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Messages - XGlitchy30

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1
These cards have been on the server for quite a while now and their main purpose was to show how to use the new Pandemonium procedures and functions correctly (implemented by me some time ago). Their effects, as a result, might be a bit "quirky". This submission also introduces Zextratum and Zextra's Disciple, two cards which are meant to show Zextra and Pandemoniumgraph players a different approach to the deck.

Generic Cards
Spoiler: show

Pandelumiere Cartograph
DARK - Level 4 - Thunder/Pandemonium/Effect - ATK 2000 - DEF 0 - Scales: 1-8
[ Pandemonium Effect ]
① While you only have 1 Pendulum Card in your Pendulum Zones, and this card is face-up in a Pandemonium Zone that is located in the same place as your other former Pendulum Zone, you can use this card for a Pendulum Summon (Use this card's left or right scale according to the location of the Pandemonium Zone of this card).
② Once per turn, if you control no monsters: You can destroy 1 other Set Spell/Trap you control, and if you do, Special Summon this card from your Pandemonium Zone, in face-up Defense Position.

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[ Monster Effect ]
You can only use the ② monster effect of "Pandelumiere Cartograph" once per turn.
① Pendulum and Pandemonium cards you control cannot be targeted by your opponent's card effects.
② If this card is destroyed: You can destroy all cards in your left-most and right-most Spells & Traps Zones, and if you do, you can add Pendulum and/or Pandemonium cards (max. 1 for each) from your Extra Deck or GY to your hand, up to the number of cards destroyed by this effect, but you cannot Summon cards with the same name as those added cards, nor activate their effects, until the end of the turn (you can still activate them as Pendulum and Pandemonium cards).

Pandemonium Greed
QUICKPLAY SPELL
You can only activate 1 "Pandemonium Greed" per turn.
① Target 1 face-up Pandemonium card in your Pandemonium Zone(s); destroy that target, and if you do, draw 1 card. You cannot Special Summon, except by Pandemonium Summon, during the turn you activate this card.

Pendant Portal
DARK - Level 4 - Psychic/Pandemonium/Effect - ATK 0 - DEF 0 - Scales: 1-10
[ Pandemonium Effect ]
① If you have a card(s) in your hand, this card's right Scale becomes 5.
② While you control no monsters, and all monsters that are face-up in your Extra Deck and GY are Pendulum or Pandemonium monsters, if you use this card to Pandemonium Summon, you can also Pandemonium Summon 1 Pandemonium monster from your Deck. You can only Special Summon 1 monster from your Extra Deck during the turn you Pandemonium Summon 1 monster from your Deck with this effect.

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[ Monster Effect ]
You can only use this monster effect of "Pendant Portal" once per turn.
① When this card is Normal or Special Summoned: Special Summon as many Pendulum and Pandemonium monsters as possible to your field, from your Pendulum Zones and Pandemonium Zones. You can only Special Summon 1 monster from your Extra Deck during the turn you activate this effect.

Pandemonium Sorceress
DARK - Level 4 - Spellcaster/Pandemonium/Effect - ATK 1500 - DEF 800 - Scales: 3-8
[ Pandemonium Effect ]
① Once per turn: You can banish 1 Pandemonium Monster from your GY or face-up from your Extra Deck; Set 1 Pandemonium Monster face-up from your Extra Deck or GY to your Spells & Traps Zone, then destroy this card.

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[ Monster Effect ]
You can only use the ② monster effect of "Pandemonium Sorceress" once per turn.
① Pandemonium cards in your Pandemonium Zone(s) are destroyed, instead of being sent to the Extra Deck after they are used for a Pandemonium Summon.
② If this card is destroyed: You can destroy 1 other face-up card in either player's Extra Deck.

Pandemoniumplaza
CONTINUOUS TRAP
You can only use each effect of "Pandemoniumplaza" once per turn.
① When this card is activated: You can add 1 Pandemonium Monster from your Deck to your hand, whose Scales cover the range of Levels of all face-up monsters that are currently on the field.
② Each turn, the first time a face-up Pandemonium card(s) in your Pandemonium Zone(s) would be destroyed by a card effect, you can destroy 1 Pandemonium Monster from your Deck instead.
③ You can target 1 face-up Pandemonium card in a Pandemonium Zone on the field; Set that target, and if you do, reveal 1 Set Spell/Trap on the field, and if you do that, and the revealed card is a Pandemonium card, activate it, otherwise destroy it.

Menacing Vibes
NORMAL TRAP
You can only activate 1 "Menacing Vibes" per turn.
① If all monsters you control are Pandemonium Monsters, you can activate this card from your hand.
② Destroy as many Set Spells/Traps you control as possible, then apply these effects, in sequence, depending on the number of Pandemonium cards destroyed by this effect.
● 1+: Draw 1 card.
● 2+: You can add 1 Pandemonium Monster from your GY or face-up from your Extra Deck to your hand
● 3+: Destroy 1 card your opponent controls.
● 4: Set 1 Pandemonium Monster from your Deck. It can be activated this turn.

Pandempandora
LIGHT - LINK-2 - Fiend/Link/Effect - ATK 1900 - Arrows: Bottom-Left/Bottom-Right
2 Pandemonium Summoned monsters
You can only Special Summon "Pandempandora(s)" once per turn.
① During the turn this card is Link Summoned, you can Pandemonium Summon 1 more time, in addition to your regular Pandemonium Summon.
② Once per turn, if a Pandemonium Monster is sent from the field to the Extra Deck: You can destroy 1 card in your Extra Deck.
③ If you Pandemonium Summon 5 or more monsters at the same time: You can destroy all other cards on the field, then draw 1 card.

Duelists Descent
NORMAL SPELL
You can only use each effect of "Duelists Descent" once per turn.
① Add 1 "Pandemonium" Spell/Trap from your Deck to your hand, then, if you control a Pandemonium Summoned monster, you can place 1 Pandemonium Monster face-up from your Extra Deck to your Spells and Traps Zone, but its effects are negated until the end of the turn.
② If this card is in your GY, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 face-up Pandemonium Monster from your Extra Deck to your hand.


Zextra Support
Spoiler: show

Zextratum, the Abyssmonium Dragon
DARK - Level 12 - Dragon/Pandemonium/Ritual/Effect - ATK 0 - DEF 4000 - Scales: 0-8
[ Pandemonium Effect ]
To activate this card, you must pay half of your LP. You can activate this card even if you already control another Pandemonium card(s) in your Pandemonium Zone(s).
① When this card is activated: Destroy all other face-up Spells/Traps on the field, then draw 1 card for each card you controlled that was destroyed by this effect (max. 2).
② Pandemonium Summoned monsters on the field are unaffected by your opponent's card effects, during the turn they are Pandemonium Summoned.

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[ Monster Effect ]
You can Ritual Summon this card with "Timevocation of Zextra" or "Spacevocation of Zextra".
① This card gains ATK equal to the total original ATK of all face-up Pandemonium Monsters in your Extra Deck, GY and in your Pandemonium Zone(s).
② Other monsters on the field lose ATK equal to the total original ATK of all face-up Pandemonium Monsters in your Extra Deck, GY and in your Pandemonium Zone(s).
③ If this card would leave the field because of an opponent's card effect, you can banish 2 Pandemonium Monsters from your Deck instead.

Timevocation of Zextra
RITUAL SPELL
You can only activate 1 "Timevocation of Zextra" per turn. You can only use the ② effect of "Timevocation of Zextra" once per turn.
① This card can be used to Ritual Summon "Zextratum, the Abyssmonium Dragon", or any Level 7 Ritual Pandemonium Monster from your hand or from your Pandemonium Zone. You must also Tribute monsters from your hand, field and/or destroy 1 face-up Pandemonium Monster in your Extra Deck, whose total Levels equal the Level of the monster you Ritual Summon. If you Ritual Summoned a "Zextra" monster with this effect, your opponent cannot activate cards or effects during this turn's Battle Phase(s).
② You can banish this card from your GY; Special Summon 1 Ritual Pandemonium Monster from your GY or from your Pandemonium Zone(s). Its effects are negated, it is unaffected by your card effects (except this card's), its original ATK becomes 4000, also your opponent takes no damage from battles involving that monster.

Spacevocation of Zextra
CONTINUOUS TRAP
You can only activate 1 "Spacevocation of Zextra" per turn.
① When this card is activated: You can reveal 1 Pandemonium Ritual Monster in your hand or Deck, and if you do, banish Pandemonium Monsters from your Deck or GY, whose total Levels equal double the Level of the monster you revealed, then Ritual Summon that monster from your hand or Deck. If you Ritual Summoned a "Zextra" monster with this effect, Set this card.
② During your End Phase, if a player(s) controls a Ritual Summoned monster: They pay 1000 LP, otherwise destroy all monsters they control.
③ During your opponent's Battle Phase, if this card is in your GY: You can banish all "Spacevocation of Zextra" from your field and GY; Special Summon 1 Ritual Pandemonium Monster from your Deck, ignoring its Summoning conditions. Its effects are negated, it is unaffected by your card effects (except this card's), its original ATK becomes 4000, also it is destroyed at the end of the turn.

Disciple of Zextra
DARK - Level 7 - Dragon/Pandemonium/Effect - ATK 2800 - DEF 2800 - Scales: 6-8
[ Pandemonium Effect ]
① (Quick Effect): Destroy this card, and if you do, add 1 "Zextra" card from your Deck or GY to your hand.
② Each time a monster(s) is Special Summoned, all monsters your opponent currently controls lose 300 ATK and DEF, until the end of the turn.

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[ Monster Effect ]
You can only use the ③ monster effect of "Disciple of Zextra" once per turn.
① You can Special Summon this card (from your hand) by destroying 1 Pandemonium card in your Pandemonium Zone(s). You can only Special Summon "Disciple of Zextra" once per turn this way.
② If this is the only monster you control, this card gains 1200 ATK during your Battle Phase only.
③ If a card you control is destroyed by battle or by a card effect, while you control this face-up card: You can add 1 Level 7 Pandemonium Monster from your Deck to your hand, and if you do, you can destroy this card.

2
You read it right! The Angel Organization, three years after its birth, has finally decided to catch up with the times. Finally all Fairy fans can rejoice. The rework operation has been pretty heavy: some cards got deleted, other got new effects or lost some old ones. Let's delve right into what has been changed.

What has been lost...
The following cards have been decommissioned and are going to be deleted from the server and the archetype altogether:
  • Iunior of the Angel Organization, Shiny
  • Emissarius of the Angel Organization, Lugria
  • Restitutio from the Angel Organization

But a new hope shines...
Here are the new and polished AOrg cards! Let's start with the staples:

AMANS
LIGHT - Level 3 - Fairy - ATK 0 - DEF 1600
You can only use the ② of "Incognita of the Angel Organization, Amans" once per turn.
① Cannot be targeted by the effects of your opponent's Level/Rank 4 or lower monsters.
② You can banish 1 Fairy Monster with a higher Level than this card from your hand, Deck or GY; Special Summon 1 "Angel Organization" monster with a lower Level than this card from your Deck, also you cannot activate the effects of "Angel Organization" non-Synchro monsters with the same Level as this card, but with a different name, for the rest of the turn.
③ If this card is banished from the Deck or GY: You can target 1 face-up monster you control; it is treated as a Tuner while it remains face-up on the field.

MYSTY
LIGHT - Level 2 - Fairy/Tuner - ATK 0 - DEF 1800
You can only use each effect of "Spectator of the Angel Organization, Mysty" once per turn.
① Cannot be targeted by the effects of your opponent's Level/Rank 3 or lower monsters.
② If this card is Normal or Special Summoned while you control no other monsters or while you control a Fairy monster with a higher Level: You can banish 1 Fairy monster with a higher Level than this card from your Deck or GY; add 1 "Angel Organization" card with a different name from your Deck or that is banished to your hand, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card, but with a different name, for the rest of the turn.
③ If this card is banished to activate the effect of a Fairy Monster: You can Special Summon this banished card in Defense Position. Its effects are negated, also banish it when it leaves the field.

SIGUAS
DARK - Level 8 - Fairy - ATK 0 - DEF 2800
① Cannot be targeted by the effect of your opponent's Level/Rank 9 or lower monsters. This Attack Position card cannot be destroyed by battle
② If all monsters you control and in your GY are Fairy monsters, monsters your opponent controls that were Special Summoned from the Main Deck or Extra Deck cannot activate their effects.
③ If this card is banished from the Deck by the effect of a Fairy Monster: You can target 1 of your banished Fairy Monsters; add it to your hand, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card, but with a different name, for the rest of the turn.

