· 7 years ago · Jan 18, 2019, 04:52 PM
1Part 3 of my archetypes. Part 1: https://pastebin.com/3tayz8mD Part 2: https://pastebin.com/zJxeYJan
2
3I-DOL ARCHETYPE (12/12):
4
5I-Dol is an Archetype of Fairy-Type monsters with various Levels and Attributes. They have a very unique playstyle, in that they focus on boosting effects by the amount of times you use them. They have Synchro and Xyz Monsters and also a Field Spell Card that makes you able to use their effects more than once per turn, which is one of their greatest assets. They are based on Egyptian deities and culture.
6
7Main Deck Monsters:
8
9I-Dol - Hathor
10
11Fairy-Type/LIGHT/Tuner
12Level 2
13Once per turn: You can target 1 "I-Dol" monster you control, except "I-Dol - Hathor"; return it to the hand or Extra Deck, and if you do, Special Summon 1 "I-Dol" monster from your hand or Graveyard whose Level/Rank is less than or equal to that target's Level/Rank in the hand. The Level/Rank of the target is increased by the number of times you activated this effect of "I-Dol - Hathor" this Duel, after that effect resolves.
141200/1000
15
16I-Dol - Shu
17Fairy-Type/WIND/Tuner
18Level 3
19Once per turn: You can banish 1 "I-Dol" card in your Graveyard, then target 1 "I-Dol" monster you control; increase its Level by 1. You can increase the Level of this effect up to the number of times you activated this effect of "I-Dol - Shu" this Duel, after that effect resolves.
20900/1600
21
22I-Dol - Seth
23Fairy-Type/EARTH
24Level 4
25Once per turn: You can Special Summon 1 Level 4 or lower "I-Dol" monster from your hand in Defense Position, except "I-Dol - Seth", also you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except "I-Dol" monsters. The Level of the monsters you can Special Summon by this effect is increased by the number of times you activated this effect of "I-Dol - Seth" this Duel, after that effect resolves.
261700/500
27
28I-Dol - Tefnut
29Fairy-Type/WATER
30Level 4
31Once per turn, when this card destroys an opponent's monster by battle and sends it to the Graveyard: You can draw 1 card and reveal it, then if it is not an "I-Dol" card, discard it. The number of cards you draw (and reveal) for this effect is increased by the number of times you activated this effect of "I-Dol Tefnut" this Duel, after that effect resolves.
321800/100
33
34I-Dol - Ra
35Fairy-Type/FIRE
36Level 5
37Once per turn, during either player's turn, when your opponent activates a monster effect: You can reveal your hand (min. 1), then if there are more "I-Dol" cards in your hand then non-"I-Dol" cards, negate the activation, and if you do, destroy it. The number of "I-Dol" cards in your hand for this effect is increased by the number of times you activated this effect of "I-Dol Ra" this Duel, after that effect resolves.
381900/2300
39
40I-Dol - Geb
41Fairy-Type/EARTH
42Level 6
43Once per turn, during either player's turn: You can target 1 "I-Dol" monster you control; once this turn, it cannot be destroyed by battle or card effects. The number of "I-Dol" monsters you can target is increased by the number of times you activated this effect of "I-Dol - Geb" this Duel, after that effect resolves.
442200/2100
45
46Extra Deck Monsters:
47
48I-Dol - Mafdet
49Fairy-Type/DARK/Xyz
50Rank 4
512 or more Level 4 monsters
52Once per turn: You can detach 1 Xyz Material from this card; excavate the top 3 cards of your Deck, Special Summon 1 excavated "I-Dol" monster, also shuffle the rest into the Deck. The number of cards you excavate for this effect is increased by the number of times you activated this effect of "I-Dol - Mafdet" this Duel, after that effect resolves. If this Xyz Summoned monster is destroyed by battle: You can add 1 other "I-Dol" monster from your Deck or Graveyard to your hand.
532200/1700
54
55I-Dol - Sehkmet
56Fairy-Type/DARK/Synchro
57Level 7
581 Tuner + 1 or more non-Tuner "I-Dol" monsters
59Once per turn: You can discard 1 card, then target 1 face-up monster your opponent controls; destroy that target. The number of monsters you can target is increased by the number of times you activated this effect of "I-Dol - Sehkmet" this Duel, after that effect resolves. If this Synchro Summoned monster is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can add 1 other "I-Dol" card from your Deck or Graveyard to your hand.
602400/2000
61
62I-Dol - Ptah
63Fairy-Type/LIGHT/Synchro
64Level 8
651 Tuner + 1 or more non-Tuner "I-Dol" monsters
66Once per turn: You can target Spell/Trap Cards your opponent controls up to the number of "I-Dol" monsters you control that were Special Summoned from the Extra Deck; destroy them. The number of targets you target for this effect is increased by the number of times you activate this effect of "I-Dol Ptah" this Duel, after that effect resolves. If this Synchro Summoned monster is destroyed by your opponent's card effect: You can add 1 "I-Dol" Spell/Trap Card from your Deck or Graveyard to your hand.
672600/1000
68
69Spell/Trap Cards:
70
71I-Dol - Divine Pyramid
72Field Spell Card
73Once per turn during either player's turn, if the only face-up cards you control are "I-Dol" cards: You can target 1 "I-Dol" monster you control; this turn, it can activate its effect(s) that it can activate once per turn twice per turn. If this card is destroyed by a card effect: You can target 1 "I-Dol" card in your Graveyard, except "I-Dol - Divine Pyramid"; add that target to your hand.
74
75I-Dol - Mighty Khopesh
76Equip Spell Card
77Equip only to an "I-Dol" monster. It gains 800 ATK. The number of times it can attack is increased by the number of times you activated "I-Dol - Mighty Khopesh" this Duel. If the equipped monster would be destroyed, you can destroy this card instead.
78
79I-Dol - Hieroglyphic Altercations
80Continuous Trap Card
81You can pay 800 LP, then target 1 "I-Dol" monster you control; return it to the hand or Extra Deck, and if you do, Special Summon 1 "I-Dol" monster from your hand. When an "I-Dol" monster(s) you control is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can target 1 "I-Dol" card in your Graveyard, then discard 1 card; add that target to your hand. You can only use each effect of "I-Dol - Hieroglyphic Altercations" once per turn.
82
83REGALIAN ARCHETYPE (13/13):
84
85Regalian is an Archetype of Spellcaster-Type/LIGHT monsters with various Levels. The each have an effect that Tributes a "Regalian" to Special Summon another one from the hand and make the ATK and DEF become equal to the ATK and DEF of the monster you Tributed, and another effect which applies while you control a monster with the same ATK and DEF as themselves. Along with this, they have a Synchro and Spell/Trap support that make doing this easier. Their name comes from different regalia, such as crowns, scepters etc. and their reason for being Spellcaster is that the regalia is suppose to be magical, and that's the closest type I could think of that would support that, and LIGHT since regalia is typically bright and golden.
86
87
88
89Main Deck Monsters:
90
91
92
93Regalian Ring of Power
94Spellcaster-Type/LIGHT/Tuner
95Level 1
96You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Ring of Power", but its ATK and DEF become 0. If you control another monster with the same ATK and DEF as this card: You can discard 1 card; Special Summon 1 "Regalian" monster from your Deck, except "Regalian Ring of Power", and if you do, this card's ATK and DEF becomes equal to that monster's ATK and DEF until the end of the next turn. You can only use each effect of "Regalian Ring of Power" once per turn.
970/0
98
99Regalian Tiara of Beauty
100Spellcaster-Type/LIGHT
101Level 2
102You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Tiara of Beauty", but its ATK and DEF become 1000. You can only use this effect of "Regalian Tiara of Beauty" once per turn. Once per turn, if you control another monster with the same ATK and DEF as this card: You can Special Summon 2 "Regalian Tokens" (Spellcaster-Type/LIGHT/Level 2/ATK 0/DEF 0).
1031000/1000
104
105Regalian Jewel of Valor
106Spellcaster-Type/LIGHT
107Level 3
108You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Jewel of Valor", but its ATK becomes 1500 and its DEF becomes 1000. You can only use this effect of "Regalian Jewel of Valor" once per turn. If you control another monster with the same ATK and DEF as this card, this card cannot be destroyed by battle or card effects.
1091500/1000
110
111Regalian Scepter of Might
112Spellcaster-Type/LIGHT
113Level 4
114You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Scepter of Might", but its ATK becomes 1700 and its DEF becomes 1000. You can only use this effect of "Regalian Scepter of Might" once per turn. If you control another monster with the same ATK and DEF as this card, all "Regalian" monsters you control gain 300 ATK and DEF.
1151700/1000
116
117
118
119Regalian Mace of Hope
120
121Spellcaster-Type/LIGHT
122Level 5
123
124You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Mace of Hope", but its ATK becomes 1900 and its DEF becomes 1200. You can only use this effect of "Regalian Mace of Hope" once per turn. Once per turn, if you control another monster with the same ATK and DEF as this card: You can target 1 "Regalian" card in your Graveyard; add it to your hand.
125
1261900/1200
127
128
129
130Regalian Sword of Strength
131
132Spellcaster-Type/LIGHT
133Level 6
134
135You can Tribute 1 "Regalian" monster; Special Summon 1 "Regalian" monster from your hand, except "Regalian Sword of Strength", but its ATK becomes 2200 and its DEF becomes 1800. You can only use this effect of "Regalian Sword of Strength" once per turn. Once per turn, during either player's turn, if you control another monster with the same ATK and DEF as this card: You can target 1 face-up monster your opponent controls; negate its effects.
136
1372200/1800
138
139
140
141Extra Deck Monsters:
142
143
144Regalian Crown of the Queen
145Spellcaster-Type/LIGHT/Synchro
146Level 5
1471 Tuner + 1 or more non-Tuner monsters
148When this card is Special Summoned: You can Special Summon 1 "Regalian" monster from your hand, and if you do, this card ATK and DEF becomes equal to that monster's ATK and DEF. If you control another monster with the same ATK and DEF as this card, this card can attack your opponent directly. If this card inflicts battle damage to your opponent: You can add 1 "Regalian" card from your Deck to your hand.
1492000/0
150
151
152
153Regalian Crown of the King
154Spellcaster-Type/LIGHT/Synchro
155Level 7
1561 Tuner + 1 or more non-Tuner monsters
157
158When this card is Special Summoned: You can Special Summon 1 "Regalian" monster from your hand, and if you do, this card ATK and DEF becomes equal to that monster's ATK and DEF. Once per turn, if you control another monster with the same ATK and DEF as this card: You can target 1 card your opponent controls; destroy it. If this card destroys an opponent's monster by battle: You can add 1 "Regalian" card from your Deck to your hand.
1592500/2000
160
161Spell/Trap Cards:
162
163Regalian Dual Display
164Continuous Spell Card
165Activate this card only if you control no monsters: Special Summon 2 "Regalian" monsters from your hand with different names, but the ATK and DEF of the monster with the highest combined ATK and DEF become equal the ATK and DEF of the monster with the lowest ATK and DEF. You cannot Special Summon monsters during the turn you activate this card, except "Regalian" monsters. If this card leaves the field, destroy those monsters.
166
167Regalian Mistreatment
168Quick-Play Spell Card
169Tribute any number of "Regalian" monsters you control with the same ATK and DEF, then target cards your opponent controls equal to the number Tributed; destroy them. During your turn, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up monster you control and 1 "Regalian" monster in your Graveyard; the ATK and DEF of the first target becomes equal to the second target's ATK and DEF.
170
171Regalian Museum
172Field Spell Card
173During your Main Phase, you can Normal Summon 1 "Regalian" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 2 "Regalian" monsters you control with different ATK and/or DEF; the ATK and DEF of the first target becomes equal to the ATK and DEF of the second target. If you control a non-"Regalian" monster, other than monsters with the same ATK and DEF as a "Regalian" monster you control, destroy this card.
174
175Regalian Rule of the Sovereignty
176Normal Trap Card
177When a "Regalian" monster you control is targeted for an attack: Special Summon 1 "Regalian" monster from your Deck whose ATK is less than or equal to the attack target's ATK, and if you do, its ATK and DEF become equal to the attack target's ATK and DEF, then negate the attack. You can only activate 1 "Regalian Rule of the Sovereignty" per turn.
178
179Regalian Golden Theft
180Normal Trap Card
181Tribute 1 "Regalian" monster from your hand or side of the field, then target 1 "Regalian" monster in your Graveyard with a different name; Special Summon that target, and if you do, its ATK and DEF become equal to the Tributed monster's ATK and DEF.
182
183ELIMIN8TOR ARCHETYPE (12/12):
184
185Elimin8tor is an Archetype of DARK monsters with various Types. They focus on Tribute Summoning and banishing monsters from the Graveyard. Each monster has the same last effect that allows them to return one of your Elimin8tor monsters to the Graveyard again during your End Phase. Along with this, they also got some Spell/Trap Card support that does various things for them. Each monster also has half the DEF as their ATK is.
186
187Monsters:
188
189Elimin8tor - Torn Wolf
190Beast-Type/DARK
191Level 4
192During your Main Phase, you can Tribute Summon 1 "Elimin8tor" monster in face-up Attack Position, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can target 1 "Elimin8tor" monster you control, then banish this card from your Graveyard; add 1 "Elimin8tor" card from your Deck to your hand, then return that target to your hand. You can only use this effect of "Elimin8tor - Torn Wolf" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Torn Wolf"; return it to the Graveyard.
1931600/800
194
195Elimin8tor - Killer Marksman
196Warrior-Type/DARK
197Level 4
198When this card destroys an opponent's monster by battle: You can target 1 of your banished "Elimin8tor" monsters; Special Summon it in Defense Position. You can only use this effect of "Elimin8tor - Killer Marksman" once per turn. This card gains 100 ATK for each of your banished "Elimin8tor" monsters with a different name. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Killer Marksman"; return it to the Graveyard.
1991800/900
200
201Elimin8tor - Silent Serpent
202Reptile-Type/DARK
203Level 4
204You can Special Summon this card (from your hand) by banishing 1 "Elimin8tor" monster from your Graveyard. If Summoned this way, you cannot Special Summon monsters from your Extra Deck for the rest of the turn. If this card is banished from your Graveyard: You can target 1 "Elimin8tor" card in your Graveyard; shuffle it into the Deck, then draw 1 card. You can only use this effect of "Elimin8tor - Silent Serpent" per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Silent Serpent"; return it to the Graveyard.
2051500/750
206
207Elimin8tor - Trash Smasher
208Machine-Type/DARK
209Level 6
210When this card is Tribute Summoned: You can target 1 of your banished "Elimin8tor" monsters; return it to your hand, then discard 1 card. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can target 1 "Elimin8tor" monster in your Graveyard and 1 Spell/Trap Card your opponent controls; banish the first target, and if you do, destroy the second target. You can only use this effect of "Elimin8tor - Trash Smasher" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Trash Smasher"; return it to the Graveyard.
2112300/1150
212
213Elimin8tor - Spirit Smoker
214Zombie-Type/DARK
215Level 6
216When this card is Tribute Summoned: You can Special Summon 1 Level 6 or lower "Elimin8tor" monster from your hand, but is effects are negated. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can target 1 other "Elimin8tor" monster you control and 1 "Elimin8tor" monster in your Graveyard; send the first target to the Graveyard, then Special Summon the second target. You can only use this effect of "Elimin8tor - Spirit Smoker" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Spirit Smoker"; return it to the Graveyard.
2172200/1100
218
219Elimin8tor - Mystery Demon
220Fiend-Type/DARK
221Level 7
222When this card is Tribute Summoned: You can target 1 monster your opponent controls; banish it until the end of this turn. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can target "Elimin8tor" monster in your Graveyard; banish it, and if you do, this card gains that target's effects until the end of this turn. You can only use this effect of "Elimin8tor - Mystery Demon" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Mystery Demon"; return it to the Graveyard.
2232600/1300
224
225Elimin8tor - Giant Ogre
226Beast-Warrior-Type/DARK
227Level 7
228When this card is Tribute Summoned: You can excavate the top 5 cards of your Deck; send any "Elimin8tor" monsters to the Graveyard, and if you do, add 1 excavated Spell/Trap Card to your hand, also shuffle the rest into the Deck. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can target 1 monster your opponent controls; change its battle position, also negate its effects. You can only use this effect of "Elimin8tor - Giant Ogre" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Giant Ogre"; return it to the Graveyard.
2292500/1250
230
231Elimin8tor - Hellish Hound
232Fiend-Type/DARK
233Level 9
234You can Tribute Summon this card by Tributing 3 monsters. If Summoned this way: Return all of your banished monsters to the Graveyard, then this card gains 100 ATK and DEF for each card returned by this effect until the end of the next turn. If this card was Tribute Summoned by Tributing an "Elimin8tor" monster: You can discard 1 card, then banish 1 "Elimin8tor" monster from your Graveyard; your opponent shuffles their hand into their Deck (min. 1), then they draw 2 cards. You can only use this effect of "Elimin8tor - Hellish Hound" once per turn. Once per turn, during your End Phase: You can target 1 of your banished "Elimin8tor" monsters, except "Elimin8tor - Hellish Hound"; return it to the Graveyard.
2352700/1350
236
237Spell/Trap Cards:
238
239Elimin8tor - Dark Mist
240Quick-Play Spell Card
241Target 1 "Elimin8tor" monster in your Graveyard; banish that target, then Special Summon 1 "Elimin8tor - Dark Mist Token" (Aqua-Type/DARK/Level 1/200 ATK/100 DEF). During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard; this turn, you can Tribute Summon Level 7 or higher "Elimin8tor" monsters for 1 less Tribute. You can only use each effect of "Elimin8tor - Dark Mist" once per turn.
242
243Elimin8tor - Spike Pit
244Normal Trap Card
245When your opponent Normal Summons or Special Summons exactly 1 monster: Banish 2 "Elimin8tor" monsters from your Graveyard; destroy that monster, and if you do, banish it. During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard; this turn, you can Tribute Summon Level 7 or higher "Elimin8tor" monsters for 1 less Tribute. You can only use each effect of "Elimin8tor - Spike Pit" once per turn.
246
247Elimin8tor - Eradicating Fists
248Equip Spell Card
249Equip only to an "Elimin8tor" monster. You can banish 1 "Elimin8tor" monster from your Graveyard; the equipped monster gains ATK and DEF equal to the Level of the banished monster until the end of the next turn x 100. You can only use this effect of "Elimin8tor - Eradicating Fists" once per turn. If the equipped monster is Tributed for the Tribute Summon of an "Elimin8tor" monster, you can equip this card to the Tribute Summoned monster instead of sending it to the Graveyard. If the equipped monster would be destroyed, destroy this card instead.
250
251Elimin8tor - Suspicious Entry
252Continuous Trap Card
253Once per turn, during either player's turn: You can banish 1 "Elimin8tor" monster from your Graveyard; immediately after this effect resolves, Tribute Summon 1 "Elimin8tor" monster. Tribute Summoned "Elimin8tor" monsters are unaffected by your opponent's card effects during the Battle Phase.
254
255CALAMITY ARCHETYPE (10/10):
256
257Calamity is an Archetype of Level 4 Zombie-Type DARK monsters that gain effects depending on the number of monsters you control that your opponent owns. They also got Spell/Trap support, that have a unique naming pattern, as each word relates to a part of the effect in sequence. See the names and read the effects and you'll understand.
258
259Monsters:
260
261Calamity Chaos Observer
262Zombie-Type/DARK
263Level 4
264This card gains these effects, depending on the number of monsters you control that your opponent owns.
265â— 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
266â— 1 or more: Switch this card's ATK and DEF.
267â— 2 or more: Once per turn: You can Special Summon 1 "Calamity" monster from your hand, except "Calamity Chaos Observer".
2680/2100
269
270Calamity Night Crawler
271Zombie-Type/DARK
272Level 4
273This card gains these effects, depending on the number of monsters you control that your opponent owns.
274â— 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
275â— 1 or more: All "Calamity" monsters you control gain 300 ATK and DEF for each monster you control that your opponent owns.
276â— 2 or more: Once per turn: You can add 1 "Calamity" monster from your Deck to your hand, except "Calamity Night Crawler".
2771700/1000
278
279Calamity Dark Destroyer
280Zombie-Type/DARK
281Level 4
282This card gains these effects, depending on the number of monsters you control that your opponent owns.
283â— 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
284â— 1 or more: When this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
285â— 2 or more: Once per turn: You can target 1 "Calamity" Spell/Trap Card in your Graveyard; add that target to your hand.
2861900/0
287
288Calamity Rotting Creeper
289Zombie-Type/DARK
290Level 4
291This card gains these effects, depending on the number of monsters you control that your opponent owns.
292â— 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
293â— 1 or more: If this card would be destroyed by battle or a card effect, you can instead another monster you control that your opponent owns instead.
294â— 2 or more: Once per turn: You can target 1 monster your opponent controls and 1 monster you control that your opponent owns; switch control of those targets.
2951600/1500
296
297Calamity Devastating Slugger
298Zombie-Type/DARK
299Level 4
300This card gains these effects, depending on the number of monsters you control that your opponent owns.
301â— 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
302â— 1 or more: The activation and effects of "Calmity" Spell/Trap Card cannot be negated.
303â— 2 or more: Once per turn: You can target 1 monster you control that your opponent owns and 1 card your opponent controls; give control of the first target to your opponent and destroy the second target.
3041800/1200
305
306Calamity Rising Slaughterer
307Zombie-Type/DARK/
308Level 4
309This card gains these effects, depending on the number of monsters you control that your opponent owns.
310â— 0: You can Tribute this card and reveal 1 "Calamity" card in your hand, then target 1 monster your opponent controls; take control of it, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects.
311â— 1 or more: When you Normal or Special Summon a "Calamity" monster(s), your opponent cannot activate cards or effects.
312â— 2 or more: Once per turn: You can draw 1 card.
3131300/1600
314
315Spell/Trap Cards:
316
317Calamity, Disorder, Oblivion
318Normal Spell Card
319Target 1 face-up monster your opponent controls and target 1 "Calamity" monster you control; take control of the first target and banish the second target until the end of your opponent's next turn. That target cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects. You can only activate 1 "Calamity, Disorder, Oblivion" per turn.
320
321Feast, Resurrection, Calamity
322Normal Spell Card
323Target any number of monsters you control that your opponent owns; destroy as many of the first targets as possible, then Special Summon "Calamity" monsters from your Graveyard equal to the number of monsters destroyed by this effect You can only activate 1 "Feast, Resurrection, Calamity" per turn.
324
325Ascension, Calamity, Perish
326Normal Trap Card
327When your opponent Normal Summons or Special Summons exactly 1 monster: Banish 1 other "Calamity" card from your hand or side of the field; take control of that monster, but it cannot attack your opponent directly, be Tributed or used as a Synchro or Xyz Material, and until the end of the next turn, it cannot activate its effects. You can only activate 1 "Ascension, Calamity, Perish" per turn.
328
329Retaliation, Calamity, Betrayal
330Quick-Play Spell Card
331Target cards your opponent controls up to the number of monsters you control that they own, but not more than the number of "Calamity" monsters you control (min 1.); return monsters that you control that your opponent owns to your opponent equal to the number of "Calamity" monsters you control, then destroy those those targets. You can only activate 1 "Retaliation, Calamity, Betrayal" per turn.
332
333DEEP JUNGLE ARCHETYPE (11/11):
334
335Deep Jungle is an Archetype of Reptile and Beast-Type EARTH monsters with Levels from 2-8 that each shares the line "Monster effects that activate on the field must be face-up on the field to resolve." Basically, it gives the "You must control this face-up card to activate and to resolve this effect." condition to all monster effects that activate on the field. To make use of this, some cards help getting rid of their monsters so that they will resolve without effect. Along with that, they also got two other effects, one which is about EARTH monsters, and another activated effect, which can be a little bit of everything.
336
337
338
339Main Deck Monsters:
340
341
342
343Deep Jungle Chameleon
344Reptile-Type/EARTH
345Level 2
346Your opponent cannot target EARTH monsters you control for attacks, except "Deep Jungle Chameleon". You can discard 1 card; add 1 "Deep Jungle" card from your Deck to your hand, except "Deep Jungle Chameleon". You can only use this effect of "Deep Jungle Chameleon" once per turn. Monster effects that activate on the field must be face-up on the field to resolve.
347200/1600
348
349Deep Jungle Python
350Reptile-Type/EARTH
351Level 3
352Cannot be destroyed by battle by a non-EARTH monster. When you take battle damage from attacks involving this card: Draw 1 card. You can only use this effect of "Deep Jungle Python" once per turn. Monster effects that activate on the field must be face-up on the field to resolve.
3531300/300
354
355Deep Jungle Jaguar
356Beast-Type/EARTH
357Level 4
358This card gains 100 ATK for each EARTH monster you control, other than "Deep Jungle Jaguar". When this card is Normal or Flip Summoned: You can pay 1000 LP; Special Summon 1 "Deep Jungle" monster from your hand, except "Deep Jungle Jaguar". You can only use this effect of "Deep Jungle Jaguar" once per turn. Monster effects that activate on the field must be face-up on the field to resolve.
3591800/1000
360
361Deep Jungle Tiger
362Beast-Type/EARTH
363Level 5
364If your opponent controls a non-EARTH monster, and you control no monsters, you can Special Summon this card (from your hand), but it cannot attack this turn. You can discard 1 card, then target 1 "Deep Jungle" card in your Graveyard; add that target to your hand. Monster effects that activate on the field must be face-up on the field to resolve.
3652000/1100
366
367Deep Jungle Orangutan
368Beast-Type/EARTH
369Level 6
370When this card is Tribute Summoned by Tributing a "Deep Jungle" monster: You can target 1 Spell/Trap Card your opponent controls; destroy that target. That target cannot be activated in response to this effect's activation. This card cannot be destroyed by card effects, other than the effects of EARTH monsters, while you control another "Deep Jungle" monster, except "Deep Jungle Orangutan". Monster effects that activate on the field must be face-up on the field to resolve.
3712300/2100
372
373Deep Jungle Gorilla
374Beast-Type/EARTH
375Level 7
376This card can attack all non-EARTH monsters your opponent controls, once each. During either player's turn, when a monster your opponent controls activates an effect: You can return that monster to the hand, then change this card to Defense Position. You can only use this effect of "Deep Jungle Gorilla" once per turn. Monster effects that activate on the field must be face-up on the field to resolve.
3772500/2500
378
379Extra Deck Monster:
380
381Deep Jungle Lion
382Beast-Type/EARTH/Fusion
383Level 8
384Must be Special Summoned (from your Extra Deck) by shuffling 2 "Deep Jungle" monsters you control into the Deck, and cannot be Special Summoned by other ways. All other EARTH monsters on the field gain 300 ATK and DEF. Once per turn, during either player's turn when a monster your opponent controls activates an effect: You can discard 1 card; shuffle that monster into the Deck. Monster effects that activate on the field must be face-up on the field to resolve.
3852600/2400
386
387Spell/Trap Cards:
388
389Deep Jungle Landscape
390Field Spell Card
391During your Main Phase, you can Normal Summon 1 "Deep Jungle" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) During either player's turn when a monster your opponent controls activates an effect while you control a "Deep Jungle" monster: You can banish that monster until the next Standby Phase. You can only use this effect of "Deep Jungle Landscape" once per turn.
392
393Deep Jungle Darkness
394Quick-Play Spell Card
395Target 1 face-up monster your opponent controls, then reveal 1 "Deep Jungle" monster in your hand; change that target to face-down Defense Position. You can only activate 1 "Deep Jungle Darkness" per turn.
396
397Deep Jungle Attack
398Quick-Play Spell card
399If your opponent activates a monster effect on the field while you control a "Deep Jungle" monster: Target 1 face-up monster your opponent controls; destroy that target. You can only activate 1 "Deep Jungle Attack" per turn.
400
401Deep Jungle Pray
402Normal Trap Card
403Target 1 "Deep Jungle" monster you control; destroy that target, also after that, Special Summon 1 "Deep Jungle" monster from your hand or Deck those Level is 1 higher than that target. You can only activate 1 "Deep Jungle Pray" per turn.
404
405HAZMATE ARCHETYPE (12/12):
406
407Hazate is an Archetype of Level 2 Aqua-Type/WIND monsters that focus on counter usage. Their counters allow their effects to apply, which decreases ATK and DEF, and makes the monster unable to attack other monsters that don't have counters on them. They are also Xyz Monster based and have a sub-Archetype of Spell/Trap Cards called Hazardous. Their name comes from Hazmate and Mate, like Entermate (Performapal's name in the OCG).
408
409
410
411Main Deck Monsters:
412
413
414Hazmate Wildstriker
415Aqua-Type/WIND
416Level 2
417You can Special Summon this card (from your hand) by removing 1 Hazmate Counter from anywhere on the field. You can only Special Summon "Hazmate Wildstriker" this way once per turn. If this card is Summoned: You can target 1 face-up monster your opponent controls; place 1 Hazardous Counter on that target. You can only use this effect of "Hazmate Wildstriker" once per turn. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them.
418100/100
419
420Hazmate Assaulter
421Aqua-Type/WIND
422Level 2
423When this card is Normal Summoned: You can add 1 "Hazmate" monster from your Deck to your hand, except "Hazmate Assaulter", and if you do, place 1 Hazardous Counter on this card. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them. An Xyz Monster that was Xyz Summoned using this card as an Xyz Material gains this effect.
424â— When this card is Xyz Summoned: You can target 1 face-up monster your opponent controls; place 1 Hazardous Counter on that target.
425200/200
426
427Hazmate Warfighter
428Aqua-Type/WIND
429Level 2
430Once per turn, during either player's turn: You can reveal 1 "Hazmate" monster in your hand, then target 1 face-up monster your opponent controls; place 1 Hazardous Counter on it. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them.
431300/300
432
433Hazmate Barrager
434Aqua-Type/WIND
435Level 2
436You can discard 1 card; add 1 "Hazardous" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Hazmate Barrager" once per turn. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them. An Xyz Monster that was Xyz Summoned using this card as Xyz Material gains this effect.
437â— This card gains 500 ATK and DEF.
438400/400
439
440Hazmate Slasher
441Aqua-Type/WIND
442Level 2
443If you Special Summon a "Hazmate" monster(s) other than "Hazmate Slasher": You can Special Summon this card from your hand. You can target 1 face-up monster your opponent controls; return this face-up card to the hand, and if you do, place 1 Hazardous Counter on it. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them. You can only use each effect of "Hazmate Slasher" once per turn.
444500/500
445
446Extra Deck Monsters:
447
448Hazmate Smasher
449Aqua-Type/WIND/Xyz
450Rank 2
4512 Level 2 "Hazmate" monsters
452Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; place 1 Hazardous Counter on that target. This card cannot be destroyed by card effects that do not target it. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them.
4531500/1500
454
455Hazmate Berserker
456Aqua-Type/WIND/Xyz
457Rank 3
4583 Level 4 WIND monsters
459You can also Xyz Summon this card by using a Rank 2 WIND monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) When this card is Xyz Summoned: You can place 1 Hazardous Counter on face-up monsters on the field, up to the number of "Hazmate" monsters on the field. While this card has Xyz Material, it is unaffected by card effects that target it. While this card is on the field, monsters with Hazardous Counters lose 500 ATK and DEF and cannot attack monsters that do not have Hazardous Counters on them. You can only control 1 "Hazmate Berserker".
4602000/2000
461
462Spell/Trap Cards:
463
464Hazardous Mutation
465Normal Spell Card
466Target 1 Level 2 Aqua-Type monster you control with the same ATK and DEF; send that target to the Graveyard, and if you do, Special Summon 1 Level 2 Aqua-Type monster with a different name from your hand or Deck, and if you do, place 1 Hazardous Counter on it. You can only activate 1 "Hazardous Mutation" per turn.
