10-13-2020, 02:51 PM
(This post was last modified: 10-14-2020, 01:54 PM by Flash Flyer - Sakura.
Edit Reason: You get the point
)
Something "GameKing wanted to make Team The Arm from 5Ds a Deck, even though they were basically filler".
From what I know, LHK gave some ideas on his Wikia, which then got passed on. So yeah, GK provides the names/prompts and I do the rest. Makes it easier because I have no clue what the hell he wants at times.
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Will be edited with the Air Force stuff later once stuff comes around.
From what I know, LHK gave some ideas on his Wikia, which then got passed on. So yeah, GK provides the names/prompts and I do the rest. Makes it easier because I have no clue what the hell he wants at times.
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Show ContentMonsters:
Army Militia Soldier
Level 4 | EARTH | Machine | Effect
1700/1200
If this card is destroyed by battle and sent to the GY: You can Special Summon any number of "Army Militia Soldier" from your Deck, then inflict 300 damage to your opponent for each.
Army Militia Sniper
Level 4 | EARTH | Machine | Effect
1600/1400
This card can attack your opponent directly, but if it does, any battle damage it inflicts to your opponent is halved. Once per turn: You can discard 1 Spell; look at 1 face-down card your opponent controls, and if you do, destroy it.
Army Militia Vanguard
Level 4 | EARTH | Warrior | Effect
1800/0
Once per turn: You can target 1 monster your opponent controls; destroy it.
Army Militia Strategist
Level 4 | EARTH | Warrior | Effect
1500/1600
Once per turn: You can add 1 "Militia" card from your Deck to your hand, except "Army Militia Strategist".
Army Militia Tank
Level 4 | EARTH | Machine | Effect
1600/2000
Your other "Militia" monsters cannot be destroyed by battle. If this card is destroyed and sent to the GY: You can draw 1 card.
Army Militia Launcher
Level 6 | EARTH | Machine | Effect
2000/1200
If you control no monsters, or all monsters you control are "Army Militia" monsters: You can Special Summon this card from your hand. You can only use this effect of "Army Militia Launcher" once per turn. If this card battles an opponent's monster, it gains 1000 ATK during damage calculation only.
Valiant the Army Commander
Level 8 | EARTH | Warrior | Fusion | Effect
2500/2000
2 "Army Militia" monsters
When this card is Fusion Summoned: Destroy all cards your opponent controls, then inflict 300 damage to your opponent for each. If this card attacks: You can banish 1 other "Army Militia" monster from your field or GY; this card gains ATK equal to the banished monster's ATK until the end of the Battle Phase.
Navy Militia Sailor
Level 4 | WATER | Warrior | Effect
1500/1200
For a Fusion Summon, you can substitute this card for any 1 "Militia" monster, but the other Fusion Material(s) must be correct.
Navy Militia Seals
Level 6 | WATER | Warrior | Effect
2400/1000
If you control no monsters, or all monsters you control are "Navy Militia" monsters: You can Special Summon this card from your hand. You can send 2 "Militia" monsters from your hand or field to the GY; this turn, your opponent cannot activate Spells/Traps, also the effects of your opponent's face-up Spells/Traps are negated. You can only use each effect of "Navy Militia Seals" once per turn.
Navy Militia Mechanic
Level 4 | WATER | Warrior | Effect
1600/1200
If this card is Summoned: You can add 1 "Polymerization" or "Fusion" card from your Deck to your hand, except "Diffusion-Wave Motion".
Navy Militia Submarine
Level 6 | WATER | Machine | Effect
1000/2800
If you control no monsters, or all monsters you control are "Navy Militia" monsters: You can Special Summon this card from your hand in Defense Position. You can only use this effect of "Navy Militia Seals" once per turn. This card can be treated as 2 materials for the Fusion Summon of a "Militia" monster. If your opponent Normal Summons a monster, inflict 500 damage to your opponent.
Navy Militia Battleship
Level 8 | WATER | Machine | Effect
2800/2400
You can Special Summon this card (from your hand) by Tributing 2 "Navy Militia" monsters you control. This card can make a second attack during each Battle Phase. If this card is destroyed: You can Special Summon 2 "Navy Militia" monsters with different names from your GY, except "Navy Militia Battleship".
