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'Tech' Archetype [Wave 4 Up! All 39 cards avaliable!]


ShiosaiIke

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[hr]
I'm going to be posting the members of this archetype (And their assorted support cards) in a series of 'Waves,' each of which will contain 10 card designs. Any feedback would be greatly appreciated.
1/1/2014: Happy new year! To kick it off, Wave 3 has been added. Staring one of the new aces of the archetype: Tech Dragon!

Change Log: Contains all changes made to this post and its contents.
[spoiler="Change Log"]
19/12/2013: Thread started, Wave 1 Added.
21/12/2013: 'Turbo Hammer' spelling error Corrected.
23/12/2013: Wave 2 added, 'Doorway to Another Time' now less costly, Change Log added.
24/12/2013: 'Repurposing' Cost increased, Effect also altered, Added Packet Display + Wave 1 - 3 Packets.
1/1/2014: "Gimlet Warrior" now searches less cards, Wave 3 Added, Wave 4 Packet Revealed.

9/1/2015: Wave 4 Finally added. Fixed the incorrect picture for Electromagnetic Puma.[/spoiler]


[spoiler="Wave 1"][spoiler="Invasion Tech - Reconnaissance (Monster)"]
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Invasion Tech - Reconnaissance
Earth, Level 3, Machine-Type
Once per turn, you can select 1 Face-down Defence position monster your opponent controls: Flip it face-up.

[/spoiler][spoiler="Doorway to another time (Spell Card)"]
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Doorway to another time
Continuous Spell Card
Once per turn, during your Standby Phase: You can Special Summon 1 Level 4 or lower "Invasion Tech" monster from your Deck in Face-up Attack position. If you do: Select 1 "Invasion Tech" monster you control; It is changed to Face-up Attack position at the start of this turn's Battle Phase, and if you do that, it must attack, if able.

[/spoiler][spoiler="Invasion Tech - Commando (Monster)"]
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Invasion Tech - Commando
Earth, Level 4, Machine-Type
Cannot be Normal Set. If this Face-down card is selected as an attack target: Flip this card to Face-up Attack position, then destroy the targeting monster.

[Note: I am aware that cards cannot be flipped from face-up to face-down.]
[/spoiler][spoiler="Invasion Tech - Marksman (Monster)"]
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Invasion Tech - Marksman
Earth, Level 4, Machine-Type

Cannot be Normal Set (but can be Normal Summoned). You can only activate one of the following effects per turn, and only once that turn.
Target 1 Face-up card your opponent controls: Place 1 Target Counter on it.
Target 1 card with a Target Counter on it: Destroy that target.

[/spoiler][spoiler="Invasion Tech - Airborne Ace (Monster)"]
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Invasion Tech - Airborne Ace
Wind, Level 4, Machine-Type
Cannot be Normal Set (But can be Normal Summoned). Change this Face-Down card to Face-up Defence position. (This is a Quick Effect.) This Face-up Attack position card can attack your opponent Directly.

[/spoiler][spoiler="Invasion from another time (Spell Card)"]
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Invasion from another time
Spell Card
Special Summon up to 3 Level 4 or lower "Invasion Tech" Monsters from your hand in Face-up Attack position. During this turn's Battle Phase, all "Invasion Tech" Monsters you control that were Summoned by this card's effect must attack, If able.

[/spoiler][spoiler="Dangerous mining (Trap Card)"]
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Dangerous mining
Continuous Trap Card
During each player's Standby Phase: Place 1 Mining Counter on this card. Once per turn, during your opponents turn: Your opponent can reveal 1 monster card in their hand; add a number of Mining Counters to this card equal to the level of the shown monster. Once per turn, during either player's turn: You can remove all counters from this card; Add 1 Machine-Type Monster with a level equal to the number of Mining Counters removed from this card to your hand (this effect always resolves last). If this card has 7 or more Mining Counters on it: Inflict 500 damage to the controller of this card for each Mining Counter on it, then destroy this card.

