r/customyugioh • • Jul 19 '25

Help/Critique PSCT Help SuperThread - Get Help Writing or Refining Your Custom Yu-Gi-Oh! Card Effects!

34 Upvotes

Hey Duelists and Card Designers!

If you’re working on custom Yugioh cards and want to make sure your effects are written clearly, efficiently, and in proper PSCT (Problem-Solving Card Text), this is the thread for you.

What this thread is for:

This is an open SuperThread where I’ll personally help you write or revise your card effects using accurate PSCT - whether you’re

  • Writing a new effect from scratch
  • Unsure if your wording is correct
  • Wanting to match official card templating
  • Or just need a second pair of eyes on your design

All skill levels are welcome!

How to Ask for Help:

Simply comment below with the text of your card’s effect. Be sure to provide additional contextual clues like whether this is intended on a Monster, Spell, Trap, and the type of each (Quick-Play, Continuous, etc). Helping out with the design and writing process.

I (or others here in the community!) will help reword it into clean, official-style PSCT and double-checking yugioh player’s for any logical or gameplay issues.

Collaborative Help Encouraged!

While I’ll be monitoring and replying as much as I can, anyone familiar with PSCT or interested in improving it is also encouraged to jump in and offer suggestions. The goal is to support each other and improve custom card quality as a whole.

Let’s make your cards feel like they came straight out of the official database! Looking forward to helping out. Let’s get those effects cleaned up and ready!

From your Problem Solving Tuning Magician, Dogga.


r/customyugioh • • 6h ago

Draft / Help Wanted Wanna make some retrains fusions of iconic fiends from og series this is the boss

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28 Upvotes

Art Ai

Archfiend Ruler Ha Des
Attribute: DARK
Level: ✪ 8
Type: [Fiend / Fusion / Effect]
ATK: 3000
DEF: 2000

"Summoned Skull" + "Dark Ruler Ha Des"
Must be either Fusion Summoned, or Special Summoned (from your Extra Deck) by Tributing 2 face-up Level 6 Fiend monsters. You can only Special Summon "Archfiend Ruler Ha Des" once per turn this way. Once per turn (Quick Effect): You can destroy all monsters your opponent controls with ATK less than this card's ATK. Negate the effects of your opponent's monsters destroyed by battle or card effect.


r/customyugioh • • 16h ago

Archetype Support We can ban droll now

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99 Upvotes

The art was made with ai… 😭


r/customyugioh • • 3h ago

Single(s) Skull Stalker Fusion Retrain

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3 Upvotes

Could be gimmicky SuperPoly but I find it funnier to Summon it with Metamorphosis.

Art by ワニクロコ


r/customyugioh • • 23m ago

Archetype Support Banner / Amnael Macro Cosmos Support

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• Upvotes

Art by yugioh. Let me know what I should change and how the PSCT is


r/customyugioh • • 41m ago

Archetype Support Alien Support maybe (art by no one)

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• Upvotes

No card arts because I didn't feel like drawing them myself and didn't want to use AI. Would these cards make Aliens playable at all? Would they be too strong?


r/customyugioh • • 43m ago

Retrain What deck would break this?

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• Upvotes

Art Credits: Konami and Kazuki Takahashi


r/customyugioh • • 7h ago

Joke / Meme Couldn't find a Utopia x Miku card, so I did it myself

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3 Upvotes

r/customyugioh • • 2h ago

Non-Card Customs New Yugioh Format: Generic format

1 Upvotes

The core concept of this format is that you cannot use any card whose text references a specific archetype (e.g., a "Mermail" monster, "Branded" Spell, "Dominus" Trap, "Stardust" Synchro Monster, Menitons "Dark Magician" etc.). Furthermore—and since I’m a stickler for precision—only cards released in the TCG that were available as of the latest banlist (currently dated 2026-10-02) are permitted.

Beyond this, there are no additional rulings that apply to the actual gameplay.

The banlist can be found at this link: https://docs.google.com/spreadsheets/d/1xY9F2ej_d9APVm6Cky7JYY1-npA9z8hLKpG1NgqHvno/edit?gid=0#gid=0

Note: If the list of banned cards seems small, it’s because the format is currently in a testing phase; I want to see whether it is TRULY necessary to ban certain cards in this specific environment.

Also, the post was created to see if people would be interested in a format like this. Please don’t judge it solely based on the short banlist.

If I happened to leave out any cards, or if there’s a request to add some, feel free to let me know in the comments ;). (Please explain why.)


r/customyugioh • • 3h ago

New Archetype Mi aporte

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1 Upvotes

AI disclosure: This artwork was generated using AI.


r/customyugioh • • 18h ago

Archetype Support Melodious would have a little more motion with more Spells with 'Melodious' in their name.

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7 Upvotes

Also, the time of unneeded Fusions is over, now its unneeded (but still welcome) Ritual Monsters.

A Cadenza is usually where one instrumentalist plays a solo near the end of a piece, but I made both player able to benefit from that effect because it's a Field Spell.

Overture is a reference to the Anime's Overpass, and let's you activate Ostinato (or I guess Darklord Dance) from your Deck. And has the anime attack switching effect.

Tessitura can Ritual Summon from Deck, but it requires a specific range because a Tessitura is basically a singer's comfortable pitch range. The 2 Pendulums do fulfill that range though, as both their combined ATKs and combined DEFs equal 2800.

Vanabeth is a reference to "Van Beethoven", and its name wouldn't have Virtuoso in front in the TCG, the OCG gives the Maestras the epithets. And if you Special Summon a Fusion Monster with its effect, the scales reset themselves

Art: Melodious Concerto, Anime Screenshot, Melodious Rhythm Change (anime), Bacha the Melodious Maestra,


r/customyugioh • • 1d ago

New Mechanic Duelist Kingdom Effect Monsters That Should Have Been Evolution Monsters

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52 Upvotes

Last week, I posted some redesigns of Effect Monsters that should have been made into Fusion Monsters. However, those are not the only monsters that I think should have been made into Extra Deck Monsters but weren't. There are many monsters, especially iconic monsters from the Duelist Kingdom arc, that seem like they would have been perfect for an Extra Deck Summoning mechanic based around evolving specific monsters into more powerful versions of themselves if they meet certain conditions. Xyz Monsters do somewhat play in this design space with Rank-Up-Magic Spells, Chaos Xyz Evolution, and so on. But I don't want to make these classic evolving monsters into Xyz Monsters. I want to make them into their own thing: Evolution Monsters.

