robin stranger things is a badass-fail girl, which is something i've just invented and something i think is very good
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robin stranger things is a badass-fail girl, which is something i've just invented and something i think is very good
I admire the shear gull for whoever at yugioh head quarters looked at the game, and all of its insane archatypes and said.
“I wanna play kobayashi dragon maids, make it happen please.”
and then they just...did it. there here. its all dragon maids. maids that are dragons.
dragon
maids.
god bless.
New Thunder Dragon Archetype
Thunder Dragon Origin LIGHT Thunder/Effect LV1 0/2000 You can only activate either this card name’s (1) or (2) effect per turn, and only once that turn. (1): You can discard this card to target 1 Thunder monster you control (Quick Effect); that monster gains 500 ATK. (2): If this card is banished, or sent from the field to the GY: You can add 1 “Thunder Dragon Origin” from your Deck to your hand.
All these monsters need an effect in the hand to make summoning the fusion monsters live. The 500 boost being a quick effect matters a lot because you can use it during the damage step to probably win a few battles.
If this LIGHT monster is banished, by ‘Black Luster Soldier - Envoy of the Beginning’ perhaps, or sent from the field to the grave, possibly to summon ‘Supervolt Thunder Dragon’ you get to search another copy of itself
A Chaos based ‘Thunder Dragon’ archetype is interesting.
Thunder Dragon Bolt DARK Thunder/Effect LV5 1600/1500 You can only activate either this card name’s (1) or (2) effect per turn, and only once that turn. (1): You can discard this card (Quick Effect); add 1 “Thunder Dragon Bolt” from your Deck to your hand. (2): If this card is banished, or sent from the field to the GY: You can add 1 “Thunder Dragon” card from your Deck to your hand, except “Thunder Dragon Bolt”.
Discard to search another copy. This effect serves it’s function. it puts a DARK in the grave and activates in the hand.
Searching any card in the archetype when banished or sent from field to grave allows for excellent utility and makes this entire archetype easily searchable.
Thunder Dragon Bird LIGHT Thunder/Effect LV6 1800/2200 You can only activate either this card name’s (1) or (2) effect per turn, and only once that turn. (1): You can discard this card (Quick Effect); Special Summon 1 “Thunder Dragon” monster from your GY or from among your banished monsters, except “Thunder Dragon Bird”. (2): If this card is banished, or sent from the field to the GY: You can return any number of cards in your hand to the Deck, then draw that many cards.
The 2 level 6 “Thunder Dragon”s focus on recovery and out of the 2 Bird has the better discard effect, but the worse banished/sent to grave effect.
Summoning a banished/ in grave “Thunder Dragon” is fantastic because you can immediately summon ‘Supervolt Thunder Dragon’ with that monster.
A mulligan isn’t useless, but it’s not proactive.
Thunder Dragon Beast DARK Thunder/Effect LV6 2400/0 You can only activate either this card name’s (1) or (2) effect per turn, and only once that turn. (1): You can discard this card (Quick Effect); add 1 “Thunder Dragon” card from your GY or from among your banished cards to your hand, except “Thunder Dragon Beast”. (2): If this card is banished, or sent from the field to the GY: You can Special Summon 1 “Thunder Dragon” monster from your Deck, also return that monster to its owner’s hand at the End Phase.
Returning cards to the hand will only be helpful the turn after you use their effects so this card isn’t useful on the very first turn, but is quite helpful subsequent turns.
Summoning a monster from the deck and returning it to the hand is excellent however as it gains resources that you can either use as fusion or link material or just return it to the hand to use it’s effect on your opponent’s turn.
Thunder Dragon Wrath DARK Thunder/Special Summon/Effect LV8 2800/0 Cannot be Normal Summoned/Set. Must first be Special Summoned (from the hand) by banishing 1 LIGHT monster and 1 DARK monster from your GY. (1): Once per turn, if a monster’s effect activates in the hand: This card gains 300 ATK until the end of the turn. (2): When this card destroys an opponent’s monster by battle: You can banish 1 card from your GY; add 1 Thunder monster from your Deck to your hand. (3): During your opponent’s End Phase: You can target 1 of your banished cards; place that card on either the top or bottom of your Deck.
