#Custom Cards
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Berserkion is Alpha, search Berserkion, make Uniter, Tribute to summon Beta, search Gamma, banish Beta, Gamma, Alpha to summon Berserkion
Can do from Beta first into Alpha
You skip the first ability instead
Power Draw
Normal Spell
Draw cards equal to the number of "Batteryman" monsters you control. You can only activate 1 "Power Draw" per turn.
Industrimech Foundation Layer - EARTH Level 4
Machine / Effect
If this card is Normal Summoned or Special Summoned: You can Set 1 "Industrimech" Spell/Trap card from your Deck. During your Standby Phase: You can put a build counter on a face-up "Industrimech" Continuous Spell/Trap card you control. You can only use each effect of "Industrimech Foundation Layer" once per turn.
ATK 1500 / DEF 1500
Industrimech Robotics Bay
Continuous Spell
You can only control 1 "Industrimech Robotics Bay". Once per turn: You can Special Summon 1 "Industrimech" monster from your hand. This card gains the following effects, based on the number of build counters on it.
● 2+: Once per turn: You can add 1 "Industrimech" monster from your Deck to your hand.
● 5+: Machine monsters you control gain 2500 ATK/DEF.
Pretty fire cards~
Can anyone think of some ideas I could make into Spell/Traps to support normal monster decks?
Industrimech Steel Cutter - WATER Level 6
Machine / Effect
If you control no monsters, except "Industrimech" monsters: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 card on the field; destroy it, then you can put a build counter on a face-up "Industrimech" Continuous Spell/Trap you control. During your Standby Phase: Put a build counter on a face-up "Industrimech" Continuous Spell/Trap card you control. You can only use each effect of "Industrimech Steel Cutter" once per turn.
ATK 1000 / DEF 2500
Industrimech Salvage Yard
Continuous Trap
You can only control 1 "Industrimech Salvage Yard". Once per turn, if an "Industrimech" monster you control is destroyed: Draw 1 card. This card gains the following effects, based on the number of build counters on it.
● 2+: Once per turn: You can Special Summon 1 "Industrimech" monster from your GY.
● 5+: Once per turn: You can add 1 "Industrimech" card from your GY to your hand.
Hm
Maybe something like [Call of the Archfiend]
But more so with the improved effect of [Muckraker from the Underworld]
Rating: Link-2 (⬅⬇)
[ Fiend / Link / Effect ]
ATK 1000
2 Effect Monsters
Cannot be used as Link Material the turn it is Link Summoned. If a monster(s) you control would be destroyed by battle or card effect, you can Tribute 1 Fiend monster instead. You can target 1 Fiend monster in your GY, except "Muckraker From the Underworld"; discard 1 card, and if you do, Special Summon that monster, also you cannot Special Summon monsters for the rest of this turn, except Fiend monsters. You can only use this effect of "Muckraker From the Underworld" once per turn.
Sorta got one like that.
Trap which is a free revive during endphase. as well as reusable Bottomless Trap Hole by tributing a monster
ContSpell which once-per-turn can discard 1 to summon from the deck
Nice
Normal monsters you control gain 500 ATK/DEF, and cannot be targeted by cards or effects. You can only use the following effects of "Archetype1 WIP" once per turn. Once per turn, during your mainphase; You can discard 1 card: Special summon 1 "Archetype1" monster from your deck with a different attribute to monsters you control. If this card is discarded, You can add 1 "Archetype1" monster from your deck or GY to your hand.
Industrimech Fusion Core
Continuous Trap
You can only control 1 "Industrimech Fusion Core". "Industrimech" monsters you control cannot be destroyed by card effects. This card gains the following effects, based on the number of build counters on it.
● 2+ Once per turn: You can Fusion Summon 1 "Industrimech" Fusion Monster, using monsters from your hand or field as Fusion Material.
● 5+: If you Fusion Summon, you can also use monsters in your Deck as Fusion Material.
Maybe then something that gains effects based on Normal Monsters on the Field/GY
Like [Roundtable]
Could not resolve English data for searches: roundtable
During your End Phase: You can activate each of these effects up to once per turn, depending on the total number of "Noble Knight" cards with different names in your GY and/or you control;
●3+: Send 1 "Noble Knight" card from your Deck to the GY.
●6+: Special Summon 1 "Noble Knight" monster from your hand, then you can equip 1 "Noble Arms" Equip Spell from your hand to that monster.
●9+: Target 1 "Noble Knight" monster in your GY; add that target to your hand.
●12: Draw 1 card.
On another note that has nothing to do with it
I really love how much Options Noble Knights got recently
Would have never expected that much for them
Thats the exact sorta cards I am lookin for hellyeah
(I like cards which are strong, but actually require you to play the archetype or deck style)
I like that too
Makes summoning Generic Bosses harder by also having sometimes locks in them build in
I dont like locks persay, but I like decks like Virtual World.
Where techincally you can splash them in anything. But they only work good when with plenty of other Virtual world cards
My Infernoble Deck could make the Level 10 Swordsoul pretty easy but most of the Time I need to wait a turn because of a Warrior or Fire Lock leading up to it
Industrimech Heavy Duty Mountain Miner - EARTH Level 10
Machine / Fusion / Effect
4 "Industrimech" monsters with different Attributes
If this card is Fusion Summoned: You can banish cards from the top of your opponent's Deck, up to the number of build counters on cards you control +1; draw cards equal to the number of card types (Monster, Spell, Trap) among all face-up banished cards. (Quick Effect): You can destroy 1 card on the field. During your Standby Phase: Put a build counter on a face-up "Industrimech" Continuous Spell/Trap card you control. You can only use each effect of "Industrimech Heavy Duty Mountain Miner" once per turn.
ATK 3500 / DEF 3500
I prefer the "Xenophobia in solidarity" where they only work pure , due to needing other cards of their archeytpe, And plenty.
such as Dinosaurs
Who only really work Pure, or ScrapDino
Introducing Herz monsters (pun on Hertz and Herz (German for heart/core) thus the red frame) a new and exciting card type. monsters are categorized by frequency instead of a level. To summon a Herz monster, you must fulfill the condition written on it, matching its frequency.
Wave Distorter
[Frequency 2/Dark/Cyberse/Effect]
X "Special Summon a monster from the Extra Deck."
Reduce the Frequency of all Frequency 3 or higher Herz Monsters in your hand by 1. If this Herz Summoned card is sent to the GY: Appy this effect for the rest of this turn.
● Increase the Frequency of all Herz Monsters in both players hand by 1 for the rest if this turn.
You can only use this effect of "Wave Distorter" once per turn.
ATK 1200 / DEF 2100
Hinpanwata
[Frequency 1/Light/Fairy/Herz/Effect]
X "Add 1 card from your Deck to your hand, except by drawing."
After this card is Herz Summoned, you take no damage for the rest of this turn.
ATK 200 /DEF 300
The Witch of Hearts
[Frequency 4/Fire/Illusion/Herz/Effect]
X "Inflict effect damage to your opponent."
If this card battles a monster, neither can be destroyed by that battle. Each time your opponent takes effect damage, this card gains 500 ATK. Once per turn, if your opponent takes effect damage: You can target 1 face-up card on the field; negate its effects.
ATK 2500 / DEF 2000
Potential rulings nightmare because theres no way to confirm what Herz monsters the opponent has in the hand at the effect activation compared to if they draw cards and draw into more during the same turn, and vice versa
It's not at the time of activation the condition is for the full turn
It only resets at the end of the turn. It's not per copy.
So having more then 1 copy of the low frequency ones is less of a brick
I thought that was clear from the way these are worded it
the way its worded makes it seem like it checks once, then stops applying at the end of the turn
[performapal turtle]
Level: 3 |
Pendulum Scale: 3
[ Reptile / Pendulum / Effect ]
ATK 800 / DEF 1200
Once per turn: You can reveal 1 "Performapal" or "Odd-Eyes" monster in your hand, and if you do, reduce the Levels of monsters in your hand with that name by 1 for the rest of this turn (even after they are Summoned/Set, and even if this card leaves the field).
When this card is destroyed by battle: You can destroy the monster that destroyed it.
I think the reminder text would increase clarity
It's a summoning mechanic it does not need reminder text
That's how it works by rule book.
The check is for the entire turn for any copy or herz monster with a similar condition.
Like when you activate a spell card for in a turn. The condition has been fulfilled for any Herz monster that has the requirement of needing a spell to be activated (x it's frequency)
So, for the Illusion mon, you have to inflict effect damage 4 times, barring any freq changes?
Ye
Main Deck
Not sure how to feel about it overall. 
It being a new md instead of another ED is neat and one that isn't dependent on a diff card + mats is a nice start.
Tho, I worry that higher frequencies are more monumentally harder to summon.
Like I can see people playing Freq 1 mons since that easy to put in as part of your standard lines. But increasing the requirement makes you need to hit the trigger event multiple times, which is prob much harder. (I know these aren't Trigger events, but easy way to explain).
Like a card that is dead till you search twice is much worse than once and even more so on thrice. Similarly, the burn damage four times one feels pretty hard to summon, even Vaal struggles to hit 3 until they got their cheat code spell, which gets you an extra resonance counter, which you could see as "Reducing the freq by 1".
Ofc, freq reducers might be the way to summon them, atleast on par with other methods, tho that has the issue of needing to run mutliple freq enablers and possible has the same issue as Rit support having to do heavy lifting. Obv, same way to deal with that issue as Rits is you make Freq archetype do this/gain more advantage in engine. But, hmmmmmmm, not sure I like that angle.
Also, on that note, the one that ups the freqs of both players is giga punishing the opponent. Like your freq 1 which is prob the most reliable extenders now become much harder, or if you don't hit their Trigger more than once in your archetype usually, it'd be insta dead in this specific case. And 3 or more which are already hard become much worse.
Maybe a Link/Synchro-like fix to the higher freqs thing could be letting you tribute lower freqs (only on field, so it's not too easy) to reduce the requirement by same amount. So, for example, you only need to burn twice + Tribute Wave Distorter to summon the Burn requirement one. (You only need to burn once in my example, but I'm also ignoring the cont. eff to explain this).
@dire leaf very valid concern. But higher frequency is not an issue. Since their support is all about changing the frequency. And like Xyz these can have Alt Summoning conditions.
As for a dedicated Deck, they have alot of tools to make these not much of an issue to summon (even if the opponent has a floodgates that increases the frequency)
Also rn, the Max frequency is more or less 5.
And no u don't Tribute anything.
Fair, fair. Tho, it does fall into my first point of deck needing to have multiple enablers to offset the requirements like Rits, which isn't necessarily a problem, more a personal gripe.
The Tribute thing is just a suggestion I threw in, I understood the mechanic being like a BLS like SS if you achieved the event X times that turn.
Well these are much valuable generically then Ritual since the condition can be anything. Like something the Deck already does.
E.g. Dark World Herz monster
F 2/dark/Fiend..
X "Discard a card by a card effect."
If Herz Summoned: You can draw 2 cards. If discarded: you can add this card from your GY to your hand. Hopt.
I would say to a lesser degree. You don't need a specific card nor you have to use materials/Tributes. And any extra copies of the monster are free during the turn you fulfill the condition
And the conditions don't have all to be elaborate. In most cases it's just X "Summon "Archtype' monsters."
Or whatever your Deck like to do
Fair, I'm more thinking on how long it stays as a brick until it turns live. The Summon events are def much more reliable. And having secondary effs prob alleviates that issue like in the above example.
Fair but that's the issue of anything high level Main Deck monster or Special Summon monster.
You just work around that by adding hand effects if needed.
Like [Illusion of chaos] for example
Level: 7
[ Spellcaster / Ritual / Effect ]
ATK 2100 / DEF 2500
You can Ritual Summon this card with "Chaos Form". You can reveal this card in your hand; add 1 "Dark Magician", or 1 non-Ritual Monster that mentions it, from your Deck to your hand, then place 1 card from your hand on top of the Deck. When your opponent activates a monster effect (Quick Effect): You can return this card to the hand, and if you do, Special Summon 1 "Dark Magician" from your GY, and if you do that, negate that activated effect. You can only use each effect of "Illusion of Chaos" once per turn.
● Understanding Herz Monsters:
- Herz Monsters are special Monster Cards found in the Main Deck.
- Instead of levels, they are defined by their frequency, representing the number of times you must fulfill their summoning condition during a turn.
● Frequency and Summoning Conditions
- Each Herz Monster has a frequency value and a specific summoning condition.
- To summon a Herz Monster, you must fulfill its summoning condition X times during a turn, where X is equal to the monster's frequency.
- The summoning condition requirement resets at the end of each turn.
● Summoning from Hand:
- By default, Herz Monsters must be summoned from the hand unless otherwise stated on the card.
- This emphasizes hand management and strategic planning during duels.
With this manual, you're equipped to delve into the world of Herz Monsters and unleash their power on the battlefield with precision and strategy!
Do u think they need more, or is the dynamic between their frequency and condition enough ?
What do u think of this
It has a soundwave pattern cuz of frequency and hertz
A pretty neat concept!
Dragon shrine makes this immediately live.
And as an extender, it's 3 materials. Itself, whatever it revives, and the copy of itself it can search.
Quick q. If you send multiple Dragon at the same time, it only counts as 1 for the requirement, right?
Ye
The X was also throwing me off, but it's kinda confusing to not have it, imo.
Ye
Herald of Requiem Light
[Frequency 3/Light/Fairy/Effect]
X "Special Summon a monster(s), including a Ritual Monster(s)."
When your opponent activates a card or effect (Quick Effect): You can Tribute 1 monster from your hand or field; destroy 1 card your opponent controls. You can only activate this effect of "Herald of Requiem Light" in response to each card type (Monster, Spell, or Trap) once per turn. If this Herz Summoned card is sent to the GY: You can Special Summon 1 Ritual Monster from your hand.
ATK 1400 / DEF 2400
How much Defence is reasonable to put on a Level4 Normal monster?
2400
Level: 6
[ Winged Beast / Normal ]
ATK 1950 / DEF 2100
Three good friends from Power Pro. They dance gracefully on the field with their passion for baseball!
Aoi Hayakawa: The series' first female player. She's an underhand pitcher, and her signature move is the "Marineball". She's Mizuki Tachibana's senior.
Mizuki Tachibana: She's a tomboyish and spirited pitcher. Her signature move is the "Crescent Moon". She loves pudding from the Power Canteen.
Hijiri Rokudo: A catcher with unmatched baseball talent. She's been best friends with Mizuki Tachibana since middle school. She loves the kintsuba from the Power Canteen.
what? thats the wrong one
[power pro knight girls]
Level: 4
[ Warrior / Normal ]
ATK 1200 / DEF 2400
The three navigators of the Powerful Pro world.
(Left) Po-chan is cheerful, energetic and responsible, but the fly in the ointment is she's forgetful.
(Right) Wer-chan is gentle, serious and calm, but sometimes loses her temper.
(Center) In the middle is Namiki, the girls' big-time senpai, whose trademark feature is her bag, and her beloved dog, Chikuwa.
The girls lead the players to the stadium, where they'll finally face their destiny. And once there, the players take a big step forward.
— This is the beginning of everything; the great history of baseball.
Aha eyp
ah there we go
(Making a deck of Normal monsters yasee)
Not like how World Legacy does it.
But sorta like how Tenyi does it. Actually wanting them on the field instead of just being for combo fuel
2400 is seemingly the max before you get into having to put in downsides
It was like this with [Noble Knight Brothers] too, whose downside isn't really that much a downside.
Level: 4
[ Warrior / Effect ]
ATK 1200 / DEF 2400
This card can only attack if you control exactly 3 "Noble Knight" monsters (and no other monsters). When this card is Normal Summoned: You can Special Summon up to 2 "Noble Knight" monsters from your hand, also you cannot Special Summon monsters for the rest of this turn, except "Noble Knight" monsters. Once per turn: You can target 3 "Noble Knight" and/or "Noble Arms" cards in your GY; shuffle all 3 into the Deck, then draw 1 card.
But you hit Boycotton, and then we got issues, apparently
Nah, I'd say it's fine
2600 typically is the max for stats on a level 5/6 monster
Any more than that usually calls for some measures.
[Frostosaurus]
Level: 6
[ Dinosaur / Normal ]
ATK 2600 / DEF 1700
This monster's metabolism enables it to endure long periods of cold, harnessing the power to become a creature of solid ice! Nothing else can withstand such temperatures, especially victims of its glacial rampage.
OK then thanks
For them it ain't really a downside cause you use their effects to refill your deck and make a Xyz/Synchro instead of letting them stay for the most part
Oh yeah at the Normal monster stuff
The new [Transcendosaurus] Dinosaurs have snyergy with Normal monsters in general
Level: 12
[ Dinosaur / Effect ]
ATK 3500 / DEF 700
Cannot be Normal Summoned/Set. Must be Special Summoned by card effect. During your opponent's turn (Quick Effect): You can destroy 2 other Dinosaur monsters in your hand and/or field, and if you do, Special Summon this card from your hand. If this card is Special Summoned: You can send 1 Dinosaur monster from your Deck to the GY. If this card is destroyed: You can shuffle 1 Normal Monster from your GY into the Deck, then you can Special Summon this card. You can only use each effect of "Transcendosaurus Meteorus" once per turn.
I use the Synchro one for my Magnet Warrior Deck
[Transcendrake Glace]
Could not resolve English data for searches: trancendrake glace
[Transcendrake Glacesaurus]
Level: 12
[ Dinosaur / Synchro / Effect ]
ATK 3600 / DEF 2700
1 Tuner + 1+ non-Tuner monsters
Cannot be destroyed by battle. Dinosaur monsters you control that were Special Summoned from the GY cannot be destroyed by your opponent's card effects, also your opponent cannot target them with card effects. If this card is destroyed: You can shuffle 1 Normal Monster from your GY into the Deck, then you can Special Summon this card. You can only use this effect of "Transcendosaurus Glaciasaurus" once per turn.
yo can i try making herzes
Feel free to
Resonant Effigy
FREQ1 / LIGHT
Illusion / Herz / Effect
X "Tribute Summon a monster."
You can only Herz Summon "Resonant Effigy" once per turn. If this card is Herz Summoned: This turn, you can Normal Summon up to 2 Normal Monsters in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
ATK 0 / DEF 2000
ofc i made effigy support because i am incredibly predictable. am i doing it right?
Oh that's cool.
Monarch support
Give it vassal stats so we can search it
Hyper Psychic Waveseeker
FREQ2 / EARTH
Psychic / Herz / Effect
X "Special Summon a Level 3 monster."