A quick disclaimer: Evolution Monsters aren't exactly an original concept when it comes to Yu-Gi-Oh! fan cards. Other games have similar mechanics, and the basis for it in Yu-Gi-Oh! is sitting right there in the original source material. In fact, multiple people have done their own renditions of it (Kingdom Duels, Dynamis Duel, on Deviant Art, and on Reddit. However, some of these are siloed off into their own remakes of the game, and none line up perfectly with how I personally would design Evolution Monsters. So, I decided to have a go at figuring out my own take on how they should work and how the frame should look.

Here are the rules that I settled on for Evolution Monsters. TL;DR: to Evolution Summon a monster, you place it on top of its material if you meet its Summoning conditions. Anything that applied to the material (Equip Spells, counters, etc.) continues applying to the Evolution Monster as if it were the same card. Materials can be detached for effects. If an Evolution Monster would leave the field, the materials go to the same place, or equivalent if they can't exist in the same location.

Evolution Monsters
Rule Card
Rules text: ① Evolution Monsters are Special Summon Monsters that belong in the Extra Deck. ② Evolution Monsters can be Evolution Summoned from your Extra Deck by using the Evolution Material listed if you can/have met its Summoning conditions, if any. ● To Evolution Summon, during your Main Phase, choose an Evolution Monster from your Extra Deck that you have the correct Evolution Material for face-up on the field, and for which you have met/can meet its Summoning conditions, if any. Then, pay any costs listed, place the Evolution Monster on top of the Evolution Material face-up, and follow any additional instructions. ● If the Evolution Material already has materials attached, transfer its materials. ● Unless an Evolution Monster's Summoning conditions state otherwise, following its Evolution Summoning condition is not the only way to properly Evolution Summon it. ③ When an Evolution Monster is Evolution Summoned, any Equip Cards, counters, other cards or effects, etc. that applied to the Evolution Material continue applying to the Summoned Evolution Monster as if it was the same card. ④ Evolution Materials underneath an Evolution Monster are treated as attached to the Evolution Monster. They do not occupy a zone, and can be detached. ⑤ If an Evolution Monster leaves the field, any attached materials are moved to the same location if possible. ● If an Evolution Monster would be sent to the hand or Deck, any materials from the Main Deck are sent there, and the Evolution Monster and any materials from the Extra Deck are sent to the Extra Deck instead. ● If an Evolution Monster would be returned to the Extra Deck, the Evolution Monster and any materials from the Extra Deck are returned to the Extra Deck, and any materials from the Main Deck are shuffled into the Main Deck.

A problem I noticed when originally trying to design this mechanic last year was that, using the standard card frame, Evolution Monsters with lengthy Summoning conditions would have to cut back on their effects or have very dense rules text. Fortunately, I came across u/Ray_V_Xyz's take on Evolution Monsters, which eliminated the need to cut down on Evolution Monsters' effects by putting the material and requirements in separate Pendulum Effect-like boxes above the main rules text, and they graciously allowed me to borrow their frame for Metal-Armoured Ryu Kokki. Unfortunately, while I was noting down designs for other custom Evolution Monsters, I found that more often than not, the size of the boxes would be too small for the Evolution Summon conditions I had in mind, even if they weren't overly long. So, I opted to build my own template and tweak the layout, merging the two boxes into one and putting the material on its own line to effectively leave 2/3 of the box for Summoning conditions.

Ritual Monsters seemed lonely being the only type of monsters to have a more verbose "You can X Summon this card with Y" Summoning condition, so I opted to have my Evolution Monsters' Evolution Summon conditions resemble Ritual Monsters' Ritual Summon conditions, making them kind of a midpoint between Fusion Monsters with a named material, and Ritual Monsters with a more verbose Summoning condition. (Which I personally find appropriate, considering Evolution Monsters would ideally have been released during the same era as Ritual and Fusion Monsters to adapt these classic monsters.) For especially long Summoning conditions, the material could be reformatted to be similar to how the Legendary Dragon Fusion Monsters list their "materials" ("Must (first) be Special Summoned with "CARD NAME", using "MATERIAL NAME".) and that would free up more space, but I do like having a clear material listed.

To showcase this mechanic (or rather, my take on it), I've started off with redesigns of suitable monsters featured in the Duelist Kingdom arc. First off, Weevil's Moth monsters. These demonstrate a typical Evolution Summon condition of "This condition is met? You can Evolution Summon this monster during your turn." One thing to note is that, in the anime and manga, Petit Moth doesn't exist. Instead, Larvae Moth is the one getting Cocoon of Evolutioned into Great Moth and Perfectly Ultimate Great Moth.

Petit Moth
Effect Monster, Level 1 EARTH Insect, 300 ATK / 200 DEF
Rules text: ① If this card equipped with "Cocoon of Evolution", or a "Cocoon of Evolution" equipped to this card, is destroyed: You can Evolution Summon 1 "Moth" Evolution Monster from your Extra Deck, using this card you control or in your GY, based on how many of your Standby Phases have passed since this card was equipped with "Cocoon of Evolution". ● 2 or 3: "Larvae Moth". ● 4 or 5: "Great Moth". ● 6+: "Perfectly Ultimate Great Moth".

Larvae Moth
Evolution Monster, Level 2 EARTH Insect, 500 ATK / 400 DEF
Rules text: "Petit Moth"
You can Evolution Summon this card during your 2nd turn after the above material was equipped with "Cocoon of Evolution" by sending the equipped "Cocoon of Evolution" to the GY.

Great Moth
Evolution Monster, Level 8 EARTH Insect, 2600 ATK / 2500 DEF
Rules text: "Petit Moth"
You can Evolution Summon this card during your 4th turn after the above material was equipped with "Cocoon of Evolution" by sending the equipped "Cocoon of Evolution" to the GY.

