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Messages - TaxingCorn117

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2

Support Support Submission-Spiral Drill, the drill that will pierce the Heavens!

Description:
Spiral Drill, the drill that will pierce the Heavens!(Scripted)

2 new cards to help increase the consistency of Spiral Drills


Cards

Spoiler: Monster Cards • show


Spiral Drill - Sniper
Level 4 FIRE Warrior Effect Monster
ATK 1900 / DEF 0
When this card is Normal Summoned: You can add 1 "Spiral Drill" card from your Deck to your hand, except "Spiral Drill - Sniper". You can banish this card from your GY; add 1 "Spiral Drill - Lucky Digger" or "Spiral Drill - Burning Fighter" from your Deck to your hand. You can only use 1 "Spiral Drill - Sniper" effect per turn, and only once that turn, also you cannot Special Summon monsters the turn you activate either of this card's effects, except "Spiral Drill" monsters.


Spiral Drill - Brothers
Level 6 EARTH Machine Effect Monster
ATK 2400 / DEF 2000
If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent. You can only use each of the following effects of "Spiral Drill - Brothers" once per turn, also you cannot Special Summon monsters the turn you activate either of this card's effects, except "Spiral Drill" monsters.
● If only your opponent controls a monster: You can Special Summon this card from your hand.
● If this card is Special Summoned: You can add 1 "Spiral Drill Breakthrough!", "Spiral Drill Impact!", or "Spiral Drill Formation" from your Deck to your hand.


Spoiler: Extra Deck Monster Cards • show

N/A


Spoiler: Spell Cards • show

N/A


Spoiler: Trap Cards • show

N/A


Additional Remarks

Advantages:

Gives more consistency to Spiral Drill
Gives the deck more monsters


Disadvantages:

Deck is still inconsistent even with the new support


3

Archetype Submission - Archetype Submission - Archetype Submission - Archetype Submission - Fae

Description:
Fae are a WIND Fairy archetype. They revolve around having 3 of their Normal monster "Spirit of the Fae" in the GY to gain bonus effects(or in 1 cards case banished).
They are split up into 3 effects:
1: A Effect that happens upon Normal Summon, or is a form of Self Special Summoning
2: A Effect they can only use once while face-up on the field.
3: A Effect if they are sent to the GY, during the next Standby Phase they banish themselves for some effect.


Cards

Spoiler: Monster Cards • show


Spirit of the Fae
Level 3 WIND Fairy Normal Monster
ATK 500
DEF 500


Protector of the Fae
Level 2 WIND Fairy Tuner Effect Monster
ATK 1000
DEF 800
(1) When this card is Normal Summoned: You can Special Summon 1 "Fae" monster from your hand or GY, except "Protector of the Fae", then, if you have 3 or more "Spirit of the Fae" in your GY, you can add 1 of your banished "Fae" cards to your hand.
(2) Once while face-up on the field, when your opponent declares an attack: You can target that attacking monster; negate that attack.
(3) If this card is sent to the GY, during the Standby Phase of the next turn: You can banish this card from your GY; add 1 "Fae" card from your Deck to your hand, except "Protector of the Fae".


Explorer of the Fae
Level 4 WIND Fairy Effect Monster
ATK 1800
DEF 1000
(1) When this card is Normal Summoned: You can send 1 "Fae" card from your Deck to the GY, then, if you have 3 or more "Spirit of the Fae" in your GY, you can set 1 "Fae" Spell/Trap directly from your Deck.
(2) Once while face-up on the field: You can target 2 "Fae" monsters in your GY; shuffle both those targets into the Deck, then draw 1 card.
(3) If this card is sent to the GY, during the Standby Phase of the next turn: You can banish this card from your GY, then target up to 2 "Fae" cards in your GY; add them to your hand.


Magician of the Fae
Level 4 WIND Fairy Effect Monster
ATK 0
DEF 1700
(1)When this card is Normal Summoned: You can add 1 "Fae" Spell/Trap from your Deck to your hand, then, if you have 3 or more "Spirit of the Fae" in your GY, you can also add 1 "Fae" monster from your Deck to your hand.
(2) Once while face-up on the field: You can add 1 WIND monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name.
(3) If this card is sent to the GY, during the Standby Phase of the next turn: You can banish this card from your GY; send 2 "Fae" cards with different names from your Deck to the GY, except "Magician of the Fae".


Champion of the Fae
Level 3 WIND Fairy Effect Monster
ATK 1600
DEF 0
(1) If a "Fae" monster in your GY or face-up on your side of the field is banished (except during the Damage Step): You can Special Summon this card from your hand or GY in Defense Position.
(2) Once while face-up on the field: You can send 1 card from each player's field to the GYs, then, if you have 3 or more "Spirit of the Fae" in your GY, you can have each player draw 1 card.
(3) If this card is sent to the GY, during the Standby Phase of the next turn: You can banish this card from your GY; Special Summon 1 "Spirit of the Fae" from your hand, Deck, or GY, then, if only your opponent controlled a monster when you activated this effect, you can also Special Summon up to 2 additional "Spirit of the Fae".


Princess of the Fae
Level 4 WIND Fairy Effect Monster
ATK 0
DEF 0
(1) If a "Fae" monster is sent to your GY, except "Princess of the Fae" (except during the Damage Step): You can Special Summon this card from your hand.
(2) Once while face-up on the field: You can Normal Summon 1 "Fae" monster from your hand or GY, except "Princess of the Fae", also banish this card.
(3) If this card is sent to the GY, during the Standby Phase of the next turn: You can banish this card from your GY; add 1 WIND Fairy monster from your Deck to your hand, or, if you have 3 or  more "Spirit of the Fae" in your GY, you can Special Summon it from your Deck instead, also, in either case, you cannot Special Summon monsters for the rest of this turn, except WIND monsters.


Spoiler: Extra Deck Monster Cards • show


Guidance of the Fae
Level 10 WIND Fairy Fusion Effect Monster
ATK
DEF
Materials: "Spirit of the Fae" + 2 Fairy monsters
Must first be either Fusion Summoned, or Special Summoned by sending 2 Fairy monsters from your hand and 1 Fairy monster you control to the GY, except "Guidance of the Fae" (in which case you do not use "Polymerization").
(1) Cannot be used as Fusion Material.
(2) Your opponent cannot activate effects of cards in the GY, also they cannot Special Summon monsters from the GY.
(3) If this card on the field would be destroyed by battle or card effect, you can shuffle 1 of your banished "Fae" monsters into the Deck instead.


