08-11-2020, 11:54 PM
(This post was last modified: 08-12-2020, 04:02 AM by Draconus297.)
Show ContentAGM Successors:
AGM Successor Sakura
WIND - Level 7 - Warrior/Effect - 2700/1800
If you do not control a WIND monster, you can Tribute Summon this monster with 1 Tribute. The first time each "AGM" monster you control would be destroyed each turn, it is not destroyed. Once per turn, if this card battled your opponent's monster this turn, you can Special Summon 1 Level 7 or lower monster from your hand or Graveyard, except a Warrior-Type monster.
AGM Successor Draconus
FIRE - Level 5 - Dragon/Effect - 2200/1000
If you do not control a face-up FIRE monster, you can Special Summon this monster from your hand. If this monster is Special Summoned this way, its original ATK and DEF are halved until the end of the turn. If this monster is Special Summoned by the effect of an "AGM" card: You can add 1 "AGM" monster or "Archetype" Spell Card from your Deck to your hand, except "AGM Successor Draconus". If this monster is in your Graveyard and you do not control a face-up Dragon-Type monster, you can Special Summon this card. You can only Special Summon "AGM Successor Draconus" once per turn this way.
AGM Successor Egotist
WIND - Level 5 - Winged Beast/Effect - 2000/1600
Monsters you control cannot be targeted for attacks, except WIND monsters. Monsters you control cannot be targeted for effects, except Winged Beast-Type monsters. If an "AGM Successor" monster battled this turn, you can Special Summon this monster from your hand.
AGM Successor Melon
WATER - Level 5 - Rock/Effect - 200/2600
If you control no WATER monsters, and your opponent controls more monsters than you do: You can Special Summon this monster from your hand. If this is the only Rock-Type monster you control, you can draw an additional card during each of your Draw Phases (this is still treated as your Normal Draw). Your opponent cannot negate the effects of "AGM Successor" monsters or "Archetype" Continuous Spell cards.
AGM Successor Nyx
DARK - Level 4 - Fiend/Effect - 1900/1200
During the turn this monster is Normal Summoned, you can Normal Summon an additional non-DARK monster this turn. When this monster is Normal or Special Summoned, you can Special Summon 1 non-Fiend-Type monster from your Graveyard in Defense Position. A non-"AGM" monster Summoned this way has its effects negated, and cannot be used as Material for a Summon. During each of your End Phases, you can reveal an "AGM Successor" monster or "Archetype" Continuous Spell in your hand to your opponent to target 1 card in your opponent's hand: Banish that target until their 3rd Draw Phase after this effect's activation. You can only activate one effect of "AGM Successor Nyx" per turn, and only once that turn.
AGM Successor Tojin
LIGHT - Level 3 - Fairy/Effect - 800/1500
If this monster is Normal Summoned or flipped face-up, you can destroy a number of cards your opponent controls equal to the number of non-LIGHT monsters you control. If you control no other Fairy-Type monsters, you can flip this monster into face-down Defense Position (You can only activate this effect of "AGM Successor Tojin" once per turn). If your opponent negates the Summon of an "AGM Successor" monster you control, you can select 1 Phase of your opponent's next turn: Your opponent must pay 2000 Life Points or skip that Phase. You can only activate this effect of "AGM Successor Tojin" once per turn.Â
AGM Successor Dova
LIGHT - Level 5 - Psychic/Effect - 2100/1400
If you Summon a Level 5 or higher non-LIGHT monster:Â You can Special Summon this monster from your hand. All "AGM Successor" monsters you control gain 200 ATK and DEF for every monster Type you control. If this monster is sent to the Graveyard, you can Special Summon 1 non-Psychic-Type "AGM Successor"Â monster from your Graveyard. You can only activate this effect of "AGM Successor Dova" once per turn.Â
AGM Successor Talim
EARTH - Level 5 - Beast/Effect - 1200/2400
You can return 1 non-EARTH monster you control to your hand to Special Summon this monster (from your hand). If this is the only Beast-Type monster you control, your opponent cannot target or destroy Continuous Spell Cards you control. "AGM Successor" monsters you control can attack your opponent's Life Points directly, but Battle Damage inflicted this way is halved.
AGM Successor Garland
DARK - Level 5 - Beast-Warrior/Effect - 2400/1300
If your opponent controls a monster(s) with 2500 or more ATK and you control no DARK monsters: You can Special Summon this monster from your hand. This monster gains 400 ATK for each monster in your Graveyard, except Beast-Warrior-Type monsters. Once per turn, you can change this monster to Defense Position to Special Summon 1 "AGM Successor" monster, except "AGM Successor Garland", from your Deck with its effects negated.
AGM Successor Trebuchet
EARTH - Level 6 - Machine/Effect - 2500/900
If a non-EARTH monster you control is destroyed: You can Special Summon this monster from your hand. You can only Special Summon 1 "AGM Successor Trebuchet" this way per turn. If you control no other Machine-Type monsters, and this monster declares an attack: Your opponent cannot activate cards or effects until the end of the Damage Step. If all monsters you control (min. 3) are different Types, monsters you control are unaffected by the effects of your opponent's Trap Cards.
WIND - Level 7 - Warrior/Effect - 2700/1800
If you do not control a WIND monster, you can Tribute Summon this monster with 1 Tribute. The first time each "AGM" monster you control would be destroyed each turn, it is not destroyed. Once per turn, if this card battled your opponent's monster this turn, you can Special Summon 1 Level 7 or lower monster from your hand or Graveyard, except a Warrior-Type monster.
AGM Successor Draconus
FIRE - Level 5 - Dragon/Effect - 2200/1000
If you do not control a face-up FIRE monster, you can Special Summon this monster from your hand. If this monster is Special Summoned this way, its original ATK and DEF are halved until the end of the turn. If this monster is Special Summoned by the effect of an "AGM" card: You can add 1 "AGM" monster or "Archetype" Spell Card from your Deck to your hand, except "AGM Successor Draconus". If this monster is in your Graveyard and you do not control a face-up Dragon-Type monster, you can Special Summon this card. You can only Special Summon "AGM Successor Draconus" once per turn this way.
AGM Successor Egotist
WIND - Level 5 - Winged Beast/Effect - 2000/1600
Monsters you control cannot be targeted for attacks, except WIND monsters. Monsters you control cannot be targeted for effects, except Winged Beast-Type monsters. If an "AGM Successor" monster battled this turn, you can Special Summon this monster from your hand.