[Note: I am aware this could potentially be used by the opponent for an OTK, that was intentionally put in to raise the risk of using this card by the controller.]
[/spoiler][spoiler="Mining Tech - Rocket Drill (Monster)"]
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Mining Tech - Rocket Drill
Earth, Level 3, Machine-Type
If this card attacks: Change it to Defence position at the end of the Damage Step. If this card is in Face-up Attack position at the start of your opponents Battle Phase: Change this card to Defence position, and if you do, change this card to Attack Position at the end of your opponent's Battle Phase. If this card is used to Synchro or Xyz Summon a Machine-Type monster: Place 3 Mining Counters on the summoned monster.

[/spoiler][spoiler="Mining Tech - Turbo Hammer (Monster)"]
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Mining Tech - Turbo Hammer
Earth, Level 3, Machine-Type
If this Defense-position card is destroyed by battle: The controller takes damage equal to the difference between the ATK of the attacking monster and this card's DEF. Once per turn, you can discard 1 card from your hand (to a maximum of 3 per Match): Place 1 Mining Counter on this card. If this card is used to Synchro or Xyz Summon a Machine-type monster: Place a number of Mining Counters on the summoned monster equal to the number of counters on this card.

[/spoiler][spoiler="Upgrade Tech - Codemaster (Tuner Monster)"]
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Upgrade Tech - Codemaster
Earth, Level 1, Machine-Type, Tuner

When this card is used as Synchro Material for the Synchro Summoning of a Machine-Type monster, and at least 1 of the other Synchro Materials is a "Mining Tech" monster: You can pay 500 Life Points; The summoned monster gains the following effect.
This card gains 100 ATK and DEF for each Mining Counter on it.

[/spoiler][spoiler="Upgraded Mining Tech - Raging Miner (Synchro Monster)"]
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Upgraded Mining Tech - Raging Miner
Earth, Level 7, Machine-Type, Synchro

1 Tuner + 1 or more non-Tuner Machine-type monsters
When this card destroys an opponents monster by battle: Place 2 Mining Counters on this card. Once per turn: You can remove 4 Mining Counters from this card; Destroy 2 cards your opponent controls.

[/spoiler][/spoiler]
[spoiler="Wave 2"][spoiler="Loosing ground (Trap Card)"]
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Loosing Ground
Trap Card

When your opponent declares an attack; End the Battle Phase, and if you do: All monsters your opponent currently controls gain 500 ATK.

[/spoiler][spoiler="Repurposing (Spell Card)"]
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Repurposing
Spell Card

Pay 1000 Life points to activate this card. Both players select 1 monster card in their hand to target 1 Level 4 or lower monster they control; equip the selected card to that target. That monster gains half the ATK and DEF of the equipped card, and also gains its effects. If the equip card is destroyed; destroy the equipped monster. When this cards effect resolves and is sent to the Graveyard: Negate the previous effect, then this card gains the following effect;
You can tribute 1 Machine-Type monster you control that has a Level: Special Summon, from your deck, 1 Machine-Type monster that is one Level higher than the tributed monster. The Summoned monster gains 500 ATK and DEF, until the End Phase.

[/spoiler][spoiler="Upgrade Tech - Rivet Fastner (Monster)]
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Upgrade Tech - Rivet Fastner
Earth, Level 7, Machine-Type



You can only activate this card's ability once per Duel. You can pay 500 Life Points and banish this card; Discard 1 card and send, from either side of the field to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card: Special Summon that monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) If the summoned monster is Machine-Type; It gains this effect.
This card gains 500 DEF.

[/spoiler][spoiler="Upgraded Invasion Tech - Gimlet Warrior (Fusion Monster)"]
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Upgraded Invasion Tech - Gimlet Warrior
Earth, Level 10, Machine-Type, Fusion

"Upgraded Mining Tech - Raging Miner" + "Invasion Tech - Commando"

Once per turn: You can target 1 "Mining Tech" monster in your hand (max. 2); equip it to this card. This card gains ATK and DEF equal to half the equipped cards ATK and DEF, respectively. Once every two turns; you can send 1 card equipped to this card to the Graveyard; Add up to 2 "Tech" monsters from your deck to your hand.

