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Archives / Archetype Submission - Arthro-Lords Overhaul
« on: October 28, 2020, 12:01:58 pm »

Arthro-Lords Overhaul

Description:
Heavy overhaul of the existing "Arthro-" archetype, in hopes of fixing existing issues.

http://imgur.com/a/qGtvxtE


Cards

Spoiler: Monster Cards • show

Arthro-Paladin, Dark Reborn
DARK
Level 12
Insect/Ritual/Pendulum/Effect
L-Scale: 13
R-Scale: 13
Pend Effect:You cannot Pendulum Summon monsters, except "Arthro-" monsters. This effect cannot be negated. Once per turn: You can reveal 1 "Arthro-" Ritual Monster in your hand, except "Arthro-Paladin, Dark Reborn"; Tribute monsters you control or in your hand whose total Levels equal or exceed the revealed monster's, then Ritual Summon the revealed monster.
Monster Effect: This card can only be Ritual Summoned with the effect of an "Arthro-" card. Once per turn: You can Tribute 1 other "Arthro-Lord" monster you control; apply the following effects, depending on the Attribute of the Tributed monster: •FIRE: Inflict 300 damage to your opponent for each monster on the field or face-up in the Extra Deck. •WATER: Shuffle all cards your opponent controls into the owner's Deck(s). •EARTH: Change all monsters your opponent controls to Defense Position, and if you do, the DEF of all monsters they control becomes 0, also they cannot change their Battle Positions. •WIND: Gain 300 LP for each card on the field. During the End Phase, if this card is in your GY because it was Tributed for a Ritual Summon: You can add this card from the GY to your hand.
ATK:3000 DEF:2500
————————————————————————
Arthro-Guardian, Gleaming Fall
LIGHT
Level:11
Insect/Ritual/Pendulum/Effect
L-Scale: 0
R-Scale: 0
Pend Effect: You cannot Pendulum Summon monsters, except "Arthro-" monsters. This effect cannot be negated. Once per turn: You can reveal 1 "Arthro-" Ritual Monster in your hand, except "Arthro-Guardian, Gleaming Fall"; Tribute monsters you control or in your hand whose total Levels equal or exceed the revealed monster's, then Ritual Summon the revealed monster.
Monster Effect: This card can only be Ritual Summoned with the effect of an "Arthro-" card. During the End Phase, if this card is in your GY because it was Tributed for a Ritual Summon: You can add this card from the GY to your hand. If an "Arthro-" Ritual monster you control would be destroyed by battle or card effect: You can send the top card of your Deck to the GY, and if you do, that monster isn't destroyed.
ATK: 3000 DEF: 2500
————————————————————————
Arthro-Lord, Pyrofang
FIRE
Level: 10
Insect/Ritual/Pendulum/Effect
L-Scale: 12
R-Scale: 12
Pend Effect: You cannot Pendulum Summon monsters, except "Arthro-" monsters. This effect cannot be negated. Once per turn: You can reveal 1 "Arthro-" Ritual Monster in your hand, except "Arthro-Lord, Pyrofang"; Tribute monsters you control or in your hand whose total Levels equal or exceed the revealed monster's, then Ritual Summon the revealed monster.
Monster Effect: This card can only be Ritual Summoned with the effect of an "Arthro-" card. Once per turn: You can destroy this card, and if you do, inflict 200 damage to your opponent for each monster on the field. If this card is sent to the GY by battle or card effect: Add 1 "Arthro-" card from your deck to your hand. During the End Phase, if this card is in your GY because it was Tributed for a Ritual Summon: You can add this card from the GY to your hand.
ATK: 2700 DEF: 2000
————————————————————————
Arthro-Lord, Venogust
WIND
Level: 9
Insect/Ritual/Pendulum/Effect
R-Scale: 1
L-Scale: 1
Pend Effect: You cannot Pendulum Summon monsters, except "Arthro-" monsters. This effect cannot be negated. Once per turn: You can reveal 1 "Arthro-" Ritual Monster in your hand, except "Arthro-Lord, Venogust"; Tribute monsters you control or in your hand whose total Levels equal or exceed the revealed monster's, then Ritual Summon the revealed monster.
Monster Effect: This card can only be Ritual Summoned with the effect of an "Arthro-" card. You can 1 card on the field: Shuffle this card into the Deck, and if you do, put that target on the bottom of its owner's Deck. During the End Phase, if this card is in your GY because it was Tributed for a Ritual Summon: You can add this card from the GY to your hand.
ATK:2700 DEF:1800
————————————————————————
Arthro-Lord, Hivewave
WATER
Level: 8
Insect/Ritual/Pendulum/Effect
R-Scale: 8
L-Scale: 8
Pend Effect: You cannot Pendulum Summon monsters, except "Arthro-" monsters. This effect cannot be negated. Once per turn: You can reveal 1 "Arthro-" Ritual Monster in your hand, except "Arthro-Lord, Hivewave"; Tribute monsters you control or in your hand whose total Levels equal or exceed the revealed monster's, then Ritual Summon the revealed monster.
Monster Effect: This card can only be Ritual Summoned with the effect of an "Arthro-" card. Once per turn: You can shuffle 1 "Arthro-" Ritual Monster from your GY into the Deck, and if you do, send 1 card from the field to the GY. During the End Phase, if this card is in your GY because it was Tributed for a Ritual Summon: You can add this card from the GY to your hand.
ATK: 2500 DEF: 1400
————————————————————————
Arthro--Lord, Overclaw
EARTH
Level: 7
Insect/Ritual/Pendulum/Effect
R-Scale: 4
L-Scale: 4
Pend Effect: You cannot Pendulum Summon monsters, except "Arthro-" monsters. This effect cannot be negated. Once per turn: You can reveal 1 "Arthro-" Ritual Monster in your hand, except "Arthro-Lord, Overclaw"; Tribute monsters you control or in your hand whose total Levels equal or exceed the revealed monster's, then Ritual Summon the revealed monster.
Monster Effect: This card can only be Ritual Summoned with the effect of an "Arthro-" card. While you control an "Arthro-" monster (other than this card), "Arthro-" monsters you control gain 500 ATK. If an "Arthro-" monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. During the End Phase, if this card is in your GY because it was Tributed for a Ritual Summon: You can add this card from the GY to your hand.
ATK: 2500 DEF: 1200