Siren the Navy Commander
Level 8 | WATER | Warrior | Fusion | Effect
2600/2400
2 "Navy Militia" monsters
When Fusion Summoned, your opponent cannot activate cards or effects. While you control 2 or more other "Navy Militia" monsters with different names, your opponent cannot attack. Once per turn: You can target 1 monster your opponent controls; take control of that monster, but its effects are negated.
Air Force Militia Pilot
Level 4 | WIND | Warrior | Effect
1700/1200
If this card is Summoned: You can target 1 card your opponent controls; return it to the hand. If you control another "Air Force Militia" monster, your opponent cannot activate cards or effects in response to this effect's activation.
Air Force Militia Resupplier
Level 4 | WIND | Warrior | Effect
1400/1800
If this card is Summoned: You can activate 1 of these effects.
â— Add 1 of your "Militia" cards that is banished or in your GY to your hand.
â— Special Summon 1 "Militia" monster from your hand or GY, except "Air Force Militia Resupplier".
You can only use this effect of "Air Force Militia Resupplier" once per turn.
Air Force Militia Ace
Level 5 | WIND | Warrior | Effect
2100/1400
If you control no monsters, or all monsters you control are "Air Force Militia" monsters: You can Special Summon this card from your hand. You can only use this effect of "Air Force Militia Ace" once per turn. If this card attacks: Destroy all Spells/Traps your opponent controls.
Air Force Militia Marine
Level 6 | WIND | Warrior | Effect
2400/2000
You can Special Summon this card (from your Deck) by sending 2 "Air Force Militia" monsters with different names from your hand or field to the GY. Monsters you control gain 500 ATK.
Air Force Militia Fighter
Level 7 | WIND | Machine | Effect
2700/1700
If you control no monsters, or all monsters you control are "Air Force Militia" monsters, you can Normal Summon this card without Tributing. Once per turn: Shuffle 1 other card from your hand or field into the Deck, otherwise this card cannot declare an attack this turn. This card can attack all monsters your opponent controls once each.
Air Force Militia Bomber
Level 6 | WIND | Machine | Effect
2500/1600
If you control another "Air Force Militia" monster, you can Special Summon this card (from your hand). You can only Special Summon "Air Force Militia Bomber" once per turn this way. Once per turn: You can discard 1 card; destroy 1 Spell/Trap on the field.
Air Force Militia Interceptor
Level 4 | WIND | Machine | Effect
1100/2000
When a monster declares an attack (Quick Effect): You can send this card from your hand to the GY; negate that attack. During the End Phase, if this card is in your GY: Add it to your hand. You can only use this effect of "Air Force Militia Inteceptor" once per turn.
Wise the Air Force Commander
Level 8 | WIND | Warrior | Fusion | Effect
2800/2100
2 "Air Force Militia" monsters
When this card is Fusion Summoned: You can shuffle all cards your opponent controls into the Deck. You can banish 2 "Air Force Militia" monsters from your GY; shuffle all cards your opponent controls into the Deck, and if you do, your opponent draws cards equal to the number of cards shuffled into the Deck, and if they do that, inflict 300 damage to your opponent for each.
Eisenhowen the Supreme General
Level 12 | EARTH | Warrior | Fusion | Effect
4000/3300
3 "Commander" Fusion Monsters whose original Levels are 8 or higher
Must be Fusion Summoned. When this card is Special Summoned: Destroy all cards your opponent controls. Cannot be destroyed by battle or card effects, also neither player can target this card with card effects. Once per turn: You can banish 1 "Commander" Fusion Monster from your GY; until the end of this turn, this card gains the banished's monster's ATK, also replace this effect with that monster's original effects. If this card is sent to the GY by an opponent's card: You can Special Summon up to 3 "Commander" Fusion Monsters with different names from your GY.
Panzerhund the Armored Dog
Level 6 | EARTH | Beast | Effect
2000/2000
If you control a "Militia" monster, or a Level 8 or higher "Commander" Fusion Monster, you can Special Summon this card to your opponent's field in Attack Position. You cannot attack "Militia" monsters your opponent controls. Monsters you control cannot be flipped face-down or changed to face-up Defense Position.
Panzerwurm the Armored Dragon
Level 8 | WIND | Dragon | Effect
2200/2800
If you control a "Militia" monster, or a Level 8 or higher "Commander" Fusion Monster, you can Special Summon this card to your opponent's field in Attack Position. You cannot add cards to your hand, except during the Draw Phase. You cannot activate Trap Cards. Monsters you control are unaffected by card effects that would increase their ATK.