The core structure hasn't changed much, except for some HOPT additions and limitation wording.

Exsecutor of the Angel Organization, Dracodia
DARK - Level 10 - Fairy - ATK 0 - DEF 3000
You can only use the ③ effect of "Exsecutor of the Angel Organization, Dracodia" once per turn.
① Cannot be targeted by the effects of your opponent's Level/Rank 11 or lower monsters.
② You take no battle damage from battles involving Fairy Monsters.
You can banish 1 "Angel Organization" monster with a Level from your Deck, field or GY, then target 1 Fairy monster you control; its Level becomes equal to the original Level of the monster you banished to activate this effect.
④ If this card is banished from the Deck to activate the effect of a Fairy Monster: You can target 1 face-up monster your opponent controls with the lowest Level (your choice, if tied); take control of that monster, and if you do, it is treated as a Fairy Monster, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card, but with a different name, for the rest of the turn.
Quote
Dracodia's damage effect has been replaced with a level modulation effect. This new version of AOrgs is, in fact, much more focused on playing with the Levels of your monsters in order to access your Synchros more efficiently

Magister of the Angel Organization, Hyper
LIGHT - Level 7 - Fairy - ATK 0 - DEF 2700
You can only use the ④ of "Magister of the Angel Organization, Hyper" once per turn.
① Cannot be targeted by the effects of your opponent's Level/Rank 8 or lower monsters.
② You can reveal this card in your hand and banish 1 face-up "Angel Organization" monster you control or in your GY; Special Summon this card from your hand.
③ Once per opponent's turn, during the Damage Step, if a Fairy Monster you control battles: You can banish 1 "Angel Organization" monster with a lower Level than this card's from your Deck, then target 1 face-up monster on the field; destroy that target, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card, but with a different name, for the rest of the turn.
④ If this card is banished from the Deck to activate the effect of a Fairy monster: You can banish 1 DARK "Angel Organization" monster from your hand or Deck; destroy 1 Spell/Trap on the field.

Scriba of the Angel Organization, Nesto
DARK - Level 4 - Fairy/Tuner - ATK 0 - DEF 1900
Stats changes: Nesto is now a DARK monster, thus returning to its original attribute.
Cannot be used as a Synchro Material, except for the Synchro Summon of a Fairy Monster. You can only use the ② effect of "Scriba of the Angel Organization, Nesto" once per turn.
① Cannot be targeted by the effects of your opponent's Level/Rank 5 or lower monsters.
② During the End Phase, if you took battle damage this turn from battles involving an "Angel Organization" monster you controlled: You can banish this card from your hand or GY and shuffle 1 "Angel Organization" monster from your GY, or that is banished, into the Deck; draw 2 cards.
If this card is banished from your Deck or GY to activate the effect of a Fairy monster: You can target 1 Fairy Monster with 0 ATK you control; make its ATK become equal to its original DEF.
Quote
To compensate for their low-ATK handicap, AOrgs have now new archetypal options to turn those flat zeros into big beefy numbers

Nunciator of the Angel Organization, Verlo
LIGHT - Level 1 - Fairy/Tuner - ATK 0 - DEF 800
You can only use each effect of "Nunciator of the Angel Organization, Verlo" once per turn.
① Cannot be targeted by the effects of your opponent's Level/Rank 2 or lower monsters.
If this card is Normal or Special Summoned: You can banish 1 "Angel Organization" monster with a Level from your Deck or GY; this card's Level becomes equal to the Level of the monster you banished to activate this effect.
③ If this card is banished to activate the effect of a Synchro Monster: You can banish 1 "Angel Organization" monster whose Level is equal to or lower than the Level of that Synchro Monster from your Deck; negate the effects of 1 face-up card on the field, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card, but with a different name, for the rest of the turn.

The Synchros advance

Primus of the Angel Organization, Phoenatura
LIGHT - Level 4 - Fairy/Synchro/Tuner - ATK 0 - DEF 1500
1 Fairy Tuner + 1 or more non-Tuner monsters
You can only use the ③ of "Primus of the Angel Organization, Phoenatura" once per turn.
① Cannot be targeted by the effect of your opponent's Level/Rank 5 or lower monsters.
② If this card is Synchro Summoned: You can banish all the monsters used for this card's Synchro Summon from both players' GYs; this card cannot be destroyed by battle or card effects as long as it remains face-up on the field.
③ If this card is banished to activate the effect of a Fairy Synchro Monster: You can target 1 face-up monster on the field; negate its effects, also it cannot be destroyed by battle or card effects while it remains face-up on the field.

Secundus of the Angel Organization, Leviaqua
LIGHT - Level 5 - Fairy/Synchro - ATK 0 - DEF 1800
1 Fairy Tuner + 1 "Angel Organization" non-Tuner monster
You can only use the ③ effect of "Secundus of the Angel Organization, Leviaqua" once per turn.
① Cannot be targeted by the effect of your opponent's Level/Rank 6 or lower monsters.
② If this card is Synchro Summoned: You can banish all the monsters used for this card's Synchro Summon from both players' GYs; Special Summon 1 Fairy Monster with 0 ATK from your hand.
③ If this card is banished to activate the effect of a Fairy Synchro Monster: You can banish 1 Fairy Monster from your Deck or GY; Special Summon 1 of your banished "Angel Organization" monsters with a different name. Its Level becomes 2 and its effects are negated.

Tertius of the Angel Organization, Brinace
LIGHT - Level 6 - Fairy/Synchro - ATK 0 - DEF 2400
1 Fairy Tuner + 1+ "Angel Organization" non-Tuner monsters
You can only use the ③ effect of "Tertius of the Angel Organization, Brinace" once per turn.
① Cannot be targeted by the effect of your opponent's Level/Rank 7 or lower monsters.
If this card is Synchro Summoned: You can banish all the monsters used for this card's Synchro Summon from both players' GYs; shuffle 1 "Angel Organization" monster from your GY, or that is banished, into the Deck, and if you do, return 1 card your opponent controls to the hand.
If this card is banished to activate the effect of a Fairy Synchro Monster: You can Special Summon 1 of your banished "Angel Organization" monsters, also you cannot Special Summon monsters for the rest of the turn, except Fairy Monsters.
Quote
She finally has a purpose now

Quartus of the Angel Organization, Liber
LIGHT - Level 7 - Fairy/Synchro - ATK 0 - DEF 2700
1 Fairy Tuner + 1+ non-Tuner monsters
You can only use the ③ effect of "Quartus of the Angel Organization, Liber" once per turn.
① Cannot be targeted by the effect of your opponent's Level/Rank 8 or lower monsters.
② If this card is Synchro Summoned: You can banish all the monsters used for this card's Synchro Summon from both player's GYs; draw 1 card.
③ If this card is banished to activate the effect of a Fairy Synchro Monster: You can banish 1 Fairy Monster from your Deck, then target up to 2 of your banished "Angel Organization" cards; add those targets to your hand.

Miraculum of the Angel Organization, Sceptrum
LIGHT - Level 8 - Fairy/Synchro - ATK 0 - DEF 2950
Stats Changes: Sceptrum has now 2950 DEF (it had 1950 DEF before)
1 Fairy Tuner + 1 or more Fairy non-Tuner monsters
You can only use each effect of "Miraculum of the Angel Organization, Sceptrum" once per turn.
① Cannot be targeted by the effects of your opponent's Level/Rank 9 or lower monsters.
This card gains 2500 ATK for every Synchro Monster used for this card's Synchro Summon.
③  If this card is Synchro Summoned and you control 1 other face-up "Angel Organization" monster: You can banish all "Angel Organization" monsters used for this card's Synchro Summon from both player's GYs; your opponent banishes 1 card they control (their choice) and 1 card from their hand.
④ If this card leaves the field: You can banish 1 "Angel Organization" monster from your Deck whose DEF is higher than 0; gain LP equal to that monster's DEF.

Quintus of the Angel Organization, Magrubia
LIGHT - Level 9 - Fairy/Synchro/Tuner - ATK 0 - DEF 3000
1 Synchro Fairy Tuner + 1 or more Fairy non-Tuner monsters
Must first be Synchro Summoned with the above cards. You can only use the ④ effect of "Quintus of the Angel Organization, Magrubia" once per turn.
① Cannot be destroyed by battle, also it cannot be targeted by the effect of your opponent's Level/Rank 10 or lower monsters.
② If this card is Synchro Summoned: You can banish all the monsters used for this card's Synchro Summon from both players' GYs; destroy all non-Fairy monsters on the field.
③ When you take Battle Damage from a battle involving a Fairy Monster you control: You can Special Summon 1 "Angel Token" (LIGHT/Level 1/Fairy-Type/ATK 0/DEF 1900) in Defense Position, then you can decide whether to treat it as a Tuner, while it remains on the field.
④ If this card is banished to activate the effect of a Fairy Synchro Monster: You can banish 1 Level 7 or higher "Angel Organization" monsters from your Deck or GY; that Synchro Monster gains ATK equal to its DEF, until the end of the next turn.
Quote
Magrubia regains her original removal effect

Regina of the Angel Organization, Trisalba
LIGHT - Level 11 - Fairy/Synchro - ATK 0 - DEF 3500
1 Level 7 or higher Synchro Fairy Tuner + 1 or more Fairy non-Tuner monsters that were Special Summoned
Must be Synchro Summoned. You can only control 1 face-up "Regina of the Angel Organization, Trisalba".
① Cannot be targeted by the effects of your opponent's monsters.
② If this card is Synchro Summoned: You can banish all Synchro Monsters used for this card's Synchro Summon from your GY; banish 1 card on the field and/or in the GYs, face-down. Your opponent cannot activate cards or effects in response to this effect's activation.
Each time you take Battle Damage from a battle involving a Fairy Monster you control, inflict the same amount of damage to your opponent.
④ If this Synchro Summoned card would leave the field (either by battle or by a card effect), you can banish 1 Fairy Monster from your Deck, instead (the Deck must be shuffled after that). You can only use this effect of "Regina of the Angel Organization, Trisalba" up to three times while this card is face-up on the field.

Posterus of the Angel Organization, Cras
LIGHT - LINK 1 - Fairy/Link - ATK 0 - Arrows: Down
Stats Changes: Cras is now a LINK-1 monster. It requires 1 monster with 0 ATK and its arrow points downwards.
1 monster with 0 ATK
Must first be Link Summoned, also you can only Special Summon "Posterus of the Angel Organization, Cras" once per turn. You can only use the ③ effect of "Posterus of the Angel Organization, Cras" once per turn.
Cannot be targeted by the effects of your opponent's monsters.
② If this card is Link Summoned: You can banish all the monsters used for this card's Link Summon from both players' GYs; add 1 of your"Angel Organization" monsters from your Deck or GY, or that is banished, to your hand, but you cannot Summon or Set monsters with that same original name for the rest of the turn.
(Quick Effect): You can banish this card and 1 Fairy monster with a Level from your Deck, hand or GY; Special Summon 1 of your banished "Angel Organization" monsters with a different original Level from the monster you banished to activate this effect, but its Level becomes equal to the original Level of that monster, and if you do, immediately after this effect resolves, Synchro Summon 1 Fairy Synchro Monster, using only monsters you control.

The Traps

Ultimatum stays the same

Arbitrium of the Angel Organization
You can only use the ② effect of "Arbitrium of the Angel Organization" once per turn.
You can banish 1 "Angel Organization" monster from your Deck, field or GY: Activate 1 of these effects. If your opponent controls more monsters than you do, you can activate this card from your hand.
● Target 1 face-up Fairy monster you control; its Level becomes equal to the Level of the monster you banished to activate this effect, also it gains ATK equal to the DEF of that banished monster, until the end of the turn.
● Special Summon 1 Fairy monster from your hand or GY with a different Level from the monster you banished to activate this effect, and if you do, its Level becomes equal to the Level of that monster, also negate its effects if it is not an "Angel Organization" monster.

If this card is in your GY, except the turn this card was sent to the GY: You can banish this card from your GY; draw 1 card, then shuffle 2 of your banished "Angel Organization" monsters into your Deck.

