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[Written] LotW Old "roid" support (7 Cards)


leafbladie

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Whelp, I recently made a Field Spell to help those old packfiller "roids" perform better. While it probably would've been fine on its own, I admit I probably piled on a bit too many effects. So here I decided to spread it out between more cards to make a more consistent support engine for these old "roids". The Garage cards are based off of the awful Wonder Garage, but made better. Now it focuses on keeping your hand full so you can go into the Vehicroid fusions and give them decent protection.

 

As I was working I realized that these cards would probably break Speedroids, so I had to make this new support leave you unable to Synchro Summon, there was no other way. So I decided since it it couldn't function with Speedroids, maybe making it capable of being somewhat generic Machine-Type support would be cool. So I decided to go the way of Cydrafinity, and make some Rank 4 "roids" capable of getting fusions out easier, and stalling for time during the battle phase by going into a fusion that can't be destroyed by battle or card effect.

 

[spoiler=Spells and Traps]

Overclock

Quick-Play Spell

Increase the attack of 1 Machine-Type “roid” monster you control by 1000. Until the end of this turn, when that monster attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. During the End Phase, destroy that monster. You cannot Synchro Summon the turn you activate this effect. When you would take damage, you can banish this card from your Graveyard instead.

 

Vehicroid Turnpike

Field Spell
You cannot Synchro Summon. During your Main Phase, you can Normal Summon 1 Machine-Type “roid” monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Reduce the Level of all Level 5 or higher "roid" monsters in the hand by 2. Machine-Type "roid" monsters you control cannot be targeted by card effects, also their ATK cannot be lowered. Once per turn, during either player's turn: You can destroy 1 other card you control; add 1 "Vehicroid Connection Zone" from your Deck or Graveyard to the hand.

 

Assembly Garage

Continuous Spell

You cannot Synchro Summon. Once per turn: You can send 1 card from your hand to the Graveyard and 1 Machine-Type "roid" monster from your Deck to the Graveyard; add 1 Machine-Type "roid" monster from your Deck or Graveyard to the hand. If this face-up card is destroyed and sent to the Graveyard: You can add up to 2 Machine-Type “roid” monsters from your Graveyard to your hand. You cannot Synchro Summon the turn you activate this effect.

 

Miracle Garage

Trap

If this face-down card is destroyed and sent to the Graveyard: You can Special Summon 1 Level 6 or lower Machine-Type "roid" monster from your Deck. If this face-down card leaves the field by an opponent's card effect: You can add 1 Machine-Type “roid” monster from your Deck to your hand.

 

Repair Garage

Continuous Trap

You cannot Synchro Summon. Once per turn, during either player’s turn: You can add 1 Machine-Type “roid” monster from your Graveyard to your hand. Once per turn, if a Machine-Type “roid” monster(s) you control would be destroyed by battle or card effect, it is not. If this card is destroyed and sent to the Graveyard: You can add 1 “Power Bond” from your Deck to your hand.

 

[spoiler=Extra Deck Monsters]

Search & Rescueroid

Machine-Type/EARTH/Rank 4/ATK 2300/DEF 1800

2 Level 4 Machine-Type monsters

Once per turn: You can detach 1 Xyz Material from this card and send 2 “roid” monsters from your Deck to the Graveyard; add 1 Machine-Type monster from your Deck to your hand. You cannot Synchro Summon the turn you activate this effect. When a Machine-Type monster you control is destroyed by battle or card effect and sent to the Graveyard: You can Special Summon that monster in Defense Position. You can only use this effect of "Search & Rescueroid" once per turn. If this card is destroyed: You can Special Summon 1 Level 8 or lower Machine-Type Fusion Monster from your Extra Deck, ignoring its summoning conditions.

 

Railroid Crossing

Machine-Type/EARTH/Rank 4/ATK 2200/DEF 1600

2 Level 4 Machine-Type Monsters

Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 Machine-Type monster from your Extra Deck by banishing Fusion Materials listed on it from your side of the field or either player's Graveyard (This Special Summon is treated as a Fusion Summon). The Fusion Monster Special Summoned by this effect cannot be targeted or destroyed by card effects until the end of the next turn. Once per turn, when this card battles an opponent’s monster: You can Tribute 1 Machine-Type “roid” monster from your hand or field; this card gains ATK equal to the original ATK of the Tributed monster until the end of this turn.

