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You make the Card!

Maybe, but then it would be semi. No trouble.

I guess it would be simpler to just make it a continous spell instead of the RFG bit. And I forgot the 'negate the activation of the trap card' of the first sentence.
 
I kind of wish Burn & Stall decks were still viable.

Solar Flare Chimera
( 4 Stars / FIRE / Pyro / Effect Monster )
2000 / 2000


This card cannot declare an attack. If your opponent takes damage from a card effect, other than "Solar Flare Chimera," inflict 500 damage to your opponent.

Solar Flare Spark
( 2 Stars / FIRE / Pyro / Effect Monster )
0 / 0


If you control a face-up "Solar Flare" monster, you can Special Summon this card from your Hand in Attack Position.When this card is destroyed and sent to the Graveyard, Special Summon 1 "Solar Flare" monster from your Graveyard, other than "Solar Flare Spark." This card cannot be Tributed or used as a Synchro Material monster.

Solar Flare Phoenix
( 4 Stars / FIRE / Pyro / Effect Monster )
0 / 1000


If a "Solar Flare" monster(s) you control is sent from the Field to the Graveyard, you can send this card from your Hand to your Graveyard to Special Summon that monster(s). If this card is in your Graveyard during the End Phase of the turn this effect is activated, you can discard 1 card to put it into your Hand and inflict 500 damage to your opponent. Once per turn during your Main Phase, you can return this card from the Field to your Hand.

Solar Flare Furnace
( 4 Stars / FIRE / Pyro / Effect Monster )
1500 / 1000


Send this face-up card to the Graveyard during your End Phase to Special Summon 2 "Solar Flare" monsters other than "Solar Flare Furnace" from your Deck. The monsters Summoned by this effect must have different names.

Solar Wind
Quick-Play Spell
Inflict 500 damage to your opponent for each "Solar Flare" monster you control. "Solar Flare" monsters you control cannot declare an attack this turn. If this card is destroyed by a Spell or Trap card, inflict 500 damage to your opponent.

Overburn
Quick-Play Spell
Special Summon 1 "Solar Flare" monster from your Graveyard. That monster cannot be destroyed by battle and is unaffected by card effects. Remove it from play during the End Phase.

Another idea for Burn deck...

Spirit Guardian of the Forest
( 4 Stars / LIGHT / Rock / Effect Monster )
0 / 1000


Once per turn during your Main Phase, you can move this card to the Field Spell Zone (destroy any already existing Field Spells) and treat this card as a Field Spell. While this card is treated as a Field Spell, it gains the following effect:
-- Once per turn, you can discard 1 Field Spell card to add 1 "Spirit Guardian" monster from your Deck to your Hand. You can send this card to the Graveyard and Special Summon 1 "Spirit Guardian" monster from your Hand. If you do, this card cannot be Special Summoned until your next Standby Phase. If this card is sent to the Graveyard when another Field Spell is activated, Special Summon it.

Spirit Guardian of the Mountain
( 4 Stars / WIND / Rock / Effect Monster )
0 / 1800


Once per turn during your Main Phase, you can move this card to the Field Spell Zone (destroy any already existing Field Spells) and treat this card as a Field Spell. While this card is treated as a Field Spell, it gains the following effect:
-- "Spirit Guardian" monsters you control gain 1000 DEF and cannot be targeted by Spell or Trap cards. If this card is sent to the Graveyard when another Field Spell is activated, Special Summon it.

Spirit Guardian of the Ocean
( 4 Stars / WATER / Rock / Effect Monster )
0 / 0


When this card is Special Summoned, change it to Attack Position. Once per turn during your Main Phase, you can move this card to the Field Spell Zone (destroy any already existing Field Spells) and treat this card as a Field Spell. While this card is treated as a Field Spell, it gains the following effect:
-- Once per turn, you can Special Summon 1 "Spirit Guardian" monster from your Graveyard in Attack Position. If this card is sent to the Graveyard when another Field Spell is activated, Special Summon it.

Spirit Guardian of the Canyon
( 4 Stars / EARTH / Rock / Effect Monster )
0 / 1400


Once per turn during your Main Phase, you can move this card to the Field Spell Zone (destroy any already existing Field Spells) and treat this card as a Field Spell. While this card is treated as a Field Spell, it gains the following effect:
-- Once per turn during your Main Phase, you can Tribute 1 "Spirit Guardian" monster you control to destroy up to 2 Spell or Trap cards on the Field. If this card is sent to the Graveyard when another Field Spell is activated, Special Summon it.

Spirit Guardian of the Volcano
( 4 Stars / FIRE / Rock / Effect Monster )
0 / 1400


Once per turn during your Main Phase, you can move this card to the Field Spell Zone (destroy any already existing Field Spells) and treat this card as a Field Spell. While this card is treated as a Field Spell, it gains the following effect:
-- During your End Phase, inflict 500 damage to your opponent for each "Spirit Guardian" monster you control. If this card is sent to the Graveyard when another Field Spell is activated, Special Summon it.

Spirit Guardian of the Abyss
( 4 Stars / DARK / Rock / Effect Monster )
0 / 1400


Once per turn during your Main Phase, you can move this card to the Field Spell Zone (destroy any already existing Field Spells) and treat this card as a Field Spell. While this card is treated as a Field Spell, it gains the following effect:
-- Once per turn when a "Spirit Guardian" monster on your side of the Field is sent to the Graveyard, you can return that monster to your Hand. If this card is sent to the Graveyard when another Field Spell is activated, Special Summon it.

