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Zaziuma

Wyrmarch Archetype (11/11)

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Wyrmarch is an Archetype of Wyrm-Type monsters with various Levels and Attributes. They focus on Setting themselves as a Trap Card, then having an effect they can activate while Set, as well as Fusion Summoning. They have another effect that works when sent from the field to the Graveyard as Fusion Materials. Their Fusion Monsters have two ways to Summon them, the first being by sending 1 "Wyrmarch" monster from your hand or side of the field to Special Summon it, but you must send at least one from the field to do so. The second being by regular Fusion Summon. Their name comes form Wyrm and Monarch. Also, this Archetype has images as well!
 
[spoiler=Cards]
[spoiler=Main Deck Monsters]
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You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can activate this card; Special Summon this card, then you can Fusion Summon 1 "Wyrmarch" Fusion Monster using monsters from your hand or side of the field as Fusion Materials. If this card is sent from the field to the Graveyard as a Fusion Material: You can target 1 Spell/Trap Card your opponent controls; destroy it. You can only use this effect of "Truthful Uniter Wyrmarch" once per turn.

 
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You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can activate this card; Special Summon this card. If this card is sent from the field to the Graveyard as a Fusion Material: You can target 1 other "Wyrmarch" monster in your Graveyard; add it to your hand. You can only use this effect of "Terror Breaker Wyrmarch" once per turn.

 

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You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. During either player's turn, if this card is Set in your Spell & Trap Zone as a Trap Card, when your opponent activates a card or effect: You can discard 1 “Wyrmarch” monster, then activate this card; Special Summon this card, also negate the activation, and if you do, destroy it. If this card is sent from the field to the Graveyard as a Fusion Material: You can add 1 "Wyrmarch" monster from your Deck to your hand, except "Assault Charging Wyrmarch". You can only use this effect of "Assault Charging Wyrmarch" once per turn.

 

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You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can target 1 face-up monster your opponent controls, then activate this card; Special Summon this card, and if you do, that target loses 500 ATK and DEF for each "Wyrmarch" monster you control until the end of this turn. If this card is sent from the field to the Graveyard as a Fusion Material: You can add 1 "Polymerization" from your Deck or Graveyard to your hand. You can only use this effect of "Striking Paladin Wyrmarch" once per turn.
 
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You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can activate this card; Special Summon 1 "Wyrmarch" monster from your hand, also it cannot be destroyed by battle or card effects until the end of the next turn. If this card is sent from the field to the Graveyard as a Fusion Material: You can target 1 Fusion Monster you control; it cannot be targeted by your opponent's card effects. You can only use this effect of "Awakened Clasher Wyrmarch" once per turn.

 

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You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can discard 1 card, then activate this card; Special Summon this card, then draw 1 card. If this card is sent from the field to the Graveyard as a Fusion Material: You can target 1 Fusion Monster you control; it cannot be destroyed by your opponent's card effects. You can only use this effect of "Forward Justice Wyrmarch" once per turn.

 

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You can Set this card from your hand to your Spell & Trap Zone as a Trap Card. If this card is Set in your Spell & Trap Zone as a Trap Card: You can discard 1 card, then activate this card; Special Summon this card, then Set 1 "Wyrmarch" monster from your Deck in your Spell & Trap Zone as a Trap Card, except "Powered Behemoth Wyrmarch". If this card is sent from the field to the Graveyard as a Fusion Material: You can target 3 "Wyrmarch" monsters in your Graveyard, except "Powered Behemoth Wyrmarch"; shuffle them into the Deck, then draw 2 cards. You can only use this effect of "Powered Behemoth Wyrmarch" once per turn.

 

 

 
[spoiler=Extra Deck Monsters]
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Must be either Fusion Summoned, or Special Summoned by sending the above cards from your hand or side of the field to the Graveyard, including at least 1 monster you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. At the start of your Battle Phase, if you control no other monsters: You can target 1 "Wyrmarch" monster in your Graveyard; Special Summon it. When this card is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard: You can Special Summon 1 "Wyrmarch" monster from your hand or Deck, but it cannot be used for a Fusion Material for "Bending Blaze Wyrmarch".

 

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2 "Wyrmarch" monsters
Must be either Fusion Summoned, or Special Summoned by sending the above cards from your hand or side of the field to the Graveyard, including at least 1 monster you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. You can Normal Summon "Wyrmarch" monsters for 1 less Tribute. When this attacking card destroys an opponent's monster by battle: You can activate this effect; this card can make a second attack during this Battle Phase, and if it does, it gains 500 ATK during that damage calculation only.

 

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3 "Wyrmarch" monsters

Must be either Fusion Summoned, or Special Summoned by sending the above cards from your hand or side of the field to the Graveyard, including at least 1 monster you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. If this card attacks or is attacked, your opponent cannot activate cards until the end of the Damage Step. Your opponent must discard 1 card to activate monster effects.

 

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"Rising Shatterer Wyrmarch" + 2 "Wyrmarch" monsters OR 1 "Wyrmarch" Fusion Monster

Must be either Fusion Summoned, or Special Summoned by sending the above cards from your hand or side of the field to the Graveyard, including at least 1 monster you control (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. Your opponent cannot activate cards or effects when you Special Summon a "Wyrmarch" monster(s). Once per turn, during either player's turn: You can banish all monsters your opponent controls that were Special Summoned this turn.

 

 

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I guess the card text is false: You set it and than u can activate it right after you set it ?? because of the " : " after the set sentence. Or am i wrong? in addition the cards are well design nice one!

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I guess the card text is false: You set it and than u can activate it right after you set it ?? because of the " : " after the set sentence. Or am i wrong? in addition the cards are well design nice one!

No, you can't do that, they act as Trap Cards, meaning you'll have to wait a turn to activate them.

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No, you can't do that, they act as Trap Cards, meaning you'll have to wait a turn to activate them.

But you say :"If this card is Set in your Spell & Trap Zone as a Trap Card" and you set them this turn... i think thats false... but nvm if i am wrong^^ but i understand your point. Hopefully Konami will look on this site and create some cool sheet with your deck idea :D good luck^^

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