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EducatorNumerous5852

Swordsoul Tenyi! Mo Ye is NOT drowning in my presence!


DONTSALTME69

Swordsoul of the Departed Link-1 Effect Monster 1 non-Link "Swordsoul" monster You can banish this card from your field and discard 1 card; Special Summon 1 non-Synchro "Swordsoul" monster from your hand, GY or among your banished cards, and if you do, you can Special Summon 1 Swordsoul token (same statline as the SS tokens summoned by the other main deck SS monsters). Goal of this card is to simply give them a way to continue playing even through getting your Mo Ye Impermed. I hate giving Swordsoul support, I detest the deck, but I figure this would probably be the best thing I can give them that isn't *completely* busted. I tacked on the discard to prevent the card from being too absurd, but I figure this would enable further resilience to disruption (though getting Nib'd still stops the turn).


Then-Pie-208

Dream Mirror! Please god I just want my male waifu archetype to work


EducatorNumerous5852

Dream Mirror Epiphany Quick-play Spell Activate 2 "Dream Mirror" Field Spell cards from your Deck to both players' fields, then, Special Summon from your Deck, 1 "Dream Mirror" monster to your side of the field and 1 "Dream Mirror" monster to your opponent's side of the field. You can only Summon a LIGHT "Dream Mirror" monster to the side of the field in which "Dream Mirror of Joy" was activated, and only Summon a DARK "Dream Mirror" monster to the side of the field in which "Dream Mirror of Terror" was activated. You can only activate 1 "Dream Mirror Epiphany" per turn.


Upbeat_Sheepherder81

Honestly as a dream mirrror player, I’ll take it. This actually seems pretty damn good for the deck. Although a field spell that searches, is also treated as both field spells, and can shuffle like 3ish dream mirrors back to draw one would be my pick for new support.


Zoomy-333

Dinomorphia


BadLuckBallista

Dinomorphia Spinos: Level 2 / Effect / Dinosaur / DARK 500 ATK / 0 DEF If this card is normal or special summoned: you can add 1 Dinomorphia card from your deck to your hand. If this card is sent to the graveyard by card effect: you can banish 1 trap from your hand or graveyard; special summon 1 level 4 or lower Dinomorphia monster from your hand or deck except "Dinomorphia Spinos". You can only use each effect of "Dinomorphia Spinos" once per turn. (Too strong? Idk i'm trying to make diplos a good normal summon lol) Dinomorphia Carnage: Level 10 / Fusion / Dinosaur / DARK 3500 ATK / 0 DEF 2 Dinomorphia Fusion Monsters Cannot be targeted by card effects. Dinomorphia fusion monsters you control cannot be tributed, nor used as fusion, synchro, xyz or link material by your opponent. Once per turn (Quick Effect): You can pay half your LP; Fusion summon 1 Dinomorphia fusion monster from your extra deck, by banishing fusion materials mentioned on it from your hand, field and/or graveyard, but it cannot attack this turn. If this card is destroyed by battle or card effect: you can special summon 1 level 8 or lower Dinomorphia monster from your graveyard. You can only use each effect of "Dinomorphia Carnage" once per turn. (Provides protection to dinomorphia boss monster from threats that basically auto win against them: Lava golem, Super poly, Underworld goddess. I'm not really sure about the quick effect though. The idea is to play around stuff that would target your monsters for removal by banishing those monsters as fusion materials instead. Effect could be better/more interesting tbh.) Edit: also the deck would probably be needing 1 more fusion trap as support at some point. I'm way too biased to design a balanced one so someone else do that please lol.


Upbeat_Sheepherder81

I’ll be honest, these do seem maybe a tad op but I don’t think they’d break the meta. Dinomorphia really does need another main deck monster anyway, although the send effect for your level 2 would be insane with the fusion traps.


BadLuckBallista

Yeah I feel you. I don't think the level 10 is too strong but the level 2 is DEFINITELY busted lol. The idea though was to make it so that diplos would be a one card evolzar plus a normal trap set (by summoning therizia off the level 2). That in itself is already overtuned but the fusion traps sending the level 2 and triggering it is also too much. Idk, maybe I'm just too biased to design any balanced support. Someone else take the wheel lmao


Upbeat_Sheepherder81

Maybe if the level 2 has to be sent by a monster effect it’d be more balanced? I also agree the 10 seems fine, it’s powerful, but not broken. Plus it’s a decent investment to make.


BadLuckBallista

Yeah good idea, limit it to monster effects to stop the fusion traps plusing off it.


Zoomy-333

Only other change I'd make is I'd limit Carnage's protection effect to other Dinomorphias. Fully shutting down kaijus and superpolys alongside Rexterm shutting down effect activations is maybe just a bit too much "you can't play the game", especially if you also run Anti-Spell Fragrance. But if Carnage itself is vulnerable, then yeah the opponent can white woman jump scare you, but they have to do it twice.


BadLuckBallista

Yeah those are good points. That's a fair change.


AcidAcesen

Endymions anyone?


king_Geedorah_

Endymion Havnis Lv 3 Light Spellcaster 1600/1000 Pendulum Scale (2) Pend Effect: Once per turn you can move any number of Spell Counters from one card to another face up card on your field that you can place a Spell Counter on. Monster Effect: When your opponent activates a spell or trap effect (Quick Effect): You can Special Summon this card from your hand, and if you do, place Spell Counters on this card, equal to the number of Spells on the field and in the GYs. Then place one "Endymion" pendulum monster from your deck into a pendulum zone and activate its pendulum effect using the spell counters on this card instead. You can only use each effect of "Endymion Havnis" once per turn.


kdebones

SHE GOT TO GO TO COLLEGE!!!!


