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Messages - Never_this_again

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Worldsbane is a DARK Reptile Archetype, consisting of Effect and Pandemonium monsters, focused on Summoning resilient Rank 4 Xyz monsters. Their main gameplay plan is to use those Xyz Monsters along with an array of highly reusable Quick-Play Spell Cards to control the speed of the game.


https://imgur.com/a/sZIfWki

2
Approved + Scripted Archetypes / Archetype Submission - Ascendaria
« on: January 13, 2020, 04:23:10 am »
Ascendaria is a Fairy Synchro Archetype consisting of mostly Level 2 and 1 Monsters focusing around using their Normal Tuner Ascendaria Medium in order to quickly Summon Synchro Monsters that are, at least intended to be, hard to remove.

It is so far unscripted, even though I have a cdb prepared in case that helps the ST.


https://imgur.com/a/Q4Fk4kJ

3
Archives / Archetype Submission - Seasonal
« on: August 19, 2019, 04:40:49 am »

Seasonal

Description:
Seasonal is an archetype of Flip Monsters, consisting of two monsters each for FIRE, WATER, WIND and EARTH, representing the four seasons respectively. They focus on generating advantage though their Flip Effects, quickly setting themselves up with the help of the Spell and Trap Support in order to pull out walls of face-down Monsters.


Cards

Spoiler: Monster Cards • show

Seasonal Arbiter - Spring Dragon
WIND / Dragon-Type / Effect / Flip / Level 1 / 600 ATK / 900 DEF
FLIP: Destroy 1 Spell/Trap your opponent controls. If you control a face-up WATER monster: You can Special Summon this card (from your hand) in face-down Defense Position. If this card is sent from the field to the GY: Add 1 "Seasonal" Spell/Trap from your Deck to your hand. You can only use this effect of "Seasonal Arbiter - Spring Dragon" once per turn.

Seasonal Arbiter - Summer Phoenix
FIRE / Winged Beast-Type / Effect / Flip / Level 1 / 800 ATK / 800 DEF
FLIP: Send 1 "Seasonal" monster from your Deck to the GY. If you control a face-up WIND Monster: You can Special Summon this card (from your hand) in face-down Defense Position. During your opponent's turn, if this card is sent from the field to the GY: You can activate 1 "Sovereign Crown of the Seasons" from your Deck or GY. You can only use this effect of "Seasonal Arbiter - Summer Phoenix" once per turn.

Seasonal Arbiter - Autumn Golem
EARTH / Rock-Type / Effect / Flip / Level 2 / 900 ATK / 1600 DEF
FLIP: Destroy 1 monster your opponent controls. If you control a face-up FIRE monster: You can Special Summon this card (from your hand) in face-down Defense Position. During your opponent's Battle Phase, if this card is sent from the field to the GY: End the Battle Phase.

Seasonal Arbiter - Winter Wolf
WATER / Beast-Type / Effect / Flip / Level 2 / 1000 ATK / 1200 DEF
FLIP: You can target up to 2 "Seasonal" cards in your GY; Add them to your hand. If you control a face-up EARTH Monster: You can Special Summon this card (from your hand) in face-down Defense Position. During your opponents turn, if this card is sent from the field to the GY: You can target 1 "Seasonal" monster in your GY; Special Summon it in face-up Attack Position or face-down Defense Position. You can only use this effect of "Seasonal Arbiter - Winter Wolf" once per turn.

Seasonal Sovereign - Sagesprout
WIND / Plant-Type / Effect / Flip / Level 4 / 1700 ATK / 1000 DEF
FLIP: Target 1 Flip Monster in your GY; Special Summon it in face-down Defense Position. If you control a face-up WATER monster: You can Special Summon this card (from your hand). If this card is Normal or Special Summoned: You can target any number of face-up monsters, up to the number of monsters with different Attributes in your GY; Change them to face-down Defense Position.

Seasonal Sovereign - Scarecrow
EARTH / Zombie-Type / Effect / Flip / Level 5 / 2200 ATK / 0 DEF
FLIP: Add 1 "Seasonal" card from your Deck to your hand. If you control a face-up FIRE monster: You can Special Summon this card (from your hand). If a monster(s) is Special Summoned to your field in face-down Defense Position while this card is in your GY: You can Special Summon this card in face-down Defense Position. You can only use this effect of "Seasonal Sovereign - Scarecrow" once per turn.


Spoiler: Extra Deck Monster Cards • show

Seasonal Sovereign - Subzero
WATER / Aqua-Type / Link / Effect / Link 2 / 1800 ATK
2 monsters with different Attributes, including at least 1 Flip monster.
While face-up on the field, this card is also WIND-Attribute. If this card is linked to a "Seasonal" monster or a face-down Defense Position monster, it cannot be targeted by attacks or card effects. Once per turn (Quick Effect): You can target 1 WIND, WATER, EARTH or FIRE Flip monster in your GY; Apply that targets FLIP effect, then shuffle it into the Deck.

Seasonal Sovereign - Scorcher
FIRE / Fiend-Type / Link / Effect / Link 4 / 3000 ATK
3+ monsters with different Attributes
While face-up on the field, this card is also WIND, WATER and EARTH-Attribute. Flip Monsters you control can attack your opponent directly, but if they do, they are changed to face-down Defense Position after Damage calculation. If your opponent activates a monster effect: You can target 1 face-down Defense Position monster you control; Change it to Attack Position and if you do, negate the activation. You can only use this effect of "Seasonal Sovereign - Scorcher" once per turn.


Spoiler: Spell Cards • show

Sovereign Crown of the Seasons
Continuous Spell Card
If this card is activated: Special Summon 1 "Seasonal" Flip Monster from your Deck in face-down Defense Position. The activation and effects of "Seasonal" cards cannot be negated. When there are face-up WIND, WATER, FIRE and EARTH monster(s) on your side of the field: Negate the effects of LIGHT and DARK monsters. You can only control 1 "Sovereign Crown of the Seasons".

Seasonal Passing
Normal Spell Card
Discard 1 Flip Monster; Draw 2 cards, then, you can send 1 "Seasonal" monster from your Deck to the GY. If this card is in your GY: You can banish this card, then target 1 Flip Monster in your GY; Special Summon it in face-down Defense Position. You can only use each effect of "Seasonal Passing" once per turn.

Seasonal Constance
Quick-Play Spell Card
Target 1 face-down Defense Position monster; change it to face-up Defense Position and if you do, you can add 1 "Seasonal" monster from your Deck to your hand. If this card is in your GY: You can banish this card and target 1 face-up monster; Change the target to face-down Defense Position. You can only use each effect of "Seasonal Constance" once per turn.