Militia Tactician (Your opponent can only target this card for attack. If destroyed, the player can add a Militia Fusion from Deck or GY to their hand)
Level 4 | EARTH | Warrior | Effect
1200/1600
Your opponent cannot target other monsters you control for attacks or card effects. If this card is destroyed and sent to the GY: You can add 1 "Militia Fusion" from your Deck or GY to your hand.
Triserver of the Militia
Link 3 | WIND | Warrior | Link | Effect
2600
SW S SE
3 monsters, including a "Militia" monster
While this card points to a "Commander" Fusion Monster, your opponent cannot target it for attacks, or with card effects. This card gains 300 ATK for each Warrior and Machine monster on the field whose original Attributes are EARTH, WATER and WIND.
Level 4 | EARTH | Machine | Effect
1700/1200
If this card is destroyed by battle and sent to the GY: You can Special Summon any number of "Army Militia Soldier" from your Deck, then inflict 300 damage to your opponent for each.
Army Militia Sniper
Level 4 | EARTH | Machine | Effect
1600/1400
This card can attack your opponent directly, but if it does, any battle damage it inflicts to your opponent is halved. Once per turn: You can discard 1 Spell; look at 1 face-down card your opponent controls, and if you do, destroy it.
Army Militia Vanguard
Level 4 | EARTH | Warrior | Effect
1800/0
Once per turn: You can target 1 monster your opponent controls; destroy it.
Army Militia Strategist
Level 4 | EARTH | Warrior | Effect
1500/1600
Once per turn: You can add 1 "Militia" card from your Deck to your hand, except "Army Militia Strategist".
Army Militia Tank
Level 4 | EARTH | Machine | Effect
1600/2000
Your other "Militia" monsters cannot be destroyed by battle. If this card is destroyed and sent to the GY: You can draw 1 card.
Army Militia Launcher
Level 6 | EARTH | Machine | Effect
2000/1200
If you control no monsters, or all monsters you control are "Army Militia" monsters: You can Special Summon this card from your hand. You can only use this effect of "Army Militia Launcher" once per turn. If this card battles an opponent's monster, it gains 1000 ATK during damage calculation only.
Valiant the Army Commander
Level 8 | EARTH | Warrior | Fusion | Effect
2500/2000
2 "Army Militia" monsters
When this card is Fusion Summoned: Destroy all cards your opponent controls, then inflict 300 damage to your opponent for each. If this card attacks: You can banish 1 other "Army Militia" monster from your field or GY; this card gains ATK equal to the banished monster's ATK until the end of the Battle Phase.
Navy Militia Sailor
Level 4 | WATER | Warrior | Effect
1500/1200
For a Fusion Summon, you can substitute this card for any 1 "Militia" monster, but the other Fusion Material(s) must be correct.
Navy Militia Seals
Level 6 | WATER | Warrior | Effect
2400/1000
If you control no monsters, or all monsters you control are "Navy Militia" monsters: You can Special Summon this card from your hand. You can send 2 "Militia" monsters from your hand or field to the GY; this turn, your opponent cannot activate Spells/Traps, also the effects of your opponent's face-up Spells/Traps are negated. You can only use each effect of "Navy Militia Seals" once per turn.
Navy Militia Mechanic
Level 4 | WATER | Warrior | Effect
1600/1200
If this card is Summoned: You can add 1 "Polymerization" or "Fusion" card from your Deck to your hand, except "Diffusion-Wave Motion".
Navy Militia Submarine
Level 6 | WATER | Machine | Effect
1000/2800
If you control no monsters, or all monsters you control are "Navy Militia" monsters: You can Special Summon this card from your hand in Defense Position. You can only use this effect of "Navy Militia Seals" once per turn. This card can be treated as 2 materials for the Fusion Summon of a "Militia" monster. If your opponent Normal Summons a monster, inflict 500 damage to your opponent.
Navy Militia Battleship
Level 8 | WATER | Machine | Effect
2800/2400
You can Special Summon this card (from your hand) by Tributing 2 "Navy Militia" monsters you control. This card can make a second attack during each Battle Phase. If this card is destroyed: You can Special Summon 2 "Navy Militia" monsters with different names from your GY, except "Navy Militia Battleship".