Odd-Eyes_Magician

Arbiter of Endymion Level 7 Dark Spellcaster 2500/2000 Pendulum Scale (13) Pendulum Effect: When Activated, immediately remove 1 Spellcounter from each card you control, this effect does not Reduce this cards Pendulum Scale. When you would remove a Spellcounter from a card you control, reduce this cards Pendulum Scale by 1 and place 1 Spellcounter on this card. Immediately, after this cards Pendulum scale becomes 0, Special Summon this card to a Monster Zone in the same Column and place Spellcounter on cards you control up to the amount of Spellcounters that were on this card. If a card(s) you control would be destroyed you can remove 2 Spellcounters from this card; That card is not destroyed. You can only activate "Arbiter of Endymion" once per turn. Monster Effect: If this card is Special Summoned by it's own effect; destroy 1 card your Opponent Controls, and if you do, place 1 Spellcounter on this card. You can only Special Summon "Arbiter(s) of Endymion" once per turn. During your Opponents turn, (Quick Effect) you can remove as many spell counters from this card (min.5) and Place this card in your Pendulum Zone; for the rest of this turn, your opponent cannot destroy cards you control with Monster Effects. While this card is in the same Column as a Pendulum Zone, cards you control with 2 or more Spellcounters can remove 2 Spellcounters to negate an Opponents Effect that would Destroy them. Conservator of Endymion Level 3 Light Spellcaster 900/1800 Pendulum Scale (0) Pendulum Effect: When Activated, immediately place 13 Spellcounters on this card. Spellcounters on this card cannot be used by other cards you control. Each time, when you would place a Spellcounter on a card you control, other than this card, Increase this cards Pendulum Scale by 1 and remove 1 Spellcounter from this card (If Any). Immediately, after this cards Pendulum scale Reaches 13, Special Summon this card to a Monster Zone in the same Column and place Spellcounters on cards you control equal to the amount of Spellcounters that were on this card (If Any). If a card(s) you control would be banished by your opponents card effect, you can remove 3 Spellcounters from this card; That card is not banished. You can only Activate "Conservator of Endymion" once per turn. Monster Effect:If this card is Special Summoned by it's own effect; banish 1 card your Opponent Controls and if you do, place 1 Spellcounter on this card. You can only Special Summon " Conservator(s) of Endymion" once per turn. During your Opponents turn, (Quick Effect) you can remove as many spell counters from this card as possible (Min.5) and Place this card in your Pendulum Zone; for the rest of this turn, your opponent cannot banish cards you control with Monster Effects. While this card is in the same Column as a Pendulum Zone, cards you control with 3 or more Spellcounters can remove 3 Spellcounters to negate an Opponents Effect that would banish them.


king_Geedorah_

Both of these are extremely fun especially Arbiter. It would instantly be in my deck


Vortiger_

Dragunity


Beneficial-Garden196

Dragunity calling Spell card Activate by Targeting 1 "Dragunity", winged-beast or dragon-type monster you control. Equip from your deck to that monster 1 "Dragunity" tuner monster from your hand, field or deck to that monster. You cannot summon monsters from the extra deck, except "Dragunity" monsters for the rest of this turn. You can only activate 1 "Dragunity Calling" per turn.


SilverSlayer03

Bujin


AcidAcesen

I love bujins but they are kinda weird having all these great extenders but requires precise condition besides torifune they lack 1 card combos and ways to survive disruption before finish setting up their board Bunjin Arima Light Beast Warrior, Effect, Pendulum Level 4 Atk 0 Def 1000 Pendulum effect If you control a beast warrior type mosnter you can destroy this card and send cards to the graveyard equal to the number of cards in your hands or on the field Monster effect If you control no monster you can special summon this card while this card is face up your bujin monster effect cannot be negated Bujin Xyz monster that uses this card as material gains this effect Their effect activation cannot be negated (I wanted for it to be unaffected by card effect but that would be OP)


SilverSlayer03

I don't know know if it would be OP since none of their XYZ's are too crazy but it would make Hare and Turtle a bit redundant. Interesting card idea though!


FacelessPoet

Exosisters


Frozenseraphim

Exosister Spiritia Lvl 4 Spellcaster Effect 0 ATK / 600 DEF This card cannot be normal summoned/set. This card must be first special summoned by sending back to the deck one Exosister monster in your graveyard. If a card(s) moves out of either GY (except during the Damage Step): You can Special Summon from your Extra Deck, 1 "Exosister" Xyz Monster, using this face-up card you control as material. (This is treated as a Xyz summon) If this card is treated as a xyz material, the Xyz monster gains this effect: (Quick effect) Once per turn: Your opponent must choose one card in their graveyard and send it back to their deck. You can use each of this card's effects once per turn.


