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AGM Generics Project


Draconus297

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You might as well not add it then. I've decided on making Pharao and  Pharaonic an archetype, with Zombie Gemini monsters similar to Il Blud (which just so happens to be a DARK Level 6, meaning it goes quite well with Spirit of the Pharaoh. Here's the updated version. (If you still want to put it in generics)

 

Pharaonic Tomb

Field - Spell

This card is always treated as "The First Sarcophagus" on the field and in the GY. Once per turn: You can send 1 Level 2 or lower Zombie monster from your Deck to the GY. At the start of your Standby Phase, if you have 3 or more Zombie monsters in your GY, destroy this card. If this card is destroyed and sent to the GY: You can Special Summon 1 “Spirit of the Pharaoh” from your hand, Deck, or GY.

 

Also realized that this card can mill Plaguespreader Zombie if people even still use that card. Might be interesting to play around with.

 

Tbh I'm surprised Konami hasn't done anything with this. All of the pieces have been in place for a long time now. Did they think making Spirit of the Pharaoh more consistent would be broken?

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I'm pretty sure Spirit of the Pharaoh does not need a retrain. It can end up Summoning 4 Zombies from your GY (glossing over the fact that they have to be level 2 or lower and Normal). I'd rather keep it the way it is, since there isn't really a problem with the card worth addressing.

 

I don't know why you can't just put a note like *see "Pharaonic Tomb" for "First Sarcophagus". Spirit of the Pharaoh only mentions First Sarc, so if there's any way other than retraining a perfectly fine card to not have to include the 3 Sarc cards that would be nice. 

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You'd need to ask Draconus why the policies are like that; specifically this is also why certain cards for generics are not added (they add stuff that isn't in AGM). Presumably, it is to limit the amount of "pack filler" cards we get in here. 
 
Though, just to avoid having this turn into a conversation that could be taken up in the club thread, I'll leave another card.
 
Stormflare Sacred Dragon
FIRE - Level 9 - Wyrm/Synchro/Effect
3000/2800
1 Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned: Target up to 3 cards on the field; banish them, face-down. Cannot be targeted by card effects. If this card is destroyed: You can target 1 card on the field or in the GY; banish it.

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Got us a new Generic! It's a Tuner Synchro, which we don't have very many of:

 

Kizumi, the Adept Water Spirit

Level 8 - WATER - Psychic/Synchro/Tuner/Effect - ATK/2900 DEF/2300

1 Tuner + 1 or more Non-Tuner monster

You can Special Summon 1 Level 4 or lower WATER monster from your hand or GY. You can only use this effect of "Kizumi, the Adept Water Spirit" once per turn. When this card is destroyed, you can target 1 card on your opponent's side of the fied, destroy that target.

 

There's my first generic card into the AGM! What do you think?

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That first effect is kinda ridiculous, even with a HOPT. No restriction as to Level, statline, or even Type, and it's a completely generic Synchro at that. You can just drop any WATER monster at the drop of a hat, so long as you have the resources to Synchro 8. You might want to change that- give it a cost, some sort of Level/Type/stat restriction, something.

 

Other AGM-approved Synchros that Summon things:

Shining Hope Dragon gives you a Crushing Despair Dragon . . . from the Graveyard.

Road Warrior gives you a Level 2 or lower Machine or Warrior-Type Tuner from your Deck, with a discard cost, and requires a specific Tuner.

Ancient Fairy Dragon gives you any Level 4 or lower monster, but it completely kills your Battle Phase to do so. There's a Geargoyle Synchro that gives you a free monster . . . if it kills something in battle . . . and it has to be a Level 4 or lower EARTH Machine or Fiend.

The Wysthae Synchros give you free archetypal monsters when they die.

 

See what I mean?

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Out of fairness, REDMD exists and is far more generic than Kyumi's one in terms of SS range (its SS cost isn't that big, certainly lack of [hard] OPT on its effect and then statline isn't much different, save for 100 points switched between the two). Remind me if we have him in AGM, but you get the point. You may want to tone down the SS range a bit, as it can revive another copy of self if you wanted to.
 
Also, so I don't use this post solely for comparing REDMD to Kyumi's new card.