Magna Aula of the Angel Organization
You can only control 1 face-up "Magna Aula of the Angel Organization".
① Synchro Fairy Monsters cannot be destroyed by card effects. While you control a face-up "Angel Organization" Synchro Monster, your opponent cannot activate cards or effects during the Battle Phase.
② Once per turn: You can target 1 face-up Fairy Monster on the field; reduce or raise its Level by 1, also it gains ATK equal to its DEF, until the end of the turn.
③ If this card leaves the field, and is now in the GY or banished: You can Set 1 "Angelic Organization" Normal Trap from your Deck, or that is banished. That card can be activated this turn.
Quote
Also known as the Swag Slayer Sanctuary


3
Archives / Archetype Submission - Starlignment
« on: August 13, 2019, 06:06:21 am »
Starlignments is an archetype that consists of 14 cards and is mainly focused on spamming and Xyz set-up, specificially for Rank 4 Xyz Monsters. Each monster is linked to 2 other members of the archetype thanks to its combination of Type and Attribute: you can use a monster to either search another one or to activate a special effect. Talking about effects, every monster can gain two possible abilities, and upon the monster's Summon the player is required to choose which one will be applied.

Main Deck Monsters
Spoiler: show

Starlignment of White Magic - Suurya
LIGHT - Level 4 - Spellcaster/Effect - 500/1500
① You can discard this card; add 1 DARK Spellcaster "Starlignment" monster from your Deck to your hand, and if you do, you cannot use any effect that activates from the hand of monsters with the same original name as the monster you added with this effect.
② When this card is Summoned: Choose 1 of the following effects for this card to gain (as long as it remains face-up on the field):
● During your Main Phase: You can send 1 "Starlignment" Fiend monster from your Deck or face-up from either player's field to the GY, and if you do, gain 2000 LP. You can only use this effect of "Starlignment of White Magic - Suurya" once per turn.
● If there is a face-up DARK Spellcaster monster(s) on the field (Quick Effect): You can Tribute this card, then target 1 Normal Spell in either player's GY; banish that target, then apply its activated effect. You can only use this effect of "Starlignment of White Magic - Suurya" once per turn.


Starlignment of Dark Magic - Amara
DARK - Level 4 - Spellcaster/Effect - 1500/500
① You can discard this card; add 1 LIGHT Fiend "Starlignment" monster from your Deck to your hand, and if you do, you cannot use any effect that activates from the hand of monsters with the same original name as the monster you added with this effect.
② When this card is Summoned: Choose 1 of the following effects for this card to gain (as long as it remains face-up on the field):
● During your Main Phase: You can target 1 monster your opponent controls in the same column as another "Starlignment" monster on the field; send 1 "Starlignment" Fiend monster from your Deck or face-up from either player's field to the GY, and if you do, gain control of that target, until the End Phase of the next turn. You can only use this effect of "Starlignment of Dark Magic - Amara" once per turn.
● If there is a face-up LIGHT Fiend monster on the field (Quick Effect): You can Tribute this card, then target 1 Normal Trap in either player's GY; banish that target, then apply its activated effect. You can only use this effect of "Starlignment of Dark Magic - Amara" once per turn.


Starlignment of Dream Magic - Sundarii
LIGHT - Level 4 - Fiend/Effect - 0/2000
① You can discard this card; add 1 DARK Fiend "Starlignment" monster from your Deck to your hand, and if you do, you cannot use any effect that activates from the hand of monsters with the same original name as the monster you added with this effect.
② When this card is Summoned: Choose 1 of the following effects for this card to gain (as long as it remains face-up on the field):
● During your Main Phase: You can send 1 "Starlignment" Spellcaster monster from your Deck or from either player's field to the GY, and if you do, add 1 "Starlignment" card from your Deck to your hand. You can only use this effect of "Starlignment of Dream Magic - Sundarii" once per turn.
● When your opponent activates a Normal Spell card or effect while there is a face-up DARK Fiend monster on the field (Quick Effect): You can Tribute this card; negate the activation. You can only use this effect of "Starlignment of Dream Magic - Sundarii" once per turn.


Starlignment of Nightmare Magic - Candra
DARK - Level 4 - Fiend/Effect - 2000/0
① You can discard this card; add 1 LIGHT Spellcaster "Starlignment" monster from your Deck to your hand, and if you do, you cannot use any effect that activates from the hand of monsters with the same original name as the monster you added with this effect.
② When this card is Summoned: Choose 1 of the following effects for this card to gain (as long as it remains face-up on the field):
● During your Main Phase: You can send 1 "Starlignment" Spellcaster monster from your Deck or from either player's field to the GY, and if you do, add 1 "Starlignment" card from your GY or that is banished to your hand. You can only use this effect of "Starlignment of Nightmare Magic - Candra" once per turn.
● When your opponent activates a Normal Trap card or effect while there is a face-up LIGHT Spellcaster monster on the field (Quick Effect): You can Tribute this card; negate the activation. You can only use this effect of "Starlignment of Nightmare Magic - Candra" once per turn.



Starlignment of Fire Elements - Mangala
FIRE - Level 4 - Pyro/Effect - 1800/1500
① You can discard this card; add 1 WATER Aqua "Starlignment" monster from your Deck to your hand, and if you do, you cannot use any effect that activates from the hand of monsters with the same original name as the monster you added with this effect.
② When this card is Summoned: Choose 1 of the following effects for this card to gain (as long as it remains face-up on the field):
● During your Main Phase: You can send 1 "Starlignment" Plant monster from your Deck or from either player's field to the GY, and if you do, Special Summon 1 "Starlignment" monster from your hand or Deck. You can only use this effect of "Starlignment of Fire Elements - Mangala" once per turn.
● If there is a face-up WATER Aqua monster on the field (Quick Effect): You can Tribute this card; inflict 1000 damage to your opponent, then, if you have more LP than your opponent does, you can draw 1 card. You can only use this effect of "Starlignment of Fire Elements - Mangala" once per turn.


Starlignment of Forest Elements - Guru
EARTH - Level 4 - Plant/Effect - 1500/1800
① You can discard this card; add 1 FIRE Pyro "Starlignment" monster from your Deck to your hand, and if you do, you cannot use any effect that activates from the hand of monsters with the same original name as the monster you added with this effect.
② When this card is Summoned: Choose 1 of the following effects for this card to gain (as long as it remains face-up on the field):
● During your Main Phase: You can send 1 "Starlignment" Winged Beast monster from your Deck or from either player's field to the GY, and if you do, Special Summon 1 "Starlignment" monster from your GY or that is banished. You can only use this effect of "Starlignment of Forest Elements - Guru" once per turn.
● If there is a face-up FIRE Pyro monster (Quick Effect): You can Tribute this card; declare 1 Type and 1 Attribute, then Special Summon 2 "Starlignment Tokens" (Level 4/ATK 1500/DEF 1800). These Tokens' original Type and Attribute become the ones you declared . You can only use this effect of "Starlignment of Forest Elements - Guru" once per turn.


Starlignment of Wind Elements - Sani
WIND - Level 4 - Winged Beast/Effect - 1800/1500
① You can discard this card; add 1 EARTH Plant "Starlignment" monster from your Deck to your hand, and if you do, you cannot use any effect that activates from the hand of monsters with the same original name as the monster you added with this effect.
② When this card is Summoned: Choose 1 of the following effects for this card to gain (as long as it remains face-up on the field):
● During your Main Phase: You can send 1 "Starlignment" Aqua monster from your Deck or from either player's field to the GY, and if you do, shuffle 3 "Starlignment" cards from your GY into the Deck, then draw 1 card. You can only use this effect of "Starlignment of Wind Elements - Sani" once per turn.
● If there is a face-up EARTH Plant monster on the field (Quick Effect): You can Tribute this card; "Starlignment" monsters you control cannot be targeted or destroyed by your opponent's card effects, until the end of the turn . You can only use this effect of "Starlignment of Wind Elements - Sani" once per turn.


Starlignment of Water Elements - Neeptuni
WATER - Level 4 - Aqua/Effect - 1500/1800
① You can discard this card; add 1 WIND Winged Beast "Starlignment" monster from your Deck to your hand, and if you do, you cannot use any effect that activates from the hand of monsters with the same original name as the monster you added with this effect.
② When this card is Summoned: Choose 1 of the following effects for this card to gain (as long as it remains face-up on the field):
● During your Main Phase: You can send 1 "Starlignment" Pyro monster from your Deck or from either player's field to the GY, and if you do, destroy 1 Spell/Trap on the field. You can only use this effect of "Starlignment of Water Elements - Neeptuni" once per turn.
● If there is a face-up WIND Winged Beast monster on the field (Quick Effect): You can Tribute this card; negate the effects of all face-up cards currently on your opponent's field in the same column as a face-up "Starlignment" monster you control, until the end of the turn. You can only use this effect of "Starlignment of Water Elements - Neeptuni" once per turn.



Extra Deck Monsters
Spoiler: show

Starlignment of the Earth - Haruna
EARTH - Link 2 - Warrior/Link/Effect - 1000 - Arrows: SE/SW
2 Level 4 monsters
① Rank 4 Xyz Monsters you control cannot be destroyed by battle, also this card cannot be destroyed by battle while there is a face-up Xyz Monster on the field.
② When this card is Summoned: Choose 1 of the following effects for this card to gain (as long as it remains face-up on the field):
● During your Main Phase: You can target 2 "Starlignment" monsters in your GY or that are banished; Special Summon 1 Rank 4 Xyz Monster from your Extra Deck, and if you do, attach those targets to that monster as materials, also its ATK and DEF become 0. You can only use this effect of "Starlignment of the Earth - Haruna" once per turn.
● During your opponent's turn (Quick Effect): Reveal 1 Rank 4 non-"Starlignment" Xyz Monster in your Extra Deck with an effect that activates by detaching materials, then target 2 face-up Xyz Monsters you control with a "Starlignment" monster(s) attached to them as material(s); detach all materials attached to those targets, then apply 1 of the revealed monster's effects that activates by detaching materials, also banish all monsters with the same name as the monster you revealed from your Extra Deck, until the end of your opponent's next turn. You can only use this effect of "Starlignment of the Earth - Haruna" once per turn.


Starlignment of the Skies - Pluutoni
LIGHT - Link 2 - Thunder/Link/Effect - 1000 - Arrows: E/W
2 Level 4 monsters
① Rank 4 Xyz Monsters you control cannot be destroyed by your opponent's card effects, also this card cannot be destroyed by your opponent's card effects while there is a face-up Xyz Monster on the field.
② When this card is Summoned: Choose 1 of the following effects for this card to gain (as long as it remains face-up on the field):
● During your Main Phase: You can Special Summon 1 Rank 4 Xyz Monster from your GY or that is banished, and if you do, attach up to 2 "Starlignment" monster from your hand and/or Deck to it as materials. You can only use this effect of "Starlignment of the Skies - Pluutoni" once per turn.
● (Quick Effect): You can Special Summon 1 "Starlignment" monster from your Deck or GY to your opponent's field, and if you do, your opponent Special Summons 1 Rank 4 Xyz Monster from their Extra Deck to your field, otherwise, they banish 1 random card from their Extra Deck, face-down. Each time you activate the effect of a "Starlignment" monster by Tributing it during the turn this effect was activated, immediately after it resolves, draw 1 card. You can only use this effect of "Starlignment of the Skies - Pluutoni" once per turn.



Spells
Spoiler: show

Magical Starlignment Venusol
Normal Spell
You can only use 1 "Magical Starlignment Venusol" effect per turn, and only once that turn.
① Target 1 face-up "Starlignment" monster you control; Special Summon 1 "Starlignment" monster with a different name from your Deck. You cannot Special Summon other monsters, except "Starlignment" and Xyz Monsters during the turn you activate this effect.
② You can banish this card from your GY, then target 1 "Starlignment" monster in your GY or that is banished; Special Summon that target. During each of your End Phase, banish that monster that was Special Summoned by this card's second effect or returned to the field with this card's effect. During each of your opponent's End Phase, return that monster that was banished by this card's effect on the field.


Starlignment Trigon
Quick-Play Spell
You can only activate 1 "Starlignment Trigon" per turn.
① Discard 1 "Starlignment" monster; apply 1 of the following effects depending on the Attribute of the monster you discarded to activate this card:
● LIGHT: Special Summon 2 WATER and/or EARTH monsters from your GY.
● FIRE: Destroy 2 DARK and/or WIND monsters on the field.
● EARTH: Make the ATK and DEF of 2 WATER and/or LIGHT monsters on the field become 0
● DARK: Banish 2 WIND and/or FIRE monsters from your Deck, face-down, then draw 2 cards.
● WATER: Negate the effects of 2 LIGHT and/or EARTH monsters on the field until the end of the turn.
● WIND: Shuffle 2 banished FIRE and/or DARK monsters, or that are in either player's GY, into the Deck.


Millennium Starlignment
Normal Spell
You can only use each effect of "Millennium Starlignment" once per turn.
① If you control no monsters: You can send 1 "Starlignment" monster from your hand to the GY; Special Summon from your Deck, 1 "Starlignment" monster with the same name as the monster sent to the GY, but it cannot activate its effects this turn.
② You can banish this card from your GY: Your opponent cannot activate cards or effects in response to the effects of "Starlignment" monsters you control, until the end of the turn.



