate 1 "Metropolis Travel Cash" per turn.
  2578.  
  2579. Metropolis Traffic Jam
  2580. Counter Trap Card
  2581. When your opponent activates a card or effect while there are 2 or more "Metropolis" cards in either player's Pendulum Zones with the same Pendulum Scale: Negate the activation, and if you do, destroy it.
  2582.  
  2583. Metropolis Lane Switch
  2584. Continuous Trap Card
  2585. Once per turn, if there are 2 cards in your Pendulum Zones: You can place 1 of them in your opponent's Pendulum Zone. Once per turn, if there is a card(s) in either player's Pendulum Zone whose current Pendulum Scale is different from its original Pendulum Scale: You can make the Pendulum Scale of all cards in both players' Pendulum Zone become their original Pendulum Scale. You cannot activate these effects in the same Chain. If there is no other face-up "Metropolis" card on the field, destroy this card.
  2586.  
  2587. REVEALING LIGHT - FORMING AN ARCHETYPE #29 (9/9):
  2588.  
  2589. Revealing Light is an Archetype of LIGHT Level 8 monsters (and 1 Level 4). They focus on defensive strategies and easy Special Summoning for quick Xyz Summons. This Archetype already has quite a few members already, so I have kept it a bit shorter than I normally would. One thing I have to note about these is that the Japanese name, Protective Seal, for this has a few more cards that work with it, which is something to keep in mind here, and if this was real, the older cards would get a condition to explain that they're part of this Archetype.
  2590.  
  2591. Original Card:
  2592. http://i.imgur.com/RUPJ2UB.png
  2593. Flip all monsters your opponent controls face-up. This card remains on the field for 3 of your opponent's turns. While this card is face-up on the field, monsters your opponent controls cannot declare an attack.
  2594.  
  2595. New Cards:
  2596.  
  2597. Main Deck Monsters:
  2598.  
  2599. Wyvern of Revealing Light
  2600. Wyrm-Type/LIGHT
  2601. Level 4
  2602. Unless you control a "Revealing Light" Spell/Trap Card, destroy this card. When this card is Normal or Special Summoned: You can double this card's Level. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Revealing Light" monster from your Deck to your hand, except "Wyvern of Revealing Light". You can only use each effect of "Wyvern of Revealing Light" once per turn.
  2603. 2000/0
  2604.  
  2605. Magician of Revealing Light
  2606. Spellcaster-Type/LIGHT
  2607. Level 8
  2608. You can discard 1 other "Revealing Light" card; Special Summon this card from your hand. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can add 1 "Revealing Light" Spell/Trap Card from your Deck to your hand. You can only use each effect of "Magician of Revealing Light" once per turn.
  2609. 2200/1100
  2610.  
  2611. Lion of Revealing Light
  2612. Beast-Type/LIGHT
  2613. Level 8
  2614. If the only monster you control is a Level 8 LIGHT monster: You can Special Summon this card from your hand. During either player's turn, when a card or effect is activated that targets a "Revealing Light" card(s) you control: You can discard this card; negate the activation, and if you do, destroy it. You can only use each effect of "Magician of Revealing Light" once per turn.
  2615. 2100/1500
  2616.  
  2617. Angel of Revealing Light
  2618. Fairy-Type/LIGHT
  2619. Level 8
  2620. If your opponent controls a monster and you control no monsters: You can Special Summon this card from your hand. When this card is Special Summoned, if you control a "Revealing Light" Spell/Trap Card: You can Special Summon 1 "Angel of Revealing Light" from your hand or Deck in Defense Position. You can only use each effect of "Angel of Revealing Light" once per turn.
  2621. 1500/2100
  2622.  
  2623. Extra Deck Monsters:
  2624.  
  2625. Dragon of Revealing Light
  2626. Dragon-Type/LIGHT/Xyz
  2627. Rank 8
  2628. 2 Level 8 LIGHT monsters
  2629. This card gains 200 ATK and DEF for each "Revealing Light" Spell/Trap Card you control and in your Graveyard with different names. Once per turn, during either player's turn: You can target 1 "Revealing Light" monster in your Graveyard and 1 face-up monster your opponent controls; shuffle the first target into the Deck, and if you do, destroy the second target. Once per turn: You can detach 1 Xyz Material from this card; excavate the top card of your Deck, if it is a "Revealing Light" Spell/Trap Card, add it to your hand, otherwise sent it to the Graveyard.
  2630. 2500/2500
  2631.  
  2632. Spell/Trap Cards:
  2633.  
  2634. Barrier of Revealing Light
  2635. Continuous Spell Card
  2636. Your opponent cannot target "Revealing Light" monsters you control with card effects. Once per turn, if a "Revealing Light" monster you control would be destroyed by a card effect, it is not destroyed.
  2637.  
  2638. Solitude of Revealing Light
  2639. Continuous Spell Card
  2640. While you control exactly 1 monster, your opponent cannot target Spell/Trap Cards you control with card effects, also other "Revealing Light" Spell/Trap Cards cannot be destroyed by card effects.
  2641.  
  2642. Engine of Revealing Light
  2643. Normal Trap Card
  2644. Target 1 "Revealing Light" card in your Graveyard, except "Engine of Revealing Light"; add it to your hand. If you activate a "Revealing Light" Spell/Trap Card: You can Special Summon this card from your Graveyard as a Normal Monster (Machine-Type/LIGHT/Level 8/ATK 0/DEF 2000). (This card is NOT treated as a Trap Card.) If Summoned this way, banish this card when it leaves the field. You can only use each effect of "Engine of Revealing Light" once per turn.
  2645.  
  2646. Restoration of Revealing Light
  2647. Continuous Trap Card
  2648. Activate this card by targeting 1 "Revealing Light" monster in your Graveyard; Special Summon it in Attack Position. It cannot be destroyed by battle or change its battle position. Once per turn, during your Standby Phase: You can gain 500 LP for each "Revealing Light" Spell/Trap Card you control.
  2649.  
  2650. RITUALISTIC ARCHETYPE (13/13):
  2651.  
  2652. Ritualistic is an Archetype of Fairy-Type/DARK Level 3 monsters. They focus on Ritual Summoning and heavily rely on the card "Ritualistic Skyrealm" to function to their full capacity. They are meant to easily Summon low Level Ritual Monsters, with each monster having the ability to search out another Ritualistic card by discarding it self and another card, as well as having another effect that they can use while on the field. The Ritual Monsters have an effect that can remove counters from Ritualistic Skyrealm to boost their effects. Each card has "sky" somewhere in their name.
  2653.  
  2654. Non-Ritual Main Deck Monsters:
  2655.  
  2656. Ritualistic Skydancer
  2657. Fairy-Type/DARK
  2658. Level 3
  2659. You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skydancer". You can only use this effect of "Ritualistic Skydancer" once per turn. Once per turn: You can target 1 "Ritualistic Skyrealm" you control; place 1 Ritualistic Counter on it, but you cannot Special Summon other monsters for the rest of the turn, except by Ritual Summon.
  2660. 1300/900
  2661.  
  2662. Ritualistic Skycaller
  2663. Fairy-Type/DARK
  2664. Level 3
  2665. You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skycaller". You can only use this effect of "Ritualistic Skycaller" once per turn. Once per turn: You target 1 "Ritualistic" monster you control; double its Level, but you cannot Special Summon other monsters for the rest of the turn, except by Ritual Summon.
  2666. 1500/0
  2667.  
  2668. Ritualistic Skygatherer
  2669. Fairy-Type/DARK
  2670. Level 3
  2671. You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skygatherer". You can only use this effect of "Ritualistic Skygatherer" once per turn. Once per turn: You can Special Summon 1 "Ritualistic" from your hand, except "Ritualistic Skygatherer", but you cannot Special Summon other monsters for the rest of the turn, except by Ritual Summon.
  2672. 200/1900
  2673.  
  2674. Ritualistic Skybriber
  2675. Fairy-Type/DARK
  2676. Level 3
  2677. You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skybriber". You can only use this effect of "Ritualistic Skybriber" once per turn. Once per turn: You can remove 1 Ritualistic Counter from 1 "Ritualistic Skyrealm" you control; draw 2 cards, but you cannot Special Summon other monsters for the rest of the turn, except by Ritual Summon.
  2678. 1000/1400
  2679.  
  2680. Ritual Monsters:
  2681.  
  2682. Ritualistic Skylord
  2683. Fairy-Type/DARK/Ritual
  2684. Level 3
  2685. You can Ritual Summon this card with any "Ritualistic" Ritual Spell Card. You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skylord". You can only use this effect of "Ritualistic Skylord" once per turn. Once per turn: You can target 1 monster your opponent controls; destroy it. You can also remove 1 Ritualistic Counter from 1 "Ritualistic Skyrealm" you control to target 2 monsters instead.
  2686. 2000/2200
  2687.  
  2688. Ritualistic Skyconqueror
  2689. Fairy-Type/DARK/Ritual
  2690. Level 3
  2691. You can Ritual Summon this card with any "Ritualistic" Ritual Spell Card. You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skyconqueror". You can only use this effect of "Ritualistic Skyconqueror" once per turn. Once per turn: You can target 1 Spell/Trap Card your opponent controls; destroy it. You can also remove 1 Ritualistic Counter from 1 "Ritualistic Skyrealm" you control to target 2 Spell/Trap Cards instead.
  2692. 2400/1800
  2693.  
  2694. Ritualistic Skymaster
  2695. Fairy-Type/DARK/Ritual
  2696. Level 3
  2697. You can Ritual Summon this card with any "Ritualistic" Ritual Spell Card. You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skymaster". You can only use this effect of "Ritualistic Skymaster" once per turn. Once per turn: You can target 1 "Ritualistic" card in your Graveyard; banish it, and if you do, add that card to your hand during your next Standby Phase after activation. You can also remove 1 Ritualistic Counter from 1 "Ritualistic Skyrealm" you control to add it to your hand when this effect resolves instead.
  2698. 2300/2100
  2699.  
  2700. Ritualistic Skyvanquisher
  2701. Fairy-Type/DARK/Ritual
  2702. Level 3
  2703. You can Ritual Summon this card with any "Ritualistic" Ritual Spell Card. You can discard this card and 1 other card from your hand; add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skyvanquisher". You can only use this effect of "Ritualistic Skyvanquisher" once per turn. Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card: You can negate the activation, and if you do, destroy it. You can also remove 1 Ritualistic Counter from 1 "Ritualistic Skyrealm" you control to negate the activation of a monster effect.
  2704. 2200/2000
  2705.  
  2706. Spell/Trap Cards:
  2707.  
  2708. Ritualistic Skybreak
  2709. Ritual Spell Card
  2710. This card can be used to Ritual Summon any "Ritualistic" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal 3. If this card is discarded to the Graveyard to activate a card effect: You can add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skybreak". You can only use each effect of "Ritualistic Skybreak" once per turn.
  2711.  
  2712. Ritualistic Skystream
  2713. Ritual Spell Card
  2714. This card can be used to Ritual Summon any number of "Ritualistic" Ritual Monsters. You must also Tribute "Ritualistic" monsters from your hand or field whose total combined Level equal the combined Level of the Ritual Monsters you Ritual Summon. You can only activate 1 "Ritualistic Skystream" per turn.
  2715.  
  2716. Ritualistic Skycrash
  2717. Ritual Spell Card
  2718. This card can be used to Ritual Summon any "Ritualistic" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal 3 or banish 1 "Ritualistic" monster from your Graveyard. You can only activate 1 "Ritualistic Skycrash" per turn.
  2719.  
  2720. Ritualistic Skyrealm
  2721. Field Spell Card
  2722. Each time a Ritual Monster(s) is Ritual Summoned place 1 Ritualistic Counter on this card for each of those monsters. If this card would be destroyed, you can remove 1 Ritualistic Counter from this card instead. This card gains these effects, based on the number of Ritualistic Counters on it.
  2723. ● 1 or more: All monsters you control gain 500 ATK and DEF.
  2724. ● 2 or more: When you Normal or Special Summon a monster(s), your opponent cannot activate cards or effects.
  2725. ● 3 or more: All monsters you control cannot be targeted or destroyed by your opponent's card effects.
  2726. ● 4 or more: Once per turn: You can add 1 "Ritualistic" card from your Deck or Graveyard to your hand, except "Ritualistic Skyrealm".
  2727. ● 5 or more: If you control a Ritual Monster: You can can send this card from your Field Zone to the Graveyard; return all cards your opponent controls to the hand.
  2728.  
  2729. Ritualistic Skyrestoration
  2730. Continuous Trap Card
  2731. You can target 3 "Ritualistic" cards in your Graveyard with different names; shuffle all 3 into the Deck, then add 1 "Ritualistic" card from your Deck to your hand, except "Ritualistic Skyrestoration". If you control "Ritualistic Skyrealm": You can send this face-up card from your Spell & Trap Zone to the Graveyard, then target 1 "Ritualistic" card in your Graveyard, except "Ritualistic Skyrestoration"; add it to your hand. You can only use 1 effect of "Ritualistic Skyrestoration" per turn, and only once that turn.
  2732.  
  2733. SUGAR ROCK ARCHETYPE (13/13):
  2734.  
  2735. Sugar Rock is an Archetype of Rock-Type/LIGHT Level 2 Flip monsters. Each monster has two effects, one Flip effect and one effect that activates if it's detached to activate an Xyz Monster's effect. They also have a sub-Archetype called Sugar Metal, which is their Xyz Monsters and they are DARK instead of LIGHT. They are theme around rock and metal music, with the monsters being references to various sub-genres, "Sugar Rock" is suppose to be like a silly 80's band name.
  2736.  
  2737.  
  2738.  
  2739. Main Deck Monsters:
  2740.  
  2741. Sugar Rock - Hard Rock
  2742. Rock-Type/LIGHT/Flip
  2743. Level 2
  2744. FLIP: You can target 1 "Sugar Rock" monster in your Graveyard, except "Sugar Rock - Hard Rock"; Special Summon it in face-down Defense Position.
  2745. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can add 1 "Sugar Rock" monster from your Deck to your hand, except "Sugar Rock - Hard Rock". You can only use each effect of "Sugar Rock - Hard Rock" effect per turn, and only once that turn.
  2746. 500/2000
  2747.  
  2748. Sugar Rock - Soft Rock
  2749. Rock-Type/LIGHT/Flip
  2750. Level 2
  2751. FLIP: You can target 1 "Sugar Rock" Spell/Trap Card in your Graveyard; add it to your hand.
  2752. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can add 1 "Sugar Rock" Spell/Trap Card from your Deck to your hand. You can only use each effect of "Sugar Rock - Soft Rock" effect per turn, and only once that turn.
