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Gaia's Deep Freeze

Posted: Mon Jul 15, 2013 3:03 pm
by The Stranger
This is the thread for submitting cards to the second set of Revolution: Gaia's Deep Freeze.
The theme is Earth and Water as allies.
As always, you may only submit cards that have at least 2 approvals and no vetoes.
If you have questions about either of the past 2 sentences, the Set Discussion Guidelines probably have an answer. If they don't, leave a comment and I'll try to help.
Please submit your cards in one spoiler, with the formatting specified in the discussion guidelines.

Re: Gaia's Deep Freeze

Posted: Tue Jul 30, 2013 4:35 pm
by Lord dragon
[spoiler]Field-Berry
Earth
Level 5
Plant/effect
2300/1700
When this card would sent from the field to the graveyard, after being successfully Normal Summoned, while there is no field spell card on the field; you can banish 1 field spell from either player's graveyard. Place this card in the Field Spell Zone, this card is then treated as the banished field spell card.

Herald of Doom
Dark
Level 5
Spellcaster/effect
2100/1200
When your opponent controls 1 or more monsters than you do, you can special summon this card (from your hand). When this card is tribute summoned successfully you can select 1 card in your deck, banish it. When this card is removed from the field by your opponent or during your second standby phase after this card was tribute summoned add that banished card to your hand.

Slaves Revolt!
Quick-play Spell
Control of all monsters on the field is given to their owners.[/spoiler]

Things that got missed in Rise, and are now approved

Re: Gaia's Deep Freeze

Posted: Sun Aug 04, 2013 11:28 pm
by Phazed
[spoiler]Hydrobe - Bacillus
Earth/Water
Level 2
Plant/Union/Effect
0/100
Once per turn, you can either: Target 1 face-up Earth or Water monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped by this effect, when that monster destroys an opponent's monster by battle and sends it to the Graveyard, it gains this effect, depending on the equipped monster's Attribute.
● Earth: Target 1 Spell/Trap Card on your opponent's side of the field; Destroy it.
● Water: Add 1 "Archaean Taxonomy" Spell/Trap Card from your Deck to your hand.
(A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)

Hydrobe - Coccobacillus
Earth/Water
Level 1
Plant/Effect
0/0
Once per turn, you can either: Target 1 face-up Earth or Water monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped by this effect, when that monster destroys an opponent's monster by battle and sends it to the Graveyard, it gains this effect, depending on the equipped monster's Attribute.
● Earth: Special Summon 1 "Hydrobe" Union Monster from your Deck.
● Water: Add 1 "Archaean Configuration" Spell/Trap Card from your Deck to your hand.
(A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)

Hydrobe - Coccus
Earth/Water
Level 2
Plant/Union/Effect
100/0
Once per turn, you can either: Target 1 face-up Earth or Water monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped by this effect, when that monster inflicts battle damage to your opponent, it gains this effect, depending on the equipped monster's Attribute.
● Earth: Add 1 "Hydrobe" monster from your Deck to your hand, except "Hydrobe - Coccus".
● Water: Target 1 face-up monster on your opponent's side of the field; Destroy it.
(A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)

Hydrobe - Spirillum
Water
Level 4
Plant/Effect
1500/1400
Once per turn: You can change the Attribute of this monster to Earth or Water. While equipped with a "Hydrobe" Union Monster; this card gains 400 ATK.

Hydrobe - Spirochete
Earth
Level 4
Plant/Effect
900/2100
Once per turn: You can change the Attribute of this monster to Water or Earth. While equipped with a "Hydrobe" Union Monster, your opponent cannot select another monster as an attack target, except "Hydrobe - Spirochete".

Hydrobe - Vibrio
Earth/Water
Level 1
Plant/Effect
0/0
Once per turn, you can either: Target 1 face-up Earth or Water monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped by this effect, it gains this effect, depending on the equipped monster's Attribute.
● Earth: Once per turn, the equipped monster cannot be destroyed by battle.
● Water: Once per turn, the equipped monster cannot be destroyed by card effects.
(A monster can only be equipped with 1 Union Monster at a time.)

Archaean Configuration - Diplo
Spell / Normal
Select 1 "Hydrobe" Union Monster in your Graveyard and equip it to an appropriate monster on your side of the field.

Archaean Configuration - Staphylo
Spell / Continuous
Once per turn, during your Main Phase, you can equip 1 Union Monster from your hand to an appropriate monster on your side of the field.

