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Neck Hunter.dek (Written)


ThaBombs

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Okey I was asked to create an deck based around the vintage[spoiler=Neck Hunter]

http://yugioh.wikia.com/wiki/Neck_Hunter

 

 

Sadly I can't post the pictures for some kind of reason so I guess it'll be written.

 

The main strategy of this deck is destroying things by battle with a Neck Hunter and gaining numerous advantages out of it.

Leading into a number of synchro, Xyz and Fusion plays.

 

Alright I'll lead you guys through this:

 

[spoiler=Neck Hunter's Mean Sickle]

 
Continuous Spell
(1) Up to twice per turn, during your Main Phase: You can target a 'Neck hunter' monster on the field; Equip this card to it.
(2) When the monster this card is equipped to is removed from the field or flipped face-down, this card is not destroyed, but is unequipped from that monster.
(3) While this card is equipped to a 'Neck hunter' monster this card cannot be removed from the field.
(4) When the equipped monster is destroyed or destroys a monster by battle: Place 1 Neck Hunter Counter on this card.
(5) The equipped monster gains 300 ATK and DEF for each counter on this card.
(6)Apply the following effects depending on the number of counters on this card.
(7)0: monsters destroyed by battle by the equipped card are banished instead of going to the graveyard.
(8)2: The equipped monster inflicts piercing damage
(9)3: The equipped monster cannot be targeted by other card's effects.
(10)4: The equipped monster can attack an additional time each turn.
(11)5: Once per turn: You can Special Summon 1 banished monster or a monster from either players graveyard.

 

This card is the weapon your Neck Hunters wield, growing in strength as it slays it's targets. Offering protections, additional offensive options and eventually letting you plus a lot when you aren't stopped. In game you want this card stacked as early as possible as it will aid you tremendously

 

 

 

[spoiler=Neck Hunter Fields]

Field Spell

Field Spell
(1)This card cannot be destroyed by card effects as long as you control a 'Neck Hunter'.
(2) When a card is destroyed by battle or by card effect (except for a Token) or sent from the field to the Graveyard: Special Summon 1 'Sacrifice Token' (Fiend-Type/DARK/LEVEL 2/ATK 500/DEF 500) to that card's controller's side of the field in attack position.
(3)You can use 'Sacrifice Tokens' on either player's side of the field for a tribute for the summon or effect of 'Neck Hunter' cards.
(4) When a 'Neck Hunter' declares an attack: Your opponent cannot activate cards or effects till the end of the damage step.

 

This card is your engine: it provides protections when attacking, it grants sacrifices and gives you an alternate way to summon your hunters.

 

 

[spoiler=Feral Neck Hunter]

Lv6, Dark, Fiend,Spirit, 1750 ATK and 1900 DEF

(1)During the End Phase of the turn this card is Normal Summoned, flipped face-up or Special Summoned: Return it to the hand.
(2)You can special summon this card by tributing 1 'Sacrifice Token' on the field.
(3)When this card deals battle damage to your opponent: You can banish 1 random card from your opponent's hand, then, if you do, send 1 Fiend-type monster from your Deck to your Graveyard.

 

This guy is your main attacker, he provides lots of pressure if your opponent cannot deal with him in time. On top of that he allows you to set-up your grave.

 

 

[spoiler=Neck Hunter's Shadow]

Lv6, Dark, Fiend,Union, 1000 ATK and 1000 DEF

(1) Once per turn, you can either: Target 1 "Neck Hunter" monster equip this card from your side of the field or hand to that target, OR: Unequip this card and Special Summon it in face-up Attack Position.
(2) You can equip this card from your graveyard to a 'Sacrifice Token'. This effect of 'Neck Hunter's Shadow' can only be used once per turn.
(3) When the equipped monster would be removed from the field: You can Special Summon this card instead. (A monster can only be equipped with 1 Union monster at a time.)

 

this card proved to be very valuable while testing the deck. He provides protections and can easily return back to the field. On his own not that good ,but he can become quite powerful with a sickle on him and he is easy material for synchro or xyz.