AGM Successor Melon
WATER - Level 5 - Rock/Effect - 200/2600
If you control no WATER monsters, and your opponent controls more monsters than you do: You can Special Summon this monster from your hand. If this is the only Rock-Type monster you control, you can draw an additional card during each of your Draw Phases (this is still treated as your Normal Draw). Your opponent cannot negate the effects of "AGM Successor" monsters or "Archetype" Continuous Spell cards.
AGM Successor Nyx
DARK - Level 4 - Fiend/Effect - 1900/1200
During the turn this monster is Normal Summoned, you can Normal Summon an additional non-DARK monster this turn. When this monster is Normal or Special Summoned, you can Special Summon 1 non-Fiend-Type monster from your Graveyard in Defense Position. A non-"AGM" monster Summoned this way has its effects negated, and cannot be used as Material for a Summon. During each of your End Phases, you can reveal an "AGM Successor" monster or "Archetype" Continuous Spell in your hand to your opponent to target 1 card in your opponent's hand: Banish that target until their 3rd Draw Phase after this effect's activation. You can only activate one effect of "AGM Successor Nyx" per turn, and only once that turn.
AGM Successor Tojin
LIGHT - Level 3 - Fairy/Effect - 800/1500
If this monster is Normal Summoned or flipped face-up, you can destroy a number of cards your opponent controls equal to the number of non-LIGHT monsters you control. If you control no other Fairy-Type monsters, you can flip this monster into face-down Defense Position (You can only activate this effect of "AGM Successor Tojin" once per turn). If your opponent negates the Summon of an "AGM Successor" monster you control, you can select 1 Phase of your opponent's next turn: Your opponent must pay 2000 Life Points or skip that Phase. You can only activate this effect of "AGM Successor Tojin" once per turn.Â
AGM Successor Dova
LIGHT - Level 5 - Psychic/Effect - 2100/1400
If you Summon a Level 5 or higher non-LIGHT monster:Â You can Special Summon this monster from your hand. All "AGM Successor" monsters you control gain 200 ATK and DEF for every monster Type you control. If this monster is sent to the Graveyard, you can Special Summon 1 non-Psychic-Type "AGM Successor"Â monster from your Graveyard. You can only activate this effect of "AGM Successor Dova" once per turn.Â
AGM Successor Talim
EARTH - Level 5 - Beast/Effect - 1200/2400
You can return 1 non-EARTH monster you control to your hand to Special Summon this monster (from your hand). If this is the only Beast-Type monster you control, your opponent cannot target or destroy Continuous Spell Cards you control. "AGM Successor" monsters you control can attack your opponent's Life Points directly, but Battle Damage inflicted this way is halved.
AGM Successor Garland
DARK - Level 5 - Beast-Warrior/Effect - 2400/1300
If your opponent controls a monster(s) with 2500 or more ATK and you control no DARK monsters: You can Special Summon this monster from your hand. This monster gains 400 ATK for each monster in your Graveyard, except Beast-Warrior-Type monsters. Once per turn, you can change this monster to Defense Position to Special Summon 1 "AGM Successor" monster, except "AGM Successor Garland", from your Deck with its effects negated.
AGM Successor Trebuchet
EARTH - Level 6 - Machine/Effect - 2500/900
If a non-EARTH monster you control is destroyed: You can Special Summon this monster from your hand. You can only Special Summon 1 "AGM Successor Trebuchet" this way per turn. If you control no other Machine-Type monsters, and this monster declares an attack: Your opponent cannot activate cards or effects until the end of the Damage Step. If all monsters you control (min. 3) are different Types, monsters you control are unaffected by the effects of your opponent's Trap Cards.
Show ContentNeo AGM Avengers:
Neo AGM Avenger Dragon King
FIRE - Level 3 - Dragon/Effect - 900/1800
This monster can be treated as a Tuner for the Summon of a FIRE or Dragon-Type Synchro monster. When this monster is Normal Summoned, you can Special Summon 1 Level 4 or lower "Neo AGM Avenger" monster from your hand or Graveyard in face-up Defense Position. If this monster is Special Summoned, you can add 1 "AGM Avenger" card from your Deck to your hand, except "Neo AGM Avenger Dragon King". If this card is sent to the Graveyard, you can add 1 "Polymerization" or "Archetype" card from your Deck to your hand. You can only activate each effect of "Neo AGM Avenger Dragon King" once per turn.
Neo AGM Avenger Dova
LIGHT - Level 2 - Thunder/Tuner/Effect - 800/800
If you control a face-up "Neo AGM Avenger" monster, except "Neo AGM Avenger Dova", you can Special Summon this monster from your Graveyard. You can Tribute this face-up monster: Special Summon 1 "AGM" monster from your hand or Graveyard with its effects negated. You can only activate each effect of "Neo AGM Avenger Dova" once per turn.
Neo AGM Avenger Flash FlyerÂ
WIND - Level 4 - Spellcaster/Effect - 1800/800
When this monster is Normal Summoned, you can Special Summon 1 Level 4 or lower "AGM" monster from your Graveyard in face-up Defense Position. If this monster is sent from the field to the Graveyard, you can Special Summon 1 "Neo AGM Avenger" monster from your Deck, except "Neo AGM Avenger Flash Flyer". You can only activate each effect of "Neo AGM Avenger Flash Flyer" once per turn.Â
Neo AGM Avenger ShinigamiÂ
DARK - Level 1 - Fiend/Tuner/Effect - 0/0
If you control no monsters: You can Special Summon this monster from your hand. During your Main Phase, if you control at least 3 "AGM" monsters, and only "AGM" monsters, you can draw 2 cards. If you activate this effect, you cannot Summon monsters, except "AGM" monsters, for the rest of the turn. If you control a face-up "Neo AGM Avenger" monster, except "Neo AGM Avenger Shinigami", you can Special Summon this monster from your Graveyard, but banish it when it leaves the field. You can only activate each effect of "Neo AGM Avenger Shinigami" once per turn.
