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You make the Card!

400
Posts
16
Years
Wow.A yugioh forum on a pokemon site?There really is no new ideas...

Anyways, heres a card i made up
Kirby:
Attack:?
defence:?
6 stars
light attribute
Animal/effect
Choose 1 monster on ur opponets side of the field. this card is treated as that monster for 3 turns. After 3 turns,destroy this card and the selected card along with every card on your opponets side of the field.For every card destroyed, you and your opponet takes 500 Life point damage.While this card is on the feild, no you skip ur draw phase

There is no Animal-Type in Yu-Gi-Oh!, so I'll assume you meant either Beast-Type or Fairy-Type. Also, proper grammar is your friend.

Now for more NiGHTS cards!

Red Ideya of Courage
Normal Spell
Once per turn, you can halve the Battle Damage you take from an opponent's attack by showing this card in your hand to your opponent. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

White Ideya of Purity
Normal Spell
Once per turn, by showing this card in your hand to your opponent, select 1 DARK monster your opponent controls and remove it from play. Until your opponent's 2nd Standby Phase after this effect is used, the removed monster must remain in the Removed Zone. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

Blue Ideya of Intelligence
Normal Spell
Once per turn, by showing this card in your hand to your opponent, pick up and look at all Set cards on your opponent's side of the field, and look at your opponent's hand. This effect can only be used once every 3 of your turns. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

Green Ideya of Growth
Normal Spell
Once per turn, by showing this card in your hand to your opponent, select 1 "NiGHTS" or "Visitor" monster you control. The selected monster gains 700 ATK and DEF until the end of your opponent's next turn. This effect can be used during either player's turn. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

Yellow Ideya of Hope
Normal Spell
Once per turn, by showing this card in your hand to your opponent, monsters you control with "NiGHTS" in their names cannot be removed from the field, except to Special Summon a "Dualized" monster from your Fusion Deck. This effect can be used during your opponent's turn, but not in your opponent's turn immediately after using it during your opponent's last turn. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.
 
4,227
Posts
19
Years
  • Seen Aug 11, 2009
BOO!!!

Like Alter Ego, I have never played NiGHTS, so I cannot judge those cards fairly enough. Therefore, I will touch on the other recent cards:

Abyss Flower
Plant/Gemini
4 Star/Dark
1800 Atk / 1000 Def

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● Select two Monsters from either player's Graveyard and remove them from play in order to Special Summon one Fiend Blossom Token (Plant-Type/DARK/Level 2/ATK 1000/DEF 1000) to that player's Field. On the turn this effect is activated, this card can not attack.

More DARK monster removal? ...Eh, I think I liked it better when it was within recruiter range. Still, you're just asking for DD swarms and tribute abuse. ...Oh, and there's no limitation that I see, so it could be another form of Goat Control if played right. Quite powerful, especially with the beatstick-like ATK.

Return to Youth
Quick-Play Spell

This card can only be activated when your Life Points would be reduced to zero as the result of an attack declared by or a card effect controlled by your opponent. Unite all cards from your Hand, Field, Graveyard, and cards removed from play with your Deck and shuffle it then draw a card. Instead of being reduced to zero, your Life Points become 8000 and all Damage you would receive this turn becomes zero. During the End Phase of the turn this card is activated, lose 1000 Life Points for each time that you have activated "Return to Youth" during this duel. If this face-down card on your Field is destroyed by a card effect controlled by your opponent, shuffle it into your Deck.

One-sided, upgraded Fiber Jar? At least you don't draw a full hand, but still, there are ways to abuse these effects. Cutting down on the LP cost doesn't exactly help, either. Mill decks are very much in love with you right now.

Torturous Draw
Normal Spell

Draw a card. During each Draw Phase, if this card is in your Graveyard, the turn player may draw an additional card. Each time a player draws a card as the result of this card's effect, that player takes 1000 Damage.

This + Des Wombat = brokenness. That's just what burn decks needed: another draw engine. This would be another viable target for D.D. Crow, methinks.

No time, so no talking. Three new ones:

Lord of Light
8 Stars
Light/Warrior/Effect
ATK: 3200 / DEF: 2600

Effect: This card can be Special Summoned from your hand, Deck or Graveyard to your side of the field by discarding 5 cards from your hand and removing them from play. This card increases your face-up LIGHT monsters' ATK by 500 points. While face-up, this card continues increasing your LIGHT monsters' ATK by 500 until the end of the 3rd turn of the card's owner after this card was played. At that time, those monsters' ATK returns to their original ATK points. Any DARK monster attacked by this card is immediately destroyed.

First of all, you don't need to say "discarding" the cards--just saying to remove them from play is fine. As for the effect, I want to say that it isn't worthwhile (ATK boosts generally aren't for this kind of cost), but the idea of instantly killing Dark Armed Dragon...is rather tempting. However, there's still a major S/T weakness, and for that cost...it just isn't worthwhile at all.

Lord of Darkness
8 Stars
Dark/Zombie/Effect
ATK: 3400 / DEF: 2400

Effect: This card can be Special Summoned from your hand, Deck or Graveyard to your side of the field by discarding 5 cards from your hand and removing them from play. This card increases your face-up DARK monsters' ATK by 500 points. While face-up, this card continues increasing your DARK monsters' ATK by 500 until the end of the 3rd turn of the card's owner after this card was played. At that time, those monsters' ATK returns to their original ATK points. Any LIGHT monster attacked by this card is immediately destroyed.

Even worse than the above because it kills LIGHT monsters...and what LIGHT monsters get played lately? Cyber Dragon, which you could kill normally with this.

The Ressurection Fields
Field Magic Card

As long as this card is face-up on the field, either you and your opponent can Special Summon one monster from the own Graveyard to the own side of the field once a turn.

-.- Broken. For starters, Manticore just received a major power boost (now you can Foolish Burial BOTH of them). Beyond that, though, just the sheer usefulness of a one-per-turn Special Summoning without any cost...is beyond belief. DD Turbo/Destiny Dragon gets their Disc Commander each turn, Jinzo becomes effortless, and so many Tribute monsters become +1-2s. Foolish Burial becomes a costless, selective Monster Gate.
 
400
Posts
16
Years
Like Alter Ego, I have never played NiGHTS, so I cannot judge those cards fairly enough.

Thank you! All right, I'll now post more.

Light of the Ideya - Nightmare Banishing
Normal Spell
Send 5 different "Ideya" cards from your hand to the Graveyard to activate this card. Destroy, negate the effects of, and remove from play all cards your opponent controls and in your opponent's hand. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

Light of the Ideya - Completion of the Heart
Equip Spell
Send 5 different "Ideya" cards from your hand to the Graveyard to activate this card. Equip only to a "Visitor" monster while you control a "Night Dimension - Dream Gate". The equipped monster gains 5000 ATK and cannot be removed from the field, and this card cannot be removed from the field while equipped to a monster. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

Light of the Ideya - Refreshing the Mind
Normal Spell
Send 5 different "Ideya" cards from your hand to the Graveyard to activate this card. Gain 20,000 Life Points, regardless of any effects your opponent controls that would alter this effect in any way. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

Third-Level Nightmaren - Goodle Rider
DARK Winged Beast-Type/Effect
Level 4 ATK 1700 DEF 900

You can Special Summon this card from your hand, Deck, Graveyard, or Removed Zone when a "NiGHTS" monster your opponent controls is affected by a "NiGHTS Capture". When this card is Special Summoned this way, Special Summon 2 "Goodle Rider" monsters from your hand, Deck, Graveyard, or Removed Zone.

NiGHTS Capture
Continuous Trap
Select 1 "NiGHTS" monster your opponent controls. The selected monster cannot attack, change its battle position, or be removed from the field until your opponent controls a "Visitor" monster and activates the effect of "Red Ideya of Courage" from his or her hand. When that happens, negate this card's effects until your opponent's third End Phase. If you control a "Goodle Rider" monster at that time, return your opponent's "NiGHTS" monster, unless it's "First-Level Nightmaren - NiGHTS", to its owner's Deck or Fusion Deck, Special Summon 1 "First-Level Nightmaren - NiGHTS" from your opponent's hand, Deck, Graveyard, or Removed Zone to your opponent's side of the field in Attack Position (but only if you returned a "NiGHTS" monster to your opponent's Deck or Fusion Deck), and select it with this card's effect. This card's effects will no longer be negated, as if it had just been activated. If you control a "Reala" monster, you can activate this card from your hand.

Third-Level Nightmaren - Shleep
DARK Beast-Type/Effect
Level 3 ATK 1200 DEF 500

During each player's Standby Phase, place 1 Shleep Counter on a face-up monster your opponent controls. When a monster with a Shleep Counter(s) attacks or is attacked, it loses 200 ATK and DEF per Shleep Counter. After a monster with a Shleep Counter(s) attacks or battles, remove all Shleep Counters from it.
 

Scarlet Weather

The Game is Afoot!
1,823
Posts
17
Years
Hmm...

New concept for Wandering monsters, since they really didn't have a cohesive theme before. This revamp will be included in the RP, so give me honest opinions.

