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[AGM, Written] Neo AGM Avengers!


Draconus297

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[spoiler= Prompt]

Neo AGM Avengers

An archetype of exactly nine Main Deck monsters that does all manner of interesting things in concert with one another. In fact, similar to the shtick of old E-HERO and Synchron, they're more a toolbox to deal with various situations than anything. Omni-HERO style Fusions, Synchros for various situations, and essentially just everything you'll need to be ready for anything. They support one another exceedingly well, with searching, revival, Special Summoning, and other assorted combo plays by the bucketload. To boot, they even have the ability to go into Rank 2-6 Xyz with decent frequency given how good they are at getting field presence. Their real weakness, if you can call it that, is a lack of a definitive power play- you will likely run them more for their capacity as an engine than their merits as an archetype, especially because of one thing they lack: a beater above 3000. They're extremely consistent, really good at breaking boards, disposing of threats, and making solid boards of their own, but their biggest weakness is something like Crystal Wing running them over even after its effects have been shut down. But that's what techs are for!

 

 

 

[spoiler= Main Deck Monsters]

Neo AGM Avenger Dragon King

FIRE - Level 3 - Dragon/Effect - 900/1800

This monster can be treated as a Tuner for the Summon of a FIRE or Dragon-Type Synchro monster. When this monster is Normal Summoned, you can Special Summon 1 Level 4 or lower "Neo AGM Avenger" monster from your hand or Graveyard in face-up Defense Position. If this monster is Special Summoned, you can add 1 "AGM Avenger" card from your Deck to your hand. If this card is sent to the Graveyard, you can add 1 "Fusion" or "Polymerization" card from your Deck to your hand. You can only activate each effect of "Neo AGM Avenger Dragon King" once per turn.

 

Neo AGM Avenger Dova

LIGHT - Level 2 - Thunder/Tuner/Effect - 800/800

If you control a face-up "Neo AGM Avenger" monster, except "Neo AGM Avenger Dova", you can Special Summon this monster from your Graveyard. You can Tribute this face-up monster: Special Summon 1 "Neo AGM Avenger" monster from your hand or Graveyard with its effects negated. You can only activate each effect of "Neo AGM Avenger Dova" once per turn.

 

Neo AGM Avenger - Flash Flyer

WIND - Level 4 - Spellcaster/Effect - 1800/800

When this monster is Normal Summoned, you can Special Summon 1 Level 3 or lower monster from your Graveyard in face-up Defense Position. If this monster is sent from the field to the Graveyard, you can Special Summon 1 "Neo AGM Avenger" monster from your Deck, except "Neo AGM Avenger - Flash Flyer".

 

Neo AGM Avenger - Shinigami

DARK - Level 1 - Fiend/Tuner/Effect - 0/0

If you control no monsters: You can Special Summon this monster from your hand. During your Main Phase, if you control only "AGM" monsters, you can draw 2 cards: If you activate this effect, you cannot Summon monsters, except "AGM" monsters, for the rest of the turn. If you control a face-up "Neo AGM Avenger" monster, except "Neo AGM Avenger - Shinigami", you can Special Summon this monster from your Graveyard, but banish it when it leaves the field. You can only activate each effect of "Neo AGM Avenger - Shinigami" once per turn.

 

Neo AGM Avenger - Void Champion

DARK - Level 3 - Warrior/Tuner/Effect - 1000/700

If a "Neo AGM Avenger" monster you control destroys or banishes your opponent's monster, by battle or its own effect, you can Special Summon this monster (from your hand or Graveyard). If this monster is used as Fusion or Synchro Material for a Summon, you can target 1 monster on the field: That target's ATK and DEF become 0, also you can add 1 "AGM Avenger" card (except "Neo AGM Avenger - Void Champion") from your Deck to your hand during the End Phase.

