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Flash Flyer - Sakura+ Create a Structure Deck Game +
#1
(Would be a lot easier to type shit if we didn't have the random HTML crap coming around, but game is still playable. Also I totally didn't rip this from BatMed on YCM)

Process

1. Member A gives the name or general specification of the Deck.

2. Member B designs around 3-5 cards that would feasibly go into it, then provides next prompt.

(Descriptions are optional, though it may help for understanding if you are just given the name and not a particular "prompt".)

3. Repeat cycle.

Rules and stuff

1. If you choose to give a prompt, limit it to general details and not overly specific.

2. Please don't ask for Decks to be made around your custom cards; use only cards that exist in the TCG/OCG (or the anime/manga).

3. No custom mechanics. Whatever exists in the TCG/OCG is fair game for you to play with / design cards from.

4. While the idea is to make Structure Decks that are competent enough for modern Yugioh and feasibly incorporate appropriate staples/support, there may be some prompts that may not be as such, given Konami tending to ignore certain archetypes/Types in favor of others for marketing purposes.

Just try your best to "salvage" them if this happens and don't be a prick towards other members if the Deck isn't going to be competent by your standards.

(Seriously, don't be elitist like certain YCM veterans are in terms of game design; you know who you are, so don't lie that you aren't)

4. The 3-5 card limit is a minimum (meaning you need to design at least that much), but you can make more if you want. I'd advise sticking to the bare minimum considering the character limit for posts and figuring out cohesive supports for your Decks.



Alright then, let's get started with this:

Structure Deck: Dance of the Sun and Moon
Reply
#2
Structure Deck: Dance of the Sun and Moon

Templastral Priest Solaria
LIGHT - Level 8 - Spellcaster/Effect - 2500/2200
Cannot be Normal Summoned/Set. You can Special Summon this card from your hand by banishing 2 DARK monsters from the Graveyard, including at least 1 from your Graveyard. Once per turn, if a DARK monster is Summoned, and there are 4 or more banished monsters, you can target up to 2 face-up cards on the field: Negate the effects of that target(s) until the End Phase, also they cannot be Tributed or used as Material by your opponent. You can only activate each of the following effects of "Templastral Priest Solaria" once per turn:
●If this card is sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 "Templastral Priest Lunato" that is in your Graveyard, or that is currently banished.
●You can shuffle this banished card into the Deck (Quick Effect): Draw 1 card.

Templastral Priest Lunato
DARK - Level 8 - Spellcaster/Effect - 2200/2500
Cannot be Normal Summoned/Set. You can Special Summon this card from your hand by banishing 2 LIGHT monsters from the Graveyard, including at least 1 from your Graveyard. Once per turn, if a LIGHT monster is Summoned, and there are 4 or more banished monsters: You can banish 2 face-up cards on the field, then the original owners of those cards draw 1 card for each of those cards that were banished. You can only activate each of the following effects of "Templastral Priest Lunato" once per turn:
●If this card is sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 "Templastral Priest Solaria" from your Graveyard.
●You can shuffle this banished card into the Deck (Quick Effect): The next monster your opponent Summons this turn is destroyed.

Templastral Citadel of Secrets
Field Spell
"Templastral" monsters you control gain ATK and DEF equal to their Level x100. If exactly 1 or 2 monsters are banished from the Graveyard: You can add 1 Level 3 or 8 monster from your Deck to your hand whose Attribute matches the Attribute of the banished monster. You can only activate this effect of "Templastral Citadel of Secrets" once per turn. If a LIGHT or DARK monster you control destroys your opponent's monster by battle: You can banish 2 cards from your opponent's Graveyard, or, if you cannot, banish 1 random card from your opponent's hand instead.

Structure Deck: Servants of the Immortal King
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#3
(To be honest, I had the Inca support thing in mind with the name given the whole theme and all, but given that I only specified the name, you had free reign. IDK, I suppose you could submit this as a WIP arch for the club or something; your choice though.)

That being said, let's see...

Servants of the Immortal King will be a Deck focused around Fiends that reincarnate and get stronger if they do so.



Yama, Abyssal Ruler of the Underworld
Level 10 | DARK | Fiend | Effect
3600/3000
Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by sending 3 Fiend monsters from your hand or field whose combined ATK is 5400 or more. If this card is destroyed and sent to the GY: You can Special Summon this card. If this card was Special Summoned by its own effect, it gains these effects.
● Cannot be targeted or destroyed by an opponent's card effects.
● If a Fiend monster you control is Special Summoned from the GY: Inflict 900 damage to your opponent.

Abyssal Asura of the Underworld
Level 4 | DARK | Fiend | Effect
1600/1600
This card can attack all monsters your opponent controls once each. If this card is destroyed and sent to the GY: You can Special Summon this card. If this card was Special Summoned by its own effect, it gains this effect.
● If this card destroys an opponent's monster by battle: Special Summon 1 "Asura Token" (Fiend/DARK/Level 0/ATK 0/DEF 0) to either player's field. If an "Asura Token(s)" is destroyed, its controller banishes the top card of their Deck, face-down.

Abyssal Samsara Cycle of the Underworld
Field Spell
Fiend monsters Special Summoned from the GY gain 500 ATK/DEF. Once per turn, when an "Abyssal" monster is Special Summoned from the GY: Place 1 Samsara Counter on this card, then you can activate 1 of these effects.
● Draw 1 card for each "Abyssal" monster you control that was Special Summoned by its own effect.
● Send up to 2 cards your opponent controls to the GY.
If this card is sent to the GY: Inflict 600 damage to your opponent for each Samsara Counter that was on this card.

(I borrowed a bit from Buddhism considering the theme and all.)



Structure Deck: Fabled Strike

(I think you can guess what the idea is here, but as already stated, you can interpret the name however you like)
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#4
The Fabled Gruffin
LIGHT - Level 2 - Beast/Tuner/Effect - 600/800
If you Normal or Special Summon a "Fabled" monster: You can Special Summon this card from your hand or Graveyard. If this card is Summoned: You can discard 1 "Fabled" monster; Special Summon 1 non-Tuner "Fabled" monster from your Graveyard. If this card is used as Material for the Summon of a "Fabled" monster: You can add 1 "Fabled" monster from your Graveyard to your hand, then draw 1 card. You can only activate each effect of "The Fabled Gruffin" once per turn.

Fabled Twustal
LIGHT - Level 3 - Fiend/Effect - 1400/300
If this card is Normal Summoned: You can add 1 "Fabled" monster from your Deck to your hand, except "Fabled Twustal", then discard 1 card. While this card is in your Graveyard, if you Special Summon a "Fabled" monster, except "Fabled Twustal": You can add this card from your Graveyard to your hand.

The Fabled Ofeeyawn
LIGHT - Link-2 - Beast/Link/Effect - 1600 - BL/BR
2 LIGHT monsters, including at least 1 "Fabled" monster
If this card is Link Summoned while you have 2 or fewer cards in your hand: Look at your opponent's hand, and shuffle all monsters in it into the Deck. You can only activate this effect of "The Fabled Ofeeyawn" once per turn. Once per turn, you can target 3 "Fabled" monsters in your Graveyard (Quick Effect): Shuffle those targets into the Deck, then draw 1 card, and if the drawn card was a "Fabled" monster, you can destroy 1 card your opponent controls.

