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mr. waifu

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The main strategy is to weaken your monsters through excesive shooting from your turrets and stuff, and all of them are Spell/Trap cards! In fact, there is only 1 monster in the whole Archtype, and it is the boss monsters. All other cards simply help you by weakening your opponent's monsters and such. Oh yea. Pseudo-Spell monsters are a thing too now.

 

[spoiler=Cards]

 

Emergency Defense Tank

Quick-Play Spell

Target 1 monster your opponent controls; it loses 700 ATK and DEF. When an "Emergency Defense" card is activated in your Spell/Trap card, you can Special Summon this card from your Graveyard as an Effect monster (Machine Type/LIGHT/level 2/ ATK 1600/DEF 1200). (This card is NOT treated as a Spell Card). Can not be Tributed. If this card battles an opponent's monster, that monster loses 400 ATK and DEF.

 

Emergency Defense Helicopter

Quick-Play Spell

Target 1 "Emergency Defense" Spell/Trap card in your Graveyard; set it face-down in your Spell/Trap zone. That card can not be activated this turn. When an "Emergency Defense" card is activated in your Spell/Trap card, you can Special Summon this card from your Graveyard as an Effect monster (Machine Type/LIGHT/level 2/ ATK 1800/DEF 300). (This card is NOT treated as a Spell Card). Can not be Tributed. If this card battles an opponent's monster, that monster loses 400 ATK and DEF.

 

Emergency Defense Submarine

Quick-Play Spell

When an opponent's monster declares an attack, negate the attack, and if you do, that monster losses 500 ATK. When an "Emergency Defense" card is activated in your Spell/Trap card, you can Special Summon this card from your Graveyard as an Effect monster (Machine Type/LIGHT/level 2/ ATK 0/DEF 2000). (This card is NOT treated as a Spell Card). Can not be Tributed. If this card battles an opponent's monster, that monster loses 400 ATK and DEF.

 

Emergency Defense Turret

Continuous Spell

Every time your opponent's monster declares an attack; it loses 600 ATK and DEF. While you control another "Emergency Defense", this card cannot be destroyed by card effects.

 

Emergency Defense Sniper Tower

Continuous Spell

Once per turn, you can activate one of these effects:

● One monster on the field losses 500 ATK and DEF.

● Target 1 monster on the field; it losses 800 ATK and DEF.

 

Emergency Defense Barracks

Continuous Spell

Once per turn, you can Special Summon 1 "Gunman Token" (Machine Type/LIGHT/level 2/ ATK 300/DEF 300). These Tokens can not be Tributed for a Summon. When these Tokens battle an opponent's monster, that monster loses 500 ATK and DEF. If this card would be destroyed, you can Tribute 1 "Gunman Token" you control instead.

 

Emergency Defense Gatling Gun

Continuous Spell

Once per turn, you can target 1 monster your opponent controls; it loses 500 ATK and DEF. If this card would be destroyed, you can Special Summon it as an Effect monster instead (Machine Type/LIGHT/level 2/ATK 1800/DEF 1300). (This card is NOT treated as a Spell Card.) Can not be Tributed. If this card as a monster attacks or is attacks, the battling monster loses 400 ATK and DEF. Once per turn, you can destroy this card; 1 monster your opponent controls losses 700 ATK and DEF.

 

Emergency Defense Fortress

Field Spell

Every time an "Emergency Defense" Spell/Trap card is activated, you can place 1 Defense Counter on this card (Max. 4). Any ATK and DEF your opponent's monsters lose is added by the number of Defense Counters on this card x200. You can remove 1 Defense Counters from this card: Add 1 "Emergency Defense" card from your Deck to your hand. If this card would be destroyed, you can remove 1 Defense Counter from this card instead.

 

Emergency Defense Briers

Continuous Trap

When an opponent's monster declares an attack, you can flip a coin, and if it is Heads, negate the attack, and if you do, that monster loses 900 ATK. If it is Tails, flip this card face-down.

