Jump to content

Powerful Rock Armada


SunKistRebelution

Recommended Posts

This is an archetype based on the idea that high value monsters must come attached with a cost. So this will focus on giving your opponent hand advantage to summon high-stat monsters.

 

Additionally, I will be posting several recent archetype creations of mine today, all of which have a "Grand Deity:" monster as their sort-of premier card. This stems from an idea from a fanfic/maybe RP I recently had.

 

[spoiler: First Tier Monsters]

omb_clay_flail.jpg

[spoiler: Lore]

When you Normal Summon this card, switch it to Defense Position, and your opponent draws a card. Once per turn, when this Defense Position monster is attacked, you may switch the position of 1 monster on the field.[/spoiler]

omb_granite_armor.jpg

[spoiler: Lore]

When you Normal Summon this card, switch it to Defense Position, and your opponent draws a card. When this Defense Position monster is attacked by a monster with ATK lower than this card's DEF, the attacking monster is destroyed.[/spoiler]

omb_iron_fist.jpg

[spoiler: Lore]

When you Normal Summon this card, switch it to Defense Position, and your opponent draws a card. Once per turn, when this Defense Position monster is attacked, you may Special Summon 1 "Minn'ral Brigade" monster from your hand. Then, you may increase or decrease its Level by 2.[/spoiler]

omb_shale_hammer.jpg

[spoiler: Lore]

When you Normal Summon this card, switch it to Defense Position, and your opponent draws a card. Once per turn, when this Defense Position monster is targeted by a a card effect, you may negate it and return the card to your opponent's hand.[/spoiler]

[/spoiler]

[spoiler: Second Tier Monsters]

omb_amethyst_giant.jpg

[spoiler: Lore]

When this card is summoned, switch it to Defense Position, and your opponent draws a card. This card may attack while in Defense Position, using its ATK; then your opponent draws a card. Once per turn, while this card is in Defense Position, you may destroy 1 Spell card on the field.[/spoiler]

omb_brimstone_brute.jpg

[spoiler: Lore]

When this card is summoned, switch it to Defense Position, and your opponent draws a card. This card may attack while in Defense Position, using its ATK; then your opponent draws a card. Once per turn, while this card is in Defense Position, your opponent must banish 1 card from his/her hand. Then he/she draws 1 card.[/spoiler]

omb_crystal_rogue.jpg

[spoiler: Lore]

When this card is summoned, switch it to Defense Position, and your opponent draws a card. This card may attack while in Defense Position, using its ATK; then your opponent draws a card. Once per turn, while this card is in Defense Position, you may destroy 1 Trap card on the field.[/spoiler]

[/spoiler]

[spoiler: Third Tier Monsters]

omb_lodestone_warden.jpg

[spoiler: Lore]

When this card is summoned, switch it to Defense Position, and your opponent draws a card. This card may attack while in Defense Position, using its DEF; then your opponent draws a card. For every card in your opponent's hand, this card gains 100 ATK and DEF. You may Special Summon this card from your hand by having your opponent draw 2 cards.[/spoiler]

omb_obsidian_lord.jpg

[spoiler: Lore]

When this card is summoned, switch it to Defense Position, and your opponent draws a card. This card may attack while in Defense Position, using its DEF; then your opponent draws a card. For every card in your opponent's hand, this card gains 100 ATK and DEF. You may Special Summon this card from your hand by Tributing 1 Rock-type monster on your side of the field and reducing this card's ATK to 0.[/spoiler]

[/spoiler]

[spoiler: Spells and Traps]

animating_the_earth.jpg

[spoiler: Lore]

Special Summon 1 Level 6 or lower "Minn'ral Brigade" monster from your Deck. It cannot attack this turn. You may only activate the effect of "Animating the Earth once per turn.[/spoiler]

awakening_the_earth.jpg

[spoiler: Lore]

Special Summon 1 "Minn'ral Brigade" monster from your Graveyard. Then, you may select up to 1 Rock-type monster on the field; increase or decrease its Level by 2.[/spoiler]

crushing_crash.jpg

[spoiler: Lore]

