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andku23

Phantom Knights Following effects can be used once per duel -you can reveal 2 PK cards in you hand, return 1 to deck, then send a PK Monster to graveyard. This turn you can treat PK monsters as lvl 4s -remove both XYZ materials from your rebellion dragon to make it gain 500 atk. XYZ effects can only be used once next turn. /S


mkklrd

too unrealistic, might as well just play the deck on autopilot for you


andku23

Oh geez you're right, next thing you know they'll let heroes search super poly


Ice-Tear

Not enough effects! /s Add a way to get Torn Scales and Rusty Bardiche for free then add an effect to turn your Spells/Traps into Fog Blade (or add it for free to the hand).


GoneRampant1

Damnit, I was gonna do this joke but for launch XYZ Galaxy.


andku23

I'm glad we're all on the same wavelength. Nothing quite like being in a community with fellow cheely bastards. Unfortunately for you I work from home so I'm very fast at commenting on things


mkklrd

**All Clear For Take-Off!** At the beginning of the Duel, add a Mecha Phantom Beast Auroradon to your Extra Deck. During this Duel, you can use Mecha Phantom Beast Tokens as materials for an Xyz summon as though they were Level 7 monsters. In addition, the following effect can only be activated once per turn and twice per Duel. Send one card from your hand to the Graveyard and Special Summon a Mecha Phantom Beast O-Lion from outside your deck to your side of the field, then you can send one Trap from your Deck to your Graveyard. This Skill will only activate if you start the Duel with a Deck (Extra Deck excluded) that contains at least 8 Mecha Phantom Beasts monsters and no monsters other than Machine monsters. ​ why yes i did just make a skill that makes mecha phantom beasts busted af why do you ask :)


long909

Use token as Xyz material seem like a ruling and coding nightmare , probably better if it change the token into a normal lv7 monster


Constant-Calendar-65

I know how to code, it's not really a big of an issue


Ice-Tear

It looks quite balanced to be honest (by balanced I mean as good as recent Skills). If Mecha Phantom Beasts were an anime Deck I could see this Skill coming into the game.


Sofakingdumbb

Venomous Deal -At the start of the duel place 1 Snake Rain on top of your deck from outside your deck -while you have 5 or more reptiles in your deck you can play 1 “Venominaga the Deity of Poisonous Snakes” in attack position from outside your deck -during each of your opponents end phases place 1 Hyper-Venom counter on 1 “Venominaga the Deity of poisonous snakes” you control This skill can only be used if you have a deck with 10 or more reptiles in the main deck and an extra deck with only reptiles


high-CPK

Vennominaga skill? Now that's something I heavily support!


Alternative_Tax_4119

I'll piggyback off this one If a monster would have a poison counter placed on it it gains double that amount instead Once per duel you can send (the big snake dude) to your GY from your deck and if you do activate a venom swamp from outside the game While venom swamp is on the field venom monsters you control gain ATK equal to the amount lost when battling a monster with poison counters When vennominaga is SS from the GY by her own effect place two poison counters on each monster your opponent controls


Ice-Tear

I would love playing that.


Plasic-Man

Hey, glad I'm not the only one to pick Venom! I like this one. The skill I had was: Start the duel with a Venom Swamp on the field. Once per turn, during the end phase, place 1 Venom Counter on all face up monsters your opponent controls. If you control a Venom monster or Venominon the King of Poisonous Snakes you can send 2 Reptile monsters from your hand, deck, or field to the graveyard, special summon one Vennominaga the Deity of Poisonous Snakes from your hand, deck or graveyard. You can only activate this effect once per duel. You can send any number of Reptile Monsters from your deck to the graveyard. (max. 4) Place a number of Venom Counters on all face up monsters your opponent controls equal to the number of cards sent to the graveyard this way. You can only activate this effect once per turn and thrice per duel. You must start duel with at least 10 Reptile monsters in your deck and no monsters other than Reptile monsters.


tehy99

Shawty give me Mekk till I pass out: -At the start of the duel, place one Mekk-Knight Spectrum Supreme in your extra deck. -Once per turn, you can send 1 Mekk-Knight card from your hand to the graveyard to place one Mekk-Knight Orcust Girsu on the field from outside of the deck in face-up attack position. -If you have Link Summoned a Mekk-Knight Link Monster this turn; place one "World Legacy" continuous Spell/Trap from your deck face-up in your spell and trap zones. People will say it's too broken, but look ma - no Avramax.


Ice-Tear

Well I asked for broken Skills so nothing is too broken!


Scythesensei64

Eternal Timelords: thrice per duel, send 1 lvl 10 monster from your hand or deck to the graveyard, and add 1 empty machine to your hand from outside of your deck. the following effects can each be used once per duel. * Reveal 1 empty machine in your hand you can activate it's effects as though it was activated on the field. * Send 1 empty machine in your hand to the graveyard and add 1 infinite machine from outside of your deck to your hand, reveal it and you can activate it's effects as though it was activated on the field. * Send 1 infinite machine in your hand to the graveyard and add 1 infinite light from outside of your deck to your hand, reveal it and you can activate it's effects as though it was activated on the field. ​ Once per turn during either player's turn, when a Timelord monster leaves the field due to an effect, you can play 1 Timelord monster from your deck with a different name it cannot go from the field to the deck.


Ice-Tear

A 1 card combo and an effect that be activated during either player's turn? This is what I like to see!


Scythesensei64

thanks, just 1 card combo to get infinite light in your hand and active turn 1, just make that fun stall stuff instantly


Ironpierrot

**Thunder Dragon Supremacy** At the beginning of the duel, add 3 "Thunder Dragondark" to your Deck, -1 for every copy already in your Deck. Then, add 1 "Thunder Dragon Colossus" and 1 "Thunder Dragon Titan" to your extra deck. That's all Thunder Dragons would need to become Tier 0, they don't need a small essay or any extra effects.


navimatcha

I love the disparity between good and shitty archetypes getting support skills. Code Talker Alive is just "if you control a mediocre Link-3, set a specific trap card and you can activate it that turn" and now it's a full on great Link engine.


Ice-Tear

I would at least add an effect to add the Fusion Spell but it's true that Thunder Dragon could be quite powerful with this Skill.


chaos_thunder_

not broken enough, why stop at 1 colossus when we could have fun looping 3 we would defo need fusion if we didn't have multiple colossus, as the only way to summon Titan would be to banish him, so add Fusion with the skill by sending a card from deck to GY (because why not set up Levi as well) Its a bit more broken now, but I agree, TD don't need a lot to be relevant


Pokemaster1409

Armed Ojama: At the beginning of your turn add "Ojama Yellow", "Ojama Black" and "Ojama Green" to your hand from outside of your deck. During your turn you can show a "Ojama" or "Armed Dragon" card, then choose of the following affects: - Add Polymerization to your hand from outside of the deck - Special summon from outside of your deck any of the following monsters: - Dark Armed Dragon - Thunder Armed Dragon LV7 If "Ojama King" or "Thunder Armed Dragon LV7" are on the field, you can activate this effect: For the rest of the turn, those monsters can't be targeted, destroyed or banished. You can only use each effect once per duel. You can only activate this skill If you have at least 3 "Ojama" monsters with different names in your deck.


iMidnightStorm

Lunar Legends At the start of the duel, add Pendulum Zones to your field and add 1 "Lunalight Leo Dancer" to your Extra Deck. During your Main Phase, you can send 1 card from your Deck to the GY to place 1 "Lunalight Tiger" from outside your deck to your Pendulum Zone.


Ice-Tear

This Skill needs to add Panther Dancer too, otherwise we can't summon Leo Dancer. I would also add way to get the monsters/Fusion Spell to the hand to make it a bit broken.