If this card is Herz Summoned: Target 1 Level 3 Psychic monster you control; increase its Level by 3. If you Synchro Summon a Psychic monster: You can Tribute this card; all Psychic Synchro Monsters you currently control become unaffected by your opponent's Spell effects. You can only use each effect of "Hyper Psychic Wavefinder" once per turn.
ATK 150 / DEF 1450
and of course i return to another obsession of mine, level 3 psychic monsters
I like these
I do like the idea of an extra deck monster that had a specific kind of requirement in taking certain actions during a duel.
These are main deck
Can't blame them, most custom mechanics are ED based
Trap Card
REQUIREMENT: When your opponent draws during their draw phase, send 1 DARK Monster with 2500 ATK to the Graveyard.
EFFECT: Look at your opponent's hand, then send 1 monster with 1500 or more ATK to the GY.```
Got bored. Made a homage to Crush Card Virus, for rush duel.
Wasn't too sure what else I can do to make it interesting.
Also yeah it is a super lame pun. Sorry
Dark Mark of the Hummingbird
Equip Spell
(This card is always treated as a “Fortune Lady” and “Earthbound Immortal” card).
Equip only to an “Earthbound Immortal” or “Fortune Lady” monster. The equipped monster gains ATK equal to its level x200. If this card is sent to the GY because the equipped monster left the field: you can target 1 “Fortune Lady” monster or 1 “Earthbound Immortal Assla Piscu” in your GY; Special Summon it, then equip this card to that monster. You can only use this effect of “Dark Mark of the Hummingbird” once per turn.
Oooh, nice equip
B.E.S. Sonic Core
WIND | Frequency 3 | Machine / Herz / Effect | 2200 / 1000
X "Place a counter(s) on a monster"
If this card is Herz Summoned: Remove 1 counter from every monster you control with a counter(s) on it; destroy monsters your opponent controls up to the number of counters removed. You can only use this effect of "B.E.S. Sonic Core" once per turn. Cannot be destroyed by battle. At the end of the Damage Step, if this card battled: Remove 1 counter from a monster you control. If you cannot, destroy this card. If this Herz Summoned card is destroyed, you can place 3 counters on 1 "B.E.S." monster you control.
Herz Monsters are definitely a fun concept. I don't know if I'm using the design space effectively, but I always enjoy trying to do something for the B.E.S.s
Symphonic Warrior Jazzz - WIND Frequency 3
Machine / Hertz / Effect
X < Activate the effect of a "Symphonic Warrior" card >
If this card is Special Summoned: You can add 1 card that mentions Symphonic Counters from your Deck or GY to your hand. If a card or effect is activated (Quick Effect): You can remove 3 Symphonic Counters from your field; negate the activation, then banish it. You can only use each effect of "Symphonic Warrior Jazzz" once per turn.
ATK 1500 / DEF 2500
Could not resolve English data for searches: activate the effect of a "symphonic warrior" card
Harmonic Sonic Bird - WIND Frequency 1
Winged-Beast / Hertz / Effect
X < A monster you control is flipped face-up >
If this card is Special Summoned: You can add 1 Ritual Spell from your Deck or GY to your hand. If a Ritual Spell is added from your Deck to your hand: You can reveal that card, and if you do, Tribute this card, then add 1 Ritual Monster mentioned on that revealed card from your Deck to your hand. You can only use each effect of "Harmonic Sonic Bird" once per turn.
ATK 1400 / DEF 1000
Corporate Espionage
Normal Trap
If your opponent draws a card(s): You draw that many cards. If your opponent draws 2 or more card(s) while this card is in your GY: You can banish this card from your GY; draw 1 card.
Alien Nanotechnologist
FREQ2 / LIGHT
Reptile / Herz / Effect
X "Place an A-Counter(s) on a card(s) on the field."
If this card is Herz Summoned: Take 1 "Alien" monster from your Deck, and either add it to your hand or send it to the GY. You can only use this effect of "Alien Nanotechnologist" once per turn. When your opponent activates a Spell/Trap Card or effect (Quick Effect): You can remove 2 A-Counters from anywhere on the field; negate the activation, and if you do, destroy it.
ATK 1500 / DEF 1200
aliens! i noticed that this deck has no real counter to s/t floodgate nonsense except for telepath
I feel like flat S/T removal would serve the deck better
telepath already does that tho, which is why i mentioned it
Fickle Little Spirits
Trap Card
If you control no cards, you can activate this card from your hand. When the effect of a Level 3 Tuner with 0 ATK/1800 DEF is activated by sending that monster to the GY: Apply this effect, depending on which player activated the effect.
• Your opponent: Target that monster; negate its effects.
• You: Add from your Deck to your hand 1 Level 3 Tuner with 0 ATK/1800 DEF and a different Attribute from that monster, then your opponent can add from their Deck to their hand 1 Level 3 Tuner with 0 ATK/1800 DEF and a different Attribute from both monsters.
yeah i just supported the ghost family of hand traps lol, what of it
Chemicritter Acid Alligator Level 2 EARTH/Reptile Gimini 1500 ATK/ 400 DEF This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect. ● During your Main Phase: You can send 1 card from your hand to the Graveyard, then Special Summon 1 Gemini monster from your GY in defence position and all Gemini monsters you currently control become that monster's original Level until the end of this turn. You can only use this effect of "Chemicritter Acid Alligator" once per turn.
Chemicritter Oxide Orca Level 8 LIGHT/Fisch 0 ATK / 2400 Def (This card is allways treated as a Gemini monster) You can discard this card to the GY; activate 1 "Catalyst Field" from your Deck or GY. If you control a Gemini monster, you can Special Summon this card from your GY in Defence position but banish it if it leaves the field. If you control atleast 1 other "Chemicritter" monster, you can fusion Summon 1 Fusion monster by only using Gemini monsters that you control or you can banish "Chemicritter" monsters from your GY. You can not Summon monsters except monsters that mention "Gemini" in their Card Text until the end of the turn you activated one of these effects.
Balance of Fate
[Continuous Spell]
Each time a monster effect activated by your opponent resolves, if you control "Light Barrier" and an "Arcana Force" monsters, Toss a coin and apply the appropriate effect.
● Heads: You can negate that effect.
● Tails: Your opponent can draw 1 card.
@coarse veldt
Here the Arcana floodgate
Can you make him always toss heads
That would be on another card.
That searches this one
"Tearlaments Lightsworn"
"You can mill"
😄
If this card is Summoned: Toss a coin and this card gains the appropriate effect.
• Heads: This card can attack all monsters your opponent controls, once each.
• Tails: Cannot attack.```
```Arcana Force X – Wheel of Fortune (Level 5/LIGHT/Fairy/ATK 2000/DEF 2000)
You can discard this card; then take 1 "Reversal of Fate" from your Deck or GY, and either add it to your hand or Set it to your field. If this card is Summoned: Toss a coin and this card gains the appropriate effect.
• Heads: Coin toss effects cannot be negated.
• Tails: Neither player can activate cards or effects in response to any card with a coin toss effect.```
```Arcana Force IX – The Hermit (Level 5/LIGHT/Fairy/ATK 1900/DEF 1900)
If this card is Summoned: Toss a coin and this card gains the appropriate effect.
• Heads: While you control no other monsters, this card is unaffected by other card effects.
• Tails: Your opponent must target this card with card effects.```
```Arcana Force V – The Hierophant (Level 4/LIGHT/Fairy/ATK 1500/DEF 1500)
If this card is Summoned: Toss a coin and this card gains the appropriate effect.
• Heads: When a monster effect is activated (Quick Effect): You can negate the effect, and if you do, your opponent takes 1000 damage.
• Tails: When a monster effect is activated (Quick Effect): Take 1000 damage.```
```Arcana Force II – The High Priestess (Level 4/LIGHT/Fairy/ATK 1200/DEF 1200)
If this card is Summoned: Toss a coin and this card gains the appropriate effect.
• Heads: When a Trap Card is activated (Quick Effect): Gain 500 LP.
• Tails: When a Trap Card is activated (Quick Effect): This card’s ATK becomes halved, until the End Phase.```
(Part one of some Arcana Force stuff I'd made years ago because I'm salty they didn't show up in DP29)
• Heads: If an "Arcana Force" monster attacks a Defense Position monster, inflict piercing battle damage.
• Tails: All attacks made on "Arcana Force" monsters you control become direct attacks instead.```
```Arcana Force XIX – The Sun (Level 8/LIGHT/Fairy/ATK 2900/DEF 2900) If this card is Summoned: Toss a coin and this card gains the appropriate effect.
• Heads: During your Standby Phase: Target 1 monster your opponent controls, gain control of it.
• Tails: During your End Phase: Special Summon 1 "Sun Token" (Level 1/LIGHT/Fairy/ATK 0/DEF 0).```
```Arcana Force XVII – The Star (Level 7/LIGHT/Fairy/ATK 2700/DEF 2700) If this card is Summoned: Toss a coin and this card gains the appropriate effect.
• Heads: You can Tribute this card; Special Summon 1 Level 7 or higher "Arcana Force" monster from your hand.
• Tails: You can Tribute this card; send 1 "Arcana Force" monster from your Deck to the GY.```
```Arcana Force XVI – The Tower (Level 7/LIGHT/Fairy/ATK 2600/DEF 2600) If this card is Summoned: Toss a coin and this card gains the appropriate effect.
• Heads: All "Arcana Force" monsters you Summon apply their Heads effect when they are Summoned.
• Tails: All "Arcana Force" monsters you Summon apply their Tails effect when they are Summoned.```
```Arcana Force XIII – Doom (Level 6/LIGHT/Fairy/ATK 2300/DEF 2300) You can discard this card to the GY; then take 1 "Tour of Doom" from your Deck or GY, and either add it to your hand or Set it to your field. If this card is Summoned: Toss a coin and this card gains the appropriate effect.
• Heads: During each End Phase: Destroy all monsters your opponent controls.
• Tails: During each End Phase: Destroy all other monsters you control.```
Continuous Spell
"XYZ - Hyper Dragon Cannon" becomes "XYZ - Dragon Cannon" while on the field, GY, and Banishment. When a LIGHT Machine monster is Special Summoned: Draw 1 card for every Union, Normal and Fusion monster(s) you control. You can banish this card from the GY; Add 1 Field Spell from your Deck to your hand, with a name different from the cards in your GY. You can only use each effect of "Union Integration" once per turn.```
You control in the first line is weird since it applies in other locations as well.
I feel like the new XYZ stuff should have been easier on themself
Like the new XYZ Combo Fusion requiering 3 Light Machine Unions and the new Pieces being able to slot in for the old XYZs for the Fusions
Spell/Equip
Equip only to a Dinosaur monster. The equipped monster gains 1500 ATK, and if it attacks a Defense Position monster, inflict piercing battle damage. This card cannot be removed from the field unless the monster it's equipped to is removed from the field first.
The last sentence feels redunandant since you likely are not going after this equip spell anyway and game rules make it go to the gy if the mon its equiped to dies
Could just slap "cannot be destroyed by card effects" for basically the same intented functionality
I suppose so, I just figured since it's Pretty Vanilla effect wise that a more firm defensive effect would be fine
Its moreso that "cannot leave the field" isn't rlly something that should ever be printed on a card, its just inherently either a rulings nightmare or too strong protection wise
Basic effect destruction protection should be fine enough
What happens if you flip the equipped monster face down?
Game mechanics would make it be destroyed, but the equipped monster never left the field
I guess that's fair thinking about it
Spell/Equip
Equip only to a Dinosaur monster. The equipped monster gains 1500 ATK, and if it attacks a Defense Position monster, inflict piercing battle damage. While this card is equipped to a monster, this card cannot be destroyed or banished.
still loses to raiza and dingirsu tho
I mean, if they're forced to Dingirsu your Equip, that's a good sign

Why would i even ding the equip if i can send the monster?
Unless there's more context to this I'm not seeing
Murkmaw Greedy Moray - WATER Level 3
Fish / Flip / Effect
FLIP: Add 1 "Moray of Greed" from your Deck to your hand.
When activating "Moray of Greed" while this card is in your GY, you can shuffle WATER monsters from your GY or face-up Extra Deck into the Deck, including this card.
ATK 200 / DEF 1500
Murkmaw Swamp Titan - WATER Level 9
Reptile / Effect
Cannot be Normal Summoned/Set. Must first be Pendulum Summoned, or Special Summoned (From your hand or GY) by sending 4 monsters from the field (2 Flip monsters you control and 2 monsters with Quick Effects either player controls.) to the GY. You can only Special Summon "Murkmaw Swamp Titan" from the GY this way once per turn. If a monster you control is Flip Summoned: You can destroy 1 card on the field.
ATK 3200 / DEF 2600
It really doesn't feel worth it to summon just for a Pop on a Flip Summon of a monster on your side of the Field
Maybe if a card in general is flipped
It originally needed you to only control 1 Flip monster but I felt that might make it too good. Maybe I can reduce it to 1 Flip monster and only eat 1 of your opponent's monsters to summon it.
Murkmaw Swamp Titan - WATER Level 9
Reptile / Effect
Cannot be Normal Summoned/Set. Must first be Pendulum Summoned, or Special Summoned (from your hand or GY) by Tributing 1 Flip monster you control and 1 monster with a Quick Effect either player controls. You can only Special Summon "Murkmaw Swamp Titan" from the GY this way once per turn. If a monster you control is Flip Summoned: You can destroy 1 card on the field.
ATK 3200 / DEF 2600
Spell/Normal
Draw 3 cards.
If you already activated Pot of Allowance this turn, draw 1 card less for each "Pot of Allowance" activated.
You cannot negate the effects of cards or effects the duel you activate "Pot of allowance".
This card's effect cannot be Copied.
Copying card effects is extremely niche, so theres not rlly a reason to have it as a downside (you probably wouldn't go out of your way to copy a draw spell anyway)
The first downside is arguably enough to make it unplayable too
Theres also not rlly an incentive to activate more than 1 in a turn anyway, free +2 for a single downside is generally enough to snowball into a win and the second copy is functionally pot of greed
That one I had exodia decks in mind
I would probably do it like
Normal Spell
Banish your hand, face down(min. 1); Draw 3 cards. Until the end of the next turn after this card resolves, your opponent takes no damage, also, you cannot Special Summon monsters during the turn you activate this card. You can only activate 1 "Pot of Allowance" per turn.```
For me, it making the user unable to negate effects is too important to remove
It's part of the name
I think thats too niche a downside personally
The card is too free as is
A vast amount of current decks would just replace hts with raw engine for consistency and play Allowance for free value and then instead of hts like nibiru ash imperm checking bad decks out of the format(and letting weaker decks catch up in certain situations) its the raw engine and consistent archetypes
I'm fine with the idea of other drawbacks
Snake eyes doesn't care, tenpai doesn't like losing droplet as a breaker but the upside is too high to ignore, etc
But I'd say considering the character I'm making it for, the removal of negation is too important
If you really want some form of entire duel lock I'd say either mon effs from hand or no gy effects
Funny enough those are good ideas but neither fit the characteristics I'm going for

Then theres pretty much zero downside to it as is
Exodia want's to draw and doesn't care if it get's negated
Got the Parts
Got the Win
True, it's more of a light slap, but I hate the idea that draw spells need to worry about the Exodia cards sometimes
Spell/Normal
Draw 3 cards, and for the rest of the turn, every time you special summon from the Extra deck, your opponent draws a card.
If you already activated Pot of Allowance this turn, draw 1 card less for each "Pot of Allowance" activated.
You cannot negate the effects of cards or effects the duel you activate "Pot of allowance".
How's this version?
Eeeeh
It's warrented honestly
Either ban Exodias Head or put restrictions on Draw Cards
It's a unreactable Win Con as soon as you got the last one in hand after all unlike others who can all either be negated or just destroyed in general
fair enough
then again, I feel like if they banned exodia, they would do all the pieces
for flavor reasons
Being pedantic 
Its not exodia I'm concerned about
Its relavent decks
They literally printed a card that sends every piece to the GY and the exodia support is mostly being played for free bodies, not the instant win
A free +2 in value is insanely strong, even if you have to discard or banish them
Its realistically not something they'd ever print
Also In that case i don't think it would be able to work on the monster itself if Misq is online
Draw 2 is not weak
Draw 1 is already borderline broken in the right circumstances
Yugioh as a game has been designed around the balancing edge between card filtering, card selection, and card advantage as nobs for balance
You see a lot of rotas and special summon from deck, almost never draw 1 or even 2
For the trade off of removing negation from your arsenal?
Drawing more than 1 cards generically requires at least banishing the top 10 cards of your deck or 6 from your extra deck
Or, if its delayed draw like that one spell I'm forgetting the name of, mon effects in the hand is a fine trade off
There's already lots of draw cards like that already
I figure that a remove a strong mechanism for draw power would be a fun alternative
Ah yes. Let's give stun decks a draw 3 so they can get more floodgates.
Celestial Goddess of Aramesir
[Level 10/Light/Illusion/Effect]
If you control an "Adventurer Token" (Quick Effect): You can Tribute 3 Effect Monsters; Special Summon this card from your hand, then draw 3 cards. You can only use this effect of "Celestial Goddess of Aramesir" once per Duel. While you control an "Adventurer Token" or another monster that mentions it, monsters cannot target this card for attacks, also neither player can target it with card effects. Each time your "Adventurer Token" destroys a monster by battle, place 1 Aramesir Counter on this card. (Quick Effect): You can Tribute this card with 3 or more Aramesir Counters; shuffle all cards on the field, GY, and banishment into the Deck, except "Adventurer Token".
ATK 100 / DEF 3100

Man, tribute 3 as cost is kinda spook.
Feel like the eff is too slow for what it is.
Like F.A.s winners is kinda similar and just outright wins you the game.
Well it's meant to be the useless rpg goddess that does nothing until the end of the game and even then it's nothing.
Fair, I guess.
The Tribute cost is not that bad when you consider [Breath of Resurrection]
If you control an "Adventurer Token": Special Summon up to 2 monsters from your hand and/or GY with different names (but banish them when they leave the field), then you can equip 1 Equip Spell that mentions "Adventurer Token" from your hand or GY to 1 monster you control. You can only activate 1 "Breath of Resurrection" per turn.
It just becomes Tribute 1 to draw 3.
It does limit the cards they can use still
It limits some, but many floodgates and counterspells still get through.
I don't know why you need to limit yourself to flood decks only. Lots of decks can play without touching ED much. And this is just a free draw 3 and maybe even another draw 2, if you open/draw into another copy. Even the anti negate is more synergy, since it makes cards that summon smthg with effs negated have their effs now.