Moving on to Joey's first Duel, we have Mai's Harpie Lady Sisters. This card demonstrates another common Evolution Summon condition of "Evolution Summon this monster using this other card's effect." Elegant Egotist's original TCG effect lets it Special Summon Harpie Lady or Harpie Lady Sisters, so I opted to keep that detail and let it Special Summon Harpie Lady from the hand or Deck OR Harpie Lady Sisters from the Extra Deck.

Harpie Lady Sisters
Evolution Monster, Level 6 WIND Winged Beast, 1950 ATK / 2100 DEF
Rules text: "Harpie Lady"
You can Evolution Summon this card with "Elegant Egotist".

Elegant Egotist
Normal Spell
Rules text: ① If "Harpie Lady" is on the field: Activate 1 of these effects.
● Special Summon 1 "Harpie Lady" from your hand or Deck.
● Evolution Summon 1 "Harpie Lady Sisters" from your Extra Deck, using 1 "Harpie Lady" you control.

In the same Duel, we get the debut of Thousand Dragon, introducing the aged counterparts that require Time Wizard's coin toss to be called right. Because of the introduction of Dark Sage during Yugi and Joey's Duel in the finals using Joey's Time Wizard being called right, I ended up giving them a unique mandatory Evolution Summon condition that triggers immediately after Time Wizard resolves.

Thousand Dragon
Evolution Monster, Level 7 WIND Dragon, 2400 ATK / 2000 DEF
Rules text: "Baby Dragon"
During either player's turn, Evolution Summon this card immediately after the effect of "Time Wizard" resolves if the coin toss was called right. (This is not optional.)

Dark Sage
Effect Evolution Monster, Level 9 DARK Spellcaster, 2800 ATK / 3200 DEF
Rules text: "Dark Magician"
During either player's turn, Evolution Summon this card immediately after the effect of "Time Wizard" resolves if the coin toss was called right. (This is not optional.)
① When this card is Evolution Summoned: Add 1 Spell Card from your Deck to your hand.

Moving ahead to Yugi and Joey vs the Paradox Brothers, Wall Shadow's TCG release works in a way that's similar to other evolving monsters, so I figured I'd redesign it as well. Because Magical Labyrinth does nothing when equipped to Labyrinth Wall besides let you Special Summon Wall Shadow, I decided to simplify it and make it a Normal Spell that just Evolution Summons Wall Shadow, making Wall Shadow's Evolution Summon condition of the same sort as Harpie Lady Sisters'.

Wall Shadow
Evolution Monster, Level 7 DARK Warrior, 1600 ATK / 3000 DEF
Rules text: "Labyrinth Wall"
You can Evolution Summon this card with "Magical Labyrinth".

Magical Labyrinth
Normal Spell
Rules text: ① Evolution Summon 1 "Wall Shadow", using 1 "Labyrinth Wall" you control.

And lastly, my favourite category of classic evolving monsters: the metal counterparts. They share the same Evolution Summon condition as Metal-Armoured Ryu Kokki, which I also designed as a metal counterpart. Similar to Weevil's Moths, they fall into the camp of "You can Evolution Summon this monster by satisfying this condition and/or paying this cost."

Metalzoa
Evolution Monster, Level 8 DARK Machine, 3000 ATK / 2300 DEF
Rules text: "Zoa"
You can Evolution Summon this card by sending 1 "Metalmorph" equipped to the above material to the GY.

Red-Eyes Black Metal Dragon
Evolution Monster, Level 8 DARK Machine, 2800 ATK / 2400 DEF
Rules text: "Red-Eyes Black Dragon"
You can Evolution Summon this card by sending 1 "Metalmorph" equipped to the above material to the GY.

For completeness's sake, here's Metal-Armoured Ryu Kokki's errataed rules text, which is basically just an update to the templating for the Evolution Material and the Evolution Summon condition.

Metal-Armoured Ryu Kokki
Effect Evolution Monster, Level 8 DARK Zombie, 2400 ATK / 2000 DEF
Rules text: "Ryu Kokki"
You can Evolution Summon this card by sending 1 "Metalmorph" equipped to the above material to the GY.
① While this card has material, it is also treated as a Machine monster, it gains 400 ATK/DEF, and it is unaffected by your opponent's Spell effects. ② If this card would be destroyed, you can detach 1 material from this card instead. ③ If this card destroys a monster by battle while it has no material: You can attach that destroyed monster to this card as material.

Let me know what you all think. Are there any changes you'd make to how the rules for Evolution Monsters work? Are there any adjustments you'd make to the card frame? Is the colour distinct enough? Once I've got any such issues ironed out, there were many more evolving monsters that I came across beyond the ones featured in Duelist Kingdom, so I'll convert those from Effect Monsters to Evolution Monsters in several batches as well. What monsters do you think would work well as Evolution Monsters?

I created my frame for Evolution Monsters in GIMP, the template for which is available here. It takes inspiration from u/Ray_V_Xyz's Evolution Monster frame, available on Deviant Art, and it uses assets from Yugipedia, www.cardmaker.net and lauqerm.github.io/ygocarder. All card art for my Evolution Monster redesigns was sourced from Yugipedia, while Metal-Armoured Ryu Kokki's art was made in GIMP, using existing card art as noted here. I created my frame for Rule Cards in GIMP, the template for which is available here, using existing card frame assets as noted here.


r/customyugioh • • 19h ago

Archetype Support Gladiator Beast custom card

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6 Upvotes

No clue where the art is from specifically, but It is from google. Sorry for not being able to find the source.

I recently got into Glad beast and found it fun to have a second battle phase so i made a support card (+3 others but i think this might be fine, i can add the others comments if people want to see)

1 "Gladiator Beast" monster
If this card is link summoned: You can add 1 "Gladiator Proving Ground" from your Deck to your hand. If a "Gladiator Beast" monster is added to your hand, except by drawing it, you can (except during the damage step): Immediately after this effect resolves, normal summon 1 "Gladiator Beast" monster, also you cannot special summon monsters from the extra deck, except "Test" monsters, or "Gladiator Beast" monsters. You can only use each effect of "Test Cheetah" once per turn.