Siren the Navy Commander
Level 8 | WATER | Warrior | Fusion | Effect
2600/2400
2 "Navy Militia" monsters
When Fusion Summoned, your opponent cannot activate cards or effects. While you control 2 or more other "Navy Militia" monsters with different names, your opponent cannot attack. Once per turn: You can target 1 monster your opponent controls; take control of that monster, but its effects are negated.
Air Force Militia Pilot
Level 4 | WIND | Warrior | Effect
1700/1200
If this card is Summoned: You can target 1 card your opponent controls; return it to the hand. If you control another "Air Force Militia" monster, your opponent cannot activate cards or effects in response to this effect's activation.
Air Force Militia Resupplier
Level 4 | WIND | Warrior | Effect
1400/1800
If this card is Summoned: You can activate 1 of these effects.
â— Add 1 of your "Militia" cards that is banished or in your GY to your hand.
â— Special Summon 1 "Militia" monster from your hand or GY, except "Air Force Militia Resupplier".
You can only use this effect of "Air Force Militia Resupplier" once per turn.
Air Force Militia Ace
Level 5 | WIND | Warrior | Effect
2100/1400
If you control no monsters, or all monsters you control are "Air Force Militia" monsters: You can Special Summon this card from your hand. You can only use this effect of "Air Force Militia Ace" once per turn. If this card attacks: Destroy all Spells/Traps your opponent controls.
Air Force Militia Marine
Level 6 | WIND | Warrior | Effect
2400/2000
You can Special Summon this card (from your Deck) by sending 2 "Air Force Militia" monsters with different names from your hand or field to the GY. Monsters you control gain 500 ATK.
Air Force Militia Fighter
Level 7 | WIND | Machine | Effect
2700/1700
If you control no monsters, or all monsters you control are "Air Force Militia" monsters, you can Normal Summon this card without Tributing. Once per turn: Shuffle 1 other card from your hand or field into the Deck, otherwise this card cannot declare an attack this turn. This card can attack all monsters your opponent controls once each.
Air Force Militia Bomber
Level 6 | WIND | Machine | Effect
2500/1600
If you control another "Air Force Militia" monster, you can Special Summon this card (from your hand). You can only Special Summon "Air Force Militia Bomber" once per turn this way. Once per turn: You can discard 1 card; destroy 1 Spell/Trap on the field.
Air Force Militia Interceptor
Level 4 | WIND | Machine | Effect
1100/2000
When a monster declares an attack (Quick Effect): You can send this card from your hand to the GY; negate that attack. During the End Phase, if this card is in your GY: Add it to your hand. You can only use this effect of "Air Force Militia Inteceptor" once per turn.
Wise the Air Force Commander
Level 8 | WIND | Warrior | Fusion | Effect
2800/2100
2 "Air Force Militia" monsters
When this card is Fusion Summoned: You can shuffle all cards your opponent controls into the Deck. You can banish 2 "Air Force Militia" monsters from your GY; shuffle all cards your opponent controls into the Deck, and if you do, your opponent draws cards equal to the number of cards shuffled into the Deck, and if they do that, inflict 300 damage to your opponent for each.
Eisenhowen the Supreme General
Level 12 | EARTH | Warrior | Fusion | Effect
4000/3300
3 "Commander" Fusion Monsters whose original Levels are 8 or higher
Must be Fusion Summoned. When this card is Special Summoned: Destroy all cards your opponent controls. Cannot be destroyed by battle or card effects, also neither player can target this card with card effects. Once per turn: You can banish 1 "Commander" Fusion Monster from your GY; until the end of this turn, this card gains the banished's monster's ATK, also replace this effect with that monster's original effects. If this card is sent to the GY by an opponent's card: You can Special Summon up to 3 "Commander" Fusion Monsters with different names from your GY.
Panzerhund the Armored Dog
Level 6 | EARTH | Beast | Effect
2000/2000
If you control a "Militia" monster, or a Level 8 or higher "Commander" Fusion Monster, you can Special Summon this card to your opponent's field in Attack Position. You cannot attack "Militia" monsters your opponent controls. Monsters you control cannot be flipped face-down or changed to face-up Defense Position.
