Custom Skills - juliorkm/EDOPro-Custom-Skills GitHub Wiki

Skills aren't treated as cards or card effects, and they don't start a Chain. Cards that cannot be destroyed by battle or card effects will still be destroyed by Skills.

Each Skill will often be useful in multiple decks, with few exceptions. Some Skills may be created to salvage decks that were hit too hardly by the banlist, but cards will never be banned in response to a Skill making a certain deck too strong.

There are currently 16 Custom Skills. Skills are split between Generic and Specific. Every character can use every Generic Skill, and each character can use at least 1 Specific Skill.

Generic Skills

The Tie of Unity

The Tie of Unity

If you control 2 or more monsters with different names, all face-up monsters you control gain ATK equal to the number of monsters you control with different names x 100, until the end of this turn. This Skill can only be used once per turn.

Useful for any deck, but especially strong in decks that can put multiple monsters on the field. If you only control 2 different monsters, they'll gain 200 ATK each for a total of 400 bonus damage. But if you control 6 different monsters, they'll gain 600 ATK each for a total of 3600 bonus damage.

Some decks that could benefit from this:

Chosen Future

Chosen Future

At the beginning of the Duel, choose 1 card in your Deck. Can be used after you take 2000 or more damage. During your Draw Phase, before you draw, you can place 1 card with the chosen card's name from your Deck on the top of your Deck. This Skill can only be used once per Duel.

This Skill automatically reveals itself before the game begins, meaning it lacks the surprise factor. Useful for decks that have a specific card that can help them turn the tide of a duel in most situations, but you can't change your choice mid-duel.

Some cards that can work as good targets for this Skill:

Card Recycler

Card Recycler

Can only be used turn 3 and onward. During your Draw Phase, you can reveal 1 card in your hand and place it on the bottom of your Deck, then draw 1 card. This Skill can only be used once per turn, and twice per Duel.

This Skill is useful for fixing hands by swapping an undesirable card for a new draw. It's especially useful in decks that play cards that require a specific card to be in the Deck, instead of in your hand. Since it can't be used in the first 2 turns of the duel, you can't rely on it for fixing your starting hand, but you can use it to swap an undesirable search in a previous turn for a draw.

Some engines that can benefit from this Skill:

Specific Skills

A New Life - Galatea

A New Life - Galatea!

If you control no monsters, reveal 1 "World Legacy" card OR 2 Machine monsters from your hand, then Special Summon 1 "World Legacy Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position, but you cannot Special Summon Link-3 or higher Link Monsters until the end of your opponent's turn, except "Girsu" monsters. Then, if you revealed a "World Legacy" or "Orcust" monster, 1 "World Legacy Token" you control becomes "Galatea, New Life of the World Legacy". This Skill can only be used once per Duel.

Galatea, New Life of the World Legacy

Level 1 DARK Machine Effect Monster
0 ATK / 0 DEF
Cannot be destroyed by battle or card effects while you control a "Girsu" monster. All "Girsu" monsters you control gain 200 ATK for each monster your opponent controls. During the End Phase, if you control a "Girsu" monster: You can Special Summon this card from your GY. You can only use this effect of "Galatea, New Life of the World Legacy" once per turn.

A Skill based around the characters Girsu and Galatea, from World Legacy lore. The heavy restrictions exist to make this Skill semi-exclusive to decks of that lore, though it could be useful for Machine decks that want to use the Token and don't need to summon monsters from the Extra Deck other than Link-1s and Link-2s.

When revealing a "World Legacy" monster, you gain a completely new card that functions as if it was part of your deck. This card revives interacts with "Girsu" monsters, becoming a recurrent Level 1 every turn that can be used for Link Summons or as fodder for effects like Linkuriboh's revive effect.

Cards that count as "Girsu" monsters:
Decks that can make good use of this Skill:
  • Mekk-Knight: This Skill plays a similar role to Girsu, the Orcust Mekk-Knight, allowing you to guarantee that the opponent controls a card to facilitate the summons of your Mekk-Knights by simply having 2 Spells/Traps of the theme.
  • Orcust: This Skill can be used to add a material for the Orcust Link Monsters, and then revive it during the End Phase to buff either Longirsu or Dingirsu.
  • World Legacy: This Skill can be used in order to create Galatea and use her as either material for a Link-1 or to pay the cost of World Legacy Landmark. She also facilitates the summon of Lib the World Key Blademaster, as Galatea counts as a "World Legacy" monster in your GY.
  • World Chalice: This Skill is situational in this deck, but can be used to trade the ability to go into Link-4s and generic Link-3s for a turn in exchange for a Token that can be used as tribute fodder for World Legacy - "World Chalice" in order to begin comboes.