Spoiler: Trap Cards • show

Seasonal Disturbance
Normal Trap Card
If a monsters Battle Position is changed: You can target 1 face-up card; Destroy it, also, after that Set this card face-down instead of sending it to the GY.

Seasonal Anomaly
Normal Trap Card
If you take Battle Damage while you do not control a monster that was Special Summoned from the Extra Deck: You can Special Summon, from your Extra Deck, 1 "Seasonal" Link Monster with a Link Rating equal to or lower than the number of "Seasonal" monsters with different Attributes in your GY. (This Special Summon is treated as a Link Summon.) If this card is in your GY and you control no monsters: You can banish this card, then target any number of "Seasonal" monsters in your GY with different Attributes: Special Summon them. You can only use 1 "Seasonal Anomaly" effect per turn, and only once that turn.


Additional Remarks

Advantages:

- Quite the nice grind game
- Offer in-theme LIGHT and DARK hate
- Link 4 lets you run spicy things such as Fu-Rin-Ka-Zen


Disadvantages:

- They're Flips
- No Turn 1 plays (no big ones at least)



https://imgur.com/a/02Xc0YF

4
Approved + Scripted Archetypes / Single Submission
« on: March 04, 2019, 05:19:04 am »

Single

Description:
Verdant Illusion is a consistency card for Plant decks - Really nothing more and nothing less. I tried my best to make it not abusable in any kinds of generic engines.


Cards

Spoiler: Extra Deck Monster Cards • show

Verdant Illusion
LIGHT / Plant-Type / Link / Effect / Link 1 / 900 ATK
Down
1 Level 4 or lower Plant monster
If this card is Link Summoned: You can discard 1 card; Add 1 Level 3 or lower Plant monster OR 1 Equip Spell from your Deck to your hand. During your Main Phase: You can Special Summon 1 Level 4 or lower Plant monster from your hand. You can only use each effect of "Verdant Illusion" once per turn.

5
Approved + Scripted Archetypes / Archetype Submission - Clearical
« on: February 07, 2019, 01:56:20 am »

Clearical

Description:
Clearical is a WATER Archetype that acts as a bridge between Rituals and the Extra Deck.

Or at least that's what they're thought up to be, since their Ritual Spells allow you to disregard the Level requirement as long as your tribute comes as a Fusion Summoned Fusion Monster. It's not limited to that however, since all the Main Deck members also come with a handy tribute effect, so you can choose either the easy or the more rewarding way to Ritual Summon your monsters.

As for a general playstyle they focus on stun and lockdown tactics, while keeping a steady flow of card advantage by repeatively tributing their own monsters.


Cards

Spoiler: Monster Cards • show

Clearical Spell Girl
WATER / Spellcaster / Effect / Level 1 / 100 ATK / 200 DEF
If you do not control a monster that was Special Summoned from the Extra Deck: You can tribute 1 other "Clearical" monster from your hand or field and declare a Level from 1 to 10; The Level of all face-up monsters you control becomes equal to the declared level. If this card is tributed: You can target 1 Spellcaster "Clearical" Monster in your GY; Special Summon it. You can only use each effect of "Clearical Flower Girl" once per turn.

Clearical Apprentice Summoner
WATER / Spellcaster / Effect / Level 2 / 800 ATK / 600 DEF
If you do not control a face-up Monster that was Special Summoned from the Extra Deck: You can tribute 1 other "Clearical" monster from your hand or field and target up to 3 "Clearical" cards in your GY; Shuffle them into the deck, then draw 1 card. If this card is tributed: You can Special Summon 1 "Clearical" Monster from your hand. You can only use each effect of "Clearical Apprentice Summoner" once per turn.

Clearical Shrine Maiden
WATER / Spellcaster / Effect / Level 3 / 1000 ATK / 1600 DEF
If you do not control a face-up monster that was Special Summoned from the Extra Deck: You can tribute 1 other "Clearical" monster from your hand or field; Add 1 "Clearical" monster from your deck to your hand. If this card is tributed: You can target 1 Ritual Monster in your GY; Add it to your hand. You can only use each effect of "Clearical Shrine Maiden" once per turn.

Clearical Omnimage
WATER / Spellcaster / Effect / Level 4 / 1500 ATK / 1200 DEF
If you do not control a face-up monster that was Special Summoned from the Extra Deck: You can tribute this card and 1 other "Clearical" monster from your hand or field; Special Summon 1 "Clearical" Fusion Monster from your Extra Deck, but banish it during the End Phase (This Special Summon is treated as a Fusion Summon). If this card is tributed, except by its own effect: You can add 1 Ritual Spell Card from your Deck to your hand. You can only use each effect of "Clearical Omnimage" once per turn.

Clearical Descend Spirit
WATER / Fiend / Ritual / Effect / Level 7 / 2600 ATK / 2000 DEF
You can Ritual Summon this card with any "Clearical" Ritual Spell Card. If this card is Special Summoned: You can target 1 Spellcaster or Rock "Clearical" Monster in your GY; Special Summon it. During your opponents turn (Quick Effect): You can tribute 1 other "Clearical" monster from your hand or field and target 2 cards your opponent controls; Destroy them. You can only use each effect of "Clearical Descend Spirit" once per turn.

Clearical Crystal Spirit
WATER / Fiend / Ritual / Effect / Level 8 / 2800 ATK / 2200 DEF
You can Ritual Summon this card with any "Clearical" Ritual Spell Card. If this card is Special Summoned: You can target 1 Spellcaster or Rock "Clearical" Monster in your GY; Special Summon it. During your opponents turn (Quick Effect): You can tribute 1 other "Clearical" monster from your hand or field; Tribute 1 monster your opponent controls. You can only use each effect of "Clearical Crystal Spirit" once per turn.

Clearical Hollow Spirit
WATER / Fiend / Ritual / Effect / Level 9 / 3000 ATK / 2400 DEF
You can Ritual Summon this card with any "Clearical" Ritual Spell Card. If this card is Special Summoned: You can target 1 Spellcaster or Rock "Clearical" Monster in your GY; Special Summon it. During your opponents turn (Quick Effect), if they activate a Spell or Trap Card or effect: You can tribute 1 other "Clearical" monster from your hand or field: Negate that activation. You can only use each effect of "Clearical Hollow Spirit" once per turn.


Spoiler: Extra Deck Monster Cards • show

Clearical Glass Prison
WATER / Rock / Fusion / Effect / Level 4 / 1500 ATK / 1500 DEF
1 "Clearical" monster + 1 WATER Monster
If this card is tributed: Until the End Phase, your opponent cannot activate cards or effects in response to the activation of your "Clearical" cards or effects. If this card is Special Summoned from the GY, it gains the following effects: ● Cannot be destroyed by battle. If this card was Special Summoned by a Ritual Monsters effect, the first time your opponent would add a card to their hand by a method other than drawing it, banish that card.