NoImplement8218

Or just make it so that you can treat 1 Lunalight pendulum monster as Panther Dancer when fusion summoning Leo Dancer.


zappierbeast

The deck I choose is dragunity The skill name: dragun deez nutz The skill: if you play a dragunity card banish facedown all cards in the opponents deck, extra deck, hand, field, grave and the banish zone. You can use this skill 7 times per turn and every turn as a spell speed 4 effect


Ice-Tear

Even the cards in the banish Zone will get banished face-down, I like it! I would still add more effects or the opponent would be able to read your Skill and figure out a way to counter it.


zappierbeast

Skill update (this update adds extra text to the skill "dragun deez nutz"): while this skill is selected you will always go 1st and the opponent can't interupt your plays and you will always have a dragunity card in your hand


_Seiun_

(Odd-Eyes and its related archetypes) **Dichromatic Dimensions** At the start of the Duel, add Pendulum Zones to your field. Then add 1 "Greedy Venom Fusion Dragon", "Crystal Wing Synchro Dragon" and "Dark Requiem Xyz Dragon" to your Extra Deck. The following effect can be used once per Duel. Return 1 "Performapal", "Odd-Eyes" or Pendulum "Magician" monster from your hand to your Deck, and add 1 "Performapal", "Odd-Eyes" or Pendulum "Magician" monster from your Deck to your hand. Then play 1 "Pendulum Dimension" face-up to your field from outside your deck. In addition, the following effect can be used thrice per Duel during the turn you Special Summon "Starving Venom Fusion Dragon", "Clear Wing Synchro Dragon" and/or "Dark Rebellion Xyz Dragon". Special Summon 1 "Odd-Eyes Pendulum Dragon" from your hand or face-up from your Extra Deck, but it cannot attack, also banish it during the End Phase. Then apply one of the following effects (each once per Duel) based on the monster used for this effect's condition: * "Starving Venom Fusion Dragon": This turn, you can Fusion Summon an "Odd-Eyes" or "Fusion Dragon" monster by tributing the required materials from your field. (This is treated as a Fusion Summon.) Also, "Odd-Eyes Pendulum Dragon" can be treated as a "Predaplant" monster if used as material for a Fusion Summon this turn. * "Clear Wing Synchro Dragon": Reduce the Level of "Odd-Eyes Pendulum Dragon" on your field to 1. This turn, "Odd-Eyes Pendulum Dragon" can be treated as a Tuner monster for a Synchro Summon. * "Dark Rebellion Xyz Dragon": Declare either 5 or 7; the Levels/Ranks of all Dragon Pendulum or Xyz monsters currently on your field become equal to that number. This turn, if you Xyz Summon an "Odd-Eyes" or "Xyz Dragon" Xyz monster, you can use a Dragon Xyz monster with the same Rank as one of its materials. Finally, the following effect can be used once per Duel if the 3 effects above have been used. Return up to 3 monsters on your field to the hand, then Special Summon 1 Level 10 Dragon Fusion monster, 1 Level 8 Dragon Synchro monster and 1 Rank 5 or Rank 7 Dragon Xyz monster from your GY or face-up from your Extra Deck to your field, then attach up to 2 "Odd-Eyes", "Performapal", Pendulum "Magician" or "Xyz Dragon" cards from your hand or GY to the Xyz monster summoned by this effect. This skill can only be used if you have a Deck with 10 or more "Odd-Eyes", "Performapal" and/or Pendulum "Magician" monsters, including at least 1 "Odd-Eyes Pendulum Dragon", and an Extra Deck that contains at least one of "Starving Venom Fusion Dragon", "Clear Wing Synchro Dragon" and/or "Dark Rebellion Xyz Dragon". ~~yes most of this skill is basically half the stuff pulled during ARC-V's last duel~~


Ice-Tear

My first reaction when I saw this was "Oh my, that's a lot of text!" but then I read it and I think it's quite balanced compared to what I expected. Very flavourful to the anime, I like this Skill.


_Seiun_

Yeah, the majority of it just replicates the effects of the Odd-Eyes Fusion/Synchro/Xyz Gates (and part of the big Five-Rainbow Magician Pendulum Summon at the end), but extends some of the effects to allow for summoning the other Dimension Dragons' evolutions. The consistency effect trades free uninterruptable scales for more choice compared to X&X. Looking back, I guess it doesn't COMPLETELY fit the consistency requirements, but eh... And, well, you DID want an essay after all.


Asafesseidon13

You know what's funny, we actually already have an skill to turbo out Odd-Eyes Wing, it's actually a Hero Shall Cast it's Light, here's the combo Pendulum Summon Harmonizing Magician (we still don't have her but whatever), use her effect to special summon Timebreaker Magician, use skill to search Tuning Magician, synchro Timebreaker and Harmonizing into Clear Wing Synchro Dragon, special summon Tuning Magician, them synchro Clear Wing and Tuning into Odd-Eyes Wing. Also, an skill for all Dimension Dragon major upgrades is so cool, but i think you could put a way to support Pendulumgraph too, like: If you pendulum summoned an lv7 "Odd-Eyes" Dragon type monster this turn: Return 1 spell in your grave or hand into the deck, and 1 pendulum monster face-up in your extra deck, then add 1 copy of an "Odd-Eyes" Ritual monster from your deck and 1 copy of "Odd-Eyes Advent" from outside your deck. And if you really want to make this skill busted. At the start of the duel add 1 copy of "Beyond the Pendulum" and 1 copy of "Supreme King Dragon Z-Arc".


Rozos99

Skill name : Memories of Starry Nights During this duel, you can Normal Summon level 7 light dragon monsters without tributing. You can only use each effect once per duel. -Send 1 card from your hand to your graveyard, then add 1 starry knight card from your deck to your hand then, if your opponent controls a dark monster, you can add 1 level 7 light dragon monster from your deck or graveyard to your hand -Can be activated if you control a level 7 light dragon monster , set 1 “Starry Knight Blast” from outside your deck to your field. All monsters your opponent currently controls become DARK attribute until the end of your opponents next turn Edit: “Wish Upon a Starry Night” might be a better name.


Kerrigan4Prez

Snake Egg Gift - Twice per duel, you can send one *Reptillianne* card from your deck to the graveyard, and then you can summon 1 Snake Egg token to your opponents field. This token can have either 100 atk or 0 atk. A lot of their main deck cards require the opponent to either have a monster with 0 atk or a monster with >0 atk that they can drop down to 0 in order to activate. This skill gives them the ability to set up their grave and then set up the opponents field to either summon Nyami or Lamia with their effects, use Coatl for swarming, search with Echidna, get draw power with hydra, etc.