Fabled Stables
Field Spell
Your opponent cannot activate cards or effects in response to the activation of the effects of "Fabled" monsters. If your opponent adds a card(s) to their hand by a card's effect, you can discard 1 "Fabled" monster: Banish 1 random card from your opponent's hand, face-down. You can only activate this effect of "Fabled Stables" once per turn.

Structure Deck: Myth of the Water Blade
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#5
I guess in a nutshell, this revolves around WATER monsters that get more power when equipped.

Kanna the Shuijian Mythical Dragon
Level 8 | WATER | Dragon | Effect
2800/2100
You can Special Summon this card from your hand or GY by Tributing 1 monster you control equipped with an Equip Card. You can only Special Summon "Kanna the Shuijian Mythical Dragon" once per turn this way. This card gains these effects based on the number of Equip Cards equipped to this card.
● 1+: You can Normal Summon 1 "Shuijian" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
● 2+: Cannot be targeted or destroyed by your opponent's card effects.
● 3+: Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, banish it.

Renmei the Shuijian Mythical Hero
Level 6 | WATER | Warrior | Effect
2200/1500
You can Special Summon this card from your hand or GY by Tributing 1 monster you control equipped with an Equip Card. You can only Special Summon "Renmei the Shuijian Mythical Hero" once per turn this way. This card gains these effects based on the number of Equip Cards equipped to this card.
● 1+: This card can attack all monsters your opponent controls once each.
● 3+: Cannot be targeted or destroyed by your opponent's card effects.

Huaxing the Shuijian Mythical Dancer
Level 4 | WATER | Warrior | Effect
1600/1200
If this card is Normal or Special Summoned: You can Special Summon 1 "Shuijian" monster from your hand or GY. You can only use this effect of "Huaxing the Shuijian Mythical Dancer" once per turn. A monster equipped with this card gains the following effect.
● Once per turn: You can target 1 Spell/Trap on the field; shuffle it into the Deck.

Jishi the Shuijian Mythical Ascetic
Level 4 | WATER | Spellcaster | Effect
1400/1800
If this card is Normal or Special Summoned: You can add 1 "Shuijian" card from your Deck to your hand. You can only use this effect of "Jishi the Shuijian Mythical Ascetic" once per turn. A monster equipped with this card gains the following effect.
● Once per turn: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated Equip Spell or "Shuijian" card to your hand, also shuffle the rest into the Deck.

Shuijian World Cycle
Field Spell
"Shuijian" monsters gain 300 ATK/DEF. Once per turn, during either player's turn: You can target 1 "Shuijian" monster you control; equip it with 1 "Shuijian" monster from your hand, field or GY with a different name.

====
I guess the idea of this archetype plan is basically "equip something, sacrifice them for the bigger members and then do a bunch of things". IDK, I'll flesh out the idea later time permitting after I deal with the backlog of stuff from the YCM era.
====

As for the next prompt, I guess "pick a Deck that supports a Type/archetype that lacks any competent support by modern standards".
Reply
#6
Impregnable Fortress
Field Spell
When this card is activated: You can add 1 Level 4 or lower Rock monster from your Deck to your hand. You can only activate this effect of "Impregnable Fortress" ove per turn. Monster effects cannot be activated in the hand or Graveyard, except Rock monster effects. While you control a face-down Defense Position monster, this card and all Set Spell/Trap Cards you control cannot be destroyed by card effects.

Minefield Guardian
EARTH - Level 3 - Rock/Flip/Effect - 1000/1900
FLIP: Destroy your opponent's monster with the lowest ATK, then inflict damage to your opponent equal to half its ATK.
You can only activate the following effects of "Minefield Guardian" once per turn:
●(Quick Effect): You can change this card to face-down Defense Position.
●If this card is banished: You can Special Summon 1 Rock Flip monster from your Deck in face-down Defense Position, except "Minefield Guardian".

Sentry of the Guard
EARTH - Level 3 - Rock/Flip/Effect - 1400/1400
FLIP: Target 1 monster your opponent controls: Send that target to the Graveyard, then gain LP equal to its ATK.
You can only activate each of the following effects of "Sentry of the Guard" once per turn:
●You can discard this card: Add 1 "Catapult Zone" or "Impregnable Fortress" from your Deck or Graveyard to your hand.
●If you activate the effect of a Rock Flip monster: You can Special Summon this card from your Graveyard.
●If this card is banished: You can Special Summon 1 Level 4 or lower Rock monster from your hand or Graveyard in face-up Attack Position or face-down Defense Position.

Megablock Dragon
EARTH - Level 7 - Rock/Flip/Effect - 1000/3000
FLIP: Discard a number of cards from your opponent's hand up to the number of Rock Flip monsters you control, then draw cards equal to the number of cards discarded this way.
This card cannot be Normal Summoned (but it can be Normal Set). You can Special Summon this card from your hand by returning as many banished Rock monsters as possible to the Graveyard. You can Special Summon this card from your Graveyard by banishing 2 Rock monsters from your Graveyard. This card gains 400 ATK for each Rock monster in your Graveyard. Once per turn, if your opponent activates a monster effect (Quick Effect): You can flip this card into face-down Defense Position; negate that effect and return up to 2 cards your opponent controls to their hand. You can only activate each effect of "Megablock Dragon" once per turn.

Return from Stone
Continuous Trap
Once per turn, if your opponent activates a Spell/Trap Card or effect, you can banish 1 Rock monster from your Graveyard: Negate the activation, and if you do, destroy it. Once per turn, if a Rock monster(s) is sent to the Graveyard by a card effect: You can Special Summon 1 Level 4 or lower Rock monster from your Graveyard. If a monster is Normal Summoned/Set: You can Special Summon 1 of your banished Level 4 or lower Rock monsters.

Similarly to the Yugi/Kaiba boosters, GX is getting a Structure Deck pair for two major characters! Select 1 of the following characters to create an SD for:
●Jaden Yuki (Classic E-HERO, Evil HERO, Neos/Neo-Spacian, Masked HERO, or you could expand Rainbow Kuriboh or Card Trooper into more of an archetype)
●Aster Phoenix (Destiny HERO or Vision HERO)
●Zane Truesdale (Cyber Dragon/Cyberdark)
●Chazz Princeton (Ojama/Armed Dragon/VWXYZ, or the bizarre Beetron thing he was doing)
●Jim "Crocodile" Cook ("Fossil")
●Axel Brodie (Volcanic)
●Jesse Andersen (Crystal Beast/Rainbow Dragon)
●Adrian Gecko (Cloudian/Exodius)
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#7
Because I wanted Crystal Beasts to get a Deck and not Shaddolls, let's try that. Also a side note that because these are new Crystal Beasts and the rainbow is already used, I'll just use colors that aren't in there.

Structure Deck: Crystal Ruins

Neo Crystal Beast Obsidian Dragon (black)
Level 4 | DARK | Dragon | Effect
1900/1000
Once per turn: You can send 1 "Crystal Beast" card you control or from your Deck to the GY, except "Neo Crystal Beast Obsidian Dragon", then target 1 card on the field; destroy it. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.

