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O.B.L.I.V.I.O.N. Cores


EpicDrago

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This deck has 0 monsters in the Main Deck. There are 12 Spell Cards, 3 Trap Cards, 13 Fusion Monsters, and 2 Xyz Monsters. The point around this deck is preforming a sort of Contact Fusion with Spell Cards. Most of the Spell Cards then enhance the Fusion Monsters by giving them additional effects.

 

[spoiler='Main Deck (Run 40)']

[spoiler='Spells (Run 34)']

[spoiler='Air O. Core (Run 3)']

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Normal

If this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can target 1 Spell/Trap Card on the field; reveal the target if it is set, and if the target is a Trap Card, destroy it, if not, return it to its original position. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:
-"Once per turn, during either player's turn, when a Trap Card or Trap Card effect is activated: You can send 1 "Core" card to the Graveyard from your hand or your side of the field or banish 1 "Core" card from your Graveyard; negate the activation, and if you do, destroy it. If this card is a Winged Beast-Type monster, this effect can be activated up to twice per turn."

[/spoiler]

[spoiler='Dark B. Core (Run 3)']

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Normal

If this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can send 1 card in your opponent's hand to the Graveyard. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:
-"Banish monsters this card destroys by battle. Once per turn: You can target 1 of your opponent's banished cards; send the target to the Graveyard, and if you do, banish 1 card in your opponent's hand. If this card is a Fiend-Type monster, this effect can be activated up to twice per turn."

[/spoiler]

[spoiler='Earth L. Core (Run 3)']

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Normal

If this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can draw 1 card and if it is a "Core" Spell Card, you can reveal it to gain 500 LP. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:
-"Once per turn: This card cannot be destroyed by battle or by card effects. If this card is a Rock-Type monster, this effect can be activated up to twice per turn."

[/spoiler]

[spoiler='Fire I. Core (Run 3)']

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Normal

If this card is sent to the Graveyard by your opponent or for a Fusion Summon: Deal damage to your opponent equal to the number of "Core" cards in your Graveyard and that are banished x 100. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:
-"Once per turn, when this card destroys a monster by battle: It can attack once again during this Battle Phase. If this card is a Pyro-Type monster, this effect can be activated up to twice per turn."

[/spoiler]

[spoiler='Light V. Core (Run 3)']

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Normal

If this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can target 1 face-up card on the field; the target's effects are negated until the end phase. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:
-"Once per turn: You can target 1 face-up card on the field (even if it cannot be targeted) and discard 2 "Core" cards or banish 2 "Core" cards from your Graveyard; negate the target's effects. If this card is a Fairy-Type monster, you can target up to 2 cards instead of 1 for this effect."

[/spoiler]

[spoiler='Nature I. Core (Run 3)']

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Normal

If this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can target 1 monster on the field; destroy the target. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:
-"Once per turn, during either player's turn, when a monster effect is activated: You can send 1 "Core" card to the Graveyard from your hand or your side of the field or banish 1 "Core" card from your Graveyard; negate the activation, and if you do, destroy it. If this card is a Plant-Type monster, this effect can be activated up to twice per turn."

[/spoiler]

[spoiler='Storm O. Core (Run 3)']

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Normal

If this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can target 1 card on the field; shuffle it into the Deck. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:
-"At the end of the Battle Phase, if this card destroyed a monster by battle this turn: You can target 1 card on the field; return the target to the hand. If this card is a Thunder-Type monster, you can target up to 2 cards instead of 1 for this effect."

[/spoiler]

[spoiler='Water N. Core (Run 3)']

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Normal

If this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can target 1 Spell/Trap Card on the field; reveal the target if it is set, and if the target is a Spell Card, destroy it, if not, return it to its original position. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:
-"Once per turn, during either player's turn, when a Spell Card or Spell Card effect is activated: You can send 1 "Core" card to the Graveyard from your hand or your side of the field or banish 1 "Core" card from your Graveyard; negate the activation, and if you do, destroy it. If this card is a Aqua-Type monster, this effect can be activated up to twice per turn."

[/spoiler]

[spoiler='Artificial Core (Run 3)']

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Normal

You can substitute this card for any 1 Fusion Material for a "Core" Fusion Monster. If this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can target 1 "Core" Spell Card in your Graveyard, except "Artificial Core"; put the target on the top of your Deck. When this card is activated, target 1 "Core" Fusion Monster you control; negate all gained effects of the target (min. 1), then add 2 "Core" Spell Cards to your hand from your Graveyard.