Resonating Gemstone Fusion
Normal Spell
Fusion Summon 1 "Gem-Knight" Fusion Monster, by banishing monsters from your hand and/or field as Fusion Material, then you can Fusion Summon 1 "Gem-Knight" Fusion Monster with a different name from monsters you control, by returning your banished monsters to your GY as Fusion Material. You can only activate 1 "Resonating Gemstone Fusion" per turn.
Is this returning the same monsters you banished for Fusion number one?
Asking because I write a lot of stuff involving Gem-Knights and got curious.
Any banished Gem-Knights work
So you can use this to fuse any 2 material Gem-Knight, then if you already have a banished Gem Knight, make Master Diamond or something like that.
Tho now that I think of it, using the materials from the first Fusion might be more thematic.
Also, write?
Toy Dinosaur - LIGHT Level 6
Dinosaur / Effect
You can Set this card from your hand to your Spell & Trap Zone as a Spell. You can only use each of the following effects of "Toy Soldier" once per turn. If this Set card in the Spell & Trap Zone is sent to the GY: You can Special Summon this card. If this card is Normal or Special Summoned: You can destroy 1 card on the field, or, if you control "Toy Box", you can destroy up to 2 cards on the field instead.
ATK 2400 / DEF 1000
Yeah, I write a series with Masumi/Julia as the lead.
6-700K words in, I’ve been able to avoid creating custom cards for her, but I can only do the same strat so many times.
Sounds interesting.
Can I get a link, please?
Edit: Nvm found it.
MAXYZ-Egyptian God Max Hyper Cannon
[Level 10/Light/Machine/Fusion/Effect]
3 LIGHT Machine monsters
Cannot be used as Fusion Material. Must first be Special Summoned (from your face-down Extra Deck) by Tributing the above cards, or by Tributing 1 Level 8 or higher LIGHT Machine Fusion Monster. This card can be treated as 1 or 3 Tributes for the Tribute Summon of a monster. If this card is Tributed: You can Special Summon up to 3 Level 4 LIGHT Machine monsters from your GY, and if you do, destroy all Spell abd Traps your opponent controls. You can only use this effect of "MAXYZ-Egyptian God Max Hyper Cannon" once per turn.
ATK 4000 / DEF 4000
I wish this actually did something for XYZ that doesn't require you to already have Obelisk (Or more likely, Barbaros) in hand. Well, other than being a 4k body they cannot safely Kaiju.
I mean you can just Tribute it by other means
Does not have to be obelisk
Or anything
Even cost for an S/T would do.
The problem is that even when used like that, the card doesn't do anything for Unions that warrants them going out of their way to run stuff that can Tribute this. Unions already power out something like 15-20 bodies into play, and can do that from a 1 card combo. Their main problem is them bricking, and this doesn't really solve that issue for them.
They need easy extenders and ways to mitigate opening dead hands.
Well that's not this card's job then.
I guess.
I just honestly don't think this is worth running without giving it more oomph. I think it could get away with flat out destroying all your opponent's cards or something, at least, because it really needs to do something to justify how much deckbuilding cost it takes up.
It does not banish the materials so u could turn those to ABC or new XYZ
I suppose.
It's just that if I am gonna use 3 materials just to make a big monster that on its own is just a big body unless I jump through more hoops I would much rather make something that can do stuff while still letting me make my Fusions.
Like I'm not saying the idea is bad. More that I really think this could have the Spell/Trap wipe be an on summon effect.
Gem-Knight Lord Malachite - EARTH Level 9
Rock / Fusion / Effect
2+ "Gem-Knight" Non-Effect monsters
Cannot be destroyed by card effects. If this card is Fusion Summoned: It gains 600 ATK for each monster used as Fusion Material. Once per turn (Quick Effect): You can send 1 "Gem-Knight" card from your Deck to the GY, then target 1 card on the field; destroy it.
ATK 0 / DEF 3000
Resonating Gemstone Fusion
Normal Spell
Fusion Summon 1 "Gem-Knight" Fusion Monster, by banishing monsters from your hand and/or field as Fusion Material, then you can Fusion Summon 1 "Gem-Knight" Fusion Monster with a different name, by returning the monsters banished this way to your GY as Fusion Material. You can only activate 1 "Resonating Gemstone Fusion" per turn.
Did some tweaks.
Biting Shark
[Level 4/Water/Fish/Effect]
If you control no monsters, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned: You can add 1 "Barian's" Spell/Trap from your Deck to your hand. You can only use this effect of "Biting Shark" once per turn. A "Shark Drake" Xyz Monster that has this card as material gains this effect.
● This card gains 500 ATK for each material attached to it.
ATK 1800 / DEF 1100
Dragon Shark
[Level 4/Water/Fish/Effect]
If you control a WATER Fish monster: You can Special Summon this card from your hand, then, you can add 1 "Dragon Shark" from your Deck or GY to your hand. You can only use this effect of "Dragon Shark" once per turn. A "Shark Drake" Xyz Monster that has this card as material gains this effect.
● This card cannot be destroyed by battle or card effects.
ATK 1100 / DEF 1800
Rank-Up-Magic Barian's Hope
[Quick Play]
Target 1 "Number" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" monster with the same number in its name as that target, but 1 Rank higher, by using it as the material. (This is treated as an Xyz Summon. Transfer their materials to the Summoned monster.) It gains this effect.
● Your opponent cannot activate cards or effects during the Battle Phase.
You can only activate 1 "Rank-Up-Magic Barian's Hope" once per turn.
Number C32: Hope Shark Drake Barian (Chaos Numbers 32: Marine Hope Dragon - Shark Drake Varian)
[Rank 5/Water/Sea Serpent/Xyz/Effect]
4 Level 5 WATER monsters
If this card has "Shark Drake" monster as material, it gains these effects.
● This card can attack all monsters your opponent controls twice each.
● You can detach 2 materials from this card; for the rest of this turn, the first time each monster your opponent controls would be destroyed by battle, it is not destroyed, also their ATK/DEF becomes 0.
ATK 2800 / DEF 2100
Spell/Field
Fusion/Synchro/XYZ/Link monster cannot be summoned unless Fusion/Synchro/XYZ/Link Summoned. This card is unaffected by Fusion/Synchro/XYZ/Link monster effects.
Feels like a worse Necrovalley
Or better?
Maybe
It atleast doesn't restrict the use of standart effect monsters being revived
Trident Sea Lancer
[Link 3 ⬅️⬇️➡️/Water/Beast Warrior/Effect]
2+ WATER monsters
If this card is Link Summoned: You can target WATER monsters in your GY and/or banishment up to the number of materials used; equip them to this card, each as an Equip Spell that gives it 1000 ATK. If a Monster Card(s) is sent from the Spell & Trap Zone to the GY: You can target any number of them; Special Summon them to your zone(s) this card points to. You can only use this effect of "Trident Sea Lancer" once per turn. If a card(s) you control would be destroyed by battle or card effect, you can send 1 Equip Card you control to the GY instead.
ATK 2300
This seems awfully strong for a Link 3. Maybe as a Link 4 instead?
Approach of the Sky Dragon
Normal Spell
Apply 1 of these effects.
× Add 1 "Slifer the Sky Dragon" from your Deck to your hand.
x If you control a Tribute Summoned monster whose original name is "Slifer the Sky Dragon": Banish the top 4 cards of your Deck, then add 4 of your face-up banished cards to your hand.
This can grab face down banished cards btw
Maybe let it add from the GY too
Also for the second effect
If we wanna be funny you could make it so it banishes the Cards from both players decks and then you can add 4 from either banishment pile

I mean it does not do much it's just a big wall.
Whoops. Fixed.
The stats part is fine. The problem here is that it is a pretty generic Link 3 that just plusses a lot.
Are we reading the same card ?
How are u plusing of that ?
First of all how generic is it even when it needs 2+ water.
Secend, how are u sending a monster card from the S/Ts zone to tigger it.
This triggers sent to gy, destroyed, etc effects when you link it away. The equips are valid targets for stuff that sends cards from field to GY as cost to plus.
And there are some waters that can just Special Summon themselves from being equipped.
How do u link away the cards equipped to it
Also it can revive 2 max.
If it's in the mmz that is.
You link Trident Sea Lancer into something. The cards equipped get destroyed and go to graveyard
It triggers the effects of stuff equipped to it that get destroyed and sent to the GY.
Why is that even an issue...
When it only equips water. Name 1 water monster that would float off this being linked away that's 1 actually worth it
Like what are u even equipping if not its Link materials. If those had a floating effect, they would have floated when used as Link material anyway.
The are so many factors and none of them make this card on paper "pluses a lot"
Off the top of my head, Mermails have a monster that Special Summons a Mermail from your Deck when destroyed on the field. Doesn't prove anything, but I'm not gonna go and dive into the database over this.
But like, that is just one use case. You still have cards on the field that can be destroyed or sent to the graveyard to pay for other things.
You ain't using those equips to activate some random card's cost unless droplets maybe.
And there is already a theme that is made for that anyway. Toy monsters.
[Gemini Ablation]
During the Main Phase: You can discard 1 card, then activate 1 of these effects;
●Special Summon 1 Gemini monster from your Deck as an Effect Monster that gains its effects.
●Tribute 1 Gemini monster, and if you do, Special Summon 1 FIRE Warrior monster from your hand or Deck. Then, if you Tributed a Gemini monster that was treated as an Effect Monster and had gained its effects, you can also destroy 1 card on the field.
You can only use this effect of "Gemini Ablation" once per turn.
Seems decent
Why is this 2+ monsters instead of just 2 monsters?
Acrobatic Cheer Girl - LIGHT Level 4
Fairy / Effect
You can Special Summon this card from your hand, but you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except "Fairy Cheer Girl". If you draw a card(s) with the effect of "Fairy Cheer Girl": You can Special Summon this card from your hand or GY, then you can return this card and up to 1 card your opponent controls to the hand. You can only use this effect of "Acrobatic Cheer Girl" once per Chain.
ATK 1400 / DEF 1000
Energetic Cheer Girl - LIGHT Level 4
Fairy / Effect
You can Special Summon this card from your hand, but you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except "Fairy Cheer Girl". A "Fairy Cheer Girl" that has this card as Xyz Material can activate its effects as Quick Effects. If you draw a card(s) with the effect of "Fairy Cheer Girl": You can Special Summon this card from your hand or GY. You can only use this effect of "Energetic Cheer Girl" once per Chain.
ATK 1000 / DEF 1400
Cheer Girl Wonder Stunt
Normal Trap
Immediately after this effect resolves, Xyz Summon "Fairy Cheer Girl", using monsters you control as Xyz Material. The monster Xyz Summoned this way gains this effect. ● If this card is Xyz Summoned: Draw 1 card, then discard 1 card. You can only activate 1 "Cheer Girl Wonder Stunt" per turn.
Just fodder for it's effect
Payday Dragambler
EARTH LV 1
700/700
Dragon / Effect
During your Main Phase, you can discard this card, add 1 card from your Deck to your hand that requires a dice roll or coin flip. During either player's turn (Quick Effect:) When a coin toss or dice roll is performed, you can banish this card from your GY face-down, redo the coin toss or dice roll. (If the action involved multiple flips or rolls, redo all of them.) You can only use each effect of "Payroll Dragambler" once per turn.
These are meant to be kinda-sorta GX era strength.
Dremazeth, Soul Broker Management - DARK Level 8
Fiend / Effect
When Tribute Summoning this card, you can Tribute Normal Monsters in your Spell/Trap Zones. Once per turn: You can equip 1 Level 1 Normal Monster from your Deck or GY to this card. You can send 1 Normal Monster equipped to this card to the GY, then target 1 card on the field; destroy it.
ATK 2700 / DEF 1800
Soul Broker Shelf Stocker - DARK Level 4
Beast-Warrior / Effect
This card gains 100 ATK for each different monster type among monsters you control and monster cards in your Spell/Trap Zones. Once per turn: You can equip 1 Level 1 Normal Monster from your hand or GY to this card, then add 1 "Soul Broker" Spell/Trap card from your Deck to your hand.
ATK 1700 / DEF 200
Soul Broker Catalogue
Normal Spell
Apply any number of these effects in sequence.
● Add 1 "Soul Broker" monster from your Deck to your hand.
● Equip 1 Level 1 Normal Monster from your Deck to a "Soul Broker" monster you control.
Eternal Night Dragolich
8* / DARK
Wyrm / Synchro / Effect
1 Wyrm Tuner + 1+ non-Tuner Wyrm monsters
While you control this Synchro Summoned card, negate the effects of all monsters Special Summoned from the Main Deck or Extra Deck, except monsters whose original Type is Wyrm, also their DEF becomes 0. Once per turn, when a non-Wyrm monster's effect is activated in the hand or GY (Quick Effect): You can banish 1 Wyrm monster from your hand or GY; negate the activation, and if you do, banish it.
ATK 3500 / DEF 0
night dragolich is a cool design and i made an extra deck upgrade
Enchanting Allure Queen
[Level 1/Dark/Spellcaster/Effect]
If this card is Normal or Special Summoned: This card's owner can add 1 "Allure Palace" or 1 card that mentions it from their Deck to their hand, except "Enchanting Allure Queen". During the Main Phase: You can give control of this card to your opponent, and if you do, Special Summon 1 "Allure Queen" monster from your Deck, except "Enchanting Allure Queen", then draw 1 card. You can only use each effect of "Enchanting Allure Queen" once per turn.
ATK 1000 / DEF 0
The cope promo, trust
Industrimech Fusion Core
Continuous Spell
You can only control 1 "Industrimech Fusion Core". Once per turn: You can place 1 Build Counter on this card, then add 1 "Polymerization" from your Deck or GY to your hand. This card gains these effects, based on the number of Build Counters on it. ● 2+: If you Fusion Summon an "Industrimech" monster: Draw 1 card. ● 5+: If you Fusion Summon, you can also use monsters in your Deck as Fusion Material.
I'm assuming this is a meme? Because as a support card it is pretty bad.
It's what if Joey Won ra and somehow it turned to a dice
i thought all ra cards were meme cards
you’re telling me that the god cards aren’t meme cards?
The amount of stuff Ra needs to be somewhat playable is funny to me as is
Meanwhile Obelisk get's this
My Beatstick got turned in to a Burner
i think thats more accurate
in the anime it not only wiped out opposing monsters but also one shot the player for some reason
I expected a hell of a lot more direct Attacking/Piercing/double damage/huge Atk Gain tbh
Got it gained infinite atk.
That's "for some reason"
its hard to keep it clear
but i think in the manga it gained infinity atk
and in the anime it inflicted 4k damage
and thats why the card is like that
Nope it went read and gained infinite atk too in the anime
Honestly in the end it took Horus being crazy compatible to make the gods playable.
Painful Retraining
Normal Spell
Send 1 Level 6 or lower Normal Monster from your Deck to the GY; add 1 Effect Monster from your Deck to your hand with the same Level, Attribute, Type, ATK and DEF as that monster you sent to the GY. You can only activate 1 "Painful Retraining" per turn.
I welcome you to try break my card, because it probably searches something that is just busted despite needing to run a Normal Monster.
Could be pretty cool in a Red-Eyes deck
Send Summoned Skull/Beast of Talwar/Meteor Dragon to the GY, and get your effect monster you use that shares the same statistics
...Actually, Beast of Talwar wouldn't work, but those other two would
Golemic Arms
10* / EARTH
Rock / Fusion / Effect
2 Rock monsters + 1 Psychic monster
Your opponent cannot target this card with card effects, also it cannot be destroyed by card effects. If this card destroys a monster by battle: Inflict damage to your opponent equal to the total of the destroyed monster's original ATK + DEF.
ATK 3000 / DEF 3000
my original concept was "stone hands, holding a stone sword and shield, glowing with yellow-green energy" and i built the effect around that. this is part of a series of generic fusions based on types i don't normally see mixed
Desummon
Trap
Target 1 monster on the Field that started the Duel in the Extra Deck, then if the Materials for it's original Summon are still banished or in the GY, shuffle the targeted monster back in to the Deck and Special Summon the other monsters from the GY but negate their effects for the rest of the turn.
Elemental Hero Sparking Neos
Level 9 LIGHT/Warrior/Fusion/Gemini/Effect 3000/2500
"Elemental HERO Neos" or "Elemental HERO Neos Alius" + 1 "HERO" Normal Monster
Must be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with these effects.
● Face-up Monsters your opponent controls cannot activate their effects and are treated as Normal monsters unless either player Normal Summons them on the field.
● During the End Phase: Shuffle this card into the Extra Deck.

The blowout eff is still a placeholder, will prob replace it with smthg else.
Honestly that downside is the only thing making this go from pretty crazy to hard to use.
I allways laught at the last part of Neos Fusions lol
Oh wait. Control.
I also like how they gave the Contact Fusion Guy a bunch of Godly Fusion Spells so you don't need to use the Gimmik it wanted to use kek
Been testing new ABC stuff too long.
Ye, Neos summoning conditions + End Phase Yeeting are already the biggest nerfs you could ask for.
Also, I just noticed that most of the 2 part Neos Fusions have been errataed to be Must first be instead of Must be, except Air Neos (being debatable) cuz it never got reprinted.

I really should go back to my most recent custom project that I kinda bailed from because lack of creative energy
Eye of the Storm
Continuous Spell
Can only be placed in the Center Spell/Trap Zone. If a card is moved from one zone to another: You can add 1 "archetype name" card from your Deck to your Hand. You can only use this effect of "Eye of the Storm" once per turn. Once per turn you can move all other cards in this cards column into appropriate adjacent zones, if any of those zones are occupied, move the cards occupying those zones into an unoccupied zone adjacent to them that is not in this cards column.
The general proof of concept
Level: 2
[ Reptile / Effect ]
ATK 800 / DEF 500
Once per turn, this card can move to an adjacent (horizontal) unoccupied Monster Card Zone. If no Spell, Trap or Monster Card on your opponent's side of the field is in the same column as this card, it can attack your opponent directly.
Elemental Giant Stoneheart - EARTH Level 8
Rock/Effect
Cannot be destroyed by card effects while you have a WIND monster in your GY. You can only use each of the following effects of "Elemental Giant Stoneheart" once per turn. You can Tribute 1 WATER monster; Special Summon 1 FIRE "Elemental Giant" monster from your Deck. During your Main Phase: You can Special Summon this card from your hand, but its ATK and DEF becomes 0.
ATK 3000 / DEF 2000
The Vaylentz approach then?