Neo Crystal Beast Pearl Fox (white)
Level 3 | WATER | Beast | Effect
1500/200
Once per turn: You can target 5 of your "Crystal Beast" monsters and/or "Crystal" Spell/Trap Cards that are banished and/or in your GY; shuffle all 5 into the Deck, then draw 2 cards. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.

Neo Crystal Beast Iolite Rabbit (gray)
Level 3 | EARTH | Beast | Effect
1400/1400
Once per turn: You can Special Summon 1 "Crystal Beast" monster from your hand or 1 "Crystal Beast" card in your Spell/Trap Zone, except "Neo Crystal Beast Iolite Rabbit". If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.

Crystal Beast Labradorite Hydra (rainbow)
Level 7 | LIGHT | Dragon | Fusion | Effect
2500/2000
2+ "Crystal Beast" monsters with different names
Must first be Special Summoned by sending the above monsters you control to the GY (in which case you do not use "Polymerization"). This card gains additional attacks per turn equal to the number of Fusion Materials used for its Special Summon. If a "Crystal Beast" or "Ultimate Crystal" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.

Crystal Restoration
Quick-Play Spell
Target 1 "Crystal Beast" or "Ultimate Crystal" monster in your GY; Special Summon it, ignoring Summoning conditions. You can only activate 1 "Crystal Restoration" per turn.

====
So what did I give them?
- New Crystal Beasts that actually do stuff in 2019, so...figure out which of the existing CBs you are giving the boot to. (Uh, and yeah, these are intended to trigger in the S/T Zone too)
- Fusion that they can make instead of relying on Rainbow Dragon turbo
- Revival card to get shit out of the GY if you have to, including reviving Rainbow Dragon (and Fusion) if you absolutely have to.

Hopefully these actually do what I want them to, but then cue the Yugioh community saying that now CBs are too stronk or still aren't doing enough (in which case, blame Konami, the playerbase who voted Shaddoll and other shit and powercreep)

====

Structure Deck: Volcanic Rampage

(Because there's someone being a human clock about "how many days we're going without Volcanic support", so...make something so they zip it.)

Or you can expand Jim's deck for Fossil stuff / recreate his cards for modern standards. Still going to be more viable Rocks (hopefully).
Reply
#8
OK then, guess I gotta do it.

Volcanic Infernal Skyburner
Level 10 | FIRE | Pyro | Effect
3500 | 2200
Cannot be Normal Summoned/Set. Must be Special Summoned from your hand by its own effect or by sending 3 face-up "Volcanic" and/or "Blaze Accelerator" cards with different names you control to the GY. If your opponent controls monsters that can attack, they must target this card for attacks. If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step. If a monster your opponent controls is destroyed: Inflict 600 damage to your opponent's LP. During the End Phase, if this card is in the GY because it was destroyed and sent there this turn: Special Summon this card, then take 1500 damage.

Volcanic Cannon
Level 7 | FIRE | Pyro | Effect
2600 | 200
If you have 3 or more "Volcanic" monsters in your GY, you can Special Summon this card from your hand. You can only Special Summon "Volcanic Cannon" once per turn this way. You can target 1 "Volcanic" monster you control; destroy it, then inflict damage to your opponent equal to half its original ATK. You can only use this effect of "Volcanic Cannon" once per turn.

Volcanic Arrow
Level 4 | FIRE | Pyro | Effect
1700 | 200
If this card is Summoned: You can add 1 "Volcanic" card from your Deck or GY to your hand, except "Volcanic Arrow". If your opponent takes damage from a "Volcanic" or "Blaze Accelerator" card effect, except "Volcanic Arrow", inflict 200 damage to your opponent.

Volcanic Invocation
Quick-Play Spell
Special Summon 1 "Volcanic" monster from your Deck or GY.

Blaze Accelerator Artillery
Normal Spell
Send up to 3 "Volcanic" monsters from your hand or Deck to the GY, then if you sent 3 "Volcanic" monsters with a different name, draw 1 card. You can only activate 1 "Blaze Accelerator Artillery" per turn.

Tri-Blaze Accelerator Magna
Continuous Spell
Activate by banishing 1 "Blaze Accelerator" card you control or from your GY, except "Tri-Blaze Accelerator Magna". This card's name becomes "Tri-Blaze Accelerator" while in the Spell/Trap Zone. Once per turn: You can send up to 3 "Volcanic" monsters from your hand to the GY, then target an equal number of cards on the field; destroy them, then inflict 500 damage to both players for each card they control that was destroyed this way.

====
It's a start, somewhat, but honestly Volcanics really need a major makeover to be remotely viable. I might've given them some good stuff, but unless the rest of the Deck can feasibly amass enough power to do everything, yeah. The Quick-Play and searcher are definitively fine.
====

Go make a Structure Deck for any character who hasn't gotten one, which eliminates the following.
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#9
Crimson Rose Dragon
DARK - Level 3 - Dragon/Tuner/Effect - 1200/1500
If your opponent Special Summons a monster from their Extra Deck: You can Special Summon this card from your hand. For the rest of the turn after this card is Normal or Special Summoned, cards that leave your opponent's field are banished. You can only activate each of the following effects of "Crimson Rose Dragon" once per turn:
●(Quick Effect): You can Special Summon 1 non-Tuner "Rose Dragon" monster from your Graveyard, then, immediately after this effect resolves; Synchro Summon, using this card and 1 Dragon or Plant monster you control as Material.
●If this card is used as Material for the Synchro Summon of a "Black Rose" Synchro monster: You can Special Summon this card from your Graveyard.

Ebon Rose Dragon
DARK - Level 4 - Dragon/Effect - 1800/1000
If this card is Normal or Special Summoned: You can add 1 "Rose Dragon" monster, or "Dark Rose Fairy", from your Deck to your hand. If this card is sent from the field to the Graveyard: You can shuffle up to 3 "Rose Dragon" monsters from your Graveyard into your Deck; Draw 1 card, and if you do, banish 1 card from your opponent's Graveyard. You can only activate each effect of "Ebon Rose Dragon" once per turn.

Silent Rose
WATER - Level 4 - Plant/Effect - 1000/2000
If this card is Normal or Special Summoned: Your opponent cannot use Tokens as Material for a Summon this turn, also, during the End Phase, they take 200 damage for each Token they control. If this card is destroyed on the field: You can activate 1 "Black Garden" from your Graveyard. If this card is banished: You can Special Summon this card in face-up Attack Position. You can only activate each effect of "Silent Rose" once per turn.

Midnight Black Rose Dragon
DARK - Level 7 - Dragon/Synchro/Effect - 2400/1800
1 Tuner + 1 or more non-Tuner monsters
This card is treated as "Black Rose Dragon" on the field and in the Graveyard. If this card is Synchro Summoned, or if your opponent Summons a non-Plant monster from the Extra Deck: You can banish 1 face-up card from your opponent's field. You can only activate this effect of "Midnight Black Rose Dragon" once per turn. If a monster is Normal Summoned, you can banish 1 "Rose Dragon" or Plant monster from your Graveyard (Quick Effect): Negate the effects of one card on the field.