Wandering Hero
Monster/Light/Warrior/Effect/4*
Atk 1700/ Def 1500
When this monster is normal summoned, special summoned, flip-summoned, or flipped face-up you can discard one card in your hand in order to select one equip spell card from your deck and equip it to this monster. When this monster would be destroyed, destroy an equip spell card attached to it instead. By removing this monster in your graveyard from play, select one "Limit Break-Omnislash" from your deck and add it to your hand.

Wandering Mage
Monster/Dark/Spellcaster/Effect/3*
Atk 1300/ Def 1300
When this monster destroys an opponent's monster as a result of battle, select one spell card from your graveyard and add it to your hand. This effect is negated if this monster's current Atk exceeds its original Atk. By removing this monster in your graveyard from play, select one "Limit Break-Bestialize" from your deck and add it to your hand.

Wandering Healer
Monster/Water/Spellcaster/Effect/4*
Atk 1200/ Def 2000
This monster is not affected by the effects of spell and trap cards. Once per turn, you can negate the attack of an opponent's monster that attacks this card and gain life points equal to half of that monster's original Atk. By removing this card in your graveyard from play, add one "Limit Break- Great Gospel" from your deck to your hand.

Wandering Rogue
Monster/Wind/Warrior/Effect/4*
Atk 1500/ Def 1200
When this monster destroys an opponent's monster as a result of battle, draw one card. By removing this monster in your graveyard from play, select one "Limit Break-Beat Rush" from your deck and add it to your hand.

Wandering Shinobi
Monster/Wind/Warrior/Effect/4*
Atk 1500/ Def 1300
Once per turn by discarding one card in your hand to the graveyard, you can select one "Wandering" monster except "Wandering Shinobi" from your deck and add it to your hand. By removing this monster in the graveyard from play, select one "Limit Break- All Creation" from your deck and add it to your hand.

Wandering Dragon- Muthaba
Monster/Wind/Dragon/Effect/8*
Atk 3000/ Def 2500
This monster can be normal summoned from your hand without tribute if you control exactly three differently named "Wandering" monsters. By tributing one "Wandering" monster on the field, you can destroy one card on your opponent's side of the field. By removing this monster in the graveyard from play, select one "Limit Break-Mega Flare" from your deck and add it to your hand.

Wandering Beast
Monster/Fire/Beast/Effect/4*
Atk 1800/ Def 1500
When this monster attacks, during the battle phase only, increase this monster's Atk by the number of Wandering monsters you control x400. By discarding a card from your hand when this monster is destroyed, you can special summon this monster from the graveyard during the end phase. By removing this card in the graveyard from play, select one "Limit Break-Cosmo Memory" from your deck and add it to your hand.

Wandering Party
Normal Spell
Discard any number of cards from your hand to the graveyard. Then select "Wandering" monsters from your deck equal to the number of cards discarded to activate this card from your deck and add them to your hand. You cannot activate a "Limit Break" spell during the same turn you activate this card.

I'll post new Limit Break ideas later, but does this seem a bit better than the original concept?
 
Last edited:
400
Posts
16
Years
Yay, someone posted! More NiGHTS cards!

Third-Level Nightmaren - Deworm
DARK Fiend-Type/Effect
Level 2 ATK 0 DEF 1500

This card cannot declare an attack. When this card is attacked, remove it from play. The monster that attacked this card cannot attack anymore this turn, nor can it attack at all on your opponent's next turn.

Third-Level Nightmaren - Beez Pod
WIND Insect-Type/Effect
Level 1 ATK 0 DEF 2000

Once per turn, you can Special Summon 1 "Beez Token" in Attack Position.

Beez Token
WIND Insect-Type
Level 1 ATK 500 DEF 0

This Token is Special Summoned by the effect of "Third-Level Nightmaren - Beez Pod".

Third-Level Nightmaren - Beez
WIND Insect-Type/Effect
Level 1 ATK 1000 DEF 500

This card gains 200 ATK for every "Beez" monster you control.

Third-Level Nightmaren - Ballooga
WATER Fish-Type/Effect
Level 4 ATK 1300 DEF 1500

When this card is attacked by your opponent's monster, even if this card was flipped face-up by that attack, send the top 5 cards of your opponent's Deck to the Graveyard.

Third-Level Nightmaren - Mothpil
DARK Insect-Type/Effect
Level 3 ATK 1500 DEF 1000

If your opponent controls no monster in the columns this card is in or adjacent to, this card can attack directly. If your opponent does control at least 1 monster in the column this card is in or adjacent to, flip a coin for each of your opponent's monsters in those Monster Card Zones. If Heads, destroy the corresponding monster.

Third-Level Nightmaren - Scarapion
EARTH Insect-Type/Effect
Level 4 ATK 1750 DEF 1300

Your opponent's monster that is not in the same column as this card cannot attack this card. When this card attacks a face-down Defense Position monster, destroy that monster without flipping it face-up or applying damage calculation.

Third-Level Nightmaren - Murtle
DARK Reptile-Type/Effect
Level 4 ATK 1300 DEF 2000

When this card is attacked by your opponent's monster, this card's ATK becomes the same as the attacking monster's ATK. This card cannot be destroyed by battle by your opponent's monster.
 

Alter Ego

that evil mod from hell
5,751
Posts
18
Years
One-sided, upgraded Fiber Jar? At least you don't draw a full hand, but still, there are ways to abuse these effects. Cutting down on the LP cost doesn't exactly help, either. Mill decks are very much in love with you right now.

It's not as strong as it looks. What made Fiber Jar so powerful was that it set both players' field and hand back to square one, creating some pretty obvious advantage for burn or decks that just generally shoot to end things with an opening hand while punishing reckless LP-cost aggression. With this, though, you are left against a developed field (presumably, since your opponent had to be in a position to finish you off in the first place) with only a single card to your name. With the current tempo of the metagame, one bad topdeck in that situation is basically an instant loss for you. (well, unless you played this in an endgame topdeck war) Because it also resets your RFG pile you can't pull an all-ending Dimension Fusion either. =O

Ehh...it's more of a novelty card, really, something I came up with when trying to imagine what kind of a deck a villain with the power of the miracle draw (Yugi's magical ability of always topdecking the perfect card for the situation) would use. Cue the follow-up Morphing Jar. xD

This + Des Wombat = brokenness. That's just what burn decks needed: another draw engine. This would be another viable target for D.D. Crow, methinks.

And here I was thinking Prime Material Dragon. ;3 It's a lot harder to knock off, too, unlike poor wombat that gets eaten by the many, many monster removal effects out there. And yes, crow will want to kill this. Mind you, the opponent is given a chance to exploit this with a wombat of their own (or without one, if they're that eager to see a new card). Still...limited, maybe? :3

Hmm...

New concept for Wandering monsters, since they really didn't have a cohesive theme before. This revamp will be included in the RP, so give me honest opinions.

Comments? Pfft...the day I see a new IC from you in said RP. xP *blackmail*

...

Just kidding, of course. :3


Wandering Hero: So basically the same old same old, except for the limit break search which would be the new cohesive thematic for these? Well, it certainly helps the old RFG rush mechanic, while making those limit breaks a bit less of a liability. (instant CA replacement for the wanderers too) This one is all good.

Wandering Mage: ehh...Ojama Trio love? Dunno', instant spell recursion is still a very powerful effect, especially now that we have Monster Reborn in the card pool. (you can see the exploits there, ne?) Maybe remove the Atk restriction and have this put the card at the top of your deck instead? It's still a strong recursion, but slower tempo-wise and thus not as explosive. Either that or limit the cards it can fetch to wanderer support.

Wandering Healer: not affected by spell and trap is already big and with the second effect this means that your opponent will either have to remove this by monster effect or commit two Cyber Dragon+ size monsters just to get rid of it (and give you a bit of LP too). Talk about pesky. x3 Maybe restrict the attack negation to if this is in attack position?

Wandering Rogue: Same old with the added RFG mechanic. It's sort of like Lucky Pied Piper without the pesky second summon.

Wandering Shinobi: So the Shinobi has shifted from recruiter to sort of a thematic RoTA? Whoa, not bad, not bad at all. This definitely an asset in wanderer-heavy decks. To avoid absolutely broken self-mill (search wanderer, discard wanderer, search new wanderer, lather rinse and repeat with extra search for the limit breaks using pitched wanderers) I'd suggest limiting the ability to once per turn, though. =O

Wandering Dragon- Muthaba: Ho-hum, "While you control at least three differently named 'Wandering' Monsters, this card can be Normal Summoned without tribute.". Tributeless beatstick is always nice, as is being able to pull a quick shot of removal. I don't think you need to restrict the ability to once a turn, though, seeing as how there are already some quite heavy-hitting dragons out there to compare this to.

