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~Faytl~

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Darklord Haven

Field Spell

 

When this card is activated: Send 1 "Darklord" card from your Deck to the Graveyard. Once per turn: You can target 1 "Darklord" monster in your Graveyard; Special Summon it, then discard 1 card. Once per turn, if a "Darklord" monster you control would be destroyed by a card effect: You can send 1 "Darklord" monster from your Deck to the Graveyard instead.

 

Ojama(how about a Link monster?)

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Ojamazing

Quick-Play Spell

Target up to 3 "Ojama" monsters of different names in your Graveyard: Special Summon that target(s), then discard 1 card. Monsters cannot be Summoned from the Extra Deck the turn you activate and resolve this effect, except Fusion monsters. You can banish this card from your Graveyard to Fusion Summon 1 "Ojama" Fusion monster, by shuffling Fusion Materials from your field or Graveyard into the Deck, and if you do; the Fusion Summoned monster is immediately moved to an unoccupied Main Monster Zone. You can only activate each effect of this card's name once per turn.

 

I'm not changing what the Deck does, but I will give them another power play.

 

Morphtronic

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Morphtronic Mass Recycling

Normal Spell

You can only use each effect of this card's name per turn. (1) Send 1 monster that has a Level from your Extra Deck to the GY, then Special Summon "Morphtronic" monsters from your Deck or GY whose total Levels are equal to or less than the sent monster's Level. (2) You can banish this card from your GY; shuffle all Equip Cards on the field and/or in the GY (min. 1) into the Deck, then Special Summon 1 "Power Tool" Synchro Monster from your Extra Deck.

 

===

Yeah, I think Rua.dek will like the new summoning speed here. Unfortunately, not much to help with further plays. 

===

 

Crystal Beast

 

Because I see a few guys in TCG complaining that they are still no good, even with the new toy they got. So...actually make something they want.

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Time to make said new toy a bit easier to Summon.

 

Crystal World

Field Spell

"Crystal Beast" cards you control cannot be destroyed by your opponent's card effects. Once per turn, you can reveal 1 "Rainbow Dragon" in your hand: Until the end of the turn, this card is treated as a "Crystal Beast" card, and if you would Fusion Summon this turn, this card can be treated as an Effect Monster (Level 4 / EARTH / 0 ATK / 0 DEF) and used as a Fusion Material.

 

I enjoy messing with card mechanics.

 

Gem-Knight

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Gem-Knight Quartz
Attribute: EARTH
Type: Rock/Link/Effect
Rating: 2
Link Markers: bottom-left, bottom-right
ATK: 1950
2 monsters, including at least 1 EARTH monster
If this card is Link Summoned: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or that you control, and up to 1 monster from your Deck, as Fusion Materials. Once per turn (Quick Effect): You can target 1 "Gem-Knight" monster in your GY that was used as material for a Fusion Summon this turn; add it to your hand. If a Fusion Monster you control is sent to the GY: You can draw 1 card.

 

 

Next:

Constellar

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Constellation Aegis

Spell | Field

You can discard 1 card; immediately after this effect resolves, Normal Summon 1 "Constellar" monster from your hand. You can Tribute 1 Normal Summoned Level 5 or higher "Constellar" monster you control; add up to 2 Level 4 or lower "Constellar" monsters from your Deck to your hand.You can only use each effect of "Constellation Aegis" once per turn.

 

Next:

Magnet Warrior

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Magnet Gravitation

Continuous Spell

Once per turn, during either player's turn, if you Normal or Special Summon a "Magnet Warrior" monster, you can add 1 "Magnet Warrior" monster of a different name than the Summoned monster from your Deck to your hand. Once per turn, you can Special Summon 1 Level 4 or lower "Magnet Warrior" monster from your hand or Graveyard in face-up Defense Position.

 

Turns your Magnets into Gadgets, and can help proc its own effect just in case your opponent drops a Solemn.

 

VWXYZ (that "can't be Special Summoned from the Graveyard" thing is kinda irritating, if you could somehow get around that)

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Heavy Mech Support Spare

LIGHT ***

Machine/Union/Effect

Once per turn, you can either: Target 1 LIGHT Machine-Type monster you control, equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. Once per turn, you can banish 1 Machine monster from your GY then send 1 Machine monster with the same Attribute from your Deck to the GY; this card gains the banished monster's name, and the monster this card is equipped to gains the sent monster's name. If this card is sent from the field to the GY: you can Special Summon 1 banished Machine monster.