Archaean Configuration - Strepto
Trap / Normal
Activate only if your opponent controls at least 2 more monsters than you do. If there are 4 or more "Hydrobe" monsters in your Graveyard with different names: Target 2 "Hydrobe" monsters including at least 1 Union Monster; Special Summon both targets, then equip the Union Monster to the other monster.

Archaean Taxonomy - Domain
Trap / Counter
When a Spell Card, Trap Card, or monster effect is activated, and you control 2 or more "Hydrobe" Union Monsters; negate the activation, and if you do, destroy it.

Archaean Taxonomy - Kingdom
Spell / Continuous
If a face-up Union Monster is destroyed and sent to the Graveyard while equipped to a monster you control: Draw 1 card. You can only control 1 face-up "Archaean Kingdom".

Hazardous Burial
Spell / Normal
Send 1 Monster Card with 0 ATK and/or DEF from your Deck to the Graveyard. This monster cannot be removed from the Graveyard this turn.

Rain of Terra
Spell / Quick-Play
Select one of the following:
• Tribute 1 Earth monster; Special Summon 1 Level 4 or lower Water monster from your Deck.
• Tribute 1 Water monster; Special Summon 1 Level 4 or lower Earth monster from your Deck.
You can only activate 1 "Rain of Terra" per turn.[/spoiler]

Re: Gaia's Deep Freeze

Posted: Tue Aug 13, 2013 10:54 pm
by Promo06
Spoiler:
Legendary Frozen Dragon Knight
Water
Level 7
Dragon/Fusion/Effect
2700/2500
"Frozen Knight" + "Frozen Dragon"
This card's summon can not be negated. This card is unaffected by opponent's spell and trap card effects.

Frozen Knight
Water
Level 7
Dragon/Synchro/Effect
2500/900
"Frozen Warrior" + level 3 Frozen tuner monster
Trap cards cannot be activated in response to this cards summon. Once per turn you can banish one "Frozen Warrior" from your graveyard to target one spell/trap your opponent controls. Destroy that card. Ownership of this card cannot switch


Frozen Dragon
Water
Level 7
Dragon/Synchro/Effect
2500/900
"Frozen Dragoon" + level 3 Frozen tuner monster
Trap cards cannot be activated in response to this cards summon. Once per turn you can banish one "Frozen Dragoon" from your graveyard to target one monster your opponent controls. Destroy that card. Ownership of this card cannot switch.

Guardian of the Frozen Village
Water
Rank 3
Spellcaster/Xyz/Effect
2 Level 3 "Frozen" Monsters
Once per turn you can detach one material from this card to target one spell/trap card your opponent controls. Destroy that card.

Frozen Destruction Shield
Trap Normal
When a "Frozen" monster you control is attacked, negate the attack and destroy the attacking monster. Your opponent then takes damage equal to the destroyed monster's original attack stat.

Gathering of the Frozen Forces
Spell Normal
Add one level 4 or lower "Frozen" monster from your deck to hand.
Spoiler:
Frozen Scout
Water
Level 3
Warrior/Effect
1700/900
When this card is destroyed by battle, you can special summon one level 4 or lower Water monster with 900 defense from your deck.

Frozen Village of the Northern Glaciers
Spell Field
When this card is activated, you can special summon one level 4 or lower normal monster from your deck to your side of the field. If you activate this effect, you my not conduct your battle phase. All Face-up Water monsters gain 500 attack.
Spoiler:
Frozen Dragoon
Water
Level 4
Dragon/Normal
2000/900
This Icy Dragon keeps itself warm by practicing its fire-breathing skills outside on the snowy glaciers. One day he will become the legendary dragon its village needs.

Frozen Warrior
Water
Level 4
Warrior/Normal
2000/900
This Icy warrior keeps himself warm by training his martial arts skills deep inside the Northern Caverns. One day he will become the legendary warrior his village needs.

Frozen Dragoon Warrior
Water
Rank 4
Dragon/Xyz/Effect
2000/900
2 level 4 monsters
When this card is summoned you can change one defense position monster your opponent controls to face-up attack position (flip-effects are not activated at this time). You can detach one material from this card to select one monster your opponent controls. It loses 500 attack and this card gains 500 attack.

Frozen Sage
Water
Level 3
Spellcaster/Tuner/Effect
1400/900
When this card is summoned: Target 1 monster in either player's graveyard. Banish that target and inflict 500 points of damage to your opponent.