Spoiler: Extra Deck Monster Cards • show

Arthro-Progenitor Peros
DARK
Link 4
Insect/Link/Effect
2+ monsters, except Tokens / During your Main Phase: You can discard 1 card; Special Summon 1 "Arthro-" Ritual Monster from your Deck, ignoring its Summoning Conditions, but its effects are negated, also, if it would be destroyed by battle or card effect, shuffle it into the Deck. You cannot Special Summon monsters the same turn you use this effect, except "Arthro-" monsters. If your opponent activates a monster effect (Quick Effect): You can negate that effect, and if you do, banish that monster, then Special Summon it to a zone this card points to, but place it on the bottom of the owner's Deck during the End Phase. You can only use 1 "Arthro-Progenitor, Peros" effect per turn, and only once that turn.
ATK: 2500
————————————————————————
Divinos, Lord of the Arthro-Caste
EARTH
Rank 12
Insect/Xyz/Pendulum/Effect
L-Scale: 6
R-Scale: 6
Pend Effect: You cannot Pendulum Summon monsters, except "Arthro-" monsters. This effect cannot be negated. During your Draw Phase, before you draw: You  can give up your normal draw for this turn, and if you do, add 1 "Arthro-" card from your GY or that is banished to your hand. Once per turn: You can reveal 1 "Arthro-" Ritual Monster in your hand; Tribute monsters you control or in your hand whose total Levels equal or exceed the revealed monster's, then Ritual Summon the revealed monster.
Monster Effect: 2+ Level 12 Ritual Monsters / Must be Xyz Summoned, and can then be Pendulum Summoned. If this card in the Monster Zone is removed from the field: You can Special Summon 1 "Arthro-" monster from your Pendulum Zone, and if you do, place this card in your Pendulum Zone. If this card has only "Arthro-" monsters as Xyz Materials, it gains the following effect: ●Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls and 1 "Arthro-" Card in your GY; change that opponent's monster to Defense Position, and if you do, shuffle the target from your GY into your Deck.
ATK: 3000 DEF: 3500



Spoiler: Spell Cards • show

Chambers of the Arthro-Lords
Spell/Field
During your Main Phase: You can discard 1 "Arthro-" monster from your hand; until the End Phase, the Level of all "Arthro-" monsters in your hand and on your field become equal to the Level of the discarded monster. During either player's turn: You can reveal 1 "Arthro-" Ritual Monster from your hand; shuffle monsters from your GY or face-up Extra Deck into the Deck whose total Levels equal or exceed the Level of the revealed monster; Ritual Summon the revealed monster. "Arthro-" monsters you control gain 300 ATK and DEF, and cannot be destroyed by your opponent's card effects. You can only use each effect of "Chamber of the Arthro-Lords" once per turn.
————————————————————————
Arthro-Paladin War Cry
Spell/Quick-Play
Reveal 1 "Arthro-" Ritual Monster in your hand, then Tribute other monsters you control or in your hand whose total Levels equal or exceed the revealed monster's; Ritual Summon the revealed monster, also, it cannot be destroyed by battle this turn. If you control a "Arthro-Paladin, Dark Reborn" in Attack Position and this card is in your GY, except the turn it was sent there: You can banish this card from the GY; monsters you control gain 500 ATK, also during the Battle Phase, they are unaffected by card effects that would make them leave the field. These changes last until your next Standby Phase. You can only activate 1 "Arthro-Paladin War Cry" per turn.
————————————————————————
Seal of the Arthro-Lords
Spell/Continuous
You can reveal 1 "Arthro-" monster from your hand: Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the revealed monster; Ritual Summon the revealed monster. You can banish 1 "Arthro-" monster card from your Deck; return this card from the GY to your hand. You can only use each effect of "Seal of the Arthro-Lords" once per turn.


Spoiler: Trap Cards • show

Arthro-Guardian Orb of Protection
Trap/Continuous
Once per turn (Quick Effect): You can activate 1 of these effects. You cannot attack the turn you activate this effect: ●Shuffle 1 "Arthro-" Monster from your GY into your Deck, then target 1 monster you control; add 1 "Arthro-" card from your Deck to your hand, and if you do, that target cannot be destroyed or sent to the GY by your opponent's cards and effects this turn. ●Send 1 "Arthro-" card from your Deck or hand to the GY, and if you do, this turn, any damage to your LP from your opponent's card and effects becomes 0.


Additional Remarks

Advantages:

Heavy Ritual focus with lots of resource recursion whenever they're tributed for Rituals, giving a high amount of return on resource investments


Disadvantages:

Requires a lot of setup to get going and will most likely be torn down before they can begin.

