The Crossover Card Thread

Ryu Shaman
Fusion Monster (DARK / Dragon / 9 Stars / ATK 2350 / DEF 2000)
"Dark Magician" + "Blue-Eyes White Dragon"
A Fusion Summon of this monster can only be conducted with the above Fusion Material Monsters. When a Spell Card is activated, put 1 Spell Counter on this card (max. 3). By removing 3 Spell Counters from this card, this card gains 1500 ATK until the end of the turn. This card is unaffected by the effects of Spell Cards.


Image: Dark Magician with a dark purple version of Kaibaman's coat, with silver trimmings all over (inc. the spirals). Dark Magician's hat, but in the same style. In one hand he carries his staff (same as Dark Magician's, but with three Blue-Eyes claws over one side of it), and the other hand is a Blue-Eyes head instead, with the arms of the coat tailored to look like its spine.



Next: Magnet Warriors plus Thunder-Type monsters. Let's whip up an electromagnetic storm!
 
Magnet Kaminari
Quick-Play
Tribute 1 Thunder-type monster to activate this card. Double the ATK of all face-up "Magnet Warrior" monsters on your side of the field until the End Phase.

Next: D-Heroes plus the denizens of Pandemonium or The Sanctuary in the Sky...or for a simple prompt, roll with Dinosaurs and Insects
 
Flyosaurus
WIND/Dinosaur/6/1200/1000
This card in the deck, field, hand, or graveyard is also treated as an Insect-type monster. If you control a Dinosaur-type monster or a Insect-type monster on the field, you can send this card from your hand to the graveyard to add 1 level 7 or higher Insect-type or Dinosaur-type monster monster from your deck to your hand. As long as this card is removed from play, Insect-type monsters you controlled are unaffected by Trap cards.

Hm... lemme see. Maybe a Parshath- or Counter Trap-related Fairy in the Toon realm?
 
Toon Seraphim
Level 3; Fairy-type; LIGHT; Effect; 500/500
When "Toon World" is face-up on the field, this card isn't destroyed as a result of battle and any Battle Damage this card's controller takes from a battle involving this card becomes 0. When "The Sanctuary in the Sky" is face-up on the field, when this card inflicts Battle Damage to your opponent's Life Points, you can add 1 Counter Trap Card from your Graveyard to your hand.

Next: either plunge the Dark Magician into Dark World, or subject the Magician of Black Chaos to a successful time trip
 
Dark World Magician
Effect Monster (Spellcaster / DARK / 7 Stars / ATK 2500 / DEF 2100)
If this card is discarded from the hand to the Graveyard by an opponent's card effect, Special Summon it. If this card is Special Summoned this way, you can discard 2 Spell Cards to Special Summon as many monsters in your Graveyard as possible.



Next: A Senet Spellcaster, please.
 
Linear Diviner
Effect Monster (Spellcaster / Wind / Level 4 / ATK 800 / DEF 1200)
Send 2 spell cards to destroy every card in this column but this card. If there are no other cards in this column, this monster can attack your opponent's life points directly.



NEXT: Crystal Beast + God (Wicked, Egyptian, Sacred Beast (minus Hamon))
 
Crystalyst Reformation
Normal Spell
Discard all except 1 cards from your hand to activate. Select 1 "Crystal Beast" monster from your graveyard, then resolve one of the following effects:
- Special Summon the selected monster in face-down Defense position. After this card is activated and sent to the graveyard, as long as this card remains in the graveyard all "Crystal Beast" monsters on the field and graveyard are treated as Fiend-type monsters.
- Place the selected monster face-up into your Spell/Trap zone as a Continuous Spell card. After this card is activated and sent to the graveyard, as long as this card remains in the graveyard all "Crystal Beast" Continuous Spell cards are treated as Continuous Trap cards instead.

Next: when Gagagigo meets the Cybernetic Revolution.......
 
A two-step:

Reptilian Cyborg
Normal Spell
Tribute 1 face-up Reptile-Type WATER Normal Monster you control. Special Summon 1 "Teragaga Gigobyte" from your Fusion Deck. You can discard 1 "Power Bond" from your hand when you activate this card. If you do, double the Summoned monster's original ATK.

Teragaga Gigobyte
Level 9; Machine-Type; WATER; Fusion/Effect; ?/?
This card cannot be Special Summoned except by the effect of "Reptilian Cyborg". The original ATK and DEF of this card become equal to 500 plus the original ATK of the Tributed monster.

Next: use Metalmorph on an archetype profiled since The Lost Millennium...or combine fusion and rituals.
 