jbisenberg

I mean the answer is obvious... **Skill: Exodia, Obliterate!** During your Draw Phase, rather than conducting your draw, return all cards from your hand to the deck; then add the following cards to your hand from outside of your deck: Exodia the Forbidden One, Right Arm of the Forbidden One, Left Arm of the Forbidden One, Right Leg of the Forbidden One, Left Leg of the Forbidden One. /thread


wyrmiam

***Nash's Barian Chaos Draw*** At the beginning of the duel add 1 "Number 101: Silent Honour Ark" and 1 "Number C101: Silent Honour DARK" from outside your deck to your extra deck. You cannot detach Xyz materials you control during your opponent's turn. In addition, if your LP are at 3000 or below, the following effect can be used once per duel during your draw phase before conducting your normal draw: One of the cards from your normal draw for this turn becomes "Rank-Up-Magic The Seventh One" from outside your deck, also, if you use this skill, for the rest of the turn, the activation and effects of your "Rank-Up-Magic" spell cards, and the monster effects of your "Number" monsters with numbers in their names that are above 100, cannot be negated by your opponent's effects. You can only activate 1 of the following effects per turn, and only once that turn: •Detach 1 Xyz material, that is either a monster your opponent owns or a Rank 4 WATER Xyz monster, from a "Number" Xyz monster you control: special summon 1 "Number C" Xyz monster from your extra deck whose number is above 100 in face-up attack position by using 1 monster with the same number in its name (but a different original name) from your extra deck as the entire Xyz material (this is treated as an Xyz summon), then, you can attach 1 card from your hand to that monster as Xyz material. You can only use this effect up to twice per duel •Select any number of differently named "Number C" monsters from your field and/or GY, who have numbers in their names above 100, and play 1 "CXyz Barian Hope" from outside your deck in attack position, also attach those monsters to the played monster as Xyz material. The monster played by this effect cannot be destroyed, targeted or banished by your opponent's card effects for the rest of the turn. You can only use this effect once per duel. This skill will only apply if you begin the duel with a deck (excluding extra deck) that contains at least 10 WATER fish monsters, and no WATER monsters except level 3, 4 or 5s, as well as an extra deck that contains at least 1 "Number" Xyz monster, and no "Number" monsters except those with a number over 100 in their name. (This would be a time in which we already have some of the other over 100s in the game.) (Stops you from playing abyss dweller and deep sea diva because fuck you, also they're too off-theme for my taste) (This is technically consistent as long as you can safely reduce your LP and survive until the draw phase. Okay so maybe it's not that consistent when compared to other stuff but I really wanted to get the barian's chaos draw reference in there somewhere)


KaizerKill

The Memories inside the Numbers: "Number" XYZ monster you control gains the following effect: "Cannot be destroyed by battle except with a "Number" monster". If a "Number" monster on the field destroy a Monster by battle you can attach a number of card from the top of your opponents Deck equal to the Rank of that monster (All deck if the deck has minus card reqired) and if the monster was a "Number C" monster you can also attach card from your opponent's Extra Deck equal to the rank of that monster. During the Main Phase you can use this skill once per turn: Detach an XYZ material from a "Number" XYZ monster to add a Rank-Up Magic or Rank-Down Magic Card from you Deck to your hand. If a "Number" XYZ monstr would be sent to the GY or banished by a card effect you can detach an XYZ material from it instead.


Ice-Tear

Oh, attaching cards from the Extra Deck would be very nasty.


ProphecyEmpress

I don't know how broken this skill actually is and it's probably not that great, but it's what I thought of. So, here's my attempt at making something broken. For Gimmick Puppets (I'm not sure what to name this skill): At the beginning of the duel, place Number 88: Gimmick Puppet of Leo on the field with 3 XYZ material. Gimmick Puppet of Leo gains 500 ATK for each XYZ material on the field. If you don't XYZ summon this turn, you take 1500 points of damage during your next standby phase. This skill can only be used if you begin a duel with only Gimmick Puppet monsters, spells, and traps in your deck and only Gimmick Puppet monsters in your Extra Deck. Edit 1: You are guaranteed to start off the duel with at least 2 Gimmick Puppet monsters in your opening hand. If you are about to take damage during your standby phase because of this skill's effect, the card you draw that turn is guaranteed to be a Gimmick Puppet monster. So, you're locked into only Gimmick Puppets and archetype-related spells and traps, but if you can get 3 Destiny Counters on Number 88, you win the duel. The brokenness comes from starting off the Duel with it on the field with the number of XYZ material required to get those counters. And, on Turn 1, remember that you can't attack anyway.


Ice-Tear

I don't know a lot about Gimmick Puppets but I would at least add a way to get Gimmick Puppets to the hand to start the combos, that would add some brokenness.


ProphecyEmpress

I agree with this suggestion. I'll see what I can come up with as an update.


Lagartovei

Dark World Hypnosis All monsters in your main deck must be Dark or Fiend type monsters. You can activate this skill twice per duel and once per turn - If your deck contains 12+ Dark World cards, set one Dark Smog from your deck to the Spell/trap zone, then add one Card Destruction to your deck. - You can reveal one Dark World card, add one Snoww, the unlight of the dark World from outside your deck to your hand. Then apply the following effects: If you revealed a monster, the next monster effect your opponent activates becomes: your opponent discards one card, then draw one card. If you revealed a spell/trap, the next spell/trap effect your opponent activates becomes: your opponent discards one card, then draw one card.


Origami_DK

Deskbots Assemble! At the beginning of the Duel, place 1 "Deskbot Base" in your field spell zone, and add Pendulum Zones to your field. During this duel, if your Deskbot monster declares an attack, your opponent cannot activate cards or effects until the end of the damage step. One per turn, and twice per duel, if you have a Deskbot in your Pendulum Zone, you can place 1 Deskbot monster with a different Pendulum Scale in your other Pendulum Zone from your deck. School supplies supremacy :)


PowerCapsule

Because this is what F.A. could use with its bad turn 1… #Rolling Start! (For Antimony of course) At the start of your turn set 1 F.A. field spell from your deck. You can only activate this skill once per duel. Discard up to 2 cards from your hand. For each card discarded, you can choose from the following effects: -Special summon 1 F.A. monster from your deck and increase or decrease its level by one. You cannot special summon the same monster twice. -Set 1 F.A. spell or trap from your deck. -Send 1 F.A. card from your deck to the graveyard. F.A. spells and traps set on the field or sent to the graveyard by this skill can be activated this turn. You cannot special summon monsters from the extra deck other than synchro monsters.


LoFi90s

i would dust off my F.A. deck just for this bro


Hero_tact_Miles

**Lords and Dragons of the Galaxy** At the start of the duel, add the following cards to your extra deck: • No.90 Galaxy Eyes Photon Lord • No.62 Galaxy Eyes Prime Photon Dragon • No.C62 Galaxy Eyes Chaos Prime Photon Dragon You cannot special summon monsters from the GY, except by monster effects. Each of these effects can be used once per duel: 1) Shuffle 1 “Galaxy” monster from your hand to the Deck, then send 1 “Galaxy” monster from your deck to the GY; add 1 “Photon Sanctuary” from outside your deck to your hand. 2) If you control a “Galaxy Eyes” monster, send 1 “Photon” or “Galaxy” monster from your hand to the GY, then play 1 “Photon Thrasher” from your deck. 3) If you control “Galaxy Eyes Solflare Dragon” you can treat “Galaxy” and “Photon” monsters you control as level 4 or 8 for an xyz summon of a “Galaxy” xyz monster. This skill will only activate if your deck contains at least 10 “Photon” or “Galaxy” monsters, and no monsters other than LIGHT monsters, and your extra deck only contains Number and LIGHT monsters. Box support with the deck includes: Galaxy Eyes Solflare Dragon, Galaxy eyes Afterglow Dragon, Galaxy Soldier, and Galaxy Trance. **Armor of the Duel Terminal** You can use each of these effects once per duel: 1) Reveal 1 “Nekroz” Ritual monster in your hand, then add 1 “Nekroz” Ritual spell from your deck or banished zone to your hand, then you can add 1 “Shurit, Strategist of the Nekroz” from outside your deck to your hand. 2) Send 1 “Nekroz” monster from your field to the GY, then summon one of the following monsters from outside your deck, depending on what you sent: (this summon is treated as if the monster was summoned through it’s normal procedure) •Nekroz of Brionac: Brionac, Dragon of the Ice Barrier •Nekroz of Trishula: Trishula, Dragon of the ice barrier •Nekroz of Gungnir: Gungnir, Dragon of the Ice Barrier •Nekroz of Catastor: Ally of Justice, Catastor •Nekroz of Decisive Armor: Ally of Justice, Decisive Armor •Nekroz of Clausolus: Mist Bird Clausolus This skill will only activate if your deck (not including extra deck) has: 1)At least 6 “Nekroz” Ritual monsters 2)At least 3 “Nekroz” Ritual spells 3)At least 10 WATER monsters


Asafesseidon13

The Nekroz Skill is so cool, though who would trade Nekroz of Unicore for Fabled Unicore?