Wandering Beast: Crow this, immediately. xO A 1800-atk beatstick that just won't stay dead is always nice, especially since this grows to beyond Cyber Dragon whenever it attacks. (by virtue of being a wandering monster itself). Meh, I'm afraid I'll have to call broken. Just throw in one Card of Safe Return and this pays back its own revival cost while cycling through your deck in the process. Three of these + Manticore and baboon along with Card of Safe Return and we step into the territory of utterly crazy without even touching anything else that has the word 'wandering' on it. Maybe limit the summon to only being an option if you have no other monsters on the field?

Wandering Party: So...an emergency ditch to get the wanderers we need? Hmm...despite the -1 in CA, there is a distinct possibility of turning this worthwhile by buffing up your hand with searched limit breaks. Could have space in an RP context, at the very least. Fair enough, I say. :3


Overall, this looks nice thus far. (well, despite the slight power issues), incorporating RFG into the theme for greater benefit from RftDD and Dimension Fusion. Looking forward to seeing the new supports (hopefully something to summon all those wanderers we're putting into the hand?). Got to ask, though; where's the vampire? Can't have a wandering party without the vampire. =O

Oh, and when's the next CARD GAMES IC due? *Shot* xD

Ahem, as a counterbalance to this impudent resurgence of wanderers:

Coronation Hall
Field Spell

This card is treated as "Court of Nobles". While this card is face-up on the Field, increase the Atk of all "Curran" and "Pikeru" Monsters by 500. By discarding one card from your Hand, you may tribute one "Ebon Magician Curran" or "White Magician Pikeru" on your Field. If you tributed "Ebon Magician Curran", Special Summon one "Princes Curran" from your Hand or Deck, ignoring summoning conditions. If you tributed "White Magician Pikeru", Special Summon one "Princes Pikeru" from your Hand or Deck, ignoring summoning conditions. By discarding your Hand and tributing one "Princess Curran" or "Princess Pikeru" on your Field, Special Summon one "Curran" or "Pikeru" Monster that designates the tributed Monster in its card effect from your Hand or Deck, ignoring summoning conditions.
 
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Scarlet Weather

The Game is Afoot!
1,823
Posts
17
Years
It's not as strong as it looks. What made Fiber Jar so powerful was that it set both players' field and hand back to square one, creating some pretty obvious advantage for burn or decks that just generally shoot to end things with an opening hand while punishing reckless LP-cost aggression. With this, though, you are left against a developed field (presumably, since your opponent had to be in a position to finish you off in the first place) with only a single card to your name. With the current tempo of the metagame, one bad topdeck in that situation is basically an instant loss for you. (well, unless you played this in an endgame topdeck war) Because it also resets your RFG pile you can't pull an all-ending Dimension Fusion either. =O

Ehh...it's more of a novelty card, really, something I came up with when trying to imagine what kind of a deck a villain with the power of the miracle draw (Yugi's magical ability of always topdecking the perfect card for the situation) would use. Cue the follow-up Morphing Jar. xD



And here I was thinking Prime Material Dragon. ;3 It's a lot harder to knock off, too, unlike poor wombat that gets eaten by the many, many monster removal effects out there. And yes, crow will want to kill this. Mind you, the opponent is given a chance to exploit this with a wombat of their own (or without one, if they're that eager to see a new card). Still...limited, maybe? :3



Comments? Pfft...the day I see a new IC from you in said RP. xP *blackmail*

...

Just kidding, of course. :3


Wandering Hero: So basically the same old same old, except for the limit break search which would be the new cohesive thematic for these? Well, it certainly helps the old RFG rush mechanic, while making those limit breaks a bit less of a liability. (instant CA replacement for the wanderers too) This one is all good.

Wandering Mage: ehh...Ojama Trio love? Dunno', instant spell recursion is still a very powerful effect, especially now that we have Monster Reborn in the card pool. (you can see the exploits there, ne?) Maybe remove the Atk restriction and have this put the card at the top of your deck instead? It's still a strong recursion, but slower tempo-wise and thus not as explosive. Either that or limit the cards it can fetch to wanderer support.

Wandering Healer: not affected by spell and trap is already big and with the second effect this means that your opponent will either have to remove this by monster effect or commit two Cyber Dragon+ size monsters just to get rid of it (and give you a bit of LP too). Talk about pesky. x3 Maybe restrict the attack negation to if this is in attack position?

Wandering Rogue: Same old with the added RFG mechanic. It's sort of like Lucky Pied Piper without the pesky second summon.

Wandering Shinobi: So the Shinobi has shifted from recruiter to sort of a thematic RoTA? Whoa, not bad, not bad at all. This definitely an asset in wanderer-heavy decks. To avoid absolutely broken self-mill (search wanderer, discard wanderer, search new wanderer, lather rinse and repeat with extra search for the limit breaks using pitched wanderers) I'd suggest limiting the ability to once per turn, though. =O

Wandering Dragon- Muthaba: Ho-hum, "While you control at least three differently named 'Wandering' Monsters, this card can be Normal Summoned without tribute.". Tributeless beatstick is always nice, as is being able to pull a quick shot of removal. I don't think you need to restrict the ability to once a turn, though, seeing as how there are already some quite heavy-hitting dragons out there to compare this to.

Wandering Beast: Crow this, immediately. xO A 1800-atk beatstick that just won't stay dead is always nice, especially since this grows to beyond Cyber Dragon whenever it attacks. (by virtue of being a wandering monster itself). Meh, I'm afraid I'll have to call broken. Just throw in one Card of Safe Return and this pays back its own revival cost while cycling through your deck in the process. Three of these + Manticore and baboon along with Card of Safe Return and we step into the territory of utterly crazy without even touching anything else that has the word 'wandering' on it. Maybe limit the summon to only being an option if you have no other monsters on the field?

Wandering Party: So...an emergency ditch to get the wanderers we need? Hmm...despite the -1 in CA, there is a distinct possibility of turning this worthwhile by buffing up your hand with searched limit breaks. Could have space in an RP context, at the very least. Fair enough, I say. :3


Overall, this looks nice thus far. (well, despite the slight power issues), incorporating RFG into the theme for greater benefit from RftDD and Dimension Fusion. Looking forward to seeing the new supports (hopefully something to summon all those wanderers we're putting into the hand?). Got to ask, though; where's the vampire? Can't have a wandering party without the vampire. =O

Oh, and when's the next CARD GAMES IC due? *Shot* xD

Patience, my son. Have you learned nothing of patience from the military? XD *SHOT'ED MAX*

Ahem, as a counterbalance to this impudent resurgence of wanderers:

Coronation Hall
Field Spell

This card is treated as "Court of Nobles". While this card is face-up on the Field, increase the Atk of all "Curran" and "Pikeru" Monsters by 500. By discarding one card from your Hand, you may tribute one "Ebon Magician Curran" or "White Magician Curran" on your Field. If you tributed "Ebon Magician Curran", Special Summon one "Princes Curran" from your Hand or Deck, ignoring summoning conditions. If you tributed "White Magician Pikeru", Special Summon one "Princes Pikeru" from your Hand or Deck, ignoring summoning conditions. By discarding your Hand and tributing one "Princess Curran" or "Princess Pikeru" on your Field, Special Summon one "Curran" or "Pikeru" Monster that designates the tributed Monster in its card effect from your Hand or Deck, ignoring summoning conditions.

Coronation Hall: So it's just like Court of Nobles but with a higher power boost and eliminating the middleman of Coronation of Princesses? *Shot'ed*

Alright, you want Vampire, you got him. (BTW, that whole "once per turn" thing was supposed to be a limitation on Shinobi, not Muthaba. I added text to the wrong Wanderer, apparently. 9_o)

Wandering Vampire
Monster/Dark/Fiend/Effect/6*
Atk 2200/ Def 1700
When this monster is tribute summoned by tributing a "Wandering" monster, this monster is treated as the tributed monster and gains its effect(s) until it is removed from the field. When this monster is destroyed as a result of battle, you can special summon it during the end phase. By removing this monster in the graveyard from play, you can add one "Limit Break- Mimic" from your deck to your hand.

EDIT: The RP post is here now, hope you're happy, here's a few more presents to wet your whistle.

Excalibuster- Blade of the Wandering Hero
Equip Spell
Increase the Atk of the equipped monster by 800 points. If the equipped monster is "Wandering Hero", destroy any monster that the equipped monster battles with (Damage calculation is applied normally) and each time the equipped monster battles, you can select one card from your opponent's graveyard and shuffle it into their decks.

Arrival of the Wanderers
Normal Trap
Activate only when your opponent declares an attack. Negate that attack, then special summon up to two "Wandering" monsters from your hand with equal or fewer Atk points to the attacking monster.

Bond of Wanderers
Normal Spell
You can only activate this card if you have three or more "Wandering" monsters in your hand and control one "Wandering" monster on the field. Select two and special summon them.

Phoenix Down
Normal Spell
Special summon a "Wandering" monster from your graveyard. The monster summoned by this card's effect is removed from play during the end phase.

Limit Break-Omnislash
Normal Spell
Select one "Wandering Hero" on your side of the field. Pay half your life points. If the selected "Wandering Hero" is the only monster on your side of the field, you do not have to pay any life points. The selected "Wandering Hero" can attack once this turn for each monster your opponent controls in addition to its normal attack. The Atk and Def of all monsters on your opponent's side of the field is halved during this turn only. You can only activate one "Limit Break" card per turn.

