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Lone Star Archetype [WRITTEN, 14/?]


Tinkerer

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Hello, fine peoples! I decided to work on a simple premise that works like a more aggressive version of Spyrals. It's nothing mind-blowing, but I think the effects are simple and effective enough to warrant seeing how it'd stack up against meta decks. Without further ado, the Lone Stars!

 

[spoiler=Lone Star]Lone Star Wanderer

WIND ****

Warrior/Effect

If this card is Summoned, you can equip 1 "Lone Star" equip spell from your hand or Deck to this card. This card cannot be destroyed by card effects. You can only control 1 "Lone Star Wanderer".

1900/1600

 

Wanderer's Silver Colt

Spell

You can Special Summon 1 "Lone Star Wanderer" from your Deck or Graveyard. If you control a "Lone Star Wanderer", you can equip this card from your Graveyard onto that monster as an equip spell. A monster equipped with this card cannot be targeted by opponent's card effects.

 

Lone Star Kid

EARTH **

Warrior/Effect

This card's name is treated as "Lone Star Wanderer" while on the field. If this card is destroyed (by battle or card effect), you can Special Summon 1 "Lone Star Wanderer" from your hand or Deck then add 1 "Star Ammo" card from your Deck to your hand.

900/600

 

Lone Star Flash Pistol

Equip Spell

Can only be equipped to a "Lone Star Wanderer". Monster gains 200 ATK. If the monster would inflict battle damage to your opponent's LP, you can halve that damage to destroy 1 card on the field.

 

Lone Star Twin Barrel

Equip Spell

Can only be equipped to a "Lone Star Wanderer". Monster gains 500 ATK. That monster can attack twice during each battle phase.

 

Lone Star Long Hunter

Equip Spell

Can only be equipped to a "Lone Star Wanderer". Monster gains 700 ATK. You can target 1 random card in your opponent's hand; reveal it, and if it is a monster, destroy it. If you activate this effect, battle damage inflicted to the opponent this turn is halved. You can only activate this effect of "Lone Star Long Hunter" once per turn.

 

Star Ammo - Incendiary Round

Quick-play Spell

You can only activate this card while you control a "Lone Star" Equip Spell. Destroy 1 monster on the field and inflict 1000 damage to your opponent. During your Standby phase, if you control a "Lone Star Wanderer" you can add this card from your Graveyard to your hand. You can only use this effect of "Star Ammo - Incendiary Round" once per turn.

 

Star Ammo - Silver Twister

Quick-play Spell

You can only activate this card while you control a "Lone Star" Equip Spell. Target 1 monster and/or 1 Spell/Trap on the field; destroy those targets. During your Standby phase, if you control a "Lone Star Wanderer" you can add this card from your Graveyard to your hand. You can only use this effect of "Star Ammo - Silver Twister" once per turn.

 

Lone Star Old Smithy

FIRE ***

Warrior/Effect

If this card is Summoned, you can add 1 "Lone Star" equip spell and 1 "Star Ammo" card from your Deck or Graveyard to your hand. During either player's damage step, when a "Lone Star Wanderer" you control battles, you can discard this card; that monster gains 1000 ATK and DEF until the end of the battle phase.

100/2000

 

Lone Star Favored Bartender

WATER ***

Psychic/Effect

If you control a "Lone Star Wanderer", your opponent cannot target this card for attacks or card effects. Once per turn, you can banish 1 card from your Graveyard and target 1 "Lone Star" monster in your Graveyard; add it to your hand, and if you do, you can Normal Summon 1 "Lone Star" monster in addition to your Normal Summon/Set. You can only gain this effect once per turn.

100/2000

 

Lone Star Bar

Field Spell

When this card is activated, you can add 1 "Lone Star Wanderer" from your Deck to your hand. "Lone Star" Spell cards cannot be targeted by opponent card effects, except "Lone Star Bar". All monsters, except "Lone Star" monsters, lose 200 ATK and DEF for each face-up "Lone Star" card on the field.

 

Star Ammo - Stun Bolt

Quick-play Spell

You can only activate this card while you control a "Lone Star" Equip Spell. You can target 1 face-up card on the field; it's effects are negated until the End Phase. During your Standby phase, if you control a "Lone Star Wanderer" you can add this card from your Graveyard to your hand. You can only use this effect of "Star Ammo - Stun Bolt" once per turn.

 

Lone Star Lovely Doxy

LIGHT **

Spellcaster/Effect

If a monster(s) are Special Summoned from the Extra Deck, they are changed into defense position and lose 500 ATK and DEF. If this card is targeted (for an attack or card effect), you can Special Summon 1 "Lone Star" monster from your hand or Graveyard, and if you do, return this card to your hand.

600/900

 

Lone Star Big Bounty

DARK 7*

Warrior/Effect

You can Special Summon this card (from your hand) to either player's side of the field by tributing 1 monster that player controls. You can only Special Summon "Lone Star Big Bounty" once per turn this way. If a player destroys this card (by battle or card effect), they can draw 1 card.

2600/0

 

 

Update1: 1/2/17 - toned down a few cards without completely removing their functionality.

 

Update2: 1/10/17 - added "Stun Bolt", "Lovely Doxy", and "Big Bounty". Also made text edits to the Ammo cards since they never said where you can recover them from.

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[spoiler=Wanderer]

Being able to equip from the deck as well being a level 4 with decent attack and immunity, its pretty good, as it's basically a level 4 monster with 2700 atk (assuming you equip long hunter) as well as being immune to lots of things.  

 

 

 

[spoiler=Silver Colt]

A free summon of the aforementioned Wander, as well as making basically invincible outside of battle and kaijus already makes this archetype pretty strong.

 

 

 

[spoiler=Kid]

Being summonable off of Colt is good, as well as being able to be equipped by the spells and the free search is good.

 

 

 

[spoiler=Flash Pistol]

Ok i guess. If its the only thing equipped its not going to be doing much as you wont be dealing a lot of damage, but the destruction effect can take out a few problems against things that aren't tier 1.

 

 

 

[spoiler=Twin Barrel]

Better, it gets off a total of 4800 damage on its own, and makes Flash Pistol good when they are combined. But it should be "That monster" instead of just "monster".

 

 

 

[spoiler=Long Hunter]

Good attack boost and the monster removal effect can get rid of problems that are normally immune to destruction and being able to see whats in your opponent's hand makes this one of the better equips.

 

 

 

[spoiler=Incendiary Round]

Being a possible destruction and 1000 damage every turn, as well as being searchable off of kid makes this really strong, and can actually be a good discard fodder.

 

 

 

[spoiler=Silver Twister]

Basically a searchable MST that can also destroy monsters that you can activate every turn, and a good discard fodder.

 

 

 

[spoiler=Old Smithy]

Good defense, can make twin barrel deal 6800 damage, and gets 2 Searches. In an actual deck, probably the most important card other then wanderer.

 

 

 

[spoiler=Favored Bartender]

The main reviver for the archetype, the protection on it makes it pretty good.

 

 

 

[spoiler=Bar]

searchable, can search and lets your monster overpower theirs and protection ends this archetype on a good note.

 

 

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Thanks for the comment Chaos.  Looking at them defined like that kinda shows what needs editing.  Will update the initial post with a few edits.  They won't really change the functionality of the cards themselves, but it will tone down some of the stuff that might seem a bit over-the-top.

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