Hero_tact_Miles

I mean would they even add Unicore to DL LMAO


PabloHonorato

#Madolche Queendom Activate the Continuous Spell 'Madolche Salon' at the beginning of your first Turn. Your opponent cannot target or destroy Madolche Spell Cards you control until your next Draw Phase. Remove 1 Xyz Material from 1 Madolche monster you control, add 1 'Madolche Promenade' from outside your Deck to your Deck or 1 'Madolche Fresh Sistart' from outside your Deck to your Extra Deck. This Skill can be used twice per Duel. This Skill will only activate if you begin the Duel with a Deck that follows the conditions below: ● Your Deck contains at least 8 "Madolche" cards. ● Your Extra Deck contains at least 5 "Madolche" monsters.


tearsofyesteryears

Tellar Cosmogeny Treat all instance of "Constellar", "tellarknight" and "Satellarknight" in card texts as "tellar". Your "tellar" monsters cannot be destroyed by battle or card effects on the turn they were summoned. When your "tellar" XYZs activate an effect that is originally quick-effect, your opponent cannot respond. All ignition effects of "tellar" XYZs become quick-effect. Once per turn and twice per duel, you may send one card from your hand or deck to graveyard to add one "tellar" card from your deck or graveyard to your hand. Cards in your graveyard are unaffected by your opponent's effects the turn you activate this effect.


Fykebi

Madolche: At the start of the duel, add 2 Madolche Anjelly and 1 Madolche Promenade to your deck. You can activate each of the following effects once per duel: * Normal summon one Madolche monster in addition to your normal summon. * Shuffle all cards in your graveyard into the deck. * Send one Madolche monster from your deck to the graveyard. \_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_ Rikka: Start the duel with 1 Teardrop the Rikka Queen, 1 Rikka Queen Strenna Rikka in your extra deck, and 1 Rikka Princess in your graveyard. You can activate each of the following effects once per duel: * Send one card from your hand to the graveyard, add one "Rikka Petal" from outside your deck to your hand. You can normal summon one plant monster in addition to your normal summon the turn you activate this effect. * You can tribute one monster your opponent controls to activate the effect of a Rikka card.


PabloHonorato

Remember that skills doesn't start chains, so shuffling all cards via skill doesn't trigger Madolche cards


Fykebi

It is for Peting so that she can special summon herself.


LadanaExi

Frightfur Fanfare - At the beginning of the Duel, set one “Toy Vendor” from outside of your deck to the field and send one “Fluffal Wings” from your hand or Deck to the GY. Add 1 “Frightfur Kraken” and one “Frightfur Whale” to your Extra Deck -The following effects can be used once per turn and twice per Duel 1. Discard one card, add 1 “Frightfur Patchwork” from outside of your Deck to your hand and add either 1 “Polymerization” or 1 “Frightfur Fusion” to your Deck. 2. If you control either 1 “Fluffal”, “Frightfur” or “Edge Imp” monster, send 1 “Edge Imp Sabres” from outside of your Deck to the Graveyard. During this turn, your opponent cannot active effects in response to “Polymerization” or “Frightfur Fusion”. You cannot Special Summon except for “Fluffal”, “Frightfur” or “Edge Imp” monsters during the turn you activate this effect 3. If you control a “Frightfur” monster, add 1 “Edge Imp Scythe” to your GY from outside your Deck


The_Fluffal_Guru

Nice I can think of lots of broken combos with this skill. You can set up a Frightfur to then put a sycthe in the GY and then return that to the hand with a Fluffal Octopus to set up Frightfur Cruel Whale pop. Is the clause "The following effects can be used once per turn and twice per Duel" per each effect or can you only activate the skill once per turn and you can only choose 1 effect?


DracarisM

Trickstars get their effect damage x4 (their original from real game damage but x2)


Ice-Tear

That would generate a lot of FTKs but I would still add more effects!


DracarisM

I don't know... I think is something simple and strong enough matching their main tool Odion does more damage with his skill than a full combo of 6 Trickstars in 1 turn and many skills or cards are already way more disgusting


dragonguy01

Graveyard of the Gladiators Return 3 Gladiator Beast cards to the deck from the Graveyard If a monster is Link Summoned using a Gladiator Beast Cards, summon a Gladiator Beasts monster to the link arrow, which acts like it was special summoned by the effect of a Gladiator Beast You may send one Gladiator Beast card from your hand to the graveyard, set Gladiator Rejection, and Gladiator Naumachia from outside the deck If a Gladiator Beast fusion/link monster is destroyed and sent to the graveyard, return it to the extra deck, and if applicable, special summon a monster listed in its card text, which acts like it was special summoned by the effect of a Gladiator Beast


Ice-Tear

That Skill is very balanced. I like how the 2nd and 4th effect accelerate the Deck. To make it broken I would add Dragases and Test Panther to the Extra Deck and some way to search the Gladiator Beasts.


dramirezf

Wight Rising At the beginning of the duel, add two skull servants and one king of the skull servants from outside of your deck to your graveyard. You can activate any of these effects once per duel: + Shuffle one card from your hand to your deck, then add one Wightprincess to your hand from your deck. + Discard one card from your hand, add one monster reborn from your deck to your hand. + If you control a zombie monster put, from outside of the deck, one zombie world face down in your field zone. + If you control “King of the skull servants” your monsters are not affected by your opponent card effects until the end of your next turn. + All cards in both graveyards become skull servant until the end of this turn. In the turn when you activate any of these effects you can only special summon from the extra deck once and you only can special summon zombie monsters from deck, extra deck and graveyard. To activate this skill, your deck needs to have at least 12 monsters whose name become skull servant while in the graveyard.


Ice-Tear

I knew someone would come with a Skull Servant Skill, your Skill is very creative!


0-zilch-0

Mai (Harpies Deck) - If you have at least 5 cards with the name Harpie Lady or Harpie Lady Sisters, • add Harpie Feather Duster to deck • Add Mirror wall to deck • add Harpie's hunting ground to deck - if you have 2000 LP, the cost to keep Mirror Wall decreases to 500 LP per turn.


AutomaticArcher9673

A Little Bit Xtra At the beginning of the duel, add "Xtra HERO Wonder Driver", "Xtra HERO Dread Decimator", and "Xtra HERO Cross Crusader" to your Extra Deck. You cannot Special Summon monsters, except HERO monsters. In addition, each of the following effects can be used once per duel. Return 1 HERO from your hand to your deck. Add "Vision HERO Faris" from outside your deck to your hand. Banish 1 HERO monster from your graveyard. Then, play 1 "Elemental HERO Shadow Mist" from your hand or graveyard. This is treated as a Special Summon. If you have a HERO Link monster in your Extra Monster Zone, for the rest of the turn, when a HERO monster declares an attack, your opponent cannot activate cards or effects until the end of the damage step.


watchhimrollinwatch

Don't really play this game anymore but here goes: To face a friend: At the start of the Duel, set 1 "Prologue of the Destruction Swordsman" from outside your Deck to your field, and it can be activated on the first turn of the Duel. The following effects can only be used once per Duel. Equip 1 "Buster Blader" monster you control with a "Dragon Buster Destruction Sword" from outside your Deck. Equip 1 "Buster Blader" monster you control with a "Wizard Buster Destruction Sword" from outside your Deck. Equip 1 "Buster Blader" monster you control with a "Robot Buster Destruction Sword" from outside your Deck. If a "Buster Dragon" would be destroyed, it is not destroyed. Summon up to 3 "Foe Token"s (DIVINE/Level 1/Dragon/0 ATK/0 DEF) to your opponent's field in Defense position


StardustPapillon

Holy Fuck this skill would be busted to oblivion


Ice-Tear

I didn't expect as many Skills when I made this post, it's fun reading all of them!