2
Archives / Archetype Submission - Lycarnage/Vengeful Gaze
« on: August 31, 2019, 01:49:55 am »

Lycarnage/Vengeful Gaze

Description:
A group of Beast and Beast-Warrior monsters representing corrupted wolves mutated by the spilled blood of a holy warrior and a monstrous experiment (referencing Cú Chullain and Lycanthrope), and the forest that has become as twisted as them. Lycarnage focus heavily on tributing and activating effects for being tributed, as well as some swarming and beatdown elements.
Imgur Link:
http://imgur.com/a/ekJ2sla


Cards

Spoiler: Monster Cards • show

"Lycarnage Hunter
Level 8
EARTH
Beast-Warrior/Ritual/Effect
You can Ritual Summon this card with "Synthesis Rites of Vengeful Gaze". You can Tribute 1 "Lycarnage" monster from your hand or field: Target 1 monster your opponent controls and change it to face-down Defense Position. You can only use this effect of "Lycarnage Hunter" once per turn.If this card was Ritual Summoned using "Lycanthrope" as material, it gains the following effects: ● This card's original ATK becomes 4500 ●This card cannot be removed from the field by your opponent's card effects. ● This card deals Piercing Battle Damage.
ATK: 2500
DEF: 1900"
---------------------
"Awoken Lycarnage
Level 6
EARTH
Beast-Warrior/Ritual/Effect
You can Ritual Summon this card with "Synthesis Rites of Vengeful Gaze". You can Tribute 1 "Lycarnage" monster from your hand or field, then target 1 monster your opponent controls: Reduce that target's ATK/DEF by the ATK/DEF of the Tributed "Lycarnage" monster. You can only use this effect of "Awoken Lycarnage" once per turn. If this card was Ritual Summoned using "Cú Chulainn the Awakened" as material, it gains the following effects: ● This card's original ATK becomes 2500. ●This card cannot be targeted by your opponent's card effects. ● If this card battles an opponent's monster, any battle damage this card inflicts to your opponent is doubled.
ATK: 600
DEF: 1100"
---------------------
"Lycarnage Packfather
Level 8
EARTH
Beast-Warrior/Effect
This card is treated as a Normal Monster while in the hand or GY. You can Tribute 1 "Lycarnage" monster from your hand or field: Banish 1 monster your opponent controls, and if you do, this card gains ATK equal to half the ATK the banished monster had on the field. If this card is Tributed: You can Special Summon this card, and make its original ATK 3500, but it is banished when it leaves the field. You can only use each effect of "Lycarnage Packfather" once per turn.
ATK: 2500
DEF: 2800"
---------------------
"Lycarnage Demother
Level 8
EARTH
Beast-Warrior/Effect
This card is treated as a Normal Monster while in the hand or GY. If this card is in your GY: You can Tribute 1 Special Summoned "Lycarnage" monster you control, and if you do, Special Summon this card, but banish it when it leaves the field. You can Special Summon 1 Level 4 or lower "Lycarnage" monster from your hand or GY in Defense Position. You can only use each effect of "Lycarnage Denmother" once per turn.
ATK: 2500
DEF: 2800"
---------------------
"Lycarnage Rager
Level 4
EARTH
Beast/Effect
This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can Tribute 2 "Lycarnage" monsters from your hand and/or field; add 1 "Lycarnage" monster from your Deck to your hand, and if you do, this card's original ATK becomes equal to the combined ATK of the Tributed monsters, but it cannot attack directly, also destroy this card during the End Phase.
ATK: 1500
DEF: 1000"
---------------------
"Lycarnage Shaman
Level 4
EARTH
Beast/Effect
This card is treated as a Normal Monster while in the hand or GY. Once per turn: You can Tribute 2 "Lycarnage" monsters from your hand and/or field; Shuffle up to 2 "Lycarnage" or "Vengeful Gaze" cards from your GY into the deck (except cards Tributed for this effect), then draw 1 card. If this card would be destroyed by battle or card effect: You can Tribute 1 "Lycarnage" card from your hand or field to shuffle this card into the deck instead, then if the Tributed card was a level 8 "Lycarnage" monster, draw 1 card.
ATK: 1000
DEF: 1500"
---------------------
"Lycarnage Scalemancer
Level 2
EARTH
Beast/Pendulum/Effect
L-Scale: 9
R-Scale: 9
Pendulum Effect: You cannot Pendulum Summon monsters, except "Lycarnage" monsters. This effect cannot be negated. Once per turn: You can send 1 "Lycarnage" monster from your Deck to the GY; add 1 "Cú Chulainn the Awakened", "Lycanthrope", or "Lycarnage" Ritual monster from your Deck to your hand.

Monster Effect: This card is treated as a Normal Monster while in the hand or GY. If you have 5 or more "Lycarnage" Normal Monsters in your GY(Quick Effect): You can banish 1 "Lycarnage" or "Vengeful Gaze" card from your GY, then target 1 face-up card in a Pendulum zone your opponent controls; this monster gains ATK/DEF equal to half that card's, and gains that card's Pendulum Effect, until the End Phase. If this card is in your hand or GY: You can send 1 face-up "Lycarnage" Pendulum monster from your Extra Deck to the GY, except "Lycarnage Scalemancer", and if you do, Special Summon this card. You can only use each effect of "Lycarnage Scalemancer" once per turn.
ATK: 500
DEF: 500"
---------------------
"Lycarnage Scalesealer
Level 2
EARTH
Beast/Pendulum/Effect
L-Scale: 0
R-Scale: 0
Pendulum Effect: You cannot Pendulum Summon monsters, except "Lycarnage" monsters. This effect cannot be negated. Once per turn: You can send 1 "Lycarnage" monster from your Deck to the GY; add 1 "Synthesis Spell", "Emblem of the Awakening", or "Vengeful Gaze" Spell/Trap Card from your Deck to your hand.