Neo AGM Avenger Void Champion
DARK - Level 3 - Warrior/Tuner/Effect - 1000/700
If a "Neo AGM Avenger" monster you control destroys or banishes your opponent's monster, by battle or its own effect, you can Special Summon this monster (from your hand or Graveyard). If this monster is used as Fusion or Synchro Material for a Summon, you can target 1 monster on the field: That target's ATK and DEF become 0, also you can add 1 "AGM Avenger" card, except "Neo AGM Avenger Void Champion", from your Deck to your hand during the End Phase. You can only activate this effect of "Neo AGM Avenger Void Champion" once per turn.Â
Neo AGM Avenger Landowning Engineer
EARTH - Level 4 - Beast-Warrior/Effect - 1700/1000
If this monster is Normal or Special Summoned, you can reveal 1 Fusion monster from your Extra Deck: Add 1 "Neo AGM Avenger" monster from your Deck to your hand of the same Attribute as the revealed monster from your Deck to your hand, but you cannot Summon the revealed monster this turn. Once per turn, if this card is in your Graveyard (except during the turn it was sent there), you can Special Summon 1 "Neo AGM Avenger" monster from your hand. You can only activate each effect of "Neo AGM Avenger Landowning Engineer" once per turn.Â
Neo AGM Avenger Chaotic Garland
WATER - Level 4 - Plant/Tuner/Effect - 0/2100
If this monster is used as Fusion or Synchro Material for the Summon of a "Neo AGM Avenger" monster, you can Set 1 "Neo AGM Avenger" card from your Deck (you can only activate this effect of "Neo AGM Avenger - Chaotic Garland" once per turn). Once per turn, you can target 1 face-up "AGM" monster you control: Increase or decrease that target's Level by 1.
Neo AGM Avenger Machine SpiritÂ
WIND - Level 2 - Machine/Effect - 600/700
You can return 1 card on your field to your hand: Special Summon this monster from your hand, and if the returned card was a "Neo AGM Avenger" monster, you can Normal Summon 1 "AGM" monster in addition to your Normal Summon/Set (you can only use and gain this effect of "Neo AGM Avenger Machine Spirit" once per turn). Once per Duel, while you control a face-up "Neo AGM Avenger Machine Spirit", you can activate "Polymerization" and "Fusion" Spell Cards from your hand during your opponent's turn.
Neo AGM Avenger Tojin
LIGHT - Level 2 - Rock/Effect - 1300/0
If your opponent's monster declares an attack, you can discard this card: Negate that attack, end the Battle Phase, and increase your Life Points by the ATK of the monster whose attack was negated. If this monster is in your Graveyard, you can send 1 "AGM" card from your Deck to the Graveyard: Special Summon this monster (you can only activate this effect of "Neo AGM Avenger Tojin" once per turn).
AGM Avenger Headquarters
Field Spell
You can Normal Summon 1 "AGM" monster in addition to your Normal Summon/Set (you can only gain this effect of "AGM Avenger Headquarters" once per turn). If you Special Summon a "Neo AGM Avenger" monster, you can add 1 "AGM" monster of a different Attribute from your Deck to your hand. You can Special Summon 1 "Neo AGM Avenger" monster from your hand or Graveyard, but you cannot Normal Summon or Set monsters, except "AGM" monsters, the turn you activate this effect. If this card is destroyed, you can Special Summon any number of "AGM" monsters of different Levels from your Graveyard in Defense Position with their effects negated. You can only activate each effect of "AGM Avenger Headquarters" once per turn.
Prospective AGM Avenger
Normal Spell
Add 1 "Neo AGM Avenger" monster from your Deck or Graveyard to your hand, then target 1 face-up monster on the field: Increase or decrease the target's Level/Rank by the Level of the added monster (You cannot Summon the added monster this turn). During either player's turn, you can banish this card from your Graveyard to target 2 "AGM" monsters in your Banished Zone: Shuffle those targets into your Deck to Fusion Summon 1 Fusion monster from your Extra Deck using those targets as Material, but you cannot Special Summon monsters this turn, except by the effect of "Prospective AGM Avenger". You can only activate each effect of "Prospective AGM Avenger" once per turn.
AGM Avenger Fusion
Normal Spell
Fusion Summon 1 Fusion monster from your Extra Deck, using "AGM" monsters you control or in your hand as Material. If this card is in your Graveyard, you can banish 1 other "AGM" card in your Graveyard: Add this card from your Graveyard to your hand.
Neo AGM Avenger Fusion
Quick-Play Spell
Fusion Summon 1 "Neo AGM Avenger" Fusion monster from your Extra Deck, using monsters you control and/or in your hand as Materials. You can banish this card and appropriate Fusion Material monsters from your Graveyard, except during the turn this card was sent to the Graveyard: Fusion Summon 1 "Neo AGM Avenger" Fusion monster from your Graveyard or Extra Deck. You can only activate each effect of "Neo AGM Avenger Fusion" once per turn.
Superior AGM Avenger Fusion
Quick-Play Spell
Fusion Summon 1 Fusion monster from your Extra Deck using monsters either player controls, including at least 1 "AGM" monster you control, as Fusion Material. Cards and effects on the field cannot be activated in response to this card. You can banish this card from your Graveyard to add 1 banished "AGM" card to your hand, except "Superior AGM Avenger Fusion", also if that card is in your hand at the end of the turn you can discard it to draw 1 card.
Incredible AGM Avenger Fusion
Continuous Spell
Fusion Summon 1 "Neo AGM Avenger" Fusion monster from your Extra Deck by sending appropriate Materials from your Deck to the Graveyard, and if you do, equip this card to the Fusion Summoned monster. During each End Phase, banish 2 cards from your Graveyard or banish the equipped monster.
AGM Avenger Challenge
Normal Spell
Pay 2000 Life Points: Special Summon 1 "AGM" monster from your Deck. For the rest of the turn after you activate this card, your opponent draws 1 card for each "AGM" monster Summoned, and each Fusion, Synchro, or Xyz monster Summoned using an "AGM" monster as Material, except by the effect of "AGM Avenger Challenge". During your opponent's turn, you can banish this card from your Graveyard to select and activate 1 of the following effects, or apply both if there are 6 different Attributes among "AGM" monsters in your Graveyard:
â—Gain 2000 LP.
â—Draw 1 card.
You can only activate 1 effect of "AGM Avenger Challenge" per turn, and only once that turn.
Last Hope of the AGM Avengers
Normal Spell
Shuffle at least 3 "AGM" monsters with different Attributes from your Graveyard into your Deck: Draw 1 card. If the card you draw by this effect is an "AGM" monster of the same Attribute as one of the monsters you shuffled into your Deck by this effect, you can select and activate 1 of the following effects:
â—Destroy all monsters your opponent controls.
â—Destroy all Spell/Trap Cards your opponent controls.
â—"AGM" monsters you control are unaffected by your opponent's cards and effects until your next Standby Phase.
You can only activate 1 "Last Hope of the AGM Avengers" per turn.
AGM Avenger Acceleration
Normal Trap
Immediately after this effect resolves: Synchro Summon 1 Synchro monster from your Extra Deck, using monsters you control as Material (including at least 1 "AGM" monster). During the End Phase of the turn this card was activated on the field, if you did not Summon monsters this turn, except "AGM" monsters, you can banish this card from your Graveyard: Both players draw 1 card for each face-up "AGM" monster they control.