Supreme Black Rose Dragon
DARK - Level 10 - Dragon/Synchro/Effect - 3200/2400
1 Tuner + 1 or more non-Tuner monsters
If this card is Synchro Summoned: You can destroy all other cards on the field. If you used a "Rose Dragon" monster as Material for this card's Summon, your opponent cannot activate cards or effects in response to this effect or its activation, also your opponent's card effects cannot activate in the Graveyard until your next Standby Phase. The first time your opponent Special Summons a monster each turn: You can banish the Summoned monster. If this card is sent from the field to the Graveyard, you can banish 1 "Rose Dragon" or Plant monster from your Graveyard: Special Summon this card from the Graveyard.

Rose Thorn Suppression
Continuous Trap
This card cannot be destroyed by card effects, also negate the first card or effect activated by your opponent activates that targets this card or a "Rose Dragon" monster you control each turn. Once per turn, you can shuffle 3 of your banished "Rose Dragon" or Plant monsters into the Deck: Draw 1 card. Once per turn, while you control a "Black Rose" Synchro monster, if your opponent activates a Spell/Trap Card or effect: Negate the activation, then destroy that card, and if you do that, you can immediately Normal Summon 1 "Rose Dragon" monster. You can only activate this effect of "Rose Thorn Suppression" once per turn.

Next Structure Deck is your choice between a battling pair, released simultaneously:
Knights of Radiance
VS
Corrupters of Man
Reply
#10
Knights of Radiance is a Deck that focuses on 'tellarknights and expands their options.

Satellarknight Markab
Level 4 | LIGHT | Warrior | Effect
1000 | 2200
If this card is Normal or Special Summoned: You can target 1 Spell/Trap on the field; banish it, then its controller takes 800 damage. You can only use this effect of "Satellarknight Markab" once per turn.

Satellarknight Scheat
Level 4 | LIGHT | Warrior | Effect
1400 | 1800
If this card is Normal or Special Summoned: You can target 1 monster on the field; banish it, then its controller takes 800 damage. You can only use this effect of "Satellarknight Scheat" once per turn.

Satellarknight Algenib
Level 4 | LIGHT | Warrior | Effect
1500 | 1500
If this card is Normal or Special Summoned: You can Special Summon 1 "tellarknight" monster from your Deck in Attack Position, but you cannot Special Summon other monsters for the rest of this turn, except LIGHT or DARK Warrior monsters. You can only use this effect of "Satellarknight Algenib" once per turn.

Satellarknight Alpheratz
Level 4 | LIGHT | Warrior | Effect
2000 | 0
Cannot be Summoned unless you control a "tellarknight" monster. (Quick Effect): You can Xyz or Link Summon 1 "tellarknight" monster using monsters you control as material, including this card. You can only use this effect of "Satellarknight Alpheratz" once per turn. A monster that was Xyz or Link Summoned using this card as material cannot be targeted by an opponent's card effects.

Suprastellarknight Ash-Iku
Link 4 | LIGHT | Warrior | Link | Effect
3000
N W E S
2+ monsters, including a "tellarknight" monster
Your opponent cannot activate cards or effects in response to the activation of a "tellarknight" monster's effect in your possession, also they cannot Tribute other "tellarknight" monsters you control. Once per turn: You can activate 1 of these effects;
● Target 1 "tellarknight" Xyz Monster you control; attach 2 "tellarknight" cards in your GY to that target as material.
● Send up to 2 cards on the field to the GY.
If this Link Summoned card leaves the field: You can Special Summon 1 "tellarknight" monster from your GY, except "Suprastellarknight Ash-Iku".

Satellarknight Origin
Quick-Play Spell
If you control no monsters: Special Summon up to 3 "tellarknight" monsters with different names from your hand or GY, but they cannot be used as material for a Summon, except for "tellarknight" monsters, also shuffle them into the Deck during the End Phase. You can only activate 1 "Satellarknight Origin" once per turn.

====

Hopefully I didn't just shoot self in foot for making this a 'tellar Deck.

====

Choices for next Deck (naming-wise):

1. Structure Deck: Symphony of Destruction
2. Structure Deck: Burning Mathematics
3. Structure Deck: Arc of the Sclera
4. Structure Deck: Legion of Storms
5. Structure Deck: Fortress of Impregnability

The names are probably giving away what Decks you're designing for, though outside maybe 2 and 3, you can find something to work with.
Reply
#11
Structure Deck: Fortress of Impregnability is an update to the "Impenetrable Fortress" SD, and a continuation to the above Rock support SD (just imagine one was designed by the TCG, and the other by the OCG). There are similar reprints in both, but this one focuses more on the sphinx mini-gimmick that Impenetrable Fortress had.

Exxosphinx, Guardian of the Master
EARTH - Level 8 - Rock/Effect - 0/4000
Cannot be Normal Summoned/Set. You can Tribute 1 Rock "sphinx" monster you control, except "Exxosphinx, Guardian of the Master": Special Summon this card from your hand or Graveyard. You can only Summon 1 "Exxosphinx, Guardian of the Master" per turn this way. If a monster effect activates in response to that monster being flipped face-up: You can destroy 1 card your opponent controls, then, if the destroyed card was a monster, inflict damage to your opponent equal to half its original ATK. While you control a face-down Defense Position monster, this card is unaffected by your opponent's card effects, also face-down Defense Position monsters you control cannot be targeted by attacks or effects. Once per turn, if a Rock Flip monster is sent to the Graveyard: You can Special Summon 1 Level 6 or lower Rock monster from your Graveyard in face-up or face-down Defense Position.

Medusasphinx
EARTH - Level 3 - Rock/Flip/Effect - 900/1700
FLIP: Target 1 face-up monster your opponent controls: Negate its effects, and halve its ATK.
You can only activate each of the following effects of "Medusasphinx" once per turn:
●If this card is sent to the Graveyard, you can target 1 "sphinx" monster in your Graveyard: Special Summon it in face-up Defense Position.
●Once per turn (Quick Effect): You can flip this card into face-down Defense Position, and if you do, you can add 1 Flip monster or Rock "sphinx" monster from your Deck to your hand, whose Level is less than or equal to double the number of Defense Position monsters you control.

Sentrysphinx
EARTH - Level 3 - Rock/Flip/Effect - 1600/900
FLIP: Shuffle as many monsters your opponent controls that were Special Summoned from the Extra Deck into the Extra Deck.
You can only activate each of the following effects of "Sentrysphinx" once per turn:
●If this card battles your opponent's monster: Double this card's DEF and halve that opposing monster's ATK, until the end of the Battle Phase.
●If this card is sent to the Graveyard: You can Special Summon 1 "sphinx" monster from your Deck, except "Sentrysphinx".
●Once per turn (Quick Effect): You can flip this card into face-down Defense Position, and if you do, return as many cards your opponent controls as possible to their hand, up to the number of Defense Position monsters you control.

Puzzle of the Sphinx
Continuous Trap
If you Summon a Rock "sphinx" monster, or activate the effect of a Rock Flip monster that activates when that card is flipped: You can banish 1 card from your opponent's Graveyard. While you control a face-up Rock "sphinx" monster, all Rock "Sphinx" monsters gain 200 ATK for each of your opponent's banished cards, also your opponent cannot Summon monsters whose original ATK is less than the number of cards in their Banished Zone x100. Once per turn, if your opponent Special Summons a monster from their Extra Deck: They must either banish 1 monster that was used as Material for that Summon, or banish the top 3 cards of their Deck, face-down.