Spoiler: Spell Cards • show


Fae Sanctuary
Field Spell
You can only activate 1 card with this card’s name per turn.
(1) When this card is activated: You can add 1 "Fae" monster from your Deck to your hand.
(2) Once per turn, if a Fairy monster(s) you control would be destroyed by battle or card effect, you can send 1 Fairy monster from your Deck to the GY instead.
(3) If this card in the Field Zone is sent to the GY by a card effect: You can target up to 3 of your banished "Fae" cards; shuffle them into the Deck.


Fae Requiem
Quick-Play Spell
You can only activate 1 card with this card’s name per turn.
(1) Target 1 of your "Fae" monsters that is banished or in your GY; apply the effect listed on it that activates by banishing itself, then place it on either the top or bottom of your Deck. If you have 3 or more "Spirit of the Fae" in your GY, this card's activation and effect cannot be negated.
(2) You can banish this card from your GY, then target 1 "Fae" card in your GY; add it to your hand.


Fae Calling
Normal Spell
You can only activate 1 card with this card’s name per turn.
(1) Discard 1 card; reveal 3 "Fae" monsters with different names from your Deck, your opponent randomly picks 1 for you to add to your hand, and you send the rest of them to the GY, then, if you have 3 or more "Spirit of the Fae" in your GY, you can draw 1 card.
(2) You can banish this card from your GY, then target 3 of your banished "Fae" monsters; shuffle them into the Deck, then draw 1 card.


Spoiler: Trap Cards • show


Fae Slacking
Normal Trap
You can only activate 1 card with this card’s name per turn.
(1) During the Main Phase: Fairy monsters you control are unaffected by your opponent's activated effects. If you have 3 or more "Spirit of the Fae" in your GY, you can activate this card from your hand.
(2) You can banish this card from your GY, then target 5 of your other banished "Fae" cards; shuffle them into your Deck, then draw 1 card.


Fae Awakening
Normal Trap
You can only activate 1 card with this card’s name per turn.
(1) Special Summon 1 "Fae" monster from your Deck, but destroy it during the End Phase of this turn.
(2) You can banish this card from your GY; Fusion Summon 1 Fairy Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field, in your GY, and/or your face-up banished cards.


Destruction of the Fae
Normal Trap
(1) Banish all "Fae" monsters from your GY, then destroy cards on the field, up to the number of monsters banished by this effect. If you have 3 or more "Spirit of the Fae" that are banished, the destroyed cards are banished instead of being sent to the GY.
(2) You can banish this card from your GY; your opponent cannot activate cards or effects in response to the activation of your "Fae" monsters' effects this turn.


Additional Remarks

Advantages:




Disadvantages:



4
Archives / Archetype Submission - Paladawn
« on: April 07, 2019, 10:17:37 pm »

Paladawn

Description:
Paladawn, a LIGHT Warrior Normal Pendulum archetype with the shared effect of special summoning tokens when you summon 1 Paladawn monster. the tokens can't be used for Link Summons except for Paladawn Link monsters. Each Maindeck is a different level from Level 3 to Level 7. There is 5 maindeck monsters in total, with 3 high scales and 2 low scales.
There is 8 Link Monsters. 2 Link 1s, 2 Link 2s, 2 Link 3s, 1 Link 4, and 1 Link 5. They all can only be special summoned once per turn. Most have an effect if a Normal Monster(s) is Summoned to your side of the field or destroyed by battle or card effect that vary from resource management to destruction to extenders to negations to otk enablers.


Cards

Spoiler: Monster Cards • show

All the Pendulums share this effect:
If you Summon 1 "Paladawn" monster, except a Token, while you control no Tokens: You can Special Summon 1 "Paladawn Spirit Token" (Warrior/LIGHT/Level 1/ATK 0/DEF 0), then destroy this card. This Token cannot be used as a Link Material, except for the Summon of a "Paladawn" monster.


Alice, Paladawn Guard
Flavor Text:
A unique existence whose unrelenting determination unlocked a power never before seen in the Paladawn Order. By hosting the powers of multiple spirits at once, she repels all enemies, a guardian no assault will ever pass. But knowing the prophecy of the Worldend Beast's coming, she is never satisfied with her strength, and constantly seeks ever greater techniques.
"Today, we seized victory. But can I keep doing that, tomorrow, the day after... And on That Day?"


Rowan, Paladawn Blademaster
Flavor Text:
A veteran of many battles, his signature combination of elegant stance and heavy blade announces his identity to all on the battlefield. While his Crimson Cross spell constantly heals him with the Spirit's power, it cannot be cast on others, and he constantly worries over his unprotected subordinates.
"Is that Cedric over there Not good. Can I make it in time...?"


Cedric, Paladawn Apprentice
Flavor Text:
A yet inexperienced member of the order; He has an innate gift for channeling the power of the Spirits, but his actual combat skills are still lacking. Brave to the point of foolishness, his comrades worry about him, but can't help but be encouraged by his brash courage.
"Surrounded again... So what? Spirits, let's show them that facing my blade is just dumb!"


Merek, Paladawn Prince
Flavor Text:
Despite being crown prince, he believes the future king should lead by example, and insists on taking the front line. His steadfast beliefs inspire everyone at his side, and he is beloved by the Spirits.
"The world I truly desire... If I cannot fulfill my dearest dream by my own hands, what need does this kingdom have of me?"


Isabella, Paladawn Princess
Flavor Text:
The youngest child of the royal family and far removed from politics, she worries her role in the kingdom is superfluous. Afraid of being forgotten, she infiltrates the enemy borders alone. Even when her comrades cannot be at her side, she gathers strength from the Spirits and cuts open a path for her allies to proceed.
"A small crack turns into a gaping abyss- Your defences are already shattered!"


Spoiler: Extra Deck Monster Cards • show


Percival, Paladawn Light
Link 1 LIGHT Warrior Link Effect Monster
ATK 500
Link: Bottom Right
Materials: 1 “Paladawn” monster, except “Percival, Paladawn Light”
You can only Special Summon "Percival, Paladawn Light(s)" once per turn. Once per turn, if a Normal Monster(s) is Summoned to your side of the field or is destroyed by battle or card effect: You can Set 1 "Paladawn" Spell/Trap directly from your Deck, then, if all monsters you control are "Paladawn" monsters (min. 1), you can also Set 1 "Paladawn" Spell/Trap directly from your Deck.


Percival, Paladawn Light
Link 1 LIGHT Warrior Link Effect Monster
ATK 1000
Link: Bottom Left
Materials: 1 "Paladawn" Normal Monster
You can only Special Summon "Cecily,Paladawn Tactician(s)" once per turn. Once per turn, if a Normal Monster(s) is Summoned: You can Special Summon 1 face-up  "Paladawn" Pendulum monster from your Extra Deck to a zone this points to.