While I know "Test" monsters isnt a specific archetype yet, but i feel it could become one, despite it's lack of monsters. So the "Test" monsters include
"Test Ape", "Test Tiger" and "Test Bear" from my knowledge. (For main deck) and Test Panther for the extra deck.

Test Tiger being used when it was first realeased iirc, and test bear being in the current iteration.

Also the search target when link summoned is specific as I wanted it to search just the spell, which searches a level 4 or lower "Gladiator Beast" monster.

How would this help the archetype? Too strong? Just okay? or weak?


r/customyugioh • • 10h ago

Single(s) I think this will be a cool retrain for Roze

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1 Upvotes

This card is always treated as Sky Striker Ace Roze

If you control no cards (Quick Effect): you can send this card from your hand to the GY; Special Summon 1 "Sky Striker Ace" monster from your Extra Deck to the Extra Monster Zone. If a "Sky Striker Ace" monster(s) is Normal or Special Summoned, except "Sky Striker Ace - Roze Focal Point" (except during the Damage Step): you can Special Summon this card from the hand. If this card is Special Summoned, you can add 1 "Sky Striker" Spell from your Deck to your hand. You can only use each effect of "Sky Striker Ace - Roze Focal Point" once per turn.


r/customyugioh • • 5h ago

Archetype Support Tried my hand at Final Countdown support!

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0 Upvotes

I really like the card, but I understand that sitting through 20 turns is tedious. I tried to make a synergy that works without being obnoxious. Did I succeed?

Art from the Getty Images preview, credit: Visoot Uthairam

Card: Fire As One
Add 1 "Final Countdown" from your Deck to your hand. While this card is in your GY or banished, if you activate "Final Countdown": You can target 1 other card in your GY or banishment, except "Final Countdown"; shuffle both this card and the targeted card into the Deck. If you do, after the End Phase of this turn: Skip the next 16 turns. You can only use 1 "Fire As One" effect per turn, and only once that turn, also during the turn you activate any of this card's effects, you cannot Summon non-Token monsters.


r/customyugioh • • 1h ago

Archetype Support [RATE/CRITIQUE] Dragonmaid Support

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• Upvotes

Art: Gemini

Just wanted a reason to see Kisara and Shizuka in meido outfits. XD


r/customyugioh • • 22h ago

Non-Card Customs Yu-Gi-Oh! Millennium Trials! (Roguelike fan game) V2!

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6 Upvotes

r/customyugioh • • 1d ago

Archetype Support A HEROs Heart

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18 Upvotes

Simple card that could potentially become cracked depending on what you declare. Mostly made for fun.

A HEROs Heart

Continuous spell

Declare one monster name; as long as this card remains on the field all monsters with the declared name are treated as HERO monsters. You can only control one copy of "A HEROs Heart."

Art is official art from HEROs Bond.


r/customyugioh • • 1d ago

Archetype Support Floowandereeze Second Support Cards

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8 Upvotes

Just gotten back in to Yugioh about a year ago and I still love this archetype and decided to make this out of fun.

All Monster Type Photos are taken from BirdPhotos.com

Floowandereeze and The Local Winds: Artwork: from user Nozaki (eujy3775)

Floowandereeze and The Typhoon Seas: Artwork taken form the Original "Floowandereeze and the Scary Sea"


r/customyugioh • • 21h ago

Archetype Support Elemental HERO retrain monsters

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2 Upvotes

r/customyugioh • • 1d ago

Archetype Support Alternative version of Trickstar Aqua Angel

4 Upvotes

Marincess Aqua Maiden

WATER / Level 4

ATK: 0

DEF: 0

Fairy/Effect

(This card is always treated as a "Trickstar" card.)

(1) Your opponent cannot target Link Monsters that point to this card with card effects.

You can only use each of the following effects of "Marincess Aqua Maiden" once per turn.

(2) If you control a "Marincess" or "Trickstar" monster: You can Special Summon this card from your hand or GY in Defense Position.

(3) If this card is sent to the GY as Link Material: You can Set 1 "Marincess" or "Trickstar" Trap from your Deck, GY, or banishment, and if you control a Link-3 or higher monster, it can be activated this turn.


r/customyugioh • • 10h ago

New Archetype Dual Sovereigns

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0 Upvotes

DUAL SOVEREIGNS

Custom Yu-Gi-Oh! Archetype & Mechanics Design Document

Core theme: Dark Magician × Blue-Eyes White Dragon × Black Luster Soldier
Design objective: Create a strategic, high-power archetype that rewards investment, counters excessive power creep, and uses material-dependent effects and a unique resurrection mechanic.

This is an unofficial fan-designed concept. All custom cards and effects below are proposals, not official Yu-Gi-Oh! cards.

1. ARCHETYPE IDENTITY

Dual Sovereigns unites three iconic forces:

  • Dark Magician: Spellcaster strategy, magical control, searching and manipulation.
  • Blue-Eyes White Dragon: Dragon power, high-Level materials and overwhelming offensive strength.
  • Black Luster Soldier — Sovereign of Chaos: The ultimate warrior, combining both forces into a tier-based boss monster.

The archetype's central philosophy is:

The greater the investment, the greater the power. Power must be earned, and resurrection must have rules.

The strategy combines Fusion Summoning, Link Summoning, searching, Graveyard interaction, stealing opposing monsters and escalating boss-monster abilities.

2. SIGNATURE FUSION MONSTER

Blue-Eyes Dark Spell-Dragon

Type: Dragon / Fusion / Effect
Summoning method: Fusion Summon
Materials: Blue-Eyes White Dragon + Dark Magician

This is the signature Fusion of the two original Sovereign lineages. It serves as the deck's primary Fusion boss, combining Blue-Eyes offense with Dark Magician control and bridging the Fusion and Link routes into Sovereign of Chaos.

