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[AGM] Highlander


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A Synchro Turbo Fiend archetype, which, like Crystal Beasts, head to the Spell and Trap Zones after being destroyed- but, unlike CBs, jump into your OPPONENT'S Zones, as Equip Spell Cards for your opponent's monsters that make it harder for your opponent to get the equipped monster off the field. Interestingly, you can still use them as Synchro Material in this state.

 

[spoiler=Show Monsters]

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LORE:When this card is Normal Summoned: You can Special Summon 1 Fiend-Type monster from your hand. If this card is destroyed (either by battle or by card effect): You can target 1 monster your controls; equip this card to that target as an Equip Spell Card. Monsters equipped with this card lose 500 ATK and DEF and their effects are negated. You can Synchro Summon using "Highlander" monsters in your opponent's Spell & Trap Card Zones.

 

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LORE:While you control a "Highlander" monster with a different name: You can Special Summon this card from your hand. If this card is destroyed (either by battle or by card effect): You can target 1 monster your controls; equip this card to that target as an Equip Spell Card. Monsters equipped with this card cannot declare an attack or change their position. You can Synchro Summon using "Highlander" monsters in your opponent's Spell & Trap Card Zones.

 

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LORE:During your Main Phase: You can banish 1 "Highlander" card from your Graveyard; Special Summon 1 "Highlander" monster with a different name from your hand or Graveyard. You can only activate this effect of "Highlander Apocalypse" once per turn. If this card is destroyed (either by battle or by card effect): You can target 1 monster your controls; equip this card to that target as an Equip Spell Card. Monsters equipped with this card are banished during the End Phase (even if this card is no longer face-up on the field). You can Synchro Summon using "Highlander" monsters in your opponent's Spell & Trap Card Zones.

 

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LORE:When this card is Normal Summoned: You can Special Summon 1 "Highlander" monster with a different name from your Graveyard. If this card is destroyed (either by battle or by card effect): You can target 1 monster your controls; equip this card to that target as an Equip Spell Card. Monsters equipped with this card lose 1000 ATK and DEF during each End Phase. You can Synchro Summon using "Highlander" monsters in your opponent's Spell & Trap Card Zones.

 

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LORE:When this card is Normal Summoned: You can Special Summon 1 of your banished "Highlander" monsters. If this card is destroyed (either by battle or by card effect): You can target 1 monster your controls; equip this card to that target as an Equip Spell Card. Monsters equipped with this card are returned to the bottom of the Deck during the End Phase (even if this card is no longer face-up on the field). You can Synchro Summon using "Highlander" monsters in your opponent's Spell & Trap Card Zones.

 

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LORE:When this card destroys an opponent's monster by battle: You can add 1 "Highlander" Spell/Trap Card from your Deck to your hand. If this card is destroyed (either by battle or by card effect): You can target 1 monster your controls; equip this card to that target as an Equip Spell Card. Monsters equipped with this card lose half their ATK and DEF. You can Synchro Summon using "Highlander" monsters in your opponent's Spell & Trap Card Zones.

 

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LORE:If a "Highlander" monster would be destroyed (either by battle or by card effect): You can discard this card; it is not destroyed. If this card is destroyed (either by battle or by card effect): You can target 1 monster your controls; equip this card to that target as an Equip Spell Card. Monsters equipped with this card cannot activate their effects and are changed to Defense Position during each End Phase. You can Synchro Summon using "Highlander" monsters in your opponent's Spell & Trap Card Zones.

 

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LORE:When this card is Normal Summoned: You can Special Summon 1 "Highlander" monster from your Deck, but its ATK and DEF become 0 and you cannot Special Summon other monsters this turn, except Synchro monsters. If this card is destroyed (either by battle or by card effect): You can target 1 monster your controls; equip this card to that target as an Equip Spell Card. Monsters equipped with this card cannot be Tri. You can Synchro Summon using "Highlander" monsters in your opponent's Spell & Trap Card Zones.

 

 

 

 

[spoiler=Show Spell Cards]

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LORE:During your Main Phase: You can add 1 "Highlander" monster from your Deck to your hand. You can only activate this effect of "Golden Age of the Highlander" once per turn. While this card remains face-up on the field, "Highlander" monsters are also treated as LIGHT Warrior-Type monsters.

 

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LORE:Equip any number of "Highlander" monsters from your Graveyard to an opponent's face-up monster as Equip Spell Cards.