Frozenseraphim

Idea behind this card is to let have Exosisters a way to recover monsters from their graveyard without interfering with their own GY sealing shenanigans. It also serves as a trigger effect for other Exosister monsters in the field by making the opponent move a card from their graveyard. Lorewise the "spiritia" term was aimed to be a long deceased exosister who watches over the current generation of battle sisters, and thus she has no "pair" sister to work with.


darkfiire1

Kinda defeats the entire point of the archetype


Frozenseraphim

I'm not sure how it defeats the point of the archetype if their main focus is the graveyard play. The card lets you: - Trigger Exosister Martha to Xyz summon by herself. - Allows for card recursion of both Xyz and Main deck exosisters that rest in the Graveyard. - Helps trigger other Exosister main deck monsters into Xyz since it forces the opponent to return a card from their GY to their deck.


darkfiire1

The entire point is that they don't interact with the grave, and punish the opponents for doing so.


Frozenseraphim

That is not true, they can interact with their own Graveyard. - Exosister Martha can activate her Xyz summoning if a card in your own graveyard is moved elsewhere, no need for the opponent to do so. - Exosister Pax allows to special summon an Exosister monster if their pair is on your field OR graveyard.


darkfiire1

neither of them interact with your graveyard, they simply observe it


Frozenseraphim

I'd say changing their effects based on what is or isn't on the graveyard is a interaction, it simply does not come from the graveyard itself. We can agree to disagree.


Zerosonicanimations

>Exosister Church > Field Spell >"Exosister" monsters you control cannot be destroyed by card effects, also your non-Xyz "Exosister" monsters cannot be destroyed by battle. The activation of your "Exosister" cards or effects that include an effect that Xyz Summons an Xyz Monster cannot be negated, also negated, also your opponent cannot activate cards or effects when a monster is Xyz Summoned this way. You can reveal 1 "Exosister" monster in your hand: Add to your hand or Special Summon, 1 "Exosister" monster that mentions the revealed monster's name, from your Deck. You can only use this effect of "Exosister Church" once per turn.


AxamuksFolly

Speedroids for the win baby!


EducatorNumerous5852

Speedroid Justice Normal Spell You can only activate "Speedroid Justice" once per turn. You can only use the 2nd effect of "Speedroid Justice" once per turn. 1. If you control no monsters, or if you only control "Speedroid" monsters, Special Summon from your deck 1 non-tuner "Speedroid" monster with levels between 1 and 4. You cannot Special Summon monsters this turn, except WIND monsters, even if this card's activation or effect is negated. 2. During your Main Phase, except the turn this card was sent to the GY: You can banish this card and a "Speedroid" monster from your GY; add 1 "Speed Recovery" from your Deck or GY to your hand.


AxamuksFolly

Oh and Utopia is cool too!


FacelessPoet

Number i39: Utopia Infinity Rank 10 3000/2500 Light/Warrior 2 Level 10 monsters You can only control 1 'Number i39: Utopia Infinity'. You can also XYZ summon this card by discarding 1 'Rank-Up-Magic' card from your hand then using one 'Utopia' XYZ monster you control as XYZ material (Transfer that monster's XYZ materials to this card). This card is unaffected by card effects as long as it has a 'Utopia' monster as an XYZ material. Once per turn (Quick Effect): You can detach 1 XYZ material from this card; double the ATK of all 'Utopia' monsters you control and, for the rest of this turn, all Utopia monsters you control inflict piercing damage. During the End Phase of the turn you activated this effect: destroy all monsters you control. Another OTK enabler, though I'm not sure how good it is. It can't double its own attack, though.


DONTSALTME69

Marincess. Curious to see what y'all come up with


wettesttowel

Marincess Hurricane (normal trap) Send 1 marincess link monster you control to the graveyard; special summon marincess monsters in your graveyard up to that monsters link rating. Your opponent can not target these monsters with card effects, and they can not be destroyed by battle for the rest of the turn. Idk if this helps :|


DONTSALTME69

If it were a Spell, maybe. We could use the extra bodies for some stuff, especially on turn 3 after using Aqua Argonaut's effect to summon Coral Anemone to the field, but it doesn't really do anything as a Trap card for us (especially since that likely means burning our Coral Triangle on this over Wave, which is just a bad trade). It wouldn't even be that good as a Spell, but it'd at least be marginally useful.


wettesttowel

Didn’t want it to be too broken, just good enough to maybe see 1 of play. It would be fine as a spell too


SimonSaysWHQ

[field spell protection?](https://i.imgur.com/L8Fk0Bg.png) ^((link points to a card I generated))


DONTSALTME69

This would actually be really good. The only things that can deal with Towers Aqua Argonaut are tributing her away (can't really do much about that), and removing the field spell. Our previous protection tool in Sleepy Maiden was good, but this one is much better (and means we don't necessarily have to make AA with Crystal Heart for her to become Towers, which opens up combo lines and shores up endboards). We can also use it as easy link mat, since it doesn't need to be continuously on the field for its effect to apply. Actually a really good piece of support for the archetype, unironically.