  2753. 1300/500
  2754.  
  2755. Sugar Rock - Alternative Rock
  2756. Rock-Type/LIGHT/Flip
  2757. Level 2
  2758. FLIP: You can Special Summon 1 "Sugar Rock" monster from your hand in Attack Position or face-down Defense Position, except "Sugar Rock - Alternative Rock".
  2759. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target 1 "Sugar Rock" card in your Graveyard, except "Sugar Rock - Alternative Rock" and 1 face-up Xyz Monster you control; attach the first target to the second target as an Xyz Material. You can only use each effect of "Sugar Rock - Alternative Rock" effect per turn, and only once that turn.
  2760. 1100/1400
  2761.  
  2762. Sugar Rock - Progressive Rock
  2763. Rock-Type/LIGHT/Flip
  2764. Level 2
  2765. FLIP: You can target 1 face-down monster on the field; change its battle position.
  2766. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target 1 face-up monster on the field; change it to face-down Defense Position. You can only use each effect of "Sugar Rock - Progressive Rock" effect per turn, and only once that turn.
  2767. 800/1700
  2768.  
  2769. Sugar Rock - Pop Rock
  2770. Rock-Type/LIGHT/Flip
  2771. Level 2
  2772. FLIP: You can send 1 "Sugar Rock" card from your hand or Deck to the Graveyard, then draw 1 card.
  2773. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target 1 card your opponent controls; destroy it. You can only use each effect of "Sugar Rock - Pop Rock" effect per turn, and only once that turn.
  2774. 1000/1500
  2775.  
  2776. Glam Rock
  2777. Rock-Type/LIGHT/Flip
  2778. Level 2
  2779. FLIP: You can discard 1 card; Special Summon 1 "Sugar Rock" monster from your Deck in Attack Position or face-down Defense Position, except "Sugar Rock - Glam Rock".
  2780. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target 1 face-up monster on the field; it gains 500 ATK and DEF. You can only use each effect of "Sugar Rock - Glam Rock" effect per turn, and only once that turn.
  2781. 600/1800
  2782.  
  2783. Extra Deck Monsters:
  2784.  
  2785. Sugar Metal - Heavy Metal
  2786. Rock-Type/DARK/Xyz
  2787. Rank 2
  2788. 2 Level 2 "Sugar Rock" monsters
  2789. When this card is Xyz Summoned: You can change this card to face-down Defense Position. If this card is flipped face-up: You can switch this card's ATK and DEF. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; this card is unaffected by your opponent's card effects until the end of this turn.
  2790. 1500/2500
  2791.  
  2792. Sugar Metal - Black Metal
  2793. Rock-Type/DARK/Xyz
  2794. Rank 2
  2795. 2 Level 2 "Sugar Rock" monsters
  2796. When this card is Xyz Summoned: You can change this card to face-down Defense Position. If this card is flipped face-up: You can switch this card's ATK and DEF. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 Spell/Trap Card on the field; destroy it.
  2797. 1700/2400
  2798.  
  2799. Sugar Metal - Death Metal
  2800. Rock-Type/DARK/Xyz
  2801. Rank 2
  2802. 3 Level 2 "Sugar Rock" monsters
  2803. When this card is Xyz Summoned: You can change this card to face-down Defense Position. If this card is flipped face-up: You can switch this card's ATK and DEF. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; it loses 500 ATK and DEF, it must attack this card if able, and it attacks twice during each Battle Phase this turn. These changes last until the end of the next turn.
  2804. 2000/3000
  2805.  
  2806. Spell/Trap Cards:
  2807.  
  2808. Sugar Rock and Roll
  2809. Normal Spell Card
  2810. Target 1 "Sugar Rock" or "Sugar Metal" monster in your Graveyard; Special Summon it in face-down Defense Position, then you can change the battle position of 1 other face-down monster you control. You can only activate 1 "Sugar Rock and Roll" per turn.
  2811.  
  2812. Sugar Rock Festival
  2813. Field Spell Card
  2814. If you control no face-up monsters: You can Special Summon 1 "Sugar Rock" monster from your hand in face-down Defense Position. During either player's turn: You can discard 1 card, then target 1 face-down monster on the field; change its battle position. You can only use each effect of "Sugar Rock Festival" once per turn.
  2815.  
  2816. Sugar Rock Equipment
  2817. Normal Trap Card
  2818. Target 1 Flip or "Sugar Metal" monster you control; equip this card to that target. Twice per turn, it cannot be destroyed by battle or card effects. During either player's turn: You can banish this card from your Graveyard; until the end of this turn, all Flip and "Sugar Metal" monsters you control will gain 500 ATK and DEF.
  2819.  
  2820. Sugar Rock Stage
  2821. Continuous Trap Card
  2822. Activate this card by targeting 1 "Sugar Metal" monster in your Graveyard; Special Summon it, and if you do, you can attach up to 2 "Sugar Rock" monsters with different names from your hand and/or Deck to that target. When this card leaves the field, destroy that target. When that target leaves the field, destroy this card.
  2823.  
  2824. AVIAN ALLIANCE ARCHETYPE (12/12):
  2825.  
  2826. Avian Alliance is an Archetype of Winged Beast-Type monsters with various Levels and Attributes. They focus on equipping themselves to monsters, very much like ZW, Inzektor or Dragunity. They focus on Synchro Summoning a lot as well, and is a monster only Archetype (mostly because art for Spell/Trap Cards is somewhat harder to find, but let's call it a part of their theme why not).
  2827.  
  2828. Their Tuners all grant bonuses while equipped, their non-Tuners have various other effects that benefit from having Equip Cards equipped to monsters and the Synchros have one effect that is un-related to equipping, one that is, and one that's protection by destroying an Equip Card equipped to them.
  2829.  
  2830. Their names are somewhat based around birds, as well as their art design. It's another image one, which I don't do often, so please take a look at the images as well.
  2831.  
  2832. Main Deck Monsters:
  2833.  
  2834. http://i.imgur.com/FQnmp7V.png
  2835. You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. While this card is equipped to an "Avian Alliance" monster, the equipped monster cannot be targeted by your opponent's card effects. If this card is equipped to an "Avian Alliance" monster: You can discard 1 card; Special Summon this card.
  2836.  
  2837. http://i.imgur.com/mSrahTM.png
  2838. You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. While this card is equipped to an "Avian Alliance" monster, during your Main Phase, you can Normal Summon 1 "Avian Alliance" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is equipped to an "Avian Alliance" monster: You can discard 1 card; Special Summon this card.
  2839.  
  2840. http://i.imgur.com/PNSa0Iw.png
  2841. You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. While this card is equipped to an "Avian Alliance" monster, it can make a second attack during each Battle Phase, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is equipped to an "Avian Alliance" monster: You can discard 1 card; Special Summon this card.
  2842.  
  2843. http://i.imgur.com/5l5851J.png
  2844. You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. Once per turn: You can target 1 "Avian Alliance" monster you control; increase its Level up to the number of Equip Cards equipped to it. You can send 1 "Avian Alliance" Equip Card you control to the Graveyard, then target 1 "Avian Alliance" monster in your Graveyard, except "Avian Alliance - Brightspeeder"; add it to your hand. You can only use this effect of "Avian Alliance - Brightspeeder" once per turn.
  2845.  
  2846. http://i.imgur.com/jImejxU.png
  2847. You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. You can only use 1 of these effects of "Avian Alliance - Bravebeak" per turn, and only once that turn.
  2848. ● During your Main Phase: You can Special Summon 1 "Avian Alliance" monster equipped to this card, but its effects are negated and it cannot be used as a Material, except for the Synchro Summon of an "Avian Alliance" Synchro Monster.
  2849. ● If this card is sent to the Graveyard while equipped to an "Avian Alliance" monster: You can target 1 "Avian Alliance" monster you control; equip 1 "Avian Alliance" monster from from your Deck to that target, except "Avian Alliance - Bravebeak".
  2850.  
  2851. http://i.imgur.com/EAQKy0K.png
  2852. You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. This card gains 200 ATK and DEF for each "Avian Alliance" Equip Card equipped to it. You can send 1 "Avian Alliance" Equip Card you control to the Graveyard, then target 1 card on the field; destroy it. You can only use this effect of "Avian Alliance - Wingblazer" once per turn.
  2853.  
  2854. http://i.imgur.com/z2O4DSy.png
  2855. You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. You can only use 1 of these effects of "Avian Alliance - Pondsploosh" per turn, and only once that turn.
  2856. ● If this card is not equipped with an "Avian Alliance" Equip Card: You can target 1 "Avian Alliance" monster in your Graveyard, except "Avian Alliance - Pondsploosh"; equip it to this card.
  2857. ● If this card is sent to the Graveyard while equipped to an "Avian Alliance" monster: You can target 1 "Avian Alliance" monster in your Graveyard; Special Summon it, but its effects are negated and it cannot be used as a Material, except for the Synchro Summon of an "Avian Alliance" Synchro Monster.
  2858.  
  2859. http://i.imgur.com/zKKCObK.png
  2860. If you control no monsters, you can Normal Summon this card without Tributing, but its Level becomes 4 and original ATK becomes 1800. You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. You can banish this card from your Graveyard; add 1 "Avian Alliance" monster from your Deck to your hand, except "Avian Alliance - Soulsnatcher". You can only use this effect of "Avian Alliance - Soulsnatcher" once per turn.
  2861.  
  2862. http://i.imgur.com/ivvd89H.png
  2863. You can Special Summon this card (from your hand) by sending 1 "Avian Alliance" Equip Card equipped to an "Avian Alliance" monster you control to the Graveyard. If Summoned this way: You can target 1 "Avian Alliance" Tuner monster in your Graveyard; Special Summon it, but its effects are negated and it cannot be used as a Material, except for the Synchro Summon of an "Avian Alliance" Synchro Monster. You can target 1 "Avian Alliance" monster you control; equip this monster from your hand or your side of the field to that target. You can only Special Summon "Avian Alliance - Proudlance(s)" once per turn.
  2864.  
  2865. Extra Deck Monsters:
  2866.  
  2867. http://i.imgur.com/8Xyu81j.png
  2868. 1 "Avian Alliance" Tuner + 1 or more non-Tuner "Avian Alliance" monsters
  2869. If your opponent controls more monsters than you, this card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. While this card is equipped with an "Avian Alliance" monster, if this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If this card would be destroyed, you can destroy 1 "Avian Alliance" Equip Card equipped to this card instead.
  2870.  
  2871. http://i.imgur.com/TavN8v9.png
  2872. 1 "Avian Alliance" Tuner + 1 or more non-Tuner "Avian Alliance" monsters
  2873. When this card is Synchro Summoned: You can add 1 "Avian Alliance" monster from your Deck to your hand during the End Phase of this turn. Once per turn: You can send 1 "Avian Alliance" Equip Card equipped to this card to the Graveyard, then target 1 face-up Effect Monster your opponent controls; its ATK and DEF become 0 and its effects are negated. If this card would be destroyed, you can destroy 1 "Avian Alliance" Equip Card equipped to this card instead.
  2874.  
  2875. http://i.imgur.com/0YVcKqO.png
  2876. 1 "Avian Alliance" Tuner + 1 or more non-Tuner "Avian Alliance" monsters
  2877. Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card or monster effect on the field: You can negate the activation, and if you do, destroy it. You must control this face-up card to activate and to resolve this effect. "Avian Alliance" Equip Cards cannot be targeted or destroyed by your opponent's card effects. If this card would be destroyed, you can destroy 1 "Avian Alliance" Equip Card equipped to this card instead.
  2878.  
  2879. YUREI ARCHETYPE (12/12):
  2880.  
  2881. Yurei is an Archetype of Zombie-Type/LIGHT Spirit Monsters with various Levels. They focus on sending cards from the Extra Deck to the Graveyard. Each monster sends whenever they're destroyed battle or card effect, and they also have various Spell/Trap Cards support that support this. Yurei means spirit or ghost in Japanese, and that's what these are based on.
  2882.  
  2883. Monsters:
  2884.  
  2885. Yurei Shiryo
  2886. Zombie-Type/LIGHT/Spirit
  2887. Level 1
  2888. Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
  2889. You can only use 1 of these effects of "Yurei Shiryo" per turn, and only once that turn.
  2890. ● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 500 LP; both players send 1 monster from their Extra Deck to the Graveyard.
  2891. ● You can discard this card; add 1 "Yurei" monster from Deck to your hand, except "Yurei Shiryo".
  2892. 500/0
  2893.  
  2894. Yurei Ikiryo
  2895. Zombie-Type/LIGHT/Spirit
  2896. Level 1
  2897. Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
  2898. You can only use 1 of these effects of "Yurei Ikiryo" per turn, and only once that turn.
  2899. ● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 500 LP; both players send 1 monster from their Extra Deck to the Graveyard.
  2900. ● You can discard this card; add 1 "Yurei" Spell/Trap Card from Deck to your hand.
  2901. 0/500
  2902.  
  2903. Yurei Shikigami
  2904. Zombie-Type/LIGHT/Spirit
  2905. Level 3
  2906. Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
  2907. You can only use 1 of these effects of "Yurei Shikigami" per turn, and only once that turn.
  2908. ● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 500 LP; both players send 1 monster from their Extra Deck to the Graveyard.
  2909. ● During either player's turn: You can target 1 Fusion, Synchro or Xyz Monster in your Graveyard; banish it, and if you do, this card gains ATK and DEF equal to half that target's ATK and DEF until the end of this turn.
  2910. 1000/1000
  2911.  
  2912. Yurei Oyuki
  2913. Zombie-Type/LIGHT/Spirit
  2914. Level 3
  2915. Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
  2916. You can only use 1 of these effects of "Yurei Oyuki" per turn, and only once that turn.
  2917. ● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 500 LP; both players send 1 monster from their Extra Deck to the Graveyard.
  2918. ● During either player's turn: You can discard this card, then target 1 "Yurei" monster you control; destroy it, and if you do, draw 1 card.
  2919. 800/2000
  2920.  
  2921. Yurei Ubume
  2922. Zombie-Type/LIGHT/Spirit
  2923. Level 4
  2924. Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
  2925. You can only use 1 of these effects of "Yurei Ubume" per turn, and only once that turn.
  2926. ● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 500 LP; both players send 1 monster from their Extra Deck to the Graveyard.