Traps
Spoiler: show

Starlignment Opposition
Counter Trap
You can only activate 1 "Starlignment Opposition" per turn.
① When your opponent activates a Spell/Trap in the same column as a "Starlignment" monster, or when the effect of an opponent's monster in the same column as a "Starlignment" monster is activated: Negate the activation, and if you do, destroy that card.



And last but not least, here's the Deck Master of the archetype (in case the mechanic is not BTed, you can skip over this):
Spoiler: show

Divine Starlignment of the Perfect System
DIVINE - Rank 4 - Spellcaster/Deck Master/Xyz/Effect - 500/3000
[Activated State]
● Cost: Declare a Level from 1 to 12. You cannot Summon monsters with Levels for the rest of the Duel, except monsters with the Level you declared.
● Great Conjunction - Your opponent's Main Monster Zones located in the same column of a "Starlignment" monster you control cannot be used. If you control more than 3 monsters, this effect does not apply.
● Penalty: During your next 4 Draw Phases, if you draw a monster(s) with your normal draw, send all monsters in your hand to the GY, then take damage equal to the sum of their original Levels x 400.
---------------------------------
2+ Level 4 "Starlignment" monsters with different Attributes
You can Master Xyz Summon this card to a zone a Link Monster points to by attaching the cards listed on this card as Xyz Materials to it.
① This card gains the following effects based on the number of Xyz Materials used for its Master Xyz Summon:
● 2+: This card gains 500 ATK for each Xyz Material attached to it.
● 3+: Once per turn: You can target 1 card in the same column as a "Starlignment" monster on the field; banish it.
● 4+: This card is unaffected by other monster effects, except DIVINE monsters.
● 5+: (Quick Effect): You can detach 5 Xyz Materials from this card, shuffle all cards your opponent controls into the Deck, and if you do, Special Summon 1 Rank 4 Xyz Monster from your Extra Deck, GY or that is among your banished cards. Neither player can activate cards or effects in response to this effect's activation.



Advantages
  • Spams and gathers field presence
  • Can easily access to the R4nk toolbox
  • Consistent enough to run smoothly
  • Quick-Play Zerofyne
  • Links grant access to non-generic Xyzs and are able to disrupt the oppo's ED at the same type
  • Has a Deck Master

Disadvantages
  • Not very resilient to hand-traps
  • Loses to floodgates that affect monster effects, also dies on Macro Cosmos
  • Consistent enough to run smoothly
  • Wastes a fair amount of resources
  • ED becomes a giant mess of toolbox, leaving no space for combo options

4
Archives / Archetype Submission - Antilemental
« on: June 06, 2019, 11:07:36 pm »
The Antilemental archetype consists of 4 different groups of monsters, each representing a contradictory combination of Attributes (WIND, EARTH, FIRE, WATER) and Types (Rock, Sea Serpent, Aqua, Pyro). Every group contains 3 Main Deck Monsters (two Level 4 and a Level 1 Tuner) with abilities reflecting the group they belong to, 1 ED monster with custom summoning requirements and 1 Spell or Trap Card that directly support a specific Type and Attribute.

Main Deck Monsters:
Spoiler: show

WIND: The Air Golems
Antilemental Spairitgolem
WIND - Level 4 - Rock/Effect - ATK 200 - DEF 1800
If you control a face-up "Antilemental" monster with the same Attribute as this card, you can Special Summon this card (from your hand). Cannot be targeted for an attack, but does not prevent your opponent from attacking directly. You can send 1 non-WIND "Antilemental" monster from your Deck to the GY, then target 1 monster your opponent controls; return it to the hand. If this card is returned from the field to the hand because it was used as a Synchro Material: You can Special Summon 1 "Antilemental" monster with a different Attribute from your Deck or GY. You can only use each effect of "Antilemental Spairitgolem" once per turn.

Antilemental Stalagbreeze
WIND - Level 4 - Rock/Effect - ATK 100 - DEF 2100
Cannot be targeted for an attack, but does not prevent your opponent from attacking directly. When this card is Normal or Special Summoned: You can shuffle 1 other face-up card you control into your Deck, and if you do, add from your Deck to your hand, 1 WIND Rock monster with a different name from the card you shuffled into the Deck with this effect. If this card is returned from the field to the hand because it was used as a Synchro Material: You can Special Summon 1 "Antilemental" monster with a different Attribute from your Deck or GY. You can only use each effect of "Antilemental Stalagbreeze" once per turn.

Antilemental Dustdread
WIND - Level 1 - Rock/Tuner/Effect - ATK 0 - DEF 1000
Cannot be targeted for an attack, but does not prevent your opponent from attacking directly. If this card is added to your hand by a card effect: You can Special Summon 1 WIND monster or 1 non-WIND "Antilemental" monster from your hand, then, if you Summoned an "Antilemental" monster with this effect, draw 1 card. A Synchro Monster that was Synchro Summoned using this card as Material gains this effect:
● Any card that is returned from the field or GY to the hand is banished instead.
You can only use each effect of "Antilemental Dustdread" once per turn.

EARTH: The Land Serpents
Antilemental Earthxavator
EARTH - Level 4 - Sea Serpent/Effect - ATK 1700 - DEF 1900
If you control a face-up "Antilemental" monster with the same Attribute as this card, you can Special Summon this card (from your hand). Once per turn, this card cannot be destroyed by battle or card effects. If exactly 1 non-EARTH monster is Special Summoned in face-up Attack Position: You can change it to face-down Defense Position, and if you do, Special Summon 1 EARTH Sea Serpent monster from your Deck in face-down Defense Position. If this card is flipped face-up after it was changed to face-down Defense Position for an Evolute Summon: You can Set 1 "Antilemental" Spell/Trap from your Deck or GY to your Spells & Trap Zone. You can only use each effect of "Antilemental Earthxavator" once per turn.

Antilemental Fertilizard
EARTH - Level 4 - Sea Serpent/Effect - ATK 1400 - DEF 1800
Once per turn, this card cannot be destroyed by battle or card effects. If this card is Normal Set or Special Summoned in face-down Defense Position: You can flip this card face-up; add from your Deck or GY to your hand, 1 EARTH Sea Serpent monster or 1 "Antilemental" card, except "Antilemental Fertilizard". If this card is flipped face-up after it was changed to face-down Defense Position for an Evolute Summon: You can draw 2 cards, then shuffle 1 card from your hand into the Deck. You can only use each effect of "Antilemental Fertilizard" once per turn.

Antilemental Hydralander
EARTH - Level 1 - Sea Serpent/Tuner/Effect - ATK 0 - DEF 1900
Once per turn, this card cannot be destroyed by battle or card effects. You can reveal this card and 1 Set card you control with a different name from all face-up cards you control; Special Summon 1 EARTH monster or 1 non-EARTH "Antilemental" monster from your hand, then if you Special Summoned an "Antilemental" monster with this effect, all monsters your opponent currently controls lose 500 ATK/DEF until the end of the next turn. You can only use this effect of "Antilemental Hydralander" once per turn. An Evolute Monster Special Summoned by using this card as Material gains this effect:
● Monsters in face-down Defense Position your opponent controls cannot change change their battle position, also they cannot be Tributed.

FIRE: The Scorching Azure Flames
Antilemental Coldfire
FIRE - Level 4 - Aqua/Effect - ATK 2000 - DEF 1500
If you control a face-up "Antilemental" monster with the same Attribute as this card, you can Special Summon this card (from your hand). This card gains the Attributes of all banished "Antilemental" monsters. This Pandemonium Summoned card is unaffected by other monster effects. You can banish 1 face-up non-FIRE "Antilemental" monster you control or that is in your Deck, then target 1 card your opponent controls; destroy it. You can only use this effect of "Antilemental Coldfire" once per turn.

Antilemental Sparkstream
FIRE - Level 4 - Aqua/Effect - ATK 1800 - DEF 1300
This card gains the Attributes of all banished "Antilemental" monsters. You can banish this face-up card you control or from your hand: Banish 1 other face-up card you control or in your hand, and if you do, add from among your banished cards, 1 FIRE Aqua monster or 1 "Antilemental" card with a different name from the card you banished with this effect. When this card is Pandemonium Summoned: Special Summon 1 of your banished monsters with a different Attribute from every face-up "Antilemental" monster you control. You can only use each effect of "Antilemental Sparkstream" once per turn.

Antilemental Sparkstream
FIRE - Level 1 - Aqua/Tuner/Effect - ATK 1000 - DEF 0
This card gains the Attributes of all banished "Antilemental" monsters. If a face-up "Antilemental" monster(s) leaves the field while this card is in your GY and you control a face-up monster with a different original Attribute from that monster(s): You can Special Summon this card from your GY, but banish it when it leaves the field. Once per turn: You can banish 1 "Antilemental" monster from your Deck or GY, except "Antilemental Heatorrent"; this turn, you can Normal Summon 1 monster with the same original Attribute as that banished monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)

WATER: The Gelid Streams
Antilemental Wateradious
WATER - Level 4 - Pyro/Effect - ATK 1900 - DEF 1100
If you control a face-up "Antilemental" monster with the same Attribute as this card, you can Special Summon this card (from your hand). You can send 1 non-WATER "Antilemental" monster from your Deck to the GY; add from your Deck to your hand, 1 "Antilemental" card with the same name as 1 of your banished cards. If this card is banished because it was used as a Link Material: You can Special Summon 1 "Antilemental" monster with a different Attribute from your Deck or GY. You can only use each effect of "Antilemental Wateradious" once per turn.

Antilemental Rivermillion
WATER - Level 4 - Pyro/Effect - ATK 2000 - DEF 0
If this card would leave the field because of an opponent's card effect, you can banish it until your next End Phase instead. If another face-up "Antilemental" monster(s) leaves the field: You can Special Summon 1 WATER Pyro or 1 non-WATER "Antilemental" monster from your Deck. If this card is banished because it was used as a Link Material: You can shuffle 5 of your banished "Antilemental" cards, then add from your Deck or GY to your hand, 1 "Antilemental" card with a different name from each card you shuffled with this effect. You can only use each effect of "Antilemental Rivermillion" once per turn.

Antilemental Rainferno
WATER - Level 1 - Pyro/Tuner/Effect - ATK 500 - DEF 1200
If this card would leave the field because of an opponent's card effect, you can banish it until your next End Phase instead. If this card is Special Summoned: You can add 1 WATER Pyro or 1 non-WATER "Antilemental" monster from your Deck or GY to your hand. You can only use this effect of "Antilemental Rainferno" once per turn. A Link Monster Special Summoned by using this card as Material gains this effect:
● Once per turn, if you would banish a card(s) in your possession, you can add it to your hand instead. If you do, shuffle a number of cards from your hand into the Deck equal to the number of cards you added to your hand.


The Antilementalords:
Spoiler: show

Antilementalord Mountornado
WIND - Level 9 - Rock/Synchro/Effect - ATK 2300 - DEF 3500
1 WIND Rock Tuner + 2 non-Tuner monsters
Synchro Materials used for this card's Synchro Summon are returned to the hand instead of being sent to the GY.
● You can banish all face-up non-WIND monsters you control, then target cards your opponent controls, up to the number of different Attributes you banished to activate this effect; return them to the hand.
● You can target 1 of your banished "Antilemental" monsters; shuffle it into your Deck, and if you do, add 1 "Antilemental" card with a different name from your Deck to your hand.
● If this card is destroyed by your opponent's card (either by battle or by card effect): You can target 1 of your banished "Antilemental" monster with a different Attribute; add it to your hand. You can only use each effect of "Antilementalord Mountornado" once per turn.

Antilementalord Wormholeech
EARTH - Stage 9 - Sea Serpent/Evolute/Effect - ATK 3000 - DEF 3000
3+ EARTH and/or Sea Serpent monsters, including at least 1 EARTH Sea Serpent monster
Evolute Materials on the field used for this card's Evolute Summon are changed to face-down Defense Position instead of being sent to the GY.
● (Quick Effect): You can remove 6 E-C from the field and banish all face-up non-EARTH monsters you control, then target face-up monsters on the field, up to the number of different Attributes you banished to activate this effect; change them to face-down Defense Position.
● You can target 1 of your banished "Antilemental" Spells/Traps; Set it to your Spells and Traps Zone, and if you do, banish 1 "Antilemental" card with a different name from your Deck or GY.
● If this card is destroyed because of an opponent's card (either by battle or by card effect): You can add 1 of your banished "Antilemental" monster with a different Attribute to your hand.
You can only use each effect of "Antilementalord Wormholeech" once per turn.