Similar but the scales are gonna be the “walls” of the storm, I.E where it’s most dangerous
So stuff like mass removal in the pend zones columns or huge debuffs will be present
Number C17: Leviathan Rebirth Dragon
[Rank 4/Water/Dragon/Xyz/Effect]
3 Level 4 monsters
Once per turn: You can detach 1 material from this card; this card gains 1000 ATK, and if it does, all monsters your opponent currently controls lose ATK equal to this card's ATK. If this card has "Number 17: Leviathan Dragon" as material, it gains this effect.
● Once per turn (Quick Effect): You can detach 1 materials from this card; destroy 1 monster your opponent controls with less ATK than this card's ATK.
ATK 3000 / DEF 0
Rally the Elemental Giants
Normal Spell
Add 1 Level 8 Warrior monster from your Deck to your hand. You cannot Special Summon Level 4 or lower monsters during the turn you activate this card.
Cyber Gymnastics
Normal Spell
Special Summon 1 "Cyber Gymnast" from your Deck, then add 1 "Blade Skater" from your Deck or GY to your hand. You can banish this card from your GY, then target 3 EARTH Warrior monsters that are banished and/or in your GY; shuffle them into the Deck, then draw 1 card. You can only use each effect of "Cyber Gymnastics" once per turn.
Finally found my way here. A place to post my dogwater custom cards
Allegro Toile
Quick-Play Spell
If a monster is Normal Summoned: Destroy 1 Spell/Trap Card on the field. If a Warrior monster you control declares a direct attack: You can banish this card from your hand or GY; add 1 "Blade Skater", or 1 card that mentions it from your Deck to your hand, except "Allegro Toile".
Cyber Blade Gymnast - EARTH Level 8
Warrior / Fusion / Effect
"Blade Skater" + "Cyber Gymnast"
Must first be Fusion Summoned. Once per turn (Quick Effect): You can discard 1 card, then target 1 monster your opponent controls; destroy it. If this card is Tributed, or if this card declares a direct attack: You can add 1 EARTH Warrior monster from your Deck to your hand.
ATK 2400 / DEF 2200
Abyss Biathan - Rahab
<12[Level 11/Water/Sea Serpent/Pendulum/Gemini/Effect]12>
You cannot Pendulum Summon monsters, except Gemini monsters. While you control a Normal Monster in the center Main Monster Zone, Gemini monsters you control in this card's column are treated as Effect Monsters, and gain their effects.
[Monster Effect]
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● During the Main Phase: You can place this card in your Pendulum Zone, and if you do, Special Summon 2 Gemini monsters from your Deck, except "Abyss Biathan - Rahab". You can only use this effect of "Abyss Biathan - Rahab" once per turn.
ATK 2900 / DEF 1900
Abyss Biathan - Bahamut
<0[Level 11/Water/Sea Serpent/Pendulum/Gemini/Effect]0>
Once per turn: You can Special Summon 1 Gemini monster from your hand. While you control a Normal Monster in the center Main Monster Zone, Gemini monsters you control in this card's column are treated as Effect Monsters, and gain their effects.
[Monster Effect]
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● (Quick Effect): You can destroy cards on the field, up to the number of Gemini Monster Cards you control. You can only use this effect of "Abyss Biathan - Bahamut" once per turn.
ATK 1500 / DEF 3500
How's these
It is kinda weird that these turn off if you NS the Gemini in the center column.
Can't see any easy way to abuse these. A quick pop 2+ that ask you to play these/Geminis in general seems balanced.
I'm thinking if Gigaplant loops are doable with the first card alone.
No, you need both scales plus an extra mon, so it should be all good.
The pop line from first mon is min 3, my b, still seems fine tho. Like Melo has 1 card lines for bounce 3+ for example.
I mean if you open both, you can do some stuff
Place bagamut in scale > SS Rahab > NS Rahab > Place it in Scale > SS 2 Gemini from Deck, 1 in center and 1 in a pend column.
Their support (planing on more, cares about having a Normal and and a gemini that gaine its effect on field) and its also making use of the fact geminis are normal too.
I see, I see.
Level 3 Fire Dragon 1500 attack 600 defense
During the Battle Phase, if you control a "Tenpai Dragon" monster: You can, immediately after this effect resolves, Normal Summon this monster.
If this card is Special Summoned, Draw 1 card, then banish a card face down from your hand. You can only use each effect of "tenpai dragon Placeholder" once per turn. ```
Cyber Blade Fusion
Quick-Play Spell
Fusion Summon 1 Fusion Monster that mentions "Blade Skater" as material from your Extra Deck, using monsters from your hand or field as Fusion Material, then you can Special Summon 1 EARTH Warrior monster from your GY. If a Warrior monster you control declares a direct attack while this card is in your GY: You can add it to your hand.
Radiance of Eatos
Trap Card (Continuous)
During the Main Phase: You can target 1 "Guardian" monster and 1 Equip Spell in your GY; shuffle those targets into the Deck. If this face-up card on the field is sent to the GY or banished by an opponent's card effect: Banish it (if it was sent to the GY), also after that, add 1 of the following from your Deck to your hand.
• 1 Equip Spell, and 1 monster that mentions that Equip Spell
• 1 monster, and 1 Equip Spell that mentions that monster
random guardian support. it's non-opt because it's meant to make it easier to proc eatos if it stays out
Cyber Fencer - EARTH Level 3
Warrior / Effect
If this card is Normal or Special Summoned: You can send 1 "Blade Skater" or 1 card that mentions it from your Deck to the GY; this card can make a direct attack this turn. You can only use this effect of "Cyber Fencer" once per turn.
ATK 1000 / DEF 400
Cyber Blade Fencer - EARTH Level 6
Warrior / Fusion / Effect
"Blade Skater" + "Cyber Fencer"
Must first be Fusion Summoned. Once per turn: You can send 1 EARTH Warrior monster from your Deck to the GY; this card gains 800 ATK for each "Blade Skater" in your GY. If this card is Tributed or declares a direct attack: You can target 1 card on the field; return it to the hand.
ATK 2000 / DEF 800
Cyber Pirouette Fusion
Normal Spell
Fusion Summon 1 Fusion Monster that mentions "Blade Skater" as material, using monsters from your hand, field or Deck as Fusion Material. The Fusion Monster Special Summoned this way has its ATK halved, can declare a direct attack this turn, and is Tributed during the End Phase. You can only activate 1 "Cyber Pirouette Fusion" this turn.
Red-Eyes Explosion Dragon - DARK Rank 7
2 Level 7 "Red-Eyes" monsters
If this card is Xyz Summoned, or leaves the field because of an opponent's card: Choose 2 columns; destroy all other cards in those columns. Once per turn: You can detach 1 Xyz Material from this card; add 1 "Red-Eyes" card from your Deck or GY to your hand.
ATK 2400 / DEF 2000
I feel like Red Eyes needs a Rank 4 for all their little Monsters
Though I guess [Dragoon Djinn] fills that spot
Rank: 4
[ Dragon / Xyz / Effect ]
ATK 2200 / DEF 1200
2 Level 4 monsters
Dragon-Type monsters you control cannot be destroyed by battle, except "Queen Dragun Djinn". Once per turn: You can detach 1 Xyz Material from this card to target 1 Level 5 or higher Dragon-Type monster in your Graveyard; Special Summon that target. It cannot attack this turn, and its effects are negated.
Whats more based?
TrapMonsters as Continuous traps.
or TrapMonsters as Normal traps
Konami almost always makes Trap that becomes mon when you flip them Cont. Traps and from gy and stuff as Normal Traps but that's not mechanically necessary, both cases have couple exceptions.
ok so basically. Theres no line, It only matters for which support they get?
More importantly, Traps that are still treated as a Trap are mostly Cont. Traps and viceversa, which is a more important distinction.
Always being treated as a Trap is more vulnerable to removal. You can still MST them even as mons, for example.
Tho, they also have additional support, since the new Illusion Trap mon searcher.
So, it's mostly a preference thing, and which fits your archetype best.
Traptrix only deal with Normal Traps, so their Trap mon also had to be one.
All 3 of the traps are gonna be
"When you activate them, Target a card in your opponents ___, Change this to its name.
If its in the GY, You can banish it, Set 1 of the other 2 TrapMonsters from the deck, also you can discard 1 card to activate that card the same turn."
(Ignore shitty psct this is just vague explaination)
Ive decided to make them Normal traps just because I think Labrynth is pretty based and would like to pair them with my custom archetype
Paleos are based but so are the Tikis
Cyber Rehearsal
Normal Spell
Reveal 1 Fusion Monster that mentions "Blade Skater" from your Extra Deck; take 2 monsters with different names whose names are specifically listed on that card from your Deck and/or GY, then Special Summon 1 of them and add the other to your hand. You cannot Special Summon monsters from the Extra Deck during the turn you activate this card, except by using "Blade Skater" as material. You can only activate 1 "Cyber Rehearsal" per turn.
Cyber Blade Ballerina - EARTH Level 6
Warrior / Fusion / Effect
"Blade Skater" + "Cyber Tutu"
Must first be Fusion Summoned. While your opponent controls 3 or more monsters, Fusion and Ritual Monsters you control can attack directly. If this card is Tributed or declares a direct attack: You can Tribute 1 Fairy or Warrior monster from your hand or field, then draw 1 card. You can only use this effect of "Cyber Blade Ballerina" up to twice per turn.
ATK 1000 / DEF 1800
Would be neat if you made it have a nice payoff by being used as a material (draw 1, pop 1 or smght)
Wdym by used as material?
Ah it's not blade skater by name nvm
I read the second fusion as also being blade skater
Is this too long of a card name?
"Shroudspoken Archives: Whispers of the void"
"Superdreadnought Rail Cannon Juggernaut Liebe"
Nevermind that was a stupid question.
If its shorter than existing cards I dont care
Performance of Rites and Resonance
Continuous Spell
If a Fairy or Warrior monster you control declares a direct attack: You can apply 1 of these effects (But each effect only once per turn). ● Fusion Summon 1 Fusion Monster that mentions "Blade Skater" from your Extra Deck, using monsters from your hand, field or Deck as Fusion Material. ● Ritual Summon 1 "Cyber Angel" Ritual Monster or 1 "Performance of Sword" from your hand or Deck, by Tributing monsters from your hand, field or Extra Deck, whose total Levels equal the Level of the Ritual Monster.
You can apply 1 of these effects (But each effect only once per turn).
Is this syntax correct?
The Phantom Knights of Corrupted Wings - DARK LINK-2 (Bottom-Left and Bottom-Right Link Arrows)
Warrior / Link / Effect
2 Level 3 monsters
Monsters this card points to cannot be destroyed by card effects. If this card on the field would be destroyed by battle or an opponent's card effect, you can send 1 other card you control to the GY instead. You can send 1 Level 3 monster from your Deck to the GY, then target 1 "Phantom Knights" or “Xyz Dragon” monster on the field; it gains ATK/DEF equal to the sent monster's ATK/DEF, until the end of this turn. You can only use this effect of "The Phantom Knights of Corrupted Wings" once per turn.
iirc i think its “You can apply 1 of these effects” then “You can only use each effect of card name once per turn” at then end
like [Kaiser valius]
[vanquish soul Caesar]
Level: 8
[ Dragon / Effect ]
ATK 3000 / DEF 1500
During the Main Phase (Quick Effect): You can target 1 non-Dragon "Vanquish Soul" monster you control; return it to the hand, and if you do, Special Summon this card from your hand. (Quick Effect): You can activate 1 of these effects, by revealing monster(s) in your hand with the listed Attribute(s);
●EARTH: This face-up card is unaffected by your opponent's activated effects this turn.
●EARTH, FIRE, & DARK: Destroy 1 other card on the field.
You can only use each effect of "Vanquish Soul Caesar Valius" once per turn, and cannot activate more than 1 in the same Chain.
It's not meant to be HOPT, tho if I change my mind I will use this syntax,
Whats the intented use of name copying
Feels a bit vague
The entire archetype works off duplicate card names in either players field or gy
Think of it like, if Winter Cherries was an archetype. but worked off both players shit. and was good at changing names to set it up
My main concern is memory issues remembering card names and what the card name currently is
As theres no easy way to represent that change
Yeah...
That is a bit annoying tbh
Thats the only tough bit
Though the only namechanging is gonna be the traps on the field. So not that much
Thoughts?
I wanna try and make this funny but balanced for fun use
Like I don't want this to be absurdly broken or something like that
I'm a DBZ fan and I wanna make a card deck that if anyone wanted to, they could download and make the actual cards to play in a recreational game
I did not
Ancient Gear Performance
Quickplay Spell
Choose 1 "Ancient Gear" Fusion Monster in your Extra Deck; banish a number of Xyz monsters from your Field or GY that all have the same Rank, Type and Attribute equal to its number of Fusion Materials, and if you do, Special Summon the chosen Fusion Monster ignoring it's summoning condition. (That Summon is treated as a Fusion Summon)
Cyber Diver - WATER Level 2
Warrior / Effect
If your opponent controls more cards than you do, this card can attack directly. If this card declares a direct attack: You can Fusion Summon 1 Fusion Monster that mentions "Blade Skater" as material, using monsters from your hand, field or Deck as Fusion Material, but its original ATK becomes halved, also it can attack directly this turn.
ATK 600 / DEF 400
Stage of a Thousand Performances
Field Spell
Neither player can control more than 3 monsters. You can only activate 1 "Stage of a Thousand Performances" per turn. If this card is activated: You can reveal 1 Fusion Monster that mentions "Blade Skater" from your Extra Deck; Add 1 monster specifically listed on it from your Deck to your hand. Once per turn: You can add 1 "Performance of Sword" or 1 card that mentions it from your Deck to your hand.
Ancient Gear Hydra
Dark type/Machine/Effect
Atk 4500 Def 4000
Fusion,
Requirements: 'Ancient Gear Golem' + 2 or more 'Ancient Gear Monsters'
Effect: This card can attack your opponent's monster's equal to the number of fusion materials used to fusion summon this card. This card cannot attack unless all monsters you control are 'Ancient Gear' monsters. If this card destroys a monster by battle, your opponent cannot activate cards of that column until the end of their turn. If this card is destroyed and sent to GY, you can special summon one 'Ancient Gear' monster from your deck ignoring its summoning conditions.
'Midnight Hunting'
Continuous spell card
Effect: If your opponent controls an effect monster. You can conduct an additonal normal summon of a Gemini monster from your hand or a monster that mention 'Normal Beast' from your hand. If a 'Lycanthrope' monster you control destroys an opponent's monster by battle you can add from your deck to your hand a Gemini Beast monster whose attack is lower than the destroyed monster. You can only activate each Effect of 'Midnight Hunting' once per turn.
Don't we have [Ancient Gear Hydra] allready?
Level: 7
[ Machine / Effect ]
ATK 2700 / DEF 1700
At the end of the Damage Step, when this card that was Tribute Summoned by Tributing an "Ancient Gear" monster battles an opponent's monster, but the opponent's monster was not destroyed by the battle: You can banish that opponent's monster. If this card was Tribute Summoned by Tributing a "Gadget" monster, it can attack all monsters your opponent controls, once each. If an "Ancient Gear" monster you control attacks, your opponent cannot activate Spell/Trap Cards and monster effects until the end of the Damage Step.
(Oh I forgot that card existed 😅)
(Was trying to come up with another fusion idea)
(I also really wanted Lycanthrope to become an actual deck archetype)
Tag pot
Spell/normal/tag duel
Your tag partner draws 2 cards.You cannot special summon the turn you activate "Tag Pot"
What if
"If your Tag Partner activated "Tag Pot", you can banish 1 "Tag Pot" from your Hand; negate the activation and if you do, your Tag Partner draws 4 Cards"
Wait if the trigger is the activation how can you negate the activation?
Heated Deck
Spell Continuous
Each time a players deck is shuffled, that player takes 700 Damage. If this card is destroyed or banished by an opponents card effect, your opponent takes 1500 Damage.
Y'know, this is pretty interesting
Like, I can't say if it's just really busted or not, but it is interesting, since I don't think any other kind of card effect out there is dependant on shuffling the deck. Could be a neat experiment to try with other custom cards.
Too low damage
Doesn't directly impact your opponents board
Comparable to [red eyes flare metal dragon] and [masquerade the blazing dragon]
Rank: 7
[ Dragon / Xyz / Effect ]
ATK 2800 / DEF 2400
2 Level 7 monsters
Cannot be destroyed by card effects while it has material. While this card has material, each time your opponent activates a card or effect, inflict 500 damage to your opponent immediately after it resolves. Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 "Red-Eyes" Normal Monster in your GY; Special Summon it.
Level: 8
[ Fiend / Fusion / Effect ]
ATK 2500 / DEF 2000
1 "Despia" monster + 1 LIGHT or DARK monster
While you control this Fusion Summoned card, your opponent must pay 600 LP to activate cards or effects. If your opponent controls a Ritual, Fusion, Synchro, Xyz, or Link Monster, while this card is in your GY (Quick Effect): You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Masquerade the Blazing Dragon" once per turn.
Which do basically the same thing, is more accessible, and both have upsidr
The random 1500 burn hurts a tad but I'm sure decks wouldn't care you already pay 1000 to cosmic pretty regularly
True, but both of those are Extra deck monsters compared to a Spell
plus if used in a burn heavy deck, mass ST removal is alot less useful due to the nature of burn chainablity
Yes, and extra deck mons are strictly better since you can always theoritically access them
So you can justify niche one off effects more on them
Main deck spells? A lot harder
I think it should draw a card if destroyed by a card effect personallu
At least that way if they out it it replaces itself
If such an effect is relevant, it will always become too much.
There's a reason Konami tries to keep pure burn bad. They don't want Chain Burn in meta ever again.
I thought you wrote ever again and not every again
Can I share my work here? Bout "Brilliant, Empress, and Galaxy" Archetype lore, that also talks about "Galaxy-Eyes" Worshipper and Obsession?
Sea Wraith Storm Ruler - WATER Level 10
Aqua / Synchro / Effect
1 Tuner + 2+ non-Tuner Spirit monsters
If this card is Synchro Summoned, OR if this card declares an attack, OR if a card or effect is activated that targets this card on the field, OR if this card leaves the field because of your opponent's card: You can target 1 card on the field or in the GY; shuffle it into the Deck. (Quick Effect): You can banish this card from your GY; immediately after this effect resolves, Normal Summon 1 Spirit monster.
ATK 3400 / DEF 3000
Malicious Spectre Kasturi - FIRE Rank 3
Warrior / Xyz / Spirit / Effect
2 Level 4 monsters
Must be Xyz Summoned. During the End Phase of the turn this card is Xyz Summoned: Return this card to the Extra Deck. Once per turn: You can detach 1 Xyz material from this card; add 1 Spirit monster from your Deck to your hand. Once per turn: You can detach 1 Xyz material from this card, then target 1 Spirit monster on the field; it gains 1000 ATK.