[/spoiler]

[spoiler='Astral Core of Research (Run 3)']

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Field

When a "Core" Spell Card resolves, place 1 Core Counter on this card. You can remove 5 Core Counters from this card; Special Summon a "Core" Fusion Monster from your Graveyard. Once per turn: You can banish a "Core" card from your Graveyard; add a "Core" card to your hand from your Deck or Graveyard. If this card would be destroyed, you can send 1 "Core" card to your Graveyard from your hand or your side of the field instead. If you control an "Astral Core of Research": You can discard this card and target 1 "Core" Fusion Monster you control; this turn, when a card is removed from the field by the target (either by battle or by effect), you can place 1 Core Counter on a card you control.

[/spoiler]

[spoiler='Mysterious Core of Creation (Run 2)']

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Continuous

While you control a "Core" Fusion Monster, this card is unaffected by other card effects. Each effect of "Mysterious Core of Creation" can only be activated once per turn. You can target a "Core" Fusion Monster in your Graveyard; shuffle 2 "Core" Spell Cards into the Deck from your Graveyard, and if you do, return the target to the Extra Deck. If there are more cards on your opponent's side of the field than your side of the field, you can target up to 3 of your banished "Core" Spell Cards, except "Mysterious Core of Creation"; banish this card, and if you do, shuffle the targets into the Deck. You can only control 1 "Mysterious Core of Creation".

[/spoiler]

[spoiler='The Missing Core (Run 2)']

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Continuous

During your Main Phase: You can Fusion Summon "NegaCore" Fusion Monsters from your Extra Deck by sending the first listed Fusion Material to the Graveyard from your side of the field and by banishing the other listed Fusion Materials from your Graveyard. While you control a "NegaCore" Fusion Monster, this card is unaffected by other card effects. You can return 1 "Core" Fusion Monster you control to the Extra Deck; add this banished card or this card in your Graveyard to your hand.

[/spoiler]

[/spoiler]

[spoiler='Traps (Run 6)']

[spoiler='Core Drone - Creationist (Run 2)']

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Continuous

This card cannot be activated if you do not have a "Core" Fusion Monster on your side of the field or in your Graveyard. Send 1 "Core" Spell Card to the Graveyard from your hand or your side of the field; Special Summon this card as an Effect Monster (Spellcaster-Type/DARK/Level 10/ATK 2000/DEF 0). (This card is also still a Trap Card.) Once per turn, while this card is an Effect Monster: You can target a "Core" monster you control; send the target to the Graveyard, and if you do, put a "Core" Spell Card from your Deck, Graveyard, or that is banished on the top of your Deck.

[/spoiler]

[spoiler='Core Drone - Guardian (Run 2)']

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Continuous

This card cannot be activated if you do not have a "Core" Fusion Monster on your side of the field or in your Graveyard. Send 1 "Core" Spell Card to the Graveyard from your hand or your side of the field; Special Summon this card as an Effect Monster (Warrior-Type/LIGHT/Level 10/ATK 0/DEF 2000). (This card is also still a Trap Card.) Once per turn, while this card is an Effect Monster, if a"Core" monster you control is sent to the Graveyard: You can draw 2 cards, and if you do, banish the top 3 cards of your Deck.

[/spoiler]

[spoiler='Core Drone - Reinforcer (Run 2)']

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Continuous

This card cannot be activated if you do not have a "Core" Fusion Monster on your side of the field or in your Graveyard. Send 1 "Core" Spell Card to the Graveyard from your hand or your side of the field; Special Summon this card as an Effect Monster (Beast-Type/LIGHT/Level 10/ATK 1000/DEF 1000). (This card is also still a Trap Card.) Once per turn, while this card is an Effect Monster, if a"Core" Spell Card(s) is banished, except for a Fusion Summon: You can apply the following effects based on the number of "Core" cards that were banished:
*1 or more: This card's ATK/DEF are doubled until the end phase.
*2 or more: Send 1 of your banished "Core" cards to your Graveyard.
*3 or more: Special Summon a "Core" Fusion Monster from your Graveyard.

[/spoiler]

[/spoiler]

[/spoiler]

[spoiler='Extra Deck (Run 15)']

[spoiler='Unleashed Core - Air (Run 1)']

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WIND/Level 10/Winged-Beast/Fusion

1 "Air O. Core" + 2 "Core" cards
Must first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) If your opponent activates a Trap Card or Trap Card effect: Place an Unleashed Counter on this card. You can remove 3 Unleashed Counters from the field; your opponent must send 1 Trap Card from their side of the field or in their hand to the Graveyard, but if your opponent cannot, your opponent must reveal their hand and their set Spell/Trap Cards. If this card is sent to the Graveyard by a card effect: Until your opponent's end phase, your opponent must mill 3 cards to activate a Trap Card or Trap Card effect.