Monster Effect: This card is treated as a Normal Monster while in the hand or GY. If you have 5 or more "Lycarnage" Normal Monsters in your GY; your opponent cannot activate the effects of cards in the Pendulum Zones, nor Pendulum Summon. If this card is in your hand or GY: You can send 1 face-up "Lycarnage" Pendulum monster from your Extra Deck to the GY, except "Lycarnage Scalesealer", and if you do, Special Summon this card. You can only use this effect of "Lycarnage Scalesealer" once per turn.
ATK: 500
DEF: 500"
---------------------
"Lycarnage Harbinger
Level 1
EARTH
Beast/Effect
This card is treated as a Normal Monster while in the hand or GY. If this card is Tributed: You can Special Summon 1 Level 4 or lower "Lycarnage" monster from your Deck in Defense Position. You can only use this effect of "Lycarnage Harbinger" once per turn. You can Tribute 1 "Lycarnage" monster you control, except "Lycarnage Harbinger", to Special Summon this card from your hand.
ATK: 500
DEF: 500"
---------------------
"Lycarnage Seeker
Level 1
EARTH
Beast/Effect
This card is treated as a Normal Monster while in the hand or GY. If this card is Tributed: You can add 1 "Lycarnage" or "Vengeful Gaze" card from your Deck to your hand. You can Tribute 1 "Lycarnage" monster or "Vengeful Gaze" Spell/Trap you control to Special Summon this card from your hand or GY, but it is banished when it leaves the field.
ATK: 500
DEF: 500"


Spoiler: Extra Deck Monster Cards • show

"Idralax, Firstborn Lycarnage
Link-4
⬆️↙️⬇️↘️
Beast/Link/Effect
2+ "Lycarnage" monsters
You can Tribute 1 "Lycarnage" monster this card points to: Apply 1 of the following effects. You can only use each effect of "Idralax, Firstborn Lycarnage" once per turn.
● Banish 1 Face-Down Spell/Trap your opponent controls. Your opponent cannot activate cards or effects in response to this effect's activation.
● Target 1 monster your opponent controls: Take control of that opponent's monster, and it gains 500 ATK/DEF and is treated as a "Lycarnage" monster, but banish it during the End Phase.
● This card gains 100 ATK x the Tributed monster's Level.
ATK: 3500
Link Rating: 4"
---------------------
"Lycarnage Warmaster
Link-2
⬆️⬇️
Beast-Warrior/Link/Effect
2 "Lycarnage" monsters
Once per turn: You can Tribute 1 "Lycarnage" monster you control, then target 1 monster this card points to; based on the target, apply this effect.
● "Lycarnage" monster: It gains 500 ATK, but is sent to the GY during the End Phase.
● non-"Lycarnage" monster: It must attack each Battle Phase, if able.
ATK: 1900
Link Rating: 2"


Spoiler: Spell Cards • show

"Forest of Vengeful Gaze
Spell/Field
All face-up monsters are also treated as Normal Monsters. Once per turn: You can pay 1000 LP; the first time you would Tribute a monster(s) to activate the effect of a "Lycarnage" card, you can Tribute 1 Normal Monster your opponent controls instead. If a "Lycarnage" monster you control destroys an opponent's monster by battle: You can Tribute that monster; Special Summon 1 "Lycarnage" monster with a lower Level from your Deck or GY in Defense Position."
---------------------
"Birthing of the Vengeful Gazed
Spell/Continuous
"Lycarnage Birthling Tokens" you control cannot be targeted by your opponent for attacks or card effects. If you control both "Lycarnage Packfather" and "Lycarnage Denmother" Face-Up on your field (Quick Effect): Special Summon 1 "Lycarnage Birthling Token" (Beast/EARTH/Level 4/ATK 0/DEF 0). During the End Phase (Quick Effect): You can Tribute 1 "Lycarnage Birthling Token" you control; Special Summon 3 Level 4 or lower "Lycarnage" monsters from your hand or GY, but they cannot attack until your next End Phase. You can only use 1 effect of "Birthing of the Vengeful Gazed" per turn, and only once that turn."
---------------------
"Communion of the Vengeful Gazed
Spell/Continuous
If a "Lycarnage" monster you control would be removed from the field by an opponent's card (by battle or card effect): You can shuffle that monster into the Deck, and if you do, you can Tribute 1 "Lycarnage" monster from your hand. During your next Standby Phase after using this effect: Draw cards equal to half the Tributed monster's Level (min. 1). You can only use each effect of "Communion of the Vengeful Gazed" once per turn."
---------------------
"Synthesis Rites of Vengeful Gaze
Spell/Ritual
This card can be used to Ritual Summon any "Lycarnage" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you Tribute a "Lycanthrope" or "Cú Chulainn the Awakened" you control, you can also Tribute "Lycarnage" monsters from your Deck for the Ritual Summon."
---------------------
"Laws of Vengeful Gaze
Spell/Normal
Discard 1 "Lycarnage" or "Vengeful Gaze" card from your hand; Set 1 "Synthesis Spell", "Emblem of the Awakening", or "Vengeful Gaze" Spell/Trap Card from your Deck. You can banish this card from your GY, then target 1 Normal Monster in your GY; place that card on the bottom of your Deck, and if you do, draw 1 card, then if you drew a "Lycarnage" monster, you can reveal it and draw 1 card. You can only use 1 "Laws of Vengeful Gaze" effect per turn, and only once that turn."