ATK 1800 / 2400
Level 8, 3000/0, DARK, Spellcaster, Fusion
1 "Gandora" monster + 1 Spellcaster monster
Must be Fusion Summoned. You can only use the 2), 3), and 4) effects of cards with this name once per turn.
1) Cannot be destroyed by card effects.
2) If a card or effect is activated that targets a card(s) in the GY(s) (Quick Effect): You can target 1 card in the GYs; banish it, also destroy 1 card on the field.
3) If a card or effect is activated that targets a card(s) on the field (Quick Effect): You can target 1 card on the field; destroy it, and if you do, banish it, also gain 500 LP for each banished card.
4) If this card leaves the field by your opponent's card: You can add 1 "Gandora" monster from your Deck or GY to your hand, also you can Special Summon 1 Spellcaster monster from your GY.```
Normal monster flavourtext rating?
O, little King. It is all in our hands. If this is fate...
Then I reject it.```
That's a pretty cool card, But I doubt it's that good
i'll tweak it if i get a new idea
It looks ok, but can't say if it is amazing without context.
Cambrian Explosion
Normal Trap
Set 2 "Paleozoic" Normal Trap Cards with different names from your Deck. They can be activated this turn. You can banish this card from your GY, then target 1 "Paleozoic" Xyz Monster and 1 "Paleozoic" Normal Trap Card, that are banished and/or in your GY; Special Summon the first target, then attach the second target to that card as Xyz Material. You can only use 1 effect of "Cambrian Explosion" per turn, and only once that turn.
The Exile of the Dragons
Spell/Normal
Pay 2000 LP: Banish all dragon monsters your opponent controls and in their GY
Instant staple
Searchable via thrust, automatically wins the branded mu
And theres almost always relevant dragon decks for this to hose
It's what they deserve
And I mean if machines have it dragons and warriors should too
Theres a reason the machine one is okay and this one would never be printed
(Hint: its about density)
I don't know about that
Machine is still up there numbers wise
I would be inclined to agree if there was only one for aqua or pyros
But as is I feel like the more of a monster type, the harsher the hate cards should be
For a Second there I thought this was a Sky Striker
Any reason why you are using Normal Monster frames?
The psct needs a lot of work too
"You can special this card by banishing it from the gy" and then what? Banished to field?
Its bordering on complete nonsense
"You can special summon this card by revealing a "empress" card from your hand" but where can you special summon archer from? Hand? Gy?
I would assume from the hand, the point is the psct isn't clear enough
Archer special summoned from hand.
I'm still working on actually. Some spell or high level can do special summoning from GY. Only "Empress" card that can only be Special Summoned from GY or Banish Zone.
While "Brilliant" Monster can be Normal or Special Summoned from Hand. That only specified, "Brilliant" can't be used without support card in graveyard, but missed in the "Brilliant Prayer" Card.
The reason is wanting to share the core monsters, before going to the boss. Because I'm not going able to explain with a lore of this card. (Of course this comes up in my head).
Ya, but why the Normal Monster frame instead of the Effect Monster frame?
Ohh, app problem haha
They don't have an effect monster frame
...What!? What app is this?
Mobile version of Cardmaker
Take a screenshot of the app and post here?
Ohh sorry my bad actually
I forgot there Is an effect tho
Why did I blame the app
Harpie Kaleido
<3[Level 4/Wind/Winged-Beast/Pendulum/Effect]3>
Once per turn: You can target 1 "Harpie" monster; Special Summon 1 monster from your Deck with the same original name as that target. (This is treated as a Special Summon with the effect of "Elegant Egotist".) You cannot Special Summon monsters the turn you activate this effect, except WIND monsters.
[Monster Effect]
This card's name becomes "Harpie Lady" while on the field or in the GY. If this card is in your GY or face-up Extra Deck: You can shuffle 1 "Elegant Egotist" or 1 card that mentions it from your hand or GY into the Deck, except "Harpie Kaleido", and if you do, either add this card to your hand, or Special Summon it. You can only use this effect of "Harpie Kaleido" once per turn.
ATK 1300 / DEF 1400
Discard 1 card, then take 1 "Despia" monster from your Deck, and either add it to your hand or Special Summon it in Defense Position, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters. If a Fusion Monster(s) you control would be destroyed by card effect, you can banish this card from your GY instead. You can only use each effect of "Branded Opening" once per turn.
Level: 6
[ Fiend / Fusion / Effect ]
ATK 2400 / DEF 2400
2 LIGHT Fiend monsters
Monsters your opponent controls lose 600 ATK. You can only use each of the following effects of "Fiendsmith Lacrimosa" once per turn. If this card is Fusion Summoned: You can target 1 LIGHT Fiend monster in your GY or banishment; either add it to your hand or Special Summon it. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; inflict 1200 damage to your opponent.
i think rather draw is add?
Yeah thats what I'm getting at
The way its worded it makes no sense
Most likely intent is 'add 1 archetype card from deck to hand then discard"
Gem-Knight Sunstone - LIGHT Link 1
Rock / Link / Effect
1 "Gem-Knight" Normal Monster
If this card is Link Summoned: You can add 1 "Gem-" monster from your Deck to your hand, then you can Normal Summon 1 "Gem-" monster. You can Tribute this card you control, or banish this card from your GY; Fusion Summon 1 "Gem-Knight" Fusion Monster, using monsters from your hand or field as Fusion Material. You can only use each effect of "Gem-Knight Sunstone" once per turn.
ATK 1000 / LINK: S
Gem-Knight Healer Lady Sunstone - EARTH Level 8
Rock / Fusion / Effect
"Gem-Knight Sunstone" + 1 "Gem-Knight" monster
If this card is Fusion Summoned: During the next Standby Phase, add up to 5 "Gem-Knight" Normal and/or Gemini monsters from your GY or that are banished to your hand. If this card is in your GY: You can return it to the Extra Deck; Add 1 "Gem-Knight Fusion" from your Deck or that is banished to your hand. You can only use each effect of "Gem-Knight Healer Lady Sunstone" once per turn.
ATK 2300 / DEF 1400
Resonating Gemstone Fusion
Normal Spell
Fusion Summon 1 "Gem-Knight" Fusion Monster, by banishing monsters from your hand and/or field as Fusion Material, then you can Fusion Summon 1 "Gem-Knight" Fusion Monster with a different name, by returning the monsters banished this way to your GY as Fusion Material. You can only activate 1 "Resonating Gemstone Fusion" per turn.
Toon HERO Wingman
Warrior/fusion/toon/effect Wind
Two toon monsters with different attributes.
While you control "Toon World" and your opponent controls no Toon monsters, this card can attack directly. If your opponent controls a monster with higher ATK then this monsters original attack, all Toon monsters you control gain 1000 ATK. When this card destroys a monster by battle and sends it to the GY: Inflict damage to your opponent equal to the ATK of the destroyed monster in the GY.
2100 ATK 1200 DEF
In the scheme of Toon monsters, most monsters that are already effect monsters retain said effects (Toon Ancient Gear Golem, Toon Buster Blader, etc.)
Normal monsters that become Toon Monsters tend to get actual effects in this day and age though, if you need some inspiration
That's fair, adding the superpower should be fine even if weird with toons direct attacking aspect
I thought the 1000 Attack in connection to Skyscraper would be okay enough, more so depending on how many Toons who can direct attack
Could be an effect of a Toon monster that's in the main deck
Having this be accessible through fusion summon does hold it back
Hmm, wait I though of a perfect name
Toon Crossover
Spell/Normal
Fusion Summon 1 Toon Fusion Monster from your Extra Deck, using 2+ monsters from your hand, Deck, or field as Fusion Material. You cannot Summon monsters, except Toon and Spellcasters with 0 Original ATK And/or DEF, the turn you activate this card. You can only activate 1 "Toon Crossover" per turn.
I'll try to look at other cards as references.
Container of Failures
Spell/Normal
For each card or card effect negation since the start of the last turn, draw 1 card, and for each card drawn this way banish 3 face-down cards, face down. You cannot Draw cards or Negate effects for the rest of the turn.
Pretty big memory issue here
Order of drawn and banish feels a bit steep
I still don't rlly get why you insist on slapping "you cannot negate effects" as a downside when its pretty minor atm(most decks don't even have in engine negation atm, its all layered disruption and one sided floodgates)
The decks that would want to play this would play it as an extender if anything
Archand of Protection
Link 1 (Left) - DARK - Fiend - Effect
1 Fiend monster with 0 ATK or DEF
"""Archlord"" monsters co-linked to this card gain the following effect:"
"- If this card would be removed from the field by a card effect, you can send 1 ""Archand"" card you control to the GY instead."
ATK: 0
Archand of Destruction
Link 1 (Right) - DARK - Fiend - Effect
1 Fiend monster with 0 ATK or DEF
"""Archlord"" monsters co-linked to this card gain the following effect:"
- Reduce the ATK & DEF of monsters that battle with this card to 0 and Negate their effects (including in the GY).
ATK: 0
Archand of Restraint
Link 2 (Left & Up) - DARK - Fiend - Effect
2 Fiend monsters with 0 ATK or DEF
"""Archlord"" monsters co-linked to this card gain the following effect:"
- Negate the effects of monsters that battle with this monster, including in the GY.
ATK: 0
Archand of Clairvoyance
Link 2 (Right & Up) - DARK - Fiend - Effect
2 Fiend monsters with 0 ATK or DEF
"""Archlord"" monsters co-linked to this card gain the following effect:"
- Your opponent cannot target any monsters (except this one) with attacks or card effects.
ATK: 0
Archand of Reincarnation
Link 2 (Down & DownRight) - DARK - Fiend - Effect
2 Fiend monsters with 0 ATK or DEF
"""Archlord"" monsters co-linked to this card gain the following effect:"
"- During your Standby Phase, ""Archand"" cards sent to the GY as Link Material or by the effect of an ""Archlord"" monster are special summoned to a Monster Card Zone or Extra Monster Zone so that they are co-linked with this card."
ATK: 0
Archand of Necromancy
Link 2 (Down & DownLeft) - DARK - Fiend - Effect
2 Fiend monsters with 0 ATK or DEF
"""Archlord"" monsters co-linked to this card gain the following effect:"
- When this card destroys a monster through battle, special summon one (Demon) token on the same Monster Zone that monster occupied (DARK/Fiend, ATK:0, DEF:0). Demon tokens cannot be Tributed or be used as Materials for an Extra Deck Special Summon.
ATK: 0
Archlord of the Three Hands
Link 3 (Left, Right, Up) - DARK - Fiend - Effect
2+ Fiend monsters with 0 ATK or DEF
"If this card is Linked Summoned; target up to 2 ""Archand"" monsters in your GY: Special Summon them to Main Monster Zones so that they are co-linked with this card."
Monsters special summoned by this effect cannot be used as Link Material this turn.
"This card gains 1111 ATK for each ""Archand"" monster co-linked to this card."
"You can only control 1 ""Archlord"" monster."
ATK: ?
Archlord of the Five Hands
Link 4 (Left, UpLeft, Right, UpRight) - DARK - Fiend - Effect
2+ Fiend monsters with 0 ATK or DEF
"If this card is Linked Summoned; target up to 2 ""Archand"" monsters in your GY: Special Summon them to Main Monster Zones so that they are co-linked with this card."
"If this card was Linked Summoned using (Archlord of the Three Hands) as a Link Material, target up to 4 ""Archand"" monsters instead."
Monsters special summoned by this effect cannot be used as Link Material this turn.
"This card deals Piercing battle damage and gains 1111 ATK for each ""Archand"" monster co-linked to this card."
"You can only control 1 ""Archlord"" monster."
ATK: ?
Archlord of the Seven Hands
Link 5 (Left, UpLeft, Right, UpRight, Up) - DARK - Fiend - Effect
2+ Fiend monsters with 0 ATK or DEF
"If this card is Linked Summoned; target up to 2 ""Archand"" monsters in your GY: Special Summon them to Main Monster Zones so that they are co-linked with this card."
"If this card was Linked Summoned using (Archlord of the Five Hands) as a Link Material, target up to 6 ""Archand"" monsters instead."
Monsters special summoned by this effect cannot be used as Link Material this turn.
"This card deals Piercing battle damage and gains 1111 ATK for each ""Archand"" monster co-linked to this card."
"""Archand"" monsters you control gain 666 ATK."
"You can only control 1 ""Archlord"" monster."
ATK: ?
More of a concept rather than fully fledged out atm
Coins of plenty
Spell/normal
toss a coin and call it. If you call it right, add 2 cards that mention coin toss in their card text. If you call it wrong, add 1 instead. You can only activate 1 "coins of plenty" per turn.
Rng for a rota is fine ig
Also yugipedia doesn't have a page for coin toss as a mechanic, which is weird
Eternity Wyvern - WATER Level 2
Dragon / Effect
If this card is Normal or Special Summoned: You can target any number of Dragon monsters from your field, GY and/or that are banished face-up; shuffle them into the Deck, then Special Summon from your Deck, 1 Dragon monster whose Level is equal to or less than the number of cards shuffled into the Deck this way, also for the rest of this turn, you cannot Special Summon LIGHT or DARK monsters, or activate the effect of LIGHT or DARK monsters.
ATK 800 / DEF 200
If they can give cards multiple pages including for games versions, a page for Coin flipping, something that's pretty well known at least in terms of the OG show with Joey and even a bit with Bandit Keith
so youre saying what they would put on the page would be every time joey flipped a coin?
I'm saying there being a page explaining the mechanic abit, and cards/series/Archtype connected to it
but the mechanic doesnt need any explanation
i thought that was because some video games referenced female monsters
There are 36 pages on Yugis Dark Magician, and 9 of Arkana's Dark magician
that doesnt matter at all
actually if youre so passionate about it why dont you write the page
Word shadow
Steam Spirit Boiling Leviathan - FIRE Level 11
Sea Serpent / Fusion / Spirit / Effect
3 "Steam Spirit" FIRE monsters + 3 "Steam Spirit" WATER monsters
Must be Fusion Summoned. During the End Phase of the turn this card is Fusion Summoned or flipped face-up: Return this card to the hand. If this card is Fusion Summoned: You can destroy all cards on the field, also for the rest of the Duel, any battle damage dealt to your opponent by Spirit monsters is doubled. If this card is in your GY: You can Fusion Summon this card by shuffling monsters from your hand, field, GY or that is banished face-up into the Deck as Fusion Material.
ATK 4000 / DEF 4000
Steam Spirit Water Vortex - WATER Level 4
Aqua / Spirit / Effect
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return this card to the hand. If this card is Normal Summoned: You can reveal 1 FIRE Spirit monster in your hand; add 1 "Steam Spirit" card from your Deck to your hand. When a Quick Effect of an opponent's monster resolves, you can negate the effect, then send this card to the GY.
ATK 1400 / DEF 1700
Steam Spirit Pressurizing
Continuous Spell
If this card is activated: Immediately after this effect resolves, you can Normal Summon 1 "Steam Spirit" monster. Once per turn: You can Fusion Summon 1 "Steam Spirit" Fusion Monster, by sending 2 monsters from your Deck to the GY as Fusion Material. If a Fusion Monster you control leaves the field: Place 1 Pressure Counter on the card, then you can remove 3 Pressure Counters from this card, and if you do, destroy 1 card on the field.
i did spirit synchro once upon a time
i'd probably go back and redo it but copy pasting the spirit clause is a pain
Steam Spirit Coal Snake - FIRE Level 4
Reptile / Spirit / Effect
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return this card to the hand. Once per turn: You can discard 1 Spirit monster; draw 2 cards. You can banish this card and 1 WATER Spirit monster from your GY; Add 2 "Steam Spirit cards with different names from your Deck to your hand. You can only use this effect of "Steam Spirit Coal Snake" once per turn.
ATK 1400 / DEF 900
Steam Spirit Hydro Furnace - WATER Level 7
Pyro / Fusion / Spirit / Effect
1 FIRE Spirit monster + 1 WATER Spirit monster
Must be Fusion Summoned. During the End Phase of the turn this card is Fusion Summoned or flipped face-up: Return this card to the Extra Deck. Once per turn: You can send 1 Spirit monster from your Deck to the GY, then target 1 monster on the field; destroy it. If this card declares an attack: You can target 1 Spell/Trap Card on the field; destroy it, then you can Set up to 2 cards (1 "Polymerization" and/or the card destroyed this way) from the GYs to your side of the field.
ATK 2500 / DEF 2000
Steam Spirit Fusionist - WATER Level 4
Spellcaster / Spirit / Effect
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return this card to the hand. You can only use each of the following effects of "Steam Spirit Fusionist" once per turn. You can reveal 1 FIRE Spirit monster in your hand; Normal Summon this card, then Set 1 "Polymerization" from your Deck. If this card is banished: You can add 1 FIRE "Steam Spirit" monster from your Deck to your hand.
ATK 1500 / DEF 2100
Mirror field
Field spell
Monsters you control that has the "once per turn" effects can be activate once more. All monsters you control become Illusion
With that Name I expected
"If a Monster Attacks: You can destroy all monsters in Attack Position on the Field."
Steam Spirit Engineer - FIRE Level 4
Warrior / Spirit / Effect
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return this card to the hand. You can only use each of the following effects of "Steam Spirit Engineer" once per turn. You can reveal 1 WATER Spirit monster in your hand; Normal Summon this card, then Set 1 "Steam Spirit" Trap Card from your Deck. If this card is banished: You can add 1 WATER Spirit monster from your Deck to your hand.
ATK 1600 / DEF 200
Steam Spirit Scorch Mine
Normal Trap
When an opponent's monster activates an effect: You can send 2 "Steam Spirit" monsters with different Attributes from your Deck to the GY; negate the activation, then if that effect was a Quick Effect, you can destroy 1 card on the field. If a Spirit monster you control returns to the hand while this card is in your GY: You can return this card to your hand. You can only use each effect of "Steam Spirit Scorch Mine" once per turn.
Steam Spirit Fusion Engine
Continuous Trap
Once per turn: You can place 2 Steam Counters on this card; Fusion Summon 1 "Steam Spirit" Fusion Monster, by banishing Spirit monsters from your hand, field or GY as Fusion Material, up to the number of Steam Counters on this card. You can discard 1 Spirit monster, then target 2 of your banished Spirit monsters; add them to your hand, then destroy this card.