Clearical Diamond Prison
WATER / Rock / Fusion / Effect / Level 5 / 2000 ATK / 2000 DEF
1 "Clearical" monster + 1 Spellcaster Monster
If this card is tributed: You can Special Summon 1 Fiend Ritual Monster from your hand, ignoring its Summoning conditions. If this card is Special Summoned from the GY, it gains the following effects: ● Cannot be destroyed by card effects. While you control a face-up Ritual Monster, if your opponent Special Summons a monster from the Extra Deck: You can banish it and if you do, banish all materials used for its Summon from your opponents GY. You can only use this effect of "Clearical Diamond Prison" once per turn.

Clearical Crystal Prison
WATER / Rock / Fusion / Effect / Level 6 / 0 ATK / 0 DEF
1 "Clearical" monster + 1 Ritual Monster
If this card is tributed: You can target 1 non-Fusion WATER Monster in your GY; Add it to your hand. If this card is Special Summoned from the GY, it gains the following effects: ● Cannot be destroyed by battle or card effects. If this card was Special Summoned by a Ritual Monsters effect and a card would be sent from your opponents hand or Deck to the GY, it is banished instead.


Spoiler: Spell Cards • show

Clearical Preparation of Rites
Normal Spell Card
Fusion Summon 1 "Clearical" Fusion Monster from your Extra Deck, using monsters from your hand or field as materials. If you use 1 or more Ritual Monsters as material, after this effect resolved, add 1 Ritual Spell Card from your Deck to your hand. You can only activate 1 "Clearical Preperation of Rites" per turn.

Clearical Call
Ritual Spell Card
You can use this card to Ritual Summon any "Clearical" Ritual Monsters from your hand or GY. You must also tribute 1 face-up "Clearical" Fusion Monster that was Special Summoned from the Extra Deck you control. If this card is in your GY, except during the turn it was sent there: You can target 1 Ritual Monster in your GY; Shuffle it into your deck, and if you do, you can add this card to your hand.

Clearical Release
Ritual Spell Card
You can use this card to Ritual Summon any "Clearical" Ritual Monsters. You must also tribute monsters from your hand or side of the field whose combined Level(s) equal or exceed the Level of the monster you are attempting to Ritual Summon. If you control a face-up Fusion Monster that was Special Summoned from the Extra Deck, you can use that monster as the entire requirement.

Second Clearical Plane
Continuous Spell Card
If this card is activated: Add 1 "Clearical" card from your deck to your hand, except "Second Clearical Plane". Once per turn, if a Fusion Monster is Fusion Summoned: You can target 1 Ritual Monster or 1 Ritual Spell Card in your GY; Add it to your hand. You can only control 1 face-up "Second Clearical Plane".

Clearical Crystal Cathedral
Field Spell Card
Face-up "Clearical" monsters you control gain 300 ATK and DEF. You can tribute 1 "Clearical" monster you control or in your hand; Draw 1 card. If this card is destroyed by a card effect and sent to the GY: You can target 1 "Clearical" Ritual Monster in your GY; Special Summon it. You can only activate each effect of "Clearical Crystal Cathedral" once per turn.


Spoiler: Trap Cards • show

Clearical Ritus
Normal Trap Card
Tribute 1 face-up "Clearical" monster you control; Special Summon 1 "Clearical" monster with a different Level from your deck. If a face-up "Clearical" card(s) you control would be destroyed by a card effect, you can banish this card from your GY instead.


Additional Remarks

Advantages:

- In-theme Floodgates and Stun effects
- Abundance of Ritual and Fusion Support out there
- Access to WATER support, first and foremost Salvage
- Ritual Summon while being careless about Levels


Disadvantages:

- Normal Summon-reliant to get plays going
- Eats up hand advantage fast
- Literally no one-card plays. (aka no easy topdecking comebacks)



https://imgur.com/a/aMGueIV

6
Archives / Archetype Submission - Worldsbane
« on: December 01, 2018, 01:13:58 am »

Worldsbane

Description:
Worldsbane is an archetype of DARK Reptile monsters that aim to invade the opponent's field to gain advantage of that.

As such, they all possess an effect that they cannot be used for the Summon of Extra Deck monsters, unless you are Summoning Worldsbane monsters. In addition, there are several monsters who gain bonuses or the ability to Special Summon themselves as long as the opponent controls a Worldsbane monster.

The archetypes Spell and Traps sport various effects that depend on the opponent controlling both Worldsbane monsters and non-Worldsbane monsters, but range from Super Poly-like to destruction and healing effects.


Cards

Spoiler: Monster Cards • show

Worldsbane Alias
DARK / Reptile-Type / Effect / Level 1 / 200 ATK / 100 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position by tributing one monster they control. If this card is destroyed (by battle or by a card effect): You can add 1 "Worldsbane" monster from your Deck to your hand.

Worldsbane Neck
DARK / Reptile-Type / Effect / Level 2 / 800 ATK / 1000 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. Once per turn, if a "Worldsbane" monster is Special Summoned to your opponents side of the field: You can target 1 "Worldsbane" monster and 1 "Worldsbane" Trap in your GY; Add them to your hand. (Quick Effect): You can give control of this card to your opponent. This effect can only be used once while this card is face-up.

Worldsbane Scroll
DARK / Reptile-Type / Effect / Level 3 / 1000 ATK / 1300 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. If this card is Special Summoned: Add 1 "Worldsbane" monster from your deck to your hand. You can target 1 "Worldsbane" monster in your GY; If your opponent does not control a "Worldsbane" monster, Special Summon the target to their side of the field, otherwise, Special Summon it to your side of the field. You can only use each effect of "Worldsbane Summoner" once per turn.

Worldsbane Scepter
DARK / Reptile-Type / Effect / Level 4 / 1600 ATK / 1200 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. If this card is Normal Summoned: You can Special Summon 2 "Worldsbane" monsters with different from your Deck, 1 to each players side of the field. If this card is destroyed (by battle or by a card effect): Add 1 "Worldsbane" Trap from your Deck to your hand. You can only use this effect of "Worldsbane Scepter" once per turn.

Worldsbane Teeth
DARK / Reptile-Type / Effect / Level 4 / 1800 ATK / 1700 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. You can Special Summon this card (from your hand) while your opponent controls a face-up "Worldsbane" monster. Once per turn: You can target 1 other "Worldsbane" monster you control; Give control of it to your opponent and if you do, draw 1 card.

Worldsbane Muscle
DARK / Reptile-Type / Effect / Level 5 / 2000 ATK / 2000 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. If your opponent controls more "Worldsbane" monsters than you: You can Special Summon this card (from your hand). After damage calculation, if this card battled a "Worldsbane" monster: All face-up "Worldsbane" monsters you control gain 1000 ATK until your opponents next End Phase.