467
468Hazardous Area
469Quick-Play Spell Card
470Until the end of this turn, all face-up monsters currently on the field are treated as having Hazardous Counters on them. You must control a "Hazmate" monster to activate and to resolve this effect.
471
472Hazardous Fighting Grounds
473Field Spell Card
474Monsters with Hazardous Counters cannot activate their effects. When a "Hazmate" monster you control battles an opponent's monster, during the Damage Step of either player's turn: You can send this card from your Field Zone to the Graveyard; halve the ATK of your opponent's monster until the end of the Damage Step. During each of your End Phases: You can target 1 face-up monster your opponent controls; place 1 Hazardous Counter on that target.
475
476Hazardous Waste Spill
477Normal Trap Card
478Place 1 Hazardous Counter on all face-up monsters your opponent controls. During your turn, except during the turn this card was sent to the Graveyard: You can banish 1 "Hazmate" monster from your Graveyard; add this card from your Graveyard to your hand. You can only use each effect of "Hazardous Waste Spill" once per turn.
479
480Hazardous Toxins
481Counter Trap Card
482When your opponent activates a Spell/Trap Card: Remove 1 Hazardous Counter from anywhere on the field; negate the activation, and if you do, destroy it, then you can place 1 Hazardous Counter on 1 face-up monster on the field.
483
484THOUGHT RULER - FORMING AN ARCHETYPE #24 (10/10):
485
486Thought Ruler is an Archetype that focuses on what Psychics are mostly known for, paying Life Points. You can think of them as the reverse Aromas, as their effects activate when you pay LP, instead of when you gain LP. They focus on both Synchro and Fusion Summoning, as Psychics have access to both. They also got 3 Continuous Spell Cards with effects that work when you have a Synchro or Fusion Psychic-Type monster. You are meant to use existing Psychic-Type support with these guys as well.
487
488Original Card:
489http://img2.wikia.nocookie.net/__cb20141028214736/yugioh/images/thumb/3/33/ThoughtRulerArchfiend-LC5D-EN-ScR-1E.png/300px-ThoughtRulerArchfiend-LC5D-EN-ScR-1E.png
4901 Tuner + 1 or more non-Tuner monsters
491If this card destroys a monster by battle and sends it to the Graveyard: Gain LP equal to that monster's original ATK in the Graveyard. During either player's turn, when a Spell/Trap Card is activated that targets exactly 1 Psychic-Type monster (and no other cards): You can pay 1000 LP; negate the activation, and if you do, destroy it.
492
493New Cards:
494
495Main Deck Monsters:
496
497Thought Ruler Perception
498Psychic-Type/LIGHT/Tuner
499Level 3
500If a Psychic-Type monster(s) you control, except "Thought Ruler Perception", is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can pay 600 LP; Special Summon this card from your hand, and if you do, return 1 of the destroyed monsters from your Graveyard to your hand. If you pay LP: You can target 1 Psychic-Type monster you control: Increase or decrease its Level by 1. You can only use each effect of "Thought Ruler Perception" once per turn.
501100/1800
502
503Thought Ruler Intellect
504Psychic-Type/DARK
505Level 3
506If this card is sent to the Graveyard for the Synchro or Fusion Summon of a Psychic-Type monster: You can gain LP equal to the number of Psychic-Type monsters you control x 500. If you pay LP: You can target 1 Psychic-Type monster you control; until the end of the next turn, it cannot be destroyed by battle or card effects. You can only use each effect of "Thought Ruler Intellect" once per turn.
5071500/1500
508
509Thought Ruler Mind
510Psychic-Type/LIGHT/Tuner
511Level 4
512If you control a Psychic-Type monster: You can pay 800 LP; Special Summon this card from your hand, but you cannot Special Summon other monsters for the rest of the turn, except Psychic-Type monsters If you pay LP: You can add 1 "Thought Ruler" card from your Deck to your hand, except "Thought Ruler Mind". You can only use each effect of "Thought Ruler Mind" once per turn.
5131400/0
514
515Thought Ruler Thinker
516Psychic-Type/DARK
517Level 4
518When this card is Normal Summoned or flipped face-up: You can pay 1000 LP, then target 1 Psychic-Type monster in your Graveyard, except "Thought Ruler Thinker"; Special Summon that target, but it cannot attack this turn, also it is banished during the End Phase. If you pay LP: You can draw 2 cards, then discard 1 card. You can only use each effect of "Thought Ruler Thinker" once per turn.
5191700/1200
520
521Thought Ruler Decider
522Psychic-Type/DARK
523Level 5
524If your opponent controls a monster, and you control no monsters: You can pay 500 LP; Special Summoned this card, but its Level becomes 4. If you pay LP: You can activate this effect; until the end of this turn, this card becomes a Tuner monster and LIGHT. You can only use each effect of "Thought Ruler Decider" once per turn.
5251900/2100
526
527Extra Deck Monsters:
528
529Thought Ruler Lost Memory
530Psychic-Type/DARK/Synchro
531Level 7
5321 Psychic-Type Tuner or LIGHT Tuner + 1 or more non-Tuner Psychic-Type monsters and/or DARK monsters
533Must be Synchro Summoned, and cannot be Special Summoned by other ways. If this card was Synchro Summoned by using only "Thought Ruler" monsters: You can activate 1 "Thought Ruler" Continuous Spell Card directly from your Deck. Once per turn, if the only monsters you control are Psychic-Type monsters: You can banish 1 other card from your hand or side of the field, then target 1 monster your opponent controls; banish that target, and if you do, gain 1000 LP. Once per turn, if a Psychic-Type monster you control is targeted by a monster effect: You can pay 1000 LP; negate the activation, and if you do, destroy it.
5342600/2400
535
536Thought Ruler Found Memory
537Psychic-Type/LIGHT/Fusion
538Level 11
5393 Psychic-Type monsters with different names
540Must be Fusion Summoned, and cannot be Special Summoned by other ways. When this card is Fusion Summoned: You can target 2 of your banished Psychic-Type monsters, then pay 600 LP; shuffle those targets into the Deck, and if you do, draw 1 card. If this card was Fusion Summoned by using only "Thought Ruler" monsters, it cannot be destroyed by battle. If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
5412800/2800
542
543Spell Cards:
544
545Thought Ruler - Mind Switch
546Continuous Spell Card
547All Psychic-Type monsters you control gain 700 ATK and DEF for each Psychic-Type Synchro and Fusion Monster you control. Once per turn: You can target 1 of your banished Psychic-Type monsters and 1 Psychic-Type monster in your Graveyard; return the first target to the Graveyard, also banish the second target. During each of your End Phases, pay 300 LP or destroy this card.
548
549Thought Ruler - Mind Meld
550Continuous Spell Card
551Psychic-Type Synchro and Fusion Monsters you control are unaffected by your opponent's Spell/Trap effects. Once per turn: You can banish 1 card from your hand or side of the field; Fusion Summon 1 Psychic-Type Fusion Monster by using monsters from your hand or side of the field as Fusion Materials. If the card banished to activate this effect is a Psychic-Type monsters, you can also banish monsters from your Graveyard as Fusion Materials. During each of your End Phases, pay 300 LP or destroy this card.
552
553Thought Ruler - Mind Control
554Continuous Spell Card
555When this card is activated: You can target 1 Psychic-Type monster you control and 1 face-up monster your opponent controls; banish the first target, and if you do, take control of the second target while this card is on the field. While you control a Psychic-Type Synchro or Fusion Monster, all monsters you control and in your hand and Graveyard become Psychic-Type. During each of your End Phases, pay 300 LP or destroy this card.
556
557MECHANISM ARCHETYPE (15/15):
558
559Mechanism is an Archetype of Level 3-4 Machine-Type EARTH Union monsters. They are based around equipping to each other easily, as well as limiting the amount of Special Summons that can be done in one turn. They also got Union Tuners as well, similar to how there are now Flip Tuners as well, and their Synchros are ALSO Union monsters. Many of their effects are also supporting Union monsters by themselves, allowing you to use other Union monsters in the Deck as well. They also got some Spell/Trap support, which also helps them a lot. I think this may be my first Union Archetype, or at least one of the first. I have made Archetypes with monster equips before, but not Union monsters, so this should be interesting for me.
560
561
562
563Main Deck Monsters:
564
565
566
567Mechanism Magnet Minus
568Machine-Type/EARTH/Union/Tuner
569Level 3
570During your Main Phase: You can equip 1 other "Mechanism" monster from your hand or side of the field this card (this is treated as being equipped by its own effect). You can only use this effect of "Mechanism Magnet Minus" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
5711200/1500
572
573Mechanism Magnet Plus
574Machine-Type/EARTH/Union/Tuner
575Level 3
576During your Main Phase: You can Special Summon 1 "Mechanism" Union monster equipped to this card. You can only use this effect of "Mechanism Magnet Plus" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
5771500/1200
578
579Mechanism Attach Warrior
580Machine-Type/EARTH/Union
581Level 4
582This card gains 200 ATK for each Union monster equipped to a monster you control. If this card destroys an opponent's monster by battle: You can equip 1 Level 4 or lower Union monster from your Deck to this card, except "Mechanism Attach Warrior" (this is treated as being equipped by its own effect). You can only use this effect of "Mechanism Attach Warrior" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
5831800/1300
584
585Mechanism Attach Defender
586Machine-Type/EARTH/Union
587Level 4
588This card gains 200 DEF for each Union monster equipped to a monster you control. During either player's turn, when another Union monster(s) you control is targeted for an attack or opponent's card effect: You can activate this effect; that attack or effect now targets this card instead. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
5891300/1800
590
591
592Mechanism Construction Builder
593Machine-Type/EARTH/Union
594Level 4
595You can send 1 Union monster equipped to this card to the Graveyard; add 1 "Mechanism" card from your Deck to your hand, except "Mechanism Construction Builder". You can only use this effect of "Mechanism Construction Builder" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
5961600/1600
597
598Mechanism Part Replacer
599Machine-Type/EARTH/Union
600Level 4
601You can target 1 Level 4 or lower Union monster in your Graveyard, except "Mechanism Part Replacer", then Tribute this card; Special Summon that target. You can only use this effect of "Mechanism Part Replacer" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
6021600/1600
603
604Mechanism Protective Coating
605Machine-Type/EARTH/Union
606Level 4
607During either player's turn, when a Union monster you control that is equipped with a Union monster is targeted for an attack or by your opponent's card effect: You can discard this card; negate the attack or effect, and if you do, destroy that card. You can only use this effect of "Mechanism Protective Coating" once per turn. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
608
6091600/1600
610
611
612
613Extra Deck Monsters:
614
615
616Mechanism Mark 1
617Machine-Type/EARTH/Synchro/Union
618Level 7
6191 Tuner monster + 1 or more non-Tuner Union monsters
620When this card is Synchro Summoned: You can target 1 Union monster in your Graveyard, then discard 1 card; equip that target to this card (this is treated as being equipped by its own effect). If this card is equipped with a Union monster, it can a make a second attack during each Battle Phase. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
6212500/2000
622
623Mechanism Mark 2
624Machine-Type/EARTH/Synchro/Union
625Level 7
6261 Tuner + 1 or more non-Tuner Union monsters
627When this card is Synchro Summoned: You can equip 1 Union monster from your hand to this card (this is treated as being equipped by its own effect). Union monsters equipped to Union monsters you control cannot be destroyed by your opponent's card effects. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
6282700/1500
629
630Mechanism Mark 3
631Machine-Type/EARTH/Xyz/Union
632Rank 4
6332 or more Level 4 Union monsters
634Once per turn: You can detach 2 Xyz Materials from this card, then target 1 face-up monster you control that is not equipped with a Union monster; equip 1 Union monster from your Deck to that target (this is treated as being equipped by its own effect). While this card is equipped with a "Mechanism" Union monster, all Union monsters you control cannot be targeted by your opponent's card effects. Once per turn, you can either: Target 1 "Mechanism" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While this card is equipped to an "Mechanism" monster by this effect, both players can only Special Summon monster(s), other than "Mechanism" monsters, equal to the number of "Mechanism" cards on the field. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
635
6362400/2000
637
638
639
640Spell/Trap Cards:
641
642
643Mechanism Recycling Plan
644Normal Spell Card
645Target 1 Level 4 or lower Union monster in your Graveyard and 1 "Mechanism" monster you control; equip the first target to the second target (this is treated as being equipped by its own effect). You can banish this card from your Graveyard, then target 1 "Mechanism" card in your Graveyard; shuffle that target into the Deck, then draw 1 card. You can only use 1 effect of "Mechanism Recycling Plan" per turn, and only once that turn.
646
647
648Mechanism Construction
649Quick-Play Spell Card
650If you control no monsters and your opponent controls a monster: Special Summon 1 "Mechanism" monster from your hand, then you can Equip 1 Union monster from your hand to that monster (this is treated as being equipped by its own effect). You cannot Special Summon monsters during the turn you activate this card, except "Mechanism" monsters. You can only activate 1 "Mechanism Construction" per turn.
651
652Mechanism Bolt Barrage
653Quick-Play Spell Card
654Target 1 card your opponent controls; destroy that target. You must control only Union monsters equipped with Union monsters to activate and to resolve this effect. You can only activate 1 "Mechanism Bolt Barrage" per turn.
655
656Mechanism New Features
657Normal Trap Card
658Target 1 Union monster equipped with a Union monster you control; Special Summon the equipped monster in Defense Position, and if you do, equip 1 Union monster with a different name than the Special Summoned monster from your hand or Deck to that target (this is treated as being equipped by its own effect). You can only activate 1 "Mechanism New Features" per turn.
659
660Mechanism System Breaker
661Counter Trap Card
662When your opponent activates a Spell/Trap Card or monster effect: Send 1 Union monster equipped to a Union monster you control to the Graveyard; negate the activation, and if you do, destroy that card.
663
664DWARF ARCHETYPE (13/13):
665
666Dwarf is an Archetype of Warrior-Type/EARTH Level 2-3 monsters that focus on using Spell/Trap Cards, similar to that of Fire Fist. Each monster has a Spell/Trap that is tied to that monster, and generally supports that monster the most, though all cards can be used with the monsters. They also have a Synchro Monster as well, which is their boss monster.
667
668
669
670Main Deck Monsters:
671
672
673
674Dwarf Miner
675Warrior-Type/EARTH/Tuner
676Level 2
677If you control a "Dwarf" Spell/Trap Card, you can Special Summon this card (from your hand). You can only Special Summon "Dwarf Miner" once per turn this way. If Summoned this way: Shuffle 1 "Dwarf" Spell/Trap Card you control into the Deck.
678600/1000
679
680Dwarf Builder
681Warrior-Type/EARTH
682Level 3
683When this card is Normal Summoned, if you control no "Dwarf" Spell/Trap Cards: You can activate 1 "Dwarf" Spell/Trap Card directly from your Deck. Once per turn, if you Special Summon 1 "Dwarf" monster: You can target 1 "Dwarf" Spell/Trap Card in your Graveyard; shuffle that target into your Deck, then draw 1 card. This card must be face-up up the field to activate and to resolve this effect.
6841300/1000
685
686Dwarf Knight
687Warrior-Type/EARTH
688Level 3
689You can only activate this effect of "Dwarf Knight" once per turn. You can send 1 "Dwarf" Spell/Trap Card you control to the Graveyard, then activate 1 of these effects;
690â— Special Summon 1 "Dwarf" monster from your hand or Graveyard.
691â— All "Dwarf" monsters you control gain 1000 ATK until the end of the turn.
6921500/1000
693
694Dwarf Farmer
695Warrior-Type/EARTH
696Level 3
697You can send 1 "Dwarf" Spell/Trap Card you control to the Graveyard, then target 1 "Dwarf" Spell/Trap Card in your Graveyard; add that target to your hand. You can discard 1 "Dwarf" monster; add 1 "Dwarf" Spell/Trap Card from your Deck to your hand. You can only each effect of "Dwarf Farmer" once per turn.
6981100/1000
699
700Dwarf Hunter
701Warrior-Type/EARTH
702Level 3
703If this card is destroyed by battle and sent to the Graveyard: You can activate 1 "Dwarf" Spell/Trap Card from your hand or Graveyard. If this card leaves the field by a card effect or because it was used as a Synchro Material: You can activate 1 "Dwarf" Spell/Trap Card directly from your Deck. You can only use 1 effect of "Dwarf Farmer" per turn, and only once that turn.
7041400/1000
705
706
707
708Extra Deck Monsters:
709
710
711Dwarf Priest
712Warrior-Type/EARTH/Synchro
713Level 5
7141 Tuner + 1 or more non-Tuner "Dwarf" monsters
715If this card is Synchro Summoned: Activate 1 "Dwarf Church" from your hand or Deck. If this card inflicts battle damage to your opponent: You can Special Summon 1 "Dwarf" monster from your Deck whose ATK is less than or equal to the damage this card inflicted. You must control a "Dwarf" Spell/Trap Card to activate and to resolve this effect. You can only use this effect of "Dwarf Priest" once per turn.
7162300/1000
717
718
719
720Dwarf Outcast
721
722Warrior-Type/EARTH/Xyz
723
724Rank 3
725
7262 Level 3 "Dwarf" monsters
727
728Your opponent cannot target "Dwarf" Spell/Trap Cards with effects while this card has Xyz Material. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 other "Dwarf" monster you control; it gains ATK equal to the ATK of the detached monster in the Graveyard until the end of this turn.
729
7302000/1000
731
732
733
734Spell/Trap Cards:
735
736
737Dwarf Mine
738Continuous Spell Card
739When you Special Summon 1 "Dwarf" monster: You can target 1 "Dwarf" monster in your Graveyard; add that target to your hand. You can only use this effect of "Dwarf Mine" once per turn.
740
741Dwarf House
742Continuous Spell Card
743When this card is activated: You can target 1 "Dwarf" monster you control; add 1 "Dwarf" monster with a different name than that target from your Deck to your hand. "Dwarf" monsters you control cannot be targeted by your opponent's Spell/Trap effects. You can only activate 1 "Dwarf House" per turn.
744
745Dwarf Castle
746Continuous Spell Card
747"Dwarf" monsters you control gain 200 ATK and DEF for each "Dwarf" Spell/Trap Card you control with a different name. If a "Dwarf" monster(s) you control would be destroyed by battle or card effect, you can destroy this card instead.
748
749Dwarf Barn
750Continuous Trap Card
751Once per turn: You can banish 1 "Dwarf" monster from your hand or Graveyard, then target 1 "Dwarf" monster you control; until the end of this turn, that target gains the banished monster's effects. While you control a "Dwarf" monster, other "Dwarf" Spell/Trap Cards cannot be destroyed by your opponent's card effects.
752
753Dwarf Hut
754Continuous Trap Card
755Once per turn: You can target 1 "Dwarf" monster you control and 1 monster your opponent controls; return both those targets to the hand. The effects of "Dwarf" cards you control cannot be negated by your opponent's card effects. You can only activate 1 "Dwarf Hut" per turn.
756
757Dwarf Church
758Field Spell Card
759When this card is activated: You can destroy all other "Dwarf" Spell/Trap Cards you control, then inflict 500 damage to your opponent for each card destroyed, and if you do, you can destroy Spell/Trap Cards your opponent controls up to the number of cards destroyed. When a "Dwarf" monster attacks, your opponent cannot activate cards or effects until the end of the Damage Step. While you control "Dwarf Priest", this card cannot be targeted by your opponent's card effects.
760
761POP-UP ARCHETYPE (11/11):
762
763Pop-Up is an Archetype of monsters with various Levels, Types and Attributes all with 0 DEF. Each monster can Special Summon themselves from your hand when an opponent's monster is destroyed by a card effect. A lot of the cards have effects that destroy the opponent's monsters. Remember that you can only activate one of them in your hand each time a monster is destroyed, so you can't mass Special Summon them. Another thing is that they can only be Special Summoned once per turn, similar to Ritual Beast monsters. They only have Main Deck monsters as well, but have Spell/Trap Cards too. They are based on classic fairy tales of the hero versus the villain, something you may see in a pop-up book.
764
765Monsters:
766
767Pop-Up-Hero
768Warrior-Type/EARTH
769Level 4
770You can target 1 face-up monster your opponent controls; destroy that target. You cannot conduct your Battle Phase during the turn you use this effect. You can only use this effect of "Pop-Up-Hero" once per turn. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Hero(es)" once per turn.
7711800/0
772
773Pop-Up-Wizard
774Spellcaster-Type/DARK
775Level 4
776During either player's turn, when a monster your opponent controls activates a monster effect: You can send 1 "Pop-Up" card from your hand to the Graveyard; negate the activation, and if you do, destroy it. You can only use this effect of "Pop-Up-Wizard" once per turn. When a monster your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Wizard(s)" once per turn.
7771600/0
778
779Pop-Up-Princess
780Spellcaster-Type/LIGHT
781Level 4
782When this card is destroyed by battle or a card effect and sent to the Graveyard: You can target 1 "Pop-Up" card in your Graveyard, except "Pop-Up-Princess"; add that target to your hand. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Princess(es)" once per turn.
7831500/0
784
785Pop-Up-Wolf
786Beast-Type/DARK
787Level 6
788During your Main Phase 1: You can target 1 Spell/Trap Card your opponent controls; destroy that target. You can only use this effect "Pop-Up-Wolf" once per turn. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Wolf(s)" once per turn.
7892200/0
790
791Pop-Up-Dragon
792Dragon-Type/FIRE
793Level 6
794You can target 1 "Pop-Up" monster in your Graveyard, except "Pop-Up-Dragon"; banish that target, and if you do, inflict damage to your opponent equal to that target's ATK. This card cannot declare an attack during the turn you activate this effect. You can only use this effect of "Pop-Up-Dragon" once per turn. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Dragon(s)" once per turn.
7952400/0
796
797Pop-Up-Giant
798Rock-Type/EARTH
799Level 8
800You can Tribute 1 other "Pop-Up" monster, then target 1 face-up monster your opponent controls; destroy that target, and if you do, inflict damage to your opponent equal to half that target's ATK on the field. This card cannot declare an attack during the turn you activate this effect. You can only use this effect of "Pop-Up-Giant" once per turn. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Giant(s)" once per turn.
8012600/0
802
803Pop-Up-Devil
804Fiend-Type/DARK
805Level 10
806When this card is Special Summoned from the hand: You can destroy all other face-up monsters on the field, and if you do, both players take damage equal to the number of monsters destroyed x 200. You cannot conduct your Battle Phase during the turn you use this effect. You can only use this effect of "Pop-Up-Devil" once per turn. When a monster(s) your opponent controls is destroyed by a card effect: You can Special Summon this card from your hand. You can only Special Summon "Pop-Up-Devil(s)" once per turn.
8072700/0
808
809Spell/Trap Cards:
810
811Pop-Up-Book
812Quick-Play Spell Card
813If you control no monsters, and your opponent controls a face-up monster: Discard 1 card; Special Summon 1 "Pop-Up" monster from your hand, but it cannot declare an attack this turn. While the monster Special Summoned by this effect is face-up on the field, you cannot Special Summon monsters, except "Pop-Up" monsters by their own effects. You can only activate 1 "Pop-Up-Book" per turn.
814
815Pop-Up-Castle
816Field Spell Card
817Once per turn: You can send 1 "Pop-Up" card from your hand to the Graveyard, then target 1 face-up monster your opponent controls; destroy that target. During the turn a monster your opponent controls was destroyed by a card effect, you can Normal Summon "Pop-Up" monsters without Tributing.
818
819Pop-Up-Satchel
820Normal Trap Card
821During the turn a monster your opponent controls was destroyed by a card effect: Add 1 "Pop-Up" card from your Deck or Graveyard to your hand, except "Pop-Up-Satchel". You can only activate 1 "Pop-Up-Satchel" per turn.
822
823Pop-Up-Forest
824Continuous Trap Card
825Activate this card by targeting 1 "Pop-Up" monster you control in Attack Position and 1 face-up monster your opponent controls; give control of the first target to your opponent, and if you do, destroy the second target. If this card card leaves the field, destroy the first target. You can only control 1 "Pop-Up-Forest".
826
827POKERCHIP ARCHETYPE (13/13):
828
829Pokerchip is an Archetype I have wanted to build for a while now, but was not sure what direction I should take them. All I knew was that they were Counter based, and they were themed around poker. Though now here we are, and think that their playstyle turned out pretty fun. They are Level 4 Machine-Type/DARK monsters, each with 2 effects, one that places counters and one that removes them. They work best as long as your opponent has more cards in their hand than you do, though can work without that. They also have Spell/Trap Cards that also support placing counters.
830
831
832
833Main Deck Monsters:
834
835
836
837Pokerchip Raiser
838Machine-Type/DARK
839Level 4
840When this card is Normal Summoned or Special Summoned: You can place 1 Pokerchip Counter on it. If your opponent has more cards in their hand than you do, you can place 2 Pokerchip Counters instead. You can remove any number of Pokerchip Counters from this card; all "Pokerchip" monsters you control gain 200 ATK and DEF for each Pokerchip Counter removed until the end of the next turn. You can only activate each effect of "Pokerchip Raiser" once per turn.
8411700/100
842
843Pokerchip Cutter
844Machine-Type/DARK
845Level 4
846You can discard 1 card; excavate the top 5 cards of your Deck, then you can add 1 excavated "Pokerchip" card to your hand, otherwise sent the excavated cards to the Graveyard, also after that, if your opponent has more cards in their hand than you do, you can place 1 Pokerchip Counter on this card for each excavated "Pokerchip" card with a different name. You can remove 2 Pokerchip Counter from this card, then target 1 "Pokerchip" monster in your Graveyard, except "Pokerchip Cutter"; Special Summon that target, but its effects are negated. You can only activate each effect of "Pokerchip Cutter" once per turn.
8471500/1200
848
849Pokerchip Dealer
850Machine-Type/DARK
851Level 4
852You can target 1 other "Pokerchip" card you control, then discard 1 card; place 2 Pokerchip Counters on that target. You can remove 2 or more Pokerchip Counters from cards you control; draw 1 card. If your opponent has more cards in their hand than you do, you can draw 1 more card for each 2 Pokerchip Counters removed. You can only use each effect of "Pokerchip Dealer" once per turn.
853500/1700
854
855Pokerchip Caller
856Machine-Type/DARK
857Level 4
858If you activate a "Pokerchip" Spell/Trap Cards: You can place 1 Pokerchip Counter on this card. If your opponent has more cards in their hand than you do, you can activate this effect when you activate a "Pokerchip" monster effect, except by the effect of "Pokerchip Caller". You can remove 1 Pokerchip Counter from this card; immediately after this effect resolves, Normal Summon 1 "Pokerchip" monster from your hand. You can only use each effect of "Pokerchip Caller" once per turn
8591600/1600
860
861Pokerchip Limper
862Machine-Type/DARK
863Level 4
864You can remove 2 or more Pokerchip Counters from cards you control; Special Summon this card from your hand, then if your opponent has more cards in their hand than you do, you can draw 1 card. If this card is destroyed by battle or a card effect and sent to the Graveyard: You can place 1 Pokerchip Counter on each "Pokerchip" card you control. You can only use each effect of "Pokerchip Limper" once per turn
8650/2000
866
867
868
869Pokerchip Folder
870
871Machine-Type/DARK
872Level 4
873
874When the battle position of a monster(s) is changed, except by the effect of "Pokerchip Folder": You can place 1 Pokechip Counters on this card. If your opponent has more cards in their hand than you do, you can place 2 Pokerchip Counters instead. You can remove 1 or more Pokerchip Counters from cards you control, then target 1 face-up monster your opponent controls; change that target to face-down Defense Position. You can target additional targets for each 2 Pokerchip Counters removed.
875
8761800/700
877
878
879
880Extra Deck Monsters:
881
882
883Pokerchip Rocker
884Machine-Type/DARK/Xyz
885Rank 4
8862 Level 4 "Pokerchip" monsters
887When this card is Xyz Summoned: You can target 1 "Pokerchip" card you control; place 2 Pokerchip Counters on that target. You can remove 2 Pokerchip Counters from this card, then target 1 card your opponent controls; destroy it. If your opponent has more cards in their hand than you do, you can target 1 additional card. If this would be destroyed by battle, you can detach 1 Xyz Material from it instead. You can only use each effect of "Pokerchip Rocker" once per turn.
8882300/2100
889
890
891
892Pokerchip Shark
893
894Machine-Type/DARK/Xyz
895
896Rank 5
897
8983 Level 5 DARK monsters
899
900You can only Xyz Summon this card by using a Rank 4 DARK Machine-Type Xyz Monster you control as Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) When this card is Xyz Summoned: You can place Pokerchip Counters on "Pokerchip" cards you control equal to the number of Xyz Materials this card has. When this card destroys an opponent's monster by battle: You can remove all Pokerchip Counters from 1 "Pokerchip" card you control; your opponent discards 2 cards (or their entire hand if less than 2), then they draws 3 cards. If your opponent has more cards in their hand than you do, you can make your opponent discard exactly 3 cards instead, then they draw 4 cards. You can only use each effect of "Pokerchip Shark" once per turn.
9012600/2500
902
903Spell/Trap Cards:
904
905Pokerchip Dead Draw
906Normal Spell Card
907Discard 1 card; add 1 "Pokerchip" card from your Deck to your hand, except "Pokerchip Dead Draw", then you can place 1 Pokerchip Counter on 1 "Pokerchip" card you control. You can only activate 1 "Pokerchip Dead Draw" per turn.
908
909Pokerchip Royal Flush
910Normal Spell Card
911Place 1 Pokerchip Counter on each face-up "Pokerchip" card you control.
912
913Pokerchip Jackpot
914Continuous Spell Card
915If a "Pokerchip" monster you control inflicts battle damage to your opponent: You can place 1 Pokerchip Counter on this card. You can send this card with 2 or more Pokerchip Counters on it to the Graveyard; inflict 200 damage to your opponent for each Pokerchip Counter that was on this card, and if you do, your opponent takes no further damage for the rest of the turn.
916
917Pokerchip Check Out
918Normal Trap Card
919Target 1 "Pokerchip" monster you control with a Level; return that target to the hand, and if you do, Special Summon 1 "Pokerchip" monster from your hand or Graveyard, except a monster with the same name as that target, and if you do, you can place all Pokerchip Counters that was on that target on that Summoned monster. You can only activate 1 "Pokerchip Check Out" per turn.
920
921Pokerchip Insurance
922Normal Trap Card
923If you control a card(s) with a Pokerchip Counter on it, activate this card by targeting 1 "Pokerchip" monster you control; equip this card to that target. While your opponent has more cards in their hand than you do, the equipped monster cannot be targeted or destroyed by your opponent's card effects.
924
925DRAGONSWORDS ARCHETYPE #23 (12/12):
926
927Hello, it has been quite a long time since I last posted one of these, the reason being that I have wanted to create more original concepts, though now here's a card which doesn't have much of a use, so I figured I would give it one. This Archetype focuses on Normal Summoning and Level changing, to keep in theme with the original card, and Xyz Monsters. They are Warriors of various Attributes, and the Xyz Monsters are Dragon-Type who are a combination of the Attributes of the Main Deck monsters.
928
929Original Card:
930
931http://duellinks.gamea.co/file/imgbank/umi92hxs/l37oeruu/081ea208be93ceaef451daaa79471bb6471bf232_600.jpg
932When a monster is Normal Summoned to your side of the field, except "Master of the Flaming Dragonswords": You can increase that monster's Level by 1, and this card gains 300 ATK until the End Phase.