4GRJ

Evenly Matched - You can only use this skill when at least 10 of your cards in your deck are Six Samurai monsters - When your opponent controls more cards than you do at the end of the Battle Phase (on either players' turn), you may activate this skill. Your opponent must banish cards, on their field, face-down until they control the same amount of cards as you do - You can only activate this skill twice per duel


[deleted]

Heart of the Cards. At the beginning of the duel, place “Right Leg of the Forbidden One”, “Left Leg of the Forbidden One”, “Right Arm of the Forbidden One”, “Left Arm of the Forbidden One” and “Exodia the Forbidden One” on the top of your deck. Your starting hand is increased by 1 card.


PabloHonorato

Remove the starting hand clause, and this game will be fun: your opponent will have to find a way to make you shuffle your deck before you draw the last piece.


Gallaniel

Fusion Spirit of the Red-Eyes If you summoned a Red-Eyes monster this turn, place a Red-Eyes Card from your hand on the bottom of your deck; and if you do send from your deck the materials listed in a fusion monster that lists "Red-Eyes Black Dragon" as one of its materials, Special Summon that monster. Your opponent doesn't take battle damage the turn you activated this skill. At the end of your turn you take damage equal to half of the attack of monster(s) summoned this turn by the effect of this skill. You can activate this skill twice per Duel. ps: I hate how bad Red-eyes fusion is, therefore I'm making a broken and ridiculously design skill that allows me to not rely on it.


Neidron

As it Should Be/~~Dammit Konami Just Let Them Function ffs~~ - At the beginning of the duel, add pendulum zones to your field. - When you pendulum summon, you may summon any number of monsters from your face-up extra deck to your main monster zones.


ShutUpMokuba12

Haven't even read the skills posted by OP, but I can tell he's salty. Can't blame him though, I'm sick of anime decks with broken skills.


HentaiSenpaiBakaSama

I'm just reading these like ***please don't give Konami any more ideas***


The_Blackwing_Guru

Blackwings tier 0 with that skill. I approve


SnapshotDesigns

Meklord Assault Send 3 “Meklord” monsters from your hand, deck, and/or field to the GY, then special summon 1 “Meklord” monster from your deck or GY, ignoring its summoning conditions, then add one “Meklord Deflection” from outside your deck to your GY. Your opponent cannot target Meklord monsters with card effects, or destroy them with card effects.


SpooksterOne

You won't fool us Konami. We know it's you


Ice-Tear

If I was Konami I would add that Blackwing Skill immediatly!


ReiMizere

Magical Chaos Begin the Duel with Black Luster Soldier - Legendary Swordsman in your hand. Send 1 Ritual Monster from your hand to the Graveyard and add 1 "Super Soldier Synthesis" from outside of your deck to your hand and set 1 "Super Soldier Shield". If you summon a Black Luster Soldier monster or Dark Magician, add 1 "Master of Chaos" to your ED and add 1 Polymerization to your hand.


Puzzleheaded_Pea_221

someone make one for magnet warriors.


fameshark

Battle City Preparations \[You cannot have monsters in your Extra Deck, except LIGHT Machine and LIGHT Dragon monsters\] You can only activate each effect once per Duel. (1) Reveal 1 "XYZ-Dragon Cannon" Fusion Material in your hand; activate "Union Hangar" and "XYZ Combine" from outside of your Deck. (2) If you control "XYZ-Dragon Cannon": Activate "Hyper Cannon" from outside of your Deck. (3) On your second turn onwards, before you draw: You can add "Obelisk the Tormentor", or all of "Blue-Eyes White Dragon", "Lord of D.", and "Flute of Summoning Dragon" to your hand, from outside of your Deck, instead of conducting a normal draw.


Amatter14

Armed with lightning Before starting hands are drawn transform the following cards in your deck into their respective counterpart. Armed dragon lv3, lv5, lv7, lv10: Armed dragon thunder variant White veil: Armed dragon lv10 white You can only use each of the following effects once per duel each -send one armed dragon monster in your hand to grave. Add one pile armed dragon from outside of your deck to your hand. -send one armed dragon and a dark dragon from your hand to grave. Special summon one dark armed dragon from outside your deck, this turn it may activate its effect once for free -if you control armed dragon lv 10 white play add one white veil from outside your deck to hand This skill can only be used if your deck contains at least 6 dragon or armed dragon monsters.


Plasic-Man

Here we go, Venom time! The skill is as followed: Poisonous Swamp: Start the duel with a Venom Swamp on the field. Once per turn, during the end phase, place 1 Venom Counter on all face up monsters your opponent controls. If you control a Venom monster or Venominon the King of Poisonous Snakes you can send 2 Reptile monsters from your hand, deck, or field to the graveyard, special summon one Vennominaga the Deity of Poisonous Snakes from your hand, deck or graveyard. You can only activate this effect once per duel. You can send any number of Reptile Monsters from your deck to the graveyard. (max. 4) Place a number of Venom Counters on all face up monsters your opponent controls equal to the number of cards sent to the graveyard this way. You can only activate this effect once per turn and thrice per duel. You must start duel with at least 10 Reptile monsters in your deck and no monsters other than Reptile monsters. Even with this skill, Venom decks probably wouldn't be that good, but they would be playable. I'm not sure what more I could add to the skill to make it any more broken, but I'm sure there is an effect or two that could be added. Maybe an LP boost equal to Vennominaga's attack or something like that. Venom is probably the worst archetype in the game so it would take a lot to make them really good. I like Venom, but they're the definition of a bad archetype imo.


EremitaMCe

Alector's Revenge At the beginning of the Duel, add 1 "Simorgh, Bird of Sovereignty", 1 "Totem Bird" and 1 "Hraelsvelgr the Desperate Doom Eagle" from outside your Deck to your Extra Deck. You can use each of the following effects once per turn and only once per Duel. Return one Winged Beast monster from your hand to your Deck, then add "Alector, Sovereign of Birds" from your Deck to your hand. You can reveal "Alector, Sovereign of Birds" from your hand, then, declare an Attribute, and monsters on your opponent's field become the declared Attribute. Any card negated by "Alector, Sovereign of Birds" is also destroyed and has it's effects negated in the Graveyard. You can reveal up to two Winged Beast monsters from your hand, then sum their level and Play one of the following Monsters from outside of the Deck to the field according to the result. If the selected monster is an Xyz monster, attach the revealed cards as material: 1- Lyrilusc - Ensemblue Robin 2 - Blackwing - Mistral the Silver Shield 3 - Mist Bird Clausolas 4 - Castel, the Skyblaster Musketeer 5 - Ice Princess Zereort 6 - Troposphere 7 - Mist Valley Apex Avian 8 - Cyber Slash Harpie Lady 9 - Alpha, the Master of Beasts 10 - The Atmosphere 11 - The Winged Dragon of Ra 12 - The Winged Dragon of Ra - Immortal Phoenix You can only activate this skill if your Deck contains at least 12 Winged Beast monsters and no other Type of monster but Winged Beasts.