Spoiler: Extra Deck Monster Cards • show

Worldsbane Claw
DARK / Reptile-Type / Link / Effect / Link 2 / 1500 ATK
Bottom-right, Top-Left
2 "Worldsbane" monsters
If this card is Link Summoned: You can Special Summon 1 "Worldsbane" monster from your hand or GY a zone this card points to. You can only use this effect of "Worldsbane Claw" once per turn. While this card points to both a "Worldsbane" and a non-"Worldsbane" monster, face-up "Worldsbane" monsters are unaffected by card effects, except "Worldsbane" effects.

Worldsbane Alchemist
DARK / Reptile-Type / Fusion / Effect / Level 6 / 1900 ATK / 1800 DEF
1 "Worldsbane" monster + 1 non-"Worldsbane" monster
Face-up "Worldsbane" monsters gain 300 ATK for each "Worldsbane" monster their controller controls. Once per turn (Quick Effect): You can banish 1 "Worldsbane" Trap Card from your GY then target 1 "Worldsbane" monster in your GY; Special Summon it to either players side of the field.

Worldsbane Father
DARK / Reptile-Type / Fusion / Effect / Level 6 / 2400 ATK / 3000 DEF
1 "Worldsbane" monster + 1 non-"Worldsbane" monster that was Special Summoned from the Extra Deck
Cannot be targeted by card effects. If this card is Fusion Summoned: You can Special Summon as many "Worldsbane" monsters from your GY as possible, but you must Special Summon an equal number of monsters to both players side of the field. Once per turn (Quick Effect): You can target 1 "Worldsbane" monster your opponent controls; Return it to the hand, then, inflict damage to your opponent equal to its ATK.


Spoiler: Spell Cards • show

Worldsbane Influence
Field Spell Card
"Worldsbane" monsters you control gain 300 ATK. If a "Worldsbane" monster battles a "Worldsbane" monster, both monsters cannot be destroyed by that battle, also, if a player controls a non-"Worldsbane" monster, double any Battle Damage that player would take from that battle. Once per turn: You can target 1 "Worldsbane Influence" in your GY; Add it to your hand, but it cannot be activated this turn.


Spoiler: Trap Cards • show

Worldsbane Inclusion
Normal Trap Card
You can activate this card from your hand if your opponent does not control a face-up "Worldsbane" monster. Pay 1000 LP and tribute 1 face-up monster your opponent controls; Special Summon 1 "Worldsbane" monster from your GY to their side of the field. You can only activate 1 "Worldsbane Inclusion" per turn.

Worldsbane Infiltration
Normal Trap Card
You can activate this card from your hand if both players control "Worldsbane" monsters and only your opponent also controls non-"Worldsbane" monsters. Pay 1000 LP and target 1 face-up "Worldsbane" monster your opponent controls; It gains ATK equal to the combined ATK of all non-"Worldsbane" monsters your opponent controls and if it does, the ATK of all face-up non-"Worldsbane" monsters your opponent controls becomes 0.

Worldsbane Ingestion
Normal Trap Card
You can activate this card from your hand if both players control "Worldsbane" monsters and only your opponent also controls non-"Worldsbane" monsters. Pay 1000 LP; Fusion Summon 1 "Worldsbane" Fusion Monster from your Extra Deck using 1 "Worldsbane" monster and 1 non-"Worldsbane" monster your opponent controls as the Fusion Materials. Your opponent takes no Battle Damage until the End Phase.

Worldsbane Insurrection
Normal Trap Card
You can activate this card from your hand if both players control "Worldsbane" monsters and only your opponent also controls non-"Worldsbane" monsters. If your opponent controls both "Worldsbane" monsters and non-"Worldsbane" monsters: Pay 1000 LP; Destroy all non-"Worldsbane" monsters they control and if you do, take control of all face-up "Worldsbane" monsters they control. You cannot conduct your Battle Phase during the turn you activate this effect.

Worldsbane Inversion
Normal Trap Card
You can activate this card from your hand if both players control "Worldsbane" monsters and only your opponent also controls non-"Worldsbane" monsters. Return all "Worldsbane" monsters your opponent controls to the hand and if you do, gain LP equal to the combined ATK of all monsters returned to your hand by this effect. You can only activate 1 "Worldsbane Inversion" per turn.


Additional Remarks

Advantages:

An In-Archetype Kaiju
Can probably clog the field
Hand Traps are bae
Swarming capabilities are probably there
You have snake rain but what do you gain from that


Disadvantages:

You give your opponent monsters
Slow playstyle unless you open great
Searching is destruction-dependant
You rely on Traps
You give your opponent monsters

7
Archives / Archetype Submission - Worldsbane
« on: October 08, 2018, 02:43:31 am »

Worldsbane

(Sidenote for BT: Disregard Ravenus in favor of this. I have images, I just don't wanna hassle with adding them to every single card for it to look bearable. I can provide an album on discord.)

Description:
Worldsbane is an archetype of DARK Reptile monsters that aim to invade the opponent's field to gain advantage of that.

As such, they all possess an effect that they cannot be used for the Summon of Extra Deck monsters, unless you are Summoning Worldsbane monsters. In addition, there are several monsters who gain bonuses or the ability to Special Summon themselves as long as the opponent controls a Worldsbane monster.

The archetypes Spell and Traps sport various effects that depend on the opponent controlling both Worldsbane monsters and non-Worldsbane monsters, but range from Super Poly-like to destruction and healing effects.


Cards

Spoiler: Monster Cards • show

Worldsbane Alias
DARK / Reptile-Type / Effect / Level 1 / 200 ATK / 100 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position by tributing one monster they control. If this card is destroyed (by battle or by a card effect): You can add 1 "Worldsbane" monster from your Deck to your hand.

Worldsbane Neck
DARK / Reptile-Type / Effect / Level 2 / 800 ATK / 1000 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. Once per turn, if a "Worldsbane" monster is Special Summoned to your opponents side of the field: You can target 1 "Worldsbane" monster and 1 "Worldsbane" Trap in your GY; Add them to your hand. (Quick Effect): You can give control of this card to your opponent. This effect can only be used once while this card is face-up.

Worldsbane Scroll
DARK / Reptile-Type / Effect / Level 3 / 1000 ATK / 1300 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. If this card is Special Summoned: Add 1 "Worldsbane" monster from your deck to your hand. You can target 1 "Worldsbane" monster in your GY; If your opponent does not control a "Worldsbane" monster, Special Summon the target to their side of the field, otherwise, Special Summon it to your side of the field. You can only use each effect of "Worldsbane Summoner" once per turn.