933
934New Cards:
935
936Main Deck Monsters:
937
938Master of the Freezing Dragonswords
939Warrior-Type/WATER
940Level 4
941When this card is Normal Summoned: You can target 1 "Dragonswords" card in your Graveyard; add that target to your hand. You must control 2 or more "Dragonswords" monsters with different names to activate and to resolve this effect. You can target 1 other "Dragonswords" monster you control; this card's Level becomes that target's Level. You can only use each effect of "Master of the Freezing Dragonswords" once per turn.
9421500/1500
943
944Master of the Shattering Dragonswords
945
946Warrior-Type/EARTH
947
948Level 4
949
950You can discard 1 card; add 1 "Dragonswords" card from your Deck to your hand, except "Master of the Shattering Dragonswords". You can only use this effect of "Master of the Shattering Dragonswords" once per turn. This card's Level on the field becomes equal to the highest Level of another "Dragonswords" monster you control.
951
9521700/1400
953
954
955
956Master of the Storming Dragonswords
957
958Warrior-Type/WIND
959
960Level 4
961
962When this card is Normal Summoned, if you control no other monsters you can: Immediately after this effect resolves, Normal Summon 1 "Dragonswords" monster from your hand. Once per turn: You can increase the Level of all "Dragonswords" monsters you control by 1.
963
9641600/1300
965
966
967
968Master of the Brightening Dragonswords
969
970Warrior-Type/LIGHT
971
972Level 4
973
974You can target 1 other "Dragonswords" monster you control; return that target to the hand, and if you do, Normal Summon 1 "Dragonswords" monster from your hand from your hand, and if you do, it gains 300 ATK and increase its Level by 1. You can only use this effect of "Master of the Brightening Dragonswords" once per turn.
975
9761900/0
977
978
979
980Master of the Darkening Dragonswords
981
982Warrior-Type/DARK
983
984Level 4
985
986If your opponent controls a monster, and you control no monsters, you can Special Summon this card (from your hand). When a monster is Normal Summoned to your side of the field, except "Master of the Darkening Dragonswords": You can activate this effect; that monster gains 300 ATK and increase its Level by 1.
987
9881400/1800
989
990
991
992Extra Deck Monsters:
993
994Legendary Dragonswords Master of Nature
995Dragon-Type/EARTH/Xyz
996Rank 4
9972 Level 4 monsters
998While face-up on the field, this card is also WIND-Attribute. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on each side of the field; switch the Level/Rank of those targets until the end of this turn. If this card's Rank is 8 or higher, this card cannot be destroyed by battle or card effects.
9992100/1700
1000
1001Legendary Dragonswords Master of Elements
1002Dragon-Type/WATER/Xyz
1003Rank 5
10042 Level 5 monsters
1005While face-up on the field, this card is also FIRE-Attribute. 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 and 1 Normal Summoned monster you control; switch control of those targets until the end of this turn. Once per turn: You can banish 1 "Dragonswords" card from your Graveyard; increase the Level/Rank of all monsters on the field by 1.
10062400/2100
1007
1008Legendary Dragonswords Master of Chaos
1009Dragon-Type/DARK/Xyz
1010Rank 6
10112 Level 6 "Dragonswords" monsters
1012While face-up on the field, this card is also LIGHT-Attribute. If this card is Xyz Summoned: Destroy all other face-up monsters on the field, except monsters whose Level/Rank is different from its original Level/Rank. Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; double its Level/Rank. All monsters your opponent controls lose ATK and DEF equal to their Level/Rank x 100.
10132500/2300
1014
1015Spell/Trap Cards:
1016
1017Dance of the Dragonswords
1018Continuous Spell Card
1019During your Main Phase, you can Normal Summon 1 "Dragonswords" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When a "Dragonswords" monster is Normal Summoned, your opponent cannot activate cards or effects. During your End Phase, if you did not Normal Summon this turn, send this card to the Graveyard.
1020
1021Collection of Dragonswords
1022Normal Spell Card
1023Target 3 or more "Dragonswords" monsters in your Graveyard with different Attributes; shuffle all those targets into the Deck, then draw 2 cards. You can only activate 1 "Collection of Dragonswords" once per turn.
1024
1025The Legendary Dragonswords
1026Equip Spell Card
1027Equip only to a "Dragonswords: monster. It gains ATK/DEF equal to its Level/Rank x 200. If this card is sent to the Graveyard because the equipped monster was used as an Xyz Material: You can return this card from your Graveyard to your hand. You can only activate 1 "The Legendary Dragonswords" per turn.
1028
1029Counter of the Dragonswords
1030Counter Trap Card
1031If you control a "Dragonswords" monster whose Level/Rank is different from its original Level/Rank, when your opponent activates a Spell/Trap Card or monster effect: Negate the activation, and if you do, destroy it.
1032
1033SUPERNATURAL ARCHETYPE (13/13):
1034
1035Supernatural is an Archetype of Pendulum Monsters with various Types, Attributes and Levels. They focus on Fusion Summoning and also have Fusion Pendulum Monsters!
1036
1037
1038
1039Their playstyle may be hard to figure out, but the idea is to Pendulum Summon 2 or more Supernatural monsters, then use the Pendulum Effects to Fusion Summon a Supernatural Fusion Monster, then forming a Chain so that the Fusion Monster destroys itself and places itself in the Extra Deck and that the Fusion Material's effect return a card in the Pendulum Zone to the hand and places a card from the Extra Deck in the Pendulum Zone, that being the Fusion Monster, then you can use Supernatural World to Pendulum Summon once again and Fusion Summon another monster.
1040
1041
1042
1043You can also simply keep your Fusion Monsters and use their monster effects if you wish, or simply use your Pendulum Monsters' other effect to beat your opponent down, so as you can see, these can have a lot of different playstyles.
1044
1045
1046
1047Main Deck Monsters:
1048
1049
1050
1051Demon, the Supernatural Beast
1052Fiend-Type/DARK/Pendulum
1053Level 4
1054Scale 3
1055Pendulum Effect:
1056Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
1057
1058Monster Effect:
1059Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Demon, the Supernatural Beast" per turn, and only once that turn.
1060â— When this card is Pendulum Summoned from your hand: You can add 1 face-up "Supernatural" Pendulum Monster from your Extra Deck to your hand.
1061â— If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
10621600/1500
1063
1064Dragon, the Supernatural Beast
1065Dragon-Type/FIRE/Pendulum
1066Level 7
1067Scale 9
1068Pendulum Effect:
1069Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
1070
1071Monster Effect:
1072Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Dragon, the Supernatural Beast" per turn, and only once that turn.
1073â— When this card is Pendulum Summoned from your hand: You can add 1 "Supernatural" card from your Deck to your hand, except "Dragon, the Supernatural Beast".
1074â— If this card is place face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
10752300/2500
1076
1077Banshee, the Supernatural Beast
1078Zombie-Type/DARK/Pendulum
1079Level 5
1080Scale 3
1081Pendulum Effect:
1082Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
1083
1084Monster Effect:
1085Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Banshee, the Supernatural Beast" per turn, and only once that turn.
1086â— When this card is Pendulum Summoned from your hand: You can Fusion Summon 1 "Supernatural" Fusion Monster using monsters from your hand or side of the field as Fusion Materials.
1087â— If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
10881000/2300
1089
1090Kraken, the Supernatural Beast
1091Sea Serpent-Type/WATER/Pendulum
1092Level 5
1093Scale 9
1094Pendulum Effect:
1095Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
1096
1097Monster Effect:
1098Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Kraken, the Supernatural Beast" per turn, and only once that turn.
1099â— When this card is Pendulum Summoned from your hand: You can target 1 "Supernatural" card in your Pendulum Zone; Special Summon that target.
1100â— If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
11011800/2000
1102
1103
1104Werewolf, the Supernatural Beast
1105Beast-Warrior-Type/DARK/Pendulum
1106Level 6
1107Scale 3
1108Pendulum Effect:
1109Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
1110
1111Monster Effect:
1112Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Werewolf, the Supernatural Beast" per turn, and only once that turn.
1113â— When this card is Pendulum Summoned from your hand: You can target 1 "Supernatural" monster in your Graveyard, except "Werewolf, the Supernatural Beast"; Special Summon that target, but its ATK and DEF become 0 and it is destroyed during the End Phase.
1114â— If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
11152200/1500
1116
1117Zombie, the Supernatural Beast
1118Zombie-Type/DARK/Pendulum
1119Level 4
1120Scale 9
1121Pendulum Effect:
1122Pendulum Effect:
1123Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, if you have a "Supernatural" card in your other Pendulum Zone: You can Fusion Summon any number of "Supernatural" Fusion Monsters using Pendulum Summoned "Supernatural" monsters you control as Fusion Materials.
1124
1125Monster Effect:
1126Cannot be used as a Fusion Material, except for the Fusion Summon of a "Supernatural" Fusion Monster. You can only use 1 of the following effects of "Werewolf, the Supernatural Beast" per turn, and only once that turn.
1127â— When this card is Pendulum Summoned from your hand: You can discard 1 "Supernatural" card; Special Summon 1 "Supernatural" monster from your Deck except "Zombie, the Supernatural Beast", but it cannot declare an attack this turn.
1128â— If this card is placed face-up in your Extra Deck because it was used as a Fusion Material: You can target 1 card in your Pendulum Zone; return that target to your hand, then you can place 1 other face-up "Supernatural" Pendulum Monster from your Extra Deck in that Pendulum Zone.
1129
11301700/200
1131
1132
1133
1134Fusion Monsters:
1135
1136
1137
1138Chimera, the Supernatural Beast
1139Beast-Type/EARTH/Fusion/Pendulum
1140Level 8
1141Scale 3
1142Pendulum Effect:
1143Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn: You can discard 1 "Supernatural" card, then target up to 2 cards your opponent controls; return them to the hand.
1144
1145Monster Effect:
11462 "Supernatural" monsters
1147When this card is Fusion Summoned: You can destroy this card, and if you do, negate the effects of all face-up monsters your opponent controls (if any) until the end of this turn. Once per turn: You can send up to 2 face-up "Supernatural" monsters from your Extra Deck to your Graveyard; draw 1 card for each card sent to the Graveyard to activate this effect.
11482600/2100
1149
1150Bigfoot, the Supernatural Beast
1151Beast-Type/EARTH/Fusion/Pendulum
1152Level 6
1153Scale 9
1154Pendulum Effect:
1155Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn: You can target 1 "Supernatural" monster in your Graveyard; Special Summon that target.
1156
1157Monster Effect:
11582 "Supernatural" monsters
1159When this card is Fusion Summoned: You can destroy this card, and if you do, negate the effects of all face-up Spell/Trap Cards your opponent controls (if any) until the end of this turn. Once per turn: You can target 1 "Supernatural" card in your Graveyard; add that target to your hand, then discard 1 card.
11602400/2400
1161
1162
1163Wendigo, the Supernatural Beast
1164Fiend-Type/DARK/Fusion/Pendulum
1165Level 7
1166Scale 3
1167Pendulum Effect:
1168Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn: You can target 1 "Supernatural" monster you control; it gains 1000f ATK and DEF.
1169
1170Monster Effect:
11712 "Supernatural" monsters
1172When this card is Fusion Summoned: You can destroy this card, and if you do, add 1 "Supernatural" monster from your Deck to your hand. After damage calculation, if this card battled an opponent's monster: Banish that monster. You can only use each effect of "Wendigo, the Supernatural Beast" once per turn.
11732500/2300
1174
1175Cyclops, the Supernatural Beast
1176Beast-Warrior-Type/EARTH/Fusion/Pendulum
1177
1178Level 7
1179
1180Scale 9
1181
1182Pendulum Effect:
1183Unless you have a "Supernatural" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. Once per turn, during either player's turn: You can target 1 "Supernatural" monster you control; this turn, it cannot be destroyed by battle or card effects.
1184
1185Monster Effect:
11862 "Supernatural" monsters
1187
1188When this card is Fusion Summoned: You can destroy this card, and if you do, add 1 "Supernatural" Spell/Trap Card from your Deck to your hand. During either player's turn, when exactly 1 face-up "Supernatural" card you control is targeted by card effect that could have targeted this card: You can activate this effect; that Spell/Trap/effect now targets this face-up card on the field, instead. You can only use each effect of "Cyclops, the Supernatural Beast" once per turn.
11892000/3000
1190
1191Spell/Trap Cards:
1192
1193Supernatural Fusion
1194Normal Spell Card
1195Fusion Summon any number of "Supernatural" Fusion Monsters using monsters from your hand or side of the field as Fusion Materials OR if you control no monsters and no other cards in your Spell & Trap Zone, you can send monsters from your Extra Deck to the Graveyard as Fusion Materials instead. You can only activate 1 "Supernatural Fusion" per turn.
1196
1197Supernatural Transformation
1198Normal Spell Card
1199Target up to 2 "Supernatural" cards in your Pendulum Zones; destroy those targets, and if you do, place "Supernatural" cards in those Pendulum Zones from your hand or Deck. You can only activate 1 "Supernatural Transformation" per turn.
1200
1201Supernatural World
1202Field Spell Card
1203If you have a "Supernatural" card in Pendulum Zone that is a Fusion Monster, you can Pendulum Summon twice per turn. You cannot activate cards and effects, except "Supernatural" cards and effects. During each of your End Phases, destroy this card unless you control a "Supernatural" monster.
1204
1205Supernatural Selection
1206Normal Trap Card
1207If you control a "Supernatural" card in both your Pendulum Zone: Fusion Summon 1 "Supernatural" Fusion Monster by using monsters from your hand, side of the field or by sending monsters from Main Deck to the Graveyard as Fusion Materials. You cannot Special Summon duirng the turn you activate this card, except "Supernatural" monsters. You can only activate 1 "Supernatural Selection" per turn.
1208
1209DECAY DRAGON ARCHETYPE (13/13):
1210
1211Decay Dragon is an Archetype of Dragon-Type/DARK Level 6 monsters which become Zombie-Type monsters when Special Summoned. They focus on Special Summoning, having no cards in your hand, and using effects when you have Zombie-Type monsters on the field.
1212
1213Main Deck Monsters:
1214
1215Decay Dragon - Albarith
1216Dragon-Type/DARK
1217Level 6
1218If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. You can discard this card and 1 other monster; Special Summon 1 "Decay Dragon" monster from your Deck, except "Decay Dragon - Albarith". You can only use this effect of "Decay Dragon - Albarith" once per turn. If there are no cards in your hand, this card can attack your opponent directly.
12191900/1900
1220
1221Decay Dragon - Delora
1222Dragon-Type/DARK
1223Level 6
1224If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. If there are no cards in your hand: You can banish this card and 1 other monster from your Graveyard, then target 1 "Decay Dragon" monster in your Graveyard; Special Summon that target. You can only use this effect of "Decay Dragon - Delora" once per turn. Once per turn, if this card inflicts battle damage to your opponent: You can add 1 "Decay" Spell/Trap Card from your Deck to your hand.
12252300/700
1226
1227Decay Dragon - Kassural
1228Dragon-Type/DARK
1229Level 6
1230If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. If you have no other cards in your hand, you can Normal Summon it without Tributing. When this card is Special Summoned (except during the Damage Step), if you have no cards in your hand: You can target 1 monster your opponent controls; destroy that target. You can only use this effect of "Decay Dragon - Kassural" once per turn.
12311800/2100
1232
1233Decay Dragon - Olldran
1234Dragon-Type/DARK
1235Level 6
1236If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. If you Special Summon a Zombie-Type monster(s) (except during the Damage Step), if you have no other cards in your hand: You can Special Summon this card from your hand. You can only use this effect of "Decay Dragon - Olldran" once per turn. Once per turn, when this card destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 "Decay Dragon" monster in your Graveyard, except "Decay Dragon - Olldran"; Special Summon that target.
12372400/0
1238
1239
1240Decay Dragon - Talgul
1241Dragon-Type/DARK
1242Level 6
1243If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. You can discard 1 card, then target 1 Spell/Trap Card your opponent controls; destroy that target. If you control another Zombie-Type monster, you can target 1 additional Spell/Trap Card. If there are no cards in your hand: You can target 1 "Decay" Spell/Trap Card in your Graveyard; add that target to your hand. You can only use 1 effect of "Decay Dragon - Talgul" per turn, and only once that turn.
12442200/1400
1245
1246
1247
1248Decay Dragon - Bestora
1249
1250Dragon-Type/DARK
1251
1252Level 6
1253
1254If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. If your opponent controls a monster, and you control no monsters: You can Special Summon this card from your hand. If there are no cards in your hand: You can target 1 of your banished "Decay Dragon" monsters, except "Decay Dragon - Bestora"; add that target to your hand. You can only use each effect of "Decay Dragon - Bestora" once per turn.
1255
12561600/1700
1257
1258
1259
1260Decay Dragon - Kandulin
1261Dragon-Type/DARK
1262Level 6
1263Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. When a Zombie-Type monster is destroyed by your opponent's card (either by battle or card effect), and sent to the Graveyard, except "Decay Dragon - Kandulin", while you have no cards in your hand: You can Special Summon this card from your Graveyard in Defense Position. You can only use this effect of "Decay Dragon - Kandulin" once per turn. If this card was Special Summoned, it becomes Zombie-Type while face-up on the field. Your opponent cannot target other Zombie-Type monsters you control with effects, except this one.
12641500/2500
1265
1266Extra Deck Monsters:
1267
1268Decay Dragon - Bludblir
1269Dragon-Type/DARK/Xyz
1270Rank 6
12712 Level 6 Zombie-Type monsters
1272If this card was Xyz Summoned, it becomes Zombie-Type while face-up on the field. If you control no other monsters: You can detach 1 Xyz Material from this card; excavate the top 5 cards of your Deck, Special Summon 1 excavated Dragon or Zombie-Type monster, ignoring its Summoning conditions, also place the other cards on top of your Deck in any order. You can only use this effect of "Decay Dragon - Bludblir" once per turn. If there are no cards in your hand, all battle damage your opponent takes from battles involving Zombie-Type monsters is doubled.
12732600/2300
1274
1275Decay Dragon - Salmian
1276Dragon-Type/DARK/Xyz
1277Rank 6
12782 Level 6 Zombie-Type monsters
1279If this card was Xyz Summoned, it becomes Zombie-Type while face-up on the field. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 Zombie-Type monster you control; this turn, it is unaffected by other monster effects, except Zombie-Type monster effects. If there are no cards in your hand, Zombie-Type monsters you control gain 300 ATK and DEF.
12802500/2400
1281
1282Spell/Trap Cards:
1283
1284Mountain of Decay
1285Field Spell Card
1286Once per turn, if the only card in your hand is a "Decay Dragon" monster and the only monsters you control (if any) are Zombie-Type monsters: You can Special Summon 1 "Decay Dragon" monster from your hand. If you have no cards in your hand and you control a "Decay Dragon" monster, neither player can Special Summon monsters from their Extra Deck, except Xyz Monsters.
1287
1288Building Decay
1289Normal Spell Card
1290Discard 1 card, then if you control a Zombie-Type monster, you can add 1 "Decay Dragon" monster from your Deck to your hand. You can only activate 1 "Building Decay" per turn.
1291
1292Decay Burning
1293Quick-Play Spell Card
1294If there are no other cards in your hand: Target 1 Zombie-Type monster you control; you cannot Special Summon other monsters during the turn, except "Decay Dragon" monsters, also destroy that target, and if you do, Special Summon 1 "Decay Dragon" monster from your Deck. You can only activate 1 "Decay Burning" per turn.
1295
1296Decay Rising
1297Continuous Trap Card
1298If there are no cards in your hand: You can target 1 "Decay Dragon" monster in your Graveyard; Special Summon that target in Defense Position, but you cannot Special Summon monsters for the rest of the turn, except "Decay Dragon" monsters. You can only use this effect of "Decay Rising" once per turn. If this card leaves the field: Banish all monsters Special Summoned by this effect. If you control a monster that is not a Zombie-Type monster, destroy this card.
1299
1300LEVIAFISH ARCHETYPE (12/12):
1301
1302Leviafish is an Archetype of Fish-Type/WATER monsters which are also also Sea Serpent-Type. They are able to Special Summon themselves if you control a Leviafish with a Level other than the one they have themselves. They destroy themselves if you control a monster with the same Level as them though. They each have an effect that they can activate if 2 or more monsters battled this turn. Their playstyle can be pretty strange as they both encourage you to destroy themselves with their effects as well as keeping multiple monsters on the field at the same time. Their name is a portmanteau of Leviathan and Fish.
1303
1304
1305
1306Monsters:
1307
1308
1309
1310Leviafish Assassin
1311
1312Fish-Type/WATER
1313Level 3
1314
1315This card is also Sea Serpent-Type monster. If you control a non-Level 3 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Assassin" this way once per turn. If you control a Level 3 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can inflict 1000 damage to your opponent.
1316
13171300/400
1318
1319
1320
1321Leviafish Patroller
1322Fish-Type/WATER
1323Level 4
1324This card is also Sea Serpent-Type monster. If you control a non-Level 4 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Patroller" this way once per turn. If you control a Level 4 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can add 1 "Leviafish" card from your Deck to your hand, except "Leviafish Patroller".
13251600/1400
1326
1327Leviafish Raider
1328Fish-Type/WATER
1329Level 4
1330This card is also Sea Serpent-Type monster. If you control a non-Level 4 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Raider" this way once per turn. If you control a Level 4 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can target 1 other "Leviafish" monster you control; it gains 1000 ATK until the end of your next turn.
13311800/0
1332
1333Leviafish Wrecker
1334Fish-Type/WATER
1335Level 5
1336This card is also Sea Serpent-Type monster. If you control a non-Level 5 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Wrecker" this way once per turn. If you control a Level 5 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can target 1 Spell/Trap Card your opponent controls; destroy that target.
13372200/1500
1338
1339Leviafish Avenger
1340Fish-Type/WATER
1341Level 5
1342This card is also Sea Serpent-Type monster. If you control a non-Level 5 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Avenger" this way once per turn. If you control a Level 5 monster, other than this card, destroy this card. If 2 or more monsters you control declared an attack this turn: You can Tribute this card; Special Summon 1 "Leviafish" monster from your Deck, except "Leviafish Avenger". You can only use this effect of "Leviafish Avenger" once per turn.
13432300/600
1344
1345
1346
1347Leviafish Swimmer
1348
1349Fish-Type/WATER
1350
1351Level 6
1352This card is also Sea Serpent-Type monster. If you control a non-Level 6 "Leviafish" monster, you can Special Summon this card (from your hand). You can only Special Summon "Leviafish Swimmer" this way once per turn. If you control a Level 6 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can target 1 monster your opponent controls; return that target to the hand.
1353
13542400/0
1355
1356
1357
1358Leviafish Retriever
1359
1360Fish-Type/WATER
1361Level 7
1362
1363Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 2 "Leviafish" monsters with different Levels, and cannot be Special Summoned by other ways. This card is also Sea Serpent-Type monster. If you control a Level 7 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can target 1 "Leviafish" monster in your Graveyard; Special Summon that target.
1364
13652600/2400
1366
1367
1368Leviafish Veteran
1369Fish-Type/WATER
1370Level 8
1371Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 2 "Leviafish" monsters with different Levels, and cannot be Special Summoned by other ways. This card is also Sea Serpent-Type monster. If you control a Level 8 monster, other than this card, destroy this card. Once per turn, if 2 or more monsters you control declared an attack this turn: You can banish 1 random card from your opponent's hand.
13722700/2100
1373
1374Spell/Trap Cards:
1375
1376Leviafish Sneaking Slash
1377Continuous Spell Card
1378Once per turn: You can target 1 "Leviafish" monster you control; this turn, it can attack your opponent directly, but all damage your opponent takes from battles involving it is halved.
1379
1380Leviafish Armor
1381Equip Spell Card
1382Equip only to a "Leviafish" monster. It gains 300 ATK and if it attacks, it cannot be destroyed by battle. The equipped monster cannot be destroyed by monster effects.
1383
1384Leviafish Harsh Ocean
1385Field Spell Card
1386Once per turn: You can target 1 "Leviafish" monster you control, then declare a Level; that target's Level becomes the declared Level. Once per turn, if a "Leviafish" monster you control is sent to the Graveyard: You can Special Summon 1 "Leviafish Token" (Fish-Type/WATER/Level 1/500 ATK/500 DEF) in Attack Position. While you control 2 or more "Leviafish" monsters, "Leviafish Tokens" you control are also Sea Serpent-Type monsters.
1387
1388Leviafish Berserk
1389Continuous Trap Card
1390When this card is activated: You can target 1 "Leviafish" monster in your Graveyard; Special Summon that target, but its effects cannot be activated. All "Leviafish" monsters you control gain 500 ATK and DEF. All monsters you control must attack, if able. You can only control 1 "Leviafish Berserk".
1391
1392GLOWING SKIES ARCHETYPE (13/13):
1393
1394Glowing Skies is an Archetype of Thunder-Type/LIGHT monsters based around swapping your cards in your Deck with cards in your Graveyard. This is mainly done by excavating cards through their effects. When they are swapped by a card effect, they get to activate their effects, similarly to Sylvans.
1395
1396Main Deck Monsters:
1397
1398Janai of the Glowing Skies
1399Thunder-Type/LIGHT
1400Level 4
1401If all face-up monsters you control (if any) are "Glowing Skies" monsters: You can discard this card; excavate the top 3 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can Special Summon this card from your Graveyard. You can only use each effect of "Janai of the Glowing Skies" once per turn.
1402700/1900
1403
1404Galmin of the Glowing Skies
1405Thunder-Type/LIGHT
1406Level 4
1407You can Tribute this card, then target 1 face-up card your opponent controls; excavate the top 3 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, then destroy that target, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can Special Summon 1 "Glowing Skies" monster from your hand in Defense Position, ignoring the Summoning conditions. You can only use each effect of "Galmin of the Glowing Skies" once per turn.
14081500/1500
1409
1410Kara of the Glowing Skies
1411Thunder-Type/LIGHT
1412Level 4
1413You can target 1 Spell/Trap Card on the field; change this card's battle position, and if you do, excavate the top 3 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, then destroy that target, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can target 1 "Glowing Skies" monster you control; return that target to your hand, then excavate the top 5 cards of your Deck, then you can Special Summon 1 excavated "Glowing Skies" monster, ignoring the Summoning conditions, also place the rest on top of of your Deck in any order. You can only use each effect of "Kara of the Glowing Skies" once per turn.
14141600/1200
1415
1416Aldis of the Glowing Skies
1417Thunder-Type/LIGHT
1418Level 4
1419If this card is sent to the Graveyard as a Synchro Material: You can excavate cards from the top of your Deck equal to the Level of that Synchro Monster, swap any number of excavated cards with an equal number of "Glowing Skies" cards in your Graveyard, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can draw 2 cards, then place 1 card from your hand on top of your Deck. You can only use each effect of "Aldis of the Glowing Skies" once per turn.
14201700/300
1421
1422Harun of the Glowing Skies
1423Thunder-Type/LIGHT
1424Level 4
1425Cannot be Normal Summoned/Set. Must first Special Summoned by its own effect. If you control no monsters: You can excavate the top 5 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, then Special Summon this card from your hand, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can target 1 "Glowing Skies" card in your Graveyard, except "Harun of the Glowing Skies"; shuffle that target into your Deck, then draw 1 card. You can only use each effect of "Harun of the Glowing Skies" once per turn.
14261800/0
1427
1428Hasus of the Glowing Skies
1429Thunder-Type/LIGHT/Tuner
1430Level 4
1431When using this card as Synchro Material, the other Synchro Material(s) must be "Glowing Skies" monsters. If this card is the only monster you control: You can excavate the top 3 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, then add 1 "Glowing Skies" card from your Deck to your hand, except "Hasus of the Glowing Skies", then shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can swap 1 "Glowing Skies" card in your Deck with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck. You can only use each effect of "Hasus of the Glowing Skies" once per turn.
14321300/1600
1433
1434Kudo of the Glowing Skies
1435Thunder-Type/LIGHT/Tuner
1436Level 3
1437When using this card as Synchro Material, the other Synchro Material(s) must be "Glowing Skies" monsters. If this card is Normal or Special Summoned: You can excavate the top 5 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck. If this card in your Deck is swapped with with 1 "Glowing Skies" card in your Graveyard: You can target "Glowing Skies" card in your Graveyard, except "Kudo of the Glowing Skies"; place that target on the top of your Deck. You can only use each effect of "Kudo of the Glowing Skies" once per turn.
14381400/1200
1439
1440Extra Deck Monsters:
1441
1442Railin of the Glowing Skies
1443Thunder-Type/LIGHT/Synchro
1444Level 7
14451 LIGHT Tuner + 1 or more non-Tuner monsters
1446When this card is Synchro Summoned: You can swap 1 card in your Deck with 1 card in your Graveyard, also after that, shuffle your Deck. When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 Thunder-Type monster in your Graveyard, except "Railin of the Glowing Skies"; Special Summon that target, but it cannot attack this turn. You can only use each effect of "Railin of the Glowing Skies" once per turn.
14472400/2200
1448
1449Cintra of the Glowing Skies
1450Thunder-Type/LIGHT/Synchro
1451Level 8
14521 LIGHT Tuner + 1 or more non-Tuner monsters
1453Must be Synchro Summoned, and cannot be Special Summoned by other ways. Once per turn: You can excavate the top 5 cards of your Deck, swap as many excavated cards with as many "Glowing Skies" cards in your Graveyard as possible, also after that, shuffle your Deck. Each time a "Glowing Skies" card(s) in your Deck is swapped with a "Glowing Skies" card(s) in your Graveyard, place 1 Glow Counter on this card for each of those cards. This card gains these effects, based on the number of Glow Counters on it.
1454â— 3 or more: If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
1455â— 5 or more: This card is unaffected by your opponent's card effects that do not target it.
1456â— 10 or more: You can Tribute this card; each player swaps the cards in their Graveyard (min. 5) with the cards in their Deck (min. 5).
14572600/2300
1458
1459Spell/Trap Cards:
1460
1461Opening in the Glowing Skies
1462Normal Spell Card
1463Discard 1 card; swap 1 "Glowing Skies" card in your Deck with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck. You can only activate 1 "Opening the Glowing Skies" per turn.
1464
1465Hole in the Glowing Skies
1466Normal Spell Card
1467Excavate the top 3 cards of your Deck, swap as many excavated "Glowing Skies" cards with as many "Glowing Skies" cards in your Graveyard as possible, also after that, shuffle your Deck. You can only activate 1 "Hole in the Glowing Skies" per turn.
1468
1469Clouds of the Glowing Skies
1470Field Spell Card
1471"Glowing Skies" monsters gain 100 ATK and DEF for each "Glowing Skies" card in your Graveyard with a different name. During your Draw Phase: Instead of conduction your normal draw for your Draw Phase: You can excavate the top 5 cards of your Deck, swap 1 excavated card with 1 "Glowing Skies" card in your Graveyard, also after that, shuffle your Deck.
1472
1473Smoke of the Glowing Skies
1474Continuous Trap Card
1475Once per turn, when another "Glowing Skies" card(s) is targeted for an attack or opponent's card effect: You can excavate the top card of your Deck, and if it is a "Glowing Skies" card, swap it with a "Glowing Skies" card in your Graveyard, then negate that attack or effect, and if you do, destroy that card, also after that, shuffle your Deck. If you control a monster that is not a "Glowing Skies" monster, destroy this card.
1476
1477CLOCKWORK ARCHETYPE (10/10):
1478
1479Clockwork is a Machine-Type/EARTH Pendulum Archetype of Level 3 and 4 monsters. They focus on making replays happen to trigger the Pendulum Effects. They make this happen whenever they attack or by using their Spell/Trap Cards. They also have Pendulum Xyz Monsters, the first Archetype of mine to use those.