  2927. ● During either player's turn, if a "Yurei" card you control is targeted by your opponent's card effect: You can discard this card; negate the activation, and if you do, destroy it.
  2928. 1500/1500
  2929.  
  2930. Yurei Goryo
  2931. Zombie-Type/LIGHT/Spirit
  2932. Level 4
  2933. Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
  2934. You can only use 1 of these effects of "Yurei Goryo" per turn, and only once that turn.
  2935. ● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 500 LP; both players send 1 monster from their Extra Deck to the Graveyard.
  2936. ● During either player's turn: You can target 1 Fusion, Synchro or Xyz Monster in your Graveyard; banish it, and if you do, until the end of this turn, this card's name becomes that monster's, and replace this effect with that monster's original effects.
  2937. 1800/1400
  2938.  
  2939. Yurei Ochimusha
  2940. Zombie-Type/LIGHT/Spirit
  2941. Level 6
  2942. Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
  2943. You can only use 1 of these effects of "Yurei Ochimusha" per turn, and only once that turn.
  2944. ● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 1000 LP; both players send 2 monsters from their Extra Deck to the Graveyard.
  2945. ● When this card inflicts battle damage to your opponent: You can gain LP equal to the inflicted damage, and if you do, inflict damage to your opponent equal to half the damage you inflicted.
  2946. 2300/1800
  2947.  
  2948. Yurei Hitodama
  2949. Zombie-Type/LIGHT/Spirit
  2950. Level 6
  2951. Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.
  2952. You can only use 1 of these effects of "Yurei Hitodama" per turn, and only once that turn.
  2953. ● When this card in your possession is destroyed by battle or card effect and sent to your Graveyard, if both players have an Extra Deck: You can pay 1000 LP; both players send 2 monsters from their Extra Deck to the Graveyard.
  2954. ● If both players have an Extra Deck: You can discard 1 "Yurei" monster; send as many cards from both players Extra Deck to the Graveyard up to Level of the discarded monster.
  2955.  
  2956. 2400/1200
  2957.  
  2958. Spell/Trap Cards:
  2959.  
  2960. Yurei Temple
  2961. Field Spell Card
  2962. "Yurei" monsters you control do not have their effects that return them to the hand during the End Phase. All "Yurei" monsters on the field gain 100 ATK and DEF for each Fusion, Synchro and Xyz Monster in the Graveyards.
  2963.  
  2964. Yurei Chime
  2965. Continuous Spell Card
  2966. Your opponent sends 1 more card from their Extra Deck to the Graveyard by the effects of "Yurei" cards, except "Yurei Chime". Once per turn, during either player's turn: You can target 1 "Yurei" monster you control and 1 card your opponent controls; destroy both those targets.
  2967.  
  2968. Yurei Shrine
  2969. Continuous Trap Card
  2970. Once per turn, if a "Yurei" monster in your possession is destroyed by battle or card effect and sent to the Graveyard: You can target 1 "Yurei" monster in your Graveyard; banish it. During your next Standby Phase after this effect's activation, add the card banished by this effect to your hand. During your Main Phase, you can Normal Summon 1 "Yurei" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  2971.  
  2972. Yurei Pond
  2973. Normal Trap Card
  2974. If both players have an Extra Deck: Declare 1 Extra Deck monster card type (Fusion, Synchro, or Xyz); both players send as many monsters of the declared card type from their Extra Deck to the Graveyard as possible, up to the number of "Yurei" monsters in your Graveyard with different names. If this Set card is destroyed by your opponent's card effect: You can Set 1 "Yurei" Spell/Trap Card directly from your Deck, but it cannot be activated this turn.
  2975.  
  2976. ZOMBIE WORLD - FORMING AN ARCHETYPE #28 (11/11):
  2977.  
  2978.  
  2979.  
  2980. Zombie World is an Archetype of Zombie-Type/DARK monsters with 0 DEF with various Levels that focus around banishing and using Zombie World. They also have an alternate version of Zombie World called Zombie World Fort, which treats itself as Zombie World while in the Field Zone, and also provides other options. They are themed around war and military.
  2981.  
  2982.  
  2983.  
  2984. Original Card:
  2985.  
  2986.  
  2987.  
  2988. Wy9GkNM.png
  2989.  
  2990. All monsters on the field and in every Graveyard become Zombie-Type monsters. Neither player can Tribute Summon monsters, except Zombie-Type monsters.
  2991.  
  2992.  
  2993. New Cards:
  2994.  
  2995.  
  2996. Monsters:
  2997.  
  2998. Zombie World Trooper
  2999. Zombie-Type/DARK
  3000. Level 4
  3001. You can discard 1 card, then target 1 of your banished Zombie-Type monsters; add it to your hand. If there is a Zombie-Type monster on the field: You can banish this card from your Graveyard, then target 1 "Zombie World" card in your Graveyard; add it to your hand. You can only use each effect of "Zombie World Trooper" once per turn.
  3002. 1600/0
  3003.  
  3004. Zombie World Private
  3005. Zombie-Type/DARK
  3006. Level 4
  3007. You can Special Summon this card (from your hand) by banishing 2 Zombie-Type monsters in either player's Graveyard, including at least 1 monster from your opponent's Graveyard or 1 "Zombie World" monster from your Graveyard. You can only Special Summon "Zombie World Private" this way once per turn. If "Zombie World" is on the field: You can banish this card from your Graveyard; until the end of this turn, you can Normal Summon 1 Zombie-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  3008. 1700/0
  3009.  
  3010. Zombie World Lieutenant
  3011. Zombie-Type/DARK
  3012. Level 4
  3013. When this card is Normal or Special Summoned: You can banish 2 Zombie-Type monsters from your Deck, including at least 1 "Zombie World" monster. If you control "Zombie World", you can send both to the Graveyard instead. "Zombie World" on the field cannot be targeted or destroyed by your opponent's card effects.
  3014. 1800/0
  3015.  
  3016. Zombie World Captain
  3017. Zombie-Type/DARK
  3018. Level 6
  3019. If this card is Tribute Summoned by Tributing a Zombie-Type monster: You can target 1 Zombie-Type monster on the field or in either player's Graveyard; banish that target. If "Zombie World" is on the field, "Zombie World" monsters you control cannot be destroyed by battle or card effects.
  3020. 2200/0
  3021.  
  3022. Zombie World Sergeant
  3023. Zombie-Type/DARK
  3024. Level 6
  3025. If you control "Zombie World" and your opponent controls a Special Summoned monster: You can Special Summon this card from your hand. You can only use this effect of "Zombie World Sergeant" once per turn. Once per turn: You can pay 500 LP, then target 1 banished Zombie-Type monster; return it to the Graveyard, and if you do, all Zombie-Type monsters you control gain 500 ATK, then if the returned monster is a "Zombie World" monster, draw 1 card.
  3026. 2400/0
  3027.  
  3028. Zombie World Major
  3029. Zombie-Type/DARK
  3030. Level 7
  3031. If "Zombie World" is on the field, you can Tribute Summon this card with 1 less Tribute. Once per turn, if this card inflicts battle damage to your opponent: You can target 1 of your banished Zombie-Type monsters; Special Summon it, and if you do, if it is a "Zombie World" monster, you can add 1 "Zombie World" Spell/Trap Card from your Deck to your hand.
  3032. 2600/0
  3033.  
  3034. Zombie World Colonel
  3035. Zombie-Type/DARK
  3036. Level 8
  3037. If "Zombie World" is on the field and there are 2 Zombie-Type monsters on the field, other than "Zombie World Colonel", you can Special Summon this card (from your hand). You can only Special Summon "Zombie World Colonel" this way once per turn. If Summoned this way: You can target 1 "Zombie World" monster in your Graveyard; Special Summon it, but its effects are negated and it cannot attack.
  3038. 2700/0
  3039.  
  3040. Spell/Trap Cards:
  3041.  
  3042. Zombie World Fort
  3043. Field Spell Card
  3044. This card's name becomes "Zombie World" while in the Field Zone. All monsters on the field and in every Graveyard become Zombie-Type monsters. If a Zombie-Type monster(s) in your possession is banished: You can add 1 "Zombie World" monster from your Deck to your hand. You can only use this effect of "Zombie World Fort" once per turn.
  3045.  
  3046. Zombie World Artillery
  3047. Continuous Spell Card
  3048. Activate this only if you control "Zombie World". If a "Zombie World" monster you control attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. During damage calculation, if a "Zombie World" monster you control battles an opponent's monster, once per battle: You can discard 1 Zombie-Type monster; your monster gains ATK equal to the ATK of the opponent's monster until the end of the Damage Step.
  3049.  
  3050. Zombie World War
  3051. Normal Trap Card
  3052. If you control "Zombie World": Target 2 Zombie-Type monsters in your Graveyard and 1 Zombie-Type monster you control; banish all 3, and if you do, destroy all monsters your opponent controls, and if you do, inflict 1000 damage to your opponent.
  3053.  
  3054. Zombie World Bunker
  3055. Continuous Trap Card
  3056. Activate this card by targeting 1 "Zombie World" monster you control; banish it. While that target is banished, your opponent cannot attack you directly, also if your opponent controls a Zombie-Type monster, they cannot target Zombie-Type monsters you control for attacks or effects. If this card leaves the field, return the monster that was banished to the field.
  3057.  
  3058. HEAVENLY ABOVE ARCHETYPE (14/14):
  3059.  
  3060. Heavenly Above is an Archetype of Special Summon only Level 9 Fairy-Type/DARK monsters with 2500 ATK and 1100 DEF. Each monster is Special Summoned the same way, by Special Summoning two from the hand at the same time. They focus on Xyz Summoning and are anti face-down monsters, and they have some strong Spell/Trap Card support as well. This is one of the few instances where I use images for my Archetypes, I rarely do this since it's harder to completely deside what I focus on.
  3061.  
  3062. Main Deck Monsters:
  3063.  
  3064. http://i.imgur.com/a4L4AKg.png
  3065. Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a "Heavenly Above" card. If you control no monsters and your opponent controls a monster: You can Special Summon this card and 1 other "Heavenly Above" monster from your hand, but they cannot attack this turn. After this card was Special Summoned, your opponent cannot activate Spell Cards or Spell effects for the rest of the turn.
  3066.  
  3067. http://i.imgur.com/4blEm2h.png
  3068. Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a "Heavenly Above" card. If you control no monsters and your opponent controls a monster: You can Special Summon this card and 1 other "Heavenly Above" monster from your hand, but they cannot attack this turn. After this card was Special Summoned, your opponent cannot activate Trap Cards or Trap effects for the rest of the turn.
  3069.  
  3070. http://i.imgur.com/WBI1Rla.png
  3071. Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a "Heavenly Above" card. If you control no monsters and your opponent controls a monster: You can Special Summon this card and 1 other "Heavenly Above" monster from your hand, but they cannot attack this turn. After this card was Special Summoned, your opponent cannot activate monster effects for the rest of the turn.
  3072.  
  3073. http://i.imgur.com/8QhSAL0.png
  3074. Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a "Heavenly Above" card. If you control no monsters and your opponent controls a monster: You can Special Summon this card and 1 other "Heavenly Above" monster from your hand, but they cannot attack this turn. During either player's turn: You can discard this card, then target 1 "Heavenly Above" monster you control; until the end of this turn, it cannot be destroyed by battle or card effects.
  3075.  
  3076. http://i.imgur.com/7PonCvp.png
  3077. Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a "Heavenly Above" card. If you control no monsters and your opponent controls a monster: You can Special Summon this card and 1 other "Heavenly Above" monster from your hand, but they cannot attack this turn. During either player's turn: You can discard this card, then target 2 or more "Heavenly Above" monsters you control; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those targets only.
  3078.  
  3079. http://i.imgur.com/TCEAXng.png
  3080. Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a "Heavenly Above" card. If you control no monsters and your opponent controls a monster: You can Special Summon this card and 1 other "Heavenly Above" monster from your hand, but they cannot attack this turn. During your Main Phase, if this card was Special Summoned this turn: You can add 1 "Heavenly Above" card from your Deck to your hand, except "Ikaru, Entertainer of the Heavenly Above". You can only use this effect of "Ikaru, Entertainer of the Heavenly Above" once per turn.
  3081.  
  3082. http://i.imgur.com/Csu7Lhy.png
  3083. Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a "Heavenly Above" card. If you control no monsters and your opponent controls a monster: You can Special Summon this card and 1 other "Heavenly Above" monster from your hand, but they cannot attack this turn. During your Main Phase, if this card was Special Summoned this turn: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position, and if you do, it cannot change its battle position.
  3084.  
  3085. Extra Deck Monsters:
  3086.  
  3087. http://i.imgur.com/bR81xW8.png
  3088. 2 Level 9 monsters
  3089. When this card is Xyz Summoned: You can target face-up monsters your opponent controls up to the number of Xyz Materials attached to that were originally "Heavenly Above" monsters; change them to face-down Defense Position, and if you do, they cannot change their battle position. Once per turn, if your opponent controls a face-down monster: You can detach 1 Xyz Material from this card; this card can attack your opponent directly, also other monsters you control cannot attack your opponent directly. These changes last until the end of this turn.
  3090.  
  3091. http://i.imgur.com/f5W8N5Q.png
  3092. 3 Level 9 monsters
  3093. When this card is Xyz Summoned: You can destroy all face-down monsters on the field. Once per turn: You can detach 1 Xyz Material from this card, then target 1 Spell/Trap Card your opponent control; destroy it, and if you do, destroy all cards with the same name in their Deck and hand. Unless your opponent controls a face-down monster, this card cannot be targeted by your opponent's card effects.
  3094.  
  3095. Spell/Trap Cards:
  3096.  
  3097. http://i.imgur.com/AvXXxLA.png
  3098. If you control no monsters, except "Heavenly Above" monsters and your opponent controls a monster: Target 2 "Heavenly Above" monsters in your Graveyard with different names; Special Summon them, but until the end of this turn, their effects are negated and they cannot attack, also during the End Phase, if you control no Xyz Monsters, you take 1500 damage.
  3099.  
  3100. http://i.imgur.com/JlnTlgr.png
  3101. Discard 1 "Heavenly Above" card; Special Summon 2 "Sacrifice Tokens" (Fairy-Type/DARK/Level 2/ATK 500/DEF 500) in Defense Position on your opponent's side of the field, and if you do, draw 2 cards. You can only activate 1 "Sacrifice of the Heavenly Above" per turn.
  3102.  