Spoiler: Trap Cards • show

"Trap Hole of Vengeful Gaze
Trap/Continuous
If a non-"Lycarnage" monster(s) is Summoned in this card's column or its adjacent columns: You can target 1 of them; change it to face-down Defense Position, also if it is still face-down during the Standby Phase, destroy that card. You can only use this effect of "Trap Hole of Vengeful Gaze" once per turn. Monsters changed to face-down Defense Position by this card's effect cannot change their battle positions."


Additional Remarks

Advantages:

+ Kaiju/Monarch Resistant due to their on-Tribute effects activating regardless of what tributes them now

+ Powerful comeback ability

+ Able to utilize several support cards centered around Normal Monsters thanks to their inbuilt effects and the effect of the Field Spell

+ Capable of putting some respectable damage on the board once they get started

+The pendulum representatives allow them to engage in some minor lockdown capabilities, as well as their Trap allowing you to bait the opponent's first summon of each turn and mess up Linking Order

+Fairly consistent searching ability


Disadvantages:

- Not IMMUNE to removal, they're still able to be taken out by more common creature removal and even die to targeting destruction effects

- They start slowly, as they require set-up and several cards on the board before they can begin really cycling their effects

-Due to only being treated as Normal when in hand or Graveyard (or on the board thanks to the Field), they're still incompatible with some Normal Monster support such as Heart of the Underdog

-In spite of their respectable damage output, their options for dealing with opponent monsters that do manage to outstrip their attack power is limited

-This is not an explicit Pendulum Archetype, and only has 2 Pendulums in a total of 18 cards. Therefore the Pendulum Lockdown side is fairly inconsistent and difficult to pull off

-Highly reliant on the Normal Summon to start their first several plays

3
Archives / Archetype Submission - Fiends of DarkLight
« on: May 31, 2019, 07:34:03 am »

Fiends of DarkLight

Description:
An archetype of LIGHT Fiend Pendulum monsters whom revolve mostly around using powerful Equip Spells and effects triggered by the presence of either their Fusion boss monster or said Equips to bring out their full potential, they also utilize a large amount of banishing based effects to clear the field before striking hard at their opponents.

They feature 12 cards (2 traps, 4 spells, 1 Fusion, 3 Effect Pendulums, and 2 Normal Pendulums).

Their Set Code is "DL01-EN0XX", where "xx" is the number of the individual card (I'll admit I was lazy and just numbered them in order of when they were made, except for ones I forgot and had to number after others were made, then it was at random), and their card ID code is "6897114xx" (placed in the Passcode area in the bottom left of all members).

http://imgur.com/a/MQqoLf4
Imgur Album featuring all DarkLight cards with artwork


Cards

Spoiler: Monster Cards • show

Fiend Armorer of DarkLight
LIGHT
Level 4
Fiend/Pendulum/Effect
7/4
You cannot Special Summon monsters, except monsters “of DarkLight”. This effect cannot be negated. During your Main Phase: You can discard 1 card "of DarkLight", and if you do, add 1 Equip Spell "of DarkLight" from your Deck or GY to your hand. You can only use this effect of “Fiend Armorer of DarkLight” once per turn.
———————————————————
If "Fiend Ultima of DarkLight" is on the field, monsters "of DarkLight" you control cannot be destroyed by opponent's card effects. If this card is Normal or Special Summoned: You can add 1 Equip Spell "of DarkLight" from your Deck to your hand. You cannot conduct your Battle Phase the turn you activate this effect. You can only use this effect of "Fiend Armorer of DarkLight" once per turn.
ATK: 500
DEF: 500

Fiend Brute of DarkLight
LIGHT
Level 4
Fiend/Pendulum/Normal
1/9
You cannot Special Summon monsters, except monsters "of DarkLight". This effect cannot be negated. If you control "Fiend Brute of DarkLight" in your other Pendulum Zone, destroy all cards in your Pendulum Zones. Monsters "of DarkLight" you control gain 550 DEF for each Equip Spell "of DarkLight" you control. During battle between your monster "of DarkLight" and an opponent's monster, you can destroy this card (Quick Effect): Banish that opponent's monster face-down before Damage Calculation.
———————————————————
Minds and hearts twisted by that unearthly dark light, even beasts of hellish landscapes bend to its will.
ATK: 500
DEF: 1500```