Worldsbane Scepter
DARK / Reptile-Type / Effect / Level 4 / 1600 ATK / 1200 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. If this card is Normal Summoned: You can Special Summon 2 "Worldsbane" monsters with different from your Deck, 1 to each players side of the field. If this card is destroyed (by battle or by a card effect): Add 1 "Worldsbane" Trap from your Deck to your hand. You can only use this effect of "Worldsbane Scepter" once per turn.

Worldsbane Teeth
DARK / Reptile-Type / Effect / Level 4 / 1800 ATK / 1700 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. You can Special Summon this card (from your hand) while your opponent controls a face-up "Worldsbane" monster. Once per turn: You can target 1 other "Worldsbane" monster you control; Give control of it to your opponent and if you do, draw 1 card.

Worldsbane Muscle
DARK / Reptile-Type / Effect / Level 5 / 2000 ATK / 2000 DEF
Cannot Special Summon monsters from the Extra Deck using this card as material, except "Worldsbane" monsters. If your opponent controls more "Worldsbane" monsters than you: You can Special Summon this card (from your hand). After damage calculation, if this card battled a "Worldsbane" monster: All face-up "Worldsbane" monsters you control gain 1000 ATK until your opponents next End Phase.


Spoiler: Extra Deck Monster Cards • show

Worldsbane Claw
DARK / Reptile-Type / Link / Effect / Link 2 / 1500 ATK
Bottom-right, Top-Left
2 "Worldsbane" monsters
If this card is Link Summoned: You can Special Summon 1 "Worldsbane" monster from your hand or GY a zone this card points to. You can only use this effect of "Worldsbane Claw" once per turn. While this card points to both a "Worldsbane" and a non-"Worldsbane" monster, face-up "Worldsbane" monsters are unaffected by card effects, except "Worldsbane" effects.

Worldsbane Alchemist
DARK / Reptile-Type / Fusion / Effect / Level 6 / 1900 ATK / 1800 DEF
1 "Worldsbane" monster + 1 non-"Worldsbane" monster
Face-up "Worldsbane" monsters gain 300 ATK for each "Worldsbane" monster their controller controls. Once per turn (Quick Effect): You can banish 1 "Worldsbane" Trap Card from your GY then target 1 "Worldsbane" monster in your GY; Special Summon it to either players side of the field.

Worldsbane Father
DARK / Reptile-Type / Fusion / Effect / Level 6 / 2400 ATK / 3000 DEF
1 "Worldsbane" monster + 1 non-"Worldsbane" monster that was Special Summoned from the Extra Deck
Cannot be targeted by card effects. If this card is Fusion Summoned: You can Special Summon as many "Worldsbane" monsters from your GY as possible, but you must Special Summon an equal number of monsters to both players side of the field. Once per turn (Quick Effect): You can target 1 "Worldsbane" monster your opponent controls; Return it to the hand, then, inflict damage to your opponent equal to its ATK.


Spoiler: Spell Cards • show

Worldsbane Influence
Field Spell Card
"Worldsbane" monsters you control gain 300 ATK. If a "Worldsbane" monster battles a "Worldsbane" monster, both monsters cannot be destroyed by that battle, also, if a player controls a non-"Worldsbane" monster, double any Battle Damage that player would take from that battle. Once per turn: You can target 1 "Worldsbane Influence" in your GY; Add it to your hand, but it cannot be activated this turn.


Spoiler: Trap Cards • show

Worldsbane Inclusion
Normal Trap Card
You can activate this card from your hand if your opponent does not control a face-up "Worldsbane" monster. Pay 1000 LP and tribute 1 face-up monster your opponent controls; Special Summon 1 "Worldsbane" monster from your GY to their side of the field. You can only activate 1 "Worldsbane Inclusion" per turn.

Worldsbane Infiltration
Normal Trap Card
You can activate this card from your hand if both players control "Worldsbane" monsters and only your opponent also controls non-"Worldsbane" monsters. Pay 1000 LP and target 1 face-up "Worldsbane" monster your opponent controls; It gains ATK equal to the combined ATK of all non-"Worldsbane" monsters your opponent controls and if it does, the ATK of all face-up non-"Worldsbane" monsters your opponent controls becomes 0.

Worldsbane Ingestion
Normal Trap Card
You can activate this card from your hand if both players control "Worldsbane" monsters and only your opponent also controls non-"Worldsbane" monsters. Pay 1000 LP; Fusion Summon 1 "Worldsbane" Fusion Monster from your Extra Deck using 1 "Worldsbane" monster and 1 non-"Worldsbane" monster your opponent controls as the Fusion Materials. Your opponent takes no Battle Damage until the End Phase.

Worldsbane Insurrection
Normal Trap Card
You can activate this card from your hand if both players control "Worldsbane" monsters and only your opponent also controls non-"Worldsbane" monsters. If your opponent controls both "Worldsbane" monsters and non-"Worldsbane" monsters: Pay 1000 LP; Destroy all non-"Worldsbane" monsters they control and if you do, take control of all face-up "Worldsbane" monsters they control. You cannot conduct your Battle Phase during the turn you activate this effect.

Worldsbane Inversion
Normal Trap Card
You can activate this card from your hand if both players control "Worldsbane" monsters and only your opponent also controls non-"Worldsbane" monsters. Return all "Worldsbane" monsters your opponent controls to the hand and if you do, gain LP equal to the combined ATK of all monsters returned to your hand by this effect. You can only activate 1 "Worldsbane Inversion" per turn.


Additional Remarks

Advantages:

An In-Archetype Kaiju
Can probably clog the field
Hand Traps are bae
Swarming capabilities are probably there
You have snake rain but what do you gain from that


Disadvantages:

You give your opponent monsters
Slow playstyle unless you open great
Searching is destruction-dependant
You rely on Traps
You give your opponent monsters

8
Archives / Archetype Submission - Ravenus
« on: May 27, 2018, 12:38:24 am »

Ravenus

Description:
Do you want to play a fast-paced deck with remarkable spamming feats and a strong first turn game? Well then you came to the completely wrong thread.

Ravenus are a slow-paced stall Archetype, aiming to outgrind your opponent. They are all protected from destruction in battle, while preventing any Battle Damage while being in face-up Attack Position. Why you would have them in Attack Position in the first place? Because you want them to battle. Not destroy, mind you, just battle and then get a nice reward from them by doing so.

Eventually you'll reach out to the Extra Deck for your Rank 4 Xyz Monster, which helps you pad your Life Points and further strenghen your defenses. Once you've secured yourself, you'll slowly count down in Ranks - using a variety of Rank-Down-Magic Spell Cards - until you reach the most powerful Rank 1. From there on, its just a matter of time until you can end the duel victorious.