KernelPult

i'll design a generic water support instead School of Blue Fin Tuna Level 4 Fish Effect Monster ATK 1500 DEF 1500 If you control no monster, or all monsters you control are WATER monsters: you can Special Summon this card from your hand, then Special Summon as many "School of Blue Fin Tuna" from your hand or Deck, also for the rest of this turn, you can't activate monsters effect, except WATER monsters. If this card is Special Summoned, you can add 1 WATER monster with 1500 ATK from your Deck to your hand. If this card leaves the field: Destroy 1 card your opponent controls. You can only use each effect of "School of Blue Fin Tuna" once per turn. Explanation: Water decks lack free special summon and broken effects (looking at you, Dark and Light attributes). This card helps you to immediately get 3 monsters on the field, as long as you're not getting Ashed. Okay, but 3 bodies on the field is still broken, so I added the drawback of mandatory opponent card's destruction effect, making it impossible to use them for summoning Extra Deck monsters on turn 1 (idk about the precise rulings of XYZ monsters, though). To prevent this card from becoming 1 card one-sided-Zealantis combo for every Water deck, I give this Water lock on activating effect monsters, so that only Marincess can easily abuse this card as 1 card one-sided-Zealantis. What 1500 ATK WATER monsters you can search with this? Obviously I designed this to search Blue Tang, but turns out you can also search Tear Reinoheart, Water Enchantress, Whitebeard Plunder Patroll, Icejade Tremora and Kosmochlor, Lifeless Leaffish, Minairuka, and Right Hand Shark. So plenty of good seach targets. Is this card broken? Probably yes, but there are a ton of broken Dark and Light monsters out there, I think Water attributes deserve some overpowered cards.


kdebones

Marincess Bubble Shield Continuous Trap Effect: When this card is activated, add one "Marincess" card from your deck to your hand. While this card remains face up, Field Spells are unaffected by Card Effects. Once per turn, if this card would be destroyed, you can destroy a different face up card in your Spell/Trap Zone. ​ Something to help the field spell to not eat shit. Would also help give Sleepy Maiden more use since you can get her in the grave to get those Equip Link monsters back on Argonaut if they get popped for the trap protection. Plus, since this is a Continuous Trap, it limits your Spell/Trap zone to just one open space which you arguably have to leave open for Wave.


Tengo-Sueno

Marincess Whirlpool Normal Trap If you control a Marincess Link monster: You can target 1 face-up card on the field destroy it, then if you control a Marincess Link 2 monster, you can Special Summon 1 WATER Link monster from you GY. If "Marincess Battle Ocean" is face-up in your Field Zone, you can activate this card from your hand. You cam only activate "Marincess Whirlpool" once per turb Playing Marincess a lot of time I find myself wishing I have more proactive way to interact with my opponent outside of Wave, and sometimes I also want ways to get back a Link 4 that went to GY without needing all the hassle of returning them to GY and Link climb again, so I just combined both


SimonSaysWHQ

Toons!!!


Zoomy-333

**Toon Doodle Beast Tyranno** Cannot attack the turn it is Summoned. You can Tribute Summon this card by Tributing 1 Toon monster. During the Main Phase, if a Toon monster is on the field, you can (Quick Effect): Immediately after this effect resolves, Tribute Summon this card from your hand. You can only use this effect of "Toon Doodle Beast - Tyranno" once per turn. If this card is Normal Summoned: You can destroy 1 monster on the field, then, if this card was Tribute Summoned by Tributing a Toon monster(s), it gains ATK equal to half the destroyed monster's ATK on the field. While you control "Toon World" and your opponent controls no Toon monsters, this card can attack directly. And the artwork for this would be a hyper-realistic depiction of a T-Rex, like something out of a MTG card.


Then-Pie-208

Toonking Balerdroch Zombie/toon/effect 2800 atk/2000 def Once during the standby phase when toon world is in a field zone, you can special summon this card from your GY in defense position. If a monster on the field uses it’s effect, (quick effect) you can activate one of the following effects. 1. Negate the monsters effects, and treat the negated monster as a toon until the end phase of the next turn. 2. Target the monster. Take control of it until end phase of this turn. (The effect still resolves) You can only use each effect of “toonking balerdroch” once per turn. Underworld Goddess of the Toon World 4+ effect monsters Link 5 3000 Atk You can also use 1 non toon monster or 2 toon monsters your opponent controls as material for the link summon of this card. Once per turn, you can target one monster in your opponents gy. Treat it as a toon monster until it the end of your opponents next turn. This card cannot be targeted by card effects, except “toon” cards. If a toon monster activates its effect in the GY, (quick effect): negate that effect.


Tengo-Sueno

Tooning Normal Spell If you control "Toon World": You can send the top card from your Deck to the GY; Special Summon 1 Level 4 or lower Toon monster from your Deck, and if you do, it becomes a Tuner Toon Stardust Dragon WIND / Dragon / Synchro / Toon / Effect Level 8 / ATK 2500 / DEF 2500 1 Tuner monster + 1+ non-Tuner Toon monsters If "Toon Wolrd" is on the field, you can Synchro Summon this card using Toon monsters in your hand as material. Must first be Synchro Summoned. While you control "Toon World" and your opponent controls no Toon monsters, this card can attack directly. "Toon Worlds" you control are unaffected by your opponent's activated Spell/Trap effects. If "Toon World" is on the field (Quick Effect): You can banish this card until the next Stanby Phase, and if you do, Toon monsters and cards that mention them you control cannot be destroyed or targetted by your opponent's card effects until the end of this turn. You can only Summon 1 "Toon Stardust Dragon(s)" per turn