[/spoiler][spoiler="Invasion Tech - Commander (Monster)"]
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Invasion Tech - Commander
Earth, Level 5, Machine-Type

Once per turn, during your Battle Phase: You can Special Summon up to 2 "Invasion Tech" monsters from your Deck with ATK less than or equal to the ATK of this card in Face-up Attack position. If this card attacks: Any monsters summoned by this cards effect this turn must attack, If able.

[/spoiler][spoiler="Invasion Tech - Gateway Generator (Monster)"]
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Invasion Tech - Gateway Generator
Earth, Level 5, Machine-Type
Can only be Normal Summoned by tributing 1 "Tech" monster you control (cannot be Normal Set). If this card is targeted for an attack, while there is an empty Monster card slot on your side of the field: Special Summon 1 Level 3 or lower "Invasion Tech" monster from your deck in Face-up Attack position, and if you do; change the attack target to the summoned monster. Once this cards effect has been used five times: Destroy this card.

[/spoiler][spoiler="Experimental Tech - Hydrox (Spirit Monster)"]
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Experimental Tech - Hydrox
Earth (Also Water by Effect), Level 5, Machine-Type, Spirit
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. This card is also WATER-Attribute while on the field. If this card battles a WATER monster: Destroy that monster.

[/spoiler][spoiler="Experimental Tech - Ventox (Spirit Monster)"]
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Experimental Tech - Ventox
Earth (Also Wind by Effect), Level 5, Machine-Type, Spirit
Cannot be Special Summoned. During the turn this card is Normal Summoned or flipped face-up: Return it to the hand. This card is also treated as WIND-Attribute while on the field. If this card battles a WIND monster: Destroy that monster.

[/spoiler][spoiler="Experimental Tech - Pyrox (Spirit Monster)"]
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Experimental Tech - Pyrox
Earth (Also Fire by Effect), Level 5, Machine-Type, Spirit

Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. This card is also FIRE-Attribute while on the field. If this card battles a FIRE monster: Destroy that monster.

[/spoiler][spoiler="Upgraded Experimental Tech - Elementok (Fusion Monster)"]
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Upgraded Experimental Tech - Elementok
Earth (Can also be Fire, Wind and/or Water by Effect), Level 8, Machine-Type, Fusion

"Experimental Tech - Ventox" + "Experimental Tech - Pyrox" + "Experimental Tech - Hydrox"
Can only be Fusion Summoned using cards with the listed names as their original names, and cannot be Special Summoned by other ways. When you Normal Summon an "Experimental Tech" monster to your side of the field; Send it to the Graveyard. This card gains the effects of all "Experimental Tech" monsters in the Graveyard that were sent there by this cards effect. If this card battles an EARTH monster, and there are no "Experimental Tech" monsters in the Graveyard that were sent there by this cards effect: Destroy that monster.

[/spoiler][/spoiler]
[spoiler="Wave 3"][Spoiler="Invasion Tech - Gigagogigagantis Golem (Effect Monster)"]
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Invasion Tech - Gigagogigagantis Golem
Earth, Level 8, Machine-Type

If this card battles an opponents monster; Change it to Defense position at the end of the Damage Step. If this card attacks a Defense position monster: Inflict piercing battle damage to your opponent. If this card is destroyed by card effect: You can Special Summon up to 2 Level 4 "Invasion Tech" monsters from your Deck in the same Battle Position that this card was in when destroyed.

[/spoiler][spoiler="Invasion Tech - Buster Gauntlet (Effect Monster)"]
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Invasion Tech - Buster Gauntles
Earth, Level 7, Machine-Type

If this card attacks a Defence Position monster, inflict piercing battle damage to your opponent. If this card attacks: Destroy this card at the end of the Damage Step, and if you do; Special Summon up to 5 "Knuckle Tokens" (Machine-Type/EARTH/Level 1/ATK 600/DEF 0). If this card is attacked: Destroy this card.

