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Machine Over Matter! | Retrain of Old "H.M." Archetype


Delibirb

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Long ago, in fact possibly the second or third archetype I made, were created the Human Machines; beings of war who have upgraded themselves to mechanical states. An army, lead by the mad scientist and Four-Star General Heinous. Their goal? To extinguish all fully-biological life on their planet, replacing it with Human Machines.

Now I've updated it to make them more coherent, using PSCT, and the like. I hope you'll enjoy this unique archetype.

[spoiler='Xyz Monsters']

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2 Level 4 "H.M." monsters

Once per turn, you can detach 1 Xyz Material from this card to activate 1 of the following effects.

•Target 1 monster on the field; its name is treated as "H.M. Commanding Officer".

•Target 1 "H.M. Commanding Officer" your opponent controls; take control of that monster.


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3 Level 1 "H.M." monsters

When this card is Xyz Summoned, destroy all other cards on the field. Both players take battle damage from battles involving this card. This card loses 1000 ATK for each "H.M." monster on the field.


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2 Level 10 "H.M." monsters

This card's ATK is equal to the number of other "H.M." monsters on the field x 1000. Once per turn, you can detach 1 Xyz Material from this card; destroy all non-"H.M." monsters on the field, and inflict 1000 damage to your opponent for each.


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2 Level 3 "H.M." monsters

When this card is Xyz Summoned: The name of all monsters your opponent controls becomes "H.M. Footsoldier." Once per turn: You can detach 1 Xyz Material from this card; all "H.M." monsters you control gain 100 ATK for each"H.M." monster on the field. While this card has no Xyz Material, its original ATK is 0.

[/spoiler]


[spoiler='Monsters']

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When your opponent Summons a monster, its name becomes "H.M. General Heinous". This card cannot be targeted for an attack by "H.M. General Heinous". If this card is targeted for an attack by a monster with 2700 or more ATK: The attacking monster's ATK becomes 2650. When this card is destroyed: Special Summon 1 "H.M." monster from your hand or Graveyard, except this card.


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You can Special Summon this card from your hand by shuffling 1 card in your hand into your Deck. When your opponent Normal Summons a monster, its name is treated as "H.M. Admiral Heinous". This card cannot be destroyed by "H.M. Admiral Heinous".


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If you control a "Heinous" monster, you can Special Summon this card from your hand or Graveyard. All "H.M." monsters your opponent controls are also treated as "H.M. Heinous Crime Against Humanity". Negate the effects of all other "H.M. Heinous Crime Against Humanity" monsters.


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Cannot attack directly. This card loses 300 ATK for each "H.M." monster on the field. Once per turn, when this card destroys an "H.M." monster by battle: You can Special Summon 1 Level 4 or lower "H.M." monster from your Deck, then end the Battle Phase


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If your opponent controls an "H.M." monster, you can Special Summon this card card from your hand. You can Tribute this card to change the name of all monsters your opponent controls to "H.M. Footsoldier".


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Cannot be Special Summoned. During the End Phase of the turn this face-up card was Normal or Flip Summoned, return it to its owner's hand. You can Normal Summon or Set this card without Tributing. When this card is Normal or Flip Summoned, target 1 "H.M." monster on the field; this monster's Level becomes that of the targeted monster. You can only control 1 "H.M. Mastertracks" (including face-down).


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This card's name on the field is treated as "H.M. General Heinous". This card gains 300 ATK and DEF for each face-up "H.M." monster on the field. When this card is destroyed by battle: Special Summon 1 "H.M. General Heinous" from your Deck or banish this card.


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This card loses 100 ATK and DEF for every "H.M." monster on the field. You can discard this card: Add 1 "H.M." card from your Deck to your hand.


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Thrice per turn: You can target 1 monster on the field; its name is treated as "H.M. Footsoldier". If your opponent controls 3 "H.M. Footsoldier" monsters, destroy this card.


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FLIP: Destroy 1 "H.M." monster on the field. Once per turn: You can change this card to face-down defense position.


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This card is unaffected by other card effects. This card gains 500 ATK for each "H.M." monster your opponent controls. If this card destroys a non-"H.M." monster by battle: Draw 2 cards.

[/spoiler]


[spoiler='Spells']

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Equip only to an "H.M." monster. The equipped monster cannot be destroyed by battle by an "H.M." monster, also it can declare two attacks on "H.M." monsters each Battle Phase.


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Non-"H.M." monsters cannot declare an attack. If an "H.M." monster destroys a monster by battle, the controller of the attacking monster draws 1 card.


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Target a non-"H.M." monster; its name is treated as "H.M. Footsoldier", also it cannot activate its effects this turn.


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Face-up "H.M." monsters cannot be destroyed by card effects. Once per turn, you can discard 2 cards to Special Summon 1 "H.M." monster from your Deck, but it cannot declare an attack this turn. Also, when it is targeted by a card effect, send it to the Graveyard.

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Target 1 "H.M." Monster in your Graveyard; if the number of "H.M." monsters on the field is greater than or equal to the number of Tributes that would be required to Tribute Summon it, Special Summon it, then the name of all monsters your opponent currently controls becomes "H.M. Overupgraded" while this card is face-up on the field.

[/spoiler]


[spoiler='Traps']

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Declare a Monster Level; the Level of all "H.M." monsters currently on the field becomes the declared Level. You cannot Summon monsters, except "H.M." monsters, during the turn you activate this card.


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When this card is activated: Special Summon it in attack position as an Effect monster (EARTH/Machine-Type/Level 9/ATK 500/DEF2000). This card cannot be targeted for an attack. Also, if the only monsters your opponent controls are "H.M." monsters, its ATK is doubled, and it can attack directly.


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Activate only when an "H.M." monster you control is targeted by a card effect; negate the effect, and if it was a monster effect, that monster's name becomes "H.M. Footsoldier". Otherwise, destroy that card.

[/spoiler]


They revolve around changing the names of other monsters to match their own archetype in order to control their effects. Some of them seem powerful until you realize the deck cant play without hurting itself, but changing monster names, removing archetypes from the opponent? That can be very helpful.
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Crime is a bit much.  I can pitch it for one-for-one to summon proto, then special him from grave for a one sided 2200 skill drain.  I'd make the special summon a hard OPT clause, and either make all monsters your opponent controls when it's summon gain its name, or all monsters they summon afterwards gain its name, but not just all monsters.

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Crime is a bit much. I can pitch it for one-for-one to summon proto, then special him from grave for a one sided 2200 skill drain. I'd make the special summon a hard OPT clause, and either make all monsters your opponent controls when it's summon gain its name, or all monsters they summon afterwards gain its name, but not just all monsters.

It isn't just all monsters, it's all H.M. Monsters. You have to already have been name changing for him to be anything more than a small beater or wall
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