Number IV Posted March 8, 2015 Report Share Posted March 8, 2015 Electron monsters use the classic rank-4 xyz pump engine while being slightly unique in the fact that they are the first DARK Thunder-type archetype. There are a handful of monsters that boast the same typing but none of them are really noticable, except TDC (The Dark Creator). Their main mechanic is based of their opponenet drawing cards when outside the normal draw phase. As such, decks like Exodia aren't going to have the best time, seeing as their whole mechanic activates this archetype's mechanic. (In the case of Exodia, it's a double-edged sword, since some effect force the opponent to draw) Ways to win: Burn Damage, especially with Xyz Monster effects [spoiler=Monsters] Electron Flasher LV 4 DARK ATK 1500/DEF 1000 Thunder/Effect If your opponent draws a card outside of their normal Draw Phase: Special Summon this card (from your hand or Graveyard). Electron Runner LV 4 DARK ATK 1300/DEF 1000 Thunder/Effect If your opponent draws a card outside of their normal Draw Phase: Special Summon 1 "Electron" monster from your hand or Graveyard. Electron Beater LV 4 DARK ATK 1900/DEF 1000 Thunder/Effect If your opponent draws a card outside of their normal Draw Phase: Destroy 1 card on their side of the field, then if that effect resolves, destroy this card. Electron Summoner LV 4 DARK ATK 1500/DEF 1000 Thunder/Effect If your opponent draws a card outside of their normal Draw Phase: Add up to 2 "Electron" monsters from your Deck and/or Graveyard to your hand Electron Facilitator LV 4 DARK ATK 1500/DEF 1000 Thunder/Effect If your opponent draws a card outside of their normal Draw Phase: Special Summon this card, then, if your opponent controls more monsters than you do, Special Summon 1 "Electron" monster from your hand or Graveyard. [/spoiler] [spoiler=Spell/Trap] Access Well Quick-Play Spell Card Target 2 "Electron" monsters in your Graveyard; Special Summon both those targets. Immediately after this card resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only. Ambient Field Field Spell Card Once per turn, during either player's turn: If either player draws a card outside their normal Draw Phase, except during the End Phase; Special Summon 1 "Electron" monster from your hand or Graveyard. During both player's End Phase: Draw 1 card, then discard 1 card. Absorption Loss Con't Spell Card If your opponent draws a card outside their normal Draw Phase, while you control a "Electron" or "Isokeraunic" monster: Gain 800 Life Points. If you draw a card outside your normal Draw Phase, while you control a "Electron" or "Isokeraunic" monster: Lose 800 Life Points Landline Trap Card Add 1 "Electron" monster to your hand (from your Deck or Graveyard) Lightning Stroke Trap Card If your opponent draws a card outside their normal Draw Phase, while you control no monsters: Destroy all cards they control, then if that effect resolves, they draw cards equal to the number of cards destroyed by this card's effect. Mutual Inductance Con't Trap Card During both player's Main Phase 2: Each player draws 1 card. While you control a "Electron" or "Isokeraunic" monster, your opponent only draws 1 card during their turn only. Overshoot Voltage Trap Card If your opponent draws a card outside their normal Draw Phase, while you control no monsters: Special Summon up to 5 "Electron" monsters in face-up Defense Position, then, lose 500 Life Points for each "Electron" monster summoned this way. Signal Ground Trap Card Target 1 Xyz Monster on the field with no Xyz Materials; Return it to the Extra Deck and add monster cards to your hand (from your Graveyard) equal to the required number of materials needed to summon the targeted Xyz Monster [/spoiler] [spoiler=Extra Deck Monsters] Isokeraunic Stroke Rank 4 Dark ATK 2400/DEF 2000 3 or more Level 4 Thunder-Type monster Once per turn, you can add 1 "Electron" monster to this card from your hand or Graveyard to this card as a Xyz Material. You can detach any number of Xyz Materials from this card, your opponent draws card equal to the number of detached Xyz Material. Each time your opponent draws cards outside their normal Draw Phase: Inflict 500 points of damage. This card gains 100 ATK for every Xyz Material attached to this card. Isokeraunic Surge Rank 4 Dark ATK 2600/DEF 2000 3 or more Level 4 Thunder-Type monster When this card is successfully Summoned from the Extra Deck: Detach all its Xyz Materials, then return face-up cards on both sides the field Deck (shuffle) equal to the number of monsters used as Xyz Material for this card. Then each player draws cards equal to the number of cards returned on their side of the field. Each time your opponent draws cards outside their normal Draw Phase: Inflict 500 points of damage. You cannot conduct your Battle Phase the turn you successfully summon this card from the Extra Deck Isokeraunic Strike Rank 4 Dark ATK 2500/DEF 2000 3 or more Level 4 Thunder-Type monster Whenever a monster is successfully summoned from the Extra Deck: Detach 1 Xyz Material from this card, both players draw 1 card. If the card drawn was a Spell or Trap Card, both players can target 1 Xyz Monster in their Extra Deck; banish monsters in your Graveyard equal to the number of Xyz materials need to summon the targeted monsters and levels equal to the rank of the targeted monster. If the card drawn was a monster card: Both players can draw 1 card. [/spoiler] Link to comment Share on other sites More sharing options...
Number IV Posted March 9, 2015 Author Report Share Posted March 9, 2015 Bump! Now with 1 more Trap Card and 2 Xyz Monsters Link to comment Share on other sites More sharing options...
VampireofDarkness Posted March 11, 2015 Report Share Posted March 11, 2015 Well this is amusing! I was trying to think of what this would work with and I realized there are a good amount of possibilities. Out of all of these, I think the one that is the most interesting is Dark Bribe, which basically means you are plussing off of a Counter Trap, reminiscent of Counter Fairies almost. The only thing is giving your opponent draws against a Deck like Dark Matter Hieratics is rather eh cause you have to make plays sooner or later. It's rather balanced though for the most part. My only beef is Surge, which is an entire field spin. I understand if you took this idea from Triverr, but Triverr is a VERY unfair card in of itself. Aside from that, I dig this! If Duel Portal was back up, I would love to test this out, and building the Deck seems like it would be just as much of a challenge. Keep it up! Link to comment Share on other sites More sharing options...
Number IV Posted March 14, 2015 Author Report Share Posted March 14, 2015 Thanks! I actually wasn't consiously thinking of Triverr, but I did just build 2 variations of a Number 86 deck, one of which used tellarknights, so that's probably what it was. Changes: Surge Eff, New Xyz Monster Link to comment Share on other sites More sharing options...
Number IV Posted March 17, 2015 Author Report Share Posted March 17, 2015 bump Link to comment Share on other sites More sharing options...
Number IV Posted March 19, 2015 Author Report Share Posted March 19, 2015 bump Link to comment Share on other sites More sharing options...
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