Cards

Spoiler: Monster Cards • show

Ravenus Razor Feather
DARK / Winged Beast / Effect / Level 4 / 0 ATK / 0 DEF
Cannot be destroyed by battle and you take no Battle Damage from battles involving this card. After the Damage Step, if this card battled an opponents Monster: You can send 1 "Ravenus" Monster from your Deck to the GY; Destroy the Monster that battled with this card. If this card is destroyed by a card effect: You can target 1 Monster in your GY that was sent there by this cards effect; Special Summon it in face-up Attack Position.

Ravenus Hell Eye
DARK / Winged Beast / Effect / Level 4 / 0 ATK / 0 DEF
Cannot be destroyed by battle and you take no Battle Damage from battles involving this card. After the Damage Step, if this card battled an opponents Monster: You can send 1 "Ravenus" Monster from your Deck to the GY; Gain LP equal to the ATK of the Monster that battled this card. If this card is destroyed by a card effect: You can target 1 Monster in your GY that was sent there by this cards effect; Special Summon it in face-up Attack Position.

Ravenus Sneaky Shadow
DARK / Winged Beast / Effect / Level 4 / 0 ATK / 0 DEF
Cannot be destroyed by battle and you take no Battle Damage from battles involving this card. After the Damage Step, if this card battled an opponents Monster: You can send 1 "Ravenus" Monster from your Deck to the GY; Add 1 "Ravenus" Monster with a different name from your Deck or GY to your hand. If this card is destroyed by a card effect: You can target 1 Monster in your GY that was sent there by this cards effect; Special Summon it in face-up Attack Position.

Ravenus Pale Face
LIGHT / Winged Beast / Effect / Level 4 / 0 ATK / 0 DEF
Cannot be destroyed by battle and you take no Battle Damage from battles involving this card. After the Damage Step, if this card battled an opponents Monster: You can send 1 "Ravenus" Monster from your Deck to the GY; Add 1 "Rank-Down-Magic" Spell Card from your Deck or GY to your hand. If you added a card from the GY by this effect, it cannot be activated during this turn. If this card is destroyed by a card effect: You can target 1 Monster in your GY that was sent there by this cards effect; Special Summon it in face-up Attack Position.

Ravenus Reaper Claw
DARK / Winged Beast / Effect / Level 4 / 0 ATK / 0 DEF
Cannot be destroyed by battle and you take no Battle Damage from battles involving this card. After the Damage Step, if this card battled an opponents Monster: You can send 1 "Ravenus" Monster from your Deck to the GY; Special Summon 1 Level 4 Winged Beast Monster from your hand, except "Ravenus Reaper Claw". If this card is destroyed by a card effect: You can target 1 Monster in your GY that was sent there by this cards effect; Special Summon it in face-up Attack Position.

Ravenus Haunting Screech
LIGHT / Winged Beast / Effect / Level 4 / 0 ATK / 0 DEF
Cannot be destroyed by battle and you take no Battle Damage from battles involving this card. After the Damage Step, if this card battled an opponents Monster: You can send 1 "Ravenus" Monster from your Deck to the GY; Return 1 card your opponent controls to the top of their Deck. If this card is destroyed by a card effect: You can target 1 Monster in your GY that was sent there by this cards effect; Special Summon it in face-up Attack Position.


Spoiler: Extra Deck Monster Cards • show

Ravenus Stealth Wing
DARK / Winged Beast / Xyz / Effect / Rank 4 / 0 ATK / 0 DEF
2 Level 4 Monsters
Cannot be destroyed by battle or by card effects. Once per turn (Quick Effect): You can detach 1 Xyz Material from this card; Gain 1000 LP for each "Ravenus" Monster you control. If this card is in your GY: You can tribute 1 face-up "Ravenus" Monster you control; Special Summon this card. You can only use this effect of "Ravenus Stealth Wing" once per turn.

Ravenus Shock Wing
DARK / Winged Beast / Xyz / Effect / Rank 3 / 0 ATK / 0 DEF
3 Level 3 "Ravenus" Monsters
Cannot be destroyed by battle. Cannot be targeted or destroyed by card effects. During each players Standby Phase, gain 300 LP for each "Ravenus" Monster in your Graveyard. Once per turn, you can detach 1 Xyz Material from this card; Inflict 300 LP Damage to your opponent for each "Ravenus" Monster in your Graveyard.

Ravenus Destruction Wing
DARK / Winged Beast / Xyz / Effect / Rank 2 / 0 ATK / 0 DEF
4 Level 2 "Ravenus" Monsters
Must first be Xyz Summoned with a "Rank-Down-Magic" Spell Card targeting a Rank 3 "Ravenus" monster. Cannot be destroyed by battle. Cannot be targeted or destroyed by card effects. Once per turn (Quick Effect): Gain 1000 LP for each face-up "Ravenus" Monster you control. If you gain LP by a card effect: You can detach 1 Xyz Material from this card; Halve your opponents LP. You can only activate this effect of "Ravenus Destruction Wing" once per turn.

Ravenus Silence Wing
DARK / Winged Beast / Xyz / Effect / Rank 1 / 0 ATK / 0 DEF
5 Level 1 "Ravenus" Monsters
Must first be Xyz Summoned with a "Rank-Down-Magic" Spell Card targeting a Rank 2 "Ravenus" monster. Cannot be destroyed by battle. Cannot be targeted by, or removed from the field by card effects. During your Standby Phase you can activate one of the following effects:
● Gain 1000 LP
● If your LP are at least 10000 higher than your opponents: You win the duel.


Spoiler: Spell Cards • show

Rank-Down-Magic Omen Fall
Normal Spell Card
Target 1 face-up Xyz Monster you control; Special Summon from your Extra Deck, 1 "Ravenus" Xyz Monster with 1 Rank lower than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Transfer its Xyz Materials to the Summoned monster.) Then, you can target up to 2 Winged Beast monsters in your GY; Attach them to the Summoned Monster as Xyz Materials.

Rank-Down-Magic Silent Fall
Quick-Play Spell Card
During your Main Phase or either players Battle Phase: Target 1 face-up "Ravenus" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Ravenus" Xyz Monster with 1 Rank lower than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) Then, end the current Phase.

Rank-Down-Magic Necro Fall
Normal Spell Card
Activate only if you control no face-up Xyz Monsters and all face-up Monsters you control (if any) are "Ravenus" Monsters. Target 1 Xyz Monster in either players GY; Special Summon it, then Special Summon from your Extra Deck, 1 "Ravenus" Xyz Monster that is 1 Rank lower than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon.)

Rank-Up-Magic Raven Force
Normal Spell Card
Target 1 "Ravenus" Xyz Monster you control; Special Summon from your Extra Deck, 1 Winged Beast Xyz Monster that is 1 Rank higher than that monster you control, by using it as the material. (This Special Summon is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) Then, add 1 "Rank-Down-Magic" Spell Card from your Graveyard to your hand.