1480
1481
1482
1483Main Deck Monsters:
1484
1485
1486
1487Clockwork Gear
1488Machine-Type/EARTH/Pendulum
1489Level 4
1490Scale 2
1491Pendulum Effect:
1492You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 5: You can target 1 "Clockwork" card in your Graveyard; shuffle that target into the Deck, then draw 1 card.
1493
1494Monster Effect:
1495Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's monster for an attack: You can target 1 other "Clockwork" card you control; destroy that target, and if you do, return the attack target to the hand.
14961700/1200
1497
1498Clockwork Dial
1499Machine-Type/EARTH/Pendulum
1500Level 4
1501Scale 5
1502Pendulum Effect:
1503You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 2: You can add 1 face-up "Clockwork" non-Xyz Pendulum Monster from your Extra Deck to your hand.
1504
1505Monster Effect:
1506Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's face-up monster for an attack: You can return the attack target to the hand, then your opponent can Special Summon 1 monster from their hand whose Level is less than or equal to the returned monster's Level on the field.
15071600/1600
1508
1509Clockwork Spring
1510Machine-Type/EARTH/Pendulum
1511Level 3
1512Scale 2
1513Pendulum Effect:
1514You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 5: You can target 1 "Clockwork" monster you control; it gains 1000 ATK until the end of the Battle Phase.
1515
1516Monster Effect:
1517Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's face-up monster for an attack: You can target 1 monster in either player's Graveyard; Special Summon that target to your opponent's side of the field in Attack Position, but its effects are negated.
15181400/1200
1519
1520Clockwork Repeater
1521Machine-Type/EARTH/Pendulum
1522Level 3
1523Scale 5
1524Pendulum Effect:
1525You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 2: You can target 1 "Clockwork" monster you control; it is unaffected by your opponent's card effects until the end of this turn.
1526
1527Monster Effect:
1528Once per turn, if this card was Pendulum Summoned, when this card targets an opponent's face-up monster for an attack: You can discard 1 card; destroy the attack target.
15291500/1100
1530
1531
1532
1533Extra Deck Monsters:
1534
1535
1536Clockwork Pendulum
1537Machine-Type/EARTH/Pendulum/Xyz
1538Rank 4
1539Scale 2
1540Pendulum Effect:
1541You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 5: You can destroy all face-up Spell/Trap Cards your opponent controls.
1542
1543Monster Effect:
15442 Level 4 "Clockwork" monsters
1545If you can Pendulum Summon Level 4 monsters, you can Pendulum Summon this face-up card from your Extra Deck. Once per turn, when this card targets an opponent's monster for attack: You can detach 1 Xyz Material from this card; destroy the attack target. When this card leaves the Monster Zone: You can target "Clockwork" card in your Pendulum Zone; destroy that target, and if you do, place this card in that Pendulum Zone.
15462500/1900
1547
1548
1549Clockwork Oscillator
1550Machine-Type/EARTH/Pendulum/Xyz
1551Rank 3
1552Scale 5
1553Pendulum Effect:
1554You cannot Pendulum Summon monsters, except "Clockwork" monsters. This effect cannot be negated. Once per turn, if a replay occurs while you have a "Clockwork" card in your other Pendulum Zone with a Pendulum Scale of 2: You can destroy all Set Spell/Trap Cards your opponent controls.
1555
1556Monster Effect:
15572 Level 3 "Clockwork" monsters
1558If you can Pendulum Summon Level 3 monsters, you can Pendulum Summon this face-up card from your Extra Deck. Once per turn, when this card targets an opponent's monster for attack: You can detach 1 Xyz Material from this card; return the attack target to the hand. When this card leaves the Monster Zone: You can target "Clockwork" card in your Pendulum Zone; destroy that target, and if you do, place this card in that Pendulum Zone.
15592000/1600
1560
1561Spell/Trap Cards:
1562
1563Clockwork Timescale
1564Quick-Play Spell Card
1565Target 1 "Clockwork" monster in your Graveyard or side of the field; place that target in 1 of your Pendulum Zones. After you activate this card, you cannot Special Summon monsters for the rest of the turn, except "Clockwork" monsters. You can only activate 1 "Clockwork Timescale" per turn.
1566
1567Clockwork Timespace
1568Field Spell Card
1569Activate only if the only monsters you control are "Clockwork" monsters. All "Clockwork" monsters you control gain 300 ATK and DEF. If a replay occurs: You can add 1 "Clockwork" card from your Deck to your hand, except "Clockwork Timespace". You can only use this effect of "Clockwork Timespace" once per turn.
1570
1571Clockwork Timeout
1572Normal Trap Card
1573When a "Clockwork" monster you control is targeted for an attack: Return the attack target to the hand or face-up in the Extra Deck, and if you do, you can Special Summon 1 "Clockwork" monster from your hand with a different name. You can only activate 1 "Clockwork Timeout" per turn.
1574
1575Clockwork Timesaver
1576Counter Trap Card
1577When a "Clockwork" card(s) you control is targeted by your opponent's card effect: Negate the activation, and if you do, destroy it. You must control 2 "Clockwork" cards in your Pendulum Zones, with Pendulum Scales of 2 and 5 to activate and to resolve this effect. You can only activate 1 "Clockwork Timesaver" per turn.
1578
1579GAMBLERUPTION ARCHETYPE (10/10):
1580
1581Gambleruption is an Archetype of Pyro-Type/FIRE monsters that focus on coin tosses. "Volcano Casino" is an important card so that they do not have to rely on luck as much. They both have Synchro and Xyz options.
1582
1583
1584
1585
1586
1587Main Deck Monsters:
1588
1589
1590
1591Gambleruption Pit Boss
1592Pyro-Type/FIRE
1593Level 4
1594If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn: You can target up to 3 face-up monsters your opponent controls; toss coins equal to the number of targets, then assign each result to different targets. Each target with a result of Heads lose 500 ATK and DEF.
15951600/1500
1596
1597Gambleruption Floorman
1598Pyro-Type/FIRE
1599Level 4
1600If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn, during either player's turn: You can target 1 monster your opponent controls; toss 1 coin. If the result is Heads, change that target's battle position. If the result is Tails, your opponent can change the battle position of 1 monster they control.
16011800/1000
1602
1603Gambleruption Bookie
1604Pyro-Type/FIRE
1605Level 4
1606If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn, during either player's turn, if your opponent controls a face-up monster: You can toss a coin. If the result is Heads, switch the ATK and DEF of a monster your opponent controls. If the result is Tails, your opponent can switch the ATK and DEF of 1 monster you control.
16071400/1700
1608
1609Gambleruption Low Roller
1610Pyro-Type/FIRE/Tuner
1611Level 1
1612If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn: You can toss a coin. If the result is Heads, add 1 "Gambleruption" card from your Deck to your hand, except "Gambleruption Grabber". If the result is Tails, Special Summon 1 "Gambleruption Token" (Pyro-Type/FIRE/Level 1/ATK 300/DEF 300) to your opponent's side of the field in Defense Position.
1613500/0
1614
1615Gambleruption Croupier
1616Pyro-Type/FIRE/Tuner
1617Level 1
1618If you control "Volcano Casino" and no monsters, you can Special Summon this card (from your hand). If Summoned this way, if you did not toss a coin this turn while this card was face-up on the field, during the End Phase: Destroy it. Once per turn: You can toss a coin. If the result is Heads, draw 1 card. If the result is Tails, Special Summon 1 "Gambleruption Token" (Pyro-Type/FIRE/Level 1/ATK 300/DEF 300) to your opponent's side of the field in Defense Position.
16191000/500
1620
1621
1622Extra Deck Monsters:
1623
1624
1625Gambleruption Shuffler
1626Pyro-Type/FIRE/Synchro
1627Level 5
16281 "Gambleruption" Tuner + 1 or more non-Tuner Pyro-Type monsters
1629When Synchro Summoned, if you control "Volcano Casino", cards and effects cannot be activated. This card is unaffected by effects that do no target it. Once per turn: You can target up to 3 monsters your opponent controls; toss coins equal to the number of targets. If all of the results are Heads, destroy those targets, then if you destroyed all the targeted monsters by this effect, inflict 1000 damage to your opponent. After you activate this effect, this card cannot attack for the rest of the turn.
16302400/2000
1631
1632Gambleruption High Roller
1633Pyro-Type/FIRE/Xyz
1634Level 4
16352 or more Level 4 Pyro-Type monsters
1636If this card is Xyz Summoned: You can activate 1 "Volcano Casino" directly from your Deck. Once per turn: You can detach any number of Xyz Materials from this card, then target 1 "Volcano Casino" on the field; place Casino Counters on that target equal to the number of Xyz Materials detached. Once per turn: You can toss a coin. If the result is Heads, this card is unaffected by your opponent's card effects until the end of your opponent's next turn. If the result is Tails, halve this card's ATK and DEF until the end of your opponent's next turn.
16372100/1500
1638
1639Spell/Trap Cards:
1640
1641Volcano Casino
1642Field Spell Card
1643(This card is always treated as a "Gambleruption" card.)
1644If you toss a coin(s) because of a "Gambleruption" card effect: Place 1 Casino Counter on this card for each of those coin tosses. All "Gambleruption" monsters gain 100 ATK and DEF for each Casino Counter on this card. If you would toss a coin(s) because of a "Gambleruption" card effect, you can remove 1 Casino Counter from this card instead for each coin toss, then choose the result.
1645
1646Risk Versus Reward
1647Normal Spell Card
1648(This card is always treated as a "Gambleruption" card.)
1649If you control "Volcano Casino": Toss up to 3 coins. If all of the results are Heads, draw 1 card for each coin toss, then place 1 card from your hand on top of your Deck. If all the results are Tails, discard 1 card. You can only activate 1 "Risk Versus Reward" per turn.
1650
1651The House Always Wins
1652Normal Trap Card
1653(This card is always treated as a "Gambleruption" card.)
1654Activate this card during a Chain where you activated a "Gambleruption" card effect that would toss a coin(s) when it resolves: When you would toss the first coin, you choose the result instead of tossing that coin (you must still toss the other coins). During your turn, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Volcano Casino" on the field; place 2 Casino Counters on that target.
1655
1656TRANSLUCENT DRAGON ARCHETYPE (14/14):
1657
1658Translucent Dragon is an Archetype of Wyrm-Type/LIGHT monsters which all share this line: "Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly." Their playstyle focuses on making your opponent attack you directly for their various effects. More to come.
1659
1660Main Deck Monsters:
1661
1662Baldarr, the Translucent Dragon
1663Wyrm-Type/LIGHT
1664Level 3
1665When your opponent declares a direct attack: You can Special Summon this card from your hand. You must control a "Translucent" monster to activate and to resolve this effect. You can only use this effect of "Baldarr, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
16661000/1500
1667
1668
1669Rollam, the Translucent Dragon
1670
1671Wyrm-Type/LIGHT
1672
1673Level 3
1674
1675If a "Translucent Dragon" monster you control is destroyed by your opponent's card (either by battle or card effect): You can Special Summon this card from your hand, and if you do, this card gains 500 ATK until the end of this turn. You can only use this effect of "Rollam, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
1676
16771500/1000
1678
1679
1680
1681Kalwin, the Translucent Dragon
1682
1683Wyrm-Type/LIGHT
1684Level 4
1685
1686If you take battle damage: You can discard this card, then target 1 "Translucent Dragon" monster in your Graveyard, except "Kalwin, the Translucent Dragon"; add that target to your hand. You can only use this effect of "Kalwin, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
1687
16881400/1800
1689
1690
1691
1692Bingol, the Translucent Dragon
1693
1694Wyrm-Type/LIGHT
1695Level 4
1696
1697When this card inflicts battle damage to your opponent: You can draw 1 card and reveal it, then if it is a "Translucent Dragon" monster, you can Special Summon it in Defense Position. After you activate this effect, you cannot Special Summon other monsters for the rest of the turn, except Wyrm-Type monsters. You can only use this effect of "Bingol, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
1698
16991800/1400
1700
1701
1702
1703Hamus, the Translucent Dragon
1704
1705Wyrm-Type/LIGHT
1706Level 5
1707
1708When your opponent declares a direct attack: You can Special Summon this card from your hand, and if you do, change the attack target to this card and proceed to damage calculation. During the End Phase of the turn this effect is activated, if you control a monster that is not a "Translucent Dragon" monster, banish this card. You can only use this effect of "Hamus, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
1709
17102000/2200
1711
1712
1713
1714Ilrad, the Translucent Dragon
1715
1716Wyrm-Type/LIGHT
1717Level 5
1718
1719You can Tribute 1 "Translucent Dragon" monster; Special Summon this card from your hand. After you activate this effect, you cannot Special Summon other monsters for the rest of the turn, except Wyrm-Type monsters. You can only use this effect of "Ilrad, the Translucent Dragon" once per turn. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
1720
17212200/2000
1722
1723
1724
1725Extra Deck Monsters:
1726
1727
1728
1729Lorem, the Translucent Dragon
1730
1731Wyrm-Type/LIGHT
1732Rank 3
1733
17342 Level 3 Wyrm-Type monsters
1735
1736Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Translucent Dragon" monster you control; it can attack your opponent directly this turn, but other monsters you control cannot declare an attack this turn, except "Translucent Dragon" monsters. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
1737
17382000/0
1739
1740
1741
1742Almiran, the Translucent Dragon
1743
1744Wyrm-Type/LIGHT
1745
1746Rank 4
1747
17482 Level 4 Wyrm-Type monsters
1749
1750Once per turn, if this card is targeted by your opponent's card effect during your turn: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy it (this is a Quick Effect). Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
1751
17522400/1500
1753
1754
1755
1756Drafnor, the Translucent Dragon
1757
1758Wyrm-Type/LIGHT
1759Rank 5
17602 Level 5 Wyrm-Type monsters
1761Once per turn, when this card destroys an opponent's monster by battle: You can detach 1 Xyz Material from this card; Special Summon 1 Wyrm-Type monster from your Deck in Defense Position. Cannot be targeted for an attack, but if the only monsters you control are "Translucent" monsters, they can attack you directly.
17622600/2000
1763
1764Spell/Trap Cards:
1765
1766Light Scattering Surface
1767Field Spell Card
1768If you control a "Translucent Dragon" monster, your opponent must attack you, if able. Once per turn, if you take battle damage from a direct attack: You can target 1 "Translucent Dragon" monster in your Graveyard; discard 1 card, and if you do, Special Summon that target.
1769
1770Camouflage
1771Quick-Play Spell Card
1772When a "Translucent Dragon" monster(s) you control is targeted by an opponent's card effect: Negate the activation, and if you do, destroy it, then banish the targeted monster(s) until the next Standby Phase. You can only activate 1 "Camouflage" per turn.
1773
1774Frosted Glass
1775Normal Trap Card
1776When your opponent declares a direct attack: Special Summon 1 "Translucent Dragon" monster from your Deck with a different name than a "Translucent Dragon" monster you control in Defense Position, but its effects are negated until the end of this turn. You must control a "Translucent Dragon" monster to activate and to resolve this effect. You can only activate 1 "Frosted Glass" per turn.
1777
1778Turbidity
1779Normal Trap Card
1780Target 1 "Translucent Dragon" monster you control; return it to the hand, and if you do, Special Summon 1 "Translucent Dragon" monster from your hand with a different name. You can only activate 1 "Turbidity" per turn.
1781
1782CRIPTIC ARCHETYPE (15/15):
1783
1784Criptic is an Archetype based around having the opponent control a monster with the same Attribute as your own monster. Doing so unlocks other effects of the cards. They are all Psychic-Type of various Levels and Attributes, and have Fusion Monstes which are Level 8. Each Main Deck monster has an effect that changes the Attribute of the opponet's monster if you control a Criptic Spel/Trap Card, which are an important part of the Archetype. They are based on various puzzles and games, hence their name.
1785
1786
1787
1788Main Deck Monsters:
1789
1790
1791
1792Criptic Rebusius
1793Psychic-Type/EARTH
1794Level 4
1795When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. If your opponent controls an EARTH monster, when this card battles a monster your opponent controls, it gains 500 ATK and DEF during damage calculation only. If this card is sent to the Graveyard as a Fusion Material for the Fusion Summon of a "Criptic" monster: You can discard 1 card; add 1 "Criptic" card from your Deck to your hand, except "Criptic Rebusius".
17961800/1400
1797
1798Criptic Tangrammo
1799Psychic-Type/FIRE
1800Level 5
1801You can send 1 "Criptic" card you control to the Graveyard; Special Summon this card from your hand. When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. You can target 1 FIRE monster your opponent controls; return that target to the top of the Deck. You can only use each effect of "Criptic Tangrammo" once per turn.
18022200/1600
1803
1804Criptic Mazekka
1805Psychic-Type/DARK
1806Level 3
1807If you control no monsters, and your opponent controls a monster, you can Special Summon this card (from your hand) by sending 1 other "Criptic" card from your hand to the Graveyard. When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. Once per turn, if your opponent controls a DARK monster: You can target 1 Spell/Trap Card your opponent controls; destroy that target. Your opponent cannot activate Spell/Trap Cards in response to this effect's activation.
1808600/1800
1809
1810
1811
1812Criptic Jigsawzu
1813Psychic-Type/WATER
1814Level 4
1815If a "Criptic" monster(s) you control is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: You can Special Summon this card from your hand. When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. Once per turn, during either player's turn, if your opponent controls a WATER monster: You can Fusion Summon 1 "Criptic" Fusion Monster using monsters you control as Fusion Material.
18161500/1500
1817
1818Criptic Sokobanner
1819Psychic-Type/WIND
1820Level 4
1821When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. When this card destroys an opponent's monster by battle: You can target 1 "Criptic" monster in your Graveyard with a different Attribute than the destroyed monster's Attribute on the field; Special Summon that target in Defense Position. If your opponent controls a WIND monster, "Criptic" Spell/Trap Cards cannot be destroyed by your opponent's card effects.
18221900/0
1823
1824Criptic Nurikabela
1825Psychic-Type/LIGHT
1826Level 2
1827During the turn this card is Normal Summoned, you can Normal Summon 1 "Criptic" monster in addition to your Normal Summon/Set this turn (you can only gain effect once per turn). When this card is Summoned, if you control a "Criptic" Spell/Trap Card: You can target 1 face-up monster your opponent controls, then declare an Attribute; that target's Attribute becomes the declared Attribute. Once per turn: You can target 1 LIGHT monster your opponent controls; change both this card and that target's battle position.
18281000/1000
1829
1830
1831
1832Fusion Monsters:
1833
1834
1835Criptic Sodokura
1836Psychic-Type/EARTH/Fusion
1837Level 8
18382 "Criptic" monsters with different Attributes
1839If your opponent controls a monster with the same Attribute(s) as the Attribute of at least 1 of the Fusion Materials used for this card's Fusion Summon, this card cannot be destroyed by card effects. Once per turn, if your opponent controls an EARTH monster: You can target 1 "Criptic" Spell/Trap Card in your Graveyard; add that target to your hand. You cannot declare an attack during the turn you use this effect, except with "Criptic" monsters.
18402600/2500
1841
1842Criptic Rubikzar
1843Psychic-Type/FIRE/Fusion
1844Level 8
18452 "Criptic" monsters with different Attributes
1846This card can attack all monsters your opponent controls with the same Attribute(s) as the Fusion Materials used for this card's Fusion Summon, once each. Once per turn, if your opponent controls a FIRE monster: You can target 2 "Criptic" cards in your Graveyard; shuffle those targets into the Deck, then draw 1 card.
18472600/2200
1848
1849Criptic Pentominora
1850Psychic-Type/DARK/Fusion
1851Level 8
18522 "Criptic" monsters with different Attributes
1853When this card is Fusion Summoned: You can target up to 2 monsters your opponent control with the same Attribute(s) as the Fusion Materials used for this card's Fusion Summon; negate their effects. If your opponent controls a DARK monster, you take no battle or effect damage and any damage you would have taken from battles involving "Criptic" monsters is inflicted to your opponent.
18542600/2400
1855
1856
1857
1858Criptic Kakurola
1859Psychic-Type/WATER/Fusion
1860Level 8
18612 "Criptic" monsters with different Attributes
1862If your opponent controls a monster with the same Attribute(s) as the Attribute of at least 1 of the Fusion Materials used for this card's Fusion Summon, this card cannot be destroyed by battle. Once per turn: You can target 1 WATER monster your opponent controls; destroy that target. This card cannot declare a direct attack during the turn you use this effect.
18632600/2100
1864
1865Criptic Anagramma
1866Psychic-Type/WIND/Fusion
1867Level 8
18682 "Criptic" monsters with different Attributes
1869When this card is Fusion Summoned: You can target Spell/Trap Cards your opponent controls up to number of monsters your opponent controls with the same Attributes as the Fusion Materials used for this card's Fusion Summon; destroy those targets. If your opponent contols a WIND monster, any battle damage this card inflicts to your opponent is doubled.
18702600/2300
1871
1872Criptic Yajilinju
1873Psychic-Type/LIGHT/Fusion
1874Level 8
18752 "Criptic" monsters with different Attributes
1876If your opponent controls a monster with the same Attribute(s) as the Attribute of at least 1 of the Fusion Materials used for this card's Fusion Summon, this card cannot be targeted by your opponent's Spell/Trap effects. If your opponent controls a LIGHT monster, they cannot add cards from their Deck or Graveyard to their hand, except by drawing them.
18772600/2000
1878
1879Spell/Trap Cards:
1880
1881The Criptic Puzzle: Easy
1882Continuous Spell Card
1883Activate only if you control no other "Criptic" Spell/Trap Cards. During your Main Phase 1: You can Fusion Summon 1 "Criptic" Fusion Monster from your Extra Deck, using "Criptic" monsters from your hand or side of the field as Fusion Materials. If your opponent controls a monster with the same Attribute as a "Criptic" monster you control, you can also shuffle monsters from your Graveyard into the Deck as Fusion Materials. You can only use this effect of "The Criptic Puzzle: Easy" once per turn. At the start of your Standby Phase: You can send this face-up card in your Spell & Trap Zone to the Graveyard; activate 1 "The Criptic Puzzle: Medium" directly from your hand or Deck.
1884
1885The Criptic Puzzle: Medium
1886Continuous Spell Card
1887Activate only if you control no other "Criptic" Spell/Trap Cards. All "Criptic" monsters you control cannot be targeted for attacks or effects with monsters with the same Attribute as them, also they gain 300 ATK and DEF. At the start of your Standby Phase: You can send this face-up card in your Spell & Trap Zone to the Graveyard; activate 1 "The Criptic Puzzle: Hard" directly from your hand or Deck.
1888
1889The Criptic Puzzle: Hard
1890Continuous Trap Card
1891Activate only if you control no other "Criptic" Spell/Trap Cards. If a "Criptic" monster is destroyed by battle with an opponent's monster: You can Special Summon 1 "Criptic" monster from your Deck with the same Attribute as the monster that destroyed it from your Deck, but it cannot be used as a Synchro or Xyz Material. You can only use this effect of "The Criptic Puzzle: Hard" once per turn. At the start of your Standby Phase: You can send this face-up card in your Spell & Trap Zone to the Graveyard; activate 1 "The Criptic Puzzle: Easy" directly from your hand or Deck.
1892
1893ENOCHIAN ARCHETYPE (15/15):
1894
1895Enochian is an Archetype that focuses on Ritual Summons and sending cards from the top of your opponent's Deck to the Graveyard.
1896
1897The non-Ritual Monsters, are Spellcaster-Type monsters with various Attributes, and all have the same last effect that mills cards from your opponent's Deck.
1898
1899The Ritual Monsters are all Fairy-Type/LIGHT monsters going from Level 4-6 and with with one Level 10 monster. The Level 4-6 share the same kind of effect of gaining 200 ATK/DEF for each other Enochian monster you control, an effect that activates when a card is sent from the top of the opponent's Deck to the Graveyard, and a Continuous Effect that protects it against opponent's cards in various ways.
1900
1901They are based on Enochian, an angelic language, which is where the monster's names come from, and the Spell Cards are related to Enochian magic in various ways.
1902
1903Non-Ritual Monsters:
1904
1905Drux, the Enochian Magician
1906Spellcaster-Type/WIND
1907Level 4
1908When this card is Normal or Flip Summoned: You can add 1 "Enochian" Spell Card from your Deck to your hand, then change this card to Defense Position. You cannot Special Summon monsters during the turn you use this effect, except "Enochian" monsters. If this card is sent to the Graveyard for the Ritual Summon of an "Enochian" Ritual Monster: Your opponent sends the top 3 cards of their Deck to the Graveyard. You can only use this effect of "Drux, the Enochian Magician" once per turn.
19091000/1900
1910
1911Don, the Enochian Magician
1912Spellcaster-Type/FIRE
1913Level 4
1914If you Ritual Summon exactly 1 "Enochian" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement. If this card is sent to the Graveyard for the Ritual Summon of an "Enochian" Ritual Monster: Your opponent sends the top 3 cards of their Deck to the Graveyard. You can only use this effect of "Don, the Enochian Magician" once per turn.
19151700/800
1916
1917Ged, the Enochian Magician
1918Spellcaster-Type/WATER
1919Level 5
1920If you control an "Enochian" monster, you can Normal Summon this card without Tributing. Once per turn, if a card(s) is sent from the top of your opponent's Deck to the Graveyard: You can target 1 "Enochian" card in your Graveyard, except "Mals, the Enochian Magician"; add that target to your hand. If this card is sent to the Graveyard for the Ritual Summon of an "Enochian" Ritual Monster: Your opponent sends the top 3 cards of their Deck to the Graveyard. You can only use this effect of "Ged, the Enochian Magician" once per turn.
19211900/1300
1922
1923Ur, the Enochian Magician
1924Spellcaster-Type/EARTH
1925Level 6
1926If you control an "Enochian" monster, you can Normal Summon this card without Tributing. Once per turn: You can discard 1 card; add 1 "Enochian" monster from your Deck to your hand, except "Ur, the Enochian". If this card is sent to the Graveyard for the Ritual Summon of an "Enochian" Ritual Monster: Your opponent sends the top 3 cards of their Deck to the Graveyard. You can only use this effect of "Ur, the Enochian Magician" once per turn.
19272000/1100
1928
1929Ritual Monsters:
1930
1931Mals, the Enochian Angel
1932Fairy-Type/LIGHT/Ritual
1933Level 4
1934You can Ritual Summon this card with any "Enochian" Ritual Spell Card. This card gains 200 ATK and DEF for each "Enochian" monster you control, except this card. Once per turn, if a card(s) is sent from the top of your opponent's Deck to the Graveyard: You can target 1 face-up monster your opponent controls; negate its effects until the end of this turn. Cannot be destroyed by your opponent's card effects.
19352100/2100
1936
1937Gisg, the Enochian Angel
1938Fairy-Type/LIGHT/Ritual
1939Level 5
1940You can Ritual Summon this card with any "Enochian" Ritual Spell Card. This card gains 200 ATK and DEF for each "Enochian" monster you control, except this card. Once per turn, if a card(s) is sent from the top of your opponent's Deck to the Graveyard: You can draw 2 cards, then place 1 card from your hand on the top or bottom of your Deck. Cannot be banished by your opponent's card effects.
19412300/2300
1942
1943Ceph, the Enochian Angel
1944Fairy-Type/LIGHT/Ritual
1945Level 6
1946You can Ritual Summon this card with any "Enochian" Ritual Spell Card. This card gains 200 ATK and DEF for each "Enochian" monster you control, except this card. Once per turn, if a card(s) is sent from the top of your opponent's Deck to the Graveyard: Discard 1 random card from your opponent's hand. Cannot be targeted by your opponent's card effects.
19472500/2500
1948
1949Graph, the Enochian Deity
1950Fairy-Type/LIGHT/Ritual
1951Level 10
1952You can Ritual Summon this card with any "Enochian" Ritual Spell Card. Must be Ritual Summoned, and cannot be Special Summoned by other ways. If this card destroys an opponent's monster by battle and sends it to the Graveyard: You can activate this effect; your opponent sends cards from the top of their Deck to the Graveyard equal to Level/Rank of the destroyed monster in the Graveyard. If a card(s) is sent from the top of your opponent's Deck to the Graveyard: You can destroy all Spell/Trap Cards your opponent controls. You can only use 1 effect of "Graph, the Enochian Deity" per turn, and only once that turn.
19533000/3000
1954
1955Ritual Spell Cards:
1956
1957Enochian Angelic Communication
1958Ritual Spell Card
1959This card can be used to Ritual Summon any "Enochian" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Enochian" Ritual Monster from your hand whose Level equal the total Levels of those monsters or more. During your turn, except during the turn it was sent to the Graveyard, if you control a "Enochian" monster: You can banish it from the Graveyard; send the top 3 cards of your opponent's Deck to the Graveyard.
1960
1961Enochian Book of Loagaeth
1962Ritual Spell Card
1963This card can be used to Ritual Summon any "Enochian" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Enochian" Ritual Monster from your Graveyard whose Level exactly equals the total Levels of those monsters. You can only activate 1 "Enochian Book of Loagaeth" per turn.
1964
1965Enochian Seal of Aemaeth
1966Ritual Spell Card
1967This card can be used to Ritual Summon any "Enochian" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Enochian" Ritual Monster from your hand whose Level exactly equals the total Levels of those monsters. If your opponent controls a monster Special Summoned from the hand or Graveyard, you can also Tribute 1 "Enochian" monster from your Deck. You can only activate 1 "Enochian Seal of Aemaeth"
1968
1969Non-Ritual Spell Cards:
1970
1971Enochian Cipher
1972Normal Spell Card
1973Target 1 "Enochian" monster you control; your opponent sends cards from the top of their Deck equal half to that target's Level (rounded up if needed). That target cannot attack during the turn you activate this card. You can only activate 1 "Enochian Cipher" per turn.
1974
1975Enochian Talisman of the Planets
1976Equip Spell Card
1977Equip only to an "Enochian" monster. It gains 300 ATK and DEF and if it attacks, your opponent cannot activate cards or effects until the end of the Damage Step. During either player's turn: You send this equipped card to the Graveyard; your opponent sends the top 3 cards of their Deck to the Graveyard.
1978
1979Enochian Holy Table
1980Field Spell Card
1981Each time a card(s) is send from the top of your opponent's Deck to the Graveyard by a card effect, place 1 Enochian Counter on this card. While there is an Enochian Counter on this card, cards sent from the top of the Deck to the Graveyard cannot activate their effects in the Graveyard. Once per turn, during your Standby Phase: You can remove any number of Enochian Counters from this card; Special Summon "Enochian Tokens" (Fairy-Type/LIGHT/Level 2/500 ATK/500 DEF) in Defense Position, up to the number of Enochian Counters removed.
1982
1983PURGATILE ARCHETYPE (13/13):
1984
1985Purgatile is an Archetype based around negating the effects of your own monsters, similar to the popular Skill Drain combo using cards like King Beast Barbaros. They are all Reptile-Type/FIRE Level 11 monsters with 1600 DEF and ATK ranging in the 2500-3000 area. Their Xyz Monsters are more powerful, with ATK over 3000 and DEF of 3000. Using their Spell/Traps are essential, Purgatile Soul Devourer being their biggest asset, along with other powerful cards. They are based on various reptiles and their name comes from Purgatory and Reptile, and their Spell/Traps all contain Soul in their name.
1986
1987
1988
1989Main Deck Monsters:
1990
1991
1992
1993Purgatile Cyclura
1994Reptile-Type/FIRE
1995Level 11
1996If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn, if your opponent activates a Spell/Trap Card: You can Tribute this card; negate the activation, and if you do, destroy it. You can only use this effect of "Purgatile Cyclura" once per turn.