Frozen Ancient
Water
Level 3
Spellcaster/Tuner/Effect
1400/900
Spellcaster/Tuner/Effect
When this card is summoned: Reveal your opponent's hand. For each monster card in your opponent's hand they take 200 points of damage.

Spell Stun
Trap Normal
You may only activate this card during your opponent's draw phase. Neither player can activate spell cards until the end of your next turn.

Jamming the gears
Counter Trap
Negate the effects of one trap card your opponent activates.

Emergency Synchro Fusion
Spell Normal
Pay 1000 life points, if you do not have 1000 life points, instead pay half of your life points. When both monsters listed on a fusion summon are both synchro monsters, you may banish both of those synchro monsters from your field or graveyard to summon the fusion monster which lists those synchro monsters as its materials. You may only use this effect of "Emergency Synchro fusion" once per duel. When this set card is destroyed, draw 1 card.

Re: Gaia's Deep Freeze

Posted: Thu Aug 15, 2013 12:12 pm
by Lord dragon
[spoiler]Earthshaker - Posidean
Water
12
Fairy/Synchro/Effect
1 "Earthshaker" Tuner + 1 Water Monster + 1 Earth Monster
3800/2500
This card can not be summoned exept by Synchro Summoned. When this card is removed from the field by your opponent(Exept by Destruction), select 1 card in your oppoents hand and 1 card on the field; those cards are sent to the graveyard. This card can not be destroyed or banished during the battle phase. If this card attacks directly, no battle damage done and your oppoent takes 1500 points of effect damage.

Earthshaker - Trident
Earth
4
Warrior/Tuner/Effect
1700/600
This card can not be used in a Synchro Summon, except for the Synchro summon of a "Earthshaker" monster. If this card is used to Synchro Summon a with a Level of 8 or higher, this cards level is treated as 2. Each time this card destroys a monster, place 1 counter on it (max 1). When this card would be destroyed by card effect, you can remove 1 counter from this card instead.

Earthshaker - Golem
Earth
4
machine/Effect
2100/0
If this card attacks it is swapped to DEF position and its position can not be changed until your next standby Phase.

Earthshaker - Navigator
Water
2
Aqua/Effect
1300/1300
If this card is destroyed by your opponent select 1 level 4 or lower "Earthshaker" monster or 1 "Wavemaker" spell/rap card from your deck and add it to your hand. You can only use this effect of "Earthshaker - Navigator" once per turn, while this card is in your graveyard, you can shuffle 1 card from your hand into your deck and draw 1 card.

Salvage
Spell
Target 2 WATER monsters with 1500 or less ATK in your Graveyard; add those targets to your hand.

Natural Cycle
Spell
Target 2 level 4 or lower EARTH monsters with 1600 or less def in your graveyard and add them to your hand.

Quake
Spell/Quickplay
Target 1 EARTH monster you control; Discard 1 EARTH MONSTER, the targeted EARTH MONSTER gains DEF equal to the discarded monsters original DEF untill the end phase.

Fun in the Murky Mud
trap
Activate only during your main phase; Destroy 1 card you control. Send, EARTH fusion material monster(s) from your deck and WAtER fusion material monster(s) from our field to the Graveyard, the Fusion Material Monsters that are listed on a EARTH or WATER Fusion Monster Card, then Special Summon that monster from your Extra Deck.[/spoiler]

Didn't quite finish the set, I think I will try next time we have a free set.

@Promo - I seem to recall we are suppose to submit everything in 1 spoiler

Re: Gaia's Deep Freeze

Posted: Thu Aug 15, 2013 7:34 pm
by The Stranger
[spoiler]Fist of Nature - Sigurd the Bear Warrior
Earth
Level 4
Warrior/Effect
1800/0
This card can attack monsters on either side of the field (including itself.) This card gains the following effect depending on its type:
•Warrior-type: Once per turn, you can change this card's type to Beast-type. Once per turn, this card is unaffected by the effects of trap cards. If this card destroys a monster by battle, banish 1 Spell or Trap card on the field.
•Beast-type: Once per turn, you can change this card's type to Warrior-type. Once per turn, this card is unaffected by the effects of spell cards. When this card destroys a monster by battle, special summon 1 level 4 or lower "Fist of Nature" monster from your graveyard to your opponent's side of the field. If you destroy that monster by battle, special summon it to your side of the field. That monster cannot be used as material for a Synchro, Xyz, Fusion, Ritual or Tribute summon.