Antilementalord Oceanders
FIRE - Level 9 - Aqua/Pandemonium/Effect - ATK 3500 - DEF 1200
[Pandemonium Effect]
You can target 1 of your banished "Antilemental" monsters; banish 1 monster with the same Attribute as that monster from your Deck, and if you do, add to your hand, 1 of your banished monsters with a different Attribute from the monster you banished. You can only use this effect of "Antilementalord Oceanders" once per turn.
----------------------------------------------
[Monster Effect]
Must first be Special Summoned (from your hand) by banishing 1 FIRE Aqua monster you control and 2 other monsters with different Attributes you control. You can banish all face-up non-FIRE monsters you control, then target cards your opponent controls, up to the number of different Attributes you banished to activate this effect; destroy them. If this card is destroyed because of an opponent's card (either by battle or by card effect): You can add 1 of your banished "Antilemental" monster with a different Attribute to your hand. You can only use each effect of "Antilementalord Oceanders" once per turn.

Antilementalord Vorcano
WATER - Link 4 - Pyro/Link/Effect - ATK 3300
4 monsters, including at least 1 "Antilemental" monster and 1 other WATER Pyro monster
Link Materials used for this card's Link Summon are banished instead of being sent to the GY.
● (Quick Effect): You can banish all face-up non-WATER monsters you control, then target cards on the field or in the GYs, up to the number of different Attributes you banished to activate this effect; banish them until the end of the turn.
● You can target 1 of your banished "Antilemental" monsters; Special Summon that target or 1 monster with the same Attribute as that target from your hand to your zone this card points to.
● If this card is destroyed because of an opponent's card (either by battle or by card effect): You can add 1 of your banished "Antilemental" monster with a different Attribute to your hand.
You can only use each effect of "Antilementalord Vorcano" once per turn.


Spells & Traps:
Spoiler: show

Antilemental Whirlslip
Continuous Spell
If an "Antilemental" monster(s) is Normal Summoned to your field: You can add 1 WIND Rock monster or 1 non-WIND "Antilemental" monster from your Deck to your hand. You can destroy this face-up card you control, and if you do, Special Summon 1 non-WIND "Antilemental" monster from your GY or that is banished. You can only use 1 "Antilemental Whirlslip" effect per turn, and only once that turn.

Antilemental Earthpool
Normal Trap
Special Summon 1 EARTH Sea Serpent monster from your Deck with its effects negated until the end of the turn. That monster cannot be destroyed by battle or card effects until your next End Phase. You can banish this card from your GY and 1 face-up "Antilemental" monster you control; Special Summon to your field, 1 banished monster with the same Attribute as the monster you banished to activate this effect. You can only use 1 "Antilemental Earthpool" effect per turn, and only once that turn.

Antilemental Wateruption
Continuous Trap
Target 1 face-up monster you control; it gains 800 ATK, also it is unaffected by your opponent's card effects if it is a FIRE Aqua monster (these changes last until the end of the turn, and even if this card leaves the field). You cannot Special Summon the turn you activate this effect, except "Antilemental" monsters. You can banish this card from your GY and 2 "Antilemental" monsters with different Attributes from your Deck; destroy 1 card on the field. You can only use 1 "Antilemental Wateruption" effect per turn, and only once that turn.

Antilemental Floodgreat
You can send 1 face-up WATER Pyro monster you control or from your Deck to the GY; neither player takes damage until the end of the turn. If you control 3 or more face-up "Antilemental" monsters: You can banish this face-up card you control, and if you do, until the end of the turn, monsters your opponent controls cannot activate their effects, unless they have the same Attribute as an "Antilemental" monster on the field (this effect stops being applied if there are no such monsters on the field). You can only use 1 "Antilemental Floodgreat" effect per turn, and only once that turn.

Antilemental Apocalypse
Negate the effects of all cards you control while they are on the field, except "Antilemental" cards and monsters that meet one of the requirements of the following effect. Face-up Level 9 monsters, Stage 9 monsters and Link-4 monsters on the field gain the following effects depending on their original Attribute:
● WIND: Your opponent cannot target WIND monsters you control with card effects
● EARTH: Face-up EARTH monsters you control cannot be destroyed by battle or card effects
● FIRE: Face-up FIRE monsters you control cannot be banished or Tributed
● WATER: Face-up WATER monsters you control are unaffected by card effects that do not target them.
Once per turn: You can target 2 "Antilemental" monsters on the field and/or that are banished, then declare 1 Type and 1 Attribute; those targets become of that Type and Attribute, until the end of the next turn. You can only use this effect of "Antilemental Apocalypse" once per turn.



5
Archives / Glitchy's Generics and Testing Arches
« on: February 24, 2019, 03:33:15 am »
This post will serve as an archive for all my generic cards, test archetypes and mini-archetypes.

Generic List
https://docs.google.com/document/d/1atrBc7GkgIQmJnulAVKXXmfyDbksc-xKemNNfh-x6-A/edit?usp=sharing

Test and Mini-Archetypes List
https://docs.google.com/document/d/1aCgsLV7aA959gy9CNRvVFm3Meb1W6PisMTgBDKnj7LI/edit?usp=sharing

6
These three new cards are as of currently the latest addition to the Angel Organization archetype and this will probably? be the last contribution to it for a while. The cards consist of a brand new Link Monster (the only one in its archetype) that helps you gathering resources and Summoning Synchros directly from the ED, the previously missing Level 8 Synchro Monster that brings to the table removal and protection effects, and last but not least, a new Trap for when you need to get rid of a troublesome backrow or when you're looking for recovery.

Posterus of the Angel Organization, Cras
Link 2 - LIGHT - Fairy/Link/Effect - Arrows: B, R - ATK 0
2 Fairy Monsters, including at least 1 monster with 0 ATK
● Must first be Link Summoned, also you can only Special Summon "Posterus of the Angel Organization, Cras" once per turn. Cannot be targeted by the effects of your opponent's monsters whose Level/Rank is lower than or equal to the Level of the Fairy monster with the highest Level you control + 1.
● If this card is Link Summoned: You can banish all the monsters used for this card's Link Summon from both players' GYs; add 1 of your"Angel Organization" monsters from your Deck or GY or that is banished to your hand, but you cannot Summon or Set monsters with that same original name as long as this card remains face-up on the field.
● During your opponent's Battle Phase (Quick Effect): You can banish this face-up card you control and 1 Level 7 or lower Fairy monster from your Deck; Special Summon 1 "Angel Organization" Synchro Monster from your Extra Deck with the same Level as the monster banished from the Deck by this effect (This is treated as a Synchro Summon). That monster gains 1000 DEF, but its effects are negated. You can only use this effect of "Posterus of the Angel Organization, Cras" once per turn.

Miraculum of the Angel Organization, Sceptrum
Level 8 - LIGHT - Fairy/Synchro/Effect - ATK 0 - DEF 1950
1 Fairy Tuner + 1 or more Fairy non-Tuner monsters
● Cannot be targeted by the effects of your opponent's Level/Rank 9 or lower monsters. This card gains 1000 DEF for every Synchro Monster used for this card's Synchro Summon.
● If this card is Synchro Summoned and you control 1 other face-up "Angel Organization" monster: You can banish all "Angel Organization" monsters used for this card's Synchro Summon from both player's GYs; your opponent banishes 1 card they control (their choice).
● During your opponent's turn, when you take Battle Damage from a battle involving a Fairy Monster you control, activate this effect: Until your next End Phase, the first time each Fairy monster you control would be destroyed by battle or card effect, you can banish 1 card from your GY instead.
● If this card leaves the field: You can banish 1 "Angel Organization" monster from your Deck whose DEF is higher than 0; gain LP equal to that monster's DEF.
● You can only use each effect of "Miraculum of the Angel Organization, Sceptrum" once per turn.


Restitutio from the Angel Organization
Normal Trap
● Banish 1 "Angel Organization" monster from your hand, Deck or GY and target 1 face-up Spell/Trap on the field; banish that card, and if you do, the turn player's opponent cannot activate cards with the same type (Spell or Trap) as that card until the end of the turn.
● When you take Battle Damage from a battle involving a Fairy monster you control: You can banish this card from your GY; gain LP equal to the damage you took, then you can place 1 of your banished cards on either the top or the bottom of your Deck.
● You can only use each effect of "Restitutio from the Angel Organization" once per turn.

7
Submit Custom Mechanics / Custom Mechanic - Deck Masters
« on: December 25, 2018, 08:57:49 am »
Introduction
If you remember the Virtual World Ark of the first YGO anime series, then you're probably already familiar with the concept of Deck Masters. They are a special kind of monsters that can be placed on the field at the start of the Duel by their owner and grant specific benefits throughout the game. Now, let's analyze the details of this custom mechanic (keep in mind that this "version" is pretty different from the one showed in the anime):

INITIAL LOCATION and ACTIVATION
Spoiler: show
- First of all, Deck Masters must be placed in the Extra Deck.
- Just like Pendulums, Deck Masters can have an additional Card Type (Effect, Fusion, Ritual, Synchro, Xyz, Link, Evolute...). However Deck Masters cannot be Pendulums (or Pandemoniums).
- At the start of the Duel, each player CAN activate ONLY 1 Deck Master from their ED (if they have one).
- Deck Masters are placed face-up in the center Spell/Trap Card Zone upon Activation, also, their owner has to pay a cost or follows some special rules (listed on the Deck Master) in order to be Activated.
- A player cannot Activate multiple Deck Masters with the same original name within the same Duel (however it is possible to Activate the same Deck Master multiple times in a Duel by using specific card effects).
- There can only be 1 face-up Deck Master card on each side of the field.


ACTIVATED STATE
Spoiler: show
- After being Activated, Deck Masters in the Spells & Traps Zone are in an Activated State.
- While in an Activated State, Deck Masters cannot be targeted and are unaffected by other card effects, also they cannot be used as cost.
- Each Deck Master has its own "Deck Master Ability" that applies only while it is in an Activated State.


MASTER SUMMON and PENALTY EFFECTS
Spoiler: show
- If a player manages to fulfill the conditions listed on the Deck Master, they can Special Summon it whenever they want from their S/T Zone to an unoccupied Main Monster Zone.
- This Special Summon is called "Master Summon"; it doesn't start a Chain (unless stated otherwise) and cannot be negated (cards and effects can still be chained to it)
- After a Deck Master is Master Summoned, its "Deck Master Ability" isn't applied anymore and it loses its Activated State. However it gains its regular Monster Effects (if any).
- If the Deck Master leaves its controller's field, they must apply its "Penalty Effect" at the end of their turn if they do not have an activated Deck Master or a face-up Deck Master in a MMZ.


REPLACING A DECK MASTER
Spoiler: show
There are 2 ways to replace a Deck Master:
- If the current Deck Master is used as material for the Summon of another Monster: that Monster is treated as the player's new Deck Master (as long as it remains face-up on the field). These monsters are referred to as "Deck Substitutes"
- If a player does not control a Deck Master because its previous one left the field or was flipped face-down, they can activate another Deck Master (if they have one) from their ED by sending a face-up monster with the same card type and Level/Rank/Link/... from their field to the GY (the cost for the activation is still paid).


ADDITIONAL RULES and OTHER DETAILS
Spoiler: show
- Deck Masters MUST be Master Summoned, and cannot be Special Summoned by other ways.
- A Deck Substitute is considered a Deck Master as long as it remains face-up on the field. It loses the status if:
   * it is flipped face-down. It does not regain the role of Deck Master if flipped face-up
   * it leaves the field as a result of a battle
   * it leaves the field because of a card effect or as a cost
   * it leaves the field as a Material for the Summon of a monster. The monster that was Summoned is NOT treated as the new Deck Master
- Original (not Substitutes) Deck Masters (while on the MMZ) are also treated as ED Monsters and behave as such (for example, they do not return to the hand or Deck but to the ED)
- Deck Masters that have been Master Summoned cannot regain their previous status (Activated State) even if they return to the S/T Zone by any means (for example, when they become equipped to a monster they are NOT treated as Activated Deck Masters and their Deck Master Abilities are not applied)
- If a player does not control a face-up Deck Master (that IS activated or that IS LOCATED in the MMZ), Penalties Effects are applied at the end of their turn, also Penalties Effect are always "Once per Duel".
   *In case a player activated multiple Original Deck Masters during the Duel, they must apply all available Penalty Effects at the end of the turn.
   *Penalties Effects are always Continuous Effects


Here you can find an example of a Deck Master and a first set of cards: the upper text zone contains the Activation Cost, the DM Ability and the Penalty Effect; the Master Summon Conditions and the actual Monster Effects go in the below zone

8
An archetype which mainly consists of Fairy Monsters with 0 ATK. The archetype also has a wide range of Synchro Monsters that can help generate advantage by banishing their materials and Special Summoning Tuner Monsters, thus amplifying the number of plays you can make. These cards can allow you to set somewhat decent boards and gain advantage in the right hands, however, most of the effects have pretty strict restrictions that can limit your strategy if used unproperly.