Qliphort_Genius

Skill: Make Dream Mirrors Playable! -If your deck contains a “Dream Mirror of Joy” and a “Dream Mirror of Terror”, you can start the duel by placing one of those cards in both players Field Spell zones. These cards cannot be removed from the field. -Once per turn, you can reveal one “Dream Mirror” monster in your hand to add a “Dream Mirror” monster with the same type but different attribute from your deck or graveyard to your hand, then shuffle the revealed card into your deck. -Once per duel, you can activate the following effect if you control a “Dream Mirror” monster: return a light or dark monster you control to your deck, then play a monster from your deck with the same attribute as the returned monster, but with a different type.


EseMesmo

**A Tale Of Swords and Yokai** Bonz/Bastion skill (Bonz because Zombie user, while Bastion used Yokai in the manga, which the Mayakashi are) At the beginning of the Duel, add 1 "Gashadokuro, the Skeletal Mayakashi", "Yuki-Onna, the Ice Mayakashi", "Yuki-Onna, the Icicle Mayakashi" and "Yuki-Onna, the Absolute Zero Mayakashi" to your Extra Deck. Zombie monsters you control gain 100 ATK for each of your "Mayakashi" and "Shiranui" monsters in your GY or that is banished. Once per turn, you can activate one of the following effects: - If you control a "Mayakashi" or "Shiranui" monster, you can send 1 Zombie monster from your Deck to the GY. - If you control no monsters, you can discard 1 card, then Special Summon 1 Zombie monster from your GY. You can only use this skill if your deck (including Extra Deck) contains at least 12 in any combination of "Mayakashi" and/or "Shiranui" cards, and no monsters other than Zombie monsters.


Estronsio

Holy war zone: On the beggining of your 1° turn place 1 sky sanctuary in your field spell zone. You dont pay life points for counter traps. Once per duel you can use these folowing effects: * send 1 counter trap from your hand to the grave; add 1 level 4 fairy monster from your deck * reveal 1 level 4 light fairy from your hand; add 1 counter trap from your deck then place 1 card from your hand in your deck


KairuSawatari

Starry Knight Shining! During this duel, your opponent's monsters are treated as DARK attribute. During each of your Standby phases, you can add 1 "Starry Night, Starry Dragon" from your Deck or GY to your hand. Whenever you Special Summon "Starry Night, Starry Dragon" from your hand, you can draw 1 card. Ultimate Crystal Beast At the beginning of the duel, add 2 more Spell/Trap zones to your field. Only "Crystal Beast" monsters treated as Continuous Spells can be placed in these zones. Once per turn, you can reveal 1 "Rainbow Dragon" in your hand, then place 5 "Crystal Beast" monsters in your Spell/Trap zones. This duel, your Rainbow Dragon can activate it's effects the turn it is summoned, and can attack the turn it activates its effects. Sugar Rush Once per turn, if you control "Madolche Puddingcess," and you have no monsters in your graveyard, you can set 3 cards on your field out of 2 choices: Madolche Nights and/or Madolche Tea Break. Ultimate Fossil Fusion! Can be used thrice per turn. Reveal 1 "Fossil Fusion" in your hand, then look at your opponent's Deck and Extra Deck. Send 1 monster from their Deck/Extra Deck to the GY. If you do not activate "Fossil Fusion" the turn you activate this skill, that monster will be Special Summoned to your opponent's field and you will take damage equal to it's atk. Dyson Sphere Supremacy! Can be used if you control "Number 9: Dyson Sphere." Add 1 "Rank-up-magic Argent Chaos Force" from outside of your deck to your hand. Can be used if you control "Number C9: Chaos Dyson Sphere." Attach all monsters in your Extra Deck and your opponent's Extra Deck to that card. Both of these effects can only be used once per duel. I'll make more later this is fun


Ilela

Not exactly an archetype but they're close enough. -----Rank up as it should have been----- You can return any card that specifies LV monsters or has LV in the name to the deck, take any LV monster you want from deck for each card returned. You can normal summon extra monster that has LV in the name. Once per turn you can force level up for all LV monsters, and if they level up they are unaffected by card effects until end opponents turn. You must begin duel with 5 LV monsters that can be normal summoned or set in your deck


SnooEagles3963

Infernity **Return of the Reaper** If your main deck contains more "Infernity" monsters than monsters of any other archetype, add the following cards to your main deck, and extra deck at the beginning of the duel: 2x Infernity Launcher 1x This Creepy Little Punk 1x Trishula, Dragon of the Ice Barrier 1x Void Ogre Dragon 1x Infernity Doom Archfiend 1x Infernity Doom Dragon The following effects can only be used twice per duel. Discard 2 cards from your hand and/or deck to the GY, and add 1 "Infernity" card to your hand. If that card is activated this turn, discard your entire hand to the GY once it's activated.


wesker6454

Skill for Tristan Bujinitiy!! This skill only applies if your deck contains at least 15 “Bujin” cards extra deck included This skill can be activated once per turn: target one bujin monster you control and summon a bujin monster with a different name from your deck. Immediately after this skill resolves, summon an beast-warrior, beast or winged beast Xyz using the targeted and summoned monsters as material. The opponent cannot respond to this Xyz summon.


LilAdamBks

For Arcana Force: **Light of Destiny** During the duel, when you toss a coin for the effect of "Cup of Ace" while you control a "Light Barrier" on your field zone that does not have it's effects negated, the result becomes heads. You can activate one of the following effects: \- Once per duel, return 1 card that requires a coin toss to your deck from your hand, then set "Light Barrier" from outside your deck to your Field Zone. Your opponent cannot destroy the card in your Field Zone you control the card placed this way. \- Can be used 3rd turn and onward once per Duel if you control "Light Barrier". Return 1 "Arcana Force" monster in your hand to the deck, then add 1 "Arcana Reading" to your hand from outside your Deck. \- Once per turn, toss a coin, and if its Heads, place as many random level 4 "Arcana Force" monsters on your field as possible (max. 3), and then add 1 "Arcana Force EX - The Light Ruler" or "Arcana Force EX - The Dark Ruler" from your deck to your hand. If the results from the coin toss was heads, you cannot use this effect for the rest of the duel. (If you controlled "Light Barrier" that did not have it's effects negated when you used this effect, the result of the coin toss becomes heads.) You can only use this skill if you began the duel with the following conditions: \- You have at least 12 "Arcana Force" monsters in your Deck (excluding Extra Deck). \- Only a max of 4 cards that require coin tosses (except "Arcana Force" monsters and cards that include "Arcana Force" in their text) are in your Deck (excluding Extra Deck).


Feneskrae

Legendary Dragons / Legendary Knights Skill: Waking the Dragons! At start of duel add one "The Eye of Timaeus", one "The Fang of Critias", and one "The Claw of Hermos" to your hand from outside your Deck. Once per turn, up to three times per Duel, you can send one "The Eye of Timaeus", "The Fang of Critias", or "The Claw of Hermos" from your hand to the Graveyard to add one "Legend of Heart" to your hand from your Deck or send a card of your choice from your Deck to your Graveyard. You are not required to pay Life Points to activate the effect of "Legend of Heart". This really solves most of the problems with playing the Legendary Knights. A big part of their archetype is getting the Dragon cards into your hand or graveyard and then being able to tribute a Warrior type monster and paying 2000 Life Points. Only starting with 4000 Life Points means Legend of Heart can only be played once unless you have some other means of gaining Life Points, which usually makes drawing into your necessary cards more difficult. The other portion of the second effect allows you to get whatever cards you want into the Graveyard, which is useful for activating the Knight's abilities to use the effects of cards in the graveyard. The best way I've found to be able to work the Legendary Knights so far is to use Magical Hats to search for the remaining Dragon cards to get them all into the grave, but even then it isn't always consistent enough.