19972600/1600
1998
1999Purgatile Phrynosoma
2000Reptile-Type/FIRE
2001Level 11
2002If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn: You can target 1 other "Purgatile" monster you control with the same Level as this card; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using that target and this card only. You can only use this effect of "Purgatile Phrynosoma" once per turn.
20032900/1600
2004
2005Purgatile Pogona
2006Reptile-Type/FIRE
2007Level 11
2008If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn, would Special Summon a monster(s): You can target 1 other "Purgatile" card you control; return both that target and this card to the hand, and if you do, negate the Summon, and if you do, destroy it. You can only use this effect of "Purgatile Pogona" once per turn.
20092500/1600
2010
2011Purgatile Horridus
2012Reptile-Type/FIRE
2013Level 11
2014If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn: You can target 1 "Purgatile" card you control; destroy that target and add 1 "Purgatile" card from your Deck to your hand, except "Purgatile Horridus". You can only use this effect of "Purgatile Horridus" once per turn.
20152800/1600
2016
2017Purgatile Nigrolutea
2018Reptile-Type/FIRE
2019Level 11
2020If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn: You can target 1 "Purgatile" monster in your Graveyard, then discard 1 card; Special Summon that target. You can only use this effect of "Purgatile Nigrolutea" once per turn.
20212700/1600
2022
2023Purgatile Sauromalus
2024Reptile-Type/FIRE
2025Level 11
2026If the only monsters you control (if any) are "Purgatile" monsters, you can Normal Summon/Set this card without Tributing, but its original ATK is halved. During your opponent's turn, when your opponent activates a monster effect: You can return this face-up card to your hand; negate the activation, and if you do, destroy it, then both players take 1000 damage.
20272400/1600
2028
2029
2030
2031Extra Deck Monsters:
2032
2033
2034Purgatile Indicus
2035Reptile-Type/FIRE
2036Rank 11
20372 or more Level 11 FIRE monsters
2038Once per turn, during your opponent's turn: You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; destroy that target. While this card has Xyz Material, your opponent cannot target other monsters you control for attacks. This card loses 500 ATK for each Xyz Material attached to it. You can only control 1 "Purgatile Indicus".
20393500/3000
2040
2041Purgatile Salvator
2042Reptile-Type/FIRE
2043Rank 12
20443 or more Level 12 FIRE monsters
2045When Xyz Summoned, cards and effects cannot be activated. While this card has Xyz Material, if this card attacks, it is unaffected by other card effects until the end of the Damage Step. If this card has "Purgatile Indicus" as an Xyz Material, it gains this effect.
2046â— Once per turn, during your opponent's turn: You can detach 1 Xyz Material from this card; destroy all monsters your opponent controls, then both players take 1000 damage.
20474000/3000
2048
2049Spell/Trap Cards:
2050
2051Purgatile Soul Upgrade
2052Normal Spell Card
2053Target 1 Rank 11 Xyz Monster; Special Summon from your Extra Deck, 1 Xyz Monster with the same Type but 1 Rank higher, using it as 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, negate the effects of all cards you control other than that monster, until the end of this turn.
2054
2055Purgatile Soul Scouring
2056Quick-Play Spell Card
2057Target any number of "Purgatile" monsters you control; until the end of this turn, negate their effects, then you can negate the effects of face-up monsters your opponent controls up to the number of "Purgatile" monsters negated by this effect. If a "Purgatile" monster(s) you control would be destroyed by battle or card effect, except during the turn this card was sent to the Graveyard, you can banish this card from your hand or Graveyard instead of destroying 1 of those monsters.
2058
2059Purgatile Soul Devourer
2060Continuous Spell Card
2061Negate the effects of all "Purgatile" monsters you control during your turn only. During your End Phase, if you control a "Purgatile" monster: You can return this card from the field to the hand, and if you do, gain 500 LP for each "Purgatile" monster you control.
2062
2063Purgatile Soul Lace
2064Continuous Trap Card
2065When this card is activated: Special Summon 1 "Purgatile" monster from your hand, but until the end of this turn, its effects are negated and it cannot attack. It cannot be used as Xyz Material, except for the Xyz Summon of a FIRE or Reptile-Type monster. If this card leaves the field, destroy that target. If that target leaves the field, destroy this card. You can only activate 1 "Purgatile Soul Lace" per turn.
2066
2067Purgatile Soul Stronghold
2068Field Spell Card
2069"Purgatile" monsters whose effects are negated cannot be targeted by your opponent's card effects. Once per turn, when a monster you control destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 "Purgatile" card in your Graveyard; add that target to your hand.
2070
2071STEREO-BOT ARCHETYPE (14/14):
2072
2073Stereo-BOT is a Machine-Type/LIGHT Archetype based around supporting other copies of the same monster with their effects. They also each have an effect that can negate a card that activates in response to their effects by discarding 1 card. This is also another rare case where I have images for my Archetype!
2074
2075Main Deck Monsters:
2076
2077http://i.imgur.com/LMQaCYm.png
2078When this card is Normal or Special Summoned: You can discard up to 2 cards; Special Summon "Stereo-BOT: Fast Shooter"(s) from your hand up to the number of cards discarded this way, and if you do, you can increase the Level of all "Stereo-BOT: Fast Shooter"(s) you control by 1. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
2079
2080http://i.imgur.com/EuBOD6N.png
2081If you control no other "Stereo-BOT" monsters: You can target 1 "Stereo-BOT: Tag Teamer" in your Graveyard, then banish 1 other "Stereo-BOT" card from your Graveyard; Special Summon that target in Defense Position, and if you do, you can increase this card's Level and that target's Level by up to 2. You cannot Special Summon other monsters during the turn you use this effect, except "Stereo-BOT" monsters. You can only use this effect of "Stereo-BOT: Tag Teamer" once per turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
2082
2083http://i.imgur.com/Tz2M2E7.png
2084When this card inflicts battle damage to your opponent: You can add 1 "Stereo-BOT" card from your Deck or Graveyard to your hand, except "Stereo-BOT: Electric Jabber", then this is the only monster you control, you can Special Summon 1 "Stereo-BOT: Electric Jabber" from your hand, but it cannot declare an attack this turn. You can only use this effect of "Stereo-BOT: Electric Jabber" once per turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
2085
2086http://i.imgur.com/oyrO2b2.png
2087When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Special Summon 1 "Stereo-BOT: Claw Slasher" from your Deck, but its ATK is halved until the end of this turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
2088
2089http://i.imgur.com/wbNO14t.png
2090During either player's turn: You can target 1 other "Stereo-BOT" monster you control; this turn, it cannot be destroyed by battle or card effects, also if you targeted "Stereo-BOT: Armed Protector", your opponent cannot attack this card for attacks or effects. You can only use this effect of "Stereo-BOT: Armed Protector" once per turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
2091
2092http://i.imgur.com/yBavjSe.png
2093If this card is sent from the hand to the Graveyard to activate a "Stereo-BOT" card effect: You can Special Summon this card from your Graveyard, but banish it when it leaves the field. After you activate this effect, cannot Special Summon other monsters for the rest of the turn, except "Stereo-BOT" monsters. If this card is Special Summoned: You can target 1 "Stereo-BOT: Bulky Ascender in your Graveyard; Special Summon that target, and if you do, decrease the Level of that monster and this card by 1. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it. You can only use each effect of "Stereo-BOT: Something" once per turn.
2094
2095http://i.imgur.com/7sf6zv1.png
2096You can Normal Summon without Tributing, but its ATK becomes halved. When this card is Normal or Special Summoned: You can target 1 "Stereo-BOT" monster in your Graveyard; this card's name and Level become the same as that target, also it gains that target's effects. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
2097
2098Extra Deck Monsters:
2099
2100http://i.imgur.com/E5r2xuQ.png
21012 or more (max. 5) Level 3 "Stereo-BOT" monsters
2102When this card is Special Summoned: You can target 1 face-up monster your opponent controls; destroy that target. During each of your End Phase: Detach 2 Xyz Material from this card, or destroy this card. If this card is attached with 2 or more monsters with the same name, you can detach only 1 instead. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
2103
2104http://i.imgur.com/a7Ab2Hc.png
21052 or more (max. 5) Level 4 "Stereo-BOT" monsters
2106Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; negate its effects and halve its ATK until the end of this turn. If the detached Xyz Material's name in the Graveyard is the same as the name of an Xyz Material attached to this card, you can activate this effect twice per turn. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
2107
2108http://i.imgur.com/eB3zBRg.png
21092 or more Level 5 "Stereo-BOT" monsters
2110Once per turn, if this card battles an opponent's monster, during damage calculation: You can detach 1 Xyz Material from this card; the ATK and DEF of the opponent's monster becomes 0, but your opponent takes no battle damage from this battle. If the detached Xyz Material's name in the Graveyard is the same as the name of an Xyz Material attached to this card, your opponent takes the battle damage they would have taken from that battle. If a card or effect is activated in response to the activation of this card's effect: You can discard 1 card; negate that activation, and if you do, destroy it.
2111
2112Spell/Trap Cards:
2113
2114http://i.imgur.com/k11MWtN.png
2115Equip only to a "Stereo-BOT" monster. It gains 700 ATK and 200 DEF. Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy that target. If the equipped monster would be destroyed, you can destroy this card instead.
2116
2117http://i.imgur.com/0cDltnt.png
2118If a you send a card to the Graveyard activate a "Stereo-BOT" card effect: Place 1 Core Counter on this card. "Stereo-BOT" monsters you control gain 200 ATK and DEF for each Core Counter on this card. Once per turn: You can remove any number of Core Counters on this card, then target "Stereo-BOT" monsters you control with Levels equal to the number of Core Counters removed: Increase or decrease their Levels by up to 2 (each target can be increased or decreased by a different Level).
2119
2120http://i.imgur.com/NznbcKF.png
2121Activate this card by targeting 1 "Stereo-BOT" monster in your Graveyard with the same name as a "Stereo-BOT" monster you control; Special Summon that target. During your Main Phase 1: You can send this face-up card to the Graveyard; this turn, you can Normal Summon 1 "Stereo-BOT" monster in additional to your Normal Summon/Set. (You can only gain this effect once per turn). If there are not 2 or more monsters with the same name as that target on the field, destroy this card and that target.
2122
2123http://i.imgur.com/3B4dFus.png
2124Activate this card by discarding 1 "Stereo-BOT" monster; Special Summon this card as an Effect Monster with the same name, Level, Type, Attribute, ATK and DEF as the discarded monster. Once per turn, during your Main Phase, while this card is an Effect Monster: You can target 1 "Stereo-BOT" monster from your Graveyard; this card gains that target's effects until the end of this turn.
2125
2126WINTERLAND ARCHETYPE (11/11):
2127
2128Winterland is a Beast-Type/WATER Archetype which focuses on tagging out, similar to Gladiator Beast, but they return themselves to the hand instead of the Deck, and Special Summon from the hand instead. The monsters are based on various mythical winter related creatures.
2129
2130
2131
2132Main Deck Monsters:
2133
2134
2135
2136Yeti, Abomination of Winterland
2137
2138Beast-Type/WATER
2139
2140Level 4
2141
2142When this card is Normal Summoned or Special Summoned by the effect of a "Winterland" card: You can target 1 "Winterland" monster in your Graveyard, except "Yeti, Abomination of Winterland"; Special Summon that target, but it cannot be used as an Xyz Material. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the hand, and if you do, you can Special Summon 1 "Winterland" monster from your hand with a different name. You can only use each effect of "Yeti, Abomination of Winterland" once per turn.
2143
21441600/500
2145
2146
2147
2148Akhlut, Hunter of Winterland
2149
2150Beast-Type/WATER
2151
2152Level 4
2153
2154If this card destroys an opponent's monster by battle: You can add 1 "Winterland" card from your Deck to your hand, except "Akhlut, Hunter of Winterland". At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the hand, and if you do, you can Special Summon 1 "Winterland" monster from your hand with a different name. You can only use each effect of "Akhlut, Hunter of Winterland" once per turn.
2155
21561800/500
2157
2158
2159
2160Jotunn, Brute of Winterland
2161
2162Beast-Type/WATER
2163
2164Level 4
2165
2166If this card attacks or is attacked, your opponent cannot activate cards and effects until the end of the Damage Step. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the hand, and if you do, you can Special Summon 1 "Winterland" monster from your hand with a different name. You can only use each effect of "Jotunn, Brute of Winterland" once per turn.
2167
21681900/500
2169
2170
2171
2172Tizheruk, Grabber of Winterland
2173
2174Beast-Type/WATER
2175
2176Level 4
2177
2178When a "Winterland" monster targets a monster your opponent controls for an attack: You can target the attack target; change its battle position, and if you do, its effects are negated until the end of the Damage Step. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the hand, and if you do, you can Special Summon 1 "Winterland" monster from your hand with a different name. You can only use each effect of "Tizheruk, Grabber of Winterland" once per turn.
2179
21801700/500
2181
2182
2183
2184Extra Deck Monsters:
2185
2186
2187
2188Ijiraq, Shapeshifter of Winterland
2189
2190Beast-Type/WATER
2191
2192Rank 4
2193
21942 Level 4 "Winterland" monsters
2195
2196You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; return that target to the hand, then your opponent can Special Summon 1 monster from their hand with a different name from that monster. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the Extra Deck; Special Summon up to 2 "Winterland" monsters from your hand with different names. You can only use each effect of "Ijiraq, Shapeshifter of Winterland" once per turn.
2197
21982400/500
2199
2200
2201
2202Ymir, Decimator of Winterland
2203
2204Beast-Type/WATER
2205
2206Rank 4
2207
22083 Level 4 monsters
2209
2210You can detach 1 Xyz Material from this card, then target any number of monsters in your Graveyard; shuffle all of those targets into your Deck, and if you do, all monsters your opponent control lose ATK and DEF equal to the number of monsters shuffled into your Deck x 100 until the end of this turn. At the end of the Battle Phase, if this card attacked or was attacked: You can return this card from the field to the Extra Deck; Special Summon up to 3 "Winterland" monsters from your hand with different names. You can only use each effect of "Ymir, Decimator of Winterland" once per turn.
2211
22122700/500
2213
2214
2215
2216Spell/Trap Cards:
2217
2218Winterland
2219Field Spell Card
2220If you control a monster that is not a "Winterland" monster, destroy this card. All "Winterland" monsters you control gain 500 ATK during damage calculation only. Once per turn, during either player's turn: You can target 1 "Winterland" monster you control; this turn, it cannot be destroyed by battle, also your opponent takes all battle damage you would have taken from battles involving it.
2221
2222Snowfort of Winterland
2223Continuous Spell Card
2224If you control a monster that is not a "Winterland" monster, destroy this card. Each time a "Winterland" monster(s) returns to your hand or Extra Deck, place 1 Snow Counter on this card for each of those monsters. All "Winterland" monsters you control gain 100 ATK for each Snow Counter on this card. During your End Phase: You can send this face-up card with 3 or more Snow Counters on it to the Graveyard; draw 2 cards. You can only control 1 "Snowfort of Winterland".
2225
2226Snowfall of Winterland
2227Continuous Trap Card
2228Activate this card when an opponent's monster targets a "Winterland" monster you control for an attack: Negate the attack, and if you do, the attack target gains ATK equal to half the ATK of the attacking monster while this card is face-up on the field.
2229
2230Snowstorm of Winterland
2231Quick-Play Spell Card
2232Target 1 "Winterland" monster you control; return it to the hand or Extra Deck, and if you do, Special Summon 1 "Winterland" monster from your hand with a different name. You can only activate 1 "Snowstorm of Winterland" per turn.
2233
2234Snowballs of Winterland
2235Quick-Play Spell Card
2236Target 1 "Winterland" monster you control and 1 face-up card your opponent controls; until the end of this Phase, their effects are negated. 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 "Winterland" monster you control; it cannot be destroyed by battle or card effects this turn.
2237
2238PRIMAL PREDATOR ARCHETYPE (15/15):
2239
2240Primal Predator is an EARTH/FIRE Dinosaur-Type Archetype based around the opponent controlling monsters with 2000 or more combined ATK and DEF. In concept, they are pretty simple, and are meant to bring out Level 6 Synchros at a decently fast speed, but they have plenty of options with other Dinosaur-Type monsters since most of their cards work with other Dinosaur-Type monsters.
2241
2242Main Deck Monsters:
2243
2244Primal Predator - Troodon
2245Dinosaur-Type/EARTH/Tuner
2246Level 3
2247If your opponent controls a monster whose combined ATK and DEF are 2000 or more, you can Special Summon this card (from your hand), but you cannot Special Summon other monsters for the rest of the turn from your Extra Deck, except Dinosaur-Type Synchro Monsters. If this card is sent to the Graveyard as a Synchro Material for the Synchro Summon of a Dinosaur-Type monster: You can banish this card from your Graveyard; draw 1 card.
22481300/1200
2249
2250
2251Primal Predator - Kritosaurus
2252Dinosaur-Type/EARTH/Tuner
2253Level 3
2254You can send 1 "Primal Predator" monster from your hand to the Graveyard; Special Summon 1 "Primal Predator" monster with the same name as that monster from your hand or Deck. You can only use this effect of "Primal Predator - Kritosaurus" once per turn. If your opponent controls a monster whose combined ATK and DEF are 2000 or more, you can Special Summon any other "Primal Predator" monster instead.
22551500/900
2256
2257
2258
2259Primal Predator - Labocania
2260Dinosaur-Type/EARTH
2261Level 3
2262You can discard 1 card, then target 1 face-up monster your opponent controls; its ATK and DEF become 1500 until the end of this turn. Monsters you control cannot attack during the turn you use this effect, except Dinosaur-Type monsters. If this card destroys an opponent's monster by battle whose combined ATK and DEF were 2000 or more on the field, and sends it to the Graveyard: You can add 1 "Primal Predator" card from your Deck to your hand, except "Primal Predator - Labocania". You can only use each effect of "Primal Predator - Labocania" once per turn.
22631600/1000
2264
2265
2266
2267Primal Predator - Hadrosaurus
2268Dinosaur-Type/EARTH
2269Level 3
2270You can discard this card, then target 1 face-up monster your opponent controls; its ATK and DEF become 1500 until the end of this turn. You must control a Dinosaur-Type monster to activate and to resolve this effect. You can banish this card from your Graveyard, then target 1 Level 3 "Primal Predator" monster in your Graveyard; Special Summon that target, but it cannot declare an attack this turn. Your opponent must control a monster whose combined ATK and DEF are 2000 or more to activate and to resolve this effect. You can only use 1 effect of "Primal Predator - "Hadrosaurus" per turn, and only once that turn.
22711400/1600
2272
2273
2274Primal Predator - Ozraptor
2275Dinosaur-Type/EARTH
2276Level 3
2277When this card is Normal Summoned or flipped face-up: You can Special Summon 1 "Primal Predator" monster from your hand, but its effects are negated, and it cannot be used as Synchro Material, except for the Synchro Summon of a Dinosaur-Type monster, and it cannot be used as an Xyz Material. Your opponent must control a monster whose combined ATK and DEF are 2000 or more to activate and to resolve this effect. While you control a monster Summoned by this effect, you can treat this card as a Tuner monster for the Synchro Summon of a Dinosaur-Type monster.
22781600/500
2279
2280Primal Predator - Brachiosaurus
2281Dinosaur-Type/EARTH
2282Level 3
2283When a monster your opponent controls whose combined ATK and DEF are 2000 or more declares an attack: You can Special Summon this card from your hand, and if you do, negate that attack. During your opponent's Battle Phase, if your opponent controls more monsters whose combined ATK and DEF are 2000 or higher than all other face-up monsters they control, you can: Immediately after this effect resolve, Synchro Summon 1 Synchro Monster using Dinosaur-Type monsters as Synchro Material only.
22840/2000
2285
2286Primal Predator - Duriatitan
2287Dinosaur-Type/EARTH
2288Level 3
2289If this card is sent to the Graveyard as a Synchro Material for the Synchro Summon of a Dinosaur-Type monster: You can target that monster; equip this card to that target. While this card is equipped by this effect, it is unaffected by the effects of monsters your opponent control whose combined ATK and DEF are 2000 or more.
22901700/100
2291
2292Extra Deck Monsters:
2293
2294Primal Predator - Vulcanodon
2295Dinosaur-Type/FIRE/Synchro
2296Level 6
22971 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
2298When this card is Synchro Summoned: You can target 1 face-up monster your opponent control whose combined ATK and DEF are 2000 or more; destroy that target. If a Dinosaur-Type monster attacks or is attacked by a monster whose combined ATK and DEF are 2000 or more, your opponent cannot activate cards or effects until the end of the Damage Step. You can only control 1 "Primal Predator - Vulcanodon".
22992600/2100
2300
2301Primal Predator - Sarcosaurus
2302Dinosaur-Type/FIRE/Synchro
2303Level 6
23041 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
2305When this card is Synchro Summoned: You can pay 500 LP; all monsters your opponent control whose combined ATK and DEF are 2000 or more lose ATK and DEF equal to the ATK of the non-Tuner Synchro Material used for this card's Synchro Summon in the Graveyard. Once per turn: You can banish up to 2 Dinosaur-Type monsters from your Graveyard, then target face-up monsters your opponent controls equal to the number of monsters banished to activate this effect; they lose 500 ATK and DEF. You can only control 1 "Primal Predator - Sarcosaurus".
23062400/2400
2307
2308Primal Predator - Cetiosaurus
2309Dinosaur-Type/FIRE
2310Level 6
23111 Dinosaur-Type Tuner + 1 non-Tuner Dinosaur-Type monster
2312Monsters your opponent control whose combined ATK and DEF cannot activate their effects in response to Dinosaur-Type monsters' effects. Once per turn, during either player's turn: You can banish 1 Dinosaur-Type monster from your Graveyard, then target 1 Dinosaur-Type monster you control; it gains 500 ATK until the end of this turn, but all further battle damage it does this turn is halved. You can only control 1 "Primal Predator - Cetiosaurus".
23132500/1700
2314
2315Spell/Trap Cards:
2316
2317Primal Predator - Scavenging Herd
2318Normal Trap Card
2319Target 1 Dinosaur-Type monster you control; until the end of this turn, it gains 500 ATK and DEF for each monster your opponent controls whose combined ATK and DEF are 2000 or more. You can only activate 1 "Primal Predator - Scavenging Herd"
2320
2321Primal Predator - Scurried Herd
2322Quick-Play Spell Card
2323If a Dinosaur-Type monster(s) in your possession is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Target 1 Spell/Trap Card your opponent controls; banish it. During the End Phase, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Primal Predator" Spell/Trap Card in your Graveyard; add that target to your hand. Your opponent must control a monster whose combined ATK and DEF are 2000 or more to activate and to resolve this effect. You can only activate each effect of "Primal Predator - Scurried Herd" once per turn.
2324
2325Primal Predator - Reunited Herd
2326Normal Spell Card
2327Target 1 "Primal Predator" monster you control and 1 of your banished "Primal Predator" monsters; banish the first target, and if you do, add the second target to your hand, also during your next Standby Phase, return the first target to the field. You can only activate 1 "Primal Predator - Reunited Herd" per turn.
2328
2329Primal Predator - Aggressive Herd
2330Continuous Spell Card
2331Dinosaur-Type monsters you control gain 300 ATK and DEF for each monster your opponent controls whose combined ATK and DEF are 2000 or more. Once per turn: You can banish 1 Dinosaur-Type monster from your hand or side of the field, then target 1 "Primal Predator" monster in your Graveyard; Special Summon that target.
2332
2333Primal Predator - Ultimate Herd
2334Continuous Spell Card
2335Activate this card by targeting 1 Dinosaur-Type Synchro Monster you control; it gains 1000 ATK, also your opponent must attack it, if able. If your opponent controls a monster whose combined ATK and DEF are 2000 or more: You can send this face-up card you control to the Graveyard and this card's target to the Graveyard; Special Summon 1 Dinosaur-Type Synchro Monster from your Extra Deck with the same Level as that target in your Graveyard. You can only control 1 "Primal Predator - Ultimate Herd".
2336
2337INDIGO ARCHETYPE (10/10):
2338
2339I'm not too sure what this one was meant to be about, but it has to do with Flip Effect Monsters I suppose. They're Psychic-Type DARK monsters with various Levels. They have Spell/Trap Card support, their Field Spell Card is one of their best cards, since it allows them to Set multiple monsters and do it without Tributing, since they also have high Level monsters.
2340
2341
2342
2343I created this back in August last year, and I generally liked how it was, but they needed a little more support I felt, so I made 2 new cards, "Indigo Crazy Slasher" and "Indigo Now". I also changed a few of the cards a tiny bit.
2344
2345
2346
2347Monsters:
2348
2349
2350
2351Indigo Hidden Shadow
2352
2353Psychic-Type/DARK/FLIP
2354
2355Level 1
2356
2357FLIP: You can Special Summon 1 Level 6 or lower "Indigo" monster from your hand in face-down Defense Position. During the turn this card is flipped face-up, it cannot be destroyed by battle. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Hidden Shadow" once per turn.
2358
2359200/1200
2360
2361
2362
2363Indigo Darkness Fear
2364
2365Psychic-Type/DARK/FLIP
2366Level 4
2367
2368FLIP: You can target 1 "Indigo" or face-down monster you control; this turn, it is unaffected by card effects, except by the effects of "Indigo" cards. During the turn this card is flipped face-up, it cannot be destroyed by battle. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Darkness Fear" once per turn.
2369
23701300/1800
2371
2372
2373
2374Indigo Crazy Slasher
2375
2376Psychic-Type/DARK/FLIP
2377
2378Level 4
2379
2380FLIP: You can target monster on the field; change its battle position. During the turn this card is flipped face-up, it cannot be destroyed by battle. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Crazy Slasher" once per turn.
2381
23821700/1500
2383
2384
2385
2386Indigo Mind Creeper
2387
2388Psychic-Type/DARK/FLIP
2389Level 6
2390
2391FLIP: You can add 1 "Indigo" card from your Deck or Graveyard to your hand, except "Indigo Mind Creeper". During the turn this card is flipped face-up, it cannot be destroyed by card effects. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Mind Creeper" once per turn.
2392
23932300/5600
2394
2395
2396
2397Indigo Scare Inducer
2398
2399Psychic-Type/DARK/FLIP
2400
2401Level 8
2402
2403FLIP: You can target 1 "Indigo" monster in your Graveyard, except "Indigo Scare Inducer"; Special Summon that target in face-down Defense Position. During the turn this card is flipped face-up, it cannot be destroyed by card effects. During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Scare Inducer" once per turn.
2404
24052400/2700
2406
2407
2408
2409Indigo Heart Attacker
2410
2411Psychic-Type/DARK/FLIP
2412
2413Level 8
2414FLIP: You can target 1 face-up monster your opponent controls; destroy that target. During the turn this card is flipped face-up, it cannot be destroyed by card effects During either player's End Phase: You can change this card to face-down Defense Position. You can only use each effect of "Indigo Heart Attacker" once per turn.
24152700/2400
2416
2417Spell/Trap Cards:
2418
2419Indigo Home
2420Fiend Spell Card
2421You can Set "Indigo" monsters without Tributing. Once per turn: You can discard 1 "Indigo" card; this turn, you can Set 1 monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) All "Indigo" monsters that were flipped face-up gain 300 ATK and DEF.
2422
2423Indigo Away
2424Quick-Play Spell Card
2425If an "Indigo" card other than this card is targeted by a card effect: This turn, all cards you control with the same name as that target are unaffected by the effects all cards with the same card type (Monster, Spell or Trap) as the targeting card.
2426
2427Indigo On
2428Continuous Trap Card
2429If all monsters you control are in face-down Defense Position during your opponent's Standby Phase, your opponent must attack all with all monsters they control this turn while this card is on the field, if able. When this card in your possession is destroyed by an opponent's card effect and sent to the Graveyard: You can Set 1 "Indigo" Spell/Trap Card directly from your Deck, and if you do, it can be activated this turn.
2430
2431Indigo Now
2432Normal Trap Card
2433If all monsters you control are in face-down Defense Position and/or "Indigo" monsters: Target 1 face-down Defense Position monster you control; change that target to face-up Defense Position, and if you do, Special Summon 1 "Indigo" monster from your hand with a different name than that target in face-down Defense Position. You can only activate 1 "Indigo Now" per turn.
2434
2435DARK HALO ARCHETYPE (6/6):
2436
2437Remember those Pendulum Monsters I posted a week ago? Well, I decided to make an Archetype out of them, so here they are. It's also my first image Archetype in a LONG time, and yes, it is Cardfight Vanguard art. The Archetype itself focuses on Pendulum Summoning and on having DARK monsters on the field for various effects. There are only 6 cards, since I couldn't find the images I wanted from this, a main reason I don't use images often, so no Spell/Trap Cards this time around.
2438
2439Monsters:
2440http://i.imgur.com/mgCSX2U.png
2441
2442Pendulum Effect:
2443Unless you have “Dark Halo βâ€in your other Pendulum Zone, this card’s Pendulum Scale becomes 4. While the only monsters you control are DARK monsters, this card cannot be targeted by your opponent’s card effects.
2444
2445Monster Effect:
2446When this card is Pendulum Summoned, if you also Pendulum Summoned another DARK monster: You can target 1 face-up monster your opponent controls; destroy that target. You can only use this monster effect of “Dark Halo α†once per turn. If you control “Dark Halo βâ€, this card cannot be destroyed by your opponent’s card effects
2447
2448http://i.imgur.com/GexYBs4.png
2449
2450Pendulum Effect:
2451Unless you have “Dark Halo αâ€in your other Pendulum Zone, this card’s Pendulum Scale becomes 4. DARK monsters you control gain 500 ATK and DEF.
2452
2453Monster Effect:
2454During either player’s turn: You can send 1 card from your hand to the Graveyard, then target 1 face-up card your opponent controls; its effects are negated. You can only use this monster effect of “Dark Halo β†once per turn. If you control “Dark Halo αâ€, when a DARK monster attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step.
2455
2456http://i.imgur.com/DpEVsGe.png
2457
2458When this card is Special Summoned: You can add 1 "Dark Halo" card from your Deck to your hand, except "Dark Halo γ". You can only use this effect of "Dark Halo γ" once per turn. If this card was Pendulum Summoned, if you control another DARK monster, once per turn: You can target 1 "Dark Halo" card in your Graveyard and 1 other "Dark Halo" card or DARK monster you control; add the first target to your hand, and if you do, destroy the second target.
2459
2460http://i.imgur.com/vGbSYlA.png
2461When this card is Pendulum Summoned: You can add 1 face-up DARK Pendulum Monster from your Extra Deck or Graveyard to your hand. You can Tribute 1 other DARK monster, then target 2 cards your opponent controls; destroy both those targets. You can only use each effect of "Dark Halo Δ" once per turn.
2462
2463http://i.imgur.com/pMicJ5x.png
2464Pendulum Effect:
2465Unless you have "Dark Halo Ζ" in your other Pendulum Zone, this card's Pendulum Scale becomes 4. DARK monsters you control cannot be targeted by your opponent's Spell/Trap effects.
2466
2467Monster Effect:
2468If you control no monsters: You can discard this card; add 1 "Dark Halo" card from your Deck to your hand, except "Dark Halo Ε". You cannot Special Summon during the turn you use this effect, except by Pendulum Summon. You can only use this effect of "Dark Halo E" once per turn. If you control another DARK monster, your opponent cannot target other monsters you control for attacks, except "Dark Halo Ε".