Limit Break-Mimic
Normal Spell
Select one "Wandering Vampire" on your side of the field (Even if it is being treated as another monster). Select one "Limit Break" spell card in the graveyard. This card's effect becomes the effect of that "Limit Break" spell card. You can only activate one "Limit Break" card per turn.

Limit Break-Great Gospel
Normal Spell
Select one "Wandering Healer" on your side of the field. Pay half your life points. You do not have to pay any life points if the selected "Wandering Healer" is the only monster on your side of the field. All monsters on your side of the field are immune to card effects controlled by your opponent and cannot be destroyed by battle until your opponent's next end phase. You can only activate one "Limit Break" card per turn.

Limit Break-All Creation
Normal Spell
Select one "Wandering Shinobi" on your side of the field and pay half your life points. If the selected "Wandering shinobi" is the only monster on your side of the field, you do not have to pay any life points. Destroy up to three cards on your opponent's side of the field. You can only activate one "Limit Break" card per turn.

Limit Break- Cosmo Memory
Normal Spell
Select one "Wandering Beast" on your side of the field. Pay half your life points. If the selected "Wandering Beast" is the only monster you control, you do not have to pay life points. Select up to five cards in your opponent's graveyard and return them to his or her deck. Deal five hundred points of damage to your opponent for each card returned to the deck in this way. Then select two cards in your removed from play pile and return them to your graveyard. You can only activate one "Limit Break" card per turn.
 
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Alter Ego

that evil mod from hell
5,751
Posts
18
Years
Patience, my son. Have you learned nothing of patience from the military? XD *SHOT'ED MAX*

Patience? I'll have you know that we call that 'slacking' in the mili. The faster you do things the faster they get done; that's our motto. xD

Coronation Hall: So it's just like Court of Nobles but with a higher power boost and eliminating the middleman of Coronation of Princesses? *Shot'ed*

Actually, there are some differences. Coronation Hall only boosts Curran and Pikeru, leaving the royals out in the cold, and it also lacks the court's search-for-support effect. So yeah, this field is more princess-centric at the expense of the other royals. :3

Wandering Vampire: Sort of surprised to see that this isn't a zombie monster, actually. Other than that, Mage or healer tribute for this. Now. >O Though admittedly the new shinobi is a tempting pick for this too. Revival from battle destruction is always a nice bonus, though admittedly not such a big thing now that wiping out the field with card effects seems to be the watchword. Anyways, you could make that "this card is also treated as the tributed monster" to avoid wording issues with the limit break. :3

Excalibuster- Blade of the Wandering Hero: My, my, aren't we metagame savvy? xD Mmmhmm...the graveyard recycling effect definitely earns you the undying hatred of Treeborn Frog, Dasher, and Disc Commander among many others. Mind you, you can just go with "at the end of the Damage Step" instead of the whole damage calculation shizzle.

Arrival of the Wanderers: Yikes, wanderer swarm. o.o Well, with the peskiness of the Atk limit, Healer looks like an obvious pick for this one, Beast being another strong contender for it's swarming joy and self-revival. Hero works too, since he can just buff himself with an equip spell after you summon him. Pretty strong card, all things said. Maybe limit it to only react to direct attacks?

Bond of Wanderers: Wandering Party just became that much more valuable. Que the double Muthaba summon for game. =O Ummm...yeah, hand-cost heavy or no, being able to drop down two 3000-Atk monsters in a single turn is a bit too much.

Phoenix Down: Lookie! It's a wanderer on Swing of Memories! ^0^ Well, except that it's removed from the game instead of just being destroyed, but let's not get hooked up on the details. Fair enough card, and even more fuel for the RFG mechanic. I have to say that these new wanderers make for a very scary return/swarm deck. @.@

Limit Break-Omnislash: Lightning Vortex follow-up ftw. Still get all the extra attacks but no monsters in the way to block them. =O Maybe change that to "The selected "Wandering Hero" can attack all monsters on your opponent's side of the field once each." to counter the exploit. Ehh...the halving Atk and Def looks a bit harsh. Maybe just let it change the battle positions instead? It's field wipe either way (since basically everything that sees play has one weak stat), but a bit less crazy on the damage front.

Limit Break-Mimic: See comments on the vampire for the wording thing. Other than that, fair enough; this can only be as broken as the cards it copies anyway. xD

Limit Break-Great Gospel: "unaffected by" rather than "immune to". Other than that...fair enough, as it's essentially cover for your all-ending rush.

Limit Break-All Creation: Wow, pretty brutal. Brutal enough to make it worth considering even with the LP cost. Still, it's limit break, soo...

Limit Break- Cosmo Memory: Okay, I take that back. All Creation is nice and tame compared to this. So essentially what we're doing is take over one quarter of the opponent's life points, cycle all their hard-dumped work back out of reach into their deck and bring back anything that's been inconveniently crowed on our side? All this requiring only a monster that any wandering deck would already be running in threes for its sheer badassness anyway? Mhmmm...prime pick on the limit break front here. Still, I think you could cut down the burn to 400 or even 300 per card for the greater balance.


In other news...

Phantom Fencer
Warrior/Effect
2 Star/Dark
800 Atk / 400 Def

This card can attack your opponent directly. If it does so using this effect, return this card to your Hand at the end of the Damage Step. When your opponent declares an Attack, you may Special Summon this card from your Hand in Attack Position to negate the Attack.

Fading Memory
Continuous Trap

While resolving the effect of this card, your opponent may not check the contents of his/her Graveyard. During each Standby Phase, select one card from your opponent's Graveyard and place it face-down at the top of the Graveyard. Then, your opponent guesses the name of the card you selected. If your opponent guessed right, the selected card is returned to your opponent's Graveyard face-up and the bottom card of your Graveyard is removed from play face-down. Otherwise, remove the selected card from play face-down. When there are no cards in either player's Graveyard, destroy this card.

EDITNESS: Oh flarp, I can't resist. These edits have been playing around in my head for a while now, so I might as well let them out. :3

Aether Fairy Filcher
Fairy/Effect
3 Star/Dark
1300 Atk / 700 Def

Once per turn, select a card at random from your opponent's Hand and your opponent must keep it revealed until the end of the turn. If this card is destroyed as the result of a card effect, the card revealed by this effect is discarded. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Aether Fairy Guardian
Fairy/Effect
4 Star/Earth
1000 Atk / 2000 Def

This Attack Position card can not be destroyed by Battle. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Aether Fairy Skydancer
Fairy/Effect
3 Star/Wind
1200 Atk / 1000 Def

This card can attack your opponent directly. If it does so using this effect, all Battle Damage from the attack is reduced by half. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Aether Fairy Swordsman
Fairy/Effect
4 Star/Light
1800 Atk / 1600 Def

During your Battle Phase, increase the Atk of this card by 400. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Aether Veil
Continuous Spell

All Battle Damage you would receive from Battles involving "Aether Fairy" Monsters becomes zero. Until your next End Phase after this card is destroyed as the result of a card effect, whenever an "Aether Fairy" Monster is destroyed, it is considered to have been destroyed as the result of a card effect.

Invitation of the Fey
Quick-Play Spell

Select one "Aether" Monster from your Hand and Special Summon it, then select one Monster from your opponent's Hand and Special Summon it. On the End Phase of the turn this card is activated, destroy both Monsters Special Summoned by this effect.

The Boundless - Aether
Field Spell

This card is not destroyed by the effect of "Effemarity". During each End Phase, you may select one "Aether" Monster that was destroyed as the result of a card effect this turn and add it to your Hand. By tributing this card and "Effemarity" on your Field, you may destroy all cards on the Field. On the turn this effect is activated, you may not conduct your Battle Phase.
 
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Scarlet Weather

The Game is Afoot!
1,823
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Or you could, you know, post a few of them so that I don't have to go to another site to rate your work for my convenience. 0.o Anyway, the video slideshow doesn't give me the ability to easily look at the cards while evaluating them.

Wandering Harbinger
Monster/Dark/Fiend/Fusion/Effect/8*
Atk ????/ Def ????
This monster cannot be special summoned except by removing one "Wandering Hero" and one "Wandering Vampire" in your graveyard from play while there are no other monsters in your graveyard. (You do not use "Polymerization") Select one monster from your hand, deck, field, or either player's graveyard. This monster's original Atk and Def are the same as that monster's, and it gains their effect(s). Effects which are triggered by flip summon, special summon, or normal summon are activated at this time.

Yeah, just thought I'd find a way to tie Wandering Vampire in with the whole FFVII theme of the other Wandering monsters.
 