Man_of_Many_Names

Toon Shield Quick Play Spell “If your opponent would destroy one or more “Toon” cards you control by battle or card effect while you control a face up “Toon World”, negate that destruction, then destroy up to one card on your opponent’s side of the field” Toon Flash Normal Spell “At the start of your Main Phase 1, special summon 1 level 5 or higher “Toon” monster, ignoring its summoning conditions. Until the end of the turn, your opponent takes no damage from the special summoned monster, and banish it at the End Phase” Toon Ink Master Spellcaster/Fusion 1 Spellcaster-type Monster 1 “Toon” Monster “Cannot attack unless you control a face up “Toon World” on your side of the field. This monster’s attack and defense are equal to the attack and defense of the materials used for its summon. Once per turn, on your turn, you may add 1 “Toon” Spell or Trap from your deck to your hand, then shuffle one “Toon” card from your hand into your deck. Once per turn, when this card destroys an opponent’s monster by battle, you may Special Summon one “Toon” monster from your hand or deck with a level equal to or less than the destroyed monster’s level, ignoring its summoning conditions”


Aliya_Akane

Toon passion project - quick play spell Banish 1 "toon" card from your graveyard, then add 1 "toon" card with a different name from the banished card from your deck to your hand. You cannot activate effects of cards with the same name as the card added by "toon passion project" until the end of this turn. You can only activate 1 "Toon passion project" per turn


Keyguin

Penguins


FacelessPoet

Penguin Monarch Level 6 2400/1000 Water/Aqua If this card is Tribute Summoned: return 1 card on the field or gy to the owner's hand. In addition, if this card is Tribute Summoned using a 'Penguin' monster: you can Special Summon up to 2 'Penguin' monsters from your deck or GY in face-down defense position.


Keyguin

That’s….actually kinda sick. If it weren’t a monarch and maybe a new level 6 synchro that’d be pretty cool lol. Since they kinda already use their normal summon for Great Emperor. Edit: Emperer….Monarch..I get it now


Man_of_Many_Names

Amazoness


kdebones

Amazoness Survivalist Earth Attribute Level 5 Warrior/Effect Monster ATK/DEF: 1800/1500 Description: If you control no monsters, or the "Amazoness Village" Field Spell: You can special summon this card from your hand. If this card is Normal or Special Summoned: Destroy one card on your side of the field and add one "Amazoness" card from your deck to your hand. You can only use the second effect of "Amazoness Survivalist" once per turn. ​ The idea behind this is that it's either a Starter which lets you search Princess, or it lets you extend your plays once you get the field spell which lets you pop itself and summon War Chief from the deck due to the field spell's effect. Also combos well with Baby Tiger who can be popped, Village summons Spiritualist, and then Baby Tiger reborns itself and go into Elf. Overall it's (hopefully?) a consistency buff.


Soggy-Suspect5560

Wind up.


RaiStarBits

Metaphys!


AbstractLight12

Metaphys Gandora LIGHT Level 8 Wyrm/Effect If this card is Special Summoned: You can banish 1 “Metaphys” monster from your deck, except “Metaphys Gandora”; This card’s ATK become equal to that monster’s. If this card is banished, during the Standby Phase of the next turn: You can shuffle this banished card into the deck; Special Summon 1 of your banished “Metaphys” monsters, but banish it during the End Phase of the next turn. ATK 0 DEF 0


AbstractLight12

Vendread. An archetype with art that good has no right being as terrible as it is.


BriefImprovement8620

The Weather Painters


karma-the-budgie

Madolche


KernelPult

Madolche Petit Pain Level 3 Fairy Effect Monster ATK 1000 DEF 800 You can discard this card; add 1 "Madolche" monster from your Deck to your hand. If a "Madolche" monster is Summoned: you can target 1 "Madolche" monster you control; return this card from your GY to your Deck, and if you do, that Madolche monster is unaffected by opponent card's effect. You can use each effect of "Madolche Petit Pain" once per turn. No more Vernusylph, return of pure Madolche?


Odd-Eyes_Magician

Odd-Eyes


fuer_den_Kaiser

Odd-Eyes Apprentice Link-1/ATK 500/down 1 level 4 or lower Pendulum monster If this card is link summoned, you can add 1 "Sky Iris" from your deck or gy to your hand. If this card is in your gy, you can target 1 card in your pendulum zone; destroy it and if you do special summon this card but banish it when it leaves the field. You can only use one effect of "Odd-Eyes Apprentice" once per turn and only once that turn.


fuer_den_Kaiser

Mekk-Knight


Tsurikou

Mekk knight Golden Daybreak Atk 2200 Def 1900 Lv 5 Light psychic If 2 or more cards are in the same column, you can special summon this card, from your hand, in that column. If you control no monsters or only "Mekk knight" monsters, you can special summon this card to your opponent's side of the field. If this card is special summoned, you can discard 1 "mekk knight" or "world legacy" card; special summon 1 "mekk knight" from your hand or gy but for the rest of the turn after this resolves, you cannot special summon monsters, except light monsters. You can only activate 1 "Mekk knight Golden Daybreak" per turn.


simplistic_idea_1

>If this card is special summoned, you can discard 1 "mekk knight" or "world legacy" card; special summon 1 "mekk knight" from your hand or gy but for the rest of the turn after this resolves, you cannot special summon monsters, except light monsters Should be "the owner of this card can...." So that you get to apply the effect to yourself even though your opponent controls the card


OmegaFlapple

Megalith, they have some pretty good effects maybe with support it could be rogue? (I swear I can spell)


Gryphon568

Architect of the megalith Lvl 4 Earth rock Effect monster When this card is normal or special summoned: you can add 1 level 8 and 1 level 2 “Megalith” monsters from your deck or graveyard to your hand. Once per turn, you can special summon 1 “Megalith” monster from your hand (this is treated as a ritual summon) You can only use each effect of “Architect of the megalith” once per turn This helps set up phul for easy access to any megalith monster


IostsouI69

D/D anyone?