 

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LORE:(This card is always treated as a "Highlander" card.)

Add 1 "Highlander" card with a different name from your Graveyard to your hand. You can only activate this effect of "Rising Shadows" once per turn. During either player's turn, if a "Highlander" card on the field would be banished: You can banish this card from your Graveyard instead.

 

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LORE:"Highlander" monsters on the field gain 500 ATK and DEF. You can destroy 1 face-up "Highlander" card with a different name; Special Summon 1 Fiend-Type monster from your hand. You can only activate this effect of "Castle of the Highlanders" once per turn.

 

 

 

 

[spoiler=Show Trap Cards]

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LORE:Banish 1 "Highlander" Tuner monster and any number of non-Tuner "Highlander" monsters from your Graveyard, and if you do, Special Summon from your Extra Deck 1 Synchro Monster whose Level is equal to the combined Levels of monsters banished by this effect. (This Special Summon is treated as a Synchro Summon.) You can only activate 1 "Infamous Legacy of the Highlander" once per turn.

 

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LORE:Negate the Special Summon, attack, or effect of an opponent's monster, and banish that card. You must control a face-up "Highlander" monster to activate this card.

 

 

 

 

[spoiler=Show Synchro Monster Cards]

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LORE:1 Fiend-Type Tuner + 1 or more non-Tuner Fiend-Type monsters

Once per turn: You can target 1 Equip Card on the field and 1 other card on the field; banish both targets, and if you do, your opponent takes 800 damage. If this card is destroyed (either by battle or by card effect): You can Special Summon 1 "Highlander" monster with a different name from your Graveyard.

 

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LORE:1 Fiend-Type Tuner + 1 or more non-Tuner Fiend-Type monsters

When this card is Synchro Summoned: You can shuffle up to 2 monsters on the field equipped with Equip Spell Cards into the Deck. Your opponent cannot banish cards.

 

 

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I am kind of new to review so take this opinion with some leeway:
The concept of theses cards are really interest, making most battle oriented decks have to second guess the option of attack your monsters and gaining debuffs and a cluttered field for it. Though I think the monsters are fine as is I do have a few suggestions.

-Rising Shadow could be renamed [The] Rising Shadow of the Highlander* if you want to just remove the lore stating it serves as a highlander card.
*Word/letter in bracket is optional and you can choose to have it or not.

-Maybe add some Level 5/6 monsters that can use equipped monsters as tribute fodder for a summon. It'll give better control to boards that flood very quick i.e Six Samurai.

-For Grasp of the Highlander needs a clearly stated focus on the "Summon" type it should be either SS or NS summons since the ability to cover nearly all summons is kind of crazy for one card to do along with negating trigger effects or attacks.

-I'm not sure what the final effect of Golden Age can do since no card uses the ability of being a Light Warrior monster or having Light Warrior monsters on the field. Maybe just have it change their attribute and have more supports based on the idea that they are Light Fiend types. Something with draw power or triggers of the number of Light -Fiend types can make this deck pretty interesting gimmick wise.

-I suggest some sort of advantage to have some of them leaving the field outside of destruction, since being banished and bounced are still options that can give these archetype a hard time.

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-Rising Shadow could be renamed [The] Rising Shadow of the Highlander* if you want to just remove the lore stating it serves as a highlander card.

*Word/letter in bracket is optional and you can choose to have it or not.

 

It's not really much of a bother for me.

 

-Maybe add some Level 5/6 monsters that can use equipped monsters as tribute fodder for a summon. It'll give better control to boards that flood very quick i.e Six Samurai.

 

But then they wouldn't be able to Synchro Summon.

 

-For Grasp of the Highlander needs a clearly stated focus on the "Summon" type it should be either SS or NS summons since the ability to cover nearly all summons is kind of crazy for one card to do along with negating trigger effects or attacks.

 

That's fine; I could do that.

 

-I'm not sure what the final effect of Golden Age can do since no card uses the ability of being a Light Warrior monster or having Light Warrior monsters on the field. Maybe just have it change their attribute and have more supports based on the idea that they are Light Fiend types. Something with draw power or triggers of the number of Light -Fiend types can make this deck pretty interesting gimmick wise.

 

Mostly for flavor (hence the name "Golden Age of the Highlander).

 

-I suggest some sort of advantage to have some of them leaving the field outside of destruction, since being banished and bounced are still options that can give these archetype a hard time.

But that would be going against the prompt that I had to work on this archetype.
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