Stirring Nature
Field Spell
You can send this card from your side of the Field or your Hand to the Graveyard during either player's turn to activate one of the following effects:
-- Double the DEF of 1 face-up "Spirit Guardian" monster on your side of the field during damage calculation only.
-- Select 1 face-up "Spirit Guardian" monster on your side of the field. Inflict damage to your opponent equal to the DEF of that monster. You cannot activate this effect during the Damage Step.

Warping Landscapes
Field Spell
You can send this card from your side of the Field or your Hand to the Graveyard during either player's turn to activate 1 Field Spell card from your Deck. Shuffle that card back into your Deck during the End Phase.

Treacherous Lodestone
Field Spell
You can send this card from your side of the Field or your Hand to the Graveyard during your Main Phase to activate one of the following effects:
-- Destroy 1 card on the Field. If you do not control a "Spirit Guardian" monster, this effect is not applied.
-- Add 1 "Spirit Guardian" monster from your Graveyard to your Hand.

Doomsday Meteor
Field Spell
You can send this card from your side of the Field or your Hand to the Graveyard when your opponent declares an attack against a face-up "Spirit Guardian" monster you control. Switch the attacked monster to defense position. Destroy the attacking monster.

Path of Synthesis
Field Spell
You can send this card from your side of the Field or your Hand to the Graveyard during your Main Phase to activate one of the following effects:
-- Remove from play 3 "Spirit Guardian" monsters from your side of the Field, your Graveyard, or your Hand. Special Summon 1 "Nature's Prominence" from your Extra Deck (this is treated as a Fusion Summon).
-- Select up to 2 removed from play "Spirit Guardian" monsters and return them to the Graveyard.

Nature's Prominence
( 8 Stars / LIGHT / Rock / Fusion / Effect Monster )
0 / ?


Any 3 "Spirit Guardian" monsters

This card is treated as a "Spirit Guardian" monster. The original DEF of this card is 400 x the number of "Spirit Guardian" monsters in your Graveyard. If this card is sent from the Field to the Graveyard, you can remove from play 1 Field Spell card in your Graveyard to Special Summon this card. You can activate each of the following effects once per turn:
-- Inflict 200 damage to your opponent for each "Spirit Guardian" monster in your Graveyard.
-- Remove from play 2 "Spirit Guardian" monsters in your Graveyard to return 1 of your removed from play Field Spell cards to the Graveyard.
-- Select 1 Field Spell card in your Graveyard and place it in your Spell and Trap card Zone as a Continuous Spell card (its effect remains the same). When that card is removed from the Field, remove it from play.
 
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Prudence
Level 4 - LIGHT - Fairy - Effect - 1700/1000
Once per turn, during your Main Phase, you can discard 1 Fairy-Type monster to draw 1 card. When this card is destroyed, draw 1 card.

Justice
Level 4 - LIGHT - Fairy - Effect - 2000/1200
When this card is Summoned, you can discard 1 Fairy-Type monster to destroy 1 card on the field. When this card is destroyed, destroy 1 card on the field.

Temperance
Level 4 - LIGHT - Fairy - Effect - 1500/1900
Your opponent cannot draw cards outside of their Draw Phase or add cards from their Deck to their hand.

Fortitude
Level 4 - LIGHT - Fairy - Effect - 1900/800
If a Fairy-Type monster you control would be destroyed, you can destroy this card instead. When this card is destroyed, you can add 1 level 4 or lower Fairy-Type monster from your Graveyard to your hand.

Faith
Level 6 - LIGHT - Fairy - Effect - 2400/1600
You can send 1 face-up Fairy-Type monster you control to the Graveyard to Special Summon this card from your hand. Once per turn, you can discard 1 Fairy-Type monster from your hand to your Graveyard to destroy 1 Spell or Trap card on the field. When this card is destroyed, draw 2 cards.

Hope
Level 6 - LIGHT - Fairy - Effect - 2300/1700
You can send 1 face-up Fairy-Type monster you control to the Graveyard to Special Summon this card from your hand. Once per turn, you can send up to 2 cards you control to the Graveyard to destroy the same number of cards on your opponent's side of the field. When this card is destroyed, you can Special Summon 1 level 4 or lower Fairy-Type monster from your Graveyard to your side of the field.

Charity
Level 6 - LIGHT - Fairy - Effect - 2200/1800
You can send 1 face-up Fairy-Type monster you control to the Graveyard to Special Summon this card from your hand. You can destroy this card to draw 1 card. This effect can be activated during either player's turn. When this card is destroyed, draw 3 cards, then discard 2 cards.

And another silly archetype it is.

Legendary Hero
Level 4 – 1900 ATK/1600 DEF – Warrior/Effect – EARTH
There can only be 1 face-up "Legendary Hero" on your side of the field. Your opponent cannot select any other "Legendary" monsters on your side of the field as an attack target. When this card destroys an opponent's monster by battle, you can Special Summon a Level 3 or lower "Legendary" monster from your deck in face-up Defense Position. Its effect(s) are negated until your next Standby Phase.

Legendary Duelist

Level 3 – 1650 ATK/800 DEF – Warrior/Effect – WIND
There can only be 1 face-up "Legendary Duelist" on your side of the field. When this card inflicts Battle Damage to your opponent, discard a card at random from their hand. This card is not destroyed by battle once per turn.

Legendary Evoker

Level 3 – 1400 ATK/1200 DEF – Spellcaster/Effect – FIRE
There can only be 1 face-up "Legendary Evoker" on your side of the field. Once per turn, you can discard a card. Activate one of the following effects depending on the type of card that you discarded:
l Monster Card: Destroy 1 face-up monster on your opponent's field.
l Spell Card: Destroy 1 Spell or Trap card on your opponent's field.
l Trap Card: Destroy 1 face-down monster on your opponent's field.