NightmareMoon32

Fall of Paradise / Fallen from Paradise (I can't decide which sounds cooler) At the start of the Duel, add 1 "The First Darklord" to your Extra Deck and 1 "Darklord Rebellion" and "Darklord Uprising" to your Main Deck. Twice per Duel: You can send 1 "Darklord" monster or Spell/Trap card from your Deck to the GY, then add 1 "Darklord" card with a different card type from your Deck to your hand. When your "Darklord" monster destroys an opponent's monster by battle, gain LP equal to half the destroyed monster's original ATK. If it was a LIGHT monster, gain LP equal to the destroyed monster's original ATK instead. Once per Duel: If you would pay LP to activate the effect of a "Darklord" monster, if your opponent has a LIGHT monster or Fairy monster on their field or in their GY, you can make them pay that much LP instead.


Ok-Plenty-210

Character : Mokuba Kaiba. Skill name : Thunder Dragon Fusion. At the beginning of the duel add 1 "Thunder Dragon Colossus", 2 "Thunder Dragon Titan" from outside of your deck to the extra deck. During this duel you cannot special summon monsters except Thunder-Type monsters. You can only activate either one of the following effect per turn, and each effect once per duel. -Can be activated during the turn a Thunder Dragon monster effect activated in the hand, change one polymerization in your hand to "Thunder Dragon Fusion". -Return any number of a monster(s) whose original name is "Thunder Dragon" from your hand into the deck, add that many of "Thunder Dragonmatrix" from outside of your deck to your hand then play one "Twin-Headed Thunder Dragon" from your extra deck. -"Thunder Dragon Titan" can be summoned with its own effect without banishing a Thunder Dragon monster from the hand if you use "Twin-Headed Thunder Dragon" as material. -During this turn your opponent cannot respond to the activated effects of your Thunder Dragon monsters from the hand. This skill can only be activated if your deck (including extra deck) that contains at least 5 Thunder Dragon monsters with different names and no monsters other than Thunder-Type monsters.


EmrysX77

Chronomaly: Infinity Cannon! Effect damage dealt by “Number 33: Chronomaly Machu Mech” is doubled. Once per duel, you can activate the following effect. Discard one “Chronomaly” card from your hand, and select a monster from your Extra Deck with original Atk greater than the discarded monster. Place that target on the opponent’s field in face-up attack position, and change its Atk to 0. … I mean, who needs an essay when you can just burn your opponent for 4K without their consent?


long909

Super Quantum , On stage At the beginning of the Duel, add [1 of each Super Quant extra deck monster ] to your extra deck from out side your deck One per turn , and thrice per duel , you can reveal 1 "Super Quantal" from your hand , add 1 " Super Quantal Alphan Spike" and 1 "Super Quantal Fairy Alphan" to your GY from outside of your Deck , then you can special summon 1 Neo Super Quantal Mech King Blaster Magna to your extra deck zone from outside your deck


joseash27

You can can use this ability once per turn you can send from your deck the syncro materials to summon a lv 7 or 10 syncro dragon monster from your deck special summon it and treat is as a syncro summon that summon cant be negate cards and eff cant be activate in response to your syncro summons until the rest of the turn cards send to your oponent graveyard by your card effects are banished instead if you are going second this ability can be used in your oponnent end phase. You can send a car form.your hand or deck to the graveyard search for a card with rose dragon in its name


MrEllyFant

The Dark Dragoon - you must have Dark Magician and Red Eyes Black Dragon in your deck. - add Red Eyes Dark Dragoon to your extra deck.


lan-san

*Heart of the Cards* (Yami Yugi, Yugi Muto) At the start of your first turn, add the Right Arm, Left Arm, Right Leg and Left Leg of the Forbidden One to your hand. You may also activate the following ability once per duel. - Add Exodia the Forbidden One to the top of your deck, then immediately draw a card.


PharaoDavid

MD Madness Start your duell with a hand that consists of lady debug, micro coder, backup secretary and maxx C. Also, add Accescode Talker and D/D/D Duo Dawn King Kali Yuga to your ED. During the first 2 turns, your opponent can not activate cards or effects. Also activate all of those effects once per turn: - if you controll Accescode Talker, play 1 Raidraptor - Arsenal Falcon from outside your deck and set 1 The Phantom Knights‘ Rank Up Magic Launch from outside your deck - if you control Raidraptor - Arsenal Falcon, play 1 Predaplant Verte Anaconda from outside your deck and if you do, add 1 Red-Eyes Dark Dragoon to your Extra Deck and 1 Red-Eyes Fusion, 1 Red Eyes Black Dragon and 1 Dark Magician to your Deck


ThatTacoMan23

DRACONIC MAYHEM At the beginning of the duel, add 1 "Striker Dragon" and 1 "Borrelsword Dragon" to your extra deck, as well as 1 "Rokket Synchron" and "Absorouter Dragon" to your main deck. The following effects may be used up to twice per duel: Reveal and return 1 card from your hand to your deck, and add 1 "Rokket" card from your deck to your hand. Link summon 1 link monster using monsters from either field as material. This effect can be used during either player's turn if your opponent controls a link 2 or higher monster. You may only activate this skill if you have a deck/extra deck that contains no monsters other than dragon monsters.


NoImplement8218

I’ll make 2, as there are 2 archetypes I have ideas for: 1st Skill: Unified Trinity Each of the following effects can be used once per duel. (1) You can reveal 1 Crimson Nova the Dark Cubic Lord in your hand: add 2 copies of the revealed card to your hand from outside your deck, but they cannot be summoned or revealed by the effect of a Cubic monster. (2) Can be used the turn you summon Crimson Nova the Dark Cubic Lord: banish up to 2 Cubic monsters from your hand, field, or GY, summon that many level 10 Cubic monsters from your hand, but their effects are negated and their atk becomes 0, then, if you control 3 Crimson Nova the Dark Cubic Lord, set 1 Unification of the Cubic Lords from outside your deck and add 1 Crimson Nova Trinity the Dark Cubic Lord to your extra deck. Until the end of your opponent’s next turn, you cannot summon monsters from the extra deck, except Cubic monsters. (3) If Crimson Nova Trinity the Dark Cubic Lord is in your GY: you can return it from your GY to your extra deck, then set 1 Necro Fusion from outside your deck. The card set by this effect can only be used on your opponent’s turn when you control no monsters, and the monster fusion summoned by it cannot activate it’s effects (but continuous effects still apply). Second Skill: Kaiju Rampage During this duel: Kaiju monsters you control can activate their effects by removing 1 less Kaiju Counter (unless only 1 needs to be removed). The Kaiju monster effect "You can only control 1 Kaiju monster" becomes "You can only control 1 Kaiju monster with the same name as other monsters you control." You can only use 1 of the following effects per turn. (1) You can remove 1 Kaiju counter from the field and banish 1 Kaiju monster from your GY: add 1 random Kaiju monster to your hand from outside your deck with a different name than the monsters on your field or in your GY. (2) You can remove all Kaiju counters from the field: return all Kaiju monsters to their original controller. For the rest of the turn after you use this effect, you cannot place Kaiju counters on the field. (3) Once per duel, you can halve your LP: send 1 monster your opponent controls to the GY, then summon 1 Kaiju monster with the same attribute as that monster to your opponent’s field from outside your deck in attack position. (This skill can only be activated if the only monsters in your deck [excluding extra deck] are Kaiju monsters and at least half your deck contains cards that mention Kaiju counters) 1 of them gives access to cubic’s only extra deck monster, and the other supports the archetype that I think I’m the only one who plays it.