2469
2470http://i.imgur.com/Ac29BWv.png
2471Pendulum Effect
2472Unless you have "Dark Halo Ε" in your other Pendulum Zone, this card's Pendulum Scale becomes 4. Once per turn, if a DARK monster(s) you control would be destroyed by a card effect, it is not destroyed.
2473
2474Monster Effect:
2475When this card is Pendulum Summoned: You can draw 1 card for each DARK monster you control, then return an equal number of cards from your hand to the top of the Deck. When your opponent activates a card or effect: You can Tribute 1 DARK monster; negate the activation, and if you do, destroy it.
2476
2477TASK FORCE ARCHETYPE (13/13):
2478
2479Task Force is an Archetype consisting of 2 sub-Archetypes called Task Force Vehicle and Task Force Building. They are monster equip based, similar to ZW. The names are based on various occupations that are meant to protect or save you in some way, such as the police.
2480
2481Task Force:
2482
2483Task Force - Officer
2484Warrior-Type/EARTH
2485Level 4
2486Once per turn: You can send 1 "Task Force Vehicle" card equipped to this card to the Graveyard, then target 1 face-up monster your opponent controls; destroy that target. If another monster you control would be destroyed by your opponent's card effect, you can destroy 1 "Task Force Vehicle" card equipped to this card instead. During the End Phase: You can send this face-up card to the Graveyard, then target 1 "Task Force Vehicle" card in your Graveyard; add that target to your hand.
24871600/1300
2488
2489Task Force - Doctor
2490Spellcaster-Type/EARTH
2491Level 4
2492Once per turn, if another "Task Force" monster(s) you control is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: You can send 1 "Task Force Vehicle" card equipped to this card to the Graveyard, then target 1 of those monsters in your Graveyard: Special Summon that target. Once per turn, if "Task Force Vehicle" card(s) you control would be destroyed by an opponent's card effect, that card(s) not destroyed. During the End Phase: You can send this face-up card to the Graveyard, then target 1 "Task Force Vehicle" card in your Graveyard; add that target to your hand.
24931400/1600
2494
2495Task Force - Firefighter
2496Warrior-Type/EARTH
2497Level 4
2498While this card is equipped with a "Task Force Vehicle" card, if it attacks or is attacked, it is unaffected by your opponent's card effects until the end of the turn. Once per turn: You can send 1 "Task Force Vehicle" card you control to the Graveyard, then target 1 Level 4 "Task Force" monster in your Graveyard; Special Summon that target. During the End Phase: You can send this face-up card to the Graveyard, then target 1 "Task Force Vehicle" card in your Graveyard; add that target to your hand.
24991700/1000
2500
2501Task Force - Soldier
2502Warrior-Type/EARTH
2503Level 4
2504Once per turn, if a "Task Force Vehicle" is equipped to this card: You can target 1 Spell/Trap Card your opponent controls; destroy that target. When this card destroys an opponent's monster by battle: You can add 1 "Task Force" card from your Deck to your hand. During the End Phase: You can send this face-up card to the Graveyard, then target 1 "Task Force Vehicle" card in your Graveyard; add that target to your hand.
25051800/1200
2506
2507Task Force Vehicle:
2508
2509Task Force Vehicle - Motorcycle
2510Machine-Type/EARTH
2511Level 6
2512You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 500 ATK and DEF, and if it attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If the equipped monster destroys an opponent's monster by battle: Draw 1 card. You can only control 1 "Task Force Vehicle - Motorcycle" in your Spell & Trap Zone.
2513500/500
2514
2515Task Force Vehicle - Patrol Car
2516Machine-Type/LIGHT
2517Level 7
2518You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 600 ATK and 200 DEF. If the equipped monster destroys an opponent's monster by battle: You can draw 1 card, also banish the destroyed monster from the Graveyard. You can only control 1 "Task Force Vehicle - Patrol Car" in your Spell & Trap Zone.
2519600/200
2520
2521Task Force Vehicle - Ambulance
2522Machine-Type/LIGHT
2523Level 8
2524You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 200 ATK and 800 DEF. Your opponent cannot target it for attacks or effects, but can attack you directly if it is the only monster you control. You can only control 1 "Task Force Vehicle - Ambulance" in your Spell & Trap Zone.
25252000/1000
2526
2527Task Force Vehicle - Fire Truck
2528Machine-Type/WATER
2529Level 9
2530You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 1000 DEF. If the equipped monster attacks an opponent's monster, during damage calculation: You can switch the ATK and DEF of the equipped monster until the end of the Damage Step. You can only control 1 "Task Force Vehicle - Fire Truck" in your Spell & Trap Zone.
25310/1000
2532
2533Task Force Vehicle - Tank
2534Machine-Type/EARTH
2535Level 10
2536You can target 1 "Task Force" monster you control; equip this card from your hand to that target. It gains 800 ATK. If it attacks an opponent's Defense Position monster, at the start of the Damage Step: Destroy that monster. You can only control 1 "Task Force Vehicle - Tank" in your Spell & Trap Zone.
2537800/0
2538
2539Task Force Building:
2540
2541Task Force Building - Police Station
2542Field Spell Card
2543Once per turn: You can target 1 "Task Force" monster you control and 1 "Task Force Vehicle" card in your Spell & Trap Zone that is not equipped to the first target; equip the second target to the first target. During your End Phase: You can send this face-up card to the Graveyard: Activate 1 "Task Force Building" card directly from your Deck, except "Task Force Building - Police Station".
2544
2545Task Force Building - Hospital
2546Field Spell Card
2547"Task Force" monsters equipped with "Task Force Vehicle" cards cannot be destroyed by your opponent's card effects and gain 500 DEF. During your End Phase: You can send this face-up card to the Graveyard: Activate 1 "Task Force Building" card directly from your Deck, except "Task Force Building - Hospital".
2548
2549Task Force Building - Fire Department
2550Field Spell Card
2551You can banish 1 "Task Force" card from your Deck. During your second Standby Phase after activation, add that banished card to your hand. You can only use this effect of "Task Force Building - Fire Department" once per turn. During your End Phase: You can send this face-up card to the Graveyard: Activate 1 "Task Force Building" card directly from your Deck, except "Task Force Building - Fire Department".
2552
2553Task Force Building - Military Base
2554Field Spell Card
2555"Task Force" monsters gain 300 ATK and DEF for each "Task Force Vehicle" card you control. During your End Phase: You can send this face-up card to the Graveyard: Activate 1 "Task Force Building" card directly from your Deck, except "Task Force Building - Military Base".
2556
2557DEATH MARK ARCHETYPE (10/10):
2558
2559Death Mark is a Level 4-5 Winged Beast/DARK Archetype that is based around Defense Position. They do various things while in Defense Position or can do things to other monsters in Defense Position. They also have various Normal Trap Cards to support them.
2560
2561
2562
2563This is another Archetype I made a while ago, in fact, in July last year. I made some slight changes here and there to fix some outdates PSCT, and I added a new card, Croww, but other than that, I haven't changed too much about the.
2564
2565
2566
2567Main Deck Monsters:
2568
2569
2570
2571Death Mark Peacoxx
2572
2573Winged Beast-Type/DARK
2574
2575Level 4
2576
2577When this card is Normal Summoned, if your opponent controls a monster in Defense Position, or they control no monsters: You can target 1 "Death Mark" monster in your Graveyard, except "Death Mark Peacoxx"; change this card to Defense Position, and if you do, Special Summon that target in Defense Position, but its effects are negated, its DEF becomes 0. You can only use this effect of "Death Mark Peacoxx" once per turn. Once per turn: You can target 1 "Death Mark" monster you control in Defense Position; its Level becomes 5 and it gains 300 DEF.
2578
25791500/1700
2580
2581
2582
2583Death Mark Vulturr
2584
2585Winged Beast-Type/DARK
2586Level 4
2587
2588If this card is Summoned: You can change it to Defense Position, and if you do, its Level becomes 5. While this card is in Defense Position, your opponent cannot target monsters you control for attacks, except if they control a monster(s) in Defense Position. When this card in your possession is destroyed and sent to the Graveyard by your opponent's card (either by battle or by card effect): You can add 1 "Death Mark" card from your Deck to your hand, except "Death Mark Vulturr". You can only use 1 effect of "Death Mark Vulturr" per turn, and only once that turn.
2589
25901200/2000
2591
2592
2593
2594Death Mark Croww
2595
2596Winged Beast-Type/DARK
2597Level 4
2598
2599If a "Death Mark" monster you control is targeted for an attack or effect: You can discard 1 other card; Special Summon this card from your hand in Defense Position, and if you do, negate that attack or effect. You can banish this card from your Graveyard, then target 1 "Death Mark" Trap Card in your Graveyard; add that target to your hand. You can only use each effect of "Death Mark Croww" once per turn.
2600
26011300/1900
2602
2603
2604
2605Death Mark Owll
2606
2607Winged Beast-Type/DARK
2608
2609Level 5
2610
2611If you control 2 or more "Death Mark" monsters in Defense Position, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Death Mark Owll" this way once per turn. While this card is in Defense Position, all "Death Mark" monsters you control can attack while they are in Defense Position. If they do, apply their DEF for damage calculation. If this card inflicts battle damage to your opponent while in Defense Position: You can target 1 "Death Mark" Trap Card in your Graveyard; Set that target. You can only use this effect of "Death Mark Owll" once per turn.
2612
26131700/2400
2614
2615
2616
2617Death Mark Hawkk
2618
2619Winged Beast-Type/DARK
2620
2621Level 5
2622
2623If you control a "Death Mark" monster in Defense Position, you can Normal Summon this card without Tributing. When this card is Normal Summoned: You can change it to Defense Position, then target 1 "Death Mark" monster in your Graveyard, except "Death Mark Hawkk"; add that target to your hand. An Xyz Monster that was Summoned using this card as Xyz Material gains this effect.
2624
2625â— When it is Xyz Summoned: You can target 1 "Death Mark" card in your Graveyard; attach that target to this card as an Xyz Material.
2626
26272000/2200
2628
2629
2630
2631Extra Deck Monsters:
2632
2633
2634
2635Death Mark Albatrozz
2636
2637Winged Beast-Type/DARK
2638
2639Rank 5
2640
26412 or more Level 5 DARK monsters
2642
2643You can target 1 face-up Defense Position monster your opponent controls; attach that target to this card as an Xyz Material. You can only use this effect of "Death Mark Albatrozz" once per turn. During your opponent's End Phase: You can detach 2 Xyz Materials from this card, then target 1 monster your opponent controls; change that target to face-up Defense Position, also its effects are negated and its DEF becomes 0. If this card has an opponent's monster as Xyz Material, if it attacks a Defense Position monster, it inflicts piercing battle damage to your opponent.
26442600/2400
2645
2646Trap Cards:
2647
2648Death Mark From Above
2649Normal Trap Card
2650Target 2 or more "Death Mark" monsters you control in Defense Position; immediately after this effect resolves, Xyz Summon 1 DARK Xyz Monster using those monsters only, then draw 1 card.
2651
2652Death Mark Deep Dive
2653Normal Trap Card
2654If your opponent controls a Defense Position monster and you control no monsters: Target 1 "Death Mark" monster in your Graveyard; Special Summon that target in Defense Position, and if you do, until the end of the turn, it cannot be destroyed by battle or by card effects. You can only activate 1 "Death Mark Deep Dive" per turn.
2655
2656Death Mark Mysterious Eggs
2657Normal Trap Card
2658Target 1 "Death Mark" monster you control; it gains DEF equal to half its ATK until the end of this turn. If this card in your possession is destroyed by your opponent's card effect: You can target 1 card your opponent controls; destroy it. You must control a "Death Mark" monster to activate and to resolve this effect. You can only activate 1 "Death Mark Mysterious Eggs" once per turn.
2659
2660Death Mark - The Mark
2661Normal Trap Card
2662Send 1 "Death Mark" card from your hand or side of the field to the Graveyard, except "Death Mark - The Mark"; change the battle position of all Attack Position monsters your opponent controls to Defense Position, and if you do, they cannot change their battle positions until your the end of your opponent's next turn, also they lose 500 DEF. You can only activate 1 "Death Mark - The Mark" per turn.
2663
2664STEADFAST ARCHETYPE (11/11):
2665
2666Steadfast is a Level 3-4 Rock-Type EARTH Archetype based around locking down the opponent's monsters battle position. They are named after different IRL statues and sculptures. The Spell/Trap Cards are based of sayings related to stones and rocks and stuff.
2667
2668This is an Archetype I made a while ago, but I felt like trying it out on Duel Portal. I realized that they were a bit too slow, and that they didn't have enough ways to utilize their battle position lockdown effects, so I boosted their speed and made them also change the position of the monster as well.
2669
2670
2671
2672Main Deck Monsters:
2673
2674
2675
2676The Steadfast Moai
2677
2678Rock-Type/EARTH
2679
2680Level 3
2681
2682When you Normal Summon a "Steadfast" monster: You can Special Summon this card from your hand, but it cannot be used as an Xyz Material, except for the Xyz Summon of a Rock-Type monster. You can only use this effect of "The Steadfast Moai" once per turn. If this card is used for the Xyz Summon of a Rock-Type monster: You can target 1 monster your opponent controls; change its battle position, and if you do, it cannot change its battle position.
2683
26841200/1700
2685
2686The Steadfast Thrower
2687
2688Rock-Type/EARTH
2689
2690Level 4
2691
2692Once per turn: You can discard 1 card, then target 1 monster your opponent controls; change its battle position, and if you do, it cannot change its battle position. If this card in your possession is destroyed by your opponent's card (either by battle or by card effect): You can Special Summon 1 "Steadfast" monster from your Deck, except "The Steadfast Thrower", but its effects are negated and it is banished when it leaves the field. You can only use this effect of "The Steadfast Thrower" once per turn.
2693
26941600/1500
2695
2696The Steadfast Redeemer
2697
2698Rock-Type/EARTH
2699
2700Level 3
2701
2702When your opponent Special Summons exactly 1 monster: You can Special Summon this card from your hand. When this card is Special Summoned: You can target 1 monster your opponent controls; change its battle position, and if you do, it cannot change its battle position.
2703
27041300/1500
2705
2706The Steadfast Lion
2707
2708Rock-Type/EARTH
2709
2710Level 4
2711
2712When this card is Normal Summoned: You can add 1 "Steadfast" monster from your Deck to your hand, except "The Steadfast Lion". You cannot Special Summon monsters during the turn you activate this effect, other than "Steadfast" monsters. If this card destroys an opponent's monster by battle: You can target 1 monster your opponent controls; change its battle position, and if you do, it cannot change its battle position.
2713
27141800/0
2715
2716The Steadfast Thinker
2717
2718Rock-Type/EARTH
2719
2720Level 3
2721
2722This card cannot be destroyed by battle with a monster whose battle position cannot be changed because of a card effect. Once per turn: You can target up to 2 Level 3 "Steadfast" monsters you control; their increase their Levels by 1.
2723900/1800
2724
2725Extra Deck Monsters:
2726
2727The Steadfast Liberty
2728Rock-Type/EARTH
2729Rank 3
27302 Level 3 Rock-Type monsters
2731Once 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 cannot change its battle position while this card is on the field. If this card targets an opponent's monster for an attack: Change all Attack Position monsters your opponent controls to Defense Position.
27322100/1500
2733
2734The Steadfast Presidents
2735Rock-Type/EARTH
2736Rank 4
27372 Level 4 Rock-Type monsters
2738During the Battle Step, if this card battles an opponent's Defense Position monster: You can detach 1 Xyz Material from this card; return that monster to the hand. You can only use this effect of "The Steadfast Presidents" once per turn. While this card has Xyz Material, it cannot be targeted by your opponent's card effects.
27392600/1550
2740
2741Spell/Trap Cards:
2742
2743Steadfast Rock and Roll
2744Quick-Play Spell Card
2745Reveal 1 "Steadfast" card in your hand, then target 1 face-up monster your opponent controls; change its battle position, and if you do, it cannot change its battle position.
2746
2747Between a Steadfast Rock and a Hard Place
2748Quick-Play Spell Card
2749Target 1 monster your opponent controls that cannot change its battle position because of a card effect; its effects are negated, also it cannot attack, if a Rock-Type monster you control attacks it, inflict piercing battle damage to your opponent and all damage its controller takes from battles involving it and a Rock-Type monster is is doubled. You can only activate 1 "Between a Steadfast Rock and a Hard Place" per turn.
2750
2751Set In Steadfast and Stone
2752Normal Trap Card
2753When an opponent's monster targets a "Steadfast" monster you control for an attack; change the attacking monster to face-down Defense Position, and if you do, it cannot change its battle position, then both players draw 1 card. You can only activate 1 "Set In Steadfast and Stone".
2754
2755Don't Throw Steadfast Stones in a Glass House
2756Counter Trap Card
2757When your opponent activates a Spell/Trap Card or monster effect while they control a monster whose battle position cannot change because of a card effect: Negate the activation, and if you do, destroy that card.
2758
2759DEFENSE CORPS ARCHETYPE (12/12):
2760
2761Defense Corps is a Warrior-Type/EARTH Archetype based around protecting other monsters by destroying themselves instead. By utilizing the protections effects, you can easily create combos that can work in your favor! The names comes from various "noble ranks".
2762
2763
2764
2765Monsters:
2766
2767
2768Marquess of the Defense Corps
2769Level 4
2770Warrior-Type/EARTH
2771If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If destroyed this way: You can add 1 "Defense Corps" card from your Deck to your hand, except "Marquess of the Defense Corps". You can only use this effect of "Marquess of the Defense Corps" once per turn.
27721800/1200
2773
2774Nobleman of the Defense Corps
2775Level 4
2776Warrior-Type/EARTH
2777If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. You can target 1 other "Defense Corps" monster you control; destroy that target, also Special Summon 1 "Defense Corps" monster from your hand in Defense Position. You can only use this effect of "Nobleman of the Defense Corps" once per turn.
27781600/1400
2779
2780Duke of the Defense Corps
2781Warrior-Type/EARTH
2782Level 3
2783If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If destroyed this way: You can Special Summon 1 "Defense Corps" monster from your hand in Defense Position, but place it on the bottom of your Deck when it leaves the field. You can only use this effect of "Duke of the Defense Corps" once per turn.
2784700/1800
2785
2786Baron of the Defense Corps
2787Warrior-Type/EARTH
2788Level 6
2789If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If your opponent controls a monster, and you control no monsters, other than "Defense Corps" monsters: You can Special Summon this card from your hand in Defense Position, and if you do, destroy 1 "Defense Corps" monster you control. You can only use this effect of "Baron of the Defense Corps" once per turn.
27902000/2200
2791
2792Earl of the Defense Corps
2793Warrior-Type/EARTH
2794Level 6
2795If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. When exactly 1 "Defense Corps" monster you control is destroyed, except "Earl of the Defense Corps", either by battle or by card effect: You can Special Summon this card from your hand in Defense Position. You can only use this effect of "Earl of the Defense Corps" once per turn.
27961900/2300
2797
2798Esquire of the Defense Corps
2799Warrior-Type/EARTH
2800Level 8
2801If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If another "Defense Corps" monster you control is destroyed by battle or by card effect: You can target 1 card your opponent controls; shuffle that target into the Deck. You can only use this effect of "Esquire of the Defense Corps" once per turn.
28022300/2500
2803
2804
2805
2806Count of the Defense Corps
2807Warrior-Type/EARTH
2808Level 10
2809Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect, and cannot be Special Summoned by other ways. During the End Phase of a turn a "Defense Corps" monster(s) you control was destroyed by battle or by card effect: You can discard 1 other card; Special Summon this card from your hand. If exactly 1 other "Defense Corps" monster you control would be destroyed, either by battle or by card effect, you can destroy this card instead. If destroyed this way: Destroy all monsters your opponent controls, then you can destroy monsters you control up to the number of monsters destroyed this way. You can only use this effect of "Count of the Defense Corps" once per turn.
28102700/2900
2811
2812
2813
2814Spell/Trap Cards:
2815
2816
2817Meeting of the Defense Corps
2818Normal Trap Card
2819Target 1 "Defense Corpse" monster you control and 1 "Defense Corps" monster in your Graveyard; destroy that target, also add the second target to your hand. You can only activate 1 "Meeting of the Defense Corps" per turn.
2820
2821
2822
2823Retreat of the Defense Corps
2824
2825Counter Trap Card
2826
2827When exactly 1 "Defense Corps" monster you control is targeted for an attack or effect: Target 1 other "Defense Corps" monster you control; negate the attack or effect, and if you do, destroy that card, also destroy that target.
2828
2829Schedule Swift of the Defense Corps
2830Quick-Play Spell Card
2831Target 1 "Defense Corps" monster you control; destroy that target, also Special Summon 1 "Defense Corps" monster from your hand. You cannot Special Summon other monsters during the turn you activate this card, except "Defense Corps" monsters. You can only activate 1 "Schedule Swift of the Defense Corps" per turn.
2832
2833
2834
2835Gathering of the Defense Corps
2836Continuous Trap Card
2837Target 1 "Defense Corps" monster you control; destroy that target, also Special Summon 1 "Defense Corps" monster from your Deck with the same name as that target on the field. If this card leaves the field, destroy that monster. If that monster leaves the field, destroy this card. You can only control 1 "Gathering of the Defense Corps".
2838
2839
2840Strategy of the Defense Corps
2841Continuous Trap Card
2842Once per turn: You can pay 800 LP; change all "Defense Corps" monsters you control to Defense Position. This card gains these effects effects based on the number of Defense Position "Defense Corps" monsters you control:
2843â— 1 or more: All "Defense Corps" monsters gain 500 DEF.
2844â— 2 or more: All "Defense Corps" monsters you control can attack while in face-up Defense Position. If they do, apply their DEF for damage calculation.
2845â— 3 or more: During your Standby Phase: You can target 1 "Defense Corps" monster you control and 2 monsters your opponent controls; destroy them. You can only use this effect of "Strategy of the Defense Corps" once per turn.
2846
2847KAMITAN ARCHETYPE (13/13):
2848
2849Kamitan is an Archetype meant for Project Evolution in that is uses the type "Titan", which is where the name comes into place, however, you can pretend that they're Fairy-Type for this thread. The Archetype itself is Special Summon only that focus on Tributing. They are mainly Level 9 with different Attributes and mainly have 2000 DEF. Each monster has 2 similar effects, one where you can Tribute a "Kamitan" from your hand or side of the field for an effect and one that Tributes itself during your End Phase for an effect. As the name suggests, it's based on many Kami and Titans.
2850
2851Monsters:
2852
2853Raijin-no-Kamitan
2854Fairy-Type/LIGHT
2855Level 9
2856Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute 1 other "Kamitan" monster from your hand or side of the field, then target 1 "Kamitan" monster in your Graveyard, except the Tributed monster; add that target to your hand. During your End Phase: You can Tribute this card; add 1 "Kamitan" monster from your Deck to your hand, except "Raijin-no-Kamitan". You can only use each effect of "Raijin-no-Kamitan" once per turn.
28572700/2000
2858
2859Suijin-no-Kamitan
2860Fairy-Type/WATER
2861Level 9
2862Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. During either player's turn, when exactly 1 "Kamitan" monster you control is targeted for an attack or opponent's card effect: You can Tribute 1 "Kamitan" monster from your hand or side of the field, except that target; negate the attack or activation, and if you do, destroy it. During your End Phase: You can Tribute this card; draw 2 card and reveal them, then discard any revealed non-"Kamitan" cards. You can only use each effect of "Suijin-no-Kamitan" once per turn.
28632500/2000
2864
2865Susanoo-no-Kamitan
2866Fairy-Type/WIND
2867Level 9
2868Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute 1 other "Kamitan" monster from your hand or side of the field, then target 1 monster your opponent controls; return that target to the hand. During your End Phase: You can Tribute this card, then target 1 "Kamitan" card in your Graveyard, except "Susanoo-no-Kamitan"; add that target to your hand. You can only use each effect of "Susanoo-no-Kamitan" once per turn.
28692600/2000
2870
2871Amaterasu-no-Kamitan
2872Fairy-Type/FIRE
2873Level 9
2874Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute 1 other "Kamitan" monster from your hand or side of the field, then target 1 monster your opponent controls; this turn, if a "Kamitan" monster destroys that target by battle, it can make a second attack in a row. During your End Phase: You can Tribute this card; inflict 1000 damage to your opponent. You can only use each effect of "Amaterasu-no-Kamitan" once per turn.
28752700/2000
2876
2877Tsukoyomi-no-Kamitan
2878Fairy-Type/DARK
2879Level 9
2880Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 2 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute 1 other "Kamitan" monster from your hand or side of the field; this turn, if a "Kamitan" monster you control attacks an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that monster inflicts piercing battle damage to your opponent. During your End Phase: You can Tribute this card; add 1 "Kamitan" Spell/Trap Card from your Deck to your hand. You can only use each effect of "Tsukoyomi-no-Kamitan" once per turn.
28812800/2000
2882
2883Izanagi-no-Kamitan
2884Fairy-Type/EARTH
2885Level 12
2886Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing other 3 "Kamitan" monsters from your hand and/or side of the field, and cannot be Special Summoned by other ways. You can Tribute any number of "Kamitan" monsters from your hand or side of the field, except this card, then target Spell/Trap Cards your opponent controls equal to the number of monsters Tributed; destroy those targets. If you Tributed 3 or more monsters, your opponent cannot activate the targeted cards in response to this effects activation. During your End Phase: You can Tribute this card; Special Summon 1 "Kamitan" monster from your hand or Graveyard, ignoring its Summoning conditions, except "Izanagi-no-Kamitan". You can only use each effect of "Izanagi-no-Kamitan" once per turn.
28873000/3000
2888
2889Spell/Trap Cards:
2890
2891Sanctuary-no-Kamitan
2892Field Spell Card
2893If you control no monsters, when you Special Summon a "Kamitan" monster by its own effect, you can Summon it with 1 less Tribute. If a Fairy-Type monster(s) is Tributed, place 1 Kamitan Counter on this card for each of those Tributed monsters. All non-Fairy-Type monsters on the field lose 100 ATK and DEF for each Kamitan Counter on this card.
2894
2895Sacrifice-no-Kamitan
2896Continuous Spell Card
2897Once per turn, if a Fairy-Type monster(s) in your possession is Tributed: You can Special Summon 1 "Kamitan Token" (Fairy-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. That Token cannot be used as a Synchro Material. While this card is on the field, your opponent cannot target "Kamitan Tokens" you control for attacks or effects while you control a non-Token "Kamitan" monster.
2898
2899Worship-no-Kamitan
2900Continuous Trap Card
2901Once per turn, during the End Phase: You can Special Summon 1 "Kamitan Token" (Fairy-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. That Token cannot be used as a Synchro Material. While this card is on the field, if a "Kamitan" non-Token monster(s) you control would be destroyed by your opponent's card (either by battle or by card effect), you can Tribute 1 "Kamitan Token" instead for each of those monsters.
2902
2903Destiny-no-Kamitan
2904Quick-Play Spell Card
2905During the End Phase: Target 2 "Kamitan" monsters in your Graveyard with different names that were sent there this turn because they were Tributed; shuffle those targets into the Deck, then draw 1 card. You can only activate 1 "Destiny-no-Kamitan" per turn.
2906
2907Arrival-no-Kamitan
2908Normal Spell Card
2909Tribute 1 "Kamitan" monster from your hand or side of the field; add 1 "Kamitan" monster from your Deck to your hand with a different name than that monster on the field or hand. You can only activate 1 "Arrival-no-Kamitan" per turn.
2910
2911Appearance-no-Kamitan
2912Normal Trap Card
2913Tribute 1 face-up "Kamitan" monster; Special Summon 1 "Kamitan" monster from your hand, ignoring its Summoning conditions, but its ATK and DEF are halved until the end of this turn. You can only activate 1 "Appearance-no-Kamitan" per turn.
2914
2915Departure-no-Kamitan
2916Quick-Play Spell Card
2917During the End Phase of a turn in which a "Kamitan" monster in your possession is sent to the Graveyard because it was Tributed: Target 1 "Kamitan" monster in your Graveyard, then banish 1 other "Kamitan" card from your hand or Graveyard; Special Summon that target from your Graveyard, ignoring its Summoning conditions, but banish it when it leaves the field. You can only activate 1 "Departure-no-Kamitan" per turn.
2918
2919TRANZIZTOR ARCHETYPE (11/11):
2920
2921It's about giving control of your monsters to your opponent! Yeah, it's a bit silly of a gimmick, but hey, I like silly gimmicks, so that's right up my ally! Anyway, they're Thunder-Type/EARTH monsters with Levlels ranging from Level 2 to Level 8 and Spell/Trap support. Their naming comes from transistor, but the the s's are "Z" instead.
2922
2923Monsters:
2924
2925TranZiZtor ComponentZ
2926Thunder-Type/EARTH
2927Level 2
2928If the only monsters you control are "TranZiZtor" monsters, when this card is Normal Summoned or flipped face-up: You can add 1 "TranZiZtor" monster from your Deck to your hand, except "TranZiZtor ComponentZ", and if you do, give control of this card to your opponent. If control of this card changes: The opponent of this card draws 1 card. You can only use each effect of "TranZiZtor ComponentZ" once per turn.
29291300/800
2930
2931TranZiZtor PowerZ
2932Thunder-Type/EARTH
2933Level 3
2934If this card is targeted for an attack or opponent's card effect: You can give control of this card to your opponent. If control of this card changes: Destroy 1 face-up non-"TranZiZtor" monster you control. You can only use each effect of "TranZiZtor PowerZ" once per turn.
29351600/200
2936
2937TranZiZtor ZwitchZ
2938Thunder-Type/EARTH
2939Level 4
2940You can target 1 other "TranZiZtor" monster you control; give control of that target, and if you do, Special Summon 1 "TranZiZtor" monster from your hand. You can only use this effect once while this is face-up on the field. If control of this card changes: give control of 1 non-"TranZiZtor" monster you control to your opponent. You can only use this effect of "TranZiZtor ZwitchZ" once per turn.
29411700/1300
2942
2943TranZiZtor TriggerZ
2944Thunder-Type/EARTH
2945Level 5
2946If your opponent controls a "TranZiZtor" monster, you can Normal Summon this card without Tributing. You can send 1 "TranZiZtor" card from your hand to the Graveyard; shuffle all "TranZiZtor" monsters your opponent controls into the Deck, then draw 1 card. You can only use this effect once while this card is face-up on the field. If control of this card changes: Discard 1 card.
29472200/1500
2948
2949TranZiZtor AmplifierZ
2950Thunder-Type/EARTH
2951Level 6
2952If control of a "TranZiZtor" monster changes: You can Special Summon this card from your hand. During either player's turn: You can target 1 "TranZiZtor" monster you control and 1 "TranZiZtor" monster your opponent controls; change control of the first target, and if you do, return the second target to the hand. You can use this effect once while this card is face-up on the field.
29532400/0
2954
2955TranZiZtor EmitterZ
2956Thunder-Type/EARTH
2957Level 7
2958You can Special Summon this card (from your hand) to your opponent's side of the field in Defense Position by Tributing 2 "TranZiZtor" monsters your opponent controls. If this card is Special Summoned: Destroy all non-"TranZiZtor" monsters you control. If control of this card changes: Discard 2 cards, then draw 2 cards. You can only use 1 effect of "TranZiZtor EmmiterZ" per turn, and only once that turn.
2959800/2200
2960
2961TranZiZtor ConductorZ
2962Thunder-Type/EARTH
2963Level 8
2964If your opponent controls 2 or more "TranZiZtor" monsters and you control no monsters, you can Special Summon this card (from your hand). If this card is Special Summoned: You can give control of any number of "TranZiZtor" monsters to your opponent. If control of this card changes: Return 1 other face-up monster you control to your hand. You can only use each effect of "TranZiZtor ConductorZ" once per turn.