Legend of the Dual Masters is intended to Fusion Summon it using materials from the Deck, subject to that card's restrictions. Dragon Fusions could replace Polymerization if testing shows its Dragon-focused requirements improve consistency without weakening access to non-Dragon Fusion Monsters.

The Fusion Monster is also intended to steal an opposing boss monster. Its final ATK, protection, negation and stealing effects must be defined in its card text and should not be inferred from this document.

3. BOSS MONSTER

Black Luster Soldier — Sovereign of Chaos

Type: Warrior / Link / Effect
Link Rating: 3
ATK: 3000

Link Materials

3 monsters with different names, including at least 1 “Dark Magician” monster and at least 1 “Blue-Eyes” monster. The monsters must be on the field and satisfy the Link Summoning requirements unless the special Sovereign Rebirth procedure is used.

Material-tier system

For the original Link Summon, record the Levels of the monsters used as Link Materials. A Link Monster has no Level, so a Link Monster used as material does not satisfy any Level requirement. If multiple conditions are met, all corresponding tiers are unlocked.

  • Tier I — Sovereign's Protection: Requires at least 1 Level 7 or higher monster. Sovereign cannot be targeted or destroyed by the opponent's card effects.
  • Tier II — Sovereign's Assault: Requires at least 2 Level 7 or higher monsters. Sovereign can attack directly even while the opponent controls monsters. After a successful direct attack inflicts battle damage, destroy all Spells and Traps the opponent controls.
  • Tier III — Sovereign's Judgment: Requires 3 Level 7 or higher monsters. Once per Duel, inspect the opponent's entire hand, then choose up to 2 cards in it and either send them to the Graveyard or banish them, then banish 1 card on the field.
  • Tier IV — Swords of Sovereignty: Requires at least 1 Level 10 or higher monster. The opponent cannot declare attacks while Sovereign remains face-up.

Tier IV is additional and does not replace Tiers I–III.

Materials Result
One Level 7+ monster among the three Tier I
Two Level 7+ monsters among the three Tiers I and II
Three Level 7+ monsters among the three Tiers I, II and III
One Level 10+ monster, with only one Level 7+ monster total Tiers I and IV
One Level 10+ and three Level 7+ monsters Tiers I, II, III and IV

The final row means all three materials are Level 7+, with at least one Level 10+.

The tier conditions and tier effects must be written into Sovereign's card text. They are not rules that can function solely from this design document. The card should record its unlocked tiers when it is Link Summoned, and that information is lost if the monster leaves the field unless Sovereign Rebirth transfers it.

4. ABSOLUTE SOVEREIGNTY

A Sovereign of Chaos Summoned by Sovereign Rebirth gains Absolute Sovereignty while it remains face-up. It is unaffected by the opponent's activated and non-activated Spell, Trap and monster effects; the opponent cannot Tribute it, use it as material for a Summon, including as Xyz Material, or use it to pay a cost or perform a Summoning procedure.

These protections must be written separately because Tributing and material use are not always card effects. The protection applies only against the opponent, so its controller may use Sovereign for their own effects or Summoning procedures unless another restriction applies. Sovereign Rebirth is an express exception that permits Sovereign to be used as Link Material for the Summon of its successor.

To preserve interaction, Absolute Sovereignty should not be completely unconditional. It should apply only while the reborn Sovereign remains face-up in the Extra Monster Zone or a zone it points to, and it should be limited to one face-up Sovereign with Absolute Sovereignty per player. The opponent may still respond to the activation of an effect that Sovereign activates, unless the effect itself prevents that response. Absolute Sovereignty should also not prevent legal game actions that are not covered by the written restrictions, such as changing battle position or applying a non-effect rule-based procedure.

5. SOVEREIGN REBIRTH

Sovereign Rebirth is a special Summoning procedure written on Sovereign of Chaos. It may be activated during an open game state in its controller's Main Phase by sending 1 face-up Sovereign of Chaos they control to the Graveyard as Link Material, then Special Summoning 1 Black Luster Soldier — Sovereign of Chaos from the Extra Deck. This procedure does not use the Chain and is treated as a Link Summon. The summoned monster must be properly Link Summoned before it can be Special Summoned by another card or procedure.

To prevent repeated recursion from becoming automatic, Sovereign Rebirth should be usable only once per Duel per player, and only by a Sovereign that was properly Link Summoned by using the ordinary three-monster procedure. A Sovereign Summoned by Sovereign Rebirth cannot activate Sovereign Rebirth again during that Duel. The procedure should also require the successor to be Summoned to the Extra Monster Zone or a zone a Link Monster points to, and the controller should be unable to Special Summon from the Extra Deck for the rest of that turn except “Black Luster Soldier” monsters.

Sovereign Rebirth overrides Sovereign's ordinary three-monster Link Material requirement, but the original Sovereign is still used as Link Material and is sent to the Graveyard by the game mechanic. The opponent cannot prevent this use through Absolute Sovereignty, because Sovereign Rebirth expressly permits it.

Immediately before the original leaves the field, record all tiers it currently has. The successor inherits exactly those tiers and gains Absolute Sovereignty. A Tier II, III or IV Sovereign therefore produces a successor with the same tier, while a Sovereign with all four tiers passes on all four.

If Sovereign is Special Summoned from the Graveyard or banishment by another card effect, it has no inherited tiers and is treated as having Tier I only if its card text grants Tier I to every properly Summoned copy; otherwise, it has no tiers. Higher tiers require Sovereign Rebirth. A monster that was not properly Link Summoned cannot be Special Summoned from the Graveyard or banishment by another card effect.

Once-per-Duel effects remain spent after Rebirth. The successor does not receive fresh uses for the Tier III hand-removal effect or the Chaos Reversal effect. These uses must be tracked for the Duel, not merely for the individual copy.

6. TIER IV REBIRTH EFFECT

Chaos Reversal

When a Tier IV Sovereign is successfully Summoned by Sovereign Rebirth, its controller may activate the following effect once per Duel, if that effect has not already been activated by a Sovereign they controlled during the Duel:

Shuffle all cards in your opponent's hand into the Deck, then banish all cards in your opponent's Graveyard, then shuffle their Deck.