 

Neo AGM Avenger - Landowning Engineer

EARTH - Level 4 - Beast-Warrior/Effect - 1700/1000

If this monster is Normal or Special Summoned, you can reveal 1 Fusion monster from your Extra Deck: Add 1 "Neo AGM Avenger" monster from your Deck to your hand of the same Attribute as the revealed monster from your Deck to your hand, but you cannot Summon the revealed monster this turn. Once per turn, if this card is in your Graveyard (except during the turn it was sent there), you can Special Summon 1 "Neo AGM Avenger" monster from your hand.

 

Neo AGM Avenger - Chaotic Garland

WATER - Level 4 - Plant/Tuner/Effect - 0/2100

If this monster is used as Fusion or Synchro Material for the Summon of a "Neo AGM Avenger" monster, you can Set 1 "Neo AGM Avenger" card from your Deck (you can only activate this effect of "Neo AGM Avenger - Chaotic Garland" once per turn). Once per turn, you can target 1 face-up "AGM" monster you control: Increase or decrease that target's Level by 1.

 

Neo AGM Avenger - Machine Spirit

WIND - Level 2 - Machine/Effect - 600/700

You can return 1 card on your field to your hand: Special Summon this monster from your hand, and if the returned card was a "Neo AGM Avenger" monster, you can Normal Summon 1 "AGM" monster in addition to your Normal Summon/Set (you can only gain this effect of "Neo AGM Avenger - Machine Spirit" once per turn). Once while you control this face-up monster, you can activate "Polymerization" and "Fusion" Spell Cards from your hand during your opponent's turn.

 

Neo AGM Avenger - Tojin

LIGHT - Level 2 - Rock/Effect - 1300/0

If your opponent's monster declares an attack, you can discard this card: Negate that attack, end the Battle Phase, and increase your Life Points by the ATK of the monster whose attack was negated. If this monster is in your Graveyard, you can send 1 "AGM" card from your Deck to the Graveyard: Special Summon this monster (you can only activate this effect of "Neo AGM Avenger - Tojin" once per turn).

 

 

 

[spoiler= Spells/Traps]

AGM Avenger Headquarters

Field Spell

You can Normal Summon 1 "AGM" monster in addition to your Normal Summon/Set (you can only gain this effect of "AGM Avenger Headquarters" once per turn). If you Special Summon a "Neo AGM Avenger" monster, you can add 1 "AGM" monster of a different Attribute from your Deck to your hand. You can Special Summon 1 "Neo AGM Avenger" monster from your hand or Graveyard, but you cannot Normal Summon or Set monsters, except "AGM" monsters, the turn you activate this effect. If this card is destroyed, you can Special Summon any number of "AGM" monsters of different Levels from your Graveyard in Defense Position with their effects negated. You can only activate each effect of "AGM Avenger Headquarters" once per turn.

 

Prospective AGM Avenger

Normal Spell

Add 1 "Neo AGM Avenger" monster from your Deck or Graveyard to your hand, then target 1 face-up monster on the field: Increase or decrease the target's Level/Rank by the Level of the added monster (You cannot Summon the added monster this turn). During either player's turn, you can banish this card from your Graveyard to target 2 "AGM" monsters in your Banished Zone: Shuffle those targets into your Deck to Fusion Summon 1 Fusion monster from your Extra Deck using those targets as Material, but you cannot Special Summon monsters this turn, except by the effect of "Prospective AGM Avenger". You can only activate each effect of "Prospective AGM Avenger" once per turn.

 

AGM Avenger Fusion

Normal Spell

Fusion Summon 1 Fusion monster from your Extra Deck, using "AGM" monsters you control or in your hand as Material. If this card is in your Graveyard, you can banish 1 other "AGM" card in your Graveyard: Add this card from your Graveyard to your hand.

 

Neo AGM Avenger Fusion

Quick-Play Spell

Fusion Summon 1 "Neo AGM Avenger" Fusion monster from your Extra Deck, using monsters you control and/or in your hand as Materials. You can banish this card and appropriate Fusion Material monsters from your Graveyard, except during the turn this card was sent to the Graveyard: Fusion Summon 1 "Neo AGM Avenger" Fusion monster from your Graveyard or Extra Deck. You can only activate each effect of "Neo AGM Avenger Fusion" once per turn.