[/spoiler][spoiler="Invasion Tech - Launcher Master (Effect Monster)"]
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Invasion Tech - Launcher Maser
Earth, Level 7, Machine-Type
When this card is Summoned: You can Special Summon 1 "Invasion Tech - Marksman" from your hand or deck. If this card destroys an opponents monster by battle: Place 1 Rocket Counter on this card. Once per turn: You can remove 2 Rocket Counters from this card; Place 1 Target Counter on all Spell/Trap cards your opponent controls. Once per turn: You can remove 3 Rocket Counters from this card; This card can attack your opponent directly this turn.

[/spoiler][spoiler="Invasion Tech - Battle General (Effect Monster)"]
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Invasion Tech - Battle General
Earth, Level 8, Machine-Type

If this card would be Special Summoned: Add it to your hand instead. This card can attack twice during each Battle Phase. Once per turn: You can equip 1 "Invasion Tech" monster from your Graveyard to this card (max. 1); This card gains ATK equal to half the combined ATK and DEF of the equipped monster. During your Battle Phase: You can send 1 card equipped to this monster by this card's effect to the Graveyard; This card can attack once again in a row.

[/spoiler][spoiler="Mechanical Oath to Battle (Spell Card)"]
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Mechanical Oath to Battle
Continuous Spell Card

All Machine-Type monsters you control gain 500 ATK. All "Tech" monsters you control gain an additional 500 ATK. If this card is destroyed by card effect: Special Summon 1 "Invasion Tech - Dark Warlord" from your Deck in face-up Defence position.

[/spoiler][spoiler="Invasion Tech - Dark Warlord (Effect Monster)"]
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Invasion Tech - Dark Warlord
Earth, Level 9, Machine-Type

Can only be Normal Summoned/Set by Tributing 2 Machine-Type monsters you control. Can only be Special Summoned by the effect of "Mechanical Oath to Battle", and cannot be Special Summoned by other means. All Machine-Type monsters on the field except this card gain 500 ATK. If this card would be destroyed: You can select 1 "Invasion Tech" monster you control; That card is destroyed instead.

[/spoiler][spoiler="Invasion Tech - Electromagnetic Puma (Effect Monster)"]
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Invasion Tech - Electromagnetic Puma
Earth, Level 7, Machine-Type

If you control a monster that is not a "Invasion Tech - Electromagnetic Puma": This card cannot be targeted for attacks. This card can attack your opponent directly. If you would take battle damage (excluding the effect of a "Invasion Tech - Electromagnetic Puma"): Tribute this card; All battle damage you take from that battle is reduced to 0. During each of your End Phases: Send 1 Machine-Type monster from your hand or side of the field to the Graveyard, or destroy this card and take 1000 damage.

[/spoiler][spoiler="Passing Unnoticed (Trap Card)"]
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Passing Unnoticed
Trap Card

Activate when a face-down monster card you control is targeted for an attack. The declared attack becomes a direct attack.

[/spoiler][spoiler="Calling a Higher Power (Spell Card)"]
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Calling a Higher Power
Continuous Spell Card

Tribute 1 "Tech" monster you control that has a Level: Excavate, from your Deck to your hand, 1 "Tech" monster that is 1 or more Level higher than the Tributed monster. If you do: All monsters your opponent control gain 200 ATK x The difference in levels between the Tributed monster and the excavated monster. If the result is 0: Destroy this card once its effects have resolved.

(It's ability can only activate once; it's continuous because of the ATK boost to your opponent.)[/spoiler][spoiler="Tech Dragon (Effect Monster)"]
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Tech Dragon
Earth, Level 6, Machine-Type

Can only be Normal Summoned/Set by Tributing 2 "Tech" Monsters you control. Once per turn: You can Tribute 1 "Tech" monster you control; This card gains 1000 ATK and DEF, until your next Standby Phase. If you do: Your opponent can add up to 2 Level 4 monsters from their deck to their hand.

[/spoiler][/spoiler]

 

[spoiler="Wave 4"][spoiler="Tech Dragon Mk. II (Monster)"]
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Tech Dragon Mk. II
Earth, Level 5, Machine-Type
(This card's name is always treated as "Tech Dragon".)

Can only be Normal Summoned/Set by Tributing 1 "Tech" Monster you control. Once per turn: You can Tribute 1 "Tech" monster you control; Double any battle damage your opponent takes from battles involving this card, until the End Phase.