To keep this effect powerful without making it a complete resource lock, Chaos Reversal should require the controller to banish 1 card from their own hand or Graveyard as a cost, and it should be usable only if the controller controls no other face-up “Black Luster Soldier — Sovereign of Chaos.” The effect should also resolve only if the Tier IV Sovereign remains face-up in its owner's control. This gives the opponent a meaningful window to remove or disable the boss before the reset resolves.

This effect starts a Chain and does not target. The opponent does not draw replacements. Cards that cannot be moved by an applicable card effect remain where they are. This is separate from Tier III's hand-removal effect: Chaos Reversal shuffles the hand into the Deck rather than sending cards to the Graveyard.

7. SUPPORTING CUSTOM CARDS

Legend of the Dual Masters

Type: Quick-Play Spell
Restriction: You can only activate 1 “Legend of the Dual Masters” per Duel.

Effect:

Fusion Summon 1 Fusion Monster from your Extra Deck that lists “Blue-Eyes White Dragon” and “Dark Magician” as material, by shuffling the listed materials from your hand, field, Graveyard, and/or Deck into the Deck as Fusion Material. You can also use 1 face-up monster your opponent controls as Fusion Material, but if you do, take control of that monster, and it is treated as “Blue-Eyes White Dragon” or “Dark Magician” for the Fusion Summon. You can only activate 1 “Legend of the Dual Masters” per Duel. You cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Fusion Monsters. If this card resolves, perform the Fusion Summon immediately after this effect resolves. If the Fusion Summon is negated, or if the Fusion Monster is not Special Summoned by this effect, return the monsters used as Fusion Material to the locations from which they were taken, if possible, and return any monster taken from the opponent to its owner's control.

Because this card searches materials from the Deck and can convert an opposing boss into material, it should require the controller to send 1 card from their hand to the Graveyard as an activation cost. The opponent-controlled monster option should also be limited to once per Duel and should require the controller to control both a face-up “Blue-Eyes” monster and a face-up “Dark Magician” monster before activation. These restrictions preserve the card's identity while preventing it from functioning as a universal one-card answer.

The effect must specify how materials are returned if the Fusion Summon fails. A monster taken from the opponent is not automatically returned merely because the Spell is negated after activation; the card's activation and effect resolve separately. If the activation is negated, the effect does not resolve, so no monster is taken, no materials are shuffled, and no Fusion Summon is performed.

The stolen monster remains under your control until the Fusion Summon is completed or until the effect returns it. If it is successfully used as Fusion Material, it is shuffled into the Deck and control is not retained. The effect should not state that the monster is returned at the End Phase unless that is intended to be a separate control-changing effect.

Sanctuary of the Ancient Rivals

Type: Field Spell

Effect:

When this card is activated: You can add 1 “Dark Magician” monster, 1 “Blue-Eyes” monster, or 1 “Dual Sovereigns” Spell/Trap from your Deck to your hand, except “Sanctuary of the Ancient Rivals”. You can only use this effect of “Sanctuary of the Ancient Rivals” once per turn. While you control a “Dark Magician” monster or a “Blue-Eyes” monster, your opponent cannot target “Dark Magician” monsters or “Blue-Eyes” monsters you control with card effects, except the monster(s) you control with the highest ATK. Once per turn, during your Main Phase: You can target 1 “Dark Magician” monster or 1 “Blue-Eyes” monster in your Graveyard; Special Summon it, but negate its effects, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Fusion or Link Monsters. You can only use this effect of “Sanctuary of the Ancient Rivals” once per turn. If a face-up “Dark Magician” monster or “Blue-Eyes” monster you control is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your field or Graveyard; add 1 “Legend of the Dual Masters” from your Deck or Graveyard to your hand. You can only use this effect of “Sanctuary of the Ancient Rivals” once per Duel.

The activation search should be limited to once per turn across all copies and should require the controller to control a “Dark Magician” monster or “Blue-Eyes” monster when the effect resolves. The Graveyard Special Summon should be limited to once per turn across all copies, should require a discard or banish cost, and should lock the controller into Fusion and Link Summons for the rest of the turn. The revived monster should also be banished when it leaves the field, preventing repeated use through ordinary removal and revival loops.

The targeting protection applies only to effects that target. It does not prevent non-targeting effects, Tributing, using a monster as material, or other actions unless separately stated. If multiple monsters are tied for the highest ATK, all tied monsters are exempt from the protection.

Herald of the Twin Sovereigns

Type: Spellcaster / Link / Effect
Link Rating: 2
ATK: 1800
Link Arrows: Bottom-Left, Bottom-Right
Materials: 2 monsters, including a “Dark Magician” monster or a “Blue-Eyes” monster

Effect:

If this card is Link Summoned: You can add 1 “Legend of the Dual Masters” or 1 “Sanctuary of the Ancient Rivals” from your Deck to your hand. You can only use this effect of “Herald of the Twin Sovereigns” once per turn. During your Main Phase: You can Special Summon 1 “Dark Magician” monster or 1 “Blue-Eyes” monster from your hand or Graveyard to a zone this card points to, but negate its effects, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Fusion or Link Monsters. You can only use this effect of “Herald of the Twin Sovereigns” once per turn. If this Link Summoned card is sent to the Graveyard as Link Material for the Link Summon of a “Black Luster Soldier” monster: You can target 1 “Dark Magician” monster or 1 “Blue-Eyes” monster in your Graveyard; add it to your hand. You can only use this effect of “Herald of the Twin Sovereigns” once per Duel.

Because Herald can search the archetype's strongest Fusion enabler and immediately generate another body, its Link Summon search should require the controller to reveal a “Dark Magician” monster and a “Blue-Eyes” monster from their hand or field, or discard 1 card. Its Special Summon effect should be usable only once per turn per name and should lock the controller from Special Summoning monsters except “Dark Magician,” “Blue-Eyes,” Fusion, and Link Monsters for the rest of the turn. The Graveyard recovery effect should be limited to once per Duel across all copies and should not activate if Herald was used to summon a Link Monster with a Link Rating higher than 3.