Emma, Paladawn Healer
Link 2 LIGHT Warrior Link Effect Monster
ATK 1500
Link: Bottom Left, Left
Materials: 2 "Paladawn" Monsters
You can only Special Summon "Emma, Paladawn Healer(s)" once per turn. Once per turn, if a Normal Monster(s) is Special Summoned to your side of the field or is destroyed by battle or card effect: You can add up to 2 face-up "Paladawn" cards from your Extra Deck or Pendulum Zone to your hand.


Gerard, Paladawn Knight
Link 2 LIGHT Warrior Link Effect Monster
ATK 1700
Link: Bottom Right, Right
Materials: 2 "Paladawn" Monsters
You can only Special Summon "Gerard, Paladawn Knight(s)" once per turn. Once per turn, if a Normal Monster(s) is Special Summoned to your side of the field or is destroyed by battle or card effect: You can target 1 card your opponent controls; destroy it.


Alphonse, Paladawn Defense
Link 3 LIGHT Warrior Link Effect Monster
ATK 2100
Link: Bottom Left, Bottom Right, Right
Materials: 2+ "Paladawn" Monsters
You can only Special Summon "Alphonse, Paladawn Defense(s)" once per turn. Tokens you control cannot be destroyed by battle.
Up to twice per turn, if a Normal Monster(s) is Summoned to your side of the field or destroyed by battle or card effect: This card gains this effect until the end of your opponent's turn.
● Negate any opponent's monster effect that activates in the same column as a "Paladawn" monster you control.


Launselot, Paladawn Combatant
Link 3 LIGHT Warrior Link Effect Monster
ATK 2400
Link: Bottom Left, Bottom Right, Left
Materials: 2+ "Paladawn" Monsters
You can only Special Summon "Launselot, Paladawn Combatant(s)" once per turn. Tokens you control cannot be destroyed by card effects. Up to twice per turn, if a Normal Monster(s) is Summoned to your side of the field or destroyed by battle or card effect: This card gains this effect until the end of the turn.
● All Tokens you control gain 1000 ATK.


Arthur, Paladawn King
Link 4 LIGHT Warrior Link Effect Monster
ATK 2800
Link: Bottom Left, Bottom Right, Left, Right
Materials: 2+ "Paladawn" monsters, including at least 1 Link Monster
You can only Special Summon "Arthur, Paladawn King(s)" once per turn. While this card points to a Normal monster, "Paladawn" monsters you control cannot be targeted by your opponent's card effects, also those monsters cannot be destroyed by card effects. Up to twice per turn, if a Normal Monster(s) is Summoned to your side of the field or destroyed by battle or card effect: You can Special Summon 1 LIGHT Warrior Normal Monster from your hand or Deck. If this face-up Link Summoned card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can Special Summon 1 LINK 2 or lower "Paladawn" Link Monster from your Extra Deck.


Amelia, Paladawn Virtue
Link 5 LIGHT Warrior Link Effect Monster
ATK 3600
Link: Bottom Left, Bottom Right, Left, Right, Up
Materials: 3+ "Paladawn" monsters
You can only Special Summon "Amelia, Paladawn Virtue(s)" once per turn. While this card points to a Normal monster, this card cannot be Tributed. Once per turn, when a Spell/Trap Card or another monster's effect is activated (Quick Effect): You can shuffle 1 face-up "Paladawn" Pendulum Monster from your Extra Deck into the Deck, negate the activation, and if you do, destroy that card. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can Special Summon from your Main Deck, 2 monsters with the same name as 1 "Paldawn" Pendulum Monster that is face-up in your Extra Deck.


Spoiler: Spell Cards • show


Paladawn Unification
Field Spell
When this card is activated: You can add 1 "Paladawn" monster from your Deck to your hand. All monsters you control gain 200 ATK/DEF for each face-up "Paladawn" Pendulum Monster with different names in your Extra Deck. While a "Paladawn" card is in your Pendulum Zone, banish any monster destroyed by battle with a "Paladawn" monster you control.


Paladawn Resilience
Continuous Spell
Once per turn: You can add face-up "Paladawn" Pendulum monsters from your Extra Deck to your hand equal to the number of "Paladawn" cards in your Pendulum Zones.  Once per turn, during the End Phase: You can draw cards equal to the number of "Paladawn" Link Monsters with different names you Link Summoned this turn. You can only control 1 "Paladawn Resilience".


Paladawn Trials
Continuous Spell
Each time a "Paladawn" monster(s) is destroyed, place 1 Trial Counter on this card (max. 12). All monsters your opponent controls lose 200 ATK/DEF for each Trial Counter on this card. If a card(s) in your Pendulum Zone is destroyed (except during the Damage Step):You can remove 3 Trial Counters from this card; You can place 1 "Paladawn" Pendulum Monster from your Deck in your Pendulum Zone. You can banish this card from your GY; Special Summon 1 "Paladawn" card from your hand, Pendulum Zone, or face-up from your Extra Deck.


Paladawn Assembly
Quick-Play Spell
Special Summon 1 "Paladawn" monster from your Deck in Defense Position, but destroy it during the End Phase, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Paladawn" monsters. You can only activate 1 "Paladawn Assembly" per turn.


Paladawn Call
Normal Spell
Add 1 "Paladawn" card from your Deck to your hand, except "Paladawn Call". If this card is in your GY, except the turn it was sent there: You can Tribute 1 Token you control; Set this card, but banish it when it leaves the field. You can only activate 1 "Paladawn Call" per turn.


Spoiler: Trap Cards • show

N/A

5

Archetype Submission - Mezka

Description:
Mezka, a banish excavating archetype thats extensively combo-based.


Cards

Spoiler: Monster Cards • show



Mezka Yuuka
DARK Machine/Effect
LV8 2400 1500
(1) You can Tribute Summon this card face-up by Tributing 1 "Mezka" monster.
(2) Once per turn (Quick Effect): You can excavate the top card of your Deck, and if it is a "Mezka" card, banish it. Otherwise, send it to the GY.
(3) If this card is banished by a "Mezka" monster's effect: You can target 1 card on the field; return it to the hand.


Mezka Melodia
DARK Machine/Effect
LV7 2200 1600
(1) If a "Mezka" monster(s) you control would be destroyed by battle or card effect, you can discard this card instead.
(2) Once per turn (Quick Effect): You can Tribute 1 "Mezka" monster you control; Special Summon 1 of your banished "Mezka" monsters.
(3) If this banished card is Special Summoned: You can banish 1 random card from your opponent's hand.