 

Emergency Defense Mines

Continuous Trap

When your opponent Summons a monster, you can target that monster; it loses 500 ATK and DEF. Once per turn, if your opponent's monster declares an attack, you can destroy this card; that monster loses 800 ATK and DEF.

 

Emergency Defense Arch-Nuke

LIGHT Lv. 8

3000 / 0

Machine / Effect

Can not be Normal Summoned/Set. Must be Special Summoned (from your hand) by controling a face-up "Emergency Defense Fortress" and 2 other "Emergency Defense" cards, and can not Summoned by any other way. Any ATK and DEF your opponent's monsters lose is doubled. Once per turn, you can target 1 "Emergency Defense" card you control; destroy it, then 1 monster your opponent controls losses 1000 ATK and DEF.

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Emergency Defense Tank

Quick-Play Spell

Target 1 face-up monster your opponent controls; it loses 400 ATK and DEF. If an "Emergency Defense" card is activated in your Spell & Trap Zone: You can Special Summon this card from your Graveyard as an Effect Monster (Machine-Type/LIGHT/Level 2/ATK 1000/DEF 1000). (This card is NOT treated as a Spell Card). Cannot be Tributed. If this card battles an opponent's monster, that monster loses 200 ATK and DEF.

Looks a lot like Burgesstomas, right down to the level. However, Burgesstomas banish themselves when they leave the field. Burgesstomas are also trap cards, and therefore inherently slower than spell cards. But since the Burgesstomas have significantly better effects than these, so it probably balances out.

400 atk isn't a lot. Since the monster effect decreases atk permanently, it could add up. This card isn't going to be doing much battling with its low stats, though.

 

Emergency Defense Helicopter

Quick-Play Spell

Target 1 "Emergency Defense" Spell/Trap Card in your Graveyard; Set it in your Spell & Trap Zone. If an "Emergency Defense" card is activated in your Spell & Trap Zone: You can Special Summon this card from your Graveyard as an Effect Monster (Machine-Type/LIGHT/Level 2/ATK 1500/DEF 300). (This card is NOT treated as a Spell Card). Cannot be Tributed. If this card battles an opponent's monster, that monster loses 200 ATK and DEF.

Something worth mentioning is that it loops itself, creating a really slow spell counter engine. Probably not abusable, but you should fix it anyway. And if you set one of the continuous spells, it can be activated the same turn.

 

Emergency Defense Submarine

Quick-Play Spell

When an effect is activated that would destroy an "Emergency Defense" card you control: You can target that card; negate the activation, and if you do, destroy it. If an "Emergency Defense" card is activated in your Spell & Trap Zone: You can Special Summon this card from your Graveyard as an Effect Monster (Machine-Type/LIGHT/Level 2/ATK 0/DEF 2000). (This card is NOT treated as a Spell Card). Cannot be Tributed. If this card battles an opponent's monster, that monster loses 200 ATK and DEF.

It targets for no reason? And it doesn't work on card activations, only effect activations. Which seems like a pretty bad oversight, since currently the most common s/t removal is Twin Twisters, which counts as a card activation. And don't you think this archetype has enough destruction prevention? This card's going to be dead most of the time, which is bad since you want it in your graveyard. Probably wouldn't be worth running.

 

Emergency Defense Turret

Continuous Spell

If a monster your opponent controls declares an attack: You can target that monster; it loses 400 ATK and DEF. While you control another "Emergency Defense" card, this card cannot be destroyed by card effects.

Cannot, not can not. And this also targets for no reason. These days, targeting is a liability. If all your cards target, Dark Destroyer is going to blast right through your life points.

 

Emergency Defense Sniper Tower

Continuous Spell

Once per turn: You can activate 1 of these effects.

● 1 monster your opponent controls loses 300 ATK and DEF.

● Target 1 monster your opponent controls; it loses 500 ATK.

The second effect targets, yet the first one doesn't? Is that an oversight?

It's really not very useful, just for the name.