 

 

 

[spoiler=Headless Warrior / Severed Head]

 

Headless Warrior

Lv4, Dark, Fiend,0 ATK and 0 DEF

1) When a 'Neck Hunter' monster you control destroys a monster by battle: You can Special Summon this card from your graveyard, and, if you do, you can also Special Summon 1 'Severed Head' from your graveyard.
(2) When this card is Special summoned by its own or by the effect of 'Severed Head' this card gains ATK and DEF equal to the half of the ATK and DEF of the destroyed monster.
(3) If this monster Special Summoned by a monster's effect would be send to the Graveyard as a material for a Fusion or Synchro summon, it is banished instead.
(4) When a monster you control would be destroyed: You can discard this card and send 1 'Severed Head' from your Deck to the Graveyard instead.

 

Severed Head

Lv2, Dark, Fiend,Tuner,0 ATK and 0 DEF

(1) When a 'Neck Hunter' monster you control destroys a monster by battle: You can special summon this card from your graveyard, and, if you do, you can also Special Summon 1 'Headless Warrior' from your graveyard.
(2) While this card is special summoned by its own or the effect of 'Headless Warrior' this card gains the effect of the destroyed monster in addition to its own effect.
(3) If this monster Special Summoned by a monster's effect would be sent to the graveyard as a material for a Fusion or Synchro Summon, it is banished instead.
(4) Once per turn: You can reduce the level of this card and 1 'Neck Hunter' monster you control by 1.

this duo is created when the hunter slices of the head of its target. These guys make for easy synchro plays on top of that you can use these as disposable pawns on the field as you can repeatedly resummon them. The warrior provides additional protections and enables fusion summon as seen later on. 

 

 

 

[spoiler=Phantom Steed]

 

Lv4, Dark, Fiend,1800 ATK and 0 DEF

(1)When this card is Summoned or destroys a monster by battle: Excavate the top 3 cards of your deck; You can send 1 of the excavated cards to the graveyard, regardless, shuffle the rest into your deck.
(2) When this card is destroyed or sent to the Graveyard: Add 1 'Neck Hunter' card from your Deck to your hand.

 

This guy gives the desperately needed speed boost to the deck and he is the material for a fusion. 

 

 

 

[spoiler=Headless Horseman]

 

Lv6, Dark, Fiend,Fusion,0 ATK and 0 DEF

(1) You can Fusion Summon this card by banishing the Fusion materials listed on this card from your side of the field. (You do not use Polymerization)
(2) When a monster is destroyed by battle by a 'Neck Hunter' monster while you control a 'Phantom Steed': You can banish 'Phantom Steed' and the destroyed monster; Special summon this card from your Extra Deck.(This Special Summon is treated as a Fusion Summon)
(3) This card's ATK and DEF are equal to the combined ATK and DEF of the monsters banished by this card's effect.
(4) When this card is removed from the field: Send the monsters banished for this card's Summon to the Graveyard.
(5) While this card is on the Field or in the Graveyard, this card's name is treated as 'Neck Hunter'.
 
this guy can be summoned in the battle phase by disabling a card for a while, on top of that when this card gets removed you get the effect of the steed as it goes to the grave. There are some more combos you can pull of with this guy. He is not always strong, but a solid card.

 

 

 

[spoiler=Diseased Neck Hunter ]

 

Lv6, Dark, Fiend,Synchro,1750 ATK and 1900 DEF

'Severed Head' + 1 or more non-tuner DARK Fiend-type monsters
(1) When this card destroys a monster by battle, reduce the ATK and DEF of all face-up monsters your opponent's control equal to the ATK of the destroyed monster.
(2) This card cannot be targeted for an attack by a monster with an ATK lower than it's original ATK.
(3) Negate the effects of all monsters with lower ATK than their original ATK.
(4) When a 'Neck Hunter' is destroyed by a card effect you can special summon this card from your graveyard, if you do banish this card when it leaves the field.
 
This guys stun effect is strong and he can revive himself as insurance. He can be quite devastating when played at the right time, worthy of your boss's right hand.