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Alter Ego

that evil mod from hell
5,751
Posts
18
Years
Umm...yeah, seconding ACC. I for one am not going to be klicking through any freakin' links or waiting for some random video to load just to see a fake card. Just use the same format as everyone else, please. It seriously doesn't take that long to write out. <.<

And like, my poor aether fairies got totally ignored. Ohh...Haruko is going to poke someone for this. >O

Seriously, Haruko is going to use those (well, when she eventually gets to duel), so I'd appreciate some feedback. :3

Wandering Harbinger: Y'know, at first the 'only monsters in your graveyard' bit sounds really hard to fulfill, but seeing as how the wanderers have built-in graveyard management this becomes a dead easy summon in a dedicated wanderer deck, and when faced with something suitably big (a criterion that is not hard to fulfill at all, considering the current trend of things) this thing becomes something deadly. (Usually a DMoC or Jinzo =O) Still, it can only clone once and it doesn't become much bigger than your opponent lets it, so I suppose it's fair enough, even though it's basically getting something for nothing.

Mind you, you should list the hero and vampire as fusion materials on the top there, in lieu with XYZ.


Aaaanyhow...

Prince of Aether
Fairy/Effect
6 Star/Dark
2200 Atk / 700 Def

During either player's turn, you may destroy one "Aether Fairy" Monster on your Field to Special Summon this card from your Hand. While this card is in your Graveyard, you may discard one "Aether Fairy" Monster from your Hand to add this card to your Hand. While this card is face-up on the Field, by discarding one "Aether Fairy" Monster from your Deck, you may treat a monster destroyed by Battle as having been destroyed by a card effect instead.

Fairy Life
Normal Spell

Add three "Aether" Monsters from your Graveyard to your Hand. Cards added to your Hand by this effect remain revealed for as long as they are in your Hand. Each time you draw a card, if a card(s) revealed by this effect is in your Hand, select one card added to your Hand by this effect and discard it.
 

Scarlet Weather

The Game is Afoot!
1,823
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17
Years
Patience? I'll have you know that we call that 'slacking' in the mili. The faster you do things the faster they get done; that's our motto. xD



Actually, there are some differences. Coronation Hall only boosts Curran and Pikeru, leaving the royals out in the cold, and it also lacks the court's search-for-support effect. So yeah, this field is more princess-centric at the expense of the other royals. :3

Wandering Vampire: Sort of surprised to see that this isn't a zombie monster, actually. Other than that, Mage or healer tribute for this. Now. >O Though admittedly the new shinobi is a tempting pick for this too. Revival from battle destruction is always a nice bonus, though admittedly not such a big thing now that wiping out the field with card effects seems to be the watchword. Anyways, you could make that "this card is also treated as the tributed monster" to avoid wording issues with the limit break. :3

Excalibuster- Blade of the Wandering Hero: My, my, aren't we metagame savvy? xD Mmmhmm...the graveyard recycling effect definitely earns you the undying hatred of Treeborn Frog, Dasher, and Disc Commander among many others. Mind you, you can just go with "at the end of the Damage Step" instead of the whole damage calculation shizzle.

Arrival of the Wanderers: Yikes, wanderer swarm. o.o Well, with the peskiness of the Atk limit, Healer looks like an obvious pick for this one, Beast being another strong contender for it's swarming joy and self-revival. Hero works too, since he can just buff himself with an equip spell after you summon him. Pretty strong card, all things said. Maybe limit it to only react to direct attacks?

Bond of Wanderers: Wandering Party just became that much more valuable. Que the double Muthaba summon for game. =O Ummm...yeah, hand-cost heavy or no, being able to drop down two 3000-Atk monsters in a single turn is a bit too much.

Phoenix Down: Lookie! It's a wanderer on Swing of Memories! ^0^ Well, except that it's removed from the game instead of just being destroyed, but let's not get hooked up on the details. Fair enough card, and even more fuel for the RFG mechanic. I have to say that these new wanderers make for a very scary return/swarm deck. @.@

Limit Break-Omnislash: Lightning Vortex follow-up ftw. Still get all the extra attacks but no monsters in the way to block them. =O Maybe change that to "The selected "Wandering Hero" can attack all monsters on your opponent's side of the field once each." to counter the exploit. Ehh...the halving Atk and Def looks a bit harsh. Maybe just let it change the battle positions instead? It's field wipe either way (since basically everything that sees play has one weak stat), but a bit less crazy on the damage front.

Limit Break-Mimic: See comments on the vampire for the wording thing. Other than that, fair enough; this can only be as broken as the cards it copies anyway. xD

Limit Break-Great Gospel: "unaffected by" rather than "immune to". Other than that...fair enough, as it's essentially cover for your all-ending rush.

Limit Break-All Creation: Wow, pretty brutal. Brutal enough to make it worth considering even with the LP cost. Still, it's limit break, soo...

Limit Break- Cosmo Memory: Okay, I take that back. All Creation is nice and tame compared to this. So essentially what we're doing is take over one quarter of the opponent's life points, cycle all their hard-dumped work back out of reach into their deck and bring back anything that's been inconveniently crowed on our side? All this requiring only a monster that any wandering deck would already be running in threes for its sheer badassness anyway? Mhmmm...prime pick on the limit break front here. Still, I think you could cut down the burn to 400 or even 300 per card for the greater balance.


In other news...

Phantom Fencer
Warrior/Effect
2 Star/Dark
800 Atk / 400 Def

This card can attack your opponent directly. If it does so using this effect, return this card to your Hand at the end of the Damage Step. When your opponent declares an Attack, you may Special Summon this card from your Hand in Attack Position to negate the Attack.

Fencer indeed. It's like a Scrapiron Scarecrow on legs, but designed to leap back to your hand and deal damage instead of being re-set up on the field. Burn decks will like it, I suppose, and it serves as a handy alternative to Necro Gardna for blocking the attacks of Dark Armed Dragon or any other big beaters your opponent has out.

Fading Memory
Continuous Trap

While resolving the effect of this card, your opponent may not check the contents of his/her Graveyard. During each Standby Phase, select one card from your opponent's Graveyard and place it face-down at the top of the Graveyard. Then, your opponent guesses the name of the card you selected. If your opponent guessed right, the selected card is returned to your opponent's Graveyard face-up and the bottom card of your Graveyard is removed from play face-down. Otherwise, remove the selected card from play face-down. When there are no cards in either player's Graveyard, destroy this card.

Fujiwara's powers in card form. o.0 Fun to screw with Dark Armed Dragon decks, or anything else dumping their big beaters. Problem is that you have to pull a card that your opponent won't predict.

EDITNESS: Oh flarp, I can't resist. These edits have been playing around in my head for a while now, so I might as well let them out. :3

Aether Fairy Filcher
Fairy/Effect
3 Star/Dark
1300 Atk / 700 Def

Once per turn, select a card at random from your opponent's Hand and your opponent must keep it revealed until the end of the turn. If this card is destroyed as the result of a card effect, the card revealed by this effect is discarded. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

The original Filcher gets sight capacity, and the ability to pass its hand-control ability to other Aether fairies. Good if you snipe your opponent's Destiny Draw or Allure of Darkness, but not if you accidentally knock a big Dark monster that your opponent wanted to discard anyway.

Aether Fairy Guardian
Fairy/Effect
4 Star/Earth
1000 Atk / 2000 Def

This Attack Position card can not be destroyed by Battle. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Also known as "Cloudian Aether Fairy", only without the icky defense-mode desctruction clause. Like Filcher, it's able to pass its abilities to other Aether fairies. And how it passes! This Guardian is definitely a staple of the set just because it turns your next Aether Fairy monster into a Cloudian, and forces your opponent to blast it with a card effect.

Aether Fairy Skydancer
Fairy/Effect
3 Star/Wind
1200 Atk / 1000 Def

This card can attack your opponent directly. If it does so using this effect, all Battle Damage from the attack is reduced by half. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

And the fairies now gain the ability to circumvent Big Beaters (tm). Less stellar than the other fairies, but I suppose that they really do need the help when it comes to stat bonuses.

Aether Fairy Swordsman
Fairy/Effect
4 Star/Light
1800 Atk / 1600 Def

During your Battle Phase, increase the Atk of this card by 400. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Aether Fairy Paladin Jean with an ability-inheritance power instead of a self-mill effect. Extra love because it's the first Aether Fairy able to run over Armageddon Knight.

Aether Veil
Continuous Spell

All Battle Damage you would receive from Battles involving "Aether Fairy" Monsters becomes zero. Until your next End Phase after this card is destroyed as the result of a card effect, whenever an "Aether Fairy" Monster is destroyed, it is considered to have been destroyed as the result of a card effect.

Set-specific Spirit Barrier, along with an extra bonus to those starving Aether Fairies. Between this and Guardian, your opponent is going to have a hard time shutting down your hand control/direct damage engines. Only problem is finding a way to out-speed the opponent's deck with Aether...

Invitation of the Fey
Quick-Play Spell

Select one "Aether" Monster from your Hand and Special Summon it, then select one Monster from your opponent's Hand and Special Summon it. On the End Phase of the turn this card is activated, destroy both Monsters Special Summoned by this effect.

And in this corner, we have the Aether equivalent of Spiritual Water Art-Aoi. I summon Guardian, then I get to look at my opponent's hand in order to pull out the monster I want and snipe it. It's kind of like Trap Dustshoot, only the monster is sent to the graveyard, not the deck, and it has no specific hand requirement. Just a question, but shouldn't the opponent select the monster? And what happens if the opponent has no monsters in their hand?