Polymer Jam
Ritual Monster (Aqua / LIGHT / 10 Stars / ATK 0 / DEF 0)
This card can only be Ritual Summoned with the Ritual Spell Card "Fusion Rite". If you Fusion Summon a monster, this 1 card on the field can be used as the entire Tribute.



Next: Ninja and Senet. I imagine if any card can shift position around the field, it's a ninja.
 
Substitution Technique
Quick Play Spell

You can only activate this card when there is a monster with 'Ninja' in its name on your field. You can move that monster into an adjacent column. If there is another monster in the same column as your ninja, destroy it and special summon two wood-block tokens (Wind / Plant / ATK 0 / Def 0) to your opponent's side.




NEXT: Blue-Eyes White Dragon(or cards dealing with BEWD) + Venom
 
Blue-Eyes Venom Dragon (A lot of Dragons have blue eyes, you see...)
LIGHT/Reptile/8/3000/2500
This card can be Special Summoned from your hand or graveyard if a "Blue-Eyes White Dragon" is destroyed in battle or by a card effect while "Venom Swamp" is face-up. Only one "Blue-Eyes Venom Dragon" can be Special Summoned with this effect at a time. If Special Summoned by this effect, change all monsters on the field into face-up Attack position (Flip effects are not activated), and place 2 Venom Counters on each face-up monster on the field. When this card is destroyed, select and Special Summon 1 Dragon-type monster from your graveyard which level is equal to or less than the number of Venom Counters on the field.

Next Prompt: Hmm... a mix of Guardian (remember those monster that cannot be Summoned unless a certain Equip card is face-up) with some Venom aspect, maybe? If you're making a new Guardian monster, you may as well create an Equip that goes with it... or not.
 
Vessel of the Snake Deity
Continuous Trap
Activate this card only when a "Guardian" monster is Normal Summoned or Special Summoned while you control a face-up "Venom" or "of Poisonous Snakes" monster. Equip this card to the summoned monster. That monster is treated as a "Venom" monster and take control of that monster as long as this card is face-up on your side of the field. Increase that monster's ATK by 100 points for each Reptile-Type monster in your Graveyard as long as this card is face-up on the field. When that monster is removed from the field, destroy this card.

A bit long, but I had to make it compelling.

Next: cross Aliens and Neo-Spacians, Guardians and Spirits, or any of the old archetypes (pre-Lost Millennium) with Arcana Force cards
 
guardian + spirit
two-part
Armarant Scythe
Equip spell

Any battle damage the equipped monster inflicts to your opponent's life points becomes 100. When the equipped monster inflicts battle damage to your opponent's life points, draw one card.

Guardian Armarant

Fiend / Fire / Lv 5 / 2300 / 1800

This card cannot be special summoned. This card can only be normal or flip summoned when there is an "Armarant Scythe" on your side. This card returns to your hand during the turn it is normal summoned, flip summoned or flipped face-up. Once per turn, you can destroy a monster equipped with Armarant Scythe and draw a card. If you used this effect, "Armarant Scythe" returns to your hand.

your choice of flavors:
1). mill (aka deckout-type cards) + Lv - monsters (horus/mystic etc.)
2). spirit + union

or running with the alternate version of current cards
3). light + dark world
4). wind + self-flipping down
5). dinosaur + elemental/destiny/evil hero
 
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2). spirit + union


Spirit of Jam
Spirit Monster (Aqua / WATER / 3 Stars / ATK 200 / DEF 400)
This card cannot be Special Summoned except by its effect. This card returns to its owner's hand during the End Phase of the turn it was Summoned or flipped face-up. Once per turn, you can equip this card to an opponent's monster as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this effect, it loses 600 ATK and DEF. When the equipped monster is destroyed, Special Summon this card in face-up Attack Position.



1cup said:
your choice of flavors:
1). mill (aka deckout-type cards) + Lv - monsters (horus/mystic etc.)

or running with the alternate version of current cards
3). light + dark world
4). wind + self-flipping down
5). dinosaur + elemental/destiny/evil hero
 
haha, alright, since i have this opportunity, i'll show what i meant by an alternate version


3). light + Dark World

Goldd Brightlord of the Radiance

Effect ( Fairy / Light / 5 stars / ATK 1000 / DEF 1500 )

When this card is added to your hand you may special summon this monster and during your opponent's next battle phase, they may only attack this card.
continuing on:

1). mill (aka deckout) + LV monster
alternates:
4). wind + self-flipping down
5). Dinosaur + Elemental/Destiny/Evil hero
 
Destiny Hero - Crosstime Saurian
Level 4; Dinosaur-Type; DARK; Effect; ?/0
This card's original ATK is equal to the number of "Destiny Hero" monster you have removed from play times 800.