Mezka Haruka
DARK Machine/Effect
LV4 1800 1200
You can use only one effect among the (2)st and (3)nd effects with this card’s name per turn, and only once that turn.
(1) If this card is Normal or Special Summoned: You can excavate the top card of your Deck, and if it is a "Mezka" card, banish it. Otherwise, send it to the GY.
(2) During your Main Phase: You can Tribute this card; Special Summon 1 of your banished "Mezka" monsters.
(3) If this banished card is Special Summoned: Add 1 "Mezka" card from your Deck to your hand.


Mezka Kotomi
DARK Machine/Effect
LV4 1700 800
You can use only one effect among the (2)st and (3)nd effects with this card’s name per turn, and only once that turn.
(1) If this card is Normal Summoned: You can excavate the top 2 cards of your Deck, banish any excavated "Mezka" cards, also send the remaining cards to the GY.
(2) During your Main Phase: You can Tribute this card; Special Summon 1 of your banished "Mezka" monsters.
(3)  If this banished card is Special Summoned: Target 1 "Mezka" card in your GY; add it to your hand.


Mezka Akemi
DARK Machine/Effect
LV4 1600 1200
You can use only one effect among the (2)st and (3)nd effects with this card’s name per turn, and only once that turn.
(1) If this card is Special Summoned: You can excavate the top 2 cards of your Deck, banish any excavated "Mezka" cards, also send the remaining cards to the GY.
(2) During your Main Phase: You can Tribute this card; Special Summon 1 of your banished "Mezka" monsters.
(3) If this banished card is Special Summoned: Target 1 of your banished "Mezka" cards; add it to your hand.


Mezka Ayame
DARK Machine/Effect
LV3 1500 100
You can use only one effect among the (2)st and (3)nd effects with this card’s name per turn, and only once that turn.
(1) If this card is banished: You can excavate the top card of your Deck, and if it is a "Mezka" card, banish it. Otherwise, send it to the GY.
(2) During your Main Phase: You can Tribute this card; Special Summon 1 of your banished "Mezka" monsters.
(3) If this banished card is Special Summoned: Special Summon 1 "Mezka" monster from your Deck.


Mezka Hiromi
DARK Machine/Effect
LV3 1300 1000
You can use only one effect among the (2)st and (3)nd effects with this card’s name per turn, and only once that turn.
(1) If this card is sent to the GY: You can excavate the top card of your Deck, and if it is a "Mezka" card, banish it. Otherwise, send it to the GY.
(2) During your Main Phase: You can Tribute this card; Special Summon 1 of your banished "Mezka" monsters.
(3) If this banished card is Special Summoned: Special Summon 1 "Mezka" monster from your GY.


Mezka Tora
DARK Machine/Effect
LV3 500 2000
You can use only one effect among the (2)st and (3)nd effects with this card’s name per turn, and only once that turn.
(1) If this card is flipped face-up: You can excavate the top 5 cards of your Deck, banish any excavated "Mezka" cards, also send the remaining cards to the GY.
(2) During your Main Phase: You can Tribute this card; Special Summon 1 of your banished "Mezka" monsters.
(3) If this banished card is Special Summoned: Choose 1 "Mezka" card in your Deck, and place it on top of the Deck.


Spoiler: Extra Deck Monster Cards • show


Mezka Yumi
Link Rating 3 DARK Machine Link Effect Monster
ATK 2400
Links:  Bottom Left, Down, Bottom Right
Materials: 2+ "Mezka" monsters
You can only use this card’s name’s (1) and (2) effects once per turn each.
(1) If this card is Link Summoned: You can banish 1 "Mezka" card from your Deck, face-up. During your second Standby Phase after this effect's activation, add the card banished by this effect to your hand.
(2) If a card(s) is banished from your Deck: You can excavate the top 3 cards of your Deck, banish any excavated "Mezka" cards, also send the remaining cards to the GY.
(3) If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can shuffle all banished cards into the Deck.


Mezka Izumi
Link Rating 2 DARK Machine Link Effect Monster
ATK 1900
Links: Bottom Left, Bottom Right
Materials: 2 "Mezka" monsters
You can only use this card’s name’s (3) effect once per turn.
(1) Once per turn: You can target a total of 3 "Mezka" cards with different names in your GY; place them on top of your Deck in any order.
(2) When this card destroys an opponent's monster by battle: You can target 1 "Mezka" card that is banished or is in your GY; add it to your hand.
(3)  If this card is sent from the field to the GY: You can excavate the top 3 cards of your Deck, add 1 excavated "Mezka" card to your hand, also send the remaining cards to the GY.


Mezka Shizue
Link Rating 2 DARK Machine Link Effect Monster
ATK 1700
Links: Left, Bottom
Materials: 2 DARK Machine monsters
You can only use this card’s name’s (3) effect once per turn.
(1) Gains 100 ATK for each Machine monster on the field.
(2) Once per turn: You can send 1 DARK Machine monster from your Deck to the GY, then target 1 face-up monster on the field; it loses ATK and DEF equal to the sent monster's Level x 100.
(3) If this card is sent from the field to the GY: You can add 1 "Mezka" card from your Deck to your hand.


Spoiler: Spell Cards • show


Mezka Arming
Normal Spell
(1) Choose 3 "Mezka" monsters with different names from your Deck, and place them on top of your Deck in any order.
(2) If this card is banished by a "Mezka" monster's effect: You can Special Summon 1 "Mezka" monster from your hand.


Mezka Downfall
Normal Spell
You can only activate “Mezka Downfall” once per turn.
(1) Excavate cards from the top of your Deck equal to the number of face-up "Mezka" monsters you currently control, add 1 excavated card to your hand, also, after that, shuffle the rest back into your Deck.
(2)If this card is banished by a "Mezka" monster's effect: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated Spell/Trap to your hand. Place the remaining cards on top of your Deck in any order.


Spoiler: Trap Cards • show


Mezka Launch
Normal Trap
You can only activate “Mezka Launch” once per turn.
(1) Banish 1 face-up "Mezka" monster you control; Special Summon 2 "Mezka" monsters with different names from your Deck.
(2) If this card is banished by a "Mezka" monster's effect: You can shuffle all of your banished "Mezka" monsters into the Deck, and if 3 or more cards are returned this way, draw 1 card.