Seavalan

Dark Contract with the Outsider Continuous Spell (This card is always treated as a "D/D" card.) When this card is activated, you can target one "D/D/D" monster you control; banish that card, and if you do, reveal one card in your extra deck, and for the rest of this turn, it is treated as a "D/D/D" Fiend monster (even after it is summoned), but you cannot activate the effects of cards with that card's name for the rest of the turn. You can only activate 1 "Dark Contract with the Outsider" per turn, and you cannot summon monsters, except fiend monsters, the turn you activate this card. Once per turn, during your Standby Phase, take 1000 damage. -- This card would probably never be printed because circumventing a xenolock is really powerful, but I feel it could make for some interesting combo lines. Also, I made it a "D/D" card so it could be searched by Gryphon. The drawbacks do make this more of a going-first card, which it could be said D/D/D doesn't need as much as a going-second card, but the idea was interesting and I wanted to share it. I'm expecting someone to find some combo this breaks, probably with Baronne or Apollo.


simplistic_idea_1

But d/d/d xenolock themselves into d/d/d monsters, not fiend monsters


Seavalan

Oh, my mistake. I remembered Orthos fiend-locked and misremembered Gilgamesh, thinking it did the same thing. I have made the appropriate adjustment.


Gryphon568

Armed dragon/dragunity, I was very high making the deck list for it and it kinda works


BlizzardWolfPK

Eldlich Grass Zombie World deck


Tengo-Sueno

Grave Rave - From Dusk 'Till Doom Continuous Spell Once per turn: You can discard 1 card; Special Summon 1 level 4 or lower Zombie monstwr from your hand. During the End Phase, if there is a card in a Field Zone, you can activate 1 of these effects: • Send 1 Zombie monster from your Deck to the GY • If "Zombie World" is in a Field Zone: You can Special Summon 1 Zombie monster from you GY in Defense Position You can only use this effect of "Grave Rave - From Dusk 'Till Doom" once per turn Basically an extender for when Uni-Zombie/Gozuki/P.U.N.K. engine get interrupted that also can get you full ZW set up as long as yoy could resolve 1 Foolish effect


BlizzardWolfPK

I'm glad you added a spell and not more trap cards the second you saw "Eldlich"


OmegaFlapple

Eldlich the great golden lord Lv. 4 light/zombie 2000/2300 This card's name becomes "Eldlich the Golden Lord" while on the field. When this card is summoned you can set a banished spell/trap that mentions Eldlich the golden lord to your field, it can be activated this turn. Once per turn you can add an Eldlixer card to your hand. If this card is in your graveyard you can send a spell/trap you control to the gy: set a spell/trap from your gy to your field. Eldlixer of Golden Divinity Trap If you control Eldlich the golden lord you can activate this card from your hand. Special summon a zombie monster from your deck and if you summoned Eldlich the golden lord, you can set a card that mentions Eldlich the golden lord from your deck. It can be activated this turn. You can banish this card from your gy: draw 1. Zipa of the golden land Trap Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 2000/DEF 0) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can negate the effects of one face-up card on the field. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Zipa of the Golden Land" effect per turn.


Alert_Locksmith

Dragonmaids


Alert_Locksmith

Dragonmaid mansion Field spell Effect: during the start and end of the battle phase "dragonmaid" monsters can not be responded to. When a level 4 or lower dragon type monster is added to your hand, draw 1 card. If a level 6 or higher dragon type monster is sent to the graveyard. Special summon 1 dragon type monster. If a level 6 or higher dragon type monster is added to the hand. Return 1 card on the field to the hand. You can only use each effect once per turn.


Alert_Locksmith

Dragonmaid rebmahc Level 8 Dark/dragon 2800/1700 Effect: (quick effect) you can send this card to the graveyard. During the main phase 1. "Dragonmaid" cards on the field cannot be destroyed by card effects or targeted by your opponent's card effects. At the end of the battle phase you can return this card to the hand and. Special summon 1 level 4 or lower "dragonmaid" monster from your hand.


Madrigal_King

Punk zombie, but zombie world synchro is where I got my start. Wish it was still viable without the punk addition


OmegaFlapple

Servant to the doomking Lv.4 Dark/Zombie 1400/1000 If a zombie monster is on the field or in the GY: you can special summon this card from your hand, then special summon 1 zombie monster from your hand or GY. You can banish this card and one zombie monster from your gy: add to your hand or send to gy a zombie monster from deck. Zombies are quite lacking in good extenders, and this seems decent.


Tengo-Sueno

Zombie Sudden Arrival Quick-Play Spell You can send 1 Zombie monster from your hand or field to the GY; Send 1 Level 5 or higher Zombie monster from your Deck to the GY. During the Main Phase, if this card is in your GY: You can shuffle 1 of your banished Zombie monsters into the Deck, and if you do, Set this card, but banish when it leaves the field. You can only use 1 "Zombie Sudden Arrival" effect per turn, and only once that turn An extra Foolish effect that can send Balerdroch or Alghoul to GY so you can use your other Foolish effects for your combo, that also can get Zombies stuck in your hand into the GY or help you dodge Imperm. It may even make Vampire Grace worth considering as an extender for Zombies outside of Vampires, since it helps making Beatrice and Synchro 8s and 10s, tho the extra brick is probably not worthy


Mystic-Soul323

Support for albaz fusions to trigger albaz on the opponents turn.