The Boundless - Aether
Field Spell

This card is not destroyed by the effect of "Effemarity". During each End Phase, you may select one "Aether" Monster that was destroyed as the result of a card effect this turn and add it to your Hand. By tributing this card and "Effemarity" on your Field, you may destroy all cards on the Field. On the turn this effect is activated, you may not conduct your Battle Phase.

Everything went boom! Seriously, a full-field nuke in exchange for my battle phase? I'm running this in my Aether deck, no matter what. And the whole selection thing? Yah, I'm totally recurring Filcher or Guardian, no question about it.

The Aether fairies seem to have become more smexy than ever in this incarnation (and they're starting to resemble explosive Cloudians more than ever). Okay, meh likez.
 

Alter Ego

that evil mod from hell
5,751
Posts
18
Years
This Guardian is definitely a staple of the set just because it turns your next Aether Fairy monster into a Cloudian, and forces your opponent to blast it with a card effect.

Spot on. I was annoyed at how the old guardian was spending most of its time being useless, so I thought I'd give it something a bit more...substantial. x3

And, like, I actually missed the cloudian similarity until you pointed it out. Hehee...looks like the aether fairies got to resemble my favorite official monster set a bit without me even intending for them to do so. xD

And the fairies now gain the ability to circumvent Big Beaters (tm). Less stellar than the other fairies, but I suppose that they really do need the help when it comes to stat bonuses.

Mmmhmm...the direct attackers are always a bit wimpy, aren't they? Still, you may find that this one has some unexpected synergy with the missing few fairies here. >D

Just a question, but shouldn't the opponent select the monster? And what happens if the opponent has no monsters in their hand?

I've been pondering that, actually, but then this card has enough ways to backfire on you already so I figured I'd make it a bit nastier on the opponent and not let them get away with plunking down their Malicious/Dasher/Sangan etc. that easily. As for the second point: if they have no monsters then they don't get to summon. However, since the summoning is part of the effect rather than a requirement of activation (like having an Aether monster to summon), you just get a free summon and peek at your opponent's hand in that case.

Hmm...might put in a compensation effect for that.


Fufufuu...

Aether Fairy Oracle
Fairy/Effect
3 Star/Water
1000 Atk / 1800 Def

When this card inflicts Battle Damage to your opponent, look at the top three cards of your opponent's deck then put them back in any order you like. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Aether Fairy Torchbearer
Fairy/Effect
4 Star/Fire
1600 Atk / 800 Def

When this card inflicts Battle Damage to your opponent as the result of a direct attack, inflict 400 Damage to your opponent for each "Aether Fairy" Monster in your Graveyard. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Queen of Aether
Fairy/Effect
8 Star/Dark
? Atk / 0 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned if "Effemarity" is on your Field. The Atk of this card becomes the combined Atk of all "Aether Fairy" Monsters you control. When this card is in your Hand or in your Graveyard, you may destroy all cards on your Field except "Effemarity" to Special Summon this card to your Field then Special Summon a number of "Aether Fairy" Monsters from your Graveyard up to the number of cards destroyed by this effect. When "Effemarity" is removed from the Field, this card is destroyed. When this card is destroyed, all Monsters Special Summoned by this card's effect are also destroyed.

Invitation of the Fey (revised)
Quick-Play Spell

Select one "Aether" Monster from your Hand and Special Summon it, then select one Monster from your opponent's Hand and Special Summon it. If there are no Monsters in your opponent's Hand, your opponent selects one Monster card from their Deck and adds it to their Hand instead. On the End Phase of the turn this card is activated, destroy both Monsters Special Summoned by this effect.


And if those weren't enough of a headache. Royals now get a face-lift to make them a bit less...well, wimpy to be honest. xP


Royal Chevalier
Warrior/Effect
7 Star/Earth
2600 Atk / 2200 Def

While there is a face-up "Curran" or "Pikeru" monster on your Field, this card can be Normal Summoned with only one tribute. This card inflicts piercing damage. When this card attacks, if "Court of Nobles" is face-up on your Field, your opponent may not activate any card effects until the end of the Damage Step.

Royal Enforcer
Warrior/Effect
4 Star/Light
1600 Atk/ 1500 Def

This card is not affected by Monster Effects. While "Court of Nobles" is face-up on your Field, negate the effects of all Effect Monsters destroyed by "Royal" Monsters in battle.

Royal Magician
Spellcaster/Effect
4 Star/Light
1500 Atk / 700 Def

Once per turn, by discarding one Spell Card from your Hand, destroy one Spell or Trap card on the Field. If "Court of Nobles" is face-up on your Field, you may destroy a Monster Card on the Field instead.

Royal Sharpshooter
Warrior/Effect
3 Star/Wind
1200 Atk/ 800 Def

While "Court of Nobles" is face-up on your Field, this card can attack your opponent directly. When this card attacks your opponent directly, you may discard a card from your Hand. If you do, look at your opponent's Hand then select one Monster Card, if any, and discard it.

Royal Treasurer
Spellcaster/Effect
3 Star/Dark
1200 Atk/ 700 Def

When this card is Normal Summoned successfully, draw a card. Then, if "Court of Nobles" is on your Field, draw another card. During each of your End Phases, if there are no cards in your Hand, draw a card.
 
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Scarlet Weather

The Game is Afoot!
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Spot on. I was annoyed at how the old guardian was spending most of its time being useless, so I thought I'd give it something a bit more...substantial. x3

And, like, I actually missed the cloudian similarity until you pointed it out. Hehee...looks like the aether fairies got to resemble my favorite official monster set a bit without me even intending for them to do so. xD



Mmmhmm...the direct attackers are always a bit wimpy, aren't they? Still, you may find that this one has some unexpected synergy with the missing few fairies here. >D



I've been pondering that, actually, but then this card has enough ways to backfire on you already so I figured I'd make it a bit nastier on the opponent and not let them get away with plunking down their Malicious/Dasher/Sangan etc. that easily. As for the second point: if they have no monsters then they don't get to summon. However, since the summoning is part of the effect rather than a requirement of activation (like having an Aether monster to summon), you just get a free summon and peek at your opponent's hand in that case.

Hmm...might put in a compensation effect for that.


Fufufuu...

Aether Fairy Oracle
Fairy/Effect
3 Star/Water
1000 Atk / 1800 Def

When this card inflicts Battle Damage to your opponent, look at the top three cards of your opponent's deck then put them back in any order you like. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

And since screwing with the opponent's hand is not nearly fun enough, we will now control their draw phase (Skydancer just became that much more valuable.) Seriously, even in decks that rip through cards like Dark Armed Dragon, this card could be a major asset.

Aether Fairy Torchbearer
Fairy/Effect
4 Star/Fire
1600 Atk / 800 Def

When this card inflicts Battle Damage to your opponent as the result of a direct attack, inflict 400 Damage to your opponent for each "Aether Fairy" Monster in your Graveyard. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

So all of the Aether fairies we've been destroying are suddenly back, and with a vengeance, to deal burn damage. Two or three and we're talking 2400 damage with a bypass effect (through Skydancer), and that's not even getting into the possibility of Filcher or Oracle's effect being added. Yowch.

Queen of Aether
Fairy/Effect
8 Star/Dark
? Atk / 0 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned if "Effemarity" is on your Field. The Atk of this card becomes the combined Atk of all "Aether Fairy" Monsters you control. When this card is in your Hand or in your Graveyard, you may destroy all cards on your Field except "Effemarity" to Special Summon this card to your Field then Special Summon a number of "Aether Fairy" Monsters from your Graveyard up to the number of cards destroyed by this effect. When "Effemarity" is removed from the Field, this card is destroyed. When this card is destroyed, all Monsters Special Summoned by this card's effect are also destroyed.

Aether Fairy rush FTW! Effemarity comboes well with the queen, and to top things off queenie-girl here dearly loves to nuke all of your opponent's defenses. Not that Aether Fairy really cares about defenses, but it's a nice way to add some quick muscle to the field. Then again, Aether fairies usually don't stick around for long, so I'll be using the recursion summon more often than not.

Invitation of the Fey (revised)
Quick-Play Spell

Select one "Aether" Monster from your Hand and Special Summon it, then select one Monster from your opponent's Hand and Special Summon it. If there are no Monsters in your opponent's Hand, your opponent selects one Monster card from their Deck and adds it to their Hand instead. On the End Phase of the turn this card is activated, destroy both Monsters Special Summoned by this effect.

Okay, now that's a bit clearer, and has the potential of biting you in the butt because your opponent gets a free search if they don't already have a monster in their hand. It comboes well with Filcher, so fair enough. :3

And if those weren't enough of a headache. Royals now get a face-lift to make them a bit less...well, wimpy to be honest. xP


Royal Chevalier
Warrior/Effect
7 Star/Earth
2600 Atk / 2200 Def

While there is a face-up "Curran" or "Pikeru" monster on your Field, this card can be Normal Summoned with only one tribute. This card inflicts piercing damage. When this card attacks, if "Court of Nobles" is face-up on your Field, your opponent may not activate any card effects until the end of the Damage Step.