Mezka Strike
Normal Trap
(1) Place 1 card from your hand on either the top or bottom of the Deck, and if you do, Special Summon 1 "Mezka" monster from your hand or GY. It is unaffected by other card effects this turn. Place it on either the top or bottom of the Deck during the End Phase.
(2) If this card is banished by a "Mezka" monster's effect: You can shuffle all "Mezka" cards from your GY into the Deck.

6

Spiral Drill, the drill that will pierce the Heavens!

Description:
A Archetype based off Gurren Lagann


Cards

Spoiler: Monster Cards • show


Spiral Drill - Lucky Digger
Earth Machine/ Tuner/ Effect
LV2 800 1000
You can only use the (1) effect of this card once per turn.
(1) If you control no monsters, or all monsters you control are "Spiral Drill" monsters: You can Special Summon this card from your hand.
(2) If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
(3) When this card inflicts battle damage to your opponent: You can add 1 "Spiral Drill" card from your Deck to your hand, except "Spiral Drill - Lucky Digger".


Spiral Drill - Burning Fighter
Fire Machine/ Effect
LV4 1600 1000
(1) If you control a "Spiral Drill" monster, except "Spiral Drill - Burning Fighter": You can Special Summon this card from your hand or GY, but shuffle it into the deck when it leaves the field
(2)  Once per turn (Quick Effect): You can Tribute 1 other "Spiral Drill" monster you control, then target 1 card your opponent controls; destroy it.


Spoiler: Extra Deck Monster Cards • show


Spiral Drill - Drill Break Warrior
Level 6 EARTH Machine Fusion Effect Monster
ATK 2400
DEF 2000
Materials:"Spiral Drill - Lucky Digger" + "Spiral Drill - Burning Fighter"
Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.)
(1) If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
(2) If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent.
(3) Once per turn, during damage calculation, if this card battles an opponent's monster: You can discard 1 card; this card's ATK becomes double its original ATK during that damage calculation only.


Spiral Drill - Sky Drive Warrior
Level 6 EARTH Machine Synchro Effect Monster
ATK 2400
DEF 2400
Materials: "Spiral Drill - Lucky Digger" + 1+ non-Tuner "Spiral Drill" monsters
Must first be Synchro Summoned.
(1) If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
(2) If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent.
(3) When this card declares an attack on an opponent's monster: You can change the battle position of that opponent's monster.


Spiral Drill - Warrior's Combined Courage
Link 2 EARTH Machine Link Effect Monster
ATK 2000
Links: Bottom Left, Bottom Right
You can only use this card name’s (4) effect once per turn.
(1) This card gains 100 ATK x the total original Levels of its “Spiral Drill ” monster Link Materials.
(2)  If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent.
(3) Once per turn: You can pay 1000 LP;  The DEF of all face-up monsters your opponent controls become 0, also change them to Defense Position.
(4) If this card is sent from the field to the GY: You can add 1 "Spiral Drill" card from your Deck to your hand. You can only use this effect of "Spiral Drill - Warrior's Combined Courage " once per turn.


Spoiler: Spell Cards • show


Spiral Drill Breakthrough!
Spell Continuous
You can only use this card name’s (2) effect once per turn.
(1) "Spiral Drill - Lucky Digger" you control can attack directly.
(2) If a face-up "Spiral Drill" monster(s) you control leaves the field: Add 1 "Spiral Drill" card from your Deck to your hand, except "Spiral Drill Breakthrough!".


Spiral Drill Impact!
Spell Quick-Play
(1) Apply these effects in sequence, based on the number of "Spiral Drill - Lucky Digger" and/or "Spiral Drill - Burning Fighter" on the field and in the GYs.
● 1+: ATK and DEF of 1 "Spiral Drill" monster on the field become equal to its combined original
ATK and DEF until the end of this turn.
● 2+: This turn, activated effects of "Spiral Drill" cards cannot be negated.
● 3+: This turn, "Spiral Drill" monsters you control cannot be destroyed by battle, also any battle damage inflicted to your opponent by those monsters is doubled.


Spiral Drill Formation
Spell Normal
You can only activate 1 card with this card’s name per turn.
(1) Discard 1 card and pay 1000 LP; Add 1 "Spiral Drill - Lucky Digger" and 1 "Spiral Drill - Burning Fighter" from your Deck to your hand.


Spiral Drill Formation
Spell Normal
(1) Target 1 "Spiral Drill" monster in your GY; Special Summon it, but shuffle it into the Deck during the End Phase of this turn
(2) During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Spiral Drill" monster in your GY; add it to your hand.


Spoiler: Trap Cards • show


Spiral Drill's Final Battle
Trap Continuous
You can only control 1 of this face-up card.
(1) If your "Spiral Drill" monster inflicts battle damage to your opponent: Gain that much LP.
(2) You take no battle damage from attacks involving "Spiral Drill" monsters you control.
(3) During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Add 1 "Spiral Drill" Spell/Trap from your Deck to your hand, except "Spiral Drill's Final Battle".


Spiral Drill's Last Stand
Trap Normal
(1) If you have 1000 or less LP, you can activate this card from your hand.
(2) Target 1 Machine monster you control; Double its ATK and DEF, but destroy it during the End Phase.
(3) You can banish this card and 1 "Spiral Drill" monster from your GY; You take no damage this turn.

7
Archives / Re: Archetype Submission -Drain Support
« on: September 27, 2018, 04:25:22 pm »
Link is dead, can't read the cards since the link doesn't appear to work

8

Spiral Drill, the drill that will pierce the Heavens!

Description:
A Archetype based off Gurren Lagann


Cards

Spoiler: Monster Cards • show


Spiral Drill - Lucky Digger
Earth Machine/ Tuner/ Effect
LV2 800 1000
You can only use the (1) effect of this card once per turn.
(1) If you control no monsters, or all monsters you control are "Spiral Drill" monsters: You can Special Summon this card from your hand.
(2) If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
(3) When this card inflicts battle damage to your opponent: You can add 1 "Spiral Drill" card from your Deck to your hand, except "Spiral Drill - Lucky Digger".


Spiral Drill - Burning Fighter
Fire Machine/ Effect
LV4 1600 1000
(1) If you control a "Spiral Drill" monster, except "Spiral Drill - Burning Fighter": You can Special Summon this card from your hand or GY, but shuffle it into the deck when it leaves the field
(2)  Once per turn (Quick Effect): You can Tribute 1 other "Spiral Drill" monster you control, then target 1 card your opponent controls; destroy it.