Fist of Nature - Fenrir the Wolf Warrior
Earth
Level 4
Warrior/Effect
1400/1000
This card can attack monsters on either side of the field (including itself.) This card gains the following effect depending on its type:
•Warrior-type: Once per turn, you can change this card's type to Beast-type. When this card destroys an opponent's monster by battle, it gains 600 ATK. If this card would be destroyed, it can lose 600 ATK; it is not destroyed.
•Beast-type: Once per turn, you can change this card's type to Warrior-type. When this card is selected as an attack target, you can banish 1 EARTH monster from your graveyard; Negate the attack. When this card destroys an opponent's monster by battle, you can special summon 1 level 4 or lower "Fist of Nature" monster from your graveyard. Your opponent must then look through their graveyard and special summon 1 level 4 or lower monster to their side of the field.

Fist of Nature - Grisnir the Goat Warrior
Earth
Level 4
Warrior/Effect
1200/1400
This card can attack monsters on either side of the field (including itself.) This card gains the following effect depending on its type:
•Warrior-type: Once per turn, you can change this card's type to Beast-type. During your standby phase, you can return up to 3 banished EARTH monsters to your graveyard. While this card is face-up on the field, "Fist of Nature" monsters you control gain 500 ATK. When this card destroys a monster by battle, you can add 1 "Fist of Nature" monster from your graveyard to your hand.
•Beast-type: Once per turn, you can change this card's type to Warrior-type. During your standby phase, you can target 1 monster your opponent controls; switch its battle position. When this card destroys a monster by battle, you can banish 1 card in your hand to add 1 "Fist of Nature" monster from your deck to your hand.

Fist of Nature - Vinni the Boar Warrior
Earth
Level 4
Warrior/Effect
1800/2000
This card can attack monsters on either side of the field (including itself.) While this card is face-up on the field, neither player takes any effect damage, except by this card's effect. This card gains the following effect depending on its type:
•Warrior-type: Once per turn, you can change this card's type to Beast-type. Instead of conducting a normal draw during your Draw Phase you can target 1 "Fist of Nature" monster in your graveyard, or 1 banished "Fist of Nature" monster; add that card to your hand. When this card destroys a monster by battle, you can pay 1000 lifepoints; draw 1 card.
•Beast-type: Once per turn, you can change this card's type to Warrior-type. Instead of conducting a normal draw during your Draw Phase you can banish this card; Draw 2 cards. When this card destroys a monster by battle, you can increase your opponent's lifepoints by 1000; your opponent discards 1 random card from their hand.

Berserkergang
Spell/Normal
Until your next end phase, all "Fist of Nature" monsters you control can attack 2 times during each battle phase. All battle damage inflicted to your opponent this turn is halved. While this card is in the graveyard, you can banish 1 "Fist of Nature" monster you control to add this card to your hand.

War Paint
Spell/Quick-play
Target 1 "Fist of Nature" monster you control; during your next stand-by phase, if that monster is in the graveyard, special summon it.

Recruitment Officer Brock
Earth
Level 1
Warrior/Effect
1400/500
When this card is destroyed by battle and sent to the graveyard, special summon 1 EARTH monster with 1500 or less ATK from your deck or graveyard. The effect of "Recruitment Officer Brock" can only be activated once per turn.

Recruitment Officer Rio
Water
Level 1
Warrior/Effect
1400/500
When this card is destroyed by battle and sent to the graveyard, special summon 1 WATER monster with 1500 or less ATK from your deck or graveyard. The effect of "Recruitment Officer Rio" can only be activated once per turn.

Recruitment Officer Gustav
Wind
Level 1
Warrior/Effect
1400/500
When this card is destroyed by battle and sent to the graveyard, special summon 1 WIND monster with 1500 or less ATK from your deck or graveyard. The effect of "Recruitment Officer Gustav" can only be activated once per turn.

Recruitment Officer Amber
Fire
Level 1
Warrior/Effect
1400/500
When this card is destroyed by battle and sent to the graveyard, special summon 1 FIRE monster with 1500 or less ATK from your deck or graveyard. The effect of "Recruitment Officer Amber" can only be activated once per turn.