Steam Spirit Molten Kraken - FIRE Level 9
Aqua / Fusion / Spirit / Effect
2 FIRE Spirit monsters + 2 WATER Spirit monsters
Must be Fusion Summoned. During the End Phase of the turn this card is Fusion Summoned or flipped face-up: Return this card to the Extra Deck. Up to twice per turn (Quick Effect): Immediately after this effect resolves, you can Normal Summon 1 Spirit monster from your hand. Once per turn: You can send 2 "Steam Spirit" monsters with different Attributes from your Deck to the GY; this card gains ATK equal to their total ATK until the End Phase.
ATK 1000 / DEF 3500
Steam Spirit Perpetuality
Normal Spell
You can banish 1 Spirit monster from your hand or field, and if you do, draw 2 cards. You can shuffle this card from your GY into the Deck, then target 1 banished FIRE Spirit monster and 1 banished WATER Spirit monster; return them to the GY, then add 1 Spirit monster from your Deck to your hand. You can only use each effect of "Steam Spirit Perpetuality" once per turn.
I like how they're Aqua type, but also FIRE Attribute
Gem-Knight Orthos (EARTH/Rock/Level 4/ATK 1600/DEF 800/Scale 1-1)
M/E: During the Main Phase, if a Spell/Trap Card, or monster effect, is activated while you control a "Gem-Knight" monster: You can banish this card from your GY; negate the activation, and if you do, destroy it. You can only use this effect of "Gem-Knight Orthos" once per turn.```
*Gem-Knight Coros* (EARTH/Rock/Level 4/ATK 600/DEF 1800/Scale 8-8)
```P/E: You cannot Pendulum Summon monsters, except "Gem-Knight" monsters. This effect cannot be negated. Fusion Summons of your "Gem-Knight" Fusion Monsters cannot be negated.
M/E: During the Main Phase, if your opponent would Special Summon a monster(s) while you control a "Gem-Knight" monster: You can banish this card from your GY; negate the Summon, and if you do, destroy that monster(s). You can only use this effect of "Gem-Knight Coros" once per turn.```
(gonna have to sleep on ideas for a Thunder MD Pendulum; today was a bad day at work)
For Coros, that graveyard effect doesn't actually work while you don't have any Fusions. It needs to be a Quick Effect to be used.
So should just be
During the Main Phase, when your opponent would Special Summon a monster(s) while you control a "Gem-Knight" Fusion Monster: You can banish this card from your GY; negate the Summon, and if you do, destroy those monsters. HOPT.
Oh, okay.
this is how you know I very rarely make custom cards
not that I'd employ these too much, because since when did negates make YGO Duels fun to write
You're fine lol.
I've already read fics 1 and 2
I'm hoping to get another chapter in the pipe by the end of next week.
I'm near 10K already, so fingers crossed.
Orthos has the same issue. Negates need to be Quick Effects.
Also if they want to be really useful, I can't help but feel they want better Pendulum Effects.
Coros in particular, should probably be
The activation of your cards and effects that include an effect that Fusion Summons a "Gem-Knight" Fusion Monster cannot be negated.
That was my first thought, but I wasn't quite sure how to word that with the modern PSCT.
Because Fusion Summons cannot be negated unless they are Contact Fusions
You'd think I'd know that by now—that little wrinkle tripped me up when writing a Duel once before. :P
As for alternative effects, I considered going for a standard GK S/T searcher as a second Phantom Quartz.
And the other was pretty much basic S/T removal to out any potential D-Barriers or Macros.
On another note
Ritual Beast Miracle Sanctuary
Field Spell
If this card is activated: You can add 1 "Ritual Beast" monster from your Deck to your hand. When a Ritual Beast monster you control battles an opponent's monster: You can banish both monsters. To Special Summon a Ritual Beast Fusion Monster using its own procedure, you can banish "Ritual Beast" monsters from your GY instead of from your field (or any combination of both). You can only use each effect of "Ritual Beast Miracle Sanctuary" once per turn.
Hm. I'm trying to think of artwork potential for that one, and I'm getting some Altar of Mist Valley vibes.
It would work pretty well ya
Satellarknight Antares
Normal Trap
You can target 1 "Tellarknight" monster in your GY; Special Summon it, and if you do, Special Summon this card as a Normal Monster (Warrior/LIGHT/Level 4/ATK 1000/ DEF 1000), also for the rest of this turn, you cannot Special Summon monsters from your Extra Deck, except Xyz Monsters. (This card is NOT treated as a Trap.) If a "Tellarknight" Xyz Monster you control leaves the field while this card is in your GY: You can Set this card, but banish it when it leaves the field.
Dream Visions
[Field Spell]
[Requirement] You have a face-up Spellcaster Type monster with 0 original ATK/DEF on your field.
[Effect] Face-up Spellcaster monsters with 0 original ATK/DEF on the field gain ATK equal to [their Level] x 400. Level 4 or lower monsters cannot attack the turn they were Normal Summoned.
Futon Lady Light Nap
[Level 1/Light/Spellcaster/Effect]
[Requirement] If "Dream Visions" is face-up on the field, send this face-up card to the GY.
[Effect] Excavate the top 6 cards of your Deck. Special Summon 1 excavated Spellcaster Type monster with 0 ATK/DEF, also shuffle the rest into the Deck.
ATK 0 / DEF 0
Futon Lady Fire Doze
[Level 2/Fire/Spellcaster/Effect]
[Requirement] During the turn this card was Special Summoned by the effect of a Spellcaster Type monster with 0 ATK/DEF.
[Effect] Destroy 1 Level 8 or lower monster or 1 face-down monster on your opponent's field. Then, inflict 1000 damage to your opponent.
ATK 0 / DEF 0
Level 4, 0/0, DARK, Dragon
You can only use the 1) and 2) effects of cards with this name once per turn.
1) You can target 1 card you control; destroy it, also Special Summon this card from your hand.
2) If this card is Normal or Special Summoned: You can add 1 "Dragon of Destruction" Spell/Trap or Spell/Trap that mentions "Shining Sarcophagus" from your Deck to your hand.
3) Gains 100 ATK for each banished card.``````Gandora Source the Awakened Dragon
Level 8, 0/0, DARK, Dragon
You can only use the 1), 3) and 4) effects of cards with this name once per turn.
1) You can banish 1 card from your hand or field; Special Summon this card from your hand.
2) Gains 300 ATK for each banished card.
3) You can activate this effect; reveal 3 "Gandora" monsters from your Deck and your opponent randomly picks 1 for you to add to your hand, also banish the rest. If all monsters you control are "Gandora" monsters, you can pick the card to add to hand, instead.
4) You can banish 1 card from your hand; Special Summon 1 of your banished "Gandora" monsters.``````Gandora Soul the Demise Dragon
Level 8, 0/0, DARK, Dragon
You can only use the 2) and 4) effects of cards with this name once per turn.
1) If you control no monsters, you can Special Summon this card (from your hand).
2) If this card is Normal or Special Summoned: You can Special Summon 1 of your banished "Gandora" monsters.
3) If your LP are lower than your opponent's, this card gains ATK equal to the difference.
4) If this card is banished: You can banish 1 "Gandora" or "Dragon of Destruction" card from your Deck.```
Level 8, 0/0, DARK, Dragon
You can only use the 2), 3), and 5) effects of cards with this name once per turn.
1) Cannot be destroyed by card effects.
2) You can banish 2 "Gandora" monsters you control or in your GY; Special Summon this banished card.
3) You can pay half your LP; Set 1 "Dragon of Destruction" Spell/Trap directly from your Deck, then banish 1 card from your Deck, and if you do, add it to your hand during your 2nd Standby Phase after activation.
4) Gains ATK equal to the difference in LPs, and 300 ATK for each banished "Gandora" monster.
5) If this card is banished: You can add 1 of your other banished "Gandora" or "Dragon of Destruction" cards to your hand.``````Legacy of the Dragon of Destruction
Quick-Play Spell
You can only activate 1 card with this name per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except DARK monsters.
1) Target 1 card on the field; banish it, and if you do, add 1 "Gandora" monster from your Deck to your hand, then, if you controlled that banished card, you can draw 1 card.
2) If a "Gandora" monster(s) you control would be destroyed by battle or card effects, you can banish this card from your GY instead.```
Continuous Spell
You can only use the 1), 4), and 5) effects of cards with this name once per turn.
1) You can target 1 of your banished "Gandora" cards; place it on top of the Deck, then draw cards up to the number of "Dragon of Destruction" monsters you control with different names.
2) You cannot Special Summon monsters from the Extra Deck, except DARK monsters.
3) If you would Tribute Summon a "Gandora" monster, you can also banish this face-up card as 2 of the Tributes.
4) If a Level 8 "Gandora" monster is Normal or Special Summoned from your hand: You can target 1 card on the field; destroy it.
5) You can banish 1 "Gandora" card from your hand or field; Set this banished card to your Spell & Trap Zone.``````Howl of the Dragon of Destruction
Quick-Play Spell
You can only use the 1) and 2) effects of cards with this name once per turn.
1) Activate 1 of these effects;
● Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field, including a "Gandora" monster, as Fusion Material.
● Immediately after this effect resolves, Xyz Summon 1 "Gandora" Xyz Monster using monsters you control.
● Immediately after this effect resolves, Normal Summon 1 "Gandora" monster.
2) If you control a Level/Rank 8 "Gandora" monster: You can Set this banished card to your Spell & Trap Zone.```
Quick-Play Spell
(This card is always treated as a "Dragon of Destruction" card.)
1) Activate 1 of these effects (but you can only use each of the following effects of cards with this name once per turn);
● Special Summon 1 "Gandora" monster from your hand, ignoring its Summoning conditions.
● If you control a Level/Rank 8 "Gandora" monster: You can destroy any number of cards on the field, up to the number of "Gandora" monsters you control with different names, and if you do, banish them.
● Banish any number of cards in the GYs, up to the number of "Gandora" monsters with different names you control or have banished.
2) If a "Gandora" monster you control battles: You can banish this card from your GY; that monster's ATK becomes 3000 until the end of the Damage Step.``````Gandora the Blacksteel Dragon of Destruction
Rank 8, 2800/0, DARK, Dragon, Xyz
2 Level 8 monsters
You can only use the 2) and 3) effects of cards with this name once per turn.
1) Cannot be destroyed or banished by card effects.
2) (Quick Effect): You can detach 1 material from this card; add 1 "Gandora" monster from your Deck or banished cards to your hand, then immediately after this effect resolves, you can Normal Summon 1 "Gandora" monster.
3) If you halve your LP to activate the effect of a "Gandora" card: You can halve your opponent's LP, and if you do, gain 500 LP for each banished card, also your opponent takes no more damage this turn.
4) Once per turn, if a "Gandora" monster you control battles an opponent's monster: You can banish 1 of those monsters.```
example combo https://www.duelingbook.com/replay?id=415304-60730704
still working on the balance
Hazy Flame Pegasus - FIRE Level 6
Beast / Effect
You can reveal another "Hazy" monster from your hand; Special Summon this card from your hand, then destroy the revealed card, and if you do, you can Set 1 "Rekindling" from your Deck or GY, also you cannot Special Summon monsters for the rest of this turn, except "Hazy Flame" monsters. Once per turn: You can send 1 "Hazy Flame" monster from your Deck to the GY.
ATK 2250 / DEF 1800
Hazy Image
Normal Spell
Add 1 "Hazy Flame" monster from your Deck to your hand. If you control no monsters, except "Hazy Flame" monsters: You can banish this card from your GY; add 1 "Hazy" card from your Deck to your hand, except "Hazy Image", also you cannot Special Summon monsters for the rest of this turn, except "Hazy Flame" monsters. You can only use this effect of "Hazy Image" once per turn.
Name: Cthulhu, the Dark Ritual Master
Card Type: Ritual Monster
Attribute: Dark
Level: 8
Type: Fiend
ATK: 2800
DEF: 2000
Effect:
This card can only be Ritual Summoned with the Ritual Spell card "Ritual of the Elder Gods." Once per turn, you can increase this card's ATK by 2000 for each Continuous Trap or Spell Card in either player's Graveyard until the end of the turn. If this card is destroyed and sent to the Graveyard, you can banish 1 Continuous Trap or Spell Card from either player's Graveyard: Special Summon this card from your Graveyard during the End Phase of this turn.
Additional Effect:
During either player's turn, when a Spell, Trap, or Monster effect is activated: You can discard 1 card; negate the activation, and if you do, banish that card. If this card is Special Summoned by the effect of a Ritual Spell card, you can Special Summon 1 "Elder God" monster from your hand, Deck, or GY, ignoring its summoning conditions.
Hazy Flame Red Dragon - FIRE Level 6
Dragon / Effect
An Xyz Monster with this card is Xyz Material is unaffected by your opponent's effects that do not target it. You can only use each of the following effects of "Hazy Flame Red Dragon" once per turn. You can reveal this card in your hand and discard 1 FIRE monster; Set 1 "Hazy" Spell/Trap Card from your Deck. If this card is sent to your GY: You can Special Summon 1 "Hazy Flame" monster from your Deck to the GY.
ATK 1700 / DEF 200
"Additional effect"?
Also fwiw "during either players turn" was replaced with "(Quick Effect)" in 2018
Balancing wise it feels extremely overtunrd
Its 2 free bodies off one ritual mon
Becomes a giant beatstick very quickly - 4800 is already overwhelming as a statline, and thats just with a single card in the gy
The negate should be worded "when a card or effect is activated" ala [savage dragon] [cyber dragon infinity] [baronne] [toadally awesome] etc
Level: 8
[ Dragon / Synchro / Effect ]
ATK 3000 / DEF 2500
1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can equip 1 Link Monster from your GY to this card, and if you do, place Borrel Counters on this card equal to that Link Monster's Link Rating. This card gains ATK equal to half the ATK of the monster equipped to it by its effect. When your opponent activates a card or effect (Quick Effect): You can remove 1 Borrel Counter from this card; negate the activation. You can only use this effect of "Borreload Savage Dragon" once per turn.
Rank: 6
[ Machine / Xyz / Effect ]
ATK 2100 / DEF 1600
3 Level 6 LIGHT Machine monsters
Once per turn, you can also Xyz Summon "Cyber Dragon Infinity" by using "Cyber Dragon Nova" you control as material. (Transfer its materials to this card.) Gains 200 ATK for each material attached to it. Once per turn: You can target 1 face-up Attack Position monster on the field; attach it to this card as material. Once per turn, when a card or effect is activated (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy it.
Level: 10
[ Warrior / Synchro / Effect ]
ATK 3000 / DEF 2400
1 Tuner + 1+ non-Tuner monsters
Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.
Rank: 2
[ Aqua / Xyz / Effect ]
ATK 2200 / DEF 0
2 Level 2 Aqua monsters
Once per turn, during the Standby Phase: You can detach 1 material from this card; Special Summon 1 "Frog" monster from your Deck. Once per turn, when your opponent activates a Spell/Trap Card, or monster effect (Quick Effect): You can send 1 Aqua monster from your hand or face-up field to the GY; negate the activation, and if you do, destroy that card, then you can Set it to your field. If this card is sent to the GY: You can target 1 WATER monster in your GY; add it to your hand.
I wouldn't say its full on broken but for the investment and how self sustaning the card is(revives itself, discards cards to fuel said revival and attack gain), I think it needs to either be toned down or have some downside stapled onto the ritual spell
DPE just pops a card, special summons itself constantly, and lowers attack by 400, and it was still insanely annoying while Verte was legal
Slumbering Entity Cthulhu - WATER Level 12
Aqua / Ritual / Effect
Must be Ritual Summoned by "Call of Cthulhu". Once per turn (Quick Effect): You can apply 1 or more of the following effects in sequence, based on the monsters you control. ● Fusion: Draw 2 cards, then discard 1 card. ● Ritual: Banish 1 card on the field or in either GY face-down. ● Synchro: Special Summon 1 monster from your hand or GY. ● Xyz: Attach 1 card on the field or either GY to an Xyz Monster you control as Xyz material.
ATK 3000 / DEF 4500
Call of Cthulhu
Ritual Spell
You can Ritual Summon 1 "Slumbering Entity Cthulhu" from your hand or GY, by Tributing 2 or more monsters you control with different card types (Fusion, Synchro or Xyz). During the End Phase, if this card is in your GY: You can add it to your hand. You can only use each effect of "Call of Cthulhu" once per turn.
Fh'tagn
I do like how Cthulhu is a ritual monster
Keeps it seperate from the whole extra deck thing a lot of entity cards have going for it, but still potent enough that you'd want to use it
Yeah. I wanted Cthulhu to be unique.
Also when thinking of Cthulhu, idk the guy just screams Ritual
Approach of the Sky Dragon
Normal Spell
Apply 1 of these effects.
● Add 1 "Slifer the Sky Dragon" or 1 card that mentions it from your Deck to your hand.
● If you control a Tribute Summoned monster whose original name is "Slifer the Sky Dragon": Banish the top 4 cards of your Deck, then add 4 of your banished cards to your hand.
Didn't you post this exact one a few weeks ago
Meteor of Luck
Spell/Normal
Activate only if you control a tribute summoned "Red Eyes Black Dragon" or activated 3 coin flip or dice roll effects this duel. Special summon 1 "Meteor Black Dragon" from your extra deck, and it gains this effect: This card is unaffected by monster effects.
Thats just asking for shenagins
It's been tweaked
It was yes.
How insane can a Swarm card set go with the restriction "Cannot be used as Fusion/Synchro/Xyz/Link material" for most of it?
Head I win, tails you lose
Spell/normal
Flip a coin, If heads destroy a card on the field, if tails return a card on the field to the hand. You can only activate "Head I win, tails you lose" once per turn.
Whirling Hurricail - WIND Link 2
Spellcaster / Link / Effect
2 monsters, including a WIND Spellcaster monster
If this card is Link Summoned: You can add 1 WIND Spellcaster monster from your Deck to your hand, but you cannot Special Summon monsters for the rest of this turn, except WIND Spellcaster monsters. If this card is Tributed: Special Summon it from your GY during the next Standby Phase. You can only use each effect of "Whirling Hurricail" once per turn.
ATK 900 / LINK E, W
Big Bang Bombardment
Normal Spell
You can only activate 1 "Big Bang Bombardment" per turn. If you control "Twin-Headed Fire Dragon": You can target up to 2 cards on the field; destroy them. Cards and effects cannot be activated in response to this card's activation. If a "Twin-Headed Fire Dragon" you control leaves the field because of an opponent's card, while this card is in your GY: You can banish this card, then target 1 card on the field; destroy it.