Legendary Transmuter

Level 4 – 1000 ATK/1500 DEF – Spellcaster/Effect – WATER
There can only be 1 face-up "Legendary Transmuter" on your side of the field. You can Tribute this monster to Special Summon 1 Level 4 or lower "Legendary" monster in your graveyard, except "Legendary Transmuter".

Legendary Tutor

Level 2 – 800 ATK/800 DEF – Spellcaster/Effect – LIGHT
There can only be 1 face-up "Legendary Tutor" on your side of the field. During either player's Damage Step, when a face-up "Legendary" monster you control battles, you can send this card from your hand to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase. During your Main Phase, you can discard two "Legendary" cards to return this card from the Graveyard to your hand.

Legendary Hound

Level 1 – 500 ATK/300 DEF – Beast/Tuner/Effect – EARTH
There can only be 1 face-up "Legendary Hound" on your side of the field. You can discard a "Legendary" monster from your hand to Special Summon this card from your Hand or Graveyard.

Legendary Bard
Level 3 – 1200 ATK/800 DEF – Spellcaster/Tuner/Effect – LIGHT
There can only be 1 face-up "Legendary Bard" on your side of the field. When this card is Summoned, you can discard 1 card from your hand to Special Summon 1 Level 4 or lower "Legendary" monster from the Graveyard.

Legendary Knight

Level 6 – 2450 ATK/2200 DEF – Warrior/Effect – EARTH
There can only be 1 face-up "Legendary Knight" on your side of the field. You can Special Summon this card from your hand when you control 2 or more face-up "Legendary" monsters. Once per turn, during your Main Phase, you can add 1 Level 4 or lower "Legendary" monster from your Graveyard to your hand.

Legendary
Spirit
Level 6 – 2300 ATK/2000 DEF – Fairy/Effect – LIGHT
There can only be 1 face-up "Legendary Spirit" on your side of the field. You can discard "Legendary" monsters whose total Levels equal 7 or more to Special Summon this card from your hand or Graveyard. When this card is destroyed by battle and sent to the Graveyard, select and remove from play 1 card your opponent controls. When this face-up card you control is targeted by an opponent's Effect Monster's effect, look at your opponent's hand and discard 2 cards from their hand.

Legendary Necromancer

Level 5 – 2100 ATK/1600 DEF – Spellcaster/Effect – DARK
There can only be 1 face-up "Legendary Necromancer" on your side of the field. Once per turn, during your Main Phase, you can select a "Legendary" monster in your Graveyard. Until your next Standby Phase, this card gains all of the effects of that monster.

Legendary Priest

Level 5 – 2000 ATK/1000 DEF – Spellcaster/Effect – LIGHT
There can only be 1 face-up "Legendary Priest" on your side of the field. If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. If a "Legendary" monster you control would be destroyed, you can destroy this card instead.

Legendary Tactician

Level 7 – 2800 ATK/2400 DEF – Spellcaster/Effect – DARK
There can only be 1 face-up "Legendary Tactician" on your side of the field. You can Tribute Summon this card by Tributing 1 "Legendary" monster. When this card is Normal Summoned, you can remove from play 1 "Legendary" card in your Graveyard to destroy up to 2 cards your opponent controls.

Legendary Commander
Level 8 – 3000 ATK/2500 DEF – Warrior/Effect – LIGHT
There can only be 1 face-up "Legendary Commander" on your side of the field. You can Special Summon this card by Tributing 2 "Legendary" monsters. Once per turn, during your Main Phase, you can activate the following effects once each:
l Special Summon 1 level 4 or lower "Legendary" monster from your Graveyard.
l Add 1 "Legendary" card from your Graveyard to your hand.
l Destroy 1 card you control and 1 card you opponent controls.

Legendary Sword – Excalibur

Level 4 – 1700 ATK/800 DEF – Fairy/Synchro/Tuner/Effect – WIND
1 "Legendary" Tuner monster + 1 or more non-Tuner monsters
There can only be 1 face-up "Legendary Sword – Excalibur" on your side of the field. When you Synchro Summon this card, draw 1 card. When this card is sent from the field to the Graveyard, you can send 1 "Legendary" monster from your Graveyard to your Deck to draw a card.

Legendary Spear – Gungnir

Level 5 – 2000 ATK/1500 DEF – Fairy/Synchro/Tuner/Effect – WATER
1 "Legendary" Tuner monster + 1 or more non-Tuner monsters
There can only be 1 face-up "Legendary Spear – Gungnir" on your side of the field. When you Synchro Summon this card, your opponent discards 1 card. When this card is sent from the field to the Graveyard, you can discard 1 "Legendary" monster from your hand to your Graveyard to look at your opponent's hand and select 1 card from it, then discard it.

Legendary Lord Alchemist

Level 5 – 2200 ATK/1200 DEF – Spellcaster/Synchro/Effect – DARK
1 "Legendary" Tuner monster + 1 or more non-Tuner monsters
There can only be 1 face-up "Legendary Lord" monster on your side of the field. When you Synchro Summon this card, draw two cards. You can Tribute a "Legendary" monster you control to draw two cards. This effect can be activated during either player's turn.

Legendary Lord Cavalier

Level 6 – 2600 ATK/1800 DEF – Warrior/Synchro/Effect – EARTH
1 "Legendary" Tuner monster + 1 or more non-Tuner monsters
There can only be 1 face-up "Legendary Lord" monster on your side of the field. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. Once per turn, you can discard 1 "Legendary" card to negate the activation and effect of a Spell or Trap card your opponent controls, and destroy it.