The Hero's Journey

The Hero's Journey

Can only be used turn 3 and onward. During your Draw Phase, if your opponent controls more cards than you do, instead of conducting your normal draw, you can send 1 monster from your Deck to the GY and reveal 3 Spell/Traps with different names from your Deck, that mention the sent monster's name. Then, your opponent chooses 1 for you to add to your hand, and you shuffle the rest back into your Deck. If you control a monster with the sent monster's name, or that mentions it, you can choose the card to add to your hand, instead of your opponent choosing.

This Skill is designed specifically for decks that are designed around a specific Main Deck monster, with much of their support being Spells/Traps that mention said monster. Despite not doing anything in the first 2 turns of the duel, this Skill greatly improves consistency of such decks in the long run. Do note that you need to have your deck's hero in Deck AND have 3 different copies of its Spells/Traps still in Deck to activate this Skill.

Decks that have numerous Spells/Traps that mention the same monster:
Hero Monster Archetypes Some monsters that mention the Hero Monster Some Spells/Traps that can be added
Fallen of Albaz Branded
Despia
Dogmatika
Springans
Albaz Dragons
Blazing Cartesia, the Virtuous
Despian Quaeritis
Springans Merrymaker
Branded Fusion
Branded in White
Branded in High Spirits
Branded in Red
Nadir Servant
Dogmatika Encounter
Decisive Battle of Golgonda
Springans Blast!
Visas Starfrost Scareclaw
Tearlaments
Mannadium
Visas Amritara
Scareclaw Light-Heart
Vicious Astraloud
Mannadium Prime-Heart
Primitive Planet Reichphobia
Primeval Planet Perlereino
Peaceful Planet Calarium
Scareclaw Arrival
Scareclaw Defanging
Tearlaments Grief
Tearlaments Metanoise
Mannadium Imaginings
Mannadium Abscission
Trivikarma
Dark Magician
Dark Magician Girl
Dark Magician Fusion Monsters that list "Dark Magician" or "Dark Magician Girl"
Magician of Chaos
Magician of Dark Illusion
Palladium Oracle Mahad
Palladium Oracle Mana
Apprentice Illusion Magician
Magician's Rod
Magician Navigation
Eternal Soul
Magician's Salvation
Dark Magical Circle
Chaos Form
Secrets of Dark Magic
Blue-Eyes White Dragon Blue-Eyes "Blue-Eyes" Fusion Monsters
Blue-Eyes Alternative White Dragon
Blue-Eyes Jet Dragon
Blue-Eyes Abyss Dragon
Blue-Eyes Solid Dragon
Bingo Machine, Go!!!
True Light
Ultimate Fusion
Chaos Form
The Ultimate Creature of Destruction
Elemental HERO Neos Neo-Spacian
Elemental HERO
"Neos" Fusion Monsters Miracle Contact
Instant Contact
Neos Fusion
Favorite Contact
Over Fusion
Harpie Lady
Harpie Lady Sisters
Harpie Most "Harpie" monsters Harpies' Hunting Ground
Elegant Egotist
Hysteric Party
Harpie's Feather Rest
The Winged Dragon of Ra The Winged Dragon of Ra The Winged Dragon of Ra - Immortal Phoenix
Guardian Slime
Ra's Disciple
Ancient Chant
Blaze Cannon
Dark Spell Regeneration
Millennium Revelation
Sun God Unification
The True Sun God
Cyber Dragon Cyber Dragon Most "Cyber Dragon" monsters
All "Chimeratech" monsters
All "Cyber" LIGHT Machine Fusion Monsters
Cyber Network
Cyber Repair Plant
Cybernetic Overflow
Cybernetic Revolution
Hamon, Lord of Striking Thunder
Uria, Lord of Searing Flames
Raviel, Lord of Phantasms
Sacred Beasts All Sacred Beast support monsters Fallen Paradise
Awakening of the Sacred Beasts
Cerulean Skyfire
Dimension Fusion Destruction
Hyper Blaze
Opening of the Spirit Gates
Galaxy-Eyes Photon Dragon Galaxy
Photon
Neo Galaxy-Eyes Photon Dragon
Galaxy-Eyes Solflare Dragon
Starliege Lord Galaxion
Starliege Photon Blast Dragon
Galaxy Hundred
Hyper Galaxy
Photon Change
Photon Hand
King's Knight
Jack's Knight
Queen's Knight
Poker Knights Arcana Triumph Joker
Arcana Knight Joker
Royal Straight Slasher
Joker's Knight
Imperial Bower
Court of Cards
Face Card Fusion
Joker's Straight
Joker's Wild
Royal Straight
Thunderspeed Summon
Kuriboh Kuriboh Kuribabylon
Kuribah
Kuribee
Kuribeh
The Flute of Summoning Kuriboh
Multiply
Detonate
Five Star Twilight
Sanga of the Thunder
Kazejin
Suijin
Gate Guardian All "Gate Guardian" monsters Riryoku Guardian
Labyrinth Wall Shadow
Double Attack! Wind and Thunder!!
Prey of the Jirai Gumo
Phantasm Spiral Dragon Phantasm Spiral Phantasm Spiral Wave
Phantasm Spiral Crash
Phantasm Spiral Grip
Phantasm Spiral Assault
Ruin, Queen of Oblivion
Demise, King of Armageddon
Ruin & Demise Ruin, Supreme Queen of Oblivion
Demise, Supreme King of Armageddon
End of the World
Breaking of the World
Cycle of the World
Turning of the World
Eldlich the Golden Lord Eldlich Eldlich the Mad Golden Lord Conquistador of the Golden Land
Huaquero of the Golden Land
Guardian of the Golden Land