  3103. http://i.imgur.com/0ReBeIF.png
  3104. When this card is activated, if you control no monsters and your opponent controls a monster: You can Special Summon 1 "Heavenly Above" monster from your hand or Deck, but its effects are negated and it cannot attack. Once per turn: You can discard 1 card, then target 1 "Heavenly Above" monster in your Graveyard; Special Summon that target. If this card leaves the field: Destroy all monsters you control that were Special Summoned this turn. You can only control 1 "Decisions of the Heavenly Above".
  3105.  
  3106. Note:
  3107. If this card is removed from the field, the monster Summoned with the first effect will regain its effects and can attack once again.
  3108.  
  3109. http://i.imgur.com/Z2qAJJv.png
  3110. When this card is activated: You can change face-up monsters your opponent control to face-down Defense Position equal to the number of "Heavenly Above" monsters you control. Your opponent cannot Normal Summon, except Normal Set. Unless you control a "Heavenly Above" monster, destroy this card.
  3111.  
  3112. TACKLE - FORMING AN ARCHETYPE #27 (11/11):
  3113.  
  3114. Tackle is an Archetype of Level 4 and 7 Rock-Type/EARTH monsters that activate their effects if they're sent to the Graveyard, similar to Burning Abyss. They focus on Level 7 monsters and making Rank 7s mostly, as well as triggering their various effects.
  3115.  
  3116. Original Card:
  3117.  
  3118. http://i.imgur.com/Qmqq7QN.png
  3119. If this card is sent to the Graveyard: You can activate 1 of these effects.
  3120. ● Target 1 face-up monster your opponent controls; change that target to face-down Defense Position.
  3121. ● Target 1 face-up Spell/Trap Card your opponent controls; return that target to the hand. This turn, your opponent cannot activate cards with the same name as the card returned to the hand by this effect.
  3122.  
  3123. New Cards:
  3124.  
  3125. Main Deck Monsters:
  3126.  
  3127. Tackle Reacher
  3128. Rock-Type/EARTH
  3129. Level 4
  3130. Cannot be used as a Synchro Material. You can target 1 other Rock-Type monster you control; both this card and that target become Level 7, also for the rest of the turn, monsters you control cannot attack, except Rock-Type monsters. If this card is sent to the Graveyard: You can discard 1 card; add 1 "Tackle" card from your Deck to your hand, except "Tackle Reacher". You can only use each effect of "Tackle Reacher" once per turn.
  3131. 1600/1400
  3132.  
  3133. Tackle Finder
  3134. Rock-Type/EARTH
  3135. Level 4
  3136. If this card is sent to the Graveyard: You can activate 1 of these effects.
  3137. ● You can banish this card from your Graveyard, then target 1 Rock-Type monster in your Graveyard; Special Summon that target in Defense Position, and if you do, its Level becomes 7 and its effects are negated.
  3138. ● You can banish this card from your Graveyard; Special Summon 1 "Tackle" monster from your hand, and if you do, it cannot be destroyed by battle for the rest of this turn.
  3139. You can only use each effect of "Tackle Finder" once per turn.
  3140. 1000/2000
  3141.  
  3142. Tackle Exploder
  3143. Rock-Type/EARTH
  3144. Level 4
  3145. Once per turn, during either player's turn: You can target 1 Rock-Type monster in your Graveyard; banish it, and if you do, this card gains 500 ATK. If this card is sent to the Graveyard: You can target 1 Rock-Type monster you control and 1 card your opponent controls; destroy them. You can only use this effect of "Tackle Exploder" once per turn.
  3146. 1700/0
  3147.  
  3148. Tackle Gatherer
  3149. Rock-Type/EARTH
  3150. Level 4
  3151. If this card is Normal or Special Summoned: You can send 1 Rock-Type monster from your Deck to your Graveyard. If this card is sent to the Graveyard: You can send 1 "Tackle" monster from your Deck to the Graveyard. You can only use 1 effect of "Tackle Gatherer" per turn, and only once that turn.
  3152. 1800/0
  3153.  
  3154. Tackle Giant
  3155. Rock-Type/EARTH
  3156. Level 7
  3157. You can discard 1 card, then target 1 of your banished Rock-Type monsters; Special Summon that target, and if you do, its Level becomes 7 and its effects are negated. If this card is sent to the Graveyard: You can discard 1 card; Special Summon this card in Defense Position. You can only use 1 effect of "Tackle Giant" per turn, and only once that turn.
  3158. 2000/2700
  3159.  
  3160. Tackle Captain
  3161. Rock-Type/EARTH
  3162. Level 7
  3163. You can Special Summon this card (from your hand or Graveyard) by sending 2 Rock-Type monster from your hand and/or side of the field to the Graveyard, except "Tackle Captain". If this card is sent to the Graveyard: You can target 1 "Tackle" card in your Graveyard, except "Tackle Captain"; shuffle it into the Deck, then draw 1 card. You can only use this effect of "Tackle Captain" once per turn.
  3164. 2500/1300
  3165.  
  3166. Tackle Striker
  3167. Rock-Type/EARTH
  3168. Level 7
  3169. If you Special Summoned a "Tackle" monster(s): You can Special Summon this card from your hand, but its ATK and DEF become 0. If this card is sent to the Graveyard: You can target 1 "Tackle" Spell/Trap Card in your Graveyard; add it to your hand. You can only use each effect of "Tackle Striker"
  3170. 2200/2200
  3171.  
  3172. Extra Deck Monsters:
  3173.  
  3174. Tackle Master
  3175. Rock-Type/EARTH/Xyz
  3176. Rank 7
  3177. 2 Level 7 Rock-Type monsters
  3178. When this card is Xyz Summoned by using at least 1 "Tackle" monster: You can send 2 Rock-Type monsters from your hand and/or Deck to the Graveyard, and if you do, Special Summon 2 "Tackle Tokens" (Rock-Type/EARTH/Level 1/ATK 0/DEF 0). Your opponnet cannot target monsters, other than "Tackle Tokens" for attacks or effects. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; send the top 3 cards of your Deck to the Graveyard, then return cards your opponent controls to the hand equal to the number of Rock-Type monsters sent.
  3179. 2700/2400
  3180.  
  3181. Spell Cards:
  3182.  
  3183. Tackle Tactics
  3184. Normal Spell Card
  3185. Discard 1 card, then target 2 Rock-Type monsters in your Graveyard, including at least 1 "Tackle" monster; Special Summon them, and if you do, their Levels become 7. Immediately after this effect resolves, Xyz Summon 1 Xyz Monster using only those 2 monsters. You cannot Special Summon other monsters during the turn you activate this card.
  3186.  
  3187. Tackle Copy
  3188. Quick-Play Spell Card
  3189. Target 1 "Tackle" monster you control; send 1 monster with the same name as that target from your Deck to the Graveyard, then if you control 2 monsters with the same name as that target, you can send 1 Rock-Type monster from your Deck to the Graveyard.
  3190.  
  3191. Tackle Counter
  3192. Counter Trap Card
  3193. When your opponent would Special Summon a monster(s) or activates a Spell/Trap Card: Send 1 "Tackle" monster OR 2 Rock-Type monsters from your hand or side of the field to the Graveyard; negate that Summon or activation, and if you do, destroy it, then you can send 1 Rock-Type monster from your Deck to your Graveyard.
  3194.  
  3195. FIERCE FANGS ARCHETYPE (13/13):
  3196.  
  3197. Fierce Fangs is an Archetype of Beast-Type/DARK monsters with various Levels. They focus on piercing battle damage and Defense Position related things in general. They are also Synchro Summon based as well, and also have 1 Fusion Monster that's combination of 2 of their Synchro Monsters. Each monster, besides Cute Kitten, has an effect that works when it inflicts battle damage while your opponent controls a Defense Position monster, meaning from any kind of battle damage, so you don't HAVE to attack Defense Position monsters, but it's recommended since a lot of their effects are based around that. The name comes from fangs, and that they're based on various felines.
  3198.  
  3199.  
  3200.  
  3201. Main Deck Monsters:
  3202.  
  3203. Fierce Fangs - Cute Kitten
  3204. Beast-Type/DARK/Tuner
  3205. Level 1
  3206. You can target 1 other Level 4 or lower "Fierce Fangs" monster you control, then activate 1 of these effects;
  3207. ● Until the end of this turn, this card's ATK and DEF becomes equal to that target's ATK and DEF and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. This card cannot attack your opponent directly during the turn you activate this effect.
  3208. ● This card's Level becomes equal to that target's Level until the end of this turn.
  3209. You can only use this effect of "Fierce Fangs - Cute Kitty" once per turn.
  3210. 0/0
  3211.  
  3212. Fierce Fangs - Clever Wildcat
  3213. Beast-Type/DARK
  3214. Level 3
  3215. This card gains 100 ATK for each "Fierce Fangs" monster you control, other than this card. If this card attacks a Defense Position monster, inflicts piercing battle damage to your opponent. Once per turn, if this card inflict battle damage to your opponent while they control a Defense Position monster: You can add 1 "Fierce Fangs" card from your Deck to your hand, except "Fierce Fangs - Clever Wildcat".
  3216. 1500/200
  3217.  
  3218. Fierce Fangs - Sly Ocelot
  3219. Beast-Type/DARK
  3220. Level 3
  3221. If your opponent controls more Attack Position monsters than Defense Position monsters, this card can attack your opponent directly. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, this card inflicts battle damage to your opponent while they control a Defense Position monster: You can target 1 "Fierce Fangs" card in your Graveyard, except "Fierce Fangs - Sly Ocelot"; add it to your hand.
  3222. 1400/1000
  3223.  
  3224. Fierce Fangs - Crazy Cougar
  3225. Beast-Type/DARK
  3226. Level 4
  3227. Once per turn: You can discard 1 card, then target 1 "Fierce Fangs" monster in your Graveyard, except "Fierce Fangs - Crazy Cougar"; Special Summon that target, but it cannot attack your opponent directly this turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if this card inflicts battle damage to your opponent while they control a Defense Position monster: You can target 1 monster your opponent controls; destroy it.
  3228. 1700/500
  3229.  
  3230.  
  3231.  
  3232. Fierce Fangs - Mysterious Panther
  3233. Beast-Type/DARK
  3234. Level 4
  3235. When this card is Normal Summoned: You can Special Summon 1 "Fierce Fangs" monster from your hand, except "Fierce Fangs - Mysterious Panther", also for the rest of the turn, you cannot Special Summon monsters, except "Fierce Fangs" monsters. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if this card inflicts battle damage to your opponent while they control a Defense Position monster: You can target 1 Spell/Trap Card your opponent controls; destroy it.
  3236. 1800/0
  3237.  
  3238.  
  3239.  
  3240. Extra Deck Monsters:
  3241.  
  3242.  
  3243. Fierce Fangs - Sprinting Cheetah
  3244. Beast-Type/DARK/Synchro
  3245. Level 5
  3246. 1 Tuner + 1 or more non-Tuner monsters
  3247. Once per turn: You can target 1 Attack Position monster your opponent controls; change it to Defense Position. If this card attacks a Defense Position monster, inflicts piercing battle damage to your opponent. Once per turn, if this card inflict battle damage to your opponent while they control a Defense Position monster: You can draw 1 card.
  3248. 2200/1800
  3249.  
  3250. Fierce Fangs - Ferocious Tiger
  3251. Beast-Type/DARK/Synchro
  3252. Level 6
  3253. 1 Tuner + 1 or more non-Tuner monsters
  3254. Unless your opponent controls a Defense Position monster, they cannot declare an attack or activate monster effects on the field. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if this card inflicts battle damage to your opponent while they control a Defense Position monster: You can target 1 monster your opponent controls; change its battle position.
  3255. 2400/2100
  3256.  
  3257. Fierce Fangs - Extraordinary Lion
  3258. Beast-Type/DARK/Synchro
  3259. Level 8
  3260. 1 Tuner + 1 or more non-Tuner "Fierce Fangs" monsters
  3261. When this card is Synchro Summoned: You can change all Attack Position monsters your opponent controls to Defense Position, and if you do, this card's maximum number of attacks per Battle Phase equals number changed to Defense Position. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if this card inflicts battle damage to your opponent while they control a Defense Position monster: You can shuffle 1 random card from your opponent's hand into the Deck. This card cannot attack your opponent directly.
  3262. 2800/2300
  3263.  
  3264.  
  3265.  
  3266. Fierce Fangs - Sprawling Liger
  3267.  
  3268. Beast-Type/DARK/Fusion
  3269. Level 10
  3270. "Fierce Fangs - Ferocious Tiger" + "Fierce Fangs - Extraordinary Lion"
  3271. Must be either Fusion Summoned, or Special Summoned by Tributing the above cards you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can change the battle positions of all monsters your opponent controls, and if you do, negate their effects. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if this card inflicts battle damage to your opponent while they control a Defense Position monster: You can banish 1 card your opponent controls.
  3272. 3300/2700
  3273.  
  3274. Spell/Trap Cards:
  3275.  
  3276. Fierce Fangs - Dangerous Savanna
  3277. Field Spell Card
  3278. During your Main Phase, can Normal Summon 1 "Fierce Fangs" monster in additional to your Normal Summon/Set. (You can only gain this effect once per turn.) If a "Fierce Fangs" monster you control attack a Defense Position monster your opponent controls, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, if you you control a "Fierce Fangs" monster: You can Special Summon 1 "Prey Token" (Beast-Type/EARTH/Level 2/ATK 500/DEF 500) to your opponent's side of the field in Defense Position.
  3279.  
  3280. Fierce Fangs - Wild Chase
  3281. Quick-Play Spell Card
  3282. Target 1 Attack Position monster your opponent controls and 1 "Fierce Fangs" monster you control; change the first target to Defense Position, and if you do, the second target gains ATK equal to half the ATK of the first target until the end of this turn. During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand.
  3283.  
  3284. Fierce Fangs - Natural Camouflage
  3285. Normal Trap Card
  3286. Target 1 "Fierce Fangs" monster you control; equip this card to that target. It is cannot be targeted by your opponent's card effects, also it gains 500 ATK during your turn and 300 ATK during your opponent's turn. If it would be destroyed, you can destroy this card instead.
  3287.  
  3288. Fierce Fangs - Hidden Claws
  3289. Normal Trap Card
  3290. Target 1 "Fierce Fangs" monster you control; equip this card to that target. If it attacks a Defense Position monster, it gains 1000 ATK during damage calculation only. If you control another "Fierce Fangs" monsters, your opponent cannot target the equipped monster for an attack.
  3291.  