Create a Structure Deck that could feature a non-DM character who has received Legendary Duelist Pack support on its cover.
Chazz Princeton (Ojama/Armed Dragon/VWXYZ)
Jesse Andersen (Crystal Beast)
The Supreme King (Evil HERO)
Zane Truesdale (Cyber Dragon)
Alexis Rhodes (Cyber Angel)
Tania (Amazoness)
Crow (Blackwing)
Rex Goodwin (Incan Dragons)
Akiza Izinski (Rose Dragons)
Kite Tenjo (Photon/Galaxy in the pack, but Cipher is an option)
Anna Kaboom (Trains)
Quattro (Gimmick Puppets)
Serena (Lunalights)
Sawatari (Abyss Actors in the pack, but Mobius Turbo, Yosenju, and Darts Striker are options)
Yuri (Predaplants)
Reply
#12
Well, I'm definitely not doing the following:
- Blackwings because oversaturated (though I probably would give the SD a shot if it won)
- Crystal Beasts (on account of already doing it above; while I can just copy/paste, that's cheating)

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So I guess I'll try to make Lunalight support, since I'd like to not need to tech them with Orcusts (or rather, you probably can't run them as well anymore). Pure Lunalight isn't something I am familiar with, but let's go.

Structure Deck: Lunalight Revolution

Lunalight Indigo Reindeer
Level 3 | DARK | Beast-Warrior | Effect
1500/1200
If this card is Normal or Special Summoned: You can add 1 "Lunalight" card or "Luna Light Perfume" from your Deck to your hand. If this card is sent to the GY by a card effect: You can Special Summon 1 "Lunalight" monster that started the Duel in the Extra Deck from your GY, ignoring Summoning conditions. You can only use each effect of "Lunalight Scarlet Reindeer" once per turn.

Lunalight Golden Unicorn
Level 4 | DARK | Beast-Warrior | Effect
1900/200
If this card is sent to the GY by a card effect: You can make the ATK/DEF of all monsters your opponent controls become 0. You can banish this card you control or from your GY; this turn, if a "Lunalight" monster you control battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. You can only use each effect of "Lunalight Golden Unicorn" once per turn.

Lunalight Dazzling Gleam
Quick-Play Spell
Send up to 3 "Lunalight" monsters with different names from your hand or field to the GY; destroy an equal number of Spells/Traps on the field. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY; return up to 2 cards on the field to the hand. You can only use each effect of "Lunalight Dazzling Gleam" once per turn.

Lunalight Restoration Dance
Continuous Spell
You can activate 1 of these effects;
● Target up to 3 of your banished "Lunalight" cards; return them to the GY.
● Target up to 2 of your "Lunalight" monsters; shuffle them into the Deck, then draw an equal number of cards.
During your Main Phase: You can banish this card from your GY; send 1 "Lunalight" card from your Deck to the GY, and if you do, Special Summon 1 "Lunalight" monster from your Deck or GY, then that monster gains 800 ATK/DEF. You can only use each effect of "Lunalight Restoration Dance" once per turn.

====
Choices to choose from; I'm giving you the names already, but it's up to you to figure out what theme to adopt for them.

1. Structure Deck: Symphony of Destruction
2. Structure Deck: Air Force Assault
3. Structure Deck: Galaxy's Glory
4. Structure Deck: Legion of Storms
5. Structure Deck: Garden of Evil
6. Structure Deck: Altar of the Sun and Moon
7. Structure Deck: Formula to Victory
Reply
#13
So . . . Golden Unicorn is a walking OTK button if your opponent controls so much as two monsters and lacks a Spell negate. Three-card combo, and incredibly consistent. That's fun, and that's where we are in YGO at the moment.

Thematic note, though; Reindeer seems a bit out of place, given that the Main Deck solely consists of "cute" animals that are frequently drawn by young girls, with the Pendulums being an exception due to retaining the Fusions' predator theming.

Back on topic:

Structure Deck: Altar to the Sun and Moon

Suppression of Fate
Normal Spell
Add 1 each of an "Earthbound" Spell/Trap Card and Level 5 Spellcaster monster from your Deck to your hand. If you Synchro Summon a Dragon Synchro monster that specifically lists 1 or more of its required Synchro Materials by name: You can add this card from your Graveyard to your hand. If this card is discarded: You can select 1 "Supay" or "Fire Ant Ascator" from your Graveyard or that is currently banished; either Special Summon the selected monster, or add it to your hand. You can only activate each effect of "Suppression of Fate" once per turn.

High Priest of the Moon
DARK - Level 5 - Spellcaster/Effect - 2000/1000
If "Fire Ant Ascator" or "Supay" is sent to the Graveyard: You can Special Summon this card from your hand or Graveyard. You can only Summon 1 "High Priest of the Moon" per turn this way. If this card is discarded or used as Synchro Material: You can Special Summon 1 "Supay" or "Fire Ant Ascator" from your hand, Deck, or Graveyard. A Dragon Synchro monster Summoned using this card as Material gains the following effect:
●This card cannot be targeted by your opponent's card effects, or Tributed, except for the Summon of an "Earthbound Immortal" monster or Level 5 Spellcaster monster. A Synchro monster Summoned by this card's effect will also gain this effect.

Divine Solar Dragon - Inti
LIGHT - Level 8 - Dragon/Synchro/Effect - 3000/2500
"Fire Ant Ascator" + 1 or more non-Tuner monsters
If this card is Special Summoned: You can destroy all monsters your opponent controls with less ATK than this card, then inflict 200 damage to your opponent for each monster destroyed by this effect. If this card is sent to the Graveyard: You can Special Summon 1 "Sun Dragon Inti" from your Graveyard or Extra Deck (this is treated as a Synchro Summon). If this card is destroyed by your opponent's card (by battle or card effect): You can Special Summon 1 "Divine Lunar Dragon - Quilla" from your Graveyard during the next Standby Phase (your opponent cannot activate cards or effects in response to this effect or its activation). You can only activate each effect of "Divine Solar Dragon - Inti" once per turn.

Divine Lunar Dragon - Quilla
DARK - Level 6 - Dragon/Synchro/Effect - 2500/2000
"Supay" + 1 or more non-Tuner monsters
If this card is Special Summoned: You can Special Summon 1 "Supay", "Fire Ant Ascator", or Level 5 Spellcaster monster from your hand or Graveyard, then gain 500 LP for each monster you control. If this card is sent to the Graveyard: You can Special Summon 1 "Moon Dragon Quilla" from your Graveyard or Extra Deck (this is treated as a Synchro Summon). If this card is destroyed by your opponent's card (by battle or card effect): You can Special Summon 1 "Divine Solar Dragon - Inti" from your Graveyard during the next Standby Phase (your opponent cannot activate cards or effects in response to this effect or its activation). You can only activate each effect of "Divine Lunar Dragon - Quilla" once per turn.

=====

Long story short, a Duskwalker sets up two loops, and if you discarded High Priest of the Moon, your board of scary Dragon Synchros will be targeting immune, float off destruction, and totally Kaiju, Sphere Mode, and even Nibiru-proof on top of the whole EBI end goal.