 

Superior AGM Avenger Fusion

Quick-Play Spell

Fusion Summon 1 Fusion monster from your Extra Deck using monsters either player controls, including at least 1 "AGM" monster you control, as Fusion Material. Cards and effects on the field cannot be activated in response to this card. You can banish this card from your Graveyard to add 1 banished "AGM" card to your hand, except "Superior AGM Avenger Fusion", also if that card is in your hand at the end of the turn you can discard it to draw 1 card.

 

Incredible AGM Avenger Fusion

Continuous Spell

Fusion Summon 1 "Neo AGM Avenger" Fusion monster from your Extra Deck by sending appropriate Materials from your Deck to the Graveyard, and if you do, equip this card to the Fusion Summoned monster. During each End Phase, banish 2 cards from your Graveyard or banish the equipped monster.

 

AGM Avenger Challenge

Normal Spell

Pay 2000 Life Points: Special Summon 1 "AGM" monster from your Deck. For the rest of the turn after you activate this card, your opponent draws 1 card for each "AGM" monster Summoned, and each Fusion, Synchro, or Xyz monster Summoned using an "AGM" monster as Material, except by the effect of "AGM Avenger Challenge". During your opponent's turn, you can banish this card from your Graveyard to select and activate 1 of the following effects:

●Gain 2000 LP.

●Draw 1 card.

You can only activate 1 effect of "AGM Avenger Challenge" per turn, and only once that turn.

 

Last Hope of the AGM Avengers

Normal Spell

Shuffle at least 3 "AGM" monsters with different Attributes from your Graveyard into your Deck: Draw 1 card. If the card you draw by this effect is an "AGM" monster of the same Attribute as one of the monsters you shuffled into your Deck by this effect, you can select and activate 1 of the following effects:

●Destroy all monsters your opponent controls.

●Destroy all Spell/Trap Cards your opponent controls.

●"AGM" monsters you control are unaffected by your opponent's cards and effects until your next Standby Phase.

You can only activate 1 "Last Hope of the AGM Avengers" per turn.

 

AGM Avenger Acceleration

Normal Trap

Immediately after this effect resolves: Synchro Summon 1 Synchro monster from your Extra Deck, using monsters you control as Material (including at least 1 "AGM" monster). During the End Phase of the turn this card was activated on the field, if you did not Summon monsters this turn, except "AGM" monsters, you can banish this card from your Graveyard: Both players draw 1 card for each face-up "AGM" monster they control.

 

AGM Avenger Deployment Strategy

Continuous Trap

If an "AGM" monster is added from your Deck to your hand, except by drawing, you can Special Summon it. During either player's turn, you can destroy this face-up card to Special Summon 1 "AGM" monster from your hand or Graveyard in Defense Position, with its DEF doubled.

 

AGM Avenger Rescue

Counter Trap

If an "AGM" monster you control is targeted for an attack or card effect, you can discard 1 card to negate that attack/effect, then destroy 1 card you control, and if you do, Special Summon 1 "Neo AGM Avenger" monster from your Deck in face-up Defense Position.

 

 

 

[spoiler=Fusion]

Neo AGM Avenger - Yuki Onna

WATER - Level 6 - Aqua/Fusion/Effect - 2200/2500

1 "AGM" monster + 1 WATER monster

Up to twice during either player's turn, you can target 1 face-up monster on the field: If that monster battles, its ATK and DEF are switched, and any effects that would change that monster's ATK now change its DEF, and vice versa. If your opponent takes damage in battle with an "AGM" monster you control: Gain LP equal to the amount of damage inflicted. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Yuki Onna" monster from your Graveyard.