Chaos Synchro Axis-Diffuse DRAGON
DARK - Level 9 - Dragon/Synchro/Effect
3000/1800
1 Tuner + 1+ non-Tuner Synchro Monsters
Must be Synchro Summoned. This monster's Type is also always treated as Thunder. When this monster is Synchro Summoned: Draw 2 cards, then discard 1 card. If this monster was Synchro Summoned using "Axis-Diffuse DRAGON" as material, it gains these effects.
● When this card destroys an opponent's monster by battle: Banish the opposing monster instead of sending it to the Graveyard, then this card gains 300 ATK for each banished monster.
● If this card leaves the field: You can target 1 other monster you control; it gains ATK equal to the ATK this card had on the field.
 
Legendary Dragon Hero of the Sacred Storm
WIND - Level 8 - Warrior/Synchro/Effect
3000/2500
1 Tuner + 1+ non-Tuner monsters
This card can make a second attack during each Battle Phase. When this card destroys an opponent's monster by battle: Your opponent takes damage equal to half that monster's ATK. (Quick Effect) If a card or effect would be activated: You can banish this card until the End Phase; negate that card or effect, and if you do, banish it, face-down.

 

(Original one burned for the full amount, but yeah, nerfing it slightly because two attacks off 3K ATK 'mon and the burn will add up)

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More Spell and Trap Cards:

 

SpfU2h1.png

Fight for the Lost Cause

Normal Trap
Activate if an opponent's monster is Summoned or attacks. During the End Phase, banish that monster. During either player's turn (except during the turn this card was sent): You can banish this card from your Graveyard; at the end of the Battle Phase, destroy all monsters that attacked this turn.
 
MrPEm5F.png
Undead Legion
Normal Spell
Activate only while you control a face-up monster. Pay 1000 Life Points to target 1 monster in your Graveyard with the same Type or Attribute as a face-up monster you control; Special Summon it. You can only activate this effect of "Undead Legion" once per turn.
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brb emerging from the void to submit a card

 

Lunar Eclipse

Field Spell

DARK monsters on the field gain 300 ATK and DEF. Once per turn (Quick Effect): You can rearrange your Set cards. When a monster you control is flipped face-up, you can activate this effect: Immediately flip that monster face-down again. During the turn you activate this effect, you cannot activate the effects of any other monsters you control that activate when they are flipped face-up. You can only activate this effect of "Lunar Eclipse" once per turn.

 

I'm sure we have at least one DARK Flip archetype that can get maximum mileage from this thing.

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Well, I mean . . . we already have Shaddolls in our pool. And was thinking of adding DNA Transplant anyway, so Prediction Dolls could always be an option, especially with Augursula activating Flip Effects when a Flip Effect monster is Normal/Special Summoned . . . we have a FLIP archetype of our own, I'm pretty sure . . . there are some options.

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Magician of the Raging Storms

Level 7 - WIND - Spellcaster/Synchro/Effect - ATK/2300 DEF/2000

1 Tuner + 1+ Non-Tuner monsters

Once per turn, if a face-up "Magician" you control would be destroyed, you can discard 1 Pendulum monster or detach 1 Spell Counter from anywhere on your side of the field, that monster is not destroyed. When this card is destroyed and sent to the GY by battle or by your opponent's card effect, place 1 Spell Counter on each card you control that can have Spell Counters.

 

(Draconus said he likes playing with both forms of "Magician" in his decks. So, I made a card to help both forms. Let me know what you think of it Draconus!)

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I appreciate the card, but I'd like to correct your card text so you know how these mechanics are worded- Spell Counters, and Counters in general, are admittedly a pretty rare mechanic. I'm adding it in this edited form.

 

Magician of the Raging Storms

WIND - Level 7 - Spellcaster/Synchro/Effect - 2300/2000

1 Tuner + 1+ non-Tuner monsters

Once per turn, if a face-up "Magician" monster you control would be destroyed, you can discard 1 Pendulum monster or remove 1 Spell Counter from anywhere on your side of the field: That monster is not destroyed. When this card is destroyed and sent to the GY by battle or your opponent's card effect, place 1 Spell Counter on each card you control that you can place a Spell Counter on.

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Gonna fix it further since Draco missed a few obvious things in fixing grammar (and they are very consistent errors)
 
1 Tuner + 1+ non-Tuner monsters
Once per turn, if a face-up "Magician" monster you control would be destroyed: You can discard 1 Pendulum Monster or remove 1 Spell Counter from anywhere on your field; that monster is not destroyed. When this card is destroyed and sent to the GY by battle or your opponent's card effect: Place 1 Spell Counter on each card you control that you can place a Spell Counter on.
 
(Remember the use of colon/semicolons, and some other stuff.)
 
====
Anyway, adding a few ED monsters.
 
