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Mechanical Army/Tactics Archetype


Oreios

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Mechanical Army is an Archetype or EARTH Machine monsters who can Special Summon themselves by tributing "Mechanical Army Cadet", which will be mentioned later.
They also have Spell/Trap Sub-Archetype called "Mechanical Tactics", which helps them with Protection.

 

 [spoiler=Monsters]

 

Mechanical Army Cadet:

LV.4

1500ATK/500DEF

EARTH Machine/Effect

When this card is summoned: Add a "Mechanical Army" Monster from your deck to your hand, except "Mechanical Army Cadet".

A simple searcher, whose effect isn't once per turn with it's only limitation being it cannot search himself as i would find it to be broken,
due to the secondary effect of the "Mechanical Army" monsters.



Mechanical Army Lieutenant:

LV.6

2000ATK/1000DEF

EARTH Machine/Effect

Cannot be Normal Summoned or Set. Must first be Special Summoned by tributing a "Mechanical Army Cadet" from your side of the field.
Once per turn you can send one card from your hand to the Graveyard; add a
"Mechanical Tactics" Spell/Trap card from your Deck to your hand. When this card leaves the field, you can Special Summon a "Mechanical Army Cadet" from your Graveyard.

The last effect is the last effect of all "Mechanical Army" monsters accept cadet, making them easy floatable.



Mechanical Army Captain:

LV.6

2200ATK/900DEF

EARTH Machine/Effect

Cannot be Normal Summoned or Set. Must first be Special Summoned by tributing a "Mechanical Army Cadet" from your side of the field.
All "Mechanical Army" Monsters gain 300 ATK and DEF for each face-up "Mechanical Tactics" card on the field. When this card leaves the field, you can Special Summon a "Mechanical Army Cadet" from your Graveyard.



Mechanical Army Colonel:

LV.8

2200ATK/2800DEF

EARTH Machine/Effect

Cannot be Normal Summoned or Set. Must first be Special Summoned by tributing 2 "Mechanical Army Cadet(s)" from your side of the field.
As long as you control a face-up "Mechanical Tactics" card(s), "Mechanical Army" Monsters you control cannot be destroyed by battle.
When this card leaves the field, you can Special Summon a "Mechanical Army Cadet" from your Graveyard.




Mechanical Army Commandant:

LV.8

2800ATK/2200DEF

EARTH Machine/Effect

Cannot be Normal Summoned or Set. Must first be Special Summoned by tributing 2 "Mechanical Army Cadet(s)" from your side of the field.
As long as you control a face-up "Mechanical Tactics" card(s), "Mechanical Army" Monsters you control cannot be destroyed by card effects.
When this card leaves the field, you can Special Summon a "Mechanical Army Cadet" from your Graveyard.



Mechanical Army Generalissimo:

LV.12

4000ATK/3500DEF

EARTH Machine/Effect

Cannot be Normal Summoned or Set.Cannot be Special Summoned except by the effect of "Medal of Honor".
While you control a face-up "Mechanical Tactics" card, this card is unaffected by Spell/Trap effects.
During either players turn, if a Monster effect is activated; you can banish a "Mechanical Tactics" card you control; Negate the activation and if you do, destroy it. When this card is destroyed, Special Summon as many banished "Mechanical Army" Monsters up to the number of "Mechanical Tactics" cards you control, ignoring their Summoning conditions.

The Boss monster of the deck which is immune against Traps and Spells(including your own!) and monster negation.

 

 

 

 

[spoiler=Spells/Traps]

 

Mechanical Tactics Ambush:

 

Normal Trap

 

When this card is destroyed by an opponent's card effect,

Destroy all monsters your opponent controls.

 

Basically an Artefact Raigeki

 

 

 

Mechanical Tactics Barbed Wire:

 

Continuous Trap

 

Once per turn, when your opponent declares an attack while you control a "Mechanical Army" monster, Negate the attack, also negate the effect of the attacking monster while it is on the field.

You can only control one "Mechanical Tactics Brabed Wire" on the field.

 

 

Mechanical Tactics Breakout:

 

Counter Trap

 

Negate the effect of a Spell or Trap card, that targets a "Mechanical Army" you control.

Add a "Mechanical Tactics" card from the deck to your hand, except "Mechanical Breakout".

 

 

 

Mechanical Tactics High Ground:

 

Continuous Trap

 

Once per turn, when a "Mechanical Army" monster battles an opponent's monster, your monster gains 500 ATK and the opponents monster looses 500 ATK during Damage calculation only.
You can only control one "Mechanical Tactics High Ground" on the field.
 
 
 
Mechanical Tactics Investment:
 
Continuous Spell
 
Once per turn, when a "Mechanical Army" monster destroys an opponent's monster by battle, the Monster Zone, where the destroyed monster was, cannot be used as long this card is on the field. You can only control one "Mechanical Tactics Investment" on the field.
 
 
 
Mechanical Tactics Reconnaissance:
 
Continuous Spell
 
Once per turn you can send a "Mechanical Army" you control to the Graveyard; target a set Card your opponent controls; reveal it, and set it back to it's original position. Your opponent cannot activate that card until the end of this turn. You can only control one "Mechanical Tactics Reconnaissance" on the field.
 
 
 
Recruitment:
 
Normal Spell
 
Add a "Mechanical Army Cadet" from your deck to your hand.
 
 
 
Replacement:
 
Quick Play Spell
 
When a "Mechanical Army" monster is destroyed, except "Mechanical Army Cadet", Special Summon a
"Mechanical Army Cadet" from your deck.
 
 
Medal of Honor:
 
Banish 5 "Mechanical Army" monsters with diffrent names from your field and/or graveyard; Special Summon a "Mechanical Army Generalissimo"
from your hand or deck.

 

 

 

 

[spoiler=Extra Deck]

 

Mechanical Army Brigadier:

 

Rank 6

 

EARTH Machine/Xyz

 

2 level 6 Machine Type Monsters
While this card has XYZ-Material(s),
"Mechanical Tactics" cards cannot be destroyed by card effects
Once per turn, you can detach one XYZ-Material from this card;Special Summon a level 6 or lower "Mechanical Army" Monster from your hand or Graveyard.
When this leaves the field, you can target a "Mechanical Army" monster in your Graveyard: Add it to your hand.

 

Mechanical Army Field Marshal:

 

Rank 8

 

EARTH Machine/Xyz

 

2 level 8 Machine Type Monsters
While this card has XYZ-Material(s),
"Mechanical Tactics" cards cannot be targeted by card effects
Once per turn, you can detach one XYZ-Material from this card; Add one "Mechanical Army" or "Mechanical Tactics" from your Deck to the hand.
When this leaves the field, you can target a "Mechanical Army" monster in your Graveyard: Special Summon it.

 

 

 

I'm open to suggestions to make the Archetype better or ,if necessary, balance it

 

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