500/500

 

Artifact

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Maker of Artifacts

LIGHT | Fairy / Effect

Level 5 | ATK 0 / DEF 3000

If you control no monsters and have 2 or more Set Cards in your Spell & Trap Zone, you can Special Summon this card from your hand. While you control another "Artifact" monster, this card cannot be targeted or destroyed by your opponent's card effects. During your opponent's turn (Quick Effect): You can target 1 card in the Spell & Trap Zones; destroy it, and if you do, add 1 card from your Deck with the same name as that destroyed card. You can only use this effect of "Maker of Artifacts" once per turn.

 

Next:

Gravekeeper's

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Gravekeeper's Secrecy

Continuous Trap Card

Activate only if both a "Gravekeeper's" monster and "Necrovalley" are on the field. As long as this card remains face-up on the field, both players must turn their respective Graveyards upside-down and proceed with the current Duel. Neither player can check cards in the Graveyard (unless by card effect). Any card sent to the Graveyard must be sent face-down. If either a "Gravekeeper's" monster or "Necrovalley" is not on the field, destroy this card.

 

Next: Zombie Counterpart (i.e. Red-Eyes Zombie Dragon, Revived King Ha Des, etc.)

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Summoner Zombie

DARK ****

Zombie/Effect

Cannot be tributed or destroyed by battle. Once per turn: you can Special Summon 1 Zombie monster from your opponent's GY. That monster cannot attack or be tributed this turn, also, banish it when it leaves the field.

800/1600

 

(Summoner Monk retrain)

 

Fairy Tail

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Fairy Tail - Jasmine

LIGHT - Level 3 - Spellcaster/Flip/Effect - 1200/1700

FLIP: When this card is flipped face-up, you can target 1 Spellcaster-type monster in your GY, Special Summon it in face-down Defense Position, and if you do, flip this card into face-down Defense Position. You can only use this effect of "Fairy Tail - Jasmine" once per turn.

 

I've only ever seen 1 Fairy Tail card and it was Sleeper, so I hope this helps...

========

 

D/D/D

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Kuribohnus

DARK - Level 1 - Fiend/Tuner/Effect - 300/200

If you would take damage from your opponent's card (by battle or card effect), you can Special Summon this monster (from your hand): Gain LP equal to the damage you would have taken. If this card is sent from the field to the Graveyard, you can add 2 "Kuriboh" monsters of different names from your Deck or Graveyard to your hand, except this card (you can only activate this effect of this card's name once per turn).

 

Searching two Kuribohs lets this Deck actually have some steam to it, and now they have a Tuner to occasionally Synchro 2/3.

 

Spell Counter Magicians (no, not Mythical Beasts- the ones with Synchros at their disposal, who look like Dark Magician's fan club)

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Pitch-Black Shard

Continuous Spell

When this card is activated: Place 3 Spell Counters on this card. During each standby phase, place 1 Spell Counter on all cards you can place a Spell Counter on. Once per turn (Quick Effect): You can remove any number of Spell Counters from this card; Special Summon a Spellcaster monster from your GY whose level is equal or less than the number of Spell Counters removed.

 

next: Tindangle

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Oh look I made a DARK Flip Deck card that could break a Flip Deck outright did I do an oopsie

 

no

 

I did what should have been done for Subterrors

 

recognize, my friends, recognize man I hollowed out in my (peers at profile, notices I've been here for just under 9 years) old age

 

tindangle_star_gardna_by_bdsceptyr-dbta3

 

[spoiler=Tindangle Star Gardna: Info]

DARK/Fiend-Type Effect Monster/Level 2/100 ATK/2200 DEF

 

Lore: If a monster effect is activated during the same turn that monster was Normal or Special Summoned in Attack Position, while you control a face-down monster and this card is in your hand or GY: You can shuffle this card into the Deck; negate the activation, and if you do, immediately after this effect resolves, Flip Summon 1 "Tindangle" monster (if any). Once per turn, during the turn this card was flipped face-up or Special Summoned (Quick Effect): You can target 1 DARK Flip monster in your GY; apply that target's effect. This card's name becomes "Tindangle Base Gardna" while it is Normal Summoned on the field or in the GY.

 

 

 

next up, let's do something nice for another Flip Deck, this one being....

 

Jars (these guys, folks)

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Iron Chain Quartermaster

EARTH ****

Warrior/Effect

If a card(s) is sent from the top of your opponent's Deck to the GY: you can Special Summon this card from your hand or GY.  If your opponent has less total cards in their Deck than you do: your opponent cannot target "Iron Chain" monsters you control for battle or card effects.