 

Emergency Defense Barracks

Continuous Spell

Once per turn: You can Special Summon 1 "Gunman Token" (Machine-Type/LIGHT/Level 2/ATK 300/DEF 300). These Tokens cannot be Tributed for a Tribute Summon. When a "Gunman Token" battles an opponent's monster, that monster loses 300 ATK and DEF. If this card would be destroyed, you can Tribute 1 "Gunman Token" you control instead.

I worry that making a spell that gives you a free level 2 token every turn could be used to further synchro plays or tributed for card effects. The tokens don't do much for the archetype either. You don't have any on-theme tuners, they can't do rank 2 xyzs, and they don't even have the archetype name.

 

Emergency Defense Gatling Gun

Continuous Spell

Once per turn: You can target 1 monster your opponent controls; it loses 300 ATK and DEF. If this card would be destroyed, you can Special Summon it as an Effect Monster instead (Machine-Type/LIGHT/Level 2/ATK 1800/DEF 1300). (This card is NOT treated as a Spell Card.) Cannot be Tributed. If this card battles a monster, that monster loses 200 ATK and DEF.

Isn't this just Sniper Tower, but weaker? The ability to turn into a monster isn't much of a benefit, since you don't have any ways to destroy this card yourself, so you'd have to rely on the opponent. Which is a shame, since it actually has a decent atk.

 

Emergency Defense Fortress

Field Spell

If an "Emergency Defense" Spell/Trap Card is activated, you can place 1 Defense Counter on this card (max. 4). If a monster your opponent controls loses ATK or DEF, it loses 100 more ATK/DEF for each Defense Counter on this card. You can remove 3 Defense Counters from this card; add 1 "Emergency Defense" card from your Deck to your hand. If this card would be destroyed, you can remove 1 Defense Counter from it instead.

Good, a searcher. However, it requires you to have activated at least 3 cards already, so it won't start your plays or get you out of a bad hand. It also makes the stat decreasing effects much more significant, to the point where you might actually not die.

 

Emergency Defense Briers

Continuous Trap

When an opponent's monster declares an attack: You can toss a coin. If it is Heads, negate the attack, and if you do, that monster loses 500 ATK. If it is Tails, flip this card face-down.

Outclassed by both Fairy Box and Dark Sanctuary. The only reason you'd use it is because it's archetypal, counts as another s/t activation if you land tails, and it actually does save your butt. Not targeting is another plus

 

Emergency Defense Mines

Continuous Trap

When your opponent Summons a monster: You can target that monster; it loses 300 ATK and DEF. Once per turn, if your opponent's monster declares an attack: You can destroy this card; that monster loses 500 ATK and DEF.

Only 500 atk and def? For a mine? Seems kind of low. But the first effect is good.

 

Emergency Defense Arch-Nuke

LIGHT Lv. 8

3000 / 0

Machine / Effect

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by controlling "Emergency Defense Fortress" and 3 other "Emergency Defense" cards, and cannot be Special Summoned by other ways. All ATK and DEF your opponent's monsters lose is doubled.

Very meh. Only 3k atk, and no other effects to deal with things the rest of the archetype can't deal with. It's really weak for your only wincon. I think I'd rather use rank 2s or low level synchros off the spell monsters as wincons. And having to control 4 cards is a lot. I think 3 could work.

It's a very underpowered archetype. There's no consistency, little searching and recovery, it's slow, and it can't actually shave off attack points fast enough to protect you. In today's meta, the opponent can throw out 2 or 3 big monsters in one turn, and these cards only whittle away at 1 monster at a time. It's not going to be able to keep up. And you're going to have to draw into a bunch of these cards in order to play. It really needs better searchers, and you may wanna just increase all the atk decreases by a few hundred or so. I doubt this deck's central strategy is even worth playing. You'd only run the quick-play spells and a couple other cards for a recurring rank 2 engine.

According to the Yuuji-Dova scale of card-making, I give you a 4/10. It's a nice archetype, but too slow and cloggy to compete.

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