  3292. LIMBO ARCHETYPE (11/11):
  3293.  
  3294. Limbo is an Archetype of Fiend-Type/DARK Level 7 Pendulum Monsters with 2000 DEF and various ATK. They focus on banishing their own cards temporarily. They each have a Pendulum Effect that banishes a "Limbo" card from the hand until your next Standby Phase, and if you do, you get to add another "Limbo" monster from your Deck to your hand. Their monster effects have two different effects, one that works when banished from the hand or field by a card effect and one that can banish a "Limbo" monster you control until your next Standby Phase for an effect. They also have an Xyz Monster as well. They are based on the seven deadly sins, where the names are the Latin names for each sin, translations of which you can see below.
  3295.  
  3296. Pride = Superbia
  3297. Greed = Avaritia
  3298. Lust = Luxuria
  3299. Sloth = Acedia
  3300. Gluttony = Gula
  3301. Envy = Invidia
  3302. Wrath = Ira
  3303.  
  3304. Main Deck Monsters:
  3305.  
  3306. Superbia, Shadow of Limbo
  3307. Fiend-Type/DARK/Pendulum
  3308. Level 7
  3309. Scale 6
  3310. Pendulum Effect:
  3311. You cannot Pendulum Summon monsters, except "Limbo" monsters. During your Main Phase: You can banish 1 "Limbo" card from your hand, and if you do, add 1 "Limbo" monster from your Deck to your hand, except "Superbia, Shadow of Limbo". During your next Standby Phase after this effect's activation, add the card banished by this effect to your hand. You can only use this effect of "Superbia, Shadow of Limbo" once per turn.
  3312.  
  3313. Monster Effect:
  3314. If this card is banished from your hand or side of the field by a card effect, except by its own effect: You can target 1 of your banished "Limbo" monsters, except "Superbia, Shadow of Limbo"; Special Summon that target, but its effects are negated. You can target 1 Spell/Trap Card your opponent controls; banish 1 "Limbo" monster you control, and if you do, destroy that target. Your opponent cannot activate that target in response to this effect's activation. During your next Standby Phase after this effect's activation, return the monster banished by this effect to the field. You can only use each effect of "Superbia, Shadow of Limbo" once per turn.
  3315. 2600/2000
  3316.  
  3317. Avaritia, Shadow of Limbo
  3318. Fiend-Type/DARK/Pendulum
  3319. Level 7
  3320. Scale 8
  3321. Pendulum Effect:
  3322. You cannot Pendulum Summon monsters, except "Limbo" monsters. During your Main Phase: You can banish 1 "Limbo" card from your hand, and if you do, add 1 "Limbo" monster from your Deck to your hand, except "Avaritia, Shadow of Limbo". During your next Standby Phase after this effect's activation, add the card banished by this effect to your hand. You can only use this effect of "Avaritia, Shadow of Limbo" once per turn.
  3323.  
  3324. Monster Effect:
  3325. If this card is banished from your hand or side of the field by a card effect, except by its own effect: You can target 1 "Limbo" monster you control; it cannot be destroyed by battle or card effects until the end of the next turn. You can target 1 monster your opponent controls; banish 1 "Limbo" monster you control, and if you do, destroy that target. Your opponent cannot activate that target's effects in response to this effect's activation. During your next Standby Phase after this effect's activation, return the monster banished by this effect to the field. You can only use each effect of "Avaritia, Shadow of Limbo" once per turn.
  3326. 2500/2000
  3327.  
  3328. Luxuria, Shadow of Limbo
  3329. Fiend-Type/DARK/Pendulum
  3330. Level 7
  3331. Scale 6
  3332. Pendulum Effect:
  3333. You cannot Pendulum Summon monsters, except "Limbo" monsters. During your Main Phase: You can banish 1 "Limbo" card from your hand, and if you do, add 1 "Limbo" monster from your Deck to your hand, except "Luxeria, Shadow of Limbo". During your next Standby Phase after this effect's activation, add the card banished by this effect to your hand. You can only use this effect of "Luxuria, Shadow of Limbo" once per turn.
  3334.  
  3335. Monster Effect:
  3336. When this card is Pendulum Summoned: You can target 1 "Limbo" monster you control and 1 of your banished "Limbo" Pendulum Monsters; banish 1 "Limbo" monster you control, except the first target, and if you do, replace its effects with the second target's effects. During your next Standby Phase after this effect's activation, return the monster banished by this effect to the field. If this card is banished from your hand or side of the field by a card effect, except by its own effect: You can target 1 of your banished "Limbo" cards, except "Luxuria, Shadow of Limbo"; return that target to your hand. You can only use each effect of "Luxuria Shadow of Limbo" once per turn.
  3337. 2700/2000
  3338.  
  3339. Acedia, Shadow of Limbo
  3340. Fiend-Type/DARK/Pendulum
  3341. Level 7
  3342. Scale 8
  3343. Pendulum Effect:
  3344. You cannot Pendulum Summon monsters, except "Limbo" monsters. During your Main Phase: You can banish 1 "Limbo" card from your hand, and if you do, add 1 "Limbo" monster from your Deck to your hand, except "Acedia Shadow of Limbo". During your next Standby Phase after this effect's activation, add the card banished by this effect to your hand. You can only use this effect of "Acedia, Shadow of Limbo" once per turn.
  3345.  
  3346. Monster Effect:
  3347. If this card is banished from your hand or side of the field by a card effect, except by its own effect: You can target 1 "Limbo" monster you control; until the end of the next turn, it gains 1000 ATK and DEF. During either player's turn: You can banish 1 "Limbo" monster you control, and if you do, until the end of this turn, neither player can Special Summon monsters, except by Pendulum Summon. During your next Standby Phase after this effect's activation, return the monster banished by this effect to the field. You can only use each effect of "Acedia Shadow of Limbo" once per turn.
  3348. 2400/2000
  3349.  
  3350. Gula, Shadow of Limbo
  3351. Fiend-Type/DARK/Pendulum
  3352. Level 7
  3353.  
  3354. Scale 6
  3355. Pendulum Effect:
  3356. You cannot Pendulum Summon monsters, except "Limbo" monsters. During your Main Phase: You can banish 1 "Limbo" card from your hand, and if you do, add 1 "Limbo" monster from your Deck to your hand, except "Gula, Shadow of Limbo". During your next Standby Phase after this effect's activation, add the card banished by this effect to your hand. You can only use this effect of "Gula, Shadow of Limbo" once per turn.
  3357.  
  3358. Monster Effect:
  3359. If this card is banished from your hand or side of the field by a card effect, except by its own effect: You can target 1 card in your Pendulum Zone and 1 of your banished "Limbo" Pendulum Monsters, except "Gula, Shadow of Limbo"; destroy the first target, and if you do, place the second target in that Pendulum Zone. You can target 1 "Limbo" monster you control; banish 1 "Limbo" monster you control, except that target, and if you do, that target can make an additional attack this turn, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. During your next Standby Phase after this effect's activation, return the monster banished by this effect to the field. You can only use each effect of "Gula Shadow of Limbo" once per turn.
  3360. 2800/2000
  3361.  
  3362. Invidia, Shadow of Limbo
  3363. Fiend-Type/DARK/Pendulum
  3364. Level 7
  3365.  
  3366. Scale 8
  3367. Pendulum Effect:
  3368. You cannot Pendulum Summon monsters, except "Limbo" monsters. During your Main Phase: You can banish 1 "Limbo" card from your hand, and if you do, add 1 "Limbo" monster from your Deck to your hand, except "Invidia Shadow of Limbo". During your next Standby Phase after this effect's activation, add the card banished by this effect to your hand. You can only use this effect of "Invidia, Shadow of Limbo" once per turn.
  3369.  
  3370. Monster Effect:
  3371. If this card is banished from your hand or side of the field by a card effect, except by its own effect: You can target 1 "Limbo" card in your Graveyard; banish it. During your next Standby Phase after this effect's activation, return the card by this effect to the hand. You can target 1 monster your opponent controls; banish 1 "Limbo" monster you control, and if you do, banish that target. During your next Standby Phase after this effect's activation, return the monster(s) banished by this effect to the field. You can only use each effect of "Invidia Shadow of Limbo" once per turn.
  3372. 2300/2000
  3373.  
  3374.  
  3375.  
  3376. Extra Deck Monsters:
  3377.  
  3378.  
  3379. Ira, Shadow of Limbo
  3380. Fiend-Type/DARK/Xyz
  3381. Rank 7
  3382. 3 or more Level 7 "Limbo" monsters
  3383. Once per turn: You can detach 1 Xyz Material from this card, then target 1 of your banished "Limbo" cards; shuffle it into the Deck, then draw 1 card. This card gains effects based on the number of Xyz Materials attached to it.
  3384. ● 1 or more: Once per turn, during either player's turn: You can banish 1 other "Limbo" monster you control, and if you do, until the end of this, this card cannot be destroyed or banished by your opponent's card effects.
  3385. ● 3 or more: This card gains 200 ATK and DEF for each of your banished "Limbo" monsters.
  3386. ● 5: Once per turn: You can target cards your opponent controls up to the number of banished "Limbo" cards with different names; destroy all those targets.
  3387. 3000/2000
  3388.  
  3389. Spell/Trap Cards:
  3390.  
  3391. The Seven Shadows of Limbo
  3392. Normal Spell Card
  3393. If there are no cards in your Pendulum Zones: Banish 1 "Limbo" card from your hand, and if you do, add 1 "Limbo" card from your Deck to your hand, except "The Seven Shadows of Limbo". During your next Standby Phase after this card's activation, add the card banished by this effect to your hand. You can only activate 1 "The Seven Shadows of Limbo" per turn.
  3394.  
  3395. Decimation of the Shadows of Limbo
  3396. Quick-Play Spell Card
  3397. Target up to 2 cards your opponent controls; banish "Limbo" monsters from your hand equal to the number of cards targeted, and if you do, destroy them. During your next Standby Phase card's activation, add the card(s) banished by this effect to your hand. You can only activate 1 "Decimation of the Shadows of Limbo" per turn.
  3398.  
  3399. Entering the Shadows of Limbo
  3400. Normal Trap Card
  3401. When your opponent declares an attack: Special Summon 1 "Limbo" Pendulum Monster from your hand or that is face-up in your Extra Deck, and if you do, change the attack target to that monster and proceed to damage calculation, also it is banished at the end of the Battle Phase. During your next Standby Phase card's activation, add the card banished by this effect to your hand. You can only activate 1 "Entering the Shadows of Limbo" per turn.
  3402.  
  3403. Dark Shadows of Limbo
  3404. Counter Trap Card
  3405. When your opponent activates a card or effect: Banish 1 "Limbo" monster from your hand, and if you do, negate the activation, and if you do, destroy it. During your next Standby Phase card's activation, add the card banished by this effect to your hand.
  3406.  
  3407. FLARING FIREWORK ARCHETYPE (14/14):
  3408.  
  3409. Flaring Firework is an Archetype of Pyro-Type/LIGHT monsters with various Levels. They focus on Fusion Summoning and name changing. Each monster can change their name to any other Flaring Firework monster, which is important since all their Fusion Monsters are old-school style in that they require 2 specific monsters. They also have a sub-Archetype for their Spell/Trap Card support simply called "Firework". They are based on different kinds of firework. Also, by complete accident, you can say that "lighting a fuse" can be related to them being Fusion Monster based, but that's a total coincidence.
  3410.  
  3411.  
  3412.  
  3413. Main Deck Monsters:
  3414.  
  3415. Flaring Firework - Glitter
  3416. Pyro-Type/LIGHT
  3417. Level 2
  3418. Once per turn: You can declare the name of 1 "Flaring Firework" monster; this card's name becomes the declared name. If this card is destroyed by your opponent's card effect (either by battle or card effect) and sent to the Graveyard: You can add 1 "Firework" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Flaring Firework - Glitter" once per turn.
  3419. 600/1400
  3420.  
  3421. Flaring Firework - Tail
  3422. Pyro-Type/LIGHT
  3423. Level 3
  3424. Once per turn: You can declare the name of 1 "Flaring Firework" monster; this card's name becomes the declared name. If you control another monster with the same name as this card: You can discard 1 card; Special Summon 1 "Flaring Firework" monster from your Deck, except "Flaring Firework - Tail". You can only use this effect of "Flaring Firework - Tail" once per turn.
  3425. 1300/1500
  3426.  
  3427. Flaring Firework - Palm
  3428. Pyro-Type/LIGHT
  3429. Level 3
  3430.  
  3431. Once per turn: You can declare the name of 1 "Flaring Firework" monster; this card's name becomes the declared name. If you control another monster with the same name as this card, this card cannot be destroyed by battle or card effects.
  3432.  
  3433. 1400/900
  3434.  
  3435. Flaring Firework - Pearls
  3436. Pyro-Type/LIGHT
  3437. Level 4
  3438. Once per turn: You can declare the name of 1 "Flaring Firework" monster; this card's name becomes the declared name. When this card is Normal or Flip Summoned, if you control no other monsters: You can Special Summon 1 "Flaring Firework" monster from your hand, then change this card to Defense Position.
  3439. 1200/2000
  3440.  
  3441. Flaring Firework - Stars
  3442. Pyro-Type/LIGHT
  3443. Level 4
  3444. Once per turn: You can declare the name of 1 "Flaring Firework" monster; this card's name becomes the declared name. If this card is Normal or Special Summoned while you control 2 "Flaring Firework" monsters with the same name: You can add 1 "Flaring Firework" monster from your Deck to your hand, except "Flaring Firework - Stars". You can only use this effect of "Flaring Firework - Stars" once per turn.
  3445. 1700/1400
  3446.  
  3447. Flaring Firework - Peony
  3448. Pyro-Type/LIGHT
  3449. Level 6
  3450. Once per turn: You can declare the name of 1 "Flaring Firework" monster; this card's name becomes the declared name. If this card is sent from your hand or side of the field to the Graveyard: You can target 2 "Firework" cards in your Graveyard, except "Flaring Firework - Peony"; banish the first target, and if you do, add the second target to your hand. You can only use this effect of "Flaring Firework - Peony" once per turn.
  3451. 2200/1600
  3452.  
  3453. Extra Deck Monsters:
  3454.  