AGM Avenger Deployment Strategy
Continuous Trap
If an "AGM" monster is added from your Deck to your hand, except by drawing, you can Special Summon it. You can destroy this face-up card to Special Summon 1 "AGM" monster from your hand or Graveyard in Defense Position, with its DEF doubled.
AGM Avenger Rescue
Counter Trap
If an "AGM" monster you control is targeted for an attack or card effect, you can discard 1 card to negate that attack/effect, then destroy 1 card you control, and if you do, Special Summon 1 "Neo AGM Avenger" monster from your Deck in face-up Defense Position.
Neo AGM Avenger - Yuki Onna
WATER - Level 6 - Aqua/Fusion/Effect - 2200/2500
1 "AGM" monster + 1 WATER monster
Up to twice during either player's turn, you can target 1 face-up monster on the field: If that monster battles, its ATK and DEF are switched, and any effects that would change that monster's ATK now change its DEF, and vice versa. If your opponent takes damage in battle with an "AGM" monster you control: Gain LP equal to the amount of damage inflicted. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Yuki Onna" monster from your Graveyard.
Neo AGM Avenger - Chthonian
FIRE - Level 6 - Dragon/Fusion/Effect - 2300/2300
1 "AGM" monster + 1 FIRE monster
You gain an additional Normal Summon, in addition to your Normal Summon/Set (you can only use this effect of "Neo AGM Avenger - Chthonian" once per turn). During your Battle Phase, if all monsters you control have attacked this turn, you can Tribute 1 FIRE and/or "AGM" monster you control: You gain an additional Battle Phase this turn, immediately after this one. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Chthonian" monster from your Graveyard.
Neo AGM Avenger - Vigilizard
EARTH - Level 6 - Reptile/Fusion/Effect - 2500/1000
1 "AGM" monster + 1 EARTH monster
This monster inflicts piercing Battle Damage. If this monster battles your opponent's Defense Position monster, negate the effects of all face-up cards your opponent controls until the end of the Battle Phase. If this monster inflicts Battle Damage to your opponent, you can banish 1 card at random from your opponent's hand, and if the damage inflicted was 1000 or more, your opponent must select and banish 1 additional card from their hand. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Vigilizard" monster from your Graveyard.
Neo AGM Avenger - Amazoni
DARK - Level 6 - Beast-Warrior/Fusion/Effect - 2300/2000
1 "AGM" monster + 1 DARK monster
You can also Fusion Summon this monster by Tributing the above Materials you control. Your opponent cannot target "AGM" or "Amazoni" monsters you control for attacks or effects, except this card. During the End Phase of a turn a monster(s) on the field was Tributed or used as Fusion Material, you can banish 1 card from your opponent's Graveyard and add 1 of those monsters from the Graveyard to your hand. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Amazoni" monster from your Graveyard.
Neo AGM Avenger - Worm
LIGHT - Level 6 - Reptile/Flip/Fusion/Effect - 1800/2600
1 "AGM" monster + 1 LIGHT monster
FLIP: Set 1 other face-up card on the field, and if you do, increase the ATK and DEF of all monsters you control by 800.
You can also Fusion Summon this monster by Tributing the above Materials you control. During either player's turn, if your opponent activates a monster effect, you can negate the activation, then flip this monster and the monster whose effects were negated into face-down Defense Position. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Worm" monster from your Graveyard, in face-up Attack Position or face-down Defense Position.
Neo AGM Avenger - Wingkeeper
WIND - Level 6 - Spellcaster/Fusion/Effect - 1900/2400
1 "AGM" monster + 1 WIND monster
You can also Fusion Summon this monster by Tributing the above Materials you control. Cannot be destroyed by battle or card effects. Once during either player's turn, you can return 1 WIND monster on the field and 1 other card on the field to its owner's hand. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Wingkeeper" monster from your Graveyard.
Neo AGM Avenger - Cookie Kingdom
LIGHT - Level 7 - Fairy/Synchro/Effect - 2400/1800
1 "AGM" or "Cookie Kingdom" Tuner + 1 or more non-Tuner monsters
When this monster is Synchro Summoned, you can activate this effect: Both players return the monster they control with the highest ATK to their hand. If this monster battles, you can pay any amount of Life Points: Increase the ATK and DEF of this card by the amount of LP paid. If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Cookie Kingdom" monster from your Graveyard.
Neo AGM Avenger - Highlander
DARK - Level 7 - Fiend/Synchro/Effect - 2700/1300
1 "AGM" or "Highlander" Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's turn, you can destroy 1 Equip Card on the field: Both players draw 1 card, then discard 1 card. If a card is added to your opponent's hand outside their Draw Phase, they must reveal that card, then you can add 1 card of the same card Type (Monster, Spell, or Trap) from your Graveyard to your hand. If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Highlander" monster from your Graveyard.
Neo AGM Avenger - Space Mermaid
WATER - Level 8 - Fish/Synchro/Effect - 1500/2800
1 "AGM" or "Space Mermaid" Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's turn, you can banish 1 card you control or in your Graveyard: Banish 1 card on the field or in the Graveyard. You can return any number of cards from your Banished Zone to your Graveyard: Inflict 200 damage to your opponent for each (you can only activate this effect of "Neo AGM Avenger - Space Mermaid" once per turn). During the End Phase of the turn this card is banished from your field or Graveyard: You can Special Summon 1 of your banished "AGM" or "Space Mermaid" monsters, except "Neo AGM Avenger - Space Mermaid" (You can only activate this effect of "Neo AGM Avenger - Space Mermaid" once per turn). If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Space Mermaid" monster from your Graveyard.
Neo AGM Avenger - RI-ON
WIND - Level 8 - Dragon/Synchro/Effect - 2300/2450
1 "AGM" or "RI-ON" Tuner + 1 or more non-Tuner monsters
The effects of monsters your opponent controls and in their Graveyard are negated during your turn, except the effects of Dragon-Type monsters. The first non-Dragon monster your opponent Summons in a turn has its ATK and DEF reduced to 0, also your opponent takes damage equal to half of that lost ATK or DEF (whichever is higher). Once per turn, during either player's turn, you can Tribute 1 face-up "AGM" or "RI-ON" monster you control to Special Summon 1 Dragon-Type Synchro monster of a lower Level than the Tributed monster from your Graveyard or Extra Deck, but a monster Summoned this way is returned to your Extra Deck during the End Phase. If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "RI-ON" monster from your Graveyard.