[/spoiler][spoiler="Tech Dragon Mk. III (Monster)"]

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Tech Dragon Mk. III
Earth, Level 5, Machine-Type

(This card's name is always treated as "Tech Dragon".)
Can only be Normal Summoned/Set by Tributing 1 "Tech" Monster you control. Once per turn, during either players turn: You can Tribute 1 "Tech" Monster you control; While this card is in Face-up Defence position, "Tech" monsters you control cannot be destroyed by battle.

[/spoiler][spoiler="Tech Dragon Mk. IV (Monster)"]

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Tech Dragon Mk. IV
Earth, Level 6, Machine-Type

(This card's name is always treated as "Tech Dragon".)
Can only be Tribute Summoned set by Tributing 2 "Tech" monsters you control. You can Special Summon this card from the Graveyard by Tributing 2 "Tech" monsters you control. You can Normal Summon this card without Tributing, but its Level is reduced by 2 and its original ATK and DEF become 1700 and 600 respectively.

[/spoiler][spoiler="Upgrade Tech - Draco Skeleton (Tuner Monster)"]

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Upgrade Tech - Draco Skeleton
Earth, Level 3, Machine-Type, Tuner

Cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Machine-Type monster. The Summoned monster gains 500 ATK and DEF, until the End Phase.

[/spoiler][spoiler="Upgrade Tech - Dragon Drive (Tuner Monster)"]

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Upgrade Tech - Dragon Drive
Earth, Level 3, Machine-Type, Tuner

Cannot be used as a Synchro Material Monster, except for the Synchro Summon of a "Tech Dragon" monster. The other Synchro Material Monster(s) are Machine-Type monsters on your side of the field. The Summoned monster cannot be destroyed by Spell/Trap cards, or by card effects the turn it is Summoned.

[/spoiler][spoiler="Mecha-Eyes Tech Dragon (Synchro Monster) |DECK MASTER|"]

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Mecha-Eyes Tech Dragon
Earth, Level 7, Machine-Type, Synchro

1 Machine-Type Tuner + 1 or more Machine-Type Non-Tuner monsters
Once per turn: You can Tribute 1 Level 4 or lower "Tech" monster you control; This card gains ATK and DEF equal to the original ATK and DEF of the Tributed monster respectively, also this card can make a second attack during each Battle Phase this turn. During your opponents Battle Phase, if this card is destroyed: Inflict 1000 damage to your opponent.

[/spoiler][spoiler="Overclocked Mecha-Eyes Tech Dragon (Synchro Monster)"]

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Overclocked Mecha-Eyes Tech Dragon
Earth, Level 10, Machine-Type, Synchro

1 Machine-Type Tuner + "Mecha-Eyes Tech Dragon"
Can only be Synchro Summoned, and cannot be Special Summoned by other means. You cannot Summon any monster while this card is face-up on the field (But you can Set). When this card destroys an opponents monster by battle; place 1 Charge Counter on this card. You can remove 1 Charge Counter from this card; Destroy 1 card your opponent controls. You can remove 2 Charge Counters from this card; send the top 5 cards of your opponents deck to the Graveyard. You can remove 5 Charge Counters from this card; halve your opponents life points. If this card leaves the field; Special Summon 1 "Mecha-Eyes Tech Dragon" from your Extra Deck, Graveyard or Banished zone.

Note: If your wondering why this card is so apparently insanely overpowered, It's because it's insanely difficult to get out; Out of all the times I've been testing these cards out on Duel Portal, I have NEVER gotten this card out. In fact, I've only managed to get it's pre-requisite, Mecha-Eyes Tech Dragon, onto the field once.

[/spoiler][spoiler="The Database (Spell Card)"]

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The Database
Field Spell Card

The turn player can pay 500 Life Points to Normal Summon 1 monster in their Graveyard. The turn player can pay 1000 Life Points to Special Summon 1 Level 4 or lower monster in their Graveyard. If a monster summoned by this effect is not EARTH Attribute or Machine-type: Negate that monster's effects, also it cannot be used as a Ritual, Fusion, Synchro or Xyz Material Monster, or Tributed, the turn it is summoned.