Master of Tokens

Master of Tokens!

If you control no monsters, or control a Token, reveal 1 card in your hand that mentions a Token's name, then Set from your Deck 1 "Token" Spell/Trap or 1 Spell/Trap that mentions a Token's name, with a different name from the revealed card. Then, place the revealed card on the top of the Deck. Until the end of the turn, you cannot Special Summon monsters from the Extra Deck unless you control a Token. This Skill can only be used once per Duel.

This Skill was primarily designed to help Adventurer Token decks. With the banning of Rite of Aramesir, Adventurer Token decks can't search Fateful Adventure with Water Enchantress of the Temple, and rely on Curse of Aramatir as their only Token generator. This Skill allows them to consistently have access to at least 1 of those Spells.

Decks that have numerous Spells/Traps that mention Tokens:
Archetype Spells/Traps that mention Tokens Monsters that mention Tokens
Adventurer Token All of them All of them
Mecha Phantom Beast All of them, except Sonic Boom All of them
Dual Avatar Dual Avatar Invitation
Perfect Sync - A-Un
Dual Avatar Return
-
Beetrooper Beetrooper Descent
Beetrooper Landing
Beetrooper Squad
-
Insect-type Multiplication of Ants
Worm Bait
Transcicada
Metamorphosed Insect Queen
Ogdoadic Ogdoadic Calling
Ogdoadic Daybreak
-
Reptilianne Reptilianne Recoil
Reptilianne Spawn
-
Phantasm Spiral Pacifis, the Phantasm City
Generic Token generators, such as One-Time Passcode
-
Interesting cards that can be searched:
Card type Card
Normal Spell Token Sundae
Quick-Play Spell Scapegoat
Field Spell Generaider Boss Stage
Field Spell Lair of Darkness
Normal Trap Oh Tokenbaum!
Normal Trap Ojama Trio
Continuous Trap Token Stampede

Ace Investor

Ace Investor

You can only activate this Skill after you paid 2000 or more LP. For the rest of this Duel, apply the following Skill.
● Once per turn, during the End Phase, gain LP equal to quarter the amount of LP you paid this Duel.

Useful in decks that pay lots of LP and want the duel to last for multiple turns. The more turns you last after activating, the larger the reward throughout the duel. If you can invest the initial fee as early as turn 1, you'll have recovered 25% at turn 2 (your opponent's first turn), 75% at turn 4 (their second turn) and start profiting at turn 6 (their third turn). However, even if the duel doesn't last as long, receiving back a part of your LP investments may already be enough to help you survive an otherwise lost game.

Some decks that could benefit from this Skill:
Some good cards that can synergize with this Skill:

Blazing Rebirth

Blazing Rebirth

Special Summon in Defense Position 1 FIRE monster from your GY or face-up Extra Deck that was sent there by your card effect this turn, but its effects are negated. Then both players take damage equal to half its ATK. You cannot Special Summon monsters the turn you activate this Skill, except FIRE monsters. This Skill can only be used once per Duel.

Only really useful in decks that are purely FIRE attribute. It synergizes particularly well with FIRE decks that can consistently send their own monsters to the GY or Extra Deck via their own card effects.

