infinity234 Posted July 25, 2016 Report Share Posted July 25, 2016 Man, as far as archetypes go, Reactors got the shaft. Those good old 4 cards: Trap Reactor - Y FI, Spell Reactor - RE, Summon Reactor - SK, and Flying Fortress - SKY FIRE. In my opinion they were probably the only decent group of cards from the 5D's era that left me wanting more from them and wanted them to become a decent archetype. Then, while i was perusing through the new support given to the magnet warriors, I thought "Hey, why not do something similar for the reactor series of cards". Let me Know what you guys think of these cards :) [spoiler=Monsters] Hand Reactor - EARLv. 3 DARK Machine-type Pendulum 1000/1000Scale 2Pendulum EffectIf a "Reactor" monster(s) you control would be destroyed (by battle or by card effect) and sent to the graveyard, you can add it to your hand instead. "Reactor" monster's effects can be activated during either players turn.Monster EffectOnce per turn, if a card would be added to your opponents hand from their deck, or a card effect in the hand is activated, destroy 1 random card in their hand and, if you do, inflict 800 points of damage to your opponent's life points. Deck Reactor - TH BLv. 4 DARK Machine-type Pendulum 1800/800Scale 6Pendulum EffectOnce per turn, during either Players turn, You can target 1 "Reactor" monster you control, shuffle it into the deck and, if you do, special summon 1 "Reactor" monster from your deck with a different level than the targeted monster. You can only use this effect of "Deck Reactor - TH B" once per turn.Monster EffectOnce per turn, If your opponent special summons a monster(s) from the Extra Deck, banish 1 random card from their Extra Deck and, if you do, inflict 800 damage to your opponent's life points. Effect Reactor - OMBLv. 5 Dark Machine-type Pendulum 2300/800Scale 4Pendulum EffectYou can destroy this card in your Pendulum Zone and, if you do, add 1 "Reactor" card from your deck to your hand, except "Effect Reactor - OMB". If this effect is activated this turn, you can Normal Summon/Set 1 "Reactor monster in addition to your Normal Summon/Set this turn (you can only gain this effect once per turn).Monster EffectWhen this card is Normal or Special Summoned, You can special summon 1 "Reactor" monster from your graveyard. Once per turn, The first time your opponent activates a monster effect, inflict 800 damage to your opponent. If this effect was activated this turn, then during the battle phase, if this card battles your opponents monster, you can negate the attack and end the battle phase. You can send this card, 1 "Deck Reactor - TH B", and 1 "Hand Reactor - EAR" you control to the graveyard to Special Summon 1 "Flying Fortress - EARTH BOMB" from your hand, deck, or graveyard. Flying Fortress - EARTH BOMBLv. 8 Earth Machine-type 2700/3200This card cannot be Normal Summoned/Set. This card cannot be special summoned, except by the effect of "Effect Reactor - OMB". Once per turn, you can discard 1 card to banish 1 card on the field. Once during each of your opponents turns, when your opponent would activate a card effect, you can negate the activation and if you do, inflict 800 point of damage to your opponents life points. Impenetrable Fortress - GLOBALLv. 10 Light Machine-type Fusion 4200/4200"Flying Fortress - SKY FIRE" + "Flying Fortress - EARTH BOMB"Must be either Fusion Summoned with monsters whose original names are the above cards, or Special Summoned by sending monsters whose original names are the above cards you control to the Graveyard (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. Once per turn, you can shuffle 1 card on the field into the owners deck. Once per turn, during either players turn, when a card or effect is activated OR a monster(s) would be summoned, you can negate the activation/summon and, if you do, banish the negated card. During your End Phase, inflict 800 points of damage to your opponent's life points. If this card is removed from the field, you can target 1 "Flying Fortress - SKY FIRE" and 1 "Flying Fortress - EARTH BOMB" in your graveyard, special summon those targets, ignoring the summoning conditions. You can only control 1 Face-up "Impenetrable Fortress - GLOBAL". [spoiler=Spell] Reactor MineContinuous Spell CardWhen a "Reactor" monster(s) is summoned to your side of the field, you can add 1 "Reactor" monster from your deck or graveyard to your hand. You cannot Pendulum Summon the turn you activate this effect. When you activate a Set "Explosion" Normal Trap Card, you can add 1 "Explosion" Trap from your deck to your hand. You can banish this card from your graveyard, except the turn it was sent there, to shuffle all "Reactor" monsters in your graveyard (Min. 1) into the deck then, if you do, draw 2 cards. You can only use each effect of "Reactor Mine" once per turn. [spoiler=Traps] Planned ExplosionNormal Trap CardWhen this card is activated, you take no damage for the rest of this turn. This effect cannot be negated. During the End Phase of the turn this card was activated, Special Summon (from your hand or graveyard) 1 "Reactor" monster and, if you do, it is treated as a Tuner monster until your next End Phase. Contained ExplosionNormal Trap CardIf exactly 1 "Reactor" monster would be removed from the field, except by battle, then until the End Phase, that monster is unaffected by other card effects. During the End Phase of the turn this card was activated, you can special summon (from your hand or graveyard) 1 "Effect Reactor - OMB". Link to comment Share on other sites More sharing options...
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