Tricky Star Angel
LIGHT - Level 5 - Fairy/Synchro/Effect - 2000/1800
1 Tuner + 1+ non-Tuner monsters
Once per turn (Quick Effect): You can declare 1 Attribute; monsters your opponent controls become that Attribute until the End Phase. Each time your opponent Summons a monster with a different Attribute than the one you declared, they take 300 damage.
 
Radiant Hero of the Sapphire Sky
LIGHT - Level 7 - Warrior/Synchro/Effect - 2600/2000
1 Tuner + 1+ non-Tuner Warrior monsters
Unaffected by the effects of monsters your opponent controls with equal or lesser original ATK than this card's ATK. Once per turn, if a Warrior monster you control destroys an opponent's monster by battle: You can have your opponent take damage equal to that destroyed monster's ATK. 
 
Reincarnating Skeleton Trickster
LIGHT - Level 5 - Zombie/Synchro/Effect
2300/1200
1 Tuner + 1+ non-Tuner monsters
You can only use the (2) effect of this card's name once per turn. (1) Each time a monster is Special Summoned from the GY, your opponent takes 300 damage, also you gain 300 LP. (2) If this card is sent to the GY: You can banish 1 other card from your GY; Special Summon this card.

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Flame Imp

FIRE - Level 3 - Fiend/Tuner/Flip/Effect - 800/1500

FLIP: Place 1 Flame Counter on all face-up cards your opponent controls. (Cards with Flame Counters are destroyed during the End Phase, and if they are, inflict 500 damage to their owner.)

If this card is destroyed by battle: you can Special Summon 1 monster with 800 ATK and 1500 DEF from your Deck in face-down defense position.

 

Venom Imp

DARK - Level 3 - Fiend/Tuner/Flip/Effect - 800/1500

FLIP: Place 3 Venom Counters on all monsters your opponent controls.

If this card is destroyed by battle: you can Special Summon 1 monster with 800 ATK and 1500 DEF from your Deck in face-down defense position.

 

Frost Imp

WATER - Level 3 - Fiend/Tuner/Flip/Effect - 800/1500

FLIP: Place 2 Ice Counters on all face-up cards your opponent controls.

If this card is destroyed by battle: you can Special Summon 1 monster with 800 ATK and 1500 DEF from your Deck in face-down defense position.

 

Thunder Imp

LIGHT - Level 3 - Fiend/Tuner/Flip/Effect - 800/1500

FLIP: Place 1 Bolt Counter on all face-up cards your opponent controls. (Cards with Bolt Counters cannot be tributed, also they cannot activate their effects.)

If this card is destroyed by battle: you can Special Summon 1 monster with 800 ATK and 1500 DEF from your Deck in face-down defense position.

 

Glutton Imp

DARK - Level 3 - Fiend/Tuner/Flip/Effect - 800/1500

FLIP: Place up to 1 Glutton Counter on all monsters your opponent controls. (Monsters with Glutton Counters lose 500 ATK and DEF, also they cannot be used as material for the Summon of an Extra Deck monster.)

If this card is destroyed by battle: you can Special Summon 1 monster with 800 ATK and 1500 DEF from your Deck in face-down defense position.

 

Master of Imps

DARK - Level 5 - Fiend/Effect - 800/1500

When this card is Normal Summoned or flipped face-up: you can target up to 2 FLIP monsters in your GY; Special Summon those targets in face-down defense position.  This card gains 500 ATK for each face-down monster you control.

 

(It'd be nice to have Imps for all counter-based archetypes.)

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Not too sure how potent our Normal Trap Cards are.

 

RvqGSZR.png

Normal Trap
Target 1 monster on the field; increase its DEF by 1000. During either player's turn (except during the turn this card was sent): You can banish this card from your Graveyard; Set 1 Normal Trap Card with a different name directly from your Deck to your side of the field.
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Notice anything?

Field Spell

You can send 1 "LV" monster in your hand to the bottom of your Deck; draw 1 card.  If this card on the field is sent to the GY, you can target 1 "LV" monster you control: tribute it; Special Summon 1 "LV" monster written on that card's text from your hand or Deck, ignoring summoning conditions.  You can only use each effect of this card's name once per turn.

 

<Picture would show Armed Dragons LV3, 5 and 7 on wanted posters>

 

Super Premature Burial

Equip Spell

Target 1 Gemini monster in your GY; Special Summon that target and equip it with this card.  If the equipped monster is Normal Summoned: destroy this card.  If this card is destroyed while equipped to a Gemini monster, you can equip 1 Equip Spell from your Deck to 1 appropriate Gemini monster you control.

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