The in-archetype Chaos monster. This card along with BLS, ‘Chaos Sorcerer’, ‘Lightpulsar Dragon’, ‘Darkflare Dragon’, ‘Black Dragon Collapserpent’ and ‘White Dragon Wyvernbuster’
Gains a bit of attack when you play your deck, 3100atk makes him a big beater.
Banishing a card, triggering that card’s effect and searching any Thunder monster is excellent and all you have to do is destroy something by battle.
Searching cards like ‘Thunder Sea Horse’, for more searching, ‘Batteryman Solar’ for more grave setup, or ‘Denko Sekka’ to shut down backrow, you have some excellent options.
Returning banished cards to the deck isn’t the most useful, but it helps you recycle resources and being optional means you’ll only use it when it’s helpful.
Thunder Dragon Lord Level 10 LIGHT Thunder Fusion Effect Monster ATK 3200 DEF 3200 Fusion Materials: 3 “Thunder Dragon” monsters Must be either Fusion Summoned, or Special Summoned by banishing 2 Thunder monsters (1 from your hand, and 1 Fusion Monster from your field) not named “Thunder Dragon Lord” (in which case you do not use “Polymerization”). (1) When a Thunder monster effect activates in the hand (even during the Damage Step) (Quick Effect): You can destroy 1 card on the field. (2) If this card would be destroyed by a card effect, you can banish 2 cards from your GY instead.
You wouldn’t want to fuse away ‘Supervolt Thunder Dragon’ because it’s stun effect is really good, but ‘Kaminari Attack’ can be summoned with ‘Instant Fusion’, but that’s pretty bad of a play.
Destroying 1 card whenever you use a Thunder monster’s effect in hand is excellent on it’s own, but doing it during the damage step means that it can destroy cards in a step where nothing could previously.
Banishing 2 cards to keep this card alive can help you trigger more effects while keeping your oppressive beater alive.
This card is really good, the only problem is summoning it as the other fusion monster is better on-field and you wouldn’t want to play ‘Instant Fusion’
Thunder Dragon Fusion Normal Spell Card You can only use this card name’s (1) and (2) effects once per turn each. (1) Fusion Summon 1 Thunder Fusion Monster from your Extra Deck, by shuffling into the Deck(s) Fusion Materials listed on it, that are on your field, in your GY, and/or among banished cards in your possession. (2) During your Main Phase, except during the turn this card was sent to the GY: You can banish this card from your GY; add 1 Thunder monster from your Deck to your hand.
Shuffling back banished “Thunder Dragon”s is excellent recovery way better than putting one back during your opponent’s end phase.
Making ‘Thunder Dragon Lord’ without using Poly or Supervolt is great.
Searching during the next turn is not bad, look at ‘interrupted Kaiju Slumber’ and means that this card isn’t completely dead turn 3.
The Hundred Thunder Dragons Normal Trap Card You can only activate 1 card with this card’s name per turn. (1) Target 1 Thunder monster in your GY; Special Summon that monster (but banish it when it leaves the field), then you can Special Summon from your GY as many monsters as possible with the Summoned monster’s name (but banish them when they leave the field). While a monster Special Summoned by this effect is in your Monster Zone, you cannot Special Summon monsters, except Thunder monsters.
The summoning restriction means that you can’t summon BLS or any of the Choas dragons which hurts a lot if you’re using this card turn 3 as an extender, but if instead you’re using this card during your opponent’s turn to summon a wall of monsters and trigger a load of effects when they get run over then that seems a lot better.
This card is finicky as an extender, but is great as a defensive card.
Thunder Dragon Stream Continuous Trap Card (1) Your Thunder monster effect activations cannot be negated. (2) Once per turn, if a “Thunder Dragon” monster is Normal/Special Summoned to your field: You can target 1 Spell/Trap Card on the field; banish 1 Thunder monster from your Deck, and if you do, destroy the targeted card.
Stopping the negation of Thunder monster effect is really good as it means that ‘Ash Blossom and Joyous Spring’ does nothing to you and your big fusion monsters will have an easier time sticking to the board.
Banishing from deck is nice as you can trigger a “Thunder Dragon” that you didn’t have in your hand and destroying a backrow is something that’ll be live most of the time.