Royal Hero Malicious, anyone? Interestingly enough, you can tribute your Curran or Pikeru monster for it, so as long as you have one of the two this guy can come down. The Ancient-Gear esque effect also negates Necro Gardna, so this guy is killer with Court of Nobles, plus he adds some muscle to the royal crew.

Royal Enforcer
Warrior/Effect
4 Star/Light
1600 Atk/ 1500 Def

This card is not affected by Monster Effects. While "Court of Nobles" is face-up on your Field, negate the effects of all Effect Monsters destroyed by "Royal" Monsters in battle.

Curran and Pikeru are so rich that they hired their own personal mafia. XD Immunity to monster effects completely shuts down both Dark Armed Dragon and Darklord Zerato, (though they'll run over it anyway) but it also screws with recruiters while Court of Nobles is out. Meh, I'd say that you should reverse the effect placement for greater usefulness, but...

Royal Magician
Spellcaster/Effect
4 Star/Light
1500 Atk / 700 Def

Once per turn, by discarding one Spell Card from your Hand, destroy one Spell or Trap card on the Field. If "Court of Nobles" is face-up on your Field, you may destroy a Monster Card on the Field instead.

S/T destruction now supplemented by the ability of Court of Nobles to turn this guy into a mini XYZ. Cool. I liked the original version a lot, so this one is just super-special-awesome.

Royal Sharpshooter
Warrior/Effect
3 Star/Wind
1200 Atk/ 800 Def

While "Court of Nobles" is face-up on your Field, this card can attack your opponent directly. When this card attacks your opponent directly, you may discard a card from your Hand. If you do, look at your opponent's Hand then select one Monster Card, if any, and discard it.

Sniping the hand to get rid of... well, just about anything your opponent could hit you with that has legs. I'll be taking care of Darklord Zerato or Jinzo before my opponent can remove them with Allure of Darkness. Plus, with Monster Reborn now legalized I can plunder and grab the monster I just forced my opponent to toss. Good times, good times...

Royal Treasurer
Spellcaster/Effect
3 Star/Dark
1200 Atk/ 700 Def

When this card is Normal Summoned successfully, draw a card. Then, if "Court of Nobles" is on your Field, draw another card. During each of your End Phases, if there are no cards in your Hand, draw a card.

A steady supply of CA. This monster self-replaces, constantly adds cards to your hand if Court of Nobles is out, and prevents you from ever running out of cards. Pre-Allure of Darkness I would have called broken, but under the circumstances I'd say it's completely playable.

Well, then, finally finished with that. *takes breath* Now, onto a quick posting of a revamped Limit Break:

Limit Break-Mega Flare
Normal Spell
Pay half your life points and select one "Wandering Dragon-Muthaba" on your side of the field. If the selected "Wandering Dragon-Muthaba" is the only monster you control, you do not have to pay life points. Destroy all monsters on your opponent's side of the field. You can only activate one "Limit Break" spell card per turn.

Yah, I liked your version, AE, but I thought it over and decided that since Burst Stream of Destruction was already an available monster-specific Raigeki and it had no battle phase restriction that Muthaba could get away with blowing up the field with this card as long as I got rid of the burn, which was pretty useless considering I had three thousand attack points available anway. Admittedly this one is searchable and Burst Stream isn't, but this one has an LP cost and Muthaba isn't recurrable the same way Blue-Eyes is, what with Birthright and all.

Advanced Dark Sanctuary
Field Spell
This card's name is treated as "Dark Sanctuary" while it is face-up on the field. By tributing a dark-attribute monster on your side of the field, you can destroy a monster on your opponent's side of the field with equal or fewer level stars than the tributed monster. If the tributed monster was a "Dark Seraph" monster, select one dark-attribute monster from your deck with equal or fewer level stars than the tributed monster and add it to your hand. Then shuffle your deck.

Dark Cherubim
Monster/Dark/Fairy/Effect/4*
Atk 1500/ Def 1300
When this monster is in your graveyard, you can select one "Dark Seraph" monster in your graveyard and special summon it to your side of the field. A monster summoned by this effect cannot attack and its effects are negated. If the monster summoned by this effect is on your side of the field during your end phase, take damage equal to that monster's original Atk points. You can only activate this monster's effect once.

Yah, recursion of Teh giant Seraphs. Go Cherubim.
 

Alter Ego

that evil mod from hell
5,751
Posts
18
Years
Interestingly enough, you can tribute your Curran or Pikeru monster for it, so as long as you have one of the two this guy can come down.

Yes, that occurred to me as well. *Tuts* Chivalry is dead. xD

So all of the Aether fairies we've been destroying are suddenly back, and with a vengeance, to deal burn damage. Two or three and we're talking 2400 damage with a bypass effect (through Skydancer), and that's not even getting into the possibility of Filcher or Oracle's effect being added. Yowch.

Hmm...running some numbers on this I'll probably have to cut down the burn to 300 or even 200. It just occurred to me that special summoning queenie while Torchbearer and Skydancer are out is pretty much gg for the opponent if you have any kind of significant graveyard presence. =O

Limit Break-Mega Flare: Well, I was going for something that did things differently than burst stream, but it's your set. x3 Ehh...decent field wipe, certainly, and pwns burst because it's searchable.

Advanced Dark Sanctuary: Correct me if I'm wrong, but wasn't the original name of this Dark Sanctuary: Advanced? Oh my, this is going to create a Hand Destruction (a.k.a. Hand Severing, Hand Slicer and goodness knows what else)-style mess of names, isn't it? xD Anyways, the effect itself is pretty deadly even with the regular darks, essentially turning any of them into a slightly subpar Exiled, but with the seraphs it turns downright nasty. Instant + 1 CA each time you pull the trick? Yes, please. :3 The seraphs themselves seem to have buffed up a fair bit too. *Pokes Lucio* Good stuff.

Dark Cherubim: well, I think Nicholas demonstrated the most obvious abuse for this. Others include tributing for Great Manju Garzett and just plain old monarch fodder. You might want to be a bit more specific about the 'only once' effect, though. Does that mean only once in the whole duel (in lieu with Twin-Headed Behemoth) or does this lend itself to an uberly broken loop with Shadowpriestess of Ohm, wherein you have a pair of Cherubim ressurecting each other while the priestess fires them off for 800 points each time? As was already proven with Behemoth's giant wording mess, you need to be very careful with this sort of thing. :3


Aaanyway...

Dark Revenant
Zombie/Effect
3 Star/Dark
1600 Atk / 0 Def

When this card is sent to your Graveyard, add one Normal Monster from your Graveyard to your Hand.

Twin-Heads Centipede

Insect/Effect
5 Star/Earth
2400 Atk / 800 Def

This card can attack twice in the same Battle Phase. If it does, all Battle Damage from those attacks is reduced by half. When this card would be destroyed while it is treated as an Effect Monster, it is not destroyed. Instead, this card is treated as a Normal Monster and may not use any of its effects for as long as it remains on the Field.


And because the anime has finally provided a field spell that is actually kind of cool:

Speed Spell - Sonic Rush
Quick-Play Spell

This card can only be activated during the Battle Phase. Until the end of the Battle Phase, increase the Atk of every Monster on your Field by 300 plus 300 more for every Speed Counter on the Field. During the next Battle Phase, reduce the Atk of all Monsters that gained Atk from this Effect by the same amount until the end of the Battle Phase.
 
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400
Posts
16
Years
The following cards stem from my rant on the "Elemental Hero" theme and themes attached to it, which can be read here. My next post will probably be a ton of "Evil Hero" versions of the rest of the "Elemental Hero" Fusion Monsters that aren't "Neos" monsters.

Elemental Hero Featherblade
WIND Warrior-Type/Effect
Level 3 ATK 1000 DEF 1000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from your hand or Deck by sending 1 "Metamorphosis" in your hand and 1 "Elemental Hero Avian" you control to the Graveyard. This card's name is treated as "Elemental Hero Avian" while it's face-up on the field. This card can attack twice in the same Battle Phase.

Elemental Hero Pyroburst
FIRE Warrior-Type/Effect
Level 3 ATK 1200 DEF 800

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from your hand or Deck by sending 1 "Metamorphosis" in your hand and 1 "Elemental Hero Burstinatrix" you control to the Graveyard. This card's name is treated as "Elemental Hero Burstinatrix" while it's face-up on the field. Once per turn, you can destroy 1 Spell or Trap Card your opponent controls.

Elemental Hero Spark Surger
LIGHT Warrior-Type/Effect
Level 4 ATK 1600 DEF 1400

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from your hand or Deck by sending 1 "Metamorphosis" in your hand and 1 "Elemental Hero Sparkman" you control to the Graveyard. This card's name is treated as "Elemental Hero Sparkman" while it's face-up on the field. This card gains 100 ATK for every "Elemental Hero" card in your Graveyard.