ATK/2100 DEF/1200

[/spoiler]

[spoiler='Unleashed Core - Dark (Run 1)']

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DARK/Level 10/Fiend/Fusion

1 "Dark B. Core" + 2 "Core" cards
Must first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) Once per turn: You can have your opponent chose 1 of their banished cards and 1 card on their side of the field; send the banished card to the Graveyard and banish the card on the field. If this card is sent to the Graveyard by a card effect: Target 1 card on the field; banish the target.

ATK/2700 DEF/2400

[/spoiler]

[spoiler='Unleashed Core - Earth (Run 1)']

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EARTH/Level 10/Rock/Fusion

1 "Earth L. Core" + 2 "Core" cards
Must first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) Once per turn, during either player's turn, when a "Core" card you control is sent to the Graveyard by your opponent: You can target a "Core" card you control; draw 1 card and reveal it, and once during this turn, if the revealed card was a "Core" Spell Card, the target cannot be destroyed by battle or by card effects. If this card is sent to the Graveyard by a card effect: Gain 300 LP for each "Core" card you control.
ATK/2400 DEF/1800

[/spoiler]

[spoiler='Unleashed Core - Fire (Run 1)']

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FIRE/Level 10/Pyro/Fusion

1 "Fire I. Core" + 2 "Core" cards
Must first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) If this card destroys a monster by battle: You can target 1 of your banished "Core" cards; send the target to the Graveyard and this card gains 500 ATK until the end phase. If this card is sent to the Graveyard by a card effect: You can target 1 of your banished "Core" cards; send the target to the Graveyard and monsters your opponent controls lose 500 ATK until the end phase.

ATK/2400 DEF/1800

[/spoiler]

[spoiler='Unleashed Core - Light (Run 1)']

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LIGHT/Level 10/Fairy/Fusion

1 "Light V. Core" + 2 "Core" cards
Must first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) During either player's turn, if the activation of a card, the activation of a card effect, or a card effect(s) is negated: You can shuffle up to 2 of your banished "Core" cards into the Deck. If you activate this effect, both players draw 1 card for each effect or activation that was negated. If this card is sent to the Graveyard by a card effect: Add one of your banished "Core" cards to the hand.

ATK/2700 DEF/2400

[/spoiler]

[spoiler='Unleashed Core - Nature (Run 1)']

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EARTH/Level 10/Plant/Fusion

1 "Nature I. Core" + 2 "Core" cards
Must first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) If your opponent activates a monster effect: Place an Unleashed Counter on this card. You can remove 3 Unleashed Counters from the field; your opponent must send 1 monster from their side of the field or in their hand to the Graveyard, but if your opponent cannot, your opponent must reveal their hand. If this card is sent to the Graveyard by a card effect: Until your opponent's end phase, your opponent must mill 3 cards to activate a monster effect.

ATK/2100 DEF/1200

[/spoiler]

[spoiler='Unleashed Core - Storm (Run 1)']

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WIND/Level 10/Thunder/Fusion

1 "Storm O. Core" + 2 "Core" cards
Must first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) Once per turn: You can target any number of "Core" monsters you control and the same number of cards your opponent controls; roll a six-sided die, if the result is 1, return all targets you control to the hand, if the result is 6, return all targets your opponent controls to the hand, if the result is 2, 3, 4, or 5, return 2 targets from different sides of the field to the hand. During the turn you activate this effect, your opponent takes no battle damage. If this card is sent to the Graveyard by a card effect: You can target 1 card on the field; shuffle the target into the Deck.

ATK/2400 DEF/1800

[/spoiler]

[spoiler='Unleashed Core - Water (Run 1)']

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WATER/Level 10/Aqua/Fusion

1 "Water N. Core" + 2 "Core" cards
Must first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) If your opponent activates a Spell Card or Spell Card effect: Place an Unleashed Counter on this card. You can remove 3 Unleashed Counters from the field; your opponent must send 1 Spell Card from their side of the field or in their hand to the Graveyard, but if your opponent cannot, your opponent must reveal their hand and their set Spell/Trap Cards. If this card is sent to the Graveyard by a card effect: Until your opponent's end phase, your opponent must mill 3 cards to activate a Spell Card or Spell Card effect.