[spoiler=Demonic Neck Hunter]
 
Lv6, Dark, Fiend,Xyz,1750 ATK and 1900 DEF
(1) This card cannot be special summon except by it's own effect.
(2) You can Xyz summon this card by using 2 or more 'Neck Hunters' you control as Xyz materials.
(3) When this card is summon by using a Synchro,Fusion,Normal,Spirit and Union monster you win the game.
(4) This card gains effects depending on the Xyz materials attached to this card:
(5) Synchro: When this card destroys a monster by battle that has a different ATK than its original ATK you can special summon that card to your side of the field.
(6) Fusion:This card can attack an additional time each battle phase.
(7) Normal: When this card is removed from the field (except by it's own effect) special summon monsters from your graveyard equal to the Xyz materials attached to this card, if you do the summoned monsters cannot be used as Xyz materials.
(8) Spirit:During your turn you can return this card to your extra deck to special summon the monsters that were attached to this card.
(9) Union: Once per turn you can equip a monster from either players graveyard to this card, when this card would be destroyed destroy the equipped monster instead.(you can only have 1 card equipped with this effect at the same time)
 
this guy is your boss monster, all complete with protections and an alternate win condition. When you got the materials stacked with your spells out this guy is an absolute monster, otherwise he ain't that good though.

 
[spoiler=Neck Hunter's Effigy]
 
Continuous Trap
(1)Target 3 cards in your graveyard: If you targeted a 'Neck Hunter(s)' add 1 of those to your hand, regardless, banish the remaining cards.
(2)'Neck Hunter' monsters can be summoned without a tribute.
(3)You can send this card to the graveyard to draw 1 card.
(4)You can only use each the effect of 'Neck Hunter's Effigy' Once per turn.
​not really spectacular,but it is most certainly useful. 

 
This deck has quite capable to stun, although it will have a hard time fighting removal (especially non-destruction) and monsters that cannot( or are difficult) to destroy by battle.
I've had fun created and play testing this deck, I hope you guys had fun in reading this.
 
Ofcourse I'll accept other requests for other decks if I've got enough inspiration for it.
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Wow, I didn't expect it to go so well! Nice work! I'll comment on each individual card, and suggest some OCG as well.

 

[spoiler=Neck Hunter" s Mean Sickle]

Continuous Spell

(1) Up to twice per turn, during your Main Phase: You can target a 'Neck hunter' monster on the field; Equip this card to it.

(2) When the monster this card is equipped to is removed from the field or flipped face-down, this card is not destroyed, but is unequipped from that monster.

(3) While this card is equipped to a 'Neck hunter' monster this card cannot be removed from the field.

(4) When the equipped monster is destroyed or destroys a monster by battle: Place 1 Neck Hunter Counter on this card.

(5) The equipped monster gains 300 ATK and DEF for each counter on this card.

(6)Apply the following effects depending on the number of counters on this card.

(7)0: monsters destroyed by battle by the equipped card are banished instead of going to the graveyard.

(8)2: The equipped monster inflicts piercing damage

(9)3: The equipped monster cannot be targeted by other card's effects.

(10)4: The equipped monster can attack an additional time each turn.

(11)5: Once per turn: You can Special Summon 1 banished monster or a monster from either players graveyard.

 

The card seems very interesting. I'm just worried about the last effect though, seems a little powerful. Perhaps only summon from your Graveyard/Banished?

 

 

[spoiler=Neck Hunter Fields]

Field Spell

(1)This card cannot be destroyed by card effects as long as you control a 'Neck Hunter'.

(2) When a card is destroyed by battle or by card effect (except for a Token) or sent from the field to the Graveyard: Special Summon 1 'Sacrifice Token' (Fiend-Type/DARK/LEVEL 2/ATK 500/DEF 500) to that card's controller's side of the field in attack position.

(3)You can use 'Sacrifice Tokens' for a tribute for the summon or effect of 'Neck Hunter' cards.

(4) When a 'Neck Hunter' declares an attack: Your opponent cannot activate cards or effects till the end of the damage step.

(5)Once per turn, during either players turn: You can tribute 4 monsters; Special Summon 1 'Neck Hunter' monster from your hand,deck, graveyard or extra deck (this is a quick effect).

 

Effect 3, I feel, is not really necessary. Tokens can already be used for the Tribute Summon of any monster, or their effects. Perhaps make them do something when they are used for this effect? The last effect is also a little powerful, although only when it comes from the Extra Deck. Remove that and I think it will be balanced.