Legendary Lord Mariner

Level 7 – 2500 ATK/2400 DEF – Warrior/Synchro/Effect – WATER
1 "Legendary" Tuner monster + 1 or more non-Tuner monsters
There can only be 1 face-up "Legendary Lord" monster on your side of the field. Each face-up monster your opponent controls loses 100 ATK x its own Level. When a "Legendary" monster destroys an opponent's monster by battle, draw a card.

Legendary Lord Archmage
Level 8 – 2800 ATK/2000 DEF – Spellcaster/Synchro/Effect – LIGHT
1 "Legendary" Tuner monster + 1 or more non-Tuner monsters
There can only be 1 face-up "Legendary Lord" monster on your side of the field. Once per turn, you can discard a number of cards from your hand to draw the same number of cards from your Deck. When a "Legendary" monster is Summoned, draw a card. When a "Legendary" monster is destroyed, destroy 1 card on your opponent's side of the field.

Legendary Summons

Normal Spell
Pay 1000 Life Points. Add 1 Level 4 or lower "Legendary" monster from your Deck to your hand.

Legendary Sacrifice

Normal Spell
Discard 1 "Legendary" monster. Draw 2 cards.

Legendary Transformation

Normal Spell
Tribute 1 "Legendary" monster. Special Summon 1 level 4 or lower "Legendary" monster from your Deck.

Legendary Shockwave

Normal Trap
Tribute 3 "Legendary" monsters. Destroy all cards on the field.

Final Battle

Normal Spell
Spells, Traps, and Effect Monsters' Effects cannot be activated in response to this card's activation. Your opponent cannot activate Spells or Traps this turn. Special Summon from your Graveyard as many "Legendary" monsters with different names as possible. If more than 1 "Legendary Lord" monster would be summoned by this effect, instead select 1 to be Special Summoned and draw a number of cards equal to the number of "Legendary Lord" monsters in your Graveyard -1. During your End Phase, you lose the game.

Legendary Battleground

Field Spell
"Legendary" monsters cannot be destroyed by battle. Monsters you control gain 300 ATK for each "Legendary" monster you control.

Legendary Exploit
Quick-Play Spell
Discard 1 "Legendary" monster from your hand that shares the name of a face-up "Legendary" monster you control. Then, select and destroy 2 cards that your opponent controls.

Legendary Academy

Normal Trap
Tribute 1 "Legendary" monster. Rearrange the top 3 cards of your Deck and draw 1 card, then return 1 card your opponent controls to the bottom of their Deck.

Legendary Burst

Counter Trap
Tribute 1 "Legendary" monster. Negate the activation of a Spell or Trap card or an Effect Monster's effect and destroy it, then draw 1 card.

Legendary Cycle

Normal Trap
Discard your hand. Draw a number of cards from your Deck equal to the number of "Legendary" cards that were discarded +2.

Legendary Lord Inevitability

Level 12 – 3000 ATK/2500 DEF - Spellcaster/Synchro/Effect
1 "Legendary" Synchro Tuner monster + 1 or more non-Tuner Synchro monsters
There can only be 1 face-up "Legendary Lord" monster on your side of the field. When this card is Synchro Summoned, draw 3 cards. This card gains ATK and DEF equal to the number of "Legendary" monsters in your Graveyard x400. Once per turn, you can activate the following effects once each.
l Discard a card to return up to 2 cards on the field to their owners' hands.
l Discard a card to destroy 1 card on the field and remove it from play.
l Discard a card to draw two cards.
 
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Haven't read "Legendary" stuff yet, but Fairies are a bit too strong, particularly Justice, Hope, and Charity. edit lol Fortitude loops <3
Someone point out balance issues in my archetypes I posted above. i feel like I'm missing something.
 
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Indeed, my cards are overpowered. >: They would likely be able to crush the top decks of the format at least half the time. (For Legendaries there's a reusable Honest, a Priest of the Sun, a Koa'ki Meiru Rooklord, a Machina Fortress, a Flamvell Firedog, an improved Airbellum, etc etc., and the Fairies are just good cards in general, cards you'd play in a deck that you'd win with.)

Your defensive burn archetype though is a little UP... Dies to Stardust + Archfiend combo, which isn't hard to achieve. D: Or just Archfiend really, but then it's susceptible to removal.

In fact most top decks this format would murder the burn/defense decks.
 
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Indeed, my cards are overpowered. >: They would likely be able to crush the top decks of the format at least half the time. (For Legendaries there's a reusable Honest, a Priest of the Sun, a Koa'ki Meiru Rooklord, a Machina Fortress, a Flamvell Firedog, an improved Airbellum, etc etc., and the Fairies are just good cards in general, cards you'd play in a deck that you'd win with.)

Your defensive burn archetype though is a little UP... Dies to Stardust + Archfiend combo, which isn't hard to achieve. D: Or just Archfiend really, but then it's susceptible to removal.

In fact most top decks this format would murder the burn/defense decks.

Yeh, I thought about that too, but I couldn't really up the damage any more since burn is pretty... Volatile. And then I couldn't really add more defensive cards since we already have so many that work pretty well too. The set was mainly there to support Solar Flare Dragon anyway. Chimera is mainly for Spiritual Fire Art -- Kurenai. Overburn was to either stall a turn and blow up your monster for Kurenai or retrieve Phoenix. Solar Wind is obviously to activate when your opponent tries to destroy your stuff.

Chains of Flame
Continuous Trap
When your opponent declares an attack, you can reveal 1 Pyro-type monster in your Hand to negate that attack. Pay 500 Life Points during each of your Standby Phases or destroy this card. When this card is sent to the Graveyard, you can destroy 1 Spell or Trap card on the Field. That card cannot be chained to this effect.