ATK/2100 DEF/1200

[/spoiler]

[spoiler='NegaCore - Chevalier (Run 1)']

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LIGHT/Level 10/Machine/Fusion

1 "Unleashed Core" Fusion Monster + 1 "Core" Spell Cards
This card is also treated as the same Types as its Fusion Materials. Once per turn: You can target a "Core" Fusion Monster you control; this card gains the target's gained effects until your opponent's end phase and send the target to the Graveyard. During the turn you activate this effect, this monster can attack directly, but other monsters you control cannot attack. Once per turn, during your opponent's Battle Phase: You can target any number of monsters you control and banish the same number of "Core" Spell Cards from your Graveyard; those targets cannot be attacked during this Battle Phase. If this card is sent to the Graveyard by a card effect: You can Special Summon one of your banished "Core" Spell Cards as an Effect Monster (Dragon-Type/LIGHT/Level 10/ATK 1800/DEF 0).

ATK/2000 DEF/1500

[/spoiler]

[spoiler='NegaCore - Annihilator (Run 1)']

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LIGHT/Level 10/Machine/Fusion

1 "Unleashed Core" Fusion Monster + 2 "Core" Spell Cards
This card is also treated as the same Types as its Fusion Materials. Once per turn: You can target a "Core" Fusion Monster you control; this card gains the target's gained effects until your opponent's end phase and send the target to the Graveyard. During the turn you activate this effect, this card's ATK/DEF are doubled. Once per turn, during your opponent's Battle Phase: You can banish any number of "Core" Spell Cards from your Graveyard; place the same number of Annihilation Counters on monsters you control. Monsters gain 500 ATK/DEF for each Annihilation Counter on it. During the end phase, remove all Annihilation Counters from the field. If this card is sent to the Graveyard by a card effect: You can Special Summon one of your banished "Core" Spell Cards as an Effect Monster (Dragon-Type/LIGHT/Level 10/ATK 1800/DEF 0).

ATK/2500 DEF/2000

[/spoiler]

[spoiler='NegaCore - Warlord (Run 1)']

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LIGHT/Level 10/Machine/Fusion

1 "Unleashed Core" Fusion Monster + 3 "Core" Spell Cards
This card is also treated as the same Types as its Fusion Materials. Once per turn: You can target a "Core" Fusion Monster you control; this card gains the target's gained effects until your opponent's end phase and send the target to the Graveyard. During the turn you activate this effect, when this monster destroys a monster by battle: You can deal battle damage to your opponent equal to that monster's ATK or DEF instead of regular battle damage. Once per turn, during your opponent's Battle Phase: You can target any number of empty Card Zones and banish the same number of "Core" Spell Cards from your Graveyard; those targets cannot be used during this turn. If this card is sent to the Graveyard by a card effect: You can Special Summon one of your banished "Core" Spell Cards as an Effect Monster (Dragon-Type/LIGHT/Level 10/ATK 1800/DEF 0).

ATK/3000 DEF/2500

[/spoiler]

[spoiler='Core Drone - Control Core (Run 1)']

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DARK/Level 10/Psychic/Fusion

3 "Core Drone" cards
Must first be Special Summoned (from your Extra Deck) by shuffling the above cards into the Deck from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) When this card is Special Summoned: Place it in your Spell & Trap Card Zone as a Continuous Trap Card. This card's effects are only active while this card is a Continuous Trap Card. "Core" Trap Cards you control that are monsters do not take up a Monster Card Zone. While you control this card, your Monster Card Zones can also be treated as Spell & Trap Card Zones. The ATK/DEF of "Core Drone" monsters becomes 2000 and cannot be altered. If this card is sent to the Graveyard by a card effect: You can add a "Core" Trap Card to your hand from your Deck or Graveyard.

ATK/0 DEF/0

[/spoiler]

[spoiler='O.B.L.I.V.I.O.N. Core Dragon (Run 1)']

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LIGHT/Level 12/Dragon/Fusion

8 "Core" Normal Spell Cards with different names
Can only be Special Summoned (from your Extra Deck) by banishing the above cards from your Graveyard while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) This card is treated as all types. When this card is Special Summoned from your Extra Deck: You can add up to 3 "Core" Cards with different names to your hand from your Deck or Graveyard. Once per turn: You can Special Summon one of your banished "Core" Spell Cards as an Effect Monster (Dragon-Type/LIGHT/Level 10/ATK 1800/DEF 0). You can target 1 "Core" Fusion Monster you control; return it to the Extra Deck, then add up to 2 "Core" cards from your Graveyard to your hand, except ones listed as a Fusion Material for the target. If this card is sent to the Graveyard by a card effect: You can add a "Mysterious Core of Creation" to your hand from your Deck.