Next:
1). mill (aka deckout) + LV monster
4). wind + self-flipping down

or one of mine - Gemini & Ritual

EDIT: Sigh. My bad.
 
Gemini & Ritual

Anima Soul Steal
Ritual Spell

This card is used to Ritual Summon "Machina Atoma." Return Gemini Monsters from your Graveyard to your Deck monsters whose total level is equal to 9.


Machina Atoma
Ritual Monster ( Machine / Dark / 9 stars / ATK 1700 / DEF 2000 )

This card can only be Ritual Summoned with the Ritual Spell Card "Anima Soul Steal." Remove from play up to 2 Gemini Monsters from your grave and apply the following effects based on the attributes of the removed monsters:

Light - This card cannot be destroyed as a result of battle
Dark - This card may attack your opponent's lifepoints directly
Earth - Double either the ATK or DEF of this card.
Wind - Return one card on the field to the owner's hand
Fire - Inflict damage equal to this card's ATK
Water - Special Summon a Gemini Monster from your Hand or Graveyard


after the break, we'll explore:
1). mill + Lv monsters
4). wind + self - flipping down
7). contact fusion + (archfiend or monarch)
8). soul control + bounce
9). gadget + dark scorpion
 
Destiny Hero - Crosstime Saurian
Level 4; Dinosaur-Type; DARK; Effect; ?/0
This card's original ATK is equal to the number of "Destiny Hero" monster you have removed from play.
Just the number? You're not going to multiply it by, say, 500?


1). mill + Lv monsters
Magmaxi LV3
Effect Monster (Rock / FIRE / 3 Stars / ATK 300 / DEF 1400)
During your Standby Phase, you can Tribute this card to Special Summon 1 " LV6" from your hand or your Deck.


Magmaxi LV6
Effect Monster (Rock / FIRE / 6 Stars / ATK 1300 / DEF 2400)
During each Standby Phase, send the top card of your opponent's Deck to the Graveyard. During your Standby Phase, you can Tribute this card to Special Summon 1 " LV9" from your hand or your Deck. You cannot use either of these effects during the same turn this card was Summoned.


Magmaxi LV9
Effect Monster (Rock / FIRE / 9 Stars / ATK 2300 / DEF 3400)
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of " LV6". During each Standby Phase, send the top 3 cards of your opponent's Deck to the Graveyard. You cannot use this effect during the same turn this card was Summoned.



Now have a go at one of these:
4) WIND + self-flipping down
7) Contact fusion + Archfiend/Monarch
8) Soul control + bounce
9) Gadget + Dark Scorpion
10) Thunder + WATER​


(Incidentally, I like this cumulation of suggestions (complete with numbering). Keep adding to the list!)
 
What is "Soul control"?

Anyway.

Float Fossil
Effect Monster (WIND/Winged Beast/4/1200/1700)
Once per turn, you can change this face-up card into face-down Defense position. When this card is Flip Summoned, return 1 Spell or Trap card on the field to the top of its owner's deck. If there is one or fewer card in the opponent's Spell or Trap card zone, this card gains 400 ATK and DEF.

Electrolysis
Quick-play Spell
Destroy all monsters on your side of the field, Special Summon 1 Thunder-type monster from your deck which level is lower than or equal to the total level of WATER monsters destroyed by this effect. The Special Summoned monster gains ATK and DEF equal to the total ATK and DEF of WATER monsters destroyed, and is unaffected by effects controlled by the opponent until the end of the opponent's next turn.

I love long effects... *sigh*

For the next run...

7) Contact fusion + Archfiend/Monarch
8) Soul control + bounce
9) Gadget + Dark Scorpion
11) The Creator + Normal Monster
12) Zombie + Mill (yes, this is old...)
 
creator is my homeboy. we went and came back from 'nam together.

oh, antilegend. soul control is a type of deck where you steal tribute fodder from your opponent.
cards like: creature swap, brain control, enemy controller, soul exchange, autonomous action unit and the new flavors of swap that require specific types (a-counter, normal monster etc.)

but moving along:

11). Creator + Normal Monster

Creation
Effect Monster ( Fire / Spellcaster / Lv 8 / ATK 2300 / DEF 2000 )

This card cannot be special summoned. This card can only be normal summoned by tributing normal monsters. Once per turn special summon a normal monster from your grave or hand. When this card is destroyed as a result of battle, you can bring 1 normal monster from your deck to your hand.


7). Contact fusion + Archfiend/Monarch
8). Soul control + bounce
9). Gadget + Dark Scorpion
12). Zombie + Mill
13). simochi + dragon
 
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