You must control 1 "Minn'ral Brigade" monster to activate this card. Select 1 card in your opponent's hand; banish it. Then, you may select up to 1 card of the same card type on the field; banish it.[/spoiler]

gem_weapon_amethyst_club.jpg

[spoiler: Lore]

Equip this card to a "Minn'ral Brigade" monster. The equipped monster gains 100 ATK and DEF for each card in your opponent's hand. You may banish this card from your side of th efield to Special Summon 1 "Minn'ral Brigade" monster from your hand. Then, you may target up to 1 Rock-type monster on your side of the field; increase or decrease its Level by 2.[/spoiler]

living_mountain.jpg

[spoiler: Lore]

Card effects that would destroy Rock-type monsters are negated. Each times this effect activates, your opponent draws a card. "Minn'ral Brigade" monsters gain 200 ATK and DEF.[/spoiler]

sculpting_the_living.jpg

[spoiler: Lore]

Once per turn you may select any number of Rock-type monsters on the field. Either increase or decrease each selected monster's Level by 2. Then, your opponent draws a card.[/spoiler]

smashing_crash.jpg

[spoiler: Lore]

You must control 1 "Minn'ral Brigade" monster to activate this card. Select 1 card in your opponent's hand; banish it. Then, destroy 1 monster on the field. Then, both players draw 1 card.[/spoiler]

stirring_the_earth.jpg

[spoiler: Lore]

You must control at least 2 "Minn'ral Brigade" monsters to activate this card. You may activate this card from your hand during your opponent's turn. Flip all "Minn'ral Brigade" monsters to Attack Position. They gain 1000 ATK until the End Phase. If your opponent's monster is destroyed by battle, he/she must banish 1 card from his/her hand.[/spoiler]

[/spoiler]

[spoiler: XYZs]

ombx_steel_arm.jpg

[spoiler: Lore]

2 Level 4 Rock-type monsters

When this card is XYZ Summoned, your opponent draws a card. Once per turn, you may detach 1 XYZ Material from this card to have both players draw 1 card.[/spoiler]

ombx_alloyed_forge.jpg

[spoiler: Lore]

2 Level 6 Rock-type monsters

When this card is XYZ Summoned, your opponent draws a card. Once per turn, you may detach 1 XYZ Material from this card to have you opponent banish 1 card from his/her hand for every Defense Position monster on the field. Then, both players draw 1 card.[/spoiler]

ombx_orantium_colossus.jpg

[spoiler: Lore]

2 Level 8 Rock-type monsters

When this card is XYZ Summoned, your opponent draws a card. During either player's turn, you may detach all this card's XYZ Materials to banish every card in your opponent's hand. Then, both players draw 1 card.[/spoiler]

ombx_orichalcum_apex.jpg

[spoiler: Lore]

3 Level 8 Rock-type monsters

When this card is XYZ Summoned, your opponent must banish every card in his/her hand. When this card attacks and during either player's End Phase, your opponent draws a card. For every card in your opponent's hand, this card gains 400 ATK and 100 DEF. If this card would be destroyed, you may detach 1 XYZ Material from this card to negate the destruction and banish the other card. When this card has no XYZ Materials, it is switched to Defense Position during the End Phase.[/spoiler]

[/spoiler]

Link to comment
Share on other sites

Nice ideas and pics, and your grammar isn't terrible.

 

The Trap Cards are terribly broken and can completely shut down any current meta deck when combined with the Living Mountain. Stirring the Earth is slightly broken, maybe not as much as the Traps but when there are multiple you can get OTKs and attack their hand with one Spell. Have the Minn'rals affected return to the hand or Deck at the end of the turn.

 

A very useful card to add would be something that limits the number of each type of card that can be used-thus minimizing the huge advantage of your opponent's draw power. In addition, none of the low level monsters are worth using because Summoning them is too difficult and the ATK and DEF are not significantly better to merit using them over other Rock-Types such as Blockman.

 

Instead of saying that it can attack while in Defense Position, a more logical way to have the same effect is to say "Once per turn, you can destroy one face-up monster your opponent controls with less ATK than this card's DEFand inflict damage equal to the difference between its ATK and this card's DEF. This effect is only applied while this card is in face-up Defense Position, and cannot be negated."

 

Other than that good work! I liked them a lot

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...