Fiend Cleric of DarkLight
LIGHT
Level 5
Fiend/Pendulum/Effect
2/9
You cannot Special Summon monsters, except monsters "of DarkLight". This effect cannot be negated. If you have a card "of DarkLight" in your other Pendulum Zone with a different name, you can Special Summon, from your hand based on that card's Monster Card Type, cards "of DarkLight" as Normal Monsters (Fiend/LIGHT/Level 4/ATK 0/DEF 0) in face-up Defense Position, but they cannot be used for the Special Summon of Extra Deck Monsters, also you cannot Pendulum Summon the turn you use this effect. You can only use each effect of "Fiend Cleric of DarkLight" once per turn. ● Normal Monster: Trap Cards. ● Effect Monster: Spell Cards.
———————————————————
If "Fiend Ultima of DarkLight" is on the field, monsters "of DarkLight" you control cannot have their ATK/DEF changed by opponent's card effects. If this card is Normal or Special Summoned: You can add 1 card "of DarkLight" from your Deck or GY to your hand. You cannot conduct your Battle Phase during the turn you activate this effect. If this card is equipped with an Equip Spell "of DarkLight", its original ATK/DEF become 3000, also, during the Battle Phase, it can attack your opponent's monsters once each.
ATK: 1600
DEF: 2200

```Fiend Hunter of DarkLight
LIGHT
Level 4
Fiend/Pendulum/Effect3/12
You cannot Special Summon monsters, except monsters "of DarkLight". This effect cannot be negated. If you control "Fiend Hunter of DarkLight" in your other Pendulum Zone, destroy all cards in your Pendulum Zones.
———————————————————
If "Fiend Ultima of DarkLight" is on the field, monsters "of DarkLight" you control cannot be destroyed by battle. During your End Phase, if this card is in your GY because it was destroyed by an opponent's card (by battle or card effect) as a Monster Card: You can banish 1 face-up monster your opponent controls, face-down. You can equip this card from your hand or face-up field to a monster "of DarkLight" you control as an Equip Spell with this effect. You can only use each effect of "Fiend Hunter of DarkLight" once per turn. ● The equipped monster gains 200 ATK for every card banished face-down.
ATK: 300
DEF: 300

Fiend Zealot of DarkLight
LIGHT
Level 4
Fiend/Pendulum/Normal
9/5
You cannot Special Summon monsters, except monsters "of DarkLight". This effect cannot be negated. Monsters "of DarkLight" you control gain 550 ATK for each "Archfiend" Equip Spell you control. During battle between your monster "of DarkLight" and an opponent's monster, you can destroy this card (Quick Effect): Your monster cannot be destroyed by battle until the next End Phase.
———————————————————
One of thousands of corrupted souls, devoured by the dark light, this fiendish beast marches ever onwards in its zealous rage.
ATK: 2000
DEF: 0


Spoiler: Extra Deck Monster Cards • show

Fiend Ultima of DarkLight
LIGHT
Level 11
Fiend/Fusion/Pendulum/Effect
5/8
You cannot Special Summon monsters, except monsters "of DarkLight". This effect cannot be negated. You can banish 1 card "of DarkLight" face-down from your hand, field, or GY, then target 1 card from your opponent's field or GY; banish that target face-down. You can only use this effect of "Fiend Ultima of DarkLight" once per turn.
———————————————————
3 cards "of DarkLight"/Cannot be Special Summoned, except by banishing the above cards from your field and/or GY, face-down. (You do not use "Polymerization".) You can reveal 3 cards "of DarkLight" with different names from your Deck, and your opponent randomly picks 1 for you to add to your hand, also shuffle the rest into your Deck. You can equip from your hand to 1 monster you control, 1 card "of DarkLight", with this effect. You can only use each effect of "Fiend Ultima of DarkLight" once per turn. If this card in the Monster Zone would be removed from the field: You can Special Summon 1 monster "of DarkLight" from your Pendulum Zone, and place this card in your Pendulum Zone. ● "The equipped monster becomes a monster "of DarkLight", and gains 250 ATK/DEF.".
ATK: 3500
DEF: 3500


Spoiler: Spell Cards • show

Artificer Warhammer of DarkLight
Type: Spell/Equip
Equip to a face-up monster "of DarkLight" you control. The equipped monster gains the following effect: "Select 1 monster "of DarkLight" in your hand; your opponent chooses 1 Monster Card Type (Effect, Normal), then you reveal the selected card, and apply the appropriate effect. You can only use this effect once per turn. ● If your opponent chose correctly: Banish 1 card from each side of the field, face-down. ● If your opponent chose incorrectly: Target 1 face-down banished card in your possession, at random, then add that target to your hand and reveal it. If the target is a Monster card, Special Summon it. Otherwise, Shuffle it into the Deck.".

Sanctified Dagger of DarkLight
Type: Spell/Equip
Equip to a face-up monster "of DarkLight" you control. The equipped monster gains the following effect: "Select 1 monster "of DarkLight" in your hand; your opponent chooses 1 Monster Card Type (Effect, Normal), then you reveal the selected card, and apply the appropriate effect. You can only use this effect once per turn. ● If your opponent chose correctly: Banish 1 card from each side of the field, face-down. ● If your opponent chose incorrectly: Special Summon the revealed monster.".


Risen Spear of DarkLight
Type: Spell/Equip
Equip to a face-up monster "of DarkLight" you control. This card and the equipped monster cannot be destroyed by opponent's card effects. While your LP is higher than the opponent's, the equipped monster loses 800 ATK. While your LP is lower than the opponent's, the equipped monster gains 800 ATK.

Final Ultimatum of DarkLight
Type: Spell/Normal
Activate only if you control monsters "of DarkLight" whose total levels equal or exceed 11. Send monsters "of DarkLight" from your face-up Extra Deck to the GY, equal to the number of cards "of DarkLight" you currently control, then activate 1 of these effects. ● You can banish cards from your GY (Max. 3), face-down, then target face-up cards your opponent controls, up to the number of cards banished by this effect, then banish those targets face-down. ● You can shuffle cards from both GY's into the Decks, equal to the number of cards sent to your GY by this cards effect, then draw 3 cards.