Neo-Spacian Shadow Panther
DARK Beast-Type/Fusion/Effect
Level 4 ATK 1300 DEF 800

This card's name is also treated as "Neo-Spacian Dark Panther". This card cannot be Special Summoned except with "NEX". Once per turn, you can select 1 face-up monster your opponent controls. While you control this face-up card, this card's name is treated as the selected monster's name, and it gets the selected monster's effect(s).

Neo-Spacian Gale Hummingbird
WIND Winged Beast-Type/Fusion/Effect
Level 4 ATK 1000 DEF 800

This card's name is also treated as "Neo-Spacian Air Hummingbird". This card cannot be Special Summoned except with "NEX". Once per turn, during your Main Phase, you can gain 800 Life Points for each card in your opponent's hand.

Neo-Spacian Firestorm Scarab
FIRE Insect-Type/Fusion/Effect
Level 4 ATK 800 DEF 800

This card's name is also treated as "Neo-Spacian Flare Scarab". This card cannot be Special Summoned except with "NEX". This card gains 600 ATK for each Spell and Trap Card your opponent controls.

Neo-Spacian Gaia Mole
EARTH Rock-Type/Fusion/Effect
Level 4 ATK 1100 DEF 500

This card's name is also treated as "Neo-Spacian Grand Mole". This card cannot be Special Summoned except with "NEX". If this card attacks or is attacked by an opponent's monster, you can return your opponent's monster to its owner's hand at the start of the Damage Step (without damage calculation).

Elemental Hero Shadow Neos
DARK Warrior-Type/Fusion/Effect
Level 8 ATK 2800 DEF 2300

"Elemental Hero Neos" + "Neo-Spacian Shadow Panther"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, you can select 1 Effect Monster your opponent controls. While you control this face-up card, the selected monster's effect is negated until it is removed from the field.

Elemental Hero Twinkle Neos
LIGHT Warrior-Type/Fusion/Effect
Level 8 ATK 2700 DEF 2200

"Elemental Hero Neos" + "Neo-Spacian Twinkle Moss"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, during your Main Phase 1, you can destroy 1 card your opponent controls. Based on the card's type, apply the proper effect: • Monster: This card cannot battle this turn. Spell: This card can attack directly this turn. Trap: Change this card to Defense Position.

Elemental Hero Gale Neos
WIND Warrior-Type/Fusion/Effect
Level 8 ATK 2700 DEF 2200

"Elemental Hero Neos" + "Neo-Spacian Gale Hummingbird"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) This card gains ATK equal to the difference in Life Points.

Elemental Hero Firestorm Neos
FIRE Warrior-Type/Fusion/Effect
Level 8 ATK 2800 DEF 2300

"Elemental Hero Neos" + "Neo-Spacian Firestorm Scarab"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) This card gains 600 ATK for each Spell and Trap Card on the field.

Elemental Hero Gaia Neos
EARTH Warrior-Type/Fusion/Effect
Level 8 ATK 2700 DEF 2200

"Elemental Hero Neos" + "Neo-Spacian Gaia Mole"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, you can return 1 card your opponent controls to its owner's hand.

Elemental Hero Chaos Emperor Neos
DARK Warrior-Type/Fusion/Effect
Level 10 ATK 3400 DEF 2900

"Elemental Hero Neos" + "Neo-Spacian Shadow Panther" + "Neo-Spacian Twinkle Moss"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, you can toss a coin 3 times and apply the appropriate effect. • 3 Heads: Destroy all cards your opponent controls. • 2 Heads: Negate the effects of all cards your opponent controls until the End Phase. • 1 Heads: Flip all monsters your opponent controls into face-down Defense Position.

Elemental Hero Volcano Neos
FIRE Warrior-Type/Fusion/Effect
Level 10 ATK 3400 DEF 2900

"Elemental Hero Neos" + "Neo-Spacian Firestorm Scarab" + "Neo-Spacian Gaia Mole"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) This card gains 600 ATK for each card on the field. Once per turn, you can return all cards your opponent controls to their owner's hand. If you use this effect, this card cannot attack this turn.

Elemental Hero Hurricane Neos
WIND Warrior-Type/Fusion/Effect
Level 10 ATK 3400 DEF 2900

"Elemental Hero Neos" + "Neo-Spacian Gale Hummingbird" + "Neo-Spacian Marine Dolphin"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, you can destroy all Spell and Trap Cards your opponent controls. When this card is removed from the field, return all cards on the field to their owners' Decks.
 
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Alter Ego

that evil mod from hell
5,751
Posts
18
Years
It would be polite to comment on other people's cards too instead of just posting yours, you know. We aren't that many here, so every viewpoint is appreciated. :3

Metamorphosized E-Heroes: Ehh...the metamorphosis requirement pretty much kills these already, but then you knew that already. Personally, I see Burstinatrix as more of a burn damage type, but that's your call. Not likely to see use, but at least you got some form of closure, ne?

Neo-Spacian Shadow Panther: It could have a slightly stronger effect, actually (like how Twinkle Moss draws a card for you instead of your opponent). Maybe have it negate the selected monster's effect, making it effect theft rather than just copying? Just as a thought. ^^ Oh, and I do believe that ACC made an improved Black Panther numerous pages back (Neo-Spacian Ultima Black Panther, I believe); if you're interested you can try poking and prodding around the old posts here for it to compare these. :3

Neo-Spacian Firestorm Scarab: Basically just a slightly buffed regular scarab. Two S/T and it reaches passable power, which isn't too bad, but you could extended that to cover all spell and trap cards on the field to make this a bit more viable.

Neo-Spacian Gaia Mole: If you're entering the damage step then you're already applying damage calculation. That should be "return the opponent's monster to it's owner's Hand without applying Damage Calculation.". Well, if there is any future for the NEXed Neo-spacian's then this is it. This field clearing effect is very nasty, turning the weak stats into a moot point since they will never be applied for anything but a direct attack anyway. We have to put up with NEX to get it, though, so I say fair enough.

Elemental Hero Shadow Neos: Aww...but Dark Neos already handles single-monster negation. I say make it negate the effects for the whole lot of them; you have to commit quite a bit of cards to get this out, after all.

Elemental Hero Twinkle Neos: Very...twinkly. xD Bluff sets are definitely in jeopardy against this and the effects balance nicely. I see no issues.

Elemental Hero Gale Neos: "Between you and your opponent." small thing, but pretty important for resolving this effect. Pretty brutal if it gets going since it essentially doubles its attack power on every direct attack, provided that you had more (or as much) life points to begin with.

Elemental Hero Firestorm Neos: Flare Neos except bigger and better, yeah.

Elemental Hero Gaia Neos: Again, Grand Mole's line is arguably the most feasible route to follow. Instant bounce is highly annoying, especially if you follow it up with a hand discard effect. Good stuff.

Elemental Hero Chaos Emperor Neos: Now this is just plain brutal. It's like a Zorc that doesn't bite you...ever. o.o Unless you get three tails this does nasty, nasty things to your opponent's Field. Only double NEX and all that goes with it in the requirements keep this from going overboard.

Elemental Hero Volcano Neos: Kind of at odds with itself, since the second effect weakens the first. Still, bouncing everyone and their kid brother out of the way is nothing to sneeze at.

Elemental Hero Hurricane Neos: Harpie's Feather Duster on a pair of very buff legs. Enough said. XD


Overall...very thematically loyal, for better or for worse. Some of those extreme Neos fusions have potentially game breaking effects, but the sheer trouble you have to go through to summon them balances that, I'd say. Aaanyhow, seeing all those made me feel inclined to pitch in with a little something myself, so...

Evil Hero Maelstorm
Fiend/Fusion/Effect
8 Star/Wind
2800 Atk/2800 Def

"Elemental Hero Avian" + "Elemental Hero Sparkman" + "Elemental Hero Bubbleman"

This monster cannot be Special Summoned except by the effect of "Dark Fusion". This card can not be destroyed by Monster Effects. You can send 1 other card you control to the Graveyard to select 1 monster you control other than this card. While this card is face-up on the field, the selected monster cannot be removed from the Field other than by tributing. (Damage calculation is still applied normally.)

Evil Hero Mire Wight
Fiend/Fusion/Effect
5 Star/Water
1400 Atk / 1000 Def

"Elemental Hero Avian" + "Elemental Hero Bubbleman"

This monster cannot be Special Summoned except by the effect of "Dark Fusion". While there is a face-down card(s) on the Field, this card can attack your opponent directly. When this card is selected as the target of an attack or card effect, you may place this card face-down in your Spell and Trap card zone (treated as a Normal Trap Card) then rearrange the cards in your Spell and Trap card zone. During your Standby Phase, if this card is in your Spell and Trap card zone, you may flip it face-up to Special Summon it to your Field, ignoring summoning conditions.


Alright, leaving the rest of 'em to you. :3 Moving on...

Anchor Golem
Rock/Effect
4 Star/Earth
1400 / 1800 Def

While this card is face-up on your Field, cards on your Field can not be returned to the owner's Hand or Deck.
 
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