Panzerwurm the Armored Dragon
Level 8 | WIND | Dragon | Effect
2200/2800
If you control a "Militia" monster, or a Level 8 or higher "Commander" Fusion Monster, you can Special Summon this card to your opponent's field in Attack Position. You cannot add cards to your hand, except during the Draw Phase. You cannot activate Trap Cards. Monsters you control are unaffected by card effects that would increase their ATK.
Militia Tactician (Your opponent can only target this card for attack. If destroyed, the player can add a Militia Fusion from Deck or GY to their hand)
Level 4 | EARTH | Warrior | Effect
1200/1600
Your opponent cannot target other monsters you control for attacks or card effects. If this card is destroyed and sent to the GY: You can add 1 "Militia Fusion" from your Deck or GY to your hand.
Triserver of the Militia
Link 3 | WIND | Warrior | Link | Effect
2600
SW S SE
3 monsters, including a "Militia" monster
While this card points to a "Commander" Fusion Monster, your opponent cannot target it for attacks, or with card effects. This card gains 300 ATK for each Warrior and Machine monster on the field whose original Attributes are EARTH, WATER and WIND.
Show ContentSpells:
Militia Fortress
Field Spell
"Militia" monsters and Level 8 or higher "Commander" Fusion Monsters gain 300 ATK. Once per turn: You can reduce the Level of 1 "Militia" monster in your hand by 2 until the end of this turn (even after they are Summoned/Set, and even if this card leaves the field). If a "Militia" monster is Summoned: Inflict damage to your opponent equal to its Level x 100.
Allied Armor
Equip Spell
Equip only to a "Militia" monster. The first time the equipped monster would be destroyed, it is not. You take no battle damage from battles involving the equipped monster.
Militia Fusion
Quick-Play Spell
Fusion Summon 1 "Commander" Fusion Monster from your Extra Deck, using "Militia" monsters from your hand or field, and/or banishing "Militia" monsters in your GY as material. If this card is in your GY: You can shuffle it into the Deck, then draw 1 card. You can only use each effect of "Militia Fusion" once per turn.
Blitzkrieg
Normal Spell
If you control a "Militia" monster, or a Level 8 or higher "Commander" Fusion Monster: Destroy 1 monster on the field, then inflict damage to your opponent equal to that monster's ATK on the field. You can only activate 1 "Blitzkreig" per turn.
Kenshou Blades
Equip Spell
Equip only to "Wise the Air Force Commander". You can pay 1000 LP; send 1 card from the top of your opponent's Deck to the GY for every 300 ATK (round down) the equipped monster has, then the equipped monster gains 100 ATK for each card sent to the GY by this effect. You can only use this effect of "Kenshou Blades" once per turn.
Tosho Cannons
Equip Spell
Equip only to "Valiant the Army Commander". The equipped monster can make a second attack on monsters during each Battle Phase. You can send this card to the GY; this turn, the equipped monster can attack your opponent directly. You can only use this effect of "Tosho Cannons" once per turn.
Youshou Spear
Equip Spell
Equip only to "Siren the Navy Commander". If the equipped monster attacks a Defense Position monster, inflict doubled piercing battle damage. During the End Phase, if this card is in your GY: You can equip it to a "Siren the Navy Commander" you control, or add it to your hand. You can only use this effect of "Youshou Spear" once per turn.
Field Spell
"Militia" monsters and Level 8 or higher "Commander" Fusion Monsters gain 300 ATK. Once per turn: You can reduce the Level of 1 "Militia" monster in your hand by 2 until the end of this turn (even after they are Summoned/Set, and even if this card leaves the field). If a "Militia" monster is Summoned: Inflict damage to your opponent equal to its Level x 100.
Allied Armor
Equip Spell
Equip only to a "Militia" monster. The first time the equipped monster would be destroyed, it is not. You take no battle damage from battles involving the equipped monster.
Militia Fusion
Quick-Play Spell
Fusion Summon 1 "Commander" Fusion Monster from your Extra Deck, using "Militia" monsters from your hand or field, and/or banishing "Militia" monsters in your GY as material. If this card is in your GY: You can shuffle it into the Deck, then draw 1 card. You can only use each effect of "Militia Fusion" once per turn.