29652700/2400
2966
2967Spell/Trap Cards:
2968
2969TranZiZtor RoomZ
2970Field Spell Card
2971"TranZiZtor" monsters your opponent control cannot attack and all non-"TranZiZtor" monsters your opponent control must attack, if able. All monsters you control gain 300 ATK and DEF for each "TranZiZtor" monster your opponent controls. If this card is destroyed by your opponent's card effect while in your possession: You can add 1 "TranZiZtor" Spell/Trap Card from your Deck to your hand, except "TranZiZtor RoomZ". Your opponent must control a "TranZiZtor" monster to activate and to resolve this effect.
2972
2973TranZiZtor VacuumZ
2974Equip Spell Card
2975Equip only to a "TranZiZtor" monster your opponent controls. Its effects are negated, it gains 500 ATK and DEF, also take control of it. During your opponent's End Phase: You can destroy this card.
2976
2977TranZiZtor ControlZ
2978Norma Trap Card
2979Target 1 "TranZiZtor" monster you control and 1 Spell/Trap Card your opponent controls; give control of it to your opponent, and if you do, destroy that second target. During your turn, except during the turn this card is sent to the Graveyard: You can banish this card from the Graveyard, then target 1 "TranZiZtor" monster you control; give control of that target to your opponent.
2980
2981TranZiZtor LightZ
2982Counter Trap Card
2983If your opponent controls a "TranZiZtor" monster, when your opponent activates a card or effect on the field: Negate the activation, and if you do, return that card to the hand.
2984
2985WATA - FORMING AN ARCHETYPE #22 (9/9):
2986
2987So, this came out of the blue, but when I saw what I could do with these, I knew I had to do it. Watapon and Hanewata are 2 Level 1 Fairy-Type monsters, so I thought, why not make some general support for that as well as a Wata Archetype? I also decided to make it Court Of Justice support as well.
2988
2989http://img4.wikia.nocookie.net/__cb20121006011604/yugioh/images/thumb/5/5b/Watapon-LCYW-EN-C-1E.png/300px-Watapon-LCYW-EN-C-1E.png
2990If this card is added from your Deck to your hand by a card effect: You can Special Summon this card.
2991
2992Main Deck Monsters:
2993
2994Wata Wata Wata!
2995Fairy-Type/LIGHT/Tuner
2996Level 1
2997When this card is Normal Summoned: You can add 1 Level 1 Fairy-Type monster from your Deck to your hand, except "Wata Wata Wata!" or 1 "Court" card, and if you do, take 1000 damage. You cannot Special Summon monsters during the turn you use this effect, except Level/Rank 2 or lower Fairy-Type monsters.
2998100/0
2999
3000Watadon
3001Fairy-Type/LIGHT
3002Level 1
3003If this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 Level 1 Fairy-Type monster from your hand or Deck, except "Watadon". If this card is destroyed by your opponent's card effect while in your possession: You can Special Summon 1 "Wata" monster from your hand or Deck, except "Watadon". You can only use 1 effect of "Watadon" per turn, and only once that turn.
30040/0
3005
3006Wataup
3007Fairy-Type/LIGHT
3008Level 1
3009If this card is Special Summoned by the effect of "Court of Justice": You can target 1 "Wata" monster in your Graveyard; take 1000 damage, and if you do, Special Summon that target. If you activate this effect, you can only Special Summon "Wata" monsters for the rest of the turn. You can only use this effect of "Wataup" once per turn.
3010300/100
3011
3012Watasay?
3013Fairy-Type/LIGHT
3014Level 1
3015If a Fairy-Type Level/Rank 2 or lower monster you control is targeted by your opponent's card effect: You can send this card from your hand to the Graveyard; negate the activation, and if you do, destroy that card. You can only use this effect of "Watasay?" once per turn.
3016700/0
3017
3018Extra Deck Monsters:
3019
3020Watabang
3021Fairy-Type/LIGHT
3022Level 2
30231 Fairy-Type Tuner + 1 non-Tuner Fairy-Type monster
3024If this card is Synchro Summoned by using a "Wata" monster as Synchro Material, it is unaffected by your opponent's card effects until the end of the turn. During damage calculation (in either player's turn): You can send 1 Fairy-Type monster from your hand to the Graveyard once per battle; this card gains 1000 ATK until the end of the Damage Step.
30251300/1000
3026
3027Watacha!
3028Fairy-Type/LIGHT
3029Rank 1
30302 Level 1 Fairy-Type monsters
3031When this card is Xyz Summoned: You can target 1 face-up monster your opponent controls whose Level/Rank is less than or equal to the combined Level and Ranks of all monsters you control; take control of that target. When this card leaves the field, return control of that monster. 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; its effects are negated.
30321500/0
3033
3034Spell/Trap Cards:
3035
3036Court of Wata
3037Normal Spell Card
3038Target 1 Level/Rank 2 Fairy-Type monster you control; Special Summon 1 "Wata Token" (Fairy-Type/LIGHT/Level ?/ATK 0/DEF 0). (When Summoned, its Level becomes equal to the original Level/Rank of that monster.) You can banish this card from your Graveyard: Add 1 "Wata" monster from your Deck to your hand. You cannot Special Summon during the turn you use either effect, except Fairy-Type monsters. You can only use 1 effect of "Court of Wata" per turn, and only once that turn.
3039
3040Court of Hope
3041Field Spell Card
3042Activate this card by sending 1 "Court of Justice" you control to the Graveyard. Level/Rank 2 or lower Fairy-Type monsters cannot be targeted or destroyed by your opponent's card effects. Once per turn: You can target 1 Level 1 Fairy-Type monster in your Graveyard and 1 Level/Rank 2 or lower Fairy-Type monster you control; equip the first target to the second target. The equipped monster gains ATK and DEF equal to the number of monsters equipped to its this way x 500.
3043
3044Court of Death
3045Counter Trap Card
3046When a monster your opponent controls activates a monster effect: Send 1 Level/Rank 2 or lower Fairy-Type monster from your hand or side of the field to the Graveyard; negate the activation, and if you do, return that monster to the hand.
3047
3048IMAGENARY BEAST ARCHETYPE (15/15):
3049
3050This is an Archetype based around forcing all Special Summoned monsters from the Extra Deck to be put in Defense Position when they are Summoned. They are based around photography and such. The name comes from Image and Imaginary, and the monster names from from animals and photographic terms as a portmanteau. They're Synchro based with Levels, Types and Attributes.
3051
3052
3053
3054Main Deck Monsters:
3055
3056
3057
3058Imagenary Beast - Pictoraffe
3059Beast-Type/LIGHT
3060Level 4
3061Both players must Special Summon monsters from their Extra Deck in Defense Position. When this card is Normal Summoned: You can target 1 "Imagenary Beast" monster in your Graveyard, except "Imagenary Beast - Pictoraffe", then discard 1 card; Special Summon that target in Defense Position.
30621800/1200
3063
3064Imagenary Beast - Cameleon
3065Reptile-Type/DARK/Tuner
3066Level 2
3067Both players must Special Summon monsters from their Extra Deck in Defense Position. If this card is sent to the Graveyard for the Synchro Summon for a monster Summoned in Defense Position: You can add 1 "Imagenary Beast" card from your Deck to your hand, except "Imagenary Beast - Cameleon". You can only use this effect of "Imagenary Beast - Cameleon".
3068100/1400
3069
3070Imagenary Beast - Butterframe
3071Insect-Type/WIND
3072Level 3
3073Both players must Special Summon monsters from their Extra Deck in Defense Position. You can Tribute this card; Special Summon 1 "Imagenary Beast" monster from your Deck, except "Imagenary Beast - Butterframe" in Defense Position, but its effects are negated until the end of this turn and it cannot be used as a Synchro or Xyz Material this turn. You can only use this effect of "Imagenary Beast - Butterframe" once per turn.
30741500/1500
3075
3076Imagenary Beast - Graphig
3077Beast-Type/EARTH
3078Level 4
3079Both players must Special Summon monsters from their Extra Deck in Defense Position. Once per turn, if you activate an "Imagenary Beast" Spell/Trap Card: You can Special Summon 1 "Imagenary Beast" monster from your hand, except "Imagenary Beast - Graphig" in Defense Position, but its effects are negated until the end of this turn and it cannot be used as a Synchro Material, except for the Synchro Summon of an "Imagenary Beast" monster.
30801500/1700
3081
3082Imagenary Beast - Tricod
3083Fish-Type/WATER/Tuner
3084Level 3
3085Both players must Special Summon monsters from their Extra Deck in Defense Position. If you control no monsters and your opponent controls a monster, you can Special Summon this card (from your hand) by sending 1 other card from your hand to the Graveyard.
3086400/1600
3087
3088
3089
3090
3091
3092Imagenary Beast - Negatick
3093Insect-Type/DARK/Tuner
3094Level 4
3095Both players must Special Summon monsters from their Extra Deck in Defense Position. If you use this card you control for a Synchro Summon of an "Imagenary Beast" monster, you can treat it as a non-Tuner monster.
3096200/1700
3097
3098Imagenary Beast - Octomatic
3099Aqua-Type/WATER/Tuner
3100Level 1
3101Both players must Special Summon monsters from their Extra Deck in Defense Position. During your turn, except during the turn this card is sent to your Graveyard: You can banish this card from your Graveyard, then target 1 "Imagenary Beast" card in your Graveyard; add that target to your hand. You can only use this effect of "Imagenary Beast - Octomatic" once per turn.
31020/1100
3103
3104Imagenary Beast - Ibexposure
3105Beast-Type/EARTH
3106Level 4
3107Both players must Special Summon monsters from their Extra Deck in Defense Position. A Synchro Monster that was Synchro Summoned in Defense Position using this card as Synchro Material gains this effect:
3108
3109â— Your opponent must Special Summon monsters in Defense Position.
31101700/1300
3111
3112
3113
3114Extra Deck Monsters:
3115
3116
3117Imagenary Beast - Shotter
3118Aqua-Type/WATER
3119Level 6
31201 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
3121When this card is Synchro Summoned in Defense Position: You can target 1 Spell/Trap Card your opponent controls; destroy that target. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
31222200/2400
3123
3124Imagenary Beast - Bazoom
3125Beast-Warrior-Type/FIRE
3126Level 7
31271 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
3128When this card is Synchro Summoned in Defense Position: You can make your opponent discard 1 card. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
31292000/2600
3130
3131
3132
3133Imagenary Beast - Vulperture
3134Winged Beast-Type/WIND
3135Level 8
31361 "Imagenary Beast" Tuner + 1 or more non-Tuner monsters
3137When this card is Synchro Summoned in Defense Position: You can target 1 face-up monster your opponent controls; destroy that target, and if you do, inflict damage to your opponent equal to half its DEF on the field. This card cannot attack your opponent directly during the turn you activate this effect. This card can attack while it is in face-up Defense Position. If it does, apply its DEF for damage calculation.
31382300/2800
3139
3140Spell/Trap Cards:
3141
3142Imagenary Beast - The Big Picture
3143Field Spell Card
3144Activate only if you control another "Imagenary Beast" card. Both players must Special Summon monsters from their Extra Deck in Defense Position. If you control an "Imagenary Beast" monster, negate the effects of Attack Position monsters Special Summoned from the Extra Deck.
3145
3146Imagenary Beast - Lens Capture
3147Normal Trap Card
3148Send 1 "Imagenary Beast" card from your hand or side of the field to the Graveyard, then target 1 face-up Defense Position monster your opponent controls; take control of that target and equip it with this card. It cannot be used as a Synchro or Xyz Material. If this card leaves the field, switch control of that monster. You can only control 1 "Imagenary Beast - Lens Capture".
3149
3150Imagenary Beast - Darkroom
3151Continuous Trap Card
3152Both players must Special Summon monsters from their Extra Deck in Defense Position. Once per turn, during either player's turn, you can: Immediately after this effect resolves, Synchro Summon 1 "Imagenary Beast" Synchro Monster, using only "Imagenary Beast" monsters you control.
3153
3154Imagenary Beast - Photoshooter
3155Equip Spell Card
3156Equip only to an "Imagenary Beast" monster. It is gains 500 ATK and DEF and is unaffected by other Spell effects. If this card is sent to the Graveyard because the equipped monster was sent to the Graveyard for a Synchro Summon: You can banish 1 other "Imagenary Beast" card from your Graveyard; add this card from your Graveyard to your hand. You can only activate 1 "Imagenary Beast - Photoshooter" per turn.
3157
3158TYPE-0 ARCHETYPE (12/12):
3159
3160Type-0 is an Archetype based around having no cards in your hand, very much like Infernity, however, these are more modern in that they use Xyz and Pendulum Monsters as well. They are Level 4 and 6 monsters, all with 500 DEF, various Types and Attributes and focus on banishing, and as such, all Main Deck monsters have an effect that allows them to temporarily get rid of their hand by banishing it until the end of the turn, where they get those cards back in their hand.The name comes from the word "typographic error", or just simply "typo", meaning that you made a spelling mistake. As such, their names are of regular words, except all jumbled up.
3161
3162
3163
3164Pendulum Monsters:
3165
3166Type-0 - Fier Blatser
3167Pyro-Type/FIRE
3168Level 4
3169Scale 3
3170Pendulum Effect:
3171If there are no cards in your hand and you have a banished "Type-0" card: You can add 1 "Type-0" card from your Deck to your hand, except "Type-0 - Fier Blatser". You can only use this Pendulum Effect of "Type-0 - Fier Blatser" once per turn.
3172
3173Monster Effect:
3174When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. If there are no cards in your hand, except if you activated this card's other monster effect this turn: You can target 1 of your banished "Type-0" monsters, except "Type-0 - Fier Blatser"; Special Summon that target, and if you do, increase its Level/Rank by 2. You can only use this monster effect of "Type-0 - Fier Blatser" once per turn.
31751500/500
3176
3177
3178Type-0 - Aqau Sprauer
3179Aqua-Type/WATER
3180Level 4
3181Scale 7
3182Pendulum Effect:
3183If there are no cards in your hand: You can target 1 of your banished "Type-0" cards or in your Graveyard; shuffle that target into your Deck, then draw 1 card. You can only use this Pendulum Effect of "Type-0 - Aqau Sprauer" once per turn.
3184
3185Monster Effect:
3186When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. During either player's turn: You can banish 1 "Type-0" card from your hand or Graveyard, then target 1 "Type-0" monster you control; this turn, it cannot be destroyed by battle or card effects, but all damage you take from battles involving it is doubled. You can only use this monster effect of "Type-0 - Aqua Sparuer" once per turn.
31871700/500
3188
3189
3190
3191Typo-0 Drak Denom
3192Fiend-Type/DARK
3193Level 4
3194Scale 3
3195Pendulum Effect:
3196If you Pendulum Summon a monster(s) with 500 DEF: You can make the Levels of all the Pendulum Summoned monsters become 6, but if you do, you cannot Special Summon other monsters for the rest of the turn, except "Type-0" monsters.
3197
3198Monster Effect:
3199When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. Once per turn, if there are no cards in your hand: You can target 1 face-up monster you control; its Level becomes 6.
32001600/500
3201
3202Typo-0 Lught Angle
3203Fairy-Type/LIGHT
3204Level 4
3205Scale 7
3206Pendulum Effect:
3207Once per turn: You can banish 1 "Type-0" card from your hand, then target 1 Spell/Trap Card your opponent controls; banish that target.
3208
3209Monster Effect:
3210If there are no cards in your hand, except if you activated this card's other monster effect this turn: You can Tribute this card; Special Summon 1 "Type-0" monster from your Deck, except "Lught Angle", but its effects are negated and it is banished during the End Phase. You can only use this effect of "Typo-0 Lught Angle" once per turn.
32111400/500
3212
3213
3214Non-Pendulum Main Deck Monsters:
3215
3216
3217Type-0 - Aerth Shatetrer
3218Rock-Type/EARTH
3219Level 6
3220If this card is the only card in your hand, you can Normal Summon it without Tributing. When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. If there are no cards in your hand: You can banish 1 "Type-0" card from your Graveyard, then target 1 face-up monster your opponent controls; destroy that target. You can only use this monster effect of "Aerth Shatetrer" once per turn.
32212300/500
3222
3223Type-0 - Stirking Kngiht
3224Warrior-Type/EARTH
3225Level 6
3226If this card is the only card in your hand, you can Normal Summon it without Tributing. When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. If there are no cards in your hand, all "Type-0" monsters you control gain 400 ATK during damage calculation only.
32272200/500
3228
3229
3230
3231Type-0 - Breut Samshre
3232Beast-Warrior-Type/DARK
3233Level 6
3234If this card is the only card in your hand, you can Normal Summon it without Tributing. You can banish this card from your hand or side of the field, then target 1 "Type-0" card in your Graveyard, except "Type-0 - Breut Samshre"; add that target to your hand. You can only use this effect of "Type-0 - Breut Samshre" once per turn.
32352400/500
3236
3237
3238
3239Type-0 - Frenyz Maigican
3240Spellcaster-Type/FIRE
3241Level 6
3242If this card is the only card in your hand, you can Normal Summon it without Tributing. When this card is Normal or Special Summoned: You can reveal your entire hand, then banish all "Type-0" cards in your hand until the end of this turn. If the only card in your hand is a "Type-0" monster: You can reveal that monster; Special Summon that monster, and if you do, increase its Level by 2. You can only use this effect of "Type-0 - Frenyz Maigican" once per turn.
32432000/500
3244
3245
3246
3247Extra Deck Monsters:
3248
3249
3250
3251Type-0 - Utopai Hoep
3252
3253Warrior-Type/LIGHT
3254
32552 Level 6 monsters
3256
3257If there are no cards in your hand, this card's Xyz Summon cannot be negated, also your opponent cannot activate cards and effects cannot be activated when a "Typo-0" monster(s) is Special Summoned. Once per turn: You can detach 1 Xyz Material from this card, then target 1 of your banished "Type-0" cards, except "Type-0 - Utopai Hoep"; add that target to your hand.
32582500/500
3259
3260Type-0 - Utopai Rya
3261Warrior-Type/LIGHT
3262Rank 6
32632 Level 6 "Type-0" monsters
3264If there are no cards in your hand, if a "Type-0" monster you control declares an attack, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, during either player's turn, if there are no cards in your hand, 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 that card.
32652700/500
3266
3267Spell/Trap Cards:
3268
3269Type-0 - Macig Barirer
3270Continuous Spell Card
3271If there are no cards in your hand, "Type-0" cards in your Pendulum Zones cannot be targeted or be destroyed by your opponent's card effects. Once per turn: You can banish 1 "Type-0" card in your hand or Graveyard, then target 1 face-up monster you control with a Level; its Level becomes 6.
3272
3273Type-0 - Revvial Splel
3274Continuous Trap Card
3275Activate this card by targeting 1 of your banished "Type-0" monsters while there are no cards in your hand; Special Summon that target. During the End Phase, if there is a card in your hand, destroy this card. If that target is destroyed, destroy this card. If this card is destroyed, destroy that target. You can only control 1 "Type-0 - Revvial Splel"
3276
3277Type-0 - Cuontre Mesuser
3278Counter Crap Card
3279If a "Type-0" card(s) you control is targeted by your opponent's card effect while there are no cards in your hand: Banish 1 "Type-0" card from your Graveyard; negate the activation, and if you do, destroy that card.
3280
3281HELLEPHANT ARCHETYPE (11/11):
3282
3283Hellephant is a Beast-Warrior-Type/DARK Archetype with various Levels based around making the opponent's monsters ATK and DEF the same. They also have other effects that work when they're the same ATK and DEF. They are based around elephants, quite obviously, and their names are based on different elephant species as well as relating to hell. I don't believe I need more than 10 cards, but I might change my mind later on. I decided on a boss monster as well.
3284
3285Main Deck Monsters:
3286
3287Hellephant Stegodo
3288Beast-Warrior-Type/DARK
3289Level 4
3290Once per turn, if the only monsters you control are "Hellephant" monsters: You can target 1 Attack Position monster your opponent controls; change that target to Defense Position, and if you do, its ATK and DEF become the equal to the lowest of the 2 (ATK or DEF). If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
32911900/1400
3292
3293Hellephant Elefas
3294Beast-Warrior-Type/DARK
3295Level 4
3296When this card is Normal Summoned or Special Summoned (except during the Damage Step): You can Special Summon 1 "Hellephant Token" (Beast-Warrior-Type/DARK/Level 2/1000/1000). The only monsters you control must be "Hellephant" monsters to activate and to resolve this effect. If a monster you control targets an opponent's monster for an attack: You can Tribute 1 "Hellephant" monster, except the attacking monster; the attack target's ATK and DEF become equal to the lowest of the 2 (ATK or DEF) of the Tributed monster's original ATK and DEF on the field until the end of the Damage Step. You can only use each effect of "Hellephant Elefas" once per turn.
32971800/1500
3298
3299Hellephant Loxodont
3300Beast-Warrior-Type/DARK
3301Level 3
3302You can Tribute 1 "Hellephant" monster; add 1 "Hellephant" card from your Deck to your hand, except "Hellephant Loxodont". You can only use this effect of "Hellephant Loxodont" once per turn. Once per turn, if this card destroys an opponent's monster whose ATK and DEF were the same on the field and sends it to the Graveyard: You can target 1 "Hellephant" monster in your Graveyard, except "Hellephant Loxodont"; Special Summon that target.
33031600/1000
3304
3305Hellephant Morrill
3306Beast-Warrior-Type/DARK
3307Level 2
3308During the turn this card is Normal Summoned, you can Tribute Summon 1 "Hellephant" monster in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.) If this card is Tributed: You can target 1 face-up monster your opponent controls; its ATK and DEF become equal to the lowest of the 2 (ATK or DEF).
3309700/800
3310
3311Hellephant Palaeo
3312Beast-Warrior-Type/DARK
3313Level 5
3314If your opponent controls a monster whose ATK and DEF are the same and the only monsters you control (if any) are "Hellephant" monsters, you can Special Summon this card (from your hand). You can only Special Summon "Hellephant Palaeo" this way once per turn. Once per turn, if the only monsters you control are "Hellephant" monsters: You can target 1 monster your opponent controls whose ATK and DEF are different; its ATK and DEF become equal to the lowest of the 2 (ATK or DEF).
33152100/1600
3316
3317Hellephant Anacus
3318Beast-Warrior-Type/DARK
3319Level 6
3320When this card is Summoned: You can target 1 monster your opponent controls with the same ATK and DEF; destroy that target. During either player's turn: You can can Tribute 1 monster from your hand or side of the field, then target 1 monster your opponent controls whose ATK and DEF are different; its ATK and DEF become equal to the lowest of the 2 (ATK or DEF). You can only use each effect of "Hellephant Anacus" once per turn.
33212400/1500
3322
3323Hellephant Tetra
3324Beast-Warrior-Type/DARK
3325Level 7
3326If your opponent controls a monster with the same ATK and DEF, you can Tribute Summon this way with 1 less Tribute. If this card is Tribute Summoned: The ATK and DEF of all monsters your opponent controls become equal to the lowest of the 2 (ATK or DEF), also, if this card is Tribute Summoned by Tributing only "Hellephant" monsters, destroy Spell/Trap Cards your opponent controls up to the number of monsters' ATK and DEF changed this way (max. 2).
33272600/2000
3328
3329Spell/Trap Cards:
3330
3331Hellephant Tri-Tusk
3332Equip Spell Card
3333Equip only to a "Hellephant" monster. If it attacks a monster with the same ATK and DEF, it gains 1000 ATK during damage calculation only. If the equipped monster would be destroyed by your your opponent's card (either by battle or card effect), you can destroy this card instead. You can only equip 1 "Hellephant Tri-Tusk" to each monster you control.
3334
3335Hellephant Underworld Savanna
3336Field Spell Card
3337All monsters your opponent control whose ATK and DEF are the same lose 300 ATK and DEF for each "Hellephant" monster you control. Once per turn, if you control no monsters: You can target 1 face-up monster your opponent controls whose ATK and DEF are the same; Special Summon 1 "Hellephant" monster from your hand whose DEF is less than or equal to that target's DEF. You cannot Special Summon other monsters during the turn you activate this effect, except "Hellephant" monsters.
3338
3339Hellephant Stomp & Ram
3340Continuous Trap Card
3341All "Hellephant" monsters you control gain 300 ATK and DEF. If a "Hellephant" monster you controls destroys an opponent's monster by battle and sends it to the Graveyard: You can target 1 face-up monster your opponent controls; its ATK and DEF become equal to the lowest of the 2 (ATK or DEF) of the destroyed monster in the Graveyard.
3342
3343Hellephant's Stampeding Punishment
3344Normal Trap Card
3345Target 1 "Hellephant" monster in your Graveyard and 1 face-up monster your opponent controls; banish the first target, and if you do, the second target's ATK and DEF become equal to the lowest of the 2 (ATK or DEF) of the second target. You can only activate 1 "Hellephant's Stampeding Punishment" per turn.
3346
3347MNEMONIC ARCHETYPE (10/10):
3348
3349So, I like the word Mnemonic, it's such a strange word, since it starts with "M", but it's completely silent for some reason, but anyway, here's an Archetype based around your Main Deck monsters pretty much never needing to touch the field, since you mainly want to use their effects from the hand, or if they're banished. They're Fusion Summon based as well, because that's fun I guess. Fiend-Type/EARTH, because that's fun I guess. Names are based around the seven deadly sins, because that's fun I guess.
3350
3351
3352
3353Again, the numbers represent the same effect shared across multiple cards.
3354
3355
3356
3357Main Deck Monsters:
3358
3359
3360Mnemonic LUST
3361Fiend-Type/EARTH
3362Level 1
3363(1) If you control no monsters, you can banish this card and another "Mnemonic" monster from your hand; Special Summon 1 "Mnemonic" Fusion Monster from your Extra Deck. During your next Draw Phase after this card was banished to activate a "Mnemonic" card effect: You can shuffle this banished card into your Deck, then target 1 "Mnemonic" monster in your Graveyard, except "Mnemonic LUST"; add that target to your hand. You can only use 1 effect of "Mnemonic LUST" per turn, and only once that turn.
33640/0
3365
3366Mnemonic GREED
3367Fiend-Type/EARTH
3368Level 1
3369(1) During your next Draw Phase after this card was banished to activate a "Mnemonic" card effect: You can shuffle this banished card into your Deck; add 1 "Mnemonic" card from your Deck to your hand, except "Mnemonic GREED", then discard 1 card. You can only use 1 effect of "Mnemonic GREED" per turn, and only once that turn.
33700/0
3371
3372Mnemonic SLOTH
3373Fiend-Type/EARTH
3374Level 1
3375(1) During your next Draw Phase after this card was banished to activate a "Mnemonic" card effect: You can shuffle this banished card into your Deck, then target 1 "Mnemonic" Fusion Monster you control; return that target to your Extra Deck, then Special Summon 1 "Mnemonic" Fusion Monster from your Extra Deck with a different name than that target. You can only use 1 effect of "Mnemonic SLOTH" per turn, and only once that turn.
33760/0
3377
3378
3379
3380Mnemonic GLUTTONY
3381
3382Fiend-Type/EARTH
3383
3384Level 1
3385
3386(1) During your next Draw Phase after this card was banished to activate a "Mnemonic" card effect: You can shuffle this banished card into your Deck, then target 1 of your banished "Mnemonic" monsters, except "Mnemonic GLUTTONY"; Special Summon that target, but return it to your hand or Extra Deck during the End Phase. You can only use 1 effect of "Mnemonic GLUTTONY" per turn, and only once that turn.
3387
3388
3389
3390Extra Deck Monsters:
3391
3392
3393Mnemonic ENVY
3394Fiend-Type/EARTH
3395Level 7
33962 "Mnemonic" monsters
3397When this card is Special Summoned by the effect of a "Mnemonic" card: You can banish 1 "Mnemonic" monster from your hand or Graveyard, then target 1 face-up monster your opponent controls; banish that target. When this card destroys an opponent's monster by battle: You can banish 1 card from your opponent's Graveyard. You can only use 1 effect of "Mnemonic ENVY" per turn, and only once that turn.
33982600/0
3399
3400
3401
3402Mnemonic PRIDE
3403
3404Fiend-Type/EARTH
3405
3406Level 7
3407
34082 "Mnemonic" monsters
3409
3410When your opponent Special Summons a monster(s): You can banish 1 "Mnemonic" monster from your hand or Graveyard; negate the effects of those. You can discard 1 "Mnemonic" card; discard 1 random card from your opponent's hand, and if you do, negate the effects of that card in the Graveyard. You can only use 1 effect of "Mnemonic PRIDE" per turn, and only once that turn.
34112700/0
3412
3413Mnemonic WRATH
3414Fiend-Type/EARTH
3415Level 7
34162 "Mnemonic" monsters
3417If your opponent controls a monster and you control no other monsters: You can return all Spell/Trap Cards your opponent controls to the hand, and if you do, this card gains 100 ATK for each of those cards until the end of this turn. You can banish 1 "Mnemonic" monster from your hand or Graveyard; change the battle positions of all monsters your opponent controls. You can only use 1 effect of "Mnemonic WARTH" per turn, and only once that turn.
34182300/0
3419
3420Spell/Trap Cards:
3421
3422Mnemonic CHANT
3423Normal Spell Card
3424Banish 2 "Mnemonic" monsters from your Graveyard or side of the field; Fusion Summon 1 "Mnemonic" Fusion Monster. If you control no monsters: You can shuffle this card and 1 other "Mnemonic" card from your Graveyard into your Main Deck, then draw 1 card. You can use 1 effect of "Mnemonic CHANT" per turn, and only once that turn.
3425
3426Mnemonic CONFUSION
3427Normal Trap Card
3428Banish 1 "Mnemonic" monster you control; your opponent sends 1 card from their Extra Deck to their Graveyard for each banished "Mnemonic" monster with a different name (max. 5). You can only activate 1 "Mnemonic CONFUSION" per turn.
3429
3430Mnemonic STOP
3431Counter Trap Card
3432When your opponent would Summon a monster(s): Banish 1 "Mnemonic" monster from your hand or side of the field; negate that Summon(s), and if you do, place those monsters on top of your opponent's Deck in any order. You can activate 1 "Mnemonic STOP" per turn.
3433
3434SEMINAL ARCHETYPE (11/11):
3435
3436Seminal: Having a strong influence on ideas, works, events, etc., that come later. The idea behind this Archetype is that you can either have something happen right away, but at a cost/less good, or wait until your next Standby Phase to have them have no cost/be way better effects. They are Spellcaster and Psychic-Type monsters with various Attributes and Levels. They are also Fusion Summon based.
3437
3438
3439
3440Main Deck Monsters:
3441
3442
3443
3444Seminal Unity - The Witch
3445
3446Spellcaster-Type/EARTH
3447
3448Level 4
3449
3450You can only use each "Seminal Unity - The Witch" effect once per turn. When this card is Normal Summoned or Special Summoned by the effect of a "Seminal" card: You can activate 1 of these effects.
3451
3452â— Discard 1 card; add 1 "Seminal" Spell/Trap Card from your Deck to your hand.
3453
3454â— During your next Standby Phase after activation, add 1 "Seminal" Spell/Trap Card from your Deck to your hand.
3455
34561800/1000
3457
3458
3459
3460Seminal Unity - The Telepath
3461
3462Psychic-Type/LIGHT
3463Level 3
3464
3465You can only use each "Seminal Unity - The Telepath" effect once per turn. When this card is Normal Summoned or Special Summoned by the effect of a "Seminal" card: You can activate 1 of these effects.