 

 

[spoiler=Feral Neck Hunter]

Lv6, Dark, Fiend, 1750 ATK and 1900 DEF

(1)During the End Phase of the turn this card is Normal Summoned, flipped face-up or Special Summoned: Return it to the hand.

(2)You can special summon this card by tributing 1 'Sacrifice Token' on the field.

(3)When this card deals battle damage to your opponent: You can banish 1 random card from your opponent's hand, then, if you do, send 1 Fiend-type monster from your Deck to your Graveyard.

 

Seems very cool, would say it is a Spirit monster, but it can be Special Summoned. Works well as far as I can see.

 

 

[spoiler=Neck Hunter" s Shadow]

Lv6, Dark, Fiend, 1000 ATK and 1000 DEF

(1) Once per turn, you can either: Target 1 "Neck Hunter" monster equip this card from your side of the field or hand to that target, OR: Unequip this card and Special Summon it in face-up Attack Position.

(2) You can equip this card from your graveyard to a 'Sacrifice Token'. This effect of 'Neck Hunter's Shadow' can only be used once per turn.

(3) When the equipped monster would be removed from the field: You can Special Summon this card instead. (A monster can only be equipped with 1 Union monster at a time.)

 

Very neat protection, I didn't realize it was a Union monster until I read the whole effect, perhaps put that in the top?

 

 

[spoiler=Severed Head]

Lv4, Dark, Fiend,0 ATK and 0 DEF

(1) When a 'Neck Hunter' monster you control destroys a monster by battle: You can Special Summon this card from your graveyard, and, if you do, you can also Special Summon 1 'Severed Head' from your graveyard.

(2) When this card is Special summoned by its own or by the effect of 'Severed Head' this card gains ATK and DEF equal to the half of the ATK and DEF of the destroyed monster.

(3) If this monster Special Summoned by a monster's effect would be send to the Graveyard as a material for a Fusion or Synchro summon, it is banished instead.

(4) When a monster you control would be destroyed: You can discard this card and send 1 'Severed Head' from your Deck to the Graveyard instead.

 

Very odd card...seems just to protection. If so, it works.

 

 

[spoiler=Headless Warrior]

Lv2, Dark, Fiend,Tuner,0 ATK and 0 DEF

(1) When a 'Neck Hunter' monster you control destroys a monster by battle: You can special summon this card from your graveyard, and, if you do, you can also Special Summon 1 'Headless Warrior' from your graveyard.

(2) While this card is special summoned by its own or the effect of 'Headless Warrior' this card gains the effect of the destroyed monster in addition to its own effect.

(3) If this monster Special Summoned by a monster's effect would be sent to the graveyard as a material for a Fusion or Synchro Summon, it is banished instead.

(4) Once per turn: You can reduce the level of this card and 1 'Neck Hunter' monster you control by 1.

 

Huh, just another form of the above monster. Nothing much to say here.

 

 

[spoiler=Phantom Steed]

Lv4, Dark, Fiend,1800 ATK and 0 DEF

(1)When this card is Summoned or destroys a monster by battle: Excavate the top 3 cards of your deck; You can send 1 of the excavated cards to the graveyard, regardless, shuffle the rest into your deck.

(2) When this card is destroyed or sent to the Graveyard: Add 1 'Neck Hunter' card from your Deck to your hand.

 

This adds some neat support to the series, I enjoy how this works together.

 

 

[spoiler=Headless Horseman]

Lv6, Dark, Fiend,Fusion,0 ATK and 0 DEF

Phantom Steed+Headless Warrior

(1) You can Fusion Summon this card by banishing the Fusion materials listed on this card from your side of the field. (You do not use Polymerization)

(2) When a monster is destroyed by battle by a 'Neck Hunter' monster while you control a 'Phantom Steed': You can banish 'Phantom Steed' and the destroyed monster; Special summon this card from your Extra Deck.(This Special Summon is treated as a Fusion Summon)

(3) This card's ATK and DEF are equal to the combined ATK and DEF of the monsters banished by this card's effect.