Neo AGM Avenger - Electric Field
EARTH - Level 7 - Thunder/Synchro/Effect - 2500/1700
1 "AGM" or "Electric Field" Tuner + 1 or more non-Tuner monsters
The first effect activated on your opponent's field in a turn is negated. If a card your opponent controls is destroyed by battle with or the effect of an "AGM" or "Electric Field" card, except "Neo AGM Avenger - Electric Field", you can target 1 card on your opponent's field: Banish that target. If a card your opponent controls is banished by the effect of an "AGM" or "Electric Field" card, except "Neo AGM Avenger - Electric Field", you can destroy 1 random card your opponent controls or in their hand. If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Electric Field" monster from your Graveyard.
Neo AGM Avenger - Des-Draconus
FIRE - Level 6 - Dragon/Synchro/Effect - 2800/200
1 "AGM" or "Des-Draco" Tuner + 1 or more non-Tuner monsters
If your opponent activates a card or effect, you can discard 1 card of the same card Type (Monster, Spell, or Trap) as that card: Negate the activation, and if you do, banish this card and the negated card. During the End Phase, if this card was banished this turn, you can shuffle 1 "AGM" card from your Graveyard into your Deck to Special Summon this monster from your Banished Zone. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Des-Draco" monster from your Graveyard.
Neo AGM Avenger - Game Master
WIND - Rank 2 - Sea Serpent/Xyz/Effect - 1600/800
2 Level 2 monsters
If this monster is Summoned using 1 or more "AGM" monsters as Material, you can target 1 face-up monster on the field: That target's ATK is doubled until the end of the turn. Once per turn, you can detach 1 Xyz Material from this card to target 1 "AGM" monster you control: That target gains an additional attack during each Battle Phase. If this monster is sent from the field to the Graveyard, you can target 1 "AGM" card in your Graveyard: Shuffle that target into your Deck.
FIRE - Level 3 - Dragon/Effect - 900/1800
This monster can be treated as a Tuner for the Summon of a FIRE or Dragon-Type Synchro monster. When this monster is Normal Summoned, you can Special Summon 1 Level 4 or lower "Neo AGM Avenger" monster from your hand or Graveyard in face-up Defense Position. If this monster is Special Summoned, you can add 1 "AGM Avenger" card from your Deck to your hand, except "Neo AGM Avenger Dragon King". If this card is sent to the Graveyard, you can add 1 "Polymerization" or "Archetype" card from your Deck to your hand. You can only activate each effect of "Neo AGM Avenger Dragon King" once per turn.
Neo AGM Avenger Dova
LIGHT - Level 2 - Thunder/Tuner/Effect - 800/800
If you control a face-up "Neo AGM Avenger" monster, except "Neo AGM Avenger Dova", you can Special Summon this monster from your Graveyard. You can Tribute this face-up monster: Special Summon 1 "AGM" monster from your hand or Graveyard with its effects negated. You can only activate each effect of "Neo AGM Avenger Dova" once per turn.
Neo AGM Avenger Flash FlyerÂ
WIND - Level 4 - Spellcaster/Effect - 1800/800
When this monster is Normal Summoned, you can Special Summon 1 Level 4 or lower "AGM" monster from your Graveyard in face-up Defense Position. If this monster is sent from the field to the Graveyard, you can Special Summon 1 "Neo AGM Avenger" monster from your Deck, except "Neo AGM Avenger Flash Flyer". You can only activate each effect of "Neo AGM Avenger Flash Flyer" once per turn.Â
Neo AGM Avenger ShinigamiÂ
DARK - Level 1 - Fiend/Tuner/Effect - 0/0
If you control no monsters: You can Special Summon this monster from your hand. During your Main Phase, if you control at least 3 "AGM" monsters, and only "AGM" monsters, you can draw 2 cards. If you activate this effect, you cannot Summon monsters, except "AGM" monsters, for the rest of the turn. If you control a face-up "Neo AGM Avenger" monster, except "Neo AGM Avenger Shinigami", you can Special Summon this monster from your Graveyard, but banish it when it leaves the field. You can only activate each effect of "Neo AGM Avenger Shinigami" once per turn.
Neo AGM Avenger Void Champion
DARK - Level 3 - Warrior/Tuner/Effect - 1000/700
If a "Neo AGM Avenger" monster you control destroys or banishes your opponent's monster, by battle or its own effect, you can Special Summon this monster (from your hand or Graveyard). If this monster is used as Fusion or Synchro Material for a Summon, you can target 1 monster on the field: That target's ATK and DEF become 0, also you can add 1 "AGM Avenger" card, except "Neo AGM Avenger Void Champion", from your Deck to your hand during the End Phase. You can only activate this effect of "Neo AGM Avenger Void Champion" once per turn.Â
Neo AGM Avenger Landowning Engineer
EARTH - Level 4 - Beast-Warrior/Effect - 1700/1000
If this monster is Normal or Special Summoned, you can reveal 1 Fusion monster from your Extra Deck: Add 1 "Neo AGM Avenger" monster from your Deck to your hand of the same Attribute as the revealed monster from your Deck to your hand, but you cannot Summon the revealed monster this turn. Once per turn, if this card is in your Graveyard (except during the turn it was sent there), you can Special Summon 1 "Neo AGM Avenger" monster from your hand. You can only activate each effect of "Neo AGM Avenger Landowning Engineer" once per turn.Â
Neo AGM Avenger Chaotic Garland
WATER - Level 4 - Plant/Tuner/Effect - 0/2100
If this monster is used as Fusion or Synchro Material for the Summon of a "Neo AGM Avenger" monster, you can Set 1 "Neo AGM Avenger" card from your Deck (you can only activate this effect of "Neo AGM Avenger - Chaotic Garland" once per turn). Once per turn, you can target 1 face-up "AGM" monster you control: Increase or decrease that target's Level by 1.
Neo AGM Avenger Machine SpiritÂ
WIND - Level 2 - Machine/Effect - 600/700
You can return 1 card on your field to your hand: Special Summon this monster from your hand, and if the returned card was a "Neo AGM Avenger" monster, you can Normal Summon 1 "AGM" monster in addition to your Normal Summon/Set (you can only use and gain this effect of "Neo AGM Avenger Machine Spirit" once per turn). Once per Duel, while you control a face-up "Neo AGM Avenger Machine Spirit", you can activate "Polymerization" and "Fusion" Spell Cards from your hand during your opponent's turn.