Spoiler: Trap Cards • show

Hungering Maw of DarkLight
Type: Trap/Continuous
Activate only if there are 5 or more cards banished face-down in your possession. When this card is activated: OR Once per turn, during the Standby Phase: if you control no “Maw of DarkLight Token(s)”, Special Summon 1 "Maw of DarkLight Token" (Fiend/LIGHT/Level 6/ATK 2600/DEF 2000) in Defense Position. If a non-Token monster “of DarkLight” you control destroys an opponent’s monster by battle or with its effect while this card is face-up on the field: You can equip that destroyed monster to the monster that destroyed it as an Equip Spell “of DarkLight”, and if you do, that equipped monster gains its effects. If this card would leave the field, you can destroy 1 “Maw of DarkLight Token” you control instead.

Onslaught of DarkLight
Type: Trap/Continuous
You can target 1 monster on each side of the field, including a monster "of DarkLight" you control; apply the appropriate effect. You can only use this effect of "Onslaught of DarkLight" once per turn.
● If your monster's ATK is higher: Destroy the opponent's monster, and if you do, your monster gains 500 ATK/DEF.
● If your monster's ATK is lower: Banish both targets face-down.


Additional Remarks

Advantages:

+ Large amount of non-targeted removal in the form of face-down banishing effects
+ With Zealot in the Pendulum Zone, the relatively weak monsters can become quite strong quite fast
+ Thanks to Cleric's deceptively low Level and only requiring a DarkLight Equip Spell to boost itself to 3000 automatically, it shouldn't be difficult to reliably have at least one battle-ready monster defending oneself at all times
+ The wording (and intended effect) of Ultima's Summoning Conditions allow one to use the archetype's Equip Spells and Continuous Traps as summoning materials, to allow the boss to be brought out quickly


Disadvantages:

- Most options for non-targeted removal in the archetype tend to affect both sides of the field and result in equal losses, and can easily lead one to trap themselves if they forget this
- Due to most of the monsters having very low basic stats and the Equips themselves not offering many stat boosts, reliance on Zealot's boost can lead to a crippling defeat if it can be sniped out of the Pend Zone
- Aside from equipping Risen Spear to something, the archetype doesn't have any early game protection, as all of their protection effects require you to have Ultima and at least 1 other monster on the field at once
- Despite being Pendulum Monsters, they don't have many inherent options for field swarming
- Despite Ultima's lax summoning conditions and ability to use S/T as materials, do remember that it banishes those materials face-down, and therefore makes it very difficult to get them back again barring getting extremely lucky with the gambling effect of Warhammer or having access to the likes of Necroface or other outside support

4
Approved + Scripted Archetypes / Archetype Submission - Arthro-
« on: December 01, 2018, 09:15:10 am »

Arthro-

Description:
Group of insectoid Ritual/Pendulum monsters, along with two supporting Ritual Spells, an obligatory Field Spell, a Trap, and an Xyz "boss" monster. Based off of Alchemy, each monster has an effect relating to their Attribute. Imgur Album of cards in full picture format:
http://imgur.com/a/MjVYjXD


Cards

Spoiler: Monster Cards • show

"Arthro-Lord, Overclaw
Level 7
EARTH
Insect/Ritual/Pendulum/Effect
L-Scale: 4
R-Scale: 4
Pendulum Effect: When a monster in your possession is sent to the GY by battle or card effect: You can banish this card to Ritual Summon any "Arthro-" monster from your hand or face-up from your Extra Deck. You must also banish monsters from your hand, GY or Extra Deck whose total Levels equal the Level of the Ritual Monster you Ritual Summon. You can only use this effect once while this card is face-up on the field.

Monster Effect: This card can only be Ritual Summoned with the Ritual Spell Card "Seal of the Arthro-Lords". While you control a Ritual monster (other than this card), Ritual monsters you control gain 500 ATK. If a Ritual monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent.

ATK: 2500
DEF: 1200"
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"Arthro-Lord, Hivewave
Level 8
WATER
Insect/Ritual/Pendulum/Effect
L-Scale: 8
R-Scale: 8
Pendulum Effect: Once per turn: You can destroy this card and 1 card in your hand or field, then target 1 card on the field; shuffle it into the owner's Deck, then draw 2 cards. You cannot attack during the turn you activate this effect.

Monster Effect: This card can only be Ritual Summoned with the Ritual Spell Card "Seal of the Arthro-Lords". Once per turn: You can destroy this card and target 1 card in either GY; shuffle that target into the owner's Deck, and if you do, inflict 200 damage to the card's owner.

ATK: 2700
DEF: 1400"
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"Arthro-Lord, Venogust
Level 9
WIND
Insect/Ritual/Pendulum/Effect
L-Scale: 1
R-Scale: 1
Pendulum Effect: When your opponent adds a card(s) from their Deck to their hand, including drawing: You can destroy this card and 1 "Arthro-" card from your hand; place 2 random cards in your opponent's hand on the bottom of their Deck, then you can add 1 "Arthro-" card from your Deck to your hand.

Monster Effect: This card can only be Ritual Summoned with the Ritual Spell Card "Seal of the Arthro-Lords". Once per turn: You can destroy this card, and if you do, gain 300 LP for each face-up monster on the field.

ATK: 3000
DEF: 1800"
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"Arthro-Lord, Pyrofang
Level 10
FIRE
Insect/Ritual/Pendulum/Effect
L-Scale: 12
R:Scale: 12