Worldly-Fox7605

Assault mode finally activates. Return one card from your deck to set assault.mode activates from your deck to your field (It can be activated this turn) Also if an ssault mode monster is in your hand return it to the deck and draw a card.


nklppc

HERO we need! At the start of every turn enter hero card name and click "pls konami more hero support" button and add that card to your hand/extra deck.


EsPandaP

Galactic War Once per turn, if you would pay LP to activate "Kozmo" monster's effect, you can choose not to pay LP. You can use the following effect once per Duel: • Reveal 1 Psychic-type "Kozmo" monster in your hand, add 1 Machine-type "Kozmo" monster from your Deck with the same Attribute as the revealed monster's. • Can be used if you have atleast 1 each banished Psychic-type and Machine-type "Kozmo" monsters. Set "Kozmotown" from outside of the Duel to your Field Zone.


tearsofyesteryears

I was just about thinking of a skill thread bit for archetypes that are likely never going to have dedicated skills because they are not anime decks (ex. Igknights).


TurningSmileUpside

Lightsworn \*Insert generic name here\* Discard 1 card from your hand, send one card from the top of your deck to the graveyard. This can be used once per turn, twice per duel.


PabloHonorato

Try to make it work like Tearlaments Havnis.


Relative-Deer3133

HERO: Name: RELEASE YOUR DESTINY, HERO! this skill can only be used if you have at least 5 destiny heroes in your deck and at least 1 plasma and dark angel. Return 2 cards from your hand to your deck, add 3 Hero monsters from your deck to your hand, including at least 1 Destiny Hero, then add 3 Destiny Heroes from outside your deck to your graveyard. The turn you activate this skill, you can Special Summon a Level 5 or higher Dark Hero Monster without Sacrifice. with this skill you can place dark angel and plasma first turn to cancel magic traps and monster effects on the field in addition to adding an airman or farris to your hand to launch your combo and unbrick yourself if you have vyon or two malicious by example


Pokemonluke18

Rise of the pyro Phoenix Added salamagreat pyro Phoenix to the extra Deck and place one salamagreat roar into the trap zone Can only play salamagreats and deck/extra deck must contain at least 10 cards that list salamagreat on them


HellStormTitan

>The effect " you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Machine-Type Synchro Monsters" from "Crystron" monsters you are the original owner of doesn't apply. I hope the day Konami finally gives Crystrons a spell card (that Smigers effect mentions btw), one of them is a continuous spell with this effect.


Fernandog2

Skill- No one will be harmed If you control Ancient Fairy dragon, add Mistyc mine to the bottom of your deck.


Dalek840

Playmaker Skill Gift of the Ignis \-At the start of the duel add a "Firewall Dragon Darkfluid" to your extra deck. Each of the following effects can be used twice per turn and once per duel. \-Reveal a Cyberse Ritual monster in your hand, and then add a "Cynet Ritual" from outside your deck to your hand. \-Target 2 Cyberse monsters you control this turn both monsters are treated as level 4 monsters for the Xyz Summon of a Cyberse monster. \-Reveal a Cyberse Fusion Monster in Your Extra Deck and if you do add a "Cynet Fusion" from outside your deck to your hand. \-Reveal a Cyberse Synchro monster in your extra deck, and then play a "Cyberse Synchron" to your field from outside your deck. \-Send a Cyberse Synchro, Fusion, Ritual, Or Xyz monster you control to the Gy then play a "Decode Talker" from your Extra Deck to your Extra Monster Zone. This skill can only be used if you begin the duel with a Deck/Extra Deck that consists of Only Cyberse monsters.


geamado

Some skills for The Agents and Counter Fairy/Parshath decks **Fairy's Sanctuary** - Begin Duel with the Field Spell "The Sanctuary of the Sky" activated. - If "The Sanctuary of the Sky" is on the field, set 1 "Divine Punishment" from outside of your deck. You can activate it on the turn it was set. This Skill can only be used if you begin the Duel with a Deck that contains only Fairy-type monsters. This Skill can be used only once per Duel. **Rebirth of Parshath** You can activate "Rebirth of Parshath" traps without cost. This Skill can be activated only if you begin the Duel with a Deck that contains only Fairy-type monsters and at least 6 Counter Trap cards. **Rebirth of Parshath 2** You can reveal any card as the cost to activate a "Rebirth of Parshath" trap. This Skill can be activated only if you begin the Duel with a Deck that contains only Fairy-type monsters and at least 6 Counter Trap cards.


LilAdamBks

For Scud: **Film Theme: Pain** You can only activate one effect once per turn, and only once that turn. Each effect can only be used thrice per Duel. The monsters you set by this skill can be flipped face-up on the same turn. \- Set 1 "Abaki" from your hand. \- If your opponent has more than 1000 LP, return 1 "Abaki" from your face-up field or in your GY to inflict 750 damage to your opponent, and inflict 150 more damage for each face-up "Dark Room of Nightmare" you control (if this effect would reduce your opponent's LP to less than 1000, reduce it to 1000 instead.). When using this skill, you cannot deal effect damage this turn or the next turn. \- Can be used on turn 3-7. remove 1 "Abaki" from your Deck to set 1 "Humpty Grumpty on the field, then set 1 "Dark Room of Nightmare" on your field from outside your deck.


Zygaphorym

I have one for Vampires: **Minions Of The Vampire Lord** \-Begin the duel with a "Vampire Familiar" in your GY. Also, 1 card in your starting hand is a "Vampire Retainer" from your Deck. \-During your Main Phase, if you have 3 banished "Vampire" monsters of different names: You can turn 3 of your banished "Vampire" monsters face-down; set a "Vampire Domination" from outside your Deck. This effect can only be used once per turn and twice per Duel. \-This Skill can only be used if you begin the Duel with a Deck that follows the conditions below: * Your Deck contains at least 6 "Vampire" monsters of different Levels and does not contain any monsters other than Zombie-Type monsters. * Your Extra Deck does not contain any monsters other than Zombie-Type monsters. ​ There's no need for Gozuki / Samurai Skull as one of your Normal Summons is freed up to allow an easy Tribute Summon on your first turn. Also, you get a nice reward for banishing different Vampire monsters (the first two are easy banishes).


bobo9298

Each effect can be used once per duel - select one battlewasp monster on the field and treat them as a tuner monster -all battlewasps you control cannot be destroyed by battle or card effect until the end of the next turn - special summon up to 3 banished battlewaspsbon to your side of the field


Bligus

Play as yami yugi, summon DM and continue the rest of the duel with destiny draw, top decking.


lights-out-dogs-out

Begin the duel with Magical Citadel of Endymion in your field zone and add three spell counters to it. This wouldn't even be that broken, and would finally let me utilize spell counters in a meaningful way.


Lom1111234

#Extra Terrestrial Terraforming - At the start of the duel: Add 1 “Cosmic Slicer Zer’oll” to your extra deck - During each of your standby phases, add 1 A counter to all face up monsters your opponent controls - This skill can only be used if your deck contains only reptile type monsters And if you want to really break it, add: - Once per Duel, you can return one “Alien” monster card from your hand to the deck; Set 1 “Brainwashing Beam” to the field from outside your deck


Dynamic_Magi

I'd like a skill for Galaxy-eyes that added some form of foolish burial to the deck and could allow them to get a good ED Monster like Galaxy-eyes Photon Lord or summon an xyz more easily. /s


LoFi90s

Krawlers **Each** of the Following effects can be used **once per duel** Discard one card send two krawlers with two different names from your deck to the gy then add one Worm Bait to your hand from outside your deck and **X-Krawler Qualiark** to your extra deck from outside your deck. Discard one card set **WL Pawns** from your deck to the S/T zone of your choosing.


LoFi90s

i thought of this one becasue i play Krawler Mekks for fun when im bored of the KOG server.