Neo AGM Avenger Tojin
LIGHT - Level 2 - Rock/Effect - 1300/0
If your opponent's monster declares an attack, you can discard this card: Negate that attack, end the Battle Phase, and increase your Life Points by the ATK of the monster whose attack was negated. If this monster is in your Graveyard, you can send 1 "AGM" card from your Deck to the Graveyard: Special Summon this monster (you can only activate this effect of "Neo AGM Avenger Tojin" once per turn).
AGM Avenger Headquarters
Field Spell
You can Normal Summon 1 "AGM" monster in addition to your Normal Summon/Set (you can only gain this effect of "AGM Avenger Headquarters" once per turn). If you Special Summon a "Neo AGM Avenger" monster, you can add 1 "AGM" monster of a different Attribute from your Deck to your hand. You can Special Summon 1 "Neo AGM Avenger" monster from your hand or Graveyard, but you cannot Normal Summon or Set monsters, except "AGM" monsters, the turn you activate this effect. If this card is destroyed, you can Special Summon any number of "AGM" monsters of different Levels from your Graveyard in Defense Position with their effects negated. You can only activate each effect of "AGM Avenger Headquarters" once per turn.
Prospective AGM Avenger
Normal Spell
Add 1 "Neo AGM Avenger" monster from your Deck or Graveyard to your hand, then target 1 face-up monster on the field: Increase or decrease the target's Level/Rank by the Level of the added monster (You cannot Summon the added monster this turn). During either player's turn, you can banish this card from your Graveyard to target 2 "AGM" monsters in your Banished Zone: Shuffle those targets into your Deck to Fusion Summon 1 Fusion monster from your Extra Deck using those targets as Material, but you cannot Special Summon monsters this turn, except by the effect of "Prospective AGM Avenger". You can only activate each effect of "Prospective AGM Avenger" once per turn.
AGM Avenger Fusion
Normal Spell
Fusion Summon 1 Fusion monster from your Extra Deck, using "AGM" monsters you control or in your hand as Material. If this card is in your Graveyard, you can banish 1 other "AGM" card in your Graveyard: Add this card from your Graveyard to your hand.
Neo AGM Avenger Fusion
Quick-Play Spell
Fusion Summon 1 "Neo AGM Avenger" Fusion monster from your Extra Deck, using monsters you control and/or in your hand as Materials. You can banish this card and appropriate Fusion Material monsters from your Graveyard, except during the turn this card was sent to the Graveyard: Fusion Summon 1 "Neo AGM Avenger" Fusion monster from your Graveyard or Extra Deck. You can only activate each effect of "Neo AGM Avenger Fusion" once per turn.
Superior AGM Avenger Fusion
Quick-Play Spell
Fusion Summon 1 Fusion monster from your Extra Deck using monsters either player controls, including at least 1 "AGM" monster you control, as Fusion Material. Cards and effects on the field cannot be activated in response to this card. You can banish this card from your Graveyard to add 1 banished "AGM" card to your hand, except "Superior AGM Avenger Fusion", also if that card is in your hand at the end of the turn you can discard it to draw 1 card.
Incredible AGM Avenger Fusion
Continuous Spell
Fusion Summon 1 "Neo AGM Avenger" Fusion monster from your Extra Deck by sending appropriate Materials from your Deck to the Graveyard, and if you do, equip this card to the Fusion Summoned monster. During each End Phase, banish 2 cards from your Graveyard or banish the equipped monster.
AGM Avenger Challenge
Normal Spell
Pay 2000 Life Points: Special Summon 1 "AGM" monster from your Deck. For the rest of the turn after you activate this card, your opponent draws 1 card for each "AGM" monster Summoned, and each Fusion, Synchro, or Xyz monster Summoned using an "AGM" monster as Material, except by the effect of "AGM Avenger Challenge". During your opponent's turn, you can banish this card from your Graveyard to select and activate 1 of the following effects, or apply both if there are 6 different Attributes among "AGM" monsters in your Graveyard:
â—Gain 2000 LP.
â—Draw 1 card.
You can only activate 1 effect of "AGM Avenger Challenge" per turn, and only once that turn.
Last Hope of the AGM Avengers
Normal Spell
Shuffle at least 3 "AGM" monsters with different Attributes from your Graveyard into your Deck: Draw 1 card. If the card you draw by this effect is an "AGM" monster of the same Attribute as one of the monsters you shuffled into your Deck by this effect, you can select and activate 1 of the following effects:
â—Destroy all monsters your opponent controls.
â—Destroy all Spell/Trap Cards your opponent controls.
â—"AGM" monsters you control are unaffected by your opponent's cards and effects until your next Standby Phase.
You can only activate 1 "Last Hope of the AGM Avengers" per turn.
AGM Avenger Acceleration
Normal Trap
Immediately after this effect resolves: Synchro Summon 1 Synchro monster from your Extra Deck, using monsters you control as Material (including at least 1 "AGM" monster). During the End Phase of the turn this card was activated on the field, if you did not Summon monsters this turn, except "AGM" monsters, you can banish this card from your Graveyard: Both players draw 1 card for each face-up "AGM" monster they control.
AGM Avenger Deployment Strategy
Continuous Trap
If an "AGM" monster is added from your Deck to your hand, except by drawing, you can Special Summon it. You can destroy this face-up card to Special Summon 1 "AGM" monster from your hand or Graveyard in Defense Position, with its DEF doubled.
AGM Avenger Rescue
Counter Trap
If an "AGM" monster you control is targeted for an attack or card effect, you can discard 1 card to negate that attack/effect, then destroy 1 card you control, and if you do, Special Summon 1 "Neo AGM Avenger" monster from your Deck in face-up Defense Position.
Neo AGM Avenger - Yuki Onna
WATER - Level 6 - Aqua/Fusion/Effect - 2200/2500
1 "AGM" monster + 1 WATER monster
Up to twice during either player's turn, you can target 1 face-up monster on the field: If that monster battles, its ATK and DEF are switched, and any effects that would change that monster's ATK now change its DEF, and vice versa. If your opponent takes damage in battle with an "AGM" monster you control: Gain LP equal to the amount of damage inflicted. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Yuki Onna" monster from your Graveyard.
Neo AGM Avenger - Chthonian
FIRE - Level 6 - Dragon/Fusion/Effect - 2300/2300
1 "AGM" monster + 1 FIRE monster
You gain an additional Normal Summon, in addition to your Normal Summon/Set (you can only use this effect of "Neo AGM Avenger - Chthonian" once per turn). During your Battle Phase, if all monsters you control have attacked this turn, you can Tribute 1 FIRE and/or "AGM" monster you control: You gain an additional Battle Phase this turn, immediately after this one. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Chthonian" monster from your Graveyard.