Blitzkrieg
Normal Spell
If you control a "Militia" monster, or a Level 8 or higher "Commander" Fusion Monster: Destroy 1 monster on the field, then inflict damage to your opponent equal to that monster's ATK on the field. You can only activate 1 "Blitzkreig" per turn.
Kenshou Blades
Equip Spell
Equip only to "Wise the Air Force Commander". You can pay 1000 LP; send 1 card from the top of your opponent's Deck to the GY for every 300 ATK (round down) the equipped monster has, then the equipped monster gains 100 ATK for each card sent to the GY by this effect. You can only use this effect of "Kenshou Blades" once per turn.
Tosho Cannons
Equip Spell
Equip only to "Valiant the Army Commander". The equipped monster can make a second attack on monsters during each Battle Phase. You can send this card to the GY; this turn, the equipped monster can attack your opponent directly. You can only use this effect of "Tosho Cannons" once per turn.
Youshou Spear
Equip Spell
Equip only to "Siren the Navy Commander". If the equipped monster attacks a Defense Position monster, inflict doubled piercing battle damage. During the End Phase, if this card is in your GY: You can equip it to a "Siren the Navy Commander" you control, or add it to your hand. You can only use this effect of "Youshou Spear" once per turn.
Show ContentTraps:
Militia Tactics
Normal Trap
When your opponent's monster declares an attack while you control a "Militia" monster: Negate the attack, then end the Battle Phase.
Militia Armory
Continuous Trap
You can only use the following effect of "Militia Armory" once per turn. You can activate 1 of these effects;
â— Draw 1 card for each "Militia" monster and/or Level 8 or higher "Commander" Fusion Monster you control.
â— Add "Militia" cards with different names from each other from your Deck to your hand, up to the number of "Militia" monsters you control, then shuffle the same number of cards in your hand into the Deck.
You cannot attack the turn you activate this effect, also you cannot activate other card effects the turn you activate this effect.
Tank Barrage
Normal Trap
If you control a "Militia" monster or a Level 8 or higher "Commander" Fusion Monster: Destroy all monsters your opponent controls, then inflict damage to your opponent equal to half the destroyed monsters' combined ATK. You can only activate 1 "Tank Barrage" per turn.
World War
Continuous Trap
Once per turn, if your "Militia" monster or Level 8 or higher "Commander" Fusion Monster battles an opponent's monster with higher ATK: You can have your monster gains 1000 ATK/DEF during damage calculation only, also it cannot be destroyed by that battle.
Fleet Attack
Continuous Trap
Your "Militia" monsters and Level 8 or higher "Commander" Fusion Monsters can attack directly, but any battle damage they inflict to your opponent is halved. If your "Militia" monster and Level 8 or higher "Commander" Fusion Monster attacks directly and inflicts battle damage: Draw 1 card. If you do not control a "Militia" monster or a Level 8 or higher "Commander" Fusion Monster, banish this card.
Abyssal Depth Charge
Normal Trap
If you control a "Militia" monster or a Level 8 or higher "Commander" Fusion Monster: Pay 1000 LP; destroy 1 monster your opponent controls. If you control a Level 8 or higher "Commander" Fusion Monster, you can activate this card from your hand.
Naval Brig
Normal Trap
After this card's activation, it remains on the field, but destroy it during the End Phase of your opponent's 3rd turn. While this card is face-up on the field, your opponent's monsters cannot declare an attack, also they cannot change their battle positions. If you do not control 2 or more "Militia" monsters, or a Level 8 or higher "Commander" Fusion Monster, banish this card.
Bombing Run
Normal Trap
If you control a "Militia" monster or a Level 8 or higher "Commander" Fusion Monster: Discard 1 card, then activate 1 of these effects;
â— Destroy all monsters your opponent controls, then inflict 400 damage to your opponent for each.
â— Destroy all Spells/Traps your opponent controls, then inflict 400 damage to your opponent for each.
You can only activate 1 "Bombing Run" per turn.
Air Raid
Normal Trap
Target 1 "Militia" monster or a Level 8 or higher "Commander" Fusion Monster you control; until the end of this turn, it gains 500 ATK, it can make a second attack during each Battle Phase this turn, also it can attack directly.
Triservice Commissioning
Normal Trap
Discard 1 card; Fusion Summon 1 "Eisenhowen the Supreme General" by using Level 8 or higher "Commander" Fusion Monsters you control as material. If you use "Valiant the Army Commander", "Siren the Navy Commander" and "Wise the Air Force Commander" that were all Fusion Summoned as material, cards or effects cannot be activated in response to this card's activation.