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It makes me incredibly happy to see people interested in my favourite archetype.

 

However, I want to make something clear: I strongly disagree with your way of not breaking Speedroids (no Synchro Summons). This is because, I believe, that while none of the Speedroid support specifically supports "roid", they are all Machine-Type roids and should be thought of as legitimate members of the archetype instead of trying to force them into effectively being a completely different archetype. I also just don't really think the no Synchro Summon clause is very effective.

 

I do though completely understand the wish of making cards that support the original roids and their playstyle (Fusion Summons, beatdown, Expressroid being important for Fusion Materials/Ambulanceroid/Machina Fortress/Pendulum techs).

 

Anyway, onto the cards!:

 

Overclock is basically Limiter Removal copies 2, 3 and 4, although weaker as it only affects 1 monster, and it has to be a roid. Although there isn't a once per turn activation clause so it could still be pretty bonkers if you draw multiples. The no Synchro Summons thing doesn't really do much here in reality, other than preventing OTKs with Chanbara. However the banish from Graveyard effect is far more interesting, as it can be activated to any source of damage (looking at you, Power Bond!) and is completely generic.

 

What I would change:

I think that the card is too silly in multiples (along with Limiter Removal) that is just going to lead to 'sacky' wins if you get them. One way to fix this would be a once per turn, but I don't see the need to make it a potential dead draw, so a better way would to simply make it gain a fixed amount of ATK, such as 1000. With this, you could easily remove the no Synchro Summon clause as well as potentially change the destruction effect to simply have the effect last until the End Phase,  although you might be wanting it to combo with cards that prevent destruction such as Connection Zone. The damage prevention effect is perfect.

 

Vehicroid Turnpike is essentially a Double Summon that also makes UFOroid, Rescueroid and Armoroid a lot easier to get out. The protection is nice to protect your plays from Effect Veiler and stuff, but it's noting too overpowered, and the stat drop prevention actually makes Stealth Union good without relying on Power Bond. The destroy and search effect is amazing, as it means you only ever have to run 1 Vehicroid Connection Zone since you can now get it extremely easily from either the Deck or Graveyard. Amazing card for consistency.

 

What I would change:

There's not a whole lot I can really say here. I would make it so it only reduces the Level of Level 5 or higher roids so Pendulums (I use roid Dinomist IRL) don't become useless. Also, the no Synchro Summon just doesn't actually do anything here, nor do I really think it needs it. Because it's a Field Spell, you can simply set another over it, or use its effect to destroy itself if you are willing to run Connection Zone in a Speedroid deck.

 

It's getting really late for me and I'm really tired, so I won't mention anything about the others for now, other than Search & Rescueroid is very overpowered. Using it to mill Speedroid Den Den Daiko Duke and another Speedroid Tuner makes it essentially a combination of Meliae of the Trees (to mill Glow-Up Bulb) and Gear Gigant X, which can then float into a wall.

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Thanks for the advice. Anyway, the problem with Speedroids is that they're actually a really good archetype, whereas the old Roids aren't. Being able to use these cards to search Speedroids and all of them on command would just break that archetype, whereas with old roids it just gives them a fighting chance. Speedroids felt like a callback to GX similar to that of Cyber Dragon Nova, taking cards that were originally meant for Fusion Summon, and making them focused on a different one, in this case, Synchro Summon. Old roids can pass off okayish Rank 4 Xyz plays, but have no Synchro Summon capability. Trying to make these gel together just won't work in my mind. If you have any other suggestions for what I could possibly try, I'm all ears though.

Overclock: 1000 boost sounds better I agree, but what if I made it also give an Armades effect too since it must be used on a roid monster only? Also, yeah, that Synchro Summon restriction was entirely for Chanbara. On a final note, yes this card was meant to mitigate the risk of running Power Bond.

Vehicroid Turnpike: I forgot to put an effect on it so it can't destroy itself, man I'm too forgetful.

 

Edit: Also changed the effect of "Search & Rescueroid" by having it prevent Synchro Summons the turn it uses its effect, at least for a quick fix, until we get a better one. Also, decided if it's destroyed by a card effect it can go into any level 8 or lower Machine-Type Fusion Monster, which would actually be very beneficial for them.

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