Recruitment Officer Angelica
Light
Level 1
Warrior/Effect
1400/500
When this card is destroyed by battle and sent to the graveyard, special summon 1 LIGHT monster with 1500 or less ATK from your deck or graveyard. The effect of "Recruitment Officer Angelica" can only be activated once per turn.

Recruitment Officer Lucifer
Dark
Level 1
Warrior/Effect
1400/500
When this card is destroyed by battle and sent to the graveyard, special summon 1 DARK monster with 1500 or less ATK from your deck or graveyard. The effect of "Recruitment Officer Lucifer" can only be activated once per turn.

Iris the Playful Hexer
Dark
Level 6
Spellcaster/Synchro/Effect
2300/1600
1 tuner monster + 1 or more non-tuner monsters
Once per turn, during your opponent's turn, you can target 1 monster on the field; switch its battle position. That monster cannot change its battle position, as long as this card is face-up on the field.

Castle Pikeru
Spell/Field
Tokens you control gain 800 Attack. Once per turn, you can tribute 1 Token you control to destroy 1 card your opponent controls.

Ballad of the Martyr
Spell/Quickplay
You can destroy any number of monsters you control; destroy 1 card on the field for each monster destroyed this way.

Ballad of the Unstoppable
Spell/Normal
Add 1 level 4 or lower monster from your graveyard to your hand.

Eco-Friendly Fusion
Spell/Normal
Return to your deck, from your Graveyard, the Fusion Material Monsters that are listed on a Fusion Monster Card, then Fusion Summon that Fusion Monster from your Extra Deck. You cannot conduct your Battle Phase during the turn this card is activated.[/spoiler]

Re: Gaia's Deep Freeze

Posted: Fri Aug 16, 2013 12:13 pm
by dedoombringer
[spoiler= ]Gob summoner
Level 3
Earth
Att 1200/ def 1400
Beast Warrior/effect
During your next stand by phase you can tribute this monster to activate one of these effects:
• Special summon from deck, hand, or graveyard one "Gob Mud Golem."
• Discard one card from hand to graveyard and special summon from hand, deck, our graveyard one "Gob Quicksand Dweller."
You can only use this effect once per turn.

Gob Quicksand Dweller
Level 7
Earth
Att 2550/def 2400
Insect/effect
Once per turn you can discard one card to target one of your opponents monsters, until your next stand by phase the selected monster can't attack or be used for special summons.

Gob Mud Golem
Level 5
Earth
Att 2000/def 2000
Rock/effect
Once per turn you can discard one card to target one monster on the field, that monster loses 500 attack and defense.

Gob Demolition Squad
Level 4
Dark
Att 1600/def 1500
Beast Warrior/effect
Discard one card , select up to one card on the field and destroy it. The tiles with the selected cards can't be used until your next stand by phase. You can use this effect once per turn during either of your main phases.

Gob Blunderbus
Spell: Equip
You can equip this to any "Gob" monster. Increase the monsters attack by 500. If the monster equipped monster is destroyed and you have another "Gob" monster on the field you can reequip this card to the other "Gob" once per turn. You can only have one "Gob Blunderbus" equipped to a monster at a time.

Gob Tactics
Trap
When your opponent declares an attack on a "Gob" monster you can return that monster to your hand and special summon a level 4 or lower monster from your hand, the attack continues without replay.

Mudslide
Spell: Field
While this card is face up earth and water monsters gain 500 attack and defense. You can tribute this card to destroy one face up non earth or water monster.

Clean Sweep
Spell: Quick Play
When you activate this card all water monsters return to original stats and all spell and traps affecting water monsters are destroyed.

Duel Nature: Mud
Spell: Continuous
All Earth monsters are also considered Water monster and all Water monsters are also considered Earth monsters.

Frozen Wasteland
Spell: Field
Once per turn you can activate one of the following effects.
•You can tribute a face up Earth monster to special summon a Water monster of equal or lower level from your deck.
• You can tribute a face up Water monster to special summon an Earth monster of equal or lower level from your deck.

Frozen Sprite
Water
Level 3
Attack 1350/def 1300
Fairy/effect
When this card destroys a monster by battle: Target 1 set card on either side of the field; place a Frost Counter on it. Cards with a Frost Counter(s) cannot be activated or flipped face-up (except by battle) as long as this card remains face-up on the field. You can tribute this card and any number of cards with Frost Counter(s); Special Summon from your Deck, hand, or Graveyard a Water monster with a level equal to or less than the number of frost counters on cards tributed.