Big Bang Collision
Normal Trap
If you control "Twin-Headed Fire Dragon": Until end of this turn, immediately after a card is added to your opponent's hand, except by drawing it, destroy 1 random card in that player's hand. You can banish this card from your GY, then target 1 "Twin-Headed Fire Dragon" in your GY; add it to your hand. You can only use this effect of "Big Bang Incineration" once per turn.
Should probably banish itself for the gy effect
Done
Big Bang Buffalo - FIRE Level 6
Pendulum Scale: 7
You cannot Pendulum Summon monsters, except FIRE monsters. This effect cannot be negated. Your "Twin-Headed Fire Dragon" cannot be destroyed by card effects. If you Pendulum Summon or Tribute Summon 1 or more "Twin-Headed Fire Dragon(s)": You can destroy 1 card on the field.
Pyro / Pendulum
Born from the primordial flames, it charges with the force of the Big Bang.
ATK 1900 / DEF 1200
Big Bang Butterfly - FIRE Level 6
Pendulum Scale: 5
During your Main Phase: You can target 1 card you control; add 1 "Twin-Headed Fire Dragon", or 1 card that mentions it from your Deck to your hand, and if you do, destroy that target. You can only use this effect of "Big Bang Butterfly" once per turn.
Pyro / Pendulum
Born from the power of the Big Bang, they burn until the universe is snuffed out.
ATK 1400 / DEF 1800
Big Bang Origin Point
Field Spell
If you control "Twin-Headed Fire Dragon", FIRE Normal monsters you control gain 800 ATK. Once per turn: You can add 1 Pyro Pendulum Monster from your face-up Extra Deck to your hand. If this card leaves the field because of an opponent's card: Add 1 Level 6 Pyro monster from your Deck or GY to your hand, then you can Tribute Summon 1 "Twin Headed Fire Dragon", by Tributing monsters on either side of the field.
Ooooh
This is neat
Stuff relating to a very old normal monster tends to be very cool
Ahh, cool
Big Bang Explosive Exaltation
Continuous Trap
If this card is activated: You can add 1 Level 6 FIRE Normal monster from your Deck or GY to your hand. You can Tribute 2 or more monsters to Tribute Summon (But not Set) "Twin-Header Fire Dragon". If you do, it gains these effects based on the number Tributed. ● 2+: This card gains 800 ATK for each FIRE monster you control. ● 3+: Once per turn (Quick Effect): You can destroy 1 card on the field. ● 4+: Unaffected by your opponent's card effects.
Mystical Lost Winds
[Normal Trap]
If you control a WIND monster: Target 1 face-up Spell/Trap on the field; negate its effects. If your opponent activates a Spell/Trap Card: You can Set this card, but banish it when it leaves the field.
Icy Breeze Crescendo
[Continuous Trap]
When your opponent activates a card or effect while you control a "Windwitch" monster: You can inflict 1000 damage to your opponent, and if you do, draw 1 card. If your opponent takes battle or effect damage: You can target 1 card on the field; return it to the hand. You can only use each effect of "Icy Breeze Crescendo" once per turn.
Level 4, 0/0, DARK, Fiend, Fusion
1 "Magistus" monster equipped with an Equip Card
Must first be Fusion Summoned, or Special Summoned by Tributing the above card you control. You can only use the 1) and 2) effects of cards with this name once per turn.
1) If this card is Special Summoned: You can add 1 "Magistus" Spell/Trap from your Deck to your hand.
2) (Quick Effect): You can Tribute this card; Fusion Summon 1 "Magistus" Fusion Monster from your Extra Deck, by shuffling monsters listed on it into your Deck from your field, GY, or banished cards.```
dumb fusion link 1 for bad deck
T.G. Energy Vampire - DARK Level 5
Zombie / Effect
During the Main Phase (Quick Effect): You can Special Summon this card from your hand or GY, then destroy 1 card from your hand or field. If this card is Normal or Special Summoned: You can send 1 Level 4 or lower Zombie monster from your Deck to the GY; Special Summon 1 "T.G." or "Vampire" monster from your hand or GY. You can only use each effect of "T.G. Energy Vampire" once per turn.
ATK 1800 / DEF 0
Is there a rsason why it's a Vampire and TG?
Not really. It was originally meant to be just a T.G. monster, but I figured since it had Vampire in the name anyways I might as well commit.
T.G. Grave Guardian - EARTH Level 6
Zombie / Synchro / Effect
1 Tuner + 1+ "T.G." non-Tuner monsters
If this card is Synchro Summoned: You can send 1 "T.G." card from your Deck to the GY. When this card destroys an opponent's monster by battle and sends it to the GY; You can Special Summon that monster, the Special Summon up to 1 "T.G." monster from your GY. You can only use each effect of "T.G. Grave Guardian" once per turn.
ATK 2800 / DEF 0
T.G. Cyber Stitcher - LIGHT Level 3
Spellcaster / Effect
You can banish 1 other "T.G." monster from your hand or GY; Special Summon 1 "T.G." monster with the same type from your Deck, then Special Summon this card from your hand. You can only use this effect of "T.G. Cyber Stitcher" once per turn. Once per turn, during the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Cyber Stitcher"
ATK 0 / DEF 1400
I mean a truely BS amount of swarm. Something which can flood the field repeatedly
cardian
Ya know what ya right, I shouldnt worry about too much it if Flower Cardians exist
the thing about cardian is they physically cannot play more than a few non cardian cards
They barely tolerate their own spell cards lmao
Mansuri, the Phantom Magnate - EARTH Level 8
Fiend / Effect
You can Tribute 2 "Phantom Ghost(s)"; Special Summon this card from your hand or GY. If this card is Summoned: You can Special Summon 1 "Phantom Ghost" from your Deck or GY. When a monster effect is activated (Quick Effect): You can Tribute 1 "Phantom Ghost"; negate the activation, then destroy it. You can only use each effect of "The Phantom Magnate" once per turn.
ATK 2900 / DEF 900
Phantom Trader Mansuri - EARTH Level 2
Fiend / Effect
If this card is Summoned: You can Special Summon 1 "Phantom Ghost" from your hand, Deck or GY. (Quick Effect): You can Tribute 1 "Phantom Ghost"; Set 1 Spell/Trap Card that mentions "Phantom Ghost" from your Deck. You can only use each effect of "Phantom Trader Mansuri" once per turn.
ATK 200 / DEF 900
Phantom Investments
Normal Spell
Shuffle any number of "Phantom Soul(s)" from your GY into your Deck, then draw that many cards. You can banish this card from your GY; Special Summon 1 "Phantom Ghost" from your Deck. You can only use each effect of "Phantom Investments" once per turn.
Testing 1 2
I have a LOT of cards to share
My main one is the “Elemental Dragon”’s
It’s a ton of dragon monsters that ONLY work if EVERY monster you control are other elemental dragons
The ace cards are the six summoning methods each with a different attribute the called the “Elemental ArchDragon”’s
(They’re all treated as elemental dragons)
THOUGHTS!?!?
(I have some made on a custom card app if anyone wants to see them)
Picnic Frenzy
Spell/Normal
Add 1 level 5 or lower Insect monster from your Deck to your hand.
You can only activate 1 "Picnic Frenzy" once per turn
What is PSCT?
Problem solving card text
which is basically how Konami writes cards to prevent as much ambiguity as possible
Oooh Okie… I’m very@bad@st that part….
I’m just trying to get help to make my custom archetype work well…. Any assistance?
when in doubt you can look at official cards that do what you’re trying to do
and copy paste from there
oh. I guess I’m not sure what I’m trying to do…. I only have a base concept
Hey all… I’m new to discord and such, despite what the length of my account life says. Is anyone able to message me directly to help or assist with my customs or critique them?
Okie… I’ll post a few at a time cause there’s a whole archetype.
It’s called the Olympian archetype.
Olympian Warrior
Level 4
LIGHT/Warrior
If this card destroys an opponent’s monster by battle while equipped with an “Olympian Gift” equip spell: tribute this card; Special Summon 1 “Olympian Hero” monster from your deck.
1500/1500
Every hero’s journey starts with a first step.
Olympian Defender
Level 4
LIGHT/Warrior
If your opponent targets another Olympian monster you control for an attack: Change the attack target to this card
500/2000
Olympian Spear Soldier
Level 4
LIGHT/Warrior
This card gains 200 ATK for each other “Olympian” Monster you control. This card deals piercing battle damage.
1400/800
(Technically should have the old full piercing damage effect text but give me this lol)
My Spear Soldier gets stronger in formation with his brothers in arms. Phalanx, form up!
Olympian Archer
Level 3
LIGHT/Warrior
Once per turn: Deal 800 damage to your opponent’s LP, but this card cannot attack for the rest of this turn.
800/800
Very low powered overall, psct is overall fine, some minor typos and changes I'd make
We tried not to overpower them because they are the bases for bigger monsters
Olympian Militia
Level 2
LIGHT/Warrior
Once per turn: remove 1 Glory Counter from a card you control; Special Summon 1 “Olympian Militia” from your hand or Deck.
Olympian Resolute Philosopher
Level 4
LIGHT/Spellcaster
If this card is destroyed by battle: Target up to 1 card you control which you can place a Glory counter on; you can place 1 Glory Counter on that target, also, after that, you can add 1 “Olympian” Spell card from your Deck or GY to your hand.
500/1500
These are all the base monsters that create or bring up the actual monsters
Random burn, tribute after destroying by battle while equipped with a card(which is insanely minus card value wise) attack gain + piericing on a low attack body
I’m sorry… dumb that down for me?
Not to say thats strictly bad but it is something to keep in mind
Basically these cards don't faliciate the big mons
I could see a gladiator beast style battle phase focused gimmick working
Ohh would you still like to see the bigger ones? Like how can I make them better, without making them OP?
Have the equip spells reequip when destroyed while the md mons shuffle and special another
Could flavor it around a personal growth in experience and age
Olympian Hero Achilles
Level 6
LIGHT/Warrior
If this card is Special Summoned: you can equip 1 “Olympian Gift: Spear of Achilles” from your GY to this card. This card cannot be destroyed by battle. If another “Olympian” monster you control is destroyed by battle: this card gains 200 ATK.
1700/2000
Olympian Hero Perseus
Level 6
LIGHT/Warrior
If this card is Special Summoned: you can equip 1 “Olympian Gift: Mirror of Perseus” from your GY to this card. This card can attack while it is in Defense Position. If this card attacks while in Defense Position, apply the ATK of this card for damage calculation.
1800/2000
Olympian Hero Herakles
Level 6
LIGHT/Warrior
If this card is Special Summoned: you can equip 1 “Olympian Gift: Hands of Herakles” from your GY to this card. When this card declares an attack: You can target 1 face-up monster your opponent controls; change that target's battle position.
1800/2000
Olympian Hero Leonidas
Level 6
LIGHT/Warrior
If this card is Special Summoned: you can equip 1 “Olympian Gift: Shield of the Spartan King” from your GY to this card. If this card destroys an opponent’s monster in battle: Target 1 “Olympian” monster in your GY: Special Summon it.
1900/1900
Olympian Hero Theseus
Level 6
LIGHT/Warrior
If this card is Special Summoned: you can equip 1 “Olympian Gift: Ariadne’s Thread” from your GY to this card. If this card deals battle damage: Target 1 monster your opponent controls; that target loses ATK and DEF equal to the damage dealt.
1800/1800
Ic
Here’s the next set. I have these, the beasts and the gods
Biggest immediate issue is the statlines
For level 6 I'd say 2500/2700 minimum
200 attack increase is too low on the first lebel 6
Oh.. we tried to reserve the biggest stuff for the gods.
I’ll keep posting and we can go over it all?
Leonidas effect would be better on the level 2s
Extension shouldn't rlly be on mons intented to be boss monsters
I would definitly try to toss removal in here somewhwre too
Olympian Beast, Minotaur
DARK/Fiend
Level 5
If you control an “Olympian” monster, you can Special Summon this card to your opponent’s field in Attack Position. Your opponent cannot target other monsters for attacks. If this card is destroyed in battle with an “Olympian” monster: place 2 Glory Counters on each card you control you can place a Glory Counter on.
2000/1900
Olympian Beast, Cerberus
EARTH/Beast
Level 5
If you control an “Olympian” monster, you can Special Summon this card to your opponent’s field in Attack Position. Monsters in the GY can’t be Special Summoned. If this card is destroyed in battle with an “Olympian” monster, target 1 monster in your opponent’s GY: place 1 Glory Counter on each card you control you can place a Glory Counter on, then special summon that target to your field and equip it with this card (treat this card as an Equip Spell). If this card that is equipped to a monster leaves the field, destroy the equipped card.
2100/1200
Olympian Beast, Medusa
DARK/Fiend
Level 5
If you control an “Olympian” monster, you can Special Summon this card to your opponent’s field in Attack Position. If this card battles a monster that is not equipped at the start of the damage step: that monster’s ATK and DEF become 0. If this card is destroyed in battle with an “Olympian” monster, target up to 1 monster your opponent controls: place 1 Glory Counter on each card you control you can place a Glory Counter on, then that target’s ATK and DEF become 0.
1700/1900
Olympian Beast, Centaur
If you control an “Olympian” monster, you can Special Summon this card to your opponent’s field in Attack Position. Once per turn: deal 800 damage to your opponent. If this card is destroyed in battle with an “Olympian” monster: place 1 Glory Counter on each card you control you can place a Glory Counter on, then you can add up to 1 “Olympian” monster from your deck to your hand.
1800/2000
"If this card destroys an opponents mon by battle destroy a card they control"
Or protection to help them get to the BP
Olympian Beast, Lion of Nemea
EARTH/Beast
Level 5
If you control an “Olympian” monster, you can Special Summon this card to your opponent’s field in Attack Position. This card cannot be destroyed by card effects. If this card is destroyed in battle with an “Olympian” monster: place 1 Glory Counter on each card you control you can place a Glory Counter on, then add 1 “Olympian Gift: Pelt of the Lion” from your deck to your hand.
2000/1000
Olympian Beast, Hydra of Lerna
WATER/Beast
Level 5
If you control an “Olympian” monster, you can Special Summon this card to your opponent’s field in Attack Position. This card can make 2 attacks on monsters each turn. If this card is destroyed in battle with an “Olympian” monster: place 1 Glory Counter on each card you control you can place a Glory Counter on, then special summon 2 “Hydra Head Tokens” (Beast/WATER/Level 2/ATK 900/DEF 900) .
1800/1800
Olympian Beast, Hind of Ceryneia
LIGHT/Beast
Level 5
If you control an “Olympian” monster, you can Special Summon this card to your opponent’s field in Defence Position. This card cannot be targeted with card effects. If this card is destroyed in battle with an “Olympian” monster: place 1 Glory Counter on each card you control you can place a Glory Counter on, also monsters you control deal piercing battle damage until the End Phase, then shuffle this card into the deck.
1000/2000
Something along the lines of [sangen summoning]
During your Main Phase 1, FIRE Dragon monsters you control are unaffected by your opponent's activated effects. During your Main Phase: You can add 1 "Tenpai Dragon" monster from your Deck to your hand, then discard 1 card. You can only use this effect of "Sangen Summoning" once per turn. If this card is destroyed during the Battle Phase: You can target 1 Dragon Synchro Monster you control; double its ATK.
Or an [ancient gear golem] effect
Level: 8
[ Machine / Effect ]
ATK 3000 / DEF 3000
Cannot be Special Summoned. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. If this card attacks a Defense Position monster, inflict piercing battle damage.
Olympian Beast, Boar of Erymanthus
FIRE/Beast
Level 5
If you control an “Olympian” monster, you can Special Summon this card to your opponent’s field in Attack Position. This card must attack each turn if able. If this card is destroyed in battle with an “Olympian” monster: target 1 monster your opponent controls; place 1 Glory Counter on each card you control you can place a Glory Counter on, then change that target to face-down defence position.
2300/2300
Olympian Beasts, Birds of Stymphalia
WIND/Winged-Beast
Level 5
If you control an “Olympian” monster, you can Special Summon this card to your opponent’s field in Attack Position. When this card destroys a monster by battle and sends it to their Graveyard: You can place that monster on top of the Deck. If this card is destroyed in battle with an “Olympian” monster: place 1 Glory Counter on each card you control you can place a Glory Counter on, then monsters your opponent control lose 400 ATK.
2000/500
Sorry there’s a lot….
Flavor wise I think its a win overall, just slightly too low powered imo
Reminds me of Nordic card design
Oh cool. Let me go get the gods and see if they can be improved.
This was created with the anime in mind as its start was as a deck for an anime character I’m writing
Extra Deck/Fusion Deck
Zeus, The King Olympian
Level 10
LIGHT/Warrior/Fusion
This card must be summoned by the effect of an “Olympian” card, or a card which mentions “Olympian”. Once per turn: tribute another “Olympian” monster, then target a card your opponent controls; destroy that target. If this card is destroyed and sent to the GY: return it to the Extra Deck. You can only control 1 “Zeus, The King Olympian”.
2800/2800
Poseidon, The Olympian of the Seas
Level 10
WATER/Warrior/Fusion
This card must be summoned by the effect of an “Olympian” card, or a card which mentions “Olympian”. Once per turn: Change the battle position of all other monsters on the field. If this card is destroyed and sent to the GY: return it to the Extra Deck. You can only control 1 “Poseidon, The Olympian of the Seas”.
2700/2700
Ares, The War Bred Olympian
Level 10
DARK/Warrior/Fusion
This card must be summoned by the effect of an “Olympian” card, or a card which mentions “Olympian”. All face-up monsters on the field must attack if able. If this card is destroyed and sent to the GY: return it to the Extra Deck. You can only control 1 “Ares, The War Bred Olympian”.
3000/2500
Aphrodite, The Beloved Olympian
Level 10
LIGHT/Spellcaster/Fusion
This card must be summoned by the effect of an “Olympian” card, or a card which mentions “Olympian”. If this card is summoned: target 1 monster your opponent controls; equip that target to this card, this card gains DEF equal to the Original ATK of the equipped monster. Once per turn, at the beginning of the Battle Phase: you can Special Summon 1 monster equipped to this card to your side of the field, at the end of the Battle Phase equip the summoned monster to this card. If this card is destroyed and sent to the GY: return it to the Extra Deck. You can only control 1 “Aphrodite, The Beloved Olympian”.
1500/1500
So I’ll pause here and take notes.
Reminds me of some cards I had in mind for my fake series
I see the feedback is they need to be buffed but idk how….
like up the stats? What effects can I add?
Considering what they're based on, I'm surprised they don't have a stronger form of protection
Well the thing is… someone helped me make these. I have no ideas about protection or anything like that….
