Rividium Posted June 6, 2015 Report Share Posted June 6, 2015 The cards here are NOT final and more are coming. This archetype is based on the game Team Fortress 2. Gadjiltron helped me make these. [spoiler Monsters] Lore: If you control a face-up "Fortress" monster, you can Special Summon this card (from your hand). You can only Special Summon "Fortress Scout" once per turn this way. Lore: When a "Fortress" monster you control declares an attack: You can Special Summon this card from your hand. If this card was Special Summoned this way: You can target 1 Spell/Trap Card your opponent controls; destroy it. This card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. Lore: You can Special Summon this card (from your hand) by returning 1 "Fortress" monster you control to the hand, except "Fortress Pyro". If this card battles an opponent's monster: Inflict 500 damage to your opponent. Once per turn: If your opponent declares an attack on a "Fortress" monster you control: You can target 1 face-up monster your opponent controls, except the attacking monster; that target is attacked instead, then proceed to damage calculation. Lore: You can Special Summon this card (from your hand) by returning 1 "Fortress" monster you control to the hand, except "Fortress Demoman". Once per turn: You can discard 1 "Fortress" Spell/Trap Card to target 1 card on the field; destroy it. Lore: You can Special Summon this card (from your hand) by returning 1 "Fortress" monster you control to the hand, except "Fortress Heavy". Your opponent cannot target face-up "Fortress" monsters for attacks or with card effects, except this one. Lore: You can only use each of these effects of "Fortress Engineer" once per turn. ● You can Special Summon 1 "Fortress Sentry", 1 "Fortress Dispenser" or 1 "Fortress Teleporter" from your Extra Deck. ● You can place 1 Upgrade Counter on a "Fortress Sentry", "Fortress Dispenser" or "Fortress Teleporter" you control (max. 5). Lore: Once per turn, during either player's turn: You can target 1 "Fortress" monster you control; once during this turn, this card and that target cannot be destroyed by battle or card effects (this is a Quick Effect). Lore: If this card is Summoned while you control another "Fortress" monster: You can target 1 card your opponent controls; destroy it. If a "Fortress" monster you control inflicts battle damage to your opponent: You can discard 1 random card from their hand. You can only use this effect of "Fortress Sniper" once per turn. Lore: When a "Fortress" monster you control destroys a monster by battle: You can Special Summon this card from your Graveyard. Fortress Sentry EARTH Machine/Synchro/Effect Level 4 ?/? Lore: Must be Special Summoned by the effect of "Fortress Engineer", and cannot be Special Summoned by other ways. If you control a face-up "Fortress Engineer" and "Fortress Dispenser", this card cannot be destroyed. Your opponent cannot target "Fortress Engineer" for attacks. This card's Level is increased by the amount of Upgrade Counters on it. This card's ATK and DEF are equal to its Level x 300. Fortress Dispenser EARTH Machine/Synchro/Effect Level 2 0/0 Lore: Must be Special Summoned by the effect of "Fortress Engineer", and cannot be Special Summoned by other ways. When this card is Summoned: Place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card. If this card is in a Spell & Trap Card Zone, it gains this effect: All "Fortress" monsters you control gain 200 ATK and DEF for each Upgrade Counter on it, during your opponent's Battle Phase. Fortress Teleporter EARTH Machine/Synchro/Effect Level 2 0/0 Must be Special Summoned by the effect of "Fortress Engineer", and cannot be Special Summoned by other ways. When this card is Summoned: Place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card. If this card is in a Spell & Trap Card Zone, it gains this effect: Once per turn: You can Special Summon "Fortress" monsters from your Deck, up to the amount of Upgrade Counters on this card. [/spoiler] Link to comment Share on other sites More sharing options...
Trebuchet MS Posted June 6, 2015 Report Share Posted June 6, 2015 Demoman doesn't have an effect at the moment outside of his Summon condition. We could use a few suggestions on what he can do which also supports the team but also doesn't make him too functional outside the archetype. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted June 8, 2015 Report Share Posted June 8, 2015 Bump. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted June 17, 2015 Report Share Posted June 17, 2015 Bump Link to comment Share on other sites More sharing options...