Main Deck Monsters

Iunior of the Angel Organization, Shiny
LIGHT / Level 2 / Fairy-Effect / ATK 0 / DEF 1000
Cannot be targeted by the effect of your opponent's Level/Rank 3 or lower monsters. If this card is Special Summoned while you control 1 "Angel Organization" monster with a higher Level: You can Special Summon 2 "Shiny Tokens" (LIGHT/Level 1/Fairy-Type/ATK 0/DEF 500) in Defense Position, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card for the rest of the turn. These Tokens cannot be Tributed or used as Materials, except for the Synchro Summoning of a Fairy Monster. If this card is banished from the Deck to activate the effect of a Fairy Monster: Draw 1 card, then place 1 card from your hand to the bottom of your Deck.

Incognita of the Angel Organization, Amans
LIGHT / Level 3 / Fairy-Effect / ATK 0 / DEF 1600
Cannot be targeted by the effect of your opponent's Level/Rank 4 or lower monsters. You can banish 1 Fairy Monster with a higher Level than this card from your hand, Deck or GY; Special Summon 1 "Angel Organization" monster with a lower Level than this card from your Deck, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card for the rest of the turn. You can only activate this effect of "Incognita of the Angel Organization, Amans" once per turn. If this card is banished from the Deck or GY: You can target 1 face-up monster you control; it is treated as a Tuner while it is face-up on the field.

Spectator of the Angel Organization, Mysty
LIGHT / Level 2 / Fairy-Tuner-Effect/ ATK 0 / DEF 1800
Cannot be targeted by the effect of your opponent's Level/Rank 3 or lower monsters. This card is also treated as DARK while in your Deck. If this card is Normal or Special Summoned while you control no other monsters or while you control 1 "Angel Organization" monster with a higher Level: You can banish 1 "Angel Organization" monster with a higher Level than this card from your Deck; add 1 "Angel Organization" monster with a different name from your Deck or that is banished to your hand, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card for the rest of the turn. If this card is banished from the Deck to activate the effect of a Fairy Monster: You can Special Summon this banished card in Defense Position. Its effects are negated, also banish it face-down when it leaves the field.

Exsecutor of the Angel Organization, Dracodia
DARK / Level 10 / Fairy-Effect/ ATK 0 / DEF 3000
Cannot be targeted by the effect of your opponent's Level/Rank 11 or lower monsters. You take no battle damage from battles involving Fairy Monsters. Once per turn: You can banish 1 "Angel Organization" monsters from your Deck, field or GY, except "Exsecutor of the Angel Organization, Dracodia", to target 1 other face-up monster you control; its Level and this card's Level become equal to the Level of the banished monster, also you cannot Special Summon monsters for the rest of the turn, except Fairy Monsters. During the End Phase of the turn this card was Summoned, if you took Battle Damage from battles involving Fairy Monsters you controlled during your previous turn: Inflict 2000 damage to your opponent, then banish this card face-down. You can only use this effect of "Exsecutor of the Angel Organization, Dracodia" once per turn. If this card is banished from the Deck to activate the effect of a Fairy Monster: You can target 1 face-up monster your opponent controls with the lowest Level (your choice, if tied); take control of that monster, and if you do, it is treated as a Fairy Monster, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card for the rest of the turn.

Emissarius of the Angel Organization, Lugria
LIGHT / Level 8 / Fairy-Effect / ATK 0 / DEF 3000
Cannot be targeted by the effect of your opponent's Level/Rank 9 or lower monsters. You can Special Summon this card (from your hand) by banishing 1 LIGHT and 1 DARK Fairy Monster with 0 ATK you control. If you control more DARK monsters than LIGHT monsters (not counting this one), this card becomes DARK, and vice versa. Once per turn, you can activate 1 of the following effects based on this card's Attribute:
● LIGHT - Banish 1 LIGHT and 1 DARK "Angel Organization" monster from your Deck; take 1000 damage. You can only use this effect of "Emissarius of the Angel Organization, Lugria" once per turn.
● DARK - (Quick Effect): Inflict damage to your opponent equal to half the total damage you took during this turn. You can only use this effect of "Emissarius of the Angel Organization, Lugria" once per turn.
If this card is banished from the Deck by the effect of a Fairy Monster, you can activate this effect: Until the end of the turn, all Battle Damage you would take from battles involving Fairy Monsters is doubled but all damage that would reduce your LP to 0 is negated, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card for the rest of the turn.

Agens of the Angel Organization, Siguas
DARK / Level 8 / Fairy-Effect / ATK 0 / DEF 2800
Cannot be targeted by the effect of your opponent's Level/Rank 9 or lower monsters. This Attack Position card cannot be destroyed by battle. If all monsters you control and in your GY are Fairy Monsters, all Special Summoned monsters your opponent controls cannot activate their effects. During the End Phase, if you took 2800 or more Battle Damage during this turn from battles involving Fairy Monsters you controlled: You can Special Summon this banished card, and if you do, banish all monsters which were involved in a battle in which you took damage during this turn from your field or GY. If this card is banished from the Deck by the effect of a Fairy Monster, you can activate this effect: You can target 1 of your banished Fairy Monsters; add it to your hand, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card for the rest of the turn.

Magister of the Angel Organization, Hyper
LIGHT / Level 7 / Fairy-Effect / ATK 0 / DEF 2700
Cannot be targeted by the effect of your opponent's Level/Rank 8 or lower monsters. You can reveal this card in your hand and banish 1 face-up "Angel Organization" Tuner Monster you control; Special Summon this card from your hand. Once per turn, during the Damage Step, if a Fairy Monster you control battles: You can banish 1 "Angel Organization" monster with a lower Level than this card's from your Deck; destroy 1 face-up monster on the field, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card for the rest of the turn. You can only activate thie effect during your opponent's turn. If this card is banished from the Deck to activate the effect of a Fairy Monster: You can banish 1 DARK "Angel Organization" monster from your hand or Deck; destroy 1 Spell/Trap Card on the field. You can only use this effect of "Magister of the Angel Organization, Hyper" once per turn.

Telum of the Angel Organization, Zagar
DARK / Level 7 / Fairy-Effect / ATK 0 / DEF 2700
Cannot be targeted by the effect of your opponent's Level/Rank 8 or lower monsters. When you take Battle Damage from a battle involving a Fairy Monster you control: You can Special Summon this card from your hand, then inflict damage to your opponent equal to half the amount of Battle Damage you took. Once per turn: You can target 1 of your banished Fairy Monsters; shuffle it into your Deck, and if you do, this card gains ATK equal to the DEF of that monster until the end of the turn, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card for the rest of the turn. If this card is banished from the Deck to activate the effect of a Fairy Monster: You can Special Summon 1 Fairy Monster with 0 ATK from your Deck or GY, but its effects are negated. You cannot Special Summon other monsters during the turn you activate this effect, except monsters with 0 ATK.

Scriba of the Angel Organization, Nesto
LIGHT / Level 4 / Fairy-Tuner-Effect / ATK 0 / DEF 1900
Cannot be targeted by the effect of your opponent's Level/Rank 5 or lower monsters. Cannot be used as a Synchro Material, except for the Synchro Summon of a Fairy Monster. This card is also treated as DARK while in your Deck. During the End Phase, if you took Battle Damage this turn from battles involving a Fairy Monster you controlled: You can banish this card from your hand and 1 "Angel Organization" monster with a higher Level than this card's from your Deck or GY; draw 1 card. You can only use this effect of "Scriba of the Angel Organization, Nesto" once per turn. If this card is banished from your Deck to activate the effect of a Fairy Monster: You can target 1 Fairy Monster with 0 ATK you control; equip this card to it, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card for the rest of the turn. A monster equipped with this card by this effect is treated as a Tuner, also its Level becomes 4.

Nunciator of the Angel Organization, Verlo
LIGHT / Level 1 / Fairy-Tuner-Effect / ATK 0 / DEF 800
Cannot be targeted by the effect of your opponent's Level/Rank 2 or lower monsters. This card is also treated as DARK while in your Deck. If this card is banished from the GY to activate the effect of a Synchro Monster: You can banish 1 "Angel Organization" monster whose Level is equal to or lower than the Level of that Synchro Monster from your Deck; negate the effects of 1 face-up card on the field, also you cannot activate effects of "Angel Organization" non-Synchro monsters with the same Level as this card for the rest of the turn. If this card is banished from the Deck to activate the effect of a Fairy Monster: You can banish 3 cards from your GY; inflict 500 damage to your opponent for each "Angel Organization" card banished by this effect. You can only use this effect of "Nunciator of the Angel Organization, Verlo" once per turn.

Trap Cards

Ultimatum of the Angel Organization
NORMAL TRAP
Add 1 Fairy Monster with 0 ATK from your Deck to your hand. If a Level 4 or lower Fairy Monster(s) is Special Summoned (except during the Damage Step), you can activate this card from your hand. If you control a "Angel Organization" monster(s): You can banish this card from your GY; Special Summon 1 of your banished Fairy monsters, also you cannot Special Summon monsters for the rest of the turn, except Synchro Monsters.

Arbitrium of the Angel Organization
NORMAL TRAP
You can banish 1 "Angel Organization" monster from your Deck, field or GY and target 1 face-up Fairy Monster you control with a different Level; that target's Level becomes equal to the Level of the banished monster. If your opponent controls 1 or more monsters than you do, you can activate this card from your hand. During the End Phase, except the turn this card was sent to the GY: You can banish this card from your GY; draw 1 card, then shuffle 2 of your banished "Agent Organization" monsters into your Deck. You can only use this effect of "Arbitrium of the Angel Organization" once per turn.

Magna Aula of the Angel Organization
CONTINUOUS TRAP
Synchro Fairy Monsters cannot be destroyed by card effects. Once per turn: You can target 1 face-up Fairy Monster on the field; reduce or raise its Level by 1, also it gains 300 DEF. Your opponent cannot activate cards or effects during the Battle Phase. If this card is sent from the field to the GY: You can Set 1 "Angelic Organization" Normal Trap Card from your Deck or GY. That card can be activated this turn. You can only control 1 face-up "Magna Aula of the Angel Organization".

Synchro Monsters

Primus of the Angel Organization, Phoenatura
LIGHT / Level 4 / Fairy-Synchro-Tuner-Effect / ATK 0 / DEF 1500
1 Fairy Tuner + 1 or more non-Tuner monsters
Cannot be targeted by the effect of your opponent's Level/Rank 5 or lower monsters. If this card is Synchro Summoned: You can banish all the monsters used for this card's Synchro Summon from both players' GYs; this card cannot be destroyed by battle as long as it remains face-up on the field. Once per turn, when you take Battle Damage from a battle involving a Fairy Monster you control: you can inflict 1500 damage to your opponent. If this card is banished to activate the effect of a Fairy Synchro Monster: You can target 1 face-up Level 7 or lower "Angel Organization" monster you control; it cannot be destroyed by battle while it is face-up on the field. You can only use this effect of "Primus of the Angel Organization, Phoenatura" once per turn.

Secundus of the Angel Organization, Leviaqua
LIGHT / Level 5 / Fairy-Synchro-Effect / ATK 0 / DEF 1800
1 Fairy Tuner + 1 "Angel Organization" non-Tuner monster
Cannot be targeted by the effect of your opponent's Level/Rank 6 or lower monsters. If this card is Synchro Summoned: You can banish all the monsters used for this card's Synchro Summon from both players' GYs; Special Summon 1 non-Tuner Fairy Monster with 0 ATK from your hand, and if you do, it is treated as a Tuner until the end of the turn. When you take Battle Damage from a battle involving a Fairy Monster you control: You can shuffle up to 3 of your banished "Angel Organization" cards into the Deck. If this card is banished to activate the effect of a Fairy Synchro Monster: You can banish 1 Fairy Monster from your Deck or GY; Special Summon 1 of your banished "Angel Organization" monsters with a different name. Its Level becomes 2 and its effects are negated. You can only use this effect of "Secundus of the Angel Organization, Leviaqua" once per turn.