ATK/4000 DEF/3000

[/spoiler]

[spoiler='Master of O.B.L.I.V.I.O.N. Cores (Run 1)']

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LIGHT/Rank 10/Warrior/Xyz

3 or more level 10 Monsters
This card cannot be Special Summoned, except by Xyz Summon. When this card is Xyz Summoned: Detach all Xyz Matierlas attached to this card, then target any number of your banished "Core" cards to your hand, up to the number of Xyz Materials detached, and target the same number of "Core" cards in your Graveyard; add the banished targets to your hand and banish the targets that are in your Graveyard. This card is treated as a Fusion Monster while in the Graveyard. You can attach this card to a "Core" Fusion Monster you control. While this card is attached to a "Core" Fusion Monster, the ATK of monsters you control that were originally Spell Cards becomes 3000. If a monster that this card is attached to would be removed from the field by your opponent's card effect, you can detach this card instead, and if you do, you can add an "Astral Core of Research" to your hand from your Deck, Graveyard, or that is banished.

ATK/3000 DEF/4000

[/spoiler]

[spoiler='The One Who Sleeps Within O.B.L.I.V.I.O.N. (Run 1)']

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LIGHT/Rank 12/Dragon/Xyz

5 level 12 monsters
You can also Xyz Summon this card by using an "O.B.L.I.V.I.O.N. Core Dragon" you control with a "Master of the O.B.L.I.V.I.O.N. Cores" attached to it as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) When this card is Xyz Summoned: You can activate up to 3 of your banished "Core" Normal Spell Cards, except "Artificial Core" by using this card as the target. This card is treated as all types. This card is treated as a "Core" Fusion Monster while on the field and in the Graveyard. This card's ATK/DEF is equal to the number of this card's gained effects x 1000. During your opponent's end phase: Attach a "Core" card to this card from your Graveyard or that is banished. You can detach 8 "Core" Normal Spell Cards with different names from this card, except "Artificial Core"; banish all cards your opponent controls, all cards in your opponent's hand, and all cards in your opponent's Graveyard, then your opponent's LP becomes 8000, but only this card can attack this turn.

ATK/? DEF/?

[/spoiler]

[/spoiler]

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This deck does have an overly deadly otk to be honest, but it is not the easiest to pull off and you can win other ways with the deck so there's not the biggest point of it. Basically, you banish the 8 Normal Spells that Spell out oblivion and summon O.B.L.I.V.I.O.N. Core Dragon, then you just need to get out 3 level 10 monsters (the trap monsters are level 10s) and Xyz Summon Master of the O.B.L.I.V.I.O.N. Cores. Then you can detach all of its Xyz  Materials to get 3 (or more) of your banished spells back, probably Light, Dark, and something else, while leaving Air, Water, and Natures banished. Then attach Master to Dragon and Xyz The One Who Sleeps Within O.B.L.I.V.I.O.N. using them and activate air, water, and nature by targeting it. This allows him to negate all effects by discarding/banishing 1 Core card, and he will have 3000 ATK/DEF. Then you have the 3 or more added cards that you can use on him, giving him another 1000 ATK/DEF for each. Basically, the point of The One, is to have him gain all 8 of the possible gainable effects, thus giving him 8000 ATK/DEF, then use his effect, nuking your opponent and making their LP 8000 (and he has 8000 ATK/DEF) and you basically just OTK. Its a bit complicated I know.

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This is definately one one the more, er, comprehensive archetypes I've seen on here.  I have to admit I have yet to read through all the cards, but am I right in the assumption that this deck has very little in the way of protection?

 

IMO, even though there are a few cards that I can see that help, from what I can see, this kind of deck would be good for one/two monsters early on while not being able to follow up too well due either using them to power up their fusion counterparts or using (up to) 3 cards to summon one monster.

 

I will also pass along the advice given to me when I was making a "Core" archetype: Just make sure that you are aware that cards that affect "Core" cards also affect certain real cards such as "Big Core", "BES Big Core MK-2", and "Dark Core" (though actually the third card might actually help the deck!)

 

In any case, those are the only big qualms I have.  I really appreciate novelty and I really like the idea of these cards.  I only have 2 things against the cards themselves. 1) The fusion cards should specify '+ 2 Core "Non-monster" cards' (in order to avoid the above problem) and 2) Why didn't I think of this awesome idea first?!

 

Good luck!

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yeah im gonna change it to Spell or Trap, actually meant to long ago. Actually, they have a lot of protection. Air, Nature, Water, and their fusions, are heavy, heavy negaters, with little cost.


Also, like I said before, Once the one who sleeps within is out, if you set it up properly, he will have 6000 attack and 6 gained effects. Severe protection. You would just have to play the deck smartly

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