Trident
Spell: Equip
Increase the attack of water monster equipped with this card by 500 and its level by one.

Shimmering Waters
Spell: Continuous
As long as this card is face up when your opponent attacks a Water monster you can choose another Water monster as the attack target.

Tiger Barracuda
Water
Rank 3
Att 1750/ def 1600
Fish/XYZ/effect
2 level 3 water monsters
During your battle phase you can detach one material to increase the attack of this card by 700. As long as this card has material monsters it can attack twice per turn.

Kraken
Water
Rank 5
Att 2600/ def 2300
Sea serpent/XYZ/effect
2 level 5 Water monsters
When this card destroys a monster in battle you can banish one water monster from the graveyard to attack again, you cannot use this effect if they have no monsters. Once per turn you can detach one material to switch all face up monsters on your opponents side o the field to defense.

Deep Sea Stalker
Level 5
Water
Att 2000/def 2000
Sea Serpent/effect
When your opponent has two or more monsters on their side of the field you can special summon this card from hand.

Water Spurts
Trap
Negate the attack on one water monster and switch the attacking monster to defense position.

Gob Musician
Level 2
Earth
Att 900/ def 900
Beast Warrior/tuner/effect
When this card is normal or special summoned you can select one other "Gob" monster on the field and change it's level to 6. Monsters changed this way can only be used for a "Gob" special summon.

Gob Prince
Level 6
Earth
Att 2400/def 2000
Beast warrior/sychro/effect
1 "Gob" tuner +1 or more "Gob" monsters
Once per turn you can tribute a face up "Gob" monster to increase this monsters attach by the attack of the selected monster. Battle damage is negated when you use this effect.

Gob Necromancer
Level 8
Dark
Att 2500/def 2400
Beast warrior/synchro/effect
1 "Gob" tuner + 1 or more "Gob" non-tuners
When this card destroys a monster by battle special summon a "Gob Bones" token (level 1, dark, att 500/def 500}. Once per turn while this card is face up you can tribute a "Gob Bones" token to draw a card. This effect can only be used once per turn.

Earthen Protector
Level 7
Mud
Att 1500/def 2850
Rock/fusion/effect
One Earth monster + one Water monster
This monster is considered both Earth and Water. While this card is face up your opponent can't attack other Water or an Earth attribute monster. This card can not be targeted by spell or traps.

Cave Troll
Level 6
Mud
Att 2300 /def 2000
Beast Warrior/effect
This card is considered both Earth and Water. This card can't be special summoned. If this card is destroyed you may banish from uporn graveyard one Earth and one water monster to prevent the destruction.

Quicksand Sprite
Level 3
Mud
Att 550/def 500
Fairy/effect
This monster is considered both Earth and Water. This monster can attack directly. If there is another Earth or Water monster your opponent can't select this monster as an attack target. You can only have one Quicksand Sprite on the field.

Muk Chucker
Level 4
Mud
Att 1700/def 1600
Winged Beast/effect
This card is considered both Earth and Water. Once per turn you can change a face up monsters on the fields battle position.

Dirty Old Man
Level 3
Mud
Att 1450/def 1450
Spellcaster/effect
This card is considered both Earth and Water. Once per turn you can tribute a face up Earth or Water monster excluding Dirty Old Man to banish a spell from your deck, during your next stand-by phase add the banished spell to your hand. You can only have one Dirty Old Man on the field.

Deep Dragon
Mud
Level 8
Att 2800/def 2500
Dragon/effect
This monster can only be summoned by its own effect. Banish 2 Earth and 2 Water monsters from your graveyard to special summon this monster. Once per turn when an Earth or Water monster goes to the graveyard from the field place one Deep Dragon token (Earth/Water, level 4, Rock Type, attack 1500/defense 1500 level 4) on the field. Once ower turn you can tribute a Deep Dragon token to have this monster attack twice. If this card is destroyed by spell or trap cards you can banish from field or grave 1 Earth and 1 Water monster to negate the destruction. When this monster attacks directly inflict half damage.

Iced Automaton
Mud
Att 2500/def 2500
Aqua/effect
This monster can only be summoned by its own effect. Banish 1 Earth and 1 Water monster from your graveyard to special summon this card. Once per turn you can use one of the following effects:
• Banish one Earth monster from your grave to special summon an Earth monster from your graveyard level 1-4
• Banish one Water monster from your grave, select one spell or trap on the field and add it to the top of its owners deck.[/spoiler]