VCR_CAT Posted June 17, 2015 Report Share Posted June 17, 2015 Seeing as this advanced, you seriously need to rethink the archetype name. Machina Fortress, Chimeratech Fortress Dragon, and 13 other targets share the name "Fortress". I mean besides that it seems like a pretty basic archetype; I'd maybe make Engineer's effects token-based. Running the structures is really gonna hurt your consistency. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted June 17, 2015 Report Share Posted June 17, 2015 We've restricted a lot of interactions to Warrior-Type "Fortress" monsters. The only card outside the archetype it works with is "Fortress Warrior". EDIT: Buuut on second read, they still can support non-Warrior "Fortress" monsters, instead of as intended. Will alert Rividium to this. Link to comment Share on other sites More sharing options...
GarlandChaos Posted June 17, 2015 Report Share Posted June 17, 2015 Let me just say right now that this archetype, like the source material, is brilliant. The fact that the archetype focuses a lot on battle and special summoning means your opponent is going to be really feeling the pain within just a few turns. Spy especially can cause some havoc early game. And of course, the Engineer is one of the crutches of this archetype, what with his Sentries, Dispensers, and Teleporters, all of which have useful effects. I'm looking forward to seeing more of these in the future, if possible. Mann vs Machine upgrades, maybe? Link to comment Share on other sites More sharing options...
Trebuchet MS Posted June 17, 2015 Report Share Posted June 17, 2015 Fortress Demoman is currently lacking an effect outside of his SS ability. Any ideas? Link to comment Share on other sites More sharing options...
GarlandChaos Posted June 17, 2015 Report Share Posted June 17, 2015 Fortress Demoman is currently lacking an effect outside of his SS ability. Any ideas?"Once per turn: Discard 1 Spell or Trap card to destroy 1 card on the field." How's that? Link to comment Share on other sites More sharing options...
Trebuchet MS Posted June 18, 2015 Report Share Posted June 18, 2015 I'll tweak it a bit to rein in Demo's outside functionality, and get back to you on that. Link to comment Share on other sites More sharing options...
TF2_The_Scout Posted June 18, 2015 Report Share Posted June 18, 2015 Mann Up!Spell If you control 3 "Fortress" monsters with different names(and no other monsters): Pay 2000 LP; Special Summon 2 "Fortress" monsters with different names from your Deck. You cannot Special Summon monsters this turn, except "Fortress" monsters. Just spitballing card ideas.------------ I love the idea of a TF2 archetype. They seem to fit into their niche pretty well, being crazed gunmen. Engineer still fits in his role as a field swarmer. Are you by any chance going to include equip spells of the different weapons the classes have available? Link to comment Share on other sites More sharing options...
Trebuchet MS Posted June 18, 2015 Report Share Posted June 18, 2015 We've thought about this, but having the different weapon unlocks as Equip Spells will just clog the field and induce dead draws. Instead, an idea we're considering is to have different class playstyles as separate characters, like the Demoknight or the Gunslinger Engi. Link to comment Share on other sites More sharing options...
TF2_The_Scout Posted June 18, 2015 Report Share Posted June 18, 2015 Wouldn't that end up cloggey as well? I mean, do they have certain summoning conditions? Also, a play style I'm not sure people know about is the Magician Spy(Diamondback, Kunai, Deadringer). Just another one to consider. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted June 18, 2015 Report Share Posted June 18, 2015 I'm certain they won't have Summoning conditions, just differing stats and effects and the ability to treat their names like the original. Link to comment Share on other sites More sharing options...
TF2_The_Scout Posted June 22, 2015 Report Share Posted June 22, 2015 How about giving Spy the an effect that lowers attack power or prevents a set card from activating(like that one Fire Formation card), as if he "sapped" it? Also, can I just say that Engineer looks like a really good Quasar engine? Summon 2 level 4 synchro monsters with it, then make a level 4 synchro tuner, then Quasar. Link to comment Share on other sites More sharing options...
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