Spoiler: Extra Deck Monster Cards • show


Spiral Drill - Drill Break Warrior
Level 6 EARTH Machine Fusion Effect Monster
ATK 2400
DEF 2000
Materials:"Spiral Drill - Lucky Digger" + "Spiral Drill - Burning Fighter"
Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.)
(1) If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
(2) If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent.
(3) Once per turn, during damage calculation, if this card battles an opponent's monster: You can discard 1 card; this card's ATK becomes double its original ATK during that damage calculation only.


Spiral Drill - Sky Drive Warrior
Level 6 EARTH Machine Synchro Effect Monster
ATK 2400
DEF 2400
Materials: "Spiral Drill - Lucky Digger" + 1+ non-Tuner "Spiral Drill" monsters
Must first be Synchro Summoned.
(1) If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
(2) If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent.
(3) When this card declares an attack on an opponent's monster: You can change the battle position of that opponent's monster.


Spiral Drill - Warrior's Combined Courage
Link 2 EARTH Machine Link Effect Monster
ATK 2000
Links: Bottom Left, Bottom Right
You can only use this card name’s (4) effect once per turn.
(1) This card gains 100 ATK x the total original Levels of its “Spiral Drill ” monster Link Materials.
(2)  If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent.
(3) Once per turn: You can pay 1000 LP;  The DEF of all face-up monsters your opponent controls become 0, also change them to Defense Position.
(4) If this card is sent from the field to the GY: You can add 1 "Spiral Drill" card from your Deck to your hand. You can only use this effect of "Spiral Drill - Warrior's Combined Courage " once per turn.


Spoiler: Spell Cards • show


Spiral Drill Breakthrough!
Spell Continuous
You can only use this card name’s (2) effect once per turn.
(1) "Spiral Drill - Lucky Digger" you control can attack directly.
(2) If a face-up "Spiral Drill" monster(s) you control leaves the field: Add 1 "Spiral Drill" card from your Deck to your hand, except "Spiral Drill Breakthrough!".


Spiral Drill Impact!
Spell Quick-Play
(1) Apply these effects in sequence, based on the number of "Spiral Drill - Lucky Digger" and/or "Spiral Drill - Burning Fighter" on the field and in the GYs.
● 1+: ATK and DEF of 1 "Spiral Drill" monster on the field become equal to its combined original
ATK and DEF until the end of this turn.
● 2+: This turn, activated effects of "Spiral Drill" cards cannot be negated.
● 3+: This turn, "Spiral Drill" monsters you control cannot be destroyed by battle, also any battle damage inflicted to your opponent by those monsters is doubled.


Spiral Drill Formation
Spell Normal
You can only activate 1 card with this card’s name per turn.
(1) Discard 1 card and pay 1000 LP; Add 1 "Spiral Drill - Lucky Digger" and 1 "Spiral Drill - Burning Fighter" from your Deck to your hand.


Spiral Drill Formation
Spell Normal
(1) Target 1 "Spiral Drill" monster in your GY; Special Summon it, but shuffle it into the Deck during the End Phase of this turn
(2) During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Spiral Drill" monster in your GY; add it to your hand.


Spoiler: Trap Cards • show


Spiral Drill's Final Battle
Trap Continuous
You can only control 1 of this face-up card.
(1) If your "Spiral Drill" monster inflicts battle damage to your opponent: Gain that much LP.
(2) You take no battle damage from attacks involving "Spiral Drill" monsters you control.
(3) During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Add 1 "Spiral Drill" Spell/Trap from your Deck to your hand, except "Spiral Drill's Final Battle".


Spiral Drill's Last Stand
Trap Normal
(1) If you have 1000 or less LP, you can activate this card from your hand.
(2) Target 1 Machine monster you control; Double its ATK and DEF, but destroy it during the End Phase.
(3) You can banish this card and 1 "Spiral Drill" monster from your GY; You take no damage this turn.

9

Archetype Submission - Mezka

Description:
Mezka, a banish excavating archetype thats extensively combo-based.


Cards

Spoiler: Monster Cards • show



Mezka Yuuka
DARK Machine/Effect
LV8 2400 1500
(1) You can Tribute Summon this card face-up by Tributing 1 "Mezka" monster.
(2) Once per turn (Quick Effect): You can excavate the top card of your Deck, and if it is a "Mezka" card, banish it. Otherwise, send it to the GY.
(3) If this card is banished by a "Mezka" monster's effect: You can target 1 card on the field; return it to the hand.


Mezka Melodia
DARK Machine/Effect
LV7 2200 1600
(1) If a "Mezka" monster(s) you control would be destroyed by battle or card effect, you can discard this card instead.
(2) Once per turn (Quick Effect): You can Tribute 1 "Mezka" monster you control; Special Summon 1 of your banished "Mezka" monsters.
(3) If this banished card is Special Summoned: You can banish 1 random card from your opponent's hand.


Mezka Haruka
DARK Machine/Effect
LV4 1800 1200
You can use only one effect among the (2)st and (3)nd effects with this card’s name per turn, and only once that turn.
(1) If this card is Normal or Special Summoned: You can excavate the top card of your Deck, and if it is a "Mezka" card, banish it. Otherwise, send it to the GY.
(2) During your Main Phase: You can Tribute this card; Special Summon 1 of your banished "Mezka" monsters.
(3) If this banished card is Special Summoned: Add 1 "Mezka" card from your Deck to your hand.


Mezka Kotomi
DARK Machine/Effect
LV4 1700 800
You can use only one effect among the (2)st and (3)nd effects with this card’s name per turn, and only once that turn.
(1) If this card is Normal Summoned: You can excavate the top 2 cards of your Deck, banish any excavated "Mezka" cards, also send the remaining cards to the GY.
(2) During your Main Phase: You can Tribute this card; Special Summon 1 of your banished "Mezka" monsters.
(3)  If this banished card is Special Summoned: Target 1 "Mezka" card in your GY; add it to your hand.


Mezka Akemi
DARK Machine/Effect
LV4 1600 1200
You can use only one effect among the (2)st and (3)nd effects with this card’s name per turn, and only once that turn.
(1) If this card is Special Summoned: You can excavate the top 2 cards of your Deck, banish any excavated "Mezka" cards, also send the remaining cards to the GY.
(2) During your Main Phase: You can Tribute this card; Special Summon 1 of your banished "Mezka" monsters.
(3) If this banished card is Special Summoned: Target 1 of your banished "Mezka" cards; add it to your hand.