[/spoiler][/spoiler]

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I love where this is going, and your OCG and cards aren't bad for a beginner. I will mainly provide Official Card Grammar (OCG) on these for now. On Turbo hammer, Defense is spelled wrong.

Ok, not as many errors as I thought.

 

I would consider having more Interaction with each other. And not as much of a cost to play the one card that SS. Add a searcher or two, etc. 

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Personally, I think that making Repurposing a continuous spell card could potentially make it easily abusable and make the targeted monster potentially impossible to destroy. For example, let's say that the monster being targeted is Rocket Arrow Express - A card with 5,000 ATK. If I was lucky enough to have drawn, say, another Rocket Arrow Express, It would make the cost of 500 life points drastically small compared to the potential of an easy to acquire monster with 10,000 ATK. Additionally, it would also gain the equipped monsters effects, meaning that if I happened to have the 3 Egyptian God cards in my hand, for example, The result would be disastrous for the opponent; I would have paid only 2000 life points, Which while seeming large is considerably small compared to a monster with 14,000 Printed Attack, 4,000 Printed Defence, and has an ability that allows you to sacrifice all but 100 of your life points so that it gains an equal number of ATK and DEF, gains 1000 ATK and DEF for each card in your hand, (Which is essentially nullified by 'Rocket Arrow Express' ability which forces you to discard your hand or destroy it), allows you to tribute 2 monsters to destroy all monsters your opponent controls at the price of it not being able to attack, which can easily be fixed next round by paying 1000 life points to destroy 1 monster your opponent controls, and destroys everything with 2000 or less ATK, and weakens everything else by 2000 points. In essence, something that would easily clobber just about any deck out there.

[Going off the logic that you started with 7 cards in your hand (Two of which are the Rocket Arrow Express') and 8000 life points, by the end of the chain you could have 100 life points, (If you were lucky, the two cards remaining in your hand were both Pot of Greed, and upon using one you drew another Pot of Greed) Five cards in your hand, due to that, a monster with 14,000 base attack, a boost of 5900 from Winged Dragon of Ra (8000 LP - 2000 [500 for each use, four cards were equipped) = 6000, pay all until 100 left = 5900 paid) and a boost of 5,000 from Slifer the Sky Dragon (Gains 1,000 ATK for each card in your hand, you have five, so it gains 5,000 ATK) which results in 14,000 + 5900 + 5000 = 23,000 ATK.]

 

In fact, Thinking about the Repurposing now, it's already a bit overpowered and perhaps I should increase the cost a bit, or make its criteria more strict. (Or even making it so it can only be used once or something of the like.)

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i must say they look nice and most of them looks like possible real konami cards. I would try to establish a better connection among their effects. They look like  the new Genex monsters. My favourite is gimlet though the 5 add is truly obscenely broke! I notice that you write " Cannot be Normal Set (but can be Normal Summoned)"... that statemente is unnecessary since the face that it cannot be normal set doesnt imply in any way that it cannot be normal summoned too, so you just have to write "Cannot be Normal Set."

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  • 2 weeks later...

Dragon eff's drawback is awesome...for your opponent! Add 2 level 4 helps very much the opponent to kill you.

 

Calling higher power, excavate from deck to hand has no sense, unless you mean to add from deck to hand. Otherwise you could make it this way: Excavate top 3 cards of your Deck, and select 1 "Tech" monster among them if any; all monsters your opponent control gain 200 ATK x The difference in levels between the Tributed monster and the selected monster. If the result is 0: Destroy this card once its effects have resolved.

 

The others looks fine, but you always have to test them

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  • 1 month later...
  • 10 months later...

My apologies for the immense necrobump (I swear I worked on this page more recently than 12 months ago!) but I wished to inform all those who have viewed this page in past that, after long last, the fourth and final wave is added.

Seeing as how old this series is, I shall not be working on them any further, especially considering there is few more cards I could add without making the archetype OP. As such, I officially declare this archetype completed!

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