Create a Structure Deck based on either a TCG archetype, or an AGM mini-series (or one of the few archetypes that made the transition)
Reply
#14
Well, there is that Japanese artist I started watching on dA who drew a really nice reindeer pic (and a lot of other stuff on dA drawn outside Christmas). Not that I translated a certain reindeer into Lunalight because reasons and whatnot.

But more on that later, I guess.

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Then again, if we do (1), that's restricted to Dream Mirrors right now if we're going by region exclusivity (or if it's just existing arch, anything goes). Or (2), nearly all of my shit and whatever you brought over (or whatever shows up in Generics] b/c Tinkerer and everyone else hasn't ported theirs.

I guess I'm doing option 1 for T.G. (in part because I need new stuff for a fanfic character who uses the Deck)

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T.G. Accel Rabbit
Level 3 | WIND | Beast-Warrior | Effect
1400 | 1200
If this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or lower "T.G." monster from your hand or GY, except "T.G. Accel Rabbit". During your opponent's Main or Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 monster using "T.G." monsters you control. During the End Phase, if this card is in the GY because it was sent there this turn: You can Special Summon it.

T.G. Accelerator Cheetah
Level 3 | WIND | Beast | Tuner | Effect
1500 | 1000
If this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or lower "T.G." monster from your hand or GY. You can only use this effect of "T.G. Accelerator Cheetah" once per turn. A Synchro Monster that used this card as material can attack directly.

(I think I made this near the end of my mod tenure, though forget which thread but I honestly don't care to check.)

T.G. Camouflage Fox
Level 4 | EARTH | Beast | Effect
1700 | 1200
If you control no monsters, or all monsters you control are "T.G" monsters, you can Special Summon this card from your hand. A Synchro Monster that used this card as material cannot be targeted or destroyed by an opponent's card effects.

T.G. Majesty Tiger
Level 7 | LIGHT | Beast | Synchro | Effect
2600 | 2000
1 Tuner + 1+ non-Tuner monsters
If a "T.G." monster or a Synchro Monster you controls battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, if this card destroys an opponent's monster by battle: You can target 1 of your banished "T.G" monsters or in your GY; Special Summon it.

Cosmic Blazar Dragon - T.G. Collider
Level 12 | WIND | Dragon | Synchro | Effect
4000 | 4000
1 Tuner Synchro Monster + 2+ non-Tuner Synchro Monsters
Must be Synchro Summoned or Special Summoned by its own effect. Once per turn, when your opponent activates a card or effect (Quick Effect): Negate the activation, and if you do, banish that card. Once per turn, when your opponent would Summon a monster(s): Negate the Summon, and if you do, destroy that monster(s). If this card is in your GY: You can shuffle 2 other Synchro Monsters you control and/or from your GY into the Deck; Special Summon this card, and if you do, this card gains additional attacks per Battle Phase this turn equal to the number of "T.G." monsters you control that began the Duel in the Extra Deck. You can only use this effect of "Cosmic Blazar Dragon - T.G. Collider" once per turn.

(Cosmic Blazar is very extra, but shouldn't be as trashy as new Shooting Star Dragon)

T.G. Delta Sergeant Sayuri
Link 3 | LIGHT | Beast-Warrior | Link | Effect
2400
N W E
2+ monsters, including a "T.G." monster
If this card is Link Summoned: You can Special Summon up to 2 "T.G" monsters to zones a Link Monster points to. You can reveal 1 "T.G." Synchro Monster in your Extra Deck; send 2 "T.G" monsters that have a Level (1 each from your Main Deck and Extra Deck, including exactly 1 Tuner) whose total Levels exactly equal the revealed monster's Level; Special Summon that monster, ignoring Summoning conditions. (This is treated as a Synchro Summon). You can only use each effect of "T.G. Delta Sergeant Sayuri" once per turn.

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Pick one of the following (note that stuff in brackets is what the names imply, however you may choose to adopt whatever theme you want for the names; bracketed stuff gives you some framework if lack of other ideas).

1. Structure Deck: Symphony of Destruction [Orcust]
2. Structure Deck: Air Force Assault [Mecha Phantom Beast]
3. Structure Deck: Formula to Victory [Mathmech / whatever TCG calls them]
4. Structure Deck: Ancient Dragon Kings [Hieratic]
5. "Sclera Guild" deck
6. Structure Deck that makes Ritual Summoning feasible in 2019/2020
Reply
#15
Ritualtar Nemailo
DARK - Level 1 - Warrior/Effect - 300/2300
While you control this card, you cannot Summon monsters from your Extra Deck. If this card is Normal or Special Summoned: You can add 1 "Ritualtar" Spell/Trap Card from your Deck or Graveyard to your hand, and if you do, you can Special Summon 1 "Ritualtar" monster from your hand. Once per turn (Quick Effect): You can increase this card's Level by the number of "Ritualtar" monsters you control, until the End Phase. If this card is Tributed for the Ritual Summon of a non-Effect Ritual monster: You can draw 1 card, also Summoned monster gains 300 ATK and the following effects:
●This card cannot be targeted by your opponent's monster effects.
●If this card battles your opponent's Special Summoned monster: You can negate the effects of the opposing monster, and if you do, this card gains that monster's original effects (but any effects tied to that monster's name are not gained).
You can only activate each effect of "Ritualtar Nemailo" once per turn.

Ritualtar Flamary
DARK - Level 2 - Warrior/Effect - 500/2000
While you control this card, you cannot Summon monsters from the Extra Deck. You can send 1 "Ritualtar" monster from your Deck to the Graveyard: Special Summon this card from your hand, and if you do, you can add 1 "Ritualtar" monster from your Deck to your hand. Once per turn (Quick Effect): You can increase this card's Level by the number of "Ritualtar" monsters you control, until the End Phase. If this card is Tributed for the Ritual Summon of a non-Effect Ritual monster: The Summoned monster gains 500 ATK, and the following effects:
●This card cannot be destroyed by your opponent's card effects.
●Once per turn, if your opponent Special Summons a monster(s) from their Extra Deck (Quick Effect): You can destroy the Summoned monster, and if you do, this card gains ATK equal to half the original ATK of that destroyed monster, until your next End Phase.
You can only activate each effect of "Ritualtar Flamary" once per turn.

Ritualtar Ashard
DARK - Level 3 - Warrior/Effect - 1000/1000
While you control this card, you cannot Summon monsters from the Extra Deck. During your Standby Phase, if all Special Summoned monsters you control (if any) were Summoned from a player's hand: You can Special Summon this card from your Graveyard. If this card is Normal or Special Summoned: You can Special Summon 1 "Ritualtar" monster from your Graveyard. Once per turn (Quick Effect): You can increase this card's Level by the number of "Ritualtar" monsters you control, until the End Phase. If this card is Tributed for the Ritual Summon of a non-Effect Ritual monster: The Summoned monster gains 1000 ATK and the following effects:
●This card cannot be banished, returned to your hand, of shuffled into your Deck by a card effect.
●Once per turn: You can destroy all Special Summoned monsters your opponent controls with ATK less than or equal to this card's, then increase this card's ATK by 100 for each monster destroyed this way.
You can only activate each effect of "Ritualtar Ashard" once per turn.