Supernova!
Continuous Trap
You can activate this card whenever a card you control is targeted by a card effect. When this card is activated, inflict 1000 damage to your opponent. After that, each time your opponent's card effect sends a card you control to the Graveyard, inflict 300 damage to your opponent. When this card is sent to the Graveyard, you can Set it in your Spell and Trap card Zone.

The Field Spell one was a new idea, but it didn't play out well since the cards themselves ended up helpless on the Field 'cause I didn't want to put too much text on the cards. Field Spell discards were a nice idea though and I want to use that in the future.

I want to make a EARTH-type Rock monster burn archetype actually... With this bad boy in it.

Barrier Lord of the Aztecs
( 4 Stars / EARTH / Rock / Effect Monster )
0 / 2000


Double any Battle Damage your opponent takes when they attack this monster. You can discard this card when your opponent declares an attack against a Rock-type monster you control (if the monster is face-down, flip it face-up). Double the DEF of that monster. Then, select 1 Field Spell card in your Hand, Deck, or Graveyard and activate it.
 
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Barrier Lord of the Aztecs
( 4 Stars / EARTH / Rock / Effect Monster )
0 / 2000


Double any Battle Damage your opponent takes when they attack this monster. You can discard this card when your opponent declares an attack against a Rock-type monster you control (if the monster is face-down, flip it face-up). Double the DEF of that monster. Then, select 1 Field Spell card in your Hand, Deck, or Graveyard and activate it. The attacking monster must continue its attack.

The bolded text in the description is redundant. Its effect doesn't cause a replay.

Cool card. Seems like Moai Statue thingy and Stronghold Guardian-esque thingy all in one.
 
The bolded text in the description is redundant. Its effect doesn't cause a replay.

Cool card. Seems like Moai Statue thingy and Stronghold Guardian-esque thingy all in one.

Er, well Stone Statue of the Aztecs thingy. I absolutely love having that card out with Canyon, but Canyon has zero element of surprise lol.

I also have a terrible habit of updating my posts in this thread 14 times before I get the cards how I want. Look back at that post again lol

Also reviving this archetype for like the 4th time. I never liked how it came out any of the times I made it.

Hexing Totem
Continuous Spell
When your opponent declares a Direct Attack, negate that attack. Then, your opponent selects and destroys 1 face-up Spell or Trap card you control. Once per turn, you can destroy 1 Spell or Trap card you control to send 1 card on the Field to the Graveyard. When this card is sent from the Field to the Graveyard while it is a Spell card, Special Summon it as a monster ( 4 Stars / 0 / 1900 / EARTH / Rock ).

Ancestral Totem
Continuous Spell
When your opponent declares a Direct Attack, negate that attack. Then, your opponent selects and destroys 1 face-up Spell or Trap card you control. When a card you control is to be destroyed, you can destroy this card instead. When this card is sent from the Field to the Graveyard while it is a Spell card, Special Summon it as a monster ( 8 Stars / 0 / 3000 / EARTH / Rock ).

Vexing Totem
Continuous Spell
When your opponent declares a Direct Attack, negate that attack. Then, your opponent selects and destroys 1 face-up Spell or Trap card you control. Once per turn, you can select 1 monster on the Field and inflict damage to your opponent equal to its ATK or DEF (whichever is higher). When this card is sent from the Field to the Graveyard while it is a Spell card, Special Summon it as a monster ( 2 Stars / 0 / 1000 / EARTH / Rock ).

Flame Totem
Continuous Trap
When your opponent declares a Direct Attack, negate that attack. Then, your opponent selects and destroys 1 face-up Spell or Trap card you control. When this card is sent from the Field to the Graveyard, select 1 "Totem" card, other than "Flame Totem," in your Graveyard and place it in your Spell / Trap card Zone.

Channeling Totem
Continuous Trap
When your opponent declares a Direct Attack, negate that attack. Then, your opponent selects and destroys 1 face-up Spell or Trap card you control. Once per turn, you can select 1 Spell or Trap card your opponent controls. Place it in your Spell / Trap card Zone. You cannot activate that card. That card cannot be activated in response to this effect. When this card is removed from the Field, return all Spell / Trap cards affected by this card to their original positions.

Spirit Totem
Continuous Spell
When your opponent declares a Direct Attack, negate that attack. Then, your opponent selects and destroys 1 face-up Spell or Trap card you control. You can Tribute a monster you control to gain Life Points equal to its DEF. When this card is sent from the Field to the Graveyard, select 1 "Totem" card in your Deck and add it to your Hand.

Voodoo Totem
Quick-Play Spell
This card's effects cannot be negated. Send this card from your Hand to the Graveyard to send any cards that negate or prevent the activation of a card(s) to the Graveyard. You take 1000 damage for each card send to the Graveyard by this card's effect.
 
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Not sure. Extreme burn from Vexing Totem? Lawl.

Also more burn love.

Solar Flare ZOMBIE
( 4 Stars / FIRE / Pyro / Effect Monster )
1000 / 1000


During the turn this card is sent to the Graveyard, you take no battle damage from battles involving a Pyro-type monster(s) and your Pyro-type monsters cannot be destroyed by battle. As long as this card is in your Graveyard, inflict 500 damage to your opponent during each of your End Phases.

Solar Flare Twin Dragon
( 8 Stars / FIRE / Dragon / Fusion / Effect Monster )
3000 / 2000


Any 2 "Solar Flare" monsters.

This card cannot declare an attack. Your opponent cannot select another monster except "Solar Flare Twin Dragon" as an attack target. Inflict 1500 damage to your opponent during each of your End Phases. Once per turn, you can select 1 "Solar Flare" monster in your Graveyard and return it to your Deck and send 1 "Solar Flare" monster from your Deck to your Graveyard. If this card is in the Graveyard, you can remove it from play during either player's turn to Special Summon up to 2 non-Fusion "Solar Flare" monsters from your Graveyard.

