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?”
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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?”

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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
🦕 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.
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.

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HIGHWAY TO THE DANGER! ZONE
Danger! Bigfoot! Level 8 DARK Beast Effect monster 3000/0 You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not “Danger! Bigfoot!”, Special Summon 1 “Danger! Bigfoot!” from your hand, and if you do, draw 1 card. If this card is discarded: you can target one faceup card your opponent controls; destroy it. You can only use this effect of “Danger! Bigfoot!” once per turn.
All the “Danger!” monsters have the same non-opt summoning condition and a opt effect when discarded.
The effect to reveal and discard has a luck element as the card discarded should be picked at random, but each monster having an effect when discarded makes it so that you never go too minus as long as you discard a “Danger!” monster.
Bigfoot is a ‘Grapha, Dragon Lord of the Dark World’ for the archetype. A large attack boss monster that pops a card when it’s discarded.
Bigfoot is the only “Danger!” whose when discarded effect is not good turn 1, but it is also the only card that can apply any pressure.
Danger! Nessie! Level 7 DARK Aqua Effect monster 1600/2800 You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not “Danger! Nessie!”, Special Summon 1 “Danger! Nessie!” from your hand, and if you do, draw 1 card. If this card is discarded: you can add one “Danger!” card from your Deck to your hand, except “Danger! Nessie!”. You can only use this effect of “Danger! Nessie!” once per turn.
This card is a ‘Scarm, Malebranche of the Burning Abyss’ for the archetype, being able to search for any card, not just monsters, is especially good as the “Danger!” trap card is extraordinary.
This archetype seems to be designed the same way that the, also TCG exclusive, “Burning Abyss” archetype was.
You’d never want to summon any of these monsters except for Bigfoot because their attack values are pitiful and don’t have any effects on field.
Danger!? Jackalope? Level 3 DARK Beast Effect monster 500/2000 You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not “Danger!? Jackalope?”, Special Summon 1 “Danger!? Jackalope?” from your hand, and if you do, draw 1 card. If this card is discarded: you can Special Summon one “Danger!” monster from your Deck in Defense Position, except “Danger!? Jackalope?” You can only use this effect of “Danger!? Jackalope?” once per turn.
Jakalope is a ‘Graff, Malebranche of the Burning Abyss’ for the archetype.
Seeing as this card summons a monster in defense position this archetype is probably not being designed to otk, but rather extra deck focused, but their extra deck monster hasn’t been announced yet.
Danger! Chupacabra! Level 4 DARK Fiend Effect monster 1500/400 You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not “Danger! Chupacabra!”, Special Summon 1 “Danger! Chupacabra!” from your hand, and if you do, draw 1 card. If this card is discarded: you can target one “Danger!” monster in your graveyard; Special Summon it. You can only use this effect of “Danger! Chupacabra!” once per turn.
Chupacabra is a ‘Cir, Malebranche of the Burning Abyss’ for the archetype.
The searching, swarming and recursion is all there, all we need is a win condition for the deck.
Realm of Danger! Field Spell Your opponent cannot target “Danger!” monsters you control with card effects during the turn they are Special Summoned. Once per turn: you can target 1 “Danger!” monster you control; while you control that faceup monster and this faceup card, that monster can attack your opponent directly, also your opponent’s monsters cannot target it for attacks, but it does not prevent your opponent from attacking you directly.
The field spell is the only card released so far that gives you a win condition, that being attacking directly with Bigfoot regardless of the board your opponent has.
Giving all your monsters targeting protection for a turn is huge as it means that you can swarm the board with ease without your opponent stopping you.
This card doesn’t gain you any advantage and the protection is fleeting which means that Konami learned their lesson from ‘SPYRAL Resort’, but also means that you’ll probably stop playing this card at 3 when more cards get released for the archetype.
Danger! Zone Normal Trap Draw 3 cards, then discard 2 cards, including at least one “Danger!” card, or, if you have no “Danger!” cards in your hand, reveal your entire hand and shuffle it into the Deck. You can only activate one “Danger! Zone” per turn.
So simple, yet so perfect.
An archetypal ‘Graceful Charity’ is excellent, even though it is a trap and a +0 in advantage, this card cycles through so much of your deck and can trigger so many of your “Danger!” monsters effects that it is a 3 of no questions asked.
This archetype isn’t as powerful as “Burning Abyss” was when it was released, but given how good the cards are so far it’s fair to say that this deck will see a lot of play and experimentation in the year to come as we get between 15 and 18 other cards released for this archetype.
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.