Dark Presage
Normal Spell Card
Target 1 "Ravenus" Monster you control; Special Summon 1 "Ravenus" Monster with a different name than that target from your Deck in face-up Attack Position, then destroy the target. During your turn, except during the turn this card was sent to the GY; You can banish this card from your GY; Return up to 5 "Ravenus" Monsters from your GY to your Deck and if you do, draw 1 card. You can only activate 1 "Dark Presage" effect per turn and only once that turn.

Foresight Forest
Field Spell Card
If you activate a "Rank-Down-Magic" Spell Card, your opponent cannot activate cards or effects in response. If a "Ravenus" Monster is sent from your side of the field to the GY: Gain 500 LP, then, if the monster sent to the GY was an Xyz Monster, add 1 "Rank-Down-Magic" Spell Card from your Deck to your hand, also if you do that, you cannot use this effect of "Foresight Forest" again during this turn.


Spoiler: Trap Cards • show

Bad Omen
Continuous Trap Card
If this card is activated: Add 1 "Rank-Down-Magic" Spell Card from your Deck to your hand. During your Main Phase: You can discard 1 DARK Monster then target 1 "Ravenus" monster in your GY; Special Summon it, but destroy it during the End Phase. You can only use 1 "Bad Omen" effect per turn and only once that turn.

Approaching End
Normal Trap Card
If you would take Damage (Battle or Effect Damage) while you control a face-up "Ravenus" Monster: Until the End Phase, if you would take damage, you gain that much LP instead.

Swaying Shadows
Counter Trap Card
If your opponent Special Summons a Monster(s) while you control 3 or more face-up "Ravenus" Monsters: Tribute 1 "Ravenus" Monster you control; Negate the Summon and if you do, destroy that card(s). Then, gain 1000 LP for each monster destroyed this way.
Normal Trap Card


Additional Remarks

Advantages:

- Amazing grind game
- Strong defensive assets
- Alternate win condition
- Powerful Life Points gain


Disadvantages:

- Hard to setup a field
- Powerless against effect negation
- Reliable on Battle

9
Archives / Archetype Submission - Elyria
« on: March 29, 2018, 02:30:19 am »

Elyria

Description:
Elyria, an archetype of Normal Pendulum Monsters with various types and attributes, consists of creatures, machines and humans hailing from the eponymous city.

Using their Spell and Trap Support to set up a field along with Pendulum Scales, they quickly interchange between their scales using various Pendulum effects to set the pace in the game. Their powerful Link Monsters have effect ranging from setup over disruption to brute force, allowing you to have something at your disposal for every possible situation.


Cards

Spoiler: Monster Cards • show

Selene, Street Dancer in Elyria
LIGHT / Warrior-Type / Level 4 / 1800 ATK / 1500 DEF
"Inside the walls of the city of Elyria, life is flowering. People are enjoying themselves, drinking wine, playing music and enjoying the performances of street dancers like Selene. Even tough it might appear otherwise, entertainers like her live in great wealth in the city, being adored by most of their citizens. And so the Elyrians live on, unaware of the constant war in front of their doors and above their heads."

Alvor, High Priest of Elyria
LIGHT / Spellcaster-Type / Level 3 / 0 ATK / 2100 DEF
"The Elyrians greatly value their traditional ways, including their gospel and their rites. Because of this, there has only ever been one religion inside the walls. Unknown to history, several others have tried finding followers, but those were quickly labled as sects and were eradicated by the Faith of Elyria. One who seeks to be a priest of the Faith, like Alvor has become one, has to undergo a hard rite of passing, but if he passes and survives it, he will live a lifetime full of pleasures."

Kurvik, Wallmaster of Elyria
EARTH / Warrior-Type / Level 4 / 2000 ATK / 0 DEF
"Serving in the Army or on top of the wall of Elyria usually isn't an honor. It is more often used as a punishment, for those who 'misbehaved' in the city or disrespected the authority of the Faith. Yet, there are some mad men like Kurvik, who volunteer for the army and vow to protect their unaware city from the forces that are waiting in front of their giant walls, without ever recieving any kind of honor."

Elyrian Alarmcloud
WATER / Aqua-Type / Normal / Pendulum / Level 3 / Scale 2 / 0 ATK / 2000 DEF
Once per turn, if a Monster your opponent controls declares an attack: You can Special Summon 1 Normal Monster from your hand or GY in face-up Defense Position.
"A splendid piece of technology, created by Elyrias most renowed scientists. Hovering over the city, disguised as an ordinary cloud, it alarms the cities defense forces whenever an enemy tries to enter the city through land or air."

Elyrian Watchcloud
WATER / Aqua-Type / Normal / Pendulum / Level 5 / Scale 6 / 2000 ATK / 1300 DEF
You can tribute 1 face-up Normal Monster you control; Add 1 Level 3 or higher Normal Monster with a different name from your Deck to your hand. You can only use this effect of "Elyrian Watchcloud" once per turn.
"Further advancing the technology of their first synthetic cloud, Elyrias scientists created the Watchcloud, a similar gadget that scanned the area around the city as well, but was also able to launch attacks at incoming enemies. Due to the large amount of Watchclouds and Alarmclouds in the Sky above Elyria, it was given the title 'Covered City' by visitors."

Elyrian Skychaser
WIND / Winged Beast-Type / Normal / Pendulum / Level 3 / Scale 2 / 1200 ATK / 1800 DEF
You can tribute 1 face-up Normal Monster you control; Add 1 "Elyria" Spell or Trap from your Deck to your hand. You can only use this effect of "Elyrian Skychaser" once per turn.
"Drifting through the cloudy skies above the ancient city of Elyria, this bionic bird gets signals from the synthetic clouds. Serving as a high-speed scout, it checks out possible threats before the clouds alarm the defensive forces. There are dozens of these birds in the city, usually being modified from pigeons that were found on the streets."

Elyrian Rainbringer
FIRE / Machine-Type / Normal / Pendulum / Level 5 / Scale 6 / 2450 ATK / 2000 DEF
You can tribute 1 face-up Normal Monster you control to target 1 Normal Monster in your Graveyard with a different name; Special Summon it. You can only use this effect of "Elyrian Rainbringer" once per turn.
"The great aerial forces of Elyria, always waiting in their hangars for an emergency. Once they recieve order from the clouds, they start and immediately open fire. Over the years, they earned the title 'Rainbringer' among their opponents, as whoever would attack Elyria would end up raining down on the city in ashes and rubble."