Solar Flare Ultimate Dragon
( 10 Stars / FIRE / Dragon / Fusion / Effect Monster )
4000 / 2000


Any 3 "Solar Flare" monsters.

This card cannot declare an attack. Inflict 1500 damage to your opponent during each of your End Phases. Once per turn, you can Tribute 1 "Solar Flare" monster, except "Solar Flare Ultimate Dragon." If you do, inflict damage to your opponent equal to the Tributed monster's ATK during your End Phase.

Birth of a New Star
Normal Spell
Discard 1 card. Select up to 3 of your removed from play Pyro-type monsters and return them to your Graveyard.
^ Volcanic Counter

Council of the Mystic Arts
Normal Spell
Add 1 "Spiritual Fire Art -- Kurenai," "Spiritual Water Art -- Aoi," "Spiritual Earth Art -- Kurogane," "Spiritual Wind Art -- Miyabi, " or "Dark Spirit Art -- Greed" from your Deck to your Hand.
 
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Time Loop
Normal Trap
Activate this card only during your End Phase. Enter another End Phase after this one.

^ To amplify the Solar Flare effects that you provided. I had to make something like this... D:

And now for a totally different style of burn!

Blitz Ball
Level 4 - 3000 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. When this card is switched to Defense Position, destroy it. If this card attacks, it is changed to Defense Position at the end of the Damage Step.

Blitz Spark

Level 4 - 2400 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. When this card is destroyed by battle and sent to the Graveyard, you can add 1 level 4 or lower "Blitz" monster to your hand.

Blitz Chain
Level 4 - 2600 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. When this card is sent to the Graveyard, inflict 1000 points of damage to your opponent.

Blitz Arc
Level 4 - 2000 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. When this card inflicts Battle Damage to your opponent, inflict 500 points of damage to your opponent.

Blitz Plasma
Level 4 - 2700 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. You can Tribute this card to inflict 800 points of damage to your opponent. This effect can be activated during either player's turn.

Blitz Thunder
Level 4 - 2500 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. If your opponent controls at least 1 monster, you can pay 500 life points to attack your opponent directly with this card. If you activate this effect, send this card to the Graveyard at the end of the Damage Step.

Blitz Wurm
Level 6 - 3200 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. You can Special Summon this card by discarding 1 "Blitz" monster. When this card battles a monster, you can send this card to the Graveyard at the end of the Damage Step to destroy that monster.

Blitz Dragon
Level 6 - 3400 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. You can Special Summon this card by discarding 1 "Blitz" monster. When this card is destroyed, both players take 1500 points of damage.

Blitz Lightning
Level 6 - 4000 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. Any Battle Damage inflicted by this card is doubled.

Flash Blitz
Normal Spell
Remove from play any number of "Blitz" monsters in your Graveyard to inflict 500 damage to your opponent for each card removed this way.

Blitz Vortex
Normal Trap
Return up to two "Blitz" monsters from your Graveyard to your deck to inflict 1000 damage to both players for each card returned this way.
 
I question the high ATK of the monsters somewhat. Thunder is too powerful, since he's basically a free 2500 damage as well as a wall. There has to be some sort of other drawback to their immense strength besides the can't-kill-by-battle effect.

Blitz Lightning is way too strong, seeing as how you can attempt to end the game at any given moment by using Monster Reborn or some variant on it from the Grave and attacking directly or through Ojama Trio tokens. No one card should be able to be summoned so easily and then be able to dish out 8000 all by itself.

Flash Blitz is funny. It instantly made me think of this:

Blitsitoad
( 4 Stars / LIGHT / Thunder / Effect Monster )
0 / 2000


"Blitz" monsters you control cannot be destroyed by battle. Tribute 1 monster to Special Summon 1 "Blitz" monster from your Deck.

Not to be taken seriously, of course.
 
Well, since monsters are extremely vulnerable after the September 1st banlist (Chivalry, Chariot, BTH, all the rest), there had to be some way of compensating for that. The high attack of these monsters ensures that even if only one of them gets on the field and stays there for a turn or two, it'll inflict some actually relevant damage even though it doesn't kill anything. Remember, Blitz monsters can't swarm, so basically if you don't have one your opponent can push for more damage, and with the current state of the game dominated by high attack but often low defense monsters, most of these monsters are going to be in attack position to avoid taking massive damage versus a Blitz deck, and if Blitz monsters got removed then these guys can simply swing for massive damage back. That is in part the reason for the high attack stats of these monsters.

Doesn't Thunder die after a direct attack made with it by its effect?

As for Lightning, well... that was my intention. 4000x2 = 8000, and since you have to actually tribute a monster to summon him in the first place, that investment was deemed large enough to fit the power level of the card.
 
Well, since monsters are extremely vulnerable after the September 1st banlist (Chivalry, Chariot, BTH, all the rest), there had to be some way of compensating for that. The high attack of these monsters ensures that even if only one of them gets on the field and stays there for a turn or two, it'll inflict some actually relevant damage even though it doesn't kill anything. Remember, Blitz monsters can't swarm, so basically if you don't have one your opponent can push for more damage, and with the current state of the game dominated by high attack but often low defense monsters, most of these monsters are going to be in attack position to avoid taking massive damage versus a Blitz deck, and if Blitz monsters got removed then these guys can simply swing for massive damage back. That is in part the reason for the high attack stats of these monsters.

Doesn't Thunder die after a direct attack made with it by its effect?