(4) When this card is removed from the field: Move the monsters banished for this card's Summon to the Graveyard.

(5) While this card is on the Field or in the Graveyard, this card's name is treated as 'Neck Hunter'.

 

Nice Fusion idea! It works in combination with the other's as well, and the ATK/DEF boost isn't too much.

 

 

[spoiler=Diseased Neck Hunter ]

Lv6, Dark, Fiend,Synchro,1750 ATK and 1900 DEF

'Severed Head' + 1 or more non-tuner DARK Fiend-type monsters

(1) When this card destroys a monster by battle, reduce the ATK and DEF of all face-up monsters your opponent's control equal to the ATK of the destroyed monster.

(2) This card cannot be targeted for an attack by a monster with an ATK lower than it's original ATK.

(3) Negate the effects of all monsters with lower ATK than their original ATK.

(4) When a 'Neck Hunter' is destroyed by a card effect you can special summon this card from your graveyard, if you do banish this card when it leaves the field.

 

Nothing much to say here.

 

 

[spoiler=Demonic Neck Hunter]

Lv6, Dark, Fiend,Xyz,1750 ATK and 1900 DEF

(1) This card cannot be special summon except by it's own effect.

(2) You can Xyz summon this card by using 2 or more 'Neck Hunters' you control as Xyz materials.

(3) When this card is summon by using a Synchro,Fusion,Normal,Spirit and Union monster you win the game.

(4) This card gains effects depending on the Xyz materials attached to this card:

(5) Synchro: When this card destroys a monster by battle that has a different ATK than its original ATK you can special summon that card to your side of the field.

(6) Fusion:This card can attack an additional time each battle phase.

(7) Normal: When this card is removed from the field (except by it's own effect) special summon monsters from your graveyard equal to the Xyz materials attached to this card, if you do the summoned monsters cannot be used as Xyz materials.

(8) Spirit:During your turn you can return this card to your extra deck to special summon the monsters that were attached to this card.

(9) Union: Once per turn you can equip a monster from either players graveyard to this card, when this card would be destroyed destroy the equipped monster instead.(you can only have 1 card equipped with this effect at the same time)

 

The win Condition fits with the series, and doesn't seem to be too powerful.

 

 

 

[spoiler=Neck Hunter" s Effigy]

Continuous Trap

Target 3 cards in your graveyard: If you targeted a 'Neck Hunter(s)' add 1 of those to your hand, regardless, banish the remaining cards. 'Neck Hunter' monsters can be summoned without a tribute. You can send this card to the graveyard to draw 1 card. You can only use each the effect of 'Neck Hunter's Effigy' Once per turn.

 

Actually works well with the rest, nice card!

 

 

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I corrected the OCG

 

Sickle

>The card seems very interesting. I'm just worried about the last effect though, seems a little powerful. Perhaps only summon from your Graveyard/Banished?

Indeed it is powerful, after testing I gave this card a little buff so that it gains counters when the equipped monster is destroyed (as sometimes it was too hard to get counters) and I didn't edit the rest. The 5 counters effect has become to strong now though I'll edit.

 

Fields

>Effect 3, I feel, is not really necessary. Tokens can already be used for the Tribute Summon of any monster, or their effects. Perhaps make them do something when they are used for this effect? The last effect is also a little powerful, although only when it comes from the Extra Deck. Remove that and I think it will be balanced.

 

About the 3 effect I forgot to say tokens from either players side of the field, and I was indeed questioning the balance of the last effect, as it could summon the synchro very easily. And to be honest in all the games I tested this deck, this effect I only used twice. The effect seems quite redundant now that I look at it again. I think I'll remove it altogether. 

 

Feral

>Seems very cool, would say it is a Spirit monster, but it can be Special Summoned. Works well as far as I can see.

Ups that I forgot(same as with the union), I was a bit messy after finding out all the pics didn't work :).

 

The Headless Warrior and the Severed Head (you got the effects paired with the wrong name<3)

These two have different uses depending on the monster you destroyed, but usually they are there for synchro plays ( with Severed Head's effect you can make many different levels).

 

With the Horseman I had 'Send' put there intentionally as I wanted it to work with the steed. It wouldn't work with move, would it?

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