Just a google doc of the work we did on them.
Stuff like, "Can't be destroyed" or "unaffected by effects that don't target"
Oooh? Who should I apply that stuff too? And what for the stats?
Zeus and Poseidon would make sense to have selfish but strong protection
Okie. I can see that.
Is hades good? He’s meant to act like Guardian Dreadscythe.
Ares is kind of my go to for this one. Him and the heroes. The whole thing is meant to be an anime deck.
But knowing how to make them better is good.
So maybe I can make them into actual cards.
Did you write that one down here yet?
Yes. I think
Oh no. Hold on
Hades, The 13th Olympian
Level 10
EARTH/Spellcaster/Fusion
This card must be summoned by the effect of an “Olympian” card, or a card which mentions “Olympian”. This card gains 200 ATK/DEF for each monster in either GY. Once per turn: Banish 1 Normal Spell in your GY that meets its activation conditions; this effect becomes that Spell's effect when that card is activated. If this card is destroyed and sent to the GY: return it to the Extra Deck. You can only control 1 “Hades, the 13th Olympian”.
2000/2000
Hades seems like he would have banish protection
As in “can’t be banished”?
Yeah, as well as I can see him preventing monsters from the GY being banished
Oooh to keep that strength?
I’ve thought about a Thanatos maybe, maybe he acts off banished? Idk…
I have a lot of cards. The gods/titans are all extras/fusions.
I have spells and traps too
Ooh fair.
Nemesis is another I want to add
Their main spell is this one
Prayer of Olympian Intervention
Quick-Play Spell
If the only other card you control is 1 “Olympian” monster: tribute 1 monster; Special Summon 1 “Olympian” monster from your Extra Deck, also return that card to the Extra Deck during the End Phase.
Biggest thing is the low level main deck mons don't go into the big mons easilt enough
Help?
Level 2/Light/Warrior/ 1000 attack 1000 defense
If this card is Normal or Special summoned, add 1 "Olympian" card from your deck to your hand.
Once per turn (Quick Effect), you can remove one Glory Counter from a card on your field; Special Summon 1 "Olmpian Militia" from your hand or deck.
You can banish this card from your GY, and shuffle 1 "Olympian" equip spell from your gy into the deck; draw 1 card.```
Heres an example
Probably should slap on a once per turn actually
This might loop too easily
Help me understand the difference?
Basically, consistency in yugioh is king
You want the low level cards to setup the bigger cards
3 different effects is a bit bloated but you can see how they all synergize
Adds a card on summon, swarms with additional setup, extends in GY later on in the game if you use it as material for something else and have exhausted resources
This is a pretty dangerous design, I'd just make it a [Mask Change] personally and tone down the fusions to justify
Target 1 "HERO" monster you control; send it to the GY, also, after that, if it left the field by this effect, Special Summon 1 "Masked HERO" monster from your Extra Deck with the same Attribute that the sent monster had when it was on the field (its original Attribute, if face-down).
Hades copying spells is extremely dangerous, thats just asking for burn ftks
Idk how to… none of this is my work. A person on another discord(that has since left) made it… I can’t fix them on my own..
I mean
Writing psct and card effects comes with time
Large part of that is cardpool knowledge
Which you only get by playing the game
Okie…. what about their stats/atl and defense?
And help me understand the hades problem?
Like I said earlier the statlines and attack gain related stuff is way too low
Its a delicate balance but attack is pretty irrelavemt in an averagr game until its a big number
Same with burn
What are better numbers?
What you can do is deep draw ftk by doing loops with stuff like [hand destruction]
Idk. I’m not understanding…. this is very confusing. i don’t think im cut out for this.
The way the cards read as is running a few of the main deck mons 3 of the spell and 1 hades as a tiny engine seems incredibly strong
As a sub engine of a deck like say tear/dark world to copy power spells
Oh?
[Transaction rollback] has already basically created decks on it own
Pay half your LP, then target 1 Normal Trap in your opponent's GY, except "Transaction Rollback"; this effect becomes that card's activation effect. You can banish this card from your GY and pay half your LP, then target 1 Normal Trap in your GY, except "Transaction Rollback"; this effect becomes that card's activation effect. You can only use 1 "Transaction Rollback" effect per turn, and only once that turn.
And what you do with it rn is copy cards like [daruma cannon]
Okie
The gods are meant to act like big one shots. Like gods interfering on the battlefield.
Thw heroes are meant to be like evolutions or like next steps.
And the beasts are there for the story/to gain counters from destroying them.
I guess I can work on the stat lines?
Here are some of my custom cards I made for a MUCH larger archetype called the “Elemental Dragons” please give me your thoughts
I have plenty more btw I just picked three random ones
You really need punctuation and capitalization
What power level are you designing these for?
Dance of Rites and Resonance
Continuous Spell
If a Fairy or Warrior monster you control declares a direct attack: You can activate 1 of these effects. ● Fusion Summon 1 Fusion Monster that mentions "Blade Skater" from your Extra Deck, using monsters from your hand, field or Deck as Fusion Material. ● Ritual Summon 1 "Cyber Angel" Ritual Monster or 1 "Performance of Sword" from your hand or Deck, by Tributing monsters from your field or Extra Deck, whose total Levels equal the Level of the Ritual Monster. You can only use each effect of "Dance of Rites and Resonance" once per turn.
Psct and punctiontion is lacking
Dunno if you know about the difference between when.. You can, and if... You can
Level 3/Earth Dragon/1000 attack/300 defense
If this card is Normal Summoned, if all monsters you control are "Elemental Dragon" monsters(min. 1): Special Summon 1 "Elemental Dragon" monster from your hand. ```
Level 4/Water Dragon/1000 attack/0 defense
If all monsters you control are "Elemental Dragon" monsters(min. 1); Fusion Summon 1 "Elemental Dragon" monster, using monsters you control. ```
Level 4/Earth Dragon/1300 attack/2000 defense
If all monsters you control are "Elemental Dragon" monsters(min. 1): You can change this face-up Attack Position card you control to Defense Position, and if you do, immediately after this effect resolves, normal summon 1 "Elemental Dragon" monster```
@slender sequoia took a shot at fixing up the psct
Thanks
Biggest overall thoughts is the mon control clause is unnecisary
Cards are extremely low powered as is
Harmonizer could easily be on normal or special summon
Could have a [chundra] effect on Glacier to help faliciate plays
Level: 4
[ Dragon / Tuner / Effect ]
ATK 1500 / DEF 1000
Once per turn, during the Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. You can only use each of the following effects of "Tenpai Dragon Chundra" once per turn. If you control a FIRE Dragon monster: You can Special Summon this card from your hand. At the start of the Damage Step, if a monster battles: You can Special Summon 1 Level 4 or lower FIRE Dragon monster from your Deck, except "Tenpai Dragon Chundra".
"If you control a "Elemental Dragon" monster: You can special summon this card from your hand. "
I made harmonized normal exclusive because all of the ones before it were special or normal summoned
Mind if I share a few more?
That doesn't rlly make sense
Made sense at the time but now it kinda doesn’t
Here’s three of the boss monsters
You don't need "always treated as elemental dragon" if its an infernoble knight deal
"Elemental archdragon" still contains the string "elemental dragon" in it
I think a dragon lock would be more appropriate then making the cards all require you to have only archetype names on board
no it clearly doesn't
Hmm, tbf infernoble knight is a case of adding a new name to the front and not the back of the card
Elemental Dragonlord
cyber end dragon is not a cyber dragon card
Really? Thats interesting
The “Arch” would make it shut down everything else
You learn something new ig
Dance of Warm Welcomes
Normal Spell
You can add 1 "Performance of Sword" or 1 card that mentions it from your Deck to your hand, except "Dance of Warm Welcomes". If a Warrior monster you control declares a direct attack while this card is in your GY: You can banish this card from your GY; add 1 EARTH Warrior monster from your Deck to your hand. You can only use each effect of "Dance of Warm Welcomes" once per turn.
Here’s the other three archdragons (pulsar judgement has no effect yet and im not sure about primordial titans so im open to suggestions)
Dance of Shimmering Swords
Ritual Spell
You can use this card to Ritual Summon 1 "Performance of Sword" from your hand. You must also Tribute monsters from your hand or field, whose total Levels equal or exceed 6. You can banish this card from your GY, then target 1 Ritual monster you control; until end of turn, it loses 500 ATK and can attack directly. If a Ritual monster you control declares a direct attack while this card is banished: You can add this card to your hand, then draw 1 card.
man i wish i had ideas for what i'd want to do with customs but i got nothin atm
like i have general ideas but getting em into and onto cards is the hard part
Lately lot of what I am doing is me looking up a random super old Monster and going from there.
Cyber Sword Dancer - EARTH Level 8
Warrior / Fusion / Effect
"Blade Skater" + "Performance of Sword"
If this card is Fusion Summoned using a Ritual Monster you control as material: You can banish up to 3 cards on the field face-down. Your opponent cannot activate cards or effects in response to this effect's activation. If this card is Tributed, or declares a direct attack: You can target 1 Fairy or Warrior monster in your GY, that was Tributed or sent to your GY as Fusion Material this turn; add it to your hand. You can only use this effect of "Cyber Sword Dancer" up to twice each turn.'
ATK 2950 / DEF 2850
fair
Btw all the art is done on a GIANT whiteboard because I like the sharp colors and it’s easy to color it in with
Is this proper PSCT?
Level 4/LIGHT/Dragon/1400 attack/1400 defense
if all monsters you control are “Elemental dragon” monsters (min. 1) you can activate either of this cards effects:
If this is the only monster on your field, you can special summon 1 “Elemental Dragon Ascendent” from your deck
If you control no monsters in the main monster zone you can special summon this card from your hand ```
yeah i was gonna say it would make the card pop a little more if they had a background but that would be hard to do on a whiteboard
If all monsters you control are "Elemental Dragon" monsters (Min. 1), you can activate either of these effects. ● If you control no other monsters: You can Special Summon 1 "Elemental Dragon Ascendent" from your Deck. ● If you control no monsters in the Main Monster Zones: You can Special Summon this card from your hand.
For context THIS is the white board
Computer charger for scale
Lycanthrope's Desires
Normal Spell
Send 10 "Lycan Warrior" monsters with different names from your hand and/or Deck to the GY; draw 2 cards. You cannot Special Summon Effect monsters from your hand or Deck during the turn you activate this effect, except "Lycanthrope". You can only activate 1 "Lycanthrope's Desires" per turn.
All main deck Lycan Warrior monsters are Normal Monsters
Hidden Lycan Warrior - Wolf - EARTH Level 3
Warrior
A wandering warrior who fights bandits in the countryside. He hides a dangerous secret.
ATK 1200 / DEF 500
Unleashed Lycan Warrior - Wolf - EARTH Level 3
Beast / Fusion / Effect
"Hidden Lycan Warrior - Wolf"
Must first be Special Summoned by sending the above card you control to the GY. This card becomes a Normal Monster while in your GY. You can only use each of the following effects of "Unleashed Lycan Warrior - Wolf" once per turn. During your Main Phase: You can add 1 "Lycanthrope" or 1 card that mentions it from your Deck or GY to your hand. (Quick Effect): You can equip 1 "Hidden Lycan Warrior" monster from your hand or GY to this card.
ATK 1700 / DEF 1000
Beatstick and a bit of protection
Sunvine Solarvalor Earth/Plant/Link 1 0 Atk Arrow down 1 Normal Plant Monster Gainst 800 Atk for every Link Arrow of Plant Link monsters on the Field. Your Opponent can not Attack other Plant monsters except "Sunvine Solarvalor". A "Sunavalon" Link monster that points to this card can not be targeted by your Opponent for Card Effects. You can only Summon 1 "Sunvine Solarvalor" per turn.
Better solution
GEMINI MONSTERS
Yup
Well nvm then
I think this should be once per duel imo
Removing 1/4th of your deck into the gy increases the odds of drawing non engine by a LOT
Doing it twice practically guarantees it
If you can do it twice, then you are playing a deck with 20+ Normal monsters
fair
HERO Teamup
Normal Spell
Special summon 4 level 4 or lower Normal "HERO" monsters with diffrient names from your Hand, Deck or GY.
For the rest of the duel, you can only summon "HERO "monsters or Monsters that mentions
"HERO" in its text.
You can only activate "HERO Teamup" once per turn.
4 free mats in hero is literally everything
although the lock does lock you out of most neo spacians
since most don't explicitly mention hero
like idt the amount of bricks is worth it but its considerable
That was the goal.
theres actually surprisngly only a few targets
There are from what I can recall, exactly 4 targets
Avian, Burstinarix, Clayman, and Sparkman
looks like it yeah
if you go ahl summon stratos add faris and another name to pitch you basically just win the game combined with this spell
you go increase tribute faris ss vyon vyon send mist add w/e if you have d hero name access make cross then activate spell get 4 free mats make infernal devicer add neos then poly make infernal rage infernal rage tribute add sunrise
That brings a tear to my HERO face of mine.
Next on the table, next up is a card to make people think about running bladedge too
You know they have nothing to do with Sun right !
It's meant to be San as in holy/sacred
How should I know?
There is that one Wanabee Neos that is a Gemini
There is a site it's called yugipedia ?
How do u think I know lol
That is true although he only applies in the GY
Sorry to say but I don't care enough to do research for a random Name for a singular Card
Last card of the day before I turn in
Whirling Hurricail - WIND Link 2
Spellcaster / Link / Effect
2 monsters that are WIND and/or Spellcasters
If this card is Link Summoned using "Hurricail": You can give control of this card to your opponent, destroy all monsters it points to, destroy all Spell/Trap Cards your opponent controls in the same column as it, then take control of it. If this card is sent from the field to your GY: Add 1 Level 4 or lower WIND Spellcaster monster from your Deck to your hand. You can only use each effect of "Whirling Hurricail" once per turn.
ATK 900 / LINK E, W
Then explain why the portuguese name is "Solaravalon"

Blanket Blockage
Spell/Normal
You can only activate Blanket Blockage if you have no cards in your Extra Deck.
Negate the effects of of monsters that cannot be normal summoned on the field.
You opponent cannot activate monster effects of monsters that cannot be normal summoned in response to this card's activation.
You can only activate "Blanket Blockage" once per turn.
they are all translated from the english name
I need help with a custom archetype idea
I’m making one for a friend, and she likes
Dragons and Spellcasters.
Again tcg issue, they got the name wrong.
Well this ain't even the first case of this ever.
Isnt it more likely for it to just be a case of the wordplay having 2 different "sources"?
Nah.
It's very much just San.
They have nothing solar about them anyway (if you just look at the art)
No double wordplay. Not in their original debut name (the jp one)
Idk if the tcg wanted to add a random wordplay that was not even there. But the tcg does that alot
Tcg names normally are not so accurate anyway so take em with salt, they miss the mark alot.
Like Raika becoming Norse randomly cuz some randomly wanted a Ragnarok pun in there.
Or Purrely having a Purr pun when it didn't in JP.
It's not even a cat, idk from were they got that.
If the pun is there in the tcg side there's no reason that a custom shouldnt "be allowed" to follow up on it, no?
It's not part of the design though even if the name has a pun in the tcg side, does not mean the art does.
It's just mistranslation basically
It's not like the tcg adds more cards to back up their puns, wordplays or misstranslations
You just end up with an archetype where the name and theme don't really match up.
Dragon tamers, you have spell casters who equip them selves with dragons and gain special effects
of course you are allowed to make any custom you want
it doesnt really matter at all
or even if say a custom archetype is completely impossible because of an ocg naming conflict
it doesnt really have any practical effect on us
its just trivia
That’s not what trivia is?
Trivia is answering questions?
Trivia is unimportant facts or details that are considered to be interesting rather than serious or useful. The two men chatted about such trivia as their favorite kinds of fast food. Synonyms: minutiae, details, trifles, trivialities More Synonyms of trivia.
We were both wrong
Thinking about Doing a Yugioh R and making some Trap field spells
?
Yugioh R, spin off of the yugioh duel masters manga, spin off of the Yugioh manga had Trap Fields and Trap Equips
Acidic Swamp of the Ogres
Trap/Field
Activate only if your opponent Normal or Special Summoned 5 or more monsters this turn.
Monsters Your opponent controls Loses 1000 Attack. If this card would be destroyed or banished, banish 1 trap card from your GY instead, you can only activate this effect of "Acidic Swamp of the Ogres" One per turn.
Simorgh, Bird of Refinement
Level 5 Wind Winged-Beast
2400/1000
If a "Simorgh" monster is Normal Summoned or Tributed: You can Special Summon this card from your Hand or GY. If this card is Normal or Special Summoned: you can add 1 "Simorgh" Spell/Trap from your deck to your hand with different names for every 3 unoccupied Spell/Trap zones on the field. If this card is tributed: you can target 1 of your banished "Simorgh" monsters; Special Summon it. You can only use each effect of "Simorgh, Bird of Refinement" once per turn.
Tricermisu - Level 3 EARTH Dinosaur Tuner. 800/1200
If this card is special summoned except by its own effect: You can add 1 level 3 or lower Dinosaur monster from deck to hand, but you cannot special summon monsters with that name this turn.
You can only use each effect of "Triceramisu" once per turn.```
How strong does this seem for a dino support piece?
That seems VERY strong ngl
Search 3 spells/traps
Yes
It’s a simorgh card
The deck has 2 playable spells, worse feather duster and a trap nobody wants to talk about
[simorgh sky battle]
Winged Beast monsters you control cannot be targeted by your opponent's card effects, or their monsters' attacks, except your Winged Beast monster(s) with the highest ATK. You can send to the GY, this card and 2 "Simorgh" monsters you control with different original Attributes whose original Levels are 7 or higher; return as many cards on the field to the hand as possible, and if you do, take 500 damage for each card returned to the hand, then inflict damage to your opponent equal to the damage you took. You can only use this effect of "Simorgh Sky Battle" once per turn.
God
yo whjat the fuck is that shit
Imagine going -infinity to do like 4K damage with a trap
And you even take 4k yourself lol
Level: 4
[ Winged Beast / Effect ]
ATK 1400 / DEF 1000
When this card is Normal Summoned: You can target 1 card in your opponent's Spell & Trap Zone; return it to the hand. If this card is in your GY and your opponent controls no cards in their Spell & Trap Zone: You can Special Summon this card in Defense Position, but banish it when it leaves the field, also you cannot Special Summon monsters for the rest of this turn, except Winged Beast monsters. You can only use each effect of "Simorgh, Bird of Protection" once per turn.