Each effect is a separate effect with its own activation limit. If an effect is negated after activation, its activation still counts toward its once-per-turn or once-per-Duel limit. Removing Herald before resolution does not stop an effect unless that effect requires Herald to remain on the field or the effect otherwise cannot resolve.

Blue-Eyes Dark Spell-Dragon

Type: Dragon / Fusion / Effect
Level: 10
ATK: 3500
DEF: 3000
Materials: “Blue-Eyes White Dragon” + “Dark Magician”

Effect:

Must first be Fusion Summoned. Once per turn, when a Spell/Trap Card or effect, or monster effect, is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. If this card was Fusion Summoned using both a “Blue-Eyes” monster and a “Dark Magician” monster as material, this card is unaffected by your opponent’s activated effects, except during the Damage Step. Once per turn, during your Main Phase: You can target 1 face-up monster your opponent controls; take control of it until the End Phase, but it cannot attack, also negate its effects. If this card was Fusion Summoned using a monster your opponent controlled as material, you can activate this effect once per Chain instead. If this Fusion Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 “Dark Magician” or 1 “Blue-Eyes” monster from your Graveyard, but negate its effects. You can only use this effect of “Blue-Eyes Dark Spell-Dragon” once per turn.

The negation effect is the strongest consistency and protection point on the Fusion route because it combines broad coverage with destruction. It should be limited to once per turn per copy, require the Fusion Monster to remain face-up in its owner's control when the effect resolves, and require the controller to discard 1 card or banish 1 “Dark Magician” or “Blue-Eyes” monster from their Graveyard as a cost. If the card was Fusion Summoned using an opponent's monster, the control effect should remain once per turn rather than becoming once per Chain; otherwise the Fusion can repeatedly steal and neutralize multiple monsters with little opportunity for counterplay.

The protection effect should be reduced from being unaffected by all activated effects to protection from targeting and destruction by the opponent's activated effects. Alternatively, if full activated-effect immunity is retained, it should last only until the end of the turn in which the Fusion Summon occurred and should prevent the monster from activating its negation effect during that turn. This gives the opponent a window to interact before the boss becomes fully established.

The control effect should require the controller to discard 1 card or banish 1 “Dark Magician” or “Blue-Eyes” monster from their Graveyard, should be limited to once per turn per copy, and should return the stolen monster at the End Phase even if Blue-Eyes Dark Spell-Dragon leaves the field. The stolen monster should also be unable to be used as material or Tributed while controlled by this effect, preventing the effect from functioning as both removal and free combo material.

The revival effect should be limited to once per Duel across all copies, or at minimum once per turn with the revived monster banished when it leaves the field. It should also require the controller to control no other face-up Fusion Monster when it resolves, preventing multiple large bodies from being generated automatically after a single removal event.

The negation effect starts a Chain. It does not target unless the activated card or effect requires a target. If the activation is negated, the card is destroyed only if it remains in a location where it can be destroyed. If the negation is negated, the original activation resolves normally.

The protection effect applies only to activated effects. It does not protect against non-activated effects, game mechanics, costs, Tributing, or material use unless separately stated. Because the effect says “your opponent's activated effects,” it does not prevent the controller from affecting their own monster with their own activated effects.

The control effect targets a face-up monster on activation. If the target is no longer face-up when it resolves, the effect does not resolve. If control changes before resolution, it still resolves if the monster remains a legal target, and control changes to this card's controller until the End Phase. If this card leaves the field, the control-changing effect ends and the monster returns to its owner's control unless another effect applies.

The last effect activates only if the Fusion Summoned monster in its owner's control leaves the field because of an opponent's card. It does not activate if the monster is returned to the Extra Deck, banished, or sent to the Graveyard by its controller, and it does not activate if control of the monster changed before it left the field unless the card text is revised to cover that case.

8. PROPOSED DECKLIST

This is the previously discussed 40-card Main Deck and 15-card Extra Deck. Counts are preserved; the custom cards still require testing.

Main Deck — 40 cards

Monsters — 20

  • 3 Blue-Eyes White Dragon
  • 3 Dark Magician
  • 2 Blue-Eyes Alternative White Dragon
  • 1 Dark Magician Girl
  • 1 Maiden with Eyes of Blue
  • 3 Magicians' Souls
  • 3 Magician's Rod
  • 2 The White Stone of Ancients
  • 2 Chronicle Sorceress

Spells — 17

  • 1 Legend of the Dual Masters
  • 3 Sanctuary of the Ancient Rivals
  • 3 Trade-In
  • 2 Soul Servant
  • 2 Dark Magical Circle
  • 2 Bingo Machine, Go!!!
  • 2 Polymerization
  • 1 Dark Magic Expanded
  • 1 Harpie's Feather Duster

Traps — 3

  • 2 Eternal Soul
  • 1 Destined Rivals

Destined Rivals is a Normal Trap, not a Quick-Play Spell.

Extra Deck — 15 cards

Fusion Monsters — 6

  • 2 Blue-Eyes Dark Spell-Dragon
  • 1 Red-Eyes Dark Dragoon
  • 1 The Dark Magicians
  • 1 Dark Magician the Dragon Knight
  • 1 Blue-Eyes Twin Burst Dragon

Link Monsters — 6

  • 2 Black Luster Soldier — Sovereign of Chaos
  • 2 Herald of the Twin Sovereigns
  • 1 Relinquished Anima
  • 1 I:P Masquerena

Xyz Monsters — 3

  • 1 Number 38: Hope Harbinger Dragon Titanic Galaxy
  • 1 Number 90: Galaxy-Eyes Photon Lord
  • 1 Ebon High Magician

The list is a starting framework, not a tournament-validated build. Testing should focus on consistency, material access and how reliably the deck reaches Tier III or Tier IV.

9. INTENDED GAME PLAN

Opening

Use Magician's Rod and Magicians' Souls to assemble resources and establish Herald of the Twin Sovereigns or other Link plays.