Elyrian Wallflower
EARTH / Machine-Type / Normal / Pendulum / Level 3 / Scale 2 / 1800 ATK / 1700 DEF
Once per turn (Quick Effect): You tribute 1 Normal Monster you control; Until the End Phase, cards in your Pendulum Zones cannot be destroyed by card effects. During the End Phase, if this effect was activated during this turn: Special Summon this card from your Pendulum Zone.
"All over the city walls of Elyria, these cannons are placed to be able to respond to any attacks from landside. Despite their odd appearance, these guns are able to tear even well armored enemys into pieces in a matter of seconds. Still, their floral looks have earned them the mocking title 'Wallflowers'."

Elyrian Flowertower
EARTH / Rock-Type / Normal / Pendulum / Level 5 / Scale 6 / 2300 ATK / 2600 DEF
You can tribute 1 Normal Monster you control; Return 1 face-up card your opponent controls to the hand. You can only use this effect of "Elyrian Flowertower" once per turn.
"Four of these so-called 'Flowertowers' exist in the outermost wall of Elyria, North, South, West and East. Each of them is equipped with fourteen 'Wallflowers' the deadly cannons that protect the entire wall. Due to their strong fire power, intruders usually attack the walls on spots that are as far away from the 'Flowertowers' as possible."



Spoiler: Extra Deck Monster Cards • show

Alvor, True Gospel among Elyrians
LIGHT / Spellcaster-Type / Link / Effect / Link 1 / 700 ATK
1 Normal Monster
If this card was Link Summoned using "Alvor, High Priest of Elyria" as material, it cannot be targeted for attacks or card effects. Once per turn, if a Normal Monster is Special Summoned to a zone this card points to: You can Special Summon 1 Level 4 or lower Normal Monster from your deck in Defense Position.

Kurvik, Great Defender of Elyria
EARTH / Warrior-Type / Link / Effect / Link 2 / 1600 ATK
2 Normal monsters
If this card was Link Summoned using "Kurvik, Wallmaster of Elyria" as material, it cannot be destroyed by battle or by card effects. If this card is Link Summoned OR if a face-up Normal Pendulum Monster is sent from the field to the Extra Deck, face-up: You can target 1 card your opponent controls; Destroy it. You can only use this effect of "Kurvik, Great Defender of Elyria" once per turn.

Skyflower, the Secret Elyrian Weapon
FIRE / Machine-Type / Link / Effect / Link 2 / 1500 ATK
2 "Elyria" Monsters
Face-up "Elyria" monsters you control gain 100 ATK for each Normal Monster that is face-up in your Extra Deck or in your GY. If this card or a monster this card point to attacks a Defense Position monster, they inflict piercing Battle Damage. If this card is destroyed by battle: You can Special Summon up to 2 Normal Monsters (1 from your GY and/or 1 that is face-up in your Extra Deck.) You can only use this effect of "Skyflower, the Secret Elyrian Weapon" once per turn.

Selene, Silent Assassin in Elyria
DARK / Warrior-Type / Link / Effect / Link 3 / 2000 ATK
2+ monsters, including at least 1 Normal Monster
If this card was Link Summoned using "Selene, Street Dancer in Elyria" as material, this card and Normal Monsters this card points to cannot be targeted for attacks or card effects. This card can attack directly, but if it does so using this effect, the battle damage inflicted to your opponent is halved. If this card deals battle damage by a direct attack: You can discard 1 random card from your opponent’s hand. You can only use this effect of "Selene, Silent Assassin in Elyria".

Elyrian Ulimate Warmachine
DARK / Machine-Type / Link / Effect / Link 3 / 2500 ATK
2+ monsters, including at least 1 Normal Monster
Cannot be destroyed by card effects. If this card is Link Summoned: You can target 1 "Elyria" monster in your GY; Special Summon it to your zone this card points to. Normal Monsters this card points to cannot attack. This card gains 1 additional attack per Battle Phase for each Normal Monster it points to.

Arvolene, Divinity in Elyria
LIGHT / Fairy-Type / Link / Effect / Link 4 / 2900 ATK
3+ "Elyria" monsters
If this card was Link Summoned using 1 or more Normal Monsters as materials, it is unaffected by your opponents Spell/Trap effects. Once per turn: You can Special Summon up to 2 Normal Monsters from your hand and/or GY to a zone this card points to. If an Effect Monster is Special Summoned to your opponents side of the field: You can tribute 1 Normal Monster you control; Destroy it. You can only use this effect of "Arvolene, Divinity in Elyria".


Spoiler: Spell Cards • show

Elyria, the Covered City
Field Spell Card
Face-up "Elyria" monsters gain 300 ATK and DEF. If you control a face-up Normal Monster, this card cannot be destroyed by card effects. Up to twice per turn (Quick Effect): You can target 1 "Elyria" card in your Pendulum Zone; Add it face-up to your Extra Deck and if you do, place 1 "Elyria" Pendulum Monster with a different name that is face-up in the Extra Deck in that Zone.

Elyrian Ancient Codex
Normal Spell Card
Add 2 face-up "Elyria" Pendulum Monsters from your Extra Deck to your hand. Until the End Phase, each time a "Elyria" monster is Summoned: Gain 500 LP for each. You can only activate 1 "Elyrian Ancient Codex" per turn.

Elyrian Sacred Doctrine
Normal Spell Card
Activate only if you control no Monsters. Special Summon 2 "Elyria" Normal Monsters (1 from your Graveyard and 1 that is face-up in your Extra Deck).

Elyrian Pride Rally
Continuous Spell Card
Once per turn, if a Normal Monster you control is tributed: You can target 1 Normal Monster in your GY; Special Summon it, also, it cannot be destroyed by battle until the End Phase.


Spoiler: Trap Cards • show

City Gate of Elyria
Normal Trap Card
If a face-up Link Monster you control is destroyed: Special Summon up to 2 Normal Monsters from your GY and/or that are face-up in your Extra Deck and if you do, those Special Summoned Monsters cannot be destroyed by battle until the End Phase. You can only activate 1 "City Gate of Elyria" per turn.

Great Tower of Elyria
Continuous Trap Card
Target 1 Link Monster in your GY; Special Summon it and equip it with this card. If this card is destroyed, destroy the equipped monster. If the equipped monster leaves the field, destroy this card. During your turn, except during the turn this card was sent to the GY: You can banish this card from your GY; Add 1 "Elyria" monster from your Deck to your hand.


Additional Remarks

Advantages:

Searching and Summoning power through both in- and out-of-theme Spell and Trap Support
Can use generic Links and Normal Monster Support
Can use Scale-swapping to prevent destruction plays


Disadvantages:

Lack of on-field effects
Pendulums require lots of Extra Monster Zones to do big plays
Very vulernable without Pendulums, both as Scales and in the Extra Deck

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