1400/1800

 

Well... I kinda wanna see more than 1 support card since Iron Chains are that bad, so...

 

Next: Iron Chain

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Iron Chain Lizard

EARTH - Level 2 - Reptile/Tuner/Effect - 200/1000

At the start of your Main Phase: You can send the top card of your opponent's Deck to the Graveyard to Special Summon this monster (from your hand or Graveyard). You can only Summon 1 "Iron Chain Lizard" per turn this way. If there are less cards in your Graveyard than in your opponent's, "Iron Chain" monsters you control gain ATK equal to the difference x200.

 

F.A.

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F.A. Endorsement Deal

Quick-play Spell

Special Summon 1 "F.A." monster from your Deck, but reduce its level to 1. During your Main Phase, except the turn this card was sent to the GY: You can target 1 banished "F.A." card then banish this card from your GY; add that target to your hand. You can only use each effect of this card's name once per turn.

 

Ghostrick

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BOO

 

ghostrick_bogeyman_by_bdsceptyr-dbtftot.

 

[spoiler=Ghostrick Bogeyman: Info]

DARK/Fairy-Type Effect Monster/Level 4/1950 ATK/950 DEF

 

Lore: Cannot be Normal Summoned unless you control a "Ghostrick" monster (but can be Normal Set). Once per turn: You can change this card to face-down Defense Position. When this card is flipped face-up, or if a "Ghostrick" Field Spell is activated: You can target 1 "Ghostrick" monster you control; it is unaffected by your opponents card effects, your opponent's monsters lose ATK/DEF equal to that target's Level/Rank x100, also this card and/or that target gains ATK/DEF equal to the ATK your opponent's monsters lost.

 

 

 

Next up: 

 

Entity (those Lovecraftian fellas)

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Instant Entity

Spell - Normal

While you control a monster Special Summoned from the Extra Deck: You can pay 1500 LP; Special Summon 1 "Entity" monster from your Extra Deck, ignoring its Summoning conditions, but destroy it at the end of the phase. You can banish this card from your GY; add 1 "Forbidden Trapezohedron" from your Deck to your hand.

 

Next:

 

Evil HERO (Main Deck pls)

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Evil HERO Incarntation

Level 4

DARK Fiend / Effect

1700 / 1100

Once per turn, you can banish 1 “Elemental HERO” monster from your GY: This card's name becomes the banished monster's until the End Phase.. You can send “HERO” monsters you control, including this one, from the field to the GY: Fusion Summon 1 “Evil HERO” Fusion Monster from your Extra Deck (this is treated as a Special Summon with “Dark Fusion”).

 

The name is a combo of incantation and incarnation. I made it to be like a counterpart to Prisma, though.

 

Vision HERO

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Vision HERO Poison Increase

DARK - Level 4 - Warrior/Effect - 900/1800

If you take damage while this card is banished or in your Graveyard: You can place this card face-up in your Spell/Trap Card Zone as a Continuous Trap Card. (Quick Effect): Tribute 1 monster you control to Special Summon this card from your Spell/Trap Card Zone, and if you do, halve the ATK of your opponent's monster with the highest ATK. If a "HERO" monster you control destroys your opponent's monster by battle, you can Special Summon 1 "HERO" monster from your Graveyard of equal or lower Level than that monster you control, ignoring Summoning conditions (you can only activate this effect of this card's name once per turn).

 

This combines the effects of Poisoner and Increaser, two manga Vision HERO cards. It's mostly useful as a combo starter/extender, and a decent thing to pitch via Vyon. This is also Tribute fodder for Witch Raider, if you do desire. Also also, it lets you revive old HERO Fusions, so there's always that option.

 

A-to-Z

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Amalgam AlphaZed

LIGHT - W, S, E - Machine/Link/Union/Effect - 2000 ATK/Link-3

2+ monsters, including at least 1 Union monster

Once per turn, you can either (Quick Effect): Target 1 Machine or Union monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. It gains ATK equal to its original ATK, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card in your possession is destroyed by a card effect and sent to the GY: You can Special Summon 1 LIGHT Machine Fusion Monster with 3000 ATK or less from your Extra Deck, ignoring its Summoning conditions, but destroy it at end of the next turn. You can only use each effect of “Amalgam AlphaZed” once per turn.

 

Union Link monster can equip and unequip to move to any Main Monster Zone, and when destroyed (even as a Equip card) can Special Summon V-to-Z. Have fun, Armed Dragon Catapult Cannon.

 

MX Saber

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