As for Lightning, well... that was my intention. 4000x2 = 8000, and since you have to actually tribute a monster to summon him in the first place, that investment was deemed large enough to fit the power level of the card.

A one monster Tribute isn't exactly the biggest thing. What, with all these Treeborns and Special Summons running about, using one non-specific Tribute means that that monster can be summoned in nearly any type of deck. You could splash him in ANY deck (lol Zombie World deck), and so long as you have Monster Reborn, Call of the Haunted, or just any swarm mechanism, you can hit your opponent for massive amounts of damage.

Turn 2, you can just revive him and attack through a monster and you're more than likely to be at least 6000 points up on the enemy. Then, he doesn't even get destroyed by his own effect, so you have a wall. His non-destruction by battle effect makes sure the enemy still has a monster to attack next turn, provided they can't get rid of it themselves. With that one monster in your Deck, you don't even need the rest of the archetype.

Sure, you can say he's got a lot of weaknesses -- Royal Oppression, Dimensional Prison, Bottomless Trap Hole, Torrential Tribute, Mirror Force, Solemn Judgment, etc. but his sheer force is just... Staggering. That, and that list is applicable to every monster in the game. He doesn't have a blaring weakness other than versus himself in a mirror match while he's in defense position (granted, he one-shots you if the foe has Magical Cylinder or Dimension Wall).

He's just too easy to get out... I'd suggest making him at least 2 Tributes and making him unable to be Special'd... After that, I'd suggest cutting his ATK (even the most powerful of monsters with the Piercing effect only has 3000 ATK and doesn't have his double damage effect) and then removing the double damage effect altogether... Reason below:

It's a problem with any sort of effect that doubles battle damage taken. Double is a LOT. It's the same reason why we don't halve the foe's Life Points with burn cards. It's A LOT. There are only three cards now that double battle damage taken: Canyon, Stone Statue of the Aztecs, and Sauropod Brachion. All of them only work when you are attacked -- meaning, they actually give the foe a chance (whereas, Lightning just pops up, wreaks havoc and laughs) -- Canyon is a Field Spell, so it lacks any form of surprise. Stone Statue has poor stats and has no other use other than that effect (which diminishes his play once he's out). Sauropod Brachion requires two Tributes to set (or one if you use a Dinosaur) and it's rare for Tribute cards to be set anyway, so it's obvious which card(s) it could be. All these cards CAN OTK just like Lightning, but since they rely on your enemy, they aren't nearly as viable.

Just... No.

edit And alternative is to make him only be able to be Summoned if you have a certain (a pretty high) number of "Blitz" monsters in your Graveyard with different names. That makes sure you can't splash him in any deck. I'd still suggest making him unable to be Special'd, though.

Angry Needlebug
( 2 Stars / EARTH / Insect / Effect Monster )
700 / 300


FLIP: Your opponent draws 3 cards. If any of those cards are Trap cards, he / she must play with those cards revealed and cannot Set those cards. After this card is flipped face-up, when it is sent to the Graveyard, you can select up to 2 Level 2 Insect-type monsters in your Deck and Set them.

Raging Needlebug
( 2 Stars / EARTH / Insect / Effect Monster )
400 / 200


FLIP: Send the top 3 cards of your opponent's Deck to the Graveyard. If any of those cards were Spell cards, you can Special Summon 1 Level 2 Insect-type monster from your Graveyard for each one. Their effects are negated.

Needlebug Lair
Normal Spell
Send the top 2 cards of your opponent's Deck to the Graveyard. If either of them are monsters, send 2 more cards from their Deck to the Graveyard.

Sewing Mayhem
Normal Spell
Your opponent draws 3 cards. Special Summon as many Level 2 Insect-type monsters from your Graveyard as possible. Destroy all monsters Special Summoned by this effect during your End Phase.

Silken Death
Normal Spell
Your opponent draws 2 cards. Select up to 2 Level 2 Insect-type monsters in your Graveyard and Special Summon them in face-down defense position. Then, your opponent selects 1 monster in their Graveyard and Special Summons it in face-down defense position.

Mind Invasion
Normal Spell
Flip all monsters on your side of the Field face-up. Both players discard cards from their Hand equal to the number of Level 2 Insect-type monsters on your side of the Field (if they have fewer than that, they discard their entire Hands). Then, both players draw cards equal to the number of cards they discarded.

Writhe
Normal Spell
Send cards from the top of your opponent's Deck to the Graveyard equal to the number of Level 2 Insect-type monsters in your Graveyard.

Um, Serial Spell to be used in this type of Deck.

Hiro, Lord of the Eternal Shadow
( 8 Stars / DARK / Fiend / Synchro / Effect Monster )
3000 / 2800


1 Level 2 Tuner + 3 Hiro's Shadow Scout

When you Synchro Summon this card and your opponent has 20 or more cards in their Hand, you win the Duel. Once per turn, you can remove 1 card in your Graveyard with a Flip Effect and activate that effect.
 
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Holy Direi
DARK / Fiend/Tuner * 1000/0
This card cannot be destroyed by battle. When this card is selected as an attack target by an opponent's monster, special summon 1 "Holy" monster from your deck.

Holy Entrigua
DARK Fiend/Effect **** 1900/0
This card cannot be destroyed be battle. When this card is discarded from your hand to the graveyard, special summon 1 "Holy" monster from your deck with 1500 or less ATK. When this card is special summoned by a "Holy" monster's effect, you can discard 1 card to destroy two cards on the field.

Holy Kireno
DARK / Fiend/Tuner ** 1500/0
This card cannot be destroyed be battle. You can remove from play 1 "Holy" monster to special summon 1 "Holy" monster from your graveyard.