FIRE decks that can send their own monsters to the GY/Extra Deck include:

Scions of the Ice Dragons

Scions of the Ice Dragons

Return 1 card from your hand to the bottom of your Deck, then Tribute 1 Level 6 or higher WATER monster you control. Special Summon 1 "Scion of Brionac Token" (Dragon/WATER/Level 2/ATK 600/DEF 600) and 1 "Scion of Gungnir Token" (Dragon/WATER/Level 3/ATK 800/DEF 800) and 1 "Scion of Trishula Token" (Dragon/Tuner/WATER/Level 4/ATK 1000/DEF 1000). While any of those Tokens is in the Monster Zone, you cannot Special Summon monsters from the Extra Deck, except Level 6 or higher WATER monsters with different original names than the Tributed monster. This Skill can only be used once per Duel.

This Skill gives access to powerful WATER Synchro Monsters to any deck that can summon high level WATER monsters.

Some decks that can easily fulfill this Skill's requirements:
  • Icejade, through their own high level Main Deck monsters
  • Gishki, through any of their Ritual Monsters
  • Nekroz, through most of their Ritual Monsters
  • Ursarctic, through most of their Main Deck monsters
  • Mermail, through their Level 7 Main Deck monsters
  • Ghoti, through their Level 6 Main Deck monsters and their Synchro Monsters
  • Most Synchro decks, as they have access to generic high level WATER Synchro Monsters
  • Any deck that can summon enough monsters for the Contact Fusion of Trishula, the Dragon of Icy Imprisonment
Cards that can be summoned using the Scion Tokens as material:
Materials Level Card
Scion of Trishula (4) + Scion of Brionac (2) 6 Arianpos, Serpent of the Ghoti
Scion of Trishula (4) + Scion of Brionac (2) 6 Brionac, Dragon of the Ice Barrier
Scion of Trishula (4) + Scion of Brionac (2) 6 Brionac, the Dragon of Icy Malevolence
Scion of Trishula (4) + Scion of Brionac (2) 6 Coral Dragon
Scion of Trishula (4) + Scion of Brionac (2) 6 Dewloren, Tiger King of the Ice Barrier
Scion of Trishula (4) + Scion of Brionac (2) 6 Penguin Brave
Scion of Trishula (4) + Scion of Brionac (2) 6 White Aura Dolphin
Scion of Trishula (4) + Scion of Gungnir (3) 7 Deep Sea Prima Donna
Scion of Trishula (4) + Scion of Gungnir (3) 7 Gungnir, Dragon of the Ice Barrier
Scion of Trishula (4) + Scion of Gungnir (3) 7 Glacial Beast Iceberg Narwhal
Scion of Trishula (4) + Scion of Gungnir (3) 7 White Aura Monoceros
Scion of Trishula (4) + Scion of Gungnir (3) + Scion of Brionac (2) 9 Navy Dragon Mech
Scion of Trishula (4) + Scion of Gungnir (3) + Scion of Brionac (2) 9 Ravenous Crocodragon Archethys
Scion of Trishula (4) + Scion of Gungnir (3) + Scion of Brionac (2) 9 Trishula, Dragon of the Ice Barrier
Scion of Trishula (4) + Scion of Gungnir (3) + Scion of Brionac (2) 9 Trishula, the Dragon of Icy Imprisonment

Hint: Banishing all 3 Scion Tokens for the Contact Fusion of Trishula, the Dragon of Icy Imprisonment will allow you to activate its effect, since all materials are originally Dragons.


Vanilla Flavored Fusion

Vanilla Flavored Fusion

Return 1 card from your hand to the bottom of your Deck, then return 2 monsters with the same Type to the bottom of your Deck in any order, from among the monsters in your GY and/or your face-up banished cards. Then, Special Summon 1 Level 10 or lower non-Effect Fusion Monster with the same Type as those monsters from your Extra Deck to the Extra Monster Zone, but it cannot attack this turn. (This will be treated as a Fusion Summon.) This Skill can only be used once per Duel.

Useful both for recycling important monsters and for gaining a "free" monster on the field. Some of the Fusions that can be summoned are Tuners, facilitating Synchro Summons. The summoned monster can be either used as Synchro/Xyz/Link material or as a stepping stone for bigger Fusions such as Starving Venom Predapower Fusion Dragon.

Some decks that can find use for this Skill:

Gaia Power Overload

Gaia Power Overload

Once per turn, you can choose 1 EARTH Monster you control. It gains the following effects based on the number of EARTH monsters you currently control, but destroy it during the End Phase of the next turn.
● 1+: If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
● 3+: This card gains 300 ATK/DEF for each EARTH monster you control.
● 5+: This card can make up to 2 attacks on monsters during each Battle Phase.