Ritualtar Bonelle
DARK - Level 4 - Warrior/Effect - 1500/800
While you control this face-up card, you cannot Summon monsters from the Extra Deck. If this card is Normal Summoned: You can Special Summon 1 "Ritualtar" monster from your Deck. Once per turn (Quick Effect): You can increase this card's Level by the number of "Ritualtar" monsters you control, until the End Phase. If this card is Tributed for the Ritual Summon of a non-Effect Ritual monster: The Summoned monster gains 1500 ATK, a-and the following effects:
●This card cannot be Tributed, and is unaffected by your opponent's Spell/Trap effects while they control a Special Summoned monster.
●If your opponent activates the effect of a card that is not on the field: Increase this card's ATK by 100, and inflict 200 damage to your opponent (The damage is still inflicted if the effect was negated, but not if the activation was negated). During the End Phase of a turn where you inflicted 1000 or more damage to your opponent this way, if you still control this card: You can draw 1 card for every 1000 points of damage inflicted.
You can only activate each effect of "Ritualtar Bonelle" once per turn.

Ritualtar Rebirth
Ritual Spell
Ritual Summon 1 Ritual monster from your hand or Graveyard by Tributing monsters from your hand or field whose Levels equal or exceed the Level of that monster. If you are Tributing only "Ritualtar" monsters, you can instead Ritual Summon 1 non-Effect Ritual monster from your Deck. If your opponent activates the effect of a Special Summoned monster, except a Ritual monster, you can shuffle this card from your Graveyard into your Deck (Quick Effect): Draw 1 card, and if the drawn card was a "Ritualtar" monster, that effect is negated, and that monster is shuffled into the Deck. You can only activate this effect of "Ritualtar Rebirth" once per turn.

Ritualtar Retrial
Normal Trap
If you control a face-up "Ritualtar" monster: Target 1 Ritual Spell card in your Graveyard or that is currently banished; shuffle that target into the Deck, and activate that card's effect. During the End Phase, if you still control the Ritual monster(s) Summoned this way: You can look at your opponent's Extra Deck and banish 1 card from it. You can only activate 1 "Ritualtar Retrial" per turn.

Next:
Structure Deck: Interstellar Invasion (Aliens, Galaxy, something space-themed)
Structure Deck: Assault from Above (Cloudians, Agents, Simorgh; the sky)
Structure Deck: Unearthed Overlords (The theme is underground- Subterrors, adapt Fossils, even FLIPRocks work)
Reply
#16
Fine, let's go with option 2 for customs.

Delta Sky Furry
Level 4 | WIND | Beast-Warrior | Effect
1600/1200
If you control a "Delta Sky" monster, except "Delta Sky Furry", you can Special Summon this card from your hand. You can only Special Summon "Delta Sky Furry" once per turn this way. If this card is Summoned: You can add 1 "Delta Sky" card from your Deck to your hand, except "Delta Sky Furry".

Delta Sky Blade Dancer
Level 3 | WIND | Warrior | Tuner | Effect
1200/800
If you control a "Delta Sky" monster, except "Delta Sky Blade Dancer", you can Special Summon this card from your hand. You can only Special Summon "Delta Sky Blade Dancer" once per turn this way. Once per turn: You can target 1 of your "Delta Sky" monsters; activate 1 of these effects.
● Increase its Level by 1.
● Decrease its Level by 1.

Delta Sky Divebomber
Level 4 | WIND | Machine | Effect
1800/1000
If you control a "Delta Sky" monster, except "Delta Sky Divebomber", you can Special Summon this card from your hand. You can only Special Summon "Delta Sky Divebomber" once per turn this way. If your "Delta Sky" monster destroys an opponent's monster by battle: Inflict 400 damage to your opponent.

Delta Sky Espy
Level 5 | WIND | Psychic | Effect
2100/1600
If you control no monsters, or all monsters you control are "Delta Sky" monsters: You can Special Summon this card from your hand. You can only Special Summon "Delta Sky Espy" once per turn this way. Once per turn: You can target 1 monster on the field; shuffle it into the Deck.

Sakura the Delta Sky Reindeer
Level 7 | WIND | Beast | Synchro | Effect
2500/2000
1 Tuner + 1+ non-Tuner "Delta Sky" monsters
Cannot be targeted or destroyed by an opponent's card effects. Once per turn: You can banish 1 card your opponent controls or from their hand. If your "Delta Sky" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step.

Sapphira the Delta Sky Dragon
Level 8 | WIND | Dragon | Synchro | Effect
2800/2200
1 Tuner + 1+ non-Tuner "Delta Sky" monsters
Cannot be targeted or destroyed by an opponent's card effects. Once per turn: You can target 1 monster your opponent controls; halve its ATK/DEF, also negate its effects. These changes last until the End Phase. Once per turn, when your opponent activates a card or effect while you control another "Delta Sky" monster (Quick Effect): You can negate the activation, and if you do, destroy it.

Delta Sky Supremacy
Field Spell
"Delta Sky" monsters you control gain 300 ATK/DEF, also your opponent cannot Tribute them or use them as material for a Summon. Once per turn: You can Special Summon 1 "Delta Sky" monster from your Deck or GY.

====
I guess the premise is basically a sky squadron of sorts with the two Synchros leading the way. And yes, Delta Sky Reindeer is in part derived from my multiple Flyer/Snowstorm forms, though a combination of the two basic Synchros and average of ATK/DEF. Same goes for the Dragon being derived from both Eon twins in Psychic Dragon.

Of course, I probably could've just made this an MPB Deck to satisfy myself because I'm not getting that Structure Deck anytime soon. Maybe later, I guess (or do it under Air Force Assault)

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1. Structure Deck: Brilliant Dance
2. Structure Deck: Macabre Entertainers
3. Structure Deck: Area 51
4. Structure Deck: Cybernetic Marina
5. Structure Deck R: Sanctuary of Olympus (this one is probably a giveaway for what this is, but interpret it as you will)
Reply
#17
Ballaze Waltz
WIND - Level 2 - Pyro/Tuner/Effect - 900/100
If this card is Special Summoned by the effect of a "Ballaze" monster: You can draw 1 card, then shuffle 1 card from your hand into your Deck. If this card is used as Link or Synchro Material for the Summon of a WIND monster, and all Materials used for the Summon were "Ballaze" monsters: You can Special Summon 1 monster used as Material for that Summon from your Graveyard, except "Ballaze Waltz". If this card is targeted for an attack or effect: You can negate that attack/effect, then return this card to your hand, and if you do; You can banish up to 2 cards from your opponent's Graveyard. You can only activate this effect of "Ballaze Waltz" once per turn.

Ballaze Masque
WIND - Level 3 - Pyro/Effect - 1400/300
If you do not control a face-up monster in a Main Monster Zone, you can Special Summon this card (from your hand). If this card is Special Summoned by the effect of a "Ballaze" monster: You can add 1 "Ballaze" monster from your Deck to your hand, except "Ballaze Masque". If this card is targeted for an attack or effect: You can negate that attack/effect, then return this card to your hand, and if you do; you can destroy 1 Spell/Trap Card on the field. You can only activate this effect of "Ballaze Masque" once per turn.