Holy Selenia
DARK / Fiend/Effect *** 1700/0
When this card is sent to the graveyard, special summon 1 "Holy" monster with 1500 or less ATK in face up attack position from your deck.

Holy Beentiq
DARK / Fiend/Effect ****** 2200/2200
If there are two or more "Holy" monsters on the field, special summon this card from your hand. Your opponent's Monster effects cannot be activated during the turn this card is Special Summoned.

Holy Ventrial
DARK / Fiend/Synchro ****** 2800/0
1 "Holy" Tuner + 1 non-tuner Fiend-type monster
When this card is synchro summoned, select three spell or trap cards on your opponent's side of the field. The selected cards cannot be activated until the end of the turn this card was Synchro Summoned.

Holy Je
DARK / Fiend/Tuner *** 0/0
When this card is summoned, add 1 "Holy" card from your deck to your hand.

Holy Calling
Spell Card Continous
Once per turn, pay 500 life points and special summon 1 "Holy" monster from your graveyard. This card cannot be destroyed by card effects. When a "Holy" monster is targeted by a spell or trap card, destroy this card immediately.

I tried to make this set an extremely broken Sangan-running counterpart to Fabled. It's like a mix of Sabers and Infernities.
 
Holy Direi
DARK / Fiend/Tuner * 1000/0
This card cannot be destroyed by battle. When this card is selected as an attack target by an opponent's monster, special summon 1 "Holy" monster from your deck.

Holy Entrigua
DARK Fiend/Effect **** 1900/0
This card cannot be destroyed be battle. When this card is discarded from your hand to the graveyard, special summon 1 "Holy" monster from your deck with 1500 or less ATK. When this card is special summoned by a "Holy" monster's effect, you can discard 1 card to destroy two cards on the field.

Holy Kireno
DARK / Fiend/Tuner ** 1500/0
This card cannot be destroyed be battle. You can remove from play 1 "Holy" monster to special summon 1 "Holy" monster from your graveyard.

Holy Selenia
DARK / Fiend/Effect *** 1700/0
When this card is sent to the graveyard, special summon 1 "Holy" monster with 1500 or less ATK in face up attack position from your deck.

Holy Beentiq
DARK / Fiend/Effect ****** 2200/2200
If there are two or more "Holy" monsters on the field, special summon this card from your hand. Your opponent's Monster effects cannot be activated during the turn this card is Special Summoned.

Holy Ventrial
DARK / Fiend/Synchro ****** 2800/0
1 "Holy" Tuner + 1 non-tuner Fiend-type monster
When this card is synchro summoned, select three spell or trap cards on your opponent's side of the field. The selected cards cannot be activated until the end of the turn this card was Synchro Summoned.

Holy Je
DARK / Fiend/Tuner *** 0/0
When this card is summoned, add 1 "Holy" card from your deck to your hand.

Holy Calling
Spell Card Continous
Once per turn, pay 500 life points and special summon 1 "Holy" monster from your graveyard. This card cannot be destroyed by card effects. When a "Holy" monster is targeted by a spell or trap card, destroy this card immediately.

I tried to make this set an extremely broken Sangan-running counterpart to Fabled. It's like a mix of Sabers and Infernities.

Hmm, Entrigua is a bit strong for an invulnerable monster. You should also word it "and" instead of "or" so you can chain one to the other haha

DICE JAR BURN

Weighted Dice
Continuous Trap
Discard 1 card. Increase the results of your dice rolls by 0, 1, or 2 (whichever is greatest). You cannot roll higher than 6.

Pottery Merchant
Normal Spell
Add 1 "Jar" card to your Hand.

Morphing Jar #3
( 6 Stars / EARTH / Rock / Effect Monster )
1400 / 1900


You can Set this card without Tributing. This card is treated as Level 4 when picked up by the effect of "Morphing Jar #2". When this card is flipped face-up, you can flip all face-up monsters, except "Morphing Jar #3" face-down. Then, Special Summon 1 "Jar" monster from your Deck in face-up defense position.

Relic Jar
( 5 Stars / EARTH / Rock / Effect Monster )
1100 / 900


You can Set this card without Tributing. This card is treated as Level 4 when picked up by the effect of "Morphing Jar #2". Once per turn, this card is not destroyed by battle. When this card is flipped face-up, you can return 1 monster on the Field to its owner's Hand. Then, the owner of that monster can Set 1 monster from their Hand.

Jar of Locusts
( 1 Star / EARTH / Rock / Effect Monster )
300 / 600


FLIP: Your opponent draws 2 cards for each "Jar" monster you control.
 
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I guess so. Would you suggest taking out the cannot be destroyed by battle bit?

Morphing Jar #3's effect is a little hard to get, but overall interesting.

Jar's Steel Covering
Continous Trap Card
I really don't know how to word this, but Piercing is negated while there is a Jar in the graveyard.
 
I guess so. Would you suggest taking out the cannot be destroyed by battle bit?

Morphing Jar #3's effect is a little hard to get, but overall interesting.

Jar's Steel Covering
Continous Trap Card
I really don't know how to word this, but Piercing is negated while there is a Jar in the graveyard.

Maybe. That'd nerf it quite a lot. Your call.

I guess you could say "Negate the effects of Piercing damage while there is a "Jar" card in the / your Graveyard." (but there's only one card that uses the term, right?) or "While there is a "Jar" card in the / your Graveyard, this card gains the following effect: -- Players cannot take battle damage during a battle if the DEF their attacked defense position monster is lower than the ATK of the attacking monster."

It's considered battle damage, right? 'Cause I fail to see any ruling which says otherwise.
 
Bad, theme-specific version of Spirit Barrier do not want.
 
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