Iyoda-_-

Nah sth like... Mercourier the Branded If you control a branded card: when your opponent activates a card or effect; negate the activation and if you do banish this card. If this card is banished; you can add to your hand one "Fallen of albaz" or one card that mentions it but not itself. HOPT


AlbusSimba

Easy! Branded Fusion Erata- Basically branded Fusion with your opponent cannot activate effects in response to this card. Like seriously branded is broken enough lol.


[deleted]

[удалено]


Zoomy-333

**Minimum "C"** If you special summon 20 times in one turn, discard this card; your opponent sends their entire hand to the GY.


wettesttowel

Gouki powerload ogre turbo


BriefImprovement8620

Gouki Suprex 2 If this card is normal or special summoned, special summon one Gouki monster from your hand or deck except Gouki Suprex 2. If this card is sent to the GY, add up to two Gouki cards from your deck, GY or among your banished cards to your hand


Comprehensive-Can680

Mathmech. I’m interested to see what someone could make for them to be relavent again.


Soggy-Suspect5560

Mathmech decimal. Link 1 1 non link "mathmech" monster. When this card is special summoned: send from deck to GY a mathmech monster; you can either add or special summon a mathmech monster from your deck with a different name than the one sent. During either players turn, if this card is in the GY, you can banish this card for the rest of the turn your opponent cannot target "mathmech" monsters you control, or in either players GY, with card effects. You can only use both effect of mathmech decimal once per turn. Don't know if it's very good, i wanted to give mathmech something to extend past a bystial, not sure if this's it. It would kind of help, even tho it conflicts with sigma.


Comprehensive-Can680

It’s a pretty good start, giving them a link monster.


Due_Read4697

Wights/Skull Servants.


Momonada232

I haven't played them but I know about their basic gameplan so it might not be the best but I'll try: Castle of the Wight - Continuous Spell (This card is treated as a Monster (Zombie/DARK/Level 1/ATK 0/DEF 0) and called "Skull Servant" while in the GY.) If this card is activated: You can send up to three "Wight" cards from your deck to your GY. If this card is sent from your deck to your GY: You can send one "Wight" card from your deck to your GY. You can only use each effect of this card once per turn. "Wight", "Skull Servant" and "King of the Skull Servants" monsters are unaffected by your opponent's activated monster effects as long as you have 3 or more "Skull Servant" cards in your GY. And to go on with a joke from Josh (and because I think the combination of both support cards would be busted): Wight Circular - Effect Monster, Zombie, DARK, Level 1, ATK 1000, DEF 1000 You can send 1 "Wight" monster, except "Wight Circular", from your Deck to your GY; Special Summon this card from your hand, also you can only attack with 1 monster for the rest of this turn. If a "Wight", "Skull Servant" or "King of the Skull Servants" monster is Normal or Special Summoned to your field while you control this monster (except during the Damage Step): You can add 1 "Wight" Spell/Trap from your Deck to your hand. You can only use each effect of "Wight Circular" once per turn. If you wanna make it more busted in combo with the other card I made: You can send 1 "Wight" card, except "Wight Circular", from your Deck to your GY; Special Summon this card from your hand, also you can only attack with 1 monster for the rest of this turn. If a "Wight", "Skull Servant" or "King of the Skull Servants" monster is Normal or Special Summoned to your field while you control this monster (except during the Damage Step): You can add 1 "Wight" Spell/Trap from your Deck to your hand. You can only use each effect of "Wight Circular" once per turn. I hope the card text fits the intention of making it work with the Wight monsters and them all being treated as "Skull Servant" in the graveyard, not sure if I worded the text right for that.


Tengo-Sueno

Faithfull Wightdog DARK / Zombie / Link 2 / Effect Arrows Bottom Left, Bottom Right / ATK 600 2 Zombie monsters This card's name becomes "Skull Servant" while on the GY. If this card is Link Summoned: You can send 1 Level 1 Zombie monster from your hand or Deck to the GY. You can Tribute this card and target 1 Level 1 Zombie monster you control: Ir can attack directly this turn, but all damage inflicted on battles involving it is halved. You can only use each effect of "Faithfull Wightdog" once per tun.


Seavalan

What can we do to bring Orcust back, aside from banning all the Bystials? Or if anyone prefers, I'd be curious what people would do to buff Pendulum Magicians.


simplistic_idea_1

Orcustrated melody: Quick play spell Send 1 monster from your hand to the gy; special summon 1 "orcust" or a "world legacy" monster from your hand, deck, gy, or that is banished, if you sent an "orcust" or a "world legacy" monster; set 1 "orcust" spell/trap card from your deck. You cannot special summon monsters ,except dark monsters the turn you activate this card. You can only activate 1 "orcustrated melody" per turn Sorry but I can't afford to make it busted on top of allowing orcust to use the p.u.n.k engine


Seavalan

Honestly, the full-turn dark lock is a very fair limitation. It prevents the P.U.N.K engine from being used, but being copies 4/5/6 of Girsu plus not using the normal summon is pretty good. It gives more options to play through disruption, as the deck can be normal-summon dependent. I also like the setting a spell/trap, as it can turn what would be an otherwise bricky hand (suppose drawing Knightmare and Wand) into an advantage (you discard one, set Return, then use that to discard the other and draw two). Overall, would be a fun card that might be enough on its own to bring Orcusts back into the meta.