Neo AGM Avenger - Vigilizard
EARTH - Level 6 - Reptile/Fusion/Effect - 2500/1000
1 "AGM" monster + 1 EARTH monster
This monster inflicts piercing Battle Damage. If this monster battles your opponent's Defense Position monster, negate the effects of all face-up cards your opponent controls until the end of the Battle Phase. If this monster inflicts Battle Damage to your opponent, you can banish 1 card at random from your opponent's hand, and if the damage inflicted was 1000 or more, your opponent must select and banish 1 additional card from their hand. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Vigilizard" monster from your Graveyard.
Neo AGM Avenger - Amazoni
DARK - Level 6 - Beast-Warrior/Fusion/Effect - 2300/2000
1 "AGM" monster + 1 DARK monster
You can also Fusion Summon this monster by Tributing the above Materials you control. Your opponent cannot target "AGM" or "Amazoni" monsters you control for attacks or effects, except this card. During the End Phase of a turn a monster(s) on the field was Tributed or used as Fusion Material, you can banish 1 card from your opponent's Graveyard and add 1 of those monsters from the Graveyard to your hand. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Amazoni" monster from your Graveyard.
Neo AGM Avenger - Worm
LIGHT - Level 6 - Reptile/Flip/Fusion/Effect - 1800/2600
1 "AGM" monster + 1 LIGHT monster
FLIP: Set 1 other face-up card on the field, and if you do, increase the ATK and DEF of all monsters you control by 800.
You can also Fusion Summon this monster by Tributing the above Materials you control. During either player's turn, if your opponent activates a monster effect, you can negate the activation, then flip this monster and the monster whose effects were negated into face-down Defense Position. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Worm" monster from your Graveyard, in face-up Attack Position or face-down Defense Position.
Neo AGM Avenger - Wingkeeper
WIND - Level 6 - Spellcaster/Fusion/Effect - 1900/2400
1 "AGM" monster + 1 WIND monster
You can also Fusion Summon this monster by Tributing the above Materials you control. Cannot be destroyed by battle or card effects. Once during either player's turn, you can return 1 WIND monster on the field and 1 other card on the field to its owner's hand. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Wingkeeper" monster from your Graveyard.
Neo AGM Avenger - Cookie Kingdom
LIGHT - Level 7 - Fairy/Synchro/Effect - 2400/1800
1 "AGM" or "Cookie Kingdom" Tuner + 1 or more non-Tuner monsters
When this monster is Synchro Summoned, you can activate this effect: Both players return the monster they control with the highest ATK to their hand. If this monster battles, you can pay any amount of Life Points: Increase the ATK and DEF of this card by the amount of LP paid. If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Cookie Kingdom" monster from your Graveyard.
Neo AGM Avenger - Highlander
DARK - Level 7 - Fiend/Synchro/Effect - 2700/1300
1 "AGM" or "Highlander" Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's turn, you can destroy 1 Equip Card on the field: Both players draw 1 card, then discard 1 card. If a card is added to your opponent's hand outside their Draw Phase, they must reveal that card, then you can add 1 card of the same card Type (Monster, Spell, or Trap) from your Graveyard to your hand. If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Highlander" monster from your Graveyard.
Neo AGM Avenger - Space Mermaid
WATER - Level 8 - Fish/Synchro/Effect - 1500/2800
1 "AGM" or "Space Mermaid" Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's turn, you can banish 1 card you control or in your Graveyard: Banish 1 card on the field or in the Graveyard. You can return any number of cards from your Banished Zone to your Graveyard: Inflict 200 damage to your opponent for each (you can only activate this effect of "Neo AGM Avenger - Space Mermaid" once per turn). During the End Phase of the turn this card is banished from your field or Graveyard: You can Special Summon 1 of your banished "AGM" or "Space Mermaid" monsters, except "Neo AGM Avenger - Space Mermaid" (You can only activate this effect of "Neo AGM Avenger - Space Mermaid" once per turn). If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Space Mermaid" monster from your Graveyard.
Neo AGM Avenger - RI-ON
WIND - Level 8 - Dragon/Synchro/Effect - 2300/2450
1 "AGM" or "RI-ON" Tuner + 1 or more non-Tuner monsters
The effects of monsters your opponent controls and in their Graveyard are negated during your turn, except the effects of Dragon-Type monsters. The first non-Dragon monster your opponent Summons in a turn has its ATK and DEF reduced to 0, also your opponent takes damage equal to half of that lost ATK or DEF (whichever is higher). Once per turn, during either player's turn, you can Tribute 1 face-up "AGM" or "RI-ON" monster you control to Special Summon 1 Dragon-Type Synchro monster of a lower Level than the Tributed monster from your Graveyard or Extra Deck, but a monster Summoned this way is returned to your Extra Deck during the End Phase. If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "RI-ON" monster from your Graveyard.
Neo AGM Avenger - Electric Field
EARTH - Level 7 - Thunder/Synchro/Effect - 2500/1700
1 "AGM" or "Electric Field" Tuner + 1 or more non-Tuner monsters
The first effect activated on your opponent's field in a turn is negated. If a card your opponent controls is destroyed by battle with or the effect of an "AGM" or "Electric Field" card, except "Neo AGM Avenger - Electric Field", you can target 1 card on your opponent's field: Banish that target. If a card your opponent controls is banished by the effect of an "AGM" or "Electric Field" card, except "Neo AGM Avenger - Electric Field", you can destroy 1 random card your opponent controls or in their hand. If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Electric Field" monster from your Graveyard.
Neo AGM Avenger - Des-Draconus
FIRE - Level 6 - Dragon/Synchro/Effect - 2800/200
1 "AGM" or "Des-Draco" Tuner + 1 or more non-Tuner monsters
If your opponent activates a card or effect, you can discard 1 card of the same card Type (Monster, Spell, or Trap) as that card: Negate the activation, and if you do, banish this card and the negated card. During the End Phase, if this card was banished this turn, you can shuffle 1 "AGM" card from your Graveyard into your Deck to Special Summon this monster from your Banished Zone. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Des-Draco" monster from your Graveyard.
Neo AGM Avenger - Game Master
WIND - Rank 2 - Sea Serpent/Xyz/Effect - 1600/800
2 Level 2 monsters
If this monster is Summoned using 1 or more "AGM" monsters as Material, you can target 1 face-up monster on the field: That target's ATK is doubled until the end of the turn. Once per turn, you can detach 1 Xyz Material from this card to target 1 "AGM" monster you control: That target gains an additional attack during each Battle Phase. If this monster is sent from the field to the Graveyard, you can target 1 "AGM" card in your Graveyard: Shuffle that target into your Deck.