Dinowrestlers
Dinowrestler King T Wrextle Link 3 EARTH Dinosaur Link Effect Monster ATK 3000 Links: Bottom Right, Bottom, Bottom Left Materials: 2 or more “Dinowrestler” monsters (1) If this card battles, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. (2) Your opponent cannot target other monsters for an attack. (3) When your opponent’s Battle Phase begins: You can target 1 Attack Position monster your opponent controls; during that battle phase, your opponent must declare an attack with that monster and other monsters they control cannot declare an attack. If they do not declare an attack, the target monster is destroyed when that Battle Phase ends.
An ‘Ancient Gear Golem’ effect makes sense in this battle focused archetype, but not stopping monster effects is a big problem.
Protecting your other monsters from attacks combos well with the third effect which basically forces your opponent to attack this monster with a monster of your choosing which in a vacuum is a good effect.
The problem with this card is that it has 0 actual protection and your opponent is going to destroy it during the main phase before any of it’s effects will have mattered.
Dinowrestler Capaptera Level 3 WIND Dinosaur Effect Monster ATK 1600 DEF 0 You can only use the (1)st effect of this card’s name once per turn. (1) If your opponent controls more monsters than you: You can target 1 monster your opponent controls; send that monster to the GY. (2) If this card is sent to the GY as a Link Material for a “Dinowrestler” Link Monster: You can activate this effect; that Link Monster gains 1000 ATK until the end of the turn.
Having another Dinosaur archetype is interesting as there is already a lot of generic Dinosaur support with ‘Fossil Dig’, ‘Soul Eating Oviraptor’, ‘Babycerasaurus’ and ‘Miscellaneousaurus’ along with the excellent boss monster ‘Ultimate Conductor Tyranno’.
Non-destruction removal is quite nice, but the condition is a bit annoying as if your opponent only has 1 monster then you can’t use this effect.
Having a link monster gain 1000atk until the end of the turn is useless.
This card is nice removal, but doesn’t further your own strategy.
Dinowrestler Capoeiraptor Level 4 EARTH Dinosaur Effect Monster ATK 1800 DEF 0 You can only use the (2)nd effect of this card’s name once per turn. (1) This Attack Position monster cannot be destroyed by battle, but at the end of a Damage Step in which this card is attacked by an opponent’s monster: Change it to Defense Position. (2) During the Standby Phase, if this card is in Defense Position: You can activate this effect; Special Summon 1 “Dinowrestler Capoeiraptor” from your Deck.
This card can’t be destroyed by battle once after, so he takes 2 hits instead of 1.
If your opponent can’t out a 0 def monster for some reason then you get to summon another copy on your turn.
This card is once again: mediocre and does not advance any of your goals with this deck.
I don’t know how this deck could make a link-3 with 0 swarming ability at all.
Dinowrestler Systego Level 4 EARTH Dinosaur Effect Monster ATK 1900 DEF 0 You can only use the (1)st and (2)nd effects of this card’s name each once per turn. (1) If this card is Special Summoned: You can add 1 “Dinowrestler” monster or 1 “World Dino Wrestling” from your Deck to your hand. (2) During the End Phase of a turn in which this card is sent to the GY, if your opponent controls more monsters than you: You can target 1 “Dinowrestler” monster” in your GY, except “Dinowrestler Systego”; Special Summon that monster.
This card can be easily special summoned by ‘Babycerasaurus’ or ‘Petiteranodon’ so this is a semi-consistent way of searching the archetype.
Summoning a monster during the end phase if your opponent is winning is not going to help you.
If you summoned this card and just left it on the field without link summoning with it and your opponent destroys it on their turn you can’t even summon itself back to search again.
World Dino Wrestling Field Spell Card You can only use the (3)rd effect of this card’s name once per turn. (1) If you control a “Dinowrestler” monster, players cannot attack with more than 1 monster during each Battle Phase. (2) If your “Dinowrestler” monster attacks an opponent’s monster, it gains 200 ATK during damage calculation only. (3) If your opponent controls more monsters than you: You can banish this card from your GY; Special Summon 1 “Dinowrestler” monster from your Deck.
The first effect has a ‘Kaiser Colosseum’ vibe, but without being horribly unbalanced.
The 200 boost only matters with the low attack monsters, but why would you be attacking with them? You’d want to be attacking with the link monster, but he seems impossible to summon him turn 1.
If this card is in the grave and your opponent is winning you can summon a “Dinowrestler” from deck. This should have been an on-field effect not a grave effect that relies on your opponent.
This deck need the opponent to be winning far too much and cannot summon it’s own link monster without tons of resources being used.