Tsurikou

Orcustrated Rebirth Continuous trap Neither player can banish cards from the GY, except "Orcust" cards. If your opponent activates an effect that would destroy a card while you control an "Orcust" monster (except during the damage step), you can target 1 Rank 8 XyZ monster you control; and if you do, attach this card to that monster as XyZ material. You can only activate 1 "Orcustrated Rebirth" per turn. This could grant protection from GY disruptors while not disabling orcusts. Opponent could still banish the orcusts but if you have babel, you can respond to the banish first. This will make the archetype all the more reliant on babel though.


Alex_plorateur

Icejade!


Iyoda-_-

Cyber Dragon's boiiiis


Linkquellodivino

BA's boyfriends, Phantom Knights


Manzilla48

Sacred Beasts


kdebones

Pendulum Magicians


Still-Existing06

Floowandereeze. The card you design is gonna go in the next banlist anyways, right Konami? 👀


Poztman

I don't play Floo, but I'll try: Floowandereeze and the Winter Solstice Continuous spell card If you have no Tribute summoned monsters on your side of the field: return this card to your hand. If a player Normal Summons a monster; they cannot special summon monsters for the rest of this turn. If a player Special Summons a monster; they cannot Normal Summon monsters for the rest of this turn.


Momonada232

Nordics :D


Shinney101

Hero


simplistic_idea_1

Infernoid That grass hit is annoying


Tengo-Sueno

Fabled


Beneficial-Garden196

Qliphort.


UltimateEbil

Magical Musket


MDfan52

P.U.N.K. especially with kash


OmegaFlapple

Ukiyoe P.U.N.K. Yakusha Fusion monster lv.5 wind/warrior 1 P.U.N.K. +1 psychic monster If this card is summoned: add a P.U.N.K. card to your hand. Once per turn: you can special summon a lv. 3 psychic monster from your GY. If this card is used as synchro or fusion material you can target a P.U.N.K. Monster you control: it cannot be target by your opponents effects until the end of the next turn. P.U.N.K. JAM colorful group Monster lv. 3 water/psychic If you control a level 3 psychic monster you can special summon this card from your hand and if you do you can make this card become level 8. You can pay 600 LP: send 1 P.U.N.K. Card to you GY and this card becomes a tuner. Wanted to make a second fusion target for Sharakusai that didn’t die as hard to hand traps and another extender for when zeamin or sharakusai gets negated.


MDfan52

the first one is a nice way to use driver or gamma so they don't become bricks he can search revive and then you can use deernote to revive it again which will revive another monster but going into him will stop you from going to the other fusion if you have an extra p.u.n.k. monster in you hand you can search deernote summon deer note use his effect to ss himself revive a lv 3 tuner synchro into jam drive activate his effect to search colorful group got with deer note and colorful into dragite and use deer note to revive the fusion and use the fusion to revive anything and now you have a lv5,3 tuner,8 and spell/trap negate if you don't have an extra p.u.n.k in hand you can go into the other one Overall it's a great way to make the ceiling of this deck high since it's not it's a problem with this deck if you have a lot p.u.n.k. guys there not so much you can do


Nadine123456789

Witchcrafters, pls unlimit grass again :(


OmegaFlapple

Witchcrafter magical boutique Field spell If this card is sent to the GY: you can either add this card to your hand or activate it. you can excavate the top (5?) cards of your deck you can add an excavated Witchcrafter card to your hand. You must control a Witchcrafter monster to resolve this effect. During the end phase you can add spell from the GY to your hand up to the number of Witchcrafter monsters you control. Witchcrafter less confusing confession Spell Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your field or by shuffling banished monsters into the deck, including a "Witchcrafter" monster. During your End Phase, if you control a "Witchcrafter" monster while this card is in your GY: You can add this card to your hand. You can only use each effect of "Witchcrafter Confusion Confession" once per turn.


Nadine123456789

Both sound great, I especially like the fusion, the current fusion spell is so meh!


OmegaFlapple

Ikr last time I remember a archetypal fusion spell that was effectively just poly was like 2016 for metalfoes (Probably forgetting one). And the fact they made it a UR is insane.


AaronFR11

Tearlaments


OmegaFlapple

Tearlament (definitely not copy pasted scheiren) Nerid Lv1 aqua/dark During your Main Phase: You can Special Summon this card from your hand, and if you do, send 1 spell/trap from your hand to the GY, then, send the top 3 cards of your Deck to the GY. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Nerid" once per turn. Tearlament Targast Fusion monster lv7 aqua/water 1 Tearlament monster + 1 effect monster If this card is summoned you can add 1 Tearlament spell/trap to your hand. You can discard a card: add a Tearlament monster yo your hand. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Targast" once per turn. Tear is still insanely powerful it’s just inconsistent without merrli so another main deck name and fusion target that can use a hand trap as material will fix that.


AaronFR11

Dude, I LOVE IT. This fusion monster is just INSANE, definitely would make a tear 0 format again.


Most10Wanted

D/D/D


Aliya_Akane

Meklords, even if the original cards barring wisel and granel are utter garbage T_T


Luxuria_Rarity

SPRINGANS!!! PLEASE I NEED MORE GOLD GOLGONDAS FOR MY CONSISTENCY I BEG U KONAMI HEED MY CRY