Show Content@AGM:
Architect Octo @AGM
Show Content "Archetype" Spell Cards:
Aggressive Archetype
Continuous Spell
When this card is activated: You can add 1 "AGM Successor" monster from your Deck to your hand. You can only activate this effect of "Aggressive Archetype" once per turn. If an "AGM Successor" monster is Summoned: Place 1 AGM Counter on this card. "AGM Successor" monsters you control gain 100 ATK and DEF for every AGM Counter on this card. If all monsters you control (min. 2) are different Types and Attributes, and a monster you control attacks: Your opponent cannot activate cards and effects until the end of the Damage Step.
Lock Archetype
Continuous Spell
When this card is activated: You can add 1 "AGM Successor" monster from your Deck to your hand. You can only activate this effect of "Lock Archetype" once per turn. Once per turn, you can negate 1 effect that targets 1 or more "AGM Successor" or "Archetype" cards you control. Once per turn, if all monsters you control (min. 2) are different Types and Attributes, and your opponent would Summon a monster or activate a card with an effect that would Summon a monster: You can negate that Summon or activation.Â
Swarm Archetype
Continuous Spell
When this card is activated, you can add 1 "AGM Successor" monster from your Deck to your hand. You can only activate this effect of "Swarm Archetype" once per turn. Once per turn, you can Special Summon 1 "AGM Successor" monster from your Graveyard in Defense Position. Once per turn, if all monsters you control (min. 2) are different Types and Attributes and you would Normal or Special Summon 1 or more "AGM Successor" monsters: You can draw 1 card.
Protection Archetype
Continuous Spell
When this card is activated, you can add 1 "AGM Successor" monster from your Deck to your hand. You can only activate this effect of "Protection Archetype" once per turn. Once per turn, if an "AGM Successor" monster(s) would be destroyed or targeted by your opponent's card effect, you can send the top card of your Deck to the Graveyard to negate the activation of that card/effect. If all monsters you control (min. 2) are different Types and Attributes, your opponent cannot declare monsters you control as an attack target, except the monster with the highest ATK.
Graveyard Archetype
Continuous Spell
If this card is sent to the Graveyard, you can add 1 "AGM Successor" monster or "Archetype" Continuous Spell Card from your Deck to your hand. You can only activate this effect of "Graveyard Archetype" once per turn. Once per turn, you can select 1 "AGM Successor" monster in your Graveyard of a different Type and Attribute from all monsters you control, and Special Summon it. During either player's End Phase, if all monsters you control (min. 2, must include an "AGM Successor" monster) are different Types and Attributes, you can target 1 monster that was sent to the Graveyard this turn: Special Summon it (You can only activate this effect of "Graveyard Archetype" once per turn).
Meta Archetype
Continuous Spell
If this card is activated, you can add 1 "Archetype" Continuous Spell Card from your Deck or Graveyard to your hand, except "Meta Archetype". You can only activate this effect of "Meta Archetype" once per turn. If an "AGM Successor" monster(s) you control is Tributed, or used as Fusion, Synchro, or Xyz Material: Banish the top card of your opponent's Deck, face-down. If all monsters you control (min. 3) are different Types and Attributes: Increase the ATK and DEF of all face-up monsters you control by 100 for each monster your opponent Special Summons. You can only control 1 "Meta Archetype".
Continuous Spell
When this card is activated: You can add 1 "AGM Successor" monster from your Deck to your hand. You can only activate this effect of "Aggressive Archetype" once per turn. If an "AGM Successor" monster is Summoned: Place 1 AGM Counter on this card. "AGM Successor" monsters you control gain 100 ATK and DEF for every AGM Counter on this card. If all monsters you control (min. 2) are different Types and Attributes, and a monster you control attacks: Your opponent cannot activate cards and effects until the end of the Damage Step.
Lock Archetype
Continuous Spell
When this card is activated: You can add 1 "AGM Successor" monster from your Deck to your hand. You can only activate this effect of "Lock Archetype" once per turn. Once per turn, you can negate 1 effect that targets 1 or more "AGM Successor" or "Archetype" cards you control. Once per turn, if all monsters you control (min. 2) are different Types and Attributes, and your opponent would Summon a monster or activate a card with an effect that would Summon a monster: You can negate that Summon or activation.Â
Swarm Archetype
Continuous Spell
When this card is activated, you can add 1 "AGM Successor" monster from your Deck to your hand. You can only activate this effect of "Swarm Archetype" once per turn. Once per turn, you can Special Summon 1 "AGM Successor" monster from your Graveyard in Defense Position. Once per turn, if all monsters you control (min. 2) are different Types and Attributes and you would Normal or Special Summon 1 or more "AGM Successor" monsters: You can draw 1 card.
Protection Archetype
Continuous Spell
When this card is activated, you can add 1 "AGM Successor" monster from your Deck to your hand. You can only activate this effect of "Protection Archetype" once per turn. Once per turn, if an "AGM Successor" monster(s) would be destroyed or targeted by your opponent's card effect, you can send the top card of your Deck to the Graveyard to negate the activation of that card/effect. If all monsters you control (min. 2) are different Types and Attributes, your opponent cannot declare monsters you control as an attack target, except the monster with the highest ATK.
Graveyard Archetype
Continuous Spell
If this card is sent to the Graveyard, you can add 1 "AGM Successor" monster or "Archetype" Continuous Spell Card from your Deck to your hand. You can only activate this effect of "Graveyard Archetype" once per turn. Once per turn, you can select 1 "AGM Successor" monster in your Graveyard of a different Type and Attribute from all monsters you control, and Special Summon it. During either player's End Phase, if all monsters you control (min. 2, must include an "AGM Successor" monster) are different Types and Attributes, you can target 1 monster that was sent to the Graveyard this turn: Special Summon it (You can only activate this effect of "Graveyard Archetype" once per turn).
Meta Archetype
Continuous Spell
If this card is activated, you can add 1 "Archetype" Continuous Spell Card from your Deck or Graveyard to your hand, except "Meta Archetype". You can only activate this effect of "Meta Archetype" once per turn. If an "AGM Successor" monster(s) you control is Tributed, or used as Fusion, Synchro, or Xyz Material: Banish the top card of your opponent's Deck, face-down. If all monsters you control (min. 3) are different Types and Attributes: Increase the ATK and DEF of all face-up monsters you control by 100 for each monster your opponent Special Summons. You can only control 1 "Meta Archetype".