Pendulum Effect: Once per turn, when an "Arthro-" monster you control destroys a monster by battle or card effect: Inflict damage to your opponent equal to the destroyed monster's ATK or DEF. If this card is sent to the GY by battle or card effect: Add 1 "Arthro-" card from your deck to your hand.

Monster Effect: This card can only be Ritual Summoned with the Ritual Spell Card "Seal of the Arthro-Lords". Once per turn: You can destroy this card, and if you do, inflict 200 damage to your opponent for each monster you control.

ATK: 3500
DEF: 2000"
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"Arthro-Guardian, Gleaming Fall
Level 11
LIGHT
Insect/Ritual/Pendulum/Effect
L-Scale: 0
R-Scale: 0
Pendulum Effect: Pendulum monsters you control cannot be destroyed by card effects. Once per turn, if an "Arthro-" card in your possession is sent to the GY by battle or card effect: You can target up to 3 "Arthro-" cards in your GY; shuffle them into your Deck, then you can add 1 "Arthro-" monster from your Deck to your hand.

Monster Effect: You can Ritual Summon this card with any "Arthro-" Ritual Spell. If an "Arthro-" Ritual monster you control would be destroyed by battle or card effect: You can send the top card of your Deck to the GY, and if you do, that monster isn't destroyed.

ATK: 4000
DEF: 2500"
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"Arthro-Paladin, Dark Reborn
Level 12
DARK
Insect/Ritual/Pendulum/Effect
L-Scale: 13
R-Scale: 13
Pendulum Effect: Once per turn: You can send 1 "Arthro-" card from your hand or field to the GY; add 1 "Arthro-" Spell/Trap Card from your Deck to your hand.

Monster Effect: You can Ritual Summon this card with any "Arthro-" Ritual Spell. Once per turn: You can Tribute this card and 1 other "Arthro-Lord" monster you control; apply the following effects, depending on the Attribute of the Tributed monster: •FIRE: Inflict 500 damage to your opponent for each monster you control. •WATER: Shuffle all cards your opponent controls into the owner's Deck(s). •EARTH: Change all monsters your opponent controls to Defense Position, and if you do, the DEF of all monsters they control becomes 0. •WIND: Gain 300 LP for each card on the field.

ATK: 4000
DEF: 2500"


Spoiler: Extra Deck Monster Cards • show

"Oksizz, Divine Lord of the Arthro-Caste
Rank 12
EARTH
Insect/Xyz/Pendulum/Effect
L-Scale: 6
R-Scale: 6
Pendulum Effect: During your Draw Phase, before you draw: You  can give up your normal draw for this turn, and if you do, add 1 "Arthro-" card from your GY or that is banished to your hand.

Monster Effect: 3+ Level 12 Ritual Monsters / Must be Xyz Summoned, and can then be Pendulum Summoned. If this card in the Monster Zone is removed from the field: You can Special Summon 1 "Arthro-" monster from your Pendulum Zone, and if you do, place this card in your Pendulum Zone. If this card has only "Arthro-" monsters as Xyz Materials, it gains the following effect: ●Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls and 1 Ritual Monster or Ritual Spell Card in your GY; change that opponent's monster to Defense Position, and if you do, shuffle the target from your GY into your Deck.

ATK: 3500
DEF: 3500"


Spoiler: Spell Cards • show

"Seal of the Arthro-Lords
Type: Spell/Ritual
Effect: This card can be used to Ritual Summon any "Arthro-" Ritual monster. You must also Tribute monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you Ritual Summon.  You can banish 1 "Arthro-" monster card from your Deck; return this card from the GY to your hand. You can only use this effect of "Seal of the Arthro-Lords" once per turn."
---------------
"Arthro-Paladin War Cry
Type: Spell/Ritual
Effect: This card is used to Ritual Summon "Arthro-Paladin, Dark Reborn". You must also Tribute monsters from your hand or field whose total Levels equal 12 or more. If you control a face-up, Attack Position "Arthro-Paladin, Dark Reborn": You can banish this card from your GY, and if you do, all monsters you control gain 500 ATK until your next Standby Phase."
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"Chambers of the Arthro-Lords
Type: Spell/Field
Effect: Once per turn: You can discard 1 "Arthro-" monster from your hand; until the End Phase, the Level of all "Arthro-" monsters in your hand and field becomes equal to the Level of the discarded monster's. "Arthro-" monsters you control gain 300 ATK and DEF, and cannot be destroyed by your opponent's card effects."


Spoiler: Trap Cards • show

"Arthro-Guardian Orb of Protection
Type: Trap/Continuous
Effect: Once per turn: You can send 1 Ritual Monster from your hand or field to the GY, then activate 1 of these effects. You cannot activate monster effects or attack the turn you activate this effect: ●Shuffle 1 Ritual Monster from your GY into your Deck, then target 1 monster you control; add 1 Ritual Spell or Ritual Monster from your Deck to your hand, and if you do, that target cannot be destroyed or sent to the GY by your opponent's card effects this turn. ●Send 1 Ritual Spell or Ritual Monster from your Deck or hand to the GY, and if you do, this turn, any damage to your LP from your opponent's cards and effects becomes 0."


Additional Remarks

Advantages:

Being Rituals, the main monsters of the deck aren't limited by Link Zones. As Pendulums, once destroyed on the field they can be revived using Pendulum Summoning from the Extra Deck. As the lowest level within the deck is level 7, they have generally high stats and can often hold their own in direct combat even when effects are negated. As the Field Spell allows them to temporarily change their levels for a turn at a time, they can possibly be used as an Xyz Engine, depending on build.


Disadvantages:

Also as Rituals, they require appropriate summoning conditions to be brought out and can end up as dead draws if one doesn't get a relevant Ritual Spell in time to use them. Due to being revived from the Extra Deck, though, as Pendulums, they will require Linked Zones to "come back", as it were. Unfortunately, as the lowest level available is 7, they often require large Tributes for their Ritual Summons and can burn resources quite quickly.

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