 

Neo AGM Avenger - Chthonian

FIRE - Level 6 - Dragon/Fusion/Effect - 2300/2300

1 "AGM" monster + 1 FIRE monster

You gain an additional Normal Summon, in addition to your Normal Summon/Set (you can only use this effect of "Neo AGM Avenger - Chthonian" once per turn). During your Battle Phase, if all monsters you control have attacked this turn, you can Tribute 1 FIRE and/or "AGM" monster you control: You gain an additional Battle Phase this turn, immediately after this one. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Chthonian" monster from your Graveyard.

 

Neo AGM Avenger - Vigilizard

EARTH - Level 6 - Reptile/Fusion/Effect - 2500/1000

1 "AGM" monster + 1 EARTH monster

This monster inflicts piercing Battle Damage. If this monster battles your opponent's Defense Position monster, negate the effects of all face-up cards your opponent controls until the end of the Battle Phase. If this monster inflicts Battle Damage to your opponent, you can banish 1 card at random from your opponent's hand, and if the damage inflicted was 1000 or more, your opponent must select and banish 1 additional card from their hand. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Vigilizard" monster from your Graveyard.

 

Neo AGM Avenger - Amazoni

DARK - Level 6 - Beast-Warrior/Fusion/Effect - 2300/2000

1 "AGM" monster + 1 DARK monster

You can also Fusion Summon this monster by Tributing the above Materials you control. Your opponent cannot target "AGM" or "Amazoni" monsters you control for attacks or effects, except this card. During the End Phase of a turn a monster(s) on the field was Tributed or used as Fusion Material, you can banish 1 card from your opponent's Graveyard and add 1 of those monsters from the Graveyard to your hand. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Amazoni" monster from your Graveyard.

 

Neo AGM Avenger - Worm

LIGHT - Level 6 - Reptile/Flip/Fusion/Effect - 1800/2600

1 "AGM" monster + 1 LIGHT monster

FLIP: Set 1 other face-up card on the field, and if you do, increase the ATK and DEF of all monsters you control by 800.

You can also Fusion Summon this monster by Tributing the above Materials you control. During either player's turn, if your opponent activates a monster effect, you can negate the activation, then flip this monster and the monster whose effects were negated into face-down Defense Position. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Worm" monster from your Graveyard, in face-up Attack Position or face-down Defense Position.

 

Neo AGM Avenger - Wingkeeper

WIND - Level 6 - Spellcaster/Fusion/Effect - 1900/2400

1 "AGM" monster + 1 WIND monster

You can also Fusion Summon this monster by Tributing the above Materials you control. Cannot be destroyed by battle or card effects. Once during either player's turn, you can return 1 WIND monster on the field and 1 other card on the field to its owner's hand. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Wingkeeper" monster from your Graveyard.

 

 

 

[spoiler= Synchro]

Neo AGM Avenger - Cookie Kingdom

LIGHT - Level 7 - Fairy/Synchro/Effect - 2400/1800

1 "AGM" or "Cookie Kingdom" Tuner + 1 or more non-Tuner monsters

When this monster is Synchro Summoned, you can activate this effect: Both players return the monster they control with the highest ATK to their hand. If this monster battles, you can pay any amount of Life Points: Increase the ATK and DEF of this card by the amount of LP paid. If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Cookie Kingdom" monster from your Graveyard.

 

Neo AGM Avenger - Highlander

DARK - Level 7 - Fiend/Synchro/Effect - 2700/1300

1 "AGM" or "Highlander" Tuner + 1 or more non-Tuner monsters

Once per turn, during either player's turn, you can destroy 1 Equip Card on the field: Both players draw 1 card, then discard 1 card. If a card is added to your opponent's hand outside their Draw Phase, they must reveal that card, then you can add 1 card of the same card Type (Monster, Spell, or Trap) from your Graveyard to your hand. If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Highlander" monster from your Graveyard.