This deck looks really good. All the cards are at least playable and while I don’t think that it’ll be competitively successful it looks like fun.
Code of the Duelist Leak COTD-EN085 Vendread Reorigin Normal Trap Target 1 face-up monster your opponent controls that has a Level; Tribute it, and if you do, Special Summon 1 “Vendread Token” (Zombie/DARK/ATK 0/DEF 0) with a Level equal to the Tributed monster’s original Level. While the Token Special Summoned by this effect is on the field, you cannot Normal or Special Summon monsters, except “Vendread” monsters. COTD-EN082 Revendread Slayer Ritual/Effect Monster DARK Level 6 Zombie-Type ATK 2400 DEF 0 You can Ritual Summon this card with any “Vendread” Ritual Spell. Once per battle, if this card battles an opponent’s monster, during damage calculation (Quick Effect): You can banish 1 Zombie monster from your GY; this card gains 300 ATK. If this Ritual Summoned card is sent to the GY: You can add 1 Ritual Spell from your Deck to your hand, and if you do, send 1 “Vendread” monster from your Deck to the GY. You can only use this effect of “Revendread Slayer” once per turn.
CIBR-JP047 オルターガイスト・プライムバンシー Altergeist Prime Banshee LINK 3 DARK Spellcaster-Type Link Effect Monster ATK 2100 Links: Right, Bottom Right, Bottom Recipe: 2+ “Altergeist” monsters You can only use each of this card name’s effects once per turn. (1) During either player’s Main Phase (Quick Effect): You can Tribute 1 “Altergeist” monster, except this card; Special Summon 1 “Altergeist” monster from your Deck at this card’s Link Point. (2) If this card is sent from the field to the GY: You can target 1 “Altergeist” card in your GY; add that card to your hand.
We’ve been Tricked! Instead of a Trickstar, a Spellcaster-Type Link Monster of a new Deck Theme has been revealed!
This is one of our Indie TeaTRPG Collab blends. Check out all of our CommuniTea Collabs here! A witch awaits you in the woods. Their herb lo
OH at RCCC: “I really liked that one tea I tasted, the… “Peppercorn Lesbian?”
🦕 Battle of Chaos: Dinoruffia 🦖
Dinoruffia Therizia
Level 4 DARK
[Dinosaur / Effect / Monster]
[ATK 1500/ DEF 0]
You can use each effect among the (1) and (2) effects with this card’s name only once per turn.
(1) If this card is Normal or Special Summoned: You can Set 1 “Dinoruffia” Trap directly from your Deck to your Spell & Trap Zone, then, if you have 2000 or less LP, this card gains 500 ATK.
(2) If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY, except “Dinoruffia Therizia”.
Dinoruffia Diplos
Level 4 DARK
[Dinosaur / Effect / Monster]
[ATK 1000 / DEF 0]
You can use each effect among the (1) and (2) effects with this card’s name only once per turn.
(1) If this card is Normal or Special Summoned: You can send 1 “Dinoruffia” card from your Deck to the GY, then, if you have 2000 or less LP, inflict 500 damage to your opponent.
(2) If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY, except “Dinoruffia Diplos”.
Dinoruffia Kentregina
Level 6 DARK
[Dinosaur / Fusion / Effect Monster]
[ATK 4000 / DEF 0]
Fusion Materials: 2 “Dinoruffia” monsters with different names
You can use each effect among the (2) and (3) effects with this card’s name only once per turn.
(1) Loses ATK equal to your LP.
(2) During the Main Phase (Quick Effect): You can pay half your LP, then banish 1 “Dinoruffia” Normal Trap from your GY; this effect becomes that Trap Card’s effect when that card is activated.
(3) If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY.
Dinoruffia Stealthbegia
Level 6 DARK
[Dinosaur / Fusion / Effect Monster]
[ATK 0 / DEF 2500]
Fusion Materials: 2 “Dinoruffia” monsters with different names
You can use each effect among the (2) and (3) effects with this card’s name only once per turn.
(1) While you have 2000 or less LP, you do not pay LP to activate Trap Cards or “Dinoruffia” monster effects.
(2) When your opponent activates a monster effect (Quick Effect): You can inflict damage to them equal to that monster’s original ATK.
(3) If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower “Dinoruffia” monster from your GY.