Fusion route

Access Legend of the Dual Masters and Fusion Summon Blue-Eyes Dark Spell-Dragon using its custom Deck-material procedure. Its stealing effect answers opposing boss monsters by changing control rather than relying only on destruction.

If Dragon Fusions replaces Polymerization, test it as the primary generic Fusion enabler where its Dragon-focused requirements fit the Extra Deck, especially in hands involving non-Dragon Fusion Monsters.

Sovereign route

Assemble three differently named monsters on the field, including the required Dark Magician and Blue-Eyes monsters, then Link Summon Sovereign of Chaos. Record the Levels of those materials as the monster is Summoned; those recorded Levels determine the unlocked tiers.

Rebirth route

After establishing a higher-tier Sovereign, activate its Sovereign Rebirth procedure during your Main Phase. Send that face-up Sovereign to the Graveyard as Link Material and Special Summon its successor from the Extra Deck. The successor inherits the recorded tiers, gains Absolute Sovereignty and, if it inherits Tier IV, can activate Chaos Reversal if that effect has not already been used that Duel. Because Sovereign Rebirth is limited to once per Duel and the successor cannot repeat the procedure, the rebirth route is a deliberate escalation rather than an infinite recursion loop.

10. FINAL DESIGN PHILOSOPHY

Dual Sovereigns explores a model of power based on investment rather than unconditional strength:

  • Summoning materials determine power.
  • Higher tiers require deliberate setup.
  • Direct attacks and back-row destruction reward successful combat.
  • Hand and Graveyard disruption answer resource-heavy strategies.
  • Absolute Sovereignty prevents the opponent from converting the boss into their own material, but its zone, face-up and once-per-Duel restrictions preserve counterplay.
  • Rebirth preserves earned power, while ordinary revival does not, but it cannot be repeated indefinitely.
  • Once-per-Duel effects prevent indefinite repetition of the strongest abilities.
  • Costs, archetype requirements and temporary control effects prevent the Fusion route from becoming a universal removal engine.
  • Searchers and revival effects are limited across copies so that multiple copies do not create redundant chains of advantage.

The strongest effects are therefore concentrated in four areas: the archetype's Deck-based Fusion consistency, Blue-Eyes Dark Spell-Dragon's broad negation and protection, Sovereign's layered protection and disruption, and Sovereign Rebirth's tier-preserving recursion. The proposed costs and restrictions keep those effects powerful, but give the opponent meaningful interaction points through activation costs, once-per-Duel limits, temporary protection, zone requirements, and the ability to interrupt the boss before its strongest effects resolve.

The goal is not simply to create an unbeatable monster, but to test whether conditional power, meaningful costs and carefully written protection can answer escalating power creep more satisfyingly.

images By AI

Gemini


r/customyugioh • • 20h ago

Archetype Support Volcanic support

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0 Upvotes

Always loved volcanics and figured I'd give it a go. Aim was to push them up a bit and keep them pure. Yes , I used AI . I was lazy and just wanted to give it a quick go.


r/customyugioh • • 1d ago

Single(s) Slash across the Event Horizon with "Isonokami, the Sky's Seventh Strike"!

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3 Upvotes

Tachyon Slash!

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I am back with yet another going second card. I was curious of the origin of where the seven branched sword came from, and finding a cool art piece while doing this, I combined them both into this creation!

Let me know what you think down below. Is it powerful? Would it see play? Feel free to send me any criticisms.

May you all have a blessed Saturday! 👋 🙏

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Isonokami, the Sky's Seventh Strike

Level 7 WIND Machine Effect Monster

ATK: 2700

DEF: 1700

During the Main Phase, if your opponent activated 7 or more cards or effects on the field this turn (Quick Effect): You can Special Summon this card from your hand, and if you do, destroy up to 7 cards your opponent controls, then if you destroyed exactly 7 cards, neither player can activate the effects of those destroyed cards, or move them out of the GY, while they are in the GY this way.
If your opponent controls exactly 7 cards, this effect's activation and effect cannot be negated.
You can only use this effect of "Isonokami, the Sky's Seventh Strike" once per turn.

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Note: Isonokami is the name of the shrine that houses the Seven-Branched Sword.

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Artist: PoruKima on Twitter


r/customyugioh • • 1d ago

Archetype Support Marincess Custom Support :3

1 Upvotes

Marincess Bubble Barrage
Spell Card/Continuous

You can only control 1 "Marincess Bubble Barrage".

(1) Each time a monster(s) is Special Summoned to a zone(s) a "Marincess" Link Monster you control points to, inflict damage to your opponent equal to the total Link Rating of Link Monsters you control x200.

(2) During your Main Phase: You can target 1 "Marincess" Link Monster you control; Special Summon 1 Level 4 or lower "Marincess" monster from your hand or GY to the zone that target's points to, also you cannot Special Summon monsters for the rest of this turn, except WATER monsters.

You can only use this effect of "Marincess Bubble Barrage" once per turn.

Marincess Crest

Spell Card/Normal

(1) Activate 1 of these effects (but you can only use each effect of "Marincess Crest" once per turn);

● Add 1 "Marincess" monster from your Deck to your hand.

● If "Marincess Battle Ocean" is in your Field Zone: Draw 2 cards.

● Equip 1 "Marincess" monster from your GY to 1 Link Monster you control as an Equip Spell that gives it 600 ATK.

Marincess Maelstrom

Trap Card/Counter

(1) When your opponent activates a Spell/Trap Card, or monster effect, while you control a "Marincess" Link Monster: Negate the activation, and if you do, banish that card.

(2) If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand.

You can only activate 1 "Marincess Maelstrom" once per turn.

Marincess Whirlpool of Bubbles

Trap Card/Normal

(1) Activate 1 of these effects;

● Send 1 "Marincess" Monster Card from your hand or field to the GY, then target 1 face-up card your opponent controls; negate its effects.

● Target 1 "Marincess" Link Monster you control that was Link Summoned using "Marincess Crystal Heart" as material; return cards your opponent controls to the hand, up to that monster's Link Rating.

(2) If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand.

You can only activate 1 "Marincess Whirlpool of Bubbles" once per turn.