Ballaze Capo
WIND - Level 4 - Pyro/Tuner/Effect - 1700/500
If this card is Special Summoned by the effect of a "Ballaze" monster: You can Special Summon 1 "Ballaze" monster from your hand, except "Ballaze Capo". If this card is targeted for an attack or effect: You can negate that attack/effect, then return this card to your hand, and if you do; destroy 1 monster your opponent controls. You can only activate this effect of "Ballaze Capo" once per turn. You can discard 1 card: Special Summon this card from your Graveyard to a Zone a Link monster points to. You can only activate this effect of "Ballaze Capo" once per turn.

Ballaze Tango
WIND - Level 5 - Pyro/Effect - 2200/700
If you control 2 or more face-up "Ballaze" monsters, you can Special Summon this card (from your hand). If this card is Special Summoned by the effect of a "Ballaze" monster: You can send 1 "Ballaze" card from your Deck to the Graveyard. If this card is targeted for an attack or effect: You can negate that attack/effect, then return this card to your hand, and if you do; Negate the effects of all cards your opponent controls in the same column that this card was in when it was on the field. You can only activate this effect of "Ballaze Tango" once per turn.

Ballaze Un
WIND - Level 5 - Pyro/Synchro/Effect - 2300/1100
1 Tuner + 1 or more non-Tuner monsters
If this card is Synchro Summoned: You can reduce the ATK and DEF of all monsters your opponent controls by 1000. This card gains 100 ATK for each of your opponent's banished cards. Once per turn, if this card destroys your opponent's monster by battle: You can banish the destroyed monster, then Special Summon 1 "Ballaze" monster from your Graveyard, and if you do, this card gains an additional attack during this Battle Phase. At the end of the Battle Phase, if you activated this effect this turn, target 1 monster you control: Destroy that target, then inflict damage to your LP equal to the destroyed monster's original ATK.

Ballaze Prima
WIND - Link-2 - Pyro/Link/Effect - 1600 - B/L
2 monsters, including at least 1 "Ballaze" monster
While you control this face-up card, your hand size limit is increased by 2. Once per turn, you can target 1 face-up monster on the field (Quick Effect): That target cannot be used as Material for a Summon this turn. Once per turn, if a "Ballaze" monster is returned to your hand by its own effect (Quick Effect): You can banish a number of cards from the top of your opponent's Deck equal to the number of cards in your hand. If this card is sent from the field to the Graveyard: You can Special Summon 2 "Ballaze" monsters from your hand with different names in Attack Position with their ATK reduced to 0. You can only activate this effect of "Ballaze Prima" once per turn.

Structure Deck: Reptile Rebirth
Structure Deck: Noble Roar
Structure Deck: Wings of Valor
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#18
Guess I'm starting on that Reptile arch early...

Erpeta Metensar (clipped form of "erpetá metensárkosis; ερπετά μετενσάρκωσης, or reincarnation reptile), though I'll have LHK verify whether Google is correct with the full form before clipping.

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Erpeta Metensar Hawksbill
Level 4 | WATER | Reptile | Pendulum | Effect
1300/1900
Scale 2
PE: You can equip 1 "Erpeta Metensar" monster from your GY or face-up Extra Deck to 1 Reptile monster you control, then return this card to the hand. You can only use the Pendulum Effect of "Erpeta Metensar Hawksbill" once per turn.
ME: If this card is Normal or Special Summoned: You can add 1 "Erpeta Metensar" card from your Deck to your hand. You can only use the monster effect of "Erpeta Metensar Hawksbill" once per turn. A Reptile monster equipped with this card cannot be destroyed by battle or card effects.

Erpeta Metensar Lizard
Level 3 | WIND | Reptile | Pendulum | Effect
1400/0
Scale 7
PE: You can equip 1 "Erpeta Metensar" monster from your GY or face-up Extra Deck to 1 Reptile monster you control, then return this card to the hand. You can only use the Pendulum Effect of "Erpeta Metensar Lizard" once per turn.
ME: If this card is Normal or Special Summoned: You can Special Summon 1 "Erpeta Metensar" monster from your hand or Deck. You can only use the monster effect of "Erpeta Metensar Lizard" once per turn. Your opponent cannot target a Reptile monster equipped with this card for attacks or card effects.

Erpeta Metensar Gharial
Level 4 | EARTH | Reptile | Pendulum | Effect
1800/1500
Scale 2
PE: You can equip 1 "Erpeta Metensar" monster from your GY or face-up Extra Deck to 1 Reptile monster you control, then return this card to the hand. You can only use the Pendulum Effect of "Erpeta Metensar Gharial" once per turn.
ME: If this card is Normal or Special Summoned: You can target 1 card on the field; destroy it. You can only use the monster effect of "Erpeta Metensar Lizard" once per turn. If a Reptile monster equipped with this card attacks a Defense Position monster, inflict piercing battle damage, also if it battles an opponent's monster, double any battle damage it inflicts to your opponent.

Erpeta Metensar Pit Viper
Level 3 | EARTH | Reptile | Pendulum | Effect
1200/1200
Scale 7
PE: You can equip 1 "Erpeta Metensar" monster from your GY or face-up Extra Deck to 1 Reptile monster you control, then return this card to the hand. You can only use the Pendulum Effect of "Erpeta Metensar Pit Viper" once per turn.
ME: If this card is Normal or Special Summoned: You can send up to 2 "Erpeta Metensar" monsters with different names from your hand and/or Deck to the GY. You can only use the monster effect of "Erpeta Metensar Pit Viper" once per turn. A Reptile monster equipped with this card can attack your opponent directly, but any battle damage it inflicts to your opponent is halved.

Erpeta Metensar Eternity Ruler Ouroboros
Level 6 | DARK | Reptile | Fusion | Pendulum | Effect
2400/2000
Scale 7
PE: Once per turn: You can target 1 "Erpeta Metensar" monster you control; move it to another of your Main Monster Zones. You can shuffle all face-up "Erpeta Metensar" monsters in your Extra Deck into the Deck, then inflict 100 damage to your opponent for each, and if you do, you can Special Summon this card from your Pendulum Zone. You can only use this Pendulum Effect of "Erpeta Metensar Eternity Ruler Ouroboros" once per turn.
ME: 2 Level 5 or lower "Erpeta Metensar" monsters
Must be Special Summoned (from your Extra Deck) by Tributing the above cards, and then can be Pendulum Summoned. (You do not use "Polymerization".) If this card is Special Summoned: You can banish up to 1 card each from your opponent's hand and field. (The card in the hand is chosen at random.) You can only use this monster effect of "Erpeta Metensar Eternity Ruler Ouroboros" once per turn. If this card in the Monster Zone is destroyed: You can destroy all cards in your Pendulum Zone (min. 1), and if you do, place it in your Pendulum Zone.

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Then again, I could've also made legacy Venom support so Viper.dek actually got more love, but you got these instead.

Uh...given that arch prompt that I generated from my randomizer, making this an all-monster Pendulum archetype for a Deck Build Pack can only end so well, especially when this thing is literally begging for Snake Rain abuse.
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1. Structure Deck: Festival of Light
2. Structure Deck: Wings of Valor
3. Structure Deck: Area 51
4. Structure Deck: Cybernetic Marina
5. Structure Deck: Enigmatic Enlightenment
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