  3455. Flaring Firework - Brocade
  3456. Pyro-Type/LIGHT/Fusion
  3457. Level 5
  3458. "Flaring Firework - Glitter" + "Flaring Firework - Palm"
  3459. When this card is Fusion Summoned: You can target 1 face-up monster you control, then declare the name of 1 "Flaring Firework" monster; that target's name becomes the declared name. During either player's turn: You can target 1 of your banished "Firework" cards; shuffle it into the Deck, then draw 1 card. You can only use this effect of "Flaring Firework - Brocade" once per turn. This card cannot be destroyed by your opponent's card effects.
  3460. 2000/2700
  3461.  
  3462. Flaring Firework - Crossette
  3463. Pyro-Type/LIGHT/Fusion
  3464. Level 6
  3465. "Flaring Firework - Pearls" + "Flaring Firework - Glitter"
  3466. When this card is Fusion Summoned: You can target 2 "Flaring Firework" monsters in your Graveyard; banish the first target, and if you do, Special Summon the second target, but its effects are negated. You can only use this effect of "Flaring Firework - Crossette" once per turn. Once per turn, during either player's turn: You can discard 1 card; all monsters your opponent control lose 1000 ATK and DEF until the end of this turn. This card cannot be targeted by your opponent's monster effects.
  3467. 2300/2300
  3468.  
  3469. Flaring Firework - Comet
  3470. Pyro-Type/LIGHT/Fusion
  3471. Level 7
  3472. "Flaring Firework - Stars" + "Flaring Firework - Tail"
  3473. When this card is Fusion Summoned: You can target up to 2 Spell/Trap Cards your opponent controls; destroy them. You can only use this effect of "Flaring Firework - Comet" once per turn. Once per turn, during either player's turn: You can target 1 "Firework" Spell/Trap Card in your Graveyard and 1 face-up monster your opponent controls; shuffle the first target into the Deck, and if you do, negate the second target's effects. This card cannot be targeted by your opponent's Spell/Trap effects.
  3474. 2500/2400
  3475.  
  3476. Flaring Firework - Spinner
  3477. Pyro-Type/LIGHT/Fusion
  3478. Level 8
  3479. "Flaring Firework - Stars" + "Flaring Firework - Pearls"
  3480. When this card is Fusion Summoned: You can target 1 Set card your opponent controls; place that target on top of your opponent's Deck. You can only use this effect of "Flaring Firework - Spinner" once per turn. Once per turn, during either player's turn: You can target 1 monster your opponent controls; change its battle position. This card is unaffected by card effects that do not target it.
  3481. 2600/2100
  3482.  
  3483. Flaring Firework - Pistil
  3484. Pyro-Type/LIGHT/Fusion
  3485. Level 12
  3486. "Flaring Firework - Tail" + "Flaring Firework - Peony" + "Flaring Firework - Palm"
  3487. Must be Fusion Summoned, and cannot be Special Summoned by other ways. When this card is Fusion Summoned: You can look at 1 random card in your opponent's hand, then place it on the top or bottom of their Deck. During either player's turn: You can discard 1 card, then target 1 card your opponent controls; place it on the top or bottom of the Deck. You can only use this effect of "Flaring Firework - Pistil" once per turn. This card is unaffected by your opponent's cards effects that target it.
  3488. 3000/3000
  3489.  
  3490. Spell/Trap Cards:
  3491.  
  3492. Colorful Firework Fusion
  3493. Normal Spell Card
  3494. Fusion Summon 1 "Flaring Firework" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If you control 2 or more monsters with the same name, you can also use 1 monster from your Deck as Fusion Material. You can only activate 1 "Colorful Firework Fusion" per turn.
  3495.  
  3496. Fast Fuse Firework
  3497. Quick-Play Spell Card
  3498. Fusion Summon 1 "Flaring Firework" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials, but it is destroyed during your next End Phase. You can only activate 1 "Colorful Firework Fusion" per turn.
  3499.  
  3500. Firework Storage Facility
  3501. Continuous Trap Card
  3502. You can target 1 non-Fusion "Flaring Firework" monster you control; return it to the hand, and if you do, Special Summon 1 "Flaring Firework" monster from your hand with a different name. You can target 1 "Flaring Firework" Fusion Monster you control; return it to the Extra Deck, and if you do, Special Summon 1 "Flaring Firework" Fusion Monster with a different name from your Extra Deck. You cannot activate these effects in the same Chain. You can only use each effect of "Firework Storage Facility" once per turn.
  3503.  
  3504. ALLY AQUAINTANCE ARCHETYPE (14/14):
  3505.  
  3506. Ally Aquaintance is an Archetype of Aqua-Type/WATER monsters with various Levels. They focus on revealing cards in the hand, using the top of the Deck. They are also Synchro Summon based. Their name is a portmanteau of aqua and acquaintance, and they are based on various animals that live in or near the water.
  3507.  
  3508.  
  3509.  
  3510. Main Deck Monsters:
  3511.  
  3512. Sea Snail the Ally Aquaintance
  3513. Aqua-Type/WATER/Tuner
  3514. Level 1
  3515. During either player's turn: You can target 1 "Ally Aquaintance" monster you control; Special Summon this card from your hand and this card's Level becomes equal to that target's Level, and if you do, return that target to your hand. You can only use this effect of "Sea Snail the Ally Aquaintance" once per turn. Once per turn, during either player's turn: You can reveal 1 "Ally Aquaintance" monster in your hand, except "Sea Snail the Ally Aquaintance"; immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only "Ally Aquaintance" monsters you control.
  3516. 0/1700
  3517.  
  3518. Otter the Ally Aquaintance
  3519. Aqua-Type/WATER/Tuner
  3520. Level 2
  3521. If you control an "Ally Aquaintance" other than "Otter the Ally Aquaintance", you can Special Summon this card (from your hand). You can only Special Summon "Otter the Ally Aquaintance" this way once per turn. If this card is sent to the Graveyard for the Synchro Summon of an Aqua-Type monster: You can draw 1 card and reveal it, then if it is an "Ally Aquaintance" monster, you can Special Summon it from your hand. You can only use this effect of "Otter the Ally Aquaintance" once per turn.
  3522. 700/0
  3523.  
  3524. Capybara the Ally Aquaintance
  3525. Aqua-Type/WATER/Tuner
  3526. Level 3
  3527. If you control no monsters: You can Special Summon this card from your hand, and if you do, place 1 card from your hand on top of your Deck. You can target 1 "Ally Aquaintance" monster in your Graveyard, except "Capybara the Ally Aquaintance", then reveal 1 "Ally Aquaintance" monster in your hand with the same name as that target; Special Summon that target in Defense Position. You can only use 1 effect of "Capybara the Ally Aquaintance" per turn, and only once that turn.
  3528. 1200/400
  3529.  
  3530. Seal the Ally Aquaintance
  3531. Aqua-Type/WATER
  3532. Level 4
  3533. When this card is Normal Summoned: You can reveal 1 "Ally Aquaintance" monster in your hand, except "Seal the Ally Aquaintance"; add 1 "Ally Aquaintance" monster from your Deck to your hand with a different name. Once per turn: You can reveal 1 "Ally Aquaintance" monster in your hand, except "Seal the Ally Aquaintance"; this card's Level becomes that Level until the end of this turn.
  3534. 1500/1500
  3535.  
  3536. Beaver the Ally Aquaintance
  3537. Aqua-Type/WATER
  3538. Level 4
  3539. Once per turn, during either player's turn: You can reveal 1 "Ally Aquaintance" monster in your hand, except "Beaver the Ally Aquaintance"; this card gains ATK equal to half that monster's ATK until the end of this turn. If this card destroys an opponent's monster by battle: You can draw 1 card and reveal it, then if it is an "Ally Aquaintance" monster, you can Special Summon it from your hand. You can only use this effect of "Beaver the Ally Aquaintance" once per turn.
  3540. 1600/1000
  3541.  
  3542. Platypus the Ally Aquaintance
  3543. Aqua-Type/WATER
  3544. Level 5
  3545. You can Special Summon this card (from your hand) in Defense Position by revealing 1 "Ally Aquaintance" monster in your hand, except "Platypus the Ally Aquaintance". You can only Special Summon "Platypus the Ally Aquaintance" this way once per turn. If this card is sent to the Graveyard as a Synchro Material: You can add 1 "Ally Aquaintance" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Platypus the Ally Aquaintance" once per turn.
  3546. 2200/1600
  3547.  
  3548. Alligator the Ally Aquaintance
  3549. Aqua-Type/WATER
  3550. Level 6
  3551. If this card is Special Summoned: You can target 1 "Ally Aquaintance" monster in your Graveyard, except "Alligator the Ally Aquaintance"; draw 1 card, then if it is an "Ally Aquaintance" monster, you can Special Summon it from your hand, also after that, place that target on top of your Deck. You can reveal 1 "Ally Aquaintance" monster in your hand, except "Alligator the Ally Aquaintance"; inflict damage to your opponent equal to half the revealed monster's ATK. You can only use each effect of "Alligator the Ally Aquaintance" once per turn.
  3552. 2300/2000
  3553.  
  3554. Extra Deck Monsters:
  3555.  
  3556. Dolphin the Ally Aquaintance
  3557. Aqua-Type/WATER/Synchro
  3558. Level 7
  3559. 1 Tuner + 1 or more non-Tuner Aqua-Type monsters
  3560. This card gains 300 ATK and DEF for each Aqua-Type monsters on the field, except "Dolphin the Ally Aquaintance". Once per turn, during either player's turn: You can reveal 1 Aqua-Type monster in your hand, then target 1 Spell/Trap Card your opponent controls; return it to the hand, and if you do, for the rest of the turn, neither player can activate cards with the same name as that card.
  3561. 2300/2400
  3562.  
  3563. Hippopotamus the Ally Aquaintance
  3564. Aqua-Type/WATER/Synchro
  3565. Level 8
  3566. 1 Tuner + 1 or more non-Tuner Aqua-Type monsters
  3567. Once per turn: You can draw 2 cards and reveal them, then place 1 card from your hand on top of your Deck. Once per turn, during either player's turn: You can reveal 1 Aqua-Type monster in your hand, then target 1 monster your opponent controls; return that target to the hand, and if you do, for the rest of the turn, neither player can Normal or Special Summon monsters with the same name as that card.
  3568. 2800/2600
  3569.  
  3570. Whale the Ally Aquaintance
  3571. Aqua-Type/WATER/Synchro
  3572. Level 9
  3573. 1 Tuner + 1 or more non-Tuner Aqua-Type monsters
  3574. Once per turn: You can declare 1 card name; draw 1 card and reveal it, then if it is the declared card, banish 1 random card from your opponent's hand, then if it is an Aqua-Type monster, you can Special Summon it from your hand, otherwise banish it. Aqua-Type monsters cannot be destroyed by your opponent's card effects, except "Whale the Ally Aquaintance".
  3575. 3100/2800
  3576.  
  3577. Spell/Trap Cards:
  3578.  
  3579. Lake of the Ally Aquaintance
  3580. Field Spell Card
  3581. Each time an "Ally Aquaintance" monster(s) in your hand is revealed, place 1 Aquaintance Counter on this card for each of those monsters. Once per turn: You can remove 3 Aquaintance Counters from this card; draw 1 card and reveal it, then if it is an "Ally Acquaintance" monster, you can Special Summon it from your hand. If this card would be destroyed by your opponent's card effect, you can remove 2 Aquaintance Counters from it instead.
  3582.  
  3583. Offspring of the Ally Aquaintance
  3584. Quick-Play Spell Card
  3585. Reveal up to 5 "Ally Aquaintance" monsters in your hand with different names; Special Summon "Offspring Tokens" (Aqua-Type/WATER/Level 2/ATK 500/DEF 500) equal to the number of monsters revealed. During either player's turn, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Ally Aquaintance" card in your Graveyard; place that target on top of your Deck.
  3586.  
  3587. Shallow Waters of the Ally Aquaintance
  3588. Counter Trap Card
  3589. When your opponent targets an Aqua-Type monster(s) you control for an attack or card effect: Reveal 1 "Ally Aquaintance" monster in your hand; negate the attack or activation, and if you do, destroy it, then draw 1 card and reveal it, then if it is an "Ally Aquaintance" monster, you can Special Summon it from your hand. You can only activate 1 "Shallow Waters of the Ally Aquaintance"
  3590.  
  3591.  
  3592. SUPREME MAGICAL FORCE - FORMING AN ARCHETYPE #26 (11/11):
  3593.  
  3594. Supreme Magical Force is an Archetype of Fiend-Type/DARK monsters with various Levels and all with 800 DEF. The gimmick is that during the next Standby Phase after being destroyed by a card effect, they Special Summon themselves. Along with this this, they each have a negative effect as well. To avoid this, give control of them to your opponent to make them have the negative effects. They also have a Fusion Monster as well, along with a Spell Card that can Fusion Summon it. They have a rather strange playstyle, but when you read the cards you'll understand.
  3595.  
  3596.  
  3597. Original Card:
  3598. https://i.imgur.com/E7QjpYQ.png
  3599. You cannot Summon monsters. You can only control 1 "Ido the Supreme Magical Force". If this card is destroyed by a card effect and sent to the Graveyard, Special Summon it from your Graveyard during the next turn's Standby Phase and destroy all other monsters you control.
  3600.  
  3601. New Cards:
  3602.  
  3603. Main Deck Monsters:
  3604.  
  3605. Kio the Supreme Magical Force
  3606. Fiend-Type/DARK
  3607. Level 3
  3608. You can only control 1 "Kio the Supreme Magical Force". You cannot activate Set Spell/Trap Cards. During either player's Standby Phase: You can target 1 "Supreme Magical Force" monster in your Graveyard, except "Kio the Supreme Magical Force"; Special Summon it but its effects are negated until the end of this turn, then destroy this card (this is a Quick Effect). If this card is destroyed by a card effect and sent to the Graveyard, during the next Standby Phase, if this card stays in the Graveyard: Special Summon it, and if you do, destroy all other monsters you control.
  3609. 1400/800
  3610.  
  3611. Kano the Supreme Magical Force
  3612. Fiend-Type/DARK
  3613. Level 4
  3614. You can only control 1 "Kano the Supreme Magical Force". You cannot Set Spell/Trap Cards. Once per turn, during either player's Standby Phase: You can discard 1 card; add 1 "Supreme Magical Force" card from your Deck to your hand, except "Kano the Supreme Magical Force" (this is a Quick Effect). If this card is destroyed by a card effect and sent to the Graveyard, during the next Standby Phase, if this card stays in the Graveyard: Special Summon it, and if you do, destroy all other monsters you control.
  3615. 1700/800
  3616.  