Mezka Ayame
DARK Machine/Effect
LV3 1500 100
You can use only one effect among the (2)st and (3)nd effects with this card’s name per turn, and only once that turn.
(1) If this card is banished: You can excavate the top card of your Deck, and if it is a "Mezka" card, banish it. Otherwise, send it to the GY.
(2) During your Main Phase: You can Tribute this card; Special Summon 1 of your banished "Mezka" monsters.
(3) If this banished card is Special Summoned: Special Summon 1 "Mezka" monster from your Deck.


Mezka Hiromi
DARK Machine/Effect
LV3 1300 1000
You can use only one effect among the (2)st and (3)nd effects with this card’s name per turn, and only once that turn.
(1) If this card is sent to the GY: You can excavate the top card of your Deck, and if it is a "Mezka" card, banish it. Otherwise, send it to the GY.
(2) During your Main Phase: You can Tribute this card; Special Summon 1 of your banished "Mezka" monsters.
(3) If this banished card is Special Summoned: Special Summon 1 "Mezka" monster from your GY.


Mezka Tora
DARK Machine/Effect
LV3 500 2000
You can use only one effect among the (2)st and (3)nd effects with this card’s name per turn, and only once that turn.
(1) If this card is flipped face-up: You can excavate the top 5 cards of your Deck, banish any excavated "Mezka" cards, also send the remaining cards to the GY.
(2) During your Main Phase: You can Tribute this card; Special Summon 1 of your banished "Mezka" monsters.
(3) If this banished card is Special Summoned: Choose 1 "Mezka" card in your Deck, and place it on top of the Deck.


Spoiler: Extra Deck Monster Cards • show


Mezka Yumi
Link Rating 3 DARK Machine Link Effect Monster
ATK 2400
Links:  Bottom Left, Down, Bottom Right
Materials: 2+ "Mezka" monsters
You can only use this card’s name’s (1) and (2) effects once per turn each.
(1) If this card is Link Summoned: You can banish 1 "Mezka" card from your Deck, face-up. During your second Standby Phase after this effect's activation, add the card banished by this effect to your hand.
(2) If a card(s) is banished from your Deck: You can excavate the top 3 cards of your Deck, banish any excavated "Mezka" cards, also send the remaining cards to the GY.
(3) If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can shuffle all banished cards into the Deck.


Mezka Izumi
Link Rating 2 DARK Machine Link Effect Monster
ATK 1900
Links: Bottom Left, Bottom Right
Materials: 2 "Mezka" monsters
You can only use this card’s name’s (3) effect once per turn.
(1) Once per turn: You can target a total of 3 "Mezka" cards with different names in your GY; place them on top of your Deck in any order.
(2) When this card destroys an opponent's monster by battle: You can target 1 "Mezka" card that is banished or is in your GY; add it to your hand.
(3)  If this card is sent from the field to the GY: You can excavate the top 3 cards of your Deck, add 1 excavated "Mezka" card to your hand, also send the remaining cards to the GY.


Mezka Shizue
Link Rating 2 DARK Machine Link Effect Monster
ATK 1700
Links: Left, Bottom
Materials: 2 DARK Machine monsters
You can only use this card’s name’s (3) effect once per turn.
(1) Gains 100 ATK for each Machine monster on the field.
(2) Once per turn: You can send 1 DARK Machine monster from your Deck to the GY, then target 1 face-up monster on the field; it loses ATK and DEF equal to the sent monster's Level x 100.
(3) If this card is sent from the field to the GY: You can add 1 "Mezka" card from your Deck to your hand.


Spoiler: Spell Cards • show


Mezka Arming
Normal Spell
(1) Choose 3 "Mezka" monsters with different names from your Deck, and place them on top of your Deck in any order.
(2) If this card is banished by a "Mezka" monster's effect: You can Special Summon 1 "Mezka" monster from your hand.


Mezka Downfall
Normal Spell
You can only activate “Mezka Downfall” once per turn.
(1) Excavate cards from the top of your Deck equal to the number of face-up "Mezka" monsters you currently control, add 1 excavated card to your hand, also, after that, shuffle the rest back into your Deck.
(2)If this card is banished by a "Mezka" monster's effect: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated Spell/Trap to your hand. Place the remaining cards on top of your Deck in any order.


Spoiler: Trap Cards • show


Mezka Launch
Normal Trap
You can only activate “Mezka Launch” once per turn.
(1) Banish 1 face-up "Mezka" monster you control; Special Summon 2 "Mezka" monsters with different names from your Deck.
(2) If this card is banished by a "Mezka" monster's effect: You can shuffle all of your banished "Mezka" monsters into the Deck, and if 3 or more cards are returned this way, draw 1 card.


Mezka Strike
Normal Trap
(1) Place 1 card from your hand on either the top or bottom of the Deck, and if you do, Special Summon 1 "Mezka" monster from your hand or GY. It is unaffected by other card effects this turn. Place it on either the top or bottom of the Deck during the End Phase.
(2) If this card is banished by a "Mezka" monster's effect: You can shuffle all "Mezka" cards from your GY into the Deck.

10
Approved + Scripted Archetypes / Archetype Submission - Aeonbreakers
« on: February 04, 2018, 11:21:32 pm »

Aeonbreakers

Description:
Aeonbreakers are a LIGHT Psychic Fusion archetype that acts like a engine for Psychic Archetypes. its archetype Fusion Spell is like Invocation but for any Psychic Fusion monster.


Link to Imgur in case your too lazy to look below:
https://imgur.com/a/BGUCO


Cards

Spoiler: Monster Cards • show


Laura the Aeonbreaker's Bow
Light Psychic / Effect
LV5 2000/1500
You can only use this card name’s (2) and (3) effects once per turn each
(1) When a card or effect is activated that targets a "Aeonbreaker" monster you control (Quick Effect): You can send this card from your hand or field to the GY; negate the activation, and if you do, destroy that card.
(2) If this face-up Normal Summoned/Set card leaves the field: You can Special Summon 1 Level 4 or lower "Aeonbreaker" monster from your Deck, and if you do, add 1 "Aeonbreaker" Spell/Trap  from your Deck to your hand.
(3) During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Aeonbreaker" monster that is banished or in your GY to your hand, except "Laura the Aeonbreaker's Bow".


Sariah the Aeonbreaker's Spear
Light Psychic / Effect
LV4 1900/500
You can only use this card name’s (1) and (2) effects once per turn each
(1) If this card is Special Summoned: You can target 1 Level 4 or lower "Aeonbreaker" monster in your GY, except "Sariah the Aeonbreaker's Spear"; Special Summon it.
(2) If this card is banished by a card effect: You can Special Summon it.