Tertius of the Angel Organization, Brinace
LIGHT / Level 6 / Fairy-Synchro-Effect / ATK 0 / DEF 2400
1 Fairy Tuner + 1 or more Fairy non-Tuner monsters
Cannot be targeted by the effect of your opponent's Level/Rank 7 or lower monsters. If this card is Synchro Summoned: You can banish all the monsters used for this card's Synchro Summon from both players' GYs; return all Set Spell/Trap Cards on the field to the hand. When you take Battle Damage from a battle involving a Fairy Monster you control: You can draw 1 card. If this card is banished to activate the effect of a Fairy Synchro Monster: You can send any number of "Angel Organization" cards from your hand to the GY, and if you do, add the same number of your banished "Angel Organization" cards or "Angel Organization" cards from your Deck to your hand, also you cannot Special Summon monsters for the rest of the turn, except Fairy Monsters. You can only use this effect of "Tertius of the Angel Organization, Brinace" once per turn.

Quartus of the Angel Organization, Liber
LIGHT / Level 7 / Fairy-Synchro-Effect / ATK 0 / DEF 2700
1 Fairy Tuner + 1 or more "Angel Organization" non-Tuner monsters
Cannot be targeted by the effect of your opponent's Level/Rank 8 or lower monsters. If this card is Synchro Summoned: You can banish all the monsters used for this card's Synchro Summon from both player's GYs; draw 1 card. When you take Battle Damage from a battle involving a Fairy Monster you control: You can target 1 face-up Fairy Monster with 0 ATK you control; it gains ATK equal to the amount of damage you took until the end of the next turn. If this card is banished to activate the effect of a Fairy Synchro Monster: You can banish 1 Fairy Monster from your Deck to target up to 2 of your banished "Angel Organization" cards; add those targets to your hand. You can only use this effect of "Quartus of the Angel Organization, Liber" once per turn.

Quintus of the Angel Organization, Magrubia
LIGHT / Level 9 / Fairy-Synchro-Tuner-Effect / ATK 0 / DEF 3000
1 Synchro Fairy Tuner + 1 or more Fairy non-Tuner monsters
Must first be Synchro Summoned with the above cards. Cannot be targeted by the effect of your opponent's Level/Rank 10 or lower monsters. If this card is Synchro Summoned: You can banish all the monsters used for this card's Synchro Summon from both players' GYs; destroy all non-Fairy monsters on the field. Fairy Monsters you control cannot be destroyed by battle. When you take Battle Damage from a battle involving a Fairy Monster you control: You can Special Summon 1 "Angel Token" (LIGHT/Level 1/Fairy-Type/ATK 0/DEF 1900) in Defense Position, then you can decide whether to treat it as a Tuner. If this card is banished to activate the effect of a Fairy Synchro Monster: You can banish 2 Level 7 or higher "Angel Organization" monsters from your Deck; that Synchro Monster gain ATK equal to its DEF until the end of the next turn. You can only use this effect of "Quintus of the Angel Organization, Magrubia" once per turn.

Regina of the Angel Organization, Trisalba
LIGHT / Level 11 / Fairy-Synchro-Effect / ATK 0 / DEF 3500
1 Level 7 or higher Synchro Fairy Tuner + 1 or more Fairy non-Tuner monsters that were Special Summoned
Must be Synchro Summoned. You can only control 1 face-up "Regina of the Angel Organization, Trisalba". Cannot be targeted by the effects of your opponent's monsters. If this card is Synchro Summoned: You can banish all Synchro monsters used for this card's Synchro Summon from your GY; your opponent banishes 3 face-up cards (or all their cards, if less than 3) from their field face-down (their choice). Your opponent cannot activate cards or effects in response to this effect's activation. Other Fairy Monsters you control cannot be destroyed by battle or card effects. Each time you take Battle Damage from a battle involving a Fairy Monster you control, inflict the same amount of damage to your opponent. If this Synchro Summoned card would leave the field (either by battle or by a card effect), you can banish 1 Fairy Monster from your Deck face-down instead (the Deck must be shuffled after that). You can only use this effect of "Regina of the Angel Organization, Trisalba" up to three times while this card is face-up on the field.

----------------------------
Advantages
  • Great Deck thinning capability
  • Can take a fair amount of monsters on the field
  • Good protection against monsters effects
  • If played properly, can generate good advantage

Disadvantages
  • Little to no offensive potential
  • Vulnerable to handtraps
  • Tends to be bricky due to the high Level Monsters
  • Relies too much on the starting hand
  • Effects with strict restrictions; if played carelessly, your strategy can be greatly affected
  • The Deck management that it offers is compensated by the lack of archetypal searching Spell Cards

9
Archives / Archetype Submission - Solevias
« on: June 07, 2018, 06:39:30 am »
Solevias is an Xyz-Ritual archetype that mainly consists of Level 6 monsters which benefit from being sent to the GY by a card with a different name. The archetype's main objective is bringing out Sol Splendente, the Eternal Solevias , an overall powerful Ritual Monster that cannot be Ritual Summoned by normal means and can only remain on the field for one turn. To put it short, the archetype has a fast-paced playstyle and can offer a good amount of chances to OTK your opponent by inflicting heavy battle damages. Despite having some Xyz Monsters who support its combo-enabling plays, Solevias lacks the capability of swarming monsters from the ED; also these cards tend to consume resources and LP really quickly, which means that a scarce management could backfire you even during the early turns of the Duel.

Here you can see all the card pics:
https://imgur.com/a/FTRtKwo

Ritual Monsters
Spoiler: show
Sol Splendente, the Eternal Solevias
LIGHT - Level 10 - Wyrm/Ritual/Effect - ATK 3300 - DEF 0
Must be Special Summoned by the effect of "Fated Warrior of Solevias", and cannot be Special Summoned by other ways. Cards and effects cannot be activated in response to this card's Summon. There can only be 1 face-up copy of this card on the field. As long as your LP are lower than your opponent's, this card you control is unaffected by other card effects. You can pay 1000 LP; send 1 "Solevias" card from your hand, Deck or field to the GY. Once per turn, during the End Phase: Send this card to the GY, and if you do, Special Summon 1 "Solevias Novastella" from your hand, Deck or GY. If this card is sent from your hand or Deck to the GY by the effect of a "Solevias" card with a different name: You can draw 1 card. You can only use this effect of "Sol Splendente, the Eternal Solevias" once per turn.

Solevias Novastella
LIGHT - Level 10 -Wyrm/Ritual/Effect - ATK 0 - DEF 3300
Must be Special Summoned by the effect of "Sol Splendente, the Eternal Solevias", and cannot be Summoned by other ways. Cannot be targeted by your opponent's card effects. This card gains ATK equal to the ATK of the monster with the highest ATK on your opponent's side of the field. If this card destroys an opponent's monster by battle: You can send this card from your field to the GY; add 1 "Solevias" monster from your Deck to your hand, then send 1 card from your hand to the GY. If this card is sent to the GY by the effect of a "Solevias" card with a different name: You can target 1 face-up monster your opponent controls; Tribute it. You can only use this effect of "Solevias Novastella" once per turn.

Envoy of Solevias
LIGHT - Level 8 - Spellcaster/Ritual/Effect - ATK 2800 - DEF 2800
You can Ritual Summon this card with any "Solevias" Ritual Spell. When this card is Ritual Summoned, you can activate this effect: Until the end of your opponent's next turn, this card cannot be targeted for an attack. Once per turn: You can send 1 card from your hand to the GY, then draw 1 card. If this card is sent to the GY by the effect of a "Solevias" card with a different name: You can make your opponent banish 1 card from their hand and/or field (their choice). You can only activate this effect of "Envoy of Solevias" once per turn.

Solevias Priestess
LIGHT - Level 5 - Spellcaster/Ritual/Effect - ATK 0 - DEF 3000
You can Ritual Summon this card with any "Solevias" Ritual Spell. When this card is Ritual Summoned, you can activate this effect: Until the end of your opponent's next turn, this card cannot be targeted or destroyed by your opponent's card effects. Each time your opponent Special Summons a monster from their Extra Deck, both players send 1 card from their hands to the GY (this effect does not apply if a player has no cards in their hand). If this card is sent to the GY by the effect of a "Solevias" card with a different name: You can add 1 "Solevias" Ritual Monster or 1 "Solevias" Ritual Spell from your GY to your hand, except this card. You can only activate this effect of "Solevias Priestess" once per turn.

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The first 2 Rituals require the player to follow a certain procedure in order to be Summoned. Sol Splendente is the boss monster of the archetype and its effect gives him a really good amount of protection and allows to activate the GY effects of other Solevias monsters; however, it can only remain on the field for one turn (à la Ra Phoenix Mode) before switching to its more defensive counterpart. As for Envoy and Priestess, they have solid stats and a temporary protection, also they can be brought on the field quite easily by using the Solevias Ritual Spells


Main Deck Effect Monsters
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Solevias Vessel
LIGHT - Level 10 - Wyrm/Effect - ATK 0 - DEF 0
Cannot be Summoned. If this card is sent from your hand or Deck to the GY by a card effect: You can pay half your LP; add 1 Level 6 or higher "Solevias" monster from your Deck to your hand, except "Solevias Vessel". During your End Phase, if you activated this effect this turn, send 1 card from your hand to the GY. If an opponent's monster declares a direct attack while this card is in your GY and the only monsters in your GY are "Solevias" monsters: You can place this card on the bottom of your Deck; negate the attack and end the Battle Phase. You can only use this effect of "Solevias Vessel" once per Duel.
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One of the pieces required to summon Sol Splendente. It is relatively useless while in your hand and its search effect (despite being the less restricted one of the archetype) has a huge cost. Vessel also got a useful "second chance" effect which can prove to be crucial during a Duel, you can only use it one time though.
Solevias Messenger
LIGHT - Level 6 - Wyrm/Effect - ATK 2100 - DEF 2100
If you control no monsters: You can Special Summon this card from your hand, and if you do, you cannot Special Summon monsters for the rest of this turn, except "Solevias" monsters. If this card declares an attack: You can send 1 "Solevias" card from your hand or field to the GY. If this card is sent from your hand, field or Deck to the GY by the effect of a "Solevias" card with a different name: Special Summon 1 "Solevias" monster from your Deck or GY. Its ATK becomes 0 and it has its effects negated. You can only use this effect of "Solevias Messenger" once per turn.

Solevias Ancient Prophet
LIGHT - Level 6 - Spellcaster/Effect - ATK 2000 - DEF 2300
If the only monsters in your GY are "Solevias" monsters: You can Special Summon this card from your GY, and if you do, send 2 cards from your hand to the GY. You can only use this effect of "Solevias Ancient Prophet" once per turn. When this card is Normal Summoned: you can send the top 2 cards of your Deck to the GY, then draw 1 card. If this card is sent from your hand, field or Deck to the GY by the effect of a "Solevias" card with a different name: Look at the top 2 cards of your Deck, then place them on top of your Deck in any order. You can only use this effect of "Solevias Ancient Prophet" once per turn.

Solevias Servant
LIGHT - Level 6 - Warrior/Effect - ATK 1600 - DEF 0
When this card leaves the field: send 1 Level 6 or lower "Solevias" monster from your Deck to the GY, then banish this card. If this card is sent from your hand or Deck to the GY by the effect of a "Solevias" card with a different name: You can Special Summon this card from your GY. You can only use this effect of "Solevias Servant" once per turn.
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Here's the Level 6 trio, the most important components of the arche. Messenger, thanks to its effects, always provides a Solevias monster to its user; Prophet has a really good Reborn Effect which also allows you to extend your plays; Servant is a good playmaker that Special Summon itself for no cost at all and allows to fill the GY once it leaves the field. The arche does not have really good recycling options tho, so it would be better not to waste them all at once.
Newborn Solevias
LIGHT - Level 2 - Wyrm/Effect - ATK 500 - DEF 2000
Once per turn: You can send 1 "Solevias" monster from your hand or field to the GY, and if you do, Special Summon 1 "Solevias" monster with a different name from your GY in face-up Defense Position. If this card is sent from your hand, field or Deck to the GY by the effect of a "Solevias" card with a different name: You can Special Summon this card from your GY in face-up Defense Position, and if you do, shuffle 1 "Solevias" monster from your GY into your Deck, and if you do that, this card's Level becomes equal to the Level of that monster. You can only activate this effect of "Newborn Solevias" once per turn.