Useful for any deck that has an EARTH boss monster that could benefit from piercing battle damage, but especially powerful in decks that can summon multiple EARTH monsters.

Some decks that can easily summon multiple EARTH monsters:

Hint: You can use cards like Super Hippo Carnival or Scapegoat to easily max out on the number of EARTH monsters you control.


Little Guys Stick Together

Little Guys Stick Together

You can pay 2000 LP to activate this Skill. Until the end of the next turn, while all face-up monsters you control are Level/Rank 3 or lower, they gain DEF equal to the highest ATK among monsters you control, also they are changed to Defense Position at the end of each Battle Phase. This Skill can only be used once per turn.

This Skill is aimed at decks that focus on low Level/Rank monsters, without playing Link Monsters. This protects your weaker monsters from being destroyed by most battles, and protects from specific board wipes like Scar-Red Dragon Archfiend, White Aura Whale, Dogmatika Nexus and Lightning Storm.

A big weakness of this Skill is that it can be disabled by the opponent if they give you a Level 4 or higher monster, such as a Kaiju, Lava Golem or something traded via Geonator Transverser.

Some decks that can fulfill this Skill's requirements:

Hint: If you control multiple Rank 4+ monsters, you can use them to Xyz Summon Number F0: Utopic Future, which counts as a Rank 1.


Chaos Recall

Chaos Recall

During your End Phase, you can add 1 of your LIGHT or DARK banished monsters to your hand. This Skill can only be used once per turn, and twice per Duel.

This Skill is useful in decks that consistently banish their own LIGHT and/or DARK monsters, serving as recovery for the following turns.

Some decks that could benefit from this Skill:

Spooky Surprise

Spooky Surprise

Change 2 face-down monsters you control with the same original Attribute to face-up Defense Position, and 1 face-up monster your opponent controls to face-down Defense Position. Your opponent takes no damage until the end of this turn, also, you cannot Special Summon monsters for the rest of this turn, except monsters with the same original Attribute as those monsters you control. This Skill can only be used once per Duel.

This Skill is aimed at decks focused on Flip monsters or monsters with Flip-like effects. While a weaker version of Ghostrick Scare, this gives many Flip decks the ability of activating their Flip effects during the same turn their monsters were Set.

Some decks that can make good use of this Skill and ignore its Attribute limitation:

Breath of the Stormwinds

Breath of the Stormwinds

If you control 2 or more WIND monsters, return Spells/Traps from the field to the hand, up to the number of WIND monsters you control, then, for the rest of this turn, all monsters your opponent controls lose 200 ATK/DEF for each card returned. This Skill can only be used once per Duel.

This Skill is aimed at WIND-centric decks, or decks with a particularly high number of WIND monsters. Particularly strong against decks with lots of Spells/Traps, especially since the Skill can't be responded to. Also strong in decks that have Spells/Traps that benefit from being bounced back to the hand, such as Fire Formation - Tenki or Fiendish Chain.

Some decks that can easily summon multiple WIND monsters:

Overlay Network Rebuilder

Overlay Network Rebuilder

If your opponent controls more monsters than you do, Special Summon 1 Xyz Monster from your GY that wasn't sent there this turn and attach 1 monster from your GY to that monster as material. Then you can Special Summon from your Extra Deck, 1 monster with the same Type as that monster you summoned but 1 Rank higher, by using it as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) This Skill can only be used if you begin the Duel with an Extra Deck that contains at least 12 Xyz Monsters. This Skill can only be used once per Duel.

This Skill is aimed at Xyz-centric decks. This Skill works as a comeback ability after having you board cleared, but also doubles as a rank-up that can help Xyz strategies that have themed rank-ups. It also gives access to high rank Xyz Monsters that some decks would otherwise be unable to summon.

Some decks that can easily be played with only Xyz Monsters in their Extra Deck:
Some generic rank-up targets that could be interesting:
Materials Xyz Monster to be summoned Type Potential Rank-Up target Observation
2 Level 3 monsters Number 71: Rebarian Shark Dragon Evilswarm Ophion
2 Level 3 monsters Dante, Traveler of the Burning Abyss Warrior Stellarknight Triverr
2 Level 4 monsters Number 70: Malevolent Sin Insect Digital Bug Corebage Can be used to summon Digital Bug Rhinosebus
2 Level 4 monsters Number 106: Giant Hand Rock Number C106: Giant Red Hand
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