Serene the Aeonbreaker's Sword
Light Psychic / Tuner / Effect
LV3 1700/100
You can only use this card name’s (1) and (2) effects once per turn each
(1) If this card is Normal or Special Summoned: You can add 1 "Aeonbreaker" monster from your Deck to your hand, except "Serene the Aeonbreaker's Sword".
(2) During the End Phase, if this card is in the GY because it was sent there for a Fusion Summon this turn: You can Special Summon it.


Alexia the Aeonbreaker's Lance
Light Psychic / Effect
LV2 0/2100
You can only use this card name’s (1) and (2) effects once per turn each
(1) If this card is Summoned: You can Special Summon 1 Level 4 or lower "Aeonbreaker" monster from your hand or GY, except "Alexia the Aeonbreaker's Lance".
(2) If this card is sent the GY for the Fusion Summon of a "Aeonbreaker" Fusion Monster: You can draw 1 card.


Lacia the Aeonbreaker's Shield
Light Psychic / Effect
LV1 0/0
You can only use this card name’s (1) and (2) effects once per turn each
(1) If this card is Summoned: You can Set 1 "Aeonbreaker" Spell/Trap directly from your Deck to your Spell & Trap Zone.
(2) If this card on the field is destroyed by battle or card effect: You can add 1 "Aeonbreaker" monster from your Deck to your hand during the End Phase of this turn.


Spoiler: Extra Deck Monster Cards • show


Amari the Aeonbreaker's General
Light Psychic / Fusion / Effect
LV9 3000/2500
Materials:  1 "Aeonbreaker" monster + 2 Psychic monsters
(1) If this card attacks, it is unaffected by other cards' effects until the end of the Damage Step.
(2) This card can make up to 2 attacks on monsters during each Battle Phase.
(3) At the end of the Damage Step, when this card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can banish that opponent's monster.
(4) If this card is sent from the field to the GY: You can target 1 card your opponent controls; destroy it.


Jaime the Aeonbreaker's Paladin
Light Psychic / Fusion / Effect
LV8 2800/2200
Materials:  2 "Aeonbreaker" monsters
(1) Once per turn: You can pay 1000 Life Points, then target 1 card on the field; banish that target.
(2)  If this card is sent from the field to the GY: You can target 1 "Aeonbreaker" monster in your GY; add it to your hand.


Zephyr the Aeonbreaker's Blademaster
Light Psychic / Fusion / Effect
LV6 2600/1000
Materials:  1 "Aeonbreaker" monster + 1 Level 4 or higher Psychic monster
You can only use the (1) effect of this card's name once per turn
(1) You can target 2 "Aeonbreaker" cards in your GY and 1 card on the field; shuffle the targets from your GY into the Deck, and if you do, destroy the target on the field.
(2) If this card is sent from the field to the GY: You can Special Summon 1 of your banished Psychic monsters.


Nova the Aeonbreaker's Summoner
Light Psychic / Fusion / Effect
LV5 2500/2500
Materials:  1 "Aeonbreaker" monster + 1 Level 4 or lower Psychic monster
You can only use this card name’s (1) and (2) effects once per turn each
(1) If this card is Special Summoned: You can target 1 "Aeonbreaker" Spell/Trap in your GY; Set that target.
(2) You can target 1 "Aeonbreaker" card you control and 1 "Aeonbreaker" monster in your GY; send that card on the field to the GY, and if you do, Special Summon that other monster from your GY.


Shi the Aeonbreaker's Maiden
Light Psychic / Fusion / Effect
LV1 0/0
Materials:  1 "Aeonbreaker" monster + 1 Psychic monster
Must be Fusion Summoned, and cannot be Special Summoned by other ways.
(1) Once per turn, during your opponent's turn (Quick Effect): You can target 1 monster in your opponent's GY; equip that target to this card. This card gains DEF equal to the combined original ATK of monsters equipped to it by this effect.
(2) Once per turn: You can target 1 Monster Card equipped to this card by this card's effect; destroy it, and if you do, gain LP equal to its original ATK.
(3) If this card is sent the GY for the Fusion Summon of a "Aeonbreaker" Fusion Monster: You can banish 1 Level 4 or lower Psychic monster from your Deck. During the next Standby Phase, if this card stays in the Graveyard: Special Summon the monster banished by this card's effect.


Jaden the Aeonbreaker's Alchemist
Link 2 LIGHT Psychic Link Effect Monster
ATK 1800
Links: Bottom Left, Bottom Right
Materials: 2 Psychic monsters
You can attempt to Link Summon “Jaden the Aeonbreaker's Alchemist” only once per turn.
(1) If this card is Link Summoned: You can Set 1 "Aeonbreaker" Spell/Trap directly from your Deck to your Spell & Trap Zone.
(2) Once per turn: You can banish 1 Psychic monster from your GY, then target 1 of your banished Psychic monsters; Special Summon it.
(3) If this card on the field would be destroyed by battle or card effect, you can destroy another Psychic monster you control instead.


Spoiler: Spell Cards • show


Aeonbreaker Clash
Quick-Play Spell Card
(1) Fusion Summon 1 "Aeonbreaker" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials.


Aeonbreaker Fusion
Normal Spell Card
You can only use this card name’s (2) effect once per turn
(1) Fusion Summon 1 Psychic Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If you would Fusion Summon a "Aeonbreaker" Fusion Monster, you can also banish monsters from your GY as Fusion Materials.
(2) If this card is in your GY: You can target 1 of your banished Psychic monsters; shuffle this card into the Deck, and if you do, add that card to your hand.


Spoiler: Trap Cards • show


Aeonbreaker Training
Continuous Trap Card
(1) Once per turn, if a face-up "Aeonbreaker" monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can target 1 "Aeonbreaker" monster in your GY; Special Summon it in Defense Position.
(2) If this card is sent from the field to the GY: You can add 1 "Aeonbreaker" monster from your Deck to your hand.


Aeonbreaker Ambush
Normal Trap Card
(1) If a face-up "Aeonbreaker" monster is destroyed by battle or leaves the field: Special Summon 1 "Aeonbreaker" monster from your Deck.
(2) Except the turn this card was sent to the GY (Quick Effect): You can banish this card from your GY; add 1 "Aeonbreaker" from your GY to your hand.


Additional Remarks

Advantages:

They are decently consistent
They make alot of fusions in a turn even in mr4
They are very combo centric
They are a engine


Disadvantages:

They are reliant on their spells/traps but they also tend to brick the deck
The deck lacks many good starters besides opening Alexia and either Serene or Lacia
The deck can get disrupted very easily due to its nature of being a combo centric archetype
The engine is a bit larger then some other engines are

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