  3617. Alo the Supreme Magical Force
  3618. Fiend-Type/DARK
  3619. Level 5
  3620. You can only control 1 "Alo the Supreme Magical Force". You cannot add cards from your Deck to your hand, except by drawing them. During either player's Standby Phase: You can target 1 "Supreme Magical Force" monster on the field; destroy it, and if you do, Special Summon this card from your hand, but its effects are negated until the end of this turn (this is a Quick Effect). If this card is destroyed by a card effect and sent to the Graveyard, during the next Standby Phase, if this card stays in the Graveyard: Special Summon it, and if you do, destroy all other monsters you control.
  3621. 2000/800
  3622.  
  3623. Ulo the Supreme Magical Force
  3624. Fiend-Type/DARK
  3625. Level 7
  3626. You can only control 1 "Ulo the Supreme Magical Force". You cannot declare an attack. You can target 1 "Supreme Magical Force" on each side of the field; destroy them, and if you do, Special Summon this card from your hand, but its effects are negated until the end of this turn. Once per turn, during either player's Standby Phase: You can target 1 face-up monster your opponent control; switch this card's ATK with that target's ATK. If this card is destroyed by a card effect and sent to the Graveyard, during the next Standby Phase, if this card stays in the Graveyard: Special Summon it, and if you do, destroy all other monsters you control.
  3627. 2500/800
  3628.  
  3629. Nilo the Supreme Magical Force
  3630. Fiend-Type/DARK
  3631. Level 8
  3632. You can only control 1 "Nilothe Supreme Magical Force". You cannot activate other monster effects on the field. You can target 2 "Supreme Magical Force" monsters you control, then you can target 1 monster your opponent controls; destroy the first targets, and if you do, Special Summon this card from your hand, but its effects are negated until the end of this turn, also after that, destroy the second target (if any). Once per turn, during either player's Standby Phase: You can discard 1 card; Special Summon 1 "Supreme Magical Force" monster from your Deck (this is a Quick Effect). If this card is destroyed by a card effect and sent to the Graveyard, during the next Standby Phase, if this card stays in the Graveyard: Special Summon it, and if you do, destroy all other monsters you control.
  3633. 2600/800
  3634.  
  3635. Extra Deck Monsters:
  3636.  
  3637. Tolo the Supreme Magical Force
  3638. Fiend-Type/DARK
  3639. Level 10
  3640. 3 "Supreme Magical Force" monsters
  3641. When this card is Special Summoned: You can target 1 "Supreme Magical Force" monster in your Graveyard and 1 face-up monster your opponent controls; Special Summon the first target to your opponent's side of the field in Attack Position, and if you do, take control of the second target. Once per turn, during either player's Standby Phase: You can activate 1 "Supreme Magical Force" Spell Card directly from your Deck (this is a Quick Effect). If this card is destroyed by a card effect and sent to the Graveyard, during the next Standby Phase, if this card stays in the Graveyard: Special Summon it, and if you do, destroy all other monsters you control.
  3642.  
  3643. 3000/800
  3644.  
  3645. Spell Cards:
  3646.  
  3647. Fusion of the Supreme Magical Force
  3648. Normal Spell Card
  3649. Fusion Summon 1 Fiend-Type DARK Fusion Monster using monsters from your hand or side of the field as Fusion Materials. If your opponent controls a "Supreme Magical Force" monster and you control no monsters, you can also use monsters from your Deck as Fusion Material. You can only activate 1 "Fusion of the Supreme Magical Force" per turn.
  3650.  
  3651. Poison of the Supreme Magical Force
  3652. Equip Spell Card
  3653. Equip only to a "Supreme Magical Force" monster. Its effects are negated, also it cannot be destroyed by battle. At the end of the Damage Step, if it attacked an opponent's monster and that monster was not destroyed by that battle: You can gain control of that monster, but its effects are negated. You can only use this effect of "Poison of the Supreme Magical Force" once per turn.
  3654.  
  3655. Realm of the Supreme Magical Force
  3656. Field Spell Card
  3657. Each time a "Supreme Magical Force" monster(s) on the field is destroyed by a card effect, place 1 Supreme Counter on this card for each of those monsters. Once per turn, during either player's Standby Phase, if a "Supreme Magical Force" monster(s) is Special Summoned to your side of the field: You can remove 1 Supreme Counter from this card; give control of that monster(s) to your opponent (this is a Quick Effect).
  3658.  
  3659. Reemergence of the Supreme Magical Force
  3660. Quick-Play Spell Card
  3661. Target 1 "Supreme Magical Force"; destroy it, and if you do, draw 1 card and reveal it, then if it is a "Supreme Magical Force" monster, draw 1 more card. You can only activate 1 "Reemergence of the Supreme Magical Force" per turn.
  3662.  
  3663. Shadows of the Supreme Magical Force
  3664. Continuous Spell Card
  3665. When this card is activated: You can return control of all "Supreme Magical Force" monsters on the field to their original owners. You can Normal Summon "Supreme Magical Force" monsters for 1 less Tribute.
  3666.  
  3667. CHRONOX ARCHETYPE (12/12):
  3668.  
  3669. Chronox is an Archetype of Level 4 Psychic-Type DARK monsters with 0 DEF. They focus on looking at the top card from the opponent's and then placing it on the top or bottom of the Deck again. Main Deck monsters each look at the top card and then place it on the bottom of the Deck, if you have more Chronox monsters you have. One of their most powerful cards is Chronoxlogy, which allows you to banish the bottom card of their Deck and draw 1 card. Their name comes from chrono, which is a word relating to time, which is also a theme in their Spell/Trap Cards, that are portmanteaus. They also got Xyz Monsters and can Rank-Up.
  3670.  
  3671. Due to Duel Portal not having the functions that make this Archetype playable, I have not put it up there, but if/when that becomes an option, I will put them up.
  3672.  
  3673. Main Deck Monsters:
  3674.  
  3675. Chronox Sceban
  3676. Psychic-Type/DARK
  3677. Level 4
  3678. When this card is Normal Summoned: You can Special Summon 1 "Chronox" monster from your hand, but its effects are negated until the end of this turn. You cannot Special Summon monsters, except "Chronox" monsters during the turn you activate this effect. At the start of your opponent's turn, if you control another "Chronox" monster: You can look at the top card of your opponent's Deck, then return it on the top or bottom of their Deck. For each "Chronox" monster you control, other than "Chronox Sceban", if you returned it on the bottom of their Deck, you can look at an additional card, then return it to the top or bottom of their Deck.
  3679. 1600/0
  3680.  
  3681. Chronox Alshi
  3682. Psychic-Type/DARK
  3683. Level 4
  3684. You can Tribute 1 "Chronox" monster; Special Summon 1 "Chronox" monster from your Deck, except "Chronox Alshi". If this card inflicts battle damage to your opponent: You can look at the top card of your opponent's Deck, then return it on the top or bottom of their Deck. For each "Chronox" monster you control, other than "Chronox Alshi", if you returned it on the bottom of their Deck, you can look at an additional card, then return it to the top or bottom of their Deck. You can only use each effect of "Chronox Alshi" once per turn.
  3685. 1800/0
  3686.  
  3687. Chronox Karca
  3688. Psychic-Type/DARK
  3689. Level 4
  3690. During your Main Phase: You can declare a card name, then reveal the top card of your opponent's Deck, if it is the declared card name, return it to the bottom of the Deck, and draw 1 card, otherwise your opponent adds that card to their hand. If this card is sent to the Graveyard while you control a "Chronox" monster: You can look at the top card of your opponent's Deck, then return it to top or bottom of their Deck. For each "Chronox" monster you control, other than "Chronox Karca", if you returned it on the bottom of their Deck, you can look at an additional card, then return it to the top or bottom of their Deck. You can only use each effect of "Chronox Karca" once per turn.
  3691. 1500/0
  3692.  
  3693. Chronox Rashif
  3694. Psychic-Type/DARK
  3695. Level 4
  3696. You can discard 1 "Chronox" card, then target 1 "Chronox" monster in your Graveyard, except "Chronox Rashif"; Special Summon that target, then look at the top card of your opponent's Deck, then return it to top or bottom of their Deck. For each "Chronox" monster you control, other than "Chronox Rashif", if you returned it on the bottom of their Deck, you can look at an additional card, then return it to the top or bottom of their Deck. If you control a "Chronox" monster: You can banish this card from your Graveyard; declare a card name, then reveal the bottom card of your opponent's Deck and if it is the declared card, banish it and draw 1 card, otherwise return it to the top of their Deck. You can only use each effect of "Chronox Rashif" once per turn.
  3697. 1700/0
  3698.  
  3699. Chronox Kilion
  3700. Psychic-Type/DARK
  3701. Level 4
  3702. You can only use each effect of "Chronox "Kilion" once per turn. You can discard 1 "Chronox" card, then target 1 Spell/Trap Card your opponent controls; destroy it, and if you do, look at the top card of your opponent's Deck, then return it to the top or bottom of their Deck. For each "Chronox" monster you control, other than "Chronox Kilion", if you returned it on the bottom of their Deck, you can look at an additional card, then return it to the top or bottom of their Deck. An Xyz Monster that was Xyz Summoned using this card as an Xyz Material gains this effect:
  3703.  
  3704. ● Once per turn: You can declare a card name, then reveal the bottom card of your opponent's Deck, then if it is the declared card, banish it and draw 1 card, otherwise return it to the top of their Deck.
  3705. 1800/0
  3706.  
  3707. Extra Deck Monsters:
  3708.  
  3709. Chronox Oramshu
  3710. Psychic-Type/DARK/Xyz
  3711. Rank 4
  3712. 2 Level 4 "Chronox" monsters
  3713. While your opponent has 5 or more banished cards, this card cannot be targeted or destroyed by your opponent's card effects. During either player's turn: You can detach 1 Xyz Material from this card; declare a card name, reveal the bottom card of your opponent's Deck, then if it is the declared card, banish it and draw 1 card, otherwise return it to the top of their Deck. When this Xyz Summoned monster is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Chronoxlogy" from your Deck to your hand. You can only use each effect of "Chronox Oramshu" once per turn.
  3714. 2400/0
  3715.  
  3716. Chronox Destora
  3717. Psychic-Type/DARK/Xyz
  3718. Rank 5
  3719. 3 Level 5 DARK monsters
  3720. While your opponent has 8 or more banished cards, this card is unaffected by other card effects. You can detach 1 Xyz Material from this card; declare up to 3 card names, then reveal that many cards from the bottom of your opponent's Deck, then banish all cards with the declared card names and if you do, draw 1 card, also after that, add the others to your opponent's hand. If a card(s) from your opponent's Deck is banished: You can target 1 card your opponent controls; destroy it. You can only use each effect of "Chronox Destora" once per turn.
  3721. 2800/0
  3722.  
  3723. Spell/Trap Cards:
  3724.  
  3725. Rechronox
  3726. Normal Spell Card
  3727. If you control a "Chronox" monster: Discard 1 card; look at the top card of your opponent's Deck, then place it on the top or bottom of their Deck, then add 1 "Chronox" card from your Deck to your hand, except "Rechronox". You can only activate 1 "Rechronox" per turn.
  3728.  
  3729. Chronoxlogy
  3730. Continuous Spell Card
  3731. Once per turn, if you control a "Chronox" monster: You can declare 1 card name, then reveal the bottom card of your opponent's Deck and if it is the declared card, banish it and draw 1 card, otherwise return it to the top of their Deck. If this card is destroyed by your opponent's card effect while in your possession, you can place it on the bottom of your Deck instead of sending it to the Graveyard.
  3732.  
  3733. Chronoxlution
  3734. Normal Spell Card
  3735. Target 1 DARK Xyz Monster you control; Special Summon from your Extra Deck, 1 DARK Xyz Monster that is 1 Rank higher than that monster, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, you can look at the top card of your opponent's Deck, then return it on the top or bottom of their Deck. You can only activate 1 "Chronoxlution" per turn.
  3736.  
  3737. Chronoxglass
  3738. Normal Trap Card
  3739. Target 1 "Chronox" monster in your Graveyard, then your opponent targets 1 monster in their Graveyard (if able); Special Summon them, but place them on the top of the Deck during the End Phase.
  3740.  
  3741. Chronoxtivity
  3742. Continuous Trap Card
  3743. Once per turn, if you control a "Chronox" monster: You can target 1 card in your opponent Graveyard; place it on the top or bottom of their Deck. All "Chronox" monsters you control gain 200 ATK and DEF for each "Chronox" monster you control with a different name.
  3744.  
  3745. GRIMMLIN ARCHETYPE (14/14):
  3746.  
  3747. Grimmlin is an Archetype of monsters with various Types, Levels and Attributes that focus on reducing the ATK of opponent's monsters. Along with that, if the ATK becomes 0 as a result, the monster is destroyed. They are based on Brothers Grimm's characters and stories.
  3748.  
  3749.  
  3750.  
  3751. Monsters:
  3752.  
  3753.  
  3754. Grimmlin - Cinderella
  3755. Spellcaster-Type/EARTH
  3756. Level 3
  3757. When this card is Normal Summoned or Special Summoned: You can target 1 face-up monster your opponent controls and 1 "Grimmlin" monster in your Graveyard; the first target loses ATK equal to the DEF of the second target, then if its ATK has been reduced to 0 as a result, destroy it, also after that, shuffle the second target into the Deck. During your Main Phase: You can banish this card, and if you do, add 1 "Grimmlin" card from your Deck to your hand, except "Grimmlin - Cinderella". During your next Standby Phase, return this card banished by this effect to the field. You can only use each effect of "Grimmlin - Cinderella" once per turn.
  3758. 1400/1000
  3759.  
  3760. Grimmlin - The Prince
  3761. Warrior-Type/LIGHT
  3762. Level 4
  3763. If a monster(s) your opponent controls is destroyed by the effect of a "Grimmlin" card: You can Special Summon this card from your hand, and if you do, draw 1 card. You can only use this effect of "Grimmlin - The Prince" once per turn. Once per turn, if the only monsters you control are "Grimmlin" monsters: You can target 1 face-up monster your opponent controls; that target loses 500 ATK until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it.
  3764. 1800/1500
  3765.  
  3766. Grimmlin - Hansel
  3767. Warrior-Type/EARTH
  3768. Level 2
  3769. If you control "Grimmlin - Gretel", you can Special Summon this card (from your hand). You can only Special Summon "Grimmlin - Hansel" this way once per turn. Once per turn: You can target 1 face-up monster your opponent control, then target 1 other "Grimmlin" monster you control; the first target loses ATK equal to the second target's ATK until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it, also after that, Tribute the second target.