 

Neo AGM Avenger - Space Mermaid

WATER - Level 8 - Fish/Synchro/Effect - 1500/2800

1 "AGM" or "Space Mermaid" Tuner + 1 or more non-Tuner monsters

Once per turn, during either player's turn, you can banish 1 card you control or in your Graveyard: Banish 1 card on the field or in the Graveyard. You can return any number of cards from your Banished Zone to your Graveyard: Inflict 200 damage to your opponent for each (you can only activate this effect of "Neo AGM Avenger - Space Mermaid" once per turn). During the End Phase of the turn this card is banished from your field or Graveyard: You can Special Summon 1 of your banished "AGM" or "Space Mermaid" monsters, except "Neo AGM Avenger - Space Mermaid" (You can only activate this effect of "Neo AGM Avenger - Space Mermaid" once per turn). If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Space Mermaid" monster from your Graveyard.

 

Neo AGM Avenger - RI-ON

WIND - Level 8 - Dragon/Synchro/Effect - 2300/2450

1 "AGM" or "RI-ON" Tuner + 1 or more non-Tuner monsters

The effects of monsters your opponent controls and in their Graveyard are negated during your turn, except the effects of Dragon-Type monsters. The first monster your opponent Summons in a turn has its ATK and DEF reduced to 0, also your opponent takes damage equal to half of that lost ATK or DEF (whichever is higher). Once per turn, during either player's turn, you can Tribute 1 face-up "AGM" or "RI-ON" monster you control to Special Summon 1 Dragon-Type Synchro monster of a lower Level than the Tributed monster from your Graveyard or Extra Deck, but a monster Summoned this way is returned to your Extra Deck during the End Phase. If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "RI-ON" monster from your Graveyard.

 

Neo AGM Avenger - Electric Field

EARTH - Level 7 - Thunder/Synchro/Effect - 2500/1700

1 "AGM" or "Electric Field" Tuner + 1 or more non-Tuner monsters

The first effect activated on your opponent's field in a turn is negated. If a card your opponent controls is destroyed by battle with or the effect of an "AGM" or "Electric Field" card, except "Neo AGM Avenger - Electric Field", you can target 1 card on your opponent's field: Banish that target. If a card your opponent controls is banished by the effect of an "AGM" or "Electric Field" card, except "Neo AGM Avenger - Electric Field", you can destroy 1 random card your opponent controls or in their hand. If this monster is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Electric Field" monster from your Graveyard.

 

Neo AGM Avenger - Des-Draconus

FIRE - Level 6 - Dragon/Synchro/Effect - 2800/200

1 "AGM" or "Des-Draco" Tuner + 1 or more non-Tuner monsters

If your opponent activates a card or effect, you can discard 1 card of the same card Type (Monster, Spell, or Trap) as that card: Negate the activation, and if you do, banish this card and the negated card. During the End Phase, if this card was banished this turn, you can shuffle 1 "AGM" card from your Graveyard into your Deck to Special Summon this monster from your Banished Zone. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 5 or lower "AGM" or "Des-Draco" monster from your Graveyard.

 

 

 

[spoiler= Random Xyz because I can]

Neo AGM Avenger - Game Master

WIND - Rank 2 - Sea Serpent/Xyz/Effect - 1600/800

2 Level 2 monsters

If this monster is Summoned using 1 or more "AGM" monsters as Material, you can target 1 face-up monster on the field: That target's ATK is doubled until the end of the turn. Once per turn, you can detach 1 Xyz Material from this card to target 1 "AGM" monster you control: That target gains an additional attack during each Battle Phase. If this monster is sent from the field to the Graveyard, you can target 1 "AGM" card in your Graveyard: Shuffle that target into your Deck.

 

 

 

Just 2 each of Fusions and Synchros for now. More on the way.

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+1 EARTH Synchro

 

I'm thinking of adding a Parallel World Fusion to the archetype, but I'm wondering what to call it. The archetype's Super Poly and Future Fusion are named after Marvel comic lines (Superior and Incredible), so I'm putting thought into Amazing, Uncanny, and Ultimate, but . . . shrug

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