Warbound
Continuous Trap
If you control 3 Level 8 or higher "Commander" Fusion Monsters with different names: You can activate this effect; destroy all "Commander" monsters you control. During the End Phase: You can pay LP in increments of 1000; Special Summon 1 Level 8 or higher "Commander" Fusion Monster from your GY for each 1000 LP paid. During the End Phase of your opponent's 3rd turn: Destroy this card.
Normal Trap
When your opponent's monster declares an attack while you control a "Militia" monster: Negate the attack, then end the Battle Phase.
Militia Armory
Continuous Trap
You can only use the following effect of "Militia Armory" once per turn. You can activate 1 of these effects;
â— Draw 1 card for each "Militia" monster and/or Level 8 or higher "Commander" Fusion Monster you control.
â— Add "Militia" cards with different names from each other from your Deck to your hand, up to the number of "Militia" monsters you control, then shuffle the same number of cards in your hand into the Deck.
You cannot attack the turn you activate this effect, also you cannot activate other card effects the turn you activate this effect.
Tank Barrage
Normal Trap
If you control a "Militia" monster or a Level 8 or higher "Commander" Fusion Monster: Destroy all monsters your opponent controls, then inflict damage to your opponent equal to half the destroyed monsters' combined ATK. You can only activate 1 "Tank Barrage" per turn.
World War
Continuous Trap
Once per turn, if your "Militia" monster or Level 8 or higher "Commander" Fusion Monster battles an opponent's monster with higher ATK: You can have your monster gains 1000 ATK/DEF during damage calculation only, also it cannot be destroyed by that battle.
Fleet Attack
Continuous Trap
Your "Militia" monsters and Level 8 or higher "Commander" Fusion Monsters can attack directly, but any battle damage they inflict to your opponent is halved. If your "Militia" monster and Level 8 or higher "Commander" Fusion Monster attacks directly and inflicts battle damage: Draw 1 card. If you do not control a "Militia" monster or a Level 8 or higher "Commander" Fusion Monster, banish this card.
Abyssal Depth Charge
Normal Trap
If you control a "Militia" monster or a Level 8 or higher "Commander" Fusion Monster: Pay 1000 LP; destroy 1 monster your opponent controls. If you control a Level 8 or higher "Commander" Fusion Monster, you can activate this card from your hand.
Naval Brig
Normal Trap
After this card's activation, it remains on the field, but destroy it during the End Phase of your opponent's 3rd turn. While this card is face-up on the field, your opponent's monsters cannot declare an attack, also they cannot change their battle positions. If you do not control 2 or more "Militia" monsters, or a Level 8 or higher "Commander" Fusion Monster, banish this card.
Bombing Run
Normal Trap
If you control a "Militia" monster or a Level 8 or higher "Commander" Fusion Monster: Discard 1 card, then activate 1 of these effects;
â— Destroy all monsters your opponent controls, then inflict 400 damage to your opponent for each.
â— Destroy all Spells/Traps your opponent controls, then inflict 400 damage to your opponent for each.
You can only activate 1 "Bombing Run" per turn.
Air Raid
Normal Trap
Target 1 "Militia" monster or a Level 8 or higher "Commander" Fusion Monster you control; until the end of this turn, it gains 500 ATK, it can make a second attack during each Battle Phase this turn, also it can attack directly.
Triservice Commissioning
Normal Trap
Discard 1 card; Fusion Summon 1 "Eisenhowen the Supreme General" by using Level 8 or higher "Commander" Fusion Monsters you control as material. If you use "Valiant the Army Commander", "Siren the Navy Commander" and "Wise the Air Force Commander" that were all Fusion Summoned as material, cards or effects cannot be activated in response to this card's activation.
Warbound
Continuous Trap
If you control 3 Level 8 or higher "Commander" Fusion Monsters with different names: You can activate this effect; destroy all "Commander" monsters you control. During the End Phase: You can pay LP in increments of 1000; Special Summon 1 Level 8 or higher "Commander" Fusion Monster from your GY for each 1000 LP paid. During the End Phase of your opponent's 3rd turn: Destroy this card.
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Will be edited with the Air Force stuff later once stuff comes around.