3466
3467â— Shuffle 1 card from your hand into your Deck, then target 1 "Seminal Unity" monster in your Graveyard, except "Seminal Unity - The Telepath"; Special Summon that target.
3468
3469â— Target 1 "Seminal Unity" monster in your Graveyard, except "Seminal Unity - The Telepath"; during your next Standby Phase after activation, Special Summon that target.
3470
34711000/1500
3472
3473
3474
3475Seminal Unity - The Seer
3476
3477Psychic-Type/WATER
3478
3479Level 3
3480
3481You can only use each "Seminal Unity - The Seer" effect once per turn. When this card is Normal Summoned or Special Summoned by the effect of a "Seminal" card: You can activate 1 of these effects.
3482
3483â— Target 1 "Seminal Unity" monster in your Graveyard, then discard 1 card; add that target to your hand.
3484
3485â— Target 1 "Seminal Unity" monster in your Graveyard; during your next Standby Phase after activation, add that target to your hand.
3486
34871600/1200
3488
3489
3490
3491Seminal Unity - The Psychic
3492
3493Psychic-Type/WIND
3494
3495Level 2
3496
3497You can only use each "Seminal Unity - The Psychic" effect once per turn. When this card is Normal Summoned or Special Summoned by the effect of a "Seminal" card: You can activate 1 of these effects.
3498
3499â— Discard 1 card, then target 1 of your banished "Seminal" cards; shuffle that target into your Deck, then draw 1 card.
3500
3501â— Target 1 of your banished "Seminal" cards; during your next Standby Phase after activation, shuffle that target into your Deck, then draw 1 card.
3502
3503500/900
3504
3505
3506
3507Extra Deck Monsters:
3508
3509
3510
3511Seminal Unity Master - The Shaman
3512
3513Spellcaster-Type/DARK
3514
3515Level 8
3516
35172 "Seminal Unity" monsters
3518
3519Must be first be Fusion Summoned. During either player's turn: You can target 1 other "Seminal Unity" monster you control; banish that target. During your next Standby Phase after activation, Special Summon that target. You can only use this effect of "Seminal Unity Master - The Shaman". "Seminal Unity Master" monsters you control cannot be destroyed by card effects that do not target them.
3520
35212700/2400
3522
3523
3524
3525Seminal Unity Master - The Mystic
3526
3527Spellcaster-Type/FIRE
3528
3529Must first be Fusion Summoned
3530
35312 "Seminal Unity" monsters
3532
3533When this card is Fusion Summoned: You can target 1 face-up monster your opponent controls; banish that target. Special Summon it to your opponent's side of the field during the next Standby Phase in Defense Position. You can banish 1 "Seminal" card from your hand; your opponent banishes 1 card from their hand. You can only use this effect of "Seminal Unity Master - The Mystic" once per turn.
3534
35352600/2500
3536
3537
3538
3539Seminal Unity Master - The Clairvoyant
3540
3541Psychic-Type/LIGHT
3542
3543Level 8
3544
35453 "Seminal Unity" monsters
3546
3547Must be first be Fusion Summoned. During your next Standby Phase after this card is Fusion Summoned: You can return this card to your Extra Deck, then target 2 of your banished "Seminal Unity" monsters with different names, except "Seminal Unity Master - The Clairvoyant"; Special Summon both those targets in Defense Position. You can only use this effect of "Seminal Unity Master - The Clairvoyant" once per turn. Once per turn, when this card destroys an opponent's monster by battle: You can shuffle 1 card from your hand into your Deck; this card can make a second attack in a row.
3548
35493000/2200
3550
3551
3552
3553Spell/Trap Cards:
3554
3555
3556
3557Seminal Fusion
3558
3559Normal Spell Card
3560
3561You can only use each "Seminal Fusion" effect once per turn. Activate 1 of these effects:
3562
3563â— Fusion Summon 1 "Seminal Unity Master" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
3564
3565â— During your next Standby Phase after activation, Fusion Summon 1 "Seminal Unity Master" Fusion Monster from your Extra Deck, using monsters from your Deck as Fusion Materials.
3566
3567
3568
3569Seminal Switch Fusion
3570
3571Normal Spell Card
3572
3573You can only use each "Seminal Switch Fusion" effect once per turn. Activate 1 of these effects.
3574
3575â— Target 1 "Seminal Unity Master" monster you control; return that target to the Extra Deck, and if you do, Fusion Summon 1 "Seminal Unity Master" monster from your Extra Deck with a different name than that target, but it cannot declare an attack this turn.
3576
3577â— Target 1 "Seminal Unity" monster you control; shuffle that target into your Deck, and if you do, during your next Standby Phase after activation, Fusion Summon 1 "Seminal Unity Master" from your Extra Deck with a different name than that target.
3578
3579
3580
3581Seminal Envoy
3582
3583Normal Trap Card
3584
3585Target 1 "Seminal Unity" monster you control; banish that target, and if you do, draw 1 card, also Special Summon it during your next Standby Phase after activation. During your Standby Phase, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Seminal" Spell/Trap Card in your Graveyard; add that target to your hand. You can only use each effect of "Seminal Envoy" once per turn.
3586
3587Seminal Forecast
3588Normal Trap Card
3589Excavate the top 3 cards of your Deck, and if any of them are "Seminal" monsters, you can banish 1 of them, and if you do, during your next Standby Phase after activation, add that banished card to your hand, but you cannot Normal Summon monsters, except monsters with the same name as that card during that turn. You can only activate 1 "Seminal Forecast" per turn.
3590
3591THORNS - FORMING AN ARCHETYPE #21 (11/11):
3592
3593This is a thing I have done on DNF for a while now, this is in fact the 21st Archetype that has done this, but since I haven't done it on here, let me explain it real quick: Basically, what I do is that I take a card that already exists but has no Archetype, and create an Archetype based around it, its name, effects etc. I include the card I'm using for reference. Most of the time, the card is not all too useful for the gimmick I want to create, though sometimes it is an important piece of the Archetype.
3594Today it's about Queen of Thorns, mainly the "pay LP to do stuff" is what I'm going for here.
3595
3596http://img2.wikia.nocookie.net/__cb20140821170434/yugioh/images/thumb/9/92/QueenofThorns-AP05-EN-C-UE.png/300px-QueenofThorns-AP05-EN-C-UE.png
35971 Tuner + 1 or more non-Tuner Plant-Type monsters
3598Each player must pay 1000 LP for each monster Normal or Special Summoned from their hand, except for Plant-Type monsters.
3599
3600Monsters:
3601
3602Hunter of Thorns
3603Plant-Type/LIGHT
3604Level 4
3605Each player must pay 1000 LP to declare an attack, except with Plant-Type monsters. When this card destroys an opponent's monster by battle: You can target 1 "Thorns" monster in your Graveyard; Special Summon that target in Defense Position. You cannot Synchro Summon during the turn you use this effect, except Plant-Type monsters. You can only use this effect of "Hunter of Thorns" once per turn.
36061800/1000
3607
3608Knight of Thorns
3609Plant-Type/LIGHT
3610Level 4
3611Each player must pay 1000 LP to change battle positions, except with Plant-Type monsters. If the battle position of a monster on the field changes: You can discard 1 other card; Special Summon this card from your hand. You cannot Synchro Summon during the turn you use this effect, except Plant-Type monsters. You can only use this effect of "Knight of Thorns" once per turn.
36121900/500
3613
3614Locker of Thorns
3615Plant-Type/LIGHT
3616Level 4
3617Each player must pay 1000 LP to add monsters from their Deck or Graveyard to their hand for each, except Plant-Type monsters. Once per turn, during your opponent's turn: You can Tribute 1 Plant-Type monster from your hand or side of the field, then target 1 face-up monster your opponent controls; this turn, negate its effects, and if you do, it cannot declare an attack.
36181600/1500
3619
3620Keeper of Thorns
3621Plant-Type/LIGHT
3622Level 4
3623Each player must pay 1000 LP to add Spell/Trap Cards from their Deck or Graveyard to their hand, except "Thorns" Spell/Trap Cards. Once per turn, during your opponent's turn, when your opponent activates monster effect: You can Tribute 1 Plant-Type monster from your hand or side of the field; negate the activation, and if you do, destroy it.
36241700/1300
3625
3626Sorcerer of Thorns
3627Plant-Type/LIGHT
3628Level 4
3629Each player must pay 1000 LP to activate monster effects that activate on the field, except with Plant-Type monsters. When you Normal Summon or Special Summon a "Thorns" monster(s): You can pay 1000 LP; Special Summon this card from your hand, then change all monsters you control to Defense Position. If you activate this effect, you cannot change the battle position of monsters you control for the rest of the turn. You can only use this effect of Sorcerer of Thorns" once per turn.
36301200/1800
3631
3632Priest of Thorns
3633Plant-Type/LIGHT/Tuner
3634Level 2
3635Each player must pay 1000 LP to activate Spell Cards except "Thorns" Spell Cards. You can Tribute this card; add 1 "Thorns" Spell/Trap Card from your Deck or Graveyard to your hand. You cannot activate Spell/Trap Cards during the turn you activate this effect, except "Thorns" Spell/Trap Cards. You can only use this effect of "Priest of Thorns" once per turn.
36361000/1200
3637
3638Priestess of Thorns
3639Plant-Type/LIGHT/Tuner
3640Level 2
3641Each player must pay 1000 LP to activate Trap Cards except "Thorns" Trap Cards. You can Tribute this card; add 1 "Thorns" monster from your Deck to your hand, except "Priestess of Thorns". You cannot Special Summon monsters during the turn you activate this effect, except Plant-Type monsters. You can only use this effect of "Priestess of Thorns" once per turn.
36421200/1000
3643
3644Spell/Trap Cards:
3645
3646Field of Thorns
3647Field Spell Card
3648Each time you pay 1000 or more LP, place 1 Thorn Counter on this card for each multiple of 1000 you paid. "Thorns" monsters you control gain ATK and DEF equal to number of Thorn Counters on this card x 300. During your End Phase: You can remove all Thorn Counters from this card; both players gain 500 LP for each Thorn Counter removed.
3649
3650Sword of Thorns
3651Equip Spell Card
3652Equip only to a Plant-Type monster. It gains 700 ATK. Once per turn, if it would be destroyed by battle or by card effect, you can pay 1000 LP instead. You can only control 1 "Sword of Thorns".
3653
3654Prickly Thorns
3655Normal Trap Card
3656When your opponent Special Summons a monster(s) while you control another "Thorns" card: Pay 1000 LP for each of those monsters; shuffle that monster(s) into your opponent's Deck, then your opponent 1000 LP for each of those monsters. You can only activate 1 "Prickly Thorns" per turn.
3657
3658Deadly Thorns
3659Counter Trap Card
3660When your opponent would Summon a monster(s) while you control another "Thorns" card: Pay 1000 LP for each of those monsters; negate that Summon(s), and if you do, destroy those monsters, then your opponent gains 1000 LP for each of those monsters. You can only activate 1 "Deadly Thorns" per turn.
3661
3662DEEP SLEEP ARCHETYPE (11/11):
3663
3664Deep Sleep is an Archetype which focuses on changing the opponent's monsters to face-down Defense Position. When they do this, they also put themselves face-down as well. There are 3 Level 3 monsters and 3 Level 6 monsters. The Level 3s and Level 6s share the same types, which is why their names are similar, and the Level 6 gets boosted by Tributing their Level 3 counterpart. They also have a boss monster, as well as Spell and Trap Cards to support them.
3665
3666
3667
3668Once again, these use the number system, where the number represents the same effect that they all share.
3669
3670
3671
3672Monsters:
3673
3674
3675
3676Deep Sleep - Shadow Demon
3677
3678Fiend-Type/DARK
3679
3680Level 3
3681
3682(1) - You can target 1 Attack Position monster your opponent controls; change both this monster and that target to face-down Defense Position, and if you do, neither monster can change its battle position. You can target 1 face-down monster you control; change it to face-up Attack or Defense Position. You can only use this effect of "Deep Sleep - Shadow Demon" once per turn.
3683
36841300/1600
3685
3686
3687
3688Deep Sleep - Shadow Creature
3689
3690Beast-Type/DARK
3691
3692Level 3
3693
3694(1) If this card is flipped face-up: You can add 1 "Deep Sleep" card from your Deck to your hand, except "Deep Sleep - Shadow Creature". You can only use this effect of "Deep Sleep - Shadow Demon" once per turn.
3695
3696900/1800
3697
3698
3699
3700Deep Sleep - Shadow Ghost
3701
3702Zombie-Type/DARK
3703
3704Level 3
3705
3706(1) When this card is Normal Summoned: You can discard 1 Level 3 or 6 "Deep Sleep" monster, then activate 1 of these effects, depending on the Level of the discarded monster;
3707
3708â— Level 3: Special Summon 1 Level 6 "Deep Sleep" monster from your hand.
3709
3710â— Level 6: Special Summon 1 Level 3 "Deep Sleep" monster from your hand.
3711
37121700/1400
3713
3714
3715
3716Deep Sleep - Nightmare Demon
3717
3718Fiend-Type/DARK
3719
3720Level 6
3721
3722(1) When this card is Tribute Summoned by Tributing a face-down or "Deep Sleep" monster: You can target 1 face-down monster your opponent controls; return that target to the hand. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Demon", add this additional effect.
3723
3724â— Also, you can change 1 face-down monster on the field to face-up Attack or Defense Position after that.
3725
37262400/2200
3727
3728
3729
3730Deep Sleep - Nightmare Creature
3731
3732Beast-Type/DARK
3733
3734Level 6
3735
3736(1) When this card is Tribute Summoned by Tributing a face-down or "Deep Sleep" monster: You can activate this effect; your opponent sends 1 of their face-down monsters to the Graveyard. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Creature", add this additional effect.
3737
3738â— Also, you can add 1 "Deep Sleep" card from your Deck or Graveyard to your hand after that, except "Deep Sleep - Nightmare Creature"
3739
37402300/2300
3741
3742
3743
3744Deep Sleep - Nightmare Ghost
3745
3746Zombie-Type/DARK
3747Level 6
3748(1) When this card is Tribute Summoned by Tributing a face-down or "Deep Sleep" monster: You can target 1 face-down monster your opponent controls; take control of that target. If this card was Tributed Summoned by Tributing "Deep Sleep - Shadow Ghost", add this additional effect.
3749â— Also, you can Special Summon 1 "Deep Sleep" monster from your hand, except "Deep Sleep - Nightmare Ghost".
37502100/2500
3751
3752Deep Sleep - Shadow Nightmare
3753Fiend-Type/DARK
3754Level 8
3755Cannot be Normal Summon/Set. Must be Special Summoned by Tributing 2 face-down monsters, and cannot be Special Summoned by other ways. If Summoned this way: You can target 1 face-up monster and 1 face-down monster on the field; destroy both those targets. (1)
37563000/3000
3757
3758Spell/Trap Cards:
3759
3760Deep Sleep - Dream Abyss
3761Field Spell Card
3762Once per turn, if all monsters you control are in face-down Defense Position: You can target 1 face-down Defense Position monster you control; change it to face-up Attack or Defense Position. You can Tribute Summon 1 "Deep Sleep" monster in addition to your Normal Summon/Set by Tributing 1 face-down monster. (You can only gain this effect once per turn.)
3763
3764Deep Sleep - Goodnight Story
3765Quick-Play Spell Card
3766Target 1 "Deep Sleep" monster you control and 1 face-up monster your opponent controls; change both those targets to face-down Defense Position, and if you do, neither monster can change their battle position. During your turn, except during the turn this card is sent to your Graveyard: You can banish this card from your Graveyard, then target 1 face-down monster you control; change that target's battle position to face-up Attack or Defense Position.
3767
3768Deep Sleep - Night Terror
3769Normal Trap Card
3770If you control no face-up monsters and your opponent controls a face-up monster: Target 1 Level 3 and 1 Level 6 "Deep Sleep" monster in your Graveyard; Special Summon the first target in face-down Defense Position and banish the second target.
3771
3772Deep Sleep - Lucid Dreaming
3773Normal Trap Card
3774Reveal 1 "Deep Sleep" card in your hand, then target 1 face-down monster you control; change that target to face-up Attack or Defense Position, and if you do, it is unaffected by your opponent's card effects until the end of this turn.
3775
3776DARK LOTUS ARCHETYPE (14/14):
3777
3778Dark Lotus is an Archetype made for Project Evolution on DNF, but I thought that I would show it here as well. The Archetype is a Ritual Monster based one, that mainly focuses on increasing the Levels of the monsters for various effects, as well as making Ritual Summoning easier. They are themed as a religion or cult. They are Plant-Type/DARK with various Levels.
3779
3780Monsters:
3781
3782Heretic of the Dark Lotus
3783Plant-Type/DARK
3784Level 4
3785Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). Once per turn, if this card's Level is 6 or higher: You can add 1 "Dark Lotus" Spell Card from your Deck to your hand. If this card is Tributed, either for a Tribute Summon or for the Ritual Summon of a "Dark Lotus" Ritual Monster: You can banish this card from your Graveyard, then target 1 other "Dark Lotus" monster in your Graveyard; add that target to your hand. You can only use this effect of "Heretic of the Dark Lotus" once per turn.
37861700/500
3787
3788Oracle of the Dark Lotus
3789Plant-Type/DARK
3790Level 2
3791If you control exactly 1 "Dark Lotus" monster and no other monsters, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Oracle of the Dark Lotus" this way once per turn. Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). Once per turn, if this card's Level is equal to the Level of another "Dark Lotus" monster you control, except "Oracle of the Dark Lotus": You can add 1 "Dark Lotus" Ritual Monster from your Deck to your hand.
3792200/1800
3793
3794Priest of the Dark Lotus
3795Plant-Type/DARK
3796Level 6
3797If you control a "Dark Lotus" monster whose Level is higher than its original Level, you can Normal Summon this card in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.) Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). You can target 1 other "Dark Lotus" monster you control; its Level becomes equal to this card's original Level. You can only use this effect once while this card is face-up on the field.
37982300/1600
3799
3800
3801
3802Prayer of the Dark Lotus
3803
3804Plant-Type/DARK
3805
3806Level 1
3807
3808Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). If this card's Level is 4 or higher, If you Ritual Summon a "Dark Lotus" Ritual Monster, this card can be used as an entire Tribute. If a "Dark Lotus" Ritual Monster(s) you control would be destroyed by your opponent's card effect, you can banish this card from your Graveyard instead.
3809
38100/0
3811
3812Theologian of the Dark Lotus
3813Plant-Type/DARK
3814Level 3
3815When this card is Normal Summoned or Special Summoned: You can discard 1 card, then target 1 "Dark Lotus" Spell Card or "Dark Lotus" monster in your Graveyard whose Level is less than or equal to this card's Level; add that target to your hand. Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). If this card is Tributed, either for a Tribute Summon or for the Ritual Summon of a "Dark Lotus" Ritual Monster: You can Special Summon 1 "Dark Lotus" monster from your hand whose Level is less than or equal to this card's Level in your hand or field. You cannot Special Summon other monsters during the turn you activate this effect, except "Dark Lotus" monsters. You can only use each effect of "Theologian of the Dark Lotus" once per turn.
38161500/1400
3817
3818Guru of the Dark Lotus
3819Plant-Type/DARK
3820Level 6
3821You can Special Summon this card (from your hand) by discarding 1 "Dark Lotus" Spell Card. You can only Special Summon "Guru of the Dark Lotus" this way once per turn. Increase this card's Level by the original Levels of all other "Dark Lotus" monsters you control (max. 12). If this card's Level is 10 or higher: You can target 2 "Dark Lotus" Spell Cards in your Graveyard; place the first target on the top or bottom of your Deck, and if you do, add the second target to your hand. You can only use this effect of "Guru of the Dark Lotus" once while this card is face-up on the field.
38221800/2400
3823
3824Ritual Monsters:
3825
3826Lord of the Dark Lotus
3827Plant-Type/DARK
3828Level 6
3829You can Ritual Summon this card with any "Dark Lotus" Ritual Spell Card. When this card destroys an opponent's monster by battle: You can target 1 "Dark Lotus" monster in your Graveyard; Special Summon that target, and if you do, increase this card's Level by the original Level of that monster (max. 12). If this card's Level is 9 or higher: You can target up to 2 Spell/Trap Cards your opponent controls; destroy both those targets. You can only use each effect of "Lord of the Dark Lotus" once per turn.
38302400/2000
3831
3832
3833Master of the Dark Lotus
3834
3835Plant-Type/DARK
3836
3837Level 8
3838
3839You can Ritual Summon this card with any "Dark Lotus" Ritual Spell Card. When this card is Ritual Summoned: You can target Spell/Trap Cards your opponent controls up the number of "Dark Lotus" monsters Tributed for this card's Ritual Summon; destroy those targets, and if you do, increase this card's Level equal to the number of cards destroyed this way (max. 12). You can only use this effect of "Master of the Dark Lotus" once per turn. While you control another "Dark Lotus" monster whose Level is higher than its original Level, your opponent can only activate or Set 1 Spell/Trap Card per turn.
3840
38412600/2300
3842
3843Creator of the Dark Lotus
3844Plant-Type/DARK
3845Level 10
3846You can Ritual Summon this card with any "Dark Lotus" Ritual Spell Card. At the start of your Battle Phase, if you control another "Dark Lotus" monster whose Level is equal or higher than this card's Level and your opponent controls no Spell/Trap Cards, this card can declare a second attack during each Battle Phase. If this card is targeted by an opponent's monster effect: You can send 1 other "Dark Lotus" monster from your hand or side of the field to the Graveyard whose Level in the hand or on the field is less than or equal to the Level of the opponent's monster; negate the activation, and if you do, destroy that card.
38472800/2400
3848
3849Spell Cards:
3850
3851Ceremony of the Dark Lotus
3852Ritual Spell Card
3853This card is used to Ritual Summon any "Dark Lotus" Ritual Monster. You must also Tribute monsters from your hand or side of the field whose total Levels equal the Level of the monster you are Ritual Summoning or more. If the total Levels equal 12 or more: You can add this card from your Graveyard to your hand, but if you do, you cannot activate "Ceremony of the Dark Lotus" for the rest of the turn.
3854
3855Rites of the Dark Lotus
3856Ritual Spell Card
3857This card is used to Ritual Summon any number of "Dark Lotus" Ritual Monster. You must also Tribute exactly 1 "Dark Lotus" monster you control whose Level is double its original Level or higher for each Ritual Monster you Ritual Summon. You can only activate 1 "Rites of the Dark Lotus" per turn.
3858
3859Sacrifice of the Dark Lotus
3860Ritual Spell Card
3861This card is used to Ritual Summon any "Dark Lotus" Ritual Monster. You must also Tribute monsters from your hand or side of the field whose Level is equal to the monster you Ritual Summon or more. If 2 or more of the monsters Tributed for this Ritual Summon are "Dark Lotus" monsters whose Level is higher than its original Level: You can target 1 of those monsters in your Graveyard; add that target to your hand.
3862
3863Resurrection of the Dark Lotus
3864Normal Spell Card
3865Target 2 or 3 "Dark Lotus" monsters in your Graveyard whose combined Levels are less than or equal to the Levels of all "Dark Lotus" monsters you control; shuffle them into the Deck, then draw 1 card. You can only activate 1 "Resurrection of the Dark Lotus" per turn.
3866
3867Church of the Dark Lotus
3868Field Spell Card
3869Once per turn: You can Special Summon 1 "Dark Lotus Token" (Plant-Type/DARK/Level 2/ATK 500/DEF 1000). It cannot be Tributed, except for the Tribute or Ritual Summon of a "Dark Lotus" monster. While you control a "Dark Lotus Token" or "Dark Lotus" Ritual Monster, all "Dark Lotus" monsters you control whose Level is higher than its original Level gain ATK and DEF equal to the difference x 100.
3870
3871CREEPY CRAWLER ARCHETYPE (9/9):
3872
3873This is a Crystal Beast-like Archetype, aka, they put themselves in your Spell & Trap Card Zone. What's new about this is that you can also do it from your hand, though keep in mind, this is an activation, so cards like Dark Bribe can negate them. They're an Insect-Type/EARTH Level 4 Archetype. I love alliteration, so this was Archetype was fun to name.
3874
3875
3876
3877A new thing I'm doing is taking out the shared effects for cards and replacing them by numbers. This is due to the text being quite long, and since they're the same, there's really no reason to have them on all the cards. How that works is that the first card will have them, then the next will just have a number instead of the effect.
3878
3879
3880
3881Creepy Crawler Attacking Ant
3882
3883Insect-Type/EARTH
3884
3885Level 4
3886
3887(1) - You can activate this card from your hand as a Continuous Spell Card, but if you do, for the rest of the turn, you cannot activate "Creepy Crawler" monsters from your hand as Continuous Spell Cards. (2) - If this card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. If this card destroys an opponent's monster by battle: You can target 1 "Creepy Crawler" monster in your Graveyard; place that target in your Spell & Trap Card Zone as a Continuous Spell Card.
3888
38891700/1500
3890
3891
3892
3893Creepy Crawler Boosting Beetle
3894
3895Insect-Type/EARTH
3896
3897Level 4
3898
3899(1) (2) While this card is in your Spell & Trap Card Zone as a Continuous Spell Card, all "Creepy Crawler" monsters you control gain 300 ATK and DEF.
3900
39011500/1500
3902
3903
3904
3905Creepy Crawler Springing Spider
3906
3907Insect-Type/EARTH
3908
3909Level 4
3910
3911(1) (2) You can send this card treated as a Continuous Spell Card in your Spell & Trap Card Zone to the Graveyard; Special Summon 1 "Creepy Crawler" monster from your Spell & Trap Card Zone.
3912
39131800/1300
3914
3915
3916
3917Creepy Crawler Launching Larva
3918
3919Insect-Type/EARTH
3920
3921Level 4
3922
3923(1) (2) You can target 1 "Creepy Crawler" monster in your Spell & Trap Card Zone; send this card to the Graveyard, and if you do, Special Summon that target. You can only use this effect of "Creepy Crawler Launching Larva" once per turn.
3924
39251300/1800
3926
3927
3928
3929Creepy Crawler Covering Cockroach
3930Insect-Type/EARTH
3931Level 4
3932(1) (2) While this card is in your Spell & Trap Card Zone as a Continuous Spell Card, each turn, first "Creepy Crawler" card you control cannot be destroyed by battle or card effects.
3933500/2000
3934
3935Creep Crawler Ferocious Flea
3936Insect-Type/EARTH
3937Rank 4
39382 Insect-Type monsters
3939(2) Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Creepy Crawler" monster in your Spell & Trap Card Zone; return that target to your hand, and if you do, destroy 1 Spell/Trap Card your opponent controls. If you control 2 or more "Creep Crawler" Continuous Spell Cards, this card cannot be targeted by your opponent's monster effects.
39402300/2200
3941
3942Creepy Crawler Rock Remover
3943Normal Spell Card
3944Send 1 "Creepy Crawler" Continuous Spell Card from your Spell & Trap Card Zone to the Graveyard; draw 2 cards. You can only activate 1 "Creepy Crawler Rock Remover" per turn.
3945
3946Creepy Crawler Irritating Insects
3947Normal Trap Card
3948When a "Creepy Crawler" monster you control is destroyed your opponent's card (either by battle or by card effect): Special Summon 1 "Creepy Crawler" monster from your hand or Deck, but its effects cannot be activated.. You can only activate 1 "Creepy Crawler Irritating Insects" per turn.
3949
3950Creepy Crawler Crazy Critters
3951Continuous Spell Card
3952Once per turn, if you control no monsters: You can target 1 "Creepy Crawler" monster you control or that is treated as a Continuous Spell Card; destroy that target, and if you do, Special Summon 1 "Creepy Crawler" monster from your hand, but its effects are negated and it is banished during the end of this turn. You cannot Special Summon other monsters during the turn you activate this effect, except "Creepy Crawler" monsters.
3953
3954RETROSPECTER ARCHETYPE (9/9):
3955
3956This is something I had over on DNF that I am currently working on, thought I would bring it here as well.
3957
3958Retrospecter is a Zombie-Type/LIGHT Archetype that focuses on Synchro Summoning, and they can all Special Summon themselves from the Graveyard by discarding a Retrospecter monster. The name is a portmanteau of Retro and Specter, which is because the cards are based on old gaming consoles and other retro technology. The monsters are each based on the various generations of consoles.
3959
3960Retrospecter - Odysseys
3961Zombie-Type/LIGHT
3962Level 3
3963You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. Once per turn, if this card was Special Summoned from your Graveyard by its own effect: You can target 1 "Retrospecter" card in your Graveyard; shuffle that target into your Deck, and if you do, add 1 "Retrospecter" card from your Deck to your hand with a different name than that target.
39641100/1800
3965
3966Retrospecter - Visions
3967Zombie-Type/LIGHT/Tuner
3968Level 2
3969You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. If this card is sent to the Graveyard for the Synchro Summon of a Zombie-Type Synchro Monster: You can shuffle this card from your Graveyard into your Deck, then target 1 Spell/Trap Card your opponent controls; destroy that target.
39701000/500
3971
3972Retrospecter - Systems
3973Zombie-Type/LIGHT
3974Level 4
3975You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. If this card is Special Summoned from the Graveyard by its own effect: You can target 1 "Retrospecter" monster you control, then activate 1 of these effects;
3976â— Increase its Level by 1.
3977â— Reduce its Level by 1.
39781700/1200
3979
3980Retrospecter - Geneses
3981Zombie-Type/LIGHT
3982Level 5
39831 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters
3984You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. Once per turn, when this card destroys an opponent's monster by battle: You can target 2 Zombie-Type monsters in your Graveyard; shuffle the first target into your Deck, and if you do, add the second target to your hand. If this card was Special Summoned from the Graveyard by its own effect, it is unaffected by the effects of your opponent's monsters whose ATK is higher than this card's original ATK.
39852500/2000
3986
3987Retrospecter - Stations
3988Zombie-Type/LIGHT/Tuner
3989Level 4
3990You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. Once per turn, If this card is Special Summoned from the Graveyard by its own effect, if a "Retrospecter" card(s) in your Graveyard is shuffled into your Deck: Draw 1 card.
39911200/2000
3992
3993Retrospecter - Cubes
3994Zombie-Type/LIGHT
3995Level 2
3996You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. If this card is Special Summoned from the Graveyard by its own effect: You can Special Summon 1 "Retrospecter" monster from your hand in Defense Position.
3997400/1000
3998
3999Retrospecter - Boxes
4000Zombie-Type/LIGHT
4001Level 6
40021 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters.
4003You can discard 1 "Retrospecter" monster; Special Summon this card from your Graveyard, but if you use this effect, you can cannot Special Summon other "Retrospecter" monsters from your Graveyard for the rest of the turn. Once per turn, during either player's turn: You can target 1 "Retrospecter" monster in your Graveyard; shuffle that target into your Deck, and if you do, for the rest of the turn "Retrospecter" mosnters you control cannot be destroyed by card effects. If this card was Special Summoned from the Graveyard by its own effect, negate the effects of all monsters your opponent controls whose ATK is less than or equal to this card's original ATK.
40042700/2100
4005
4006Retrospecter - 8-bit Blast
4007Normal Trap Card
4008When your opponent Normal Summons or Special Summons a monster(s) from their hand: Target 1 of those monsters; destroy that target. You must control a "Retrospecter" monster to activate and to resolve this effect.
4009
4010Retrospecter - 16-bit Boom
4011Normal Trap Card
4012When your opponent Special Summons a monster(s) from their Main or Extra Deck: Target 1 of those monsters; destroy that target. You must control a "Retrospecter" monster to activate and to resolve this effect.