  3770. 1000/900
  3771.  
  3772. Grimmlin - Gretel
  3773. Warrior-Type/EARTH
  3774. Level 2
  3775. If you control "Grimmlin - Hansel", you can Special Summon this card (from your hand). You can only Special Summon "Grimmlin - Hansel" this way once per turn. If this card is Tributed: You can target 1 face-up monster your opponent controls; it loses ATK equal to the number of cards in your hand x 300 until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it. You can only use this effect of "Grimmlin - Gretel" once per turn.
  3776. 900/1000
  3777.  
  3778. Grimmlin - The Witch
  3779. Spellcaster-Type/DARK
  3780. Level 7
  3781. If you control 2 or more "Grimmlin" monsters, other than "Grimmlin - The Witch", you can Special Summon this card (from your hand). You can only Special Summon "Grimmlin - The Witch" this way once per turn. Once per turn: You can target 1 face-up monster your opponent controls; it loses 500 ATK for each "Grimmlin" monster you control until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it.
  3782. 2500/1300
  3783.  
  3784. Grimmlin - Snow White
  3785. Spellcaster-Type/LIGHT
  3786. Level 6
  3787. You can Special Summon this card (from your hand) by Tributing 1 "Grimmlin" monster. If Summoned this way: You can target 1 face-up monster your opponent controls; it loses 1000 ATK until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it. Once per turn: You can target 1 face-up monster your opponent controls; change its battle position.
  3788. 2200/1600
  3789.  
  3790. Grimmlin - The Dwarves
  3791. Warrior-Type/EARTH
  3792. Level 3
  3793. You can target 1 face-up monster your opponent controls; it loses ATK equal to the number of "Grimmlin" monsters in your Graveyard with different names x 200 until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it. When this card is destroyed by your opponent's card (either by battle or by card effect): You can banish this card from the Graveyard; Special Summon 1 "Grimmlin - The Dwarves" from your hand or Deck. You can only use each effect of "Grimmlin - The Dwarves" once per turn.
  3794. 1300/800
  3795.  
  3796.  
  3797.  
  3798. Grimmlin - The Sleeping Beauty
  3799.  
  3800. Spellcaster-Type/LIGHT/Tuner
  3801. Level 4
  3802.  
  3803. Cannot be used as a Synchro Material, except for the Synchro Summon of a LIGHT Synchro Monster. If a "Grimmlin" monster(s) is Normal Summoned or Special Summoned to your side of the field: You can Special Summon this card. Immediately after this effect resolves, Synchro Summon 1 LIGHT Synchro Monster, using this card and other "Grimmlin" monsters only. If this card is sent from the field to the Graveyard for the Synchro Summon of "Grimmlin - The Fairy": You can target 1 face-up monster your opponent controls; it loses ATK equal to the number of Synchro Monsters you control x 700 until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it. You can only use each effect of "Grimmlin - The Sleeping Beauty" once per turn.
  3804. 300/1700
  3805.  
  3806. Extra Deck Monsters:
  3807.  
  3808. Grimmlin - The Fairy
  3809.  
  3810. Fairy-Type/LIGHT/Synchro
  3811. Level 8
  3812. 1 LIGHT Tuner + 1 or more non-Tuner monsters
  3813. You can also Synchro Summon this by treated it as a Level 7 monster by only using "Grimmlin" monsters as Synchro Material. You can target 1 face-up monster your opponent controls whose current ATK is less than its original ATK; destroy it. You can Tribute 1 "Grimmlin" monster from your hand or side of the field, then target 1 face-up monster your opponent controls; that target loses ATK equal to half the Tributed monster's ATK in the Graveyard until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it. You can only use each effect of "Grimmlin - The Fairy" once per turn.
  3814. 2600/2300
  3815.  
  3816. Spell/Trap Cards:
  3817.  
  3818. Grimmlin - The Forest
  3819. Field Spell Card
  3820. If the ATK of a monster your opponent controls is reduced by the effect of a "Grimmlin" card: The DEF is changed by the same amount until the end of this turn, then if the DEF has been reduced to 0 as a result, destroy it. If this card in your possession is destroyed by your opponent's card effect: You can add 1 "Grimmlin" card from your Deck to your hand, except "Grimmlin - The Forest". You can only use this effect of "Grimmlin - The Forest" once per turn.
  3821.  
  3822. Grimmlin - The Castle
  3823. Field Spell Card
  3824. If you control a non-"Grimmlin" monster, destroy this card. Negate the effects monsters your opponent control whose current ATK higher than or equal to their original ATK. If this card in your possession is destroyed by your opponent's card effect: You can add 1 "Grimmlin" card from your Deck to your hand, except "Grimmlin - The Castle". You can only use this effect of "Grimmlin - The Castle" once per turn.
  3825.  
  3826. Grimmlin - Glass Slippers
  3827. Equip Spell Card
  3828. Equip only to a "Grimmlin" monster. It gains 300 ATK and DEF. If a monster(s) your opponent controls is destroyed by the effect of a "Grimmlin" monster: The equipped monster gains 300 ATK and DEF (even if this card leaves the field). If the equipped monster would be destroyed, destroy this card instead.
  3829.  
  3830. Grimmlin - The Spindle
  3831. Quick-Play Spell Card
  3832. During the turn a monster your opponent controls is destroyed by the effect of a "Grimmlin" card: Tribute 1 "Grimmlin" monster; during the End Phase, destroy all Defense Position monsters you control, also excavate the top 5 cards of your Deck, Special Summon as many excavated "Grimmlin" monsters as possible in Defense Position, also sent the rest to the Graveyard. You can only activate 1 "Grimmlin - The Spindle" per turn.
  3833.  
  3834. Grimmlin - The Poisonous Apple
  3835. Counter Trap Card
  3836. When a monster effect is activated on your opponent's side of the field: Tribute 1 "Grimmlin" monster; negate that effect, then that monster loses ATK equal to its DEF until the end of this turn, then if its ATK has been reduced to 0 as a result, destroy it.
  3837.  
  3838. GAUNTLET - FORMING AN ARCHETYPE #25 (13/13):
  3839.  
  3840. Gauntlet is an Archetype of Warrior-Type EARTH monsters that focuses on equipping. They use both Equip Spell Cards, Trap Cards which equip and Unions. They have 2 sub-Archetypes called Gauntlet Gemstone and Gauntlet Armor. They also Xyz Summon Rank 3s or Rank 6s as well, and deal with a bit of banishing and Graveyard management. As well as Gauntlet Warrior, I also decided on having Gauntlet Launcher be support here as well, being why they are able to make Rank 6 monsters as well.
  3841.  
  3842. Original Card:
  3843. http://img3.wikia.nocookie.net/__cb20140801083507/yugioh/images/thumb/6/67/GauntletWarrior-BP03-EN-C-1E.png/300px-GauntletWarrior-BP03-EN-C-1E.png
  3844. During either player's turn: You can Tribute this card; each Warrior-Type monster you currently control gains 500 ATK and DEF, until the end of the next Damage Step that monster attacks or is attacked.
  3845.  
  3846. New Cards:
  3847.  
  3848. Main Deck Monsters:
  3849.  
  3850. Gauntlet Uniter
  3851. Warrior-Type/EARTH
  3852. Level 3
  3853. You can target 1 other Warrior-Type monster you control; both this card and that target becomes Level 6 until the end of this turn, but they cannot be used as Xyz Material, except for the Xyz Summon of a Warrior-Type monster. You can banish this card from your Graveyard; Special Summon 1 Warrior-Type "Gauntlet" monster from your hand, except "Gauntlet Uniter". You can only use 1 effect of "Gauntlet Uniter" per turn, and only once that turn.
  3854. 1400/1000
  3855.  
  3856. Gauntlet Smith
  3857. Warrior-Type/EARTH
  3858. Level 3
  3859. You can Special Summon this card (from your hand) by banishing 1 Warrior-Type "Gauntlet" monster from your Graveyard. You can only Special Summon "Gauntlet Smith" once per turn this way. A Warrior-Type Xyz Monster that was Summoned using this card on the field as Xyz Material gains this effect.
  3860. ● If it is Xyz Summoned: You can add 1 Warrior-Type "Gauntlet" monster or "Gauntlet Armor" Trap Card from your Deck to your hand, except "Gauntlet Smith"
  3861. 1000/1500
  3862.  
  3863. Gauntlet Supporter
  3864. Warrior-Type/EARTH
  3865. Level 3
  3866. You can discard 1 "Gauntlet Gemstone" or "Gauntlet Armor" card; Special Summon 1 Warrior-Type "Gauntlet" monster from your hand or Deck, except "Gauntlet Supporter". During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Gauntlet Gemstone" or "Gauntlet Armor" card in your Graveyard; add that target to your hand. You can only use 1 effect of "Gauntlet Supporter" per turn, and only once that turn.
  3867. 1600/0
  3868.  
  3869. Gauntlet Merchant
  3870. Warrior-Type/EARTH/Union
  3871. Level 3
  3872. Once per turn, you can either: Target 1 Warrior-Type monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in Defense Position. Once per turn, while equipped by this effect: You can add 1 Warrior-Type "Gauntlet" monster or "Gauntlet Gemstone" Equip Spell Card from your Deck to your hand, except "Gauntlet Smith". While this card is equipped to a Warrior-Type "Gauntlet" monster, it becomes a "Gauntlet Gemstone" card. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
  3873. 0/2000
  3874.  
  3875. Gauntlet Enhancer
  3876. Warrior-Type/EARTH/Union
  3877. Level 6
  3878. If you control a Warrior-Type "Gauntlet" monster, you can Normal Summon this card without Tributing. Once per turn, you can either: Target 1 Warrior-Type monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in Attack Position. Once per turn, while equipped by this effect: You can target 1 Warrior-Type monster you control with a Level, then declare a Level from 3-6; it becomes the declared Level until the end of this turn (even if this card leaves the field). While this card is equipped to a Warrior-Type "Gauntlet" monster, it becomes a "Gauntlet Armor" card. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
  3879. 2300/1600
  3880.  
  3881. Extra Deck Monsters:
  3882.  
  3883. Gauntlet Handler
  3884. Warrior-Type/EARTH
  3885. Rank 3
  3886. 2 Level 3 Warrior-Type monsters
  3887. When this card is Xyz Summoned: You can excavate the top 3 cards of your Deck, then if any of them are "Gauntlet Gemstone" Equip Spell Cards, you can equip 1 of them to this card, also shuffle the rest into the Deck. You can detach 1 Xyz Material from this card, then target 1 of your banished Warrior-Type monsters; shuffle it into the Deck, then draw 1 card and reveal it, then if it is a Warrior-Type "Gauntlet" monster, draw 1 more card. You can only use each effect of "Gauntlet Handler" once per turn.
  3888. 2000/1800
  3889.  
  3890. Gauntlet Builder
  3891. Warrior-Type/EARTH
  3892. Rank 6
  3893. 2 Level 6 Warrior-Type monsters
  3894. This card cannot be destroyed by your opponent's card effects while equipped with an Equip Card. Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of the following effects;
  3895. ● Equip 1 "Gauntlet Gemstone" Equip Spell Card from your Deck to this card.
  3896. ● Equip 1 "Gauntlet Armor" Trap Card from your Deck to this card.
  3897. 2400/2100
  3898.  
  3899. Spell/Trap Cards:
  3900.  
  3901. Gauntlet Gemstone - Red Ruby
  3902. Equip Spell Card
  3903. Equip only to a Warrior-Type monster. It gains 200 ATK and DEF for each "Gauntlet Gemstone" card equipped to it. You can target 1 other "Gauntlet Gemstone" card you control; shuffle it into the Deck, and if you do, equip 1 "Gauntlet Gemstone" Equip Spell Card from your Deck to the equipped monster. You can only use this effect of "Gauntlet Gemstone - Red Ruby" once per turn.
  3904.  
  3905. Gauntlet Gemstone - Blue Sapphire
  3906. Equip Spell Card
  3907. Equip only to a Warrior-Type monster. It gains 200 ATK and DEF for each "Gauntlet Gemstone" card equipped to it. During either player's turn, if the equipped monster is targeted by your opponent's card effect: You can send 1 "Gauntlet Gemstone" card you control to the Graveyard; negate the activation, and if you do, destroy that card. You can only use this effect of "Gauntlet Gemstone - Blue Sapphire" once per turn.
  3908.  
  3909. Gauntlet Gemstone - Green Emerald
  3910. Equip Spell Card
  3911. Equip only to a Warrior-Type monster. It gains 200 ATK and DEF for each "Gauntlet Gemstone" card equipped to it. You can discard 1 Warrior-Type "Gauntlet" monster; Special Summon 1 Warrior-Type monster from your hand, and if you do, its Level becomes 6. You can only use this effect of "Gauntlet Gemstone - Green Emerald" once per turn.
  3912.  
  3913. Gauntlet Armor - Helmet
  3914. Normal Trap Card
  3915. Target 1 Warrior-Type monster; equip this card to that target. It gains 300 ATK and DEF for each "Gauntlet Armor" card equipped to it. You can reveal 1 Warrior-Type "Gauntlet" monster in your hand, then target 1 Warrior-Type "Gauntlet" monster in your Graveyard with a different name; add that target to your hand. You can only use this effect of "Gauntlet Armor - Helmet" per turn. If the equipped monster would be destroyed, you can destroy this card instead.
  3916.  
  3917. Gauntlet Armor - Breastplate
  3918. Normal Trap Card
  3919. Target 1 Warrior-Type monster; equip this card to that target. It gains 300 ATK and DEF for each "Gauntlet Armor" card equipped to it. If this card is sent to the Graveyard because the equipped monster is Tributed or used as an Xyz Material: You can target 1 Warrior-Type monster you control and 1 "Gauntlet Armor" Trap Card in your Graveyard; equip it to the targeted monster. You can only use this effect of "Gauntlet Armor - Breastplate" per turn. If the equipped monster would be destroyed, you can destroy this card instead
  3920.  
  3921. Gauntlet Armor - Boots
  3922. Normal Trap Card
  3923. Target 1 Warrior-Type monster; equip this card to that target. It gains 300 ATK and DEF for each "Gauntlet Armor" card equipped to it. You can target 1 Warrior-Type "Gauntlet" monster in your Graveyard; banish it, and if you do, draw 1 card. You can only use this effect of "Gauntlet Armor - Boots" per turn. If the equipped monster would be destroyed, you can destroy this card instead.
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