Solevias Protector
LIGHT - Level 3 -Spellcaster/Effect - ATK 0 - DEF 1800
If exactly 1 "Solevias" card you control would be destroyed by battle or by an opponent's card effect, send that "Solevias" card to the GY, and if you do, destroy that opponent's card. If this card is sent from your hand, field or GY by the effect of a "Solevias" card with a different name: You can add 1 Level 5 or lower "Solevias" monster from your Deck or GY to your hand, except this card. You can only use each effect of "Solevias Protector" once per turn, and only once that turn.
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Solevias Newborn has a neat effect that allows the player to manage and recycle the resources in the GY, adjusting its Level at the same time. Protector's effect can be useful in some situations but it is NOT optional, so the opponent can bait it out pretty easily if they have the means to do it; its Level also might not be fit for the arcetype.


Spells
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Solevias Calling (NORMAL)
Activate 1 of the following effects:
- Add 1 Level 6 or lower "Solevias" monster from your Deck or GY to your hand.
- Send 1 Level 6 or lower "Solevias" monster from your hand or Deck to the GY.
You can only use each effect of "Solevias Calling" once per turn, and only once that turn.
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It's basically the monster searcher, so... always run 3
Solevias Vision (NORMAL)
Special Summon 1 "Solevias" monster from your GY. It has its effects negated. During your turn, except the turn this card was sent to the GY: You can banish this card from your GY; send 1 card you control to the GY, and if it was a "Solevias" monster, draw cards up to its Level divided by 3 (rounded down), then you lose 1000 LP for each card you drew with this effect. You can only use this effect of "Solevias Vision" once per turn. During your End Phase, if you activated this effect this turn, send 1 card from your hand to the GY. You can only activate 1 "Solevias Vision" per turn.
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The archetype's Monster Reborn; its draw effect is really nice but consumes a considerable amount of LP (still deciding if changing the cost from 1000 LP to 1500/2000 LP)
Solevias Altar (CONTINUOUS)
You can only activate 1 "Solevias Altar" per turn". You can only control 1 face-up "Solevias Altar". When this card is activated: Send 1 "Solevias" card from your Deck to the GY. Level 6 or lower "Solevias" monsters you control cannot be destroyed by battle. You can reveal 1 "Solevias" Ritual Monster in your hand, except "Sol Splendente, the Eternal Solevias": Send "Solevias" monsters from your Deck to the GY whose total Level is greater than the Level of the revealed monster, and if you do, Special Summon that monster ignoring its summoning conditions. It has its effects negated and cannot declare an attack, also, if that monster leaves the field, destroy this card. You can only activate this effect of "Solevias Altar" once per Duel. If this face-up card you control leaves the field: You lose 2000 LP.
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A themed Foolish Burial which also allows you to bypass the summoning conditions of 1 Ritual Monster per Duel and fill up the GY even further. Play it with caution since its LP cost might backfire (might change it to 2500/3000 LP)
Preparatives for the Solevias (NORMAL)
If you control no cards: Special Summon 1 "Solevias" monster from your Deck whose Level is different from the Levels of monsters your opponent controls or that are in either player's GY, and if you do, you can add 1 "Solevias" Spell from your GY to your hand, except "Preparatives for the Solevias". During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; excavate cards from the top of your Deck until you excavate a monster. Send that monster to the GY and shuffle the rest back into the Deck. You can only activate 1 effect of "Preparatives for the Solevias" per turn, and only once that turn.
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Only useful during the early turn of the Duel, while your GY has no monsters. Its mill effect, however, can be somewhat useful
Solevias Benedition (NORMAL)
Pay 4000 LP; Special Summon as many Level 6 or lower "Solevias" monsters from your GY as possible. They cannot activate their effects, also they cannot declare an attack this turn. You cannot Special Summon during the turn you activate this effect, except "Solevias" monsters, also your opponent does not take any damage until the end of the turn. During either player's Battle Phase: You can banish this card from your GY; banish all face-up "Solevias" cards you control (min. 1), and if you do, you do not take battle damage until the end of your opponent's next turn. You can only use this effect of "Solevias Benedition" once per Duel.
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Enables a lot of plays, but at an enormous cost. Its GY effect can only win you an extra turn at most, since it gets rid of all the Solevias cards on your field (might reduce the cost to 3000 LP)
Solevias Descent (NORMAL)
If the only monster you control is a "Solevias" Ritual Monster: Banish 1 face-up card your opponent controls. If your LP were lower than your opponent's at the moment this card was activated, they cannot activate cards or effects in response to this card's activation. During the End Phase of the turn this card was activated: You can banish this card from your GY; add 1 "Solevias" Ritual Monster or 1 "Solevias" Ritual Spell from your Deck to your hand. You can only activate 1 "Solevias Descent" per turn.
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It's very situational, but has a good non-targeting removal effect.
Solevias Eclipse (QUICKPLAY)
Send 1 "Solevias" monster from your hand to the GY, then draw 1 card. You can only activate 1 "Solevias Eclipse" per turn.
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A simple, yet interesting effect which can enable some plays
Solevias Rebirth (RITUAL)
Target 1 LIGHT Ritual Monster in either player's GY; banish "Solevias" monsters from your field or GY whose total Level equals the Level of that target, then Special Summon it on your side on the field ignoring its summoning conditions (This summon is treated as a Ritual Summon). You can only activate 1 "Solevias Rebirth" per turn. You cannot Special Summon other monsters during the turn you activate this card. If a "Solevias" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.

Light of the Solevias (RITUAL)
This card can be used to Ritual Summon any Level 8 or lower "Sunphoenix" Ritual Monster or any Level 6 or lower LIGHT Ritual Monster. You must also Tribute monsters from your field to the GY whose total Levels equal or are greater than the Level of the Ritual Monster you Ritual Summon. If your opponent controls more monsters than you do, you can send 1 "Solevias" monster from your Deck to the GY whose Level equals or is greater then the Level of the Ritual Monster you Ritual Summon instead. You can only activate 1 "Light of the Solevias" per turn. During the End Phase, if the monster Summoned by this card's effect is not a "Solevias" monster, send it to the GY.
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Rebirth allows you to ignore the Summoning conditions of every Solevias monster (even Sol Splendente), but it requires you to fill your GY with some monsters. Light's effect is easier to activate and can pick resources directly from the Deck, but it is restricted to Priestess and Envoy. Also no Pre-Preparation of Rites for you


Xyz Monsters
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Oracle of Solevias
LIGHT - Rank 6 - Spellcaster/Xyz/Effect - ATK 1500 - DEF 2900
2 (or more) Level 6 monsters
(Quick Effect): You can detach 1 Xyz Material from this card and target 1 card in your GY; send 1 card with the same name as that target from your hand or Deck to the GY. You can only use this effect of "Oracle of Solevias" once per turn. Once per turn: You can detach 3 Xyz Materials from this card; send 2 "Solevias" cards with different names from your Deck to the GY, then return this card to the Extra Deck. If this Xyz Summoned card is sent to the GY because of a card effect: You can Special Summon 1 Level 8 or lower "Solevias" Ritual Monster from your Deck, ignoring its summoning conditions. It has its effects negated, also it returns to your hand during the end of the turn.
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The Solevias Beatrice
Archknight of Solevias
LIGHT - Rank 6 - Wyrm/Xyz/Effect - ATK 2700 - DEF 0
2 Level 6 "Solevias" monsters
You can also Xyz Summon this card by using a Rank 6 "Solevias" Xyz Monster with a different name you control as material (Transfer its materials to this card). Once per turn: You can detach all Xyz Materials from this card; until the end of the turn, if this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. If this Xyz Summoned card is sent to the GY by a card effect: Special Summon 1 "Solevias" monster from your hand in face-up Defense Position.

Astralstar of Solevias
LIGHT - Rank 6 - Wyrm/Xyz/Effect - ATK 2500 - DEF 2500
2 Level 6 "Solevias" monsters
You can also Xyz Summon this card by using a Rank 6 "Solevias" Xyz Monster with a different name you control as material (Transfer its materials to this card). Once per turn: You can detach 1 Xyz Material from this card and target 1 card on the field; send it to the GY. You can only use this effect of "Astralstar of Solevias" once per turn. If this Xyz Summoned card is sent to the GY by a card effect: You can add 1 "Solevias" card from your GY to your hand, then you can send the top card of your Deck to the GY.
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These two are interchangable and have neat effects but summoning them with the regular procedure is probably not worthy
Embodiment of Solevias
LIGHT - Rank 6 - Wyrm/Xyz/Effect - ATK 3000 - DEF 3000
2 Level 6 "Solevias" monsters
You can only control 1 "Embodiment of Solevias" on the field. While this card is face-up on the field and your LP are lower than your opponent's, all non-LIGHT monsters on the field lose 3000 ATK and DEF. Once per turn (Quick Effect): You can detach 1 Xyz Material from this card; banish 1 Level 6 or lower "Solevias" monster from your GY, and if you do, Special Summon 1 monster with the same name from your GY or Deck, ignoring its summoning conditions. If this Xyz Summoned card is sent to the GY by a card effect: You gain 1500 LP.
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A big beatstick and a really good Special Summoning effect
Herald of Solevias
LIGHT - Rank 6 - Wyrm/Xyz/Effect - ATK 2000 - DEF 2800
2 (or more) Level 6 monsters
If your opponent activates a monster effect while the only monsters you control are LIGHT monsters (Quick Effect): You can detach 1 Xyz Material from this card; negate the activation, then this card gains 1000 ATK. If this Xyz Summoned card is sent to the GY by a card effect: You can Set 1 "Solevias" Spell from your GY to your Spell/Trap Cards Zone. You can only use this effect of "Herald of Solevias" once per turn.
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a.k.a the only form of negation of the entire archetype
Fated Warrior of Solevias
LIGHT - Rank 6 - Warrior/Xyz/Effect - ATK 2000 - DEF 2000
2 Level 6 "Solevias" monsters
When this card is Xyz Summoned: Target 1 "Solevias Vessel" in your GY; equip that target to this card. While this card is equipped with a Level 10 "Solevias" monster, it gains these effects:
- This card cannot be destroyed by battle or by card effects.
- All damage your opponent takes from battles involving this card becomes 2000.
- During your Standby Phase: You can Special Summon 1 "Sol Splendente, the Eternal Solevias" from your GY.
If this card would be destroyed, you can destroy the monster equipped to it with this effect instead. Once per turn, you can detach 1 Xyz Material from this card: Send all cards equipped to this card to the GY, and if you do, send 1 card from the field to the GY. This card cannot attack during the turn you activate this effect. If this Xyz Summoned card is sent to the GY by a card effect: Return it to the Extra Deck.
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The last piece that allows you to summon Sol Splendente.
Origin of Solevias
LIGHT - Rank 10 - Wyrm/Xyz/Effect - ATK 0 - DEF 0
2 Rank 6 "Solevias" Xyz Monsters with different names
You can only control 1 "Origin of Solevias". Must be Xyz Summoned and cannot be Summoned by other ways. Cannot be destroyed by battle and cannot be targeted or destroyed by your opponent's card effects while you control another "Solevias" monster. Once per turn (Quick Effect): You can detach 1 Xyz Material from this card; activate 1 of the following effects depending on the name of the Xyz Material you detached:
- "Oracle" - Send 1 monster from your Deck to the GY, and if you do, this card gains ATK and DEF equal to that monster's ATK and DEF respectively.
- "Archknight" - Send the top 3 cards of your Deck to the GY, then banish 1 card your opponent controls.
- "Astralstar" - "Solevias" monster you control cannot be destroyed or banished until the end of the turn.
- "Embodiment" - This turn, when you take battle damage from battles involving this card, inflict 3000 damage to your opponent.
- "Herald" - Negate the effect of all face-up monsters your opponent currently controls until the end of the turn.
- "Fated Warrior" - Target 1 "Solevias" Xyz Monster in your GY, except "Fated Warrior of the Solevias"; attach that target to this card as an Xyz Material.
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You could consider it as the Xyz Counterpart of Sol Splendente; may not be so easy to pull out and its effectiveness really depends on the materials you chose, also it is really vulnerable when it is alone


Advantages and disadvantages()
Advantages
  • Great OTK capability
  • The major part of the monsters have a good set of stats
  • Large availability of searchers/millers
  • Discrete comeback and good recovery
  • Has pretty good removal options
  • Can catch your opponent by surprise during the early turns of the Duel

Disadvantages
  • It's "xenophobic"; does not run well with cards that are not part of the archetype
  • Its cards tend to use a lot of resources and Life Points
  • It's pretty difficult to bring out more than 1 monster from the ED at a time
  • Has little to no ways of disrupting your opponent's plays, and it is not fit for a control-based playstyle
  • Card effects have a considerable amount of restrictions

That's all the archetype has to offer (it's still an initial version though, changes will probably be made). Thanks for your attention

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